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[Let's Read] Odyssey of the Dragonlords
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<blockquote data-quote="Libertad" data-source="post: 7960053" data-attributes="member: 6750502"><p style="text-align: center"><strong>Creating Heroes</strong></p> <p style="text-align: center"><img src="https://i.imgur.com/OOury4H.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Technically speaking these sections are part of the book’s appendices, but they are featured in a free PDF Player’s Guide meant to help players create characters. It also covers important details for a few of the races which are expanded upon in the adventure path proper, so here I am doing it first!</p><p></p><p>This part of the book goes over things repeated in the Introduction, but adds that dragonborn are descended from one of the bronze dragons who flew the Dragonlords to Thylea. Thylean names have a predictably Greek flavor, although ones from other cultures may be present such as family lineages from a settler races’ homeland. Recent arrivals to Thylea have trouble fitting in, partially on account that certain cultural expectations are presumed to be common knowledge on par with “don’t throw salt on your farm soil” and thus never really explained to foreigners.</p><p></p><p>Technology is at a Bronze Age level. Iron, mithral, and adamantine are incredibly rare and typically reserved for making magic weapons and armor, and things like platemail and crossbows are cutting-edge technology made only by the most learned artisans and Volkan the God of Forge. Most of the city-states’ standing armies outfit their soldiers in spears, shields, and shortswords with leather armor and gather them in phalanx formations. The spear is the only common polearm, and other heavy two-handed weapons are looked down upon as something only barbarians use. There’s some new weapons available, such as the kopis and xiphos (shortsword variants), the chakram (can be used in melee and as a thrown weapon), the dorata (thrown spears that come in pairs), and the makhaira (curved longsword with greater stopping power on horseback).</p><p></p><p>We have rules for <strong>Fame</strong> which are rated on a scale from 1 to 20 and come with increasing benefits. At lower levels of 1 to 10 they include things such as free service at local establishments, advantage on social skill checks during festivals, and higher chances of being recognized in population centers. 11 to 15 you become a household name in Thylea: people build statues of you, politically powerful figures give you minor magic items, and small shrines bearing your likeness are tended over by priests who can forward wealth to your holdings gathered as tithings. 16 to 20 you have huge temples, rival gods fear your power, and at 20 you become immortal and qualify for the Theogenesis ritual which can turn you into a god!</p><p></p><p>The <strong>Epic Paths’</strong> magical items and Divine Blessings are outlined here. The amount of magic items differs a bit, ranging from 2 to 6, although in the case of the Gifted One and Vanished One they can get a dragon companion and eventual mount as part of reviving the legacy of the Dragonlords. Most of the Divine Blessings are constant defensive boons, such as the Cursed One gaining immunity to all curses, diseases, and poison, the Demi-God gaining +2 Constitution (max 22), or the Lost One gaining a 1/long rest ability to reroll any d20 roll but must keep the new result. Many of the magic items are broadly useful: the player can pick from a small list of items to be the reward for the quest/treasure vault/etc. so they don’t end up ‘locked in’ with an option that is class-restrictive. I rather like this choice, for it encourages player agency and better allows said PC to get useful and thematic rewards.</p><p></p><p style="text-align: center"><strong>Playable Races</strong></p><p></p><p>Greek myths contain some of the most iconic monsters in fantasy gaming, and it’s only appropriate that some are upgraded to PC-worthy material. A few are expected, such as the Centaur, but we get some odder choices such as the Medusa. Unlike their original myths none of them are gender-locked: satyr ladies and siren men exist, and while it’s in the later “monster appendix” the book says that nymphs can also be both or neither gender.*</p><p></p><p>*no mention of nonbinary identities is made for other races or elsewhere in the book, though.</p><p></p><p><img src="https://i.imgur.com/MW5epvb.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Centaurs</strong> are proud nomadic people who live in the northern steppes and shrouded woodlands of Thylea. They claim descent from a now-unknown god of war and expect others to give them the proper respect due to this. Centaur tribes are loyal to the titans, preferring Sydon or Lutheria, and bear a grudge against the Dragonlords and Five Gods for the violence inflicted upon them during the First War.