TEXT: WINE AND BLOOD
  
  Wine and Blood - 1
  WINE AND
  BLOOD
  BY
  Gilbert Gallo
  EDITING
  Aaron T. Huss
  LAYOUT
  Aaron T. Huss
  COVER ARTWORK
  INTERIOR ARTWORK
  Jacob E. Blackmon, Andrew DeFelice,
  Mark Hyzer, Jeff Ward, Derter, Malchev,
  Public Domain
  COPYRIGHT
  This game references the Savage Worlds
  game system, available from Pinnacle
  Entertainment Group at www.peginc.com.
  Savage Worlds and all associated logos
  and trademarks are copyrights of Pinnacle
  Entertainment Group. Used with
  permission. Pinnacle makes no
  representation or warranty as to the
  quality, viability, or suitability for purpose
  of this product.
  No parts of this book may be reproduced
  without the written consent of the
  publisher, except for the purpose of
  review.
  © 2015 Mystical Throne Entertainment.
  All rights reserved.
  MYL10904 Wine and Blood
  1st Edition January 2015
  Permission is granted to print this ebook.
  No site license is provided.
  Contents
  A New Contender.................................3
  Death and Rebirth of a God..........................3
  Zagreus Enters the Fray................................4
  New Heroes are Born.........................5
  Heroic Concepts................................................5
  Playable Races...................................................5
  Hindrances..........................................................7
  Edges.....................................................................8
  Patron Deity.........................................9
  Zagreus.................................................................9
  Mystery Cults.....................................11
  Corybantes.......................................................11
  Maenads.............................................................13
  Mimesis..............................................................16
  Hellas and beyond............................18
  Hellenic Locations.........................................18
  Boeotia...............................................................18
  Landmarks........................................................21
  Foreign Locations..........................................22
  India....................................................................22
  Exotic Creatures & Tribes...............23
  Exotic Creatures.............................................23
  Elephant ...........................................................23
  Elephant, War..................................................24
  Indian Ants.......................................................25
  Indian Dragon ................................................26
  Indian Worm...................................................26
  Lion......................................................................28
  One-Horned Horse (Unicorn)...................29
  Tiger....................................................................30
  Human Tribes..................................................31
  Indians................................................................31
  Calingi (Short-Lived Men).........................32
  Macrobi (Long-Lived Men)........................32
  Mandi (Wrinkled Men)................................33
  Exotic Tribes....................................................33
  Astomi (Mouthless Men)............................33
  Chromandae (Hound-Men).......................35
  Pandae (Big-Eared Men)............................35
  Sciritae (Dragon-Men).................................37
  Struthopodes (Sparrow-footed Men)...38
  Epic Tales............................................39
  Elusive Dancers..............................................39
  Heroic Rescuers.............................................40
  Never Trust a Dragon..................................42
  Malchev
  
  2 - Mythos
  Credits
  First of all, I’d like to thank my family for supporting me. Thank you, my dearest
  ones. I would have never come this far without your help. A special thank you to
  Aaron and to all Mystical Throne Entertainment staff for their great work. I wish to
  say thanks to Ilaria Costa for her one-sheet ideas and to Alessandro Sciacqua for his
  support.
  Finally, I would thank all people who play Mythos around the world who make me
  proud and encourage me to write more about this heroic universe. Thank you guys;
  you are this world’s true heroes!
  
  Wine and Blood - 3
  A NEW CONTENDER
  The Nymphs told me when I was young
  that I was born a superstar,
  so daintily I danced and so prettily I sung
  I was cool cause I was bizarre.
  There's nothing wrong with drinking up many jars,
  in wine you’ll find your truth, babe.
  So hold your head up, Hero, and you'll go far.
  Listen to me when I say,
  I am beautiful in my way,
  cause Zeus makes no mistakes.
  I am the god of orgies,
  I was reborn this way.
  - The Muse Euterpe, Zagreus Song
  Hail, noble hero!
  My name is Hesiod, Poet of Epic Deeds. If I’m not mistaken, we’ve already met
  before. Many things changed since our last meeting: follow me and I will tell you the
  news of Hellas, where every day the heroes immolate themselves to the gods for
  immortal glory.
  DEATH AND REBIRTH OF A GOD
  The Heavenly Contest really calmed things down on Mount Olympus. Since it began,
  many deities stopped plotting against Zeus and focused on acquiring as many follow-
  ers as possible. Zeus’s plan had worked, and the god of thunders could finally relax
  and devote himself again to his favorite sport: flirting.
  His attentions were driven towards Persephone, his brother Hades’ bride, but the
  queen of the Underworld was not so easy to conquer. Zeus asked his son Dionysus to
  help him, and the God of Revels brewed for his father a very powerful mix of wine and
  ambrosia. With it, Persephone became incredibly aroused and Zeus could finally lay
  with her.
  Goddess Hera immediately noticed her husband’s infidelity and plotted revenge.
  She went to the serpent-goddess Echidna and asked her to send the most powerful
  among her sons against Dionysus, the illegitimate son of Zeus who took active part in
  her husband’s infidelity. Hideous Echidna spawned three giants with a lion head and
  serpents’ feet; they immediately rushed on Dionysus’ trail. The three giants attacked
  Dionysus when the god was alone, so he fled, changing into various animal forms in
  his attempt to escape. Finally he took the form of a bull, and in that form the giants
  caught him, tore him to pieces, and devoured him.
  Zeus, discovering the crime, hurled a thunderbolt at the giants, turning them to
  ashes, and managed to recover Dionysus' heart, which was still beating. He went
  immediately to Persephone, asking her to bring his beloved son back to life. The
  Queen of the Underworld, feeling guilty for what happened, mixed the ashes of the
  
  4 - Mythos
  giants with some water from the underworld’s rivers Cocytus and Lethe and shaped
  a new body that looked exactly like the former Dionysus. Zeus implanted the still-
  beating heart into the new body and it immediately came alive.
  The new Dionysus was identical to the former one; as soon as he came to his senses
  he asked for a cup of wine. Persephone decided to treat him like a son and named him
  Zagreus, the “twice born.” The three gods decided together to pretend that nothing
  ever happened, but Hera witnessed it all. Although a little satisfied for her revenge,
  she still hated the new Zagreus, perhaps even more than the former Dionysus.
  ZAGREUS ENTERS THE FRAY
  Pretty soon, Zagreus (or rather Dionysus) realized Zeus was
  the only ruler he would ever like. He would not stand to
  be ruled by the bragging Apollo or the vain Aphrodite,
  not to mention the wary Ares, the I-know-it-all Athe-
  na, the greedy Poseidon, and the gloomy Hades. And
  what if Hera decided to take part in the Heavenly
  Contest and won? Shivering at this idea, he went to his
  father Zeus and discussed the matter with
  him.
  Zagreus tried his best to dissuade Zeus
  to resign in a thousand years, persuading
  him with wine and dance, to end the
  Heavenly Contest immediately, for Cos-
  mos’ sake. But Zeus was adamant; the
  Heavenly Contest would go on and who-
  ever among its contenders would have
  the largest number of followers within a thousand
  years would be appointed Cosmos’ new supreme rul-
  er. Zagreus was left with a difficult choice: enduring a
  bad ruler in the future or taking part in the Heavenly
  Contest, being forced to spend time scheming instead
  of partying. Eventually, he chose the latter option; after
  all, he could use a little diversion from time to time
  from extreme partying and wine orgies.
  From that time on, he created his own Mystery Cults
  and elected Mount Cithaeron as his most important
  secret sanctuary. Look out Cosmos, another contender
  joined the Heavenly Contest!
  
  Wine and Blood - 5
  NEW HEROES ARE BORN
  You were holding, Hellas, the feast of grape-crowned Dionysus, celebrated by custom
  each third winter. Those who serve him also attended and whoever is not hostile to play,
  namely young satyrs, maenads, and nymphs who haunt streams and lonely wilds.
  - Hesiod, Hymn to Dionysus
  HEROIC CONCEPTS
  Since Dionysus (as Zagreus) joined the Heavenly Contest, new kinds of heroes walk
  on Hellas. Let them inspire you to create the concept of your own unique hero.
  THE ALLURING DANCER
  Some people dance for fun, others to make a living, but only a few heroes dance to
  perform miracles. When the chorèutes dance, their performances have incredible
  effects on bystanders. Depending on the dance, bystanders gather around, feel com-
  pelled to dance along, and carry out the hero’s orders, never missing a beat. These
  heroes are always up for a party; loud and noisy, they always stand out of the party
  crowd. While they privately win everyone’s heart, the vast majority openly disap-
  proves their libertine behaviors and considers them way too inappropriate and
  transgressive.
  THE ECSTATIC DRUNKARD
  Known as maenads (female) or methysoi (male), the ecstatic drunkards spread the
  thrill and unbridled passion of grapes and wine in the whole Cosmos. Thanks to the
  power of wine, they manipulate people’s passions, instill hindrances, or unleash the
  mightiest rage around them. Quite appropriately, they are real lovers of wine and
  take advantage of every opportunity to drink it beyond measure.
  THE FACELESS MIME
  Also known as mìmoi, these skilled performers of the ancient art of mimicry can
  instantaneously learn their opponents’ Special Abilities or even Mystery Cult Powers.
  Once learned, those Powers and Abilities can be used at will, thanks to Zagreus’
  blessing. These heroes often wear tragedy masks, are very compliant, and able to
  adapt to everything, but “normal” people see them as untrustworthy, very conformist,
  and spineless.
  PLAYABLE RACES
  In the core setting guide, heroes can be humans or demigods. The latter can have
  different origins; they can be born from the union of an Olympian god and a mortal
  human or they can be specially gifted humans who were adopted and given special
  abilities. Humans are less powerful than demigods but are more adaptable and can
  decide their fate more freely. On the contrary, demigods are far more powerful than
  humans but with great hindrances; they cannot change sides and a good part of their
  destiny is already written in the Book of Fate.
  
  6 - Mythos
  Since Zagreus joined the Heavenly Contest, a new race can be played: the satyrs. As
  for humans, satyrs can be demigods too. In that case, add the demigods’ template to
  the satyrs’ racial stats and remove the Free Will stat.
  SATYRS
  Satyrs are a humanoid race with a goat-like appearance in their face and with
  goatish lower limbs. They usually have small horns on their heads and, while their
  upper part is human, they have two goat-like legs and a short tail. Male individuals
  usually have a beard.
  Satyrs live deep in the woods where they lead a tribal, carefree life. The largest
  community of satyrs is found on Mount Cithaeron, in Boeotia. They love music, wine,
  and orgies; that’s why Dionysus always has at least one of them following him. Since
  ancient times, the vast majority of satyrs worship Dionysus, but lately some of them
  left their homelands and worship other deities.
  W
  Sex Drive: Male satyrs and female satyresses always look for pleasure: ev-
  erywhere, every time. They gain the Nymphomaniac (Major) Hindrance.
  W
  Unpopular: Due to their bad reputation, satyrs are not welcome in the civi-
  lized areas of Hellas. They suffer all the role-playing effects of the Outsider
  Hindrance, but not the (-2) to Charisma.
  W
  Free Climbers: Thanks to their goat-like legs, satyrs can climb over any
  non-slippery surface (even on vertical
  ones, but not on inverted ones)
  without requiring Climbing rolls.
  A satyr’s Pace when walking on
  walls is his standard movement
  rate. He may run as usual when
  walking on walls.
  W
  Natural Performers: Satyrs have
  a great performing talent.
  They start with a d6 in the
  Perform skill.
  W
  Free Will [NOT for
  Demigods]: Satyrs
  can change their Pa-
  tron Deity during
  game play whenever
  they want (paying the heavy con-
  sequences of their choice).
  
