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Drauvana

Brass Dragonborn · Void Warrior (Nightwing Vanguard) · Level 20

Drauvana

Ruler of the Kingdom of Ruin
“Clear the stair. Leave me a lane to the gate.”
AC18
HP260/260
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, grainy rasp with a brief nasal intake before difficult answers. Her voice has the carrying force of someone accustomed to shouting through wind and broken stone; it does not turn gentle when she is angry, only more exact.

Her voice carries a dry, grainy rasp, as if each sentence has passed through dust-filled stonework. She takes a short intake through her nose before answering difficult questions, a habit left by years of breathing grit in collapsed corridors. Her words are measured but not slow; orders arrive clipped and directional, while stories about the children of the palace district acquire odd, booming character voices.

Speech patterns

Gives directions in concrete spatial terms: 'Clear the stair. Leave me a lane to the gate.'
Asks a question, waits through the whole answer, then repeats the part she intends to act on.
Uses engineering comparisons when explaining political choices, especially load, stress, and what a structure can bear.
Calls people by their names rather than their titles when stakes are personal.

How to play them

Meet her as a ruler who expects honest disagreement, not flattery. Bring practical information about food, routes, or threatened civilians and she will make time. If approached with a demand for force, ask who bears the cost and what happens afterward. She responds poorly to anyone treating the ruined kingdom as an empty prize.

Goal

Make the reclaimed kingdom livable before winter without turning its desperate reconstruction into another military occupation.

Motivation

She wants to prove that power is worthwhile only when it can bring help within reach, and to make a home out of a kingdom everyone else calls a ruin.

Secret · GM only

Appearance

Drauvana is a brass-scaled dragonborn whose scales have the dry, finely ridged texture of old hammered metal, darkening to soot-brown beneath her jaw and along her ribs. Her horns sweep back in shallow arcs like the handles of a broken crown; tiny flecks of pale stone are embedded in their bases from years spent in the ruined citadel. She walks with a measured, heel-first tread, then can launch into the air so abruptly that nearby banners snap in her wake. Within a minute of meeting her, people notice the smell of rain on hot stone and bitter clove that follows her; she knows about the clove, but not the mineral tang of her own scales. The unexpected detail for a ruler and front-line warrior: she keeps a small bundle of brightly painted children's paper birds tucked into her armor, folding new ones during council meetings.

Clothing

A fitted charcoal gambeson beneath scarred, blackened plate, built with jointed gaps for flight and movement. A split mantle of old royal tapestry hangs from one shoulder, its former gold thread mostly worn away. She wears no crown in battle; a plain iron circlet rests in her travel pack.

Body language

She holds her shoulders level and keeps her hands open when negotiating, as if demonstrating that she is not about to seize anyone. When assessing a threat, her chin dips and her tail goes rigid; when she has made a decision, she shifts her weight onto the balls of her feet, ready to take the distance out of the room.

Height
6 feet 5 inches
Build
Tall and powerfully built, with a broad chest and dense, athletic limbs suited to sudden acceleration rather than slow endurance.
Eyes
Dark amber, with a thin ring of pale gold around each pupil.
Hair
No hair; short, swept-back brass horns rise above a crown of fine dark scales.
Skin
Brass-gold scales, weathered to deep umber along her throat, elbows, and the edges of her jaw.
Age
Young adult
Gender
Female
Size
Medium

Distinguishing features

Her backward-sweeping horns are peppered with pale grit from the ruined palace masonry.
A faint, dry clicking sound comes from the ridges along her neck when she turns her head quickly.
She smells distinctly of rain on hot stone and bitter clove, though she knows only about the clove.
Tiny paper birds in bright, childish colors are often tucked into her armor or set beside her maps.

Personality

13 traits and drives

Drauvana is decisive when people are in immediate danger and painstaking when deciding how to govern them. She can be warm and unexpectedly playful with children, but becomes formal around officers who mistake kindness for weakness. She wants others to share responsibility, yet instinctively takes the most dangerous task herself. In private she is restless and self-critical; in public she can project a hard certainty she does not always feel.

Alignment
Lawful neutral, with a growing willingness to break her own laws when lives are at stake.

Quirks

Folds a paper bird whenever someone gives a long speech, then leaves it where that person will find it.
Counts the people in a room twice: once on arrival and again before she leaves.
Taps the butt of her spear against stone to test its hollowness, even in rooms everyone else considers safe.
Keeps a pinch of bitter clove in a waxed packet and offers it to others, unaware that her own scent is stronger.
When she cannot sleep, rearranges small objects on her desk to map possible routes through the city.

