Tumgik
#sylvan trickster
alienturnipp · 7 months
Text
Tumblr media
River Kingdoms Daredevil, Cayden Cailean enthusiast, dual-wielding troublemaker, aspiring Azata, Commander of the Fifth Crusade 🦋
561 notes · View notes
rivilu · 5 days
Text
Greatly enjoying the vibes Ulbrig brings to the table so far, that being said i know Elluin is SWEATING
5 notes · View notes
warlordfelwinter · 5 months
Text
everyone immediately jumping in to give me Tips about this game is very thoughtful but also kind of makes me not want to play it lmao like y'all are making me feel like it's going to be complicated
2 notes · View notes
magspy · 20 days
Text
Tumblr media
Art trade for @alienturnip of their sylvan trickster Briar🦋🗡️
47 notes · View notes
zorlok-if · 1 year
Text
The fey campaign technically won both of the polls (if you have no idea what I'm talking about, click here). So, it's time to vote for the fey campaign's cast. I'll take the top few results from this poll and they'll be the cast of people the MC plays with. For more information on the world of the fey and the courts mentioned in the character descriptions below, click here. If you have any questions or desire more context/lore, I encourage you to psychically send me a message.
CAST YOUR VOTES
This poll will close at 23:59 UTC on April 16th.
Note: there will be a second poll coming out in a short while to determine the cast of the second-place campaign—a game where you play as cyberpunk fairy tale characters.
As a reminder, here's the quick description of the fey campaign:
"If you're familiar with A Court of Fey and Flowers: yes, basically that. If not: political intrigue where you play as a representative of a fey court hanging out with other fey at a magic festival. Optionally, very sexy and/or romantic. Always, very fun and chaotic."
This campaign will last eight sessions/episodes.
Below the cut you'll find a list of the potential cast members along with a description of the character they'll likely play. Remember, you can read more about the Fey courts and more in this lore post. I highly suggest you look at that beforehand.
The Potential Guest List:
Dev as a trickster princeps from the Marine court with a scandalous reputation
EJ as an introverted Seelie royal with a strong interest in the human world
Adam/Eve as a dutiful Sylvan champion, avoiding scandal and seeking satisfaction
Ciel as a mercurial prince of the Gloaming, begrudgingly seeking a spouse
Danny as a gentle knight from the court of Craft hiding a mysterious past
The Celestial as a noble from the court of Wonder, trading in secrets to hide eir own
Rose as a famously charming but bored party planner from the court of Wonder
Nasir as an awkward Unseelie prince trying to prove and redeem themself
Adonis as a wistful, overlooked Sylvan servant in search of something more
Cecil as the disgraced heir to the Seelie court who just wants to cause chaos
Alaric/Aria as a suspiciously chivalrous champion from the court of Ruin
Jovy as a mischievous attendant from the Faunal court collecting others' secrets
Andrey as a cutthroat Unseelie noble struggling to find peace in a violent world
Katya as the elegant princess of the Gloaming eager to change her reputation
If you don't see a character listed above, there's an option to write them in at the bottom of the Google Form.
57 notes · View notes
paperanddice · 8 months
Text
Tumblr media Tumblr media
A species of cat bred over centuries by priests to be temple assistants and guardians, these creatures enjoy a mostly luxurious life. By day they lounge about the public areas, getting attention from the faithful and granting minor boons as they see fit. By night, they patrol the premises, luring away would be intruders and thieves and mauling minor monstrous menaces that would attack the temple. They are particularly vicious toward gremlins, shredding the fey tricksters whenever they try to vandalize their home temple. Against greater threats, the temple cats alert more powerful guardians and lend support with any spells granted to them by the priests and champions of the temple. Despite their feline proclivity toward laziness and independence, they will defend their home to the death against even impossible odds, throwing themselves against any threat if no other defenders remain.
