LORAGELLA
"I came from the Dunrock range."
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LORAGELLA

"I came from the Dunrock range. I'm here because something is wrong and I was sent to find it."
Firbolg Fighter · Rune Knight
Level 7. Neutral Good
Character Sheet

The Character

Age 34
AC 21
HP 60
Speed 30 ft.
Runes 3
Prof +3
STR
0
+3
DEX
0
+1
CON
0
+2
INT
0
+0
WIS
0
+3
CHA
0
-1
Armor Class
21
Full Plate 18 + Sentinel Shield +2 + Defense +1
Hit Points
60
L1: 10 + L2-7: 36 (6x6) + CON: 14 (7x2)
Saving Throws
STR +6 / CON +5
STR 3 + prof 3 = 6. CON 2 + prof 3 = 5.
Passive Perception
16 / 21
Base: 10 + WIS 3 + prof 3 = 16. With Sentinel Shield (advantage): +5 = 21
Primary: +1 Glaive
+7 to hit, 10ft reach
1d10+4 slashing
STR + prof + magic. 1d10+1d6+4 with Giant's Might. Graze mastery.
Secondary: Weapon of Warning Spear
+6 to hit, thrown 20/60
1d6+3 piercing
Versatile 1d8. +1d6 with Giant's Might. Sap mastery. Advantage on initiative.

Skills & Proficiencies

Proficient Skills
Perception +6
Athletics +6 (Outlander)
Survival +6 (Outlander)
Animal Handling +6
Saving Throws
Strength +6 (proficient)
Constitution +5 (proficient)
Other Proficiencies
Armor: All armor, shields
Weapons: All simple, all martial
Tools: Smith's tools (Rune Knight)
Languages: Common, Elvish, Giant

Attacks & Actions

+1 Glaive
+7 to hit, reach 10 ft. 1d10+4 slashing (1d10+1d6+4 with Giant's Might). Two-handed. Graze mastery: miss deals STR mod damage.
Weapon of Warning Spear
+6 to hit, thrown 20/60 ft. 1d6+3 piercing (1d8 versatile). Sap mastery: hit imposes disadvantage on target's next attack. Advantage on initiative.
Longbow
+4 to hit, range 150/600 ft. 1d8+1 piercing. Slow mastery: reduce target speed by 10 ft on hit.
Handaxe
+6 to hit, thrown 20/60 ft. 1d6+3 slashing. Vex mastery: hit grants advantage on next attack against same target.
Net
Range 5/15 ft. Target is Restrained (DC 10 STR to escape). No damage.
Monkey Tail Whip
+4 to hit, reach 10 ft. 1d4+1 slashing.

Fighter Features

Fighting Style: Defense
+1 AC while wearing armor. Already included in AC 21.
Second Wind
Bonus action: regain 1d10+7 HP. 3 uses/long rest, regain 1 on short rest. Also usable via Tactical Mind.
Tactical Mind
When you fail an ability check, expend a Second Wind use to add 1d10 to the roll. Use not expended if you still fail.
Action Surge
Take one additional action (not Magic) on your turn. 1 use/short or long rest.
Extra Attack
Attack twice when taking the Attack action.
Tactical Shift
When you use Second Wind as a bonus action, move up to half your speed (15 ft) without provoking Opportunity Attacks.
Weapon Mastery (4 weapons)
Spear: Sap. Glaive: Graze. Longbow: Slow. Handaxe: Vex. Change one each long rest.

Rune Knight Features

Rune Carver
Inscribe runes on objects after each long rest. Knows 3 runes: Stone, Cloud, Fire.
Giant's Might
Bonus action: become Large for 1 minute. Advantage on STR checks and saves. Once per turn, one weapon attack deals +1d6 bonus damage. 3 uses/long rest (proficiency bonus).
Runic Shield
Reaction: when a creature within 60 ft is hit by an attack, force the attacker to reroll the d20 and use the new result. 3 uses/long rest (proficiency bonus).

