This will be the first in a (short) series of notes, posted from my works in progress. What you see here are just rough notes, a place to jump off from, hardly a finished product. Hopefully people will inspire me, or be inspired, or at least not be too rough on me.
The first stop are the Hellenic Kingdoms (name to be renegotiated later. Obviously, a culture based loosely on historical Greek myths, culture, and political structures, but transplanted to a different geography. Consequently it will be heavily modified.
Regional Map (http://75.70.105.39:8080/images/RaanicSeaMap.jpg)
[spoiler=Overview]
The Hellenic Kingdoms are a collection of smallish kingdoms of common culture. Historically, they have been unified in the past as a modest empire. Currently, they are squabbling rivals grasping after past glories.
They are good sailors, and highly educated, but hampered by a conservative mindset and a tendency to look to the past rather than the future. They worship the Olympian gods (Zeus and so forth).
These lands are hot and humid, with plenty of timber and some minerals in the mountains to the west. Except for the island of Semiana, the kingdoms are not agriculturally rich. Instead, they tend to be overrun by rain forest. The island kingdom is cooled by sea breezes and therefore is able to support grain farming which is heavily exported to the mainland kingdoms.
The mainland kingdoms are rich in exotic animals and birds, spices, herbs, and poisons. The coastal areas support large, tall trees that are good for shipbuilding, and cleared areas are often planted with orchards and vines. Interior areas are more rough and wild. Transport from the interior to the exterior is slow because rivers are not navigable and roads require constant maintenance.
The politics of the Hellenic kingdoms are dominated by the intersection of hereditary aristocracy and the priesthoods. There is some tension between the temples of Zeus (ruler of the gods, seen as legitimizing the hereditary nobility) and the temples of Poseidon (sea god, especially important to the wealthy shipping and trading houses).
Trade is primarily with the militaristic Oupun to the south, and to a lesser extent the Gnomish and other isolated settlements to the north. Overland trade is very localized due to the difficulty of maintaining passable roads. Some more adventurous sorts manage some trade with the goblins and beast-men of the islands, primarily uncut gems and similar goods that are not common in their lands.
The Hellenic Kingdoms manage to maintain their independence from Oupun only through their extremely developed skill at naval warfare, and the near impossibility of overland invasion. Otherwise, they would lack the resources to protect themselves for long.
The other primary risk to the Hellenes are the island beast-men. For unexplained reasons, they periodically sail their barely seaworthy ships across the Ra'anic Sea to raid coastal areas. Since virtually all of the major Hellenic cities are on the sea, this is a significant threat. However, if the Hellenic navy patrols spot them before they land, they will easily be destroyed at sea.
[/spoiler]
I know a great deal about Greek mythology if you are interested in any brainstorming. I think this is a cool idea, it's one that I would have liked to have done myself if I had not gone in other directions.
You could easily for instance put together all the Greek/Mediterranean type monsters in your encounter lists.
One element that is always interesting when you put together a campaign based partly on ancient history and partly on myth is that geography can have very adventure-given qualities. For instance Scylla and Charbydis, the strange islands, the fact that there are physical entryways to the different parts of the lands of the gods and so on.
There are certainly a good number of standard monsters that are based in whole or in part on Greek myths. One thing I'm aiming for is to capture a bit of the uniqueness of these monsters, and the heroism involved in slaying them.
Heracles didn't kill a Lernaean hydra, he killed the Lernaean hydra. Medusa was one of three Gorgon sisters, not the name of a race. And so forth. Killing even one of these monsters made you a hero of legend.
I might twist this a bit, for some fun. For example, the Lernaean hydra might have lesser offspring, with only two or three heads apiece. The original hydra would be buffed up a bit to make it a challenge truly worthy of epic poems. But in a world that isn't populated chock-a-block with monsters, even the lesser hydras would be a fearful beast to most people.
I'll be back later, maybe this week, with a few more random thoughts on history, culture, and religion.
Maybe I'll make a page on my wiki for this under campaign ideas. Feel free to edit or comment when I do.
The Hellenic Kingdoms
Currently, the Hellenic Kingdoms are five distinct kingdoms, plus a few independent cities. They share a common history and culture, but are politically divided and have been for over 300 years.
The interior of the Hellenic lands is rough, rainy, and overgrown. Rivers are plentiful, but blocked by rapids at regular intervals. Settlements in this area are fewer and smaller, and linked to the main coastal cities primarily by roads that are often muddy and slow.
The dominant coastal cities are Hosis, Nyca, and Lepharion. Each is the capital of a fairly sizeable territory extending from the coast deep into the interior. (Although, the further you go into the interior, the less the influence of the capital.) In addition, the island kingdom of Katros and the smaller kingdom of Esep command some territory.
