MYTHIC ODYSSEYS OF
THEROS™
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CREDITS Lead Designers: F. Wesley Schneider, James Wyatt Designers: Ari Levitch, Jeremy Crawford, Kate Baker, Bill Benham, Orion D. Black, John Compton, Kelly Digges, James lntrocaso, Adam Lee, Ben Petrisor, Jessica Price, Morrigan Robbins, Amber Scott, Greg A. Vaughn Rules Developers: Jeremy Crawford, Dan Dillon, Christopher Perkins, Ben Petrisor Editors: Misty Bourne, Kim Mohan, Hannah Rose, Jessica Ross Cultural Consultant: Demitrios Feredinos Lore Consultant: jay Annelli
Brad Rigney, Sam Rowan, James Ryman, Jasper Sandner, Dan Scott, Cynthia Sheppard, John Stanko, Zack Stella, Matt Stewart, Chase Stone, Raymond Swanland, Wisnu Tan, John Thacker, Cory Trego-Erdner, Brian Valeza, Cyril Van Der Haegen, Svetlin Velinov, Magali Villeneuve, Raoul Vitale, Johannes Voss, Kev Walker, Jack Wang, Kieran Yanner, Ryan Yee, Min Yum, James Zapata Cartographers: Jonas De Ro, Dyson Logos Theros World Designers: Brady Dommermuth, Doug Beyer, Kelly Digges, Ethan Fleischer, Jenna Helland, Taylor lngvarsson, Jeremy Jarvis, Adam Lee, Alison Luhrs, Dawn Murin, Cynthia Sheppard, Andrew Vallas, Richard Whitters, James Wyatt
Art Director: Kate Irwin Senior Graphic Designer: Trish Yochum Graphic Designer: Trystan Falcone
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Product Engineer: Cynda Callaway Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Art Administrator: David Gershman Prepress Specialist: Jefferson Dunlap
Cover Illustrators: Jason Rainville, Kevin Tong Interior Illustrators: Steve Argyle, Volkan Baga, Ryan Barger, Steven Belledin, Noah Bradley, Christopher Burdett, Sam Burley, Jason
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Many thanks to the hundreds of playtesters whose efforts made this a better book. We couldn't have created this without you!
ON THE COVER The invulnerable hero, Haktos the Unscarred, leaps into battle with
While the gods look on, the immortal struggle between Haktos
a Nyxborn hydra, taking part in the most recent telling of a myth repeated through the ages. Jason Rainville brings this legend to life.
and the hydra plays out in the stars of Nyx, a glimpse of eternity captured by Kevin Tong.
Disclaimer:
620C7893000001 EN ISBN: 978-0-7869-6706-3 First Printing: June 2020 9 8 7 6543 21
CE
Truly, what mo rtal's poor stri11ing can weather the scheming ofheaven? Heliod reaches for rulership; Purphoros never accepts him. Kruphix but watches, and mortals are left to the whims of the fates, or Torn in the claws of the furies; only a hero denies them. -The Callapheia
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, Theres, Magic: The Gathering, the planeswalker symbol, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All char acters and their distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of
America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork co n t ain e d herein is prohibited without the express written permission of Wizards of the Coast.
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CONTENTS ........................
5
Asphodel and the Despair Lands
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100
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5
Odunos . ............ ........... ........ ... .
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101
Welcome to Theros. .... . .... . .
Dreams of Divinity ... ... .
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History and Myth........ .... .. .. ... .. .
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The Siren Sea .......................................... 102
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Tri tons of the Siren Sea ...... ... ....... . 102
Ch. 1: Character Creation.. .... ... .
11
Dakra Isles ........................................... 102
Heroic Drive
11
Languages
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Human
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Races ... ... . .
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Supernatural Gifts .
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Centaur
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Skola Vale
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Satyrs of the Skola Vale
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Skola Vale Revels. .......... ... ... ... . .
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Archon Mounts .
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Underworld Cerberus .... ... .. .
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Chimera
Colossus of Akros
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Nyx
26
The Underworld ....... .
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Subclass Options.. .
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College of Eloquence . .
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Background...... ... .. .
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Clerics and Champions .
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Piety
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Athreos
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Divine Assistance
Heliod
36
Iroas
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Klothys .. . .
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Pharika Phenax
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Life in the Poleis
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Akros ... ....... ........
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Akros's Surroundings
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Pheres Lands...... .... . . .. .. ..
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Meletis ... ........... ... ....... ... . . . ... .. . . .. .
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Meletis's Surroundings
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Lagonna Grounds.... ..... .... ... . . ...
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86 88 88 89
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Karametra
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Mogis ........................ ... ...... ... ........ .... ... . 152 .
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Phenax ....................................................... 164
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Mystical Islands .. .. .. ...
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Underwater Adventures
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Underworld Adventures ... ... . .
Living Descent
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Deathly Interludes
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Adventure: No Silent Secret .
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Artifacts ... .
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Blood-Toll Harpy. .. ... .
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Akroan Hoplite
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Ironscale Hydra ... .. .. . ..
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Polukranos . . .. . ... ....... ........ .. . 230 . . ..
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Leonin.................................................... 232 Leonin Iconoclast......... ..... ........ ... . 232 .
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Phylaskia .. ... ... ... ...
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Returned ............................................... 240
Returned Sentry Satyr. ... ... ... .. .
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Satyr Reveler... .... . . . ... .... .... . ... .... . 242 .
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Satyr Thornbearer
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Triton
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Triton Shorestalker
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Triton Master of Waves Typhon
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Woe Strider ..... ... .............. ................. 247 Mythic Monsters ...... ........... ....... .... .... .... 248
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Phoberos and Skophos...... .... ... ... ... ..... 98
Amphisbaena ...................................... 208
Tromokratis... ........
Minotaurs of Phoberos ........................ 98
Anvilwroughts...................................... 209
City of Skophos...................................... 99
Anvilwrought Raptor ......................209
Badlands of Phoberos.......................... 99
Bronze Sable .................................... 210
The Returned....................................... 100
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Setessan Hoplite . .................... .... 229 Hydras
Arasta of the Endless Web
Realms of the Returned......................... 100
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Hythonia the Cruel
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Meletian Hoplite .. ... ... ... ........ ... . 229
Classic Monsters ...... ... ...... ................. ... 204
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Bestiary..................................................... 208
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Grasslands of Oreskos ........................ 97 .
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Leonin of Oreskos ................................ 96
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224
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Ch. 6: Friends and Foes .. Nyxborn Creatures.
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195
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Returned Palamnite
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Returned Drifter.
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Paths of Escape ......... ........ ... .... .. .. 182 .
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Denizens of the Underworld .. .. . 182 Beyond Death .
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Aphemia the Dissonant Song
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Hundred-Handed One .................... 225
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Harpies....................
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Ch. S: Treasures
Oreskos........................................................ 96
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Nylea
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Doomwake Giant............................. 224
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Pharika
Ghostblade Eidolon
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Magic Items .
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Flitterstep Eidolon .........................222
Hippocamp ..
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Setessa's Surroundings .. ....... ... ... ... 94 .
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Sailing the Sea .................................... 176
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Nautical Adventures ....... ... ....... .. .... ... 176
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Nightmare Shepherd.
Eidolons.. ........................... .. ... . .
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Thassa........................................................ 172
Ch. 3: Realms of Gods and Mortals .... 83 ...........
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Purphoros ................................................. 168
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The Mortal Realm
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Fleecemane Lion
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Thassa....... ..
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Heliod .. ... .... ........ .... .. . ....................... . .
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Ephara........................................................ 120 Erebos
Kruphix
Karametra
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Athreos....................................................... 116
Klothys... .
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Communication
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God-Based Adventures .. .
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Ch. 4: Creating Theros Adventures
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Ephara .. . . . .
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Divine Ordeals.. ... ... ...... ............ ... .. 114
Myths and Deeds ...... .. ... ... .... . .. ..... .... 35 .. ..
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Divine Intervention.. .......... ... ........... 114
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Omens by God . ... ... .. ....... .... ... ... ... 112
Divine Characteristics
Worship
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Divine Relationships
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Ch. 2: Gods ofTheros
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Demons of Theres ..
Satyr... ... .
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Minotaur
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Eater of Hope
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Abhorrent Overlord ...
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Realms of the Gods................................. 105
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Ashen Rider . . .
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Leonin...
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Archon of Falling Stars.. ...
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The Katachthon Mountains ............ ... . 104 .
Archons . ... ....... ... ...... ...
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Burnished Hart....... ... ... . ...... .
Gold-Forged Sentinel
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lndex . . . .. .. . .. . . ... . .
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l AM MEDO MAI, AGELESS AND DEATHLESS, SEER OF ENDINGS:
l DID FORETELL THE FALL OF ALEP HNE IN WATERY TERROR, MOCKED BY THE FOOLISH WHO SAY THAT THE VOICE OF THE GODS IS BUT MADNESS. GREAT WAS ITS RUIN, AND SLAUGHTERED WERE ALL WHO DID NOT HEED MY WARNING.
BRIGHTER THE FUTURE l NOW FORETELL, OF BEGINNINGS, NOT ENDINGS: HEROES ARE COMING, WHO STRIVE AGAINST FATE'S STERN DECREES, AND WHO CARVE THEIR OWN BRIGHT PATHWAY THROUGH HISTORY, GREATER THAN ALL MORTAL YEARNINGS.
WELCOME TO THEROS HEY WERE ALONE ON THE GLASSY BLUE
ocean. A waterfall stretched endlessly along the horizon line. The water at the edge of the world was like a placid pond, as if enjoying a last few seconds of existence before cascading over the edge
Chapter 3 turns to the mortal world, the lands in which the epic adventures of Theros unfold. It covers the three city-states of humanity, the wild lands of leonin and minotaurs, the great forests and wide plains where satyrs revel and centaurs roam, and the seas where tritons dwell and titanic monsters lurk. It also offers glimpses into the divine realm of Nyx and the dismal
in a raging torrent of white-capped water. Directly in front of them was Kruphix's Tree. Two enor mous trunks were separate at the base, but they arched toward each other and joined at the top in a single leafy crown. Stars glittered beyond the waterfall, but the back ground was milky violet with tinges of deep blue. The sea water that plummeted over the edge disappeared into the
realms of the Underworld. Chapter 4 builds on the guidelines in the Dungeon Master's Guide, highlighting adventures set in Theros. Maintaining a focus on the gods, it presents omens that might launch heroes on the road to adventure, details hundreds of plot hooks, includes maps of potential adventure locations, and presents a short introductory adventure you can use to launch your campaign. Chapter 5 details treasures of Theros, including the
abyss of the stars.
artifacts of the gods, the magical inventions of renowned
They had reached the edge of the world. -Jenna Helland,
artisans, and various other devices infused with the
Godsend
magic of the world. Finally, chapter 6 presents numerous inhabitants
The caprice of the gods. The destiny of heroes. Great
of Theros. An exploration of familiar beasts from the
journeys into monster-infested wilds, and mythic odys
Monster Manual and other sources-creatures with
seys to the edge of the world and back. These elements
their roots in Greek mythology-details their place and
of adventure fill the realms of Theros, a new setting for
unique characteristics in the lands of Theros. Several of
your DUNGEONS & DRAGONS campaign to explore.
Theros's most notorious creatures, foes as legendary as
The roots of Theros lie in the myths of ancient Greece,
the world's most renowned heroes, are also presented
tales dominated by gods, heroes, and monsters. This
as mythic monsters, terrors designed to test even the
world was created as a setting for the MAGIC: THE GATH
gods' mightiest champions.
ERING trading card game, explored in card sets begin ning in 2013. The lands of Theros serve as an example of how to take inspiration from real-world mythology and adapt it into a world built from the ground up for fantasy adventures. This book is your guide to Theros, its gods, its peoples and their cities (or poleis), its threats, and its tales. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds you'll need to make a character. It also introduces supernatural gifts available to starting characters-features that set Theros's adven turers apart as true heroes. Chapter 2 introduces the gods of Theros, a squabbling pantheon of arrogant and powerful beings who view mortals as pawns in their strategic games. It also pro vides rules and guidelines for characters who serve as champions of the gods, including divine benefits they can gain as rewards for their piety.
DREAMS OF DIVINITY Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of creation, though the process unfolds over the course of countless centuries. Thus, the gods of Theros and their servants were believed, dreamed, and narrated into existence, materializing and becoming fully real as a result of mortal belief in their power. As stories were told, sacrifices made, and devotion given over ages, the gods formed and gained lives just as real as the mortals who dreamed them into being. Does that mean that the gods of Theros are less pow erful or less divine than the gods of other worlds? Not at all. Once a dream or belief in Theros becomes reality, it is just as real as any other thing, and the gods have been real for a very long time. The people of Theros believe them to be divine, ageless, and all-powerful, and there .,
fore they are.
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WELCOME TO THEROS
5
A single individual can't do anything to make the gods less real or change the nature of a god. Threatened with the wrath of Heliod, for example, a mortal can't simply
FATE AND DESTINY Two closely related concepts loom large in the way
"disbelieve" the god out of existence or turn his wrath to
mortals think about their place in the world: fate
kindness. It's the collective unconscious of every sapient
and destiny.
being on Theros that shapes reality, and changes to that reality occur on the scale of ages, not moments. In practical terms, then, the gods of Theros are no less
The idea of fate is that the course of each mortal's life is predetermined, spun out in a tapestry woven by a trio of semidivine women, the Fates. Gods aren't bound by
real, powerful, or important to Theros than the gods of
the strands of fate, their lives and legends constantly
other worlds are to those worlds. Notably, though, these
changing and endlessly uncertain. In the case of most
gods have influence only over Theros and the two planes
mortals, it's thought they plod along their predetermined
connected to it: Nyx, the starry realm of the gods, and
path from beginning to end, carrying out the tasks ap
the Underworld, eventual home of all die.
pointed for them until they complete their journey to the Underworld.
Gons AND DEVOTION The central conflict in Theros is among gods, striving against each other over the devotion of mortals. Mortal devotion equates to divine power: when people fervently pray to a god, when they piously observe the god's rites and sacrifices, and when they devoutly trust in the god's divine might, the god becomes more powerful. The competition for mortal devotion isn't necessarily a zero-sum game. The people of Theros don't believe in one particular god to the exclusion of others, and the most pious people pray to all the gods with equal fervor. But a deity's goal is to increase the number of people who, when faced with peril, will call on that god for help. It's that trust, that reliance, that faith that gives the gods their power, not merely ideas and concepts. Mortal beings-heroes and monsters alike-often become unwitting pawns in the contests of the gods. Having a powerful champion is an indication of a god's power-and can potentially increase the god's own power. A champion who acts as an agent of a god among other people helps increase those people's devotion to the god. And if a hero should happen to strike down the agents of a rival god along the way, all the better.
This fairly bleak view of existence is undermined by the heroic ideal exemplified in myths, legends, and the lived experience of Theros's people. Heroes, by defini tion, are people who defy the predetermined course of fate. They take their fate into their own hands and chart their own courses, striding boldly into the unknown, striking down supposedly invincible foes, and resisting the will of gods. Their proud defiance of fate is rewarded when they at last complete their mortal journeys; worthy heroes spend their afterlives in Ilysia, the fairest realm of the Underworld, where they finally rest from the struggle of their lives. In many cases, their works also live on, both in the stories of future generations and re peating in the night sky among the stars of Nyx. Destiny is different. The strands of destiny are spun from the hair of the ancient god Klothys, but they don't chart a predetermined future. Destiny establishes the order of things, the hierarchy of being, the relationship between gods and mortals, the instincts and impulses that govern mortal behavior, and other aspects of the way things are. Gods and mortals alike are constrained by the threads of destiny. Mortals can do little to alter them, but more than once the arrogance and presump tion of the gods have caused the strands of destiny to become tangled. The god Klothys enforces the bounds of destiny. She isn't only the spinner of destiny's strands but also an avenging fury, punishing the foolhardy gods who tangle them.
-
6
WELCOME TO THEROS
TH&
CHAMPIONS AND HEROES
HU1>Tl!:R
The heroes illustrated throughout this introduction are examples of heroic archetypes. The General, the
The champions of the gods number among some of the
Protector, the Vanquisher, the Hunter, the Provider, the
most influential and inspirational figures in Theros.
Warrior, the Slayer, the Philosopher, and others like
These mortals have personal relationships with the
them are idealized figures who appear in narrative and
gods, potentially serving as divine agents in the world
theatrical drama-sometimes with personal names at
or being compelled to action by immortal schemes.
tached, but often without. Tales describe the Slayer de
Still others were born with divine gazes set upon them,
stroying a hydra ... and a mighty cyclops, and a dragon,
whether due to their remarkable abilities or the circum
and a Nyxborn giant, and a lamia, and any number of
stances of their birth. Through their lives, champions
other creatures. Did one Slayer do all that? No, the
experience the blessings and curses of their divine
archetype has become the repository for legends about
relationships. Some might brandish incredible powers
many different heroes, all of whom are notable primarily
granted to them by the gods. Others, however, discover
for slaying something.
how fickle and vindictive the gods can be. How a cham
The heroes of a Theros campaign might aspire to em
pion contends with the whims of a deific patron defines
ulate one of the great heroic archetypes, or they might
what makes them a hero, whether they seek incredible
strive to forge an entirely new mythic identity, to be re
ways to court immortal favor or forge a path that throws
membered by name in tales of glory forever.
off the bonds of destiny. Regardless of the course they choose, the deeds of champions influence belief in the gods, but even more so, they fill the hearts of Theros's people with hope and wonder. More than just for their deeds, heroes fill an important role among the inhabitants of Theros. Legendary heroes form a vast collection of well-known archetypes whose deeds create cultural touchstones and shape modern philosophies. They also embody the potential of mor tals to be more than mere drops in the raging river of fate. Tales of heroes teach that greatness is achievable and that there is more to the world than what any one individual knows. The people of Theros see the truth of this in the powers of the gods and in the immortal constellations that fill the night sky. Even as the names of individual heroes might eventually fade away, their deeds live on as heroic archetypes-such as in the case of the nameless champion in the renowned epic, The Theriad. These archetypes teach and inspire, whether they're represented in tales of journeys or creation, in sculptures rising above polis roofs, or in the temples of the gods. Throughout Theros, those who seek greatness typically begin by deciding what heroic archetype they
HISTORY AND MYTH When storytellers relate the history of Theros, they always speak in the most general terms. An event of just ten years past happened "many years ago," and the founding of Meletis in the distant past happened "many, many years ago." In Theros, history transforms into myth more quickly than it does in other worlds, becoming generalized, vague, and moralistic. And be cause the gods are so deeply involved in mortal affairs, it's often impossible to distinguish between the myths of divine activities and the scraps of historical fact in these records. The origin and generations of the gods-from the pri mordial titans to the modern pantheon now worshiped in Theros-are described in chapter 2. The world's myths also fill this book, stories that still resonate in the dreams and ambitions of Theros's people. These myths are noted in distinct sections, with the first appearing in chapter 1. Yet the largely agreed upon history of mortal folk on Theros occurred more recently and is thought to have unfolded as follows.
most closely align with and letting that ideal influence -
their fate.
I
..·
WELCOME TO THEROS
7
After the fall of Agnomakhos and the other archons of
AGE OF TRAX
Trax, humans and minotaurs waged a bloody war in the
Human history vaguely recalls an era just before the
highlands. The poleis of Akros and Skophos were born
birth of modern human civilization, called the Age of
from that bloodshed, inspired by the martial doctrines
Trax. This semi-mythical era, nestled several centuries
of Iroas and Mogis rather than the legal code of Ephara.
back in the fog of historical memory, is marked by the
Eventually the years of war settled into an uneasy peace
rule of supernatural beings called archons.
with the badlands of Phoberos as a barrier separating
The archons of Trax are said to have come from unknown lands to the north and established a heavy
the poleis from each other. Meletis, Akros, and Skophos perpetuated the stark
handed rule over the humanoids of Theros. Many peo
division between civilization and nature that was inher
ples remember this as a time of oppressive servitude,
ent in the archons' rule. While most humans (and mino
when they were forced into the armies of the tyrant
taurs) embraced that division, the god Karametra tried
Agnomakhos. The archons dubiously suggested that
to teach people a new way of living in harmony with
their rule actually protected the weaker species-cen
nature, leading to the founding of Setessa.
taurs, humans, leonin, minotaurs, and satyrs-from the dangers of far more powerful beings. Giants, demons, and medusas are said to have ruled kingdoms of their own in those days, and tales tell of Agnomakhos leading his leonin soldiers to repel an invading army of giants. Dragons, krakens, and hydras are also said to have grown to even greater size in those days than they do now, annihilating whole nations and carving untold ca tastrophes across the land.
BIRTH OF THE POLEIS �������
ied: The Akroan War, The Callapheia , and The Theriad. The epic tale of the Akroan War is only nominally a history of the long siege of Akros, precipitated by the queen of Olantin abandoning her husband and going to live with the Akroan king. With the war as a backdrop, a nameless poet spins tales of gods and heroes, victories and tragedies. The death of the triton queen Korinna,
interests lie in the application of more abstract princi
and the resulting birth of the Dakra Isles from Thassa's
ples to the realities of mortal life. Three of these gods
falling tears, is a tale told incidentally, by way of compar
Ephara, Iroas, and Karametra-played significant roles
ison to the grief of the Olantian king. The tale of Phenax
in the establishment of human civilization, in opposition
escaping from the Underworld is told to explain the origin of a phalanx of the Returned that comes to fight alongside the Olantian forces. And when the sphinx
man heroes, Kynaios and Tiro, to overthrow the archon
oracle Medomai appears and foretells the fall of Olan
Agnomakhos. Divergent tales describe their history
tin, the poet tells of Medomai's earlier prophecy of the
following the defeat of the tyrant. Some claim that they
destruction of Alephne-a tragedy that could have been
warred with each other for control over the region and
averted had anyone believed the sphinx's dire warning.
that only their eventual death paved the way for the
The saga of Callaphe the Mariner, told in The Calla
peace that allowed the new polis of Meletis to flourish.
pheiea, is a more coherent narrative focused on a single
The truth is that they ruled Meletis peacefully together,
hero and her exploits. Known as the greatest mariner
established its legal code, and defended it for decades.
who ever lived, Callaphe was a human trickster from
·-
8
of which are recorded in works of epic prose and poetry. Three major narratives remain widely retold and stud
rise of the fourth and latest generation of gods, whose
The goddess Ephara inspired and equipped two hu
..
The uncounted centuries since the fall of the archons have been marked by the exploits of great heroes, many
The end of the Age of Trax corresponds roughly with the
to the archons.
.
AGE OF HEROES
WELCOME TO THEROS
Meletis who sailed a ship called The Monsoon. She was the first mortal to decipher the secret patterns of the
LANGUAGES
winds (provoking Thassa's ire), and she sailed over the
Theros is not the most cosmopolitan of worlds, and a
edge of the world and into Nyx to claim her place among
relatively small number of languages are used in its
the stars. The tales of her adventures are a mythic tour
lands and sea. The citizens of the three human poleis
of the Dakra Isles and the coast lands of Theros, de
(Meletis, Akros, and Setessa) speak their own dialects
scribing a panoply of creatures, nations, and marvelous
of the Common language, mutually intelligible but just
phenomena-some of which still exist as described in its
different enough to identify the speaker's native land.
verses, though others are lost to history or myth. The Theriad is a different sort of epic, closely associ ated with the worship of Heliod. At a glance, it appears
Leonin and minotaurs have their own languages, and tritons speak the Aquan dialect of Primordial. Centaurs and satyrs speak distinct dialects of Sylvan, and differ
to be about a champion of Heliod who is never named
ent bands of centaurs even pronounce the same words
but simply called "the Champion." A closer read, though,
differently. Giants and cyclopes share one language.
reveals that the tales take place over the span of centu
Dragons and sphinxes have distinct languages rarely
ries and the identity of the Champion changes from tale
spoken among mortals of Theros, and the gods them
to tale. In fact, The Theriad is a compilation of tales de
selves speak in a unique language that few beyond mor
scribing the exploits of many different champions of the
tal oracles can understand.
sun god. It is widely believed that some tales are actually prophecies of champions yet to come.
STANDARD LANGUAGES Typical Speakers
Script
Common
Humans
Common
Giant
Cyclopes, giants
Minotaur
Leon in
Leon in
Common
Primordial
Tritons
Common
tos the Unscarred, Siona and her crew on the Pyleas,
Minotaur
Minotaurs
Minotaur
Kytheon Iora, Elspeth and Daxos, Anax and Cymede,
Sylvan
Centaurs, satyrs
Elvish
RECENT MEMORY The Age of Heroes has not yet come to an end, and more epics will surely be sung and written as more heroes take their destinies into their own hands and chart their paths to the stars. The heroes of recent memory-Hak
Language
Ajani Goldmane, and countless others-are no less he roic than the protagonists of age-old epics, even if their deeds aren't yet as widely known. Beyond individuals a kraken attack on Meletis; the fall of the monstrous
EXOTIC LANGUAGES Language
Typical Speakers
Script
Celestial
Gods
Celestial
bos's titan felled by Heliod's champion; the apotheosis
Draconic
Dragons
Draconic
and destruction of the mortal-turned-god Xenagos-the
Sphinx
Sphinxes
hydra Polukranos; the Nyxborn assault on Akros; Ere
epic events of the recent past are already remembered and retold as mythic deeds. Many of these tales are told throughout this book, but they're only a fraction of the myths the people of Theros share. Like white-hot bronze on the smith's anvil, Theros is ready to be forged by the deeds of today's heroes and ushered into the next great era of its history.
WELCOME TO THEROS
CHARACTER CREATION N FAIRNESS, THE GIANT HAD JUST BEEN
awakened. Still, not everyone would be able to bring down a brute twice the size of a city temple, even if it was in a stupor, so I guess I am a hero.
AMPLIFYING YOUR IDEAL Many characters' ideals come directly from their service to a god. Each god's description in chapter 2 includes a table you can use to determine your hero's ideal if your character serves that god, instead of (or in addition to)
That's not to say I'm the greatest hero or would even be
an ideal derived from your background. But whether
remembered once !fell, but I would not turn away being
your character holds to one of those ideals, one from
called ''A.esrias, the hero." I am stronger than others of my age and have always been able to easily master all manner of weapons, although for challenge I prefer to use my own fists in combat. But I boast too much. In truth, I am one of many who
the Player's Handbook or another source, or one of your own invention, try to state your ideal in the grandest possible terms to express your character's heroic drive.
LEGENDARY BONDS The connections and goals that serve as characters' bonds are powerful motivators, all the more so when
are blessed with the might of Iroas, children of devout par
they have supernatural origin or possess mythological
ents to whom the God of Victory has given the strength to
weight. As with your character's ideal, think on a legend
serve and protect the people. Everyone always said I was born a hero.
ary scale as you define your character's bonds. What if a person mentioned in your bond is actually a god? Consider this twist on a bond from the urchin
-Matt Knicl, "The Hero of Iroas"
background in the Player's Handbook: "I owe my sur vival to Phenax, god of thieves, who taught me to live on
What makes a hero? Is it a quality of birth that sets some mortals above others? Is it a blessing from the gods? Is it a matter of fate, spun out in the strands of a divine tapestry, charting the course of a hero's life from miraculous birth to glorious end? If you're reading this, the answer is that you make a hero, of course. In Theros, player characters and heroes are synonymous, being rare individuals whose deeds aren't bound by fate, who willfully stray from the paths laid before them and chart their own courses. This chapter describes playable races of Theros, new subclass options, a new background, and their places in the world. It also includes a description of the super natural gifts that set the heroes of Theros above the ordinary mortals of their world. But it begins with the question of what makes your character a hero.
HEROIC DRIVE
the streets while disguised as another mortal urchin." In this case, the secret divine identity of the person in the bond makes the bond more significant.
TRAGIC FLAWS The heroes of Theros don't often conform to tidy defi nitions of heroic morality and virtue, and they are often laid low by their own flaws. The Player's Handbook encourages you to think of "anything that someone else could exploit to bring you to ruin or cause you to act against your best interests." For a hero in Theros, a tragic flaw is something that the gods themselves might exploit or punish, with hubris being the classic example. The gods of Theros aren't so concerned about "ordi nary" flaws like addiction or laziness. Rather, consider a tragic flaw involving something you don't want a god to learn or certain to provoke a god's anger. For example, some of the flaws listed for the out lander background in the Player's Handbook could
The defining characteristic of a hero in Theros is their
put a character into conflict with a god. "I remember
heroic drive-the force that impels them to l ive a life
every insult I've received and nurse a silent resentment
worthy of great epics. Ordinary mortals across the mul
toward anyone who's ever wronged me" could cause sig
tiverse are driven to extraordinary deeds when they are
nificant problems when the character nurses a grudge
called on to pursue their ideals, to protect their bonds,
against a god.
and to overcome their flaws. In Theros, heroic drive stems from the same sources, but the power of fate and
A tragic flaw can also be supernatural in nature. A hermit who harbors "dark, bloodthirsty thoughts that
myth destines every character for legend; all one must
my isolation and meditation failed to quell" might have a
do is act and discover their own immortal tale.
sinister connection to the vicious god Mogis.
CHAPTER 1
I
....
CHARACTER CREATION 11
SUPERNATURAL GIFTS Most heroes of Theros have some kind of supernatu-
ral aid to help them achieve their goals. Often this aid
comes from the gods, but some heroes might find their
support from other beings, such as the sphinx Medomai, an oracle like Atris or Kydele, or a repository of mystical knowledge. Some heroes are born with supernatural
power or born as a result of supernatural events.
A character in Theros begins with one supernatural
gift chosen from those in this section. Work with the
DM to decide where your character's gift came from. Is
it tied to the god you serve? Was it the result of a fateful encounter with a sphinx or an oracle? Does it indicate the nature of your birth? Each gift's description also
includes a table to spark your imagination as you think about your character's gift.
These supernatural gifts are intended for starting
characters, but some might be bestowed by gods as re
wards for remarkable deeds.
ANVILWROUGHT
NATAL OMENS The birth of a hero is often accompan ied by s i g n s i n Nyx and Theros a l i ke. You can u se the Omens table in chapter 4 to ra ndomly determine an omen that appeared when you were born. It's up to you and you r DM to dete r m i n e the omen's mean i n g.
HE ROIC DESTINY Great deeds lie in your future, and it will take extraor dinary effort to kill you before you accomplish those
deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits. Defy Death. You have advantage on death sav
ing throws.
Hard to Kill. When you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead.
Once you use this trait, you can't use it again until you finish a long rest.
HE R O I C DES T I N Y d6
You were forged in the fires of Purphoros's forge. Your appearance bears a metallic sheen and visible joints.
The Anvilwrought Characteristics table suggests details of your life or origins. Additionally, you gain the follow
ing traits.
Constructed Resilience. You were created to have
remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage.
•
•
•
You don't need to eat, drink, or breathe. You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must
spend at least six hours in an inactive, motionless state,
rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and
hear as normal.
A N V I LW R OUGHT CHA RACTE R I ST I CS d6
Characteristic An oread who works in Purph oros's forge is the clos est t h i n g I have to a parent.
2
Purphoros made me to serve h i m .
3
I was created decades ago a n d , fea r i n g that I ' m grow i n g obsolete, recently fled Mou n t Ve l u s .
4
Purph oros regrets my creation and wants to reforge m e into somet h i n g better.
Destiny I 'm destined to be the most s k i l led practitioner of a craft or trade.
2
I ' m destined to earn a pl ace a m o n g the stars of Nyx.
3
I ' m destined to become a god.
4
I ' m destined to liberate my beloved fro m the c l utches of the Underworld.
5
I was born while a kraken ravaged Meletis, a n d I'm destined to destroy that kraken.
6
I 'm destined to u n cover the secret of the gods' power.
ICONO C LAST No one can deny the reality of the gods of Theros, whose
presence and deeds are visible in the night sky and
sometimes directly in the mortal realm. But some peo
ple refute the idea that the gods are worthy of reverence. Such iconoclasts are common among the leonin, but
members of any culture can adopt this supernatural gift.
The Iconoclast Characteristics table presents sugges tions for why you've become an iconoclast.
Your denial of the gods gives you supernatural power
to resist their influence in the world. You gain the follow
ing traits.
Enlightened Protection. You can cast protection from
evil and good with this trait, targeting only yourself and
requiring no material components. Once you do so, you
can't cast it in this way again until you finish a long rest.
Wisdom is your spellcasting ability for this trait.
Reject the Gods. You can't gain or lose piety to any
god. You instead gain the following traits at the charac
ter level listed in each one. Wisdom is your spellcasting
5
Purphoros i nte nded me to carry on h i s work by mak
6
Someone in Mount Ve l u s i m p lanted a terrible secret
ICONOCLAST HERO
wit h i n m e in order to s m uggle it out i nto the wo rld.
5th-level Iconoclas t trait
ability for any spell that you cast through these traits.
ing even greater creations of my own.
You can cast dispel magic with this trait. Once you do
so, you can't cast it in this way again until you finish a long rest.
CHAPTER 12
1 I
CHARACTER CREATION
ICONOCLAST PARAGON
HEROIC FEATS
11th-level Iconoclast trait
If you r cam paign uses the optional feat rules from chapter
You can cast dispel evil and good with this trait, requir
6 of the Player's Handbook, you r Dun geon Master m ight
ing no material components. Once you do so, you can't cast it in this way again until you finish a long rest.
In addition, when you cast dispel magic using your
Iconoclast Hero trait, you cast it as a 4th-level spell.
allow you to take a feat as a variant s u pernatural gi ft. You gain one feat of your choice. T h i s l i st s u ggests twelve feats from the Player's Handbook, but you can choose any feat yo u r DM a l lows: •
17th-level Iconoclast trait
A s n a ke emerged from my mouth before I took my first breath-an omen of my gift for decepti on. (Actor)
I C ONO C LAST ARCHETYPE
I hear voices on the wind, warn i n g me of d a n ger. (Alert) •
lroas gifted m e with physical prowess, i nten d i n g to see
You can cast antimagic field with this trait, requiring no
me compete in the I roan G a mes. (Athlete)
this way again until you finish a long rest.
freshes my strength when I rest on it. (Durable)
material components. Once you do so, you can't cast it in In addition, when you cast dispel magic using your
I feel the vitality of the earth beneath my feet, and it re •
The stars of Nyx are never h idden from my sight, reveal
•
I hear the echoes of the gods' speech i n every m o rtal
ing their secrets to my eyes. (Keen Mind)
Iconoclast Hero trait, you cast it as a 5th-level spell.
l a n guage and trace the patterns of Nyx in the written
I C O N O C L A S T C H A RACTE R I ST I C S d6
Characteristic
word. ( L i n g u i st) •
The gods s m i le on me, but I dread the day when they
•
As a c h i l d , I used to run through the woods and play
withdraw the i r favor and my luck runs out. (Lu cky)
I blame the gods for the death of those I cared about. 2
Multiple gods seek to use me to their ends, so I try to
with a giant lynx-wh ich, I learned later, was a n e m i s sary
avoid a l l d i v i n e enta n gl e m ents. 3
I t 's obvious the gods are fickle a n d u nworthy of
of Nylea. (Mobile) •
eyes. (Observant)
worsh i p . 4
I know the world's fut u re l ies with m o rtals, not gods.
5
I ' m convi n ced the gods want me dead.
6
I refu se to be a pawn in d i v i n e schemes.
The s u n 's l ight bri ngs what i s h idden to clear view in my
•
I ate a magical fruit that blessed me with extraord i n a ry res i l i ence. (Res i l ient) I studied with a s u pernat u ral tutor. (Skilled) I was bathed in the waters of a mystic river that left my s k i n resistant to ha rm-and gl itteri ng with starl i ght. (Tough)
INSCRUTABLE
MYTHS OF TH EROS
Like a sphinx, you have a mind like a maze, impe.netra
The world ofTheros is al ive with myths. From stories
ble to mortal scrutiny. This might be a gift or training
from an actual sphinx, the blessing (or curse) of a god,
or an inexplicable talent. The Inscrutable Characteris
tics table suggests options for what makes you inscruta
ble. Additionally, you gain the following trait.
Psychic Shield. You have resistance to psy
a bout the deeds of gods that exp l a i n the workings of the world to i n s p i rati onal (or caution ary) tales of heroes, rem a rkable tales spread i n cou ntless ways, be they d iver sions, lessons, or songs. Just as in Theros, throughout this book yo u ' l l find n u merous tales of great deeds, magical or i g i n s , grim traged ies, and more. In each case, such myths appear in s i debars l i ke " M yth of the Fi rst K i n gs of M eletis."
chic damage.
These cues note the legendary places these stories occupy
allows other creatures to sense your emotions or read
that endlessly p l ay out a mo n g the constellations of Nyx.
Sphinx's Shroud. You are immune to any effect that
i n the m i nds ofTheros's people and their place as tales
your thoughts. Wisdom ( Insight) checks made to ascer
tain your intentions or sincerity have disadvantage.
I N S C RUTABL E CHA RACT E R I ST I CS d6
Characteristic I am a devout adh erent to o n e of M e letis's schools of p h i l osophy (detailed in chapter
3
3).
I o n ly speak in the past tense, as if a l l t h i n g s I say have a l ready transpired.
4
I have sworn a vow to al low no l i v i n g person to see
5
Why wou l d n ' t I p h rase every statement as a qu estion?
b e h i n d the m a s k that covers my face at a l l t i m e s .
6
Born from the minds of the gods, the creatures that pop
ulate the gods' realm are called Nyxborn. Nyxborn crea tures resemble mortal beings, but philosophers debate
I was e d ucated by a s p h i n x i n the Dakra I sles. 2
NYXBORN
I was born a s p h i nx, but a god cu rsed me i nto h u m a n oid form and s a d d l e d m e w i t h the lim its o f mortal knowledge. I wo n ' t rest until I break the curse.
LIFELONG COMPANION Behind many heroes is another hero whose greatness
comes from the support and love they offer. Haktos had
his beloved Perynes, Renata was accompanied by her servant Karados, and Siona sailed with her devoted
crew. Like these partners, you are great and make
others great. Consider the Companion Relationships
table when determining your legendary connection. Any
relationship with another player's character requires
that player's consent. Additionally, you gain the follow
ing traits.
Boon Aura. Your allies within 5 feet of you have ad
vantage on saving throws against being frightened or charmed, provided you aren't incapacitated.
Companion's Protection. When a creature you can
see within 5 feet of you is hit by an attack roll, you can
use your reaction to cause the attack to hit you instead. Once you use this trait, you can't do so again until you
finish a long rest.
their true character. Are they idealized forms of mortal
beings, free from the imperfections and transience that
causes mortals to suffer and die? Or are they hollow and
soulless shades, lacking the authenticity and pathos that make mortal existence worthwhile?
A Nyxborn is like a fragment of divinity, an idea or a
dream that is incarnate. You embody an idea-like the
way leaves turn toward the sun or the feeling of ocean
sand between the toes, the way the heart stirs when the tide of battle changes or the sadness that lingers when
remembering a happy moment of childhood.
These ideas, dreams, memories, and feelings are the
stuff Nyx is made of, and a Nyxborn is shaped from that
raw material. You might have been specifically crafted by one of the gods to serve a certain purpose. Or your
existence could be an accident caused by a confluence of
supernatural forces. The Nyxborn Origin table offers a
handful of suggestions that might explain how you came
to be, and the Nyxborn Quirks table describes some spe
cial effects that might linger around your person. Additionally, you gain the following traits.
Cloak of Stars. As an action, you wrap yourself in a
starry cloak, appearing like a silhouette formed of the
night sky. When you do, attack rolls have disadvantage
against you. This cloak lasts for 1 minute, until you doff
it (no action required), or until you die. Once you use this
trait, you can't use it again until you finish a long rest.
Nyxborn Resistance. You have resistance to necrotic
and radiant damage.
NYXBO R N O R I G I N d6
Origin One of my parents is a nyxbor n , a nym p h , or some other s u pernatural creature.
COM PA N I O N R E L AT I O N SH I P S d6
Relations hip Another character is my lover or dearest fri end.
2
Another c h a racter is my s ib l i n g.
3
Another c h a racter is my parent or c h i l d .
4
Another character is a cham pion of my god.
5
After a d m i r i n g a n other ch aracter fro m afar, I've finally won a position by their side.
6 . -
I want noth i n g more than for a n other character to recognize my devotion a n d love me i n return .
CHAPTER
l I
CHARACTER CREATION
2
I was formed from Nyx by one of the gods to serve as a divine e m issary.
3
I ' m a s i d e effect of some other divine actio n .
4
A god witnessed my b i rth, m a k i n g me what I a m .
5
I was rescued from the Underworld a n d took on s u pernatural characteristics w h e n I returned to l i fe.
6
I'm a song or other work of art brought to l ife .
iiEROES AND LIFELONG COMPANIONS, KYNAIOS AND TIRO FOUNDED MELETIS AND RULED AS ITS FIRST KINGS.
NYXBO R N QU I RKS d6
Quirk
MYTH OF THE FIRST KINGS OF MELETIS I n ages past, the peoples of what would one day become
Whenever my weapon strikes someth i ng, t h e weapon
Meletis were ruled by the archon tyrant Agnomakhos. Un
gives off a shower of starry sparks.
checked for generatio n s , the vicious overlord carved out a m i ghty e m p i re. W i l l i n g to e n d u re the i m mortal's cruelty no
2
My h a i r moves as if in a perpetual breeze.
3
My a n ger s m e l l s l i ke b u r n i n g autu m n leaves.
of freedom and one a n other-rose to challenge h i m . The
4
When the s u n s h i nes on me j u st so, I g l i m m e r with
people ra l l i ed to their cause, and t h rough strength of arms,
m a ny colors.
5
My l a u ghte r causes nearby birds to erupt i n song.
6
People who s l eep near me always d ream of t h e sea.
lon ger, the heroes Kynaios and Tiro-u nited by their love
magic, and devotion, they defeated Agnomakhos. The polis of M eletis rose from the ruins of the archon's e m p i re, estab l i s hed as a beacon of freedom and e n l ighten ment, and its people chose Kynaios a n d Tiro to be its first k i n g s .
O RACLE You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear communica tion between the mortal and divine realms. As an oracle, you can perceive the whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracle Curse table to determine what unwanted revelations you receive. The gods seek mortal oracles to act as their agents. As a result, most oracles devote themselves to the service of a single god and learn to ignore the voices of all oth ers. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to the god's service, if necessary.
You gain the following traits. Ears of the Oracle. You can speak, read, and write
Celestial, the language of the gods. In addition, a god might deliver a message through you, and you can de cide whether to use your own voice or to allow the god's voice to come through your mouth to deliver the mes sage, translated into any language you speak. Oracle's Insight. The gods give you fl.ashes of insight
that help you bring your efforts to fruition. When you make an ability check, you can roll a dlO and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the dlO, but you must decide before the OM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.
CHAPTER
I
I CHARACTER CREATION
15
0RACL.ES HEAR THE VOICES OF THE GOOS, A RARE GIFT ANO SOMETIMES A CURSE.
Oracle's Piety. Your oracular abilities improve as your
piety score increases. Instead of gaining the piety bene fits associated with any god (as described in chapter 2), you gain the following traits when you reach the speci fied piety score. Wisdom is your spellcasting ability for any spell that you cast through these traits.
AUGUR
DIVINE ORACLE Piety 50+ Oracle trait
You can increase your Intelligence or Wisdom score by 2, as well as increasing your maximum for the chosen score by 2 .
O R A C LE CURSE d8
I know exactly how I'm going to d ie, a n d I can't do o r
You can cast augury as a ritual with this trait. Once you
say a n yt h i n g t o prevent it.
do so, you can't cast it in this way again until you finish
2
a long rest.
SEER Piety 10+ Oracle trait
You can cast divination as a ritual with this trait. Once you do so, you can't cast it in this way again until you finish a long rest.
S I BYL You can cast commune as a ritual with this trait. Once
3
You also can't be surprised, provided you aren't in capacitated . . -
CHAPTER 1 I CHARACTER CREATION
I 'm h a u nted b y nightmares forete l l i n g t h e deaths of people I 've never met.
4
I ' m often distracted by the s i ghts a n d sounds of t h i n gs that other people can't perceive.
5
A horrible monster in Nyx watches me constantly, a n d I see it every time I venture outdoors .
6
Any t i m e I grow close to someone, I see them aged , dying, or dead.
7
Whenever I receive a divine vision, I get a n i ntense
8
One of the gods i n tends to u se m e as an oracle
pain in my head o r ch est.
you do so, you can't cast it in this way again until you finish a long rest.
Peo ple who cons u l t m e fo r i nfo rm ation rarely believe the a n swers I give t h e m .
Piety 25+ Oracle trait
T6
Flaw
Piety 3+ Oracle trait
whether I want to l i sten o r not.
PIOUS
RACES
Born with a particular connection to a deity, you have
A diverse assortment of peoples dwell among the lands
been winning favor with your god since birth. Consult
of Theros. Aside from humans, the races in the Player's
the Pious Quirks table to determine how your faith
Handbook are unknown on Theros, unless they're visit
might influence your personality. Additionally, you gain
ing from other worlds.
the following traits. Pious Protection. If you fail a saving throw, you
can reroll it, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest. Religious Study. You have advantage on any Intelli
gence ( Religion) check pertaining to your chosen god. Starting Piety. You begin with a piety score of 3 with
your chosen god.
Pious QU I RKS d6
Quirk I often call people by the n a m e of my god (or a n other god) by accident.
2
I stay up late at n i ght watc h i n g the stars in hopes that my god will share a message with me.
3
I ' m deeply jealous of my god ' s oracles, who seem to have a m o re i ntimate relatio n s h i p with my god than I can ever hope to atta i n .
4
I d ream of o n e day enteri n g Nyx a n d being granted a permanent pl ace at my god's side.
This chapter provides information about the following common playable races of Theros, as well as racial traits for all of them except humans: Humans on Theros are similar to those found on other
D&D worlds: adaptable, ambitious, and wildly diverse. Centaurs employ cunning and equine strength to
further the goals of the roaming Lagonna and Pheres bands. Leonin are proud lion-like hunters, many of whom live
in defiance of the gods. Minotaurs are infamous for bloodthirstiness, a reputa
tion even the most peaceful struggle to escape. Satyrs follow their passions in the pursuit of wild revels
and new adventures. Tritons are an enigmatic, sea-dwelling people with an
endless desire to explore.
HUM A N The most numerous o f Theros's mortal races, humans embody the mortal will to carve out a place for civili zation from the wilds. Although other, smaller settle ments exist, the majority of humans are associated
5
I have no home besides the temples of my god.
with one of Theros's three major po leis: Meletis, Akros,
6
I can't prove it, but I s u s pect that my god m i ght actu
and Setessa.
ally be my parent.
U NSCARRE D Like the great hero Haktos, you are resistant t o physical harm. Use the Unscarred Origin table to determine how you gained your legendary invulnerability. Additionally, you gain the following trait. Unscarred Resilience. When you take damage, you
can use your reaction to roll a d 1 2 . Add your Constitu tion modifier to the number rolled, and reduce the dam age by that total. After you use this trait, you can't use it
HUMAN NAMES Human names tend to honor heroes or philosophers of old-an aspirational nudge from parent to child in the hope that their offspring might one day live up to such a storied name. Family surnames are uncommon in the human poleis, and people with the same name must find ways to distin guish themselves from one another. Some attach their place of birth or residence to their own names. A mer chant from Meletis named Brigone, for example, would be Brigone of Meletis. Others link their name to their
again until you finish a short or long rest.
trade, like Ristos the Learned, or Alesta the Hunter.
U N S C A R RE D O R IGIN
earned through deeds or temperament. These names
d6
2 3
Origin
Horse, Kalogeros Doomhammer, or Ianthe the Bold.
wo u n d s cl ose too qu ickly to become mortal i nj u ries.
Female Names: Agathe, Alesta, Arissa, Brigone, Cal-
I swal lowed a magic stone that fel l from Nyx, which
laphe, Corisande, Hira, Hypatia, Iadorna, Ianthe,
made my s k i n hard as rock.
Lidia, Luphea, Nymosyne, Olexa, Polyxene, Psemilla,
When I was wounded as a c h i l d , a god healed me. I was rescued fro m the Underworld, and I 'm not s u re I fu l l y retu rned to l i fe-it's always so cold.
5
typically mark heroes, such as Hypatia of the Winged
I was bathed in hydra's blood as an i n fant, a n d my
N ow wou nds are reluctant to u n d o the god's work. 4
The most prestigious names however, are those
I was born on one of the Dakra Is les. A l l my people
Rakleia, Sophronia, Telphe, Tikaia, Vala Male Names: Alkmenos, Basarios, Braulios, Dra-
sus, Eocles, Hixus, Kaliaros, Kalogeros, Kanlos, Kleon, Kytheon, Lanathos, Lindos, Nyklos, Phrogas, Prokopios, Rhexenor, Ristos, Teraklos, Uremides, Verenes, Zenon
are naturally res i l i e nt, a fact I d i d n 't realize u nt i l I lost my home a n d ventu red into the wo rld. 6
I don't know who o n e or more of my parents i s , but my res i l ie n ce (and other h i nts) provide c l u es to their i m m ortal identity.
"'
.
....
CHAPTER
1
I CHARACTER CREATION
CENTAUR Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life's boundless bounty. The centaurs of Theros are divided into two groups: members of the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three ma jor human poleis, making them common sights to those who travel human lands. Not ones to settle in permanent homes, though, centaurs might be found wherever there are wonders to be witnessed and adventures to be had.
MARKINGS OF T H E HERD Though centaurs share the same basic physiology, the centaur bands are commonly associated with their own distinct traits. Lagonna band centaurs tend to be sleek and muscu lar, with powerful legs built for endurance rather than speed. They usually have coats of a single color, often with a shine that can look metallic in bright light. Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical stripes on their hooves, foretelling an exciting and adventurous life.
LAGO N NA MERCHANT FAMIL I E S Lagonna centaurs travel i n small merchant family bands
JOU RN EYS OF D I S C OVERY When young Lagonna centaurs become adults, they often leave their band to travel the world on their own. This time of self-discovery, called a protoporos, can last anywhere from a few weeks to several years. The Lagonna believe that a protoporos helps young centaurs find their place in the world. An omener reads the signs of fortune before sending young centaurs on their way, guiding the first steps of their journey. While most centaurs return to the band eventually, some find their calling elsewhere. When the Lagonna tell tales of their greatest heroes, they often speak of centaurs who found their heroic destiny on a protoporos.
PH E R E S RAIDERS The Pheres roam the wild lands between Setessa and Akros in small raiding herds. These herds are voluntary associations, in contrast to the family groups of the Lagonna. When necessary, several small bands join together in a larger herd to target particularly dangerous but resource-rich targets-be they humanoid traders or roving, greedy monsters. Bands also join together to de feat common threats or to hunt for game. The Pheres value physical strength, speed, and prow ess in both hunting and combat. Often a band is led by the strongest and most dominant warrior, called the charger. However, some bands elevate a tactician or strategist to this venerated position. The Pheres can be brutal and greedy, but they are clever as well, and under stand the value of strategic leadership.
called guri. These groups frequently trade with Meletis, which provides the biggest market for their wares, but they also do business with Setessa and smaller commu nities within Akros's lands. The eldest member of each guros typically leads their family. I n times of discord, the heads of the guri gather to make decisions together. Other members of the guros work as traders, gatherers, packers, and scouts. A guros has several specialized roles required for success in travel and trade: a barterer, an omener, a courser, and preferably a koletra. A barterer negotiates deals between the guros and other traders. Barterers must know the customs of other cultures and speak several different languages. An omener is an oracle who reads messages from the gods in the natural world and reveals how the immortals would have the guros travel. A courser explores new trade territory for their guros. They are expert trackers and navigators, able to venture deep into unexplored territory and unerringly return to their families. Finally, every guros tries to travel with at least one koletra, one of the mighty, well-trained warriors of the Lagonna who are said to have the blood of the first, legendary centaur heroes. Koletras are said to bring good luck to a band, but are also usually fated to die in defense of their family. Not every guros has a koletra of its own, and guri share their best warriors among each other as a sign of goodwill and a way to forge bonds.
18
CHAPTER 1 I CHARACTER CREATION
LAGONNA BANO CENTAUR
Other centaurs in Pheres herds work as scouts, archers, warriors, and foragers. In addition, most Pheres herds contain a caller and a tromper. Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their side, and can speak to animals to learn about the surrounding lands. Trompers are the most powerful and feared warriors of the herd. Centaur legends say that when the gods first fashioned humans from the red mud of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans don't recall this arrangement, the Pheres often cite it as justification for their raids.
PHERES BAND CENTAUR
PHERES RENEGADES Pheres band members survive by working and fighting together, but still some centaurs choose to strike out
Size. Centaurs stand between 6 and 7 feet tall, with
on their own. These renegades often feel like outsiders
their equine bodies reaching about 4 feet at the withers.
in their own band. They might be pacifists, wishing to
Pheres centaurs tend to be slightly larger than Lagonna
learn about other people rather than fighting them. Or
centaurs. Your size is Medium.
they might feel a restlessness in their soul that nothing else can soothe. Though renegades build their own life away from the band, most retain some connection with their past. Some stories tell of renegades returning to help their band in times of need before disappearing once more.
CENTAUR NAMES Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels. Pheres centaurs tend to have shorter, sharper sounding names, often appended with an honorific gained in battle. Female Lagonna Names: Honotia, Kelitia, Lileo, Meloe Male Lagonna Names: Aughus, Dririos, Ormasos,
Volien Female Pheres Names: Bido, Daxa, Saya, Tesia Male Pheres Names: Eno, Roth, Skelor, Stihl Pheres Honorifics: Threekills, Razorhoof, Unsleeping,
Daggereye, Silentstep
CENTAUR TRAITS Your centaur character has the following racial traits. Ability Score Increase. Your Strength score in
creases by 2, and your Wisdom score increases by 1. Age. Centaurs mature and age at about the same rate
as humans. Alignment. Centaurs are inclined toward neutrality.
Lagonna centaurs tend to be more lawful, while Pheres centaurs are more often chaotic.
Here's how to determine your height and weight randomly, starting with rolling a size modifier: S ize m odifier = l d l O H e i ght = 6 feet + yo u r size m o d i fier i n i n c hes Weight i n pounds = 600 + (2d l 2
x
you r size m o d i fier)
Speed. Your base walking speed is 40 feet. Fey. Your creature type is fey, rather than humanoid. Charge. If you move at least 30 feet straight toward a
target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. Hooves. Your hooves are natural melee weapons,
which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4
+
your Strength modifier, instead of the bludgeoning dam age normal for an unarmed strike. Equine Build. You count as one size larger when de
termining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot. Survivor. You have proficiency in one of the following
skills of your choice: Animal Handling, Medicine, Na ture, or Survival. Languages. You can speak, read, and write Common
and Sylvan.
....
CHAPTER
I I
CHARACTER CREATION
19
Leonin rely on themselves and their prides. A pride is
LEO N I N The leonin guard the shining lands of Oreskos, a golden . plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.
bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chap ter 3 for more details on Oreskos and the leonin who call that land home.
LEO N I N A N D T H E Coos d6
I 'm a m u sed by the antics of the gods a n d their earnest,
NOBLE AND FIERC E
but u ltimately deluded, mortal cham pio n s , a n d I feel
Leonin tend to b e tall compared to humans and move with a boldness that suggests their physical might.
sm ugly s u perior i n my detachme nt. 2
Tawny fur covers leonin bodies, and some grow thick
leonin have retractable feline claws, which they can ex
alo ne! 3
shifts between regal and fearsome.
mately doomed to lose their games. 4
twist of fate and try to get on with my life.
as imperiousness. While this can reassure their allies, 5
ceive as imposed authority or unworthy experts.
QU I C K TO QUARREL Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies. It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's su periority proven), the insult is forgotten-along with the vanquished foe.
P RIDE AND SELF-RELIANCE Few leonin devote themselves t o the service o f t h e gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered de pravities at the hands of the tyrant Agnomakhos, most leonin rejected the gods. It's not that they deny the exis tence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leo nin might adopt toward the gods .
. .. ·20
CHAPTER l
I
CHARACTER CREATION
I 'm certa i n every bad th i n g that happens can u ltimately be b l a med on the god s , but I rol l my eyes at each new
Leonin often act with confidence, which can come off it can also suggest defiance in the face of what they per
I view the gods as worthy adversaries- i n cred i bly clever a n d wel l - prepared to p l ay a long game but u lti
tend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily
The medd l i n g of the gods in mortal affairs m a kes m e a ngry and bitter. I wish they wo u l d j u st leave u s a l l
manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids,
Attitude
I wish that I co u l d be as n a ive as h u mans a n d other mortals who actua l l y t h i n k the gods are l o o k i n g out for them. I m i ss that kind of i n n ocence.
6
I don't talk about it a m o n g other l e o n i n , but I actu a l l y revere t h e g o d s and t r y t o p l e a s e them b y my actions.
LEONIN MATRONS LEAD THE PRIDES OF 0RESKOS, PROTECTING THE PLAINS FROM INTERLOPERS.
Speed. Your base walking speed is 35 feet.
LEONIN NAMES Along with their personal names, leonin identify them selves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only
likely style herself as Ziore of the Flintclaw.
shades of gray.
Female Names: Aletha, Atagone, Demne, Doxia, Ecate,
can use to make unarmed strikes. If you hit with them,
Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz,
Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior Pride Names: Embereye, Flintclaw, Goldenfield, Iron
mane, Starfeller, Sunguides
Claws. Your claws are natural weapons, which you
you can deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hunter's Instincts. You have proficiency in one of the
following skills of your choice: Athletics, Intimidation, Perception, or Survival.
L E O N I N TRAITS Your leonin character has the following racial traits. Ability Score Increase. Your Constitution score in
creases by 2, and your Strength score increases by l. Age. Leonin mature and age at about the same rate
as humans. Alignment. Leonin tend toward good alignments.
Leonin who are focused on the pride lean toward lawful good. Size. Leonin are typically over 6 feet tall, with some
standing over 7 feet. Your size is Medium.
Daunting Roar. As a bonus action, you can let out
an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you un til the end of your next turn. The D C of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest. Languages. You can speak, read, and write Common
and Leonin.
Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifie r = 2d l 0 H e i ght= 5 feet + 6 i nches + your s i ze modifier i n i n ches Weight i n p o u n d s = 1 80 + (2d6
x
..
you r size m o d i fier)
'
...·
CHAPTER l
I
CHARACTER CREATION
21
MINOTAUR The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Some follow the dark god Mogis, who has tyrannized them for ages untold and shown them a trail of slaughter that is all many minotaurs have ever known. Others, though, have emerged from this bloody path and found a world that welcomes those who pursue their own destinies and heroic callings.
BUILT TO SURVIVE Minotaurs are barrel-chested humanoids with heads re sembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. Thick hair extends down minotaurs' necks and pow erful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails. Minotaur priests often adorn themselves with sacred items, be they tro phies from fallen foes, keepsakes from their homeland, or naturally occurring marks of their god's favor.
AGES OF DARKNESS Although minotaurs aren't evil by nature and are free to worship any god, many are raised among those devoted to Mogis's vile whims. Myths tell that Mogis created the first minotaurs from his own followers, typically
criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their crimes, seeking their fates in the future, not the past. While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with bloodthirsty mino taurs, they know there are those who forsake Mogis's depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander into their lands. Epics like The Callapheia also describe multiple heroic minotaurs. As a result, a minotaur traveling in the company of other non-minotaurs is likely to be accepted in any polis. See chapter 3 for more details on Phoberos, the mino taur polis of Skophos, and various minotaur bands.
PAS S ION AND ZEAL Minotaurs are known for venting their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. This zeal also extends to their faith. Those who have avoided the corrupting influence of Mogis gravitate toward the ser vice of gods who share their bold nature, especially Ere bos, Keranos, and Purphoros. Those who have rej ected Mogis sometimes embrace his hated twin brother, Iroas.
MINOTAUR NAMES In the labyrinthine polis of Skophos, the deeds of mi notaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names, though, believing in their child's potential to light a new constel lation in Nyx with the brightness of their own soul. The Minotaur Namesake table suggests possible qual ities or deeds that a minotaur's namesake might have been known for. Your character might strive to emulate that quality or seek to forge a new legacy to be associ ated with your name by future generations. Female Names: Bozzri, Dhazdoro, Erinimachis, Gha
lantzo, Halafoti, Kerania, Mitevra, Philoprodis, Tavro miki, Ypoudoris Male Names: Bamvros, Fotiyinos, Halafotios, Kera
nios, Menetavro, Nikavros, Prodos, Rhordon, Tavro stenes, Thyrogog
M I N OTAUR N AMESAKE d8
Ancestor's Qualities My na mesake defeated a m ass ive e n e my.
2
My n ames ake was known for fierce devotion to a god.
3
My n am e s a ke was a respected l eader of other warriors.
4
My n am e s a ke ran t h e e n t i re breadth of Phoberos in ord e r to warn t h e m i n otaurs of an Akroan attack.
5
My na m e s a ke was fa m o u s for great magical a b i l ity.
6
My n a m es a ke was a h e ro's devoted co m p a n i o n .
7
My na m e s a ke is reme m bered for i n cre d i b l e generosity.
8
My na m e s a ke was a great oracle.
""·
•.
MINOTAUR TRAITS
Some legends c l a i m that M ogis created the m i n ota u rs , trans
Your minotaur character has the following racial traits.
for m i n g h i s most bloodth irsty fo l lowers so that their h u l k i n g
These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the de monic influence of Baphomet. Ability Score Increase. Your Strength score in
creases by 2, and your Constitution score increases by 1 . Age. Minotaurs mature and age a t about t h e same rate
as humans.
b o d i e s resembled his o w n . H owever, w h i le the ta les t o l d i n t h e l a byrinth-po l i s o f S kophos a ffi r m that M ogis rewarded h i s m o s t devoted followers, they assert that these fo l l owers were a l ready m i nota u rs , and a l l M ogis did was exalt them to an h o nored status. Among m i notaurs who wors h i p M o gis, these heroes a re revered as s p i ritu a l if not l iteral ancestors. The moral of this story is s i m ply that M o gis is a god who rewa rds his faithful servants.
Alignment. Minotaurs who leave the walls of Skophos
M i notaurs who don't fol l ow Mogis are q u ick to point out
have the opportunity to be free of its culture and pursue
that this myth says noth i n g a bout the nature of m i notaurs.
chaotic alignments, while those who remain within
The wors h i p of M ogis, they argue, is n o more i n herent to
the polis and its tyrannical regime tend toward lawful alignments. Size. Minotaurs average over 6 feet in height, and they
have stocky builds. Your size is Medium. Here's how to determine your height and weight ran-
them than it is to h u m a n s , and m i n otaurs aren't destined to a l i fe of s l a u ghter because of the c i rcu m stances of their creation. Perhaps most i m po rtantly, m i notaurs aren't an offs h oot of h u m a n ity but a people i n their own right, and nei ther their nature nor their destiny i s tied to a s i n gle god.
domly, starting with rolling a size modifier: Hammering Horns. I mmediately after you hit a crea
Size modifi e r = 2d8 H e i ght = 5 feet + 4 i nches + yo u r size m o d ifier in i nches Weight i n p o u n d s = 1 75 + (2d6
x
your size modifier)
Speed. Your base walking speed is 30 feet. Horns. Your horns are natural melee weapons, which
ture with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving
you can use to make unarmed strikes. If you hit with
throw against a DC equal to 8 + your proficiency bonus
them, you deal piercing damage equal to ld6 + your
+ your Strength modifier, you push it up to 10 feet
Strength modifier, instead of the bludgeoning damage
away from you.
normal for an unarmed strike. Goring Rush . Immediately after you use the Dash
action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Imposing Presence. You have proficiency in one
of the following skills of your choice: Intimidation or Persuasion. Languages. You can speak, read, and write Common
and Minotaur.
....
CHAPTER l
I
CHARACTER C REATION
23
SATYR Satyrs have a well-earned reputation for their good spir its, gregarious personalities, and love of revels. Most sa tyrs are driven by simple desires, to see the world and to sample its every pleasure. While their spontaneity and
Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See chapter 3 for more details on the satyr home land, the Skala Vale.
whimsy sometimes put them at odds with more stoic
THE ART OF THE REVEL
peoples, satyrs rarely let the moodiness of others hinder
The humans of t h e p oleis generally think of satyrs'
their own happiness. Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
BORN OF T H E WI LD In their physical forms, satyrs embody a fusion of hu manoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.
E M BRAC I N G LIFE Most satyrs believe that the other peoples o f Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse.
revels as raucous bacchanals, where anything and ev erything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the con straints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and-most im portantly-it feels really good. Driven by instinct and in tuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.
VERY ODD I NDEED Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr Eccentricities table suggests a few tastes or proclivities your satyr character might possess.
SAT Y R ECC E N T R I C I T I E S d8
Characteristic Flowers are the most amazing things ever. I want to p i c k t h e m , wear them, a n d d i scover their silent secrets.
2
There i s n 't a tree or statue that i s n 't fun to c l i m b.
3
N ot h i n g wards off bad l u c k l i ke a jolly d a nce.
4
S o meti m es t a l k i n g to a p l a nt really helps.
5
If stum ped,
I sm oke a p i pe. And if I ' m going to s m o ke
a p i pe, it's goi ng to be a s p l e n d i d p i pe. 6
I i m a g i n e that my clothes are my glorious soul on d i s p l ay fo r a l l the wo rld to behold, a n d I dress accord i n g ly.
7
H av i n g horns is the best. They are fun to deco rate, a n d t h e y can p o p open an a m p h ora, n o p ro b l e m .
8
If I have something rea l ly i m portant to say, I always m a ke s u re to sing it.
SATYR NAM E S A satyr's name is a s playful and mischievous a s they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames. Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida,
Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos,
Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon Nicknames: Bounder, Bristlechin, Clip-Clop, Dapple
back, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scruffiebutt, Sunbeam, Skiphoof, Twinkle-Eyes
SATYR TRAITS
Mirthful Leaps. Whenever you make a long or high
Your satyr character has the following racial traits. Ability Score Increase. Your Charisma score in
creases by 2 , and your Dexterity score increases by 1 . Age. Satyrs mature and age a t about the same rate
as humans.
jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. Reveler. You have proficiency in the Performance and
Persuasion skills, and you have proficiency with one mu
Alignment. Satyrs delight in living a life free of the
mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
sical instrument of your choice. Languages. You can speak, read, and write Common
and Sylvan.
Size. Satyrs range from just under 5 feet to about 6
feet in height, with generally slender builds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:
H owever, when fate led him to d i s cover the nature of the
Size modifier = 2d8 H e i ght = 4 feet + 8 i n ches + your size modifier in i n ches Weight in p o u n d s = 1 0 0 + (2d4
The satyr Xenagos savored h i s reputation for pres i d i n g over t h e m o s t raucous revels h i s people h a d ever known.
x
yo u r size modifier)
Speed. Your base walking speed is 35 feet. Fey. Your creature type is fey, rather than humanoid. Ram. You can use your head and horns to make un-
armed strikes. I f you hit with them, you deal bludgeon ing damage equal to ld4 + your Strength modifier. Magic Resistance. You have advantage on saving
throws against spells and other magical effects.
gods and how they were beholden to mortals for their very existence, the whole order of the world felt l i ke a j o ke-o ne at h i s expense. With i m mortal power n o l o n ge r feel i n g so out of reach, Xenagos set into motion a plan that wo uld propel him to godhood. H i s victory shook the pantheon, but h i s victory was short-lived. H e l iod d i s patched his c h a m p i o n , E l s peth, who faced m a ny trials but ulti mately ki lled the god-satyr by d rivi n g t h e s pear, Godsend, through h i s heart. M a ny satyrs rem e m be r Xenagos as a satyr who l ived l i fe to the fu l lest a n d who played tricks that stirred u p even the gods. Yet, he's also an exa m p l e of how bitterness can turn a great trick nasty and how schemes that get out of hand aren't fu n for a nybody. What satyr wants the respon s i b i l ity of being a god anyway?
• ·.
D a l a kos cons idered h i m self a triton l i ke any other-curious, q u ick- m i n ded , maybe even blessed with exceptional clever ness by the god s . But he was u nfocused and easily d i stracted, his potential scattered l i ke seeds o n stone. It wasn't u ntil a kraken rose from the ocean's deepest depths a n d began a rampage that th reatened Dala kos 's c o m m u nity that he was forced to focus. As the beast d rew closer, Dalakos sought ways to turn the m o n strosity from its path . H e worked day and night, but u ltimately his plans fa i led. All that Dalakos knew was destroyed, obl iterated by the m i ght of the krake n . Yet t h e kraken carried o n , m o v i n g toward a coastal h u m a n settlement. A m i d t h e r u i n s o f h i s h o m e, Dalakos had a rev elation. Worki n g desperately, the triton crafted a m i raculous device, o n e that ultimately laid low the kraken a n d saved the tow n . Today, Dalakos resides i n side the kraken's s h e l l , where he works day a n d night, his heart broke n , but his mind for•
ever focused on bringing his gifts to l ife.
Many tritons interpret this as an intrusion into their domains. As a result, some warlike triton communities respond with periodic strikes against sailors and fishing vessels. Others believe that turnabout is fair play and so venture onto land to hunt for meat, steal supplies from coastal travelers, or raid dryfolk poleis for riches. Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. En chanted by the feeling of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of count less other surface-world charms, every triton living be yond the waves does so for their own reasons. In some places, like the polis of Meletis, whole triton communi
TRITON
ties flourish among dryfolk neighbors. See chapter 3 for
Tritons dwell throughout the Siren Sea, exploring a world of coral forests and secret mountains the "dry folk" of the surface world will never know. While most live their entire lives beneath the sea, they're not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own.
BORN OF T H E SEA Tritons are an amphibious people, a t home i n t h e water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run. Well suited to life in the deep, tritons wear little cloth ing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weap ons as sturdy as any found on land.
LAND A N D SEA For centuries, dryfolk have fished t h e seas o f Theros '
..
·.,
and have used the sea's surface as a means of travel.
CHA PTER
1 I
CHARACTER CREATION
more details on the tritons of Meletis and the Siren Sea.
HAN D OF THASSA While tritons pay respects to many gods, they tend to re vere Thassa, god of the sea, above all other deities. Her devotees see her as the primary god of the pantheon, believing she will bring their people to ascendancy over the monsters of the sea and the poleis of the land.
