Taygor Saraius was born in one of the small hidden settlements deep within the Derkwuds, and has spent most of his long life learning the moods, paths and warnings of the ancient forest. He belongs to the Circle of the Derkwuds Guardian, a secretive druidic tradition whose members watch over the mist-bound woods, guide those who enter with respect, and protect places they believe should never be disturbed.
Taygor grew up among people for whom the Derkwuds were neither wilderness nor legend, but home. From childhood he learned that silence could be a warning, that ravens sometimes noticed danger before people did, and that familiar paths could become unsafe without appearing to change at all. He was taught to read broken bark, animal behaviour, shifting fog and the subtle disturbances that suggest something unnatural has passed nearby.
Like most Guardians, Taygor does not pretend to understand everything within the forest. He has seen the black structures, stood beside the Derkwuds Tear and experienced enough of the forest’s stranger behaviour to distrust anyone who approaches its mysteries with excessive confidence. He regards the ancient structures as things to be watched rather than excavated, and has little patience for scholars, treasure hunters or merchants who assume every hidden thing must eventually become property.
Taygor Saraius
Medium Humanoid (Human, Druid: Level 13 – Derkwuds Guardian), Neutral Good
Hit Points: 97
Speed: 30ft.
12 (+1)
14 (+2)
16 (+3)
12 (+1)
20 (+5)
14 (+2)
Skills: Animal Handling +10, Insight +10, Medicine +10, Nature +6, Perception +10, Survival +10
Damage Resistances: Psychic
Condition Immunities: —
Senses: Passive Perception 20
Languages: Common, Druidic, Sylvan
Challenge: 10 Prof Bonus: +5
Actions
Staff of the Woodlands. +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage, or 9 (1d8+5) when wielded with two hands.
Wild Shape (2/rest). Taygor magically assumes the form of a beast he has seen, following the normal limitations of Wild Shape for a druid of his level. He often favours wolves, ravens and other creatures familiar to the Derkwuds.
Derkwuds Guardian Features
Mist-Warden’s Instinct. Taygor has advantage on Wisdom (Survival) checks made to track creatures, avoid becoming lost, identify safe paths, or recognise whether a natural area has been disturbed by magic, violence, disease or unnatural influence. He also knows Fog Cloud, which is always prepared for him.
Guardian’s Mist. As a bonus action, Taygor may expend one use of Wild Shape to summon a 10-foot-radius sphere of magical mist within 30 ft. The mist lasts for 1 minute. Friendly creatures of his choice within it gain half cover, hostile creatures treat it as difficult terrain, and enemies entering or beginning their turn within it may have their speed reduced by 10 ft. after failing a Wisdom saving throw against his spell save DC.
Ravens of the Old Paths. When a creature Taygor can see within 60 ft. makes an attack roll, ability check or saving throw, he may use his reaction to call a sudden burst of ravens around it. A friendly creature gains +5 to the roll, while a hostile creature subtracts 5. Taygor may use this feature five times per long rest.
Memory of Root and Stone. Taygor cannot be surprised while conscious and has resistance to psychic damage. At the end of each long rest he chooses one Derkwuds memory to carry: Memory of the Mist, Memory of the Wolves, or Memory of the Black Stones.
Memory of the Mist. Taygor may move freely through fog, mist, smoke and nonmagical darkness, becomes harder to strike with opportunity attacks while obscured, and can reposition himself immediately before or after casting a druid spell.
Memory of the Wolves. Taygor gains enhanced Perception and Survival based on hearing and smell, and can hinder enemies attempting to withdraw from him or his allies.
Memory of the Black Stones. Taygor gains advantage against charm, fear and magical forced movement, can recognise certain supernatural influences affecting creatures caught in his Guardian’s Mist, and can inflict additional psychic damage against them.
Spellcasting
Taygor is a 13th-level druid (spell save DC 18, +10 to hit with spell attacks). He has four 1st-level, three 2nd-level, three 3rd-level, three 4th-level, two 5th-level, one 6th-level and one 7th-level spell slot.
