Keld
Keld
Sheet
AC 14 · HP 11 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Favored EnemyLevel 1
Keld has advantage on Wisdom (Survival) checks to track his favored enemies and on Intelligence checks to recall information about them. His favored enemies are beasts, particularly predators and creatures driven from their territories by settlement.
- Natural ExplorerLevel 1
Keld gains benefits while traveling through forest terrain, including not becoming lost except by magical means, remaining alert to danger while traveling alone, moving stealthily at a normal pace when traveling alone, finding twice as much food while foraging, and learning the exact number, sizes, and time since passage of groups of creatures he tracks.
- DarkvisionHalf-ElfKeld can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fey AncestryHalf-ElfKeld has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- Skill VersatilityHalf-ElfKeld is proficient in two skills, Investigation and Nature.
- Keen SensesHalf-ElfHis elven heritage gives him an instinct for noticing movement, sound, and changes in the natural world.
- Rustic HospitalityFolk Hero
Keld can find a place to hide, rest, or recuperate among common folk, who will shield him from the law or other threats, though they will not risk their lives for him.
Gear
9 itemsWeapons
- 2×ShortswordsA pair of balanced blades suitable for close fighting or throwing.
- Longbow and arrowsA longbow with a quiver containing twenty arrows.
Armor
- Scale mailLight protective armor made from overlapping metal plates sewn to leather.
Tools
- Carpenter's toolsTools used for shaping, joining, and repairing wood.
- ShovelA sturdy iron shovel used for planting, digging, and occasional less respectable work.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel gear.
- Iron potA battered iron cooking pot inherited from his mother.
- Common clothesSimple, patched clothing in muted woodland colors.
Purse
- 10×Gold piecesStarting money from the Folk Hero background.
Appearance
Keld is a slight, wiry half-elf lad with the compact build and broad hands of someone raised among halflings and woodland laborers. His skin is browned and roughened by sun, rain, and sap, with pale freckles scattered across his nose and forearms. His pointed ears are small and rounded by elven standards, and his dark russet hair is cut unevenly with a knife. He wears a patched forest-green wool shirt, brown trousers, a weathered leather vest, and a broad-brimmed hat pinned with a jay feather. His voice is usually soft and breathy, but when frightened or angry he speaks in a sudden high rush, swallowing the ends of words. His breathing becomes audible when rattled, quick little huffs through his nose.
Mannerisms
Keld crouches slightly when listening, as though trying to hear movement under the floorboards. He rubs his thumb along the edge of his bowstring before making decisions. When nervous, he begins naming nearby trees under his breath and breathes in quick, audible huffs.
Personality
Keld is watchful, earnest, and more comfortable doing useful work than explaining himself. He notices small practical details, such as who has wet boots, which hinge needs oil, or where a bird has suddenly stopped singing. He is generous with food, suspicious of authority, and quietly competitive with anyone who assumes his youth makes him helpless. Around strangers he speaks carefully, but among friends his humor is dry and unexpectedly sharp.
Ideals
Freedom. No lord, tax collector, or proud clan should own the paths, forests, or labor that keep ordinary families alive.
Bonds
The hill hamlet that raised him is his true family, and he will risk himself to protect its people, especially his mother and younger cousins.
Flaws
Keld is easily shamed by anyone who calls him childish or half-blooded, and he will take foolish risks to prove that he belongs. He also trusts ordinary working people far more readily than he trusts officials, merchants, or anyone with polished boots.
Quirks
Background
Keld was born in a border hamlet where his elven father served as a wandering mapmaker and his halfling mother kept a small charcoal-burning camp in the hills. His mother’s family taught him the patient habits of woodland work, how to read a bent fern, judge the age of a track, and tell good timber from dangerous rot. From his father, he inherited sharp ears, a talent for languages, and an instinct for seeing paths where others saw only tangled green. Keld grew up feeling too tall for the burrows and too small for the elven roads, so he made the forest his measure of belonging. When a tax collector’s men began taking firewood, tools, and winter grain from the hamlet, Keld used hidden trails and animal calls to lead the villagers around the patrols. He eventually exposed the collector’s scheme by finding a concealed wagon route through the forest, earning the affection of the local folk and the resentment of several powerful men. Now he has left home with his bow, woodcutting tools, and a stubborn promise to learn who truly controls the roads through the hills. He hopes to return with enough knowledge and influence to keep his family’s hamlet free.
“From his father, he inherited sharp ears, a talent for languages, and an instinct for seeing paths where others saw only tangled green.”
- Background
- Folk Hero
Connections
Species
Half-Elf
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