Satyr

"It's then that I saw them within the forests. Shadows darting from treetop to treetop. They were graceful as a cat, but equally as deadly. The rumors of their beauty were true, but many of my company had already fallen to their spears. I was lucky to have escaped with my life."
-Journal of Legionnaire Rutol Aul'Gara
Originally born from the lineage of demons, the Satyrs stand as a rare and elusive subrace within the expansive spectrum of demon-kind, their genesis veiled within the ancient annals of Ragnarok's mystic history. These enigmatic beings underwent a gradual metamorphosis, shaped by an intimate communion with the arcane forces of nature. It was amidst the intertwining tendrils of primordial energies within the ancient forests of Ragnarok that the Satyrs emerged—a fusion of demon ancestry and the vibrant vitality of the fey.  
As demon-kind traversed the unforgiving, primordial terrains of Ragnarok, bands of these beings sought refuge in the cooler, southern realms of the continent. Within these lands, these hermits meticulously nurtured the nascent greenery, cultivating the earliest semblances of forest life amid a hostile and barren landscape. Over the aeons, their secluded efforts birthed enigmatic circles of mystic shamans and adept wielders of natural magics. Their practices evolved into a symphony, harmonizing seamlessly with the rhythms of nature, bridging the innate prowess of fey magic with their ancestral ties to demonhood.   Through relentless communion with the ethereal realms of the Spirit Grove and the veiled mysteries of the Eventide Veil, the boundaries between their inherent demonic essence and the fey energies they harnessed began to blur. This transformative process culminated in the epochal event known as the Rebirth—a celestial marvel heralded by the recitation of an arcane incantation from the fabled Infinus Divinitatum, the revered tome of Creation and Destruction, by the great Patricia. As a side effect of this event, the tumultuous energies of this miracle wove a union, merging the essences of these practitioners of natural magics with the pulsating vibrancy of fey energies. The Rebirth bestowed upon the shamans' cultivated forests an iridescent luminescence, transforming them into sanctuaries brimming with otherworldly energies—an embodiment of these shamans' innate affinity with nature's essence. The greatest of these circles was the grove of Ar'manu, the venerable leader of the shamanic circles, nestled within the south-eastern lands of Ragnarok, and it too blossomed with the miracle of the Rebirth.   Interpreting the celestial event as a divine missive from the verdant realms, Ar'manu pivoted their ancient practices towards the heart of the woodlands. Guiding her kin to refine their communion with the fey realms, she emerged as the cornerstone—the inaugural Archdruid leading her people through an unprecedented metamorphosis. Infused with the mystical energies of the Rebirth, Ar'manu fostered the birth of the first Satyrs—ethereal beings attuned to the intertwined realms of demons and the fey. Creating a sanctuary within her grove, she nurtured her offspring, imparting the sacred teachings of druidism for their growth and enlightenment.   Ar'manu meticulously inscribed seven sacred tenets onto the aged bark sourced from the ancient arbors rooted deep within ancient Ragnarok. These revered precepts would serve as guiding principles for her descendants and the entire Satyr lineage for millenia to come:  

Tenets of Ar'manu

  1. Embrace Abundance, Waste Nothing. Live life fully and cherish every moment, for nature's gifts are abundant and should be treasured. Waste not the bounties bestowed upon us, for every resource holds intrinsic value.
  2. Hard Ground Makes Strong Roots. Fear not the trials that life presents. Just as the firmament strengthens a tree's roots, adversities fortify our resolve and character, nurturing resilience amidst life's tempests.
  3. Harbor Inner Peace. True tranquility emanates from an untroubled spirit. Seek solace within, for the serenity found in inner peace is an enduring sanctuary.
  4. There's Beauty in Every Bloom. From gnarled weed to beautiful bloom, each creature holds beauty in its unique existence.
  5. Curb sorrow's seed. Prevent the seeds of sorrow from blooming. Intervene with compassion, but if the seed blossoms into poison, cutting its stem is mercy to the grove.
  6. There is Wisdom in Action. Deliberate with wisdom, but do not hesitate to act when action is warranted.
  7. Flow with Life's Currents. Life's essence pulses through every entity, from the tiniest blade of grass to the towering mountain. Travel with the currents of life as the whispering wind and babbling brook—ever moving, ever evolving.
 
