Many things have the Helens been, children of the gods under the gaze of Olympus, shepherds guarding flocks and singing songs in honor of Pan, tillers of the soil who offered thanks to Demeter as they reaped that which would become their daily bread, mourners wailing before the grave that is the entrance to the Underworld, and warriors reaping foemen upon the bloody field of war. However, the boldest and most cunning have ever been the mariners, looking to the realm of Poseidon to the horizon and beyond, to new lands undreamt.
Perils await you over the water whether you be driven by the lure of treasure and land fit for the plow or if you seek sanctuary from tyranny and war—strange peoples, stranger creatures, but also the chance to make a new realm that will grow rich in gold and in song, mighty in peace and gracious in war, a port for the wary mariner, a city to call home.
From which city did you spring? What do you carry with you in the holds of your ships? What do you treasure in your hearts?
[] [Parent City] Orchomenos:
Risen from the marshes, the city has no great love of Demeter, and even its graves are lined with stone rather than clay and earth, for they hold that by the grace of Hephaestus was their realm raised from the mire and by his intercession they hope the dead might pass into their proper place. At times the spirits wander for the Lame One is no shepherd of souls, but he is crafty and dutiful both so he sees to his people's needs in the end. Surrounded by the rich plains of Boeotia the city has less of a sailor's craft than many but much need for timber just the same to build its many ships for trade and war. Many are the bards who sing its praises with honeyed verse and soft lyre stirring.
Advantages:
Tradition of Grand Architecture (draining swamps, damming rivers etc...)
Beloved of Hephaestus
Skilled bards and poets
Disadvantages:
Less skilled sailors
Discontent harvest gods
Penalty to diplomacy with nature spirits
[] [Parent City] Miletus:
City on the surprise shores of Helios blessed and blighted both. The roofs of its temples shine as beaten gold, and yet from hence come their lords, the Hittites, who claim great tribute of cattle and sheep. Still, though the yoke of empire lies uneasily upon its shoulders, the Miletans learned much from their lords, of the counting of tallies and spells pressed into wet clay, of how foreign gods may be propitiated and their anger staved. From Crete they are said to have crossed the sea many lifetimes ago and from them they learned a trader's arts who were said to have studied at the feet of Hermes far traveler in times long past. By the stars they are guided not only upon the sea but the shore also.
Advantages:
Scholars of the Mystic Arts
Skilled Traders
High-quality Scribes
Disadvantages:
Contentious Spirit (more likely to suffer internal unrest)
Foreigners in a thousand ports (Suffer diplomacy penalties with Greek city states who will see you as more Hittite than Greek)
Astrological obsession (will suffer more from inauspicious signs in the sky be they true or simple conjuncture)
[] [Parent City] Mycenae
The city beyond the Lion's Gate whom all the Greek world looks to for guidance, though some may grumble at that solemn truth. Before the chariots of Mycenae and one who would seek to take the city unaware has yet to contend with the great walls raised by the sons of Poseidon whom it is said no mortal arts can breech. Not yours are yet those ancient glories but they may yet be, for yours is a branch of a great tree whose roots go deep, sons of Perseus and heirs of Zeus.
Advantages:
Hegemon's Heirs (Can hold more vassal states safely, income from vassals increased)
Chariots of the King (Increased Chariot Strength and Cost)
Cyclops' Craft (Can create stronger fortifications; ancient pact allowing one to call on Cyclops builders)
Disadvantages:
The Pride of Princes (Increased social stratification lowered administrative skill)
Envy's Bite (Diplomacy penalties with all major Greek City States)
Lordly Disdain (Lower morale of infantry)
[] [Parent City] Knossos
Yours is a realm so ancient that only the Titans remember its roots, for the waves have sung of your deeds ere the birth of Poseidon and only Gaia knows when the first plow was drawn through Cretan soil. A land of old arts yours is, learned from Aegyptus before the Helens came down to rule among the hills and valleys. Yet now uneasily the hand of a Greek lord holds sway over the palace where Minos once feasted. The people obey, but grudgingly, for talk of ancient glory is slow indeed to fade. Will you embrace the conqueror's ways or seek the paths of old?
