Duyar
Duyar
At the table
Voice
A damp, rounded resonance seems to form low in his chest and travel through his throat like sound crossing a hollow root. His consonants are soft until he is angry, when they become sharply articulated. His breathing is slow and audible; when shaken, he takes a single caught breath before speaking plainly.
He speaks from the back of his throat with a damp, rounded resonance, as if each word has passed through water before reaching the air. His breath is steady and faintly audible between phrases. His work has made his vocabulary practical, full of terms for roots, drainage, weather, and rot; centuries of listening have made him patient with pauses. When rattled, his breath catches first, then his words come in hard, clean bursts.
Speech patterns
How to play them
Begin with a concrete offer of help, such as finding clean water or healing an injured animal. Ask visitors what they intend to leave behind, not only what they want to take. He responds well to honest limits and practical compromises, but reacts sharply to threats against the pool.
Goal
Find and reopen the buried springhead before the pool and Kettlewick's stream fail, without forcing either the forest or the village to bear the whole cost.
Motivation
To keep the ancient spring alive while proving to himself that care does not have to mean control.
Appearance
Duyar rises from a perfectly still, dark pool as if the water has decided to stand upright. His face is anciently beautiful, smooth and finely structured, but not youthful: it has the composed, weathered patience of an old shrine. His skin glows softly like muted moonlight beneath a thin layer of water. Long dark hair hangs in ropes and sheets, slick at the ends and threaded with tiny leaves that never seem to decay. Faint dark veins branch over his arms and climb his throat, visible beneath his luminous skin like ink seen through vellum. One eye gleams silver; the other is unnaturally dark, swallowing reflections. He holds his weight over the balls of his feet and never quite settles, as though listening through the ground. When startled, he takes one slow breath through his nose, and the pool behind him ripples in answer.
Clothing
A wrap of dark green and brown cloth, heavy with moisture at the hem, fastened by a wooden pin grown in the shape of a curled fern. A mantle of fine roots and moss lies over one shoulder. He wears no shoes unless traveling over stone.
Body language
He stands with his weight poised forward and his hands open at waist height, a posture that suggests both welcome and readiness to catch something falling. He rarely sits with his back to a door or window. When upset, his shoulders remain still while his fingers flex slowly, like roots testing soil.
- Height
- 6 feet 3 inches
- Build
- Tall and spare, with long limbs and the balanced stillness of a heron waiting in shallow water.
- Eyes
- One silver, one an unnatural depthless dark.
- Hair
- Long, dark brown-black, usually wet at the ends.
- Skin
- Softly luminous pale gray with a muted moonlit sheen; faint dark veins show beneath it.
- Age
- Adult by the reckoning of mortals; he remembers the forest before the nearest village had a name.
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
12 traits and drivesDuyar is tender toward the vulnerable but impatient with people who treat the forest as an inexhaustible resource. In calm moments he is curious and almost playful, especially around children; under pressure he becomes blunt, controlling, and frighteningly decisive. He wants companionship, yet tests every kindness as if it might conceal a demand.
- Alignment
- Neutral, with a fierce protective streak toward the woodland and the people who depend on it.
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 38 · 30 ft.Duyar prefers to control terrain, divide attackers, and keep civilians away from the fighting. He opens with entangle or moonbeam, then uses cover and Tree Stride to change position. He avoids killing opponents who can be driven off, but becomes relentless if they attack the pool or a wounded creature. He retreats into the forest rather than fight to the death.
Duyar
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Alder staff (weapon)A smooth length of alder wood cut from a fallen branch, wrapped with a single strand of silver-colored root.
- Gathered components (spellcasting focus)A small pouch of dried leaves, acorns, and fragrant bark used as druidic spellcasting components.
- Toma's bird (keepsake)A carved wooden bird with one wing painted blue; it was made by Toma and is polished from handling.
Possessions
Background
Duyar first woke in a forest spring when a lightning-struck ash tree fell across it. The tree's roots had grown around a small shrine, and the last prayer spoken there had been a child's request that the spring remember her mother. Duyar emerged with that grief lodged in him, though neither mother nor child was there to explain it. For centuries he kept the pool hidden and bargained with nearby charcoal burners, asking only that they leave the oldest trees standing. That arrangement ended when a drought drove the village of Kettlewick to divert the stream feeding his pool. Duyar answered by turning the millpond black and tangling its sluice with roots. The miller's son, Toma, nearly drowned while trying to clear it. Duyar rescued him, then spent the night beside his bed, learning that his own protectiveness could become indistinguishable from cruelty. Now he works uneasily with village healer Gell, who wants the stream restored without sacrificing the new orchards. Duyar is seeking the buried springhead, while a spreading blight and the village's need for water make every delay costly.
Role in the story
A powerful but fallible woodland guardian whose conflict with a thirsty village gives the party a problem that cannot be solved by simply choosing a side. He can become a guide, ally, or dangerous obstacle depending on whether the characters seek a sustainable bargain.
“The tree's roots had grown around a small shrine, and the last prayer spoken there had been a child's request that the spring remember her mother.”
- Faction
- No formal faction. Duyar considers himself bound to the old woodland and is in uneasy, practical negotiation with Kettlewick's residents.
Known connections
Media
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