Centuries after inscribing these sacred tenets, Ar'manu bestowed her mantle upon her eldest son and daughter, granting them the final blessing of eternal safety within her sanctified grove. Nestled at the epicenter of her consecrated enclave, she leaned against the trunk of the first spirit tree she had nurtured, gently closed her eyes, and drifted into a profound slumber. Since that momentous event, the tree continued its patient growth, steadily expanding over untold years. Its sinuous branches and the deep recesses of its sturdy trunk enfolded Ar'manu in an enduring embrace, preserving her in serene repose—a timeless guardian enshrined within the very heart of the arboreal sanctuary she had cultivated, forever connecting herself to Vigdrassil, the World Tree—the source of all spiritual magic.

Physiology

The Satyrs, descended from their demon kin, bear a remarkable physical resemblance to their demon lineage. They stand tall and possess a lithe, elegant physique, moving with a grace that mirrors their innate agility and swiftness. As these enigmatic beings splintered from their origins, evolving into the Satyr people, they adapted to the forest life, traversing the wooded realms in pursuit of sustenance from game and nourishing flora. Yet, each distinct society of Satyrs dwelling within the cultivated forests of Ragnarok bears its unique appearance, often mirroring the hues of their surroundings.   The intrinsic fey essence that courses through a Satyr's being dictates the palette of their appearance, primarily influenced by the season of their birth. Those born amid the rejuvenating fervor of spring often boast pastel shades of pink, red, or green, exuding a lively and jubilant aura. Summer-born Satyrs showcase vivid, radiant hues of green and golden yellow, embodying a bold, energetic demeanor, brimming with unbounded vitality. Autumn-born Satyrs display brilliant auburns, fiery reds, or earthy browns, reflecting a grounded disposition characterized by reason and goodwill. In contrast, the winter-born Satyrs manifest delicate pastels of blues, purples, and frosty tones, embracing a more somber, contemplative temperament, shrouded in introspection and serene coldness.

Children of the Forest

Presently, Satyrs inhabit various woodland communities across the continent, yet the largest concentration thrives within the embrace of the Ebonwood Forest, nestled in the Dominion of Doubt. This ancient wood harbors the beating heart of Satyr society: Ar'manu, revered by many as the Blessed Oakmother, The Mother-Oak, or simply 'Mother' among the Satyrs. Ar'manu stands as a colossal, enchanted, sentient tree—a figure often regarded as the progenitor of all Satyrs, shaping the very foundation of their communal dwelling.  
Eminent and towering within the Ebonwood Forest, Ar'manu's imposing presence looms akin to a monumental mountain, presiding over the landscape as a living monument to their shared heritage. Deep within the heart of Ar'manu lies the Chamber of Ancients—a sacred sanctum housing her true form deep in slumber that has lasted for thousands of years. Ar'manu is ancient beyond comprehension, a fount of ancient wisdom and mystical teachings. It was she who first imparted the secrets of the Spirit Grove and Eventide Veil to her firstborn progeny, initiating the legacy of Satyr magic.   Regarded as the spiritual matriarch, Ar'manu assumes an esteemed position among her Satyr kin, yet her role transcends conventional rulership. While revered as the ultimate authority by her progeny, the day-to-day governance of the Grove primarily falls upon her Firstborn. Ambassadors and emissaries among the Satyrs dutifully report to the tree, yet Ar'manu refrains from direct governance or intrusive interference in their daily lives, embodying a silent yet profound influence that permeates the fabric of Satyr society through the Dream.

