TEXT:  
  TRIREME
  A Marine Supplement for Revised 
  1 
  REMES & TRITON
   
  A Marine Supplement for Revised Mazes & Minotaurs
   
   
    
  TONS 
  Mazes & Minotaurs 
   
  
  2 
   
  TRIREMES & TRITONS 
   
  A Marine Supplement for Revised Mazes & Minotaurs 
   
  NEW UPDATED & EXPANDED 2012 EDITION 
   
   
   
   
  Foreword & Credits 
   
  Back in the 1970s, when the first edition of Mazes & 
  Minotaurs was the only roleplaying game around, 
  M&M players and Maze Masters used to joke about 
  a “forever forthcoming” supplement called Triremes 
  & Tritons (or was it Tritons & Triremes?).  Although 
  the “definitive marine supplement for M&M” was 
  regularly announced, promised and trumpeted in the 
  pages of the Griffin magazine, it simply never came 
  out – apparently for a variety of obscure contractual 
  reasons. As the years went by, Triremes & Tritons 
  became known as “the sea serpent of M&M”; like its 
  mythic namesake, it would regularly show its head 
  before disappearing beneath the waves again. 
   
  Now, more than 25 years after its first mention in the 
  Coming Soon section of the Griffin magazine, we 
  are proud, at last, to bring you Triremes & Tritons 
  for the 2012 Silver Jubilee of Revised M&M – not 
  the original supplement (but was it ever written at 
  all?) but a compilation of material originally 
  published in the Minotaur webzine, collected, 
  reformatted and even updated for the occasion!  
  Within these 30+ pages, you will find optional rules 
  for naval warfare and underwater adventuring, 
  fascinating information on islands and the undersea, 
  more than twenty new creatures, new mythic items 
  and no less than four new character classes! 
  Welcome aboard! 
   
  Authors: Olivier Legrand, Luigi Castellani, Andrew 
  Pearce and, of course, Luke G. Reynard. 
   
  Editor: Olivier Legrand 
   
  Interior Art: Diverse Hands, including Emmanuel 
  “Croquefer” Roudier (see p 24!) 
   
  Some illustrations © copyright Clipart.com 
   
   
  Table of Contents 
   
  I: HEROES OF THE SEA  
   
   
  Tritons 
   
   
        
       3 
   
  Tritonides  
   
        
   
       4 
   
  Delphins 
   
   
        
       5 
   
  Mariners 
   
   
        
       6 
   
  II: WAR SHIPS & SEA BATTLES 
   
  Naval Warfare in Mythika 
   
       7 
   
  Rules for Naval Warfare 
                     9 
   
  III: ISLANDS & COLONIES 
   
  The History of Colonization 
   
       11 
   
  The Nature of Colonies 
   
       14 
   
  IV: POSEIDON’S KINGDOM 
   
   
   
  Undersea Adventuring 101 
        
       16 
   
  The Unseen Oceanids  
        
       18 
   
  V: DENIZENS OF THE DEEP 
   
   
   
  Abyss Lurker & Amphydra 
   
       19 
   
  Cetoceros & Hexapod  
   
       20 
   
  Hogrebos & Ichtyosatyr 
   
       21 
   
  Jaskonos & Killer Fish  
   
       22 
   
  Langustos & Large Octopus 
   
       23 
   
  Lyrian 
   
   
   
       24 
   
  Merion & Morid 
   
   
       25 
   
  Psychic Medusa & Sea Gorgon  
       26 
   
  Sea Titan 
   
   
   
       27 
   
  Shark, Giant Shark & Siluros                       28 
   
  Tritonide & Tyrodon 
   
   
      29 
   
  Whale  
   
   
   
      30 
   
  VI: MARINE MYTHIC ITEMS 
   
   
   
  Treasure of the Tritons 
   
       31 
   
  Wonders of the Waves  
   
       32 
   
  Unique Artifacts 
   
   
       33 
  
  3 
   
  I: HEROES OF THE SEA 
   
  This chapter details a quartet of optional character 
  classes for campaigns with a strong marine focus: 
  Tritons, Tritonides, Delphins and Mariners. 
   
  TRITONS 
   
  Tritons are the famous mermen of legend, well-
  known for their stormy temper. For obvious reasons, 
  Triton characters can only participate in undersea 
  adventures. In game terms, they may be seen as 
  the marine equivalents of Centaurs. 
   
  Primary Attributes: Might and Skill. 
   
  Gender: Player character Tritons can only be male. 
  Mermaids would never leave the undersea domains 
  of the Triton folk to go on quests or adventures – or 
  would they? See next page for the answer. 
   
  Basic Hits = 12 
   
  Mighty Warrior: Because of their tough, scaly skin, 
  Tritons add a +2 bonus to their basic Defense Class 
  (and also receive an additional defensive bonus due 
  to their Aquatic Agility, as detailed below). They also 
  add their Might mod to their melee Initiative. 
   
  Aquatic Agility: In addition to the toughness bonus 
  mentioned above, Tritons add their Skill mod to their 
  EDC against melee and missile attacks unless they 
  are surprised, as well as to all their Danger Evasion 
  rolls, with the exception of detection rolls. While 
  swimming, they can cruise at four times their basic 
  movement and never need to make swimming rolls. 
   
  Weapon of Choice: Trident. 
   
  Level Benefits: Each level beyond the first gives a 
  Triton +4 Hits, +1 to Luck and +2 to Might, Skill, 
  Wits or Will (player’s choice). 
   
  Possessions: Tritons start with a trident and a net. 
  They do not possess any monetary wealth. 
   
  Patron Deities: All Tritons are followers of 
  Poseidon, king of the deep. 
   
  Reputation Effect: The Triton’s Reputation Effect 
  of Undersea Renown affects all undersea Folks. 
   
  Languages: All Tritons speak Merian as well as the 
  unique tongue of Dolphins. They rarely bother to 
  learn other languages. Most of them are illiterate, 
  since the written form of Merian is only taught to 
  Triton Scholars (who are quite rare). 
   
  Background Talents: Triton characters must 
  choose two talents among the following: Armorer, 
  Beastmaster, Healer, Musician (conch concerto, 
  anyone?), Scholar and Sea Scout (see below).  
   
   
   
   
   
   
  Additional Abilities  
   
  Tritons have a natural affinity with the fauna and 
  flora of the subaquatic milieu. If the optional rules on 
  Taming Creatures from the M&M Companion are 
  used, Tritons may attempt to Tame by Craft 
  underwater Beasts (such as Sea Horses etc). This 
  does not apply to Monsters (which cannot be 
  Tamed by Craft) or to Dolphins (who are Folks and 
  thus do not need to be Tamed). Note that Tritons 
  cannot ride Sea Horses (for obvious anatomical 
  reasons) but often use them as draft or pack 
  animals, pets or even guardians. 
   
  Triton characters (and only them) have access to a 
  special Sea Scout talent, which is the undersea 
  equivalent of the Woodsman talent, advantaging the 
  character on stealth and detection rolls. Most of the 
  other Background Talents available to Triton player-
  characters are also specifically adapted to the 
  undersea environment: their version of the Armorer 
  talent, for instance, allows them to manufacture 
  weapons and armor using the bones and scales of 
  marine creatures and other natural elements of their 
  environment (yup, no forges underwater…), while 
  Beastmaster only applies to underwater animals.  
   
  If the optional rules on Depth Levels given in 
  chapter III are used, Triton player-characters have a 
  maximum Depth Level of 4 but may be allowed to 
  venture to Depth Level 5 with successful Physical 
  Vigor rolls, as detailed in the text. 
  
   
  TRITONIDES 
   
  These fighting mermaids could be described as the 
  Amazons of the Undersea. They are actually young 
  Mermaids who have decided to forsake their 
  traditional feminine and melodic roles to become 
  warriors – just like their Triton fathers and brothers.  
  Needless to say, this very recent and marginal 
  liberation movement has been met with utter 
  contempt and even violent anger by the very 
  irritable and traditionalist (or is that chauvinist
  Tritons, who have simply banished those “deranged 
  females” from their society. Exiles from
  undersea clans have now formed a tribe of their 
  own, calling themselves the Tritonides. 
   
  Primary Attributes: Skill and Grace
   
  Gender: Female 
   
  Basic Hits = 12 
   
  Graceful Warrior: The unique fighting style of 
  Tritonides allows them to use their Grace mod 
  instead of their Might mod when calculating their 
  Melee score. They also add their Grace mod to their 
  melee Initiative.  
   
  Aquatic Agility: Tritonides add their Grace mod to 
  their Defense Class against melee and missile 
  attacks, unless they are surprised, as well as to all 
  their Danger Evasion rolls, with the exception of 
  detection rolls. When using full movement,
  cruise at four times their standard movement rate. 
   
  Weapon of Choice: Trident. 
   
  Level Benefits: Each level beyond the first gives a 
  Tritonide +4 Hits, +1 to Luck and +2 to Skill, Wits
  Will or Grace (player’s choice). 
   
  Possessions: Tritonides start with a trident and a 
  net. They do not possess any monetary wealth.
   
  Patron Deities: Although they have been banned 
  from traditional Triton / Mermaid society, the 
  Tritonides remain fiercely loyal to Poseidon. It 
  should be noted that, so far, the God 
  not reacted in any way to the Tritonides’ declarati
  independence or to the Tritons’ outraged anger. 
  Perhaps he has special plans for the Tritonides, in 
  his future wars against those who still defy his 
  supremacy (such as the Fomoros). 
   
  Reputation Effect: A Tritonide’s Reputation Effect 
  affects all undersea Folks, except.Tritons, for whom 
  a Tritonide’s Reputation bonus will actually act as
  negative reaction modifier. 
   
  Languages: All Tritonides speak Merian as well as 
  the unique tongue of Dolphins. 
   
  Background Talents: All Tritonide 
  the Sea Scout talent (see previous page), plus 
  another 
  talent 
  chosen 
  among 
  Beastmaster, Healer, Musician or Scholar
   
  4 
  mermaids could be described as the 
  Amazons of the Undersea. They are actually young 
  Mermaids who have decided to forsake their 
  traditional feminine and melodic roles to become 
  just like their Triton fathers and brothers.  
  ery recent and marginal 
  liberation movement has been met with utter 
  contempt and even violent anger by the very 
  irritable and traditionalist (or is that chauvinist?) 
  Tritons, who have simply banished those “deranged 
  females” from their society. Exiles from the various 
  undersea clans have now formed a tribe of their 
  own, calling themselves the Tritonides.  
  and Grace. 
  The unique fighting style of 
  allows them to use their Grace mod 
  instead of their Might mod when calculating their 
  their Grace mod to their 
  their Grace mod to 
  their Defense Class against melee and missile 
  , as well as to all 
  Danger Evasion rolls, with the exception of 
  When using full movement, they can 
  movement rate.  
  Each level beyond the first gives a 
  +4 Hits, +1 to Luck and +2 to Skill, Wits, 
  start with a trident and a 
  net. They do not possess any monetary wealth. 
  Although they have been banned 
  from traditional Triton / Mermaid society, the 
  Tritonides remain fiercely loyal to Poseidon. It 
  should be noted that, so far, the God of the Sea has 
  not reacted in any way to the Tritonides’ declaration 
  independence or to the Tritons’ outraged anger. 
  Perhaps he has special plans for the Tritonides, in 
  his future wars against those who still defy his 
  ’s Reputation Effect 
  Tritons, for whom 
  a Tritonide’s Reputation bonus will actually act as a 
  s speak Merian as well as 
  characters have 
  the Sea Scout talent (see previous page), plus 
  the 
  following: 
  or Scholar.  
   
   
  - Sorry, did you just call ME a Mermaid?
   
  Songs of the Tritonides
   
  The Price of Freedom 
   
  As can be gathered from the above description, 
  Tritonides do not have the Vocal Entran
  gifts of ‘true’ Mermaids: they chose to forsake 
  this power, which they saw as 
  a true warrior’s vocation –
  to pay for their emancipation. For 
  using their forsaken Mermaid 
  mean a complete betrayal of her chosen beliefs
  this would immediately cast her out of the 
  nascent Tritonide society. 
   
  A Different Kind of Music
   
  That being said, a possible development of 
  Tritonide culture could be the appearance of 
  Tritonide Lyrists: ex-Mermaids who share their 
  Tritonide sisters’ feminist outlook
  have the martial mentality of a would
  Such characters could h
  Lyrist vocation, turning their unique vocal gifts 
  into a form of magic that is both acceptable and 
  useful to their warrior sisters. 
   
  In game terms, such characters would 
  characteristics, primary attributes, restrictions 
  and powers as Lyrists –
  exception. Since such characters would not, 
  unlike true Lyrists, be under the divine 
  patronage of Apollo, they would not receive 
  supreme, magnitude 6 power of Song of 
  Prophecy. They would, however, benefit from 
  the Tritonides’ Aquatic Agility.
   
  Sorry, did you just call ME a Mermaid? 
  Tritonides 
  As can be gathered from the above description, 
  the Vocal Entrancement 
  gifts of ‘true’ Mermaids: they chose to forsake 
  this power, which they saw as incompatible with 
  – as well as the price 
  to pay for their emancipation. For a Tritonide, 
  Mermaid ability would 
  mean a complete betrayal of her chosen beliefs: 
  cast her out of the 
  A Different Kind of Music 
  That being said, a possible development of 
  could be the appearance of 
  Mermaids who share their 
  Tritonide sisters’ feminist outlook but did not 
  have the martial mentality of a would-be warrior. 
  Such characters could have embraced the 
  Lyrist vocation, turning their unique vocal gifts 
  into a form of magic that is both acceptable and 
  useful to their warrior sisters.  
  In game terms, such characters would have the 
  characteristics, primary attributes, restrictions 
  – with an important 
  exception. Since such characters would not, 
  unlike true Lyrists, be under the divine 
  patronage of Apollo, they would not receive the 
  magnitude 6 power of Song of 
  . They would, however, benefit from 
  onides’ Aquatic Agility. 
  
  5 
   
  DELPHINS 
   
  Delphins are members of the Dolphin Folk with 
  unique magical abilities. They are extremely rare 
  and are treated by other Dolphins with great 
  respect. Aside from some Mariners and a few other 
  friends of the sea, most humans are unaware of 
  their existence. Like all Dolphins, Delphins tend to 
  be pacific beings; they try to protect the sea from 
  mortals as well as to protect mortals from evil sea 
  beings such as the Fomoros or the Sons of Dagon. 
   
  Like those of Shapeshifters, the true origins of the 
  Delphins’ magical powers remain a mystery but 
  appear to be partly genetic; they are obviously the 
  legacy of an ancient, forgotten time when Dolphins 
  and some members of the human race shared a 
  special magical bond.  
   
  Primary Attribute: Wits and Grace. 
   
  Gender: All Delphins are male. They can breed with 
  human women or female Dolphins (depending on 
  their current form) as well as with Nereids. Their 
  male children are always Delphins. 
   
  Basic Hits = 8 
   
  Gifts of the Sea: The magical powers of Delphins 
  (which, among other things, allow them to take a 
  human form) are described below. Their magical 
  talent, called Marine Empathy, is equal to the sum 
  of their Grace and Wits modifiers. Their Mystic 
  Strength is calculated as per the usual rules. 
   
  Power: Delphins start with (4 + Grace mod) Power 
  points at first level. They recover their lost Power 
  points by sleeping, at the same rate as Sorcerers 
  and Elementalists. 
   
  Level Benefits: Each level beyond the first gives a 
  Delphin +2 Hits, +4 Power points, +1 to Luck and +2 
  to another attribute (player’s choice). 
   
  Possessions: None. 
   
  Patron Deities: All Delphins worship Poseidon. 
   