Habits

Counts exits and visible allies when entering a room, then deliberately sits with her back to a wall only if she trusts the host.
During a crisis, gives brief physical instructions and moves people herself; afterward, she asks each person what they needed and failed to receive.
When angry, she becomes more direct and physically still, not softer or more courteous.
Folds paper birds while listening to petitions, but stops the instant someone mentions a missing person.

Traits · 3

She makes fast decisions in emergencies, then asks for painstaking accounts of their consequences.
She can make children laugh with ridiculous paper-bird voices, but finds it difficult to accept comfort from adults.
She admires blunt dissent and distrusts polished agreement, especially from her officers.

Flaws · 3

Takes responsibility for choices that should be shared, then resents others for not helping with burdens she never delegated.
Can confuse swift action with a just decision when someone is in immediate danger.
Treats her own survival as a resource the kingdom can spend freely.

Fears · 3

That she will save the kingdom's walls and lose the people who live behind them.
That Kett survived the collapse and has reason to hate her.
That the void power she uses to cross distance will one day make her careless about the cost to those she carries.

Wants and needs · 4

Reliable food and clean water for the reclaimed districts
An honest assessment of whether the aqueducts can be repaired before winter
A way to discover Kett's fate without starting a political crisis
Someone willing to challenge her decisions without trying to claim her throne

Combat

AC 18 · HP 260 · 30 ft.; while Voidflight is active, fly 30 ft. and hover, per Vector Flight. Voidflight activation and duration follow the parent class rules.

Uses her speed and flight to break lines, rescue exposed allies, and place enemies where the party can contain them. She uses Slipstream Relay when it can get willing allies out of danger, then spends Void Charges on Crosswind Strike or Battlefield Recomposition only when the forced movement will materially change the fight. She fights with the ruin-spear and avoids attacking downed foes. The exact movement limits and charge pool depend on the complete parent class rules, which were not supplied.

Drauvana

Medium humanoid (brass dragonborn), lawful neutral, with a growing willingness to break her own laws when lives are at stake.
Armor Class18
Hit Points260
Speed30 ft.; while Voidflight is active, fly 30 ft. and hover, per Vector Flight. Voidflight activation and duration follow the parent class rules.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsInsightIntimidationPersuasionPerceptionSurvival
SensesDarkvision 60 ft.
Languages
Common,
Draconic
Voidflight. As a 20th-level Void Warrior, she uses the parent class's Voidflight feature and shared Void Charge pool. Their activation, duration, and charge maximum follow the parent class rules; those rules were not supplied here.
Vector Flight (Nightwing Vanguard, level 3): While Voidflight is active, she gains a fly speed equal to her speed, can hover, and can move through willing creatures' spaces. The supplied feature text ends before its additional once-per-turn effect, so no missing effect is assumed.
Slipstream Relay (Nightwing Vanguard, level 6): When she activates Voidflight, she can choose up to two willing creatures she can see within 30 feet. Each can use its reaction to move up to 10 feet to an unoccupied space it can see. The supplied feature text cuts off after this movement; no further effect is assumed.
Crosswind Strike (Nightwing Vanguard, level 10): Once on each of her turns when she hits with a weapon attack, she can expend one Void Charge to force the target to make a Strength saving throw. On a failure, she moves the target as described by the class feature; the supplied text does not specify the distance or destination, so those details must be taken from the complete class rules.
Battlefield Recomposition (Nightwing Vanguard, level 14): Once on each of her turns when she hits with a weapon attack, she can expend one Void Charge to force the target to make a Strength saving throw. On a failure, she teleports the target as described by the class feature; the supplied text does not specify the destination or other limits, so use the complete class rules.
Brass Dragonborn Breath Weapon (2024 rules): Instead of one attack when taking the Attack action, she exhales fire in a 15-foot cone. Creatures in the area make a Dexterity saving throw, taking fire damage on a failure or half as much on a success. She can use this a number of times equal to her proficiency bonus, regaining all uses on a long rest.
No spellcasting. Nightwing Vanguard features are supernatural class abilities, not spells.

Actions

Ruin-Spear, Two Attacks. She makes two attacks with her ruin-spear. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () piercing damage, or 17 () piercing damage if wielded in two hands. This two-attack routine is a custom NPC action and does not claim to reproduce an unspecified Void Warrior class feature.
Ruin-Spear. She makes one melee weapon attack: to hit, reach 10 ft., one target. Hit: 15 () piercing damage, or 17 () piercing damage if wielded in two hands.
Brass Dragonborn Breath Weapon. She uses her Brass Dragonborn Breath Weapon as described in her abilities. This replaces one attack when she takes the Attack action.
Voidflight and Slipstream Relay. She uses Voidflight according to the parent Void Warrior class rules. On activation, Slipstream Relay can allow up to two willing creatures within 30 feet to use their reactions to move up to 10 feet to visible, unoccupied spaces.

