This section contains advice to help you run the campaign. It describes how to roleplay all of the major characters in the story, how to run your players’ epic backgrounds, and how to manage player character advancement. Finally, it provides some tips on how to make adjustments to the campaign.

When you see text in a box like this, it is intended to be read aloud as part of the adventure. Don’t be afraid to modify the contents of these narration boxes to suit the needs of your party.

Preparing the Campaign#

The campaign has been designed so that you do not need to read through the entire book before running the adventure. However, you should read through the entire introduction chapter. We also recommend that you read through as much as you can before you begin, and that you familiarize yourself with the contents of the appendices. This book assumes you have access to the three core rulebooks containing the 5th edition (2024 update) for the world’s greatest roleplaying game. Any items or monsters referenced here that are not included in this volume can be found in those core books.

Abbreviations#

The following abbreviations are used throughout this book:

DC = Difficulty Class AC = Armor Class PC = player character NPC = nonplayer character XP = Experience Points HP = Hit Points PP = Platinum Pieces GP = Gold Pieces SP = Silver Pieces CP = Copper Pieces

DM = Dungeon Master LG = Lawful Good NG = Neutral Good CG = Chaotic Good LN = Lawful Neutral TN = True Neutral CN = Chaotic Neutral LE = Lawful Evil NE = Neutral Evil CE = Chaotic Evil

Epic Backgrounds#

Epic backgrounds are an optional addition to character creation. They provide mythic archetypes for the player characters, so that each hero feels larger-than-life, like Hercules, Achilles, Odysseus, or Perseus. Each player should choose one of the epic backgrounds described in appendix G. This determines their hero’s mythic context within the land of Thylea and influence relationships with her gods and people.

Standard Backgrounds#

Epic backgrounds are different from standard backgrounds in that they are specific to this setting. They unlock new aspects of the adventure, including special relationships with story characters and access to specific magic items. Players should choose a standard background or an epic background (appendix G). This provides them with skills, tool proficiencies, languages, and starting equipment.

Heroic Tasks#

Every epic background has a set of goals. While these goals are personal to each hero, they are supplementary to the overall goals of the adventure. When a hero accomplishes their goals, they become blessed by the gods. Each epic background has a different divine blessing that is granted upon completion of its goals. There are also magic items listed under the goals for each of the epic backgrounds. These items are usually located in distant parts of Thylea and must be found before they can be used. Other items must be forged or otherwise crafted at specific locations, such as the Mithral Forge. Whenever an epic background offers a choice of multiple magic items, the player should choose one, and you should do your best to integrate that item into the story.

Story Connections#

Epic backgrounds are intended to help tie the heroes to the story in a meaningful way. When you think of the greatest fantasy epics, the heroes always have strong ties to the story—special relationships with kings, queens, villains, and gods. The heroes of these stories are important for reasons that go much deeper than the powers and the items they wield. Epic backgrounds should not diminish player agency. Players are free to pursue the story hooks presented in each path in any way that the DM deems appropriate. They are also free to modify an epic background with the agreement of the DM.

illustrated quote
The Oracle is not the only creature in Thylea with the power of prophecy. Over the centuries, others have exhibited the same gift as Versi. The power is exceedingly rare, and it seems unaffected by one's bloodline. Even the lowest of mortals may experience visions of the future, though few are wise enough to use the knowledge well. My sister seeks out those with the gift, hoping to offer them guidance. It's dangerous business, meddling with Fate. —Kyrah, Goddess of Music

Epic Background Story Events#

The following describes the objectives and major story beats for each epic background that will take place during the campaign.

Cursed One#

The curse that afflicts the Cursed One’s family originates on Typhon. Only by going to the island and diving into its central vortex can the Cursed One end the curse.

Objectives: Find the artifacts that will help end the family curse End the family curse Divine Boon: If the Cursed One is ever killed, Damon will teleport in and destroy any remaining enemies. The Lich will then hand a Raise Dead scroll to one of the Cursed One’s companions before leaving. This can only happen once.