DEPTHS OF C U RIO SITY Many tritons are intrigued by surface culture. The cu rious among them venture into sunken ruins and ship wrecks, sifting through the debris for whatever grabs their attention. Often these tritons develop collections of a specific kind of object or lore, trading with one another as they develop a sort of expertise in their field. Some tritons approach investigations of the dryfolk with scien tific rigor. Such scholars often hold theories to go along with their collections, hypotheses many are eager to test upon meeting new dryfolk.
TRITON NAMES A triton's name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own choosing. Some opt to keep their name, but the majority select one that represents the adult they've become. Tritons might even go on to choose yet other names, as they shift
from one phase of life to another, or after significant life
communicate simple ideas with beasts that can breathe
events. Leaving a home community or transitioning to
water. They can understand your words, though you
live among dryfolk might constitute such life c.hanges. Tritons also have a fluid concept of gender and might
have no special ability to understand them in return.
switch names freely as they shift gender identities.
depths, you have resistance to cold damage.
Female Names: Amathe, Gnorcys, Leurybia, Margome-
stra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra Male Names: Bysseus, Cetos, Galaukus, Galiton,
Kenessos, Odexes, Palamon, Pontreus, Rhe teus, Thrasios
Guardians of the Depths. Adapted to the frigid ocean Languages. You can speak, read, and write Common
and Primordial.
SPELL: WALL OF WATER 3rd-level evoc ation Casting Time: 1 action Range: 60 feet
'TRITON 'TRAITS
Components: V, S , M (a drop of water)
Your triton character has the following racial traits.
Duration: Concentration, up to 10 minutes
Ability Score Increase. Your Strength, Constitution,
and Charisma scores each increase by 1 . Age. Tritons reach maturity around age 1 5 and can
live up to 200 years. Alignment. Tritons tend toward neutrality. Their cul
ture encourages them to be mindful of life's currents, knowing when to harness fate's tides and when to flow along with them. Size. Tritons are slightly shorter than humans, aver
aging about 5 feet tall. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:
H e i ght = 4 feet + 6 i n ches + you r size modifier i n i n ches x
you r size modifi er)
Speed. Your base walking speed is 30 feet, and you
have a swimming speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog c loud with
this trait. Starting at 3rd level, you can cast gu s t of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell below). Once
you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Darkvision. You can see in dim
light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Emissary of the Sea.
Aquatic beasts have an ex traordinary affinity with your people. You can
can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and
Size modifier = 2d l 0 Weight in pounds = 90 + (2d4
You create a wall of water on the ground at a point you
15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
UNFAILING I N SPIRATION
SUBCLASS OPTIONS At 3rd level, a bard chooses a Bard College and a pal adin chooses a Sacred Oath. This section offers the
College of Eloquence for bards and the Oath of Glory for
paladins, expanding their options for that choice.
BARD : COLLEGE OF E LO
UENCE
Adherents o f the College o f Eloquence master the art
of oratory. Persuasion is regarded as a high art, and a
well-reasoned, well-spoken argument often proves more
persuasive than facts. These bards wield a blend of
logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heart
strings to appeal to the emotions of audiences.
S I LVER TON GU E 3rd-level College of Eloquence feature You are a master at saying the right thing at the right
time. When you make a Charisma ( Persuasion) or Cha
risma ( Deception) check, you can treat a d20 roll of 9 or lower as a 10.
UNSETTLING WORDS 3rd-level College of Eloquence fe ature You can spin words laced with magic that unsettle a
creature and cause it to doubt itself. As a bonus action,
you can expend one use of your Bardic Inspiration and
choose one creature you can see within 60 feet of you.
Roll the Bardic Inspiration die. The creature must sub
tract the number rolled from the next saving throw it
makes before the start of your next turn.
6th-level College ofEloquence feature Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your
Bardic Inspiration dice to its ability check, attack roli, or
saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
UNIVERSAL SPEECH 6th-level College ofEloquence feature You have gained the ability to make your speech intelli gible to any creature. As an action, choose one or more
creatures within 60 feet of you, up to a number equal to
your Charisma modifier (minimum of one creature). The
chosen creatures can magically understand you, regard less of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until
you finish a long rest, unless you expend a spell slot to
use it again.
I NFECTIOUS I NSPIRATION 14 th-level College of Eloquence feature When you successfully inspire someone, the power of
your eloquence can now spread to someone else. When
a creature within 60 feet of you adds one of your Bardic
Inspiration dice to its ability check, attack roll, or saving
throw and the roll succeeds, you can use your reaction
to encourage a different creature (other than yourself )
that can hear you within 60 feet of you, giving it a Bardic
Inspiration die without expending any of your Bardic Inspiration uses.
You can use this reaction a number of times equal to
your Charisma modifier (minimum of once), and you re
gain all expended uses when you finish a long rest.
·-
CHAPTER l
J
CHARACTER CREATION
PALADI N : OATH OF GLORY ������
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.
TE N ETS OF GLORY The tenets of the Oath of Glory drive a paladin to at tempt heroics that might one day shine in legend. Actions over Words. Strive to be known by glorious
deeds, not words. Challenges Are but Tests. Face hardships with cour
age, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be
worked so its potential can be realized. Discipline the Soul. You must marshal the discipline
to overcome failings within yourself that threaten to dim the glory of you and your friends.
OATH SPELLS 3rd-level Oath of Glory feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
OAT H O F G LO R Y S P E L L S Paladin Level
walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. When you reach 18th level in this class, the range of the aura increases to 10 feet.
GLORIOUS DEFENSE 15th-level Oath of Glory feature
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack rol l , you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of + 1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weap on's range. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you re gain all expended uses when you finish a long rest.
LIVING LEGEND 20th- level Oath of Glory feature
You can empower yourself with the legends-whether true or exaggerated-of your great deeds. As a bonus ac tion, you gain the following benefits for 1 minute: •
3 rd
guiding bolt, heroism
5th
enhance ability, magic weapon
9th
haste, protection from energy
1 3th
compulsion.freedom of movement
1 7th
commune, fla me strike
C H A N N E L DIVINITY 3rd-level Oath of Glory feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Di vinity works. Peerless Athlete. As a bonus action, you can use your
Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Ath letics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 1 0 feet (this extra distance costs movement as normal). Inspiring Smite. Immediately after you deal damage
to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and dis tribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures how ever you like.
AURA OF ALACRITY 7th- and 18th-level Oath of Glory feature
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the
You are blessed with an otherworldly presence, gain ing advantage on all Charisma checks.
Spells •
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
•
I f you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
BACKGROUND Remarkable individuals from a l l walks o f life seek their destinies among the lands of Theros, from devout ser vants of the gods, to triumph-hungry athletes. While the heroes of Theros might come from any of the backgrounds presented in the Player's Handbook, the gods have a way of interceding in the lives of those meant for greatness. When determining your charac ter's backstory, consider how the gods have influenced your life. The gods are pervasive in the stories and cultures of Theros, and even their devout followers shouldn't feel bound to choose a faith-focused back ground like acolyte. The gods' followers come from all walks of life, and any heroic soul might find themselves thrust into the midst of divine schemes. Whether or not your character is exceptionally de vout, consider reviewing the deities presented i n chap ter 2 and see if you gravitate toward one. Perhaps this god has a special interest in you, is the deity your fam ily has hailed as a patron for generations, or embodies values you hold close. Based on this, consider that chapter's possibilities for how you might have earned that immortal's favor (if indeed you have) and alternate background ideals related to their worship-along with other boons that might entice you into their service. Your character doesn't need to be a follower of any of the gods, but if you're not, there's likely a reason why you've avoided them. I n addition to the gods, the supernatural gifts pre sented earlier in this chapter might influence your background. Consider what story emerges from your combination of supernatural gift, background, and other choices. Beyond these options, the athlete background pre sented here provides a new way to seek glory through discipline and physical prowess.
MYTHS OF THE I ROAN G AMES Com petitors seek i n g a place a mo n g the athletes of legend endlessly push themselves to claim victory d u r i n g Akros's world-renowned a n n u a l contest, the I roan Games. The deeds of past victors set a h i gh bar for those who follow. I n recent memory, the fa m ed wrestler Lanathos bested a l l riva l s a n d , after a day-long struggle, a w i l d Akroan b u l l . W h e n t h e pan kratiast Nymosyne had h e r contest i nter ru pted by a cyclops attack, she th rew her rival at the creature, then s n apped the brute's neck with her bare h a n d s . Perhaps m o s t d ramatical ly, t h o u g h , w a s the recent victory of the Akroan h u nter Ari ssa. While waiti n g to c l a i m her sec· ond place award, Arissa witnessed a Nyxborn bat·creature snatch an i nfa nt from the crowd. The h u nter th rew her javel i n an i m possible d i stance, skewered the bat-t h i n g, then caught the c h i l d as it fell. Collectively, the oth e r assemb led com pet itors gave Arissa their awards, and the h u nter clai med her citize n s h i p among the Akroan lektoi. Who knows what legends will u nfo l d d u ri n g next year's l roan Games?
ATH LETE You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire
AT H L E T E P E R S O N A L I T Y TR A I T S d8
Personality Trait I feel most at peace d u ri n g physical exertion, be it exer
in your blood, and the roar of the crowd drives you for
cise or battle.
ward. Tales of your exploits precede you and might open
2
I d o n 't l i ke to sit idle.
doors or loosen tongues.
3
I have a d a i l y exercise routine that I refuse to break.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
4
Obstacles exist to be overco me.
5
When I see others strugg l i n g , I offer to h e l p .
6
I love to trade banter a n d gibes.
7
Anyth i n g worth d o i n g is worth d o i n g best.
8
I get i rritated if people praise someone else and not me.
Skill Proficiencies: Acrobatics, Athletics Languages: One of your choice Tool Proficiencies: Vehicles (land) Equipment: A bronze discus or leather ball, a lucky
AT H L E T E I D E A L S d6
pouch containing 10 gp
FAVORED EVENT While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.
(Chaotic) 2
Triumph. The best part of w i n n i n g is seei n g my riva l s
3
Camaraderie. The strongest bonds are forged through
brought low. ( Ev i l ) struggle. (Good) 4
People. I strive to i n s p i re my spectators. ( N eutral)
5
Tradition. Every game h a s r u l es , and the playing field
6
Growth. Lessons h i d e i n victory and defeat. (Any)
m u st be level. (Lawfu l )
FAVO R E D EV E N T d8
Favored Event M a rathon
2
Long-di stance r u n n i ng
3
Wrest l i n g
4
Boxi n g
AT H L ETE BO N DS d6
Bond My tea m m ates are my fa m i ly.
5
Chariot or horse race
2
6
Pan kration (mixed u n a rmed combat)
3
7
H op l ite race (racing in fu l l a r m o r with a u n it)
8
Ideal Competition. I strive to test myself in a l l th i n gs.
charm or past trophy, a set of traveler's clothes, and a
I w i l l overcome a rival a n d prove myself their better. My m istake got someone h u rt . I ' l l never m a ke that m i stake again.
Pentath l o n (ru n n i n g , l o n g j u m p, d i scus, jave l i n ,
4
I w i l l be the best for the honor a n d glory of my home.
wrestling)
5
The person who trained me is the most i m portant person in my wo rld.
FEATUR E : E C HOES O F VICTORY
6
I strive to l ive up to a specific hero's example.
You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent
AT H L E T E FLAWS d6
chance you can find someone there who admires
health.
you and is willing to provide information or temporary shelter. Between adventures, you might compete in athletic
Flaw I i n d u lge in a habit that threatens my reputation or my
2
I ' l l do absolutely anyt h i n g to w i n .
3
I i g nore anyone who doesn't com pete a n d anyone
events sufficient enough to maintain a comfortable
who loses to me.
lifestyle, as per the "Practicing a Profession" downtime
4
I have l i ngering pain from old i nj u ries.
activity in chapter 8 of the Player's Handbook.
5
Any defeat or fa i l u re on my part is beca use m y
SUGGESTED C H A RACTERISTICS Competition can forge strong bonds between teammates
opponent cheated. 6
I m u st be the capta i n of any group I j o i n .
and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.
�
I
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CHAPTER
l
I CHARACTER CREATION
31
GODS OF THEROS BIRD SHRIEKED AS IT TOOK FLIGHT FROM
a branch above her. Through the gaps in the rustling canopy, she could see the god-forms shift in and out of focus. The night sky was known as Nyx, the realm of the gods. Every night, the heav ens displayed fleeting visions of gods and celestial creatures. Some lingered forjust seconds. But sometimes the pantheon enacted entire scenes for mortal eyes to witness. Lidia rarery took time to step outside her home and watch the heavens, but now there was no place else to rest her eyes. Tonight the god-forms were vivid, and her heart beat faster as she watched their battle unfold.
-Jenna Helland, Godsend A pantheon of fifteen gods guides religious life on Theros. From the sun and agriculture to death and pas sage into the Underworld, the gods oversee the forces of nature and the most important aspects of mortal life. These gods are quite real to the people of Theros, who see them moving across the sky at night and sometimes encounter them face to face. Thus, most people perform rituals and devotions that honor various gods, hoping to win their favor and stave off their wrath. They tell and retell the stories of the gods' deeds-even as they watch those stories continue to play out in the vastness of the night sky. Not every mortal serves or acknowledges the gods, though. Some philosophers in the schools of Meletis teach that the gods of the pantheon are subordinate to a higher reality, perhaps Nyx itself. And other people, par ticularly leonin, believe that the gods are undeserving of mortal reverence.
DIVINE CHARACTERISTICS The gods of Theros are far more active than the deities of most D&D worlds. But that doesn't mean they are or dinary creatures-they aren't mere mortals, nor are they monsters that can be fought. Further, the gods of Theros aren't omnipotent. Al though they are physically and magically powerful, ageless, and all but indestructible, their actions are bound by the decrees of Klothys. They can tangle the threads of destiny to a point, but they are forbidden from overstepping their assigned places in the pantheon.
The god Kruphix is able to confine them to Nyx, pre venting any direct interaction between the gods and the mortal world. Likewise, the gods aren't omniscient, though they see and hear everything that occurs inside their temples and before their altars. They have perfect recall of ev erything they experience. Certain liminal spaces-cave mouths, shorelines, crossroads, forest edges, and so on-enable mortal voices to reach the gods as well, though most gods have little reason to pay attention to what is spoken there. Gods can speak directly to their oracles. They can appear in the dreams of mortals or manipulate natural phenomena to create omens. They can also create Nyx born creatures to serve as messengers or emissaries. Gods grant their clerics the ability to cast spells, and they can effortlessly duplicate the effect of any spell they could grant (any spell on the cleric spell list, as well as any domain spell from their domains). They also have broad influence over aspects of the world associated with their portfolios, beyond what can be defined by spell effects. For example, Purphoros can make a vol cano erupt, and Thassa can call up a tidal wave. Gods can bestow supernatural blessings on mortals, and they can lay terrible curses (such as when Mogis turned a herd of cattle into catoblepases). The gods can assume any form they choose. They most commonly appear as humanoids-the form in which the people of Theros most easily imagine them but on an enormous scale. They often seem to be walk ing across the dome of the sky, with their feet disappear ing just below the horizon. Any part of a god's body that isn't directly lit takes on the appearance of the starry night sky of Nyx. The gods sometimes also appear as animals or magical creatures, or they manifest in insub stantial forms like sunlight or wind. When physically present in the mortal world, a god is capable of devastating physical attacks. Heliod's spear striking the polis of Olantin caused it to sink forever into the sea, and an errant blow from Purphoros's hammer shaped the mountains. The power of the gods exceeds that of any mortal being. Even so, a god killing another god-let alone a mortal attempting the task-is virtually inconceivable. Any kind of direct confrontation against a god by mor tals would require the assistance of at least one other god, and ideally more than one, to have any hope of success. A group of adventurers might try to convince
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.
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C HAPTER
2
I GODS OF THEROS 33
a group of gods to lend their aid against a god who has become a threat to the mortal world, hoping to get the gods to band together to restrain or punish the offender. Kruphix or Klothys might be able to force a god into a physical form that doesn't fill the sky (perhaps some thing similar to an empyrean or the tarrasque), which could enable adventurers to battle the god, especially if they have access to a divine weapon like the artifacts detailed in chapter 5. But defeating the god in that form would merely weaken the deity, allowing other members of the pantheon to capture, bind, or punish them.
DIVINE RELATIONSHIPS The pantheon of Theros is a family-a large, often dys functional family riven with petty jealousies and rival ries but also held together by genuine affection, admira tion, and cooperation. It is easiest, after all, for mortals to conceive of gods that are very much like themselves, and the gods of Theros are very humanlike in their foi bles and their exploits. The pantheon of Theros has expanded through four generations of divine evolution. Some tales describe these as actual generations, suggesting (for example) that the storm god, Keranos, is the literal son of Thassa, god of the sea, and Purphoros, god of the forge. Others describe the generations in metaphorical terms, sug gesting that Keranos represents the combination of Purphoros's creative energy and Thassa's deep knowl edge, resulting in lightning-like flashes of inspiration (as well as the fury of a physical storm). In all their various forms, though, the myths agree on the basic structure of the pantheon's development. The time of the first generation precedes the presence of what are commonly understood to be "gods." Before mortals dreamed the gods into being, before they could even imagine beings as noble as the gods, the malleable dream-substance of Nyx gave shape to their fears in the form of the titans. The titans were beings of utter chaos, representing everything that stands against order in the mortal
world, never worshiped but sometimes appeased. Myths recount how the gods battled and imprisoned the titans, sealing them in a prison beneath the Underworld. Now the titans are all but forgotten in mortal imagination. Scant mention of their names and epithets appears in the oldest tales, hinting at the nightmares that birthed them. Kroxa, Titan of Death's Hunger, embodied the terror of death-and its insatiable gluttony for new crea tures to consume. Uro, Titan of Nature's Wrath, might be seen as a direct predecessor of Keranos and Thassa, but it was the incarnation of natural disaster, having none of the creativity and thoughtfulness of those gods. Phlage, Titan of Burning Wind, was an all-consuming whirlwind of fire, and Skotha, Titan of Eternal Dark, was the utter darkness of the starless night. The oldest of the gods, often imagined as siblings or as some kind of offshoot of the titans, are Kruphix and Klothys. The origin of this second divine generation is mysterious. Perhaps Klothys arose from a sense of inev itability, a notion that the world was unfolding as it must, and thus the actions of mortals made little difference. Kruphix might have been born from a sense of mystery, supporting the idea that the workings of the universe are simply incomprehensible to mortal minds. It's also possible that Kruphix and Klothys are a different order of beings from either the titans or the other gods, and Klothys at least has existed for unknown ages despite being all but forgotten among mortal folk. Once mortals could imagine a world beyond the hori zon and a course of destiny that left behind the trials of life, they could formulate the notions of principles, order, and natural law. Out of those ideas, the third generation of deities was born: sun-crowned Heliod, deep-dwelling Thassa, bleak-hearted Erebos, bronze-blooded Pur phoros, and keen-eyed Nylea. These gods are known to refer to each other as "brother" and "sister," though they never speak of parents and almost certainly don't imag ine Kruphix and Klothys in that role. The other eight deities, the fourth generation, repre sent the application of abstract principles to the reality
Goos OF THEROS Deity
Alignment
Athreos, god of passage
LE
�
Crescent moon
Ephara, god of the polis
LN
Knowledge, Light
U rn pouring water
NE
Death, Trickery
Serene face
Heliod, god of the s u n
LG
Light
Laurel crown
l roas, god of victory
CG
War
Four-winged h e l m et
Karametra, god of h a rvests
NG
Life, N ature
Cornucopia
Kera nos, god of storms
CN
Knowledge, Te mpest
B l u e eye
Klothys, god of destiny
N
Knowledge, War
Drop spi ndle
Kruphix, god of horizons
N
Knowledge, Trickery
E ight-pointed star
Mogis, god of s l aughter
CE
War
Four-ho rned b u l l ' s head
Nylea , god of the h u n t
NG
N ature
Four arrows
P h a rika, god of affl iction
NE
Deat h , Knowledge, Life
Snakes
Phenax, god of deception
CN
Trickery
W i n ge d golden m a s k
P u rphoros, god of the forge
CN
Forge,'� Knowledge
Double crest
Knowledge, Tempest
Waves
N
'� The Forge and G rave domains appear in Xanathar's Guide to Everything.
·-
34
Common Symbol
Deat h , G rave'�
Erebos, god of the dead
Thassa, god of the sea '
Suggested Cleric Domains
CHAPTER
2
I GODS OF THEROS
of mortal life. For example, while Heliod stands for universal moral precepts, Ephara is the god of laws, the rules and structures that govern mortal societies. Nylea is the god of wild nature, predatory animals, and the change of seasons, and at the same time Karametra is the god of nature tamed for human use-agriculture and domestication-and of the natural cycles involved in human life, especially childbirth. These gods recognize the previous generation as their elders but only occasionally as parents. Iroas and Mogis are widely considered to be brothers, but few myths de scribe their parentage, and those that do contradict each other-in keeping with the nature of these eternally warring gods.
MYTHS AND DEEDS Countless tales tell the history, deeds, and nature of the gods. Sometimes these stories play out among the con stellations in the night sky. They are chanted in hymns during the gods' festivals, inscribed in temple walls, told around campfires and hearths, and collected on scrolls. Some are simple fables meant to illustrate a single facet of a god's character or of moral behavior. Others are monumental epics, most notably The Cosmogony, a poem by an unnamed Meletian sage that includes sev eral (sometimes conflicting) tales of the creation of the world and beyond. The people of Theros don't balk at contradictory myths. Is Keranos the literal child of Thassa and Pur phoros? Did he spring unbidden from Thassa's heart when her rage grew too great for her to control? Or did he come into being when Purphoros tried to steal the secrets of Kruphix? To the people of Theros, it doesn't matter whether these tales describe historical facts, and each of them is true in its own way. Each tale about Ker anos expresses a truth about the god, about inspiration and storms and secrets. Studying each one can lead Keranos's worshipers to a deeper understanding of and a closer relationship with their god. Various writings, usually organized around a central theme, collect myths about the gods. The Origin of Monsters is one such collection, notable as an attempt to find commonality in a number of different tales about the birth of dragons. It also describes how Pharika hid secrets in the blood of basilisks, how the spirits of great warriors are reincarnated in the form of manticores, and dozens of other tales. The epic poem called The Theriad is another such col lection. It describes the exploits of various champions of Heliod, all of whom are simply called "the Champion," as if they were a single individual. Because the identities of the heroes aren't mentioned, the tales have more to say about the character of Heliod than about any cham pion's mortal deeds. The Callapheia, by contrast, is about the exploits of a single mortal hero, Callaphe the Mariner, who snuck into Mount Velus and stole Purphoros's tears, hid be hind Phenax and wrote down his secrets, and raced Thassa at the edge of the world before sailing into Nyx. Tales of this sort highlight the gods' pettiness and vanity and promote the somewhat blasphemous notion that a mere mortal can outwit the divine. The Callapheia also
serves as something of a gazetteer of Theros, describing its various lands and their inhabitants, at least as they existed some centuries ago. Finally, the deeds of the gods are sung in paeans during their festivals. Naturally, these hymns portray the gods in the most favorable light, as benevolent (or at least indifferent) and all-powerful.
WORSHIP The idea of the existence of gods, as it grew in popu larity among the mortals of Theros, didn't bring the gods into being by itself. Mortal reverence and worship turned universal ideas into deities. It wasn't until mor tals trusted the gods to act on their behalf, in response to sacrifices and prayers, that the gods took shape from the dream-substance of Nyx. Worship remains crucial to the power of the gods, though mortals are generally not aware of their influence. Were a god to cease being worshiped, their might would dwindle. The most prevalent form of expressing reverence is the practice of libation, pouring out a splash of wine or water in honor of the gods. Pious people perform a simple rite of prayer and libation every morning and evening at a household altar or hearth, while the less de voted might still pour out a splash of wine before drink ing the rest. The defining feature of a Theran temple is a statue of a god-which the actual god can occupy and animate at any time. Worshipers kneel before it, touch and kiss it, drape it in garlands and fine cloth, and leave offerings before it. These acts are sometimes spontaneous out pourings of love or gratitude, and sometimes petitions, imploring the god to cure an illness, send rain for crops, guarantee a safe journey, or perform any other favor re lated to the god's sphere of influence. Most people aren't devoted to a single god, though many prefer some gods over others. Someone might ask Pharika to spare a loved one from disease, then later offer prayers to Karametra for a bountiful harvest or to Thassa for safety on a sea journey.
CLERICS AND CHAMPIONS It's far more common for a hero to be devoted to an individual god than it is for an ordinary mortal. A cleric almost always worships a single god of the pantheon and chooses a domain appropriate to that deity for their Divine Domain feature. Often, heroes choose to devote themselves to particu lar gods either out of piety or self-interest. Sometimes, though, the gods choose champions who might not be entirely willing. Heliod, for example, takes pride in se lecting only the best mortals to be his champions. He doesn't care how the mortals feel about being chosen, and his demands won't be refused. Most heroes in a Theros campaign, and all clerics, are assumed to devote themselves to a god's cause, acting as that god's champion. All the characters in a party might serve the same god, but more likely, they represent the interests of different gods as they face the dangers of the world together. -
I
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CHAPTER 2 I GODS OF THEROS
35
PIETY Being a god's champion carries no benefits in and of itself. Each god's description in this chapter paints a picture of the god's typical champion, including ideas for how a player character might end up in that position and provides ideals that represent the god's interests. The gods do reward the devotion of their champions, though. The strength of your devotion to your god is measured by your piety score. As you increase that score, you gain blessings from your god. Piety has nothing to do with faith or belief, except insofar as a person's thoughts and ideals drive them to action in a god's service. Your piety score reflects the ac tions you have taken in your god's service-actions that the god richly rewards. When you choose a god to worship as a beginning character, your piety score related to that god is 1. Your piety score increases by 1 when you do something to advance the god's interests or behave in accordance with the god's ideals. The gods expect great deeds from their champions, so your piety score typically increases only when you accomplish a significant goal (such as the completion of an adventure), make a significant sacrifice of your own self-interest, or otherwise when the DM sees fit. Each god's description in this chapter includes a discussion of the god's goals and ideals, which your DM uses to judge whether you earn an increase in your piety score. As a general rule, you can expect to increase your piety by 1 during most sessions of play, assuming that you are following your god's tenets. The DM decides the amount of any increase or decrease, but a single deed typically changes your piety score by only 1 point in ei ther direction unless your action is very significant.
BENEFITS OF PIETY The gods bestow favors on those who prove their de votion. When your piety score crosses certain thresh olds-3, 10, 25, and 50-you gain a benefit detailed in the sections describing the gods' champions throughout this chapter. If your piety score exceeds and then falls below one of those thresholds, you lose the benefit you gained at the higher tier.
If you choose the Oracle supernatural gift, you gain different rewards for your piety score, instead of the ones normally granted by your god. This gift and its ben efits are described in chapter 1 .
INSPIRATION AND PIETY To some extent, piety is its own reward. Behaving in accordance with your god's dictates and ideals inspires you and might enable you to succeed where you might otherwise fail. At your DM's discretion, whenever you in crease your piety score, you might also gain inspiration, reflecting the improvement in the harmony between you and your god.
IMPIETY Not every hero chooses the life of a divine champion. Le onin, in particular, are known for rejecting the worship of gods. If you don't devote yourself to a god, you don't have a piety score and you gain no rewards for piety, but you don't suffer any negative consequences. The Iconoclast supernatural gift (described in chapter 1) offers a way for characters to gain benefits similar to rewards for piety without being devoted to a god.
CHANGING Gons If events in your character's adventuring career warrant doing so, you can abandon the service of one god and turn to a different one. Once you abandon a god's ser vice, you can rarely go back without performing some act of contrition. Your DM decides whether your new god will accept you as a champion and what you might have to do to prove your commitment. When you change gods, you lose all the benefits granted by your old one, including rewards for piety and any other divine blessings. You no longer have a piety score to your old god, and your piety score to your new god starts at 1.
Athreos is also invoked as the god of passage, as well as the deity with dominion over borders, boundaries, and that which is "neither." Those who undertake jour neys, especially dangerous ones, often drop a coin into a fountain or a body of water in apotropaic acknowledg ment of the River Guide. Bridges and borders are also places where Athreos is commonly remembered, with many such sites being marked by motifs of rivers or spir its. Additionally, phenomena that are neither one thing nor another, defying simple classification, are often con sidered to be within Athreos's province-most notably the state between life and death, but also echoes, phan tom sensations, and the feeling of deja vu.
ATHREOS God ofPassage All mortals are destined to face Athreos, the River Guide, when their lives come to an end. The god of pas sage ferries the dead across the Tartyx River, conveying each mortal soul to its destiny in the Underworld. For most people, Athreos embodies the greatest mysteries of existence-the terror and wonder of life's last moment and the revelation of one's ultimate fate in the afterlife. Athreos is no judge, though. The veiled, silent god un dergoes no deliberations and makes no exceptions. The River Guide reads the truth of each soul and bears it un failingly to its proper place in the Underworld. There is no haggling and no sympathy on Athreos's skiff, the god having heard and denied every conceivable mortal plea. Athreos appears as a gaunt figure cloaked in ragged robes and a collection of golden masks. What little can be seen of his body is unsettling, its gray flesh stretched thin over a barely human skeleton. The River Guide is never without his ancient staff, Katabasis, which he transforms into the ferryboat he uses to ply the Rivers That Ring the World. Though the deity's shrouded form gives no clue, many mortals consider Athreos to be male, but the River Guide cares for terms or labels no more than any other force of nature. Athreos can change shape but rarely, if ever, takes on other forms.
ATHREOS'S INFLUENCE Most mortals focus on the River Guide's role in their own deaths. Countless mortal superstitions prescribe ways to garner Athreos's favor, but all Athreos demands of those he transports is payment: a single coin of any minting or value. The River Guide has an expan sive definition of what constitutes a coin, from actual stamped currency and jewelry to shiny beads or opales cent shells. Ultimately, he seems most concerned with whether a mortal has prepared for death, keeping pay ment ready out of respect and as a personal memento mori. Those whose bodies are burned, buried, or oth erwise disposed of along with valuables deliberately in tended for the River Guide discover that they can make use of such items when trading for Athreos's services. Spirits that reach the shores of the Tartyx River unpre pared, though, risk being stranded, as Athreos refuses to ferry those who can't pay.
ATHREos's GOALS
Athreos endlessly works to maintain the balance be tween Nyx, the Underworld, and the lands of the living. The River Guide sees himself as a servant of the mortal world and knows nothing of the glamor, honor, or mys tery mortals often ascribe such to him. Rather, he does what must be done, and should some cosmological con dition fall out of sorts, the River Guide and his servants work with silent efficiency to restore balance. DIVINE RELATIONSHIPS
Athreos cares little for the dealings of the other gods. As long as other deities don't impinge on the border between life and death, either by overstepping their bounds or by trying to draw the dead back into life, the River Guide has little to do with them. More than once, this isolation has put Athreos in silent conflict with Heliod and Erebos, both of whom subtly resent Athreos for limiting how much each can meddle in the other's realm. At the same time, the River Guide's role as a buffer between the two vindictive gods actively prevents their grudges from exploding into divine warfare. Thassa bears a chilly respect for Athreos. In a time before reckoning, boundaries divided the god of the sea's dominion from the Tartyx River. Though the god of the sea quietly resents sharing even a drop of water, she considers the River Guide to be a quiet, unobtrusive trespasser on her favored element and keeps her dis tance. Were her respect to wane, though, Thassa would eagerly vie to control the Rivers That Ring the World.
WORSHIPING ATHREOS Most funeral traditions include small offerings and words of reverence to Athreos. Predominant among these traditions is burying or burning the dead with a clay funerary mask, to "frame" the identity of the dead for Athreos, and with at least one coin, so a soul might pay Athreos to ferry them to the Underworld. Some peo ple are laid to rest with large amounts of grave goods. Memorial practices vary widely by culture, from tearful, somber affairs to lively celebrations. These rituals serve more as catharsis for the living than as meaningful boons to Athreos, though. The River Guide cares only for the single coin he's owed by any who board his skiff. During the feast of the Necrologion, which gives its name to the eighth month in the calendar of Meletis, pious souls silently spend the day reading ancient mem oirs or writing messages for their own descendants. ..·
C HAPTER 2 J GODS OF THEROS
37
ATHREOs's CHAMPIONS
EARNING A ND LOSING PIETY
Usually lawful, often evil Cleric, monk, rogue, wizard Suggested Cleric Domains: Death, Grave (described in
You increase your piety score to Athreos when you honor him or the cycle of life and death through acts such as these:
Alignment:
Suggested Classes:
Xanathar's Guide to Everything) Suggested Backgrounds:
Most worshipers of Athreos believe death is a natural part of life, to be neither rushed toward nor run from. They seek to do their part in fulfilling the natural order, easing the passage of the living into death. Most also re spect their ancestors and honor them through tradition, ritual, and memory. ATHREOS'S FAVOR
As all mortals eventually bow before him, the River Guide doesn't seek worship. When mortal agents are necessary, though, Athreos often seeks the descendants of those who impressed him during their journey to the Underworld. The Athreos's Favor table offers several suggestions for the nature of your connection to the god. ATHREOS'S FAVOR d6
Circumstance A fa m ily m e mber d i ed bringing you i nto the wo rld.
2
You don't th ink or feel as others do, finding emotions messy and confusing.
3
In a brazen or desperate moment, you dared death to take you-and in a way, it has.
4
You sent a Returned back to the U n d erworld, restoring
5
Serving Athreos is your f a m i ly tradition, a respo n s i b il
6
You have died before, and in that m o ment, you
a measure of order to the cos mos. ity honored for co u ntless generations. gli mpsed the mists that s u rround Athreos's skiff.
DEVOTION TO ATHREOS
Servants of Athreos facilitate the passage from life into death. As a follower of Athreos, consider the possibili ties on the Athreos's Ideals table as alternatives to those suggested for your background. ATHREOS'S IDEALS d6
Ideal Devotion. My devotion to my god is more i mportant to me than what he stands for. (Any)
2
Tradition. H onor the dead t h rough rites of respect and by continuing their ways. (Lawfu l )
3
Dread. M o rtals put their fear out of m ind, but through
4
Apathy. Life is but a rehearsal for deat h , and it's best
me, they will re member the i nevitable. (Evil or neutral) not to grow too attached to it. ( N eutral) 5
Succor. I offer b a l m to the dying-which, to varying degrees, i nc l udes all of us. (Good or neutral)
6
•
Hermit, sage, sailor, urchin
judgment. Violations against the order of life and death m u st be set right. (Lawfu l )
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CHAPTER 2 I GODS OF THEROS
•
Providing coins and overseeing burial rites for those slain during a tragedy Ensuring that the deeds and knowledge of someone who has died are preserved Slaying a Returned and its associated eidolon
Your piety score to Athreos decreases if you diminish the River Guide's influence in the world, impede his work, or disrespect the dead through acts such as these: •
•
•
Denying a dying person their final rites Removing wealth from a corpse or defiling a tomb Aiding those who seek to escape from the Under world, or who already have
ATHREos's DEVOTEE Piety 3+ Athreos trait
Your life is intertwined with the fate of the dead. You can cast gentle repose with this trait, requiring no material components, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spell casting ability for this spell. ATHREOS's VOTARY Piety 10+ Athreos trait
You can cast speak with dead with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. ATHREOS'S DISCIPLE Piety 25+ Athreos trait
You can cast false life with this trait, requiring no mate rial components. When you do so, you gain an additional 25 temporary hit points. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. CHAMPION OF THE PASSA GE Piety 50+ Athreos trait
You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2 .
MYTHS OF ATHREOS Athreos eternally performs a remarkable la bor, ferrying mor· tal souls to the U n derworld. During the River G u ide's ages of toi l, he has inspired a n u m ber of legends. The Athrean Obols. Some claim that Athreos doesn't col· lect co ins out of greed but because he's looking fo r five spe· cific treasures. Apocryphal writings in the U nderworld l i brary of Onei rrakthys say that Athreos was the fi rst mortal to die. When he came to face the gods, he brought a si ngle treasure as a n offering to each ofTheros's five m ightiest deities, hop· ing to receive a peacefu l place a mong them in return. The gods real ized what Athreos's spirit represented: the fi rst of an endless flood of mortal souls that would soon begin to join Athreos in death. U nw i l l i n g to spend eternity sorting the endless stream of dead mortals themselves, the other gods did give Athreos a place among them, as well as chargi ng him with his i mpos s i ble task. They also offered h i m a meas u re o f hope. T h e gods cast Athreos's offerings back into the mortal world i n the form of five coins. They prom· ised Athreos that, once he col lected the coi ns anew, the gods would free the River G u ide from his service and welcome h i m into their ranks. Ever si nce, Ath reos h a s l a bored, both a t fer· rying the dead and in search of h i s five lost coins, called the Athrean O bo l s . It's said that any who bri ng the River G u ide one of the coins will be rewa rded with a wish for anything Athreos can gra nt-even exception fro m death.
Death's Denier. Some legends tell of a n ancient shade who has tarried at the banks of the Ta rtyx longer than any other-a wom a n , ancient beyond years and clad only in her own flowing hair and sagging skin, who some passing souls m i stake fo r Athreos. This figure is Solyssia, once an oracle of Meletis. Solyssia refuses to pay Athreos's price, or to have it paid for her. For untold centuries, she has h a rassed the newly dead, learning a n incredible a m o u nt about the mortal world in the process. The o n ly t h i n g s h e's less i mpressed with than the state of the modern world i s Athreos, whom she c u rses l i ke a bitter old friend whenever the River G u ide draws near. If any mortal has ever truly known Ath reos, it is her.
Eight Exceptions. Eight ti mes in the course of h i story, Ath· reos has purposely allowed a mortal to delay their death or temporarily return from the U n derworld. These individuals were restored as l iving beings (not as Returned) to complete particu lar tasks. As a record of these exceptions, Athreos bears a Retu rned-like mask of each individu al. Despite cen· turies between bargains, though, no one who Athreos has made a n exception for has ever returned. As a result, the River G u ide refuses to make another exception. H e m ight be convinced to d o otherwise were someone to bring one of the eight lost souls-such as Biaas the Poison Drinker, Dianyan H a l f-H eart, or H u ndred-Dam ned Thasmudyan-before h i m fo r punishme nt.
Ephara seeks far more for her cities than mere safety. She drives every city to aspire toward efforts that help its people thrive. Civic responsibility is essential in Ephara's eyes, and having an engaged citizenry is im portant. The pursuit of knowledge is also a vital task, and she encourages advances in philosophy and sci ence. As the scholars in her cities obtain or derive new knowledge, Ephara's magic scrolls grow ever longer. Finally, art is of critical importance to a thriving city. Ephara particularly supports architecture, the creation of which often drives industry and sculpture, though she doesn't scorn other varieties of artistic expression. DIVINE RELATIONSHIPS
EPHARA God of the Polis As god of the polis, Ephara sees herself as the founder of civilization. She watches over cities, protecting them from outside threats. She is credited with establishing the first code of law, which Meletis has preserved and the other poleis have imitated. Even more important, she helps cities reach their highest potential, becoming centers of scholarship, industry, and art. Ephara appears as a huge animated statue wearing a stone crown, resembling the capital of a column. When she chooses to walk about her cities at human scale, she often takes on the form of a human woman. In ei ther form, she is always dressed in blue and white, and her expression is usually serious, but not unkind. She often carries a large urn on one shoulder, with the dark, star-studded sky of Nyx pouring from it and dissolving into mist as it hits the ground.
EPHARA'S INFLUENCE Ephara's sphere of influence is the polis. Although wor shiped in many places, she is most beloved in Meletis, whose citizens credit her with the city's founding. Many city walls bear Ephara's face, fashioned thus in the be lief that each of her images watches over the part of the city it looks upon. Ephara is strongly affiliated with the daytime, when cities are awake, alive, and at work. Her followers gener ally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and culture fall under Ephara's influence. Scholarship is closely con nected to Ephara, as is art-particularly poetry, sculp ture, and architecture. Ephara is also highly concerned with civic wisdom and justice, and many politicians and other leaders seek her guidance in how to rule. EPHARA 's GoALs
Ephara seeks always to further cities: establishing them, protecting them, and seeing them grow. She supports those who build new cities and those who free others from tyranny. Ephara knows that not all threats to a city come from outside it, and she encourages her followers to watch out for tyranny and injustice from within. She seeks for justice to prevail in civilized lands. ·-
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C HAPTER
2
I GODS OF THEROS
Ephara and Heliod have aligning interests, since they both value structure and justice. Ephara works toward establishing judicial systems that enforce the laws and uphold the values that Heliod holds dear. Ephara is also on good terms with Thassa, the god of the sea, because Ephara recognizes the necessity of water for a thriving polis. She also admires Purphoros's craft, realizing the essential role of the forge and other forms of industry to build a city. Ephara and Nylea are almost polar opposites, and there is no shortage of bad blood between the god of the cities and the god of the hunt. Nylea resents the construction of every building in a place that once held plants and animals, and Ephara has no patience for any wild creature that encroaches on a settlement. Ephara looks at the wilderness and sees only wasted potential, while Nylea looks at cities and sees only destruction. Ephara has a deep-seated hatred for Phenax. While Ephara can appreciate the perspective of most of her peers, she has no such understanding for those who would deliberately try to undermine a thriving social structure. Ephara opposes Phenax and what she sees as his utter disdain for everything she stands for. Her relationship with Karametra is a difficult one from either perspective. Ephara approves of agriculture, a key ingredient for the development of cities, and both gods are concerned with defense of settlements. Even so, Karametra is tied to Setessa and the wild lands, where Ephara is distrusted, and although Karametra and Nylea have their own complicated relationship, Karame tra strongly favors Nylea over Ephara.
WORSHIPING EPHARA To an extent, Ephara's devout show their faith by going about their lives and contributing to society. Midday ser vices at Ephara's temples often feature a brief prayer, fol lowed by a longer talk from an industrial or civic leader on a topic of general interest. Attendants often bring meals to eat while on a break from their jobs. Ephara's face is a common sight in cities. Marble buildings, stone walls, and similar surfaces usually feature a sculpture or relief of her visage. People often swear oaths or engage in verbal disputes in front of these images, believing she won't let a falsehood told in front of her go unpunished. Whether she actually inter venes is unclear, but conflicts that play out this way are often resolved peacefully, without a need for the justice system to get involved.
MYTHS OF EPHARA Ephara's deeds demonstrate her co m m itment to the poleis and those who seek their i mprovement.
Founding of Meletis. The city-state of Meletis was once part of the archon Agnomakhos's empire. The archon ruled h i s territory with absolute cruelty. Ephara bestowed h e r magic
from Eph ara. Other tales s u ggest that the l i b rary was actu ally fo u n ded by a n ancient sage na med Anatheia, but'then a ter rible fi re destroyed the place, and along with it generations of col lected knowledge. Once the people finished rebu i l d i n g
on the s u bj u gated populace to enable them to fight back and overth row Agnomakhos. The newly freed people then estab lis hed Meletis, as the settlement on that site is known tod ay. The founding of Epha ra's favored city is sti l l celebrated tod ay, both in Meletis and elsewhere among the god's followers, as
the structure t o start the l i b rary over, Ephara is said t o have appeared and restored the books and scrol ls the li brary had lost, copying the information from her perso nal scro l l s of sacred knowledge. Savior ofAltrisos. A kraken that escaped its sea lock once th reatened the small seaside city of Altrisos. Recently weak
the s u m mer holiday of Polidrysion, which gives its name to the fo u rth month in the Meletian calendar.
ened by a triton raid, the city had no defenses left and wo uld be destroyed by an attack. The people prayed to Ephara, and
Earthquake in Meletis. The temple of Ephara in Meletis is the god's l a rgest and grandest place of worship on Theres. It is kept i n perfect repair, and worn or da maged pieces of the structure a re q u ickly replaced. During an enormous earth quake, many of the structures i n Meletis crum bled . Ephara kept her temple sta n d i ng throughout the m i ghty q uake, making it a place for Meletians to take refuge in the fo l lowing days d u ring the aftershocks. After the cataclysm, she s h a red designs from her scro l l s of sacred knowledge with the ar ch itects of Meletis so they could reb u i l d the city to be m uch more resistant to earthq uakes. The Library ofGlossion. The small town of G lossion boasts a remarkable l i b rary that accord ing to local legend was a gift
the large image of her face on the city's wa l l came to life. The wa l l s of the city grew i mpos s i bly high and strong, and the kraken could do no more than dash its head against the im passable barrier. The monster soon returned to the ocean to fi nd an easier meal. Trial ofAristhenes. A man na med Aristhenes comm itted many m u rders, ta rgeting mem bers of the gove rnment and some of their fa m ily m e m bers. When he was a rrested and put to trial, he clai med that no one could fa i rly j u d ge h i m because every qualified j u d ge was personally affected b y the case. Ephara herself came to the city to serve as j u d ge fo r the trial, si nce no one could accuse her of anything but perfect i mpartial ity, and she found Aristhenes gui lty.
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EPHARA's CHAMPIONS Usually lawful, often neutral Bard, cleric, monk, paladin, w izard Suggested Cleric Domains: Knowledge, Light Suggested Backgrounds: Acolyte, athlete, guild artisan, noble, sage, sailor, soldier, urchin
Alignment:
Suggested Classes:
Most champions of Ephara believe cities represent the pinnacle of achievement and do what they can to uphold the law and keep society functioning. Some of the god's most devout followers work as architects, artists, or phi losophers, all striving to serve the public good. EPHARA's FAVOR
Ephara seeks champions who will defend her cities fiercely, both from external threats and internal corrup tion. She asks them to protect not only the people, but also the structures that comprise a polis. The circum stances that led you to worship Ephara most likely in volved the polis you call home. The Ephara's Favor table provides just a few possibilities. EPHARA1S FAVOR d6
Circumstance You grew up in a polis l i ke M e l etis and never feel safe outside one.
2
You were part of a revolution to fight off tyrants and Yo u r family m e m bers have a l l been architects, go i n g
5
You are a h ighly s k i l led poet, scholar, or philosopher,
6
You are a civil servant or a city leader, taking an active
and Ephara took notice of you r talent. role in the welfare of yo u r home.
DEVOTION TO EPHARA
Followers of Ephara support their cities, protecting them while helping them thrive. As a follower of Ephara, consider the ideals on the Ephara's Ideals table as alter natives to those suggested for your background. EPHARA1S IDEALS Ideal Devotion. My devotion to my god is m o re important to m e than what she stands for. (Any)
justice. Laws keep society fu nctioning, and I m u st see to it that they are enforced. (Lawfu l)
3
Community. We are stronger together, and I m u st i m
4
Scholarship. I serve my co m m un ity and my god by
5
Civic Duty. It is my respo n s i b i l ity to serve my city.
6
Protection. I m u s t keep my city safe from threats both
prove and support m y c o m m u nity. (Lawfu l o r good) learning new information or creating a rt. (Any) (Lawfu l )
�
external and inte r n a l . (Any)
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42
Betraying one's trust to commit acts of corruption or tyranny Destroying a civic institution or sowing chaos within a city Willfully breaking just laws for personal gain EPHARA'S DEVOTEE Piety 3+ Ephara trait
Ephara grants you insight into how people commu nicate. You can cast comprehend languages with this trait, requiring no material component, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell. EPHARA'S VOTARY
back several generations, and a l l worshiped Ephara.
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Your piety score to Ephara decreases if you diminish Ephara's influence in the world, contradict her ideals, or let her down through acts such as these:
Piety 10+ Ephara trait
esta b l i s h freedom in you r city.
2
•
Defending a city from a major threat Defeating a tyrant who threatens a city's freedom Creating a masterwork, such as a building or a poem
b u i l d i n g with Ephara's face on it, and you fe lt l i ke she
4
d6
•
•
You grew up in a home that was next to a wa l l or a was always looking after yo u .
3
E ARNING A ND LOSING P IETY
You increase your piety score to Ephara when you ex pand the god's influence in the world in a concrete way through acts such as these:
CHAPTER 2 I GODS OF THEROS
You gain advantage on Charisma (Persuasion) checks while you are within a city. In addition, when you fail an Intelligence check or In telligence saving throw, you can reroll the die, and you must use the new roll. Once you use this reroll, you can't do so again until you finish a long rest. EPHARA's DISCIPLE Piety 25+ Ephara trait
You can cast Mordenkainen's private sanctum with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you fin ish a long rest. Intelligence is your spellcasting ability for this spell. CHAMPION OF THE POLIS Piety 50+ Ephara trait
You can increase your Intelligence or Charisma score by 2 and also increase your maximum for that score by 2 .
sends mortal agents or Nyxborn monsters to kill the worshipers of the offending gods and spread despair. Many of Erebos's schemes target those who escape his clutches. He regularly sends agents to retrieve the Returned soul or the wayward eidolon of a hero of great renown who has succeeded in returning to Theros. If any of the dead, renowned or otherwise, escape the Un derworld fully intact-without identities erased-Erebos will spare nothing to make an example of the fugitive and any who provided assistance. DIVINE RELATIONSHIPS
EREBOS
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God of the Dead
Erebos is the god of death and the Underworld, lord of all that has ever lived. He presides over the bitterness, envy, and eventual acceptance of those who suffer mis fortune. His hoarding of both souls and the treasures the dead carry into the Underworld see him worshiped by those who desire to collect and keep wealth. Erebos's very presence is stifling, and those who come face to face with him often depart in despair. He is jealous and tyrannical within his realm, but unlike his brother Heliod, he neither blusters nor tries to expand his influence. He waits patiently, secure in the knowl edge that everything belongs to him in the end. Erebos most frequently appears as a slender, gray skinned humanoid with two large, outward-curving horns, wielding an impossibly long black whip. He also appears in the form of a black asp, a cloud of choking smoke, or an animated golden idol.
E REBos's INFLUENCE Born from Heliod's shadow and then banished to the Underworld, Erebos claimed dominion over that deso late realm. He sees it as his duty and his right to ensure that those who enter his realm remain there for all time. Within the Underworld, only the relative paradise of Ilysia is sheltered from his influence. In the other four realms of the dead, his will is law. Mortals typically fear death, yet death is the inevitable end of each one's time in the mortal world. Erebos, hav ing long ago come to terms with his own banishment, teaches his followers to accept the inevitability of death and the often unavoidable tragedies of life. Although Erebos forbids souls from leaving the Un derworld, some escape his clutches. Generally such souls are beneath his notice, but he sometimes sends agents to retrieve those he has particular interest in. EREBOS'S GOALS
Erebos wants above all to maintain his position of abso lute authority over the realm of the dead. He lashes out at anyone who aids souls in escaping from him or other wise tries to subvert the inevitability of death. Erebos is patient, usually willing to wait for souls to come to him, but he does interfere in the mortal realm on occasion. When the other gods displease him, he
Erebos loathes Heliod, who banished him to the Under world eons ago, forever severing him from the world of life and light. Erebos takes particular delight in profan ing Heliod's temples, defiling the raiment of his priests, slaughtering his worshipers, and claiming the souls of his champions. Erebos believes that Heliod will one day challenge him for control of the Underworld. He looks forward to that day, certain that his lesser brother can't possibly prevail within Erebos's own territory. Erebos holds a special grudge against Phenax. Phe nax readily teaches others how to escape the Under world as the Returned and even sneaks into the Under world to assist them, earning him Erebos's undying ire. Pharika and Karametra understand, better than many of the other gods, that life and death are closely inter twined. Pharika's tinctures can either extend a life or snuff it out, and Karametra's planters know that reaping follows sowing in turn. Although he appreciates what these gods have in common with him, Erebos occasion ally feels the need to remind them that the dead are his, and other gods' acceptance of death's inevitability doesn't make them masters of it. Erebos has no true allies but operates closely with Athreos and Klothys. Athreos is one of the few beings Erebos trusts to be as committed as he is to ensuring that the passage into death is a one-way trip. Klothys, too, would see the dead remain dead, concerned as she is with the acceptance of destiny.
WORSHIPING E REBOS To many mortals, Erebos is primarily concerned not with death, but with gold. Most of his followers down play his association with death and misfortune, instead praying to him for material wealth. Others pray to him because they want to be more accepting of their misfor tune. These individuals see themselves as beyond hope of improving their lot in life, asking only that Erebos grant them the strength to endure until they enter his realm at their predestined time. A smaller but more dangerous group of Erebos wor shipers are those who actively glorify death. These cult ists and assassins congregate in secret in communities across Theros, engaging in campaigns of violence. The only major festival dedicated to Erebos, called the Katabasion or "the Descent," features a ceremony in which worshipers make a symbolic journey into the Underworld. The supplicants enter a cave, offer prayers and sacrifices to Erebos in utter darkness, and slowly make their way back to the surface just before sunrise. -·
CHAYI'ER 2 I GODS OF THEROS
43
EREBOS 'S CHAMPIONS
d6
Usually neutral, often evil · Suggested Classes: Cleric, fighter, rogue, wizard Suggested Cleric Domains: Death, Trickery Suggested Backgrounds: Acolyte, charlatan, criminal, noble, urchin Alignment:
Most worshipers of Erebos seek to enforce the bound ary between life and death, whether absolutely or selec tively. They often find grim satisfaction in serving the covetous but patient god, knowing that all will ultimately know their patron's embrace. EREBOS'S FAVOR
ERE BOS'S FAVOR d6
Circumstance You fo l l ow Erebos seeking fi nancial s u ccess, expecti n g service to transl ate into rewa rd s.
2
In a moment of anguis h , you prayed to Erebos. H e granted you acceptance o fy o u r fate and his favor.
3
You were pledged to another god , but when you lost a loved one, only turning to Erebos co u l d ease your grief.
4
After you recovered from a mortal inju ry, Erebos ap peared a n d claimed yo u r service.
5
6
Power. I relish havi ng mastery over life and death. (Evil)
EARNING A N D LOSING PIETY
You increase your piety score to Erebos when you ex pand the god's influence in the world in a concrete way through acts such as these:
•
Convincing a group of people to accept misfortune Easing someone's death or assisting with funeral arrangements Retrieving a prominent figure's eidolon or Re turned form Thwarting the schemes of Heliod
Your piety score to Erebos decreases if you diminish Erebos's influence in the world, weaken his dominion over death, or alleviate misfortune without good cause through acts such as these: •
•
Saving a life without securing compensation for Erebos Forsaking your duties for personal gain or pleasure Allowing a soul to escape the Underworld
EREBos's DEVOTEE Pie ty 3+ Erebos trait
As a devotee of Erebos, you have proven yourself an executor of the Underworld's grim laws. You can call on Erebos's favor to cast bane with this trait, requiring no material components, a number of times equal to your Wisdom modifier (minimum of once). You regain all ex pended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Ever si nce the first time you saw someone die, Erebos
EREBOS'S VOTARY
You can't bear to witness suffering, so you serve Ere
Pie ty 10+ Erebos trait
bos to bring peaceful ends to the u nfo rtunate.
You can cast vampiric touch with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.
DEVOTION TO EREBOS
ERE BOS'S IDEALS Ideal Devotion. My devotion to my god is more important to
EREBos's DISCIPLE Piety 25+ Erebos trait
When a soul is sent to its rightful place, you can draw on the energy of the Underworld to empower you. When a creature dies within 10 feet of you, you can use your reaction to gain a number of temporary hit points equal to your level.
me than what h e stands fo r. (Any)
CHAMPION OF THE DEA D
2
M ortality. I w i l l enforce the most i mportant law: any
Piety 50+ Erebos trait
thing that lives m u st one day die. (Lawful) 3
Consolation. Everyone deserves the solace that comes
You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2 .
4
Acceptance. Wh atever my fate, I will embrace it with
with accepti n g their destiny. (Good) Erebos's blessing. ( Neutral) .
6
has whi spered in your ear.
Just as every life ends at the same destination, many different paths can lead a worshiper to Erebos. As a follower of Erebos, consider the ideals on the Erebos's Ideals table as alternatives to those suggested for your background.
d6
Wealth. Death is forever, so I 'm go ing to get rich while I still can. ( N e u tral)
•
As Erebos sees it, he already owns the soul of every liv ing being. For him to bestow special favor or power on a mortal would be an act of generosity, and he expects to be compensated for it. Those who rise to the ranks of true champions of Erebos, though, embrace death and their inescapable destiny in the Underworld. Did you pledge yourself to Erebos by joining his priesthood, or did you come to find his favor through a prayer of quiet desperation? The Erebos's Favor table offers a handful of suggestions.
Ideal
5
..
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CHAPTER 2 I GODS OF THEROS
MYTHS OF EREBOS Erebos appears i n m a ny god-stories, often as a villain or a foil to the other gods. The stories told by h i s foll owers em
The Return ofDaxos. Daxos of Meletis was a powe rfu l oracle who heard the voices of all the gods. Daxos tragically
phasize h i s power, the wealth of the U n derworld, and the inevita bil ity of death. Kytheon's Escape. M any know the story of Kytheon lora, an
d ied at the hands of his lover, the champion of Hel iod, Els peth, through the dupl icity of the satyr Xenagos. Daxos's soul passed into the U nderworld, and Elspeth sought Erebos's help to travel i nto Nyx. After pass ing Erebos's test for adm it tance, El speth demanded an additional rewa rd: she wou l d trade her life f o r Daxos's. Erebos, always eager t o claim a champion of the sun god, agreed. El speth died shortly after her triu mph over Xenagos, whereupon Erebos kept his
Akroan orphan who took up Hel iod's spear and attempted to kill Erebos h i m self. The tale ends in tragedy, as Kytheon was struck down along with h i s friends. O n ly the high priests of Erebos, however, know that Kytheon's soul i s n 't in the U nder world, having somehow escaped right before Erebos's eyes. Su specting that either Hel iod or Kruphix knows where Kythe
word-but i n a treacherous fa s h ion, a l lowing Daxos's body to go back to the mortal world as a Returned. Bereft of memo
on's soul went, Erebos will reward anyone who can tell h i m .
Menelaia's Song_ Long ago, a master lyrist n a m e d Mene
ries, he wanders aim lessly. A Shadowed World. Hel iod's followers maintain that their god gave rise to Erebos by casting a shadow in the s u n 's fi rst light. Fo llowers of Erebos say that this tale is self-refuting. Be fore there ever was a sun, the entire world stood in shadow,
laia m o u rned her lover, Pero. She entered the Winter N exus, a cave on the edge of Setessa that leads to the U n derworld, and pl ayed a love song to l u re Pero's soul back to the mortal world. When Erebos saw t h i s, he became fu rious, and he extended his whip to d raw both of the lovers back. But Me nelaia was beloved of Nylea, and that god blocked Erebos's
and the s h adow was Erebos-elder to Heliod. O n ly with the fi rst dawning was Erebos's form d i m i n ished enough that He l iod could overpower him, and the god of the dead has never
whip with vines. The two lovers lived long lives together. Ere bos had the last word, however, tormenting both of the lov ers in the U nderworld. To t h i s d ay, this t u rn of events plagues Nylea, who seeks a way to bring the lovers peace.
forgiven h i s upstart brother. The faithfu l of both Erebos and H el iod viciously argue the deta i l s of their gods' origins, some risking their lives in battle over which of their gods ca me i nto being fi rst.
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HEuon's GOALS
In Heliod's mind, he is the ruler of the gods, and he wants merely for his rightful place to be recognized. He imagines Nyx rebuilt as his personal palace, where all can witness him in his glory. He considers himself a kind and beneficent ruler-a benign autocrat, not a ty rant-and he doesn't expect abject servility from anyone, god or mortal. He just wants everyone to defer to his will and carry out his orders. He believes that his decisions are always just and right, and that if his sovereignty were properly respected, there would be peace and or der in Nyx and the mortal world alike. DIVINE RELATIONSHIPS
God of the Sun Heliod is the radiant god of the sun. According to myth, he ensures that the sun rises every day to provide light and warmth to the world. Every inhabitant of Theros ac knowledges his dominant presence, and nearly everyone at least pays lip service to the idea of giving him worship and honor. Pride and self-assurance radiate from Heliod as light floods from the sun. He is cheerful and sociable, enjoy ing the company of others and forming bonds easily. His friendship can be as easily Jost, though, turning him from ally to enemy as the consequence of a single mis step or perceived betrayal. Heliod has appeared to mortals in a variety of forms, but he prefers the appearance of a sun-bronzed male hu man in his forties, dressed in a flowing tunic of golden cloth. His profile is noble, highlighted by a strong chin and a short beard, and he boasts the broad chest of a perfectly fit athlete. His hair is glossy black, and his head is crowned with a golden wreath. He is also fond of appearing as a brilliant white pegasus or a radiant golden stag. In any guise, he looks lit by the sun, even when he travels across the night sky.
HELIOD1S INFLUENCE
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Heliod personifies the light of day, and by extension, he is associated with many metaphorical aspects of the sun's circuit. As the sun rises without fail every morning, so Heliod values faithfulness in oaths and bonds. Courtroom tes timony and marriage vows are sworn on his name, for he can't tolerate the breaking of a solemn promise. He is the arbiter of morality, virtue, and honor. The sun's nightly descent into darkness symbolizes bravery and self-sacrifice-the willingness to endure the horrors of the dark for the sake of others. Those who protect innocents in his name receive Heliod's favor. As sunlight casts out darkness, Heliod's justice casts out chaos and lawlessness. He is the god of the laws that govern society and the Jaws that punish the wicked. He is interested not only in punitive justice, but also in the establishment of fair and equitable relationships among people and gods, in service to the common good. He also takes an interest in the bonds of family-the relationships that tie people most closely to each other.
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C HAPTER '2 I GODS OF THEROS
Heliod's repeated attempts to establish himself as the ruler of the pantheon anger Erebos and Purphoros, who both have a degree of the arrogance he demonstrates. Thassa and Nylea, by contrast, aren't bothered by his efforts because they see themselves as being safely outside his reach. He could declare himself the ruler of the pantheon, they reason, but his dictates can't alter the rhythms of the sea and the cycles of nature. Thassa and Nylea will continue as they are, as they always have been, whatever squabbles their brothers might have. Ephara, Karametra, and Iroas are closely aligned with Heliod in attitude and philosophy. In some ways, these three gods represent the principles and the abstract nature of Heliod made tangible and concrete through the lives of mortals. Heliod represents a divine, natural, moral law; Ephara gives those laws a concrete mani festation by establishing mortal society in the poleis. Heliod controls the radiant sun that makes the natural world flourish; Karametra brings the interplay of light and nature to life for mortals in the practice of agricul ture. And while Heliod stands for justice, Iroas actually fights for it, taking up arms against brutality and injus tice in defense of what is good and right. Heliod hates and fears Erebos, his dark twin and his shadow. He views the god of the dead as a pathetic liar and coward who wallows in self-pity in his exile. Heliod is also plagued by a nagging suspicion that the true ruler of the pantheon is Kruphix, a mysterious being who is capable of sealing the borders between the mortal world and the divine realm of Nyx. Kruphix is perhaps the only being who can impose limits on the other gods' actions, which makes Heliod resent and fear the god of horizons.
WORSHIPING HELIOD The brilliance of Heliod's sun is impossible to ignore. Thus, virtually everyone on Theros pays at least grudg ing respect to the sun god in forms of worship that range from simple gestures to days-long celebrations. Some families, particularly in the polis of Meletis, follow a practice of bowing in the direction of dawn's first light-or winking, in a gesture of respect for the sun god's luminous "eye." More dedicated worshipers offer short litanies at dawn, noon, and dusk, acknowledging the sun's passage across the sky.
MYTHS OF H E L I O D Many legends about Hel iod h i ghl ight h i s mercurial natu re, even while accl a i m i n g h i m as a god of bravery and j u stice.
Battle with Purphoros. In his des i re to establ ish h i m self as the leader of the pantheon, Hel iod attempted to com m i s s i o n Purphoros t o rebuild N y x i n Hel iod's i m age. Angered by Hel iod's claim to rulership, Purphoros forged the sword Godsend to fight Hel iod. As their conflict raged, Purphoros's sword cut the fabric of Nyx, opening the bou ndary between the rea l m s of gods and mortals. As a result, the hydra
Polukranos fel l to the mortal world, but Hel iod and Nylea joi ned forces to bind the hydra in the Nessian Wood. Years later, the hydra broke free of its bonds, and Hel iod chose a morta l , El speth Tirel, to slay the hydra as h i s champion-us ing a spear called Godsend, forged from Purphoros's sword.
Birth of Erebos. Some myths claim that Hel iod was the first of the gods, though most people bel ieve that distinction belongs to Kruphix. These myths also say that when the l ight of Hel iod's own sun fel l on h i m , Hel iod saw his s h adow and feared it. He banished the shadow to the land beyond the Rivers That Ring the Wo rld, and it became Erebos, god of the dead and ruler of the U nderworld.
Origin ofthe Catoblepas. When a herder boasted that h i s cattle were t h e fi nest i n Theros because Hel iod a n d Nylea had created them, the gods grew angry at this fa l sehood. He liod persuaded Mogis to curse the cattle, transforming them
into the fi rst catoblepases. As a result, many animal breeders prove excessively modest to t h i s day, with h u m ble-boasts being co m mon and well understood among both buyers and sellers. Livestock that a re "as Hel iod intended" or "praiseless beasts" might be considered second to none. Road to the Sun. After a l ife in Hel iod's service, the aged oracle Solsemon depa rted on a fi n a l pilgri m age: setting forth to visit the s u n . Day after day he jou rneyed east, seeking the lands from which the sun rose. H e jou rneyed far and was mocked everywhere people learned of his q uest. Worse, h i s sight grew ever weaker as he spent days staring at t h e s u n . Yet sti l l he traveled on. Even w h e n blind ness claimed Solse mon's sight, the oracle continued undau nted. F i n a l ly, one day, Solsemon found a warm, calm place. There, a powerfu l voice he'd heard in h i s drea m s welcomed h i m to his jour ney's end. Praising Hel iod, the oracle took h i s rest, and after several long, contented hou rs, peacefu l ly died. Ever s i nce, the tale of Solsemon has been argued as both a parable of deter m i n ation and a warn ing not to pursue that which is d ivine. Spear ofHeliod. Hel iod wields the spear Khrusor, which can strike any point on Theros, even in the depths of the U nderworld. One tale descri bes how a wrathful Hel iod used his spear to s m ite a human polis whose people angered h i m with their h u br i s : the entire city o f Olantin s u n k beneath the sea when Hel iod struck it with his spear.
HELIOD 'S CHAMPIONS
d6 3
Usually lawful, often good Suggested Classes: Cleric, fighter, monk, paladin Suggested Cleric Domains: Light Suggested Backgrounds: Acolyte, athlete, noble, soldier Alignment:
com m o n people d o n 't have to. (Good) 4
Heliod seeks out champions i n the mortal world be cause he believes that a great champion reflects well on him. The ruler of the gods, as he imagines him self, should have champions who represent the best of mortals. That said, the reason for his initial interest in a champion isn't always obvious. What made the sun god turn his attention to you? What sets you apart from the masses of people who offer him prayers and sacrifice? What made him think you would be a good champion? The Heliod's Favor table offers a handful of suggestions. Heliod can be a fickle god, but once you have devoted yourself to him as a champion, he will not desert you as long as you remain faithful and your actions continue to reflect well on him.
5
d6
Circumstance You were born at noon on the s u m m e r solstice-per haps even in the m idst of H el iod's great feast.
2 3
One of you r parents is also a champion of Heliod. You once rescued a pegasus that was trapped in a net, demonstrating yo u r courage and your respect fo r this sacred creature.
4
You proved you r mettle in a d ra m atic contest of strength, charisma, or a s i m i l a r q u a l ity.
5
C a l l i n g on H eliod to witness you, you swore an oath to
6
You have no idea why H e l iod showed interest in you,
end some great evi l . and you m ight sometimes wish he hadn't. D EVOTION TO H E L I O D
Following Heliod means devoting yourself to the cause of law and justice. In fact, champions of Heliod are sometimes more constant in their pursuit of those ideals than the god himself, who can be emotional and short-tempered. As a follower of Heliod, consider the ideals on the Heliod's Ideals table as alternatives to those suggested for your background. HELIOD'S IDEALS d6
Ideal Devotion. My devotion to my god is more i mportant to me than what he sta nds for. (Any)
2
Honor. I beh ave nobly and always keep my pro m i ses. (Lawfu l )
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C HAPTER 2 I GODS OF THEROS
Justice. The p u rpose of law is to esta blish fa i r a n d eq u itable relationships a mong people and god s . (Lawful and good)
6
Kinship. It's essential to preserve the bonds of fam i ly-my own fa m i l y first, and others after. (Lawfu l )
E A R N I N G A N D L O S I N G PIETY
You increase your piety score to Heliod when you ex pand the god's influence in the world in a concrete way through acts such as these: •
Carrying out punishment on a fugitive from justice Exacting vengeance for a significant wrong done to you Defending a polis from attacking monsters Building or restoring a temple to Heliod
Your piety score to Heliod decreases if you diminish his influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these: •
•
HELIOD1S FAVOR
Enforcement. Those who violate the laws that hold civi l ization together m u st be punished. (Lawfu l )
Champions of Heliod are typically either exemplars of light, law, and truth or conflicted heroes motivated by revenge and sworn vows. Most can't imagine serving those they consider lesser gods. HEuon 's FAVO R
Ideal Protection. I face the h o rrors of the darkness so the
•
Breaking an explicit promise or oath Violating any just law Putting others at risk through your own cowardice
HEuon 's DEVOTEE Piety 3+ Heliod trait
As a devotee of Heliod, you have proven yourself a wor thy champion of the sun god. You can call on Heliod's favor and cast bless with this trait, requiring no material components. Heliod's blessing manifests as a nimbus around the affected creatures, causing them to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Wisdom modifier (minimum of once). You regain all ex pended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. HEuon's VOTARY Piety 10+ Heliod trait
You can cast daylight with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. H ELIOD'S DISCIPLE Piety 25+ Heliod trait
You grow accustomed to the blazing radiance of the sun; you have advantage on saving throws against being blinded, and you have resistance to fire damage. C H A M P I O N OF THE S U N
Piety 50+ Heliod trait
You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2 .