  Wine and Blood - 7
  HINDRANCES
  These new entries can be used to add more flavor to your existing characters or to
  create new ones.
  CONFORMIST (MINOR OR MAJOR)
  Better stay and fight or flee? Should the hero rescue the little child or the old man
  first? He is afraid of decisions, especially important ones. Instead of deciding for
  himself, the hero would rather rely on someone he trusts to choose his destiny.
  Instead of choosing a side, he always prefers neutrality. As a Minor Hindrance, this is
  usually harmless; the hero generally keeps it to himself and is the only one in the
  party to suffer consequences for this disadvantage. As a Major Hindrance, he express-
  es his views on the situation frequently, leading to general embarrassment and
  occasionally danger for himself and the party.
  HANGOVER (MINOR OR MAJOR)
  Drinking any kind of alcoholic beverage is the greatest pleasure in life for you. You
  never say no to a good drink, requiring a successful Smarts roll to deny a glass of wine
  as a Minor Hindrance and a Smarts at (-2) as a Major Hindrance. The first glass calls
  for the second one, the second one calls for the third one, and so on… Treat this
  Hindrance like a bad habit.
  RAVER (MINOR OR MAJOR)
  Life is too short to waste it working. Parties always come first and the hero never
  misses a chance to attend one, no matter how busy his schedule is or how important
  his tasks are deemed. In game terms, the hero attends all events, parties, and recre-
  ational situations he can, postponing all duties as much as possible. As a Minor
  Hindrance, this is generally harmless; the character keeps it to himself and is the only
  one in the party to suffer consequences for this disadvantage. As a Major Hindrance,
  he expresses his desires frequently, leading to general embarrassment and occasion-
  ally danger for himself and the party.
  
  8 - Mythos
  EDGES
  Since Zagreus entered the Heavenly Contest, new Edges are available.
  EURHYTHMICS
  Requirements: Seasoned, Spirit d8+, Perform (Dance) d8+
  The heroine lives for the beat and could dance her whole life away. She learned how
  to do everything in life without having to stop dancing. She does not incur any
  multi-action penalties while utilizing her Perform (Dance) skill.
  LIQUID COURAGE (MODIFIED)
  Requirements: Novice, Vigor d8+
  In Wine you’ll find your strength, that’s what Dionysus says. The round after con-
  suming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s
  Vigor increases by one die type (increasing Toughness as well). The hard drinker can
  also ignore one level of wound modifiers (which stacks with other abilities that do the
  same).
  The effect lasts for one hour after it begins. If the drunkard seeks inebriation, he
  suffers a (-2) penalty to all Smarts- and Agility-based rolls for as long as he continues
  to drink and then the next 1d6 hours thereafter.
  This Edge only applies when Zagreus’s Divine Attitude is Indifferent or better.
  Should His Divine Attitude drop below Indifferent, the hero gains no benefits until he
  properly atones.
  IMPROVED LIQUID COURAGE
  Requirements: Veteran, Vigor d10+, Liquid Courage
  As for Liquid Courage, but the character’s Vigor increases by one die type (increas-
  ing Toughness as well) if Dionysus is Indifferent, two die types if Favored, and three
  die types if Beloved. The hard drinker can also ignore one level of wound modifiers
  (which stacks with other abilities that do the same) if Dionysus is Indifferent or
  Favored and two levels of wound modifiers if Beloved.
  The effect lasts for one minute after it begins. If he continues drinking (until wine
  runs out) he suffers no penalties.
  This Edge only applies when Zagreus’s Divine Attitude is Indifferent or better.
  Should His Divine Attitude drop below Indifferent, the hero gains no benefits until he
  properly atones.
  
  Wine and Blood - 9
  PATRON DEITY
  Since Dionysus entered the Heavenly Contest as Zagreus, some gods’ attitudes and
  influences over Cosmos have changed.
  ZAGREUS
  Διονυσος/ Ζαγρεύς
  The god of ecstasy, theater and dance
  “Let us be merry and drink wine and sing of Zagreus, the inventor of the choral dance,
  the lover of all songs, leading the same life as the satyrs, the darling of Dionysus. Thanks
  to him drunkenness was brought forth, the dance was born, pain takes rest, and troubles
  go to sleep."
  - Anacreon, Hymn to Zagreus
  Dionysus was born of Zeus and Semele, a mortal woman. Hera, who hated all of
  Zeus’s illegitimate sons, forced Dionysus to wander as far as India and undergo many
  quests before he could be taken among the gods. After Dionysus helped Zeus in an
  extramarital affair with Persephone, Hera decided to have him killed, charging three
  beastly giants to do it. After a long chase, the giants devoured Dionysus, but were
  instantly incinerated by Zeus’s thunderbolts. With the help of Persephone, Zeus
  managed to bring Dionysus back to life, now known as Zagreus, the “twice born.”
  Zagreus looks like a hairless young man holding an amphora of wine, a lyre, or a
  thyrsus. He is the patron of drunkenness, wine, orgiastic feast, and theater perfor-
  mances.
  Influence on Cosmos: Zagreus likes wandering Cosmos and celebrating with wine,
  music, and theater. The freedom to think and act is the basis of his lifestyle, which
  attracts crowds of orgiastic maenads around him. Ecstasy is an important point of
  arrival, and must be achieved by any means, starting from the theater to finish with
  orgies of wine.
  Followers’ Profile: The followers of the God of Wine and Reveling come from rural
  areas and parts of cities where regular celebration is a part of life. He enjoys the
  worship of those who refuse to take life too seriously and chafe at the idea of being
  limited by too many laws. Zagreus stands for the unpredictable, erratic, wild side of
  life; his followers are not likely to be fond of discipline or structure.
  Ethos Concepts: Renewal, wine, and celebration.
  Virtues: Excess (especially sexual), endurance, faith, humor, over-indulgence, and
  liberating the bound. Zagreus and his cult represent dangerous departures from the
  usual Hellenic ideals of civilized conduct, but in as much as he is an Olympian and an
  immortal subject to the rule of Zeus, he is tolerated.
  
  10 - Mythos
  Sins: Humorlessness, pomposity, excessive sternness, excessive sobriety, harming
  a satyr, centaur or nymph except in self-defense, disrupting another’s celebrations,
  and betraying secrets.
  Open Cult: Zagreus is celebrated across Hellas and most enthusiastically in rural
  villages where his festivals occur. The women who follow him are called maenads, a
  troupe of wild devotees who wear ragged clothing and tear living creatures apart
  with their bare hands. He is held in high esteem by the semi-human creatures of the
  forest, such as satyrs and centaurs. The philosophy of a Zagreus follower is to remem-
  ber that life is eternally beginning and ending, that everything devours everything
  else, and that only in the rapture of strong drink and uninhibited excess do we
  perceive the world as it truly is: a festival of savage delight.
  Zagreus’s followers are rarely afraid of anything. Like the god himself, they are hard
  to kill and pride themselves on their ability to come through trials still smiling.
  Zagreus is taken to be the diametric opposite and complement of Apollo. While Apollo
  is orderly, harmonious, precise, and controlled, Zagreus is unrestrained, wild, savage,
  and drunken.
  Followers of Zagreus hate bonds and fetters of any kind and do not submit to them
  without violent resistance, seeking to break or escape from them at the earliest
  opportunity.
  Mysteria: Corybantes, Maenads, and Mimesis. The most important sanctuary
  where these mysteria are secretly celebrated is on Mount Cithaeron, between Attica
  and Boeotia. Initiates of the Mysteria of Zagreus try by all means to achieve ecstasy
  and spread it throughout Cosmos; they dance in a fascinating way, confuse minds
  with the power of wine, and are able to imitate any power or skill. Those who accept
  their lifestyle and take part in the festivities and theater performances are imbued
  with the ecstasy of a god, while those who refuse to accept the way of life of Zagreus,
  or worse oppose him, incur the wrath of the initiates and are taken by Lyssa, the
  terrible madness.
  Favored Rolls: Vigor, Perform, and Spirit rolls due to Fear.
  Votive Deeds: Massive celebrations, deeds of reckless bravado, and destruction of
  tyrants (defined as those who impose unjust and evil rule) on any scale.
  Favor Benefits: Vigor.
  Disfavor Penalties: Vigor.
  Punishment and Wrath: Turning people into grapes, making sinners go mad, and
  plunging settlements into chaos.
  Rival Deity: Hera. Additionally, Hera changed her attitude on Cosmos, with Zagreus
  becoming her Rival Deity.
  Divine Offspring: Demigod children sired by Zagreus stand out from ordinary
  mortals thanks to their Divine Charisma or Divine Vigor.
  
  Wine and Blood - 11
  MYSTERY CULTS
  Since Zagreus joined the Heavenly Contest, new mystery cults on Mount Cithaeron
  are available for heroes to join.
  CORYBANTES
  "Dionysus, bringer of parties, was approaching Thebes with his Corybantes, who with
  the clamor of bells and captivating dances were his following. The inhabitants of The-
  bes, as soon as they saw the Corybantes, covered themselves with the skins of deer and,
  singing hymns and waving thyrses, joined the frenzied dancing, drank with joy, and
  were eager to celebrate the rites of the god. And so it was that the Corybantes increased
  the ever-partying procession of the young god, gathering in the streets crowds of happy
  and joyful dancers who never stopped their ecstatic movements."
  - Hesiod, deeds of Gods and Heroes
  Patron Deity: Zagreus
  Requirements:  Novice, Acolyte (Corybantes), Spirit
  d6+, Perform (Dance) d6+
  Description: Members of Corybantes, known by
  the epithet Choreutès (Alluring Dancers), are very
  skilled dancers divinely inspired by the Cory-
  bantes, the crazy dancing spirits who escort
  Zagreus. When the Alluring Dancers dance,
  their performances have incredible effects on
  bystanders. These heroes are always up for a
  party; loud and noisy they always stand out
  of the party crowd. While they privately win
  everyone’s heart, the vast majority openly
  disapproves their libertine behaviors and
  considers them way too inappropriate and
  transgressive.
  Cult Hindrance: Raver
  Special Rules: While they are dancing, the
  Choreutès can perform any other action, incurring
  the normal (-2) penalty (unless they possess the
  Eurhythmics Edge). Whoever knows about the
  Power of the Dances can avoid it by simply looking
  away in time (winning an opposed Spirit roll against
  the Perform (Dance) roll of the hero). In that case,
  whoever successfully looks away incurs a (-4) penalty
  in every action that affects the dancer.
  
