Elyndra - "The Wildwood Trickster"
Elyndra is known as the Wildwood Trickster, the Unbound Wildheart, and Queen of the Wild Hunt. Legends say that Elyndra is a daughter of The Living Infinite, born from the seeds of destroyed Yggdrasil and left to grow in the plane of wood. Her form is ever-changing, reflecting the untamed nature of the woodlands. Her laughter resonates like the rustling of leaves in the wind, and her eyes dance with myriad colors.
The Queen of the Hunt earned her title following her birth, venturing into the Feywild in her youth. It is repeated that Elyndra captivated the hearts of many Fey Lords, taking many lovers and with their love a piece of their power for herself. Her greatest conquest was the theft of the Wild Hunt, the enigmatic group whose reputation and numbers had fallen into near nothingness following the failed schemes of Baba Yaga. Elyndra bested Baba Yaga in a game of wits, earning the ancient title of rulership over the Hunt. Fey everywhere flocked to serve their new queen in this revitalized organization, and Elyndra led her flock back to her home to once again begin their journey across the stars.
Elyndra possesses a unique status among gods, and is able to manifest outside the Plane of Wood. Whether she possesses a unique power, or has an accord or understanding with the god Voa, none can say for certain. Elyndra is said to be present whenever the Wild Hunt rides, appearing at the edges of men’s senses. Her appearance is only witnessed by those chosen to join the Hunt.
Elyndra is a mischievous and enigmatic deity who revels in the untamed chaos of the wilderness. Often depicted with vibrant, ever-shifting colors and a wry smile, she represents the unpredictable aspects of nature and the freedom found within it. Those who have gazed upon her describe a mixture of a tall, green-haired, humanoid woman with a combination of elf, dryad, and nymph characteristics. Her body constantly shifts and integrates natural features, the only unchanging aspects of her being her crown and the beauty inherent in all she embodies. The goddess’s connection to the Living Infinite is often exacerbated by the claim that she can drive mortals to madness with her beauty should she will it so.
Areas of Concern: hunting, mischief, beauty Divine Realm: Unknown if there is one Alignment: Chaotic Neutral Typical Follower Alignments: CG, N, CN, rarely CE Edicts: Relish in jokes and pranks, think for yourself, see the beauty in all things, seek hedonistic thrills Anathema: Be completely honest, ruin or explain a good joke Doctrines and Beliefs: Elyndra embodies the chaotic aspects of the woods, embracing sudden shifts and changes. She is known to introduce surprises and unexpected turns to the natural order. Known as the Wildwood Trickster, Elyndra delights in pranks and illusions, often teaching valuable lessons through clever deceptions. She champions the concept of breaking free from societal norms and embracing the wilderness’s untamed spirit. Elyndra encourages adventurers to explore uncharted territories and to embrace the unknown. Elyndra teaches that the essence of life is change and adaptation, and that the strongest and most vibrant forms emerge from the chaos of growth and decay. Her followers believe in embracing the dynamic nature of the natural world, celebrating diversity and change, and encouraging the growth of wild and uncontrolled places. As the patron of the Wild Hunt, Elyndra is also a goddess of competition and prowess. Unlike the many older iterations of the Hunt in both recent centuries and past millenia, this Hunt is focused less on death and destruction, and more on the thrill of the hunt and treats the act as a contest. Mortal hunters often make offerings to the Wildwood Trickster, in exchange for the opportunity to hunt large game and to guide their bow. Worshippers: Followers of Elyndra include free spirits, adventurers, and those who challenge authority and convention. Worship of Elyndra involves impromptu celebrations, storytelling, and tests of skill and cunning. Her followers often engage in quests to discover hidden truths or embark on journeys into the heart of unfamiliar wilds.
Areas of Concern: hunting, mischief, beauty Divine Realm: Unknown if there is one Alignment: Chaotic Neutral Typical Follower Alignments: CG, N, CN, rarely CE Edicts: Relish in jokes and pranks, think for yourself, see the beauty in all things, seek hedonistic thrills Anathema: Be completely honest, ruin or explain a good joke Doctrines and Beliefs: Elyndra embodies the chaotic aspects of the woods, embracing sudden shifts and changes. She is known to introduce surprises and unexpected turns to the natural order. Known as the Wildwood Trickster, Elyndra delights in pranks and illusions, often teaching valuable lessons through clever deceptions. She champions the concept of breaking free from societal norms and embracing the wilderness’s untamed spirit. Elyndra encourages adventurers to explore uncharted territories and to embrace the unknown. Elyndra teaches that the essence of life is change and adaptation, and that the strongest and most vibrant forms emerge from the chaos of growth and decay. Her followers believe in embracing the dynamic nature of the natural world, celebrating diversity and change, and encouraging the growth of wild and uncontrolled places. As the patron of the Wild Hunt, Elyndra is also a goddess of competition and prowess. Unlike the many older iterations of the Hunt in both recent centuries and past millenia, this Hunt is focused less on death and destruction, and more on the thrill of the hunt and treats the act as a contest. Mortal hunters often make offerings to the Wildwood Trickster, in exchange for the opportunity to hunt large game and to guide their bow. Worshippers: Followers of Elyndra include free spirits, adventurers, and those who challenge authority and convention. Worship of Elyndra involves impromptu celebrations, storytelling, and tests of skill and cunning. Her followers often engage in quests to discover hidden truths or embark on journeys into the heart of unfamiliar wilds.

Devotee Benefits:
Divine Ability: Dexterity or Charisma Divine Font: Heal or Harm Divine Skill: Deception or Survival Sanctification: Can choose Holy or Unholy Favored Weapon(s): Shortbow or Longbow Domains: Change, Freedom, Nature, Trickery, Wood Alternate Domains: Cold, Indulgence, Passion Cleric Spells 1st: Sure Strike 5th: Tree Stride, 6th: Arrow Salvo
Children
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