Iroas values strength and determination in less deadly pursuits, as well. He believes sports are a fine proxy for war, as just as in a battle, superior skill and strength lead to a victory. What Iroas truly loves is a winner. Lastly, Iroas urges his followers to blunt the advances of his brother, Mogis. This directive inevitably means combat, since Iroas knows of no other way to solve prob lems. Diplomacy isn't an act of cowardice per se, but because it isn't an activity Iroas is prepared to engage in, it isn't something he expects of his followers. lROA s 's GOALS
IROAS God of Victory
Iroas is the steadfast god of honor and victory in war. When soldiers march to battle, his voice is the thun der of their footsteps and the crash of spear on shield. Soldiers, mercenaries, and athletes all pray for Iroas's favor in securing victory. Common folk pray to Iroas for courage and fortitude in times of struggle, for his is the battle nobly fought and won. Bold and confident with a soldier's demeanor, Iroas is the pinnacle of martial pride and bearing. He is stoic almost to a fault, but also exhibits a wry sense of humor. Those who honorably shed blood in Iroas's name can count on his support. Cowards and oath breakers are to be despised, and traitors don't deserve mercy in battle. Iroas most often appears as a powerfully built centaur with a bull's body rather than a horse's, clad in gleaming armor and wielding a spear and shield. He speaks in a booming baritone that projects power, confidence, and courage. He has been known to appear as a burly soldier or a mighty bull before his followers. Whatever form he chooses, Iroas carries himself with precision and maj esty at all times and doesn't tolerate disrespect or undue informality from those who would deal with him.
lROAS 'S INFLUENCE Iroas personifies the glory of victory, honorable combat, and physical competition. He is the unspoken bond between soldiers on the eve of battle, the courage of the standard bearer holding colors aloft in the midst of battle, and the exultation that comes after a hard-won victory. Iroas pushes his followers to excel in their cho sen fields, particularly war and athletics, and gain honor through superior skill, training, and dedication. War is, fundamentally, a terrible experience filled with pain, loss, and fear. Unfortunately, as Iroas sees it, war is also necessary. He sees preparing for and winning life's essential battles as being of paramount importance and the highest calling one can experience. The true warrior fights with honor, courage, and ded ication, and values training, discipline, strength, and esprit de corps. In Iroas's eyes, nothing is more valuable or honorable than a honed blade wielded by a trained warrior loyal to a just cause. This message is ingrained in the ethos of Akros, the polis that claims him as its patron. His precepts and codes of conduct are incorpo rated in the civil and military laws of Akros.
Iroas sees existence as a series of glorious battles to be won by both him and his followers. War is a testing ground from which only the bravest and strongest emerge. Between battles, there are feats of endurance and physical prowess to perform. Iroas exhorts his fol lowers to hone their bodies and minds just as they hone their blades. He is certain that to slacken his vigilance and grow lazy would guarantee his demise at the edge of his brother's blood-soaked axe. Iroas pushes his follow ers to be ready at all times to meet conflict head-on. DIV INE RELATIONSHIPS
Iroas is defined by his opposition to his twin brother, Mogis. Although both love battle, Iroas holds an hon orable and valorous view of warfare, whereas Mogis lusts for carnage and butchery. Iroas firmly believes that mortals will always fight, whether in war or in less con sequential pursuits. His charge is to ensure that war is waged with a code of honor and to prevent his brother's depravity from spreading through the world. Iroas holds an abiding respect for Purphoros, who girds his warriors in the products of his artifice. Iroas sees finely crafted arms as the highest form of art, sub lime and deadly at once. Still, Iroas finds Purphoros's volatile temper and bouts of passion unbecoming of one with such talent at creating weapons of war. Iroas champions the cause of justice and thus seeks Heliod's guidance and counsel from time to time. During Heliod's piques of arrogance and temper, Iroas is the one who advocates restraint and calm. More often than not, the two deities agree where matters of justice and honor are concerned.
WORSHIPING lROAS Iroas is interested not in pretty words, but in great deeds. The faithful of Iroas show their piety by comport ing themselves well in contests of athleticism or skill. Swearing an oath to win a battle in Iroas's name and failing to do so is a great shame upon a warrior, thus such a promise is never uttered lightly. The fifth month of the Meletian calendar is Thri ambion, named for an annual commemoration of the Meletian conquest of Natumbria. This victory cemented Meletis's control over the entire peninsula. But in Akros, the month is called Iroagonion, for the Iraan Games. These games are the grandest display to honor Iroas. To even compete in the !roan Games is considered note worthy, as the poleis send only their finest athletes. The grand prize, besides a ceremonial wreath, is the oppor tunity to be visited by Iroas himself.
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C HAPTER 2 I GODS OF THEROS
49
lROAS'S CHAMPIONS Usually chaotic, often good Barbarian, cleric, fighter, paladin, sorcerer Suggested Cleric Domains: War Suggested Backgrounds: Athlete, folk hero, soldier Alignment:
Suggested Classes:
Many champions of Iroas are warriors for honor and jus tice. They often seek to embody martial courage and are motivated by strong personal codes of honor. IRoAs 's FAVOR
Iroas has a soft spot in his heart for underdogs, even if they lack the strength to win the fight. It is easier, he be lieves, to make a hero from a weakling who has a heroic heart than it is to turn a brute into a defender of justice. What's more, the victory of the strong gives them glory, but the victory of the weak gives glory to Iroas. Why did Iroas seek you out as a champion? Perhaps you proved your courage even when victory eluded your grasp, or you demonstrated a willingness to use your strength for good. Occasionally, Iroas's choice of a champion has as much to do with his enmity toward Mo gis as it does with the mortal he chooses; is there some connection between you and the god of slaughter? The Iroas's Favor table offers a few suggestions. I ROAS'S FAVOR d6
Circumstance
l
You were born on the eve of a major battle.
2
Your twin s i b l ing is a champion of Mogis.
3
You s h owed great courage in a los ing battle.
4
You proved yourself in a contest of strength and s k i l l at
5
Yo u called upon lroas to witness an oath of victory i n
the I roan G a mes. battle, and he took notice. 6
Despite having been knocked down repeatedly in l i fe, you show grit and determination in a l l you do.
DEVOTION TO lROAS
Following Iroas means making a commitment to com bat in pursuit of righteous aims, not as a way of applying coercion or domination. It also means dedicating your self to the pursuit of excellence, for the god of victory desires victorious champions. As a follower of Iroas, consider the ideals on the Iroas's Ideals table as alterna tives to those suggested for your background. I ROAS's I DEALS d6
Ideal Devotion. My devotion to my god is more i mportant to m e than what he stands fo r. (Any)
2 3
Courage. No fea r or pain can t u rn me away. (Any) Loyalty. War for m s bonds that are more real and lasting than the ties of love or fa m i ly. (Any)
4
Heroism. The powerful m u st protect the weak. (Good)
5
Liberty. The strong m u stn't exploit the weak. (Chaotic)
6 , ..
Excellence. People should look to me as an exa mple of the best that m o rtal fo l k can be. (Any)
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C H APTER 2 I GODS OF THEROS
EARNING A ND LOSING P IETY
You increase your piety score to Iroas when you ex pand the god's influence in the world in a concrete way through acts such as these: •
•
•
•
Achieving a great victory Overcoming long odds honorably Defeating a skilled foe in single combat Winning a great feat of strength or skill
Your piety score to Iroas decreases if you diminish Iroas's influence in the world, contradict his ideals, or make him look weak and cowardly through acts such as these:
•
Showing cowardice in battle Besting an honorable foe through deceit Harming innocents or noncombatants
lROAS'S DEVOTEE Piety 3+ Iroas trait
As a devotee of Iroas, you have earned his favor through victories won in his name. You can cast compelled duel with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spell casting ability for this spell. IRoAs 's VOTARY Piety 10+ Iroas trait
You can cast crusader's mantle with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being frightened. lROAs 's DISCIPLE Piety 25+ Iroas trait
As a bonus action, you can call on Iroas's blessing, gain ing the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can't gain advantage on attack rolls against you. Once you use this trait, you can't do so again until you finish a long rest. CHAMPION OF VICTORY Piety 50+ Iroas trait
You can increase your Strength or Charisma score by 2 and also increase your maximum for that score by 2.
MYTHS OF IROAS The myths told about l roas's deeds accl a i m h i s valor and
the most experienced re ligious leade rs-particu l a rly those
bravery as wel l as h i s inflexi bil ity and stubbornness. Count less tales tell of h i m or his champions besting terrible beasts, enemy armies, o r th reats to the wo rld. Sti l l other stories rise beyond accounts of his victories. Bulwark ofBrotherhood. l roas carries a battle-worn bronze s h ield cal led the Bu lwark of Brotherhood. I t symbolizes the
who have retired fro m athletic competition-warn of growing addicted to triu mph. U ltimately, they teach, only l roas can
protective bond s h a red by all soldiers at war and his deter m i nation, i ron ical ly, to defeat his own brother. In the myth of Rygyra the S l i n ge r, the soldier never m issed when she launched stones from her magic s l i ng. Yet, even so, her every shot bounced off the giant m i nota u r, Raksolcs Ravage-Soul. As the m i nota u r terror closed i n on her, Rygyra whi spered a prayer to l roas and braced her fl i m sy wooden s h ield, knowing it would offe r no defense aga i n st the giant's strikes. Yet, when the blow came, the s h ield resounded with the barest metal l i c clang-like a pin fa l l i n g on bronze. Open ing her eyes, Rygyra discovered that her shield had transformed into a glea m i n g bulwark-lroas's own s h i e l d . E n raged, Raksolcs beat on t h e shield, leaving n o t even a dent. After h o u rs o f this, the m i no ta u r collapsed, panti ng and exhausted. Only then did Rygyra emerge and strangle the brute with h i s own tongue. Draught ofGlory. Fol lowers of l roas often push their phys ical and emotional l i m its, pursuing victory a bove all things . Even as priests o f I roas coach their followers t o b e the best,
drink endlessly from the river of glory and suffer no i l l effects. M o rtals, though, can grow intoxicated by victory and sick ened by u nattainable ideas of honor o r eternal praise. There fore, wise competitors a re encou raged to seek only their d ra u ght of glo ry-a fi n ite amount that they m ight revel i n b u t that a l lows t h e m t o experience a l i fe beyond grasping for greatness. Those who don't find them selves upon the path to despa i r, personal harm, and the temptations of Mogis. Kalemne, Disciple oflroas. One of the greatest of l roas's champions, Kalemne is a stone giant sworn to the service of the god of war. A warrior of tremendous strength and tactical skill, she has i mposed m a rtial d i scipline on the most u n ru ly of troops and has led squads of giants and m i notaurs to glorious victories. Her devotion to l roas i s absolute, and her com m itment to victory i s u nwavering. Countless peti tioners have sought out Kalemne over the years, seeking her aid in righting wrongs o r preventing d i sasters. Though she sympathizes with a l l who tell her thei r tragic tales, Kalemne has co m m itted to aiding o n ly those who can defeat her in a contest of athletic skill or a test of speed. Those who do can count on her aid, and possi bly that of her troops. Those who can't m u st seek other answers to their problems.
In many ways, Karametra represents the essence of the divine relationship with mortals: fertility and pro tection are the nucleus of the aid mortals have always sought from gods, and Karametra doesn't complicate these basic needs by couching them in terms of abstract ideals of honor or law or justice. She is the distillation of an ancient and primal exchange: mortal devotion in return for divine blessing. KARAMETRAS GOALS
§"§"_:- KARAMETRA God ofHarvests Karametra is recognized as the serene, maternal god of the harvest, her arms spread wide as she offers bounty to her worshipers or cradles communities in her em brace. Almost every human settlement contains at least a modest shrine to solicit her favor, and she is closely associated with Setessa, the center of her worship. Wise and even-tempered, Karametra values commu nity, stability, and the balance of nature. She is the god of maternity, family, orphans, domestication, and agri culture, as well as defense of the home and territory. Karametra appears to mortals as a motherly figure with hair made of ordered rows of leaves that shroud her eyes from view. She is always shown in art (and of ten seen in Nyx) seated on her throne, which is formed from a tangle of grape vines growing out of a collection of jugs and amphorae that surround her. An elaborately carved wooden canopy extends above her, and a giant sable-her faithful companion-curls around the base of the throne at her feet. In one hand, she holds a harvest er's scythe.
KARAMETRA'S INFLUENCE Karametra governs nature as it comes into play in the lives of mortals, representing domesticated nature-a bounteous, nurturing provider. But she also reminds mortals that they are part of the natural world; they are animals that eat and digest and reproduce and sleep, and Karametra is influential in all of that, as well. Mortals seek her favor because the fertility of nature is necessary for their existence. It isn't her wrath they fear-she is not a god of storms or plagues-but her withdrawal. Without her, plants, livestock, families, and communities simply fail to thrive. Her goodwill is a bul wark against both physical starvation and starvation of the spirit: despair, loneliness, and moral weakness. Karametra promises that spring will always come again, trees will always bear fruit, and flocks will always bear young. Children will always be born, parents will always care for them and be cared for in their turn. Great fortune or adventure might not be at hand, but the little joys of life-the smell of spring blossoms, the sweetness of ripe fruit, the flaming beauty of autumn leaves, the fellowship of community-can be savored.
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C H APTER 2 I CODS OF THEROS
Karametra doesn't engage in underhanded politicking or petty disputes. She seems to stand above the quarrels and tumultuous rivalries of other deities, and equally aloof from the machinations of the mortal world. Her fundamental concern is for the well-being of mortal folk, starting with their physical health but also including their need for security, love, and belonging. DIVINE RELATIONSHIPS
Karametra might not want to wield power over other gods, but her position of detached compassion lends her significant influence to wield as she chooses. The other gods trust her to be impartial in their disputes and honest about her motivations, and they look to her for wisdom and even sometimes comfort. Karametra's closest relationship is with Heliod. He respects her civilized demeanor, and she recognizes the vital role the sun's brilliance plays in nurturing life. The relationship between Karametra and Nylea is respectful but strained. Nylea is disappointed by Kara metra's decision, as a nature deity, to subordinate nature to the needs of mortals. Karametra is frustrated by what she sees as Nylea's refusal to recognize mortal folk-and all their civilizations-as part of the natural world. De spite this tension, both gods encourage their worshipers to leave offerings at each other's shrines. The gods who provoke Karametra's sharpest disdain are Iroas and Mogis, who seem devoted to the idea of preventing mortal life from fully flourishing. War-even if it's couched in noble terms, as Iroas's followers like to do-is fundamentally an instrument of death, bringing a premature and pointless end to mortal life. That said, Karametra does recognize the need to fight in defense of one's life, family, and community when they come under attack, so she and Iroas are able to find some common ground in that matter-and in their shared ha tred of Mogis.
WORSHIPING KARAMETRA The earth's fertility is essential for mortal life to con tinue. Those who live in the modern poleis might not be as aware of that fact as those who farm their own food, but even they long for children, know the pinch of hun ger, and feel the turn of the seasons. Prayers to Karametra focus on asserting Karame tra's constancy and bounty, praising the god's love and generosity. Worshipers of Karametra gather for a feast once a month, on the evening of the full moon, that cele brates the god's role in parenthood and community. New parents receive gifts and blessings, and young couples sneak away into the woods in hopes of finding sweet berries and sweeter kisses.
MYTHS OF KARA M ETRA Karametra rarely engages in legendary u ndertakings. It i s her un shakable rel i a b i l ity that m a kes her a popular de ity. The Miraculous Field. Outside Setessa is a farm that pro duces incredible fruits and grains that can heal il lnesses, increase ferti l ity, and stave off h u n ger for days. The field is said to be Karametra's tribute to her beloved h u ma n priest, Tha m uzus, who died there. While m a ny seek the fa rm , it is said that the vi neyard around it i s so labyri nth i ne that few have ever reached its center. The Old Harvest. In rare, remote settlements, h igh s u m m e r ceremonies acknowledge ancient rural practices devoted to a less merciful vision of Karametra. These com m u n ities offer abundant sacrifices to the god, but also guard their ancient rituals from outsiders, as Karametra's organ ized clergy h a rshly fo rbids d iscussion of abandoned rel igious practices. H owever, occas ional ly, a centuries-old depiction of the goddess breaks, revea l i n g a n ancient icon in side, typically
to their work are given blessings, special treats, and a day of rest. Stories say that strays fo u n d on this day are servants of Karametra and destined for great th i n gs. Others claim that on this day domestic a n i m a l s can speak-that is, if they have anyth i n g they care to say to their supposed owners.
Striving for Perfection. Although Karametra delights in natu re's bounty, she ever strives to tap its greater potenti a l . H e r followers recount legends of breeders and horticultural ists who cu ltivated remarkable new types of plants and ani m a l s-such as the everfruit of Dakra or the storied Oraniad d ragon-hens. Yet, while Karametra looks on such i n novations with del ight, some other gods see them as blasphemies. The Years ofRage. The tales about Karametra don't specify what ign ited the god's rage in ancient times, but they do
a prim itive mud idol of a woman bea ring a sheaf of gra i n in
record that for a year, she tore down her own temples and refused to let any plants grow. The mortals of the world, t h reatened with starvation, beseeched her to curb her wrath. In an effort led by Karametra's priests, nearly all of h u m a n
one hand and a skull in the other.
ity prayed for a week, neither eating nor sleeping, pra i s i n g
Partners in Possibility. The fa l l holiday known as the Blessing of the Beasts (or, i n Meletis, the Theri m akarion) celebrates h u mans' partnership with domestic a n i m a l s . T h e horses and oxen that pull plows, the cats t h a t guard t h e granaries, and t h e roosters t h a t wake fa m i l ies and call them
Karametra for her serenity and generosity. After t h a t t i m e , she relented and produced a m i raculous crop of grapes that c u red i l l ness and fed the people. Ever s i nce then, her statues have been adorned with twi ning grape vines around their left wrists in commemoration of that event.
KARAMETRA'S CHAMPIONS
d6
Usually neutral, often good Suggested Classes: Cleric, fighter, paladin, ranger Suggested Cleric Domains: Life, Nature Suggested Backgrounds: Acolyte, folk hero, guild artisan, soldier, urchin Alignment:
Most champions of Karametra are advocates of commu nity and family. They typically form tight-knit squads or surrogate families and take care of their people. KARAMETRA'S FAVOR
Karametra grants her favor to champions in the mortal world who advance the cause of civilization and commu nity. She nurtures the power and influence of those who provide food and care to others and has little patience for those who display arrogance and self-centeredness, instead elevating those who seek to elevate others. Although Karametra's demeanor is gentle, her call to service is nonnegotiable. She lavishes fortune and prosperity on those who serve her, but she will not be ig nored. It is rare for her to abandon a champion, but nei ther will she allow a champion to abandon their service. The Karametra's Favor table offers suggestions for what might make the god of the harvest take notice of you.
Ideal
5
Bounty. I am generous and s h a re what I have, hoping
6
Community. I strive to deepen the bonds of my fa mily,
to i mp rove the wel l-being of all arou n d me. (Good) companions, and ne ighbors. (Any)
EARNING AND LOSING PIETY
You increase your piety score to Karametra when you expand the god's influence in the world in a concrete way through acts such as these: •
•
•
Turning a wild field into fertile cropland Feeding those who are starving Defending a farm from monsters Building or restoring a temple to Karametra
Your piety score to Karametra decreases if you dimin ish her influence in the world, contradict her ideals, or undermine her civilizing influence through acts such as these: •
•
•
Destroying a settlement's food source Releasing and scattering domestic animals Diverting a water source needed for irrigation Starting a fire that threatens a settlement
KARAMETRA'S DEVOTEE KARAM ETRA'S FAVOR d6
Circumstance You were an orphan who wandered into one of Kara metra's temples seeking a meal and a safe place to spend the night.
2
You are a v i l l age leader who sees caring for your nei gh bors as yo u r most i mportant job.
3
You pioneered an agricu ltural i n n ovation.
KARAMETRA'S VOTARY
Though you have no c h i l d ren of yo u r own, you have
Piety 10+ Karametra trait
5 6
You nearly bled to death in a fa rm field. You sought Karametra's help on behalf of yo u r co m m un ity d u ring a drought or natural disa ster.
DEVOTION TO KARAMETRA
Following Karametra means dedicating yourself to car ing for others, promoting civilization and community, and putting the needs of others above your own. After all, Karametra asks nothing for herself. As a follower of Karametra, consider the ideals on the Karametra's Ideals table as alternatives to those suggested for your background. KARA M ETRA'S IDEALS d6
Ideal Devotion. My devotion to my god is more i mportant to me than what s h e sta nds for. (Any)
2
Civilization. N at u re achieves its h i ghest call ing when
3
Humility. I put the needs of others above my own and
4
Protection. I devote myself to ensu r i n g that the vu Iner-
h u m a n c o m m u nities m ake use of it. ( Lawfu l ) strive to lead through service. (Any)
54
As a devotee of Karametra, you have proven yourself a worthy potential champion of the harvest god. As a bonus action, you can invoke her protection; spectral plants cover you, providing you with a +l bonus to AC for 1 minute. Once you use this trait, you can't use it again until you finish a long rest.
4
assembled a ti ght-knit chosen fa m i ly.
� -
Piety 3+ Karametra trait
able and the innocent can l ive in safety. (Good)
C H APTER 2 I GODS OF THEROS
You can cast create food and water with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting abil ity for this spell. In addition, you have advantage on saving throws against being poisoned. KARAMETRA'S DISCIPLE Piety 25+ Karametra trait
By performing an hour-long ritual, you can conjure enough grapes to fill three vials (4 ounces each) of wine. Each vial serves as a potion of healing for 24 hours, af ter which it loses this property. Once you use this trait, you can't do so again until you finish a long rest. CHAMPION OF HARVESTS Piety 50+ Karametra trait
You can increase your Constitution or Wisdom score by 2 and also increase your maximum for that score by 2 .
KERANos's GOALS
KERANOS God of Storms Keranos is the god of storms and wisdom. Merciless and impatient, Keranos is equally likely to strike out at mortals with a bolt of inspiration or a blast of lightning. To revere Keranos is to exult in the power of wisdom, clarity of purpose, and the fury of the storm. He is favored by tinkerers, inventors, and sailors as well as those seeking solutions to intractable problems. He doesn't tolerate the company (or the worship) of fools, and he despises vapidity and indecision. Keranos rarely appears directly to mortals, preferring to communicate through an epiphany or a crashing bolt of lightning. When he does deign to manifest in the mor tal world, Keranos prefers the form of a stout, bearded, male human wearing a purple loincloth girdled in a mithral chain belt with a clasp in the form of a dragon's skull. His bearing is upright and stern, with a clipped, brusque way of speaking. Particularly clever plans and observations bring a hint of a smile to his face. When interacting with mortals, Keranos sometimes appears in the form of a great horned owl with lightning strikes flashing in its eyes.
KERANOS 'S INFLUENCE ������
Keranos is the embodiment of wisdom and insight un hindered by compassion or patience. Just as the storm vents its fury unpredictably and without warning, so does Keranos deliver the wisdom he chooses to impart. A storm, for all its unpredictability, can still be weath ered by those who apply foresight and knowledge. So it is when dealing with Keranos. He rewards those who act with forethought and decisiveness and punishes the reckless for their stupidity. Those who seek to solve enigmas and create wonders of art and science often invoke his name. The creative process is fraught with frustration, and his insights make short work of such hindrances as easily as the lightning parts a mighty oak. Keranos dispenses inspiration without regard for the morality of its application. He is just as likely to reward the shrewd general seeking to topple a polis as a gentle healer searching for a cure for a malady. Good and evil don't color his thinking, only action and the thrill of birthing new ideas into the world. Furthering the act of creating-be it ideas, weapons, art, or magic-is what matters most.
For good or ill, Keranos exists as a disruptive force. He doesn't desire authority over other gods and, in fact, doesn't particularly enjoy their company. Keranos finds satisfaction in investing bright mortals with prescient visions to see how they adapt. Those who prove them selves decisive and intelligent, such as the missing Queen Cymede of Akros, earn his grudging respect and continued blessings of precognition. He finds satisfac tion not only in granting insight, but also in expressing the awesome fury of the storm. Where others see only chaos and destruction in storms, he sees them as shap ing the firmament in ways that challenge and engage mortals. His blasts of lightning set house and forest ablaze, thus rendering the soil clear for new life and new creations. His is a vision he alone is equipped to see. He is content to watch his divine kinfolk scheme and plot while he looks on, stern and inscrutable. DIVINE RELATIONSHIPS
Keranos is neither friendly nor sociable, so his dealings with most of the rest of the pantheon tend to be terse, formal, and brief. This doesn't mean that no interactions of note take place, however. Of all the gods, Thassa has the most cordial rela tionship with Keranos. He enjoys the sea god's love of ancient lore, introspection, and complex patterns. The two sometimes talk for days at a time debating the flaws in ancient sophistries and discussing the meaning of the stars. Thassa, imperturbable and constant, makes the ideal counter to the wise yet temperamental Keranos. Another interesting relationship exists with Purpho ros. The passions of the divine blacksmith run hot, as does the need to create. The melding of Keranos's inspiration with Purphoros's passion is a formidable combination. This partnership resulted in the creation of Epiphany, Keranos's mighty javelin.
WORSHIPING KERANOS Keranos's name is often invoked by those amid a storm who seek safety, or by someone who is faced with a par ticularly difficult problem. Only the foolhardy call out to Keranos frivolously or in jest, since he might well smite the offender with a bolt from the blue. In Akros, where Queen Cymede actively promoted the worship of Kera nos, elaborate ceremonies are con ducted beginning just before the first summer thunder storm. Intricate, open-framed sand paintings with com plex geometric shapes are created by dancers in flowing blue silken wraps. Then, as the rains fall, the paintings are washed away, symbolizing the impermanence of genius and the power of change. Akroan oracles strive to predict the exact time of the first storm in hopes of allowing enough time to stage the celebration. A similar festival in Meletis, called the Lightning Festival, gives its name (Astrapion) to the third month of the year. On the last day of every month, Keranos's priests and laity bring offerings of fish and distilled spirits to his temples. The fish are cooked under a skylight open to the stars, with a shot of spirits thrown on the fire.
CHAPTER 2 I GODS OF THEROS
55
KERANOS'S CHAMPIONS Usually chaotic, often neutral Barbarian, bard, cleric, druid, sor cerer, wizard Suggested Cleric Domains: Knowledge, Tempest Suggested Backgrounds: Acolyte, entertainer, guild artisan, noble, sage, sailor
Alignment:
Suggested Classes:
Most champions of Keranos are calm under pressure, creative, and clever. They often seek to challenge the sta tus quo and thrill at wielding the power of the storm. KERANOS'S FAVOR
Keranos chooses champions who are deliberate and wise, yet able to bring the storm's fury when needed. He expects his champions to be aggressive and self-reliant and disdains the lazy and the foolish, who deserve what ever ill fortune befalls them. The god of storms is inscrutable at the best of times; thus, it can be difficult to discern why you've earned his favor. What prompted him to gift you with foreknowl edge of important events? How have you demonstrated your potential? The Keranos's Favor table offers a hand ful of suggestions. KE RANOS'S FAVOR d6
Circumstance You were born a m i d a great storm that destroyed most of yo ur vil lage.
2
One of your parents was struck by l i ghtn ing.
3
As a c h i l d , you were favored by an oracle of great power who saw Keranos's spark with i n yo u.
4
You solved a riddle, puzzle, or cipher that was previ
5
You were born under auspicious stars.
ously thought u n solvable. 6
You have no idea why Keranos grants you vis i o n s , and the burden weighs heavily on yo u r soul.
EARNING AND LOSING PIETY
You increase your piety score to Keranos when you ex pand the god's influence in the world in a concrete way through acts such as these: •
•
Solving a challenging riddle or puzzle Smiting the unwise and foolish in Keranos's name Helping a polis successfully plan for or adapt to a threat Building or restoring a temple to Keranos
Your piety score to Keranos decreases if you diminish Keranos's influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these: •
•
Jeopardizing others through rash or foolish actions Willingly subverting or impeding a wise course of action Failing to plan appropriately for a challenge Giving in to wanton fury and destruction
KERANOS'S DEVOTEE Piety 3+ Keranos trait
As a devotee of Keranos, you have proven your wisdom and your allegiance to the storm lord. Once on each of your turns when you hit a creature with a weapon at tack, you can deal an extra ld6 lightning damage to the target. You can use this trait a number of times equal to your Intelligence modifier (minimum of once). You re gain all expended uses when you finish a long rest. KERANOS's VOTARY Piety 10+ Keranos trait
When you fail an Intelligence or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest. KERANOS 'S DISCIPLE Piety 25+ Keranos trait
DEVOTION TO KERA NOS
Just as the storm is unpredictable and often dangerous, so is service to the lord of storms. Keranos's devotees hatch their grand designs always with an eye on the darkening sky. As a follower of Keranos, consider the ideals on the Keranos's Ideals table as alternatives to those suggested for your background.
The energy of the storm fills your being, granting you advantage on initiative rolls. CHAMPION OF STORMS Piety 50+ Keranos trait
You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2 .
KE RANOS'S I DEALS d6
Ideal Devotion. My devotion to my god i s more important to me than what he stands for. (Any)
2
Wisdom. The pursuit of knowledge a n d in sight is the
3
Foresight. Fortu n e favors the prepared, not so m uc h
h i ghest aspiration one can achieve. (Any) the b o l d . ( N eutral or lawfu l ) 4
Fury. I am the storm and will not be denied. (Chaotic)
5
Impatience. Wh atever it takes to reach an epiphany, I w i l l do it. (Chaotic)
6 '
..
Change. There are no constants in this life. If we don't i n n ovate and adapt, we are doomed. (Chaotic)
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C HAPTER 2 I GODS O F THEROS
... ·
MYTHS OF KERA N OS The myths and legends told of Keranos's deeds demonstrate h i s wisdom and wrath, d ispensed in equal measure. Epiphany. The l ightning bolt is a symbol of both Keranos's fury and his abil ity to inspire. Pondering this com bination,
wearer's sanity. Its last owner, the tormented genius Zexso the Unblinking, is said to have created a mass ive contraption to assure that the l i ghtning diadem wouldn't sh atter the
he entreated P u rphoros to create a m ighty weapon, a javelin that strikes with the fo rce of the storm. Kera nos channeled his anger into a fu rious storm, which P u rphoros then cap· tured and s m ithed into a glea m ing javelin that h u m med with
the diadem into the heavens, where it's said to have landed upon a griffin-inhabited island floating in the clouds. Riddle ofLightning. Once, an arrogant oracle boasted of her infal lible insight, which fl owed from Keranos h i m self. Bemused, the storm lord arranged for the oracle to meet a particularly cunning sphinx and engage in an epic battle of wits. The objective set forth by Keranos was to solve the Rid
power. When Kera nos wants to send a message, of either destruction or enl i ghtenment, Epiph any is his tool of choice. Font of Fortunes. In ages past, Keranos created a bronze font fed by a p u re mountain stream that wo uld grant great oracular power if one drank deeply from it. As Keranos wanted only the wisest and most clever mortals to gain his favor, the font l ies at the end of a series of fierce traps and riddles. It exists both in and out of Nyx, hidden to all but the most d i l i gent of seekers.
Lightning Diadem. Years ago, Keranos received an ex quisitely cut sapphire set in a del icate si lver diadem as an offering. Deeply appreciative of the s k i l l and crafts manship req u i red to create it, Keranos i m bued the gem with a spark of divine geni us. Inventors and phi losophers coveted the diadem, for it conferred a fraction of Keranos's inspi ration to the wearer-granting incred ible insights or fracturing the
m ind of any other mortal. The inventor's machine launched
dle of Lightning, an enigma devised by Keranos hi mself. After days of deli beration, the oracle realized the answer, only to be struck down by a bolt from the heavens. Among the faithful nowadays, the term " Riddle of Lightning" is used to denote a q uestion that one is better off not knowing the answer to. Silent Storm. Occasional ly, Keranos seeks to make h i s will known with a l l the su btlety of the master of storms. Should l i ghtning strike the same point m u ltiple times yet never echo with thunder, followers of Keranos claim that i s the way their god d raws attention to secrets he wishes to share. While repeat lightning strikes wo uld normally cause cons iderable d a m age, strikes that convey the god's will often leave a scorch in the shape of Keranos's symbol or no mark at all.
mortals in recent years. The ways in which they ravaged reality to realize their selfish dreams has threatened Theros, and only by untangling the strands of destiny can Klothys set things right. The status quo she seeks to restore, however, comes with a cost in mortal casualties and societal upheaval that would accompany this pro cess. She intends to humble the same institutions that condoned or committed these crimes against Theros. When her efforts have laid low the proud, the defiant, and the exploitative, then Klothys will have restored the natural order and ensured the world's survival. DIVINE RELATIONSHIPS
God of Destiny Believed to have sprung into existence during Theros's earliest days, Klothys is the god of destiny and, along with Kruphix, one of the plane's original deities. She oversees the order of the cosmos, ensuring that all things remain in their proper place, knowing how easily the cosmic balance could be undone if she were not vigilant. On the heels of a near-catastrophic upset of the cosmic order-the rise to godhood and subsequent defeat of the satyr Xenagos-Klothys has emerged from the Underworld for the first time in mortal memory to untangle the strands of destiny and set the world right. Klothys typically appears as a woman with six curling horns and an impossibly long mane of pale hair that cascades around her horns, drapes over her eyes, and spools into her spear-like weapon and the various other spindles she carries. Beneath her outward calm, Klothys seethes at the way mortals and gods alike have pulled apart and rearranged the threads of destiny to feed their petty ambitions. Her peaceful mien falls away in the presence of such villains. In her rage, her red-glowing eyes come into view through the veil of her hair, and she wields burning strands of hair as a devastating weapon.
KLOTHYS 'S INFLUENCE Klothys is the embodiment and enforcer of destiny. Largely forgotten after ages spent in the Underworld, Klothys has only recently emerged, brimming with si lent frustration at the state of Theros. Each strand of Klothys's hair is part of the fabric of destiny, the natural order that underpins all existence. Her followers claim to see these strands woven into all things, granting them understanding of cosmic truths and insights into how the future should unfold. Klothys withdrew to the Underworld ages ago to keep watch over the imprisoned titans and ensure they couldn't escape and destroy the order she had estab lished. Due to this undertaking, she is also the god of secrets best kept quiet and powers best untouched. KLOTHYs's GOALS
�·
�
Once content to oversee and preserve destiny from the Underworld, Klothys now endeavors to undo the cosmic damage caused by Heliod, Xenagos, and ambitious
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C HAPTE R 2 I GODS OF THEROS
Klothys views many of the gods with disdain, consid ering them to be complicit in Xenagos's theogenesis, Heliod's acts of arrogance, or both. She reserves special contempt for Heliod and his champions, relishing every opportunity to teach them humility. Klothys also clashes with other gods associated with order and progress, seeing their defiance of the natural order as a dangerous affront. Ephara's ravenous coloni zation, Iroas's passion for overcoming insurmountable odds, and Karametra's taming of nature all run the risk of inspiring ambitious mortals who lust for ever more power and strain to break away from their proper place in the cosmos. Klothys respects the other gods whose interests balance creation and destruction, such as Thassa, Pur phoros, and Nylea, considering them better attuned to Theros's needs and destiny's myriad outcomes. Nylea shares Klothys's delight in the world's natural cycles. Purphoros's willingness to build and demolish appeases Klothys-as well as the fact that he despises Heliod as much as she does. Klothys's relationships with Erebos and Athreos are complicated. Ages spent in the Underworld with Erebos have driven home for her how arrogant and tyrannical he is, as ready to commit the same sins as Heliod if given the opportunity. Even so, Erebos and Klothys maintain a level of mutual respect. Until recently, Klo thys and Athreos were unflappable allies. But now her emergence from the Underworld has blurred the bor ders between the realms, as she draws horrors into the mortal realm with her and thereby raises Athreos's ire. Of course, Klothys trusts no other god as much as she does Kruphix, who also recalls Theros's earliest hours. The two have a deep respect for one another.
WORSHIPING KLOTHYS Klothys doesn't trace her origins to mortal devotion, and she has languished in obscurity for almost the whole of human history. Unlike the other gods (except Kruphix), she doesn't need worship to sustain or empower her, and she doesn't seek out reverence or demand it. By and large, mortals are irrelevant to her, except insofar as they have played a role in tangling the strands of destiny by defying nature's order.
MYTHS OF K LOTHYS Klothys is barely remem bered in the mortal world, having se
toward, but the ruins within which it lies might give some
q uestered herself in the U nderworld while h u man civilization
h i nt-caverns burrowed deep into a mountain of petrified bodies, the twisted obsidian corpses of h um a noids and
was i n its infancy. Some surviving myths speak of a personi fied "destiny" in a way that vaguely suggests the possibil ity of a n actual god's involvement. Rage ofTitans. The greatest th reat to the you ng world of Theros was the godlike race of titans, born from the same swi rling chaos as the world itself. Before any order cou l d b e i m posed on t h e world, t h e titans had to b e contained. Kruphix and Klothys worked together to i m p rison the titans in the deepest pits of the U nderworld. Klothys voluntarily bound herself in the U nderworld to keep the titans i m pris oned, but that is, after all, the nature of destiny: once the nat u ral order of the world had been put in place and preserved, no fu rther action should have been req u i red on her part to maintain it.
The Smoking Strand. H idden far from civilized coasts lies a strand of Klothys's hair that she pu rposefully p l u cked. Knotted in on itself, the strand a p pears as a seet h i n g ball of dense s moke. Any who touch the strand risk having it invade them, infecting them with a pern icious destiny that Klothys herself tore from the natural order. N o ne can say what terrible destiny the Smoking Strand drives its possessor
a n i m a l s a l i ke.
Twins at War. The newly formed gods Kru p h i x and Klothys emerged from o p posite sides of the roiling tangle of possibil ities that eventually gave b i rth to Theros. At fi rst the two bat tled for s u prem acy, but they soon realized their conflict left their you n g world vul nerable to dangers from both i n s ide and out. Putting their riva l ry aside, the pair agreed it was better to s h a re and have something than let their struggles destroy a l l creation.
Walkers ofWoe. The nightmarish creatures known as woe striders are said to be products of Klothys's p u n i s h ment. These beings descend from an age when some mortals learned to u n s hackle themselves from the strands of des ti ny. To what end i s a question lost to ti me, but Klothys put a q u ick end to these blas phemers and eradicated nearly a l l knowledge o f t h e i r methods. Ever s i nce, t h e shades of these accursed mortals have walked the U nderworld as woe strid ers, monstrosities endlessly seeking strands of destiny that they might use to replace their own discarded lots.
KLOTHYs's CHAMPIONS
d6
Usually neutral Suggested Classes: Barbarian, cleric, ranger, warlock Suggested Cleric Domains: Knowledge, War Suggested Backgrounds: Folk hero, hermit, outlander, sage
Alignment:
Most champions of Klothys believe it is their destiny to fulfill a particular role or seek answers to omens they struggle to understand. They are passionate about pun ishing those who violate the cosmological order. KLO T H YS'S FAVOR
Klothys hasn't had a mortal champion before. Upon emerging from the Underworld, she created a host of Nyxborn agents to help her restore Theros to its proper path. You might be one of these so-called Agents of Destiny (if you choose the Nyxborn supernatural gift, de scribed in chapter 1), single-minded in the purpose for which you were made. Or you might be among the first of a new cadre of followers of Klothys. The Klothys's Fa vor table suggests some possible connections between the god and a mortal follower.
Your fa m i l y suffered d u ri n g the rise ofXenagos, leavi ng you with u n resolved rage. 2
You swore yo u rself to Klothys, offering your service i n exchange for reprieve from a m u ndane desti ny.
3
Born u n d e r an i l l omen, you were vict i m i zed by your neighbors' superstitions before rea l izing that you were destined to serve Klothys.
4
You lost a loved one to the upheaval that fo l l owed Klo thys fro m the U n derwor l d . You plan ned reve nge, but
6
Protection. When gods or mortals go mad with power, it's the powerless who s u ffer, a n d I mean to keep them safe. (Good)
EARNING AND LOSING PIET Y
You increase your piety score t o Klothys when you ex pand the god's influence in the world in a concrete way through acts such as these:
•
•
Defeating a creature that has stepped out of its place Repairing a significant wound dealt to destiny by the gods' ambitions Teaching people about Klothys, her nature, and her return
Your piety score to Klothys decreases if you dimin ish her influence in the world, contradict her ideals, or threaten the integrity of destiny through acts such as these: •
•
Circumstance
Fury. The world m u st be clean sed to make way for a new start. (Chaotic)
KLOTHYS1S FAVOR d6
I deal
5
•
Undoing a deserved punishment or curse suffered by another creature Willfully destroying a natural wonder Assisting a creature in undermining the natural order or exploiting destiny
KLO TH YS's DEVO TEE Piety 3+ Klothys trait
As a devotee of Klothys, you can manipulate the bonds of destiny that invisibly entangle every living thing. You can cast command with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.
were awed at the sight of her and devoted yourself to her service.
KLO TH YS's VO TARY
5
You were a champion of H e l iod until the emergence of
Piety 10+ Klothys trait
Klothys showed you the d a nger of H e l io d 's h u bris. 6
You don't know why Klothys has s h own i nterest in you .
You can cast clairvoyance with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being charmed.
DEVOTION TO KLO T H YS
To follow Klothys is to accept the natural order of the cosmos and your place in it. It means accepting your destiny even as you strive against the bonds of fate. As a follower of Klothys, consider the ideals on the Klothys's Ideals table as alternatives to those suggested for your background. KLOTHYS1S IDEALS d6
Ideal
CHAMPION OF DESTINY Piety 50+ Klothys trait
Stewardship. Preservation of the natura l order super sedes the needs of civi lization. ( N eutral)
3
Humility. It is h u bris to aspire to a h i gher place in the natural order than we are give n . (Lawful)
4 ' "
Vigilance. Those who defy or manipulate destiny are m e naces that m ust be stopped. ( N eutral)
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You develop a second sense, allowing you to intuit the tug and pull of destiny. You can't be surprised, provided you aren't incapacitated.
Devotion. My devotion to my god i s more important to m e than what she stands for. (Any) 2
KLO TH YS'S DISCIPLE Piety 25+ Klothys trait
C HAPTER 2 I GODS OF THEROS
You can increase your Strength or Wisdom score by 2 and also increase your maximum for that score by 2 .
KRUPHix's GOALS
KRUPHIX God ofHorizons
Kruphix is the enigmatic god of mysteries, horizons, and the passage of time. His followers claim that he knows not only everything that is known at present, but everything that has ever been known by anyone. Quiet surrounds Kruphix like a shroud. Standing apart from the other gods, he speaks rarely, even to his most favored followers. When he does communicate, it is often as a barely audible whisper. Kruphix can speak with a booming voice directly into the minds of all the other gods simultaneously, though, doing so when some thing threatens the cosmic order. Kruphix's true form is more abstract than that of any of the other gods. He appears only in star-filled silhouette, usually as a hooded, four-armed figure of in determinate species and gender. Two of the stars in his "body" often shine brightly, suggesting eyes. Kruphix's starry silhouette sometimes takes the form of a bird or a whale.
KRUPHIX 'S INFLUENCE Kruphix holds dominion over everything unseen or unknown. He is associated with the horizon-the brink of the unknown-and with navigation. His followers in clude scholars, sages, and a handful of sailors who have an inclination toward the mystical. Perfect understanding is like the horizon: easy to move toward, but impossible to reach. Kruphix knows everything that has ever been known on Theros, so he and only he decides which secrets should be loosed upon the world, and which must be kept forever hidden. He has existed since before mortals occupied Theros and numbers among the few who understand the role of mortal belief in shaping the younger gods-a concept even most gods don't fully comprehend. Kruphix is the only being who has the ability to seal the borders between the mortal realm and Nyx. He uses this power to safeguard the mortal world from reck less divine meddling and enforce the balance of power among the gods and their faithful. Because of his lack of followers, many mortals con sider Kruphix a minor god, even obscure. To the other gods, however, he is a force within the pantheon, worthy of both respect and wariness.
More than any other god, Kruphix simply is. He seeks nothing but to oversee the acquisition of knowledge, maintain the cycles of time, and uphold the divine order. He views his fellow gods as petty and vengeful, and he opposes anyone who tries to obtain power that would upset the delicate balance of the pantheon. Kruphix is the eldest of the gods and sees it as his responsibility to rein in the excesses of his younger siblings. Unlike Heliod, Kruphix knows that he isn't powerful enough to impose his will unilaterally. Instead, he plays the other gods against one another and serves as a mediator in their endless disputes. He takes care to ensure that the other gods view him as impartial, which he considers essential to maintaining his authority. DIVINE RELATIONSHIPS
Kruphix strives to hold himself above the disputes of the gods, but like any other god, he has both rivals and allies. Chief among the former is the sun god Heliod, whom Kruphix sees as an arrogant, dangerous threat to the balance of power among the gods. He seldom acts against Heliod openly, preferring to warn others about the sun god's efforts to seize power at their expense. Since every mortal soul must eventually pass beyond the horizon and into death, Kruphix respects both Erebos and Athreos. He sees Erebos as a necessary check on Heliod's power, and he even allowed Athreos to continue his vital work on the fringes of the mortal world when he bound all the other gods within the fabric of Nyx. Erebos and Kruphix blame one another for Klo thys's recent emergence from the Underworld, a situa tion neither seems able to control. Purphoros loathes Kruphix for temporarily hob bling his mind following an attack against Heliod, but Kruphix holds no grudge against Purphoros. That particular punishment upset the balance too far in the other direction, and Kruphix is more likely to side with Purphoros than Heliod in the future. Of all the gods, only Klothys truly concerns Kruphix. He hoped that she would remain secret and secluded in the Underworld, and he doesn't know what her emer gence portends. She is the only other god whose exis tence predates mortal belief, and though he is unlikely to draw her ire by manipulating destiny, he doesn't know how her return will affect the pantheon.
WORSHIPING KRUPHIX Many pray to Kruphix when they need to find something lost, but few dedicate themselves to his worship. Cults devoted to Kruphix fiercely guard their secrets, and their initiates refrain from drawing attention to them selves. Some followers and champions of Kruphix travel the world in secret, searching for hidden truths. Many use secret signals to enable them to find safe lodging with other worshipers nearly anywhere. Rituals honoring Kruphix are usually performed at boundaries, both temporal and spatial: shorelines, riv erbanks, equinoxes, and sunsets. One of the god's great est festivals is the Agrypnion ("the Watching"), which marks the end of winter and the close of the year.
C HAPTER 2 I GODS OF THEROS
KRUPHIX 'S CHAMPIONS Usually neutral Bard, cleric, druid, monk, ranger, wizard Suggested Cleric Domains: Knowledge, Trickery Suggested Backgrounds: Hermit, outlander, sage, sailor Alignment:
Suggested Classes:
Most champions of Kruphix seek to learn the secrets of the universe and maintain the balance of the world. They largely view the other gods as petty and seek to separate themselves from divine squabbles. KRUPHix's FAVOR
Kruphix's champions are less his agents than his charges, and he is loath to release them. Even those who leave his service often find themselves unwittingly aid ing his agenda for years to come. How did you initially attract the god's attention? The Kruphix's Favor table offers a few suggestions. KR U PH I X 1S F AVOR d6
Circumstance Followers of Kruphix c l a i m you were born under a bi zarre omen, but w i l l not exp l a i n what it means.
2
3
EARNING A ND LOSING PIETY
You increase your piety score to Kruphix when you ex pand the god's influence in the world in a concrete way through acts such as these:
•
Keeping a dangerous secret despite personal cost Revealing a critical truth at an important moment Mediating a major dispute or conflict Aiding the weak or impeding the strong
Your piety score to Kruphix decreases if you diminish Kruphix's influence in the world, upset the balance of power, or make him look biased or petty through acts such as these:
•
•
•
Revealing a secret that should remain unknown Selfishly refusing to share information Showing favoritism toward any other god or group Furthering the aims of another god in defiance of Kruphix's will
Kruphix doesn't care about the righteousness of a cause, only about upholding impartiality in both appear ance and action. This sometimes means that his follow ers stay out of situations that seem morally straightfor ward, such as refusing to help a squad of hoplites finish off a band of vicious raiders.
You were secretly i n structed in the wo rship of Kruphix
KRUPHIX's DEVOTEE
by a parent o r a m entor.
Piety 3+ Kruphix trait
You u n covered a dangerous secret d u ri n g you r studies,
As a devotee of Kruphix, you have proven yourself a dev otee of reality's mysteries and laws. You can cast detect magic with this trait a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. In addition, you know the mage hand cantrip. Intelli gence is your spellcasting ability for these spells.
and fo l l owers of Kruphix sought you out and recruited you to keep the knowledge with in their ra nks. 4
Beset by strange drea m s , you consu lted an oracle of
5
You wanted to learn truths that only Kruphix knows.
6
You have no idea why Kruphix s h owed i nterest in you ,
KRUPHIX'S VOTARY
and you m i ght someti mes wish he hadn't.
Piety 10+ Kruphix trait
K r u p h ix . S i n ce then, they've only gotten stranger. N ow you ' re starting to wonder if you know too m u c h .
DEVOTION TO KRUPHIX
Kruphix doesn't demand adherence to any philosophy, and the reasons to follow him are as numberless as the stars. As a follower of Kruphix, consider the options on the Kruphix's Ideals table as alternatives to those sug gested for your background.
You can cast detect thoughts with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. In telligence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being charmed. KRUPHIX'S DISCIPLE
KR U PH I X 1S IDEALS d6
Ideal Devotion. My devotion to my god is more important to me than what he stands for. (Any)
2
Balance. Too m u c h power in any one place is a threat to us a l l . (Lawfu l )
3
Selflessness. I accept the b u rden of knowledge so that others don't have to. (Good)
4
Knowledge. I seek out d a n gerous secrets so that I can know the nature of reality. ( N eutral)
5
Power. The best thing about knowi ng a secret is get ting to use it against everyone else. (Evil)
6
Mystery. The cosmos is more beautiful if its greatest truths re m a i n un known. (Any)
C HAPTER 2 I GODS OF THEROS
Piety 25+ Kruphix trait
As a true champion of Kruphix, you can use your mage hand cantrip to protect yourself. While your spectral hand is within 5 feet of you, you gain a +2 bonus to your AC against ranged attacks. CHAMPION OF HORIZONS Piety 50+ Kruphix trait
You can increase your Constitution or Intelligence score by 2 and also increase your maximum for that score by 2 .
MYTHS OF KRU PH I X tree at the edge of the world. I m med iately, the gods' oracles
Kru phix appears i n stories i n a n ancillary role, often a s the i m partial j udge who ends a conflict between gods. I n itiates
could no longer hear them, their blessi n gs faded, and the n ight sky held only u n movi n g stars. The great S i lence of the
i n Kruph ix's mystery cult know other stories i n which he plays a more active role, i nc l u d i n g special versions of wel l-known legends, but they seldom share these tales with others. The First Nyxborn. Accord i n g to one tale, it was Kruphix,
gods serves as the backdrop fo r n u merous tales of heroism and sacrifice. M any alive today witnessed the sky go dark and the tem ples grow q u iet. Most con s ider the Silence a terrible m i stake that led to the rise of the u s u rper god Xenagos, but fo l lowers of Kruphix know that it was a grim necessity to prevent fa r worse calam ity.
not Pu rphoros, who was the fi rst to fa s h ion l iving Nyxborn creatures from the fabric of Nyx. Kruphix created the divine artisan Nykthos and ordered h i m to b u i l d altars to the gods.
Theophilian Mysteries. Some of Kruphix's worshipers don't
Nykthos's story i s n 't widely known among morta ls, but the Shri n e to Nyx is still cal led Nykthos in h i s honor.
identify with their i n scrutable deity, but with Theoph i l ia, a legendary naiad who entered Nyx and whose transcendent encounter with Kruphix each i n itiate strives to d u pl icate. The
Kruphix's Warning. When Purphoros attacked Hel iod in a destructive rage, H el iod dema nded that Kruphix intervene. Kru phix constrained the forge-god's m i n d and memory in p u n i s h ment for his attack. H e warned all the gods that if they
naiad's j o u rney is celebrated in hushed chants as bli ndfolded i n itiates are led across a bou n d a ry-often stepping i nto a river or over a low stone wal l , a n act that symbolizes crossing the horizon. Then the b l i ndfolds are removed as the faithfu l
threatened the mortal realm with their disru ptive q u a rrels, he would bind them to Nyx for as long as he saw fit. As of yet, no god h a s dared t o test Kruph ix's threat, b u t there are
The Silence. When the squabbling of the gods threatened
intone a paean to Kruphix. The hope i s that Kruphix will choose to reveal h i m self at the climax of the ritual, whether by the appearance of some omen or in a personal epiphany. S uch a revelation isn't always positive, though, as Kruphix
the world once more despite Kruph ix's wa rning, he etched all their na mes-i nc l u d i n g his own-in the bark of his great
often i m parts a gl i m pse of cos m i c truths for which mortals have no possible context.
certa i n l y those among them who m i ght try if they could see a way to retain their own powers.
��� �
mortals burn-everything comes to ruin in time, and Mogis believes that time should be now. Only the most brutal and savage among the mortals should survive his chosen few. Once the world lies in ruin with his brother dead at his feet, Mogis's goals will be achieved. DIVINE RELATIONSHIPS
Mogis is the god of slaughter, violence, and war. He is hatred unrestrained, empathy denied, and mercy for gotten, an entity whose very presence incites mortals to violence. Soldiers fear succumbing to his blood lust lest they dishonor themselves, but the vengeful and forsaken call to him for the gift of his rage. He is the brother of Iroas, god of victory, and his antithesis in matters of warfare. The anger and malice radiating from Mogis is almost palpable. He exercises no control over his temper or his urges and lashes out at subordinates at the slightest provocation. Akroan soldiers are warned that to give in to his seductive battle rage is to risk becoming an androphage-a bloodthirsty killer wholly consumed by Mogis's fury. Mogis cuts a terrifying figure, appearing as a four horned minotaur of incredible size clad in spiked bronze armor and wielding a massive ebon greataxe. He doesn't debase himself by appearing in other guises to mortals-to behold him is to behold the cruelty of war personified. He hungers endlessly to defeat his brother Iroas in combat and thus become the sole avatar of war among mortals.
Mogis's existence is defined by his eternal struggle against his twin brother, Iroas. (Only a handful of con tradictory myths address the parentage of these gods, but they are universally described as twins.) Any of Mo gis's actions and endeavors contribute to undermining and ultimately destroying Iroas. Any divine relationships Mogis might enter into are born of convenience and as a means to the end. Mogis is incapable of loyalty and should be expected to break any pact or agreement once it has outlived its usefulness. Erebos appreciates Mogis's single-minded desire to destroy because it serves as a means to bring ever more souls into his realm. Also, Erebos occasionally steers Mogis's rampages in directions that inconvenience He liod. This disruption inevitably leads to Heliod calling on Iroas to battle his brother, perpetuating the endless cycle of conflict between the twins. Of all his fellow gods, Mogis holds the most respect for Phenax. Mogis can't help but smile at the chaos Phenax is able to cause and the carnage the Returned wreak on the world. Phenax has a talent for inciting con flict, which allows Mogis to revel in the resulting strife. Mogis harbors an abiding disrespect, verging on ha tred, for Ephara and Karametra. Ephara's neat, orderly cities are a delight to destroy, especially given her fussy, precise adherence to rules. Likewise, Ephara's close relationships with Iroas and Heliod provoke Mogis's disgust. Mogis disdains Karametra because she aids mortals and provides succor to the weak. These are acts of foolishness because the weak don't deserve aid-they are fodder for the strong. Setting fertile fields ablaze and witnessing the resulting famine is a source of enjoyment for Mogis, though he has been surprised more than once by the ferocity of Karametra's reprisals.
MOGIS 'S INFLUENCE
WORSHIPING MOGIS
Mogis, like his brother, governs the sphere of warfare. But while Iroas thrives on the glory of honorable victory, Mogis revels in sadism, destruction, and the utter hu miliation of the vanquished. He drives warriors to acts of cruelty and malice in their pursuit of victory. Only those who have experienced the terror and violence of war truly understand the seductive nature of Mogis's power. To feel rage, to be an instrument of wrath-these emotions override the fear of battle. In hatred there is strength, and Mogis revels in this fact. But mortals must beware, for the price he exacts in exchange for this strength is the sacrifice of decency, honor, and compassion.
Mogis exhorts his followers to channel their hatred and rage into ever greater acts of cruelty and violence. He demands actions over words, making his followers an active and dangerous lot. From the spurned lover thirsting for revenge to the blood-drenched warrior on the battlefield, all honor Mogis with the shedding of blood in anger. Minotaurs are the most ardent worshipers of Mogis and regularly hold bloody rites in his honor. Warchanters, the minotaur clergy of Mogis, whip their marauders into a near-mindless frenzy before battle; the ensuing slaughter gives glory to Mogis's name. The appearance of the blood moon is a most holy occasion for the faithful of Mogis, since the moon represents his hateful crimson eye. At such times, his followers prepare and consume a feast of meat, either raw or barely cooked, along with copious amounts of intoxicants, followed by ritual self-mutilation-scarring themselves to demonstrate their devotion to Mogis.
--·---
.mnm-m-
MO GIS God of Slaughter
MoGis 's GOA LS
'
�
To Mogis, the world is a canvas upon which he paints in blood. His goals are easy to understand, thus easily ful filled by his minions. Mogis wants to unmake the world through savagery. Let every polis fall and the works of
·-
C HAPTER 2 I GODS OF THERO S
MYTHS OF Moc 1 s The tales o f Mogis's deeds exe m p l ify h i s need to u n m a ke, h i s brutal ity, a n d h i s des i re to destroy h i s hated brother. The Endless Feud. One legend claims that Mogis and l roas
Origin ofthe Minotaur. I n ages past, a warrior oftremen· dous strength sta lked the battlefield. As a lone com batant, he was u n beata ble, but he suffered when groups rose to oppose
were once a si ngle being, the act of war personified. But the
h i m . After one such defeat, the warrior was so fi l led with
inherent tension between honor and brutal ity in com bat led to a d ichotomy of pu rpose too great for a single god to
wrath that he m u rdered his entire village in Mogis's name. The god, delighted by this d i s play, gifted the warrior with his own ferocity, re making him as a reflection of Mogis's wrath and an engine of destruction in combat. Th is warrior became the fi rst m i notaur, and m a ny m i notaurs sti l l wors h i p Mogis, as he i s their creator and they were made in h i s i m age.
reconcile. Ripping h i mself apart, the god split in two, and so did Mogis and l roas come into existence, embodiments of the two aspects of war that are forever in conflict. Though no tales of either Mogis or l roas's faith speak of such, whispers among the servants of other gods claim that there might be a
Revel in Ruin. The s u m mer festival of the Megasphagion
way to piece the fractured god back together. Doing so wou l d
i s a domesticated version of Mogis's typical rites. It involves
req u i re an incred i ble feat, though, l i kely involving t h e cooper· ation of both Mogis and I roas them selves. Mogis's Warhound. Mogis generally fights alone, beca use he often loses control of h i s temper and strikes a l lies as well
the sacrifice of m a ny cattle to avert Mogis's wrath. The meat is then cooked and distributed among all who attend the
as foes in the heat of battle. Still, Mogis sought a creature that would go before h i m , i n sti l l i n g fea r in h i s foes before h i s m i ghty axe fel l u p o n t h e m . M ogis took a ferocious cerbe rus and bound it together with the fi res of his eternal rage. This terrible new creation beca m e h i s personal harbinger and battle com pa n ion. The god of slaughter did n 't name h i s pet, refusing to do so until the beast had clai med a h u n d red thou· sand lives and so proved itself truly worthy of his esteem .
festival. The grand feast that fol lows tends to devolve i nto a drunken revel. In some tales, individuals or com m u n ities with long-held grudges find themselves incensed d u ring the festival, lead i n g them to seek violent ends to their rivalries.
Wrathbringer. Shortly after his birth, Mogis decided to ere· ate a weapon with which to kill his brother. Mogis assembled his champions and sent them out to battlefields, where they col lected the essences of rage, hatred, and blood l u st. U nder a blood-red moon, Mogis u sed those in gred ients to forge a black i ron greataxe of manifest violence, Wrathbringer.
M o or s 's CHAMPIONS
d6 3
Usually chaotic, often evil Suggested Classes: Barbarian, cleric, druid, fighter, warlock Suggested Cleric Domains: War Suggested Backgrounds: Athlete, criminal, outlander, soldier Alignment:
power. (Any) 4
Mogis's favor isn't difficult to earn for someone who lacks a moral compass. Mogis demands that blood be spilled in his service, preferably the blood of I roas's followers. Would-be champions should realize, though, that the god of slaughter invests in his followers with the expectation of receiving great returns. Those who disap point, proving themselves incapable of sufficient cruelty or bloodshed, might find themselves on the wrong end of his blade. To Mogis, the ideal follower is one who sheds all moral compunctions in the course of bringing suffer ing to the world. He also cultivates grievances and bitterness in those not ordinarily disposed to acts of wanton violence. Over the eons, he has found that the betrayed, the disgusted, and the disfavored are readily turned to a life of murderous service, to be discarded just as easily if they don't satisfy him. The Mogis's Favor table suggests a few ways that a mortal might come to Mogis's attention, or vice versa. Moc 1 s 's FAVOR d6
Circumstance You were born u n der a sanguine moon , the symbol of Mogis's red eye.
2
You r twin s i b l i n g is a c h a m p ion of l roas.
3
You s u ccessfu l ly carried out a brutal vendetta against
4
You proved yourself d ramatically (and perhaps vio
a rival fa m i ly. lently) worthy i n a contest of strength, a feat of e n d u r ance, or a s i m i l a r acco m p l i s h m ent. S
You called on M ogis's power to settle o l d scores by
6
You have no idea why Mogis chose you , but h i s hate
becom i n g an i n strument of h i s wrath. seeps into you r being day by day nonetheless.
Fury. My o n l y release from l ife's end less grind is s u r re nderi n g to my i n n e r beast. (Evil)
S
Ruthlessness. The ends j u stify the means and victory i s t o be obtained a t any cost. (Evi l )
Most champions of Mogis are antiheroes motivated by rage and a thirst for war. Many are tortured souls with a thirst for vengeance. Mo Gis's FAVOR
Ideal Hate. H atred of my foes warms my heart and gives m e
6
Pride. No one can best me in my chosen en deavor and woe to those who try. (Any)
E A RNING AND LOSING PIE T Y
You increase your piety score t o Mogis when you ex pand the god's influence in the world in a concrete way through acts such as these: •
•
•
•
Defeating a champion of Iroas Taking vengeance against a powerful foe Burning a polis or a settlement to the ground Desecrating a temple to Iroas as an offering to Mogis
Your piety score to Mogis decreases if you diminish Mogis's influence in the world, contradict his ideals, or make him look weak or ineffectual through acts such as these: •
•
•
Failing to carry out a sworn vendetta Publicly displaying weakness or compassion Rejecting a duel or a challenge out of fear
MoGis's DEVOTEE Piety 3+ Mogis trait
As a devotee of Mogis, you have shown yourself to be a brutal combatant. You can call on Mogis's favor and cast wrathful smite with this trait. Mogis's blessing manifest as a blood-red glow around your weapon, causing it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell. MoGis's VOTA RY Piety 10+ Mogis trait
You can cast blinding smite with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Constitution is your spellcasting abil ity for this spell. MoGis 's DISCIPLE Piety 25+ Mogis trait
DEVOTION TO M O GIS
Following Mogis is a definitive rejection of ethical codes and adoption of bloodlust and rage. As a follower of Mogis, consider the ideals on the Mogis's Ideals table as alternatives to those suggested for your background. Moc 1 s 's IDEALS d6
Ideal Devotion. My devotion to my god i s more i m portant to me than what he stands for. (Any)
2
66
Savagery. I express my rage through combat. (Chaotic)
C HAPTER 2 I GODS OF THEROS
Countless battles and vicious visions have given you fo cus. You have advantage on saving throws against being charmed or frightened. CHAMPION OF SLAUGHTER Piety 50+ Mogis trait
You can increase your Strength or Constitution score by 2 and also increase your maximum for that score by 2 .
N YLEA's GoALs
Compared to the other gods, Nylea's goals are modest. She wants only to keep the natural world free and healthy, shepherd the seasons through their yearly cycle, and enjoy the beauty of the land. But in her darker mo ments, she realizes that the very existence of civilization on Theros is a mounting threat to nature-perhaps even an effort by the rest of the pantheon to destroy her. If it were up to her, she might well wipe away all the poleis and larger communities, leaving only scattered tribes of mortals to live in an enforced balance with nature. She isn't out to eradicate sapient beings, blaming her fellow gods for the spread of civilization rather than the mor tals themselves.
NYLEA God of the Hunt Nylea is the wild, carefree god of the hunt. She claims dominion over the whole of the natural world, particu larly hunger and predation, the seasons, metamorphosis and rebirth, and the forest. Nylea is among the most gregarious of the gods, and can be spotted frolicking joyfully with her Nyxborn lynx, Halma, or her favorite nymph, Theophilia. But she also savors solitude, and on the hunt she is deadly serious, almost animalistic, in her mood. She is nearly as quick to anger as her brother Purphoros, enacting swift re venge on those who harm the natural realm. Nylea usually appears as a green-skinned dryad with woody extremities. Her hair is made of vines and leaves that change with the seasons. She might also appear as a majestic specimen of any animal, most frequently a lynx or a wolf. When she desires stealth or solitude, she might take the form of a tree, usually an oak or an olive.
NYLEA'S INFLUENCE Nylea is worshiped by hunters, but her concerns go far beyond humanity's ability to subsist on the bounty of the natural world. She controls the turning of the seasons. Usually, she ushers each one in and out on schedule, but when angered, she might refuse to change to the next season, or even call upon one out of its proper time. Mortals pray to her to ward off unseasonable weather, both natural and supernatural in origin. Nylea is the best archer in the world, and contests of archery are often held in her name. Those who hunt their own food pray to Nylea for success, and Nylea blesses their natural predation. Poachers and those who kill for sport, however, know that she loathes such activity, and they try to stay hidden from her at all costs. Nylea has personally slain many of those who killed wantonly in her sacred Nessian Wood. Nylea's association with metamorphosis makes her the target of prayers from those who seek to dramati cally change their own nature or identity. She is wor shiped by those who want to reform or transform society in ways less violent than those favored by gods such as Purphoros and Mogis. She is also revered by those who cherish the solitude and serenity of the forest. Birth falls under Nylea's influence as well, and her priests often double as midwives in their communities, blessing babies as they come into the world.
DIVINE RELATIONSHIPS
Nylea seldom comes into open conflict with the other gods, and she would say that all her clashes with them result from their encroachment on her territory. The most frequent targets of her irritation are the gods who encourage the spread of civilization. Heliod and Ephara brought law and ambition to mortals, persuading them to congregate in stone-walled cities and consider them selves separate from her realm. Purphoros oversees some of the natural processes of earth and fire that help Nylea's realm flourish, but he also gave mortals the gift of bronze, enabling them to make axes and spears. In both his destructive and creative guises, Purphoros might threaten what Nylea holds dear. As a result, she remains wary of his designs. Nylea is disappointed in Karametra, precisely because of the overlap in their spheres of influence. Karametra insists on transforming nature into a mockery of itself, yoking once-wild beasts and contorting plants through agriculture to feed the ever-swelling population centers. Iroas and Mogis are harbingers of warfare, which is always devastating to the natural world. Nylea is virtu ally incapable of distinguishing between the "noble" and "brutal" aspects of their shared bailiwick, considering all forms of war a senseless waste of life and energy. Nylea acknowledges death as a crucial part of the life cycle, but scorns Erebos's obsession with the afterlife. What matters is that nature takes nourishment from the bodies of the deceased, not from the disposition of their intangible souls. She blames Erebos, Athreos, and Phe nax in equal measure for the existence of the Returned, which she considers abominations.
WORSHIPING NYLEA Mortals all over Theros pray to Nylea when they rely on hunting or nature's whims for their livelihood. Her most ardent followers are satyrs, centaurs, humans (particularly those who live in Setessa and in the wilds), and nymphs of all kinds, especially dryads. Few leonin worship any of the gods, but of those who do, many favor Nylea with their prayers. Nylea blesses those who are kind to animals, consid ering such acts as wordless prayers. Those who must kill a dangerous natural animal or cut down trees often pray to Nylea for forgiveness, sometimes leaving food for other animals or planting new trees as atonement. .... CHAPTER 2 I GODS OF THEROS
NYLEA'S CHAMPIONS
d6
Alignment:
Freedom. I yearn to run wild. (Chaotic)
Suggested Classes:
4
Stewardship. We m ust care for the natural world as it
Usually neutral, often good Barbarian, cleric, druid, ran ger Suggested Cleric Domains: Nature Suggested Backgrounds: Folk hero, hermit, outlander
Most champions of Nylea understand the cycles of na ture-embracing life, death, and rebirth. They might commit violence when necessary but never revel in it, advocating for the proper treatment of animals, plants, and the natural world. NYLEA'S FAVOR
Nylea chooses champions who will tirelessly defend the natural world, regardless of their mortal ties and asso ciations. She cares more for consistency of actions than for vows of loyalty and expressions of devotion. Whether you are silently devoted to her or vociferous in your praise, it is your actions in her name that will prompt her to continue her support-or withdraw it. Because her interests are often tied to natural forces, Nylea's attentions can be unpredictable. What made the god turn her attention to you? What act of charity or feat of skill made her think you would be a good champion? The Nylea's Favor table offers a handful of suggestions. N YLEA1S FAVOR d6
2
Purity. I won't s u l ly my body or my soul with the taint of civil ization. (Any)
EARNING AND LOSING PIETY
You increase your piety score to Nylea when you ex pand the god's influence in the world in a concrete way through acts such as these:
•
•
Healing a sick or injured wild animal Stopping those who hunt for sport or profit Proving your worth in a contest of archery Slaying an aberration, a fiend, or an undead
Your piety score to Nylea decreases if you diminish Nylea's influence in the world, fail to defend nature, or offend her sensibilities through acts such as these:
•
•
Killing an animal for any reason other than necessity Dedicating a building or making a sacrifice to any god, including Nylea Protecting a city or farm from natural dangers
Nylea's favor.
As a devotee of Nylea, you have proven yourself a guard ian of the wilds. You can cast hunter's mark with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting abil ity for this spell.
You healed an i n j u red wolf, which then revea led itself You won an archery contest with a truly stu n n i n g shot,
Lost in the forest as a c h i l d , you were raised by wolves. you to one day take you r place in society as one of her champions.
5
A u n icorn has appeared to you several times in yo u r
6
You lived alone in the wi lderness for a year. In a l l that
l i fe , often after protecting a n i m a l s or nature. time you never heard another mort a l 's voice, but Nylea spoke to you regularly.
