Dryquus (5e Race)

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Dryquus[edit]

Physical Description[edit]

1515812145.kiguri_satyr.jpg
By Kiguri

The name dryquus comes from the word for dryad and equus, meaning horse. However, they are closer related to satyrs than horses. They have humanoid upper bodies, with horns on their head. Long ears like that of an elf's stick out behind the horns. Their lower half has two legs that are vaguely equine, rather than goat-like. It is not unheard of for some to have an oddly split hoof though. The lower bodies sometimes have different types of horse legs, varying from structure to pattern. However, instead of a short goat tail or a dock and skirt like a horse, they instead have a long muscular tail like that of a lion, which ends in a bristle of fur. Their bodies are known to be covered in thick, stiff hairs as well as wooden bark-like scales. Their skin tones vary from grayish green colors to brown hues and their eyes are known to glow with the pull of their emotions.

History[edit]

Dryquus are the rarer offspring between nymphs and satyr. Normally, such a union would just make another satyr, due to the virulence of the wild blood. However, a dryquus can occur if the bearer of young later has trysts with, say, a centaur. Then the litter becomes of dryquus. They were considered accursed children, as they were born laughing rather than crying. Some thought them the next nature gods, like Pan. Sometimes they also occurred if elves had forbidden unions with satyrs or centaurs. Usually, their numbers are suppressed due to stigma. However, they were a hardy race and persisted. Thus, as a solution, they were often enslaved to be hard laborers or entertainment minstrels for higher elf courts and other circles of nature spirits.

The dryquus despised having their wild natures suppressed or channeled just to be used for others. They hated being less than even second class citizens, just because they were supposedly "cursed." One day, after one of their own was flogged to death before a jeering court, the dryquus revolted. In the skirmish, an important elven noble's son was killed. Thus, the elven armies rolled in to crush the dryquus from existence. The persecuted race fled to the far reaches of the forests and nearby mountains, into hiding away from forces looking to destroy them. There they bode time, living lives of squalor and avoiding the outside world entirely. In these sequestered worlds of fear, the dryquus developed hate for the world slowly, but surely.

After a millennia or two passed, the elven race had thought the dryquus gone for good. The dryquus had in fact grown in numbers in secret. They vied for revenge against the world which forgot them and tossed them aside after their mistreatment. It was not long before they revealed themselves to the world once more, claiming a spot of forest and mountain as their central nation of Eqwinee. Alarmed, many nature spirits begged the elves to put an end to the dryquus. All the time the dryquus hid was not in vain. They surprised many of the elven armies with magic they honed from their elven and sylvan blood. After many battles, the elven kingdom found itself taxed by this minority and so withdrew, preferring to spend more efforts against goblins and orcs invading. Thus, the dryquus established their independent nation where they no longer had to live in fear.

Society[edit]

The dryquus mainly originate from their established nation of Eqwinee. They still occur sporadically in the forest spirit circles but protocol against their birth is now much more enforced. Dryquus hate naivete and are very blunt and forward with their words. They are known to have "thick skin" both metaphorically and physically, being used to the biting words of one another. However, despite their curt mannerisms, they are far from barbarians. They do, however, drift in terms of alignment. Dryquus are willing to do whatever to survive and lack any morals in that regard. Their society is a bit hectic, thus. They tried mimicking the elven courts but theirs lacks much of the power needed to control the populace. Dryquus, though tending to be a bit selfish, do still care for their own kind in the end. They trust in the history and scars they all share.

Dryquus Names[edit]

Dryquus names derive from their Sylvan tongue and are usually an expression of personality. Dryquus get their name at maturity, usually 5 years old. When they grow up, they take jobs, which become their name titles. Their names are gender-neutral.

Titles: Miller, Stonegrinder, Baker, Smithy

Names: Coclach, Tairis, Bruid, Sgaomir

Dryquus Traits[edit]

Horse elf people that resembles satyrs
Ability Score Increase. Your Charisma score increases by 2.
Age. Dryquus are very short-lived, maturing at 5 and reaching elderly age at 30. This is attributed to their volatile makeup by mixed birth.
Alignment. Dryquus hate to be lawful or too far into either side of the spectrum.
Size. Dryquus are a bit taller than satyrs. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Trance. Like elves, dryquus don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Magical Resistance. Like satyrs, you can eventually develop resistance against magical effects. At 5th level, you have advantage on one saving throw of your choice from Intelligence, Wisdom or Charisma.
Languages. You can speak, read and write in Common, Elvish and Sylvan.
Subrace. Choose from the muelfolk, hippofolk, zebrafolk or horsefolk subraces.

Muelfolk[edit]

Muelfolk are easily the hardiest of the dryquus. They are typically laborers and sport the capacity to carry of a pack mule.

Ability Score Increase. Your Constitution score increases by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Hippofolk[edit]

Dryquus which are hippo, meaning horse in an ancient language, have a slight swimming ability, as well as thicker legs and great lung capacity.

Ability Score Increase. Your Strength score increases by 1.
Water Treader. As a partially aquatic animal, you are adapted to some watery settings. You have a swimming speed of 15 feet, being very thick and unwieldy. You also can hold your breath for up to fifteen minutes at a time.

Zebrafolk[edit]

These dryquus are avid runners and like to roam in herds along places with plenty of vegetation to take advantage of their striped camouflage.

Ability Score Increase. Your Dexterity score increases by 1.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Horsefolk[edit]

Horsefolk dryquus are usually the most docile, and have a likeness to domesticated horses. They thereby have the potential for learning better than other dryquus.

Ability Score Increase. Your Wisdom score increases by 1.
Equine Speed. You are especially fast due to the breeding. Your base walking speed increases by 5 feet.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 3'' +2d8 150 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

5.00
(one vote)

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