Syrivan

Of all the fey peoples, the Syrivan are perhaps the most extraverted. They live to experience every emotion and do so in a large way. They embrace war and hate with a ferocity that is unmatched while at the same time they live for every excess of pleasure they can. They have rightful been call hedonistic and savage. They tend live in clans that reside in mountains and rougher terrain where their keen balance gives them considerable balance

Satyr

  • Physical Description: Syrivan tend to have muscular builds that compliment their powerful lower limbs and hooves. While slightly shorter than humans, with maturity, their rams horns often give them the apparent advantage in height
  • Relations: Syrivan view Khazdain as sturdy, reliable and dull despite their military skill, Sindarin as overly intellectual but fun, Kilispher as dull and prudish, Umarin as fun, Equara as overly proud, the Corbae as a challenge and the Lan a wonderful companions. Humans on the other hand are the most interesting because of their wide diversity and a wonderful diversion to boot.
  • Government: The Syrvan mostly function on a clan level with family alliances within their community dictating their course of actions. Clan elders are responsible for their clan. Usually Syrvan are members of whatever community they live in and are often active participants in said governments. They are also dominated by the Council of Nithelin a secret circle whose membership is unknown but are charged with making decisions for the Syrvan as a whole. The Council is composed of the most respected and powerful of the Clan leaders.
  • Alignment & Religion: Despite their extreme emotions, the Syrivan are a goodly people but like their sidhe cousins their dark side is equally extreme
  • Adventurers: Primarily Syrivan leave their homes to seek adventure because they want to experience the world and have fun.
  • Male Names: Pyrrid, Tallis, Collid, Varn, Abroad
  • Female Names: Kyira, Shadla, Menra, Wynora
  • Stats: +2 Strength, +2 Charisma, -2 Wisdom
  • Size: Medium
  • Speed:30
  • Vision: Normal
  • Racial Trait:
  • Ferocity: Once per day, when a Syrvian is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Giant Wit: the Syrivan have a long tradition of playing tricks on and tricking Giants. Because of that they receive a +2 racial modifier on any opposed skill checks against giants
  • Hatred: Syrivan receive a +1 modifier on attack rolls against all Goblins
  • Stabile: +2 CMD to resist bull rush
  • Sure Footed: Syrivan ignore the first 10 feet of rough terrain they encounter
  • Sidhe Blooded: Due to their close ties to their Sidhe origins, Sindarin suffer no ill effects from consuming food or drink native to Fey
  • Sidhe Passage: Due to their close ties to their Sidhe origins, Syrivan can open the Fey Gates and may access the Starlight Paths through the use of a Ritual
  • Fey Magic: Syrivan must make a DC 15 Concentration check to cast magics when in direct contact with Cold iron
  • Cold Iron Vulnerability: Syrivan take 1 extra point of Damage from cold iron and this will pass through any non specific DR. While in contact with cold iron all Sindarin suffer a -1 on all saving throws
  • Head Butt: Syrivan may attack with their horns. This is considered a trained hand to hand attack and does not provoke an attack of opportunity. D4+Str dmg
  • Greater Charge: Syrivan who make a Head butt attack as a charge attack do double damage.
  • Driving Charge: Syrivan who have improved bull rush may do their head butt damage when performing a bull rush.
  • Syrivan Resistance: Syrivan receive a +4 racial modifiers to resist poisons, alcohol and drugs
  • Syrivan Susceptibility: Syrivan suffer a -2 racial modifier on rolls to resist enchantments and illusions
  • Weapon Familiarity: Syrivan prefer large weapons that allow them to display their great strength and start the game proficient in the use of Halberds, glaives, Great Axe and Great Clubs
  • Languages: Syrivan start the game knowing Syrvin and Analast. Those with high intelligence make take Silvarin, Se Analast, Se Silvarin, Goblin, Draconic, and Giant
  • Level Adjustment: 0

Syrivan

Pelenhar the Damned Nightfalcon