DEVOTION TO NYLEA
Nylea calls upon her followers to defend the natural world and oppose those who would bring it harm through cruelty or greed. As a follower of Nylea, con sider the ideals on the Nylea's Ideals table as alterna tives to those suggested for your background. N YLEA1S I DEALS Ideal Devotion. My devotion to my god is more i m portant to me than what she sta nds for. (Any)
Nature. The beauty of the natu ral world fi l l s me with seren ity. ( N eutral)
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68
6
NYLEA'S DEVOTEE
Nylea intervened to teach you l a n guage and enable
2
Savagery. It's eat or be eaten, a n d I plan to be the one with the fu l l belly. (Evi l )
Piety 3+ Nylea trait
but afterward chastised onlookers who compared your
d6
5
Circumstance
s k i l l to Nylea's. 4
cares for u s . (Good)
You were born at dawn on the spring e q u i nox, a sign of
to be Nylea in di sguise. 3
'
Ideal
3
C H APTER
Z
I GODS OF THEROS
NYLEA'S VOTARY Piety 10+ Nylea trait
You can cast speak with animals with this trait a num ber of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being poisoned. NYLEA'S DISCIPLE Piety 25+ Nylea trait
When a beast is about to attack you, it must make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automati cally misses you. On a successful save, the creature is immune to this trait for 24 hours. CHAMPION OF THE HUNT Piety 50+ Nylea trait
You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2 .
MYTHS OF N Y L EA Most of the myths about Nylea are cautionary tales about the
The Three Hunters. Three you n g men from wealthy fa m i l ies were h u nting for sport in the N essian Wood. Nylea accosted them before they had taken any prey and gave each m a n a chance to bring her a gift that wou l d atone for his i ntentions. The first man kil led a stag and made an offering of it in her na me, so she turned him i nto a stag to com pensate for the one he had killed . The second offered wealth from his fa m i ly coffers, so she turned h i m into a tree clinging to a cliff face by one root. The third, remorsefu l , threw h i m self on a bed
fate of morta ls who profane her sacred forests. The First Hunt. Each spring, com m u n ities observe the festival of the First H u nt, the Protokynion. In ancient times, the festival involved h u nti ng, but i n the modern form of ob servance, it i s a day of picnics, outdoor ga mes, and frolicking that has little to do with Nylea except that it celebrates the fu l l floweri n g of spri ng. Ta les tell of Nylea being passingly bit ter about the celebration a n d , a n n u a l ly, visiting a First H u nt celebration in d i sguise. If she fi n d s herself d u l y honored d u ring the revel ry, she blesses the event and might person a l ly partici pate. I f she fi nds no mention of her works, she
of moss, and a cerulean butterfly came to rest on his hand. Ca refu lly, he carried the butterfly back to Nylea. She not only spared h i m , but blessed h i s house and a l l his descendants. The Tragedy ofArasta. In ages long past, N y lea loved her
curses those in attend ance, sometimes sending ra m paging beasts to d i s ru pt the event or turning participants i nto ga me
d ryad compa n i o n , Arasta, as a sister and the two spread wonders across Theros. One d ay, Phenax, envious of the pair and stung by some forgotten sl ight, transformed Arasta i nto
a n i m a l s for true hu nters to stalk.
Origin ofthe Catoblepas, Another Perspective. When a
a terrible monster to prove that the goddess's love was based on beauty, not true kinship. Seeing the u n fa m i l i a r creature,
herder boasted that h i s cattle were Theros's fi nest because Hel iod and Nylea had created them, Hel iod persuaded
Nylea was horrified and drove her away. Shattered, Arasta retreated and has terrorized the gods' servants ever s i nce. To
Mogis to curse the cattle, tra n sforming them into the first catoblepases. Hel iod had hoped to win Nylea's favor by de fending her honor in this way, but she was outraged to be as sociated with the creation of these abomi natio ns. To this d ay, Nylea offers a boon to anyone who h u nts down a catoblepas and brings its head to her sacred grove.
this d ay, Nylea rem a i n s deeply pai ned by Arasta's loss. Know i n g that only Phenax can u nd o the curse he laid upon the dryad, Nylea often sends her champions to learn the secret of what m ight restore her friend.
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PHARIKA's GOALS
To Pharika, Theros is an ongoing experiment and mor tals are her agents in carrying it out. Rather than limit her knowledge to what her own insights yield, she revels in watching mortals decipher the world's wisdom and unearth its hidden knowledge, and she delights in see ing each sage interpret their findings in novel ways. She is willing to do anything to perpetuate experimentation and discovery, even at the cost of turning her less devout followers into specimens. DIVINE RELATIONSHIPS
God ofAffliction
Pharika is a god of affliction and medicine, alchemy and aging. In the earliest days of Theros, Pharika seeded the world with countless secret truths-mysteries of medicine, minerals with strange properties, nexuses of magic, and the like-which she hid among Nylea's wilds and the shadows of Erebos's Underworld, leaving clues where mortals might find them. It isn't altruism that drives her; she studies the innovation and suffering of mortals, deciphering in them ever greater mysteries as she treats Theros as her personal laboratory. Pharika typically takes the form of a green-skinned human woman with the lower body of a snake. Her hands are thickly scaled and a pair of bronze-scaled vipers seamlessly emerge from her chest. She is never without her kylix, a drinking cup within which she can produce virtually any medicine or toxin. When her aims require subtlety, Pharika often takes the form of a ser pent or a medusa, or sometimes an aged human. Little escapes Pharika's cool gaze. Even when out wardly friendly, she is cunning and calculating, watch ing for the slightest sign of weakness or desire that she can exploit later. Those who offend her rarely recognize their misstep until she strikes.
PHARI KA'S INFLUENCE Pharika represents the duality of life and death distilled into a single draught that can serve as tonic or toxin, depending on the dosage. She is most associated with affliction, whether that phenomenon takes the form of a disease, a venom, a drug, or the passage of years. Her cures are reliable but come at a cost. In some cases, that cost is pain as the medicine courses through the imbib er's body. In other cases, she demands years of life, ei ther from the patient's lifetime or the researcher's labor. In her oversight of life and death, Pharika acts as a patron of alchemists. Pharmacists offer prayers to her while crafting potions, as do the ill or infirm before imbibing a supposed remedy. Likewise, a body's slow transformation is sacred to her, whether it be the inevi table effects of aging or the petrification of her medusa children's victims.
70
C HAPTER 2 I GODS OF THEROS
Despite her venomous reputation, Pharika has provided nearly every god with a cure or an otherwise essential tonic at a crucial moment. As a result, she's rarely in outright conflict with her fellow gods, yet she's always willing to jeopardize peace with her peers if it means indulging some audacious new experiment. The gods of the Underworld have cordial relations with Pharika. She and Athreos enjoy each other's silent company, and Erebos appreciates her agenda, which ul timately bolsters his realm. Pharika rankles somewhat at the attention Erebos gets from dying mortals, chafing at their tendency to appeal to him when they could beg her for healing or for a painless death. Pharika and the gods of civilization cautiously ma neuver around one another's territory, with Ephara and Karametra recognizing Pharika's medicinal virtues, and she is always seeking subtle ways to use city-states in her experiments without provoking her peers. She disdains Ephara's and Karametra's desire to tame the world rather than understand it. Pharika has her most complex relationships with the gods of knowledge. Pharika loathes that Keranos gifts wisdom to the undeserving, while Kruphix represents mysteries even she has yet to fathom. No god is more precious to Pharika than Nylea. She adores Nylea as the source of nature's abundant bounty and delights in Nylea's warmth. Anyone who threatens or offends Nylea is likely to also earn Pharika's enmity.
WORSHIPING PHARIKA The diseased and the dying alike often make written entreaties to Pharika for a remedy. Prayers are written on scraps of paper or shards of pottery, sealed in small pots, and buried in bogs, leaving them as secrets for others to exhume years later. Many people pray to her before undergoing a medical procedure, picking herbs, or confronting a venomous animal. Nights of a waxing crescent moon (roughly the first week of each month, when a sliver of moon lingers in the early evening) are sacred to Pharika and are thought to be an auspicious time to harvest medicinal plants. Pharika's followers include members of several small mystery cults, which embrace varying aspects of her divine nature. The most infamous of these is the Cult of Frozen Faith, led by a medusa. Initiates receive a lethal dose of poison, become petrified, and then are restored to flesh one year later. Petitioners who have Pharika's favor emerge alive and healthy; those she doesn't care for fail to survive the transformation.
MYTHS OF PHAR I KA Ta les of Pharika emphasize her secret knowledge, with many legends h i nting at apocrypha that a l istener m ight track down to d i scover the god's most exalted lore. Aestraste's Reward. So i m pressed was she with the deeds of her cham pion Aestraste that Pharika offered to fi l l her kylix with any d raught for Aestraste to i m b ibe. The champion asked to taste the nectar of pure joy, and the god obl iged. But when Aestraste took a sip, passion took hold of her, and she q uaffed the entire e l ixir. Overwhelmed with ecstasy, the champion perished, having forgotten that too much of any· thing-even happiness-can be fata l . The Basilisk's Greed. I n Pharika's earliest days, h e r m i n d overflowed with knowledge, and she retreated to a secret, verdant glen. There, she set to scri b i n g her secrets i nto the garden's fru its, h i d i n g with i n each a dozen deaths and their cures. When she retired wearily to bathe, a l izard crept i nto her grove and gobbled up m uch of the fru it. It's said that
and the truly devout i m bibe near-lethal doses of poison, trusti n g Pharika to oversee their recovery. In some tales, a co bra with ra i n bow scales appears in Pha rika's tem ple and bites some i ncurable soul. The envenomed victim pitches and babbles for three days, but their d i sjointed words prove to be a font of alchem ical truths, sometimes bearing the secrets to hea l i n g others around them. I n most of these myths, the vic tim expires at the end of these th ree days-Pharika's price for sharing her secrets-but in some, the patient recovers, there after exh ibiting remarkable resistance to ill ness and poisons.
Dragon Balm. Some texts of Pharika claim that with i n the chemical makeup of each i nd ividual dragon l ies the cure to one specific d i sease or ven o m . Those desperate for a cure to a rare affl iction often pray to the goddess to reveal the mon ster that em bodies the m a lady tormenting them. S uch in
this original basilisk and its progeny are sti l l heavy with u n d i gested secrets, and that if bas i l i s k blood is d i stil led i nto i n k,
sight, though, rarely decreases the danger of dragon h u nting. The Medusa's Curse. To seed the world with knowledge, Pharika gathered her medusa children and granted a h u n dred secrets t o each, bidd ing t h e m t o h ide their revelati ons
it can be used to write out forgotten lore. Day ofAffliction. During the fi rst week of the eleventh month, Me letis observes Phari ka's winter festival, the Chei mazion. The sick and i nfirm s leep in the god's tem ples
throughout the mortal rea l m . Selfish ly, the medusas each kept secrets for themselves, u s i n g these as cu rrency to bar ga i n with mortals. Angered that her children wo u l d hoard any of her secrets, Pharika cursed them, so that they could never
d u ring this festival i n hopes of receivi n g a m i raculous cure,
after behold their own reflections without risking death.
PHARIKA'S CHAMPIONS Usually neutral, often evil Cleric, druid, ranger, rogue, war lock, wizard Suggested Cleric Domains: Death, Knowledge, Life Suggested Backgrounds: Criminal, guild artisan, hermit, outlander, sage Alignment:
Suggested Classes:
Most champions of Pharika seek to uncover the world's greatest secrets through science, alchemy, and magic. They are often enamored with the mysteries of life and death, along with snakes or other venomous creatures. PHARIKAS FAVOR
Pharika craves champions who support her ongoing experiments, torment her enemies, and deliver cut ting-edge aid to the suffering. Yet, just because someone serves Pharika doesn't mean they are immune to her whims. Why did Pharika turn her gaze upon you, and how did you survive long enough to earn her approval? The Pharika's Favor table provides several suggestions. PHA R I KA1S FAVOR d6
Circumstance You were born in a plague-struck v i l l age's fi n a l days, u lti mately being the only s u rvivor.
2
Exposure to a rare toxin granted you visions of Pharika, and you have sought her wisdom ever s i n ce.
3
Your medical attention proved crucial to a stranger's s u rvival, and now yo u r acq u a i ntances period ically fa l l i l l , as though Pharika i s testi ng y o u again and again.
4
A sagacious serpent once offered you g u i dance and has infl ue nced your stud ies ever si nce.
•
Creating a cure for a dangerous affliction Defeating a powerful foe by using poison Discovering or documenting an unknown people or a poorly understood creature Building or restoring a temple to Pharika, or a site that glorifies serpentine creatures
Your piety score to Pharika decreases if you diminish Pharika's influence in the world, contradict her ideals, or make her look ridiculous or ineffectual through acts such as these:
•
•
Destroying alchemical, medical, pathological, or simi lar research Performing a notable act of healing without exacting a significant price Slaying a medusa or serpent
PHARIKA's DEVOTEE Piety 3+ Pharika trait
As a devotee of Pharika, you have power over affliction. You can cast ray of sickness with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. PHARIKA'S VOTARY Piety 10+ Pharika trait
Pharika's blessing shields you from most maladies. You have advantage on saving throws against being poi soned, and you are immune to disease.
5
You are dyi ng. As death grows nearer, you are i n creas
6
You have no idea why Pharika showed i nterest in you,
PHARIKA's DISCIPLE
and you might sometimes wish she hadn 't.
Piety 25+ Pharika trait
ingly adept at deciphering nature's mysteries.
DEVOTION TO PHARIKA
In accepting Pharika as your patron, you entrust your health and your knowledge to her. As her follower, con sider the ideals on the Pharika's Ideals table as alterna tives to those suggested for your background. PHAR I KA'S I DEALS d6
Ideal Devotion. My devotion to my god is more im portant to me than what she stands for. (Any)
2
Scholarship. U n l ocking the natural worl d ' s secrets is a chall enge I welcome. ( N e utral)
3
Balance. My work shall save as m a ny lives as it takes, balancing the deserving and the i n s ufferable. ( N eutral)
4
Immortality. Those who d i scover nature's darkest and d i rest secrets earn the right to live forever. (Evil)
5
Fatalism. Everyone dies. As a res ult, I may e m ploy their brief l ives to further my agendas. (Evil)
6
Tutelage. The world is a deadly classroom, and stu dents need an expert guide to s u rvive. ( N e utral)
7 ?.
EARNING A ND LOSING PIETY
You increase your piety score to Pharika when you ex pand the god's influence in the world in a concrete way through acts such as these:
C HAPTER ?. I GODS OF THEROS
Pharika blesses you with Pharika's Balm, an effect that can cure or enfeeble. As an action, you can touch a crea ture and choose one of the following: •
•
The target regains hit points equal to ld8 + your Wis dom modifier, and you can cure the target of one dis ease or neutralize one poison affecting it. The target must succeed on a DC 1 5 Constitution sav ing throw, or for 1 minute, the target deals only half damage with weapon attacks. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
You can use this action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. CHA M PION OF A FFLICTION Piety 50+ Pharika trait
You can increase your Dexterity or Wisdom score by 2 and also increase your maximum for that score by 2 .
gods. Every lie, every betrayal, delights him as it sows discord in the world. He respects a well-planned and ex ecuted grift or heist, sometimes rewarding able follow ers with opportunities to serve as his champions. As the metaphorical progenitor of the Returned, Phe nax also takes time to provide shelter and opportunities for his children to disrupt the mortal world. DIVINE RELATIONSHIPS
PHENAX
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God of Deception
Phenax is the masked patron of lies and cheats. He is Heliod's ethical antithesis, governing the spheres of gambling, deception, and betrayal. Phenax was once a mortal who was trapped in the Underworld, but he learned how to forsake his identity to prevent Erebos from detecting what he was doing. He crossed back over the Rivers That Ring the World wrapped in the tattered cloak of Athreos, the River Guide, who ushers the dead to their final rest. Hidden by illusion as he was, neither Athreos nor Erebos could find Phenax and bring him back. Able to play whatever role the situation calls for, Phe nax is a consummate actor. His incisive wit and cunning enable him to read the desires of his marks, adjusting his approach to suit the moment. In his rare moments of candor, Phenax is calm and calculating, always looking toward his next scheme. Phenax is a shadowy and mysterious figure. When ap pearing before mortals, he prefers the form of a willowy humanoid with ashen gray skin, clad in elegant robes. He has also been known to appear in a variety of animal forms, including the shapes of asps, mockingbirds, or rats. Regardless of his shape, a mask forever conceals the blank face of the first Returned.
PHENAX 'S INFLUENCE Subtlety and manipulation-of mind, word, and deed are the cornerstones of Phenax's power and his influ ence over mortals and immortals alike. Even gods enjoy hearing what they prefer to hear instead of the truth, and Phenax is happy to give them what they want. He takes pleasure in finding ways to subvert or cor rupt champions of law, order, and justice, turning them to his cause. Whether by feeding the hubris of a cham pion of Heliod or subverting the moral code of a stalwart of Iroas, he tempts mortals by confronting them with seemingly inconsequential decisions, each of which of fers an opportunity for the person to compromise their principles. One by one, these acts move the needle of a person's moral gauge by a small amount. Over time, these choices accumulate until the individual's fall from grace is complete. PHENA x 's GOALS
Phenax doesn't want to rule Nyx. He is the perennial outsider, existing only to disrupt the plans of his fellow
It stands to reason that the god of secrets, deception, and betrayal isn't close with the rest of the pantheon. This is not to say that Phenax doesn't have active re lationships with others in the pantheon, but his posi tion as the patron of lies doesn't lead to close, lasting friendships. Erebos and Athreos despise Phenax, which delights him to no end. Phenax revels in the fact that, as a lowly mortal, he was able to outwit both the Lord of the Un derworld and the River Guide. Still bitter over Phenax's deception, Erebos concocts ways to torment the upstart god. Were he to discover a method to slay Phenax and return him to the Underworld, the god of the dead would pursue it over all other goals. Phenax finds Heliod and Iroas overbearing and insuf ferable. Both represent ideologies diametrically opposed to Phenax's, and both have followers who regularly try to foil his schemes. In turn, Phenax does his best to upend their plans through lies and deception. After all, a fair fight isn't worth fighting. Nowhere is Phenax's commitment to upending the status quo and angering his fellow gods more evident than in his role in the rise of Xenagos, the now de stroyed god of revels. Xenagos's attacks left many of the gods disconnected from their followers, inciting a panic in Nyx. Phenax, basking in the chaos of Xenagos's plot, found myriad ways to covertly aid him until the satyr's apotheosis. Helping another mortal ascend to godhood was, to Phenax, the ultimate subversion of authority.
WORSHIPING PHENAX Every lie is an homage to Phenax. Because his most de vout followers are criminals and gamblers, his influence is keenly felt in gambling halls and dens of thieves. But everyone has their own reasons to stray from the truth at times, and thus, they also find small ways to seek Phenax's favor as they go about their daily lives. Formal services to Phenax are conducted at night, with the most sacred rituals performed on nights of the new moon. Offerings are made to attract Phenax's favor, with valuables from successful robberies, parchment filled with lies, or loaded dice being thrown into deep crags or buried at crossroads. Such sacrifices often van ish soon after, claimed by the god or his servants. De vout criminals often offer Phenax stolen goods as part of their preparations for premeditated crimes. Phenax is worshiped openly in the necropoleis of Asphodel and Odunos, though the Returned who are loyal to Erebos's agent, Tymaret, refuse to worship the god they're hunting (see chapter 3). Somber ceremonies are intoned to bless the golden funeral masks the Re turned wear.
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C HAPTER 2 I GODS OF THERO S 73
PHENAX'S CHAMPIONS Usually chaotic, often neutral Bard, cleric, monk, rogue, wa rlock Suggested Cleric Domains: Trickery Suggested Backgrounds: Charlatan, criminal, entertainer, sailor (pirate), urchin
Alignment:
Suggested Classes:
Most champions of Phenax are exemplars of deceit, mo tivated by greed, revenge, or a good swindle. They have chosen to serve a mortal who ascended to godhood, pos sibly because they want to emulate him. PHENA x's FAVOR
Phenax expects his champions to be cunning and self-sufficient, much as he was when he escaped the Underworld. He has great respect for a sound plan that is craftily executed and might offer all manner of clever assistance to mortals he deems worthy. What did you do to garner his attention? What set you apart in his eyes from petty schemers, grifters, and criminals? What made him think you would be a good champion? The Phenax's Favor table offers a handful of suggestions. PHE NAX1S FAVOR d6
Circumstance You were born at m id n ight u nder the new moon.
2
One of you r parents is a champion of Phenax.
3
You p u l led off a daring theft or escaped fro m co nfine ment at a yo u n g age.
4
You have proven you rself a capa ble liar and te l l e r of tall tales.
EARNI N G A ND LOSING PIETY
You increase your piety score to Phenax when you ex pand the god's influence in the world in a concrete way through acts such as these: •
•
•
•
Helping a fugitive escape justice Pulling off a daring robbery Obstruct champions of other gods Building or restoring a temple to Phenax
Your piety score to Phenax decreases if you diminish Phenax's influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these: •
•
•
Forthrightly assisting lawgivers in their duties Swearing and then honoring an oath Bringing order in times of chaos
PHE N A X 1 S DEVOTEE Piety 3+ Phenax trait
As a devotee of Phenax, you have proven yourself accomplished at deception. You can call on Phenax's blessing and cast disguise selfwith this trait. While the spell is active, your shadow still resembles your origi nal form. You can cast the spell in this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. PHENA X ' S VOTARY Piety 10+ Phenax trait
Your words are inspired by Theros's greatest liar. You have advantage on Charisma (Deception) checks.
5
You dedicated yo ur life to u p setting the bal ance of power in a corrupt polis.
PHENA x's DI SCIPLE
6
You have no idea why Phenax showed interest in you ,
Piety 25+ Phenax trait
and you m i ght sometimes wish he hadn't.
DEVOTION TO PHENA X
Following Phenax means devoting yourself to a life of trickery and guile. To a champion of Phenax, a life with out risk is no life at all. Some rules are meant to be bro ken, some secrets meant to be shared, and order must be upended from time to time. As a follower of Phenax, consider the ideals on the Phenax's Ideals table as alter natives to those suggested for your background.
When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position. CHA MPION OF DECEPTION Piety 50+ Phenax trait
You can increase your Dexterity or Charisma score by 2 and also increase your maximum for that score by 2 .
PHE NAX 1S IDEALS d6
Ideal Devotion. My devotion to my god is more i m portant to m e than what he stands for. (Any)
2
Pragmatism. The ends j u stify the m eans; I do whatever it takes to w i n . (Evil)
3
Duplicity. I l i e when it s u its m e , which makes things so
4
Secrecy. All deception req u i res secrecy, but not a l l se
m uch easier. (Ch aotic) crets are meant to deceive. (Any)
'
..
5
Luck. Want more l u ck? Take more cha nces! (Chaotic)
6
Adaptability. Plans change , circum stances go awry. I m u st bend in response to changes, not break. (Any)
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C H APTER 2 I GODS OF THEROS
•
MYTHS OF P H E N A X The tales t o l d o f Phen ax's deeds speak of h is d u p l icity, c u n n i ng, and wit.
The Path ofPhenax. Phenax was once a mortal who, l i ke a l l mortals, passed on t o Erebos's care i n t h e U n derworld when h i s time a mong the l iving came to a n end. But Phenax found a way to escape the U n derworld by sacrificing his identity to the memory-dra i n i n g waters therein. H e was able to cross the Rivers That Ring the World wrapped i n a sh red of Athre os's cloak. S i nce he had no identity, Athreos cou ld n 't detect h i m , and thus Erebos cou l d n 't use his great lash to p u l l Phe nax back. When he emerged back i nto the realm of mortals, he did so as the first of the Returned. In time, others d i scov ered this q u andary of metaphysics, which is now known as the Path of Phenax. Black Oak ofOdunos. Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fel l before Phenax's assemb led forces, some ofthe popu l ace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to m i s s a n opportun ity to cheat Ere bos, Phenax made a solemn pro m i se to those asking for h i s mercy, assuri n g t h e m that they wou ld n 't b e forced i n t o the U nderworld, on his honor. Soon afterwa rd, the Returned that had invaded the city m u rdered these people to the last one whereupon Phenax, true to his word, bound their bodies and
souls to a great oak, making a terrifying amalgam of u ndeath to guard Odunos and haunt the l iving fo r eternity.
Feud with Ny/ea. A pair of acco m p l i shed h u nters, both fervent fo l l owers of Nylea, had a bet with one another to p rove who was better with a bow. After countless tests found them equally matched, the h u nters' rivalry d rew Phen ax's attention. Assuming the form of a d ryad, Phenax goaded and tau nted the hu nters. Though a m u sing at fi rst, Phen ax's words cut deep, making the h u nters careless. Thus, when the d ryad s u ggested a b l i ndfolded test of marks m a nship, the h u nters agreed. Once bl inded, Phenax positioned the h u nt ers to shoot one another. I n the moment they fired, though, Nylea noticed Phenax's trick. She cu rved her h u nters' arrows m id-flight and m u ltipl ied their n u m ber. Phenax's disguise shattered as he was riddled with a rrows that pinned h i m to a great tree. Nylea appeared to the trapped god, mocked his pointless d u plicity, and warned h i m never to threaten her fo l lowers aga i n . She then left him to struggle free from the deeply e m bedded arrows, a n escape that took him over a week. Duri n g that time, the god concocted plot after plot to have h i s revenge on Nylea. Some tales claim that this em barrassment d i rectly led to tragedy for Nylea's favorite d ryad companion, while others warn that Phenax's revenge has o n ly j u st begun.
and anvilwrought creatures appear in the countryside. When he is wrathful, stars vanish in molten rain, and his hammer blows annihilate whole mountaintops. P uRPHORos's GOALS
Purphoros acts not because of grand plans or high ideals, but on the whims of his restless, creative mind. On the rare occasions when he contemplates what he would do if he were ascendant in the pantheon, his most fervent wish is to be left alone. To Purphoros, that would mean spending time by himself in his forge, creating anything he desires. But it also would mean being free to uproot mountains, topple cities, and reroute rivers without any of the other gods interfering. DIVINE RELATIONSHIPS God of the Forge
Purphoros is the god of the forge, the restless earth, and fire. He rules the raw creative force that infuses sapient minds. Purphoros is also the god of artisans, obsession, and the cycle of creation and destruction. As a forge radiates heat in the area around it, Pur phoros's influence provides inspiration to mortals. He makes exquisitely crafted objects almost constantly, sometimes absentmindedly working while he holds conversations with the other gods, only to destroy the finished product and begin again. Impulsive and mercu rial, Purphoros is prone to bouts of either joyous produc tivity or frustrated anger. He often feels constrained by the limits of imagination, yearning to realize ideas that seem just out of reach. Purphoros's preferred form is that of a muscular man whose coal-hued skin is mostly covered in mutable organic bronze. He might also appear in the form of a fiery phoenix or a bull made of cooling lava, and for that reason, both of those creatures are associated with him. When angered, he might appear as an enormous mass of lava, a blazing fire, or a volcanic eruption. Mortals who see Purphoros in one of those forms seldom live to tell about it.
PuRPHORos's INFLUENCE The raw creative force that Purphoros embodies is chaotic, but Purphoros isn't a god of unbridled chaos. Rather, he shows mortals how to harness that primal energy, shaping it through passion and labor into some thing usable. Purphoros is primarily associated with forging, met allurgy, and related activities. It was his followers who first brought bronze to Theros, and a few of his most fa vored have begun working with a new metal-iron-said to come directly from their god's forge-fires. Though Purphoros is largely interested in physical craft, he has influence over all forms of creation. Ker anos also inspires new ideas, but it is Purphoros who oversees the advancement of the craft that brings these ideas to life in the world. Purphoros is always ready to obliterate what is to make room for what could be, and to start the cycle again when what could be becomes what is. When he is inspired, the night sky glitters with new constellations, CHAPTER 2 I GODS OF THEROS
Purphoros has few strong relationships with his fellow gods, considering most of them arrogant ingrates. Ac cording to legend, it was he who created the weapons of the gods, asking nothing in return. But his infrequent though memorable bouts of destructive fury have earned him more ill will in the pantheon than he realizes. Heliod despises Purphoros's unpredictable impulses even as he envies the forge god's ability to create grand works. Purphoros resents Heliod's attempts to impose laws that constrain the passion of creation. In many ways, the two gods represent opposing approaches to the contradictions and challenges of mortal life, and they have more than once fought titanic battles in Nyx. Thassa is Purphoros's closest ally in the pantheon. Imbued as she is with the malleable, quenching power of water, she knows that he can neither destroy her waves nor reforge them. Because she has no fear of him, she treats him as a friend. Purphoros frequently makes wondrous gifts for Thassa, and her underwater palace holds countless unique creations of the god of the forge. Purphoros holds Kruphix in contempt for hobbling his mind after he engaged in a particularly destructive battle with Heliod. The forge god spent years addled and incomplete. He has since recovered his faculties, but he mourns the things he might have made during that lost time. Taking revenge on Kruphix would require careful planning, however, and Purphoros is unlikely to under take such an effort unless another god goads him into it. Ephara and Karametra are, like Purphoros, deeply involved in the project of civilization. Purphoros's desire to overturn the established order with violence stands in stark contrast to their measured ways. As a result, Pur phoros stands aloof from them.
WORSHIPING P URPHOROS Purphoros holds dominion over everything that springs from mortal ingenuity. Most artisans say a small prayer to him upon beginning or completing the construction of nearly anything, from swords to fortresses to ships. Naturally, Purphoros is strongly associated with the forge, and nearly every smithy on Theros is a sort of ad hoc temple to him. Charms and idols of Purphoros hang from the walls in such places, intended both to inspire the artisans and protect them against accidents. Regard less of their professions, worshipers of Purphoros often light small fires in the god's honor, burning wooden crafts or drawings of their inventions to gain his favor.
MYTHS OF PURPHOROS The myths about Purphoros revolve around one of two themes: his wonderfu l creations or his explosive anger.
The Gift ofBronze. Long ago, mortals on Theros fought and h u nted using weapons made of stone and wood. Accord ing to legend, it was a satyr s m ith na med Tecton who d i s covered how to refi ne copper ore and work it into tools and weapons. Pu rphoros, delighted, saw this as the mortals' first tentative steps toward true craft. Some s m iths, hastily copy ing Tecto n 's methods, devised a way to blend copper and arsenic i nto a crude form of bronze, but the forging method was d a ngerous and often yielded defective results. To reward the s m ith who took the first steps, Pu rphoros
with strips of bronze and refi l l the vessel of h i s Nyxborn twin. Petros lacks the spark of true l ife, though, and can't speak. H e toi l s day and n ight i n Pu rphoros's forge, making wonders that wou ld shame any mortal s m ith but can never match Pur phoros's work in beauty or origi n a l ity.
The Stone Winter. I n Theros's earliest days, the people vociferously honored Heliod , Nylea, and Thassa for the com forts of nature. G radual ly, Pu rphoros grew bitter that mortals never acknowledged his fl ames, which kept the earth warm and fertile. So, Purphoros que nched the world's core. For a year, a l i feless winter gripped the world, with neither the s u n
more than a few are ready for the secret of iron. Purphoros's Twin. When the world was young, Pu rphoros
nor t h e seasons wa rming t h e corpse-ch i l l earth. U lti mately, it was the mortal engineer Chersio who brought about the wi nter's end. I n stead of curs i n g the situation, Chersio sought a solution, creati ng a hypocaust system to bring warmth to her com m u n ity. Deli ghted with the i n n ovation, Purphoros waited until Chersio com p l eted and l it her s u bstructure fu r nace. When she d i d , the god returned warmth to the entire world. Today, an autu m n a l festival called the K i n d l i n g or the Forge- Lighting (the Chalcanapsion) lends its name to the
was jealous of l roas and Mogis and wanted a twin of h i s own. H e created Petros, a Nyxborn d o u b l e o f h i m self crafted
worshipers keep a bonfire burning from sundown to s u nrise,
appea red to Tecton and granted the satyr the secret of smelt ing copper and tin into true bronze. The m a n ufacture and use of bronze weapons spread across Theros, launching an age in which heroes conquered the wilds and founded great civi l izations. Bronze is sti l l the most used metal on Theros and will rem a i n so, at least until Pu rphoros decides that
of divine bronze with a touch of mortal flesh. Petros aged as the eons passed, and Purphoros was forced to patch cracks
seventh month i n the Meletian calendar. D u ri n g this festival, acknowledging that Pu rphoros warms the earth and m a kes the harvest possible.
P U RPHORos 's CHAMPIONS
d6 3
Usually chaotic, often neutral Barbarian, bard, cleric, fighter, sorcerer Suggested Cleric Domains: Forge (described in Xana thar's Guide to Everything), Knowledge Suggested Backgrounds: Acolyte, entertainer, guild artisan Alignment:
Suggested Classes:
Most champions of Purphoros are unswerving advo cates of passion and creativity who change the world by doing what they believe is right in the moment. PuRPHORos 's FAVOR
Purphoros is notoriously impulsive, often selecting champions based on momentary whims. Despite this seemingly blase attitude, he is dedicated to all his cham pions, no matter how they came into his service. What made the forge god turn his attention to you? What set you apart from the masses of people who offer him prayers and sacrifice? What whim came over him that made you the perfect choice in the moment he tapped you? The Purphoros's Favor table offers a hand ful of suggestions. Purphoros's mood is highly changeable, and having his favor doesn't always mean having his attention. But if you follow your passions and do what you believe is right, he will stay true to you as well. P U R PHOROS'S FAVOR d6
Circumstance M o u nt Vel u s erupted at the m o ment of your b i rt h , sig n ifyi n g Purphoros's blessing of the event.
2
As a yo u n g artist, you breathed the intoxicating fu mes of a vol cano and found mystical i n s p i ratio n .
3
You are an artisan who crafted a work of such high q u a l ity that Purphoros took notice.
4
After you were orphaned by a fi re at your parents' fo rge, Purphoros took you under his protection.
5
Your parent or mentor was a master artisan, and you also yearn to create someth i n g worthy of a god's at tention.
6
As a reckless youth, you joi ned a gro u p of you n g artists and rabble-rousers who sought to tear down the estab lished order in Purphoros's name.
DEVOTION TO P URPHOROS
Purphoros encourages freedom and self-expression, so it is only natural that his champions follow him for many different reasons. As a follower of Purphoros, consider the ideals on the Purphoros's Ideals table as alternatives to those suggested for your background.
Ideal Aspiration. With Purphoros's blessing, I w i l l create something magnifice n t. (Any)
4
Change. The old m ust be swept away to make room fo r t h e new. (Chaotic)
5
Generosity. I want to create thi ngs that w i l l enrich the world. (Good)
6
Rage. I fo l low my passions, no matter how dark they m i ght seem to others. (Evil)
EARNING A ND LOSING PIETY
You increase your piety score to Purphoros when you expand the god's influence in the world in a concrete way through acts such as these:
•
•
•
Fighting against those who would rule over others Taking decisive action on impulse Destroying something that has outlived its usefulness Creating something wondrous in Purphoros's name
Your piety score to Purphoros decreases if you diminish Purphoros's influence in the world, work against free dom or self-expression, or allow tyranny to take hold through acts such as these: •
•
•
Following an unjust law despite your misgivings Creating something shoddy or fl.awed Backing down from a fight or a contest
P URPHOROS'S DEVO TEE Piety 3+ Purphoros trait
As a devotee of Purphoros, you have drawn the notice of the forge god with your skill. You can cast shield of faith with this trait, requiring no material components, a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. In addition, you know the mending cantrip. Intelli gence is your spellcasting ability for these spells. P URPHOROs's VOTARY Piety 10+ Purphoros trait
You can cast heat metal with this trait, requiring no ma terial components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelli gence is your spellcasting ability for this spell. In addition, you have advantage on saving throws against being knocked prone. P URPHOROs 's DISCIPLE Piety 25+ Purphoros trait
While you are standing and an effect would push you 1 foot or more, you can use your reaction to not be pushed. CHAMPION OF THE FORGE
P U R PHOROS'S I DEA LS d6
Ideal Devotion. My devotion to m y god is m o re i mportant to me than what h e sta nds for. (Any)
2
Passion. I wi l l follow my heart and help others do the same. (Chaotic)
·-
C H APTER 2 I GODS OF THEROS
Piety 50+ Purphoros trait
You can increase your Strength or I ntelligence score by 2 and also increase your maximum for that score by 2 .
THASSAS GOALS
Thassa is never satisfied with the status quo, and she also never advocates hasty, uncontrolled change. She constantly resculpts the physical world, altering coast lines and upending familiar trade routes. There is no ul timate goal to this ongoing transformation; the purpose is change itself. Thassa believes that change is essential to existence, and she opposes anyone who tries to estab lish or maintain a permanent order to the universe. She aids and inspires forces of change, the rivers that wear down mountains and the tides that claim whole con tinents. She sometimes seems disinterested in the in trigues of the present, even in her own current schemes, as her thoughts drift toward what the future holds.
THASSA God of the Sea Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual change. Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, how ever, it is as unstoppable as a cresting wave. She often speaks in the future tense, referring to what tomorrow will bring. She seldom laughs, and when she does, it is usually out of smugness rather than genuine mirth. Thassa usually appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance as she towers over the ocean. When she moves closer to the view of mortals, she takes many other forms, often shifting from one to another: a giant squid, an ocean storm, a school of sharks, a fog bank, or a crab, her fa vored animal. She sometimes speaks out of the ocean it self, in droplets hissing across the surface of the waves.
THAS SA'S INFLUENCE To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean's bounty, ranging from small fish to the enormous krak ens-all these are Thassa's dominion. The sea has many metaphorical aspects that Thassa oversees as well: ancient knowledge, long-term change, introspection, voyaging, and repetitive patterns such as the tides. Thassa governs the slow changes wrought by the passage of time, such as the weathering of rocks and the erosion of beaches. Where Nylea controls the eter nal cycle of the seasons and Kruphix monitors the flow of time, Thassa holds sway over the slow-acting but irresistible forces that alter the world over hundreds or thousands of years. Krakens and other behemoths of the deepest oceans move at Thassa's command. She is protective of what she calls the greatest of her children, and she usually keeps them out of harm's way in the darkest depths. A mighty kraken sighted close to shore is a sure sign of Thassa's displeasure.
DIVINE RELATIONSHIPS
Thassa disdains the shortsightedness of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she advocates are inevitable in the long term. So although Thassa frequently disagrees with the other gods, she doesn't fear them. Heliod considers Thassa his favorite sibling, despite her unwillingness to agree with his plan for a perma nent order. Thassa, who rules depths that have never seen the sun, considers most of Heliod's schemes point less and opposes them if they seem to threaten harm. Thassa took pity on Purphoros and aided him when Kruphix hobbled his mind, and Purphoros has not for gotten it. The two of them agree that old things must make way for new things, but Purphoros's bursts of destructive energy stand in sharp opposition to Thassa's gradual alterations. Purphoros regularly makes gifts for Thassa, most recently gifting her a new spear to replace her lost weapon. Thassa has little use for the gods who oversee work she believes best left to mortals: Ephara with her cities, Karametra with her fields, Pharika with her tinctures, Mogis and Iroas with their armies. To Thassa's mind, her peers are building castles in the sand, unaware or unmindful that the tide will sweep them away.
WORSHIPING THASSA Most of Thassa's dedicated worshipers are tritons, and the vast majority of tritons are wholly devoted to Thassa. Tritons spend much of their lives in Thassa's realm, with their god omnipresent. They weave prayers to Thassa into nearly everything they do. Among humans, Thassa is worshiped by those who rely on bountiful seas for sustenance or calm waters for safety. Sailors, fishers, and residents of Theros's coasts and islands all pay her at least nominal respect and sacrifice. Her center of worship on land is in the coastal polis of Meletis, where sailors and philosophers pray to her for guidance. The week-long Lyokymion festival (the Feast of the Melting Swell) marks the start of the new year by celebrating the bounty of the sea. Thassa's most fervent human worshipers offer prayers at high and low tide. If possible, they do so at the water's edge. At low tide they walk barefoot out onto the tidal flats, relishing the touch of Thassa's seabed. C HAPTER 2 I GODS OF THERO S 79
THAS SA'S CHAMPIONS Usually neutral Cleric, fighter, rogue, wizard Suggested Cleric Domains: Knowledge, Tempest Suggested Backgrounds: Acolyte, outlander, sage, sailor
Alignment:
Suggested Classes:
Thassa's champions typically work on behalf of change, embrace new ideas, don't automatically defend the sta tus quo, and wish to serve the god who controls pound ing waves and massive krakens. THAss A's FAVOR
In much the same way that the sea and its secrets sim ply exist, Thassa trusts that the lives and actions of her champions will serve her long-term goals because of their connection to her. What made the god of the sea turn her attention to you or how did she show her inter est? The Thassa's Favor table offers a few possibilities. THASSA1S FAV O R d6
Circumstance You nearly drowned in a shi pwreck, b u t Thassa a n swered you r prayers fo r del iverance.
2
You were fo u n d on the shore as a newborn, in a basket
3
You d reamed of a great krake n . When you followed
woven of ocean grasses. yo u r d reams to the sea, the kraken appeared to you and gave you Thassa's blessing. 4
You grew up on a fishing boat, a n d your parents taught
•
•
•
Supporting those who would reform or overturn institutions Preventing cataclysmic change Offering a treasure to the sea Defending or maintaining a temple to Thassa
Your piety score to Thassa decreases if you diminish Thassa's influence in the world, contradict her ideal of gradual change, or attempt to impose artificial order through acts such as these: •
•
•
•
Trying to keep a secret from Thassa Using magic to calm the sea's fury Upholding an institution not devoted to Thassa Bowing to the desires or demands of another god
THA SSAS DEVOTEE Piety 3+ Thassa trait
As a devotee of Thassa, you have proven yourself a wor thy representative of the god of the sea. You can cast fog clo u d with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell. TH ASSAS VOTARY
you Thassa's rites.
Piety 10+ Thassa trait
5
You were born with a pearl i n your mouth, an obvious
6
You have no idea why Thassa sh owed interest in you ,
You can cast blink with this trait. Once you cast the spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
sign ofThassa's favor. You sti l l have the pearl. and you m i ght sometimes wish s h e hadn't.
DEVOTION TO THA SSA
TH ASSA'S DISCIPLE Piety 25+ Thassa trait
Following Thassa means devoting yourself to a particu lar way of perceiving the world. Thassa herself seldom takes a stand on moral issues, preferring to let matters play out, but her mortal champions can't usually afford to be so patient. As a follower of Thassa, consider the ideals on the Thassa's Ideals table as alternatives to those suggested for your background.
Piety 50+ Thassa trait
THASSA1S IDEALS
You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2 .
d6
Ideal Devotion. My devotion to my god i s m o re i m portant to me than what she stands for. (Any)
2
Knowledge. I will learn the secrets of the hidden depths. (Any)
3
Freedom. The sea can take me anywhere, and I ' m not go ing to tie myself down. (Chaotic)
4
Bounty. The ocean always provides, and I will s h a re its gifts with those less fo rtun ate. (Good)
5
Change. Everyth i n g's just waiting to be something else,
6
Power. Like the waves, I answer only to Thassa. (Evi l )
including m e . (Chaotic)
So
EARNING A ND LOSING P IETY
You increase your piety score to Thassa when you ex pand the god's influence in the world in a concrete way through acts such as these:
CHAPTER 2 I G O D S OF THEROS
You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being charmed or restrained. CHAMPION OF THE SEA
MYTHS OF THASSA Tales about Thassa typica l ly demon strate that she is often patient, but never kind. Cal/aphe the False. During the last great S i lence of the gods, a triton appeared, i m personated a m a ri n e r na med
Every Tear the Sea. Few myths tel l of those who escaped Thassa's wrath. This i s n 't one of them. When the i nfa mous explorer Rasiao fa i led to steal one ofThassa's Tidelock Pea rls, wave-contro l l i n g treasures protected by vicious m o l l u s ks, she spent years avoiding the waves before fi n d i n g her way
Callaphe, and traveled the waves aboard Callaphe's l iving ship, The Monsoon. This fa l se Callaphe m i s l ed the tritons with false prophecies and p u l led a kraken from the depths,
back to the m a i n land. Although she'd failed to abscond with one ofThassa's treasures, s he'd avoided the sea god's wrath,
hoping to h a rness his power. When the Silence was lifted and Thassa returned to the world, she struck the i m postor down with such fury that she shattered her bident. Purphoros,
a claim s he valued more preciously than gold. For years, Rasiao l ived far from ocean or river, making her home in the d riest reaches ofTheros. She lived a long l ife, but on one trip
rem e m bering Thassa's kind ness to him on many occasions, replaced her sacred weapon.
to Akros to res u pply and brag, she d rowned in a bowl of ox stew. Those who found Rasiao discovered a pea rl, too l a rge to pass her l i ps, lodged in her mouth. Fearing fu rther repri
Dreams in the Deep. While Pu rphoros is renowned for h i s end less creations and desires t o b r i n g new ideas i nto being, Thassa secretly s h a res s i m i l a r creative desires. Endlessly bored with the predictable denizens of the land and s ky, i n the deepest ocean trenches, Thassa wills i m mortal d reams and n ightmares into bei n g. Del icate beauty, u n d u l ating grace, and tentacular terrors are b i rthed i n the absolute d a rk, iterate fo r generations, and suffer swift extinctions at the god's whim, never knowing the s u n 's touch. Sapient mortals aren't welcome i n these maddening ateliers; Thassa rem a i n s bitterly u nwi l l i n g t o reveal her work u ntil her creations-and the ti me-are absolutely perfect.
sal, Rasi ao's daughters committed their mother's body to the Deyda River and Thassa's clutches. The explorer's daughters never fo rgot that j u st as countless d rops make the sea, so too is every ra i n d rop, tear, and cup part ofThassa's d o m a i n .
Thief's Fate. Accord i n g t o legend, a mortal s a i l o r once stole Thassa's bident and used it to s i n k an enemy fleet. Thassa cared noth ing for the va n q u i shed fleet, but p u n i shed the sailor for his th ievery by turning his fam i l y i nto eels. The sailor tried to care for the eels, but they blamed h i m fo r their fate and d i sa ppea red i nto the sea, leaving the sai lor weeping on the shore.
REALMS OF Gons AND MORTALS HAT IS THE FARTHEST EXPLORED POINT ON the known world?" Elspeth asked. "In the east, beyond the leonin lands, there's another forest," Daxos told her. "Larger even than the Nessian Forest. No one knows how
information. Westward from those islands, some have successfully sailed to the edge of the world, though no one can say for certain how far it is-the journey never unfolds in a straight line. In theory, it is equally possible to sail south to the edge of the world, but those waters are stormier and more forbidding. The heart of mortal civilization lies in and around
far it goes." "What's to the west beyond the sea?" Elspeth asked. "The world ends at the waterfall where Kruphix's Tree grows," he explained. "The sea falls off the edge and into the
three poleis-cities and their surrounding territories. Together the three poleis, Akros, Meletis, and Setessa, encompass most of the human population of Theros. Meletis covers the whole territory of the southwestern peninsula, Akros forms the northern frontier, and Set
void below." "My home was beyond your infmite forest," she said.
-Jenna Helland, Godsend
essa lies at the northern edge of the wild Nessian Wood. Two bands of centaurs-the Lagonna and the Pheres-roam the hills and grasslands between the three poleis. The leonin hunt in the valley of Oreskos,
The world of Theros, as its inhabitants understand, in
nestled between the two mountain ranges. Satyrs dwell
cludes three realms: the mortal world, the divine realm
in a smaller sylvan vale northeast of the Nessian Wood.
of Nyx, and the Underworld. They are three distinct
And tritons live primarily in the coastal shallows of the
planes of existence, tucked into their own pocket of the
Siren Sea, though some manage to make comfortable
multiverse and shielded from the rest of the cosmos
homes among the humans of Meletis.
by the power of the gods. This chapter discusses each of these realms in turn, with a focus on the mortal
The badlands of Phoberos, northwest of Akros, are the frontier where Akroan soldiers clash with mino
realm where the schemes of the gods intersect with
taurs. Farther north is the minotaur city of Skophos,
mortal lives.
little known to humans.
THE MORTAL REALM
the Returned-zombie-like beings who have escaped the
The necropoleis of Asphodel and Odunos are home to
Compared to most worlds of the Material Plane, the mortal realm of Theros is small. The known world is barely two hundred miles across, with unexplored wil derness beyond. And some unknown distance beyond that is the edge of the world, where the sea flows off the disk of the world and into the starry void. The known world of Theros consists of a long stretch of coastline forming the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only ru mors of a vast forest describe the land beyond. To the north, the coastal lands become a barren re gion of badlands crossed by a labyrinth of arid canyons, with minotaur lands beyond. The minotaurs speak of impenetrable mountains rising amid a dark forest to the north. The Siren Sea is studded with islands large and small. The largest cluster near the mainland, called the Dakra Isles, is poorly charted, and even those sailors who
clutches of the underworld at the cost of their identities. The lands around these cities are bleak and barren, as if the Returned brought the pall of the underworld out with them into the mortal realm.
LIFE IN THE POLEIS Human civilization in Theros is centered in three poleis: Akros, Meletis, and Setessa. These poleis exemplify the human drive to settle the land, to shape nature accord ing to their needs, and to organize into political struc tures that can withstand the changing fortunes of the passing centuries. Each polis is centered in a city but includes a wide re gion of surrounding territory, and each one has its own distinct society and culture. To the people of Theros, "Meletis" is more or less synonymous with "Meletians" the polis isn't just the people who live in the city of Meletis or even those who dwell in nearby villages; it is the people who follow the Meletian way of life, wherever they might be found. ..
attempt to explore the isles return with contradictory
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CHAPTER 3
I
REALMS OF GODS AND MORTALS
EXPLORING THEROS
RECREATION
Vast and varied lands comprise the world ofTheros, from
The people of the poleis enjoy the opportunity for some recreation, as time and money allow. Gymnasia are popular gathering places, offering ath letic training as well as space for philosophical discus sion and friendly socializing. A resident of the city might visit a gymnasium one day to exercise, the next to view a wrestling match between celebrated competitors, and the next to hear a renowned philosopher give a lecture on ethics. Another important venue for recreation is the theater. The works of celebrated playwrights, past and present, are regularly produced by casts of professional actors. On occasion, a storyteller, accompanied by a small orchestra, draws crowds to a theater for a recitation of one of the great epics, such as The Theriad or The Cal lapheia. Such a performance might stretch over two or three days.
the territories of the great human poleis to the diz . zying peaks of the Oraniad Mountains. The line between legend and location often blurs in Theros, though. While the res idents of a polis can be relatively certain their homes will remain where they left them when they venture off to work, the specific locations of legendary sites prove more nebu lous. Even well-known locations are typically noted refer entially, like how the city of Neolantin is often described as being along the coast, far to the southwest of Meletis. Some sites prove even more elusive. The Dakra Isles, for example, move at the whims of the gods and so prove impossible to map . As a result, Map 3.1 serves largely as a vaguely agreed upon arrangement of locations, fuzzy borders, and general distances. While the scale and placement of sites are true by mortal standards, details might change as the gods please. As such, journeying between places is most reliably conducted by employing guides or maps specific to a sin gle destination. If you are running a campaign in Theros, you can adjust distances between locations to suit the needs of your adventures. The distance might not be the same for two successive journeys; any trek across Theros can expand or contract to accommodate adventures and encounters as you wish.
CITIZE N SHIP AND GOVER N M E N T
I n every polis, civic responsibility and full protection are afforded only to citizens. Citizenship is limited to those whose parents were both citizens of the polis. Citizens of other poleis, and their children, aren't permitted to participate in the government of the polis. In Akros, cit izens must meet one additional requirement: they must serve in the army. The three poleis have different political structures, but each one has a council elected by popular vote of the citizenry. The Twelve, Meletis's council of philosophers, is the democratically elected ruling body of the polis. Akros is ruled by a hereditary monarch who is advised by a council of elders elected by and from among the cit izenry. Similarly, Setessa's Ruling Council is formed by popular vote, and they govern the polis while its queen the goddess Karametra-is absent. TRADE AND CURRENCY
Trade between Akros and Meletis is constant and pro ductive. Caravans make the two-day journey between the poleis at least once a week, carrying fine Akroan metalwork and pottery to Meletis, and Meletian fabric, stonework, and fish northward. Both poleis mint coins of copper, silver, and gold, with equivalent value. Setessa trades with the other poleis as well, but less extensively. Its Abora Market, just inside the city gates, is open to outsiders only on certain days, and Setessan merchants prefer to barter goods rather than accept currency. Despite these restrictions, Setessan food, woodwork, and trained falcons are highly valued in the other poleis. Aside from the other human poleis, Meletis and Set essa both trade with the centaurs of the Lagonna band. The centaurs don't work metal, so they trade woodwork, the produce of the plains, and woven blankets to the hu man poleis in exchange for weapons and armor.
THE MELETI AN CALENDAR The astronomers and philosophers of Meletis have established a calendar that has found some adoption in Akros and Setessa. It divides the year into twelve months of twenty-nine or thirty days, each beginning with the new moon. About every three years, an extra thirty-day month is added at the end of the calendar to keep it aligned with the solar year. The beginning of the year is considered the end of winter, so the new year begins with the spring. Each month is holy to a specific god and named after a major festival celebrated in Meletis during that month. Setessa and Akros have adopted the same names even though they don't share all the same observances, with one ex ception: the fifth month (Thriambion in Meletis) is called Iroagonion in Akros, after the Iraan Games, which are held in that month every year. The Meletian Calendar table summarizes the months, their lengths, and the god each is associated with. MELETIAN CALENDAR Month
Name
Length
Lyokymion
30 days
God Thassa
2
Protokynion
29 days
Nylea
3
Astra pion
30 days
Keranos
4
Polidrysion
29 days
Ephara
5
Thriambion
30 days
lroas
6
Megasphagion
29 days
Mogis
7
Chalcanapsion
30 days
Purphoros
8
Necrologion
29 days
Athreos
30 days
Karametra
10
Katabasion
29 days
Erebos
11
Cheimazion
30 days
Pharika
12
Agrypnion
29 days
Kruphix
Anagrypnion
30 days
Kruphix
9
13*
Therimakarion
*This month occurs only once every three years.
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... C HAPTER 3 I REALMS OF GODS AND M ORTALS
AKROS ONLY VICTORY ENDURES.
-Akroan motto The walled polis of Akros stands defiantly atop a precip itous cliff. The unforgiving mountains around it serve as a shield between its holdings and the rest of Theros. Few have ever dared to attack its famed fortress, the Kolophon, and no attack has ever breached its walls. To the residents of Theros, the Akroans hold near-mythical status: feared warriors produced by a culture that cen ters around perfecting the mind and body for war. Their armies have rarely tasted defeat as they expand the bor ders of Akros, seizing new lands and bounty.
PEOPLE OF AKROS For most of Akros's neighbors, the term "Akroan" evokes legendary warriors, trained from birth in every martial discipline known to humankind. It brings to mind songs of tight-knit martial bands, holding strong in the face of unbeatable odds. It sings of a great yearly competition that crowns the preeminent warrior-athlete in Akros, and-by extension-the world. The majority of Akros's inhabitants, though, aren't members of its mar tial elite. The famed warriors of Akros have the means to devote their lives to studying and training in the ways of war because they rest atop a rigid social structure of serfs and servants that largely dwell beyond the Kolo phon's walls. Those who stand at the heights of Akroan society, or outside it, are detailed here. THE MONARCHY
Traditionally, Akros is ruled by a monarch drawn from the lineage of lektoi. The monarchy passes from parent to eldest child, but any sibling or first cousin of the heir can challenge this succession and claim the throne by besting the heir in single combat. Currently, the monarchy is in a state of turmoil. King Anax has died, and his wife, Queen Cymede, has disap peared. An oracle of Keranos, the queen is said to have transformed into a pillar of fire and vanished into the wind, but until her death is certain, the lektoi are reluc tant to name a new monarch. Anax and Cymede have no children, so the king's niece, Taranika, acts as regent, attempting to guide the polis through what is sure to be a difficult transition. As if the situation weren't complicated enough, ru mors have it that Anax isn't dead. He, or perhaps some shimmering Nyxborn simulacrum of him, has been seen at the head of squads of satyr hoplites, wielding an axe that billows with smoke and drips searing lava. LEKTOI
At the apex of Akroan society are the lektoi, the large warrior class of Akros. Members of this class claim descent from the seven warriors who first established the Kolophon after the fall of the archons. Though the families now number more than seven, each one uses an animal associated with one of the seven warriors as its symbol, either the ram, lion, horse, boar, badger, bull, or hart. The ram, associated with Akros's first king, 86
C HAPTER 3 I REALMS OF G O D S A N D M O RTALS
Elektes, is commonly used as a symbol for the lektoi as a whole and for Akroan strength, determination, and resilience. It is a popular theme in clothing, jewelry, and weapon ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, mem bership in this noble class isn't strictly hereditary. Any one can earn a place among them by claiming a victory in the annual Iroan Games. More commonly, members of lektoi families lose their place of privilege if they fail to fulfill their obligation to serve in the Akroan military. STRATIANS
The Akroan military is formed of wandering bands of warriors (drawn from the lektoi families) known as stra tians. Outside the walls of the Kolophon, the stratians camp in the forests and fields, hunt game for food, and train younger warriors as they go. Their tasks are to search for monsters that have strayed into Akroan terri tory and to protect travelers. Stratian forces are divided into three types of duty and armed appropriately for the task before them: Alamon. Rugged forces of wanderers patrol Akros's
borders, defending against invasion or attack by mon sters that dwell in the mountains, foothills, and bad lands around Akroan territory. They are armed and armored for speed and agility, allowing them to move stealthily and strike unexpectedly. Lukos. The most elite forces among the stratians, the so-called wolves contend with threats that the Alamon can't handle alone. After the guerrilla tactics of the Alamon have softened up a target, the heavily armored Lukos march to finish the task. Oromai. The watchers are the guardians of the Kolo phon who protect the fortress from invaders and main tain order within its walls. FLAMESPEAKERS
Prominent spellcasters, the fl.amespeakers are reclusive priests of Purphoros who revere nature spirits and who inhabit fiery rifts in the mountains. The ancient practice is viewed as primitive but powerful, and Akroans of any background might risk making a pilgrimage into the mountains to hear a fiamespeaker's prophecies. SERVANTS AND SERFS
Lektoi who complete their military service with honor often retire to the Kolophon or their family estates and go about the leisured life of aristocrats. Their house holds are run by a class of servants made up of lektoi who were unable or unwilling to undertake a military career. These servants lack citizenship's full privileges but retain a position of some honor thanks to their class. Below these servants, at the bottom of Akros's social hierarchy, are the serfs. Comprising the vast majority of Akros's population, the serfs largely reside outside the protection of the Kolophon, laboring to grow the staple crops that support Akros's citizens and its trade. A rel atively small number of serfs are skilled artisans who manage to build a more prosperous life for themselves with their crafts. But even these wealthier serfs can't own the land they live on, and they enjoy few rights or legal protections.
NONHUMANS IN AKRO S
Akros maintains a standoffish-and often hostile stance toward its neighbors, particularly the minotaurs of Phoberos, the leonin of Oreskos, and the centaurs of the Pheres band. Members of those peoples rarely find a warm welcome in Akroan territory. However, Akroans respect prowess, loyalty, and self-sacrifice, and might welcome any who embody such virtues. Some stratians also seek to learn the martial practices of other peoples, and might invite individuals or small communities to Akros to learn their ways. During the Iroan Games, everyone is welcome in the stadium. Satyrs flock to the city to witness the competi tion, and some take up permanent residence, celebrat ing the outcome of one year's games until it's time to start watching the next.
FEATURES OF AKROS At the center of the polis of Akros rises the Kolophon, a mighty fortress and the seat of Akroan power. This many-tiered structure perches upon a vast cliff, which drops into a deep canyon carved by the Deyda River. Nature and Akroan ingenuity conspire to make the Kol ophon one of the most intimidating fortresses in Theros. Beyond the polis stretch craggy hills and mountains broken by narrow stretches of arable plains. It is a nearly impassable landscape, save for a few roads hewn through passes. Residents claim that only a fool would attempt to invade the heartlands of Akros, yet Akroans obsessively guard against invasion nonetheless.
Beyond its thick walls, the streets of Akros are dotted with towering statues of heroes. Red-tiled roofs soar over square-topped sandstone columns, and holy sites dedicated to Iroas, Purphoros, and Keranos, among the other gods, are many. The architecture is formidable, spare, and militaristic, thick with sharp, angular shapes. T E M PLE OF TRIUMPH AT AKROS
At the heart of the walled city is the huge stadium that hosts Theros's greatest sporting event, the Iraan Games. A grand temple of Iroas stands beside it, serv ing as the venue for award ceremonies. A wide plaza connects the stadium to the city's outer gates, offering plenty of room for celebration around the annual games. When the stadium isn't hosting the actual Iroan Games, it is still used daily for training and for lesser athletic events. Many of the buildings surrounding the stadium are dedicated to serving it: smaller train ing facilities, providers of athletic gear, stables, and other shops. CITADEL
The uppermost tier of the city, perched on a rocky out cropping at the southwestern corner of the Kolophon, is the great citadel. The Oromai (the "watchers" who maintain order and defend the Kolophon) are quartered within the citadel's imposing walls, and the monarch's palace is built atop it. Temples of Iroas, Heliod, and Keranos also adorn the top of the citadel, the latter com missioned by the late Queen Cymede, built with an open roof to give her a clear view of stormy skies. C HAPTER 3 I REALMS OF GODS A N D M O RTALS
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AKRos's SURROUNDINGS Arable land is scattered across small plateaus and val leys in Akros, meaning that the serf communities that farm the land are small and just as scattered. Volcanic rifts, landslides, and venomous animals make travel dangerous for anyone who doesn't know the terrain, and visitors wishing to avoid suspicion from patrolling stra tians would be wise to stick to the roads. OUTPOSTS
MYTHS OF THE AKROAN WAR
Centuries before the polis of Olantin sunk beneath the sea (a myth told in chapter 4), its queen left her husband for the king of Akros. Slighted and heartbroken, the Olantian king summoned his whole host of loyal spears and sails to wage war on the fortified mountain polis. What followed was a siege that stretched on for decades. Whole parts of Akros were destroyed and rebuilt in the fight ing. There were heroes who knew only a life of conflict, per forming feats of incredible prowess for the honor of Olantin, or who awed the gods with their sleepless commitment to defending the gates of Akros. Most people today know of the event from an embel lished account laid down in an epic poem, The Akroan War. Although its author has been lost to time, the poem is con sidered to be a definitive accounting of the greatest war in history. Countless soldiers aspire to fight with the honor and purpose that inspired the heroes of the Akroan War. -
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The Alamon soldiers spend most of their time patrolling Akros's outlying areas, centering their patrols around scattered outposts. These serve as staging grounds for Alamon and Lukos units to prepare as they venture out to raid or guard against monsters and invaders. One-Eyed Pass. The outpost in One-Eyed Pass serves to keep an Akroan eye on the large cyclops population of the area, but the stratians also use the cyclopes to their advantage. Any time dangerous creatures come down from the mountains and pose a potential threat to Akroan holdings, the Alamon harry the enemy and try to funnel them into the pass. The cyclopes of the pass viciously defend their territory against all intruders, weakening or even eliminating the danger before it can reach the Akroan outpost, where the Lukos finish off any stragglers. Pharagax Bridge. On the western border of Akros gapes a massive chasm rumored to descend all the way to the underworld and belch forth foul creatures. The great stone bridge that spans it is the only way into Akros from this direction. Stratians consider it a high honor to be assigned to guard the bridge. Titan's Stairs. These stone "stairs," seemingly carved into the granite cliffs that protect Akros and haunted at all times by eerie, whistling winds, provide natural ac cess to Akros. The stratians guard it fiercely and use it as a staging ground for invading the lowlands. Phoberos Outposts. Several semipermanent en campments dot the badlands between Akros and the wilds beyond. Fresh cadres of troops come here every month to relieve soldiers who are worn out by relent less assaults from raiders, fire-breathing dragons, and other threats. Mountain Shrines. The Akroans believe that the gods are best worshiped at the places closest to Nyx mountain peaks. Small temples and shrines are found throughout Akroan territory. Some are tucked in caves or nestled in crevices or canyons, while others are bare altars exposed to the elements.
PHERES LANDS Between the mountains of Akros and the vast Nessian Wood to the southeast, Pheres-band centaurs roam across the dry, hilly landscape. Gathered in small bands of fierce raiders, the Pheres centaurs plunder whatever prey they can find: merchants and other travelers mov ing between Akros and Setessa, settlers trying to eke out an existence in the region, leonin tribes, Lagonna band centaurs who range too far to the north, and any others they encounter.
MELETIS EVIL FLOURISHES WHERE IGNORANCE THRIVES.
-Perisophia the philosopher
Meletis is a polis devoted to learning, magic, and prog ress. It is the most populous city-state and home to progressive thinkers, pious thaumaturges, and wise oracles. Born from the defeat of tyranny, to this day it pursues the ideals of free thought, societal betterment, and reinvention over stagnation and totalitarianism. The archon Agnomakhos ruled the area that is now Meletis for centuries. Impressing those he conquered into his legions, Agnomakhos aggressively expanded his empire, spreading it as far as the forests to the east and the mountains to the north. Ultimately, though, the heroes Kynaios and Tiro overthrew the archon. From the empire's ruins rose Meletis, a land that endeavors to reject cruelty and oppression throughout the world, and guards against hypocrisy within its own borders. For a time, Kynaios and Tiro ruled Meletis, striving to govern in accordance with the highest philosophical and ethical principles, which ultimately led them to relinquish their power and establish a philosopher-led republic. After the kings' deaths, the council of scholars known as the Twelve took up rule of the polis, with the sage Elpidios serving as the senior member.
PEOPLE OF MELETIS The people of Meletis take pride in their city's grand architecture, especially the great temples to the gods. They value philosophy and other intellectual pursuits, especially the practice of magic. Meletis's army is known for its discipline and its piety, and its navy is un paralleled. The city observes every one of the gods' holy days in various ways, and most residents try to live as the gods demand.
Rich fields and the bounty of the sea support most people throughout Meletis. The people have reputations for being accomplished weavers, skilled sailors, and cunning merchants. Books and literacy are also com mon throughout the land, and the work of scribes, car tographers, musicians, and storytellers is well regarded. The people of Meletis believe themselves to be the inheritors of a heroic tradition, and each person owes it to themselves and to society to strive for greatness. Beyond Meletis's common folk, a few groups that hold noteworthy standing are detailed here. THE TWELVE
A council of philosophers called the Twelve serves as the ruling body of Meletis. They are elected by popular vote among the citizens of Meletis and serve for terms of four years at a time. They are supposed to govern by philosophical principles of justice and social order, and many of them do strive to uphold the highest ideals in their decisions. Others are more grimly realistic, and a few are deeply corrupt, serving only their own interests. The most senior member of the council is recognized as its leader, responsible for bringing the assembly to order and moderating its debate. Currently, this position is held by the renowned philosopher and orator named Perisophia. PHILOSOPHERS
Though they aren't necessarily heroic, philosophers are highly valued in Meletis, which is renowned as the center of philosophical thought. They form a privileged class, often coming from wealthy families but also sup ported by stipends from the polis's academies and their own students. Different philosophical schools hold po litical as well as intellectual power in the polis, with five schools of philosophy dominating Meletian discourse.
THE SEA WALL ANO STATUES OF THE POLIS1S FOUNDERS GUARD MELETIS BAV.
Elpidians. Perisophia's optimistic Elpidian school currently predominates Meletian thought and politics, carrying on the works of the heroic Epharan oracle Elpidios. The Elpidian school strives to put magic and philosophy to use in improving the lives of all Meletians. Elpidian mages embrace magic in all its forms. Formalists. Formalist philosophers believe in a realm populated by abstract entities such as numbers and the ories. They focus their efforts on trying to improve the moral fabric of the polis, hoping to create the ideal soci ety, where people live together in peace, and where war and crime disappear. Uremideans. This school emphasizes logical reason ing, rhetorical excellence, and theories of ethics and vir tue. Uremideans are eminently practical governors who seek to balance ethical ideals and realistic necessities. Nykleans. Nyklean philosophers teach that reason or destiny underlies all of reality, so that everything that takes place must unfold just as it does. These philoso phers train themselves to accept and endure whatever befalls them, enjoying good fortune but not grieving its loss. Anapsians. Anapsian philosophy embraces the fine delights of life: the pleasures of love and friendship, fine food and drink, art and music. Anapsians have few strong opinions about governance, except that an ultimate good end should be kept front of mind in all decision.
THAUMATURGES
Meletians view magic as one of the greatest art forms, and they call the most accomplished mages thauma turges ("wonder workers"). Many Meletian mages are trained at the elite academy of the Dekatia, but countless smaller schools and private tutors teach the magical arts. These lessons in magic typically include a well-rounded education in the sciences and philosophy. Some thaumaturges find their magical studies aligning with popular Meletian philosophies and choose the schools of magic they focus on based on such teachings. The mark of a true thaumaturge, though, is a gift or positive omen from the gods; even the most accom plished student of magic can't earn the title without such a sign of divine approval. One mage might receive the gift of a spear from Heliod, another could receive a clockwork owl from Ephara, and still another might ex perience a wild, creative vision from Keranos. THE REVERENT A R M Y
The hoplites of Meletis practice battlefield tactics in an environment saturated with religious devotion. The mil itary force of the polis is called the Reverent Army, and aims as much to exalt the glory of the pantheon as to defend Meletis. The soldiers are clever and resourceful, believing their piety leads the gods to smile upon them. More likely, though, their extensive training in battle field tactics and magic gives them an edge over other soldiers, with most Meletian hoplites knowing at least a little magic.
