Cathlynn Character in Nehwon | World Anvil

Cathlynn

Cathlynn Strongbow

Cathlynn and her identical twin sister Cuuthalion are direct descendants matrilineally of Beleg Cuuthalion, "Son of the Wilderness who knew no sire". (In other words, he was one of the first Elves awakened in Middle Earth and had no parents. One of many "Adams", if you will.)   Beleg's name (Cuuthalion) means "Strongbow" in Sindarin Elvish. This is where the family surname originates. In later years after the intermarriage of the twins Human father and Elvish mother, the family chose to use Strongbow as a clever surname in the Common language when they wanted to "pass" as Human and have their Elvish half go unnoticed. To pay honor to her ancestor, the twins mother, Fornaria, used the Elvish of Strongbow as Cuuth's first name. Cathlynn's name is a combination of the names of her paternal great-aunts who raised her father, Cathleen and Lynalia. Cuuthalions name is a sore point for her between herself and her twin sister Cathlynn. As children in Doriath, Cathlynn would always tease Cuuth by calling her "Redundant" in reference to the fact that technically Cuuths name is Strongbow Strongbow.   Fornaria was told by a cheap fortune teller when she was about nine that she would " conceive the whole of her family of six in one night". For years Fornaria was terrified that she would give birth to sextuplets. However, what this prophecy alluded to was that she would marry Eldreth, who already had two children from his dead wife and Fornaria became pregnant with the twins on their wedding night. Thus, the four children and two parents were made a family in one night, at their wedding. The two older brothers, Owain and Ardun were close with their half sisters, but also teased them much about being half-elves. (The boy's deceased mother was Human, like their father). Fornaria adored all four of her children, and immediately became "Mama" to the boys. They called her this to save the honor of "Mother" for their biological mother, however, they took the surname Strongbow as their father had done when he married Fornaria.   By all accounts they were a sickeningly perfect family. They had wealth, status in Doriath, and didn't face the lines of division that most blended families encounter. The boys (only a year apart in age themselves) were besotted with "their babies" and most people assumed that Fornaria and Eldreth actually had two sets of twins. The boys were 6 and 7 years old when the twins were born. Doriath was a small but open minded kingdom and the twins never encountered the racism of being of a mixed background until they were "out in the world".   If anything, they were overprotected. The expectation was what we usually think of. Be a ladylike princess, earn an education you will never use, get married and bring forth an heir and a spare. Fornaria did, however, insist that both her daughters were taught to fight and use weapons just as their brothers were. "My girls will not be princesses that need saving. They will be Queens who stand and fight beside their Kings". Early on Cathlynn showed a propensity for Earth magic, like her Elvish mother. There were no gardens in the land that could compare to the gardens on the family's estate. Cathlynn was a quiet, mellow child, slow to anger, but when she did finally lose her temper, no one was safe. As a teenager, her chosen method of vengeance was black, thorny vines springing from the earth to wrap around whoever she was angry with, or calling forth a swarm of honeybees to attack her tormentor.   Cuuthalion, however, was the bane of her parents existence. (Think Arya Stark). She fought. She swore. She refused to wear a gown or have her hair dressed. Fornaria nearly fainted when, at the age of 14, Cuuthalion shaved the bottom half of her hair (In other words, an undercut) and talked her sister into helping her magically dye it green. She refused to walk on her horse, and nearly gave her riding instructor a heart attack every time she would kick her mare into a gallop.   At the age of 19, the girls were walking through the village fair, shopping. The son of one of the town leaders began taunt Cuuthalion, as it had become clear by this point that she was gay. The boy, the same age as the girls, had a raving crush on both of them and so made their lives as miserable as he could, because Cuuthalion liked girls and Cathlynn already had a fiance whom she loved dearly and was commited to. They ignored him, and headed for home. On the road home, the boy and five of his cronies approached the girls, making usual remarks of young, straight men. You can just about imagine.   Cathlynn lost her temper first. She began to chant her spell, but before she could finish the boys attacked. Cuuthalion instantly killed one boy accidentally by punching him so hard she broke his neck. When she turned, she saw that the other boys had Cathlynn tightly restrained and a knife at her throat. They made it clear that if Cuuthalion did not "do as she was told" they would cut her twin sisters throat. She acquiesced, because she knew something that even Cathlynn didn't know yet. Cathlynn was pregnant. They made Cathlynn watch as they raped and beat her sister. When it was over, they limped home, both beaten badly, and fell in through the kitchen door. The servants called for their parents and brothers.   Their father, in a rage of grief and misplaced anger, screamed at Cuuthalion that if she had behaved like a "Gods-damned normal woman" and "kept her preferences quiet" like he had always told her to do, this wouldn't have happened. Her mother did nothing to intervene.   To cut a long story short, that was the beginning of the end for the twins in their hometown. Their brothers went and found the boys and killed them all. The brothers left home that night as they knew they'd be arrested if they didn't. No one has seen them to this day, though rumours of changed names, and careers as mercenaries are often bandied about in the local pub. The twins recovered physically and also left home in the middle of the night, a few months later. They've not seen their parents since. They received word when each parent died, but did not attend their funerals or burials .   Together, the girls travelled to the Caves of Ningauble, some miles south of Doriath. These caves connect to the World of Nehwon, and the girls then travelled to the city of Lankhmar. Young, unsure, and with no way of earning their keep, the twins were homeless for over a year. When Cathlynns baby was born, in a hovel next door to a brothel, she was forced to give the child up for adoption. Cuuthalion swore to her sister that some day they would find the child. Over the ensuing years, they earned a meagre living with their fighting skills. They could pass for either Elf or Human as needs depended upon it (simply covering or uncovering their ears), as the World of Nehwon was not as open minded as Doriath. Cuuthalion gradually improved her fighting skills, becoming a well known Paladin warrior who dedicated her life to helping those who could not help themselves and Cathlynn joined the Druid College in the forest outside of Ilik-Ving. The girls began living separate lives and don't see each other often, although they do write when they are in a settled place for a few months. (Usually the winter). After attaining the rank if Ovate, Cathlynn opted to pursue her Druidic degree while travelling. She felt she was being called by her Gods to be out in the world, not "squirreled away in some damnable damp library". Since her powers are land/Earth based she relies heavily on Nature to replenish and renew her spirit and her Magicks. The last time she heard from.her sister was over 30 years ago. She'd met some Rogue woman named...Keeta? Keetha? Her sister always did have terrible handwriting. At any rate, she gathered that Cuuthalion probably loved this woman deeply, the way she spoke of her. She couldn't tell if it was a romantic love or a deep platonic love, she just knew this woman was important to her sister. She prayed that her twin was well and happy and asked Brighid and Lugh to bring their paths together again one day. For now, she travelled, adventured and looked at ever child she passed wondering...

