Villager: Peachtea

Villager Info
ID: #157729
Name: Peachtea
Gender: Female
Location: Quetzal Palace
Born 8 years, 9 months ago
Career: Explorer
Owner: Kitari
Species: Wickerbeast
Color: Pink
Buffs:House: House has been destroyed.
Career (View All)
Paintie
Peachtea no longer has a house! They will be unable to work. Please replace the house or move Peachtea into a FC slot.
About
"Peachtea will not let you pass! But if can answer her game, she will consider."
A mythical beast created by merging a lion, goat, and serpent into one twisted amalgam though dark science and sorcery, Peachtea is as brutal as she is strange. Through capable of thought and clearly displaying an aptitude for reason in her love of puzzles and riddles, the monstrous girl remains bestial in mind, and revels in the hunt, and resulting bloodshed. Consistently she has revealed no greater remorse for lose of life than a common animal, and displays no moral code or conception of death as crime or sin, no matter the sentience of the victim. It is not murder to her, merely the way of life.
Despite this, she is not wholly incomprehensible. Granted her appetite is sated and she is not shown threat, she can be communicated with and is capable of speech and able to recognize and recall returning visitors and form a fondness for those whose company she favors. Still, it is advised those who wish to entreat her company enter the encounter with the mindset of one venturing into the territory of a wild beast, rather than a civilized fur. If offended, threatened, or given other cause to her mind, she can attack without warning, and even without meaning to her claws and immense strength may result in serious wounds.
Peachtea enjoys hunting most of all, as well as combat. She is at the heart, a monster. However she also displays a fondness for riddles and games, and will often set herself up as guard of some well-used passage or another, demanding an answer to her newest riddle before the unlucky would-be-traveler is permitted to cross, or thieving some trinket or another and guarding it from its owner's return in the same manner. Unfortunately for those inept at riddling, attempting to proceed without producing the correct response is taken as an open invitation to become dinner. Kas-Arak in particular often falls victim to this play, as thieving tools and seeds from the gardens is often the easiest to manage.
A mythical beast created by merging a lion, goat, and serpent into one twisted amalgam though dark science and sorcery, Peachtea is as brutal as she is strange. Through capable of thought and clearly displaying an aptitude for reason in her love of puzzles and riddles, the monstrous girl remains bestial in mind, and revels in the hunt, and resulting bloodshed. Consistently she has revealed no greater remorse for lose of life than a common animal, and displays no moral code or conception of death as crime or sin, no matter the sentience of the victim. It is not murder to her, merely the way of life.
Despite this, she is not wholly incomprehensible. Granted her appetite is sated and she is not shown threat, she can be communicated with and is capable of speech and able to recognize and recall returning visitors and form a fondness for those whose company she favors. Still, it is advised those who wish to entreat her company enter the encounter with the mindset of one venturing into the territory of a wild beast, rather than a civilized fur. If offended, threatened, or given other cause to her mind, she can attack without warning, and even without meaning to her claws and immense strength may result in serious wounds.
Peachtea enjoys hunting most of all, as well as combat. She is at the heart, a monster. However she also displays a fondness for riddles and games, and will often set herself up as guard of some well-used passage or another, demanding an answer to her newest riddle before the unlucky would-be-traveler is permitted to cross, or thieving some trinket or another and guarding it from its owner's return in the same manner. Unfortunately for those inept at riddling, attempting to proceed without producing the correct response is taken as an open invitation to become dinner. Kas-Arak in particular often falls victim to this play, as thieving tools and seeds from the gardens is often the easiest to manage.