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Mythic Odysseys of Theros (MOoT) Campaign Guide

Legends walk the lands of Theros, a realm shaped by deities and the deeds of heroes. From the temples of omen-speaking oracles to the five realms of the Underworld, the champions of the gods vie for immortal favor and a place among the world’s living myths.

A vast, opaque fog acts as a wall at the borders of Theros. If you check the map, the areas to the very edge of the map is covered by this fog, and it seems unpassable by mortals. Everyone who has tried to traverse into the fog always winds up exiting the fog at a random fog-obfuscated point in Theros. Though, there are the very few who walk out of this fog with no memory of where or who they were previous, sometimes they are seemingly completely new to the realm as there is no evidence of a previous life before exiting from the fog. These people are called the Mistborn.

Theros is a place filled with myths, mysteries, monsters, heroes and divinity. Paths divulge according to the hero’s choices, and the world adjusts as desired. The roots of Theros lie in the myths of ancient Greece, tales dominated by gods, heroes, and monsters. This world takes inspiration from real-world mythology and adapts it into a world designed for heroics and fantastical adventures. The central conflict in Theros is among gods, striving against each other over the devotion of mortals. Mortal devotion equates to divine power, after all. Fate and destiny is always at play in this realm, with each mortal bound by the strands of fate, but some heroes choose to take it into their own hands… will that be you? Will you become a champion of the gods, or even against them?


You are located in Theros, a region of the "realm" Fanensunn. The themes of this world are Mythology, Heavy Divine Influence, Heroic, Destiny, Discovery, and Adventure.

Here is the Timeline of Theros, which includes history of each of the four ages.

Character Creation in MOoT

What makes a hero? Is it a quality of birth that sets some mortals above others? Is it a blessing from the 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 miraculous birth to glorious end? If you're reading this, the answer is that you make a hero, of course. In Theros, player characters and heroes are synonymous, being rare individuals whose deeds aren't bound by fate, who willfully stray from the paths laid before them and chart their own courses.

The following is information you should know when creating a character in Theros:

Heroic Drive

The defining characteristic of a hero in Theros is their heroic drive-the force that impels them to live a life worthy of great epics. Ordinary mortals across the multiverse are driven to extraordinary deeds when they are called on to pursue their ideals, to protect their bonds, and to overcome their flaws. In Theros, heroic drive stems from the same sources, but the power of fate and myth destines every character for legend; all one must do is act and discover their own immortal tale.

  • Amplifying your Ideal
    • Many characters' ideals come directly from their service to a god. Each god's description in chapter 2 includes a table you can use to determine your hero's ideal if your character serves that god, instead of (or in addition to) an ideal derived from your background. But whether your character holds to one of those ideals, one from the Player's Handbook or another source, or one of your own invention, try to state your ideal in the grandest possible terms to express your character's heroic drive.
  • Legendary Bonds
    • The connections and goals that serve as characters' bonds are powerful motivators, all the more so when they have supernatural origin or possess mythological weight. As with your character's ideal, think on a legendary scale as you define your character's bonds. What if a person mentioned in your bond is actually a god? Consider this twist on a bond from the urchin background in the Player's Handbook: "I owe my survival to Phenax, god of thieves, who taught me to live on the streets while disguised as another mortal urchin." In this case, the secret divine identity of the person in the bond makes the bond more significant. 
  • Tragic Flaws
    • The heroes of Theros don't often conform to tidy definitions of heroic morality and virtue, and they are often laid low by their own flaws. The Player's Handbook encourages you to think of "anything that someone else could exploit to bring you to ruin or cause you to act against your best interests." For a hero in Theros, a tragic flaw is something that the gods themselves might exploit or punish, with hubris being the classic example. The gods of Theros aren't so concerned about "ordinary" flaws like addiction or laziness. Rather, consider a tragic flaw involving something you don't want a god to learn or certain to provoke a god's anger. For example, some of the flaws listed for the outlander background in the Player's Handbook could put a character into conflict with a god. "I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me" could cause significant problems when the character nurses a grudge against a god. A tragic flaw can also be supernatural in nature. A hermit who harbors "dark, bloodthirsty thoughts that my isolation and meditation failed to quell" might have a sinister connection to the vicious god Mogis. 

