Some say the Tytrons are the most dwarvish of the known beast races, because of their stern craftsmanship when it comes to making arms, armor, and tools. Some say they are the most human, because of their mingling with other races, while others say they are the most elvish, because of their aristocratic society. They are the most diverse of the beast races within the Brotherhood, and have benefited greatly from the Bellatora armistice, gaining knowledge, wisdom, and even power because of this.
History
The Tytrons alongside the other races within the Brotherhood are native to Tyrae. They used to occupy the eastern side of the continent before the humans, elves, and dwarves invaded. They hold a distrust to most other non beast races during this time. This invasion of their homeland pushed them to further reaches of the southern region of the east. They continued to lose ground, until another invasion force from the east attacked the humans, the Orc Federation. Some of the other natives joined sides with the other two to fight them. However after 500 years since the orcs touched down and the demon crisis that followed it, tensions have lifted somewhat between the major factions. The Tytrons, were the first to integrate themselves into the Bellatora area, mingling with the other races there.
Physical Description
The Tytron are humanoid sheep, ram, goat people, standing on a pair of hoofed feet and sheep-like hind legs. They also have tails and horns, and depending on what type of Tytron, can be humanoid or not.
Tytron Names
Tytron have names that they draw from legends and myths-and from the powers that rule over the realm.
Male Tytron Names: Adrastos, Aeolus, Brontes, Castor, Cephalus, Glaucus, Helios, Iacchus, Kreios, Lycus, Melanthios, Okeanos, Proteus.
Female Tytron Names: Acantha, Astraea, Briseis, Clio, Erato, Harmonia, Ianthe, Jocasta, Melete, Phaedra, Phoebe, Selene, Tethys.
Tytron
Culture
Tytrons usually start taking customs from the others around them. They seem to gravitate to craftsman jobs, but can be really in any role. They tend to hold a festival of shaving, usually every Friday where Tytrons shave, then sell their beloved wool. Since the armstice, almost all woolen clothes are from the Tytron kingdom.
Appearances
They have a similar physique to humans, although with more a more beastly appearance. Unguligrade feet (hooves like a sheep). Their skin color usually ranges into a darker color like gray or black, and sometimes brown. Their fur however can really be any color, and is often dyed within what tribe you are in. They have Goat like eyes, with many different colors, browns, yellows, blacks, and blues. Both sexes have a two straight spiked horns on their head, while males have an extra set that spiral behind them, like that of a ram. They tend to have a small fluffy tail and ears can range from floppy goat like to straight ears like sheep. Both sexes seem to grow chin hair, but males have longer ones. They tend to shave their wool regularly and is their main export to other races.
Tytron
Ability Score Increase Your Strength score increases by 1, your Dexterity score increase by 1, and your Intelligence score increase by 1.
Size Medium
Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Age: Tytrons mature a little slower than humans, reachinga dulthood around age 25. They don't live longer than 150 or so.
Alignment: Tytrons tend to be lawful, and care for those that are within the group and tend not to cause drama within the group. They are very loyal with those that treat them well and will give their all for the group.
Size: Tytrons are somewhat bulkier than humans because of their fleece, and they range from 6 to 7 feet tall, and they weigh 135 to 250 pounds. Your size is Medium.
Languages: You can speak, read, and write Common and Beast-talk.
Beastkin: Your creature type is considered to be both beast and humanoid.
Ram: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Wooly Resistance: While you are wooled, you have an immunity to lightning damage and are resistant to cold damage, at the cost of being vulnerable to fire. You can as an action shed your wool to lose this skill (like if you are on fire), however your fleece will grow back within (5) 1d6+2 days, in which case you get the benfits of being wooled again.
Satyr
Culture
The Satyr is a half breed of a centaur and a tytron. The only ally for the centaurs were the tytrons back in the day. Ever since them joining the Human-Elf Alliance, their numbers have gone down a bit. They tend to be more rowdy than their Tytron cousins, thanks to their centaur blood. However most are not openly hostile to other races.
Appearances
Satyrs have a similar physique to humans. They have unguligrade feet, which are hooves. They however have only a pair of hooves instead of the centaurs four hooves. They also have goat-like eyes of a Tytron. Satyrs always have a pair of straight horns on the front of their head, while males have a pair of spiral horns like ram behind their first set of straight horns. They have a small fluffy tail and their ears can range from a floppy goat to a straight sheep ear. Only males can grow beards and their hair is similar to a centaur instead of like a Tytron.
Tytron - Satyr (Half-Centaur)
Ability Score Increase Your Charisma score increases by 2, and your Dexterity score increases by 1.
Size Medium
Speed Your base walking speed is 35 feet.
Age: Satyrs mature and age at about the same rate as humans.
Alignment: Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
Size: Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
Languages: You can speak, read, and write Common and Beast-talk.
Beastkin: Your creature type is considered to be both beast and humanoid.
Skills: You have proficiency in the Performance and Persuasion skills.
Equipment Skills: You have proficiency with one musical instrument of your choice.
Ram: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
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