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About This Game

The game is set in an alt history version of the period after the Bronze Age Collapse, a dark age when civilisation is in decline, placed vaguely in an ex-Mycenaean colony somewhere in Asia Minor. It is a gritty swords and sorcery, sword and sandals crossover, with a bit of post-apoc gorn thrown in. Characters start as Novices.

Game System

Savage Worlds Adventure Edition (SWADE)

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01/19/2024

Detailed Description

It has been generations since the palace culture of the Old Age fell. The tiny settlement of Micropolis still maintains its fragile democracy, but is heavily taxed by the Snake Prefect, the tyrant of nearby Miletus. The Prefect and his minions are half-human, serpent-skinned monsters, immune to most diseases and hard to kill. Most observers believe their foul forms to be a curse for some infraction against the gods. But the serpentmen consider themselves superior, transformed beings, more fit to survive in the present cruel age than luckless mortals.

Micropolis’s Assembly has called for an expedition to better understand the tyrant who oppresses them. A party of likely younger citizens is assembled —those brave and promising enough to earn the commission of the people and the favor of the Gods.

Characters belong to a mixed Mycenaean/ Lydian culture. Typical names might include (Mycenaean) Akilles, Aiwax, Sarpedon, Protosileus, Helen, Clete, Penelope, (Lydian) Kroseus, Agron, Manses, Lydus, etc.  

Character concepts might include any of the following (though new suggestions welcomed):

·         A tough Greek Dark Age protagonist such as a bandit, mercenary, escaped slave, thief, warrior, or gladiator (last not v Mycenaean, but local baddies hold brutal travesties of the old Games).  

·         A  zero to hero goatherd, ploughboy or oarsman, gradually rising to new challenges.

·         One or two more exalted types such as an athlete, harpist, physician or priest

·         An Egyptian, Cretan, Hittite, Amazon mercenary or merchant who has  joined the party.

·         A mighty descendant of Hercules or Ares (or so they believe), a mattock wielding, animal skin wearing hulk.

·         An Atlantean psionic, descendant of a psychically gifted race (see edge below).

Starting funds are only 2d6*10 bronze arrowheads, reflecting the impoverishment of the age. Use the setting specific lists attached for a description of currency and gear. 

Languages and literacy: Apart from Koine (a common Mycenaen Greek language) your character knows one additional language for each die of Smarts.  Locally useful languages include Old Mycenaean (used for ballads, prayers, spells, oratory and such),  Islander (Aegean trade lingo) and Lydian (native local language).

Foreign languages include Minoan (Cretan), Egyptian, Lydian and Hittite.

Literacy in the old Linear B script counts as a language spend and requires SMA d6+.  

Use whatever tools are helpful to create your character, but please present your application in the form of a short block entry with some concept blurb.

 

House Rules

Bennies are called Favors, representing the characters’ belief in the providence of the Gods and fate. 

Slightly gritty soak rule: characters cannot roll a soak if a blow has incapacitated them (taken them beyond 3 wounds).  

Characters gain a +1 when speaking those of similar profession or background (+2 if there is a strong connection). Everyone is responsible for investigative and social interaction.

Since this an online game I may not always use the card initiative system, instead assigning party initiative or using character’s SMA/AGI to determine order.

Please don’t pick edges that refer to card draws (see last point),or (like First Strike) require reference to turn order or a battle map to determine exact positions.   

 

Setting Edges:

Athlete. N, STR, SPI and AGI all d6.  The gymnasium-built character gains +1 on running, jumping, swimming and throwing. For a Favor, they may roll for these activities at the next higher die type with the same bonus. Such feats have the effect of entertaining or impressing spectators who still retain some value in the old Games. 

Arcane Background (Atlantean). N. Smarts d6, Spirit d6. The only starting AB in the setting. You are descended from the psychically gifted refugees of already lost Atlantis. Use Smarts to perform low level psychic feats, with a success indicating a weak effect and shifts indicating more decisive outcomes. Powers include reading surface thoughts and influencing weaker minded individuals (‘this is not the mechanical owl you are looking for’). TN is target’s Smarts. You can also send thoughts to a recipient able to make a TN6 Smarts roll to ‘hear’ them (each raise on the sender’s roll reduces the TN by 1). Small objects can be moved using telekinesis. For a Favor or two, you can boost these effects or use stronger powers like clairvoyance.