[spoiler=History]
History of the Hellenic Kingdoms
Starting about 700 years in the past, the Hellenes were unified under the banner of Nyca, their historical capital. Expanding by sea from there, they established major colonies up and down the coast. Eventually they ruled an empire that stretched along much of the western coast of the Ra'anic Sea. The colonies provided a bounty of resources for the empire, leading to a great expansion of the wealth and culture of their cities.
However, except for naval timber, the home cities of the Hellenes were rather poor in resources, which proved to be their undoing. As trade with the Hellenes expanded, the Oupun learned new magical techniques and technology. Combining this with their greater natural resources and their warlike culture, they began to press the Hellenic Empire back. It was a contest of the Oupun's strength on land against the Hellenes' command of the sea.
The final blow occurred 372 years in the past. The Hellenes had gathered a strong naval force at Trasus, intending to land at the Oupun city of Metesh, providing a two-pronged attack that would cut the supply lines of the main Oupun army commanded by the legendary general Agat of Ameketa. It was a bold plan, but a freak storm scattered the Hellenic fleet, sinking many ships and forcing others to take shelter in a tactically poor position. Sensing his advantage, Agat struck hard at Trasus, trapping the Hellenic leadership and destroying almost all their land forces. After this disaster, Agat drove the Hellenes out of what is now Greater Oupun.
With much of their leadership captured or killed in battle, the Hellenes were unable to mount any effective counter. Finally a coalition of naval commanders managed to mount a brilliant defense at Esep, stopping the Oupun advance at the very doorstep of the traditional Hellenic lands. The war ended with a truce after Agat himself succumbed to a mysterious wasting illness.
But Hellenic culture had been dealt a mortal blow. When the last Emperor died without a clear heir, the commanders started bickering. The empire itself fell apart into many kingdoms, and most of the colonies went their own way. Since that time, there has been a period of slow re-integration of the fragmented kingdoms. The process is hampered by the loss of resources from their colonies, plus ever-present threat of the now dominant Oupun.
[/spoiler]
Next up, culture and religion.
Interesting twist--so instead of the constant regional warfare you have a unification of the Hellenic peoples that fell apart after the decline and blows to the empire that had kept them together. Would this still have an effect upon the people living there today?
Definitely. When I get a chance, this will be covered in more detail along with the culture. As a quick summary, much of the culture is obsessed with either the return to past glory, or at least maintaining the facade of past glory. This would affect the common folk less than the elite.
After 300 some odd years, the memory of the past empire is still strong, but highly mythologized. Consider how long it has been since Baghdad was the most powerful city in the whole of Europe and Asia Minor. Do you think they've forgotten?
So there is plenty of scheming and regional warfare, but the dream is for one city to assert regional hegemony and bring back the glory days of the old empire. Other countries find this somewhat amusing, given the barely-disguised poverty in the area; but to the Hellenics it is deadly serious.
I'll cover religion here, mostly a brief overview. Keep in mind, although this is obviously inspired by classical Greek mythology, I've felt free to change a detail here and there to fit the setting a little better.
One thing I haven't worked out yet is the relationships of the various temples with the political heads of each of the major kingdoms and free cities. I'm hoping to get some work in on that soon, but work is interfering in a big way lately. (Start ups can be a bitch. x( ) Any questions or suggestions down that line would certainly stimulate my thinking.
[spoiler=Religion Overview]
Hellenic Religions
The state religion is the worship of Zeus. In his role as King of the Gods, he is seen as providing legitimacy to the ruling class, who he has blessed and rewarded by putting them in positions of authority. At the same time, in his role as the Thunderer, he is seen as both an avenger and protector of the Hellenic people, and a punisher of those who wrongly usurp authority. Because of this close connection between Zeus and the ruling class, the priesthood of Zeus has high status and strong political influence. The common folk do not much worship Zeus, except on civic holidays and similar occasions. Zeus' symbol, as usual, is the thunderbolt. His domains are Law and Protection, with probably a couple good Lightning type spells thrown in for good measure.
Perhaps the second most important deity is Artemis, the virgin queen and huntress. In her role as huntress, she is the ruler of the wild rain forests which cover most of the interior portion of the Hellenic Kingdoms. She is frequently worshipped by hunters, woodsmen, and any who have reason to enter the forests. These folk seek protection from wild animals, permission to take the fruits of the forest, good luck in hunting, or other such boons. In her role as the virgin queen, she is the patron of maidens and protector of women's virtue. Her priestesses are often involved in instructing girls and young women in morals, proper behavior, and a variety of practical crafts. However, they also have a well-known dark side as the deadly avengers of crimes against women. Their mark is the black-shafted arrow with green fletching, which can be used as a warning or an instrument of sudden death. Men can not enter the service of Artemis, but often woodsmen and rangers are close allies. Her symbols are a silver crescent moon, a spear, or bow and arrow. Her domains are Animal and Plant.
