Vol. 95: Dryad, Nymphs, Fauns, & Satyrs (Part 1)

Vol. 95: Dryad, Nymphs, Fauns, & Satyrs (Part 1)

Dryad, Nymphs, Fauns, & Satyrs

Racial Character Class

RPS: 4/10 or more (Varies depending on class)

At a Glance: Similar to the symbiosis shared between the Lizard People and the Bosh, this quadplex of beings are always found together throughout the multiverse. They live in a complex but harmonious symbiosis with each other. 

Appearance & Lifestyle: Another curiosity of the multiverse is the relationship between the Dryads, Nymphs, Fauns and Satyrs. Through out all realities they exist together. They are a matriarchal society with a Dryad as leader. Very rarely a Satyr will lead out of necessity or out of desire to have control. 

Let’s briefly discuss each individually: 

Dryads: Dryads are beautiful beings bonded with nature. (+1 to charisma/physical beauty) They appear humanlike with pointed ears. Not distinctly pointed like the elves but more roundly pointed. Their skin can be any color but will often have a green or blue green tint to it, not all over but highlighting their body beautifully. This highlighted color may also only be visible under direct sunlight. 

They are human height (usually 5’ to 6’ tall) they can be of any body type and are usually elegant and graceful. 95% of Dryads are female. Dryad males tend to be effeminate but not always. They may have human like hair, but most have leaves for hair. Often the leaves will be of such a type or styled in such a way that it still looks like human hair. They may have leaves or even flowers growing on other parts of their body. 

Dryads almost always will lead whatever society they are part of on their home worlds. (+1 to wisdom) They tend to be the most serious of their foursome and can be stoic and philosophical. They show great love and care for all around them and see themselves as protectors, especially for the Fauns, Satyrs and Nymphs in their charge. 

Nymphs and Fauns: Nymphs and Fauns are very similar. They tend to be smaller in stature and are astonishingly beautiful! (approx. 4’ to 5’ tall & +3 to charisma/physical beauty. They also roll an additional die on this stat!) But are unfortunately not incredibly bright. (-2 to intelligence and wisdom) 

Almost all Nymphs are female (95%) and the males tend to be effeminate but not always. They appear as small humans, but their skin can be any color of the rainbow. They will associate with a particular element of nature and will have body accents that show this association. Water nymphs may have beautiful scales accenting parts of their body or even gills, tree nymphs may have large leaves on their body or bark in patches on their skin, Bird nymphs may have feathers or tiny wings on their back. They can associate with any plant, animal, or element of nature so their accents can vary wildly. 

Almost all Fauns are male (95%) and the females tend to be tomboyish and/or masculine but not always. They appear as human from the waist up except for their shoulders and heads which sometimes are covered in a soft goat or sheep fur and they almost always have tiny goat horns sprouting from their heads. Some of them even have cute goat noses. From the waist down they have goat or sheep legs covered in soft fur. Their hooved feet tend to be large. They also will usually have cute goat or sheep tails. 

Fauns and Nymphs are quite playful and delight in all kinds of play. Especially sexual play. The Fauns, Nymphs, Satyrs, and Dryads ALL tend to be extremely sexually fluid and see no use for noticing gender in any type of play they engage in. Midday orgies are common. (As well as midnight, mid dinner, mid second breakfast and so on) When not “frolicking” they happily do most of the work of their society. Hunting and gathering, running shops and cleaning, farming and so forth. They seem to be perpetually happy and perpetually oblivious. They frighten easily (-1 to Horror Factor and Fear based checks) 

Nymphs and Fauns do have male and female sexual characteristics, but most are quite androgynous. 

Satyrs: Satyrs are mostly male. (95%) The females tend to be quite masculine but not always. Satyrs tend to be about 5’ to 5’5” tall. They appear as human from the waist up but may have soft horsehair on their shoulders and heads. Some will have a horse mane that starts on their head and goes down their backs. Some do not have regular ears and have horse ears instead. Those with human ears tend to have large goat or ram’s horns on their heads. Like fauns their upper bodies tend to be smooth but unlike fauns they may have thick soft chest and forearm hair.

From the waist down they are horse, but not like centaurs, they only have two legs. They usually have large beautifully kept horse tails which they take great pride in. They have large hooves for feet. 