Meeting the Oracle. Versi sends the Cursed One to Damon, the lich guardian of Telamok, to uncover the origins of their family’s curse. Refer to Temple of the Oracle in chapter 1 of this book.

Meeting Damon. Damon reveals Sydon and Lutheria forged the curse together and directs the Cursed One to the Lotus Witch on Scorpion Island. He gifts them a Gem of Brightness. Refer to the Necropolis at Telamok in chapter 2 of this book.

Meeting the Lotus Witch. The witch explains the curse’s power flows from the island of Typhon’s volcanic heart and tests the hero with riddles for a protective artifact. Failing her riddles means killing the witch for the artifact; success earns it freely. Refer to Scorpion Island in chapter 2 of the book Odyssey of the Dragonlords.

Island of Typhon. Diving into the volcano leads to the ash plains of Hades where the cursed a ncestor awaits, guarded by a Cerberus (appendix B). Refer to Typhon, the Maw in chapter 3 of the book Odyssey of the Dragonlords.

Ending the Curse. Killing the ancestor ends the curse across all bloodlines. Alternatively, if both Titans fall, the curse lifts and the ancestor’s soul is freed. Refer to Typhon, the Maw in chapter 3 of the book Odyssey of the Dragonlords.

Meeting Pythor**.** Pythor instantly recognizes his child and mourns the loss of their mother to Hexia, the green dragon. Refer to the City of Estoria in chapter 2 of this book.

Pythor’s Hammer**.** He gives the Demigod his enchanted hammer, swearing them to save his daughter Anora from sacrifice to Sydon before using it to complete his greatest weapon. He then sends them to his father, Volkan. Refer to the City of Estoria in chapter 2 of this book.

Meeting Volkan**.** Volkan explains that only the Mithral Forge can finish the weapon and tasks the Demigod with rekindling its fires. Refer to the City of Estoria in chapter 2 of this book. Forging the Weapon**.** Once relit, Volkan forges the weapon and sends it to the Demigod through a keledone messenger. Refer to the Mithral Forge in chapter 2 of this book.

Pythor’s Greatest Foe**.** The Demigod learns their mother is a captive of Hexia. By slaying the dragon, they free her and fulfill the redemption Pythor never achieved. Refer to Island of the Dragon in chapter 3 of the book Odyssey of the Dragonlords.

Demigod#

The Demigod is a child of Pythor, the God of Battle. Pythor has spent centuries obsessing over his failures. He believes that the Demigod is his path to redemption. Pythor wants the Demigod to perform the tasks that he himself failed to accomplish—and to take his place as the God of Battle.

Objectives: Forge Pythor’s greatest weapon Defeat Pythor’s greatest foe Find your mother Divine Boon: If the Demigod is ever killed, Pythor will appear within 1 hour and surrender a portion of his divine spark to raise them back to life. This can only happen once, and Pythor suffers one permanent level of Exhaustion as a result.

Meeting the Oracle**.** Versi foresees greatness in the Demigod’s future and urges them to meet their divine father, Pythor. Refer to Temple of the Oracle in chapter 1 of this book.

Doomed One#

When the Doomed One was born, Lutheria demanded that they be sacrificed along with many other children as part of an annual wine festival. Of all the parents of these children, only the Doomed One’s refused. Consequently, Lutheria slaughtered the Doomed One’s parents and directed her entire army of servants to torment the child endlessly as a practical joke.

Objectives: To forge the artifact that will protect them To defeat the enemy fated to kill them Divine Boon: If the Doomed One is killed, they will immediately come under the effects of the spell True Resurrection . This can happen only twice. No matter how the Doomed One is raised from the dead, they will remain dead forever after dying for the third time. This restriction ends once Lutheria is dead.

