TEXT:  
   
   
   
   
  IONIA 
   
  Treasury of Olympus 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Supplement for ZENOBIA 
   
   
   
   
  by Günter D'Hoogh 
   
   
   
   
   
   
   
   
  
   
   
  Written by Günter D'Hoogh © 2004 
   
  Additional material and assistance from Paul Elliott. 
   
  Illustrations by Paul Elliott 
   
   
   
   
   
   
   
   
   
   
  Acknowledgements 
   
  It was a pleasure working on this project, being a history teacher it’s a fantastic feeling that 
  it’s quite well possible to merge history and roleplaying together. I hope that the reader as 
  much enjoys playing it as I enjoyed writing this little “Campaign Guide”. 
   
  I especially want to thank Paul Elliott, the creator of the wonderful ZENOBIA. He has been 
  my mentor, my great help and especially a very good friend who encouraged me when the 
  spirit was low. 
   
  Thanks Paul for letting me take part in your great adventure, for the editting work, for the 
  maps and drawings, and for the fine articles you wrote in this book! I really hope we’ll see 
  each other someday face-to-face my friend! 
   
   
   
  Günter D’Hoogh 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  THE CONTENTS 
   
   
   
   
   
   
   
  I  
   
  INTRODUCTION 
   
   
   
  II  
   
  THE WORLD OF IONIA 
   
   
   
  III  
  CHARACTER CREATION 
   
  IV   
  GODS OF OLYMPUS 
   
  V 
   
  THE THESSALIAN WITCH 
   
  VI 
   
  MONSTERS & WILD ANIMALS 
   
  VII   
  PHILOSOPHY 
   
  VIII   
  TREASURES 
   
  IX 
   
  LABYRINTHS OF IONIA 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  I   INTRODUCTION 
   
   
  Ionia is a sleepy mountainous land steeped in history, a land of ancient cities that are home to 
  philosophers, academics, poets and playwrights. Lost and forgotten beneath Ionia are the 
  artefacts and treasures of the Olympian gods, harkening back to the Age of Heroes when 
  Zeus, Ares and Athena walked the earth in disguise, when heroes like Achilles fought with 
  magical invulnerability, when witches like Medea ruled secret enchanted islands. 
   
  Today there are adventurers who seek out the magical artefacts of the gods. They search for 
  secret ways into the Underworld, hunt for clues to the location of magical swords or helmets, 
  and dig into tombs and under cities for hidden catacombs and labyrinths. Who would not be 
  tempted by the famous Shield of Achilles? Or the Skin of the Nemean Lion? The Bow of 
  Paris? The teeth of the Colchian Dragon? The Girdle of Hypolyte? The list is an endless one. 
  Fantastic treasures, imbued with awesome powers await the brave and adventurous. 
   
  Of course the search is never easy. Myths and Legends give clues to the artefacts’ 
  whereabouts, and the universities scattered about Ionia provide wonderful opportunities for 
  research and fact-finding, but the adventurers have rivals. Every Emperor since the magician-
  King Tiberius has coveted these amazing artefacts. Imperial agents are at work in Ionia, 
  stealing important scrolls and breaking into long-dead tombs. In the hands of the Emperor 
  these divine weapons and items would turn him into a living god, a divine monster with the 
  powers of Zeus on earth. Imperial savagery and tyranny would bring out a hell on earth for 
  every citizen. 
   
  The meaning of this “Campaign Guide” - or call 
  it a “Sourcebook” if you want to - is giving the 
  players and the gamemaster alike, some 
  information on adventuring in the environment 
  of the Classical Civilizations. In this particular 
  case we will take a ‘closer look’ at Ionia. This 
  geographically by mountain ranges devided land 
  was the birthplace to a great nation; in fact one 
  of the greatest and most civilized the world has 
  ever known for it was indeed the cradle of 
  human civilization. The greatness of the Empire 
  was for a (big) part also the realisation of Ionia 
  itself. In fact the Eternal City stole its knowledge 
  and its gods for a great deal from Ionian scholars 
  and religion, knowing that this - together with 
  the Ionian language - formed the backbone of so 
  strong a nation. 
   
   
   
   
   
   
   
   
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  Ionian Timeline 
   
  -1247 AUC: 
  The Minoan culture develops on the island of Crete, and is dominated by a 
  long line of kings all named Minos. In the eastern part of the island is Mount 
  Ida (2456m.), the birthplace of Zeus. Islanders say that the presence of the god 
  himself is still felt high upon the summit of the mountain. 
  -717 AUC: 
  Achaean Greeks destroy the Minoan Civilization, and this ushers in the 
  Mycenaean Period (named after their capital Mycene). The walls of their 
  strongholds are so huge that people say they were built by cyclopes. And they 
  are right! 
  -647 AUC: 
  Voyage of the Argonauts, among them: Hercules and Perseus. Perseus is the 
  Hero-King who kills the Medusa. Some say there must be valuable records of 
  this treasure-hunting voyage. 
  -547 AUC: 
  Theseus kills the Minotaur in the Knossos labyrinth (Crete). Knossos is the 
  capital of the island, with its enormous palace. The remains are still there, 
  waited to be explored by eager adventurers. Superstituous islanders tell kin of 
  the minotaur are still living in the remains of the labyrinth. 
  -497 AUC: 
  The Trojan War is fought with a score of well-known heroes on both sides: 
  Agamemnon, Achilles, Odysseus and Menelaos fight against Aeneas, Hector, 
  Paris and Priam. All those heroes are still sung about in songs and legends, and 
  their arcane weapons and powers have become the goal of many modern 
  explorers. 
  -447 AUC: 
  The Dorians introduce the use of the iron weapons and start the classical 
  “Greek” Civilization. 
  -397 AUC: 
  Colonization of the coasts of Asia Minor: Miletus, Smyrna, Abydos, Ephesos. 
  -147 AUC: 
  Military hegemony of Sparta established. 
  -23 AUC: 
  The first Olympic Games are staged. 
  0 AUC1: 
  In Latium the “Eternal City” is founded. 
  245 AUC: 
  The first democracy in Athens (founded by Cleisthenes). 
  253 AUC: 
  Start of the Persian Wars. 
  263 AUC: 
  Athens is threatened by a Persian army (led by Artaphernes) but the Athenian 
  general Miltiades wins the battle on the plain of Marathon. 
  273 AUC: 
  Xerxes mobilizes an enormous Persian army. The Spartan King Leonidas dies 
  as a hero defending the pass of Thermopylae and the Persian fleet is crushed in 
  the straits off the island of Salamis by the Athenian leader Themistocles. 
   
  The huge burial mound of the Spartan dead (at the height of the Thermopylae 
  Pass) is said to still house the spirit of the fierce Spartan King. 
  274 AUC: 
  The Persian invasions of Europe are stopped by a coalition between Sparta (led 
  by Pausanias) and Athens (led by Aristides), who defeat the Persian army 
  again at Plataea (near Thebes). Afterwards there are no more Persian 
  infiltrations into Ionia. 
  304 AUC: 
  End of the Persian Wars. 
  310 AUC: 
  Pericles is leader of Athens during the Golden Age. 
  322 AUC: 
  Plague in Athens, some see it as a punishment of the gods. Offerings to the 
  gods increase. 
  323 AUC: 
  Start of the Peloponnesian Wars. Sparta and Corinth felt threatened by the 
  rising power of Athens. 
  349 AUC: 
  End of the Peloponnesian Wars. 
                                                   
  1 Historically spoken the year « 0 » doesn’t exist ! 
   
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  366 AUC: 
  Plato founds his ”Academy”. It’s still a place favoured by all scholars, and it’s 
  a place where some people hope to find old maps that may lead them to riches 
  beyond belief. 
  369 AUC: 
  Birth of Aristotle at Stagira (Greek colony in Thrace). 
  387 AUC: 
  Aristotle goes to Athens and enters the Academy of Plato. To this day this very 
  Academy is still renowned. 
  397 AUC: 
  Birth of Alexander the Great. 
  410 AUC: 
  Aristotle becomes the tutor of Alexander the Great. 
  430 AUC: 
  The (mysterious?) death of Alexander the Great. His tomb is still sought after 
  by many brave adventurers. 
  899 AUC: 
  End of the second Punic War. After the annexation by The Eternal City, Ionia 
  becomes a province of The Empire under the name of “Macedonia”. Corinth is 
  destroyed by the Empire, the ruins of the ancient city (close to the newly 
  established Roman Corinth) are said to be haunted. 
  1013 AUC: 
  After more than 400 years Ionia is - to this very day - still a province of The 
  Empire. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  II   THE WORLD OF IONIA 
   
   
  In the main Ionia is a mountainous region with only some stretches of fertile soil in the 
  valleys and the coastal regions. All those regions are divided by steep mountain slopes, the 
  geographical relief hindering possible mutual contacts. Therefore there was never any unified 
  Ionian state, but there is however a single Ionian culture! The works of the great writer Homer 
  (The Iliad and The Odyssey) are the base for this general feeling of “unification”. Everyone 
  should be living according to the same virtues: loyalty, bravery, honour, selfsacrifice, 
  perseverance and reason. Those virtues are therefore the basis of Ionian education. 
   
  The geographical inaccessibility adds greatly to the fact that Ionia is in fact a mishmash of 
  independent city-states. In the fertile plains and valleys there are individual communities of 
  farmers, while strongholds are built on suitable, defendable places (for instance on a rocky 
  plateau or a steep slope). All economic activities are done in the neighbourhood of these 
  “acropoli”. All public buildings such as temples and theatres, etc. are also situated here. This 
  creates a centre that spreads out its influence over the neighbouring plains and the agricultural 
  areas roundabout. Together these regions form one community: a polis. Every polis has its 
  own government, army, jurisdiction and law. And more than once in the past these poleis 
  have fought amongst themselves. 
   
  Ionia has a sea-climate, the summers are hot, the winters are mild. Although some of the 
  higher mountain ranges are always covered with snow and ice, even in winter it is not as cold 
  as in some other provinces and regions of the Empire. 
   
  Regions of Ionia 
   
  ACARNANIA 
  This region is bounded on the west by the Ionian Sea, on the north by the Ambracian Gulf, in 
  the east by the river Achelaus and in the south by mountain ridges and lagoons. The most 
  populous region is the plain of the Achelaus, which is dominated by the cities of Stratus and 
  of Leucas, and were the only rich pasture lands are situated (for the rest it’s a poverty-stricken 
  region). The people are farmers and shepherds who have little intercourse with the rest of 
  Ionia. 
   
  ACHAEA 
  This is a region in the northern part of the Peloponnesus, south of the Gulf of Corinth and 
  north of Arcadia. Although mountainous, there are also plains with pastures where simple 
  people live in small towns and fishing villages. There are no real cities of importance, the 
  biggest being the tiny city of Tritaea. They are not particularly fond of strangers (or 
  barbarians as they call them). 
   
  AETOLIA 
  A region which is situated north of the Gulf of Corinth and east of the river Achelaus 
  (separating it from Acarnania). In the mainland it’s mountainous (people are scattered among 
  numerous mountain villages), therefore most cities are situated near the coast, populated by an 
  inland farming and pastoral people. There are famous shrines at the towns of Calydon (to 
  Artemis) and at Thermum (to Apollo). Those towns are a ‘melting pot’ of different people 
   
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  with their own habits and customs. Adventurers from here often depart upon their quest in 
  search of wealth and treasures. 
   
  ARCADIA 
  This region is right at the very heart of the Peleponnesus, without the tiniest bit of seaboard 
  and surrounded and dissected by mountains. The Arcadians live a proverbially simple and 
  ‘natural’ life, relatively isolated as they are from the rest of the world. The largest city by far 
  is Megalopolis, founded by the hero Epaminondas. It has some political power, but Arcadia as 
  a whole has little political influence (especially since the Empire is in control now). Other 
  towns of more or less importance are: Mantinea, Tegea, Orchomenus and Heraea. It is said 
  that the Arcadian people are the best mountaineers in Ionia. 
   
  ARGOLIS 
  A region in the north-east of the Peleponnesus, in the west bordered by Arcadia and in the 
  south by Laconia (the influence of Sparta could never be denied). It is rougly identical with 
  the Argive plain and is dominated by the city of Argos. In addition the ruins of the famous 
  city of Mycenae are situated here. In a remote past it was the centre of the Mycenaean 
  civilization. Still adventurers come to the city to look for its most notable ancient remains: the 
  famous ‘Lion Gate’, the Treasury of Atreus and the beehive tombs directly outside the walls 
  of the city. 
   
  ASIA 
  This region is in fact the whole west coast of Asia Minor (a narrow coastal strip on the eastern 
  part of the Middle Sea), as well as the neighbouring islands. Asia was (and still is) immensely 
  important for its trade. Many merchants have warehouses in the important harbour cities 
  along the coastline: Abydos, Miletos, Halicarnassos, Smyrna and so on. Adventurers of every 
  type are crowding those ports daily. 
   
  ATTICA 
  This triangular region is the dependancy of the city of Athens. According to legend the hero 
  Theseus combined 12 townships into a single state. This process of ‘unification’ occurred 
  over a (long) period of time, but it was completed around 53 AUC. Cleisthenes reclassified 
  the people into 10 tribes. By the 3rd century AUC Athens was the most dominant city in Ionia. 
  Thereafter the history of Attica was that of its chief city. The mainland of Attica is partly 
  mountainous and partly crisscrossed by rivers, there are farmers and shepherds living here. By 
  the coast there are some fishing villages. Athenians are a hardy people who know how to fight 
  and how to defend their freedom. They are also praised for their knowledge (thanks to the 
  famous academy of Plato). 
   
  BOEOTIA 
  This region is situated north of Attica, Megaris and the Gulf of Corinth. The early inhabitants 
  came from Thessaly. The country is very rough, hilly in the north and mountainous in the 
  south. Scattered over it are a number of small towns and villages, inhabited especially by 
  shepherds and farmers. Because of the separation of the many little villages, people have 
  become very self-reliant and handy! The most important cities in the region are Orchomenus, 
  Plataea, Thespiae and of course Thebes. Although with the Empire conquering all lands 
  around the Middle Sea much of Thebes’ former glory was washed away forever. 
   
  Boeotia has always been the scene of important battles: Plataea, Leuctra, Coronea and 
  Chaeronea (to name the most important ones). When Epaminondas defeated the Spartans, the 
   
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  destiny of Boeotia was completely absorbed by that of Thebes. Some of the places of the great 
  battles are said to be haunted by the ghosts of those that unwillingly died there. Many tombs 
  still lay undisturbed on the battlefields, withered and waiting to be visited by those who dare 
  to defy these ancient ghosts of heroes gone by. 
   
  CHALCIDICE 
  This region is situated south-east of Macedon, close to the Aegaen Sea. It is especially known 
  for its forests and its mines. The timber resources are enormous, its people open and joyous. 
   
  CRETE 
  Crete is one of the most important regions of Ionia, its people are colonists, seafarers and 
  merchants. Its most important city is Knossos, which was first destroyed around -747 AUC, 
  and then again around -647 AUC. Every time however it was rebuilt. Only, at this very 
  moment it has lost a great deal of its legendary splendour. It’s still a flourishing town but the 
  lustrous past can only be seen in the ruins of the once splendid palace of King Minos. There 
  are however few adventurers who dare to go near the palace and its haunted labyrinth. 
   
  DORIS 
  This little region in the central mainland divides Locris into a north and a south region. It’s of 
  no big importance, being hilly and rocky, its inhabitants are mostly leaving this area to seek 
  their luck somewhere else (although the heartland is a fertile valley between Parnassus and 
  Mt. Oeta). It’s said to be a hideout for ruffians. 
   
  ELIS 
  Situated in the west of Arcadia, in the western part of the Pelleponnese, Elis is a plain watered 
  by the rivers Alpheus and Peneus. It is very fertile and known for breeding horses and 
  growing flax. Here too the Olympic Games are held (every four years) at the famous city of 
  Olympia, with its splendid temple to Zeus. Another important city is Elis. The region is 
  especially frequented during the period of the Games. At that moment one can find 
  adventurers and fortune-hunters of all kind here. 
   
  EPIRUS 
  Situated on the Ionian Sea and west of Macedon and Thessaly, Epirus was (during the time of 
  Homer) known as the home of the oracle of Dodona. The historical height of the region was 
  reached in the 5th and 6th century AUC under Pyrrhus, who achieved great renown. The region 
  is now under Imperial dominion since it was sacked in 586 AUC by the general Aemilius 
  Paullus, who took away many thousands of captives. Inhabitants of the region claim that 
  many of their bloodlines are to be found in the Eternal City itself. 
   
  EUBOEA 
  This large island extends for some 180km. along the east coast of the mainland. It’s naturally 
  divided into three distinct regions by its three major mountain groups. The north (dominated 
  by Mt. Pyxaria) is heavily forested. The broadest and most fertile part is the central region 
  with relatively large plains south of Mt. Dhirfis, the highest peak of the island. Central 
  Euboea lies closest to the mainland and is separated from it by only 40m. where the Euboean 
  Channel narrows near the town of Chalkis. Southern Euboea (with Mt. Ochi at its center) is 
  mountainous and sparcely inhabited. 
   
  Due to its mountainous environment Euboea has a diverse population of farmers, shepherds, 
  fishermen and even explorers who try to find a new way of living off the island. The most 
   
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  important settlements are: Histaia and Oreos (in the north), Chalkis and Eretria (in the centre) 
  and Karystos and Dystos (in the south). Eretria and Chalkis rival each other for the most 
  important city of Euboea, trade is very important here and the harbours of both towns are very 
  busy. Maybe they are a must for adventurers who are going to be seaborne! 
   
  LACONIA 
  An important region in the south of the Peleponnesus, bounded on the west by Messenia and 
  on the north by Arcadia and Argolis. The most important town - Sparta - stands on the 
  Eurotas, the principal river. Although it has lost a great deal of its former splendour, Sparta is 
  still a city that every adventurer should see. Spartans are still especially renowned as very 
  tough people who never give up. 
   
  LOCRIS 
  This region is situated in the central mainland between Aetolia and Phocis. Later it was split 
  in two by the rise of Doris. The Locrians always played a minor role, largely hemmed in by 
  stronger states, for a long time they even came under the influence of Thebes. The only places 
  of interest are the towns of Naupactus and Amphissa. 
   
  MACEDON 
  This region is famous as the birthplace of the conquerors and 
  armies who created the Alexandrian kingdoms, empires and 
  civilizations. Alexander the Great was the most important 
  Macedonian, he followed his own destiny and conquered the 
  whole world. Macedon constitutes the coast plain north-west, 
  north and north-east of Chalcidice. These plains are fertile 
  and very productive. In the eastern part there are important 
  silver mines, although some of them are deserted, only 
  haunted by ghosts of the glorious past. Until 586 AUC the 
  most important city was Pella, now rumoured to be a haunted 
  ruin. 
   
  MEGARIS 
  Situated west of Attica and south of Boeotia, Megara is a 
  more or less deserted region on the road to Corinth. It’s a 
  mountainous area which is difficult to cross, especially the Scironian Rocks, the mythic home 
  of the robber Sciron. Rumours say that there are still robbers and cut-throats in these rocky 
  areas. The only important town, Megara, is situated in the White Plain. Once however it was a 
  city-state with richness and splendour, although it always felt the cultural influence of Athens. 
   
  MESSENIA 
  This is an ancient region in the south-west of the Peloponnesus, west of Laconia and 
  separated from it by the Taygetos mountains. The most important cities are Pylos and 
  Messene. Messenia is a rough country with hardy people, who have proven their worth over 
  the centuries in their (mostly fruitless) battles against Sparta and the Empire, because at the 
  end they always had to give in. Nothing is for free here and visitors must be made of the right 
  stuff to stand their ground. 
   
   
   
   
   
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  PHOCIS 
  This is one of the best known regions of the central mainland, with Boeotia in the east 
  (therefore the dominion of Thebes was largely felt), Locris in the north, Doris and Locris in 
  the west, and the Gulf of Corinth in the south. It’s a mountainous area that includes Mt. 
  Parnassus and Delphi with its sacred oracle. Many are the visitors who come to that city every 
  year. Other important cities are: Hyampolis, Panopeus and Daulis. 
   
  RHODES 
  Situated north-east of Crete, Rhodes is an important region for merchants because it’s in the 
  immediate vicinity of Asia Minor. Lindos, its principal port, is a place where explorers and 
  colonists meet. In the taverns along the harbour many tales are told about fabulous treasures 
  that can be found among the ruins of some ancient civilizations that lay to the east. Rhodes is 
  also well known for its famous slingers, many of them have given the edge in the famous 
  battles of old. 
   
  THESSALY 
  This is one of the largest regions, situated in the north of the central mainland and almost 
  completely walled in by mountains (Pindus, Ossa and Othrys). It has however extremely 
  fertile plains and is known for his grain, wine and horses. The most important cities are 
  Larissa and Pharsalus. 
   
  The emperors and leaders of the Eternal City joined Thessaly to Macedonia, and in this way 
  destroyed much of its former greatness and power. The descendants of the original inhabitants 
  however are still a proud, aristocratic and independent people, easily needled. Thessaly was 
  also known to be the land of magic and witchcraft. Many came here to experience this 
  magical land (Hippocrates, Pythagoras). The Imperial author, Lucius Apuleius, was interested 
  in the magical rites practiced here. Myth also informs us how eastern herbal lore and magical 
  rites grew out of the region. Legend suggests that when Medea was journeying across the 
  plains her bags of herbs broke open, scattering the magic and medicinal seeds over Thessaly. 
  The Pelion region is especially known as the home of the Thessalian Witches and of the 
  legendary centaurs. 
   
  Places of Note 
   
  ATHENS 
  Probably the most important city-state in Attica and the whole of Ionia, Athens has always 
  been a place of great interest, even to the conquerors of the Empire. Its heyday was during the 
  Persian invasions when the Athenians rallied the Greeks and organised resistance. After this 
  they bound many states together in a defensive treaty (the Delian League), but the Persians 
  never returned and Athens grew richer, mightier and more tyrannical as time passed. 
  But times and greatness passed and although it was conquered (and even sacked by Sulla in 
  820 AUC), it retained its splendour and its civilized aura. 
   
  Athens has always been a seafaring city and still boasts a powerful navy of Imperial galleys. 
  The great harbour of the city is called ‘Piraeus’. Much of Athens wealth comes from the 
  Laurion silver mines (in Attica, the district around Athens) and from dwindling overseas 
  dependencies. The large population of Athens indeed is dependent on the grain trade with 
  cities from oversea (especially the settlements around the Black Sea) because it doesn’t grow 
  enough grain to support its people. 
   
   
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  In religion the citizens revere Athena, but Demeter is also highly thought-off and a great 
  festival occurs each year with a vast procession to neighbouring Eleusis. The Athenians love 
  free speech and the theatre, holding annual competitions for drama and comedy. The 
  Academy, founded by Plato almost 650 years ago, still counts as one of the most prominent 
  centres of learning in the classical world. Many young Imperial aristocrats pay great sums to 
  make the trip to Athens to be able to study there in the shadow of Plato and Aristotle. 
   
  Although under the constant restriction of the Imperial governers, the Athenians retain their 
  own lives, dictated by their own century old customs. So there are still citizens and slaves. 
  Citizenship is a male affair (and only then when both parents are Athenian!), never given to 
  women. Athens is a big city where everyone can find what he’s looking for (especially when 
  he’s male): gymnasia, academies, temples, shops, markets, etc... It is also renowned for its 
  famous university. 
   
  COLCHIS 
  Colchis is a thriving seaport city located at the far eastern end of the Pontus Euxinus. In 
  Colchis adventurers can find many seedy pleasures, rumours and tales of treasure. It’s a 
  bustling harbour town, so it offers everything an adventurer might seek: entertainment, ships 
  and crew to hire, jobs for the handy, etc... 
   
  CORINTH 
  The region of Corinth is bordered by Megara (north-east), Argolis (south), Arcadia (south-
  west) and Achaia (west) on a narrow land-bridge (isthmus) connecting the Peloponnesus to 
  northern Ionia. Because of its site it became first and foremost a commercial city, shipping 
  goods (and even entire ships) across the isthmus, manufacturing pottery and cultivating olive 
  oil and wine on the adjacent plain. 
   
  The most important period of the town started around the 1st century AUC and lasted until 
  607 AUC when the Imperial general Mummius destroyed it. In 709 AUC the city was 
  gradually rebuilt (under the guidance of Caesar) and reinhabited. It got the name Colonia Iaus 
  Iulia Corinthiensis. It even became the seat of government for Achaia. It is noted for its 
  wealth, and for the luxurious, immoral and licentious habits of the people. As one of the 
  results the population has become very mixed. 
   
  Today (1013 AUC) foreigners still visit the splendid temples of Apollo and Aphrodite. The 
  centre of the town is organized to the southside of these temples and includes: shops, small 
  shrines, fountains, baths and various public buildings. As in more ancient times the city is still 
  famed for its temple to Aphrodite and its staff of more than one thousand priestesses - all 
  temple prostitutes - serving the countless visitors, traders and adventurers who pass through 
  the city walls. 
   
  CORONAEA 
  When in 306 AUC the Boeotian towns had thrown off their allegiance to Athens, the 
  Athenian army under Tolmides entered Boeotia. It was however largely defeated by a superb 
  force of Boeotians. Almost all the surviving Athenians were captured. Today - under the reign 
  of the Empire - Coronaea lost much of its importance. It’s nothing more than a village 
  anymore which is only frequented by passers-by. 
   
   
   
   
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  CYCLADES 
  The Cyclades are an island group in the Aegaean Sea. Originally it refered only to the islands 
  forming a “round circle” around Delos. In fact there are about 220 islands, many still 
  inhabited. One of the more known islands - apart from Delos of course! - is Seriphus where 
  the young Perseus washed ashore in a chest (together with his mother). Most of the islands are 
  largely mountainous, with a dry and mild climate. They produce wine, olives and fruit. On 
  some of them there are mines situated, especially for the mining of iron. Marble is also 
  quarried. 
   
  CYTHERA 
  This is the island where Aphrodite was blown ashore by the West Wind after she emerged 
  from the foam of the sea. The Three Graces welcomed her there and became her attendants. 
  Therefore the island is sacred to Aphrodite. It is often visited by worshippers of the goddess 
  of love. 
   
  DELOS 
  This island, situated between Asia and the Ionian mainland, is especially known for its 
  slavemarkets. Slave traders from everywhere in the Empire are said to conduct extremely 
  good business at those markets. Although there are many visitors who come to worship 
  Apollo in his famous shrine on the island, those same travellers however must be very careful 
  when walking the less crowded streets of Delos: the wealthy could loose their well filled 
  purse to the many dexterous pickpockets, and the not so wealthy could end up as a bargain to 
  be sold for a few denarii. 
   
  DELPHI 
  Delphi is situated in the Phocis region, near the foot of the south slope of Mt. Parnassus. It’s 
  the seat of the Delphic oracle, the most famous and the most powerful of the whole of Ionia. 
  The oracle originated during the worship of Gaea (an earth goddess), later it passed to Apollo. 
  Some legends say that he won it by killing the Python, the monster that guarded it for Gaea. 
  Other stories say Apollo won it peacefully through Themis and Phoebe. So the Delphic oracle 
  became the pre-eminent shrine of Apollo, but in winter when he was absent among the 
  Hyperboreans, it was sacred to Dionysus, who was said to be buried there. 
   
  The oracle is housed in the great temple to Apollo (first built in the 2nd century AUC, but 
  destroyed and rebuilt at least twice). The oracle messages are ‘spoken’ by a priestess (= the 
  Pythia) seated on a golden tripod, who utters sounds in a ‘frenzied trance’. This inspired 
  trance is said to be induced by vapors from beneath the temple’s floor (maybe ethylene rising 
  through faults that ran beneath the temple). The priestess’ ‘utterances’ are interpreted by a 
  priest, who usually speaks in verse. 
   
  Delphi is very important in Ionian society: it is the meeting place of the Amphictyonic League 
  (the most important league of the city-states), and also the site of the Pythian Games 
  (athletical and musical contests to commemorate the battle between Apollo and the guardian 
  Python of Gaea). This however is not exactly the case anymore, since it was taken over by the 
  Empire and especially since Sulla stripped it of its treasures in 667 AUC to finance his siege 
  of Athens. Three years later the city was razed by the Thracian Maedi, who - according to 
  legend - extinguished the sacred fire. 
   
  Today (1013 AUC) a new (though smaller) city has been built on the site, and again more 
  visitors overflow the city. Those who still believe in it, are again seeking the help of the oracle 
   
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  and bring many rich gifts. So the shrine is said to be quite wealthy. This however has some 
  disadvantages because of late the sanctuary has been pillaged by raiders and by adventurers 
  seeking the vanished ‘sacred fire’ among the ruins of the ancient buildings. 
   
  Other important features in and around Delphi are: the theatre, the sacred spring Kastalia 
  (some say it will give the drinker eternal youth if he’s pure of heart), the gymnasium and the 
  temple consecrated to Athena. 
   
  DODONA 
  This ancient sanctuary and oracle of Zeus dates back to the times when the earth mother was 
  worshipped there (more than 3000 years ago). At around 350 AUC a small temple was built in 
  honour and worship of Zeus. In years to come a greater sanctuary was built (with various 
  auxiliary buildings), and there was also a wall for protection of the oracle. Later there were 
  more temples built, among them one for Heracles. Every four years there was a festival with 
  athletic and musical competitions, and performances at the theatre. Soon Dodona became the 
  religious and political centre of northwestern Ionia. After an invasion in 534 AUC the 
  buildings of the Dodona oracle were destroyed. They were however rebuilt and the temple of 
  Zeus was even made bigger and more splendid, as was the temple to Heracles. In addition a 
  stadium was built. During the Imperial conquest the sanctuary was again destroyed but the 
  Emperor Augustus had it again rebuilt. It again is visited by a great many worshippers. 
   
  ELEUSIS 
  The birthplace of Aeschulos, located west of Athens (in Attika), is a fertile place on a ridge 
  above the bay of Eleusis and at the south side of a large plain. The sanctuary of Demeter is 
  located within the city walls of Eleusis, but it’s isolated from the rest of the city by a separate 
  cross-wall. Within the sanctuary another cross-wall, breached by the lesser Propylaia divides 
  the northern area of the priests’ dwellings and administration buildings from the sacred inner 
  peribolos. The main architectural features of the inner sanctuary are the sacred well, the cave 
  of Pluto, and the Telesterion of Demeter (an almost square building that could seat 3000 
  people) were the secret initiation rites were completed and entrance to the uninitiated was 
  forbidden on pain of death. Later the Telesterion was destroyed in 583 AUC it was rebuilt and 
  enlarged by the Imperial emperor Marcus Aurelius. Many Imperial emperors indeed favoured 
  the sanctuary and the city of Eleusis and many Imperial officials have been initiated into the 
  Mysteries there. 
   
  EPHESUS 
  This town in Asia is a bustling trading centre, with a spectacular library and theatre. It is also 
  the site of the magnificent Temple of Artemis (also called Artemision), one of the seven 
  wonders of the world. Under the rule of the Imperials the city has retained much power and is 
  the leading city of Asia. From 653 AUC to 853 AUC Ephesus was the world capital of the 
  slave trade. 
   
  EPIDAURUS 
  Located in a small valley in the Peloponnesus - in Argolis - this city is home to the sanctuary 
  of Asklepios, it is the most celebrated healing centre of the ancient world. The cult began 
  around 150 AUC and is still to this date (1013 AUC) a tribute to the healing cults of the 
  Ionians and Imperials alike, with temples and hospital buildings devoted to its gods. Its 
  heyday was some 50 years ago, although the city still can boast a lot of tourists. The later 
  buildings have a more secular character (theatre, baths, palaestra, etc). 
   
   
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  KNOSSOS 
  For a very long time Knossos has been the most important city on the isle of Crete, at this 
  very moment however it has lost a great deal of its legendary splendour. It’s still a flourishing 
  town but the lustrous past can only be seen in the ruins of the once splendid palace of the 
  legendary King Minos. There are however few adventurers who dare to go near the old palace 
  and its labyrinth that’s said to be haunted; not only by the offspring of the minotaur but also 
  by the spirits of Daidalos and Icaros. 
   
  Although the city was captured by the Imperial troops in 686 AUC, it wasn’t destroyed and 
  the rich inhabitants of the Empire still have some countryhouses here. Places of interest in 
  Knossos are: the sanctuaries for Demeter and Glaukos, the magnificent “chamber tombs” of 
  the wealthy, the shops, the market and the many ‘private houses’. 
   
  LEMNOS 
  According to ancient myths the island of Lemnos was only inhabited by women. It was then 
  called gynaikokratumene, which means reigned by women. The name of their ruler was 
  Hypsipyle. These women of Lemnos lived as self-confident Amazons on this island, but their 
  aim of life was not focused on fighting against men. In 243 AUC the island came under the 
  government of Athens and some 150 years later it had a parliament, assembly and political 
  activities similar to those of the Athenians. In 587 AUC the Imperials conquered the island. 
  The island is still under the government of the Empire, but it’s good living there. The trade is 
  well established and Mirina is a thriving city. Because Hephaistos is said to have arrived here 
  after his father kicked him out of Olympus, there is a big temple devoted to the god. It’s 
  however built outside the city because Hephaistos is associated with the destruction caused by 
  volcanoes. 
   
  LEUCTRA 
  Another famous battle site in Boeotia is situated on the plain before the town of Leuctra. Here 
  the Thebans - under the leadership of their legendary general Epaminondas - fought the 
  Spartans and their allies in 382 AUC. This would cost the Spartans their leadership in Ionia. 
  Nowadays, Leuctra is a smallish town, mostly visited by adventurers who want to pay 
  homage to the soldiers resting here forever. There are quite a lot of taverns here, certainly 
  when compared to the size of the town. 
   
  MILETOS 
  This bustling harbour town on the coast of Asia has already proven its commercial worth for 
  more than 2000 years. Miletos is also the birthplace of some famous Ionian “sons”: the 
  philosophers Thales, Anaximander and Anacimenes; and the architect Hippodamus. In 359 
  AUC the town was destroyed by the Persians, but sensing the economic worth of it, Miletos 
  was later rebuilt upon the ruins of the old city. The Empire built here the biggest theatre in 
  Asia Minor. 
   
  MOUNT IDA 
  At a height of 2456m. this is the heighest summit on the island of Crete, west of Knossos. 
  According to legend, Mount Ida was the birthplace of Zeus. On its slopes is the cave where he 
  had been raised. Minos, the famous king of Crete and lawgiver - himself a son of Zeus - was 
  supposed to have come every nine years to this cave to listen to his father and seek his divine 
  help in drawing laws. 
   
   
   
  15
  
  MYCENAE 
  Around -847 AUC Mycenae had become a major centre in the ancient world. After the 
  destruction of Knossos (ca. -647 AUC) the supremacy of Mycenae was a fact. When the 
  invasion of the Dorians ushered in a period of decline for Ionia, there was a decisive shift in 
  culture from -147 AUC on and this was mirrored at Mycenae. Although they borrowed many 
  aspects of religion and culture from Minoan Crete, the great Mycenaean cities (among them 
  Argos and Mycenae) were noted for their heavy, complex fortifications and the massive, 
  ‘cyclopean’ quality of their masonry. 
   
  The old Mycenaean palaces were built around great halls (‘megara’) and had enormous walls. 
  Nearly all the cities were however completely razed and sacked. Still, adventurers come to the 
  ruins of the city to look for its most notable ancient remains: the famous ‘Lion Gate’, the 
  Treasury of Atreus and the beehive tombs directly outside the walls of the city. The city itself 
  is a rubble strewn mound of smashed walls and empty buildings, Argos being now the most 
  important town in Argolis. 
   
  OLYMPIA 
  Olympia has always been an important centre for the 
  worship of Zeus. The town, situated near the Alpheus 
  River, is the scene of the Olympic Games (that are 
  organised every four years). It’s always overcrowded with 
  athletes, spectators and worshippers. The latter are 
  especially interested in the great temple of Zeus (one of the 
  seven wonders of the world) with its ivory, gold-adorned 
  statue of the god (a masterpiece of the sculptur Phidias). 
  Within the Altis (a sacred enclosure) are also several other 
  temples. Together with the Olympic Stadium they are a real 
  attraction to the thousands of visitors. Merchants are really 
  in business here, but even moreso are... pickpockets! 
   
  PARNASSUS 
  This mountain range (about 2,458m. in height) dominates 
  the centre of Ionia, north of the Gulf of Corinth. In earlier 
  times it was sacred to Apollo, Dionysus and the Muses. The 
  town of Delphi is situated right at the very foot of it. Some adventurers are said to climb this 
  mountain to honour the gods, but others (mostly older people) say that such a daring feat can 
  only anger the gods in such a way that they will punish the climbers. 
   
  PLATAEA 
  Ancient Plataea is situated at the foot of Mt. Kithairon and - although situated in Boeotia - has 
  always been a rival city of the Thebans. In 274 AUC the famous battle against the Persian 
  conquerors was fought here, as a result the city was completely demolished. It was rebuilt in 
  the era of Alexander the Great, the city walls still stand today in 1013 AUC. Plataea has its 
  own coins (although they also use the denarii) with the symbol of Hera, and there are temples 
  for her, Athena, Zeus and Artemis. The Katagogion, a hostel for the many visitors, is also in 
  the town. It is rectangular and has lots of rooms on each of its two storeys, both built around 
  an inner court. 
  Many adventurers want to visit the Polyandrion, the mass grave for the deceased of the battle 
  of Plataea, situated near the altar of Zeus. It’s said that extensive caves under the burial site 
  are haunted by the spirits of the past. 
   
  16
  
  SAMOS 
  This island lies very close to the coast of Asia Minor. All major sea routes pass the island, so 
  the harbour town is busy. The many visitors and travellers are also attracted by the Walls of 
  Polycrates, the Tunnel of Eupalinos and especially by the magnificent temple for Hera (the 
  Heraion). The port of Samos was already fortified by the Ionians, and now again by the 
  Imperials. The Heraion - the largest temple to Hera according to Herodotus - lies 5 kilometers 
  west of the city. A paved road of 4 meters wide - called the Sacred Road - and lined with 2000 
  statues and votive monuments, links the city with goddesses’ sanctuary. There are also 
  sanctuaries to other gods (Dionysos, Apollo, Aphrodite). 
   
  SPARTA 
  After Athens, Sparta was without any doubt the most important city-state in classical times. 
  The region around the city is called Lacedaemeon. It is a vast territory in the southern 
  Peloponnesus and once enslaved many inhabitants of near-by Messenia. The Spartans were 
  the only people to retain a kingship; eventually they had two kings and a council of elders 
  (ephors). In fact Sparta was even a military oligarchy, monarchy, democracy and timocracy 
  all rolled into one. Instead of a cultural civlization like Athens, Sparta was a militaristic state, 
  where male persons were in military service nearly all their life. Everything in Sparta was 
  (and still is) traditionalist and primitive. 
   
  In ancient times, the citizens who had any say at all were of noble blood, hereditary warriors 
  living in permanent state of military readiness in communal messes. Spartans rarely saw their 
  families; to do so was a sign of weakness. The early years of a Spartan were one long trial of 
  pain and hardship. By manhood a Spartan was an unflinching warrior, a pursuer of glory in 
  battle and a loyal fighter for Spartan supremacy. So brutally did they treat their slaves (helots) 
  that the Spartans must be ever ready to defend themselves against helot uprisings. Sometimes 
  they massacred helots who showed any signs of boldness. Therefore, at times, the paranoid 
  Spartans ejected all foreigners from Laconia so they were then free to commit atrocities 
  against the helots, away from prying eyes. A secret police (krypteia) was indeed crucial in the 
  fight against suspected rebellion. 
   
  Even with the rulership of the Empire, Spartans still are a fierce and combative people. The 
  city itself nowadays (1013 AUC) has lost a great deal of its military splendour and the style of 
  the houses and palaces has changed a lot. Because Sparta is still a big and quite important 
  city, it can offer the traveller everything that he expects from a town of this renown. It’s 
  museum-like atmosphere attracts hoards of tourists from all over the Empire. 
   
  TAYGETOS 
  This infamous mountain range has always dominated the life of the Spartans. Its highest peak 
  is 2,645m. high and even in summer can often wear a shimmering mantle of snow. Sparta is 
  situated at the scrub-covered base of the mountain and the path that leads up the steep olive-
  covered slopes is not easy to walk. In the harsh Spartan way of life it was a common practice 
  to expose weak or sickly infants, they were left alone to die in the wild environment of the 
  Taygetos mountains. They were said to be sent to the Apothetae, this is the Place of Rejection. 
  With the coming of the Empire this practice died off because the Imperials were sure that the 
  spirits of the murdered infants would seek vengeance for what was being done to them. 
   
  THEBES 
  Once the greatest city-state of Boeotia, Thebes hasn’t got the same influence on its 
  neighbouring states that it had in its illustrious past. One of the most renowned generals of 
   
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  Ionia was the Theban general Epaminondas, who died in the battle of Mantinea in 391 AUC. 
  Thereafter Thebes lost its importance forever. From 675 AUC onwards, the Empire controlled 
  all of Thebes’ former possessions. Around 790 AUC the writer Strabo describes Thebes as a 
  “... mere village of which alone the citadel is inhabited. ...” . In the meantime the greatness 
  and the economical importance of the city has been lost forever. You could call it a ghost 
  town! Indeed some of the places of the great battles are said to be haunted by the ghosts of 
  those that died there. There are still many tombs on the battlefields, withered and waiting to 
  be visited by those who dare to defy those ancient ghosts of heroes gone by. 
   