</p><p></p><p>In terms of game stats they emphasize strength and mobility: +2 Strength and +1 Wisdom, speed of 40 feet, a special charge action that grants bonus damage, and the ability to allow a willing bipedal ally to ride upon them for 1 round as a bonus action on the centaurs’ part. They are Medium, and their equine frame means that they treat unfavorable terrain as difficult; they can still climb and walk up stairs, it’s just harder to do so. Overall a fine race, if a bit one-note.</p><p></p><p><img src="https://i.imgur.com/6Fo0QpF.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Medusae</strong> are mortals who made a bargain with a dark power or broke an oath, afflicting them with the Curse of the Medusa. Legends speak that the first among their number was a greedy woman who desired wealth and spurned the native races of Thylea during her travels. The Fates granted her wish, to turn all she witnessed to stone so that thieves would not steal from her, her hair became as snakes “to always have company as cold as your own.” Although the circumstances are different for each individual medusa, Thylean society at large distrusts and fears them for their powers and unspoken misdeeds.</p><p></p><p>Medusa have +2 Dexterity, +1 Intelligence, darkvision 60 feet, and have a natural weapon with snake-hair that can grant the poison condition if the target fails a Constitution save. They have advantage against poison effects of all kinds and at 5th level they gain a paralyzing petrification gaze which can permanently petrify a target if they fail their Constitution save 3 times. Unlike other features the petrification DC is not modified by ability scores or proficiency bonus, starting at a mere DC 8 and growing to a maximum of DC 14. Still, the poison condition is a very useful status effect to inflict upon enemies, and further attempts at petrification on the same target in battle are bonus actions and the save is made at disadvantage, and 3 failed saves even from different medusae cause instant petrification. A party of medusa have a good chance of ‘stun-locking’ an opponent, so they’re a pretty good choice as a race.</p><p></p><p><img src="https://i.imgur.com/3fGitIF.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Minotaurs</strong> had ancestors that were human once, but it is said that their people became like bulls due to being cursed by Sydon because they chose instead to worship a magical bull on account of said bull tilling the soil with never-ending strength to help them survive a winter. The God of Sea and Storms made them like said draft beast, forced to pull plows which carved labyrinthine canyons until they broke free and could walk upright...yet remained forever changed.</p><p></p><p>In modern times Thylean society (both native and settler races) view the minotaurs with disdain, as unthinking brutes useful only for manual labor. In Mytros they are victims of a legal slave trade and sometimes used as sacrifices, especially by Sydon’s worshipers. In Aresia things are more tolerant, and they’re given the same rights as citizens of other races.</p><p></p><p>Minotaurs as a race are geared for pure martial pursuits. They have +2 Strength, +1 Constitution, 40 foot base speed, advantage on Perception checks via smell, traversing maze-like environments, and dealing with maze-like puzzles. They have 60 foot darkvision but are colorblind and can only see in shades of red and grey. At 5th level they can transform into a bull as a bonus action 1/long rest, and a dire bull at 9th level (with handy-dandy stats in a sidebar!). As damage absorbed in Polymorph mode does not carry over unless you drop to 0 HP in said form, minotaurs are another strong option for martial types.</p><p></p><p><img src="https://i.imgur.com/FIFLlTR.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Nymphs</strong> are fey spirits forged from the natural foundations of the world. Although they prefer the wild reaches of Thylea, they are fascinated by the affairs of other races and it’s not uncommon for them to visit villages and cities for short visits. They are a bit hard to get along with, as they’re more prone to seeing non-nymphs as favored pets to be watched over rather than as a friendship of equals.</p><p></p><p>Legend speaks that the natural features of the land gained questions, wondering what separated them from each other: the snow on the mountains wondered if they were like the rivers and streams, who in turn wondered if their winding paths were like the roots of trees. Thylea granted their questions meaning, allowing them to become the first nymphs and find the answers for themselves.