  12 - Mythos
  All Corybantes Powers last ‘as long as the performance goes on’. While true, people
  cannot perform forever. As a rule of thumb, after every 15 minutes of continuous
  dancing, the hero gains one level of Fatigue.
  Additionally, at the GM’s discretion, these Powers could affect humans, humanoids,
  and fiends (basilisk, chimaera, etc.).
  CAPTIVATING DANCE (ACOLYTE)
  Energy Points: 1
  Skill: Perform (Dance)
  Range: Spirit x 2
  Duration: As long as the performance goes on
  Trappings: Targets leave their occupation unattended and rush to follow the
  performance, as if they were in a trance.
  The heroine attracts the attention of passers-by who immediately become distract-
  ed from their jobs and move to hear her, forgetting whatever they were doing.
  Additionally, each target suffers a (-1) penalty to all Notice rolls not related to the
  performance. To resist the performance, each target must make an opposed roll using
  their Spirit, modified by Charisma, versus the heroine’s Perform.
  Captivating dance affects a number of targets, which can reasonably see the perfor-
  mance, up to the heroine’s Perform plus Charisma. When the performance ends, all
  targets go back to their former tasks.
  INHIBITORY BALLET (BAPTIST)
  Requirements: Novice, Baptist (Corybantes), Perform (Dance) d8+
  Energy Points: 1
  Skill: Perform (Dance) -1
  Range: Spirit
  Duration: As long as the performance goes on
  Trappings: People around the heroine feel tired and dizzy.
  Due to the heroine’s mesmerizing motions, everyone around her feels sleepy, un-
  easy, and dizzy, suffering the following consequences: (-1) to all actions, Pace halved,
  and (-1) to the Action Card value when determining Initiative. To resist the perfor-
  mance, each target must make an opposed roll using their Spirit, modified by Charis-
  ma, versus the heroine’s Perform.
  Inhibitory dance affects a number of targets, which can reasonably see the perfor-
  mance, up to the heroine’s Perform plus Charisma.
  DANCING AMNESIA (GNOSTIC)
  Requirements: Seasoned, Gnostic (Corybantes), Spirit d8+
  Energy Points: 1
  Skill: Perform (Dance) -1
  Range: Spirit
  Duration: As long as the performance goes on and 2 hours thereafter
  Trappings: People are suddenly struck by a complete amnesia and remain idle,
  wondering about everything.
  The dancing heroine completely erases the bystanders’ memories. Targets immedi-
  ately stop what they were doing and start wondering about everything (Why am I
  here? What should I do? Where should I go?) during the performance and for two
  hours thereafter. Everybody will be lost in his thoughts, so nobody will start a fight,
  
  Wine and Blood - 13
  but everyone will defend himself if attacked. When the Power expires, everyone
  remembers everything once again. To resist the performance, each target must make
  an opposed roll using their Smarts, modified by Charisma, versus the heroine’s Per-
  form.
  Dancing amnesia affects a number of targets, which can reasonably see the perfor-
  mance, up to the heroine’s Perform plus Charisma.
  EXHAUSTING CHOREOGRAPHY (DAEMONSTRATOR)
  Requirements: Veteran, Daemonstrator (Chorybantes), Perform (Dance) d10+
  Energy Points: 2
  Skill: Perform (Dance) -2
  Range: Spirit
  Duration: As long as the performance goes on
  Trappings: Targets are unwillingly forced to dance a very fast and furious choreog-
  raphy that leaves them incapacitated on the ground after a few rounds.
  Unwilling as they might be, the unlucky targets of this Power are forced to join the
  extenuating dance the heroine is performing. They cannot perform any other actions,
  but dance the best they can. If the heroine doesn’t stop, targets rack-up Fatigue levels
  until they drop senseless and Incapacitated after a number of rounds equal to their
  Vigor. To resist the performance, each target must make an opposed roll using their
  Vigor, modified by Charisma, versus the heroine’s Perform.
  Exhausting choreography affects a number of targets, which can reasonably see the
  performance, up to the heroine’s Perform plus Charisma.
  DANCING PUPPETS (ESOTERIC)
  Requirements: Legendary, Esoteric (Chorybantes), Perform (Dance) d12+
  Energy Points: 3
  Skill: Perform (Dance) -2
  Range: Spirit x 4
  Duration: As long as the performance goes on
  Trappings: The targets of this Power are mere puppets in the heroine’s hands,
  following the rhythm and her every single command.
  The Corybantes appear next to the heroine, inviting all bystanders to join their
  dance, repeating the movements made by the heroine and obeying any of her com-
  mands. An awesome choreography transpires, where people who, following the
  rhythm, insult each other, do pirouettes, and eventually kill each other, doing any-
  thing else the Esoteric deems appropriate. To resist the performance, each target
  must make an opposed roll using their Spirit, modified by Charisma, versus the
  heroine’s Perform.
  Dancing puppets affects a number of targets, which can reasonably see the perfor-
  mance, up to two times the heroine’s Perform plus Charisma.
  MAENADS
  "As soon as the busty maenads became aware of being spied in their rites in honor of
  Dionysus, they rose up and, filled with a wild and uncontrollable fury, rushed to Pen-
  theus. To no avail were the efforts of the king: the maenads, drunken with insane folly
  
  14 - Mythos
  and with limbs fortified by furious Lyssa, quartered the body of Pentheus and devoured
  him instantly, deaf to his complaints and to his desperate screams."
  - Daedalus, Chronologos
  Patron Deity: Zagreus
  Requirements:  Novice, Acolyte (Maenads), Spirit d6+, Taunt d6+
  Description: Members of Maenads are known by the epithet methysoi (male) or
  maenads (female) (Ecstatic Drunkards). They perform secret rituals to acquire the
  thrill of euphoria and orgiastic revelry from wine. They spread the thrill and unbri-
  dled passion of grapes and wine across Cosmos, driving those who dare opposing the
  power of Zagreus completely insane. Additionally, they are real lovers of wine and
  take advantage of every opportunity to drink it beyond measure.
  Cult Hindrance: Hangover
  Special Rules: Some of these Powers require the hero to have some wine (or other
  alcoholic beverage) with him in order to work.
  FREE DRINKS (ACOLYTE)
  Energy Points: 1
  Skill: Taunt
  Range: Spirit x 2
  Duration: Special
  Trappings: Targets leave their occupation unattended and rush to drink together
  with the hero.
  The hero invites all bystanders to drink with him. To resist the Power, each target
  must make an opposed roll using their Spirit, modified by Charisma, versus the hero’s
  Taunt. Anyone failing the roll immediately becomes distracted from his job and joins
  the drinking hero, forgetting whatever he was doing. The hero fills everyone’s glass
  and MUST drink along with the targets, or else the Power immediately ends. As a rule
  of thumb, every Vigor/4 glasses of wine, the target gains one Fatigue level. However,
  the hero is not affected by the wine as long as this Power lasts. Should the wine end,
  or the hero chooses not to drink or is wounded, bruised, or distracted in any ways
  from drinking, the Power immediately ends.
  Free drinks affects a number of targets, which can reasonably see and hear the hero,
  up to the hero’s Taunt plus Charisma. When the Power ends, all targets go back to
  their former tasks but the Fatigue levels remain.
  UNBRIDLED PASSION (BAPTIST)
  Requirements: Novice, Baptist (Maenads), Taunt d8+
  Energy Points: 1
  Skill: Taunt -1
  Range: Spirit
  Duration: Rank x 5 minutes
  Trappings: People around the hero fully express their (hidden) passions.
  The hero unleashes passion in the soul of those around him, channeling the domi-
  nant feeling in each of them. Who is sad will become incredibly depressed; who is
  happy will become incredibly euphoric; who is hostile will become bloodthirsty. To
  resist the Power, each target must make an opposed roll using their Spirit, modified
  by Charisma, versus the hero’s Taunt.
  Unbridled passion affects a number of targets up to the hero’s Taunt plus Charisma.
  
  Wine and Blood - 15
  PERSPECTIVE SHIFT (GNOSTIC)
  Requirements: Seasoned, Gnostic (Maenads), Spirit d8+
  Energy Points: 1
  Skill: Taunt -1
  Range: Spirit
  Duration: Rank x 1 minute.
  Trappings: Targets shift their point of view on reality to its opposite.
  The thrill of Zagreus upsets the minds of those around the hero so much that they
  completely reverse their values and way of thinking. Friends become enemies; love
  will becomes hate. To resist the Power, each target must make an opposed roll using
  their Smarts, modified by Charisma, versus the hero’s Taunt.
  Perspective shift affects a number of targets up to the hero’s Taunt plus Charisma.
  MANIA (DAEMONSTRATOR)
  Requirements: Veteran, Daemonstrator (Maenads), Taunt d10+
  Energy Points: 2 for Minor, 3 for Major
  Skill: Taunt -2 for Minor, Taunt -4 for Major
  Range: Spirit
  Duration: Rank x 1 week
  Trappings: The target acquires a Phobia.
  Calling forth the feared spirits called maniae, the hero forces one target to succumb
  to a Minor or Major Phobia, whichever he chooses.  To resist the Power, the target
  must make an opposed roll using Spirit, modified by Charisma, versus the hero’s Taunt.
  Ø
  Raise: With a Raise, the Phobia is permanent.
  LYSSA (ESOTERIC)
  Requirements: Legendary, Esoteric (Maenads), Taunt d12+
  Energy Points: 3
  Skill: Taunt -2
  Range: Spirit x 4
  Duration: Special
  Trappings: People around the hero become crazy and start acting in an unpre-
  dictable way.
  Appealing to the powerful intoxication of wine and the divine teachings of Zagreus,
  the hero triggers Lyssa, the spirit of absolute madness, in the soul of whoever is next
  to him, sending him into a state of delirium and irrational behavior out of any control.
  The target becomes "mad as a hatter" and insensitive to any form of physical or verbal
  persuasion. Once Lyssa touches the soul of someone, its effects are permanent.
  To resist the Power, each target must make an opposed roll using their Spirit,
  modified by Charisma, versus the hero’s Taunt.
  Lyssa affects a number of targets up to two times the hero’s Taunt plus Charisma.
  
  16 - Mythos
  MIMESIS
  "Together with the satyr Silenus, there came Eymètheus, the favorite son of Erato. He
  was gifted with exceptional talent: as soon as he saw something, immediately he learned
  how to do it. During his life, he had learned all sorts of dances and songs, and had been
  an apprentice of the most experienced craftsmen and pupil of the best philosophers. If
  asked, he answered that all his knowledge came from god Dionysus: after all, he was
  only a humble pupil of the Art of Mimesis."
  - Hesiod, deeds of Gods and Heroes
  Patron Deity: Zagreus
  Requirements:  Novice, Acolyte (Mimesis), Vigor d6+, Perform (Act) d6+
  Description: Member of Mimesis, known by the epithet of Mìmoi (the Faceless
  Mimes), are very skilled performers of the ancient art of mimicry and can instanta-
  neously learn their opponents’ Special Abilities or Mystery Cult Powers. Once
  learned, those Powers or Special Abilities can be used at will. These heroes often wear
  tragedy masks, are very compliant, and able to adapt to everything, but “normal”
  people see them as untrustworthy, very conformist and spineless.
  Cult Hindrance: Conformist
  Special Rules: Members can learn Powers and Special Abilities wielded by heroes
  and creatures who are NOT under Hera’s protection. However, a Power or Special
  Ability can only be learned if the hero has the adequate Gnosis rank to use it in the
  future (for example, the chimaera’s Fire Breathing Special Ability can only be learned
  by heroes who have the Daemonstrator Gnosis Rank or higher; see further for de-
  tails). Moreover, certain Special Abilities connected with the opponent’s essence or
  constitution (for example: the dragon’s Swallow Whole or the Sparti Dragon’s Blood
  Special Ability) cannot be learned this way. In any case, the GM has the final word.
  Every hero can remember a number of Powers and Special Abilities up to his Smarts
  die. Additional Powers can be learned only after “erasing” former ones from his
  memory. A Power or Special Ability can be learned in two ways: resisting it or copying
  it. If the hero is the target of the Power or Special Ability he wishes to learn, he just
  needs to successfully resist it, applying an additional (-2) to the resisting roll (in some
  cases, like sheer offensive powers, he just needs to survive it applying the -2 to all
  necessary rolls). If the hero wants to copy a Power or Special Ability that is not
  targeting him, he has to directly witness it and make a successful Perform (Act) roll
  at (-2) as a free action.
  ALPHAMIMESIS (ACOLYTE)
  Energy Points: 1
  Skill: Perform (Act)
  Range: As per the Power or Special Ability the hero wishes to use
  Duration: As per the Power or Special Ability the hero wishes to use
  Trappings: As per the Power or Special Ability the hero wishes to use
  This Power can be used in two ways. It either allows the hero to use a Rank Acolyte
  Mystery Cult Power he learned or a LESSER Special Ability he learned from an Extra
  opponent (for example, the centaurs’ Hit and Run Special ability). The GM decides
  which Special Abilities can be considered lesser ones.
  