  TROY 
  Without any doubt Troy is THE city of legend, even long before the time of the Empire. It is 
  situated in Asia Minor at the mouth of the Hellespont. It was of economic importance because 
  it was sacked and plundered eight times. Every time it was rebuilt, and nine successive 
  villages or cities have occupied the site. The seventh level was the Troy of Homer’s period. 
  The inhabitants of the Eternal City believe that they themselves were descendants of Aeneas 
  and other legendary Trojans, and so they have cherished and immortalized the memory of the 
  city. Nowadays the site is all but deserted, its ruins only inhabited by ghosts of the past, a 
  perfect place for fearless treasure hunters. Only the little frontier town of New Ilium is all 
  that’s left! 
   
  Daily Life 
  The great empires of the past and present have all left their mark on the societies that remain, 
  and this means that many of the different societies share similar traits. The greatest influences 
  have come from the Ionic empire of Alexander and more recently, the Empire of the Eternal 
  City. 
   
  For the majority of the poor life is basic. Dressed in just a simple kilt or tunic, the day starts 
  early for the peasant and involves long hours in the fields under the burning sun, ploughing, 
  sowing, harvesting, threshing, winnowing, digging irrigation ditches and tending cattle or 
  sheep. For others the day is spent sitting outside the workshop crafting pots, clothing, iron 
  tools or whatever. Everyone owes a responsibility to the officials and tax-collectors who live 
  in luxury within their walled villas or townhouses in the cities. These tax-collectors might 
  send round men twice each year, first to assess the taxes, and then to collect. 
   
  Almost everyone lives in a village, a collection of little white-washed mud-brick houses with 
  flat roofs and steps leading up to them. Several generations will live in only one or two rooms. 
  The family animals will be kept outside, and stores of oil and grain will be kept in large jars 
  within the house. The men gossip every day at the beer-house, the women at the well. 
  Villages rarely have any need of silver denarii - everything is paid for in kind. Law and order 
  is kept by the most senior man of the most respected family - and he will liaise with the tax-
  collector and his men. 
   
  Government: All provinces of the Empire, Ionia among them, are ruled by provincial 
  governors elected by the Imperial Senate. This man is a virtual king within his province, but 
  his reign only lasts for two or three years before he is moved on. He has command of any 
  legions stationed in his territory. It is however a fact that some (aristocratic) families still have 
  quite a lot of influence in Ionia, some are even reinstated and honoured by their Imperial 
  governor who can appreciate the Ionian customs and traditions. Especially when that governor 
  can make some deals that are very profitable to himself and his family and friends. A great 
   
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  deal of the time of the Ionian men is indeed spent in meddling in political affairs, be it their 
  own small-scale village government or the affairs of the ruling Imperials. 
   
  Slavery: Enslavement of humans is a well established aspect of Ionian society. Most slaves 
  are born to other slaves or are captured in wars; some are infants abandoned on a hill or at the 
  gates of a town, left to die, or to be rescued by someone passing by. Some children are even 
  sold into slavery by poor families. A slave learns to be obedient or is whipped, branded, 
  mutilated or killed. Most slaves are house slaves or personal servants (‘body slaves’) but 
  others are forced to work on chain-gangs in the mines, as oarsmen in the galleys of the 
  Empire or Palmyra, or as gladiators fighting in arena’s around the Empire. A slave has no 
  rights, and although some are treated very harshly, others are given great freedoms, 
  sometimes wages with which they can buy their own freedom. Some slaves are highly 
  educated men such as doctors, accountants or scribes, and - especially in Ionia - act as tutors 
  to the young male children. A freed slave (‘freedman’) generally has fewer rights than a 
  freeman, but his children are born free. Children born to a slave are slaves, and belong to the 
  citizen who owns them. They are given a name by their master, and thus are property of their 
  owner. This ‘master’ may or may not sanction liaisons between his slaves. 
   
  The further one gets away from the 
  Empire, the less freedom is given to 
  slaves and the less likelihood that 
  they will be able to rise in status or 
  bring up families. In Ionia most 
  slaves’ lives are not much different 
  from a poor Ionian citizen’s life. 
  There are however things such 
  slaves can never do: they can not go 
  to school (see the section on 
  Education, below), they can not 
  enter politics or use their own 
  names. The greatest slave markets 
  are on the island of Delos, at 
  Antioch and at Tyrus. 
   
   
  Education: Education was of extreme importance in the Ionian way of life, although it 
  certainly wasn’t meant to be for everyone. 
   
  “... Virtue like any art or faculty, can only be acquired by education. Education must be regulated by the State. 
  For as the end of the State as a whole is one, the education of all the citizens must be one and the same, and must 
  therefore be an affair of the State. Every citizen should remember that he is not his own master but a part of the 
  State. ...” (Aristotle) 
   
  The Ionians have always remained true to their own high-principled culture, even under the 
  reign of the Empire. Better still, the Imperials shamelessly took over quite a lot of the Ionian 
  culture and didn’t feel the least embarrassed to call it their own. Nevertheless even the 
  Imperials have to admit that the greatest classical scholars were Ionians. 
   
  Two contrasting types of education appeared early in ancient Ionia: that of Sparta, wholly 
  controlled by the state; and that of Athens, left almost entirely to the home and to private 
  schools. With the exception of the Athenians, Ionians from other city-states had a grudging 
   
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  admiration for the Spartans. They wouldn’t want to be Spartans, but in times of war, they 
  most certainly wanted Sparta to be on their side. The Spartans were tough, and the Ionians 
  admired strength. Although the Spartan education doesn’t exist anymore, you’ll get an 
  overview of it for the sake of completeness. Since the Empire took over in Ionia, the military 
  aspect of education disappeared (almost) completely, training the mind in the Athenian way 
  was of much more importance. So, therefore we will not take a dive into ancient history, and 
  only mention the teaching methods used in 1013 AUC, although - as already mentioned - they 
  are a copy of the Athenian way of educating their children. 
   
  The purpose of education is to produce citizens trained in the arts, to prepare them for 
  political jobs (in peace and wartime). Girls are not educated at school, but many learn to read 
  and write at home, in the comfort of their courtyard. Until age 6 or 7, boys are taught at home 
  by their mother or by a male slave. From age 6 to 14, they go to a neighbourhood primary 
  school or to a private school. Books are expensive and rare, so subjects are read out-loud, and 
  the boys must memorize everything. To help them learn, they use writing tablets and rulers. 
   
  In primary school they have to learn two important things: the works of the ancient classical 
  writers (like Homer) and how to play the lyre or other musical instruments. Their teacher, 
  who is always a man, can choose what additional subjects he wants to teach: grammar, 
  rhetoric, dialectic - these are meant to help students communicate effectively and include a 
  study of literature and language - and arithmatic, music, geometry and astronomy. 
   
  Following that the boys attend a higher school for four more years. Aristocratic 18 year old 
  males spend two years in a gymnasium, a state school devoted to the overall physical and 
  intellectual development of young men. More advanced education in philosophy, 
  mathematics, logic and rhetoric are available to the aristocracy in highly selected gymnasia, 
  like the Academy of Plato and the Lyceum of Aristotle. They are the universities of their time. 
   
  The whole purpose of education is to subordinate the individual to the needs of the state. 
  Education in general is considered a leisure pursuit only available to the priviliged few. The 
  majority of the population receive no education at all. 
   
  The Ionians’ interest in learning is evident in their art, politics and philosophy. Teachers live 
  in their households, and these teachers are often slaves. Now that the Empire rules Ionia, 
  Imperial citizens also follow the practice of having teacher-slaves (usually Ionians) attached 
  to their households. The work of several Ionian writers serves as a model for the educational 
  systems of the Eternal City, which stresses gymnastics as well as mathematics and music. 
   
  Clothing & Hair Styles: For the poorest people of Ionia clothing is simply a linen loincloth or 
  tunic, or a simple dress if female. Most families make their own cloths, which are simple 
  tunics made of linen or wool, dyed a bright colour, or bleached white. Clothes are made by 
  the mother, her daughters and female slaves. They are often decorated to represent the city-
  state where they live. The clothing of wealthier men and women reflects the dominant culture 
  at the time. Generally, in Imperial provinces and those lands that have once been part of the 
  Empire, togas are worn by the wealthy, while short-sleeved tunics and cloaks are worn by 
  other men. Women wear wrap-around stolas. Now and then they might buy jewelry from a 
  traveling peddler: hairpins, brooches, rings, and earrings; but only the rich can afford much 
  jewelry. Both men and women in Athens, and in most other city-states, use perfume, made by 
  boiling flowers and herbs. The first travel hat (the broad-brimmed petasos) is invented by 
   
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  Ionians. A chin strep holds it on, so when it is not needed, as protection from the weather, it 
  can hang down one’s back. 
   
  Both men and women enjoy using mirrors and hairbrushes. Hair is usually curled, arranged in 
  interesting and carefully designed styles, and held in place with scented waxes and lotions. 
  Women keep their hair long, in braids arranged on top of their head, or wear their hair in 
  ponytails. Headbands, made of ribbon or metal, are very popular. Blond hair is very rare, 
  although Ionians admire the blond look and try bleaching their hair. Men cut their hair short 
  and wear beards. Barbershops are very popular in Ionia, they are an important part of social 
  life for many Ionian males. In the barbershop the men exchange political and sports news, 
  philosophy and gossip! 
   
  Cities, Towns & Villages: Cities and towns founded by the Empire and by the Ionians are 
  very much alike, in that they are well planned and strictly laid-out. A typical village however 
  (or even a lesser and smaller town) is a sprawling and very jumbled affair. Houses are made 
  of baked brick or stone (usually painted white) and have a flat roof used for cooking and 
  daytime activities. They are built back to back, crowded into districts and cut by narrow, 
  winding streets and cool - but dark - alleyways. Markets and stalls crowd into open spaces 
  near street intersections (and if possible at gateways). Sometimes a brick or stone wall 
  surrounds the heart of the settlement, that has usually only one or two gateways. Such villages 
  develop themselves then into towns. Later houses, stables and wooden lean-to’s are often built 
  outside up against this wall. Outside the settlement are inns, market-stalls, beggars and slums. 
   
  City-dwellers live a more crowded life 
  than farmers but it is still essentially a 
  struggle for survival. Most towns-
  people engage in a craft rather than 
  farm. They work for the wealthy 
  businessmen, others may have little 
  shops - town houses with large ground-
  floor windows opening onto the street. 
  Goods are displayed outside or hang up 
  within. Oxen, horses, donkeys and 
  bearers always crowd the narrow streets 
  of any city - along with peddlers, petty 
  traders and many others trying to make 
  an honest living. Most cities and big 
  towns are encircled by stout, fortified walls pierced by several impressive gateways through 
  which merchant caravans pass. More houses, shops, temples, warehouses and other buildings 
  cluster outside the walls. On the coast a wide sloping beach will be backed by a long line of 
  warehouses, stone-built jetties, merchant halls and trade agents’ houses. From every city 
  comes the smell of horse, of dung, human sewage and cooking fires. Most cities will have one 
  or more markets held daily at the city gates, places of many sights and smells where 
  established traders sell wares that they purchase from the caravans and where local craftsmen 
  sell their wares. Fresh in from the fields would be farmers and their families selling any 
  surplus vegetables and fruits they might have. 
   
  The city itself is divided into districts defined by trade, a silversmith’s district, a potter’s 
  district, a temple district, a merchant’s district - and so on. The city’s specialist industry 
  always groups itself together like this. The workers are often bound together within guilds to 
   
  21
  
  protect themselves and provide mutual aid. The city’s public amenities will vary, but nearly 
  all will include an agora, a public square where the two main streets cross, used for meetings, 
  ceremonies and markets. Here men gather to find work, hear rumours or stories, campaign for 
  office, find workers to hire, sell or buy wares, or just meet up with friends. The agora has long 
  colonnades surrounding it, which contain shops and offices, as well as most of the time a 
  gymnasium. The gymnasium is the fount of all Greek culture, the school, social club and 
  meeting point for all aspects of Ionian civilization. Young men learn to swim and are able to 
  improve their bodies and their mind simultaneously. Students can practice wrestling, 
  throwing, running and other sports, and then retire to the cool colonnaded halls to learn Ionian 
  grammar, the text of the Iliad and Odyssey and the dialogues of Socrates and Plato. There are 
  snack bars, refreshments, music playing and the chance to learn how to play - all of Ionian 
  culture is here. To be a ‘real’ Ionian one must have enjoyed an upbringing in a gymnasium. 
  And in adult life the gymnasia continue to draw Ionians in with bathing, education, physical 
  exercise, gossip, relaxation and the enjoyable company of friends. In Ionia the gymnasia can 
  take the place of fantasy taverns as places to hang out between adventures, pick up rumours, 
  spend money and improve oneself. 
   
  While gladiators can often fight in a temporary wooden arena, some Ionian cities have 
  permanent gladiatorial arenas (naturally established by the Imperials), some even have full 
  sized circuses for chariot racing. Some bigger cities also have gladiator training schools, 
  although some are also trained in old (or abandoned) gymnasia, much to the dissatisfaction of 
  the Ionians. Nearly all cities and towns can boast separate luxurious public baths with steam 
  rooms and hot water (that are not situated in the gymnasium). And every city has temples, 
  many open to the public and adjacent to, or very near to, the agora. Other temples, meanwhile, 
  are restricted to a select membership. Cemeteries are always found outside the walls. Out in 
  the streets there is no lighting, and the winding streets are pitch-black and treacherous. 
  Robbers and gangsters are common dangers. The wealthy are carried about in litters by their 
  slaves, and the way is lit by more torch-bearing slaves. 
   
  Housing: Although most town houses are tiny affairs with just a couple of rooms, built 
  around an open air courtyard, some are more splendid places to live. These are virtually 
  windowless (to stop thieves) and all the rooms on both floors face into a central courtyard or 
  garden. Much of the Ionian family life centers around this courtyard. One favoured family 
  activity is to gather in these courtyards to hear stories told by the mother or the father. On 
  bright, sunny days, women shelter under a covered area of the courtyard, as the ancient 
  Ionians believe that a pale complexian is a sign of beauty. Nevertheless, men and women lead 
  separate lives and live in separate parts of these wealthy abodes. The slaves, too, have their 
  own rooms on the upper floor. A doorman (often a slave) usually admits people into the 
  house, where they will emerge directly into the courtyard. Such a house would include a 
  ground floor kitchen (with open fire), women’s sitting area, men’s dining room (often with 
  mosaic floors and couches), a family gathering room (often with a central hearth), and a 
  bathroom with basins, or terracotta bath, and drain. The grandest rooms are decorated with 
  home-woven tapestries and rugs. Indoor lighting is normally achieved with clay lamps (using 
  wicks and oil). 
   
  Social Status: Not everyone is equal. Below the freeman are several groups of people who do 
  not enjoy the same status, rights or wages. Women are mostly poorly treated (depending on 
  their status of course - Zenobia is queen of Palmyra), as are foreign settlers. Below them are 
  slaves and other menials (including gladiators, prostitutes and criminals, for example). Above 
  the freeman, working in the fields to cultivate wheat, barley, olives, grapes or flax, and his 
   
  22
  
  town-dwelling equal, he craftsman, is an entire strata of educated families able to turn their 
  sons into accountants, scribes, doctors, clerks, priests, merchants, farm managers and a 
  hundred other educated professions. Above these are the real aristocrats, the city gentry, able 
  to sit on the town senate and affect public life through their vote. To qualify these families 
  must have lots of property, land, money and ‘muscle’. Although still obliged to follow the 
  dictates of the king or governor, those aristocratic families still have great (municipal) powers. 
   
  Law and Order: Only civil cases are heard in the law courts, since the governments do not 
  need to prosecute people. The courts are managed by the provincial governor. He also selects 
  judges who can do a good job, and (in serious cases) these men hear cases fought over by 
  competing lawyers. If serious, a jury comes to a verdict and the judge announces the verdict 
  and decides the punishment. Prisons exist only to detain criminals for trial. 
   
  The educated and wealthy are always treated with a good deal more respect and favour in law 
  courts than ‘everybody else’. For the wealthy who are found guilty, crimes such as fines and 
  exile are more appropriate. For everyone else there are also confiscations of property, 
  flogging, mutilation, service as a slave-gladiator or galley or mine slave, or execution (by wild 
  animal, beheading or crucifixion). Public order is kept by the local garrison, usually light 
  troops such as cavalry or light infantry. More and more mercenaries are hired by the governor 
  to keep the peace, because there is no Imperial army in Ionia. 
   
  Economics: The standard coin throughout the Empire is the silver denarius, which is 
  equivalent to 8 brass dupondii. Twenty-five denarii are equal in value to a single gold aureus.  
   
   
   
  1 
  Aureus   
  =  
  25 Denarii 
   
   
  1  
  Denarius =  
  8 Dupondii 
   
  Entertainment: The people of the ancient world are able to relax and amuse themselves in a 
  number of different ways. The wealthy often give dinner parties or elaborate banquets, 
  complete with numerous courses and entertainment in the form of dancers, acrobats, poetry 
  reading, musicians, wrestlers - even courtesans. In Ionia also dancing is very popular, because 
  the Ionians believe that dance improves physical and emotional health. Rarely men and 
  women dance however together. Dance is accompanied by music, played on lyres, flutes, and 
  a wide variety of percussion instruments such as tambourines and cymbals. Public 
  entertainment consists mainly of the theatre, which hosts touring productions of comedies and 
  tragedies (all the actors are male). Athletic competitions including running races, javelin 
  throwing, boxing and other sports are still popular (especially the Olympic Games and their 
  ilk which are held every four years), although chariot racing has far surpassed these in 
  popularity - except perhaps in Ionia. Every circus (where they exist) is bursting to capacity 
  every race.  
   
  The Empire has introduced a less wholesome entertainment - gladiatorial combats. Many 
  cities have arenas specifically for this grisly sport. Again, gladiatorial fights are very popular, 
  often some wealthy noble will sponsor an entire days worth of fights. The different origins of 
  combatants and the numbers of styles of fighting are seemingly endless. Most gladiators are 
  slaves, though some are freemen and participate willingly. The final great past-time of the 
  ancients is spending time at the baths. Cities and towns have public baths where customers 
  can swim, bathe, plunge into hot water or sweat in a steam room, they can gossip with friends, 
  lounge around, gamble, read, write and exercise. The larger baths often incorporate an 
  exercise field, offices, a library and colonnades for strolling or sitting in the shade. The 
   
  23
  
  greatest baths in existence are the Baths of Caracalla built in the Eternal City around fifty 
  years ago. Private bath-houses can also be found in very large houses and villas, palaces, 
  gymnasia and forts. 
   
  Food: Along the coastline the soil is not always very fertile, but the Ionians use systems of 
  irrigation and crop rotation to help solve that problem. They grow olives, grapes and figs. 
  They keep goats, for milk and cheese. In the plains where the soil is richer, they also grow 
  wheat to make bread. Fish, seafood, and home-made wine are very popular food items. In the 
  larger cities and towns meat can be purchased in so called ‘cook shops’. Meat is however 
  rarely eaten and is mostly used for religious sacrifices. 
   
  Weddings: In most of Ionia – and even in Sparta2 - wedding ceremonies start after dark. The 
  veiled bride travels from her home to the home of the groom while standing in a chariot. Her 
  family follow on foot, carrying the gifts. Friends of bride and groom light the way, carrying 
  torches and playing music to scare away evil spirits. During the wedding ceremony the bride 
  will eat an apple to show that food and other basic needs will now come from her husband. 
  Gifts to the new couple might include: baskets, furniture, jewelry, mirrors, perfume and vases 
  filled with greenery. Quite a lot of aristocratic Imperials took over this custom from the 
  Ionians. 
   
  The Calendar: The calendar used by the Empire is sophisticated and fairly accurate, and is 
  current even beyond the Imperial borders. It uses a familiar system of 12 months, with an 
  extra day added in Februarius every four years (the leap year). The Imperial names for these 
  months are: Januarius, Febrarius, Martius, Aprilis, Maius, Junius, Julius, Augustus, 
  September, October, November, December. Months contain a number of days equal to the 
  modern Western months. 
   
  The early Imperial calendar did not use the current system of seven-day weeks, but instead 
  numbered days of the month in relation to certain phases of the moon. The Kalends was the 
  first day of the month, the Nones was the 5th or 6th and marked the first quarter of the moon, 
  the Ides was the 13th or 14th of the month and marked the full moon. The days of the week 
  are named by Ionic astrologers after the heavenly bodies: Moonday, Marsday, Mercuryday, 
  Jupiterday, Venusday, Saturnday, Sunday. 
   
  There are no weekly ‘days of rest’ but the Eternal City recognises well over one-hundred 
  festival days each year and citizens of the Empire take the opportunity to relax and have a 
  holiday or not, as their situation dictates. Some festivals are recognised only in the Eternal 
  City, a few are recognised across the Empire (and even beyond). 
   
  The Farming Year: Grain is usually sown in October so that it can grow during the wetter 
  months. In Aprilis or Maius the crops are harvested with sickles. The land is often left fallow 
  to allow it time to recover. Immediately after the harvest the grain is threshed (separated from 
  the stalks) by being trodden over by cattle. The chaff, the outer cover of the grain, can then be 
  winnowed - tossed into the air so that the breeze can blow away the chaff. 
   
  The Ionian Calendar: Different calendars are used all over Ionia (also the Imperial calendar, 
  see section above). The historian Timaeus (c. 407 AUC - c. 503 AUC) devised the system of 
                                                   
  2 A few hundred years ago, the ceremony in Sparta was very simple. After a tussle, to prove his superior strength, the groom 
  tossed his bride over his shoulder and carried her off. This custom is however history. 
   
   
  24
  
  numbering from the first Olympiad, -23 AUC, but this was never generally used. Years were 
  identified by the magistrates of a city who held office in that year. The months were lunar, 
  and of alternately 30 and 29 days, so that periodically another month was inserted. The cycle 
  on which this depends was invented by the astronomer Meton. 
   
  From this it can be seen that we can't give precise correspondences to modern days, but 
  typically the year begins in about July. The months are named mainly after festivals that take 
  place in them. In Athens they are:  
   
  Hecatombeion (July-ish), when the hecatombs are offered. 
  Metageitnion, in which people flit and change neighbours (called Karneios by the Spartans). 
  Boedromion, in memory of the conquest of the Amazons by Theseus. 
  Pyanopsion (October-ish), from a dish of beans eaten at a festival. 
  Maimacterion, from Zeus Maimactes 'the boisterous'. 
  Poseideon, this was the repeated month in leap years. 
  Gamelion (January-ish), the time of weddings. 
  Anthesterion, from the festival of flowers. 
  Elaphebolion, 'deer-hunting'. Known as Artemision elsewhere. 
  Munychion (April-ish), from the festival of the Munychian Artemis. 
  Thargelion, a festival of Apollo and Artemis. 
  Scirophorion, 'parasol-bearers', a festival of Athena. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  25
  
  III   CHARACTER CREATION 
   
  Who are the adventurers? They are treasure hunters, fortune seekers, tomb robbers. The GM 
  might let the player characters act on their own as freelancers, but it will be much more 
  interesting to have them work for some well-placed individual. They might be the retinue of 
  an Imperial senator in Athens, he is desperate to keep the Olympian artifacts out of the 
  Emperor’s hands. Or they might be the followers of a noble family who rule one of the Ionian 
  cities, with an ancient lineage, this conservative family feels a divine right to find and keep 
  safe these magic items. The adventurers could be working for Queen Zenobia, acquiring 
  artefacts for her coming invasion of Ionia and Egypt. They might even be in the employ of a 
  philosopher, a wise sage from one of the big universities, or perhaps even a Thessalian witch, 
  a sorceress trying to amass powerful treasures for use by her followers in their magic rituals. 
   
  The STEPS you must follow to create an adventurer are to be found in the basic ZENOBIA 
  rulebook, but for your convenience they are summarized here: 
   
  1. Roll Attributes 
  2. Cultural Origins 
  3. Previous Experience 
  4. Social Class 
  5. Skills 
  6. Initial Equipment 
  7. Background details of your character 
   
   
  1. ROLL ATTRIBUTES 
   
  • MIGHT: A measure of strength, physical prowess, and fighting ability. Roll 1d and 
  re-roll any score of ‘1’. 
   
  • FATE: Luck and the will of the Gods. Fate is also a measure of the adventurer’s inner 
  power. Roll 1d and re-roll any score of ‘1’. 
   
  • HITS: The adventurer’s toughness, endurance and bodily health. At 0 HITS he is 
  dying. Roll 2d and add 10. 
   
  • CRAFT: A measure of the adventurer’s ability to perform basic manual tasks, to 
  repair or construct items and work as a craftsman. Initial score is 1. 
   
  • LEARNING: A measure of education, book learning and social skills such as 
  persuasion and leadership. Initial score is 1. 
   
  Over time these attributes may increase. The procedure for this is given in the basic 
  ZENOBIA rulebook. Keep however in mind that HITS may never rise beyond 30 and other 
  attributes may not rise beyond 10. 
   
   
   
  26
  
  2. CULTURAL ORIGINS 
   
  Just like in the basic rulebook of ZENOBIA there are a number of major cultural groups that 
  a character can come from. The use of these cultural labels is entirely optional, but should 
  give the character a little more definition. The four dominant cultures of Ionia are the 
  Athenian, the Corinthian, the Spartan and the Theban. However, others exist, and these are 
  also described. A culture of origin provides the character with his native dialect (remember all 
  Ionians speak Greek, their language being their only “bond”!), an idea about his general 
  outlook and also some minor bonus. 
   
  Asians 
  The inhabitants of the coasts of Asia Minor are shrewd businessmen and merchants, even the 
  little town that’s built on the remnants of “majestic Troy” is a centre of commerce. 
   
  Language: Ionian and the Asian and Trojan dialect 
  Character Bonus: +1 on any action with trading 
   
   
  Athenians 
  The Athenians and Megarians always formed one big cultural region, although the Athenians 
  are the most numerous. To both people education is of  enormous importance, and therefore 
  this region has brought forth a few great scholars. Among them Plato, the founder of the 
  renowned Academy in Athens. 
   
  Language: Ionian and the Megarian and Athenian dialects 
  Character Bonus: +1 LEARNING 
   
   
  Chalcidians 
  The Chalcidians are a people of foresters and their timber is appreciated in the whole of the 
  region around the Middle Sea. They are very open towards strangers and they are said to be 
  the best guides one can find through forested regions. 
   
  Language: Ionian and the Chalcidian dialect 
  Character Bonus: Movement through forested areas at 1.5 x normal rate (the character can act 
  as a pathfinder, and lead others through the forests at the same rate). Also “100% Hide in 
  Woods”! 
   
   
  Corinthians 
  The city-state of Corinth covered a large geographical area. Although it was mainly a town of 
  wealthy merchants, it was also known to be of some military importance: its regiments of 
  slingers played an important roll during the Peloponnesian Wars. 
   
  Language: Ionian and the Corinthian dialect 
  Character Bonus: +1 with slings 
   
   
   
   
   
  27
  
  Elians 
  Elis has been home to the Olympic Games for a thousand years, and the Elians of ZENOBIA 
  are descendants from athletes, runners and wrestlers from across the Ionic world. The people 
  of this fertile region are good natured and hospitable, but always keen to test themselves in 
  competition! 
   
  Language: Ionian and the Elian dialect 
  Character Bonus: spend 1 FATE point to run at double speed for 2d rounds 
   
   
  Islanders 
  The inhabitants of Crete, Euboea and Rhodes are especially known to be seafarers, explorers 
  and merchants. Their ships have sailed across every known (and unknown?) sea in search of 
  wealth and possibilities to trade. The people of the islands are a good natured people that are 
  open to strangers and other cultures. 
   
  Language: Ionian and the Cretan, Euboean and Rhodian dialects 
  Character Bonus: +2 to pilot any seagoing craft 
   
   
  Macedonians 
  Macedon, once so proud a nation under the rulership of the young hero-king Alexander the 
  Great, has lost very much of its former glory now that it’s bound to obey every command of 
  the Eternal City. Once the Macedonians ruled a vast empire, and Epirus was the last region 
  that was taken away from them. Together the Epirians and Macedonians still believe that one 
  day the greatness of Macedon will return, and that together they will throw off the Imperial 
  yoke. The oracle of Dodona once told that “... the greatness of the Macedonian empire would 
  come back once ‘the eagle standard’ was trodden down! ...” 
   
  Language: Ionian and the Macedonian and Epirian dialect 
  Character Bonus: +1 FATE 
   
   
  Peloponnesians 
  The vast mountainous area of the Peloponnesus extends over the regions of Acarnania, 
  Achaea, Aetolia and Arcadia. Its people are especially skilled and hardy mountain guides and 
  climbers, being used to the mountains from their infancy on. The best among them know the 
  Peloponnesian region almost by heart and are invaluable to travellers who want to make haste 
  on their trip and avoid the most dangerous places. 
   
  Language: Ionian and the Acarnanian, Achaean, Aetolian and Arcadian dialect 
  Character Bonus: Movement through hills and mountains at 1.5 x normal rate (the character 
  can act as a pathfinder, and lead others through the mountains at the same rate) 
   
   
   
   
   
   
   
   
  28
  
  Spartans 
  The military city-state of Sparta expanded his influence over the geographical regions of 
  Laconia, Messenia and Argolis. They ruled with iron hand, and the people who lived there 
  considered themselves as Spartans. Getting used to the harsh way of life of the Spartans they 
  are all hardy folk with an inexhaustible supply of endurance. They will never yield to the will 
  of the Empire. 
   
  Language: Ionian and the Laconian, Messenian and Argolian dialects 
  Character Bonus: +2 HITS 
   
   
  Thebans 
  In the period that Thebes was the most important city-state in Ionia, its influence reached as 
  far as Boeotia, Doris, Locris and Phocis. Because their inhabitants are today spread over many 
  little villages and towns the people live a ‘secluded’ life and have to take care of all kind of 
  (daily) things on their own. So they really can take care of themselves. 
   
  Language: Ionian and the Boeotian, Dorian, Locrian and Phocian dialects 
  Character Bonus: +1 CRAFT 
   
   
  Thessalians 
  Being a proud and ‘independent’ people of a fertile region, the Thessalians are especially 
  known as breeders of fine horses and they are magnificent riders themselves. Most 
  Thessalians are said to have been born on horseback, and can ride a horse before they can 
  even walk. Their horses are of a very high standard and wanted by everyone who has an eye 
  for quality breeds. 
   
  Language: Ionian and the Thessalian dialect 
  Character Bonus: +1 on any action on horseback 
   
   
  3. PREVIOUS EXPERIENCES 
   
  It is likely that your character has already been pursuing some sort of profession for a few 
  years before he actually begins his adventuring career under the control of the player. Such 
  professions give the player an idea about his character’s personality and behaviour and might 
  spark useful ideas about his background.  
   
  Previous Experiences and Skills 
  One of the main benefits of a past profession is that it gives the character a skill that can be 
  used during adventures. Professions also give a chance to start the game with some money 
  and equipment. All characters receive a basic set of equipment (with money), but they also 
  receive an additional sum, depending on which profession they have chosen. In addition, by 
  making a successful MIGHT roll (roll 2d and add the character’s MIGHT score for “10” or 
  more), the character receives a bonus. Again, check the relevant profession. 
   
   
   
   
  29
  
  Amazon 
  A skilled warrior woman - an expert in close combat 
  Spartan women were said to be the remnants of the legendary Amazon Warriors. Indeed they 
  have more freedom than other women. A Spartan woman is expected to be fierce and to be 
  able to defend her land. This can be exemplified in the goddess Artemis, the patroness of 
  Sparta and of the Amazons. Artemis is indeed the goddess of the wild hunt, protectress of 
  animals, protectress of women, young girls and youth. Though the worship of Artemis is 
  common throughout the Ionian world, only in Sparta is a warrior spirit and “sense of equality” 
  allowed to flourish among the upper-class Spartiate men and women. 
   
  Culture Note:  only for Spartan female characters 
  Money:  
  150 denarii 
  Skill:   
  Whirling Strike 
  Bonus:  
  Short Sword, Helm 
   
  Army Medic 
  Skilled in helping the victims of violence 
  Through their long history the Ionians have suffered in many a war! Therefore it was 
  understandable that they taught the art of healing to their young and intelligent men in their 
  academies and lyceums. They not only learn how to behave in combat but they also learn to 
  help their suffering comrades and ease their pains. Therefore they carry always a pouch of 
  Healing Herbs with them, these herbs can stop the bleeding of a minor wound and prevent the 
  victim from loosing some more HITS. 
   
  Culture Note: only Spartans, Athenians, Corinthians and Thebans 
  Money: 
  200 denarii 
  Skill: 
  Combat Surgery 
  Bonus: 
  Dagger, Pouch with Healing Herbs 
   
  Athlete 
  Trained in many disciplines, the Olympian Athlete is the epitome of manliness 
  From the beginning, the Olympic Games were held to allow the feats of men to be showered 
  with glory. Olympian athletes are heroes for the spectators, and they are able to perform 
  extraordinary deeds. Most winners of the Olympic Games have little to do during the period 
  between the Games, honoured as they are by the common people and the nobility alike. 
  Would-be victors come from everywhere in Ionia. 
   
  Culture Note: - 
  Money: 
  1d x 100 denarii (re-roll any score of “1”) 
  Skill: 
  +1 on any “physical feat” (climbing, jumping, etc...) 
  Bonus: 
  Dagger, Cloak, Cloak Brooch (worth 200 denarii) 
   
  Bandit 
  Desperate men preying on merchants and innocent travellers 
  When times are hard, farmers give up on the crops and take to the forests and hills. There they 
  use whatever weapons they can find to steal from others. They raid wagons, attack travellers 
  and even plunder lonely villas. It is a precarious life, living hand-to-mouth with other bandits, 
  dodging the Imperial patrols and with only the fate of crucifixion or other harsh judgement to 
  look forward to. Bandits are free to live how they want and travel where they want. They 
   
  30
  
  develop into tough and combat-hardened mercenaries able and willing to fight for their own 
  survival. 
  Culture Note: - 
  Money:  
  1d x 25 denarii 
  Skill:  
  Hiding 
  Bonus:  
  Roll once on the Random Treasure Table 
   
  Con-man 
  These men win your thrust with ease 
  Con-men are swindlers who exploit the confidence of their victims in such a way that the 
  victims themselves don’t even know they’re being conned. They are masters of deceit and can 
  use soothing words or be sycophantic to achieve their goal, whatever that may be! When, and 
  if, the victims come to their senses and realize what has happened, the con-man has already 
  long gone. Con-men were often actors who try to exploit their talents in a more profitable 
  way. 
   
  Culture Note: - 
  Money: 
  1d x 50 denarii 
  Skill: 
  Acting 
  Bonus: 
  set of expensive clothing, dagger, some jewelry (confer with referee) 
   
  Explorer 
  Ionians are colonists and explorers, partly due to the fact that Ionia is situated at the coast of 
  the Middle Sea 
  Surrounded as they are by the sea, Ionians have become an adventurous people, always eager 
  to investigate new lands and new opportunities. They have a sense of wanderlust and are 
  always seaching for new areas to explore. Although they always make themselves at home in 
  these new areas, they’ll never forget their beloved home country. Due to their lives away from 
  home comforts, they are hardened to pain and exhaustion. 
   
  Culture Note: Islanders and Asians only 
  Money: 
  1d x 25 denarii 
  Skill: 
  Hard To Kill 
  Bonus: 
  Short Sword, Rope for snares, Dagger 
   
  Horsemaster 
  Men especially skilled in breeding and training horses 
  Horsemasters are always in high esteem for their handling and care of those valuable horses. 
  They tend the horses from when they are foals, and can easily train them and do with them 
  whatever they want. Therefore some nobles and rich men have their own horsemaster in their 
  service. They are treated and paid well. 
   
  Culture Note: only Thessalians 
  Money: 
  1d x 50 denarii 
  Skill: 
  Work Horses 
  Bonus: 
  Horsewhip, Horse, Richly Decorated Saddle and Saddlebags, Dagger 
   
   
   
   
   
  31
  
  Hunter 
  Lone hunters, forever on the trail of their prey 
  Most societies have hunters, men on the fringes who are independent, who search the 
  wildlands for game to bring to the table. There may also be some (especially in the mountain 
  areas) who track wild animals not to kill, but to capture for the bloody beast fights in the 
  arena’s, or to sell them for much profit. 
  Culture Note: - 
  Money: 
  60 denarii 
  Skill: 
  Read Tracks 
  Bonus:  
  2 Javelins, Fighting Net, Foxskin Hat 
   
  Pirate 
  Seaborne ‘adventurers’ looking for an easy prey to pick 
  The Ionians once had the best and most feared fleet in the ancient world, playing a major part 
  in the defeat of the Persian war machine. Although the armies of the Imperials put an end to 
  this, former “sea-soldiers” didn’t all give in and instead turned to piracy. Those fearless men 
  are known to make daring attacks on the Imperial trade vessels to rob them of their riches. In 
  their small swift ships they are upon their enemy long before the latter has a chance to react. 
  Their knowledge of the seas helps them to escape their pursuers. 
   
  Culture Note: only for Asians and Islanders 
  Money: 
  1d x 75 denarii 
  Skill: 
  Seamanship 
  Bonus: 
  Roll once on the Random Treasure Table 
   
  Playwright 
  Wits, tricksters and story-tellers who enthrall their country-folk 
  The Ionians, due to their culture and education, love theatre and storytelling. The men who 
  write these plays are considered ‘heroes of the people’ for they frequently voice the opinion of 
  the people. They do it however in such a way that they don’t get themselves into trouble. 
  They also tell the stories of old to their readers/listeners, the old myths and legends that need 
  to be kept alive for generations to come. 
   
  Culture Note: Athenians, Corinthians and Islanders 
  Money: 
  150 denarii 
  Skill: 
  Myths & Legends 
  Bonus: 
  Leather Scroll Case (with 2 blank scrolls), Ink Palette & Quill 
   
  Thief 
  One of the clever thieves, burglars and con-artists that live in most cities  
  These gangsters are opportunistic burglars and hold-up men who operate amongst the twisting 
  alleys of the larger cities. Others work in teams or brotherhoods, and in this way are able to 
  carry out more elaborate scams. A player character rogue is possibly one of the many 
  freelancers who wander from city to city, parting fools from their silver through deception, 
  trickery and theft and then moving on before the authorities can catch him.  
  Culture Note: - 
  Money: 
  200 denarii 
  Skill: 
  Open Lock 
  Bonus: 
  Two daggers and two phials of Aqua Noxious (deadly poison) 
   
   
  32
  
  Tomb Robber 
  Brave and foolhardy plunderers of  tombs, graves, temples and pyramids 
  For millennia mighty kings, merchant princes and the aristocrats of bygone empires have been 
  laid to rest with all of their worldly possessions. Sometimes the wealth of a kingdom vanished 
  into a rock-cut tomb or an impregnable desert mausoleum. Often the secrets of these carefully 
  guarded tombs were passed on by the stonemasons who made them. Sometimes the 
  stonemasons themselves returned to these tombs months later. The tomb robber is a 
  professional, probably once a stonemason himself, he understands the construction of these 
  resting places as well as the kinds of traps and other dangers within them. But he pays a price 
  - tomb robbers, like assassins, are reviled and despised by all decent folk and so must keep 
  their profession secret or face execution. The artefacts he raids may only fetch scrap value, 
  they may be objects desired by some Ionian collector, or even a weapon or artefact from 
  ancient myth - a piece of living magic! 
  Culture Note: - 
  Money: 
  1d x 25 denarii 
  Skill: 
  Traps & Secret Doors 
  Bonus: 
  Roll once on the Random Treasure Table 
   
   
   
  Random Treasure Table 
  2d 
  Treasure 
  Notes 
  2 
  Strength Potion 
  Drinker’s MIGHT gets “+2” for 1d hours 
  3 
  Silver Dagger 
  Knife blessed by the gods, capable of harming ‘creatures of the night’ 
  4 
  Gem 
  Precious stone worth 200 denarii 
  5 
  Hairpin 
  Golden hairpin in the form of a god(dess) worth 150 denarii 
  6 
  Javelin 
  Perfectly balanced weapon, can be thrown 2m. further 
  7 
  Bow 
  Standard bow with quiver and 10 arrows 
  8 
  Cavalry Helm 
  Ornate cavalryman’s helmet giving full protection 
  9 
  Purse 
  Little leather pouch filled with 1d x 25 denarii 
  10 
  Cloak Brooch 
  Golden brooch in animal form worth 250 denarii 
  11 
  Aqua Somnus 
  Potion of sleep lasting eight hours 
  12 
  Aqua Vitae 
  Healing potion with a store of 30 HITS that can be portioned out 
   
   
  4. SOCIAL CLASS 
   
  The character might come from any one of several social 
  niches. Perhaps his father was a slave, perhaps he was a priest 
  or maybe even a wealthy aristocrat! He may have been a 
  shepherd, perhaps a hill or irrigation farmer, a craftsman or 
  some city dweller. But whatever the details of the character's 
  origins, he has since emerged into the world as a poor man and 
  must make his way without the riches his family might have 
  enjoyed. 
   
  A player may select a social class from the table below, or he 
  may roll 1d to determine his origins randomly. The table 
  provides an easily remembered origin for the character. 
   
