Venlathyr Quenlarue, Lon’Törl
Chief Elder of the Quenlarue (Meadowstar)
At 248 years of age, Venlathyr Quenlarue leads with a hunter’s patience and a priest’s certainty. Chosen by open consensus of the Meadowstar glades, he is the eloquent standard-bearer for those within Clan Meldarin who urge a formal realignment with Celene, Faerie Kingdom of to shield the Gnarley from human logging and creeping lawlessness. His sharpest debates are reserved for Gilathadar Telva; together they frame the clan’s argument between pragmatic compacts with Verbobonc and renewed fealty to the Faerie Kingdom.
Appearance & Bearing
Tall, long-limbed, and sun-browned from the open glades, Venlathyr wears bark-dyed leathers beneath a meadow-green mantle pinned by an oak-and-stag brooch. His hair is copper-bronze, braided with fern thread and white flight-feathers. His eyes are bright green and keen, set in hard, elegant angles that soften only in prayer or song. In council he stands rather than sits, speaking with the cadence of wind through tall grass.
Origins & Rise
- Glade-born: Raised among the Starmead Glade singers and range-masters, Venlathyr learned to read wind and herd-paths before he learned letters.
- Twinning of Callings: Initiated into Ehlenestra’s mysteries as a shrine-warden, later scouting with Yularith and Nolbrael patrols along the Namburil approaches.
- Chosen by Consensus: Elected Lon’Törl after a season of town-hall moots in which he argued—persuasively—that the Gnarley’s survival requires a canopy-wide policy, not piecemeal treaties.
Faith & Magic
- Deity: Ehlenestra (Ehlonna), with reverence to Rillifane Rallathil and Sehanine Moonbow.
- Cleric Domain: Nature (oaths of stewardship, rites of sanctuary).
- Miracles in the Field: Ward-circles of thorns, moonlit benedictions for hunters, speak with animals when negotiating grazing corridors, plant growth to heal damaged copses, moonbeam when words fail.
Arms & Tactics
- Bowcraft: Quenlarue longbow, leaf-fletched; prefers distant warnings and controlled withdrawals to needless bloodshed.
- Ranger Paths: Natural Explorer (forest), Favored Foe (humanoids that trespass under torch and axe).
- Companions: Two trained goshawks for signals; a stag called Star-Runner for long rides between glades and Alaeduril.
Politics & Relationships
Within Clan Meldarin
- Platform: Realign all four Gnarley clans with Celene to gain a single, enforceable canopy law; close sacred corridors to commercial cutting; require bonded day-trade only.
- With Gilathadar Telva, Lon’Törl: Public sparring partners, private professionals. He argues “beauty with duty under one crown”; he counters with enforceable compacts and city leverage. Their debates are legend under the Besh’norin - Oath Oak.
- With Thonás Elaenda, Garad’a’Besh (Binder): Respectful; he presses him to set firmer red lines for Verbobonc and Dyvers. He often uses her pressure to win stronger concessions from human wardens.
Beyond the Clan
- Celene, Faerie Kingdom of: Trusted envoys treat his as the clearest voice for realignment; he reciprocates but insists Celene post wardens, not only words.
- Verbobonc, Viscounty: Skeptical. Welcomes honest wardens and Ranger partners; opposes new roads and large-scale timber contracts.
- Dyvers, Free Lands of: Alarmed. Dyvers’ “efficient” river-logging is, to his, simply faster ruin.
- The Gnarley Rangers & Druids of the Gnarley Forest: Strong ties; shared patrol calendars, healing rites, and sanctuary escorts for freed captives from the Wild Coast.
Current Agenda (Spring 576–579 CY)
- Canopy Compact: A draft treaty, pre-negotiated with Celene envoys, requiring joint elven patrols and bond-marks for all caravans entering inner trails.
- Logging Moratorium: Immediate halt on cutting within two days’ march of the Wailing Halls and all ley-adjacent groves; compensatory forage leases offered on the fringe.
- Nulb Interdiction: Sanctioned ambushes of slaver-chains and torch caravans supplying the Temple’s sympathizers.
Notable Deeds
- The Seven Lanterns Moot: Orchestrated a moonlit assembly where Woodsmen elders, Rangers, and druids pledged to common signals and grafting quotas.
- The Amber Ford Stand: Led a prayer-ward and stalling action that turned back a Dyvers cutting crew without bloodshed—an example he cites in every council debate.
Personality & Voice
- Manner: Candid, collected, relentlessly courteous until pressed—then iron.
- Beliefs: The forest is not a resource; it is a polity. Oaths bind better than blades—but if blades must speak, let them speak from cover and end quickly.
