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Harpy

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Harpy by DaveAllsop
A harpy, from the 4th edition Monster Manual
Harpy
Homeland(s) Droaam; The Shadow Marches;
The Shining Valley, Breland; Xen'drik
Language(s) Common
3rd edition rules
Creature Type Monstrous Humanoid
Advancement By character class
Size Medium
Ability Modifiers +4 Dexterity, -4 Intelligence,
+2 Wisdom, +6 Charisma
Favored Class Fighter
Source Monster Manual v. 3.5, pg. 150-151
4th edition rules
Creature Type Fey humanoid
Size Medium
Source Monster Manual (4th edition), pg. 154

A harpy is a maligned humanoid creature with a reptilian lower body and a pair of wings. It subdues its prey by its ability to magically sing, inducing a trance in those that hear, drawing them closer, and then tormenting them. Harpies travel in flights, with most of the flights living in Droaam under the rule of the Daughters of Sora Kell.[1]

HistoryEdit

Most of the harpy flights found themselves homes in the Byeshk Mountains, in the southwest of Khorvaire. They have lived there since before the Dhakaani Empire, tens of thousands of years ago.

In the year 986 YK, towards the end of the Last War, three hags known as the Daughters of Sora Kell organized the monstrous races of Droaam into a unified nation. Four of the great harpy flights of the Byeshk Mountains, the Carrion Callers, the Last Dirge, the Rotwings, and the Stormsingers, joined the forces of the Daughters of Sora Kell. In 987, they declared their independence from Breland, and began the establishment of the new nation of Droaam.[1][2][3] One flight, the Haunting Song, stood against the Daughters of Sora Kell. To teach them a lesson, the Carrion Callers and Stormsingers combined forces to eradicate them. The surviving members of the Haunted Song fled into the Shining Valley, at the foot of the Graywall Mountains in Breland. There, they plot revenge against the Daughters of Sora Kell to this day.[4]

Harpies have fully integrated themselves into their new nation. They are found in most Droaam cities, and serve the Daughters of Sora Kell in numerous ways; whether as a scout, in the service of the city guard, or as overseers at the various mines across the nation. Harpies also entertain the Droaam population with their songs during rest time, which the population simply call "harpy songs." [5] Harpy song is considered a narcotic in many ways.

When House Tharashk began recruiting the monstrous races for their services, harpies were among the first races to be hired by the Dragonmarked House. Most House Tharashk agents are trained in the ways of the harpy flights.[6] The most famous of these Droaam-recruited mercenary companies is the Liondrake's Roar, which includes many harpies.[7]

BloodlinesEdit

Harpies are organized into flights, with each flight acting as a clan or tribe. There are ten major flights living in the Byeshk Mountains: the Brass Talon[3], the Carrion Caller[1][3][4], the Crimson Wind[3], the Forgotten Choir[3], the Haunting Song[4], the Last Chant [8], the Last Dirge[1][3][5], the Rotwing[1][3], the Stormsinger[1][3][4][5] and the Wind Howler[1][3] flights.

ReligionEdit

Much like other races, there is no consistent god that all harpies worship. Each harpy flight worships their own god or goddess, though many scholars hold that these gods and goddesses are, in fact, aspects of the Dark Six. For instance, the Last Dirge harpies revere the Song of Passion and Rage, which is said to be an interpretation of the Fury, while the Stormsinger harpies venerate the Stormsong, an aspect of the Devourer.[5]

HomelandsEdit

105844

Droaam's forces fight from on high

Most of the harpy flights live in the Byeshk Mountains in southwest Khorvaire. Many of these flights call the nation of Droaam home, and can be found flying high above the cities of Graywall or the Great Crag.[1][5] The Haunting Song flight is in exile in the Shining Valley of Breland.[4] Harpies have also been spotted in the neighboring Shadow Marches, as well as on the far-off continent of Xen'drik.[9][10]

Notable NamesEdit

Some known harpies include:

Appearance & PersonalityEdit

There are two depictions of harpies. In the first, a harpy has the upper body of a humanoid but the lower body of a reptile, with scaly clawed feet and hands. It has filthy tangled hair on its head. It possesses wings with which is able to fly and its eyes are black.

In the second, their upper bodies are vaguely elven in appearance, while their reptilian features are more avian instead. This seems more in line with the songbird qualities they possess, but may be a recent development as of 5th edition.[11]

Harpies take sadistic glee in killing their prey. They frequently enjoy using their songs to ensnare unknowing individuals, then lure them in for the kill.[12]

AbilitiesEdit

Harpies have wings, and can use them to fly at great speeds. While harpies have natural claws, and can attack with these claws during fly-by attacks, harpies prefer the use of crafted weapons. Harpies are especially good at using bows, and will attack a foe at ranged in mid-flight, well out of reach of its prey.

The most valuable tool in the harpy's arsenal is its song. A harpy's song, once heard, acts like a charm, inducing a trance-like state in which the victim is compelled to move towards the harpy, regardless of any dangers that might obstruct his or her path. Once the victim is right next to the harpy, it is at the harpy's whim, and the harpy will often carry or move its prey back to its lair. It is possible but difficult to resist the song of the harpy, and creatures who cannot hear are unable to be affected by the magical song.

Harpies also possess darkvision, enabling them to hunt at night as well as they can during the day.[12]

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the CoastISBN 0-7869-3274-0.
  2. 2.0 2.1 The Forge of War. James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the CoastISBN 0-7869-4153-7.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Eberron Campaign Guide. James Wyatt and Keith Baker (2009). Wizards of the CoastISBN 0-7869-5099-4.
  4. 4.0 4.1 4.2 4.3 4.4 Five Nations. Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the CoastISBN 0-7869-3690-8.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 "Backdrop Graywall" (October 2008) by Keith BakerDragon Magazine issue 368. 
  6. Dragonmarked. Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the CoastISBN 0-7869-3933-8.
  7. Eberron Player's Guide. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the CoastISBN 0-7869-5100-1.
  8. The Queen of Stone. Keith Baker (November 2008). Wizards of the CoastISBN 978-0-7869-5009-6.
  9. Explorer's Handbook. David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the CoastISBN 0-7869-3691-6.
  10. Player's Guide to Eberron. James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the CoastISBN 0-7869-3912-5.
  11. Monster Manual (5th Edition), p. 352. Mike Mearls, Jeremy Crawford (2015). Wizards of the Coast. ISBN 978-0-7869-6561-8.
  12. 12.0 12.1 Monster Manual. Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the CoastISBN 0-7869-2893-X.

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