Satyr
Dnd Satyr Race
The Satyr is a race of festive, half-human, half-goat beings. They possess the upper body of a human, covered in a light coat of fur, while their lower half is that of a goat complete with hooves. Two curled horns adorn their forehead. Most Satyrs have a playful and free-spirited nature known for their music, dance, wine, and endless celebrations. They are deeply connected to the magic of nature and live in harmony within the forested kingdom of TharnDorn.
The Capital: Domiroad
Domiroad is the heart of Satyr culture a place full of colorful festivals, open-air music, and taverns where Irish-sounding tunes echo into the early morning hours. Yet beneath their cheerful lifestyle lies a dark secret…
The Origin of the Bulezaus
Not all Satyrs remained true to their peaceful nature. In the shadow of TharnDorn lies Darkon, a grim region that was once part of the kingdom. Here dwell the Bulezaus sinister, twisted creatures who were once Satyrs.
Under the influence of Xavier, the God of Sacrifice, they were transformed into demonic goat-like beings, walking upright, with massive horns and black eyes filled with hatred.
The first Satyr to fall for Xavier’s dark whispers was Skarn, once a joyful bard from the forgotten town of Darktown. In exchange for power and immortality, Skarn gave himself to Xavier. Now he serves as the god’s right hand a corrupt herald of sacrifice and ruin.
Darktown, his birthplace, was set ablaze by his own hand, and rumor has it that it is now a ghost town, cursed by the deeds of its lost son.
The Cult of Xavier
Few within Tharn Dorn know of the Cult of Xavier’s existence. Most Satyrs consider the Bulezaus to be mere myths or woodland spirits from old tales. But deep beneath Domiroad, Skarn’s influence grows. Some Satyrs vanish without a trace never to return, or to come back changed and marked.
Within the cult, sacrifices are made and dark rituals are performed to hasten the transformation.
A Race of Contrasts
Satyrs embody light, music, and freedom.
Bulezaus embody darkness, sacrifice, and oppression.
They share a common origin, yet their paths diverged one choosing joy, the other power.
Future adventurers may find themselves standing at the crossroads of this ancient struggle between what once was, and what may yet come to be.
Stats
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can’t raise any of your scores above 20.
- Creature Type. You are a Fey.
- Size. You are Medium.
- Speed. Your walking speed is 35 feet.
- Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
- Magic Resistance. You have advantage on saving throws against spells.
- Mirthful Leaps. Whenever you make a long jump or a 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. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
- Languages: Your character can speak, read, and write. Common, the Satyr language, and the language of your god Xavier are Xavi (if you believe in him) and one other language of your choice.