  33
  
   
  1d Roll 
  Social Class 
  1 
  Outsider. The family were outsiders, wanderers, labourers, shepherds or nomads, 
  often on the move, cut-off from society and living hand-to-mouth, day-to-day. 
  Their place is a low one with only little respect, if any at all. 
  2 
  Slave. The character has grown up in a town or city as the son of slaves. Working 
  day after day in the workshop or household of some wealthy citizen, the character 
  has now gained his freedom (either by buying it, by being awarded it by a 
  generous master, or by running away). Alternatively, the character’s slave father 
  might have earned his freedom. Either way, he is now free. 
  3 
  Peasant. The family was poor, living in a crowded town house or a village with 
  little spare food. A living could be made from the river or the fields, but taxes took 
  much of this away. Yet the family had a regular income and a place in their 
  society. 
  4 
  Craftsman. The family had mastered a craft and were valued members of the 
  village or town. Other people came to them for goods or services. The family 
  probably owned a business within the city. 
  5 
  Scholar. Educated and well read, the family moved in higher circles than others. 
  The family home might have been a well-to-do town house or well appointed villa 
  in the countryside. They were not aristocrats, but were nevertheless cultured, well 
  paid, highly educated and comfortable. 
  6 
  Noble or Military Leader. The family was a noble and honourable one, born to 
  rule and with legitimate claims to land and villages in the area. Although it may 
  have been a long way from royalty, the family owns vast estates, workshops or 
  other capital. Its men-folk are highly educated and involved with the politics of 
  kingdoms, sitting on city councils as magistrates or being renowned military 
  generals, leading their troops to victory and success. A well established and highly 
  thought of family. 
   
   
  Class Skills & Attribute Bonuses 
  These different social classes provide different types of training for their children. Even 
  without formal training, a character has picked up a decent amount of information - a skill. A 
  skill is a talent or ability which an occupation, social class or profession teaches. Social class 
  will also have an effect on how educated a character is, or how good they are with their hands. 
  Skill descriptions, attribute bonuses and details of how they can be used in play are given 
  further down. 
   
  Class Skills & Attribute Bonuses 
  Social Class 
  Skill 
  CRAFT-bonus 
  LEARNING-bonus 
  Outsider 
  Find Direction 
  3 dice 
  2 dice 
  Slave 
  Streetwise 
  5 dice 
  2 dice 
  Peasant 
  Carry Burden 
  4 dice 
  3 dice 
  Craftsman 
  Evaluate 
  5 dice 
  3 dice 
  Scholar 
  Organise 
  3 dice 
  5 dice 
  Noble, Military Leader 
  Seek Audience 
  3 dice 
  5 dice 
   
  Attribute bonuses are rolled once and any '6' result adds a “+1” to the relevant attribute score. 
  For example: a City-Dwelling character rolls 5d for CRAFT and gets 6, 2, 1, 4, 5. Thus he 
   
  34
  
  gets a +1 to add to his initial CRAFT score of '1'. Additional '6' results just add more +1 
  bonuses to the attribute. Remember however that an attribute score may never be higher than 
  “10”! 
   
   
  5. SKILLS 
   
  A skill has no number attached to it, like FATE, LEARNING or MIGHT. A character either 
  possesses a skill or does not. The use of each skill is different and both referee and player 
  must determine the exact use of a skill by checking the descriptions given below. 
   
  Acting: The character is able to mimic other accents, body languages and expressions. He can 
  act as if he were someone else, with a different personality and emotions. He may have learnt 
  this professionally in the theatre, or in the cut-throat world of politics. Any character may try 
  a persuasion or deception, only the character with Acting can adopt a completely different 
  persona and act it out. 
   
  Carry Burden: The character has plenty of hard experience as a bearer - someone who carries 
  around loads on his back. It means he can comfortably carry far more than his body size 
  would suggest. A strong man might be able to lift the weight over his head, but only a bearer 
  could carry it across the desert all day! A proficient Bearer has double the load capacity of an 
  unskilled character (see Initial Equipment, later in this chapter). 
   
  Combat Surgery: With a successful LEARNING roll of 10+ this skill enables the character to 
  cancel any stuns or revive an unconscious character. For the cost of 1 FATE the character can 
  also restore 3 HITS or set a broken limb. Each of these actions takes one round! 
   
  Evaluate: The character can immediately assess the worth of an item of trade or an item of 
  treasure. He knows what this item should be worth on the open market in a typical city or 
  town. It does not apply to one-of-a-kind items, exotic, magical or previously unknown items, 
  but only typical, commonly known, trade or treasure goods. 
   
  Find Direction: The character is always sure from which direction he has just come, can 
  retrace his steps perfectly, and has an uncanny knack of being able to determine the direction 
  north, with only the minimum amount of observable clues. 
   
  Hard To Kill: The character is hardened to pain and wounding, he has an in-built armour 
  factor of 1. Any wounds inflicted upon him are reduced by one point. 
   
  Hiding: The character is expert at concealment and ambush. He is able to literally cover his 
  tracks to prevent pursuit and can hide behind or within many different features to avoid 
  detection. When someone attempts to spot the character that searcher gets an automatic “-2” 
  to his roll. A common use for Hiding is to ambush passing characters and gain complete 
  surprise. 
   
  Mounted Combat: The character is trained to fight hand-to-hand from horseback and gains a 
  +2 bonus to hit, regardless of what hand-to-hand weapon he uses or whether his opponent is 
  on horseback or not. Normally an unskilled rider would be at -2 to any attack! 
   
   
  35
  
  Myths & Legends: This skill enables the character to get some useful information about 
  things and clues found in labyrinths and ancient ruins. It can’t however be done on the fly. 
  Thorough research is needed to interpret old artefacts and the like. Maybe it’s even necessary 
  to visit a library. To know something about a find an hour is needed, to know everything that 
  can possibly be known about the same object at least 24 hours of study are needed, for some 
  arcane artifacts this can be a lot more (1d days, or as the referee sees fit). 
   
  Open Lock: The character is an expert at picking locks. Locks are very expensive in Ionia, 
  used only by noble families, some very rich merchants and royalty. Locks are big and heavy. 
  To use this skill a tool is required, either pre-prepared or improvised. A CRAFT roll is 
  required to successfully pick a lock. 
   
  Organise: The character is trained to solve problems, to be efficient, to maximise resources 
  and minimise waste! The Empire trains an army of scribes (even in their Ionian provinces) 
  with the ability to organise and many consider this army more potent than its legions! A 
  character with organise can always seem to speed up any team effort, always find a way to 
  stretch resources just enough, can scrounge desperately needed items, and always find some 
  way to cut corners. It may take some thinking time (or calculating time if that is more 
  appropriate) but he can usually do it. 
   
  Read Tracks: Fresh tracks and spoor can be identified and interpreted, allowing a tracker to 
  assess the possible direction and number of an animal type. Certain terrain, time and bad 
  weather will all badly degrade animal tracks. Humans, too, leave distinctive and tell-tale 
  tracks that can (in ideal circumstances) betray direction, speed, numbers, burden carried and 
  even how long ago they were made. 
   
  Seamanship: The skill of Seamanship indicates great familiarity with sea travel, sailing, boats 
  and ocean-going activities. The character knows how to set sail, how to take the helm, about 
  the changing direction of the wind, weather at sea, reefs and sand-banks, currents and the 
  commonly known landmarks used to navigate around one of the seas in the world of Ionia. 
  The skill is also used to resolve ship-to-ship combat. 
   
  Seek Audience: The character is familiar with court etiquette and ritual and is readily able to 
  'play the system' to use the right amount of flattery and demand to get to see a high-ranking 
  personage. A very useful skill! 
   
  Streetwise: The character has experience with crime and the criminal underworld in one or 
  more of the large cities of Ionia. FATE can be rolled to establish a contact in a city with 
  members of a criminal gang (perhaps thieves or assassins). Bribes are standard for such 
  contacts. Rolls can also be made to make a variety of illegal deals within this underworld 
  culture, to find certain people or to be introduced to an important figure. 
   
  Traps & Secret Doors: The character can spot traps and secret doors more reliably than others 
  (who trust to FATE) and knows just how to deal with them. He can disarm or otherwise 
  bypass traps, and can open a known secret or concealed door. Rather than possessing acute 
  eyesight, the character has a ‘feeling’ that a trap or secret door is in the immediate area. This 
  helps to prevent this skill ruining an adventure. When a character with this skill nears a 
  concealed trap the referee can simply tell the player that ‘there is a trap nearby’. The character 
  is thus on edge and forewarned but is still not sure where the trap is or what it is, indeed he 
  may even still become a victim of the trap! The same goes for the existence of a secret door. 
   
  36
  
   
  Whirling Strike: This skill allows the character to attack two opponents at once with only one 
  die roll. In a fluent move she surprises both combattants with a superb thrust. This skill can be 
  used successfully whenever the Amazon spends 1 FATE point during the combat round! 
  Normally this skill can only be obtained by an Amazon, unless the referee decides to make an 
  exception. 
   
  Work Horses: The character can use this skill to teach a horse some useful ‘tricks’, however 
  they must be common (the referee will certainly not allow extraordinary feats): coming on a 
  whistle, hold at the very last moment when told so, be very still, overcome its fear for some 
  things, etc... This skill also allows someone to have a calming effect on horses and their ilk. 
  The number of tricks a character can teach his horse is equal to his LEARNING score, and it 
  will take some time! 
   
   
  6. INITIAL EQUIPMENT 
   
  Any gains from previous experience is added to the character’s initial equipment listed below: 
   
   
   
  Denarii: 1d x 50 
   
  Firebow 
   
  Pack 
   
  Pouch 
   
  Shortsword 
   
  Waterskin 
   
  3 Torches 
   
   
  Carrying Equipment 
  How much can an Adventurer carry? Players have a tendency to 
  overload their characters, picking up equipment, loot, new 
  weapons and so on without any thought. This isn't how we 
  envisage the cool heroes of Conan, Gladiator, Lord of the Rings 
  or Troy. The rule should be ‘carry what’s valuable and ditch the 
  rest’. As a rule of thumb assume that an Adventurer can 
  comfortably carry MIGHT + 8 items, this is his Load Capacity. 
  An item is an object that can be held in one hand (like a dagger, 
  quiver, helmet, scroll or a sword). Larger objects, often two-
  handed objects (such as spears, shields and bows) count as two 
  items. Some items (pouches, hats etc.) are either too small, or 
  counted as being worn. Armour is as heavy as its Armour Value. 
  Being encumbered (ie. going over your MIGHT + 8 maximum) 
  results in half speed and “-1” on all physical actions. No one may 
  encumber themselves beyond MIGHT + 12 items. Those 
  characters with the “Carry Burden” skill get to double their 
  MIGHT when calculating Load Capacity. 
   
   
   
   
  37
  
  Price Lists 
  Armour 
  Item 
  Armour Rating 
  Price (denarii) 
  Greaves (legs) 
  1 
  2500 
  Helm 
  1 
  100 
  Leather Cuirass 
  1 
  300 
  Mail Cuirass (scale-mail or chain-mail) 
  2 
  800 
  Manicae (one arm) 
  1 
  400 
  Plate Cuirass 
  3 
  1200 
  Shield (for defence only, +1 Combat Bonus) 
  - 
  100 
   
  Fashion 
  Item 
  Price (denarii) 
  Bath & massage 
  15 
  Cloak 
  60 
  Cloak Brooch 
  20-120 
  Dress 
  45 
  Hairbrush 
  20 
  Haircut (barbershop) 
  10 
  Hairpin 
  25 
  Hat 
  25 
  Headband 
  10 
  Military Boots 
  120 
  Mirror 
  140 
  Perfumed Oils 
  50 
  Sandals 
  50 
  Stola 
  60 
  Tunic 
  40 
   
  Other Items 
  Item 
  Price (denarii) 
  Aulos 
  45 
  Blanket 
  15 
  Chain (10m.) 
  120 
  Clay Lamp 
  20 
  Cooking Equipment 
  135 
  Food, Good Meal 
  1 
  Food, Trail Ration (one week) 
  5 
  Healing Herbs (5 uses) 
  75 
  Horse Grain (one week) 
  10 
  Ink, Quills and Papyrus 
  90 
  Kithara 
  160 
  Knife 
  20 
  Lamp (clay) 
  10 
  Lamp Oil 
  4 
  Lyre 
  100 
  Pack 
  10 
  Panniers (for donkey) 
  25 
   
  38
  
  Pickaxe 
  35 
  Pouch 
  3 
  Rope (10m.) 
  40 
  Saddle & Bridle 
  300 
  Saddlebags 
  180 
  Soldier’s Mess Tin 
  30 
  Tent (3 man) 
  180 
  Tool 
  40 
  Torch 
  1 
  Waterskin 
  5 
  Wax Tablet 
  140 
   
  Travel 
  Item 
  Price (denarii) 
  Chariot 
  1200 
  Donkey 
  500 
  Horse 
  1000 
  Merchant Ship 
  8000 
  Rowboat 
  250 
  Trireme 
  25000 
  Wagon (2-wheel) 
  350 
  Wagon (4-wheel) 
  500 
   
  Weaponry 
  Item 
  Combat Bonus 
  Price (in denarii) 
  Battleaxe 
  +2 
  100 
  Bow (2H) 
  +2 
  150 
  Boxing Cestus (only if unarmed) 
  +2 
  10 
  Burning Torch 
  +2 
  1 
  Club 
  +1 
  5 
  Dagger  
  +1 
  35 
  Dart 
  +2 
  5 
  Fighting Net 
  - 
  120 
  Handaxe 
  +1 
  25 
  Javelin 
  +3 
  60 
  Longsword 
  +2 
  150 
  Pilum 
  +3 
  125 
  Scimitar 
  +2 
  120 
  Shield 
  +1 (defence only) 
  100 
  Shortsword 
  +2 
  100 
  Sling 
  +1 
  10 
  Spear (2H) 
  +3 
  20 
  Staff 
  +1 
  5 
  Trident 
  +3 
  35 
  Whip (2m. long, used by wagondrivers) 
  +2 (only stun) 
  25 
  12 Arrows 
  - 
  24 
  10 Slingshot 
  - 
  5 
  Quiver (holds 12 arrows) 
  - 
  15 
   
  39
  
  7. BACKGROUND DETAILS 
   
  Let me begin by repeating the introduction Paul Elliott wrote in the basic ZENOBIA 
  rulebook: 
   
  “There are a host of lesser details that can be created for a player character, details that 
  really bring that character to ‘life’ in the imaginations of the players. Players needn’t write 
  reams of background history - a short paragraph should suffice, outlining the character’s 
  upbringing, his early career or life, the changes that affected him and the chain of events that 
  gave him the previous experience selected by the player. Every character really needs some 
  kind of background story. Where are they from? Why have they turned their backs on their old 
  life to adventure in the big wide world? 
   
  The ideal background runs a little like an unresolved story. Sketch out the character’s family 
  upbringing on the farm, in the workshop, out on the pasture or closeted within a luxurious 
  villa. What kind of relationship did he have with his family and his siblings? Was there 
  tension, a dark secret, a rivalry, hatred, love and a strong friendship?  
   
  The next step is to determine what happened next. Did the character follow in his family’s 
  footsteps? Did he branch out, fighting the system? Did some other agent of change arrive on 
  the scene to change his life forever? Did the character make good friends and strong enemies 
  during these years? Was he betrayed or did he betray others?  
   
  A good character background helps to explain where the character came from and explains 
  how he came to have certain skills, likes and dislikes. The best character backgrounds leave 
  some issues unresolved - plot hooks dangling in front of the referee. Enemies might be 
  hunting the character, he may be on a quest, or have been shunned by his own family. 
  Whatever the details may be, the character’s background is in danger of coming back to 
  haunt him. Referees love to have these plot devices, since they can be woven into the fabric of 
  the game. Think of any movie or novel:  how may protagonists get involved in the plot 
  because of something that happened to them in their characters’ pasts? Plenty. Do the referee 
  a favour and give him one of these unresolved plot ideas ...” 
   
  You’ll find everything you need at the end of the third chapter of the ZENOBIA rulebook, 
  take your time skimming through these pages, it will help you to create a more credible and a 
  more convincing character. Your ‘hero’ will become a real person! 
   
   
  Two Things That Need To Be Mentioned 
   
  1. Guardian Angels 
  You can’t use the section about “Guardian Angels” because that’s only for Persian characters. 
   
  2. Names 
  I’d like to give you a little explanation on “naming”. In Ionia a child is named on the seventh 
  or tenth day after birth. The father choses the name and can change it later if he wishes to. The 
  eldest son is usually named after his paternal grandfather and subsequent children after other 
  relatives. It is quite rare for a son to be named after his father, although a derivative of the 
  name or one containing one of the same elements might be used. 
   
  40
  
  Name elements 
   
  ander/andros 
  Man 
  andro 
  doro 
  Gift 
  doron 
  theo/thy 
  God 
  theos 
   
  From around 300 AUC Athenian males were often identified by adding their father’s name in 
  the genitive case or that of their “deme” or tribe to their personal name. Foreigners also took 
  the name of their town or country - Herodotus of Halicarnassus, the historian who lived in 
  Athens. Nicknames were also common and could sometimes virtually supersede the original 
  name. The philosopher “Plato” was ‘given’ that name, which means ‘broad’ or ‘wide’, at the 
  gymnasium; and his own name - Aristocles, after his grandfather - was hardly used. 
   
  Women’s names follow the same system as men’s but take feminine endings such as 
  Chryseis, the daughter of Chryses. An unmarried woman is also identified by her patronymic 
  and on marriage, takes her husband’s name instead. If widowed, she would replace this with 
  her son’s name. 
   
  Names 
   
  In the following lists the names from the basic ZENOBIA rulebook are repeated, together 
  with a bunch of new names.  
   
  Ionian Names/ Female 
   
  Achaia, Achradina, Actaëe, Actë, Ada, Adeia, Aedon, Aegiola, Aegle, Aerope, Aethre, Agamede, 
  Aganippe, Agape, Agapia, Agarista, Agathé, Agathonice, Agave, Aglaia, Aglaurus, Aikaterine, Aithra, 
  Aketa, Alcandre, Alcestis, Alcippe, Alcmene, Alcyone, Alemene, Alkmena, Althaea, Amarhyllis, 
  Amathea, Amatheia, Amphitrite, Ampinomene, Amplias, Anais, Anastasia, Andromeda, Antehe, 
  Anteia, Antheia, Anthousa, Anthusa, Anticleia, Antigone, Antiochis, Antiope, Antonia, Anysia, 
  Apamea, Appollonia, Apseudes, Arete, Arethusa, Argeia, Ariadne, Arisbe, Aristophane, Artemisia, 
  Astera, Astyoche, Atalanta, Atë, Athis, Augo, Auxesia, Axiothea, Basiane, Baucis, Berenike, Briseis, 
  Caenis, Caleope, Callianessa, Calliphana, Callisto, Calypso, Cassandra, Charis, Chione, Chloë, 
  Chloris, Chryse, Cilissa, Circe, Clio, Clymene, Clytemnestra, Colubra, Corythia, Crisa, Cybele, 
  Cyrene, Damaris, Danaë, Deianara, Deiphobe, Delias, Demetria, Dexamene, Diomede, Dione, Dirce, 
  Doris, Doto, Drosis, Dynamene, Egeria, Egina, Eidothee, Eileithyia, Elcmene, Electra, Elpir, Endeis, 
  Enyo, Eos, Epicaste, Eriboea, Eriopis, Eris, Eucarpia, Eudokia, Eunice, Euphro, Euphrosyne, Europa, 
  Eurycleia, Eurydike, Evadne, Galatea, Glauke, Glyke, Gorgo, Gygaea, Haidee, Harmodias, Harmonia, 
  Hebe, Hecuba, Hekaline, Hekate, Helike, Helen, Helena, Heliodora, Helle, Hermione, Hero, Hesione, 
  Hippodameia, Hippolyta, Hypsipyle, Hyrmina, Iaera, Ianessa, Iola, Iomene, Iphianassa, Iphigenia, 
  Iphitheme, Iris, Ismene, Issa, Jocasta, Kallisto, Kallixeina, Kassandra, Kephissa, Kloris, Klymene, 
  Kynna, Kynthia, Kyra, Labda, Lais, Lanike, Laodameia, Laodicea, Lastena, Leda, Maera, Maiandria, 
  Medea, Megara, Melantho, Melissa, Melita, Menelaia, Merope, Metis, Milo, Monima, Mykale, 
  Myrine, Nausicaa, Nemerte, Nephele, Nikaia, Niobe, Nysa, Oitane, Olympias, Orithyia, Pales, 
  Panope, Pelopia, Penelope, Penthesilea, Persephone, Persis, Phaedra, Phaia, Phoebe, Phylia, Polycaste, 
  Polydamna, Polymede, Polyxena, Procris, Protogonia, Pylia, Pyrrha, Raisa, Rhea, Rhode, Roxane, 
  Sappho, Scylla, Semele, Sotera, Stheneboea, Stratonice, Tecmessa, Thais, Thalassa, Theano, Thebe, 
  Thelma, Theodotis, Theophania, Thessala, Thetis, Thisbe, Thoösa, Thyia, Tryphena, Xante, 
  Xanthippe, Xene, Xenophile, Zenobia, Zita, Zoe. 
   
   
   
   
  41
  
  Ionian Names/Male 
   
  Abantes, Abas, Abascantus, Abderos, Aberkios, Ablerus, Abreas, Abronychus, Acaeus, Acastus, 
  Acessamenus, Acestes, Achilles, Aclepiades, Acroneos, Adeimanthos, Admetos, Adrastos, Aeaces, 
  Aeghistes, Aegon, Aeimnestos, Aeolus, Aeschreas, Aesculapius, Aesepus, Aeson, Aetes, Agamedes, 
  Agamemnon, Agapenor, Agapias, Agathocles, Agelaus, Agesilaus, Agetos, Agis, Agrias, Aiantes, 
  Aias, Aigeus, Airopos, Aischylos, Ajax, Akadios, Akamas, Aktis, Aktor, Alastor, Alcaeos, Alcandros, 
  Alcibiades, Alcides, Alcimos, Alektryon, Aleuas, Alexander, Alexarchos, Alexias, Alkamenos, 
  Alkimachos, Alpheos, Altes, Alypius, Amarinceus, Ameinias, Ameinokles, Amiantos, Amphidamos, 
  Amphimachos, 
  Amphitryon, 
  Amyris, 
  Amythaon, 
  Anakletos, 
  Anaxandridas, 
  Anaxarchos, 
  Anaximander, Anaxis, Anchialus, Ancus, Andokides, Androbulos, Androcles, Androdamos, 
  Anisodoros, Antaeus, Antenor, Antigonus, Antikles, Antilochus, Antiochus, Antiphos, Antisthenes, 
  Anytos, Apelles, Apollonius, Aratus, Arcas, Archelaos, Archeptolemus, Archytas, Arcturus, Argos, 
  Aridolis, Aristagoras, Aristandros, Aristocles, Ariston, Aristophanes, Aristotles, Aristoxenus, 
  Arridaios, Asius, Asklepios, Asonides, Asopus, Asphalion, Astacos, Astyanax, Athenades, 
  Athenodorus, Atrometos, Attaginas, Attalos, Atys, Audax, Automedon, Axylus, Azeus, Bacchides, 
  Bacchios, Bacenor, Balius, Bardas, Basileides, Basileios, Belos, Bendis Bisaltes, Borus, Brygos, 
  Burrhus, Butacidas, Cadmus, Callimachus, Callimorphus, Carpus, Ceas, Cephalos, Cephissos, Ceyx, 
  Chaeremon, Chalcodon, Chares, Charidemos, Charillos, Charon, Cheiron, Chersis, Choeros, 
  Chremonides, Chrysogones, Cineas, Cisseus, Cleades, Cleander, Cleisthenes, Cleomenes, Cleonymus, 
  Clonius, Clytus, Clytomedes, Coronos, Corydon, Crathis, Cretheus, Creon, Crios, Cronos, Cteatus, 
  Cuphagoras, Cylon, Cyneas, Cytorissos, Dadaces, Daedalos, Damastor, Damocles, Danaus, Dares, 
  Davos, Deinias, Deinokrates, Demaratus, Demas, Demetrius, Demodocus, Demonax, Derkylos, 
  Deukalion, Dexias, Diactorides, Diocles, Diomedes, Dionysos, Diotrephes, Dolon, Doreios, 
  Dorotheus, Dryas, Endymion, Eniopus, Ennychus, Enops, Eos, Epaphos, Epeius, Epicurus, Epistor, 
  Epizelos, Erasistratus, Eratosthenes, Erechteus, Erxandros, Eryalus, Eryximachos, Euaemon, 
  Eualcidas, Eucarpus, Eucleides, Eudorus, Eudoxsus, Eugammon, Eugenius, Eukles, Euneas, 
  Eupalinus, Euphorion, Eurybiades,Eurykrates, Eurylochos, Eurymedon, Exadius, Faenus, Galenus, 
  Ganymedes, Geleon, Gennadios, Glaucon, Gorgion, Gryllus, Gurgos, Gylippos, Gyrtias, Haemon, 
  Hagias, Halisthertes, Harmocydes, Harpalion, Harpos, Hecataeus, Heirax, Hector, Heiron, Helenos, 
  Helgesippos, Heliodorus, Herakleides, Hermeros, Hermogenes, Hicetaton, Hipparchos, Hippias, 
  Hippoklides, Hippolytos, Hippomenes, Hippon, Hippotas, Hyakinthos, Hylas, Hypatius, Hypenor, 
  Hyperion, Hyrcanus, Iakchos, Ialmenes, Iasos Iatragoras, Icarion, Icarus, Idas, Illyrius, Ilus, Iobates, 
  Iolaus, Iphitus, Iros, Isagoras, Isandros, Ision, Isocrates, Itheus, Jason, Kadmos, Kalchas, Kaletor, 
  Kallikles, Kallikrates, Kallimachos, Kallipides, Karipos, Kasos, Kebalinos, Keos, Kerameikos, 
  Kirphis, Kleitos, Koinos, Korax, Kretos, Kritobulos, Krokinos, Kynaegeiros, Kyrillos, Labotas, 
  Laertes, Lamachos, Laodamas, Laphanes, Lasos, Leagros, Leitus, Leocedes, Leonidas, Leonnatos, 
  Leontiades, Leucippes, Loxias, Lycaon, Lycastus, Lysanios, Lysias, Lysikles, Lysippus, Macar, 
  Machaon, Makarios, Mantios, Maro, Mausolos, Mecistes, Megadates, Megakreon, Megisthus, 
  Meidias, Meles, Menalcas, Menestheus, Metrophanes, Micythos, Midylos, Miltiades, Minos, Misenus, 
  Mnasyllus, Mnesiphilios, Monomachus, Mopsus, Mydon, Myrto, Mys, Nastes, Naukles, Nearchos, 
  Neokles, Nestor, Nicander, Nicias, Nikasios, Nilus, Nireus, Nomion, Nyctinus, Nymphodorus, 
  Ocealus, Odysseus, Oeganus, Oeneus, Oicles, Oliatus, Olympicus, Olympiodorus, Onamakritos, 
  Onesilos, Onetor, Opites, Orcus, Orestes, Paeëon, Palaechthon, Pallas, Pandaros, Panionos, 
  Pankratios, Pantites, Paris, Pataicos, Patroclus, Pausanias, Peisandros, Peithon, Pelasgon, Pelopidas, 
  Periander, Pericles, Perseus, Phaedo, Phaenippos, Phaestus, Phaido, Phalces, Phanagoras, Pharnaces, 
  Phausius, Pheidias, Pheidon, Phidias, Philocrates, Phillip, Philomenes, Philotas, Philoxenos, Phlaris, 
  Phokion, Phorcys, Podarces, Pleistos, Podaeleirus, Podes, Polemion, Polites, Polydeuces, Potamon, 
  Pratinos, Praxilaus, Praxis, Praxites,Praxiteles, Priam, Priskos, Protagoras, Proteus, Ptolemy, Pylartes, 
  Pylas, Pyrrhus, Pythagoras, Pytheas, Pythogenes, Radamanthos, Rhexenor, Rizon, Sabas, Sarpedon, 
  Satyros, Scamandrius, Scylax, Scyllias, Seisames, Selepos, Seleucus, Siculus, Simo, Sippas, Siromos, 
  Smyndyrides, Solon, Sophanes, Sophokles, Sosipatros, Spertias, Spirodion, Stesanor, Sthenelus, 
  Stolos, Strabo, Strachys, Strophantes, Strymon, Syennesis, Talaos, Talos, Tarchon, Taureas, Tecton, 
  Teiriseas,  Telamon, Telekles, Telemachos, Telesphorus, Tellis, Temenos, Tenthredon, Teuthranes, 
  Thalpius, Thaulos, Thaumastus, Theasides, Theodotus, Themestor, Theophanes, Theophrastus, 
   
  42
  
  Theron, Thersandros, Thersilochus, Thessalos, Thoas, Thorax, Thrasidaos, Thrasymedes, Tyestes, 
  Thyrsos, Timagenidas, Timagoras, Timanthes, Tiro, Tirynthius, Tisandros, Titormos, Tmolus, 
  Triptolemus, Triton, Trophnus, Tros, Turrianus, Tydeides, Tyndarios, Ucalegon, Vettias, Xanthos, 
  Xenagoras, Xenokrates, Xenon, Xenophanes, Xenophon, Xerxes, Xiphilinus, Xuthos, Zagreus, 
  Zamolxis, Zeno, Zenodoros, Zephyrinus, Zethus, Zeuximados, Zeuxis, Zosimus. 
   
   
  8. ADDITIONAL SKILLS 
   
  The following skills are not part of the initial character creation process but exist in the world 
  of ZENOBIA anyway. They can be learned using the system given in the section called 'The 
  Gods Reward' in the religion chapter. 
   
  Desert Travel: Travel through desert terrain can prove deadly to the unskilled and lack of 
  water will slowly kill a traveller, day by day. The character with Desert Travel knows about 
  the dangers of heat stroke, heat exhaustion, sunburn, sand storms, lack of salt, sand blindness 
  and a host of other problems including the chances of floods in dry desert valleys and the 
  value of wearing desert clothing. A character with Desert Travel suffers minimal damage 
  when in desert terrain and knows where and how to find waterholes or likely spots to dig for 
  water in a stony desert each day. See the section on deserts in the Adventure Tool-Kit in the 
  basic ZENOBIA rulebook. 
   
  Evade: The character can avoid and flee violent confrontations and attacks very easily. If he 
  spends 1 FATE point he gains a +4 bonus on his COMBAT roll to avoid combat. And he only 
  needs to make this roll once to retreat (see Retreating). Evade only works if the PC is not 
  wearing metal armour and is not carrying a weapon heavier than a dagger or club, or a shield. 
   
  Far Throw: This skill allows the character to throw a throwing weapon an extra 10m. The 
  basic throwing range is only 10m., so the Far Throw skill allows the character to throw his 
  weapons out to 20m! 
   
  Healing Herbs: Knowledge of useful herbs that can be used as medicines and antidotes. This 
  knowledge includes their preparation and application, as well as their identification. The 
  character has been trained to find and process these herbs. He can spend four hours searching 
  for herbs, and rolls FATE. A success means that 1-3 useful herbs have been found. It takes 
  half an hour to process a herb, and it is then ready for application to a patient, or for storage 
  for up to a week. A remedy can restore 1d HITS or stop bleeding, or specific herbs can be 
  located to treat certain ailments. In dry steppe-land herbs are rarer, only one will be found on 
  a successful FATE roll. There are no herbs in the desert. 
   
  Killing Blow: The character has trained to hit certain parts of a target’s anatomy in hand-to-
  hand combat. He knows just where to strike for most damage, whether throat, eye, groin or 
  heart, etc. This precision attack costs 1 point of FATE, but provides the adventurer with +4 on 
  the damage that he inflicts (if the attack is successful). This bonus is good only for that single 
  attack.  
   
  Killing Shot: The character has trained to hit certain parts of a target’s anatomy in missile 
  combat. He knows just where to strike for most damage, whether throat, eye, groin or heart, 
  etc. This precision attack costs 1 point of FATE, but provides the adventurer with +4 on the 
   
  43
  
  damage that he inflicts (if the attack is successful). This bonus is good only for that single 
  attack. 
   
  Parthian Shot: Used to shooting arrows from horseback, the character can use his bow 
  without penalty while walking, running or riding. While on horseback he can even shoot 
  backwards - a very useful manoeuvre when fleeing the battle! This skill can only be learned 
  by “Horse Archers” and is only mentioned here for the sake of completeness. If the referee 
  sees fit (and it is of some need in his campaign) he can however give permission to the 
  “Horsemaster” to obtain this skill! 
   
  Scale Sheer Surface: The character with this skill can climb vertical or near vertical surfaces 
  without the need for making any MIGHT rolls. If the surface is very slippery or the character 
  is distracted (or under attack) then he must make a MIGHT roll as normal. 
   
  Silent Movement: The character can creep about in total silence, making him a great thief or 
  assassin! He cannot run or perform any other exertions, but must move slowly and cautiously. 
  Note that this skill is not some magical power. If the character is walking on pebbles then he 
  cannot rationally avoid making a noise! 
   
  Turn A Profit: The character is a wheeler-dealer, a merchant who has plenty of experience in 
  barter and trade. An unskilled character can sell an item at one of two prices: half price if 
  used, or one-tenth if broken and in need of repair. The character with Turn A Profit can 
  usually improve on these prices, and can get full price for a used item and one-quarter of the 
  price for a broken, but repairable, item. When this character tries to sell something as new, he 
  will rarely lose money, nearly always turning some kind of profit or (at the bare minimum) 
  breaking even. Outside events may, however, affect the sale and cost the merchant valuable 
  profit. 
   
  War Cry: The character can work himself into a terrible frenzy with a ritual war cry that 
  might scare his opponent and give himself courage. A war cry must be screamed while 
  engaging a fresh opponent, and costs 1 point of FATE. It provides the character with a +2 to 
  hit against any opponent(s) for 1d combat rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  44
  
  IV   GODS OF OLYMPUS 
   
  Religion is very important for the everyday life of the Ionians. Therefore we’re going to take a 
  closer look at the gods. Apart from the gods this chapter also is going to tell you something 
  about the legendary heroes, some of them became (demi-)gods themselves. They have always 
  been so high in esteem in the life of the Ionians that they are certainly worth mentioning. 
  You’ll get also a closer look at the sacred houses the Ionians built to worship their gods and 
  goddesses. 
   
   
  . A HOUSE FOR THE GODS 
  eginning around 60 AUC, the Ionians created houses for their gods - the temple. It had 
  ’s no wonder that the Imperial temple (360 AUC till now, 1013 AUC) seems to be entirely 
   
   
   
  1
   
  B
  columns around all sides to support a plain, pitched roof. This is the image that comes most 
  readily to the western mind when the word ‘temple’ is mentioned. This form, perfected in the 
  Parthenon (306 AUC - 321 AUC) on the Athenian Acropolis, has had a long life in the history 
  of art. Often atop a “city hill” (acropolis) and built of fine-grained marble, the Ionian temple 
  is famous for its fine proportions and elegant clarity of form. It sits on a three-stepped stone 
  platform upon which the columns and the walls of the cella are set; the gable ends of the roof, 
  and other parts, are embellished with sculptures. With the passing of time the Ionian temples 
  become the touchstones of classically inspired buildings everywhere. 
   
  It
  derived from the Ionian. There is however a little difference in the temples the Imperials 
  constructed themselves (although no one can ignore that the Empire borrowed a range of 
  ideas from their Ionian counterparts): unlike the Ionian examples however, it’s emphatically 
  emphasized on one end with a high staircase set between two projecting wall sections that 
  form part of the high platform, or podium, on which it is built. 
   
   
  45
  
  2. THE OLYMPIAN GODS 
  ife (and death) in Ionia (and everywhere in the Empire) is dominated by the Gods. These 
   this section we’ll take a closer look at The Olympians, a family of 12 deities worshipped 
  any of those cults or religious groups do not correspond to the usual official religions of the 
  ne thing about the mystery cults is that the initiations are often open to women, and even to 
  he Olympians 
  pian gods and goddesses were often portrayed with a specific set of 
  lt 
   are 
   
  L
  divine beings control the destiny of Mankind (so it is said), many were there at the creation of 
  the world, and others were created in human times by their own heroic deeds. Priests and 
  Philosophers debate endlessly the nature of the gods and their number. There were originally 
  only twelve Olympians, but what about the rest of the Ionian gods? There are innumerable 
  gods and goddesses, and they do not require that Mankind be utterly loyal to one or the other. 
  Men and women worship at whatever temple or shrine they fancy, where-ever they are - for 
  the gods are always grateful for another sacrifice.  
   
  In
  across the world where-ever Ionians and Imperials have trodden. These gods are recognised 
  by all and often syncretised with local divinities. Most large cities have temples to one or 
  more of the Olympians. Some of those gods have such a host of followers that their cults 
  allow worshippers to be initiated and get closer to their god. Many offer something better in 
  the afterlife. Adventurers can join these cults as initiates, maybe progress to the priesthood, or 
  alternatively the referee can use the cults as background for his campaign or for individual 
  adventures. 
   
  M
  various gods and goddesses. Their rites and sometimes their teachings are kept secret, and are 
  only understood by the cult’s initiates. For these reasons, those groups were known as the 
  “mystery religions”. The main beliefs and themes of these mystery cults had to do with 
  fertility, seasons and the afterlife or eschatology. Some of the philosophers of Ionia and the 
  Empire had assimilated the teaching of the mysteries with their own knowledge, such as the 
  Pythagoreans and Platonists (and Neoplatonists). 
   
  O
  foreigners and slaves. Just about anyone can choose to follow a particular belief. Women - old 
  or young - often take advantage of participating or attending religious festivals or initiations 
  to cults, particularly those of the Dionysiac and Eleusinian Mysteries, to get away from their 
  domestic duties. We only choose to discuss the most important of these mystery religions, 
  they are given an in-depth treatment at the end of this chapter. 
   
   
  T
  In ancient myths the Olym
  symbols and attributes. Under the name of each god or goddess you’ll find their symbol(s) 
  and - if possible - the most important city, shrine or sacred site where he/she is worshipped. 
  Due to the fact that the Ionians tended to idealize their depictions of gods, it is often difficu
  to distinguish one figure from another based purely upon his or her physical representation (in 
  other words the goddesses Athena, Aphrodite, Artemis, Demeter and Hera all tend to have the 
  same faces and bodies, which are uniformly beautiful). This is where knowing the symbols of 
  a particular deity becomes especially useful, as it allows one to identify a god or goddess. 
  Note: those who have read the basic ZENOBIA rulebook thoroughly will notice that there
  indeed some differences between the Ionian gods and their Imperial counterparts. 
   
   
   
  46
  
  Aphrodite (Venus) 
  rtle, dove, mirror 
  orinth 
   married (in the myths) to Hephaistos, and with 
  pollo (Apollo) 
  e, laurel, fawn 
  s, Delphi (oracle) 
  ian god for he represents order, harmony 
  tiviness - is also the protector of 
  res (Mars) 
  r 
  of worship: - 
   and according to mythology, war, battles and bloodshed were 
  rtemis (Diana) 
  n 
  rship: Ephesus 
  iguing role in 
  Symbols: sceptre, my
  Important place of worship: Cythera, C
  The amorous goddess of love, beauty and sex,
  great power over mortals and immortals. She is fickle and passionate, and prone to initiating 
  liaisons and romances. Young lovers pray to her. In myths Aphrodite frequently suffers 
  herself as a result of being the victim of her own passion. 
   
  A
  Symbols: bow, lyr
  Important place of worship: Delo
  In many respects Apollo is the paradigm of an Ion
  and civilization in a way that most other Olympian deities cannot quite equal. One only has to 
  compare him with Dionysos to understand how Apollo is depicted as a bright, rational 
  counterpart to the chaotic and frenzied god of wine and women. Indeed, Apollo is most often 
  associated with the cultivated arts of music and medicine, and his role as the leader of the 
  muses establishes him as a patron of intellectual pursuits. 
  This bold and potent god - the epitome of male attrac
  herdsmen, but it is his association with the sun that is most strong. His deadly and unerring 
  skill with the bow is symbolic of rays of light. 
   
  A
  Symbols: spea
  Important place 
  Ares is the Ionian god of war,
  his major preoccupations. In certain respects there is not much more to Ares than his 
  connection to war, as he is portrayed as being somewhat one-dimensional, or at the very least, 
  limited in his pleasures. However there is one other area in which Ares was interested, and 
  that is indeed pleasure - with the goddess Aphrodite, that is. And this in defiance of the fact 
  that the lovely goddess was already married (to the 
  god Hephaistos). 
   
  A
  Symbols: bow, faw
  Important place of wo
  The goddess Artemis played an intr
  Ionian mythology and religion. She was known as 
  the virgin goddess, the “Mistress of Animals” and 
  the protectress of children; but she was also a 
  huntress and the goddess who could bring death 
  with her arrows. She is a strong-willed and 
  powerful goddess, who can punish injustices against 
  the gods with ferocious and deadly accuracy. As an 
  Olympian goddess Artemis is free to pursue her 
  interests, and she’s often found frolicking in the 
  forests, accompanied by a band of nymphs. She is 
  the twin sister of Apollo, aloof and free-spirited, not 
  constrained by husband or hearth. In mythology and 
  religion she remained eternally a virgin. 
   