  Reputation Effect: Delphins’ Undersea Renown 
  (affects all undersea Folks). 
   
  Languages: All Delphins know the language of 
  Dolphins as well as Merian and Minean.  
   
  Background Talents: All Delphins start with the 
  Sea Scout talent (which they can only use in 
  Dolphin form) and the Sailor talent (which they can 
  only use in human form). 
   
  Restrictions: Like Shapeshifters, Delphins avoid 
  wearing armor, since it interferes with their magical 
  shapechanging powers. 
   
  Additional Abilities: If the optional rules on taming 
  creatures from the M&M Companion are used, 
  Delphins should be given the ability to Tame marine 
  creatures by Charm (just like Nymphs). 
   
   
  Gifts of the Sea 
   
  Magnitude 1: True Form 
   
  This power allows the Delphin to revert to his true 
  Dolphin form. While in this form, Delphins retain 
  their full intelligence and their magical powers ; they 
  also benefit from all the physical special abilities of 
  Dolphins (see Creature Compendium), as per the 
  usual Shapeshifting rules (see M&M Companion).  
   
  Magnitude 2: Human Form 
   
  This power allows the Delphin to take his human 
  form (which is always the same and has none of the 
  marine advantages of his true Dolphin form). 
   
  Magnitude 3: Song of the Sea 
   
  This power works exactly like the Song of Soothing 
  power (Poetic Magic, Magnitude 3), except that it 
  only affects marine beings and the Delphin’s Marine 
  Empathy is used in lieu of the Lyrist’s Orphic Voice. 
   
  Magnitude 4: Gift of the Sea 
   
  This power works exactly like Nature’s Favor power 
  of Nereids (see Players Manual), except that the 
  Delphin’s Marine Empathy replaces Odyllic Charm. 
   
  Magnitude 5: Curse of the Sea 
   
  This power works exactly like the the Curse of the 
  Drowned power of Nereids (see Players Manual), 
  except that the Delphin’s Marine Empathy replaces 
  the Nymph’s Odyllic Charm bonus. 
   
  Magnitude 6: Weather Control 
   
  This power is exactly the same as the Magnitude 6 
  power of Nereids (see Players Manual). except that 
  the Delphin’s Marine Empathy bonus replaces the 
  Nymph’s Odyllic Charm bonus. 
  
  6 
   
  MARINERS 
   
  Mariners are the best seamen of Mythika. Most of 
  them are members of the Brotherhood of Mariners, 
  a loose organization that tries to enforce the “Code 
  of the Sea”, a collection of traditional laws that all 
  honorable sailors are assumed to follow – which 
  includes fair and just captainship, women and 
  children first, always rescue a ship in peril, equal 
  shares of treasure for crewmen (doubled for 
  captains), no girls in the crew and other tenets of 
  honor and common sense. Those who do not follow 
  this Code call themselves “Freebooters” but are 
  often little more than greedy, dishonorable pirates. 
   
  Primary Attributes: Will and Luck 
   
  Gender:  All Mariners are male. 
   
  Basic Hits = 10 
   
  Athletics: Mariners excel at climbing, swimming 
  and other athletic activities, including brawling and 
  wrestling. In game terms, they add their Will mod to 
  all their Athletic Prowess and unarmed Melee rolls.  
   
  Seamanship: Mariners have a special Seamanship 
  bonus equal to the sum of their Luck mod and Will 
  mod. This bonus is added to all the character’s 
  Danger Evasion rolls made while on board of a ship. 
  This ability also allows them to predict weather 
  when at sea, as detailed below. 
   
  Weapon of Choice: Sword, axe, sling or bow. 
   
  Level Benefits: Each level beyond the first gives a 
  Mariner +2 Hits, +1 to Luck and +2 to Might, Skill, 
  Wits or Will (player’s choice). 
   
  Possessions: Mariners start with a dagger, their 
  weapon of choice and a starting wealth of 3D6 x 5 
  silver pieces. 
   
  Restrictions: Mariners may wear any type of armor 
  but usually choose not to do so, since a high 
  Encumbrance may be dangerous on a ship. 
   
  Patron Deity: Poseidon, the King of the Sea. 
   
  Background Talents: All Mariners have the Sailor 
  talent, plus a second talent chosen among Acrobat, 
  Musician, Orator, Scholar and Wrestler. 
   
  Reputation Effect: Unlike other Specialist classes, 
  Mariners do benefit from a Reputation bonus – but 
  only if they respect the Code of the Sea. This 
  Reputation bonus works on all other Mariners and 
  sailors (except Freebooters), as well as with all 
  followers and Priests of Poseidon. 
   
  Advancement: Like all Specialists, Mariners rise in 
  levels by accumulating Experience points. They 
  gain 50 points everytime they use their Seamanship 
  special ability in an important adventuring situation 
  or even 100 points if this contributes to save their 
  ship. Mariners may also gain 100, 200 or even 500 
  Experience points for exploring mysterious islands 
  and other weird marine sites. 
   
   
   
  Notes & Comments 
   
  Return of the Ancient Mariner 
   
  Ever since it was mentioned in the old Men & 
  Monsters supplement, the Mariner class became 
  something of an obsession among some Mazes & 
  Minotaurs gamers. From the late seventies to the 
  early eighties, no more than six (six!) different 
  incarnations of this « lost class » were published 
  in various gaming magazines.  
   
  The official version of the Mariner class was 
  regularly announced as part of the forever 
  forthcoming Tritons & Triremes supplement (or 
  was it Triremes & Tritons?). Like the rest of the 
  original Triremes & Tritons material, it was never 
  published - allegedly because of some contractual 
  technicalities which remain an enigma to this day.  
   
  In 2006, as part of the great M&M online revival 
  project, several files of previously unpublished 
  M&M material from LGS were made available on 
  the M&M newsgroup, including the long-lost 
  official write-up of the Mariner class, putting an 
  end to 30 long years of patience, speculation, 
  questing and (sometimes very bad) unofficial 
  variants. Written for the Original M&M rules, this 
  new specialist class was adapted for the Revised 
  rules in the first issue of the Minotaur Quarterly, 
  which had a marine theme. The final, 100% 
  official version presented in this supplement is a 
  slightly updated incarnation of this Revised 
  Mariner, with the same skills and abilities, with an 
  extra edge in unarmed combat (which was a 
  feature of the Original class). 
   
  Now the Mariner has come home at last!  
   
   
  
   
  II: WAR SHIPS & SEA BATTLES
   
  Naval Warfare in Mythika
   
  The First Days of Naval Warfare
   
  The war galley as we now know it is the product a 
  long history of change and refinement. In the First
  the earliest form of the war galley was the 
  vessel with thirty oars (fifteen on each side). 
   
  Towards the end of the First Age, before the Dark 
  Days, the larger penteconter was developed 
  vessel with fifty oars (twenty-five on each side). 
   
  According to legend, the very first penteconter 
  Argo, upon which Jason underwent his heroic quest. 
  Penteconters certainly were used in the Thessalian 
  War. However, they remained the preserve of the very 
  wealthy – kings and a few important princes 
  were greatly outnumbered by the smaller 
   
  In the Second Age, the penteconter 
  leading type of war galley. Whereas in the First Age
  they had been used (like triaconters
  means of transporting fighting men (who also acted 
  rowers) from one place to another, now a number of 
  naval tactics were developed to enable them to be 
  used as weapons of war in their own right. 
   
  Autarchs & Atlanteans 
   
  The Typhonian Autarchs who dominated the Middle 
  Sea with their fleets of penteconters in the final century 
  of the Second Age developed two important tactics. 
   
  7 
  WAR SHIPS & SEA BATTLES
   
   
  Naval Warfare in Mythika 
  The First Days of Naval Warfare 
  as we now know it is the product a 
  long history of change and refinement. In the First Age, 
  the earliest form of the war galley was the triaconter, a 
  vessel with thirty oars (fifteen on each side).  
  Towards the end of the First Age, before the Dark 
  was developed – a 
  five on each side).  
  penteconter was the 
  , upon which Jason underwent his heroic quest. 
  certainly were used in the Thessalian 
  . However, they remained the preserve of the very 
  kings and a few important princes – and 
  were greatly outnumbered by the smaller triaconters. 
  penteconter became the 
  leading type of war galley. Whereas in the First Age 
  triaconters) simply as a 
  means of transporting fighting men (who also acted as 
  rowers) from one place to another, now a number of 
  naval tactics were developed to enable them to be 
  used as weapons of war in their own right.  
  The Typhonian Autarchs who dominated the Middle 
  in the final century 
  of the Second Age developed two important tactics.  
  The first was shearing, which involved coming 
  alongside the enemy ship and using t
  one’s own ship to break the enemy’s oars 
  tactic to deploy without damaging one’s own oarsmen
  but, if successful, one capable of crippling both a
  enemy ship and its crew.  
   
  The second tactic involved placing an Elementalist o
  board each ship, who would then be tasked with firi
  balls of supernatural fire at the enemy ship, in th
  of starting a conflagration. This tactic, which was
  unique to the Autarchs, was sometimes referred to as
  deploying Typhonian fire.  
   
  The most deadly rivals of the Autarchs at sea were t
  Atlanteans. Not only were their galleys far stronger
  than those of their rivals, but they were also equi
  with catapults, which the Atlanteans used to fire metal 
  bolts with devastating effect upon t
  ships. The naval battles of the Age of Magic, with b
  of metal and balls of fire flying in opposite direc
  must have been an awesome and terrifying spectacle.
   
  The Bireme Revolution
   
  In the mid-first century of the Third Age, a n
  revolutionary development took place within naval 
  warfare with the building of the first 
   
  Up to then, all war galleys had used a single bank 
  oarsmen. But now, for the first time, oars were doub
  banked, 
  resulting 
  in 
  increased 
  speed 
  and 
  maneuverability. Biremes were virtually the same 
  length as penteconters, but had crews of one hundred, 
  who were now specialist rowers, not fighters. 
  WAR SHIPS & SEA BATTLES 
   
  , which involved coming 
  alongside the enemy ship and using the weight of the 
  one’s own ship to break the enemy’s oars – a tricky 
  tactic to deploy without damaging one’s own oarsmen, 
  but, if successful, one capable of crippling both an 
  The second tactic involved placing an Elementalist on 
  board each ship, who would then be tasked with firing 
  balls of supernatural fire at the enemy ship, in the hope 
  of starting a conflagration. This tactic, which was 
  unique to the Autarchs, was sometimes referred to as 
  The most deadly rivals of the Autarchs at sea were the 
  Atlanteans. Not only were their galleys far stronger 
  than those of their rivals, but they were also equipped 
  , which the Atlanteans used to fire metal 
  bolts with devastating effect upon the crews of enemy 
  ships. The naval battles of the Age of Magic, with bolts 
  of metal and balls of fire flying in opposite directions, 
  must have been an awesome and terrifying spectacle.  
  The Bireme Revolution 
  first century of the Third Age, a new 
  revolutionary development took place within naval 
  warfare with the building of the first biremes.  
  Up to then, all war galleys had used a single bank of 
  oarsmen. But now, for the first time, oars were double-
  banked, 
  resulting 
  in 
  increased 
  speed 
  and 
  were virtually the same 
  but had crews of one hundred, 
  who were now specialist rowers, not fighters.  
  
  8 
   
   
   
  Sailing on the seas of old-school adventuring... 
   
  Biremes also carried detachments of twenty fighters, 
  whose job was to engage in boarding actions against 
  enemy ships.  
   
  Most biremes were also equipped with a ram – usually 
  made of bronze – which allowed a new tactic, 
  ramming, to be developed. These new techniques – 
  boarding and ramming – alongside traditional tactics 
  like shearing, made naval combat more skilled and 
  varied than ever before.  
   
  The first biremes were developed by the Edonites, but 
  within a few decades the Tritonians had copied the 
  design, adding further refinements (such as the ram) 
  and using these new, powerful ships to establish their 
  dominance over the Middle Sea. 
   
   In the second century, the Mineans of the Three Cities 
  began to overhaul their fleets of penteconters by 
  introducing biremes, but far too late to mount an 
  effective challenge to the Tritonian naval hegemony. 
  However, the destruction of the almost the entire 
  Tritonian fleet in their foolish engagement with the 
  Atlanteans in 215 AH changed all that. The Mineans 
  quickly re-emerged as the dominant naval power, a 
  position they have retained to the present day.  
   
  Enter the Trireme 
   
  Just over a hundred years ago the last great 
  development in the evolution of the war galley took 
  place, with the building of the first triremes. In a further 
  refinement to the bireme, the oars of the trireme were 
  triple-banked, with a crew of one hundred and fifty, and 
  carrying a detachment of forty fighters. The trireme 
  was heavier, but faster and more maneuverable, than 
  any previous war galley 
  Developed by the Argoseans shortly after the outbreak 
  of the Umbrian War, and quickly embraced by the 
  other members of the Minean Coalition, the trireme 
  soon became the dominant war galley within the fleets 
  of Three Cities and Seriphos. Later, it came to be 
  adopted by some rival naval powers (including the 
  Tritonians and the Umbrians), though others still rely 
  largely or exclusively on the older bireme (such as the 
  Desert Kingdom, the Edonites and the Midians).  
   
  In recent years, several attempts have been made to 
  develop a quadrireme, either by adding a fourth bank 
  of oars, or by putting two rowers each to a double bank 
  of oars. However, critical problems with stability and 
  maneuverability remain unresolved, and the vast 
  majority of naval engineers firmly now believe that the 
  trireme will remain unchallenged as the apogee of war 
  galley development.  
   
  Pirates of the Middle Sea 
   
  Pirates, still a scourge in many parts of the Middle Sea 
  despite relentless attempts to eliminate them, generally 
  eschew the use of war galleys (whose maintenance 
  require both iron discipline and reliable funds far 
  beyond the means of most pirate bands). Instead, 
  pirates make use of merchant roundships.  
   
  Fleets of Mythika 
   
  War galleys generally have a life-span of 25-30 years. 
  Most of the major sea-powers around the Middle Sea 
  have fleets of one hundred and fifty or more war 
  galleys, meaning that they have to build five to ten 
  ships a year to maintain their fleet strength. 
   
  In times of war, this figure is often far higher. In terms 
  of numbers of available war galleys, the strongest 
  power of the Middle Sea today is Tritonis, with its 
  mighty fleet of three hundred triremes. Next is Midia, 
  which also has three hundred war galleys (although 
  most of them belong to the older bireme design).  
   
  The Argoseans have the largest Minean fleet, at two 
  hundred war triremes, compared to the Thenans with 
  one hundred and fifty, the Heraklians with one 
  hundred and the Seriphans, also with one hundred. 
  The combined might of the entire Minean Coalition is 
  without equal on the Middle Sea. However, getting 
  them to act together effectively, even in time of dire 
  emergency, would be no mean feat.  
   
  The Minean colonies rarely have fleets of their own, 
  except in the case of a few of the larger colonies 
  (such as Agathe and Sphaeros). The minor sovereign 
  Minean powers (such as the islands of Atreon and 
  Zankros in the Archipelago, Dekelea and Zephos) 
  also have their own small military fleets. 
   
  Of the rest, the Desert Kingdom has a hundred and 
  fifty war galleys (all biremes), mostly manned by 
  foreign hirelings; the Edonites of Kandaria, despite 
  possessing one of the largest merchant fleets, have 
  only fifty or so war galleys, mostly biremes (although 
  it is rumored that the Tritonians have accepted a 
  commission to build a powerful fleet of triremes for 
  
  9 
   
  the Edonites and their mysterious new masters to the 
  East); and the secretive Umbrian warlords have at 
  least one hundred and fifty ships, mostly triremes 
  (and, according to some reports, perhaps far more).  
   
