Drakara Lonewalker

Last Updated: November 11, 2025


  • Character Stats for "Drakara Lonewalker" at level 1 in Chapter 1 - November 7, 2025 - WOG XII

  • Character Stats for "Drakara Lonewalker" at level 2 in Chapter 2 - TBD, 2025


    Drakara Lonewalker is a 22-year old female half-orc sorcerer, with steel grey eyes and ashock of dark blue hair - styled in a spiky hairdo - that is coarse to the touch. She is 5'2" and 145 lbs. She has other distinctive markings - both arms are covered in intricate tattoos - they evoke a sense of magic and movement and blend together in a swirl of colours and shapes.

    Drakara never freely speaks of her past.

    The following has been pieced together from random conversations she has had over the past eight years since she appeared out of thin air in an alley of the city. These are elements of her story that slipped out on the few rare occasions she had a few too many drinks of ale and mead at a local tavern or inn. The barkeeps are always listening ...

    Drakara's people an insular community of half orcs - lived deep in the wilds and away from all civilization.

    No one outside of the village's leadership knew the location of their village or had been more than 15 miles from their village. Their lands were bordered by deep ravines - angry slashes in the landscape. The ravines were a very effective barrier to outsiders discovering the village and to the villagers wandering into the wider world.

    As a youngling she was mischievous and she reveled in pulling pranks on anyone and everyone in the village. She became infamous amongst the elders and a folkhero amongst the other younglings. Her mischievous nature did not fade with age, but rather grew.

    She had just turned 14 and was on a solo ceremonial hunt - to usher her into adulthood. She crept through the dappled sunlight in the forest stalking a deer. It had been two hours and she had avoided detection by the deer at this point. She was feeling so proud. A hunt like this takes dedication and what the elders called a "serious nature". She had closed the distance with the deer and she knew it was just a matter of time before she would return to her village victorious with venison for a feast.

    Just then, out of the corner of her left eye, a twinkling blue light caught her attention. It shimmered like light reflecting off running water, but there was no water close enough to be the source of the light. It hovered in the air 60 feet away, its shape seemingly shifting with the breeze.

    The light spoke to her - wordlessly. Inviting her to play. She could not help herself and she quietly moved towards the shimmering light - fascinated and the deer long forgotten. As she got closer the light appeared to become brighter and more iridescent. When she was 10 feet from the phenomenon it abruptly moved forward - engulfing her. The patterns of light were memorizing and flashed bright - causing her to shut her eyes.

    When she opened her eyes, she was in an alley of a strange "village" and she swore she could hear the fading sounds of child-like laughter echoing in her ears.

    A member of the Tinkers Guild eventually found her wandering the streets. When he saw her she was hunched over with the hood of her cloak pulled over her head. She was obviously afraid and miserable, but had stopped to help an elderly woman repair the small wagon in which she was storing her worldly goods. Drakara had just finished repairing the front wheel of the rickety wagon. He was impressed with her obvious kind spirit and her skills. He brought her to see Zorlan d'Cannith - one of the leaders of the Guild. Zorlan also saw something in her - an innate curiosity and an ability to solve problems. He took her in and she proved herself very capable and worthy of training.

    She contributed to the good works of the Guild and they gave her a family. But she has never given up hope of finding her village and her half-orc family. As she travels the lands fixing and tinkering, she is always seeking rumours and myths about her village and the shimmering blue light.

    And she has never revealed this to anyone ...

    (PLEASE TREAT AS PLAYER KNOWLEDGE AND NOT CHARACTER KNOWLEDGE)

    When she appeared in the alley, she discovered her location was not the only thing that had changed. Her arms were marked with tattoos that formed mystical patterns.

    And she was not alone. There was a thug lurking in the alley. Though surprised, his evil instincts drove him into action and he lunged at her. She held her left hand out to ward him off and three magical darts slammed into his chest killing him. Her tattoos softly glowed as the darts emerged from her hand.

    And clutched in her other hand was a small leather bound book. In it was a scrawling text in a very old dialect of orcish. It was clearly a diary of some form but there was no clue as to who was the author. It chronicled the author's discovery of their own magical powers and how they learned to control their powers. Strangely, the last seven pages of the diary were torn out.

    The diary has been a very helpful guide for her to discover and control her magical powers.

    And she has also discovered that her magical powers allow her to pull more intricate tricks and pranks, but her tattoos - which glow every time she uses her innate magic - can be a giveaway of her shenanigans and has almost gotten her into trouble a handful of times. Obviously some people don't have a sense of humour.

    So she has gotten into the habit of wearing long sleeve tunics so that she can play the role of trickster in relative safety.


    Chapter 1

    Drakara was given the nickname of "The Cleaner" by her companions.

    The rest of the patrol was pretty uneventful for Drakara, except for the worgs, the ghouls, the owlbear, the orcs, and the ogre.

    Although Drakara does like using her prestidigitation cantrip to pull pranks on her companions, such as making Rollo the halfling druid squeek with every step he takes while on patrol.

    At the Trip Away Inn, Drakara approached Flip the owner and bartender about the mysterious talking red battleaxe hanging above his hearth. Flip tells her that he won Sirni in a card game from a dwarf enchanter. As far as she could tell, he was telling the truth. As she left the bar, with drink in hand, another inn patron, quite drunk, judging by his breathe, grabbed her arm and slurred "Don't you believe Flip, truth is, Sirni was put in his charge from a dying elf patron". Prying her arm free, she arrives just in time to the Grimm being bounced out of the inn by the dangerous half-elf twin sisters. With a simple magic word, Drakara evokes a shower of sparks erupt from the Grimm's arse as he exits the establishment.

    At Banner's Brokeage, the Grimm and Drakara lure Banner's thugs outside by claiming someone is stealing the wagon. They both blast the first thug to appear. Amber shouts to Rollo to use his healer's kit to stabalize them since killing someone (even thugs) in town could be frowned upon and get a bunch of random dudes in trouble.

    Drakara's firebolt proves effective at helping to clear out the infestation by Rat King and his rats along with spiders and their sticky webs in the cellars of the Overcobble Pub.

    When they encountered Sneet the Kobold in the cellar of the Overcobble Pub, the Grimm intimidated him into giving up his "Amulet of Sanctuary from Spiders". Since Drakara is not as resistant to spider poisons, the Grimm hands her the protective amulet to wear.

    Possibly due to the wild magic flowing through her, Drakara Lonewalker was not pulled into the story spun by Sirni after they all returned to the Trip Away Inn.


    Chapter 2


    Total Treasure

  • Chapter 1
  • advance pay for A-Team patrol = 10 gp
  • provided with 14 days iron rations = 7 gp (note: 7 days left)
  • orc loot and gear = 55.5 gp
  • rest of pay for A-Team patrol = 40 gp
  • Amulet of Sanctuary from Spiders
  • helping Dreet the Kobold get beer wagon and clear out cellar of pub = 45.7 gp
  • Chapter 2

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