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D&D; Mythic Odysseys of Theros 5th

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MYTHIC ODYSSEYS OF

THEROS™

- .

... .
CREDITS
Lead Designers: F. Wesley Schneider, James Wyatt Brad Rigney, Sam Rowan, James Ryman, Jasper Sandner, Dan
Designers: Ari Levitch, Jeremy Crawford, Kate Baker, Bill Benham, Scott, Cynthia Sheppard, John Stanko, Zack Stella, Matt Stewart,
Orion D. Black, John Compton, Kelly Digges, James lntrocaso, Chase Stone, Raymond Swanland, Wisnu Tan, John Thacker, Cory
Adam Lee, Ben Petrisor, Jessica Price, Morrigan Robbins, Amber Trego-Erdner, Brian Valeza, Cyril Van Der Haegen, Svetlin Velinov,
Scott, Greg A. Vaughn Magali Villeneuve, Raoul Vitale, Johannes Voss, Kev Walker, Jack
Rules Developers: Jeremy Crawford, Dan Dillon, Christopher Wang, Kieran Yanner, Ryan Yee, Min Yum, James Zapata
Perkins, Ben Petrisor Cartographers: Jonas De Ro, Dyson Logos

Editors: Misty Bourne, Kim Mohan, Hannah Rose, Jessica Ross Theros World Designers: Brady Dommermuth, Doug Beyer, Kelly
Cultural Consultant: Demitrios Feredinos Digges, Ethan Fleischer, Jenna Helland, Taylor lngvarsson,
Lore Consultant: jay Annelli 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 Senior Producer: Dan Tovar
Graphic Designer: Trystan Falcone Producers: Bill Benham, Robert Hawkey, Lea Heleotis
Additional Art Direction: Matt Adelsperger, Jeremy Jarvis, Kelly Product Engineer: Cynda Callaway
Digges, Dawn Murin, Andrew Vallas Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee
Art Administrator: David Gershman
Cover Illustrators: Jason Rainville, Kevin Tong Prepress Specialist: Jefferson Dunlap
Interior Illustrators: Steve Argyle, Volkan Baga, Ryan Barger, Steven
Belledin, Noah Bradley, Christopher Burdett, Sam Burley, Jason Franchise & Global Brand Strategy: Nathan Stewart
Chan, Yongjae Choi, Daarken, Jonas De Ro, Bastien L. Deharme, Executive Producer: Ray Winninger
Eric Deschamps, jesper Ejsing, Emrah Elmasli, Jason Felix, Evyn Director of Licensing & Publishing: Liz Schuh
Fong, Lucas Graciano, Lars Grant-West, Nils Hamm, Yeong­ Licensing Manager: Hilary Ross
Hao Han, Alex Horley-Orlandelli, Ralph Horsley, Tyler Jacobson, Marketing and Communications: Bart Carroll, Pelham Greene, Chris
Jaime Jones, Igor Kieryluk, Mathias Kollros, Karl Kopinski, Yigit Lindsay, Shauna Narciso, Lysa Penrose, Emi Tanji, Greg Tito,
Koroglu, Ryan Alexander Lee, Daniel Ljunggren, Chuck Lukacs, Anna Vo
T itus Lunter, Howard Lyon, Slawomir Maniak, Dimitar Marinski, D&D IP Development: Mike Mearls, Richard Whitters, Shawn Wood
Seb McKinnon, Victor Adame Minguez, Peter Mohrbacher, Brand Manager: Shelly Mazzanoble
Willian Murai, Terese Nielsen, James Paick, David Palumbo,
Ryan Pancoast, Adam Paquette, Jung Park, Claudio Pozas, Steve Many thanks to the hundreds of playtesters whose efforts made this
Prescott, Vincent Proce, Andrea Radeck, Chris Rahn, Chris Rallis, 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 and the hydra plays out in the stars of Nyx, a glimpse of eternity
repeated through the ages. Jason Rainville brings this legend to life. captured by Kevin Tong.

Disclaimer:

620C7893000001 EN Truly, what mo rtal's poor stri11ing can weather the scheming ofheaven?

CE
Heliod reaches for rulership; Purphoros never accepts him.
ISBN: 978-0-7869-6706-3 Kruphix but watches, and mortals are left to the whims of the fates, or
First Printing: June 2020 Torn in the claws of the furies; only a hero denies them.
-The Callapheia

9 8 7 6543 21

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.

-
• Printed in the USA. ©2020 Wizards of the Coast LLC, P O Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH.
Represented byHasbro Europe 4TheSQuare Stockleypark Uxbridge Mjdd!esex UBJJ JET UK
CONTENTS
Welcome to Theros. .... . .... . . ........................ 5 Asphodel and the Despair Lands .... 100 Archons . ... ....... ... ...... ...
. . . . . ................... .. 212
Dreams of Divinity ... ... . . .
.. ........................... 5 Odunos . ............ ........... ........ ... .
. . . ... ........ 101 Archon of Falling Stars.. ... . ............ 212
History and Myth........ .... .. .. ... .. . . . .. ....... ....... . 7 The Siren Sea .......................................... 102 Ashen Rider . . . .. .. . .... ... . .. ........ ... ...... 213
. . .

Languages ............... . . ....... .. ... ... ... ... ..


. . . . . . ....... 9 Tri tons of the Siren Sea ...... ... ....... . 102 . . . Archon Mounts ............ ....... . ... ....... .. 214
.

Dakra Isles ........................................... 102 Cerberi..... ... .. . ... 214


Ch. 1: Character Creation.. .... ... . 11 . .. ......... ........................ .
. . .. ........

Heroic Drive ........ .. . ................. ......... ....


.. ... .. 11 Skola Vale ................... .. . .
.. ...... ................... 103 Two-Headed Cerberus .. . . . . . . ........... 214
Satyrs of the Skola Vale 103 Underworld Cerberus .... ... .. 214
Supernatural Gifts . . ............ ... .... .... . 12
.................... . .. ........
...... .. ..

Skola Vale Revels. .......... ... ... ... . 103 Chimera . .. .. . . ....... ....... 216
Races ... ... . .. .. .. .. .... 17
. . .. . ... ... ......... .. .. ............. . .
. . .. ....................... ...... . .. .. .. .

Features of the Skola Vale..... ... ... 103 Colossus of Akros .. ... ..... 218
Human .. . ... ... ... . ...... 17
. . ... .................. .. .
........................ .
. ... .. . . .

The Katachthon Mountains ............ ... . 104 Demons of Theres .. . .. ......... 219
Centaur .. . . .. . ... . ... 18
. . . ............ .. .
........................ ... ... ... .. ...

The Oraniad Mountains................... ... 104 Abhorrent Overlord ... . 219


Leonin... .
. ................................................. 20 . .. . ..... ...............

Realms of the Gods................................. 105 Eater of Hope .. . . 220


Minotaur .................................................. 22 ...... ... .. .....................

Nyx . ... ........ .. . .. .... ... ... ... 105 Nightmare Shepherd. 220
Satyr... ... . . ... .............................................. 24 ................ .. . ... . .. . . . .....................

The Underworld ....... . .. .. .. ... .. 106 Eidolons.. ........................... .. ... . . 222


Triton.. .... ... .. . . . .......................................... 26 . ..... .... .. . .. . . .. . ... .....

Flitterstep Eidolon .........................222


Subclass Options.. . .. .................................. 28 Ch. 4: Creating Theros Adventures .. 109
Ghostblade Eidolon . . .... 222
College of Eloquence . . . . . ... .. . 28 God-Based Adventures .. . 109 ............. .... .
.. . .... .. . . ... . .. . .. ....................

Fleecemane Lion . . . 223


Oath of Glory.............. . .. ... ... .. .... . 29 Divine Assistance .. . . 110 .. ........................ .. .
... .. . . .. . . . ......... .. . ..... ........ .......

Giants. . .. ... .. .. .. ... .. .. 224


Background...... ... .. . . . . . . . 30 Communication ..... .. ... . 111
... .. .. . .. .. . . ................ ...
. . .... ...... .. ... ........ ... ... ........ .. . ... .. .. ......

Doomwake Giant............................. 224


Athlete ... .... .... .. .
. ... ....... ........ .. . . .. . . ....... . 31
. . .. . Omens by God . ... ... .. ....... .... ... ... ... 112
. . . . . . . .

Hundred-Handed One .................... 225


Divine Intervention.. .......... ... ........... 114
Ch. 2: Gods ofTheros 33
. . .

Harpies.................... .. . . . .. ... . 226


.............................

Divine Ordeals.. ... ... ...... ............ ... .. 114


......... .. . ... .. ..

Divine Characteristics 33
. . . . . .
.
Aphemia the Dissonant Song 226
................. ............

Athreos....................................................... 116
.......

Divine Relationships . .... 34


............. ...........
Blood-Toll Harpy. .. ... . . 226
Ephara........................................................ 120
. .. . .... ..............

Myths and Deeds ...... .. ... ... .... . .. ..... .... 35


Hippocamp .. .. .............. ... ... .... .. 227
. . . . .

Erebos . .. .... .. .. .. . . . 124


. ...... .. . . . .

Worship .. . .. ...... .. . .. ... ... ... .... 35


... ........ . . .. .. . .... .. ................

Hoplites ... ... ... ... . .... ....................... 228


............... .. .. .. . . . .. .

Heliod . .. . 128
... . . . .. .

Clerics and Champions . . . . 35


...................... .. ... ..........................

Akroan Hoplite . ... .. . . ... ... 228


.. ....... .. ....... ......

Iroas . .. 132
... .. . . .. . . .......

Piety 36 ......................... ... .............................

Meletian Hoplite .. ... ... ... ........ ... . 229


..............................................................

Karametra 136
. . . . . .

Athreos .. .. .. 37
.................................................

Setessan Hoplite . .................... .... 229


....................................... ........... .

Keranos.. . . . . .. . .. .. . ... .. ... ... .. .. 140


. ..

Ephara .. . . . 40
. . . . . .... .. .. .. .. . .. .. . ..

Hydras .. .. .. ... ... 230


. .. . .. ...............................................

Klothys... . . . .. .. . .. . 144
............ .. ..... . . ..................
.
Erebos ............. ... . 43
.. ..... ..... ........... .. ... .. . ...... ...

Ironscale Hydra ... .. .. . 230


. ... .....................................

Kruphix . . . .. .. . 148
.. .. .. .. ...............

Heliod .. ... .... ........ .... .. . 46


...... ... ....... .......... . ... ................

Polukranos . . .. . ... ....... ........ .. . 230


. . . . ...............................

Mogis ........................ ... ...... ... ........ .... ... . 152


. . .. .. . . . . ... .

Iroas . ... ... ... ........... .... ......... 49


. . . . . .
.
Leonin.................................................... 232
....................... . . . .

Nylea . ... ....... .... ........... ........ ... ..... 156


Karametra . .. . .. 52
.......... ... . . . .
.
Leonin Iconoclast......... ..... ........ ... . 232
.......................... ....... ... . ...... .

Pharika ... ... ........ ... ................ .... .... ..... 160
. .

Keranos. ... . .. .. . . 55
....... . .

Nyx-Fleece Ram ... .. .... ... ... ... . . . 233


. .................................. .. ... ... ..

Phenax ....................................................... 164


. . . . . . .. . ....

Klothys .. . . . . . . . . 58
Nymphs............. ... .......... ... ............ . 234
.. . ................. ... ............ ... ........ .

Purphoros ................................................. 168


. . . .. ...

Kruphix...... ... ... .. . 61


Alseid. ... ... .... .. .................. . . 234
. . . .... ..................................

Thassa........................................................ 172
. . . . .. . . .........

Mogis .......... .... ... ... . . . 64


Lampad...... ... ... .............. .... ... 234
. .. . . .. ..............................

Nautical Adventures ....... ... ....... .. .... ... 176


. . . . . ........

Nylea .. .. ... ....... ... ....... . . .. 67 .. . ..

Naiad .. ................... ............ .... ... 236


. .. . . . . . .... . ....................

Sailing the Sea .................................... 176


. . ........

Pharika . .... ........ .... ... .. ... . . . . . . 70


Oread........... .......... ....... .... .... .. . 237
......... . . . . . . . . .. . .....

Mystical Islands .. .. .. ... ... ... . 177


. . . . .. .....

Phenax .. .. .. .... ....... ........ 73


... .. . ...... . . .. ...
.
Oracle... ..... ... ........... .. . ................... 238
......................... . . . . . .

Underwater Adventures 179 .. .. .. .. .

Purphoros . . .... .. ........... . ... 76


....................

Phylaskia .. ... ... ... .. .. . .. ............. 239


...................... .. .. . .

Underworld Adventures ... ... . . 180


... .. . . .... .. . . .

Thassa....... .. . . ... .. ... ....... 79


. . .. ........... ..
.
Returned ............................................... 240
.. ...................... .. . . . ..

Living Descent ........ .. . .. .


...... ........ ........ . 180
Ch. 3: Realms of Gods and Mortals .... 83 Returned Drifter. .. . ... ... ... 240
Deathly Interludes .
..... ............... ........ . 180 .......... ... .. . .

The Mortal Realm .. . .. ... ... ....... . 83 Returned Palamnite :.................. 240
Journey into Death. ...... .. . 181
........... . .. .. . . ....
. . .. ................

Life in the Poleis . . .. . ... 83 Returned Sentry 240


Denizens of the Underworld .. .. . 182
............... .......... . ... ... ..............................
.. ... ..

Akros ... ....... ........ 86 Satyr. ... ... ... .. . ... ..... ... . 242
Paths of Escape ......... ........ ... .... .. .. 182
. . ........................................ . . . . .... ..... . ... . ............
. . . . .. .

Akros's Surroundings 88 Satyr Reveler... .... . . . ... .... .... . ... .... . 242
Beyond Death . ... . . . ... ....... ... ... 183
.......................... . . . . . .
. .. ... . . ... . .. . .

Pheres Lands...... .... . . .. .. . . 88 Satyr Thornbearer .. .... ... 243


Adventure: No Silent Secret .. ... .. .. 184
.. .. .. . ... ..... ... ..... ............... . .
... .. . ..

Meletis ... ........... ... ....... ... . . . ... .. . . ..


. . . . . .. . . . . . . ... ... 89 Triton ................................................. ... . . 244
Ch. S: Treasures . . . . .. ...... . 195
Meletis's Surroundings ....................... 91 ........ .. .... .... .. .. ..
Triton Shorestalker ......................... 244
Magic Items . . 195
Lagonna Grounds.... ..... .... ... . . 92 Triton Master of Waves 245
.. .................. .........................
... . . ... ....... ..................

Artifacts ... . . . .. 198


Setessa. ... ... .................................... ... ... ... 93 Typhon .. ... .. .... ... .... ... . 246
... ..................... . . ...................
. . . . . .
.. ... .. ......... . . ........ ..

Setessa's Surroundings .. ....... ... ... ... 94 . . . . Ch. 6: Friends and Foes .. ..................... 203 Woe Strider ..... ... .............. ................. 247
. . .

Oreskos........................................................ 96 Nyxborn Creatures. ....... .............. .... ... ..... 203 Mythic Monsters ...... ........... ....... .... .... .... 248 . .

Leonin of Oreskos ................................ 96 Classic Monsters ...... ... ...... ................. ... 204
. . Arasta of the Endless Web ............... . 248
Grasslands of Oreskos ........................ 97 Bestiary..................................................... 208 Hythonia the Cruel ............................. 251
Phoberos and Skophos...... .... ... ... ... ..... 98 . . . . Amphisbaena ...................................... 208 Tromokratis... ........ . .............................. 254
Minotaurs of Phoberos ........................ 98 Anvilwroughts...................................... 209
lndex . . . .. .. . .. .
. ... . . .. .. ... .
... .. ........... ................ . 256
City of Skophos...................................... 99 Anvilwrought Raptor ......................209
Badlands of Phoberos.......................... 99 Bronze Sable .................................... 210
Realms of the Returned......................... 100 Burnished Hart....... ... ... . ...... . . . . ...... . . 210 � .

The Returned....................................... 100 Gold-Forged Sentinel ...... ... . .. ..... . . .. 210 ..·



• •
.. •
.

