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Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual change.

Impassive and slow to anger, Thassa is secure in the knowledge that there are no mortals and few gods who can threaten her status. Once her ire is aroused, however, it is as unstoppable as a cresting wave. She often speaks in the future tense, referring to what tomorrow will bring. She seldom laughs, and when she does, it is usually out of smugness rather than genuine mirth.

Thassa usually appears to mortals in the form of a female triton-like being with octopus-tentacle hair and a crown of crab legs. She seldom adopts the same size as her followers, preferring to be seen from a distance as she towers over the ocean. When she moves closer to the view of mortals, she takes many other forms, often shifting from one to another: a giant squid, an ocean storm, a school of sharks, a fog bank, or a crab, her favored animal. She sometimes speaks out of the ocean itself, in droplets hissing across the surface of the waves.

Thassa’s Influence

To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean’s bounty, ranging from small fish to the enormous krakens—all these are Thassa’s dominion. The sea has many metaphorical aspects that Thassa oversees as well: ancient knowledge, long-term change, introspection, voyaging, and repetitive patterns such as the tides.

Thassa governs the slow changes wrought by the passage of time, such as the weathering of rocks and the erosion of beaches. Where Nylea controls the eternal cycle of the seasons and Kruphix monitors the flow of time, Thassa holds sway over the slow-acting but irresistible forces that alter the world over hundreds or thousands of years.

Krakens and other behemoths of the deepest oceans move at Thassa’s command. She is protective of what she calls the greatest of her children, and she usually keeps them out of harm’s way in the darkest depths. A mighty kraken sighted close to shore is a sure sign of Thassa’s displeasure.

Thassa’s Goals

Thassa is never satisfied with the status quo, and she also never advocates hasty, uncontrolled change. She constantly resculpts the physical world, altering coastlines and upending familiar trade routes. There is no ultimate goal to this ongoing transformation; the purpose is change itself. Thassa believes that change is essential to existence, and she opposes anyone who tries to establish or maintain a permanent order to the universe. She aids and inspires forces of change, the rivers that wear down mountains and the tides that claim whole continents. She sometimes seems disinterested in the intrigues of the present, even in her own current schemes, as her thoughts drift toward what the future holds.

Divine Relationships

Thassa disdains the shortsightedness of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she advocates are inevitable in the long term. So although Thassa frequently disagrees with the other gods, she doesn’t fear them.

Heliod considers Thassa his favorite sibling, despite her unwillingness to agree with his plan for a permanent order. Thassa, who rules depths that have never seen the sun, considers most of Heliod’s schemes pointless and opposes them if they seem to threaten harm.

Thassa took pity on Purphoros and aided him when Kruphix hobbled his mind, and Purphoros has not forgotten it. The two of them agree that old things must make way for new things, but Purphoros’s bursts of destructive energy stand in sharp opposition to Thassa’s gradual alterations. Purphoros regularly makes gifts for Thassa, most recently gifting her a new spear to replace her lost weapon.

Thassa has little use for the gods who oversee work she believes best left to mortals: Ephara with her cities, Karametra with her fields, Pharika with her tinctures, Mogis and Iroas with their armies. To Thassa’s mind, her peers are building castles in the sand, unaware or unmindful that the tide will sweep them away.

Worshiping Thassa

Most of Thassa’s dedicated worshipers are tritons, and the vast majority of tritons are wholly devoted to Thassa. Tritons spend much of their lives in Thassa’s realm, with their god omnipresent. They weave prayers to Thassa into nearly everything they do.

Among humans, Thassa is worshiped by those who rely on bountiful seas for sustenance or calm waters for safety. Sailors, fishers, and residents of Theros’s coasts and islands all pay her at least nominal respect and sacrifice. Her center of worship on land is in the coastal polis of Meletis, where sailors and philosophers pray to her for guidance. The week-long Lyokymion festival (the Feast of the Melting Swell) marks the start of the new year by celebrating the bounty of the sea.

Thassa’s most fervent human worshipers offer prayers at high and low tide. If possible, they do so at the water’s edge. At low tide they walk barefoot out onto the tidal flats, relishing the touch of Thassa’s seabed.