Social

Family Ties

Family Tree

Relationships

Sken

Party member of the Heretic (Important)

Towards Cathlynn

5
5

Honest


Cathlynn

Party member of the Heretic (Important)

Towards Sken

5
5

Frank


Cuuthalion

Sister (Vital)

Towards Cathlynn

0
0

Frank


Cathlynn

Sister (Vital)

Towards Cuuthalion

0
4

Frank


Cathlynn

Contact (Trivial)

Towards Keesha

0

Honest


Keesha

Contact (Trivial)

Towards Cathlynn

0

Subversive


History

Cathlynn and Keesha met in the Crypt of Mar Terethas, an ancient spire that can be found southwest of Karja Tal, on the eastern bank of the River Imbiss.

Relationship Reasoning

They both work for The Order of Ix but have scarce reasons to associate otherwise.

Commonalities & Shared Interests

They are both part of the Order of Ix, however Cathlynn is a prospect of the Order whereas Keesha is an advanced member.

Tara

Friend (Vital)

Towards Cathlynn

5
1

Honest


Cathlynn

Friend (Important)

Towards Tara

5
5

Frank


Relationship Reasoning

Cathlynn saved Tara from being auctioned at Karja Tal Trading Post. Cathlynn pledged to take care of Tara and make sure no harm would come to her. Since this promise, Tara has been abducted and her current whereabouts are unknown.

Shared Acquaintances

  • Marja
  • Lord Pranax

Ironcast

Half-brother (Important)

Towards Cathlynn

0
0

Frank


Cathlynn

Half-sister (Vital)

Towards Ironcast

0
0

Honest


Cursed Classes: Everything you need to transform cursed afflictions into compelling adventurers Ver. 1.6: Clippinger, Holmes, Langr, Etal, 2020

Floraspawn - Wood Woad

Floraspawn

A dwarven woman stands in the middle of a field, arms outstretched soaking up the sunlight. Her companions wait as she performs this ritual and grows bark on her skin. Ever since she fell in the forest she's been bound to a creature of the woods.   An elf was meant to protect a grove but failed in their duty. They offer themselves to the druids to become a Woad as a penance. Now they roam the forest with club and shield in hand, ready to protect the grounds from anyone who would do them harm.   The halfling farmer wakes up in a field of mushrooms. Granted power through their spores, she now walks the world intent on defeating the evil that plagues it.   No matter what form a floraspawn takes they all act as an extension of the forest's power. Many floraspawns choose a life of adventure and even travel past the bounds of their woods.  