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 Chapter 3 turns to the mortal world, the lands in
ocean. A waterfall stretched endlessly along which the epic adventures of Theros unfold. It covers
the three city-states of humanity, the wild lands of leonin
the horizon line. The water at the edge of the
and minotaurs, the great forests and wide plains where
world was like a placid pond, as if enjoying a satyrs revel and centaurs roam, and the seas where
last few seconds of existence before cascading over the edge 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.
realms of the Underworld.
Directly in front of them was Kruphix's Tree. Two enor­
Chapter 4 builds on the guidelines in the Dungeon
mous trunks were separate at the base, but they arched Master's Guide, highlighting adventures set in Theros.
toward each other and joined at the top in a single leafy Maintaining a focus on the gods, it presents omens that
might launch heroes on the road to adventure, details
crown. Stars glittered beyond the waterfall, but the back­
hundreds of plot hooks, includes maps of potential
ground was milky violet with tinges of deep blue. The sea­ adventure locations, and presents a short introductory
water that plummeted over the edge disappeared into the adventure you can use to launch your campaign.

abyss of the stars. Chapter 5 details treasures of Theros, including the


artifacts of the gods, the magical inventions of renowned
They had reached the edge of the world.
artisans, and various other devices infused with the
-Jenna Helland, 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
DREAMS OF DIVINITY
of how to take inspiration from real-world mythology
Theros possesses a unique metaphysical property:
and adapt it into a world built from the ground up for
things believed and dreamed here eventually become
fantasy adventures.
real. The collective unconscious of mortal people has
This book is your guide to Theros, its gods, its peoples
the literal power of creation, though the process unfolds
and their cities (or poleis), its threats, and its tales. It
over the course of countless centuries. Thus, the gods
also guides you through creating characters destined to
of Theros and their servants were believed, dreamed,
be legends and adventures born of this mythic setting.
and narrated into existence, materializing and becoming
Chapter 1 covers the heroes of Theros: the races,
fully real as a result of mortal belief in their power. As
class options, and backgrounds you'll need to make a
stories were told, sacrifices made, and devotion given
character. It also introduces supernatural gifts available
over ages, the gods formed and gained lives just as real
to starting characters-features that set Theros's adven­
as the mortals who dreamed them into being.
turers apart as true heroes.
Does that mean that the gods of Theros are less pow­
Chapter 2 introduces the gods of Theros, a squabbling
erful or less divine than the gods of other worlds? Not at
pantheon of arrogant and powerful beings who view
all. Once a dream or belief in Theros becomes reality, it
mortals as pawns in their strategic games. It also pro­
is just as real as any other thing, and the gods have been
vides rules and guidelines for characters who serve as
real for a very long time. The people of Theros believe
champions of the gods, including divine benefits they
them to be divine, ageless, and all-powerful, and there­
can gain as rewards for their piety.
fore they are. ., I

.. ·

WELCOME TO THEROS
5
A single individual can't do anything to make the gods
FATE AND DESTINY
less real or change the nature of a god. Threatened with
the wrath of Heliod, for example, a mortal can't simply 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 The idea of fate is that the course of each mortal's life
reality occur on the scale of ages, not moments. is predetermined, spun out in a tapestry woven by a trio
In practical terms, then, the gods of Theros are no less 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 This fairly bleak view of existence is undermined by
the heroic ideal exemplified in myths, legends, and the
The central conflict in Theros is among gods, striving
lived experience of Theros's people. Heroes, by defini­
against each other over the devotion of mortals. Mortal
tion, are people who defy the predetermined course of
devotion equates to divine power: when people fervently
fate. They take their fate into their own hands and chart
pray to a god, when they piously observe the god's rites
their own courses, striding boldly into the unknown,
and sacrifices, and when they devoutly trust in the god's
striking down supposedly invincible foes, and resisting
divine might, the god becomes more powerful.
the will of gods. Their proud defiance of fate is rewarded
The competition for mortal devotion isn't necessarily
when they at last complete their mortal journeys; worthy
a zero-sum game. The people of Theros don't believe
heroes spend their afterlives in Ilysia, the fairest realm
in one particular god to the exclusion of others, and the
of the Underworld, where they finally rest from the
most pious people pray to all the gods with equal fervor.
struggle of their lives. In many cases, their works also
But a deity's goal is to increase the number of people
live on, both in the stories of future generations and re­
who, when faced with peril, will call on that god for help.
peating in the night sky among the stars of Nyx.
It's that trust, that reliance, that faith that gives the gods
Destiny is different. The strands of destiny are spun
their power, not merely ideas and concepts.
from the hair of the ancient god Klothys, but they don't
Mortal beings-heroes and monsters alike-often
chart a predetermined future. Destiny establishes the
become unwitting pawns in the contests of the gods.
order of things, the hierarchy of being, the relationship
Having a powerful champion is an indication of a god's
between gods and mortals, the instincts and impulses
power-and can potentially increase the god's own
that govern mortal behavior, and other aspects of the
power. A champion who acts as an agent of a god among
way things are. Gods and mortals alike are constrained
other people helps increase those people's devotion to
by the threads of destiny. Mortals can do little to alter
the god. And if a hero should happen to strike down the
them, but more than once the arrogance and presump­
agents of a rival god along the way, all the better.
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.
-

WELCOME TO THEROS
6
TH& HU1>Tl!:R

The heroes illustrated throughout this introduction


CHAMPIONS AND HEROES
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
HISTORY AND MYTH
people with hope and wonder. When storytellers relate the history of Theros, they

More than just for their deeds, heroes fill an important always speak in the most general terms. An event of

role among the inhabitants of Theros. Legendary heroes just ten years past happened "many years ago," and

form a vast collection of well-known archetypes whose the founding of Meletis in the distant past happened

deeds create cultural touchstones and shape modern "many, many years ago." In Theros, history transforms

philosophies. They also embody the potential of mor­ into myth more quickly than it does in other worlds,

tals to be more than mere drops in the raging river of becoming generalized, vague, and moralistic. And be­

fate. Tales of heroes teach that greatness is achievable cause the gods are so deeply involved in mortal affairs,

and that there is more to the world than what any one it's often impossible to distinguish between the myths

individual knows. The people of Theros see the truth of divine activities and the scraps of historical fact in

of this in the powers of the gods and in the immortal these records.

constellations that fill the night sky. Even as the names The origin and generations of the gods-from the pri­

of individual heroes might eventually fade away, their mordial titans to the modern pantheon now worshiped

deeds live on as heroic archetypes-such as in the case in Theros-are described in chapter 2. The world's

of the nameless champion in the renowned epic, The myths also fill this book, stories that still resonate in the

Theriad. These archetypes teach and inspire, whether dreams and ambitions of Theros's people. These myths

they're represented in tales of journeys or creation, in are noted in distinct sections, with the first appearing in

sculptures rising above polis roofs, or in the temples of chapter 1. Yet the largely agreed upon history of mortal

the gods. Throughout Theros, those who seek greatness folk on Theros occurred more recently and is thought to

typically begin by deciding what heroic archetype they have unfolded as follows.

most closely align with and letting that ideal influence


- I
their fate.
..·

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 the poleis from each other.
unknown lands to the north and established a heavy­ 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, AGE OF HEROES
and medusas are said to have ruled kingdoms of their
The uncounted centuries since the fall of the archons
own in those days, and tales tell of Agnomakhos leading
have been marked by the exploits of great heroes, many
his leonin soldiers to repel an invading army of giants.
of which are recorded in works of epic prose and poetry.
Dragons, krakens, and hydras are also said to have
Three major narratives remain widely retold and stud­
grown to even greater size in those days than they do
ied: The Akroan War, The Callapheia , and The Theriad.
now, annihilating whole nations and carving untold ca­
The epic tale of the Akroan War is only nominally a
tastrophes across the land.
history of the long siege of Akros, precipitated by the
queen of Olantin abandoning her husband and going to
BIRTH OF THE POLEIS �������
live with the Akroan king. With the war as a backdrop, a
The end of the Age of Trax corresponds roughly with the nameless poet spins tales of gods and heroes, victories
rise of the fourth and latest generation of gods, whose 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
to the archons. origin of a phalanx of the Returned that comes to fight
The goddess Ephara inspired and equipped two hu­ 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
. ..

·-

WELCOME TO THEROS
8
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. Leonin and minotaurs have their own languages, and
The Theriad is a different sort of epic, closely associ­ tritons speak the Aquan dialect of Primordial. Centaurs
ated with the worship of Heliod. At a glance, it appears 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
Language Typical Speakers Script
RECENT MEMORY
Common Humans Common
The Age of Heroes has not yet come to an end, and more
Giant Cyclopes, giants Minotaur
epics will surely be sung and written as more heroes
Leon in Leon in Common
take their destinies into their own hands and chart their
Primordial Tritons Common
paths to the stars. The heroes of recent memory-Hak­
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

Ajani Goldmane, and countless others-are no less he­


roic than the protagonists of age-old epics, even if their EXOTIC LANGUAGES
deeds aren't yet as widely known. Beyond individuals­
Language Typical Speakers Script
a kraken attack on Meletis; the fall of the monstrous
Celestial Gods Celestial
hydra Polukranos; the Nyxborn assault on Akros; Ere­
bos's titan felled by Heliod's champion; the apotheosis Draconic Dragons Draconic

and destruction of the mortal-turned-god Xenagos-the Sphinx Sphinxes


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 AMPLIFYING YOUR IDEAL


awakened. Still, not everyone would be able to Many characters' ideals come directly from their service
to a god. Each god's description in chapter 2 includes a
bring down a brute twice the size of a city temple,
table you can use to determine your hero's ideal if your
even if it was in a stupor, so I guess I am a hero. 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
the Player's Handbook or another source, or one of your
called ''A.esrias, the hero." I am stronger than others of my
own invention, try to state your ideal in the grandest
age and have always been able to easily master all manner possible terms to express your character's heroic drive.
of weapons, although for challenge I prefer to use my own
LEGENDARY BONDS
fists in combat.
The connections and goals that serve as characters'
But I boast too much. In truth, I am one of many who 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
ary scale as you define your character's bonds.
serve and protect the people. Everyone always said I was
What if a person mentioned in your bond is actually
born a hero. 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 the streets while disguised as another mortal urchin." In

some mortals above others? Is it a blessing from the this case, the secret divine identity of the person in the
bond makes the bond more significant.
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
TRAGIC FLAWS
miraculous birth to glorious end?
The heroes of Theros don't often conform to tidy defi­
If you're reading this, the answer is that you make a
nitions of heroic morality and virtue, and they are often
hero, of course. In Theros, player characters and heroes
laid low by their own flaws. The Player's Handbook
are synonymous, being rare individuals whose deeds
encourages you to think of "anything that someone
aren't bound by fate, who willfully stray from the paths
else could exploit to bring you to ruin or cause you to
laid before them and chart their own courses.
act against your best interests." For a hero in Theros, a
This chapter describes playable races of Theros, new
tragic flaw is something that the gods themselves might
subclass options, a new background, and their places
exploit or punish, with hubris being the classic example.
in the world. It also includes a description of the super­
The gods of Theros aren't so concerned about "ordi­
natural gifts that set the heroes of Theros above the
nary" flaws like addiction or laziness. Rather, consider a
ordinary mortals of their world. But it begins with the
tragic flaw involving something you don't want a god to
question of what makes your character a hero.
learn or certain to provoke a god's anger.
For example, some of the flaws listed for the out­
HEROIC DRIVE 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 A tragic flaw can also be supernatural in nature. A
stems from the same sources, but the power of fate and 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 NATAL OMENS
The birth of a hero is often accompan ied by s i g n s i n Nyx
Most heroes of Theros have some kind of supernatu- and Theros a l i ke. You can u se the Omens table in chapter
ral aid to help them achieve their goals. Often this aid 4 to ra ndomly determine an omen that appeared when you
comes from the gods, but some heroes might find their were born. It's up to you and you r DM to dete r m i n e the
support from other beings, such as the sphinx Medomai, omen's mean i n g.
an oracle like Atris or Kydele, or a repository of mystical
knowledge. Some heroes are born with supernatural HE ROIC DESTINY
power or born as a result of supernatural events.
Great deeds lie in your future, and it will take extraor­
A character in Theros begins with one supernatural
dinary effort to kill you before you accomplish those
gift chosen from those in this section. Work with the
deeds. Choose or roll a random destiny using the Heroic
DM to decide where your character's gift came from. Is
Destiny table. Additionally, you gain the following traits.
it tied to the god you serve? Was it the result of a fateful
Defy Death. You have advantage on death sav­
encounter with a sphinx or an oracle? Does it indicate
ing throws.
the nature of your birth? Each gift's description also
Hard to Kill. When you are reduced to 0 hit points but
includes a table to spark your imagination as you think
not killed outright, you can drop to 1 hit point instead.
about your character's gift.
Once you use this trait, you can't use it again until you
These supernatural gifts are intended for starting
finish a long rest.
characters, but some might be bestowed by gods as re­
wards for remarkable deeds.
HE R O I C DES T I N Y
ANVILWROUGHT d6 Destiny
You were forged in the fires of Purphoros's forge. Your I 'm destined to be the most s k i l led practitioner of a

appearance bears a metallic sheen and visible joints. craft or trade.


The Anvilwrought Characteristics table suggests details 2 I ' m destined to earn a pl ace a m o n g the stars of Nyx.
of your life or origins. Additionally, you gain the follow­ 3 I ' m destined to become a god.
ing traits.
4 I ' m destined to liberate my beloved fro m the c l utches
Constructed Resilience. You were created to have
of the Underworld.
remarkable fortitude, represented by the follow-
5 I was born while a kraken ravaged Meletis, a n d I'm
ing benefits:
destined to destroy that kraken.
You have advantage on saving throws against being
6 I 'm destined to u n cover the secret of the gods' power.
poisoned, and you have resistance to poison damage.
• You don't need to eat, drink, or breathe.
• You are immune to disease.
ICONO C LAST
• You don't need to sleep, and magic can't put No one can deny the reality of the gods of Theros, whose
you to sleep. presence and deeds are visible in the night sky and
sometimes directly in the mortal realm. But some peo­
Sentry's Rest. When you take a long rest, you must
ple refute the idea that the gods are worthy of reverence.
spend at least six hours in an inactive, motionless state,
Such iconoclasts are common among the leonin, but
rather than sleeping. In this state, you appear inert, but
members of any culture can adopt this supernatural gift.
it doesn't render you unconscious, and you can see and
The Iconoclast Characteristics table presents sugges­
hear as normal.
tions for why you've become an iconoclast.
Your denial of the gods gives you supernatural power
A N V I LW R OUGHT CHA RACTE R I ST I CS
to resist their influence in the world. You gain the follow­
d6 Characteristic ing traits.
An oread who works in Purph oros's forge is the clos­ Enlightened Protection. You can cast protection from
est t h i n g I have to a parent. evil and good with this trait, targeting only yourself and
2 Purphoros made me to serve h i m . requiring no material components. Once you do so, you

3 I was created decades ago a n d , fea r i n g that I ' m grow­ can't cast it in this way again until you finish a long rest.
Wisdom is your spellcasting ability for this trait.
i n g obsolete, recently fled Mou n t Ve l u s .
Reject the Gods. You can't gain or lose piety to any
4 Purph oros regrets my creation and wants to reforge
god. You instead gain the following traits at the charac­
m e into somet h i n g better.
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 ability for any spell that you cast through these traits.
ing even greater creations of my own.
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

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 1 I CHARACTER CREATION


12
ICONOCLAST PARAGON HEROIC FEATS
11th-level Iconoclast trait If you r cam paign uses the optional feat rules from chapter
6 of the Player's Handbook, you r Dun geon Master m ight
You can cast dispel evil and good with this trait, requir­
allow you to take a feat as a variant s u pernatural gi ft. You
ing no material components. Once you do so, you can't
gain one feat of your choice. T h i s l i st s u ggests twelve feats
cast it in this way again until you finish a long rest. from the Player's Handbook, but you can choose any feat
In addition, when you cast dispel magic using your yo u r DM a l lows:
Iconoclast Hero trait, you cast it as a 4th-level spell.
• 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)
17th-level Iconoclast trait
• 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)
material components. Once you do so, you can't cast it in I feel the vitality of the earth beneath my feet, and it re­

this way again until you finish a long rest. freshes my strength when I rest on it. (Durable)
The stars of Nyx are never h idden from my sight, reveal­
In addition, when you cast dispel magic using your

ing their secrets to my eyes. (Keen Mind)


Iconoclast Hero trait, you cast it as a 5th-level spell.
• I hear the echoes of the gods' speech i n every m o rtal
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 word. ( L i n g u i st)
d6 Characteristic • The gods s m i le on me, but I dread the day when they
withdraw the i r favor and my luck runs out. (Lu cky)
I blame the gods for the death of those I cared about.
• As a c h i l d , I used to run through the woods and play
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. of Nylea. (Mobile)
3 I t 's obvious the gods are fickle a n d u nworthy of • The s u n 's l ight bri ngs what i s h idden to clear view in my
eyes. (Observant)
worsh i p .
• I ate a magical fruit that blessed me with extraord i n a ry
4 I know the world's fut u re l ies with m o rtals, not gods.
res i l i ence. (Res i l ient)
5 I ' m convi n ced the gods want me dead. I studied with a s u pernat u ral tutor. (Skilled)
6 I refu se to be a pawn in d i v i n e schemes. 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 star-
l i ght. (Tough)
INSCRUTABLE MYTHS OF TH EROS
The world ofTheros is al ive with myths. From stories
Like a sphinx, you have a mind like a maze, impe.netra­
a bout the deeds of gods that exp l a i n the workings of the
ble to mortal scrutiny. This might be a gift or training
world to i n s p i rati onal (or caution ary) tales of heroes,
from an actual sphinx, the blessing (or curse) of a god, rem a rkable tales spread i n cou ntless ways, be they d iver­
or an inexplicable talent. The Inscrutable Characteris­ sions, lessons, or songs. Just as in Theros, throughout this
tics table suggests options for what makes you inscruta­ book yo u ' l l find n u merous tales of great deeds, magical or­
ble. Additionally, you gain the following trait. i g i n s , grim traged ies, and more. In each case, such myths
Psychic Shield. You have resistance to psy­ 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

Sphinx's Shroud. You are immune to any effect that i n the m i nds ofTheros's people and their place as tales
that endlessly p l ay out a mo n g the constellations of Nyx.
allows other creatures to sense your emotions or read
your thoughts. Wisdom ( Insight) checks made to ascer­
tain your intentions or sincerity have disadvantage. NYXBORN
Born from the minds of the gods, the creatures that pop­
I N S C RUTABL E CHA RACT E R I ST I CS
ulate the gods' realm are called Nyxborn. Nyxborn crea­
d6 Characteristic 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. their true character. Are they idealized forms of mortal
2 I am a devout adh erent to o n e of M e letis's schools of beings, free from the imperfections and transience that
p h i l osophy (detailed in chapter 3). causes mortals to suffer and die? Or are they hollow and

3 I o n ly speak in the past tense, as if a l l t h i n g s I say soulless shades, lacking the authenticity and pathos that
make mortal existence worthwhile?
have a l ready transpired.
A Nyxborn is like a fragment of divinity, an idea or a
4 I have sworn a vow to al low no l i v i n g person to see
dream that is incarnate. You embody an idea-like the
b e h i n d the m a s k that covers my face at a l l t i m e s .
way leaves turn toward the sun or the feeling of ocean
5 Why wou l d n ' t I p h rase every statement as a qu estion? sand between the toes, the way the heart stirs when the
6 I was born a s p h i nx, but a god cu rsed me i nto h u m a n ­ tide of battle changes or the sadness that lingers when
oid form and s a d d l e d m e w i t h the lim its o f mortal remembering a happy moment of childhood.
knowledge. I wo n ' t rest until I break the curse. 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
LIFELONG COMPANION
by one of the gods to serve a certain purpose. Or your
Behind many heroes is another hero whose greatness existence could be an accident caused by a confluence of
comes from the support and love they offer. Haktos had supernatural forces. The Nyxborn Origin table offers a
his beloved Perynes, Renata was accompanied by her handful of suggestions that might explain how you came
servant Karados, and Siona sailed with her devoted to be, and the Nyxborn Quirks table describes some spe­
crew. Like these partners, you are great and make
cial effects that might linger around your person.
others great. Consider the Companion Relationships
Additionally, you gain the following traits.
table when determining your legendary connection. Any
Cloak of Stars. As an action, you wrap yourself in a
relationship with another player's character requires starry cloak, appearing like a silhouette formed of the
that player's consent. Additionally, you gain the follow­
night sky. When you do, attack rolls have disadvantage
ing traits.
against you. This cloak lasts for 1 minute, until you doff
Boon Aura. Your allies within 5 feet of you have ad­ it (no action required), or until you die. Once you use this
vantage on saving throws against being frightened or
trait, you can't use it again until you finish a long rest.
charmed, provided you aren't incapacitated.
Nyxborn Resistance. You have resistance to necrotic
Companion's Protection. When a creature you can
and radiant damage.
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.
NYXBO R N O R I G I N
Once you use this trait, you can't do so again until you
d6 Origin
finish a long rest.
One of my parents is a nyxbor n , a nym p h , or some

COM PA N I O N R E L AT I O N SH I P S other s u pernatural creature.

d6 Relations hip 2 I was formed from Nyx by one of the gods to serve as
a divine e m issary.
Another character is my lover or dearest fri end.
3 I ' m a s i d e effect of some other divine actio n .
2 Another c h a racter is my s ib l i n g.
4 A god witnessed my b i rth, m a k i n g me what I a m .
3 Another c h a racter is my parent or c h i l d .
5 I was rescued from the Underworld a n d took on s u ­
4 Another character is a cham pion of my god.
pernatural characteristics w h e n I returned to l i fe.
5 After a d m i r i n g a n other ch aracter fro m afar, I've finally
6 I'm a song or other work of art brought to l ife .
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


iiEROES AND LIFELONG COMPANIONS,
KYNAIOS AND TIRO FOUNDED MELETIS AND RULED AS ITS FIRST KINGS.

