Ienre Lafkel, Lon’Baelyth
Chief Guardian of Clan Meldarin (Office of the Lon’Baelyth), former War-Leader (Lon’Keryth)
Daughter of a Moonsong ranger and a Sevensong sorceress, Ienre Lafkel is the Meldarin’s steel in a velvet scabbard—calm-eyed, decisive, and immensely experienced. A decorated veteran of the Hateful Wars and a former officer in Queen Yolande, Her Fey Majesty’s Companion Guard of Celene, she returned to the Gnarley four decades ago to raise a family and to keep a sterner watch than any court could afford. In 569 CY she was acclaimed Lon’Keryth, leading Clan Meldarin’s musters at Emridy Meadows; after victory she accepted the office of Lon’Baelyth, responsible for readiness, patrol doctrine, and ruin-cordon security. In 579 CY she holds the line at Ansynor (Runeoak) with a hand-picked cadre, her human husband Shaman, their half-elven son Haemir, a vigilant cooshee hound, and a keen-eyed falcon familiar. She is 276 years old.
Appearance & Bearing
Tall and spare, with wind-cut features and moon-silver hair braided for campaign, Ienre wears travel-tempered leathers under a dusk-green officer’s cloak. Her eyes are the patient green of river moss. She speaks softly, signs orders crisply, and wastes no motion—whether stringing a bow, drawing a sigil, or setting a picket line.
Offices & Authority
- Lon’Baelyth (Chief Guardian). Oversees all Meldarin watches and outposts; sets patrol calendars; appoints ruin-ward captains; requisitions resources in emergency without full council, subject to later review.
- Former Lon’Keryth (War-Leader). Activated by council decree in 569 CY to coordinate the clan’s role at Emridy Meadows; retains authority to reconsolidate a war-host on issuance of a red-branch signal.
- Council Standing. Senior officer in 579 CY; votes as a technical advisor and can recommend immediate “readiness writs” when omens or scouts demand.
History & Deeds
- Companion Guard of Celene. Rose by merit; led mixed archer–skirmisher detachments, learned court discipline and long-march logistics; decorated for actions in The Hateful Wars.
- Return to the Gnarley (c. 540s CY). Resigned with honors; took command of Moonsong border patrols before leaving to marry Shaman, a human ranger whose woodcraft matched her own.
- Emridy Meadows (569 CY). As Lon’Keryth, synchronized Meldarin archers with Gnarley Rangers and Verbobonc scouts, denying the enemy flank cover and cutting supply ferries at dusk.
- Postwar Readiness (573–579 CY). Reorganized ruin watches, standardized whistle-cants with Sevensong choirs, and established the Ansynor cordon—a rotating ring of stealth posts, beacon caches, and ward-stones.
Personality & Leadership
- Doctrine: “Predictability kills.” Ienre shifts routes, hours, and signals constantly to keep raiders guessing.
- Temperament: Even, unsentimental, unshakably fair. She listens to farmers and captains with the same attention.
- Beliefs: The forest is defended best by those who live in it—elves first among equals, but Rangers and Woodsmen are partners, not pawns.
Relationships
- Shaman (human ranger). Spouse and fellow officer without rank insignia; runs long-range reconnaissance and mentors mixed patrols.
- Haemir (half-elf). Quick-footed scout and messenger; trusted with courier work between Alaeduril and the southern ferries.
- Thonás Elaenda, Garad’a’Besh (Binder of Oaths). Mutual respect—she demands clear writs; he ensures she gets them.
- Gilathadar Telva, Lon’Törl. Collegial; she values his compacts when they arrive on time and with teeth.
- Venlathyr Quenlarue, Lon’Törl. Friendly friction—both hawkish, she toward readiness, Venlathyr toward Celene realignment.
Companions & Gear
- Cooshee “Leafstride.” Trained for silent flank warnings and downed-foe guarding.
- Falcon Familiar “Talan.” Delivers sigil-notes, counters enemy scouts, and marks approach vectors.
- Arms & Kit: Bronzewood longbow, leaf-etched saber, laminated shield for field work, and a travel desk of warding salts, wax, and bark slates.
Field Magic & Tactics (Ranger 6 / Wizard 5, outline)
- Spells (typical): hunter’s mark, pass without trace, spike growth, absorb elements, ensnaring strike; shield, misty step, mirror image, counterspell, rope trick.
- Signature Plays:
- Blind Approach: Pass without trace + dispersed archers → decoy whistle → enfilade.
