Shepherd "Shep"

## Background

As a druid, Shep was in training to be a leader of the Darach clan (named for the oak forest in which they lived). As is common with Firbolgs, this one had a natural bond with nature, particularly the animals in the clan's forest. Shep was a shepherd in the clan (referred to simply as "shepherd" by the others), focused on caring for the animals and always attending to their needs first. The Chieftain found a nobility and kindness in Shep, and was determined that Shep would eventually serve as a leader.

Over the years, the clan noticed that season after season, the forest produced less and less food for both the Firbolgs and the creatures of the forest. Shep was in charge of ensuring the animals had enough to eat to maintain the circle of life, and quickly became concerned. However, the clan had sufficient food reserves to last several seasons, and the leaders told Shep not to worry. Shep ventured out to the far reaches of the forest in search of food, but had to go farther and farther each time. The corruption was claiming more and more of the land by the day.

Eventually, the clan's food reserves went empty. The clan was starting to go hungry and the animals slowly started dying. Shep went to the Chieftain yet again to go in search of food, but this time, the council tasked Shep with a mission to find what was causing the corruption that was plaguing the forest, with the instruction that Shep would return only when the cause was found.

Shep ventured out for what ended up being months. The magical nature of Firbolgs had apparently kept the corruption from claiming the forest immediately surrounding the stronghold. However, the farther the jouney took Shep from the clan's stronghold the greater the pestilence and death became. From the extent of the corruption, it was clear the damage it was irreversible, and it was only a matter of time before the stronghold would be consumed. Eventually, Shep discovered the point at which the corruption had entered the forest and was draining the life from it. A dragon named Valmera lived in the mountains that bordered the forest, and lived in a cave deep within the highest mountain. The corruption seemed to be coming directly from the cave, though there was no sign of the dragon.

On the return trip, Shep expected to reach the lush sanctuary of the stronghold, but it was nowhere to be found. Approaching the stronghold, Shep found a different type of devastation: fire, ash, and dragonglass. Shep's home, family, mate, essentially Shep's entire world, was no more. It was clearly the work of the dragon. The clan and the dragon reached an accord centuries ago that they would leave each other in peace and coexist peacefully. But alas, times were desperate for all in the land, and if the dragon was corrupt, then who knows what it was capable of.

For the first time ever, Shep felt deep sadness and loneliness. Shep was hit by the stark realization that their staff was now the last uncorrupted piece of the home forest, and was determined to set out on a new mission: to warn as many people as possible of the corruption and do whatever possible to end it, or at the very least, to prevent others from suffering as the clan and their animal kin had.

Shep headed to the the village that was just outside the forest to find help. Wary of how the humans would react, Shep decided to be prepared and stitched together a patchwork suit of leather armor from the dead animals found along the way, swearing that their sacrifice would not be in vain. The only money Shep carried was what appeared to be dropped or forgotten along the way, and Shep carried it only in the event that it could be used it to help others. Upon reaching the village, the villagers were fearful and ran inside. Shep tried to warn them, but they closed their doors and windows. Shep decided to head to the nearest major city in the hopes that someone might listen and help, but was ambushed along the way and was enslaved like the rest of The Liberators.

## Characteristics

Shep is naturally suspicious of other races, particularly Dragonborn and other dragon-kin, lizard-folk, Yuan-Ti, and "unnatural" creatures like Tieflings. Shep has more respect for and is more trusting of Hill Dwarves, Halflings (because of their modesty), Wood Elves, Forest Gnomes, Tabaxi, and Aarakocra. Despite their usually hostile reaction to Firbolgs, Shep has a natural fascination and curiosity toward humans, since the ones in the village near the forest rarely entered the forest, and took only what they needed.

## Name

Firbolgs adopt Elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest’s children by their deeds, habits, and other actions.

By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it “home.”

Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish. In this case, Shep offered up the name "Shepherd" to The Liberators when they first formed, as they would likely be more comfortable using a name than simply "Firbolg".

## Abilities

### Stealth

As caretakers of the land, Firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest.

Despite a giant-esque figure, Shep is well-trained in the art of stealth and can blend into the scenery or even take animal form when needed. Pass Without Trace allows Shep to confer this ability on the rest of The Liberators at-will as well, seemingly clouding the perception of any potential adversaries.

### Shepherd

Shep was a Shepherd in the forest and uses these abilities to call on animals and wild creatures. Shep can summon a variety of animals to assist when needed, and can communicate with numerous plants and animals. Shep can also invoke animal spirits to provide aid to The Liberators in battle. Shep's druidic training affords the ability to transform into animals that Shep has encountered or seen. Due to time spent traveling with The Liberators, Shep can transform into a number of animals from the forest, desert, ocean, and urban environments.

### Dragonmark

Not too long into Shep's time with The Liberators, a dragon-shaped mark formed on Shep's right forearm. Shep assumed this was because of the great amount of time spent traveling in and studying the corruption that plagued Darach Forest. The dragon's face looked like the dragon that lived near the forest, which to Shep confirmed the intuition that the dragon was the source of the corruption. The mark brought some unusual spellcasting ability, which Shep uses sparingly, fearful of succumbing to the corruption as well. Shep avoids spells rooted in corruption (e.g. necrotic, acidic, poison) when facing natural, living persons and animals. However, Shep is more than willing to harness these powers to turn them back on the corruption plaguing the land as needed.

### Bardic Abilities

Shep also started to take up music while traveling with The Liberators. After leaving the continent of Beren and seeing the pillar collapse, Shep developed an intense longing for home. Shep's mate, Muse, was a musician and passed down the folk songs of the Firbolg clan. Shep knew the songs from hearing them daily and had some casual musical training. After purchasing a pan flute in Ska-Kaerii, Shep recalled some songs that were commonly played by Muse. This unlocked a feeling of love and power within Shep, along with some additional magical abilities.

## Key Items

* Staff of the Woodlands

* Broom of Flying - No longer owned by Shep. Given to Qarl, the flightless Aarakocra child, as a gift to help him fly.
* Corruption's Bane
* Boots of Speed
* Goggles of Night - A birthday gift from Stitch for Shep's 204th birthday.
* Leather Coat - A very long, brown leather duster.