Advantages:
Artistic Excellence (Increased wealth from finished goods)
Cultural Refinement (Greater chance to influence other cultures through trade and marriage and other forms of soft power)
Ancient Mariners (Bonus to diplomacy with Egypt and Mesopotamia)
Disadvantages:
Gaze of the Past (Harder to research and adopt new ideas)
Children of Minos (Poseidon turns a dark eye towards you)
Uneasy Rule (Social Friction with the Hellenized Ruling class)
Upon what shore did you find yourselves by the navigator's skill and the whim of Poseidon who churns the sea?
[] [Location] Drepane
Sickle Isle, so named for the form the land takes as it rises from the waves of the Western Sea, is in many ways so akin to home a as to bring tears to a weary sailor's eye. In the north a lonely peak rises among cedar-dotted hills that echo with the haunting music of pipes such as no mortal can ever play, but the high places quickly give way to lowlands with fat black soil ripe for the plow. Safe harbors there are aplenty, enough to ward one from the wrath of any storms save those the Earth Shaker himself has sent, and beyond their mouths fish dart through the waters in silvery multitudes. Yet the careful traveler cannot help but wonder, why then has no fortress yet been set upon this land, only scattered fires in the night, the work of the sons of Pelasgus? That one who is not only careful but wise in the ways of wind and tide knows raiders oft come here from the north, hungry for tin more than gold and silver, for bronze is rarer in the northlands, but not courage at arms.
Colony: You come here to secure the western trade routes, following a vision granted by a priestess of Hecate which has been hard in earning. An eye the witch took for her price though wisdom she granted in return. She claimed that there are many spirits of the waters here thirsting for the praise of men and great temples filled with gold and torchlight.
Exiles: Lost are you, travelers on a storm-tossed sea never to see your home again, for what the fires did not claim the foemen stole away, and yet from the blood-soaked fields must all life spring. You sail with the blessing of Persephone carried on the wailing wind.
Starting Resources for Exiles: Population 15, Supplies 30, Wealth 5, 1x Galley-Squadron, 1x Sailors-Unit, 1x Garrison-Unit
[] [Location] Hyboria
Dark and cold are the waters. Akesons Pontos many call them, a sea of ill omen, filed with strange lonely spirits that love storms and hate the sunlit waters, but you have sailed them just the same, along strange coasts where men know not your tongue you traded pottery, wine and oil for amber and the pelts of great bests. To the farthest shore you have traveled, knowing that the gods love boldness in a traveler and cheer it on. Here at the ends of the world you shall draw your weary boats onto the shore and from the tall silent forests that have stood here since the world's beginning carve another fleet such as will be the envy of all the world. Yet there are other things than man and beast wandering under the ancient bough, not known in the lands of Hellas. What sacrifices would they ask of and by what chants they may be warded off even the wisest among you know not, but beyond the forest the rumble of centaur hooves is heard. The woods shall be your fortress ere you can raise walls of stone.
Colony: Sent in search of trade with the lands beyond the plains, if the sea of grass ever truly ends, you are accompanied by many wise and learned in the way of earth and sky, though you cannot help but wonder how many of them were sent here to remove their words from the ear of the faithful.
Exile: Banished from your lands by the folly of a tyrant king who turned his back on the sea after it stole away a daughter and three sons, you carry with you all the holy treasures of the shrine of Poseidon and thus may raise it again upon this strange shore. Be wary, though, lest you leave such relics unguarded, for there are many fools who would steal even from the gods.
Starting Resources for Exiles: Population 10, Supplies 20, Wealth 30, 1x Galley-Squadron, 1x Sailor-Unit, 1x Garrison-Unit
[] [Location] Aziris
It is told that Demeter when she was still young once asked Gaia to tell her about all the lands of the world and the plants that grew therein. She listened with rapt attention, but when she was told about the endless wastes of Ta Descheret and that no plant dared to grow under its scorching heat, Demeter refused to believe such as place could exist. So she set forth towards this land and found it barren. Gripped by a deep sorrow, the goddess walked along the shore for a year and day, indecisive on whether to leave or to explore further. All the while she wept and where her tears fell, the land began to bloom. And as she saw what she had done, Demeter's sorrow lessened and she returned home. Libya they call these lands today, its fertile hills inviting, yet to the south Ta Descheret looms, and no one can tell what strange people and creatures might brave the red sands to come to these hills.