Lutheria’s Joke. While Lutheria lives, her servants focus their attacks upon the Doomed One. This includes

  • Goatlings (appendix B), Jackalwere, Lamia, Maenads (appendix B), and all hostile Undead. It should be obvious to the Doomed One that these creatures are singling them out. The Mossy Temple in chapter 2 of this book is where this will be most obvious. Meeting the Oracle. Versi directs the Doomed One to

her corrupted sister Demetria in the Mossy Temple. Refer to Temple of the Oracle in chapter 1 of this book.

Meeting Demetria. Demetria reveals the Doomed One is destined to die by Lutheria’s hand and that only the Fates can unveil the full prophecy. Refer to the Mossy Temple in chapter 2 of this book.

Consulting the Fates. The Fates reveal the Doomed One must suffer and die thrice to appease the Queen of Death. They also recount the cruelty of Lutheria’s “practical joke.” The Fates possess a loom capable of crafting protection from Lutheria—if the Doomed One can bargain for it or take it by force. Refer to Island of the Fates in chapter 2 of the book Odyssey of the Dragonlords.

Confronting Lutheria. When the Doomed One finally faces her, Lutheria is overcome with laughter, savoring every torment she inflicted before striking to finish the joke forever. Refer to Confronting Lutheria in chapter 4 of the book Odyssey of the Dragonlords.

Dragonslayer#

The dragon responsible for the tragedy that destroyed the Dragonslayer’s childhood home is the gold dragon masquerading as the Sun God Helios.

Objectives: To find items key to killing dragons To kill the dragon responsible for their tragedy Divine Boon: If the Dragonslayer is ever killed, they will be visited by Morta ( Night Hag ) from the Island of the Fates. She will raise the Dragonslayer from the dead and reveal that their fate is not to die here. This can only happen once.

Meeting the Oracle. Versi foretells that the Dragonslayer is destined to destroy evil dragons and directs them to the Forgekeeper in the Mithral Mines. Refer to Temple of the Oracle in chapter 1 of this book.

The Mithral Forge. The Forgekeeper gifts them a lesser weapon and sends them to seek gygan-forged arms strong enough to slay dragons. Refer to the Mithral Forge in chapter 2 of this book.

Consulting the Fates. The Fates advise seeking the Sun God beneath the constellation of The Chariot to claim revenge. Refer to Island of the Fates in chapter 2 of the book Odyssey of the Dragonlords.

The Forbidden Library. On Yonder, Chondrus possesses the Dragonslayer’s greater relic. He offers it only in exchange for a dangerous bargain. Refer to Island of Yonder in chapter 2 of the book Odyssey of the Dragonlords.

Confronting Helios. At the Garden of Helios, the Sun God reveals he burned the Dragonslayer’s home after a prophecy foretold his death at their hands. He then attacks in his true draconic form. Refer to the Garden of Helios in chapter 3 of the book Odyssey of the Dragonlords.

Gifted One#

The Gifted One is a grandchild of Sydon, who fell in love with a mortal sorceress decades ago. Lutheria eventually convinced her brother that such a romance was corrupting him. Sydon murdered the sorceress, not knowing that she had already given birth to a daughter; the Gifted One is a child of that daughter.

Objectives: To become a Dragonlord To found a new Order of the Dragonlords Divine Boon: If the Gifted One is ever killed, their body will disintegrate. Vallus will then use a True Resurrection spell to bring them back to life. She then uses her magic to return the Gifted One to their companions. This can only happen once.

Meeting the Oracle. Versi reveals that Sydon slew the Gifted One’s sorceress grandmother. She gives them the woman’s locket as a keepsake. Refer to Temple of the Oracle in chapter 1 of this book.

The Wisdom of Vallus. Before setting sail, Vallus counsels that the Gifted One must reclaim the Dragonlords’ lost fortress, now hoarded by a dragon in the Garden of Helios. Refer to chapter 1 of the book Odyssey of the Dragonlords.

