About Dramm HayleAncestry: Human
Strength: 13
Perception: 10
Size: 1
Damage: 0
Spoken Languages: Common, High Archaic Written Languages: Common, High Archaic Spellcasting
Professions:
Ancestry Traits and Abilities:
Birthday: April 9th, 864 A.F. (After Founding) Group Stash:
- Enchanted Mail (lightweight, can be worn by anyone, currently Uruuna I think) - Scroll of Frighten (Curse Magic) - Scroll of Doom (Rune) - Scroll of Bury The Hatchet (on Dramm) - 1 silver worth of small gemstones (scarab rocks) - Mine Manager's silver ring (5 silver value) - Miner's valuables (5 crowns worth of coins and belongings). - Obsidian tipped spear (Selgaer is carrying) Campsite - Enough food/water for nine people for a week.
Spells:
Special Counter Spell - -/- Exorcism (1) - 3/3 Tradition: Alteration Comprehension (0)- 6/6 Regeneration (3) - 0/2 Tradition: Arcane Arcane Armor (0)- 5/6 Arcane Dart (0)- 6/6 Tradition: Destruction Ruin (0)- 5/6 Rend (1)- 0/3 Destroy (4)- 0/1 Fragility (4) - 1/1 Disintegrate (5) - 0/1 Tradition: Life Minor Healing (0)- 3/6 Cure (1)- 2/3 Light Healing (1)- 0/3 Moderate Healing (2)- 0/2 Restore Body (4) - 1/1 Tradition: Protection Force Field (1)- 1/3 Vigor (2)- 0/2 Invulnerability (4) - 1/1 Paths and Path Abilities:
Novice Path: Magician
Equipment:
Wearing/Using
At Home:
Rolls etc.:
Age: 24 Build: Slightly Overweight Appearance: Average Background: Human Personality: Places personal and ally interests above others Profession 1: Trapper Profession 2: Cook Lifestyle: Average Means (Getting by) Interesting Thing: Human-Faced Fly in Amber Character Development:
Personality: Though Dramm comes across as cold and calculating, he has a habit of letting his emotions take hold occasionally in the face of danger. This appears to encourage him to become more reckless. Dramm dislikes disorderly things or things he cannot predict. He finds communication tiring and confusing, but makes an effort with his newfound companions. Dramm often does a poor job explaining his actions. Instead, if he wants to be kind or helpful, he tends to simply do what he thinks will help rather than speak to the person. Dramm has a soft spot or children, though they make him nervous. - The Moore House creature caused Dramm to become reckless, endangering himself to provide an opening to his allies.
Relationships:
Anophth-Close Friends: Dramm has found himself very impressed by Anophth, even more now that the Goblin has assisted him so thoroughly. The Goblin's cleverness and dependability at Moore House has ingratiated him to Dramm. Dramm actively has an improved view of goblins in general due to Anophth. He is likely to trust them in the future. Dramm has become closer to Anophth due to their shared experiences. They have revealed secrets to each other and Dramm considers Anophth a valuable confidant. Seeing Anophth begin to return to his former self has instilled respect at the Goblin's resilience. - Anophth is clever and hard to pin down. These are useful traits.
Dreen the Merchant Councilman-Business: Dramm feels more comfortable with Dreen than any other member of the council aside from Ezekia. He does not trust the man, but he feels he at least understands what a merchant councilman wants and can rely on Dreen to act in his own interests. With the failure to save Candace on the island, Dramm feels he owes a debt to Dreen. - Dramm was willing to go along with Anophth's eagerness for revenge at the opportunity that Dreen's proposal presented. However, he does not trust that Dreen is telling the group everything.
Ezekia-Mentor/Love Interest?: Dramm respects Ezekia's power and skill. Their time as student and mentor has been very valuable, and the evolution to friendship is quite touching. He recognizes that he will soon be more powerful than Ezekia, but remains grateful for her instruction. He views her as a bridge that has connected him to both his goals and his brother. Dramm has a reluctant interest in Ezekia, but is not experienced enough to understand if he can or even should explore this. - Dramm is respectful of Ezekia's word, and will work to hold it.