NYXBO R N QU I RKS
MYTH OF THE FIRST KINGS OF MELETIS
d6 Quirk 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.
lon ger, the heroes Kynaios and Tiro-u nited by their love
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. 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
5 My l a u ghte r causes nearby birds to erupt i n song.
l i s hed as a beacon of freedom and e n l ighten ment, and its
6 People who s l eep near me always d ream of t h e sea. people chose Kynaios a n d Tiro to be its first k i n g s .

O RACLE
You gain the following traits.
You possess a precious gift coveted not just by mortals
Ears of the Oracle. You can speak, read, and write
but by the gods themselves: the gift of clear communica­
Celestial, the language of the gods. In addition, a god
tion between the mortal and divine realms. As an oracle,
might deliver a message through you, and you can de­
you can perceive the whims of the gods and petition
cide whether to use your own voice or to allow the god's
them for glimpses of their vast insight. This gift also
voice to come through your mouth to deliver the mes­
comes with a curse, though, which typically takes the
sage, translated into any language you speak.
form of dire insights. Consult the Oracle Curse table to
Oracle's Insight. The gods give you fl.ashes of insight
determine what unwanted revelations you receive.
that help you bring your efforts to fruition. When you
The gods seek mortal oracles to act as their agents. As
make an ability check, you can roll a dlO and add the
a result, most oracles devote themselves to the service
number rolled to the check. You can wait until after you
of a single god and learn to ignore the voices of all oth­
roll the d20 before deciding to add the dlO, but you must
ers. Occasionally, two gods agree to share the services
decide before the OM says whether the roll succeeds or
of an oracle. Oracles who try to remain independent
fails. Once you use this trait, you can't use it again until
often find themselves pursued by the agents of evil gods
you finish a short or long rest.
who would bind them to the god's service, if necessary.

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 DIVINE ORACLE


piety score increases. Instead of gaining the piety bene­ Piety 50+ Oracle trait
fits associated with any god (as described in chapter 2),
You can increase your Intelligence or Wisdom score by
you gain the following traits when you reach the speci­
2, as well as increasing your maximum for the chosen
fied piety score.
score by 2 .
Wisdom is your spellcasting ability for any spell that
you cast through these traits.
O R A C LE CURSE
AUGUR d8 Flaw
Piety 3+ Oracle trait 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 Peo ple who cons u l t m e fo r i nfo rm ation rarely believe
a long rest. the a n swers I give t h e m .
3 I 'm h a u nted b y nightmares forete l l i n g t h e deaths of
SEER
people I 've never met.
Piety 10+ Oracle trait
4 I ' m often distracted by the s i ghts a n d sounds of
You can cast divination as a ritual with this trait. Once
t h i n gs that other people can't perceive.
you do so, you can't cast it in this way again until you
5 A horrible monster in Nyx watches me constantly,
finish a long rest.
a n d I see it every time I venture outdoors .
S I BYL 6 Any t i m e I grow close to someone, I see them aged ,
Piety 25+ Oracle trait dying, or dead.

You can cast commune as a ritual with this trait. Once 7 Whenever I receive a divine vision, I get a n i ntense
you do so, you can't cast it in this way again until you pain in my head o r ch est.
finish a long rest. 8 One of the gods i n tends to u se m e as an oracle
You also can't be surprised, provided you aren't in­ whether I want to l i sten o r not.
capacitated .
.
-

CHAPTER 1 I CHARACTER CREATION


T6
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. This chapter provides information about the following
Pious Protection. If you fail a saving throw, you common playable races of Theros, as well as racial traits
can reroll it, and you must use the new roll. Once you for all of them except humans:
use this trait, you can't do so again until you finish a
Humans on Theros are similar to those found on other
long rest.
D&D worlds: adaptable, ambitious, and wildly diverse.
Religious Study. You have advantage on any Intelli­
Centaurs employ cunning and equine strength to
gence ( Religion) check pertaining to your chosen god.
further the goals of the roaming Lagonna and
Starting Piety. You begin with a piety score of 3 with
Pheres bands.
your chosen god.
Leonin are proud lion-like hunters, many of whom live
in defiance of the gods.
Pious QU I RKS
Minotaurs are infamous for bloodthirstiness, a reputa­
d6 Quirk tion even the most peaceful struggle to escape.
I often call people by the n a m e of my god (or a n other Satyrs follow their passions in the pursuit of wild revels
god) by accident. and new adventures.
2 I stay up late at n i ght watc h i n g the stars in hopes that Tritons are an enigmatic, sea-dwelling people with an
endless desire to explore.
my god will share a message with me.
3 I ' m deeply jealous of my god ' s oracles, who seem to
HUM A N
have a m o re i ntimate relatio n s h i p with my god than I
The most numerous o f Theros's mortal races, humans
can ever hope to atta i n .
embody the mortal will to carve out a place for civili­
4 I d ream of o n e day enteri n g Nyx a n d being granted a
zation from the wilds. Although other, smaller settle­
permanent pl ace at my god's side.
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.
HUMAN NAMES
Human names tend to honor heroes or philosophers of
U NSCARRE D
old-an aspirational nudge from parent to child in the
Like the great hero Haktos, you are resistant t o physical hope that their offspring might one day live up to such a
harm. Use the Unscarred Origin table to determine how storied name.
you gained your legendary invulnerability. Additionally, Family surnames are uncommon in the human poleis,
you gain the following trait. and people with the same name must find ways to distin­
Unscarred Resilience. When you take damage, you guish themselves from one another. Some attach their
can use your reaction to roll a d 1 2 . Add your Constitu­ place of birth or residence to their own names. A mer­
tion modifier to the number rolled, and reduce the dam­ chant from Meletis named Brigone, for example, would
age by that total. After you use this trait, you can't use it 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.
The most prestigious names however, are those
U N S C A R RE D O R IGIN earned through deeds or temperament. These names
d6 Origin 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 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-
2 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,

3 When I was wounded as a c h i l d , a god healed me.


Rakleia, Sophronia, Telphe, Tikaia, Vala
Male Names: Alkmenos, Basarios, Braulios, Dra-
N ow wou nds are reluctant to u n d o the god's work.
sus, Eocles, Hixus, Kaliaros, Kalogeros, Kanlos,
4 I was rescued fro m the Underworld, and I 'm not s u re
Kleon, Kytheon, Lanathos, Lindos, Nyklos, Phrogas,
I fu l l y retu rned to l i fe-it's always so cold.
Prokopios, Rhexenor, Ristos, Teraklos, Uremides,
5 I was born on one of the Dakra Is les. A l l my people 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 JOU RN EYS OF D I S C OVERY
When young Lagonna centaurs become adults, they
Powerful and curious, quick to act and knowledgeable
often leave their band to travel the world on their own.
of the wider world, centaurs seek to experience life's
This time of self-discovery, called a protoporos, can
boundless bounty. The centaurs of Theros are divided
last anywhere from a few weeks to several years. The
into two groups: members of the far-traveling Lagonna
Lagonna believe that a protoporos helps young centaurs
band and the proud raiders of the Pheres band. These
find their place in the world. An omener reads the signs
bands occupy territories situated between the three ma­
of fortune before sending young centaurs on their way,
jor human poleis, making them common sights to those
guiding the first steps of their journey. While most
who travel human lands. Not ones to settle in permanent
centaurs return to the band eventually, some find their
homes, though, centaurs might be found wherever there
calling elsewhere. When the Lagonna tell tales of their
are wonders to be witnessed and adventures to be had.
greatest heroes, they often speak of centaurs who found
MARKINGS OF T H E HERD their heroic destiny on a protoporos.

Though centaurs share the same basic physiology, the


PH E R E S RAIDERS
centaur bands are commonly associated with their own
The Pheres roam the wild lands between Setessa and
distinct traits.
Akros in small raiding herds. These herds are voluntary
Lagonna band centaurs tend to be sleek and muscu­
associations, in contrast to the family groups of the
lar, with powerful legs built for endurance rather than
Lagonna. When necessary, several small bands join
speed. They usually have coats of a single color, often
together in a larger herd to target particularly dangerous
with a shine that can look metallic in bright light.
but resource-rich targets-be they humanoid traders or
Pheres band centaurs typically have long, nimble legs
roving, greedy monsters. Bands also join together to de­
and lean bodies, and are often marked with natural
feat common threats or to hunt for game.
color patterns on their hide. Pheres centaurs sometimes
The Pheres value physical strength, speed, and prow­
paint or tattoo their upper bodies to match the patterns
ess in both hunting and combat. Often a band is led by
on their lower half. Occasionally, a Pheres centaur is
the strongest and most dominant warrior, called the
born with vertical stripes on their hooves, foretelling an
charger. However, some bands elevate a tactician or
exciting and adventurous life.
strategist to this venerated position. The Pheres can be

LAGO N NA MERCHANT FAMIL I E S brutal and greedy, but they are clever as well, and under­
stand the value of strategic leadership.
Lagonna centaurs travel i n small merchant family bands
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. LAGONNA BANO CENTAUR

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.

CHAPTER 1 I CHARACTER CREATION


18
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 Here's how to determine your height and weight ran-
else can soothe. Though renegades build their own life domly, starting with rolling a size modifier:
away from the band, most retain some connection with
S ize m odifier = l d l O
their past. Some stories tell of renegades returning to
H e i ght = 6 feet + yo u r size m o d i fier i n i n c hes
help their band in times of need before disappearing
Weight i n pounds = 600 + (2d l 2 x you r size m o d i fier)
once more.
Speed. Your base walking speed is 40 feet.
CENTAUR NAMES Fey. Your creature type is fey, rather than humanoid.
Lagonna centaurs tend to favor names of three or four Charge. If you move at least 30 feet straight toward a
syllables, often borrowed from cultures they have met target and then hit it with a melee weapon attack on the
during their travels. Pheres centaurs tend to have same turn, you can immediately follow that attack with a
shorter, sharper sounding names, often appended with bonus action, making one attack against the target with
an honorific gained in battle. your hooves.
Female Lagonna Names: Honotia, Kelitia, Lileo, Meloe Hooves. Your hooves are natural melee weapons,
Male Lagonna Names: Aughus, Dririos, Ormasos, which you can use to make unarmed strikes. If you hit
Volien with them, you deal bludgeoning damage equal to ld4 +

Female Pheres Names: Bido, Daxa, Saya, Tesia your Strength modifier, instead of the bludgeoning dam­
Male Pheres Names: Eno, Roth, Skelor, Stihl age normal for an unarmed strike.
Pheres Honorifics: Threekills, Razorhoof, Unsleeping, Equine Build. You count as one size larger when de­
Daggereye, Silentstep termining your carrying capacity and the weight you can
push or drag.
CENTAUR TRAITS In addition, any climb that requires hands and feet is
Your centaur character has the following racial traits. especially difficult for you because of your equine legs.
Ability Score Increase. Your Strength score in­ When you make such a climb, each foot of movement
creases by 2, and your Wisdom score increases by 1. costs you 4 extra feet instead of the normal 1 extra foot.
Age. Centaurs mature and age at about the same rate Survivor. You have proficiency in one of the following
as humans. skills of your choice: Animal Handling, Medicine, Na­
Alignment. Centaurs are inclined toward neutrality. ture, or Survival.
Lagonna centaurs tend to be more lawful, while Pheres Languages. You can speak, read, and write Common
centaurs are more often chaotic. and Sylvan.
....

CHAPTER I I CHARACTER CREATION


19
LEO N I N Leonin rely on themselves and their prides. A pride is
bound together by the experience of a shared challenge
The leonin guard the shining lands of Oreskos, a golden and, in particular, the sacred act of the hunt. See chap­
.
plain where even the gods rarely trespass. Prides of ter 3 for more details on Oreskos and the leonin who
these nomadic, lion-like humanoids rarely interact with call that land home.
other peoples, having all they need in their shimmering
homeland and knowing the treachery of strangers. Still, LEO N I N A N D T H E Coos
some leonin wonder what lies beyond Oreskos's border
d6 Attitude
mountains and seek to test themselves in a wider world.
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 sm ugly s u perior i n my detachme nt.
with a boldness that suggests their physical might. 2 The medd l i n g of the gods in mortal affairs m a kes m e
Tawny fur covers leonin bodies, and some grow thick 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
alo ne!
hands prove as nimble as those of other humanoids,
3 I view the gods as worthy adversaries- i n cred i bly
leonin have retractable feline claws, which they can ex­
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
mately doomed to lose their games.
bone-shaking roars, gives most leonin an air that readily
4 I 'm certa i n every bad th i n g that happens can u ltimately
shifts between regal and fearsome.
Leonin often act with confidence, which can come off be b l a med on the god s , but I rol l my eyes at each new

as imperiousness. While this can reassure their allies, twist of fate and try to get on with my life.
it can also suggest defiance in the face of what they per­ 5 I wish that I co u l d be as n a ive as h u mans a n d other
ceive as imposed authority or unworthy experts. 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.
QU I C K TO QUARREL 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
Other peoples often perceive leonin as quick to take
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.
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 .

. ..
·-

CHAPTER l I CHARACTER CREATION


20
LEONIN MATRONS LEAD THE PRIDES OF 0RESKOS,
PROTECTING THE PLAINS FROM INTERLOPERS.

LEONIN NAMES Speed. Your base walking speed is 35 feet.

Along with their personal names, leonin identify them­ Darkvision. You can see in dim light within 60 feet

selves by their pride. A member of the Flintclaw pride of you as if it were bright light and in darkness as if it

with the personal name of Ziore, for example, would were dim light. You can't discern color in darkness, only

likely style herself as Ziore of the Flintclaw. shades of gray.


Claws. Your claws are natural weapons, which you
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 you can deal slashing damage equal to ld4 + your
Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz,
Strength modifier, instead of the bludgeoning damage
Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior
normal for an unarmed strike.
Pride Names: Embereye, Flintclaw, Goldenfield, Iron­ Hunter's Instincts. You have proficiency in one of the
mane, Starfeller, Sunguides following skills of your choice: Athletics, Intimidation,
Perception, or Survival.
L E O N I N TRAITS
Daunting Roar. As a bonus action, you can let out
Your leonin character has the following racial traits.
an especially menacing roar. Creatures of your choice
Ability Score Increase. Your Constitution score in­
within 10 feet of you that can hear you must succeed on
creases by 2, and your Strength score increases by l.
a Wisdom saving throw or become frightened of you un­
Age. Leonin mature and age at about the same rate
til the end of your next turn. The D C of the save equals
as humans.
8 + your proficiency bonus + your Constitution modifier.
Alignment. Leonin tend toward good alignments.
Once you use this trait, you can't use it again until you
Leonin who are focused on the pride lean toward
finish a short or long rest.
lawful good.
Languages. You can speak, read, and write Common
Size. Leonin are typically over 6 feet tall, with some
and Leonin.
standing over 7 feet. Your size is Medium.
Here's how to determine your height and weight ran-
domly, 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
criminals and monsters of unspeakable depravity. While
MINOTAUR
many groups of minotaurs still honor their villainous
The minotaurs who dwell in the badlands of Phoberos progenitors, others have abandoned their ancestors and
and the remote polis of Skophos are caught between moved beyond their crimes, seeking their fates in the
two worlds. Some follow the dark god Mogis, who has future, not the past.
tyrannized them for ages untold and shown them a trail While the inhabitants of Akros and other reaches near
of slaughter that is all many minotaurs have ever known. Phoberos, the homeland of most minotaur herds, have
Others, though, have emerged from this bloody path and engaged in endless conflicts with bloodthirsty mino­
found a world that welcomes those who pursue their taurs, they know there are those who forsake Mogis's
own destinies and heroic callings. depravities. The people of Meletis, Setessa, and lands
beyond are also generally open-minded and curious
BUILT TO SURVIVE
about minotaurs who wander into their lands. Epics like
Minotaurs are barrel-chested humanoids with heads re­
The Callapheia also describe multiple heroic minotaurs.
sembling those of bulls. Their horns range in size from
As a result, a minotaur traveling in the company of other
about 1 foot long to great, curling weapons easily three
non-minotaurs is likely to be accepted in any polis.
times that length. Theros minotaurs often carve their
See chapter 3 for more details on Phoberos, the mino­
horns to sharpen their edges, etch symbols of power
taur polis of Skophos, and various minotaur bands.
into them, or sheathe them in bronze to prevent them
from shattering during battle. PAS S ION AND ZEAL
Thick hair extends down minotaurs' necks and pow­ Minotaurs are known for venting their outrage through
erful backs, and some have long patches of hair on violence, but they aren't generally quick to anger. They
their chins and cheeks. Their legs end in heavy, cloven are passionate, loving their friends and partners fiercely,
hooves, and they have long, tufted tails. Minotaur priests and they laugh loud and long at good jokes. This zeal
often adorn themselves with sacred items, be they tro­ also extends to their faith. Those who have avoided the
phies from fallen foes, keepsakes from their homeland, corrupting influence of Mogis gravitate toward the ser­
or naturally occurring marks of their god's favor. vice of gods who share their bold nature, especially Ere­
bos, Keranos, and Purphoros. Those who have rej ected
AGES OF DARKNESS
Mogis sometimes embrace his hated twin brother, Iroas.
Although minotaurs aren't evil by nature and are free to
worship any god, many are raised among those devoted MINOTAUR NAMES
to Mogis's vile whims. Myths tell that Mogis created In the labyrinthine polis of Skophos, the deeds of mi­
the first minotaurs from his own followers, typically 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 or-
d 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 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
D&D worlds where these people have avoided the de­
m o s t devoted followers, they assert that these fo l l owers were
monic influence of Baphomet.
a l ready m i nota u rs , and a l l M ogis did was exalt them to an
Ability Score Increase. Your Strength score in­
h o nored status. Among m i notaurs who wors h i p M o gis, these
creases by 2, and your Constitution score increases by 1 . heroes a re revered as s p i ritu a l if not l iteral ancestors. The
Age. Minotaurs mature and age a t about t h e same rate moral of this story is s i m ply that M o gis is a god who rewa rds
as humans. 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 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
alignments.
creation. Perhaps most i m po rtantly, m i notaurs aren't an
Size. Minotaurs average over 6 feet in height, and they
offs h oot of h u m a n ity but a people i n their own right, and nei­
have stocky builds. Your size is Medium.
ther their nature nor their destiny i s tied to a s i n gle god.
Here's how to determine your height and weight ran-
domly, starting with rolling a size modifier:
Hammering Horns. I mmediately after you hit a crea­
Size modifi e r = 2d8
ture with a melee attack as part of the Attack action
H e i ght = 5 feet + 4 i nches + yo u r size m o d ifier in i nches
on your turn, you can use a bonus action to attempt to
Weight i n p o u n d s = 1 75 + (2d6 x your size modifier)
shove that target with your horns. The target must be
Speed. Your base walking speed is 30 feet. within 5 feet of you and no more than one size larger
Horns. Your horns are natural melee weapons, which 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. Imposing Presence. You have proficiency in one
Goring Rush . Immediately after you use the Dash of the following skills of your choice: Intimidation or
action on your turn and move at least 20 feet, you Persuasion.
can make one melee attack with your horns as a Languages. You can speak, read, and write Common
bonus action. and Minotaur.
....