   
  47
  
  Athena (Minerva) 
  ymbols: aegis3, owl, olive tree 
  orship: Athens 
  f Athens, she played an enormous roll in the lives of not only 
  pects of all the Ionian speaking world. She is the divine 
  ymbols: sceptre, torch, corn 
   worship: Eleusis, Athens 
  ure and fertility and played an important role in ancient Ionian 
  res, relied upon agriculture for their sustenance. 
  ymbols: grape vine, ivy, thyrsos4 
  rship: - 
  . While the Olympian deities are bright beings of sunlight, 
  ery, his very essence an enigma. His realm is shadowy and his 
  ymbols: axe, tongs 
  ship: Lemnos 
  tial artist, was the son of Hera. He was born lame, and his mother was so 
   flung him out of Olympus. Other legends say that Zeus 
                                                  
  S
  Important place of w
  As the patron deity of the city o
  the illustrious polis, but in many res
  sponsor of warriors and heroes, she introduced several arts and crafts that were necessary for 
  civilization, and she represented wisdom. 
   
  Demeter (Ceres) 
  S
  Important place of
  She is the goddess of agricult
  society. The Ionians, like most ancient cultu
  As the patron deity of agriculture, Demeter is accordingly worshipped with festivals (such as 
  the Thesmophoria) and other honours. Likewise her association with grain also translates into 
  a close relationship with human fertility, as this was another crucial part in the continuing 
  survival of mankind. 
   
  Dionysos (Bacchus) 
  S
  Important place of wo
  Dionysos is an atypical Ionian deity
  Dionysos is a creature of myst
  followers flirt with madness, drunkenness and death. He is the patron deity of the Maenads 
  (or Bacchantes), those wild women who roamed the lofty peaks shouting “evoi, evoi” and 
  were said to tear living animals apart in their trance of divine possession. He is the god who 
  brings wine, but also an intoxication that merges the drinker with the deity. And, perhaps 
  most significantly, his connection with a certain type of cult activity, known as a “mystery” 
  separates him from his fellow Olympians (with the exception of the goddess Demeter, who 
  inspired her own mystery cult). It is through this mystery cults, the secrets of which were so 
  well guarded that we know but a few essential details, that we come into contact with a 
  unique characteristic of Dionysos; for according to the legends of one of the cults, the god 
  himself dies. That a god should die seems an oxymoron - by definition, a deity is immortal. 
  And yet some of his followers believed that he was slain, and then reborn. Something which 
  is unthinkable in the case of the other Olympian gods. 
   
  Hephaistos (Vulcan) 
  S
  Important place of wor
  Hephaistos, the celes
  displeased at the sight of him that she
  kicked him out for taking part with his mother in a quarrel which occurred between them. 
  Hephaistos’s lameness, according to this legend, was the consequence of his fall. He was a 
  whole day falling, and at last alighted in the island of Lemnos, which was thenceforth sacred 
  to him. Hephaistos is the god of fire, smiths and craftsmen in general, and is also associated 
  with volcanoes. His wife is the adulterous Aphrodite. 
   
   
   
  3 Shield (or fringed cloak) adorned with the head of Medusa. 
  4 Staff upon which ivy or grape vines were wound, topped with what appears to be a large pine cone. 
   
  48
  
  Hera (Juno) 
  ymbols: sceptre, diadem, peacock 
  ce of worship: Argos, Samos 
  . She appears frequently in art and literature, where she is 
  d quite adept at making use of her considerable 
  ymbols: caduceus, winged boots, petassos (cap) 
  orship: - 
  ided over commerce, wrestling and other 
  r thieving and everything which - in short - requires dexterity 
  ymbols: trident, horse, bull, fish 
  rship: Corinth 
  s a very popular god and consequently the subject of many 
  d wielded his deadly thunderbolt, Poseidon controlled, 
  ymbols: thunderbolt, eagle, oak, sceptre 
   of worship: Dodona (oracle) 
  us wielded enormous power and almost absolute 
  so a grandiose father figure to a pantheon of 
  S
  Important pla
  Hera is a prominent Ionian goddess
  usually depicted as being both beautiful an
  wiles. These two aspects - her beauty and guile - may be in part attributed to her role on 
  Olympus; for as the wife (and sister) of Zeus, she is the queen of the Ionian gods. As such she 
  is the patron of marriage for mortals and immortals alike. She therefore punished many of 
  Zeus’ lovers and became the embodiment of jealousy. Hera is the divine model for the whole 
  of women in human marriage. 
   
  Hermes (Mercury) 
  S
  Important place of w
  Hermes is the son of Zeus and Maia. He pres
  gymnastic exercises; even ove
  and skill. He is also the messenger of Zeus, and wears a winged cap and winged shoes. In his 
  hand he bears a rod entwined with two serpents, the caduceus. Hermes is said to have 
  invented the lyre. He found one day a tortoise, of which he took the shell, made holes in the 
  opposite edges of it, and drew cords of linen through them, then the instrument was complete. 
  The cords were nine, in honour of the nine Muses. Hermes gave the lyre to Apollo and 
  received from him in exchange the caduceus. 
   
  Poseidon (Neptune) 
  S
  Important place of wo
  Poseidon, the brother of Zeus, wa
  myths. Just as Zeus ruled the sky an
  from his sea-domain, the devastating force of the earthquake. His ability to summon storms, 
  floods and earthquakes earned him the epithet of “Earth Shaker”, a name fairly common in 
  Ionian poetry and literature. Possibly because of the association between violent storms and 
  the sea, Poseidon was often depicted in the myths as an angry, turbulent god. There are 
  several myths in which the sea god reveals his terrible temper. He is even said to send sea-
  monsters to those cities on the coast that dare to oppose him. 
   
  Zeus (Jupiter) 
  S
  Important place
  As the ruler of the Olympian gods, Ze
  authority. He is an imperious leader, but al
  bickering deities. And although he is often portrayed as an omniscient, omnipotent being, 
  even the mighty Zeus could be tricked. This only demonstrates that, although he was the god 
  who ruled Olympus and its divine denizens, he was also subject to the laws of Fate and was 
  not in fact all-powerful. And just as the other deities had their own personal foibles, Zeus too 
  had a weakness - he was passionately fond of female charms. Still, Zeus is a powerful god of 
  sovereignty, mastery, government and victory in warfare. As a god on high he is associated 
  with storms, rain, tempests and with thunder and lightning. 
   
   
   
   
  49
  
  3. FATE: A LINK WITH THE GODS 
   resolve some incident that relies on luck, fate and the unknown ‘will of 
   chasm, surviving poison, spotting an ambush in the desert - all are 
   the Gods 
  ATE can also be used to call on the gods for divine aid. A prayer uttered in an instant to a 
   action succeeding automatically. However the adventurer’s FATE 
   rely on FATE to implore a miracle! (see later) 
  o recover FATE points lost through appeals to the gods, an adventurer can make a sacrifice 
  pically a sheep, eventuelly an animal that is symbolic for the cult) 
   of Ionia to give thanks to the 
  ful expedition, journey or 
  terms the god (in the form of the referee) bestows on 
  e character wisdom and experience relating to the 
  tely to improve a 
  haracter, or can be saved and used to better effect later. 
   
  Using FATE 
  FATE can be used to
  the gods’. Leaping a
  dependant on a FATE roll. Roll 2d and add the FATE attribute - on a 10 or more the attempt 
  succeeds. 
   
  Calling on
  F
  deity can result in an
  attribute is then temporarily lowered by 1 point. In addition, only non-combat actions can be 
  rendered automatic in this way. When FATE reaches 1 the adventurer cannot make anymore 
  further appeals. 
   
  A priest can also
   
  Recovering FATE Points  
  T
  to any god. The sacrifice (ty
  must be made at a recognised temple of the god and be conducted by a priest of the cult. The 
  cost of such a sacrifice will usually be 25 denarii. Once completed (an hour long ritual is 
  common) the adventurer’s FATE attribute is restored to its original level. If the adventurer is 
  in disfavour with a god or temple then he cannot approach any of that cult’s temples to carry 
  out a sacrifice. 
  The Gods Reward 
  It is common for inhabitants
  gods following a success
  experience of any nature. This display of gratitude usually 
  takes the form of a symbolic statuette (made of a precious 
  metal) dedicated to the god and both purchased at and 
  deposited at one of the god’s temples. Anyone can dedicate 
  such a statuette, the character need not be an initiate of the 
  cult. The character must pay the temple 1000 denarii for this 
  service. 
   
  In game 
  th
  adventure or scenario just played out - whatever the outcome. 
  The creation of the statuette requires three days, and the 
  dedication a one hour ritual, led by a priest of the temple. At 
  the conclusion of the ritual the character gains 1 Experience 
  Point. The referee actually awards the Experience Point at 
  the end of the adventure if he believes the characters have 
  earned it, and the Adventurers receive the Experience Point 
  by dedicating a statuette. 
   
  An Experience Point can be spent immedia
  c
   
  50
  
  Experience Points can be used in the following ways: 
   
  Improvement 
  Cost in Experience Points (EP) 
  Increase Attribute by 1 point 
  Current Attribute Value in EP 
  HITS +1 
  1 EP 
  Learn New Philosopher’s Power 
  2 EP 
  Learn New Priestly Ritual 
  2 EP 
  Learn New Witch Power 
  2 EP 
  Learn New Skill 
  3 EP 
   
   
  Fighting Spirits
  being, often the insubstantial remains of a dead person. Most spirits 
   spirit, ghost or demon can attack a person at will, all 
  e spirit inflicts 1d6 Stun points on 
  inor Ghost   
   
   
  FATE 2 
  HITS 4 
  Terror 2 
  o 
   
   
   
  A spirit is a non-physical 
  travel to the Otherworld once separated from their dead body. Some remain behind as ghosts. 
  Ghosts are mysterious beings, only partly existent in this world and terrifying to any mortal. 
  And then there are demons. Demons are supernatural entities, minor godlings trapped on this 
  world since Creation and intent on causing agony, chaos and death to humankind. Like spirits 
  they are insubstantial, but they are much more powerful. All are rated with the attributes of 
  FATE, HITS and TERROR. FATE is used when attacking victims (just as MIGHT is used in 
  more physical combats), HITS are used to measure 'life force', and TERROR is used even 
  before combat is joined to scare and terrify a victim 
  according to the Sanity rules in Chapter VIII of the basic 
  ZENOBIA rulebook. Check TERROR when a spirit is 
  first encountered, and then go on to spirit combat using 
  FATE should a spirit so wish.  
   
  A
  the person can do is try to fend-off such an attack. 
  Fleeing is only of use against a ghost that haunts a 
  particular location. When an adventurer is engaged in 
  spirit combat against such a being, he makes a FATE roll. 
  If successful he inflicts 1d6 Stun damage on the spirit’s 
  HITS score (see Unarmed Combat). If unsuccessful then th
  the adventurer. A spirit at 0 HITS vanishes to reappear at some later date. An adventurer who 
  is reduced to 0 HITS by a non-corporeal being suffers a variety of effects depending on the 
  nature of the spirit that attacked him. A spirit from the Otherworld seeks to return to that place 
  as soon as possible and will leave the adventurer for dead. A ghost may have uses for the 
  adventurer and might possess the body when it wakes, in order to carry out its campaign of 
  deception. Demons each have their own individual powers and will possess an adventurer and 
  then inflict their awful curse upon him. Some inflict disease, some madness, some agonising 
  pains, others inflict psychological illnesses. Some examples of spirits follow:  
   
  M
  Ghost of an Her
   
   
  FATE 8  
  HITS 12
  Terror 2 
  Demon of Disease
   
   
  FATE 3 
  HITS 6 
  Terror 3 
   
   
   
   
   
  51
  
  Resistance & Terror Rolls 
  section, the players are often asked to make a 
  esistance Roll: when the referee asks you to make a Resistance Roll against a spell, you 
  error Roll: when a monster has a Terror score and you must make a Terror Roll to avoid the 
  . BECOMING AN EMISSARY OF THE GODS 
  efore a character (an Adventurer) can become a priest he must first prove his commitment to 
  nitiates 
  pers make a further commitment to a god and become initiates. An initiate 
  he benefits of initiation include:  
   - Board and Succour: The initiate can seek temporary shelter and food at any of the cult’s 
  f Cult Amulets: Initiates can purchase a cult amulet that can carry a number of 
  emple and 
   Many temples have funds and resources. The initiate can deposit treasure or 
  In the Powers of the Thessalian Witch 
  Resistance Roll or a Terror Roll. Although it’s already explained in the basic ZENOBIA 
  rulebook, for your convenience, we’d like to repeat here what these rolls exactly mean. 
   
  R
  make a FATE roll, meaning a roll of “2d + FATE” must have a result equal to or higher than 
  “10” (unless the referee tells you otherwise). 
   
  T
  consequences of meeting that particular creature, you also roll “2d + FATE”. From the die 
  result the referee substracts the Terror score of the creature. The final result must however 
  still be equal to or higher than “10” (unless the referee tells you otherwise). If the final result 
  however is less than “10” something terrible will happen that can drive you to madness 
  (consult the rules on sanity in the basic ZENOBIA rulebook). 
   
  4
   
  B
  the particular god by living the life of an ‘initiate’. Thereafter he can become a Priest if he 
  meets the conditions set by the temple or its priesthood. 
   
  I
  Some worship
  devotes his life to the service of a god and that god’s allies. Usually initiation involves passing 
  some sort of test to enter the temple staff, followed by service within the temple as an 
  attendant, musician or singer. This service is not full-time, and initiates work for set periods 
  throughout the year (usually one week in four - amounting to three months of temple duties). 
  An initiate follows the likes and dislikes of his cult, obeys any priests of the cult and must aid 
  a fellow initiate unless ordered otherwise by his priest. The initiation test can be abstracted by 
  making a FATE roll, with an additional +1 per 100 denarii donated (maximum of +4 gained 
  in this way). 
   
  T
   
  1
  temples. 
  2 - Use o
  sacrifice ‘charges’ to be used away from the temple (see “Cult Amulets” beneath). 
  3 - Favours: An initiate who travels around can carry out a favour for one cult t
  then request a favour in return at another temple (or the same temple, it doesn't matter). A 
  favour requested will be well matched in proportion to the favour the character initially did 
  for the cult. 
  4 - Banking:
  coinage at one temple and quite easily request a sum of money up to that value from any other 
  temple. The god is all-knowing and priests can easily detect a fraud or trickster. Alternatively, 
  the initiate can borrow a sum of money up to 100x his FATE score at zero interest. 
   
   
  52
  
  Cult Amulets: A faithful worshipper can purchase an amulet from a temple that is crafted in 
  the shape of (one of) the god’s holy symbol(s). Normal sacrifices can be made in the presence 
  of the amulet and the ‘charge’ that would normally restore the worshipper’s FATE is stored 
  within the amulet. This can be done a number of times until the amulet has a maximum of 8 
  ‘charges’ in it. To make use of a ‘charge’ the worshipper spends one round clutching the 
  amulet and reciting a prayer to the god. Other people can use these charges if the worshipper 
  wishes to give the amulet away, or sell it. Amulets are useful to those who travel and cannot 
  always get to a temple. Amulets purchased from the temple typically cost 50 denarii. If more 
  than one amulet is owned by a worshipper, none will work.  
   
  Entering a Priesthood 
  An Adventurer may want to join a cult as a priest. A priest is a full-time permanent 
  worshipper of one particular god. He is a learned man with the ability to cast certain powerful 
  rituals on his god’s behalf. Many priests go out into the world to further their god’s and their 
  temple’s aims. Most priests try to live according to their deity’s own life and to emulate it. 
   
  To become a priest a candidate must have been an initiate in good standing for at least three 
  months and also donate 2500 denarii in ornate goods as a sacrifice. He must also pass a test. 
  This test varies from cult to cult, but will often involve some journey, some physical test or 
  hardship or a test of loyalty. Once completed satisfactorily, the candidate is ordained as a 
  junior priest of the god. Temple priests must be able to read and write (exactly which 
  language depends on the individual temple). This means that every candidate must first have 
  LEARNING of 2 or more. Once the adventurer has become a priest, he cannot sacrifice to any 
  other deity but his own. However he does enjoy all of the benefits of the initiate (see above) 
  as well as the ability to carry out cult rituals. He begins with one ritual - Sacrifice, and must 
  gain knowledge of the other rituals through the use of Experience Points. His second ritual 
  must always be one that is specific for the cult of his god! 
   
  Each of the Olympic Gods has his own typical or symbolic cult ritual. 
   
  The Staff of a Priest: Many cults welcome magicians into their ranks as skilled spiritualists 
  and mediums, able to hear the voice of the dead, and the voice of the god. These magicians 
  are priests and their magical staffs must usually conform to a set type determined by the 
  nature of the god (as mentioned by the different priesthoods and cults, if needed). Other 
  priests have no need of such a staff, other than as a symbol of office. 
   
   
  5. UNIVERSAL RITUALS 
   
  The five following rituals can be learned by every priest, regardless of the god he worships. 
  To perform a priestly ritual, a priest must be ‘pure’ and in favour with his god. If he performs 
  the ritual within the temple it succeeds automatically. If it is performed outside of the temple 
  precinct then the priest must make a FATE roll for it to succeed. Most rituals take about an 
  hour to perform (unless otherwise mentioned in the decribing text) and require concentration 
  and much gesticulation and chanting of formulae. Like powers, rituals cost the priest a 
  number of HIT points. The five rituals are: 
   
  Divination (cost 1 HIT): - Through the use of this ritual the priest can divine the thought of 
  the gods. One question can be asked of the god, although in ZENOBIA, no god can see into 
   
  53
  
  the future. Questions must refer to the present or the past. There are a number of different 
  divination rituals used by the cults, and the diviner will attempt the one preferred by his cult. 
  The most common two forms of Divination are: Haruspication and Dream Reading. 
  Haruspication can be performed whereby the liver and entrails of a sacrificed sheep (or other 
  sacrificial animal) are inspected and the god’s reply comes in the form of a yes or no answer.  
   
  Alternatively the priest can perform a Dream-reading which involves sleeping on the 
  question, and the god reveals his answer in the form of a lucid dream or vision. Both methods 
  have their uses. Dream interpretation is a highly sophisticated and important aspect of life in 
  all classic civilizations. The interpreter is a priest who was sometimes able to call for a dream 
  sent by the gods, or to call for a dream to be sent to an initiate of the religion. For speed of 
  play (and general playability) these dreams are ‘shadows’ of what might come to pass. The 
  referee decides on some event involving the character in the current adventure which is likely 
  to pass and relates it to the player. The player is thus forewarned and can avoid repeating 
  those actions if he desires. 
   
  But there is a more sophisticated and more atmospheric method of dream prediction which the 
  referee can use in his games. In this the dreams have a mythic, symbolic quality about them, 
  revealing much if the player can decipher their meaning. The referee must create one (or 
  more, if desired) dream for an adventure before it is run. This dream will be a clue the players 
  might use. A detailed example is given in the basic ZENOBIA rulebook. 
   
  Holy Healing (cost 1 HIT): The priest can ask his god, through this ritual, to heal a friend or 
  colleague. If the god is known as a healing god, he will eradicate any disease or affliction and 
  restore the patient to full HIT points. If not then the most the god can do is restore 6 HIT 
  points. A patient can only be so blessed by a god once per day. 
   
  Purification (cost 1-3 HITS): The priest can purify himself (cost 1 pt), other people (2 pts), 
  or even places (3 pts) with this ritual. He often uses holy water that he must first bless. Only a 
  purified person may enter a temple or other holy area without incurring the wrath of the god. 
  The ritual also imbues a person with an aura of divine protection. A purified person is 
  immune to attacks from demons and spirits as well as the magical powers used by magicians 
  or monsters. Places that are purified are protected by an invisible ward or barrier that prevents 
  spirits and demons as well as hostile magic from passing across. By ‘place’ an area roughly 
  5m square is meant. Purification will only last till sun-down or sun-up, whichever comes first.  
   
  Sacred Animal (cost 1-3 HITS): This is essentially three rituals in one, all of which allow the 
  priest to interact with the favoured or ‘holy’ creatures of the cult, animals favoured by the 
  god. Aphrodite, for example, holds the dove to be a sacred animal, Apollo and Artemis the 
  fawn, ... 
   
   
  Speak To Animal (cost 1 HIT): The priest can understand the beast’s speech and 
  speak a rough approximation of that tongue. Many animals are of limited intelligence 
  however, unless they are sacred individuals uplifted in intelligence by the god. The ritual 
  takes only one minute to perform. 
   
  Call Animal (cost 2 HITS): The priest can summon an animal of the cult to aid him. 
  The animal will do what it can to help the priest once called, but is limited by its very nature. 
  The ritual takes 10 minutes to perform. 
   
  Shapechange (cost 3 HITS): The priest can change himself into a proud and powerful 
  specimen of the cult’s favoured species. He retains his intelligence, memory and personality, 
   
  54
  
  but his clothing and equipment magically vanish until the priest returns to normal. A 
  transformed animal cannot speak human languages or use human tools. The ritual takes ten 
  minutes and lasts up to 3 hours. 
   
  Sacrifice (cost 1 HIT): The priest can perform a sacrifice at a cult altar, taking the life of a 
  sheep or goat (or another animal if need be) with a ritual knife and burning the remains as an 
  offering to the god. Worshippers pay 25 denarii for this service. It does mean that the priest 
  can perform his own sacrifices and need not approach another priest to perform them for him. 
  He may also build a temporary altar and sacrifice to his god wherever he desires (but must roll 
  FATE for the ritual to succeed). Such an altar can only be used once. 
   
   
  6. CULT SPECIFIC RITUALS & MIRACLES 
   
  The rituals and miracles mentioned in this paragraph are - as the title indicates - specific to 
  particular gods, they can’t be done by priests of other cults than that particular god! As his 
  second ritual a priest must always choose one of these rituals/miracles! With the different 
  gods we’ll also repeat their symbols and their most important place of worship (if any) for 
  your convenience. And always remember, if performed outside of the temple precinct then the 
  priest must make a FATE roll for the ritual to succeed. 
   
  The Difference between Rituals and Miracles 
  Priests can call upon the help of their gods. Deities can help their representatives in two ways: 
  either by performing a miracle or else by answering to a ritual performed by their priest. 
   
  Miracle: this is an immediate interference by the god or goddess relying on the extremely 
  strong “fate” of the priest in his divine patron, by spending FATE points in the process. Later 
  the priest can go to a sanctuary of his god(dess) to thank him (her) for the divine help, in the 
  meantime making a sacrifice that will retrieve him his spended FATE point(s). See also in the 
  basic ZENOBIA rulebook! 
   
  Ritual: this second method cannot have an instant succes. In a long and detailed prescribed 
  ritual - made in a temple or another place sacred to the god(dess) - the priest can ask the help 
  of his divine patron for things to come or things that must be done in the near future. This 
  ritual will cost the priest a lot of physical effort. In the game this is shown by spending HIT 
  points. 
  Note: if - for one reason or another the ritual is performed outside of the temple precinct then 
  the priest must make a FATE roll for it to succeed. 
   
  The Gods: their Rituals and Miracles 
   
  Aphrodite 
  Symbols: sceptre, myrtle, dove, mirror 
  Important place of worship: Cythera, Corinth 
  Ritual&Miracle: Change Mood (cost 1 FATE): With this miracle the priestess can make a 
  person (standing within 10m. of herself) all of a sudden change his mind about something. If a 
  soldier for example is not willing to let the Adventurers take the forbidden passageway, this 
  miracle can be a very good help. If the target of the spell succeeds however in a Resistance 
   
  55
  
  Roll, the miracle will fail (maybe with some consequences for the Adventurers). The miracle 
  takes effect immediately and the effect lasts for 10-60 minutes. 
   
  Change Other’s Appearance (cost 2 HITS): With this ritual the priestess can 
  change the face and body of a target person and makes that person look like an 
  overwhelmingly beautiful species of his/her sexe. This gives the person a “+1” bonus on all 
  actions concerning human relationship (persuasion, deception, even gambling, etc...). The 
  ritual takes 1 hour to perform and the effect lasts for 3 hours. 
   
  Change Own Appearance (cost 1 HIT): With this ritual the priestess can 
  change her face and body and look like an overwhelmingly beautiful species of her sexe. This 
  gives her a “+1” bonus on all actions concerning human relationship (persuasion, deception, 
  even gambling, etc...). The ritual takes 1 hour to perform and the effect lasts for 6 hours. 
   
  Apollo 
  Symbols: bow, lyre, laurel, fawn 
  Important place of worship: Delos, Delphi (oracle) 
  Ritual&Miracle: Bright as sunlight (cost 1 FATE): This 
  miracle will turn the staff of the priest into a brilliant torch, 
  lighting everything within a radius of 6m. The miracle 
  takes effect immediately and the effect lasts for 1 hour. 
   
  Stop Poison (cost 1 HIT): This ritual will 
  detect all poison in a person’s body and stop the poisonous 
  effects immediately. Moreover the priest will exactly know 
  which poison entered the victim’s body and how to cure 
  him completely and stop possible side-effects. It will also 
  give the person back 1 HIT. The ritual takes 40-60 minutes 
  to perform and the effect is permanent (untill the person is 
  poisoned again of course). 
   
  Unearthly Music (cost 1 FATE): This 
  miracle can produce heavenly music in one room where the 
  priest is (the size of the room is of no importance), or - if 
  he’s outside - in an area of 10m² for every additional FATE 
  point he spends. In this area or room everyone befriends 
  everyone and all brawls and (violent) arguments are 
  immediately stopped. The miracle takes effect immediately 
  and lasts for 1 hour. 
   
  Ares 
  Symbols: spear 
  Important place of worship: - 
  Ritual&Miracle: Armour (cost 1-2 HITS): When a priest performs this ritual the target will 
  get an additional armour value of “+1”. He can do this to himself (cost 1 HIT) or to someone 
  else (cost 2 HITS). In special cases it serves also as “sacred or arcane armour”. The ritual 
  takes 1 hour to perform and the effect lasts from sunrise till sunset or the other way around 
  (whatever comes first). 
   
  Defensive Combat Bonus (cost 1 HIT): This ritual will give ONE weapon a 
  combat bonus of “+1” when the target of the ritual is defending himself against the attacks of 
  his opponent. The ritual takes 1 hour to perform and the effect lasts for the first 3 combats. 
  During this period of time the weapon is also considered as a “sacred or arcane weapon”. 
   
  Offensive Combat Bonus (cost 1 HIT): This ritual will give ONE weapon a 
  combat bonus of “+1” when the target of the ritual is attacking an opponent. The ritual takes 1 
   
  56
  
  hour to perform and the effect lasts for the first 3 combats. During this period of time the 
  weapon is also considered as a “sacred or arcane weapon”. 
   
  Artemis 
  Symbols: bow, fawn 
  Important place of worship: Ephesus 
  Ritual&Miracle: Heavenly Nourishment (cost 1-2 HITS): With this ritual the priest can 
  “conjure” food for himself (cost 1 HIT) or for the entire party of Adventurers he belongs to 
  (cost 2 HITS) on condition that they are in a forested area. The ritual takes 1 hour to perform 
  and the effect is permanent (meaning the food - which will be totally normal! - will not 
  disappear after a set period of time and can rot). 
   
  Help From Nymphs (cost 1 FATE permanently): when the Adventurers are 
  in a forest and have worked themselves into a tight spot (surrounded by bandits, fell into a 
  deadly trap, etc...) this miracle can help them out. This miracle takes effect immediately and 
  will bring forth 7-12 Nymphs who’ll help the Adventurers out of their tight spot. After 
  they’ve helped, the Nymphs again disappear. 
   
  Unerringly Bowshot (cost 2 HITS): This ritual can make a bow into a most 
  deadly weapon. Whenever the archer scores a hit with the blessed bow, the victim gets an 
  additional 1 HIT. The bow can also wound “creatures of the night” (creatures that cannot 
  normaly be hurt except by sacred and arcane weapons!). The ritual takes 1 hour to perform 
  and the effect lasts 6 hours. 
   
  Athena 
  Symbols: aegis5, owl, olive tree 
  Important place of worship: Athens 
  Ritual&Miracle: Enhanced CRAFT (cost 1 HIT): With this ritual the priest can make himself 
  or another person create/repair an object perfectly and in half the time normally expected. The 
  ritual takes 10 minutes to perform and lasts until the object is created/repaired. 
   
  Enhanced LEARNING (cost 1 HIT): With this ritual the priest can make 
  himself or another person learn/study something perfectly and in half the time normally 
  expected. The ritual takes 10 minutes to perform and lasts until the subject is known. 
   
  Protect Fighter (cost: special): Because Athena is the sponsor of warriors 
  and heroes, the priest can perform this miracle to help an Adventurer within a range of 10m. 
  ONCE, and only when he’s in a very tight spot during a combat. This will give the character a 
  “+” on his combat bonus equal to the number of FATE the priest is willing to spend. 
  However, the priest will loose ONE FATE permanently. The miracle takes effect immediately 
  but lasts for only one attack! 
   
  Demeter 
  Symbols: sceptre, torch, corn 
  Important place of worship: - 
  Ritual&Miracle: Blessed Earth (cost 1 HIT): This ritual will enable the priest to bless an area 
  of 15m² per HIT spent. This area will be impenetrable to all undead creatures. The ritual takes 
  40-60 minutes to perform and the effect lasts from sunrise till sunset or the other way around 
  (whatever comes first). 
   
  Plant Growth (cost 1 HIT): With this ritual the priest can make all plants, 
  trees, bushes, etc... grow to four times their size and make them impenetrable to all but the 
                                                   
  5 Shield (or fringed cloak) adorned with the head of Medusa. 
   
  57
  
  tiniest living creatures. This ritual takes 1 hour to perform and lasts for a couple of hours 
  equal to the FATE of the priest. 
   
  Sacred food (cost 2 FATE): With this miracle the priest can bless the food 
  of the party, in such a way that it will feed twice as many people as usual. Furthermore the 
  characters who eat this “blessed food” will see their rate of recovery (see the basic ZENOBIA 
  rulebook) raised with 1 HIT. The miracle takes effect immediately and the food will keep its 
  nourishing capacity for 3 hours. 
   
  Dionysos 
  Symbols: grape vine, ivy, thyrsos6 
  Important place of worship: - 
  Ritual&Miracle: Bestowed With Madness (cost 1 HIT): This ritual bestows its victim with a 
  “phobia” (see the basic ZENOBIA rulebook), chosen by the referee and the priest player 
  according to the specific situation. The ritual takes 1 hour to perform and will last for 1-6 
  days. The priest can also make this situation permanent if he’s willing to permanently loose 2 
  HITS and 1 FATE point. To perform this ritual the priest needs something ‘personal’ from his 
  intended victim (hair, skin, object, ...). 
   
  Create Illusion (cost 2 FATE): Being a god of mystery, Dionysos enables 
  his priest to create an illusion by using this miracle. The illusion mostly has the form of an 
  orgy with wild and beautiful women doing things unheard of and inviting their victims to join 
  them. Everyone doing so will loose 1 HIT, as soon as they come in contact with the illusion, it 
  dessolves with a bang, seering hot air into their very being. This miracle takes effect 
  immediately and lasts 1 hour or until desturbed by an eager victim. 
   
  Intoxication (cost 1 FATE): This miracle enables the priest to poison drink 
  or food without even touching it. Everyone who drinks or eats the poisoned food will suffer 
  immediately the consequences of being poisoned (see the basic ZENOBIA rulebook). This 
  miracle takes effect immediately, the effect depends on the sort of poison as mentioned again 
  in the basic ZENOBIA rulebook. 
   
  Hephaistos 
  Symbols: axe, tongs 
  Important place of worship: Lemnos 
  Ritual&Miracle: Earthquake (cost 1 HIT): This ritual causes a rumble of the earth in an area 
  with a size of 100m² for every HIT spent by the caster. In this area all characters (except the 
  caster and his friends) and animals are flung to the ground receiving 1-3 HITS during the 
  process. This ritual takes 10 minutes to perform and lasts for the duration of the quake 
  (according to the geographical situation and to the referee). The earth however rumbles only 
  once, but no one can get to his feet before the rumble stops (usually 1-6 minutes). 
   
  Fireball (cost: variable): This miracle enables the caster to shoot a jet of 
  flame at a target of his choice (no further away than 10m.). The victim will loose an amount 
  of HITS equal to 1d plus the FATE the priest is willing to spend on the miracle! The miracle 
  takes effect immediately! 
   
  Godly Weapon (cost 1-2 HITS): This ritual enables the caster to mend a 
  broken weapon (cost 2 HITS) OR to give a weapon a “+1” combat bonus during one entire 
  fight (cost 1 HIT). In either case the weapon is “sacred”, in the latter for one fight only, in the 
  former forever! A broken weapon so mended cannot be broken again (that is, if the god - or 
  the referee in this case - wills it)! This ritual takes 1 hour to perform and lasts forever or until 
  the one combat is over. 
                                                   
  6 Staff upon which ivy or grape vines were wound, topped with what appears to be a large pine cone. 
   
  58
  
  Hera 
  Symbols: sceptre, diadem, peacock 
  Important place of worship: Argos, Samos 
  Ritual&Miracle: Hera’s Wrath (cost 1 FATE): This miracle causes a target within 10m. of the 
  priest to fumble whatever he’s doing that very moment (attacking, defending, opening a lock, 
  jumping across a pit, climbing, etc...). The consequences depend on the action being 
  performed that very moment. As a rule of thumb you could say that - if dice are used for the 
  targeted action - it’s the same as throwing a “natural 2” with the dice. The miracle takes effect 
  immediately and lasts until ONE action is fumbled. 
   
  Jealous gibbering (cost 1 FATE): This miracle can make two target persons 
  within 10m. of the priest very jealous with each other, in fact even so jealous that they will 
  begin a fight (first with words however) and forget everything that’s happening around them. 
  A perfect way to get unseen past some guards who’ll take all attention to them ‘bickering 
  selves’. The miracle takes effect immediately and its effect lasts 5-30 minutes. A Resistance 
  Roll can be allowed (under certain circumstances), but both target persons must succeed for 
  the miracle to have no effect! 
   
  Order (cost 1 FATE): This miracle enables the priest to command a target 
  person to do ONE thing for him (orders as ‘Kill yourself’ or ‘Kill someone’are not allowed). 
  The victim may try to disobey by succeeding in a Resistance Roll! If he fails, he does what 
  the priest commands him. The miracle takes effect immediately and lasts until the order has 
  been carried out. 
   
  Hermes 
  Symbols: caduceus, winged boots, petassos (cap) 
  Important place of worship: - 
  Ritual&Miracle: Hold Opponent (cost 1-2 HITS): Being the most dexterous of the gods, 
  Hermes enables his worshippers to have the edge in wrestling and unarmed combat. This 
  ritual gives the priest (cost 1 HIT) or another character of his choice (cost 2 HITS) a “+1” 
  combat bonus in one unarmed combat. The ritual only takes 5 minutes to perform and its 
  effect lasts until the combat is finished. 
   
  Just A Simple Lock (cost 1 FATE): This miracle gives a character a “+1” 
  bonus to CRAFT when opening a lock. The miracle takes effect immediately and lasts as long 
  as it takes to open one lock. 
   
  Wondrously Agile (cost 1 HIT): This ritual gives a character a “+1” bonus 
  to MIGHT when jumping OR climbing. The ritual takes 1 hour to perform and its effect lasts 
  for 6 hours. 
   
  Poseidon 
  Symbols: trident, horse, bull, fish 
  Important place of worship: Corinth 
  Ritual&Miracle: Calm Storm (cost 1 HIT): This ritual enables the priest to lessen the effects 
  of a storm to a less dangerous degree: a ship will be able to search for a harbour, houses will 
  not be treated to be blown to pieces, it’s perhaps manageable to go further a few miles to look 
  for a cave or a place to take shelter, etc... The ritual takes 30 minutes to perform and its effect 
  lasts for 3 hours or until the storm outrages itself (whatever comes first). 
   
  Control Kraken (cost 2 FATE permanently): This miracle enables the priest 
  to control the fiercest creature of the sea, the Kraken. If the priest succeeds in a FATE test he 
  can send the monster away (so he doesn’t have to do a Terror test, blessed as he is by his 
  god)! The miracle takes effect immediately and its effect lasts until the Kraken is send away. 
  You can find the scores for the Kraken in the “Monster” section. 
   
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  Watery Path (cost 1-2 HITS): With this ritual the priest (cost 1 HIT) or 
  another character (cost 2 HITS) will be able to walk on water, only however if the water 
  surface is all smooth and calm. The ritual takes 15 minutes to perform and lasts 20 minutes 
  (plus 10 minutes for every additional HIT the priest spends). 
   
  Zeus 
  Symbols: thunderbolt, eagle, oak, sceptre 
  Important place of worship: Dodona (oracle) 
  Ritual&Miracle: Create Rockslide (cost 1 HIT): This ritual - which can only be used in 
  mountainous areas - enables the priest to create a rain of stones coming down the hilltops. 
  Everyone who’s directly in touch with the priest will not be harmed, but all other creatures in 
  a 10m. radius around the priest will suffer 3 HITS and be stunned for 2d minutes. The ritual 
  takes 30 minutes to perform and lasts only a few seconds. 
   
  Howling Wind (cost 1 FATE): This miracle takes effect as soon as the priest 
  blows at a target (within 10m.). The victim will be hurled back and thrown to the ground, 
  suffering 2 HITS in the proces. The miracle takes effect immediately! 
   
  Lightning Spear (cost: variable): This miracle enables the caster to shoot a 
  bundle of dazzling bright light at a target of his choice (no further away than 10m.). The 
  victim will be blinded and loose an amount of HITS equal to the FATE the priest paid to do 
  the miracle. The miracle has an immediate effect. 
   
   
  7. LESSER GODS 
   
  In this paragraph you’ll find some more Ionian gods that however did not belong to the 
  Olympian pantheon, most of them had not such a score of followers. Where possible the 
  Imperial name will be given, and also the symbol of the god and the most important place 
  where he’s worshipped. 
   
  Asklepios (Aesculapius) 
  Symbols: staff with a snake coiled around 
  Important place of worship: Thessaly 
  God of healing and the patron deity of physicians. Son of Apollo and the nymph Coronis, 
  husband of Epione. Father of Hygieia (health) and Panacea (all-healing). He’s a demi-god and 
  was not worshipped as a god until post-Homeric times. Homer refers to him only as a skillful 
  physician, and it was Apollo who was regarded as the god of healing until that role was taken 
  over by his son around 250 AUC. His cult originated in Thessaly (location of the oldest 
  known temple honouring him), where he was said to have been raised by the centaur Cheiron, 
  who taught him the art of healing. Zeus, fearing that Asklepios might make men immortal, 
  killed him with a thunderbolt. Asklepios is generally depicted as a bearded man wearing a 
  robe that leaves his breast uncovered. 
   
  Ate 
  Goddess of evil and misfortune, particularly delusion and confusion. She was banished from 
  Olympus for causing Zeus deluding himself. Zeus held her responsible for making a solemn 
  oath regarding the birth of Herakles, and in his rage, he seized Ate by her hair and, whirling 
  her round his head, cast her down to the world swearing that she would never set foot in 
  Olympus again. 
   
   
   
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  Boreas 
  Important place of worship: Athens 
  God of the north wind, the father of many famous horses, including those of Ares and 
  Achilles. Boreas incurred the enmity of the Athenians when he abducted Oreithyia, the 
  daughter of king Erechtheus of Athens, whom he made his wife. He was said to have atoned 
  for this deed by sending a storm which destroyed a Persian fleet on its way to attack Athens. 
  In gratitude, the Athenians built a temple dedicated to him, and held a festival in his honour, 
  the Boreasmos. 
   
  Britomartis 
  Important place of worship: there are still some (very local) temples in Crete 
  This means “Sweet Maid”, she’s the virgin huntress-goddess of Crete, whose cult later 
  merged with that of Artemis. Daughter of Zeus and Carme, she jumped from a cliff 
  overlooking the sea, when king Minos fell in love with her and pursued her. In some legends 
  she survived the fall and was rescued by fishermen, in others she died and it was her corpse 
  that the fishermen retrieved in their nets. In either case she was made immortal by Artemis in 
  reward for her chastity. 
   
  Doris 
  Sea goddess, daughter of Okeanos and Thetis. Doris was the mother of the Nereids. 
   
  Eos (Aurora) 
  She’s the goddess of the dawn. She is especially known because of all her affairs she had with 
  gods and mortals. Unfortunately she was caught with Ares by Aphrodite who cursed Eos to 
  always want to have sex with young men, god or mortal. 
   
  Eros (Amor) 
  God of love and fertility. He was accompanied by Pothos (longing) and Himeros (desire). 
  Depicted as a winged youth with bow and arrow, those arrows had the power to make both 
  gods and mortals fall in love. 
   
  Esenchebis 
  This is the Ionian name for the Egyptian goddess Isis (see also the basic ZENOBIA 
  rulebook). 
   
  Glaukos (Glaucus) 
  Sea god, who was said to have been a fisherman who became a god when he ate a magical 
  herb. He then leaped into the sea where he developed a tail and remained as a guardian deity 
  of fisherman. His cult is very popular among fishermen and sailors. Glaukos was also reputed 
  to have a gift for prophecy. 
   
  Graii (Graeae) 
  The Graii or Ionian grey goddesses who guard the cavern of the Gorgons. Their names are 
  Deino, Enyo and Pephredo. They are depicted as old hags who have one eye and one tooth 
  among them, which they share. Perseus stole both the eye and the tooth on his mission to kill 
  the Gorgon Medusa. 
   
   
   
   
   
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  Hades (Pluto) 
  Symbols: sceptre, key, black ram 
  Important place of worship: Thessaly 
  The god of the underworld, “the Unseen One”. He’s the brother of Zeus, Hera, Poseidon, 
  Demeter and Hestia. After Zeus killed Kronos, dominion over the underworld was given to 
  Hades. He became the husband of Persephone after abducting her. His cult was restricted to 
  Pylos, he was depicted as dark bearded, bearing a sceptre and a key. 
   
