Appendix B: Playable Races

Thylea is home to a number of mythical races that your players may choose during character creation.


Thylean Centaur

I once saw a stampede of centaurs going to battle against the cyclopes, west of Xanderia. There is no more marvelous sight in Thylea than their spears gleaming in the sun of the steppes, wild manes flowing, hooves thundering. That night, they feasted and sang under the stars, calling out to me from afar, but I confess that I was too afraid to draw near.

— Leyland, Gladiator of Mytros

A noble race that roams the great plains of the world, centaurs are both feared and respected by other intelligent creatures. Centaur legends claim that they are the offspring of a powerful god of war that came down to the mortal plane in the form of a stallion. They are proud of this divine heritage and demand that the proper respect be shown to them.

Equine Nomads

Centaurs possess a humanoid torso with a horse's lower body. They are as varied in coloration and physical build as humans and horses. Their horse body can be chestnut brown, black as a nightmare, pure white as a unicorn, grey, and other colors between. They can be a single color, spotted, have white "socks,"or have hooves of different coloration. Their human bodies can be of any skin color from dark skinned to pale. Their human hair can be black, brown, blonde, or red—but it most often complements that of their horse body.

Proud and Haughty

Centaurs are a proud people. They view themselves as superior to all other races and demand respect and adulation. They can be vain about their appearance and are careful to be dignified and aloof in the presence of others. However, most centaurs are also fond of drink and once inebriated they can become loud, boorish, and dangerous.

Centaur Tribes

Centaurs are a tribal people. Centaurs are fiercely loyal to members of their tribe and will never leave one of their own behind. When they mate, they mate for life. If they join an adventuring group, they will often consider that group to be their current tribe and will be intensely loyal to their fellow heroes.

They normally roam huge expanses of steppe land that they consider their domain. They don't build settlements in these lands, but they are protective of them. While centaurs can be herbivores, they prefer meat and enjoy hunting, but they will resort to gathering fruit, nuts, and other plants if an area has been overhunted. Travelers who are respectful of the plants and animals in tribal territory are left alone, but those who disrespect nature or try to build permanent settlements of any kind will become a target of the tribe's wrath.

Centaurs in Thylea

Centaurs are distrustful of the civilized races. In the First War that raged five centuries ago, thousands of centaurs were killed by the invading Dragonlords, and the centaurs have never forgotten or forgiven. The distrust is mutual, especially as centaur tribes are now flocking to the banner of Sydon and raiding outlying farms. Centaurs that enter a Thylean town or city will find that they are tolerated but kept under constant watch.

The centaurs tend to worship the mother goddess, but they will sometimes offer prayers to one of the titans, Sydon or Lutheria. They never worship the Five.

Centaur Names

Centaurs have names that are specific to their race. These names can often be difficult for members of other races to pronounce, so they can adopt nicknames when Traveling with a band of non-centaurs.

Male Names: Agrius (Agri), Amycus (Amy), Asbolus (Az), Bienor, Chiron, Cyllarus (Cyl), Dictys, Eurytus (Tus), Elatus, Eurytion (Yuri), Hylaeus (Hyla), Nessus, Perimedes (Peri), Pholus, Rhoetus (Rote), and Thaumas (Tom).

Female Names: Agaria, Biano, Cylla, Diena, Eura, Hylonome (Hylo), Heranae (Hera), Nessicana (Nessie), Nara, Ponadata (Pona), Rhaelatisis (Rala), Rhaena (Rain), and Seranu (Sara).

Centaur Traits

@race[Thylean Centaur|ArcanumWorldsOdysseyoftheDragonlords|Centaurs] have the following racial traits.

Ability Score Increase.

Your Strength score increases by 2, and your Wisdom score increases by 1.

Age.

Centaurs mature at the same rate as humans.

Alignment.

Centaurs have a tendency toward good. As a tribal people, they don't lean toward the freedom of a chaotic alignment, but they don't obey laws that they feel are unjust or ineffective. They lean toward neutral.

Size.

Centaurs range from 6'6" to 7 feet in height and weigh between 700 and 900 pounds. Your size is Medium, but you tower over most other races.

Speed.

Your base walking speed is 40 feet.

Languages.

You can speak, read, and write Common and Sylvan.