  Finally, it’s anyone’s guess as to how many ships the 
  long-dormant power of Atlantis has – doubtless 
  waiting patiently, as they have for centuries, to return 
  with terrifying might to the waters of the Middle Sea.  
   
  Who knows what form the next great battle on the 
  high seas will take? 
   
  Ships & Stats 
   
  The various types of ships discussed in this 
  section should be given the following stats. See 
  next section for complete rules on naval warfare! 
   
   
   
  Biremes 
   
  Treat Biremes as War Galleys with only 10 
  Structure points, and a carrying capacity of 20 
  fighting men.  
   
  Triremes 
   
  These are the ‘standard’ War Galleys, with 12 
  Structure points and a carrying capacity of 40 
  fighting men.  
   
  Pirate Ships 
   
  Treat Pirate Ships as Merchant Roundeships with 
  8 Structure points and a carrying capacity of 15 
  fighting men (not 20, as per the normal rules for 
  Merchant Ships used as fighting vessels, as 
  Pirates always allow a certain amount of room on 
  their ships for ‘booty’).  
   
  Quadriremes 
   
  Treat experimental Quadriremes as ‘super’ War 
  Galleys with 16 Structure points and a carrying 
  capacity of 60 fighting men. However, the design 
  flaws inherent to this type of ship give it a 
  negative Fortune mod of 1d3+2. 
   
   
  Rules for Naval Warfare 
   
  Naval warfare in M&M can be dealt with using the 
  mass combat system given in the M&M Companion, 
  with a few modifications and additions reflecting the 
  specific aspects of ship-to-ship battles. 
   
  Troops, Ships & Fleets 
   
  Just as ground troops are organized in Regiments, 
  warships are organized in Fleets. Each Fleet may 
  include any number and type of ships. The type of 
  ships determines the number of troops it can carry 
  (which will affect its Regimental Strength) and its 
  Structure points (see Players Manual, p 43). 
   
  Merchant Roundships and Wargalleys. Merchant 
  Roundships have 8 Structure points and can carry 
  up to 20 men if not transporting cargo, while 
  Wargalleys have 12 Structure points and can carry 
  up to 40 fighting men each. Atlantean Wargalleys 
  (Maze Masters Guide, p 45) have 20 Structure 
  points and can carry up to 50 men. See also Ships 
  & Stats on the previous page for other possibilities. 
   
  If the transported troops have a different Size, 
  adjust the space taken by each individual on board 
  as follows: Tiny 1/10, Small 1/5, Large x 2, Gigantic 
  x 10. Thus a Wargalley could carry up to 40 Human 
  Soldiers, up to 400 Myrmidons, up to 20 Titanians or 
  a combined force of 20 Humans and 10 Titanians). 
   
  When a ship's Structure points fall to 0, it sinks, 
  carrying all its crew and fighters with her… 
   
  Combat Factor & Fleet Strength 
   
  Combat Factor for sea battles is determined as per 
  the standard mass combat rules, with the following 
  adjustments: Cavalry and Chariots cannot be used 
  (mmh, wouldn’t have guessed that one, eh?), and the 
  Charge into Battle ability grants no CF bonus in 
  naval combat, except for Aquatic or Winged troops.  
   
  Fleet Strength is the equivalent of Regimental 
  Strength. To determine a Fleet's Strength, first 
  determine each Ship's Regimental Strength by 
  multiplying the number of carried troops by their CF.  
  
  10 
   
   
   
  If the carrying Ship is a Wargalley multiply its RS by 
  1.5. Atlantean Wargalleys multiply the CF of troops 
  they are carrying by 2. 
   
  Thus, a Roundship carrying its maximum of 20 fully 
  equipped Human soldiers with a CF of 6 each has a 
  Strength of 120, while a fully loaded Wargalley 
  carrying 40 fully equipped Human soldiers (CF 6) 
  has a Strength of 360. A fleet consisting of ten such 
  Roundships and five such Wargalleys would have a 
  total Fleet Strength of 3000. 
   
  Round Sequence & Weather 
   
  Rounds take 1 hour each, as for land battles; they 
  are conducted and resolved using the same 
  sequence, but with an additional phase known as 
  the Weather Phase, which takes place between the 
  Strategical Phase and the Tactical Phase. 
   
  During the Weather Phase, each side must roll 1d10 
  on the table below – which is an expanded version 
  of the table given on p 43 of the Players Manual. 
   
  D10 
   
  Weather  
  Next Round 
   
  2 or less  
  Dead Calm 
         -1 
   
  3-4 
   
  Adverse Wind             - 
   
  5-8 
   
  Good Breeze              - 
   
  9-10 
   
  Strong Gale                +1 
   
  11 or more 
  Storm 
   
         +2 
   
  Next Round: This modifier will be applied to the 
  Weather roll of the next round. Weather modifiers 
  are cumulative; thus, two consecutive rounds of 
  Strong Gale will result in a +2 modifier. If both 
  generals roll Storm, both of them will add +4 to their 
  Weather Roll next round. 
   
  Dead Calm: Committed Fleets can only engage the 
  enemy by rowing. All your Fleets have their Strength 
  halved and get one level of Fatigue (see M&M 
  Companion p 41) at the end of the round. Aquatic 
  troops and Atlantean Wargalleys are unaffected. 
  Adverse Winds: Committed Fleets do not have 
  favorable winds. All your Fleets have their Strength 
  reduced by 20%. Aquatic troops and Atlantean 
  Wargalleys are unaffected. 
   
  Good Breeze / Strong Gale: No effect. 
   
  Storm: All units are unable to fight this round. Each 
  committed ship loses 1d6 Structure points (roll once 
  for the entire fleet). Ships which carry player-
  characters and important NPCs can make a saving 
  roll against the storm as per the usual rules (see 
  Players Manual p 43). If a 5 or 6 was rolled, Aquatic 
  units also lose 5% of their troops. 
   
  Resolution & Losses 
   
  Fleets suffer losses both in men and ships: the 
  losing side Fleets reduce the Structure points of 
  committed Ships by the Massacre Factor -2, while 
  the winning side Fleets loses a number of Structure 
  points equal to the Massacre Factor - 4.  
   
  Thus, if the MF is 5, each ship on the losing side will 
  lose 3 Structure points and each ship on the winning 
  side will lose 1 Structure point. 
   
  A ship reduced to 0 Structure points is sunk, along 
  with all the troops it transports.  
   
  If the winner wins the combat round with a margin of 
  10 or more, he gets two additional choices: he may 
  reduce damage to its Fleets by 1 point or worsen 
  damage to enemy Fleets by 1 point. 
   
  Losses suffered by all non-Aquatic creatures are 
  considered 75% dead and 25% Incapacitated 
  instead of the usual 50%-50% ratio. 
   
  Retreats 
   
  A ship's ability to retreat may be affected by the 
  weather. Storms inflict a -2 penalty on Morale rolls 
  for Retreats to all types of ships; Dead Calm confers 
  the same penalty, except for Atlantean War galleys. 
  
  11 
   
  III: ISLANDS & COLONIES 
   
   
   
  Island colonies: a major aspect of Middle Sea economy 
   
  The History of Colonization 
   
  As the sea around which the most ancient human 
  cultures were arranged, the Middle Sea has always 
  had a tremendous influence upon the way in which 
  those cultures have developed. The Middle Sea (or 
  Inland Sea as it is sometimes known) has shaped 
  the way in which trade, warfare and colonization has 
  been conducted between these nations. Just as 
  significant, though, as the Middle Sea itself, are the 
  many islands which are liberally scattered across it. 
   
  No-one knows exactly how many islands there are 
  in the Middle Sea, but they are known to number in 
  the hundreds. The largest of them – Proteus, 
  Tritonis and Seriphos – have been homes to some 
  of the greatest civilizations of Mythika. Many of the 
  smaller islands are currently uninhabited by men. 
  Some of them are home to monstrous creatures, 
  tribes of beast-men, long-abandoned ruins and lost 
  temples. Many have never been explored at all. But 
  there are others that have been settled, and which 
  are still inhabited, by humans. 
  Most of these are trading outposts or colonies of the 
  major powers around the shores of the Middle Sea 
  – particularly the Three Cities, Tritonis and Umbria. 
   
  In this particular overview, we will explore the 
  history of colonization across the Middle Sea; study 
  the relationship between colonies and their mother-
  cities; and detail the most important of the many 
  colonies found upon the islands and shores of the 
  Middle Sea.  
   
  Only the most inward-looking of Mineans believes 
  that the only important colonial power of Mythika is 
  the Minean Coalition. In fact, through history, 
  successive ‘waves’ of colonists have ventured forth 
  from many different nations around the shores of 
  the Middle Sea. Only in relatively recent times have 
  the Mineans emerged as the colonizers par 
  excellence of Mythika. 
   
  The story of colonization is – as usual – best 
  considered according to the traditional ‘Three Ages’ 
  scheme of Mythikan history. 
  
  12 
   
   
   
  Founding a new colony is rarely a fun venture 
   
  The First Age of Colonization  
   
  In the Age of the Myth, the first humans to seriously 
  move out across the Middle Sea in search of new 
  adventures, new opportunities and new homes were 
  the people of Proteus. During the sixth century BP, 
  Proteusian explorers and settlers visited many of the 
  islands and coastlands of the Middle Sea, including, of 
  course, Seriphos and the shores of Edon. Even today, 
  adventurers visiting little-known islands in the eastern 
  half of the Middle Sea will come across scattered 
  remains from the past glories of Proteus. 
   
  Following the fall of the Bull King’s realm, the next 
  major phase of exploration and settlement came during 
  the so-called ‘Minean Diaspora’ of the fifth century BP. 
  During these years, the Mineans spread from their 
  home island of Seriphos to the Land of the Three Cities 
  and Thessalia. It was also during this century that the 
  island now known as Tritonis was first settled, with the 
  foundation of the city of Acheiros1.  
   
  Finally, in the second century BP, during the Golden 
  Age of Seriphos under King Midas of Minea and then 
  his son Antagoras, the so-called ‘First Minean Wave’ of 
  Colonization took place, led by Seriphos. At least a 
  dozen of the smaller islands of the Middle Sea were 
  settled, but virtually all of these colonies were 
  abandoned or fell into ruination during the Dark Days 
  that followed the fall of the Minean Empire.   
     
                                                             
  1 The exact origin of the Acheirans (as the ancestors of the 
  Tritonians were at first known) remains a matter of great 
  scholarly dispute. Although some have postulated a link with 
  the Mineans (supported by certain linguistic and cultural 
  similarities that persist down to the present day), others 
  vigorously dispute this. The tale of the Sons of Deucalion (see 
  p 98), of course, suggests a common origin for Mineans, 
  Tritonians and Umbrians as descendants of Deucalion’s first-
  born son Proteus: but more than this, it is impossible now to 
  say with any degree of certainty.   
   
  Nonhuman Colonies? 
   
  Humans, of course, have never been the sole 
  inhabitants of the islands of the Middle Sea.  From 
  the beginning, many of these islands were 
  strongholds for other races – including Atlanteans, 
  Lesser Cyclops, Titanians, and various tribes of 
  beast-men. Others served as hideaways for many 
  of the most dangerous monsters of Mythika.   
   
  Whether they are Animates, Beasts, Folk, Monsters 
  or Spirits, many creatures (often extremely hostile) 
  can be found on the many “mysterious islands” of 
  the Middle Sea.   
   
  The Second Age of Colonization  
   
  In the first century of the Age of Magic, the leading 
  colonizing power was Edon. At least a dozen Edonite 
  trading outposts or colonies were established during 
  this period, including the cities of Etica and Solus on the 
  southern coast of the Middle Sea – in the land that 
  became known as Midia.  
   
  However, by the end of the first century, this Edonite 
  expansion had come to an end. The Midian settlements 
  were thriving, under the rule of the independent Queens 
  of Solus: but the island colonies were threatened by a 
  new, more vigorous ‘Minean Wave’. This Second 
  Minean Wave lasted throughout the second century of 
  the Age of Magic. As with the first wave three centuries 
  earlier, the prime movers were from Seriphos. Under 
  the three greatest kings of the House of Hypseos - 
  Lampados I, Labyrinthos the Great and Erastes - the 
  Seriphans took over most of the Edonite outposts, and 
  established perhaps a dozen more. 
   
  However, the fall of Seriphos before the might of the 
  Autarchs spelled doom for her colonies. In the third 
  century of the Age of Magic, the Autarchs of Typhon 
  obliterated virtually all of the Minean outposts across 
  the Middle Sea. In their stead, half-a-dozen Autarch 
  settlements were established – principally to serve as 
  way-stations for the Autarch fleets sailing between 
  Acheiros and the Autarch dominions scattered around 
  the shores of the Middle Sea – in Kandaria, the Khet 
  Delta, the Land of the Three Cities, and elsewhere. 
   
  The third century is also the time when the Atlanteans 
  made their greatest incursion into the Middle Sea. 
  According to some tales, the Bronze Gates were built 
  around about this time by Wizard-Engineers allied to 
  the Autarchs, and were eventually used to stop the 
  Atlanteans from bringing reinforcements from the Great 
  Ocean into the Middle Sea.  
   
  Most of the Atlantean outposts in the Middle Sea were 
  destroyed by the Autarchs after many terrifying battles 
  – others fell in the cataclysmic Days of Wrath that 
  ended the Age of Magic. However, it is rumored that 
  one or two of these outposts have survived down to the 
  present day, watching and waiting for their brother 
  Atlanteans to come surging into the Middle Sea in all 
  their might once more…in the absence of the strong 
  magic of the Autarchs, would the peoples around the 
  Middle Sea be able to resist them?  
    
  
  13 
   
   
   
  The simple pleasures of colonial life  
   
  The Autarch ascendancy over the Middle Sea took a 
  century to build up, but just three days to overthrow. In 
  the Days of Wrath, all of the Autarch outposts were 
  destroyed by the Olympians – in many cases by 
  Poseidon himself overwhelming them with devastating 
  waters from the deep. Indeed, quite a number of these 
  so-called ‘drowned islands’ remain the target for 
  adventurers and treasure-seekers today, hoping to find 
  long-lost hoards buried beneath the waves. 
   
  The Third Age of Colonization  
   
  The first century of the Age of Heroes saw two 
  competing sea-powers seeking to establish themselves 
  as the principal colonizers of the Middle Sea. These 
  were the Midians and the Mineans.  
   
  The Midians settled mainly along the Charybdian coast, 
  and the southern part of the island of Amphissa. The 
  Mineans – with the Three Cities rather than Seriphos 
  now at the forefront – settled the northern part of 
  Amphissa, and many smaller islands right across the 
  Middle Sea. It was on Amphissa than these two 
  spheres of influence met, and it was here that warfare 
  between the rival powers of Midia and Argos finally 
  broke out. Argos, supported by Heraklia, succeeded in 
  vanquishing her Midian opponents, stripping the 
  Queens of Solus of all their overseas colonies. 
   
  The ‘Third Minean Wave’ continued for a time into the 
  second century of the Age of Heroes: but within a few 
  decades, a new rival had emerged that would provide a 
  far more vigorous challenge to the mariners and 
  merchants of the Three Cities than the Midians. This 
  was the Heptarchy of Tritonis.  
   
  Aided by the bireme, a new ship design actually 
  developed a few decades earlier by Kandarians (but 
  which the Tritonians were first to use extensively), the 
  Sea Princes of Acharnia proved themselves more than 
  a match for Minean sea-power. By the beginning of the 
  third century, the Three Cities had seen their overseas 
  holdings reduced to half-a-dozen islands, whilst the 
  Tritonian sea-empire had expanded to encompass 
  nearly thirty trading posts and colonies right across the 
  Middle Sea, as well as taking control of Midia, and 
  Kandaria and the rest of the Edonite coast. 
   
