D&D 5E [Let's Read] Odyssey of the Dragonlords

Greetings everyone, and welcome to my next Let’s Read! I know that I said I’d review SIGMATA, but I found myself feeling a lot more passionate about another book. As such undertakings take quite a bit of time and effort on my part, I felt it best to do the ones that fill me with the most excitement and energy. Back in the 90s and early Aughties, Bioware was the most prominent studio that...

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Greetings everyone, and welcome to my next Let’s Read! I know that I said I’d review SIGMATA, but I found myself feeling a lot more passionate about another book. As such undertakings take quite a bit of time and effort on my part, I felt it best to do the ones that fill me with the most excitement and energy.

Back in the 90s and early Aughties, Bioware was the most prominent studio that brought the Dungeons & Dragons rules to the realm of video games. Even their much-acclaimed Knights of the Old Republic used rules derived from the Star Wars D20 System. Although Bioware moved on to its own Intellectual Properties over time, the company brought countless gamers to the Forgotten Realms seeking to learn more about the vaunted cities of Neverwinter and Baldur’s Gate.

In a way, it wasn’t too unsurprising when the lead designers of said games (as well as Dragon Age: Origins) wrote up a 5th Edition-compatible adventure for their account of Baldur’s Gate. But that was not their only delve into tabletop; last year they advertised a very successful KickStarter for an original setting.

Odyssey of the Dragonlords is part setting, part level 1 to 20* adventure path that takes heavy inspiration from Greek mythology. The continent of Thylea is dominated by two divine pantheons, the Five Gods and the Titans, who settled into an uneasy Oath of Peace for 500 years. But the Oath’s magically-binding duration is coming to an end, and the PCs are spoken of in a prophecy to be Thylea’s only hope. As the wicked Titans muster their forces to bring ruin and devastation, every day is one step towards uncertain doom.

*the book advertises 1 to 15 but it got extended as a stretch goal.

Introduction
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Our book opens up with a discussion of distinguishing tropes to make Odyssey stand out from the typical D&D faire. For one, the plot has high stakes: even at level 1 the PCs are assumed to be well-known and accomplished heroes with a few mighty deeds already under their belts. At low levels the rulers of city-states are calling upon an audience with them, and at higher levels they can even challenge the gods themselves who have convenient stat blocks for such a purpose. Oaths are powerful and cosmically-binding, and accruing fame from deeds nets you followers and power represented by a Fame score. Fate and prophecies are a gift and a curse which even the gods cannot defy, and the lives of mythic heroes have elements of comedy and tragedy.

The fate part is subverted in the adventure path proper, as some visions that can be averted and there are multiple ‘timelines’ the major Oracle character can witness. The comedy/tragedy thing isn’t really something one can do save based on the subjective tastes of the group. The adventure likely has potentially tragic moments (cities being destroyed, NPCs suffering cruel fates, adventure plots and backstories revolving around past injustices, etc), but more comedic and absurdist elements aren’t really present from my initial reading.

The World of Thylea: Thylea is an island-continent located in a remote section of the known world, guarded from the rest by the actions of the local gods. Ample islands and peninsulas reach off its southern shores, lush forests and valleys occupy much of the central area, while wild steppes in the far north are ill-explored save by nomadic bands of centaurs, cyclopes, and various monsters. Thylea’s recorded history stretches back 2,500 years, when much of the continent was home to fey races such as nymphs and satyrs, and the ur-cyclops race known as gygans* ruled a mighty empire. Two deities, the Titans Sydon and Lutheria, reigned supreme over the land and received worship and sacrifice by mortals. Over time, various refugees, sailors lost at sea, and other people from unknown lands found themselves on Thylea’s shores, where they had complicated relationships with the native races. Sometimes such conflicts were violent, and they beseeched Sydon and Lutheria for protection. Which they received, but not enough that they were capable of building civilizations beyond some meager far-flung villages.

*a smaller yet more intelligent subrace of six-armed cyclops.

This all changed when a group of warriors astride mighty bronze serpents known as the Dragonlords set wing and foot upon Thylea’s coasts. They helped the settler races build great cities and repel the worst of the centaur and gygan raids, and soon the Titans grew jealous at their status. The First War was waged, causing great devastation on both sides. As the last of the Dragonlords fell, a new pantheon of Five Gods came down from heaven to prevent the Titans from destroying all. Eventually an Oath of Peace was brokered between the old and new pantheons; the details were vague, but for 500 years Sydon and Lutheria swore not to take revenge upon Thylea’s mortals and in exchange they would continue to receive honor and tribute in the form of temple maintenance and daily sacrifices.

But as of the campaign’s beginning, it is mere months before the Oath of Peace ends, and the famed Oracle prophecies the Doom of Thylea. Where even the gods die and the mortal races are wiped off the face of the earth. The PCs, notable heroes in their own right, are summoned by her to find ways of averting this dire prediction.

Powers, Factions, & Mortal Kingdoms of Thylea: These next three sections discuss religion and politics of the setting. Beginning with the deities, it is known that the gods and goddesses of Thylea are not the only ones out there, although foreign gods from the wider world leave Thylea largely untouched and their worshipers are few in number beyond some storm-tossed foreigners. The two major pantheons are the Ancient Titans and the Five Gods, although there are Forgotten Gods whose names and power grew few to the point that they are rarely honored outside of specific groups. With a few exceptions the gods do not dwell in separate planes of existence, but live in the Material Plane so as to keep a closer watch on their mortal charges. For example, Sydon spends much of his time in the lighthouse-fortress Praxys, while Pythor and Vallus are the ruler and wife of a ruler, respectively, in two of the larger city-states. Narsus, the God of Beauty, is not technically ‘forgotten’ but is the patron god/prisoner of the city-state of Aresia.

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As you can see by the above, the Titans are the more ‘natural,’ cruel, and tempestuous of the pantheons. Thylea is the oldest titan, for it is said that the very continent is her body, her limbs extending as deep roots throughout the earth. Kentimane is Thylea’s husband, a gigantic being who stands taller than the highest mountain and regularly patrols the seas around the continent so as to guard his wife’s tomb from outside threats. The twins Sydon and Lutheria are the two surviving children of Thylea and Kentimane, their siblings long since murdered or imprisoned at the hands of their wicked kin. Sydon is a tyrannical deity in control of the seas and storms, and he longs for a world where all bow to his feet. He brooks no worship of any other entity besides his sister Lutheria, and even then only grudgingly. Lutheria is a cross between Hades and Dionysus, a harvester of souls and granter of insanity who encourages her followers to care about nothing but themselves and take what they will without consequence. Unsurprisingly the squickier elements of Odyssey shine through involving her or her worshipers; most NPCs who are sexual predators are loyal to her, and the goddess herself is a rapist in the “use enchantment magic to make people have sex with each other” kind of way.

The worship of Sydon and Lutheria is a controversial one among mortal society; people make sacrifices to Sydon more out of fear than loyalty and for safe voyage, and many find Lutheria’s doctrines disgusting. But Lutheria has devotees among some noble houses, her followers control the wine trade, and they host some of the larger public holidays which makes her a tolerated evil.