The Whispering Locket. When the Gifted One sets out on the Ultros, the grandmother’s spirit speaks through the locket, urging the Gifted One to resurrect the Dragonlords and avenge her death. Refer to chapter 1 of the book Odyssey of the Dragonlords.

Dragon Eggs. The Gifted One may discover a dragon egg on the Island of Fates or Fire Island. Refer to the Island of Fates and Fire Island in chapter 2 of the book Odyssey of the Dragonlords.

Fortress of the Dragonlords. The Instant Fortress lies in Helios’s treasure hoard, manifesting as a tower adorned with draconic reliefs. Refer to the Garden of Helios in chapter 3 of the book Odyssey of the Dragonlords.

The Silver Dragon. When meeting Nephele at Praxys, the grandmother’s spirit offers her soul to the dragon, creating a powerful but willful ally. This is also where a dragon egg can be found. Refer to the Heavens in chapter 5 of the book Odyssey of the Dragonlords. Confronting Sydon. Facing Sydon, he mocks the frailty of his bloodline. Refer to Confronting Sydon in chapter 5 of the book Odyssey of the Dragonlords.

Haunted One#

No one believes that the Haunted One’s family ever existed—not even the gods. Only the Fates know the truth. The Haunted One was foretold to “break the power of death.” When Lutheria learned this, she hunted them down and slaughtered their entire family. But Mytros, the Goddess of Dawn, intervened. Before Lutheria could strike the killing blow against the Haunted One, Mytros reached out with divine magic and erased the Haunted One’s entire existence from memory. Lutheria forgot her purpose and returned to her throne. None but the Fates remember the prophecy or the existence of the Haunted One and their family. Mytros saw that the prophecy could only come true if all trace of the Haunted One’s history were forgotten. The souls of their family remain trapped in Lutheria’s scythe.

Objectives: To track down their family heirlooms To be reunited with their family Divine Boon: Once attuned to a family artifact, the Haunted One can escape death once. If the Haunted One is killed, the spirits of their loved ones will possess the hero so that they can continue their battle as if they had just finished a Short Rest. This can only happen once.

Meeting the Oracle. Versi tells the Haunted One that Demetria holds one of their lost family artifacts in the Mossy Temple. Refer to Temple of the Oracle in chapter 1 of this book.

Defeating Demetria. The artifact is recovered from Demetria’s temple, its whispers revealing the voice of a lost loved one who points to the Amazon Queen. Refer to the Mossy Temple in chapter 2 of this book.

The Amazon Queen. The greater family relic lies in the queen’s possession on Themis. Attuning to it strengthens the voices of the Haunted One’s kin, urging them toward the Fates. Refer to Island of Themis in chapter 2 of the book Odyssey of the Dragonlords.

Consulting the Fates. The Fates reveal that Mytros erased the Haunted One’s existence from all memory to protect them from Lutheria. Only destroying her crystal scythe can free their family’s souls. Refer to Island of the Fates in chapter 2 of the book Odyssey of the Dragonlords.

Confronting Lutheria. When confronted, Lutheria recalls fragments of the prophecy and turns her fury wholly upon the Haunted One. If Lutheria is defeated, the Haunted One can break the scythe and release their family’s souls, which also restores the memory of their existence to the world. Refer to Confronting Lutheria in chapter 4 of the book Odyssey of the Dragonlords.

Lost One#

The Lost One is a hero who came from the outer world as a survivor of a shipwreck or as an explorer seeking fame and fortune. Unlike the other epic backgrounds, this works well if more than one player decides to create a character with this background. If more than one player creates a Lost One hero, then their rewards should be added to the lost treasure of the Dragonlords.

Objectives: To find their surviving crew members To retrieve the sea charts To find the fabled Dragonlord treasure Divine Boon: Once the Ultros has been claimed, if the Lost One is killed, then Estor will appear and possess their body, reviving them with all the benefits of a Long Rest. The player can play as the possessed hero and try to extricate themselves from the situation where they were defeated. This can only happen once.

