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Daurava

Orc · Druid, Circle of the Land (custom marshland circle) · Level 5

Daurava

Marsh warden, herbalist, and mediator for the reed-cutters
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A rough, breath-supported voice shaped by calling over water and speaking around the rasp of damp reeds. Her words have weight without theatrical booming; when she is amused, a brief snort often escapes before the joke does.

Her voice carries the rasp of reed fibers pulled through wet hands and the breath control of someone used to calling across marsh water. She speaks in short, grounded phrases, with a low gravelly edge that catches on hard consonants. Her Orcish becomes faster and more idiomatic when she is tired or annoyed; she occasionally pauses to find a precise Common word rather than settle for a vague one.

Speech patterns

Uses plain, concrete comparisons drawn from weather, roots, water, and tools.
Asks a question, waits through an uncomfortable silence, then asks the more important question.
Calls people by the task they are doing until she learns what name they want used.
In anger, speaks in short, exact statements and names the consequence she expects.

How to play them

She begins by asking what the visitors need and what they are willing to give up. She is candid about immediate dangers but withholds judgment until she has heard from people on both sides. Earn her trust by helping without demanding ownership of the outcome. Threats to the wetlands or to Grkt make her abruptly direct.

Goal

Stop Tekk's illegal drainage before the next spring flood, while finding a compromise that lets the hamlet repair its bridge without destroying the wetlands.

Motivation

She believes a community is only safe when its survival does not depend on ruining the next generation's home.

Secret · GM only

Appearance

Daurava stands with her weight always on the balls of her feet, as if the ground might shift under her. Her broad face is framed by a ridge of coarse black hair bound with strips of dried grass. Tiny pale lichen-like flecks mark her cheeks and shoulders, harmless growths encouraged by years of tending old trees. Her hands are thick, blunt-fingered, and permanently stained dark with sap; when she listens, she presses one palm flat to the nearest surface. She leaves the impression of a patient, watchful storm that has decided not to break yet. Unexpectedly, she keeps a tiny collection of polished river-glass beads, arranged by shade and carried in a pouch sewn into her sleeve.

Clothing

A sleeveless, patched coat of waxed reedcloth over a dark wool tunic, a belt threaded with seed packets, and calf-high boots repaired with bark-fiber cord. She wears no metal armor, only a shoulder mantle of layered leaves treated to shed rain.

Body language

She stands forward on her feet with her knees loose, habitually angling herself between danger and whoever seems least prepared. Her sap-darkened hands are rarely still: they test wood grain, flatten leaves, or touch the ground. When she is furious, she plants both feet and looks directly at the person responsible, no longer moving at all.

Height
6 feet 2 inches
Build
Broad-shouldered and powerfully built, with the compact strength of someone accustomed to hauling wet timber and pushing through mud.
Eyes
Dark amber, with a green rim visible in bright light
Hair
Coarse black, threaded with gray and bound with dried grass
Skin
Deep olive green with a muted gray undertone
Age
Thirty-eight
Gender
Female
Size
Medium

Distinguishing features

Pale lichen-like freckles across her cheeks, shoulders, and forearms.
A habit of setting her palm against wood, stone, or soil while listening.
Her thick hands are stained dark with sap, with fine cracks at the knuckles from years of wet work.
A concealed sleeve pouch containing carefully sorted river-glass beads.

Personality

12 traits and drives

She is generous with practical help but wary of promises, and she will defend a stranger more readily than she will admit she is lonely. In calm company she can be unexpectedly playful, sorting river-glass by color and making dry jokes. Under pressure she becomes decisive and blunt; when someone is hurt, that certainty gives way to restless self-blame.

Alignment
Neutral good

Quirks

Sorts river-glass beads by shade whenever she is worried, even in the middle of a conversation.
Taps a wooden object twice before trusting it to bear weight.
Leaves a pinch of seeds on doorsteps where someone has been ill, without explaining why.
Greets frogs before greeting people when she enters a marsh.
Refuses to sit with both feet off the ground; she hooks one boot under a chair rung or rests it on a stone.