CHAPTER l I CHARACTER C REATION


23
SATYR Satyrs feel that life is to be lived and experienced with
all the senses. Satyrs see the world and everything in
Satyrs have a well-earned reputation for their good spir­
it as a book of delights, and they want to explore every
its, gregarious personalities, and love of revels. Most sa­
page. See chapter 3 for more details on the satyr home­
tyrs are driven by simple desires, to see the world and to
land, the Skala Vale.
sample its every pleasure. While their spontaneity and
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, revels as raucous bacchanals, where anything and ev­
after all, and the proper response to such a gift, as far as erything might happen. This picture isn't wrong, but it's
most satyrs are concerned, is to accept it with relish. incomplete: there's more to a revel than debauchery. For
satyrs, revelry is a way of life. It's the delight in small
BORN OF T H E WI LD
things: the song of a bird, a warm breeze, the smell of a
In their physical forms, satyrs embody a fusion of hu­
tasty pie, relaxing by a river in the sunshine. Life freely
manoid civilization with the freedom of wild beasts.
offers these gifts, and for a satyr, they are more valuable
Generally, they look similar to humans, with a range of
than gold or glory. To revel means to forget the con­
builds and features. But their goatlike horns, pointed
straints of time, to let go of the future and past, and to be
ears, and furred lower bodies sharply distinguish them.
wholly in the present moment. For satyrs, encountering
Satyrs' solid horns connect to their heads at the base of
life with all the senses honors the gods, and-most im­
their skulls, while their legs end in sturdy hooves. Thick
portantly-it feels really good. Driven by instinct and in­
fur covers their bodies from the waist down, shorter at
tuition, most satyrs prove unpredictable, following their
the waist and longer below the knees. Short, soft hair
sense of wonder wherever it leads.
grows down their neck and spine, along their shoulders,
and on their forearms. VERY ODD I NDEED
Satyrs are known for their eccentricities. Some people
E M BRAC I N G LIFE
spend too much time worrying over why satyrs behave
Most satyrs believe that the other peoples o f Theros
as they do. But satyrs themselves simply are as they are,
are woefully burdened with the plague of seriousness.
feeling no need to understand what drives them, much
Satyrs scoff at the efforts of polis-builders with their
less explain it to others. The Satyr Eccentricities table
laws and right angles, and they poke fun at philosophers
suggests a few tastes or proclivities your satyr character
with their endless theories and interminable discourse.
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. jump, you can roll a d8 and add the number rolled to the
Ability Score Increase. Your Charisma score in­ number of feet you cover, even when making a standing
creases by 2 , and your Dexterity score increases by 1 . jump. This extra distance costs movement as normal.
Age. Satyrs mature and age a t about the same rate Reveler. You have proficiency in the Performance and
as humans. Persuasion skills, and you have proficiency with one mu­
Alignment. Satyrs delight in living a life free of the sical instrument of your choice.
mantle of law. They gravitate toward being good, but Languages. You can speak, read, and write Common
some have devious streaks and enjoy causing dismay. 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 ran- The satyr Xenagos savored h i s reputation for pres i d i n g
domly, starting with rolling a size modifier: over t h e m o s t raucous revels h i s people h a d ever known.
H owever, when fate led him to d i s cover the nature of the
Size modifier = 2d8
gods and how they were beholden to mortals for their very
H e i ght = 4 feet + 8 i n ches + your size modifier in i n ches existence, the whole order of the world felt l i ke a j o ke-o ne at
Weight in p o u n d s = 1 0 0 + (2d4 x yo u r size modifier) h i s expense.
With i m mortal power n o l o n ge r feel i n g so out of reach,
Speed. Your base walking speed is 35 feet.
Xenagos set into motion a plan that wo uld propel him to
Fey. Your creature type is fey, rather than humanoid.
godhood. H i s victory shook the pantheon, but h i s victory was
Ram. You can use your head and horns to make un- short-lived. H e l iod d i s patched his c h a m p i o n , E l s peth, who
armed strikes. I f you hit with them, you deal bludgeon­ faced m a ny trials but ulti mately ki lled the god-satyr by d rivi n g
ing damage equal to ld4 + your Strength modifier. t h e s pear, Godsend, through h i s heart.
Magic Resistance. You have advantage on saving M a ny satyrs rem e m be r Xenagos as a satyr who l ived l i fe
throws against spells and other magical effects. 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 more details on the tritons of Meletis and the Siren Sea.
world of coral forests and secret mountains the "dry­
HAN D OF THASSA
folk" of the surface world will never know. While most
While tritons pay respects to many gods, they tend to re­
live their entire lives beneath the sea, they're not bound
vere Thassa, god of the sea, above all other deities. Her
to the deep. Following their inherent curiosity, some
devotees see her as the primary god of the pantheon,
tritons venture beyond the waves, seeking to explore a
believing she will bring their people to ascendancy over
whole world of wonders beyond their own.
the monsters of the sea and the poleis of the land.
BORN OF T H E SEA
DEPTHS OF C U RIO SITY
Tritons are an amphibious people, a t home i n t h e water
Many tritons are intrigued by surface culture. The cu­
but mobile on dry land. Their bodies are covered in fine
rious among them venture into sunken ruins and ship­
scales that range from yellowish-green through shades
wrecks, sifting through the debris for whatever grabs
of blue to deep purple. Their heads are crowned with
their attention. Often these tritons develop collections of
prominent crests, and fins sprout from their forearms,
a specific kind of object or lore, trading with one another
calves, and shoulders. Their digits are webbed, allowing
as they develop a sort of expertise in their field. Some
them to swim as quickly as they can run.
tritons approach investigations of the dryfolk with scien­
Well suited to life in the deep, tritons wear little cloth­
tific rigor. Such scholars often hold theories to go along
ing unless armored for battle. They fashion most of their
with their collections, hypotheses many are eager to test
clothes and other items from materials found in the
upon meeting new dryfolk.
ocean: coral, seaweed, shells, bone, sea urchin spines,
the shells of monstrous crustaceans, and so on. Having
TRITON NAMES
an old, well-developed civilization, tritons know much of
A triton's name is a symbol of choice. Upon reaching
how to refine these materials into garb as rich and weap­
adulthood, a triton might shed the name they were given
ons as sturdy as any found on land.
by their parents for one of their own choosing. Some
opt to keep their name, but the majority select one that
LAND A N D SEA
represents the adult they've become. Tritons might
For centuries, dryfolk have fished t h e seas o f Theros
' .. even go on to choose yet other names, as they shift
and have used the sea's surface as a means of travel.
·.,

CHA PTER 1 I CHARACTER CREATION


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. have no special ability to understand them in return.
Tritons also have a fluid concept of gender and might Guardians of the Depths. Adapted to the frigid ocean
switch names freely as they shift gender identities. depths, you have resistance to cold damage.
Languages. You can speak, read, and write Common
Female Names: Amathe, Gnorcys, Leurybia, Margome-
and Primordial.
stra, Nereones, Oleia, Samathe, Saphiro, Tethene,
Theaneia, Thectra
SPELL: WALL OF WATER
Male Names: Bysseus, Cetos, Galaukus, Galiton,
3rd-level evoc ation
Kenessos, Odexes, Palamon, Pontreus, Rhe­
teus, Thrasios 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,
You create a wall of water on the ground at a point you
and Charisma scores each increase by 1 .
can see within range. You can make the wall up to 30
Age. Tritons reach maturity around age 1 5 and can
feet long, 10 feet high, and 1 foot thick, or you can make
live up to 200 years. a ringed wall up to 20 feet in diameter, 20 feet high, and
Alignment. Tritons tend toward neutrality. Their cul­
1 foot thick. The wall vanishes when the spell ends. The
ture encourages them to be mindful of life's currents, wall's space is difficult terrain.
knowing when to harness fate's tides and when to flow Any ranged weapon attack that enters the wall's space
along with them. has disadvantage on the attack roll, and fire damage
Size. Tritons are slightly shorter than humans, aver­ is halved if the fire effect passes through the wall to
aging about 5 feet tall. Your size is Medium. reach its target. Spells that deal cold damage that pass
Here's how to determine your height and weight ran- through the wall cause the area of the wall they pass
domly, starting with rolling a size modifier: through to freeze solid (at least a 5-foot-square section is
Size modifier = 2d l 0 frozen). Each 5-foot-square frozen section has AC 5 and

H e i ght = 4 feet + 6 i n ches + you r size modifier i n i n ches 15 hit points. Reducing a frozen section to 0 hit points
destroys it. When a section is destroyed, the wall's water
Weight in pounds = 90 + (2d4 x you r size modifi er)
doesn't fill it.
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
UNFAILING I N SPIRATION
SUBCLASS OPTIONS 6th-level College ofEloquence feature
At 3rd level, a bard chooses a Bard College and a pal­
Your inspiring words are so persuasive that others feel
adin chooses a Sacred Oath. This section offers the
driven to succeed. When a creature adds one of your
College of Eloquence for bards and the Oath of Glory for
Bardic Inspiration dice to its ability check, attack roli, or
paladins, expanding their options for that choice.
saving throw and the roll fails, the creature can keep the

BARD : COLLEGE OF E LO UENCE Bardic Inspiration die.

Adherents o f the College o f Eloquence master the art UNIVERSAL SPEECH


of oratory. Persuasion is regarded as a high art, and a 6th-level College ofEloquence feature
well-reasoned, well-spoken argument often proves more
You have gained the ability to make your speech intelli­
persuasive than facts. These bards wield a blend of
gible to any creature. As an action, choose one or more
logic and theatrical wordplay, winning over skeptics and
creatures within 60 feet of you, up to a number equal to
detractors with logical arguments and plucking at heart­
your Charisma modifier (minimum of one creature). The
strings to appeal to the emotions of audiences.
chosen creatures can magically understand you, regard­

S I LVER TON GU E less of the language you speak, for 1 hour.


Once you use this feature, you can't use it again until
3rd-level College of Eloquence feature
you finish a long rest, unless you expend a spell slot to
You are a master at saying the right thing at the right
use it again.
time. When you make a Charisma ( Persuasion) or Cha­
risma ( Deception) check, you can treat a d20 roll of 9 or I NFECTIOUS I NSPIRATION
lower as a 10. 14 th-level College of Eloquence feature

UNSETTLING WORDS When you successfully inspire someone, the power of


your eloquence can now spread to someone else. When
3rd-level College of Eloquence fe ature
a creature within 60 feet of you adds one of your Bardic
You can spin words laced with magic that unsettle a
Inspiration dice to its ability check, attack roll, or saving
creature and cause it to doubt itself. As a bonus action,
throw and the roll succeeds, you can use your reaction
you can expend one use of your Bardic Inspiration and
to encourage a different creature (other than yourself )
choose one creature you can see within 60 feet of you.
that can hear you within 60 feet of you, giving it a Bardic
Roll the Bardic Inspiration die. The creature must sub­
Inspiration die without expending any of your Bardic
tract the number rolled from the next saving throw it
Inspiration uses.
makes before the start of your next turn.
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 walking speed of any ally who starts their turn within 5
feet of you increases by 10 feet until the end of that turn.
������

Paladins who take the Oath of Glory believe they and


When you reach 18th level in this class, the range of
their companions are destined to achieve glory through
the aura increases to 10 feet.
deeds of heroism. They train diligently and encourage
their companions so they're all ready when destiny calls. GLORIOUS DEFENSE
15th-level Oath of Glory feature
TE N ETS OF GLORY
You can turn defense into a sudden strike. When you or
The tenets of the Oath of Glory drive a paladin to at­
another creature you can see within 10 feet of you is hit
tempt heroics that might one day shine in legend.
by an attack rol l , you can use your reaction to grant a
Actions over Words. Strive to be known by glorious
bonus to the target's AC against that attack, potentially
deeds, not words.
causing it to miss. The bonus equals your Charisma
Challenges Are but Tests. Face hardships with cour­
modifier (minimum of + 1). If the attack misses, you can
age, and encourage your allies to face them with you.
make one weapon attack against the attacker as part of
Hone the Body. Like raw stone, your body must be
this reaction, provided the attacker is within your weap­
worked so its potential can be realized.
on's range.
Discipline the Soul. You must marshal the discipline
You can use this feature a number of times equal to
to overcome failings within yourself that threaten to dim
your Charisma modifier (minimum of once), and you re­
the glory of you and your friends.
gain all expended uses when you finish a long rest.
OATH SPELLS
LIVING LEGEND
3rd-level Oath of Glory feature
20th- level Oath of Glory feature
You gain oath spells at the paladin levels listed in the
You can empower yourself with the legends-whether
Oath of Glory Spells table. See the Sacred Oath class
true or exaggerated-of your great deeds. As a bonus ac­
feature for how oath spells work.
tion, you gain the following benefits for 1 minute:

OAT H O F G LO R Y S P E L L S • You are blessed with an otherworldly presence, gain­

Paladin Level Spells ing advantage on all Charisma checks.


• Once on each of your turns when you make a
3 rd guiding bolt, heroism
weapon attack and miss, you can cause that attack to
5th enhance ability, magic weapon
hit instead.
9th haste, protection from energy
• I f you fail a saving throw, you can use your reaction to
1 3th compulsion.freedom of movement
reroll it. You must use this new roll.
1 7th commune, fla me strike
Once you use this feature, you can't use it again until
you finish a long rest, unless you expend a 5th-level spell
C H A N N E L DIVINITY
slot to use it again.
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
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 AT H L E T E P E R S O N A L I T Y TR A I T S

You strive to perfect yourself physically and in execution d8 Personality Trait


of everything you do. The thrill of competition lights fire 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 4 Obstacles exist to be overco me.
the nonhuman peoples of Theros, physical contests and 5 When I see others strugg l i n g , I offer to h e l p .
those who pursue them command respect bordering on
6 I love to trade banter a n d gibes.
reverence. Athletes arise from all walks of life and all
7 Anyth i n g worth d o i n g is worth d o i n g best.
cultures and quite often cross paths with one another.
8 I get i rritated if people praise someone else and not me.
Skill Proficiencies: Acrobatics, Athletics
Languages: One of your choice
AT H L E T E I D E A L S
Tool Proficiencies: Vehicles (land)
Equipment: A bronze discus or leather ball, a lucky d6 Ideal
charm or past trophy, a set of traveler's clothes, and a Competition. I strive to test myself in a l l th i n gs.
pouch containing 10 gp (Chaotic)
2 Triumph. The best part of w i n n i n g is seei n g my riva l s
FAVORED EVENT
brought low. ( Ev i l )
While many athletes practice various games and events,
3 Camaraderie. The strongest bonds are forged through
most excel at a single form of competition. Roll or
struggle. (Good)
choose from the options in the Favored Event table to
4 People. I strive to i n s p i re my spectators. ( N eutral)
determine the athletic event in which you excel.
5 Tradition. Every game h a s r u l es , and the playing field
FAVO R E D EV E N T m u st be level. (Lawfu l )
6 Growth. Lessons h i d e i n victory and defeat. (Any)
d8 Favored Event
M a rathon
AT H L ETE BO N DS
2 Long-di stance r u n n i ng
3 Wrest l i n g d6 Bond
4 Boxi n g My tea m m ates are my fa m i ly.
5 Chariot or horse race 2 I w i l l overcome a rival a n d prove myself their better.

6 Pan kration (mixed u n a rmed combat) 3 My m istake got someone h u rt . I ' l l never m a ke that
7 H op l ite race (racing in fu l l a r m o r with a u n it) m i stake again.
8 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 AT H L E T E FLAWS
athletic victories. When visiting any settlement within
d6 Flaw
100 miles of where you grew up, there is a 50 percent
chance you can find someone there who admires I i n d u lge in a habit that threatens my reputation or my

you and is willing to provide information or tempo- health.

rary shelter. 2 I ' l l do absolutely anyt h i n g to w i n .


Between adventures, you might compete in athletic 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
opponent cheated.
SUGGESTED C H A RACTERISTICS
6 I m u st be the capta i n of any group I j o i n .
Competition can forge strong bonds between teammates
and rivals or ignite bitter feuds that burn outside the
arena. Athletes often apply lessons from their training to
their lives in general.

� I

....

