Naiads are associated with rivers, lakes, and rushing rapids. They look like beautiful humans but with long hair that coils and tumbles like a flowing waterfall from their shoulders. They adapt to civilization easily, as many mortal settlements are built along rivers. Any beautiful human that seems to enjoy bathing just a little too much might be accused of being a naiad.
Naiad Ancestry.
You can hold your breath for 1 hour,
and you have a swimming speed of 40 ft. Starting at
3rd level, you may cast the create or destroy water spell
once with this trait and regain the ability to do so after
a short or long rest. Starting at 7th level, you can cast
the control water spell once with this trait and regain
the ability to do so after a short or long rest. Charisma is
your spellcasting ability for these spells.
Vallus is revered as the goddess of wisdom and beauty, and she is believed to know as much about Thylea’s history as Sydon and Lutheria. She was once known to travel far and wide, surveying ancient ruins and collecting lore concerning the origins of the land and the fey races. Prayers are offered to Vallus when guidance is needed and information is scarce. She is the oldest daughter of Mytros and, in many ways, she has inherited her mother’s legacy, serving as both queen and patron goddess to the city.
Her symbol is a golden laurel wreath with five stars.
Piety
Earning and Losing Piety
You increase your piety score to Vallus 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
Solving a challenging riddle or puzzle
Smiting the unwise and foolish in Vallus’ name
Helping a polis successfully plan for or adapt to a threat
Your piety score to Vallus decreases if you diminish Vallus’ influence in the world, contradicts her ideal of gradual change, or attempt to impose artificial order through acts such as these:
Jeopardizing others through rash or foolish actions
Willingly subverting or impeding a wise course of action
Failing to plan appropriately for a challenge
Giving in to wanton fury and destruction
Rank | Piety Needed |
Devotee | Piety 3+ |
Votary | Piety 10+ |
Disciple | Piety 25+ |
Champion of Logic | Piety 50+ |
This bronze shield has a dragon etched on its front by Praxos, and has been enchanted by Volkan The Blacksmith. When activated by its wielder the etching will animate and its roar will knockback foes.
Sydon is the Lord of the Oceans and all that flows from them. He takes the form of a colossal, bearded man with three eyes, and he carries a terrifying black trident. He surveys both land and water tirelessly, summoning storms to punish those who displease him. Sydon is a jealous and vengeful god who makes no allowances for the worship of any god but himself or his sister-wife, Lutheria. Every temple in Thylea fears the wrath of Sydon. Daily sacrifices are offered to him in every village, even as the settlers continue their silent prayers to the Five. Whenever thunder rolls through the skies of Thylea, you can be sure that someone has provoked Sydon’s anger.
His symbol is a Lidless black and red eye.
Piety
Earning and Losing Piety You increase your piety score to Sydon when you expand the god’s influence in the world in a concrete way through acts such as these: Smiting the unwise and foolish in Sydon’s name Publicly denouncing the Five Building or restoring a temple to Sydon Your piety score to Sydon decreases if you diminish Sydon’s influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these: Jeopardizing others through rash or foolish actions Willingly subverting or impeding a wise course of action Bowing to the desires or demands of another god Using magic to calm the sea’s fury
Earning and Losing Piety
You increase your piety score to Sydon when you expand the god’s influence in the world in a concrete way through acts such as these:
-
Smiting the unwise and foolish in Sydon’s name
-
Publicly denouncing the Five
-
Building or restoring a temple to Sydon
Your piety score to Sydon decreases if you diminish Sydon’s influence in the world, contradict his ideals, or make him look ridiculous or ineffectual through acts such as these:
-
Jeopardizing others through rash or foolish actions
-
Willingly subverting or impeding a wise course of action
-
Bowing to the desires or demands of another god
-
Using magic to calm the sea’s fury
Rank | Piety Needed |
Devotee | Piety 3+ |
Votary | Piety 10+ |
Disciple | Piety 25+ |
Champion of Storms | Piety 50+ |
A week-long holiday celebrating the arrival of the settler races in Thylea and the warm welcome some of the inhabitants gave them. Replaying their arrival the settler races offer gifts and acts of kindness to all others throughout this week: many will give out possessions, volunteer to help and feed people in need.
Those who have arrived in Thylea since the last Welcoming, normally through shipwrecks, are the guests of honour at any celebration they find. They are then expected to carry on the tradition on future Welcoming days.
In The Kingdom of Aresia this celebration is a great event as it allows its citizens to show how they align with their predecessors’ ascetic means: large ‘feasts’ with only meagre offerings like gruel are organised for all, and the rich take great pains to be seen donating lavish gifts to the poor, often attempting to show up their rivals by making larger and larger gifts.
Celebration of Sydon and Lutheria’s dominance - the main day of dedication solely to the Twin Titans among the settler races. Originally, a festival where Sydon and Lutheria symbolically betray those closest to them. It served as a reminder to pay heed to the twins as they are capricious and hungry for dominance. The day involved a ceremony where the common folks were chased down by the representatives of Sydon and Lutheria and ritually punished. The variety of these rituals were varied but mostly involved being painted red, bound to a pole, blindfolded, thrown into a vat of wine or forced to run across hot coals.
After the reign of Nicholas Phobas; King of Mytros and founder of The Order of Sydon a century ago, the festival was changed to one of symbolic fealty to the Twin Titans. The chases still happen, with the Order having sacred masks and robes to chase people. Those who are caught can either swear an oath to the titans and join the masked revellers or oppose them and be made to suffer non-violent versions of the ritual punishments. There's a game of wits amongst the priests of the five and their followers to find clever ways to swear an oath that satisfies the masked chasers but means absolutely nothing. A priest of the five emerging from the day with no punishments is praised for their quick wits and the Order will make sure to target them more thoroughly next year.
As with all festivals to the titans, the evening often involves a bacchanal for those who have sworn fealty to the titans with the wine provided by the cult of Lutheria.
The Fates weave the destinies of all gods and mortals in their magical loom, but whether they manipulate fate or merely record it is unknown.
Piety
You increase your piety score to the Fates when you expand their influence in the world in a concrete way through acts such as these:
Defeating a creature that has stepped out of its place
Repairing a significant wound dealt to destiny by the gods’ ambitions
Teaching people about the Fates and their nature
Your piety score to the Fates decreases if you diminish their influence in the world, contradict their ideals, or threaten the integrity of destiny through acts such as these:
Undoing a deserved punishment or curse suffered by another creature
Willfully destroying a natural wonder
Assisting a creature in undermining the natural order or exploiting destiny
Rank | Piety Needed |
Devotee | Piety 3+ |
Votary | Piety 10+ |
Disciple | Piety 25+ |
Champion of Destiny | Piety 50+ |
Also known as Apprentice's Day. Within all the major cities, a huge fair is put on by the various traders, profession and crafting guilds for the purpose of taking on new apprentices. Young people who have come of age can present themselves to their potential masters and learn a trade, particularly those second and third children who are unlikely to inherit a trade from their family.