The Dream

The Dream of Dreams—reverently called the Dream—is not a shared consciousness, but a vast and sacred mindscape woven from raw aether and deep spirit-magic. It is the intangible soul of Satyrkind, a realm of collective memory, untold wisdom, and ancient longing. Every dream, every fear, every echo of joy or sorrow leaves an imprint here.   To touch the Dream, a Satyr must be born within a grove tethered to a spirit tree—one of the mighty sentinels seeded by Ar’manu herself. Before a newborn Satyr ever takes breath, they are cradled in glimpses of this realm. These flickers—shards of ancestral memory—flow into their sleeping soul like water drawn from a deep, shared well. And while each Satyr wakes holding only a fraction of that depth—a bowlful from the well—they awaken already steeped in knowing.   Within the Dream, Ar’manu's true essence stirs, though her body sleeps beneath the bark of her spirit-tree form. It is here, in the quiet places between memory and magic, that she imparts her sacred Tenets and infuses each soul with her love. This unseen touch ensures that no Satyr enters the world alone or untethered.

The Nightmare

Where there is the Dream, there must also be the Nightmare. The Nightmare is the poisoned parasite that festers within the Dream—a realm stitched together from anguish, trauma, and suppressed fury. Here lie the memories too painful to bear, the desires twisted by loss, and the fears that fester unchecked.   The Nightmare Satyrs are those who dwell within this gloom by choice—or by collapse. They are not mindless monsters, but believers in a different truth. To them, Ar’manu’s guidance is a cage. They speak of liberation, of returning Satyrs to their "true nature"—raw, untamed, and unbound. Their creed is one of shedding what they see as domestication.   Yet the path to the Nightmare is never chosen lightly. It begins with trauma—a fracture in the spirit, a wound too deep for the Dream to soothe. Once ensnared, a Satyr's form may twist into thorned elegance or savage beauty. Some retain their honor, even a grim code. Others become tyrants of cruelty. All seek to spread the Nightmare’s seed—especially among those Satyrs who dwell far from their groves, unguarded by the Dream’s grace.   There is no known cure, only isolation—a painful severing of the Nightmare's grasp. Few survive it unchanged.

Callings & The First Sleep

Unlike most mortals, Satyrs do not sleep as others do. Their rest is a meditative trance, a whispering communion with the Dream. True sleep—deep, vulnerable, dream-walking sleep—is rare and sacred. It is a sign that something stirs within the soul.   Most Satyrs enter their First Sleep in late adolescence, typically between sixty and eighty years of age. This sleep, lasting anywhere from three to seven days, marks the transition to adulthood. In rare cases, a Satyr emerges from their First Sleep not just changed—but chosen. These Satyrs are granted an Ara’min, or Calling, a personal and often perilous quest gifted by the Dream itself. Such individuals are known as Valiants of the Wild Hunt.   A Calling is felt before it is understood. It manifests as a restless yearning—an itch behind the soul, a constant pull toward something unknown. Some glimpse their Calling in the Dream before birth. Others are haunted by symbols, songs, or visions. But once the Dream speaks, the Valiant cannot rest until it is fulfilled. Some Callings end in glory. Others, in death. And sometimes, the Dream offers a second Calling.   The Nightmare, too, has its counter-callings. These are not quests of growth, but of corruption—spreading the Nightmare’s influence and luring others into shadow.

Withering Sleeps

There are darker variations of the First Sleep—when it comes too early. In rare and tragic cases, a Satyr may be pulled into deep slumber before they are ready, usually in response to trauma. These aberrant First Sleeps, also called Withering Sleeps, are perilous and unpredictable.   A Satyr caught in this unnatural slumber is lost in a maelstrom of unresolved memory, regret, and sorrow. The sleep may last weeks, months—or may never end. Those who do awaken are forever changed, marked by visions, spiritual scars, or new and strange powers. Others do not awaken at all.   In such cases, elders may gather in vigil, singing soul-chants to tether the sleeper’s spirit, or Dreamwalkers may risk entering the Dream to guide the lost one home. But nothing is guaranteed. Even success comes with a price.

