Theros Races

Theros is home to some of the more unique races in the multiverse with Leonin, Centaur, Minotaur and Satyr at the forefront. The only races of Faerûn known on the plane are Humans and Triton. The appearance of any other race is rare as they can only appear on the plane as a result of inter planar travel.

## Centaur

Powerful and curious, quick to act and knowledgeable of the wider world, centaurs seek to experience life’s boundless bounty. The centaurs of Theros live in a nomadic tribe called Lagonna named after the Lagonna Fields - a massive grassland. The centaurs are mostly peaceful but do train fierce warriors for defense. They enjoy competition, trading goods and knowledge, and exploring the natural world.

They’re led by a council made up of a courser (leader), an omener (oracle), a barterer (ambassador and master trader), a koletra (general).

They are a vegetarian culture. Their communities rarely drinks alcohol as they don't stay in one place long enough to ferment or distill. They enjoy tobacco, marijuana, and other natural psychedelics.

At the age of 18, Lagonna centaurs leave their tribe to venture off for a period of 5 years. Their duty is to return with new knowledge and goods. Some centaurs choose to go on these ventures several times during their lives.

As the Lagonna are not isolationist, they have representatives in Setessa, Theros' capital. They often attend the Amazon’s open markets during the full moon. Despite their open mindedness, they are hesitant around Leonins and Minotaurs because of their aggressive behavior.

### Centaur Names

Lagonna centaurs tend to favor names of three or four syllables, often borrowed from cultures they have met during their travels.

Female Lagonna Names: Honotia, Kelitia, Lileo, Meloe

Male Lagonna Names: Aughus, Dririos, Ormasos,Volien

### Centaur Traits

Your centaur character has the following racial traits.

***Ability Score Increase.*** Your Strength score increases by 2, and your Wisdom score increases by 1.

***Age.*** Centaurs mature and age at about the same rate as humans.

***Alignment.*** Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful.

***Size.*** Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 1d10

Height = 6 feet + your size modifier in inches

Weight in pounds = 600 + (2d12 × your size modifier)

***Speed.*** Your base walking speed is 40 feet.

***Fey.*** Your creature type is fey, rather than humanoid.

***Charge.*** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

***Hooves.*** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Equine Build.*** You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 5 extra feet instead of the normal 1 extra foot.

***Survivor.*** You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

***Languages.*** You can speak, read, and write Common and Sylvan.

## Human

Humans make up the bulk of Theros' population. Most live in one of Theros' larger three cities with others dispersed in smaller villages, towns, and farmsteads. Humans control most of Theros. Humans have practically no sovereignty over the lands of the Leonin, Tritons, Minotaurs, Centaurs, or Satyrs. Most humans believe all of Theros should be under their control and the other humanoid civilizations should bow to the human Therosian government. Some humans do recognize the borders of the other communities and seek to establish diplomatic relations that respect all borders.

### Akros

Akros is a walled city that sits on the edge of a cliff above the Deyda River. It’s sigil is the ram. The architecture is simple and militaristic with sharp edges and angular shapes. The city is overseen by a Lord Commander. The Lord Commander is chosen by the Lekotoi and serves for one 8 year term. The current Lord Commander, Lukos Alamon, is missing. His daughter, Tara is currently fighting with General Cryus Omede for control of the city.

Akroans are a military people. All of its citizens serve in the city guard, the Strations, when they turn 16 and are released at the age of 21 with the option of continuing on, following their studies, or getting a civilian job. Military training is a large part of the city’s education. Most of Theros’ army comes from Akros.

The population is made up of humans, half-orcs, and dwarves.

The Lektoi is the nobility of the city. It’s primarily made up of high ranking city guards, retired military heroes, and athletes. Serfs, farmers, and craftsmen make up the middle and lower classes.

Every year Akros hosts the Iroan games. It’s a competition where athletes from all over Theros come to participate. Winners often join the ranks of the Lektoi.

### Meletis

Meletis is the polar opposite of Akros. The city is dedicated to knowledge, philosophy, and magic. It’s the most populous city and the most progressive. It’s ruled by a council of five elected officials called the Philosopher’s Star. Each member is elected to a four year term. The current members are Perisophia, Xander, Cassandra, Erikles, and Tea.

The population is made up of humans, high elves, and tritons.

The city’s streets are cobblestones made in interlocking geometric shapes to represent mathematics and magic. Large temples line the streets.

Meletis is a prosperous city with a large middle class. It’s people are educators, storytellers, musicians, cartographers, fishermen, weavers, and magical researchers.

Dekatia is the city’s most prestigious mage academy that teaches every school of magic. They also teach science and philosophy. Meletis is also home to Theros' largest bard college called Vox Veritas.

The city’s guard is called The Reverants. They are arcane soldiers.

### Setessa

Setessa is the capital of Theros. It was founded to be the seat of power for the country so it is smaller than Akros and Meletis. It’s a regal and pristine city with government buildings, large temples, museums, and bathhouses.

