Randal Wildborne
Human Druid [Circle of the Moon]
Alignment: Chaotic Good
Background: Folk Hero
Lvl 13
Armor Class: 18 *half damage from fire. *+2 when in direct with Lora.
Hit Points: 101
STR: 12 (+1)
DEX: 18 (+4)
CON: 12 (+1)
INT: 12 (+1)
WIS: 26 (+8)
CHA: 20 (+5)
Proficiency Bonus: +5
Save Proficiency: Intelligence, Wisdom, Strength, Dexterity
Language Proficiency: Common, Draconic (Native language of most reptilian mamono), Druidic (Secret language of the druids)
Armor Proficiency: Light, Medium, Shields (No Metal)
Weapon Proficiency: Clubs, Dagger, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tool Proficiency: Herbalism Kit, Leather Working Kit, Land Vehicles
Skill Proficiency: Animal Handling, Survival, Nature, Perception
Skills:
Athletics: +1
Acrobatics: +4
Sleight of Hand: +4
Stealth: +4
Arcana: +1
History: +1
Investigation: +1
Nature: +6 *
Religion: +1
Animal Handling: +13 *
Insight: +5
Medicine: +5
Perception: +13 *
Survival: +13 *
Deception: +4
Intimidation: +4
Performance: +14 **(Singing)
Persuasion: +4
Passive Perception: 19
Equipment:
Scimitar 1d6 +2
Demon Silver Scimitar 1d6 +2 (does damage to mana not physical damage)
Sling 1d4 +2 (30/120)
Leather Armor 12 +2
Wooden Staff (Druidic Focus) Ginkgo Wood with several fangs from beasts of the Reptile Kingdom
Herbalism Kit
Leatherworking Kit
Ring of Portals: Allows the opening of a portal to a set location. Leave it under moonlight to recharge, and to set a location as home, wrap it in a leaf from a plant growing near your home and leave it overnight. Repeat that for three days and nights. At dawn on day four it should be done. To use it, simply turn all your will to being home.
Amulet of Beasts: Allows the user to speak to wildlife as if under the Speak with Animals spell and multiplies the maximum CR of wildshapes by 1.5.
Items:
Backpack
Bedroll
Mess Kit
Tinderbox
Torches×8
Rations×9 days
Waterskin
Hemp Rope×50 ft
Bug Repellent
Rain Catcher
- Spells
Druid Spell Stats
Spell Save: 21
Spell Ability: +13
Spell Slots: 4 (1st lvl) 3 (2nd lvl) 3 (3rd lvl) 3 (4th level) 2 (5th level) 1 (6th level) 1 (7th level) ×2
Bardic Spell Stats
Spell Saves: 18
Spell ability: +10
Spell Slots: 4 (1st lvl) 3 (2nd lvl) 3 (3rd lvl) 3 (4th lvl) 2 (5th lvl) 1 (6th lvl) 1 (7th lvl)
-Cantrips:
DruidcraftD
Components: V, S
Casting time: 1 action Range: 30 feet Duration: Instantaneous
You create one of the following effects:
- You create a tiny, harmless illusion that predicts the weather for the next 24 hours
- You instantly make one plant bud or bloom
- You create a harmless sensory effect
- You instantly light or snuff a small campfire, torch, or candle.
Control FlamesD
Components: S Casting time: 1 action Range: 60 feet Duration: Instantaneous/1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mold EarthD
Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see within range and that fits within a 5- foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instan-taneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap-ing patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shape WaterD
Components: S Casting time: 1 action Range: 30 feet Duration: Instantaneous/1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
PrestidigitationB
Components: V, S Casting time: 1 action Range: 10 feet Duration: Up to 1 hour
With this spell you can: create a harmless sensory effect; light or snuff a small fire or candle; clean or soil a small object; chill, warm or flavor nonliving material; make a color or mark appear on a surface for 1 hour; create a trinket in your hand until your next turn. you can have up to 3 non-instantaneous effects active at once.
Vicious MockeryB
Components: V Casting time: 1 action Range: 60 feet Duration: Instantaneous
A target within range that can hear you must make a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack it makes before the end of its next turn. This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Dancing LightsB
Components: V, S, M (a bit of phosphorous or wychwood, or a glowworm) Casting time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute
You create up to 4 torch-sized lights within range, each shedding light in a 10-foot radius. You can move the lights up to 60 feet per round as a bonus action, but the lights must remain within range of the spell and within 20 feet of each other.
