Heroes of Hellas Dark Epics in A Heroic Age
Heroes of Hellas Dark Epics in A Heroic Age
Aknowledgements
Special Thanks:
Simon Washbourne, Peter Frain, Jeff Mejia, Neil Gow, Ryan Macklin, Adam Jury,
All the fans that wouldn’t let this project fade.
Play Testers:
Zack Harper, Jenny Harper, Josh Havens, Shane Schmit, Shawn Kauffman,
James Whitehead, Jerry, Apollo Haner, Christina Waits
Dedication:
To my Son Zack and Wife Jenny.
My Hero and my Goddess
Influences:
Literature
Homer: The Iliad, The Odyssey, Apollonius Rhodius: Argonautica, Xenophon:
Anabasis, Steven Presfield: Gates of Fire, Michael Ford: Fire of Ares, Robert E.
Howard: Conan, Lin Carter: Thongor
Movies:
Ben Hur (1959), Hercules (1959), Jason and the Argonauts (1963) (2000)
Sinbad (1958) (1973) (1977), The Odyssey (1997), Troy (2004), 300 (2006)
Clash of the Titans (1981) (2010), Wrath of the Titans (2012)
Artwork: 77 Studio
http://www.77studios.blogspot.com/
http://Heroesofhellas.weebly.com
https://www.facebook.com/HeroesOfHellas
Copyright Notice:
Heroes of Hellas © 2013 Chris Harper
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Author’s Note entertaining gritty cinematic RPG with Hydras and Pente-
conters. So, I went back to work.
I have always been intrigued by ancient Greece. The myths
have fantastic creatures, heroes, and meddling gods. My I ran the myths through my ‘sword and sorcery equalizer’
first glimpses into the world of myth came from movies for lack of a better term. I turned up the horror, turned
like Jason and the Argonauts and Hercules. It was further down the historical accuracy. I included monsters that
reinforced by learning about Greek mythology in grade are associated with Greek myth but aren’t necessarily in
school. Greek Mythology is tailor made for role-playing the originals. I threw in a dash of Conan and Thongor. I
games. It is often difficult for historians and archeologists dropped in a couple handfuls of Harryhausen and Frazetta
to determine what fact is and what myth is in ancient mojo. Peter Frain somehow pulled the images from my
Greek culture. Homer’s works have been used to find Troy brain and illustrated them. It all started to take form.
and other historic sites. Yet his works also talk of unbe- Hellas became a sword and sandal world of bloodshed and
lievable monsters and gods. Recently archeologists have sorcery.
found a site they may be the resting place of Hercules.
We may never know the facts. Therein lays the romance. I tried to make the setting as close to Homer’s epics as
possible. I made exceptions along the way to include other
Ancient Greek culture celebrated heroes doing extraordi- mythological events. I did not try to stick to the 1200’s B.C.
nary deeds against impossible odds. Champions in battle, time period that is thought to be the era of Homer’s stories.
athletes, philosophers and scientists all celebrated for their Restricting the setting to this time period would make the
extraordinary deeds. setting very different from what we perceive as mythical
Greece. The equipment and people presented actually are
When I was about eleven my friends and I discovered separated by hundreds of years, or never existed at all.
D&D. We had a great time. The problem for me was that
I wasn’t very familiar with the Tolkien stories. I had spent My intention is to weave myth and history into a play-
my time reading sword and sorcery books, like Conan, ground setting so players can create their own epic tales.
and watching Greek myth or sword and sorcery movies. I I wanted to pay homage to the myths and the history; yet
wanted a different type of game. I wanted bloody swords, not be tied to it.
hybrid monsters and sunbaked battlefields.
My early D&D adventures definitely had this skew. My So, abandon all hope for a long life, grab a nicked bronze
friends got tired of seeing my Cyclops, medusa and skele- sword and lead your followers to eternal glory. This is
ton miniatures show up on the table. Hellas!
My adventures of course were just ‘re-skinned’ Fantasy
games. The rules really didn’t capture the feel of epic gritty
adventures. Slogging through dungeons and keeping track
of hit points just didn’t have that Heroic feel.
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Game Mastering Hellas
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Labors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
The Golden Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Fate (GM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
The Titan War . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Kleos (GM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
The Age of Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Followers (GM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
The Age of Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Gods . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
4
Death on the Plains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Hybrids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Island of Entropy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Automatons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Adventure Seeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Magical Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
The Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
The Titans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . 61
Character Sheet
Cult of Ares
Weapons Table
The Chaos of Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Armor Table
Example NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Battle Table
Cult of Poseidon
Sea Range Chart
Adventures on the Wine Dark Sea . . . . . . . . . . . . . . . . .67
Ship Record
Cult of Prometheus
Cult of Orpheus
Priests
Labors
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Heroes of Hellas and Introduction
Barbarians of Lemuria Welcome to Hellas where life is short, where you will be
remembered only through the epics.
Heroes of Hellas is a supplement. To play this supplement
you will need a copy of Barbarians of Lemuria Legendary Epics are the tales that will be told about Heroes long after
Edition (BOL), from Beyond Belief Games. The standard they are gone. It is a dark time in Hellas where mortals live
rules for playing the game are contained in BOL. in subjugation of petty gods. They live under the rule of
cruel kings. They fear the wilderness that holds grotesque
There are a few changes to the BOL character sheet. The creatures and insidious demons. Sorcerers meddle with
Brawl statistic is now named Pankration. There are also two the power of creation with little concern for the living. A
new characteristics; they are called Kleos and Fate. power struggle continues between the Gods. Mortals have
become pawns in their fight.
There are new rules for mass combat, ship to ship battles,
and Followers. Some mortals have begun to discover their own power.
Through noble deeds and epic quests, Heroes have un-
This supplement expands on the standard rules to allow locked ancient secrets. Some mortals have begun to be
play in the mythical age of Heroes. revered above the Gods. In Heroes of Hellas players play
extraordinary Heroes that rise above the rabble and chal-
lenge the Gods.
Beggar Dancer
(or wanderer) (or Acrobat)
Beggars are often treated quite well. Zeus is the god of Dancing is an important part of entertainment and
Hospitality, so helping beggars is a virtue. Sometimes the religion in Hellas. Ceremonies and feasts will have dancers
Gods visit mortals disguised as beggars. or acrobats. Some dancers are acrobatic, showing feats of
skill, agility and coordination. Some are daring enough to
This career isn’t a choice for most adventurers; never attempt the ritual sport of bull leaping, to honor the god
theless you can pick up some skills by living on the street Poseidon.
in this way – things like city lore, going unnoticed,
appraisal, gossip and so forth. The types of skills that a dancer might have are tumbling
and acrobatics, escaping from bonds and seduction.
There are no particular attributes that beggars are noted
for, although it helps to have a deformity, missing body Dancers rely mostly on their appeal and their agility.
part or an unsocial disease. A beggar is not normally a
combatant . In combat, a dancer might gain an advantage if they exe-
cute an acrobatic move. However, dancing is not really
The only times having this career would be helpful in a combat career and will rarely be of use against a
a fight is when the character is doing his best not to be skilled fighter.
noticed.
Farmer
Bronze Smith (or Peasant)
(or Metal smith) Farming is a common career outside the cities. Farmers
Followers of their patron Hephaestus, Smiths can craft are well respected among Achaeans as they live a simple
weapons, armor and tools from iron and bronze. These and virtuous life. They have knowledge of raising plants
characters are skilled at weapon and armor making and and animals. Farmers are familiar with trading and have a
repair, metallurgy, weapon lore, and have skill in bartering knack for predicting the weather.
and haggling the price of weapons and armor.
Farmers do not rely on any one attribute over any other
Smiths are generally noted for their Strength and their although appeal is probably the least important.
toughness; being able to work hard at their forge tends to
develop their muscles and hardiness. Farmers are not generally skilled combatants and so rarely
receive any advantage from this career, except maybe when
Although not a combatant, a blacksmith might receive a defending their own lands against raiders and so on.
melee bonus if he is using a weapon he forged himself or
if his opponent is wearing metal armor and he knows its Gladiator
weak points. (or duelists)
Gladiators have entered the arena or the barbarian death
Craftsman pits, some due to slavery others for pay. They are specialists
(or Artisan) at individual combat. They are adept at a variety of weap-
Craftsmen are skilled at creating great works of art. Their ons. They can fight humans or beasts in an entertaining
medium may be stone, wood or clay. They are the builders fashion. Gladiators may have ended up in the arena as a
of the cities. Craftsmen build houses and temples, furni- slave or to pay off a debt; whatever the reason they have
ture, pottery , ships, etc. Although craftsmen are capable survived to hear the howls of the crowd and their adver-
of creating objects that are useful or have great beauty they sary at their feet.
are not very respected. Craftsmen can determine the ori-
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Gladiators should be strong and agile but the most popular Mariner
ones have plenty of appeal. (or Sailor)
Mariners seek adventure on the sea. They have knowledge
They are especially good at fighting in a style that is de- of piloting and navigating a ship. They can also endure
signed to ‘please the crowd’ and so they might get a combat long hours of bending their backs at the oars. Mariners
bonus on certain flashy moves, if not overused, and as know the lore of the sea. They can also predict the weather.
usual, at the GMs discretion.
Mariners need to be strong and some agile. Captains re-
Hunter quire a high Mind.
(or Tracker)
Hunters are masters of the wilderness. They seek their Mariners may receive a combat bonus in actions at sea and
prey outside the cities. Hunters can track man or beast possibly even against sea creatures that they might have
They also are capable of surviving in the wilderness. some familiarity with.
Musicians require appeal as well as agility and quick Merchant is not a combat career, so this will almost never
minds. be helpful to a character in a fight.
Musician is not a combat career and there are very few cir- Mercenary
cumstances where this career will provide a combat bonus. (or Warrior)
Against human opponents. Warriors love the life of a soldier. There is no shortage of
work amongst the palace - states. There is always glory to
Magician be had. Mercenaries have skill in living rough, Horse rid-
(or Sorcerer) ing, intimidation, carousing, and even weapon and armor
Sorcerers are purveyors of magic. Magicians are able upkeep and repair.
to bend the elements and the minds of man and beast.
Magicians do not derive their power from the Gods. They Mercenaries should be strong and agile to ply their trade.
are able to create spells and sigals to do the unbelievable.
Sorcerers can only gain Hero Points from one god, Hecate. Mercenaries are notorious for their ability to fight well
when well-paid, but to fight poorly or not at all, when
Magicians need powerful minds both for their studies and conned or badly paid. In combat, they might receive a
for the will to create and cast mighty spells. Sorcery is a career bonus if the money is particularly good.
fast track to power but it also brings its own price. For each
rank taken as a magician beyond the first, you must take Noble
one flaw (or Courtier)
Nobles are the wealthy and influential citizens of a city.
There are not many circumstances where being a magician They may be royalty or the descendant of a wealthy mer-
helps in a fight. chant. Nobles often dwell in the Acropolis of cities as well
as have country villas. Nobles have privilege and money.
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Physician Scholar
(or Healer) (or Philosopher)
Physicians use science or favor of the Gods to heal, some Philosophers observe the natural world. They train their
use both. Healers can treat disease, set bones, and do minor minds to see things in a different way. They try to question
surgery. They have knowledge of plant lore and human all things and seek truth. Philosophers are also taught in
anatomy. ancient lore, astronomy, map making and mathematics.
Scholars get a bonus in perception and figuring out prob-
Mind is the most important attribute for a Physician char- lems. The art of educated conversation and debate is fa-
acter. vored as a form of entertainment in feast halls and camps.
In combat, the physician’s career is not really of particular Philosophers need to have good minds to do their work.
benefit to a character, although after the fight, they are They also need to be literate.
often most welcome.
There are not many circumstances where having a career
Pirate as a scholar will have any discernible use in combat.
(or Sea Wolf)
The well-used merchant routes of the Aegean are ripe for Slave
the picking. The craggy coasts and archipelagos are perfect (or Helot)
hiding places. Pirates make their living by attacking mer- There are many slaves. Some are defeated enemies, others
chant ships and raiding coastal settlements. Some pirates are born into bondage. A character may have been a slave
have fleets large enough to threaten the largest cities. at some time in their past. Others are born into slavery. In
Sparta if you are not a Hoplite you are a slave. The career
Pirates are skilled in climbing, sea lore, navigation by stars, gives skill in things like humility, going unnoticed, listen-
and boat handling with a good knowledge of far ports and ing and sneaking.
islands.
Slaves that are used for labor need good strength; female
Pirates need to be strong and agile. slaves normally find things better (or worse!) if they are ap-
pealing. Slaves used to run errands often need high agility.
Pirates might receive a career bonus in sea actions, espe- Clever slaves are normally considered to be troublemakers.
cially if there is the promise of booty at the end of it.
The career is not really of any practical use in a fight
Priest though.
(or Oracle)
Priests reside in temples in the major cities of Hellas. They Soldier
lead worship of the Gods. They also determine the will of (or Hoplite)
the Gods. Priests can perform rituals to gain help from the Soldiers are the defenders of the palace states. They are
Gods. Priests are important to the many people due to their trained as soldiers at a young age. Soldiers are required to
close relationship to the Gods. serve when needed. The only full time professional sol-
diers, aside from mercenaries, are Spartans.
Characters with a career in Priest often accompany sol-
diers or merchants. Diviners interpret the will of the Gods. Hoplites are elite soldiers. They are better trained and have
Soldiers or Mercenaries often have a career rank in Priest. better weapons and armor than the average soldier. To be a
Hoplite a Hero must have a career in noble.
They need to have clever minds and the best ones have
plenty of appeal to be able to sway their followers. Strength is normally most important for soldiers, although
archers and cavalrymen could do with a bit of agility. Of-
Having the priest career will rarely, if ever, give the charac- ficers need to have plenty of appeal to lead their men and
ter any advantages in combat. quick minds to make sound battle plans.
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Thief
(or Rogue)
Thieves are the followers of the cult of Hermes.
These characters seek fortune above all. They will get it by
any means. They are also called ‘Wall Diggers.’ Thieves are
adept at burglary, sneaking and picking pockets. Thieves
rule the dark city streets. They have knowledge of the
criminal underworld. They may have contacts in their city
of origin. The best thieves are from Feneos.
Worker
(or Laborer)
Workers are the lowest social class short of slave. They do a
wide variety of tasks. They may assist artisans, build walls ,
or be dock workers. Heroes may have come from the this
humble beginning. Or forced into working due to hard
times.
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least favorable results) on all their rolls for the first round
Origins following the War cry, and gives Boons to all your charac-
ter’s buddies (roll an extra die and take the two highest) for
AEGINA that round as well.
Aegina citizens have a unique ancestry. They were once Attractive: Roll an extra die in situations where good looks
ants. Home of the legendary Myrmidons (Ant People) might be important.
known for their bravery and skill in combat.
Flaws
Boons
Distrust of Men: When dealing with men you must roll
Immune to disease: You can never get sick from cold, an extra die
plague, or bad food.
Country Bumpkin: The big city is a confusing and heart-
Runner: You surprise your enemies by charging headlong less place for the new arrival. Roll an extra die in situations
into the fray. You get a boon in any fight you choose; once to do with urban survival.
per game session, but in that fight you cannot defend or Poor Hearing: Whenever you make a mind check to per-
retreat. ceive something using your hearing, you roll one extra die.
Ant Armor: Aegina alchemists developed a black steel Untrustworthy: Roll an extra die when the situation
alloy that is light and strong. You get a defense (1) higher, calls for someone to believe or trust you.
for the armor that you choose, but not the penalty with Rage: Your lust for battle is all encompassing. After all foes
your black Myrmidon armor. are defeated you must succeed at a mind check or roll a
Marked by the Gods: You have an extra Hero Point. Your 1d3. That is the number of rounds you continue attacking
mximum Hero Points is now 6 instead of 5. anyone close to you, friend or foe.
Agile: You get an extra die for tests of agility.
Arcadia
Flaws People of Arcadia live a simple life as farmers in the fertile
Challenged: Myrmidons are famous fighters. Everyone mountains. They are comfortable with labor and living in
wants to carve a reputation from your hide. You will get the wilderness. Arcadians are often hired as assassins, due
challenged to a fight when someone recognizes you. to their stealth.
Feels the Cold: Roll an extra die for any tasks undertaken
in a cold environment. Boons
Loyalty: You are fiercely loyal to Aegina. If someone utters Arcadian Bow: Roll an extra die when shooting an Arcadi-
a curse about it you must defend Aegina’s honor. an great bow.
Glorious Death: It is your fate to die gloriously in battle. Beast Friend: Whenever dealing with animals, roll an
You cannot defend or retreat. extra die.
Poor recovery: You require medical attention to restore Keen Eyesight: Whenever you make a mind check to
lost LB and recover nothing from normal rest. perceive something using your eyesight, you may roll one
extra die.
Amazon Stealth: You get an extra die when trying to sneak.
Amazons are nomadic woman warriors. They live and fight Hard-To-Kill: Add +2 LB to your total.
from horseback. They are taught that men are their lessers
and should not be trusted. In Amazon if you are not a Flaws
woman you are a slave. Lumbering: Roll an extra die when balance is important –
crossing a narrow bridge or standing on a mountain ledge.
Boons Country Bumpkin: The big city is a confusing and heart-
Horse: You get an extra dice when riding or fighting from less place for the new arrival. Roll an extra die in situations
a horse. to do with urban survival.
Plains Tracker: When tracking, trapping, or hunting Illiterate: You cannot read or write and you cannot choose
creatures in a plains environment, you may use an extra a career with literacy as a requirement.
die. Distrust of Sorcery: When dealing with wizards and
Amazon Bow: When using a composite bow from Ama- alchemists, roll an extra die.
zon you get an extra die. Greed: You cannot resist any chance to make money.
War Cry: Strikes fear into your opponents that can hear If money is to be made, your judgment goes out of the
the war cry. They take a Flaw (roll an extra die, take the two window. Roll an extra die whenever tempted by the offer
14
of cash. Learned: When recalling a fact from your area of specialty,
ARGOS you use an extra die.
Argosian people are celebrated as selfless and thoughtful. Pirate Killer: You gain an extra die whenever in combat
They are valiant in battle and rarely show hubris. Many with pirates.
skilled actors and musicians come from Argos. Athenian Spear: You have a spear forged at the temple of
Athena. You gain an extra die while using it.
Boons
Argos Sword: You get an extra die while using a sword Flaws
made in Argos. City dweller: Roll an extra die in situations to do with
Great Actor: You get an extra die while entertaining or outdoor survival.
imitating. Arrogant: Roll an extra die when dealing with people of
Leader: You are a natural born leader. You get an extra die other cities, where your arrogance might annoy or offend
when pleading your case or inspiring your followers with them.
a speech Loyalty: You are fiercely loyal to Athens. If someone says
Favored by the Gods: Roll an extra dice after prayer to something negative about it you must defend Athenian
gain Hero Points. honor. If Athens is threatened you must defend it.
Keen Hearing: Whenever you make a mind check to Delicate: Deduct two from your LB total.
perceive something using your hearing, you may roll one Combat paralysis: Roll a d3. This is the number of rounds
extra die. that you freeze and during which, you can only take defen-
sive actions.
Flaws
Cursed: One God has cursed you with a labor to complete.
At some point you or an ancestor has offended the god.
You must complete a labor to once again gain the grace of
the god. You cannot gain a Hero Point from this particular
god until the labor is completed. (Discuss with your GM)
City dweller: Roll an extra die in situations to do with
outdoor survival.
Poor Judge: You tend to see only the good in people. You
gain an extra die when someone is trying to deceive you.
Poor eyesight: You use an extra die when trying to ob-
serve or spot something.
Exiled: You have committed a crime. You have been judged
and exiled by your king, or you fled before judgment. You
cannot return home. You get an extra die when dealing
with people from your home (work with the GM to come
up with a back story)
ATHENS
Athenians are educated and trained in the arts of war.
Athenians all serve as defenders of Athens at sea or on
land. Many Athenians are used to the relative comfort of
their city and feel uncomfortable outside it. To be from
Athens you must have (1) career in Soldier and (1) career
in Scholar.
Boons
Phalanx: You have been trained to fight in a Phalanx.
You get an extra die when fighting alongside two or more
friendly soldiers.
Artistic: Roll an extra die when appraising or creating
items of art.
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Cyclades Islands sobered up.
The Cyclades Islands are groups of hundreds of large Greed: You cannot resist any chance to make money.
and small islands dotting the Aegean. They are a home to If money is to be made, your judgment goes out of the
pirates, fisherman, and rich merchants. window. Roll an extra die whenever tempted by the offer
of cash.
Inhabitants of the islands are rough and free spirited pre- Missing Eye or Ear: Roll an extra die whenever the GM
ferring the freedom from the palace states that the island feels it is appropriate to the situation.
life affords. Exile: You have committed a crime. You been judged and
exiled by your king, or you fled before judgment. You can-
Boons not return home. You get an extra die when dealing with
Born sailor: When dealing with ships or carrying out people from your home (work with the GM to come up
physical activities on board ship (other than fighting), you with a back story)
may roll an extra die. Feels the Cold: Roll an extra die for any tasks undertaken
Carouser: Use an extra die to gain information, make con- in a cold environment.
tacts or acquire goods and services whilst in a tavern.
