About Tales of Omaterra
What is Tales of Omaterra?
Tales of Omaterra is a heroic adventure setting built on ancient Greek, old Norse, and ancient Egyptian mythologies, where you play as a demigod(Greek, Norse) or chosen(Egyptian) and take on grand, deadly tasks for the betterment of the world, for glory, and for fame.
This is a realm where heroes take on the vast majority of the world’s greatest threats, and many lords and pharaoh’s are chosen by the gods alongside classic democratic voting.
There is no shortage of adventure’s to be had in Omaterra.
You carry a hero sigil, that can come in multiple different colors, including; Blue, Green, Gold, and White. These sigils mark you publically as a demigod or a chosen who is on a quest. These sigils are vital parts of the hero society, and list your accomplishments, titles, and your ranking among the servants of the gods.
Take on a grand quest through mythology, fighting cyclopes, giants, wolves, wurms, all the way to purple worms and ancient dragons. Fight monsters of myth like the Chimera, save the world from the awakening of Surtr and ragnarok, or stop Apophis from being summoned and eating the sun(ra).
The Four Sigils
The marking of a Hero
The Three Empires
Short Campaigns
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The great egyptian city of Thotherun, the capital of the Asumin Empire is dealing with a unique problem. A killer is moving through the night and taking the souls of victims, killing them and devouring their life energy.
Graves are being robbed, the dead and dying not passing to the proper afterlife, and the gods have taken notice. You are heroes of the Sentinel’s of Hope guild, a heroes guild shaping the future of questing and adventure. You are sought out by the empire to handle the problem. Track down and imprison or slay the killer, a man depicted as tall, sickly, lanky, and covered in gasping circular mouths, with only the hint that he seems to be tied to one of the Egyptian afterlife assessors, Am-Heh, a minor god known as the Eater of Million. His cultist followers get in your way, and your first lead guides you to an abandoned temple and museum in the city.
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Welcome to the Greco Egyptian city of Osirin, a small city bound to Isis and Hekate, the greek titaness and egyptian goddess of magic. This small city has been overrun with a force of fear and terror so powerful that people are dying in their homes, the clerics claiming they died of fright.
You are sent to the city through the hero guild known as The Sentinel’s of Hope. Find the source of this fear, the guild believing this to be a curse of Deimos, son of Ares, God of Fear and Terror. The priests of the city have taken refuge in their hold, seeking a proper solution. Go to the town, meet with the city elders, and find the source of the curse that is laid upon the city, and remove it. Prepare for terrifying scares and a dangerous foe with a divine nature.
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Mount Muspel has erupted, ands chaos descends in the region. The sky is full of black ash and the sun is blocked from proper view. You are experienced heroes of the realm, chosen to fight to the heart of the volcano and slay the strange figure seen inside the smoky mountains in the late evening.
The figure is believed to be a powerful fire giant mage of Surtr, the norse god of fire and an instrumental villain attempting to begin Ragnarok, destined to slay Freyr when the world ends. The cult of the Burning Brush are the devotees of Surtr, and you can expect resistance from them when you breach the mountain and volcano. Fight through the cult and their empowered mages to find the prime agent of Surtr, slaying him and preventing the continuation of their plans.
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There is a string of high profile assassinations that are slaying high level agents of the The Three Empires. The witnesses claim to have seen a tall, muscular, and wild, curly silver haired warrior with a strange curved staff made of black iron and tipped in silver and opals at the scene of all the assassinations, but she has not yet been caught.
Her powers seem to indicate a control over time, and she bears the symbols of Chronos, god of time. Bodies have been aged from young adult to ancient, the killer ignores most authority figures because they cannot find her, and her strange staff seems to transform into a two handed scythe when people encounter her and attempt to fight back.
Your guild, the Sentinel’s of Hope, has put you and other powerful champions of the gods forward to solve this problem. You are sent to the Norse megacity of Gata where the first lead was found, carrying with you runic enchanted charms from northern rune crafters to protect you from her time manipulation powers.
Track her down, kill or imprison her, to gain a 10,000gp each bonus if you bring her back alive to face proper judgement.
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The great god of monsters, Typhon has been partially summoned to the mortal world for the first time in thousands of years. The god’s body fills the north-easter regions of the Norse empire, the Eddanir empire.
Fight your way through colossal and gargantuan monsters that are appearing in the mountains of Jotun’s Legs to the summoner bringing Typhon to the mortal realm, and stop the full re-awakening of the deity, threatening the destruction of the whole world.
Frequently Asked Questions
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You can choose any official race, class(artificer & bloodhunter allowed), subclass, or magic item(excluding Deck of Many Things) when you take on these quests or make a character.
There is free reign as far as character creation. It is advisable to look over deities and class choices first to assist in creating a character.
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When you pick your deity, you gain a number of unique features, starting at 1st level, including;
World Feature - Unique natural ability tied to the domains of the deity
Spells - Cantrips all the way to 6th and 7th level spells)
Proficiencies into Expertise - You gain a new proficiency associated with your deity when you choose them, and this evolves and turns into expertise at higher levels.
These increase in power at 10th, 15th, and 20th level.
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No, your character can come from anywhere in the realms of Omaterra and be associated with any deity and hail from any of the three empires. This applies to the race of your character as well.
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Yes, every player gets magic items, and these games contain far more magic items than some other campaigns. You can expect to get at least one magic item of your choosing for low level campaigns, and more that increase in rarity at higher levels.
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The low-level campaigns are beginner friendly and quite doable for brand new players, but the higher level one-shots and short campaigns are better for more experienced players.
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There will be single session one-shots once per week at a determines time that works with the party.
Short campaigns will occur throughout the week, with a session weekly or biweekly.
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These games will take place on Roll20 and use D&D Beyond for Character sheets, where they will be stored in a D&D Beyond campaign. Discord will be used for voice chat.
When you sign up you will be given access to the proper D&D Beyond campaign to begin creating your character.
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There is a master player’s handbook for Tales of Omaterra that will be sent to those who express interest in the setting or sign up for a game.
Example:
You are a child of Ares
Ares - (War and Bloodshed)World Feature: You can notice a weak point in your enemies defenses, and can gain advantage for your entire next attack action (Free Action)
Spell: You gain access to the Compelled Duel spell(1st Level)
Proficiency: You gain proficiency with the Greatsword
Many more deities will be found in the Tales of Omaterra player’s handbook that will be available on the page below.
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We will be having a session zero, most often at normal session start time, before continuing and starting the campaign.
You should have a simple concept for a character that we can expand upon and fill out. Something like; a magic shifter who fights with summons or a character who fights with their fists and has a religious personality. Those are just examples, but there has not yet been a character concept I have not been able to fit into the world.

