Obviously I'm biased; I love druids, caves and Anry so its' anyone's easy guess where at least one of my votes is going. ;)
Seriously though, I like how the druid is open-ended, leaving the GM to pop Sarkun into an adventure as needed. He may be a 'git off my lawn' druid, but honestly, most of them are. That's the druid thing, the archetype, the stereotype, even.
Spells ate up a lot of your word count, unfortunately; without that restriction you could've put a lot more into his backstory and motivations.