  Hebe (Juventas) 
  Symbols: drinking vessel 
  Important place of worship: Phlious, Sicyon 
  Goddess of youth, daughter of Zeus and Hera. Her consort was the deified Herakles. She was 
  the cup-bearer of the gods at Olympus, until replaced by Ganymede. 
   
  Hecate (Hecate) 
  Symbols: setting moon, torch 
  Important place of worship: Thessaly 
  Goddess associated with the underworld and with magic. Sometimes she’s said to be the 
  daughter of Zeus and Demeter. She is also a goddess of crossroads and waysides, and pillars 
  known as Hekataea were commonly erected at crossroads and doorways, perhaps to ward off 
  evil. She is especially associated with travel by night, although it’s not clear whether she was 
  regarded as the protectress of night travellers or as their chief peril. Hecate is also considered 
  a patron of Medea and of witches, and she had an occult following among women in 
  Thessaly, where she was also regarded as a moon goddess. 
  She often is depicted bearing a torch, although in later representations, she was shown as 
  having three bodies, particularly in the Hekataea which allowed her to keep watch over all 
  roads at once. 
   
  Hestia (Vesta) 
  The goddess of fire and the hearth. She remained a virgin all her life on the assumption that 
  she was wedded to the sacred hearth fire. Her worship is largely focused on households 
  hearths. Small offerings of food and drink were typically made at a household hearth before 
  meals. 
   
  Hypnos (Somnus) 
  God of sleep, brother to Thanatos. 
   
  Morpheus 
  Son of Hypnos, and god of dreams. He was responsible for shaping dreams, or giving shape to 
  the beings which inhabit dreams. 
   
  Muses (Musae) 
  These were the goddesses of arts and sciences. There were nine of them, all daughters to Zeus 
  and Mnemosyne: Calliope (epic poetry), Clio (history), Erato (love poetry), Euterpe (lyric 
  poetry), Melpomene (tragedy), Polyhymnia (song), Terpsichore (dance) Thalia (comedy) and 
  Urania (astronomy). 
   
   
   
   
   
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  Nike (Victoria) 
  Symbols: laurel wreath 
  Important place of worship: Athens 
  The goddess of victory. Originally she seems to have been an attribute of Zeus or Athena 
  (e.g.: Athena Nike), in which capacity she was wingless and often depicted as a small figure 
  held in the hand of either deity. As an independent deity she was depicted as winged and 
  bearing the laurel wreath which was delivered to the victor in a competition, whether in war, 
  sport, artistic contests or any other endeavour. She was however never entirely independent, 
  as she remained the personification of victory delivered by Zeus or Athena. 
   
  Pan (Faunus) 
  Symbols: syrinx 
  Important place of worship: Arcadia 
  He was the shepherd god, depicted in human form with the legs, horns and ears of a goat. He 
  was the son of Hermes and the nymph Penelope and said to be born on Mt. Cyllene in 
  Arcadia. Although Hermes took him to Olympus, his haunts were generally the forests and 
  fields of the country, and he was believed to live in caves. Pan was the patron deity of 
  fishermen and hunters as well as of shepherds. On the other hand, he was believed to take 
  delight in frightening unsuspecting travellers. A god of fertility and unbridled male sexuality, 
  he was known for pursuing nymphs in the form of a goat. One of those nymphs, Syrinx, 
  changed herself into a reed to escape him. Pan then cut several reeds and devised what are 
  known as the pan-pipes (syrinx). He later used these pipes to defeat Apollo in a music contest. 
  In addition to having a goat’s horns, legs and ears, he was depicted as being coarse in 
  appearance, bearded, and bearing the syrinx pipes or a shepherd’s crook. 
   
  Persephone (Proserpina) 
  The goddess of the underworld and the daughter of Zeus and Demeter. Once while picking 
  flowers in the Vale of Nysa (reputedly in Sicily), she was abducted by Hades, who forced her 
  to become his wife in the underworld. The gods, concerned that her mother’s grief was 
  causing the earth’s vegetation to shrivel and die, sent Hermes to negotiate for her return. He 
  succeeded in gaining Hades’ permission but, because Persephone had eaten a single 
  pomegranate seed while in the underworld, she was only allowed to return to her mother for 
  two thirds of the year. The earth’s vegetation was believed to prosper during the two thirds of 
  the year that Persephone was with her mother and waste away during the third spent in the 
  underworld. This paralleled the cycle of the seasons around the Middle Sea, where late 
  summer is a period of drought. The celebration of this story became the central part of the 
  Eleusinian mysteries. 
   
  Phobos 
  He is the Ionian god of fear and terror, the son of Ares and Aphrodite. He accompanied Ares 
  into battle. 
   
  Thanatos 
  The god of death and the twin brother of Hypnos. He was frequently regarded with 
  resignation, or as coming opportunely, and was represented in the form of a quiet, pensive 
  youth, winged, standing with legs crossed, often beside an urn with a wreath on it, and 
  holding an extinguished torch reversed. Or, as a personification of endless repose, he 
  appeared in the form of a beautiful youth leaning against the trunk of a tree, with one arm 
  thrown up over his head. It was probably owing to the spread of the belief that death was a 
  transition from life to the afterlife, that in later times this more attractive representation of the 
   
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  god of death took the place of former repulsive representations, whether as a powerful and 
  violent god, or as a black child in the arms of his mother. 
   
   
  8. DEMI-GODS, HEROES AND POSSIBLE ADVENTURE 
  SEEDS 
   
  In this section you’ll find some very important names out of the myths and legends of Ionia. 
  They are here to give you some ideas about the working of the Ionian mind and about their 
  rich culture. A referee who is prepared to do a little work, can find some very good ideas in 
  here for adventures or campaigns. They are all here for you to be used! 
   
  Achilles 
  This hero was especially famous for his deeds and death in the Trojan War. He’s the son of 
  King Peleus and the sea nymph Thetis. He was later deified, and his worship was particularly 
  prominent in the area of the Pontus Euxinus and in Asia. As a child his mother Thetis dipped 
  him in the river Styx in an attempt to protect him against harm, leaving only the heel by which 
  she held him vulnerable. Achilles was eventually killed by Paris, whose arrow was guided by 
  Apollo to the vulnerable heel. In battle he always used his 
  gold plated chain-mail and shield (especially made for him 
  by Hephaistos). He drove also a chariot pulled by immortal 
  horses. 
   
  Agamemnon 
  He was the son of Atreus and the brother of king Menelaus 
  from Sparta. He assisted his brother during the Trojan War. 
  Being himself the king of Mycenae, he forced 
  Clytemnestra to marry him after killing her husband. Being 
  not that great and gentle a hero as thought of, he later 
  sacrificed their own daughter Iphigenia to Artemis for 
  personal goals. He was however murdered therefore by 
  Clytemnestra and her lover Aegisthus. 
   
  Ajax 
  Ajax was the son of Telamon, king of Salamis. After Achilles, Ajax was the mightiest of the 
  Ionian heroes in the Trojan war. He was a huge man, head and shoulders larger than the other 
  Ionians, enormously strong, but somewhat slow of speech. In the Iliad he’s often called the 
  “wall” of the Ionians. When Achilles had withdrawn from the fighting at Troy, it was Ajax 
  who went forth to meet Hector in single combat; by the time darkness fell, the fight was still a 
  stalemate, but Ajax had wounded Hector without sustaining injury himself. After Achilles’ 
  death, Ajax competed with Odysseus for the ownership of Achilles’ armor. Both men 
  delivered speeches explaining their own merits, but Odysseus was by far the most eloquent 
  and won the prize. Ajax was driven mad by disappointment. According to one account, he 
  vowed vengeance on the Ionians and began slaughtering cattle, mistaking them for his former 
  comrades-in-arms. He finally committed suicide. 
   
   
   
   
   
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  The Amazons 
  Amazons were a group of warrior women, said to be descended from Ares and the Naiad 
  Harmonia. Some legends tell that they voluntarily removed their right breasts to be able to 
  shoot arrows better. Spartan women believed to be descendants of the Amazons. 
   
  Bellerophon 
  Bellerophon is the son of Glaukos and Eurynome of Corinth. He’s exiled from Corinth after 
  he accidently kills someone. He travels to Tyrins where he is purified of the killing by the 
  king Proetus. The king’s wife - Stheneboea - tries to seduce Bellerophon but he rejects her. 
  Incensed she tells her husband that Bellerophon has tried to rape her. Proetus believes her and 
  decides to send Bellerophon to Lycia where Stheneboea’s brother - Iobates - is king. Proetus 
  sends a letter to the king with Bellerophon, telling him about the accusation and asking his 
  brother in law to kill Bellerophon, by sending him on very dangerous tasks. Bellerophon is 
  asked to kill the chimera. On his way he encounters Pegasus, the winged horse that was 
  created from sea foam and the blood of the slaughtered Medusa. He tames Pegasus - thanks to 
  the magic bridle given to him by Athena - and uses the horse to help kill the chimera. Iobates 
  is pleased but unsatisfied since he wishes to avenge the insult to his sister. So he sends 
  Bellerophon to destroy a very savage people called the Somyoi. Again with the help of 
  Pegasus he does so. Finally he is sent by Iobates to kill the Amazons who are harassing his 
  kingdom. With the help of Pegasus he does so again. Iobates realizes that Bellerophon is too 
  blessed to be killed and makes him his heir, and his son in law when he marries Bellerophon 
  off to his daughter Philonoe. 
   
  Cadmus 
  Although not Ionian (he was Phoenician), Cadmus is nevertheless considered an Ionian hero. 
  He was commanded to found the city of Thebes by the oracle of Apollo. On his way to do so 
  he encountered a monstrous dragon which was sacred to the god of war. The dragon slew the 
  companions of Cadmus whereupon he killed it after a terrific combat. He then sowed the teeth 
  of the dragon like seed, and from them grew up a crop of armed men. These fought him until 
  all but five were slain. These five helped Cadmus to build his city. Cadmus later became king 
  of Thebes. 
   
  Castor & Polydeuces (Castor & Polux) 
  Those sons of Leda are twin heroes, also called the Dioscuri. They accompanied Jason on his 
  search for the Golden Fleece. They were brothers to Helen and Clytemnestra. Castor excelled 
  as a horseman and Polydeuces as a boxer. Both were great warriors and they were known for 
  their devotion to each other. They are regarded as patrons of seafarers and voyagers and 
  especially honoured by the Imperials. 
   
  Clytemnestra 
  She was the daughter of Zeus and Leda and she had a sister, named Helen (both were 
  however mortal). Clytemnestra married Tantalus and had a child. Her husband was defeated 
  in a battle with Agamemnon, king of Mycenae. Agamemnon had however a black heart, 
  because he killed the child and took Clytemnestra as his wife. She was forced to bear him four 
  children: Iphagenia, Electra, Chrysothemis, and Orestes. When Agamemnon sacrificed 
  Iphagenia to have good sailing weather, Clytemnestra vowed to have him killed. To get loot 
  and battle glory Agamemnon said he would go to war with Troy to reclaim his sister in law 
  Helen who had eloped with Paris to Troy. While he was away Clytemnestra took Aegisthus, 
  Tantalus’s brother, as a lover. When Agamemnon returned, Clytemnestra and Aegisthus axed 
  him to death while he was taking a bath. Many years later, the son Orestes killed both 
   
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  Aegisthus and his mother Clytemnestra to revenge his father’s death. The Furies drove him 
  mad to punish him for this crime. 
   
  Daedalus 
  Daedalus was an Athenian sculptor, architect and inventor. He worked for King Minos of 
  Knossos (on Crete) who had a creature called the Minotaur (half man, half bull). On demand 
  of the king, Daedalus built him a labyrinth - a very complex structure where almost no one 
  could get out - where he could house the Minotaur. To penalize the Athenians King Minos 
  demanded a yearly tribute of seven young boys and girls. They would be put into the labyrinth 
  and when the Minotaur found them he would kill and eat them. However one of those years 
  Theseus came as one of the youngsters to be sacrificed. Being Daedalus’ cousin it didn’t cost 
  him much persuading to have Ariadne (Minos’ daughter) tell him a means to escape from the 
  labyrinth. The plan succeeded and the Athenians escaped after Theseus had killed the 
  Minotaur. Revengeful as he was, Minos imprisoned Daedalus and his son Icarus in the tower 
  to await sentencing. They could however escape (see Icarus). 
   
  Erechteus 
  This was the legendary god-king of Athens, the ancestor spirit of the Athenian people. He was 
  said to be the son of Hephaistos, whose semen fell upon the earth (Gaea) when he attempted 
  to rape the goddess Athena. Athena raised Erechteus at the Athenian Acropolis. Erechteus 
  either is depicted as a snake or as a human with a snake’s tail. 
   
  Hector 
  He was the son of King Priam and the greatest Trojan hero (one of the strongest men in the 
  entire war). Hector and Achilles were therefore destined to fight each other in one of the 
  greatest battles of the Trojan War. Hector was calm and royal, Achilles was wild and fierce. 
  Soon after Achilles defeated Hector and dragged his body around the battlefield behind his 
  chariot, Hector’s younger brother, Paris, famously ended Achilles’ life. 
   
  Herakles 
  Herakles was the son Zeus and Alkmene, a hero later worshipped as a god. He was extremely 
  strong and already as an infant he strangled two snakes the jealous goddess Hera sent in his 
  cradle to kill him. He is especially famous for his amorous escapades and his numerous 
  battles. He is however most known for the twelve labours he did, those were ordered to him 
  by the Delphi oracle. You’ll find all those labours at the end of this book in the section 
  “Labyrinths of Ionia”. 
   
  Hippolyta 
  She was the legendary leader of the Amazons, an Amazon Queen. She possessed a legendary 
  girdle which was stolen by Herakles. 
   
  Icarus 
  When Icarus and his father Daedalus (see above) were locked in the tower in Knossos he was 
  bored and petulant. Daedalus found however a way to escape: he made wings for himself and 
  for his son. He told Icarus however not to fly too high because otherwise the wax would melt 
  and the wings would fall apart. The wings worked and they flew away from the Isle of Crete. 
  Icarus was however so excited that he flew so high, that the sun melted the wax and he fell to 
  his death in the sea. 
   
   
   
  66
  
  Jason 
  Jason - son of Aeson and Philyra - was a hero and voyager. He was the leader of the 
  Argonauts on their legendary trips in search of the Golden Fleece. He killed his treacharous 
  uncle Pelias. 
   
  Menelaus 
  He was the brother of Agamemnon and the King of Sparta. He was also the son of Atreus and 
  the husband of the abducted Helen (which started the Trojan War). He was reunited with his 
  lovely wife after the Trojan War. 
   
  Odysseus 
  Odysseus is a Greek leader and a famous hero of the Trojan War. He is the creator of the 
  famous “wooden horse”. He’s the son of Laertes and Anticleia, and the husband of Penelope. 
  He spent ten years trying to return from the Trojan War, this was especially due to the fact 
  that he offended Poseidon on the trip home. The god raised winds and seas to keep Odysseus 
  from getting home. 
   
  Paris 
  Paris was the son of Hecuba and Prima - Queen and King of Troy. He was also Hector’s 
  brother and he was the cause for the Trojan War. According to the legends he was one day 
  visited by the goddesses Hera, Athena and Aphrodite who wanted to find out which of them 
  Paris would say was the fairest of them all. As Paris was quite young he picked Aphrodite. 
  The goddess was so pleased that she asked what she could give Paris as a reward. He had 
  heard of Helen, daughter of Zeus and Leda. He wanted her and so eventually he eloped with 
  her to Troy. This meant the beginning of the Trojan War. 
   
  Perseus 
  This great hero was the son of Zeus and Danae, he killed the gorgon Medusa and saved and 
  married Andromeda. He accidently killed King Acrisius of Argos, his grandfather, with a 
  discuss. The myth around Perseus is almost meant to play out as a campaign, so you’ll find it 
  in full in the section “Labyrinths of Ionia”. 
   
  Prometheus 
  He was an Ionian god and culture hero. As a son of the titan Iapetos and Klymene, 
  Prometheus is best known for the story of his conflict with Zeus. This began when 
  Prometheus tricked Zeus into accepting the bones and fat of a sacrifice instead of the meat. 
  Zeus retaliated by hiding fire from humanity, but Prometheus stole the fire and gave it to 
  mankind. As punishment Zeus had him chained to a rock in the Caucasus Mountains, where 
  an eagle fed on his liver, which continually restored itself. Zeus also sent Pandora and her “jar 
  of evils” to even the score with mankind. Herakles eventually killed the eagle and released 
  Prometheus. As a culture hero, Prometheus was also given credit for teaching humanity 
  various crafts and arts, and he was considered a patron of craftsmen and artisans. 
   
  Theseus 
  Theseus was the son of Aethra and Aegeus, he was a great Athenian hero and strongman who 
  had a lot of adventures, one of his deeds was the killing of the Cretan Minotaur in the 
  labyrinth of Knossos (see also “Labyrinths of Ionia”). 
   
   
   
   
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  9. THE MYSTERY CULTS 
   
  In the classical world of Ionia and the Empire 
  there are large centers of ritual activity 
  involving numerous cults, known as “Mystery 
  Cults”, because their initiates are sworn to 
  secrecy, although significant parts of the ritual 
  are performed in public. Most of all they 
  involve rites of spiritual transformation and 
  rebirth. 
   
  The content of the rites remains a secret, but the 
  large numbers who undergo the initiation, often 
  lasting several days, are promised eternal life in 
  the after-world. These initiations consist of 
  cleansing rites, fasting, and the consecration 
  itself. Sometimes they are accompanied by 
  orgiastic rites, such as wild dances, self-
  mutilation, or castration. A sacred meal is often 
  also a part of the initiation process. 
   
  The Mystery Cults are there to satisfy the religious needs of the average man. 
  In the paragraphs that follow there’s no description or association of the gods given, if you 
  want to know more about them I refer to sections n°2 (“The Olympic Gods”) and n°7 (“Lesser 
  Gods”). 
   
  The Dionysiac Mysteries 
  Cult Centre: 
  Coming from Thracia this secret cult swept over Ionia: Athens, Delphi, Eleusis, Naxos, 
  Samothrace, ... In these places Dionysos became the consort of the goddess worshipped there. 
   
  Name of the God & Associations: 
  Dionysos is the god of vegetation, fertility and of wine, but he is also a god of excesses, and 
  of animal life. As such he is also a yearly divinity who comes and goes with seasons. The vine 
  is characteristically associated with Dionysos. 
   
  Initiate Membership: 
  To become an initiate, the candidate - most of them were women - must drink wine untill she 
  becomes intoxicated because drunkenness is the Dionysian reward of virtue. The wine is 
  indeed potent with divine power. The experience is more than drunkenness, it’s spiritual 
  ecstasy, not mere physical intoxication. After the drinking of wine the devotee feels a strange 
  new life within herself, the life and power of the god! She is then completely possessed by the 
  god. The drinking of wine in the service of Dionysos is a religious sacrement. 
   
  There is however also the sacrament of eating that has to be done by the initiate, this rite is 
  called “the feast of the raw flesh”. To really become an initiate one must be able to avow: “I 
  have... fulfilled his red and bleading feasts”. Different sexual activities form the last part of 
  the initiation. 
   
   
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  Cult Practices: 
  The festivals of Dionysos are very famous: the Great Dionysia, the Little or Rustic Dionysia, 
  the Oschophoria, and the Anthesteria. They usually involve in wine drinking, sexual orgies 
  and choral singing. A brief description of such a festival follows: 
   
  “... The god has many followers including satyrs and nymphs, but especially women. They are 
  known as “Maenads” (= frenzied women). They are dressed in fawnskins (literally torn from 
  those luckless animals) and wear wreathes around their heads. They also carry the thyrsi, 
  rods that could be used as weapons. The followers are usually involved in drinking wine, 
  singing (or howling like wild animals) and wild, ecstatic dancing (most of the time ending in 
  sexual intercourse)”. 
   
  The fathers and husbands are often distressed by the women’s participation in those rites, but 
  they don’t interfere because of fear for the god or for the violence the intoxicated women 
  followers would commit. Some men are indeed torn to pieces. 
   
  At first those festivals were only participated by the initiated, later they are open to all people. 
  When those cults came to the Eternal City, the Imperials were shocked by the drunken revelry 
  and the orgies. The Imperial senate tried to have them banned, but without great success. 
  Even human sacrifices have been known to be torn to pieces to eat the raw flesh. 
   
  Priesthood: 
  There is little known about the social status of the priesthood. 
   
  Preferred Staff Type: 
  Thyrsos. 
   
  Preferred Amulet: 
  Little golden two-handled drinking cup or a grape cluster (worn on a chain). 
   
  Preferred Animal Familiar: 
  The bull. 
   
  Preferred Divination: 
  Haruspication - examining the entrails (especially the liver) of a sacrificed animal. 
   
  Allied Cults: 
  None. 
   
  Specific Rituals & Miracles: 
  See paragraph n°6: “Cult Specific Rituals & Miracles” 
   
   
  The Eleusinian Mysteries 
  Cult Centre: 
  The centre of the cult is situated in Eleusis (Attica), where there is a big sanctuary for 
  Demeter that is located within the city walls, but it’s isolated from the rest of the city by a 
  separate cross-wall. Within the sanctuary another cross-wall, breached by the lesser Propylaia 
  divides the northern area of the priests’ dwellings and administration buildings from the 
  sacred inner peribolos. The main architectural features of the inner sanctuary are the sacred 
   
  69
  
  well, the cave of Pluto, and the Telesterion of Demeter (an almost square building that could 
  seat 3000 people) where the secret initiation rites are completed and entrance to the 
  uninitiated is forbidden on pain of death. 
   
  Much of the ceremonies and processions were taken over by Athens. The cult is indeed 
  widely spread: Pheneus and Megalopolis (Arcadia), Ephesus, Mycale. 
   
  Name of the God & Associations: 
  Demeter and Persephone, both goddesses have already been mentioned thoroughly earlier in 
  this book. Their worship is based on the belief in agricultural fertility and the cycle of the 
  seasons. 
   
  Initiate Membership: 
  Initiates of Demeter are both men and women who believe in the cycle of the seasons, and 
  therefore also in the cycle of life and death. To become an initiate the candidates have to run 
  to the sea to purify themselves in its salt waves. The potent effect of the cleansing by salt 
  water is then further enhanced by sprinkling with pig’s blood. Each of the candidates (or 
  “mystae”) carries with him a sucking pig which he purifies by immersion in the waters of the 
  sea. Later the pig is sacrificed and its blood sprinkled on the candidate. Thus becomes the 
  initiate in some sense a new being. Then the purified candidates march in solemn procession 
  to Eleusis, to complete there the celebration of the festival. Along the Sacred Way (leading 
  from and to Athens) there are many holy places - where there are prayers held to the 
  goddesses - so that the company arrives at Eleusis late at night by torchlight. The long march 
  is followed by a midnight revel under the stars. It is held on the Rharian Plain. Near the great 
  propylaea of the sacred precinct is the Well of Callichoros, where the first choral dances are 
  held by the women of Eleusis in honour of Demeter. In their wearied state and weakened by 
  fasting, the initiates are peculiarly suspectable to the mystical emotions. 
   
  Then the climax of the celebration takes place in the Telesterion (“Hall of Initiation”), a 
  sacred place closed to all save the initiated. These rites are so well guarded that we only know 
  that the heart of the ritual is a religious drama. The priests take the part of actors and act out 
  the ‘story’ of Demeter and her lost daughter Persephone and the initiates participate by 
  mimetic action. They do the very things which enable them best to share emotionally in the 
  profound experiences of their goddess. It’s emotions that play a big part in becoming a “cult 
  member” at the Eleusinian Mysteries! The initiate is in fact “born again” to a new kind of life. 
   
  Cult Practices: 
  Several festivals are held in honour of Demeter and Persephone, the most important being the 
  Thesmophoria. This lasts as many as ten days, although in Athens it is held only for three 
  days in the month of October (Pyanopsion). The festival envolves mainly married women and 
  envolves the reenactment of the abduction of Persephone. 
   
  Priesthood: 
  The priests and priestesses of the cult are high in esteem among farmers, and “women with 
  child”. 
   
  Preferred Staff Type 
  A staff in the form of a sceptre and wreathed in corn. 
   
   
   
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  Preferred Amulet 
  A round, silver amulet with on its front a granule. 
   
  Preferred Divination: 
  Dendromancy - listening to the sound of the wind in a field of corn. 
   
  Allied Cults: 
  The Andania Mysteries, a cult also based around Demeter and Persephone and based in 
  Andania (Messinia). 
   
  Specific Rituals & Miracles: 
  See paragraph n°6: “Cult Specific Rituals & Miracles”. 
   
  The Hecatian Mysteries 
  Cult Centre: 
  Most secret cults to Hecate are found throughout Thessaly and its neighbouring regions, also 
  on the isle of Samothrace (in the Zerynthian Cave). 
   
  Name of the God & Associations: 
  Hecate is the goddess of the three paths, guardian of the household, protector of everything 
  newly born and the goddess of witchcraft. Usually she is classified as a moon goddess, but her 
  kingdoms are actually three-fold: the earth, the sea, and the sky. Having the power to create or 
  withold storms undoubtly plays a roll in making her the goddess who is the protectress of 
  shepherds and sailors. A lover of solitude this beautiful goddess is also a “virgin goddess”, 
  unwilling to sacrifice her independent nature. Walking the roads at night or visiting the 
  cemeteries during the dark phase of the moon, Hecate is described as shining or luminous.  
   
  According to other myths she has also the power to become invisible, or being only glimpsed 
  as a light. Hecate is always depicted with her sacred dogs. 
   
  Because Hecate is an honoured guest in Hades’ spirit world, her reputation as a spirit of black 
  magic is largely enhanced. She can conjure up dreams, prophecies and phantoms. 
  Sometimes the goddess is also depicted with three heads (sometimes human, sometimes not) 
  that can see in all directions at once, this refers to her divine ability of farsightedness. She can 
  clearly see what others can not, things that lie deeply hidden. 
   
  Initiate Membership: 
  First of all it’s interesting to know that a lot of the initiates are slaves, the oppressed and those 
  “who live on the edge”. Because of the nature of the goddess little is known about the 
  initiation rites. It is however a fact that there are orgies where the initiate has to have sex with 
  the highpriest(ess). And to bind his fate to that of the goddess a dog is sacrificed and its flesh 
  is eaten. 
   
  Cult Practices: 
  The worshipping of Hecate and the feasts that are held to honour her are plenty, but the most 
  significant is an annual festival held the 13th of August (Metageitnion). Leftovers of the meals 
  are put aside at crossroads - especially at junctions where three roads converge - as an 
  offering to the goddess and her hounds. 
   
   
  71
  
  Hecate’s worship continues also under Imperial reign, both in the private form of “Hecate 
  Suppers” and in public sacrifices celebrated by “great ones” (or Caberioi), of honey, black 
  female lambs, and dogs, and sometimes black human slaves! 
   
  Those who call upon the magic of Hecate, speak her name in the woods of Thessaly. There 
  they use the sacred cauldron at the threefold crossroads, in the darkness of a moonless night, 
  adding wine, milk or blood in which to stir the sacred herbs - only those that have grown by 
  moonlight - adding sacred stones from the east, using the olive or the willow twig to stir the 
  contents of the bubbling, boiling cauldron - as those who call upon Hecate circle thrice around 
  her altar, laying flaming twigs upon it. 
   
  Priesthood: 
  Once an initiate has finished his intiation rites he can become a priest, although it usually 
  takes quite a lot of time to get that far in the priestly hierarchy (mostly 3 to 5 years). 
  Thereafter only few reach the status of highpriest. Most of those highpriests are women 
  however. 
   
  Preferred Staff Type: 
  Wooden Staff with at the end a three dogheads. 
   
  Preferred Amulet 
  Stone amulet wit a torch engraved. 
   
  Preferred Animal Familiar: 
  Dog (also snake, black female lamb, owl, bat and boar) 
   
  Preferred Divination: 
  Astrology - with the use of “Hecate’s Circle”, a golden circle with a sapphire hidden inside of 
  it. This represented “Hecate’s Mysterious Moon” which concealed the bright seed of 
  understanding within it. 
   
  Allied Cults: 
  The cult of Demeter. 
   
  Specific Rituals & Miracles: 
   
  Create Illusion (cost: variable): With this ritual the caster can create an 
  illusion that looks every bit real. What the illusion is, doesn’t matter (a monster, a landscape, 
  an undead creature, etc...), to the target it will look like it’s really there! The ritual takes 1 
  hour to perform and lasts for 10 minutes for every HIT spent. 
   
  Invisibility (cost 2 FATE): This miracle enables the caster to make himself 
  and everything he’s wearing invisible. He does however make sounds (or leave footprints for 
  that matter) in the normal way, and when he’s engage in a fight the ‘spell’ is broken. The 
  miracle works instantly and lasts for 1 hour (or until something ‘breaks’ the spell). 
   
  Unblockable Sight (cost: variable): This ritual enables the caster to see 
  through solid materials. The thickness of the material looked through is equal to 10cm. for 
  every HIT spent. The ritual takes 5 minutes to perform, it lasts however for only 1d minutes. 
   
   
   
   
   
  72
  
  The Heraklian Mysteries 
  Cult Centre: 
  There are many regional cults of Herakles throughout Ionia. Because there are so many 
  different cults, some worship Herakles as a god and some as a hero. There is an important cult 
  place in Athens (Cynosarges) and Marathon. 
   
  Name of the God & Associations: 
  Herakles was in fact a mortal whose human efforts raised him to the status of a god. He is 
  worshipped by all classes and all types of people. 
   
  Initiate Membership: 
  Initiation has always to do with feats of strength, more still because the gymnasium at 
  Cynosarges is a large open space dedicated to athletics and the ‘building’ of a powerful body. 
  Initiates first get an extremely hard training and as one of their initiation rites they have to be 
  able to lift a stone far more heavy than their own bodyweight. They also have to do unarmed 
  combat (boxing or wrestling) against one of their trainers and win. 
   
  Cult Practices: 
  Cynosarges functions as a real cult centre for the cult of Herakles and as a gymnasium used 
  by the nothoi (offspring of mixed Athenian/non-Athenian parentage). There is also a 
  connection between the nothoi and the cult of Herakles. The parasitoi who make monthly 
  offerings along with the priest of Herakles are in fact chosen from the nothoi. Well known are 
  the “Great Festivals” for Herakles, then games are held to honour the hero-god. 
   
  Priesthood: 
  Like already mentioned priests are mostly chosen out of the nothoi. They teach a philosophy 
  that emphasizes simplicity and austerity in life.  
   
  Preferred Staff Type 
  Wooden staff in the form of a club. 
   
  Preferred Amulet 
  Silver amulet depicting the hero and one of his 12 labours. 
   
  Preferred Divination: 
  - 
   
  Allied Cults: 
  None. 
   
  Specific Rituals & Miracles: 
   
  Increase Might (cost variable): This miracle enables the caster to encrease 
  his own MIGHT score (or that of a friend) temporarely by 1 for every FATE spent. If the 
  priest however spends more than 2 FATE on this miracle, one of them is permanently lost! 
  The miracle has an immediate effect and lasts for 1 hour per FATE point spent. 
   
  Invulnarable (cost 3 HITS permanently): This ritual makes the caster 
  immune to any physical harm for 1d hours - a psychic attack by a ghost can’t however be 
  stopped with this ritual! The ritual takes 2 hours to perform, but the caster will not be sure 
  how long his invulnarability will last. Only the gods know (and the referee!). 
   
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  Powerlift (cost 1-3 HITS): This ritual enables the caster to lift extremely 
  heavy objects (for example a rock blocking the only exit out of a cave). This ritual takes 1 
  hour to perform and the “strength increase” lasts for 1 hour per HIT spent (with a maximum 
  of 3 HITS). This strength can’t however be used to do more damage in a combat! If the 
  circumstances are extremely tough, the referee can double the cost to use this power (the time 
  the strength increase lasts is however NOT doubled!). 
   
   
  The Orphic Mysteries 
  Cult Centre: 
  There is little known about specific cult centres, but there certainly are cults on the islands 
  Samos and Crete. 
   
  Name of the God & Associations: 
  The cult wears the name of Orpheus, he is the antitype of the 
  wine-god Dionysos. He was a sober and gentle musician who 
  charmed savage men and beasts with his music, an exact 
  theologian, the prophet of reform in religion, who was 
  martyred for his efforts (a group of Maenads tore him to 
  pieces). And nevertheless his cult has also to do with the god 
  Dionysos, just because it’s the opposite. Indeed, Orphism 
  fosters on an ascetic rule of life that is the exact opposite of 
  the Dionysian cult. 
   
  Initiate Membership: 
  The first thing an initiate must do is eating the “raw flesh” of a 
  bull as a divine substance that nourishes and strengthens the 
  immortal life within himself. Then the candidate is purified 
  and wiped clean with mud and pitch. It is however a spiritual 
  cleansing. Then there is a period of “fasting” that lasts one 
  whole week. And thereafter animal food can never be eaten 
  again. 
   
  Cult Practices: 
  While the cult of Dionysos is primitive, elemental and emotional (see above), the cult of 
  Orpheus is more elaborate, developed, controlled and intellectualistic. Both center however 
  around the same god, Dionysos. Therefore Orpheus is even said to be Dionysos’ chief priest, 
  although he preaches a reformed Dionysianism. The ultimate goal of the believers is that 
  when a person dies, he will be rewarded and live his “after-life” in the Elysian Fields, where 
  he may eternally live in paradise; but only if he led a blameless life when he was living in the 
  flesh of the physical world. Therefore the believer must live an austere and virtuous life that 
  involves in remaining celibate, and abstaining from eating meat and drinking wine, which 
  again is the exact opposite of normal Dionysiac cults. Only by living three virtuous lives can a 
  person gain entry to Elysium, which will release him from continuous cycles of rebirth 
  (reincarnations).  
   
  The other most important requirement for achieving Elysium is becoming initiated into the 
  Orphic Mysteries. 
   
   
   
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  Priesthood: 
  There are no real priests, there are however “Bards”. 
   
  Preferred Staff Type 
  Lyre instead of staff. 
   
  Preferred Amulet 
  Orphic Tablet (with instructions concerning conduct in the next world). 
   
  Preferred Divination: 
  Astrology. 
   
  Allied Cults: 
  None, however the Dionysian cult is its opposite. 
   
  Specific Rituals & Miracles: 
   
  Soothing Wild Beasts (cost 1 FATE): This miracle enables the caster to 
  calm down a wild animal (wolf, bear, etc...) within a range of 10m. The miracle takes effect 
  immediately when the bard begins playing his instrument and lasts for 60 minutes. During this 
  time the animals won’t attack the Adventurers and they can use this opportunity to get away. 
  If there is for example a pack of wolves, the bard must spend 1 FATE for every 3 animals in 
  the pack to calm them all down! 
   
  Soothing Monsters (cost 2 FATE): This miracle enables the caster to calm 
  down a monster (Minotaur, etc...) within a 10m. range. The miracle takes effect immediately 
  when the bard begins playing his instrument and lasts for 30 minutes. During this time the 
  monster won’t attack the Adventurers and they can use this opportunity to get away. If there 
  are more monsters, the bard must spend 2 FATE for every 3 monsters to calm them all down! 
   
  Petrify Undead (cost 1 FATE): This miracle enables the caster to make 
  undead creatures motionless (it’s only usable for skeletons, zombies and guardian mummies, 
  NOT for ghosts and demons)! The ritual takes effect immediately when the bard begins 
  playing his instrument and lasts for 30 minutes. During this time the undead is completely 
  immobile and can’t attack the Adventurers, so they can use this opportunity to get away. If 
  there are more undead, the bard must spend 1 FATE for every 3 undead to hold them! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  75
  
  V   THE THESSALIAN WITCH 
   
   
  ZENOBIA is fantasy roleplaying, despite the historical setting. As such magic plays a part in 
  the game alongside supernatural monsters and the powers of the gods and their priests. Magic 
  is the technique of controlling the universe through use of hidden or unseen powers The 
  Thessalian Witch calls on dark powers, spirits of the dead and demons to carry out her works. 
  She is a necromancer and summoner of dark powers, some of which are traditional 
  incantations (or ‘spells’) for which she relies on the divine help of Hecate, “Queen of 
  Witches, Witchcraft and the Ghostworld” and “Goddess of Crossroads, Fortune and the 
  Underworld”. Others will be in-born talents - gifts (or curses!) inherited from a mother or 
  father. 
   
  Becoming a Witch 
  In the basic ZENOBIA rulebook you could already read that there “... are magicians of many 
  different types. Many are connected with the forces of spirits and the dead, and on minor 
  magical curses and cures that can be bought by desperate individuals. Often magicians are 
  solitary figures, living alone in the wilderness or in villages and in cities. The Magician is 
  adept at using magic. Magicians are in great demand in towns and cities, in palaces and 
  temples. They provide a touch of sorcerous power in the world, where the priests can only 
  mediate between gods and their worshippers. The magician has existed amongst ancient 
  societies since time immemorial, he (or just as commonly, she) can commune with the dead. 
  He is a spiritualist, a medium and a necromancer. The spirits of the dead dominate his life, 
  and village communities turn to his expertise to help them with supernatural threats. In 
  addition, some Eastern temples employ magician-priests to speak to the spirits of the 
  departed....” 
   
  Maybe the Thessalian Witch has not always had such a good reputation because of her 
  devotion to the goddess Hecate who is “The Dark Mother” in both the negative and the 
  positive sense. Although with her Powers she can be a real help to every group of 
  Adventurers. 
   
  Creating Attributes for the Thessalian Witch: The creation method for Thessalian Witches is 
  different to that of adventurers. The player should use these values and rolls:  
   
   
  MIGHT 
    
  Initial score is 1.  
   
  FATE   
   
  Roll 1d and re-roll any score of ‘1’. 
   
  HITS   
   
  Roll 2d and add 10. 
   
  CRAFT  
   
  Initial score is 1. 
   
  LEARNING   
  Roll 1d and re-roll any score of ‘1’. 
   
  Previous Experience: Thessalian Witch 
  Mysterious enchanteress and sorceress using her powers for customers and patrons 
  These Witches are members of a terrifying sisterhood that stretches back into the ancient 
  days. They are based in the Pelion region in Thessaly, especially around an area known as the 
  Mandrake Mountain because the slopes are prolific with both medicinal and magical plants. 
  Poisons are also distilled from the carpet of herbs that covers Pelion: colchicum, hemlock, 
   
  76
  
  mandrake, nightshade, etc... The fabrication and/or use of poisonous herbs give the Witch an 
  ill reputation. 
  Note: if the referee agrees, a Thessalian Witch can also be male. 
   
  Culture Note: only Thessalians 
  Money: 
  100 denarii 
  Skill: 
  The player selects four powers from the Thessalian Witch’s power list given in 
  the next section. 
  Bonus: 
  Roll once on the Witch’s Treasure Table 
   
   
  Witch’s Treasure Table 
  1d 
  Treasure 
   
      Notes 
  1 
  Pouch of Healing Dust  Enough for 3 uses, each use gives back 6 HITS and stops bleeding of a (minor) wound. 
  2 
  Bag of Bone Dust 
     Sacred grinded bones, used to sprinkle on the ground to form protective magical circles. 
  3 
  Dog Servant  
     Dog carving that transforms into a gigantic dog if thrown to the ground to protect the witch7. 
  4 
  Hecate’s Circle 
     Golden circle with sapphire hidden inside to reveal someone’s thoughts. Every use = 1 FATE. 
  5 
  Hecate’s Ring  
     Ring with 3 HITS used to cast powers or soak up physical damage. 
  6 
  Hecate’s Amulet 
     Amulet with 5 HITS used to cast powers or soak up physical damage. 
   
  Social Class 
  The Thessalian Witch has also a ‘social class’. You can dice or pick one from the “Social 
  Class Table” earlier in this book. You don’t however gain a Class Skill or bonuses to CRAFT 
  and LEARNING! Just like the other magicians, witches are aberrant people, misfits or perhaps 
  rising stars! Let the non-magicians gain the extra skill, they probably have more use for it! 
  Skills are for the fighters, magicians can rely on their magic. 
   
  Witch’s Initial Equipment 
   
   
   
  Magical Staff * 
   
   
  Pack 
   
   
  Firebow 
   
   
  3 Torches 
   
   
  Waterskin 
   
   
  Pouch  
   
   
  Denarii (1d x 50 denarii) 
   
  * Every Thessalian Witch has her own carved decorated Magical Staff, which takes her a week to make. It is 
  sometimes used as the focus of a certain power (for example Staff to Snake), and can also extend the range of a 
  power out to 100m. 
   
   
  Using Powers 
  When a Thessalian Witch wishes to use a power, she declares her intention to the referee and 
  deducts 1 point temporarily from her HIT points score (unless otherwise mentioned). A power 
  requires one combat round to cast, and takes effect automatically. It does not take effect 
  automatically when directed against a target who will be resisting the effects of a power (the 
  target of a Hypnos’ power, for example). Her target must make a successful FATE roll (as a 
   
  77
                                                   
  7 MIGHT 4 
  HITS 10  
  1 Attack  
  Not Intelligent 
  No Armour 
  Terror 1 
  The dog is a giant specimen of a terrifying black dog! 
  
  Resistance Roll), and the power fails if the target’s roll succeeds. Most Witches have a 
  magical staff which can extend the range of a power out to 100m., and sometimes act as the 
  focus of a power (for example Staff to Snake or Healing Touch). 
   