  Then, hubristically, the Tritonians decided to challenge 
  the Lords of Atlantis on their own territory. In 215 AH2, 
  their great fleet sailed into the Great Ocean – confident 
  of the support of Poseidon – only to meet utter defeat. 
  Only a handful of ships made it back to Tritonis.  
   
  Word of the debacle quickly spread, and the subject 
  peoples of the Tritonian Empire rose up against their 
  masters. Within less than a decade, the Tritonians 
  found themselves reduced to just a few colonies 
  beyond the home island.  
   
  The sudden collapse of Tritonian sea-power left a 
  vacuum that the Three Cities found themselves best 
  placed to fill. A ‘Fourth Minean Wave’ of Colonization 
  began in about 220 AH, and has continued right to the 
  present day. There are now something like forty Minean 
  colonies and outposts – nearly half of them Argosean, 
  the rest evenly split between Heraklia and Thena – on 
  the islands of the Middle Sea and the Midian and 
  Charybdian coasts. The development of the trireme – a 
  powerful successor to the bireme – by Argos at the 
  beginning of the Umbrian War (and the Argosean 
  foresight in immediately sharing this design with the 
  other three members of the Minean Coalition) probably 
  had much to do with their success.   
   
  Proteusians, Seriphans, Edonites, Autarchs, Midians 
  and Tritonians – each, in turn, have established thriving 
  trading empires across the Middle Sea. But none have 
  been so persistent, or so successful, as the Mineans of 
  the Three Cities, with their many outposts and colonies. 
   
   
   
  A thriving colonial market 
                                                             
  2 AH = Age of Heroes 
  
  14 
   
   
   
  Building a Minean boomtown 
   
  The Nature of Colonies 
   
  What is a Colony?  
   
  A colony, essentially, is a small city-state founded by a 
  larger, older one – the so-called ‘mother-city’ (or 
  metropolis).  
   
  A colony is distinguished from a mere outpost in the 
  following ways: 
   
  1. An outpost usually has a single purpose – e.g. trade, 
  re-supply, a base of operations for exploring the 
  hinterland or guarding a strategic location. A colony 
  typically serves all these purposes, and more. 
   
  2. An outpost is entirely dependent upon the mother-city 
  for the provision of a leader (generally referred to as a 
  ‘commander’). After the first generation, colonies 
  generally provide their own leader from within their own 
  population. 
   
  3. Those who reside in an outpost tend to do so for a 
  limited period of time – a ‘tour of duty’, if you will. 
  Consequently, they are always considered citizens of 
  the mother-city. By contrast, those who dwell in a 
  colony do so upon a long-term basis, and may well 
  have been born in the colony. Whilst retaining an 
  attachment to the mother-city, they are always 
  considered citizens of the colony first and foremost. 
   
  4. Outposts are dominated by a single section of 
  society, e.g. military outposts by soldiers, trading 
  outposts by merchants. Colonies are much more varied, 
  with representatives of many different classes. 
   
  5. Outposts are generally small (typically a hundred 
  persons or less, though some military outposts may be 
  greater in size). Colonies are bigger (typically at least 
  five hundred persons – larger, older colonies may have 
  two or three thousand citizens or more).  
   
  Of course, particularly successful outposts may become 
  colonies, whilst unsuccessful colonies may be reduced 
  to the status of outposts (or abandoned altogether). 
   
  Establishing a Colony  
   
  The establishment of a colony is usually regarded as a 
  solemn and sacred event. If a Minean city decides to 
  establish a colony, it is customary to consult an oracle 
  (usually the oracle of Telphos) for guidance. Sometimes 
  citizens are invited to volunteer for an expedition; on 
  other occasions, they will be elected by lot, with one 
  son being chosen from every household where there 
  are several sons. The leaders of the first generation 
  colonists continue to be honored long after their deaths, 
  both by the mother-city and by the colony itself.  
   
  The colony generally honors the same patron gods as 
  the mother-city (though there are exceptions to this 
  rule), and are expected to send embassies and votive 
  offerings to the mother-city’s principal festivals.  
   
  Obligations to the Mother-City 
   
  Although this does vary according to time and culture, 
  in general colonies tend to have three key obligations 
  towards their founding cities: 
   
  1. The obligation to receive citizens from the 
  mother-city. Any citizen of a mother-city is allowed to 
  travel to a colony, and become a citizen instead of the 
  colony. Mother-cities will often encourage their citizens 
  to travel to the colonies, especially as a way of 
  alleviating population pressure at home. Because 
  colonies (especially younger ones) tend to have greater 
  social mobility than their mother-cities, members of 
  lower classes, in particular, will often go overseas in 
  search of new opportunities. This is often known as 
  ‘pursuing the Minean dream.’3 
   
  2. The obligation to pay taxes to the mother-city. All 
  colonies pay taxes to the mother-city, usually in the 
  form of duties upon goods and services supplied by the 
  mother-city. These taxes are supposedly used to help 
  maintain the fleet of the mother-city, which might be 
  called upon to assist in the defense of a colony in time 
  of war. However, colonials are often suspicious of how 
  these revenues are actually spent (e.g. every time 
  colonists hear that a new temple is being built in the 
  mother-city). Although it is usually quite low, this 
  ‘colonial duty’ can always be increased (e.g. in times of 
  war or as a way of punishing badly-behaved colonies). 
   
  3. The obligation to support the mother-city in times 
  of war. All well as taxes, colonies are also expected in 
  times of war to provide both ships and men in defense 
  of the mother-city. In theory, this obligation is two-way, 
  with mother-cities being under an equal obligation to 
  come to the defense of their colonies. In practice, this is 
  not always the case.   
   
                                                             
  3 Conversely, citizens of a colony have no automatic right of 
  citizenship within the mother-city (although an exceptionally 
  talented or influential individual might be able to attain it). The 
  only circumstances in which this is not the general case are in 
  times of severe crisis for the mother-city (e.g. following a time 
  of disease or famine, such as the terrible Yellow Plague of 156 
  AH), when citizens from the colonies might be actively 
  encouraged to ‘come home’ to the mother-city – even if they 
  had never actually been born there! Residence (as opposed to 
  citizenship) is another matter entirely, and colonials are 
  generally granted the right of residence in the mother-city even 
  if citizenship itself is denied.    
  
  15 
   
   
   
  - What do you mean “insurrection”? 
   
  Colonial Governance & Discipline 
   
  Most colonies have a similar pattern of government to 
  their mother-city. Often the ruler of a colony is a 
  hereditary noble – generally referred to as a ‘lord’ or 
  ‘prince’ (but never as a king). This is the case with 
  Tritonian, Umbrian and Heraklian colonies. Most 
  Argosean colonies are ruled instead by a ‘governor’ 
  who is appointed for life by the King of Argos, but who 
  may not pass on the governorship to a son. A similar 
  arrangement was common until recently amongst the 
  Thenan colonies: but lately most of them have tried to 
  emulate the mother-city by embracing democracy, via 
  elected governors. This unusual experiment has not, 
  however, met with universal success. 
   
  Colonial rulers are usually assisted by some kind of 
  advisory council – which may consist of nobles, 
  oligarchs or democratically-elected citizens, again 
  depending on the nature of the government.  
   
  Mother-cities rarely intervene openly in colonial 
  governance, as this might adversely affect colonial 
  loyalty to the homeland – but indirect interference is 
  tacitly accepted as being commonplace. Extreme forms 
  of intervention (such as the forcible removal from office 
  of a colonial lord or governor, or the suppression of an 
  advisory council) are rarely contemplated, and even 
  more rarely enacted. 
   
  Colonies rebelling against their mother-cities are 
  relatively rare occurrences – but they are not unknown. 
  Historically, colonial uprisings have generally been 
  unsuccessful, and usually result in savage reprisals 
  from the mother-city. However, there have been 
  exceptions – which almost always involve substantial 
  aid being provided by a third party. 
   
  Three Famous Colonial Insurrections 
   
  The Falling Axe of Bastilos 
   
  The oldest recorded instance of a colony rebelling against 
  its mother-city is also one of the strangest. Towards the 
  end of the second century of the Age of Magic, the 
  Seriphan colony of Bastilos was the site of a particularly 
  brutal uprising. Supplies to the colony had been disrupted 
  by the fierce Megamedian War then taking place on 
  Seriphos. The starving colonists gathered in the courtyard 
  of the colonial governor. The unsympathetic governor’s 
  wife is said to have remarked ‘let them eat cake’, which did 
  not go down terribly well with the colonists. The victims of 
  the subsequent rebellion included both the governor and 
  his wife, who along with many of their servants were 
  executed by means of an unusual mechanical contraption 
  nick-named the ‘Falling Axe’ (devised, it is said, by a 
  visiting Wizard-Engineer). The island of Bastilos was then 
  governed according to principles that, reputedly, were not 
  so very different from the democratic ideas today being 
  practiced in Thena (though, it would appear, in a much 
  more 
  haphazard 
  fashion). 
  However, 
  Bastilos’ 
  experimentation with new ways of government proved 
  short-lived: ten years after the uprising, the ruthless 
  Autarchs of Typhon ravaged the island. Today, only a few 
  ruins testify to the fact that this island was ever home to a 
  thriving human settlement. 
   
  The Treason of Mytilenos 
   
  During the Umbrian War, most Minean colonies fully 
  supported the Minean Coalition. However, three years into 
  the war, the Argosean colony of Mytilenos unexpectedly 
  defected to the Umbrian cause. After a six-month siege, 
  the Argoseans successfully regained the city. On hearing 
  the news of Mytilenos’ re-capture, the Argosean King, 
  Argolin II, ordered that a ship be dispatched to Mytilenos 
  with orders to execute all the male adults, and to enslave 
  the women and children. However, the next day the king 
  came to regret his injudicious edict, and he ordered the 
  fastest ship available – one of his new triremes – to make 
  haste to Mytilenos to countermand the original order. The 
  second ship managed to arrive at Mytilenos less than an 
  hour after the first, and in time to ensure that the original 
  command was not carried out. Instead, only the ring-
  leaders in the rebellion were executed. Mytilenos continues 
  to be a significant – if not particularly warmly-regarded – 
  Argosean colony today. 
   
  The Minotaurians of Bostos 
   
  The most recent instance of colonial insurrection dates 
  back only a few years. The Thenan colony of Bostos 
  bitterly resented a sharp increase in the tariff on wine. The 
  citizens of Bostos, noting the advent of democracy within 
  Thenos, demanded to know why they should not have a 
  direct say in decisions made by the mother-city that had 
  such an obvious effect upon them. ‘No taxation without 
  representation!’ became a common cry heard on the 
  streets of Bostos. This increasing resentment culminated 
  three years ago in the ransacking of a new shipment of 
  Thenan wine by masked Impostaurs calling themselves the 
  Minotaurians. This incident, the so-called Bostos Wine 
  Party, inevitably provoked an angry response from the 
  Thenan authorities. In the resulting crackdown, many 
  suspected members of the Minotaurian society were 
  arrested. Although a full-scale uprising was avoided on this 
  occasion, resentment towards the mother-city remains high 
  on Bostos, and the possibility of further unrest (provoked 
  by the now proscribed Minotaurians) cannot be discounted. 
  
  16 
   
  IV: POSEIDON’S KINGDOM
   
   
  Undersea Adventuring 101 
   
  Most M&M adventures take place in underground 
  caverns or in the wilds – but in a fantasy game 
  which features Nereids as a character class as well 
  as a variety of mythic items that allow other 
  characters to freely operate in the depths of the 
  ocean, the Undersea can also become a full 
  adventuring environment in its own right, with its 
  own perils, wonders and denizens.  
   
  This article summarizes a few important things that 
  Maze Masters should keep in mind when planning 
  or running an underwater adventure.  
   
  1) Everyone Is Invited 
   
  This is, of course, the most basic and obvious 
  requirement: undersea adventures will only work if 
  all the characters in the party can freely breathe and 
  operate underwater.  
   
  The easiest way to ensure this is to have a Nereid 
  on the team: for 4 Power points, a Nereid can use 
  her Nature’s Favor power to enable a number of 
  other characters to breathe and speak underwater 
  for several hours. Both the number of characters 
  and the duration are based on the Nereid’s Odyllic 
  Charm bonus, as detailed in the rules. 
   
  This wonderful ability will be perfect for small groups 
  and relatively short underwater expeditions, but 
  large parties and/or prolonged adventures will 
  require renewed Power expenses, which may prove 
  quite taxing for a low-level Nymph.  
   
  Such problems can be alleviated by the possession 
  of various mythic items allowing characters to freely 
  operate underwater on a permanent basis, such as 
  Amulets of the Merfolk (Maze Masters Guide p 43).  
   
  2) As Above, So Below 
   
  The M&M Undersea should appear as a fantasy, 
  aquatic reflection of the surface world to which the 
  characters are accustomed – like the Surface, the 
  Undersea also has its own perilous caverns, hidden 
  treasures, dangerous monsters, civilized folks, 
  beautiful cities and even whole kingdoms.  
   
  This idea is perfectly embodied by the existence of 
  creatures like Sea Horses (Creature Compendium p 
  100), which are to surface horses what Tritons are 
  to humans (or rather to Centaurs, but hey, you get 
  the idea). And as we shall see in the next sections 
  of this article, this « As Above, So Below » approach 
  to the undersea setting can also be applied to game 
  mechanics and (yes) physical laws. 
   
   
   
  Check it out! This is good Maze Mastering advice! 
   
  3) Forget About Science 
   
  The world of M&M is a mythical, magical world – so 
  don’t bother about the real-life effects of underwater 
  pressure, subaquatic acoustics, color absorption, 
  marine biology, metal corrosion and other realistic, 
  scientific facts about the underwater environment.  
   
  Remember that your job as a Maze Master is to give 
  your players a memorable, exciting, magical fantasy 
  adventure, not a Scuba diving course.  
   
  If you begin to worry about such things, then you 
  might as well forget about Tritons, Mermaids and 
  Sea Monsters as well. Your duty as a Maze Master 
  is not to make the Undersea environment realistic, 
  but to make it memorable and magical. This is not to 
  say that this environment should not have any effect 
  on a character’s abilities – but these effects should 
  pertain to things that are important in a fantasy 
  adventure, as detailed below. 
   
  4) Keep Things Fluid  
   
  As stated above, movement should be handled as 
  simply as possible: characters can swim, walk on 
  the bottom of the sea, but cannot run.  
   
  During combat and other action scenes, the usual 
  movement rate for swimming should be used (see 
  Players Manual p 44) and characters may have to 
  make swimming rolls (Athletic Prowess rolls against 
  a target number equal to their Encumbrance total) to 
  perform tricky « acrobatic » subaquatic maneuvers.  
  
  17 
   
   
   
  In Too Deep 
   
  Optional Rules for the Undersea 
   
  The Undersea environment can be divided into five 
  different Depth Levels. The list below gives the 
  maximum Depth Level which various underwater 
  creatures can reach. Most creatures will usually 
  dwell one or two Depth Levels above this maximum 
  limit, unless otherwise stated. The actual maximum 
  Depth Level of a specific location will simply be 
  determined by the Maze Master. 
   
  1 = Below the Surface 
   
  2 = Low Depth 
   
  3 = Median Depth 
   
  This is the maximum depth level for Attack Kelps, 
  Dolphins and Telchines. 
   
  4 = Deep Down 
   
  Maximum depth level for Mermaids, Tritons and 
  most other Sea Folks, for hybrid creatures such as 
  Quinotaurs and Ichtyocentaurs as well as for Sea 
  Horses, Sea Lions and similar animals. 
   
  5 = The Deepest Abysses 
   
  This is the usual (not maximum) level for Fomoros, 
  Sea Horrors, Sea Hydras, Sea Serpents and most 
  other Gigantic sea monsters. 
   