- Signature Lines:
- “A road is a promise; a promise must be kept and kept small.”
- “We do not hate cities; we hate forgetting.”
- “If Celene will stand with us under the rain, let her stand with wardens, not only stars.”
Adventuring Hooks
- The Celene Draft: Venlathyr asks the party to carry sealed articles to an elven envoy in the Dawn Quarter—while Verbobonc agents try to “misplace” the pouch.
- Stag Hunt, Not for Sport: Star-Runner has been wounded by poachers near the Wailing Halls; track the culprits before their torch-trade reaches Nulb.
- Moonlit Court: An ancient way-sanctuary stirs; Venlathyr needs impartial witnesses (the PCs) to adjudicate a territorial claim between Woodsmen and elves before it sparks a cutting feud.
Why he matters at the table
Venlathyr gives you a strong, principled counterweight to city pragmatists. He can sponsor the party, oppose them, or force them to choose: paper treaties in Verbobonc or canopy law under Celene. Either path tangles the heroes with Nulb’s smugglers, the Temple’s agents, and the politics that make every road to Hommlet feel earned.
Venlathyr Quenlarue
Wood Elf Ranger 3 / Cleric of Ehlenestra 5 (Condensed)
Medium humanoid (elf), NG
AC 17 (Leafscale breastplate +1) • HP 59 (3d10 + 5d8 + 16) • Speed 35 ft.
STR 10 (+0) • DEX 16 (+3) • CON 14 (+2) • INT 12 (+1) • WIS 18 (+4) • CHA 12 (+1)
Saving Throws Wis +7, Cha +4
Skills Animal Handling +7, Insight +7, Nature +4, Perception +7, Stealth +6, Survival +7
Senses darkvision 60 ft., passive Perception 17 • Languages Common, Elvish, Sylvan, Gnomish
Proficiency Bonus +3
Traits
- Fey Ancestry. Advantage on saves vs. being charmed; magic can’t put him to sleep.
- Mask of the Wild. Can attempt to hide when lightly obscured by foliage, rain, or natural mist.
- Natural Explorer (Forest). Difficult terrain doesn’t slow his group; advantage on Int/Wis checks related to forests.
- Favored Foe (humanoids who trespass with torch and axe). 1/turn add 1d4 to a hit (3/day).
- Channel Divinity (2/rest). Charm Animals and Plants (Nature domain) or Turn Undead.
- Divine Strike (Nature). Once on each of his turns, a weapon hit deals +1d8 cold, fire, or lightning (chosen on hit).
Spellcasting. Multiclass caster level 6 (cleric 5, ranger 3→½ = +1). Spell save DC 16, spell attack +8.
- Slots: 1st (4), 2nd (3), 3rd (3).
- Cleric Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy, druidcraft (Nature domain)
- Ranger Spells Known (3): hunter’s mark, hail of thorns, pass without trace
- Cleric Prepared (typical 9): bless, cure wounds, healing word, lesser restoration, spiritual weapon, dispel magic, revivify, plant growth* (domain), wind wall* (domain)
(*Domain spells always prepared.)
Actions
- Meadowstar Longbow +1. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 1d8+4 piercing; once per turn add +1d8 (Divine Strike).
- Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+3 slashing.
- Channel Divinity: Charm Animals and Plants. Animals/plants in 30 ft. that can see her must succeed on a DC 16 Wis save or be charmed for 1 minute.
Bonus Actions
- Hunter’s Mark or Spiritual Weapon; Hail of Thorns on next hit.
Reactions
- Warden’s Veil (Leafweave Mantle). 1/short rest, impose disadvantage on an attack against him if he is lightly obscured by natural foliage, mist, or dim light.
Equipment & Unique Magic Items
- Leafscale Breastplate +1. Living plates grown from bronzewood; counts as nonmetal armor.
- Meadowstar Longbow +1. Counts as her holy symbol; 1/day casts pass without trace on his party (no concentration for the first minute).
- Leafweave Mantle (rare, attunement). Functions as a Cloak of Elvenkind; once per short rest he can blur into foliage, gaining the Warden’s Veil reaction above.
- Holy token of Ehlenestra, ranger kit, stag-call whistle, two trained goshawks.
Quick 5e Notes (NPC)
- Alignment: NG; CR: about 7 if encountered in conflict.
- Spell Highlights: bless, healing word, spike growth, moonbeam, plant growth, protection from evil and good, pass without trace (via ranger).
- Tactics: Open with bless or spike growth, fight at range under pass without trace, end with moonbeam if negotiations fail.


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