Charge.

If you move 30 feet straight toward a target and then hit them with a melee attack on the same turn, the target takes an extra [[/damage 1d6]] damage from the first attack.

Mountable.

As a bonus action on your turn, you may allow a single willing ally within 5 feet of you to hitch a brief ride on your back. They are carried on your back until the end of your turn, at which point they must disembark within 5 feet of you. While being carried, your rider is not considered to be mounted and they are not vulnerable to attacks of opportunity. Your rider must be a bipedal creature of your size or smaller.

Quadrapedal Stride.

Climbing or maneuvering in tight spaces is considered difficult terrain for you.

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The native and cursed races of Thylea are fearsome enemies, but those who side with us against the Titans are valuable allies. I cannot fathom betraying my own kind as they have, but I find it is better not to question their motives. They choose to fight alongside us; that's all that matters to Xander, and so it's good enough for me.

— Rizon Phobas, Dragonlord (15 CE)


Thylean Medusa

Truly, I have never considered myself to be cursed. I wished for gold, and gold I now have—in great quantities. Those who displease me are added to my lovely collection of statues. And I prefer the company of my snakes to that of lesser mortals.

— Moxena, the Lady of Coins

Medusa are humanoids that have made a bargain with dark powers to achieve beauty, eternal youth, great wealth, or some other mortal desire. As a consequence, their hair has been replaced with snakes, and their eyes have the power to petrify the unwary. They are despised and shunned by all other mortal races, and they must be careful to hide their identity when Traveling in the civilized places of the world.

Legend of the Medusa

Thousands of years ago, a woman came to Thylea seeking her fortune. When the creatures of that land asked her from whence she came, she would only say, "I am from the land of the Gorgons."In those days, Thylea was rich in natural beauty but poor in wealth. But the woman would not be deterred.

First, the woman searched the steppes and mountains, and she came to the centaurs, asking, "Where may I find gems and jewels to rival the stars?" The centaurs offered her a shank of lamb and said, "Why seek gems and jewels when the stars are free to everyone?" Disappointed, she cast away the food and left the centaurs to their star-gazing.

Then the woman searched the forests, and she came to the satyrs, asking, "Where may I find rivers of gold and silver that flow like fountains?" The satyrs offered her a goblet of wine and said, "Gold and silver make a very poor feast. Wouldn't you rather join us for a song and a drink?" Disappointed again, the woman cast away the goblet and left the satyrs to their revelry.

Now, the woman wandered high and low, seeking her fortune to no avail, and finally she came upon three women weaving at a loom. She said, "I wish for riches beyond the imagination of all the creatures that haunt this accursed land." The three women, who were the Fates, warned her. "Is this truly what you desire? You may have it, but the price will be high." And the woman answered, "When I am rich, I shall have no trouble paying any price." And the Fates said, "So be it."

The woman's eyes suddenly gleamed like golden coins, and wherever she turned her gaze, creatures were turned to stone. "So that none may rob you of your treasure," said the Fates. The woman's hair grew long and sinuous, slithering and scaled like snakes. "So that always you will have the company of hearts as cold as your own." And finally, the woman's hands were filled with gems and coins that were beautiful beyond the reckoning of stars or songs. Her name was Medusa, and she was the namesake of her curse, which afflicts many such mortals with more ambition than sense.

Cursed by Dark Powers

Medusae have typically made bargains with some sort of fiend or fiendish power, but in some cases, they are oathbreakers who have displeased the gods or the Fates. Either way, they have been afflicted with the @reward[curse of the medusa|ArcanumWorldsOdysseyoftheDragonlords] as punishment, and recovery from the curse is not possible without the use of powerful magic. In some cases, even the @UUID[Item.CrfqCBjK8JdTHLqD]{greater restoration} spell may not be enough to break the curse. But in many other cases, the medusa simply embraces the curse as part of her identity. Children born to medusae are also affected by the curse.

Ophidian Schemers

Medusae are known to spend much of their time plotting against those who rival them in wealth, power, or beauty. Some medusae name their snakes and speak to them as if they were speaking to cherished pets or loved ones. Others are ashamed of their curse and seek to break it. Medusae must train themselves to never gaze into a mirror or stare at their reflection, for in an ironic twist of fate, they are vulnerable to their own petrifying gaze.