Sea Fighter: You are sure footed and experienced ship FENEOS
board fighter. Gain an extra die when fighting aboard a People of Feneos vary greatly. Most have less than noble
ship. origins. Rogues, Thieves and mercenaries find a home in
Fearsome Looks: Use an extra die whenever you are Feneos. Treachery and trickery are accepted practices in
trying to force somebody to give you information or do the sprawling city.
something they don’t want to do.
Knife Fighting: You gain an extra die when using a Cy- Boons
clades knife. Blind Combat: No light? No problem. By using smell,
sound, disturbances in the surrounding air, etc. You are
Flaws one with the universe. Whatever penalties the GM applies
Drunkard: Roll a die when you are required to do some- to fighting in the darkness, your character does not suffer
thing important for the rest of your companions. If a ‘1’ at all.
comes up, you are drunk and unable to do anything until Escape Artist: Ropes, chains, manacles, even prison cells-
16
nothing holds you for long. Either by skill or dumb luck, Flaws
you always get away (eventually). Use an extra die whenev- Cursed: One God has cursed you with a labor to complete.
er in this situation and trying to break free. At some point you or an ancestor has offended the god.
Poison Immunity: Roll an extra die whenever you are You must complete a labor to once again gain the grace of
resisting the effects of drugs, venom, toxins, and even the god. You cannot gain a Hero Point from this particular
alcohol. god until the labor is completed. (Discuss with your GM)
Thieves’ tools: Use an extra die when attempting to open Poor Judge: You tend to see only the good in people. You
locked doors or remove mechanical traps. gain an extra die when someone is trying to deceive you.
Sneaky: You are particularly quiet. Roll an extra die where Poor Horseman: You never learned the skills to ride a
stealth is important. horse. You get a flaw while riding.
Poor recovery: You require medical attention to restore
Flaws lost LB and recover nothing from normal rest.
Greed: You cannot resist any chance to make money. Arrogant: Roll an extra die when dealing with people of
If money is to be made, your judgment goes out of the other cities, where your arrogance might annoy or offend
window. Roll an extra die whenever tempted by the offer them.
of cash.
Distrust of Sorcery: When dealing with wizards and
alchemists, roll an extra die.
Drunkard: Roll a die when you are required to do some-
thing important for the rest of your companions. If a ‘1’
comes up, you are drunk and unable to do anything until
sobered up.
Poor recovery: You require medical attention to restore
lost LB and recover nothing from normal rest.
Ithica
People of Ithica live simply on their island. They are
independent and clever. Ithicans can be ruthlessly
vengeful. They tend to see the best in life. Most Ith-
icans make their own way without the help of Gods.
Boons
No Need for Gods: You have never depended on Gods
and have learned to live without them. You start with five
Hero Points, but cannot pray for more. You will gain them
back at the end of the adventure.
Born sailor: When dealing with ships or carrying out
physical activities on board ship (other than fighting),
especially navigation you may roll an extra die.
Ithica Bowman: gain an extra dice when using a compos-
ite bow from Ithica.
Musician: You are gifted with the instrument of your
choice. You can inspire others to forget their cares. You can
play an inspirational tune to give other characters an extra
dice to do a non- combat task. You can also play a tune to
lessen the effects of a hardship. (ie. Hot, cold, thirst, hun-
ger, etc.)
Athlete: You gain an extra die while doing a task in your
chosen sport. (ie. Running, swimming, climbing, riding,
etc.)
17
Knossos Gain an extra die.
Cretans are fanatically dedicated to Poseidon and their Learned: When recalling a fact from your area of specialty,
home. They strive to restore Knossos to its former glory. you use an extra die.
Cretans must start with a career in priest. Charioteer: You get an extra die when driving or fighting
from a chariot.
Boons
Labrys Axe: You get an extra dice when using a Minoan Flaws
double edged Labrys. Landlubber: Roll an extra die on activities whilst at sea.
Charioteer: You get an extra dice while driving or fight- Arrogant: Roll an extra die when dealing with people of
ing from a chariot. other cities, where your arrogance might annoy or offend
Night Sight: Roll an extra die when darkness causes nega- them.
tive modifiers to see things. City dweller: Roll an extra die in situations to do with
Unarmed combat: You are gifted at boxing or wrestling. outdoor survival.
Gain an extra die. Greed: You cannot resist any chance to make money.
Born sailor: When dealing with ships or carrying out If money is to be made, your judgment goes out of the
physical activities on board ship (other than fighting), you window. Roll an extra die whenever tempted by the offer
may roll an extra die. of money.
Bull strength: Poseidon has gifted you with the strength of Exile: You have committed a crime. You have been judged
his sacred symbol. Roll an extra die when breaking, lifting, and exiled by your king, or you fled before judgment. You
pulling or pushing things. cannot return home. You get an extra die when dealing
with people from your home (work with the GM to come
Flaws up with a back story)
Blood guilt: You have killed someone close to you. You
must make amends* until you do you get an extra die. The PINDUS MOUNTAINS
flaw has to be related to the crime. (Example: you killed People of the Pindus Mountains are often referred to as
your cousin with a knife, so now whenever you use a knife barbarians. They live in small villages and make their liv-
you get an extra die.) Discuss with the GM. ing by hunting among the dense forests and craggy peaks.
*- to settle this flaw you must do something to appease the
family or the King. This can be a matter of paying blood Boons
money, commissioning a shrine, or a labor to atone for the Sling: Roll an extra die while using a sling
crime. Hot / Cold immunity: Your training has taught you to
Cravings: You are addicted to something and require it ignore extremes in temperature better than others.
every day to function fully. Mountain Tracker: When tracking, trapping, or hunting
Unsettling: Roll an extra die in social situations. creatures in this environment, you may use an extra die.
Combat paralysis: Roll a d3. This is the number of rounds Fearsome Looks: Use an extra die whenever you are
that you freeze and during which, you can only take defen- trying to force somebody to give you information or do
sive actions. something they don’t want to do.
All thumbs: Roll an extra die when picking locks, firing a Friend of Centaurs: Roll an extra dice when dealing with
bow or crossbow or when doing fine work. centaurs.
Strength Feat: Roll an extra die when breaking, lifting,
Mycenae pulling or pushing things.
Mycenaean’s seek glory and conquest above all else. They
strive to expand their empire through diplomacy and war. Flaws
Mycenaean’s are arrogant and ambitious. All thumbs: Roll an extra die when picking locks, shoot-
ing a bow or when doing fine work.
Boons Country Bumpkin: The big city is a confusing and heart-
Etiquette: Your character gains an extra die on any task less place for the new arrival. Roll an extra die in situations
where good form is important. to do with urban survival.
Great Wealth: Roll an extra die on any attempt to obtain Missing Limb: Roll an extra die whenever the GM feels
any goods, services or items you need whilst in your home the situation is appropriate.
city. Distrust of Sorcery: When dealing with wizards and
Unarmed combat: You are gifted at boxing or wrestling. alchemists, roll an extra die.
18
PYLOS ple to help you with your cause.
In Pylos the citizens believe that the way to glory is to be Strength Feat: Add an extra die when Breaking, lifting,
clever in diplomacy and military tactics. They are re- pulling or pushing things.
nowned for their negotiating skills, and sound counsel in
the arts of war. Flaws
Taciturn: Your character is ridiculously tight-lipped. It’s a
Boons rare day on which he uses a sentence of more than three
Tactician: You gain an extra die when predicting an ene- words, and it’s virtually unheard-of for him to initiate con-
my’s moves. You also get an extra die on the Battle Table. versation. His extreme reluctance to speak unfortunately
Etiquette: Your character gains an extra die on any task means he never volunteers information without being
where good form is important. asked. Roll an extra die in social situations.
Javelin: Roll an extra die when throwing a javelin. City dweller: Roll an extra die in situations to do with
Detect Deception: Anytime someone tries to lie to or con outdoor survival.
your character, you can see right through him or her. Roll Unsettling: Roll an extra die in social situations.
an extra die to divine fact from fable. You won’t automat- Poor Hearing: Whenever you make a mind check to per-
ically know the truth but you will know that what he’s ceive something using your hearing, you roll one extra die.
being told isn’t it. Landlubber: Roll an extra die on activities whilst at sea.
Sea Fighter: You are sure footed and experienced ship
board fighter. Gain an extra die when fighting aboard a Sparta
ship. Sparta has been likened to a wolf. You are the teeth of the
Horse: You get an extra die when riding or fighting from a wolf. Spartans are full time soldiers from childhood. You
horse. are taught to fight and endure. If you survive the “Agoge”
(military training) You will be called Spartan. Some non-
Flaws Spartans are allowed to partake in the Agoge. In Sparta If
Untrustworthy: Roll an extra die when the situation calls you are not a Hoplite you are a helot (slave). (Even non-
for someone to believe or trust you. Hoplite soldiers are slaves.) Spartans must have Soldier of
Enemy of Centaurs: Roll an extra die when dealing with at least (1)
centaurs.
Delicate: Deduct two from your LB total. Boons
City dweller: Roll an extra die in situations to do with Shield Bash: You get an extra die when executing a shield
outdoor survival. bash with a Spartan Hoplon.
Blood guilt: You have killed someone close to you. You Spartan Phalanx: You get an extra die when fighting
must make amends* until you do you get an extra die. The alongside two or more soldiers.
flaw has to be related to the crime. (Example: you killed a Spartan Spear: You get an extra die when using a Spartan
friend while competing in your favored sport, so now spear (Doru).
whenever you compete, you get an extra die.) Hot / Cold immunity: Your training has taught you to ig-
Discuss with the GM. nore extremes in temperature better than others. Spartans
rarely wear warmer clothes in cold weather.
SALAMAS Stealth: You get an extra die when trying to sneak.
Achaeans of Salamas prize athleticism above all else. They
are known for their great strength. Outside of physical de- Flaws
velopment Salamans don’t trouble themselves with much Arrogant: Roll an extra die when dealing with people of
else other cities, where your arrogance might annoy or offend
them.
Boons Taciturn: Your character is ridiculously tight lipped. It’s a
Giant Strength: You may add 1 to your strength. Your rare day on which he uses a sentence of more than three
maximum strength is 6 rather than 5. words, and it’s virtually unheard-of for him to initiate con-
Hard-To-Kill: Add +2 LB to your total. versation. His extreme reluctance to speak unfortunately
Quick Recovery: When recovering after a combat, you means he never volunteers information without being
regain an additional point of LB, on top of the half you asked. Roll an extra die in social situations.
recover normally. Exile: You have committed a crime. You have been judged
Leader: You get an extra die when trying to convince peo- and exiled by your king, or you fled before judgment. You
19
cannot return home. You get an extra die when dealing Untrustworthy: Roll an extra die when the situation calls
with people from your home (work with the GM to come for someone to believe or trust you.
up with a back story)
Missing Eye or Ear: Roll an extra die whenever the GM Troy
feels it is appropriate to the situation. Trojans are known as unrivaled horseman and fearless
Drunkard: Roll a die when you are required to do some- defenders of their opulent city. Despite their prosperity
thing important for the rest of your companions. If a ‘1’ Trojans still covet more wealth and power.
comes up, you are drunk and unable to do anything until
sobered up. Boons
Horse: You get an extra die when riding or fighting from a
Thrace horse.
The Thracian tribes are constantly at war. Thracians con- Etiquette: Your character gains an extra die on any task
sider all other endeavors besides fighting beneath them. where good form is important.
They have a reputation for being ruthless fighters. They are Runner: You surprise your enemies by charging headlong
sought after as mercenaries. into the fray. You get a boon in any fight you choose; once
Thracians exist in tribal villages with few fortifications. per game session, but in that fight you cannot defend or
Chieftains of tribes constantly change. retreat.
Great Wealth: Roll an extra die on any attempt to obtain
Boons any goods, services or items you need whilst in your home
Ambush: You are a master at sneak attacks. You and your city.
party get an extra die. Trojan Sword: You get an extra die when using a Trojan
War Cry: The Thracian way is to smash weapons against sword.
shields to scare the hell out of opponents that can hear the
din. They take a Flaw (roll an extra die, take the two least Flaws
favorable results) on all their rolls for the first round fol- Lecherous: when dealing with the opposite sex you get an
lowing the War Cry, and gives Boons to all your character’s extra die when good judgment is needed.
buddies (roll an extra die and take the two highest) for that Arrogant: Roll an extra die when dealing with people of
round as well. other cities, where your arrogance might annoy or offend
Snow Tracker: When tracking creatures in this environ- them.
ment, roll an extra die. Loyalty: You are fiercely loyal to Troy. If someone says
Musician: You are gifted with the instrument of your something negative about it you must defend Trojan hon-
choice. You can inspire others to forget their cares. You or. If Troy itself is threatened you must defend it.
can play an inspirational tune to give other characters an City dweller: Roll an extra die in situations to do with
extra dice to do a non-combat task. You can also play a tune outdoor survival.
to lessen the effects of a hardship. (ie. Hot, cold, thirst, Glorious Death: It is your fate to die gloriously in battle.
hunger, etc.) You cannot defend or retreat.
Rhomphia: Get an extra die when using a Thracian Poor Hearing: Whenever you make a mind check to per-
Rhomphia. ceive something using your hearing, you roll one extra die.
Javelin: Roll an extra die when throwing a javelin.
Languages
Flaws Languages are handled the same as in BOL.
Feels the Heat: Roll an extra die for any tasks undertaken There are a few common languages that the Heroes might
in a hot environment. know.
Illiterate: You cannot read or write and you cannot choose
a career with literacy as a requirement. Achaean
Country Bumpkin: The big city is a confusing and heart- People from mainland Hellas will speak Achaean. Each
less place for the new arrival. Roll an extra die in situations region may have a recognizable accent. Achaean is the
to do with urban survival. most common language spoken throughout the Aegean. It
Ugly & brutish: You are socially inept. Use an extra die in is also called the trade tongue.
all situations where you are dealing with other people.
Cravings: You are addicted to something and require it Minoan
every day to function fully. Minoan is an ancient and magical language of the Cretan
20
island. Many Minoans also speak Achaean. petos, Iason, Icarus, Kalliope, Circe, Kleio, Klotho, Klytie,
Koios, Kreios, Polyxena, Praxis, Proteus, Psyche, Pyrrhus,
Trojan Sarpedon, Semele, Terpsichore, Tethys, Thalia, Thanatos,
The language of the Trojans is very similar to the Achaean Theia, Themis, Theseus, Tisiphone, Xanthe, Zephyr
language. The Trojan accent is unmistakable to Achaeans,
but still understandable. Amazon
Aegea, Ainippe, Amastris, Anaea, Andromache, Clete,
Thracian Cyme, Cynna, Ephesos, Eurypyle, Gryne, Helene, Hippo,
Thracian is one of many barbaric dialects. It is spoken Lampedo, Latoreia, Lysippe, Marpesia, Melanippe,
throughout Thrace. It is often spoken in mercenary Molpadia, Myrleia, Myrto, Mytilene, Orithyia, Otrera,
groups. A similar language is spoken by the Macedonian Pantariste, Pitane, Priene,
Wild men. Sanape, Sinope, Sisyrbe, Smyrna.
Amazonian Cretan
Amazonian is a Barbarian dialect spoken amongst the Aranare, Arudara, Asijaka, Bansabira, Didikase , Duripi,
steppes nomads. Amazons find it an insult for men to Itaja , Jadikira, Kikeru, Kitane, Kitanetos , Kubaba, Mija-
know more than a few words in their sacred dialect. raros, Nashuja Pamesijos, Pijaseme, Pijasiros , Pinaruti,
Pura, Rusa , Sama, Sijapuros, Tarina, Titiku, Widina, Yidini,
Atlantian Yikashata, Yishharu
Atlantian is an ancient language. It is all but forgotten. A
few scholars and alchemists study the language. Translated Thracian
Atlantian texts will have long lost spells and science. Bastiza, Bikilis, Brasus, Burebista, Comosicus,Daizus,
Damanais, Dardanos, Decaeneus,Drilgisa, Cotiso, Dablosa,
Hyperborean Dapyg, Decaeneus, Decebalus, Diegis, Dicomes, Diurpane-
Hyperborean is another ancient dialect. Adventurers and us, Dromichaeta, Komozoi, Komakiza, Mucapor, Mucatra,
scholars that are brave enough to obtain ancient Hyper- Natoporus, Orola, Oroles, Petoporus, Pieporus, Rigozus,
borean hieroglyphs and translate them are rewarded with Rescuturme, Scorylo, Tarbus, Thiamarkos, Tharax, Tiati,
science beyond imagination. Tsinna, Tsiru, Vezina, Zalmoxis, Zebeleizis, Zia, Zyraxes
Names
A Hero must have a name; a name to be immortalized. A
Heros hould have a name that fits well in an epic. You must
have a name that will echo in the halls of kings.
One of the last things that some players do is thinking of a
name; yet this is the first thing anyone of us is given in life.
Here are a few ideas to help.
23
Treasure and reward tune? Will they win a throne by their own hand? Will they
Treasure can take many forms in Hellas. Treasure can be avenge an injustice? How will they meet their end?
money, items, privileges, and titles. As in the BOL rules the
Hero cannot gain Advancement Points (AP) until he or she KLEOS (players)
has described how they have lost or spent all their fortune. The Kleos attribute is an addition to the BOL core rules.
A Hero gains Kleos as they succeed at difficult tasks. As
Commerce in Hellas is based mainly on a barter sys- their Kleos grows the Hero gains influence followers and
tem. Goods are the basis for trade. The larger cities have special honors. They also get the attention of Gods and
coinage. But this is rare and the coins may have no value kings.
outside the city. Monetary reward for the Heroes may take
the form of gold, silver, copper or tin. More often goods are Beginning characters start with a Kleos of (0) zero. Kleos
given as reward; such as oxen, fine pottery, fabrics, per- is a measure of honor, glory and renown all wrapped in
fume, grains, or even slaves. one. It is also a measure of how famous a character is. It can
have a positive or negative effect on people’s reaction to the
(A note on slaves: Although slaves are common in Hellas, Hero. You may gain positive Kleos in one area for killing
Heroes rarely keep them. Keeping slaves and taking a rampant Pythos, but get negative reactions in a city that
advantage of them will cause followers to think the Heroes sees snakes as sacred. Thieves and Rogues may want to
unjust. Heroes often free slaves. The slaves sometimes keep their Kleos low for anonymity. Kleos does not count
become loyal followers.) if a deed is done, and no one knows about it. A character
gets Kleos points for doing Heroic tasks. They are awarded
The Heroes should also share their treasure with followers. by the GM. The GM rewards a Kleos point for extraordi-
If they shared in the risk they will expect compensation. nary labors such as slaying a monster, leading followers to
a victory in battle, defying a god or rectifying an injustice.
If the Heroes do a task to help a village or town they may
get payment in the form of a feast or simply food and Kleos points can be added to an Appeal roll when dealing
lodging. with people. Having Kleos can help a character gain audi-
ence with a king or to intimidate an enemy.
A king may reward the Heroes with lands, titles or privi- Heroes with a high Kleos will be wanted as mercenaries.
leges. This is often an attempt to get the Heroes to stay and They will be given soldiers to lead or a ship to sail.
serve the king.
A Hero can also gain followers with Kleos. Adventurers
Many Heroes don’t ask for much monetary reward. They that want to share in the fame and fortune of the Hero’s
seek glory and immortality through their deeds. adventures will volunteer to go with the Hero.
Spending treasure can be done in many ways. The Hero A Hero with 1 or 2 Kleos will be known to a few. There will
could invest in a merchant venture; such as a shipping be rumors about their deeds. With 3 or 4 Kleos the Heroes’
company. They could fund building a temple to honor a reputation will precede them. They will be recognized
god. A Hero should richly reward his followers. Having by many. Bards will write songs about them. Followers
a lavish feast to honor the god that helped or to appease a will want to join them on adventures. Kings will reward
god who is offended is never a bad idea. them with gifts and honors. The Gods will take particular
interest in such a Hero. A Kleos of 5 or more indicates a
Players may want to seek out an alchemist to create ex- Hero with renown throughout Hellas. There deeds are
traordinary weapons and equipment. Ordinary gear that heard in taverns and halls that echo with epics of their
is made to a higher standard is not hard to obtain with the adventures. A Hero with this much Kleos will have many
right amount of money. followers. Armies will eagerly follow them. Gods will be
closely watching them. Kings will see the Hero as a rival.
Fate (players) A king may try to gain them as an ally or discredit their
The attribute ‘Fate’ is an addition to the BOL core rules. reputation. A king might even try to dispose of them per-
manently.
Fate is your destiny. It determines the path of your life.
Players write a few lines about your character’s fate. What Followers (players)
drives them? What do they want? Will your Hero seek for- The Heroes may travel and adventure with several follow-
ers. Followers may be crew members for a ship or soldiers
24
on campaign. Followers will handle the everyday tasks Labors
such as setting up camp, procuring supplies or scouting. Labors are tasks that a Hero must complete. The Hero
may have been cursed by a god; a priest determines the
Followers are handled as NPC’s. Players and the Game Mas- labor. A labor may also be a task that a Hero or adventuring
ter should not be daunted by the sheer number of NPC’s to group chooses to complete for pay or glory. Labors can
keep track of. They don’t need to have stats. NPC followers be many different things, but they will always be diffi-
are considered to be rabble. So, if they need to make a task cult. A labor is beyond the abilities of the average mortal.
roll they would just roll a straight 2D6. A labor can be a matter of slaying a monster, obtaining
an artifact, or to make peace with warring palace states.