  Wine and Blood - 17
  BETAMIMESIS (BAPTIST)
  Requirements: Novice, Baptist (Mimesis), Perform (Act) d8+
  Energy Points: 1
  Skill: Perform (Act) -1
  Range: As per the Power or Special Ability the hero wishes to use
  Duration: As per the Power or Special Ability the hero wishes to use
  Trappings: As per the Power or Special Ability the hero wishes to use
  This Power can be used in two ways. It either allows the hero to use a Rank Baptist
  Mystery Cult Power he learned or a GREATER Special Ability he learned from an Extra
  opponent (for example, the catoblepas’s Terrifying Gaze Special ability). The GM
  decides which Special Abilities can be considered greater ones.
  GAMMAMIMESIS (GNOSTIC)
  Requirements: Seasoned, Gnostic (Mimesis), Vigor d8+
  Energy Points: 1
  Skill: Perform (Act) -1
  Range: As per the Power or Special Ability the hero wishes to use
  Duration: As per the Power or Special Ability the hero wishes to use
  Trappings: As per the Power or Special Ability the hero wishes to use
  This Power can be used in two ways. It either allows the hero to use a Rank Gnosis
  Mystery Cult Power he learned or a LESSER Special Ability he learned from a Wild
  Card opponent (for example, a lamia’s Lure of the Temptress Special Ability). The GM
  decides which Special Abilities can be considered lesser ones.
  DELTAMIMESIS (DAEMONSTRATOR)
  Requirements: Veteran, Daemonstrator (Mimesis), Perform (Act) d10+
  Energy Points: 2
  Skill: Perform (Act) -2
  Range: As per the Power or Special Ability the hero wishes to use
  Duration: As per the Power or Special Ability the hero wishes to use
  Trappings: As per the Power or Special Ability the hero wishes to use
  This Power can be used in two ways. It either allows the hero to use a Rank
  Daemonstrator Mystery Cult Power he learned or a GREATER Special Ability he
  learned from a Wild Card opponent (for example, the chimaera’s Fire Breathing
  Special Ability). The GM decides which Special Abilities can be considered greater
  ones.
  SUPREME MIMESIS (ESOTERIC)
  Requirements: Legendary, Esoteric (Mimesis), Perform (Act) d12+
  Energy Points: 3
  Trait Roll: Perform (Act) -2
  Range: As per the Power or Special Ability the hero wishes to use
  Duration: As per the Power or Special Ability the hero wishes to use
  Trappings: As per the Power or Special Ability the hero wishes to use
  This incredible Power allows the Esoteric to use a Rank Esoteric Mystery Cult
  Power he learned from another Esoteric. The Power’s patron deity must be at least
  Indifferent towards the hero, or the Power never works.
  
  18 - Mythos
  HELLAS AND BEYOND
  The Cosmos is a big place, shaped by the deeds of Gods and Heroes. Every corner of
  it echoes from memorable feats or incredible woes. Let’s explore together some
  regions of Hellas and some foreign countries.
  HELLENIC LOCATIONS
  BOEOTIA
  Boeotia is a very important region in Central Hellas.
  It lies north of the eastern part of the Gulf of Corinth and has a short coastline on the
  Gulf of Euboea. It borders on Megaris in the south, Attica in the southeast, Chalcis in
  the northeast, Opuntian Locris in the north, and Phocis in the west.
  
  Wine and Blood - 19
  The main mountain ranges of Boeotia are Mount Helicon in the southwest and
  Mount Cithaeron in the south. Its longest river, the Cephissus, flows in the central
  region where most of the low-lying areas of Boeotia are found. In the center of
  Boeotia lie two lakes: the bigger one is Lake Copais, the smaller one is Lake Hylika.
  Two great cities fight for supremacy in Boeotia: Thebes, ruled by the Royal House
  of Cadmus, and Orchomenus, ruled by the Royal House of Minyas.
  ORCHOMENUS
  Ὀρχομενός
  The Great Treasury, the Rampant Mongoose
  Location: Central Hellas, Boeotia region
  Population: circa 14,000, called Minyans. They are renowned winemakers and
  curious travelers.
  Symbol: The head of Minyas’s Mongoose or a cluster of grapes.
  King: Ascalaphus and Ialmenus, former Argonauts from Minyas lineage, now reign
  in Orchomenus’ citadel, the Treasury.
  History: Orchomenus is a very old settlement founded near Lake Copais. It became
  very famous since Minyas, son of Poseidon, seized power. He was a very cunning and
  skilled ruler who learned the secrets of winemaking from Dionysus. Selling his excel-
  lent wine, Minyas became incredibly wealthy and hoarded all his huge wealth in the
  royal palace that was called “the Treasury”. Under Minyas’s rule, many Minyans went
  to foreign lands in search of wealth and fortune. Some of them reached Iolcus in
  Magnesia and settled there. The mighty Jason comes from Minyas lineage, that’s why
  all Argonauts are often referred to as “Minyans”. During the following years, Or-
  chomenus’s wealth caused many battles against the neighboring kingdoms. King
  Erginus, grandson of Minyas, won the war against the Thebans and imposed a heavy
  tribute on them. He hated Thebans so much that he ordered the Mongoose to be the
  
  20 - Mythos
  city’s emblem only to humiliate the “poisonous vipers” of the House of Cadmus. Alas,
  with Heracles’ help, the Thebans, not many years later, defeated the Minyans and
  imposed on them twice the former tribute. Orchomenus was so rich they didn’t quite
  notice the tribute and continued its winemaking and trading. Since the two brothers
  Ascalaphus and Ialmenus got triumphantly back from the great Argonauts challenge,
  they feel up to any enterprise and plot revenge against the Thebans to again prove
  their worth.
  Religion: Minyans have a special devotion towards Dionysus.
  Mentality: Unlike many Hellenes, Minyans love money. They love collecting drach-
  mas (especially gold ones) and showing their treasures off as a status symbol. More-
  over, they tend to be very stingy: every drachma spent is a wound to their treasure
  hoard.
  ROYAL HOUSE OF MINYAS
  AKA: Minyans, Vintners
  Royal Seal: A great cluster of grapes, symbolizing the huge vineyards owned by the
  Minyans.
  Headquarters: Orchomenus in Boeotia.
  Description: More interested in trade rather than in war, the Minyans are devoted
  to winemaking, cherish trade, and love to hoard treasures. They race against the
  Cadmides for the supremacy over Boeotia.
  History: Minyas, eponym of the Minyans, descends from the line of Aeolus and
  Sisyphus. During his reign, Orchomenus was nothing more than a little town whose
  name was not even recorded. One day Dionysus showed up with his full court and the
  whole village went into a frenzy. Minyas’ daughters reproached other women for
  joining the Maenads. So Dionysus, coming to them as a young girl, exhorted them to
  honor the cult and mysteries of the god. But Minyas’ daughters, paying no attention
  to the young girl's words, angered the god who then turned into a bull, a lion, and a
  leopard. Terrified by these and other miraculous events, the daughters cast lots and
  decided Leucippe’s son Hippasus should be torn into pieces to appease the god. After
  that they joined the Maenads in the mountains, but were turned into birds by Hermes.
  Minyas, seeing this, decided to accept the raving god and ordered that every year,
  at the same date, there would be a flight and pursuit of young girls by the Priest of
  Dionysus with sword in hand. Any one of them that he catches he may kill. The god
  was very pleased with this display of honor and rewarded Minyas with secret wine-
  making knowledge. Since then, the Minyans have been great winemakers and in
  Orchomenus a great temple to Dionysus was erected. Winemaking was very profit-
  able; the revenues that Minyas received were so great that he surpassed his predeces-
  sors in wealth and became the first man known to build a treasury to receive his
  riches. This great treasury became the Royal Palace of Orchomenus in the later years.
  Minyas had a son, Orchomenus, who became king after him and gave the growing
  city his name. Orchomenus was childless. So after him the kingdom went to Cly-
  menus, from Athamas line. Clymenus was killed by Thebans at a feast and for a trivial
  reason. So Erginus (the eldest son of Clymenus), having succeeded his father as king
  of the Minyans, attacked Thebes and, being victorious, imposed a tribute on the
  Thebans. He was so angered against the Theban “poisonous vipers” that he elected
  his cherished little mongoose to be the new city emblem in spite of the Cadmides.
  Later, Erginus and the Minyans were defeated by Heracles and the Thebans, who
  forced the Minyans to pay two times the former tribute to the Cadmides.
  
  Wine and Blood - 21
  Although heavy, the Minyans paid the toll without problems for many years to
  come. Nowadays, Ascalaphus and Ialmenus, grandsons of Erginus, rule in Or-
  chomenus after returning from the Argonauts expedition. Their attitude is more
  warlike than their ancestors and they plot revenge against the Cadmides.
  Goals: Ascalaphus and Ialmenus wish to end the tribute Thebes imposed on them
  and seize the supremacy over Boeotia.
  Allies: Minyans have no active allegiance yet, but anyone who opposes the Royal
  House of Cadmus and/or Heracles can be regarded as an ally.
  Enemies: The Cadmides are the Minyans’ sworn enemies: Ascalaphus and Ial-
  menus plot revenge against them to finally seize the supremacy over Boeotia. More-
  over, the Minyans did not forget what Heracles did to them, so they will oppose the
  Heraclids as well.
  LANDMARKS
  MOUNT CITHAERON
  Location: Central Hellas, Boeotia region
  Description: Standing between Boeotia in the north and Attica in the south, Mount
  Cithaeron rises to 4,623ft. This mountain derives its name from ancient Boeotian king
  Cithaeron, who helped Zeus in dire straits. When Hera, suspecting another extramar-
  ital affair, was chasing after Zeus, Cithaeron advised the latter to take into his chariot
  a wooden statue made from Mt Cithaeron’s wood and dress it up so as to make it
  resemble Plataea, the daughter of Asopus. Zeus followed his counsel, and as he was
  riding along with his pretended bride, Hera, overcome by her jealousy, ran up to him,
  tore the covering from the suspected bride, and on discovering that it was a statue,
  became reconciled to Zeus.
  Since then, Zeus has blessed this mountain’s trees and every master artisan wishes
  to craft his wooden masterpiece from mount Cithaeron’s wood (in game terms, wood
  collected from the sacred areas of Mount Cithaeron provide a +2 to Crafting rolls).
  The problem is, since Dionysus (as Zagreus) entered the Heavenly Contest, Mount
  Cithaeron has been chosen to be his most important sanctuary where orgies, parties,
  and Mystery Cult rites are held. It’s strictly forbidden for uninvited guests to enter its
  woods and witness the secret rites, as King Pentheus learned for himself being
  dismembered by the furious Maenads. Moreover, since ancient times, satyrs inhabit
  this mountain’s forests, leading a joyous and carefree life and do not welcome unin-
  vited strangers.
  LAKE COPAIS
  Location: Central Hellas, Boeotia region
  Description: Lake Copais is a great lake in Boeotia that spans about 70 square
  miles. The towns of Haliartus, Orchomenus, and Chaeronea are on its shores. The
  main river feeding the lake is the Cephissus.
  Nowadays, Lake Copais is nothing more than a great place to relax and enjoy eating
  its famous eels, but centuries ago the situation was different. During the Silver Age, a
  city of Pelandres stood where Lake Copais now is; its name was Ogygia and the people
  inhabiting it were named Hectenes. It was a peaceful town until the Atlanteans came
  and transformed it into one of their fiercest strongholds against the Olympians. In
  order to quench the rebellious Atlanteans, the god Ares diverted the river Cephissus
  from its banks and flooded the area where Ogygia stood, cursing all its inhabitants,
  
