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. 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. 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
Satyr Traits Your satyr character has the following racial Traits. Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 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. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium. Here's how to determine your Height and Weight randomly, starting with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 8 inches + your size modifier in inches Weight in pounds = 100 + (2d4 × your size modifier) Speed. Your base walking speed is 35 feet. 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. Languages. You can speak, read, and write Common and Sylvan.