Satyr: Difference between revisions
(Created page with "{{Bestiary |Image = missing.png |Class = Humanoid |Rarity = Uncommon |Size = Medium |HP = 9 |STR = 8 |DEF = 6 |AGI = 10 |INT = 4 }} ==Introduction== The satyrs, also called “Fauns” or “Goatmen” are one of the most iconical, chaotic and savage inhabitants of the wilderness north of Myln Arbor. Satyrs have tribal organization and their scary flute compositions have taught many travelers the meaning of fear, since they are mostly known for their barbarism and the...") |
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|Image = | |Image = SatyrAI.png | ||
|Class = Humanoid | |Class = Humanoid | ||
|Rarity = Uncommon | |Rarity = Uncommon | ||
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==Introduction== | == Introduction == | ||
Any Azari'cerr will tell you when you hear the sound of galloping to listen for how many feet fall, for they know well of the "goat men" that invade their sacred forest. Satyrs and their female counterparts, Fauns, are the tribal half-men who inhabit the tail mountains of Eden. | |||
Satyrs | |||
== Description == | == Description == | ||
At first glance, one may mistake a Satyr for any other man or, more likely, a tiefling with a bit more fur. However, some of what sets these humanoid creatures apart is that their horns are separate from their bone structure; they have even been rumored to regrow if damaged. Meanwhile, despite the sound of their footsteps resembling a horse, Satyr’s are cloven- footed once more comparable to a mountain goat. | |||
Satyrs | However, do not be fooled by their animal-like lower half; Satyrs form societies much like other humanoid races- Albeit less advanced. Often, they can be seen wearing makeshift clothing to cover themselves and keep themselves relatively clean, perhaps even more so than your average man with the thick coat of fur they have to maintain. | ||
== Behavior == | |||
Now you can see how they acclimate so well into the forests of Eden. One may even mistake them for a fae creature, and they use this to their advantage. If nothing else, a solitary Satyr is tricky and known for playing pranks on those lost in the woods. Their flutes may lead you further from home or away from their own, all to lure you to where they may have a better advantage. | |||
With their sorted history of fighting with the Azari’cerr, some have even learned to speak elvish to trick or allure unsuspecting travelers hoping to glimpse a nymph or faerie. However, the Satyrs have a language of their own, and not even the Azari have been able to decipher it, nor would they desire to. | |||
Satyrs | When Satyrs gather en masse, their true colors are put on display. No longer the harmless tricksters of the road, these tribal camps become violent. Hunting parties are sent to capture unsuspecting travelers for games and ritual rites. None are certain of what or who these cultish goats worship, but it is clear their faith is signed in blood. | ||
== Habitat == | |||
While the Azari’cerr will tell you they belong no more to the forest than the Hadrians, it has been long since the Satyrs took up homesteading within the forests of Myln’arbor. Small groups of Satyrs have been scouted coming and going from the mountains during Lilith’s Veil, but once they have made an encampment, they are there to stay. These are often marked off by crude bone monoliths meant to ward off those seeking to interrupt their newfound way of life. | |||
Encampments of varying sizes appear every so often within the forest, and this has sparked much debate amongst outsiders and natives of the Myln’Arbor. Some sympathizers have suggested communicating with the humanoids, with Satyrs having caught onto elvish before. Though, to the majority of Azari’cerr, these “goat men” are a blight on the forest with their horrific rituals, which need to be purged with no exceptions. | |||
== Abilities == | |||
'''Movement''': Satyrs make for some of Eden’s best humanoid climbers (Satyrs can move upwards two blocks for 1 movement). However, their top speed is still that of the average Azari’cerr (d6+6 agi) | |||
Satyrs | |||
'''Weaponry''': Being humanoid, Satyrs often use the same weaponry as other creatures with opposable thumbs (Satyrs may use the Axe, Spear, and Shield weaponry profiles). | |||
Satyrs | '''Horned Charge''': Satyrs horns are their most vicious and carnal form of attack able to attack unarmed by charging. The Satyr in question uses their hooves to push off the ground into the closest obstacle (Consumes movement action, forced 4m linear, stopped on hitting target). The unfortunate receiver of this bullish attack is knocked back, very likely getting the wind knocked out of them (3d2 knockback, 4 damage). | ||
== Drops == | |||
- '''Satyr Horn''' | |||
One might call this ironic, not just the keratin from the humanoid’s head but also a tool of war. That said, when they aren’t being turned into instruments they are often grounded down into a fine powder. This powder is said to be medicinal for minor ailments like migraines, or aching pains. | |||
- '''Satyr Haunch''' | |||
They might call you mad, perhaps even sick or disgusting. The bottom halves a goat so it should taste like goat right? It’s about survival not ethics, just try not to think about it too hard… | |||
''' | - '''Satyr Pelt''' | ||
They fit my size perfectly! This stylish set of furs send a stunning message to any would-be goat-like cultists, “Not in my forest!” These furs can keep your legs warm through the harshest that Lilith’s Veil has to throw at you! Note, the mileage on fashion sense amongst non-Azari’cerr may vary. | |||
__NOTOC__ | |||
Latest revision as of 18:22, 10 October 2024
Class | Humanoid |
Rarity | Uncommon |
Size | Medium |
Stats |
9 HP 8 Strength 6 Defense 10 Agility 4 Intelligence |
Introduction
Any Azari'cerr will tell you when you hear the sound of galloping to listen for how many feet fall, for they know well of the "goat men" that invade their sacred forest. Satyrs and their female counterparts, Fauns, are the tribal half-men who inhabit the tail mountains of Eden.