Heroic Feats

If you don't like any of the Supernatural Gift options presented below, you may choose to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from the Player's Handbook, but you can choose any feat your DM allows:

  • A snake emerged from my mouth before I took my first breath--an omen of my gift for deception. (Actor)
  • I hear voices on the wind, warning me of danger. (Alert)
  • lroas gifted me with physical prowess, intending to see me compete in the Iroan Games. (Athlete)
  • I feel the vitality of the earth beneath my feet, and it refreshes my strength when I rest on it. (Durable)
  • The stars of Nyx are never hidden from my sight, revealing their secrets to my eyes. (Keen Mind)
  • I hear the echoes of the gods' speech in every mortal language and trace the patterns of Nyx in the written word. (Linguist)
  • The gods smile on me, but I dread the day when they withdraw their favor and my luck runs out. (Lucky)
  • As a child, I used to run through the woods and play with a giant lynx--which, I learned later, was an emissary of Nylea. (Mobile)
  • The sun's light brings what is hidden to clear view in my eyes. (Observant)
  • I ate a magical fruit that blessed me with extraordinary resilience. (Resilient)
  • I studied with a supernatural tutor. (Skilled)
  • I was bathed in the waters of a mystic river that left my skin resistant to harm--and glittering with starlight. (Tough) 

Most of everything in the God's Guide Dashboard (except the homebrew Bloodlines) can be used in character creation, as long as you check with me first. Although, if a section below has "EXCLUSIVE" in the title, that means those options are your only choices for that section. The following options are added for this setting:

New Background(s)

While the heroes of Theros might come from any of the backgrounds presented in the Player's Handbook, the gods have a way of interceding in the lives of those meant for greatness. When determining your character's backstory, consider how the gods have influenced your life. The gods are pervasive in the stories and cultures of Theros, and even their devout followers shouldn't feel bound to choose a faith-focused background like acolyte. The gods' followers come from all walks of life, and any heroic soul might find themselves thrust into the midst of divine schemes.


A diverse assortment of peoples dwell among the lands of Theros. Aside from humans, the races in the Player's Handbook are unknown on Theros, unless they're visiting from other worlds or are the extremely rare case of an unknown race Mistborn.

New Subclasses(s)

The heroes of Theros always find a way to throw their own spin on fighting styles, spellcasting, and of course, subclasses. The following subclass options are only available to the Theros setting, and are thus influenced by the gods and people of the setting.
  • Bard: 
  • Cleric: Revelry Domain
  • Druid: 
  • Fighter: 
  • Paladin: 
  • Ranger: 
  • Sorcerer: 
  • Warlock: 

Supernatural Gifts (Theros)

A character in Theros begins with one supernatural gift chosen from those in this section. Work with the DM to decide where your character's gift came from.

The Wild Beyond the Witchlight (tWBtW) Campaign Guide

The Witchlight Carnival is a fairground of kaleidoscopic tents and wagons crewed by wondrous beings, including many denizens of the Feywild. This is no ordinary carnival; it uses magic to travel from world to world across the Material Plane, visiting each world once every eight years and setting up business on the outskirts of populated areas. The carnival spends a few days at each location, then packs up and moves to another location on the same world until the decision is made to leave that world and visit the next. 

Each one of your characters has a dim memory of sneaking into the carnival as a child/when you were younger without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions--wonder and awe mixed with loss and regret. During this childhood visit, your character lost something. You tried to find it, but the carnival owners--a pair of elves who's names escape you--were decidedly unhelpful after realizing you came in without a ticket. Now, for reasons you can't explain, the longing to retrieve that which you have lost has resurfaced, as though an old spell has faded away, allowing you to feel the loss as sharply as if it happened yesterday.


You are located in the The Sorted Coast, a region of the "realm" Fanensunn. The carnival is set up next to the town Nahppa in the north west area of the Sorted Coast; nearby, there is a large swamp and multiple forests, as well as a vast plain which the carnival is mainly located in.

Character Creation in tWBtW

Most of everything in the God's Guide Dashboard (except Bloodlines and the Overdrive mechanic) can be used in character creation, as long as you check with me first. Additionally, the following options are added for this module:

Backgrounds (Feywild Character Traits)


Quick Creation Menu

Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic. 

Your character race not only affects your ability scores and traits but also provides the cues for building your character’s story. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Just as every tree has branches that vary in lengths, every class has variations to the style of how you fight, how you interact, or how you explore called subclasses.

Just as the name suggests, a subclass is a subcategory of a class that expands on the base class by adding abilities that change how you might play the class normally, or that just expand upon the class itself.

The caprice of the gods. The destiny of heroes. Great journeys into monster-infested wilds, and mythic odysseys to where the mist lies at the edge of the world and back. These elements of adventure fill the realms of Theros.