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NONHUMANS IN MELETIS
Meletis strives to be a beacon to all of Theros's people. Well-intentioned members of any culture are welcome on Meletis's streets, and the polis's people work to earn the trust of their neighbors. Of all the poleis, Meletis has the closest relationship with the tritons of the Siren Sea. Several communities of tritons consider the harbors of Meletis and secluded coastal sanctuaries their home. Many take part in work near and under the water that other peoples are ill suited to, but increasingly tritons find work not related to the sea, with triton restaurants, chemists, and members of the Reverent Army being increasingly common. Meletis maintains a fragile peace with centaurs of the Lagonna band, engaging in regular trade. It's not uncommon for small groups of centaurs to set up shop in the polis market for short periods, though few spend more than a night or two in the city, most finding it claustrophobic at best. Few leonin journey to Meletis, knowing little of the land beyond what their stories remember of Agnomak hos's tyranny. Even an age after the archon's rule, most Jeonin view Meletis as a cursed place. Those few who have traveled to the polis in recent years find it changed, with great potential for trade and cooperation, but no Meletian or leonin has yet initiated an official dialogue between the two peoples. Most satyrs have little patience for Meletian philoso phy, visiting largely out of curiosity or on elaborate larks. Minotaurs are rarely seen in Meletis, though those who visit with peaceful intentions are welcome.
FEATURES OF MELETI S The architectural and academic marvels of Meletis testify to the achievements of civilized humanity. The streets are paved with bricks made in interlocking geo metric shapes, meant to demonstrate principles of both mathematics and magic. Grand temples line the streets, testifying to the Meletians' devotion to the gods. These rise as both mighty bastions dedicated to individual deities and various neighborhood shrines devoted to the pantheon as a whole. Inside the city, the wild lands feel like a remote threat. Perils from the sea present more obvious dangers, but a great sea wall protects the polis's port on the Bay of Me letis, while a lengthy channel cuts through the surround ing land to reach Meletis Harbor on the Siren Sea. PYRGNOS
Many Meletians speak of the "edifice of knowledge," referring in the abstract to the sum of all learning and scholarship. Every citizen is expected to help improving this edifice for the good of the polis, whether through philosophical exploration, advancements in magical technique, investigation into the nature of the gods, or perfection of techniques in crafting and trade. But the edifice of knowledge in Meletis is a literal structure as well as a metaphorical one: the Pyrgnos is a glowing stone tower standing near the coast. It is literally formed from the collected learnings of the polis, recorded on carved stone tablets and glowing letters hovering in the air. At night, the Pyrgnos shines like a
lighthouse where the sea wall meets the shore, gleam ing on the waters of the Siren Sea. A decade ago, the Pyrgnos was partly demolished by a kraken that attacked the city, but it has been repaired and continues to grow, reflecting the continued learning of the polis's citizens. THEDEKATIA
Meletis boasts many centers of learning, but the preem inent academy for philosophers and mages is the Deka tia. Students who display remarkable promise over the course of their earlier education can go on to spend up to ten years in arduous training at the Dekatia, appren ticed to master priests, thaumaturges, philosophers, and military heroes. Those who manage to complete this de cade of training are renowned as the wisest of the wise and the bravest of the brave, combining all the essential learning of the polis into one heroic package. THE OBSERVATORY
The Observatory is a tall viewing platform and a win dowed structure offering a splendid view of the sky, renowned as a place to study Nyx, the home of the gods. Special crystals shaped by thaumaturges and blessed by the oracles of the gods enhance the view, making it easier for observers to see the workings of the gods among the stars and constellations. Priests, mages, and philosophers interpret what they see in the Observatory as signs and omens from the gods.
MYTH OF THE FALL OF ACNOMAKHOS
From the back of his flying bull, the archon Agnomakhos led armies across the face of Theros, carving out an empire that stood for generations. While numerous rebellions attempted to cast off the archon's rule, each was crushed by his armies of giants, leonin, and other fearsome creatures. So, when the heroes Kynaios and Tiro sought to inspire an uprising, few flocked to their banner. Undeterred, the rebels soldiered on against impossible odds. Seeing their dedication to the cause of freedom, the goddess Ephara came to the heroes. She offered to aid Kynaios and Tiro in their battle against the tyrant, supple menting their martial skill with a new weapon: magic. With their new power, Kynaios and Tiro inspired the peo ple to rise up against Agnomakhos, ultimately defeating his armies and striking the archon down. From their victory rose the polis of Meletis and the use of magic among mortals. Agnomakhos's fall remains a point of honor in the minds of Meletis's people, a moment immortalized in relief upon countless civic buildings throughout the polis.
MELETIS'S SURROUNDINGS Meletis sits on the coast of the Siren Sea, surrounded by rivers, sparse woodlands, and vast, stepped grasslands. Fields of barley provide sustenance to Meletians and their animals. Well-trod roads wind their way through the region, but most locals travel along the coast in simple boats. -
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MELETIAN HOLDINGS
The polis of Meletis embodies the heart and mind of what it means to be Meletian, but the polis's lands also includes numerous other settlements and wildernesses. The people who live in these holdings are no less Mele tians than the inhabitants of the city, and they share the values of other Meletians even if their lifestyle affords them little opportunity to study magic and philosophy. Altrisos. This small walled city is famous for Ephara's intervention to protect it from a kraken, her face coming to life on the marble wall and making the barrier grow so tall that the kraken couldn't get through. Altrisos now has Ephara's face on nearly every building and wall in the entire city in gratitude. Glossion. Glossion is a small coastal town that would be completely unremarkable, except that it's accumu lated a truly impressive library. The bulk of the town's economy revolves around maintaining the library and meeting the needs of travelers who come to visit it. Krimnos. Renowned as the home of Anapse, the philosopher who founded the Anapsian school, the vil lage of Krimnos attracts many philosophers who share Anapse's delight in the pleasures of a simple life. Listes. Listes is a fortress marking the northeastern border of the polis. The civilian population is hardly less disciplined than the members of the Reverent Army sta tioned there, and the whole population observes Iroas's holy days together. Natumbria. The residents of Natumbria are famous for training sea animals as skillfully as Setessans train land and air animals. They train sea snakes, dolphins, and even sharks on a few occasions to be combatants, working animals, aquatic mounts, and companions.
Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin-a coastal polis that long ago vanished into the sea. According to legend, an angry Heliod smote the polis with his spear, sinking it in punishment for its people's utter hubris. The fact that the Neolantians were spared this fate, they say, is evidence of their humility, and they take special care in their sacrifices to Heliod. Oxus. Oxus is a quiet town with a notably wealthy population, consisting largely of merchants who have retired from trade with large fortunes at their disposal. The tomb of Kynaios and Tiro also stands in the center of the town, the subject of many local legends. Phaela. A small fishing village, Phaela is most noted as being the literal "end of the road" for travelers ven turing south from Meletis. The rugged lands beyond are rocky and scattered with forgotten ruins. Sitrium. This coastal town is known for the way many of its buildings are on stilts to accommodate the chang ing tides. Sitrium is famed for its skilled shipwrights. Thesteia. The village of Thesteia is little more than a crossroads, but it's notable for its temple to Karametra. The site draws farmers from the region who offer a por tion of their crops to the god of agriculture.
LAGONNA GROUNDS At the northern edge of Meletian territory, between the sea and the Nessian Wood, roam the centaurs of the Lagonna band. Unlike the ferocious Pheres band, the Lagonna-band centaurs are generally peaceful and don't engage in raids upon Meletian territory. They are fre quent visitors in Listes, Krimnos, and Meletis itself, and often carry goods between Meletis and Setessa, since they are more at home in the Nessian Wood than most Meletian merchants.
PEOPLE FROM ACROSS
THEROS VISIT MELETIS, LEAVING THEIR AND PHILOSOPHIES.
MARKS ON THE POLIS'S ARCHITECTURE
SETESSA THIS
THE RULING COUNCIL
CITY SAVED ME WHEN
I WAS AN
ORPHANED CHILD,
sold into chains. Now is my turn to save it.
-Kallias,
Ophis Tower commander
Setessa is the favored polis of Karametra, and its build ings blend so perfectly into the forest that it's difficult to tell the difference between inside and outside. The pop ulace lives in harmony with the thick forests, terraced farms, and trained animals of Setessa, and they cele brate the cycle of seasons with grand holidays. Setessa is also unique among the poleis of Theros in that few of its adult residents are men. Women comprise the bulk of the population, holding almost all of the lead ership roles and carrying out most work. Men are few and far between, mostly performing roles at the polis's edge. Children run freely around the polis. They're so important, in fact, that Setessa's people take in aban doned children from all over Theros.
PEOPLE OF SETES SA The populace o f Setessa live i n a beautiful paradise, and they're prepared to fight to the death to protect it. The constant training in archery, falconry, riding, and close combat can seem out of place among the idyllic forests and beautiful gardens and orchards, but that is the way of life in Setessa. GENDER IN SETESSA
Setessans believe that women become heroes through martial exploits, while men do so by finding their own way in the world. As a result, the polis is populated mostly by women and children. When young men reach the age of fourteen, their rites of passage culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and caring for the animals there. Some of these men never peregri nated, but others left and then returned to Setessa. The women of the polis form a tight-knit community where property is held in common. There is no mar riage, and ancestry is traced matrilineally. Despite the very different roles played by men and women, Setessans are flexible when it comes to any individual's place in that structure. Some men set out on peregrination after spending a number of years identi fied as women, and some women return from peregrina tion (or never undertake it) after a period of realization. Some people move fluidly between roles, and a few choose a special role that Setessans view as standing outside the dichotomy of gender, living in Ophis Tower. The warriors of Ophis Tower are martially trained as women are but wander the world as men do. They gather information for the Ruling Council, search out routes for peregrination (including identifying sym pathetic individuals and households who will mentor young men at the start of their journeys), and rescue lost and abandoned children from other communities, bring ing them back to Setessa.
Karametra is the queen of Setessa, but of course gods have more important concerns than the day-to-day governance of a human polis. So a five-member council attends to the daily tasks of leadership on the deity's be half. The council is made up of the commanders of the four prominent fortress-watchtowers that guard the po lis. These commanders are elected by popular vote: An thousa of Leina Tower, Phaedra of Hyrax Tower, Niketa of Bassara Tower, and Kallias of Ophis Tower. The fifth member is Silverbrow, a centaur oracle who reads the Kelema Veil at the Nexuses of the Seasons and advises action based on her visions. Anthousa is the head of the council, considered Karametra's closest advisor and the de facto ruler of the city. DEFENDERS AND THE FOUR TOWERS
Karametra includes defense of the home in her do mains, and the residents of Setessa follow suit. Setes san military forces are organized into four major regi ments, each associated with a fortress tower. Bassara Tower. The tower of the fox stands near the Summer Nexus and watches for interlopers who enter the Nessian Wood without permission. During their training, troops there focus on archery and guerrilla tac tics. Their leader is Niketa, a woman in her fifties who spends most of her time in the tower since she parted ways with her dryad partner. Hyrax Tower. The tower of the falcon lies on the ridge near the Autumn Nexus. Its regiment includes contin gents of scouts and falconers. Its leader is Phaedra, a nineteen-year-old master falconer and orphan from Me letis who was rescued by the Ophis regiment. Leina Tower. The tower of the lion stands near Kara metra's temple at the heart of Setessa. Its regiment, led by the hero Anthousa, is dedicated to the defense of the polis and the training of its children. The Leina warriors favor double-edged axes. Ophis Tower. The tower of the serpent nestles at the center of Setessa. Its wandering warriors travel the world, working on behalf of the Ruling Council. Their leader is Kallias, who was sold into slavery as a child. They lost an eye and several fingers before they were rescued and brought to Setessa, where they have de voted themselves to saving others in a similar plight. THE "LITTLE BEARS" OF SETESSA
Children in Setessa are reared by the polis as a whole and treated with the highest respect; their welfare is paramount and their training is a significant part of ev ery warrior's occupation. Orphans and abandoned chil dren are sacred to Karametra, so they are brought into the city and tended just as Setessa's own children are. In contrast to the discipline associated with educating children in other poleis, Setessan youngsters enjoy tre mendous freedom. Called arkulli, meaning "little bears," they are welcome anywhere in the city. They often wan der in and out of the temple, training grounds, the hall of the Ruling Council, the market, and anywhere else their paths take them. Such freedom is meant to cultivate a curious spirit and help the children find the path they're most interested in following later in life.
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NONHUMANS I N SETES SA
Setessa doesn't welcome outsiders, as a rule, except the orphaned and abandoned children brought to live in the polis. But the polis can be more hospitable to nonhuman outsiders than to humans (especially male humans) from other poleis. A few centaurs of the Lagonna band, leonin, and satyrs have earned the right to live in Set essa. Dryads and naiads from the Nessian Wood rarely try to enter the polis, but they are often friendly with the Bassara soldiers who patrol the forest.
FEATURES OF SETES SA Setessa fuses nature and civilization into a single living organism. The polis extends from a huge tree at its cen ter, like the rings of a still larger tree. A dense circle of vegetation forms the city's outer wall, with the treetops magically woven together to create a barrier against intruders. Expertly trained archers stand guard on plat forms nestled among the upper branches. Inside these natural walls, patches of thick forest alternate with open spaces where the Setessans build their homes and civic buildings amid the trees. Out of deference to Nylea, the residents of Setessa never construct a building that isn't absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into walls or roofs. TEMPLE TO KARAMETRA
In the very center of the city is the temple to Karame tra, patron of Setessa. Three ancient trees grow from an earthen rise and spiral around the heart of the city. The temple, built of glittering limestone, nestles amid the massive trunks. Strong magical wards protect the temple, since Karametra herself sits here when she vis its her beloved polis. All manner of civic functions are based in the temple, and most of them are carried out by Karametra's attendants. These attendants serve as heal ers, advisors, teachers, chroniclers, and oracles. NEXU S E S OF THE SEASONS
Four holy sites, corresponding to the four seasons, stand in or near the polis and serve as temples-primar ily for the rites of Karametra and Nylea, but also to the other gods to an extent. These nexus points between the mortal world and Nyx-a phenomenon called the Kelema Veil-are where omens manifest amid star fields that glitter in the shadows and where oracles seek messages from the divine. The four nexuses are each distinct in their own ways. Spring Nexus. Associated with Karametra, the Spring Nexus is located in a lavish garden just behind her temple in the city of Setessa. A large arch of vines and flowers leads into the nexus itself and stays fresh and green all year long. Spring is the most celebratory time for Setessans-a time for planting and hope. Wor shipers leave gifts for both Karametra and Nylea here. Summer Nexus. Located in an olive grove west of the city proper, the Summer Nexus is covered by a leafy green canopy. As a shelter from summer's heat, the nexus is a favorite resting spot for people and animals alike, and Nylea and Iroas are worshiped here.
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Autumn Nexus. Near the southern edge of Setessa, in an orchard filled with golden apples, a small cave behind a basalt arch holds a perpetually burning flame. Priests keep a strict rotation to ensure the fire never goes out, as it represents Purphoros's fire that keeps the world warm through the colder seasons and allows the autumn harvest. In addition to Purphoros, Setessans come here to worship Iroas and Mogis, when necessary. Winter Nexus. At the eastern edge of Setessa hides a rocky cave that was once a lion's den. The cave contains a burial ground and is rumored to lead all the way into the underworld. Setessan children occasionally dare each other to see who can make it the farthest into the cave, but the morbid atmosphere usually sends the chil dren scurrying back before long. Setessans come here to worship Pharika and Erebos, paying respects to the dead or hoping to fend off death for a while yet.
ABORA MARKET
The Abora Market is a giant, open-air market just in side the main eastern gate of Setessa. Every day it is thronged with citizens buying and selling food, crafts, and curiosities. On the seven days surrounding the full moon, outsiders are even allowed into the market, though they are still prohibited from roaming the rest of the polis. Visitors who try to explore beyond the market are typically banned from the polis and must forfeit any goods they brought into the city. The most impressive part of the market is the rap tor hall, where falconers show off the trained raptors available for sale. Hunters all over Theros come to buy famous Setessan falcons. CARYATID GROVE S
Scattered throughout the city are several groves that are sacred to Karametra and Nylea, made up of slen der trees with almost humanlike forms. It is said that whoever enters one of these sacred groves in search of peace will find it-and take root, becoming part of the grove. The trees here are caryatids, capable of animat ing in defense of the groves or the city (as animated trees) but otherwise resting in silent stillness.
SETESSA'S SURROUNDINGS Beyond the city's encircling trees, the territory of Set essa extends to cover about a third of the Nessian Wood and a wide swath of the open chaparral. In contrast to Meletis and Akros, no villages or military outposts mark Setessan territory, but a few key features in the Nessian Wood define the area under Setessan control. AMATROPHON
The Amatrophon encompasses a large forested region at the northwestern edge of Setessan territory, and it provides a safe haven and training ground for the di verse range of animals that occupy an honored place as natural protectors in Setessan society. Experts train the renowned falcons of Setessa here, along with horses for riding and for combat. More unusual animals are found here as well: trainers work with pegasi, wolves, and li ons to get them ready to accompany Setessans in battle. Here men live and work alongside women, collectively training and caring for the animals that live here.
NES SIAN WOOD
The vast wilderness of the Nessian Wood is considered Nylea's domain. Its trees are as old as the world, twin ing together to form an impenetrable canopy shielding the wood from Heliod's angry glare. Their roots stretch deep into the earth, and some say they drink from the Rivers That Ring the World, the waters of the Under world. All manner of wild and magical creatures dwell in the Nessian Wood, far from the reach of human civilization. Nylea allows limited hunting in the Nessian Wood, but she has been known to kill those who poach without her permission. Setessa's Bassara regiment helps the god keep an eye out for such illicit hunters, as well as any intruders who might bring danger upon the polis. Cypress Gates. A natural gap between two mountains on the west side of the Sperche River provides access into the Nessian Wood from the east. Ancient Setessans carved an impenetrable fortress into the mountains to guard the pass. Bassara patrols from Setessa still check in on the fortress regularly, and they occupy the fortress when there is reason to suspect danger from the east. More than once, though, patrols have reached the fort only to find something else has taken up residence, whether it be rowdy satyrs, grim Returned, or worse. Hunter's Crossing. Setessa once extended its claim over more of the Nessian Wood, establishing military outposts like those of Akros. At the western end of the
A Setessan archer n am ed N ikaia claimed that she coul d out shoot anyone, even N yl ea. Word of this unwise boast spread, an d in response N yl ea appeared at the n ext archery con test at the Sprin g N exus. She chall enged N ikaia to an im possible feat of archery: to shoot an arrow into one of the twin trun ks of Kruphix's great tree at the edge of the worl d. N ikaia im mediatel y reali zed that n either refusal, fa ilure, n or success woul d forestal l N yl ea's wrath. N on etheless, she held her head high, she and N yl ea both l et fly, and both arrows hit. I m pressed b y the m ortal, N yl ea took N i k aia t o her sacred grove an d plan ted her there as a caryatid, immobi l e but forever occupyin g a place of hon or. Since then, N yl ea has honored dozen s of other champi on s an d worthy mortals, blessin g them with the l on g l i ves of m ighty trees. The grown seedlings of N ikaia an d N yl ea's other favored continue to share their wisdom an d protect Setessa to this day.
forest, along the road from Meletis known as the Guard ian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Set essa's reach. A site of rich natural beauty, with lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of the forest. "'
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0 RESKOS O U R WORLD STANDS ON TH REE FEET: P RI D E , DIGNITY,
and independence. When voices claim we've lost these vir tues, do not listen. Those are the words of thieves, convinc ingyou you've already lost what they aim to steal. -Liala, matron of the Sun
Guides
A vast valley of dry grasslands nestled between the Katachthon and Oraniad Mountains, Oreskos is the home of the leonin. Here roam vast herds of knot-horned gazelle, flocks of elephant birds, prides of lean lions, and a menagerie of other beasts. Predatory griffins and man ticores regularly range over the region's grassy seas, while beings like the anvilwroughts of Mount Velus or the Nyxborn from Nykthos often experience Oreskos as their first glimpse of the wider world.
LEON I N OF 0 RESKOS Close-knit prides of several dozen to a few hundred leo nin make their homes throughout Oreskos. These com munities treat every member as family, with all taking equal roles in hunting, cooking, family care, and other daily responsibilities. Status in the tribe typically comes with age and by forming relationships with other mem bers of the community, whether through childrearing, friendships, romances, teaching, or otherwise. Leonin women tend to remain part of their mothers' prides, while males often leave to join new prides when they find partners. Councils of matriarchs make decisions for most prides, these leaders rising from among the oldest or best-respected women of the pride. Generally, leonin communities avoid outsiders, par ticularly armed groups of soldiers and champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on deities. Most leonin understand that people aren't their culture, though, and individuals who prove themselves trustworthy might find gradual acceptance among the prides. Even so, leonin prides accept cen taurs, minotaurs, and satyrs more readily than unpre dictable humans and alien tritons. LEONIN COM MU N ITIES
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96
Leonin prides typically occupy dens or mobile tent cities, or possibly both at different times of the year. Their dens commonly lie amid the foothills at the edge of Oreskos, particularly along the Oraniads to the east. Dens are usually comprised of small, interconnected networks of underground chambers. Large, shared spaces in these dens are typically decorated with rich woven textiles, bone crafts, and rich clay and crystal pottery. The dens are cool in the summers, but leonin are a sun-loving people and prefer to be outside-even sleeping outdoors-whenever weather permits. Numerous beasts migrate across Oreskos during the spring and fall. During this time, hunters from nearly every leonin pride participate in extended expeditions. In some cases, the entire pride takes part, emptying their dens to journey across the plains. While on the C H APTER 3 I REALMS OF GODS AND MO RTALS
hunt, prides dwell in lavish tent-cities, largely com prised of tents capable of housing whole families. These temporary homes surround brightly colored pavilions, where craftspeople turn game into meals, clothing, and materials, honoring their animal neighbors by wasting nothing. While these encampments are obvious and well supplied, they are also heavily guarded by wary leonin. As a result, strangers who approach such camps tend to receive cold receptions. THE SPE A K E R
Each year, on the day of the first full moon after the autumn equinox, matriarchs from all the leonin prides gather at Tethmos to select a monarch, who acts as a representative of the prides in the wider world. While terms like "queen" or "general" are often applied to this leader by outsiders, the meaning of the leonin title, zib ynth, is closer to "speaker." As the sun rises on this festival day, the leonin gather to renew pacts of friendship. The matriarchs of all the prides hold council during this time. As dusk falls, the council announces a new speaker. A fantastic celebra tion ensues, involving dancing, feasting, singing, public professions of deep feelings, and trading oaths. Traditionally, the speaker reigns for a single year. As the leonin have grown less isolated, though, they have come to explore greater continuity in their leadership, and the current speaker, Brimaz, has held the office for several years. One of the few men to ever be speaker, he is broadminded, humble, and determined, with a deep connection to the land. He is quick to seek opinions from the matriarchs of the leonin prides, and often de fers to their wisdom. While his focus has largely been within the grasslands' borders, he cautiously explores engaging in trade with the human poleis lRON MANE S
One collection o f leonin prides, the Ironmanes, doesn't recognize the authority of the speaker. These fearsome warriors live in the foothills of the western Katachthon mountains, acknowledging no authority but their own. The warriors of the tribe stain their fur with rust to declare their status and ornament themselves with claws and small bones taken from defeated opponents. While intensely territorial, the Ironmanes sometimes offer their services as guards or guides, though they generally disdain working for anyone but other leonin. Numerous leonin fighters and rangers count themselves as Ironmanes. SUN GUIDE S
True children o f Oreskos, the Sun Guides have lived in the grasslands for countless generations. They know the way of Oreskos's beasts and seasons better than any. Both mystical and knowledgeable, the Sun Guides read the messages in plant growth and animal migrations, and make their place in the natural cycle. Sun Guide prides might be found throughout Oreskos, but most orbit the lake known as Sun's Mirror. While these prides sometimes seek their dens during the harshest winters, many will spend years on the open plains. Many druids, monks, rangers, and sorcerers hail from Sun Guide prides.
SPEAKER BRIMA"l LOOKS B E YOND 0 R ESKOS AND WONDERS IF THERE IS A FUTURE FOR HIS PEOPLE IN T H E OUTSIDE WORLD.
SWIF TCLAWS
Th THMOS
Among the greatest hunters of Oreskos, the Swiftclaws are known for speed and efficiency. Their hunts are known to be among the shortest and most fruitful. While their martial prowess earns them respect, it also affords many leonin more time to share tales and study the lore of their people. As a result, some of the great est leonin storytellers and historians number among the Swiftclaws. Fighters and rogues are also common among the Swiftclaws, and many bards and wizards come from these prides as well.
Tethmos serves as the default capital for Oreskos, a meeting place for the tribes, and the home of leonin leaders. Stone buildings and slender windmills jut above the plain, their pale colors and metal decorations shimmering in the light and changing color as the sun moves across the sky. Many leonin matriarchs and other wise souls retire to Tethmos to share their wisdom with all the prides. In recent years, a few non-leonin traders have been admitted into Tethmos, provoking exagger ated tales of the leonin sages and their golden city.
GRASS LANDS OF 0RESKOS Unspoiled by roads or buildings, Oreskos is a land of striking natural beauty, where the plains and sky appear to go on forever. Craggy stone formations and ancient ruins dot windswept grasslands and plateaus, shading into scrubby badlands, rocky hills, and unwelcoming mountains. At the sun's height, the grasslands shine like beaten gold, and the sunsets are incomparable. Magnif icent storms spread clouds in a rainbow of colors, creat ing vistas exhilarating to those brave enough to weather them. The hills yield ancient treasures and a bounty of precious metals and stones. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin prides guard their lands implacably, and without a good reason to be there-or a leonin guide to vouch for one's presence-outsiders are often chased away.
MOUN T KURE
Atop Mount Kure rises a massive temple, open-roofed and accented in gold. This temple of Heliod, his closest to Oreskos, is rarely visited, but on the god's highest holy days, worshipers journey there to commune with the sun god. These pilgrimages occasionally bring the god's servants into conflict with wary leonin hunt ing nearby. SuN's MIRROR
This vast, placid lake sits at the center of Oreskos. No matter the weather around it, the lake's surface remains undisturbed, and often reflects the sunlight so brightly that it's difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflec tions, but on rare occasions, they see visions of places far away. The leonin claim that these visions show not just the present, but even the past and the future.
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PHOBEROS AND SKOPHOS MOGIS RESHAPED OUR ANCESTORS , GIVING FORM
:ro
their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determ ines how. -Gysios, Bronzebones veteran
The western edge of Akroan territory is a region of arid canyons and caverns called Phoberos, a land of harsh natural whims haunted by ravenous monsters. Fierce bands of wild minotaurs haunt these badlands, and for centuries these brutal marauders were the only mino taurs the human poleis ever knew-which contributed to the minotaurs' reputation as bloodthirsty brutes. But to the north of Phoberos, far from the walls of Ak ros, stands the sprawling, labyrinthine polis of Skophos. Skophos is mentioned in a few ancient odes, but only a handful of humans have ever beheld Skophos, and hardly any have successfully navigated its labyrinthine passageways and returned to tell of it. The founding of Skophos and its troubled history with Akros are the stuff of myth, and it is difficult to distin guish the mortal history of the two poleis from tales of the twin gods, Iroas and Mogis. The gods warred with each other, their followers and champions vied for control of scarce land, and two ideals-the nobility of heroic struggle and victory versus the brutality of savage slaughter in war-competed for a place in the mortal mind. Just as Mogis is the dark shadow of everything Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged.
M INOTAURS OF PHOBEROS Most of the minotaurs that roam the badlands of Phoberos are outcasts from the society of Skophos. They are bandits and marauders, bloodthirsty killers infected by the wild rage of Mogis. These minotaurs have more in common with the monsters in the Mon ster Manual than with the civilized people described in chapter 1 of this book (including their Large size). Most of them use only the barest minimum of technology tattered clothes, piecemeal armor, and heavy weapons, all scavenged from their fallen foes. They wander alone or gather in bands under the leadership of the strongest among them, and in either case tend to kill any human they encounter. Three distinct bands are particularly well-known by their Akroan foes. BLOODHORN M INOTAURS
Named for their blood-caked horns, the Bloodhorn minotaurs have ragged claws to supplement their charges and gores. Gleeful in their brutality, they slaughter and devour any intruders they encounter in the badlands, and particularly value the bone marrow of young humans. They take pride in their overlarge, razor-sharp horns. FELHIDE MINOTAURS
The notoriously dour Felhide minotaurs are descended from the warlord Thyrogog of the Ashlands. The The riad recounts the brute's defeat and the loss of his great axe, Goremaster. Viewing Thyrogog's defeat as a divine sign, the warlord's descendants retreated into the Ashlands. Burial rites among the Felhide minotaurs involve de vouring those who fell in battle, to remove their shame from memory and fuel the survivors' revenge. Should another scavenger reach a fallen Felhide before the rest of the band can eat the dead minotaur's remains, the minotaurs mobilize to track down as much of their dead comrade's body as possible.
FOR CENTURIES, THE MINOTAUR POLIS OF 5KOPHOS WAS UNKNOWN TO OUTSIDERS. lT REMAINS UNEX PLORED.
RAGEGORE MINOTAUR S
Ragegore minotaurs are the most ferocious o f their kind, deeply infected by the bloodlust of Mogis. Rage gores never withdraw from a battle, entering a frenzy of furious delight at the sight of an enemy's blood. While in the heat of battle, a Ragegore minotaur seems to feel no pain and barely notices wounds that would kill a human. Some Ragegores have been known to fall dead immedi ately at the cessation of battle, their life sustained only by their fury.
CI TY OF SKOPHOS W hen Akroan soldiers encounter minotaurs i n ordered squads, patrolling the badlands on predictable routes, clad in armor and wielding bronze weapons, they tend to speak of the "Bronzebone band," as if these mino taurs were just one more faction competing for domi nance in Phoberos. But these minotaurs aren't just one more raiding band; they are the soldiers of Skophos, the minotaur polis. Skophos stands as a literal maze, its twisting streets carved from the red sandstone of the badlands. The walls of the maze rise as narrow buildings that serve as homes, shops, and defensible fortresses for the city's predominantly minotaur population. Mighty stone out croppings tower over the labyrinth, including temples to Mogis (the most prominent), Erebos, Keranos, and Purphoros. The fortress-palaces of tyrants, the lairs of monstrous oracles, and cavernous indoor markets also stand as destinations at the end of confounding avenues. Priests and warlord champions of Mogis rule the city, with individuals serving as tyrants over city districts. The city's rulers rarely meet in council, and when they do, the quarrelsome tyrants rarely find common cause or any basis for agreement. Only the priests of Mogis can force the city's leaders to put aside their quarrels and work toward a single goal. LESSER PERISTYLE
The minotaurs of Skophos acknowledge the entire pantheon of gods, though they are far enough inland that they have little cause to honor Thassa, and many of them view Iroas as an enemy of their people. They wor ship a more ancient aspect of Karametra, who demands blood to ensure the fertility of the earth. In the shadow of Mogis's great temple, most of the gods are honored with some kind of violence. In that context, the small temple known as the Lesser Peristyle is an oddity. Dedicated to Ephara, it is a place where minotaurs debate philosophy and strive to rein in the excesses of the tyrants who govern the city. The existence of Skophos is a testimony to the benefits of an ordered society, as Ephara teaches, and that self-ev ident lesson is the strongest argument that Ephara's handful of priests can make to justify their presence in the city. From that starting point, they pursue their vision of a better way of life, aspiring to nobler principles than senseless slaughter and better governance than iron-fisted tyranny. Under the leadership of the temple's priests-Haraksi, an ingenious smith and mother of eight, and Olakia the Torn, an oracle who experiences
visions from both Mogis and Ephara-a school of mi notaur philosophers aspires to a vision of Skophos that can coexist in some measure of peace with the wider world. MoGi s's CHALICE
Many grand temples to Mogis stand in Skophos, pre senting a stark contrast to the crude shrines that usually serve as sites of worship for the god of fury. Near the center of the polis, one temple larger and more elaborate than the rest serves as a holy site and the seat of the mi notaur government, called Mogis's Chalice. Fires always burn in two great copper bowls on either side of the temple entrance. Iron-spiked crenellations ring the temple roof, many decorated with skulls. Red clay is smeared at the entrance and the altar, often anointed with fresh blood. Inside, a massive bronze mi notaur head hangs above the black marble altar. Legend holds that if anyone, minotaur or otherwise, kills a hated rival or enemy in the main room of the Tem ple to Mogis, they will be blessed by the god of wrath. Even the minotaurs of Skophos will not interfere with such a battle, and the victor is always allowed to depart without further bloodshed.
BADLANDS OF PHOBEROS Between Skophos and the human polis of Akros stretches the desolate wilderness of Phoberos. Numer ous canyons, said to have been cut in the earth during battles between Mogis and Iroas, crisscross the rocky badlands. As minotaurs prove adept at navigating such natural mazes, they often make camp in these crags, hidden from the sun and heat. A variety of other raiders and monsters similarly make their lairs in such places particularly cyclopes, basilisks, and harpies. DEATHBELLOW CANYON
Deathbellow Canyon is known for its stinking bogs, cave-riddled spires, and the ominous markings of Ragegore minotaurs. At the canyon's heart yawns the Kragma, a vast cave that resembles a screaming mouth. The Kragma is the grim meeting place of the Ragegore minotaur bands, where these Mogis-worshiping raiders make brutal sacrifices and endlessly quarrel, their war cries echoing through the canyon. THE STRATIAN FRONT
Soldiers from the Akroan army monitor Phoberos and patrol the borders of Akros, confronting any threats that might bring harm to their homeland. Such is an endless war that demands Akros's constant attention. W hile a few permanent encampments exist-like raucous Camp No Hope and the cavern Fort Sandmouth-most stra tian patrols follow their own path through the badlands. THE ASHLANDS
Buried in white ash, the Ashlands offer a vivid reminder of the last time Mount Vesios erupted. Numerous un dead wander these lands, many not realizing that they're dead as they wander half-buried ruins. These lands are also the home of the Felhide minotaurs and the bleached dragon oracle known as Timedrinker.
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REALMS OF THE RETURNED DEATH AND LIFE ARE TWO SIDES O F THE SAME COIN.
Opposite, but eternally connected. One cannot exist with out the other.
PALAMNITE S -Slighos the Body-binder
Before becoming a god, Phenax died, passed into Ere bos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax (see chapter 4), has since been employed by rare, but over the ages in numerable, individuals. These Returned find the world of the living far different from how they experienced it in life-not that they remember their lives. Although they've escaped from the Underworld, the Returned still find themselves separate from the living, their memories lost and their unnatural states striking fear in most mor tals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis-cities of the dead.
THE RETURNED Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons (see chapter 6). They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. Their second life is theirs to do with as they please, but it's typically a confused, cursed life, plagued by frustra tion, bitterness, loneliness, and melancholy. Such leads many Returned along dark paths. ANOGRAPHER S
Anographers are the scribes o f the Returned. On long scrolls of bleached white parchment, they write half-remembered names, images from dreams, and descriptions of places and people that might once have held meaning. Other Returned visit anographers and de scribe what scraps of memory they retain. Some believe hidden wisdom lies upon these scrolls, clues to ancient mysteries, or hints at the lost identities of the Returned. GRAY MERCHANTS
Traders recognize Gray Merchants by their hooded gray cloaks and their carts piled high with useless trinkets. Their wares include components for sinister rituals, jew elry stolen from graves, cursed magic items, and other ominous goods. In return, they demand kitchen utensils, worn bridles, waterlogged books, and other unremark able trash. There's no rhyme or reason to what the Gray Merchants seek, and the merchants themselves never speak. They conduct business through gestures, making their unusual trades and plodding off into the shadows. KAKOMANTEIS
Returned kakomanteis employ powerful magic at a price paid in blood. Some theorize that in life each ka komantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities. Regardless of how
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they came upon their grisly magic, kakomanteis keep small animals, such as rodents, snakes, and insects, close at hand to power their spells, though more potent magical effects demand more significant sacrifices.
CHAPTER 3 I REALMS OF GODS A N D MORTALS
While most of the Returned are listless and quiet, palamnites burn with envy and rage. They are vicious killers, destroying what no longer brings them joy. Palamnites burn villages, slaughter innocents, and steal wealth only to discard it later. Most stories of vengeful Returned stem from reports of these tortured souls. P S EUDAM M A S
Pseudammas are cursed by fleeting memories of their lost children. They know that they were parents in life and that they will never again experience the love of their child. Though their plight is heartbreaking, pseu dammas turn tragedy into horror by snatching mortal children and attempting to raise them. However, the Returned have forgotten the needs of the living and they have no concept of how to care for a child.
ASPHODEL AND THE DESPA I R LANDS The influence of the Underworld leaches life and color from a peninsula south of the Nessian Wood. Here, the necropolis of Asphodel sprawls amid the bleak region called the Despair Lands. The Returned of Asphodel seek to be left alone with their ennui. They rarely leave the city, venturing out only when spurred by fugues of emotion or fleeting memo ries. The streets are dusty and rarely walked, though the windows of dilapidated hovels glimmer with the staring masks of listless Returned. Asphodel is an echo of the grim cities of the Underworld, making it a tragically ironic home for those who risked so much to escape the land of the dead. COLISEUM OF THE APHONAI
Three ancient Returned called the Aphonai rule Aspho del. They wear simple, identical golden masks and long, drab robes, making them nearly impossible to distin guish from one another. From the Coliseum of the Apho nai, a perfectly circular stone building that stands at the heart of Asphodel, the leaders listen to cases brought be fore them and decide on the few matters of importance to the city. Trespassers caught within the city are often brought before the Aphonai for judgment. The elder Returned never speak, rendering their judgments only in gestures. ORDER OF PHAIOS
A cabal of mages known as the Order of Phaios defend Asphodel with their magic. The mages of the order de vote themselves to studying arcane mysteries that could never be unraveled in a single life. Like all Returned, though, they have difficulty remembering what they learn. For this reason, the rooms of their order's vaulted hall, the Stoa of Shadows, are covered with coded en gravings that collect their wisdom. While the research of the Returned rarely leads them to epiphany, some of the few living mages who have stolen into the stoa es cape with remarkable knowledge.
HETO S , THE BLEAK MIRE
MYTH OF TYMARET THE M U R D E R KING
Asphodel perches at the edge of a sprawling marsh called the Hetos Mire. The necropolis stands on an ele vated piece of land surrounded by treacherous bogs and tangled thickets. The inhospitable territory serves the Returned as a first line of defense against any intruders. Near the southern edge of Hetos stands an ages-old, crimson cypress called the Blood Tree. Color from the tree bleeds into the surrounding bog, making the swamp waters look like a charnel pit. Vicious and ven omous swamp creatures are drawn to the Blood Tree and frequently drag prey into its foul midst.
When Phenax made his escape from the U n derworl d, there was one witness to his escape, an un remarkabl e soul called Tymaret. Sharin g what he'd seen with the god of the dead, Tymaret received a cursed blessin g from Erebos: he would be restored to the mortal world, but as a Returned, an d with the task of slayin g Phen ax . Tymaret took up the quest, but as Phenax was masked, he proved difficult to locate. So Tymaret b egan slaughterin g every mortal he en coun tered, con fiden t that one of these victims would be Phenax. Yet, when Phenax b ecame a god, he evaded his pursuer, leavin g Tymaret and his l egions of Returned to etern ally, fruitlessly kill in Ere· bos's n ame.
0DUNOS The Returned of Odunos despise the living, feeling sparks of pleasure when they destroy whatever the living value, be it property or people. Within their city, armed Returned gangs roam the streets, quarreling for no apparent reason. Beyond the city's walls, undead raiders strike out, menacing the lands of Akros, Meletis, and Phoberos. These raids are led by the city's de facto ruler, Tymaret the Murder King, a servant of Erebos tasked with returning Phenax to the Underworld. Know ing that Phenax could disguise himself as anyone, Ty maret slaughters all living souls, just to be thorough. Those who would strike back against Odunos's raid ers must venture through mires corrupted by sucking bogs and necromatic horrors. Those who survive to reach the city find it heavily guarded, its towers bris tling with sleepless guards and abominations of unliv ing flesh.
THE BOTHROS
A bottomless chasm yawns at the north edge of Odunos. Nothing that has fallen into its depths has ever been re covered. After a successful raid, warriors from Odunos usually dispose of their spoils in the Bothros-caring nothing for their pillage. Occasionally this includes cap tives, forced into the pit during wordless executions. CRYPTS OF THE LOST
Beyond Odunos rises a cluster of tors honeycombed by countless tombs. Few know who were originally buried in this morbid labyrinth, but the Returned care nothing for the corpses and dust. Occasionally, Returned who've grown tired of their half-lives congregate here, waiting for a final death to claim them. Some tales claim that treasures lie amid the crypts, but others say that Phe nax first emerged from the Underworld here, and his path could be retraced back into Erebos's domain. CHAPTER 3 I REALMS OF GODS A N D M O RTALS
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IOI
THE SIREN SEA
DAKRA IS LES
CALLAPHE GAZE D ON THE COASTLINE ,
certain her destiny called her here, where the m ist-shrouded rocks sang, prom ising glories undreamed of. -The Ca/lapheia
The vast Siren Sea extends west from the known lands of Theros to the edge of the world. As Thassa's domain, the sea hides an amazing array of creatures, including the entire triton civilization. Its legendary dangers range from deadly reefs and wandering islands to predatory beasts and devastating krakens (see chapter 6). Ev er-changing, the Siren Sea is a realm of impossible sights and constant danger, the setting of legendary od ysseys and the crucible of heroes.
TRI TONS OF THE SIREN SEA Most tritons make their homes in the Siren Sea, either migrating with the shifting tides or raising hidden cities of outlandish beauty. The majority are devoted servants of Thassa who rigorously protect her domain, often treating surface-dwelling sailors as trespassers. Tritons make most of their goods from materials harvested from the deep, but have also developed ingenious forms of metallurgy-largely based around volcanic sea vents and chemical etching, crafting wares that rival those made on land. The endless array of life and unpredict able changes of the sea make tritons regular witnesses to wonders. As a result, most tritons have a natural curiosity, ever seeking to see and learn more, but know they'll never fathom all the wonders of the world. Although numerous triton cultures exist throughout the Siren Sea, many of those closest to shore are led by priests of Thassa. Triton warriors enact their leaders' will, with many specializing in doing battle against mas sive beasts or ships sailing the surface. The most wary communities might even employ shorethieves, tritons adept at using magical disguises to infiltrate land-bound towns to watch and steal from "dryfolk."
The Dakra Isles were created when Thassa wept over the death of Korinna, a triton queen killed by a human's harpoon. Where the god's tears fell onto the sea there exploded forth an isle suffused with immortal magic and memory. Ages later, the Dakra Isles-also called the Isles of Enchantment-harbor strange sights and fierce monsters. Thassa's power makes it impossible to keep an accurate chart of the islands' positions, which roam as they please. Thus, even the most famed locations appear on no map, and sailors might spot them when or wherever Thassa wills. A few of the Dakra Isles' leg endary locations are noted here, and chapter 4 presents guidance for creating more magical shores. ARIXMETHES
Tales tell of the lost island of Arixmethes, whose popu lation was wiped out by disaster. In truth, generations of hapless humans raised their city, realizing too late that they'd done so upon the back of a titanic kraken. W hen the kraken Arixmethes awakened, its throes devastated the city upon its back and wiped out the residents. Since returning to its slumber, Arixmethes drifts where it will, still bearing the ruins of a legendary city upon its back. CRON EMOUTH COVE
This tiny island lies in the midst of perpetual doldrums and holds a known gate to the Underworld. It is guarded by a coven of sea hags who share a single tongue that is perpetually trying to escape from their clutches, wrig gling out of reach with a mind of its own. KETAPHOS
Famed for its role in The Callapheia, the island of Ket aphos supposedly exists in Nyx during the night and in the mortal realm during the day. Callaphe and her crew were welcomed there and fed by a band of Nyxborn cen taurs when a storm drove them to the island, then found themselves stranded on a barren rock when the sun rose and the island shifted to the mortal realm. SKATHO S
The island of Skathos was once a sacred meeting place for a secret cult of Pharika whose rites revolved around consuming a magical flower native to the island. The island is now home to the medusa queen, Hythonia (de scribed in chapter 6).
SKOLA VALE
SKOLA VALE REVELS
TASTE THE WORLD BEFORE EREBOS RI PS YOUR
tongue out.
-Thisbi, satyr dawngreet Nestled in the highlands of the Oraniad Mountains, the Skola Vale is blessed by Nylea, covered in lush grass, and dotted with copses of trees. Satyrs roam the com fortable valley with no need for permanent settlements, all their needs provided for by the valley's magic. Ac cording to legend, Nylea was so taken with the valley's beauty that she poured the contents of her wineskin onto the vale to make it flourish forever. When wild goats drank of this wine, they became the first satyrs who made the magical land their home. While the Skola Vale is a place of revelry, it isn't with out its dangers. The satyrs themselves can become too raucous in their merrymaking, and monsters lurk in the shadows of the trees and the surrounding mountains.
SATYRS OF THE SKOLA VALE The satyrs of the Skala Vale are wild and free. They have taboos, but not laws, influence fluctuates con stantly, and all are free to make merry in any way they please, so long as it doesn't impede on others' ability to do the same. Disagreements are typically turned into opportunities for public competition. Irreconcilable issues are usually solved by a strict application of "you go over there, and you go over there." True intentional crimes, however, are violations known deep in the satyr soul. If needs be, revelry can halt in an instant to help someone who's been hurt, and true criminals are exiled from the Skola Vale for life. Satyrs quickly bury negative thoughts, though, and the loss of one friend merely leads them to redouble efforts to make more. Distinctions are few among satyrs, but several notable groups are detailed here. DAWNGREETS
Dawngreets are satyr emissaries, explorers, and story tellers sent to other communities throughout the world. They arrange satyr-style celebrations wherever they go, spreading their people's carefree philosophies, praising Nylea, sharing news, and creating friends the Skala Vale can rely on when necessary.
Satyrs hold regular revels called rollick nights. These lengthy festivals are full of merrymaking, contests, impromptu performances, and song, all accompanied by good food and sweet drinks. Beyond these celebra tions, tales are also told of bakkeia, revels that occur in deep caves and that involve ancient sacrificial rites. Most satyrs say these traditions were abandoned ages ago, though. CULT OF HORNS
Some non-satyrs looking for pleasure without conse quences visit the Skola Vale, encouraged by dawngreets and tales of wild revels. After spending some time with the satyrs, dark-humored sibyls might invite outsiders to join the Cult of Horns. If they agree, the non-satyr might be crowned with a circlet of horns, marking them as "stubs" (for their crown's stubby horns). A period of haz ing follows, where the stubs are enticed to perform me nial or humiliating tasks. When the satyrs grow bored or a respected, sober satyr steps in-the hazing ends, which typically results in the stub later waking up alone in the mountains. Most satyrs who participate in such ungenerous behavior are chided and are themselves made to serve at the next revel, but the satyr memory for consequences is short and the tradition persists. As for former stubs, most never share details about their expe riences, their secrecy contributing to tales of dark rites and sinister enchantments in the vale.
FEATURES OF THE SKOLA VALE The Skola Vale is a wild place where majestic animals run free, trees, vines, and bushes provide fruit, and Nyl ea's magic enhances the land. Plants and animals grow rapidly in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morn ing. Most of the Skala Vale consists of greenery rolling over gentle hills. During the day, the vale's residents hunt small game and gather wild fruit for wine. Other predators, such as bears, lions, and roes, hunt the re gion as well. Some of these beasts, whether predator or prey, have become Nyxborn legends that appear again and again through the generations, either as threats or the stuff of incredible meals. Satyrs speak of both Kexosrexsos the Braided Lion and Hulp the Pork Bird with equal awe.
NYLEA'S FAVORED
WOODLANDS
A circle of satyr druids, Nylea's Favored protect the Skala Vale, restoring nature after damage by wildfires or too rowdy satyr parties. They also defend the vale by growing dense underbrush and supporting populations of wild beasts at their territory's borders.
The Skola Vale's trees grow in twisted, climbable shapes allowing inhabitants shady places to play and sleep. Dryads protect the largest of these trees, espe cially from drunken satyr antics. During the day, the copses are idyllic forests, filled with the music of pan pipes. At night, though, the forests grow more menac ing. Nocturnal monsters roam the wood-particularly chimeras, cockatrices, and harpies-striving to pick off drunken satyrs wandering alone after a revel. Satyrs rarely travel alone at night, believing that noise and mu sic scare away evil, but revelers aren't always as wary as they should be.
SIBYLS
The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future. Sibyls warn the community when danger threatens the valley, select dawngreets, and oversee the "initiation rites" of the Cult of Horns. The oldest sibyl is a gray-furred satyr named Cresa. She insists that the more she drinks, the further she can see into the future.
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C HAPTER 3 I REALMS OF GODS A N D MO RTALS
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THE KATAC HTHON MOUNTA I NS While folk wisdom holds that the eastern Oraniad Mountains are blessed by the gods, dark, older magic supposedly holds sway in the Katachthons. While the Katachthons are a smaller range than the Oraniads, they are harsher and more volcanically active, with regular avalanches, storms, and unpredictable microcli mates. Clouds obscure heavenly signs, guides become disoriented, and explorers wander in ever-smaller cir cles. And above it all, dragons rule the range-fire-belch ing creatures whose bellies, it is said, are filled with the flames of Purphoros's forge. Those who live in the foothills of the Katachthons are loath to acknowledge any tales of wondrous treasure or mysterious creatures to be found there, only repeating a warning to travelers: if you must cross them, keep to the passes. The two passes, One-Eyed Pass and the Cypress Gates, aren't safe, but they are generally consid ered less lethal than attempts to blaze one's own trail.
THE 0 RANIAD MOUNTA I NS The Oraniad mountains stretch along the east side of Oreskos. While they don't share the dark reputation of their western neighbor, they are the more dangerous territory. Tall, timeless mountains, the Oraniads are said to be closer to Nyx than any other point on Theros. Ancient shrines lie among the lonely peaks, their origins lost to mortal memory, and their halls haunted by myste rious supernatural phenomena. A wanderer might come upon a shrine to a forgotten god, only to find it gone upon looking back. Travelers might also catch glimpses of mysterious creatures here, beings that should have long ago passed into Nyx, or that have slipped from the divine realm before the gods intended from them to ap pear upon the world. E M PTY EYE
On the western edge of the Oraniad range's widest point stands its tallest peak, a smooth-sided, towering, extinct volcano. Its caldera is a gaping dark hole, and no expedi tion sent to plumb its depths has ever returned.
MOUN T VELUS
NYKTHOS
Visible from Akros, Mount Velus is an energetically ac tive volcano. The fiery mountain serves as nothing less than Purphoros's home in the mortal world. While the volcano has only erupted a few times since Akros's founding, those minor catastrophes were enough to demonstrate that a major eruption might destroy the entire region. Akroans regularly leave offer ings at the foot of the volcano, and rigorously dissuade travelers from venturing up to the sacred peak, hoping to avert the great explosion they fear is coming. While some adventurers have climbed to the volcano's caldera, met Purphoros, and lived, the god's anger isn't the only danger. A red dragon called Thraxes makes his home in the halls of Purphoros's first residence, which the god abandoned to create a larger and more ornate home deeper in the volcano. The dragon occasionally uses the old forge to craft his own creations, melting gold from his treasure hoard. He sometimes gives these creations to Purphoros as offerings. In exchange the god allows the dragon to stay in the volcano. Purphoros's forge lies in the deepest part of Mount Velus, near a vast lava pool. The massive iron forge is surrounded by the finest ores, metals, and gems. Some of the greatest treasures Purphoros ever crafted are contained in the god's residence, a forge-palace warded by an enormous, gilded iron door. Occasionally these doors crack open, admitting a curious anvilwrought creature into the world, or burst wide, unleashing some manifestation of Purphoros's fury.
The Nykthos is a nexus point between the mortal realm and Nyx. The site bears the name of the first Nyxborn, a divine artisan tasked with building altars to the gods so they could be worshiped by mortals. Built on a vast plain high in the mountains, the temple forms a mighty semicircle upon a field of starry marble. Its position at the peak of Mount Carian affords it an un obstructed view of the horizon in all directions. Statues of gods, champions, and oracles adorn the shrine, and each deity has an altar in a distinct alcove. Towering pillars of light rise from each altar and vanish into the starry night sky. Unseen in the heavens above, these pil lars connect to counterparts in an identical temple in the foyer to Nyx-the entrance, as it were, to the realm of the gods. The few brave souls that complete a pilgrimage to Nykthos and sleep on the peak experience extremely vivid dreams of divine entities, sometimes talking with the gods themselves or gaining visions of the future.
MOU N T VE SIOS
Mount Vesios, also known as the Little Sister, is a smaller volcano that resembles Mount Velus and erupts concurrently with Velus. A monastery on its western slope houses scholars and spellcasters who study the volcano, believing that through it, they might be able to control the eruptions of Mount Velus. Numerous oreads and Akroan flamespeakers offer their omens from the volcano's heights. ·-
C HAPTER 3 I REALMS OF GODS A N D MORTALS
PHOENIX STAIRS
An eerie natural formation of hexagonal pillars creates a natural staircase up to a small volcanic peak in the Ora niads. A phoenix makes its nest in the caldera at the top, tending its precious egg. Phoenix feathers bring high prices in markets across Theros, though misfortune hunts those who ascend to the creature's lair, even if they succeed at obtaining only a single feather. WIN TER'S HE ART
Among the northern Oraniads stands a blizzard-gripped mountain that resembles a volcano. What breathes forth from the crater isn't fire, though. The caldera's interior is coated with ice so cold it freezes anything it touches. Even the fumes that issue forth cause instant frostbite. At the volcano's heart stands a glass statue of a haunt ing, androgynous figure offering a diamond crown. None who have attempted to claim this strange gift have sur vived. Even the gods prove reticent to speak of the place, denying its existence or speaking of it with shame.
REALMS OF THE GODS The mortal world of Theros isn't the only rea�m where the gods hold sway. The mortal realm is closely linked to two other realms, the domains of the gods themselves, Nyx and the Underworld.
NYX Nyx is an endless plane of existence where the powers of potentiality and belief hold sway. It is the realm of the gods, of belief given form, of dreams, and of rising and fading philosophies. From here, the pantheon of Theros watches the mortal world and guides the living. Though the gods live in a veritable paradise, they can't sever themselves from the mortal world. To do so would be to lose the faith of their followers, the source of their magic and a power they will not relinquish. Nyx can be perceived in the night sky, with its ev er-changing brilliance marked by constellations and cosmic phenomena. Its power slips into the world in the same form, with star fields filling the shadows of Nyx born beings that are infused with its power (see chapter 6 for details on Nyxborn). While Nyx is impossible to map, distinct regions do exist, and some travelers have returned to the mortal realm with tales of these incredible locations. MOUNT HIASTOS
This drifting mountain rises in sharp relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx's vibrant colors and lights, and
that without it, the plane would be plunged into eternal darkness. Several gods make their homes on the moun tain's slopes. Heliod maintains a sprawling palace of gold and white marble, with a rooftop throne where he receives guests. Purphoros maintains a forge beneath the mountain, where he crafts philosophies, energies, and creations that would be impossible to manifest in the mortal world. Keranos lives near the summit of the mount, where he sends lightning bolts of inspiration to manipulate forces throughout dreams and the cosmos. Nylea, too, is known to visit Mount Hiastos, maintaining a sanctuary there within an ancient, knotted wood. MYS TIC SEA
This body of mist and water hides endless secrets within its depths-both literal secrets that manifest from mortal minds and unimagined concepts not yet fully formed. Thassa's palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her home. TOVIAN FIELDS
Nyxborn legends battle here in ceaseless, glorious war. Unlike any mortal environment, the Tovian Fields are an expanse of energies, the clash of opposing philosophies manifesting as throngs of legendary combatants. In the midst of this riot rise the palatial war-tents of Mogis and Iroas, who lead the endless battle. Kruphix claims the borders of the Tovian Fields as his territory. He doesn't maintain a central residence. Rather, his influence binds the conflict, encompassing all perspectives and preventing the battle from spilling forth into the rest of Nyx.
THE UNDERWORLD The Underworld is the place of final rewards and �nd less suffering. Although many believe the Underworld is literally beneath the ground, in truth the plane is distinct from the mortal world, reachable only via mag ical means, hidden pathways, or by death. The souls of all dead sapient creatures awake on the banks of the Tartyx, where they meet Athreos the River Guide. From there, those capable of paying for his service are ferried to their new home in the Underworld. Most imagine the Underworld's wards as being stacked atop one another, but their actual relationships defy mortal understanding. While the Tartyx River reaches each ward, Phylias is typically defined as the entry to the Underworld, while Tizerus is farthest from this entrance. The other wards hold their own equal places in between. Regardless, souls destined for each realm reach their destinations with equal efficiency and permanency. (See chapter 2 of the Dungeon Master's Guide for details on planar arrangements.) Each distinctive Underworld ward is effectively in finite in scale, with the space between noteworthy lo cations endlessly expanding and contracting. Traveling between locations is typically impossible on foot. Secret paths that defy mortal logic, magical steeds, and the intervention of powerful Underworld denizens all might speed one's travels, though. Attempting to escape the Underworld is an entirely different, nearly impossible matter, though (see chapter 4 for details). Although vast beyond understanding, the Under world's most noteworthy regions are detailed here.
THE T ARTYX R I VE R
The Tartyx forms the boundary between the mortal realm and the Underworld. It is also known as the Riv ers That Ring the World, as it is formed from the con fluence of five tributaries, each originating in one of the Underworld's five wards. The Tartyx is vast, with one far shore impossible to see from the other. Countless drift ing islands dot the river, some forested by leafless trees, others heaped with crumbling ruins. Still others are the domains of powerful demons and strange entities that death proves not quite able to claim. None of these tiny lands are hospitable to either the living or the dead. Even the waters of the Tartyx hold their own threats, both mysterious creatures that slither beneath its rip pling waters, and their own infamous power to wash away memories and all sense of identity. AGONAS
Agonas is the last home of warriors and soldiers who battled in life without honor, as well as the souls of cow ards, mercenaries, and others who lived by the sword. Their cries of pain and triumph echo on the faintest wind, stirring bloodlust in all who hear them. The clash of weapons echo over every ridge and can yon of Agonas's rocky expanse. Great stadiums and plat forms rise from the arid landscape, some carved from the remains of titanic ruins, others hanging from mas sive, rusting chains. The many theaters of battle blend with dwellings carved into natural rock towers, forming an extensive network of arenas and errant fortifications. At the ward's heart thrums the Stadium of Dishonor. Here fierce soldiers test their blades against one another and against the teeth and claws of vicious monsters. Upon arriving, dishonorable souls relegated to Agonas are met by oreads (see chapter 6), the souls of other dead champions, and cyclopes, who guide them to the scene of their endless battle. PHYLIAS
The souls that occupy Phylias were uninspired and didn't strive for greatness in life. They plodded through existence and left no mark upon the world through their deeds or their deaths. In the afterlife they perform repet itive tasks in close quarters with others just like them selves, all in a mockery of a living community. Artless architecture of plain, gray stone gives Phylias an outward appearance of normalcy at first glance. But the buildings are titanic, blocky masses of hodgepodge construction erected seemingly without plan. Although the structures might be impressive in size or number, they are cold and hollow, derelict monuments in an end less slum. Those who arrive in Phylias are met by no one. They are simply left to wander away and slip into a place among the shuffling masses.
•
•�
SHORE OF THE TARTYX R 1 vER
In Ilysia the souls of heroic mortals and of those who died unjustly find eternal rest and comfort. Erebos's grim influence holds no sway here. Ilysia is a sanctuary of peace and tranquility. Majestic temple-palaces stand amid lush forests, the colorful vegetation draping luminous marble in living mantles of flowers and sweet fruit. At the ward's heart towers the Citadel of Destiny, where heroic souls gather to honor the gods, trade tales of glory, and feast with worthy com panions. They also hold elaborate physical contests in which any Ilysian soul is welcome to participate. When the worthy dead arrive in Ilysia, they are wel comed by dryads, majestic chimeras, or the souls of leg endary heroes. NERONO
Nerono is the final home of souls haunted by their mem ories and of mariners who were lost at sea. Vast oceans fill Nerono, a realm dotted by lonely is lands and crisscrossed by aimless ships. Titanic ruins and great, algae-slick chains rise out of the sea, as do the weathered hulls of legendary shipwrecks. The sky is a misty blur of color that hangs over water as still as glass. Despite the ocean's normally placid appearance, mighty storms often arise from nowhere, casting souls into waves and whirlpools by the scores. Somewhere within the great oceans hides a twisting tangle of tides
and winds called the Labyrinth of Memories. This maze of waterways confounds unwary travelers and twists their course into an inescapable path for eternity. When a soul reaches Nerono, sirens, naiads (see chap ter 6), or sphinxes might guide them into the ward. T I Z E RUS
The deepest ward of the Underworld, Tizerus is the fi nal punishment of murderers and those who committed unforgivable offenses against the gods themselves. The ward is a gloomy, miserable expanse where the ruins of titanic architecture loom over a wasteland of black rock. At its center looms Erebos's palace, an om inous structure of polished darkness embellished with gold ornaments and streamers of crimson silk. The god of the Underworld broods in his halls, occasionally striking out with his lash to drag wayward souls into his realm. Deep beneath the palace lies the lone glimmer of hope amid the ward's gloom: the portal called Lathos, which leads back to the world of the living. Beyond Ere bos's palace sprawls a stinking swamp of rotting muck and dead vegetation known as the Mire of Punishment. Souls trapped there suffer eternal torment at the claws of demons and other monstrous creatures. When souls damned to Tizerus arrive, they quickly find themselves dragged away in a whirlwind of pain and terror. Demons, Underworld harpies, lamias, and nightmares compete for the chance to haul the doomed away to their own personal punishments.
�
.
... .
CHAPTER 3 I REALMS OF GODS A N D M O RTALS
CREATING THEROS ADVENTURES AN THE GODS DETERMINE MY FATE?"
Elspeth asked. "What is truly the extent of
CHAMPIONS AND
UESTS
Each god's entry in this chapter begins with a discus
their power? Can they make what I want
sion of the god's champions: quests for them to under
happen-if only I please them enough?"
take, how you might structure a campaign around that
"If you want a god to determine your fate, you must ask
god's champions, and blessings the god might bestow.
the god for an ordeal," Sarpedon said. "They will only grant
SERVING Two OR MORE MASTERS
it if they think you are worthy-whatever 'worthy' means
Often, each of the characters in an adventuring party is
for them. If you accomplish it, you may request a hand in your own destiny."
the champion of a different god-or no god at all. What brings the characters together? How do you motivate the whole party? Consider these options:
-Jenna Helland, Godsend As exemplified by the labors of Anthousa, the exploits of Haktos the Unscarred, the wondrous inventions of Dalakos, and Elspeth's escape from the Underworld, the heroes of Theros chart their own fates-and so will the player characters in your campaign. What adventures might Heliod's champions under take? What villains and monsters are associated with Phenax? How might adventurers get entangled in divine schemes? This chapter explores these questions, pro viding abundant advice, tools, and maps for players to create their own exciting stories. The options presented here expand on the material in chapter 3 of the Dungeon Master's Guide to help you craft adventures for your own Theros campaign. Each god of Theros's pantheon has a section here, describing how the deity interacts with the mortal world. Beyond the gods, tools for running nauti cal odysseys and descents into the Underworld appear in this chapter, along with an adventure that explores the machinations of immortals and the dead. Monsters and nonplayer characters mentioned in this
Divine Coalition. The characters represent a coalition of gods who have joined forces against a common foe (or cabal of enemies). For example, you might build a campaign around the idea that Erebos, Mogis, and Pharika are conspiring to unleash slaughter and plague on the mortal realm. Perhaps heroic champi ons of Ephara, Heliod, Karametra, Nylea, and other gods unite to protect the world from this threat.
Friendly Cooperation. If Thassa's champion helps Heliod's champion today, perhaps Heliod's champion will help Thassa's champion tomorrow. As long as the aims of gods aren't in opposition, those gods take no issue with their champions helping each other.
Together by Circumstance. A group of characters might find themselves on a galley foundering in a storm, in a polis under attack, or on the same side in a war. In such a case, when divine champions contend against a common threat, their allegiance to different gods might be less important than the urgency of their current situation, and they might forge lasting friend ships that transcend their religious allegiances.
chapter can be found in this book (MOT), the Monster
QUESTS
Manual (MM), Mordenkainen's Tome of Foes (MTF),
A mortal champion is a vessel of divine power and an
or Volo's Guide to Monsters (VGM). When a creature's
agent of divine will. A champion's role is to act as the
name appears in bold type, that's a visual cue pointing
god's eyes and hands, upholding the deity's ideals and
you to the creature's stat block. If the stat block appears
shaping the world to conform to those ideals.
in chapter 6, the text tells you so.
GOD-BASED ADVENTURES Three elements combine to form the adventures re counted in the epics of Theros: heroes, gods, and mon sters. Each god's section in this chapter provides the ingredients to build your own epics: champions and blessings, villains and monsters, divine schemes, and adventure locations.
In return for the gods' divine blessings, champions are expected to do the god's bidding. The quests in each god's section throughout this chapter provide examples of tasks the gods might assign to their champions. As long as at least one member of the adventuring party is a champion of the god in question, these ideas might serve as adventure seeds. Completing a
Ques t When a champion undertakes .
a quest on a god's behalf, the champion can expect a reward for doing so. As long as the champion is actively CHAPTER 4 I CREATING THEROS ADVENTURES
..
'
-·
109
pursuing the quest and upholding the god's ideals along the way, you can increase the character's piety score, using the general rule of raising it by 1 every session. Upon completing a quest bestowed by the god, the char acter might earn a blessing (such as those described in this chapter) as well as a piety score increase.
Declining a Quest. The cost to a champion for refus
DIVINE ASSISTANCE STORM-TOSSED AND BROKEN, FOUNDERING,
Callaphe cried out to Thassa. Tritons came swiftly to save her, bringing her north to the Lindus.
ing to accept a god's quest can be steep. Sometimes, a
-The Callapheia
champion can safely put the task on hold for a time, such as when helping another champion complete a quest for a different god. As long as undertaking the quest isn't a matter of urgency, gods usually don't punish champions who procrastinate. But if a champion willfully ignores a god's quest or pursues opposite aims, they might suffer any of the following consequences:
•
desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for information, and clerics who beseech their gods for as sistance sometimes receive miracles in answer. Heroes
The character's piety score might decrease by 1 each
also have the opportunity to ask the gods for favors, af
day, or each play session, for as long as the character
ter proving their worth by enduring a divine ordeal.
continues to refuse the quest. •
The gods are fond of meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of
At other times, the gods take the initiative to reach out
The god might intervene to steer the champion toward
to mortal heroes, sending them on quests or meddling
the quest: Thassa could cause a storm to blow the
in their adventures. Dreams, omens, and emissaries are
character's ship off course, for example, bringing the
the most common means by which gods might make
champion to where the god wants them to be.
their wishes known.
In extreme instances, the god might place a magical command on the character, similar to a geas spell.
GOD-BASED CAMPAIGNS Each god's entry in this chapter explores the themes and events that could drive a campaign focused on the cham pions or agenda of that god. Typically, in a campaign centered on a god, one or more of the player characters are champions of that god, so it's natural-and perhaps even necessary-for them to become directly embroiled in how events unfold.
VILLAINS AND MONSTERS
Two crucial principles should guide your use of divine involvement in your campaign:
Don't eliminate character choice. The gods can tell characters to do things, and even threaten to punish them if they don't do things, but the gods can't control mortal actions.
Don't eliminate risk and danger. The intervention of a god should never guarantee success or victory, nor should a god's interference portend immediate defeat. Gods can act to change the balance of an encounter or offer an avenue of escape, but they count on their champions to be heroes and act accordingly.
Just as many heroes serve as champions of the gods, many villains also serve their wills. Each god's section offers ideas for NPCs whose devotion turns their behav ior in a villainous direction. It also provides suggestions for the kinds of monsters that might be associated with that god and serve as foes in an adventure. Generally, monster suggestions exclude foes that could work for most gods, like acolytes and priests from the Monster Manual and
oracles from chapter 6 of this book.
GoDs AS CAMPAIGN VILLAINS You can build a campaign around the villainous plans and deeds of a god, pitting the heroic adventurers against that god's servants and emissaries throughout their careers. Each god's entry offers suggestions on how such a campaign might progress. Additionally, a table of divine schemes suggests ambitions a god might pursue, or threats they might unleash, as a campaign's primary antagonist.
ADVENTURE LOCATIONS Each god's section includes a map of an iconic location often associated with a specific god. The description of each location includes tables that list possible goals for an adventure based there and villains the characters .
might face there. -
llO
CHAPTER 4 I CREATING THEROS ADVENTURES
•
COMMUNICATION Communication between the mortal world a�d the divine can take a variety of forms, from omens that get mortals' attention by distorting natural phenomena to face-to-face conversations between a mortal and the manifestation of a god. As explained in chapter 2, the gods aren't all-knowing, so theoretical limits do exist on the information a god might be able to pass on to a human champion. That said, the gods are tremendously knowledgeable, with perfect recall of their past experiences and a reliable ability to predict the short-term future. The gods don't like to reveal their ignorance of any matter, so they might give a purposefully unclear or misleading answer rather than admit they don't know the right one.
OMENS When the lynx-constellation paces restlessly in the night sky, it is an omen that Nylea is worried. When the tides rise high in defiance of the natural cycle, that is an omen that Thassa is distressed. When rain falls on a sunny day, Keranos and Heliod must be in conversation. Through supernatural events such as these, evidence of the gods' presence and influence is demonstrated, meta phorically manifesting their divine wishes. Weal and Woe. The gods usually send omens as ei ther warnings or as signs of their favor. The response to the augury spell takes the form of an omen foretelling weal or woe, and the gods might use omens in the same way, even without being asked to provide a sign. When a divine champion sets out on a course of action, a god might express approval or disapproval, hoping to either encourage or dissuade the mortal. The augury spell requests an omen. At your option, you can simply provide the short answers offered in the spell description-weal, woe, weal and woe, or noth ing-but you can also describe more elaborate omens. The form of the response might vary depending on the method of divination used, which can go beyond the in laid sticks, dragon bones, or ornate cards mentioned in the spell description. Diviners in Theros look for signs in the stars, in the patterns of flocks of birds in flight, in the shapes of clouds, in the organs of sacrificed animals, in the sounds of thunder, in the designs left by waves on sand, and through many other means. So if an oracle stands on a beach imploring Thassa for an augury re garding a course of action you believe to be disastrous, you might describe the waves washing over the beach and circling around the oracle's feet, leaving them com pletely dry. (If necessary, though, you should clarify that the oracle knows the answer to be "woe.") Other Messages. An omen can also have a more direct meaning beyond simply "weal" or "woe." You
don't provide omens to address unimportant questions (unless the characters use a spell for this purpose). Interpreting Omens. A degree of mystery surrounds every omen, but the more complex an omen is, the more confusing mortals might find it. In addition, it's sometimes not clear whether a strange occurrence in the natural world is the work of the gods or has some other origin. If a character struggles to interpret the meaning of an omen, you might allow them to make a DC 14 Intel ligence or Wisdom check ( perhaps modified by profi ciency in Arcana, Nature, or Religion) to determine the nature of simple omens, with a success indicating that the correct message has been gleaned. Alternatively, characters might need to seek out oracles to interpret complicated omens for them. Omen Examples. The tables on the following pages provide examples of phenomena that could serve as omens of the various gods. Although they each have their own areas of concern, any god can manipulate the natural world as they please. You can choose a god to closely align the omen with and roll either a d6 or a d8 to get an omen associated with that god, or you can roll a dlOO to get an omen from any of the god's omen tables at random.