  Nereids can reach Depth Level 5 without problems. 
  while Naiads are normally limited to Depth Level 3.  
   
  Humans (and other Nymphs) cannot normally go 
  below Depth Level 2, unless they are aided by 
  magical powers or mythic items allowing them to 
  operate freely undersea, in which case they can 
  reach Depth Level 3. 
   
  Characters 
  who 
  are 
  able 
  to 
  operate 
  freely 
  underwater may decide to ignore this limit by one 
  (and only one) Depth Level but will have to make a 
  Physical Vigor roll after each minute of activity. The 
  target number of the first saving roll is 10 and will be 
  increased by 5 at each new roll.  
   
  Thus, Humans who are aided by magic may venture 
  at the Deep Down level but will have to make a 
  Physical Vigor roll of increasing difficulty after each 
  minute there. These rules also mean that Humans 
  cannot reach The Deepest Abysses – except, 
  perhaps, through the Divine Intervention of the King 
  of the Deep, Poseidon himself. 
   
  Failure on the saving roll means the character must 
  immediately go back to the previous Depth Level, 
  which requires a last chance Athletic Prowess roll 
  against the usual target number (Encumbrance). If 
  this last chance roll fails, the character will pass out 
  and succumb to the effects of pressure (same game 
  effects as drowning), even if he has an Amulet of 
  the Merfolk or other similar mythic item. 
   
  There is, however, one type of movement that may 
  really play a vital part in an underwater adventure, 
  especially if characters can only operate underwater 
  for a limited amount of time: getting back to the 
  surface. See In Too Deep on the next column for a 
  simple way of handling different depth levels in an 
  underwater adventure. 
   
  As far as vision is concerned, simply treat some 
  waters as giving poor visibility or even very poor 
  visibility (see Players Manual, p 26), depending on 
  their depth or murkiness. If you really want to reflect 
  the sound-dampening effects of the underwater 
  environment, simply decide which sounds can or 
  cannot be heard – but keep in mind that in M&M, 
  the ability to breathe and act underwater can only 
  be conferred to characters by magic – and since 
  magic is a fabulous, unrealistic thing, we can 
  « logically » assume this fabulous magic also allows 
  waterbreathing characters to use their abilities at 
  their fullest, including their senses. 
   
  The same reasoning can be applied to combat: 
  simply assume that characters who have been 
  given the ability to operate underwater can fight in 
  this environment without suffering penalties – sure, 
  their movements will be much slower, but so will 
  their opponents’, so there is no real need to reflect 
  this in game terms. Also remember that many 
  Undersea Folks (such as Dolphins and Tritons) 
  have been given special abilities like Lighting Fast 
  or Uncanny Agility, which will give them an edge in 
  combat situations, reflecting their better adaptation 
  to the undersea milieu.  
   
  Missile weapons are the big exception here: they 
  will be made significantly slower and thus will have 
  a significantly shorter range. For simplicity’s sake, 
  simply divide all ranges by 5. This should also apply 
  to missile attacks made by undersea creatures 
  (including Crushing Missiles).  
   
  And what about magic? Well, it should operate 
  normally in the underwater environment – except for 
  Air and Fire Elementalism, which will not work at all. 
   
  5) Have Fun!  
   
  So what are you waiting for?  Get your Amulet of the 
  Merfolk and dive into the ocean!  There is a whole 
  world of adventure waiting for you beneath the 
  waves of the Wine Dark Sea… 
   
   
   
   
  And I am waiting for you, too! 
  
  18 
   
  The Unseen Oceanids 
   
  Who are the Oceanids? 
   
  In Greek mythology, Oceanids (the « daughters of 
  Ocean ») are a specific type of sea nymphs, almost 
  identical to Nereids ; in fact, some sources present 
  them as a particular group within the Nereid kin, 
  descending from Thetis who, again depending on 
  sources, is either a Nereid or a lesser goddess.  
   
  Unlike « standard » Nereids, Oceanids live in the 
  lowest, inaccessible depths of the Ocean and rarely 
  if ever interact with mortals. The following article is 
  not a mythological study but an interpretation of 
  Oceanids in the imaginary world of Mythika. As 
  such, it distances itself from classic mythological 
  sources, in the usual M&M peplumesque tradition. 
   
  In the world of Mythika, Oceanids are powerful 
  Nereids who have chosen to retire to the deepest 
  abysses of the Ocean to act as Poseidon’s agents 
  and representatives in the Undersea realms. They 
  are not a separate Kin, but form a sort of « elite 
  corps » among Nereids, with special duties and 
  some extra powers granted by Poseidon himself.  
   
  From Nereid to Oceanid 
   
  In game terms, Oceanids are special Divine Agents 
  of Poseidon: as such, they conform to the general 
  Agent of Poseidon profile given in the Mazes & 
  Minotaurs Companion (p 12) except otherwise 
  noted. To qualify for Oceanid status, a Nereid must 
  meet the usual Luck requirement of 20 and must 
  also have a score of 16+ in either Will or Wits (which 
  makes Oceanids quite different from the usual 
  « naive and frivolous Nereid » stereotype. 
   
  The divine boons granted to Oceanids by Poseidon 
  rarely (if ever) include Mythic Items but may include 
  one or several of the special Oceanid Gifts detailed 
  below. In fact, one of the Nymph’s first three divine 
  boons must include one of these special Gifts. 
  Oceanids are subject to all the usual duties and 
  restrictions of divine agents. In addition, they are 
  forbidden to reveal their special status to surface 
  dwellers (except for followers of Poseidon) - they 
  are, in a way, Poseidon’s covert divine agents. 
   
  The missions and tasks that Oceanids carry out for 
  Poseidon include, among other things, keeping an 
  eye on the Fomoros, acting as sacred arbiters 
  between various Sea Folks or serving terms of 
  « guard duty » at the god’s various secret sea 
  caverns (including the secret prisons of the Sea 
  Titans – see chapters V and VI for more details). 
  While their true role remains unknown to surface 
  dwellers, it grants Oceanids a great amount of 
  respect and prestige among the various Sea Folks 
  loyal to Poseidon In game terms, this doubles the 
  Nymph’s usual Reputation bonus when dealing with 
  Tritons, Mermaids, Dolphins and other Nereids. 
   
   
   
   
   
   
  Oceanids: Poseidon’s Very Special Agents 
   
  Poseidon’s Special Gifts 
   
  As mentioned above, the divine boons granted to an 
  Oceanid may include one or several of the following 
  three special Gifts: 
   
  Guise of the Sea 
   
  This boon gives the Oceanid the ability to shapeshift 
  into a Dolphin (with all the usual advantages and 
  restrictions, as detailed in the M&M Companion).  
   
  This transformation costs her 2 Power points, as if 
  she was using their Alter Appearance ability, which 
  will also allow them to revert back to their true form.  
   
  Remember that Poseidon is often associated with 
  metamorphosis in mythic tales. 
   
  Poseidon’s Blessing 
   
  This boon gives the Oceanid the ability to bestow 
  the same Divine Blessings as Priests of Poseidon 
  (see Players Manual, p 30), at the same Power cost 
  and with the same effects. 
   
  Ocean’s Favor 
   
  This boon grants the Oceanid a +2 bonus to Danger 
  Evasion, Defense Class and Mystic Fortitude as 
  long as she remains in the sea (underwater or 
  swimming at the surface) ; this will no longer apply if 
  the Oceanid sets foot on land (or aboard a ship). 
  
   
  V: DENIZENS OF THE DEEP
   
   
   
  Abyss Lurker 
   
  Taxonomy: Monster 
   
  Description: As their name implies, Abyss Lurkers 
  roam the deepest abysses of the undersea. These 
  vicious predators look like a weird cross between a
  medusa, a murena and a giant sea urchin (see 
  illustration). Their “head” is slightly bigger than
  human one. They have mimetic abilities similar to 
  those of a chameleon, display an uncanny degree of 
  magic resistance and use a form of psychic 
  awareness that allow them to silently communicate 
  between them over several miles. They are often 
  used as pets and spies by the Fomo
   
  Size: Medium 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 60’ 
   
  Initiative: 15 
   
  Melee Attack: +4 
   
  Damage: 1d6 (nasty teeth) 
   
  Defense Class: 15 
   
  Hits Total: 12 
   
  Detection / Evasion: +6 / +8 
   
  Mystic Fortitude: +6 
   
  Special Abilities: Aquatic, Camouflage (mimetic 
  ability), Magic Resistance, Sixth Sense, Stealthy 
  (18), Uncanny Agility. 
   
  Awards: Glory 130, Wisdom 30.  
   
   
   
  An Abyss Stalker prowling the depths of the ocean
   
  19 
  DENIZENS OF THE DEEP
  As their name implies, Abyss Lurkers 
  roam the deepest abysses of the undersea. These 
  vicious predators look like a weird cross between a 
  medusa, a murena and a giant sea urchin (see 
  illustration). Their “head” is slightly bigger than a 
  mimetic abilities similar to 
  those of a chameleon, display an uncanny degree of 
  magic resistance and use a form of psychic 
  awareness that allow them to silently communicate 
  between them over several miles. They are often 
  used as pets and spies by the Fomoros. 
  Aquatic, Camouflage (mimetic 
  ability), Magic Resistance, Sixth Sense, Stealthy 
   
  An Abyss Stalker prowling the depths of the ocean 
   
   
   
   
  Beware the paralyzing bite of the Amphydra!
   
  Amphydra 
   
  Taxonomy: Monster 
   
  Description: A small but very vicious undersea 
  creature, with a snake-like head and six tentacle
  appendages. It uses its venomous fangs to paralyze 
  its prey before devouring it slowly.
   
  Size: Small 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 45’  
   
  Initiative: 13 
   
  Melee Attack: +4 
   
  Damage: 1d3 (bite) + poison
   
  Defense Class: 13 
   
  Hits Total: 6 
   
  Detection / Evasion: +2 / +2
   
  Mystic Fortitude: +2 
   
  Special Abilities: Aquatic, Camouflage (as alga, 
  20), Entangle (5’, Might 12), Poison (bite, paralysi
  Stealthy (undersea, 16). 
   
  Awards: Glory 24. 
   
  The Amphydra’s usual tactic is to use its Entangle 
  attack to hinder its prey and then use its poisonou
  bite Melee attack on the following round. 
   
   
  DENIZENS OF THE DEEP 
   
  Beware the paralyzing bite of the Amphydra! 
  A small but very vicious undersea 
  like head and six tentacle-like 
  appendages. It uses its venomous fangs to paralyze 
  its prey before devouring it slowly. 
  1d3 (bite) + poison 
  +2 / +2 
  Aquatic, Camouflage (as alga, 
  20), Entangle (5’, Might 12), Poison (bite, paralysis), 
  The Amphydra’s usual tactic is to use its Entangle 
  attack to hinder its prey and then use its poisonous 
  the following round.  
  
   
   
   
  Cetoceros 
   
  Taxonomy: Monster 
   
  Description: A huge cetacean with a vicious frontal 
  horn. The Cetoceros is not a mundane animal but a 
  rare magical creature (see Additional Lore
   
  Size: Large 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 90’ (360’ cruising) 
   
  Initiative: 15 
   
  Melee Attack: +7 
   
  Damage: 2d6 
   
  Defense Class: 14 
   
  Hits Total: 30 
   
  Detection / Evasion: +2 / +6 
   
  Mystic Fortitude: +6 
   
  Special Abilities: Aquatic, Charge Into
  (Initiative 19, Melee +11), Cruise, Magic Resistanc
  Supernatural Vigor, Uncanny Agility.
   
  Awards: Glory 240, Wisdom 30. 
   
  Additional Lore: Some Sorcerers (w
  the horn of the Cetoceros to be imbued with virtues 
  of increased vigor and longevity, making it a vital
  ingredient in the preparation of some much sought
  after “powders of immortality” and other (totally 
  ineffective) “elixirs of long life”. 
   
   
   
   
   
  - What are you staring at?
   
   
  20 
  A huge cetacean with a vicious frontal 
  horn. The Cetoceros is not a mundane animal but a 
  Additional Lore below). 
  Aquatic, Charge Into Battle 
  (Initiative 19, Melee +11), Cruise, Magic Resistance, 
  Supernatural Vigor, Uncanny Agility. 
  wrongly) believe 
  to be imbued with virtues 
  of increased vigor and longevity, making it a vital 
  ingredient in the preparation of some much sought-
  after “powders of immortality” and other (totally 
   
  What are you staring at? 
   
  Enter the Hexapod!
   
  Hexapod 
   
  Taxonomy: Monster 
   
  Description: These strange hybrid creatures have 
  a human upper body and six scaly, tentacle
  “legs” that make them unnervingly agile. They are 
  merciless killers and sometimes associate with 
  Sons of Dagon to attack ships in the high seas.
   
  Size: Medium 
   
  Ferocity: Dangerous 
   
  Cunning: Average 
   
  Mystique: Weird 
   
  Movement: 60’ 
   
  Initiative: 14 
   
  Melee Attack: +5 
   
  Damage: 1d6 (weapon) 
   
  Defense Class: 17  
   
  Hits Total: 16 
   
  Detection / Evasion: 0 / +2 
   
  Mystic Fortitude: +2 
   
  Special Abilities: Amphibian
  (Initiative 16, Melee Attack +7)
  below), Grapple (Might 16)
  Tough Skin, Uncanny Agility.
   
  Note: The Hexapods’ Extra 
  powerful than the Tetrax’s (see 
  p 115) since it reflects their walking tentacles
  terms, these allow Hexapods to make an extra Grapple 
  attack per round (and add only 5 
   
  Awards: Glory 130, Wisdom 10
   
   
   
   
  Enter the Hexapod! 
  se strange hybrid creatures have 
  a human upper body and six scaly, tentacle-like 
  “legs” that make them unnervingly agile. They are 
  sometimes associate with 
  Sons of Dagon to attack ships in the high seas. 
  mphibian, Charge into Battle 
  (Initiative 16, Melee Attack +7), Extra Arms (see 
  Might 16), Supernatural Vigor, 
  .  
  Extra Arms ability is less 
  see Creature Compendium 
  walking tentacles: in game 
  to make an extra Grapple 
  and add only 5 to their Glory MR). 
  Wisdom 10. 
  
  21 
   
  Hogrebos 
   
  Taxonomy: Folk 
   
  Description: 
  These 
  amphibious, 
  man-sized 
  humanoids (well, sort of) are quite hard to describe 
  (I mean, just look at the illustration below).  
   
  Size: Medium 
   
  Ferocity: Aggressive 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 60’ 
   
  Initiative: 12 
   
  Melee Attack: +2 
   
  Damage: 1d6 (weapon) 
   
  Defense Class: 15 
   
  Hits Total: 12 
   
  Detection / Evasion: +2 
   
  Mystic Fortitude: +2 
   
  Special Abilities: Amphibian, Grapple (Might 16), 
  Supernatural Vigor, Tough Skin. 
   
  Awards: Glory 40, Wisdom 10.  
   
  Additional Lore: Despite what their appearance 
  might suggest, Hogrebos are noble and honorable 
  beings, who simply want to be left alone. They dwell 
  in the Umbrian Sea and the warlike people of 
  Umbria hunt them down as “sea demons”, blaming 
  them with all sorts of heinous acts. Hogrebos 
  actually descend from humans who were subjected 
  to horrible experiments of magical hybridation by 
  mad Atlantean wizards. Forever trapped in their 
  grotesque body, they carry the weight of their curse 
  with a strange, inscrutable sadness. 
   