Medusa Traits

Medusae have the following traits.

Ability Score Increase.

Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age.

Medusae are not born—they are made. When a humanoid is afflicted by the curse of the medusa, they gradually transform into a snake-haired monstrosity. Once transformed, they may live for a thousand years, but most are hunted down and killed long before then.

Alignment.

Civilized medusae tend toward neutral or lawful evil alignments, because they must find ways to survive on the fringes of society. They must be careful to cooperate with others who will suffer the company of one who is cursed by the gods. Medusae who give into their anger eventually lose control of themselves and become true monsters.

Size.

Medusae are the same size and build as humans. Your size is Medium.

Speed.

Your base walking speed is 30 feet.

Languages.

You can speak, read, and write Common and one language of your choice.

Darkvision.

Your eyes are adapted to dark places, giving you darkvision out to 60 ft.

Cursed.

You are afflicted by the @reward[curse of the medusa|ArcanumWorldsOdysseyoftheDragonlords], but your transformation is already complete. Your curse can only be ended with the @UUID[Item.PLsSJJ79HR2x0cRl]{wish} spell. If your curse ends, then your race changes to whichever race you were before you became cursed (usually a human).

Snake Hair.

You can attack with your snake hair. This is a melee weapon attack with an attack bonus equal to your proficiency modifier + your Dexterity modifier. It does [[/damage 1d6 type=piercing]] damage on a hit, and your target must make a DC 12 Constitution saving throw or else they are &Reference[condition=poisoned] until the beginning of your next turn.

Snake Blood.

You have advantage on saving throws against spells and abilities that inflict the &Reference[condition=poisoned] condition.

Petrifying Gaze.

Starting at 5th level, you can use your action to force a creature within 30 feet that can see your eyes to make a DC 8 Constitution saving throw. On a failure, the creature is &Reference[condition=paralyzed] until the end of its next turn. On your turn, you can use your bonus action to force the same creature to repeat this saving throw with disadvantage. Each time it fails, it is &Reference[condition=paralyzed] again until the end of its next turn. When a creature is &Reference[condition=paralyzed] in this way for the third time in a span of 10 minutes, it is instantly &Reference[condition=petrified].

Starting at 10th level, the DC for this saving throw increases to 10. At 15th level, the DC increases to 12. At 20th level, the DC increases to 14.


Thylean Minotaur

I will never understand how the people of Mytros can consider themselves to be so enlightened when they treat the minotaur tribes like cattle. Travel widely enough and you will come to know shopkeepers, poets, and philosophers with the faces of bulls. True, there are some who are monsters. But is that not also true of men?

— Aesop, Keeper of the Dragon Shrine

Minotaurs are the descendants of an ancient tribe of humans who were cursed by the gods, transforming them into half-human, half-bull monstrosities. Although they are widely dismissed as unthinking brutes, they are in fact as diverse and as intelligent as any other race.

Legend of the Minotaurs

Over a thousand years ago, a tribe of humans washed ashore in Thylea and came to live in the southern hills of the Aresian peninsula. Here, they laid foundations for a city and called it Minos. But not one man or woman among them had the strength to till the hard, rocky soil. As fate would have it, they discovered a magnificent bull that could pull a plow through any terrain for days without resting. Using the bull's great strength, they were able to produce bountiful crops with which to survive the first winter.

Over time, the people of the tribe began to venerate the bull, crowning him as the god of the harvest. When Sydon learned of this, he was furious. He threw curses down upon the settlers and transformed them into bulls, in mockery of their insolence. Each of them was harnessed to a plow and forced to tread the same winding, geometric path, until that path became a deep, labyrinthian gorge. Eventually, the plows broke, and the people of Minos slowly began to stand upright again—but their faces had been forever changed by the curse.

The people of the tribe came to be called minotaurs—the bulls of Minos—and they have never fully shed their bull-like demeanors. Some of them merely have horns and a snout-like nose, while others have the entire upper torso of a bull. Some continued to dwell in the labyrinth, while others left to explore the far reaches of Thylea. Over the centuries, they have come to view their own cursed existence as the will of the Fates.

