Satyrs

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**Satyrs** are a race of fey who live extensively in the Cytervale Forest in northern Parthenay. A race of nature loving pranksters, they are often the cause of various troubles around farms or anywhere that civilization meets the wild.

## Ecology

Satyrs are humanoids with a few distinguishing features. Satyr have the hooves and horns and tails of goats, along with furry legs, long curved ears, and pupils that are rectangular.

They tend to stand slightly shorter than humans, ranging from 4'10" to 6' tall, with males tending to be slightly taller than females.

A satyr's horns tend to curve back or even curl in a wide spiral, these horns are strong and make effective natural weapons when must needs.

A satyr has hooves with two 'toes' that allow them to walk over hard or even sharp surfaces with no issue. Their natural sense of balance and relatively small footprint allow them to scale slopes with ease as well.

Satyrs eyes are well adapted to low light conditions, allowing them to see better in dim conditions than humans, though their rectangular pupils can sometimes be considered off-putting to other races.

Satyrs tend to maintain multiple simultaneous relationships, and typically between any gender. Satyrs tend to be pan-sexual, as well as poly-amorous, though that is by no means universal among them.

Satyrs typically have large families, with between 6-10 offspring, often from different partners, so many of the offspring are half-siblings. Their overall population growth is higher than humans, but their overall territory and small population to begin with keep them a minor race in the grand scheme of the setting (1% annually compared to humans 0.85%).

## History

Their race can trace its origins back to a moment of cooperation between the gods. Eden was seeding life across the lands and sought to make many wonderful and unique creatures to live in her forests. She asked the other gods to work with her to create and shape this new life, many of the gods chose to partake and thus the fey races were made.

One of those who partook was Symphonia, the goddess of music and travel. She weaved her songs into newly formed spirits laid out by Eden, and from that cross of nature and music came the Satyrs. However, watching from the shadows was Symphonia's cousin, Dimerion, the god of mischief and games. Not content to simply work with the other gods, Dimerion laced his own magics into this new race, giving the Satyrs a playful and chaotic streak that the other two goddesses hadn't intended.

Due to this innate chaos, the Satyrs tended to make poor subjects to Symphonia, as they often found themselves more interested in their own adventures and drama. Meanwhile, Dimerion was extremely pleased with how well they took to his influence, and they remain a prized accomplishment for him.

The Satyrs themselves tended to not spread too far from their homeland, and though a rare few take up the spark to travel the world, many would rather revel in fun and games with each other in Cytervale.

## Society

Satyr society is one of chaos and mischief, and by its nature unstable. Satyrs have no real leaders, relying on a sort of group mentality to make any major decisions, which to their relief is a rare thing that is required. They tend to be panicky and cowardly in large groups, and often look to others to take responsibility.

Satyrs have a love of music, as it was written into their very souls upon creation, and all satyrs have an affinity to some kind of musical instrument. Satyr settlements are therefore places of constant music and song, though oftentimes that music can be discordant, wild, or overly loud to outsiders.

## Territory / Key Locations

The Satyr's primary home is the Forest of Cytervale, a large ancient forest between northern Parthenay and the Red Plains.

Though Satyrs leave from time to time, it is rare to see enough of them in one place to form any kind of community outside of their forest.

## Notable Satyrs

Bellinda the Drinker

Oximoose the Strong

Treeska the Quick

## Behind the Curtain

### Satyrs as Characters

Racial Ability Modifiers: +2 DEX +2 CON +2 CHA -2 INT, Satyrs are a nimble lithe race that is also unusually hardy and able to survive easily outdoors. Their natural affinity with music and wordplay also give them an edge when dealing with people of all stripes. However, their flighty nature and lack of attention spans often lead to them having poor education and focus.

Blood of Symphonia: The blessings of the goddess of song gives all satyrs a natural boost to performances, as well as a sharp eye and careful hoof. Satyrs gain +4 Perception, +4 Perform, and +4 Stealth.

Soul-song: Symphonia's influence runs deep in the spirit of the satyrs, and all satyrs begin with a bonus feat for one type of performance skill pertaining to music.

Curse of Dimerion: The powers of the lord of mischief suffuse the Satyrs, making them keen on playing games, pranks, and jokes whenever they can. This benefits them when telling half truths, or making things up completely, however it means they rarely have time to study. +4 to all bluff checks, -2 to all knowledge checks.

Blessing of Eden: The goddess of nature breathed life into the satyrs first, forever tying them to the natural world. Satyrs gain a +2 to handle animal and survival checks.

Natural Attack: Satyrs gain a gore attack, which deals 1d6 damage (1d4 small)