Bronze Destroyer: N, fighting d8, STR d6, uses bronze weapon that does 1d6+ damage.  Once per combat (up to three times if a Favor is spent), your attack breaks an opponent’s non-bronze shield or weapon when you deal enough damage to shake them. 

Rock Slayer. N. REQS STR d8, Athletics d6. The character can lift and hurl heavy rocks (or tables, market stalls, carts, etc.), with a round needed to lift the item then hurl at a single target for three STR dice damage. 

Dark Ages Survivor N, Spirit d6, Sma d6. For the purposes of foraging and survival, character can use Smarts for healing, notice and survival. If any skill is higher than their Smarts, gain a +1 to the roll.

Dog Boy/Girl. N. Spirit d6. If the player is willing to make additional rolls themselves during combat, they may be accompanied by a fierce, loyal dog. AGI d8, SMA (A) d6, SPI d6, STR d4, VIG d6; Fighting d6, Notice d10, excellent scent, damage d4+ STR, SA: go for the heels.  If the dog is incapacitated, it will usually recover between adventures. If killed, a replacement will appear in the same interval.

Legendary Hide: N, STR d6 and VIG d6.  Character inherits the skin of a legendary bear/ lion/ wolf/ etc. from a vigorous ancestor. The garment needs to be named (e.g. ‘Hide of the Lydian Bull’). If worn in place of other armor, it affords an unusual +3 to Toughness and does not seriously impede motion.

Musician. N. Smarts, AGI and SPI all d6. The lyrist, flute-player, drummer, etc. is able to please crowds typically starved of entertainment, rolling either AGI, SPI or persuade to determine effect.  Can busk 3 ah for each success and shift on a daily roll.  

Philosopher: N. SMA d8. In an ignorant age, the character possesses fragments of the old world’s wisdom. Gains +1 to CK rolls on almost any subject, using an encyclopaedic memory. Gains +1 to persuade rolls concerning moral courses of action.

Priest/priestess: N. SMA d6, SPI d6, one at d8.  It is unclear in the setting whether the Gods objectively exist, but people’s belief in them remains strong. If the priest rolls at least one raise when persuading, their targets may perceive them as having a divine aura (or majestic voice, halo, etc). Those healed with a success or raise may perceive the effect of healing as miraculously fast.  In both cases, the effect of the roll is boosted by a further raise if no other Edges are in play. Skeptics are unaffected by these effects.

 

Hindrances:

Carouser (minor, major): you tend to spend a lot on carousing between adventures, purchasing wine costing at least an ah a day (more if your character is in funds).   As a major hindrance, you drink wine unmixed with water, even during adventures, requiring a VIG check to start a day’s adventure without a -1 (‘til noon) penalty.

Helot (minor, major): You are from a disenfranchised, pauper clan. Start with half starting funds, and maintain a deference (and/or mild resentment) of your betters. If major, you contest the commands/persuasions of well born individuals at -1. 

Ignorant (minor): CK rolls at -1. You know one less language than your SMA confers and cannot learn to read.

Comic relief (major): whenever your character fails decisively they tend to mess up badly, causing a comic effect that earns the derision of friends and foe alike. If the player can describe an especially amusing and/or calamitous outcome they will gain a Favor at GM’s discretion.

Superstitious (minor/major): -1/-2  to fear effects caused by encounters or situations that feel supernatural or weird.

Skeptic (major); you do not believe that the gods exist, or worse, that they have abandoned humanity. You receive no benefits from the encouragements of priest characters (see above) or from benefits conferred by apparently supernatural events. Your impiety appears offensive –and dangerous--to many.