Spirit Trees

The origins of the Dream and the Nightmare remain shrouded in myth, spoken of in whispers as if they were not merely realms—but living forces, conscious and willful in their own right. Within the Dream, powerful beings stir: the Pantheon of the Wild, ancient animal spirits, and whispering memories that predate even Ar’manu’s slumber. Yet for all their majesty, it is through the spirit trees that the Satyrs truly bridge the boundary between body and soul, mortal and eternal.   These trees—living conduits of fey and spiritual energy—are revered as extensions of Ar’manu herself, and by her roots, as offshoots of Vigdrassil, the World Tree from which all spiritual magic flows. Every spirit tree pulses with life older than memory, and each grove that surrounds them is a sanctuary of Dream-touched harmony. To harm one is to offend the Dream—and Satyrs answer such sacrilege with grief, fury, and retribution.

A Satyr born beneath the boughs of a spirit tree is blessed. The tree’s essence seeps into their soul from the moment they stir in the womb, tethering them to the Dream’s currents. Through trance and meditation, they may drift between realms, their bodies motionless while their consciousness dances among fey-spirits, ancestral echoes, and the great Treants of the Dream who keep silent vigil. But not all are so fortunate.   Those born beyond the reach of a spirit tree’s song—in barren woods, desecrated lands, or far-flung settlements—are cut off from the Dream. These Satyrs are said to live in spiritual silence, unable to hear the hum of the roots or feel the breath of their ancestors. They describe this absence as a hollow ache, a quiet loneliness that gnaws at the edges of the soul. Many suffer from bouts of melancholy, vivid nightmares, or emotional instability. A few wander in search of lost groves. Others, desperate and directionless, drift toward the Nightmare’s whisper, seduced by the promise of belonging—no matter the cost.

Long-Lived Isolationists

Satyrs, a race of rare and long-lived beings, exist in scant numbers, estimated to be only a few thousand among the longest-living races in the world. Their reclusive nature veils them in mystery, seldom seen outside their forest villages. Some even debate their existence, regarding them as mere folklore depicted in paintings and art. Accounts from those who have encountered Satyrs and lived to tell the tale describe them as stunning yet primal creatures.   Their pace of life mirrors their seclusion—slow to change, slow to anger, and equally slow to find calm. Emotions run deep within Satyrs, sometimes even deeper than in younger races. While their emotional responses might be deliberate, their minds are sharpened by age and hold a well-honed wit and profound wisdom.   In contrast to the haughty arrogance seen among demons and imps, Satyrs emanate humility. Preferring the solitude of their forest enclaves, they refrain from asserting dominance over other races, instead harboring a cautious wariness. Trust is a rare gift bestowed sparingly upon outsiders, and their actions primarily revolve around safeguarding their forests when threats loom.   However, not all Satyrs espouse humility; among them reside individuals harboring a deep distaste for civilized societies, perceiving them as affronts to the natural world. They condemn those who exploit nature for personal gain, believing such actions merit retribution. This sentiment has given rise to a profound sense of distrust and isolation, especially within clans dwelling in the Ebonwood. The inhabitants of this forest yearn for solitude, devoting themselves to nurturing their woodland havens in serene tranquility. Only when external threats encroach upon the sanctity of the Ebonwood do they reluctantly turn their gaze beyond its boundaries.

Satyr Names

Satyr names do not follow the typical naming conventions of demon-kind, having been isolated for such an extended period of time. Each satyr's name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every satyr bears a family name, typically a combination of other Sylvan words.   Male Names: Adran, Aelar, Aramil, Arannis, Enialis, Erdan, Erevan, Ivellios, Laucian, Mindartis, Riardon,Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Caelynn, Enna, Leshanna, Lia, Naivara, Sariel, Shanairra, Shava, Silaqui, Thia, Vadania, Vadmia, Valanthe
Family Names: Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal).

