Adonis, a member of The Order of the Dragonlords of yore, was a wealthy, handsome, brave, and generous man who is widely celebrated in the legends. But
his overconfidence eventually got him killed. His dynasty
survives through Taran Neurdagon in The City of Mytros.
The Sideris family was notable for its contributions during the First War and their role in making the Academy of Mytros a reality.
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure.
While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
Born of the Wild
Satyrs have the lower body of a goat and the upper body of an elf. A pair of goat-like horns sprout from their foreheads. These horns can range from small spikes to huge horns worthy of a mountain goat. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. In addition to a full head of hair, satyrs grow fur on their arms, legs, and torsos. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Some satyrs grow less fur, and many choose to carefully shave the hair from their arms and body. They can have brown, black, blonde, red, grey, or white hair. Their skin color ranges from dark to pale
Embracing Life
Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See chapter 3 for more details on the satyr homeland, the Skola Vale.
The Art of the Revel
The humans of the poleis generally think of satyrs’ revels as raucous bacchanals, where anything and everything might happen. This picture isn’t wrong, but it’s incomplete: there’s more to a revel than debauchery. For satyrs, revelry is a way of life. It’s the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and—most importantly—it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads. Satyrs are in tune with their emotions to a degree that can be disturbing to other races. They want to experience everything: happiness, sadness, love, rage, etc. The only thing they avoid is boredom. They love music, wine, and dancing. They also enjoy an interest in carnal pleasures, and they are not afraid to share a bed with any of the other intelligent races.
Music Lovers
Satyrs love to listen to music. They will happily spend long stretches of time both playing and composing new music. They are known to travel great distances to hear new songs, instruments, and poetry.
Satyrs in Thylea
Satyrs don’t have the same strained relationship with the civilized races of Thylea that the centaurs do. Satyrs can be found in many towns and villages throughout Thylea, as well as the great city of Mytros. They are attracted to the abundance of experiences that civilization provides: the food, the wine, and most especially the music. The civilized races of Thylea are suspicious of satyrs, for there are many stories of satyrs seducing and corrupting both the old and the young alike.
Satyr Names
Satyrs have names that they draw from legends and myths—and from the powers that rule over the Feywild.
Male Names: Adrastos, Aeolus, Brontes, Castor, Cephalus, Glaucus, Helios, Iacchus, Kreios, Lycus, Melanthios, Okeanos, and Proteus.
Female Names: Acantha, Astraea, Briseis, Clio, Erato, Harmonia, Ianthe, Jocasta, Melete, Phaedra, Phoebe, Selene, and Tethys.
Very Odd Indeed
Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. T
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+ |
they continued on their journey. It was non uneventful however as on the third day of travel a rift in reality opened in front of them and a 24ft tall Goloron greeted them. He sought them out to correct a misunderstanding and make an apology. Apparently it was not him who attacked Aella but his brother Talieus . He stated that the Titans will rise and replace the Gods as the rightful rulers of the land and seemed to not known about The Lost Titans. He left quickly after Eurytus told him that his parents had kept the truth from him.
The Amazons are a warrior culture that emphasizes the strength of the individual, in contrast to societies that defend themselves with large armies of hoplites and mounted cavalry. A typical Amazonian conclave will outline its territory, usually an island, and fight viciously to drive away trespassers. When the territory is threatened, they may band together into war parties, whose collective battlecries are said to strike fear into enemies up to a mile away.
For millennia before the coming of the Dragonlords, the Amazons were there. Raiding and fighting the Gygan empire, they were amongst the most feared denizens of Thylea. Over the many century’s outsiders would occasionally wash up on the shores of Thylea. These were usually shipwrecked explorers or merchants who were blown far off course. Of all races and nationalities, these people had to live in harmony with the natives of Thylea. They formed tribes and lived on the islands of the Cerulean Gulf and for the most part coexisted with the Amazons.
When the Dragonlords came, some of the tribes fought with the natives of Thylea against the newcomers but some sided with the newcomers. The Amazons stayed on their own side, but while they were distracted by the infighting their forces were entirely shattered by the armies of the Titans who used the chaos of war as a way of finally getting rid of the Amazon threat.
Blaming their losses on the frailty of the other races who surrounded them, they sought to isolate themselves from the rest of Thylea and create a stronger society: a society dominated by Amazon warriors. Accordingly, they retreated to the remote island of Themis and established an isolated kingdom, unspoiled by the weakness of the other races. The Amazons define themselves as a sacred band of warriors who always stand together as a sisterhood. They train for combat from an early age, and once they come of age, they form into pairs of sister-warriors: lifemates. There are only a few thousand Amazons on Themis, but they are among the most feared warriors in all of Thylea—brutal berserkers with no mercy. They have been known to enslave prisoners, but most of them are executed.
Beastmasters
The Amazons domesticated some of the beasts on Themis. They use rhinoceroses as mounts, and they have trained the native basilisks to act as hounds. Most Amazon warriors keep clockwork birds, called stimfay, as loyal companions and scouts.
Always on the move
The Amazons don’t build any permanent structures on the island except for their prison. Instead, they travel across the island and make temporary camps, usually of 10-20 Amazons and rhino mounts. Each camp is prepared for surprise raids and skirmishes with the other camps. This perpetual “great game of war” is considered essential to the Amazonian way of life.
Sister-Warriors
The Amazons define themselves as a sacred band of warriors who always stand together as a sisterhood. They train for combat from an early age, and once they come of age, they form into pairs of sister-warriors: lifemates.
Celestials are creatures assosiated with the divine. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include pegasi.
A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to interact socially with the creature.
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.
Corinna is the daughter of Thericles, who works the vineyards in The City of Estoria. Her friends were lured into the temple by a beautiful woman named Demetria, who promised wealth, beauty, and fame and while Corinna was suspicious she ended up following them to nsure her friends were safe.
For three long days she stalked and scouted the ancient temple her friends were taken to. Braving the temple she was attacked by goatlings that pursued her.
The Heroes of Thylea rescued her and she helped them to save her friends from the temple.
Eurytus delivered her a letter from Castor Catsakis which seems to ensure her a place in The Academy of Mytros.
Tanieus was one of the hunters hired by Kyrah, Poet Laureate of Mytros to help the players track down the Great Boar. He still gives and hunts in The Heartlands.
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. Akros has been part of the commonwealth of Mytros for centuries and has fought for and alongside Mytros in many a battle.