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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
. . .
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
. . . ............ .. .
........................ ... ... ... .. ...
Nyx . ... ........ .. . .. .... ... ... ... 105 Nightmare Shepherd. 220
Satyr... ... . . ... .............................................. 24 ................ .. . ... . .. . . . .....................
Divine Characteristics 33
. . . . . .
.
Aphemia the Dissonant Song 226
................. ............
Athreos....................................................... 116
.......
Heliod . .. . 128
... . . . .. .
Iroas . .. 132
... .. . . .. . . .......
Karametra 136
. . . . . .
Athreos .. .. .. 37
.................................................
Ephara .. . . . 40
. . . . . .... .. .. .. .. . .. .. . ..
Klothys... . . . .. .. . .. . 144
............ .. ..... . . ..................
.
Erebos ............. ... . 43
.. ..... ..... ........... .. ... .. . ...... ...
Kruphix . . . .. .. . 148
.. .. .. .. ...............
Pharika ... ... ........ ... ................ .... .... ..... 160
. .
Keranos. ... . .. .. . . 55
....... . .
Klothys .. . . . . . . . . 58
Nymphs............. ... .......... ... ............ . 234
.. . ................. ... ............ ... ........ .
Thassa........................................................ 172
. . . . .. . . .........
The Mortal Realm .. . .. ... ... ....... . 83 Returned Palamnite :.................. 240
Journey into Death. ...... .. . 181
........... . .. .. . . ....
. . .. ................
Akros ... ....... ........ 86 Satyr. ... ... ... .. . ... ..... ... . 242
Paths of Escape ......... ........ ... .... .. .. 182
. . ........................................ . . . . .... ..... . ... . ............
. . . . .. .
Akros's Surroundings 88 Satyr Reveler... .... . . . ... .... .... . ... .... . 242
Beyond Death . ... . . . ... ....... ... ... 183
.......................... . . . . . .
. .. ... . . ... . .. . .
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 ..·
•
•
•
•
• •
.. •
.
•
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.
.. ·
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
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.
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
WELCOME TO THEROS
CHARACTER CREATION
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.
....
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.
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
•
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
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 .
.
-
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.
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 .
.
-
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,
....
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
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.
....
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.
. ..
·-
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
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)
...·
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.
....
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.
·.
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.
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
·-
gain all expended uses when you finish a long rest.
AURA OF ALACRITY
7th- and 18th-level Oath of Glory feature
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
� I
....
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
- .
...·
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
' � '� The Forge and G rave domains appear in Xanathar's Guide to Everything.
·-
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.
..·
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
·-
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.
·-
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)
·-
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
-·
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)
. ..
·-
“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.
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.
Division III.
Division IV.
Division V.
Division VI.
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.
Japan.
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.
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