Dazomar

Dazomar is a Sorcerer from the settlement of refugees that fled the Empire of Eskarya. He is the owner of The Delving Company, a mining company operating in the Ravenguard Heights. He lairs in a cave system in the southeast of the mountains, north of Freehearth. He is attuned to the Wand of the Wyrwood and the Green Frogger Amulet.

Evading Eskarya
Dazomar awoke on the streets of Eskarya in 196 EF, with barely a memory or possession to his name. It was a jarring feeling, as he was surely deserving of luxuries and a nice, warm place to call his home. Somewhere nestled in a cliff face, he imagined, or perhaps a canyon baking in the desert's sun. But instead he saw only mushed, sullen crates of debris, trash hewn on cobblestone streets, and a stench that could only be attributed to city life. But there were also three thoughts that came to him then, tenets in his waking moments. Hoard, help, and trick. He was unsure why they fit so perfectly in his mind, but from the moment they were whispered, he knew they were to be followed.

His first year was spent as a street rat, though of course he was much older than the urchins that skittered about the harsh streets of the city. He fought for food easily, but he shared what he could, often trading a good story for a parcel of what he had acquired for himself. Most people were dull, boring, but some were genuinely interesting. He learned he liked sharing stories, he liked hearing what people would come up with, and he knew he needed to find a way to make wealth off of this interest.

That was when the first scale appeared, when he had satisfied all three of those tenets he had woke with. A brilliant copper, a cluster just on the back of his right hand. He wished not to hide it. He was proud of it, more proud of that than anything he had found in his possession this mysterious year. And with that pride came the memories, companions to the tenets. He felt the wind beneath his wings as he soared in the sky. He felt the battles, the talons and teeth of winged serpents, and he tasted blood in his mouth at his own retaliation. He heard a dwarven song as he rested on piles and piles of coins.

He was a dragon. Suddenly, he was sure of it. And dragons did not want for anything in this world. A surge of confidence washed through him, but with it also came mystery. Why was he no longer one? What had happened? These were answers he needed. But of course, he couldn't answer them immediately. And besides, it was like a riddle, wasn't it? A riddle he had to solve, and oh how he enjoyed riddles.

The next years were spent in playful conquest. He bartered for food and drink and hospitality with his wits, always appearing fair, but always with a trick up his sleeve. The scales kept appearing, and as they grew, he shed his clothes to show them, making tears in his sleeves and slacks. He came to be known in many underground gambling halls, and through his sheer talent - as of course was his right as a dragon - he earned himself a modest living in the city, housing himself near the smithing district, enjoying the smell of stone on the winds. Of course, the latent magic he was also beginning to feel may have played to some degree of success.

But all was not peaceful for long, and the war effort only grew more and more pressing. He had dodged conscription on his wits, but soon he rationed the Empire would close their grasp around him, and dragons never deserved to be caged. He couldn't take flight anymore, but he could run away, far from the Empire's reach just as many of the people of Eskarya had rationed. To the east and to the north.

A new life in a new place, and time to harness the potent magic he was now feeling in his form. It had always been there in his tricks and deceptions, but now it was more than noticeable. Tosima would provide him with shelter, with time, and eventually, with answers.

Statues and Towers
In his first adventure in Tosima, a new land of opportunities, Dazomar set out from the settlement of Eskaryan refugess and off towards Killeith to deal with a group of bandits. Along the way, they encounter and thwart a group of tomb raiders attempting to steal from the crypt of Sláine mac Dela, the First King of the Firbolg. After a game of riddles and an invitation of home, the two groups seperate and the adventurers reach Killeith, where they are informed of Cormac and his brigands that lair in a nearby tower. Negotiations are tense in the tower as the adventurers agree to leave the bandits alone, so long as they promise to leave the village and pay an amount back to the townsfolk. Dazomar makes mental notes of treasure and food for his future as a dragon.

The Battle of Banard
Heading west from the newly named Freehearth, Dazomar and his companions made for the village of Banard to deal with mysterious goat people that had been maurading settlements near the Elder Hills. On the way and before reaching the settlement, the group ran into pilgrims of Zitus who shared an evening's rest with them, and with a varied company the two groups found mutual safety, with Dazomar himself finding gilded reward in a game of riddles. The groups eventually parted ways, and the Freehearth adventures found the settlement of Banard, quickly discovering the source of these mysterious attacks to be goat-varied lycans, and that the next attack would be the swiftly rising moon. The adventurers decide to stay in Banard to fight the lycans, but an overwhelming force destroyed the Queen's men that stayed to help, and the adventurers decided to retreat as best they could, suffering unfortunate losses. The village of Banard was destroyed, a man named Fergus lost his life in the fighting, and what was left of the villagers fled to Elderfall.

