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The Quillthrower miniature
The Assassins · The Guild

The Quillthrower

Ranger · The Phantom Draw
Name pending — what should we call them?
The names in the book aren’t final — we’ll announce the chosen ones before launch. Yours could be it.
The Sheet
STR
10
+0
DEX
17
+3
CON
11
+0
INT
12
+1
WIS
14
+2
CHA
11
+0
Affinity Voice Ward the Cold Between Bane Binding
Proficiencies Thrown weapons · Survival · Keeping
Ranger · The Phantom Draw
Fires no arrows — bends raw wind and feather-force into projectiles. Never dry, ignores armor.
The Ladder

What they learn

LV 1
Herding Volley A wide throw that dictates where a target can go; area denial.
LV 3
Pinning Bracket Immobilize a target by its edges without wounding it — 'I had fibers.'
LV 6
Homesick Shape Your thrown weapons find joints and gaps; ignore an amount of armor.
LV 10
Migration ● SEALED The rucksack, and the leaving. SEALED — it belongs to Book Two.
For the Guide

How to run The Quillthrower

VoiceDreamy, then urgent — a mouse who wakes with a word no one has heard.
WantsTo fletch true. To name the shape his hands are homesick for. To stop pretending he's staying.
Do this nowThe Quillthrower throws herding and pinning volleys that control the battlefield — steel that catches cloth, not flesh.
“I'm not leaving yet. I'm just done pretending I'm staying.”

Fletches knives shaped like feathers he has never seen — the shape his hands are homesick for. The answered feather names it: migration. His packed rucksack is a Book Two thread. Do not have The Quillthrower leave in Book One.

Fights best beside — The Far Fury — the fletcher and the far shot; both hear the word the outside sends back.

Got a better name than the one at the top? Name this one →