Runes

Stone Rune
Passive: Advantage on WIS (Insight) checks. Darkvision 120 ft.
Active (Reaction): When a creature you can see ends its turn within 30 ft, force a WIS save (DC 13). On failure: charmed for 1 minute, dreamy stupor, speed becomes 0. Repeats save at end of each turn. 1 use/short or long rest.
Cloud Rune
Passive: Advantage on DEX (Sleight of Hand) and CHA (Deception) checks.
Active (Reaction): When you or a creature within 30 ft is hit by an attack, redirect the attack to a different creature within 30 ft (not the attacker). The same attack roll is used against the new target. 1 use/short or long rest.
Fire Rune
Passive: Double proficiency bonus on any ability check that uses tool proficiency. (Synergizes with smith's tools from Bonus Proficiencies.)
Active (On hit): Deals 2d6 fire damage on hit. Target then makes a STR save (DC 13) or is restrained by fiery shackles for 1 minute. While restrained: 2d6 fire damage at the start of each turn. Repeats save at end of each turn. 1 use/short or long rest.

Firbolg Traits

Firbolg Magic
Cast Detect Magic or Disguise Self using WIS (DC 14). Once each per long rest. Disguise Self can make her appear up to 3 ft shorter.
Hidden Step
Bonus action: turn invisible until start of next turn, or until you attack/damage/force a save. 3 uses/long rest (proficiency bonus).
Powerful Build
Counts as one size larger for carrying, pushing, dragging, and lifting capacity.
Speech of Beast and Leaf
Communicate simple ideas to beasts and plants. They understand her meaning. Advantage on CHA checks to influence them. Cannot understand them back beyond emotion and intent.
Wanderer (Outlander)
Excellent memory for geography. Can always find food and fresh water for herself and up to 5 others in most natural environments.

Feats

Lucky (L4 Feat, 2024)
3 Luck Points/long rest. Spend 1 to grant Advantage or Disadvantage to any d20 Test (attack roll, ability check, or saving throw). One point per roll.
Loragella's gear: Weapon of Warning spear, Sentinel Shield, +1 Glaive, Armor of Gleaming

Magic Items 7/7

Weapon of Warning (Spear) (Uncommon, 2pts, Attunement)
While attuned, she and any ally within 30 ft cannot be surprised. Advantage on Initiative rolls. Rune carvings (Stone, Cloud, Fire) inscribed on the haft in Giant script.
Sentinel Shield (Uncommon, 2pts, No Attunement)
Advantage on Perception checks and Initiative rolls. Carved with an eye that never closes. +2 AC. Does not require attunement.
+1 Glaive (Uncommon, 2pts, No Attunement)
+1 to attack and damage rolls. Her primary damage weapon. Reach 10 ft, two-handed.
Armor of Gleaming (Common, 1pt, No Attunement)
The full plate armor never gets dirty, tarnished, or dulled. No combat effect. She looks like she just walked out of a clean forest at dawn.
Attunement: 1 of 3 slots used (Weapon of Warning only). Sentinel Shield does not require attunement.

Other Equipment

Staff, hunting trap, belt pouch, explorer's pack (bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope), longbow with 20 arrows, 2 handaxes, monkey tail whip, net, immovable rod, 1 Potion of Healing, 1 Potion of Tongues.

Origin

Loragella of Veilhome, standing at the edge of a treeline where ancient forest meets a crumbling stone road
Listen to narration by a young Firbolg admirer

The Veilhome Years

She was born in the high passes of the Dunrock Mountains, in a settlement so old the stones of it had grown into the roots of the trees rather than the other way around. Her people called it Veilhome: not because it was hidden, but because the mist never fully left it, even in summer. She grew up learning to read weather, track game, and sit in silence long enough that the forest forgot she was there. But where her kin found peace in stillness, she found questions. She was always looking down at the valleys below Veilhome and wondering what moved through them. Her father, Elder Mosshen, the settlement's most revered druid and the quiet architect of half its decisions, understood her better than she understood herself. He never discouraged her curiosity. He simply told her that the right door would open when she was ready to walk through it.

The clearing in the deep Dunrock range where nothing grows, where something looked at a twelve-year-old Loragella and reached

The Clearing

When she was twelve years old, she followed a wounded elk deeper into the Dunrock range than any youngling was supposed to go. She was curious (she always was) and the elk moved like it wanted her to follow. She tracked it for two days before she realized the forest had gone wrong around her. The trees were the same but the birds had stopped. The insects had stopped. Even the wind felt held. She found the elk dead at the center of a clearing where nothing grew. And something was there with it. She never clearly saw what it was (her mind won't hold the shape of it) but it looked at her, and she felt it reach. Her father's voice arrived in her head a half second later, sharp and certain: don't move, don't speak, close your eyes and think of home. She did. When she opened them she was at the treeline half a mile away with no memory of crossing the distance. She never told anyone but her father what she saw. He never told her what it was. That silence sits between them still.

