The joyful, capering satyrs are the natives of Hellas and synonymous with the region. They embody youth and energy, but also wisdom and cunning, having overtaken the arts and sciences of the Empire long before claiming the Empire itself.
There are three major branches to the satyr race, with some differences between them, but these are largely cosmetic. The old race, sometimes called the Sileni, possess a lower body like a donkey's as well as donkey ears. They tend to be native to Arcadia and are generally regarded as feral by the other species, but this is a matter of the player's choice rather than a firm rule. Many Sileni possess the half-celestial template due to their closeness to the primal powers that spawned the entire species. The common satyr is best known, and possesses the lower body of a goat and a goat's ears and horns. These are the typical citizens of the Empire and inhabit the Hellas Peninsula as well as most of the coastal islands of the Mare Nostrum. Many are scholars and bureaucrats within the Empire and are the backbone of Imperial society. The final subtype is the faun, who dwell primarily in the Shattered Peninsula but have filled the West, are marked by the lower body of deer and antlers and deer ears rather than the more common goats of the East. Fauns often possess the half-fey template but this is not a requirement, simply a bonus available to them.
Although best known for their carnality, satyrs have embraced academics as well and are the scholars and sages of the Mare Nostrum. A satyr is respected for his knowledge as he is reviled for his pursuit of pleasure.
Basic Information
Satyrs are humanlike with animalistic lower limbs and ears in appearance. Their hooves are cloven, but their hands are five-fingered and nimble.
Satyrs are all male, and breed with nymphs. Males are born satyrs, while females are nymphs. Other than procreation, the two species rarely interact.
Satyrs grow from infants to maturity over a twenty year cycle, though some have reached full maturity in as few as 15 years.
Satyrs are sentient and construct homes and tools to facilitate survival where the climate or environment are inadequate for comfort. They are found throughout the Mare Nostrum and may wander anywhere in Terra Antiqua.
Satyrs are omnivorous but prefer to cook meats. They enjoy a wide variety of foods, and diet varies by individual tastes.
Satyrs grow to maturity over the course of 15-20 years and enjoy a lengthy adulthood at full maturity, unaffected by the ravages of time. Barring injury or disease, satyrs are immortal.
Additional Information
Satyrs tend to form packs in the wild, but outside of Arcadia adhere to Imperial society.
Satyrs developed civilization on their own, but did acquire writing from the ponnim in early trade, quickly developing their own script for Sylvan, the common language of the species. The divine casters among them are typically archivists, but use druidic rather than clerical spells though they can still add clerical spells they discover into their books. Similarly, they can become mystics, using druidic spells in addition to their domain (the only clerical spells they know) Arcanists tend to be wizards or bards, though any arcane caster is allowed to the species. Their martial class is generally ranger, others requiring DM approval as only unusual circumstances would take a satyr to a different class. Culturally, they made no advances in warfare at all, having every advantage brought to them by other cultures.
Satyrs sport horns that grow curling and ramlike with age, but are otherwise fully human facially. Unlike many races of Terra Antiqua, they can grow full beards and moustaches.
The Hellas Peninsula is their homeland but they have colonies on the Shattered Peninsula and are common throughout the Empire. Outside the lands of the Mare Nostrum they are rarer, but only draw attention due to novelty in Maurya and the Middle Kingdom.
Satyrs have typical human intelligence, and prize learning and knowledge.
Low-light vision. Satyrs see twice as well as humans in conditions of poor illumination. Their hearing is fairly keen but within human norm, albeit at the uppermost end.
Civilization and Culture
Satyrs have personal names, modified by region of birth ("of x"), parentage, and family names. Parents hold a Naming Ceremony shortly after birth, when child and mother are recovered adequately to publicly appear, when personal and family names are assigned/confirmed.
Youth draws a satyr's eye, so those who appear youthful gain preference, with physical ability or -ahem- endowments also considered.
