Satyr
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Most satyrs live in the Skola Vale in the highlands of the Oraniad mountains but many live and thrive in the wilderness of the Nessian woods. Fewer still make their lives in the polises of Melitis or Setessa, though many visit there in pursuit of new and varied experiences. It is very uncommon to find Satyrs in the highly militarized city of Akros, the labyrinthian minotaur city of Skophos or the barren wastelands of the Phoberosi badlands.
Appearance
While they typically resemble humans from the waist up, Satyrs are easily identified by their goatlike horns or deerlike antlers, pointed ears and furred lower bodies. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders and on their forearms. They vary greatly in proportions, colouring and the patterning of their fur.
Society and Culture
Most satyrs believe the other people of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of Polis builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page.
Satyr society is wild and free, with certain taboos but no laws. Minor crimes are turned into opportunities for public debate or competition and major criminals like abusers or murderers are exiled. All are encouraged to make merry in any way they please, so long as it doesn't impede on others' ability to do the same.
There is a strong cultural emphasis on freedom, individuality and spontaneity in Satyr communities. Satyrs encourage each other to express themselves authentically, follow their whims and impulsive desires and to embrace what makes them unique and different from one another.
Dwelling on the past or spreading negativity is highly disapproved of and strongly discouraged. As such, satyrs quickly bury negative thoughts and the loss of one friend merely leads them to redouble their efforts to make more. They are opportunistic by nature, quick to take advantage of the gifts fate puts in their path.
Family and Relationships
Due to their cultural emphasis on freedom, pleasure and sensuality, it is unsurprising that monogamy is rare among satyrs. Satyrs embrace and celebrate all manner of relationships and rarely label them. The distinctions between friendship, romance and sex are unimportant to satyrs, who prefer not to limit the possibilities of their various relationships.
As such, family structures in Satyr society are complex and difficult to define. Satyrs are raised communally rather than in distinct family units and don't have a concept of marriage - which they consider to be unnecessarily restrictive. They don't see value in long-term commitments, especially in matters as fluid and changeable as love and relationships.
That said, Satyrs will take any opportunity to throw a party and it is common for them to hold ceremonies celebrating love and relationships - emphasising the happiness it brings them in the moment.
While Satyrs receive given names from those who birth them, they don't typically have family names and are most often referred to by nicknames that celebrate their individuality and represent distinct features of their appearance or personality.
Satyr Revelry
Satyrs hold regular revels called rollick nights. These lengthy festivals are full of merrymaking, contests, impromptu performances and song - all accompanied by good food and sweet drinks. Beyond these celebrations, tales are also told of Bakkeia, revels that occur in deep caves, involving ancient sacrificial rites. Most Satyrs say these traditions were abandoned ages ago, though some communities still pay tribute to them in symbolic ways.
However, there is more to satyr revelry than raucous merrymaking and debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and the past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honours the gods, and - most importantly - it feels really good. Driven by instinct and intuition, most satyrs prove chaotic and unpredictable, following their sense of wonder wherever it leads.
Notable Groups
Distinctions are few among satyrs but several notable groups are detailed here:
Dawngreets
Dawngreets are satyr emissaries, explorers and storytellers sent throughout the world to spread their tales and encourage the Satyr philosophy of carefree hedonism, friendship and appreciation for nature and all its blessings.
Nylea's Favoured
A circle of satyr druids, Nylea's favoured protect the Skola Vale, restoring nature after damage by wildfires or overly rowdy satyr parties. They also defend the vale by growing dense underbrush and supporting populations of wild beasts at their territory's borders.
Sibyls
The closest thing satyrs have to leaders are their Sibyls, who are blessed with limited ability to see into the future. Sibyls warn the community when danger threatens them, select Dawngreets and oversee celebrations and rites of passage.
MYTH OF XENAGOS THE SATYR GOD
The satyr Xenagos savoured his reputation for presiding over the most raucous revels his people had ever known. However, when fate led him to discover the nature of the gods and how they were beholden to mortals for their very existence, the whole order of the world felt like a joke—one at his expense.
With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short-lived. Heliod dispatched his champion, Elspeth, who faced many trials but ultimately killed the god-satyr by driving the spear, Godsend, through his heart.
Many satyrs remember Xenagos as a satyr who lived life to the fullest and who played tricks that stirred up even the gods. Yet, he’s also an example of how bitterness can turn a great trick nasty and how schemes that get out of hand aren’t fun for anybody. What satyr wants the responsibility of being a god anyway?
Ability Score Increase: CHA+2 DEX+1
Age: Satyrs mature and age at about the same rate as humans
Size: Medium - Satyrs range from just under 5 feet to about 6 feet in height
Speed: 30ft
Languages: Common, Sylvan
Proficiencies: Performance, Persuasion, 1 musical instrument
Fey: Your creature type is fey, rather than humanoid
Ram: Your horns are natural weapons which deal 1d4+STR bludgeoning damage
Magic Resistance: You have advantage on saving throws against spells and other magical effects
Mirthful Leaps: +1d8 to movement when jumping
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