Cantrips: Druidcraft, Guidance, Produce Flame, Thorn Whip
1st Level: Cure Wounds, Entangle, Faerie Fire, Fog Cloud, Snare, Whispering Mist
2nd Level: Lesser Restoration, Pass Without Trace, Spike Growth, Raven’s Warning
3rd Level: Dispel Magic, Plant Growth, Speak with Plants, Voice Beneath the Roots
4th Level: Divination, Freedom of Movement, Grasping Vine, Black Stone Vigil
5th Level: Commune with Nature, Greater Restoration, Tree Stride, Mist of the Derkwuds Tear
6th Level: Heal
7th Level: Regenerate
Features
Forest Diplomat. Taygor has advantage on Wisdom (Animal Handling) checks involving beasts and on Charisma checks made when negotiating disputes involving wilderness communities, forest access or the protection of natural land.
Keeper of the Old Paths. Within the Derkwuds, Taygor knows numerous hidden routes, warning markers and safe refuges unknown to outsiders. At the DM’s discretion, he can usually identify a safer route through familiar regions of the forest, though even Taygor recognises that no path in the Derkwuds should ever be trusted completely.
Battalion Commander. Taygor is accustomed to command despite having little taste for ceremony. Friendly guards, volunteers and other disciplined allies who can hear his instructions may add +2 to initiative when Taygor is present and able to direct them.
Equipment
Staff of the Woodlands, Derkwuds-Warded Leather worn beneath ceremonial clothing, Emerald and gold cloak of office, Herbalism Kit, Healer’s Kit, Druidic focus, Potion of Greater Healing
His decision to spend substantial time outside the Derkwuds made him unusual among his Circle.
Over decades, Taygor became increasingly concerned with the relationship between Aranthaes and the lands surrounding it. The city could protect thousands of people, create extraordinary prosperity and still cause enormous damage when its interests expanded carelessly beyond its walls. Roads, logging, hunting, trade and settlement all brought the city steadily closer to places whose limits few urban officials understood.
When Taygor was eventually asked to lead the Merchant Volunteers Battalion, he accepted with some reluctance. The role gave him something he had never possessed from within the forest: influence over the people whose decisions could affect it.
He has since proved an unexpectedly effective commander.
Taygor is patient, difficult to provoke and remarkably good at allowing an argument to exhaust itself before speaking. He has little interest in commercial rivalry or personal advancement, which makes him unusually trusted in situations where several wealthy interests are competing with one another. His decisions tend to favour stability, public safety and practical outcomes, even when those decisions irritate the merchants whose wealth supports the battalion.
His officers occasionally discover that the apparently gentle old druid possesses very firm limits.
Taygor remains particularly protective of animals, vulnerable communities and those living beyond the city’s wealthier districts. He dislikes unnecessary violence and prefers negotiation wherever possible, though his idea of negotiation includes knowing when further discussion has become pointless. Anyone who mistakes patience for weakness may discover how thoroughly a Derkwuds Guardian can turn terrain, mist, roots and animal instinct against an aggressor.
He maintains close but discreet ties with the Guardians still living within the Derkwuds. Taygor will occasionally disappear from Aranthaes for days or weeks with little explanation, returning weather-stained and carrying news he rarely shares outside the Circle. He knows hidden paths through the forest that do not appear on any map and will guide trusted companions through places where ordinary travellers would quickly become lost.
There are other places he will refuse to reveal at any price.
His position requires ceremonial dress in the emerald and gold associated with his office, an arrangement Taygor tolerates rather than enjoys. Beneath it he still prefers practical clothing suitable for woodland travel. His most treasured possession is his staff, cut many years ago from a gnarled oak growing near the settlement where he spent his childhood. The tree itself still lives; the fallen branch from which the staff was shaped was taken only after a storm.
Taygor is weathered and unmistakably old, with long grey-white hair, a heavy beard and the permanently sun-and-wind-worn complexion of someone who has spent far more of his life outdoors than beneath a roof. Within the streets of Aranthaes he can look almost misplaced in his elaborate official cloak.
In the mist of the Derkwuds, he looks entirely at home.