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Shae Elinor Midre - AI-generated fantasy Character

Shae Elinor Midre

Elf · Druid · Level 20 · Wild eyes, braided platinum hair, small antler nubs, layered leather and bark armor, and a living branch bow-staff

Shae Elinor Midre

Quietly intense, observant, and compassionate, Shae speaks with deliberate precision until someone threatens the helpless.
ACNone
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 19 · normal
AlignmentLawful GoodGenderFemaleAge127 years old
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, worn beneath a cloak of treated bark and woven vine

Weapons

Simple melee weapons,
Staff,
Bow,
Heartwood Bow-Staff, a magical bow-staff with hand, near, and far ranges

Languages

Elven,
Common,
Spirit Tongue

Features

39 features

Always on

  • Hack and Slash

    When When you attack an enemy in melee...

    When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may do +1d6 damage but expose yourself to the enemy’s attack. On a 7–9 you deal your damage and the enemy makes an attack against you.

  • Volley

    When When you take aim and shoot at an enemy at range...

    When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you have a clear shot and deal your damage. On a 7–9 choose one: move to get the shot and face danger, take -1d6 damage, or take several shots and reduce your ammo by one.

  • Defy Danger

    When When you act despite an imminent threat or suffer a calamity...

    When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. Use Str for powering through, Dex for getting out of the way, Con for enduring, Int for quick thinking, Wis for mental fortitude, or Cha for charm. On a 10+ you do what you set out to do. On a 7–9 you stumble, hesitate, or flinch, and the GM offers a worse outcome, hard bargain, or ugly choice.

  • Defend

    When When you stand in defense of a person, item, or location under attack...

    When you stand in defense of a person, item, or location under attack, roll+Con. On a 10+ hold 3. On a 7–9 hold 1. Spend hold to redirect an attack to yourself, halve its effect or damage, open the attacker to an ally for +1 forward, or deal damage equal to your level.

  • Spout Lore

    When When you consult your accumulated knowledge about something...

    When you consult your accumulated knowledge about something, roll+Int. On a 10+ the GM tells you something interesting and useful. On a 7–9 the GM tells you something interesting, and it is up to you to make it useful.

  • Discern Realities

    When When you closely study a situation or person...

    When you closely study a situation or person, roll+Wis. On a 10+ ask the GM three questions from the list. On a 7–9 ask one. Take +1 forward when acting on the answers. Ask: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true danger here? What is useful or valuable to me? Who is really in control?

  • Parley

    When When you have leverage on a GM character and manipulate them...

    When you have leverage on a GM character and manipulate them, roll+Cha. Leverage may be a promise, threat, or valuable information. On a 10+ they do what you ask if first you promise something in return. On a 7–9 they need concrete assurance of your promise before they act.

  • Born of Soil and Stone

    When When you invoke the spirits of your attuned land...

    You were born of the soil. You learned a particular land intimately, and when you shapeshift you may take the shape of any animal that might live in that land.

  • By Nature Sustained

    When When a move would require you to mark off a ration...

    You do not need to eat or drink. If a move tells you to mark off a ration, ignore it.

  • Shapeshifter

    When When you call upon the spirits to change your shape...

    When you call upon the spirits to change your shape, roll+Wis. On a 10+ hold 3. On a 7–9 hold 2. On a miss hold 1 in addition to whatever the GM says. You may take the physical form of any species whose essence you have studied or that lives in your land. Your possessions meld into the form. The GM tells you one or more moves associated with the form. Spend 1 hold to make one of those moves. When you have no hold, you return to your natural form. You may spend all hold to revert at any time.

  • Spirit Tongue

    When When you communicate with a creature of the wild...

    The grunts, barks, chirps, and calls of creatures of the wild are language to you. You understand any animal native to your land or akin to one whose essence you have studied.

  • Red of Tooth and Claw

    When When you shapeshift into an appropriate dangerous animal...

    Choose an animal form native to your land. While shapeshifted into an appropriate dangerous animal, your damage die becomes d8.

  • Studied Essence

    When When you spend time in contemplation of an animal spirit...

    When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using Shapeshifter. Only one animal at a time may be marked in this way.

  • Stalker's Sister

    When When you choose an advanced druid move...

    Choose one move from the ranger class list.

  • Embracing No Form

    When When you shapeshift...

