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Sat Oct 24th, 2020 @ 12:36pm

Bronze Taral

Name Taral

Position Druid

Rank Bronze

General Information

Gender Female
Species Ithiris
Age 26

Status Information

Occupation Adventurer
Organization Marblevale Guild
Class Druid
Orcish Nakfa Gold: 5 coins
Silver: 0 coins
Bronze: 0 coins
Copper: 0 coins

Physical Appearance

Height 4' 11"
Weight 95 lbs
Hair Color Teal
Eye Color Pink-Red
Physical Description Like all members of her species, Taral is shorter than most humans, but at 4’ 11”, she is tall for an Ithiris. She is lithe and graceful, and deceptively appears delicate, though when she needs to fight she can be ferocious. Her soft skin is pale and generally scar-free, having learned a magic healing spell in her youth. Her irises, which are slightly felinoid in shape, are a pretty pink-red. The hair on her head and the back of her felinoid ears is a bright shade of teal. She tries to keep it cut short (no longer than shoulder-length). As with most Ithiris who grew up in cities, the fur on her body has largely been eliminated, though trace amounts remain as short, soft, nearly transparent hairs on her arms and legs. She has a fox-like tail of the same shade of teal as her hair. She tries to wear commoners’ clothes when visiting Alderworth, and when living in the wilds outside the Citadel may choose among those same commoners’ clothes, furs made from local wildlife, or complete nudity. She wears light armour if she anticipates combat. Despite these clothing choices, her noble heritage is recognizable in her accent and scent.

As a druid, Taral knows how to transform into certain small animals, including a cat, a salmon, and a butterfly. She likes to practice these skills as much as possible. She also knows how to communicate with most species of animals to at least some degree.

Social Connection

Father Master Merchant Varitan
Mother Miala
Brother(s) Pran (younger by two years)
Sister(s) Lysha (sister, older by three years); Vieer (younger by five years)
Other Family
Friends/Contacts Eleria (former housekeeper at Varitan Estate); Phon (druid circle leader); Aldon Zarinah (Cleric of the Temple of Freyja)

In-depth Information

Personal History Taral was born in the noble house of Varitan in Alderworth. Her father was on the ruling council of the Brightlanders Guild and her mother was a Captain in the Alderworth Guards. Her home was one of the larger noble estates in North Creolluc. She lived a comfortable life with her three siblings, Lysha (older sister), Pran (younger brother), and Vieer (younger sister). Rumours circulated among the servants that some of the towns visited by her father over the years were home to additional children.

Everyone knew Lysha would one day rule House Varitan, but it was expected that Taral would one day serve in some noble capacity as well, either following her father’s footsteps into the merchantile world, or her mother’s as a guard officer. However, Taral harboured two secrets kept from everyone: her sensitivity to the Vei Luba, and her complete and utter lack of interest in her parents’ work. She knew that what they did mattered, but resented that it was simply *expected* of her. Still, ever the good daughter, she kept up with her lessons, especially her combat training.

Starting at age 12, virtually every night, she snuck out of her bedroom wearing a hooded cloak and escaped into the wilderness surrounding Alderworth. In the woods, she observed the natural world, began communing with local wildlife, and began experimenting with magic. She would return home just in time to get a couple of hours’ sleep before needing to wake for the day.

The servants began gossiping about how the young Taral seemed exhausted all the time. One day, a human night shift housekeeper named Eleria decided to keep a close eye on the girl and watched her sneak out. She had seen Taral struggling and took some measure of pity. The next morning, the two spoke and she agreed to provide a bit of assistance. She explained to Taral how to find a druid circle a kilometer from the city wall, who could better give her early instruction. Under the leadership of a human named Phon, they taught her how to use the Vei Luba to keep herself energized and helped her communicate with wildlife. Under their guidance, she changed into her first shape, a small housecat.

At age 17, she was caught sneaking out by a guard loyal to her mother. There was an argument in which Taral affirmed that she would never follow in the family footsteps and craved the freedom of the natural world. She was given an ultimatum: stay and do as you’re told, or leave and never return. She transformed into a cat and jumped out the window.

Eleria, now fired from her housekeeping job, let her stay in her apartment in Drirrilf Hill for a short time, until she could support herself. A few months later, she was given the opportunity to take the Meadows Ridge Academy exam. She passed and was admitted, first for a trial period and then permanently. She moved into the Academy dormitories. She studied magic and learned all she could about herbs and tonics and the natural world writ large. She kept her noble history hidden as best as possible. She knew that a great many Ithiris were nobles, but there were enough commoners of that species to make hiding a possibility. The other students were insufficiently trained to recognize her accent and scent, but the Ithiris professors knew right away that she was hiding from a noble family.

At age 23, Taral moved away from Meadows Ridge and into the woods permanently. She built a cabin hidden deep in the forest, just large enough to suit her needs. She comes into the Citadel periodically, for food, supplies, equipment, and to sell anything interesting that she finds. She also speaks with her mentors at the Academy. But she prefers to spend her time in nature, either alone or with other druids.

At age 25, she decided to begin taking on missions on behalf of the Marblevale Guild. She was given her Bronze Rank and wished the best of luck.

Personality & Traits

General Overview Taral is generally friendly, but is perfectly content to fight for what’s right when the situation calls for it. She is calm and will take time to think through her problems properly, except when someone threatens nature or tries to control her life unnecessarily, then she is quick to anger and bold action. She is studious and enjoys learning, whether from a book, a teacher, or direct observation.

Taral works equally well alone or in small groups, but she can’t stand larger groups. She maintains friendships fairly well, and continues to find opportunities to see her old druid circle or her closest friends in Alderworth. She pursued some romantic relationships while at the Academy, but no longer considers that a priority.

Taral is generally kind to everyone. She doesn’t like those who are destructive to nature and will fight them. She doesn’t like the nobility (though she knows how to work within it). She has no time for anyone who thinks they’re better because of their family.
Strengths & Weaknesses
Hobbies & Interests


Known Skills Skills:
-Animal Handling

Various things she's learned over the years:
-Making medicines from herbs


Known Spells Druidcraft: Whispering to the spirits of nature, you create one of the following effects within range:
-You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on.
-You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk.
-You instantly light or snuff out a candle, a torch, or a small campfire.

Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm, causing damage and poisoning them.

Entangle: Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area gets restrained by the entangling plants until the spell ends. When the spell ends, the conjured plants wilt away.

Cure Wounds: A creature you touch regains some health. This spell has no effect on undead or constructs.


Equipment -Longbow
-Quiver with arrows
-Spellcasting focus (gem engraved with the crest of House Varitan)
-Set of light armour
-Snare trap (humane)
-Basic fishing kit
-Backpack, designed to blend into woodland settings, holding drinking water and clothes, with space to carry other supplies