   
   
  Yes, this is the Curse of the Hogrebos (don’t laugh) 
   
   
   
   
  A groovy and petulant Ichtyosatyr 
   
  Ichtyosatyr 
   
  Taxonomy: Folk (Hybrid) 
   
  Description: You guessed it: Ichtyosatyrs are 
  (more or less) to Satyrs what Ichtyocentaurs are to 
  Centaurs. These beings look like horned Tritons and 
  are the hybrid and sterile children of Mermaids who 
  have been impregnated by Satyrs (no, don’t ask).  
   
  Size: Medium 
   
  Ferocity: Peaceful 
   
  Cunning: Clever 
   
  Mystique: Weird 
   
  Movement: 80’ 
   
  Initiative: 18 
   
  Melee Attack: +1 
   
  Damage: 1d6 (weapons, but rarely fight) 
   
  Defense Class: 17 
   
  Hits Total: 8 
   
  Detection / Evasion: +4 / +10 
   
  Mystic Fortitude: +2 
   
  Special 
  Abilities: 
  Aquatic, 
  Lightning 
  Fast, 
  Supernatural Vigor, Tough Skin, Uncanny Agility. 
   
  Awards: Glory 50, Wisdom 10.  
   
  Additional Notes: Needless to say, Ichtyosatyrs 
  are treated as pariahs by Tritons – but Mermaids 
  (and, for that matter, many Nereids) often find them 
  strangely attractive (“His horns are so cute…”). 
  Unlike Satyrs, these beings tend to be loners (as far 
  as other male creatures are concerned) but the 
  presence of a single Ichtyosatyr near a Mermaid 
  community is always a motive of anger for Tritons – 
  and you don’t want to make them angry, do you?  A 
  Ichtyosatyrs tend to have a nomadic lifestyle, often 
  drifting from one hot spot to another…  
   
   
  
  22 
   
  Jaskonos 
   
  Taxonomy: Monster 
   
  Description: While it is believed to be no more than 
  a myth by most Middle Sea sailors, this truly titanic, 
  island-sized fish can only be encountered in some 
  remote parts of the Great Ocean, well beyond the 
  longitude of Atlantis. Its insanely oversized mouth 
  allows the Island Fish to swallow whole ships. The 
  few Mariners who have met this creature and lived 
  to tell the tale think that the Jaskonos is a unique, 
  one-of-a-kind creature which was created by 
  Poseidon to prevent presumptuous navigators from 
  sailing too far in the Great Unknown. 
   
  Size: Gigantic 
   
  Ferocity: Dangerous 
   
  Cunning: Average 
   
  Mystique: Eldritch 
   
  Movement: 120’ (480’ cruising) 
   
  Initiative: 14 
   
  Melee Attack: +8 
   
  Damage: 3d6  
   
  Defense Class: 17 
   
  Hits Total: 50 
   
  Detection / Evasion: 0 
   
  Mystic Fortitude: +6 
   
  Special Abilities: Aquatic, Cruise, Fearsome, 
  Magic Resistance, Supernatural Vigor, Swallow 
  Ships (see below), Tough Skin. 
   
  Awards: Glory 1000, Wisdom 40.  
   
  Unique Ability: Swallow Ships 
   
  This unique ability (which has a basic Glory award 
  of 40) allows the Jaskonos to swallow whole ships 
  (as well as their unlucky crew). When facing a ship, 
  the creature will always favor this special attack 
  over standard melee. This special attack occurs 
  during the melee phase, at the creature’s usual 
  Initiative level, but requires no attack roll: the ship 
  must make a Danger Evasion roll (with the Danger 
  Evasion mod of its captain plus its own Fortune 
  mod) vs. 15 to avoid being swallowed this round. If 
  the roll fails, the ship is swallowed by the monster – 
  a process which inflicts 1d6 Structure loss to the 
  ship as well as 3d6 damage to each living being on 
  board. If the characters survive this harrowing 
  ordeal, they will discover that inside the Jaskonos 
  exists a whole microcosm, populated by all sorts of 
  living beings, including survivors from the creature’s 
  previous meals. Prisoners of the Jaskonos might 
  actually live for several years inside the fish, since 
  its obviously supernatural physiology allows it to act 
  as a life-sustaining environment for underwater and 
  surface creatures alike and its digestive process 
  seems incredibly slow. Getting out of the fish should 
  be an adventure in its own right (and one better left 
  at the imagination of each individual Maze Master). 
   
   
  XXXX 
   
  Killer Fish 
   
  Taxonomy: Monster 
   
  Description: These 6’ long, carnivorous fishes 
  dwell in the deep waters of the Western Ocean. 
  They often hunt in packs of 1-6 individuals. 
   
  Size: Medium 
   
  Ferocity: Dangerous 
   
  Cunning: Average 
   
  Mystique: Normal 
   
  Movement: 90’ (360’ cruising) 
   
  Initiative: 16 
   
  Melee Attack: +5 
   
  Damage: 1d6 (sharp teeth) 
   
  Defense Class: 14 
   
  Hits Total: 12 
   
  Detection / Evasion: +4 / +6 
   
  Mystic Fortitude: 0 
   
  Special Abilities: Aquatic, Cruise, Lightning Fast, 
  Sharp Senses, Stealthy (12), Uncanny Agility. 
   
  Awards: Glory 100.  
   
   
   
  The notorious Crested Killer Fish of the Western Sea 
  
  23 
   
   
   
   
  Beware the pincers of the Langustos!  
   
  Langustos 
   
  Taxonomy: Monster 
   
  Description: Also known as Lobstermen, these 
  creatures look like man-sized lobsters with human 
  heads. They do not have the power of speech and 
  communicate 
  between 
  themselves 
  with 
  their 
  pincers, using a complex, unfathomable sign 
  language. The true origins of the Langustos are 
  completely unknown but are almost certainly 
  magical, considering their weird hybrid anatomy. 
   
  Size: Medium 
   
  Ferocity: Dangerous 
   
  Cunning: Average 
   
  Mystique: Weird 
   
  Movement: 60’ 
   
  Initiative: 12 
   
  Melee Attack: +4 
   
  Damage: special * 
   
  Defense Class: 17 
   
  Hits Total: 16 
   
  Detection / Evasion: 0 / 0 
   
  Mystic Fortitude: +6 
   
  Special Abilities: Amphibian, Crushing Damage 
  (after grapple), Grapple (Might 20, the Langustos’ 
  pincers are so powerful that they give them the 
  grappling strength of a Large creature), Magic 
  Resistance, Natural Armor, Supernatural Vigor. 
   
  * The Langustos can only damage their foes with their 
  pincers, by using Crushing Damage ability (for 1d6 
  Hits), which requires a successful Grapple attack first. 
   
  Awards: Glory 140, Wisdom 30. Their increased 
  Grappling Might gives them a +5 Glory bonus. 
   
   
   
   
  Large Octopus 
   
  Taxonomy: Monster 
   
  Description: The name says it all. Yes, strange as 
  it may seem, this classic creature did not find its 
  way into the Creature Compendium… 
   
  Size: Large 
   
  Ferocity: Dangerous 
   
  Cunning: Average 
   
  Mystique: Weird 
   
  Movement: 90’ 
   
  Initiative: 12 
   
  Melee Attack: n/a 
   
  Damage: see below 
   
  Defense Class: 15  
   
  Hits Total: 24 
   
  Detection / Evasion: 0 
   
  Mystic Fortitude: +2 
   
  Special Abilities: Aquatic, Entangle (tentacles, 20’ 
  range, Might = 20), Extra Arms (tentacles, see 
  below), Tough Skin. 
   
  The Large Octopus’ only weapons are its tentacles, 
  which function as per the Entangle ability in game 
  terms (Maze Masters Guide p 18). As for Sea 
  Horrors, these tentacles do not inflict any damage 
  per se but may be used to pull victims under water 
  and cause them to drown. This attack may also be 
  used against waterbreathing opponents to strangle 
  and suffocate them, with exactly the same effects in 
  game terms as drowning. Note that this additional 
  effect should be applied to all similar attacks by 
  other creatures, such as Sea Horrors. 
   
  The Extra  Arms special ability of the Octopus 
  reflects the creature’s many tentacles; it allows it to 
  make Entangle attacks against up to 4 different 
  Medium-sized victims in a single round.  
   
  Awards: Glory 280. 
   
   
   
  
  24 
   
  Lyrian 
   
  Taxonomy: Folk 
   
  Description: Lyrians are a renegade clan of 
  Titanians (see Creature Compendium, pp116-117), 
  whom Poseidon blessed with the ability to breathe 
  and live underwater (see below for the full story). 
  They live in the undersea citadel of Lyrios, below 
  the waves of the Middle Sea. Their favorite weapon 
  is the trident and many of them also use nets in 
  combat (see M&M Companion). 
   
  Size: Large 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 90’ 
   
  Initiative: 13 
   
  Melee Attack: +6 
   
  Missile Attack: +3 (+5 with net) 
   
  Damage: 2d6 (large trident) 
   
  Defense Class: 15 (17 with shield) 
   
  Hits Total: 30 
   
  Detection / Evasion: +6 / +4 
   
  Mystic Fortitude: +6 
   
  Special Abilities: Amphibious, Charge into Battle 
  (Initiative 17, Melee +10) Grapple (Might 20), Magic 
  Resistance, Missile Weapons (net, range 20’, Might 
  = 20), Sixth Sense, Supernatural Vigor, Tough Skin. 
   
  Awards: Glory 150, Wisdom 40. Those with shields 
  or nets are worth +10 Glory. 
   
  The Children of Lyros 
   
  Back in the Age of Myth, there once was a powerful 
  Titanian king named Lyros, who, like all the other 
  Titanians, despised the Olympians and honored the 
  defeated Titans as the “true gods”.  
   
  Lyros and his people lived on a small island of the 
  Great Ocean, whose name has now been forgotten. 
  One day, his kingdom was suddenly attacked by a 
  mighty force of undersea Fomoros (see Creature 
  Compendium, p 42), who wanted to seize the island 
  for themselves.  
   
  Lyros and his Titanian warriors fought valiantly but 
  they were no match for the fearsome Fomoros, who 
  commanded the very powers of the Abyss.  
   
  Faced with certain defeat and destruction, Lyros 
  cursed the sleeping Titans for not coming to his 
  people’s rescue. These desperate words were 
  heard by Poseidon, who then manifested himself in 
  all his might and majesty.  
   
   
   
  A mighty Lyrian warrior 
   
  (and a majestic original illustration by Croquefer!) 
   
  The King of the Sea told the Titanian King that he 
  would gladly save him and his brethren and help 
  them vanquish the Fomoros menace – if Lyros and 
  his clan swore eternal and total allegiance to him.  
   
  Lyros accepted the bargain and Poseidon raised his 
  divine fury to destroy the attacking Fomoros. In the 
  process, Lyros and his kin were given the power to 
  live underwater, where their island and city were 
  relocated by the god of the sea.  
   
  Since that fateful day, the descendants of Lyros, 
  known as the Lyrians, have been loyal and faithful 
  servitors of Poseidon and have served him well in 
  his wars against the Fomoros. They are, however, 
  viewed with a certain degree of suspicion by Tritons 
  and other Poseidonian folks, who have not forgotten 
  the Titanian origins of Lyros and his kin. 
   
  Their forsaking of the Titans in favor of Poseidon 
  has also made the Lyrians renegades and betrayers 
  in the eyes of the “true” Titanians, who have sworn 
  the total destruction of these “mutated, degenerate 
  traitors”. Should the Titanians manage to establish a 
  lasting alliance with the Fomoros, the Lyrians will 
  find themselves in a very tight spot. 
   
  
   
  Merion 
   
  Taxonomy: Folk 
   
  Description: These creatures look like lion
  Tritons (or half-humanoid Sea Lions, depending on 
  how you look at it – but see Additional Lore
   
  Size: Medium 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 80’ 
   
  Initiative: 19 
   
  Melee Attack: +5 
   
  Damage: 1d6 (claws) 
   
  Defense Class: 17 
   
  Hits Total: 16 
   
  Detection / Evasion: +6 / +8 
   
  Mystic Fortitude: +2 
   
  Special Abilities: Aquatic, Charge into Battle
  (Initiative 20, Melee Attack +5), Lightning Fast, 
  Sharp Senses, Supernatural Vigor, 
  Uncanny Agility. 
   
  Awards: Glory 75, Wisdom 10. 
   
  Additional Lore: Despite what some foolish 
  naturalists have theorized, these beings are not th
  hybrids of Mermaids and Sea Lions, but a fully 
  separate species, which may or may not be related 
  to Leonids. Merions are on reasonably good terms 
  with Tritons but are more primitive and are also far 
  fewer in numbers, living only in certain specific 
  spots of the Undersea (usually referred to as 
  “Merion Territory” by Tritons). 
  Sea Lion/Triton hybrid?  Well, think again…
  25 
  se creatures look like lion-headed 
  humanoid Sea Lions, depending on 
  Additional Lore below). 
  Aquatic, Charge into Battle 
  ), Lightning Fast, 
  Sharp Senses, Supernatural Vigor, Tough Skin, 
  Despite what some foolish 
  naturalists have theorized, these beings are not the 
  hybrids of Mermaids and Sea Lions, but a fully 
  separate species, which may or may not be related 
  to Leonids. Merions are on reasonably good terms 
  itive and are also far 
  fewer in numbers, living only in certain specific 
  spots of the Undersea (usually referred to as 
   
  Triton hybrid?  Well, think again… 
   
  Insubstantial, Entrancing & Dangerous
   
  Morid 
   
  Taxonomy: Spirit 
   
  Description: Morids appear as 4’ tall, insubstantial 
  hippocampus-like creatures with the head of a 
  beautiful woman and an entrancing voice. 
   
  Size: Small 
   
  Ferocity: Dangerous 
   
  Cunning: Crafty 
   
  Mystique: Eldritch 
   
  Movement: 60’ (240’ cruising)
   
  Initiative: 19 
   
  Melee Attack: +4 
   
  Damage: see below 
   
  Defense Class: 14 
   
  Hits Total: 6 
   
  Detection / Evasion: +10 / +12
   
  Mystic Fortitude: +4 
   
  Special Abilities: Aquatic, Cruise, Insubstantial, 
  Life Energy Drain, Lightning Fast, Sixth Sense, 
  Stealthy (24), Vocal Entrancement (17, 100’
   
  The Morid’s only physical attack is its Life Energy 
  Drain touch. Being insubstantial, these beings 
  cannot be hurt by normal weapons. 
   
  Additional Lore: According to most undersea 
  legends, Morids are the dead spirits of 
  incurred the divine wrath of Poseidon during their 
  life and are now condemned to roam the abysses in 
  search of victims to entrance and vampirize. Other 
  tales say they are the cursed spirits of Mermaids 
  who were unfaithful to their husbands 
  obviously Triton propaganda.
   
  Awards: Glory 24, Wisdom 140. 
   
   
   
  Insubstantial, Entrancing & Dangerous 
  Morids appear as 4’ tall, insubstantial 
  creatures with the head of a 
  beautiful woman and an entrancing voice.  
  (240’ cruising) 
  10 / +12 
  Aquatic, Cruise, Insubstantial, 
  Life Energy Drain, Lightning Fast, Sixth Sense, 
  Vocal Entrancement (17, 100’). 
  ’s only physical attack is its Life Energy 
  Drain touch. Being insubstantial, these beings 
  cannot be hurt by normal weapons.  
  According to most undersea 
  legends, Morids are the dead spirits of Nereids who 
  incurred the divine wrath of Poseidon during their 
  life and are now condemned to roam the abysses in 
  search of victims to entrance and vampirize. Other 
  tales say they are the cursed spirits of Mermaids 
  who were unfaithful to their husbands – but this is 
  obviously Triton propaganda. 
  Glory 24, Wisdom 140.  
  