The Five Gods are the new pantheon, and unlike Sydon and Lutheria their acts of folly extend more to irresponsibility and lapses in judgment than outright sadism or malice. Mytros is the Goddess of Dawn and for whom the largest city-state is named. She is now back in the celestial realms after a battle with Sydon and Lutheria, and is by far the most common deity for clerics among the settler races to worship. Volkan is the God of Craftsmanship and invention, and is also the Santa Claus equivalent of the setting where he travels during the winter solstice as children await his gifts and sweets. Pythor is the God of War and has ruled over the city-state of Estoria for centuries after overthrowing its tyrannical king, and while popular his impulsiveness and alcoholism has dulled his ability to make wise decisions. Vallus, the Goddess of Wisdom, was once a traveler of the world and a collector of lore. Now she serves as the wife to King Acastus of the City of Mytros, and is prayed to for those seeking wisdom in overcoming some dilemma. Finally, Kyrah the Goddess of Music is a cross between Hermes and Apollo, known for being a quick-stepping trickster who provides inspiration to musicians and artists of all stripes.

Thylea has Mortal Kingdoms but no true nation-states or empires in modern times. Generally speaking, society is divided into two groups: the three major city-states and smaller settlements under their protection, and various independent tribes and villages who are scattered yet self-sufficient. The native races largely fall into the latter category barring a few exceptions such as the satyrs who are fond of visiting larger settlements.

The city-state of AthensMytros is a grand metropolis that is the religious, economic, and cultural center of Thylean society. It is home to the great Temple of the Five and ruled over by King Acastus, a descendant of one of the Dragonlords and notable for trying to rebuild said ancient order by somehow reviving the formerly-extinct race of dragons. The city-state of Estoria* is a border stronghold which holds off raids from the northern steppes; the god Pythor sits in a castle on the highest hill where he can survey the land. Finally, the city-state of SpartaAresia is home to some of the most famous warrior societies. While it doesn’t have a reigning god, its founder kidnapped and imprisoned Narsus, the God of Beauty. This act has led to centuries’ of on and off wars with Mytros. Aresian culture takes great pains to appear, well, spartan among the upper classes to separate themselves from the ‘decadent, barbaric Mytrosians.’ In practice its upper class is more elaborate at hiding their wealth and parties while using bread and circuses to keep the loyalty of the common folk. The southern islands are controlled by no large overarching power, with various barbarian tribes reigning supreme. The Amazons are the most well-known by outsiders and live in the largest island of said archipelagos: Themis.

*Apologies for not knowing what Greek City-State it’s based on.

We get a look at the ten major factions of Thylea, organizations who are either tied to a political or religious group or a power in their own right. Many of them check off typical fantasy trope boxes: the Cult of the Snake is a notable Mytrosian thieves’ guild, the Academy of Mytros is the foremost center of learning where philosopher-wizards hang out to share spells, the Order of Sydon is a paramilitary organization taking increasingly violent action against temples of the Five, the Centurions* of Mytros are said city’s standing army, and the Druids of Oldwood worship Thylea and make sacrifices to her to atone for the ‘original sins’ of the settler races’ presence on her land. The Temple of the Five and the Temple of the Oracle are institutions dedicated to the Five Gods and Versi the Oracle respectively, and only the former gets involved in secular politics with the Oracle being more removed from mundane affairs. The last three factions are monstrous in nature: the remnants of gygan tribes band together in small families and seek vengeance against the settler races, the centaurs of the Steppes war upon each other and the city-state of Estoria when they’re not partying and stargazing, and the Raving Ones are maenad worshipers of Lutheria who dwell in caves and shadowed glens, ambushing unlucky travelers to rob, torture, and sacrifice to their patron.

*hey, that’s a Roman term!

The inhabitants of Thylea are collectively referred to as Mortals, even those among the native and fey races to distinguish them from the more monstrous and divine entities. The ‘native races’ include the more classic Greek mythology creatures: centaurs, the various cyclops subraces (who are sadly non-playable), medusae, minotaurs, satyrs, and sirens. The ‘settler races’ include the standard PHB stock, and are pretty much assimilated wholesale into greater Thylean society beyond a few rare exceptions: orcs do not exist on Thylea so the half-orcs are a small community in Mytros, while tieflings are referred to as “Stygeans'' and live in Mytros’ ghettos due to a believed association with Lutheria. Dragonborn are virtually non-existent, and if one were to show up the average Thylean may think them to be either a monster or a scion of the Dragonlords.

The inclusion of the non-human PHB races is perhaps the most obvious case of ‘square peg round hole’ for importing D&D tropes into Odyssey. Most NPCs who aren’t of the native races or monsters are humans, and there’s no real place in the world for elves or dwarves that makes thematic sense. I find that the native races more or less fill most of the PHB races’ roles: centaurs and minotaurs are strong warrior guys, nymphs are nature-loving magical people, medusae are the cursed and shunned outcasts, and satyrs and sirens have Dexterity bonuses and racial features which are good for subtle distractions and/or mobility. The only real thing missing is a half-elf ‘jack of all trades’ or Small-sized races like gnomes and halflings.

We briefly get into the Laws and Oaths of Thylea. They are magically-binding aspects of the world which virtually all native Thyleans know, and even the gods can be limited by them. Generally speaking if a person swears to do or not do something, then they suffer some persistent misfortune should they intentionally break the oath. The Furies, who are not gods but very powerful beings, are three women tasked with interpreting and enforcing said Oaths. They dispatch erinyes to take the more egregious Oathbreakers to their own special hell in the afterlife known as the Island of Oathbreakers.

The most common types of Oaths are Guest Friendship (hospitality to those who invite you into their home) which is used for neutral meeting grounds and periods of peace even between sworn enemies; an Oath of Peace, where the swearer promises to commit no violence against them or their servants; an Oath of Protection, a one-time promise to come to a person or group’s aid in times of crisis; and an Oath of Service, where someone swears to perform one task on behalf of an individual. This last one is the most rare for said task is open-ended and the beneficiary of the Oath can ask them to perform dangerous, suicidal, or even wicked deeds.

We also get a list of sample curses for those who break Oaths, but can also be for those who otherwise anger the gods or commit some other great crime. They are persistent conditions which worsen over time and are typically only cured via powerful magic or rectifying the original misdeed. Curse of the Harpy and Curse of the Medusa transform the victim into the aforementioned monster types, while Curse of the Graverobber makes all food non-nourishing and slowly starves the tomb-robber to death.* Finally, Curse of the Treacherous causes the Furies to dispatch a trio of erinyes devils with special spells and equipment (entangling ropes, plane shift, etc) to kidnap the unfortunate soul and take them to the Island of Oathbreakers.

*this is only inflicted on those who steal from holy sites; otherwise the average adventurer would be in deep naughty word.

Epic Paths
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Epic Paths are one of the larger aspects of Odyssey of the Dragonlords. Added on in addition to standard backgrounds, they are aspects of a PC which tie them into the larger plot. There are certain points in the Adventure Path where a relevant Epic Path will provide an alternative means of solving a task, bonus quests and rewards, fosters a relationship with an existing important NPC, and in some cases explains what the PC was up to before the start of the campaign.

Barring one exception they are all mutually exclusive, so every PC must have a different Epic Path than the rest of the party. Additionally, each Path has a Divine Boon of some sort where the PC can be rescued them from death for free only once in the campaign. It may take the form of a notable NPC coming to resurrect them, fate turning things in their favor at the last moment, the spirit of a loved one possessing their body to bring them back from the brink of death, and so on and so forth. Furthermore, there’s a Divine Blessing which is gained via completion of the Epic Path’s overall story, and some can end earlier than others on the Adventure Path.

The Paths’ entries outline the various milestones encountered during the adventure, but said adventure sections in the appropriate chapters also make callbacks in handy little sidebars for user-friendliness. For said reasons I won’t cover them here but instead during the review of relevant chapters.

Demi-God: The PC is one of Pythor’s many bastard children, and the god feels in his heart that their progeny will succeed where he failed and maybe take his place as the God of War.

