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
Affinity Voice
Ward the Cold Between
Bane Binding
Proficiencies Thrown weapons · Survival · Keeping
Ranger · The Phantom DrawFires no arrows — bends raw wind and feather-force into projectiles. Never dry, ignores armor.
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The Ladder
What they learn
LV 1Herding Volley A wide throw that dictates where a target can go; area denial.
LV 3Pinning Bracket Immobilize a target by its edges without wounding it — 'I had fibers.'
LV 6Homesick Shape Your thrown weapons find joints and gaps; ignore an amount of armor.
LV 10Migration ● SEALED The rucksack, and the leaving. SEALED — it belongs to Book Two.
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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.
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Got a better name than the one at the top? Name this one →