0% found this document useful (0 votes)
17 views8 pages

Theros: A D&D Mythical Adventure Guide

This document describes the world of Theros from Dungeons & Dragons, inspired by Greek mythology. In Theros, the gods compete for the devotion of mortals, as their power depends on the faith of mortals. Heroes and monsters are often pawns in the conflicts of the gods. Theros provides an adventure setting based on ancient myths.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views8 pages

Theros: A D&D Mythical Adventure Guide

This document describes the world of Theros from Dungeons & Dragons, inspired by Greek mythology. In Theros, the gods compete for the devotion of mortals, as their power depends on the faith of mortals. Heroes and monsters are often pawns in the conflicts of the gods. Theros provides an adventure setting based on ancient myths.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The whim of the gods is the destiny of heroes. Great journeys to wild, infested areas.

from monsters and mythical odysseys to the edge of the world and back. These elements of
adventures fill the realms of Theros, a new setting to explore in your campaign of
Dungeons & Dragons.
The roots of Theros lie in the myths of ancient Greece, tales dominated by
gods, heroes, and monsters. This world was created as the stage for the card game
Magic: The Gathering collectibles, explored in card games since 2013. The
the lands of Theros serve as an example of how to draw inspiration from real-world mythology and
adapt it to a world built from scratch for fantasy adventures.
The central conflict in Theros is between gods, fighting each other for the devotion of mortals.
Mortal devotion is equivalent to divine power: when people fervently pray to a
God, when they piously observe the rites and sacrifices of the god, and when they trust
devotedly in the divine power of God, God becomes more powerful.
The competition for mortal devotion is not necessarily a zero-sum game.
People of Theros do not believe in a particular god to the exclusion of others, and the people are more
pious ones pray to all gods with equal fervor. But the goal of a deity is to increase
the number of people who, in the face of danger, will turn to that god for help. It is that
trust, that trust, that faith is what gives the gods their power, not just ideas and concepts.
Mortal beings, heroes and monsters alike, often become pawns.
involuntary participants in the contests of the gods. Having a powerful champion is an indication
of the power of a god, and can potentially increase the god's own power. A
champion who acts as a god's agent among other people helps to increase the
devotion of those people towards the god. And if a hero were to bring down the agents of a rival god.
on the road, much better.
Proficiencies in Skills: Insight and Religion
2 of your choice.
Team: A sacred symbol (a gift for you when you entered the priesthood), a book of
prayers or a prayer wheel, 5 incense sticks, vestments, a set of clothing
common and a bag with 15 gp.
Feature: Shelter of the Faithful
As an acolyte, you have the respect of those who share your faith and you can perform the
religious ceremonies of your deity. You and your companions in adventure can expect to receive
free healing and care in a temple, sanctuary, or other established presence of your faith,
although they must provide all the necessary material components for the spells.
Those who share your religion will support you (but only you) in a modest lifestyle.
It may also have links to a specific temple dedicated to its deity or pantheon.
chosen, and has a residence there. This could be the temple where you used to serve, if you stay
in good terms, or a temple where you have found a new home. As long as you are nearby
from their temple, they can ask the priests for help, as long as the assistance they request does not
dangerous sea and remain in good position with your temple.
General Description
In the temples or in any other religious community, the acolytes are shaped by their
experience. Their mannerisms and ideologies are influenced by their study of history and the
principles of their faith and their relationships with temples, shrines, or hierarchies.

He has spent his life in the service of a temple for a specific God or the pantheon of Gods.
Between the realm of the sacred world and the mortal world, perform sacred rites and offer sacrifices,
acts as an intermediary and to bring the faithful into the presence of the divine. It is not
necessarily a cleric. Performing sacred rights is not the same as channeling the
divine power.
The nature of their religious service depends on the God, pantheon of gods, or some other being.
quasi divine to whom it is entrusted... Was he a minor official in a temple, a servant
Since childhood to help the priests in the sacred rites? Or, was it a high priest?
priest who suddenly experienced a calling to serve his God in a way
different?... And now, is he the leader of a small cult that is outside of any of the
established structures of the temple or of a hidden group that has served a master
diabolical that now denies? Its defects may be hidden hypocrisy or a heretical idea;
otherwise, an ideal or bond taken to the extreme.
Personality traits
I idolize a particular hero of my faith, and I constantly refer to the acts and the
example of that person.
I can find common ground among the fiercest enemies by empathizing with
they are always working for peace.
I see omens in every event and action, the Gods are trying to speak with us and only
we have to listen.
Nothing can shake my optimistic attitude.
I quote sacred texts and proverbs in almost every situation.
I am intolerant (or tolerant) of any other faith and I condemn (or respect) the worship of
other gods.
I have enjoyed good food, drinks, and high society among the elite of my temple.
rough life irritates me.
I have spent so much time in the temple that I have little practical experience dealing
with people in the outside world.
Ideals
Tradition. The ancient traditions of worship and sacrifice must be preserved.
to maintain.
Charity. I always try to help those in need, regardless of the personal cost.
(Good)
Change. We must help achieve the changes that the Gods are working on.
constantly in the world. (Chaotic)
Power. I hope to someday reach the top of the religious hierarchy of my faith.
I trust that my deity will guide my actions. I have faith that if I work hard, the
things will turn out well.
Aspiration. I try to prove that I am worthy of my God's favor by aligning my
actions against their teachings. (Anyone)
Links
I would die to retrieve an ancient relic of my faith that was lost a long time ago.
One day I will take revenge on the corrupt hierarchy of the temple that labeled me a heretic.
I owe my life to the priest who welcomed me when my parents died.
Everything I do is just for ordinary people.
I will do anything to protect the temple where I have served.
I try to preserve a sacred text that my enemies consider heretical and seek to destroy.
destroy
Defects
I judge others harshly, but myself even more severely.
I trust too much those who hold power within the hierarchy of my temple.
My compassion sometimes leads me to blindly believe those who profess faith in my God.
I am inflexible in my thinking.
I suspect strangers and also expect the worst from them.
Once I choose a goal, I become obsessed with it to the detriment of everything else.
my life.