Vanished One: The PC is the last surviving Dragonlord, but the Oracle Versi became obsessed with them and jealously took them as a favored pet/implied concubine a la Odysseus and Circe. Her magic helped the Vanished One be virtually ageless, but ephemeral time spent in a secluded cave has dulled their abilities.

Doomed One: Lutheria has a thing for murdering children, and sacrificing babies is one of her cult’s most infamous rites. The PC parents were part of her cult but refused to offer up their only child for slaughter. This earned their death at the hands of the goddess’ many servants. Lutheria’s minions have tormented the PC ever since and making their life hell, the goddess viewing the whole affair as incredibly funny.

Unlike the other Paths, the PC can be resurrected immediately twice upon death, but the third time they remain dead forever unless or until Lutheria is destroyed.

The Haunted One: The PC had a happy idyllic life with a loving family. But a prophecy foretold that the PC will find a way to overcome death itself, thus posing a threat to Lutheria’s dominion. So she used her powers to gather the souls of the PCs’ loved ones in her scythe. But she made one mistake: the PC somehow escaped her clutches thanks to Mytros shielding them and erasing all memories of their legacy from reality. But the PC remembers what they lost, if not necessarily the deities involved.

The Gifted One: Like the Demi-God the PC has a divine bloodline, but as one of Sydon’s grandchildren. The cruel god murdered his mortal wife, but was unaware that she gave birth to a daughter, who is in turn the PC’s mother. Said PC is destined to restore the glory of the Dragonlords and defeat their grandfather.

The Lost One: The PC is the survivor of a shipwreck from a foreign realm outside of Thylea, and more than one PC can choose this Epic Path. This one has the last least ties to the adventure path, and its main goal is to find a way back home.

The Dragonslayer: The PC’s village was wiped out by a dragon raining flaming breath down upon hapless innocents. Said ‘dragon’ is actually Helios the Sun God (something not known immediately), and the Epic Path revolves around hunting down and slaying the one who took everything from them.

The Cursed One: The PC hails from a family or tribe who carry an ancestral curse from the Titans’ wrath. The PC has faced a life of difficulty, and their brethren are fated to die off within a generation if a means of lifting the curse isn’t found.

Guidelines are provided for the DM to make their own Epic Path; the advice focuses mostly on how to ideally space the magic item rewards based on level, making granted special powers equivalent to Epic Boons from the DMG, NPC mounts and companions should be of CR 3 or lower, Divine Blessings follow the guidelines for Supernatural Gifts (Blessings unsurprisingly) under the DMG’s Other Rewards section, and the Divine Boons should involve a key NPC from the plot riding in as the cavalry to save the PC’s now-dead bacon.

The remaining sections are short entries which can be better summed up in future chapters: an Adventure Overview outlining the plot in bite-sized chunks as well as recommended Fame and Experience Levels for the major Chapters, advice on Session 0 prep and how the PCs came together, and sample advice for role-playing the more notable and recurring characters of the Adventure Path (most notably the gods). The last part of our chapter is a picture of the Thylean alphabet which is similar to the one of Ancient Greece’s.

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Thoughts So Far: I feel that this is overall a rather good introduction to the world of Thylea. We didn’t get into any deep detail or new mechanics and rules, and some of the entries feel like they’d be more appropriate in later sections on account that they show up much later in the book. I do find it rather funny how the city-state with the God of War as ruler is not the one ripping off of Sparta, though.

The mechanics-facing aspects of the Epic Paths show up in the appendix, and speaking of which they’re a mixed bag. Some of them have more pertinent ties into the world and larger plot, such as the Demi-God and Haunted One. Others feel more like side-plots at most such as the Cursed One, Lost One, and Dragonslayer. The Vanished One being captive by an incredibly possessive character has quite a few warning bells,* and given that the Oracle is meant to be a major patron and the person who summons the call to adventure for the party in the first place, it is the kind of thing that may require a social contract or Trigger Warning for the gaming group to clear beforehand. Additionally, the Doomed One and Haunted One are too close in concept (Lutheria took away your family) and their relevant plot points are also the same. I understand that trying to make enough potential paths which have differing consequences echoing throughout an entire campaign can be difficult, so my criticism on the sameness front is a bit muted.

*like making the PC swear an oath to return to her cave when all is said and done, trying to murder characters they fall in love with, and also restoring said PC to life via a kiss as the Divine Boon.

All in all, I feel that this is a good introduction, but some things can be ordered better.

Join us next time as we cover new options for PCs: races, class archetypes, spells, equipment, and the rewards and Divine Blessings for the Epic Paths! Read future posts on this book in the comment section below!
 

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Dire Bare

Legend
This thread got me excited, and I whipped up a brief comparison of the Greek-inspired 5E books to date.

Arkadia
Odyssey of the Dragonlords
Age of Myth
SettingArkadia
(8 pages)
Thylea
(24 pages)
None (mythic Greece and other Mediterranean cultures)
Class ArchetypesPath of the Hero (Barbarian)
College of the Muse (Bard)
Domain of Fate (Cleric)
Circle of Beasts (Druid)
Hoplite (Fighter)
Way of the Gladiator (Monk)
Oath of Judgement (Paladin)
Amazon (Ranger)
Trickster (Rogue)
Demigod Bloodline (Sorcerer)
Dead King Patron (Warlock)
School of Philosophy (Wizard)
Herculean Path (Barbarian)
College of Epic Poetry (Bard)
Prophecy Domain (Cleric)
Circle of Sacrifice (Druid)
Hoplite Soldier (Fighter)
Way of the Shield (Monk)
Oath of the Dragonlord (Paladin)
Amazonian Conclave (Ranger)
Odyssean (Rogue)
Fates Patron (Warlock)
Academy Philosopher (Wizard)
Path of the Bacchante (Barbarian)
Path of the Lunatic (Barbarian)
College of Engineering (Bard)
College of Poetry (Bard)
Mysteries Domain (Cleric)
Plague Domain (Cleric)
Witchcraft Domain (Cleric)
Circle of Leaves (Druid)
Circle of Salt (Druid)
Hoplite (Fighter)
Immortal (Fighter)
Legionary (Fighter)
Way of the Wrestler (Athlete/Monk)
Oath of the Argonaut (Paladin)
Medjay (Ranger)
Shedim Resh Al Ma’at (Rogue)
Pharaonic Bloodline (Sorcerer)
Fates Patron (Warlock)
School of the Magi (Wizard)
School of the Sibyl (Wizard)
Racial OptionsDwarf (volcano, field)
Elf (Oreyan, Scyllaean, Nyssian)
Human (Arkadian)
Orc (Arkadian)
Phaedran (satyr, siren, gorgon, harpy, centaur)
Centaur (Thylean)
Medusa (Thylean)
Minotaur (Thylean)
Nymph (Thylean)
Satyr (Thylean)
Siren (Thylean)
Autochtone (fire, quicksilver)
Boread (halcyon, neophron, pesmenos)
Centaur (academic, wild, icthyo)
Cynocephali (canus, aureus)
Hyperborean (astral, ethereal, material)
Lupercalian
Minotaur (field, cave)
Myrmidon (coastal, mountain)
Ranii (red-soil, black-soil)
Satyr (satyr, faun)
Rules Optionsfeats (20), equipment, magic items (30), monsters (32)outsiders vs natives, backstories, epic paths, fame, PC dragonlords, PC gods, equipment, spells (8), monsters (67), magic items (40)Backgrounds (10), magic items (50+), monsters (30+)
Adventures (in-book)NoneLvl 1-20 adventure pathMini-adventures (4)
PreviewsClass Archetypes (free)Player’s Guide (free) - race and class optionsSatyr and Bacchante (PWYW)
Supporting ProductsMinotaur Race (free), Music & Ambiance CD, Fate of the Oracle adventure (not yet released)
 

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Dire Bare

Legend
This thread got me excited, and I whipped up a brief comparison of the Greek-inspired 5E books to date.