Followers may have specific knowledge or skills that the
Heroes don’t have. If the players choose they can make a Once again let the players be involved. They made their
resources roll to see if their followers can help with knowl- characters with a certain purpose in mind, so they may
edge or with skills. The Followers will only have a single have some ideas for labors already. Labors should be deter-
career point. The players should mark down the career that mined by the type of characters or the adventuring party
their each followers has. The career bonus and can use it involved. A group of hoplites and mercenaries will prob-
again without making a resource roll. ably want a classic slay the Hydra labor. A rogue or Noble
may want a heist or intrigue type of labor. If you have a
group that is mixed you may want to have several different
types of labors to complete to spotlight the different types
of characters in the group.
Fate (gm)
The fate statistic is a guide to the GM. It gives the Gm
an idea of the type of story line, or adventure, the player
wants. It also adds to the flavor of the game and gives the
other players a clue to the demeanor of the Hero.
25
Followers (gm) Another situation when Gods come into play is if the GM
In general the players should have control over their fol- wants to have them in the story as a plot device. Some-
lowers. They should be given tasks by the players. The Gm times a god will visit a Hero through a dream or by omen
will handle the NPC’s by narration. The Gm will determine to give them a helpful hint or a warning. This should not
the effect of the tasks given to the followers. (For example: be overplayed.
The Heroes make a landing in their damaged Pentekonter.
There are roughly fifty oarsman plus the Heroes on the If the Hero has offended the god in a particularly blatant
ship. The Heroes command the crew to make camp, repair style; such as hubris, desecrating a temple or hurting a
the ship, hunt, procure water, and scout the area. (Dice devout follower. Hubris is considered the worst offense to
rolls may be made by the players to accomplish these tasks. the Gods. Forms of hubris are overwhelming pride, arro-
Beware; you don’t want to roadblock the players over mun- gance and lawless violence. An especially offensive act of
dane tasks. The die rolls may just represent varying levels hubris is to compare oneself to a god.
of success.)
Another way to offend the Gods is to seek knowledge of
Game Master narrates what the Followers accomplished. the ancients. The ancient super alchemy of Atlantis and
“The crew sets up camp, with tents and fires etc. They fell Hyperboria led mortals to be nearly as powerful as the
a tree and will complete repairs by morning on the ship. Gods. If the Gods notice mortals delving into ancient ruins
The hunters were successful and return with several island or deciphering forbidden texts, they will try to stop them.
goats and full water skins. Your scouts return with tales of a
stone ruin in a secluded valley to the northwest. Keep the Gods in the background. Use them as a story tell-
ing tool. The Gods will meddle with the characters a bit,
The players should be discouraged from using follow- but you don’t want the players to feel controlled. Remem-
ers for tasks that they should do themselves. Heroes are ber that the Heroes are the main characters of the story.
supposed to lead and take the risks. If they use followers
as ‘meat shields’ they will not gain Kleos or advancement Gods will rarely kill mortals outright. They fear Zeus’s
points. Followers will also abandon the party, if they think edict not to kill mortals. He does not want Hades power to
the Heroes are unfair. grow, by receiving more souls in the underworld.
Gods The worst form of curse is a permanent flaw. This can vary
Implementing the Gods shouldn’t cause overload for the from disfigurement to exile. The flaw can be taken from
GM. The will of the Gods should only come up during a the ready-made flaws or be made up by the GM or player. A
roll of Mighty success, calamitous failure or, use of a Hero Hero can remove a flaw by undertaking a ‘Labor’. This can
Point. If the players are getting into the game they will be determined by consulting a priest. The GM shouldn’t
most likely come up with a cool description of how they impose a permanent flaw on a Hero unless they have
have been favored or hindered by a god on their own. This continuously tempted the Gods; Like raiding temple after
should be encouraged so that the GM’s duties are relieved a temple. They should get warnings and less harsh curses
bit. If they can’t think of a good description help them out, first.
or better yet get the whole game group to come up with
something. The goal is to have the players determine how A player can always use a Hero Point to negate a flaw. This
the Gods meddle with their characters. represents an opposed god intervening
26
OMENS ble in the distance. Your army crests the hill. Your soldiers
Using omens in the game can be a good way to give the sneer as they see the enemy waiting for them.”
characters clues or warnings. The GM can come up with Another way to provide cool descriptions is to get the play-
a cool description of the omen; (i.e.: The clouds are tinged ers in on it. Ask them to set the scene. This can be fun and
blood red...) or simply state that the party sees a strange engaging to the players.
occurrence that could be an omen. Let the players come up
with their own description. A player that is playing a priest You don’t need to be an award winning author to have
may jump at the opportunity. good descriptions. Don’t stress about making every scene
perfect. A little description goes a long way. Some GMs go
Cities overboard with narration, this can bore the players.
There are hundreds of cities throughout Hellas. They vary,
from sprawling palace states to small farming towns. The Initiative cards
Gm and the players should feel free to make up cities to Initiative cards are an optional way to handle initiative
add to the game. The players can make up a new city to that can speed up combat. Instead of the traditional BOL
provide an origin for a new character. They can pick and way of rolling for initiative for every round of combat, use
choose Boons and Flaws that are appropriate to their city. index cards with the Heroes names on them. Also put the
The Gm can make up a new city and flesh it out to run ad- monster or NPC stats on other cards. At the beginning of
ventures in. Don’t feel held back by history, this is a game combat roll initiative once and put the cards in order. Then
of myth after all. Try not to get too bogged down with just cycle through the cards for each turn.
detail about your new environment. A few descriptions
and key personalities are plenty. If a Hero or adversary is forced to defend; then lose some
initiative. Their card gets put behind the next lowest one.
(Example: You have heard rumors about the crumbling
city of Navorus. The King is Janus. He lives in fear of his Heroes Demise
advisor, Remik, an evil blood sorcerer. The populous serves When a Hero dies they are honored with funeral games.
the King in fear and are planning a revolt. This description They are placed on a pyre with treasure to pay Charon the
is enough detail to begin an adventure.) ferryman to take them across the river Styx to the under-
world.
Islands
There are many islands in the Aegean. Some are described The funeral games can last for days. The dead Hero is
in the Atlas, but many more are not. Islands can be pop- honored with chariot races, the fight of the oxys, wrestling,
ulated at will to create an adventure setting. Islands can foot races, single combat, discus, archery, and other games.
have a pirate band, ancient ruins, a refuge for a god, or be There is a great sacrifice and feast. This is all in the hopes
an empire with a king. Some islands float and may have that the Hades will listen and welcome the dead Hero to
strange creatures and treasure from distant lands. Feel free the Elysian fields of the underworld. In rare cases the dead
to create new islands for adventures. Hero will be made into a god.
Don’t forget the weather The player of the dead Hero makes a demanding (-6) roll
Telling a good story is about narrating the details the audi- + Kleos. If they succeed; the dead Hero takes their place
ence can relate to. Try to hit senses other than sight. What among the Gods.
do they feel? What do they smell? What do they hear?
Instead of; “You walk into the town after a long journey.”
Try; “Your party walks into the town on sore feet. You are
reminded of your empty bellies by the smell of roasting
meat in the streets.”
27
28
Weapon Dam. Notes Cult of Athena
The Arts of War
Axe d6 Can be thrown A hero needs a dependable weapon. A spear that always
finds it’s mark or a sword familiar to the hand. Heroes
Bow, compos- d6-1 Range 80’ can be shot choose a favored weapon that never leaves their side.
ite from a horse with no
penalty Spartans favor a spear to form their deadly Phalanx. Cre-
Bow, self d6 Range 60’. -1 to shoot tans use their sacred double edged Labrys axe to cleave
from a horse. their enemies. Arcadians bend their Great bows to pierce
Club d6-1 Can be thrown armor and beasts. Thracians are known for their murder-
ous Rhomphia.
Dagger d3 Can be thrown
easy to conceal Bronze is the predominant metal used for weapons and ar-
Gastrophetes d6+3 Range 60’ mor. Crafting with bronze has reached a high level. Some
halves armor value barbarians use iron. Weapons made of iron are inferior to
Javelin d6 Range 50’ well- crafted bronze. Some alchemists have the knowledge
of making steel. A highly sought after metal that makes
Add ½ strength to
superior weapons.
dam. When thrown or
hand to hand. Adamant is a metal that is many times stronger and lighter
Knife d6-2 than steel. The ancient techniques and formulas, to make
Lybris d6+2 Two handed the miraculous metal, have been lost for eons. Adamant
artifacts are priceless.
War hammer d6 Can be thrown at -1
Axes
Net 0 +1 to hit paired with Used throughout Greece. The axe can be single or double
weapon sided. Axes are made of bronze or iron. Axes can be single
Oxys d6-2 Gain one armor point handed or great two handed axes. The double headed
if no shield is used. Labrys is the holiest of symbols to the Minoans. Some
Labrys are as tall as a man.
Rhomphia d6+2 Two handed
Sling d6-2 Range 30’
Sling, large d6 Two handed Bows
Spear: d6 Can be thrown There are two types of bows: the all wood self-bow and the
Doru Range 20’ shorter composite bow. The sinew, wood, and horn com-
posite bows are more compact and have a longer range,
Trident d6+1 +2 if used two handed.
but are more difficult to build.
Range 5’ for trident Composite bows are easier to use from horseback.
Staff d6-1 Two handed Self-wood longbows are easy to make. They make up for
Sword: d6 their lack of range with heavy arrows and heavy draw
Falx weight.
Xiphos
Kopis Boxing
Boxing is the art of using fists to strike an opponent into
submission.
Club
The club is the simplest of weapons. Clubs can be a branch
of a tree or a shaped and smoothed implement with metal
banding. A club was used by the demigod Hercules.
29
Falx Spears
The Falx is a thin single handed forward curving blade. Spears are the most common weapons by far. They range in
Used by the Thracians. length from a few feet to over ten feet. They usually have
a leaf bladed head for slashing and stabbing, and a butt
Gastrophetes spike.
or “belly bow” - A heavy bow mounted on a stock. The user
leans on the bow with their belly pushing the bow against Trident
the ground to span it. The bow is held horizontally. The The trident is a large three pronged spear, and the symbol
gastrophetes shoots a large arrow nearly the size of a jave- of Poseidon. They are a bit heavy for throwing. The Tri-
lin. Gastrophetes halves (½) a target’s armor protection. dent’s prongs have the ability to trap enemy weapons.
Javelin Swords
A light spear balanced for throwing. Javelin throwers Swords made of bronze are most common. Most are one
sometimes use a leather strap to assist throwing. They are handed. Common swords are the Xiphos, Kopis, and Falx.
common as a war and hunting weapon. Several javelins are
often carried. Sling
Slings are simple yet effective weapons. They use a length
Kopis of leather with a pocket to hurl a sling bullet with surpris-
A popular one handed sword with a broad forward curving ing accuracy and speed. Sling bullets are football shaped
blade. The weight of the blade is heavier towards the end. and made from marble or lead. Heavy slings are larger
versions that hurl a bullet the size of a man’s fist.
Net
A weighted fishing net. Once used to catch fish. Now used
by seafarers to snag opponents. When using a net, paired
with another weapon, the Hero gets a (+1) against oppo-
nents during melee combat.
oxys
Leather wraps, wrapped the length of the forearms. With
hard leather at the knuckles, sometimes with steel studs.
Used by boxers to deliver heavier blows. If used with no
shield or other arms, Oxys provide (1) point of armor.
Pankration
Pankration is also known as ‘all Combat’ meaning to use
any means necessary for victory. It is a formal art. Pank-
ration uses boxing, wrestling and any makeshift weapons
available. Nearly all Achaeans are taught Pankration for
unarmed fighting.
Rhomphia
A large forward curving two-handed sword used by the
Thracians to collect heads. Similar to a Falx.
30
War hammer Figure- eight (2)
The war hammer is a more refined version of the club. The figure - eight is a large shield in the shape of an eight.
They are marble or bronze headed, and are used to brutally It is made with layers of wood and leather.
crush armor and helmets.
Tower (2)
Wrestling The tower shield is a large rectangular curved shield. It is
Wrestling is an ancient form of grappling. It uses clinch- made with layers of wood and leather. The tower shield is
ing, joint locks and leverage to defeat an opponent. A more of a solid piece of armor. It hangs from a shoulder
deadly form of fighting; wrestling is also enjoyed in Hellas strap to cover from neck to knees.
as an entertaining spectator sport.
Hoplon (2)
Xiphos The large round shield is wood covered with bronze. The
The Xiphos is a straight broad bladed sword. It is double Hoplon is used by Hoplites. The weight and size of the
edged. This sword is common among the Spartan and shield requires strength and skill.
Athenian Hoplites.
Armor
Shields Due to expense and the hot climate not much armor is
Shields are ubiquitous in Hellas. Heavy or light soldiers worn in Hellas. Many fighters prefer mobility.
rarely fight without one. A shield will often be used with
no other form of armor. Armor could be worn or discarded Beginning characters may start with two points of armor.
at will, but to lose a shield is shameful. For three or more points a character must have a career in
Noble.
There are many common shield types from small round
to winged Hoplon shields, and the heavy Hoplite Hoplon, Each piece of armor imposes (1) or (2) points of protection.
covered in bronze. Soldiers personalize their shields with Add up the points and this is the total value of protection
symbols or designs. Shields are emblazoned with symbols and penalty on the armor table.
of their Gods, a crest of a household, or a fierce creature.
The symbols are sometimes an inside joke or to distract the Animal Skin (1)
enemy. Hides of animals are used for makeshift armor. Bull hides
are the most common. Lion and Leopard skins are also
Shield Bash used.
Shield Bash is an addition to the BOL rules
Heracles was famous for using the impenetrable hide of an
To shield bash a player must not use their defense during Invictus Lion.
the combat turn. Then they roll for the bash to hit at the
end of the turn. The shield bash does d3 + strength dam- Light Cuirass (1)
age. Or you can use the 1d3 + strength to unbalance your Light cuirasses are the most common armor used by the
foe. Subtract your roll from your opponent’s next initiative Achaeans. They are made from linen laminated together
If using initiative cards; move their card (1d3+Str.) down or from leather. The cuirass covers the torso and tops of
the initiative order. the shoulders front and back. The armor has a pflertuges,
vertical strips of leather, or a kilt of heavy leather to protect
Round shield (1) the thighs.
The most common shield used. They are made of wood or
bronze. Heavy cuirass (2)
The main armor used is a cuirass. A heavy cuirass is a
Pelta (1) hinged clamshell design that latches shut. Bronze plating
A crescent shaped shield made of wood and leather. The that covers front and back. Often shaped like muscles. The
Pelta is popular with slingers and cavalry. armor has a pflertuges or a kilt of heavy leather to protect
the thighs.
Dyplon (1)
Bronze Plate (3)
The Dyplon is a round shield with cutouts on each side to
Bronze plate, or ‘Dendra’ armor consists of hammered
allow a spear to be held.
31
bronze plates held together with leather straps to create an Panoply
articulated suit. The armor protects the entire body from Panoply is a full suit of bronze armor. This is an example of
the chin down to the knee. This armor is rare and quite a very well equipped noble Hoplite.
expensive. Warriors usually use bronze plate from a chariot Bronze helmet (1)
due to its weight. Bronze cuirass (2)
Grieves (1)
Scale or lamellar armor (1) Bronze Hoplon (2)
Scale or Lamellar armor covers the abdomen, upper arms Protection = 6 or D6+2
and upper legs. The scales are made out of bronze, hard-
ened leather or ivory. They are attached to a leather shirt
or are laced together. Scale and lamellar armor is popular
Chariots
Chariots are drawn by two to four horses. Chariots are
among the Thracians and Amazons.
made to be light and fast. They are used for racing, hunt-
ing and in war. In battles they usually have a driver and a
Helmets (1)
fighter with a bow or javelins. The fighter may also use a
Helmets are often forged from a single piece of bronze.
long spear to lance opponents. Highly skilled charioteers
Helmets protect the head and neck and sometimes the
can drive and attack.
cheeks and nose. Helmets sometimes have a horse hair
crest to ad fierceness. There are also helmets covered with
There are three kinds of chariots. A light chariot that is
boar’s teeth. Poor soldiers make do with simple hardened
fast with no protection. Usually used for racing. The heavy
leather caps. When not in combat helmets are worm tilted
chariot with armored sides; used in war. The largest is the
back on the brow.
battle- wagon. It has four wheels and armored sides. A bat-
tle wagon can have two fighters as well as the driver.
Grieves (1)
Chariots are used to attack by wheeling and shooting
Grieves cover the lower leg from knee to ankle. They are
arrows or javelins. Charioteers can also attack with a melee
made of bronze or hardened leather. Grieves are often
weapon from a chariot. They are also used to trample.
sculpted to mock muscles.
Barbarians sometimes fix blades to the wheels to cut down
soldiers.
Vambraces (1)
Vambraces are bronze or hardened leather that cover the
Wealthy hoplites will ride to battle in a chariot and fight
lower arm. Vambraces do not help the protection value if
on foot then use the chariot for a fast getaway.
used with a shield.
• When a chariot is at speed use the following modifiers.
Armor Table chariot armor ads 2 to armor of the fighter and driver.
Points Protection Penalties • Attacking from a chariot is a ‘Tricky’ ( -1 )task .
1 d3-1 (1) No penalty • A +3 to damage with melee weapons while at speed,
from a chariot.
2 d6-2 (2) Max. defense 3 • Attacking a chariot driver or passenger is a
3 d6-1 (3) Max. defense 3 ‘Tricky’ ( -1 ) task .
Agility -1 • Trample. Use the charioteers Agility plus charioteer
4 d6 (4) Max. defense 2 skill if they have it. The trample is an attack with two
Agility -1 hooves at 1d6 each.
• Scythed wheel attack uses the driver’s skill and does
5 d6+1 (5) Max. defense 1 1d6+4 damage.
Agility -2
6 d6+2 (6) Max. defense 0
Agility -2
7 D6+3 (7) Max. defense 0
Agility -3
32
33
The palace states have a sphere of influence rather than
Cult of Atlas well-defined borders. Kings keep their rule by brutality
Land of Blood and Bronze and military power. Barbarians wait for a chance to raid the
rich cities. Nobles bide their time to usurp the throne from
Hellas is covered with arid steppes, fertile valleys, volcanic within.
peaks and dense forests. Traveling in Hellas is done mostly
on foot. Nobles and soldiers can sometimes afford horses Cities
for travel. Venturing outside the protection of the cities The cities provide protection. They also provide places to
can be dangerous, so travelers and merchants often hire live, worship and trade. Most cities are located away from
mercenaries. In the wilderness robbers, marauders, vicious the coast due to the constant threat of pirates invading
beasts and magical creatures rule. from the sea. Most cities are generally laid out in the same
way. There is an Acropolis or ‘High City’ usually on a hill
There are roads leading to the cities. They are well main- or plateau that overlooks the rest of the city. The Acropolis
tained close to the cities but get rougher further away. will often have its own wall as a secondary defense. The
The terrain often makes travel difficult. So, Achaeans de- Acropolis will have the king’s palace as well as the houses
pend on the sea for trade. of nobles, barracks for a royal guard and a temple. If the
Heroes are summoned to audience with the king they will
Palace States go to the Acropolis.
Immense walled cities are the center of power for kings.
34
Below in the main city is the Agora or ‘Place of Assembly’. the city. Heroes may want to visit a temple to pray or make
This is where most people spend their time. The Agora will sacrifice to gain back Hero Points.
have a bizarre, taverns, theaters, baths shops, schools, parks
and many others amenities. There may also be an arena to Sanctuary
see chariot races, gladiatorial combat and other athletic Sanctuaries are complexes that are dedicated to one or
events. This is where most of the action will take place in more Gods. They are inhabited and cared for by cultists.
city adventures. Heroes can go here to get supplies, have There will be a temple, dorms, libraries and other facili-
weapons made, whore and gamble away their hard won ties that cultists need. Sanctuaries are usually in remote
riches. The Agora is a good place to get information and locations. A sanctuary will take in all peaceful travelers and
make contacts. Beware, rogues and thieves are always on allow them to rest and will even heal them if necessary.
the lookout for adventurers with heavy purses. Cultists never ask for payment, but it is tradition to offer
sacrifice to the god of the sanctuary. Sanctuaries are usually
Sprawling out beyond the Agora are residential districts. safe from marauders due to the fear of angering a god.
The houses close to the Agora are luxurious and become
less so further from the city center. Slums and slave quar-
ters reside near the wall. Some populations spill outside
the city walls.
Sea Ports
Many cities have a seaport close by. The port is usually
within a few miles. There will be a well-used road connect-
ing the port to the city. Sea ports are alive with activity.
Fisherman and merchants are unloading their goods.
