5e SRD >Races >

Satyr

There’s very little real turmoil within satyr clans, since they’re not the types to backstab or hang on to trivial squabbles. 

To a satyr, nothing is more important than their hearth and their clan, and no matter where their travels may take them throughout their lives, an adventuring satyr will always return home when called during times of war or trouble. “A satyr is a satyr”, is one of their many popular proverbs, and serves to correctly summarize their worldview. At the end of the day, there is nothing of more significance to a satyr than their own kind.

Etches and Glories

There are several trials that satyrs must go through during the course of their lives, and each one is commemorated by the ritual etchings on their horns. From their recognition as a true member of the clan at the age of 16 to their welcome into the ranks of the warriors at 20, every test of strength, every feat of endurance, every glory celebrated is reflected in the intricate etchings of their horns. Although there are typical markings that indicate certain universal satyr milestones, after their entry as a warrior within the clan every etch is personal to the satyr’s specific life journey. Position, depth, and which horn the etching is on all carry their own meanings to the satyrs, which are typically hard to translate to other races.

The loss of a horn is a grave event, and one that not even the satyrs make light of. A horn lost in battle or through some other act of courage and bravery is capped in iron and given the appropriate etchings to reflect the unfortunate satyr’s heroism. Although exceedingly rare, if a satyr commits an atrocity or act of treachery within the clan, before they are cast out they will have their horn broken off and the stump charred and burnt. This removes them from their clan and marks them as an outcast to any that they meet. As another satyr proverb goes, “a satyr without a horn is a satyr without a home.”

Fierce and Free

Satyr children grow up surrounded by their many siblings and cousins, constantly fighting for food, attention, enjoyment, and any other reason that they can momentarily justify.

Considering that satyrs are seemingly born with the ability to fight a decade or two before they become adept at reasoning, it’s a testament to the child rearing abilities of the clan that they make it to adulthood at all.

By the time they become full members of the clan at 16, they’ve left most of their childish rowdiness behind, and by the time they become true warriors at 20, they can typically be trusted to interact with the races outside of their clan.

Once satyrs have passed their last official initiation and received their warrior etches, they’re free to travel from the mountain and discover for themselves what the world has to offer. Given that satyr families are so large, it isn’t at all uncommon for one of two members to seek adventures that they take them away from their mountain homes off and on throughout their lives.

Satyrs that join groups of other humanoids have to go through a small period of adjustment, since their new group may not enjoy being treated like other satyrs and human laws are occasionally more restrictive on drunken brawls than they’re used to. But once a satyr has hit their stride, they make a fierce and loyal ally for any well humored and good-aligned group.

Satyr Names

Satyrs have two names, their given name and their hearth name. A satyr’s hearth name is a derivative of either their mother or father’s given name, depending on which is considered by the clan to be the better warrior. Daughters born to Braya would have the hearth name VulBraya, while Braya’s sons would have the hearth name VenBraya. Each respectively designating them as the daughter or son of Braya.

Female Names: Braya, Gara, Iryid, Friga, Lorid, Jeskot, Rorka.

Male Names: Yurmik, Garsvar, Irsark, Sigsvar, Jarlvik, Grylik, Chelvark.

Lore

The following are bits of trivia and lore that you can use while roleplaying your satyr character:

  • Satyrs wear as little clothing as possible while traveling because they’re more suited to the intense cold of their mountain homes. They absolutely despise hot climates and will be very vocal about their discomfort.
  • Consuming alcohol via thick mead or hearty dark ales is common to satyrs from childhood on. They have a very high tolerance to alcohol and have to drink large quantities to become inebriated, which they’re more than happy to do.
  • Satyrs believe strongly in communal living and depending on their group. Discovering a thief or a traitor among their ranks while adventuring is not something a satyr will take lightly.
  • The satyr libido is exactly as ardent as the stories portray and one of the primary reasons they are not introduced to other races until later in their lives.
  • Knocking horns together or bumping foreheads is a sincere act of affection among satyrs and one that they will joyfully apply to their friends of other races.
  • There are an abnormally high number of twins born among satyrs as compared to the other races. A commonly held satyr belief is that they make the toughest warriors.
  • Satyrs wear colorful matching bands around their left legs to indicate their love and commitment to to another satyr.

Racial Traits

Satyrs all share the following traits with each other.

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Age. Satyrs are considered full members of their clan at 16 and respected warriors at 20. They usually live an average 200 years.

Alignment. Satyrs are good people who value their freedom and lean toward chaos, especially during the first quarter of their lives.

Size. Satyrs are around 6 and a half feet tall and weigh between 200 and 245 pounds. Your size is medium.

Speed. Your base walking speed is 35 feet.

Gift of the Mountain. You gain proficiency in the Athletics skill. You may also jump an additional 10 feet when performing a long jump and an additional 5 feet when performing a high jump.

Horn and Hoof. You have proficiency when making unarmed strikes with your horns or hooves, which each count as natural melee weapons. Your horns deal piercing damage equal to 1d4 + your Strength modifier and your hooves deal bludgeoning damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Common, Satyr, and one other language of your choice.

Section 15: Copyright Notice
Remarkable Races: Satyrs. Copyright 2019 Underground Oracle Publishing. Author: Jess Pendley