Originally from the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Bastet Temple Cat Creature 1 Small Beast Perception +8 Languages Common, Osirian, Sylvan Skills Acrobatics +9, Stealth +9 Str -1, Dex +4, Con +1, Int +1, Wis +3, Cha +4 Priestly Purr (divine) If the Bastet temple cat stays within 5 feet of a creature that can cast divine spells while it performs its daily preparations, the creature can choose two 1st level divine spells and one 2nd level divine spell it can cast and imbue them into the temple cat. The temple cat can cast those spells once each as Divine Innate Spells. After 24 hours the temple cat loses access to those spells. AC 15; Fort +4, Ref +9, Will +8 HP 17 Speed 30 feet, climb 25 feet Melee claw +7 (agile, finesse), Damage 1d4 slashing Divine Innate Spells DC 14 ; 1st command (×3), heal (×3), sanctuary, vantriloquism; Fascinating Lure [one action] (auditory, concentrate, divine, enchantment, incapacitation, mental); Frequency once per turn; Effect The temple cat purrs loudly, targeting a single humanoid within 30 feet of it. The target must attempt a DC 17 Will save to avoid becoming captivated by the purr. The effect lasts for one round, but if the temple cat uses this ability again on susequent turns, it can choose to extend the duration by 1 round for an affected target. Once a creature succeeds on any save against Fascinating Lure, that creature becomes temporarily immune to Fascinating Lure for 24 hours. Success The creature is unaffected. Failure The creature is fascinated, and it must spend each of its actions to move closer to the temple cat as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the temple cat, it attempts to pet the temple cat and otherwise stays still and doesn't act. If attacked by the temple cat, the creature is freed from captivation at the end of the harpy’s turn. Critical Failure As failure, but if attacked by the temple cat, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the temple cat’s turn.
13th Age
Bastet Temple Cat  2nd level spoiler [beast]   Initiative: +9 Cat Scratch +7 vs. AC - 3 damage. R: Fascinating Lure +7 vs. MD (one nearby enemy) - The target is dazed until the end of the temple cat’s next turn. Natural 16+: The target can’t make attacks, and must use all actions possible to approach and engage the temple cat. The temple cat gains a +4 bonus to attack and damage against the target. These effects all last until the end of the temple cat’s next turn. Sustain: The temple cat gains a +2 bonus to attacks with fascinating lure against dazed targets. Miss: The target is immune to this attack until the end of the battle. AC 19 PD 12 MD 17 HP 30 Nastier Specials  Priestly Purr: The temple cat can cast any 1 cleric spell once during the battle. If the spell has an attack, it has a +7 bonus to attack and deals 7 damage. If the spell allows the target to spend a recovery, it regains 1d4 hit points per level.
18 notes · View notes
polyesterpeacock · 7 days
Text
Quick and dirty (hehe) Pathfinder (1e) AU stats for Larry:
Race: Gnome Class: Bard (Wit) Alignment: Chaotic Neutral Deities: Calistria, Cayden Cailean, Arshea Homeland: Andoran
(Notable) Skill Ranks:
Acrobatics
Appraise
Bluff
Diplomacy
Disable Device
Escape Artist
Knowledge (Arcana)
Knowledge (Local)
Perform (Comedy)
Perform (Dance)
Sense Motive
Use Magic Device
Languages: Common, Gnome, Sylvan, Goblin
Alternate Racial Traits:
Dirty Trickster “All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trick combat maneuvers.”
Fey Fortitude “Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects.”
Genial Magic “Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation.”
Artistic “Gnomes with this racial trait gain a +2 racial bonus on a Perform skill of their choice.
6 notes · View notes
thecreaturecodex · 2 years
Text
Gumiho
Tumblr media
Art © Paizo Publishing, accessed at Archives of Nethys here
[Commissioned by @razzelmire​. I assume the gumiho is so high level in order to fit the needs of an adventure, as this monster first appears in a PF2e Adventure Path issue. I found it strange that, despite being a different interpretation of the nine-tailed fox myth as the kitsune, which are humanoid and playable in Pathfinder, that the original flavor text didn’t even mention them. So I took some liberties.]
Gumiho CR 17 CE Fey This fox is the size of a wolf, with nine long tails. Its eyes glow a beguiling green, and it wears a gem on a pendant around its neck.
A gumiho is a legendary nine-tailed fox creature. They are often confused for kitsune, as they are also shapechangers and tricksters. Whereas a kitsune may be of any alignment, gumiho are almost universally evil, as they have an insatiable hunger for the livers of humanoids, and will stop at nothing to get them. A gumiho is supernaturally charming, and uses its abilities to lure travelers to an out of the way place where it can slaughter them. Legend states that if a gumiho resists this temptation and refrains from eating liver for a thousand years, it can assume its humanoid form permanently and becomes enlightened and goodly in nature. Perhaps kitsune are the descendents of such a progenitor gumiho.