Demeter is a lesser goddess, though still quite popular on the island of Katros where they have extensive grain fields. Her symbol is a stylized bee. Her domains are Earth and Plant.
Hera is another important deity, as the patron of marriage and motherhood. (In this sense, she combines facets of the classical Greek deities Hera and Hestia.) As the wife of Zeus, she symbolizes the proper authority of the elder women over all manner of domestic affairs. Her rituals are also important as part of childbirth and christening. Marriage ceremonies often symbolically portray the passage of the bride from the domain of Artemis the maiden, to that of Hera the matron. Because the affairs of the household and those of the business and political world often overlap, there is often some friction between her priestesses and those of Zeus. When the priestesses of Hera are displeased, somehow things have a way of going wrong, until they are appeased. The symbols of Hera are the peacock and a stylized burning hearth. Her primary domain is Community. Possibly her priestesses would gain benefits to blessings and curses in some way.
Given the importance of fishing and sea travel to the Hellenes, it is only natural that Poseidon would be an important god, certainly rivalling Artemis in significance. As in classical myth, Poseidon is a capricious but powerful god, who requires frequent sacrifices to propitiate him. Fishermen, sailors, and sea traders can often be found praying for fair skies, calm seas, and a bountiful catch. It is often said that Poseidon is served by a race of undersea merlings, though no one in living memory has seen one. Or at least, they haven't survived to tell the tale. The symbols of Poseidon are the trident and, interestingly enough, the horse. His domains are Sea and Air/Weather/Storm.
Apollo rounds out the major deities. He is the god of beautiful things --- art, danse, verse, and the like. He is also associated with knowledge and divination, and with healing. His worship is probably not one of the most popular, but having a temple to Apollo is what proves that a city has attained a certain level of wealth and culture. He is also often associated with many forms of athletic competition. His symbol is the lyre. His domains are Healing, Knowledge, and Light/Glory. Many of his worshippers are also bards.
There are other deities that may be locally important. Ares can be popular amongst soldiers, but the battle madness he inspires is perhaps a bit too uncontrollable. Dionysus has popular annual festivals but is otherwise not that important. Aphrodite is more spoken and written about than actually worshipped. Hephaestus is popular only amongst metal workers. Hermes is often given a token sacrifice by travelers before a journey. The Triple Goddess (Hecate) is said to be invoked in secret rituals and witchcraft. But these deities do not usually have proper temples. Instead, people may set up shrines in their private homes, at crossroads, in inns and taverns, or as a small section of a larger temple.
[/spoiler]
Hah! I forgot the most interesting, and oddest, deity of them all - Hades. According to classical Greek myth, Zeus, Poseidon, and Hades divided the earth, sea, and underworld between them. Hades is the keeper of the dead, and certainly a figure of mystery and dread - yet not really evil per se. His priests (few as they are) are generally neutralish in approach, but their strange obsession with the afterworld marks them apart from society all the same.
Of all the Hellenic deities, only Hades has any power over undead - these being rare in their lands as Hades does not lightly give up control over his own. Furthermore, generally only Hades has the power to perform resurrections. Other deities (esp. Apollo) can raise the dead, so long as their spirits have not yet crossed the River Styx into the underworld. Once there, you have to deal with Hades to get them released.
I'm kind of torn right now between doing a culture and politics write up, or working on a little crunch to go with the various deities. I feel that a lot of the domains and powers need a little tweaking, but I'm just not that inspired right now.
Nothing new lately, I've been too busy, but I'd like to request a few ideas. I know you are out there reading this, so here's a chance to put in your two cents.
I'm trying to come up with some crunch for a few things, and partly because of time constraints, I'm not getting very far. Here's what I'm looking for:
[spoiler=Hoplite - NPC Class]
Hoplite - Historically, the hoplite was a citizen soldier, expected to maintain their own kit and take it off to war when called on. These were usually the middle-class types, because they could afford the equipment. Typical kit mit be helmet, breastplate, shield, spear, and a smallish sword. Since each soldier provided his own equipment, the equipment in a single unit could be quite varied. They'd fight in phalanx formation, often massing together for a big push to try to break up opposing formations. I'd model this as low level Warriors because they aren't really trained fighters. So some set of typical equipment, stats, and feats for hoplites up to, say, level 4 Warrior.