Habits

Checks the wind and nearby plant life before agreeing to travel.
Makes a practical offer of help before asking anyone to trust her.
When anxious, sorts her river-glass beads by shade and loses track of conversation.
After conflict, returns to the same person with food or a useful tool rather than an apology.

Traits · 3

Offers hands-on help before emotional comfort, then stays long after the work is finished.
Distrusts grand plans but has an embarrassing fondness for small, beautiful objects.
Can be stubbornly protective while insisting that everyone must make their own choices.

Flaws · 3

She takes responsibility for choices other adults have made and can become controlling in the name of preventing harm.
She is slow to forgive someone who damages a living place, even when the damage was done out of desperation.
She can mistake silence for consent and patience for wisdom.

Fears · 3

That the marsh will be drained beyond recovery while she is busy rescuing individuals one at a time.
That Grkt will die believing she chose the wetlands over him.
That protecting people will become an excuse to decide their lives for them.

Wants and needs · 3

To stop the ditch before spring flooding changes the marsh permanently.
A way to confront the elders without placing Grkt and the reed-cutters in immediate danger.
Someone who will challenge her protective instincts without dismissing her knowledge.

Combat

AC 15 · HP 38 · 30 ft.

She tries to control the battlefield before dealing damage: Entangle or Spike Growth to divide enemies, then Call Lightning against clustered threats. She keeps allies within healing range, uses Healing Word to restore a fallen companion at a distance, and turns into a beast when surrounded or when she must draw danger away from someone vulnerable. She avoids lethal force if a foe can still be made to stop.

Daurava

Medium humanoid (orc), neutral good
Armor Class15
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsAnimal HandlingMedicineNaturePerceptionSurvival
SensesDarkvision 60 ft.; passive Perception 17
Languages
Common,
Orc,
Druidic
Darkvision 60 ft.
Relentless Endurance. Once per long rest, when reduced to 0 hit points but not killed outright, she drops to 1 hit point instead.
Primal Persistence. She has advantage on saving throws against exhaustion caused by forced travel through natural terrain. This is a custom feature.
Wild Shape. Twice per short or long rest, she can use an action to transform into a beast of CR 1/2 or lower without a flying speed, following the D&D 5E druid rules. She can remain transformed for up to 2 hours.

Spells

Produce Flame (cantrip, conjuration). Cantrip; a small flame lights or snuffs a candle, torch, or small campfire, or warms a harmless object.
Druidcraft (cantrip, transmutation). Cantrip; she creates a harmless sensory effect, such as the scent of rain or a rustle of leaves.
Poison Spray (cantrip, conjuration). Cantrip; a creature makes a Wisdom saving throw or takes poison damage and has disadvantage on its next attack roll before the end of its next turn.
Cure Wounds (level 1, evocation). A creature she touches regains hit points.
Healing Word (level 1, evocation). A bonus-action healing spell at range; a creature she can see within 60 feet regains hit points.
Fog Cloud (level 1, conjuration). She creates a 20-foot-radius sphere of fog centered within 120 feet. The area is heavily obscured and requires concentration, up to 1 hour.
Speak with Animals (level 1, divination). She chooses beasts or plants within 30 feet that can hear and understand her. They become friendly for 24 hours unless harmed by her or her companions.
Entangle (level 1, conjuration). Roots and weeds fill a 20-foot square within 90 feet. Creatures in the area make a Strength saving throw or become restrained. The spell requires concentration, up to 1 minute.
Animal Friendship (level 2, enchantment). A willing beast she touches gains 5 temporary hit points and has its hit point maximum and current hit points increased by 5 for 8 hours.
Cloud of Daggers (level 2, conjuration). She creates a 15-foot-radius sphere of poison gas within 90 feet. Creatures inside make a Constitution saving throw, taking poison damage on a failure or half on a success. Concentration, up to 1 minute.
Spike Growth (level 2, transmutation). She creates a 20-foot-radius sphere of plant growth within 150 feet. Creatures moving through it spend 4 feet of movement for every 1 foot traveled. Concentration, up to 1 minute.
Call Lightning (level 3, conjuration). She calls down a storm cloud in a 10-foot-radius, 40-foot-high cylinder. Each creature in it makes a Dexterity saving throw, taking lightning damage on a failure or half on a success. Concentration, up to 10 minutes.
Mass Healing Word (level 3, evocation). She chooses up to six creatures within 30 feet. Each regains hit points. This spell has no effect on undead or constructs.
Barkskin (level 2, transmutation). She turns a handful of oak bark into a protective charm that grants one willing creature within 30 feet advantage on its next saving throw against a spell or other magical effect within 1 hour.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage, or if wielded in two hands. The staff is magical only when she uses it as her druidic focus; it has no numerical bonus.
Call Lightning. Ranged Spell Attack: to hit, range 150 ft., one target. Hit: lightning damage. A second bolt leaps to another creature within 30 feet of the first, dealing lightning damage to it. The spell requires concentration.
Create Bonfire, Custom Name: Hearth-Bite. She produces a 15-foot cone of flame. Each creature in the area makes a Dexterity saving throw, taking fire damage on a failure, or half as much on a success. Dry, unattended flammable objects ignite.
Spellcasting. She invokes one of her prepared spells, choosing from the spells listed in her spell selection. Spell save ; spell attack bonus +6.