Gumiho combine their magic and physical might in combat. Their claws and teeth do remarkable damage for their small size, but its precise strikes are even more deadly. A gumiho will often use repulsion to keep allies from reaching a befuddled victim, and then kill them and tear out their liver in a gory display before fleeing with their prize. Gumiho value their long lives, and never fight extended battles if they can help it.
Although gumiho do keep treasure, often beautiful clothing or jewels to add to their humanoid form’s allure, their most prized possession is the fox marble. A gumiho keeps a backup of all of their memories in the fox marble, allowing them to recall events from hundreds of years ago. A creature that steals a fox marble, or takes it once the gumiho is slain, can likewise sift through all of the gumiho’s memories, and gains the ability to make all Knowledge checks untrained and gains a competence bonus to Knowledge checks equal to ½ its Hit Dice. A gumiho will stop at nothing to get its fox marble back if it is somehow lost or stolen.
Gumiho  CR 17 XP 102,400 CE Medium fey (shapechanger) Init +12; Senses darkvision 60 ft., low-light vision, Perception +42, scent Defense AC 32, touch 27, flat-footed 24 (+8 Dex, +9 deflection, +5 natural) hp 275 (29d6+174) Fort +16, Ref +24, Will +22 DR 15/cold iron; Immune charm and compulsion effects; SR 32 vs. divinations Defensive Abilities eldritch shield Offense Speed 40 ft. Melee bite +22 (1d12+4), 2 claws +22 (1d8+4/19-20) Special Attacks guileful charm, sapping critical, sneak attack +5d6 Spell-like Abilities CL 17th, concentration +26 Constant—nondetection (self only) At will—dominate person (DC 24), triggered suggestion (DC 23) 3/day—quickened greater invisibility, insanity (DC 26), mass suggestion (DC 25), project image (DC 26), repulsion (DC 25) 1/day—dominate monster (DC 28), power word kill, power word stun Statistics Str 18, Dex 26, Con 21, Int 22, Wis 23, Cha 29 Base Atk +14; CMB +18; CMD 45 Feats Acrobatic Steps, Alertness, Combat Expertise, Combat Reflexes, Great Fortitude, Greater Feint, Improved Critical (claw), Improved Feint, Improved Initiative, Improved Vital Strike, Nimble Moves, Quicken SLA (greater invisibility), Toughness, Vital Strike, Weapon Finesse Skills Acrobatics +40 (+44 when jumping), Bluff +41, Climb +36, Diplomacy +41, Disguise +41, Escape Artist +40, Intimidate +37, Knowledge (local) +52, Knowledge (all) +20, Perception +42, Sense Motive +42, Sleight of Hand +40, Stealth +40; Racial Modifiers +14 Knowledge Languages Common, Elven, Sylvan SQ alternate form, fox marble Ecology Environment temperate forests and urban Organization solitary Treasure standard (fox marble, other treasure) Special Abilities Alternate Form (Su) A gumiho can assume a single humanoid form. In this form, its speed is reduced to 30 feet, it loses its bite attack, but retains its claw attacks and special abilities. It always has at least one of its tails while in its alternate form, but can hide it with Disguise checks as usual. Eldritch Shield (Su) A gumiho gains its Charisma modifier as a deflection bonus to AC and CMD. Fox Marble (Su) A gumiho’s fox marble allows the creature to make all Knowledge checks untrained, and gives it a competence bonus on Knowledge checks equal to ½ its Hit Dice. A gumiho cannot use its sapping critical ability if it is not wearing its fox marble. Guileful Charm (Su) Any creature conversing with a gumiho must succeed a DC 29 Will save or be charmed by the gumiho for one hour. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that the gumiho tried to charm them. The save DC is Charisma based with a -4 racial penalty. Sapping Critical (Su) Whenever a gumiho confirms a critical hit against a living creature, it heals damage equal to the damage dealt.
86 notes · View notes
Text
Monk: Way of the Faerie
Many monks in the Feywild find peace in the ways of the fey, and these teachings have bled into the Prime Material Plane. To follow the Way of the Faerie, monks will seek to reach a state of whimsy as they learn to move with as much grace and magic as the fey themselves, and many will give up their ties to their names, taking on false names or vague titles as a precaution when spending so much time among the tricksters of the feywild.
Seasonal Bond
When you choose this tradition at 3rd level, you deepen your connection to the natural world, bending your soul to the seasons themselves. Whenever you finish a long rest, you may select a Seasonal Bond from the list below. When a season is chosen, your personality may often shift slightly. For example, you may find yourself feeling sombre when attuned to the Winter, or feeling gleeful when attuned to the Summer. This emotional shift depends on how you perceive the season.
When attuned to a season, your body hums with fey energy, which allows you to cast some simple cantrips, as well as gain an ability associated with the season.
Winter: You can cast the Frostbite cantrip. You gain resistance to Cold damage, and when you make an attack with a monk weapon or an unarmed strike, you may spend 1 ki point to deal an additional amount of Cold damage equal to a roll of your Martial Arts die.
Spring: You can cast the Guidance cantrip. You ignore difficult terrain, and, as an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die.
Summer: You can cast the Sacred Flame cantrip. You gain resistance to Fire damage, and when you make an attack with a monk weapon or an unarmed strike, you may spend 1 ki point to deal an additional amount of Fire damage equal to a roll of your Martial Arts die.
Autumn: You can cast the Gust cantrip. Your movement speed increases by 5 ft., and when you make an attack with a monk weapon or an unarmed strike, you may spend 1 ki point to deal an additional amount of Necrotic damage equal to a roll of your Martial Arts die.
Touch of the Courts
Starting at 6th level, you have learned to channel your ki into the magic of the seelie or unseelie courts. You learn to speak, read, and write Sylvan, you have advantage on saving throws against being charmed, and magic can't put you to sleep.
As an action, you can spend 1 ki point to cast Faerie Fire, Charm Person, or Fey Prank, or 2 ki points to cast Command or Invisibility without requiring material components.
Fey Flitting
When you reach level 6 in this class, you learn how to flit around the battlefield like a fairy. When you take the Dash action on your turn, you may also take the Dodge action as a bonus action, or jump up to 20 feet in any direction as a bonus action after moving at least 10 feet of the Dash action. When you take the Disengage action, you jump from your current position to an unoccupied space you can see within 15 feet. In addition, when you are damaged by a melee attack by a creature that you can see, you can spend 1 ki point to take the disengage action immediately.
Dance of the Pixie
By 11th level, your motions and ki are so in-tune with the fey that you’ve mastered an elegant and mystical dance to channel them. As an action on your turn, you may spend 5 ki points to begin the Dance, and must spend an additional ki point every subsequent turn to keep it active. You may still act as normal on subsequent turns. The Dance lasts until you choose to end it on your turn (no action required), or until you fall unconscious, die, or suffer the Restrained, Paralyzed, or Petrified conditions. When the dance begins, a number of creatures of your choice that can see you within 30 feet, up to your Wisdom modifier, must succeed on a Wisdom saving throw or be charmed by you until the Dance ends or until you or an allied creature do anything harmful to it. The DC for this saving throw is equal to 8 + your proficiency bonus + your Wisdom modifier.
Additionally, while the Dance is active, four illusory duplicates flicker into existence around you, copying your movements exactly, shifting position so it’s impossible to track which image is real. Each time a creature targets you with an attack while the Dance is active, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have all four duplicates, you must roll a 4 or higher to change the attack’s target to a duplicate. With three duplicates, you must roll a 6 or higher. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. When a duplicate is destroyed, it explodes, dealing damage to the creature that destroyed it equal to 1d12 + your Wisdom modifier. The damage’s type is determined by the Seasonal Bond you have active; Winter causes Cold damage, Spring causes Radiant damage, Summer causes Fire damage, and Autumn causes Necrotic damage. The dance ends if all duplicates are destroyed.
A creature is unaffected by this effect if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. 
Boon of the Faerie
At 17th level, you have truly embraced the magic of the fey, and as such, have learned to truly channel the magic of the Seasonal Courts. As an action on your turn, you may spend 6 ki points to grant yourself a flying speed equal to your walking speed. This feature lasts 1 minute, or can be dismissed at will.
In addition, you now gain access to all four Seasonal Bonds and their cantrips and abilities at once, selecting which ability you wish to use for each attack made. When using the Spring bond ability, you may still use your Flurry of Blows as a bonus action.
The bond's abilities no longer cost any ki points to use so long as you expend at least one ki point during your turn.
65 notes · View notes
alienturnipp · 5 months
Text
Tumblr media
Drew a quick Briar between work 🫶
60 notes · View notes
rivilu · 3 months
Text
Sighh Another day of needing to make up fey related stupids about my characters myself because they're never basegame anywhere
1 note · View note
Text
Because this liveblog is fun, I am going to make Pathfinder sheets for all the Do’Urden Siblings and in honor of that decision I will tell you that when I stopped playing this afternoon, these were everyone’s levels as per their Pathfinder classes.
Briza: Antipaladin Level 5
Nalfein: Wizard 4/Rogue (Sylvan Trickster Archetype) 5
Vierna: Cleric 5
Dinin: Fighter (Cavern Sniper Archetype) 5
Maya: Cleric 5/Rogue (Cerebral Infiltrator Archetype) 5
Drizzt: Ranger (Beastmaster Archetype) 5
6 notes · View notes
bluewren · 2 years
Text
Dalish Week: Crafting
I've still got lots of catching up to do, but the second prompt is edited for @dalish-appreciation-week
Taliesen's mentor is taking out to find Ironbark and craft her first bow. A Dalish Legend is involved in this story.
-----
“Da’len. Have you ever been told, how the elves know the secret to working Ironbark?”
“I have.” Taliesen nods. “It’s why we always pass down that secret.”
“But do you know how our People first learn to use this precious material?” Cammen smiles at his attentive pupil.
“Mmm… No.”
She looks up at her mentor, Cammen has always been a boundless source of knowledge to her. Even now, when the topic is their history and legends, it’s another surprise to her. She looks at him with wide eyed curiosity, wondering what new information will be imparted onto her.
“Then gather close, Ma Velama.” The mentor throws a blanket around Taliesen. “This tale will be an exciting one and one that will make wonder the what crawls in the forest!”
Tali clung close to the blanket as the Hahren begins to recite the legend. Luckily, it’s a calm night for them to be on their camping trip. Yet the wind still enough to ruffle the leaves and howl through the trees, enough to make the young tinkerer wonder what else hides in the shadows casted by the trees.
She picks through the dirt for a moment, making sure that there’s not felandaris beneath her.
Cammen chuckles, watching the careful girl. Proud to see how well she practices the knowledge passed onto her. He stands beside their fire, his raised palms mark the beginning of his tale.
“Fen’Harel was known for having many allies in his war against the Creators. Some of whom were those that Mythal and Dirthamen casted out for not cherishing the secrets that their patron has blessed onto them. Bitter and angry, three elves are stripped of their boon and magic, sent to wander the forest until they understood the significance of the gift, they lost.”
Tali tilts her head at the tale. “Mythal and Dirthamen don’t seem as nice as they’re supposed to be.”
“It is not our place to question, why it had to be done. Legends tell that their deeds were enough to bring a fire, so vast, that would have been the thing to bring the end to our first homeland. So the three elves wandered, angry and bitter until they are greeted by Fen’Harel. Aimless and hungry, they became easier prey for the trickster god.”
Cammen slams the butt of his walking stick on the ground, spooking Tali with the clunk.
He giggles at the expense of the shivering Tali. “Fen’Harel offered the three elves a chance for vengeance against their perpetrators. In his hands he had a gift, ember leaves, fire enough to reignite their hearts. But that was a trick, the return of magic is not one that can be done, so carelessly.” He wags a finger at his student. “And so, the ember leaves rooted into their hearts, fire became their blood, and branches broke through their skin. The first Sylvans are born.”
Tali shivers underneath the blanket. Cammen wraps a warm hug around the young elf before continuing.
“They were a terror through Arlathan, travelers traveling would look at the branches in fear. One day, June has said, ‘enough of the beasts.’ He fell one of the tree creatures, through eleven nights and days, another fire raged the land. In the end, it wasn’t enough to end all the creatures, so the elven people were called upon to help in their struggle. June, Master of the Crafts took back a limb of the Sylvan. Through the great flames of his forge, he forged weapons faster and sturdier than anything that the People had before. Bows with arrows that flew like fiery feathers and swords that rush like daggers. So the first weapons of ironbark are forged.”