Soldiers and adventurers are returning to celebrate and tell
their tales. People who frequent the sea ports are known
as a rougher lot. Mercenaries, soldiers, laborers, beggars,
rogues and slaves are all found at the port. Sea ports are a
good place to gain employment or book passage.
Altars
Altars are small shrines dedicated to a particular god or
Hero. They will have a statue or symbol of a god or Hero.
An altar can be made from stone, marble or bronze. Mor-
tals can make offerings and pray to the god at the altar.
Altars are found just about everywhere in Hellas. They can
be in the middle of a city, at a remote crossroads, or even in
a house.
Temples
Temples are large sacred buildings dedicated to Ruins
one or more Gods or a dead Hero. They are run Ruins are a common sight in Hellas. They can be from
by a priest or a group of priests. Temples are used an ancient civilization, an abandoned sanctuary or failed
for religious ceremonies such as marriages, divi- stronghold. The dangerous nature of Hellas insures that
nation and sacrifices. Citizens often visit temples. settled areas often don’t last. Civilization tries to hold back
the will of the wilderness, monsters and savages, but often
Temples are located at the city center or at the highest ele- fails. Ruins become the haunt of criminals, truculent spir-
vation. Large temples are usually visible from anywhere in its and vicious monsters.
35
The ancients of Atlantis and Hyperboria built fantastic Fifty black Myrmidon war ships stalk the Aegean.
structures. Now the buildings are mostly buried, molder-
ing ruins. Most mortals stay away from these places for The current King is Peleus son of Aeacus; Father to Achil-
fear of rousing restless shades or triggering a long forgot- les. He won his throne through many campaigns. He was
ten alchemic trap. Some alchemists and treasure hunters also with Jason on his famous quest for the Golden Fleece.
seek out the ancient ruins in search of treasure and lost He is said to have warred against the Amazons alongside
knowledge. Heracles.
The wine dark sea promises fortune wonder and doom. The current Queen is Penthesilia. She stays in power due
Aside from the well-used trade routes much of the Aegean to her dedication to her sister Amazons. She is equal to any
is unexplored. Sailors hug the coasts or use direct routes to champion in combat. Penthesilia waits for the right time to
charted islands. The sea is dotted with islands. Pirates take exact revenge on the Athenians.
advantage of the many islands to ambush fat merchant
ships. Some islands are inhabited by Gods. Others are the Argos
lair of murderous creatures. Beneath the sea lurks inscruta- A dominant city Located on a fertile plain. Second in size
ble beasts. Many ships set sail for adventure and are never and power only to it’s ally Mycenae. Argos has a large
heard from again. In spite of the dangers Heroes explore sanctuary dedicated to the goddess Hera. Argos’ large
the Aegean and come back with riches and tales of their Agora sprawls out from the sanctuary. A popular attraction
exploits. for many citizens and travelers is Argos’ opulent theater,
featuring renowned actors and musicians.
AEGINA
Aegina is a small volcanic rocky island with a fertile plane. Argos can bring to bear eighty fighting ships.
It is known as the land of the Myrmidons or ‘Ant People.’
The Myrmidons are reputed to be the fiercest warriors Argos is ruled by the young King Diomedes and his wife
in all of Hellas. They wear black armor and are led by the Aegialia. Diomedes is celebrated as an honorable fighter
demigod Prince Achilles. Their patron is Zeus. and a skilled politician.
36
Celtoi marches
The Celtoi are a race of warriors. Always willing to fight;
they cover themselves with tattoos and charge headlong
into any conflict. They are considered barbarians by the
Achaeans. The Celtoi are generally avoided by Achaeans.
They haven’t made their way south into the Aegean in
force; yet.
Cyclades Islands
There are many islands dotting the Aegean Sea. Some are
rich ports, others are hideouts for pirates, and even more
have yet to be discovered. Crete and Mycenae fight over
the larger islands that are rich in resources.
Chios
Chios is a mountainous rocky island. The island has a fish-
ing village and a large Sanctuary dedicated to Zeus. It is of
strategic importance to many kings. Yet they fear taking it
over outright, as they might offend the king of the Gods.
Samos
Samos is a large densely wooded island. It is the birthplace
of Hera. There is a sanctuary dedicated to the goddess.
Near the sanctuary is a small port town. The town is merely
a stopover for pilgrims that are visiting the sanctuary.
No one in Samos ventures very far into the woods; as there
Athens are terrible roars of beasts that echo throughout the island.
Athens sits away from the coast. Athens sea port, sits There are rumors of giant flesh eating beasts, they are
nearby on the coast, is home to her formidable navy. The called Neades.
Athenian citadel sits upon a walled acropolis on a plateau.
Below is the agora that stretches out to the second walls of It is also rumored that there are ruins of an ancient city
the city. Athenians are dedicated to learning, arts, athletics, somewhere in the interior of the island. Any mortal that
and most of all war. The patron of Athens is the goddess has attempted to find the lost ruins has never returned.
Athena. Athens has an annual festival that honors the
goddess. Seriphos
This island was once the island stronghold of king
Athens has fifty fighting ships. Polydectes. The king, along with his family, was turned to
stone by the Hero Perseus, wielding the head of the Gor-
The king of Athens is Menestheus. He is known for being gon ‘Medusa’. Now all that remains of the stronghold are
a superior war leader. There is a long standing tension overgrown ruins and stone effigies.
between Menestheus and Menaleus of Sparta.
Lemnos
Crete Lemnos is a large volcanic island. It is densely forested and
Crete is an ancient island. It is the birthplace of Zeus. inhabited by several tribes of Cyclops. The largest volcano
Crete was once a thriving empire with over a hundred on the island is constantly spewing smoke. It is rumored
prosperous cities. Poseidon punished the Cretans’ for that the volcano is the forge of Hephaestus. It is said that a
their hubris and wiped the island clean with a tidal wave. mortal that can get past the Cyclops guards, to the volcanic
Most of the former cities of Crete still lay in ruin. Now the forge could be rewarded with an item forged by Hephaes-
only city of note is Knossos that is built on the ruins of its tus himself.
predecessor.
37
Delphi Ithica
Delphi, a town on the slopes of Mount Parnassus in Hellas, The city of Ithica lies on the coast of a mountainous island
is the site of the Sanctuary of Apollo and of the Delphic of the same name. The patron of Ithica is Hera. The city has
oracle, the most famous oracle of Hellas. Delphi is main- no walls and sits upon a hill overlooking the seaport. Ithi-
tained by the cult of Apollo. The Priests are all women can people live simply on their island, mostly as shepherds.
called Pythians. The name is in honor of a Pythos that They cherish family and tradition above creature comforts.
Apollo killed in the area. Before making important de- They are known as wide ranging adventurers as well as
cisions, Achaeans and other peoples travel to this sacred superior navigators. The most seaworthy ships are built by
place to consult the oracle and learn the Gods’ will. Ithicans.
Delphi is a popular place to visit. It is so popular that every-
one is limited to consulting the oracle once a year. They have twelve ships that defend their fair island.
Delphi has a sports complex that holds the Pythian Games Ithica is ruled by King Odysseus with his wife Penelope.
every four years. He is canny and vengeful; yet he is fair handed with his
people.
Feneos
Feneos is on a plateau at the foot of Mt. Cellyne. It is also Knossos
known as the city of thieves. It is the birthplace of Hermes. Knossos has been ruled for over seven generations by the
Feneos has a large temple dedicated to the god. The city evil king Minos. It is rumored that Minos has alchemists
sprang up around the Temple. Feneos is a large center for working to extend his life.
trade and solicitation of mercenary services. Merchants are
attracted to Feneos due to the lack of king imposed taxes. Once a dominate power that threatened all of the Aegean.
Feneos is a popular hiding place for criminals. It is home to The black and red pillared city sprawls over the northern
the cult of Hermes. The cult honors thieves, among other part of the island. The son of Poseidon and Europa, King
underworld professions. Minos led the Cretans to dominate the Aegean. The demi-
god king has been kept alive for generations by alchemy
The city does not have the traditional wall and Acropolis and dark sorcery provided by his snake priestesses.
like other cities. Feneos does boast the largest Argola of
any city. The rest of the city is a vast urban sprawl. Wind- The Cretans ruled over the Achaeans for nearly a thou-
ing streets, dark allies and underground meeting places are sand years. They gained knowledge in alchemy and magic.
to be found in the ‘Tangle’.Some find their way to the Lotus Some say they reached too far and offended the Gods.
dens whiling away their fortunes and their lives.
Poseidon conjured a tidal wave that destroyed the first city
The cult of Hermes is dedicated to honoring the god, of Knossos and washed away most of the population. King
Therefore Thieves, vagrants, Harlots, and merchants are Minos survived. Minos’ grandson Idomeneus renewed
all welcome in Feneos. Athletes are also honored and paid the worship of Poseidon and provided human sacrifices to
well. The cult will help roguish types with information the sea God. Poseidon allowed the Cretans to rebuild. The
about opportunities to steal or blackmail. destruction of Knossos and Thera allowed the Achaeans
to establish a foothold in the Aegean. The Cretans are a
Once a year during the festival of Hermes; the cities’ popu- shadow of their former selves. It’s taken several gener-
lation nearly doubles in size. Days of debauchery ensue. ations to rebuild their stronghold.
King Agapenor rules Feneos with a loose grasp. This makes
the citizens fiercely loyal to their lax king. Feneos has a The once vast Cretan navy now consists of a mere eighty
small delegation of officials that loosely enforce the law. Pentekonters.
Hittite Empire The aging Minos has finally loosened his grip on the
Across the plains lays the empire of the Hittites. They throne. He has relinquished control to his grandsons Ido-
mainly concern themselves with running there large em- meneus and his half-brother Meriones. Idomeneus is stoic
pire to the east. They have limited trade with the Achaeans. and even handed. Meriones is fractious and emotional.
The Hittites don’t venture from land much; but they are
the masters in the plains where they can bring thousands
of chariots to bear against their enemies.
38
Macedon Wilds est and most powerful of the palace- states. It boasts the
Dark tangled forests and ice capped mountains make up largest and best equipped army. A bargain was struck with
the wilds. The Macedon Wilds are home to the Agrion, a tribe of Cyclops’ to craft the colossal walls that surround
wild men. Small savage tribes squabble over territory in the citadel.
the shadowed lands. Chieftains rule by brutality alone. The
people, native to the wilds are uncultured and uneducat- The Mycenaean navy is the largest with one hundred sixty
ed. They have no written language or knowledge of metal fighting ships.
working or architecture.
Agamemnon rules with his wife Clytemnestra. He is
Achaeans avoid traveling in the wilds. There is much risk brother to Menaleus of Sparta. Agamemnon is a grasping
and little of value in the Macedon wilds. Those who dare jealous ruler. He is favored by Zeus and demands that his
end up at the end of an obsidian tipped spear. subjects revere him as a god. He is disliked even by his
family. It is rumored that Agamemnon relies on sorcerers
Mount Olympus to gain advantage over his rivals. There has been talk about
Mount Olympus is the tallest peak in Hellas. The peak of human sacrifices in the dungeons below his palace. Agam-
the mountain is covered in ice and shrouded in the clouds. emnon’s power is rivaled only by King Priam of Troy. He
A marble hewn palace, built by Hephaestus, sits at the top waits and plots to take Troy for his own.
of the mountain. The white columned palace is the meet-
ing place for the council of the twelve Gods. They meet to Pindus Mountains
determine the fate of mortals. ‘Spine of the World’
The Pindus are the highest range of mountains in Hellas.
Mortals are forbidden from scaling Mount Olympus. If They are also called the ‘Spine of the World.’ The moun-
anyone dares they will be met with the monstrous Heca- tains are home to tribes of men and centaurs. The people of
toncheires. (See Cult of Artemis.) the mountains make their living by hunting and trapping.
They are legendary trackers and hunters. The native mor-
Mycenae tals are often friends to the centaurs and obtain education
Mycenae broods on a hill overlooking the plains. The city and training from them. The people of the Pindus are also
was originally founded by the Hero Perseus. It is the larg- allies with the centaurs, in their war against Agamemnon.
39
PYLOS Arcadia
The stone fortress of Pylos sits on a rocky promontory Arcadia is a large landlocked area of Hellas. Arcadia is
overlooking Pylos bay. The vicinity of the Capitol city rugged mountain wilderness in the highlands and fetid
being on the ocean is unusual for a city. Pylos is made of swamp in the lowlands. The Taygetus mountain range is
white stone. The building towers higher than any other named after a nymph Taygete. Home to many farmers and
fortress. It is a marvel of Achaean craftsmanship. shepherds. They live individually in the rugged mountains.
People of the Taygetus may be considered barbarians by
Pylos has the second largest navy. The fleet consists of other Achaeans. They learn the ways of the mountains.
ninety Pentekonters. This rarely includes reading and writing. They are in har-
mony with the wilds and the flora and fauna that inhabit
Pylos is ruled by the aging King Nestor. He is known as a the mountains. In the south the mountains provide a
brilliant tactician and a wise speaker. In previous years he natural barrier for Sparta. Spartans throw criminals and the
assisted Jason as an Argonaut. He also warred against the weak into a chasm on Taygetus mountain called Caedas.
centaurs. Some Taygetus villages are helots of Sparta and must pay
tribute. Arcadia also contains the Stymphalian swamp. It is
Salamis a vast swamp with uncharted waterways and endless bogs.
Salamas is a city on an island of the same name. It is a Deep in the swamp lurks ancient evil. Rumor has it that
large city that has the palace of the king as well as theaters sunken ruins promise fortune; the stagnant swamp and
and many athletic complexes. Salamis was named after ferocious monsters have deterred many treasure hunters.
a nymph that was taken to the island by Zeus. She bore
a child that became the first king of the island. Salamas THERA
is arid and rocky except for a small forest. The island is Thera is an island in the southern area of the Cyclades. It
famous for ship building. was once a staging area for Cretan naval campaigns. A mil-
itaristic city sprang up around the port. It was also a place
Salamis has twelve finely built Pentekonters. where King Minos’ alchemists practiced their craft. Several
generations ago Thera exploded. Some say the alchemists
The King of Salamis is Ajax. He is famous for his strength went too far with their arts. Others say Poseidon punished
and skill in combat. He is cousin to Achilles. Ajax was also them for their hubris. Whatever the reason the island of
trained by the centaur Chiron. Thera detonated and sank beneath the sea. All that is left
now is a rough crescent of an island.
Sparta
Sparta is located in a mountain valley between the moun- Now there are stories of vast treasure troves buried under
tain of Taygetus to the West and Parnon to the East. Sparta rock and many talents of gold waiting just beneath the sea.
lies along the Evrotos River. Sparta is also known as the No one has dared temp Poseidon and sail to Thera.
city with invisible walls. The Spartans believe that their
invulnerable phalanxes are the only walls they need to THRACE
defend their city. The city structures are simple and prac- Thrace is a wild region that stretches from the Axios River
tical. Temples are also sparse. The Spartans have no need in the West to Hellenspont in the East. There are plains on
of opulence and luxury. They subjugate the people of the the coast and rugged mountains further inland. Thrax, son
surrounding areas so that they can dedicate themselves to of Ares, is the ancient Hero of Thrace. He united the mixed
being full- time soldiers. tribes and founded Thrace. The Thracians are constantly
at war with invading savages from the Macedon Wilds to
The Spartan fleet is kept nearby at the harbor at Gytheion. the West and the Celtoi to the North. There are no large
Sixty Pentekonters wait to destroy the enemies of Sparta. cities in Thrace, only villages. The king has built several
strongholds with wooden palisades. Thracians consider all
Sparta is ruled by King Menaleus and his wife Helen. other endeavors besides fighting beneath them. They have
Menaleus is stoic and brutal, but respected by his hoplites. a reputation for being ruthless fighters. They are sought
He is brother to Agamemnon of Mycenae. His wife Helen after as mercenaries. In spite of the fierce nature of Thrace,
is sister to Clytemnestra, the queen of Mycenae. the area has produced the most gifted musician, Orpheus.
Thrace is an ally of Troy.
40
The current King is Rhesues. He is born for war. He won
his throne through a merciless campaign . Two lesser Thra-
cian chieftains, Alamas and Peiroslead control large loyal
armies. Currently there is an uneasy alliance with King
Rheseus. They bide their time to usurp his throne.
TROY
The gilded white stone city lies within seemingly im-
pregnable walls, built by Poseidon and Apollo. The much
coveted Troy is blessed with a natural port. It has prospered
from trade and alliances with kings from the East. The
Trojans exact a toll from any ships that pass through the
isthmus that separates the Aegean and the Black Sea. The
city itself sits atop a hill on the Scarmander plain. The Tro-
jans feel secure behind the colossal walls of their city.
41
42
Cult of Artemis agrion
Flora and Fauna of Hellas Attributes
Strength: 3
Monsters
Agility: 0
The existence of strange and horrifying monsters is ac-
cepted by Achaeans. Monsters are created by the Gods to Mind: -1
take vengeance on mortals or to guard sacred places. They Size : medium
are sometimes mortals that have been cursed and twisted Combat Abilities
into spiteful creatures. Large powerful creatures like the Attack: Attack with weapon +1; damage per
Kraken pre - date even the Gods. weapon
Attack unarmed +0; damage d3+3
Hybrids
Defense: 1
There are creatures that are the results of splicing experi-
ments conducted with mad alchemy or dark sorcery. The Protection: d3-1 (1) animal skins
pitiful creatures are made by combining several creatures, Lifeblood: 3 (rabble)
or even humans, together to make grotesque specimens. Agrion, meaning wild, is used to describe the savage
men that inhabit the Macedon Wilds and lands North
Automatons of Thrace. They roam throughout the lands hunting
Automatons are autonomous machines created by Alche- and warring with other tribes. They have no written
mists. They’re usually constructed of finely made bronze language. Agrions wear only animal skins and use crude
parts. They’re propelled in many different ways. They move obsidian tipped weapons. Brutality and cannibalism is
through a series of clockwork springs or a coal burning an accepted fact of life to the Agrion.
boiler, they can even be embedded with a captive shade, by
a sorcerer.
arachne
Demons Attributes
Demons are spirits of the underworld that do not have
Strength: 3
a human origin, they tend to have a malignant attitude
towards the living. When demons appear on earth they Agility: 4
want to feast on the flesh and blood of the living, and claim Mind: 0
souls for Hades. Some demons appear when the conditions Size : large
are right; such as some type of strife. Others are sum- Combat Abilities
moned to do the bidding of evil sorcerers.
Attack: Attack with 1 bite +1; damage 1d3 +
When Demons visit this plane in a corporeal from they venom (strength test or be paralyzed)
can be fought by physical means. If there physical form is Shoot web +0; Strength test or be
destroyed in this world they retreat to the underworld to trapped.
recover. Defense: 2
Protection: d6 (4) exoskeleton
Lifeblood: 10-30 (5 for hatchlings)
Arachne are large spiders. They can vary in size.
Arachne can be man size to colossal. They will inhabit
anywhere that can supply them with food and seclu-
sion. They live in dense forests or ruins. Whenever a
Hero is in an Arachne lair he must make an agility test
when critical or be tangled in the web. They must make
a strength test to break free.
Some Arachne show higher intelligence. They are adept
at spinning a tapestry out of web that can see the future.
The Arachne may be convinced to help a Hero. (see:
Magical Items)
43
ash tree black lotus
The Ash tree is was used by Prometheus when he Black flowers grow in shaded areas throughout Hellas.
created mortals. The resiliant wood is used for weapon Black lotus flowers have the power to induce a dream -
handles and spear shafts. The wood from the tree has like state. The user forgets any hardships or longings. A
power over demons and shades. passerby may be overcome with euphoria and lie down
and never get up. Victims will waste away and become-
ing food for the plants. Make a hard Strength roll (-2) or
basilisk
be stuck for an hour and take 1d6 damage. Black Lotus
Attributes patches are marked with skeletons of victims.
Some people know how to harvest the flowers with-
Strength: 5
out becoming entranced. Small amounts of the dried
Agility: 1 flowers are used to ease pain. Some become addicted.
Mind: 0 Addicts are called “Lotus Eaters”. They forget every-
Size : large thing but the flower.
Combat Abilities
Attack: 1 bite +3, damage 1d6 boar
Defense: 1 Attributes
Protection: d6-2 (2) (scaly hide) Strength: 2
Lifeblood: 20 Agility: 0
Basilisks are the largest of all serpents. They are ex- Mind: -1
tremely venomous. They leave a trail of death and cor- Size : medium to large
ruption from their dripping fangs. Plants and animals Combat Abilities
that come into contact with the black trail of venom are Attack: 1 bite +1; damade 1d6-1
poisoned. The basilisk’s venomous bite will kill and its
Defense: 0
gaze will turn flesh to stone unless you make a success-
ful Strength check (-2) to avoid the effect. Protection: d3-1 (1) (tough hide)
Lifeblood: 10-15
Boars are found throught Hellas on farms and in the
bear wilderness. They are popular quarry for hunters.
Attributes
Strength: 4
brazen bird
Agility: 0
Attributes
Mind: -1
Strength: 2
Size : medium to large
Agility: 3
Combat Abilities
Mind: 0
Attack: 1 bite +1; damage 1d6
2 claws +0 per attack; damage d6 Size : medium
(special: If the bear hits with both Combat Abilities
claws, it can grapple its opponent Attack: 1 bite +2; damage 1d6-1
causing a further d6 constriction Attack with 2 feathers +2 per attack;
damage) damage 1d6-1
Defense: 1 Defense: 2
Protection: d6-2 (2) (thick pelt) Protection: d6-2 (2) (bronze feathers)
Lifeblood: 10-15 Lifeforce: 20
Bears live in th eforests of Hellas. The shy creatures can
be teritorial.
44
Brazen birds are aggressive birds that have bronze beaks
Lifeforce: 50
and talons and are covered with sharp bronze feathers.
They tend to inhabit swamps. No one is sure how they Brazen Bulls are bronze automatons created by alche-
came to be. They may have been created by a sorcerer or mists in the form of an enormous bull. They can trample
an alchemist. They can attack by flinging sharp feathers and gore as well as breathe fire.
at their victims.
camel
Attributes
Strength: 3
Agility: 0
Mind: -2
Size : large
Combat Abilities
Attack: 1 bite +1; damage 1d3
Defense: 0
Protection: d3-1 (1) (tough pelt)
Lifeblood: 15
Camels are slow moving, but reliable beasts of burden.
They require little water and food. They are popular
among steppes and desert people.
carcinus
Attributes
Strength: 3
Agility: 2
Mind: 0
Size : large
brazen bull
Combat Abilities
Attributes
Attack: Attack with 2 claws+2 per attack;
Strength: 10 damage 1d6 each pincer
Agility: 1 (attack with all attacks at -1)
Mind: -1 Defense: 0
Size : large Protection: d6 (4) (exoskeleton)
Combat Abilities Lifeblood: 10-30
Attack: fire breath +1; 1d6+1 (20 feet) Carcinus are large crabs that inhabit coast lines and
gore: 2 hooves and horns +0 per brackish swamps. They can vary in size; from the size of
attack; damage 2d6 a shield to the size of a wagon. They lurk in the shallows
Defense: 1 waiting to drag victims to their doom.
Protection: d6+2 (6) (bronze hide)
45
centaur cerberus
Attributes Attributes
Strength: 4 Strength: 4
Agility: 1 Agility: 2
Mind: 1 Mind: -1
Size : large Size : large
Combat Abilities Combat Abilities
Attack: weapon +1; damage per weapon Attack: three bites +2; damage 1d6 each bite
2 hooves +0 per attack; damage 1d6 Defense: 2
Defense: 1 Protection: d6-1(2) (tough hide)
Protection: d3-1(1) (tough hide) Lifeblood: 30
Lifeblood: 20 Cerberus are solitary three headed dogs. They are very
Centaurs live in tribes in mountains and forests. They territorial. Cerberus are larger than their wolf cousins
are intelligent and skilled at woodcraft. Their tempera- the Orthrus. They are sometimes used as guard dogs by
ment varies per tribe and individual. Centaurs seldom giants. The most well-known Cerberus guards the gates
drink wine as it makes them lose control. Some have of Hades.
been known to befriend men; others raid villages. They
are known for their penchant for human females. An
enclave of tribes are at war against Agamemnon.
46
charybdis chimera
Attributes Attributes
Strength: 30 Strength: 8
Agility: -8 Agility: -1
Mind: -4 Mind: 0
Size : colossal Size : huge
Combat Abilities Combat Abilities
Attack: special (see below) Attack: bite: +1; 2d6-1 damage
Defense: 2 horns: +1; 2d6-1 damage
Protection: d6+1 (5) (rubbery hide) Fire-Breath: +4 (ranged) 2d6+2 dam-
age
Lifeblood: 300
Defense: 0
A Charybdis is a huge jelly fish like creature. It sucks in
huge amounts of water and expels it, several times a day. Protection: d6-1 (3) (tough hide)
This creates whirlpools. The colossal whirlpool is large Lifeblood: 40
enough to engulf any ship. Captains must maneuver The Chimera is a grotesque combination of three ani-
around the whirlpool or be sucked in. The splintered mals. The head of a lion, tail of a fire breathing Pythos
ship will soon be expelled forcefully back out. and a goat head growing out of the center of the body.
The appearance of the deadly monster is a bad omen
and is usually followed by a god wrought disaster like a
storm or volcano.
47
crocodile dog’s tooth grass
Attributes A magical grass that grows by the sea. If eaten it can
Strength: 4 heal any wound. Sometimes the grass will heal as well as
Agility: 1 making the consumer into a gilled man, that must live
in the ocean. (When eaten the Hero must make a Mod-
Mind: -2 erate (0) Strength roll or be turned into a Mer person.)
Size : large
Combat Abilities
dracaina
Attack: 1 bite +1; damage 1d6+2
Dracaina is a shrub that grows throughout Hellas. The
Defense: 2 plant has magical properties as well as alchemic. The
Protection: d6-2 (2) (tough/ scaly hide) leaves of the plant are used as sacrifices to the Gods.
Lifeblood: 30 Alchemists can use the sap to render love related elixirs.
Top predaters in brackish swamps and rivers. Crocodiles
wait near the bank to ambush there victims. draco
Attributes
Strength: 20
deer / goat Agility: -1
Attributes Mind: 1
Strength: 3 Size : enormous
Agility: 2 Combat Abilities
Mind: -1 Attack: bite: +1; 2d6-1 damage
Size : large tail: +1; 2d6-1 damage
Combat Abilities Fire-Breath: +4 (ranged) 2d6+2 dam-
Attack: 1 bite +1; damage 1d6-1 age
2 hooves +0 per attack; damage 1d6-1 Defense: 0
Defense: 0 Protection: d6+1 (5) (tough hide)
Protection: d3-1(1) (tough hide) Lifeblood: 100
Lifeblood: 10 Dracos are large winged reptilian creature. Some Dracos
common as domesticated animals as well as quarry for are intelligent. They may speak several dialects. Some
the hunt. are ageless and have long memories. Dracos are fond of
treasure. They will often be guarding a hoard.
dolphin
eagle / falcon
Attributes
Attributes
Strength: 8
Strength: -2
Agility: 3
Agility: 2
Mind: 1
Mind: -1
Size : large
Size : large
Combat Abilities
Combat Abilities
Attack: 1 bite +3; damage 1d6+2
Attack: bite +3; damage 1d3
Defense: 1 2 talons +2; damage 1d3
Protection: d6-2 (2) (tough hide) Defense: 2
Lifeblood: 20 Protection: 0
Dolphins are a common sight in the Aegean Sea. Sailors Lifeblood: 3
consider them a good omen.
Predatory birds. Used in Hellas for hunting.
48
earth born giant
Attributes Attributes
Strength: 0 Strength: 10
Agility: 0 Agility: 0
Mind: -2 Mind: 0
Size : medium Size : very large
Combat Abilities Combat Abilities
Attack: weapon +0; damage by weapon type Attack: Attack with weapon +1; damage per
Defense: 0 weapon
Protection: d6-2 (2) (or by armor) Attack unarmed +0; damage d6+2
Lifeforce: 3 (rabble) Defense: 1
Earth Born are corpses that are summoned to do the Protection: d3-1 (1) (tough skin)
bidding of a sorcerer. They may have armor and weap- Lifeblood: 20
ons. There must be corpses buried in the ground to be Giants are direct ancestors of the Titans. They live in se-
summoned, unless the sorcerer uses Draco teeth. (see clusion. They went into hiding after their numbers were
Magical Items) decimated by the Gods during the giants’ revolt. Giants
have the capacity of intelligence, but tend to be unedu-
elephant cated. They generally use primitive tools and weapons,
Attributes but have been known to obtain more refined tools.
Some giants will capture and eat humans. They are pro-
Strength: 10 tected by Poseidon.
Agility: -2
Mind: -1
Size : huge
Combat Abilities
Attack: 2 tusks +1; damage 2d6-1
2 hooves (trample) +0, 2d6-1 damage
Defense: 0
Protection: d6-1 (3) (thick hide)
Lifeblood: 40
A common beast of burden among the eastern barbar-
ians. They are also used as formidable war mounts.
49
gorgon empusae
Attributes Attributes
Strength: 2 Strength: 6
Agility: 2 Agility: 3
Mind: 2 Mind: 0
Size : medium Size : medium (varies)
Combat Abilities Combat Abilities
Attack: Attack with weapon +2; damage per Attack: 2 claws+2 per attack; damage 1d6
weapon each claw
Gaze of stone (see below) bite +1 1d3 per round
Defense: 2 Defense: 4
Protection: d3-1 (1) (scaly hide) Protection: d6-1 (3) (incorporeal)
Lifeblood: 12 Lifeforce: 30
Gorgons appear to be women with hair that is a tan- Empusae are demons that can choose to be material or
gle of snakes. No one can be completely sure of their incorporeal. They can shape shift to nearly any form.
appearance. Gorgons live solitary lives; often inhabiting They can appear to be any night creature. (i.e.: wolf, rats,
ruins. Gorgons are so loathsome that gazing into their bats, etc.) Empusae like to masquerade as a very beauti-
eyes will turn a person to stone. A character must make ful man or woman to attract the opposite sex. They will
a Hard (-2) task plus mind to avoid being turned to then attempt to use a compel spell to seduce the victim.
stone. If their victim is enthralled they will drain their blood.
Empusae hunt only at night as their corporeal form will
hecatonkheires be burned by sunlight.
Attributes
Strength: 20
Agility: 0 Eurynomos
Mind: 0 Attributes
Size : huge Strength: 2
Combat Abilities Agility: 2
Attack: 10 boulders +1; damage per boulder Mind: 0
2d6
Size : medium (varies)
Attack unarmed +0; damage 2d6
Combat Abilities
Defense: 1
Attack: 1 bite +1; damage 1d6-1
Protection: d6+2 (6) (very tough skin)
2 claws +0 per attack; damage 1d6 per
Lifeblood: 80 claw.
Hecatonkheires are colossal giants, which are siblings Defense: 2
of the Titans. Their name means hundred hands. They
Protection: d3-1 (1) (tough hide)
fit their name as they have one hundred arms and a
head for each pair of arms. These grotesque beings are Lifeforce: 15
quite hostile. If they are seen they are likely to attack. Eurynomos is the demon of rotting corpses, who strips
They can throw a boulder with each giant arm (up to 10 the flesh from the bones of the dead. He appears as
a turn) They are very rare. It is believed that Hecatonk- an old man with blue black desiccated skin. He wears
heires are guardians of Mount Olympus and to Hades. a cloak of fetid vulture feathers. Eurynomos shows
up when a corpse is left with an improper burial. He
commands creatures that eat rotting flesh such as flies
maggots and vultures. If disturbed he will send swarms
of his minions against interlopers. (See Swarm)
50
harpy
golem
Attributes
Attributes
Strength: 2
Strength: 10
Agility: 2
Agility: -1
Mind: 0
Mind: -1
Size : medium
Size : large
Combat Abilities
Combat Abilities
Attack: 1 bite +1; damage 1d6-1
Attack: bash +1; 1d6 damage
2 claws +0 per attack; damage 1d6 per
Defense: 0 claw.
Protection: d6+1 (5) (Solid) Blade weapons no Scream (see below)
effect. Defense: 2
Lifeforce: 40 Protection: d3-1 (1) (tough hide)
Golems are constructs that have a life force. They can Lifeblood: 15
be made of various materials; such as stone, clay, wood
Harpy are large bird like creatures. They have large
or bronze. Golems are then imbued with a life force by
claws, fetid feathers covering their large wings, a dis-
a magician. Golems are built from solid material and
tended belly and a gaunt human like face. Harpy often
move by magic alone. A Golem should not be confused
partake of carrion as is evident by the gore that remains
with automatons created by alchemists.Golems are
on their face and neck. Harpy are excellent fliers. They
virtually impervious to bladed weapons. Stone golems
announce their presence with shrill screams. (Heroes
are often overlooked as they stand inanimate; posing as
must make a tricky (11) mind check or be disoriented
a pillar or statue.
(flaw to all actions) by the Harpy’s screams.)
Harpy inhabit wooded areas where they make their
nests high up in the trees. They are territorial, but will
griffin also venture out to raid for food. They will often pick
Attributes one person to harry day after day. Harpy will attack with
Strength: 6 claws and try to bite. Due to their fondness for carrion a
Agility: 0 bite may carry infection.
Mind: 0 hydra
Size : large Attributes
Combat Abilities Strength: 16
Attack: bite +1; d6+2 damage Agility: -1
2 claws +2; d6 damage Mind: -1
Attack with all three at +0 each attack
Size : massive
Defense: 1
Combat Abilities
Protection: d6-2 (2) (tough hide)
Attack: Attack with 1 bite +2; damage 3d6+2
Lifeblood: 20 (+ poison)
Griffons are a hybrid of lion and eagle. Like other hy- (If the first bite hits, the creature has
brid creatures their form can vary. Some Griffons have a second attack at +1 to hit (at the
wings while others are flightless. Some have fore paws same or a different opponent). If that
of a lion while others have talons. They are ancient crea- attack is successful, it gets a third
tures created by alchemy. Griffons are fiercely territorial. attack at +0 to hit and so on, until
Griffons mate for life; therefore they are usually encoun- it misses or all heads have had an
tered in pairs. It is believed that they were originally attack).
created to guard treasure. Defense: 0
Protection: d6 (4) (scaly hide)
Lifeblood: (10 per head)
51
A Hydra is an immense serpentine creature with multi-
ple venomous heads. (the GM determines the amount of
heads.) Each head gets an attack. Hydras generally live
in swamplands and marshes.
Keres
Attributes
Strength: 3
Agility: 0
Mind: 0
Size : very large
Combat Abilities
Attack: bite +0; damage d6-1
2-claws +1; damage d6+3
Defense: 1
Protection: d3-1 (1) (tough skin) invictous lion
Lifeforce: 15 Attributes
Keres are demons of violent and cruel winged death. Strength: 8
They are attracted to battlefields and plague. They seek Agility: 3
out mortals that are on the edge of death and carry them
away to devour them. Keres appear as black humanoids Mind: 0
with leathery skin. They drip blood from their skin. Size : large
Their hands and feet have grasping talons. Their mouths Combat Abilities
are filled with constantly gnashing fangs. Attack: 1 bite +4; damage 1d6+5
horse 2 claws+2 per attack; damage 1d6+5
each claw
Attributes
(Attack with all 3 attacks at -1)
Strength: 5
Defense: 2
Agility: 0
Protection: d6+2 (6) impervious to cuts
Mind: -1
Lifeblood: 30
Size : large
The kings of lions; Invictus Lions are twice the size of a
Combat Abilities normal lion. They tend to be solitary and dwell in caves.
Attack: 1 bite +1; damage 1d6-2 The Lion is adept at making sounds of their prey. They
2 hooves +0 per attack; damage 1d6-1 can lure other predators to their cave by making the
Defense: 0 sounds of wounded animals. The Lions can even make
pitiful sound of a person crying to lure in unsuspecting
Protection: 0
Heroes.
Lifeblood: 15 An Invictus lion’s hides are impervious to punctures or
Sacred and loyal companions to mortals since the time cuts. Bladed weapons will have no effect on them. Only
of the ancients. the lions own claws will cut its hide.
52
lamia kraken
Attributes Attributes
Strength: 3 Strength: 18
Agility: 4 Agility: -4
Mind: 1 Mind: -2
Size : medium Size : colossal
Combat Abilities Combat Abilities
Attack: claw +2; 1d6 damage Attack: 2 tentacles +0; 4d6 damage
bite +; 1d6-1 damage If both tentacles hit, the Kraken will
Defense: 2 swallow whole whatever it has a hold
of.
Protection: d3-1 (1) (tough skin)
Defense: 0
Lifeblood: 15
Protection: d6+3 (7) Kraken hide
Lamia are half human and half snake. They live in
remote parts of forests in caves. Lamia seek out children Lifeblood: 100
and eat them. Lamia will approach men and women The Kraken is an elemental beast with a huge toothed
at night and try to seduce them with a compel spell. maw and multiple suction cupped tentacles. They stay
When the victim falls asleep the Lamia will devour mainly dormant at the bottom of the ocean until roused.
them. Kraken can grapple war galleys, plucking the crew off
to grind up for fodder. If a Kraken comes close to land it
will cause tidal waves that destroy coastal towns. Its’ hor-
rific bellow can sometimes be heard on the open ocean.
53
Limos are the demons of hunger and starvation. They
leopard appear as an old woman with coarse white hair. Their
Attributes body is emaciated with near translucent parchment like
Strength: 1 skin. Limos are responsible for areas of famine. They can
Agility: 3 be seen walking in farm fields sterilizing the ground
with their touch. Their touch will cause a rapid emaciat-
Mind: 0 ing hunger to the victim.
Size : medium
Combat Abilities melinoe
Attack: 1 bite +4; damage 1d6-1 Attributes
2 claws+2 per attack; damage 1d6-1 Strength: 10
each claw
Agility: 0
(Attack with all three attacks at -1)
Mind: 0
Defense: 2
Size : medium
Protection: 0
Combat Abilities
Lifeblood: 10
Attack: Attack with weapon +1; damage per
Jungle cats that wait on tree limbs to ambush their prey.
weapon
special gaze +0 (see below)
lion / tiger Defense: 1
Attributes Protection: d3-1 (1) (tough skin)
Strength: 10 Lifeforce: 20
Agility: 2 Melinoe is a powerful demon. She is known as the
Mind: 0 demon of nightmares and madness. She appears as a
Size : large beautiful woman on one half and a grotesque crone on
the other. She wanders Hellas attracting lost shades. She
Combat Abilities
then takes them to the underworld. She may appear if a
Attack: 1 bite +4; damage 1d6 mortal attempts to harm a shade.
2 claws+2 per attack; damage 1d6 Melinoe is always followed by a group of shades that
each claw will jealously protect her. Her gaze can cause night-
(Attack with all 3 attacks at -1) mares and madness.
Defense: 2 If she chooses to gaze upon a mortal, the victim will get
Protection: d3-1 (1) (tough hide) a glimpse of the horrors in the underworld. Her gaze
Lifeblood: 20 will cause nightmares and eventually madness. A mortal
that is afflicted must use a Hero point or consult a priest
to be relieved.
limos
minotaur
Attributes
Attributes
Strength: 10
Strength: 4
Agility: 0
Agility: 0
Mind: 0
Mind: -1
Size : medium
Size : large
Combat Abilities
Combat Abilities
Attack: weapon +1; damage per weapon
Attack: weapon +1; damage by weapon type
withering touch +0; damage d6+2
horns +2; d6 damage
Defense: 1
Defense: 0
Protection: d3-1 (1) (tough skin)
Protection: 0 (or by armor)
Lifeforce: 20
Lifeblood: 20
54
Minotaur are imposing humanoids that possess the
body of a large man and the head of a bull. Minotaur are
generally brutish and cruel and will attack immediately.
They are carnivorous and prefer to dine on humans.
In the ruins of the old Knossos lurk Minotaurs. They are
the result of dark sorcery, not from a union between a
woman and a bull, as Athenian rumor reports.
monkey orthrus
Attributes Attributes
Strength: -1 Strength: 3
Agility: 4 Agility: 2
Mind: 0 Mind: -1
Size : small Size : large
Combat Abilities Combat Abilities
Attack: bite +3; damage 1d3 Attack: two bites +2; damage 1D6-1 each bite
Defense: 3 Defense: 2
Protection: 0 Protection: d3-1 (1) (tough hide)
Lifeblood: 3 Lifeblood: 14
Mischeavous jungle dwellers. Monkeys are notorious
tattlers and thieves.
55
Orthrus are a species of large two headed wolves. They pythos
hunt in packs. Orthrus are known for their vicious Attributes
temperament. The pack moves into an area, then kills Strength: 6
anything living, before moving on.
Agility: 0
Mind: -1
ox / bull Size : huge
Attributes Combat Abilities
Strength: 5 Attack: constriction +0; damage 2d6-1
fangs +2; damage d6+2 (+ poison)
Agility: -1
Defense: 0
Mind: -2
Protection: d6-2 (2) (tough scaley hide)
Size : large
Lifeblood: 35
Combat Abilities
A giant snake consisting of 40 feet of body. Some are
Attack: 1 horn +2; damage 1d6 damage constrictors and some have a poisonous bite. In rare
two hooves +0 per attack; 1d6 damage cases, Pythos are known to be both constrictors and
Defense: 0 have poisonous fangs. (Poison: some Pythos are ven-
Protection: d3-1 (1) (tough hide) omous; one bite can paralyze and kill their prey within
Lifeblood: 20 minutes. The victim dies from suffocation, as the lungs
and heart stop. To avoid being paralyzed, make a Tough
Popular beasts of burden and sacrifices to the gods. Even
task check using Strength. If paralyzed, you get another
domesticated Oxen and bulls can be ill tempered.
