Satyr Species in Dierde | World Anvil

Satyr (/ˈsa.tɨr/)

 
It resembles a stout man with a fur covered lower body and cloven hooves similar to that of a goat. A pair of Horns grow from its heads (the horns are different for every satyr, they come in a variety of shapes and sizes). It also has a cleanly trimmed goatee (although not all satyrs have facial hair).
    Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by 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. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.  
Originating in the Feywild—a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds.  
— MPMM
 

Born of the Wild

In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. 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.  

Embracing Life

Most satyrs believe that the other peoples 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. See chapter 3 for more details on the satyr homeland, the Skola Vale.  

The Art of the Revel

The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than 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 past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and—most importantly—it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.  

Very Odd Indeed

Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.  

Myth of Xenagos the Satyr God

The satyr Xenagos savored 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?
 
Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.   Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.   Hedonistic Revelers. Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration. Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.  
“Twixt day and night the spirits goad me on   They pine for ages past when hearts were pure   Against all reason now they seem unsure   They laugh and scream between mine ears anon.   Now fill my cup not once, not twice, but thrice   With flag's brim upon my lips I dance   Let unseen pixies toss their gowns askance   While I, the Carnal King, indulge my vice.   With folded boughs, the treants take their leave   As merry damsels' corsets come undone   My song doth stir them like a summer breeze   They fill mine empty cup without reprieve.   The sun becomes the moon becomes the sun   I while away the hours as I please.”
— Sonnet of a Naughty Satyr
  ~Monster Manual
   
The Menagerie fought one under the Ziggurat of Tharizdun, below Skola Vale, as well as Calliope Galanodel's father, Melios Lamphi, is one as well.  

Basic Information

Anatomy


Satyrs, also known as fauns or the Free Folk, were fey creatures that delighted in singing, dancing, feasting, and debauchery.  
“ "I'd rather bed a satyr," muttered Vasha darkly. "Well, sure. Who wouldn't?" agreed the drow. ”  
— Vasha the Red and Liriel Baenre
 

Description

Satyrs looked like male humanoids of stout build, with fur-covered lower bodies and legs and cloven hooves similar to those of a goat. Similarly, goat-like horns topped their heads; these came in a variety of shapes and sizes, from small nubs to big curling ones akin to a ram. They were typically seen with facial hair and wild, curly heads of hair that ranged in length. Younger satyrs tended to keep their hair short, while older satyrs would just let it grow until it hung about their shoulders.   They had only a male sex, as female satyrs was a phenomenon that just never naturally occurred. However, on occasion there are Faun which are born as female Satyrs.  

Variant: Satyr Pipes

A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.   Panpipes. The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected   An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.   Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. Frightening Strain. The creature is frightened for 1 minute.   Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
  Creature Block

MM, page 267. Also found in SKT; IMR; CM; WBtW; KftGV. Available in the SRD.

Satyr CR: 1/2 (100XP)

Medium fey, chaotic neutral
Armor Class: 14 (Leather Armour)
Hit Points: 31 ( 7D8 )
Speed: 40 ft

STR

12 +1

DEX

16 +3

CON

11 +0

INT

12 +1

WIS

10 +0

CHA

14 +2

Skills: Perception +2, Performance +6, Stealth +5   Proficiency Bonus +2
Senses: Passive Perception 12
Languages: Elvish,Elosi,Pelosi,Kelldorian (Common) & Sylvan (Fey)
Challenge Rating: 1/2 (100XP)

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.   Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.  

Variant: Satyr Pipes

A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.   Panpipes. The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected   An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.   Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. Frightening Strain. The creature is frightened for 1 minute.   Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.   Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.   Hedonistic Revelers. Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration. Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.  
“Twixt day and night the spirits goad me on   They pine for ages past when hearts were pure   Against all reason now they seem unsure   They laugh and scream between mine ears anon.   Now fill my cup not once, not twice, but thrice   With flag's brim upon my lips I dance   Let unseen pixies toss their gowns askance   While I, the Carnal King, indulge my vice.   With folded boughs, the treants take their leave   As merry damsels' corsets come undone   My song doth stir them like a summer breeze   They fill mine empty cup without reprieve.   The sun becomes the moon becomes the sun   I while away the hours as I please.”
— Sonnet of a Naughty Satyr

Suggested Environments

Environment: Forest

 
 

Genetics and Reproduction

Reproduction

Being an all-male race, the satyrs required mating with other creatures in order to reproduce. These creatures were specifically their fellow fey, the dryads, nymphs, and oreads. They also shared the dryads' affection for humans of the opposite sex. Such pairings were likely to result in a child that was a half-fey Human, rather than a true satyr. Occassionally there have been Faun that come from such relations as well.