MessageB
Components: V, S, M (a short piece of copper wire) Casting time: 1 action Range: 120 feet Duration: 1 round
You point your finger at a creature within range and whisper a message. The target hears the message and can reply in a whisper that only you can hear.
-Bardic Repertoire:
-1st lvl-
Healing Word
Components: V Casting time: 1 bonus action Range: 60 feet Duration: Instantaneous
A creature of your choice that you can see within range is healed 1d4 + you spellcasting ability modifier hit points. This has no effect on undead or constructs.
The creature heals an extra 1d4 hit points for each slot level above 1st used to cast this spell.
Heroism
Components: V, S Casting time: 1 action Range: Touch Duration: Concentration, up to 1 minute
For the duration, the touched creature gains immunity to being Frightened and gains temporary HP equal to your spellcasting modifier each round. These temporary HP are lost when the spell ends.
You can target one additional creature for each slot level above 1st used to cast this spell.
Sleep
Components: V, S, M (a pinch of fine sand, rose petals) Casting time: 1 action Range: 90 feet Duration: 1 minute
Roll 5d8 to determine how many hit points in creatures you can affect with this spell. Starting with the creature with the lowest hit points within 20 feet of a spot you designate within range, creatures fall asleep until all of the hit points rolled are used up.
Increase the hit points put to sleep by 2d8 for each slot level above 1st used to cast this spell.
Longstrider
Components: V, S, M (a pinch of dirt) Casting time: 1 action Range: Touch Duration: 1 hour
Touched creature's speed increases by 10 feet for the duration.
You can target one additional creature for each slot level above 1st used to cast this spell.
-2nd lvl-
Calm Emotion
Components: V, S Casting time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute
All creatures within 20 feet of a point you designate within range make a Charisma saving throw or suffer from one of two effects: Suppress charm or frightened effects; or Make targets indifferent to creatures it was hostile toward. Creatures can willingly fail the Charisma saving throw.
Enhance Ability
Components: V, S, M (fur or a feather from a beast) Casting time: 1 action Range: Touch Duration: Concentration, up to 1 hour
The touched creature gains Advantage on one type of ability check for the duration.
You can target one additional creature for every slot above 2nd level used to cast this spell.
Suggestion
Components: V, M (a snake's tongue and honeycomb or sweet oil) Casting time: 1 action Range: 30 feet Duration: Concentration, up to 8 hours
You suggest a course of action for a target within range. The target makes a Wisdom saving throw. On a failure, it performs the suggested course of action to the best of its ability.
Zone of Truth
Components: V, S Casting time: 1 action Range: 60 feet Duration: 10 minutes
You create a 15-foot radius area where creature can only speak truth. Creatures within this area make a Charisma saving throw. On a failure, they cannot willingly tell a lie. You know whether each creature in the area succeeds or fails its save. Creatures in the area also know they are under the effects of this spell and can thus refuse to answer a question they would normally lie in response to.
Lesser Restoration
Components: V, S Casting time: 1 action Range: Touch Duration: Instantaneous
You touch a creature and end one disease or condition (blinded, deafened, paralyzed, or poisoned) affecting it.
-4th lvl-
Freedom of Movement
Components: V, S, M (a leather strap, bound around the arm or similar appendage) Casting time: 1 action Range: Tough Duration: 1 hour
A willing creature touched, for the duration, is unhampered by difficult terrain, cannot be restrained or paralyzed, can spend 5 feet of movement to escape nonmagical restraints, and has no movement penalty for being underwater.
Polymorph
Components: V, S, M (a caterpillar cocoon) Casting time: 1 action Range: 60 feet Duration: Concentration, up to 1 hour
A creature within range is transformed into a new form. This new form can have a CR of up to the transformed creature's CR or level. An unwilling creature can make a Wisdom saving throw to avoid this effect.
-5th lvl-
Greater Restoration
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Casting time: 1 action Range: Touch Duration: Instantaneous
You reduce to target's exhaustion level by one, or end one of the following effects: One Charm or Petrify effect; one curse, including attunement to a cursed item; any one ability score reduction; or one max HP reduction
Mass Cure Wounds
Components: V, S Casting time: 1 action Range: 60 feet Duration: Instantaneous
Choose up to 6 creatures within 30 feet of a point you choose within range. Each creature regains 3d8 + your spellcasting modifier hit points. This spell has no effect on undead or constructs.
