Miri The Satyr Monk WIP

I have yet another new D&D campaign starting. This summer has been kind of a wild ride. Since May, I have played Taro the Tabaxi Wizard, Reign the Half-Elf Rogue, and Gabe the Human Sorcerer. Now, it’s on to the next. This campaign will be set at a magical carnival, a very high-fantasy setting.

The character I’ve chosen is a Satyr Monk based on the character I made for the one-shot we played last week using the system called Trashkin, an adventure by Grant Howitt. The Trashkin mechanics are extremely loose and meant to be played informally, so it was very accessible and based largely on improv rather than any rules. That made the few pieces of character creation very important and allowed us as players to focus on roleplaying and innovative solutions.

Miri, short for Miriam, was a Goat Girl (half goat, half girl), wore a “very chunky sweater” as armor, and she fought with a combination of her fists and thrown stones. Her stats were all pretty good, with her stat for melee combat and health being the highest. I began with the assumption that she was going to be scrappy, loud, and audacious, but I was very wrong. When we started the game, she quickly became the moral compass of our little group, wasn’t very bright but offered little nuggets of wisdom in her observations, and was happy to jump into a fight if need be. She ended up having a more relaxed personality. And I loved her.

So when I decided to turn her into a D&D character for our new campaign, I had a lot to go on because I had already played her and gotten a feel for her. I considered focusing on her low intelligence and high wisdom and making her a druid, but in discussing it with the party afterward, it made way more sense for her to be a monk. Naturally, as a Goat Girl, she would be a Satyr. And so she became a high wisdom Satyr Monk.

I didn’t have much time this week, and so she only got a rough bust portrait for the purpose of her character token in my campaign. I gave her some simple goat horns and ears, a lot of hair, a fuller face, and a chunky, loose-knit sweater. The material of the sweater is a basic, simulated material, so I would like to instead make the negative space transparent like real knit, rather than simply her skin colour. I had a different outfit design in mind, as well, but we’ll see if that comes together. For now, I think this rough draft fits the bill. Hopefully I get to play her long enough to develop a second iteration of the art with some neat, in-game items that she acquires.

Next week it is most likely back to self-portrait land. I am very proud of my first week of work on it, and I know that there’s a lot more that I can do. I’m excited to see how far I can push it.

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