Meeting the Oracle. Versi believes the Lost One will find a way home but must first recover the lost treasure of the Dragonlords. Refer to Temple of the Oracle in chapter 1 of this book.

Meeting Pythor. Pythor will reveal the treasure’s secret only after his daughter is rescued from sacrifice. He then tells the Lost One that Estor Arkelander was its last keeper. Refer to the City of Estoria in chapter 2 of this book.

Estor’s Bargain. Aboard the Ultros, Estor offers guidance to the buried treasure in the Nether Sea, demanding first choice of one relic in return. Refer to the Ghost Ship Ultros in chapter 3 of this book.

The Wisdom of Vallus. Vallus gives the Antikythera, (appendix C, Odyssey of the Dragonlords) which a gygan smith can modify to chart a safe path through the Forgotten Sea. Refer to chapter 1 of the book Odyssey of the Dragonlords.

Lost Crew. Other survivors from the Lost One’s shipwreck may be found on the Island of the Chimera. Refer to that island in chapter 2 of the book Odyssey of the Dragonlords.

Sea Charts. On the Island of Themis, the Lost One may uncover survivors from their long-lost crew, along with their navigation charts. These charts reveal a hidden passage through the perilous waters of the Forgotten Sea; a route that leads safely to the world beyond.

The Dragonlords’ Treasure. The hoard lies sealed in the Mirror Prison, fiercely guarded by a corrupted dragon. Refer to Mirror Prison in chapter 4 of the book Odyssey of the Dragonlords.

Players should take turns deciding who the NPC targets. Don’t worry about range or visibility for these abilities. If one of the heroes can see or target a creature, then the NPC can use their ability on that creature.

Bullbug#

Bullbug roars at the enemy. Wisdom Saving Throw: DC 14, one creature. Failure: All attacks against the target have Advantage until the start of its next turn.

Kyrah#

Kyrah uses her Song of Perseverance, targeting a single creature. Until the end of that target’s next turn, if damage reduces them to 0 Hit Points, they make a Constitution saving throw (DC 5 plus the damage taken). On a successful save, the ally drops to 1 Hit Point instead.

Loreus#

Loreus’s music compels the enemy to dance. Wisdom Saving Throw: DC 14, one creature. Failure: The target’s Speed is reduced to 0 until the end of its next turn.

Starting the Campaign#

Before you begin this campaign, you should decide how your heroes relate to the lands of Thylea. Are they strangers to these lands, or are they natives? This does not alter the adventure’s structure but it should shape the way you introduce major conflicts and characters.

Option 1: Sent by the Gods#

If the majority of your heroes are from lands beyond the Forgotten Sea, then they are believed to be sent by the gods in Thylea’s hour of greatest need. In this case, you should begin with the following:

You have arrived in Thylea, a strange new land, after crossing a great ocean. Shipwrecked with no means of returning home, you were sheltered in your time of need by the people of the great city of Mytros. Now, it seems, the hour has come to repay their kindness.

Option 2: Destined for Greatness#

If the majority of your heroes are native to Thylea, then they are famous throughout the land as being destined for greatness. In this case, you should begin as follows:

You are known throughout Thylea as mortals destined to perform great deeds. The citizens of the great city of Mytros already tell stories of your exploits, both real and imagined. Now, it seems, the time has come for you to rise and meet your fate.

Vanished One#

The Oracle, Versi, has lived for millennia and has never loved anyone—until she laid eyes on the Vanished One. She will do anything to ensure that the Vanished One lives, but her jealousy knows no bounds.

Objectives: Find their fabled armor Reclaim their title as a Dragonlord Find their descendant Divine Boon: If the Vanished One is ever killed, Versi will appear within 1 hour and kiss them, which restores them to life. This can only happen once.