Reactions

Marsh-Warden's Reach. When a creature she can see within 30 feet takes damage, Daurava uses a reaction and expends a spell slot to cast Healing Word on it, if she can speak. This custom reaction is not an official class feature and uses her normal spellcasting rules.

Services they sell

Herbal treatment and basic healing
Guidance through marshland and flood routes
Identification of common plants, poisons, and natural hazards
Mediation between villagers and marsh wardens

Rewards they can give

A remedy that grants advantage on one saving throw against poison or disease within the next 24 hours.
Safe passage through the marsh on a route that avoids the drainage crew.
A carefully chosen river-glass bead, a token that helps the bearer recognize her trusted contacts.

Equipment

  • Root-knot staff (weapon and spellcasting focus)A twisted hazel staff capped with a knot of living roots; used as a druidic focus and ordinary quarterstaff.
  • Rain-shed mantle (custom light armor)Waxed reedcloth coat and layered leaf mantle; represented by her armor class of 15 while the mantle's magic is active.
  • Field kit (adventuring gear)A leather pouch with medicinal herbs, seed packets, clean bandages, and river-glass beads.

Possessions

Root-knot staff
Rain-shed mantle
Herbal field kit
A sealed clay map showing the drainage scheme
A pouch of sorted river-glass beads

Background

Daurava grew up among the reed-cutters of the flooded lowlands, where her mother taught her which plants healed and which merely delayed a death. At seventeen she guided a village evacuation through a marsh fire, leading people by the sound of frogs after smoke erased the paths. Her younger brother, Grkt, stayed behind to save a trapped child and suffered lasting damage to his lungs. Daurava blamed herself for not turning back, then spent years learning to protect people without mistaking control for care. She now tends the floodplain's old growth and negotiates with the nearby settlements over logging and drainage. The villages need timber to rebuild a storm-damaged bridge, while the marsh is already drying from an illegal ditch cut by the contractor Tekk. Her former apprentice, Bregga, works for that contractor and insists the ditch is harmless.

Role in the story

A knowledgeable ally and local power broker whose protection of the wetlands puts her at odds with people she loves. She can provide healing, wilderness guidance, and evidence of a community conspiracy, but her own secrecy may complicate the party's choices.

“At seventeen she guided a village evacuation through a marsh fire, leading people by the sound of frogs after smoke erased the paths.”
From their background
Faction
The reed-cutters' hamlet and the informal circle of marsh wardens, who have no formal name or central authority.

Known connections

Grkt, her younger brother, is a reed-weaver whose damaged lungs worsen each winter. He resents her habit of treating his safety as her responsibility.
Bregga, her former apprentice, works for Tekk's drainage crew and believes the marsh must be sacrificed to keep people fed.
Tekk, a contractor with influence among the settlements, cut the illegal ditch and has offered Daurava a private bargain to keep quiet.
The reed-cutters' hamlet depends on her forecasts and remedies, though some locals think her defense of the wetlands is costing them too much.
Major secret · GM only
Minor secrets · GM only

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