Realms of Gods and Mortals

The world of Theros, as its inhabitants understand, includes three realms: the mortal world, the divine realm of Nyx, and the Underworld.

Compared to most worlds of the Material Plane, the mortal realm of Theros is small. The known world is barely two hundred miles across, with the mists beyond.

A vast, opaque fog acts as a wall at the borders of Theros. If you check the map, the areas to the very edge of the map is covered by this fog, and it seems unpassable by mortals. Everyone who has tried to traverse into the fog always winds up exiting the fog at a random fog-obfuscated point in Theros. Though, there are the very few who walk out of this fog with no memory of where or who they were previous, sometimes they are seemingly completely new to the realm as there is no evidence of a previous life before exiting from the fog. These people are called the Mistborn.

The known world of Theros consists of a long stretch of coastline forming the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only few have seen what is assumed to be the mist that lies beyond.

To the north, the coastal lands become a barren region of badlands crossed by a labyrinth of arid canyons, with minotaur lands beyond. The minotaurs speak of impenetrable mountains rising amid a dark forest to the north above Skophos.

The Siren Sea is studded with islands large and small. The largest cluster near the mainland, called the Dakra Isles, is poorly charted, and even those sailors who attempt to explore the isles return with contradictory information. Westward from those islands, some have successfully sailed to the edge of the known world, though no one can say for certain how far it is--the journey never unfolds in a straight line. In theory, it is equally possible to sail south to the edge of the known world, but those waters are stormier and more forbidding.

The heart of mortal civilization lies in and around three poleis-cities and their surrounding territories. Together the three poleis, Akros, Meletis, and Setessa, encompass most of the human population of Theros. Meletis covers the whole territory of the southwestern peninsula, Akros forms the northern frontier, and Setessa lies at the northern edge of the wild Nessian Wood.

Two bands of centaurs--the Lagonna and the Pheres--roam the hills and grasslands between the three poleis. The leonin hunt in the valley of Oreskos, nestled between the two mountain ranges. Satyrs dwell in a smaller sylvan vale northeast of the Nessian Wood. And tritons live primarily in the coastal shallows of the Siren Sea, though some manage to make comfortable homes among the humans of Meletis.

The badlands of Phoberos, northwest of Akros, are the frontier where Akroan soldiers clash with minotaurs. Farther north is the minotaur city of Skophos, little known to humans.

The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. The lands around these cities are bleak and barren, as if the Returned brought the pall of the underworld out with them into the mortal realm. 

Life in the Poleis

Human civilization in Theros is centered in three poleis: Akros, Meletis, and Setessa. These poleis exemplify the human drive to settle the land, to shape nature according to their needs, and to organize into political structures that can withstand the changing fortunes of the passing centuries.

Each polis is centered in a city but includes a wide region of surrounding territory, and each one has its own distinct society and culture. To the people of Theros, "Meletis" is more or less synonymous with "Meletians"­ the polis isn't just the people who live in the city of Meletis or even those who dwell in nearby villages; it is the people who follow the Meletian way of life, wherever they might be found. 

Citizenship and Government

In every polis, civic responsibility and full protection are afforded only to citizens. Citizenship is limited to those whose parents were both citizens of the polis. Citizens of other poleis, and their children, aren't permitted to participate in the government of the polis. In Akros, citizens must meet one additional requirement: they must serve in the army.

The three poleis have different political structures, but each one has a council elected by popular vote of the citizenry. The Twelve, Meletis's council of philosophers, is the democratically elected ruling body of the polis. Akros is ruled by a hereditary monarch who is advised by a council of elders elected by and from among the citizenry. Similarly, Setessa's Ruling Council is formed by popular vote, and they govern the polis while its queen--the goddess Karametra--is absent. 

Trade and Currency

Trade between Akros and Meletis is constant and productive. Caravans make the two-day journey between the poleis at least once a week, carrying fine Akroan metalwork and pottery to Meletis, and Meletian fabric, stonework, and fish northward. Both poleis mint coins of copper, silver, and gold, with equivalent value.

Setessa trades with the other poleis as well, but less extensively. Its Abora Market, just inside the city gates, is open to outsiders only on certain days, and Setessan merchants prefer to barter goods rather than accept currency. Despite these restrictions, Setessan food, woodwork, and trained falcons are highly valued in the other poleis.

