Frazzle
A goblin oracle haunted by the voices of lost souls — and armed with a gun that speaks in cold light.

Frazzle is slight even by goblin standards, with the pointed ears and sharper features of his Aiuvarin heritage. He carries himself with the alertness of someone who hears things others do not, because he does.
Origin
He began in discord. A violent birth of void and blinding light, not creation but upheaval. Two souls (goblin and elf) shattered at a planar rift, witnessed by a cosmic gaze. Intervention followed, brutal and transformative. Fusion, not rescue. They became him.
Memory fractured. Identity a storm of echoes. Power surged without invitation: void and celestial light, raw and untamed, mirroring the planar chaos of his genesis. He tasted the cold vacuum. He felt the searing grace of stars. Then he was cast adrift.
Society recoiled. He exists between categories, drawn to the fringes, a question mark in a world of answers. He does not seek a past. He seeks purpose: to master the forces that made him, to find balance in the storm of his own soul.
Empty Whispers
The background that defines Frazzle's perception of the world. He hears voices: souls that have fallen through cracks in reality, creatures removed from memory, banished planar entities. Their whispers guide him. He senses planar rifts and locations whose memory has been magically erased, even when he is not specifically investigating.
This makes him acutely sensitive to the kinds of magic the Scarlet Triad deals in. Planar manipulation, soul-binding, the kind of power that leaves wounds invisible to ordinary senses: Frazzle notices.
Personality
Frazzle's most consistent quality is strategic patience. He does not move toward problems in a straight line. When the party encountered mercenaries, he proposed approaching them alone, reasoning that if he were captured, the others could continue with their plan uncompromised. That framing (volunteering as a potential sacrifice to preserve party options) reveals someone who thinks several steps ahead and absorbs risk in service of the whole.
He is curious about the world and about his own nature, but the curiosity does not tip into recklessness. He observes before he acts, and when he acts, he can commit with force. In the Heuberk Thropp fight he used a Hero Point to retcon a miss into a hit, framing it as cosmic reality revision: "I always thought hero point use was like a rewrite, I didn't realise we were like warping reality." The moment captured a character whose identity is built around bending the rules of the world.
Values
Frazzle is motivated by something he calls his own nature, the duality between his goblin body and whatever else he is: "I am what you say I am but also something else entirely, I do not fully understand it myself, only that there is a duality to me, and that the more I accept my two halves the more capable I seem to become." This self-understanding informs most of his significant choices.
He protects the weak not from altruism exactly, but because he recognizes the experience of being underestimated. He brought wine and rations to the starving kobolds in Mwangi. He tried a calming dance with aggressive elephants rather than defaulting to force.
He values competence and rewards it with loyalty. He does not care about wealth for its own sake: he handed 14 platinum pieces to a fishing village's elder without hesitation, framing it as practical investment in local security. What he cares about is justice as a kind of cosmic balance. When he suggested taking One-Eye Amnan's remaining eye as "ironic justice," he backed off when Theo objected, without distress: "Simply pondering upon the nature of justice, and our part in acting as a counter force." He floats dark proposals but holds them lightly.
The meditation scene is the clearest statement of his values: "for the longest time he has felt like a leaf blowing in the wind from place to place. but now he feels like log floating down a torrential river, flowing hastily towards some goal, some purpose." Purpose matters to him, and it has been assembling itself gradually through events.
Voice
Frazzle's speech is formal, even elevated, for a goblin. He uses complete sentences, subordinate clauses, and careful qualifications: "I assure you we do not come here bringing ill will or intent," "I do not know about you friends, but I would greatly welcome a bit of civility." He addresses strangers with courtesy and introduces himself with clan name intact: "the name is frazzle, of the bumblebrashers." This register sits in deliberate contrast with the goblin expectations his appearance creates.
He philosophizes in brief, compressed bursts. "The universe" recurs as a reference point: "may the universe guide you kindly." His most significant moments end with short declarative sentences that carry disproportionate weight: "I see," processing a cosmological vision, the word see carrying the weight of many meanings.
"End your hold on the minds of my friends, and lay down your arms, and I may see fit to hold back my fury." (Ultimatum to Heuberk Thropp)
"Perhaps I am something of a bridge between two worlds, small in stature but tall in spirit." (To Ekujae elves on being asked about his nature)
Moon Oracle
Frazzle's power comes through the Moon mystery, channeled through a prophetic curse that grows stronger as he draws on it. His signature offensive spell is Moonbeam: a focused column of cold and holy light delivered as a ranged spell attack, with additional damage against unholy targets.
The curse is not simply a liability. It is the price of prophecy, and Frazzle has learned to accept that cost.
Gunslinger Archetype
He carries a firearm. The combination of divine oracle and goblin with a gun is, in practice, exactly as chaotic as it sounds, and as effective as it is unexpected.
Assurance
Frazzle has Assurance in both Occultism and Stealth. In situations where others might fumble, he does not. There are some things he simply knows how to do.
Relationships
With William, Frazzle shows deference on tactical matters. He asks permission before making unilateral moves and frames his proposals as options for the party to consider. He does not challenge William's authority. With Theo, he collaborates more as an equal, asking about assets and planning together; the exchange after Heuberk's death ("I am sure he will have a very diplomatic discussion with pharasma" / "Perhaps.") has the rhythm of two people developing a dry rapport. With Nadira, his interactions are more functional than warm: they share tactical information but fewer of the interpersonal moments that characterize his exchanges with Theo.
He entered the party late (Hellknight Hill was already complete) and has integrated well, but the relationships lack the depth of the original three. He defaults to group consultation rather than individual connection. There is no clear scene where Frazzle has a sustained one-on-one moment with another PC that is purely interpersonal rather than mission-driven.
DM Notes
The duality of his nature (goblin body, cosmic/void heritage) is the central thread of his characterization, but it remains mostly a stated theme rather than a dramatized one. He tells people about his duality; he is rarely forced to enact it in a way that creates conflict. Situations where his goblin instincts and his cosmic self pull in opposite directions would be productive. So would scenarios involving the Bumblebrasher tribe, his stated clan, who remain largely abstract so far.His proposed eye-for-an-eye moment was backed off too quickly to develop. He has a capacity for thinking about retributive justice and dark pragmatism that has not been pushed. A situation where the party needs to choose between mercy and strategic harm, and where Frazzle's cosmic sensibility might justify the harsh choice, would test his stated philosophy.
On the road to Elidir, from a dwarven merchant named Jorrim:
Frazzle crouches beside the crab, one hand hovering just above its brass carapace. The clicking slows: not mechanical hesitation, but recognition. Not of Frazzle himself, but of something within him. A resonance.
The crab's body hums in sync with the divine storm braided into Frazzle's soul. Its gears align briefly to some unknowable cosmic rhythm, something older than artifice, older than logic. For a moment, Frazzle sees: an infinite array of ticking constructs spiraling outward from a clockwork sun that pulses not with light but with intention. A ring of void and starlight, something he might one day wear or destroy. A wordless sense of approval. Not from the crab. From something through it.
Then it is gone.
The crab rights itself, stands still, then chirps in a calmer tone: "Function restored. Path realigned. Frazzle is anomaly: anomaly is acceptable."
Jorrim gawks. "By the Forge-Father's beard… You healed it. Or harmonized it. Or, hells, I don't even know. But it's purring like a kitten now."
He presses a small brass ring into Frazzle's hand. "That's for you. It lights up near flour. Or prophecy. I forget which." Then, almost reverent: "Where'd you learn that?"