Elder Bryndavel, the oldest of the settlement's council and the one who first sensed the coming imbalance decades later, looked at her strangely after that day, like someone checking a map against a landmark. She noticed. She filed it away. On her right forearm, half hidden by her bracer, is a scar that appeared the morning after the clearing: a branching mark, pale against the grey-blue of her skin, shaped less like a wound and more like frost on glass. Her father looked at it for a long time and said nothing.

The Descent

When the elders finally called her to the council stone and told her something was wrong in the world beyond the mountains (wrong in a way that moved through the roots and the deep water and the old ley lines) they spoke as though delivering a verdict. She received it like a key. She had packed light, said goodbye to her father in the particular silence they share, nodded to Bryndavel, and descended the mountain before the mist had burned off the morning.

The elders of Veilhome at the council stone, delivering the verdict that sent Loragella into the world

She has always felt a draw toward the outside world and has always believed there is a reason. She believes she was chosen for this. That she has a purpose to fulfill. And that what she saw in the clearing at age twelve and what the elders are sensing now are the same thing, seen from different distances.

Somewhere in the valleys below Veilhome lives a traveling herbalist named Corva Tindell who passed through the settlement three years ago and spent a week trading stories with her for plant samples. She was the first outsider Loragella ever spoke to at length, and the reason she learned that curiosity about the world could go both directions. She intends to find Corva when the road allows it. She suspects the road will not allow it for some time.

Loragella descending the Dunrock Mountains before the morning mist has burned off

Disadvantages

Mechanical

CHA 8, INT 10
Terrible at persuasion, deception, intimidation, and social navigation. When she says the true thing and stops, it is partly because she cannot say it any other way.
No Ranged Damage Bonus
DEX 12 means the longbow hits at only +4 for 1d8+1. At range, she is functional but unremarkable. Her build is built for the front line.
Speed 30 ft
No speed bonus. In full plate with a shield, she is not chasing anyone down. Tactical Shift (15 ft on Second Wind) is her only repositioning tool.
Resource-Gated Power
Giant's Might (3), Lucky (3), Hidden Step (3), rune actives (1 each), Runic Shield (3), Second Wind (3). She is extremely strong when resources are full. After a long day, she is a fighter in plate with a spear.

Backstory-Driven

Waits Too Long
She watches so carefully that sometimes she waits too long. Her caution is a strength until it isn't. In situations requiring immediate action, she may hesitate one beat past the window.
Trust Deficit
Trust is extended slowly and rarely retracted once given. But earning it takes time the party may not have. She will not take someone's word until she has watched them prove it.
The Clearing
Something marked her at twelve. The scar on her forearm, the gap in her memory, the silence between her and her father. It is unresolved, and it may respond to proximity before she is ready.
Cannot Pretend
She has never been unkind. She has simply never been able to pretend. In social situations requiring diplomacy or deception, she will say the true thing. This can be an asset or a liability depending on who is listening.

Personality

Cautious
She is cautious and wary of people she hasn't earned a read on. Trust is extended slowly and rarely retracted once given.
Curious
She is genuinely curious about the outside world: not with wonder that makes her seem naive, but with the attentive interest of someone who has spent years preparing for a world she was always going to enter.
Direct
She says the true thing and stops. No filler, no cushioning. This unsettles people who expect gentleness from someone her size.
Quiet under pressure
When nervous she goes quieter, not louder.
Trusts her own read
She trusts her own read on a situation almost to a fault. She watches so carefully that sometimes she waits too long.
Connected
She believes everything is connected. The imbalance she was sent to find is the same thing that looked at her in the clearing. She has always known this.
Father's reach
Her father's voice can reach her anywhere. That is both her greatest comfort and her most complicated relationship.
Cannot pretend
She has never been unkind. She has simply never been able to pretend.