Warrior Bulls

Minotaurs possess uncommon strength, making them excellent warriors. The curse infuses their bodies with the power of a bull at all times, and their muscles seldom relax, even when they are drunk or asleep. In battle, minotaurs sometimes lose control of their emotions and fly into a rage. When this happens, the curse takes over, transforming them back into a full-fledged bull for a short period of time.

Oathbound Slaves

Minotaurs are widely shunned, because they are believed to be unthinking brutes who have been cursed by the gods. Most minotaurs gather together to form small farming or fishing communities, far from civilization. The only way that most minotaurs can find work in cities and villages is to swear oaths of service that effectively reduce them to the status of slaves. Many bear this humiliation with stoic grit, but others resort to banditry rather than submit to the unreasonable demands of cowardly superstition.

Minotaur Names

Minotaurs generally prefer names that are short and simple. They typically punctuate their names with a snort or a sharp exhalation of air through their nostrils. When someone omits this part of their name, they become annoyed.

Names: Arxan, Braz, Dregxa, Elagore, Garnox, Horus, Kath, Luth, Manx, Parth, Raxus, Steth, Torag, Zark

Minotaur Traits

Minotaurs have the following traits.

Ability Score Increase.

Your Strength score increases by 2, and your Constitution score increases by 1.

Age.

Minotaurs mature at the same rate as humans and live to about the same ages.

Alignment.

Minotaurs tend toward neutral alignments. Most are stoic and proudly stubborn, refusing to be moved by notions of good or evil.

Size.

Minotaurs range from 6 to 8 feet in height. They weigh between 200 and 400 pounds. Your size is Medium.

Speed.

Your base walking speed is 40 feet.

Languages.

You can speak, read, and write Common and Abyssal.

Keen Snout.

Despite your powerful demeanor, you have a delicate nose. You have advantage on Wisdom (Perception) checks that rely on smell, and you can detect strong odors from up to six miles away.

Labyrinthine Vision.

Your eyes are adapted to the dark conditions of deep canyons and underground labyrinths, giving you darkvision out to 60 ft. You have advantage on skill checks made to solve maze-like puzzles. Additionally, you automatically succeed on saving throws against @UUID[Item.v27GjGTYt6Loz6xV]{maze} and @UUID[Item.NOguPFtX6g9q8Vzn]{hypnotic pattern}.

Color Blindness.

You see the world in shades of red and grey, leaving you incapable of discerning any color except for very bright reds.

Cursed Transformation.

Starting at 5th level, you may use your bonus action to transform yourself into a @UUID[Actor.7LuYzyqiQ1WgSpC9]{Bull} using the rules of the @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} spell (no concentration required). This ability recharges after a long rest. This ability automatically triggers if you suffer prolonged exposure to very bright shades of red. Starting at 9th level, this ability transforms you into a @UUID[Actor.SgPG2B3m8a586iVX]{Dire bull}.

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Dire Bull[–]
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Thylean Nymph

I once loved a man who had eyes like jewels, and tresses like the sun, and lips like a flower. He claimed to have been born within a crag at the peak of the mountain near my village, but I did not believe him, for how could anything so delicate be born from hard, pitted rock?

— Tessela, witch of the western steppes

Nymphs are fey spirits that manifest from the beauty of the elemental forces of creation. There are many kinds of nymphs—dryads of the forests, naiads of the rivers, oreads of the mountains, aurae of the night sky, and nereids of the sea. They have walked the earth for millennia, ever since the Great Mother awakened them from the trees, waters, rocks, and breezes.

Nymphs are most at home in nature, but they have been known to disguise themselves and live amongst mortals, for they are desperately curious about the civilized world. In spite of this, they often have a difficult time comprehending the day-to-day struggle of civilized existence. Their charms are such that they may inadvertently seduce and domesticate mortal 'pets' who see to their every need, leaving them somewhat puzzled by the ugliness and hardship that seems to pervade cities.

Legend of the Nymphs

There was once a river running through the mountains. None can say which river or which mountains, for this was so long ago that the land has rolled and shifted so as to become unrecognizable in the time since. The mountains were blanketed in a soft powder of white snow, and as the snow melted, it crept along the ground and joined together into streams of water, which trickled along the rocks and formed a river. And the river coursed down through a forest, emptying into the ocean. So it went for eons.

