Ruael Y’kashiral
Chief of the Fatehunters
Ruael Y’kashiral commands the Fatehunter tribe, whose scattered steads lie between Sobanwych and Terre Verte along the contested Forest Road. A relentless scout-captain, she distrusts Dyvers’ ship-timber ambitions and argues that Sherendyl must reassert historic claims over the road corridor ceded to human woodsfolk generations ago. Once a protégé of Las’törla Aerith Sherendyl, Ruael now presses harder than her lady prefers; their disagreement is private but unmistakable in council.
Appearance & Bearing
Wind-tough and spare, with sun-browned skin, copper-red hair braided short for the hood, and green-hazel, slightly slanted eyes that flick from track to skyline. She wears travel-tempered bronzewood lamellar under a dust-green cloak, bow unstrung at the hip, spear balanced like a walking staff. Ruael wastes no motion; courtesy is clipped, orders are crisp.
Roleplay cues: taps two fingers on bow stave before decisions; smells wind and soil mid-conversation; uses few words—“Clear,” “Again,” “Hold.”
“Jurisdiction is a story. I prefer one with witnesses and tracks.”
Territory & Operations
- AO: Fringe woods equidistant between Sobanwych and Terre Verte; picket lines watching the Forest Road.
- Pattern: Rotating two-over-one patrols (two shadow teams forward, one anchor team on sign and supply).
- Liaison: Works with the Mounted Borderers’ Longriders when they accept elven guides; otherwise shadows from the trees.
- Standing Order: Night fire is banned inside her lines; violators are escorted out at spearpoint.
Philosophy & Goals
- Core belief: “If we do not hold the verge, someone else will—and they will sell it.”
- Objectives:
- Re-establish Sherendyl writ over the Forest Road verge (clear limits, posted wardens).
- Break Dyvers-backed logging crews that test the line via fines, writ seizures, and precise ambushes against armed escorts (not laborers).
- Stabilize mixed hamlets with oath law instead of bribes or threats.
“We don’t burn bridges. We own the approaches.”
Relations & Friction
- Las’törla Aerith: Mentor turned counterweight. Ruael respects Aerith’s logistics but thinks policy lags reality; Aerith dislikes being pushed by a vassal.
- Azaethus Ilaro: Professional respect—his shaped evocations spare the canopy; they disagree on diplomacy pace.
- Verbobonc, Viscounty factors & Rangers: Will deal on daylight terms; expects the oath-ledger to be honored.
- Dyvers, Free Lands of: Open distrust; treats northern envoys with flinty courtesy and long memory.
Tactics & Methods
- Playbook: Fix with snares/sign, fan ambush, cut mounts loose, end fast.
- Doctrine: No collateral to trees or noncombatants; oath-books and cargo ledgers seized intact.
- Signals: Three-note bird-cant (“mark, wait, move”) and wood-bell one-strike withdrawal.
Notable Gear
- Laminae of the Verge (lamellar). Light armor woven with bronzewood; ignores movement penalties in difficult (natural) terrain.
- Bow “Quiet Line.” Longbow; once/short rest, a hit imposes speed 0 until start of Ruael’s next turn (tendon-line shot).
- Veil-Brooch. Advantage on Stealth when stationary in light foliage; once/day pass without trace (self only) for 10 minutes.
- Oath-Ledger Case. Waterproof tube; holds seized writs and route maps used as evidence at council.
“If your writ cannot walk the road at noon, it is not law.”
Personality
- Ideal: Stewardship with teeth.
- Bond: The Fatehunter oath—“Hold the verge, name the trespass, leave the path better.”
- Flaw: Impatient with “parade solutions”; can corner allies with hard ultimatums.
Adventure Hooks
- The Paper Convoy: A Dyvers caravan carries timber writs signed by a suspect magistrate. Ruael asks the PCs to seize the papers without bloodshed—proof is the weapon.
- Forest Road Arbitration: Mounted Borderers demand access at night; Ruael will accept only with a sworn dawn timetable and PC guarantors.
- Mentor’s Line: Aerith commands patience; Ruael plans a legal show of force at noon. The party must square the circle or pick a side.
- Ghost Cutters: Bandits disguised as licensed loggers raid a Woodsmen hamlet. Ruael wants them caught in the act to end a propaganda war.
Using Ruael at the Table
- As Patron: Offers precise, moral objectives with legal outcomes (writs seized, oaths sworn, fines levied).
- As Foil: Pushes the party to take a stand on border law vs. convenience.
- As Ally in the Field: Turns random road encounters into planned interdictions—clean, fast, and witnessed.
“Ruael Y’kashiral—verge-captain of the Fatehunters, who writes law with tracks and makes it walk at noon.”
Ruael Y’kashiral
Medium humanoid (elf), Ranger 6 (Gloom Stalker or Hunter) / Fighter 4 (Battle Master or Archery)
AC 18 (bronzewood lamellar + Dex) • HP 112 (6d10+4d10+40) • Speed 35 ft.
STR 12 • DEX 18 (+4) • CON 16 (+3) • INT 10 • WIS 16 (+3) • CHA 12
Saves Str +6, Dex +8, Wis +7 • Skills Athletics +6, Insight +7, Investigation +5, Nature +7, Perception +7, Stealth +9, Survival +7
Senses darkvision 60 ft., passive Perception 17 • Languages Elvish, Common, Sylvan • PB +4
Traits
- Mask of the Wild; Fey Ancestry.
- Ranger Features: Favored Foe or Hunter’s Mark; Deft Explorer (Tireless Fighting Style (Archery Extra Attack; Land’s Stride; subclass features (e.g., Gloom Stalker’s Dread Ambusher/Darkvision boost or Hunter’s Colossus Slayer).
- Fighter (4): Action Surge (1/rest); Superiority Dice (d8 x 4) if Battle Master (Trip, Precision, Menacing, Disarming).
Spells (Ranger, WIS 16, DC 15, +7 to hit): hunter’s mark, absorb elements, pass without trace, spike growth, silence (via optional), lesser restoration.
Actions
- Longbow “Quiet Line.” +10 to hit, range 150/600, 1d8+5 piercing; once/short rest on hit, target’s speed 0 until Ruael’s next turn.
- Spear (melee/thrown). +8 to hit, 1d6+5 piercing.
- Multiattack. Two attacks (three on opening Dread Ambusher round if Gloom Stalker).
- Maneuvers (if BM): Trip Attack, Menacing, Precision, Disarming.
Bonus Actions
- Hunter’s Mark / Favored Foe, Cunning Arrow (table option: command ally to reposition 10 ft. if within 30 ft. and can see/hear Ruael).
Reactions
- Protection of the Verge (table option): Impose disadvantage on an attack vs. an adjacent ally once/short rest if attacker is within difficult natural terrain.
Tactics
Ambush from cover, fix riders, disable leaders, seize papers; withdraw if trees or bystanders would take harm.

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