  22 - Mythos
  who transformed into slimy eels. The city sank hundreds of feet underwater and since
  then Lake Copais was created.
  If legends are true, the city and its Atlantean wonders remained unchanged during
  the centuries due to Ares’ curse and the delicious eels are the offspring of the cursed
  Pelandres. The city’s king, Ogygus, is said to have turned into a giant eel and constant-
  ly spawns new eels on his orichalcum throne since the curse started. Untold treasures
  await the daring adventurers who dive deep into Lake Copais’s waters, but so far
  nobody has returned to prove these legends true.
  FOREIGN LOCATIONS
  INDIA
  Location: Easternmost part of the Cosmos, on the banks of Oceanus.
  Description: Far, far away, on the easternmost banks of the Great River Oceanus,
  south of Colchis lays a foreign, barbaric land called India. It’s a very distant land,
  about 2,000 miles away from Hellas, where strange creatures and men dwell. The god
  Dionysus was forced to go there and wage war against the Indians in order to be
  accepted among the Olympians, but before him nobody of Hellenic lineage ever
  entered that land. Indians live a primitive, tribal life and usually gather in small
  villages in the jungle. Every tribe leads its life separately; they only join forces to
  oppose greater enemies such as Dionysus’ army. Indians are not the only inhabitants
  of India, many other “curious” tribes of humanoids live there: the mouth-less astomi,
  the short-lived calingi, the dog-like chromandae, the long-lived macrobi, the wrinkled
  mandi, the black-and-white pandae, the snake-like sciritae, and the sparrow-footed
  struthopods. India is also the homeland of many exotic animals such as elephants and
  fabulous monsters like the unicorn. After defeating the former Indian king Deriades,
  Dionysus left his trusted friend Modaeus in charge of all India. Since Zagreus joined
  the Heavenly Contest, many humanoids, animals, and monsters from India are even
  more often seen in Hellas and neighboring countries, probably brought there to
  satisfy the God of Wine’s whims.
  
  Wine and Blood - 23
  EXOTIC CREATURES &
  TRIBES
  Since Zagreus took part in the Heavenly Contest, many exotic animals, humanoids,
  and beasts started appearing in Hellas and elsewhere on Cosmos. Although native to
  faraway India, these exotic beings now roam the entire Cosmos; heroes should better
  beware!
  EXOTIC CREATURES
  ELEPHANT
  Eλέφας
  There is an animal, which is called "elephant," which possesses no desire for sexual
  intercourse. But among the Indians, where it comes from, it is called "barrus" from its
  trumpeting. So also its trumpeting is called "barritus" and its teeth "ebur." Its snout is
  called "promuscis," because it puts food into its mouth with it; and it is like a snake and
  is guarded by a rampart of ivory. No bigger animal is to be seen on four legs.
  - Alektor, Wonderful Bestiary
  Elephants are large Indian animals with great tusks and thick hides. They have no
  knee joints, so if they fall down they cannot get up again. To avoid falling, the elephant
  leans against a tree while it sleeps. To capture an elephant, a hunter can cut part way
  through a tree; when the elephant leans against it, the tree breaks and the elephant
  falls. Unable to rise, the beast cries out: no matter how hard it tries, it won’t be able to
  rise up until a small elephant comes and succeeds in raising the fallen one. They like
  eating serpents, especially the Indian dragons, which in turn prey on elephants.
  Male elephants are reluctant to mate. When the female wants children, she and the
  male look for the mandrake root; the female elephant eats some mandrake and then
  gives some to the male; they mate and the female immediately conceives. The female
  remains pregnant for two years, and can only give birth once. When it is time to give
  birth, the female wades into a pool up to her belly and gives birth there. If she gave
  birth on land, the elephant's enemy (the Indian dragon) would devour the baby. To
  make sure the dragon cannot attack, the male elephant stands guard and tramples the
  dragon if it approaches the pool.
  The cures obtained from the elephant are few in number; the principal one being a
  salve made of ivory, ground up, which is applied to spots and lines on the face and for
  whitening the teeth. The blood is also to be drunk by those who suffer from hemor-
  rhage (has the same effect of a raise on a Healing roll). If the skin or bones of an
  elephant are burned, the smoke will drive out serpents.
  The elephant's life span is three hundred years. They travel in herds, are afraid of
  mice, and courteously salute friendly men in whatever way they can.
  
  24 - Mythos
  ELEPHANT
  Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+5, Vigor d10
  Pace: 6; Parry: 5; Toughness: 14 (2)
  Skills: Fighting d6, Intimidation d10, Notice d6
  Special Abilities:
  ·
  Armor +2: Thick, leathery hide.
  ·
  Dragon Killer: Elephants are dragons’ natural enemies. They immediately
  attack dragons that are not larger than they are and gain a +2 bonus for at-
  tacks made against them.
  ·
  Large: Due to their size, opponents get a +2 bonus to all attack rolls when
  fighting an elephant.
  ·
  Size +5: Elephants are massive creatures.
  ·
  Trample: Elephants attack by charging forward and trampling their oppo-
  nents. They charge in a straight line, or can make a single turn with the
  Turn template; anyone within their path must make an Agility check or be
  run down. Victims take Str damage and are knocked prone.
  ·
  Trunk Slap/Tusks: Str+d6
  ·
  Weakness (Mice): Elephants can’t stand the sight of mice. They must make
  a Fear roll at (-4) whenever they’re within 6” of one.
  ELEPHANT, WAR
  Eλέφας ολεμιστής
  A war elephant is an elephant trained and guided by Indians for combat. Their main
  use is to charge the enemy, trampling them and breaking their ranks. They carry
  turrets in combat, and tusks adorned with blades and maces to bring more pain to
  their enemies. Few brave heroes use them to fight against dragons.
  ELEPHANT, WAR
  Attributes: Agility d4, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12
  Pace: 6; Parry: 6; Toughness: 16 (2)
  Skills: Fighting d8, Intimidation d12, Notice d6
  Special Abilities
  ·
  Armor +2: Thick, leathery hide.
  ·
  Dragon Killer: War elephants are dragons’ natural enemies. They gain a +2
  bonus for attacks made against them.
  ·
  Large: Due to their size, opponents get a +2 bonus to all attack rolls when
  fighting an elephant.
  ·
  Size +6: Elephants are massive creatures.
  ·
  Trample: War Elephants attack by charging forward and trampling their
  opponents. They charge in a straight line, or make a single turn with the
  Turn template; anyone within their path must make an Agility check at (-2)
  or be run down. Victims take Str damage and are knocked prone.
  ·
  Trunk Slap/Tusks: Str+d8
  ·
  Weakness (Mice): War elephants can’t stand the sight of mice, but their
  battle training gives them better chances to resist. They must make a Fear
  roll at (-2) whenever they’re within 6” of one.
  
  Wine and Blood - 25
  INDIAN ANTS
  Μυρμηκες Ινδικοι
  Most of the gold is acquired from the
  lethal Indian Anthills by the cunning Indi-
  ans; they dig some from mines in their
  country, too, but it is less abundant.
  - Silenus, Chronicles of the Indian Wars
  In the sandy Indian deserts there are ants; their
  swarms are not as big as dogs, but definitely bigger than
  foxes. These ants live underground, preying on every
  kind of living thing they can find (animals and plants alike) and digging out the sand
  in the same way as the ants in Hellas, to which they are very similar in shape, and the
  sand which they carry from the holes is full of gold. It is for this sand that the Indians
  set forth into the desert; the few that succeed come back incredibly rich while the
  bones of all the others are scorched by the blazing desert sun. The gold does not come
  from a metal vein, but rather the ants’ excrements. Whoever manages in capturing the
  ants’ queen alive could create a private anthill and become rich in no time. So far,
  nobody has succeeded, but many bold heroes died trying.
  Indian ants hunt in great swarms that cover a Large Burst Template that attack
  everyone within it every round. They are incredibly fast and voracious, capable of
  devouring an ox in less than one minute. If an anthill is approached, it can house up
  to 1d4+1 swarms of Indian ants. The following stats refer to a single swarm.
  INDIAN ANTS
  Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d10, Vigor d10
  Pace: 12; Parry: 4; Toughness: 7
  Skills: Notice d10
  Special Abilities
  ·
  Bite or Sting: Indian ant swarms inflict hundreds of tiny bites every round
  to their victims, hitting automatically and causing 2d6 damage to everyone
  beneath the template. Damage is applied to the least armored location.
  ·
  Burrow (10”): Indian Ants can plunge or pop out of the ground at will.
  ·
  Fleet Footed: They move at Pace 12 and roll a d8 for running.
  ·
  Gold Makers: A standard anthill of Indian ants can make an average of 1 lb.
  of golden dust every day, piled on a mound near the anthill’s entrance hole.
  An average Indian anthill (at the moment he heroes approach it) has about
  1d100 lbs. of gold per swarm housed within, dispersed on different mounds
  around the entrance, unless the GM states otherwise.
  ·
  Split: Indian ants are very smart. If needed, they can split up into two small-
  er swarms (Medium Burst Templates) should their foes split up. The
  Toughness of these smaller swarms is reduced by 2 (to 5 each).
  ·
  Swarm: Parry +2; Because the swarm is composed of hundreds of crea-
  tures, cutting and piercing weapons do no real damage. Area-effect weap-
  ons work normally, and a character can stomp to inflict his damage in
  Strength each round. Jumping in water foils the Indian ants.
  
