Keirin — Spirits of Light, Storm and Air that Slumber in Stone

Of all Arhda, the far-seeing Keirin are perhaps the most beautiful, the most graceful. Born aloft on wings of multi-hewed fire, Keirin ride the winds above mother Oesha. Their heads are adorned with a horn the color of white lightning. Their manes — a pallet of shifting luminescence.

They are most at home in storms — playfully riding the winds, mounting each violent updraft with an ease to put any bird to shame. The eldest among them can summon great thunderstorms, even hurricanes. For they know the names of the seven winds and all the riling airs of the great world. And when they sleep, they take on the hardness and hew of stone — standing a silent watch as vivid statues.

Often called sky-unicorns by elves and mortals, the Keirin share a few traits with their terrestrial relatives. They tend to choose a patch of virgin sky to call home and they become protective of the birds and other creatures of wing — keeping the skies safe and free of darkness, nightmare, or human pollution. Spires, mountain peaks, and cliffs are all part of a Keirin’s sacred abode. And a Keirin in slumber can sometimes be seen standing atop the highest nearby mountain — a solemn and still-seeing sentinel even in slumber.


(A Keirin’s wings are ephemeral and, while on land, are often dismissed. Image by Rajewel, please support her fantastic artwork here.)

Though taking a horse-like shape, Keirin do not usually permit themselves to be ridden. Only female paladins, clerics, and sorcerers possessing the purest hearts may find a Keirin willing to bear her. And even then, they will keep their heads, deciding their way as they see fit.

Keirin are wise, mercurial and willful. They have respect for all living things and are loath to take a life, even if they must. They respect the more violent Arhda and feel a kinship with all immortals, even those who’ve fallen to nightmare. These, they do battle with out of a sense of sad obligation. For them, it is as if they’re forced to slay wayward siblings. Each immortal soul lost to Death makes them feel as if they’ve become something less. Something closer to mortal themselves.

A Keirin’s Lair

The Keirin’s lair is a patch of sky at the heart of their realm. It is often the source of wildly varied weather — especially storms, winds, fogs and rainbows. At night, the moons and stars are often shown in bright contrast against a foreground of roiling clouds. In the center of this patch of sky is a great cliff, a spire, or a tall mountain peak upon which they can perch — viewing all the lands about for many, many miles.

Regional Effects

  • Open flames are extinguished beneath the skies of a Keirin’s domain. Campfires and torches refuse to burn, however closed lanterns are unaffected. Fires set by Ichor do burn and the Keirin in the region of Romas becomes enraged at the sight of the violet flames.
  • Creatures native to the airs of a Keirin’s lair gain +10 to their flight speed and have advantage on stealth checks to hide from hunters and trappers.
  • When a good aligned creature casts a spell or magical effect that causes another good aligned creature to regain hit points beneath a Keirin’s skies, the target regains the maximum number of hit points.
  • Curses affecting any good aligned creatures are suppressed.
  • The rate of natural healing for good creatures and for beasts beneath a Keirin’s skies is doubled.
  • Any person or beast eating meat beneath a Keirin’s skies becomes sickened until they leave the region.
  • Predators are able to subsist on plant matter beneath a Keirin’s skies.
  • The effects of storms beneath a Keirin’s skies are considered one category stronger when affecting evil creatures or manufactured structures. Structures of shaped stone (Troll, Dwarf or Half-Troll make) or shaped trees (Valemar, Ithildar) are unaffected.
  • Air, thunder, and lightning magics cast by good aligned casters are considered to be one level higher under a Keirin’s skies.
  • Good aligned creatures may speak with plants and animals (10 days out of the month) under the light of the fifth moon — Tiolas — beneath a Keirin’s skies.


Large, Celestial, Neutral Good

Armor Class: 14

Hit Points: 88

Speed: 60 Feet (Fly) 50 Feet (Run)

STR: 20 +5  DEX: 20 +5 CON: 14 +2 INT: 14 +2 WIS: 18 +4 CHA: 18 +4

Damage Immunities: Lightning, Thunder, Poison

Condition Immunities: Charmed, Paralyzed, Poisoned, Diseased

Senses: Darkvision 90 ft, Passive Perception 20

Challenge: 8

Charge: A Keirin that moves at least 20 feet toward a target and then hits with a horn attack on the same turn inflicts an extra 2d8 piercing damage. If the target is a creature it must succeed in a DC 16 Strength check or be knocked prone.

Innate Spellcasting: The Keirin’s Innate Spellcasting ability is Wisdom (Save DC 16). The Keirin may cast the following spells requiring no components:

At Will: Detect good and evil, druidcraft, pass without trace, light, thaumaturgy, blade ward

2/day each: Calm Emotions, Bless, Crusader’s Mantle, Dispel Good and Evil, Control Winds, Gust of Wind, Healing Word (3rd Level), Cure Wounds (3rd Level), Thunderwave (3rd Level), Shatter (3rd Level), Lesser Restoration, Lightning Bolt (4th Level)

1/day each: Chain Lightning, Mass Healing Word (5th Level)

Magic Resistance: The Keirin has advantage on saving throws against spells and other magical effects.