Meeting the Oracle. Versi demands the Vanished One swear to return to her once the prophecy is fulfilled. Only then does she reveal that the Dragonlord’s crown lies in the Tomb of Xander at Telamok. Refer to Temple of the Oracle in chapter 1 of this book.

Versi’s Jealousy. Versi watches the Vanished One obsessively. Should they fall for another, she hunts down and kills their new lover in a fit of divine jealousy.

Speaking to Xander. In Telamok, the undead Xander grants a Crown of the Dragonlords (appendix C). Refer to the Necropolis at Telamok in chapter 2 of this book.

Versi’s Vision. When the heroes set sail, Versi appears with a vision: a dragon egg lies beneath the constellation of The Prisoner, on Fire Island. She also reveals that the legendary armor the Vanished One lost is now held by Gaius on the Island of Yonder. Refer to chapter 1 and chapter 2, the Island of Yonder, in the book Odyssey of the Dragonlords.

Dragon Egg. The Vanished One might discover a dragon egg on Fire Island. Refer to Fire Island in chapter 2 of the book Odyssey of the Dragonlords.

The Armor. The Vanished One’s legendary armor is a keepsake in the possession of Gaius. Refer to Island of Yonder in chapter 2 of the book Odyssey of the Dragonlords.

Descendants. Versi appears in the Vanished One’s dream and reveals that she has found one of their descendants. Refer to chapter 1 of the book Odyssey of the Dragonlords.

The Forgotten Dragon. In the Nether Sea, Hezzebal, guardian of the Mirror Prison, blames the Vanished One for his long imprisonment, cursing their name. Refer to chapter 4 of the book Odyssey of the Dragonlords.

Streamlining Companion NPCs#

During this adventure, the heroes will encounter several NPCs who may choose to join their quest. Managing numerous companions in combat, however, can slow the pace of play.

To streamline encounters, you can instead have these companions act in a supportive role rather than as full combat participants. At the end of each round, each companion may use one of their special support abilities listed below. This approach keeps focus on the heroes while still allowing their allies to make meaningful contributions to the battle.

Spreading Rumors#

Before you begin your first session, consider giving your players the following assignment. This exercise creates a fun roleplaying moment to kick things off, and it helps the heroes become better acquainted with one another before they join forces.

Write your character’s name at the top of three separate notecards. On each notecard, write one rumor about your character that circulates in Thylea’s taverns. These may be rumors of your heroic exploits, ribald jokes about your past exploits, or even mean-spirited gossip. At least one of these rumors must be true, but the others may be exaggerations or outright fabrications. Give your three notecards to the DM before the start of the adventure. Don’t tell the other players what you have written!

Before the adventure begins, shuffle each player’s notecards and hand them out to the other players at the table. No one should get one of their own notecards back. Now, each player will have a chance to read some juicy gossip about their fellow heroes.

Forming the Party#

The heroes’ party should be formed before you begin the first adventure. They need not be very familiar with each other yet: in these dark days, many bands of strangers are gathering to take on the challenges facing Thylea.

Perhaps your heroes have arranged to meet for the first time in the Sour Vintage. Alternatively, you can use the conflicts presented in there to encourage your heroes to band together.

Motivating the Party#

The best way to motivate your party in this campaign is to focus on how their current goals align with the personal goals in each of their individual epic backgrounds. However, you can also motivate the heroes by awarding Glory points when the party completes acts of glory. As players earn Glory points, they unlock new perks and prestige in the world of Thylea. This system is detailed in appendix F.

Player Handouts#

Give each player a copy of the Thylea World Primer (appendix M). This serves as a handy reference sheet for major concepts and characters that your players should be familiar with. This book includes other handouts that can be used to add flavor throughout the adventure, including maps for many of the major islands. Make sure to prepare these ahead of time for each session.