Nature Always Returns

The ancient power that lives within all floraspawns grants them the ability to come back from even the most deadly wounds. Through training and exposure to the elements, a floraspawn's skin grows tougher against attacks. Beneath this layer of protection is the body they once had. Many floraspawns lean into this shell and use it as both a layer of protection and a deadly weapon against their foes.  

Synthesis and the Means to Eternal Life

The change into a plant-like creature has many implications. While you start to change into something that is no longer considered the race you once were, you also gain a connection to the very essence of nature. With a steady supply of water, sun and soil, floraspawn grow more vital. Synthesis is the core of most of the floraspawn's powers and new sprouts should explore the variables of this newfound energy.  

Creating a Floraspawn

While creating a floraspawn, consider the elements that came together to create them in the first place. A background will help inform many of these decisions. A sage may have found an ancient ritual while an outlander could stumble into a grove and get changed by its denizens. What drove you to accept your new changes? Did you always have this connection to nature? Were you a person in the wrong place at the wrong time, or was this always your goal?   You should also decide how your stance has changed since you've started training your new form. Those who become floraspawns can feel the heart of nature itself flowing through them. This may change their perspective on deities and nature itself. Those that were adventurers before this may have a very different backstory from those that change while living daily life as a simple hunter or farmer.   The most common type of Wood woads are created through sacrifice. Generally the result of a ritual from certain druid circles, wood woads are only partially alive and exist to serve for specific tasks. The ritual used is meant to consume the creature's heart, creating a binding with a tree that will birth a newly sprouted woad from its roots.   However, there are legends that speak of wood woads who have not lost their hearts. They retain aspects of their former selves, memories, and passions from their past life. These creatures are known as Woad Warriors.   The Woad Warrior is a tireless defender, their connection to the forest itself has enriched them with knowledge of battle and the skills to protect those they choose. While the Woad Warrior is able to make their own choices on who they serve the forest holds a special place for them and they carry its roots woven into their thick armored bark.  
hit dice: 1d8
hit points at 1st level: 8 + CON Mod
hit points at higher levels: 1d8 + CON Mod per level after the 1st level
armor proficiencies: None
weapon proficiencies: All weapons must be made from natural materials; club greatclub, light hammer, quarterstaff, sling
tools:
saving throws: Constitution, Strength.
skills: Choose three from Survival, Nature, Investigation, Perception and Stealth.
starting equipment:
spellcasting:
class features:
 

Way of the Wood

At 1st level, you determine what ritual or natural phenomenon has changed you.  

Natural Defense

Beginning at 1st level, the transformation into a living plant has mad your body more hardy and flexible. Your AC becomes 14 + your DEX Mod + Proficiency bonus.  

Thicket Theory

At 1st level, you gain proficiency with all martial weapons and shields. As an action, while holding a weapon in your hand, the metal within the weapon changes to petrified wood. After the weapon leaves your hand, it returns to the original metal it was made from. At 7th level, any weapon converted in this way counts as magical for overcoming resistances.  

Reinforced Natural Defense

Beginning at 1st level, your specific transformation has made you even more durable. Your AC becomes [14 + your DEX Modifier (+2 Max) + your proficiency bonus].  

Synthesis

At 2nd level, you have learned to enrich yourself through your connection to nature. You gain a pool of special temporary hit points. These special temporary hit points stack with other temporary hit point bonuses and can be recovered through communion with nature. Spending at least 1 minute within the sunlight, standing on solid earth or within water that has a depth of 3 feet or more begins to fill your temporary pool of hit points. Being subjected to any of these conditions give you 1 hour of special regeneration. This effect does not stack with itself.   Under this effect, your pool regains hit points at the start of your turn equal to half your floraspawn level + half of your CON bonus, to a minimum of 1 hit point per turn. If you maintain 1 hour of sythesis, you do not need to eat this day; if you maintain 4 hours of synthesis you no longer need to sleep within the next 24 hours. Synthesis fails to work on planes you are not used to. You must spend 7 days within a new plane before you learn how to invoke synthesis.   Some abilities connected to your hit point pool require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:   Pool save DC = 8 + Proficiency bonus + CON Mod  

Petrified Bark

At 3rd level, as long as hit points remain in your pool, you gain resistance to all bludgeoning, piercing and slashing damage. This effect also extends to other creatures when affected by Blessing of the Mother.  

Ability Score Improvement

When you reach 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice instead of once, whever you take the attack action on your turn.  

Root Strider

At 7th level, you may use 10 feet of your movement to step magically into one living tree within 5 feet of you. You can then emerge from a second living tree within 60 feet of you that you can see. You appear in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. As a bonus action, you may also use this ability to pass through your network of roots. You may appear anywhere along your root network as long as you pass through only connected squares. Once you use the ability to pass through your roots, your movement speed is reduced to 0 for that turn.  

