Chalcia is the favoured among Sydons children. She is headstrong and stubborn akin to her father.

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Yala was the Titan of Beauty and the first of the Nymphs.

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Lutheria takes the form of a beautiful, black-eyed woman who sleepwalks through the underworld, greeting the spirits of the dead. She carries a crystal scythe, which she uses to harvest the souls of those who displeased her in life. Lutheria commands her followers to live without remorse, to drink, dance, and feast to their heart’s desire because any day could be their last. She is a mother to the fey races of Thylea, who she strongly favours. Worship of Lutheria is rare among settlers, but she is nevertheless honoured with many feasts and festivals because Sydon demands it. Whenever any drink is poured, a libation must be made to Lutheria or else a swift punishment is sure to follow.


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Her symbol is a Crown of black antlers.


Piety

Earning and Losing Piety

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

  • Convincing a group of people to accept misfortune

  • Easing someone’s death or assisting with funeral arrangements

  • Slaying a powerful undead creature

  • Thwarting the schemes of the Five

  • Encouraging people to give into baser instincts and desires

Your piety score to Lutheria decreases if you diminish Lutheria’s influence in the world, weaken her dominion over death, or alleviate misfortune without good cause through acts such as these:

  • Saving a life without securing compensation for Lutheria

  • Forsaking your duties for personal gain or pleasure

  • Allowing a soul to escape Lutheria’s grasp


Rank

Piety Needed

Devotee

Piety 3+ 

Votary

Piety 10+ 

Disciple

Piety 25+ 

Champion of The Dead

Piety 50+ 

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Humans are all descended from the original settlers or an outsider who arrived during the last five centuries.

Thylean Names Names in Thylea have a Greek flavor to them. 

Male Names: Adonis, Adrian, Basil, Belen, Bemus, Calix, Claus, Corban, Cy, Damen, Darius, Demitrius, Deo, Dru, Egan, Estevan, Evan, Faustus, Giles, Gregory, Griffin, Isidore, Jace, Jorges, Julian, Kal, Karan, Keelan, Kyril, Lander, Layland, Leo, Magus, Mateo, Neo, Nicholas, Nicos, Odell, Orelius, Orrin, Pancras, Pearce, Philip, Quinn, Rastus, Sander, Santos, Sirius, Spiro, Stavros, Tadd, Tassos, Theo, Timon, Tyrone, Vitalis, and Xander.

Female Names: Adara, Adrianna, Aegea, Aria, Ava, Bryony, Cadie, Calista, Calla, Cara, Cleo, Dalia, Daria, Demi, Desa, Diana, Dora, Echo, Electra, Falana, Finn, Galena, Gemina, Halia, Hatria, Hester, Idylla, Iliana, Ina, Irene, Iria, Jacinda, Jenesis, Justina, Kaia, Kat, Kiersten, Lacie, Layna, Leah, Lyssa, Madelia, Mariam, Maya, Melani, Nara, Nora, Orelle, Pamela, Penelope, Petra, Rhoda, Seema, Selena, and Tabatha.

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Pelagia, her husband Pericles and their kids, Aura and Erotas live in a small homestead at the plains before the Mithral Mountains as a way to avoid the competitiveness of The City of Mytros. She is a calm, beautiful person who is extremely skilled at singing and the harp.

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This is the night of the year when Lutheria’s influence over dreams is strongest. Any being, mortal or fey, who sleeps this night risks falling prey to Lutheria’s machinations. Most commonly this takes the form of horrifying nightmares, causing the dreamer to wail and scream as they live out some of their worst fears in their minds; but for others, it can be much more dangerous, with Lutheria and her minions taking control of the sleepers body in order to commit depraved acts.

To protect themselves from this, most inhabitants of Thylea attempt to forgo sleep for the night, instead gathering in small groups to tell stories and sing songs to keep themselves awake. In contrast, those who worship Lutheria take no such precautions, and are happy to fall asleep and succumb to the whims of the Lady of Dreams, creating havoc as they sleepwalk around.

Any gatherings in cities are usually fairly small, occurring fairly quietly behind locked doors so as not to draw the attention of any of Lutheria’s ‘sleepwalkers’: but in villages that have no worshipers of Lutheria, and that are not close to any cults dedicated to her, they can be much livelier affairs, more akin to all-night festivals.

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Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

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Versi is the daughter of Sydon and a naiad named Delphea. She is a water nymph like her mother, but her father’s empyrean blood gave her the power of prophecy. She was born with a third eye at the center of her forehead. She hides this with a golden diadem.

Versi has been known throughout Thylea as “the Oracle” since before the founding of Mytros. She prophesied the coming of the Dragonlords and the birth of the Five Gods. She was also instrumental in forging the Oath of Peace, as she negotiated the meeting between the Five Gods and the Titans. 

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Eurytus stands just over 7 ft. tall, a lean man’s body standing proud from the shoulder of a chestnut workhorse. 

He always appears kind and approachable with his hair tied back, his coat well-groomed and tail tightly braided, though his sheer size lets him cut an imposing figure. From his neck hangs a sprig of mistletoe, though closer inspection would show this to be finely carved jade, with a single berry of darkened lavender crystal.

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Oathsworn of the Dragon Tysophale. He was Estor's brother, though he did not follow his brother into his final journey. Instead, he joined Adonis in the last stand against Sydon, where the two of them were killed.
Whether he has any living descendants is unknown.