Magic Weapons: The Keirin’s natural weapon attacks are magical.


Multiattack: The Keirin makes two attacks — one with its hooves and one with its horn.

Hooves: Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 2d6+6 bludgeoning damage.

Horn: Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 1d8+6 piercing damage + 1d8 lightning damage.

Healing Touch: The Keirin touches another creature with its horn. The target regains 2d8 +4 hit points. In addition, the touch removes diseases and neutralizes all poisons afflicting the target.


The Keirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Keirin regains spent legendary actions  at the start of its turn.

Horn: The Keirin makes one attack with its horn.

Graceful Flight: The Keirin flies 20 feet without provoking attacks of opportunity.

Protective Winds: The Keirin creates protective winds around itself or another creature within 60 feet of it. The target gains a +2 bonus to AC and ranged attacks against it are at disadvantage until the end of the Keirin’s next turn.






Living in the Heartbeat of Nature — The Druids of Oesha

In a world as rich and vibrant as Oesha, many creatures hold a deep connection to the natural. And among these, Druids are paragons. Though rare, Druids are most numerous among Valemar, Sith and Ithildar fey. More infrequently, Dwarves may show talent for Druidic mastery as do their Half-Troll relatives. Human Druids, however, are nearly unheard of as the natural spirits of the land typically reject them.

Druids dream the deep dreams of the living world and this grants them a special Wyrd all their own. Birds and beasts and plants are friends and family to them. The rich variety of life is an unfolding tapestry and symphony entwined. Nature is a companion, a partner, an equal or often superior force. It is never to be dominated, enslaved, devoured, exploited or destroyed.

Changes in The Moons

There are, however, some deeper differences between the Druids of Oesha and those of other settings. The most critical of these involves the shape-changing ability of the Moon Druid.

Ruled by not just one moon, but many, the Moon Druid, in lieu of gaining an advanced shape shifting form, instead gains what is called a Machin Shin or Heart Form. Upon reaching second level, the Moon Druid chooses one of the following Heart Forms and it stays with them, developing as they advance in level.

A Druid may enter his or her Heart Form as a bonus action, by expending one use of her shape change ability. The Moon Druid may take a heart form once per extended rest at second level, twice at 10th level, and three times at 18th level. The Heart Form is a hybrid form — appearing partly human, partly plant or animal. Heart Forms grant the following features and abilities according to type.


The Fur Heart Form is often that of a hybrid wolf, tiger or bear. The form enlarges by about three feet in size and grows sets of vicious claws and fangs. Fur form is muscular and quick, possessing amazing athletic ability. Moon Druids with this heart form tend to take on a bestial nature.

Size: The Fur Heart Form is large, towering about 9 feet tall. Fur has a reach of 10 feet.

Speed: The Fur Heart Form is swift moving at a speed of 40. The fur form is capable of either bipedal or quadrupedal locomotion. It can therefore willingly serve as a mount.

Attack: At second level this Heart Form gains 2 claw attacks that do 1d6 plus strength or dexterity modifier damage. At 11th level, the form gains a bite attack that does 1d8 plus strength or dexterity modifier damage.

Armor: Fur gains a base natural armor class of 13. The form is incapable of wearing armor.

Temporary Hit Points: The Fur form possesses a number of temporary hit points equal to 10 plus 3 times the Druid’s level. Once this temporary hit point pool is exhausted, the Druid reverts to normal form. A Druid may allow half of any damage taken to soak through to her normal hit points in order to preserve the Heart Form.

Special: Fur gains +2 to strength and +2 to dexterity. Fur gains advantage on Athletics checks. Fur is incapable of wielding hand-held weapons or of casting spells (until higher levels as per normal).


The feather form is the most regal and graceful Machin Shin. A majestic feathered cloak appears to adorn the shoulders of the Druid in this form. And only when he leaps into the air are his glorious wings revealed as they unfurl in flight.

Size: The Feather Heart Form maintains medium size.

Speed: Feather possesses the same walking speed of the original Druid. However, rather than walking a Druid in this form may take great leaps, covering 50 feet of ground and landing at the end of each movement. A Druid in this form is immune to falling damage and may instead glide at the rate of 30 feet for each ten foot drop. Upon reaching 14th level, this leaping and gliding speed becomes flying speed.

Attack: As a bonus action, this form may make a wing buffet attack while at the same time moving 10 feet away from the target. The damage for this attack is 1d8 plus dexterity modifier. The movement does not provoke attacks of opportunity and may include vertical movement. At 11th level, Feather can perform this attack as part of another attack action without expending a bonus action.

Armor: Feather gains a base natural armor class of 12. The form is capable of wearing specially tailored light armor to accommodate its wings. All other armor is too heavy and hinders flight.

Temporary Hit Points: Feather is the least resilient Heart Form gaining 8 hit points plus 2 per Druid level. As with all other forms the Druid may allow half of the damage to soak through to attempt to preserve the form.

Special: Feather gains +2 to dexterity. Feather gains advantage on perception checks. Feather is capable of wielding hand held weapons and of casting spells.