Arkadia
Odyssey of the Dragonlords
Age of Myth
SettingArkadia
(8 pages)
Thylea
(24 pages)
None (mythic Greece and other Mediterranean cultures)
Class ArchetypesPath of the Hero (Barbarian)
College of the Muse (Bard)
Domain of Fate (Cleric)
Circle of Beasts (Druid)
Hoplite (Fighter)
Way of the Gladiator (Monk)
Oath of Judgement (Paladin)
Amazon (Ranger)
Trickster (Rogue)
Demigod Bloodline (Sorcerer)
Dead King Patron (Warlock)
School of Philosophy (Wizard)
Herculean Path (Barbarian)
College of Epic Poetry (Bard)
Prophecy Domain (Cleric)
Circle of Sacrifice (Druid)
Hoplite Soldier (Fighter)
Way of the Shield (Monk)
Oath of the Dragonlord (Paladin)
Amazonian Conclave (Ranger)
Odyssean (Rogue)
Fates Patron (Warlock)
Academy Philosopher (Wizard)
Path of the Bacchante (Barbarian)
Path of the Lunatic (Barbarian)
College of Engineering (Bard)
College of Poetry (Bard)
Mysteries Domain (Cleric)
Plague Domain (Cleric)
Witchcraft Domain (Cleric)
Circle of Leaves (Druid)
Circle of Salt (Druid)
Hoplite (Fighter)
Immortal (Fighter)
Legionary (Fighter)
Way of the Wrestler (Athlete/Monk)
Oath of the Argonaut (Paladin)
Medjay (Ranger)
Shedim Resh Al Ma’at (Rogue)
Pharaonic Bloodline (Sorcerer)
Fates Patron (Warlock)
School of the Magi (Wizard)
School of the Sibyl (Wizard)
Racial OptionsDwarf (volcano, field)
Elf (Oreyan, Scyllaean, Nyssian)
Human (Arkadian)
Orc (Arkadian)
Phaedran (satyr, siren, gorgon, harpy, centaur)
Centaur (Thylean)
Medusa (Thylean)
Minotaur (Thylean)
Nymph (Thylean)
Satyr (Thylean)
Siren (Thylean)
Autochtone (fire, quicksilver)
Boread (halcyon, neophron, pesmenos)
Centaur (academic, wild, icthyo)
Cynocephali (canus, aureus)
Hyperborean (astral, ethereal, material)
Lupercalian
Minotaur (field, cave)
Myrmidon (coastal, mountain)
Ranii (red-soil, black-soil)
Satyr (satyr, faun)
Rules Optionsfeats (20), equipment, magic items (30), monsters (32)outsiders vs natives, backstories, epic paths, fame, PC dragonlords, PC gods, equipment, spells (8), monsters (67), magic items (40)Backgrounds (10), magic items (50+), monsters (30+)
Adventures (in-book)NoneLvl 1-20 adventure pathMini-adventures (4)
PreviewsClass Archetypes (free)Player’s Guide (free) - race and class optionsSatyr and Bacchante (PWYW)
Supporting ProductsMinotaur Race (free), Music & Ambiance CD, Fate of the Oracle adventure (not yet released)

To explain some of the less obvious options from Arkadia . . . .

Races: Classic D&D races such as dwarves, elves, and orcs get somewhat different traits and subraces than in the PHB.
  • Dwarf: Volcano and field dwarves are similar to, but a bit different than the classic mountain and hill dwarves.
  • Elf: Again, similar but different from the classic D&D take on elves, described as a declining race, the first mortals from the Age of Gods. The Oreyan elves are the amazons of the setting, similar to wood/wild elves. Scyllaen elves are similar to high elves, and are the Atlanteans of the setting. Nyssian elves are explicitly drow, and come from an Egyptian-inspired region and are pharaonic necromancers.
  • Humans: Standard humans traits, but some details to make your humans more Arkadian (or Thylean).
  • Orc: Gargaran orcs are also known as giants as they are often over 6 ft tall. Similar to standard D&D orcs of the savage-but-not-evil type.
  • Phaedran: A fey-touched or plane-touched race, a different take on the fey races of Greek myth. Phaedrans are descendants of fey, born to mortal parents, not actual fey themselves. Subraces include satyrs, sirens, gorgons (medusae), centaur (bipedal). Minotaurs are also described as phaedrans, but the Kinosian minotaur race in the free supplement is a separate racial option, not a subrace.
  • Minotaur: Available as a free supplement on drivethrurpg.com.
Classes: There's some obvious overlap, or alternate versions, of archetypes presented in Dragonlords, but a few options that are unique to Arkadia. The Class Archetypes free preview on drivethrurpg.com includes all of the, well, class archetypes!
  • Circle of Beasts: Shapechanging druids.
  • Oath of Judgement: Paladins who emulate kings (Zeus basically), acting as judge, jury & executioners, wielding storm and lightning.
  • The Dead King: This warlock patron is a powerful undead pharaoh from Nys, the not-Egypt of the setting.
Feats: 9 general feats including: arena champion, colossus breaker, myrmidon, oracle, pankratiast, phalanx warrior, and reveler. Also an additional 11 racial feats for everybody except humans. Not sure of the balance, but the feats come across as flavorful, rather than simple power-ups, further describing Greek-inspired heroes.
 

gyor

Legend
The Amazonians are better then in most media, less politicized then most. Many Wonder Woman fans would be shocked when they realize that the Amazonians worshipped Ares according to Greek Myth, and their Queen was Ares daughter, but a lot of folks now adays have a warped view of Ares/Mars from media. Like if a rape victim wished Vengeance against his/her attacker, she'd likely pray to Ares he was one of the only Gods in Greek Myth that neither raped anyone or was an accessory to rape, and he avenged his daughter when she was raped, not Athena or Artemis, just ask Medusa.

Of course one should also not confuse "Greek Myth" with the whole of ancient Greek Religion, because Greek Myths like from Hesiod and Homer were seen as impietous towards Gods by Philosophers like Plato or seen as metaphors for deeper truths about the Gods by later Henadic (late) Platonists.
 

Dire Bare

Legend
This thread got me excited, and I whipped up a brief comparison of the Greek-inspired 5E books to date.

