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Vrur's Stone Ring

Two dozen standing stones, each exactly 12 feet high, stand sentinel around the shores of this shallow pond. These stones were raised generations ago by the church of the Storm King soon after Engleher was retaken from Orcs and have remained a place of worship for druids, rangers, and naturalists ever since. The waters of the pond are unusually reflective but, despite whispered rumors, aren’t magical. A small cabal of nomadic clerics and druids faithful to the Storm King include Stone Ring Pond in their peregrinations, and there’s always a few temporarily camping nearby. For the most part, these travelers have avoided contact with Engleher for 30 years, ever since one of their number, Jaul Mezmin, soured their relationship with the town. A werewolf who’d kept his nature from even the other priests, Jaul lost control one night and slaughtered a half dozen locals before he was driven over a cliffside. His body was never recovered. About 5 years after Jaul’s disappearance, an idealistic gnome druid named Worliwynn heard of Jaul’s rampage and came to Engleher specifically to repair the damage the werewolf had done to the Stormclouds’ reputation and guide locals interested in living in greater harmony with the land. A generation later, Worliwynn has been largely successful, with the significant exception of still-grieving Lathan. Worliwynn shares more than grief with Lathan. She also suspects that Jaul survived his fall from the cliff. She patrols the Engleher hinterlands nightly, vigilant for any sign that Jaul might have returned to his old hunting grounds.

Purpose / Function

Wares

druid equipment, nature-themed magic items, primal scrolls  

Spellcasting

Divine spells are available for purchase from Worliwynn or her acolytes. Heal, remove disease, and restoration are always available, with other spells available at your discretion  

Hirelings

Allies of the Druidic Circle may request hired hands from the order. Druids will commission hirelings to individuals with a Liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission. Level 1st Wage 36 GP Witchlight Novice
 
Witchlight Novice - Forester 1
UNCOMMONBLACK, GREENMEDIUMHUMANOID

While in a dismal forest or remote swamp, These young druids caught sight of a string of lights bobbing through the trees. Following them further when the lights retreated a few paces. Will-o'-wisps, rushlights, corpse lanterns—whatever they're called—such evil creatures lead people to their doom. With a supreme effort of will, they broke free from the alluring enchantment and resolved to never let the strange lights of remote wildernesses claim them again. Channeling their fear and anger into their animal instincts, these druids manifest this connection to the wild in tooth and claw.
Recall Knowledge - Humanoid (Society): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8
Perception +10
Languages Common, Druidic
Skills Athletics +4 , Intimidation +4 , Nature +6 , Stealth +4 , Survival +7 , Wisp Lore +6

STR +0 , DEX +3 , CON +0 , INT +1 , WIS +4 , CHA +1

Items Leather Armor, Longspear, Holly and Mistletoe
AC 15
Saving Throws Fort +10, Ref +4, Will +4
HP20
Speed 25 feet
Melee Longspear +5 +0 / -5 (Range) Damage Piercing    
Special Abilities Shield Block
Terrain Expertise +1 Survival in Swaps and Underground..
Wild Empathy
Spells Primal Spellcasting DC 17 Spell Attack +7 1st (2) Cantrips Acid Splash, Dancing Lights, Light, Puff of Poison, Tame   Wild Order Spells Wild Shape (Pest Form), Wild Morph (1d6 Slashing Claws)
Rituals  
Parent Location

Quests

A Wolf's Justice
Prove the Circle was not responsible for Jaul's actions
— Moderate

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