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Astyr (As-tear)

Goat-like humanoids who live in the mountains that separate Ixuil and Matera; they are kind and sociable creatures, despite once being infernal creations. Created by the devils and sent to Ixuil to conquer the region in the name of the Hellforge. They rebelled against the devils and attempted to peacefully colonize the region, only to be pushed into The Ebon Range by the Tamun, who don’t believe that they have turned away from their diabolic masters.

Basic Information

Growth Rate & Stages

Astyr kids are born with only small horn nubs. An Astyr reaches adulthood when their horns are fully grown, which is generally around 14 years of age.

Dietary Needs and Habits

Some astyrs have the ability to digest almost anything, and such astyr are always on the lookout to try new tastes.

Additional Information

Social Structure

Astyr society is relatively ordered, but not extremely rigid in its rules and laws. While they are technically ruled by their King, the Primal Beastman Astor, he has been sealed away deep in the mountains by the Tamun and contributes little to actual rulings. The barrier is one-way, allowing Astyr to enter but not leave. His servants interact and deliver rulings from one side of the barrier to the other through writings, and members of the royal family debate and interpret his messages in various ways.

Facial characteristics

All astyr have horned heads, with the shape and size of those horns differencing based on tribe and region. Male astyr have longer, more curved horns, while female astyr have straighter, shorter horns.

Geographic Origin and Distribution

Astyr tribes lay scattered throughout the Ebon Range, with the central, largest mountain being the largest tribe and the place of Astors imprisonment.

Average Intelligence

The astyr are gregarious and easy going, and they love to try new experiences.

Perception and Sensory Capabilities

All astyr can see in low-light conditions, but those who unlock more of their infernal ancestry can see in the dark.

Civilization and Culture

Naming Traditions

It is common for a young astyr to be named using a combination of the mothers and fathers name.

Beauty Ideals

The astyr place heavy value on their horns, and are distraught if the grow asymmetrically or are heavily damage, although such damage usually heals over time.

Gender Ideals

Female astyrs generally are in charge of rearing kids, as well as teaching magic, while male astyrs venture out to protect the home and teach the children about physical combat.

Courtship Ideals

Male astyr will often enter headbutting competitions to win the favor of females.

Major Language Groups and Dialects

Most astyr speak Astyr and eithier Ixiwian Common or Maran Common, but can also be found speaking Buran, Goblin, Ignan, Infernal, Sylvan, Terran, or Tyhrin

Common Etiquette Rules

Most astyr work hard to come off as sociable and polite, if at times a bit overeager and rambunctious. They are eager to separate themselves from the stigma of being infernal creations, and so they work hard to allay the fears of others.

Common Dress Code

Most astyr wear light, easy to move in clothing, and will often carry ropes and other climbing gear to aid in their travels of the high peaks of the Ebon Range.

Common Taboos

Mentioning the astyrs' infernal origins, or speaking about devils in general is considered extremely rude, as well as insulting the length or look of an astyr's horns.

History

The astyr were first created by Asmodeus in the Hellforge, as an army that could easily travel the mortal realms. He then sent them north to conquer Ixuil in the name of Hell, but one of his generals, Astor, turned against Asmodeus and slew the others leaders, defecting with a majority of the army. Fleeing further north and exhausted from his battle, he encountered the Tribe of the Eternal Way, who drove the astyr in the Ebon Range.

Historical Figures

One of the members of the Nenu-Lan guild, The Court of Misfits, was a astyr bloodrager named Araiel.

Common Myths and Legends

While some tribes still worship Asmodeus, most astyr continue to follow Astor, the King of the Mountian, despite his imprisonment under the mountains. It is believed that if the astyr can gather enough of the souls of the Tamun, they can undo the spell that trapped him, allowing him to walk free once more.

Interspecies Relations and Assumptions

The astyr are a friendly and social race, and have decent relations with most races, although some still distrust them for their infernal origins. They have an ongoing war with the Tamun, as the tamun drove them into the mountains. Due to their presence on the mountain and the difficulty of traveling through it, people often hire astyr guides to lead them through the mountains to either Central Matera or Ixuil. Outside of those tribes that still worship the Hellforge, any Tiefling born to the astyr are slain immediately, as their connection to infernal forces is something no astyr wants to risk.

Racial Table: Astyr - Hit Dice: D8; Class Skills: Climb, Craft, Diplomacy, Profession, Survival; Skill Ranks Per Level: 2 + Intelligence modifier skill points per level; Weapon Proficiency: Simple, plus tridents; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +0 +2 Animal Minded, Eternal Hope, Gregarious, Gore
2nd +1 +0 +0 +3 Climber, Mountaineer
3rd +2 +1 +1 +3 Burning Hands, Gore Increase
4th +3 +1 +1 +4 Great Fortitude, +1 Dexterity, +1 Charisma
5th +3 +1 +1 +4 Gore Increase, Infernal Origins

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
14 years +1d4 years (15 - 18) +1d6 years (15 - 20 years) +2d6 years (16 - 26 years)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 120 lbs. +(2d10x5 lbs.) (130 - 220 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. - 6 ft. 1 in.) 85 lbs. +(2d10x5 lbs.) (95 - 185 lbs.)

