Well, I won't be very specific so you'll have to at least pick up the book to look at.
However, some minor (non-rules) notes:
on half-gnomes...
As human blood really provides no special bonuses, I suppose you "could" say that the half-gnomes are 'watered-down' rock, hill or deep gnomes (variants listed for each), in the same way that half-elves are 'watered-down' elves.
on half-satyrs...
Half-satyrs are the unusual offspring of satyrs and seduced human females. Nine times out of ten, the child dies young (from natural occurrences or angry mobs). However, there is still that small chance that the child will reach adulthood.
As the hairy satyrs primarily haunt the northern forests (the Voldorwoods of Brandobia, the Brindonwood of northern Ek’Gakel, and the Khorren and Rytarr Woods of the Wild Lands), their mates and offspring are also found in these areas. Gakites and Fhokki females are the most common human parents to bear a half-satyr, followed by Brandobians. Kalamaran, Reanaarian, and Svimohzish half-satyrs do not seem to exist.
Half-satyrs are known as “vrastand” in Modern Brandobian, “koremo” in the regional Gakite tongue, and “lhokkarr” in Fhokki. In Sylvan, half-satyrs are called "meirbhurm."
Half-satyrs, in stark contrast to their fey parentage, are mostly serious minded, though the mischievous side of their personality often appears at the least likely of times. This seriousness likely comes from the hardships and taunting they suffered in their youth and adolescence, while they tried to come to terms with their unusual nature.
Half-satyrs stand about 5 feet tall and commonly weigh from 110 to 130 pounds. Half-satyrs are considered adults at age 18 and can live to be up to 130 years old. Half-satyrs are almost always male.
Half-satyrs are often loners and wanderers, taking to adventuring as a means of distraction from their lives. Their high Charisma and Dexterity makes them excellent bards and sorcerers. They also become druids, shamans, rangers or even fighters, though less frequently.
on sileni...
The sileni, also known as goatlings, are devious creatures. Sileni take advantage of their similarities to satyr legends to dupe their prey out of treasure and other goods. A sileni has the body of a human, but its head and upper torso resemble that of a goat.
Under the cover of darkness, sileni often ambush travelers, as well as raid homes and farms. By using their pipes on their victims, the sileni can gain both food and wealth. Any lonely building or traveler is at risk of becoming a victim in a nighttime sileni raid. Even the tunes played by their pan pipes are different [the sileni have a
"nightmare song" ability they can sing or use with their pipes].
The sileni pack travels together out of cooperation and mutual benefit. There is no established hierarchy or leadership, only the group leads itself, going wherever the majority decides. Any goatlings that are not willing to accept the pack’s decision are free to leave. Similarly, mating is equally carefree. Males and females mate when the notion hits them and have no commitment to one another after the act. Sileni offspring are raised by the pack. If sileni young are separated from the group by an attack, there is no effort to find them again. The offspring must fend for themselves.
Unfortunately for the sileni, packs occasionally draw attention from forest dwellers that understand the creature’s true nature. Druids, surface elves, dryads and treants are known to attack sileni packs, even when unprovoked. As such, sileni will also travel alone, in hopes of avoiding these conflicts.
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Mark Plemmons
Kenzer and Company
www.kenzerco.com
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