  26 - Mythos
  INDIAN DRAGON
  Δράκων Ινδικος
  In India, I am told, the elephant and the dragon are the bitterest enemies. Now
  elephants draw down the branches of trees and feed upon them. And the dragons,
  knowing this, crawl up the trees and envelop the lower half of their bodies in the foliage,
  but the upper portion extending to the head they allow to hang loose like a rope. And the
  elephant approaches to pluck the twigs, whereat the dragon springs at its eyes and
  gouges them out. Next the dragon winds round the elephant's neck, and as it clings to
  the tree with the lower part of its body, it tightens its hold with the upper part and
  strangles the elephant with an unusual and singular noose.
  - Alektor, Wonderful Bestiary
  Indian dragons are large serpents that live in India and prey on Elephants. Although
  smaller than their Hellenic relatives, they are nevertheless dangerous enemies
  spawned by the goddess Echidna.
  INDIAN DRAGON
  Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12
  Pace: 6; Parry: 7; Toughness: 17 (4)
  Skills: Fighting d10, Intimidation d12, Notice d8
  Special Abilities
  ·
  Armor +4: Scaly hide
  ·
  Claws/Bite: Str+d8
  ·
  Elephant Killer: Indian dragons are elephants’ natural enemies. They im-
  mediately attack elephants on sight and gain a +2 bonus for attacks made
  against them.
  ·
  Large: Attackers add +2 to their attack rolls when attacking an Indian drag-
  on due to its large size.
  ·
  Size +5: Indian dragons are over 20’ long from snout to tail, and weigh in at
  over 3000 pounds.
  ·
  Tail Lash: An Indian dragon can sweep all opponents in its rear facing in a
  3” long by 6” wide rectangle. This is a standard Fighting attack, and damage
  is equal to Str-2.
  INDIAN WORM
  Ἑλμις Ινδικος
  There is also a large creature in Ganges River which distantly resembles a white
  worm. By melting down, they make an oil, and from this oil, it appears, there is given off
  a flame such that nothing but glass can contain it.
  - Alektor, Wonderful Bestiary
  In the river Indus breeds an exotic race of giant worms resembling those usually
  found on fig-trees. Their average length is about 20’ and they are so thick a child ten
  years old could hardly put his arms round it. They have two teeth, one in the upper
  and one in the lower jaw, devouring everything they seize with these teeth. By day
  they remain in the mud of the river, but at night they comes out, seize whatever
  
  Wine and Blood - 27
  comes across, whether ox or camel, drag it into the river, and devour it all except the
  intestines.
  Indians try to catch these worms with large hooks baited with a lamb or a child
  prisoner attached by iron chains. After the worm has been caught, it is hung up for
  thirty days with vessels placed underneath, into which as much oil from the body
  drips as would fill ten amphorae. At the end of the thirty days, the worm is thrown
  away; the vessels of oil are sealed and given as a present to the king of India, who
  alone is allowed to use them. This oil sets everything alight, wood or animals, over
  which it is poured, and the flame can only be extinguished by throwing a quantity of
  thick mud on it or encircling it with glass.
  INDIAN WORM
  Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12
  Pace: 6; Parry: 7; Toughness: 13
  Skills: Fighting d10, Intimidation d8, Notice d8, Swimming d12
  Special Abilities
  Aquatic (Rivers Only): Cannot drown in water, moves at full Swimming
  skill
  ·
  Bite: Str+d8
  ·
  Highly Flammable: If shaken or wounded by a slashing/piercing weapon,
  the Indian worm erupts highly flammable oil from its wound that immedi-
  ately catches fire in a cone template. Anything hit by it and fails an Agility
  roll suffers 2d10 fire damage and has a chance to catch fire with a 4-6 on a
  d6. However, if properly treated, the carcass of the worm can produce up to
  6 gallons of highly flammable oil. Each gallon
  can be converted with a successful Craft (Phar-
  macy) roll into 5 explosive bombs that deal
  2d10 fire damage on a MBT where any-
  thing catches fire with a 4-6 on a d6.
  ·
  Large: Attackers add +2 to their attack
  rolls when attacking an Indian Worm
  due to its large size.
  ·
  Size +5: Indian worms are over 20’ long
  from mouth to tail, and weigh in at over
  3,000 pounds.
  ·
  Tail Lash: An Indian worm can sweep all
  opponents in its rear facing in a 3” long by
  6” wide rectangle. This is a standard
  Fighting attack, and damage is equal to
  the creature’s Str-2.
  
  28 - Mythos
  LION
  λέων
  The lion was complaining to Prometheus that while the god had made him big and
  strong, he was still afraid of the cock. The lion felt foolish because of this lack of courage.
  He went to talk to the elephant and found him being tormented by a little mouse. When
  the lion asked him about his trouble, the elephant said that he was afraid of the mouse,
  because if it got into his ear he would surely die. The lion, hearing that, felt much better
  about his own courage, since a cock is much more frightening than a mouse.
  - Hesiod, Of Beasts and Men
  Lions are big predators living in Hellas’ mountains as well as in faraway India’s
  barren plains. When a lion notices it’s being hunted, it erases its tracks with its tail. Its
  cubs are born dead and are brought to life when the father roars over them. They are
  frightened by the sight of the white cock and can cure themselves by eating an ape;
  eating on one day and drinking the next – if the meat does not digest properly the lion
  pulls it out of its stomach with its claws.
  The roar of a lion is alone enough to make other animals weak with fear. They do
  not like to eat the previous day's prey, abandoning the remains of their last meal.
  Unlike most animals, they mate face-to-face. The lioness gives birth to five cubs the
  first time, then four the next, and three the next, until after the birth of a single cub in
  the fifth year, they become sterile.
  LION
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
  Pace: 8; Parry: 6; Toughness: 8
  Skills: Fighting d8, Notice d8
  Special Abilities
  ·
  Bite or Claw: Str+d6
  ·
  Elusive: If a lion realizes someone’s after him (with a successful Notice
  roll), he erases his own footsteps with his tail, imposing a (-2) penalty to
  Tracking rolls to hunters who wish to track it down.
  ·
  Fearful Roar: A lion’s roar chills every living being’s blood and could wake
  up the dead ones. All living beings listening to it to it must make a Fear roll,
  while those who died (not earlier than one day before) are allowed a Vigor
  roll to eventually come back to life. The GM has the final word on this issue.
  ·
  Improved Frenzy: Lions may make two Fighting attacks, each action at no
  penalty.
  ·
  Low Light Vision: Lions ignore penalties for Dim and Dark Lighting.
  ·
  Pounce: Lions often pounce on their prey to bring their mass and claws to
  bear. They can leap 1d6” to gain +4 to Fighting and damage. However, Parry
  is reduced by (–2) until their next action when performing the maneuver.
  ·
  Size +2: Male lions can weigh over 500 pounds.
  ·
  Weakness (White Cock): Lions can’t stand the sight or the sound of a
  white cock. They must make a Fear roll at (-4) whenever they’re within 6”
  of one.
  
  Wine and Blood - 29
  ONE-HORNED HORSE (UNICORN)
  Ἱππος Μονοκερας
  India produces one-horned horses. From their horns they make drinking-vessels, and
  if anyone puts a deadly poison in them and a man drinks, the plot will do him no harm.
  For it seems that the horn of the horse is an antidote to the poison.
  - Alektor, Wonderful Bestiary
  In India there are great horses known as unicorns. Their bodies are white, head
  dark red, eyes bluish, and they have a horn in their forehead about two feet in length.
  The lower part of the horn is quite white, the middle is black, the upper part, which
  terminates in a point, is a flaming red. Those who drink out of cups made from the
  horn are proof against convulsions, epilepsy, and even poison, provided that before
  or after having taken it they drink some wine out of these cups.
  Unicorns are very strong and swift; neither a horse nor any other animal can
  overtake them. At first they run slowly, but the longer they run their pace increases
  wonderfully, becoming faster and faster. Their flesh is too bitter to eat, and they
  cannot be tamed in any way that allows a man to ride them; they are
  only hunted for the sake of the horns. Unfortunately, one-horned
  horses tend to be very elusive and run away as soon as they
  spot potential threats. To temporarily tame the beast so it can
  be captured, Indians place a virgin girl in its path. The
  unicorn, seeing the maiden, does not run away but comes
  to her. If she allows it to suckle from her breast, the
  one-horned horse puts its head in her lap and falls
  asleep. The hunters can then easily capture or kill it.
  The unicorn cannot survive without its horn; if it’s
  taken away, the animal immediately dies.
  
  30 - Mythos
  ONE-HORNED HORSE (UNICORN)
  Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d12+1, Vigor d10
  Pace: 12; Parry: 7; Toughness: 9
  Skills: Fighting d10, Notice d8
  Special Abilities
  ·
  Cleansing Horn: Unicorns are immune to poisons and diseases, thanks to
  their forehead horn. If removed and crafted in the shape of a cup with a suc-
  cessful Craft (Pharmacy) roll, whoever drinks wine from it is immediately
  cleansed from diseases and poisons, provided that Apollo is at least Indif-
  ferent towards him. Should the Craft (Pharmacy) roll fail, the horn is ren-
  dered useless.
  ·
  Kick: Str
  ·
  Lightning Speed: One-horned horses move at Pace 12 and roll a d12 for
  running.
  ·
  Piercing Horn: Str+d10. The horn of the unicorn pierces through and ig-
  nores every kind of armor.
  ·
  Size +2: One-Horned horses weigh between 800 and 1,000 pounds.
  TIGER
  Tίγρις
  The tiger has its name after the word the Indians use for "arrow", because tigers are
  so fast. The Tigris River is named after the tiger because it is the fastest of all rivers.
  Tigers have many stripes and are admired for their strength and speed. In India, female
  dogs are tied up in the forest at night, where wild tigers mate with them; dogs born in
  this way are incredibly fierce and Indians believe they could even overcome lions.
  - Alektor, Wonderful Bestiary
  Tigers are remarkable feline famous for their incredible speed: in the language of
  the Indians the word for arrow is tigris. Tigers, which have a striped coat, live mostly
  in India where Indians try their best to capture tiger cubs in order to raise them as
  formidable watchdogs.  When a mounted hunter steals the cub of a tiger, the tiger
  swiftly chases him, and would surely catch him except for a trick. When the tiger
  comes near and the robber sees he cannot escape, he throws down a brazen mirror;
  the tiger, seeing its own reflection in the polished surface and thinking it is her stolen
  cub, stops to nurse the supposed cub. This trick often gives the robber enough time
  to escape.
  TIGER
  Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d10, Vigor d8
  Pace: 10; Parry: 6; Toughness: 8
  Skills: Fighting d8, Notice d8
  Special Abilities
  ·
  Bite or Claw: Str+d6
  ·
  Fleet Footed: They move at Pace 10 and roll a d8 for running.
  ·
  Improved Frenzy: Tigers may make two Fighting attacks, each action with
  no multi-action penalty.
  ·
  Low Light Vision: Tigers ignore penalties for Dim and Dark lighting.
  