(JASON CHAN)

MYTHS OF THASSA

Tales about Thassa typically demonstrate that she is often patient, but never kind.

Callaphe the False. During the last great Silence of the gods, a triton appeared, impersonated a mariner named Callaphe, and traveled the waves aboard Callaphe’s living ship,The Monsoon. This false Callaphe misled the tritons with false prophecies and pulled a kraken from the depths, hoping to harness his power. When the Silence was lifted and Thassa returned to the world, she struck the impostor down with such fury that she shattered her bident. Purphoros, remembering Thassa’s kindness to him on many occasions, replaced her sacred weapon.

Dreams in the Deep. While Purphoros is renowned for his endless creations and desires to bring new ideas into being, Thassa secretly shares similar creative desires. Endlessly bored with the predictable denizens of the land and sky, in the deepest ocean trenches, Thassa wills immortal dreams and nightmares into being. Delicate beauty, undulating grace, and tentacular terrors are birthed in the absolute dark, iterate for generations, and suffer swift extinctions at the god’s whim, never knowing the sun’s touch. Sapient mortals aren’t welcome in these maddening ateliers; Thassa remains bitterly unwilling to reveal her work until her creations—and the time—are absolutely perfect.

Every Tear the Sea. Few myths tell of those who escaped Thassa’s wrath. This isn’t one of them. When the infamous explorer Rasiao failed to steal one of Thassa’s Tidelock Pearls, wave-controlling treasures protected by vicious mollusks, she spent years avoiding the waves before finding her way back to the mainland. Although she’d failed to abscond with one of Thassa’s treasures, she’d avoided the sea god’s wrath, a claim she valued more preciously than gold. For years, Rasiao lived far from ocean or river, making her home in the driest reaches of Theros. She lived a long life, but on one trip to Akros to resupply and brag, she drowned in a bowl of ox stew. Those who found Rasiao discovered a pearl, too large to pass her lips, lodged in her mouth. Fearing further reprisal, Rasiao’s daughters committed their mother’s body to the Deyda River and Thassa’s clutches. The explorer’s daughters never forgot that just as countless drops make the sea, so too is every raindrop, tear, and cup part of Thassa’s domain.

Thief’s Fate. According to legend, a mortal sailor once stole Thassa’s bident and used it to sink an enemy fleet. Thassa cared nothing for the vanquished fleet, but punished the sailor for his thievery by turning his family into eels. The sailor tried to care for the eels, but they blamed him for their fate and disappeared into the sea, leaving the sailor weeping on the shore.

Thassa’s Champions

Alignment: Usually neutral

Suggested Classes: Cleric, fighter, rogue, wizard

Suggested Cleric Domains: Knowledge, Tempest

Suggested Backgrounds: Acolyte, outlander, sage, sailor

Thassa’s champions typically work on behalf of change, embrace new ideas, don’t automatically defend the status quo, and wish to serve the god who controls pounding waves and massive krakens.

Thassa’s Favor

In much the same way that the sea and its secrets simply exist, Thassa trusts that the lives and actions of her champions will serve her long-term goals because of their connection to her. What made the god of the sea turn her attention to you or how did she show her interest? The Thassa’s Favor table offers a few possibilities.

Thassa’s Favor
ROLL TABLE TO VTT
d6Circumstance
1You nearly drowned in a shipwreck, but Thassa answered your prayers for deliverance.
2You were found on the shore as a newborn, in a basket woven of ocean grasses.
3You dreamed of a great kraken. When you followed your dreams to the sea, the kraken appeared to you and gave you Thassa’s blessing.
4You grew up on a fishing boat, and your parents taught you Thassa’s rites.
5You were born with a pearl in your mouth, an obvious sign of Thassa’s favor. You still have the pearl.
6You have no idea why Thassa showed interest in you, and you might sometimes wish she hadn’t.

Devotion to Thassa

Following Thassa means devoting yourself to a particular way of perceiving the world. Thassa herself seldom takes a stand on moral issues, preferring to let matters play out, but her mortal champions can’t usually afford to be so patient. As a follower of Thassa, consider the ideals on the Thassa’s Ideals table as alternatives to those suggested for your background.