Behaviour

Personality

Satyrs were well known for being curious and incredibly hedonistic. They were willing to go to any length to achieve their desires, giving little thought to the results of their actions, and often roped other creatures into participating in debauchery.  

Combat

When facing a foe, satyrs were typically known to fight with either a shortsword, shortbow, or longbow. Their most notable weapon was a set of pan pipes that induced a variety of magical effects on their enemies, including charming, frightening, and lulling them to sleep. Other satyrs were immune to the effects of these pipes.   When weapons were not available in close quarters situations they often would simply ram their opponents with their heads.  

Satyr Eccentricities

d8 Characteristic
1 Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2 There isn't a tree or statue that isn't fun to climb.
3 Nothing wards off bad luck like a jolly dance.
4 Sometimes talking to a plant really helps.
5 If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe.
6 I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.
7 Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem.
8 If I have something really important to say, I always make sure to sing it.

Additional Information

Social Structure

Society

Due to their hedonistic nature, satyrs were known to frequently join in the celebration of holidays regardless of what they were for.   Satyrs in elven woods were known to believe that it was lucky to see a dragon when it was raining.

Uses, Products & Exploitation


Harvesting

Instructions
Instructions: Because this creature is an Humanoid, the player should roll a Medicine Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Fey   Skill: Arcana  
DC Item Description Value Weight Expiration Crafting
5 Satyr Hair (small pouch) A satyr typically has a full head of lush, dark hair. The hair can be used to brew strong liquors, and rejuvenation tonics. 1 gp 3 lb. Hair Tonic (HHH)
10 Satyr Horn (x2) A satyr's horns are different for each satyr, and have a variety of uses. Some make unique drinking horns, while others can be crafted into a musical instruments. All of the horns can be ground into a fine powder, which is believed to be a strong aphrodisiac. As satyrs are known for inducing feelings of hedonism and excess, it is fitting that certain parts of their body carry the same properties even in death. When ground up and mixed into a paste, satyr horns have been known to carry a strong intoxicating and aphrodisiac effect. This has caused some naive satyrs to become the main event of an unscrupulous lord's party in a way they probably weren't expecting. 1 gp 6 lb. -
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature may carry a few coins. This kind of creature may have a small hoard. This character usually carries: 1 Shortsword, 1 Shortbow, 1d6 Arrows, 1 Quiver, 1 Leather Random loot, generally very little. they can be carrying weapons and armor which could range in quality and abilities.  
Possible Trinkets
Possible trinkets
1d20 Item Weight Value
1 1 thick, red candles that smell of roses -- 2 cp
2 1 2 silver goblets decorated with engravings of leaves and vines 2 lb. 5 gp
3 1 waterskin of fine sweet wine 5 lb. 3 gp
4 1 pan flute 2 lb. 4 gp
5 1 page of romantic poetry -- 5 cp
6 1 pouch of pleasant smelling incense 2 lb. 8 sp
7 1 laurel wreath headband 2 lb. 1 sp
8 1 pouch of candied yams 2 lb. 1 sp
9 1 sketchbook of dirty drawings 4 lb. 7 sp
10 1 beard trimming kit (brush, small scissors) 3 lb. 5 sp
11 1 wooden carving of a naked human female 2 lb. 5 sp
12 1 book of party games 6 lb. 8 gp
13 1 alabaster dice set, with gold dots -- 1 gp
14 1 deck of dirty playing cards -- 2 gp
15 1 fine, silk tablecloth; red with a gold trim 4 lb. 2 gp
16 1 fine painting, rolled up 6 lb. 5 gp
17 1 gold pin of a lyre -- 1 gp
18 1 poorly written play (15 pages) 1 lb. 5 cp
19 1 small, wind-up music box, that plays lively music 4 lb. 2 gp
20 1d4 dried fruit ration(s) 2 lb. 5 sp
 
 
  This creature produces 2-12 pieces of Harvested Meat, weight total of 8-48 lb. DC: 5, Expire: 1 day, Value: 4-24 sp   There is a stigma to eating meat belonging to sentient creatures that have a humanoid form and features. Harvesting the meat may be frowned upon and even considered cannibalism. Some communities may refuse to buy the meat (and some evil communities may pay a premium). The meat may even be difficult to eat, or unedible. Of course, these are all up to the Dungeon Master to decide.