  Wine and Blood - 31
  ·
  Pounce: Tigers often pounce on their prey to best bring their mass and
  claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry
  is reduced by (-2) until its next action after performing the maneuver.
  ·
  Size +2: Male tigers can weigh over 500 pounds.
  ·
  Weakness (Reflection): Tigers love the sight of their own reflection. They
  must make a Spirit roll at (-4) whenever they see it; should they fail, they
  are compelled to go near the reflection and stand there mesmerized for 2d6
  minutes.
  HUMAN TRIBES
  When Dionysus waged war against the Indians, he met many different cultures and
  exotic humanoids. Since he joined the Heavenly Contest, many of them now roam the
  whole Cosmos, following the gods’ whims.
  INDIANS
  Ινδοί
  Father Zeus sent Iris to the divine halls of Rhea, to wake the fray Dionysus, that he
  must drive out of Asia with his avenging thyrsus the proud race of Indians untaught of
  justice.
  - Hesiod, Heroes and Gods’ deeds
  Indians are a nomadic race of humans inhabiting the easternmost lands of Cosmos
  called India. They are far superior in numbers compared to other Indian tribes; with
  their own language and own customs, they are regarded as “barbarians” by Hellenes.
  They have a dark brown complexion and black, curly hair. They usually dress with
  animal pelts and are accustomed to living in dire environments. The following stats
  refer to a standard Indian tribesman.
  INDIAN TRIBESMAN
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Charisma: 0; Pace: 6; Parry: 5 (6 with shield); Toughness: 6 (1)
  Skills: Climbing d4, Fighting d6, Intimidation d6, Notice d4, Shooting d6, Stealth d6,
  Survival d6.
  Gear: Short sword (Str+d6) or club (Str+d4), crescent shield (+1 Parry) or bow
  (2d6, 12/24/48), animal skin armor (+1)
  Suggested Customizations:
  ·
  Indian Rider (Riding d6, add horse to gear)
  ·
  Indian Hunter (Survival d8, Tracking d6, equipped with a bow)
  ·
  Indian Soldier (Fighting d8, replace armor/shield with leather cuirass and
  dyplon shield)
  
  32 - Mythos
  INDIAN CAPTAIN
  Ινδός ηγέτης
  Each Indian tribe is led by a captain, the most powerful of all soldiers. Each
  captain leads his tribe in the way he most pleases; tribes rarely cooperate with each
  other and rely mainly on self-subsistence.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
  Charisma: 0; Pace: 6; Parry: 8 (9 with shield); Toughness: 9 (3)
  Skills: Climbing d6, Knowledge (Battle) d6, Fighting d10, Intimidation d8,
  Notice d6, Riding d8, Shooting d8, Stealth d6, Streetwise d6, Survival d8.
  Edges: Block, Command, Improved Nerves of Steel, Level Headed, Natural Leader,
  Sweep.
  Hindrances: Outsider
  Gear: Long sword (Str+d8), dyplon shield (+1 Parry, +1 Armor vs. ranged shots),
  bronze cuirass (+3)
  Suggested customizations:
  ·
  Bloody Indian Captain (drop Smarts and Spirit to d6, raise Strength and Vig-
  or to d10, Brawny, Improved Sweep, drop Level Headed, replace dyplon
  shield and long sword with great sword),
  ·
  Smart Indian Captain (Knowledge (Battle) d8, Command Presence, Tacti-
  cian)
  CALINGI (SHORT-LIVED MEN)
  Καλιγγοι
  Among the Calingi, a tribe of the western part of India, women conceive at the age of
  five and do not live more than eight years.
  - Silenus, Chronicles of the Indian Wars
  The Calingi are an extremely short-lived Indian tribe who reaches maturity at the
  age of five and dies of old age at eight. They are very curious and eager for knowledge;
  knowing they are doomed to die soon, they tend to be rash and brave. They have a
  deep hatred towards the Macrobi tribe, waging war against them often. They look like
  an average Indian to Hellenic eyes. Use the Indian stats for an average tribesman and
  the Indian Captain stats for a Wild Card leader, adding the following:
  Hindrance: Curious
  MACROBI (LONG-LIVED MEN)
  Μακροβοι
  Among Indians there are tribes who exceed a hundred years. Indians call them Gymn-
  etae, though Hellenes call them Macrobi.
  - Silenus, Chronicles of the Indian Wars
  In the eastern parts of India are men who live a hundred and thirty years, and do
  not grow old but die middle-aged. They tend to live a relaxed, peaceful life, devoting
  their life to crafts and knowledge. The Calingi are their worst enemies. Despite their
  
  Wine and Blood - 33
  long lives, they look like an average Indian to Hellenic eyes. Use the Indian stats for
  an average tribesman and the Indian Captain stats for a Wild Card leader, adding the
  following:
  Skill: Craft (choose one) d8
  MANDI (WRINKLED MEN)
  Μανδοι
  Among a certain race of India, the women bear children only once in their life time,
  and the children begin to turn grey, old, and wrinkled soon after birth.
  - Silenus, Chronicles of the Indian Wars
  In the northern parts of India are men who never experience youth, as they grow
  old soon after birth. They are called Mandi and are a curious tribe made of wrinkled,
  elderly members. They look like an average elderly Indian to Hellenic eyes. Use the
  Indian stats for an average tribesman and the Indian Captain stats for a Wild Card
  leader, adding the following:
  Hindrance: Elderly
  EXOTIC TRIBES
  ASTOMI (MOUTHLESS MEN)
  Αστομοι
  Near the remote river Ganges live the
  astomi, who are speechless because they
  have no mouths. Hence, they can only live
  by inhaling air by their nostrils.
  - Silenus, Chronicles of the Indian
  Wars
  At the extreme boundary of India to the
  east, near the source of the Ganges River,
  lives the Astomi tribe – humanoid people
  with no mouths and body hair all over.
  They dress in cotton wool and live only
  on the air they breathe and the scent they
  inhale through their nostrils. They have
  no food or drink except the different
  odors of the roots, flowers, and wild ap-
  ples, which they carry with them on their
  longer journeys so as not to lack a supply
  of scent. They have no spoken language
  and communicate via gestures. Although
  nourished by smell, very strong odors
  can kill them. Astomi can be the perfect pawns for plots and schemes; they can track
  a specific person from her scent and, since they don’t speak, never reveal precious
  information to enemies.
  
  34 - Mythos
  ASTOMI
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Skills: Climbing d4, Fighting d6, Intimidation d6, Notice d4, Shooting d6, Stealth d6,
  Survival d8, Tracking d12
  Gear: Short sword (Str+d6) or club (Str+d4), animal skin armor (+1).
  Special Abilities
  ·
  Easy Survivors: Astomi only require scents to survive. Each day they don’t
  smell fruit, plants, meat, or fish, they gain 1 level of Fatigue until they be-
  come Incapacitated and die.
  ·
  Flawless Trackers: Astomi never miss a scent. Like trained dogs, if they
  know a scent, they gain a +4 to Tracking rolls to locate it and can roll a Wild
  Die for tracking purposes only.
  ·
  Weakness (Strong Odors): Astomi can’t stand foul smelling objects or
  places. Should an Astomi inhale a strong, smelly odor, he must make a Vigor
  roll. On failure, he dies immediately from shock.
  
  Wine and Blood - 35
  CHROMANDAE (HOUND-MEN)
  Χρομανδαι
  Chromandae are a forest tribe from India with no speech but a horrible scream, hairy
  bodies, keen yellow eyes, and the head and teeth of a dog.
  - Silenus, Chronicles of the Indian Wars
  Chromandae are a truly exotic humanoid Indian tribe with the head of a dog and the
  body of a man. Their whole bodies are covered in reddish-brown fur, which becomes
  shorter as it surrounds their faces, and clawed hands that reveal grey colored skin.
  Their pelts vary from mono-colored to spotted and their eyes are either yellow or
  black. Indian legends say they are the cursed offspring of a female dog and a man,
  while Hellenic lore claims them to be the result of a lycanthrope coupling with an
  Indian woman. Whatever their origin might be, chromandae are a very savage tribe
  that razes and pillages every village they find. Nowadays, they are known as fierce,
  barbaric warriors employed by Indians and Hellenes alike (when they manage to
  effectively communicate with them) to fulfill assassinations and wreak havoc on
  enemies.
  CHROMANDAE
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
  Charisma: 0; Pace: 6; Parry: 6 (7 with shield); Toughness: 7 (1)
  Skills: Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d6, Tracking d6
  Gear: Short sword (Str+d6) or club (Str+d4), crescent shield (+1 Parry) or bow
  (2d6, 12/24/48), animal skin armor (+1).
  Special Abilities
  ·
  Go for the Throat: Chromandae instinctively go for an opponent’s soft
  spots. With a Raise on his attack roll, he hits the target’s most weakly ar-
  mored location.
  ·
  Predator: Chromandae gain a +2 bonus to Notice and Tracking rolls due to
  their sharp sense of smell.
  ·
  Weakness (Cats): Chromandae go crazy when they spot a cat. They must
  immediately make a Smarts (-2) roll or immediately go berserk and attack
  the cat. This frenzied state ends only when they kill the cat or lose its tracks.
  PANDAE (BIG-EARED MEN)
  Πανδαι
  The tribe called Pandae is very warlike, and 5,000 of them--bowmen and spearmen--
  accompanied the king of India on his military expeditions. Their ears are so long that
  their arms are covered with them as far as the elbow, and also their backs, and one ear
  touches the other.
  - Silenus, Chronicles of the Indian Wars
  In the mountains where the Indian reed grows there dwells a tribe about 30,000 in
  number called the Pandae, which are famous all over India for their great, elephant-
  like ears. Their hearing is so keen they can hear a conversation a mile away. Their
  women only have children once in their life, which are born with beautiful teeth in the
  upper and lower jaw. Both male and female children have white hair on the head and
  
  36 - Mythos
  eyebrows. Up to the age of twenty the
  men have white hair all over the body; it
  then begins to turn black, and at the age
  of forty it is all black. Both men and wom-
  en have eight fingers and eight toes, mak-
  ing them incredibly talented towards all
  crafts. Pandae are very proud and war-
  like; despite their incredible natural atti-
  tude towards spying and stealth, they
  prefer face-to face combat and rely on
  violence instead of diplomacy. Neverthe-
  less, many Hellenic royal houses could
  use a barbaric Pandae tribesman for their
  plots, so they try their best to “domesti-
  cate” at least one.
  PANDAE
  Attributes: Agility d6, Smarts d6, Spirit
  d6, Strength d6, Vigor d6
  Charisma: 0; Pace: 6; Parry: 5 (6 with
  shield); Toughness: 6 (1)
  Skills: Climbing d4, Fighting d6, Intimi-
  dation d6, Notice d10, Shooting d6,
  Stealth d6, Survival d6.
  Gear: Short sword (Str+d6) or club
  (Str+d4), crescent shield (+1 Parry) or bow (2d6, 12/24/48), animal skin armor
  (+1).
  Special Abilities
  ·
  Keen Ears: Thanks to their incredible ears, Pandae never miss a sound.
  Their hearing distance is twice the standard; they roll a Wild Die and gain a
  +4 bonus to all Notice rolls involving hearing.
  ·
  Nimble Fingers: Thanks to their eight fingers, Pandae are naturally in-
  clined to precise manipulation. They gain a bonus +2 to all rolls requiring
  precision using fingers and toes.
  ·
  Weakness (Loud Noise): Pandae can’t stand very loud places. Should a
  very loud noise occur within 2” of a Pandae, he must make a Vigor roll. On
  failure he dies immediately from shock.
  
