Category: Equipment

Catalogue: Goat Horn the True Wind-strument

An illustrated PDF of this creature entry can be found on my Patreon and is accessible to Patrons :)

As any breeze would say if it had a mind and words to speak it would shriek to all its leader. The magnificent and terrifying horn of the wild goat Odirius. Every breath shouted through its twisted bodied form is a shout of action, a summons to war in the sky. Bring your mightiest strength eastern and western winds and ride on the cloud chariots. Whip the blue until it is purple, a sky full of blood and lightning crackling down to the earth.

This is the power of the horn of Odirius. The wild goat Odirius would be what is called the grandmother of all hooves beasts, even the lesser forms of hellions and demons claim a bloodline that stretches back in time to Odirius. The goat when it was alive held a massive pack of its young that would jump, trample, and bite any that opposed their grandmothers will to roam and be free. They would wander the world keeping all of the grass and hay short. That is why they can no longer grow to the heights of buildings, because Odirius bit their tallness out of them.

Then, on a later day when Odirius was growing older and older. The horde of munching horned beasts was led to the tallest mountain in the world, whose steps were too tall for any creature to climb. Every creature that is, except for Odirius. On this day, Odirius slept under the empty night sky and taught their young all of the stars in the sky, and to which they must each listen to for commands. For the devils it was the stars below, for these goats it was Three Horns Constellation which took the shape of three spiraling goat horns. Lastly before they all fell asleep together, Odirius took their ability to speak and language but silence or bleats (this is one way to determine a devils lineage). This was so that they may have some peace, rather than ask more questions and keep the grandmother goat up all night before her ascension.

As the sun peaked over the edge of the horizon, Odirius was gone. Bits of stone and sand rained from the mountains wall. A flash was seen in the sky, and then drifting down from clouds in a beam of light three items fell. Two horns as large as any single person, and a pelt which matched Odirius’ fur.

The beasts of Odirius scattered across the world to their homes under their stars, on the orders of their celestial caregivers after hiding the relics of Odirius. Whose two horns each summoned the forces of the sky from either the East or the West, and a pelt which could if worn hold any creature in its place against all forces.

Horns of the East or West

This horn is massive and would require either a cart or multiple carriers to move. If any breath is blown into the tip of the horn (while outside under the sky) a cacophonous blaring goat bleat would ring through the air for hundreds of miles around, so far and booming would its sound be that it would ring as of it came from every direction at once. It can only be used once per month, when used roll 2d6. On a 6 or less hold 1. On a 7-9 hold 2. And on a 10 or more hold 3. Spend hold one for one for any abilities off this list after rolling:

  • Wind gusts of giant strength, anything not tied down is moved 120 feet in the opposite direction of the horns name (easterly horn moves objects and persons towards the west).
  • Lightning crack, pick a target. They Xd6 damage. Where X is equal to tens column of their health +1. For example, a character with 20 Hit Points would take 3d6 damage. A character with 4 Health blocks would take catastrophic damage or a 1d6. This is life threatening damage.
  • Water pours in, raining sideways so hard that it hurts. Movements are slowed to a grinding halt, movement now requires a main action as well for everyone in an area the size of a small town. Fighting requires a movement action now as well. The rain will pour like this under a sky so dark it appears to be a starless night for 6 hours. On hour 6, flooding will occur in any low areas halting any armies and requiring the efforts of townsfolk to stop major damages. An unprepared force will take 48 hours to deal with this issue, most prepared forces will take 24 hours. As soon as the rain is gone, a hot sun will beat down on the water. Making the air heavier and heavier as the humidity rises.
  • A fog thicker than any other rolls in and surrounds the battlefield, it can cover the size of a small to medium sized town in area. The fog is so thick that no one can see more than 10 ft ahead of themselves (unless they see using infrared vision). This fog will hang in the air for 24 hours. It can only dispelled using magical means.
  • Giant columns (1’ diameter, 10’ tall) of ice fall from the clouds in the sky. In a circle of 40 ft each person within has a 75% chance of being hit. Those hit take damage equal to a great sword (1d10 or weapon equivalent), those not hit lose their next action as they are too preoccupied with avoiding falling ice shards.
  • Flying from the direction of the horns name come a cloud of birds. Birds of all shapes and sizes swarm in the sky like a den of cockroaches that clambers one on top of another and creates a shadow that covers the battlefield. Each turn until the end of combat, all enemies have a 20% chance of being attacked by birds, on their turn if it is determined they will be attacked they must choose whether to spend their main action avoiding damage from the birds, or take 1d6+1 damage (or a dagger+1 equivalent). The birds will disperse at the end of combat.

From what isn’t picked by the player, the Game Master may choose one result to use against the player characters or their companions and allies.

As a note there are two horns, one that controls the power of the sky’s that come from the east and the one from the west. They both have the same abilities but if used at the same time and choose the same abilities, they cancel each other out.

Pelt of Odirius

When this massive furry pelt is worn the wearer is held in place by its weight. No force magical or mundane would be able to make them move unless the pelt was taken off of them, or they moved themselves. This property means that anyone who wears the pelt, could functionally walk up walls and be immoveable from any outside force. They could also stand on a rock out at sea and ships would be destroyed by the pelts strength, the wearer would also be mushed inside the fur though since it provides no tactical or armor protection.

Additionally any cold regardless of how strong or magical cannot penetrate its fur. This fur would comfortably also function as a tent for up to 4 human sized people, who would be able to walk around within its tent, but no one would be able to from the outside move said tent.