But then one day, the snow on the mountains had a thought. "Am I alike to the water in the streams?"And so also did the water in the river begin to wonder, "Am I alike to the roots of the trees?"They were curious, but it seemed that they would never know the answer, for just as the snow went to inspect the streams, it became the water, and just as the water went to inspect the trees, it became the roots. And so it went for eons.

Eventually, the Great Mother herself became aware of these questions. Holding the world in her embrace, she felt the curiosity of the elements rippling and vibrating across its surface, anxious for answers. And so, she loosened her grip—just slightly. The rippling thoughts of the snow and the waters and the rocks and the trees took shape, and their shapes were beautiful, for they were curiosity made manifest. These were the first nymphs.

Beautiful and Diverse

Nymphs are famed for their feminine charms, but they are not exclusively female. Some are awakened from the elements with a mix of masculine and feminine features, and others are quintessential specimens of male splendor. As fey creatures, nymphs like little less than to be nailed down by the crude shackles of mortal language. They come in as many shapes and forms as the earth itself. The only physical trait that all of them have in common is an awe-inspiring beauty.

Curious and Possessive

Nymphs have an insatiable desire to learn as much as possible about both the natural and the civilized world. Because most have had eons to discover the splendor of nature, it is the civilized world that interests them the most. However, they are not usually very accustomed to mortal culture, and so they may think of men and women as interesting baubles to be collected and admired. Even civilized nymphs tend to cherish their friends and acquaintances as 'pets' to be manicured and proudly exhibited. They are not above bragging about their collection—or fighting with one another over their favorites.

Nymph Names

Nymphs have names that sound beautiful and elemental.

Male Names: Celano, Elion, Eratheis, Hyllis, Limnade, Linos, Myrmex, Olbia, Pega, Potameid, Pyron, Taygete

Female Names: Aegle, Alcyone, Arethusa, Asterope, Brettia, Brisa, Calybe, Crinae, Crimisa, Dodone, Electra, Erythia, Hesperia, Himalia, Oeneis, Laodice, Maia, Merope, Polydora, Rhene, Semestra

Nymph Traits

Nymphs have the following traits.

Ability Score Increase.

Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age.

Nymphs are born cocooned within some feature of their associated element. For example, dryads are usually born within trees, and nereids may be born within giant clamshells. Young nymphs sleep in their cocoon for up to one hundred years before emerging, fully mature. They can live for as long as one thousand years, although many choose to return to the elements once their curiosity about the world has been satisfied.

Alignment.

Nymphs tend toward chaotic alignments. They understand the concepts of good and evil, but they tend to select one or the other based on impulse rather than any deep-seated conviction. Nymphs tend to make a game out of performing acts that characterize their chosen alignment, rather than pausing for serious introspection.

Size.

Nymphs are the same size as humans, but their builds typically reflect a life of leisure. Your size is Medium.

Speed.

Your base walking speed is 30 feet.

Languages.

You can speak, read, and write Common and Sylvan.

Enthralling Beauty.

You possess unearthly grace and beauty, which allows you to dazzle and charm those who are susceptible to such things. You have proficiency in the Persuasion skill. Additionally, you can cast the @UUID[Item.tTMOWyeEG3ici5of]{charm person} spell once with this trait and regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for this spell.

Nymph Ancestry.

When you create your nymph, choose one of the following subraces: Aurae, Dryad, Naiad, Nereid, or Oread. You gain access to special traits and magic depending upon your ancestry.

Nymph Subrace: Aurae

Aurae are associated with the breezes and the constellations of the night sky. They look like beautiful humans except that in dim lighting, their features are sometimes illuminated by cosmic light. Aurae are considered to be the wisest and most serious-minded nymphs, as they spend their time reflecting upon the eternal nature of the stars.

Aurae Ancestry.

You have Darkvision out to 60 ft., and you have advantage on Wisdom (Survival) checks when navigating by the stars. Starting at 3rd level, you can cast the @UUID[Item.4ngUEh1oeCcJgHPZ]{faerie fire} spell once with this trait and regain the ability to do so after a short or long rest. Starting at 7th level, you can cast the @UUID[Item.s8NlJnRaOGIbNIE1]{levitate} spell once with this trait and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.