DIVINATION Clerics and oracles have spells at their disposal that al low them to ask the gods for insight. The divination and commune spells contact a god and promise a truthful reply to the caster's questions. The reply takes the form of a simple "yes" or "no," a cryptic rhyme, or an omen. It might be transmitted through a disembodied voice, a vision only the caster can see, or any other mystical manner. A verbal reply to a divination or commune spell must be truthful, but it might still be misleading. A god can't speak a deliberate lie in response to either spell, but they can be evasive while remaining within the boundaries of the truth. If a character casts one of these spells more than once in the same day, however, there is an increasing chance of receiving an unclear answer or none at all (as described in the spells' entries in the Play er's Handbook). This might happen because another god, alerted to the connection between the caster and their god by the first casting of the spell, intercepts the second one and chooses to mislead the character. Or it could simply mean that the god is tired of the character's pestering and chooses not to answer.
DREAMS AND VISIONS When mortals sleep and dream, they are said to "visit Nyx." During this time, mortals are particularly suscep tible to divine contact. A god might communicate with a sleeping mortal as if by casting dream-including
can use omens to nudge the characters to an adventure
the ability to transform the mortal's dreamscape into
location, to lead them to an oracle who lives far from
a nightmare. Whatever form such a dream takes, they
the polis, or to hint at the true identity of a villain. Nylea
are often similar to omens, making heavy use of symbol
might cause a flock of birds to suddenly rush eastward,
and metaphor.
inviting her champion to follow in that direction, or an animal might snarl whenever the villain's name is spo ken. Omens should communicate important messages from the gods, something meaningful enough that dei ties have deigned to interfere in mortal efforts. The gods
..
CHAPTER 4 I CREATING THEROS ADVENTURES
III
OMENS OF KRUPHIX d6
dlOO
Omen ofKruphix
53
The natural world falls utterly sile�t.
2
54
An aurora shimmers on the horizon.
3
55
OMENS OF PHARIKA d6
dl 00 73
Hundreds of snakes, spiders, or centipedes crawl from the ground.
The attention of every celestial figure in the
2
74
A strong chemical smell follows a character.
night sky is suddenly focused on one charac-
3
75
A character exhibits a disease's symptoms.
ter or place.
4
76
4
56
Nyx appears in the shadows of all things.
5
57
Two extra ethereal arms sprout from a char-
Leaves shrivel and turn black, while flowers pour acidic nectar.
5
77
A snakeskin wraps around a way marker or
acter's body. 6
58
The night sky appears to wheel overhead as
personal possession. 6
Patterns of clouds or stars slither away, mov-
78
though years are streaming by.
OMENS OF MOGIS d6
dlOO 59
Omen ofMogis
ing with an audible susurrus.
OMENS OF PHENAX d6
dl 00
60
Normally harmless animals turn aggressive-
casts them, appearing to run away. 2
80
3
81
A gold mask momentarily appears over the face of every living creature in sight.
the smaller, the angrier. 3
61
Water (a stream, pool, rain, or a liquid in a
Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight.
container) turns to boiling blood. 4 5 6
62 63 64
A bestial roar erupts from over the horizon or
4
82
Everything turns shades of gray.
deep within the earth.
5
83
Creatures' mouths momentarily vanish and
The stars turn red.
they can't make sounds or speak.
A character develops a ravenous hunger for
84
The sun momentarily melts, raining gold
6
coins that vanish soon after landing.
raw meat.
OMENS OF NYLEA d8
dl 00 65
Omen of Nylea
OMENS OF PURPHOROS d8
66
Fallen leaves blow perpendicular to the wind.
3
67
The weather suddenly changes radically.
4
68
A colored arrow strikes nearby, arching from
dlOO
2
Omen of Purphoros The sound of a hammer rings in the air.
85
Butterflies land on a character or fly together in a particular direction.
2
Omen of Phenax Shadows move independently of whatever
79
A creature spontaneously starts bleeding, their blood pooling in a bull shape.
2
Omen of Pharika
Noxious gas suddenly vents from under-
86
ground. 3
87
The ground or a metal object becomes un-
an impossible direction.
4
88
An animal moves in a mechanical manner.
comfortably hot.
5
69
Plants sprout and grow to maturity instantly.
5
89
Huge plumes of smoke rise from the horizon.
6
70
Trees and vines coil to hinder movement.
6
90
The earth shakes in a deliberate rhythm.
7
71
Animal tracks appear where nothing walks.
7
91
8
72
A celestial lynx paces back and forth across the night sky.
Something that was broken is reshaped into something new.
8
A statue or metal object comes to life.
92
OMENS OF THASSA d8
dlOO
Omen ofThassa
93
A lustrous seashell or small fish appears in
2
94
The tide goes out (or in) at the wrong time.
3
95
The sound of crashing waves fills the air.
4
96
someone's drink.
Ripples in water form patterns of ships and sea creatures.
5
97
A beautiful coral pillar rises from the earth.
6
98
A flock of dozens of noisy seabirds land.
7
99
A school of sea creatures swim in the air.
8
00
Someone starts drowning on dry land.
CHAPTER 4 I CREATING THERO
ADVENTURES
DIVINE INTERVENTION As with Callaphe the Mariner's desperate cry to Thassa, heroes in dire straits sometimes implore their gods
for help. Occasionally, the gods answer. Whether a re sponse is elicited by a hero's desperate prayer, a cleric's use of the Divine Intervention class feature, or a god's decision to intervene in mortal affairs for good or ill, an answer can manifest in a variety of ways.
BLESSINGS As described in chapter 7 of the Dungeon Master's Guide, the gods sometimes use blessings to reward their faithful servants for momentous deeds. Completing a quest bestowed by the god is an accomplishment that might merit a blessing as a reward. Occasionally, a god might also offer a blessing when sending a champion on a quest, helping them to prepare for the task ahead. A character retains the benefit of a blessing until it is taken away by the god who granted it, which might
weapon deals an extra ld8 radiant damage. ( Depending on your god, it might deal a different damage type-ne crotic for Erebos, lightning for Keranos, or fire for Pur phoros, for example.) Once you use this blessing, you can't use it again until you finish a long rest.
EMISSARIES A divine emissary is a creature woven from the fabric of Nyx as a tool to carry out a god's divine will. Emis saries have no will of their own; they are extensions of their creators' divine substance, brought into the mortal world to fulfill a specific mission. When that mission is complete, they return to Nyx. While certain deities are associated with sending fa vored animals as their emissaries-such as the stag of ten associated with Heliod and Nylea's lynx-any animal might be a god's emissary. In each case, divine emissar ies have a few shared characteristics: •
tance and magic weapons.
a magic item, a divine blessing can't be suppressed by an antimagic field or similar effect. There is no limit on the number of blessings a character can receive, but a character can't benefit from multiple applications of a blessing at the same time. If you choose to award blessings to the characters in your campaign, use the guidelines in the Dungeon Mas ter's Guide. If a blessing duplicates the effect of a magic item, it requires a minimum piety score based on the rarity of the item:
•
They're of remarkable size, being at least one size cat egory larger than normal.
MIRACLES As the simplest form of miracle, a god can produce the effect of any cleric spell or any spell associated with one of the god's domains, and have the spell take effect anywhere in the mortal realm. The gods' capabilities aren't limited by spell lists, though, and their miraculous intervention can have any effect you want. Direct godly
Uncommon magic item: requires piety 3 or higher
intervention tends to be subtle and rare, though, as it
Rare magic item: requires piety 10 or higher
attracts the attention of other gods and might encourage
Very rare magic item: requires piety 25 or higher
them to meddle in their own ways.
Legendary magic item: requires piety 50 or higher
You can use these additional blessings for your cam paign, or use them to inspire more supernatural gifts. Blessing ofFarsight (Requires Piety 3+). You have advantage on Wisdom (Perception) checks that rely on sight. Blessing ofProtection (Requires Piety 3+). As a bonus action, you can invoke your god's protection, providing you with a +l bonus to your AC for 1 minute. Once you use this blessing, you can't use it again until the next dawn. Blessing ofResilience (Requires Piety 3+). When you are about to take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain re sistance to that damage type until the end of your next turn. Once you use this blessing, you can't use it again until the next dawn. Eyes ofNyx (Requires Piety 10+). As an action, you can imbue your eyes with enhanced vision for 10 min utes. While the blessing is active, your eyes look like the starry void of Nyx, and you can see invisible creatures and objects within 60 feet of you that are within your line of sight. Once you use this blessing, you can't use it again until the next dusk. Weapon ofNyx (Requires Piety 10+). You can use a bonus action to cause one weapon you are holding to surge with divine power for 1 minute. On a hit, the ·-
rr4
They are Nyxborn and have one or two of the Nyxborn traits described in chapter 6, commonly magic resis
happen if a character's piety score is reduced. Unlike
CHAPTER 4 I CREATING THEROS ADVENTURES
DIVINE ORDEALS Life as a champion of a god offers abundant opportuni ties to escape life's tedium, but a mortal who wants to truly take control of fate can request an ordeal from one of the gods. An ordeal, as the name indicates, is no easy task. To receive one, a candidate must accomplish at least one near-impossible feat to even make the request: finding a pathway into Nyx. But the reward for triumph is appropriate to the scale of the challenge.
JOURNEY INTO NYX The first stage of a divine ordeal is entering Nyx. Cal laphe the mariner is said to have sailed her ship over the waterfall at the edge of the world and right into Nyx, where she can still be seen among the constellations. Additionally, Kruphix's Temple of Mystery at the edge of the world and the shrine of Nykthos are known to hold portals that lead to the gates of Nyx. In theory, high-level characters can use spells such as plane shift or gate to move from the mortal realm to Nyx. In practice, securing the proper material com ponent to travel to Nyx through the plane shift spell is roughly as difficult as sailing to the edge of the world, and Kruphix can (and usually does) prevent the gate spell from opening a portal into Nyx. There might be other ways to get into Nyx, and each one is a challenge suited for the greatest heroes.
ASK AND RECEIVE After reaching Nyx, a hero must next ask a god for an ordeal. Asking for an ordeal is as simple as calling out one's intention to the god: "Erebos, I request an ordeal!" The gods grant ordeals only to those they consider worthy. The hero need not be a worshiper of the god
• •
essential that you give this encounter anything more than a narrative framing. The point is that the ordeal should test whether the hero's drive can counteract their other personality traits. The god who grants an ordeal shapes it. Keranos, for example, might challenge a hero with saving innocents during a dangerous storm, or
being beseeched, or be concerned with upholding the
Thassa might throw a mortal into a dreamscape where
god's ideals. As a rule, any hero capable of reaching
their ship is attacked by a kraken. Beyond the obvious
Nyx is worthy of receiving an ordeal in most gods' eyes. Additionally, a god will typically only grant a champion
challenge, the ordeal should create tension between a character's heroic drive and their other characteristics. You can use these guidelines to determine the appro
one ordeal in their lifetime-allowing more only under exceptional circumstances. A god might test multiple members of a group, con fronting each with their own ordeals. Alternatively,
priate degree of challenge for elements of an ordeal:
Combat with One Creature. Use a monster or an NPC with a challenge rating equal to half the charac
champions devoted to different deities might all request ordeals from their own gods. Those who don't partici pate in an ordeal, though, still have plenty to do in Nyx
ter's level.
Combat with Multiple Creatures. Use 2d4 creatures, each of which has a challenge rating of about one-fifth
and might find themselves contacted by agents of the gods or that realm's other legendary inhabitants.
the character's level.
Ability Checks. Set the DC at 20 for most checks and 25 for checks that are crucial to the ordeal.
THE ORDEAL Assuming the god deems the hero worthy, the ordeal gets under way. The hero falls into a trance and steps alone into a dreamscape constructed by the god. Work to craft an ordeal that provides a significant challenge for the character to overcome. Fundamentally, an ordeal is a test of the character's heroic drive, as
THE REWARD There's typically no penalty for failing an ordeal, but the reward for success can be great. A character can re quest anything from a god. Consider these examples of what a god might grant to a successful hero:
described in chapter 1. Will the character's drive prove
•
A miracle or other form of divine intervention
strong enough to overcome everything else?
•
A supernatural gift of your choice from those de
•
A magic item of a rarity appropriate to the charac
scribed in chapter 1
An ordeal is a single encounter, which might involve combat, interaction, a series of ability checks, or other activities. It takes place in a dream state, so it's not
.. ..
ter's level
....
CHAPTER 4 I CREATING THEROS ADVENTURES
II5
The River Guide's mortal servants will likely find their emotions tested-particularly their sense of morality and their inclination toward sympathy. Any mortal might be moved to restore a ruler whose death will ig nite a war or by the plight of lovers separated by death. Athreos cares not for such things, and he expects his followers to guard the borders between life and death as emotionlessly as he does. If one of his servants falters, •
ATHREOS The River Guide straddles the line between life and death, maintaining the cosmological balance with no re gard for the morals and emotions of mortals. Athreos's champions seek to further his goals, and rarely do so with greater sympathy than their grim patron.
ATHREOS'S CHAMPIONS Athreos expects his champions to maintain the balance
Athreos is quick to revoke his blessings.
ATHREOS1S VILLAINS Athreos's champions readily forsake their connections to other mortals. Working among endless throngs of the dead and grieving can sap one's empathy and harden any soul. As a result, Athreos's followers make grim opponents when they prioritize the needs of the dead over the living. Their mission also makes them ready foes of the Returned and their allies. Some seek to achieve greater efficiency in the transition of the doomed into death, such as by impeding medical treatment or
between the living and the dead, just as he does. Beyond
wrecking warships destined for hopeless wars. Athreos
this, his servants take it upon themselves to maintain
doesn't approve of utter cruelty, but neither does he par
funerary customs unique to their cultures and preserve
ticularly care, so long as the dead meet him with coin.
the memories of the departed. Beyond the mortal world, the River Guide opposes any who disrupt the cycle of
The Athreos's Villains table suggests a variety of foes that might arise from among the god's followers.
life and death, behavior that occasionally brings him into conflict with other deities-particularly Erebos and Heliod, but also occasionally Phenax and Pharika. The Athreos's Quests table suggests a few adventures
ATHREOS'S VILLAINS d6
An oracle (see chapter 6) follows omens to find those
the god's champions might involve themselves in.
ATHREOS1S QUESTS d6
Adventure Goal
who have been resurrected, claiming they owe Ath reos a debt.
2
2
Strike against one of the necropoleis, either Asphodel
life to restore the balance. 3
Seek out a lampad nymph who has fallen in love with a soul he was supposed to lead to the Underworld.
4 5
the dead. 4
Reconsecrate a grand but neglected mausoleum, put
less they're shown proper respect. 5
Defeat an agent of a god who seeks to f ree a loved one, a mentor, or a champion from the Underworld.
AN ATHREOS CAMPAIGN Early in a campaign, Athreos's champions likely face dangerous or wayward undead, such as ghouls and ghosts, or monsters that have taken up residence in sa cred burial sites. As the story progresses, the Returned and eidolons might feature more prominently, along with situations that force champions to oppose those
A priest of Athreos speaks out against healers and Pharika's followers during a plague, offering death as
ting the unquiet spirits there to rest. 6
A group of cult fanatics charges exorbitant prices for funeral rites, threatening to lead the dead astray un
Hunt down a rampaging cerberus and return it to its place guarding the Underworld.
A warmongering noble rallies the public against a necropolis, encouraging a war between the living and
or Odunos, curtailing its growth or bringing it to ruin. 3
A mercenary (gladiator) accuses a community of har boring Returned and threatens to claim their leader's
Seal a secret path that the Returned use to escape the Underworld.
Villain
the only alternative to suffering. 6
A lampad (see chapter 6) hunts the offspring of an ancient hero who escaped death, claiming they shouldn't exist.
ATHREOS'S MONSTERS Most creatures that serve Athreos aid the god in destroying the undead. Beyond that, the Athreos's Monsters table presents a few creatures likely to serve the god.
seeking the souls of loved ones or the spirits of those with work left undone. At some point, Athreos's champi ons might come to oppose the arrogance and treachery of Erebos, Heliod, and Phenax, or the machinations of demons or the necropoleis of the Returned.
n6
CHAPTER 4 I CREATING THEROS ADVENTURES
D
:i z
ATHREOS1S MONSTERS Challenge
ATHREos's DIVINE SCHEMES
Creature
Source
l
Giant vulture
MM
2
Two-headed cerberus
MOT
3
Hell hound
MM
3
Lampad
MOT
6
Invisible stalker
MM
6
Underworld cerberus
MOT
8
Spirit naga
MM
9
Phylaskia
MOT
If Athreos were to have desires beyond his responsibil ities to the dead, he would likely keep them secret and act with slow, nearly invisible, deliberateness. The Ath reos's Divine Schemes table suggests just a few of the god's potential objectives.
ATHREOS1S DIVINE SCHEMES d4
abandon them. Secretly, he has allowed the same spirit to be reborn again and again, allowing it to see
ATHREOS AS CAMPAIGN VILLAIN
all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to
Athreos sees his responsibilities as necessary, but
ferry any more souls until his student is returned.
doesn't cherish them. Were there a more efficient way to maintain the cycle of life and death, or to create some
Scheme Athreos tires of his responsibilities but refuses to
2
sort of stasis, he might pursue it. Alternatively, wittingly
The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the
or otherwise, Athreos might allow some less reliable
end of the Tartyx River. The River Guide needs the
being to take over his labors. Regardless of the circum
treasure returned swiftly, not out of greed, but as it is
stances, any change in the River Guide's role would have dramatic effects on the living and the balance of power between Theros's immortals. Adventurers caught
payment for something beyond the gods. 3
tides recede, great ruins are revealed, rising from the
in Athreos's machinations have the potential to influ
river bottom. Athreos sends agents to the headwaters
ence nothing less than the underpinnings of existence.
of the Tartyx River, seeking the cause of the problem
Correcting any imbalance in the cycle of life and death
before whatever the river had kept drowned emerges.
likely involves the assistance of other gods. If Athreos ever truly abandons his duties, it might be necessary for another to take up his labors. Candidates could include
The Rivers That Ring the World are drying up. As the
4
War between Heliod and Erebos is inevitable. Rather than letting it explode unpredictably, Athreos puts a
titans or gods, but a selfless mortal might also sacrifice
plan into motion to mitigate the damage. Ultimately,
themselves to become the new Athreos.
all it takes to end the war is Heliod's death or Erebos
j oining the Returned.
UNDERWORLD CROSSING The Tartyx River is dotted with ruined temples of Ath reos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead wait on the riverbank at these desolate places for the River Guide to appear and grant them passage to the Underworld side. The ruined temple buildings are as enigmatic as their patron. No priests inhabit or care for these places, though they are guarded by cerberi and phylaskia (both described in chapter 6). When living mortals enter these shrines, the buildings come alive with magic traps meant to keep the living out of the realm of the dead and the dead from returning to the land of the living.
UNDERWORLD CROSSING ADVENTURES Adventures in Underworld crossings usually involve the characters entering or exiting the Underworld or helping or preventing someone or something from doing so. Souls with coin left after crossing the Tartyx often discard their excess valuables upon reaching the Under world-their treasures proving useless in the realm of the dead. The dunes of discarded coins that pile up on the Underworld's shores might be enough to tempt mor tal treasure hunters, even at the risk of being eternally pursued by Athreos's servants. Alternatively, it might be souls rather than riches that tempt adventurers to the Tartyx's banks. A spirit who died without payment for Athreos might linger at the river's edge. Perhaps adventurers seek to help such a lost soul pass on to the Underworld, or they might offer
UNDERWORLD CROSSING MAP The Underworld crossing shown in map 4.1 is made up of two halves of a bleak, broken temple on either side of the Tartyx River. Each half of the temple facing the river ends in a dock. The riverbank on the mortal side is cov ered in gold coins. This half of the temple holds a large sanctuary with a cracked floor and sinking altar where phylaskia and cerberi stand guard. Surrounding this cavernous hall, shadowy corridors that lead to the dock are covered in trapped glyphs that explode with energy and collapse ceilings when activated by the presence of mortals. The temple half on the Underworld side of the river consists of twisting crypt halls that hold no bones, bod ies, or other remains-only dust and guardians. These halls give way to a second sanctuary filled with somber funeral music-though there are no instruments in sight. It's said that living creatures that hear this song are driven to the depths of despair. A massive statue of Athreos watches over this chamber and the guardians who reside there.
UNDERWORLD CROSSING VILLAINS Mortals who adventure in an Underworld crossing are likely to battle foes trying to enter or escape the Under world-or trying to prevent the characters from doing so. Examples of such villains appear on the Underworld Crossings Villains table.
UNDERWORLD CROSSINGS VILLAINS d6
A Returned palamnite (see chapter 6) seeks to de
with them. In either case, adventurers might offer the
stroy all Underworld crossings so the dead can freely
dead help in reaching their final resting place. The Underworld Crossing Adventures table offers ideas for adventures that could occur in such a place.
UNDERWORLD CROSSING ADVENTURES dl2
enter the mortal world. 2
world cerberi (see chapter 6), plotting to unleash the 3
3
Escape the Underworld.
stranded souls. 4
Force someone to lose their identity in the waters of Escort a Returned sentry (see chapter 6) escaping from the Underworld into the mortal world.
5
Underworld. As a result, they become specters that harass the living in the mortal world. 5
Bargain with a lampad (see chapter 6) to learn where Get information from a soul waiting to be ferried to
A priest of Athreos becomes annoyed with the dead returning and sends armies of clergy to secure the mortal side of the crossing.
the body of a lost hero lies entombed. 6
A nightmare shepherd (see chapter 6) takes over a crossing and doesn't allow souls to pass into the
the Tartyx River. 4
A greedy priest of Erebos steals coins from the dead before they are buried, thereby filling a crossing with
Enter the Underworld without alerting Athreos to your 2
A conquering general captures a number of Under terrifying beasts during a war.
Adventure Goal presence.
6
A satyr reveler (see chapter 6) seeks to throw an eter
the Underworld.
nal revel! By stealing coins from the dead, the satyr
7
Pay for a stranded soul to cross the Tartyx River.
traps souls at his morbid, Tartyx-side bacchanal.
8
Steal a specific valuable f rom the banks of the Tartyx
9
Sail from the crossing to a nearby, haunted island in
River and escape unseen. the center of the Tartyx River.
10
Convince an innocent spirit who keeps returning to their mortal home to pass into the Underworld.
u8
Villain
to pay for passage if a spirit shares valuable information
11
Seek an audience with Athreos.
12
Capture an Underworld cerberus (see chapter 6).
CHAPTER 4 I CREATING THEROS ADVENTURES
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themselves again worthy of her grace, perhaps by making substantial improvements to a city or defeating a major threat. Foes in an Ephara campaign could be deadly mon sters, corrupt politicians, or even impending natural disasters. The reappearance of figures from a city's past, either as Returned or Nyxborn, can also throw a community into disorder. Who has the greater right to rule: the current ruler or the city's legendary founder?
EPHARA Serious and knowledgeable, Ephara watches over cities, protecting them from the wilds and seeing that they de velop in a just and beautiful way.
EPHARA'S CHAMPIONS The god of the polis seeks out those who would de fend their cities with the same devotion that she does, fighting against threats both within and outside a
EPHARA'S VILLAINS Many see Ephara and her followers as villains, treading on the wilderness to expand cities and civilization. Even people who live in urban environments might not be safe from foes who profess to be in Ephara's service. Those who become excessively focused on rules and justice could overstep their bounds, using the law to op press countercultural or nonconforming populations. The Ephara's Villains table suggests a variety of foes that might arise from among the god's followers.
city's walls. The Ephara's Quests table suggests a few adventures the god's champions might involve themselves in. EPHARA'S d6
EPHARA'S VILLAINS d6
Villain A neighborhood leader enacts punitive laws, prevent
Q UESTS
Adventure Goal
ing people from expressing themselves. A guard imprisons people who worship gods op
2
Oust the corrupt leader of a town or a city. 2
Reclaim a city that has been overrun by creatures of
posed to Ephara, such as Phenax and Nylea. A noble is building a new development directly in a
3
the wild.
3
area.
4 5
there for millennia. A soldier begins killing people who have committed
4
Find a treasure to adorn a major landmark of a city.
terrible crimes but have been acquitted because of
Hunt down a criminal who is causing devastating
loopholes in the judicial system.
damage to a city, such as by arson. 6
forest, where it will displace wildlife that has lived
Help establish a new city in a sparsely populated
A group of mages who follow Ephara want to build a
S
Defeat a champion of an opposed deity, most likely Phenax or Nylea.
city on an island, heedless of the current residents. An oracle (see chapter 6) leads a cadre of scholars
6
secretly destroying work that they deem antithetical
AN EPHARA CAMPAIGN
to proper society.
A campaign centered around Ephara is almost by ne cessity an urban campaign, and likely one that primarily or entirely takes place within a single city. Ephara is concerned with the establishment, development, and protection of cities, and a campaign centered on her champions and goals might focus on just one of these aspects over the course of the campaign. A game focused on establishment might see the char acters founding a new city, or perhaps reviving a dead one. One focused on development could go beyond the basics of what a city needs to survive and get into what a city requires to thrive-which could easily lead to campaigns less focused on combat and more on social encounters and intrigue. Lastly, a campaign focused on defending a city could present a range of threats, from external foes-like wild creatures or invading armies to internal enemies-like corrupt leaders or dangerous
commonly use magically constructed creatures in their plans. The vast majority of villains associated with Ephara are humans: soldiers, politicians, priests, and scholars who believe that Ephara's vision of a proper city is more important than the people living in it. The Ephara's Monsters table presents just a few foes likely to serve the god's will. EPHARA'S MONSTERS Challenge
Creature
Source
criminals. In any of these cases, Ephara cares about
MM
protecting cities from the poison of corruption and tyr
1/2
Anvilwrought raptor
MOT
3
Meletian hoplite
MOT
9
War priest
VGM
they could lose Ephara's favor and have to prove
·-
l20
of Ephara's most devout followers are scholars, they
Guard
If the characters falter in any of these major goals, ..
a few monsters common in urban settings might be involved with the deity or her worshipers. Since many
1/8
anny as well as threats from armies or the wild. •
EPHARA'S MONSTERS Ephara isn't often associated with monsters. Even so,
CHAPTER 4 I CREATING THEROS ADVENTURES
Challenge
Creature
11
Source
Gynosphinx*
MM
15
Hundred-handed one
MOT
17
Androsphinx*
MM
23
Empyrean
MM
''See chapter 6 for details about these creatures in Theros.
EPHARA AS CAMPAIGN VILLAIN
EPHARA's DIVINE SCHEMES Ephara's power struggles with other deities often have a ripple effect that touches the mortal followers of all gods involved. The Ephara's Divine Schemes table presents just a few conflicts the god might be involved in. EPHARA'S DIVINE SCHEMES d4
Scheme Ephara tries to curry Karametra's favor, hoping to
A campaign with Ephara as the villain might be well
persuade her to use her influence over agriculture
suited to a wilderness-based campaign. Many people of
to help the cities under Ephara's protection flourish.
the wilds see the patron of cities as inherently villain
But Karametra, as the patron of Setessa, thinks that
ous-a colonialist monster who crushes the wilderness
Ephara's focus on cities is dangerous and damaging
in the name of supposed civilization. For player charac
to the lands. Nylea lashes out at both Karametra and
ters who are affiliated with the wilderness or who wor ship Nylea, Ephara makes an obvious antagonist. A likely storyline with Ephara as the main villain would involve the characters trying to stop champions of Ephara from establishing a new city or expanding an ex
Ephara, believing them to be working together.
2
Ephara attempts to strip Phenax of his "stolen" divin
3
A recent earthquake has changed the coastline,
ity, outraged by his influence over criminals. exposing a new island with a verdant and lush land
isting city into the wilderness, displacing the people and creatures that inhabit the area. This wilderness could
scape. Ephara and Nylea are locked in a battle for
be where the characters live, or the residents of the area
control over the island, with Nylea wanting it to re
might ask the characters for help. Since the followers
main wilderness and Ephara seeking to build a city on
of Ephara see cities as inherently superior to other lo
the fertile ground.
cations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force.
4
Ephara sends champions to free a city from the control of tyrants who worship Mogis, god of wrath. Mogis retaliates by sending his armies to attack a city under Ephara's protection.
EPHARA1S URN
IS
A FOUNTAIN OF BLESSINGS.
AGORA Many settlements in Theros have a centrally loca.ted ag ora, or public forum, where artists perform, politicians give speeches, philosophers debate, vendors hawk their
At the agora's center stands a grand fountain with a larger-than-life sculpture depicting all the gods sharing a feast. On holy days, priests invite people to wash their feet in the fountain and receive blessings from the gods.
wares, and people congregate. Many agoras are sur
AGORA VILLAINS
rounded by stoas, covered walkways that lead to other
An agora villain could be almost any humanoid, from a
areas of the settlement. People in the agora might re treat beneath the awnings for privacy and shade, while others stand on the roofs of the porticos to shout mes sages to the assembled crowds. In addition to activities involving art, commerce, pol itics, and religion, people come to the agora for socializ ing and learning the latest news and gossip. The crowds
corrupt politician to a common criminal thug. Some of these folks use monsters to do their dirty work. Exam ples of such villains appear on the Agora Villains table.
AGORA VILLAINS d6
attract less savory folk, like spies and thieves. Priests of
the victims in grisly, public tableaus.
Ephara often bless agoras because they are so central to 2
A group of thugs vandalizes market stalls whose
3
Cultists of Pharika plot to spike the wine at a party in
civilized life in Theros, but all the gods are usually hon
owners don't pay a weekly protection fee.
ored in these forums with statues or other works of art.
AGORA ADVENTURES An agora is the perfect location for adventures where roleplaying takes center stage. The characters could
Villain An assassin murders a politician's rivals then poses
the agora with an experimental poison.
4
A snake charmer overreaches when he unsuccessfully attempts to control an a mphisbaena (see chapter 6)
use the crowd as cover for a clandestine meeting or as
during a performance.
an audience to rally to action. A simple shopping trip in
5
an agora can turn into an adventure when a thief steals
A disgraced priest of Ephara releases a horde of
from the characters or they overhear a sinister conversa
anvilwrought creatures (see chapter 6) on a crowd
tion. The Agora Adventures table offers ideas for adven
gathered at the agora.
tures that could occur in such a place.
6
A mage politician uses enchantment magic to spread rumors about rivals.
AGORA ADVENTURES d12
Adventure Goal Apprehend the ringleader of a thieves' guild who fre quently targets people in the agora.
2
Protect a civil leader giving a speech.
3
Perform for an audience.
4
Humiliate someone giving a speech or performing.
5
Make a profit running someone's market stall.
6
Sabotage business for the entire market.
7
Eavesdrop on a private meeting under a stoa.
8
Incite a crowd to action with a public speech.
9
Debate a well-loved politician or philosopher and convince the audience to take your side.
10
Recapture an escaped beast that was up for sale.
11
Stop a public execution.
12
Quell a riot without violence.
AGORA MAP The agora shown in map 4.2 is surrounded by stoas, with statues of different gods on their roofs overlooking the public area. Market stalls stand in orderly lanes, and vendors position their carts between them. Two stages stand at either end of the forum. One is a huge platform where performers, politicians, and phi losophers address the crowds. The smaller stage has steps that lead up to a higher platform. Criminals sen tenced to death are thrown from this height onto the ground below, where the crowd then finishes the job. Stocks are also set up at the top of this stage for petty criminals to be publicly humiliated. .
-
122
CHAPTER 4 I CREATING THEROS ADVENTURES
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MAP 4.2: AGORA CHAPTER 4 I CREATING THEROS ADVENTURES
123
Champions of Erebos who want to maintain a moral code separate from that of their god have a difficult path to walk. They might find themselves forced to choose be tween what they believe is right and what their god tells them to do. If this leads them to violate one of Erebos's most sacred rules-by allowing a lost soul to escape, for example-Erebos could transform into a campaign villain. The characters might then try to atone for their behavior or seek the protection of another god.
EREBos's VILLAINS Jealous but patient, Erebos is a demanding master. His champions know that service to him lasts not just until their deaths, but beyond that.
Erebos's sphere of influence is every bit as essential to life on Theros as Heliod's, but it is easy to see why many take a dim view of him and his champions. The status quo that Erebos seeks to uphold is a brutal one, based
EREBos's CHAMPIONS
on the tragic fact that every life ends in death.
Erebos spends most of his time and attention on the
follow their god's orders, sowing despair among the
Followers of Erebos might become villains when they
Underworld, leaving his champions to safeguard his in
populace. Some become death-crazed killers or dispas
terests in the realm of the living. He might call upon his
sionate murderers, unable to see the difference between
followers to punish those who escape the Underworld,
dying now and dying later. Others abuse their blessings
spread despair, or thwart the schemes of other gods,
to cheat death for themselves or their loved ones, and
particularly Heliod and Phenax. The Erebos's Quests
still others simply want to get rich.
table suggests a few adventures the god's champions
The Erebos's Villains table suggests a variety of foes
might involve themselves in.
that might arise from among the god's followers.
EREBOS1S QUESTS
EREeos's VILLAINS
d6
2
Adventure Goal
d6
Villain
Capture a hero who came back to Theres as a Re
A veteran bargains with Erebos to allow him to re
turned and send them back to the Underworld.
main in the living world as a Returned in exchange for a steady stream of mortal sacrifices.
Find out why those who die in a coastal village never arrive in the Underworld, and why the village is
2
A prominent knight of another god loses their entire family, then publicly turns to Erebos in hopes of being
haunted by eidolons.
3
in the hills near Akros, where minotaurs have dis
4
reunited with loved ones in the Underworld.
Protect those who attend the funeral of a village elder
3
An acolyte convinces Erebos to bring her murdered
rupted recent burials.
daughter back to life, but the daughter is restored as
Investigate an alchemist who claims to have trans
a potent Returned who now terrorizes the polis.
muted lead into gold-but who might somehow be
4
A wealthy noble drives tenants out of a poor part of a polis so he can build a temple to Erebos.
stealing it from the Underworld.
S 6
Refute the claim of a priest of Heliod who is said to
S
The queen of a remote settlement prays to Erebos
be immortal because of the sun god's blessing.
for endless treasure, and Erebos "blesses" her by
Take an aging champion of lroas who has pledged
turning the nearby river to liquid silver. The tyrant is delighted, but everyone else in her domain suffers.
their soul to Erebos in exchange for a glorious death on one last foray into the wild lands.
6
A priest of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.
AN EREBOS CAMPAIGN A campaign structured around the player characters as
EREBos's MONSTERS
champions of Erebos often invites a certain amount of
Erebos has legions of fallen monsters, heroes, and
moral complexity. Perhaps heroes are brought together
villains that he can send back to the world of the living
to oppose an overreach by a champion of Heliod. Or
temporarily as Nyxborn. The Erebos's Monsters table
maybe they're united by some common plight such as
presents just a few foes likely to serve the god's will.
plague or war, as Erebos grants his blessings to those who determinedly face fate. From there, they might be drawn into helping Erebos maintain the line between life and death by fighting against Returned raiders.
·-
124
CHAPTER 4
I
CREATING THEROS ADVENTURES
EREBOS'S MONSTERS Challenge
Creature
1/2
Shadow
MM
2
Two-headed cerberus
MOT
3
Lampad
MOT
3
Nightmare
MM
Source
Challenge
Creature
Source
EREBOS1S DIVINE SCHEMES d4
Scheme
s
Night hag''
MM
9
Aberrant overlord
MOT
Erebos has captured Phenax's eidolon, the identity severed from Phenax's body when he became the first
11
Doomwake giant
MOT
11
Nightmare shepherd
MOT
''See chapter 6 for details about these creatures in Theros.
Returned, and uses it to force Phenax to serve his whims.
2
EREBOS AS CAMPAIGN VILLAIN
tal champions flock to llysia, threatening to breach
The god of death is a natural villain, whether from the
the ward's sanctity and allow Erebos's influence to
beginning of the campaign or after he takes a villainous turn against his former champions. As a campaign villain, Erebos will try to carry out
Erebos unleashes a deadly plague. The cure grows only in the peaceful Underworld realm of llysia. Mor
creep in.
3
Servants of Heliod find a stone that can raise the
the worst of his schemes: sowing despair, ending lives
dead in both body and soul. Enraged, Erebos sends
before their time, or supplanting Heliod. The campaign
his followers to claim the stone, which Heliod's worshipers have claimed as a holy relic.
might begin with cultists of Erebos committing random murders, then escalate when a prominent priest or
4
With the aid of Pharika, Erebos creates a poison ca
champion of Heliod is assassinated. Adventurers who
pable of killing a god. Learning of this, the other gods
have no love for the sun god might still find cause to put
try to force Erebos to relinquish the poison, but the
a stop to Erebos's terrors-particularly if he starts lash ing out against followers of other gods.
EREBos's DIVINE SCHEMES
god of the dead has already deployed it in the form of a sapient being. Now, champions of the gods scour the world, searching for the living weapon.
When the god of death chooses to move against the other gods, the effects can be catastrophic. The Erebos's Divine Schemes table suggests a few ways Erebos might move against both gods and mortals. •
EREBos's MINIONS HUNT THE RETURNED ANO WARN THOSE WHO CONSIDER THE SA.ME FOLLY.
•
GRAVEYARD TEMPLE ADVENTURES dlO
Adventure Goal Rob a grave or the temple's vault.
2
Protect a grave or the temple's vault from robbery.
3
Destroy a seemingly endless wave of undead pouring forth from a graveyard.
4
Prevent the funeral of a loathed individual from being disrupted.
5
Find an entrance to the Underworld in the graveyard.
6
Reunite a Returned sentry (see chapter 6) and their ghostblade eidolon (see chapter 6).
7
Destroy giant spiders infesting a tomb.
8
Acquire death records for a family from a temple full of angry spirits.
9
Escape the graveyard when undead suddenly rise and overtake the complex.
10
Use a person's remains to raise them from the dead.
GRAVEYARD TEMPLE MAP The temple shown in map 4.3 sits at the center of a graveyard, which consists of underground tombs that hold urns of ashes, individual burial plots, and a mass grave for those who couldn't afford better. The ground level of the temple contains a chapel with benches and a raised dais, which holds an altar and a viewing table
GRAVEYARD TEMPLE Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots,
for bodies of the deceased. The other chambers of the temple's first floor contain the priests' quarters, offices, embalming chambers, as well as a vault. The temple's cellar holds burial and financial records, as well as tools used in the caretaking of the graveyard.
family tombs containing interment niches or urns, or a
Tunnels that can be sealed with iron doors connect the
combination of all such sites honoring the dead. These
cellar to all of the graveyard's tombs.
places often include a shrine to the god of death, which is home to the graveyard's priests. During the day, the priests lead funeral rites, care for the graveyard, and offer counsel to those praying for acceptance of their fates. Larger graveyard complexes might also have a vault for storing gold or other valu ables, and the priests could act as financial advisors and
One of the graveyard's individual plots is marked with a nameless marker. This grave plot doesn't contain a body. The most valuable treasures entrusted to the tem ple's care are buried in this spot.
GRAVEYARD TEMPLE VILLAINS Graveyard temple villains include those seeking to con
executors of estates, since wealth and death go hand in
trol death and wealth. Examples of such figures appear
hand in Theros.
on the Graveyard Temple Villains table.
At night, the restless dead might walk through the graveyard's temple. Sometimes these dead are restless ghosts that can't pass into the Underworld until they
GRAVEYARD TEMPLE VILLAINS d6
finish a piece of business. Others might be Returned, lingering near their place of burial because they can't re
amok in the graveyard, having lost all sense of itself
member where else to go, or evil undead-such as spec ters and wraiths-waiting to harm any living creatures they come across.
GRAVEYARD TEMPLE ADVENTURES
after finding its way back to the world. 2
undead, protect or steal a grave's remains or treasure,
3
4
tures table offers ideas for adventures that could occur in such a place. ·-
CHAPTER 4
I
CREATING THEROS ADVENTURES
A gate to the Underworld releases a bloodthirsty Un derworld cerberus (see chapter 6) into the graveyard.
5
in their caretaking duties, so exploring such a complex can be a daunting task. The Graveyard Temple Adven
A priest removes limbs from corpses to build an con gregation of flesh golems he can't control.
or attend a funeral in the graveyard. Many graveyards have tunnels connecting the tombs that the priests use
A cyclops with a taste for rotting flesh digs up plots in the graveyard each night.
Graveyard temple adventures are centered on death and wealth. The characters could be asked to deal with
Villain A terrified Returned palamnite (see chapter 6) runs
An archmage works to raise a vengeful army from the remains of her war-ravaged village.
6
A mob of paranoid, inexperienced commoners hunt for Returned but end up tormenting all strangers.
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MAP 4.3: GRAVEYARD TEMPLE
-·
CHAPTER
4 I
CREATING THEROS ADVENTURES
HELIOD's VILLAINS It's easy for servants of Heliod-and even the god him self-to take on a villainous role in the world. Heliod's followers easily become obsessed with upholding justice at the price of mercy, or with advancing order at the price of freedom, turning them into vicious tyrants or overzealous enforcers. On a smaller scale, someone who has suffered a grievous wrong might swear an oath
HELIOD As powerful as he is arrogant, Heliod believes in his vision of a bright, orderly future and demands that his champions help bring it into being.
HELIOD'S CHAMPIONS Heliod's champions are a means to accomplish his
of vengeance in Heliod's name and become a deadly vig ilante. When a follower of Heliod's righteous zeal for jus tice turns to oppressive tyranny, Heliod himself might send champions to stop the would-be tyrant. The Heliod's Villains table suggests a variety of foes that might arise from among the god's followers.
HELIOD1S VILLAINS d6
Villain A local noble imposes overwhelming punishments for
goals. In the world, Heliod is concerned with law and
even minor infractions of law.
order, justice and fidelity. On a larger scale, he seeks to establish his superiority over the other gods, and his
A leader persecutes an entire population of people
2
mortal champions might get caught up in those schemes in ways both large and small.
because of a crime committed by a single member. An assassin starts killing everyone connected to a
3
The Heliod's Quests table suggests a few adventures the god's champions might involve themselves in.
HELIOD'S QUESTS d6
Adventure Goal Bring a shard of sunlight to a place of unending darkness.
2
Keep people safe from a natural disaster caused by the anger of another god (such as a volcano spawned by Purphoros or a tidal wave caused by Thassa).
4
5
other gods by outlawing their holidays. A tyrant suppresses free expression, punishes
5
protesters, and quashes any form of dissent. A nervous oracle (see chapter
6
6)
identifies the charac
ters as a threat to the stability of the polis.
HELIOD'S MONSTERS Heliod is rarely associated with deadly monsters, more often with celestial messengers and noble creatures. Even so, adventures that bring characters into conflict
Hunt down a notorious lawbreaker who has fled from
with Heliod's agents might pit them against creatures
a polis into the wilderness.
such as those on the Heliod's Monsters table.
Triumph in a contest of strength or charisma to prove Heliod's superiority over the other gods.
6
A fanatical priest tries to undermine the priests of
4
Establish law and order in a place of anarchy and lawlessness.
3
trial after which the perpetrator was exonerated.
Defeat a champion of another god (most likely Erebos, Purphoros, Phenax, or Mogis).
A HELIOD CAMPAIGN A campaign structured around champions of Heliod
HEL1oo's MONSTERS Challenge
Creature
Source
Noble
MM
2
Centaur
MM
2
Griffon
MM
1/8
2
Pegasus
MM
3
Fleecemane lion
MOT
criminals, oath breakers, and the champions of Heliod's
9
Cloud giant
MM
divine enemies pose constant threats, and the charac
11
Roe
MM
ters are charged with combating them all.
23
Empyrean
MM
might cast adventurers as valiant protectors of civiliza tion. Rampaging monsters, lawless agitators, hardened
At the beginning of the campaign, the characters might stand alongside other defenders of a polis against attacking monsters and receive Heliod's blessing at a crucial moment to turn the tide of battle. Hailed as he roes by the polis, they continue to enjoy Heliod's favor as they vanquish one threat after another. Losing their patron's favor is the greatest danger to champions of Heliod. If the god views them as disobe dient or comes to see them as a threat, he might turn against them. At that point, characters might either try to regain his favor or seek protection with another god.
128
CHAPTER 4 I CREATING THEROS ADVENTURES
HELIOD AS CAMPAIGN VILLAIN Whether Heliod is a villain from the beginning of the campaign or takes a villainous turn against his former champions, a campaign centered on Heliod's arrogance and peevishness brings the worst of the sun god's quali ties into focus. As a campaign villain, Heliod is most likely driven by his desire to assert his rulership over the other gods of the pantheon and his kingship over everything: Nyx,
the mortal world, and the Underworld. He might begin, through his agents, by enacting laws that make partic ipation in Heliod's rites mandatory for the citizens of a
HELIOD'S DIVINE SCHEMES d4
Scheme Heliod decides to confront Erebos in the Underworld.
polis. From there, it's a small step to suppressing the
He gathers fallen heroes around him as he marches
open worship of other gods, then trying to spread both
on Erebos's palace in Tizerus. Meanwhile, the sun
policies to other cities. If the characters are champions of other gods, they might find themselves the targets of
has vanished from the sky in the mortal world, and
Heliod's agents, marked as a threat to order and stability
the dead can't enter the Underworld.
in the poleis.
2
Such a campaign might end with the characters ap
Mogis, and he decides to end their conflict by ban
peasing Heliod in some way, convincing the other gods
ishing Mogis. To his surprise, both gods turn against
(especially Kruphix or Klothys) to intervene and rein in
him. The resulting conflict causes the sun to rain
Heliod's hubris, or even confronting Heliod with the sup port of other gods.
divine blood, producing bizarre effects. 3
world. The Heliod's Divine Schemes table offers exam
Angry at the hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and
HEuon's DIVINE SCHEMES
monsters that kill and run wild.
Heliod's activities among the other gods can have a wide-ranging impact on the pantheon and the mortal
Heliod grows tired of the battles between lroas and
4
Heliod arms a champion with his weapon, Khrusor, but the hero goes wild with power and tries to slay
ples of how the god might have a mythic impact on the
Purphoros. The repercussions border on the cataclys
mortal world, embroiling the characters in the middle of
mic, with the champion slain, Mount Velus erupting,
divine squabbles.
and the spear shattered. Only Purphoros can repair the spear, and he's hardly in the mood to do so.
1-IELIOO's SPEAR DOLES OUT HIS BLESSINGS AS \YELL AS HIS WRATH.
•
d12 7
•
•
Adventure Coal Find out who among a crowd of people gathered at the temple murdered a priest.
8
Disperse a mob of people who blame Heliod and his clergy for a long drought.
9
Defend the temple's worshipers from followers of
10
Offer Heliod a burnt sacrifice to gain his blessing.
Mogis assaulting the building.
11
Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement.
12
Find a hero's firsthand account of a battle with a unique monster among the temple's records before a rival group of adventurers does.
SUN TEMPLE MAP The sun temple shown in map 4.4 presents a common design for Heliod's holy sites. Most ceremonies take place on the rooftop, which is surrounded by statues of heroic figures and magnificent gardens that bloom in the dawn light. Worshipers reach the top by climbing stairs on the outside of the tower. Floor-to-ceiling windows on the temple's fourth level
SUN TEMPLE
reveal a crypt with hundreds of funeral urns placed in niches on the wall and in decorative columns. Lower
These multistory towers of worship rise atop mountains,
levels hold the personal chambers of priests, as well as
hills, and the highest ground in a settlement, bringing
quiet chambers where people can worship at small al
congregants as close as possible to the sun. Huge win
tars or seek counsel from clergy who specialize in mat
dows, light-reflecting stone, and art depicting legendary
ters of morality. The temple's ground floor contains a
heroes make every sun temple a bright, inspiring space.
museum displaying heroic artifacts and accounts of epic
The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship services, breakfast banquets, and occasionally funerals, which
deeds, all of which are guarded by the ghosts of heroes interred in the crypt.
typically involve a pyre for the deceased. These events
SUN TEMPLE VILLAINS
are held on the temple's roof, where worshipers are clos
Although sun temples are places that glorify heroic
est to the sun and can feel its warmth.
SUN TEMPLE ADVENTURES
deeds, they do attract villains eager to please Heliod, defy him, or twist his tenets. Examples of such villains appear on the Sun Temple Villains table.
Sun temples honor heroes and record their deeds. An adventure in which the characters need to meet, research, protect, or confront a legendary figure might happen in one of these houses of worship. Additionally,
SUN TEMPLE VILLAINS d6
large groups gather in these temples, potentially leading
strength tries to burn attendees at a dawn banquet
to adventures involving crowds that need to be pro
as a sacrifice to Heliod.
tected, quelled, or investigated. The Sun Temple Adven tures table offers plots that could occur in such a place.
Villain A once-heroic veteran seeking to regain his youthful
2
A secret cabal of Phenax cult fanatics infiltrates the temple and uses details learned in private counseling
SUN TEMPLE ADVENTURES dl 2
Adventure Goal
sessions to blackmail worshipers. 3
liod, seeks to destroy all sun temples in the hopes of
Acquire an artifact used by a legendary hero. 2
bringing about everlasting night.
Defend a hero being honored in a ceremony from an assassination attempt.
3
4
Prevent a wedding from taking place, so the couple's
destined for greatness. 5
A lazy priest of Heliod risks bringing the god's wrath
6
An archmage devoted to Heliod has created a second
down upon the entire temple.
union doesn't fulfill an ominous prophecy. 5
Expose a celebrated hero as a fraud.
6
Learn the sins of a person seeking religious counsel.
A corrupt oracle (see chapter 6) of Heliod sells coun terfeit heroic artifacts to those he can't see as being
Acquire the remains of a legendary hero from the temple's crypts so the person can be resurrected.
4
An adult blue dragon, scarred by a champion of He
sun, one which endlessly illuminates the land and burns those she considers wicked.
' .. . -
CHAPTER 4 I CREATING THEROS ADVENTURES
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CHAPTER
4
. I CREATING THEROS ADVENTURES
" .
Iroas exalts winners, but even a narrow defeat is still a defeat. An opponent who has no qualms about cheating and using subterfuge holds an advantage over champi ons of Iroas. If the characters sink to using dishonorable tactics, they can expect swift retribution and loss of fa vor in return for their weakness.
lROAs's VILLAINS Iroas, for all his love of justice and honor, is still a god of
lROAS lroas expects much of his champions. Constant training and testing oneself against the strongest foes available are the hallmarks of lroas's champions.
lROAs's CHAMPIONS lroas's champions are his generals, through whom he can deliver death blows to his enemies. On a daily basis, Iroas serves the causes of justice and honor. The weak are to be protected, just laws are to be upheld, and evil doers must be struck down in righteous anger. Iroas's champions also serve as his vanguard in the eternal war against his brother, Mogis. The Iroas's Quests table suggests a few adventures the god's champions might involve themselves in.
IROAS'S d6
Q UESTS
war. Anyone on the opposing side of Iroas's forces can expect to face motivated, dedicated warriors. He is also quite stubborn and takes losing a challenge personally, sometimes declaring a vendetta if he believes the chal lenge was won dishonorably. lroas's followers sometimes forsake mercy and com passion, as matters of honor and victory are uppermost, making them pitiless foes. Writ small, this behavior could show up in an overzealous young commander who would sacrifice his unit in a hopeless battle rather than retreat. If a great champion of Iroas loses their moral compass amid the horrors of war and commits atrocities in the name of victory, Iroas himself will send heroes to stop the fallen champion. The Iroas's Villains table suggests a variety of foes that might arise from among the god's followers.
IROAS'S VILLAINS d6
A knight in the polis guard regularly subjects his
Adventure Goal
soldiers to extreme disciplinary techniques, leading
Defeat Returned bandits who are terrorizing the polis. 2
Defend a polis against a champion of Mogis.
3
Sail to a remote island to reclaim a lost weapon of
them to start a revolt. 2
Establish law and order in a place of anarchy and law
5
Triumph in a contest of strength or dexterity to prove
Followers of Phenax are actually responsible for the crimes and are framing the community so it will be
lessness. lroas's superiority over the other gods. 6
Defeat a champion of another god (most likely Mogis, Phenax, or Pharika).
destroyed and turned into a haven for the Returned. 3
An aging athlete (gladiator) pursues sinister magic to
4
The government of a polis fearful of impending war
aid his performance at the cost of innocent lives. forces farmers to join a militia, precipitating a famine as crops are left untended.
AN lROAS CAMPAIGN A campaign focused on champions of Iroas is filled with
A priest tries to undermine the servants of other gods
battle, stunning acts of heroism, and valorous stands
by forcing them into duels and shaming them if they lose.
at danger when it presents itself. Iroas holds a bitter grudge against his brother Mogis, and Iroas's champions often counter the agents of the god of carnage. As the campaign begins, the characters could find themselves on a field of battle, either as mercenaries or sworn soldiers for a polis. Their courage at arms and the honor they demonstrate in battle impress Iroas, and he proudly bestows his blessing on them. Every subse quent engagement only enhances the characters' repu tation as skilled, steadfast warriors without peer. Their actions inevitably lead to a challenge from a champion of Mogis who is intent on destroying the characters and anyone they hold dear. -
·-
132
5
against great odds. Iroas is a god of action, and his cham pions are the tip of his spear, expected to hurl themselves
'
A general (Akroan hoplite; see chapter 6) commands a town be put to the torch for its soldiers' crimes.
great power. 4
Villain
CHAPTER 4 I CREATING THEROS ADVENTURES
6
A gifted orator (noble) offers honest but scathing crit icism of a champion of lroas. The champion demands recompense, and the orator needs support against this threat.
lROAs's MONSTERS Iroas is associated with warriors of all backgrounds. Most of the creatures in his retinue lack subtlety and ex cel in physical combat. Adventures that bring characters into conflict with Iroas's agents might pit them against monsters such as these. The Iroas's Monsters table presents just a few foes likely to serve the god's will.
•
It started with a rumor. Athletes gathering in Akros for the !roan Games whispered of a hermit in the wilderness, a mas ter wrestler who'd brought down giants with her bare hands. As the games commenced, the rumors continued, and ath letic victories seemed hollow so long as the so-called best was not there to compete. When Kelephne did arrive, she was barefoot and had a fire in her eyes. The rumors of her skill were not exaggerated, and for three days, she battled a continuous stream of compet itors. When no others would challenge her, she left without ceremony. She was never seen again, and some speculated she was lroas in human form. Athletes tried for years to mimic Kelephne's techniques. Years later, wanderers discovered a cave covered in writing. These instructions became known as Kelephne's manual, and her technique was called pankration-now a widely studied style of weaponless fighting.
1- :-
-
IROAS1S MONSTERS Challenge
1/8
Creature
Source
Guard Nyx-fleece ram
MM MOT
2
Griffon
MM
3
Akroan hoplite
MOT
3
Fleecemane lion
MOT
5
Gladiator
MM
7
Stone giant
MM
Roe
MM
11
•
6 ,
lROAS AS CAMPAIGN VILLAIN Characters are likely to raise the ire of Iroas because they oppose his followers in battle or defy his ideals. His anger is direct and unsubtle, much like Iroas himself. Iroas might be titled the god of victory in all respects, but he cares less about victory in competitions than he
IROAS1S DIVINE SCHEMES d4
does about victory in war. In war, both mortals and gods
lroas inspires a brave Akroan general to travel forth
could be blinded by the rush to victory or by cleaving
with a handpicked army and confront the forces of a
to stubbornly held ideas. Although a campaign against
powerful and supposedly vulnerable minotaur war
Iroas might be straightforward in how the action plays
lord. The general loses despite I roas's favor, and Ak
out, the underlying causes of conflict could be quite
ros is left exposed and poorly defended before a wave
complex, involving attacks on people who may seem unrelated to the initial conflict. As a campaign villain, Iroas is most likely driven by his desire to win in battle,
of Mogis-worshiping minotaurs. 2
godly coalition behind him. Erebos, disgusted with
The campaign might end with the adventurers win
Heliod's hubris, forms a group in support of Mogis.
ning Iroas's respect in some way, convincing the other gods (including Heliod if the party is interested in honor
lroas, rather than accepting Heliod's aid, launches a
and justice, or Mogis if not) to blunt Iroas's anger, or
grand campaign of his own against his brother.
even battle Iroas with the support of other gods.
3
lROAS'S DIVINE SCHEMES
wants his champions to procure the weapon so he can lock it away in his armory and thwart his brother.
through the crystal-clear lens of battle-strategic and
Agents of Erebos also seek to recover the weapon on
tactical plans are unambiguous and executed with pre cision. This isn't to say he is unaware of treachery or J: u z
s:
�
unprepared for it, only that he prefers to act forthrightly and decisively. The Iroas's Divine Schemes table sug
Mogis arms one of his champions with an axe capa ble of sundering the souls of mortal creatures. I roas
Iroas isn't much of a schemer. His view of the world is
""
Heliod, weary of the constant strife between lroas and Mogis, swears an oath to destroy Mogis with a
to confront Mogis, or to avenge an insult to his honor.
z
Scheme
their master's behalf. 4
lroas achieves the victory he has always pursued: he kills his brother, and the world falls into chaos.
gests a few plots the god might involve himself in. CHAPTER 4 I CREATING THEROS ADVENTURES
133
ARENA Across Theros, contest grounds host athletic competi . tions and often serve as places to worship the god Iroas. The grandest hippodrome in Akros holds thousands of spectators, but more modest stadiums can be found throughout the land, serving as proving grounds for ath letes and entertainment for the rich and poor. Foot and chariot races, hurling competitions, and combat sports (wrestling, boxing, and pankration) are all common
ARENA VILLAINS All sorts of unsavory elements can be found in an arena-backstabbing competitors, desperate gamblers, cruel trainers, savage animals, and worse. The Arena Villains table presents just a few ne'er-do-wells who might frequent physical contests.
ARENA VILLAINS d8
A champion pankratiast (Akroan hoplite; see chapter
events in arenas, especially during the Iroan Games, an
6) has her cronies lock everyone in the arena. She al
annual series of athletic competitions held in Akros.
ARENA ADVENTURES
lows none to leave until a challenger defeats her. 2
A minotaur frees all the beasts in the amphitheater
3
A chariot racer (gladiator) poisons members of a rival
Adventures in an arena often feature the characters as contestants in an athletic competition. The reward for winning could be treasure, a favor, or an audience with a person of importance-even Iroas himself, in the case of the Iroan Games. The Arena Adventures table offers ideas for adventures that could occur in such a place.
ARENA ADVENTURES d8
Adventure Goal
Help an unfit participant survive an athletic compe tition. 2
Convincingly lose an athletic competition so a gam bler can win big.
3
Sabotage a star athlete's chances of winning.
4
Attend tryouts to become members of a chariot rac ing team.
5
6 7 8
Assassinate a person watching a competition before the final match ends. Save a wrestler from a planned murder in the arena. Capture a beast that has escaped from the stadium. Recover a blessed trophy and award it to a contest's rightful victor.
ARENA MAP The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy floor. The map of the arena's upper levels depicts the exterior seating and the interior halls below (both of which are largely mirrored on the map's opposite site). Tunnels and trapdoors allow competitors to enter the arena from almost any angle. A large tarpaulin attached to the roof can be unfurled to shade the arena's audience. An awards platform serves as a shrine to Iroas. Winners of athletic competitions stand here to receive medals, wreaths, rewards, the blessings of priests, and the praise of the crowd. Outside the arena and beneath the seats are open areas and alcoves where vendors sell con cessions and trinkets, along with booths for making bets. The space under the arena holds gymnasi ums, an equipment hall, and several staging areas and specialty rooms used as locker rooms, animal pens, and separate training areas for various creatures.
·-
1 34
CHAPTER 4 I CREATING THEROS ADVENTURES
Villain
during a well-attended event. team, causing them to fall asleep during competition. 4
A mage uses magic to spy on athletes' conversations
5
A stone giant interrupts a session of games and de
and then blackmails them with the information. mands a chance to compete. 6
A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions.
7
An archmage enchants or polymorphs innocents,
8
A druid uses the awaken spell on beasts in the arena
forcing them to participate in brutal contests. to make them more capable competitors. •
:
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6
-·
CHAPTER 4
I
CREATING THEROS ADVENTURES
135
At the beginning of the campaign, the characters might discover a community in desperate straits and receive Karametra's blessing as they restore it to a state of safety and prosperity. Or they might find their home destroyed, only to receive a vision from Karametra that she's placing the community's refugees in their care. The greatest danger to champions of Karametra is walking the line between cultivating bounty and pro tecting the vulnerable versus becoming greed-driven
KARAMETRA All life-plant and animal-needs fertility to continue to exist, making Karametra's constancy vital to sustaining a habitable world for mortals.
KARAMETRA'S CHAMPIONS
and paternalistic. Karametra values humility, and often seeks to teach those who grow too big for their britches sharp lessons against hubris.
KARAMETRA'S VILLAINS Karametra's followers can embody the best or worst of civilization. Just as society can protect the vulnerable it can also reinforce injustice and give it the power of law.
Karametra's champions build community, advance
Too much material wealth and security can make people
civilization, and bestow bounty wherever they go in the
less inclined to empathize with those who have less, or
name of their god. Karametra seeks to provide for all,
even make them believe that wealth is a sign of virtue.
end famine and desperation, and ensure that everyone
Ignoring these truths can lead Karametra's followers
is supported by family and community. She isn't a de
down wicked paths.
manding god, but her champions diligently court her favor by trying to further her goals. The Karametra's Quests table suggests a few adven
At its worst, the worship of Karametra can be twisted into compulsory conformity. It can value nature and people only for what they can provide. It can care for or
tures the god's champions might involve themselves in.
phans while doing nothing to remedy the circumstances
KARAMETRA'S QUESTS
community into xenophobia. It can come to treat the
that made them orphans. It can turn defense of one's
d6
Adventure Goal Plant a fruit-bearing tree where one has never grown.
wealthy as moral exemplars and the poor as moral fail ures. Karametra's followers can easily tip from valuing bounty to indulging in greed. Those who provide for oth
2
Save a village whose crops are failing.
3
Defend or found an orphanage.
4
Teach a settlement to defend itself from wild beasts.
bounty with care, they might come to align with the foes
S
Reunite an orphan with living relatives.
presented on the Karametra's Villains table.
6
Convince raiders to give up their ways, settle down, found a village, and devote their lives to farming.
ers might come to believe it gives them a right to control them. When followers of Karametra cease to balance
KARAMETRA'S VILLAINS d6
Villain
A KARAMETRA CAMPAIGN
The head of an orphanage (commoner) believes she
At first glance, a campaign in which the player charac
can care for the city's children better than their par
ters are champions of Karametra might seem counter intuitive, since Karametra's goals seem to promote the
ents and works to have the other adults arrested.
2
A priest begins imposing restrictive lifestyle rules on
3
A local leader (Setessan hoplite; see chapter
antithesis of an adventuring life. But her ideals might be attractive to some adventurers, such as exiles for whom the idea of settling down in a safe, prosperous commu
a nearby population in order to "civilize" them.
nity can be a profoundly seductive prospect.
erty is a sign they have invited the gods' wrath.
Karametra lavishes her favor on those who protect established communities, but her most cherished cham
6) im
poses harsh penalties on the poor, claiming their pov
4
The head of a prominent family (noble) continues to
pions are those who strike out to found a new settlement
exert abusive control over their adult children, citing
or bring aid to a struggling or endangered community.
their role as matriarch or patriarch to justify it.
She loves most keenly those followers who embody her
S
A local leader (druid) forces marriages between wid
6
A polis leader (soldier) begins doing sweeps of the
values of putting community before self by leaving their peaceful lives behind and looking for others to bring into the fold. And her pride in them is all the greater when they manage to build chosen families who journey with them to pursue the same goals.
ows and widowers to increase the population. surrounding countryside to round up non-citizens and put them to work supporting the community.
KARAMETRA'S MONSTERS Karametra's followers usually protect innocents from monsters, but in certain circumstances, they might op '
pose characters. The Karametra's Monsters table pres
�
ents a few foes likely to serve the god's will.
·-
CHAPTER 4 I CREATING THEROS ADVENTURES
KARAMETRA'S MONSTERS Challenge
2
Creature
blood sacrifices to please her. Karametra may send
Source
Awakened shrub
MM
Alseid
MOT
displeasing her, causing even more bloodshed. The cam paign might end with heroes confronting Karametra or finding some other way to appease her.
Dryad
MM
Awakened tree
MOT
KARAMETRA'S DIVINE SCHEMES The Karametra's Divine Schemes tables explores ways
2
Druid
MM
4
Setessan hoplite
MOT
5
Earth elemental
MM
5
Unicorn*
MM
9
Treant
MM
12
Archdruid
VGM
,; See chapter
monsters to the poleis to remind them of the dangers of
in which the god's whims might impact the mortal world and snare adventurers in divine affairs.
KARAMETRA'S DIVINE SCHEMES d4
Karametra's statues have covered their faces as if
6 for details about these creatures in Theres.
in despair, and nothing will grow. No one seems to know what has caused the god of fertility to withdraw
KARAMETRA AS CAMPAIGN VILLAIN
her blessings from the world, but the problem must
The intrinsic wildness of nature is part of Karametra's being. A campaign that paints Karametra as a villain
be solved if life is to endure.
2
might explore the ferocity that seethes inside her, a wild
species that feed on mortals, while her followers act
paints her as a gentle, mothering source of bounty. She
oddly, running off to join bloody revels or sacrificing
no longer demands blood sacrifices from her worship
each other in the fields. How many must die before
ers because they no longer believe such supplication is theon, she personifies a truth that most gods don't fully
balance is restored?
3
and Pharika band together to reduce her power.
have over mortal lives, the collective force of mortal be As a campaign villain, Karametra might seek to
Karametra's civilizing influence infringes on the terri tory and freedom of other nature gods, and so Nylea
appreciate but do fear: for all the influence they might lief can reshape the gods' very nature.
Karametra judges that mortals have over produced and moves to cull populations. She creates new plant
aspect held in check by the power of mortal belief, which
necessary-not because she decided to stop. In the pan
Scheme
4
Karametra bestows her gifts on a wild cultist or mi notaur champion trying to encourage her older, more
return to her blood-soaked origins, sending her cham
bloodthirsty worship. The faith takes hold, causing
pions to convince communities they must again make
the god to make vicious demands of her followers.
KARAMETRA'S ACOLYTES GATHER THE BOUNTY OF THE WILDS FOR THE Goo's FEASTS IN 5ETESS/\.
ARBOR WATCHTOWER Sites that are sacred to Karametra, from her grand tem
ple in the heart of Setessa to outposts in the wild�rness, combine careful construction with natural growth. The god favors towers and hanging gardens that lift the ver dant natural world up toward Nyx in her honor. In the Nessian Wood, Setessans build watchtowers that serve the dual purpose of military defense and worship.
WATCHTOWER ADVENTURES A watchtower adventure usually hinges on challenging the characters to find a way into or out of the fortress. As a military structure, a watchtower might hold secrets, weapons, soldiers, and prisoners, any of which the char acters could liberate or defend. If the characters take over a watchtower, they could try to keep it for them selves. The Watchtower Adventures table offers ideas for adventures in such a place.
WATCHTOWER ADVENTURES dlO 2 3
Adventure Goal
WATCHTOWER MAP The watchtower shown in map 4.6 is a roughly hexago nal stone tower, sculpted to help it blend in with the nat ural landscape. Ancient trees grow into and around the structure, causing branches and ivy to sprout from every level's open balconies. The first floor houses the main entrance, guard posts, and alcove shrines devoted to the seasons. Most of it is taken up by gardens of flowers and fruiting trees. A spi ral stairway ascends through all the higher levels. The second floor has an enclosed portion with space for storage, food supplies, and kitchens. A broad bal cony features gardens of trees, vines, and food-bear ing plants. The third floor looks much like the second, but has barracks for guards and a mess hall. Some of the bal cony space is given over to archery targets, but most of it is still gardens. The fourth floor is similar to the last two, with rooms for priests and a library. There are also gardens on the balcony, perhaps featuring rarer or stranger plants. The top floor is open to the sky and is the main sanc
Guard a watchtower from assault.
tuary of Karametra. A statue of the god and an altar
Assault a watchtower, defeating the guards defending
are here. Several ancient trees form a canopy, and their
it and claiming it for a different god.
trunks are sculpted to look like great heroes.
Steal military plans kept within a watchtower without alerting any of the guards inside.
WATCHTOWER VILLAINS Villains at a watchtower usually want to take over, de
4
Free a prisoner from a cell.
5
I nfi Itrate the watchtower as spies.
6
Clear out monsters than have taken over the place.
enemies. Examples of such villains appear on the
7
Steal a legendary weapon.
Watchtower Villains table.
8
Steal griffon mounts.
9
Find a spy among the soldiers stationed at a watchtower.
10
stroy, steal from, or infiltrate the place, or they already occupy it and use the defensible position to crush their
WATCHTOWER VILLAINS d8
Villain
Train soldiers at a watchtower to face an approaching
A disguised abhorrent overlord (see chapter 6) con
mythic monster.
vinces the soldiers in a watchtower to rise up against the officers.
2
A medusa takes over a watchtower and conducts ex periments on the soldiers she captures.
3
Sirens (see the harpies entry in chapter 6) call sol diers to the top of the watchtower, then entice them over the edge so they can feast on the corpses.
4
A flight of griffons attacks a watchtower after soldiers steal the creatures' eggs to train the hatchlings to serve as mounts.
5
A cyclops attacks a watchtower, eager to devour the
6
A druid of Nylea, angered by the construction of a
animals within. watchtower in the forest, attracts a mythic beast to the area to destroy the structure.
7
Blood-toll harpies (see chapter 6) take over a watch tower and light its beacon to bring more victims to the place.