Colony: When the priestesses of Demeter called forth the people to join them on their journey to the lands touched by goddess, many scoffed at the notion, but others greeted their request with open arms. The oracles are divided, for they foretell great fortunes to many if they would sow their seeds in Libya and great peril to others.
Exile: A daring voyage it was called, but nearly the doom of this grand trading fleet it had become. Of all the ships braving the open sea to reach the rich lands of Aegyptus, only a handful had survived Poseidon's wrath. Yet survive they did and the winds had not washed them ashore on barren lands, but in a place where there might yet still be hope.
Starting Resources for Exiles: Population 5, Supplies 10, Wealth 40, 2x Galley-Squadron, 3x Sailors-Unit
[] [Location] Hyphyria (Exile start only)
It was the eve of destruction for your city. Calamity had beset your home as plague and fire ravished those within the walls. The wrath of the gods had come upon you, but the priests and oracles were all in agreement that it was not a misdeed that had brought it forth, but the prayers of your neighbors. The prayers of those who called themselves your allies in the current war, now revealed as traitors. So when you army returned, the men found their wives and children dead, and those they had fought beside marching upon the walls to tear down what little was left. But then a strange woman arrived at the king's palace, her skin as dark as coal and the wings of a bat wrapped around her shoulders. What she spoke off with the king, no one knew, but on the next day, he gave a strange order. The fleet would be loaded with what little that was left, only the king and those warriors not fitting on the ships staying behind. And while they laid down their lives in a hopeless fight, the survivors went west. Always to the west, as their king had told them to. To a goal that they did not know, but would recognize when they beheld it, somewhere behind the western winds.
Starting Resources for Exiles: Population 15, Supplies 15, Wealth 10, 3x Galley-Squadron, 2x Sailors-Unit, 2x Infantry-Unit, 2x Archer-Unit
How did you arrive on these foreign shores? [] [Journey] As an exile from your home, thrown upon this shores by fate. (Exile Start, see locations for details)
[] [Journey] Send from your home to claim new lands. You will receive aid from your old home, but also will be called upon to send tribute and aid in times of war. (Colony Start)
-[] What did you bring on your journey? (You have 90 Wealth to spend. Remaining Wealth is kept and available in the colony.)
-[] Write-In
Population - How many people live in your colony. Each unit of Population consumes 1 unit of supplies each turn.
Supplies - Basic goods such as food and wood to supply your population.
Wealth - Trade goods, ranging from tools, over fine wine to gold and silver.
Military Units:
Galley Squadron - 5 medium sized galleys, useful for trade, exploration and naval warfare
Sailors - Well-trained sailors and fighters, useful for boarding combat and naval invasions.
Garrison - Lightly-equipped troops that usually defend a city, but can be send to battle in a pinch.
Infantry - Basic spear fighters.
Archers - Basic ranged fighters.
Dice Rolling
All rolls are made using a dice pool, which size is determined by the skills of the person attempting it or the ruler of the polity performing the action, if no specific character is performing the task. For regular checks, you roll a number of dice equal to the skill rank and add up the results.
Example: 3d6 -> 6 4 1 Result: 11
For basic success checks, this result must be equal or higher then the set difficulty of a task to succeed, with a result that is much higher or much lower then the DC determining the degree of success or failure.
For opposed checks, both opponents roll the dice pool of a given skill and the person with the higher result wins.
For random event checks, the result value is compared to the random result chart instead.
For both opposed checks and random event checks, there can be a fixed bonus or malus for the check which is added or subtracted from the result.
Random Result Table
2 or less
Critical Failure
9
Major Failure
16
Major Failure
23
Major Failure
30
Major Success
3
Major Failure
10
Failure
17
Success
24
Failure
31
Success
4
Failure
11
Failure
18
Major Success
25
Success
32
Failure
5
Critical Failure
12
Critical Success
19
Major Failure
26
Success
33
Success
6
Success
13
Failure
20
Major Success
27
Major Success
34
Failure
7
Failure
14
Major Success
21
Failure
28
Critical Success
35
Major Success
8
Success
15
Success
22
Success
29
Major Failure
36 or more
Critical Success
Furthermore, a dice pool can be modified by Success Dice and Failure Dice.
For each Success Dice added to a pool, roll one additional dice and discard the lowest individual result before adding up.
Example: 3d6 + 2 SD -> 6 3 3 21 Result: 12
The most common source of Success Dice is a specialization of a skill, but other circumstances can also grant them. You can never have more Success Dice then base pool dice, no matter from what source they have been gained.
For each Failure Dice assigned to a check, you do not roll any additional dice, but have to drop the result of one dice.
Example: 3d6 - 1 FD -> 5 3 2 Result: 8
Skills and Specializations
Diplomacy: How well a person can speak to others and convince them of something.
- Charm: Used to convince people of your good intentions and to make a good impression. Often rolled in the beginning of a meeting to determine the disposition of both parties to each other.
- Persuasion: Attempting to convince someone of something. The bread and butter of diplomacy.
- Deception: The art of lying through your teeth without getting caught. Often used for intrigue.
Combat: The skill in personal combat.
- Close Combat: All fighting done with swords, spears, axes and the like.
- Ranged Combat: The usage of bows, slings and javelins.
- Endurance: How well the character can withstand damage.
Warfare: The ability to lead troops into battle.
- Command: Used to give order to specific units during battle.
- Tactics: Used to determine the initiative order during battles and to determine the starting positioning.
- Strategy: Used for campaign planning and to coordinate armies on the march.
Rulership: How well the character can rule a polity.
- Administration: Used to keep the wheels of the state turning and to interact with institutions.
- Trade: How well the character is versed in economic matters.
- Law: Used to pass laws and to rule on legal matters.
Learning: How educated the character is.
- Art: The fine arts, including poetry, oration and theater.
- Sciences: The knowledge about the natural world, such as math and architecture.
- Mysticism: The knowledge about spiritual matters, the gods and other strange creatures roaming the world.
Skills usually rank from 1 to 7, with 1 denoting ineptitude in a given field, 2 being the average and 7 representing a true paragon in this ability. Specializations can never be higher then the rank of the skill to which they belong.
King Isidoros
Middle-Aged (- 1 FD on Combat checks)
Flaws: Shy (-1 FD on Diplomacy checks)
Qualities: Head for Numbers (+1 SD on Trade and Sciences checks)
Argurios Alexis
Adult
Flaws: Glory-Hound (when in combat or war, must make a DC 12 check on the relevant ability or pursue the course of action that brings him the most glory)
Qualities: Old Nobility (+1 SD on Diplomacy when interacting with Greek nobility)
Minor Refugee City
Region: Unknown
Culture: Greek - Orchomenean
Religion: Greek
Patron Deity: Hephaestus
Civilization Modifiers:
Advantages:
Tradition of Grand Architecture:+1 SD for infrastructure projects, unlocks additional actions
Beloved of Hephaestus: +1 SD for interactions with Hepheastus
Skilled bards and poets: +1 SD for Learning- Arts rolls
Disadvantages:
Less skilled sailors: -1 FD for all naval rolls and for all rolls by Sailor units
Discontent harvest gods: -1 FD for farming rolls
Ill at ease with nature spirits: -1 FD for Diplomacy rolls with nature spirits
Status
Population: 17
Supplies: 4
Wealth: 19
Building & Military Cap: 13 / 17
Mountain Shepherds - +1
Thanks to Semni's honeyed words and the show of fine Hyphyrian pottery the locals are now more well disposed than not, though their good will is as yet rather shallow.
Woodfolk - +3
Though the first contact was far from peaceful, these strange people have stood by their word. Never did they bother you since you stayed away from the forests they claim and there is still the offer to send an envoy to them to maybe establish some ties with them.
Divines
Hephaestus - +13
The patron deity of your people never joined with the other gods efforts to bring down your old home and though no one knows for certain which of the gods had sent the signs guiding your exodus, it is likely that it was the smith. That you've built him a temple, humble as it may be, in this time of strife has apparently pleased him greatly and the priests say that the signs from him are favorable.
Demeter - +4
By many seen as the chief architect of Orchomenos doom, the goddess of the harvest is also acknowledged as instrumental in ensuring that Hyphyria did not suffer famine in its first few seasons. It is not for men to hold grudges against gods, though in the secret places of their hearts many do
Poseidon - +1
During your journey to Hyphyria, the lord of the waves has clearly shown his hand, but his reasons for doing so remain a mystery. The best his priests could say of it is that the Earth-Shaker does not seem displeased.
Zeus - 0
His cult is a minor on in the city and for now there are no signs of his will, for good or for ill
Hades - 0
His cult is a minor on in the city and for now there are no signs of his will, for good or for ill
[X] [Parent City] Mycenae
[X] [Location] Drepane
[X] [Journey] Send from your home to claim new lands. You will receive aid from your old home, but also will be called upon to send tribute and aid in times of war. (Colony Start)
-[X] 15 Population (30 Wealth) 1 Galley Squadron (10 Wealth) 1 Garrison Unit (5 Wealth) 2 Sailor units (14 Wealth) 16 Supplies (32 Wealth)
I'll like to go with the colony start, we'll have the protection and help of the parent city. Taking mining tools, if we find a source of metals it'll be extremely valuable and it'll turn our colony's value from 'mild interest' to 'super interested' from the parent city and make them invest more on us. Construction tools are necessary to build houses and buildings, basically necessary infrastructure for our people's survival and if the parent city can offer some supplies to build the basics necessary for our survival. That'll be good.
[X] [Parent City] Mycenae
[X] [Location] Drepane
[X] [Journey] Send from your home to claim new lands. You will receive aid from your old home, but also will be called upon to send tribute and aid in times of war. (Colony Start)
-[X] Necessary mining tools, construction tools to build infrastructure and shelters and some wood and metal supplies to get started on basic infrastructure.
I'll like to go with the colony start, we'll have the protection and help of the parent city. Taking mining tools, if we find a source of metals it'll be extremely valuable and it'll turn our colony's value from 'mild interest' to 'super interested' from the parent city and make them invest more on us. Construction tools are necessary to build houses and buildings, basically necessary infrastructure for our people's survival and if the parent city can offer some supplies to build the basics necessary for our survival. That'll be good.
[X] [Parent City] Mycenae
[X] [Location] Drepane
[X] [Journey] Send from your home to claim new lands. You will receive aid from your old home, but also will be called upon to send tribute and aid in times of war. (Colony Start)
-[X] Necessary mining tools, construction tools to build infrastructure and shelters and some wood and metal supplies to get started on basic infrastructure.
I'll like to go with the colony start, we'll have the protection and help of the parent city. Taking mining tools, if we find a source of metals it'll be extremely valuable and it'll turn our colony's value from 'mild interest' to 'super interested' from the parent city and make them invest more on us. Construction tools are necessary to build houses and buildings, basically necessary infrastructure for our people's survival and if the parent city can offer some supplies to build the basics necessary for our survival. That'll be good.
Mining tools are bellow the level of abstraction. What is important is the balance of wealth supplies population and soldiers. Check the mechanics spoiler at the end of the post.
[X] [Parent City] Orchomenos:
[X] [Location] Hyboria
[X] [Journey] As an exile from your home, thrown upon this shores by fate. (Exile Start, see locations for details)
[X] [Parent City] Orchomenos:
[X] [Location] Hyphyria (Exile start only)
[X] [Journey] As an exile from your home, thrown upon this shores by fate. (Exile Start, see locations for details)
Mining tools are bellow the level of abstraction. What is important is the balance of wealth supplies population and soldiers. Check the mechanics spoiler at the end of the post.
[X] [Parent City] Mycenae
[X] [Location] Drepane
[X] [Journey] Send from your home to claim new lands. You will receive aid from your old home, but also will be called upon to send tribute and aid in times of war. (Colony Start)
-[X] 15 Population (30 Wealth) 1 Galley Squadron (10 Wealth) 1 Garrison Unit (5 Wealth) 2 Sailor units (14 Wealth) 16 Supplies (32 Wealth)
I'll like to go with the colony start, we'll have the protection and help of the parent city. Taking mining tools, if we find a source of metals it'll be extremely valuable and it'll turn our colony's value from 'mild interest' to 'super interested' from the parent city and make them invest more on us. Construction tools are necessary to build houses and buildings, basically necessary infrastructure for our people's survival and if the parent city can offer some supplies to build the basics necessary for our survival. That'll be good.
Yes, they have more then the 90 points of wealth worth that the colonies get. The price for that is that you are on your own and the starting builds are somewhat unbalanced.
Colony: Sent in search of trade with the lands beyond the plains, if the sea of grass ever truly ends, you are accompanied by many wise and learned in the way of earth and sky, though you cannot help but wonder how many of them were sent here to remove their words from the ear of the faithful.