Arkadia
Odyssey of the Dragonlords
Age of Myth
SettingArkadia
(8 pages)
Thylea
(24 pages)
None (mythic Greece and other Mediterranean cultures)
Class ArchetypesPath of the Hero (Barbarian)
College of the Muse (Bard)
Domain of Fate (Cleric)
Circle of Beasts (Druid)
Hoplite (Fighter)
Way of the Gladiator (Monk)
Oath of Judgement (Paladin)
Amazon (Ranger)
Trickster (Rogue)
Demigod Bloodline (Sorcerer)
Dead King Patron (Warlock)
School of Philosophy (Wizard)
Herculean Path (Barbarian)
College of Epic Poetry (Bard)
Prophecy Domain (Cleric)
Circle of Sacrifice (Druid)
Hoplite Soldier (Fighter)
Way of the Shield (Monk)
Oath of the Dragonlord (Paladin)
Amazonian Conclave (Ranger)
Odyssean (Rogue)
Fates Patron (Warlock)
Academy Philosopher (Wizard)
Path of the Bacchante (Barbarian)
Path of the Lunatic (Barbarian)
College of Engineering (Bard)
College of Poetry (Bard)
Mysteries Domain (Cleric)
Plague Domain (Cleric)
Witchcraft Domain (Cleric)
Circle of Leaves (Druid)
Circle of Salt (Druid)
Hoplite (Fighter)
Immortal (Fighter)
Legionary (Fighter)
Way of the Wrestler (Athlete/Monk)
Oath of the Argonaut (Paladin)
Medjay (Ranger)
Shedim Resh Al Ma’at (Rogue)
Pharaonic Bloodline (Sorcerer)
Fates Patron (Warlock)
School of the Magi (Wizard)
School of the Sibyl (Wizard)
Racial OptionsDwarf (volcano, field)
Elf (Oreyan, Scyllaean, Nyssian)
Human (Arkadian)
Orc (Arkadian)
Phaedran (satyr, siren, gorgon, harpy, centaur)
Centaur (Thylean)
Medusa (Thylean)
Minotaur (Thylean)
Nymph (Thylean)
Satyr (Thylean)
Siren (Thylean)
Autochtone (fire, quicksilver)
Boread (halcyon, neophron, pesmenos)
Centaur (academic, wild, icthyo)
Cynocephali (canus, aureus)
Hyperborean (astral, ethereal, material)
Lupercalian
Minotaur (field, cave)
Myrmidon (coastal, mountain)
Ranii (red-soil, black-soil)
Satyr (satyr, faun)
Rules Optionsfeats (20), equipment, magic items (30), monsters (32)outsiders vs natives, backstories, epic paths, fame, PC dragonlords, PC gods, equipment, spells (8), monsters (67), magic items (40)Backgrounds (10), magic items (50+), monsters (30+)
Adventures (in-book)NoneLvl 1-20 adventure pathMini-adventures (4)
PreviewsClass Archetypes (free)Player’s Guide (free) - race and class optionsSatyr and Bacchante (PWYW)
Supporting ProductsMinotaur Race (free), Music & Ambiance CD, Fate of the Oracle adventure (not yet released)

To describe some of the less obvious options from Age of Myth . . .

Age of Myth focuses on Greek-inspired fantasy, but ranges farther into other Mediterranean cultures of the Classical Age. Age of Myth is packed with some really cool options, but isn't as pretty of a book as Arcadia and Dragonlords (and probably Theros). All of the art is public domain classical art, but is well chosen. The book does not include a fantasy Greece setting like Arcadia or Thylea, and doesn't really provide much setting detail at all outside of the character and monster options.

Races: No classic elves, dwarves, and orcs here!
  • Autochthone: A very different take on dwarves. Elemental mortals born of Gaia (earth) and divine/titan blood spilled during the Gods/Titans war of myth. Slender, passionate, polymaths, artists, wanderers . . .
  • Boread: Beautiful, empathic, winged humans descended from the North Wind and nymphs/naiads.
  • Centaur: Descendents of Chiron, born of god and ocean. Centaurs want to know, academics are scholars, wild centaurs are wanderers, all centaurs are egalitarians. Icthyocentaurs are sea horse centaurs that can shapechange into normal centaurs.
  • Cynocephali: Dog and jackal-headed humanoids, cousins to jackal-weres. A former conquering army of humans cursed by the gods. Now prideful merchants based in desert kingdoms. Some reject their cursed forms and seek to emulate other races, such as dragonborn or tritons.
  • Hyperborean: Humans of flexible form, exiles from the paradise demiplane of Hyperborea. Can adopt a ephemeral "joyful form" (ethereal form basically). Mythic Hyperborea is not Conan's Hyperborea!
  • Lupercalian: Expansionist, lupine (wolf-like) legionnaires from not-Rome. Not wolf-headed, but more like shifters from Eberron. Lupercalians breed true, but a ritual can transform another humanoid into a lupercalian to increase their population!
  • Minotaur: Originally cursed by a demon lord (you know who), the gods restored free will to the minotaurs. Now minotaur adventures seek out monstrous minotaurs to free them from demonic influence!
  • Myrmidon: Insects transformed by the god of war into angular human soldiers.
  • Ranii: An empire that rebelled against the gods and were cursed into frog-like humanoids, who have rebuilt their highly stratified empire and enslave other humans.
  • Satyr: Satyrs are hedonistic, carefree, selfish revelers, that when finding someone to truly care about, transform into the wiser and kinder fauns. Available as a free preview.
Classes:
  • Path of the Bacchante: (Barbarian) Maenads, hedonistic followers of the god of wine and vengeance! Available as a free preview.
  • Path of the Lunatic: (Barbarian) Mad, empathic warriors touched with prophecy and dreams.
  • College of Engineering: (Bard) Inventors like Archimedes and Daedalus.
  • Witchcraft Domain: (Cleric) An interesting take on the classical witch, followers of power, magic, death, and subversion.
  • Circle of Leaves: (Druid) Similar to classic D&D druids, can transform into a hamadryad tree form and can create golden apples.
  • Circle of Salt: (Druid) Druids who seek to purge the natural world of all life!
  • Immortal: (Fighter) The elite troops of ancient Persia. Immortals benefit from innate magic that makes them nearly invulnerable to harm.
  • Way of the Wrestler: (Athlete/Monk) The athlete is a variant monk class with one "athletic tradition". Seemingly more appropriate for the setting than the classic D&D monk!
  • Oath of the Argonaut: (Paladin) Heroes committed to a major quest that spans continents, topples kingdoms, or traverses worlds. You know, like Jason!
  • Medjay: (Ranger) Peacekeepers, desert servants of pharaonic lords.
  • Shedim Resh Al Ma'at: (Rogue) "Servants in the Place of Truth", tomb robbers, descendants of those who built the tombs for the pharaohs.
  • Venefica: (Rogue) I missed this one in my comparison a few posts above. Spies, beguilers, masters of magic and poison.
  • Sylvan Bloodline: (Sorcerer) Missed this one too above, oops. Beautiful and beguiling descendant of pastoral fey such as nymphs, dryads, naiads, satyrs, and centaurs.
  • The Gorgons: (Warlock) Damn! Missed this warlock patron too! You serve Euryale, Stheno, or Medusa herself! Gain a petrifying gaze!
  • School of the Magi: (Wizard) An ancient order that dedicated to bearing light, finding truth, and fighting evil and chaos.
  • School of the Sibyl: (Wizard) Sibyllines draw upon the power of language, words, to shape the flow of magic.
Backgrounds: Includes amulet maker, archon (leader), embalmer, gladiator, gymnast, hem-netjer (temple priest), oracle, shepherd, vestal virgin (celibate priest), and vintner (wine-maker).

Overall, both Arkadia and Age of Myth can add a lot of player options (and monsters) to your Dragonlords game. Or vice versa! :)
 

gyor

Legend
I hope they do a sequel book to this based upon the Dionysiaca the way Odyssey of the Dragonlord is inspired by the Odyssey and Illiad.

It's about the invasion of India by Greek Gods and Mythological Creatures, where they go up against East Indian Gods. The Ancient Epic Poem is as big as the Odyssey and Illiad combined, but not as old.

Dionysiaca - Wikipedia
 

Weiley31

Legend
(wine-maker).
Combine that with a Brewer background and the Brewer kit, and your character has now become The BoozeFather of the party.

To quote the late Roy Fokker from a badly English dubbed version of Do you Remember Love: "You can still fight when drunk-Hiccup"
 

Libertad

Hero
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Starting at Higher Level: For those pointing out the incongruity of 1st-level PCs being underpowered for the legends they’re famed for, the book suggests that gaming groups unsatisfied with their “famous heroes” starting out at 1st level can begin at 5th. In this case the DM should skip two of the three Great Labors, with the relevant deeds/treasures/etc already performed and retrieved.