What Loragella Knows

The elders of Veilhome sensed a deep imbalance moving through the ley lines and root-networks of the world, originating in a direction they could name but a place they could not.
Her father Elder Mosshen can reach her telepathically at any time. He uses it sparingly. When he does, it is important.
Elder Bryndavel knew something about her before the elders chose her. He looked at her differently after the clearing incident. She has never asked him directly.
The scar on her forearm appeared the morning after the clearing. It is not a wound. She doesn't know what it is.
Corva Tindell, the herbalist who visited Veilhome, mentioned something in passing about the old ley roads growing quiet near the Dunrock foothills. At the time it seemed like traveler's talk. It doesn't seem like traveler's talk anymore.
The thing in the clearing was real. It was not a beast, not a spirit she has language for. It reached toward her, and her father pulled her back from something she still cannot name.

What Loragella Doesn't Know

Elder Bryndavel has known since she was twelve that she would be the one sent. The elders did not choose her because of her curiosity. They chose her because the ley lines chose her first.
Her father's silence about the clearing is not ignorance; he knows what the thing was. He has not told her because knowing would have changed how she walked into this.
The scar on her forearm is a mark of contact: whatever was in the clearing touched her before her father's voice arrived. It left something behind. The nature of that something has not yet shown itself.
Corva Tindell is not just an herbalist. She has been following the same imbalance from a different direction for years and doesn't know it.
The imbalance is not new. It has been building since before Loragella was born. The elders have been watching it for decades. Bryndavel has been watching it for longer.
Whatever is at the source of the imbalance already knows she is coming.

Plot Threads

Elder Mosshen (Father)
A revered druid with the ability to reach Loragella telepathically at any distance. He knows more about what she encountered in the clearing than he has ever told her. His silence is protective. The question is: protective of what, exactly?
Elder Bryndavel (The Watcher)
The oldest member of the Veilhome council. He has watched Loragella since she was twelve with the expression of someone reading a prophecy in real time. He knows she was chosen before the elders made their decision. What does he know about the source of the imbalance, and why hasn't he shared it?
Corva Tindell (The Herbalist)
A traveling herbalist who spent a week at Veilhome three years ago trading stories and plant samples. The first outsider Loragella genuinely connected with. She mentioned quiet ley roads near the Dunrock foothills in passing. She may be following the same thread from a different angle, unknowingly or otherwise.
The Scar
The branching frost-shaped mark on Loragella's right forearm appeared after the clearing incident. It is not a wound. It has never changed or faded. It may respond to proximity to whatever caused it: warmth, cold, a faint resonance she mistakes for imagination.
The Clearing
A place in the deep Dunrock range where nothing grows and something looked at a twelve-year-old girl and reached. It is still there. Whatever was in it may be connected to the imbalance the elders sent her to find, or it may be a symptom of something much older.
The Ley Lines
The elders described the imbalance as moving through the root networks and ley roads. If the party finds themselves near ancient standing stones, ruined ley road markers, or unnaturally dead forest patches, Loragella will feel it before she sees it. The scar may respond.
Veilhome Itself
If the source of the imbalance has been building for decades and the ley lines run through the Dunrock range, Veilhome may already be affected. Loragella left to find the source. She may not know what she left behind.
The Resonance
Years ago, a catastrophic wild magic surge leveled a town to the south and tore a rift between the material plane and the Shadowfell. The shockwave rippled through the Weave and the deep ley roads for hundreds of miles. The elders of Veilhome first noted the imbalance shortly after. The timing may be coincidence. Elder Bryndavel does not believe in coincidence.
The Outcast's Warning
Among the Firbolg, the story of the outcast is legend and warning both. Elder Bryndavel told it around the council fire: a Firbolg whose power outgrew his wisdom, who destroyed a town and tore something open in the world that never closed. The elders used it to teach restraint. Loragella heard it as a child and understood the lesson.
The Bard on the Docks
A scarred bard on the Neverwinter docks watched her pass. They never spoke. She was already gone before the song was written.
The Snake in the Blackmire
A Yuan-ti bard was submerged in the swamp when she walked through. He watched from the waterline. She dismissed his eyes as swamp light. He wrote a song about the mountain that walked through his church. Her palm prints on the cypress bark were warm for days.