8
A spy in a watchtower poisons the tower's food sup ply in advance of an upcoming attack.
Meditation Chamber
1 square = 5 feet �
MAP 4.G: ARBOR WATCHTOWER
.
.. ·
CHAPTER 4
I
CREATING THEROS ADVENTURES
r39
failure or foolishness well. Should the characters dis appoint the god, they might have to assuage Keranos's wrath. They could accomplish this through a great feat of wit, by laying low a powerful foe, by embarrassing a rival god, or by discovering a great insight or secret. Un til this is done, Keranos would be a potent adversary.
KERANOS'S VILLAINS ll
..
Inspiration, unguided by morals and ethics, is a danger ous force, but Keranos isn't usually concerned with mat ters of good or evil. As such, a charismatic leader, acting Mercurial and temperamental, Keranos personifies storms. Adventuring in the service of the god of storms is often challenging but never dull.
KERANOS'S CHAMPIONS Keranos sees his champions as tools to bring insight
on Keranos's divinely inspired intuition, could find them selves succumbing to megalomania and hubris, with disastrous consequences for a polis. Keranos's followers can become too narrowly focused on fulfilling dangerous prophecies without regard for loss of life. If you want to pit the characters against a morally gray antagonist who might have some traits or
and change to the world. He doesn't contemplate the
qualities that they admire, Keranos and his followers
moral or ethical consequences of his insights, believing
would work admirably.
that such concerns are beneath a god's notice. This out look might put his champions in a difficult ideological
The Keranos's Villains table suggests a variety of foes that might arise from among the god's followers.
situation, stuck between the demands of a wrathful deity and uncomfortable moral choices. The Keranos's Quests table suggests a few adventures the god's champions might involve themselves in.
KERANOS'S QUESTS d6
Adventure Goal Help a genius artist who had their inspiration physi cally stolen.
2
Break down a ruling structure that stifles ingenuity and creativity.
3
Bring together lost icons of power to create an incred ible storm with the might to halt a greater threat.
4
Find a long-lost artifact that bestows oracular visions upon the user.
S 6
KERANOS'S VILLAINS Villain
d6
An oracle (see chapter 6) foretells disaster for a polis unless a number of innocent citizens are sacrificed. An mage servant of Keranos enhances storms as they
2
form, threatening the countryside. 3
An artist (commoner) creates incredible works of art
4
An archmage who controls lightning rises to power,
S
A wild-eyed oracle (see chapter 6) points to the char
whose subjects come to life and wreak havoc. blasting those who oppose her to smithereens. acters as harbingers of a coming disaster. 6
A living storm deluges an area, taking what it believes is righteous revenge on a community.
Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys).
KERANOS's MONSTERS
Find and restore a lost art form, arcane technique, or
Keranos is associated with creatures that act as ex
crafting method for the glory of Keranos.
tensions of his volatile temper or his sudden, blinding insights. Adventures that bring characters into conflict
A KERANOS CAMPAIGN
with Keranos's agents might pit them against monsters
A campaign focused on champions of Kera nos might
such as these. The Keranos's Monsters table presents
involve acquiring oracular visions, unraveling a proph
just a few foes likely to serve the god's will.
ecy, or bringing vengeance down on the storm god's enemies. He uses his champions as agents of change to bring about a great epiphany, as instruments of ven geance against those he feels have wronged him, or as divine agents sent to aid his faithful.
Source
Centaur
MM
3
Akroan hoplite
MOT
Blue dragon wyrmling*
MM
threatening the polis. Next, they manage to avert the
5
Air elemental
MM
worst consequences for the polis through their wits and
7
Theran chimera
MOT
to the polis and Keranos, they become embroiled in ever grander, more dangerous prophecies, potentially draw ing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos's favor because the god is quick to anger and doesn't suffer
·-
140
Creature
2
3
skill at arms. Now, having demonstrated their potential
..
Challenge
summoned by an oracle and told of a dire prophecy
As the campaign begins, the characters might be
�
KERANOS'S MONSTERS
CHAPTER
4 I
CREATING THEROS ADVENTURES
9
Young blue dragon''
MM
13
Storm giant
MM
16
Adult blue dragon''
MM
23
Ancient blue dragon*
MM
*See chapter 6 for details about these creatures in Theros.
KERANOS AS CAMPAIGN VILLAIN Because Keranos doesn't readily concern him�elf with
KERANOS1S DIVINE SCHEMES d4
Scheme Bored with the temporary beauty of violent weather,
quandaries of good versus evil, it is easy to use him as a villain. The god might be driven by frustration at
Keranos creates a massive, self-perpetuating storm.
mortals over their lack of vision, or by a consuming
Over time, the storm grows out of control. Keranos is
need to trigger unrestrained creative impulses that have far-reaching effects, by anger at a real or perceived slight. His will might be expressed through an oracle
delighted by his creation. 2
who foretells a great tragedy that involves the char
stroy the world. As a result, a genius actor, alchemist,
acters or someone they care about. As the campaign
inventor, diver, miner, sculptor, thief, and a duplici
progresses, Keranos becomes increasingly upset at the actions the characters take to thwart his insights or their defense of the status quo and sends his agents to
Dared by Phenax to prove that he can, Keranos in spires eight mortals with eight ingenious ways to de
tous goat all set forth to enact their terrible brilliance. 3
Keranos finds the spread of mortal knowledge incon sistent and slow. He empowers a champion to grant
enlighten them.
vast knowledge to any person or beast she touches.
The campaign might end with the adventurers unrav eling a troublesome prophecy, proving themselves of
The advent of sagacious cattle, wolves, and children
sufficient wisdom to merit respect, or when they con
greatly disrupts (and unnerves) those who live in the
vince the other gods (especially Klothys) to intervene and check Keranos's wrath.
KERANos's DIVINE SCHEMES Keranos doesn't interact much with the rest of the pan theon, preferring to brood and dispense epiphanies in solitude. He is, however, easily roused to anger and goes to extremes to satisfy real or perceived slights. The Ker anos's Divine Schemes table explores the sorts of plots the god might pursue.
THE MOUNTAIN TEMPLES OF KERANOS ARE CONSTANTLY WRAPPED IN STORM CLOUDS.
areas through which Keranos's champion travels.
4
Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey unique physical laws and strange truths. Some of the inhabitants escape the isle and begin infecting the rest ofTheros with their alternate reality.
ORACULAR CONFLUX A few of Keranos's most isolated temples serve a.pur pose beyond worship, being sites for the reading of worldly signs and recording of knowledge. These orac ular confiuxes provide followers of Keranos the tools to glean great truths, be they natural occurrences or omens of the gods. Because of Keranos's connection to storms and the heavens, such temples often have weather vanes, telescopes, and other tools used to pre dict the weather and chart the course of celestial bodies. Each shrine has multiple methods of predicting the future that it might offer visitors-with reading the stars, the clouds, or the entrails of sacrificed animals being particularly common. The most popular readings are .those conducted during thunderstorms. Crowds gather in the shrines to watch oracles make predictions based on rainfall, wind, thunder, and other weather measure ments. In some communities, oracles actively strive to be struck by lightning, risking their lives to receive mighty messages from their god.
ORACULAR CONFLUX ADVENTURES The player characters could come to an oracular shrine for the same reason that most other people do: to re ceive a prediction about the future. They also might be hired as bodyguards for the oracles, who often deliver distressing (and perhaps incorrect) predictions to vio lent individuals. The Oracular Confiux Adventures table offers ideas for adventures in such a place.
ORACULAR CONFLUX ADVENTURES dl2
Adventure Goal
ORACULAR CONFLUX MAP The oracular confiux shown in map 4.7 has a glass domed roof, atop which is mounted a massive, ornate weather vane. During stormy services, oracles watch the sky for lightning patterns that they use in predictions. The center of the shrine contains a massive orrery. Connected to the orrery room is a divination chamber, and situated within this chamber is the sacrifice cham ber. These areas are used for various forms of soothsay ing and predictions, including animal sacrifice and the reading of entrails. Off the divination chamber is the observatory, which houses a telescope, an astrolabe, and star charts. Past that is the Shrine of Keranos, where a massive statue of the god is connected to a lightning rod which extends through the roof and 100 feet into the sky. When light ning strikes the rod, magical iron plates in the floor tem porarily glow in the colors of the rainbow. Oracles use this display to predict the future. Another section contains living areas for priests and oracles, and the library which connects the living areas to the orrery room contains books that can help oracles interpret visions.
ORACULAR CONFLUX VILLAINS A villain in an oracular shrine is likely taking advantage of or fighting against the predictions of the future. Ex amples of such villains appear on the Oracular Confiux Villains table.
ORACULAR CON FLUX VILLAINS d6
Race an air elemental to an oracular conflux in or
imminent death gives false predictions to worshipers
der to receive a prediction of the future before the elemental's whirlwind obliterates all evidence of the reading. 2
so they will share her misery. 2
Convince an oracle to give a worshiper a particular
subjects. 3
Help the addled victim of a lightning strike recover.
S
Recover sacrificial animals from a cyclops raider.
6
Rig tools used to predict the future so that they pro duce a specific outcome.
7
Manipulate a situation so prophesied events tran
issued it.
4
Evacuate a crowded shrine during a storm when lightning strike sets the temple ablaze.
9
Infiltrate the shrine to determine the accuracy of a
A cult fanatic from a rival shrine gets the temple's animals drunk on fermented fruit, throwing off their predictions.
S
An angry athlete (gladiator) takes the conflux's ora cles hostage, demanding they alter the future after
spire within sight of a half-blind oracle.
8
A revenant who died due to a misinterpreted proph ecy comes back for revenge against the oracle who
false prediction.
4
A storm giant pretends to be an avatar of Keranos and takes over the shrine, making its worshipers his
Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction.
3
Villain A bitter oracle (see chapter 6) who has foreseen her
predicting his defeat in an upcoming match. 6
An oracle (see chapter 6) makes false predictions to convince nobles to give him money and lavish gifts.
particular oracle or prediction method.
10
Steal a book of recorded predictions from the shrine.
11
Collect the materials necessary to create a revolution ary oracular device.
12
Protect an oracle who must deliver bad news to a worshiper who is both influential and unpredictable.
CHAPTER
4 I
CREATING THEROS ADVENTURES
/
1 square
=
5 feet
MAP 4.7: ORACULAR CoNFcux
..·
CHAPTER
4 I
CREATING THEROS ADVENTURES
143
•
with its destiny, the characters might attract followers, incite rebellions, and clash with rivals who interpret Klo thys's will in different ways. Champions of Klothys are at risk of misinterpreting their god's intentions to serve their own purposes or selfishly demanding a greater destiny than what they are due. This behavior could lead to Klothys retracting her blessings or even dispatching loyal champions to de stroy her wayward servants. Her most successful cham
KLOTHYS
pions stand to reorder errant civilizations or rebalance disrupted natural orders.
Secretive yet vindictive in enforcing her vision of destiny
KLOTHYS'S VILLAINS
in Theros, Klothys not only takes umbrage at perceived
Klothys emerged from the Underworld in order to re
slights but has also awakened a horde of terrors during
store the natural order on Theros, creating a number of
her ascent from the Underworld.
KLOTHYS'S CHAMPIONS The world has suffered terrible wounds from the hubris of mortals and divine entities alike. Klothys directs
Nyxborn agents to aid her. Virtually anyone could end up a target of the god or her agents if they stand in oppo sition to destiny. Various monsters rose from the Underworld when Klothys entered the mortal realm, and her most zealous
her champions to thwart the overly ambitious, undo
followers often see them as manifestations of her will.
their damage, and reinforce the natural order that sus
Some might goad these terrors into attacking commu
tains Theros.
nities, or foster them to further spread the god's will.
The Klothys's Quests table suggests a few adventures
Klothys's most callous followers might also believe that
the god's champions might involve themselves in.
society must crumble for the world to heal. If Klothys
KLOTHYS1S QUESTS
have brought so many monsters along in her wake.
didn't intend this, they reason, then surely she wouldn't
d6
Adventure Goal Defeat a titan-spawned monster that has escaped the Underworld.
2
Destroy an undead creature terrorizing a small community.
3
Punish a powerful mortal for their hubris.
4
Reestablish the balance between nature and civilization in a particular location.
5
Repair the fabric of reality in a place where the mortal world was overlaid by Nyx during Xenagos's pretensions to godhood.
6
Defeat a champion of another god (most likely
The Klothys's Villains table suggests just a few foes that might arise from among the god's followers.
KLOTHYS1S VILLAINS Villain
d6
A single-minded Nyxborn assassin of Klothys hunts a hero who was raised from the dead. 2
Believing in the holiness of a terrible beast, Klothys's
acolytes murder heroes sent to deal with it. Certain that civilization offends fate, a priest raises a
3
herd of typhons to release on a city. Insulted satyr revelers (see chapter 6) channel Klo
4
thys's magic to drive a polis's priests into embarrass
Ephara, Heliod, or lroas).
A KLOTHYS CAMPAIGN
ing debauchery. An oracle (see chapter 6) knows it is a character's
5
destiny to serve Klothys. The seer manufactures trag
Although followers of Klothys tend to be solitary, fate
edy for the individual to provoke this revelation.
might conspire to bring them together to execute a grand plan or be prepared for an imminent event. A
A cult fanatic of Klothys believes that the characters'
6
campaign structured around the player characters as
deeds mark them as servants of the titans, destined
champions of Klothys might cast them as anarchists,
to free one of those ancient terrors.
prophets, or vigilantes committed to primal justice. The excessive pride of gods and mortals threatens a world
KLOTHYS'S MONSTERS
already weakened by Xenagos's gambit, and Klothys
A variety of monstrous creatures might arise in an area
chooses champions who can restore and restabilize
as a result of Klothys's influence, particularly those pre
Theros-even if doing so requires extreme measures.
sented on the Klothys's Monsters table.
Klothys rarely reveals her plans. The characters might begin the campaign by following a prophecy to a far-off land or interpreting infrequent omens to learn of nearby threats. Such a campaign can be flexible, allowing the player characters freedom to explore other opportunities
�
..
Challenge 1
Creature
Source
Satyr reveler
MOT MOT
before the next augury draws them back into the main
2
Satyr thornbearer
storyline. As they overcome greater challenges, topple
3
Green hag
MM
mighty demagogues, and mold the world in accordance
4
Oracle
MOT
·-
144
KLOTHYS1S MONSTERS
CHAPTER
4 I
CREATING THEROS ADVENTURES
Challenge
Creature
Source
6
Annis hag
6
Cyclops*
MM
6
Underworld cerberus
MOT
VGM
7
Woe strider
MOT
9
Phylaskia
MOT
15
Typhon
MOT
* See chapter 6 for details about these creatures in Theros.
KLOTHYS AS CAMPAIGN VILLAIN As a foe, Klothys might endeavor to reestablish the order of the cosmos that existed before the meddling of Xenagos and Heliod. These corrections start small, manifesting as fires, monster infestations, or a spate of accidental deaths. The more the characters intervene, the more dire these events become as the god's servants overcorrect to account for the heroes' meddling. Alter natively, averting one disaster might naturally lead to a greater one, at which point characters must contend not only with the latest catastrophe but also with the accusa tions and assaults of Klothys's tireless followers. Ultimately, Klothys holds grudges only rarely. The campaign might conclude when the characters identify the moment they strayed from their destined place and correct things in order to appease the god. Likewise, the heroes might invoke the other gods' support to deflect Klothys's wrath. Boldest of all, the characters might de termine what device allowed the god to enter the mortal realm; its destruction could hurl Klothys back into the Underworld for untold ages to come.
KLOTHYS'S DIVINE SCHEMES Klothys has many designs for Theros and for the futures she has foretold that might never come to pass. The Klothys's Divine Schemes table provides several ways in which her foresight and fury might ensnare adventurers.
KLOTHYS'S DIVINE SCHEMES d4
Scheme Convinced that Heliod's boundless ambition will destroy Theros, Klothys creates an artifact that will destroy the sun god once he claims it as his own. She needs mortal heroes who can demonstrate the arti fact's power by vanquishing Erebos's servants, and in the process stoke Heliod's envy.
2
Concerned by the spread of Meletian influence, Klothys fills the dreams of the polis's people with treachery. Neighbors attack neighbors, and attempts by Ephara's followers to intervene only redirect the violence toward the polis's patron.
3
Klothys becomes convinced that mortals giving wor·
Most mortals know little of the titans, except the comforting
ship to the gods distorts their proper relationship to
fact that these ancient, gigantic terrors are bound far away in
each other, and she sets out to abolish religion.
4
Now that she has left the Underworld, Klothys knows it's only a matter of time until the titans escape. To
the Underworld-and are therefore nothing to worry about. The fact that Klothys, god of destiny, personally and actively holds them there is unknown to most. With her spindle, Klo thys endlessly knots and unravels the strands of destiny, con
prepare the world for the horrors of that inevitable
stantly tightening the trap that keeps the titans imprisoned.
conflict, she unleashes Underworld beasts into the
Were it not for her immortal vigilance, the titans might once
mortal realm, trusting that the mayhem will bring
again claim the mortal realm as their own.
forth heroes who can ultimately defeat the titans. CHAPTER
4 I
CREATING THEROS ADVENTURES
ABANDONED TEMPLE Abandoned temples can be found across Theros. �ome
dl2 3
Adventure Goal Retrieve the remains of a dead humanoid from the temple.
of these places were once houses of worship of Klothys, the nearly forgotten god of destiny, but abandoned tem
4
Kill monsters infesting the temple.
ples of many other gods also exist as the result of war,
5
Find a replacement for the temple's current guardian.
monster attacks, natural disasters, mass migration, ne
6
Consult with a hermit who lives in the temple.
glect, or the wrath of deities.
7
Every abandoned temple is distinctive, combining aspects of its patron god with the result or effect of what caused it to be abandoned. You can use the Abandoned Temple Condition table to determine an abandoned tem ple's present state.
ABANDONED TEMPLE CONDITION d8
Status
8
Overgrown with plants
3
Underwater
4
Partially collapsed
5
Buried in dirt, mud, sand, or snow
Restore the temple to receive the patron deity's blessing.
9
Find a gate to the Underworld or Nyx.
10
Consult a demon living in the temple.
11
Discover why the temple was abandoned.
12
Restore the temple to reveal the truth hidden in its architecture.
Sunken underground 2
Stop cultists from performing a destructive ritual in the temple.
ABANDONED TEMPLE MAP The abandoned temple shown in map 4.8 is partially col lapsed, with overturned pillars, and parts of the ceiling sunken in to prevent passage to some areas. The abo
6
Beneath a new temple
veground section is overgrown with vines and includes
7
Cracked into more than one piece
the ruins of the main sanctuary, which contains mostly
8
Floating in an unstable parallel reality
rubble except for a cracked altar and a headless statue. A library of rotting books and priests' quarters contain
ABANDONED TEMPLE ADVENTURES An abandoned temple might contain records, special items, and humanoid remains, any of which adventurers
ing skeletal remains complete this section. The halls are streaked with burn marks. Many of the rooms in this place are rubble-strewn and ruined. A pas
might be called upon to retrieve. Many of these temples
sage leads to an ancient room with scrying pools filled
hold dangerous phenomena (such as gates to the Under
with blood that has barely a trace of dust. A sturdy iron
world), which might have been their undoing. Monsters
door protects the temple's vault.
and brigands often inhabit these ruins, as do hermits and scholars hording secrets too dangerous to sequester elsewhere. The Abandoned Temple Adventures table offers ideas for adventures that could occur in such a place.
ABANDONED TEMPLE ADVENTURES dl2
Adventure Goal Retrieve records or a magic item left in the temple.
2
ABANDONED TEMPLE VILLAINS Monsters who plot alone and criminals on the run or who engage in taboo behavior are often found in aban doned temples. Examples of such villains appear on the Abandoned Temple Villains table.
ABANDONED TEMPLE VILLAINS d6
Villain A depraved cult of Klothys captures victims on the
Demolish what's left of the temple to prevent anyone
road and brings them to the temple for ritual torture.
from retrieving the ancient secrets hidden inside. 2
A hydra slumbers within an abandoned temple, hav
3
A medusa living in an abandoned temple grants cura
ing dug a lair out of one of the collapsed sections. tive aid to those who bring her a humanoid sacrifice. 4
A bandit captain hiding in a temple hopes to open its vault to find treasure, not knowing that a demon is trapped inside.
5
Blood-toll harpies make an abandoned temple their nest and devour any creatures that get too close.
6
A gynosphinx curious about human behavior creates a series of deadly traps in an abandoned temple and lures adventurers to the place to witness if and how they overcome its challenges.
.. ·,
MAP 4.8: ABANDONED TEMPLE
._.
CHAPTER 4
I
CREATING THEROS ADVENTURES
147
Champions of Kruphix approach their work with an impartiality that others don't always respect, and they could find themselves the targets of vendettas by the followers of other gods. Over the long term, they risk learning things about their world and its gods that could shake their faith. Some might even abandon Kruphix's principle of balance, either to enrich themselves or to serve what they see as the greater good. Kruphix would then become a villain, as he sends other agents to sup press the secrets the adventurers carry with them.
KRUPHIX'S VILLAINS Enigmatic and patient, Kruphix influences the lives of his champions in ways both subtle and profound.
KRUPHIX'S CHAMPIONS Kruphix seldom works directly in the mortal world, pre ferring to act through his champions-when he acts at all. He might call upon his followers to suppress a dan gerous truth, reveal a vital secret, or end a destructive
Kruphix doesn't often act in the world, but when he does, his agenda is often morally ambiguous, and his servants' sacred quests can look like villainous schemes from other points of view. Kruphix often leaves his instructions open to interpretation, and not all of his agents use this considerable latitude responsibly. The Kruphix's Villains table suggests a variety of foes that might arise from among the god's followers.
conflict. When the other gods send their champions to circumvent divine agreements, Kruphix often calls upon his champions to set things right. The Kruphix's Quests table suggests a few adventures
KRUPHIX'S VILLAINS Villain
d6
An oracle (see chapter
the god's champions might involve themselves in.
KRUPHIX1S QUESTS d6
Adventure Goal
pler, happier, more natural state. A gynosphinx possesses magic that can stop a ram
2
paging monster, but refuses to share it for fear that it
Seize a powerful magic item from those who would misuse it, study it, and then destroy it. 2
might be misused.
3
A former agent (spy) of Kruphix knows the location of
Capture a former follower of Kruphix who used secret
an unguarded portal to the Underworld and plans to
knowledge for personal gain and deliver them to Kruphix's temple for judgment.
3
Suppress all knowledge of a dangerous secret, such
sell it to the highest bidder. A noble sows discord among Heliod's followers,
4
believing that the sun god is the greatest threat to
as the location of a fountain of immortality, by any means necessary. 4
sent to stop you.
5
harmony among the gods. An archmage works to destroy the Temple of Mystery
5
Bring proof of a powerful conspiracy to the leaders of a human polis while evading or defeating the agents
to further divide Nyx from the mortal world.
6
A cult fanatic of Kruphix learns that the characters have discovered knowledge mortals were not meant
Investigate rumors of an unearthed divine relic and
to know and works to silence them.
decide whether it's safe to be in the mortal realm.
6
End a conflict between the followers of two other
6) seeks to erase the memo
ries of an entire community, reducing them to a sim
KRUPHix's MONSTERS
gods, whether by mediating, forcing a truce, or siding
Kruphix is rarely associated with monsters, but those
with the weaker group to defeat the stronger one.
most likely to serve him appear on the Kruphix's Mon
sters table.
A KRUPHIX CAMPAIGN A campaign structured around champions of Kruphix can embrace moral complexity, with the adventurers
Creature
1/4
Blink dog
MM
1/2
Cockatrice
MM
2
Nothic
MM
a larger conflict, or standing in judgment over whether
3
Phase spider
MM
knowledge is safe or unsafe.
6
Invisible stalker
MM
in the service of long-term good. They might be charged with destroying secret knowledge that could help peo ple, revealing a secret that could kill someone but avert
At the beginning of the campaign, the characters might be united by their discovery of a powerful secret, earning Kruphix's patronage in order to keep that secret safe. Armed with knowledge that they alone possess, ..
·-
Source
Challenge
sometimes making choices that cause short-term harm
t.
KRUPHIX1S MONSTERS
the adventurers set out to learn more about the secret they share and avert dangers that only they are aware of. CHAPTER 4
I
CREATING THEROS ADVENTURES
7
Theran chimera
MOT
11
Gynosphinx*
MM
12
Archmage
MM
17
Androsphinx*
MM
*See chapter
6 for details about these creatures in Theros.
KRUPHIX AS CAMPAIGN VILLAIN As a campaign villain, Kruphix is most likely t rying to _ maintain or restore the balance of power among the
KRUPHIX1S DIVINE SCHEMES d4
gods. He doesn't know the future, and his actions some
part of the sun, from Heliod's followers. The priest
times have dire consequences that he can't predict and
hood blames Phenax or Erebos, but Kruphix is behind
wouldn't willingly cause.
the theft. The sun stone holds a terrible secret power,
The campaign might begin with the misbehavior of
and Kruphix seeks to remove it from the mortal world
another god or gods, then escalate when Kruphix de livers a punishment that seems out of proportion to the crime. Further attempts by the other gods to circumvent
before it does great harm.
2
have impeded on a cave that underpins the nature
edicts from Kruphix, perhaps even culminating in an
of time. Not only are mortals not welcome there, but
other great Silence. Just as Kruphix reins in the worst excesses of the
someone has already entered, employed the passages
other gods, the best chance of foiling Kruphix as a vil
there, and stolen something from the past.
3
which Kruphix is a villain might end with the adventur
way around. When this idea gains adherents, Kruphix
the balance among the gods. Kruphix's mind isn't easily produce extraordinary testimony or evidence. Even just reaching Kruphix in order to communicate with him could easily require the patronage of other gods.
A philosopher in Meletis argues that the gods rely on mortals for their existence, rather than the other
ers convincing him that his current actions don't serve changed, though, and the adventurers might need to
Kruphix sends Nyxborn to torment a community. The locals are baffled, until it's revealed that miners
or reverse the punishment could be countered by more
lain lies in the nature of Kruphix himself. A campaign in
Scheme Shadowy forces steal a holy artifact, thought to be a
curses the P.Olis so that no one can speak or read. 4
After a minor altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld.
KRUPH1x's DIVINE SCHEMES Kruphix wants to maintain the status quo rather than overturn it, so his schemes often begin as reactions
MYTH OF THE TEMPLE AT THE WORLD'S EDGE
to the activities of another god. The Kruphix's Di-
Legends say that Kruphix's holiest temple of mystery stands
vine Schemes table presents a few examples of how Kruphix's inflexible judgments might have a mythic im pact on the mortal world and make divine conflicts more severe rather than less.
at the edge of the world. Dominated by Kruphix's Tree, the temple overhangs Nyx itself, jutting past the vast waterfall that marks the edge of the mortal realm. The site's precise lo cation can't be found on any map, but tales claim it is one of the few places on Theres where mortals can pass directly into Nyx. To pass beyond the waterfall anywhere else is to tumble into the Underworld.
TEMPLE OF MYSTERY A temple of mystery is an enigmatic location full of puz
dl2 5
zles and traps, found in remote regions of Theros. It is believed that surviving and solving the mysteries of such
location is the first puzzle that explorers must solve. The priests who care for temples of mystery tend to be as mystifying as the puzzles within the places. Each temple typically has one caretaker-a powerful oracle willing to answer questions for adventurers who can overcome the temple's challenges. The priests are par ticularly impressed with guests who can solve puzzles
6
At most temples of mystery, the most valuable knowl
8
for an adventure that features puzzles and traps, though you can also populate it with any other challenges you like. The Temple of Mystery Adventures table offers ideas for adventures that could occur in such a place.
TEMPLE OF MYSTERY ADVENTURES dl2
Adventure Goal Find and repair one of the temple's challenges that has malfunctioned.
2 3
9
Question the priest to find the location of another temple of mystery.
10
Lead dangerous creatures into the temple to trap them there.
11
Defeat a cabal of mages that has claimed the temple.
12
Defeat a temple's challenges to get the attention of the gods.
TEMPLE OF MYSTERY MAP The temple of mystery shown in map 4.9 presents a lab yrinth Kruphix might use to test followers and to protect valuable secrets of existence. The four-armed sculpture at the maze's heart is said to hold a great secret, perhaps a mysterious treasure or a riddle that the statue alone can speak. Each other chamber in the complex also holds its own unique puzzle or trap. When solved, these hazards allow one to progress, but also often impart some lesson about history, the nature of the cosmos, or the explorer themselves. While this temple exemplifies one of Kruphix's more elaborate (and potentially deadly)
Seek the help of the temple's priest, who's become
holy sites, no two of the god's temples are alike.
trapped in stasis due to a malfunctioning trap.
TEMPLE OF MYSTERY VILLAINS
Solve the puzzles in a temple to claim a magic item hidden inside.
4
Lead dangerous individuals into the temple and en sure they never leave.
tigators, the rewards are worth the risk.
Exploring a temple of mystery presents the opportunity
Enter the temple and contend with a complex trap that, over time, has developed consciousness.
and deadly challenges. For a few bold-or foolish-inves
TEMPLE OF MYSTERY ADVENTURES
Solve more challenges than a rival party of adventur ers who are also in the temple.
7
that the oracles themselves have yet to complete. edge and treasures are protected by the most difficult
Learn how a particular trap or puzzle works so it can be recreated.
a shrine earns Kruphix's respect. Some scholars claim the temples aren't stationary and that finding a shrine's
Adventure Goal
Rescue someone trapped in the temple.
A villain in a temple of mystery might seek information, enjoy torturing adventurers with traps, or have motives as enigmatic as the place itself. Examples of such vil lains appear on the Temple of Mystery Villains table.
TEMPLE OF MYSTERY VILLAINS d6
Villain
A bored androsphinx asks visitors riddles with no correct answer, then tears them apart for fun when they respond incorrectly.
2
A mad archmage, obsessed with a mystery she can't solve, wanders the halls of the temple and forces those she meets to confront the puzzle.
3
A dragon disguised as a humanoid waits in the tem ple's entrance and demands treasure from anyone leaving.
4
The priest caring for the temple gets jealous when ever adventurers solve a puzzle he couldn't and tries to kill them.
5
A hero challenges adventurers to solve the temple's mysteries faster than she can, but she has rigged each to ensure her victory.
6
A cyclops accidentally trapped in the temple goes on a rampage.
111\
1 square = 5 feet .. ·�
MAP 4.9: TEMPLE
OF
MYSTERY
....
CHAPTER 4
I
CREATING THEROS ADVENTURES
As the characters become immersed in their plans for vengeance, Mogis, acting through his agents, pushes them farther down a dark path until, at last, they realize what they have become. The characters, now deeply indebted to the god of slaughter, realize that he will not release them willingly from his service. At this point, the characters might seek freedom from Mogis's service. Iroas or another god could take this opportunity to offer the party aid against their former patron. Mogis might
MOGIS
then assume the role of campaign villain as the charac ters do what they must to atone.
Mogis demands deeds, not just words, from his follow
MOGIS'S VILLAINS
ers-and he is by far the most bloodthirsty god of the
Unquestionably, Mogis makes an excellent villain. His
pantheon. As such, Mogis and his worshipers are ideal antagonists to pit heroes against. Tread carefully when using him as a patron, as his area of concern trends to ward villainy rather than heroics.
lust for bloodshed and willingness to fight all comers makes him easy to build a campaign around if you want a straightforward, unambiguous foe. Mogis's followers could be anything from a disgraced politician seeking revenge against their enemies to a
MoGis's CHAMPIONS
roving band of minotaurs pillaging the countryside. Mo
Mogis's champions are extensions of his ability to wreak
gis's faithful tend to be at least partially blinded by dark
havoc in the world. The god of slaughter cares only for
emotions, a state that might make them easy to manipu
causing strife, and he uses his agents to heighten the
late by the followers of clever deities. The servants of the
tension between the poleis, hoping to ignite an all-out
god of slaughter aren't all mindless brutes, though, and
war. In part, he wants to cause so much carnage that
many allow themselves to be underestimated as a ploy
his brother eventually has no choice but to face him in a
to bring ruin upon their foes.
duel to the death. The Mogis's Quests table suggests a few adventures the god's champions might involve themselves in.
Moc1s's QuEsTs d6 2
3
The Mogis's Villains table suggests a variety of foes that might arise from among the god's followers.
Moc1s's d8
Adventure Goal
A petty tyrant (gladiator) rules his populace through
Foment a war between rival poleis.
threats and intimidation. His favorite pastime is forc
Bring about anarchy and lawlessness in a formerly
ing unwilling subjects to fight in gladiatorial blood
peaceful polis.
sports.
Organize disparate groups of bandits and criminals
2
A band of minotaurs directed by a champion of Mogis
3
A serial killer (assassin) stalks the streets of the polis,
4
An oracle (see chapter 6) of Mogis marches into
forges a trail of devastation through the countryside.
into a cohesive fighting force.
4
Hunt down a famous defender of the law who cham-
S
Triumph in a contest of strength or endurance to
taking lives seemingly at random.
pions I roas.
town and predicts doom on the populace within a
prove Mogis's superiority over other gods. 6
VILLAINS
Villain
fortnight.
Defeat a champion of another god (most likely Jroas, Heliod, or Ephara).
S
Priests of lroas and Heliod are being murdered by unknown assailants and their temples desecrated.
A Moms CAMPAIGN
6
A campaign structured around Mogis as the party's patron can be challenging, and all players must agree to play characters in service to the god of slaughter. You should work to create a narrative that eventually allows the characters to perform acts of heroism. Perhaps this means the group swears a vow to Mogis to pursue some collective revenge, or maybe the group understands that just as Mogis watches them, so does Iroas, and they'll be courted by both gods during the campaign. In one possibility, perhaps the characters start out as the sole survivors of a mercenary company left to die. Embittered and resentful, the party swears vengeance on their former employer, thereby catching Mogis's at tention. He offers the characters power to help them pur '
�
sue their quest for revenge in exchange for their fealty.
·-
CHAPTER 4 I CREATING THEROS ADVENTURES
An archmage is corrupted by Mogis and begins summoning demons to savage the population.
7
A badly wounded caravan guard (bandit captain)
8
A cabal of Mogis's cult fanatics have almost suc
accuses the characters of murder and banditry. ceeded in finding a way to summon Mogis's war hound to their service.
Moms's MONSTERS Mogis is associated with vicious monsters bent on wholesale destruction. He isn't at all concerned with subtlety, but rather with creating mayhem. Adventures that bring characters into conflict with agents of the god of slaughter might pit them against monsters from the Mogis's Monsters table.
MOGIS1S MONSTERS Challenge l
Creature Death dog
MoGis's DIVINE SCHEMES Source MM
2
Berserker
MM
3
Fleecemane lion
MOT
3
Manticore
MM
Mogis takes a brutal hand in the affairs of gods and mortals. The Mogis's Divine Schemes tables presents some ways in which Mogis's unsubtle plots might have a mythic impact on the mortal world, catching adventur ers up in the middle of divine vendettas.
MoG1s's D1v1NE SCHEMES
3
Minotaur
MM
5
Catoblepas''
VGM
6
Cyclops''
MM
7
Theran chimera
MOT
cyclops tribes of Phoberos under her banner, creating
8
Blackguard
VGM
a terrifying army. At Mogis's command, she leads the
d4
army in an all-out assault on Akros, hoping to draw
''See chapter 6 for details about these creatures in Theros.
MOGIS AS CAMPAIGN VILLAIN
Scheme A champion of Mogis unites the minotaur bands and
lroas into battle and defeat him once and for all.
2
Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible mon
Left unchecked, Mogis and his followers would destroy all of creation. This situation leads to plenty of campaign
sters. He sends his champions to fetch the necessary
hooks and opportunities for the characters to act hero
ingredients for her.
ically in the face of classically villainous foes.
3
Mogis is obsessed with defeating his brother Iroas, just as Iroas is obsessed with besting him. The char
tween Meletis and Setessa. Thousands will die unless
acters could easily find themselves in the middle of the brothers' war. At first, they might be swept along by events, but as they grow in power, the characters will become the key to checking Mogis's influence, perhaps even helping Iroas triumph over his brother. Such an event could be fraught with unforeseen consequences
A bitter noble makes a pact with Mogis for power in exchange for carrying out a plot to ignite a war be the scheme is put to rest.
4
Mogis agrees to ally with three other gods against their rivals if they help him defeat lroas. Mogis's brother does the same. Soon the entire pantheon di vides along faction lines and prepare for the final war.
for the fate of Theros! • •
TEMPLES TO MOGIS CAN BE FOUND SCATTERED ACROSS THE BADLANDS OF PHOBEROS.
CANYON SHRINE Aside from the other dangers of the twisting canyons of Phoberos, followers of Mogis openly worship and offer sacrifices to their dark god in these places. Twisting cave systems run through the canyon walls, offering shelter to both fugitives and monsters, and the darkness within the caverns provides a suitable envi ronment for the bloodthirsty deeds of the god's most depraved servants.
CANYON SHRINE VILLAINS Most of the residents in a canyon shrine make excellent adversaries. The sapient beings are clever and cruel, and the monsters of animal intelligence are as savage as the god of slaughter himself. Examples of such villains appear on the Canyon Shrine Villains table.
CANYON SHRINE VILLAINS d8
CANYON SHRINE ADVENTURES
limb by limb as part of a bizarre ritual honoring
A journey into a canyon where Mogis is worshiped can be an adventure full of unspeakable horrors. A group of characters could come to a canyon shrine as armed es corts, or would-be rescuers of captives, or to cleanse the place of its evil. The characters might also brave such a
Mogis.
2
Atribe ofberserkers ride giant bats and hunt human
3
An adult blue dragon enslaves the inhabitants of the
oids that travel through the canyon. caves, intent on building an army to conquer a neigh
gorge to hunt one of the many dangerous creatures that
boring settlement.
haunt the area, such as a catoblepas or a chimera. The Canyon Shrine Adventures table offers ideas for adven
4
Amanticore captures warriors and forces them to
5
Agroup of cyclopes capture travelers and keep them
6
Alamia lures young nobles into its cult with promises
tures in such a place.
fight to the death for its amusement.
CANYON SHRINE ADVENTURES dlO
2
Adventure Goal
as livestock in their caves.
Survive a journey through the canyon while escorting
of hedonism and sells those who disappoint it to
a caravan transporting offerings to another god.
other canyon inhabitants.
Slay a massive, blood-drunk monster that rampages
7
convince them to attack a gang of undead about to
4
Consult a hermit who lives in a hidden part of the canyon.
5
Retrieve an item buried amid the shrine's sacrifices.
6
Destroy the shrine.
7
Negotiate with a group of Mogis's followers.
8
Convince a young aristocrat who was seduced into joining a cult of Mogis to return home.
9
Infiltrate a cult of Mogis to learn of any raids they have planned.
10
Steal an egg from a griffon nest in the canyon.
CANYON SHRINE MAP Map 4.10 shows a wild canyon that is holy to Mogis. Caves long used by bandits, minotaur raiders, and pred atory beasts carve their ways through the craggy walls. Many of the caves are connected, but some are isolated. Ledges cling to the canyon's sides. Reaching some of these natural platforms requires a dangerous climb over jagged rocks. The top of the canyon has a few scrubby plants, but is otherwise barren. Flying monsters, such as chimeras, griffons, harpies, and manticores, make nests on the sides of the canyon. At the bottom of the gorge, a river cuts through the stone. A massive statue of Mogis is carved into an out-of-the way canyon wall. Signs of a bloody battle and the stains of countless sacrifices lie before it.
�
..
·..
154
should be devoured first.
Find a band of minotaurs residing in the canyon and pass through on their way to attack a village.
CHAPTER 4 I CREATING THEROS ADVENTURES
Avicious gynosphinx captures groups of people, then forces one person to choose which of the others
through the region.
3
Villain Aminotaur captures and devours other creatures
8
The victims of the canyon's inhabitants rise as
wraiths determined to end al/ life in the area.
Q
1 square=lOfeet
MAP 4.10: CANYON SHRINE
-
CHAYTER 4
I
. NG THEROS ADVENTU.RES CR.EAT!
155
Nylea's dictates are simple but inflexible, and her champions find that her favor turns to wrath if they ne glect their duty to the forest. She might simply banish them from the Nessian Wood, or she might become a villain, with the characters either seeking to appease her or trying to find a new divine patron to protect them.
NYLEA'S VILLAINS From Nylea's perspective, her desires are benign, but
NYLEA Wild and unpredictable, Nylea can bring both blessings and hardships to the heroes whose lives she touches.
NYLEA's CHAMPIONS Nylea is one of the more active of the gods in the mortal
her unwillingness to favor sapient beings over wild ani mals and plants sometimes makes her a figure of men ace. Those who dwell in permanent settlements often do not understand or appreciate the boundaries Nylea sets, and can run afoul of her even with the best intentions. Nylea's followers might obsess over the idea of wiping out civilization, turning them into agents of destruction. On a smaller scale, they might twist her patronage of
realm, but she can't be everywhere at once. Her heroes
the hunt into an excuse to enact vendettas against those
are her eyes, ears, and arrows on Theros, defending her
who wrong them. Even natural creatures can become
interests anywhere and anytime she can't. The Nylea's Quests table suggests a few adventures
threats when the balance of nature is disrupted, and Nylea herself could send champions to intervene when
the god's champions might involve themselves in.
her own creatures and followers turn toward evil.
NYLEA'S QUESTS
that might arise from among the god's followers.
The Nylea's Villains table suggests a variety of foes
d6
Adventure Goal Free a hydra that has been captured and imprisoned in a menagerie.
2
NYLEA'S VILLAINS d6
A Setessan hunt-leader (Setessan hoplite; see chapter
Investigate reports of unnatural horrors infesting the
6) swears vengeance on a poacher in the Nessian
Nessian Wood.
3
Plant a golden acorn in a distant grove guarded by monsters.
4
Wood who turns out to be an Akroan general.
2
unicorn, cut off its horn, and left its body to rot, and
5
Hunt a dangerous creature for a sacred feast.
6
Defeat a champion of another god (most likely Karametra, Heliod, or Ephara).
A hydra goes on a rampage at the edge of the forest. It must be dealt with, but a druid follower of Nylea
Find and punish an unknown perpetrator who killed a retrieve the horn.
Villain
will take vengeance on anyone who kills it outright.
3
A mage who lives in a secluded grove has been using a magic item to transform interlopers into boars. She claims that Nylea gave her this item.
4
A druid uses magic on fields near the border of the
5
A scout has taken to hunting and eating sapient be
6
Those who follow a mysterious green unicorn inevita
forest, creating animated plants to drive off farmers.
A NYLEA CAMPAIGN
ings. What could have caused this gruesome turn?
A campaign in which the player characters are cham pions of Nylea will feature great feats of heroism in defense of nature. Nylea might instruct the characters
bly turn up dead, their bodies entangled in strangling
to defend a corner of the Nessian Wood, pitting them
vines.
against poachers, sport hunters, unnatural abomina tions, and ordinary people who want to develop the wood for mortals' use. Nylea doesn't care if the char
MYTH OF HALMA, NYLEA'S EMISSARY
acters are opposed by simple peasants, or by monsters
One day, Nylea came upon an enormous lynx lounging in the
beyond the characters' ability to cope with. They might
shade of an olive grove, blood on its maw, the carcass of a
need to get creative, calling upon Nylea's own servants
colossal boar beside him. The boar had been one of Nylea's
such as hydras-to beat back the more powerful threats.
favorites, and what followed was a legendary chase where the
At the beginning of the campaign, the heroes might
god pursued the lynx through the heart of the Nessian Wood.
help defend Setessa from an attack that also threatens all of the Nessian Wood, which is their main concern. Hailed as heroes even though their defense of the polis was a secondary goal, they continue to enjoy Nylea's favor as they confront greater threats. Perhaps they will align themselves with the leaders of the polis, or maybe Setessa will eventually find itself at odds with the wild ideals of Nylea. ·-
CHAPTER 4 I CREATING THEROS ADVENTURES
Whenever Nylea drew close, the great cat vanished into the forest's shadows. Seasons passed as the god loosed arrow af ter arrow at the lynx, but her efforts remained fruitless. Nylea eventually abandoned the hunt, only to find the feline waiting for her at the edge of a stream the next evening. The hunt resumed, but with the same outcome. It continued like that for some time, until Nylea began to grow fond of the beast. Soon, the pair started hunting together, and the lynx, which she called Halma, became one of Nylea's confidants.
NYLEA'S MONSTERS
punishment on an entire polis for the actions of a few
Nylea's forests are home to many dangerous creatures,
citizens. From there, she could easily end up in an esca
both natural and supernatural. Adventures that take
lating conflict against mortals across Theros, drawing
characters into the Nessian Wood might pit them
in multiple gods and threatening the idea of civilization
against monsters such as those that appear on the Nyl
itself. Player characters who are champions of other
ea's Monsters table. Additionally, Nylea might turn any
gods could find themselves marked for death by hunters
natural creature-from the rarest of exotic creatures
who have a grudge against their patrons.
to suddenly-bloodthirsty livestock-against those who offend her.
in which Nylea's whims might impact the mortal world.
NYLEA'S MONSTERS Challenge 1/2
1'
NYLEA's D1vrnE SCHEMES The Nylea's Divine Schemes table suggests a few ways
Creature
Source
Scout
MM
Dryad
MM
Nyxborn brown bear*
MM
2
Nyxborn saber-toothed tiger*
MM
2
Satyr thorn bearer
MOT
3
Archer
VGM
s
Shambling mound
MM
NYLEA1S DIVINE SCHEMES d4
Scheme When the polis of Meletis expands, clearing new land for houses and crops, Nylea decides to punish the po lis and destroy it if necessary. Animated trees topple the walls, and Nyxborn beasts invade the city.
2
Nylea refuses to turn winter into spring unless Kara metra agrees to abolish agriculture and yield all crop
s
Unicorn*
MM
9
Treant
MM
12
lronscale hydra
MOT
Nylea blames lroas for stirring up the conflict and
19
Polukranos
MOT
puts Setessa under her protection, expanding the
See chapter
land back to the forest.
3
borders of the Nessian Wood to encompass all of Set
6 for details about these creatures in Theros.
essa, creating a near-impenetrable fortress filled with
NYLEA AS CAMPAIGN VILLAIN As a villain, Nylea is most likely driven by transgres
When tensions between Akros and Setessa peak,
dangerous creatures.
4
Nylea abruptly vanishes. Explorers deep in the Nes
sions against her realm, whether by mortals or by other
sian Wood discover her sacred grove abandoned, and
gods. She might begin her retaliation by barring all
the giant chrysalis at its heart empty. What was in the
sapient creatures from the Nessian Wood, or by visiting
chrysalis? Could it have harmed Nylea? Or did she leave with the creature-and if so, did she do that to protect the creature, or to protect Theros?
NvLEA's SACRED LVN)( GUARDS THOSE IVHO HONOR THE NES51i\N Wooo /\NO HUNTS THOSE IVHO DON'T.
FOREST SHRINE Forest shrines honoring Nylea are found in the wood lands of Theros. These places have few features made of stone or steel. Instead, the druids and nymphs who care for the shrines use magic to direct the growth of plants, producing beautiful natural altars, sculptures, and shelters. These creations, wondrous as they are, don't dominate the layout of a shrine, since Nylea and her worshipers prefer to let nature flourish untamed at her holy sites. The druids that occupy a shrine sometimes leave for days at a time to go on a mission, but they never leave
An old, twisted lemon tree grows near the hunters' quarters. Bows, spears, and other hunting weapons hang from the tree's branches alongside a beehive. South of the tree is a firepit with a few boulders sur rounding it for seats. Nearby, a dense, flowering bush shaped as an altar stands before a simple log table and wood rack used in dressing animals. Several hunting blinds lie hidden in the forest sur rounding the shrine. From these camouflaged posts archers keep watch for game and threats.
FOREST SHRINE VILLAINS Villains in a forest shrine are likely either trying to de
the place without guardians. Beasts, plants, and nymphs
stroy nature or using the power of the natural world to
are always on the lookout for intruders.
harm others. Examples of such figures appear on the
FOREST SHRINE ADVENTURES A forest shrine is a remote place with inhabitants who are difficult to impress. Simply finding and getting per mission to enter a shrine can be an adventure in itself,
Forest Shrine Villains table.
FOREST SHRINE VILLAINS d6
A group of dryads, enraged by seeing a section of
since the druids and nymphs that guard the place are wary of outsiders and ready to put down those who take
forest burned, plots to destroy the shrine in order to
needlessly from the forest.
punish the druids for failing to protect the trees.
Characters who are accepted into a forest shrine find
2
it to be a guarded, peaceful place, an excellent shelter against enemies and weather. Sacred animals and hunt ing weapons are protected in the shrines. The druids might be willing to share knowledge and forest secrets with those who gain their trust. The Forest Shrine Adventures table offers ideas for adventures that could occur in or around such a place.
FOREST SHRINE ADVENTURES dlO
Adventure Goal Get permission from the shrine's druids to take part in a sacred hunt with them.
2
Prevent game hunters from killing a unicorn, and lead the unicorn to a shrine for shelter.
3 4
Find a scout from the shrine who has gone missing. Escape a shrine after being captured and held there for crimes against the forest.
5
Rescue trophy hunters being tortured at a shrine.
6
Earn a druid's trust to learn a valuable secret about the forest.
7
Retrieve a sacred weapon held in the grove.
8
Recruit the help of the shrine's druids to defeat a
9
Acquire a beast companion from the shrine.
10
Defend the shrine from a group of harpies.
group of poachers.
FOREST SHRINE MAP The forest shrine shown in map 4.11 is a clearing surrounded by a grove of wild olive trees. A pond at the center is fed by streams coming from the north and south. Arches of grapevines grow up from the ground, each creating a small, sheltered area for private conversations. Several bushes sculpted in the shape of Nylea and predatory forest animals, such as the bear and the wolf, are scattered throughout the shrine. These plants can come to life as guardians if �
�
Villain
the shrine's protectors call upon them.
·-
CHAPTER
4
I CREATING THEROS ADVENTURES
Poachers (scouts) kill the shrine's defenders and set their traps in the surrounding forest.
3
The shrine stands in the path of a hydra on a destruc tive rampage.
4
A druid who lost her spouse in a hunting accident attacks any hunters who come to the shrine.
5
A giant boar affected by the awaken spell convinces the shrine's druids to cast the spell on other boars to strike back at a contingent of hunting nobles.
6
A cult fanatic of Erebos infiltrates the shrine in dis guise and plans to kill all its plant life.
..
•
• • "
+
•
•
+
..
•
...
+
• •
" ..
+ +
+ • •
•
+
•
•
... •
•
: - ... }I Jf : Game Cfrail�" ._.
•
+
"i.� •
•
+
.
•
•
•
...
+
...
K
+
Blind
..
•
+
+
... ...
• • • • • +
1 squal(e = 5 feet • -
MAP 11.11: FOREST SHRINE
.
..·
CHAPTER
4
I CREATING THEROS ADVENTURES
159
PHARIKA'S VILLAINS Even the most well-intentioned of Pharika's healers can be hiding a venomous ulterior motive, and the same hand that stitches the characters' wounds one day might try to slit their throats the next. Pharika encourages her followers to seek balance in administering their "cures," spreading afflictions to counteract excessive prosperity at least as often as they provide life-saving help to those on the brink of death. All the while, Pharika watches with interest to see how mortals contend with both good fortune and misfortune, gleaning new knowledge The god of affliction cares little for mortals, seeing them as test subjects whose agony, resilience, and defiance all contribute to Pharika's efforts to reveal reality 's secrets.
PHARIKA'S CHAMPIONS The champions of Pharika are custodians of her exper iments, keepers of her secrets, and practitioners of her esoteric arts. They serve as doctors, herbalists, and ad visors as often as they do assassins and poisoners. The Pharika's Quests table suggests a few adventures the god's champions might involve themselves in.
through every cry of elation and every death rattle. On occasion, Pharika's followers might seem to be beneficent when they ease others' suffering or cure a pandemic. Yet they do so indiscriminately, meaning that these cures could also save the lives of terrible beasts and unrepentant villains. The Pharika's VilJains table suggests a variety of foes that might arise from among the god's followers.
PHARIKA1S VILLAINS d6
Villain A druid seeds deadly herbs into a village's fields, coaxing the plants to resemble farmers' crops.
PHARIKA'S QUESTS d6
Adventure Goal
2
The life of a tyrant (knight) is central to one of Phari ka's experiments in mortal suffering, so the god res
Concoct the antidote for a powerful affliction that resists conventional treatments. 2
Seek out a powerful beast whose blood has unique
urrects the tyrant whenever enemies kill him.
3
Legend tells of a hydra with alchemical lore scribed upon its bones. When an alchemist (mage) begins
alchemical value.
3
Infiltrate the Underworld to extract a secret someone
4
Track down and eliminate someone who is trying to
carried with them to the grave.
poisoning the beasts, Nylea sends dozens of hydras to seek revenge, catching innocents in the fray. 4
A town suffering from a plague seeks a cure from a cult fanatic of Pharika engaged in warlike research.
keep a radical discovery a secret.
5
Assassinate an important figure whose death would catalyze one of Pharika's experiments.
6
The researcher's blessing alleviates the pox but leaves
Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore.
the survivors delusional and violent.
5
After the characters witness a miracle, an apothecary
6
An archmage devotee of Pharika manages to shrink
(mage) seeks their blood as a medicinal ingredient. monsters to a size so small that they effectively be
A PHARIKA CAMPAIGN
have as viruses.
Pharika delights in testing the limits of mortality, vacil lating between helping and harming innocent subjects. Characters working in Pharika's service might travel
Serpents, rare magical beings, and poisonous creatures
such as by slaying the monstrous guardians of a place
number among Pharika's favorite servants, and medu
that holds the medicine needed to cure a plague. Then,
sas and basilisks hold special places in her esteem. The
before leaving the area, they or the god's other servants
Pharika's Monsters table presents just a few foes likely
might sow the seeds of a new threat.
to serve the god's will.
Despite any aid they provide, Pharika's servants are likely viewed with suspicion. In obtaining rare ingre dients or defending researchers, the characters might come into conflict with those who can't see the bigger picture-often followers of Heliod or Ephara. Undermin ing these faiths might be the best means of preserving Pharika's favorite wildernesses and laboratories. Ultimately, Pharika might call upon servants to
PHARIKA'S MONSTERS Challenge
Creature
Source
1/4
Nyxborn giant poisonous snake*
MM
1/2
Amphisbaena
MOT
1/2
Cockatrice
MM
2
Swarm of poisonous snakes
MM
Basilisk*
MM MM
abandon worldly scruples in favor of deciphering one
3
of Theros's great secrets. To accomplish this, the god
6
Medusa*
might send the characters into the Underworld or Nyx to
8
Assassin
MM
8
Hydra
MM
answer a burning cosmic question.
160
PHARIKA's MONSTERS
to sites of suffering and death in order to provide relief,
CHAPTER 4 I CREATING THEROS ADVENTURES
Challenge 8 17 '�
Creature
Source
Spirit naga Hythonia
MM
PHARIKA1S DIVINE SCHEMES d4
MOT
ulate several of Kruphix's oracles, compelling them
See chapter 6 for details about these creatures in Theros.
to reveal secrets of the cosmos. Unfortunately, her
PHARIKA AS CAMPAIGN VILLAIN As a campaign villain, Pharika might conduct exper iments in mortal resilience and curiosity, tests that
Scheme Pharika creates a mind-controlling incense to manip
mutagenic mist causes them to transform into beings they've glimpsed from beyond Theros.
2
Seeking to understand more about the Returned,
unfold over generations. The characters might spoil one
Pharika begins granting them elixirs meant to restore
of these experiments, making them the target of Phari
their lost memories. Although this works as intended
ka's ire. While tormenting mortals might seem petty,
for a rare few, most of the Returned instead experi
the perils she puts them through could also be a way of
ence traumatic visions that drive them to violence.
toughening up the characters to face greater threats. As
3
Medusas the world over find themselves infected
the campaign progresses, Pharika could evolve from
with a strange disease. They believe Pharika is collect
antagonist into an unlikely patron.
ing their souls to harvest the secrets they hoard. The
Pharika is also an excellent partner for a range of other divine antagonists, lending her support in ex change for future favors. However, with the right over tures and services, the characters might entreat her to betray a client, turning her against a new mutual enemy.
PHARIKA'S DIVINE SCHEMES
medusas seek advocates to end Pharika's plague.
4
After losing a bet to an ambitious physician, Pharika loans the doctor her sacred kylix for one week and invites him to cure as many patients as he pleases. In that time, he cures death itself in a small town. Not only has this emboldened some of the town's scal
Pharika has hundreds of ongoing schemes and exper
awags to commit crimes without fear of retribution,
iments, any number of which might come to fruition in
but the news has also infuriated disciples of Erebos,
the near future. The Pharika's Divine Schemes table de
Mogis, and Klothys. Meanwhile, Pharika watches
scribes several ways her deadly plans might complicate
with delight as too much of a good medicine inspires
adventurers' lives.
distress and conflict that threaten to boil over into surrounding regions.
' PHARIKA S CLERICS BELIEVE THAT THEY ARE BETTER: HEALERS BECllUSE THEY /IRE SO WELL llCQ.UlllNTEO WITH OEllTH.
HEALING POOLS Healing pools are naturally occurring springs and tidal pools said to have magical curative properties because Pharika has blessed them. Sick or injured people come to the pools and leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the
underwater tunnel, which leads outward and then upward to a dry cavern that serves as the priest's chambers. In crude laboratory above the pools, a stone table with restraints is used for experiments on humanoid sub jects. The cages lining the walls are meant for beasts used in experiments. Secret passages connected to these chambers connects to the pools and the surface.
god finds the offering unworthy, the waters poison the
HEALING POOLS VILLAINS
bather in some way, making their plight worse. If a per
Villains at healing pools are usually interested in heal
son who wants to bathe has no offering for the god, that
ing themselves, harming others, or controlling others'
individual can offer themselves or a captured beast as a
access to the pools. They might also take issue with the
subject for the priest's medical experiments.
strange practices of the pools' clergy. Examples of such
Many healing pools are in remote locations that are
villains appear on the Healing Pools Villains table.
difficult to reach, such as hot springs at the top of a vol cano or tidal pools on a monster-infested island. A priest of Pharika, often a medusa, usually watches over the pool. The priest's chambers are often in a building or a
HEALING POOLS VILLAINS d6
cave near the pools. Such places are part living quarters
invade the pools, believing the waters' magic can re
and part medical and alchemical laboratory, where the
store their lost memories and mortal bodies.
priest makes medicines and poisons and performs ex periments on beasts and humanoid subjects.
2
pools' healing magic.
3
seek out healing pools when a malady is beyond their ability to treat. Medical tests that are being conducted near healing pools could also present opportunities for adventures involving rare cures, new poisons, and experiments gone awry. The Healing Pools Adventures
S
in the pools.
2
Escort a sick or injured person to the pools.
3
Kill monsters taking up residence in the pools. Capture people and creatures for the priests to use in their experiments.
5
Cure the pools of a contamination.
6
Create a poison based on notes provided to you by one of Pharika's priests and contaminate the pools.
7
Steal reagent-rich water from the pools.
8
Rescue a priest's test subject and help them undo or adapt to the transformations they underwent due to the priest's experiments.
9
Kill or capture an escaped beast monstrously trans formed by the priest's experiments.
10
Retrieve materials needed to create a cure for a dis ease and convince a priest to help you make it.
HEALING POOLS MAP The healing pools shown in map 4.12 are located in an underground cavern, accessible through a wide hole in the cavern's ceiling that leads to a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains an
r62
CHAPTER 4 I CREATING THEROS ADVENTURES •
A dying veteran who was poisoned by the pools slaughters any person who is healed by the waters. An oracle (see chapter 6) allows the pools' poisons to seep from the caves and contaminate a community.
Adventure Goal Heal yourself or a diseased or injured party member
4
An assassin barters captured humanoid test subjects for poison from the pools' medusa priest.
6
dlO
The magic waters of the pools wash out to sea and attract a dying kraken to the area.
4
table suggests ideas for adventures in such a place.
HEALING POOLS ADVENTURES
Nereids (see chapter 6) guard the pools, making their own judgments about who is and isn't worthy of the
HEALING POOLS ADVENTURES Sick or injured characters might have good reason to
Villain A group of Returned palamnites (see chapter 6)
•
•
•
. •
1 square = 5 feet "' v>
0 ()
g z
g
MAP 4.12: 11EALING POOLS
-·
CHAPTER 4 I CREATING THEROS ADVENTURES
PHENAX1S VILLAINS Servants of Phenax dot the world, largely staying hid den until they are needed to help spin the web of lies that advances his plots. His servants prefer to confront foes using guile, cunning, and planning instead of brute force. Phenax and his champions move with purpose, don't draw attention to themselves, and use misdirection
' '
PH ENAX Cunning and deceitful, Phenax spins innumerable plots across all of creation. He enjoys upsetting the natural or der of things, either by thwarting the plans of his fellow gods or secreting away information for later use.
PHENAX'S CHAMPIONS Phenax's champions are pawns in his grand game of lying, cheating, and deception. He takes particular plea sure in tormenting Heliod and Iroas, whom he regards with special scorn. Phenax's servants have a tendency to show up at the most inconvenient times and places. The Phenax's Quests table suggests a few adventures
to keep foes guessing about when and where their next attack will come. Phenax's followers could be involved in the political machinations of a polis or the crimes of the local thieves' guild. Investigating instances of gambling, smuggling, robbery, and fencing stolen loot might bring the characters into opposition against Phenax and his followers. Whenever possible, servants of Phenax try to stage their misdeeds in a way that implicates other faiths or groups, to stir up as much conflict and confu sion as possible. The Phenax's Villains table suggests a variety of foes that might arise from among the god's followers.
PHENAX1S VILLAINS dB
Villain A charismatic crime boss (bandit captain) unites local
the god's champions might involve themselves in.
gangs in a bid to seize control of the polis.
PHENAX1S QUESTS d6
Rob or defend a gambling parlor.
2 3
2
A Returned palamnite (see chapter 6) wreaks havoc
3
The lies of a government functionary (noble) start a
across the countryside in Phenax's name.
Adventure Goal
trade war between struggling settlements.
Destabilize or aid the government of the local polis. Form or foil a heretical cult of Heliod to bring discord
Phenax cultists establish a fake cult of Ephara in a bid
4
to start a sectarian civil war in Meletis.
to the countryside.
4
Assassinate or protect the local magistrate who has
5
An information broker (spy) holds damaging secrets
6
A group of vocal iconoclasts (nobles) are fomenting
about important folk and is blackmailing them.
been cracking down on Phenax worshipers.
5
Create a grand prank built around obfuscation and
social upheaval that threatens to turn to violence.
deceit to embarrass a local government or temple. 6
Defeat a champion of another god (most likely He
A champion (veteran) of Heliod is threatening
7
liod, Erebos, or lroas).
to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker.
A PHENAX CAMPAIGN
Folk go missing then turn up with no memory of their
8
Phenax fits easily into the role of primary campaign
disappearance. Phenax cult fanatics are brainwashing
villain. He also might be an unconventional and exciting
these souls for use as sleeper agents.
patron of the player characters. Phenax is the arche typal outsider, and his champions might be tasked with disrupting the established order of a polis or aiding one of the necropoleis in expanding or dealing with vari ous threats. Plots and schemes are Phenax's lifeblood, suggest ing a complex, shifting campaign full of surprises and twists. For example, a simple heist could be the trig gering event for a series of major conflicts between two
als that use cleverness and guile to overcome foes. The Phenax's Monsters table presents just a few foes likely to serve the god's will.
PHENAX1S MONSTERS Creature
Source
Champions of Phenax could also serve as a bulwark
l
Returned sentry
MOT
against more aggressive gods who oppress or subjugate
3
Leucrotta
VGM
others. Alternatively, the party could be a band of free
3
Slithering tracker
VGM
dom fighters resisting the tyrannical ruler of their polis.
4
Returned palamnite
MOT
Even though Phenax traffics in lies and deceit, a mor
5
Ghostbfade eidolon
MOT
rival temples that ends in a citywide conflagration.
ally gray campaign can be built around the use of illicit means to achieve righteous ends. '
PHENAx's MONSTERS Phenax is often associated with monsters and individu
�
·-
CHAPTER 4 I CREATING THEROS ADVENTURES
Challenge
5
Master thief
VGM
8
Assassin
MM
16
Phoenix
MTF
PHENAX AS CAMPAIGN VILLAIN Regardless of whether Phenax begins the campaign
PHENAX1S DIVINE SCHEMES d4
Scheme
as a villain or turns against his champions during the
Phenax finds an artifact capable of imprisoning
course of play, he presents himself as a confounding,
Athreos and engages in a shadow war with Erebos,
slippery foe.
causing pandemonium in the Underworld. As a result,
As a campaign villain, Phenax might be driven by a desire to incite conflict against his fellow gods, usually
droves of Returned flood the mortal world.
2
to serve his own ends. Although Phenax doesn't desire rulership over Nyx, he does love to hoard damaging secrets and powerful magic. Acquiring these coveted items always involves duplicity and theft, and sometimes
death will be shattered.
3
murder. To Phenax, the ends justify the means. Upset
though, Phenax managed to imprison another god and has since taken their place.
done as a means to a greater end or simply to enjoy the The campaign's objective might involve determining what Phenax is up to and thwarting his scheme or, fail
Phenax vanishes. For a time, it's believe the god has been killed or grew bored and left Theres. In fact,
ting the order of things is a worthy goal, whether it's disruption caused by radical change.
Phenax undertakes a plot to transform Erebos into one of the Returned. If he succeeds, the balance of life and
4
·Phenax dispatches a powerful agent to find a lost relic called Deception's Edge, a dagger that enables the wielder to warp the minds of mortals. Once in posses
ing that, dealing with the fallout. Whatever the objective,
sion of the artifact, the agent embarks on a campaign
it will require the player characters to confront a being
of assassination and espionage that threatens to lead
who was clever enough to escape the Underworld.
PHENAx's DrvrnE SCHEMES Phenax's activities can have a wide-ranging impact on both the pantheon and the mortal world. The Phenax's Divine Schemes table offers examples of the ways in which Phenax's duplicity might have a mythic impact, catching adventurers in the middle of divine squabbles.
FOLLOWERS OF PHENAX HAVE LITTLE RESPECT FOR THE REST OF THE PANTHEON.
to all-out war between Akros and Meletis.
AMPHITHEATER Music, dance, poetry, drama, comedy, and satire are all performed and celebrated in the amphitheaters of Theros. These public spaces are also the scene of secret hand offs, private meetings, and espionage. The amphi theater's costumes, makeup, props, and hidden halls and entrances make it a good place for those who oper
AMPHITHEATER VILLAINS Liars, sneaks, and charmers often make their living as performers. Examples of such villains appear on the Amphitheater Villains table.
AMPHITHEATER VILLAINS d8
ate in the shadows to do so without arousing suspicion. Many performers moonlight as assassins, spies, and thieves, given their talents and resources, and as such
surrendering their fortunes.
2
many amphitheaters contain hidden shrines to Phenax.
AMPHITHEATER ADVENTURES Adventures in an amphitheater often revolve around deception. Great performances get audiences immersed in what they're seeing, lowering their defenses and al
geting a new performer in her place.
3
An untalented dancer (scout) poisons those with
4
A mage playwright invites political figures to see his
more skill in order to get ahead. satires, then uses magic to make them react dramati cally, which encourages more people to see his plays.
performers and staff hide stolen goods and even bodies 5
guises for use outside the theater. Theaters make great settings for social adventures. In a place where the rich and poor relax together, the
table presents ideas for adventures in such a place.
AMPHITHEATER ADVENTURES dlO
Adventure Goal Steal an item from an audience member.
2
Find evidence of a crime hidden backstage.
3
Defend a theater being run by a criminal cabal from a
4
Take the place of a group of performers on stage to
5
Assassinate an audience member during a perfor-
rival gang's assault. impress an audience member. mance without being seen. 6
Serve as bodyguards for an audience member.
7
Learn which performers are criminals.
8
Find a spy among the audience members and deliver a message to that person.
9
Steal costumes from the theater to infiltrate a temple in disguise.
10
Intercept and decipher a coded message meant for someone else.
AMPHITHEATER MAP The amphitheater shown in map 4.13 is set in a natural depression that provides seating for the audience. The backstage area con tains dressing rooms for the performers, a prop workshop, and a storage area filled with extra set pieces. Below, se cret halls include space for the games and drinking one might expect from a typical den of iniquity, but it also dis guises the barracks and training hall of a thieves' guild devoted to Phenax, a shrine, and an escape tunnel for making a quick getaway.
r66
CHAPTER 4 I CREATING THEROS ADVENTURES
A leading lady is also an assassin for hire, and she uses a secret room in the theater as her base.
6
Burglars (veterans) masquerading as acrobats iden tify marks during their performances, then rob them
characters can impress, blackmail, bribe, or steal from people of all walks of life. The Amphitheater Adventures
The wraith of a murdered actress reenacts her death every night, playing the role of the murderer and tar
lowing pickpockets and spies to work. Backstage, the in plain sight among legitimate props, and they craft dis
Villain An actor charms nobles who see him perform into
afterward. 7
A murderer (spy) who works as a prop maker hides his weapons and victims in among pieces of the set.
8
A theater-loving mage uses a homunculus to spy on audience members to gain blackmail material.
••
Although Purphoros is usually even-tempered, his champions occasionally run afoul of his violent im pulses. They might find themselves inadvertently in the path of one of his destructive rages, or they might earn his wrath more directly by displaying weakness or cow ardice. Wayward champions are usually able to atone for their deeds and regain his favor when he is in a better temperament, but in extreme cases, they could be forced to seek refuge with another god, thereafter contending
PURPHOROS Impulsive and unsubtle, Purphoros is an unpredictable force in the lives of his chosen champions.
PURPHORos's CHAMPIONS Purphoros's relationship to his champions is more that of a patron than a ruler. He chooses champions whose passions advance his interests in the world, and
with Purphoros as a villain.