Reactions

Slipstream Relay. When she activates Voidflight, she can choose up to two willing creatures she can see within 30 feet. Each chosen creature can use its reaction to move up to 10 feet to an unoccupied space it can see. This is the supplied Slipstream Relay feature; her activation uses and resource costs follow the parent class rules.
Opportunity Attack. The supplied homebrew brief does not specify a class reaction. Drauvana can use the standard opportunity attack: when a creature she can see leaves her reach, she makes one Ruin-Spear attack against it.

Legendary Actions

Take the Gap. Drauvana moves up to half her speed without provoking opportunity attacks. This is a custom NPC legendary action, separate from her class features.
Spear Across the Line (costs 2 actions). Drauvana makes one Ruin-Spear attack. This is a custom NPC legendary action.
Shelter in the Wake (costs 2 actions). Drauvana chooses one willing creature she can see within 30 feet. That creature can use its reaction to move up to 10 feet to an unoccupied space it can see. This is a custom legendary action and is not Slipstream Relay; it does not consume or replace the class feature.

Services they sell

Can issue royal safe-conduct through the reclaimed districts
Can arrange a meeting with district leaders or military officers
Can provide maps and limited logistical support for missions that protect civilians

Rewards they can give

A royal writ granting safe passage through the reclaimed districts
Access to the palace's maps of ruined roads and aqueduct routes
A favor from the ruler, offered in practical terms such as supplies, shelter, or an audience with a district council

Equipment

  • Ruin-Spear (martial melee weapon)A long, dark-steel spear with a broad, leaf-shaped head and a counterweight engraved with the names of reclaimed districts. Use the weapon statistics in Ruin-Spear, Two Attacks.
  • Citadel plate (armor)Blackened plate fitted with flexible gaps at the shoulders and hips; grants AC 18.
  • Royal seal (tool)A stamped brass seal used to authorize food stores, repairs, and military orders.
  • Paper birds (keepsake)A worn bundle of painted paper birds, folded by children from the palace district.
  • Reconstruction map (adventuring gear)A map of the ruined city marked with safe roofs, broken bridges, and routes through the old aqueducts.

Possessions

A bundle of brightly painted paper birds
A field map of the ruined capital
A plain iron circlet kept out of sight
A weather-stained account of the aqueduct relief mission

Background

Drauvana was born in the last occupied district of a kingdom whose capital had already fallen. Her mother, a bridge engineer, taught her to read load-bearing stone before she could read court script; her father, a border captain, taught her that retreat can be a form of keeping faith. At sixteen, she was sent with a relief column through a collapsed aqueduct. A sudden void surge scattered the defenders and dragged her squad into the open. She could save only a handful at once. She chose to hold the breach while the survivors escaped, and her closest friend, Kett, vanished in the collapse. Drauvana returned changed: she stopped treating distance as protection and began training to cross a battlefield before anyone could be abandoned there. Years later, she helped retake the ruined palace, then refused the easy, bloody purge urged by her victorious officers. She rules from a half-restored keep, trying to feed a population that distrusts its own crown. Her engineer mother, Varka, wants the old aqueducts rebuilt before winter; her chief marshal, Sten, says the army must be paid first. Kett's fate remains uncertain, and someone has begun leaving fresh paper birds at the sealed aqueduct entrance.

Role in the story

A powerful, contested ruler who can become a battlefield ally, a political patron, or an obstacle when the party's methods endanger the fragile peace. Her unresolved search for Kett can draw the characters into the sealed aqueducts and expose the hidden cost of the kingdom's recovery.

“At sixteen, she was sent with a relief column through a collapsed aqueduct.”
From their background
Faction
Sovereign of the reclaimed kingdom of Orvask, a fractured realm whose court and army are still arguing over what restoration should mean.

Known connections

Varka, her mother and former bridge engineer, is rebuilding the aqueducts and privately fears her daughter is becoming a symbol instead of a person.
Sten, her chief marshal, backed her claim but believes mercy will invite another invasion.
Kett, her childhood friend and former squadmate, disappeared in the aqueduct collapse; Drauvana has never declared Kett dead.
The district children leave paper birds at the palace steps, believing the ruler can carry messages farther than anyone else.
Major secret · GM only
Minor secrets · GM only

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