Playing the Gods#

Unlike gods in other settings and adventures, the Five Gods of Thylea are directly involved in the story and often travel with the heroes in mortal guise. The gods should never be allowed to overshadow the heroes. While Kyrah will accompany the heroes from the start of the story, she is only there to record their exploits and does not fight alongside them in battle. Pythor joins the heroes on the Ultros, but his drunkenness renders him mostly useless. Vallus and Volkan are allies, but they never accompany the heroes on their journeys. Refer to appendix A for more details on how to roleplay each of the gods.

The Oath of Peace#

Until the Oath of Peace (appendix D) comes to an end, the Five Gods are forbidden from fighting Sydon, Lutheria, or their allies. They can advise the heroes, but generally speaking, they cannot assist the heroes in battle.

Running the Epic Backgrounds#

If your players are using epic backgrounds, this adventure includes callouts highlighting locations and events that are significant to those paths.

Character Advancement#

You may use standard XP awards for defeating monsters and other challenges. Experience points should be distributed to the heroes at the end of every session. You can also give out XP rewards for completing major story milestones. This is optional, but it provides a strong incentive for your party to stay engaged with the story. The Milestones and Ideal Levels table shows a breakdown of the ideal hero levels at different points in this adventure. It also shows suitable XP awards for accomplishing major story objectives.

Adjusting the Campaign#

Other Campaign Settings#

Thylea is designed to easily fit into any campaign world. As the “forgotten continent,” it can be located across the far reaches of the oceans in an existing setting. However, this part of the world is so remote that it might be treated as another plane of existence.

For example, magic sometimes works differently in Thylea. Oaths that are binding in Thylea might cease to be enforced beyond the borders of this land.

The gods of other campaign settings may suspect that Thylea exists, but none of them dare venture into the sacred domain of the Mother Goddess or her husband Kentimane. Communication with the gods of the Old World is possible through the use of spells such as Guidance and Commune, but their influence on Thylea is extremely limited.

You should decide where the Dragonlords and settlers originally came from in your game world. All that is known for certain is that they came from a distant land with dragons and humans.

You can also use Thylea as a self-contained setting. Anything could exist beyond the horizon of the Forgotten Sea, so you feel free to expand the world with your own islands and continents!

Starting at Level 5#

Some groups might be using preexisting characters at a higher level when they start the adventure. The best way to deal with these high-level groups is to skip two of the three Great Labors in the first act. In this case, the Oracle might provide the heroes with the Horn of Balmytria (appendix C) and Volkan might lead the heroes to the Mithral Forge.

Smaller Parties and Followers#

If you are running this campaign with a smaller group of players, you should consider allowing some of the minor NPCs to join the party as player-controlled followers as the party encounters them in the story.

Be judicious in distributing additional power in this way—the party size should not exceed six characters, or else encounters will start to be trivialized. Likewise, you don’t want combat to turn into a slog.

The following NPCs are intended to be used for this purpose: Loreus, Pholon, Bullbug, Moxena, Darien, Nessa, Steros, and Iolaah. The Oracle and the Five Gods should not be controlled by players.

Customizing the Story#

The story presented in this book is just a tool that we’ve designed to make the campaign easier for you to run. You should feel free to customize the story to your liking—or even just let your players loose on the world with less guidance than we’ve provided.

If you’d like to create your own story in the world of Thylea, then we suggest starting by choosing a strong villain. This antagonist might be a servant of one of the Titans, a forgotten Dragonlord, or a legendary warlord who seeks to become a god. Whatever the case, we strongly encourage that you take advantage of the epic backgrounds to raise the stakes and make it feel personal.

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I still remember those quiet hours leading up to our first battle against the armies of Sydon. We were not prepared for the wrath of the Storm Titan. – Rizon Phobas, Dragonlord (12 DA)
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Thylean Script This form of writing is used across the kingdoms of Aresia, Mytros, and Estoria. It is believed to date back to the Gygan Empire, as it was already the predominant mode of writing when the first human settlers arrived.

A B C D E F G H I/J K L M N

O P PS R S T TH U V W X Y Z

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Full-page art — p.23