PURPHORos's VILLAINS Though Purphoros's ideals are shared by many, the methods he uses to advance them can be brutal. His belief that creation necessitates destruction, combined with his cavalier attitude toward authority, make it easy for followers of the forge god to be seen as villains. There are many paths to villainy in the name of Pur phoros. The quest for ever finer works of craft can give
he grants them his blessings to use as they see fit in
rise to deadly rivalries. Resistance to lawful authority
service to him. Purphoros is eccentric, however, and
can become tyranny of another sort. And when passions
he could suddenly appear to hand down commands to
become inflamed, giving in to them can lead to tragedy
his champions after months or years of silence. Priests,
rather than triumph. Purphoros's general hands-off
other followers of Purphoros, and regular people in
attitude toward his champions means that groups of his
need might also approach the champions requesting aid.
followers could easily find themselves on opposite sides
Purphoros never rebuffs followers of other gods if their
in a conflict, and in extreme cases Purphoros himself
need is genuine.
sends heroes to strike down those who stray.
The Purphoros's Quests table suggests a few adven
The Purphoros's Villains table suggests a variety of
tures the god's champions might involve themselves in.
foes that might arise from among the god's followers.
PURPHOROs's QUESTS
PURPHOROS'S VILLAINS
d6
Adventure Goal
d6
2
precious iron ore for a master smith.
his craft, engaging in bloody rituals to produce exqui
Protect a traveling theater troupe as they perform a
site cursed weapons.
new play that glorifies Purphoros and makes another 3
2
An aging veteran seeks to replace her body with living
god look foolish.
bronze and enlists a genius archmage of Purphoros
Retrieve a sacred weapon of Purphoros that has fallen
to aid her. Then several of their test limbs escape.
into the hands of minotaurs. 4
Resist the corrupt authority of a powerful priest of
5
Triumph in a contest of strength or crafting to bring
3
A rebel (spy) plots to set fire to a temple of Heliod and dedicate the blaze to Purphoros, driving the gods toward a conflict he's certain Purphoros will win.
Heliod or a cruel village elder.
6
Villain
A cult fanatic of Purphoros turns to Mogis to enhance
Clear out a monster-infested mine and help procure
4
A gladiator of Purphoros partakes of the fumes at
glory to Purphoros.
Mount Velus then goes on what seems to be a ram
Defeat a champion of another god (most likely
page that contributes to a mysterious design.
Heliod, Kruphix, Phenax, or Mogis).
5
A priest of Purphoros condemns the party for treating their weapons and tools poorly, insisting they discard
A PURPHOROS CAMPAIGN A campaign structured around champions of Purphoros can feature the themes of freedom, self-expression, and passion, casting the adventurers as brave rebels fighting against tyranny and convention. Purphoros's champions come from many walks of life, but they are united in their dedication to their god and his ideals. A Purphoros campaign might begin with the adven turers being called together by a priest of Purphoros or a master smith to lend aid with an urgent matter. From there, the characters' victories on behalf of Purphoros might arouse the ire of Heliod's followers. Given Pur phoros's impulsiveness, conflict with the followers of .
�
other gods can quickly escalate from petty to violent.
·,,,.
r68
CHAPTER
4
I CREATING THEROS ADVENTURES
them until the heroes prove their worthiness. 6
A group of oreads (see chapter 6) seeks inspiration in flames. The oreads leave Purphoros's forge and con duct thorough studies of everything they burn.
PURPHOROS'S MONSTERS In addition to his followers, Purphoros is associated with a wide range of other creatures, such as those pre sented on the Purphoros's Monsters table.
PURPHOROS'S MONSTERS Challenge
1/2
Creature
PuRPHORos's DIVINE SCHEMES Source
Anvilwrought raptor
MOT
Purphoros's fits of passion can have a long-lasting im pact on both gods and mortals. The Purphoros's Divine Schemes tables outlines a few ways the god's explosive
1
Bronze sable
MOT
2
Burnished hart
MOT
4
Oread
MOT
5
Gold-forged sentinel
MOT
5
Fire elemental
MM
6
Cyclops''
MM
Mount Velus to erupt. The volcano's rage doesn't
9
Fire giant
MM
cease, though, threatening the region.
16
Iron golem
MM
17
Adult red dragon''
MM
24
Ancient red dragon*
MM
temper might have dire consequences for the world.
PURPHOROS'S DIVINE SCHEMES d4
Scheme
Enraged at Heliod's latest insult, Purphoros causes
2
Insulted that the other gods don't appreciate his cre ations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
''See chapter 6 for details about these creatures in Theres. 3
PURPHOROS AS CAMPAIGN VILLAIN
Gripped by sudden inspiration, Purphoros begins building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every
As a campaign villain, Purphoros is more likely to be
god opposes him in this effort. Can the construction
driven by his impulses rather than by any coherent plan. He might begin by encouraging his champions to cre
effort be sabotaged without bringing the bridge tum
ate works and spread tales that belittle the other gods.
bling down on the mortal world?
When other deities retaliate against his chosen, Purpho
4
Purphoros's double, Petros, reveals an army of metal
ros reacts with rage, taking vengeance on other gods'
Nyxborn creatures and unleashes them against tem
temples and priests across Theros. Assuming the player
ples and settlements dedicated to other gods. The
characters are champions of other gods, they might well find themselves the targets of Purphoros's rage.
gods blame Purphoros for the attack, but he is too proud, and too fond of Petros, to stop the attacks.
THE ORACLES OF PuRPHOROS READ THE
Goo's
WILL IN EARTH, FIRE, ANO VOLCANIC FUMES.
VOLCANO TEMPLE ADVENTURES dlO
Adventure Goal
Acquire an item that wasn't up to Purphoros's stan dards before it's cast into the lava. 2
Defend the temple from fiery zombies emerging from tunnels connecting to a collapsed temple.
3 4
Steal a phoenix egg from the temple. Become an apprentice to one of the priests and craft an item in the temple.
5
Explore a ruined temple after an eruption to make sure it is safe for others to enter.
6
Stop the temple priests from destroying well-crafted but substandard armor and weapons that are needed by a nearby settlement.
7
The volcano is erupting! Prevent it, or save the most fanatical priests who refuse to leave their forges.
8
Negotiate with fire giants who want to use the tem ple's forges.
9
Destroy a near-indestructible item in the volcano's forges.
10
Rescue an artisan lost in the temple's twisting halls.
VOLCANO TEMPLE MAP The volcano temple shown in map 4.14 is reached by a switchback stair carved into the side of the volcano, which leads to an ornate edifice sculpted into the face of the mountain. The temple's facade features massive pillars, two mighty statues, and a pair of towering,
VOLCANO TEMPLE The grandest temples of Purphoros burrow into the hearts of active volcanoes, being both places of worship and workshops. The volcanic vapors inspire artisans who worship at the top of the temple, then journey down to glowing forges where they craft armor, jewelry, weapons, and other works of art. The forges in a volcano temple get so hot they can work almost any material, mundane or extraordinary. The faithful of Purphoros often work on commission or sell their works, though some create strictly for themselves. Just like the treasures forged inside them, volcanic temples are works of art. The priests who maintain the structures carve intricate designs with metal filigree in the stone walls and craft ornamental decorations that
bronze-bound doors. The interior holds a complex of workshops, forges, barracks, and mines. The physical and spiritual heart of the place is a large cavern where a gigantic statue of Purphoros stands amid a pool of lava, with a raised altar facing a forge where smiths can com plete their work in sight of their god.
VOLCANO TEMPLE VILLAINS Villains in a volcano temple are out to claim the place's treasures or harness the mountain's destructive power. Examples of such villains appear on the Volcano Temple Villains table.
VOLCANO TEMPLE VILLAINS d6
make each temple look more like an art museum than a
An adult red dragon tries to make its nest inside the
cave inside a mountain. The priests know that one day
temple, attacking the artisans and priests within.
the volcano will erupt, destroying their work but provid
2
ornate halls, hoping to draw Purphoros's ire and thus
ideas when the cataclysm subsides.
cause the volcano to erupt at an unexpected time,
An adventure in a volcano temple incorporates the danger of fire, the power of divine magic, and the allure of art and treasure. It is easy to get lost in the temple's
killing everyone in the temple. 3
A obsessed cult fanatic is never satisfied with her ap
4
A unit of defeated and desperate hoplites (see chap
prentices' creations and works them to death.
twisting, never-finished halls, minor eruptions pose a
ter 6) raid the temple, steal magical weapons, and
constant threat, and former temples ruined by eruptions
prepare to avenge their fallen companions.
now connect to dark places that monsters call home.
5
An apprentice artisan summons fire elementals that
6
An iron golem forged in the temple breaks free of its
Despite these hazards, the valuables most temples hold can be too tempting for some adventurers to pass up. ..
·-
A priest of Mogis infiltrates the volcano and mars its
ing an opportunity to start afresh with newly inspired
VOLCANO TEMPLE ADVENTURES
.
Villain
The Volcano Temple Adventures table presents ideas for adventures that could occur in such a place. CHAPTER
4
I CREATING THEROS ADVENTURES
he can't control to murder his cruel master. maker's control and goes on a killing spree .
hail them as heroes, while others are suspicious of them-particularly when one of the disasters they fore tell seems likely to be Thassa's doing. They might get caught up in the schemes of other gods' minions who resent their growing influence over the community. Thassa knows nothing is permanent, including her champions' service. If they fail to uphold her wishes, she will abandon them. In such a case, she might become a villain, trying to thwart the characters unless they can
THASSA Thassa's influence on the lives of her champions var ies wildly, often influenced by her stormy whims. A champion of the god who serves dutifully might not attract her attention for years. Those who displease her, though, or who engage with those who have earned her ire, might find themselves the uncomfortable focus of
appease her or gain the protection of a new patron.
THASSA'S VILLAINS Thassa can take on a villainous role as much through indifference as through malice. Thassa takes revenge on those who wrong her, and she doesn't particularly care who else is harmed. Thassa's followers might become villains for a vast range of reasons. Some become obsessed with recov
her attention for an extended period.
ering or keeping hidden the secrets of the deep. Others
THASSA'S CHAMPIONS
depths and half-glimpsed monsters. Still others preemp
come to worship the ocean itself, with its uncaring
Thassa's champions are more expressions of her de
tively strike at those who risk offending the god-white
sires than the means for enacting long-term agendas.
knights, overprotective of their own deity.
She disdains the status quo but also has no interest in committing to lengthy campaigns to overturn it. Rather,
The Thassa's Villains table suggests a variety of foes that might arise from among the god's followers.
her champions' work often serves her immediate inter ests or embodies her ire about some recent slight. The Thassa's Quests table suggests a few adventures the god's champions might involve themselves in.
THA SSA1S VILLAIN S d6
Villain
A triton master of waves (see chapter 6) demands ever greater sacrifices to Thassa from merchants
THASSA1S QUE ST S d6
Help a village ofThassa's faithful evacuate to the hills before Thassa sends a great wave to punish the vil lage's willful coastal neighbors. 2
moving along a crucial trade route, threatening to
Adventure Goal
Phenax has learned the location of a sunken treasure
sink ships that don't comply. 2
A former priest ofThassa kidnaps indigents and
3
A druid ofThassa, after being mistreated by a coastal
plans to drown them as offerings to regain her favor. community, uses magic to lure a plague of giant crabs
in a flooded cave. Retrieve the treasure before his fortune-hunters can steal it fromThassa. 3
Smuggle a cargo of offerings for Thassa past harbor
out of the depths to take revenge. A water elemental is trapped in a village well and has
4
changed the drinking water to saltwater. It needs help
inspectors at Meletis, skirting new laws put into place at the behest of Heliod's priesthood that ban the im port of items intended for sacrifice to other gods. 4
Sirens (see the harpies entry in chapter 6) favored by Thassa take up residence in a lighthouse, preventing
Find a magically stolen vessel sequestered high in the mountains and return it to the ocean.
5
returning to the sea. 5
Capture a great beast of the land and bring it to the
its use. A ship carrying a massive pearl sacred toThassa has
6
been sunk. Thassa's cultists want the pearl back, but
shore as an offering for a kraken. 6
anyone trying to retrieve it find that the god's triton
Humiliate a champion of another god (most likely
followers have claimed it.
Ephara, Karametra, Pharika, lroas, or Mogis). A TuASSA CAMPAIGN Thassa's interests naturally pull the characters toward the sea, coasts, or lands affected by (or starved of) water. She makes a fantastic patron for sea-based campaigns, but also land-based journeys where the characters might spread Thassa's desire for change and discover ing ancient knowledge. The campaign might begin with Thassa warning the
TuAssA's MoNSTERS Any sea creature might answer Thassa's call. In addi tion to any aquatic beast or being of elemental water, the Thassa's Monsters table presents a few of her servants.
THA S SA1S MONSTERS Challenge
1/2
characters about an impending attack or disaster in volving a seaside community, leaving them to convince '
�
others and organize a defense. Some citizens might
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172
CHAPTER 4 I CREATING THEROS ADVENTURES
2 2
Creature
Source
Hippocamp
MOT
Siren (harpy)''
MM
Naiad
MOT
Triton shorestalker
MOT
Challenge
5
Creature
Source
Water elemental
MM
Triton master of waves
MOT
13
Storm giant
MM
17
Dragon turtle
MM
23
Kraken''
MM
8
26
Tromokratis
MOT
THASSA's DIVINE SCHEMES The Thassa's Divine Schemes tables offers examples of how the god's whims might have ruinous impact upon the world.
THASSA'S DIVINE SCHEMES d4
Scheme
After a kraken is sighted near an inhabited island, a
''See chapter 6 for details about these creatures inTheres.
fleet prepares to set sail from Meletis to face it. In ret
THASSA AS CAMPAIGN VILLAIN
coastline, stranding not only the fleet, but the fishing
ribution, Thassa pulls the ocean back from the entire
Many of Thassa's schemes begin with some perceived
boats and merchant vessels that keep the polis fed
slight, or even a genuine threat, perpetrated by one of
and supplied. Thassa's oracles announce that "the
the other gods. But Thassa's acts of intervention are
forest of masts must be felled" before the waters will
seldom subtle, and her resistance to change some
return, but Meletis refuses to give up its navy. How
times causes her to let a situation worsen until she erupts in rage. Thassa might begin by answering another god's offen
can Thassa be appeased? 2
sive act with a display of power-which might be viewed
godly weapon, claiming it as her own, much to the
as a threat by other gods. An arrogant dictate from
owner's ire.
Heliod or developments in a coastal community might prompt Thassa to send forth a kraken, requiring that
During a divine conflict, one of the gods' weapons tumbles into the sea. Thassa refuses to return the
3
Thassa turns a ship full of another god's champions
heroes fight it off. When the kraken is defeated, Thassa
into dolphins as punishment for setting foot on one of
sends her champions to collect the beast's heart so they
her holy isles. Can she be persuaded to change them
might resurrect the creature. Characters might then
back? How will the champions' patrons respond if she
face off against Thassa's champions while they attempt this resurrection, or fight several younger krakens her champions are training. Such a campaign might end with the adventurers convincing other gods to placate Thassa, or paying penance in the form of treasure, ser vice, or sacrifice.
THE FLOOR OF THE SIREN SEA 1s LITTERED w1TH VESSELS THAT NAVIGATED THE WAVES UNWELCOMEO.
refuses? 4
When multiple gods turn against her in a dispute, Thassa is enraged. She releases the locks binding ev ery kraken in the sea, along with that of an ancient and mysterious kraken brood mother.
COASTAL TEMPLE Thassa's temples are often located in coastal are;is, to accommodate both her land-dwelling worshipers and her faithful who live beneath the waves, such as tritons.
boasts a massive coral altar where the sea god is wor shiped. Tunnels lead to priests' quarters, private medita tion areas, docks, and other areas well suited to the use of both land-dwelling and aquatic worshipers.
These houses of worship often make use of natural
COASTAL TEMPLE VILLAINS
caves and coves that demonstrate the power of the sea
Villains in seaside temples often seek to harness the
over the passage of time. Wave-worn rocks, tidal pools,
might of the sea or are almost alien beings that have
stalactites, stalagmites, coral reefs, and other marine
crawled from the depths. Examples of such villains ap
features are all incorporated into the decor of a temple.
pear on the Coastal Temple Villains table.
Most coastal temples include chambers that are un derwater at high tide. Worshipers sit in these places at low tide and meditate on what the future might hold while the water rises around them. They leave offerings
COASTAL TEMPLE VILLAINS d6
to Thassa in these places, which are carried out to sea
ers don't pay tribute to the creature.
as the water recedes. A coastal temple is where people come to contemplate
2
against the sea.
enjoying the sound of the waves, the sight of the sea's
3
potentially hostile places for the land-dwelling faithful.
drown themselves during high tide. 4
from the depths.
the length of time they live. 5
sail the waves or swim beneath them. Characters might
kraken and begins murdering them.
table offers ideas for adventures in such a place.
COASTAL TEMPLE ADVENTURES dl 2
Adventure Goal
Save land-dwelling worshipers who became trapped inside the temple during a flood. 2
Steal an offering before it washes away.
3
Confront pirates worshiping at the temple.
4
Defend the temple from kraken-worshiping cultists.
5
Kill or drive off a hydra that has claimed the temple as its home.
6
Help a killer whale beached in the temple.
7
Get information from a worshiper.
8
Kidnap a worshiper without making a scene.
9
Steal a magic quipper from a sacred tide pool.
10 11
Spy on a conversation between two worshipers. Negotiate with a blue dragon that wants to claim the temple as its lair.
12
Escape the temple as it floods.
COASTAL TEMPLE MAP At high tide, the coastal temple shown in map 4.15 is covered in a few inches of water, some of which gets trapped in depressions when the tide goes out. These shallow pools sometimes contain colorful fish, crabs, shells, and flotsam, any of which Thassa's followers might consider to have divine meaning. The largest cavern
·-
174
A rageful triton master of waves (see chapter 6) believes everyone in a temple is secretly serving a
what the sea tells them. The Coastal Temple Adventures
�
6
who worship krakens, and other unsavory types who also to come to such a place to meditate and listen to
'
A giant octopus under the effects of the awaken spell hunts in the temple at high tide.
Adventurers could come to a temple to clash with a group of Thassa's faithful, which include pirates, cultists
A priest ofThassa falsely convinces elderly worship ers that giving more wealth to the temple increases
No worshiper, aquatic or otherwise, is safe on the rare occasions when a shark or something worse comes up
A group of sirens (see the harpies entry in chapter 6) take over the temple and lure new victims inside to
COASTAL TEMPLE ADVENTURES Fierce tides and sudden storms make coastal temples
A nereid (see chapter 6) hides inside the temple and murders fishers who worship here for their crimes
the sea, the passage of time, and the natural world while sculptures, and the refreshing feeling of cool water.
Villain
A kraken threatens to destroy the temple if worship
CHAPTER 4 I CREATING THEROS ADVENTURES
NAUTICAL ADVENTURES
RUNNINC NAUTICAL ADVENTURES
The Callapheia chronicles the legendary story of Cal laphe, captain of The Monsoon, whose wild adventures
need to be d a u nti ng, especially not i n a world as steeped
R u n n in g adventures i nvolvi n g sh ips a n d the sea doesn't in magic as Theros. Knowi n g the d i fference between port
pitted her against all manner of pirates and sea mon sters. Sailors also tell tales of the bold explorer Captain Siona and her ship, the Pyleas, recounting her epic voy ages to mystical islands. Both captains and their crews still sail the waves of Theros, their stories far from com plete. Yet word of their deeds has inspired generations of sailors, merely hinting at the endless treasures and adventures to be found at sea. This section provides an overview of the wonders and dangers heroes might en counter when they venture out to sea.
(left) and starboard (right), or a ship's bow (front) and stern (rear) isn't necessarily important to legendary he roes, particularly when brave crews sail along with them. Feel free to th i n k of the ship you r heroes travel upon less i n the terms of a pi rate story (fu l l of commonplace duties and d a ngers) a n d more l i ke a vessel in a space-faring, sci-fi adventure (where m u ndane operations often fade i nto the background) . How m uch a story engages with course setti ng, provisioni ng, periods of i n activity, and other as pects of long ocean journeys is ulti mately up to you a n d the pl ayers t o decide, but co n s ider cleavi n g t o what t h e group thinks i s fun rather than stretc h i n g for u n necessary
SAILING THE SEA
accu racy (whatever that m ight mean for a world as magical
Just as on land, everything in the waters of Theros exists on a mythic scale. While map 3 . 1 in chapter 3 suggests that travel across the Siren Sea should take only a few days, its hazards and countless uncharted islands can make what should be a journey of a month a year-long odyssey. Even a routine journey can become an epic adventure if the characters anger a god, such as Thassa, who can make sure the waves are never in their favor.
as Theros). That said, i f you'd l i ke to add n ua n ce to you r n a utical ad ventures i n Theros, the book Ghosts of Saltmarsh provides more i nformation on sh ips, hazards, and environments at sea as well as tables for use with na utical encounters, mysterious islands, and other marine features. The galley presented in that book m i ght a l so make a fine vessel for you r adventu res-once you r players give it a name worthy of their legend, that is.
EMBARKING ON ADVENTURE
To begin any nautical adventure, heroes must take that first, often daunting, step away from dry land. The Adventures at Sea table provides a variety of story ideas that might help compel heroes to set forth upon the waves. ADVENTURES AT S EA dlO
Adventure Goal Slay a mon ster or pirates terrorizing sh ips at sea.
2
Fo l low an omen that leads out to sea.
3
Seek an artifact h idden u nd erwater or on an i s l a n d .
GETTING LOST
Many adventures at sea start with a simple premise: get home. Whether the tale starts with characters getting marooned or in the aftermath of some calamity, the characters might share the goal of getting back to where they belong. Perhaps the characters find themselves on an island of legend, one not found on any map, making their travels a journey through the unknown. Even if the characters are shipwrecked on a well-known island, the influence of the gods, pursuit of deadly sea beasts, will of a living vessel, or countless other challenges could stand in the way of them reaching home.
4
F i n d yo u r way home after gett i n g lost.
5
Find a lost temple of a god.
MAI NTA I N I N G RELATIONSHIPS
6
Relocate settlers tryi n g to colon ize an i n h a bited isle.
In a campaign that often changes location, it can be diffi cult to have recurring NPCs. If you introduce characters you'd like the party to stay in touch with, consider the following options:
7
D i scover a safe route through deadly waters.
8
Retrace the path of a hero lost at sea.
9
F i n d a w h i rlpool that is a passage to the U n d erworld.
10
S a i l from t h e edge o f the world i nto Nyx.
•
•
•
•
..
..
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CHAPTER 4 I CREATING TH EROS ADVENTURES
Aquatic or flying characters can visit the characters as they travel, appearing unexpectedly. Magic items such as sending stones and spells such as animal messenger allow characters to stay in touch over long distances. Powerful creatures might teleport to the characters' location-particularly those unable (or disinclined) to share their teleportation powers. When the characters dream, they might meet other creatures in Nyx. Some of Theros's mystical islands move around on the sea, allowing the characters to run into them and their inhabitants multiple times .
MYSTICAL ISLANDS The Siren Sea is dotted with mysterious islands that are home to strange creatures, mysterious hermits, odd phenomena, and ancient ruins. These islands make fantastic adventure locations for characters exploring uncharted oceans or those simply trying to get home. While any island might present the opportunity to rest, weather storms, restock, and explore, the islands of Theros might also be worlds unto themselves, where unlikely beings hold dominion or the gods have crafted a realm to their specific whims. Such mystical islands aren't just stops on an ocean journey; they're unique lands touched by the magic of the gods. A mystical island could be the ultimate destination of a nautical adventure, or a magical interlude amid a larger seafaring campaign. When creating a mystical island, consider how its environment and inhabitants contribute to making it feel like a world unto itself. Also, consider how the laws of nature and the gods might op erate differently on the island, giving rise to all manner of magical properties. ISLAN D ENVIRONMENTS
While a mystical island could be a simple spur of rock and sand jutting from the ocean depths, there's the potential to make it much more. When considering the very foundations of an island, consider what the gods might have set adrift, what might have fallen from Nyx, or what might have floated upon the seas for centuries. The Mystical Island Environments table suggests some possibilities for the sorts of unusual islands that might be floating in the Siren Sea.
ISLAND ENVIRONMENTS dlO
Environment Frozen. The i s la n d is magically frozen or is a floating iceberg. Perhaps something l ies locked with i n.
2
Sargassum. The i s l a n d is a dense layer of seaweed
_ that has developed its own ecosystem of strange beasts and trapped sai lors.
3
Living. The i s l a n d is actua l l y a gigantic s l u m bering
4
Mirage. M agical phenomena s u rro u n d a m undane
5
Nyx Shard. The i s l and is a manifestation of Nyx, a
creatu re-pote ntially unbe known to its res idents. i s l and with tempti ng o r treachero u s i l l u s ions. recreation of a land from the d istant past or com· pletely from fiction. 6
Idyllic. The island has beautiful weather and a b u n · d a n t fruit-so m u ch so t h a t s o m e m i ght consider never leavi ng.
7
Lost Ruin. The i s l a n d is all that s u rvived a c a l a m ity that destroyed a legendary city.
8
Gateway. The i s l and is inherently magical, perhaps being an intrusion from a biza rre demi plane o r the d ream of a s l eeping d e m i god.
9
Promised Land. The i s l a n d i s a gift fro m a god t o a favored ind ivid u a l or population, spec i a l l y tail ored to s u i t their wh i m s.
10
Divine Refuge. A god created this island to be a per sonal getaway, m a k i n g it a reflection of the world as it would appear i f they were in complete control.
CHAPTER 4 I CREATING THEROS ADVENTURES
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II
. ...
177
ISLAND I N H ABITANTS
Any sort of people, from isolated societies to desperate castaways, from monstrous predators to the last beings of their kind, might make their home in a hidden island sanctuary. The Island Inhabitants table offers just a few suggestions for what sort of people might make their home on a mystical island. IS LAND INHABITANTS dlO
Inhabitants The Last. Creatu res that t h i n k they're the last of their kind-perhaps Returned, leon i n , or h u m a ns make their home on the island.
2
First Contact. A prosperous civil ization, u n con
3
S trangers. A species not usually con nected to
nected to the great poleis, thrives on the island. Th eros dwells here-such as t h ri -kree n , yuan-ti, or another creature from the Monster Manual.
4
Rivals. Two settlem ents have tu rned the island i nto a war zone.
5
Prisoner. A powerfu l monster or dangerous fi gure from legend is i m prisoned o n this island.
6
Tyrant. A powerful i nd iv i d u a l b u i lt a fortress on the isl a n d , and all other residents revere them.
7
Fanatics. The isla nd's residents know only one god
8
The Dead. A settlement of the Returned is located
9
Memories. Everyone on the island is Nyxborn, being
and don't appreciate visits from heretics. near a n obscure passage to the U n derworld. the rei ncarnation of a lost people. 10 &
-
Oracle. An oracle with a reputation for accu rate knowledge and pred iction l ives on the isla n d .
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CHAPTER
4 I
C R E ATING THEROS ADVENTURES
ISLAN D MAGICAL PROPERT I E S
Beyond unusual physical compositions and strange inhabitants, mystical islands might have magical prop erties. Effects include persistent weather, a unique law of physics, a curse that affects visitors, or something stranger. When determining what magical properties affect a mystical island, consider using any of the magi cal effects here, either as presented or as inspiration for magical properties of your own design. Bliss Island. Those who visit the island risk being en chanted so they never want to leave. At the end of each long rest it takes on this island, a visitor must succeed on a DC 10 Wisdom saving throw or be unwilling to leave the island before finishing another long rest. After failing this saving throw three times, the creature never willingly leaves the island and, if forcibly removed, does everything in its power to return. A dispel evil and good spell removes this effect from the creature. Swine Island. Visitors to this island risk being af flicted by the Curse of the Swine. At the end of each long rest it takes on this island, a visitor must succeed on a DC 10 Wisdom saving throw or be affected by the poly morph spell and transformed into a pig (use the boar stat block). The curse lasts until the visitor leaves the isle or until it is broken by a spell like remove curse. Timeless Island. When characters leave the island after spending at least 1 day there, they might find that time has passed differently for the outside world. Use the Feywild Time Warp table in chapter 2 of the Dungeon Master's Guide to determine how much time has passed. Wild Magic Island. Whenever a spell is cast on the is land, the caster must roll on the Wild Magic Surge table from chapter 3 of the Player's Handbook.
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UNDERWATER ADVENTURES
UNDERWATER ADVENTURES dl2
With vast triton realms hidden beneath the waves and legendary ruins drowned in the deep, endless potential for adventure lies under the sea. Characters interested in exploring the ocean's depths might seek the means of surviving underwater-whether such takes the form of magic items or devices crafted by ingenious inventors. Alternatively, drowning might only be a concern of those who aren't favored by the gods, and heroes might find themselves welcomed into the deep by Thassa herself. The riches of the deep are also vast, with the peoples of the sea hoarding strange treasures and more ships resting on the ocean floor than sailing its surface. How ever characters contend with the depths and whatever they might seek, consider using the possibilities on the Underwater Adventures table to launch a party's explo rations into the deep. iJ •
Plot Seek aid or advice from the eldest member of a n aquatic species-s uch as the fi r s t d o l p h i n .
2
Recover t h e treasure of a h e r o long a g o devou red b y a sea beast.
3
Carry a coastal city's gifts and d i p l omatic messages to an u n d erwater com m u n ity.
4
Calm a kraken attempting to break out of its sea lock
5
M a ke a sacrifice at a triton temple devoted to Thassa
6
Tra nsform i nto a sea creature and i nfiltrate a n u n d e r-
7
Convince a hero who's fallen in love with a sea
(see chapter 6). or another god. sea com m u n ity. dwel ler to return home.
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Raise a s u nken city back above the waves while avoid
9
Seek information from an oracle who lives on a
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Seal a hole i n the sea that's a l lowi ng d e n izens of the
ing whatever now makes the place its home.
MYTH OF THE SIN Kl NC OF 0LANTIN In a ncient days, Olantin was a wealthy coastal polis along the
s u nken i s l a n d i n s ide a giant bubble.
S i ren Sea. Because it was the westernmost of the great poleis of old, it became associated with s u n set, and therefore, with
U n derworld ward of N erono to escape.
Heliod. A magnificent s h ri ne to the s u n god rose within the
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polis, and its priests, a group known as the Triarchy, grew
Return a juve n i l e sea monster caught i n a fi s her's net to its home.
wealthy and powerful. Deta i l s about what came next are u nclear, but records tell
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of a veil of darkness that engulfed the coast. People believed
Protect a priest ofThassa i ntent o n journey i n g to the bottom of the sea.
that Hel iod had abandoned them, and many fled the pol i s . I n a panic, the Tri a rchy raised a n enormous ball o f l i ght into the sky as a replacement s u n . When the darkness cleared, Hel iod saw the fake sun and grew fu riou s . With his spear, he struck Olanti n , shattering the city and casting its r u i n s i nto the depths of the sea.
As
THE PEOPLE OF
0 LANTIN DISCOVERED, AGES OF
PROSPERITV ANO CULTURE MEAN NOTHING IN THE FACE OF A WRATHFUL SEA.
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UNDERWORLD ADVENTURES All things eventually reach their end and pass into· the Underworld. That doesn't mean the heroes of Theros need to accept that fate and embrace eternity quietly, though. This section examines fates and features of the Underworld, including how the living and the dead might interact with this grim land and its inhabitants. Methods of escaping this supposedly final resting place of all mortal souls are also explored here, along with what adventures the Underworld holds for Theros's bravest heroes.
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WHAT HAPPENS WHEN You D1E? When a soul arrives in the Underworld, it has a l l the mem ories and skills it enjoyed i n l i fe. I n a l l respects, it is iden tical to its l iving self, i nc l u d i n g its game statistics. Though souls can enjoy the acts of eating, drinki ng, and sleeping, they don't req u i re them. They feel h u nger and thirst and might be torme nted by deprivation, but they don't suffer the effects of exhaustion because of it. Every time a soul d ies i n the U n derworld, it reani mates at the start of its next turn with l h it point per H it Die it possesses, and it gains one level of exhaustion that can't be removed u n l ess the sou l returns to l i fe, at which point all exhaustion gained i n this way van ishes. With each level
LIVING DESCENT
of permanent exhaustion, the sou l becomes faded and
Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to recover it? One answer is to dare an expedition into the Underworld to find what was lost. Entering the Underworld is arguably one of the easiest feats imaginable-everyone ends up there when they die. Entering while still alive, and in such a way as to be able to walk out again, is another matter entirely. Legends tell of places where the boundary between the mortal world and the Underworld is weak. These paths lie beyond lands controlled by the poleis and other civilized beings. Dark caves with tunnels leading down into darkness and rivers quietly lapping at fog-shrouded gravel shores give way to the Underworld's borders. Though Athreos ferries the dead across the Tartyx, he's not above accepting a one-way fare from those who still breathe. Even the other fearsome Underworld guard ians that keep watch over the dead often allow the living to enter. Leaving the Underworld isn't so simple, and once beyond the Tartyx River the living find themselves in the same predicament as the dead. Within the Under world, characters who entered bodily are still fully alive. They age, suffer damage, heal naturally, and require air, food, drink, and sleep as normal. The Underworld isn't conducive to mortal life, though, and between deadly creatures and dangerous otherworldly environments, the living might soon find themselves numbering among the dead. Characters can pursue all manner of goals to the Un derworld. Many center on finding something that was lost with no other means available to recover it. Perhaps this means rescuing a dead soul when resurrection magic isn't an option or retrieving a vital piece of infor mation from someone who wasn't supposed to die. This might even mean pursuing the soul of a player charac ter, particularly if they're somehow barred from being returned to life through usual magical means. In such a case, consider allowing the player to run a temporary character who assists the party in the rescue or to play their own character as a soul and let them rejoin the party to help effect their own escape. Regardless of why living characters might enter the Underworld, those who attempt the undertaking might seek to learn more about the realm of the dead, its vari ous wards (see chapter 3), and where the object of their quest ended up. Oracles of any of the gods might aid in divining these details, but those likely to be the most
b l a n k, staring pools.
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dull, its eyes glazi ng over more and more until they are A sou l that suffers level 6 exhaustion from the cont i n ued appl ication of this effect petrifies i nto a statue cal led a misera, and it doesn't rise again.
precise-followers of Erebos-are also the least likely to be interested in aiding an Underworld escape. How characters turn such an oracle to their side and deter mine the accuracy of the information they receive are all part of such a momentous quest. Once characters enter the Underworld and attain their goal, they still face their most daunting challenge: escape. Consult the following "Paths of Escape" section for ideas on how the living might ultimately make their way back out of the Underworld.
DEATHLY INTERLUDES When a character dies, their adventures don't need to end. The Underworld presents an opportunity to provide a sense of closure for deceased characters-as adventur ers' ends tend to be quite sudden-or to give them a way to continue engaging in the quest while their compan ions attempt to bring them back to life. These interludes can be played as brief scenes where the player of the dead character is in the spotlight and the rest of the group observes. Alternatively, the rest of the group could participate as NPCs or even monsters the dead character meets and interacts with. HERO'S EPILO GUE
Most adventurers hope their lives come to an end with some worthy conclusion. Sometimes in the heat of bat tle, though, that end can be abrupt and without real res olution. An epilogue featuring a hero's soul descending into the Underworld, crossing the Tartyx River, and be ing guided-or dragged-to the ward which awaits them might create that satisfying conclusion. Consider memorable moments from the character's story and how they can be reflected in the events of their final descent. Maybe they see the souls of friends, allies, or loved ones who perished, whether their fates are good or ill. Perhaps a villain the hero slew now exists as a broken misera, giving mute testament to the hero's success. Characters who overcame their personal flaws might even be confronted with symbolic or direct exam ples of their past failings and rebuke their old vices in a final, crystallizing act of growth.
FUNERARY MASKS HELP THE NEWLY DEAD RESIST THE EROSION OF MEMORY AND IDENTITY IN THE UNDERWORLD.
THE SOUL ABIDES
When adventurers in higher tiers of play die, they can of ten expect to be resurrected. In these cases, an interlude where the hero gets a glimpse of the afterlife awaiting them can be powerful. From a personal standpoint, this sort of interlude can serve to reinforce a character's choices and actions or offer a warning of what's to come if their priorities don't change. For characters who embrace heroic virtues and live as a beneficial force in the world, they might spend a few hours or days in the idyllic embrace of Ilysia. On the other hand, those who have stained their soul with dark acts might return to life after suffering what feels like years of torture in Tizerus's Mire of Punishment. In either case, the character might even gain some helpful insight into their current predicament or a por tent of events to come. Maybe the soul of a long dead sage offers guidance or a legend the hero long idolized provides advice on how they defeated a similar threat. Silent contemplation while sailing on the Nerono oceans could give the character time to decipher part of a mystery. An Underworld demon might even say something that only one of the character's dead rivals could have known. Whatever a character learns during their temporary death, they can carry with them back into the mortal world. Such might make dying one of the most helpful things to happen in a character's greater heroic career.
OURNEY INTO DEATH Those who are prepared for death, or who receive fu neral rites, typically have or are given a coin (or similar token of value) interred with their corpse. When these individuals' souls reach the banks of the Tartyx River, they have with them the fare necessary to board Athre os's skiff and pass on to the Underworld. Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. Only if their body is granted funeral rites or if the living give them payment for Athreos can such souls find rest.
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DENIZENS OF THE UNDERWORLD When a spirit reaches the Underworld, they find that they're far from alone. The nature of the Under�orld under Erebos's rule takes its toll on even the heartiest souls. As time wears on, most of the dead feel the weight of ages and misery. Souls suffer injury and pain just as living creatures do, and even the dead can perish over time or after enduring multiple deaths. The result of these forms of spiritual weathering divides the dead into the following groups: are newcomers to the Underworld-vibrant spirits who remember their lives and, in many cases, are coming to terms with death. Glazers are vacant, misery-worn souls who have en dured decades of existence in the Underworld. Most have spent far more time dead than they did alive and remember life as little more than a faded dream. Misera are souls permanently turned to stone after enduring numerous deaths in the Underworld. These corpses of the dead linger where they petrified until they crumble to dust. Neoli
PATHS OF ESCAPE Despite the inexorable pull of Erebos's lash, even death itself can end-or at least be forestalled. Simply walking out the way one entered isn't an option-Athreos refuses to ferry souls back across the Tartyx. Other pathways that connect the Underworld and the living world are guarded by vicious creatures. Still, there are a few means by which a dead soul can return to life. RESURRECTION MAGIC
By far the simplest means of return for a dead soul is for someone who yet lives to cast a raise dead, resurrection, or true resurrection spell. If a mortal is a frequent recip ient of resurrection magic, Erebos might take a special interest in that soul. A soul in the clutches of Erebos himself isn't free, so it can't be returned to life by mor tal magic. D EMON FLIGHT
Creatures that fly across the Tartyx without Erebos's permission find themselves attacked by flocks of vicious monsters. The demons of the Underworld make this flight with better success than most, though. By bargain ing or force, a demon might be convinced to carry a soul on this lengthy, dangerous flight. Should a soul manage to survive the harrowing journey, it finds itself restored to life in the mortal world. Escaping Characters. To attempt this means of es cape, a party must bargain with a demon or acquire another means of flight in the Underworld. Then they'd better be ready for the fight of their lives as demons, har pies, and other deadly foes pursue them.
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WHAT HAPPENS WHEN A SOUL ESCAPES? If a soul meets a l l the challenges set before it and slips from Erebos's clutches, several thi ngs l i kely happen: •
The sou l becomes a true, physical being. It is in a new version of its body, a physical man ifestation of the sou l 's perception of itself (which may or may not be identical to its former body).
•
The so u l 's former body has no further connection to the soul; it is an i nert, em pty shel l . Casting spells on the body that restore it to l i fe s i m ply have no effect.
•
Any object carried out of the U n derworld becomes a real
' physical t h i n g in the mortal world, with all the properties and featu res common to objects of its type.
LATH OS
Hidden in the bowels of Erebos's palace is the portal Lathos, which leads to the mortal world. Moreover, tales say that Lathos can restore a soul to life without any cost or loss of one's identity and sense of self. This isn't to say that Lathos is an easy path to walk, however. Erebos's most fearsome servants guard the portal. So far, no one has succeeded in escaping through Lathos, and the location of the portal's exit in the mortal world is unknown. Escaping Characters. Escaping through Lathos is likely an appealing option as the portal exacts no price. The trick is reaching it. Perhaps the characters know some secret that Erebos covets and so might bargain for access. Alternatively, they might conduct an elaborate infiltration of Erebos's palace. Such would be a chal lenging endeavor but also a feat worthy of legend. PATH OF P H E NAX
The god Phenax, once a mortal who died and passed into the Underworld, was the first to discover a way to escape, forever known as the Path of Phenax. As part of his escape, he swam across the Tartyx, whose waters stripped away his identity. Without that vital part of his being, Phenax couldn't be detected by Athreos, and Ere bos couldn't snare him with his great whip. Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities con tinue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (See chapter 6 for more informa tion about eidolons and the Returned.) Escaping Characters. Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. If you're comfortable with characters playing as mon sters or retiring their characters at the end of the quest, this can be a rewarding arc to play through. You might also introduce some means to reunite a character's
eidolon with its Returned body and restore the character to at least some semblance of their former self. This should be a monumental undertaking, as it shakes the foundation of Theros's division of life and death. The exact details of Phenax's route are unclear, and aside from forging masks and a final swim, any number of challenges among islands in the Tartyx might com prise the path.
BEYOND DEATH When a character dies, the Underworld serves as an op portunity to allow a dead character to experience their own story while their companions (hopefully) try to get the body resurrected. Consider the possibilities on the Underworld Adventures table should a character find themselves trying to escape the realm of the dead. UNDERWORLD ADVENTURES d20
Plot I n Phylias, fi n d a n d barga i n for i nformation with your
d20
M eet with yo u r family's most legendary m e m ber i n
6
Steal a legendary, long-shattered treasure from its
llysia a n d prove yourself worthy o ft h e i r name. resti n g place in l lysia's Citadel of Dest i ny. 7
Seek out a long-dead foe a n d learn how they're keep
8
Discover a secret from an i n famous m e m be r of your
ing you from being magically resurrected. fam i ly who became a typhon (see chapter 6). 9
S m uggle the p u p py of an Underworld cerberus (see
dead for h u n d reds of years. 10
F i n d a n d free a lost hero from the Labyrinth of M e m
11
Free a legendary lost s h i p a n d the souls aboard from
Lead a n i m m ortal anvi lwrought to Erebos's palace and convince the god to let the construct die.
12
Discover why Erebos i s no longer a l lowing certain i n d iv i d u a ls to d ie.
13
Coerce a night hag into gra nting a morbid prophecy by steal i n g its eye.
14
Learn a secret way to escape the U n d e rwo rld from o n e of the titans.
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ories o n N e rono.
4
Sever o n e o ft h e massive c h a i ns ofTizerus, releasi n g the a n cient bei n g it bi nds.
chapter 6) into the mortal wo rld. 3
Save a god's favored worsh i per from a cruel pu nish ment in the U n d e rworld-even though they've been
least favorite dead acq u a i nt a n ce or fa m i l y mem ber. 2
Plot
5
F i n d t h e l ost secret o f a long-dead warlord that now rests with the v i l l a i n's m isera.
16
the e n d l ess Nerono w h i r l pool they're trapped wit h i n .
Discover from a woe strider (see chapter 6) how to escape the bonds of destiny.
17
Defeat a host of legendary v i l l a i n s i n Agonas's Sta d i u m of Dishon or.
18
Prevent one of y o u r a ncestors from transfo r m i n g i nto an eater of hope (see chapter 6).
19
Travel to Erebos's palace a n d recover a secret from o n e who fa iled to bargain for their release.
20
Seek out Klothys's d o m a i n and learn from her oracles how you're destined to escape the U n d e rworld .
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THOSE WHO FOLLOW THE PATH OF PHENAX MIGHT RETURN TO THE MORTAL WORLD, BUT THEY NEVER REGAIN THE LIVES THEY LOST.
CHAPTER 4 J C REATING THEROS ADVENTURES
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STORY OVERVIEW When Phenax sent Varyas the Knowing a vision of the oracle's impending death, the seer didn't fear-he knew his work was just beginning. Like all the Returned who followed him, Phenax aban doned his past identity during his flight from the Under world. Through ages, the god managed to recover parts of his history, but much remained a mystery to him. Recently, though, he discovered a hint of a truth he'd never considered. He had to know more, but the secrets he sought lay only in the Underworld. Phenax wouldn't risk alerting Erebos to his interest, so he sent an agent a soul willing to forsake life, discover his secret, and return with the knowledge that even the god couldn't escape with. Varyas met his end and dutifully sought Phenax's mystery in the Underworld. Though it took him years, the oracle discovered what he sought. Keeping the infor.--""'"-..,,. mation secret and smuggling it out of the Underworld proved challenging, though. To guard what he'd learned, Varyas inscribed it in code upon a mask and, after multi ple attempts, successfully followed the Path of Phenax. When he emerged back into the mortal world, Varyas the Returned remembered nothing of his past life, his escape from death, or the strange symbols etched on his mask. All he recognized of the writing scrawled on his mask was the name "Khea." With that, a mystery beyond life and death slipped from a lost past into the living realm of Theros.
RUNNING THE ADVENTURE This adventure requires the fifth edition D&D rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual). You should read the entire adventure before attempting to run it. If you'd prefer to play, you shouldn't read any farther. •
•
Text that a p pears i n a box l i ke t h i s is meant to be read aloud or paraph rased for the p layers when their c h a rac ters first arrive at a location or u n d e r a specific c i rc u m stance, as described i n the text. •
No SILENT SECRET "No Silent Secret" is a short adventure for a party of four to six 1st-level characters, who will advance to at least 2nd level by the adventure's conclusion. At the outset, choose which of Theros's three major poleis-Akros, Meletis, or Setessa-you want to start near. Alternatively, you might allow the players to choose the polis based on their character backgi;ounds. While choosing a polis allows the group to get a glimpse of their potential "hometown," this setting serves as a backdrop only briefly, with much of the adventure taking place far from the safety of civilization.
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The Monster Manual contains statistics for many of the creatures found in this adventure. When a creature's name appears in bold type, that's a visual cue pointing you to the creature's stat block in the Monster Manual. If the stat block appears elsewhere, the adventure's text tells you so.
ADVENTURE SUMMARY The adventure begins with the characters discovering the recently murdered Returned, Varyas, and confront ing his killers. Varyas's gold mask bears a code on it, one that points toward the sage Khea who lives in the nearby polis. When the characters investigate, they learn from Khea that the writing is undecipherable except for the first line, which refers to the legendary Court of Orestes, a site sacred to the god Phenax. She also notes that a recent earthquake has uncovered a
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cave along the Khystonos River that could be the secret site's location. If so, then perhaps within lies the key to deciphering the mask, along with its own trealSures. With the information provided by Khea, the adventur ers set forth into the wilds, where they'll face multiple storied dangers before reaching the Court of Orestes. Once at the lost holy site, the characters discover an cient guardians, as well as an unliving entity with the potential to reveal Phenax's lost secret.
Before the characters can investigate further, read the following text: •
from the d i rection the fa l l e n r i d e r em erged. Two more riders ro u n d the bend, both wea r i n g dark tunics. The fad i n g l i ght g l i nts u pon the s n a r l i n g g o l d m a s k s both wear. •
STARTING THE ADVENTURE Once the players are ready to begin, explain to them that their characters are among a group of travelers on the road headed into one of Theros's great poleis. They don't need to know each other before this scene, but it's fine if they do. Once the players are ready, read or paraphrase the following text: •
•
The s u n s i n ks low in the west, stretc h i n g s h adows across the wel l -traveled road only a m i l e or so from the p o l i s 's edge. At your c u rrent rate, you-a long with a loose crowd of other travelers-should reach the polis out ski rts just before dark. N ot everyone's movi n g at a leisurely pace, though. Behind yo u , a horse ro u n d s a bend i n the road , gallop i n g at top speed. The beast looks fra ntic, terrified and frot h i n g with exert i o n . U pon it sways a figure wea r i n g a gold mask. The r i d e r barely ma nages to stay in the sad dle, his body bristl i n g with cruel black a rrows. B l i n d with p a n i c , the horse plows o n , threate n i n g to tra m p l e travelers in its path . Before it c a n , though, the beast's legs give way. Both m o u n t a n d rider to p p l e , cra s h i n g i nto the d ust w i t h a pierc i n g w h i n ny a n d a sound l i ke s n a p p i n g branches. •
•
The sou n d of rac i n g hooves rises l i ke rol l i n g t h u n der
•
Give the characters a moment to react, encouraging the players to leap into action-in the first moments after an accident, time is of the essence! Anyone who rushes to the horse and succeeds on a DC 10 Wisdom (Animal Handling or Medicine) check can tell that the animal is exhausted and suffering from a multitude of minor abrasions. If it is given water, food, and rest, though, the horse-a red roan mare-will re cover fully in a day. Simple tooling on the horse's bridle reveals the horse's name: Photina. Characters more interested in the rider find that he's dead. In fact, he's been dead for some time. The figure's skin is gray, and his wounds weep black blood. His mask is clearly a funerary mask, though it's cast of gold rather than clay. Characters who succeed on a DC 10 In telligence check recognize the strange individual as one of the Returned, someone who has died and come back from the Underworld. A character who removes the victim's mask finds no face beneath it-only blank gray flesh over a black-lipped mouth-and dozens of lines of finely etched symbols covering its interior. Most are written in a strange cipher, but among the unreadable glyphs, the word "Khea" stands out prominently.
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•
The riders are both Returned sentries (see chapter 6) from the necropolis of Odunos. One wields a shortbow rather than a sling: Shortbow. Ranged Weapon Attack: +4 to h it, range 80/320 ft . , o n e target. Hit: 5 ( l d 6
+
2) pierc i n g d a m age.
These assassins have dogged Varyas across the coun tryside. They've been sent by an influential figure in Odunos who caught wind of Varyas's agenda and who seeks to silence any who know Phenax's secret. The or acle managed to get away from them at a ferry crossing some distance back, but not before catching several ar rows in the back. He remained astride his mount despite his wounds, but Varyas expired moments before his horse crashed in front of the characters. His pursuers don't know that, though. These Returned resent all living people but espe cially those aiding their target. They assume anyone investigating Varyas's body is assisting him and move to cut them down. Even if no one goes to Varyas's aid, the riders attack the mortals closest to the body, trying to ensure that no witnesses escape. "Get away from the heretic, bleeder," one Returned snarls as she strides into battle. Both ignore any mortals' explanations and fight to the death. Their horses bolt if their riders are slain. If the battle turns against the characters, a patrol of three guards from the polis stumbles upon the scene. The Returned attack them as well. In the aftermath, the guards are quick to rush the characters along, but they don't interfere if anyone searches the bodies.
TREASURE The Returned carry little beyond the gold funerary masks they wear (see chapter 6) and their equipment. In addition, one has a pouch containing 20 sp and a broken piece of pottery. Any character who succeeds on a DC 14 Intelligence (Arcana or Religion) check recognizes the shard as an ostraka, a shard from a clay funerary mask, which is used as currency in the Underworld. On it is scratched a brief order from the assassins' commander: "Silence the heretic Varyas. His secrets must remain dead." This leader's identity and agenda speak toward a larger threat beyond this adventure (see "Myths to Be Told" at the end of this adventure for a few possibilities).
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KHEA THE SAGE Khea (N female human oracle; see chapter 6) dwells in a nondescript cottage near the edge of the polis. Her home is small and cramped, crowded with drying laven der and histories written in dozens of languages. Khea's a busy woman, and regardless of when the characters arrive, she initially refuses to see them until the next morning. If a character succeeds on a DC 16 Charisma (Persuasion) check, though, Khea admits them imme diately. A character has advantage on this check if they mention that the sage's name is inscribed on the mask of a Returned. Khea's usual consultation fee is 3 gp, but she waives it once she becomes aware that she is some how involved in this situation. Khea is a sharp-witted, hearty woman who never says what a brow furrow or eyebrow arch could convey. After admitting the characters, judging their manners, and pointedly telling rude individuals to wait outside, she asks to examine the mask. MEA N I N G I N T H E MASK
MASK OF VARYAS (FRONT ANO BACK)
WH AT THE DE AD SEE In the wake of the battle with the Returned, the charac ters have an opportunity to continue along their way. Be fore they can, though, all of them witness an incredible sight: an omen from the god Phenax. For a moment, all sounds turn to whispers, and color drains from the world, turning everything shades of gray-everything except for the gleaming golden mask. Seconds later, things return to normal. Any character who succeeds on a DC 1 2 Intelligence (Religion) check recognizes it as a sign from Phenax, but its exact mean ing is unclear. If anyone else is nearby and the charac ters ask them about the omen, it's clear no bystanders witnessed the vision. A character who scrutinizes the mask finds nothing supernatural about it, but it is plainly marked with the word "Khea" followed by line after line of cramped glyphs. If a character seeks out a library in the polis and spends a day trying to decrypt the text, they can make a DC 16 Intelligence check. On a successful check, the character deciphers the simplest part of the cipher: "Hid from eyes of mortals and gods/Lies wither in Orestes's rot." On a failure, they learn nothing. Beyond this, the text remains undecipherable, and the word "Khea" is also a mystery. If a character spends an hour inquiring in the polis about "Khea," or succeeds on a DC 10 Intelligence (History) check (characters native to the nearby polis have advantage on this check), they determine that Khea is the name of a local sage of some renown. Once this fact is ascertained, the way to Khea's ivy-covered home is easy to learn or recall. 186
CHAPTER 4
I
C REATING THEROS ADVENTURES
After studying the mask for some time and consulting scrolls from her collection, Khea confirms that, other than her name, the text is an unusual code. Even if the characters have already deciphered the first lines of the cipher, Khea spends some time verifying it for herself. In short order, she translates the first stanza as: "Hid from eyes of mortals and gods/Lies wither in Orestes's rot." She says that this text is purposefully direct, being a line from a paean to Phenax. As for the rest, Khea re veals that not only is it a cipher, but an incomplete one; letters have been removed from the message in some indiscernible pattern. Without knowing what the other letters are, the writing is impossible to decode-even with magic-since it isn't a meaningful message in its partial form. BUR I E D I N T H E COURT OF ORESTES
Although Khea can't tell the characters much more about the cipher, she recognizes the name Orestes. The line of verse, she says, could refer to the Court of Orestes, the legendary tomb of one of Phenax's earliest followers. Orestes was said to be a master thief and an oracle who foresaw who would become Returned. Ac cording to myth, the site also holds "Phenax's Silence," though none know if the name is that of an actual object or merely a poetic flourish. The fact that this readable line begins the inscription leads Khea to surmise that the key to translating the full message lies in the tomb. The exact location of the Court of Orestes is lost to history, but ancient tales hint that it lies along the Khystonos River. This narrow river is about three days' travel away from any of the poleis. Normally such information would mean little, except that Khea has heard of an earthquake that dammed the headwaters of the Khystonos deep in the Katachton Mountains. As a result, the river's flow has been reduced to a trickle for nearly a month, parching the region downstream. Although this event has deeply concerned farmers, the discovery of ancient etchings and ruined structures hidden beneath the waterline has roused many schol ars' interest.
SAGE ADVICE
Beyond her suggestion about the Court of Orestes, Khea is a font of insights. If any of the characters mention the shared vision they experienced, Khea is certain that they witnessed a sign from Phenax, verification of the god's ominous interest in this enigma. Khea can also identify the name Varyas as belonging to a dangerous, rabble-rousing oracle who was devoted to Phenax and who died mysteriously years ago. She has no idea if the Returned was actually him, but Varyas has caused trouble for her more than once-ever since she critically savaged his supposedly satirical comedy, The Satyr's Half-Horn. She wouldn't put it past the petty priest to harass her even in death. Khea can also answer most questions about the polis she lives in, the lands of Theros, the gods, the Under world, and the Returned. If any characters balk at the idea of seeking out the Court of Orestes, Khea explains that the gods don't look kindly upon those who ignore their omens, and that Phenax is a particularly danger ous enemy to make. If the threat of divine vengeance isn't enough to encourage them to continue, Khea offers the party 200 gp per character to collect rubbings and historic artifacts from the Court of Orestes. Once the party commits to undertaking the quest, Khea provides the characters with a map and directions to where ruins were discovered along the Khystonos.
Khea's directions take roughly three days to follow from any of the three poleis, a journey of approximately 50 miles-though, owing to Theros's changeable landscape, you may adjust this distance and place the Khystonos River in the Katachthons wherever you please (see "Exploring Theros" in chapter 3). Khea's route avoids obvious dangers, but necessarily runs through untamed lands. If you want to highlight features of Theros, feel free to include any additional encounters you please. In any event, the two following encounters occur along the way-probably on the first and second days of the trip. The journey should also provide the characters with ample time to get to know one another. Encourage each player to share why their character is remarkable or is destined for greatness. If the group comes to believe that fate has brought a band of extraordinary individuals together, feel free to encourage that thinking with signs or omens like those from earlier in the chapter.
THE WATERS OF LYTH Eventually, the party crosses a vale not noted on Khea's map. Read or paraphrase the following description: A s h a l l ow valley l i es a m i d the rise and fa l l of the Katach thon foot h i l l s . At the d e l l ' s far edge stands a great rock outcro p p i n g that looks vaguely l i ke a satyr's face. The stones weep a steady flow of water, which s p reads i nto
INTO THE WILDS After meeting with Khea, the characters have an oppor tunity to explore the polis they're visiting and prepare however they please. During this time, they might learn much about the place. Relate to the players any informa tion appropriate to the polis and its culture from chap ter 3. Additionally, while they make preparations, the characters hear one of the tales from the Polis Rumors table. Each rumor is followed by a note on its accuracy. Those who actively seek information might hear an ad ditional rumor. POLIS RUM ORS d6
Rumor Purphoros's wrath shook the mountains a n d d a m med the Khystonos River. N ow v i l l agers down stream s u ffer as their fi e l d s and herds lack the water they need to s u rvive. (Partially true)
2
The Akroans have i nvented a new device of war that can tear down the wa l l s of the m i ghtiest fortress. They tested it i n the Katachthon M ou ntains and plan to use it against any who don't pay tribute. (False)
3
A minotaur c a l l i n g h i mself K i n g Antigonos wanders the w i l d e rness see k i n g a s u itable heir. Anyone who
•
•
a serene, sky- b l u e pond. W i l l ows grow along the waters' s h o re, gently sway i n g in a l i ght breeze. •
•
Upon seeing this tranquil scene, each character should make a DC 15 Intelligence (History) check. Those who succeed recognize this as the storied Pool of Lyth. Tales tell that the pool's sweet blue waters grant visions of the drinker's deepest desires and sometimes even fulfill those desires. P O OL OF
LYTH
There's truth to the tales of the pool's remarkable quali ties. Those properties don't extend from some oracular magic, though, but from one of the god Pharika's poi sons, which seep from the surrounding rocks and taint the pool. Any creature that drinks from the pool must succeed on a DC 15 Constitution saving throw or gain two levels of exhaustion for ld4 hours as it is overcome with drowsiness and mild hallucinations. The pool is no more than 10 feet deep at its center and only 1 or 2 feet deep near the edges. Anyone who suc ceeds on a DC 16 Wisdom (Perception) check or tries to look beneath the pool's surface notices animal and humanoid bones barely covered by the water.
can pass his test will become his s u ccessor. (True)
OUTCROPPING C AVES
4
If you d r i n k from the legendary Pool of Lyth , the gods
5
G ro u ps of gol d - m a s ked Returned from O d u nos have
Three natural caves open near the top of the 30-foot high rock formation at the far end of the pool. These crevices might be noticed by anyone who succeeds on a DC 1 2 Wisdom (Perception) check and can be reached by climbing with a successful DC 12 Strength (Athlet ics) check. These caves serve as the lairs of the harpies that use the pool as their killing ground.
will grant yo u r greatest wish. (Fal se) been harassing travelers, d e m a n d i n g to know if any one's seen a Returned wa ndering alo ne. (True) 6
An i m mense hydra, Ocyroako, is d ri n k i n g up the s p r i ngs that feed the Khystonos River. (False)
CHAPTER 4 I CREATING THEROS ADVENTURES
1 87
D U BIOUS ORACLES
Three blood-toll harpies (see chapter 6), sisters named Ahkno, Hakno, and Jhamp, lurk in the caves near the pool. The mangy, dull-witted sisters think they're seers, but they're actually just addicted to the pool's tainted wa ters. They use the poisoned pool to attract and weaken creatures before setting upon their prey. The harpies notice anyone who approaches the pool. Under the pretense of being dream interpreters, the har pies call out and flap close to visitors, encouraging them to drink from the supposedly magical pool so the sisters can interpret their visions. One of the harpies, Jhamp, is a particularly bad liar, snickering and casting obvious glances while her sisters attempt to dupe strangers. If someone drinks from the pool, they are affected as previously described but might still ask the harpies to in terpret their meaningless hallucinations. If they do, one of the sisters relates her own deepest desires, describ ing in detail the flavor profile and mouthfeel of eating one of the drinker's favorite organs. The harpies attack after most of the visitors have drunk from the pool-or earlier if these fraudulent seers grow frustrated. TREASURE
Over their years of minding the pool, the harpies have accumulated treasures in their caves. After the har pies are defeated, any character who climbs up to the caves and investigates finds a considerable amount of feather-encrusted filth, along with the following items: • •
• •
A total of 39 sp Seven turquoise stones carved with the symbols of random deities (25 gp each) A potion of climbing A spell scroll of sleep
BROKEN KING ANTIGONOS While the characters cross the wilderness of the Katach thon foothills, the following encounter takes place. Read or paraphrase this description: •
•
A scree-choked g u l l y runs between rugged h i l l s , a d ry strea m bed that offers a route t h rough the r i s i n g rocks.
TEST OF T H E AMPHORA
A bend in the steep bl u ffs h i des what l i es ahead, but the
Antigonos believes that the true heir of his kingdom will fit perfectly in the enormous amphora he carries, an an cient relic he found deep in the Oraniad Mountains. The container is of sufficient size to hold a Medium creature, but only one that fits perfectly is acceptable for the pur pose of the test. Antigonos judges what defines a perfect fit, holding test-takers to inscrutable standards. The minotaur also doesn't reveal that anyone who doesn't fit the amphora must be punished, being trimmed to size if they're too large or having their extra space filled in if they're too small. Only someone who fits perfectly might be deemed the king's rightful heir. Antigonos allows any Medium creature to attempt the test. Doing so requires the creature to climb into the am phora while Antigonos holds it upright. After someone has entered the amphora, roll a d20 and consult the Test of the Amphora table to determine the results.
sound of hacking coughs comes from a ro u n d this corner. •
,·
�
·I
•
Just around the corner, some 30 feet from the lead party member, rests the minotaur known as Broken King Antigonos. He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on his brow, and one of his horns ends in a j agged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites-all of whom have had horns crudely painted on them to make them look like minotaurs. The broad mouthed amphora is large enough to hold roughly 55 gallons of wine. When Antigonos spies the characters, he hails them, introduces himself, and explains his quest to find an heir to his kingdom-a land he says is a week's travel
!"I 188
to the east of the Oraniad Mountains. He claims that he was a great king who was cursed by Mogis after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir. Whether Antigonos's tale is true, or if he is simply a victim of his own fantasies, is unclear. The threat the wanderer poses, though, certainly isn't. After telling his story, he asks the strongest-looking Medium character to submit to his test, believing the gods placed the group in his path for a purpose.
CHAPTER
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CREATING THEROS ADVENTURES
TEST OF THE AM PHORA
THE C OURT O F ORESTES
d20
Result
1 -9
The character is too s m a l l . Antigonos tries to solve this pro b l e m by scoop i n g several p o u n d s of d i rt into the a m phora, req u i r i n g the creature to make a D C 1 5 Constitution saving th row. O n a fa i l ed save, the crea ture is b l i nded, restrained, and begi ns to s u ffocate (see chapter 8 of the Player's Handbook) . O n a s u c
On the third day of following Khea's directions, the party reaches the Khystonos. Its riverbed is nearly dry, the river reduced to a muddy trickle. After following the lethargic flow for the better part of a day, the adven turers reach a bend where several prominent rocks jut from the mud. These stones mark the entrance to the Court of Orestes.
cess , it is affected as if it had been h it 9.y Antigonos's
COURT OF ORESTES FEATURES
Amphora attack. 1 0-1 9
The creature is too l a rge. Antigonos tries to trim them down to size by atta c k i n g the creature with his greataxe.
20
The creature fits! Antigonos declares it h i s heir. H e bestows h i s crow n , robes, a n d belt pouch o n the creature, then bows before wandering off.
If no one participates in Antigonos's test, the minotaur respects their decision and wanders off dejectedly. CONTENDING WITH ANTIGONOS
Broken King Antigonos is a minotaur with 38 hit points remaining and who has disadvantage on attack rolls due to his decrepit state. He has the following addi tional action: Amphora. Melee Weapon Attack: +6 to h it, reach 5 ft. , one M e d i u m or s m a l l e r creature. Hit: 8 ( l d8
+
4) bludgeo n i ng d a m age.
If there is not a l ready a creature i n side the am phora, the target is restrained i nside. As an action, the restra i n ed creature can make a D C 1 4 Dexterity (Acrobatics) check, escaping from the a m phora on a s u ccess. The effect also ends i f the am phora is destroyed. The a m phora h a s AC 8 , 20 hit points, a n d i m m u n ity to poison a n d psychic d a mage.
In addition to taking action against those who don't fit inside his amphora, Antigonos attacks any characters who insult him or try to rob him. Despite his age, he can still muster a flash of his past prowess. He gets dis tracted easily, though, using his greataxe and amphora (if it is empty) on random targets. If the party attacks him for attempting to harm a character, he curses them for trying to impede the will of the gods and retaliates. If the party doesn't attack the minotaur, he calms down after a few rounds. The minotaur is clearly a vic tim of Mogis's cruelty. Any character who proposes Anti gonos follow their deity instead of remaining in Mogis's shadow, or suggests a similar course, can make a DC 14 Charisma (Persuasion) check. If they succeed, Antigo nos abandons his amphora, then goes off to learn more about his potential new god. Even if the character fails this check, the minotaur turns thoughtful and departs. However the party contends with Antigonos, grant them experience for having overcome the minotaur. TREASURE
In addition to his battered pewter and silver crown (worth 85 gp), amphora (worth 25 gp to the right buyer, such as a vintner), and tattered robes (worthless), Anti gonos carries a backpack worn at his belt like a pouch. It holds 16 cp, a large carnelian (worth 75 gp), and an etching of a bookish-looking minotaur youth.
Beyond the entrance along the Khystonos River, the Court of Orestes is a crumbling, centuries-old tomb. Inside, its walls are made of thick stone blocks, and the ceiling is about 10 feet high. Unless otherwise noted, the crypt's doors have no hinges; each is a rectangular slab that requires a successful DC 12 Strength (Athletics) check to shimmy out of place. When the Khystonos is at its full height, the Court of Orestes is underwater. Since the river's damming, though, much of the water has emptied through vari ous cracks in the stonework. Some of the tomb is still partially flooded, though, holding roughly 2 feet of river water. Flooded areas are marked on map 4.16 and count as difficult terrain.
COURT OF ORESTES LOCATIONS The area around the Court of Orestes and its interior locations are identified on map 4.16. 1 . KHYSTONOS RIVERBA NK When the party approaches this area from the south for the first time, assuming sufficient illumination, they can see the tomb entrance from at least 60 feet away. When the structure comes within sight, read the following text: •
•
A s h a l low stream fi l l s o n l y a fraction of the riverbed . At a b e n d , an u n natural arrangement of m u d -caked stones j uts from the exposed riverbank. I t a p pears to be a crude sto n e l i ntel a n d posts s u pporting a recta n g u l a r slab ro ughly fo u r feet wide a n d six feet high. •
•
The water here is roughly 30 feet wide and 2 feet deep. Though the river can be easily forded, the shallow wa ters count as difficult terrain. Amid the muck and gravel on the northern bank hides a deadly predator, an amphisbaena (see chapter 6). The serpent has concealed itself as it watches for prey, the mud covering its body granting it advantage on Dex terity (Stealth) checks made to hide. The amphisbaena targets the first creature to approach the stone slab. Once the serpent is dealt with, anyone who examines the rock formation quickly realizes it's a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from a pile of bones.
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.
... .
CHAPTER
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189
1 square
=
5 feet
MAP 4.16: COURT OF ORESTES
3 . VI EWING ROOM
2 . ANTE C HA M B E R •
•
•
•
The scent of warm, h u m i d rot s m others t h i s d i s m a l
G rave n i ches a n d a l coves h o l d i n g fu nerary u rns l i n e the
cham ber. M o s a i c s cover t h e wa l l s , their colors faded a n d
w a l l s of this cham ber. The cei l i n g i n the northern part of
i m ages scram bled b y lost t i l es. A thick layer of m u d cov
the room h a s collapsed, b u ry i n g much of the area. At its
ers the floor, as we l l as stairs that descend to the east. A
center, a broken marble bier sta n d s atop a short d a i s .
stone s l a b b l ocks the way to the north. •
•
• •
The mosaics here once depicted the feats of Orestes, a scoundrel-hero who devoted his life to Phenax. Among the images, Orestes is portrayed stealing the sun from above the polis of Setessa, tricking a cerberus into de vouring itself, stealing a kraken's heart, and racing a skiff ahead of the River Guide, Athreos. All the mosaics are ruined now, but they can be repaired enough to re veal the gist of what they depicted if a creature spends an hour searching through the mud to find the missing pieces. Doing so provides no special insight but reveals a few details of the life of the legendary character who lies interred within these halls. If a worshiper of Phenax enters the room, though, that creature sees the mosaics in their complete, original forms-resplendent in gold and shades of royal purple. If that creature touches any of the images, it hears the name "Orestes" whispered in its mind. Then the illusion vanishes, revealing the mosaics' actual state.
This room once served as a place to view the remains of those who died in Phenax's service and offer final prayers. The bodies this room once held have rotted away in their burial niches, and the urns hold only gray muck. Any character who sifts through the goo must succeed on a DC 1 1 Constitution saving throw for each niche or urn they search or contract sewer plague (see chapter 8 of the Dungeon Master 's Guide). Treasure. Amid the rotted remains on each of the six stacked burial niches lie small bits of jewelry, gold teeth, or ancient coins, with each haul worth 2d4 gp. 4. FLOODED CATAC O M B •
•
The sta i rs descend i nto a b u r i a l c h a m be r part i a l l y flooded w i t h m u ddy water. Ancient s t o n e wa l l s d ivide
" z
these cataco m b s , many l i n ed with grave niches h o l d i n g
5
ro ughly h u manoid s h a p e s wrapped i n tattered l i n e n .
z