</p><p></p><p>Statwise nymphs have a base race and five subraces themed after specific natural features. The subraces gain advantage on Survival checks when in such favored terrain and cast certain bonus spells at 3rd and/or 7th level every short or long rest. All nymphs gain +2 Charisma, +1 Wisdom, are proficient in Persuasion, and can cast Charm Person 1/rest. Aurae are spirits of the sky and air, gaining Darkvision 60 feet and the faerie fire and levitate spells. Dryads are people of the forest, can speak with animals and plants at will, and can cast Goodberry and Barkskin. Naiad are river fey bearing a deep bond with rivers and are thus the subrace that is closest to mortal settlements: they can hold their breaths for 1 hour, have a 40 foot swim speed, and can cast Create or Destroy Water and Control Water. Nereid are of the seas and like Naiads adapt easily to civilization but are rarer; they can breathe underwater indefinitely, have a 40 foot swim speed, and can cast fog cloud and water walk. Finally oread were birthed from the mighty mountains and are peerless hunters; they have darkvision 60 feet and can cast the hunter’s mark and misty step spells.</p><p></p><p>Nymphs gravitate more towards a spellcasting roll, and their spells are useful for a variety of situations. Given that a rather large portion of the campaign takes place at sea and in one case beneath the waves, the naiad and nereid subraces are very good options on account of their swim speed.</p><p></p><p><img src="https://i.imgur.com/HOG7oKx.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Satyr</strong> are fey that come from the woods, but are just as comfortable living in settlements and all the pleasures they bring. They have better relations with the settler races than other native kindred, and can be found in quaint villages and even the great city-states. They are fond of wine, song, and sex, continuously seeking various kinds of emotional heights to avoid boredom.</p><p></p><p>Satyrs are built to be bards and little else. They have +2 Dexterity, +1 Charisma, advantage on effects which impose charmed and frightened conditions, and cannot be put to sleep. They are proficient in a single musical instrument of choice, gain advantage on all Performance checks with said instrument, and can perfectly memorize and perform any song after hearing it once. They know the minor illusion cantrip, and at 3rd and 5th levels they can cast sleep and suggestion once each per long rest, provided they use an instrument with which they’re proficient in the casting of the spell.</p><p></p><p>While in line with their mythology tropes, I would have preferred if they gained abilities useful to a broader variety of classes</p><p></p><p><img src="https://i.imgur.com/6nOdJHz.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Sirens</strong> concept-wise are a cross between harpies (who are cursed transformed monsters in Thylea) and the sirens of Greek mythology. Appearing as winged humanoids with bird-like claws and talons, they live among the islands, ports, and coastlands and are famed for their mournful songs which have magical properties. The sirens once lived in a brilliant city whose name is forgotten to time where they sung praises to Sydon. The cruel god was unmoved, viewing every attempt at supplication as a failure: “were they truly grateful, they would not build their towers to rival mine. Were they truly repentant, they would not sing so brazenly but meekly offer the proper sacrifices in place of songs.” The sirens were saddened that their efforts were for naught, and so they became mute, their city crumbling and fading beneath the waters in a great storm conjured by the cruel god. Lutheria found their suffering to be funny, and kidnapped, tortured, and transformed some of them into wicked beings, bringing the first harpies into the world.</p><p></p><p>The Titans’ injustice and loss of their city dominates siren culture. As a race they suffer from mood swings between sorrow and joy. Sirens find ample work among the races of Thylea as winged scouts and messengers, although the circumstances of their being means that they can only take flight when joyful.</p><p></p><p>As a race sirens have +2 Charisma, +1 Dexterity, have advantage on Performance and Persuasion checks with their voice, and can hold their breaths for up to 1 hour. Every short or long rest the player (or DM in case of NPCs) chooses whether the siren is filled with joy or sorrow as a dominant emotion. Happy sirens gain a flight speed of 30 feet provided they’re not wearing medium or heavy armor, but when sad they can sing mournful ballads which can cast charm person at 1st level, enthrall at 3rd level, or hold person at 5th level once each per short rest.</p><p></p><p>The fly speed alone makes sirens a very powerful racial option. Furthermore, they among the native races have the best-role-playing incentives to take part in the adventure path. Unlike the centaurs, medusa, and minotaurs they have roles in settler society and don’t face must systemic discrimination. I can guarantee you that sirens are going to be one of the more common options among Odyssey players for both role-playing and CharOps reasons.</p></blockquote><p></p>
