At a Glance
Ann Terra. Ann is a curious Shifter Druid who's traveled the lands with the Vulpes Circle before she left to live on her own in the Forest of Many Colors since she was more in tune with the land.
Key Info
  • Name: Ann Terra
  • Heritage: Shifter (fox-like)
  • Class & Style: Druid — channels primal wild magic through her fox-like cloak adorned with leaves; also skilled with a sling for hunting.
  • Where You’re From: The Forest of Many Colors (grew up in the nomadic Vulpes druid circle)
  • Signature Detail: Her fox-like cloak adorned with leaves and bits of nature, made by her mother Annie, used to focus her magic.
Early Life
Ann grew up in a nomadic druid circle called the Vulpes which consisted of a few Fox-like shifters that only accepted lost people into their circle. At the age of 13 Ann moved out of the circle to live in the Forest of Many Colors on her own since she became super fond of the forest, finally finding herself in nature. Edmond was the Archdruid of the Vulpes; while traveling he taught Ann and the other young ones about the forest and how to manifest their powers, in a circle of around 30 druids who traveled together (Alive). Annie Terra (alive) was Ann's mother and taught her how to sew clothes and to keep the things important to you close and in good condition, as you would never know if those things will be important — she also made Ann's cloak. Ann spends a lot of her time in the woods running, foraging, and hunting, which gave her a lot of endurance. She's very underweight due to a fast metabolism and pretty small for a shifter, which made her physically weak despite her daily exercise. Due to living in nature and the teachings from the Vulpes circle, she's become quite wise and cunning, and since she uses a sling to hunt, she became very dexterous and precise, which helped her survive despite her low strength.
Inciting Incident
  • What Happened: Ann was motivated to leave because she became curious about the world from talking with many travelers and adventurers, and seeing glimpses of various towns and cities.
  • What It Cost: [What you lost, broke, or left behind]
  • What It Changed: Despite dedicating her life to nature, she now wants to learn more about people and towns and cities — she's met a lot of interesting people while exploring the woods and wants to learn more about their culture.
Goals
  • Short-Term: [What you want in the next few sessions]
  • Long-Term: [Your big dream / mission]
  • What You Won’t Do: [A hard boundary]
Flaws
  • Personal Flaw: Knows almost nothing about the world outside of nature, as the circle she was with rarely visited towns or cities — she tends to misunderstand a few things, though she keeps a journal of all the new things she's found.
  • Social Flaw: [How you clash with others]
  • Pressure Reaction: [What you do when stressed: freeze, lash out, run, control, joke, etc.]
  • Temptation: [The thing you struggle to resist]
Relationships
  • Closest Bond: Gran Lilly, a dwarven merchant with a well-groomed mustache, became quite fond of Ann since her trading route runs through the Forest of Many Colors — they help each other out.
  • Unfinished Business: [A person you owe / hate / miss / fear]
  • Party Connection: Before the campaign started, Ann helped Azma Nicklebrand with a missing persons case after they met in the woods — after a short adventure they found the missing person and parted ways.
  • What You Hide: [A secret that affects relationships]
  • What Could Break You: [A betrayal you can’t forgive]

Appearance

Hair
Red and patches of orange fur on chest and arms.

Eyes
Brown

Skin
White

Height
4.0 (4.2 when shifted)

Usual Clothing
Cloak with fox ears

Other noticeable features
Very skinny, but surprisingly muscular

Shifting (Swiftstride)
Her legs grow fur and look a lot more like a foxes.

Shifting (Wildhunt)
Her eyes become slitted (like a fox) and her ears rise up and become fox-like

Personality

Background
Guide.

Ideals
Knowledge is important, by learning you survive, by understanding you live. We should help any creatures we come across as long as they're not hostile.

Mannerisms
Picks up new words quite fast, but tends to not fully understand what they mean. She runs around a lot since she has a lot of stamina despite her weak body.

Goals
To learn more about civilization and meet more people.

Flaws
Ann is quite the fool and can be too trusting of what people say. She's very energetic despite her low strength putting her into spots she can't really get out of. She doesn't view necromancy has inherently evil, just another way of using magic to survive.

Fears
Wolves, Ann has been almost killed by a pack of them once. All though she has never encountered the Hag "Whisperer" she's heard stories and avoids the segment of the colorful woods she's from. After gaining the ability to wildshape she has gotten a new fear of darkness "What do you mean everything doesn't have darkvision?!?! I thought they just couldn't see as well!"

View on Magic
Druidic magic has been a huge part of Ann's life, the main source of her magic has been her knowledge on the lands and nature from it. Her magic is an expression on her knowledge she has learned from her travels. Her "spellbook" are (porly) drawn artwork of places she's been and plants/animals she has seen (plus one stick glued in). Every experience drawn in the book represents a new spell she has learned. When casting there's a small breeze around her (temperature and sent change depending on what circle of the land trait she's using).