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“There is no denying the beauty of the songs of the sirens. They can be heard miles from shore, joining with the din of the ocean waves to create haunting melodies. Sailors are always blaming them for shipwrecks, of course, but I imagine that’s a convenient excuse when you crash your own ship on the shoals.” —Chalcodon, philosopher of Mytros


Sirens are a race of winged, aquatic humanoids that typically dwell near rocky sea cliffs. They are famed for their beautiful voices, which they use to sing haunting lamentations, captivating listeners and transporting them to a bygone age. Sirens are rarely found very far inland. They prefer to remain near the coasts, as the gentle roar of the ocean waves calms their roiling emotions. Sirens typically experience fluctuating moods from one day to the next, ranging from extreme joy and hope for the future, to extreme sorrow and pessimism. No matter how a siren feels, she expresses her emotion through song. On good days, she may annoy her companions with chirpy melodies and vocal warm-ups as she glides around on outstretched wings. Bad days, on the other hand, may see her moaning and wailing and dragging her feet.


Legend of the Sirens

The sirens once lived on a great expanse of shoals in the Cerulean Gulf, where they built a city of brilliant white limestone. Its towering spires and pillars thrust out from the rocky waters, allowing the sirens to fly or swim as they pleased. They lived here in joy, singing praises to Sydon, who governed the oceans. Sydon heard this from his throne in Praxys and scowled. “Were they truly grateful, they would not build their towers to rival mine.” When the sirens learned that Sydon was displeased, they were heartbroken. They dismantled their towers and composed new melodies—songs of Chapter 3 | New Playable R aces 35 repentance—which once more carried on the winds to the ears of the Titan. He was unmoved. “Were they truly repentant, they would not sing so brazenly, but they would go meekly and offer the proper sacrifices in place of songs.” This time, the sirens were utterly stricken. They had believed that their songs were cherished by the gods. Their voices were stilled, and in the ensuing silence, the brilliance of the city faded into shadow. Stone foundations cracked, and pediments grew heavy. The pillars collapsed, and the city of the sirens sank deep into the ocean, swallowed by churning waters. Even its name was forgotten. Centuries passed in silence. Eventually, a new song began—an endless lamentation for the city that now sleeps on the ocean floor. When Lutheria learned that the city of the sirens had been destroyed, she laughed. She captured an entire flock of the pitiful creatures and gleefully cursed them, twisting them into something monstrous. These were the first harpies.


Ocean Lovers

Sirens are not amphibious, but they are well-adapted for living in and around water. They are thought to descend from an ancient Nereid who fell in love with an avian celestial. Iridescent scales cover many parts of their body, and their taloned hands and feet are excellent for fishing. They live in small flocks along the shores of the ocean. Siren artwork, poetry, and architecture emphasize their special relationship with both the clouds above and the sea below.

Mournful Singers

Every siren is born with an abiding sense of sorrow that never fades—a soul-crushing grief caused by the loss of her ancestral home. From an early age, sirens learn to sing the ancient songs of their lost city, which evoke heart-wrenching memories of a time that will never come again. Anyone who hears a siren’s song is immediately mesmerized by the overwhelming emotion conveyed by her beautiful voice. Some are moved to tears—others collapse into catatonia. The siren herself is not exempt from this—the moment she hears her own lamentations, she experiences an intense pang of loss.

Winged Messengers

Sirens have broad, feathered wings growing out of their backs, which allow them to fly like birds. For this reason, sirens are often employed as messengers, tasked with conveying satchels of written letters from one city to another. However, a siren can only fly when her heart is filled with light. On such days, her songs are bright and joyful, no matter what manner of message she carries. Thus the saying, “A siren in good spirits may yet carry ill news.”

Siren Names

Sirens have names that sound lyrical and sad. They are ancient names, carried down from generation to generation, and each is associated with an ancestral song. Sirens choose their own names when they come of age, selecting one from the song that moves them most deeply.
Male Names: Alovar, Celeus, Everean, Gaiar, Helean, Inareus, Leiro, Meiar, Nerean, Oren, Reilan, Taeren
Female Names: Alovarea, Celea, Everea, Gaia, Helena, Inarea, Leira, Meia, Nerea, Orena, Reilana, Taerena

Siren Traits

Sirens have the following traits.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Sirens mature at the same rate as humans, but they live about five times as long.

Alignment. From birth, sirens experience deep feelings of sorrow from the loss of their ancestral home. Some wish to prevent another such tragedy from befalling other races, which draws them toward good alignments. Others become bitter and pessimistic, tending toward neutral alignments.

Size. Sirens are slightly shorter than humans, and they have a wingspan of about 6 feet.

Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Celestial.

Enthralling Voice. You have advantage on Performance and Persuasion checks made with your voice. Additionally, your powerful lungs allow you to hold your breath for up to 1 hour.

Wavering Emotions. Your mood affects your ability to sing and fly. After any short or long rest, you must choose whether you are feeling joyful or sad. While you are feeling sad, you lose your flying speed but gain songs of sorrow. While you are feeling joyful, you gain your flying speed but lose songs of sorrow. Your mood may change before the next time you rest, but it won’t affect which ability you have access to until after your next rest is completed.

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Songs of Sorrow. Your lamentations have a powerful effect on anyone who can hear them. You can cast the charm person spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 3rd level, you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the hold person spell once with this trait and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for these spells, and the targets of your spells must have the ability to hear you singing.

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A nondescript brick building with carved white stone accents, the popular public house distinguishes itself by the sheer amount of activity in and around it. Patrons regularly drift in and out in varying states of sobriety. The scent of food and sounds of raucous conversation emanate from the open door and windows.

Stepping through the door, you see that the busy street outside the tavern barely hinted at the sheer number of patrons crammed inside. Locals and travellers from across Thylea crowd around the bar and an assortment of wooden tables, sharing the latest gossip.

The owner is Delphion, a wiry older man.

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