
It is rather common for a new wind to be created when somebody creates four separate moons each with a separate card power.
When this happen the moon forger of thune is consiserd to be holding four aces and thus has been considerd as having won in a war of reason against the forces of darkness.
Regrettably some considered this to be too much power for one person to command all by themself so they instead create a wind. This wind can spread the influence of all four moons all over Thune.
However these winds themselves are so powerfull they can also create tornados. So the force of these winds themselves is contained in a special soul rune that a moon forge can adopt.
For the most part these rune winds go left alone to help fic the globe on their own however there are a good number of cases where folks hold onto and govern their rune wind.
Doing this always means careing for a sentient being and keeping them from demonic harm it also means facing demonic harm yourself thus you are granted what some call the 7th gift.

Holding the 7th gift means that all of Thune can reap the benefits of your moons
It also means that as a 7th gift gurdian your type officially changes to celestial and that you become the mane hope for defending others from demonic harm when they are dreaming on the astral plane.
7th Daughter.
Medium Celestial, Typically Chaotic Good
Armor Class 14 (studded leather)
Hit Points 10 (1d8 + 2)
Speed 30ft. fly 40 ft.
STR
12(+1)
DEX
14 (+2) <+4>
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2) <+4>
CHA
10 (+0)
Saving Throws Str +6, Dex +4
Skills Athletics +6, Perception +4, Stealth +4, Survival +6
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 1 (100 XP) Proficiency Bonus +2
Actions
Soul Sigil: Your central heart sigil flares to lifife calling channeling 50% of you lunar power through you once per day for ten minutes when this happens you receive these benefits.

1: Demon Slaying: all your weapon attacks do 1d4 per proficiency modifyer radiant damage per hit fiends are considerd vulnerable to this damage.
2: Heavens Reach: The natural range of the bow increases to 600 feet and its critical range is 19-20
3: Vanquishment. On a critical hit a demon must risk getting suck back into the pit but this time as a quasit. The DC for the Demon to resist this is Wisdom (Dc 12 +Wisdom+ Proficiency modifyer)
4: Dream Warden: If you kill a demon on the Astral plane your Soul Sigil grows and expands. Feel free to add any one of these spells to your list of innate spells. All these spells are considerd cast as a 7th level spell caster
- Bless
- Cure light wounds
- Aid
- Create food and water
- Sheilf of faith
- Protection from evil and good
- Know alignment
- Lightning bolt
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) radiant damage if the target has comited a major felony instead last month.
Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
At will: dancing lights, druidcraft, spare the dieing
At level 5 you also get
1/day each: goodberry, pass without trace, tongues, healing word, lesser restoration. revivify

Whirlwind of Aces
Once per short rest you may also conjure a whirlwind of aces to serve you for one hour during that time period you get these four elemental force power of all your forge moons but reduced to manigible amount of primordial magic.
Northern spades wind: this wind let’s you weild one item up upto rare quality along with a +1 aresting bowthat you are alwaysc equiped with but the spades wind returns these things to your person.
Eastern Diamond wind: grants you triple advantedge on the enemies harming your party when you normal would not gain advantedge. Aditionaly you are also considerd to have the sharp shooter feat
Southern wind of hearts. You are enhanced by these three spells hast, magic weapon flame arrow spell.
Western Wind of Clubs: You get acrobatics and athletics you can balance yourself and fire your bow with just a DC 12 + the number of arrows yo wish to fire. You also gain a +1 luck bonus to atack and damage with your bow.

Bonus Actions
Arrow forge: you can conjure an arrow force that can also carry the strength of your heart sigil please feel free to create any one of these arrows.wind
You may use each Arrow shot a number of times per short rest equal to their proficiency modier -1
- Areesting arrow : Stuns foes on hit with a a constition save of DC 12 + proficiency + wisdom modifyer.
- Vanquishing arrow: forces an outsider to be banished and all others to diapear for 1d4 rounds resisting requires wisdom DC 18.
- Delivery arrow: upon a hit you may also deliver a level one or level two spell on the target or his area.
- Mercy’s grace: This arrow does not damage and instead heals 1d8 health.
- Triple threat: you mak up you three atacks as the arrow splits into three parts each has a base damage of 1d4 points of damage. Shooting alll three uses up your entire action.
- Boom bolt: this arrow explodes has a DC dexterity 16 or take 3d4 electric damageing and foe that drop because of damage doesn’t die but rather goes unchonus for 48 hours
- Warp shot: after the arrow hits something you may cast mist step to that area.