Nymph Subrace: Dryad

Dryads are associated with the forests and trees. They look like beautiful humans but with rough, bark-like skin that ranges in color from earthy browns and greens to flowery pinks and blues. Of all the nymphs, they have the most trouble adapting to civilization, as they do not cope well with being separated from their birth tree.

Dryad Ancestry.

You are fluent in the languages of beasts and plants, and you have advantage on Wisdom (Survival) checks in forested regions. Starting at 3rd level, you can cast the @UUID[Item.jqrP4q47CbBwMDA6]{goodberry} spell once with this trait and regain the ability to do so after a short or long rest. Starting at 7th level, you can cast the @UUID[Item.pyjv0nY1QjHLRE5u]{barkskin} spell once with this trait and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.

Nymph Subrace: Naiad

Naiads are associated with rivers, lakes, and rushing rapids. They look like beautiful humans but with long hair that coils and tumbles like a flowing waterfall from their shoulders. They adapt to civilization easily, as many mortal settlements are built along rivers. Any beautiful human that seems to enjoy bathing just a little too much might be accused of being a naiad.

Naiad Ancestry.

You can hold your breath for 1 hour, and you have a swimming speed of 40 ft. Starting at 3rd level, you may cast the @UUID[Item.QJLX7DVZzzqZrKUG]{create or destroy water} spell once with this trait and regain the ability to do so after a short or long rest. Starting at 7th level, you can cast the @UUID[Item.75tx3ncFUgX3ca6O]{control water} spell once with this trait and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.

Nymph Subrace: Nereid

Nereids are associated with the stormy seas and oceans. They look like beautiful humans but with pearlescent blue-green skin, luminous eyes, and webbed hands and feet. Nereids have no trouble adapting to civilization, but they are a rare sight, because they vastly prefer the ocean to walking on dry land.

Nereid Ancestry.

You can breathe underwater, and you have a swimming speed of 40 ft. Starting at 3rd level, you may cast the @UUID[Item.8bwF7LsSn5HpfbYT]{fog cloud} spell once with this trait and regain the ability to do so after a short or long rest. Starting at 7th level, you can cast the @UUID[Item.6GHwd1DNpSheVCrt]{water walk} spell once with this trait and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.

Nymph Subrace: Oread

Oreads are associated with rocky crags and the snowy peaks of mountains. They look like beautiful humans but with cat-shaped eyes. Oreads are fierce hunters, and they are known to stalk rural areas in search of interesting prey. Any hunter who can live for weeks in the wild and come away looking fresh as a flower might be an oread.

Oread Ancestry.

You have Darkvision out to 60 ft., and you have advantage on Wisdom (Survival) checks in steppes, rocky islands, and mountainous regions. Starting at 3rd level, you can cast the @UUID[Item.DMEHxQ2oeg9UXDdJ]{hunter's mark} spell once with this trait and regain the ability to do so after a short or long rest. Starting at 7th level, you can cast the @UUID[Item.AJUGXcco34irhBLj]{misty step} spell once with this trait and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.


Thylean Satyr

Trust these horn-headed fiends to get the better end of any deal you make with them. They'll ask to be paid in wine, and then drink you into poverty. I caught one of them tupping my sister behind the stables, and rather than having the good sense to be ashamed, he wrote a song about it. Sod them all, but the damned goats play music that could make the Muse herself weep.

— Delphion, Innkeeper of the Dragon's Tooth

Satyrs are a race of fey creatures with a strong link to the Feywild and all of the creatures and races that come from that place. They prefer forested wilderness but are not afraid to enter towns and cities to enjoy the company and other benefits of civilization.

Goat Men

Satyrs have the lower body of a goat and the upper body of an elf. A pair of goat-like horns sprout from their foreheads. These horns can range from small spikes to huge horns worthy of a mountain goat. In addition to a full head of hair, satyrs grow fur on their arms, legs, and torsos. Some satyrs grow less fur, and many choose to carefully shave the hair from their arms and body. They can have brown, black, blonde, red, grey, or white hair. Their skin color ranges from dark to pale.

Hedonistic

Satyrs are in tune with their emotions to a degree that can be disturbing to other races. They want to experience everything: happiness, sadness, love, rage, etc. The only thing they avoid is boredom.