CHAPTER l I CHARACTER CREATION


31
GODS OF THEROS

BIRD SHRIEKED AS IT TOOK FLIGHT FROM The god Kruphix is able to confine them to Nyx, pre­
a branch above her. Through the gaps in the venting any direct interaction between the gods and the
mortal world.
rustling canopy, she could see the god-forms
Likewise, the gods aren't omniscient, though they see
shift in and out of focus. The night sky was and hear everything that occurs inside their temples
known as Nyx, the realm of the gods. Every night, the heav­ and before their altars. They have perfect recall of ev­
ens displayed fleeting visions of gods and celestial creatures. erything they experience. Certain liminal spaces-cave
mouths, shorelines, crossroads, forest edges, and so
Some lingered forjust seconds. But sometimes the pantheon
on-enable mortal voices to reach the gods as well,
enacted entire scenes for mortal eyes to witness. Lidia rarery though most gods have little reason to pay attention to
took time to step outside her home and watch the heavens, what is spoken there.
Gods can speak directly to their oracles. They can
but now there was no place else to rest her eyes. Tonight
appear in the dreams of mortals or manipulate natural
the god-forms were vivid, and her heart beat faster as she phenomena to create omens. They can also create Nyx­
watched their battle unfold. born creatures to serve as messengers or emissaries.
-Jenna Helland, Godsend 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
A pantheon of fifteen gods guides religious life on
any domain spell from their domains). They also have
Theros. From the sun and agriculture to death and pas­
broad influence over aspects of the world associated
sage into the Underworld, the gods oversee the forces
with their portfolios, beyond what can be defined by
of nature and the most important aspects of mortal life.
spell effects. For example, Purphoros can make a vol­
These gods are quite real to the people of Theros, who
cano erupt, and Thassa can call up a tidal wave. Gods
see them moving across the sky at night and sometimes
can bestow supernatural blessings on mortals, and they
encounter them face to face. Thus, most people perform
can lay terrible curses (such as when Mogis turned a
rituals and devotions that honor various gods, hoping to
herd of cattle into catoblepases).
win their favor and stave off their wrath. They tell and
The gods can assume any form they choose. They
retell the stories of the gods' deeds-even as they watch
most commonly appear as humanoids-the form in
those stories continue to play out in the vastness of the
which the people of Theros most easily imagine them­
night sky.
but on an enormous scale. They often seem to be walk­
Not every mortal serves or acknowledges the gods,
ing across the dome of the sky, with their feet disappear­
though. Some philosophers in the schools of Meletis
ing just below the horizon. Any part of a god's body that
teach that the gods of the pantheon are subordinate to a
isn't directly lit takes on the appearance of the starry
higher reality, perhaps Nyx itself. And other people, par­
night sky of Nyx. The gods sometimes also appear as
ticularly leonin, believe that the gods are undeserving of
animals or magical creatures, or they manifest in insub­
mortal reverence.
stantial forms like sunlight or wind.
When physically present in the mortal world, a god is
DIVINE CHARACTERISTICS capable of devastating physical attacks. Heliod's spear
The gods of Theros are far more active than the deities striking the polis of Olantin caused it to sink forever into
of most D&D worlds. But that doesn't mean they are or­ the sea, and an errant blow from Purphoros's hammer
dinary creatures-they aren't mere mortals, nor are they shaped the mountains.
monsters that can be fought. The power of the gods exceeds that of any mortal
Further, the gods of Theros aren't omnipotent. Al­ being. Even so, a god killing another god-let alone a
though they are physically and magically powerful, mortal attempting the task-is virtually inconceivable.
ageless, and all but indestructible, their actions are Any kind of direct confrontation against a god by mor­
bound by the decrees of Klothys. They can tangle the tals would require the assistance of at least one other
threads of destiny to a point, but they are forbidden from god, and ideally more than one, to have any hope of
overstepping their assigned places in the pantheon. success. A group of adventurers might try to convince
- .

...·

C HAPTER 2 I GODS OF THEROS


33
a group of gods to lend their aid against a god who has world, never worshiped but sometimes appeased. Myths
become a threat to the mortal world, hoping to get the recount how the gods battled and imprisoned the titans,
gods to band together to restrain or punish the offender. sealing them in a prison beneath the Underworld. Now
Kruphix or Klothys might be able to force a god into a the titans are all but forgotten in mortal imagination.
physical form that doesn't fill the sky (perhaps some­ Scant mention of their names and epithets appears in
thing similar to an empyrean or the tarrasque), which the oldest tales, hinting at the nightmares that birthed
could enable adventurers to battle the god, especially them. Kroxa, Titan of Death's Hunger, embodied the
if they have access to a divine weapon like the artifacts terror of death-and its insatiable gluttony for new crea­
detailed in chapter 5. But defeating the god in that form tures to consume. Uro, Titan of Nature's Wrath, might
would merely weaken the deity, allowing other members be seen as a direct predecessor of Keranos and Thassa,
of the pantheon to capture, bind, or punish them. but it was the incarnation of natural disaster, having
none of the creativity and thoughtfulness of those gods.
DIVINE RELATIONSHIPS Phlage, Titan of Burning Wind, was an all-consuming
The pantheon of Theros is a family-a large, often dys­ whirlwind of fire, and Skotha, Titan of Eternal Dark,
functional family riven with petty jealousies and rival­ was the utter darkness of the starless night.
ries but also held together by genuine affection, admira­ The oldest of the gods, often imagined as siblings or
tion, and cooperation. It is easiest, after all, for mortals as some kind of offshoot of the titans, are Kruphix and
to conceive of gods that are very much like themselves, Klothys. The origin of this second divine generation is
and the gods of Theros are very humanlike in their foi­ mysterious. Perhaps Klothys arose from a sense of inev­
bles and their exploits. itability, a notion that the world was unfolding as it must,
The pantheon of Theros has expanded through four and thus the actions of mortals made little difference.
generations of divine evolution. Some tales describe Kruphix might have been born from a sense of mystery,
these as actual generations, suggesting (for example) supporting the idea that the workings of the universe
that the storm god, Keranos, is the literal son of Thassa, are simply incomprehensible to mortal minds. It's also
god of the sea, and Purphoros, god of the forge. Others possible that Kruphix and Klothys are a different order
describe the generations in metaphorical terms, sug­ of beings from either the titans or the other gods, and
gesting that Keranos represents the combination of Klothys at least has existed for unknown ages despite
Purphoros's creative energy and Thassa's deep knowl­ being all but forgotten among mortal folk.
edge, resulting in lightning-like flashes of inspiration (as Once mortals could imagine a world beyond the hori­
well as the fury of a physical storm). In all their various zon and a course of destiny that left behind the trials of
forms, though, the myths agree on the basic structure of life, they could formulate the notions of principles, order,
the pantheon's development. and natural law. Out of those ideas, the third generation
The time of the first generation precedes the presence of deities was born: sun-crowned Heliod, deep-dwelling
of what are commonly understood to be "gods." Before Thassa, bleak-hearted Erebos, bronze-blooded Pur­
mortals dreamed the gods into being, before they could phoros, and keen-eyed Nylea. These gods are known to
even imagine beings as noble as the gods, the malleable refer to each other as "brother" and "sister," though they
dream-substance of Nyx gave shape to their fears in the never speak of parents and almost certainly don't imag­
form of the titans. ine Kruphix and Klothys in that role.
The titans were beings of utter chaos, representing The other eight deities, the fourth generation, repre­
everything that stands against order in the mortal sent the application of abstract principles to the reality

Goos OF THEROS
Deity Alignment Suggested Cleric Domains Common Symbol
Athreos, god of passage LE Deat h , G rave'� Crescent moon
Ephara, god of the polis LN Knowledge, Light U rn pouring water

Erebos, god of the dead 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
Thassa, god of the sea N Knowledge, Tempest Waves

' � '� The Forge and G rave domains appear in Xanathar's Guide to Everything.
·-

CHAPTER 2 I GODS OF THEROS


34
of mortal life. For example, while Heliod stands for serves as something of a gazetteer of Theros, describing
universal moral precepts, Ephara is the god of laws, its various lands and their inhabitants, at least as they
the rules and structures that govern mortal societies. existed some centuries ago.
Nylea is the god of wild nature, predatory animals, and Finally, the deeds of the gods are sung in paeans
the change of seasons, and at the same time Karametra during their festivals. Naturally, these hymns portray
is the god of nature tamed for human use-agriculture the gods in the most favorable light, as benevolent (or at
and domestication-and of the natural cycles involved in least indifferent) and all-powerful.
human life, especially childbirth.
These gods recognize the previous generation as their WORSHIP
elders but only occasionally as parents. Iroas and Mogis
The idea of the existence of gods, as it grew in popu­
are widely considered to be brothers, but few myths de­
larity among the mortals of Theros, didn't bring the
scribe their parentage, and those that do contradict each
gods into being by itself. Mortal reverence and worship
other-in keeping with the nature of these eternally
turned universal ideas into deities. It wasn't until mor­
warring gods.
tals trusted the gods to act on their behalf, in response
to sacrifices and prayers, that the gods took shape from
MYTHS AND DEEDS
the dream-substance of Nyx. Worship remains crucial
Countless tales tell the history, deeds, and nature of the to the power of the gods, though mortals are generally
gods. Sometimes these stories play out among the con­ not aware of their influence. Were a god to cease being
stellations in the night sky. They are chanted in hymns worshiped, their might would dwindle.
during the gods' festivals, inscribed in temple walls, told The most prevalent form of expressing reverence is
around campfires and hearths, and collected on scrolls. the practice of libation, pouring out a splash of wine
Some are simple fables meant to illustrate a single or water in honor of the gods. Pious people perform a
facet of a god's character or of moral behavior. Others simple rite of prayer and libation every morning and
are monumental epics, most notably The Cosmogony, a evening at a household altar or hearth, while the less de­
poem by an unnamed Meletian sage that includes sev­ voted might still pour out a splash of wine before drink­
eral (sometimes conflicting) tales of the creation of the ing the rest.
world and beyond. The defining feature of a Theran temple is a statue of
The people of Theros don't balk at contradictory a god-which the actual god can occupy and animate at
myths. Is Keranos the literal child of Thassa and Pur­ any time. Worshipers kneel before it, touch and kiss it,
phoros? Did he spring unbidden from Thassa's heart drape it in garlands and fine cloth, and leave offerings
when her rage grew too great for her to control? Or did before it. These acts are sometimes spontaneous out­
he come into being when Purphoros tried to steal the pourings of love or gratitude, and sometimes petitions,
secrets of Kruphix? To the people of Theros, it doesn't imploring the god to cure an illness, send rain for crops,
matter whether these tales describe historical facts, and guarantee a safe journey, or perform any other favor re­
each of them is true in its own way. Each tale about Ker­ lated to the god's sphere of influence.
anos expresses a truth about the god, about inspiration Most people aren't devoted to a single god, though
and storms and secrets. Studying each one can lead many prefer some gods over others. Someone might ask
Keranos's worshipers to a deeper understanding of and Pharika to spare a loved one from disease, then later
a closer relationship with their god. offer prayers to Karametra for a bountiful harvest or to
Various writings, usually organized around a central Thassa for safety on a sea journey.
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
CLERICS AND CHAMPIONS
the birth of dragons. It also describes how Pharika hid It's far more common for a hero to be devoted to an
secrets in the blood of basilisks, how the spirits of great individual god than it is for an ordinary mortal. A cleric
warriors are reincarnated in the form of manticores, almost always worships a single god of the pantheon
and dozens of other tales. and chooses a domain appropriate to that deity for their
The epic poem called The Theriad is another such col­ Divine Domain feature.
lection. It describes the exploits of various champions of Often, heroes choose to devote themselves to particu­
Heliod, all of whom are simply called "the Champion," lar gods either out of piety or self-interest. Sometimes,
as if they were a single individual. Because the identities though, the gods choose champions who might not be
of the heroes aren't mentioned, the tales have more to entirely willing. Heliod, for example, takes pride in se­
say about the character of Heliod than about any cham­ lecting only the best mortals to be his champions. He
pion's mortal deeds. doesn't care how the mortals feel about being chosen,
The Callapheia, by contrast, is about the exploits of and his demands won't be refused.
a single mortal hero, Callaphe the Mariner, who snuck Most heroes in a Theros campaign, and all clerics, are
into Mount Velus and stole Purphoros's tears, hid be­ assumed to devote themselves to a god's cause, acting as
hind Phenax and wrote down his secrets, and raced that god's champion. All the characters in a party might
Thassa at the edge of the world before sailing into Nyx. serve the same god, but more likely, they represent the
Tales of this sort highlight the gods' pettiness and vanity interests of different gods as they face the dangers of the
and promote the somewhat blasphemous notion that a world together.
- I
mere mortal can outwit the divine. The Callapheia also
....

CHAPTER 2 I GODS OF THEROS


35
PIETY
Being a god's champion carries no benefits in and of If you choose the Oracle supernatural gift, you gain
itself. Each god's description in this chapter paints a different rewards for your piety score, instead of the
picture of the god's typical champion, including ideas for ones normally granted by your god. This gift and its ben­
how a player character might end up in that position and efits are described in chapter 1 .
provides ideals that represent the god's interests.
The gods do reward the devotion of their champions, INSPIRATION AND PIETY
though. The strength of your devotion to your god is To some extent, piety is its own reward. Behaving in
measured by your piety score. As you increase that accordance with your god's dictates and ideals inspires
score, you gain blessings from your god. you and might enable you to succeed where you might
Piety has nothing to do with faith or belief, except otherwise fail. At your DM's discretion, whenever you in­
insofar as a person's thoughts and ideals drive them to crease your piety score, you might also gain inspiration,
action in a god's service. Your piety score reflects the ac­ reflecting the improvement in the harmony between you
tions you have taken in your god's service-actions that and your god.
the god richly rewards.
When you choose a god to worship as a beginning IMPIETY
character, your piety score related to that god is 1. Your
piety score increases by 1 when you do something to Not every hero chooses the life of a divine champion. Le­
advance the god's interests or behave in accordance onin, in particular, are known for rejecting the worship
with the god's ideals. The gods expect great deeds from of gods. If you don't devote yourself to a god, you don't
their champions, so your piety score typically increases have a piety score and you gain no rewards for piety, but
only when you accomplish a significant goal (such as the you don't suffer any negative consequences.
completion of an adventure), make a significant sacrifice The Iconoclast supernatural gift (described in chapter
of your own self-interest, or otherwise when the DM 1) offers a way for characters to gain benefits similar to
sees fit. Each god's description in this chapter includes a rewards for piety without being devoted to a god.
discussion of the god's goals and ideals, which your DM
uses to judge whether you earn an increase in your piety
CHANGING Gons
score. As a general rule, you can expect to increase your If events in your character's adventuring career warrant
piety by 1 during most sessions of play, assuming that doing so, you can abandon the service of one god and
you are following your god's tenets. The DM decides the turn to a different one. Once you abandon a god's ser­
amount of any increase or decrease, but a single deed vice, you can rarely go back without performing some
typically changes your piety score by only 1 point in ei­ act of contrition.
ther direction unless your action is very significant. Your DM decides whether your new god will accept
you as a champion and what you might have to do to
BENEFITS OF PIETY prove your commitment.
The gods bestow favors on those who prove their de­ When you change gods, you lose all the benefits
votion. When your piety score crosses certain thresh­ granted by your old one, including rewards for piety and
olds-3, 10, 25, and 50-you gain a benefit detailed in any other divine blessings. You no longer have a piety
the sections describing the gods' champions throughout score to your old god, and your piety score to your new
this chapter. If your piety score exceeds and then falls god starts at 1.
below one of those thresholds, you lose the benefit you
gained at the higher tier.
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's GOALS
ATHREOS Athreos endlessly works to maintain the balance be­
God ofPassage tween Nyx, the Underworld, and the lands of the living.
The River Guide sees himself as a servant of the mortal
All mortals are destined to face Athreos, the River world and knows nothing of the glamor, honor, or mys­
Guide, when their lives come to an end. The god of pas­ tery mortals often ascribe such to him. Rather, he does
sage ferries the dead across the Tartyx River, conveying what must be done, and should some cosmological con­
each mortal soul to its destiny in the Underworld. For dition fall out of sorts, the River Guide and his servants
most people, Athreos embodies the greatest mysteries work with silent efficiency to restore balance.
of existence-the terror and wonder of life's last moment
and the revelation of one's ultimate fate in the afterlife. DIVINE RELATIONSHIPS
Athreos is no judge, though. The veiled, silent god un­ Athreos cares little for the dealings of the other gods.
dergoes no deliberations and makes no exceptions. The As long as other deities don't impinge on the border
River Guide reads the truth of each soul and bears it un­ between life and death, either by overstepping their
failingly to its proper place in the Underworld. There is bounds or by trying to draw the dead back into life, the
no haggling and no sympathy on Athreos's skiff, the god River Guide has little to do with them. More than once,
having heard and denied every conceivable mortal plea. this isolation has put Athreos in silent conflict with
Athreos appears as a gaunt figure cloaked in ragged Heliod and Erebos, both of whom subtly resent Athreos
robes and a collection of golden masks. What little can for limiting how much each can meddle in the other's
be seen of his body is unsettling, its gray flesh stretched realm. At the same time, the River Guide's role as a
thin over a barely human skeleton. The River Guide buffer between the two vindictive gods actively prevents
is never without his ancient staff, Katabasis, which he their grudges from exploding into divine warfare.
transforms into the ferryboat he uses to ply the Rivers Thassa bears a chilly respect for Athreos. In a time
That Ring the World. Though the deity's shrouded form before reckoning, boundaries divided the god of the
gives no clue, many mortals consider Athreos to be sea's dominion from the Tartyx River. Though the god
male, but the River Guide cares for terms or labels no of the sea quietly resents sharing even a drop of water,
more than any other force of nature. Athreos can change she considers the River Guide to be a quiet, unobtrusive
shape but rarely, if ever, takes on other forms. trespasser on her favored element and keeps her dis­
tance. Were her respect to wane, though, Thassa would
ATHREOS'S INFLUENCE eagerly vie to control the Rivers That Ring the World.
Most mortals focus on the River Guide's role in their
WORSHIPING ATHREOS
own deaths. Countless mortal superstitions prescribe
ways to garner Athreos's favor, but all Athreos demands Most funeral traditions include small offerings and
of those he transports is payment: a single coin of words of reverence to Athreos. Predominant among
any minting or value. The River Guide has an expan­ these traditions is burying or burning the dead with a
sive definition of what constitutes a coin, from actual clay funerary mask, to "frame" the identity of the dead
stamped currency and jewelry to shiny beads or opales­ for Athreos, and with at least one coin, so a soul might
cent shells. Ultimately, he seems most concerned with pay Athreos to ferry them to the Underworld. Some peo­
whether a mortal has prepared for death, keeping pay­ ple are laid to rest with large amounts of grave goods.
ment ready out of respect and as a personal memento Memorial practices vary widely by culture, from tearful,
mori. Those whose bodies are burned, buried, or oth­ somber affairs to lively celebrations. These rituals serve
erwise disposed of along with valuables deliberately in­ more as catharsis for the living than as meaningful
tended for the River Guide discover that they can make boons to Athreos, though. The River Guide cares only
use of such items when trading for Athreos's services. for the single coin he's owed by any who board his skiff.
Spirits that reach the shores of the Tartyx River unpre­ During the feast of the Necrologion, which gives its
pared, though, risk being stranded, as Athreos refuses name to the eighth month in the calendar of Meletis,
to ferry those who can't pay. 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