  Wine and Blood - 37
  SCIRITAE (DRAGON-MEN)
  Σκιριται
  There is race among the nomads of India with a scaly hide, hissing tongue, holes in the
  place of nostrils, and bandy-legged lower limbs; they are called the Sciritae.
  - Silenus, Chronicles of the Indian Wars
  Sciritae are a barbarian Indian tribe of reptile-looking humanoids typically standing
  from six to seven feet tall. Their scales are normally dull, earthy colors such as green,
  brown, or gray. They have a tail for balance, which measures three to four feet long.
  Typical weight is between 200 and 300 pounds. According to Indian legends, Sciritae
  were born when a pregnant Indian woman ate an Indian dragon’s egg. She later
  delivered two dragon-looking babies, a boy and a girl, who were the first Sciritae
  tribesmen. They normally inhabit India’s deepest jungles and sun-scorched deserts,
  but nowadays are colonizing all hot corners of Hellas. Indians normally distrust the
  cold-blooded, unblinking Sciritae; they seldom employ dragon-men to wreak havoc
  on enemies and guard important places.
  SCIRITAE
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 8 (2)
  Skills: Climbing d6, Fighting d6, Notice d6, Throwing d6, Stealth d8
  Gear: Spear (Str+d6, reach 1, Parry +1), 2 Javelins (Str+d6, Throwing range 3/6/12)
  Special Abilities
  ·
  Armor +2: Sciritae have a very hard and scaly hide.
  ·
  Dragon Awareness: Sciritae inherited a shard of the legendary awareness
  of dragons, providing them a +2 bonus to Notice rolls. They are always con-
  sidered active guards for Stealth checks.
  ·
  Natural Weapons: The tails, claws, and teeth of Sciritae allow them to tail
  slap, claw, or bite in combat for Str+d4.
  ·
  Weakness (Cold): Sciritae can’t stand the cold. Cold-based attacks deal
  double damage to them. Moreover, if exposed to temperatures lower than
  68°F, cold hazard rules apply.
  
  38 - Mythos
  STRUTHOPODES (SPARROW-FOOTED MEN)
  Στρουθοποδες
  In the mountains of India men have bird-like wings and feet, therefore they are called
  Struthopodes, the Sparrow-Footed Ones.
  - Silenus, Chronicles of the Indian Wars
  Struthopodes are sparrow-like humanoids with winged human-like arms, capable
  of flight, and talons in place of feet. They are covered in russet-brown feathers with
  brown or black beaks, but otherwise have a relatively humanoid build. Though more
  agile than humans, they tend to be physically weaker. They have yellow eyes or small
  black beady eyes, are light for their size due to their hollow bones, and are between
  five and seven feet in height and weigh roughly 75 pounds. Scholars argue about their
  origins, while epic poets state they are a Siren’s illicit offspring. Struthopodes live a
  secluded, barbaric life and are regarded as “bird-brained” by Indians, due to their lack
  of civilization and animal intelligence. Nowadays, many Hellenic Kings send their best
  men to retrieve a precious Struthopodes’s egg in order to turn a newborn into a
  valuable winged messenger.
  STRUTHOPODES
  Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
  Pace: 5; Parry: 5; Toughness: 4
  Skills: Fighting d6, Notice d6, Shooting d8, Survival d6, Throwing d6, Tracking d6
  Gear: Struthopodes typically fight without armor and arm themselves with bows
  (2d6, 12/24/48).
  Special Abilities
  ·
  Flight: Struthopodes can fly at their basic Pace and even “run” while flying.
  It costs 2” of Pace to gain 1” of height.
  ·
  Hollow-boned: Struthopodes have –1 Toughness.
  ·
  Natural Weapons: Beaks and talons are good weapons for the unarmed
  Struthopodes, dealing Str+d4 damage.
  ·
  Sense of Direction: Struthopodes never get lost. No matter where in Hellas
  they might be, they always know the direction to go back home. They can
  roll a Wild Die and receive a +4 bonus on all Survival rolls for understand-
  ing directions.
  
  Wine and Blood - 39
  EPIC TALES
  Provided here are three standalone Savage Tales. GMs are free to customize them
  to best meet their needs and make the encounters more memorable.
  ELUSIVE DANCERS
  Suggested Location: Anywhere
  Suggested Character Rank: Novice +
  The heroes (with the exception of those Favored or Loved by Dionysus/Zagreus)
  wake up in an inn with a headache and deprived of their most valuable possessions;
  the same goes for many other customers and the innkeeper. After a little panic, they
  all start remembering being kindly invited last night to drink over and over by skilled
  dancers before falling drunk onto the ground. With a successful Streetwise roll, the
  heroes discover the dancers left soon after the show, riding the PCs’ horses (or their
  own horses, if the party doesn’t have any), heading for the largest nearby city. If the
  heroes manage to find horses or other fast transportation methods, they can catch up
  with the dancers before their precious goods are sold, otherwise they can only hope
  to track the dancers down afterward.
  There is an equivalent number of dancers as there are characters, but of the oppo-
  site gender. They are all Alluring Dancers of the Gnostic rank and lead a life of endless
  partying and revels, robbing everyone that sees their performances of their most
  precious possessions. The PCs can track them down in the nearby city with a Street-
  wise (-2) roll.
  For creating the Alluring Dancers, use the Epic Poet template, adding Perform
  (Dance) d8 and the Acolyte (Corybantes), Baptist (Corybantes), and Gnostic (Cory-
  bantes) Edges.
  The dancers are non-violent; they rather use diplomacy than violence. If the PCs
  catch up with them before they sell the loot, they can be easily persuaded as follows:
  W
  With a successful Persuasion or Intimidation roll, they give back the PCs
  what is theirs, keeping all the other valuables.
  W
  With a successful Persuasion or Intimidation (-4) roll, they give the PCs ev-
  erything they stole to bring them back to their legitimate owners.
  If the PCs are late, the dancers have already sold their goods. A successful Street-
  wise roll allows the heroes to track them down before they leave the city for another
  one, in this case:
  W
  A successful Persuasion or Intimidation (-2) roll convinces the dancers to
  give the PCs the money they received from selling their goods.
  W
  A raise on a Persuasion or Intimidation roll convinces the dancers to give
  back all the money they got from selling all the goods.
  If the PCs are successful, the dancers provide the whereabouts of the shops where
  they sold the goods. Kindhearted GMs can allow the party retrieve their precious
  
  40 - Mythos
  goods easily, while cruel GMs may require more effort (higher prices, quests, their
  goods have been stolen from the shop, etc.) from the PCs.
  The dancers avoid direct physical confrontation and use all their powers to avoid
  being captured, eventually forcing the PCs to track them down again and again across
  different cities.
  HEROIC RESCUERS
  Suggested Location: Northern Hellas, Magnesia Region, Iolcus city
  Suggested Character Rank: Seasoned+
  The heroes are summoned by Thessalus, the king of Iolcus, who seeks their assis-
  tance. Lately, a ferocious chimaera has been plaguing the countryside of the faraway
  city Orchomenus in Boeotia, damaging crops, attacking merchants, and devouring
  livestock. Many mighty warriors were sent from the neighboring areas to hunt it
  down, but no one has returned. Soothsayers say the goddess Hera is angry at the
  Minyan kings who failed to offer proper sacrifices to her. The Delphic oracle sen-
  tenced “The Minyan Kings’ firstborn alone will satiate Hera’s anger.”
  King Ascalaphus’s firstborn, Crius, is now King Thessalus’s guest in Iolcus, sent
  there by his family to become a full-fledged warrior. Alas, he must now go back to
  Orchomenus and face his destiny. King Thessalus asks the heroes to escort him to his
  homeland as soon as possible, where King Ascalaphus will reward them. The heroes
  are asked to train Crius the best they can to prepare him for the great challenge ahead.
  However, Crius is the opposite of the heroic cliché; he’s skinny, short, fragile, and
  short-sighted. On the way home, Crius proves to be a diligent pupil and wins the PCs’
  hearts, who eventually come to like him very much. During this trip, the GM can
  decide to challenge the PCs with random encounters.
  When they arrive at Orchomenus, the party finds a ravaged countryside and a
  gloomy city. King Ascalaphus welcomes his son and invites the heroes to a great
  banquet that same evening. During the banquet, the king secretly summons the
  heroes and asks them to fulfill a new task. Knowing his son alone doesn’t stand a
  chance against the chimaera, he asks the heroes to help Crius defeat the monster and
  bring him back alive. If they succeed, he will reward them 5,000 drachmas each and
  the king’s forever gratefulness. If they refuse, the king dismisses them immediately
  and doesn’t provide any reward for safely escorting his son from Iolcus.
  If the PCs accept, they set out to look for the chimaera the next day. The fiery fiend
  is waiting for this moment; it’s prepared for their coming and does its best to surprise
  them.
  Ø
  Chimaera (WC) – see the Mythos core setting guide
  The beast focuses its attacks on Crius, trying its best to kill him. Should the beast
  succeed in killing him, it continues fighting only if the odds are favorable, otherwise
  it flies away, never to come back.
  
  Wine and Blood - 41
  If the heroes succeed in saving Crius’s life and killing the beast, they receive the
  promised reward, but Hera will Despise every hero who actively partake in the
  killing. If Crius dies, he gets all the honors for saving his hometown, but the heroes no
  longer receive their reward (good-hearted GMs could allow them to have half re-
  ward). If the chimaera flies away after killing Crius, every hero who took part in the
  fighting must roll on the Divine Reaction Table to see whether Hera noticed the sin.
  CRIUS
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4
  Charisma: 0; Pace: 6; Parry: 5 (1); Toughness: 8 (4)
  Skills: Fighting d4, Knowledge (Battle) d4, Notice d6, Persuasion d4, Stealth d6
  Edges: Aristocrat, King’s Relative (Minyans)
  Hindrances: Bad Eyes, Code of Honor, Tragic Doom
  Gear: Bronze panoply [Corinthian helmet, peturgis, bronze “doubled” cuirass, bronze
  greaves] (+4), round shield with Mark of Hephaestus (+1 Parry, +2 Armor vs.
  ranged shots, see description), bronze bracers, spear (Str+d6), long sword (Str+d8)
  
  42 - Mythos
  NEVER TRUST A DRAGON
  Suggested Location: Orchomenus
  Suggested Character Rank: Veteran +
  The heroes are summoned by Ialmenus, king of Orchomenus, who asks them to
  fulfill a covert operation: capturing a trained Indian tribesman assassin in the Theban
  palace. The assassin is a lizard-looking Sciritae tribesman named Hixis who’s been
  properly trained in Hellenic customs. If he succeeds in killing the Theban king Ther-
  sander, Minyans will support his tribe in becoming India’s rulers.
  Here is the plan: Theban armies are heading toward the village of Ocalea, on Lake
  Copais’s shores, to quench a rebellion started by Minyans’s sympathizers. General
  Nikias, a famous Theban dragon-man, is going to lead the soldiers. He is the opera-
  tion’s target; the Sciritae tribesman, who looks a lot like Nikias, is going to replace the
  Theban general. Wearing Nikias’ armor, the Indian tribesman will pretend to be the
  Theban general, go back to Thebes after the battle, enter the Cadmea without prob-
  lems, and eventually kill King Thersander.
  King Ialmenus will send Simonides, Nikias’s bitterest enemy, to lead the Minyan
  troops to support the rebels. According to Ialmenus’s plan, Simonides will pretend to
  be scared by the dragon-man to lure Nikias away from his comrades during the battle
  and allow Hixis to take his place without anyone noticing.
  The heroes are requested to protect and assist Hixis and perform the “person
  exchange” in any possible way, should Ialmenus’s plan fail. Both armies are composed
  of: 1 Aristocratic Hoplite (WC) (Nikias or Simonides), 5 Men-at-Arms and 20 Soldiers.
  The mission is successful if Hixis assumes Nikias identity; no matter how, no matter
  when. In that case, the heroes are rewarded 10,000 drachmas each.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Mythos/Savage Worlds - Mythos - Wine and Blood.pdf