Cammen smiles when he catches the sudden twinkle in Tali’s eyes.
“Andruil the Huntress gave her warriors, the tools of June. SThe war has started for the Creators to push back their lands with the knowledge and protection from June. Some have said that Andruil’s warriors could be mistaken as stars that illuminated the forest in the night. It took a full moon to push back the Sylvans, but Fen’Harel had to find another scheme to topple Elvhenan. And so, the elves have been given another boon, the knowledge to sneak through the woods and defend themselves in the wilds.”
“How does Fen’Harel always have so many of these crazy schemes and ideas in the stories?” Tali lifts a brow, equal parts, perplexed and curious.
“It’s a legend, Da’len.” Cammen laughs, giving the question-filled girl pats on the back. “Stories are more about what we can take from them. Just know that the secret to working ironbark is sacred to our People.”
----------
Cammen takes light tapping steps through the forest, carefully testing the ground for any thorns rooted into the dirt. This is meant to be a special gathering trip for the two of them, mentor and pupil. Every care was taken to make sure that his eyes are attentive for two, branches examined for any strange movement, ground checked for any indications of animals or wandering demons. Never too close to where the Veil is thinnest.
Their prize is carried by the Sylvains that their legends warned them of. Luckily slaying the beast, like one of Andruil’s warriors, wasn’t necessary to claim their prize. So the pair backup against the trunk of the trees, watching for mighty steps pressed into the ground and suspiciously toppled trees in their path.
It is by immense luck that the mentor finds one such tree by the river, with a silvery shine that could not be mistaken.
Cammen whispers for his pupil to come over to him. There were many branches that have littered the tree, he points to them for Taliesen to observe.
“It is often better to pick from the branches that have fallen. The tree is quite durable, but the branches fall with age. You can get first pickings.”
Taliesen nods, carefully scrounging the ground for the branches until she found one that she happy with.
Just the right length to craft into a bow, not too long for her stature. When she raises it to the sun, the branch seems to have a shining streaks pulsing down the length. It mesmerizes the tinkerer in training to see the shine, like holding captured magic in her two hands. It has etched a permanent corner in her mind, before the ironbark has even start to take its final shape.
---------
Work on crafting Taliesen’s first bow began as soon as the pair returned back into their clan. The craftmen have a small furnace for their work, the fire is brought to a low burn. Cammen gently cycles the ironbark branch through the furnace, up and down over the fire until it begins to droop.
His pupil holds the tongs, pulling with all her might and focus to shape the ends to how she wants the bow to be. The task was one done, a hundred times before now, never as much care until this one and never with a material as unwavering as ironbark. Eventually, the bow is shaped enough to her liking. They prepared a bath of cold oil mixed with mint leaves, Cammen dunks the weapon inside. The mint chilling over the ironbark and magically fusing to the surface, there follows a crackling sound as the bow cools.
Taliesen watches in awe of the process, part of her wonders if the bow has somehow broke when they cooled it. But the strange sounds emanating from the bow isn’t enough to have her worried about her precious new creation, just more curiosity as she watches on when a webbing pattern, like roots to a tree wrapping the surface.
Her mentor takes the bow out of the bath, letting the pupil admire the patterns that now decorates her weapon.
“This is an Arulin’Holm.” Cammen presents a small knife shaped tool. “It was used by artisans in Elvhenan to etch runes directly onto their creations.”
Taliesen watches her mentor draw runes onto the limbs of her bow, speechless as she watch shining runes reflect off her wide eyes. Even more speechless when she replicates the work on the other side, never able to imagine a piece of magic being so in reach of her tiny fingers.
The last step is to tie the bowstring, Cammen supported the weapon as she wraps the ends with linen.
Her first bow is finally complete, yet Taliesen is still filled with admiration for craftsmanship and love that she and Cammen molded into it. Every last detail is perfection to the young tinkerer. She presses her nose against the limb of her bow, even the minty smell is perfect.
---------
Taliesen falls asleep, hugging her newly crafted bow. Bowstring pressing on her cheeks, there is a small bounce when her head squeezes it tight, every time that a flock of halla skips through the meadow in her dreams.