Leaf Machin Shin

(Moon Druids of the Leaf Machin Shin often bind themselves to spirit-haunted forests filled with sacred pools and starlit glades. They are protective of all life, understanding the vital connections between every living being the most intimately of all Druids. Image source: Wi35dda please support her fantastic art here.)

Leaf is the most durable and powerful Machin Shin. Druids in this form grow into enormous walking trees. Their root-like fingers are able to rapidly burrow through earth and stone, easily finding missiles to hurl or rocks to pummel those who defile the great wilds.

Size: Leaf Heart Form is large in size and has a 10 foot reach. Upon reaching 13th level, the form becomes huge with a 15 foot reach.

Speed: Leaf moves at a lumbering pace,  covering 30 feet.

Attack: Leaf may pummel opponents with great wooden fists, smash them with hand held rocks or hurl these rocks at opponents up to 200 feet away, making two such attacks each round. These attacks deal 1d8 points of damage + strength modifier or twice as much to structures. Upon reaching 13th level, the attacks deal 1d10 + strength modifier damage.

Armor: Leaf gains a base armor class of 14 + dexterity modifier. Leaf is incapable of wearing manufactured armor.

Temporary Hit Points: Leaf is the most durable form gaining 12 + 4 temporary hit points per Druid level. As with other forms, a Druid can let half the damage soak through in order to preserve it.

Special: Leaf gains + 4 to strength. Leaf gains advantage on endurance and on persuasion checks when dealing with beasts and plants. Leaf can use improvised but not manufactured weapons. Leaf may root in place as a standard action becoming immobile. Leaf in this state cannot be pushed and gains +1 hit point for each hit dice spent to heal during a rest. Leaf cannot cast spells while in this form.


This Machin Shin is scaley — possessing traits similar to a mix between a fish, a humanoid and a sea reptile. Fin is the most versatile Machin Shin — able to adapt to numerous settings and situations.

Size: The Fin form is medium in size.

Speed: The Fin form is swift — having both a land speed and swim speed of 35. Due to its claws on hands and feet, and due to its balancing tail, it also possesses climb speed of 25.

Attack: Fin may strike with its tail stinger once per round as a bonus action. The stinger possesses a neurotoxin requiring a saving throw DC 8 + Constitution Modifier + Proficiency bonus or become blinded until the end of the next turn. Stinger damage is 1d4 + dexterity modifier. At 11th level, Fin may make this attack as part of a regular attack action without using up its bonus action.

Armor: Fin has a base natural armor class of 13. Fin is capable of wearing light armor, but the armor bonuses do not stack.

Temporary Hit Points: Fin is relatively tough for its size gaining 8 + 3 temporary hit points for each Druid level. Like the other forms, it may let half damage soak through in order to preserve the form.

Special: Fin gains +2 to dexterity and +2 to constitution with the hit points gained going to the Druid. Fin gains advantage on stealth checks. Fin may cast spells and use hand held weapons in this form. Fin may breathe and see normally in water.

Introduction — Wind Cries, Forests Burn, Waters Rage, Oesha Bleeds


This once-great city has now been hollowed out by fear. Fear of the Sith who steal away human children to keep for their own. Fear of the advancing Dark Forest which gobbles up more of the field lands each year. And fear of the internal strife gnawing away at the city’s shrunken populace.

Old and yet ever-growing, these threats alone may swallow the last great human nation whole in just a few generations. But now, something even worse has taken hold. A force that threatens to rip the very foundations of the world asunder.

Out in the borderlands Gruagach and their wild Urkharim have discovered that the Arhda — angels of Earth, Air, Water, and Fire — are disappearing. They are victims, they believe, to strange hunters ranging the wilds. Upon the north border of the city a great crack has opened where earth meets ocean. The Defile, as it has come to be called, is at the heart of an ongoing cataclysm. There, earthquakes rumble, poisons fill the waters and airs, and fires burn the ground, sea and within the rain itself. The forests about this place have fallen victim to an ever-expanding conflagration. A blood-like ooze bubbles up from its deepest pits. This Ichor, as the locals now call it, is a versatile and volatile substance — now the center of an illicit trade due to both its magical and drug-like properties.

Blood Land

(Lands all about The Defile are burned, dessicated, and withered wastes. Featured art by Ludmila — Check her out and support her work on DeviantArt.)

Within the city itself, four sects of a strange cult have gathered, spreading the worship of a mysterious God known only as He Who Sleeps and seeking followers for their princes — The Howl, The Black, The Maelstrom, The Glutton, and The Firestorm. City constables suspect the cult of conducting ritual blood sacrifices to their God. But the cults’ wealth means its influence runs all too deep — corrupting the governance of the very city they now prey upon.

It is this world that our heroes enter — one rent by cataclysm, loss, corruption, and a growing fear. Yet for each of you the trouble runs deeper. For you all share a connection to the world that is your home. When looking at the crimson Ichor passing from hand to hand in the dark, smoke-filled alleys, when seeing it ooze from the expanding Defile, you sense that this is the blood of the world itself. That your great home is suffering grievous harm that risks its dying. A great injustice that rankles the heart of you, bringing forth the angry question —


‘Why is this terrible thing happening?’

%d bloggers like this: