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{{Bestiary
{{Bestiary
|Image = missing.png  
|Image = SatyrAI.png  
|Class = Humanoid
|Class = Humanoid
|Rarity = Uncommon
|Rarity = Uncommon
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}}
}}


==Introduction==
== 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.
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 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 their pagan rituals that involve abducting and sacrificing humanoid creatures.
 
== Habitat ==
Satyr tribes inhabit mainly the northern outer part of Myln Arbor and part of the Dzarathas Mountains.Smaller groups of satyrs can also be more rarely found in almost all the forests of Eden.


== Description ==
== Description ==
Satyrs are creatures that have both a human part and an animal part. This animal part is mainly found on the lower half of their body that resembles that of a goat (hence the name “goatmen”).
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.
The legs are provided with a thick fur, with 2 toes hooves instead of feet, made of firm organic polymers as much as those of other animals.


Satyrs also have long curved goat horns on their head that vaguely resembles a human one.
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.
Their snout is in fact a bit longer, their ears larger and furry and their eyes green or yellow, with rectangular goat pupils.


The colors of the coat can vary from gray, brown, black and rarely also white.
== Behavior ==
An adult satyr is about 140-150 centimeters tall. Their weight is not much different from an average adult male human’s. They have genders although they do not have evident sexual attributes and all look like males to an inexperienced eye.
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.
They wear simple clothes made of rough leather they get from skinned hares or deer.


== Behaviour ==
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 are territorial semi-intelligent creatures that live in small tribes.
They are nomadic and usually sleep in beds they make with large leaves and other vegetation they collect from the undergrowth. Yet they have their own twisted taste for beauty and usually decorate their small encampments with skulls of small animals, flowers and windchimes made of broken bones and roughly carved wood.


Satyrs can also make simple tools from stone, although they prefer stealing better ones from civilized folks, they are mainly expert spearmen both for hunting and for fighting.
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.


Music is a very important aspect in a satyr life. Not only do they project the most different and original windchimes, but they also like flutes and trumpets that they like to play in every circumstance, both for war and in their daily life.
== 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.


They are used to craft these instruments from seasoned wood and bones they get from the victims that enter their territory.
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.


Their music is unmistakable and usually creepy for travelers, such that many have learnt to turn back on their road when they hear their flutes.
== 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)


The satyrs have their own tribal pantheon, different in every tribe, that usually focus on worshiping one Voidal Titan that they do not really specifically know except perhaps their oldest shamans.
'''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 do not live long, they can age up to a maximum of 60 years old but they rarely reach this age, since their life is extremely dangerous and in a continuous conflict with other inhabitants of the forest. In their place of origin north of Myln Arbor those are  usually other satyr tribes, ice dragons of the north or the ents.  
'''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).


Many of them get also sacrificed in their pagan rituals, when they do not find other humanoid victims.
== Drops ==
- '''Satyr Horn'''


Satyrs feed on berries, fruits and even raw grass or leaves when they’re starving. They cannot digest flesh or meat, but not for this reason are pacific or harmless towards animals or other humanoid creatures.  
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.


Satyrs are always in need of leather for their clothes and shields and human sacrifices are believed to be extremely beneficial for the future of their tribes.
- '''Satyr Haunch'''


===In Combat===
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…
In combat the Satyrs will fight fiercely using their primitive weapons and eventually throw their spears to targets out of their melee range.  
 
== Abilities ==
'''Horned Charge''': The satyr will try to use its horns in the fight by charging. It must move at least 3m in a line (maximum 8m) to use this skill, and not having other obstacles in their trajectory; its attack roll will have a +2 bonus and deal additional 2 damage if it hits.A charge is a full round action that involves both movement and attack.


'''Spear''': A satyr is usually armed with a very primitive shortspear, but he is really proficient in using it.
- '''Satyr Pelt'''
The satyr’s spear makes one single attack that deals 1d3 damage. A satyr usually carries about 3-4 spears into battle, that keeps on his back, and has no problem in throwing them (dealing the same damage).
A satyr either charges or attacks once per round.


'''Shield''': A satyr’s leather shield gives him +2 to defense rolls
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.


==Drops==
__NOTOC__
Goat fur, bones, horns

Latest revision as of 18:22, 10 October 2024

SatyrAI.png
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.