   
  The Witch’s Power List 
  Call Demon - This power enables the witch to call upon a demon (sucubus, incubus or lamia) 
  and send it to a target of her choice, wherever that victim may be. There is however one 
  condition: the Witch must know the target of her spell personally. The ritual for this spell lasts 
  1 hour, during this time the Witch must sing and sacrifice a living animal (usually a big, black 
  dog). The blood of the dog is collected in a black cauldron so that the demon by his arrival 
  can feed upon it. The demon is then “sent” to attack its distant target. The target must then 
  succeed in a Resistance Roll against the demon or become its victim (see the “Monster”-
  section for the stats of those demons). That is, if he wants to resist! 
   
  Charm - This power brings a target (human, monster or animal) that is within 3m. under the 
  influence of the caster. The caster must be able to first engage his target in conversation. The 
  target can make a Resistance Roll, and if failed will loyally agree to any proposition from the 
  caster. He will not harm the caster, but equally, will not harm himself, or his loved ones. Most 
  charmed victims will have no compunction about turning against their friends and colleagues, 
  however. The power could last forever, but can be negated by another Magician reversing the 
  Charm power. Note that if the caster ever turned against the victim, the power would be 
  broken automatically. 
   
  Counter Magic - A power of protection against spirits, demons, ghosts and the magical 
  powers of monsters or other Magicians within a 5m. range. When attacked by a spirit, magical 
  force or power this power gives the user (only) a +2 bonus on his FATE score (for defensive 
  purposes only). A Counter Magic power lasts for 10 minutes. 
   
  Healing Touch - This power allows the Witch to lay her hands on a patient and restore 6 
  points of HITS. A patient’s HITS can only be increased to a maximum of their initial value by 
  this method. 
   
  Hold Off the Dead - This power can be used against a spirit, ghost, mummy, demon or 
  undead within 5m. of the Witch and ‘hold’ it in place, preventing it from advancing any 
  further. The target can make a Resistance Roll. Many spirits will flee once this power has 
  been used against them. 
   
  Hymn to Thanatos - This power allows the Witch to animate a corpse or skeleton to carry out 
  a service such as lifting, carrying, fighting, etc... The animated corpse will have the following 
  scores and characteristics: 
   
  78
  
   
  MIGHT 3 
  HITS 5  
  1 Attack  
  Not Intelligent 
   
  Terror 1 
  The animated corpse/skeleton needs a weapon to fight with and will grab something useful nearby. It can only be 
  damaged properly by crushing weapons, bladed weapons do a maximum of only 1 HIT to it. 
   
  Hypnos’s Power - This power sends a target (human, monster or animal) that is within 10m to 
  sleep. The target can make a Resistance Roll, and if failed will fall into a magical (very deep) 
  sleep that lasts for 1-6 hours. Anyone under the influence of this power can be woken by very 
  vigorous shaking. 
   
  Magical Wall of Darkness - This power enables the Witch to create a wall of magical 
  darkness that is almost translucent to her, but black as night and evil in feel to anyone on the 
  other side. The length of the wall is determined by how many HITS the Witch spends when 
  she casts the spell; 1 HIT for every unit of length (about the height of the witch herself). One 
  “length” of the Wall of Darkness might block a doorway or corridor, 2 units will surround the 
  witch in a circle of darkness. As a rule of thumb, add +1 HIT for every person enclosed within 
  such a circle (the Witch alone costs 2 HITS, two people cost 3 HITS, three people cost 4 
  HITS, etc...). Crossing the wall requires a successful Terror Roll at a penalty of Terror 2. 
   
  Magic Fire - The Witch can use this power to create a ‘magical fire’, a fire that burns without 
  fuel (on stone or sand, for example). The fire is the equivalent of a torch, and will illuminate 
  an area 10m. across. If cast on flammable materials, the magic fire will begin to spread just as 
  any other fire would. Magic Fire can also be used to extinguish a normal cooking-sized fire. 
  Anybody on fire (or caught within a fire) will suffer 1-3 points of damage every round. If a 
  victim’s clothes are on fire (the target can make a Resistance Roll to prevent a Magician 
  casting Magic Fire onto his clothes!) the victim can try to make a MIGHT roll to put out the 
  fire. Anyone can come to his aid and put the fire on the victim’s clothes out automatically. 
   
  Morpheus’s Power - This power can “attack” a target - within 10m. of the Witch - with 
  “waking” nightmares (unless he succeeded in a Terror Roll at a penalty of Terror 3) and give 
  him awful “waking dreams”. As a result of these terrible illusions a wounded victim will not 
  recover fully HITS (as the referee sees fit). Furthermore all his actions will be punished with a 
  “-1” the next 24 hours. 
   
  Raise the Dead - This power allows a Witch to make contact with the spirit of a deceased 
  person. The power can only be successfully used if one of the following is present, either a) 
  the body of the deceased, b) the location of the deceased’s death, or c) a cherished belonging 
  owned by the deceased in life. The spirit has a chance to resist the power, and if overcome 
  will be forced to answer up to three questions of a yes/no nature from the caster. Sometimes 
  an evil spirit can accidentally appear (especially if the spirit successfully resisted the power) 
  and could cause considerable problems for the caster, trying to possess him or his friends, or 
  causing other problems. 
   
  Regeneration (cost 3 HITS permanently) -  This power enables the Witch to revive a person 
  that was just killed, this can only be done if the power is used within 3 combat rounds of the 
  death of the target. Because the energy this spell demands from the caster is very high, this 
  power can only be used if the Witch has at least a score of 4 on both LEARNING and FATE. 
  For the use of this power - which will cost herself dearly! - the Witch can ask something in 
  return. 
   
   
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  Shapeshange (cost 1 or 3 HITS) - The Witch can change herself into a dog (cost 1 HIT) or 
  into a werewolf (cost 3 HITS). She retains her intelligence, memory and personality, but her 
  clothing and equipment magically vanish until she returns to normal. She gains also the 
  abilities of the creature she transformed into. A transformed animal cannot speak any human 
  languages or use human tools. The effect lasts up to 3 hours. 
   
  Speak To Animals - This power gives the caster the ability to speak with any type of animal 
  for 10 minutes. Most animals know very little of use, however. 
   
  Staff to Snake - This power allows the user to turn a Magical Staff into a deadly cobra, 
  simply by throwing the staff onto the ground while reciting the words of power! The snake 
  will fight for the user until dead, until the fight is over or after 10 minutes, whichever comes 
  first. 
   
  Treasure Bringer - This power enables the Witch to discover treasures within a radius of 
  10m. The artifact or object will then spread a faint reddish light. If the object is magical or 
  arcane the light will be deep red. This power doesn’t work when the object is hidden behind a 
  wall, in a chest, etc... The power works for only 1d minutes. 
   
  Vengeance - Whenever the Witch is attacked by magic she can reverse the power or spell 
  back to her opponent and double the effect! The target may however make a Resistance Roll, 
  if it succeeds the effect is not doubled. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  VI   MONSTERS & WILD ANIMALS 
   
   
   
  Arcadian Stag 
  MIGHT 5 
  HITS 12 
  2 Attacks 
  Not Intelligent No Armour 
  This magnificent beast has antlers of gold and hoofs of brass. Its speed is far above that of the 
  swiftest beast known. It’s said to be legendary (the hero Heracles caught it), but some say 
  they have seen roaming a magnificent stag upon the Arcadian plains. On a critical strike the 
  beast tosses its opponent over its head, doing 1-3 HITS of damage. When the victim doesn’t 
  succeed in a Resistance Roll he is stunned. 
   
  Basilisk (golden)(also called Cockatrice) 
  MIGHT 12 
  HITS 25 
  1 Attack 
  Not Intelligent Light Armour 
  Terror 1 
  This mythical snake with the head of a rooster, the wings of a fowl and the spiked tail of a 
  dragon is so dreadful that its breath wilts vegetation and crumbles rock. The only way to kill it 
  is by holding a mirror, or some reflecting substance, in front of its eyes. When the creature 
  sees its own reflection, it will die of fright - according to ancient legends that is! It has one 
  natural enemy, a cock, for should the basilisk hear it crow, it will die instantly - again 
  according to the same legend! It was believed that if slain from horseback the poison of the 
  serpent would be conducted through the weapon, killing the executioner and his horse. 
  With a critical strike the golden basilisk poisons everything with a stare from its evil eye. 
   
  Basilisk (blood-red) (also called Cockatrice) 
  MIGHT 12 
  HITS 25 
  1 Attack 
  Not Intelligent Light Armour 
  Terror 1 
  This mythical snake with the head of a rooster, the wings of a fowl and the spiked tail of a 
  dragon is so dreadful that its breath wilts vegetation and crumbles rock. The only way to kill it 
  is by holding a mirror, or some reflecting substance, in front of its eyes. When the creature 
  sees its own reflection, it will die of fright - according to ancient legends that is! It has one 
  natural enemy, a cock, for should the basilisk hear it crow, it will die instantly - again 
  according to the same legend! It was believed that if slain from horseback the poison of the 
  serpent would be conducted through the weapon, killing the executioner and his horse. 
  With a critical strike the blood-red basilisk’s tailspike makes the flesh fall off the bones of its 
  victim, which results in immediate death if a Resistance Roll is failed. 
   
  Bat 
  MIGHT 1 
  HITS 1 
  1 Attack 
  Not Intelligent No Armour 
  Bats have their habitats in large (usually warm) caves. They normally live in ‘colonies’ of 
  several hundreds (1d x 100) and will never attack unless cornered. If startled they will become 
  frightened and confused and just “swarm around”. In their frenzy flight they will then put out 
  torches, disrupt spells or rituals, etc... There is one chance in six (1 on 1d) for every 
  adventurer to be really bitten by a bat, causing him to loose 1 HIT, but their gear can be really 
  messed up! 
   
  Boar 
  MIGHT 4 
  HITS 8 
  2 Attacks 
  Not Intelligent No Armour 
  Wild boar are vicious wild pigs living in scrubland and forests, and they can kill a man with 
  their long tusks. They are living in packs (1d+2 creatures). It is a favourite passtime of the 
  nobility to hunt those beasts. They are loved for their meat and for their hides. 
   
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  It has always been an act of courage to hunt a boar all alone, only armed with a spear. In some 
  forested regions it’s the step from childhood to adulthood. A boar has enough meat to feed 
  one man for 3 days. (IF the meat is preserved in the right way). 
   
  Bear 
  MIGHT 4 
  HITS 15 
  2 Attacks 
  Not Intelligent No Armour 
  Bears inhabit the forest-covered mountains and are loners, strong predators who may attack 
  humans if roused to anger. They are sometimes used in the Imperial arena’s for the pleasure 
  of the public. A bear has enough meat to feed one man for a period of 1-2 weeks (IF the meat 
  is preserved in the right way!). 
   
  Cave Bear 
  MIGHT 7 
  HITS 16 
  2 Attacks 
  Not Intelligent No Armour 
  The cave bear is a loner that lives in the different mountainous regions of Ionia. He’s a fierce 
  predator that’s best left alone, he’s indeed no match for a lonely hunter. When the cave bear 
  scores a “critical strike” he has “hugged” his opponent. The unlucky Adventurer can only free 
  himself by succeeding in a MIGHT versus MIGHT test. When he fails, he gets 1d “crush” 
  HITS (his armour has however no effect!). The next combat round he can try again to free 
  himself, although his “die result” will be lowered by “-1”. This is a cumulative effect that 
  lasts until the character is freed or dies a premature death. A cave bear has enough meat to 
  feed one man for a period of 1d+1 weeks (IF the meat is preserved in the right way!). 
   
  Centaur 
  MIGHT 3 
  HITS 8 
  1 Attack 
  Intelligent 
  No Armour 
  Centaurs are especially dwelling on the Pelion peninsula, near the plains of Thessaly. A 
  centaur is half horse and half man (the upper part being human with torso, arms and head). 
  They hunt and herd goats, and operate in small tribal groups. They use spears, bows, javelins 
  and shortswords. One of the most famous centaurs was Chiron, who lived in a cave on Mount 
  Pelion. There he trained, initiated and prepared heroes for the heroic labours that lay ahead of 
  them. 
   
  Cerberus 
  MIGHT 12 
  HITS 20 
  5 Attacks 
  Not Intelligent No Armour 
  Terror 2 
  This monstrous three-headed dog is the guardian of the gates to the Underworld. He has the 
  tail of a scorpion and the hairs along his back are the hissing fanged heads of poisonous 
  snakes. He feasts on raw flesh. When a critical strike occurs the referee throws 1d with 
  following results: 1-2: the victim is bitten by the three heads, 3-4: the victim is stinged by the 
  scorpion’s tail and poisoned (2 HITS), 5-6: the victim is poisoned by the snakes (1 HIT). 
  Myths tell that the monster can be seduced by honey cakes. 
   
  Children of Gaea 
  MIGHT 12 
  HITS 25 
  1 Attack 
  Intelligent 
  No Armour 
  These giants from Ionian myth seem to be men from the waists up and serpents from the waist 
  down. Some survived the Giants revolt, living on isolated islands or in distant lands. They are 
  often distinct individuals, and can be friendly, brutish or intelligent. 
   
  Chimera 
  MIGHT 8 
  HITS 17 
  3 Attacks 
  Not Intelligent No Armour 
  Terror 1 
  This is a fire breathing creature with the body of a goat, the head of a lion and the tail of a 
  serpent. Some legends tell that the chimera has three heads, others say that it’s a single but 
   
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  fire-vomiting head. Some say that the chimera is the offspring of the hydra, others cite the 
  creature as the mother of the sphinx and the Nemean Lion. On a critical strike the creature 
  does two of its three attacks against the same opponent. 
   
  Colchis Dragon 
  MIGHT 11 
  HITS 25 
  2 Attacks 
  Not Intelligent Light Armour 
  This dragon gaurded the Golden Apples of the Hesperides, he was however slain doing his 
  job. Stories however tell that the offspring of this ancient dragon have still been seen once in a 
  while. The best thing to do when you see this gargantuan creature is go for cover or take a 
  dash to a nearby hiding-place, that is, if you can find one and if you are fast enough! With a 
  critical strike the dragon sweeps an opponent off his feet by a strike from its mighty tail. The 
  victim takes 3 HITS in the process and is stunned for 1-3 combat rounds. Legends tell that the 
  teeth from the dragon possess some magical power (see later in this book). 
   
  Cyclops 
  MIGHT 6 
  HITS 14 
  1 Attack 
  Intelligent 
  No Armour 
  The cyclops are one-eyed giants living in remote areas, herding sheep and killing and eating 
  visitors. They have no civilization, but dwell in caves. Cursed by the gods at birth, they shun 
  society because society shuns them. They are hard, nasty and bitter. Few have the graces of 
  civilization, many are cannibals and killers of the worst sort. The wooded mountains make 
  safe hideaways for these violent loners. 
   
   
   
   
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  Deer 
  MIGHT 3 
  HITS 6 
  1 Attack 
  Not Intelligent No Armour 
  Deer are living in the Ionian forests and hunted for their meat. They’ll never attack humans 
  unless they’re cornered or they have to protect their females and their young. 
  A deer has enough meat to feed one man for a period of 1 week (IF the meat is preserved in 
  the right way!). 
   
  Dog 
  MIGHT 3 
  HITS 7 
  1 Attack 
  Not Intelligent No Armour 
  Dogs were from the beginning of time companions of men, they were used to help with the 
  hunt and to defend their master (his life and his property). To learn the dog a simple command 
  (‘Stay!’, ‘Attack!’, etc...) the owner must succeed in a test against LEARNING (and this for 
  every “trick” learned). The games-master can give a bonus if the character already had the 
  dog as a pup! The maximum numbers of different commands/tricks that can be learned, is 
  equal to the LEARNING score of the dog’s owner. If a dog that has learned to fight and to 
  defend its master, scores a critical strike in a combat, the dog has got his opponent by the 
  throat (this gives an additional 2 HITS) and will not release its prey unless its master gives the 
  order, or unless the victim succeeds in a MIGHT test! Every combat round after this one the 
  dog does 1d HITS, until it releases the victim! 
   
  Dryad 
  MIGHT 2 
  HITS 6 
  1 Attack 
  Intelligent 
  No Armour 
  Dryads are woodland nymphes. Each dryad is associated with a particular tree and dies when 
  the tree dies. Dryads are said to help characters of a good nature by guiding them safely 
  through the woods. They possess magical abilities (see the basic ZENOBIA rulebook for the 
  spells of magicians). They will almost never fight, only defending themselves with their 
  considerable magical powers. They can only be hurt by arcane and holy or magical weapons. 
   
  Eagle 
  MIGHT 2 
  HITS 5 
  1 Attack 
  Not Intelligent No Armour 
  Eagles are mighty birds of prey that can catch quite a large prey with their cruel talons. They 
  live in the forests and high upon the mountains. Their eggs are very valuable and can yield 
  quite a few silver pieces. The eagle is difficult to hit: the character fighting such an opponent 
  must therefore substract “4” from his combat die roll in attack and in defence! With a 
  “critical strike” the eagle swoops down upon his victim and scores double the normal HITS. 
  The bird can’t however attack the next combat round. When a young bird is caught (or a bird 
  is hatched in captivity), man can teach it to obey some simple commands with a succesful test 
  against LEARNING. For each new “trick” however a new test is required. The games-master 
  decides what is allowed and what not! 
   
  Empusae 
  MIGHT 3 
  HITS 8 
  1 Attack 
  Intelligent 
  No Armour 
  This vampiress can change into a cow, a dog or woman. It loses 2 HITS every week, but 
  replenishes them by drawing one MIGHT point (permanently) out of a man it has seduced, 
  knocking him out and wiping his memory of the event. Many empusae are able to cast 
  Magician powers. 
   
   
   
   
   
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  Furies 
  MIGHT 6 
  HITS 11 
  2 Attacks 
  Intelligent 
  No Armour 
  Terror 3 
  These monsters of divine retribution are almost women, with canine faces and black wings, 
  serpent-hair and wielding long whips. They can fly and often know some magical powers. 
  Only magical and arcane and holy weapons will harm them. A critical strike indicates that the 
  fury's whip disarmed the Adventurer. 
   
  Giant 
  MIGHT 9 
  HITS 15 
  1 Attack 
  Intelligent 
  No Armour 
  These giants are relatives from the much fiercer “Children of Gaea”! They are in fact very big 
  “humanoids” and not halfbreeds like the “Children of Gaea”. They are mostly distinct 
  individuals, who prefer to live in desolated mountainous regions, although they can in fact be 
  found everywhere. Their mood is very variable: they can be friendly, brutish or intelligent. 
   
  Giant Boar 
  MIGHT 5 
  HITS 12 
  2 Attacks 
  Not Intelligent No Armour 
  Terror 1 
  A terrible beast that’s capable of laying waste to a peaceful countryside, Herakles captured 
  one! With a critical strike this vicious and ill tempered animal tramples its opponent doing 1d 
  HITS in the process. A giant boar has enough meat to feed a single man for a period of 2 
  weeks (IF the meat is preserved in the right way). 
   
  Giant Rat 
  MIGHT 5 
  HITS 10 
  1 Attack 
  Not Intelligent No Armour 
  Terror 0/1 
  Giant Rats are loners, living in abandoned ruins, dark caves and other underground territories. 
  Although they are fearful of fire, they will nevertheless attack if they see no way out. If the 
  monster succeeds a critical hit, it will have crushed its victim under its considerable weight, 
  doing 1d HITS in the process. The victim is stunned (see effects of “stun” in the ZENOBIA 
  rulebook on p.59) and can only free himself by succeeding in a MIGHT-test against “11”. 
  Otherwise he’ll be stuck, loosing 1 HIT every combat round. He can however try his luck 
  every new round, the second round he has to obtain a result of at least “12”, the third round of 
  at least “13”, etc... If he’s stuck for more than 3 rounds the suffocation process will begin 
  whereby the victim will loose 3 extra HITS every combat round (untill he succeeds in his 
  MIGHT-test, he’s freed, or he’s... dead). Seeing a Giant Rat feasting on a victim requires a 
  Terror Roll, otherwise no such roll is required. 
  Someone bitten by a Giant Rat will have to roll 1d and on a roll of 1-2 he’s infected with a 
  disease. The referee decides what will happen. 
   
  Giant Snake 
  MIGHT 4 
  HITS 10 
  1 Attack 
  Not Intelligent No Armour 
  Perhaps up to 6m long, this is a huge and dangerous snake! A critical strike by a giant snake 
  will inflict normal damage and will also inject poison into its victim (once per day). 
   
  Giant Spider 
  MIGHT 4 
  HITS 12 
  1 Attack 
  Not Intelligent Light Armour 
  This is a large and deadly spider that weaves webs of thick and sticky strands. Those strands 
  can only be burned away - which takes 5 combat rounds! Using a sword (or other weapon) 
  against the web, will find the particular weapon sticking to it on a “1-5” result on a 1d6 roll. It 
  can only be freed with a successful MIGHT test against “12” (such a test can only be taken 
  once!) or it has to be burned away! 
   
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  When the spider succeeds a critical hit, its victim will be manoeuvred into the strands and 
  stuck to it to be cocooned and devoured later. It takes a successful MIGHT-test from at least 
  two of the hapless victim’s companions to free him (in most cases the spider will have to be 
  killed first however). 
  A Giant Spider can be found in lush forests and dark (underground) caves and deserted ruins. 
   
  Goat 
  MIGHT 1 
  HITS 4 
  1 Attack 
  Not Intelligent No Armour 
  The wild goat will only attack in the most unusual of circumstances. A goat has enough meat 
  to feed one man for 2-3 days. (IF the meat is preserved in the right way). 
   
  Gorgon 
  MIGHT 7  
  HITS 15  
  1 Attack 
  Intelligent 
  No Armour 
  Terror 2 
  Once very beautiful, these women are now hideous monsters, with the bodies of maidens 
  ending in a horrible snake tail, eyes of terror and hatred that turn people to stone, and hair 
  made up of snakes. Only magical and arcane or holy weapons will harm them. An attacker 
  must roll FATE to avoid looking at a gorgon, or be turned to stone! Not looking at a gorgon 
  makes it pretty hard to hit! COMBAT “- 6” for such an attempt. A successful critical strike 
  indicates that the gorgon's tail has caught the attacker in its grip. Each round it will do 3 
  points of damage unless he can break free (MIGHT versus MIGHT). Medusa was one of the 
  gorgons. 
   
  Graii 
  MIGHT 5 
  HITS 13 
  3 Attacks 
  Intelligent 
  No Armour 
  Terror 1 
  These three old hags guard the cave of the gorgons and they always attack together. At the 
  referee’s discretion they can use a few spells from the Magician’s Power List. 
   
  Griffin 
  MIGHT 7 
  HITS 16 
  2 Attacks 
  Not Intelligent No Armour 
  A great lion with taloned feet, an eagle’s head and huge eagle’s wings. These beasts feast on 
  wild donkeys, goats and horses, as well as human travellers. They inhabit the highest 
  mountains, living in inaccessible caves and on remote precipices. It is rumoured that griffins 
  have a magpie-like obsession with gold and hoard all that they can find. A critical strike 
  indicates the griffin has been able to drag its opponent into the sky with its powerful talons. 
   
  Harpy 
  MIGHT 4 
  HITS 8 
  2 Attacks 
  Intelligent 
  No Armour 
  Terror 1 
  These horrible bird-hags with the twisted faces and necks of old crones but the wings, bodies 
  and talons of vultures can fly, and also spread disease. A critical strike indicates the 
  Adventurer has been lifted into the air by the harpy. 
   
  Horse/Donkey 
  MIGHT 3 
  HITS 6 
  1 Attack 
  Not Intelligent No Armour 
  Both horses and donkeys can be found wild in the steppe-land. They rarely attack unless 
  severely provoked. 
   
  Hydra 
  MIGHT 13 
  HITS 24 
  9 Attacks 
  Not Intelligent Light Armour 
  Terror 2 
  This nine-headed water serpent is known to be almost unkillable. Each time one of its heads is 
  cut off, two new heads appear in its place. Only the use of fire against a severed head can 
   
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  prevent this, but one has to be extremely fast. With a critical strike the hydra has caught a 
  victim between its jaws. Only with a MIGHT roll of “15” or higher can the victim free 
  himself, otherwise there will be 2 HITS every combat round (until released or until death). 
   
  Ker 
  MIGHT 3 
  HITS 12 
  1 Attack 
  Not Intelligent No Armour 
  Terror 1 
  This is a destructive and malevolent female spirit of the dead. Although some sources seem to 
  refer to a single Ker, the more common belief is that they attack as a host of Keres. They are 
  the “Fates of Death”, who bring upon men hard toil and sicknesses. They are in fact “Death-
  spirits”, devourers of life, swift hounds of Hades, hovering throughout the air, to swoop down 
  upon the living. A critical strike during combat means that there are 1d new Keres swooping 
  down (re-roll any “1” result). 
   
  Kraken 
  MIGHT 15 
  HITS 30 
  8 Attacks 
  Intelligent 
  No Armour 
  Terror 3 
  The Kraken is without any doubt the fiercest monster out of the myths. It lies hidden on the 
  ocean floor, mostly sleeping. But when the monster is hungry or is disturbed it’s a force to 
  better be reckoned with. Very few are the sailors who have lived to tell of an encounter with 
  the beast. It’s said to drag whole ships with their entire crew to the bottom of the sea where it 
  can feast upon them. It’s not only the size and the strength of the creature that makes it such a 
  formidable opponent, it’s said to be also very cunning, always waiting and plotting. There is 
  only one who can control the bulk of this horrible creature of the sea, and that’s the god 
  Poseidon himself. 
   
  The Kraken is an abomination, almost impossible to behold. It is said in myths that they once 
  were smaller and lived in shallow coastal waters. They had human worshippers who served 
  them and brought sacrifices. Some upheaval in nature (or perhaps a battle between the gods 
  themselves?) caused them to retreat to the depths of the seas. There, although their number 
  dwindled to a mere handful, the survivors grew huge and powerful and became extremely 
  agressive hunters. Because of its abominable appearance and the terror it spreads, everyone 
  watching such a creature is petrified unless succeeding in a Terror Roll. Those who fail a roll 
  can’t move and are totally incapacitated, screaming their head off and waiting for the 
  inevitable kill. 
   
  Lamia 
  MIGHT 7 
  HITS 15 
  2 Attacks 
  Intelligent 
  No Armour 
  Terror 3 
  The Lamia is a female vampire, witch and ghost and one of the most feared legendary 
  monsters. According to Ionian myths, Lamia - a beautiful Libyan queen - was turned into a 
  vampiress by Hera for seducing Zeus and for bearing him many children. Therefore Hera 
  deformed her into a monster and murdered their offspring. Lamia spent the remainder of her 
  life roaming the earth, feeding on any baby she could find. When no infants could be found, 
  she would seduce men into having sexual intercourse with her, kill them, and eat them 
  instead. She is reputed to prey upon men and suck the blood of children. She can however kill 
  and drain a man in minutes. 
   
  The Lamia has many exceptional powers: she can control and communicate with animals 
  (including men), she has supernatural speed and strength, she has the ability to hide and 
  disguise herself, she has influence over vampires and mortals, she can change her bodily form 
  at will, and she has of course the impact of her unearthly beautiful appearance. 
   
   
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  The lamia cannot be hurt by normal weapons, only arcane and magical or holy weapons have 
  any effect. Therefore she usually doesn’t fight in hand-to-hand combat, she uses her disguise 
  to seduce her opponents. When the victim of a lamia fails a Resistance Roll against “13” he 
  gives himself in to the embraces and hot kisses of the beautiful creature. Although, if the 
  victim wants to be kissed by the woman, no roll is needed (remember it’s a ravenous female)! 
  The effect of that first kiss or embrace can be freely chosen by the referee or 1d can be rolled 
  with the following result: 1) the victim can’t hear anything for 1d hours, 2) the victim can’t 
  see anything for 1d hours, 3) the victim can’t speak for 1d hours, 4) the victim goes insane 
  (see ZENOBIA rulebook), 5) the victim can’t use his arms and legs for 1d hours and 6) the 
  victim loses 3 HITS. 
   
  After the first kiss/embrace, the demon’s truly hideous aspect is revealed. A Terror Roll is 
  made and if failed, the victim suffers a loss of HITS equal to “1d + MIGHT of the demon”. 
  Then the demon vanishes, leaving the victim stunned (if alive!). Lamia in their true aspect 
  appear as human skeletons with hideous twisted bodies, horns and claws of brass. 
   
  Mandrake 
  MIGHT 0 
  HITS 2 
  Special Attack Not Intelligent No Armour 
  This small plant (it’s not an animal!) has certainly evil powers. It’s said to grow in the 
  immediate neigbourhood of “places where executions take place”, where it nourishes itself 
  with the flesh and the blood of the criminal. It’s dangerous to pick up, as the plant lets out a 
  terrible “scream” when pulled from the ground. Anyone who doesn’t succeed in a Resistance 
  Roll suffers immediately 3 HITS. When a player throws a natural “2” he looses 5 HITS. 
   
  Manticore 
  MIGHT 7 
  HITS 14 
  2 Attacks 
  Intelligent 
  No Armour 
  Terror 2 
  A ferocious lion-like creature with a large scorpion-tail and a human head. The manticore 
  might display human-like intelligence, but it is also savage, violent and bestial. Some 
  manticores are also winged. As a breed they are loners, and live by hunting goats and other 
  wasteland game. A critical success during an attack indicates a poisoned tail strike. 
   
  Medusa 
  Medusa was one of the gorgons, although mortal! See “Gorgons” above. 
   
  Merman 
  MIGHT 4 
  HITS 6 
  1 Attack 
  Intelligent 
  No Armour 
  The mermen and mermaids are dwellers of the seas. They have their own reclusive society 
  and are mistrustful of humans. They are very wise and knowledgeable. They use spears. 
   
  Minotaur 
  MIGHT 10 
  HITS 15 
  2 Attacks 
  Not Intelligent No Armour 
  This monster has the head of a bull and the body of a muscular man and was sent by the gods 
  to Minos because of the king’s betrayal to them. The creature was enormously strong and 
  bloodthirsty and asked every year for a sacrifice of seven innocent children. Theseus slew the 
  Minotaur, but legends say that the monster’s offspring still haunt the desolated labyrinth of 
  Knossos. On a critical strike the Minotaur has caught its victim upon its horns and does every 
  combat round 2 HITS, unless the creature is killed or the victim can free himself in a MIGHT 
  versus MIGHT test. 
   
   
   
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  Nemean Lion 
  MIGHT 11 
  HITS 18 
  2 Attacks 
  Not Intelligent No Armour 
  Terror 1 
  This horrible and gigantic lion is found south of Corinth, in the village of Nemea. It’s an 
  offspring of the horrific dragon, Typhon (see later), whose roar terrifies its opponents. It is 
  however very difficult to kill, because the lion’s skin is invulnarable to arrows and slashing 
  weapons. Only blunt weapons (like clubs) or sacred weapons have any effect. On a critical 
  strike the lion has jumped his victim. The unfortunate adventurer can’t get underneath the 
  beast, unless he succeeds in a Resistance Roll against “12”. 
   
  Pegasus 
  MIGHT 8 
  HITS 12 
  1 Attack 
  Intelligent 
  No Armour 
  Pegasus is the winged horse that’s born from the blood dripping from the neck of Medusa. A 
  character of good nature can ride the horse into battle (a Horsemaster has however more 
  chance: +1 extra on every roll!). Pegasus has a speed double that of a normal horse and can 
  fly! 
   
  Rat 
  MIGHT 1 
  HITS 1 
  1 Attack 
  Not Intelligent No Armour 
  Rats live in packs of at least 6d animals. They live in dungeons and in abandoned tunnels or 
  caves. They are fearful of fire and will flee if in close contact with it. However, if they can’t 
  get away they will attack. When their bite hits home, the unlucky adventurer must roll a 
  Resistance Roll. If he succeeds nothing happens, if he fails however, he will suffer 1 HIT and 
  on a roll of 1-2 on 1d he’s infected with a disease. 
   
  Satyr 
  MIGHT 3 
  HITS 8 
  1 Attack 
  Intelligent 
  No Armour 
  Terror 2 
  A form of nature creature, satyrs have several variations. Most are human-bodied with a hairy, 
  and primitive, if muscular, appearance. They have the hoofed legs of a goat, a tail and often 
  horns sprouting from their forehead or the actual heads of goats. Satyrs live in hills and 
  forests. Some are wise, others are tribal and dangerous to outsiders. All satyrs are prone to 
  emotional fits of rage or depression. They are said to be the consorts of the god Pan. 
   
  Scorpion 
  MIGHT 4 
  HITS 1 
  1 Attack 
  Not Intelligent No Armour 
  A burrower that likes cool dark places (boots, knapsacks, bedrolls, tents...). Check for 
  concealment, rolling the scorpion's MIGHT against the potential victim's FATE. If unnoticed, 
  roll once more to see if the sting strikes home! 
   
  Scylla 
  MIGHT 11 
  HITS 15 
  6 Attacks 
  Intelligent 
  Light Armour 
  Terror 2 
  According to legend this terrible monster was once a most beautiful nymph, but the jealousy 
  of the sorceress Circe turned her into a sea monster. She has twelve feet and six heads, each 
  with three rows of teeth. Below the waist her body is made up of hideous monsters which - 
  like dogs - bark unceasingly. This monster is a real peril to all ships that pass near her. 
  Whenever a ship passes, each of the heads will seize one of the crew. On a critical strike the 
  monster swallows an unfortunate victim whole. 
   
   
   
   
   
  89
  
  Sileni 
  MIGHT 3 
  HITS 7 
  1 Attack 
  Not Intelligent No Armour 
  Sileni are woodland spirits, they are quite similar to satyrs (see above) except that their bodies 
  are half horse. They are however not centaurs, they are not civilized, said to be lecherous 
  drunkards, often bald-headed and pot-bellied. 
   
  Sirens 
  MIGHT 4 
  HITS 7 
  1 Attack 
  Intelligent 
  No Armour 
  These hybrid creatures are half bird and half woman. They are said to be the daughters of the 
  sea god. They appear in two “forms”: as birds with the heads of women or as winged women 
  with bird legs. They are known for luring sailors (to their islands or to the rocks in shallow 
  waters) with their bewitching songs. There their victims starve to death. 
   
  Skeleton 
  MIGHT 3  
  HITS 5 
  1 Attack 
  Not Intelligent No Armour 
  Terror 1 
  The animated skeleton needs a weapon to fight with. It can only be damaged properly by 
  crushing weapons, bladed weapons do a maximum of only 1 HIT to them. 
   
  Snake 
  MIGHT 5 
  HITS 1 
  1 Attack 
  Not Intelligent No Armour 
  May be a poisonous puff adder, saw-scaled viper or cobra. Snakes, too, like cool hidey-holes 
  such as tents, caves, bushes, rocks and boots. Check for concealment, rolling the snake's 
  MIGHT against the potential victim's FATE. If unnoticed, roll once more to see if the snake 
  bites home! 
   
  Sphinx 
  MIGHT 7 
  HITS 15 
  2 Attacks 
  Intelligent 
  No Armour 
  The Ionian sphinxes have no connection whatsoever with their Egyptian counterpart - except 
  in appearance! They’re living man-eating horrors, half tigress, half woman. They haunt the 
  roads near Thebes and propound riddles to each person they met. If the victim doesn’t know 
  the answer he’s slaughtered, unless he’s a brave warrior who knows how to defend himself. 
  Lucky, sphinxes are loners. With a critical strike in combat the sphinx attacks the same 
  opponent twice. 
   
  Stymphalian Bird 
  MIGHT 5  
  HITS 10 
  2 Attacks  
  Not Intelligent Heavy Armour 
  These huge long-legged monsters are flesh-eating, bronze-feathered birds of prey. They prefer 
  to wade through marshes and swampy ground searching for carrion. A critical strike indicates 
  that it launches 1d6 bronze feathers as an attack. The Adventurer must roll FATE or suffer 1 
  HIT of damage for each feather that strikes him. Some say the birds are supposed to be afraid 
  of strange/loud noises. 
   
  Strige 
  MIGHT 4 
  HITS 8 
  1 Attack 
  Intelligent 
  No Armour 
  Ionian demon that is especially active during the night. It then flies around like a bird and 
  snatches sleeping children from their cradles to eat their flesh and drink their blood. On a 
  critical strike the creature has fastened its teeth into its victim and clings to it until it’s slain, 
  the victim suffers every round 2 HITS and the strige itself gets 1 HIT back as a regeneration! 
   
   
   
  90
  
  Succubus 
  MIGHT 4 
  HITS 11 
  2 Attacks 
  Intelligent 
  No Armour 
  Terror 1 
  A Succubus is a female demon. In her natural form she looks very much like a tall and very 
  beautiful human female. Succubi cannot be harmed by normal weapons, only arcane and 
  magic weapons have any effect against them. Therefore they usually don’t fight in hand-to-
  hand combat, they use their disguise to seduce their opponents. When the victim of a 
  Succubus fails a Resistance Roll against “12” he gives himself in to the embraces and hot 
  kisses of the beautiful creature. Although, if the victim wants to be kissed by the woman, no 
  roll is needed (remember it’s a ravenous female)! 
   
  The effect of that first kiss or embrace can be freely chosen by the referee or 1d can be rolled 
  with the following result: 1) the victim can’t hear anything for 1 hour, 2) the victim can’t see 
  anything for 1 hour, 3) the victim can’t speak for 1 hour, 4) the victim goes insane (see 
  ZENOBIA rulebook p.74), 5) the victim can’t use his arms and legs for 1 hour and 6) the 
  victim loses 2 HITS. 
  After the first kiss/embrace, the demon’s truly hideous aspect is revealed. A Terror Roll is 
  made and if failed, the victim suffers a loss of HITS equal to “1d + MIGHT of the demon”. 
  Then the demon vanishes, leaving the victim stunned (if alive!). Succubi in their true aspect 
  appear as fiery humans with grotesque dog-like features, hideous twisted bodies, thick black 
  hair, leathery wings, horns and hooves of brass. Note: the Incubus is the male variation of the 
  Succubus. 
   
  Titan 
  MIGHT 20 
  HITS 35 
  2 Attacks 
  Intelligent 
  Light Armour 
  Terror 1 
  In fact the titans are a race of gods who are the “parents” and “precursors” of the Olympian 
  gods. They were defeated by this younger generation of deities, who were lead by Zeus. So a 
  titan is a divine being, enormously big (therefore its name), that sometimes interferes in the 
  things happening in the Ionian world - for better or for worse. You don’t fight a god, so you 
  also don’t fight a titan, unless you REALLY want to die. A critical strike means the titan 
  doubles its HITS! 
   
  Triton 
  MIGHT 4 
  HITS 8 
  1 Attack 
  Intelligent 
  No Armour 
  Tritons are dwellers of the seas. They are in fact evil creatures that hunt merfolk. Although 
  they are intelligent they use their knowledge for evil purposes. They use spears and tridents in 
  combat, and they are very good at it! Some scholars say that there are triton “shamans” 
  capable of using spells. 
   
  Typhon 
  MIGHT 15 
  HITS 25 
  10 Attacks 
  Not Intelligent Light Armour 
  Terror 3 
  Another name for this creature is the “Whirlwind”. This formidable monster has one hundred 
  dragon heads and either snake’s feet or a body covered in snakes. Myths tell this creature is 
  father to: the chimera, the hydra, the Nemean Lion and the sphinx. The creature can cause 
  dangerous winds and earthquakes. The monster can only attack with ten heads at a single time 
  because otherwise it will only hinder itself. With a critical strike it causes a whirlwind: 
  everyone of its opponents must succeed in a MIGHT roll against “13” or will be blown off his 
  feet, causing 1d HITS in the process, and a full combat round to get up again! 
   
   
   
   
  91
  
  Unicorn 
  MIGHT 8 
  HITS 14 
  2 Attacks 
  Intelligent 
  No Armour 
  Many Ionian scholars believe this mythical creature to exist. It’s strong, wild and fierce, 
  impossible to tame by men. The Imperial naturalist Plinie even tried to give a description of 
  the animal. The unicorn is pure white, resembling a big horse with a horn in the middle of its 
  head. This horn is said to have medicinal abilities: dust filed from the horn (the ‘alicorn’) is 
  supposed to protect against deadly diseases if mixed into a potion. It is traditionally believed 
  that the unicorn can only be captured by a naked virgin sitting under a tree. Unicorns are only 
  to be found deep in a forest or in the neighbourhood of a sacred glade. The unicorn is very 
  swift, twice as fast as a normal horse. When it gets a critical strike in combat it tramples its 
  opponent for double damage. 
   
  Werewolf 
  MIGHT 5 
  HITS 10 
  1 Attack 
  Not Intelligent No Armour 
  A werewolf is a vile creature of the night. Another name for it is lycanthrope (‘lycanthropy’ is 
  also the desease one can get if bitten by a werewolf!). In fact those creatures are humans who 
  are able to shapechange, but not of their own free will. During periods of full moon the 
  changing takes place and from that instant on the ‘former human’ is bereft of all his human 
  abilities, he’s nothing more than a vicious monster that’s out for the kill. When a werewolf 
  succeeds in a critical strike the victim will almost certainly be affected with the lycanthropy 
  disease (1-5 on 1d). This results in the victim becoming a werewolf himself, unless divine 
  help can stop the process or someone can find “club moss”, a little plant that has the ability to 
  cure the disease (usually found in hilly regions and/or in the neighbourhood of abandoned 
  ruins). A victim who is threatened with the lycanthropy desease has only 24 hours to get 
  cured, otherwise the process will be irreversible. A werewolf can only be hurt by silver or 
  holy weapons. 
   