Geographic Origin and Distribution

Homelands

Areas in the Realms where satyrs were known to be found included the following:   North Faerûn: the Border Forest. They once dwelt in Brynwood in the Vast, but came into conflict with the local korreds over territory. In the ensuing strife, both races fell before monstrous creatures. Afterwards, few of the satyrs remained. Northeast Faerûn: the forests of Rashemen. Northwest Faerûn: the High Forest, a pair of mountains in those woods known as the Lost Peaks, Neverwinter Wood, and in Westwood. Interior Faerûn: they could be found in Chondalwood, particularly its northern reaches. There they regularly patrolled the Old Road in an attempt to ward off human caravans and travelers. They were allied with centaurs and wood giants that also inhabited the forest. West Faerûn: the Cloak Wood.

Civilization and Culture

Naming Traditions


Satyr Names

A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.   Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi   Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon   Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes

Common Myths and Legends

Religion

Satyrs were sometimes utilized as messengers or agents for the gods Erevan Ilesere, Hanali Celanil, Mielikki, Sharess, Sheela Peryroyl, Silvanus, and Sune.

Interspecies Relations and Assumptions

Relationships

Satyrs were often known to serve unicorns whenever one dwelled within their forest.

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 267. ISBN 978-0786965614.
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  • Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Web Enhancement for Faiths and Pantheons. Wizards of the Coast. pp. 10–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 293. ISBN 978-0786965614.
  • Ed Greenwood (2016-06-07). Death Masks. (Wizards of the Coast), p. 355. ISBN 0-7869-6593-2.
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Genetic Ancestor(s)
Scientific Name
Animalia, Superioria, Dryadalis, Humanoidus, Bipedia, Animorphic (Goat, Satyr)
Origin/Ancestry
Fey (Nature, Anthropormorphic)
Lifespan
500
Conservation Status
Satyrs are respected like most other humanoids. Maybe in some small superstitious and uneducated rural areas they may be treated with apprehension or suspicion.
Average Height
5'
Average Weight
150 lbs.
Related Ethnicities

5E Statistics
Satyr

 
Size Medium
Type Fey
Alignment Chaotic Neutral
Challenge Rating 1/2

General Information

Patron Deity Damh
Vision low-light vision
Activity cycle Any
Diet Omnivore
Language(s) Common, Elvish, Sylvan
Favored Climate Temperate
Favored Terrain Forest

Appearance

Average Height 5'
Skin Color(s) Tan to light brown
Hair Color(s) Red or chestnut brown
Distinctions Horns, Goat-like

 
See Also: Satyr on Forgotten Realms Wiki

Source: MOT, page 24. Reprinted as Satyr in MPMM

Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by 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. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.  
Originating in the Feywild—a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds.  
— MPMM
ability score increase: Cha +2; Dex +1 (Optional: choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1)
age: Satyrs mature and age at about the same rate as humans.
alignment: Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
Size: Medium
speed: 35 ft.
Languages: You can speak, read, and write Common and Sylvan. (Optional: you can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.)
parent race:
sub races:

race features:
Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.   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.   You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.  

Random Height and Weight

Base Height Base Weight Height Modifier Weight Modifier
4'8" 100 lb. +2d8 × (2d4) lb.
 
*Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Source: MPMM, page 29

Born of the Wild

In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. 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.  

Embracing Life

Most satyrs believe that the other peoples 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. See chapter 3 for more details on the satyr homeland, the Skola Vale.  

The Art of the Revel

The humans of the poleis generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than 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 past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and—most importantly—it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.  

Very Odd Indeed

Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.  

Myth of Xenagos the Satyr God

The satyr Xenagos savored 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?
   

Satyr Eccentricities

d8 Characteristic
1 Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2 There isn't a tree or statue that isn't fun to climb.
3 Nothing wards off bad luck like a jolly dance.
4 Sometimes talking to a plant really helps.
5 If stumped, I smoke a pipe. And if I'm going to smoke a pipe, it's going to be a splendid pipe.
6 I imagine that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.
7 Having horns is the best. They are fun to decorate, and they can pop open an amphora, no problem.
8 If I have something really important to say, I always make sure to sing it.
 

Satyr Names

A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.   Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi   Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon   Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes