Azhra-Touched Escapee
Ability Scores: Constitution, Charisma, Wisdom
Feat: Corrupted Resilience. Your exposure to the azhra's influence has left you scarred but resilient. You gain proficiency in Constitution saving throws. Once per long rest, when you are subjected to a spell or effect that deals necrotic or psychic damage, you can use your reaction to gain resistance to that damage type for that instance. If you do, you must succeed on a DC 13 Charisma saving throw or gain 1 level of exhaustion.
Skill Proficiencies: Stealth, Deception
Tool Proficiency: Disguise Kit
Equipment: Choose A or B: (A) A set of dark, tattered clothing, a crude disguise kit, a small, unsettling trinket (e.g., a polished bone shard, a fragment of warped metal, flavor only), a pouch containing 10 Drakemetal Tokens (DT or (B) 50 DT
You bear the indelible mark of the azhra, corrupt elemental horrors born of the Titans’ shattered essence. You escaped (or were released) from a cult, a horrific experiment, or a site of profound azhra mutation, but not without consequence. Your body or mind carries the lingering taint, manifesting as subtle physical disfigurements, unsettling psychic echoes, or a constant struggle against their insidious influence. You are hunted by cultists seeking to reclaim you, shunned by the fearful who recognize your corruption, or perhaps gifted with a dangerous new ability, making your life a desperate, lonely struggle for freedom and normalcy in Novendragos.
Career
Payment & Reimbursement
The Azhra-Touched Escapee is not hired—they are bargained with. Their knowledge is profane, their power unstable, and those who seek them do so out of desperation or ambition. What they receive in return is never simple payment, but a deepening entanglement with the corruption they fled.
When aiding those who resist the Azhra—rogue Vanguards, zealous paladins, or forbidden scholars—they trade secrets for sanctuary, experimental treatments, or blessed tools. These exchanges are secret, unofficial, and always fragile.
Others see them as assets to be exploited. Cults, warlocks, or syndicates offer no safety, only dark incentives: a taste of their own cursed power, forbidden techniques promising control, or momentary relief from the voices that haunt them.
Whatever path they walk, each reward is a trap. The more they leverage their taint, the more it tightens around them. Their curse is currency—and the price is always their soul.
Perception
Purpose
The Azhra-Touched Escapee has no official place in society. They are a living anomaly—proof that the horrors whispered in prayers and propaganda are real. Marked by corruption, they walk as a scar across the world’s conscience, their twisted form a warning and a justification for ruthless control.
They are a cautionary tale made flesh, fueling fear among the common folk and strengthening the authority of those who claim to protect order. But they are also a key—able to sense, read, or bypass the lingering echoes of Azhra influence. Both enemy and ally may need them, though none trust them.
Their corruption is not passive. It festers, tempts, and threatens to erupt, making them a volatile presence in any group. They are a moral dilemma embodied: will they hold the line, or fall and become what they once fled?
Driven by the need to survive, understand, or purge their affliction, they move through society as both catalyst and complication, drawing others into shadowed ruins, forbidden labs, and the gray edges of conscience.
Social Status
An Azhra-Touched Escapee lives as both pariah and prize. To common folk, they are not survivors but contagions—feared, reviled, and called “Void-rot,” as though their presence alone spreads corruption. Fanatics see them as monsters in human skin, fit only for the pyre. Even the sympathetic view them as broken minds—mad, unstable, and unsafe.
Yet to the powerful, they are invaluable. Commanders and scholars see them as living archives of forbidden knowledge, able to expose cults and avert disaster. Cults and criminals covet them as keys to dark places or as fuel for profane rites. Rulers may wield them like cursed blades—dangerous, deniable, and effective.
They are shunned by the world they might save, hired for the secrets they carry but never welcomed for the person they are.
Operations
Tools
An Azhra-Touched Escapee carries only what survival demands—no comforts, no tools of craft, just the worn gear of one fleeing both the world and their own mind. Their belongings are crude and concealed: a heavy hooded cloak, gloves to hide corruption, a pocket of salt and iron scattered in desperation, a charm to anchor the mind, and a pilfered blade for desperate acts. A stolen sedative might offer fleeting silence from the whispering void, and a sewer map keeps them one step ahead of death.
Those who last longer, who learn to weaponize their affliction, acquire darker tools. Cold iron blades pierce summoned horrors. Crude vials of acid or oil turn ambush into escape. A mirrored shard lets them glimpse what stalks just beyond sight, while a cursed trinket—stolen from their captors—feeds their insight at the cost of sanity. Their kit is not a collection of gear, but a litany of desperation etched into metal, glass, and bone.
Dangers & Hazards
Life as an Azhra-Touched Escapee is a relentless battle on two fronts: one within the soul, the other in the world beyond.
Internally, they carry the Azhra’s corruption like a festering wound. Whispers gnaw at their sanity, intrusive thoughts erode their identity, and moments of weakness become cracks where the Void seeps through. Their bodies betray them with painful, unpredictable mutations—flesh twisting under stress, eyes glowing with unnatural light, and alien features threatening to emerge. Worse still, their taint acts as a psychic flare, drawing aberrations, spirits, and cultists like predators to a wounded beast. Every day brings the quiet terror that they may lose themselves entirely and become the very monster they once fled.
Externally, they are hunted by the cults they escaped, who see them not as traitors but as lost property to reclaim or dissect. Zealots like the Knights of Man offer no mercy, seeing only corruption to be purged. Scholars and spies view them as forbidden knowledge in human form—too valuable to ignore, too dangerous to leave free. And among the common folk, they are the stuff of nightmares, feared and reviled, cast out with stones and fire. There is no sanctuary—only the hope of surviving one more day.
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