Harpy

A deadly race of cannibalistic bird-folk, resembling winged humans, primarily found throughout the Iliac Bay region of High Rock and Hammerfell. Smaller populations of Harpies have been spotted across the known world, in particular the coastal and tropical areas. 

The Story of Noctyr-a

Conflicting tales ascribe the origins of the Harpy to a priestess called Noctyr-a, who supposedly lived in the Beratu city of Tava's Blessing, known today as the Redguard barony of Lainlyn.    In some versions of the tale Noctyr-a was a priestess of Dibella who served in the castle of a just and righteous Baron of the city. The Baron's wife was a cruel and scheming woman who controlled him through Daedric magic until Noctyr-a defeated her. In other versions, Noctyr-a was herself a Daedric Cultist, whose coven of witches used their beauty and magic to transfix the baron and his city, indulging in their every vice by way of the baron's helpless servants. In this version, it was the noble baroness who broke free of the spell and defeated the wicked sorceress. Yet another version claims some combination of the three parties as willing co-conspirators.   In any version, the story goes that evil party is tricked into wearing a robe, blessed by Dibella, which transforms them into a giant mindless crow. Once changed, their spell breaks, and the crow is slain, either by the baron, or one of his freed servants. The castle staff continue to play along, serving the witches an immaculate feast of a roasted giant bird (or birds). When it is revealed that they had eaten their leader, the witches all writhe in agony, as they are transformed into the first Harpies.    There is evidence of harpies roaming Tamriel long before the Direnni settled the region of Lainlyn, making this story likely apocryphal. The supposed anniversary of the witches downfall is celebrated in Lainlyn as the holiday Riglametha, or "Great Offering" in Old Yoku every 12th of Hearthfire.

Harpy Traits

Harpies come in a wide variety across Tamriel, but share the following traits

Luring Song

As an Action a Harpy may sing a magical melody. Every humanoid and giant within 100 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.   While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.   A target that successfully saves is immune to this harpy's song for the next 24 hours. If a target can speak Harpy, they gain +2 to their saving throw.

Ability Score Increase

Increase your Dexterity and Wisdom scores by 2.

Age

Harpies reach maturity at 18 years of age and sometimes live up to 60, although not often.

Alignment

Harpies live difficult lives outside of the protections of city walls, relying on their wits and agility to survive. They are notorious for raiding the northern coasts of Tamriel, stealing, killing, and kidnapping for their own purpose. They live in close-knit communities, but serve no law. They are most often Chaotic Evil.

Size

Harpies vary widely in height and build, from barely 4 feet to just shy of 10 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Due to your fragile claw-like legs, your base walking speed is only 25 feet

Flight

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons

Your talons are natural weapons, which you can use to make unarmed strikes with your feet or hands. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Cyrodiilic, and can speak Harpy.
Parent ethnicities

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