Esmerelda, The Glade Mother

Esmerelda is an elderly human woman with long, silver-streaked black hair often woven into braids threaded with moss and beads. Her green-grey eyes glimmer with quiet amusement, yet behind them lies an unsettling weight of knowledge. She dresses in layered, practical robes stitched with bark, feathers, and symbols that seem more mathematical than mystical. Her staff is a gnarled root capped with a faintly glowing crystal shard.

Personality
  • Patient & Kind: She tends to every villager as though they were her children.
  • Skeptical of “Magic”: Esmerelda insists magic is not real—only “the manipulation of universal patterns.”
  • Protective: Fiercely defends Xandarin, but avoids violence unless cornered.
  • Pragmatic: Solves problems in the most direct, logical way, even if it makes others uncomfortable.
  • Humorous: Enjoys dry jokes and light sarcasm, especially at the expense of pompous adventurers.
Motives
  • Protect and preserve Xandarin and its people.
  • Pass on her knowledge before she dies.
  • Understand the corruption of the River Heart—and perhaps cure it.
  • Ensure the ward remains unbroken.
History
  • Pale Wars: Sheltered the lost rangers and civilians 60 years ago, creating Xandarin.
  • The Ward: Crafted the veil that hides the village using forbidden equations from the Shekiac era.
  • The Long Wait: For decades she has nurtured the village while the world outside decayed.
  • Present Day: She fears the ward is weakening as Vaerithys’ corruption spreads.
Languages
  • Common, Elvish, Dwarvish, Infernal, Sylvan.
  • Sprinkles bits of Elvish and Sylvan into daily speech, especially when talking about the forest.
Features & Traits
  • Unnerving Insight: Can size up strangers with a look (Insight check contested by Deception).
  • Wardkeeper: Can command roots, fog, and illusions within the village’s barrier.
  • Herbal Mastery: Keeps a satchel of tinctures, poultices, and teas for nearly every ailment.
  • Longevity: Though human, she appears far younger than her true age (well over 200 years old).
Quirks
  • Talks to trees, streams, and stones as if they were neighbors.
  • Collects strange pebbles, claiming they “hum differently.”
  • Doesn’t blink when listening, unnerving to many.
  • Always offers tea to visitors, no matter the situation.
Specialized Equipment
  • Rootstaff: A gnarled staff that functions as both weapon and magical focus. Can command entangling roots once per day.
  • Wardstone Beads: A necklace of tiny etched stones—each one linked to the ward’s perimeter.
  • Herbal Kit: Restores 1d4 hit points (once per person per day) with poultices and teas.
  • Gleaming Lens: A shard of crystal used to “see the equations” of the ward—functions like detect magic.
Speech Patterns
  • Speaks slowly, deliberately, as if weighing each word.
  • Rarely raises her voice—unless the ward is threatened.
  • Calls strangers “child,” regardless of age.
  • Prefers to answer questions with a story or metaphor.
  • Frequently hums softly, especially while brewing potions or casting.

Example Phrases:

  • “Magic? No, no, child. There’s no such thing. Only the tug and pull of strings you’ve yet to see.”
  • “The ward hums uneasily tonight. Best you keep close to the Heartstump.”
  • “You think you chose this path? Hah. The forest chose you long before you set foot on it.”
GM Roleplaying Notes
  • Play her as a mixture of mentor and mystery. She is wise but never explains everything, letting players puzzle out truths.
  • She should feel like a source of safety for the village, but also a source of tension—her power is alien and hard to fully trust.
  • Use her quirks and speech patterns to make every scene with her memorable.

Current Location
Children
Ruled Locations

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