Spread Roots

At 7th level, you have learned how to burrow your roots into the ground under your feet. As a bonus action while on solid ground, you take root as long as you are not standing on metal or stone that is more than 1 foot thick. You may spread your roots up to 20 feet in any direction from where you are standing and you may also spend hit points from your pool to increase the distance your roots travel, 5 hit points for every 10 feet further to a maximum of 60 feet. You may use this ability a number of times equal to your CON Mod and you regain all expended uses of it when you finish a long rest. While your roots are planted underground and you are standing in a square occupied by these roots, you cannot be knocked prone or pushed at any distance.  

Wood Walker

Starting at 7th level, you know your way through any forest or swamp. When traveling through forest or swamp terrains, you receive advtange on any Wisdome (Survival) checks. Difficult terrain in these areas does not slow you down and while in these types of terrain, your synthesis grows stronger. While in a forest or swamp, your pool regains hit points at the start of your turn equal to half your floraspawn level + your CON Mod to a minimum of 1 hit point per turn.  

Splinters

At 9th level, when an attack cuts through your hearty bark, you retaliate in full. As a reaction , when your temporary hit points are reduced by a creature, you may choose to cause your bark to break away in a hail of splinters. You may either propel your bark at a single target up to 60 feet away or allow it to explode in a 5 foot area around you. Each creature affected must make a DEX saving throw against your Pool Save DC. A target takes half of your pool maximum in piercing damage on a failed save. You may use this ability a number of times equal to your CON Mod. You regain all expended uses after a long rest.  

Hungry Roots

Beginning at the 11th level, if you are exposed to a magical effect that restores hit points, you may instead add these hit points to your synthesis pool. When you use this effect, instead of normally rolling one more dice to restore hit points with a spell, you instead use the highest number possible for each die and restore that amount to your pool. Any amount over your pool is divided evenly and given to all creatures standing in a 5 foot area around you.  

Nature's Nourishment

At 14th level, while standing over your roots, your synthesis is bolstered. While you are standing over your roots, your pool now regains hit points at the start of your turn equal to half your Floraspawn level + double your CON Mod to a minimum of 1 hit point per turn. This effect only occurs when you are standing over your roots and ends if you do not start your turn over them.  

Blessing of the Mother

Starting at 15th level, you are able to infuse others with nature's blessing. as a bonus action, you can touch a creature and draw power from your synthesis pool to grant temporary hit points to that creature, up to half of your current pool. When a creature has these temporary hit points reduced to 0, you may use your reaction to bolster them with an additional supply of temporary hit points up to a maximum of your level.  

Stalwart Defender

At 18th level, when an ally is in danger, you may spread your roots and come to their aid. As a reaction, when an ally within 60 feet of you is the subject of an attack, after the roll has been made but before damage has been dealt, you may lay your roots in a line towards your ally and immediately travel through them to defend them. Your ally is moved to an unoccupied square within 5 feet and the attack now targets you. You have resistance to the damage dealt by the attack. This ability consumes 40 temporary hit points from your pool.  

Forest Tyrant

At 20th level, you have bound the spirit of nature to your body and have learned how to bolster yourself with ancient power. As an action, you turn into an avatar of the forest. You become a large size creature and your current sythesis pool hit points double in size. Your Strength and Constitution each increase by +6. Your maximum for these scores is now 26. All melee attacks you make have the "Siege" property, dealing double damage to objects and structures. While in Avatar form, your pool can no longer be restored, and you lose 20 temporary hit points from your pool. When your pool has been fully depleted, you revert back to your normal form. You can use this feature once per long rest.
subclass options:

Cathlynn Strongbow and her sister Cuuthalion grew up in a diverse and accepting Doriath, part of a harmonious blended family with two half-human brothers. Their lives took a dark turn after a traumatic incident at a village fair, leading to their departure from home and their family's disintegration. The twins, navigating hardships in the world of Nehwon, pursued their individual paths - Cathlynn in Druidic arts and Cuuthalion as a Paladin warrior, both grappling with an inherited addiction to Fever Few and staying connected through sporadic letters.

Character Location
View Character Profile
Vines crept downwards from within her hair
Alignment
Chaotic Good
Current Status
The Children of Karja Tal
Current Location
Species
Ethnicity
Age
155
Date of Birth
26 Satyr
Birthplace
Doriath, Middle Earth
Spouses
Siblings
Cuuthalion (Sister)
Ironcast (Half-brother)
Children
Current Residence
Nomadic
Sex
Female
Gender
Woman
Presentation
Feminine
Eyes
Grey
Hair
Dark Auburn , Long
Skin Tone/Pigmentation
Fair / Pale
Height
5'9"
Weight
200
Belief/Deity
Celtic Path

Articles under Cathlynn


Character Portrait image: Vines crept downwards from within her hair

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