Satyr

Appearance

With largely humanoid upper halves, a well-covered Satyr's main identifier would be their horns, which frequently curl like those of a ram, though sometimes are more akin to the mantle of an elk. Many Satyrs have human faces and ears, though some are more elven in appearance, while others still sport deer-like ears and large doe eyes.   Their much more noticeable lower halves are those of two-legged goats, thick fur covering them all the way down to their hoves. Usually a Satyr's fur is some shade of grey or brown (often matching their hair!), though some have the sleek auburn fur of a deer compared to other's much shaggier coats.    

Description

Far Away and Long Ago

Satyrs are believed to have once been faerie spirits from The Halls of Arkadia, where they spent all eternity dancing and singing alongside elven souls and elven gods. Until one day a group travelled to the mortal world and set down their roots in much the same way centaurs did in eons past. When this happened exactly is unknown but it can't have been too long ago, as their natures remain much more akin to other fey than to man.  

Musicians and Magicians

Music seems built into a Satyr's bones, always calling to them even if they were raised amongst humans in silence. Almost every satyr alive is skilled with at least one instrument, and feels no greater joy than when they are dancing between the sunbeams.   Because of their fey nature and their love of music, many Satyrs end up as Bards able to cast spells with their instruments and songs with skill few can match, tending to prefer enchantments and illusions above all else.  

Legendary Revelry

As a people, Satyrs' appetite for partying, alcohol, sex, and hedonism in general is famous amongst mortals, and any town they visit tends to be caught up in the ever-lasting celebrations. Occasionally Satyrs overstay their welcome long after the party should have ended, and need to be shooed away from civilised places so that work can continue.  

Longing for Home

There is a form of mental affliction that affects some unfortunate Satyrs. It begins as nothing more than a sort of homesickness, an aching to return to The Halls, and often it will go away on its own. But there is a chance it develops into an obsession that borders on insanity.   Like an addict searching for their next high, individuals with this Satyr Madness may go to any lengths to find a way "home", whether by refusing to sleep for weeks while reading about old magics, attacking nearby wizards unprovoked to demand a portal be made, or even - rarely - killing themselves in the hopes their soul will return to holy Arkadia.   This madness is not always terminal, thankfully, and can be fought through with love, understanding, and music to remind them that this world is their home as well.      

Religion & Politics

Gods of Song

Generally satyrs raised away from human influence will have little care or knowledge of most Gods, being told only of Òradh the Fair (or her real name, Temní), and caring for them only as far as pledging a song to them every now and again.  

Republic of Ósa

Satyrs exist in most of the areas the Republic does, and so interactions between the two are common. Generally the goat-people are seen as entertainment at best and a corruptive annoyance at worst, but there usually isn’t major maltreatment on either side. The mages occasionally speak out against satyrs as a danger to society due to their connection to elves and their fae magic, but it is usually ignored.  

Kingdom of Praelos

Despite their reputation as militant and strict, Praelans often engage in hedonistic festivals and parties of their own. While Satyrs rarely venture into Praelan lands and almost never enlist as citizens or soldiers, some do occasionally drift through to host or enjoy local celebrations.      

Mechanics

Ability Scores: Charisma +2, Dexterity +1   Speed: 35ft.   Size: Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.   Languages: Common and Sylvan   Fey: Your creature type is fey, rather than humanoid.   Ram: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Magic Resistance: You have advantage on saving throws against spells and other magical effects.   Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.   Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Details

Lifespan: Satyrs mature and age at about the same rate as humans.   Population: Settled Satyrs are a rare site in civilisation, but is is not uncommon to see a musical troupe passing through a settlement of any size. Away from civilisation, it is easy enough to find Satyrs living permanently in places of beauty, such as a natural spring or glade.

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