Homebrew Abraxan Satyrs Species Details

The satyrs of Abraxa have the upper half of a human, and the legs of a goat, deer, ram, or sheep. They also sport antlers or goat horns, although mutations or irregular horns are not uncommon. Their eyes, hair, and fur are usually human-like colors, but their godly origin allows for their eyes to sport some unusual colors every once in a while. You often find them sitting under trees and playing instruments in their forest homes, but it is not uncommon for them to be found running and climbing through cities or commanding ships on the high seas. They are descended from the first satyrs, who were manifested by the gods as spirits of the countryside and companions to their "sister" races, the nymphs.

Age

Due to their godly ancestry, they mature quickly and live long. They are considered an adult at 16 and can live for 300-350 years

Alignment

 Most Satyrs lean toward the chaotic alignments, but their views and personalities are as varied and wild as the forests they came from.

Culture

Their culture is very unique. Almost everything that they do or celebrate, be it births, deaths, proposals, marriages, arguments, or festivals is handled by music! Satyr music is lively and carries many percussive elements, as well as many reed instruments such as pan pipes or flutes. Ram and goat satyrs will stamp their hooves on hard surfaces and dance to create beats, while deer and sheep satyrs may tie bells to their ankles, wrists, and horns/antlers and dance around in a lively fashion. Singing is not a very big thing in satyr music and ceremonies, although some will shout along to the hoof beats to raise the energy of the crowd. Sometimes, if they live together, Nymphs will join in with these satyr celebrations and offer string instruments and vocals. Proposals will consist of a partner performing a self-written composition to their beloved, and the marriage planning process consists of the families planning the party, and the couple composing and choreographing a 2-person dance to perform on their wedding night. When coming of age at 16, for their birthday celebration satyrs will perform a musical or choreographed dance that represents their spirit and personality, and they will show this dance to the community. After this, a satyr is considered an adult, and that song will be the one that is played or performed at their funeral.

Satyrs are mostly herbivorous, eating fruits, nuts, mushrooms, and vegetables grown or foraged from the world around them, but some, mainly demi-god satyrs, have a more carnivorous diet. It is considered taboo for a satyr to hunt animals from the forests they live in. They also are master brewers, keeping wine and other alcohols in small caves carved by dripping water.

There is one area in Abraxa that is one of the only places considered sacred and forbidden from other races besides satyrs, nymphs, and whoever they bring with them. This place is called Pressitpetra, or the literal Stamping Grounds of the Satyrs. This place is a tree-lined meadow, with a giant willow tree in the middle with a huge, stage-like rock at its foot. This rock has hoof marks from centuries of dances and celebrations. Countless stone carvings follow the treeline, illustrating figures of centuries past, known as the 'Great Dancers', and feature prominent leaders and artistical figures from their history.

History is largely oral, but any written history is comprised of stories written in God-Speech, and always features illustrations. These are usually written on enchanted paper, making it weatherproof, and stored in living homes called 'Tree Burrows' made of living trees enchanted to grow into small abodes. The largest one of these burrows is the willow at Pressitpetra, which is the home of their current chief, Hedymeles the Sweet Songed.

Satyrs are technically governed by a chief, but their only responsibility is to lead satyrs in combat against threats. Usually, there are small communities dotted around the vast woods, that are ruled by their own leader, who handles day-to-day in their corner of the forest. Satyrs become chief, whether on a large or small scale, by defeating the previous chief in a performance. If a chief dies before they can be challenged, then the communities most elligable leaders will compete against each other, and the community will decide.

Abraxan Satyrs Traits

All satyrs have these racial trait bonuses

Size

Satyrs stand between 4-5 feet tall, with the tallest recorded at 5' 9'', and their average weight is 100-135 lbs. but their body types and size vary. They are considered Medium creatures.

Speed

Your base walking speed is 35 feet

Musician

Natural musicians, Satyrs are well known for playing instruments for their own amusement. You gain proficiency in pan pipes, flute, kithara, aulos, or the lyre. and may use them as a spellcasting focus should you take an Arcane class.

Languages

You can speak, read and write Common and God-Speech

Charming Speech

Your natural charm awards you proficiency with Persuasion (Charisma) and Performance (Charisma) skills.

Ram

During battle, you can use your action or a bonus action to perform the attack, Ram. Choose one enemy within 15 feet of you to perform an attack with your horns that deals 1d6 bludgeoning damage. This action can be taken as many times as you like, but every 3 times you perform it, you take 1d4 recoil damage.

Cliff Hopper

Due to a satyr's natural advantages at climbing, their base climbing speed is 20, and you get +2 to skill checks that require climbing.

Ability Score Increase

Due to your race's fey-like charm and physical advantages, you gain +2 to your charisma score and +1 to your dexterity score.

Comments

Posts Quoted:
Reply
Clear All Quotes