- Knife of Time: Rotating ambush windows; no route repeats within a moon.
- Ruin Lockdown: Rope trick med-bay; spike growth to seal flanks; counterspell for cult casters.
Current Mandate (579 CY)
- Hold Ansynor. Maintain quiescence: nothing goes in, nothing comes out, nothing wakes.
- Starve Nulb Corridors. Interdict ferries and night caravans tying Nulb to inner trails; work with Rangers on synchronized cut-offs.
- Drill the Nine Tribes. Quarterly musters with mixed Sevensong signalers and Nolbrael shields; drills end with live-fire dusk marches.
Adventure Hooks
- The Red-Branch Signal. A beacon goes up from the southern ring; Ienre needs the PCs to seal a gap before cult outriders slip through.
- Falcon Down. Talan is shot over a sink meadow; the PCs must retrieve the message before it reaches a Nulb factor.
- Quiet Geometry. A ward-stone at Ansynor hums off-measure; escort Ienre to reset it while something old tests the perimeter.
- The Human Track. Shaman’s long-range patrol has not checked in; follow a sequence of coded sign and decide whether to press on or call the muster.
Quotes
- “Change the hour, not the order; the enemy will be on time to the wrong place.”
- “I prefer promises I can defend with six archers and a whistle.”
- “If the ruin wants to speak, it can wait until I have chosen the language.”
Ienre Lafkel
Wood Elf Ranger 6 / Wizard 5
Medium humanoid (elf), NG
AC 18 (studded leather + shield; shield to 23) • HP 84 (6d10 + 5d6 + 22) • Speed 35 ft.
STR 12 (+1) • DEX 18 (+4) • CON 14 (+2) • INT 16 (+3) • WIS 14 (+2) • CHA 12 (+1)
Saving Throws Dex +8, Int +7, Wis +6
Skills Athletics +5, Insight +6, Investigation +7, Nature +7, Perception +8, Stealth +8, Survival +6
Senses darkvision 60 ft., passive Perception 18 • Languages Common, Elvish, Sylvan, Gnomish
Proficiency Bonus +4
Traits
- Fey Ancestry. Advantage on saves vs. being charmed; magic can’t put her to sleep.
- Mask of the Wild. Can attempt to hide when lightly obscured by foliage, rain, or natural mist.
- Deft Commander. Allies within 10 ft. have advantage on checks to avoid getting lost and on initiative ties (situational ruling).
- Favored Foe (reflavored). 3/day, when she hits a creature, deal +1d4 damage to it once per turn and track it (as TCoE).
Spellcasting. Multiclass caster level 8 (ranger 6 counts as 3 + wizard 5). Spell save DC 15, spell attack +7.
- Slots: 1st (4), 2nd (3), 3rd (3), 4th (2).
- Ranger Spells Known (5): hunter’s mark, absorb elements, pass without trace, spike growth, protection from energy.
- Wizard Prepared (8): shield, magic missile, misty step, mirror image, rope trick, counterspell, dispel magic, fly.
(Common cantrips:) mage hand, minor illusion, prestidigitation, fire bolt, message.
Actions
- Bronzewood Longbow +1. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 1d8+5 piercing (+1d4 Favored Foe 3/day).
- Leaf-etched Saber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+5 slashing.
- Spike Growth (3rd-level slot; recharge on rest). As action, centers a 20-ft radius hazard; she often drops it to seal flanks.
Bonus Actions
- Hunter’s Mark (mark priority target) • Misty Step (wizard) • Hide (Mask of the Wild, terrain permitting).
Reactions
- Shield (+5 AC) • Absorb Elements • Counterspell.
Equipment & Boons
- Longcloak of the Baelyth (rare, attunement): cloak of protection (+1 AC, +1 saves 1/day cast pass without trace (no concentration for 1 minute).
- Bronzewood Longbow +1, leaf-etched saber, laminated shield, whistle-cant kit, field maps.
- Companions: falcon familiar “Talan” (as find familiar cooshee hound “Leafstride” (use mastiff with advantage on Perception based on hearing/smell).
Quick Facts
- Age: 276 • Lineage: Moonsong ranger × Sevensong sorceress
- Offices: Lon’Keryth (569 CY, war Lon’Baelyth (573–present)
- Seat: Forward command at the Ansynor cordon; rotates through Alaeduril for council
- Allies: Gnarley Rangers, select Woodsmen elders, Telva wardens in Verbobonc
- Enemies: Nulb smugglers, Temple outriders, poachers who travel by torch


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