Imedren-Reliable Ally: Dramm does not entirely trust Imedren due to his self-destructive habits. Imedren's recent revelations about his doubts and trauma from Moore House have lead to a decent amount of empathy from Dramm. As time has gone on, Imedren continues to impress Dramm and his growth has turned him into a reliable ally, if one that blames himself too much. Dramm believes that the priest is a good person at heart, but perhaps expects too much of himself and takes his failures harder than he has to. - Imedren is wishy washy in Dramm's eyes, and acts rashly when pushed into situations.
Joy-Overprotective: Dramm has accepted Joy into the group because of her magical aptitude and determination. He sees the young teen as dangerously overconfident. She is intelligent, and he accepts that she is too headstrong to control directly. Still, he has a habit of seeing her as a child and being overprotective due to his promise to Ezekia. Joy has yet to leave a true personal mark as an individual on Dramm. - Dramm appreciates that Joy does not argue in a fight. Instead she is adaptive and works as a team.
Nutmeg-Shy: Dramm is uncomfortable around Nutmeg. The young lad is bright and friendly, and reminds Dramm of Ezra. That he is so close to danger and seemingly feels little fear at the prospect worries Dramm. He likes Nutmeg's enthusiasm and clear intelligence. - Tabog's close call on the island with the demon confirmed Dramm's fears that the boy is closer to being an orphan than he thinks.
Reena the Militia Commander-Tense: Dramm recognizes Reena easily enough, as she is a striking figure. His recent interactions with her have left them tense. He worries about the woman's jealousy and that it could lead to abuses of her position to make his life miserable. - Knows of her and worries that she might possibly be an issue down the road.
TaBog-Good Friend: TaBog has improved in Dramm's eyes. The man's return to theater was unexpected and provokes some curiosity. TaBog has made persistent efforts to become friendly with Dramm, and this effort is noted. TaBog is well spoken, which offsets Dramm's usual social ineptness and inspires a tinge of jealousy at being able to be heard and express himself. TaBog's apparent infatuation with Ezekia annoys and amuses Dramm at the same time. This has resulted in some unexpected humor from Dramm's part, and has brought the two closer together. He sees Tabog as rather selfish. - Learning that TaBog's body is not corrupted has set Dramm at ease.
Uruuna-Friends: The halfling has surprised Dramm with her willingness to fight at any moment. He admires her spirit and enthusiasm, even more so due to her dedication to training. Dramm has noticed that Uruuna is kind to Nutmeg. Her battle prowess and reliability in a fight makes her an appreciated addition to the team. - Uruuna has been training, and Dramm has noticed. He appreciates her stalwart dedication.
Story:
Dramm Hayle grew up in a rural hunting village, out of the way and mostly forgotten by the outside world, with his brother Ezra and parents. Life was hard in the area, requiring diligent hunting and work to eek out even a meager existence. The farmers and hunters relied on a dark benefactor to bring boons for their survival, a creature that brought fortune to the village as long as it was appropriately satisfied with worship and occasional sacrifice. Dramm and his brother were a part of the congregation, and had been since birth. The elders indoctrinated the children early, which pleased their patron greatly. They had little question for the witchcraft and rituals they took a part of every year for bountiful harvests and game. When one year Ezra displayed magical talent, the village was overjoyed and lavished the young man with praise. It was certain that he would do great things for his home. Ezra only got better with time, and Dramm was proud of his younger brother's rapid growth and apparent talent. He could not make sense of the strange texts and manuscripts that Ezra designed and studied, but supported his brother with anything he needed for practice. This often involved catching small game and bringing it for rituals or incantations. Eventually, Ezra's talent caught the eye of the village patron, and he was offered a unique opportunity: The patron told him of a ritual that, if successful, would "elevate" the young magician to the form of a patron himself. The village elders were ecstatic at the chance for a guardian made from one of their own, and Ezra accepted with pride. Months were spent perfecting the ritual between every member of the village, and eventually Dramm was preparing to assist in his brother's magical transformation. He had gathered small animals and creatures to be sacrificed, blood to draw the magic that Ezra would be infused with. Every motion and word from every villager was perfected, and Dramm was given the task of driving the knife into Ezra that would strike the deal for power. This task, he was told, could only be performed by a family member. The night of the ritual came, and the village gathered under the great hall at a dark stone altar. Each would assist in