Far-ranging elven druid of the Fey Guardians.

Race: High Elf Class: Druid Circle: Circle of the Land (Forest) Origin: Ljosalfar Empire Level: 3 Alignment: Chaotic Good


Strength 17 +3 / carry: 51/102/204 pounds
Dexterity 16 +3
Constitution 15 +2
Intelligence 14 +2
Wisdom 16 +3
Charisma 14 +2
Perception 12 +1
Luck 9 -1 / Luck-based Advantages Per Level: 1
Proficiency Bonus +2
Save Proficiencies Wisdom, Intelligence
HP 24
AC 13


Skills Martial Tools
wilderness survival light armor herbalism kit
animal handling bludgeons, two-handed
blades, one-handed

Druid Spells Prepared

Cantrips Spells, 1st Level Spells, 2nd Level Spells, 3rd Level
shillelagh animal friendship choose a 2nd level spell?
thorn whip cure wounds
produce flame speak with animals
jump (jumping in 5e)
barkskin (circle spell)
spider climb (circle spell)
Prepared Spells Cantrips: 2 Spells: 6
Spell Slots Cantrips: 3 1st: 4 2nd: 2
Spell Save DC 13
Spell Attack +5

Druid Features

druidic can write and speak the secret language of druids
wild shape you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Max CR: 1/4; No flying or swimming speed; example:Wolf; You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.
druid circle feature: bonus cantrip produce flame
druid circle feature: natural recovery regain spell slots after a short rest equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest.
druid circle feature: circle spells 3rd: Barkskin, Spider Climb
5th: Call Lightning, Plant Growth
7th: Divination, Freedom of Movement
9th: Commune with Nature, Tree Stride

High Elf Traits

Darkvision 60’ you can see in dim light as if it were bright light, and in darkness as if it were dim light
Fey Ancestry you have advantage on saving throws against being charmed and magic can’t put you to sleep
Trance you don’t need to sleep, instead meditating deeply for four hours per day
Extra Language Illian
Wizard Cantrip pick any one Wizard cantrip

Languages: Elven, Illian, Common


Runecurse-small.jpgKeelo and Leelo were born as twins 250 years ago in the fey woods of the Seelie Court, well after the global thaw following the Age of Ice. As might be expected, the twins were inseparable companions for the duration of their long elfin childhood. For decades neither questioned why a glowing blue rune hung above the other’s head. Eventually they did ask their elders why such a rune did not float above the heads of everyone.

For years the wisest of the Seelie Court attempted to solve this riddle, but none could detect the rune through means mundane or magical. The twins found themselves unable to even so much as describe the rune in word or in writing. The greatest fey mages of the new era tried every means available ranging from True Sight to Astral Projection without success. After a few decades the subject of the ‘Twin Runes’ lost its novelty and was mostly forgotten. Only a few continued to keep a watch on the twins: the Fey Guardians, an ancient order of druids, and the Summer Queen herself, Arendel Phaedra. Over time Leelo and Keelo drifted apart and chose radically different life paths. Little did they know that fate would not let them be parted forever.

Keelo discovered a love of nature beyond even what was typical for the Seelie Court elves. The Fellowship of Leaves attempted to recruit the talented young elf into the fold, but Keelo found their rites and rituals dull and lacking in the direct action he craved. Keelo drifted north into the deep and dangerous woods bordering the lands of the dark elves, only recently returned to the surface of Arcanearth after centuries of Mulcarn’s ice. He lived for decades as a hermit among the giant trees and hidden glades north of the Ljosalfar empire. Every secret way, every animal and plant became as familiar to Keelo as the back of his hand.

When the dull ache started, he found that wandering west towards the high cold country brought temporary relief. No herbal or magical remedy was to be had. Could this curse be linked to the invisible sigil he shared with his long-lost sister Leelo? Around this time the Fey Guardians, a radical sect of the Fellowship, revealed themselves to Keelo. The Fey Guardians were monastic nature hermits committed to defending the wilds from evil influences, whether wrought by the Dark Elves or the new human empires. Foremost among these evil-doers were the Illians and their potential allies, the bestial Doviello. The Illians made no secret of their desire to bring back the Age of Ice and return Mulcarn to primacy over Creation. A goal which no one took seriously except perhaps the Fey Guardians.

The Fey Guardians were able to assuage the pains with ancient herbal remedies. For the next few years they taught their new apprentice the first secrets of druidism. When the curse could no longer be kept at bay, Keelo committed to traveling west to the frosty kingdom of the Illians where he would spy on their activities and report back via animal messengers. With the rune-curse dogging his steps it was doubtful if Keelo would ever be able to return east. After a year of seeing no great evidence of cooperation between the Illians and Doviello, Keelo reached the farthest fjords. Great fish the size of hills breached the cold waters offshore.

The pains returned in due course. With no other option the cursed druid took ship for the island kingdom of the sorcerous Amurites, heirs to Kylorin’s magical legacy. At an obscure trading post Keelo met others bearing the rune-curse, brought together for reasons perhaps known only to the gods. In the chaos and madness of an assault by the Lanun corsairs and their Overlord masters, the unlikely group made their escape aboard a small galley driven southeast in a sudden offshore squall. Perhaps his new companions could help find answers to the curse which had driven him from his beloved forests.



Arcanearth Omegabase Omegabase