The Great Labors are all in different locations, but conveniently the city of Estoria is within reasonable traveling distance of all three. Chances are the PCs may be headed there to speak with the god Pythor for their Epic Paths anyway.

Estoria is not in a good location by the time the PCs arrive. Sydon is extorting farmers to make daily sacrifices of one cow a day, keeping all of it for himself and not doing the “burn the best parts and let the mortals eat the rest” that is typical for more reasonable gods. Even worse, centaur, gygan, and cyclops forces loyal to him are gathering in large war parties across the river. Sydon promised to pull them away from Estoria should Pythor offer his daughter Anora as a sacrifice on the next night of the full moon, else the assembled armies shall invade. A sacrifice her father is unwilling to make.

CVA467D.png

Estoria is a fair-sized city with 14 major sites to explore and 10 potential random encounters: most of the encounters are just set dressing, but a few involve fights or danger such as a bunch of barrels breaking off a cart and heading in the party’s direction.

Bioware Trope Alert: Side Quests: One of Odyssey’s strong points is that while it has a main plot, a lot of encounters and locations are optional or can be found off the beaten path should the PCs go out of their way to explore the cities and islands of the adventure path. As completing said side quests usually nets the party more Experience and material rewards than if they bypassed them, gaming groups of a more completionist mindset will have an advantage in future encounters due to being more powerful.

So what sidequests do we have in Estoria? Well there’s…

...a Wine Festival where the party can watch mythological and historical plays expanding on Thylea’s world-building. One of the actress is a disguised green hag who will try to seduce a PC to meet her alone so she can eat their heart.
...a grave robber who stole a Necklace of Fireballs from the Necropolis and is starving to death due to the curse for his sin. The only way for him to end the curse is to sell the necklace to someone who knows that he stole it from a grave. It will teleport back into his possession otherwise.
...meet some dwarves in the Dragon’s Tooth, a local tavern. They will pay the PCs 10 gp for each dwarven skull retrieved from the Mithral Mines. The skulls are needed to bury their kin, and their race once operated the Mithral Forge. This one’s a subtrope all its own!
...meet a man and his husband in the local vineyards, whose daughter Corinna went missing. She is encountered at the Mossy Temple, one of the many teenagers who joined Demetria’s cult of Lutheria. Returning her safely home nets the PCs a Javelin of Lightning from the grateful fathers.
...convince a simple-minded yet good-intentioned cyclops that a group of poachers he’s running with are bad news, as they’re only his ‘friends’ due to the muscle he provides and nothing else.

The PCs can also visit the local tavern where they can roll on a d8 table to learn of plot-relevant rumors, several of which hint at future chapters or interesting locations in town: the local dwarf artisan Volkan claims to be the God of the Forge, a massive hurricane is approaching Mytros’ coast, etc. PCs who visit the Dragon Shrine to drink from the Horn of Balmytria will learn that some thieves broke in and stole it. Following the trail whether by Survival or Detect Magic (cuz powerful artifact) leads the PCs to the Mossy Temple deep in the Oldwoods. Finally, Volkan’s Hall is home to the God of the Forge, but most of the locals think him to be merely an eccentric dwarf. He’ll give the PCs a magic item if they sacrificed the boar to him, and even if they did not he promises to help them craft magic items if they get the Mithral Forge working again.

The King’s Daughter
gPKt75T.png

But before the PCs can go gallivanting around town, the city guards at the gates will mention that King Pythor is aware of their presence and issued a summons for them. They won’t force them there, but will encourage the party to make haste given that their ruler would not issue this order on a whim.

Pythor’s an alcoholic even on his better days, but given the recent troubles his worse side is out as he’s found smashing statues in the main hall. He’ll gain enough lucidity once Kyrah talks some sense into him, and he explains the above troubles regarding Sydon. Although Pythor has dozens (if not hundreds) of children, Princess Anora is very dear to him. The sacrifice in question demanded by Sydon involves tying the captive to the aptly-named Rock of Sacrifice on the river where they must remain until sunrise. It is known that a pair of basilisks will petrify and consume any offerings left there, so even though the wording does not demand death it will be almost certain. Caught between sacrificing one of his own vs the people of the city, he cannot directly fight Sydon’s forces without violating the Oath of Peace, so he begs the PCs to find a solution. The next full moon is a few weeks away, so the PCs have a generous window open to act and also do any Great Labors and various sidequests to Git Gud to fight the basilisks/centaur chieftain/etc.

How does Anora feel about this? She’s willing to sacrifice herself, but Pythor will not allow it and locked her away in the palace dungeons to prevent her from sneaking out.

One might be asking how Sydon’s forces can raze a city without breaking the Oath of Peace. Well, that’s a good question. In fact, any in-game text of the Oath proper is never revealed, although it’s heavily implied that not attacking Thylea’s major population centers is one of the terms with which the Titans must abide based on later events in the book. Which makes one ask why Estoria’s the exception. While we know that the gods’ devotees can fight each other without breaking the Oath (otherwise this AP would be impossible), the vagueness of the Oath is something the PCs will be asking about in times like this.

The PCs could challenge the centaur chieftain in ritual combat, where he and a number of his best soldiers will face the PCs in equal numbers plus one cyclops. This will be a very difficult battle given these are Centaur Heroes with better stats than the base Monster Manual kind, and Kyrah will advise against this. She will resurrect the PCs in one week’s time at Pythor’s palace rather than wasting their Divine Boons should they lose. The other option is to approach the representatives of the Order of Sydon, led by Commander Gaius who is a bit of a recurring villain in this campaign. Pythor’s offer of fifty oxen to replace Anora will be turned down, for Gaius is a Lawful Evil jerk who wants the Five Gods to suffer. He’ll only accept the PCs as an entire party as a worthy sacrificial substitute.

The PCs can look for the basilisk’s lair and kill them ahead of time, although this will result in an unforeseen yet still manageable complication. Sacrifices, be they the PCs or Anora, will be led to the Rock of Sacrifice and chained by their feet (but still retain their equipment). A dozen centaur will watch the proceedings, as well as three harpies who will use their songs to lure any escapees back to the rock. The chains limit their movement, and the basilisks will attack after twenty minutes...but if the basilisks are dead, then hours will pass and Sydon’s followers will grow increasingly worried and impatient. The harpies will be the first to break down, where they will attack the sacrifice(s) but will not be joined by their landbound comrades should the PCs retaliate. As the terms of the sacrifice do not mandate death (only a certain time limit), the centaur chieftain will grudgingly disband his army should it go awry.

Completing the quest where Anora survives will make Pythor very happy. He will give one of the PCs (ideally the Demi-God) his famous hammer, which in addition to being a great weapon can be used to craft special kinds of weapons at the Mithral Forge. If Anora dies, Pythor will drink himself into unconsciousness and be invalid for a week.

Epic Paths: Pythor has relevant information regarding the destinies of the Demi-God and Lost One, but won’t aid them until they resolve the sacrifice quest. He’ll tell the Demi-God that their mother was kidnapped by the dragon Hexia who is believed to lair in the Forgotten Sea. Volkan will give said PC the blueprints for one of Pythor’s unfinished weapons, which is one of the magic weapons for this Path and must be crafted with his hammer at the Mithral Forge.

For the Lost One, he’ll mention that Estor Arkelander, one of the Dragonlords, knows where the lost treasure of the order is, but he is now an undead captain of a ghost ship which hasn’t been seen in generations.