Satyrs are all male, so they look at each other for the qualities of self-sufficiency and excellence in performance of one's obligations.
Satyrs are remarkably ignorant regarding females, but as long as the sex itself was consensual and pleasurable for both parties, satyrs have no other issues or thoughts regarding the act.
Satyrs do form packs for various purposes, requiring their partners be engaging, entertaining, and dynamic. That satyrs strive to cultivate these qualities in themselves as to be involved in their packs is their closest equivalent to relationship goals.
Satyrs are the pinnacle of Mare Nostrum technology, operating at the Classical level and easily adapting to higher technology they find, adopting it once understood. Satyr mathematics and physical theory are topmost in Terra Antiqua.
Satyrs all speak Sylvan, but learn other languages to embrace terms of higher technology Sylvan frankly doesn't encompass. Though often brilliant, their grammar is atrocious due to the Sylvan base grammar they retain even speaking other tongues.
Satyrs do not eat before their host, nor do they drink without the one offering drinking first. They announce their entry and excuse themselves to leave, asking permission to return if they intend to or if they found the accommodations to their liking, even if leaving a campfire to relieve themselves.
Satyr are unconcerned with dress or a lack thereof, but do outfit themselves as their station requires or as environment does.
Satyrs have fully embraced Imperial culture and made it their own. The city-states still compete in athletic competitions, some between differing states or pre-Imperial alliances, and the Olympic Games involve every city in Hellas. Athletes still compete nude which the Empire adopted from the satyrs, but the trials by combat are not an aspect of these games, but are a way of weeding out the prison populations.
Satyrs knock before entering and only enter when invited, but feel free to help themselves when a place is empty. They will approach a fire but ask permission to join one, often offering food or wine as an inducement to invitation.
Nonconsensual sex is so repugnant to a satyr they consider it grounds for execution, and they break contact with those who admit to performing such acts at the very least.
The Great God Pan, ruler of Arcadia, is sometimes said to be their progenitor, but more often claimed as their archetype, the model the titan Prometheus used to create them.
Satyrs require nymphs to reproduce, but give them little thought beyond that. While egalitarian with males of other species, they tend to be dismissive of females at best and downright misogynist at worst. Satyrs are frat boys at heart.
RPG Datasheet
SATYR RACIAL TRAITS
● +2 Dexterity, +2 Charisma.-2 Wisdom. Satyrs are quick and charming, but not particularly insightful.
● As Medium creatures, satyrs incur no bonuses or penalties for size.
● Fey. Satyrs are fey creatures. This alters the effect of magic on them and gives them the half-fey template in addition to the traits here. Those in Arcadia add the half-celestial template as well, bereft of aligned magic.
● Satyr base land speed is 40 feet.
● Low-light vision.
● Headbutt 1d6. Satyrs will be proficient with this natural weapon.
● Bonus feat: Spell focus(enchantment).
● At fifth level, a satyr may make a Perform check to invoke a 60 foot radius of the satyr with charm person, sleep, or fear effects. Only one effect occurs, requiring all within the radius to make a Will save vs DC (10+1/2 satyr character level+ satyr Charisma bonus) or suffer the effect chosen. This is a supernatural ability.
● +2 racial bonus to Balance, Jump, Perform and Tumble rolls. Balance, Jump, Perform, and Tumble are always class skills for a satyr.
● Automatic Language: Sylvan, though most satyrs speak the common tongue of their area, often Imperial.
● Favored Class: Bard. Levels in Bard never incur a bonus or penalty in experience for satyrs. Their divine casters tend to be Archivists, who gather into city-wide churches to aid and assist the communities where they operate. Their most common warriors are rangers, even though the satyrs themselves are primarily civic beings. Satyr rogues are most often spellthieves despite their innate penchant for bardic ability, while their arcane casters weigh heavily towards sorcerers. Satyrs can follow psionic classes but these are rare and haven't impacted their society or preferences in any major way.
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