    When you shapeshift, roll 1d4 and add that total to your hold.

  • Doppelganger's Dance

    When When you shapeshift into a specific individual...

    You can study the essence of specific individuals and take their exact form, including their clothing and features. Suppressing your druidic tell is possible, but take -1 ongoing until you return to your natural form.

  • Blood and Thunder

    When When you are in an appropriate dangerous animal form...

    You may take the shape of a dangerous animal and increase your damage die to d10 while in that form.

  • The Druid Sleep

    When When you find safety and time in an appropriate natural location...

    When you next have safety and time in an appropriate location, you may attune yourself to a new land. The GM tells you how long it takes and what cost you must pay. You are then considered born of the soil in both lands.

  • Stalker's Sister II

    When When you choose this advanced move...

    Choose one move from the ranger class list.

  • Thing-Talker

    When When you commune with natural objects or creatures made of them...

    You see the spirits in sand, sea, and stone. You may apply Spirit Tongue, Shapeshifter, and Studied Essence to inanimate natural objects and creatures made thereof, including plants and rocks.

  • Formcrafter

    When When you shapeshift...

    When you shapeshift, choose a stat. You take +1 ongoing to rolls using that stat while shifted. The GM chooses a stat too, and you take -1 ongoing to rolls using that stat while shifted.

  • Elemental Mastery

    When When you call on primal spirits of fire, water, earth, or air...

    When you call on primal spirits of fire, water, earth, or air to perform a task, roll+Wis. On a 10+ choose two. On a 7–9 choose one. On a miss, a catastrophe occurs. Choices are: the effect comes to pass, you avoid nature’s price, and you retain control.

  • Balance

    When When you deal damage or channel the spirits of life...

    When you deal damage, take 1 balance. When you touch someone and channel the spirits of life, you may spend balance. For each balance spent, heal 1d4 HP.

  • Chimera

    When When you shapeshift into a merged form...

    When you shapeshift, you may create a merged form of up to three different shapes. Each feature grants a different move. The chimera form follows the normal Shapeshifter rules.

  • Weather Weaver

    When When you are under open skies when the sun rises...

    When you are under open skies at sunrise, the GM asks what the weather will be that day. Tell them whatever you like, and it comes to pass.

  • Formshaper

    When When you shapeshift...

    You may increase your armor by 1 or deal an additional +1d4 damage while in animal form. Choose which when you shapeshift.

  • World-Talker

    When When you commune with pure elements...

    You may apply Spirit Tongue, Shapeshifter, and Studied Essence to pure elements: fire, water, air, and earth.

  • Shed

    When When you take damage while shapeshifted...

    When you are in animal form and take damage, you may choose to revert to your natural form and negate that damage.

  • Deep Shape

    When When you shapeshift...

    When you shapeshift into an animal, the GM may offer a special move appropriate to its instincts and abilities. You may spend hold to make that move without rolling.

  • Voice of the Grove

    When When you meditate in a natural place...

    You can perceive the spirits inhabiting a place and ask them one question about what has happened there. The GM answers truthfully, though the spirit may speak in images, sensations, or animal signs.

  • Season's Command

    When When you call upon a natural phenomenon...

    Choose a natural phenomenon such as snowfall, mist, migrating birds, or falling leaves. When you invoke it in a fitting scene, the GM will tell you what it requires, and if you meet the requirement it manifests dramatically.

  • Elder Shape

    When When you shapeshift into a legendary version of a creature...

    You may choose to make any shapeshifted form appear ancient, legendary, or unusually immense. The GM gives the form a corresponding strength and a corresponding vulnerability.

  • Guardian of the Living

    When When you spend hold from Defend to protect an ally...

    When you successfully defend an ally, you may also move them a short distance to safety without exposing them to the danger you prevented.

  • Kindred Spirit

    When When you call a familiar spirit from your land...

    Choose one animal companion-like spirit from your attuned land. It can appear briefly to scout, carry a message, or perform a simple task, then returns to the spirit world.

  • Elf's Living Weapon

    When When you call upon your bonded weapon...

    You have a magical bond with your Heartwood Bow-Staff. It cannot be permanently lost while you live, and it may return to your hand or grow from a living branch when the fiction allows.

  • Child of Syolythia

    When When you first approach or communicate peacefully with a woodland animal...