Play Guide

Speech Patterns

Short and complete
She says the true thing and stops. No softening, no filler. "I'll need a moment." "That doesn't match what I saw." "Something is wrong here."
One question instead of an answer
When stalling or processing, she asks a single clarifying question rather than answering what was said to her. It buys time without appearing to.
Present tense observations
She describes what she notices as she notices it, with no editorializing. "The innkeeper is watching the door." "That man moved before you finished speaking."
Rare humor, entirely deadpan
She does not perform amusement. When she says something funny, she doesn't know it was funny, or doesn't show it.
No filler affirmations
She doesn't say "yes, exactly" or "right" when others speak. She either responds substantively or says nothing.

Physical Mannerisms

The Threshold Pause
She enters every room the same way: stops just inside the door, lets it stay open behind her, spends four to five seconds scanning before she moves. It looks like she forgot something. She didn't.
The Head Tilt Tell
When listening to someone she trusts, she tilts her head very slightly left. When listening to someone she doesn't trust, she goes perfectly still; no tilt at all. People who know her can read the difference instantly.
The Spear Touch
When uncertain or unsettled, her hand rests on her spear. Not gripping it, just touching it, the way someone touches a wall in the dark. She does not appear to notice she's doing it.
The Wall Seat
She always sits with her back to a wall and her face to the door. If the available seating doesn't allow it, she stands. She doesn't make a point of it. It is simply what she does.
The Temple Press
When her father contacts her telepathically, her eyes go slightly unfocused and two fingers press lightly to her left temple. She has done it since she was twelve and does not appear to be aware of it.
After surviving something dangerous, said quietly, to herself as much as anyone:
"I thought it would be faster than that."
When asked about her past, delivered without drama:
"There was a clearing. Nothing grew there. I don't go back to that part of the memory."
Said on arrival somewhere wrong, slightly to herself:
"The forest around this place is holding its breath. I don't know what that means yet."
Calmly, about something everyone else believes:
"That doesn't match what I saw."
Delivered before a decision, usually when she has already made it:
"I'll need a moment."
Her contribution when the party argues:
[silence, picks up spear, walks to door, waits]

Introductions

Standard
"Loragella. I came from the Dunrock range. I'm here because something is wrong and I was sent to find it." Pause. "I haven't found it yet."
When pushed for more
"My people are called Firbolg. We keep to the mountains. My father is an elder druid. He can reach me wherever I am." She says this last part without affect, which makes it sound more like a warning than a comfort.
Combat context
She doesn't introduce herself. She's already assessed the situation and positioned accordingly. Her name is offered after, if asked.

Situational Reactions

Party does something reckless
She doesn't intervene in the moment. She watches it happen, assesses the result, and when it's over she says one sentence about what she would have done differently. Not scolding. Observational. Like a naturalist noting animal behavior.
Someone earns her trust
Nothing visibly changes. But she starts to tell them things she notices: "There's a man outside who has been there too long." "The innkeeper is afraid of something." She shares her observations. That is how she shows trust.
Father's voice arrives
She goes still mid-sentence if necessary. Two fingers to the left temple. Eyes slightly unfocused. If it's not an emergency she'll say "a moment" beforehand. If it is, she won't. When she comes back she will tell the party exactly what she was told, without hedging.
Finds something connected to the imbalance
She doesn't announce it. She stops walking. Crouches if the terrain allows. Her hand does not go to the spear: it goes to the scar on her forearm, pressing against it through the bracer, checking something. Then she says: "This is it. Or part of it."
When she is wrong
She says so once, clearly, with no apology beyond acknowledgment. "I was wrong about that." Then she adjusts and moves forward. She does not revisit it.
The Dunrock Mountains, high passes above the valleys
Veilhome
Where the mist never fully leaves · Where the stones grew into the roots of the trees rather than the other way around
"I thought it would be faster than that."
Born in the high passes. Sent by the elders. Marked by something in a clearing.
She watches so carefully that sometimes she waits too long.
When she finds what she was sent for, she will know. She always has.

References

Player's Handbook (2024)
p.80-87: Fighter class
Tasha's Cauldron of Everything
p.44-45: Rune Knight subclass
Monsters of the Multiverse
p.12-13: Firbolg race
Player's Handbook (2024)
p.180: Outlander background