Deerfolk live in small communities of up to fifty individuals. These groups are semi-nomadic; they remain in one area, but they do not build on or cultivate the land, and travel freely throughout the area.

From the waist up (apart from the horns poking out of their curly hair) deerfolk appear human, albeit a little shorter and lighter. From the waist down, however, they have the appearance of a deer or goat. Because of this, they appear bizarre and wild to some eyes, and have difficulty blending in to many societies.

Far from civilization, among woodland groves and deep forests, away from the babble and bustle of great cities, live the Deerfolk. Closely related to nature spirits themselves, deerfolk appear ethereal and mythical to those unfamiliar with them. Deerfolk are people of song, dance, wild celebration, and the peaceful balance of nature.

He was only a little taller than Lucy herself and he carried over his head an umbrella, white with snow. From the waist up he was like a man, but his legs were shaped like a goat's (the hair on them was glossy black) and instead of feet he had goat's hoofs. He also had a tail, but Lucy did not notice this at first because it was neatly caught up over the arm that held the umbrella so as to keep it from trailing in the snow. He had a red wooden muffler round his neck and skin was rather reddish, too. He had a strange, but pleasant little face, with a short pointed beard and curly hair, and out of the hair there stuck two horns, one on each side of his forehead. One of his hands, as I have said, held the umbrella: in the other arm he carried several brown-paper parcels. What with the parcels and the snow it looked just as if he had been doing his Christmas shopping. He was a Faun. And when he saw Lucy he gave such a start of surprise that he dropped all his parcels. "Goodness gracious me!" exclaimed the Faun." -C.S. Lewis, The Lion, the Witch, and the Wardrobe

Individuals are born fully formed from a naming-place, such as a tree, brook, waterfall, or boulder, and are named in accordance with the specific feature. These places are considered sacred to deerfolk. Funerals for a deerfolk are held at their naming-place, and one might go to a passed loved one's naming-place to mourn or pay respects. Desecration of a naming-place is almost unheard of, and those who commit such a crime are punished by exile or even death.

A community's forest is tied intrinsically to their spirit. If an individual is born, a community will gather to celebrate its new member and recognize their naming-place. After one has been passed long enough, a new deerfolk might take the old one's naming-place.

Eternal Spirits

Deerfolk's lives are tied to their naming-place, and to their communities' spiritual home. Normally, this connection to nature prevents them from aging. However, if a deerfolk's naming-place comes to harm, they will begin to age until it is restored. A permanent scar, such as a gash in the side of a tree, occasionally manifests itself as a physical scar on the deerfolk's body.

A deerfolk who has lost touch with their birthplace will lose connection to its naming place. When this happens, they will age like humans, albeit slowly, and are susceptible to old age. Deerfolk who take to the adventuring path will lose their connection in 5 to 10 years.





Family Resemblance Although closer in appearance to tieflings, deerfolk are closely related to elves, sharing their fae ancestry. The difference is in the amount: while elves are almost half-and-half, deerfolk are far closer to their fae roots than elves are, and so are ungrounded from their ties to mortality.





Wild Protectors

Since deerfolk are born from nature, they have a duty to protect their homeland. Some welcome this responsibility, while others would rather be doing anything else. When they must, they will traditionally use weapons fashioned from the land around them. Metal weapons are not traditionally used, since the facilities necessary to forge them disturb natural environments. Deerfolk who have taken to the adventuring path typically ignore this tradition.

Deerfolk make excellent guides, gatherers, and rangers. They are usually in the optimal position to warn other races' settlements of incoming dangers, although many don't care to do so.











Deerfolk Names

Deerfolk have two names: one personal name determined by their naming-place, and a second shared by the community. Deerfolk names do not differ depending on gender: since they do not reproduce naturally, deerfolk do not typically consider themselves male or female.

Personal Names: Aspen, Ash, Azalea, Blossom,

Briar, Brook, Cedar, Clover, Dahlia, Grover, Hazel,

Maple, Rowan, Sage, Willow.

Homeland Names: Arakhor,

Arvea, Iara, Locran, Durmisa,

Maethe, Nororun, Savalir, Vaedun,

Vyshaan





A Note on Names Although the names presented here are in Common, most deerfolk will either take a name in Sylvan or Elvish. Like, elves, deerfolk who are travelling may translate their names into Common for the convenience of their companions. Homeland names, however, are never translated into common.





Deerfolk Traits

Your Deerfolk character has a variety of abilities,

a result of their connection with the spirits of nature.

Ability Score Increase: Your wisdom score

increases by 2.

Age: Until their connection with nature is severed,

deerfolk do not age naturally. Once they are

seperated from their homeland, they will live about

160 years.

Alignment: Deerfolk value freedom, celebration,

and control of one's own destiny, so they tend to

lean towards chaotic alignments. Very few deerfolk

are evil, as they will act selflessly more often than

not.

Size: Deerfolk are between 4 ½ and 5 ½ feet tall, and

weigh between 80 and 130 pounds. Your size is medium.

Speed: Your base walking speed is 30 feet.

Hooves: You do not have humanoid feet, and your balance is better than most. You have advantage on saving throws against being knocked prone, and you can stand with normal balance on an area of only 6 inches square. However, you cannot wear nonmagical footwear fit for humanoid races without modification for your use.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

At Home in the Wilderness: You are proficient in the survival skill, and you have advantage on survival checks to navigate in the wilderness.