Theros is ruled by a council called The Trinity. Theros' royal bloodline holds a permanent seat on the council. The seat has been occupied by Prince Mercer Heliodson. His nephew, the son of the deceased king and queen, is named Demetrius and will soon be coronated as king. The second seat is reserved for an oracle. A priest or priestess must complete the 16 Wonders, a series of tests to prove their devotion and connectedness is to the gods, before taking this seat. The final seat is for the archon, an official elected by Therosian citizens at least 18 years of age. The current archon is Daenyra Drakos.

The Golden Triangle is a triangular shaped building where The Trinity live and work in separate wings. The chamber of The Trinity is housed in the triangle’s apex.

The majority of the population is human. Elves and half elves also make up a significant minority. Smaller communities of centaurs, tritons, satyrs, gnomes, and halflings have made their homes in Setessa.

## Leonin

Oreskos is a valley close to the mountains to the north of Theros. Several dozen prides of Leonin roam the Oreskos. The largest and most dominant is called Gucci Mane. Most leonin live in cave dens while hunters, explorers, and scavengers, live in large tent cities. They tend to despise outsiders and there’s only an unstable truce among most prides.

Status in a pride can be gained by ancestry or age, proving one’s physical strength as a veteran of many battles, and establishing strong bonds with other members of the pride. Each pride is led by a council.

Gucci Mane: The Sun Guide, Leonidas, is the pride’s leader. The Ironmane, Lanala, serves as the pride’s general. The Speaker, Brimaz, is the pride’s ambassador to the outside world. The Seer, Rorza, is the pride's oracle.

The leonins worship Purphorus. They take craftsmanship very seriously as their natural strength help them shape bone and metal works. There’s a temple dedicated to Purphorus on Mount Kure. It’s a vast cave system that leads to the Forge of the World.

Moon’s Mirror - This vast, placid lake sits at the center of Oreskos. No matter the weather around it, the lake’s surface remains undisturbed, and often reflects the moonlight so brightly that it appears to be the moon on Toril. Those who approach the lake and gaze into its waters on the full moon usually see their own reflections, but on rare occasions, they see visions of places far away. The leonin claim that these visions show not just the present, but even the past and the future.

### Leonin Names

Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.

**Female Names:** Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore

**Male Names:** Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior

**Pride Names:** Embereye, Flintclaw, Goldenfield, Guccimane, Starfeller, Sunguards

### Leonin Traits

Your leonin character has the following racial traits.

***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1.

***Age.*** Leonin mature and age at about the same rate as humans.

***Alignment.*** Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

***Size.*** Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 5 feet + 6 inches + your size modifier in inches

Weight in pounds = 180 + (2d6 × your size modifier)

***Speed.*** Your base walking speed is 35 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Claws.*** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Hunter’s Instincts.*** You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

***Daunting Roar.*** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

***Languages.*** You can speak, read, and write Common and Leonin.

## Minotaur

Phoberos is often called the badlands of Theros. It’s a harsh region of heat and arid canyons. Legend says that the red clay and dirt of the ground is from generations of blood spilled by the marauding bands of minotaurs that roam the land.

Minotaurs make up the bulk of worshippers of Mogis, the god of war. Worshipping Erobos and Athreos is very common in Minotaurs. The philosophy of survival of the fittest is prominent in minotaur culture.

Chiron is the current warlord of the minotaurs. He believes its his destiny to conquer Theros.
This gives Therosians a skewed view of minotaur culture. Many in Theros believe the minotaurs should be exterminated or driven out of Theros due to their savage nature. No living being outside of the minotsaurs have set foot in their city of Skophus. Rumors circulate of its existence but many believe it’s just a myth. Chiron's iron grip on Phoberos and its major city, Skophus, means little civilian travel happens. Most minotaurs seen outside of the bad lands are refugees seeking freedom from Chiron's tyranny or his marauders coming to rampage.
Outside of this violent stereotype, minotaur culture is quite rich. They're artisans that rival the leonins. Cooking and food are pillars of minotaur families. They're also highly knowledgeable in exploring the wilds and zoology. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.

### Minotaur Names

In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes, believing that a child will inherit the strength, audacity, guile, or fearsomeness of a heroic namesake. Other minotaur parents invent their own names, though, believing in their child’s potential to light a new constellation in Nyx with the brightness of their own soul.

**Female Names**: Bozzri, Dhazdoro, Erinimachis, Ghalantzo, Halafoti, Kerania, Mitévra, Philoprodis, Tavromiki, Ypoudoris

**Male Names:** Bamvros, Fotiyinos, Halafotios, Keranios, Menetavro, Nikavros, Prodos, Rhordon, Tavrostenes, Thyrogog

### Minotaur Traits

Your minotaur character has the following racial traits.

