Satyr Species in Kadmeian Mysteries | World Anvil
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Satyr

Satyrs are wild beast-men, who are the male counterparts to nymphs. Their progenitor is the god Seilenos, himself the scion of Hermes and Gaia. Seilenos himself was a perpetually drunk wanderer who haunted out-of-the-way forests, but he also had a knack for incredible insights and prophecy. He could also bestow magical gifts on those who treated him well, and cursed gifts for those who crossed him. He could be an absolute pest, always questioning all truths, conventions, and relationships. These features led some to regard Seilenos as the wisest god of all. He did serve as tutor to several gods and heroes, most notably, the young Dionysus, whose ardent devotee he subsequently became.   Seilenos' progeny - the satyrs - inherited his qualities. They are semi-divine, and though they enjoy an extended lifespan, they can be killed. Their physical appearance is quite varied - some have horses' tails and legs, others are more goat-like, with small horns atop their head, others still have faun-like features. Most tend to be bearded, with hairy bodies, but often bald heads. Most also have snub noses. They tend to live with others of their kind in woods and other rustic places, but usually in proximity to wild grapes (though they are not above stealing ones being cultivated). In this natural state, while among others of their kind, satyrs tend to eschew clothing, as they do not see the point of it given their hirsute physiques. Most of their time is devoted to drinking, singing, and chasing nymphs, typically, with little success. They occasionally engage in projects, like putting on performances or making wine, though these are mostly preludes to more drinking and debauchery. Some of their feasts turn into debates, though these in turn become heated arguments and fights fueled by more wine. Some satyrs have a darker outlook on life, believing that their lifestyle is the only proper one in the face of an ultimately meaningless, tragic cosmos ruled by corrupt gods.   Occasionally, satyrs abandon their groves and turn toward human settlements. Most commonly, they do this because they are searching for wine. While there, some become sought-after celebrities at symposia. Assuming their antics are tolerated, satyrs can take to civilization. Alternatively, they are sometimes captured or enslaved, which forces them to come up with a way to escape. A few have undertaken professions, so long as they don't have to work too hard at them. If residing in cities, satyrs often produce elaborate mockeries of existing customs and performances, and occasionally, local rulers (who are not always tolerant of being satirized).
Ability Score Increase: CHA +1   Age: Hundreds of years (?)   Size: Medium   Speed: As human (30 feet/round)   Born Musicians: Satyrs have proficiency in Performance, and a tool proficiency in a musical instrument   Lush: Satyrs make Constitution saves against entering deeper states of drunkenness at advantage (see Lukomorye, pp. 12-13).   Drunkard's Insight: When rolling a skill check in a skill they are not proficient in, satyrs can make the check as if they had expertise in the skill. They can also cast an Augury without expending a spell slot (though if they have spell slots, they can use those to cast it as well). Once having used each effect, they cannot use them again until they have finished a long rest.   Thyrsus: the ivy-covered wand carried at festivals honoring Dionysus can become a deadly weapon in the hands of the wildman. Satyrs can use it as a Shillelagh, which they can cast at will.   Satyr play: Satyrs know the Vicious Mockery cantrip

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