The hit points regained increases by 1d8 for each slot level above 5th used to cast this spell.
Skill Empowerment
Range: Touch Components: V, S Duration: Concentration, up to 1 hour
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
-6th lvl-
Mass Suggestion
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Casting time: 1 action Range: 60 feet Duration: 24 hours
You suggest a course of action and magically influence up to twelve creatures within range to perform that action. Each target makes a Wisdom saving throw or is compelled to complete the suggested task.
The duration increases to 10 days with a 7th level slot, 30 days with an 8th, and a year and a day with a 9th.
-7th level-
Teleport
Components: V Casting time: 1 action Range: 10 feet Duration: Instantaneous
You transport yourself and up to eight willing creatures or a 10-foot cube to a destination on the same plane of existence that is known to you.
Special Actions:
Luring Song
When Randal starts singing as a bonus action, he makes a performance check, targeted creatures that can hear him make a Wisdom saving throw with a DC equal to Randal's performance check. On a failure, they are charmed by Randal. Creatures charmed in this way target is incapacitated and ignores outside interference. If the charmed creature is more than 5 ft away from Randal must use their movement speed to move towards Randal in the most direct route. The charmed creature doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than Randal, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this Randal's song for the next 24 hours.
Summoning Call
As an action Randal lets out a loud call for a specific individual, either by calling out the name of the individual or in the case of beasts and bestial mamono by mimicking that beast's or mamono's roar or howl. The individual called must go to Randal in the fastest method and route possible. If the individual is unwilling they must make a contested wisdom saving throw against Randal's performance.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die. (D10)
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (4). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Class Features:
Combat Wild Shape
Starting at 2nd level, you can use a bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. With Combat Wild Shapes, the starting CR permitted is a Challenge Rating of 1. At Level 6 this becomes a challenge rating equal to your druids level divided by 3 rounded down. Currently uses any beast CR 4 or lower.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
-Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
-When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
-You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as calllightning, that you've already cast.
-You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
-You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
-While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shapes
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an elemental. This form will be that of a Monster Boy version of Elemental type Mamono.
Demon Realm Conversion
You can preform a ritual to strengthen the natural energies of Dark Demon Realms, converting the affected area into a Bright Green Demon Realm. The ritual requires water and earth from the afflicted area mixed in a bowl and set alight. This expends a spell slot with the range of the affected area being determined by the spell slot used, with a first level spell slot converting a one mile radius and the radius doubling for each level higher.
- Permanent Effects:
Armor Dragon Runes: Grants resistance to fire, +1 to Charimsa and +3 to Armor Class. An animated tattoo in the shape of a dragon. It is controled by Randal and can move freely across his body. It also allows him to activate Talias pleasure runes and Hisako's Kobold Rune remotely.
Controlled Heat Rune: A tattoo of a druidic symbol representing fire, control, and balance. It allows Randal to put the women that he's close to in heat and control how deeply into heat they fall.
Mamono Traits: Holstaur(Enlarged penis, control over the penises shape, increased sensitivity, increased productivity) Perfected High Orc (Tan Skin, Pheromones that induce submission, confidence, and the view of him as an unstoppable force to mamono within range, Mamono within Range must make a wisdom saving throw or be charmed by him, instinctively submitting to him even if they know they shouldn't) Mind Flayer *special type* (Ability to percieve and alter the minds of those who completely swallow his penis, ability to creat hypnotic patterns to entrance those who see them.) Kunoichi (Increased Kinesthetic sense and reaction speed.) Jinko (Increased muscle mass and strength.) Perfected Nurarihyon (Aura effect, individuals within the area of effect of the aura must make a wisdom saving throw. If they fail, they will feel and act as if Randal is supposed to be there and that it is only natural that they do as he asks.) Perfected Peco (Increased Charisma, double Proficiency in singing, gains a Luring song ability, gains the specified summoning call ability, gains voice mimicry ability, gains bardic inspiration, gains bardic spell casting) Perfected Green Priest (combined with already existent druidic skill, god tier magical capacity)
Familiar Bond: Randal has formed a Familiar Bond with a Leopold Gecko named Lora and thus receives they both receive the following benefits:
Regardless of distance:
-Lora is Charmed by Randal, thinking and behaving as his eager and loyal underling. She will obey Randal and act in his best interest, to the best of the her ability.
-Both Lora and Randal knows the direction and general well being of the other.
-For any saving throw, if Randal's modifiers are better than Lora's, Lora uses Randal's modifiers.
Within 1 Mile:
-All of the above benefits.
-Randal and Lora are able to communicate telepathically.
-Randal can use an action to perceive the world through Lora's senses.
Within 500 ft:
-All of the above benefits.
-Randal may use a spell slot to heal Lora an amount equal to 1d6 per the level of spell slot used.
-All damage taken by either Randal or Lora is halved with the other taking the other half of the damage in psychic damage.
-Lora is able to cast a single Druid Cantrip. (Guidance)
Within 100 ft:
-All of the above benefits.
-When casting a spell, Randal may choose to use Lora as the point of origin instead of himself. If Lora is used in this way to cast a concentration spell, she maintains the concentration for the spell in his place.
When touching:
-All of the above benefits.
-The Randal gains a number of spell slots equal to what he had at a level one third of their current level. (4 lvl1 2 lvl2)
-For all Charisma, Wisdom, or Intelligence saving throws, both Randal and Lora add the others modifier to their own, unless the modifier is a negative number.
-Lora may use an action to heal Randal an by a a number of d4's equal the Familiars Wisdom, Intelligence, or Wisdom modifier, whichever is higher.
-Randal gains a +2 to AC.
-Lora's AC becomes equal to Randal's
- Roleplaying guidelines
-Defining Event: I had rallied my village against a group of Order Inquisitors threatening to destroy the forests around his home in search of mamono.
-Personality Traits: I judge people by their actions not words, possessions or titles.
I am always ready to lend hand to those in need.
-Ideal: Understanding, Only when we understand each other and the land we live on can we solve the problems we face.
-Bond: I have lived off the land, I cared for its inhabitants, I will protect the land.
-Flaw: While most people would scream and run from a fearsome animals and beasts, I am torn between taking notes and cuddling them.
- NPC Relationships
Hisako- Randals first wife. She is a nine tailed Inari and is also his disciple and his "pet," going so far as to wear a collar that marks her as his property in both Druidic and Zinpangunese. As his disciple in druidry she has learned the basics of wild shapes, and stumbled upon using wild shapes to take on a primal form akin to a dragon, becoming an ox sized fox with nine tails and an innate talent for illusion, fire magic, and shapeshifting. She also has runic tattoos that improve her ability to channel energy and, upon activation from Randals dragon tattoo, causes her to enter a state of mind identical to a kobolds, removing all doubt, shame and pride and replacing them with loving joy and unconditional, eager obedience towards Randal. She also took on the traits of a holstaur, gaining the same breast size, lactation, and ability to manipulate her own breasts like the bovine mamono. She has also gained the traits of a Yeti and Bunyips fur making her fluffy tails extra fluffy. She has also learned how to suppress her feelings of lady-like shame and dignity, essentially trasforming herself from an Inari into a Youko.
Imera- Randals Second Wife. A tyranno who followed him out oc the Reptile Kingdom, she had known him while he was in training but since he had not yet achieved greatness. Upon hearing that he created his realm healing ritual, she quickly hunted him down. She acts every bit the typical Tyranno. She got tattoos that act as armor and increase her strength, however in addition to this, she got the same kobold rune as Hisako, allowing Randal to change her mentality to that of a kobold. She also took on the traits of a holstaur, gaining the same breast size, lactation, and ability to manipulate her own breasts like the bovine mamono.
Talia- The third member of Randals primary harem. Originally an anubis guard in the kingdom of an Apophis, Randal tricked the Apophis into "purifying" herself into a sort of Golden Apophis, seducing Talia in the process. Talia proved to have an interest in the trait swapping technology used on Imera and Hisako as well as magical tattoos. She got swept away in Randals pace and ended up becoming his "knight" as well as agreeing to allow Randal to teach her how to "embrace her own perversion." She took a large set of armor tattoos and a remote controlled pleasure rune, connected to Randal Dragon Tattoo, allowing him to activate it at will without having to touch her. She took on the breasts of a holstaur like Imera and Hisako, as well as the dexterous hair of a Kejourou and a Raiju's lightning. She plans to add the traits of other mamono as well.