Alignment: Usually lawful, often evil You increase your piety score to Athreos when you
Suggested Classes: Cleric, monk, rogue, wizard honor him or the cycle of life and death through acts
Suggested Cleric Domains: Death, Grave (described in
such as these:
Xanathar's Guide to Everything) • Providing coins and overseeing burial rites for those
Suggested Backgrounds: Hermit, sage, sailor, urchin slain during a tragedy
Most worshipers of Athreos believe death is a natural • Ensuring that the deeds and knowledge of someone
part of life, to be neither rushed toward nor run from. who has died are preserved
They seek to do their part in fulfilling the natural order, Slaying a Returned and its associated eidolon
easing the passage of the living into death. Most also re­ Your piety score to Athreos decreases if you diminish
spect their ancestors and honor them through tradition, the River Guide's influence in the world, impede his
ritual, and memory. work, or disrespect the dead through acts such as these:
• Denying a dying person their final rites
ATHREOS'S FAVOR • Removing wealth from a corpse or defiling a tomb
As all mortals eventually bow before him, the River • Aiding those who seek to escape from the Under­
Guide doesn't seek worship. When mortal agents are world, or who already have
necessary, though, Athreos often seeks the descendants
of those who impressed him during their journey to the ATHREos's DEVOTEE
Underworld. The Athreos's Favor table offers several Piety 3+ Athreos trait
suggestions for the nature of your connection to the god. Your life is intertwined with the fate of the dead. You can
cast gentle repose with this trait, requiring no material
ATHREOS'S FAVOR
components, a number of times equal to your Wisdom
d6 Circumstance modifier (minimum of once). You regain all expended
A fa m ily m e mber d i ed bringing you i nto the wo rld. uses when you finish a long rest. Wisdom is your spell­
2 You don't th ink or feel as others do, finding emotions casting ability for this spell.
messy and confusing.
ATHREOS's VOTARY
3 In a brazen or desperate moment, you dared death to
Piety 10+ Athreos trait
take you-and in a way, it has.
You can cast speak with dead with this trait, requiring
4 You sent a Returned back to the U n d erworld, restoring
no material components. Once you cast the spell in this
a measure of order to the cos mos.
way, you can't do so again until you finish a long rest.
5 Serving Athreos is your f a m i ly tradition, a respo n s i b il­ Wisdom is your spellcasting ability for this spell.
ity honored for co u ntless generations.
6 You have died before, and in that m o ment, you ATHREOS'S DISCIPLE
gli mpsed the mists that s u rround Athreos's skiff.
Piety 25+ Athreos trait
You can cast false life with this trait, requiring no mate­
DEVOTION TO ATHREOS rial components. When you do so, you gain an additional
Servants of Athreos facilitate the passage from life into 25 temporary hit points. Once you cast the spell in this
death. As a follower of Athreos, consider the possibili­ way, you can't do so again until you finish a long rest.
ties on the Athreos's Ideals table as alternatives to those Wisdom is your spellcasting ability for this spell.
suggested for your background.
CHAMPION OF THE PASSA GE
ATHREOS'S IDEALS Piety 50+ Athreos trait

d6 Ideal You can increase your Intelligence or Wisdom score by


2 and also increase your maximum for that score by 2 .
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
me, they will re member the i nevitable. (Evil or neutral)
4 Apathy. Life is but a rehearsal for deat h , and it's best
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 judgment. Violations against the order of life and death
m u st be set right. (Lawfu l )

·-

CHAPTER 2 I GODS OF THEROS


MYTHS OF ATHREOS
Athreos eternally performs a remarkable la bor, ferrying mor· Death's Denier. Some legends tell of a n ancient shade
tal souls to the U n derworld. During the River G u ide's ages of who has tarried at the banks of the Ta rtyx longer than any
toi l, he has inspired a n u m ber of legends. other-a wom a n , ancient beyond years and clad only in her
The Athrean Obols. Some claim that Athreos doesn't col· own flowing hair and sagging skin, who some passing souls
lect co ins out of greed but because he's looking fo r five spe· m i stake fo r Athreos. This figure is Solyssia, once an oracle of
cific treasures. Apocryphal writings in the U nderworld l i brary Meletis. Solyssia refuses to pay Athreos's price, or to have it
of Onei rrakthys say that Athreos was the fi rst mortal to die. paid for her. For untold centuries, she has h a rassed the newly
When he came to face the gods, he brought a si ngle treasure dead, learning a n incredible a m o u nt about the mortal world
as a n offering to each ofTheros's five m ightiest deities, hop· in the process. The o n ly t h i n g s h e's less i mpressed with than
ing to receive a peacefu l place a mong them in return. the state of the modern world i s Athreos, whom she c u rses
The gods real ized what Athreos's spirit represented: the l i ke a bitter old friend whenever the River G u ide draws near.
fi rst of an endless flood of mortal souls that would soon If any mortal has ever truly known Ath reos, it is her.
begin to join Athreos in death. U nw i l l i n g to spend eternity Eight Exceptions. Eight ti mes in the course of h i story, Ath·
sorting the endless stream of dead mortals themselves, the reos has purposely allowed a mortal to delay their death or
other gods did give Athreos a place among them, as well as temporarily return from the U n derworld. These individuals
chargi ng him with his i mpos s i ble task. They also offered h i m were restored as l iving beings (not as Returned) to complete
a meas u re o f hope. T h e gods cast Athreos's offerings back particu lar tasks. As a record of these exceptions, Athreos
into the mortal world i n the form of five coins. They prom· bears a Retu rned-like mask of each individu al. Despite cen·
ised Athreos that, once he col lected the coi ns anew, the gods turies between bargains, though, no one who Athreos has
would free the River G u ide from his service and welcome h i m made a n exception for has ever returned. As a result, the
into their ranks. Ever si nce, Ath reos h a s l a bored, both a t fer· River G u ide refuses to make another exception. H e m ight be
rying the dead and in search of h i s five lost coins, called the convinced to d o otherwise were someone to bring one of the
Athrean O bo l s . It's said that any who bri ng the River G u ide eight lost souls-such as Biaas the Poison Drinker, Dianyan
one of the coins will be rewa rded with a wish for anything H a l f-H eart, or H u ndred-Dam ned Thasmudyan-before h i m
Athreos can gra nt-even exception fro m death. 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 and Heliod have aligning interests, since they
EPHARA both value structure and justice. Ephara works toward
God of the Polis establishing judicial systems that enforce the laws and
uphold the values that Heliod holds dear.
As god of the polis, Ephara sees herself as the founder Ephara is also on good terms with Thassa, the god
of civilization. She watches over cities, protecting them of the sea, because Ephara recognizes the necessity of
from outside threats. She is credited with establishing water for a thriving polis. She also admires Purphoros's
the first code of law, which Meletis has preserved and craft, realizing the essential role of the forge and other
the other poleis have imitated. Even more important, forms of industry to build a city.
she helps cities reach their highest potential, becoming Ephara and Nylea are almost polar opposites, and
centers of scholarship, industry, and art. there is no shortage of bad blood between the god of
Ephara appears as a huge animated statue wearing a the cities and the god of the hunt. Nylea resents the
stone crown, resembling the capital of a column. When construction of every building in a place that once held
she chooses to walk about her cities at human scale, plants and animals, and Ephara has no patience for any
she often takes on the form of a human woman. In ei­ wild creature that encroaches on a settlement. Ephara
ther form, she is always dressed in blue and white, and looks at the wilderness and sees only wasted potential,
her expression is usually serious, but not unkind. She while Nylea looks at cities and sees only destruction.
often carries a large urn on one shoulder, with the dark, Ephara has a deep-seated hatred for Phenax. While
star-studded sky of Nyx pouring from it and dissolving Ephara can appreciate the perspective of most of her
into mist as it hits the ground. peers, she has no such understanding for those who
would deliberately try to undermine a thriving social
EPHARA'S INFLUENCE structure. Ephara opposes Phenax and what she sees as
Ephara's sphere of influence is the polis. Although wor­ his utter disdain for everything she stands for.
shiped in many places, she is most beloved in Meletis, Her relationship with Karametra is a difficult one from
whose citizens credit her with the city's founding. Many either perspective. Ephara approves of agriculture, a key
city walls bear Ephara's face, fashioned thus in the be­ ingredient for the development of cities, and both gods
lief that each of her images watches over the part of the are concerned with defense of settlements. Even so,
city it looks upon. Karametra is tied to Setessa and the wild lands, where
Ephara is strongly affiliated with the daytime, when Ephara is distrusted, and although Karametra and
cities are awake, alive, and at work. Her followers gener­ Nylea have their own complicated relationship, Karame­
ally pray at midday, with the sounds of the city forming tra strongly favors Nylea over Ephara.
an appropriate backdrop to their rites, as industry itself
is sacred to Ephara. Many aspects of city life and culture WORSHIPING EPHARA
fall under Ephara's influence. Scholarship is closely con­ To an extent, Ephara's devout show their faith by going
nected to Ephara, as is art-particularly poetry, sculp­ about their lives and contributing to society. Midday ser­
ture, and architecture. Ephara is also highly concerned vices at Ephara's temples often feature a brief prayer, fol­
with civic wisdom and justice, and many politicians and lowed by a longer talk from an industrial or civic leader
other leaders seek her guidance in how to rule. on a topic of general interest. Attendants often bring
meals to eat while on a break from their jobs.
EPHARA 's GoALs Ephara's face is a common sight in cities. Marble
Ephara seeks always to further cities: establishing them, buildings, stone walls, and similar surfaces usually
protecting them, and seeing them grow. She supports feature a sculpture or relief of her visage. People often
those who build new cities and those who free others swear oaths or engage in verbal disputes in front of
from tyranny. Ephara knows that not all threats to a city these images, believing she won't let a falsehood told in
come from outside it, and she encourages her followers front of her go unpunished. Whether she actually inter­
to watch out for tyranny and injustice from within. She venes is unclear, but conflicts that play out this way are
seeks for justice to prevail in civilized lands. often resolved peacefully, without a need for the justice
system to get involved.
·-

C HAPTER 2 I GODS OF THEROS


40
MYTHS OF EPHARA
Ephara's deeds demonstrate her co m m itment to the poleis from Eph ara. Other tales s u ggest that the l i b rary was actu ally
and those who seek their i mprovement. fo u n ded by a n ancient sage na med Anatheia, but'then a ter­
Founding of Meletis. The city-state of Meletis was once part rible fi re destroyed the place, and along with it generations
of the archon Agnomakhos's empire. The archon ruled h i s of col lected knowledge. Once the people finished rebu i l d i n g
territory with absolute cruelty. Ephara bestowed h e r magic the structure t o start the l i b rary over, Ephara is said t o have
on the s u bj u gated populace to enable them to fight back and appeared and restored the books and scrol ls the li brary had
overth row Agnomakhos. The newly freed people then estab­ lost, copying the information from her perso nal scro l l s of
lis hed Meletis, as the settlement on that site is known tod ay. sacred knowledge.
The founding of Epha ra's favored city is sti l l celebrated tod ay, Savior ofAltrisos. A kraken that escaped its sea lock once
both in Meletis and elsewhere among the god's followers, as th reatened the small seaside city of Altrisos. Recently weak­
the s u m mer holiday of Polidrysion, which gives its name to ened by a triton raid, the city had no defenses left and wo uld
the fo u rth month in the Meletian calendar. be destroyed by an attack. The people prayed to Ephara, and
Earthquake in Meletis. The temple of Ephara in Meletis is the large image of her face on the city's wa l l came to life. The
the god's l a rgest and grandest place of worship on Theres. It wa l l s of the city grew i mpos s i bly high and strong, and the
is kept i n perfect repair, and worn or da maged pieces of the kraken could do no more than dash its head against the im­
structure a re q u ickly replaced. During an enormous earth­ passable barrier. The monster soon returned to the ocean to
quake, many of the structures i n Meletis crum bled . Ephara fi nd an easier meal.
kept her temple sta n d i ng throughout the m i ghty q uake, Trial ofAristhenes. A man na med Aristhenes comm itted
making it a place for Meletians to take refuge in the fo l lowing many m u rders, ta rgeting mem bers of the gove rnment and
days d u ring the aftershocks. After the cataclysm, she s h a red some of their fa m ily m e m bers. When he was a rrested and
designs from her scro l l s of sacred knowledge with the ar­ put to trial, he clai med that no one could fa i rly j u d ge h i m
ch itects of Meletis so they could reb u i l d the city to be m uch because every qualified j u d ge was personally affected b y the
more resistant to earthq uakes. case. Ephara herself came to the city to serve as j u d ge fo r the
The Library ofGlossion. The small town of G lossion boasts trial, si nce no one could accuse her of anything but perfect
a remarkable l i b rary that accord ing to local legend was a gift i mpartial ity, and she found Aristhenes gui lty.

ss?J
EPHARA's CHAMPIONS E ARNING A ND LOSING P IETY
You increase your piety score to Ephara when you ex­
Alignment: Usually lawful, often neutral
pand the god's influence in the world in a concrete way
Suggested Classes: Bard, cleric, monk, paladin, w izard
through acts such as these:
Suggested Cleric Domains: Knowledge, Light
Suggested Backgrounds: Acolyte, athlete, guild arti- • Defending a city from a major threat
san, noble, sage, sailor, soldier, urchin • Defeating a tyrant who threatens a city's freedom
Creating a masterwork, such as a building or a poem
Most champions of Ephara believe cities represent the

pinnacle of achievement and do what they can to uphold Your piety score to Ephara decreases if you diminish
the law and keep society functioning. Some of the god's Ephara's influence in the world, contradict her ideals, or
most devout followers work as architects, artists, or phi­ let her down through acts such as these:
losophers, all striving to serve the public good.
Betraying one's trust to commit acts of corruption
or tyranny
EPHARA's FAVOR Destroying a civic institution or sowing chaos
Ephara seeks champions who will defend her cities within a city
fiercely, both from external threats and internal corrup­ Willfully breaking just laws for personal gain
tion. She asks them to protect not only the people, but
also the structures that comprise a polis. The circum­ EPHARA'S DEVOTEE
stances that led you to worship Ephara most likely in­ Piety 3+ Ephara trait
volved the polis you call home. The Ephara's Favor table Ephara grants you insight into how people commu­
provides just a few possibilities. nicate. You can cast comprehend languages with this
trait, requiring no material component, a number of
EPHARA1S FAVOR times equal to your Intelligence modifier (minimum of
d6 Circumstance once). You regain all expended uses when you finish
You grew up in a polis l i ke M e l etis and never feel safe a long rest. Intelligence is your spellcasting ability for
outside one.
this spell.
2 You grew up in a home that was next to a wa l l or a
EPHARA'S VOTARY
b u i l d i n g with Ephara's face on it, and you fe lt l i ke she Piety 10+ Ephara trait
was always looking after yo u .
You gain advantage on Charisma (Persuasion) checks
3 You were part of a revolution to fight off tyrants and
while you are within a city.
esta b l i s h freedom in you r city. In addition, when you fail an Intelligence check or In­
4 Yo u r family m e m bers have a l l been architects, go i n g telligence saving throw, you can reroll the die, and you
back several generations, and a l l worshiped Ephara. must use the new roll. Once you use this reroll, you can't
5 You are a h ighly s k i l led poet, scholar, or philosopher, do so again until you finish a long rest.
and Ephara took notice of you r talent.
EPHARA's DISCIPLE
6 You are a civil servant or a city leader, taking an active
Piety 25+ Ephara trait
role in the welfare of yo u r home.
You can cast Mordenkainen's private sanctum with this
DEVOTION TO EPHARA trait, requiring no material components. Once you cast
the spell in this way, you can't do so again until you fin­
Followers of Ephara support their cities, protecting
them while helping them thrive. As a follower of Ephara, ish a long rest. Intelligence is your spellcasting ability
for this spell.
consider the ideals on the Ephara's Ideals table as alter­
natives to those suggested for your background.
CHAMPION OF THE POLIS
Piety 50+ Ephara trait
EPHARA1S IDEALS
You can increase your Intelligence or Charisma score by
d6 Ideal
2 and also increase your maximum for that score by 2 .
Devotion. My devotion to my god is m o re important to
m e than what she stands for. (Any)
2 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 ­
prove and support m y c o m m u nity. (Lawfu l o r good)
4 Scholarship. I serve my co m m un ity and my god by
learning new information or creating a rt. (Any)
5 Civic Duty. It is my respo n s i b i l ity to serve my city.
(Lawfu l )
6 Protection. I m u s t keep my city safe from threats both
� � external and inte r n a l . (Any)
·-

CHAPTER 2 I GODS OF THEROS


42
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 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
EREBOS -.�J£1.� ing Heliod's temples, defiling the raiment of his priests,
God of the Dead slaughtering his worshipers, and claiming the souls of
his champions. Erebos believes that Heliod will one day
Erebos is the god of death and the Underworld, lord of challenge him for control of the Underworld. He looks
all that has ever lived. He presides over the bitterness, forward to that day, certain that his lesser brother can't
envy, and eventual acceptance of those who suffer mis­ possibly prevail within Erebos's own territory.
fortune. His hoarding of both souls and the treasures Erebos holds a special grudge against Phenax. Phe­
the dead carry into the Underworld see him worshiped nax readily teaches others how to escape the Under­
by those who desire to collect and keep wealth. world as the Returned and even sneaks into the Under­
Erebos's very presence is stifling, and those who world to assist them, earning him Erebos's undying ire.
come face to face with him often depart in despair. He is Pharika and Karametra understand, better than many
jealous and tyrannical within his realm, but unlike his of the other gods, that life and death are closely inter­
brother Heliod, he neither blusters nor tries to expand twined. Pharika's tinctures can either extend a life or
his influence. He waits patiently, secure in the knowl­ snuff it out, and Karametra's planters know that reaping
edge that everything belongs to him in the end. follows sowing in turn. Although he appreciates what
Erebos most frequently appears as a slender, gray­ these gods have in common with him, Erebos occasion­
skinned humanoid with two large, outward-curving ally feels the need to remind them that the dead are
horns, wielding an impossibly long black whip. He also his, and other gods' acceptance of death's inevitability
appears in the form of a black asp, a cloud of choking doesn't make them masters of it.
smoke, or an animated golden idol. Erebos has no true allies but operates closely with
Athreos and Klothys. Athreos is one of the few beings
E REBos's INFLUENCE Erebos trusts to be as committed as he is to ensuring
Born from Heliod's shadow and then banished to the that the passage into death is a one-way trip. Klothys,
Underworld, Erebos claimed dominion over that deso­ too, would see the dead remain dead, concerned as she
late realm. He sees it as his duty and his right to ensure is with the acceptance of destiny.
that those who enter his realm remain there for all time.
Within the Underworld, only the relative paradise of WORSHIPING E REBOS
Ilysia is sheltered from his influence. In the other four To many mortals, Erebos is primarily concerned not
realms of the dead, his will is law. with death, but with gold. Most of his followers down­
Mortals typically fear death, yet death is the inevitable play his association with death and misfortune, instead
end of each one's time in the mortal world. Erebos, hav­ praying to him for material wealth. Others pray to him
ing long ago come to terms with his own banishment, because they want to be more accepting of their misfor­
teaches his followers to accept the inevitability of death tune. These individuals see themselves as beyond hope
and the often unavoidable tragedies of life. of improving their lot in life, asking only that Erebos
Although Erebos forbids souls from leaving the Un­ grant them the strength to endure until they enter his
derworld, some escape his clutches. Generally such realm at their predestined time.
souls are beneath his notice, but he sometimes sends A smaller but more dangerous group of Erebos wor­
agents to retrieve those he has particular interest in. shipers are those who actively glorify death. These cult­
ists and assassins congregate in secret in communities
EREBOS'S GOALS across Theros, engaging in campaigns of violence.
Erebos wants above all to maintain his position of abso­ The only major festival dedicated to Erebos, called
lute authority over the realm of the dead. He lashes out the Katabasion or "the Descent," features a ceremony
at anyone who aids souls in escaping from him or other­ in which worshipers make a symbolic journey into the
wise tries to subvert the inevitability of death. Underworld. The supplicants enter a cave, offer prayers
Erebos is patient, usually willing to wait for souls to and sacrifices to Erebos in utter darkness, and slowly
come to him, but he does interfere in the mortal realm make their way back to the surface just before sunrise.
on occasion. When the other gods displease him, he