[QUOTE="Libertad, post: 7960053, member: 6750502"] [CENTER][B]Creating Heroes[/B] [IMG]https://i.imgur.com/OOury4H.png[/IMG][/CENTER] Technically speaking these sections are part of the book’s appendices, but they are featured in a free PDF Player’s Guide meant to help players create characters. It also covers important details for a few of the races which are expanded upon in the adventure path proper, so here I am doing it first! This part of the book goes over things repeated in the Introduction, but adds that dragonborn are descended from one of the bronze dragons who flew the Dragonlords to Thylea. Thylean names have a predictably Greek flavor, although ones from other cultures may be present such as family lineages from a settler races’ homeland. Recent arrivals to Thylea have trouble fitting in, partially on account that certain cultural expectations are presumed to be common knowledge on par with “don’t throw salt on your farm soil” and thus never really explained to foreigners. Technology is at a Bronze Age level. Iron, mithral, and adamantine are incredibly rare and typically reserved for making magic weapons and armor, and things like platemail and crossbows are cutting-edge technology made only by the most learned artisans and Volkan the God of Forge. Most of the city-states’ standing armies outfit their soldiers in spears, shields, and shortswords with leather armor and gather them in phalanx formations. The spear is the only common polearm, and other heavy two-handed weapons are looked down upon as something only barbarians use. There’s some new weapons available, such as the kopis and xiphos (shortsword variants), the chakram (can be used in melee and as a thrown weapon), the dorata (thrown spears that come in pairs), and the makhaira (curved longsword with greater stopping power on horseback). We have rules for [B]Fame[/B] which are rated on a scale from 1 to 20 and come with increasing benefits. At lower levels of 1 to 10 they include things such as free service at local establishments, advantage on social skill checks during festivals, and higher chances of being recognized in population centers. 11 to 15 you become a household name in Thylea: people build statues of you, politically powerful figures give you minor magic items, and small shrines bearing your likeness are tended over by priests who can forward wealth to your holdings gathered as tithings. 16 to 20 you have huge temples, rival gods fear your power, and at 20 you become immortal and qualify for the Theogenesis ritual which can turn you into a god! The [B]Epic Paths’[/B] magical items and Divine Blessings are outlined here. The amount of magic items differs a bit, ranging from 2 to 6, although in the case of the Gifted One and Vanished One they can get a dragon companion and eventual mount as part of reviving the legacy of the Dragonlords. Most of the Divine Blessings are constant defensive boons, such as the Cursed One gaining immunity to all curses, diseases, and poison, the Demi-God gaining +2 Constitution (max 22), or the Lost One gaining a 1/long rest ability to reroll any d20 roll but must keep the new result. Many of the magic items are broadly useful: the player can pick from a small list of items to be the reward for the quest/treasure vault/etc. so they don’t end up ‘locked in’ with an option that is class-restrictive. I rather like this choice, for it encourages player agency and better allows said PC to get useful and thematic rewards. [CENTER][B]Playable Races[/B][/CENTER] Greek myths contain some of the most iconic monsters in fantasy gaming, and it’s only appropriate that some are upgraded to PC-worthy material. A few are expected, such as the Centaur, but we get some odder choices such as the Medusa. Unlike their original myths none of them are gender-locked: satyr ladies and siren men exist, and while it’s in the later “monster appendix” the book says that nymphs can also be both or neither gender.