Chandra- A dark elf who runs the sex shop in town. She found herself lusting for Randal despite knowing that he was sexually dominant and couldn't overcome him. Randal noticed this and pressed her into being honest with her feelings. When he voiced his doubt in the dominance of Dark Elf kind and challenged her, she caved and admitted herself to be submissive to him, becoming his willing sex slave. He has since been teaching her his philosophies on domination and how to be what he considers to legitimately dominant instead of simply sadistic. She has taken on traits from other mamono, gaining the hair color, skin color, and eyes of a hellhound, the silk of an arachne, which she projects from her fingers, the musculature of a Jinko and a Hinezumi's flames She also has several rune tattooed onto her, the armor runes, and renote controlled pleasure runes as well as a rune that allows Randal to put her into a mental state identical to that of a kikimora as well as one that puts her into the mental state of a hellhound. The hellhound rune activates whenever she feels that she or someone she cares for is in danger or can be activated and deactivated by Randal.
Zekaria A Baphomet sent by the Sabbath to steal Randals ritual to convert demon realms. However she was trapped by the glade and ended transformed into an curvaceous adult body and then after a foolish bet with Randal over the identity of his teacher, she ended up bound to him in absolute submission and obedience. After a bout of love making with Randal and seeing Randals kind style of leadership, Zekaroa has come to love her new form, deaming it superior to her little girls body and is now forming Shaddos, a magical organization much like the Sabbath only focused on curvaceous women in their prime instead of little girls. She has made it her goal for Shaddos to surpass the Sabbath, though currently Shaddos's membership is very small. As a show of support, Randals teacher gave her blessings to Zekaria, increasing her power to match most of the Sabbath's leadership and putting several pleasure runes on her. As well as runes that increase the power of Randals heat rune when he uses it on her.
The Dryad Maids- By products of the spall Druides Grove spell Randal used to create his home, Maple, Willow, Birch, and Ash are bound to Randals service. Their trees are animated, functioning as both their homes and as combat shells. They are in fierce competition to prove themselves the best servant... and best wife to Randal.
Maple is gentle, sweet and motherly, and the most buxom. Out of the four she's probably gonna be more the voice of reason and peacekeeper, but she won't let the others out do her either. If we're going to deal with magic, earthy and healing magic would be her speciality.
Birch is the thinnest and most analytical. When dealing with magic she's focused more on wind and support magics.
Willow appears to be somewhat gloomy at first, but in truth she has a huge dominatrix streak. She can't/doesn't want to dominate Randal due to her desire to act as his servant, but everyone else is fair game as far as she's concerned. She has a tendency to form whips out of her willow branches and can use them as a weapon or cast thorn whip at will. Her magic tends towards water and debilitating spells.
Ash is athletic and hot headed. The most competitive of the group, she buts heads a lot with Willow. However, while she tries to keep it a secret, she is actually a bit of a masochist. She uses fire and attack magic.
The Fairy Swarm
A flock of two dozen fairies accidentally planted fairy hugs in glade. The fairy hugs were mutated by Randals nature magic and the holstaur mana in Imera's and Hisako's milk, causing the fairies captured by them to both imprint on Randal as the only acceptable male and mutate into an adult figure, despite remaining the same size and retaining their childish attitude. Despite this however, the dryads have managed to rally them into a group of hard working followers.
The five fastest of their number work directly under Randal or one of his wives. A fairy named Mary works with Hisako, Ana works with Imera, Ruby is the name of the fairy that works with Talia, Delilah remains at the glade working under the dryad maids, and finally a fairy named Adelaide works under Randal himself.
Adelaide has proven to be strong willed and dedicated to her job. She has a desire to help all fairies grow into adult bodies and carries a bag of holding and a great deal of equipment given to her by Avery the Gremlin.
Syndra- The Titania that once cared for the fairies in Randals glade. She has moved into the glade and appears to living an easy life of playing with the fairies.
Avery- A gremlin who used to work for the Sabbath, but was since kicked out after a lab accident permanently left her with the buxom body of an adult. Avery now works on her own, continuing her experiments on transferring traits from one type of mamono to another. She can also do magical tattoos. Avery developed a crush on Randal after some time with the two interacting platonically. Randal reciprocated these feelings and took her in as his wife. She has since taken on traits from a hellhound as a confidence booster.
Lora- A runt, even by Leopold Gecko Standards, Lora was dumped inti Randal's glade with samples from mamono in from the Reptile Kingdom. She has since bonded to Randal, both emotionally and magically becoming his pet and familiar. She enjoys riding on his shoulder and has taken the fire of a Salamander to keep warm and the wall clinging abilitu of her gecko bretheren to better stick to Randal.