Proficiencies in Skills: Two of your choice: Arcana, Nature, Stealth, or Survival.


Proficiencies in Tools: Cartographer Tools.
You can choose between: Abyssal, Celestial, Infernal, Primordial, or Sylvan and another language.
Gear: Traveler's clothing, a journal that contains hand-drawn maps and written notes
hand that describe the flat system, a trinket from its aircraft of origin and a bag of
belt containing 15 gp.
Feature: Planar Explorer
Your travels through the planes of existence have granted you firsthand knowledge.
of the planar system. There have been others who have explored outside the material plane, but few
They have been lost and yet they have returned. You have a deeper understanding of the plans.
what you have visited and how they are connected.

Alternate Feature: Alternate Self


At first, you thought you had finally returned home. But it's different. Your travels have
they have taken you so far that you have come across an alternative version of your origin plane. And
this plan has its own version of you, which could be a perfect alibi... or a scapegoat
expiatory.
General Description
Whether by divine whim, powerful magic, or an abnormal occurrence, you were taken from your plane.
of origin and left you in another. After years of wandering in that realm,
you found a portal to another. Over time, you have found more portals, but never one
that I send you back to your home. Until now.
One in a million thinking beings is born with 'the spark', the essence that makes an individual.
able to become a Planeswalker. Of those born with 'the spark', only a few
they "turn it on" at some point, allowing them to realize their potential to travel through the
planes. Many Planeswalkers ignite their spark as a result of a great crisis or
trauma, but every awakening is different. A near-death experience can ignite the
a spark of a Planeswalker, but it can also be done by an epiphany or a meditative trance
that allows the wizard to understand some transcendent truth.
Once the spark of a Planeswalker has ignited, one has the power to dedicate
his life to a personal mission, whatever it may be. The life of a Planeswalker is consumed by
the exploration of the Multiverse, the discovery of strange secrets and experiences and the
search for the depth of one's mystical soul. The life of a Planeswalker is a
life of choices and self-determination, not limited by a world or a destiny. With the
freedom to travel and the power of magic, each Planeswalker has the power to inscribe their
proper name in history.
Perhaps you enjoy the adventure of exploring the planes system, perhaps you just want to go home.
In any case, you have become accustomed to a lost and nomadic life.
Interplanar Accident
Whether you know it or not, there was a reason you were cast adrift from the Plane:
I was researching the magic of teleportation until a spell went wrong...
As punishment for a wrongdoing, a deity sent me to a different plane.
All I remember is waking up in a different plane without any idea how I got there.
Someone I was fighting cast a spell, sending me to a different plane.
I was exploring a portal to another plane and I got lost.
A resident from another plane kidnapped me.
I was traveling on the airplanes and I got separated from my group.
I was born in another plane and lived there before arriving in the material plane.

Personality traits
I have endless stories about my adventures.
Mapping wherever you go.
I am always nervous, alert for the next fight.
I hate talking about my trips. It brings back bad memories.
I can only remember my home.
It takes me too long to trust. Those who seem to be the most helpful are often the most.
deviated.
I hate walking long distances. I will do anything to avoid it.
When I travel, I love meeting the locals.
Ideals
Discovery. When I am in a new place, I need to learn everything about it.
Legal
•Destination. The destination is more important than the journey. (Some)
Fame. No matter where I go, I must leave my mark. (Chaotic)
Knowledge. I must record my travels so that others do not make my mistakes. (Good)
Resilience. When the world hits me, I hit back harder. (Some)
Protection. I must prevent someone from traveling through the planes, so that they do not follow my steps.
Good
Links
A citizen from another plane helped me find my way; I must pay them.
They separated me from my travel companion. They could still be wandering around the...
airplanes, lost.
I want revenge against the one who sent me to another plane.
I have been away from my family for a long time.
While traveling, I made a powerful enemy.
When I arrived for the first time on a new plane, they took me out of my belongings. The
I want it back.
Defects
The passion for travel hits me, even when I should stay.
I hate traveling, even when it's necessary.
I have seen the beauty of the other planes and I am not satisfied with the material plane.
I think surviving the other planes makes me better than everyone else.
I am my first priority, even over my friends.
The natural beauty of airplanes easily distracts me.

You might also like