Astyr Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
33 years 49 years 66 years 66 + 2d20 years (68 - 106 years)

Random Astyr Homelands
% Rolled Homeland Trait Gained
01-40 Mountain Mountain Guide
41-80 Subterranean Gravelwalker
81-90 Jungle Sworn Enemy
91-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Astyr Families
% Rolled Parental Status
01-50 Both of your parents are alive
51-70 Only Father is alive
71-90 Only Mother is alive
91-00 Both of your parents are dead
Random Astyr Siblings
% Rolled # of Siblings
01-50 1d3 Siblings
51-70 1d2 Siblings
71-90 No siblings
91-00 1d4+1 Siblings
Lifespan
68 - 106 years
Average Height
4 ft. 10 in - 6 ft. 6 in.
Average Weight
95 - 220 lbs
Average Physique
Astyrs are quick and lean, allowing them to move swiftly and precisely.
Body Tint, Colouring and Marking
Many astyrs fur grows in runic patterns that form in shapes native to the Hellforge, showing off their infernal origins. Most are ashamed of these symbols, and attempt to color over and conceal them.
Geographic Distribution

Astyr

Type Humanoid (Astyr)
Ability Score Modifier +2 Strength, +2 Charisma, -2 Constitution; Astyr are strong and friendly, but lack stamina.
Size medium
Speed Astyrs have a base speed of 30 feet.
Language An astyr begins play speaking Common (Ixiwian or Maran) and Astyr. An astyr with a high intelligence score can choose from any of the following languages: Buran, Goblin, Ignan, Infernal, Sylvan, Terran or Tyrhin.

  • Materil: Astyrs are intrinsically tied to the Fire Materil, and must become Firedancers.
  • Low-light Vision: Astyrs can see twice as far as humans in low-light conditions.
  • Animal Minded: An astyr gains a +2 racial bonus to Handle Animal and wild empathy checks towards goat-like creatures. This bonus increases by 1 fore every two hit dice the astyr possesses beyond the 1st.
  • Eternal Hope: Astyrs are eternally optimistic. They gain a +2 racial bonus on saves against fear and despair effects. Once per day, after rolling a natural 1 on a 1d20, they can reroll the dice and take the second result.
  • Gore: An astyr can use its horns as a gore attack that deals 1d6 points of damage. This gore is a primary natural attack. The gores damage increases to 1d8 at 3rd racial level and 1d10 at 5th racial level.
  • Gregarious: An astyr can easily get along with most races. Whenever an Astyr succeeds a Diplomacy check to win over an individual, that creature takes a -2 penalty on attempts to resist any of the astyrs Charisma based skills made against it for the next 24 hours.
  • Climber: Starting at 2nd racial level, an astyr gains a +4 racial bonus on Climb checks. This bonus increases by 1 for every two hit dice the astyr possesses beyond the 2nd.
  • Mountaineer: Starting at 2nd racial level, an astyr becomes immune to altitude sickness and doesn’t lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow ledges or slippery surfaces.
  • Burning Hands (Sp): Starting at 3rd racial level, and astyr can cast burning hands as a 1/day spell-like ability, using their total hit dice as their caster level. For every two hit dice beyond the 5th, the astyr increases their maximum damage that the burning hands deals by 1d4.
  • Great Fortitude: At 4th racial level, a astyr gains Great Fortitude as a bonus feat. if it already had Great Fortitude, it instead gains Improved Great Fortitude.
  • Infernal Origins: A 5th racial level, an astyr unlocks the powers of its diabolic ancestors. They gain darkvision 60 feet, resistance 5 to acid and cold, and become immune to non-diabolic poisons. Their gore attack is now treated as both evil and lawful in addition to other effects for the purpose of overcoming DR (regardless of the astyrs actual alignment)
 
Alternate Racial Traits
  • Iron Stomach: Some astyr can eat almost anything they pick up. An astyr with this trait gains a +2 racial bonus on saving throws against ingested poisons or rotting foods, and against any effects that would cause it to be sickened or nauseated. This bonus increases by 1 for every four hit dice beyond the 1st the astyr possesses. 1/day, it can roll twice on a saving throw against one of those effects and take the better result. This trait replaces the Eternal Hope trait.
  • Scavenger: Some astyr can scrounge things up even in the bleakest of places. They gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is poisoned, or identify a potion by taste. This bonus This bonuses increases by one for every two hit dice the astyr possesses beyond the 1st. This trait replaces the Animal Minded and Gregarious traits.
  • Undersight: Some astyr never leave the mountain caves underneath the Ebon Range, and can see better in darkness. These astyr have darkvision 60 feet at 1st racial level, and increase that darkvision to 120 feet at 5th racial level, and have the light sensitivity trait. This trait alters the astyrs senses.


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