Aside from the other human poleis, Meletis and Setessa both trade with the centaurs of the Lagonna band. The centaurs don't work metal, so they trade woodwork, the produce of the plains, and woven blankets to the human poleis in exchange for weapons and armor. 


The people of the poleis enjoy the opportunity for some recreation, as time and money allow.

Gymnasia are popular gathering places, offering athletic training as well as space for philosophical discussion and friendly socializing. A resident of the city might visit a gymnasium one day to exercise, the next to view a wrestling match between celebrated competitors, and the next to hear a renowned philosopher give a lecture on ethics.

Another important venue for recreation is the theater. The works of celebrated playwrights, past and present, are regularly produced by casts of professional actors. On occasion, a storyteller, accompanied by a small orchestra, draws crowds to a theater for a recitation of one of the great epics, such as The Theriad or The Callapheia. Such a performance might stretch over two or three days. 

The Meletian Calendar

The astronomers and philosophers of Meletis have established a calendar that has found some adoption in Akros and Setessa. It divides the year into twelve months of twenty-nine or thirty days, each beginning with the new moon. About every three years, an extra thirty-day month is added at the end of the calendar to keep it aligned with the solar year.

The beginning of the year is considered the end of winter, so the new year begins with the spring. Each month is holy to a specific god and named after a major festival celebrated in Meletis during that month. Setessa and Akros have adopted the same names even though they don't share all the same observances, with one exception: the fifth month (Thriambion in Meletis) is called Iroagonion in Akros, after the Iraan Games, which are held in that month every year.

The Meletian Calendar table summarizes the months, their lengths, and the god each is associated with. 


1Lyokymion 30 days 
2Protokynion29 daysNylea
3Astrapion 30 days 
4Polidrysion29 days
5Thriambion30 days 
6Megasphagion29 days
7Chalcanapsion30 days 
8Necrologion29 days
30 days 
29 days
30 days 
29 days
30 days 
*This month occurs only once every three years.



The walled polis of Akros stands defiantly atop a precipitous cliff. The unforgiving mountains around it serve as a shield between its holdings and the rest of Theros. Few have ever dared to attack its famed fortress, the Kolophon, and no attack has ever breached its walls. To the residents of Theros, the Akroans hold near-mythical status: feared warriors produced by a culture that centers around perfecting the mind and body for war. Their armies have rarely tasted defeat as they expand the borders of Akros, seizing new lands and bounty. 

For more information about Akros, your character must have a reason to know it (lived there at one point, currently living there, passed through the city before, etc.).



Meletis is a polis devoted to learning, magic, and progress. It is the most populous city-state and home to progressive thinkers, pious thaumaturges, and wise oracles. Born from the defeat of tyranny, to this day it pursues the ideals of free thought, societal betterment, and reinvention over stagnation and totalitarianism.

The archon Agnomakhos ruled the area that is now Meletis for centuries. Impressing those he conquered into his legions, Agnomakhos aggressively expanded his empire, spreading it as far as the forests to the east and the mountains to the north. Ultimately, though, the heroes Kynaios and Tiro overthrew the archon. From the empire's ruins rose Meletis, a land that endeavors to reject cruelty and oppression throughout the world, and guards against hypocrisy within its own borders.

For a time, Kynaios and Tiro ruled Meletis, striving to govern in accordance with the highest philosophical and ethical principles, which ultimately led them to relinquish their power and establish a philosopher-led republic. After the kings' deaths, the council of scholars known as the Twelve took up rule of the polis, with the sage Elpidios serving as the senior member. 

For more information about Meletis, your character must have a reason to know it (lived there at one point, currently living there, passed through the city before, etc.).


“THIS CITY SAVED ME when I was an orphaned child, sold into chains. Now is my turn to save it.” --Kallias, Ophis Tower commander

Setessa is the favored polis of Karametra, and its buildings blend so perfectly into the forest that it's difficult to tell the difference between inside and outside. The populace lives in harmony with the thick forests, terraced farms, and trained animals of Setessa, and they celebrate the cycle of seasons with grand holidays.

Setessa is also unique among the poleis of Theros in that few of its adult residents are men. Women comprise the bulk of the population, holding almost all of the leadership roles and carrying out most work. Men are few and far between, mostly performing roles at the polis's edge. Children run freely around the polis. They're so important, in fact, that Setessa's people take in abandoned children from all over Theros. 

For more information about Setessa, your character must have a reason to know it (lived there at one point, currently living there, passed through the city before, etc.).


"OUR WORLD STANDS ON THREE FEET: Pride, dignity, and independence. When voices claim we've lost these virtues, do not listen. Those are the words of thieves, convincing you you've already lost what they aim to steal." --Liala, matron of the Sun Guides

A vast valley of dry grasslands nestled between the Katachthon and Oraniad Mountains, Oreskos is the home of the leonin. Here roam vast herds of knot-horned gazelle, flocks of elephant birds, prides of lean lions, and a menagerie of other beasts. Predatory griffins and manticores regularly range over the region's grassy seas, while beings like the Anvilwroughts of Mount Velus or the Nyxborn from Nykthos often experience Oreskos as their first glimpse of the wider world. 

For more information about Oreskos, your character must have a reason to know it (lived there at one point, currently living there, passed through before, etc.).

Phoberos and Skophos

"MOGIS RESHAPED OUR ANCESTORS, giving form to their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determines how." --Gysios, Bronzebones veteran

The western edge of Akroan territory is a region of arid canyons and caverns called Phoberos, a land of harsh natural whims haunted by ravenous monsters. Fierce bands of wild minotaurs haunt these badlands, and for centuries these brutal marauders were the only minotaurs the human poleis ever knew-which contributed to the minotaurs' reputation as bloodthirsty brutes.

But to the north of Phoberos, far from the walls of Akros, stands the sprawling, labyrinthine polis of Skophos. Skophos is mentioned in a few ancient odes, but only a handful of humans have ever beheld Skophos, and hardly any have successfully navigated its labyrinthine passageways and returned to tell of it.

The founding of Skophos and its troubled history with Akros are the stuff of myth, and it is difficult to distinguish the mortal history of the two poleis from tales of the twin gods, Iroas and Mogis. The gods warred with each other, their followers and champions vied for control of scarce land, and two ideals-the nobility of heroic struggle and victory versus the brutality of savage slaughter in war-competed for a place in the mortal mind. Just as Mogis is the dark shadow of everything Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged. 

For more information about Phoberos and Skophos, your character must have a reason to know it (lived there at one point, currently living there, passed through before, etc.).

Realms of the Returned

"DEATH AND LIFE ARE TWO SIDES OF THE SAME COIN. Opposite, but eternally connected. One cannot exist without the other." --Slighos the Body-binder

Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals. These Returned find the world of the living far different from how they experienced it in life--not that they remember their lives. Although they've escaped from the Underworld, the Returned still find themselves separate from the living, their memories lost and their unnatural states striking fear in most mortals. As a result, most Returned come to follow certain paths of behavior and gravitate toward two city-states, known as the necropoleis--cities of the dead. 

For more information about the Realms of the Returned, your character must have a reason to know it (lived there at one point, currently living there, passed through before, etc.).

The Siren Sea

"CALLAPHE GAZED ON THE COASTLINE, certain her destiny called her here, where the mist-shrouded rocks sang, promising glories undreamed of." --The Callapheia

The vast Siren Sea extends west from the known lands of Theros to the edge of the known world and the mists. As Thassa's domain, the sea hides an amazing array of creatures, including the entire triton civilization. Its legendary dangers range from deadly reefs and wandering islands to predatory beasts and devastating krakens. Ever-changing, the Siren Sea is a realm of impossible sights and constant danger, the setting of legendary odysseys and the crucible of heroes. 

For more information about the Siren Sea, your character must have a reason to know it (lived there at one point, currently living there, passed through before, etc.).

Skola Vale

"TASTE THE WORLD before Erebos rips your tongue out." --Thisbi, satyr dawngreet

Nestled in the highlands of the Oraniad Mountains, the Skola Vale is blessed by Nylea, covered in lush grass, and dotted with copses of trees. Satyrs roam the comfortable valley with no need for permanent settlements, all their needs provided for by the valley's magic. According to legend, Nylea was so taken with the valley's beauty that she poured the contents of her wineskin onto the vale to make it flourish forever. When wild goats drank of this wine, they became the first satyrs who made the magical land their home.

While the Skola Vale is a place of revelry, it isn't without its dangers. The satyrs themselves can become too raucous in their merrymaking, and monsters lurk in the shadows of the trees and the surrounding mountains. 

For more information about the Skola Vale, your character must have a reason to know it (lived there at one point, currently living there, passed through before, etc.).