  Wind Child 
  MIGHT 3 
  HITS 7 
  1 Attack 
  Intelligent  
  No Armour 
  These humanoids live in the mountains of the world, apart from the cities of mankind. They 
  are blessed by the gods, there were originally only seven, the Seven Sages. Wind Children are 
  very wise and learned. Slow to do battle, but ruthless when pushed. They live in small groups. 
  Wind Children use swords, javelins, axes, daggers and bows. 
   
  Wolf 
  MIGHT 3 
  HITS 6 
  1 Attack 
  Not Intelligent No Armour 
  Wolves operate in small packs (1d), rarely attacking humans unless desperate. 
  A wolf has enough meat to feed one man for 2-3 days (IF the meat is preserved in the right 
  way), although the flesh of a wolf is rarely eaten! 
   
  Zombie 
  MIGHT 3 
  HITS 6 
  1 Attack 
  Not Intelligent No Armour 
  Terror 1 
  Other than a skeleton, a zombie can fight with its disease infected claws or with its teeth. If it 
  has but one HIT remaining, it will still keep on fighting. It’ll only stop when it “drops dead”. 
  On a critical strike it has its opponent infected with a disease. Zombies mostly attack in 
  “packs” (2d), but... they are slower than their human opponents. 
   
   
   
   
   
  92
  
  VII   PHILOSOPHY 
   
   
  “All men by nature desire to 
  know”  
                                       Aristotle                            
   
   
  The 
  Philosopher 
  is 
  already 
  mentioned in the basic ZENOBIA 
  rulebook, they are the wise men of 
  the Empire: scolars, scientists, 
  inventors and their ilk. Because 
  however philosophy and Ionia are 
  always mentioned in one breath, 
  the meaning of this section is to 
  enhance 
  the 
  “Philosopher’s 
  Treasure Table” and his “Power 
  List”, thereby giving its Ionian 
  counterpart 
  some 
  more 
  possibilities.  
   
  Indeed they are worth mentioning 
  again, because between 1000 AUC 
  and 1010 AUC there were a few 
  important Philosophers who lived 
  in Ionia (or moved to the Eternal 
  City) where they published their 
  teachings. Among them were 
  Diogenes Laertius who wrote a 
  script on “Lives, Teachings and 
  Sayings of Famous Philosophers”. 
  It was - already in its time - a very useful sourcebook. Another major Philosopher of those 
  years was Plotinus, he transformed Plato’s philosophy into a school called “Neoplatonism”. 
  His work “Enneads” had a wide-ranging influence on thought for at least 1400 years! 
   
  For all the other things (becoming a Philosopher, creating attributes, etc...) I refer to the basic 
  . THE PHILOSOPHER’S TREASURE TABLE 
  hen you create your Philosopher and you succeed in a successful MIGHT roll for “10” or 
  ZENOBIA rulebook, there you’ll find all that you need. 
   
   
  1
   
  W
  more, you’ll get a bonus. This bonus is always a roll on the Philosopher’s Treasure Table. 
  With the new added items - and being from Ionia - you are however allowed to roll 2d on the 
  enhanced table below. Let’s get straight however, this is only allowed to Ionian characters, 
  not to characters from any other kingdom, province, region or empire! 
   
   
  93
  
  Philosopher’s Treasure Table 
  2d 
  Treasure 
  2 
  Phial of Invisible Ink: most Philosophers know the secret of reading invisible ink if 
  they suspect its use. 
  Magnifying Lens: a 
  4 
  Alchemist’s Gold (Fool’s Gold): these coins have the equivalent of 1000 denarii, they 
  look like gold but don’t have in fact any value at all. 
  Hourglass: an instrument in clear glass that measure
  “cycle” is the equivalent of one hour. 
  Magnetic Compass: can be of very mu
  7 
  Folding Mirror: perfect mirror in a rectangular folding wooden case. 
  8 
  Any One Potion: the Philosopher must however be able to brew the potion he chooses. 
  9 
  Magnetic Weight: small metal weight that is a magnet, shaped into a star. 
  10 Telescopic Pole: this pole is 30cm. long but can extend out to 3m. Lots of uses! 
  11 Dowsing Rod: this device can detect underground water reservoirs. 
  12 Treasure Rod: light metallic rod which begins to quiver whenever there’s precious 
  metal nearby. 
  3 
  simple convex lens. 
  5 
  s the passage of time. A complete 
  6 
  ch use in a lot of situations. 
   
  . NEW PHILOSOPHER’S POWERS 
   the paragraphs below there are some new Philopher’s Powers. Only the Ionian Philosopher 
  etect Undead: With this power the Philosopher will know if there any undead within a 10m. 
  evitation: This power enables the Philosopher to make one object (himself, another person, 
  otion of Clairaudience: For the cost of 250 denarii in materials the Philosopher can create a 
  otion of Clairvoyance: For the cost of 250 denarii in materials the Philosopher can create a 
  otion of Deminishing: For the cost of 300 denarii in materials the Philosopher can create a 
   
  2
   
  In
  can choose among those powers and among those given in the basic ZENOBIA rulebook! 
   
  D
  range. If this is the case he’ll know exactly where the creatures are. If they are however 
  further away than 10m. then he only knows the exact direction where they are. 
   
  L
  a chest, etc...) weightless. This weightlessness lasts 10 minutes for every LEARNING point 
  the Philosopher has. 
   
  P
  single phial of this potion. It takes one day to brew the potion. When the Philosopher drinks 
  the contents he can hear in his mind the noises or conversations in a room or place where he 
  has already been - or that he personally knows. The distance or range is of no influence. This 
  power works for about 2d minutes. 
   
  P
  single phial of this potion. It takes one day to brew the potion. When the Philosopher drinks 
  the contents he can see in his mind a room or place where he has already been - or that he 
  personally knows. The distance or range has no effect, but if the area is dark, he cannot see 
  anything at all. This power works for about 2d minutes. 
   
  P
  single phial of this potion. It takes two days to brew the potion. When the Philosopher drinks 
  the contents he shrinks to one tenth of his normal size, and this together with all of the 
  equipment and clothing that he’s carrying. This power lasts for one hour. 
   
   
  94
  
  Potion of Enhanced Taste: For the cost of 250 denarii in materials the Philosopher can create 
  otion of Flying: : For the cost of 500 denarii in materials the Philosopher can create a single 
  otion of Gaseous Form: For the cost of 800 denarii in materials the Philosopher can create a 
  otion of Invisibility: For the cost of 1200 denarii in materials the Philosopher can create a 
  otion of Speed: For the cost of 200 denarii in materials the Philosopher can create a single 
  otion of Water Breathing: For the cost of 1000 denarii in materials the Philosopher can 
  otion of Water Walking: For the cost of 600 denarii in materials the Philosopher can create 
  alk with the Dead: For the cost of 1500 denarii in materials the Philosopher can create a 
  a single phial of this potion. It takes one day to brew the potion. When the Philosopher drinks 
  the contents he is able to taste everything much better, he will for example be able to taste if 
  the food is poisoned. This power lasts for ten minutes. 
   
  P
  phial of this potion. It takes three days to brew the potion. When the Philosopher drinks the 
  contents he is able to move through the air at a speed equal to normal ‘walking speed’. This 
  power lasts for one hour. 
   
  P
  single phial of this potion. It takes four days to brew the potion. When the Philosopher drinks 
  the contents his body and all that he wears and carries become gaseous in form and able to 
  flow. He’ll also be transparent and insubstantial, wavering and shifting, able to enter any 
  space which is not “airtight”! In this form he cannot be harmed, except by sacred or magical 
  weapons. The power lasts for one hour. 
   
  P
  single phial of this potion. It takes two days to brew the potion. When the Philosopher drinks 
  the contents his body and all that he wears and carries become totally invisible. He can’t 
  however eliminate the fact that his footsteps will leave marks in soft substances, or that he 
  makes noise when he moves, etc... When he is envolved in a fight he’ll become visible again. 
  The power lasts 30 minutes. 
   
  P
  phial of this potion. It takes one day to brew the potion. When the Philosopher drinks the 
  contents his speed will be doubled, he then even can attack or defend twice in the same 
  combat round. The effect lasts for one hour. 
   
  P
  create a single phial of this potion. It takes three days to brew the potion. When the 
  Philosopher drinks the contents he’s able to breathe underneath every liquid surface. The 
  effect lasts for one hour. 
   
  P
  a single phial of this potion. It takes two days to brew the potion. When the Philosopher 
  drinks the contents he can walk upon every liquid surface as if on normal ground. The effect 
  lasts 30 minutes. 
   
  T
  single phial of this potion. It takes five days to brew the potion. When the Philosopher drinks 
  the contents he can talk with the dead. However he must succeed in a Terror test whenever 
  this is needed/asked for. He can only ask questions that can be answered by “yes” or “no”! 
  The number of questions he can ask with the use of a single phial is equal to his LEARNING 
  attribute! 
   
   
   
   
   
   
  95
  
  VIII   TREASURES 
   
   
  Treasures should fit both the adventure being played and the setting of that adventure. In a 
  oins
  mended that the referee tailors the treasures to the 
  tomb raid, the treasures most likely to be recovered will be grave goods left with the corpse, 
  furniture, finely worked pottery, jewellery and other items. The treasure recovered from the 
  house of a farmer will be non-existent! The treasure recovered 
  from the lair of a monster will probably be made up of the 
  monster’s victims: spears, shields, silver denarii, swords, etc. 
  Adventurers will be on the look out for silver and for jewels. For 
  jewels, the referee should refer to the Special Items list (below). 
   
   
  C
   
  It is recom
  adventure being played. Sometimes, however, a treasure is 
  required out of the blue. Roll on the following table: 
   
  Random Treasure Table 
  1d 
  Item 
  1-2 
  20-120 silver denarii 
  3 
  100-600 silver denarii 
  4 
  300-1800 silver denarii (roll 2d and multiply the result by 150) 
  5 
  Special item 
  6 
  Special item and 300-1800 silver denarii (roll 2d and multiply the result by 150) 
   
  pecial Items
  tain objects, usually of magical or sacred origin, that form the true 
  egis Shield - The goatskin shield of Athena bears the head of Medusa upon it. An opponent 
   
  S
   
  Special Items are cer
  treasures of the game. The referee can place one or two of these treasures within the 
  adventure, or wait for the table above to ‘throw up’ such an item. Referees should note that 
  magic items in ZENOBIA are not simply swords or pieces of armour that provide some 
  simple dice modifier, a magical item is usually magical because of 1) who has previously 
  owned it; or 2) what it has previously done or been used for. Many of the items are unique, 
  once-only objects wielded in the days of myth and legend by heroes such as Hercules and 
  Perseus. These heroes - considered gods - imbued their weapons and equipment with a portion 
  of their mythic presence and these items continue to display magical powers. But remember - 
  each of these heroic items is unique. Those in this list are of particular interest in Ionia and 
  some will be virtually impossible to find in the Desert Kingdoms or the Northern Forests. Feel 
  free to utilise the pages of myth and legend to come up with more special items. What about 
  the staff of Moses? Nero’s lyre? Spartacus’ manicae? And so on ... 
   
  A
  looking at this shield will be petrified for 1 hour unless he succeeds in a Resistance Roll 
  against “15”. A ‘fail’ (= natural “2”) will however have a lasting effect, unless the victim is 
  helped by powerful magic or by the gods. 
   
   
  96
  
  Ariadne’s Thread - This normal looking twine can be of an invaluable help for explorers of 
  rm of Talos - The arm of the giant Talos is made of pure bronze. It’s power lies in the fact 
  rmour of Achilles - The plate cuirass, greaves, manicae and helmet of the famous hero 
  thena’s Bridle - With this bridle every horse can be tamed, furthermore the owner can learn 
  lood of Medusa - The legend says that deep in the bowels of the earth there must be an 
  ow of Heracles - A magnificent bow accompanied by a quiver with five arrows. These 
  ow of Paris - The legendary bow that killed Achilles. There’s only one arrow coming with it 
  hariot of Achilles - This beautifully ornated chariot is pulled by two immortal horses. Its 
  ragon Teeth of Colchis - These magical teeth (five in total) have in fact the same effect as 
  ye of the Graii - This magic ball enables its user to “see” into a room that’s located behind a 
  wall. If there is no light in the target room than the user can still see, but only as if it would be 
  twilight. The eye can be used three times, thereafter it cannot be used for three days. 
  the many Ionian labyrinths and for “dungeoncrawlers” alike. It is unbreakable and endless (it 
  can be extended limitless). 
   
  A
  that it can control gravity. With one swipe of this arm the wearer can ‘throw’ an enemy away 
  who is within a 10m. range. The enemy will be knocked down as if hit with the force of a 
  whirlwind and he will therefore lose 1d HITS in the process. If he succeeds in a Resistance 
  Roll he won’t however be stunned, otherwise he’s stunned for 10 minutes. Every use of this 
  weapon will cost the wearer the equivalent of 1 MIGHT point. When his MIGHT points reach 
  “1” the arm cannot be used anymore until the wearer has completely recovered from his 
  exertions. This happens in the same way as recovering from HITS, but at double speed (see 
  the basic ZENOBIA rulebook)! Note: if the referee allows it, the arm can also be used to 
  remove objects like rocks and debris! 
   
  A
  Achilles are said to give their wearer not only the normal protection, they also have the effect 
  that the wearer cannot get crippling blows in a combat, except to the throat. 
   
  A
  the horse a number of tricks double to his LEARNING score! 
   
  B
  earthen phial that contains a little portion of Medusa’s blood. When a few drops of it are 
  mixed with the foam of the sea, a pegasus wil be born, which will only listen to the one who 
  ‘created’ it. 
   
  B
  arrows are deadly against creatures of the night, doing double damage. The bow can however 
  not be used if the MIGHT score of the user is less than “7”. 
   
  B
  (other arrows cannot be fired with this magical weapon!), but it always finds its mark when 
  the target is within the 100m. range. It can however fire up to 200m. and it then gets a hit with 
  a score of “1-5” on 1d. When the arrow hits the target it automatically does 6 HITS. The bow 
  can only be used three times in a week. 
   
  C
  speed is extraordinary, its horses being thrice as swift as normal horses, and being able to fly 
  at the same speed. 
   
  D
  any extremely fast growing plant seed. If a tooth is put into the ground it will instantly “give 
  birth” to a totally equiped warrior who wil help the Adventurer in a combat. If the warrior is 
  slain during combat, the tooth is lost forever; if not, the warrior will become dust and the 
  tooth can be used again. 
   
  E
   
  97
  
   
  Golden Apples of the Hesperides - The adventurer who eats such an apple is strengthened for 
  1d hours. He’ll not be fatigued, and, if in combat, the HITS inflicted by his enemy will be cut 
  y half (rounded down). When such a treasure is discovered there always will be 4-6 apples. 
  r 
  n edge in combat, inspiring awe in his opponents. Being confronted with this arcane armour 
  es greater. He can now 
  arry a number of items equal to his “MIGHT + 20” and he gets an extra “+1” combat bonus 
  n to every possible destination. A command word must be given together with 
  e destination, for the fleece to soar up in the sky at a travel speed of 35km/hr. The fleece can 
  ne extra HIT after a good night’s rest. After three uses, the 
   area 1,5 times that of 
   normal torch. Furthermore the sacred wood it’s made of will 
   
  lso everything he’s wearing and carrying). Th
  s soon as the helmet has been used a second time it cannot be used again for 1 week. Perseus 
  HITS. The pitcher can be used three times, thereafter its effect is 
  egated for three days. 
  lly modest-sized jewel (roll 2d x 250). 
  b
   
  Golden Breastplate of Heracles - This golden mail cuirass of the famous hero Heracles was 
  made by the god Hephaistos and is sought after by many adventurers. It will give its weare
  a
  will make the opponent lose a great deal of his self-esteem and courage. Therefore he must 
  succeed in a Terror Roll (treating the armour as terror 2) or flee the combat. What the result 
  may be, the wearer of the armour has always the initiative in combat. 
   
  Girdle of Hippolyta - Hippolyta, the amazon queen who was beaten by Heracles, had a girdle 
  of might. Whoever puts on this artefact will find that his power becom
  c
  in every fight. 
   
  Golden Fleece - This consecrated fleece of a divine ram has the power to bring the owner and 
  one other perso
  th
  carry two persons and their equipment. The command word (and other simple commands as 
  lower, higher, left, right, under, over) will automatically be known to the owner of the fleece. 
   
  Hebe’s Beaker - This drinking vessel has a special power: 
  whenever a drink is poured into it, it will let the drinker restore 
  o
  arcane powers must be restored during a period of three days, 
  in this period the beaker cannot be used. 
   
  Hecate’s Torch - This torch is set alight by a simple command 
  word, known to its user. It illuminates an
  a
  never burn away! 
   
  Helmet of Invisibility - This helm - given to the god Hades by
  wearer invisible (a
   the Cyclops - will make its
  e effect lasts for 1 hour, but 
  a
  was given this helm by the god on his quest to kill the monstrous Medusa (see also the section 
  “Labyrinths of Ionia”). 
   
  Holy Pitcher - This jar contains the drink of the gods, whenever someone drinks from it, that 
  person will regain 4-6 
  n
   
  Jewels - Any one of several precious stones (roll on the table below for ideas), worth 500-
  3000 denarii for a typica
   
   
   
   
   
  98
  
  1d 
  Semi-Precious Stone 
  Typical Colour 
  1 
  Jasper 
  Mottled Red, Green or Yellow 
  2 
  Amethyst 
  Purple 
  3 
  Carnelian 
  Reddish-Yellow 
  4 
  Quartz 
  Milky White 
  5 
  Chalcedony 
  hite 
  Bluish-W
  6 
  Turquoise 
  Blue-Green or Sk
  ey
   Hermes - Th
  it into any lock
  an be ‘blessed’ again in a
  y Blue 
   
  K
   of
  is sacred brazen key will f
   and thus open any door. It can 
  however only be used once! Some say that it c
   temple, dedicated to 
  ermes, to regain its godly power. 
  roll or action can be redone. This will negate the previous 
  ffect, although the “new effect” must be accepted. Once the lyre has been used its power 
  very labyrinth he entered. 
  o this map will allow its user to find his way out when he’s stuck inside a maze. It only can 
  erself. Its glass is also golden, but instead of reflecting the face of the observer, it 
  hows nothing at all! Instead it shows that person’s feelings and emotions to the owner of the 
  henever an arrow or a throwing weapon is used 
  gainst its owner, those missiles are stuck into the shield and magically “dissolve” upon 
  gainst every form of fire (also magical one). 
  trating weapons (spears, swords, etc...) 
  ill have no effect at all, blunt weapons however (e.g. clubs) do normal damage. 
  y wounds or 
  its it does. Furthermore, the range of this arcane weapon is twice as far as normal. 
  mediately 
  ave his body, giving him 1-3 HITS back in the proces. A wounded person (not poisoned or 
  H
   
  Lyre of Apollo - When played, this arcane instrument can call upon Apollo’s help. In the 
  game this means that every one die 
  e
  cannot be called upon again before two days (48 hours) have gone! 
   
  Map of Daedalus - Being one of Ionia’s most renowned builders of labyrinths, it’s told that 
  Daedalus had some magical maps that could show him the way in e
  S
  be used once! How many of those maps are left, no one can tell, except the gods and the 
  referee (a suggestion to the referee: don’t spoil your game with too much of those powerful 
  items)! 
   
  Mirror of Aphrodite - This mirror is made of gold, fashioned in the likeness of the goddess of 
  beauty h
  s
  mirror, who is on the riverse side of it (holding the mirror up to him). So the owner knows for 
  sure if the person looking in it is happy, angry, feeling good, even if he’s lying (although he 
  will not know what the nature of the lie is). 
   
  Shield of Achilles - This big round shield can (except from his normal use!) be used as a 
  magnet for arrows and throwing weapons. W
  a
  impact. 
   
  Shield of the Hydra - A rectangular shield made out of the hide of the Hydra. It protects its 
  wearer a
   
  Skin of the Nemean Lion - A man wearing the skin of this legendary beast (killed by 
  Heracles) is almost invulnarable. Piercing and pene
  w
   
  Spear of Ares - The spear of the god of war is very special, it doesn’t give additional HITS, 
  but it counters the effect of non-magical armour! Normal armour cannot stop an
  h
   
  Staff of Asklepios - This normal looking staff with its entwined serpents has formidable 
  healing powers. When a person is touched with it, all sickness and poison will im
  le
   
  99
  
  sick) will get 4-6 HITS back. However, the staff cannot restore someone back to life! 
  Whenever the staff has been used twice a day, its powers cannot be used again for 36 hours. 
   
  Staff of Prometheus - This “staff of fire” will allow its wielder to attack an enemy from a 
  distance with balls of fire. The enemy must be within a 10m. range and will suffer 1-3 HITS 
  nless he succeeds in a Resistance Roll. The staff can shoot its fireballs only three times a 
  ielder can therefore attack two times every second combat round. Furthermore 
  e weapon is unbreakable. 
   a constant ‘flush’, which will give him “-1” on every test he will 
  ave to take. 
  forces of nature (or “conjure” them). It will however cost him 1 FATE to proof 
  is ‘fate’ in the power of the sea god. The staff can only be used once every week! 
   as far and 
  ouble as high as normal! 
  und twice. 
  u
  day. Furthermore the staff can burn down obstacles or illuminate the inside of an otherwise 
  dark place. 
   
  Sword of Heracles - Being utterly balanced this arcane weapon strikes faster then any other 
  sword, the w
  th
   
  Thyrsos of Dionysos - This cursed staff will lower the FATE score of its owner by one point. 
  Furthermore, the owner is in
  h
   
  Trident of Poseidon - The owner of this trident can control the storms and the seas, actually 
  ‘calming’ the 
  h
   
  Winged Boots of Hermes - These boots (or sandals) will fit everyone who tries them on. They 
  will double the normal speed of the person wearing them. He can also jump double
  d
   
  Note: if the referee sees fit, the user can use his extraordinary speed also in combat, and strike 
  (or parry!) every combat ro
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  100
  
  IX   LABRYINTHS OF IONIA 
   
  Here you’ll find the most important myths of Ionia, together with some a
  wetten the appetite of the referee. First of all I want to refer to “secton 
  dventure seeds to 
  XII” of the basic 
  ENOBIA rulebook “Adventure Toolkit” where the referees will find a whole lot of useful 
   eight broad terrain categories: 
  ts where few humans have ever been. 
  ill - Gentle slopes covered with grass and trees. 
  . 
   waded, includes lakes. 
   becoming mountain). 
  n type to another. More 
  ommon however is a region that displays two types of terrain together - a patch of marsh in a 
  ea Coast - 20 km/day on foot, 40 km/day on horseback, 45 km/day by boat. 
  ection of suitable hazards are included with 
   than rely on the 
  him of the dice. This means that he can weave the encounters into the fabric of the game’s 
  es and towns is the cultivated land, the farmland, orchards, vineyards, olive 
  roves and pasturage that forms the life blood of any settlement. Dotted throughout the land 
  rmsteads, and separating the farmland are low hills, scattered woods, and 
  Z
  information to run an adventure or a campaign. Please, do read it, you’ll only be helping 
  yourself. The only thing that will be repeated from the pages of the basic rulebook are the 
  “encounter tables” because they can vary as a result of the difference in the Ionian landscape 
  and its inhabitants, be it men or animals. Therefore we will again consider the terrain and its 
  possible hazards. 
   
  First you’ve got to select a terrain that best fits your story. In ZENOBIA we classify the 
  world of Ionia into
   
  Cultivated Land - Farmland and pasture intermittently cut by lanes, walls and ditches. 
  Forest - In some parts of Ionia there are deep fores
  H
  Marsh - Lakes and flooded plains full of reed beds and scattered islands of firm ground
  Mountain - High mountain slopes, peaks and valleys as well as hills and vales. 
  River - Any channel of water that cannot be safely
  Sea Coast - Ionia’s life and history depends for a great deal on the sea. 
  Steppe - Dry grassland, scrubland and rolling steppe with few trees. 
   
  One terrain usually blurs imperceptibly with another (such as hill-land
  In some instances there can be a distinct change from one terrai
  c
  grassland for example. In such cases the referee uses the slowest travel rate of the two, but is 
  free to pick wild animals and hazards from either terrain description (within reason). The river 
  terrain is an exception to both of these rules, see the River section that follows. Travel rates 
  are included in the section called Travel (p.101 in the basic ZENOBIA rulebook). There are 
  however a few terrain types that are new and need mentioning: 
   
  Forest - 15 km/day on foot or horseback 
  Hill - 10 km/day on foot, 20 km/day on horseback 
  S
   
  Details of how to carry out random rolls for the sel
  each terrain type, but the referee is encouraged to select a few himself rather
  w
  plot if needed. 
   
  Cultivated Land 
  Around the citi
  g
  are villages and fa
  barren rough land, etc. Cultivated Land is where the majority of the people of ZENOBIA 
  live. The hazards to be encountered in such a terrain will be almost wholly human, with a 
  small chance of creatures. 
   
   
  101
  
  Roll 1d twice each day, on a “4-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Rainstorm 
  3 
  Bandits (2-12) 
  -5 
  Residents at work 
  trol (4-24) 
  30) 
  n 
  ) 
   
  e hunting or travelling 
       
  Deer 
  r 
  Forest 
  There are quite a few forests in Ionia
  e so vast that few adventurers have ever been to 
  the heart of it. The most well-known forested region is the vast province of Chalcidice. Here 
  le live off the forest, because a great deal of them are foresters. 
  dits (2-12) 
   
  Foresters at work 
  an tunnel or vault 
  ries (2-7) 
   
  d, etc...) 
  lf 
  3     
  Giant Snake (1-2) 
   
   
   
   
   
  4
  6 
  Legionaries on pa
  7 
  Merchant caravan (5-
  8 
  Religious processio
  9 
  Adventurers/Mercenaries (2-7
  10
  Local noble with entourag
  11 
  Villagers seeking help 
  12 
  Monster. Roll 1d: 
  1     
  Goat 
   
   
   
   
  2     
  Snake or Scorpion 
   
   
   
   
  3
   
   
   
   
  4 
  Boar 
  5 
  Wolf (1-3) 
  6 
  Centau
   
  , some ar
  the peop
   
  Roll 1d twice each day, on a “5-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Thunder & lightning 
  3 
  Ban
  4
  5 
  Old/new animal trap 
  6 
  Abandoned cabin 
  7 
  Entrance to a subterrane
  8 
  Adventurers/Mercena
  9 
  Hunters (1-6) 
  10
  Lost weapon (arcane, rusted, broken, curse
  11-12 Monster. Roll 2d: 
  2     
  Werewo
   
   
   
   
   
   
   
   
  4     
  Giant Boar (1-2) 
   
   
   
   
  5 
  Bear 
  6 
  Deer (1-6) 
   
   
   
   
  7    
  Boar (2-4) 
   
   
   
   
  8 
  Snake (1-2) 
  9 
  Wolf (2-7) 
   
   
   
   
  10 
  Satyrs (2-4)
   
   
   
   
  11 
  Sileni (1-2) 
   
   
   
   
  12 
  Dryads (1-6) 
   
   
   
   
  102
  
  Hill 
  ostly the hills are gentle slopes covered with grass (good for cultivating land) and trees 
  ometimes in such numbers that they are arranged into real forests). Most people that live 
  are farmers and sheepherders. Hills are however also a hiding-place for people 
  nters (2-7) or hunting party of local noble 
   
  Farmer at work or sheepherder with his flock 
  ush 
  s with loot (2-7) 
   
   help, villagers attacking the adventurers, etc... 
   
  2     
  Cyclops 
  lf (only by full moon) 
  Marsh 
  rshes
  re fo
  ed b
  eat
   they create reed-choked 
  etlands, swamps and marshlands, inter-cut by waterways and streams, lakes and muddy 
  arshes are home to abundant wildlife and to many different kinds of people, some 
  p or river barge passing through 
  -5 
  Bandits (2-12) 
  isoners/slaves (3-18) 
  ting 
   visibility, and speed by half 
   
  owl or other game 
   
  nts of 2d will pull them out. 
  ake 
  alian Birds (1-6) 
   
  M
  (s
  here 
  desperately wanting to stay out of the hands of the law. 
   
  Roll 1d twice each day, on a “5-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Thunderstorm 
  3 
  Hu
  4
  5 
  Bandits (2-12) 
  6 
  Abandoned mine shaft 
  7 
  Escaped prisoners or cutthroats (1-6) 
  8 
  Old/new trap or Amb
  9 
  Adventurers/Mercenarie
  10 
  Deserted village 
  11
  Trouble: villagers seeking
  12
  Monster. Roll 1d: 
  1     
  Bear (1-2) 
   
   
   
   
  3     
  Furies 
   
   
   
   
  4 
  goat (2-12) 
  5 
  griffin 
   
   
   
   
  6    
  werewo
   
  Most ma
   a
  rm
  y gr
   rivers that flow so sluggishly
  w
  flats. M
  legitimate - others exiles and rebels hiding amongst the waterways and reed islands. 
   
  Roll 1d twice each day, on a “5-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Rainstorm and local flooding 
  3 
  Shi
  4
  6 
  Rebels, refugees or escaped pr
  7 
  Residents at work fishing or reed cut
  8 
  Tall grass - reduces
  9 
  Adventurers/Mercenaries (2-7) 
  10
  Local noble with entourage hunting wildf
  11
  Quicksand - Characters sinking fast! MIGHT poi
  12 
  Monster. Roll 1d: 
  1 
  Giant Sn
   
   
   
   
  2     
  Snake 
   
   
   
   
  3     
  Hydra 
   
   
   
   
  4 
  Deer 
   
   
   
   
  5  
  Stymph
   
   
   
   
  6    
  Basilisk
   
  103
  
   
  Mountain 
  Mountain terrain is an amalgam of very rough rocky terrain as well as high plateau and 
  aditional forest-clad mountains. There are many mountain ranges in ZENOBIA, from the 
  he Sinai, the Lebanese to the Taurus, and - in Ionia - from the Taygetos to the 
  es 
   
  Rockfall 
  harp cliff - impassable, requiring long detour 
  lizzard in winter) 
  : 
  2  
  Griffin 
   
  Wind Child 
    
  ear 
   
  rs. But also in Ionia the rivers still 
  rovide a method of transportation, and a living for the lightermen who handle the barges and 
  ats. This terrain feature assumes that a river or lake is too deep to be waded or easily 
  nstorm and local flooding 
   
  Tall grass - reduces visibility to the bank 
  ping, washing, hauling water etc. 
  arket (1-3) 
  ssing through 
  tr
  Zagros to t
  Parnassus. Travel through these rocky ranges is often by narrow and winding donkey paths. 
  Few people live at these altitudes, there is little land to farm and almost no grazing land for 
  sheep, except in some hidden fertile valleys. 
   
  Roll 1d twice each day, on a “5-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Hermit/Magician 
  3 
  Cav
  4
  5 
  Bandits (2-12) 
  6 
  Crevasse or s
  7 
  Waterfall 
  8 
  Rainstorm (may be b
  9 
  Mountain Shepherds (2-7) 
  10-12 Monster. Roll 2d
   
   
   
   
  3  
  Manticore
   
   
   
   
  4     
   
   
   
   
  5   
  Harpy 
   
   
   
   
  6     
  Goats (2-12) 
   
   
   
   
  7    
  Wolves (2-7) 
   
   
   
   
  8     
  Cave B
   
   
   
   
  9     
  Cyclopes 
   
   
   
   
  10 
  Bats (10-60) 
   
   
   
   
  11-12  Eagle (1-2) 
   
  River 
  The great civilisations were formed around great rive
  p
  riverbo
  swum. In other words it is a fairly substantial body of water. Travel through this terrain 
  assumes use of a boat or barge. 
   
  Roll 1d twice each day, on a “4-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Sandbar or ford 
  3 
  Rai
  4
  5 
  Bandits (2-12) 
  6 
  Residents at work fishing, trap
  7 
  Local boats, fishing or carrying goods to m
  8 
  Ship or river barge pa
  9 
  Current - unexpected current pulls vessel into bank 
  10 
  Hailstorm makes vessel uncontrollable 
   
  104
  
  11 
  Abandoned fisher’s lodge 
  12
  Monster. Roll 1d: 
  1-2 
  Giant Snake 
   
  ylla (if near the sea) 
   
   
  Sea Coast 
  d aound the classical world thanks 
   its seagoing vessels. The sea is the artery of Ionia’s economical life. 
  nstorm and “high sea” (tidal waves with a roll of “1-2” on 1d) 
   
  Tidal flow makes harbouring very difficult 
  -12) 
  rket (1-3) 
  h 
   
  Hydra 
  3 
  Snake 
   
   
   
   
   
   
  Steppe 
  ses, scrub and undulating hills and 
  lopes. It is perfectly possible that it borders cultivated land and the steppe may in places even 
  oods and dry meadows. Water is difficult to find in the hot summer months. 
  Grass fire 
   
  Nomad graves and holy site 
  n (5-30) 
  , and speed by half 
  -12 
  Wolves (1-6) 
  Centaur (1-3) 
  3 
  Nehemian Lion 
  3 
  Snake 
  4  
  Sc
   
   
   
   
  5-6 
  Merman (2-4)
  Ionia is a land surrounded by the sea, its culture was sprea
  to
   
  Roll 1d twice each day, on a “4-6” result there will be an encounter. Then roll on the table 
  using 2d: 
   
  2 
  Sandbar or ford 
  3 
  Rai
  4
  5 
  Beachcombers (2
  6 
  Residents at work fishing, trapping, washing, hauling water etc. 
  7 
  Local boats, fishing or carrying goods to ma
  8 
  Ship or barge passing throug
  9 
  Current - unexpected current pulls vessel into bank 
  10 
  Abandoned lighthouse 
  11 
  Shipwreck 
  12
  Monster. Roll 1d: 
   1 
  Syrens (1d) 
   
   
   
   
   2 
  4  
  Scylla 
  5 
  Kraken 
   6 
  Tritons (1-3)
  Steppeland is flat and semi-arid, covered with dry gras
  s
  support w
   
  Roll 1d twice each day, on a “6” result there will be an encounter. Then roll on the table using 
  2d: 
   
  2 
  Soldiers on patrol or on the march (6-36) 
  3 
  4
  5 
  Nomad raiders (4-24) 
  6 
  Merchant carava
  7  
  Tall grass - reduces visibility
  8 
  Nomad clan (20-120) 
  9 
  Previous campsite 
  10 
  Hermit or outcast 
  11
  Monster. Roll 1d: 
  1 
   
   
   
   
  2 
   
   
   
   
   
  105
  
   
   
   
   
  4 
  Giant Snake 
   
   
   
   
  5 
  Manticore 
   
   
   
   
  6 
  Chimera 
   
   
  Adventure Seeds & Myths 
  Ideas, concepts, cameos, fragments and pieces of lore that can germinate and become a great 
  f many different directions and can branch out to 
  abuse these adventure seeds as required! 
   the once 
  mous city of Mycenae. The “new” city (barely a village…) stands upon the proud remains 
  g into a labyrinth-like maze underneath it. But is there still 
   the locals - that those 
  laces are haunted by ghosts of the past, ghosts that would rather be left alone. The region of 
  n, 
  nd especially the one about the Golden Fleece. The legendary hero went to Colchis in search 
  adventure. They may sprout in any one o
  create a wholly unexpected ending. Use or 
   
  Adventure in Argolis 
  Argolis is a place where many adventurers will try their luck, especially the site of
  fa
  of ancient Mycenae, tunnels leadin
  anything to be found? Or is it a place haunted by its famous past? A place where the offspring 
  of the cyclops still dwell who created the - now ruined - gigantic walls? And what about the 
  Treasury of Atreus? Where was it situated? Was it a big chamber now located somewhere 
  underground? And are there still any valuable objects to retrieve? 
   
  The adventurers can also search the strange beehive tombs that are outside the old city walls. 
  The question is, if this will be worth the risk, because it is said - by
  p
  Argolis itself is full of valleys and caves, waiting to be explored; but take care not to fall 
  down in any of the pits in those long deserted caves. Or are they in fact not deserted at all? 
   
  Another Hunt for the Golden Fleece 
  One of the most intriguing myths of Ionia is the one about the adventures of the hero Jaso
  a
   
  106
  
  for that much wanted arcane item. But he didn’t only bring the Golden Fleece, he also brought 
  d in the Aegean Sea. The Atlantean civilisation was 
  bulously wealthy, cultured and sophisticated, with sprawling palaces and mountain-top 
  yed Atlantis, forcing it below the waves. Only the tiny island of 
  are in Delphi one of them will visit the famous sanctuary and ask the 
  racle to hear what his future will be. Because the oracles are always open to interpretation 
   opposing meanings, this is for example what he will hear: You will 
   ago, Talos was the warden of Crete. Some considered this bronzen giant to be 
  e work of Hephaistos, others said he was created by Daedalus. Talos circled the island three 
  wed rocks at any ship which tried to approach the shore. He had a 
  p of 
  ree centaurs. Although sometimes a fairly reclusive people, the centaurs begin to talk to the 
   and they tell them that a great evil has descended upon their tribe. For centuries 
  with him the powerful witch Medea (see also the Adventure Seed “Imprisoned in Athens!”). 
  Many hundreds of years later a whole lot of adventurers is still searching the famed Golden 
  Fleece, the best place to look for seems the original place where everything - according to the 
  myth, that is! - started, namely Colchis. But be aware the offspring of the famous dragon that 
  guarded the Golden Fleece are said to still haunt the place. The price for getting such a highly 
  acclaimed award thus seems very high! 
   
  Atlantis - the Sunken City 
  Fabled Atlantis was a rich trading islan
  fa
  temples. But the gods destro
  Thera remains to indicate where Atlantis has sunk. That, and the occasional trinket hauled up 
  in the nets of a lucky Ionian fisherman. According to the accounts of some heroes, a secret 
  tunnel leads down into the heart of the Theran volcano which connects with the sunken 
  kingdom. There beneath the seabed, the survivors of the catastrophe fight for survival against 
  the Tritons, a cruel race of fish-men (think of the ‘Creature From The Black Lagoon’). Most 
  of the city is under the seabed, and accessible by caverns and tunnels but in places the sea has 
  flooded entire areas. 
   
  At the Oracle of Delphi 
  When the characters 
  o
  and often signify dual and
  go you will return not during a quest you will perish!”. This is an example of duality of 
  meaning (the referee can find others however). Why is this dualistic? Well, if a comma is 
  placed after the word “not” the message is discouraging for him who is about to depart on a 
  quest. If on the other hand the comma is placed before the word “not”, then the adventurer is 
  to return alive. 
   
  The Bronze Giant Talos 
  Once, very long
  th
  times each day and he thro
  single vein, which ran from his neck to his ankle and was closed by a single bronze nail. 
  When the Argonauts approached Crete Medea bewitched the giant with a hostile glance, then 
  she removed the bronze nail, all of Talos’ blood ran out and he died. The isle of Crete has 
  more then a few caves and it’s perhaps possible that in one of them the remains of the bronze 
  giant are still to be found! Many adventurers have already looked for it without any luck. 
  Some of them even never returned. Maybe they looked in the wrong places and were 
  punished by the gods or by other fierce things that inhabit the remoted parts of the island. 
   
  Centaurs 
  The adventurers are travelling through a pleasant woodland when they encounter a grou
  th
  adventurers
  they have lived in a small glen deep in the heart of a quiet forest. Several months ago 
  something really awful happened to them. On a sunny day their leader went off into the 
  woods alone, but after two whole days he still wasn’t back, so a ‘war party’ went to look for 
  him. They found him in the forest, turned to stone. He had become a statue. When the tribe 
   
  107
  
  found out, there was panic among them, such a vile thing had never happened before. And 
  that it happened to the leader - the wisest member of the tribe - made it many times worse. 
  Since then there’s no unison in the tribe anymore. Can the adventurers solve the problem? 
  Who or what is responsible for the situation of the centaur leader? Can it be made undone? Or 
  is there too much danger involved for the characters themselves? Are the gods perhaps angry 
  with the centaurs? 
   
  A Cycladian Legend (the legend of 
  Perseus) 
  When 
  King 
  Acrisius 
  of 
  Argos 
  once 
  ughter Danae would give birth to a 
  s
  f
  g
  so she would be the prey of a seamonster. He asked King Cepheus that if he killed the 
  onster and saved the girl would King Cepheus give Andromeda to him as wife? The king 
  questioned the oracle, the oracle told him 
  that his da
  son who would kill him. Fearing that, he 
  built a brazen chamber under the ground and 
  there he guarded Danae. But Zeus had 
  intercourse with her in the shape of a golden 
  stream which poured through the roof into 
  Danae’s lap. When her father afterwards 
  learned that she had got a child, he wouldn’t 
  believe that she had been seduced by Zeus, 
  and putting her with the child in a chest, he 
  hed ashore on the island Seriphus, one of the 
  ell in love with Danae but could not be with 
   man out of the way - and perhaps get rid of 
  him permanently - Polydectes sent young Perseus to fetch and bring back the head of Medusa. 
  And so Perseus departed under the guidance of Hermes and Athena. In order to find the way 
  he met the Graea (or Graii), who were sisters of the gorgons. They were old, even when they 
  were born, and they had but one eye and one tooth total among the three of them; these two 
  things they passed on to each other in turn. But Perseus, taking their tooth and eye, compelled 
  them to show him the way to the Nymphs who had the winged sandals and a wallet (‘kibisis’). 
  So when the Graea had shown him the way he gave them back the tooth, but kept the eye. 
  Then he went to the Nymphs to fetch what he needed. He slung the wallet about him, fitted 
  the sandals to his ankles and put the helmet of Hades on his head, because wearing it, he saw 
  everyone, but he himself was invisible. And having received from Hermes an adamantine 
  sickle he flew to the ocean and caught the Gorgons asleep. Athena guided his hand and he 
  looked on a brazen shield, in which he could see the image of Medusa, but not be turned to 
  stone. Using a backhanded thrust of his sword he deftly beheaded her and put the head in the 
  wallet so that he would not have to look at it and be turned to stone. The other two Gorgons 
  pursued him, but because of the helmet, which made him invisible, they were not able to find 
  him. 
   
