A satyr is a seelie fey that enjoys living and reveling in wild places. They are usually found in the forests of Canstice, though they also live in Thantena Forest. Satyrs live life for their enjoyment, seeking pleasure in love, music, poetry, bravado and drink.

Satyrs are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.

Though their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires.

In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.

So let’s take it as a given that you know how to play satyrs as seducers, rakes, drunkards, and flighty, mercurial fey. A satyr wants something the party has, uses his pipes, the party makes or fails their saves, etc., etc. Right?

But there’s nothing saying that in a cosmopolitan campaign you couldn’t deëmphasize their more licentious aspects and have them be just another race in the throng. How cool would it be to have the guy at the bar next to your fighter sporting hooves instead of boots? One could easily imagine them in the more bohemian districts of your fantasy cities, hanging out with barbarians, taking mercenary jobs, and generally living it up. They also might be sought after as lovers, slaves, or entertainers. They are nature’s lust and appetite personified, its greedy, Bacchanal aspect writ large…and that aspect translates into many facets of the adventuring lifestyle. So why keep them in the woods?

A bard goes looking for a famous instrument maker, only to discover he is a satyr. Worse yet, the goat-man objects to the stink of metal on the bard and his companions, and he instigates the local woodland defenders into attacking them. The party must pull their punches to avoid untoward bloodshed and win over the satyr. Sadly the local fey, animals, and plants have fewer scruples.

A faun goes looking for his absent satyr father. The boy is quite optimistic—his memories of his father’s occasional visits are fond ones, and his very existence speaks to the real love his parents shared. But his father’s mind is not his own anymore. Warped into evil by an intelligent magical scimitar, the satyr now serves as a counselor and (thanks to his pipes, very persuasive) lobbyist for a local warlord.

Satyrs are prevalent in Kadrian as mercenaries, hired hands, and entertainers. They enjoy staying in the rough-and-tumble districts for a season—hanging out with the Sark barbarians, drinking in pubs, and taking odd jobs and as many lovers as possible. Strangely, these liaisons seem to be largely fruitless—certainly, one does not see many young satyrs or fauns in the streets. But closer investigation reveals a striking number of lower-class women and artists who vanish from their beds in the dead of night, typically after a visit from one of the red-curtained coaches that may or may not have a connection to Kadrian’s power-hungry archduke…


The Nine Satyrs of Gogan

Notable Satyrs

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