The gryphon is one of legend’s most ancient gryphons, with sightings of these fantastical beasts predating most current civilisations. Yet, unlike the dragon, manticore or chimaera, the gryphon has always been seen as an omen of divine favour. Combining the two great kings of the animal world (the lion and eagle), the gryphon is a majestic and regal beast. It does not attack unless provoked, and only those with ill hearts and ill intentions venture forth into the highlands to do these pure creatures harm.
What anthropomorphises the gryphon even more is that it mates for life. It binds its soul to another in perpetuity. If ever its mate dies, the remaining gryphon will never take another mate again, even if its chicks/cubs are in dire need of another parent. Being solitary creatures, this means a lonely life for the surviving gryphon, and often the highlands and hillcountries are filled with the lonely wails of gryphons. Although, some may say that this is just the wind howling through the land. Who can rightly say, other than it is an eerie and melancholic voice that echoes from the lands.
- Combat: 60
- Explore: 50
- P. Wounds: 5
- Social: 35
- Mental: 35
- M. Wounds: 3
Perk: Feather Rain: On a successful Throw/Combat Skill Check, instead of inflicting a Wound, you may force a target character or creature within Near Range to reroll one successful roll per Check until the start of your next turn.
Quirk: Soulbound: Subject to the GM’s approval, select another character that you know to become soulbound with. Whenever your soulbounded mate becomes Wounded, you gain a Mental Wound of one step’s severity less. If your soulbound mate dies, you permanently lose the ability to spend or burn Sigils.
Equipment: The gryphon bears neither arms nor armour.
Sanctuary: Gryphons make their homes in hillcountries and highlands. In these sanctuaries, gryphons may roll twice for each Perception Skill Check and choose the best result. They can use a Grapple action to pick up a character or creature to fly away with. Lastly, they may spend a Sigil to leave the encounter at the start of their next turn.