Gods of Theros

"BIRD SHRIEKED AS IT TOOK FLIGHT FROM a branch above her. Through the gaps in the rustling canopy, she could see the god-forms shift in and out of focus. The night sky was known as Nyx, the realm of the gods. Every night, the heavens displayed fleeting visions of gods and celestial creatures. Some lingered for just seconds. But sometimes the pantheon enacted entire scenes for mortal eyes to witness. Lidia rarely took time to step outside her home and watch the heavens, but now there was no place else to rest her eyes. Tonight the god-forms were vivid, and her heart beat faster as she watched their battle unfold." --Jenna Helland, Godsend

A pantheon of fifteen gods guides religious life on Theros. From the sun and agriculture to death and passage into the Underworld, the gods oversee the forces of nature and the most important aspects of mortal life. These gods are quite real to the people of Theros, who see them moving across the sky at night and sometimes encounter them face to face. Thus, most people perform rituals and devotions that honor various gods, hoping to win their favor and stave off their wrath. They tell and retell the stories of the gods' deeds-even as they watch those stories continue to play out in the vastness of the night sky.

Not every mortal serves or acknowledges the gods, though. Some philosophers in the schools of Meletis teach that the gods of the pantheon are subordinate to a higher reality, perhaps Nyx itself. And other people, particularly leonin, believe that the gods are undeserving of mortal reverence.

The Gods of Theros table gives a list of the fifteen gods that are commonly worshipped in Theros.

Gods of Theros

AlignmentDomainCommon Symbol

Athreos, God of Passage


Death, Grave*

Crescent moon

Ephara, God of the Polis


Knowledge, Light

Urn pouring water 

Erebos, God of the Dead


Death, Trickery

Serene face 

Heliod, God of the Sun

Laurel crown

Iroas, God of Victory



Four-winged helmet

Karametra, God of Harvests


Life, Nature


Keranos, God of Storms


Knowledge, Tempest

Blue eye

Klothys, God of Destiny

NKnowledgeWarDrop spindle

Kruphix, God of Horizons

NKnowledgeTrickeryEight-pointed star

Mogis, God of Slaughter

Four-horned bull's head

Nylea, God of the Hunt

Four arrows

Pharika, God of Affliction


DeathKnowledge, Life


Phenax, God of Deception



Winged golden mask

Purphoros, God of the Forge


Forge*, Knowledge

Double crest

Thassa, God of the Sea

*The Forge and Grave domains appear in Xanathar's Guide to Everything. 


The most prevalent form of expressing reverence is the practice of libation, pouring out a splash of wine or water in honor of the gods. Pious people perform a simple rite of prayer and libation every morning and evening at a household altar or hearth, while the less devoted might still pour out a splash of wine before drinking the rest.

The defining feature of a Theran temple is a statue of a god-which the actual god can occupy and animate at any time. Worshipers kneel before it, touch and kiss it, drape it in garlands and fine cloth, and leave offerings before it. These acts are sometimes spontaneous outpourings of love or gratitude, and sometimes petitions, imploring the god to cure an illness, send rain for crops, guarantee a safe journey, or perform any other favor related to the god's sphere of influence.

Most people aren't devoted to a single god, though many prefer some gods over others. Someone might ask Pharika to spare a loved one from disease, then later offer prayers to Karametra for a bountiful harvest or to Thassa for safety on a sea journey. 

Clerics and Champions

It's far more common for a hero to be devoted to an individual god than it is for an ordinary mortal. A cleric almost always worships a single god of the pantheon and chooses a domain appropriate to that deity for their Divine Domain feature.

Often, heroes choose to devote themselves to particular gods either out of piety or self-interest. Sometimes, though, the gods choose champions who might not be entirely willing. Heliod, for example, takes pride in selecting only the best mortals to be his champions. He doesn't care how the mortals feel about being chosen, and his demands won't be refused.

Most heroes in a Theros campaign, and all clerics, are assumed to devote themselves to a god's cause, acting as that god's champion. All the characters in a party might serve the same god, but more likely, they represent the interests of different gods as they face the dangers of the world together. 


Being a god's champion carries no benefits in and of itself. Each god's description in this chapter paints a picture of the god's typical champion, including ideas for how a player character might end up in that position and provides ideals that represent the god's interests.

The gods do reward the devotion of their champions, though. The strength of your devotion to your god is measured by your piety score. As you increase that score, you gain blessings from your god.

Piety has nothing to do with faith or belief, except insofar as a person's thoughts and ideals drive them to action in a god's service. Your piety score reflects the actions you have taken in your god's service-actions that the god richly rewards.