“She’s drooling in her sleep.” Lex remarks, watching the silly sight of his sister hugging her weapon as if it was one of her stuffed animals.
“Tali had a long day. Let her enjoy her rest.” Evelyn commands her brother. She watches the agape, gleeful, soft snoring of their younger sister. Her hand ruffles the sleeping child’s hair.
Lex sparks an ember on the tip of his finger. “I should light her pants on fire while she’s asleep.”
A swift whack hits the back of the mage’s neck, Evie narrows her eyes at the trouble starter. “Oi! Be nice to our sister.”
“Fiiiine, Evie.”
“Better.”
The brother sighs, watching over the peaceful younger sister having the sweetest dreams. Surprising himself, a smile springs up as he watches his beloved younger sister.
“Maybe we should take the bow out of her hands.”
Just as Lex reaches for the weapon, a tiny hand reaches out and pushed back his cheeks. Tali rubs what she imagines to be the wool of a fluffy halla, wiggling small fingers through the strands.
Lex grumbles past the hand tapping on his cheek. Barely even able to mumble, “I hate you, so much.”
Translation: Ma Velama: My Bright star
6 notes · View notes
wizardelf · 1 year
Text
FAVOURITE OF MY OCS POLL BRACKET, ROUND 1 FIGHT 2
June vs Elisar Aimer
Tumblr media
June (they/them, tiefling, age unknown-most likely early 20s) is a vagrant who roamed city to city looking for work and food. As a tiefling they are hated as an abomination (tieflings were created by the evil Merlin hundreds of years ago and are part demon). They have known no family or friends and have troubles trusting people. They wish to have friends and someone they can rely on and hide a spunky fun-loving trickster personality under their mistrust. While traveling in the civil war-torn Yhalenor they were captured by a baron and is now forced to be the "court jester" for his cult by personality in a tiny village on the verge of internal collapse. June is slowly plotting their escape and revenge.
Elisar (they/he, elf, 150 years old) is a knight in the Sylvan Guard, the formal elven army, as their father was before him. Elisar is unwavering loyal, kind, and wise. Part of him wishes he was more willing to go against their family's tradition of joining the Sylvan Guard and has a burning need to know what the world is like outside the elven forests. However, they want nothing more than to protect those who cannot protect themselves and would give his life for someone without a second thought. They are known to be an intense listener, if they are interested in you a conversation with them will feel like you're the only person in the room. A gentle giant through and through.
4 notes · View notes
quenthel · 1 year
Note
Inspired by Dungeon Meshi: which creatures would your Knight Commanders try to eat?
oh my god... good question. I havent really looked into PF setting AS MUCH but as far as i remember a lot of general beast type monsters in PF are actually intelligent like dragons and such. SO the rules of what is weird but okay and borderline cannibalism probably work much differently from the dunmeshi setting.
WITH THAT IN MIND I have a million commanders but I did not think about what kind of eating habits most of them would have so uhh... here are my answers for the ones I did think of:
Marci (tiefling/witch/azata): Since she has a very meat based diet she would probably go for anything that she deemed not-intelligent enough (arbitrarily). Like she would probably be fine sampling a mimic then the mimics show up and she would feel bad about it after learning more about them.
Benji (half elf/sylvan sorc/lich): She would not only eat the monsters but be excited about them as a way to properly feed her (undead) army. But instead of preparing them lovingly it would be more about efficiency and more of a "lets all eat raw meat" type deal.
Duncan (half elf/oracle/dragon discipline/bloodrager/trickster->legend): Since he is a baker he is also an excellent cook so it would be a challenge for him to try to figure out how to prepare the weird abyssal creatures they encounter in the wound. Since his connection to red dragons he would not be picky at all either.
Bell (tieflin/ kineticist/demon): Despite turning into a demon he would be incredibly picky. Fish/aquatic based diet because he dislikes everything else. Any water-monsters he would be curious about tho.
Tessa (aasimar/cleric/angel->ascension): She would outright REFUSE to eat any type of monster. She is strictly vegetarian too but she would not try to eat living plant guys either. Just a huge no-no for her.
The rest of them would probably be pretty neutral about the idea...
3 notes · View notes