  Then Perseus came to Ethiopia where he found the king’s daughter Andromeda chained to a 
  rock, 
  cast it into the sea. The chest was however wa
  Cyclades, where Polydectes was the king. He 
  her because of young Perseus. To get the youn
  m
  saw that this was the only way to perhaps save his daughter and agreed. Perseus killed the 
  monster and saved the girl. But Andromeda had been promised to her uncle in marriage, and 
  the uncle plotted to kill Perseus. But Perseus discovered the plot and instead showed the uncle 
  Medusa’s head so he turned to stone. Andromeda was quite enchantered with her twice 
  rescuer and was happy to go with him. Then Perseus went with Danae and Andromeda first to 
  Argos and later to Larissa to compete in athletic games. In the course of the competition 
   
  108
  
  Perseus killed King Acrisius of Argos by accident (throwing a discus which was taken by the 
  wind and struck the king), the man to whom the oracle had said that his daughter would give 
  birth to a son who would kill him. And in that way during the games the oracle was after all 
  fulfilled. 
   
  The sacred weapons that Perseus used on his quests are said to be buried - together with his 
  body - in a burial mound on Seriphus, there where he once washed ashore. The burial mound 
  self is still untouched by time. But what’s the reason therefore? Tomb-robbers have raided 
   the Underworld, and that this dark world 
  as entrances upon earth. The places of these entrances are however shrouded in mystery. An 
   always following story: “... Hidden in a remote glen is a low 
   know that there is a city beneath 
  ithout entering or opening the sealed door? What is the so-called secret? Is the old man what 
  e one of his forges beneath the volcano Etna on the 
  land of Sicily. It’s here that his weary Cyclopes blacksmiths create Zeus’ own thunderbolts, 
  able other fantastic creations and inventions of bronze and iron. What 
  it’s believed to exist. Even 
  ore, the inhabitants of a small village are convinced that in the forest nearby the village a 
  ers. They even believe to know where the “man-
  it
  almost every valuable grave, why not this? Will there be any adventurers bold enough to enter 
  this still closed - and perhaps even sealed! - tomb? 
   
  Descent into the Underworld 
  Almost all Ionians believe that the god Hades rules
  h
  old villager in a little town tells
  hill with a thick clump of black thorns growing at its base. Under the thorns is a large but 
  sealed entrance that leads to a hidden city. In that city are different doors to the netherworld. 
  Those can be opened by the one who knows the secret! ...” 
   
  With this adventure seed a referee can go every which way he wants to. Where is the hidden 
  glen? How does the old man knows about it? How can he
  w
  he seems to be? Is it all a rouse? Etc... 
   
  Firetop Mountain 
  The god Hephaistus is reputed to hav
  is
  as well as innumer
  treasures are left there from the Golden Age of the Gods, no-one knows. What dangers must 
  be confronted to climb down deep inside Etna, no-one knows. What is known, is that the 
  snake-bodied giant called Enceladus was blasted by Zeus’ thunderbolts and buried under the 
  mountain. He slumbers there still, and when he turns in his eternal sleep, the entire mountain 
  quakes, causing devastation and chaos on the surrounding region. 
   
  Full Moon 
  The werewolf is a creature that appears in the Ionian myths, and 
  m
  “creature of the night” has been killing villag
  thing” is hiding. There is a shallow stream running through the forest, upon its shore there is a 
  huge tree, unusually large for its species. The tree hangs over the stream from bank to bank 
  and hides a makeshift platform of thick branches extending out just above the water. The area 
  around it is unremarkable and holds the usual animal runs and wildlife. Hunters in the area are 
  drawn to the tree because it’s such a landmark and it sticks out above the normal tree line. 
  Because of its thick branches, it is impossible to see into the shaded area underneath unless 
  these branches are parted. Maybe that’s a place for the hunters of the werewolf to begin 
  looking. But they must be careful because such a creature can be extremely dangerous, 
  especially when the moon is full and the night is long... 
   
   
   
   
  109
  
  Ghost Ship 
  hile they are in small seaport town the adventurers hear of a haunted ship. Some old 
  shermen are absolutely sure they have seen a trireme (like the ones that fought in the battle 
  n the Aegaean Sea. It happens always on the same day and always once a year: 
  loud comes the trireme. There doesn’t however 
  eem to be a living soul aboard, although the ship itself seems very real and sails often at 
   go aboard? But on the other hand money or other valuable gifts can change a man’s 
  ind in an instant! 
   were said to be found in the garden of the Hesperides, three beautiful 
  ymphs. Their garden is said to be a paradise, but several Ionian writers speak of different 
  ry vague in their description: somewhere beyond the 
  ly known to a few? 
  erhaps the priests can find more in their “holy books” (some little clumsily written old and 
   once was a king who was very greedy. According to legends 
  nd myths he was bestowed by the gods with a gift he could choose himself. He asked that 
  changed into gold. Midas hastened to put his new gift to 
  an be worked out as a 
  W
  fi
  of Salamis) i
  the day the sea battle of Salamis was raging. 
   
  Ships sailing under a clear sunny sky and upon a calm sea report that all of a sudden there 
  appears a big cloud of mist and out of the c
  s
  ramming speed. Sailors swear that they could hear the noises of battle aboard the ghost vessel, 
  and sometimes odd and high-pitched laughter. Others say they have seen a single figure roam 
  the deck. Still others allege to have heard eerie sounds and tortured moans resound through 
  the ship. 
   
  What’s going on aboard this so-called haunted ship? Is it really doomed? And if so, would it 
  be wise to
  m
   
  The Golden Apples of the Hesperides 
  The Golden Apples
  n
  locations for this garden and most are ve
  big sea, in the far west, in the northwest of Africa, somewhere beyond Mount Atlas, etc... It 
  will be quite an adventure to search the Ionian and the Imperial world for these godly apples. 
  But they will certainly be worth the search. The apples are said to give eternal life, others say 
  they do not give eternal life, but they have a magnificent healing power. 
   
  It’s up to the adventurers to give this “life taking” quest a try. Where do they have to start? 
  Are there still legends or myths about the Golden Apples that are on
  P
  forgotten text perhaps), etc... 
   
  The Golden Halls of King Midas 
  In Phrygia (Asia Minor) there
  a
  whatever he might touch would be 
  the test, and indeed whatever he touched was changed into the purest gold: the branches of a 
  tree, a stone he picked up, even the walls of his palace. At the beginning he was delighted 
  with such a gift, but very soon however he found to his dismay that whether he touched bread, 
  it hardened in his hand; or put a morsel to his lips, it defied his teeth. He took a glass of wine, 
  but it flowed down his throat like melted gold. In consternation he strove to divest himself of 
  his new power, but all in vain; starvation seemed to await him. He prayed the gods for mercy 
  and to be delivered from his glittering destruction. And merciful as they are, they heard and 
  consented. “Go,” did they say, “to the river Pactolus, trace the stream to its fountain-head, 
  there plunge in your head and body, and wash away your fault and its punishment!” He did 
  so, and scarce had he touched the waters before the gold-creating power passed into them, and 
  the river sands became changed into gold, as they remain to this day. 
   
  That’s the story you’ve heard quite a lot. Well, maybe there is a “palace of gold” and a river 
  “with golden waters”. Or is it all a lie? This “adventure seed” c
   
  110
  
  wilderness adventure combined with a dungeon crawl (or a maze or labyrinth perhaps). Are 
   through the Thermopylae - which was once defended by the Spartan king Leonidas 
  gainst the Persian invaders - is a much used back road through this rugged mountains for 
  ant caravans alike. The pass is 25km. long. Thousands of years ago a 
  le made 
   however through, but most of these are stark raving mad. One traveller could utter a word, 
  ain pass, solve the mystery, and... make an end 
   it because commerce is dwindling. Persistent rumours claim that the ghost of the Warrior-
  ia there’s a rumour that the governor has left for the Eternal 
  ity, the good man forgot however to return the treasury of the city to its rightful owners after 
  ed without a single trace. This is perhaps something for 
  ning the adventurers are arriving in this bustling town and looking for a place to 
  tay for the night, so they decide to go to the agora where they almost certainly will find 
  d. And indeed, there is a little but fairly well-kept two-story building 
  y will find a secret door in the 
  the adventurers courageous enough to risk the dangers of the long forgotten halls of King 
  Midas? 
   
  The Haunted Pass 
  The pass
  a
  travellers and merch
  river cut its way through the mountains, but now only the dry, stony trail marks its passage. 
  Trees and brush dot the area and an occasional patch of raspberry thorns can be seen. 
   
  The last few months however the pass is rumoured to be haunted. Caravans and travellers 
  disappear mysteriously. Even caravans with guards are utterly destroyed. Some peop
  it
  before going insane he murmurred ‘Leonidas’. 
   
  Now the villages and cities in the immediate vicinity of the pass have promised a reward to 
  the boldless men who dare to go into the mount
  to
  King Leonidas has risen again. 
   
  An Imperial Governor on the Run 
  In a greater town or city in Ion
  C
  collecting the taxes. Now he is vanish
  the adventurers, a mystery that - when it is resolved to the satisfaction of the city council - can 
  perhaps be worth quite a few denarii! But where do they have to begin their search? Perhaps 
  by asking about the whereabouts of the man: Who is he? Where did he live? Who were is 
  closest friends? Where was he last seen? A real detective story in ancient Ionia in the year 
  1013 AUC! 
   
  Imprisoned in Athens! 
  Late one eve
  s
  something they can affor
  with the sign “Winehouse” that also seems to offer places to sleep to tired travellers. They 
  enter the common room which seems to be a rather large dining area with many tables. A 
  young, jovial innkeeper hastens over and bids the characters welcome. He glances quickly and 
  shrewdly at each of them and invites them to a meal. The other men in the dining area are all 
  sitting in small groups. Most glance at the characters as they enter. The innkeeper asks the 
  characters to leave their weapons and shields in a small room at their right, where a hulking 
  brute of a man with a long but neatly trimmed black beard guards an assortment of weapons, 
  seemingly the gear of the other customers. When the characters have their meal there is all of 
  a sudden a big rouse and a noble figure - accompanied by some local townguards - enters the 
  place. He speeds straight to the table where the adventurers are sitting and commands his 
  guards to place the characters under arrest, the reason is theft. 
   
  The characters are taken to the cellars and imprisoned there for the time being, the time to 
  wait on their trial. But when the adventurers look carefully the
   
  111
  
  cellar, this leads into a maze of tunnels. These tunnels lead to the secret caverns of the witch 
  Medea. It was there she fled on her serpent-drawn chariot after some of the evil deeds she did. 
  What are the characters going to meet in this maze of tunnels and caverns? What about 
  Medea? Will she allow someone into her secret realm? Will the adventurers ever get out of 
  this tunnelsystem? 
   
  In the Footprints of Heracles 
  his is not an adventure seed as such, it’s merely an enumeration of the labours of Heracles. It 
   running an adventure around the “deeds” of this greatest of 
  ent to labour under King Eurystheus (his twin brother) for a period of twelve 
  ears as a punishment for killing his children and his wife. Each year he had to perform a 
  2. The slaying of the Lernaean hydra 
   
   boar 
  e Stymphalian marches 
  azon queen Hippolyta 
   
   
  he wife of the ancient Cretan king Minos, Pasiphae had an illicit liaison with a sacred bull 
  ion was the half-bull half-man Minotaur, a beast so savage only 
  T
  can always give some hints for
  Ionian heroes. 
   
  Heracles was s
  y
  labour: 
   
  1. The slaying of the Nemean lion 
   
   
  3. The capture of the Arcadian stag
   
  4. The destruction of the Erymanthian
   
  5. The cleansing of the Augean stables 
   
  6. The shooting of the man-eating birds of th
   
  7. The capture of the Cretan bull 
   
  8. The capture of the man-eating horses of Diomedes 
   
  9. The theft of the girdle of the Am
   
  10. The capture of the cattle of Geryon 
   
  11. The acquisition of the golden apples of the Hesperides 
   
  12. The capture of Cerberus 
   
  The Labyrinth of Minos 
  T
  and the product of this un
  human blood could satisfy it. To imprison the beast, Minos had his architect Daedalus 
  construct the Labyrinth below his palace at Knossos. To feed its appetite Minos demanded 
  youths from a vassal city called Athens. The prince of Athens, Theseus, was one of those 
  youths and he is supposed to have slain the Minotaur and found his way out with a trail of 
  twine he had left behind. Today the Labyrinth is a vast underground complex harbouring 
  deadly traps, fantastic treasures and many terrible monsters - the most famous of which are 
  the off-spring of the original Minotaur who rules the complex like a god. He is not dead, but 
  lives on. The palace above the Labyrinth is deserted and haunted by ghosts of the lost 
  civilisation of Minos that fell soon after the Trojan War. 
   
   
   
  112
  
  The Lost Tribe 
  ccording to the Ionian historian Herodotus the amazons really existed in Ionia; but they 
  d conquered by Heracles when he was looking for the girdle of their leader, 
  ou have heard many “storytellers” speak of ancient Plataea, situated at the foot of Mount 
  , and the treasures at its base. Their stories further tell that an ancient magician went 
  ystery 
  egends tell that in the heart of the vast mountainous region of the Peleponnesus, there is a 
  t is in the form of an ever changing maze. Deep down in the maze 
  irates have raided a coastal village and carried away into slavery several young men and 
  The Gothic barbarians are Vikings of the Middle Sea, ferocious blonde-haired 
  n adventure doesn’t always have to do with fighting, sometimes the adventurers must use 
  tead of their muscles. The governor of a big city (you can choose whichever 
  A
  were expelled an
  Queen Hippolyte. Now according to certain people - scholars among them - there seems to be 
  a tribe of warrior women that survived the onslaught that happened hundreds of years ago. 
  They live in a recluse valley in Laconia. A party should be put together - composed of 
  warriors as well as of scholars - to look for this “lost tribe”. Are they the last remnants of the 
  pugnacious Spartan women of ‘old times’? Only by being a member of the ‘search party’ you 
  will know. 
   
  Magic? 
  Y
  Kithairon
  to that place of battle with the - now lost? - knowledge to create mummies of the migthy 
  Ionian warriors that stopped the Persian invasion at that particular place. A new type of 
  mummy was created there, unlike any other ever known (see also the section “Monsters” in 
  the the basic ZENOBIA rulebook). When the magician died, his last magical act was to 
  command his new creations to take his mummified body to his tomb deep in the mountain. 
  The region is since then long forgotten, or isn’t it? And will the magic of the place still be 
  active? How deep is the magician’s tomb situated? And what about those fabulous “treasures” 
  the tales tell about? 
   
  A Peloponnesian M
  L
  mysterious forest. This fores
  - right in the very middle of it - there’s supposed to be a sacred swamp. However, what those 
  old legends don’t tell, is to whom this swamp is devoted. Is it a (mythological) beast? Is it a 
  monster? Or perhaps an (unknown) god or goddess? Have their been offerings, and so are 
  there treasures to be found? But... most of all, the problem of the maze itself has first to be 
  tackled. Because - while it is ever changing - it’s maybe possible to get in, but what about 
  getting out again? Maybe the souls of all those who died trying to solve the riddle are 
  haunting the very place. 
   
  Pirates 
  P
  women. 
  warriors spreading terror and chaos. They will try to sell their captives at whichever slave 
  market, although the island of Delos could be their main target. On Delos - some tell - there 
  are more slaves than ordinary people. The Adventurers can better watch their backs there! The 
  village offers a meagre reward for the recapture of their fellow villagers (or lie about the 
  reward on offer). 
   
  A Royal Offer 
  A
  their braines ins
  you want) promises a royal reward to the man who can find the thief that stole the wedding 
  gift from his daughter to her future husband. The wedding itself cannot take place if the gift 
  isn’t found, because it’s the custom that the bride brings her husband-to-be a gift the night of 
  the wedding. The governor could of course buy another present, but this one is very special 
  because it seems to be an old and very precious family jewel. Can you find the thief? 
   
  113
  
  Sacred Bees 
  West of Knossos, on the island of Crete, lies the highest summit of the island, Mount Ida. 
  the myths and legends, Mount Ida was the birthplace of Zeus. On its slopes was 
   one of the mountainous regions of Laconia there are the ruins of a once great palace. The 
   band of outlaws, so no one seems very eager to get near the 
   rumour is spread that in the vast forests of Chalcidice a unicorn has been spotted. Knowing 
   animal there are parties going in to hunt the creature down. It’s 
  n one of their journeys the characters arrive in a small village in the neighbourhood of 
  ’s totally burned out and deserted, although it seems not that long ago. There are 
  ters going to do? And who is the sole surviving little boy? There seems 
  omething odd about the little fellow! The characters must find out this one for themselves, 
  lytemnestra 
  hen Agamemnon returned from the Trojan War, Clytemnestra and her lover, Aegisthus 
   taking a bath. This was a revenge for his cruelty and for 
  According to 
  the cave where he was raised, nurtured by eating the honey of sacred bees. The honey of these 
  bees is said to have magical powers when it’s eaten by someone with a pure heart. Maybe a 
  thing for the adventurers to look for Zeus’ cave and find out what’s it all about. 
   
  The Secret Beneath the Palace 
  In
  ruins are said to be the home of a
  place. On a certain morning the adventurers hear however a rumour of a wealthy merchant 
  who is willing to pay well for accompanying him - as his bodyguards - in search for the 
  notorious ruins. He further tells the characters that he has seen an old map and upon it there 
  was a reference to a “sea cave” under the palace. The merchant is almost sure that this must 
  be a treasure cave and that the story about the gang of ruffians is only a “wicked scheme” 
  devised by someone who wants the treasure to be save till he can get it. 
   
  Somebody Seen a Unicorn? 
  A
  the legends that surrounds this
  horn alone is indeed worth thousands of denarii and if the creature can be caught alive it 
  means a fortune to its capturers. But what are you going to do? Hunt the beast? Or try to save 
  it? After all isn’t it a divine creature? Maybe the gods will reward you if you can stop the hunt 
  or prevent the unicorn from being captured. 
   
  Trapped 
  O
  Corinth. It
  still many bodies lying about on the streets - they appear to have been dead for two weeks (an 
  Army Medic can certainly tell that much!). When the adventurers examine the village, a small 
  boy crawls out of the bushes and calls to them - anxiously. He tells them that he is the sole 
  survivor of his village. All the others were either killed or taken away by the ‘monsters’ that 
  destroyed the village in captivity. When asked who those creatures were, he can only tell them 
  that they were half man-half beast! Centaurs? Satyrs? ... The boy can’t however tell more, he 
  seems too terrified. 
   
  What are the charac
  s
  but they are in for a big surprise. The little boy knows in fact the power of shapechanging and 
  if they are not very careful this could cost the characters dearly, because they have walked 
  into a deadly trap! 
   
  The Treasure of C
  W
  axed him to death while he was
  killing their own daughter. Thereafter Clytemnestra lived upon the wealth Agamemnon had 
  gathered during his wars and his adventures. Many years later, the son Orestes killed both 
  Aegisthus and his mother Clytemnestra to revenge his father’s death. The Furies drove him 
  mad to punish him for this crime. On the spot where the palace of Agamemnon and 
  Clytemnestra once stood, there’s nothing left but a ruin, haunted by the ghosts of its murdered 
   
  114
  
  victims. But what remains of the richnesses that were once there? Are they still to be found? 
  Or is this a place of pure evil that can be best avoided? And what about the tombs of the 
  former king of Mycenae and his wife? And does the ghost of Orestes still haunts the very 
  place of his crime? 
   
  Troy 
  The fabled city of Troy was the scene of the world’s first clash of nations - the bronze age 
   kingdoms fought the Asiatic tribes led by the dynasty of Troy. Troy was besieged for 
  he vale of Tempe is a 7km. long cleft between the mountains Olympus and Ossa in 
  aversed by the Peneus River in which Apollo purified himself after slaying 
  his adventure seed can be situated almost everywhere in Ionia. The adventurers hear a 
  f villagers are desperate to hire “some muscle”, perhaps the rumour is 
   one of the settlements where the adventurers are staying for the night, they hear a tale about 
  mine) where nobody dares to stay. They hear the locals tell about this and they 
  Ionian
  ten years and the Ionians only won through at the end by trickery - the gods gave the Ionian 
  warrior Odysseus the secret of the Trojan Horse, a rouse which worked. The Trojan hero 
  Aeneas and other refugees fled from Troy to become the ancestors of the first inhabitants of 
  the Eternal City. Many famous heroes fought at Troy, some died there. Gods too, fought on 
  the Trojan Plain, for one side or another. Alexander the Great is reputed to have visited the 
  grave of Achilles at Troy and took Achilles’ great shield with him on his expedition to 
  conquer the world. What other treasures lie in tombs scattered across the Trojan Plain and 
  along the banks of the River Scamander? How many tombs are lost? And the ruins of Troy? 
  The tiny frontier town of New Ilium stands (ghostlike?) atop the hill-like mound of ancient 
  Troy, some say that tunnels and subterranean chambers lead down into the ancient city. What 
  secrets remain? 
   
  Vale of Tempe 
  T
  Thessaly. It is tr
  the giant snake Python. The valley is noted for its rugged beauty and grandeur. It is 
  considered blessed by Apollo, Daphne was pursued here by the god and turned into a laurel 
  tree. Laurel from the trees here is cut every eight years as victory crowns for athletes at the 
  Pythian Games at Delphi. The vale is savage and unearthly, a wild and primitive place that 
  may still hold ancient terrors or magics. If Apollo himself needs to be found, it is likely that 
  he resides here somewhere, in disguise. Great magics and treasures from those distant days 
  may be guarded by centaurs, satyrs, seleni and even the gods themselves. 
   
  A Village in Uproar 
  T
  rumour that a group o
  buzzing about on the local marketplace of the village. The villagers, who are very poor - so no 
  reward? - tell that a group of brigands has been preying on their village for years now. They 
  descend upon the village at harvest time and take all the foodstuffs they want. The villagers 
  have always been too afraid to fight back - and their isn’t an Imperial legion in the 
  neighbourhood - but this year’s harvest is going to be the worst it has been since the brigands 
  arrived. If the brigands steal their usual share, the villagers will starve to death. Faced with 
  starvation the elders of the village decided they might as well fight if they were going to die 
  either way. So they spread the word for help from experienced fighters, honourable 
  adventurers who would help them defend their village. 
   
  Wanna Bet? 
  In
  a cave (or old 
  think it’s all a joke to make a fool of newcomers. So, they take the bet and decide to stay the 
  night in the “haunted place”. However, what they don’t know - and the villagers neither! - is 
  that the place really IS haunted, a lamia takes her victims there to feast upon them. So, this bet 
   
  115
  
  could cost them dearly. On the other hand they can help clear this local region from a real 
  danger. The villagers will indeed be more than happy - if they’re rich enough they’ll maybe 
  give them a reward. 
   
  A Wedding Most Brutally Ended! 
  lmost 200 years ago a newly married couple was captured in the swamps by some Imperial 
   and killed before his bride’s eyes. She also died in the 
  in a mist that 
  oves with the many breezes of the area. It is however impossible to keep to the high ground 
  igh in the mountains of Laconia there’s the ruin of an ancient tower, the last remains of a 
  kingdom now long gone. There’s a small area in front of the ruin that is 
  A
  renegades. The husband was tortured
  moors (probably after being raped). Her spirit now roams the area, seeking eternal revenge on 
  all who pass that way. In the form of a terror inspiring ghost she was able to take revenge on 
  those who killed her and her husband, but this wasn’t enough to quell her hate. 
   
  The moors are a hilly group of mounds and swamps constantly enshrouded 
  m
  because of the dense thickets that also grow in these places. The fog in the moors usually 
  limits vision to about 4m. The fog swirls in and out, and sometimes travellers - who in the 
  name of the gods wants to travel there? - can see hundreds of meters, while at other times no 
  one can see his hand in front of his face. Can the adventurers clear this dangerous place of 
  such an evil spirit? 
   
  The Wishing Well 
  H
  defensive wall for a 
  partially fenced in by a wall of tumbled stones. Inside the tower there’s said to be three 
  chambers on the ground floor. An earth-covered well is found at the side of the tower, animals 
  avoid this place. But legends say that this well is an ancient “wishing well”. Perhaps there is a 
  party of adventurers prepared to investigate the whole thing! But the question is what they 
  eventually will discover in this ancient and mysterious place, did it perhaps have an arcane or 
  holy function? And was it meant for men? 
   
   
   
   
   
   
   
   
   
  116
  
  INDEX 
   
   
  Acarnania 
  7 
  Achaea 
  7 
  Achilles 
  64 
  Achilles, Armour of 
  97 
  Achilles, Chariot of 
  97 
  Achilles, Shield of 
  99 
  Acting 
  35 
  Additional Skills 
  43-44 
  Adventure Seeds & Myths 
  106-116 
  Aetolia 
  7 
  Ajax 
  64 
  Amazon (character) 
  30 
  Amazons 
  65 
  Animal, Sacred (priestly power) 
  54 
  Animals, Wild & Monsters 
  81-92 
  Aphrodite (rituals) 
  55 
  Aphrodite 
  47 
  Aphrodite, Mirror of 
  99 
  Apollo (rituals) 
  56 
  Apollo 
  47 
  Apollo, Lyre of 
  99 
  Apples, Golden of the Hesperides 
  98 
  Arcadia 
  8 
  Arcadian Stag 
  81 
  Ares (rituals) 
  56 
  Ares 
  47 
  Ares, Spear of 
  99 
  Argolis 
  8 
  Ariadne’s Thread 
  97 
  Arm of Talos 
  97 
  Armour of Achilles 
  97 
  Army Medic 
  30 
  Artemis (rituals) 
  57 
  Artemis 
  47 
  Asia 
  8 
  Asians 
  27 
  Asklepios 
  60 
  Asklepios, Staff of 
  99 
  Ate 
  60 
  Athena (rituals) 
  57 
  Athena 
  48 
  Athena’s Bridle 
  97 
  Athenians 
  27 
  Athens 
  11 
  Athlete 
  30 
  Attica 
  8 
  Attribute Bonuses & Class Skills 
  34 
  Attributes 
  26 
  Audience, Seek 
  36 
  Background Details 
  40-43 
  Bandit 
  30 
  Basilisk (blood-red) 
  81 
  Basilisk (golden) 
  81 
  Bat 
  81 
  Beaker, Hebe’s 
  98 
  Bear 
  82 
  Bear, Cave 
  82 
  Becoming an Emissary of the Gods 52-53 
  Bellerophon 
  65 
  Benefits of Initiation 
  52 
  Bird, Stymphalian 
  90 
  Blood of Medusa 
  97 
  Blow, Killing 
  43 
  Boar 
  81 
  Boar, Giant 
  85 
  Boeotia 
  8 
  Bonuses, Attribute & Class Skills 
  34 
  Boots, Winged, of Hermes 
  100 
  Boreas 
  61 
  Bow of Herakles 
  97 
  Bow of Paris 
  97 
  Bridle, Athena’s 
  97 
  Britomartis 
  61 
  Burden, Carry 
  35 
  Cadmus 
  65 
  Calendar 
  24 
  Calendar, Ionian 
  24-25 
  Calling on the Gods 
  50 
  Carry Burden 
  35 
  Carrying Equipment 
  37 
  Castor & Polydeuces 
  65 
  Cave Bear 
  82 
  Centaur 
  82 
  Cerberus 
  82 
  Chalcidians 
  27 
  Chalcidice 
  9 
  Character Creation 
  26-44 
  Chariot of Achilles 
  97 
  Child, Wind 
  92 
  Children of Gaea 
  82 
  Chimera 
  82 
  Cities, Towns & Villages 
  21-22 
  
  Class Skills & Attribute Bonuses 
  34 
  Class, Social 
  33-35 
  Clothing & Hair Styles 
  20 
  Clytemnestra 
  65 
  Coins (treasures) 
  96 
  Colchis Dragon 
  83 
  Colchis 
  12 
  Colchis, Dragon Teeth of 
  97 
  Combat Surgery 
  35 
  Combat, Mounted 
  35 
  Con-man 
  31 
  Corinth 
  12 
  Corinthians 
  27 
  Coronaea 
  12 
  Creation, Character 
  26-44 
  Crete 
  9 
  Cult Specific Rituals & Miracles 
  55-60 
  Cultivated Land (encounter table) 
  101 
  Cults, Mystery 
  68-75 
  Cultural Origins 
  27-29 
  Cyclades 
  13 
  Cyclops 
  83 
  Cythera 
  13 
  Daedalus 
  66 
  Daedalus, Map of 
  99 
  Daily Life 
  18-25 
  Deer 
  84 
  Delos 
  13 
  Delphi 
  13 
  Demeter (rituals) 
  57 
  Demeter 
  48 
  Demi-Gods, 
  Heroes 
  and 
  Possible 
  Adventure Seeds 
  64-67 
  Desert Travel 
  43 
  Difference between Rituals & Miracles 55 
  Dionysiac Mysteries 
  68 
  Dionysos (rituals) 
  58 
  Dionysos 
  48 
  Dionysos, Thyrsos of 
  100 
  Direction, Find 
  35 
  Divination 
  53 
  Dodona 
  13 
  Dog 
  84 
  Donkey 
  86 
  Doors, Secret & Traps 
  36 
  Doris (geography) 
  9 
  Doris (goddess) 
  61 
  Dragon Teeth of Colchis 
  97 
  Dragon, Colchis 
  83 
  Dryad 
  84 
  Eagle 
  84 
  Economics 
  23 
  Education 
  19 
  Eleusinian Mysteries 
  69 
  Eleusis 
  13 
  Elians 
  28 
  Elis 
  9 
  Emissary of the Gods, Becoming an 52-53 
  Empusae 
  84 
  Entering a Priesthood 
  53 
  Entertainment 
  23 
  Eos 
  61 
  Ephesus 
  13 
  Epidaurus 
  13 
  Epirus 
  9 
  Equipment, Carrying 
  37 
  Equipment, Initial 
  37 
  Erechteus 
  66 
  Eros 
  61 
  Esenchebis 
  61 
  Euboea 
  9 
  Evade 
  43 
  Evaluate 
  35 
  Experiences, Previous and Skills 
  29 
  Experiences, Previous 
  29-33 
  Explorer 
  31 
  Eye of the Graii 
  97 
  Far Throw 
  43 
  Farming Year 
  24 
  FATE points, Recovering 
  50 
  FATE, Using 
  50 
  FATE: A Link with the Gods 
  50-52 
  Fighting Spirits 
  51-52 
  Find Direction 
  35 
  Fleece, Golden 
  98 
  Food 
  24 
  Forest (encounter table) 
  102 
  Furies 
  85 
  Gaea, Children of 
  82 
  Giant Boar 
  85 
  Giant Rat 
  85 
  Giant Snake 
  85 
  Giant Spider 
  85 
  Giant 
  85 
  Girdle of Hippolyta 
  98 
  Glaukos 
  61 
  Goat 
  86 
  Gods of Olympus 
  45-75 
  Gods Reward, The 
  50-51 
  Gods, Becoming an Emissary of the 52-53 
  
  Gods, Calling on the 
  50 
  Gods, House for the 
  45 
  Gods, Olympian 
  46-49 
  Golden Apples of the Hesperides 
  98 
  Golden Fleece 
  98 
  Gorgon 
  86 
  Government 
  18 
  Graii (goddesses) 
  61 
  Graii (monsters) 
  86 
  Graii, Eye of the 
  97 
  Griffin 
  86 
  Hades 
  62 
  Hair Styles & Clothing 
  20 
  Hard To Kill 
  35 
  Harpy 
  86 
  Healing Herbs 
  43 
  Healing, Holy 
  54 
  Hebe 
  62 
  Hebe’s Beaker 
  98 
  Hecate 
  62 
  Hecate’s Torch 
  98 
  Hecatian Mysteries 
  71 
  Hector 
  66 
  Helmet of Invisibility 
  98 
  Hephaistos (rituals) 
  58 
  Hephaistos 
  48 
  Hera (rituals) 
  59 
  Hera 
  49 
  Herakles 
  66 
  Herakles, Bow of 
  97 
  Herakles, Sword of 
  100 
  Heraklian Mysteries 
  73 
  Herbs, Healing 
  43 
  Hermes (rituals) 
  59 
  Hermes 
  49 
  Hermes, Key of 
  99 
  Hermes, Winged Boots of 
  100 
  Heroes and Demi-Gods 
  64-67 
  Hesperides, Golden Apples of the 
  98 
  Hestia 
  62 
  Hiding 
  35 
  Hill (encounter table) 
  103 
  Hippolyta 
  66 
  Hippolyta, Girdle of 
  98 
  Holy Healing 
  54 
  Holy Pitcher 
  98 
  Horse 
  86 
  Horsemaster 
  31 
  Horses, Work 
  37 
  House for the Gods 
  45 
  Housing 
  22 
  Hunter 
  32 
  Hydra 
  86 
  Hydra, Shield of the 
  99 
  Hypnos 
  62 
  Icarus 
  66 
  Ida, Mount 
  14 
  Initial Equipment 
  37 
  Initiates 
  52 
  Initiation, Benefits of 
  52 
  Introduction 
  4-6 
  Invisibility, Helmet of 
  98 
  Ionia, Labyrinths of 
  101-116 
  Ionia, Regions of 
  7-11 
  Ionia, World of 
  7-25 
  Ionian Calendar 
  24-25 
  Ionian Timeline 
  5 
  Islanders 
  28 
  Jason 
  67 
  Jewels 
  98 
  Ker 
  87 
  Key of Hermes 
  99 
  Killing Blow 
  43 
  Killing Shot 
  43 
  Knossos 
  14 
  Kraken 
  87 
  Labyrinths of Ionia 
  101-116 
  Laconia 
  10 
  Lamia 
  87 
  Land, Cultivated (encounter table) 
  101 
  Legends & Myths 
  36 
  Lemnos 
  14 
  Lesser Gods 
  60-64 
  Leuctra 
  14 
  Life, Daily 
  18-25 
  Lion, Nemean 
  89 
  Lion, Skin of the Nemean 
  99 
  Lists, Price 
  38-39 
  Lock, Open 
  36 
  Locris 
  10 
  Lyre of Apollo 
  99 
  Macedon 
  10 
  Macedonians 
  28 
  Mandrake 
  88 
  Manticore 
  88 
  Map of Daedalus 
  99 
  Marsh (encounter table) 
  103 
  Medic, Army 
  30 
  Medusa 
  88 
  Medusa, Blood of 
  97 
  
  Megaris 
  10 
  Menelaus 
  67 
  Merman 
  88 
  Messenia 
  10 
  Miletos 
  14 
  Minotaur 
  88 
  Miracles & Rituals, Cult Specific 
  55-60 
  Miracles & Rituals, Difference 
  55 
  Mirror of Aphrodite 
  99 
  Monsters & Wild Animals 
  81-92 
  Morpheus 
  62 
  Mount Ida 
  14 
  Mountain (encounter table) 
  104 
  Mounted Combat 
  35 
  Muses 
  62 
  Mycenae 
  15 
  Mysteries, Dionysiac 
  68 
  Mysteries, Eleusinian 
  69 
  Mysteries, Hecatian 
  71 
  Mysteries, Heraklian 
  73 
  Mysteries, Orphic 
  74 
  Mystery Cults 
  68-75 
  Myths & Legends 
  36 
  Names 
  40-43 
  Nemean Lion 
  89 
  Nemean Lion, Skin of the 
  99 
  Nike 
  63 
  Odysseus 
  67 
  Olympia 
  15 
  Olympian Gods 
  46-49 
  Olympus, Gods of 
  45-75 
  Open Lock 
  36 
  Organise 
  36 
  Origins, Cultural 
  27-29 
  Orphic Mysteries 
  74 
  Pan 
  63 
  Paris 
  67 
  Paris, Bow of 
  97 
  Parnassus 
  15 
  Parthian Shot 
  44 
  Pegasus 
  89 
  Peloponnesians 
  28 
  Persephone 
  63 
  Perseus 
  67 
  Philosopher’s Powers 
  94-95 
  Philosopher’s Treasure Table 
  93-94 
  Philosophy 
  93-95 
  Phobos 
  63 
  Phocis 
  11 
  Pirate 
  32 
  Pitcher, Holy 
  98 
  Places of Note 
  11-18 
  Plataea 
  15 
  Playwright 
  32 
  Polydeuces & Castor 
  65 
  Poseidon (rituals) 
  59 
  Poseidon 
  49 
  Poseidon, Trident of 
  100 
  Power List, Witch’s 
  76-80 
  Powers, Philosopher’s 
  94-95 
  Previous Experiences and Skills 
  29 
  Previous Experiences 
  29-33 
  Price Lists 
  38-39 
  Priest, Staff of a 
  53 
  Priesthood, Entering a 
  53 
  Prometheus 
  67 
  Prometheus, Staff of 
  100 
  Purification 
  54 
  Random Treasure Table 
  33 
  Rat 
  89 
  Rat, Giant 
  85 
  Read Tracks 
  36 
  Recovering FATE points 
  50 
  Regions of Ionia 
  7-11 
  Resistance Roll 
  52 
  Reward, Gods The 
  50-51 
  Rhodes 
  11 
  Rituals & Miracles, Difference 
  55 
  Rituals, Cult Specific & Miracles 
  55-60 
  Rituals, Universal 
  53-55 
  River (encounter table) 
  104 
  Roll, Resistance 
  52 
  Roll, Terror 
  52 
  Sacred Animal 
  54 
  Sacrifice 
  55 
  Samos 
  15 
  Satyr 
  89 
  Scale Sheer Surface 
  44 
  Scorpion 
  89 
  Scylla 
  89 
  Sea Coast (encounter table) 
  105 
  Seamanship 
  36 
  Secret Doors & Traps 
  36 
  Seek Audience 
  36 
  Sheer Surface, Scale 
  44 
  Shield of Achilles 
  99 
  Shield of the Hydra 
  99 
  Shot, Killing 
  43 
  Shot, Parthian 
  44 
  Sileni 
  90 
  
  Sirens 
  90 
  Skeleton 
  90 
  Skills and Previous Experiences 
  29 
  Skills 
  35-37 
  Skills, Additional 
  43-44 
  Skills, Class & Attribute Bonuses 
  34 
  Skin of the Nemean Lion 
  99 
  Slavery 
  19 
  Snake 
  90 
  Snake, Giant 
  85 
  Social Class 
  33-35 
  Social Status 
  22 
  Sparta 
  15 
  Spartans 
  29 
  Spear of Ares 
  99 
  Sphinx 
  90 
  Spider, Giant 
  85 
  Spirits, Fighting 
  51-52 
  Staff of a Priest 
  53 
  Staff of Asklepios 
  99 
  Staff of Prometheus 
  100 
  Stag, Arcadian 
  81 
  Status, Social 
  22 
  Steppe (encounter table) 
  105 
  Streetwise 
  36 
  Strige 
  90 
  Strike, Whirling 
  37 
  Stymphalian Bird 
  90 
  Succubus 
  91 
  Surface, Sheer Scale 
  44 
  Surgery, Combat 
  35 
  Sword of Herakles 
  100 
  Talos, Arm of 
  97 
  Taygetos 
  15 
  Terror Roll 
  52 
  Thanatos 
  63 
  The Gods Reward 
  50-51 
  Thebans 
  29 
  Thebes 
  15 
  Theseus 
  67 
  Thessalian Witch 
  76-80 
  Thessalians 
  29 
  Thessaly 
  11 
  Thief 
  32 
  Thread, Ariadne’s 
  97 
  Throw, Far 
  43 
  Thyrsos of Dionysos 
  100 
  Timeline, Ionian 
  5 
  Titan 
  91 
  Tomb Robber 
  33 
  Torch, Hecate’s 
  98 
  Towns, Villages & Cities 
  21-22 
  Traps & Secret Doors 
  36 
  Travel, Desert 
  43 
  Treasure Table, Philosopher 
  93-94 
  Treasure Table, Random 
  33 
  Treasures 
  96-100 
  Trident of Poseidon 
  100 
  Triton 
  91 
  Troy 
  16 
  Typhon 
  91 
  Unicorn 
  92 
  Universal Rituals 
  53-55 
  Using FATE 
  50 
  Villages, Towns & Cities 
  21-22 
  Weddings 
  24 
  Werewolf 
  92 
  Whirling Strike 
  37 
  Wild Animals & Monsters 
  81-92 
  Wind Child 
  92 
  Winged Boots of Hermes 
  100 
  Witch, Thessalian 
  76-80 
  Witch’s Power List 
  78-80 
  Wolf 
  92 
  Work Horses 
  37 
  World of Ionia 
  7-25 
  Zeus (rituals) 
  60 
  Zeus 
  49 
  Zombie 
  92 
  
SOURCE: textdata/thevault/Conan RPGs/Other Sword & Sorcery/Zenobia/Zenobia Ionia Treasury of Olympus.pdf