 

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  1. What's new in this game
  2. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 1 Coroebus tries to see what's what...
  3. The oarsmen's blades ply the soft waves. Coroebus's companions bend well to the task, while the sailors fuss at the sail and cables. Eritha crouches uncomfortably in the benches and tuts. "Half of Priene speculate about our purpose. A cover tale might have befuddled the spies. Or not, perhaps they report everything to Miletus anyway. By their power of telepathos. " As if to confirm her fears, a distant boat appears, shadowing the warship. Miletus' own warship, or a trade ship spying for her. OOC The crew defer naturally to Zorus concerning the approach to Hybanda. Zorus make a boating roll to keep the ship on course and identify safe landing places. Both make a notice roll for the same purpose. I'll assume--unless you say otherwise--that the crew are now briefed concerning the destination and general purpose of the voyage.
  4. Zorus takes a moment to revel in the cheering crowd, standing on a pile of rubble. "Congratulations, Coroebus! Well struck!" He shouted to is companion. His arrogance could at times be insufferable but his competency and athleticism could hardly be questioned. OOC Zorus doesn't have strong feelings about the companions and will go with Coroebus' suggestion Quick Stats Parry: 6 Toughness: 10 (3) Favor: 3 Status: Normal Full Stats Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8 Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4 Pace: 6; Parry: 6; Toughness: 10 (3) Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute) Edges: Legendary Hide (custom), Brawny (custom) Rock Slayer Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack Language: Koine (native, d8) Lydian (d?) Current Wealth: 44ah
  5. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 1 "Ah, thank you, thank you!" Coroebus bows modestly in every direction. "Thank you, thank you, oh, stop, I am only very nearly as unbelievably awesome as I seem!" OOC Hmm... I suggest we take all six drinking buddies, all three experts, and three sailors.
  6. The chariot, fast as sound, passes with its warrior. The blade flashes. A fountain of flood gushes from the monster's punctured shell. For a moment it seems the wound has gone unnoticed by the reptile. But then the beast rears and vanishes with a rush of air that shakes the doors of the nearby huts. On the street to the agora people are shouting, "Zorus, Zorus, Son of Hercules!" But on the waterfront they chant, "Coroebus, athlete blessed by flying Hermes!" OOC The pair have won such acclaim that they can effortlessly attract volunteers for their mission. The use of a fast trade ship, the Priene, will also be donated freely by its grateful captain if requested. Remembering that their mission must remain secret from Priene's enemies, they can choose up to a dozen Prienauts from the following expendable citizens : Coroebus' drinking pals (up to 6). All are accomplished athletes, archers and fighters (d8/ d6/ d8 in these skills). But at least one or two bear jealous thoughts against C. Any not taken might bear a grudge as spurned. Sailors (up to 20). Grateful for the heroes' feats on the quay and skilful (d8) with sail-- though less able (d4 fighting) on land. Veterans (up to 6). Leather shields, spears, slings. Older fighters now ineligible for military service. Itch for battle. d8 fighting but more easily (d6 STA) tired/hurt. Automachus, the city's philosopher historian. Wordy and useless in a fight, but with some occult and historical knowledge. Eritha the dancer, scaled right back to extra build but with strong dance and stealth skills. Teleopsis, an old hunter and hide-seller. Grateful his daughter was freed by Zorus. Lame, deaf, but able to track well. 1. Let me know your preferred composition, e.g. Automachus, Coroebus' best pal, 5 sailors, 5 vets. 2. Maybe come up with a cover for the expedition.
  7. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 3 1 "Ahhhhhhh! In the name of Apollo!" Coroebus bellows as he charges his chariot towards the giant turtle, reins in one hand and sword in the other.