* *no mention of nonbinary identities is made for other races or elsewhere in the book, though. [IMG]https://i.imgur.com/MW5epvb.png[/IMG] [B]Centaurs[/B] are proud nomadic people who live in the northern steppes and shrouded woodlands of Thylea. They claim descent from a now-unknown god of war and expect others to give them the proper respect due to this. Centaur tribes are loyal to the titans, preferring Sydon or Lutheria, and bear a grudge against the Dragonlords and Five Gods for the violence inflicted upon them during the First War. In terms of game stats they emphasize strength and mobility: +2 Strength and +1 Wisdom, speed of 40 feet, a special charge action that grants bonus damage, and the ability to allow a willing bipedal ally to ride upon them for 1 round as a bonus action on the centaurs’ part. They are Medium, and their equine frame means that they treat unfavorable terrain as difficult; they can still climb and walk up stairs, it’s just harder to do so. Overall a fine race, if a bit one-note. [IMG]https://i.imgur.com/6Fo0QpF.png[/IMG] [B]Medusae[/B] are mortals who made a bargain with a dark power or broke an oath, afflicting them with the Curse of the Medusa. Legends speak that the first among their number was a greedy woman who desired wealth and spurned the native races of Thylea during her travels. The Fates granted her wish, to turn all she witnessed to stone so that thieves would not steal from her, her hair became as snakes “to always have company as cold as your own.” Although the circumstances are different for each individual medusa, Thylean society at large distrusts and fears them for their powers and unspoken misdeeds. Medusa have +2 Dexterity, +1 Intelligence, darkvision 60 feet, and have a natural weapon with snake-hair that can grant the poison condition if the target fails a Constitution save. They have advantage against poison effects of all kinds and at 5th level they gain a paralyzing petrification gaze which can permanently petrify a target if they fail their Constitution save 3 times. Unlike other features the petrification DC is not modified by ability scores or proficiency bonus, starting at a mere DC 8 and growing to a maximum of DC 14. Still, the poison condition is a very useful status effect to inflict upon enemies, and further attempts at petrification on the same target in battle are bonus actions and the save is made at disadvantage, and 3 failed saves even from different medusae cause instant petrification. A party of medusa have a good chance of ‘stun-locking’ an opponent, so they’re a pretty good choice as a race. [IMG]https://i.imgur.com/3fGitIF.png[/IMG] [B]Minotaurs[/B] had ancestors that were human once, but it is said that their people became like bulls due to being cursed by Sydon because they chose instead to worship a magical bull on account of said bull tilling the soil with never-ending strength to help them survive a winter. The God of Sea and Storms made them like said draft beast, forced to pull plows which carved labyrinthine canyons until they broke free and could walk upright...yet remained forever changed. In modern times Thylean society (both native and settler races) view the minotaurs with disdain, as unthinking brutes useful only for manual labor. In Mytros they are victims of a legal slave trade and sometimes used as sacrifices, especially by Sydon’s worshipers. In Aresia things are more tolerant, and they’re given the same rights as citizens of other races. Minotaurs as a race are geared for pure martial pursuits. They have +2 Strength, +1 Constitution, 40 foot base speed, advantage on Perception checks via smell, traversing maze-like environments, and dealing with maze-like puzzles. They have 60 foot darkvision but are colorblind and can only see in shades of red and grey. At 5th level they can transform into a bull as a bonus action 1/long rest, and a dire bull at 9th level (with handy-dandy stats in a sidebar!). As damage absorbed in Polymorph mode does not carry over unless you drop to 0 HP in said form, minotaurs are another strong option for martial types. [IMG]https://i.imgur.com/FIFLlTR.png[/IMG] [B]Nymphs[/B] are fey spirits forged from the natural foundations of the world. Although they prefer the wild reaches of Thylea, they are fascinated by the affairs of other races and it’s not uncommon for them to visit villages and cities for short visits. They are a bit hard to get along with, as they’re more prone to seeing non-nymphs as favored pets to be watched over rather than as a friendship of equals. Legend speaks that the natural features of the land gained questions, wondering what separated them from each other: the snow on the mountains wondered if they were like the rivers and streams, who in turn wondered if their winding paths were like the roots of trees. Thylea granted their questions meaning, allowing them to become the first nymphs and find the answers for themselves. Statwise nymphs have a base race and five subraces themed after specific natural features. The subraces gain advantage on Survival checks when in such favored terrain and cast certain bonus spells at 3rd and/or 7th level every short or long rest. All nymphs gain +2 Charisma, +1 Wisdom, are proficient in Persuasion, and can cast Charm