  26 
   
  Psychic Medusa 
   
  Taxonomy: Monster 
   
  Description: Looks like an ordinary medusa… until 
  you notice the human like features on top of its 
  head. These strangest of creatures were originally 
  created as “living weapons” by Atlantean wizard-
  scientists centuries ago. They can still be found in 
  small groups, haunting the depths of the great 
  western ocean. 
   
  Size: Small 
   
  Ferocity: Deadly 
   
  Cunning: Alert 
   
  Mystique: Eldritch 
   
  Movement: 45’ 
   
  Initiative: 16 
   
  Melee Attack: n/a * 
   
  Damage: See below 
   
  Defense Class: 16 
   
  Hits Total: 8 
   
  Detection / Evasion: +6 
   
  Mystic Fortitude: +8 
   
  Special Abilities: Aquatic, Magic Resistance, Life-
  Energy Drain (touch), Psychic Powers (Psychic Gift 
  3, Mystic Strength 15, 12 Power points), Sixth 
  Sense, Stealthy (18), Uncanny Agility.  
   
  * The only physical attack form of the creature is its 
  Life-Energy Drain touch but the Psychic Medusa 
  usually prefers to use Psychic Attacks to weaken its 
  prey at distance before striking.  
   
  Awards: Glory 42, Wisdom 250. 
    
   
   
   
   
  A Deadly Psychic Medusa floating about 
   
   
  Come and get stoned under the sea… 
   
  Sea Gorgon 
   
  Taxonomy: Monster 
   
  Description: Sea Gorgons are similar to regular 
  Gorgons, except that they are very attractive and 
  that their hair does not appear to be made of 
  snakes, but of dark green seaweeds – which make 
  them less terrifying (and more inconspicuous) than 
  their land-based cousins. Even though they are a 
  nearly extinct breed, these creatures are obviously 
  responsible for a fair number of stone statues found 
  at the bottom of the sea. 
   
  Size: Medium 
   
  Ferocity: Deadly 
   
  Cunning: Clever 
   
  Mystique: Eldritch 
   
  Movement: 60’ 
   
  Initiative: 15 
   
  Melee Attack: +6 
   
  Damage: 1d6 (claws) 
   
  Defense Class: 22 
   
  Hits Total: 20 
   
  Detection / Evasion: +8 / +6 
   
  Mystic Fortitude: +8 
   
  Special Abilities: Aquatic, Invulnerability, Magic 
  Resistance, Petrification (40’ range), Regeneration 
  (1 Hit per round), Sixth Sense, Stealthy (16), 
  Supernatural Vigor. 
   
  Awards: Glory 300, Wisdom 90. 
   
   
   
  
  27 
   
   
   
   
   
  Sea Titan 
   
  Taxonomy: Monster 
   
  Description: These gigantic, green-skinned spawns 
  of primal Chaos are the last survivors of an ancient 
  race that sided against the Olympian gods during 
  the War of the Titans.  
   
  Size: Gigantic 
   
  Ferocity: Deadly 
   
  Cunning: Average 
   
  Mystique: Unearthly 
   
  Movement: 120’ 
   
  Initiative: 15 
   
  Melee Attack: +10 
   
  Damage: 3d6 
   
  Defense Class: 25 
   
  Hits Total: 60 
   
  Detection / Evasion: 0 
   
  Mystic Fortitude: +10 
   
  Special Abilities: Amphibian, Charge into Battle 
  (Initiative 21, Melee Attack +16), Crushing Damage 
  (after Grapple), Crushing Missiles (stones etc), 
  Fearsome, Grapple (Might = 24), Invulnerability, 
  Magic Resistance, Supernatural Vigor, Trample. 
    
  Awards: Glory 1250, Wisdom 40.  
   
   
   
  The Three Sea Titans 
   
  Sea Titans are among the mightiest and deadliest 
  creatures of the M&M bestiary. Adventurers who are 
  unfortunate enough to meet one of these creatures 
  are assured to meet a quick end, unless they can 
  count on some divine assistance, powerful mythic 
  items and extremely lucky die rolls… 
   
  Fortunately for adventurers, there are actually only 
  three such beings left in existence and all three are 
  actually kept captive in deep underwater caverns, 
  under the watchful eye of Poseidon’s servants.  
   
  The three Sea Titans are named Dagon, Kraken 
  and Ktolos. Because even their worshippers feared 
  to utter their names, they were also given a variety 
  of colorful nicknames, such as Father of the Deep 
  Ones (Dagon), the Fury from the Abyss (Kraken) 
  and the Dreamer Below (Ktolos). Ancient lore also 
  tends to associate these beings with completely 
  unknown places, such as the Doomed City of 
  Sarnathos or the Sunken Isle of  Heryl. 
   
  The Sea Titans were defeated and enslaved by 
  Poseidon, who occasionally unleashes one of them 
  for a few hours to carry out devastating displays of 
  his divine wrath. Driven by a blinding, primal fury, 
  the Sea Titans gladly execute these destructive 
  duties before getting back to the caverns in which 
  the King of the Sea keep them imprisoned, where 
  they fall into a deep slumber, dreaming of the day 
  when they shall free themselves to wreak havoc on 
  the world once again… 
   
  The adventure A Dark Alliance (included in the 
  Tales of the Middle Sea compilation), is directly tied 
  to the ancient cult of the Sea Titans - and the 
  possible release of one of them, Dagon. See also 
  chapter VI (p 33) for more details about the dreaded 
  Tablets of the Sea Titans. 
   
   
   
  The Mighty Sea Titan rises… 
   
  (Mmmh, why do I get this feeling of déjà-vu?) 
   
   
  
   
  Shark 
   
  Taxonomy: Beast 
   
  Description: The well-known marine predator.
   
  Size: Medium 
   
  Ferocity: Deadly 
   
  Cunning: Alert 
   
  Mystique: Normal 
   
  Movement: 80’ (320’ cruising)  
   
  Initiative: 20 
   
  Melee Attack: +7 
   
  Damage: 1d6 (bite) 
   
  Defense Class: 16 
   
  Hits Total: 16 
   
  Detection / Evasion: +6 / +8 
   
  Mystic Fortitude: 0 
   
  Special Abilities: Aquatic, Charge Into Battle (Init 
  22, Melee +9), Cruise, Lightning Fast, Sharp 
  Senses, Stealthy (16), Tough Skin, Uncanny Agility.
   
  Awards: Glory 75. 
   
  Note: White Sharks have a Weird Mystique, which 
  raises their Defense Class to 17, their Mystic 
  Fortitude to +2 and their Glory award to 80.
   
  Giant Shark 
   
  Taxonomy: Monster 
   
  Description: Think JAWS. Huge, absolutely deadly, 
  monstrously tough and deviously clever
   
  Size: Large 
   
  Ferocity: Deadly 
   
  Cunning: Clever 
   
  Mystique: Normal 
   
  Movement: 120’ (480’ cruising)  
   
  Initiative: 23 
   
  Melee Attack: +9 
   
  Damage: 2d6 (bite) 
   
  Defense Class: 18 
   
  Hits Total: 36 
   
  Detection / Evasion: +8 / +10 
   
  Mystic Fortitude: 0 
   
  Special Abilities: Aquatic, Charge Into Battle (Init 
  24, Melee +13), Cruise, Fearsome, Lightning Fast, 
  Sharp Senses, Stealthy (16), Supernatural Vigor, 
  Tough Skin, Uncanny Agility. 
   
  Awards: Glory 400, Wisdom 20. 
   
  Note: Giant White Sharks have a Weird Mystique, 
  which raises their Defense Class to 19, their Mysti
  Fortitude to +2 and their Glory award to 420.
  28 
  known marine predator. 
  Aquatic, Charge Into Battle (Init 
  22, Melee +9), Cruise, Lightning Fast, Sharp 
  Senses, Stealthy (16), Tough Skin, Uncanny Agility. 
  White Sharks have a Weird Mystique, which 
  raises their Defense Class to 17, their Mystic 
  Fortitude to +2 and their Glory award to 80. 
  Think JAWS. Huge, absolutely deadly, 
  monstrously tough and deviously clever. 
  Aquatic, Charge Into Battle (Init 
  24, Melee +13), Cruise, Fearsome, Lightning Fast, 
  Sharp Senses, Stealthy (16), Supernatural Vigor, 
  Giant White Sharks have a Weird Mystique, 
  which raises their Defense Class to 19, their Mystic 
  Fortitude to +2 and their Glory award to 420. 
   
  - Explain to me again, why I had to 
  before finally seeing my stats in print…
   
  Siluros 
   
  Taxonomy: Monster 
   
  Description: Huge, shambling, carnivorous fishmen 
  with a rudimentary intelligence. Siluros tend to be 
  solitary creatures but are sometimes used as slaves
  or ‘war brutes’ by the Sons of Dagon. 
   
  Size: Large 
   
  Ferocity: Aggressive 
   
  Cunning: Average 
   
  Mystique: Normal 
   
  Movement: 90’ (60’ on land) 
   
  Initiative: 11 
   
  Melee Attack: +2 
   
  Damage: 2d6 (claws) 
   
  Defense Class: 14 
   
  Hits Total: 20 
   
  Detection / Evasion: 0 
   
  Mystic Fortitude: 0 
   
  Special Abilities: Amphibious, Grapple (Might 20), 
  Tough Skin. 
   
  Awards: Glory 80. 
   
   
   
   
   
  The Siluros rises again!
   
   
  Explain to me again, why I had to wait THAT long 
  my stats in print… 
  Huge, shambling, carnivorous fishmen 
  with a rudimentary intelligence. Siluros tend to be 
  solitary creatures but are sometimes used as slaves 
  or ‘war brutes’ by the Sons of Dagon.  
  Amphibious, Grapple (Might 20), 
   
  The Siluros rises again! 
  
   
  Tritonide 
   
  Taxonomy: Folk 
   
  Description: Amazons of the Deep! See p XX.
   
  Size: Medium 
   
  Ferocity: Aggressive 
   
  Cunning: Clever 
   
  Mystique: Weird 
   
  Movement: 80’ (320’ cruising) 
   
  Initiative: 19 
   
  Melee Attack: +3 
   
  Damage: 1d6 (trident) 
   
  Defense Class: 15 
   
  Hits Total: 12 
   
  Detection / Evasion: +4 / +10 
   
  Mystic Fortitude: +2 
   
  Special Abilities: Aquatic, Cruise, Lightning Fast, 
  Stealthy (18), Supernatural Vigor, Uncanny Agility.
   
  Awards: Glory 60, Wisdom 10. 
   
  Note: While they lack the male Tritons’ Tough Skin and 
  sheer physical strength (Charge Into Battle), Trito
  have retained their Mermaid’s Clever Cunning and 
  Stealthy agility, making them very effective “comma
  warriors”. Tritonides have chosen to forsake the Vo
  Entrancement power of ‘true’ Mermaids because they 
  saw this gift as incompatible with a true war
  vocation, as detailed in the description of the class
   
   
   
  Illustrations of Tritonides are extremely hard to f
   
   
   
  29 
  Amazons of the Deep! See p XX. 
  Aquatic, Cruise, Lightning Fast, 
  Stealthy (18), Supernatural Vigor, Uncanny Agility. 
  While they lack the male Tritons’ Tough Skin and 
  sheer physical strength (Charge Into Battle), Tritonides 
  have retained their Mermaid’s Clever Cunning and 
  Stealthy agility, making them very effective “commando 
  warriors”. Tritonides have chosen to forsake the Vocal 
  Entrancement power of ‘true’ Mermaids because they 
  saw this gift as incompatible with a true warrior’s 
  , as detailed in the description of the class.  
   
  Illustrations of Tritonides are extremely hard to find 
   
   
  A nasty Tyrodon looking for prey…
   
  Tyrodon 
   
  Taxonomy: Monster 
   
  Description: This monstrous, vicious carnivorous 
  fish dwell in the depths of the Umbrian Sea. Its 
  scales are of a distinctive sickly bluish color 
  its name. Except no mercy from this relentless and 
  lightning fast predator!  The only good news is tha
  Tyrodons tend to be loners. 
   
  Size: Large 
   
  Ferocity: Deadly 
   
  Cunning: Alert 
   
  Mystique: Normal 
   
  Movement: 120’ (480’ cruising)
   
  Initiative: 20 
   
  Melee Attack: +9 
   
  Damage: 2d6 (enormous teeth
   
  Defense Class: 16 
   
  Hits Total: 30 
   
  Detection / Evasion: +6 / +8
   
  Mystic Fortitude: 0 
   
  Special Abilities: Aquatic, Charge into Battle 
  (Initiative 24, Melee attack +13), Cruise, Lightnin
  Fast, Sharp Senses, Stealthy (14), Tough Skin, 
  Uncanny Agility. 
   
  Awards: Glory 300. 
   
   
   
   
   
   
   
  A nasty Tyrodon looking for prey… 
  This monstrous, vicious carnivorous 
  fish dwell in the depths of the Umbrian Sea. Its 
  scales are of a distinctive sickly bluish color – hence 
  its name. Except no mercy from this relentless and 
  lightning fast predator!  The only good news is that 
  120’ (480’ cruising) 
  enormous teeth) 
  6 / +8 
  Aquatic, Charge into Battle 
  (Initiative 24, Melee attack +13), Cruise, Lightning 
  Fast, Sharp Senses, Stealthy (14), Tough Skin, 
  
   
  Whale 
   
  On Mythika, these titanic sea mammals can only be 
  encountered in the Great Ocean – and they are, of 
  course, perfectly at home in the seas of Midgard, 
  the world of Vikings & Valkyries. 
   
  Common Whale 
   
  Taxonomy: Beast 
   
  Description: The classic sperm whale.
   
  Size: Gigantic 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Normal 
   
  Movement: 120’ (480’ cruising)  
   
  Initiative: 15 
   
  Melee Attack: +8 
   
  Damage: 3d6 
   
  Defense Class: 18 
   
  Hits Total: 40 
   
  Detection / Evasion: +6 / +2 
   
  Mystic Fortitude: 0 
   
  Special Abilities: Aquatic, Charge / Dive Into Battle 
  (Init 21, Melee +14), Cruise, Fearsome, Natural 
  Armor, Sharp Senses. 
   
  Awards: Glory 275, Wisdom 10. 
   
  Unique Ability: Whales are so big that they can 
  ram ships, just like Sea Serpents (see 
  Compendium, p 101). 
   
  Note: White whales have a Weird Mystique, which 
  increases their Defense Class to 19, their Mystic 
  Fortitude to +2 and their Glory award to 300.
   
  Whales in the Game
   
  Although their sheer size and might make them 
  Dangerous in game terms, common whales are 
  peaceful creatures – and are unlikely to attack 
  unless provoked first. Some Nereids of the 
  Great Ocean have been known to charm them.
   
  Eco-friendly or new-agey Maze Ma
  wish to give whales a higher degree of 
  intelligence and empathy, as well as a form of 
  spiritual majesty. In this case, they should be 
  given a Clever Cunning, an Eldritch Mystique, 
  as well as the Sixth Sense and Magic 
  Resistance special abilities (which are also 
  possessed by Dolphins in M&M) but would no 
  longer be perceived as Fearsome creatures. 
   
  30 
  , these titanic sea mammals can only be 
  and they are, of 
  course, perfectly at home in the seas of Midgard, 
  The classic sperm whale. 
  Aquatic, Charge / Dive Into Battle 
  (Init 21, Melee +14), Cruise, Fearsome, Natural 
  Whales are so big that they can 
  ram ships, just like Sea Serpents (see Creature 
  have a Weird Mystique, which 
  increases their Defense Class to 19, their Mystic 
  Fortitude to +2 and their Glory award to 300.  
  Whales in the Game 
  Although their sheer size and might make them 
  Dangerous in game terms, common whales are 
  and are unlikely to attack 
  unless provoked first. Some Nereids of the 
  Great Ocean have been known to charm them. 
  agey Maze Masters may 
  wish to give whales a higher degree of 
  intelligence and empathy, as well as a form of 
  spiritual majesty. In this case, they should be 
  given a Clever Cunning, an Eldritch Mystique, 
  as well as the Sixth Sense and Magic 
  (which are also 
  possessed by Dolphins in M&M) but would no 
  longer be perceived as Fearsome creatures.  
   