They love music, wine, and dancing. They also enjoy an interest in carnal pleasures, and they are not afraid to share a bed with any of the other intelligent races.

Music Lovers

Satyrs love to listen to music. They will happily spend long stretches of time both playing and composing new music. They are known to travel great distances to hear new songs, instruments, and poetry.

Satyrs in Thylea

Satyrs don't have the same strained relationship with the civilized races of Thylea that the centaurs do. Satyrs can be found in many towns and villages throughout Thylea, as well as the great city of Mytros. They are attracted to the abundance of experiences that civilization provides: the food, the wine, and most especially the music.

The civilized races of Thylea are suspicious of satyrs, for there are many stories of satyrs seducing and corrupting both the old and the young alike.

Satyr Names

Satyrs have names that they draw from legends and myths—and from the powers that rule over the Feywild.

Male Names: Adrastos, Aeolus, Brontes, Castor, Cephalus, Glaucus, Helios, Iacchus, Kreios, Lycus, Melanthios, Okeanos, and Proteus.

Female Names: Acantha, Astraea, Briseis, Clio, Erato, Harmonia, Ianthe, Jocasta, Melete, Phaedra, Phoebe, Selene, and Tethys.

Satyr Traits

Satyrs have the following traits.

Ability Score Increase.

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age.

Satyrs mature quickly, reaching adulthood by their early teens. They can live for several centuries.

Alignment.

Most satyrs are chaotic neutral. They live for pleasure, sensual experience, and excitement. There are some satyrs who have developed empathy for others and tend toward good. Other satyrs have grown cruel and enjoy causing painful emotions.

Size.

Satyrs range from 4 to 5 feet in height. They weigh between 100 and 150 pounds. Your size is Medium.

Speed.

Your base walking speed is 30 feet.

Languages.

You can speak, read, and write Common and Sylvan.

Fey Heritage.

You have advantage on saving throws against being &Reference[condition=charmed] or &Reference[condition=frightened], and spells can't put you to sleep.

Memory for Music.

You have proficiency with one instrument of your choice. You have advantage on Performance checks made with the selected instrument. You can also memorize and perform any song after hearing it only once.

Enchanting Music.

You can cast the @UUID[Item.2Idg5pLmwDH3o7Md]{minor illusion} cantrip. When you reach 3rd level, you can cast the @UUID[Item.W8YHqJ2LpHaNFw30]{sleep} spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can also cast the @UUID[Item.3TELzOMkh51vHba3]{suggestion} spell with this trait and regain the ability to do so when you finish a long rest. Casting these spells requires access to an instrument that you are proficient with. Charisma is your spellcasting ability for these spells.


Thylean Siren

There is no denying the beauty of the songs of the sirens. They can be heard miles from shore, joining with the din of the ocean waves to create haunting melodies. Sailors are always blaming them for shipwrecks, of course, but I imagine that's a convenient excuse when you crash your own ship on the shoals.

— Chalcodon, philosopher of Mytros

Sirens are a race of winged, aquatic humanoids that typically dwell near rocky sea cliffs. They are famed for their beautiful voices, which they use to sing haunting lamentations, captivating listeners and transporting them to a bygone age. Sirens are rarely found very far inland. They prefer to remain near the coasts, as the gentle roar of the ocean waves calms their roiling emotions.

Sirens typically experience fluctuating moods from one day to the next, ranging from extreme joy and hope for the future, to extreme sorrow and pessimism. No matter how a siren feels, she expresses her emotion through song. On good days, she may annoy her companions with chirpy melodies and vocal warm-ups as she glides around on outstretched wings. Bad days, on the other hand, may see her moaning and wailing and dragging her feet.

Legend of the Sirens

The sirens once lived on a great expanse of shoals in the Cerulean Gulf, where they built a city of brilliant white limestone. Its towering spires and pillars thrust out from the rocky waters, allowing the sirens to fly or swim as they pleased. They lived here in joy, singing praises to Sydon, who governed the oceans. Sydon heard this from his throne in Praxys and scowled. "Were they truly grateful, they would not build their towers to rival mine."