Bloody Bones
Setting off from his newly constructed cottage in Freehearth, Dazomar once again joined a group of adventurers to rid the world of evil, setting off this time towards the city of Elderfall to uncover the mystery of a supernatural criminal known as Bloody Bones, responsible for stealing children from their homes and leaving nothing but bloody footprints. Their journey to the city was a peaceful one, interrupted only by a travelling group of pleasent circusfolk, and the adventurers were quick to pick up the trail of Blood Bones as the found themselves in Elderfall. Their clues led them beneath the city in a maze of sewers, where oozes and ratfolk hindered their path. The adventurers eventually found Bloody Bones and a flesh golem of it's creation, defeating the two foes and thankfully freeing the children of Elderfall still trapped in this lair from a terrible and torterous fate.

Race to the Hilltop
Dazomar and the adventurers set out from Freehearth to Elderfall, bearing boons from the Queen to fight the goat monsters that had taken Elderfall's people. Drums in the night and the scent of blood on the wind at the base of the Hills, their destination, the group ventured quickly towards their mysterious prey, fighting an assembly of manticores on the path to these peculiar foes. Upon their arrival, Dazomar grew tired of the ridiculous suggestions of diplomacy with these creatures that had raized villages and stolen innocents from their homes, and was first in the breach as the group crossed the stone bridge into the sacraficial campsite of these fiends. Though the group managed to save a handful of villagers, the rest of the Elderfall captives were slaughtered in a brutal battle of ritual sacrafice before our enemies' defeat.

Lair and Back Again
Dazomar, having moved now completely to his new lair in the northern mountains, left a riddle for his adventurers to discover his location. After hosting the group in his new found lair, despite a rather rude guest in Azar, the adventurers left for a nearby tomb to investigate the dissappearances of a group of paladins. They met with a paladin of Dagda within the tomb, and assessed the tomb as safe from intruders to ensure this site could remain undesecreated. Wandering out from the tomb the next morning, the adventurers came across a pair of giants, and after a breif discussion it was discovered that the giants planned to head towards a war camp the adventurers were also heading to deal with. This camp was, in reality, an encampment of earth elementals lead by the earth genasi Kimberlite, who revealed herself to be a dragon of stone make. After a battle of giants, elementals, and just a bit of flirting, the rock dragon and her battalion were felled.

An Hourglass
Dazomar and his companions set out from Freeheart for the temple of Danu to the south, stopping in the town of Gortbaun to inquire on the many animal corpses the group had seen on their quest. The elder of Gortbaun, an earth genasi named Sadanna, explained that he believed the source of the land's poison lies at the heart of this Danu temple, helmed by a witch that had left town some time ago. The group invaded the temple, destroying the blights within, though felling a woman they believed to be the witch in the process, a woman in posession of a note painting the elder in a bad light. Eager to gain answers, the adventurers travelled to a graveyard that was forbidden to them at Sadanna's request, uncovering a secret gateway to a different realm beneath the burial of Sadanna himself. The gateway took the adventurers to a genie's den, and the woman inside, an earth genasi named Cytherea, explained that Sadanna was truly a Dao, and she had business in the outside world, requesting aid of the adventurers and expressing her despise for Dazomar in particular. After agreeing to set her free, the adventurers were given a gift from within the genie den, Dazomar himself receiving a chest filled with thousands of gold pieces.

Ghost Town
As a group of adventurers met Dazomar at his newly furbished lair, they set out for the supposedly haunted town of Toorboney, bartering with meteorite peddling merchants along the way before reaching the hazy borders of the ghost town. The group set their sights on the town, though in their explorations they discovered an unseen population of ghosts capable of fooling the minds of wandering souls - Dazomar included, twice - and a school filled of will-o-wisps. Eventually, the adventurers discovered the mansion of the elder, exploring to find a changing abode of the occult, detailing the village elder's descent into madness and his kidnapping of a woman named Deadrie to take as his wife. The adventurers thwarted the elder's grip on the town in the mansion's basement, battling against the vampiric ruler before freeing the town of its curse, and the bride of her torment.

Arsenal

 * Cloak of Many Fashions: A magical cloak he purchased in Eskarya City during his time there. It can shift to many different forms, but is often worn as a simple travel cloak, shimmering copper at its head and shoulders that dims to oxidized blue at the base.
 * Wand of the Wyrwood: A wand made of a gnarled wooden branch, coated with thorns. Given to him by the Queen of Elderfall, it allows Dazomar to better channel his spells and make better use of his innate sorcerous abilities.
 * Band of Found: A simple magical braclet, found in the Elder Hills. When worn, the compass on this bracelet's face will point to its twin, the Band of Lost, which currently remains uncovered.
 *  Green Frogger Amulet: A necklace with a frog like totem. It allows Dazomar to jump great distances.

Trivia

 * Dazomar believes himself to be a copper dragon.
 * Kreev, the copper dragonborn bard, is his favourite performer, and he sees the muse as an extension of his hoard.
 * Pickle, the kobold, is his favourite kobold, and he sees the kobold as an extension of his hoard.
 * Dazomar can never resist a riddle, even at the most dangerous of times.
 * Dazomar's favourite flavour is caramel.