The Mithral Mines
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The Mithral Forge is interesting in that it’s one of the few aspects of Thylea which directly ties the PHB races to the world’s history. The dwarven settlers found a rich mithral vein with some adamantine extending for miles beneath the mountains; the largest in the world in fact. Most of Thylea’s greatest arms and armor were crafted here, and it was this vaunted fame that made Lutheria unleash a Cerberus hound in the mines to slaughter the dwarves. The infernal beast gave birth to many children known as death dogs, meaning that nobody has yet returned it to operating order.

As can be expected, the Mithral Mines are a classic subterranean dungeon crawl. The PCs can see four massive statues in the shape of hands which are actually one of Kentimane’s many limbs, a bit of foreshadowing to the Titan’s omnipresent nature across Thylea. They can also come upon some wary centaurs who if not attacked will warn the party of a troglodyte band in the mines who kidnapped their companions. Said companions are a Side Quest where the tribe will award the PCs 3 potions of heroism for rescuing them.

The Mithral Mines are a 2-level, 22-room dungeon. Troglodytes from the Underdark sought the mines’ upper reaches as a safe haven from an undefined threat further below the world’s reaches, but ended up involved in a devastating war with the Cerberus’ death dog children. A battle which the troglodytes gained the upper hand in once they bred some cockatrices to petrify the hounds...and in turn the cockatrices started attacking their caretakers, and are thus a third pseudo-faction in the dungeon. The mines have some creepy ambience of multi-headed doglike statues, a few of which come to life shortly after the PCs enter or go on to the next room.

PCs who fall in battle against the troglodytes will not be killed, but imprisoned (granting them a Short Rest) and brought to their king. Said king wears a Headband of Intellect which has made him rather miserable upon realization that he lives among idiots. He will be initially nonviolent to the PCs and offer a game of riddles, and should they win or prove otherwise useful to him he’ll tell them the password to bypass the elevator trap leading to the lower levels.

The way to the second level is an intricate dwarven elevator with a trap. Unless the right password is uttered, dragonhead spouts will pour oil into the elevator while flaming jetstreams farther below come to life. The PCs have 3 rounds to somehow prepare or avoid this before the entire elevator is lit on fire. The damage alone from this trap can result in a TPK. The second level itself is hotter, home to a Salamander kept imprisoned by a cold-generating bronze sphere that douses her with freezing ice should she go a certain distance away from the room’s center. She was a metalsmith who helped maintain the Forge, but can tell the PCs how to restart and upkeep it should they find and give her the contract binding her (also in the dungeon). She will stay in the Forge for one year voluntarily, helping craft items.

But nothing in life is so straightforward. If the trogloydyte king is still alive, he’ll hear the loud sounds of the forge coming to life and lead a war party of 16 of his subjects down the elevator to kill the PCs, the salamander, and any surviving death dogs in order to claim the Forge for himself. The PCs have several rounds to prepare, and can also set up 4 traps in squares of their choice in the forge room to activate when someone enters. Said traps are overhanging cauldrons spilling molten metal, blast vents that shoot out boiling steam, etc.

Although the PCs have traps and a fiery monster to aid them, the potential 17-monster combat is highly lethal to PCs who are likely 2nd to 4th level. But I do like how it’s suitably climactic for the end of a dungeon, and cutting back the troglodyte numbers may be best.

Epic Paths: The Forgekeeper will give the Dragonslayer one of their wish list magic items, and explain that the gygans of Yonder Island once knew the secrets to building an even greater weapon suitable for fighting dragons.

The Mossy Temple
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This one’s another dungeon crawl, this time of the decaying vine-covered ruins kind. A group of goatlings stole the Horn of Balmytria so as to prevent the PCs from opposing the Titans’ plans, although they did not do a good job in covering their tracks. Said goatlings are part of a cult of Lutheria, led by the evil dryad Demetria. The cult has been tricking teenagers into thinking they’re joining a cool secret society but in actuality will become either maenads (for the women) or sacrifices (for the men).

Goatlings and Maenads: With the absence of orcs, goblins, and kobolds, other monsters serve similar thematic roles in Odyssey of the Dragonlords. Centaur and Gygans more or less replace orcs and ogres as the “strong warrior race of raiders” trope. Maenads and goatlings are two new monsters in Thylea. Maenads are evil monstrous women transformed after a loved one tricks or betrays them as part of a ritual to Lutheria. Maenads are more or less always Evil and live to kill: the union of a maenad and satyr produces a goatling, who are Small-sized monsters with goat heads who are fond of taunting people in combat.

The Mossy Temple is slightly shorter than the Mithral Mines, being 16 rooms. The PCs also have more opportunities to encounter potential allies, such as an insane gnome who remains wildshaped in squirrel form whenever possible. There’s also a non-evil pair of satyrs* and a dryad who are ambassadors for the non-evil fey unsuccessfully trying to convince Demetria to stop kidnapping and torturing people. Two of them cannot provide direct aid in combat, but can tell them a bit of the dryad’s backstory: the Dragonlord Estor Arkelander cut down her sister’s tree to help build his ship, which is why she’s now evil. Finally there Corinna, one of the teenage revelers who can talk sense into her friends.

*One of the satyrs, Loreus, is not like others of his kind: he prefers the fanciful fiction of stories and poetry, and happens to be big fans of the PCs thanks to their exploits. He’ll fall in love with the party member who is the nicest to them, and if possible will covertly follow them and use his pan pipes to put to sleep a foe who begins to get the upper hand in combat.

The Temple’s dangers are nicely varied, ranging from animated root traps, camouflaged oozes in a stagnant pool, nonflying gargoyle statues that come to life if an offering is not left in a sacrificial bowl, and violently drunk goatling and maenads. The treasure has some non-standard options: two gardens can be harvested for non-magical Goodberries, truth serum, and poison to those with the proper proficiencies

Demetria and her gygan bodyguard are in one of the temple’s last rooms, hosting a feast for four girls. She is wary of the PCs but will try to engage them in conversation to buy herself some time. In reality the meat of the meal is the flesh of several murdered teenage boys, and she told the four girls that they’re away in the forest to explain their absence. The PCs can convince the girls of the truth if they visited the kitchen and found out what the meat was made of, if the crazy gnome is still with the PCsand will point this out, or if Corinna is with them and trusts the party. Otherwise, the girls will transform into maenads as they dig in, and will attack the PCs along with Demetria and the gygan. If the party convinces the girls of the truth, they’ll automatically pin down Demetria for 3 rounds but will die if the PCs don’t protect them from the gygan.

Also, some of the squickier elements of this chapter: the troglodytes and goatlings have babies among their number who can walk upright, the former case will attack the PCs and which the text explains as a ‘moral dilemma.’ Child-killing is a recurring plot element in this adventure path, albeit in most other cases is a thing done by villains rather than the heroes. Demetria has also been having sex with the teenagers offscreen. Although their ages are never stated, it’s still a creepy and predatory behavior given her intentions and the power differentials even if they all happen to be 18-19 years old.

Once the Horn of Balmytria is recovered and drunk from, the PCs will enter a collective trance where they imagine themselves upon the deck of a trireme ship rowed by undead oarsmen, a strange bronze construct in their hands. PCs skilled in the ways of visions or a suitable NPC can interpret their dream as being on the deck of the Ultros, an infamous ghost ship once commanded by the Dragonlord Estor Arkelander. Only one of his descendants would know the location of the ship: King Acatus, ruler of the city-state of Mytros. Acastus’ ancestral legacy is common knowledge in the setting, so it should be trivial for the PCs to find out about this.

Epic Paths: Demetria recognizes the Doomed One on sight, will tell them that they are destined to die at the grace of Lutheria, and say that only the Fates can say more. If the PCs happen to be the “kill first, ask questions later” this information will be revealed to them once they drink from the Horn.