   
  - Save the whales?  Save the ship, more like!
    
   
  Orca (Killer Whale) 
   
  Taxonomy: Beast 
   
  Description: The classic orcinus orca
   
  Size: Large 
   
  Ferocity: Dangerous 
   
  Cunning: Alert 
   
  Mystique: Normal 
   
  Movement: 120’ (480’ cruising)
   
  Initiative: 19 
   
  Melee Attack: +7 
   
  Damage: 2d6 
   
  Defense Class: 16 
   
  Hits Total: 24 
   
  Detection / Evasion: +6 / +8
   
  Mystic Fortitude: 0 
   
  Special Abilities: Aquatic, Charge / Dive Into Battle 
  (Init 23, Melee +11), Cruise, Lightning Fast, Sharp 
  Senses, Tough Skin, Uncanny Agility.
   
  Awards: Glory 120. 
   
  - Okay, WHO cried “Jump, Willy, jump!”
   
   
   
  Save the whales?  Save the ship, more like! 
  orcinus orca. 
  (480’ cruising)  
  +6 / +8 
  Aquatic, Charge / Dive Into Battle 
  (Init 23, Melee +11), Cruise, Lightning Fast, Sharp 
  Senses, Tough Skin, Uncanny Agility. 
   
  Okay, WHO cried “Jump, Willy, jump!”??? 
  
   
  VI: MARINE MYTHIC ITEMS
   
      
   
  Treasures of the Tritons
   
  Most of the following mythic items may be found in 
  the equipment or treasure hoards of Tritons and 
  other Sea Folks. All have been crafted in the 
  Undersea kingdoms and are almost never found in 
  non-aquatic settings. 
   
  Magical Armament 
   
  Aquatic Breastplate  
   
  When worn underwater, this magical breastplate 
  made of a mysterious green metal becomes 
  effectively weightless (Encumbrance 0) and gives 
  an EDC bonus of +4 (instead of the regular +2). 
  Outside of water, it has the same characteristics a
  encumbrance as a normal breastplate. These 
  breasplates are even rarer than Seamail (see 
  below) and were crafted a very long time ago from 
  the metal of a meteorite that had fallen into the s
   
  Net of Nodens 
   
  When used underwater, this magical combat net 
  gives a +2 bonus to attack (both in Melee and 
  Missile modes; see the M&M Companion
  details) and ensnares its victims with a Might of 24. 
  Its enchanted nature also makes it effectively 
  weightless (Enc 0). The Net of Nodens loses
  magical properties when used out of water. 
   
  Quinotaur Sword 
   
  This magical “sword” actually looks like a crude, 
  ivory-white oversized dagger and is actually made 
  from the horns of a Quinotaur. When used in melee, 
  It gives a +1 bonus to damage against all 
  underwater Beasts, Folks and Monsters.
   
  Note that killing a Quinotaur and taking its horns 
  not give you two Quinotaur Swords: like many other 
  mythic items, these were made in the Age of Magic, 
  using enchantments that have now been lost (or 
  rendered powerless by the Gods). 
  31 
  MARINE MYTHIC ITEMS
   
  Treasures of the Tritons 
  Most of the following mythic items may be found in 
  the equipment or treasure hoards of Tritons and 
  other Sea Folks. All have been crafted in the 
  Undersea kingdoms and are almost never found in 
  When worn underwater, this magical breastplate 
  made of a mysterious green metal becomes 
  effectively weightless (Encumbrance 0) and gives 
  an EDC bonus of +4 (instead of the regular +2). 
  Outside of water, it has the same characteristics and 
  normal breastplate. These 
  s are even rarer than Seamail (see 
  were crafted a very long time ago from 
  the metal of a meteorite that had fallen into the sea. 
  When used underwater, this magical combat net 
  to attack (both in Melee and 
  M&M Companion for more 
  ) and ensnares its victims with a Might of 24. 
  Its enchanted nature also makes it effectively 
  The Net of Nodens loses its 
  of water.  
  This magical “sword” actually looks like a crude, 
  white oversized dagger and is actually made 
  When used in melee, 
  gives a +1 bonus to damage against all 
  underwater Beasts, Folks and Monsters.  
  Note that killing a Quinotaur and taking its horns will 
  not give you two Quinotaur Swords: like many other 
  mythic items, these were made in the Age of Magic, 
  s that have now been lost (or 
  Seamail 
   
  This tight shirt of silvery chainmail is actually m
  from the scales of a now-extinct species of giant 
  fish. With the exception of Aquatic Breastplates, it 
  the only form of armor that Tritons may wear. 
  Seamail shirts are very rare are usually only found 
  in the panoply of Triton kings or princes. 
   
  In game terms, a Seamail shirt
  protection as a breastplate (EDC +2) but has an 
  Encumbrance of only 1 (instead of the usu
  so light and tight-fitting that it can actually be worn 
  beneath a breastplate, for a cumulative effect.
   
  Spear of Sea Monster Slaying
   
  This powerful enchanted spear gives a +2 Melee 
  bonus and an extra die of damage when used 
  against underwater Monsters (which does not 
  include Folks, Beasts or other types of creatures).
   
  Trident of Fury 
   
  As mentioned in the M&M Companion
  magical weapon has the same properties as a 
  Spear of Striking (see Maze Masters Guide
   
  Garments & Accessories
   
  Diadem of Marine Majesty
   
  This silver, emerald-incrusted headband grants a +4 
  bonus to Personal Charisma and Mystic Fortitude, 
  but only if worn underwater. 
   
  Manta Cloak 
   
  When worn underwater, this magical cloak (Enc = 0) 
  unfolds like the “wings” of a manta ray and gives its 
  wearer a +2 bonus to all his Mystic Fortitude and 
  Danger Evasion rolls. These magical properties do 
  not operate on land. 
   
  Miscellaneous Items
   
  Chariot of the Tritons
   
  This magical, wheelless chariot has the same 
  properties as a normal, wheeled chariot but can be 
  used underwater – simply replace the Horses by 
  Sea Horses (see Creature Compendium
  standard sea chariot has room for two medium
  sized beings; larger models exist (for four or six 
  persons) but require the sa
  Horses as their passenger capacity.
  MARINE MYTHIC ITEMS 
  This tight shirt of silvery chainmail is actually made 
  extinct species of giant 
  fish. With the exception of Aquatic Breastplates, it is 
  that Tritons may wear. 
  Seamail shirts are very rare are usually only found 
  in the panoply of Triton kings or princes.  
  In game terms, a Seamail shirt gives the same 
  protection as a breastplate (EDC +2) but has an 
  Encumbrance of only 1 (instead of the usual 3). It is 
  fitting that it can actually be worn 
  beneath a breastplate, for a cumulative effect. 
  Spear of Sea Monster Slaying 
  This powerful enchanted spear gives a +2 Melee 
  bonus and an extra die of damage when used 
  Monsters (which does not 
  include Folks, Beasts or other types of creatures). 
  M&M Companion (p 12), this 
  magical weapon has the same properties as a 
  Maze Masters Guide, p 39). 
  Accessories 
  Diadem of Marine Majesty 
  incrusted headband grants a +4 
  bonus to Personal Charisma and Mystic Fortitude, 
  When worn underwater, this magical cloak (Enc = 0) 
  “wings” of a manta ray and gives its 
  wearer a +2 bonus to all his Mystic Fortitude and 
  Danger Evasion rolls. These magical properties do 
  Miscellaneous Items 
  Chariot of the Tritons 
  This magical, wheelless chariot has the same 
  ies as a normal, wheeled chariot but can be 
  simply replace the Horses by 
  Creature Compendium). The 
  standard sea chariot has room for two medium-
  sized beings; larger models exist (for four or six 
  persons) but require the same number of Sea 
  Horses as their passenger capacity. 
  
  32 
   
   
   
  The Horn of the Tritons in action! 
   
  Horn of the Tritons 
   
  This conch-shaped horn can be blown underwater 
  and will actually sound like a real, powerful horn. Its 
  magical sound can be heard (and identified) by all 
  undersea Folks (including Tritons, Dolphins and 
  Mermaids, as well as Ichtyocentaurs and a variety of 
  other creatures) within a radius of 1 mile.  
   
  These creatures will almost always respond to the 
  call of the Horn, out of curiosity - the Horn, however, 
  does not give any degree of control over these 
  creatures. When used above the surface, the horn 
  will remain silent, no matter how hard it is blown. 
   
  Wonders of the Waves 
   
  The following magical items do not originate from 
  the Undersea kingdom but may nonetheless prove 
  very useful during maritime adventures. 
   
  Magical Armament 
   
  Aquatic Arrows  
   
  These magical arrows can be used underwater 
  without the usual range reduction (see  Undersea 
  Adventuring 101 in chapter III). They are usually 
  found in quivers containing 2d6 arrows. 
   
  Garments & Accessories 
   
  Belt of Buoyancy 
   
  This magical belt gives its wearer automatic success 
  on all his swimming rolls, as long as his 
  Encumbrance total does not exceed 15.  
   
  Glowgems  
   
  These nut-sized underwater yellow-green stones 
  (Enc = 0) glow in the darkest abysses, which makes 
  them excellent light sources when adventuring 
  underwater. Each gem will provide illumination in a 
  10’ radius, up to a maximum of 30’ for three gems. 
   
  Helmet of Scaphandrios 
   
  This magical helmet offers standard protection (EDC 
  +2) but allows its wearer to breathe indefinitely 
  underwater. It does not, however, grant the ability to 
  speak underwater. (Enc = 1) 
  Tunic of Dyctis 
   
  This tunic, which is made of a strange, blue-grey 
  leather, allows a character to change into a Dolphin 
  (and back into his original form).  
   
  All the usual Metamorphosis rules and restrictions 
  regarding abilities apply (see M&M Companion). 
  While he is in Dolphin form, the user can freely 
  communicate with other Dolphins.  
   
  The Dolphin form may be maintained for an 
  unlimited period – but each time the user wants to 
  revert to his original form, he has a 10% chance of 
  being permanently turned into a Dolphin. 
   
  Miscellaneous Items 
   
  Cup of Perpetual Sustenance 
   
  This magical drinking cup transforms the salted 
  water of the sea into perfectly drinkable water. This 
  property may not seem very spectacular at first but it 
  may save the lives of whole ship crews, since there 
  is no limit to the number of times the cup may be 
  used in a day (and the sea has plenty of water). 
   
  Statue of Sea Fortune 
   
  When attached to the prow of a ship, this wooden 
  life-sized sculpture of a buxom Mermaid will give 
  him a Fortune bonus of +4 (See Players Manual p 
  43 for more details). 
   
  Submersible Ship 
   
  This half-mechanical, half-magical wonder was 
  invented centuries ago by some forgotten disciple of 
  Daedalus or perhaps by the great inventor himself.  
   
  It looks like a giant metal fish with transparent eyes 
  and is essentially a Bronze Age submarine, which 
  can be manned as a standard surface ship and has 
  unlimited air and power supply (thanks to its half-
  magical nature). It has room for six medium-sized 
  passengers, including the pilot, and has 10 
  Structure points (see Players Manual p 43).  
   
  A Submersible Ship can only be damaged by 
  storms or by any other force that may damage ships 
  (such as the Fist of the Sea power of Elementalism 
  or monsters such as Sea Serpents or Fomoros). 
    
   
   
  Thirsty?  Try the Cup of Perpetual Sustenance! 
  
  33 
   
   
   
  Testing (or being tested by?) the Shell of Vanity 
   
  Unique Artifacts 
   
  Shell of Vanity 
   
  This big magical sea-shell is actually the one 
  depicted on Botticelli’s famous painting of Venus 
  emerging from the sea. It belongs to the goddess 
  Aphrodite who may use it as a way of judging the 
  vanity of mortal women (and Nymphs). 
   
  Once the shell is opened (which requires a Feat of 
  Strength), any mortal woman or Nymph who stands 
  or sits inside it will be Judged by Aphrodite: she 
  must make a Mystic Fortitude roll against a target 
  number of 20. If the roll succeeds, she will 
  immediately and permanently gain 1d6 extra points 
  of Grace, up to a maximum score of 21. If the roll 
  fails however, she will lose the same amount of 
  Grace points. These effects are permanent and can 
  only be reverted by Divine Intervention a goddess 
  other than Aphrodite.  
   
  Followers, Priestesses and Agents of Aphrodite are 
  always judged favorably and automatically gain 1d6 
  Grace points. The Shell of Vanity can only work 
  once on the same individual and has no effect on 
  beings who do not have a Grace score (like Minor 
  NPCs), since they are actually too insignificant to 
  trigger its magical properties. 
   
  Tablets of the Sea Titans 
   
  There are three such items in existence, one for 
  each of the three surviving Sea Titans: Dagon, 
  Kraken and Ktolos. During the War of the Titans, 
  these three gigantic beings of immense power were 
  defeated by Poseidon, who imprisoned them in 
  secret magical caverns located in the deepest sea 
  abysses below the island of Tritonis.  
   
  Each Tablet of the Sea Titans looks like a very old 
  10’’ x 6’’ stone tablet engraved with arcane symbols 
  and strange inscriptions – these are actually written 
  in the ancient alphabet of Tritonis and can thus only 
  be read by someone literate in Tritonian: they give 
  the name of each Sea Titan as well as the relevant 
  astronomical information for using each Tablet as it 
  was intended (see below). 
  The Tablets were crafted during the Age of Magic 
  by Sorcerers of the Autarch empire of Acheiros, who 
  sought to unleash the three imprisoned Sea Titans 
  to wage war on Poseidon himself…  
   
  After years of research into forbidden lore and dark 
  experiments, these Autarch Sorcerers managed to 
  craft these three Tablets, which would have the 
  power to free the Sea Titans, but only at a certain 
  time of the year for each Titan (« when the stars are 
  right ») and at the cost of the bloody sacrifice of 
  at least ten Mermaids, Dolphins or Tritons (for each 
  Titan) below the surface of the sea. The final stage 
  of the ceremony required the officiant to smash the 
  Tablet to release the magical force that would free 
  the Titan from its undersea prison… 
   
  But the insane Autarchs never had the chance to 
  perform this unspeakable ritual, for their empire was 
  destroyed by Poseidon’s protégés, the Tritonians, 
  who founded the kingdom of Tritonis on the ashes 
  of Acheiros. 
   
  Before the surviving, scattered Autarchs of Acheiros 
  could gather their forces, the Age of Magic came to 
  a brutal end (see Maze Masters Guide, p 13).  
   
  The Tablets were confiscated by Poseidon himself 
  who chose not to destroy them, for this would allow 
  the Titans to free themselves from his divine power. 
  Sure, the King of the Sea would have the power to 
  defeat and imprison them again (or even destroy 
  them, if he really wanted), but even a few minutes of 
  freedom would be more than enough for a single 
  Titan to wreak havoc in the Undersea and on the 
  island of Tritonis, both of which are under the 
  protection of Poseidon.  
   
  Poseidon keeps the three Tablets, away from all 
  mortal’s eyes, in one his secret sea caves only 
  known to his trusty Oceanids (see chapter III for 
  more details on Oceanids). 
   
   
   
  Poseidon, Supreme King of the Sea 
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/Optional Rules/M&M Supplement Triremes & Tritons.pdf