Person 1/rest. Aurae are spirits of the sky and air, gaining Darkvision 60 feet and the faerie fire and levitate spells. Dryads are people of the forest, can speak with animals and plants at will, and can cast Goodberry and Barkskin. Naiad are river fey bearing a deep bond with rivers and are thus the subrace that is closest to mortal settlements: they can hold their breaths for 1 hour, have a 40 foot swim speed, and can cast Create or Destroy Water and Control Water. Nereid are of the seas and like Naiads adapt easily to civilization but are rarer; they can breathe underwater indefinitely, have a 40 foot swim speed, and can cast fog cloud and water walk. Finally oread were birthed from the mighty mountains and are peerless hunters; they have darkvision 60 feet and can cast the hunter’s mark and misty step spells. Nymphs gravitate more towards a spellcasting roll, and their spells are useful for a variety of situations. Given that a rather large portion of the campaign takes place at sea and in one case beneath the waves, the naiad and nereid subraces are very good options on account of their swim speed. [IMG]https://i.imgur.com/HOG7oKx.png[/IMG] [B]Satyr[/B] are fey that come from the woods, but are just as comfortable living in settlements and all the pleasures they bring. They have better relations with the settler races than other native kindred, and can be found in quaint villages and even the great city-states. They are fond of wine, song, and sex, continuously seeking various kinds of emotional heights to avoid boredom. Satyrs are built to be bards and little else. They have +2 Dexterity, +1 Charisma, advantage on effects which impose charmed and frightened conditions, and cannot be put to sleep. They are proficient in a single musical instrument of choice, gain advantage on all Performance checks with said instrument, and can perfectly memorize and perform any song after hearing it once. They know the minor illusion cantrip, and at 3rd and 5th levels they can cast sleep and suggestion once each per long rest, provided they use an instrument with which they’re proficient in the casting of the spell. While in line with their mythology tropes, I would have preferred if they gained abilities useful to a broader variety of classes [IMG]https://i.imgur.com/6nOdJHz.png[/IMG] [B]Sirens[/B] concept-wise are a cross between harpies (who are cursed transformed monsters in Thylea) and the sirens of Greek mythology. Appearing as winged humanoids with bird-like claws and talons, they live among the islands, ports, and coastlands and are famed for their mournful songs which have magical properties. The sirens once lived in a brilliant city whose name is forgotten to time where they sung praises to Sydon. The cruel god was unmoved, viewing every attempt at supplication as a failure: “were they truly grateful, they would not build their towers to rival mine. Were they truly repentant, they would not sing so brazenly but meekly offer the proper sacrifices in place of songs.” The sirens were saddened that their efforts were for naught, and so they became mute, their city crumbling and fading beneath the waters in a great storm conjured by the cruel god. Lutheria found their suffering to be funny, and kidnapped, tortured, and transformed some of them into wicked beings, bringing the first harpies into the world. The Titans’ injustice and loss of their city dominates siren culture. As a race they suffer from mood swings between sorrow and joy. Sirens find ample work among the races of Thylea as winged scouts and messengers, although the circumstances of their being means that they can only take flight when joyful. As a race sirens have +2 Charisma, +1 Dexterity, have advantage on Performance and Persuasion checks with their voice, and can hold their breaths for up to 1 hour. Every short or long rest the player (or DM in case of NPCs) chooses whether the siren is filled with joy or sorrow as a dominant emotion. Happy sirens gain a flight speed of 30 feet provided they’re not wearing medium or heavy armor, but when sad they can sing mournful ballads which can cast charm person at 1st level, enthrall at 3rd level, or hold person at 5th level once each per short rest. The fly speed alone makes sirens a very powerful racial option. Furthermore, they among the native races have the best-role-playing incentives to take part in the adventure path. Unlike the centaurs, medusa, and minotaurs they have roles in settler society and don’t face must systemic discrimination. I can guarantee you that sirens are going to be one of the more common options among Odyssey players for both role-playing and CharOps reasons. [/QUOTE]
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[Let's Read] Odyssey of the Dragonlords
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