CHAYI'ER 2 I GODS OF THEROS


43
EREBOS 'S CHAMPIONS d6 Ideal
Alignment: Usually neutral, often evil 5 Wealth. Death is forever, so I 'm go ing to get rich while
·
Suggested Classes: Cleric, fighter, rogue, wizard I still can. ( N e u tral)
Suggested Cleric Domains: Death, Trickery 6 Power. I relish havi ng mastery over life and death.
Suggested Backgrounds: Acolyte, charlatan, criminal, (Evil)
noble, urchin
Most worshipers of Erebos seek to enforce the bound­ EARNING A N D LOSING PIETY
ary between life and death, whether absolutely or selec­ You increase your piety score to Erebos when you ex­
tively. They often find grim satisfaction in serving the pand the god's influence in the world in a concrete way
covetous but patient god, knowing that all will ultimately through acts such as these:
know their patron's embrace.
• Convincing a group of people to accept misfortune
EREBOS'S FAVOR • Easing someone's death or assisting with funeral
arrangements
As Erebos sees it, he already owns the soul of every liv­
Retrieving a prominent figure's eidolon or Re­
ing being. For him to bestow special favor or power on
turned form
a mortal would be an act of generosity, and he expects
Thwarting the schemes of Heliod
to be compensated for it. Those who rise to the ranks of
true champions of Erebos, though, embrace death and Your piety score to Erebos decreases if you diminish
their inescapable destiny in the Underworld. Did you Erebos's influence in the world, weaken his dominion
pledge yourself to Erebos by joining his priesthood, or over death, or alleviate misfortune without good cause
did you come to find his favor through a prayer of quiet through acts such as these:
desperation? The Erebos's Favor table offers a handful
• Saving a life without securing compensation
of suggestions.
for Erebos
• Forsaking your duties for personal gain or pleasure
ERE BOS'S FAVOR
Allowing a soul to escape the Underworld
d6 Circumstance
You fo l l ow Erebos seeking fi nancial s u ccess, expecti n g
EREBos's DEVOTEE

service to transl ate into rewa rd s.


Pie ty 3+ Erebos trait

2 In a moment of anguis h , you prayed to Erebos. H e As a devotee of Erebos, you have proven yourself an
granted you acceptance o fy o u r fate and his favor. executor of the Underworld's grim laws. You can call on
Erebos's favor to cast bane with this trait, requiring no
3 You were pledged to another god , but when you lost a
material components, a number of times equal to your
loved one, only turning to Erebos co u l d ease your grief.
Wisdom modifier (minimum of once). You regain all ex­
4 After you recovered from a mortal inju ry, Erebos ap­
pended uses when you finish a long rest. Wisdom is your
peared a n d claimed yo u r service. spellcasting ability for this spell.
5 Ever si nce the first time you saw someone die, Erebos
has whi spered in your ear. EREBOS'S VOTARY
6 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
DEVOTION TO EREBOS finish a long rest. Wisdom is your spellcasting ability for
Just as every life ends at the same destination, many this spell.
different paths can lead a worshiper to Erebos. As a
EREBos's DISCIPLE
follower of Erebos, consider the ideals on the Erebos's
Ideals table as alternatives to those suggested for your Piety 25+ Erebos trait
background. When a soul is sent to its rightful place, you can draw
on the energy of the Underworld to empower you. When
ERE BOS'S IDEALS a creature dies within 10 feet of you, you can use your
d6 Ideal reaction to gain a number of temporary hit points equal
to your level.
Devotion. My devotion to my god is more important to
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)
You can increase your Constitution or Wisdom score by
3 Consolation. Everyone deserves the solace that comes 2 and also increase your maximum for that score by 2 .
with accepti n g their destiny. (Good)
4 Acceptance. Wh atever my fate, I will embrace it with
Erebos's blessing. ( Neutral)

. ..

·-

CHAPTER 2 I GODS OF THEROS


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the pallets, and the piece finds its way into the third brass pan.”
On the opposite wall is a fine cast of Cromwell, a duplicate of one
taken shortly after his death. It was placed here by Mr. W. E. Du
Bois, who received it from H. W. Field, Esq., late Assayer of the
Royal Mint, London, who is a descendant of the great Protector.
Below the cast of Cromwell is a case showing progressive “alloys of
gold.” The plates comprise gold alloyed with copper, gold alloyed
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In the eastern section are the Standard Test Scales, used to test
the weights sent to all the mints and assay offices in the United
States, and are so delicate as to weigh the twenty-thousandth part of
an ounce. These scales were manufactured by employees of the
Mint, and have been in use more than a quarter of a century. The
beam is hollow, and filled with Spanish cedar to guard against the
effect of dampness; the bearings are edges of knife-blades, which
impinge on a surface of agate plate. These scales are tested by the
Annual Assay Committee, which meets on the second Tuesday in
February of every year.

Curiosities and Minerals.


The most interesting objects of this curious display are three
golden images from graves in the Island of Chiriqui, off Central
America. They were dug up in 1858, and sent to the Mint as bullion,
to be melted. They are of pure gold, but the workmanship is very
crude. The images are in the forms of a reptile, a bird, and a man
with symbols of power in his hands, not unlike those designating
Jupiter. There are also, in the first section, two large cases with
choice selections of mineral specimens, carefully classified and
labeled. These are from well selected results of years of patient
collecting, and are deserving of more study than can be devoted to
them by casual visitors. They are chiefly from different parts of the
United States, and are an “index book” to the vast mineral wealth of
the nation.
Near the exit door of the Cabinet, in a large glass case, is a
magnificent American eagle, which is worthy of the visitor’s attention.
It is superbly mounted, with grand breadth of wing and wondrous
piercing eyes. The portrait of this “pet” can be recognized on
Reverse of the “Pattern” Silver Dollars of 1836, 1838, and 1839, and
on the Obverse of the first nickel cent pieces coined in 1856.

“Peter,”
the name which the noble bird recognized, was an inhabitant of the
Mint six years. He would fly about the city, but no one interfered with
the going or coming of the “Mint bird,” and he never failed to return
from his daily exercise before the time for closing the building. In an
evil hour he unfortunately perched upon a large fly wheel, and
getting caught in the machinery, received a fatal injury to his wing,
and this ended rather an unusual career for an eagle.

Eastern Corridor.
Opening into the eastern corridor are the rooms of the
Superintendent, the Chief Clerk, and the library of Historical and
Scientific Works, including many valuable books upon the art of
coinage. Passing out upon the gallery, we enter the Machinists’ and
Engravers’ rooms. Here are engraved and finished the dies used in
this Mint and in all the branch mints. Visitors are not ordinarily
allowed access to these rooms, or to the assay office, or to the
cellar. (In the latter are a number of immense vaults, and in the main
cellar are engines, which supply the power and light used throughout
the building.) Here are also blacksmith, carpenter, and paint shops;
and in the rear, west side, is the medal-striking room, where medals
are struck by a screw press, worked by hand. The cellar also
contains the “sweep” grinding rooms. Near this room are the wells,
which are receptacles for the water used in washing the precious
metals. These wells are cleaned out every few years and the deposit
is then treated in the same way as the sweepings.
The little wooden building in the court was formerly the cent-room,
where copper cents were exchanged for nickels;[10] it is now the
office of the agent of the Adams Express Company, who brings to
the Philadelphia Mint millions of dollars worth of precious metals in
the shape of bullion from the far west, to be converted into American
Coin, when it is again transported by the same company to various
points to be put into circulation.

Coins.
The ancient coins are chiefly arranged in upright cases against the
walls in the doorways and the middle section of the saloon. The
modern coins are placed in nearly level cases at either end of the
room and in the circular or central cases. Of antique coins the
portion labeled Cabinet Nos. 97, 98, 99, “Massilia,” are interesting as
belonging to a Greek colony which settled about six hundred years
before Christ upon the coast of Gaul, on the spot now known as
Marseilles. This little colony fled their native country and the rule of a
governor placed over it by a Persian monarch. They were
distinguished for their civilization, and the work upon these small
coins is the most palpable witness of that fact in existence to-day.

Greek Coins.
Their surfaces, of gold, silver, and bronze, bristle with lance and
spear, helmet and shield. On one of these coins Jove is seated and
bearing an eagle, defying Alexander of Macedon, while on the
obverse the same mighty conqueror impersonates Hercules. The
oldest coin here is supposed to date back to 550 b.c. It is well to
mention the fact that coins were never dated until the fifteenth
century; and previous to that time the ages of coins can only be
determined by the legends upon them, as answering to the page of
corroborative history and the art era to which they belonged. No. 9
bears on the obverse the Macedonian horse, a favorite animal,
which the then war-loving Greeks are said to have deified. At this
period the haughty royal families began to chronicle in coin their line
of descent. The kings of Macedon claimed Hercules for an ancestor,
and in proof thereof the lion’s skin was a royal insignia. An old
historian says, “The kings of Macedon, instead of the crown, the
diadem, the purple, bear upon their effigy the skin of a lion.” Several
pieces of money in this case, upon which are heads of Alexander,
have rings in them, and were worn by gracious dames as
ornaments. The value of this series of coins is priceless, as
furnishing portraits of the heroes of that period which can be
received without question as accurate, for the art patronage of the
kingdom was regulated by the strictest laws. Alexander was
especially jealous of how the future nations should regard his
physique, allowing only three artists, during his reign, the privilege of
drawing, painting, or modeling his head.[11] To such royal
guardianship may be attributed the perfection to which Greek art
attained; and it may well be a matter of regret that the same firmness
in this regard was not universal. The last coin of this series is a small
bronze coin, and was issued by Perseus, the last king of Macedon.

Persian.
In this case is a collection of Persian coins, very choice, and of no
mean workmanship, and, of course, portraying the faith and rites of
the fire-worshippers. One era is distinctly Greek in style, and marks
the period of Greek supremacy. The oldest gold coin known to the
collector is the gold Daric of King Darius, with the head of the king in
bold relief; and all Persian coins are so called in remembrance of this
monarch. Their money was very fine, so the word Daric has become
incorporated into numismatic terminology to designate any pure gold
coin. Nos. 58 to 67, inclusive, of this series, are silver coins of the
Sassanian kings.

Egypt
is also represented in this case, as is proper, for that nation had no
coinage until it was taught the art when conquered by Alexander.
Here are some very attractive data of Egyptian history, and from
these coins are obtained the only portraits of Arsinoe, Cleopatra, and
others.

The Syrian Coins


are embraced in the division called “Greek monarchies,” and in them
are found many coins not only important in history, but of the very
finest Greek art, from the third to the first century b.c. In this period
the Syriac and Hebrew coins become intermingled, a fact abundantly
sustained by the Jewish shekel of Simon Maccabees. The legend of
this interesting relic is in the language of Samaria; on one side the
budding rod of Aaron, legend, “Jerusalem the Holy;” on the other, a
cup of incense or pot of manna, and the inscription, “Shekel of
Israel.” This shekel is well preserved, and is one of the most prized
coins known. (See Plate and Case XV., marked “Selections.”) In this
collection are some coins from Bactria, considered priceless by
savans. These are trophies of recent British explorations, and are
judged to be of sufficient importance to call forth from an English
professor an extended treatise on the “Antiquities and Coins of
Afghanistan.” They are exceedingly rude in workmanship, and nearly
all of baser metal, the most important being a small, square, brass
coin, in the case marked “Selections.”

Roman Coins.
The collection of Roman coins in this Cabinet numbers nearly one
thousand, and an acquaintance with it is invaluable for object
teaching, as in it is the condensed history, not only of the glory of
Rome, “Mistress of the World,” but of her customs, faith, conquests,
wealth, culture, divisions, and downfall. Through this entire section of
time—one-third of the known history of the world—Roman art,
though high, never reached the exalted purity of Greek lines. In their
finest coins we see no Phidias, no Myron, no Praxiteles, but they
deteriorate and fluctuate visibly when in or out of contact with the
influence of the Grecian mind.
Greek Republic
will be first in interest, both historic and artistic. It is conceded that to
the Greeks the world owes the introduction of the art of coinage, and
though centuries numbered by tens have passed, some of the old
Greek coins equal many modern productions in purity of lines, and
surpass nearly all in poetic sentiment. On the first coins no earthly
potentate was allowed to be pictured, no deed of heroism portrayed.
The glory of the gods was considered the only appropriate theme for
impressions on the surface of bronze, silver, and gold. The coins of
the republic embrace a large variety, as nearly a thousand towns
were allowed the privilege of coinage. Upon this varied issue are
preserved nearly all the legends of Greek mythology. Upon the coins
are the heads of Jupiter, Juno, Minerva, Bacchus, Apollo, and Diana,
with many sacred animals, and the work is to-day the standard of
artistic perfection. Of course, the collection of this ancient period
cannot be extensive. In this case there are, however, more than one
hundred and fifty specimens, and these present a study so attractive
and so intense that it is almost impossible to imagine what classic
poetry would be without it.
Nos. 4, 5, and 6, are silver coins of Ægina, which have on the
obverse, for a device, the tortoise, emblematic of the security of the
island amid the waves, and the protection of the gods of the sea. On
the reverse are the marks of the punches only, probably denoting the
value of the coins. These are claimed to belong to an era seven
hundred years before Christ. No. 28 is a silver coin of Athens, with a
head of Minerva splendidly drawn upon the obverse, while the
reverse presents a large owl, the bird sacred to the goddess of
Wisdom. The devices upon this coin indicate its age to be from
twenty-one to twenty-three centuries. The Greek proverb of “taking
owls to Athens” referred to this coin, which was necessarily of great
importance to the tradespeople of that city.

Family Coins.
These comprise about one hundred and seventy-five, of which one
hundred and twenty-six are in the collection. They were struck to
record the heroic deeds which first introduced any notable ancestor
to fame, and hence are to-day family charts of respectability for
many of the patricians of Rome, albeit some of them have plebeian
roots. Be that as it may, they are as much the trusted patents of
aristocracy as is the “Book of the Peerage” of England. Here are
found the same distinctions between patrician and plebeian which
mark all countries, the patricians being always designated by a
symbol of warfare, while the plebeians were indicated by the tools
and instruments of common trade. The more noticeable of the coins
are as follows: No. 16, Acilia; the reverse a female leaning against a
pillar, with a serpent clutched in her right hand, indicating the wisdom
or courage of some ancestor. No. 20, Æmilia; on the obverse of this
curious coin is a figure kneeling by the side of a camel, presenting
an olive branch, from which depends a fillet or ancient diadem; on
the reverse, a figure guiding a triumphal chariot, a scorpion in the
field. Josephus tells us of an invasion of Arabia, and that Aretus, the
king of the country, purchased peace of the Romans for five hundred
talents. The diadem hanging from the olive branch chronicles the
entire humiliation of Aretus, and the scorpion doubtless indicates the
month of the Roman triumph. No. 30, Aquillia, a small silver coin; the
reverse shows a woman kneeling before a soldier. The motto below
the figures (or in the exergue of the coin, as is the art term) is “Sicil.”
This commemorates the suppression of a revolt of slaves in Sicily,
which was achieved by Manlius Aquillia. No. 41, Calpurnia, the
family of Cæsar’s noble wife; reverse, a horseman riding at full
speed, a head of wheat above him; legend, L. Piso-Trugi. The coin
recalls the fact that in the year 507 b.c. there was a famine in Rome,
and Calpurnius Piso was dispatched to Africa to buy corn. This
seemingly small service is magnified upon a large number of coins.
Nos. 95 and 96, Hostilia, a coin with a sacrifice to Pallor and Pavor
(fear and trembling), offered by Tullus Hostilius in some great
emergency. No. 97, Julia; obverse, a helmeted head; legend, Cæsar;
reverse, a warrior in a chariot drawn by two horses.
No. 98, Junia; obverse, head of Liberty; reverse, Junius Brutus
guarded by lictors, and preceded by a herald, showing that an
ancestor of Junius Brutus was the first consul of Rome. Nos. 181,
182, Tituria. The reverse shows two soldiers throwing their shields
upon a prostrate female, illustrating the famous story of the “Tarpeian
Rock.” Reverse represents the Romans carrying off Sabine women
—a witness in coin of the fact that the family of Tituria trace their
ancestry from the Sabines. To do justice to this case is impossible,
for here are coins relating to the ancestors of Antonia, Aurelia,
Cornelia, Fulvia, Horatio, Lucretia, Lucilla, Sempronia, Titia Valeria,
and many others familiar to the readers of history.
This era of coins terminated about the time of the birth of Christ,
when the

Imperial Coins
were introduced. In noticing these, little save the labels on the case
can be given.

Division II.

Julius Cæsar to Trajan, inclusive. Beginning 49 b.c., and ending


117 a.d. A simple catalogue of the illustrious names on these coins
would convey an idea of their importance. All the victories of Cæsar
are marked by coinage; but out of the two hundred belonging to this
case reference need only be made to No. 24, a beautiful gold coin,
with the undraped head of Augustus, exquisitely severe, the interest
attaching chiefly to the legend, “The Son of God,” referring to the
deification of Cæsar.

Division III.

embraces from Hadrian to Elagabalus, 117-222. In the reign of


Hadrian much coin was issued, though it did not bear marks of the
disasters and revolts that signalized the foregoing. That he was a
merciful ruler is indicated by the coins, especially one—Hispania; the
reverse showing the emperor raising Spain—a female figure—from
the ground. His travels are also illustrated in coin.

Division IV.

From Severus Alexander to Claudius Gothicus, 222-270. These


coins indicate the vicious effect of the rulers immediately preceding.

Division V.

From Aurelian to the end of the Western Empire; includes 270-


475. A brilliant succession; Aurelian’s busy reign, ending in
assassination; the war-like Probus, the slave-emperor; Diocletian’s
despotism and vindictive persecution of Christians; the usurpation of
Carausius; the happy reign of Constantine the Great, Julian,
Theodosius, down to Julius Nepos. These are a few of the historic
names and events presented in this division.