Hard check after a couple of minutes – this time, if you
fail, your Hero is killed.
pegasi
Attributes promethean Flower
Strength: 5 The Promethean Flower is named after the titan Pro-
metheus. This blood red flower is thought to grow from
Agility: 0
the blood of the titan. The flowers are very rare. They
Mind: 0 grow in rocky areas by the sea. Alchemists know how
Size : large to make the flowers into oil that can be rubbed on a
Combat Abilities warrior to make them invulnerable to blades and fire for
Attack: bite +2; damage 1d6-1 a short time.
Defense: 0
Protection: d3-1 (1) (tough hide) satyrs
Lifeblood: 20 Attributes
Pegasi are winged horses capable of flight. They are Strength: 2
more intelligent than common horses. Pegasi reside in Agility: 2
small herds on the plains. Pegasi have the ability to find
Mind: 0
underground springs and dig up the water. Only two
have ever been ridden. Size : medium
Combat Abilities
Attack: weapon +1; damage per weapon
unarmed +0; damage d3+3
Defense: 1
Protection: 0
Lifeblood: 5
56
Satyrs vary in appearance. They are humanoid with Combat Abilities
some features that betray their ram ancestry. Some have Attack: 3 maws +0; 3d6 damage
the legs of a goat and human upper body, or the oppo- If a character reaches 0 L.B. or less
site, lower body of a man and upper body resembling a the Scylla will take a round to swal-
goat. Others may seem completely like a man, but have low them.
a goat’s nose and horns. Defense: 0
Satyrs generally aren’t violent. They prefer to spend Protection: d6+1 (5) (very tough rubbery hide)
their time drinking and playing music in the woods.
Lifeblood: 200
Some satyrs know a few magic spells. They usually use
their spells to cause mischief or to lure women into the Scylla are huge six headed eel like creatures. They hide
forest. in sea caves in narrow straights. It waits for unwary
Satyr groups may have human followers that are attract- ships to pass, then it snatches sailors from the ship with
ed to the carefree life of the Satyrs. its fanged maws.
scorpios
Attributes
shade
Strength: 3
Attributes
Agility: 2
Strength: 0
Mind: -2
Agility: 0
Size : large
Mind: 0
Combat Abilities
Size : medium
Attack: 2 claws +2 per attack; damage 1d6
Combat Abilities
each claw
1 stinger +2; damage 1d6 Attack: cold touch +1; damage 1d6-1
(Attack with all 3 attacks at -1) (no armor protection)
Defense: 2 Defense: 2
Protection: d6 (4) (carapace) Protection: d6-1 (5) (unless magic or ash wood)
Lifeblood: 20 Lifeforce: 15
Scorpios are large versions of their tiny cousins. They Shades are spirits that have not made their way to the
have crushing claws and a dagger like stinger. Their underworld.
black venom will cause extreme pain and then death. Shades prefer to lie and deceive to cause unrest and
Make Hard (-2) strength roll or take 1d6 damage every mischief.
hour until a successful roll is made; or the Hero is dead. Shades can be recognizable by their former corporeal
Scorpios live virtually anywhere in the wilderness. form. Shades have many reasons for communing with
the living. They may have unfinished matters in the ma-
terial world. They often attempt to deceive or drive away
the living. They may want to help a friend.
Shades have partially omniscient knowledge. They can
scylla be very helpful if they choose to answer questions. They
Attributes can be summoned and bribed with blood by a skilled
Strength: 18 sorcerer.
Agility: -4
Mind: -2
Size : gigantic
57
shark
Attributes
Strength: 8
Agility: 0
Mind: -1
Size : large
Combat Abilities
Attack: bite +3; damage 2d6-1
Defense: 1
Protection: d6-2 (2) (thick hide)
Lifeblood: 40
Poseidon’s children trail ships waitig for scraps and
unlucky mortals.
sphinx
Attributes
Strength: 2
swarm (insects, rodents)
Agility: 2
Attributes
Mind: 1
Strength: 0
Size : medium
Agility: 0
Combat Abilities
Mind: 0
Attack: 1 bite +4; damage 1d6
Size : tiny
2 claws+2 per attack; damage 1d6
each claw Combat Abilities
(Attack with all 3 attacks at -1) Attack: 1 bite or sting; automatic damage 1
Defense: 2 point per combat round per character
attacked
Protection: d3-1 (1) (tough hide)
Defense: 3
Lifeblood: 15
Protection: d6-2 (2) (masses of them)
Sphinxes are hybrid creatures that are half lioness and
half woman. They seek out people to devour. Sphinx Lifeblood: 10-50 (rabble)
like to torment their victims before killing them. They An insect swarm can be many types of flying or crawl-
may make a deal with their victim. If their prey answers ing insects. They can be ants, wasps, bees or even ter-
a riddle or completes a difficult task the Sphinx may mites. A dangerous swarm can also be a pack of vicious
choose to let them live. rats. They will swarm and attack anyone within their ter-
ritory. While being attacked any character is at a -2 to all
actions. Lifeblood is as one organism. So a large swarm
of wasps would have 50 lifeblood total.
58
wolf/ large dog vengeance boar
Attributes Attributes
Strength: 0 Strength: 6
Agility: 1 Agility: 2
Mind: 0 Mind: -1
Size : medium Size : huge
Combat Abilities Combat Abilities
Attack: bite +3; damage 1d6-1 Attack: gore +2; damage 1D6+6
Defense: 1 Defense: 2
Protection: 0 Protection: d6-2 (2) (thick hide)
Lifeblood: 7 Lifeblood: 40
Packs of wolves lurk in the wilderness. A bone chilling Vengeance Boars are solitary oversized boars that lay
howl may be the only warning a Hero gets before a pack waste to farm lands and woods. It is believed that these
strikes. boars show up when a god is displeased. Due to their
Large dogs are often used to guard important places in size and quarrelsome temper Vengeance Boars often go
cities. They are also used as hunting and tracking dogs. unchecked until the land is tilled to ruin.
Barbarian tribes use armored war dogs.
59
The Gods ASCLEPIUS
Asclepius is the god of medicine and healing. He had been
The Gods watch over the mortal world. They are amused
a mortal and a very successful doctor. He went too far by
by the endeavors of mortals. The Gods are a bit jealous of
bringing the dead back to life. He was killed by Zeus and
the lust and urgency for life that mortals have. They are
then revived to become a god himself. He is patron to
particularly interested in the lives of Heroes. The Gods like
healers.
to watch their reckless deeds. They feel compelled to help
Heroes at times. Sometimes they become offended and
ATHENA
punish them.
Athena is the goddess of wisdom and war. She is the patron
goddess of Athens. She is cool tempered, but can be dan-
The whim of the Gods is capricious. Like a roll of the dice
gerous if offended. Her symbols are the owl and the olive
they can favor or hinder Hero.
tree.
The Gods and Goddesses reside on Mount Olympus. The
DIONYSUS
Gods wield the power of life or death over mortals. They
Dionysus is the god of wine and plays. He journeys on
watch mortals for many different reasons. Some are jealous
earth to teach people to make wine. He lives a hedonistic
and contemptuous; others see mortals as children to pro-
pleasure filled life. He is attended by fanatical followers,
tect. Gods meddle with the affairs of mortals, often with
which include Satyrs and creatures called Maenads. He is
dire consequences.
cup bearer to the Gods.
AEOLUS
EROS
Aeolus is the keeper of the winds. He is usually helpful,
Eros makes couples fall in love, even if they were unsuited.
but sometimes cannot keep the winds under his control.
He can be mischievous. He grazed himself with one of his
Aeolus is often worshiped by sailors.
own arrows and fell in love with a mortal, Psyche.
APHRODITE
Hecate
Aphrodite, wife of Hephaestus, is the goddess of love and
She is an ancient goddess that resided in the underworld
beauty. She is charming and vain. She has many followers,
long before Hades claimed dominion over it.
due to her beauty. Her symbols are roses, doves, sparrows,
Hecate is the goddess of magic, sorcery, the night, moon,
dolphins and rams.
shades and necromancy. She is considered to be the true
queen of the Underworld. She is assisted by her demon
APOLLO
followers. Hecate is the only god that will show favor to
Apollo is the god of the sun, light and truth. He controls
magicians. Her symbols are a black cat or dog.
the suns movement across the sky. Apollo is also a patron
of the arts and is a skilled musician. He is the twin broth-
HEPHAESTOS
er of Artemis. He killed the serpent Python when it was
Hephaestus is blacksmith for the Gods. He is the son of
sheltering in the shrine at Delphi. His symbol is the Laurel
Zeus and Hera. He is the patron of craftsmen. He is also
tree.
known as the god of volcanoes. He is assisted by Cyclops at
his forge. His symbols are the anvil, hammer and tongs.
ARES
Ares is the god of chaos and battle. He has a violent temper
HADES
and is always instigating fights. He is patron to soldiers
Hades is the god of the Underworld and riches that are
and mercenaries. He is known to favor valor in battle. His
buried in the earth. He’s also the god of proper burial. He’s
symbols are a burning torch, a spear, dogs and vultures.
the brother of Zeus and Hera. Hades rides a chariot with
four black horses. He is known to be cunning and fierce,
ARTEMIS
but fair in judgment. Hades doesn’t have any particular
Artemis is the moon goddess and huntress. She never
spite for mortals. He’s favored and cursed in equal measure.
married and is fiercely independent. She is merciless in
He does want the souls of the dead to increase his power. If
her vengeance. Her silver arrows bring plague and death,
the dead are not properly handled; Hades will send his de-
but also have healing powers. She protects young girls and
mons to reap the souls and punish the mortals responsible.
pregnant women. She is a friend to the shy nymphs. Her
His symbols are a Cerberus, the helm of invisibility, helm
symbols are Cypress trees, deer and dogs.
of darkness, the key to Hades and the color black.
60
HERA increasing power, by sending souls to the underworld.
Hera is the sister and wife of Zeus. She is the protector of Zeus rarely favors mortals. He will give divine help to his
women and marriage. She is proud and jealous. She spends demigod children.
much of her time finding and punishing her husband’s
lovers. Her symbols are the pomegranate and the peacock. The Titans
The titans have been in supplication for eons. They are
HERMES kept imprisoned by Hades in the underworld. Atlas and
Hermes is the patron of voyagers, merchants, prostitutes, Prometheus are not imprisoned. The Titans suffer hard-
athletes and thieves. He will attempt to protect or heal his ships imposed on them by the Gods. They endure in order
worshippers. He is the messenger of the Gods. His sym- to serve human kind as they have done for countless
bols are the rooster, tortoise, winged shoes and hat. generations.
PAN Atlas
Pan is the patron of shepherds, Mountains, woods and Atlas is the titan responsible for keeping the balance of the
music. He is the god of Satyrs, as he resembles them. Pan earth and the heavens. It is beyond mortal comprehension
often spends time with satyrs and Nymphs. He is known what exactly this means. He is now virtually a slave to
to be lecherous. He plays his namesake pipes and can cause Zeus. He constantly performs his task to keep the earth
inspiration, fear, sexuality or “panic”. His symbol is the pan safe from reverting to its primordial state.
flute.
Atlas is worshipped by astronomers and navigators. His
Persephone symbol is a globe.
Persephone is the goddess of the harvest. She is the daugh-
ter of Zeus and Demeter. She was kidnapped by Hades,
and forced to be the queen of the Underworld. Due to her Prometheus
unhappiness she was allowed to spend half the season Prometheus is a Titan. He is a Deity of civilization and
(spring, summer) with her mother, and the other half with alchemy. Prometheus created mortals. He shared the
Pluto (autumn and winter). She is capable of releasing knowledge of alchemy with humans as well as other civi-
someone from the Underworld, but has only done so once. lized arts. Prometheus is known as a savior of human race.
Her symbol is a sheaf of grain. He endured millennia of torture at the hands of Zeus to
save the human race. Prometheus has a cult following. His
Poseidon symbols are fire and links of chain.
Poseidon is the god of the sea, rivers, flood and drought,
earthquakes, and horses. He is also called the ‘Earth
Shaker.’ He is the creator of horses. He is brother to Zeus.
Poseidon demands weekly sacrifices to him from anyone
that makes their livelihood from the sea or rivers. He is the
most vengeful of the Gods. He has destroyed cities with
earthquakes, and tidal waves. He will also send colossal sea
monsters to destroy his offenders. To sate Poseidon’s ire he
sometimes requires a blood sacrifice. He can also be kind
to his devoted followers. Poseidon has rewarded cultists
with an immortal horse or a bubbling spring in the middle
of a desert.
The symbols of Poseidon are the trident, horses, seashells,
and bulls.
Zeus
Zeus is the king of the Gods. He has eternal jealousy and
spite for mortals. His judgments are rash and cruel. He
uses mortal women when he wishes and torments Heroes
at his whim. Zeus imposes cruel curses at the slightest
offense. He stops short of killing mortals. He fears Hades
61
Battle Order:
Cult of Ares 1. Roll on battle table. Add applicable career ranks: Hop-
The Chaos of Battle lite, Soldier, Mercenary and combat modifiers.
The Palace states are constantly at war. Thousands of Hop- If roll on table is 1-18; That is the encounter for one round.
lites meet on the battlefield. Scores of ships clash at sea. A roll of 19+ gets played until one opponent retreats, sur-
A battle is something that the Heroes will surely be in- renders or is dead.
volved in at some point. A tactical simulation of a battle is
beyond the scope of this game. The solution is an abstrac- 2.Resolve combat per description on battle table.
tion of a battle. It captures details that characters may expe- Roll 2d6 plus bonuses on table again.
rience in the course of a battle; while giving them a chance
to have a hand in the outcome of the conflict. Roll 2d6 + career ranks
On the table roll 2d6 for the Battle round. If the character
has career ranks in soldier, Hoplite or mercenary. They can battle table
add the points to the roll. Only one character can add their < 12 Hold the line +1
ranks. 13 Missile attack archers, slingers,
The roll is what happens for that Battle round. Battle psiloi, peltasts +1
rolls from 1-18 only last for one (1) combat turn. Once the
round ends, another Battle roll is made, regardless of the 14 Engaged by skirmishers +1
outcome. This is to simulate the fast pace and confusion of 15 Engaged by chariot +1
a battle. The characters can decide to attack or only defend 16 Save a brother / sister +1
during the Battle round.
17 Defend the standard +1
If the characters attack the enemy and survive the round
they are able to add the noted bonus to the next Battle 18 Defend the general +1
round roll. If they only defend they do not get the bonus.
The bonuses are cumulative. (Example: if they get a +1 for 19 Break the line +1
engaging archers this round. They get to roll 2d6 and add
+1. If they ‘hold the line’ next round they get another +1 20 Flank the archers, slingers,
So, the next battle round they roll 2d6 +2 and so on.) psiloi, peltasts +1
Battle round rolls from 19+ represent a chance to defeat 21 Flank the skirmishers +1
units of the enemy army. They last as many rounds as it 22 Flank the chariots +1
takes to determine a victor. If the characters have already
23 Challenge the champion +2
rolled to flank a unit and been victorious and they roll it
again then they just skip down to the next number. 24 Capture the standard +3
25 or Capture the general (Stratego)
Victory usually occurs when the enemy standard or gener- higher
al are captured or destroyed. It is up to the GM to decide.
Tactical modifiers
The characters can receive tactical modifiers to their roll.
These are advantages or disadvantages due to tactics or
terrain.
Superior numbers. (+1/ -1)
Choke point: a narrow pass or opening in a wall negates
the superior numbers advantage.
King of the Hill: The army at the top of a hill gets the
advantage. (+1/ -1)
Unrested: The army has traveled without rest, food or
water. (+1 / -1) per day.
Heart for Battle: Morale is important. The armies heart is
not in it. They fight for an unjust King. (+1/ -1)
Seasoned Army: This army has been in battle before. They
were born for it. (+1/ -1)
62
Hold the Line- The characters attack 1d3 per character: skirmishers.
The shield wall racks and buckles, but it must hold!! Cover
your comrade, fill the gaps! Flank the enemy Chariot-
Each character is attacked by one enemy rabble hoplite. Your characters have a chance to put an end to the last of
the chariots.
Missile attack- The characters attack a chariot.
The characters are attacked by 1d3 archers per character,
slingers, psiloi or peltasts. The Gm determines the range. Challenge from the Enemy Champion-
The characters may attack back if they have missile weap- The champion of the enemy army spots you! He issues a
ons of their own. challenge!
The character(s) fight a non- rabble (higher skill than the
Skirmishers- characters) champion.
1d3 skirmishers charge in on horseback. They use a combi-
nation of shield and spear or sword. Capture the Enemy Standard-
Your characters have a chance to capture the standard.
Chariot- The characters fight 1d3 per character: rabble hoplite
A chariot hurtles across the field toward the characters. guards.
There is a rabble driver and a rabble archer or javelin
thrower. The horse will try to kick or trample anyone who Capture the Enemy Stratego-
gets close. Your characters have a chance to capture the general! All
that stands between you and him are his chosen men!
Save a brother / sister- The characters fight 1d3 non- rabble (equal skills to the
One of your comrades has fallen. They are still alive. You characters) hoplite guards.
have a chance to save them.
You must fight 1d3 enemy rabble hoplites and drag your Victory and Defeat
comrade to safety. The battle rules should allow the characters to lay waste
to many rabble, flank the enemy, defeat a champion and
Defend the standard- ultimately win the battle for their side. Then they will gain
The standard bearer is threatened. The guards have been Kleos and feast etc.
cut down! The standard must be preserved!
You must defend the standard bearer against 1d6 enemy Sometimes the players will just roll low and get worn
rabble hoplites. down and have to retreat.
Defend your Stratego- Defeat of the characters doesn’t mean that the battle is
The enemy has a path to your Stratego! They must be lost. The GM can leave the outcome to chance or allow the
stopped or the day is lost! battle to be won in spite of the characters’ defeat. Keep in
You must defend the general against 1d3 enemy rabble mind the overall story.
hoplites.
Retreat
Break the Line- If the characters are low on lifeblood they may choose to
The general spots a weakness in the enemies shield wall! defend or retreat. Defending is handled in the same way
He sends you in to break it! as BOL rules. If they choose to retreat they will not be
Each character takes on one enemy rabble hoplite. attacked and will retreat to safety. Other soldiers will pay
the price for the retreat.
Flank the archers-
Your characters have a chance to put an end to a company If the Heroes are in charge of a group of fighters (Follow-
of the enemies ranged weapons ers); the fighters may take losses from the battle. To deter-
The characters attack 1d3 per character: archers, slingers , mine how many Followers perish roll a d6 for each time
psiloi or peltasts. The DM determines the range. the Heroes are forced to defend (retreat).
Rabble hoplite
This is a typical rank and file soldier. The soldiers that
defend the cities are made up of mostly ‘Rabble Hop-
lites.’ Hoplites also work as city guards and patrol outside
the city.
Attributes Combat Abilities
Strength 0 Pankration 0
Agility 0 Melee 0
Mind 0 Ranged 0
Appeal 0 Defense 0
Lifeblood 3
Careers
Hoplite 1
Protection: d6 (4) linen cuirass, helmet, grieves, shield
Weapons Spear d6 Rabble psiloi
Psiloi are lightly armored soldiers that use some sort of
missile weapon. They could have a bow, javelins, a sling
or even a bunch of good sized rocks.
Attributes Combat Abilities
Strength 0 Pankration 0
Agility 0 Melee 0
Mind 0 Ranged 0
Appeal 0 Defense 0
Lifeblood 3
Careers
Soldier 1
Protection: d6-2 (2) helmet, Pelta shield
Weapons Bow d6 R80’, Javelin d6 R50’, Sling d6-2
R30’, Rock d3 R20’.
64
champion hoplite
This is a tough fighter. He has worked his way through
the ranks to be a champion. Champions may be battle
officers or chosen body guards to rich merchants or
royalty.
Attributes Combat Abilities
Strength 3 Pankration 1
Agility 2 Melee 3
Mind 0 Ranged 0
Appeal 0 Defense 2
Lifeblood 13
Careers
Hoplite 3
Protection: d6+2 (6) Heavy cuirass, helmet, grieves,
large shield
Weapons Kopis d6, Dagger d3, Spear d6
Stratego
This is a typical commander of a Hellas army. They are
experienced soldiers. They are able to fight as well as
lead. Stratego are willing to join the fray if needed, but if
they are captured they choose diplomacy to save them-
selves and their soldiers.
Attributes Combat Abilities
Strength 2 Pankration 2
Agility 2 Melee 2
Mind 2 Ranged 0
Appeal 2 Defense 1
Lifeblood 12
Careers
Hoplite 3
Noble 1
Protection: d6+2 (6) Heavy cuirass, helmet, grieves,
large shield
Weapons Xiphos d6, dagger d3
65
66
Next are listed some example ship statistics. They repre-
Cult of Poseidon sent the relative maneuverability and fighting ability of the
Adventures on the Wine Dark Sea ships.