When the sirens learned that Sydon was displeased, they were heartbroken. They dismantled their towers and composed new melodies—songs of repentance—which once more carried on the winds to the ears of the Titan. He was unmoved. "Were they truly repentant, they would not sing so brazenly, but they would go meekly and offer the proper sacrifices in place of songs."

This time, the sirens were utterly stricken. They had believed that their songs were cherished by the gods. Their voices were stilled, and in the ensuing silence, the brilliance of the city faded into shadow. Stone foundations cracked, and pediments grew heavy. The pillars collapsed, and the city of the sirens sank deep into the ocean, swallowed by churning waters. Even its name was forgotten.

Centuries passed in silence. Eventually, a new song began—an endless lamentation for the city that now sleeps on the ocean floor. When Lutheria learned that the city of the sirens had been destroyed, she laughed. She captured an entire flock of the pitiful creatures and gleefully cursed them, twisting them into something monstrous. These were the first harpies.

Ocean Lovers

Sirens are not amphibious, but they are well-adapted for living in and around water. They are thought to descend from an ancient Nereid who fell in love with an avian celestial. Iridescent scales cover many parts of their body, and their taloned hands and feet are excellent for fishing. They live in small flocks along the shores of the ocean. Siren artwork, poetry, and architecture emphasize their special relationship with both the clouds above and the sea below.

Mournful Singers

Every siren is born with an abiding sense of sorrow that never fades—a soul-crushing grief caused by the loss of her ancestral home. From an early age, sirens learn to sing the ancient songs of their lost city, which evoke heart-wrenching memories of a time that will never come again. Anyone who hears a siren's song is immediately mesmerized by the overwhelming emotion conveyed by her beautiful voice. Some are moved to tears—others collapse into catatonia. The siren herself is not exempt from this—the moment she hears her own lamentations, she experiences an intense pang of loss.

Winged Messengers

Sirens have broad, feathered wings growing out of their backs, which allow them to fly like birds. For this reason, sirens are often employed as messengers, tasked with conveying satchels of written letters from one city to another. However, a siren can only fly when her heart is filled with light. On such days, her songs are bright and joyful, no matter what manner of message she carries. Thus the saying, "A siren in good spirits may yet carry ill news."

Siren Names

Sirens have names that sound lyrical and sad. They are ancient names, carried down from generation to generation, and each is associated with an ancestral song. Sirens choose their own names when they come of age, selecting one from the song that moves them most deeply.

Male Names: Alovar, Celeus, Everean, Gaiar, Helean, Inareus, Leiro, Meiar, Nerean, Oren, Reilan, Taeren

Female Names: Alovarea, Celea, Everea, Gaia, Helena, Inarea, Leira, Meia, Nerea, Orena, Reilana, Taerena

Siren Traits

Sirens have the following traits.

Ability Score Increase.

Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age.

Sirens mature at the same rate as humans, but they live about five times as long.

Alignment.

From birth, sirens experience deep feelings of sorrow from the loss of their ancestral home. Some wish to prevent another such tragedy from befalling other races, which draws them toward good alignments. Others become bitter and pessimistic, tending toward neutral alignments.

Size.

Sirens are slightly shorter than humans, and they have a wingspan of about 6 feet. Your size is Medium.

Speed.

Your base walking speed is 30 feet.

Languages.

You can speak, read, and write Common and Celestial.

Enthralling Voice.

You have advantage on Performance and Persuasion checks made with your voice. Additionally, your powerful lungs allow you to hold your breath for up to 1 hour.

Wavering Emotions.

Your mood affects your ability to sing and fly. After any short or long rest, you must choose whether you are feeling joyful or sad. While you are feeling sad, you lose your flying speed but gain songs of sorrow. While you are feeling joyful, you gain your flying speed but lose songs of sorrow. Your mood may change before the next time you rest, but it won't affect which ability you have access to until after your next rest is completed.

Flight.

You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Songs of Sorrow.

Your lamentations have a powerful effect on anyone who can hear them. You can cast the @UUID[Item.tTMOWyeEG3ici5of]{charm person} spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 3rd level, you can cast the @UUID[Item.6vUMm217jiae8wTz]{enthrall} spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the @UUID[Item.V2nAkTi8znLLXIuC]{hold person} spell once with this trait and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for these spells, and the targets of your spells must have the ability to hear you singing.