***Ability Score Increase***. Your Strength score increases by 2, and your Constitution score increases by 1.

***Age.*** Minotaurs mature and age at about the same rate as humans.

***Alignment.*** Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments.

***Size.*** Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d8

Height = 5 feet + 4 inches + your size modifier in inches

Weight in pounds = 175 + (2d6 × your size modifier)

***Speed.*** Your base walking speed is 30 feet.

***Horns.*** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Goring Rush.*** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

***Hammering Horns.*** Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

***Imposing Presence.*** You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

***Languages.*** You can speak, read, and write Common and Minotaur.

## Satyr

The Nessian Woods is home to the satyrs. The satyrs are humanoids who don’t build permanent structures. They’re nomadic and travel throughout the forest. They're a fun loving people who enjoy partying and dancing. They’re usually very welcoming, but they are fierce defenders of their woods - they’ll attack anyone seen harming it or the creatures who live in it. Their chief is a woman named Cresa.

Satyrs are close with the Amazons as they share a strong faith in Nylea and Karametra. They’re often found in the Amazonian city-state Desmos during the week of the full moon for the open markets.

Satyrs worship Phaenax, the newest god to the pantheon and a satyr who died and tricked his way out of the underworld.

Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others.

### Satyr Names

A satyr’s name is as playful and mischievous as they are, and each one is given when a satyr’s personality shines through. Most satyrs also give each other nicknames.

**Female Names**: Aliki, Avra, Chara, Dafni, Eirini, Elpida, Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi

**Male Names:** Alekos, Dimi, Filippos, Ilias, Kyriakos, Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon

**Nicknames:** Bounder, Bristlechin, Clip-Clop, Dappleback, Hopper, Nobblehorn, Orangebeard, Quickfoot, Scrufflebutt, Sunbeam, Skiphoof, Twinkle-Eyes

### Satyr Traits

Your satyr character has the following racial traits.

***Ability Score Increase***. Your Charisma score increases by 2, and your Dexterity score increases by 1.

***Age.*** Satyrs mature and age at about the same rate as humans.

***Alignment.*** Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

***Size.*** Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d8

Height = 4 feet + 8 inches + your size modifier in inches

Weight in pounds = 100 + (2d4 × your size modifier)

***Speed.*** Your base walking speed is 35 feet.

***Fey.*** Your creature type is fey, rather than humanoid.

***Ram.*** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

***Magic Resistance.*** You have advantage on saving throws against spells and other magical effects.

***Mirthful Leaps.*** Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

***Reveler.*** You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

***Languages.*** You can speak, read, and write Common and Sylvan.

## Triton

Tritons make their home in an underwater city-state in the Siren Sea close to Theros’ shoreline. The queendom of Cerulean is ruled by Queen Wavera of house Saedra. Unlike traditional triton laws that dictate isolation from the surface, Queen Wavera seeks an active partnership with Theros. Cerulean guards and soldiers use large seahorses as mounts.

There are temples dedicated to Poseidra and Procan here. The tritons shared the stories of these sea gods with the Therosian and thus they were added to the pantheon.

Well suited to life in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found on land.

Tritons looking for adventure tend to get work as sailors for Therosian shipping companies. Many often sell their wares to the surface dwellers. There does exist a triton extremist group called the Trident. They believe Therosians should stay out of their seas and that tritons shouldn’t be going between worlds.

Tritons most often come to shore at the Meletis and Setessa.

Dakra Ise in the Siren Sea is believed to be cursed, according to triton legend.

### Triton Names

A triton’s name is a symbol of choice. Upon reaching adulthood, a triton might shed the name they were given by their parents for one of their own choosing. Some opt to keep their name, but the majority select one that represents the adult they’ve become. Tritons might even go on to choose yet other names, as they shift from one phase of life to another, or after significant life events. Leaving a home community or transitioning to live among dryfolk might constitute such life changes. Tritons also have a fluid concept of gender and might switch names freely as they shift gender identities.

**Female Names:** Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra

**Male Names:** Bysseus, Cetos, Galaukus, Galiton, Kenessos, Odexes, Palamon, Pontreus, Rheteus, Thrasios

### Triton Traits

Your triton character has the following racial traits.

***Ability Score Increase.*** Your Strength, Constitution, and Charisma scores each increase by 1.

***Age.*** Tritons reach maturity around age 15 and can live up to 200 years.

***Alignment.*** Tritons tend toward neutrality. Their culture encourages them to be mindful of life’s currents, knowing when to harness fate’s tides and when to flow along with them.

***Size.*** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 4 feet + 6 inches + your size modifier in inches

Weight in pounds = 90 + (2d4 × your size modifier)

***Speed.*** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

***Amphibious.*** You can breathe air and water.

***Control Air and Water.*** You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell below). Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Emissary of the Sea.*** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return.

***Guardians of the Depths.*** Adapted to the frigid ocean depths, you have resistance to cold damage.

***Languages.*** You can speak, read, and write Common and Primordial.