A large portion of Achaean trade and travel is conducted
at sea. The rugged terrain and the scarcity of resources Oars
saw the Achaeans take to the Sea. Adventurous merchants This number is simply the amount of oars the galley uses
explore and make fortunes. Traders and fisherman travel to move. There is one crew member pulling at each oar.
the Aegean waters. Unscrupulous pirates stalk the sea for
fat merchant ships. Warships transport soldiers to war in Crew
distant lands. Crew is the amount of bonus the crew lends to any actions
or maneuvers the captain commands. Every ten crew
The common sailing practice is to hug the coastlines and members lend a +1 to resources. When being attacked by
beach the ship each night and in rough weather. Ships also missile weapons the loss is to the crew number. The bonus
island hop across the Aegean. The effort taken to row a fast number can be used to maneuver or attack, or both in the
galley requires a lot of fresh water for the crew. This makes same turn.
stops a necessity for war galleys. The time to travel can vary
due to weather. To cross from Salamas to Troy takes rough- Hull
ly four days, calm seas. Hull is the ‘Lifeblood’ of the ship. This number represents
the amount of damage the ship can take before sinking.
The characters can charter a ship, book passage or sign
on as mercenaries. They may have access to a ship if they Ram
have sufficient ranks in Noble or a high Kleos. A king may Ram is the amount of damage the ship will do to another
supply a ship if they want the Heroes to go on a quest. ship if the maneuvers roll is a success.
The crew can be hired mercenaries or followers of the (Example: an undamaged Pentekonter is attacked twice in
party. (See Followers) a round. The resources and defense for a Pentekonter is 3
so each attack from the enemy is at a -3. The player decides
Ships to maneuver and use +1 from resources, then attacks using
There are many types of ships; from lumbering merchant +2 from resources. This uses up the ships resources for the
ships to sleek war galleys. Merchant ships rely only on sail turn.)
power. So, they are dependent on fair winds for travel. War
Galleys are built long and narrow for speed. War Galleys
have sails as well as oars.
67
Kyrenia fight with melee weapons.
4 oars
Crew 4 Sea Battle turn phases
Hull 4 1. Maneuvers- Run, Pursue, Ram, Rake, or Grapple.
Ram 0 2. Attack- Missile, Catapult, Fire Machine.
Resources 0 3. Repairs- Repair hull, save crew, Stop fires.
Kyrenia are wide beamed merchant sail boats. They rely
on sails. They are built to transport large amounts of goods Range
from port to port. There are larger variants. The initial range is determined by the situation. The range
determines what type of maneuver or attack a ship can
Kerkouri make. At long range the ships receive a -2 to attack and a -1
14 oars at medium range.
Crew 17
Hull 14 Maneuvers
Ram 2d6 Task Roll = (Hero’s career rank + resource used + 2D6) –
Resources +2 (range modifier + enemy defense)
The Kerkouri is a small war galley or a merchant ship with
teeth. The Kerkouri is often used as a fast trader. It can out- A successful maneuver roll brings the target
run pirates as well as fight. The Kerkouri is popular among ship one range closer or farther away depend-
adventurous merchants. ing on whether the ship is pursuing or evading.
Triakonter Ram
30 oars Damage: (per ship)
Crew 35 To ram or avoid being rammed, the captains declare their
Hull 30 intention. Then the ships make a maneuver roll. If a ship is
Ram 3d6 rammed it takes the ‘Ram’ damage to the Hull points of the
Resources +3 ship. To break free, make a maneuver roll.
The Triakonter is a medium sized war galley. It is the fastest
of war ships. It is the most common ship used by the Sea Oar Rake
People. Damage: 1d6 to Hull
A ship runs alongside and attempts to run over and break
Pentekonter an enemy’s oars. This is to disable a ship without sinking
50 oars it. An oar rake does not leave the ships locked together as a
Crew 55 ram does.
Hull 50
Ram 5d6 Grapple
Resources +5 Grappling is to use oars or grappling hooks to seize a ship.
The Pentekonter is the largest war galley. The mainstay of A successful grapple allows fighters to board. The grappled
the Palace state fleets. They are used to crush enemies at ship remains immobile until a successful maneuver roll is
sea and to transport soldiers to other lands. made to break free.
Sea Battles
Attack
In the Heroic Age sea battles are common. The main tactic
is to pursue and ram the opponent’s ship. Attack Roll = = (Hero’s career rank + resource used +
The ship will lower sails and try to maneuver to execute a 2D6) – (range modifier + enemy defense)
ram on the other ship. When in range archers and slingers
will shoot volleys at the ship. This is to soften up the ma- Missile
rines and to kill or disable oarsmen. Some war ships will Damage: 1d6 to Crew
also have a catapult to launch stones or fire pots of burning
pitch. There are a few ships that are equipped with dreaded When a ship is at range the crew can make missile attacks
fire machines. with javelins, bows, or slings.
Once the ship is rammed the marines rush on board and
68
Catapult Sea Range chart
Damage: Rock: 1d6 to Hull & 1d3 crew The sea range chart is used to keep track of the relative
Fire: 1d3 Hull & 1d3 crew proximity of the ships during a battle. Use some sort of
marker or die to keep track of the enemy ships on the
Catapults are used to hurl boulders or Pots of burning chart. The players, or Heroes ship location is always the
pitch. Boulders can crush the hull and rigging of a ship ship icon on the far left. An enemy ships location changes
as well as the crew. A fire pot that bursts showers the hull when maneuver rolls are resolved.
and crew with burning pitch. The pitch will burn until the
crew dowses the flames. If a ship is at ‘Distant’ range and the Player (that is evading)
makes his maneuver roll; the enemy ship moves to ‘Long’
Fire Machine range. If the player makes another Maneuver (evade) roll
Damage: 1d6 to Hull & 1d6 crew ; the enemy ship will be moved to extreme rang, etc. If a
ship moves beyond horizon it has successfully evaded.
The Fire Machine is an alchemist’s device that requires
special skills to use. The exact design and formulas are a As the enemy ship gets closer the player and enemy gets
closely guarded secret. The fire machine is a large pres- options to attack listed at the top of the chart.
surized bronze tank with a tube on the top. The machine (see Range Chart in Appendices)
shoots a stream of burning liquid great distances. The
flames are near impossible to extinguish.
Damage
Damage is subtracted from the crew or Hull points.
Damage takes effect immediately during play. If a ship
remained on fire from the previous turn; fire damage is
rolled at the beginning of the new turn.
On the ship record sheet Hull or crew are marked off. The
brackets indicate when a ship will lose Defense/ Resourc-
es. So, if a ship losses all the Hull Strength or Crew in a
bracket; the ship losses a Defense/ Resources point.
Repairs
The last phase of the turn is to make repairs. The crew can
attempt to patch holes in the hull, repair rigging, put out
fires and help the wounded. So, the Heroes must decide
whether to fix the ship, put out fires or save crew members.
The task is resolved with a moderate (0) roll with the ap-
propriate careers added and ship resources. On a successful
roll the ship can gain back 1d6 crew or 1d6 hull. If a fire is
put out the ship will not take any more fire damage in the
next round.
Fire
The most feared weapon in ship warfare. When a ship
catches fire; the fire will burn until it is extinguished. The
ship’s hull and crew will take damage every turn until the
player makes a successful repair roll during the repair
phase of a combat turn.
Sinking
When a ship reaches 0 hull points it will sink. It may take a
while for a ship to fully submerge. This gives the crew time
to abandon ship and pray to Poseidon for mercy.
69
Cult of Hecate
Sorcerers and Their Arcane Skills
The rules and spells in the BOL Magic and section are
appropriate for a Heroes of Hellas adventures.
70
cult of Prometheus
Alchemists and Their Craft
The rules and preparations in the BOL Alchemy section
are appropriate for a Heroes of Hellas adventure.
71
a king the parties’ bard can sing of their deeds. When a
Cult of Orpheus group of followers’ morale is low a bard can help with an
Bards and Their Epics inspirational speech, or to convince them to press on.
Bards are skilled at composing music and writing epic po-
ems. Some are simply entertainers, others have achieved a (Example: Rusa must fight a duel with a belligerent adver-
level of art that can affect the hearts and minds of man and sary. His companion Rufus (Bard = 3 ranks) takes up his
beast. Still fewer have achieved levels of the art that can get lyre and sings an ancient tale of triumphant Heroes. Rufus
the attention of the Gods or even move non-living objects. spends an arcane point makes his roll of 2d6. He rolls a 7
+ bard of 3 + appeal of 2 = 12 (target of 9). So Rusa gets a +3
Orphic Cult for all rolls during the duel. Rusa’s mind was not added to
The Heroic cult is dedicated to Orpheus, the greatest the difficulty because he was a willing participant. This can
musician that ever lived. Orpheus was a Thracian bard that also be done for a whole group as long as they are willing.)
accompanied Jason on his epic journey to steal the Golden
Fleece. It is said that Orpheus could charm birds, fish and Cantrips Cost
wild beasts and even rocks and trees with his music. He Cost: 1 or 2 arcane power
could change the weather and divert rivers with his skill.
Orpheus could even convince Hades to release a soul with Requirements: -1 per extra requirement
tunes from his Lyre. taken
Minimum: 1 arcane power
Difficulty: Auto or Easy (0 or -1)
Beguile
The target hears the melodious tones and feels overwhelm-
ing admiration for the bard. They will do most anything
for them. The target will obey the Bard’s commands with-
out question.
Apathy
This epic song makes the target apathetic towards the bard
and allows them to pass by without being noticed.
Turn Blades
Sticks and stones or blades and arrows turn to avoid the
Bard.
Move objects
Inanimate objects can even be moved by a flawless perfor-
mance. Trees can be made to walk and stone walls can be
toppled.
Cheat Hades
Hades may be convinced to release a dead Hero from the
underworld by an epic.
74
sacrifices are often a ritual to summon a shade or demon
PRIESTS by a sorcerer that is mistakenly seen by outsiders as a sacri-
Devotion and Fear of the Gods fice to the Gods.
Priests are important to the people of Hellas. They use the
art of divination to determine the will of the Gods. They Omens
can also curry favor from the Gods by prayer and sacrifice. Sometimes there are strange occurrences that may be an
Priests preside over religious rites such as prayer, marriag- omen of things to come. The priest can roll to interpret the
es, funerals, and sacrifices. Kings will also have priests as omen.
advisers.
Rolling the dice to decipher an omen is a base roll of 9+
Priests worship the pantheon of Gods. Some worship all using the priests mind and priest career ranks. To deter-
the Gods, and pick and choose the one that is appropriate mine what the Gods intend or to see a day into the future.
to the situation. Others remain loyal to one god. Priests Seeing beyond a day increases the difficulty.
often reside in a temple, or in the court of a king. Others
travel with soldiers or merchants.
Divination
Like the BOL core rules a priest must take time worship- Priests can perform divination. This is a practice of de-
ping to gain fate points to apply a Boon to himself or termining the will of the Gods or seeing future events.
someone else. During a divination a priest can determine the will of the
Gods as they relate to the party of Heroes. That can also see
Worship possible future events.
The two ways of worship are through prayer and sacrifice.
Simply praying may only get the priest one fate point. Priest use many different techniques for divination. Some
While praying at a temple may gain more. A way to get look at the entrails of animals. Others peer into water or
more fate points is to make a sacrificial offering. The sacri- a flaming brazier. Priest will sometimes chant themselves
fice can be as simple as some wine or as elaborate as a feast into a trance to get answers. Rolling the dice for divination
where one hundred bulls are sacrificed. is a base roll of 9+ using the priests mind and career ranks.
Flaws
Ugly & brutish: You are socially inept. Use an extra die in
all situations where you are dealing with other people.
Country Bumpkin: The big city is a confusing and heart-
less place for a new arrival. Roll an extra die in situations to
do with urban survival.
Rage: Your lust for battle is all encompassing. After all foes
are defeated you must succeed at a mind check or roll a
1d3. That is the number of rounds you continue attacking
anyone close to you.
All thumbs: Roll an extra die when picking locks, firing a
bow or crossbow or when doing fine work.
Centaurs
Centaurs are an ancient race that predates the creation
of humans. They live in mountain forests in small tribes
throughout Hellas. Centaurs have a reputation for being
uncouth and wild. Centaurs become restless away from the
woods. The trappings of civilization make them uncom-
fortable. Many have a problem with drinking, going mad
when they drink wine.
76
times sought out to teach others their ancient skills. In spite of their good for nothing reputation, Satyrs make
excellent Magicians and Bards. There closeness to the natu-
The most famous Centaur is Chiron. He served as tutor to ral world gives them unique skill.
many famous Heroes, including Heracles and Jason. He
taught music and medicine as well as the skills of the hunt. Boons
He became renowned for his civility and wisdom. Musician: You are gifted with the instrument of your
choice. You can inspire others to forget their cares. You can
Centaurs are currently at war with Agamemnon. It is play an inspirational tune to give other characters an extra
rumored that the mad king wants to obtain the ancient dice to do a non - combat task. You can also play a tune
knowledge that the centaurs guard. to lessen the effects of a hardship. (ie. Hot, cold, thirst,
hunger, etc.)
Humans generally honor centaurs due to the deeds of the Great Actor: You get an extra die while entertaining or
famous Chiron; yet they are wary due to their unpredict- imitating.
able nature. It would be dangerous for a centaur to encoun- Escape Artist: Ropes, chains, manacles, even prison cells-
ter soldiers from Mycenae. nothing holds you for long. Either by skill or dumb luck,
you always gets away (eventually). Use an extra die when-
Boons ever in this situation and trying to break free.
Runner: You surprise your enemies by charging headlong Blind Combat: No light? No problem. By using smell,
into the fray. You get a boon in any fight you choose; once sound, disturbances in the surrounding air, etc. you are
per game session, but in that fight you cannot defend or one with the universe. Whatever penalties the GM applies
retreat. to fighting in the darkness, your character does not suffer
Sagittarius: gain an extra dice when using a bow made by at all
Centaurs.
Learned: When recalling a fact from your area of specialty, Flaws
you use an extra die. Drunkard: Roll a die when you are required to do some-
Mountain Tracker: When tracking, trapping, or hunting thing important for the rest of your companions. If a ‘1’
creatures in a mountain environment, you may use an comes up, you are drunk and unable to do anything until
extra die. sobered up.
Cravings: You are addicted to something and require it
Flaws every day to function fully.
Unsettling: Roll an extra die in social situations. Greed: You cannot resist any chance to make money.
Taciturn: Your character is ridiculously tight-lipped. It’s a If money is to be made, your judgment goes out of the
rare day on which he uses a sentence of more than three window. Roll an extra die whenever tempted by the offer
words, and it’s virtually unheard-of for him to initiate con- of cash.
versation. His extreme reluctance to speak unfortunately Illiterate: You cannot read or write and you cannot choose
means he never volunteers information without being a career with literacy as a requirement.
asked. Roll an extra die in social situations. Lecherous: when dealing with the opposite sex you get an
Exile: You have committed a crime. You have been judged extra die when good judgment is needed.
and exiled by your King, or you fled before judgment. You
cannot return home. You get an extra die when dealing
with people from your home (work with the GM to come
up with a back story)
Distrust of Sorcery: When dealing with Wizards and
alchemists, roll an extra die.
Satyrs
Satyrs are a magical race. They worship the hedonistic god
Pan. They rove about the wilderness of Hellas; with no per-
manent settlement. They tend not to worry about much.
Robbing or entertaining when they need material things.
They spend their time with dancing, music, and drink.
Satyrs are wild and lusty. They often have human followers
that want to join in their carefree life.
77
Sample Heroes
krysios
Krysios was born in the great city of Mycenae. He dis-
covered at an early age that he was gifted at boxing. He
gained limited fame by defeating many opponents, in
Olympic competitions.
He has a passing knowledge of divination, he would pray
with priests for victory in matches.
He learned proper etiquette when in the company of
nobles; He was often an honored guest after winning
fights.
In the streets of Mycenae Krysios lost his temper with
an upstart challenger. He killed the man, Delon, in an
unarmed brawl.
King Agamemnon exiled Krysios from Mycenae due to
his dishonorable fight. He now wanders Hellas, throw-
ing in his lot with mercenaries and assassins.
Attributes Combat Abilities
Strength 4 Pankration 1
Agility 1 Melee 0
Mind 0 Ranged 0
Appeal -1 Defense 3
Lifeblood 14
Careers
Olympian 2
Oracle 0
Mercenary 1
Assassin 1
Fate Find a way to expunge his exile and return
home.
Languages Aechean
Boons Unarmed combat (Boxer)
Etiquette
Flaws Exile- Mycenae
Protection d3-1 (1) Oxys
Weapons Oxys d6-2
78
lycos
Lycos was born from a noble family in Sparta. When
he was a child, Lycos was removed from his family and
trained to defend his home. He survived the harsh
‘Agoge’ training, then tempered in battle. Lycos joined a
group of Spartan mercenaries. He now travels looking
for adventure and fame.
Attributes Combat Abilities
Strength 2 Pankration 0
Agility 2 Melee 2
Mind 0 Ranged 1
Appeal 0 Defense 1
Lifeblood 12
Careers
Noble 0
Assassin 0
Hoplite 2
Mercenary 2
Fate Become king of Sparta
Languages Aechean (read/ write)
Boons Shield Bash
Phalanx
Flaws Taciturn
Protection 6 (d6+2) Helmet, Bronze Cuirass, Bronze
Grieves, Large Shield (Hoplon)
Weapons Xiphos (sword) d6, Spear (Doru) d6
79
nereus
Nereus was born to a humble family of ship builders
on the island of Ithica. Once renowned as an superior
craftsmen. A ship that his family built sank without
warning. After the mishap the family was reduced to
poverty. So, Nereus took to the sea. His love for the sea
and his skill has made him a valuable crewman, and a
treasured mercenary.
Attributes Combat Abilities
Strength 1 Pankration 1
Agility 2 Melee 2
Mind 1 Ranged 0
Appeal 0 Defense 1
Lifeblood 11
Careers
Craftsman 0
Beggar 0
Mariner 2
Mercenary 2
Fate restore his families’ honor.
Languages Aechean (read/ write)
Boons Born Sailor
Athlete (swimming)
Flaws Cursed- family dishonor. Flaw when deal-
ing with people from Ithica.
Protection d3-1 (1) small shield
Weapons Kopis (sword) d6, Knife d6-2
80
rusa
Rusa was born a farmer on the island of Crete, near the
great city of Knossos. He was blessed with strength of
the sacred bull. He also has agility that belies his burly
frame. Rusa passed his right of adulthood by surviving
the bull leaping ritual. Due to his unrivaled strength
and agility he became a soldier and sailed the Aegean
fighting Aecheans and pirates. Traveling gave him a taste
for adventure, and a taste for wine. A savage scar has left
his visage quite unsettling; In spite of this he is good na-
tured. Rusa enjoys a good celebration especially if there
is plenty of wine.
Attributes Combat Abilities
Strength 3 Pankration 0
Agility 2 Melee 2
Mind 0 Ranged 0
Appeal -1 Defense 2
Lifeblood 13
Careers
Farmer 0
Tumbler 0
Mariner 2
Sildier 2
Fate Retire comfortably rich and drunk.
Languages Minoan (read/ write)
Boons Lybris Axe
Unarmed Combat
Bull Strength
Flaws Unsettling
Cravings: Wine
Protection d6 (4) Bronze Cuirass, Bronze Vambrace,
Bronze Grieves
Weapons Lybris (two headed axe)
Xiphos (sword)
Xiphodian (knife)
81
hermiani
Hermiani was born in Feneos, to a family of actors. At a
young age she become bored with the acting lifestyle.
Her family endued cruel treatment from a rich family.
She secretly assassinated the noble responsible. Hermi-
ani discovered that her acting skills along with her sharp
mind could get her within reach of rich and important
people. Hermiani enjoyed the quick justice and fast rich-
es her new profession afforded. She now aspires to be the
best thief and assassin in Hellas.
Attributes Combat Abilities
Strength 0 Pankration 1
Agility 1 Melee 2
Mind 2 Ranged 1
Appeal 1 Defense 0
Lifeblood 10
Careers
Actor 1
Assassin 2
Hunter 0
Thief 1
Fate Become the best assassin and thief in all of
Hellas.
Languages Achaean (read/ write)
Thracian
Boons Escape Artist
Sneaky
Poison immunity
Flaws Drunkard
Greed
Protection d6-2 (2) Leather Vambraces, Leather
grieves
Weapons Garrote d6-2, Sword d6, Throwing knife
d6-2
82
Labors Keres Attack
The Heroes will hear a man yelling and a child screaming
Adventuring In Hellas
in the night. When they go to investigate they will discov-
er a man waving a stick at three hovering Keres. They are
Evil in Feneos harassing the man and are attempting to grab his son.
