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.

## 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**

Satyrs embrace life, seeking fun and adventure in a world where many are plagued with seriousness. They live free of strict rulesets, eschewing lawful order for freedom. Most satyrs believe that the other peoples of Wormwood are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of city-folk 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.

## The Art of the Revel

The other races of Wormwood generally think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but its 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 the 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.

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## **Satyr Names**

Each Satyr is given a whimsical name based on their personality. Both males and females have their own common names, but many Satyrs go by a nickname.

Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon

Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi

Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes

## Satyr Characteristics

*When creating a Satyr character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

*(Cha+1; Dex+2)*

**Creature Type.** Fey/Humanoid

**Size.** Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.

**Speed.** Your base walking speed is 35 feet.

**Ram.** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

**Magic Resistance.** You have advantage on all Intelligence, Wisdom, and Charisma saves against spells.

**Mirthful Leaps.** Whenever you make a long or high jump, you can roll a d8 and add the number 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.