They tend to be compact and quite muscular naturally. (+1 to strength or endurance/constitution, players choice.) and are usually quite wise (+1 to intelligence or wisdom, players choice.) They are avid learners and love learning about history and trivia. 

Satyrs can be quite aggressive and angry. Especially during their very long pubescent period and into early adulthood. During this time many may try to strike out on their own leading a small band of nymphs and fauns. They may even try to overthrow existing leaders and vie for power themselves. This usually ends poorly with the delicate fauns and nymphs growing tired of an angry Satyr’s attitude, leading them to abandon the Satyr. Usually this aggressive streak will die down as they enter adulthood, but their short fuses tend to remain and they can be set of by the smallest of slights. However, they will not usually point this anger at the Fauns, Nymphs, and Dryads they live with but at outsiders, especially outsiders of different races. Outsiders must earn a Satyr’s trust, which is hard to do, if they wish to keep from gaining their ire. But if they do the Satyr will be a loyal and protective friend. Satyrs are natural protectors and will fight to the death for their symbiotic family and friends in their community and for true friends they make anywhere. 

Nymphkin: Despite all their distinct differences they are still considered to be one race called the “Nymphkin” This is because they can all mate and produce offspring with each other. Female Nymphkin can choose to become pregnant or not by will. Dryads and Satyrs mating with any of their other kind will usually produce Dryads and Satyrs as offspring but not always. Nymphs and Fauns mating strictly with each other usually produces nymphs or fauns, but also not always. They have an extremely complex biology. 

The Nymphkin are also quite advanced in the sciences. Particularly biology and botany. They have a great love for the Trementians whom they have been allies and friends with for countless lifetimes. The Trementians, considered by most to be the best biologists in the multiverse, will often share research with them, and they work together on scientific projects of all kinds. 

Nymphkin are beings very connected to nature and often live in open cities dominated by beautiful landscaping. Their cities tend to be low to the ground and expansive with not may tall building. Instead they will grow massive magical trees in their cities that reach far into the sky. Going up these trees they will build massive connected treehouse like building that hug the trunk and branches. They call these massive magical trees “Terrene Trees”, and there is so much to say about them they will have their own write up one day…

They all tend to wear very little clothing, except the Dryads who are slightly more modest and usually wear (very revealing) Robes or Kimono type outfits. The Fauns, Nymphs, and Satyrs are just as happy to go naked when possible or wear loin cloths. In public settings they will simply dress as provocatively as possible. 

Of all the Nymphkin Dryads and Satyrs are most likely to be player characters, having the most range and subclasses. Fauns and Nymphs can be played but have far less subclasses and tend to be timid and easily scared until higher levels.  

All Nymphkin have the roundly pointed ears as mentioned with the Dryads. 

Powers & Abilities: Again, let’s take a look at each one individually. Take note each one will have many subclasses to choose from like all the other races we have come across. These will all one day be printed in a supplement. But before that lets share what all Nymphkin share in common…

All Nymphkin have excellent eyesight and can see fairly well in the dark. They do not have true night vision like some other races but with a full moon and a cloudless starry sky they can see quite well. All Nymphkin are resistant to disease and fully immune to all STDs. (+3 to save vs all other illness and infection) 

They all go thru a very long pubescent period they call “Sprouting”, lasting about 10 years or even more. During this time, they retain a juvenile appearance and may act quite sophomoric and fratish. After this period, they will proceed to grow normally into adulthood. 

They all receive bonuses to any skills related to science, specifically botany, biology, chemistry, and agriculture. They may choose one additional skill of this type at level 1 and another additional at level 10.