This Epic takes place in the city of Feneos. It is meant to
introduce the players to the city and its inhabitants. Keres
The adventure is setup in several encounters that provide Attributes
clues to solve the mysterious disappearances of children Strength: 3
in Feneos. Agility: 0
The adventure takes place during the festival of Hermes. Mind: 0
During the festival the city swells to twice its size. All Size : very large
sort of mercenaries, thieves, laborers, merchants, rogues, Combat Abilities
and even priests show up for the festival. It is a time of Attack: bite +0; damage d6-1
revelry and celebration in honor of the god Hermes. The 2-claws +1; damage d6+3
festival is also a time to gain employment. Many come
Defense: 1
to get hired as muscle for rich merchants or to join an
expedition to far off lands. Merchants, craftsmen and Protection: d3-1 (1) (tough skin)
bronze smiths find wine hazed adventurers willing to Lifeblood: 15
pay well for their wares. There is an evil sorcerer that is
sacrificing humans to summon demons. He is having The man is a local bronze smith named Clotho and his
his followers snatch children in the night. The children apprentice son Rotho. They were on their way home when
are taken to a ruin in the woods outside the city. At the they were attacked by the demons.
ruins the children are sacrificed and a demon appears to
do the bidding of the sorcerer. The Keres (demons) were summoned by the sorcerer Nefa-
tus to abduct more children. The demons will attack until
The following encounters occur as the Heroes tour the they succeed at grabbing the boy, or are driven off by the
city and partake of the celebration. The encounters do Heroes. They will fly out of the city towards the woods to
not have to be played in order. Each one will provide a the north. If Rotho is taken away by the Keres, Clotho will
clue to the mystery. beg the Heroes to get him back. If asked for compensation
Clotho will offer to build the characters bronze items or
Temple of Hermes weapons.
The Temple of Hermes is a large rectangular pillared
structure. It has a twenty foot tall statue of Hermes at the The Tangle
center. At the statues feet are piles of offerings. Wine, The tangle is the sprawl that radiates out from the argola. It
coins, trinkets, and food constitute the sacraments. Several is a jumble of plaster and stone buildings that creates dark
priests are present to oversee the prayers. A nearly constant alleys and dead end paths. The pathways and buildings
stream of worshippers visits the temple. The players that have evolved organically as needed. The dwellings are built
make offerings at the temple will gain a Hero Point. among ruins of older structures that have been long for-
gotten. Radiating further out from the argola the buildings
In sharp contrast to the jovial worshippers are a grief get more ramshackle; until the outer city wall is reached.
stricken family. The players hear them crying and praying The wall is in disrepair and no longer used for defense.
for the return of their daughter, Alda, that has been taken. There are no city gates. The wall has broken down sections
If asked, they will tell the characters about a black winged that allow easy egress to the city. The ‘Tangle’ continues
creature that snatched their daughter from the street. The outside the wall. Less permanent hovels and tents crowd
family will insist that Hermes has heard their prayers and the outside of the wall.
sent bold Heroes to help. If the players accept the chal-
lenge they will receive a one-time boon roll in addition
to their Hero Point. The Boon roll can be used at any time
during the adventure.
83
The Woods
Eventually the players will put the clues together. They
will go investigate the woods north of Feneos. A mile or
so out of the city, in the woods, they will encounter a few
robed priests with torches heading down a trail. The priests
will eventually lead the characters to a valley that contains
old ruins. Columns and stone blocks lay scattered about
the clearing. There is the remnant of an old temple stand-
ing. The temple entrance is guarded by two thugs. The
priests enter the ruined temple. Chanting echoes into the
night.
84
pythos Death on the Plains
Attributes
Strength: 6 This labor throws our Heroes into battle. They are put in
charge of a Pentekonter and a company of fifty hoplites.
Agility: 0
The characters are sent to uphold an allegiance with
Mind: -1 another palace state or defy the unjust usurper and join
Size : huge the other side.
Combat Abilities
Attack: constriction +0; damage 2d6-1 King Agamemnon has called on the characters home
fangs +2; damage d6+2 (+ poison) city to be allied in a feud with Feneos. The characters are
summoned by their king to answer the call of Agamem-
Defense: 0 non. The characters will be told of the feud and sent to
Protection: d6-2 (2) (tough scaley hide) fight in the battle and accept the reward and spoils of
Lifeblood: 35 war. They will be put in charge of a Pentekonter and fifty
men.
The King This adventure introduces omens. The players will en-
If the characters make their deeds known; they will be counter two omens on their journey. Both show disfavor
summoned to the court of King Agapenor. He will hold a from Ares. The god is opposed to Agamemnon’s plot.
feast in his throne room. The characters will be honored The cause of the bad omens will be discovered by the
guests. They will be given treasure and special privileges. characters. If the characters choose to fight on the side of
After several days of luxury in the king’s court he will ask Agamemnon they will receive no Hero Points by feast-
the Heroes to take on another labor; but that is another ing with the king. If the Heroes switch sides they will
story…… receive a use once Boon roll during the battle. The reason
for these two occurrences should be kept ambiguous.
The Journey
The first leg of the journey takes the characters from their
city of origin to the beach nearest to Feneos. During the
journey at sea the characters galley will be attacked by
pirates.
86
Lifeblood 10 The Battle of Feneos
Careers The morning of the battle will be spent readying equip-
ment, inspiring hoplites and making offerings.
Scholar 2
Noble 1 At mid- day on the baked plain the armies of Agamemnon
Protection: 0 and King Agapenor of Feneos will clash.
Weapons Dagger d3 The battle should be handled per the Battle rules.
Both armies are generally equal. The battle begins with
shield walls of armored hoplites clashing. Chariots wheel
and psiloi pelt the soldiers with showers of arrows and
sling bullets. The surprise comes when Feneos unleashes
its secret weapon; group of fighting centaurs as well as
their champion, a giant. Depending on which side the
Heroes choose; they will have to defeat or fight alongside
the quarrelsome creatures. The centaurs take the place of
chariots on the Feneos side.
tarbus
Tarbus is a roughhewn Thracian; quiet and gruff.
Attributes Combat Abilities
Strength 2 Pankration 1
Agility 0 Melee 2
Mind 0 Ranged 0
Appeal 0 Defense 0
Lifeblood 12
Careers
Mercenary 2
Slave 1
Protection: d6-2(2), animal skin, vambraces
Weapons Rhomphaia d6+2
87
polybotes Agapenor’s Champion Victory / Defeat
Polybotes is champion for Feneos. He is a blood thirsty The player’s contingent of soldiers is pivotal to victory. So,
giant. The king promised him a feast of Agamemnon’s whichever side they choose will ultimately be victorious.
soldiers. His size and fighting ability make him nearly Once the battle is over and the dead are tallied there will
invulnerable. He wields a ship’s keel with the bronze be funeral games for the lost followers. The Heroes will be
ram, as a club. rewarded by whichever side they were fighting.
Attributes Combat Abilities On Agamemnon’s side:
Strength 10 Pankration 0 Agamemnon will be spiteful towards the characters in
Agility 0 Melee 2 spite of the victory. He will reward them with one hundred
Mind 0 Ranged 0 bulls. This reward has a large monetary value, but will be
difficult to transport and liquidate. Agamemnon knows
Appeal 0 Defense 0
this and means it as a slight.
Lifeblood 20
Careers On Agapenor’s side:
Mercenary 2 King Agapenor will invite the players inside the city to
Protection: d3-1 (1) skins feast. They will be rewarded with a wagon load of various
pieces of silver, gold gems etc. They will also be rewarded
Weapons Club d6+10 with their own apartment within the kings Acropolis.
88
Island of Entropy typical triton crew
The crew is truly motley. Some seek adventure others
This adventure introduces the characters to sea travel want to make enough to leave the life of the sea. They
without being responsible for the whole crew. They are have a mixed bag of useful skills. The one thing the crew
hired as a specialized team of explorers. The Heroes will has in common is that they are not strangers to bending
visit a well-known island and encounter some trouble. their backs to the oars and braving the dark sea.
Then they are pursued at sea by pirates. The adventure is Attributes Combat Abilities
culminated with an uncharted island where they awaken
Strength 0 Pankration 0
an ancient evil.
Agility 0 Melee 0
The characters are hired to be sea scouts by a rich mer- Mind 0 Ranged 0
chant. The merchant wishes to establish an alternate Appeal 0 Defense 0
trade route. The merchant has also obtained an ancient Lifeblood 3
Hyperborean map of an island. He believes the island
Careers
will be the key to establishing a new route; as well as
possible treasure. The common trade routes are also well Other Crew members have various helpful ca-
known to pirates. There are many unexplored islands reers. (see Followers)
in the Aegean. The merchant wishes to find a chain of Sailor 1
islands that have suitable landings and fresh water. The Protection: d6-2 (3) light cuirass
Heroes are hired to go along and survey new islands.
Weapons Sword or spear d6, dagger d3
The Triton
The ‘Triton’ is a Triakonter. The ship has a captain and crew The Journey
of thirty. The ship is old but seaworthy. She has been used The sea port that the journey starts from isn’t important. It
for many trading journeys. The Triton has survived a few depends on where the Hero’s last adventure left off.
sea battles with pirates. The crew is proud of their ship and The journey will take roughly two to three days. During
will tell the stories of her voyages with little provocation. the journey the characters will see a bad omen by Poseidon
and encounter a rough band of pirates.
captain alec
Alec is an experienced sea fighter. He tends to grum- Omen
ble on land and turn to a jovial companion at sea. The Once the Triton is out to sea, the crew will feel an earth-
captain is fiercely loyal to the merchant. He will keep a quake. The ocean will boil and several dead dolphins will
close eye on the interests of his employer, as well as the emerge from the deep. This is as a bad omen by Poseidon.
well-being of his crew.
Attributes Combat Abilities Sea People
Strength 0 Pankration 1 The Triton will stop at nightfall at a small unnamed island.
Agility 0 Melee 1 A group of sea people also wish to make their landing here.
They are menacing, but are not in the mood for trouble.
Mind 2 Ranged 0
There is plenty of room and water for both ships on the
Appeal 2 Defense 0 rocky beach. The captain of the sea people ship will nego-
Lifeblood 10 tiate with the characters to stay the night. They will offer
Careers several amphorae of wine. They have silver and trinkets to
Sailor 3 bet on boxing and wrestling matches; as well as gambling.
The crew of the Triton will be more than willing for some
Protection: d6-2 (3) light cuirass sport with the sea people.
Weapons Kopis d6, dagger d3
The Challenge
One of the Heroes will be challenged by the ships
champion to unarmed combat. The fight should
be challenging but not to the death. Just han-
dle the fight normally and stop the damage at 0.
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Island of Enaes Fair Seas
After a day at sea the captain will land the ship at a small After being resupplied the captain orders the Triton to sea.
island, a well-known stop among sailors. Enaes is a wooded Several days of easy travel doesn’t ease the crew’s fears of
island. It has a fresh spring and sandy beach that makes not seeing land in several days. The water is running low
landings easy. After the ship is beached the crew will go and the crew gets restless.Alec changes course several
about making camp. Three crewmen are sent out to fill times. He confides in the Heroes that he fears mutiny.
large skins with water. He has heard of a mist shrouded island on the present
course.
The Attack
Two crewman come running from the forest shouting The Storm
about monsters. The third crewman, Elos, is not present. Poseidon decides that the Heroes are getting too close to
When the Heroes go to investigate they find a shaded pool the forbidden island, shown on the merchant’s map. He
with a waterfall fed by a small creek. The only trace of Elos sends a storm to discourage them. The sky darkens, light-
is a smattering of blood on the grass.Two black leopards ning dances on the horizon. It becomes apparent that if
attacked the men. They killed Elos and dragged him above the Triton keeps it’s course it will go straight into the jaws
the waterfall to the top of a large tree. One Leopard will of catastrophe.
wait in the tree top and the other waits in the bushes to
ambush anyone that climbs the cliff to investigate. Turning back will send the Triton on a landless course that
will take several more days; with water running low it may
The leopards will attack the Heroes when they make their cause mutiny or a loss of crew members, due to thirst.
way to the top of the waterfall. Regardless of the hazards
of retrieving the corpse of Elos; the crew will insist upon Pushing ahead will put the ship in danger, but the next
giving him a proper burial. (See: Death of a Hero) They morning will find them at the island.
fear that his shade will haunt them; or worse a demon will
come to punish them. Rough seas and lightning strikes will menace the ship. The
storm will be handled as an attack on the ship. The Heroes
must make a ship maneuver roll to avoid damage from
lightning and waves. (Resources can be used: See Cult
of Poseidon) If Heroes fail the roll the ship will take 1d6
damage and 1d3 crew will be wounded. On a success the
ship and crew take no damage. The ship and crew will be
‘attacked’ ten times during the long night.
leopard
Attributes If the players have particularly bad luck, do not sink the
Strength: 1 ship. In climactic fashion have the scene fade to black.
Agility: 3
Mind: 0 The Island
The morning will see a misty island on the horizon.If the
Size : medium
GM had the scene fade to black; the Heroes and crew will
Combat Abilities awaken on the beachThe wreckage of the Triton has also
Attack: 1 bite +4; damage 1d6-1 washed up on the shore.
2 claws+2 per attack; damage 1d6-1
each claw The Kraken
(Attack with all three attacks at -1) Poseidon is enraged by the Heroes disregard of his warn-
Defense: 2 ings. He has sent a Kraken to destroy their ship. It surfaces
Protection: 0 frequently off shore and lets out cloud sundering bel-
Lifeblood: 10 lows. The Heroes are safe on land. It waits for the He-
roes to leave the island, then it will feast on their flesh.
Jungle cats that wait on tree limbs to ambush their prey.
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The Beach buildings are made of the same stone as the wall. They are
scattered about the broken streets. Mostly collapsed, they
The beaches of the island are littered with many ships that
leave little clue of their former purpose. The ruins have
have been wrecked by the storms.
also been picked clean of their treasure. Several shimmer-
ing birds will be seen soaring above the city. They will
The wreckage seems to have accumulated over the ages.
eventually land on a standing section of the wall. Their
None of the ships are seaworthy. Items of value seem to
perch seems to glitter in the sunlight.
have been looted. There is evidence of funeral pyres and
burials, as well as bleached bones near the beaches.
The ruins were a Hyperborean city eons ago. It was built
around the tower. The tower has a device that was used as
The Forest a signaling device as well as a weapon. The many scattered
Beyond the beach and covering most of the island is a Hyperborean hieroglyphs will tell this tale to a character
dense forest. There is an abundance of game and fresh that investigates them.
water. This fact makes it seem odd that there are not more
survivors from the ship wrecks. While exploring the ruins a Brazen bird will attack the
Heroes. The bird will dive at the Heroes and fling sharp
The Webs bronze feathers.
When delving into the forest the Heroes soon encounter a
large web. It spans several tall trees. There are human and
animal bones littering the forest below. If a scouting party
was sent out; one of the scouts is suspended in the web. He
is alive, but paralyzed by the Arachne poison.
arachne hatchlings
Attributes
Strength: 3
Agility: 4
Mind: 0
Size : large
Combat Abilities
Attack: Attack with 1 bite +1; damage 1d3 +
venom (strength test or be paralyzed)
Shoot web +0; Strength test or be
trapped.
Defense: 2
Protection: d3-1 (1) (exoskeleton)
Lifeblood: 5
The Ruins
At the center of the island lies a large ruin. The first rem-
nant of the ancient city will be a stone wall. The wall is
precisely fitted stone that surrounds the city. Parts of the
wall have collapsed and left huge gaps. The forest has won
its campaign to reclaim the city. The city is roughly round
and about a mile across. At its center is a black tower. The
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The Nest brazen bird
On the far side of the city is a remnant of the wall that is Attributes
being used by (1-3 depending on the party’s size) Brazen
Strength: 2
birds. Atop the section of wall they have horded all the
treasure of the island. Between the stone crevices lays a Agility: 3
glittering array of ancient and contemporary treasures. Mind: 0
Among the treasure lies a complicated key. This key will Size : medium
open the tower door.
Combat Abilities
The Birds will furiously attack anyone that approaches Attack: 1 bite +1; damage 1d6-1
their lair. Attack with 2 feathers +0 per attack;
damage 1d6-1
The Brazen birds were formerly guardians of the city. The Defense: 2
automatons were created to protect the city from interlop- Protection: d3-1 (1) (bronze feathers)
ers. Through the ages the flock has been reduced to a few Lifeblood: 20
birds. They still continue their function by hording
valuables and attacking outsiders.
The Tower
Amidst the moldering ruins broods a large tower. It is
made of smooth black stone. It seems to be untouched by
the ages. There is a colossal circular door at the base that
has what appears to be a key latch. Picking the lock is a de-
manding (-6) task. Trying to batter the door will not even
elicit a sound from the solid door.
Ground level
There is a bronze basket that sits on the bottom floor. It can
fit up to ten mortals. It is suspended by cables. With care-
ful examination the characters can use this contraption as
an elevator. It runs on spring power and can be wound up
when it runs out of power. There is a circular crank on the
wall that will tension the springs when turned. The eleva-
tor will take the Heroes to other levels of the tower.
Living levels
There are several levels that had been used for living and
sleeping quarters. This is apparent by the beds and furni-
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ture formed out of the black stone.
The Curse
Alchemist lab
Ancient chemical sniffers within the tower have detected
This level was a large laboratory used by the Hyperborean
non- Hyperborean mortals within the tower. As a last ef-
alchemists. A scholar or alchemists will lament the knowl-
fort to stop intruders from capturing a S’Krinak- T’Retrok
edge that this room once held. Stone tables that form out
Device the ancients have set a trap. An ancient alchemic
of the floor have remnants of various alchemic devices.
device mists the island with an evil concoction. The mist
There are a few fragmented metallic scrolls with ancient
will make the dead rise and attack the living. All of the
knowledge.
dead sailors littering the beaches will re- animate. Some
will attack the crew of the Triton. The crew will lose 1d6
This is a good time to reward an alchemists or scholarly in the fight. They will end up in a standoff on top of one
character with a device or scroll that may intrigue them. of the wrecked ships. The rest of the Earth Born will make
their way to the tower to destroy the Heroes.
Cartography level
Once used to hold maps and navigational information. If the players decide to fight their way back to the beach
The maps and charts made of parchment and papyrus are they will have to fight three separate battles with (1d6 for
now gone, yet among the dust there are some maps. The each character ) Earth born. The final fight will be to
maps are etched on a paper thin metal that can be folded rescue the crew.
or rolled then unfolded with no apparent creases. There is
also a large map of Hellas on the wall etched into the black
The players may have a tough time. They may not have
stone wall.
thought of using the device to slay the Earth born and
the Kraken. It would be a good time to throw them some
A map of an interesting area can be used to lead the players
hints through the hieroglyphs.
to another adventure.
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Adventure Seeds all the way; all winds will converge at once causing disas-
trous havoc.
• A king has been away for an extended time. Suitors
are taking advantage of the hospitality of his house. Apollo’s Lens
They want the queen’s hand in marriage. The king’s son A Small disc of glass. It is crystal clear and convex. The lens
has asked the Heroes to bring order back to his house. can be used to start a fire as long as there is sunlight. It can
also be used to magnify small objects.
• A curse has been put on a city. It has been divined that
the curse is caused by sorcery and not the Gods. The He- Arachne’s tapestry
roes must find the magician and break the curse. A large tapestry that is painstakingly woven from the webs
of giant Arachne spiders. If someone stares into the tapes-
• During a battle an ally Stratego is killed. The player’s try they will see a scene appear that represents an event in
Hero is blamed. There will be an execution. the past present or future. A priest will get a boon if they
use the tapestry for divination.
• A group of mercenaries are deep in enemy territory when
they are betrayed by their patron. They must make their Arrows of Artemis
way through miles of enemy territory back to their ship. The arrows of Artemis are arrows that can slay any living
thing. If hit by the arrow creatures must make a hard (-2)
• A Vengeance Boar is destroying the countryside. The strength test or die instantly.
Heroes answer the call to hunt the beast.
Arrows of Apollo
• The Heroes fin a map that leads to an ancient ruin in These black arrows cause a rotting sickness to whomever
Arcadia deep in the Stymphalian Swamp. they strike. If hit by one of these arrows the being must
make a tough (-4) strength test or take 1d6 damage ev-
Magical Items ery hour until death. Anyone who touches the affected
Magical items may be found by Heroes. The artifacts may creature must make a tricky (-1) strength test or suffer the
be among heaps of treasure, carried by a celebrated cham- same fate.
pion or the goal of a quest.
Atalanta’s sandals
Magical items are sometimes created by Sorcerers or Al- These sandals allow the wearer to get a boon for long dis-
chemists. A crafted item will often be given the name of a tance running.
god or Hero as tribute. Magic items may be an artifact from
the ancients, or they could be a divine gift from the Gods. Autolycus’ boots of silence
Autolycus was a Heroic thief in days past. The boots allow
Achilles’ shield the wearer to gain a boon while sneaking.
Achilles’ shield can emit a flash of light. The light ema-
nates from the face of the shield. All opponents caught in Bellerophon’s bridle
the light are temporarily blinded. The owner can make the This is an enchanted rope. If lassoed around the neck of a
shield flash once per day. Anyone caught by it will get a wild beast a boon is gained for any attempt to befriend the
flaw to any action for 1d6 rounds. creature.
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throwing. This spear will never miss its target when Hecate’s flame
thrown, as long as the target is in sight of the thrower. The Hecate’s flame is a brazier that can get the favor of the god-
user may still roll the dice to get a Mighty success. dess. While a flame is kept burning in the device a priest or
a sorcerer will get a boon.
Cornucopia
A cornucopia or ‘Horn of Plenty’ is a large goat’s horn. It Hyperborean Cloak
can provide food for up to three people indefinitely. The A Hyperborean Cloak will allow a mortal to be in freezing
owner simply imagines the food they want and it will drop cold without suffering. The cloak is made from unknown
from the horn. material, which allows it to be lightweight.
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