Satyr

In Greek mythology, a Satyr is one of a troop of male companions of Pan and Dionysus with goat-like (caprine) features, including a goat-tail, goat-like ears, and sometimes a goat-like phallus. In Roman Mythology there is a similar concept with goat-like features, the faun being half-man, half-goat. The female "Satyresses" were a late invention of poets — that roamed the woods and mountains. In myths they are often associated with pipe-playing.
About Satyrs, Praxiteles gives a new interpretation on the subject of free and carefree life. Instead of an elf with pointed ears and repulsive goat hooves, we face a child of nature, pure, but tame and fearless and brutal instincts necessary to enable it to defend itself against threats, and survives even without the help of modern civilization . Above all though, the Satyr with flute has a small companion for him, shows the deep connection with nature, the soft whistle of the wind, the sound of gurgling water of the crystal spring, the birds singing, or perhaps the singing a melody of a human soul that feeds higher feelings. As Dionysiac creatures they are lovers of wine and women, and they are ready for every physical pleasure. They roam to the music of pipes (auloi), cymbals, castanets, and bagpipes, and they love to dance with the nymphs (with whom they are obsessed, and whom they often pursue), and have a special form of dance called sikinnis. Because of their love of wine, they are often represented holding wine cups, and they appear often in the decorations on wine cups.
The faun is a half human–half goat (from the head to the waist being human, but with the addition of goat horns) manifestation of forest and animal spirits that would help or hinder humans at whim. Romans believed fauns inspired fear in men travelling in lonely, remote or wild places. They were also capable of guiding humans in need, as in the fable of The Satyr and the Traveller, in the title of which Latin authors substituted the word Faunus. Fauns and satyrs were originally quite different creatures: whereas fauns are half-man and half-goat, satyrs originally were depicted as stocky, hairy, ugly dwarfs or woodwoses with the ears and tails of horses or asses. Satyrs also were more woman-loving than fauns, and fauns were rather foolish where satyrs had more knowledge.

Satyrs and Satyresses are the children of a human and dryad union.  They can play magical tunes on their pan pipes that cause varying effects as decided by the satyr. Satyrs are hedonistic creatures that frolic in the wild places of the world, and they dwell in temperate forests. Satyrs are extremely lustful, and will attempt to woo any human females they meet.

 

Species Name: Satyr, Satyress, Sætə, Satyros, Half Goat

Type: Humanoid Goat

Physical Traits: Satyrs have the legs and horns of a goat, but otherwise look human. Satyresses are the female equivalent to Satyrs, with a human head and torso, generally including bare breasts, but the body of a goat from waist down. The human head is surmounted by two sharp horns that poke through the Satyr’s coarse, curly hair. The skin of the upper body ranges from tan to light brown, with rare individuals (1%) with red skin. A Satyr’s hair is medium, reddish, or dark brown. The horns and hooves are black.

Height: 5 feet

Weight: 50-190lbs

Abilities: Satyrs have keen senses, so they gain a +2 bonus on surprise rolls. They can be almost silent, and can blend with foliage so as to be 90% undetectable; this gives opponents a -2 penalty to surprise rolls. Satyrs have infravision to a distance of 60 feet. Before resorting to combat, a Satyr often plays a tune on its pipes, an instrument only a Satyr can use properly. Using these pipes, the Satyr can cast charm, sleep, or cause fear, affecting all within 60 feet, unless they make a successful saving throw vs. spell. Usually, only one satyr per band has pipes. If comely females are in a group met by Satyrs or males met by Satyresses, the piping will be to charm. Should the intruders be relatively inoffensive, the piping casts sleep, and the satyrs steal all of the victims’ choice food and drink, as well as weapons, valuables, and magical items. If intruders are hostile, the piping is used to cause fear. The effects of the piping lasts D6 hours or until dispelled. Any creature that saves vs. piping is not affected by additional music from the same pipes in that encounter. A bard’s singing can nullify the pipe’s music before it takes effect.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: CON +D6

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 80 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer may stumble on a woodland celebration, which will contain an equal number of woodland creatures. Strangers are welcomed only if they contribute some good food and drink, especially superior wines. Such wine can also be used to lure or bribe Satyrs. If a group includes Elves, they have a better chance of being welcomed. These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus a few valuables, and not a woodland creature (nor their tracks) to be found. Shying away from the trappings of an organized society, a colony of satyrs usually includes young numbering 50% of the adults. Satyrs live in comfortable caves and hollow trees. Satyrs are an inoffensive, fun-loving race. They rarely venture more than 10 miles from their homes, most often doing so to gather food. They are fond of venison and small game but also eat plants and fruits. Satyrs in sylvan woodlands keep game animal populations at normal levels; they never hunt to excess or despoil plants.

Government: None

Population: 532,530


 

Creating a Satyr or Satyress character

Step 1: Attributes
Roll attributes as normal but MR is 4D6. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +6, +6 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Satyrs/Satyresses gain all the following free;

Night Vision - The character can see in low light with absolute clarity at a distance of 60 feet.

Additionally Satyrs start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 5 Leap double his normal range.
Charm 5 This character gains +1 CHA per level when addressing the opposite sex.
MR Bonus 5 +1 MR per 2 CON
Natural Chameleon 5

Using this ability the Satyr can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Goblin's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.
Pipes 5 Using these pipes, the Satyr can cast charm, sleep, or cause fear, affecting all within 60 feet, unless they make a successful saving throw vs. spell. Usually, only one satyr per band has pipes. If comely females are in a group met by Satyrs or males met by Satyresses, the piping will be to charm. Should the intruders be relatively inoffensive, the piping casts sleep, and the Satyrs steal all of the victims’ choice food and drink, as well as weapons, valuables, and magical items. If intruders are hostile, the piping is used to cause fear. The effects of the piping lasts D6 hours or until dispelled. Any creature that saves vs. piping is not affected by additional music from the same pipes in that encounter. A bard’s singing can nullify the pipe’s music before it takes effect.
SAN Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races