Division VI.

covers the period of the Byzantine or Eastern Empire, and a lapse of


eight centuries; but the coinage is not comparable with that of other
eras, nor were events of so stirring and heroic a character. A general
decay, painful to contemplate, marked this long lapse of time, which
began near the acceptance of Christianity, and extended through the
dark ages.

“The Temple Sweepers.”


A small case attracts no little attention, because it contains a
single coin; and the interest does not decrease when the inscription
is read: “Struck in the Philadelphia Mint, at least two thousand years
ago.” The late Assayer of the Philadelphia Mint, Mr. W. E. Du Bois,
under title of “The Temple Sweepers,” wrote, not long since, a
valuable sketch of this coin, made in the City of Attalus Philadelphus,
Asia Minor, and for which William Penn called his city, because the
ancient one was a monument of “brotherly love.” Diana was the
patroness of Philadelphia.
“On one side, then, we have a head; not a king’s nor an
emperor’s; as yet the free city had a pride and a privilege above that.
It is a female head, an ideal, representing the city itself; or rather the
dwellers in it, the Demos. Here in this head and title, we have the
radix of Democracy.
“This is all we can gather from the obverse. On the other side we
have a larger variety: a running female figure; a dog also on the trot;
a legend of some length and of more significance.
“The half-clad figure is that of the goddess known to the Greeks as
Artemis, to the Latins as Diana; and otherwise called Selene,
Phœbe, Delia, or Cynthia.
“She was the favorite divinity of the cities of Asia Minor. Once the
patroness of chastity and purity. Goddess of the chase.”
The legend on the obverse of this coin explains its name: “Friends
of Philadelphia’s [her] Temple Sweepers.”

ORIENTAL.
Oriental coins are not as attractive as other varieties, though there
are special coins among them which have no rival in historic
importance. Antique coins from the East were usually without device,
and, their legends being rudely inscribed in a dead language, proved
frequently to be sealed fountains to the thirsting antiquarian.
Therefore in cases marked “Oriental” the visitor is undetermined
where to begin to study, and often decides to give it but little time.
Those having for device the sacred peacock are from Burmah;
there is, however, in the division marked “Selections” a very curious
coin belonging to that country, which certainly formed a part of its
earliest currency. It is a common gravel-stone, encased in a circling
band of brass.

Coins of Siam.
The coins of Siam are much sought for. Some of them, known to
European travelers as “bullet money,” are lumps of gold or silver,
hammered by rude implements into a doubtful roundness, and a few
Siamese characters stamped irregularly upon them. The sacred
elephant is found on a large proportion of their money. A Siamese
coin in the Cabinet, of modern date, is quite handsome in both
workmanship and design. On the obverse is the sacred elephant in
ponderous proportion, which delights the eyes of the devout, and the
reverse presents a group of three pagodas, finely drawn. In the case
marked “Selections” is a Siamese coin of gold, comparatively
modern, called “Tecal,” corresponding in some respects to the
“Shekel,” or “Oxen,” of biblical fame.

Chinese Coins.

On the south side of the first section is a case of seven hundred


coins of the Celestial Empire. With but few exceptions these coins
are bronzed. Dynasty succeeds dynasty; usurpation, insurrection,
are all writ in bronze. The Chinese assert an uninterrupted coinage
for forty-one centuries. The manuscript attesting this is in the case,
and was prepared under authority. Large numbers of their coins
were considered charms, sufficient to protect the owner against
fever, or even the more dreaded horrors of spiritual menace. In this
connection it may be said that the Chinese had an exalted reverence
for the coin-charm, and a small coin was often placed in the mouth of
the dead (now, if a Chinaman dies in California, a small silver United
States coin is placed on his tongue). These coins were covered with
cabalistic characters, symbolic animals, birds, etc. Two worthy of
notice in this regard, and said to be of the oldest issue, are Nos. 1
and 2. The first might be mistaken for an iron safe-key; the second is
known as the “razor coin,” its form and almost its size being that of a
razor.
In another case, appropriately labeled, is the Chinese porcelain
money. They are the only people who have made porcelain a “legal
tender,” though it would appear that almost every part of the three
kingdoms of nature has been laid under contribution. The specimen
here may be mistaken for the popular Chinese sleeve-button, bought
in any bazaar for a few cents. The Chinese, as did also the Africans,
utilized the small sea-shells for trade. In the same case are some of
the variety legalized. Ten small shells made one “cash.” This is a
small, round, copper-bronzed coin, with a square hole in the centre.
The Chinese dames of high degree wore such strung around their
throats. One thousand of them are equal to our dollar. The
Japanese, however, outcount their neighbors, as they have a bronze
coin called the “One-hundredth,” of which just seven thousand make
one Spanish dollar.
Shell money of pure gold, “or gold beaten into small solid shells,
was made by those natives who supplied the Portuguese slave-
traders with slaves,” and was called by the traders “Spondylus
Macutus,” from which, some contend, came the slang term
“spondulics.” Forty of those small coins, each worth about a dollar of
Spanish money, was a high price for a slave.
There is also in the Cabinet a valuable collection of African ring
money. These ornaments are very massive and pure, comprised of
elaborately carved “signet-rings, armlets, anklets,” etc. One article,
more novel and valuable than the others, is a pipe of fine gold, bowl
and handle of curious bas-relief figures, and a heavy, square-linked
chain attaching a large medallion, on which is the head of a monarch
poorly drawn.
The Chinese government, like all despotisms, is very jealous of its
coining prerogatives; yet it does not fail to appreciate an advantage
when offered, as is evident to us by the following:

Proclamation for general information:


“Whereas, The foreign silver (coin) in daily use among the
people of the Kwang Tung Provinces has long been in
circulation, and is moreover admitted to be advantageous and
convenient. In the 5th and 11th years of Tung Chih (1866 and
1872) the Hong Kong Mint coined a new Dollar which, upon
comparison with pure silver, bore a proportion of fully ninety
per cent., and as the Records will prove. Proclamations were
issued notifying the people that it might come into general
circulation. There has lately come to Hong Kong a newly
coined American Eagle Dollar, called the “Trade Dollar,” and
Sir Brooke Robinson, the British Consul, having requested
that officers might be appointed to assay it, the Viceroy and
Haikwan thereupon appointed officers to melt it down and
assay it, in concert with (an officer from the British Consulate),
when, taking the Haikwan Tael of pure silver as the standard,
an outturn was obtained of fully 89.61—or Taels 111.6 of this
new Eagle Dollar are equal to 100 Haikwan Taels of pure
silver. Minutes of the assay were drawn up in proof thereof.
“For the convenience of Traders and people, therefore, this
coin should be allowed to be tendered in payment of duties at
the rate of touch obtained at the assay, and to come into daily
circulation. It becomes the duty then of the Viceroy and his
colleagues to issue a Proclamation on the subject for general
information.
“This Proclamation, therefore, is for the information of you
merchants, traders, soldiers, and people of every district. You
must know that the ‘Eagle Trade Dollar’ that has lately come
to Hong Kong has been jointly assayed by officers specially
appointed for the purpose, and it can be taken in payment of
duties, and come into general circulation. You must not look
upon it with suspicion. At the same time rogues, sharpers,
and the like, are hereby strictly forbidden to fabricate spurious
imitations of this new Eagle Dollar, with a view to their own
profit.
“And should they dare to set this prohibition at defiance,
and fabricate false coin, they shall, upon discovery, most
assuredly be arrested and punished. Let every one obey with
trembling! Let there be no disobedience!
“A Special Proclamation. Tung Chih 12th year, 9th moon—
day (October, 1873.)
“Translated by
“(Signed) WALTER C. HILLIER.”

Japan.

Perhaps the peculiar adaptability of the Japanese character


cannot be better illustrated than by their late monetary revolution,
especially as their coinage is hedged around with laws, with penal
attachments of no doubtful character. In the small morocco case
marked “Japan” are a few specimens of their original coin. Of this
series the large gold plate, four inches by three and a half, is known
as the “Gold Oban,” their most valuable coin, worth about seventy-
five dollars. This coin is of perfectly smooth surface, with an
elaborate black inscription of Japanese text, burnt in by a chemical
process. To take the “Gold Oban” out of the kingdom is punishable
with death; to remove it by mistake, subjects the offender to
imprisonment for life. The other coins in this case are, in their
composition and shape, as distinctive as the Japanese are peculiar
as a people. The progressive character of the Japanese is
exemplified by their recent acceptance of the United States system
of coinage.
The mind of the Japanese proletaire has been much troubled in
recent years with regard to the coinage of his country; not that he
ever has much of the currency in question, but the Japanese
proletaire has no pockets, and he finds it awkward to carry in his
hands such coins as he contrives to possess. In ancient times his
rulers were more considerate. They punched square holes in the
centre of the coins, through which he passed a string, and was thus
able to carry about his available capital tied around his neck or to his
waistband, which in those days was his sole garment. The coins
were not large in amount; it took a thousand of them to make a few
shillings, while a cart was required to convey five dollars worth. But
with civilization came an improved coinage, larger in value, and with
no holes, and the pocketless proletaire naturally grumbled that
civilization treated him hardly in this respect. Paper currency for
small amounts partially satisfied him for a time; but at last his cries
have been heard, and the Japanese Government has promised to
issue a new coin specially for his behoof. Its value is rather less than
one cent, and is to possess the indispensable hole, by which he can
string it as a child strings beads, and he is probably content.

Turkey.
Turkish coins often bear texts from the Koran on either side, so it
may be said the tenets of their religion are their circulating medium.
The piastres in this collection are generally those now in circulation.

Egypt.
Egypt’s antique coins were of Greek or Roman workmanship, of
which the very finest is in the case marked “Selections,” and has not
its superior for interest or beauty in the world. It was the work of
some Greek artist, and presents the head of Arsinoe, wife of
Ptolemy. It was found in 1868, and bought by the United States
Government at a high price; but as only three had been found, its
market value may be named by thousands, though its metal value is
not more than twenty dollars.
This notice of Oriental coins may conclude with suggestive
reference to the “Cufic coins,” of which there are some valuable
specimens. The first is the silver dirhem of Walid, the eccentric caliph
of Damascus, a.d. 713. There is also in case XV. a coin of the reign
of Haroun Alraschid.

French Coinage.
The French have the credit of making the greatest improvements
in modern coinage. The French coins are a history of that nation,
from the small coin issued in the reign of Louis “the Meek” to the last
currency of the republic of France, spanning a period of one
thousand years.
In design and execution the French coins bear the impress of the
national character, and also give assurance of the art patronage in
which her rulers, failing in much, have never wavered, but brought all
their power and cunning to bear on securing the best artists, as in
the instance of Francis I. beguiling from the holy father that exquisite
artist Benvenuto Cellini, or the later enterprise of Napoleon
Bonaparte. No. 83,—a medalet of the unhappy Mario Antoinette,—
which is in itself very beautiful, and from its tragic association attracts
general interest.

Germany.
The collection of Germany is very large and divided and sub-
divided by its kingdoms and principalities.
One of the most interesting coins of any age, and excelling in
beauty as well, is the gold medallic ducat on which are the heads of
Martin Luther and Philip Melanchthon. This coin is very generally
admired by visitors to the Cabinet.

Coins of Switzerland.
Switzerland is modestly represented in all her cantons, each, like
the classic Greek town, enjoying the coining privilege. There are
several pieces of commemorative and artistic worth, especially the
two issues of the republic of 1796.

Russian Coins.
The double rouble, with a magnificent draped head of Peter the
Great, is unexcelled for strength of outline, and valuable as a correct
portrait of one of the very greatest and most self-reliant of modern
rulers. Turning to another rouble, the features of Elizabeth II. are
recognized. It may be assumed, with all due deference to royalty,
that this portrayal is the most laughter-provoking figure ever stamped
on metal. She is so fat as to have the effect of “spreading herself” all
over the coin. Another rouble presents the majestic Catherine II.
Of the coins marked Denmark, Norway, Sweden, there can be
only the copper half-daler of Sweden mentioned. This coin is four
inches square, weighs about twelve ounces, and is equivalent to a
United States silver half-dollar. The daler of Sweden, thaler of
Germany, dollar of Spain and America, are all synonymous terms.

England.
The first coins of Great Britain were of tin, according to Cæsar’s
authority, who mentions the “tin money of Britain,” which has lately
been sustained by the discovery, in some work of excavation, of
coins of that metal in antique design. These coins are, however, of
little use, by reason of the obscure inscription, or rather the frequent
absence of all device.
The English collection in the Cabinet begins with a coin made after
the stater of Greece, presenting the head of Minerva, with Greek
helmet on obverse, while the reverse gives the figure of a woman
most crudely drawn. It is supposed this rude attempt at art was
coined about the time of the Roman invasion. Note the contrast
presented in placing this relic by the side of the Victorian sovereign,
where, on the obverse, is the queen’s head superbly cut; on the
reverse, Wyon’s inimitable figure of Una and the Lion. These two
coins are the Alpha and the Omega of British coinage, while the
thousands issued between them are progressive links to civilization.
Two small coins are placed here, thought to be contemporary with
the Christian era, having no device, but an attempt to portray the sun
on one side. No. 2 is the skeattae of Ethelbert I, king of Saxony, and
is the first Saxon coin which has yet been appropriated. It bears
upon the obverse the head of the king; on the reverse is the figure of
a bird.
Next in interest is No. 6, the penny of William the Conqueror. The
bust of that famous monarch is attempted; 1068 is about the year it
is supposed to have been made. During the three centuries
following, the condition of England, whether she was at peace or
war, is plainly indicated by her coinage. Every added province is
memorialized in coin. The rose, thistle, and fleur-de-lis, all tell in
strange language for flowers of bloody battles, long sieges, perils by
the sea and land; at last all resistance bowing before the ever-
increasing power of Great Britain.
The first coin of English issue was dated in 1553, being either the
close of Edward VI.’s or the beginning of Queen Mary’s reign. This is
claimed by many to be the first coin dated, though old medals of the
preceding century have been found with date.
In 1558, the ryal or royal of Queen Elizabeth was issued. On the
obverse the queen is grandly enthroned, while the reverse is a large
rose, in the centre of which are the Danish arms of Britain, and the
arms of Anjou quartered. This coin and the pound sterling of Charles
I. are in Case XV., “Selections.”
This pound sterling is one of the famous “siege pieces” of that
unhappy king,—which were often made on the field with hammer
and anvil out of the family plate brought to the closely-pressed Stuart
by his faithful followers. It is to be regretted that so much valuable
family plate of no mean workmanship was thus sacrificed. This
“siege piece” is the largest silver coin known. The legend upon it,
rudely inscribed, is, “Let God arise; let his enemies be scattered;”
above are three fleurs-de-lis, with date, “1642.”
In 1684-88, during the short reign of James II., several varieties of
new coins were introduced, notably, “Maundy Money,” a small coin
made to be distributed by the king on “Maundy Thursday.” Beggars,
on that day, received from his majesty bags containing as many
maundy pieces as the king had lived years.
King James II. also had issued “gun money.” This variety was
made out of old cannon, after the suppression of an Irish rebellion.
Though not even giving a glance towards the interesting series of
Queen Anne, it is impossible to pass unnoticed the beautiful bust of
George IV., by Chantrey, upon a pattern five-sovereign piece. This
well-executed bust of “the handsomest man in Europe,” was said to
be the means of Sir Francis Chantrey being knighted. That vain
monarch was as careful about how his face would appear to future
generations as was Alexander of Macedon; and Chantrey well knew
if he placed upon the shoulders of sixty years the head of forty years,
he had given the cabalistic words which would be the “open sesame”
to royal favor.
The gold sovereign of Victoria, Nos. 183-184, has, on the reverse,
an evidence of coins as a deposit of law archives. The shield
surrounded by a crown, and bearing the arms of Great Britain
quartered; but the arms of Hanover are omitted. Although Victoria
was next heir to William IV., she was prevented by the Salic law from
assuming the sceptre of Hanover. On this coin, it may be
remembered, are very beautifully presented the rose, the thistle, and
the shamrock.
A recent addition has been made to the Mint Cabinet of a very fine
sovereign of the times of Oliver Cromwell, purchased at the coin sale
of May 14 and 15, 1885.
Scotch moneys of any variety, are very much prized by collectors
(see, in Case XV., “Selections,” “Groat of Robert Bruce, 1602.”) A
very rare coin is the penny of Robert II. of Scotland, said to be the
only specimen in existence of that monarch’s reign. In the
seventeenth century the coinage of Scotland merged into that of
England.

English Silver Tokens,

issued in England, Scotland, and Ireland. During the long


suspension of specie payments, occasioned by the wars with
Napoleon, the minor currency of England was supplied, not with
small paper notes, but with silver tokens, issued by banks and
traders, and made redeemable in bank notes. They were of reduced
weight, to keep within the premium, and to prevent hoarding. They
continued to circulate until the return of better times and of regular
silver coinage. There were many varieties, most of which are here.

Portugal and Spain.


The coinage of Portugal and Spain in the fifteenth century, held
greater sway than that of other countries. Of their coins, there are
many fine specimens in the Mint Cabinet. The “joe and half-joe[12]”
of Portugal are known of all nations, while the Spanish dollar, with its
pretentious two globes under a crown, did not claim too much, and
only tells the almost limitless rule of the great Philip. The coins of
these nations became, through their possessions in the New World,
the circulating medium of that portion of the earth. Spanish and
Mexican dollars were almost synonymous, while the real and joe of
South America was patterned after that of Portugal, which fact can
be learned in this Cabinet. As nations decay it will be seen their
coins become inevitably less trustworthy; even a glance at the cases
marked “Portugal,” “Spain,” will give this lesson. In the Mexican
collection there are issues which seem to contradict this assertion,
for the “Mexican dollar” has, for generations, had a position in the
monetary world of almost unchallenged credit, yet not by reason of
the recognition given Mexico, but because of the United States using
it so extensively; for, until the introduction of the “trade dollar,” this
country had no currency that would meet the demand of the Oriental
market.

Mexico.
The Mexicans use only gold and silver, and their national series is
full of tragic interest, embracing, as it does, three and a half
centuries of Mexican history, from Cortez to Maximilian. The “pillar
dollar,” “windmill dollar,” “cast dollar” (the Mexicans are the only
nation that cast money), and the “cob money” (a series so called by
reason of its clumsiness), are all to be seen in this collection.

Coins of Brazil.
One coin, a gold “half-joe,” issued in 1832, with the infant head of
Dom Pedro, is very beautiful. By the side of this, in every way a
contrast to it, is a series of copper coins of a late issue with the head
of the “child” now seated on the throne. The coins of Bolivia proudly

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