Satyr Traits

Satyr Traits

As a satyr, your traits are as follows.   Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age. Although satyrs reach physical maturity at around a century, the satyr understanding of adulthood goes beyond physical growth to encompass worldly experience. A satyr typically claims adulthood around the age of 120 and can live to be 1000 years old.
Alignment. Satyrs typically lean towards chaos and more often than not tend towards neutral and good alignments.
Size. Satyr height varies, with the average height being slightly smaller than most humans ranging from around 5 feet for females to around 5.5 feet tall for males. Regardless of your height, your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Accustomed to twilit forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. Your creature type is Fey, rather than humanoid. In addition, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Satyrs don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The tradetongue word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. In addition, you learn the Dream spell at 9th level. You can only target Satyrs with this spell, and you must complete a long rest before using it again. Wisdom is your spellcasting ability for this spell.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Trade-tongue, Demonic and Sylvan.

Spring-Born

You were born during the months of spring, a time of renewal and joy among the Satyr people. Spring-Born Satyrs tend to be filled with optimism. Many renowned healers in Satyr society are Spring-Born. You have the following traits.

Spring-Born Magic. You know the Druidcraft cantrip. When you reach 3rd level, you know the Goodberry spell. At 5th level, you know the Lesser Restoration spell. You can cast these spells using this trait, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Summer-Born

Born during the months of summer, you embody the vibrant energy of the season. Summer-Born Satyrs are known for their fiery passion and boldness. You have the following traits.

Sun-Kissed Vitality. When you are in direct sunlight for at least 1 minute, you can choose to gain temporary hit points equal to half your level (rounded down to a minimum of 1). Alternatively, you can imbue a creature you touch with this vitality, granting them temporary hit points instead. You regain use of this feature after a short rest.

Autumn-Born

Born during the months of autumn, a time of transition and reflection among the Satyr people, Autumn-Born Satyrs often exhibit a more contemplative and wise demeanor. They are known for their affinity for nature's cycles and their insight into the changing world. You have the following traits.

Autumn-Born Magic. You know the Gust cantrip. When you reach 3rd level, you know the Feather Fall spell. At 5th level, you know the Wither and Bloom spell. You can cast these spells using this trait, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Winter-Born

Winter-Born Satyrs emerge during the frosty grasp of the coldest and darkest months, embodying the stillness and secrecy of winter. Known for their withdrawn and observant demeanor, they excel in stealth, finding solace amidst the hushed murmur of snow-draped woodlands. Often described as contemplative and distant, they exhibit a serene yet introspective nature, attuned to the solemn beauty of the season. Preferring the shadows, their penchant for the night bestows them with extraordinary vision when darkness cloaks the land. You have the following traits:

Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Winter Winds. As a bonus action, if you are in dim light or darkness, you can magically turn into an icy gust of wind, teleporting to another point of dim light of darkness you can see within 30 feet. You also gain resistance to bludgeoning, cold, piercing, and slashing damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you maintain your icy appearence. Once you use this trait, you can't do so again until you finish a long rest.

Genetic Ancestor(s)
Lifespan
700-1000 years
Average Height
5' 4"
Average Weight
100 lb

Satyr Classes

Satyr revere the natural world above most other things, and the paths most Satyr adventurers will take will reflect that in some way or another. Druids and rangers are commonplace in satyr society. Rogues may act as scouts for patrolling parties of fighters and barbarians around the borders of their forest enclaves. Bards may favor wind instruments above all others, while clerics and paladins may weave their divine abilities with nature magic. Sorcerers may be imbued with wild magic, while warlocks may make pacts with an archfey. Wizards and Artificers are nearly nonexistent among satyrs, and those that choose these paths might abandon the safety of the forests to live their lives in cities.

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