    Your antlered tell marks you as a child of the deep forest. Woodland animals recognize you as kin, and you gain +1 forward when first attempting to peacefully communicate with an animal native to Syolythia.

  • Forest-born tellElfsmall antler nubs that remain visible in every shape.
  • Woodland affinityElfanimals native to Syolythia recognize Shae as kin.
  • Long-lived memoryElfshe remembers places by scent, birdsong, and the shape of their roots.

Gear

7 items

Weapons

  • Heartwood Bow-Staff
    Twisted living branch bow-staff, 2 weight, hand, near, far, elegant, magical; used as both a bow and a staff

Armor

  • Barkbound Leathers
    Leather armor reinforced with bark plates and woven vine, 1 weight, 1 armor

Gear

  • Rowan Arrows
    A bundle of arrows carved from pale rowan, 1 weight, 3 ammo
  • Adventuring Gear
    Adventuring supplies, 5 weight total, including flint, cord, blanket, chalk, waterskin, and simple tools
  • Druidic Herbs
    Herbal poultices, bitterroot tea, and dried healing leaves, 1 weight
  • Heart Tree Seed
    A carved antler pendant containing a seed from the Heart Tree, negligible weight
  • Load Record
    Starting load is 8. Current listed load is approximately 9, so Shae must shed or redistribute 1 weight before traveling fully unencumbered.

Appearance

A very short, compact wood elf with medium olive skin, almond-shaped black eyes like a wary deer, and platinum-blonde hair worn in intricate braids. Two small antler nubs rise from her brow. She wears layered bark-brown leathers, moss-green cloth, woven cords, and living twig charms. Her hands are slender but heavily callused from bowstring, staffcraft, climbing, and years of tending sacred trees. She smells faintly of cedar smoke, crushed fern, and rain-soaked leaves.

Mannerisms

She tilts her head like a deer listening for danger, touches the Heart Tree seed when making a difficult decision, and braids loose strands of hair whenever she is angry.

Personality

Quietly intense, observant, and compassionate, Shae speaks with deliberate precision until someone threatens the helpless. She is deeply romantic beneath her disciplined exterior, and her love for Alibjorn is obvious in the way her stern expression softens whenever his name is mentioned. She believes mercy and law are not opposites, but she has little patience for laws written by people who have forgotten the land.

Ideals

Devotion. Preserve the living balance, defend the vulnerable, and ensure that the old covenant between people and nature is not forgotten.

Bonds

I will protect ____ because they remind me that gentleness can survive in a brutal world. I trust ____ to watch my back when the spirits demand too much of me. Alibjorn is my heart and shield, but I fear the dangers surrounding me will one day make him choose between his crown and my path.

Flaws

Shae mistakes devotion for certainty and becomes rigid when she believes a natural law has been violated. She is also dangerously willing to risk herself for Alibjorn or anyone she considers part of her living circle.

Quirks

She collects fallen leaves from places where someone made a difficult moral choice.
She quietly names every bowstring before using it.
She sleeps with one hand resting on the Heart Tree seed.
She occasionally answers questions with a birdcall before realizing she has done so.

Background

Shae Elinor Midre was born beneath the ancient canopies of Syolythia, daughter of a wood-elven druid whose voice could quiet a storm long enough for frightened animals to find shelter. From childhood, Shae was taught that the forest was not merely a home but a covenant. Every root remembered, every stream carried a warning, and every creature had a place in the great turning of seasons. Her antler nubs appeared during a midsummer rite, marking her as one touched by the old spirits of the grove. Her weapon was grown rather than forged. A lightning-struck branch from the Heart Tree was shaped into a recurved bow and staff, its grain twisting into the forms of leaves, antlers, and watchful eyes. Shae left Syolythia when loggers, warbands, and ambitious nobles began violating the old boundaries. She travels now as guardian, healer, and relentless witness, carrying the law of living things into places where the powerful have forgotten it. Her greatest source of courage is Alibjorn, her enormous Viking prince protector, whom she loves with a devotion that makes her braver and more reckless than wisdom permits.

“From childhood, Shae was taught that the forest was not merely a home but a covenant.”
From their backstory
Background
Wild eyes, braided platinum hair, small antler nubs, layered leather and bark armor, and a living branch bow-staff

Connections

Species

Elf

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