When you choose a god to worship as a beginning character, your piety score related to that god is 1. Your piety score increases by 1 when you do something to advance the god's interests or behave in accordance with the god's ideals. The gods expect great deeds from their champions, so your piety score typically increases only when you accomplish a significant goal (such as the completion of an adventure), make a significant sacrifice of your own self-interest, or otherwise when the DM sees fit. Each god's description in this chapter includes a discussion of the god's goals and ideals, which your DM uses to judge whether you earn an increase in your piety score. As a general rule, you can expect to increase your piety by 1 during most sessions of play, assuming that you are following your god's tenets. The DM decides the amount of any increase or decrease, but a single deed typically changes your piety score by only 1 point in either direction unless your action is very significant. 

Benefits of Piety

The gods bestow favors on those who prove their devotion. When your piety score crosses certain thresholds--3, 10, 25, and 50--you gain a benefit detailed in the sections describing the gods' champions. If your piety score exceeds and then falls below one of those thresholds, you lose the benefit you gained at the higher tier. 

If you choose the Oracle supernatural gift, you gain different rewards for your piety score, instead of the ones normally granted by your god. This gift and its benefits are described in the description of the Oracle supernatural gift.

Inspiration and Piety

To some extent, piety is its own reward. Behaving in accordance with your god's dictates and ideals inspires you and might enable you to succeed where you might otherwise fail. At your DM's discretion, whenever you increase your piety score, you might also gain inspiration, reflecting the improvement in the harmony between you and your god.


Not every hero chooses the life of a divine champion. Leonin, in particular, are known for rejecting the worship of gods. If you don't devote yourself to a god, you don't have a piety score and you gain no rewards for piety, but you don't suffer any negative consequences. The Iconoclast supernatural gift offers a way for characters to gain benefits similar to rewards for piety without being devoted to a god.

Changing Gods

If events in your character's adventuring career warrant doing so, you can abandon the service of one god and turn to a different one. Once you abandon a god's service, you can rarely go back without performing some act of contrition.

Your DM decides whether your new god will accept you as a champion and what you might have to do to prove your commitment.

When you change gods, you lose all the benefits granted by your old one, including rewards for piety and any other divine blessings. You no longer have a piety score to your old god, and your piety score to your new god starts at 1.


The world is cold, but some areas more than others. Sharran can contain the average person's worst nightmares. High Sharran, officially named Aetheril, contains the highest nobles and wizards. Though, royalty can be deceiving: never take anything here at face value. Lower Netheril, officially named Shaderil, is where nightmares are real. Some say the emotion of fear originated in just this one part of the continent, and slowly spread to the rest of the world a long time ago. This lower plane is devoid of color, and contains the lowest of the low society.

A dense fog divides society in this land, more so then normal in the various regions of Fanensunn. This fog, called the mist by residents of Sharran, cuts abnormally through both Aetheril and Shaderil. If you are so lucky to make it out of the mist, you will most likely find yourself in a completely different climate, landscape and society. You may find towns or similar structures in these various societies, but don't trust them at face value, only a fool gets comfortable in this terrible, gruesome, and extremely grim region.

Netheril: Table of Contents


Grim Neutral Fantasy/Grim Bright Fantasy depending on places in the continent, low to medium-low magic, dystopian, violent, mystery.


People are strange in these parts of the world; and the uglier they are, the stranger they come.

The following are a list of features that you may pick at character creation. You get a choice of 1 supernatural. Find the list of supernaturals here.

Character Creation in Sharran

Use the Netheril: Table of Contents link listed above to look at everything that is allowed to be played in the campaign. If you are looking for anything else that is not in that section, ask me about it so we can discuss other possible options.

Because of the grimdark setting, some subclasses, races, or sometimes even feats simply do not work. There are some options in these categories that I disallowed, but, in return, there are new options that only fit for a grimdark setting. You can find these grimdark restricted options by checking the parenthesis next to the option links.

Sharran also makes use of the Overdrive mechanic, which you can read about in its individual page, but does not use Bloodlines during character creation. Both mechanics are my personal homebrew and require playtesting, but Overdrive is the most balanced of the two as it has possible negative effects.

Welcome to the Sorted Coast, a region in the everchanging world of Fanensunn. It gets it name from its various acclimated climates that dot the landscape, ranging from snow mountains to swampy marshes to even a large coastal shore all packed into this one region.

A world captured by Oni and kept in a state of easy control from these demons. There are five types of oni: red, blue, green, yellow and black.