the incantation to call the power to Ezra. Exact words and motions created a palpable hum in the air as their patron was called forth. Dramm spoke his own words, and drove the knife home. Dramm was never sure if it was his own fault. He still worries on dark nights that perhaps a cadence was not kept, a word mispoken, or the strike of the knife imperfect. Whatever the case, the spell's power went wild. The cavern shook and parts collapsed as Ezra's steady chant changed to a pained howl. The magic was too much, and the young man's body was ripped to pieces. The energy infused in him warped and twisted what was left into chaotic shapes and random materials, blown about the room with destructive force. As time drew on, Dramm and the villagers drifted apart. They saw him as a source of shame and failure, and he could no longer bring himself to believe in their patron. His brother's death had convinced him that borrowed power was not power at all. One night, he simply gathered his things, collected his brother's manuscripts, and left. He wandered for a while, drifting between towns looking for work, until finally he came to be the cook at an inn. During the day, the inkeep taught him to cook, and by night Dramm poured over Ezra's manuscripts. He was determined to make sense of them, and he would take power that was his own. On the darkest nights, Dramm would obsessively stare into the only object he had taken from the cavern the night of the ritual. It was a chunk of amber with a human-faced fly trapped inside. He told no one of it. It reminded him of the ritual's failure, and he would wonder if it really had been his fault. On the worst nights, Dramm would swear that there was a buzzing of wings... and that sometimes the amber stone would whisper back with the voice of his brother.
Questions:
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that. Dramm values the friendship of those he connects with, and expresses an interest in their well-being. His self serving nature extends to their goals as well, as long as these do not conflict with his own. He is more than willing to harm someone else for his own gain. 2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc... Dramm still keeps the knife from the ritual that resulted in his brother's death, valuing it as a connection to his brother and as a symbol of the dangers of power. Losing this would be mostly a blow to sentimentality. Dramm fears losing control and being consumed by the magics he wields, especially if this takes the form of "losing" his bodily purity (i.e. corruption or warping due to unrestrained magic). 3) What do you fear? What do you hate? Dramm fears losing control both emotionally and magically. He especially fears corruption that would ruin his body or soul. This drives his hatred of those who surrender their self control, or of Forbidden Magic. 4) What do you desire? What do you love? Dramm desires power that is his own to control and wield. Powers that would twist or take his body or soul from him are not acceptable. Dramm loves books, especially new ones. Well preserved pages are hard to come by, and would take great pleasure in his own library some day. 5) You have (at least) one secret. What is it? Though he never speaks of it, Dramm sometimes hears the buzzing of wings from the amber. He is most afraid when he hears it speak in his brother's voice. 6) Have you done something Notable? What was it? Dramm assisted in performing the ritual that destroyed his brother. He witnessed first hand the dangers of these paths to power. 7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it? Dramm rarely takes charge of a group simply for the fact that he has no interest in doing so. He enjoys his autonomy, and will not tolerate being directed against his wishes for long. 8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them? Dramm's word is only of value to those close to him. For these individuals he is loyal and will feel guilt in not upholding his word. He will lie to or cheat anyone else if it is in his interest. 9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself? Dramm believes in good and evil, but is not overly concerned with anything but the greatest extremes. Level Records:
Level 1: Magician +2 HP, +1 Power, 4 Magic Choices, Cantrip, Sense Magic, +1 to Will, +1 to Agility, One Knowledge (Magical Theory) - Will and Agility are from fighting the Rude boys and the Fortune he spent killing the Patchwork monster. These were defining moments in the mission. - Knowledge (Magical Theory) - Dramm spent time with his new instructor, The Witch Ezekia, and was taught the basics of magical theory and spellcrafting. Studying and advancing these basics seems to be the focus of Ezra's spell book. - Learned the Destruction, Life, Protection, and Arcana Traditions. Spells taken: Arcane Armor, Unerring Darts, Ruin, Rend, Minor Healing, Cure, Arcane Lock, and Force Field. The first two reflect Ezra's manuscript. The second two reflect Dramm's studying with Ezekia to learn the basics of magical theory (Arcana) and how to properly mitigate the havoc his abilities play on his own body (Protection). |