Nymphkin can choose to be any “normal” class, such as warrior, rogue, wizard, psionic, etc. But most tend to use Nature/Druidic magic, to which they receive huge bonuses. They also receive bonuses in the use of Elemental magic, but not nearly as large. The exception to this is the Nymphs who receive much larger bonuses in Elemental magic if it relates to their aspect of nature. For example: Rock or Earth Nymphs would receive bonuses to using Earth elemental magic. Wind or Bird Nymphs would receive bonuses to Wind elemental magic. And so on… 

Lastly all Nymphkin can commune with nature 4 times a day at no cost, as the spell cast at their level. This allows them to speak to plants and animals. They share a natural affinity and empathy with plants and animals. Animals will always be more likely to trust them and less likely to attack. Even hungry or angry animals will often pass by a Nymphkin leaving them unharmed. Poisonous and stinging plants usually have no effect. (DMs discretion) 

Dryads: Dryads are quite powerful and possess many unique abilities. During their pubescent stage they will bond with a plant of some type. A tree, a flower, a fern, whatever they choose. They usually call this bonding, “The Rootlink.” Once the Rootlink is made they will enter a “familiar” type situation with the plant they have chosen. The plant will gain “senses” and be able to communicate what it “sees and hears and feels” around it. The plant can also be used as a conduit for spells releasing magic as the Dryad wishes. 

Ideally this plant will remain in the ground where it will grow and be cared for by the Dryad and their family for a lifetime or more. Since the beginning of their history most Dryads have sought to bond with trees. But sense the emergence of the Oblivion and with the rise of interplanetary, intergalactic, and multiversal war this has become less and less common. Trees grow large quickly making then hard to move easily when the need arises. More commonly now most Dryads have chosen to bond with flowers or other smaller plants. And instead of letting them grow in the ground they let them grow in their hair, or on their shoulders or perhaps on some other body part. The plant draws the nourishment it needs from the Dryads body and from the sun of whatever planet they are on when possible. 

The bonded plant is amazingly resilient. It cannot be simply plucked or destroyed easily. It shares hit points with the Dryad taking damage but not dying. On the flipside the plant acts as a hit point and mana battery for the Dryad. The Dryad can at will absorb magical power or healing from the plant. (The amount of both going up with each level of the Dryad.)

If the plant is about to die for some reason, whether being attacked directly or in some other danger like a forest fire, the Dryad can extract a seed from the plant and regrow it later. The ritual to do this takes a full 1d4 minutes so it can be a close call at times if the Dryad is stuck in battle or if the fire is coming quickly. It can also only be performed once a month. Once they have the seed, they must replant it within 3 days. The plant will then sprout again overnight. It will then take it a full 6 weeks to regrow to the point where it can be rebonded to the Dryad. During the time the plant must remain planted in soil either in a pot or the ground. During this time the Dryad will be restless and dote over the plant like a worried mother. Of course during this time, the plant cannot be used as a battery or as a familiar. 

If the plant ever dies the Dryad will instantly be stunned for 6d6 rounds! They will also permanently lose 1d6 HP! It will then be 1 +1d4 months before the Dryad will be able to Rootlink with another plant. During this time the Dryad will take on a sickly appearance and be incredibly lethargic receiving negatives to all combat rolls and skill checks. 

The opposite side to this is that if the Dryad dies there is a chance the plant will bring them back to life! When the Dryad dies, they will not Traxt, but will instead fade and look much like a dead plant. They other INCREDIBLE thing about this is a Dryad can be resurrected by resurrection magic if it is available! They are the only known race in the multiverse who have this luxury available to them naturally! If they are not resurrected by magic or other means within 2d6 hours the plant they are bonded with will take on a wilted appearance but not die. There is a 50% chance + 5% per level that in 24 hours the plant will produce a large seed. If that seed is planted and cared for it will grow into a cocoon like tree over the next week +1d6 days. After this the Dryad will emerge from the cocoon tree alive again! It will take them another 1d8 days to fully recover AND they will still have all the negatives mentioned earlier for losing their bonded plant, but they will be alive! All of this makes the Dryads one of the most resilient races in all of reality. If the plant does not sprout the resurrection seed it will die and a Traxt will form in its place as with all other normal deaths. 

Dryads with leaves for hair can also draw nutrition from the sun. It doesn’t provide much sustenance but Dryads with leaves for hair can resist hunger and or fast for much longer than others.

One specialty class of the Dryads are Butterfly Mages. These magic users are constantly surrounded by beautiful butterflies and moths which they use to cast unique and powerful spells! 

OK we will end it hear for today and cover the other three members of this species next time! See you then for part two about this amazing race! 

About the Illustration: Here he have a Slider with a magic apple! And a doodle of an Alchemist and a Caveman 😊 

 

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