She also possesses one of the Haunted One’s wish list magical items. Once attuned, they will hear the voice of a family member’s soul, explaining that the other family artifact is in the hands of the Amazon Queen.

The Necropolis at Telamok
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Cave Dungeon? Check. Ruins Dungeon? Check. Graveyard Dungeon? Checkaroony! Rounding out our Great Labors is a place where the party Cleric can go Turn-happy. But unlike the typical graveyard, the Necropolis is located outside any major population center and is forbidden to all but a select few. It is where the Dragonlords’ bodies were laid to rest, presided over by Damon the lich undertaker. This undead archmage is on the lookout for grave-robbers, necromancers, and general-purpose defilers. The PCs will pass more of Kentimane’s arms on the way here and also get accosted by harpies who will try to use their songs to make them fall off the cliffs. The Necropolis itself is a mist-shrouded valley where undead will be endlessly summoned should the PCs try to climb or fly past its edges.

Several bridges (all but one of which are broken) are guarded over by Damon, who will let the PCs pass if they present him the Burnished Dragonlord Coin Kyrah gave to them way back during the boar hunt. He will use nonlethal magic to those who try and pass otherwise at first, becoming lethal should they persist or fight him.

Epic Path: Damon otherwise says nothing, but to the Cursed One he will give a Gem of Brightness, one of their family heirlooms. He will tell them to seek out the Lotus Witch of Scorpion Island, for she knows how to break their family curse.

A generous amount of page space is given over to the tombs of various Dragonlords, which are much greater risk than reward: although a few have some nice magic items, they’re guarded by some nasty traps. Even if the PCs successfully abscond with the goods they’ll be afflicted with the Curse of the Graverobber which will slowly starve them to death. Kyrah is uncharacteristically quiet in the tomb of Estor Arkelander; she has some bad history with the Dragonlord, and regrets the atrocities he committed during the First War but will not wish to speak of it to the PCs. One of the Dragonlord tombs houses one of their number who converted to Sydon as a symbolic gesture of peace: trying to rob it will teleport one of the offending PCs to Sydon’s throne room in Praxys, where he will most assuredly kill the offender.

But there is one tomb they can purloin without (much) negative consequence: the Tomb of Xander, which houses the treasure needed for this Great Labor! It’s a mazelike dungeon patrolled by the insane minotaur Graxis the Butcher, whose tribe were cursed to be the Necropolis’ guardians at the end of the First War. His brethren became skeletons which are one of the more common monsters encountered here, but he managed to not become undead through SHEER WILLPOWER. Graxis can be encountered either at the end of the dungeon or as a random encounter, and the maze has a few traps, such as the classic “spiked walls closing in” that can be disabled via pulling a lever or opening a portcullis.

If Graxis is still alive, he will confront the PCs in the true tomb, getting there via Plotportation. During the battle the resting Dragonlord will raise as a wight and hand one of the PCs his Axe but otherwise not intervene in combat. Once victorious, the PCs can claim the magical breastplate and mundane (but very pretty) shield from the tomb. The Axe and Shield are damaged and thus must be repaired at the Mithral Forge.

Epic Path: Xander will mention that Commander Gaius, the leader of the Order of Sydon, has stolen the Vanished One’s armor and keeps it safe in a fortress at the Isle of Yonder. Xander also has a Crown of the Dragonlords to give to said PC (or the Gifted One) in addition to the existing treasure. If the party includes both the Vanished One and Gifted One, he has TWO CROWNS instead!

Inter-Labor Encounters: The world at large is not docile while the PCs are going out and about. After the first Great Labor is completed, Commander Gaius will track down the party and make a dramatic entrance on his silver dragon mount, gloating at how their quest is a lost cause and call forth a centaur warband to attack the party as he flies off.* After the second Great Labor is completed, Lutheria will give them another spooky dream the next time they rest, where they see a man with stitched-shut eyes, ears, and mouth in a beautiful valley. They must make a Wisdom saving throw or gain a long-term madness that can only be magically healed.

*I do feel that if the party has the Vanished One and the Necropolis was the first Great Labor completed, then they may misread this encounter and try to chase after Gaius even though he’s meant to be a foreshadowing of things to come.

Also after the Second or Third Labor (DM’s discretion) is completed, a trio of Mytrosian soldiers mounted on copper dragons will find the PCs and explain that they bear summons from King Acastus: Sydon has sent a hurricane to the city, and they need the PCs to come to their aid. They will plead for the heroes to come but otherwise not force them, mentioning that Acastus will punish them if they come back empty-handed. Said soldiers are part of Acastus’ attempt at restoring the order of Dragonlords, who are not looked fondly upon by Kyrah and the gods due to being a poor imitation at best.

The relevant quests and city of Mytros is covered in the next chapter all on its own. So yes, the chapters in these cases can be played out of order potentially, which I like for providing a relative sense of freedom.

Thoughts So Far: Overall I like the three Great Labors. Their main weaknesses is that they are quite lethal for such a low-level party, particularly the troglodytes and some of the room traps whose damage can easily lead to a TPK. But I do like how they are tied into aspects of Thylea’s history and grant the PCs several chances to learn of what came before. The addition of sidequests is a neat concept, but the ones here feel a bit simple (retrieve dwarven skulls, rescue these NPCs, etc) in comparison to ones we see later in the adventure path.

The demanded sacrifice of Pythor’s daughter is a bit of a low point, if only due to the fact that it has a rather restrictive expected outcome in that the text presumes the PCs will offer themselves up as sacrifices. It also highlights some of the plot holes in this adventure path regarding the Oath of Peace’s vagueness. Additionally, Pythor feels more like a Thor expy than an Ares: his red hair, the image of a drunken bon vivant, and using a signature hammer as a weapon feels more Norse mythology than Greek mythology.

Join us next time as we visit the Big Olive in Chapter 3: Summoned by the King!
 

Libertad

Hero
The Amazonians are better then in most media, less politicized then most. Many Wonder Woman fans would be shocked when they realize that the Amazonians worshipped Ares according to Greek Myth, and their Queen was Ares daughter, but a lot of folks now adays have a warped view of Ares/Mars from media. Like if a rape victim wished Vengeance against his/her attacker, she'd likely pray to Ares he was one of the only Gods in Greek Myth that neither raped anyone or was an accessory to rape, and he avenged his daughter when she was raped, not Athena or Artemis, just ask Medusa.

Of course one should also not confuse "Greek Myth" with the whole of ancient Greek Religion, because Greek Myths like from Hesiod and Homer were seen as impietous towards Gods by Philosophers like Plato or seen as metaphors for deeper truths about the Gods by later Henadic (late) Platonists.

I uh, don't know how much to spoil ahead of time, but Thylea's Amazons and their handling of sex (consensual or otherwise) is probably going to disappoint you.

Posts on other Greek-themed sourcebooks.

Wow, these are some very detailed write-ups! Thank you for this!
 


What if the PCs face a coven of medusaes witches, wouldn't they be power-broken as enemy bosses?

In the past I tried to imagine Amazons as a new PC race, using Wonder Woman's homeland, Themyscira or Paradise island as source of inspiration, but also a new and wicked version, based in the classic mythology about the island of Lemnos, ruled by the queen Hypsipyle, and with some pieces of the lore of the Honored Matres from Frank Herbert's Dunge saga, whose origin is... let's say it is a good example of former slaves becoming slavers. These "wicked Amazons" have got plant-like traits because to breed they use the "lotophagues", the male version of dryads, tainted by a mind-controlling spore to be used as almost-zombi slaves (I am thinking about to use the name Quercusian).
 

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