  8. Onlookers are amazed by Zorus’ show of might. All six victims scramble free as he raises the roof’s huge main beam. An impossible feat. Surely he is a true son of Hercules! Now the great reptile turns its head on its long neck. It sees a brave sailor charging with a spear. It rolls on its long flippers and crushes the poor fellow. OOC Wow, was not expecting Zorus to deal with that so quickly! So let’s dissolve the two zones and join things up. Zorus can now walk to / attack the monster from the street. And Coroebus has at last lined up his chariot for a pass along the quay. Reminder that the dragon turtle is Parry 7, Toughness 12 (4). TN3 versus missiles. Reminder about chariot drive by attacks. Roll both fighting and drive/ride. Take the lower roll to attack.. But melee attacks do an extra 1d6 damage and driver’s parry increases by 2. To throw javs -- take the worse of throw (athletics) and drive/ride. No change to damage. Setting note: These creatures appear to be more than just illusions. They are like the Tibetan idea of a ‘tulpa’, a thought-being brought into actual existence through concentrated imagination. ‘Psychogenesis’ in Mycenean lingo. But Zorus has seen that they have a slightly more fragile hold on reality than ordinary creatures, phasing out if struck a decisive blow (a wound essentially). The monsters created by the Miletus coven all seem to be reptilian and are often ophidian.
  9. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 3 "Giddyup, you lazy nags!" Coroebus complains, trying to get the horses to behave. "Can't you hear Destiny calling?"
  10. Zorus rushes towards the fearsome monster of the sea, eager to give battle. As the storehouse just in front of him collapses he's faced with a dilemma. workers scream for help, trapped under the rubble. He couldn't just run past them and leave them to such a grisly fate. He turns aside and runs to the first man he sees and grasps the heavy beam that pins him to the ground. "Hold fast, man! I'll get you free." Zorus heaves and strains, corded muscles bulging, as he tries to lift the heavy beam. OOC Well, apparently I launch the beam into orbit. haha Quick Stats Parry: 6 Toughness: 10 (3) Favor: 3 Status: Normal Full Stats Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8 Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4 Pace: 6; Parry: 6; Toughness: 10 (3) Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute) Edges: Legendary Hide (custom), Brawny (custom) Rock Slayer Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack Language: Koine (native, d8) Lydian (d?) Current Wealth: 44ah
  11. Heedless of Coroebus's arrival, the dragon turtle lumbers on. The huge monster blunders into a storehouse, crushing the flimsy structure and spilling its store of foodstuffs. Zorus, still approaching, sees a half dozen labourers have been buried in the storehouse wreckage. OOC Let's divide the battle map into two zones so we can keep pace -- Street, along which Zorus is still approaching. Zorus' task is to free the trapped workers. Each round, Zorus can make a STR check to heave up beams and throw off barrels. Each success and raise frees a person from the debris. This task will likely occupy him for a few rounds. Waterfront, which Coroebus has already reached and where he is attempting to mount a chariot. C can make another drive check, attacking straight away if he makes a raise (see above), merely boarding on a simple success (the animals are shying in the monster's presence).
  12. popping on quick to let you know that I'll be pretty busy the next four days as I'm teaching a bow making class. I'll get on and post if I can but it might be slower than usual. I apologize for holding things up
  13. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 4 3 Swift as wing-footed Hermes, Coroebus rushes towards the scene and leaps onto a chariot! However, the horses are startled and he loses precious moments trying to convince them to do their equine duty...
  14. Yes, I think increase your athletics to the next die type.
  15. Might I get a bonus to the Athletics roll for having the Fleet-Footed edge? :)
  16. As Coroebus prays, the priestess exclaims that she detects a brightening of the morning sunshine in the shrine's high window. Surely Athena has approved the Archons' appointment as Her officers! Afterwards, the pair busy themselves in the agora making small purchases for their disguises. Frightened shouts ring out from the waterfront, a few blocks below the market place. The Archons see that a huge monster , twice the size of an ox, has emerged from the sea. The dragon turtle spoken of by local sailors. The creature lumbers along the city quay, clumsily but with surprising speed. It lunges with its long neck at terrified locals. OOC As you have already noted, a favour goes to each Archon as result of successful prayer. (Based on Coroebus' explode): the word soon gets around that Athena has 'approved' their new office. For the rest of the adventure, both Archons receive a +2 bonus to persuade actions (like gathering volunteers) based on this reputation. 1. Make an athletics roll to sprint to the quay in time to save a sailor or two from snatching 2. Roll an attack. The dragon turtle is Parry 7, Toughness 12 (4). TN3 versus missiles. ( chariot fun? Coroebus can if he wishes leap onto a chariot--reqs a Hard (-2) drive/ride to leap aboard and take reins quickly. Using the chariot to make (50mph, apparently) passes against the dragon is tricky-- roll both fighting and drive/ride and take the lower roll to land a blow. But melee attacks do an extra 1d6 damage and his parry increases by 2. Or instead throw javs -- take the worse of throw (athletics) and drive/ride. No change to damage. )