Architecture reference: Russia, late muscovite period

Lifestyle: The way of life for Vesel'yens is purely the pursuit of dumb fun mixed with creative learning. They pride themselves on their freedom for an individual to go start a drunken fight, pursue a specific style of fighting not often taught, gamble their life away at games of chance, or anything their heart tells them. Though, this lifestyle does instigate a lot of dangerous circumstances for their youth and can potentially make someone spiral downwards, so its best to not lose yourself in your foolish ways.


Architecture reference: Japan, edo period

Lifestyle: The rigorous spiritual and academic teachings given to the people of Yange'de make them incredibly skilled fighters with their guardians, or without. This may seem bland and dull, but ultimately these teachings are used to inspire beauty to blossom from hardship.

Throughout all of Yange'de are alluring lakes and landscapes with beautiful flora growing near and in it en masse, seemingly outweighing the dark colored, repetitive structures that dot the land in between these wonderful flower fields, ponds and meadows. Whether this method is effective has never been in question, as it has created some of the most talented and awe-striking warriors in this regions history, but the ethics of this teaching is dubious and anyone who has experienced this system can tell you; it is not kind to those who fall behind the rest.

"the monsters of Ikoria demand your respect. You may think you understand them at a glance, but each possesses power and beauty far beyond what you think you see. What's more, they're liable to mutate into something completely different right before your very eyes! If you tread carefully, observe from a distance, and expect the unexpected, these wonderous creatures will reveal their secrets to you. But if you underestimate them, take your safety for granted, or assume you've got the upper hand, they will not hesitate to prove you wrong."      -Vivien Reid, explorer of Ikoria

Ikoria is a world filled with monsters. Monsters here come in all shapes and sizes, from terrifying, city-stomping behemoths to clever little beasties small enough to perch on your shoulder. Skysharks soar over herds of lumbering goriaks, winged foxes flit through crystalline forests, and brooding nightmare creatures emerge from the shadows to hunt the unsuspecting.


Races in Ikoria


Humans are the only "civilized" species to have survived on Ikoria, occupying a precarious midpoint in its monstrous food chain. They owe their resilience to a variety of strategies that have allowed them to elude extinction for generations. Most of them choose to live inside of protective sanctuaries. These communities range from small wilderness outposts to massive walled cities, and each employs a combination of techniques to ward off monster attacks (both physical and magical).

Classes in Ikoria


The barbarians of Ikoria are typically those who were raised in the dangerous planes of Ikoria, and learned to harness its primal nature into pure physical power. It is not uncommon for a barbarian to also be a bonder, but they typically bond with creatures that share their primal personality.

Since an Ikorian barbarian is shaped by their environment, there is a wide range of them depending on what region they are from. For example, a barbarian from Savai might harness the predatory stalking of the cat clade and use the undershelves of the craggy landscape to take refuge, whereas a barbarian from Ketria may harness the elemental energy inherit in the region and throw it into their attacks.

Subclass Options in Ikoria

























The lands of Sheol were once adorned in immense and beautiful forests, vast colorful canyons, and societies of mortals advancing: this changed in, seemingly, the blink of an eye after the land was quickly taken over by fiends at the same time the outskirts of the land were coated in burning mist. Parted in many areas by an extension of the River Styx, Sheol is constantly at war with its two residing sides of fiends: the demons and the devils.

The regions controlled by the devils are more regimented and built into functional cities with strict, extremely binding laws. On the contrast, the demons reside in the spaces between these devil-controlled cities, whether mindlessly stampeding through wastelands, gathering in tribes, or advancing in what a demon lord considers to be a "city".

It is not known which of the two sides made the first move on the material plane, but each side accuses the other. According to the demons, the devils were trying to reach beyond their means and claim the material plane as a slave order in their military regimes and, as some intelligent demon lords would call it, "manipulative bureaucratic devilry". According to the devils, the demons quietly expanded into the material plane and used their demonic twisting presence to usher along portals connecting the Abyss and the Material Plane, and the devils were forced to follow in order to stop them expanding further.

The mortals who are native to the plane are divided in some parts but extremely united in others. Some mortals saw resistance as futile and joined the legions of the devils, some were destroyed or even corrupted by the demons, but many others chose to unite against these invading forces and created a few cities that stand against the fiends, hoping to banish them back to whence they came. Though, over time, many fiends intermingled with various races of mortals and created hybrids in quantities not seen before on other worlds. Thus, the lines of loyalty get blurred in some areas of Sheol, and there are a couple communities who live in harmony during this dark time.

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