Description
At first glance, one may mistake a Satyr for any other man or, more likely, a tiefling with a bit more fur. However, some of what sets these humanoid creatures apart is that their horns are separate from their bone structure; they have even been rumored to regrow if damaged. Meanwhile, despite the sound of their footsteps resembling a horse, Satyr’s are cloven- footed once more comparable to a mountain goat.
However, do not be fooled by their animal-like lower half; Satyrs form societies much like other humanoid races- Albeit less advanced. Often, they can be seen wearing makeshift clothing to cover themselves and keep themselves relatively clean, perhaps even more so than your average man with the thick coat of fur they have to maintain.
Behavior
Now you can see how they acclimate so well into the forests of Eden. One may even mistake them for a fae creature, and they use this to their advantage. If nothing else, a solitary Satyr is tricky and known for playing pranks on those lost in the woods. Their flutes may lead you further from home or away from their own, all to lure you to where they may have a better advantage.
With their sorted history of fighting with the Azari’cerr, some have even learned to speak elvish to trick or allure unsuspecting travelers hoping to glimpse a nymph or faerie. However, the Satyrs have a language of their own, and not even the Azari have been able to decipher it, nor would they desire to.
When Satyrs gather en masse, their true colors are put on display. No longer the harmless tricksters of the road, these tribal camps become violent. Hunting parties are sent to capture unsuspecting travelers for games and ritual rites. None are certain of what or who these cultish goats worship, but it is clear their faith is signed in blood.
Habitat
While the Azari’cerr will tell you they belong no more to the forest than the Hadrians, it has been long since the Satyrs took up homesteading within the forests of Myln’arbor. Small groups of Satyrs have been scouted coming and going from the mountains during Lilith’s Veil, but once they have made an encampment, they are there to stay. These are often marked off by crude bone monoliths meant to ward off those seeking to interrupt their newfound way of life.
Encampments of varying sizes appear every so often within the forest, and this has sparked much debate amongst outsiders and natives of the Myln’Arbor. Some sympathizers have suggested communicating with the humanoids, with Satyrs having caught onto elvish before. Though, to the majority of Azari’cerr, these “goat men” are a blight on the forest with their horrific rituals, which need to be purged with no exceptions.
Abilities
Movement: Satyrs make for some of Eden’s best humanoid climbers (Satyrs can move upwards two blocks for 1 movement). However, their top speed is still that of the average Azari’cerr (d6+6 agi)
Weaponry: Being humanoid, Satyrs often use the same weaponry as other creatures with opposable thumbs (Satyrs may use the Axe, Spear, and Shield weaponry profiles).
Horned Charge: Satyrs horns are their most vicious and carnal form of attack able to attack unarmed by charging. The Satyr in question uses their hooves to push off the ground into the closest obstacle (Consumes movement action, forced 4m linear, stopped on hitting target). The unfortunate receiver of this bullish attack is knocked back, very likely getting the wind knocked out of them (3d2 knockback, 4 damage).
Drops
- Satyr Horn
One might call this ironic, not just the keratin from the humanoid’s head but also a tool of war. That said, when they aren’t being turned into instruments they are often grounded down into a fine powder. This powder is said to be medicinal for minor ailments like migraines, or aching pains.
- Satyr Haunch
They might call you mad, perhaps even sick or disgusting. The bottom halves a goat so it should taste like goat right? It’s about survival not ethics, just try not to think about it too hard…
- Satyr Pelt
They fit my size perfectly! This stylish set of furs send a stunning message to any would-be goat-like cultists, “Not in my forest!” These furs can keep your legs warm through the harshest that Lilith’s Veil has to throw at you! Note, the mileage on fashion sense amongst non-Azari’cerr may vary.