Thassa’s Ideals
ROLL TABLE TO VTT
d6Ideal
1Devotion. My devotion to my god is more important to me than what she stands for. (Any)
2Knowledge. I will learn the secrets of the hidden depths. (Any)
3Freedom. The sea can take me anywhere, and I’m not going to tie myself down. (Chaotic)
4Bounty. The ocean always provides, and I will share its gifts with those less fortunate. (Good)
5Change. Everything’s just waiting to be something else, including me. (Chaotic)
6Power. Like the waves, I answer only to Thassa. (Evil)

Earning and Losing Piety

You increase your piety score to Thassa when you expand the god’s influence in the world in a concrete way through acts such as these:

  • Supporting those who would reform or overturn institutions
  • Preventing cataclysmic change
  • Offering a treasure to the sea
  • Defending or maintaining a temple to Thassa

Your piety score to Thassa decreases if you diminish Thassa’s influence in the world, contradict her ideal of gradual change, or attempt to impose artificial order through acts such as these:

  • Trying to keep a secret from Thassa
  • Using magic to calm the sea’s fury
  • Upholding an institution not devoted to Thassa
  • Bowing to the desires or demands of another god

Thassa’s Devotee

Piety 3+ Thassa trait

As a devotee of Thassa, you have proven yourself a worthy representative of the god of the sea. You can cast fog cloud with this trait. Fog created in this way smells strongly of the sea. You can cast the spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Thassa’s Votary

Piety 10+ Thassa trait

You can cast blink with this trait. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.

Thassa’s Disciple

Piety 25+ Thassa trait

You are inspired by the tempestuous, uncontrollable nature of the sea; you have advantage on saving throws against being charmed or restrained.

Champion of the Sea

Piety 50+ Thassa trait

You can increase your Dexterity or Intelligence score by 2 and also increase your maximum for that score by 2.

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Medium Monstrosity (Shapechanger), Neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18) 
Speed 15 ft.
Roll Initiative! +1
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
Skills Stealth +5 
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
SHAPECHANGER

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

ADHESIVE (OBJECT FORM ONLY)

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

FALSE APPEARANCE (OBJECT FORM ONLY)

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

GRAPPLER

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions
PSEUDOPOD

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

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A group of individuals who were freshly starting as a newly formed team. 

One of their first missions was to investigate hunters of the guild who have gone missing. They travelled to a farm where the hunters were last seen where they met with Alarus. The crazy old man explained to them that there was some kind of beast terrorizing his livestock and killing them. It started with the chickens first and soon the game got bigger. He had never seen the creature himself but thought it was best to hire on people who were capable of tracking and killing the creature. 


While exploring the farm they were able to find large paw print tracks within the soil alongside dried blood. One thing that caught their eyes were the amount of crows present within the farm that was driving the old man into further insanity. The crows turned out to be related to the scarecrow that was hiding within the crops of the farm. Once he was found by Crispy it was revealed to be Copper who was doing an investigation of his own. He took off from the farm along with his crows and the others followed out of fear for the safety of the town. They found Copper using the crows as a trail within a tavern in his human form. Copper explained that he was conducting his own investigation of the recent attacks as it pertains to some business of his. He didn't tell them anymore than that but his theories were solidified after Mimi had presented him a small bell that was given to her. He returned the bell and left the tavern.

The team decided to head back to the farm where they would continue to follow the tracks that they had found. More curious before heading out Fleece asked Alarus about the alarming amount of Hunter's Guild gear that was sitting by the carts. Alarus proclaimed that these were all items left behind from the attacks of the creature. Finding no other leads they proceeded into the forest following the tracks. They eventually came across an individual by the name of Piper alongside some wolves. Confronting Piper lead them to have a fairly calm conversation with one another. It wasn't long however, before something affected Piper turning him into an abomination. The team had to fight Piper and the wolves killing them all in the process. 

After determining that Piper and the wolves were behind the attack, they brought back what they could to the farm. Once at the farm they found Copper and Alarus striking up some kind of deal. A little on edge with the situation Copper offered up a similar deal to any of the IT Squad should they want to ever accept at any given time. 

The IT Squad returned to the guild to pursue another day.

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Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood:

Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.

Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.

Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.

Summer is the season of boldness and aggression, a time of unfettered energy.

Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.

Autumn
d4Autumn Personality Trait
1If someone is in need, you never withhold aid.
2You share what you have, with little regard for your own needs.
3There are no simple meals, only lavish feasts.
4You stock up on fine food and drink. You hate going without such comforts.
d4Autumn Flaw
1You trust others without a second thought.
2You give to others, to the point that you leave yourself without necessary supplies.
3Everyone is your friend, or a potential friend.
4You spend excessively on creature comforts.
Winter
d4Winter Personality Trait
1The worst case is the most likely to occur.
2You preserve what you have. Better to be hungry today and have food for tomorrow.
3Life is full of dangers, but you are ready for them.
4A penny spent is a penny lost forever.
d4Winter Flaw
1Everything dies eventually. Why bother building anything that is supposedly meant to last?
2Nothing matters to you, and you allow others to guide your actions.
3Your needs come first. In winter, all must watch out for themselves.
4You speak only to point out the flaws in others’ plans.
Spring
d4Spring Personality Trait
1Every day is the greatest day of your life.
2You approach everything with enthusiasm, even the most mundane chores.
3You love music and song. You supply a tune yourself if no one else can.
4You can’t stay still.
d4Spring Flaw
1You overdrink.
2Toil is for drudges. Yours should be a life of leisure.
3A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4Anything worth doing is worth doing again and again.
Summer
d4Summer Personality Trait
1You believe that direct confrontation is the best way to solve problems.
2Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply.
3You stand tall and strong so that others can lean on you.
4You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others.
d4Summer Flaw
1You are stubborn. Let others change.
2The best option is one that is swift, unexpected, and overwhelming.
3Punch first. Talk later.
4Your fury can carry you through anything.

Ability Score Increase

Your Charisma score increases by 1.

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

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You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Inspiring Leader: (No Action)
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The dragons are long gone and there is a portion of history that is completely missing from the timeline. No one is able to explain why the dragons are gone or what happened to them. It’s almost as if that portion of history was erased from memories and no one can find the ties as to why. That was until Divelinson invaded the land of Kawit and uncovered the Gorga Ruins. The ruins was the first signs of the draconic history that is missing.

Diana Voxville, a researcher is tasked in uncovering the information of the forgotten history. She is a newly graduated scholar and artificer hiring a team of individuals to escort her and protect her in the journey of her research. She has postings that she has everywhere and is conducting interviews on who she feels best suited to escort her. However, due to her royal status and her recent father’s invasion of another country she finds it hard to get that help. Most people shun her and do not acknowledge her despite her plea for help.

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An underwater crossbow functions like its normal counterpart above water, and can be used underwater. When fired underwater, the crossbow has a range increment of 20 feet. Anyone proficient with a normal crossbow can use an underwater crossbow.

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                Many years ago the world was in turmoil as Demons walked the earth. The gates of hell were wide open allowing passage of many who sought out destruction and blood. The people of the world were distraught and sought for ways to fight back. War broke out. Blood was spilled and many lives were lost.

There were many who tried to close the gates, but no one had the power to do it. Then there was a blessing. Five were born with extraordinary powers. They say that these individuals were a gift of the divine. As they grew, they began to strengthen the gifts that they have been given. They banded together and closed the gates.

Even though the gates were closed there was still one thing that The Five needed to complete. A titan controlled by the kings of hell still remained. This titan was deemed a great adversary but also as a gate key. The demon had the capability of undoing the work of the sages as he was the highest ranking demon general. With great strength they used what power they had and chained the great beast. With the beast chained, the final seal was created and peace would soon return.

The Five were deemed the Great Sages. Daru of the Earth, Nia of the Ocean Igniferious of the Volcano, Majore Highdale of the Sun, and Mijure of the Moon.

The Great sages returned to their lands and continued to live their lives. That was until the chains of the great beast broke. The Great Sages were brought before the beast once more before he could reopen the gates. They conducted the ceremony and proceeded to seal the demon. However, something didn’t seem right during the ceremony. A large explosion of power came from it and the sages were never seen again.

Although gone, the seal remained intact for years until now…

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