Satyr Species in The Known World | World Anvil

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 and The Calling

The Dream of Dreams, often referred to as the Dream, is a realm not of collective consciousness but a mindscape woven from aether and potent magic. This ethereal expanse comprises the Satyrs' unconsciousness, a repository of memories, aspirations, fears, and more. To commune with the Dream, a Satyr must be born within a grove or forest intricately linked to a spirit tree. Before a Satyr takes its first breath within a grove, it experiences glimpses of existence within the Dream of Dreams. These visions unravel various memories shared by other Satyrs, acquainting the soon-to-be-born Satyr with the world through these intertwined past experiences. The Dream resembles a well in these instances, with Satyr memories and thoughts flowing like water. Newly born Satyrs do not awaken with the comprehensive depth of the well; instead, they inherit a fraction—a bowl of well water—containing a portion of the collective information and memories.   While Ar'manu slumbers in the waking world, her essence thrives within the Dream. In this realm, she orchestrates the infusion of essential information into each newborn Satyr. Her teachings, including the sacred tenets, and the profound assurance of her love for every Satyr, are instilled within their nascent consciousnesses.

The Nightmare

The Nightmare stands as the shadowed realm within the Dream, where the most harrowing and tormenting memories coalesce. Within this haunting domain reside the Nightmare Satyrs—devoted individuals who propagate the Nightmare's influence, fervently believing that liberating the Satyr race from the perceived 'shackles' of Ar'manu and her guiding principles is paramount. These Satyrs preach that Ar'manu's tenets have hindered the Satyrs' growth and strive to dismantle Ar'manu, aiming to convert her followers to embrace what they consider the 'true nature' of the Satyr, dwelling within the Nightmare's sinister embrace.   Those ensnared by the Nightmare endure a transformative journey into darkness, their very essence contorted and ensnared by twisted tendrils, while still retaining shreds of their original personality and identity. Despite this, some few maintain a semblance of honor and conduct themselves without malevolence. The path to succumbing to the Nightmare varies, but it always emerges from a profoundly traumatic experience. Nightmare Satyrs relentlessly seek to recruit individuals from villages outside the protective embrace of their groves. Once enlisted, they subject their captives to harsh treatment, coercing them into perpetrating acts of torment upon others held captive. Unfortunately, there exists no known 'cure' for those ensnared by the Nightmare. However, there's a possibility for a Satyr who has fallen to the Nightmare to isolate themselves from its influence, akin to how a Satyr can sever their connection with the Dream.

Callings

Satyrs deviate from the need for conventional sleep, entering a state akin to a restful trance. This state, attributed to their connection to the Dream and the infusion of Ar'manu's third tenet, is the core of their repose. Genuine slumber is a rarity for them, often signaling a momentous event, either of grave concern or joyous celebration. It's during the transition to adulthood that most Satyrs experience their first extended sleep, lasting between 3 to 7 days. For a select few, this slumber unveils their 'Ara'min,' meaning 'Calling' in sylvan, also known as their 'Wild Hunt.'   A Calling is a profoundly significant personal odyssey for a Satyr, a quest bestowed upon only a minute percentage of them, and unique to each individual. These chosen few are dubbed Valiants of the Wild Hunt. Clues regarding a Calling might surface within the Dream before a Satyr's birth, yet these hints are often cryptic and elusive. Valiants feel an inexplicable pull, a peculiar echo resonating in their souls, guiding them toward their destined Calling. Their dedication to these quests is unwavering; many are willing to sacrifice their lives in pursuit of fulfilling their Calling.   Satyrs describe their Callings as an incessant itch at the nape of their neck, an urge they cannot alleviate until they have accomplished their destined task. Upon the conclusion of a Calling, a Satyr might receive another directive from the Dream. Comparable to the Dream's Callings, the Nightmare has its own ominous directives for Nightmare Satyrs—missions centered on propagating the Nightmare's influence among other Satyrs.

Spirit Trees

The enigmatic origins and intrinsic nature of the Dream and the Nightmare remain elusive, often spoken of as sentient entities in their own right. Numerous potent entities hold sway within the Dream, including the Pantheon of the Wild and revered animal spirits. Yet, it is primarily through the conduit of spirit trees that Satyrs forge a link to the Dream of Dreams, allowing their consciousness to transcend into this ethereal realm while temporarily leaving their physical forms behind.

Spirit trees, regarded as extensions of Ar'manu and, by extension, Vigdrassil—the World Tree embodying all spiritual magic—hold profound sanctity for Satyrs. Harm to these revered beings is deemed an act deserving retribution and invokes an outpouring of wrath, as these trees serve as the connective essence binding all Satyrs to the Dream.   However, not all Satyrs are privy to the Dream's embrace. Those born beyond the reaches of a grove or forest untouched by the influence of a spirit tree are bereft of this sacred connection. This absence is described as isolating and desolate, often triggering spells of mental instability and despondency among these Satyrs.

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 about the same age as humans, the satyr understanding of adulthood goes beyond physical growth to encompass worldly experience. A satyr typically claims adulthood around the age of 100 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.
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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