  17. Zorus prays with the priestess with serious intent. He grumbles about the idea of disguising himself. He is not typically one for tactics of deception, nor is he particularly skilled at such matters. When he sees that Coroebus is taking that route he grumbles further but finally arrives on playing the part of a hunched old man under a deep hooded, tattered cloak. The grumbling reaches a crescendo when he realizes that he will need to fund their expedition with the arrowheads that he has so painstakingly saved over the years. This had better be worth it... Quick Stats Parry: 6 Toughness: 10 (3) Favor: 3 Status: Normal Full Stats Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8 Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4 Pace: 6; Parry: 6; Toughness: 10 (3) Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute) Edges: Legendary Hide (custom), Brawny (custom) Rock Slayer Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack Language: Koine (native, d8) Lydian (d?) Current Wealth: 44ah
  18. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 3 4 Coroebus disguises himself as best he can with a deep hood and a bulky chiton with a sack of hay tied beneath it. Surely, no one will recognise him as the perfect physical specimen he is if he seems to be sporting a gut! As far as securing a boat to Hybanda, he is forced to hope that Zorus has saved a few more arrow heads than himself...
  19. The priestess of Athena is in a good morning mood. She is flattered to be consulted by the Archons. "I have pieced together the following full message, assembling those who were sensitive to the signal." "Citizens/ people of Priene , hearken! The enemy has (entered/ assaulted?) the sanctuary of the Huntress/Artemis. I await your rescue, facing the mouth of the Serpent." The priestess explains that Priene is the poetic, oracular name for Micropolis. She suggests that the sanctuary is likely the shrine of Artemis on the nearby isle of Hybanda. While many believe it to be a ruin, she knows that a few secret worshippers (young women, hunters) occasionally visit the lonely place to make an offering. Perhaps a priestess or two still attends the altar? As for facing the mouth of the serpent, she detects the style of an oracle or poet. 'No doubt she refers to the peril of Miletus' snakemen. If so take care. Engaging them directly in violence might draw our Micropolis--or Priene as we now know her--into conflict. Wear a disguise. Pray with me , so that the Lady Pallas will bless your plans with wisdom. You are her Archons now, her very children." OOC 1. Pray with the priestess. On a successful SPI roll you get some serious good vibes from the action, gaining a Favour (a psychological advantage or actual divine aid depending on your view). 2. Take on a disguise if you like, explaining v briefly what steps you take to hide your identify as men of Priene. Coroebus especially might be identified on sight by a Champion. A persuade roll will indicate how successful this is. 3. Explain what you do next (quick look a the large scale map will show you where Hybanda island is). In terms of buying power I'll say that Zorus still has a store of a hundred arrowheads. Coroebus has ten, if that.
  20. Zorus ignores the threat of thrashing. Let them try... He accepts the bronze dagger unceremoniously, stashing it carefully within his bull hide. He considers Coroebus' suggestions for a moment and then nods. "Yes, that seems like a good place to start. Let us begin our travels in the morning as the sun is already beginning to set." Quick Stats Parry: 6 Toughness: 10 (3) Favor: 3 Status: Normal Full Stats Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8 Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4 Pace: 6; Parry: 6; Toughness: 10 (3) Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute) Edges: Legendary Hide (custom), Brawny (custom) Rock Slayer Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack Language: Koine (native, d8) Lydian (d?) Current Wealth: 44ah
  21. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 3 "Er..." says Coroebus, who isn't at all happy with the idea of being thrashed and/or lamed for not hanging on to his physical possessions well enough, especially since those tend to slip between his fingers. Still, there doesn't seem to be any dignified way of admitting as much, so he soldiers on. "The voice said something about a sanctuary of Artemis. We should ask the priests about it, I think."
  22. "Citizens of Priene, hearken! The enemy .... sanctuary of Artemis .... I .... long serpent ..." Both heroes hear the feminine, sing-song voice that sings in the ringing signal. But many--most--- words are inaudible. The Strategos summons them immediately. They attend him in his well-appointed villa. "Some folk are reporting a noise. Did you hear it? Yes! Ha! I didn't hear a thing. Look, I cannot deal with this matter without reporting it to the Assembly. Then everyone in the Bay will learn of our affairs. I am handing it over to you to deal with." "I appoint the pair of you to the office of Lesser War Archon. Take these bronze daggers --they are a symbol of your new appointment. Your office does not require that you report to the City's assembly. Only matters of emergency regarding Micropolis' immediate defence must be disclosed. And , with these things, you have some clout. Within reason the citizenry is obliged to support you. You may even enlist a small company, up to a dozen volunteers at a stretch, if you decide on some expedition. Apart from that, tell nobody anything. Oh, and I am afraid that, concerning expenses, you are expected to draw on your own funds as a demonstration of your civic virtue. A 'privilege' you share with all the City's officers." "Oh, and if you lose the daggers you need be ritually thrashed. Or was it lamed? The artefacts are direct gifts of Ares or Athena or some such. Don't worry too much, I am sure we can hammer out a replacement if need be. But do try to hang on to them." OOC Make a CK roll to interpret the bolded archaic words in the psychic message. Remember that many words were inaudible. And set out a plan to investigate, now (light is failing) or the following day... (This is a more action based adventure, btw, despite the mysterious start.)
  23. Pace 6, Parry 7 (1), Toughness 7 (1), Favour 3 Coroebus is in good cheer since his return. Being able to bring back some news has given him at least a spark of glory, and for a shameless self-promoter, a spark can be kindled into a blaze. Thus, he is spending his arrowheads in a tavern this evening, entertaining a merry company with his tales of adventure. He stops with his brimming cup halfway to his mouth when he hears the distant whistling noise. Something about it is... haunting...
  24. Zorus has been feeling listless and unfocused as of late. He struggles to make sense of what he learned in Miletus and what it portends for his hope. He was at first excited by the sudden appearance of these mythical creatures, a chance to show the people that he lived up to his legacy. But now that he knows they are some illusion, a fever dream crafted by sorceresses, he does not know what to think. Zorus lays on his cot, resisting the urge to take another drink from his clay jug. He knows the direction that path leads... He lifts his head. Is that... is that voices on the wind? Perhaps it is just the drink making his head swim, but no, there is a whistling signal and voices... He strains to hear what's being said. Quick Stats Parry: 6 Toughness: 10 (3) Favor: 3 Status: Normal Full Stats Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8 Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4 Pace: 6; Parry: 6; Toughness: 10 (3) Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute) Edges: Legendary Hide (custom), Brawny (custom) Rock Slayer Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack Language: Koine (native, d8) Lydian (d?) Current Wealth: 44ah
  25. Weeks pass. The blazing sun shrivels the summer flowers on the hillside. Then its intensity fades. Autumn rains soften the horizon, bringing water to the parched earth. Rumours arrive that Miletus has begun to decline. That the Prefect sent an expedition to Samos that was lost at sea. That there is infighting and even an an attempted takeover. Heracleia, Miletus’ unfortunate satellite, declares independence without an immediate response from the Champion army. Good news at last? Yet the Bay cities seem to suffer new misfortunes. Trade dwindles further, with fewer ships arriving from Old Hellas or the Islands. Harvests are poor. And stories of monsters— reptiles in every case—fill the citizens with fear. A winged serpent flies over the city one morning, and fishermen are frightened by a dragon-like turtle that menaces the harbour. Further out in the Bay, even larger creatures are reported to have been seen. One evening, as many in the city are readying themselves for their cot, a signal is heard by Micropolis’ most psychically sensitive citizens. Those who detect it, later describe a sort of whistle, in which some strange words might be discerned. OOC Refresh favours! Explain where you are and what you are likely doing at this evening hour. Make a SPI and SMA roll, taking the lower result. Success indicates that you notice the whistling ‘signal’ , shifts indicate that words can be faintly discerned.
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