[/spoiler]
[spoiler=Peltast - NPC Class]
Peltast - The peltast was more of a light skirmisher, drawn from the lower classes that couldn't afford hoplite gear. Lighter armor, commonly using javelins for ranged punch, less formation fighting though. I know less about this, so anyone who can help with that would be appreciated. Again, Warrior class but probably lower in level generally.
[/spoiler]
For the Hellenic kingdoms, these types form the bulk of their fighting forces. In the days of the empire, they also had some professional soldiers used for foreign actions. (Historically, Greek armies usually didn't range that far and were more likely to be composed of hoplites, who all had day jobs they were anxious to get back to.) Since the fall of the empire, the Hellenes don't usually maintain standing armies, except for small contingents of marines for ship-to-ship fighting.
Also, I'd like to create a unique class. Either a base or prestige class specific to the Hellenic culture.
[spoiler=Soldier of Arete - PC class]
Soldier of Arete - (Wikipedia article (http://en.wikipedia.org/wiki/Arete)) Arete is usually translated as excellence or virtue. The Soldier or Arete expresses the martial virtues - tough, wily, and strong. He is expected to be physically, mentally, and morally outstanding. He puts it all on the line to serve and protect his society. Generally, this would be somewhere between the fighter and paladin types. He's mentally tough and wily - so maybe some extra will saves, or maybe some related extraordinary abilities, with perhaps a little less in the way of pure fighter feats. Anyway, I'm kind of stuck on prerequisites (if any) and class abilities, and how to balance them.
Update: Based on suggestions, I'll go with something like this:
Soldier of Arete - base class, kind of a replacement for paladins
Skill points: 3/level
Class skills: As a fighter, plus Knowledge (local), Knowledge (history), and Knowledge (nobility)
Saves: All good
BAB: +1/1
Hit dice: d10 (fighter)
Class abilities: Evasion (at 2nd level), Uncanny dodge (at 4th level), Aura of Courage (as paladin), Smite foe (as paladin)
Bonus feats: Fighter bonus feats at level 1, 5, 10, 12, 15, 17, 20
The Soldier of Arete is tough and dependable. They don't have the magical abilities of paladins, they don't have all the fighter feats of a pure fighter, and they don't have the skills of a rogue. But they do combine elements of all three. They are the elite of the elite among the Hellenes, and they command great status and respect.
[/spoiler]
QuoteI need help on my Soldier of Arete class in Hellenic Kingdoms thread
QuoteSoldier of Arete - Arete is usually translated as excellence or virtue. The Soldier or Arete expresses the martial virtues - tough, wily, and strong. He is expected to be physically, mentally, and morally outstanding. He puts it all on the line to serve and protect his society. Generally, this would be somewhere between the fighter and paladin types. He's mentally tough and wily - so maybe some extra will saves, or maybe some related extraordinary abilities, with perhaps a little less in the way of pure fighter feats. Anyway, I'm kind of stuck on prerequisites (if any) and class abilities, and how to balance them.
Start with all good saves/ good BAB. Add Aura of Courage, smite(any foe instead of evil)per paladin. Add evasion at 2nd, uncanny dodge at 4th, as per rogue. Fighter bonus feats at levels 1, 5, 10, 12, 15, 17, 20.
A few thoughts:
Have you read the Trojan war epics? Those depict rather well the relationship between the priesthood and the rulers; they are consultants, advisors and yet also emissaries of the gods. From the sound of it you have a pretty good idea about this stuff already...I guess just to bear in mind that in the Greek mythos the gods are an everyday fact of life...they are in one sense very powerful and yet have desires and appetities and conflicts just like human beings.
I would also recommend not leaving out the other element of things like the old order of the Titans still kicking around.
You will I trust also put stuff in about chariots and ships and that kind of thing...
Quote from: CYMROStart with all good saves/ good BAB. Add Aura of Courage, smite(any foe instead of evil)per paladin. Add evasion at 2nd, uncanny dodge at 4th, as per rogue. Fighter bonus feats at levels 1, 5, 10, 12, 15, 17, 20.
I rather like it, insofar as it captures the spirit of the thing quite well. No really nifty abilities, but really, quite the walking tank. All good saves, and evasion, and uncanny dodge. d10 hit dice. Full BAB and martial proficiencies. He'll have good resistance against spells and good hit points in melee, and hard to catch off guard too. The only real weakness is a relative lack of offensive punch, depending on his feat selections.
I think I'd add some extra skills to the class skill list, maybe Knowledge (history, nobility, local). Perhaps add a skill point per level, that is, 3+INT every level. Then again maybe not.
Code of conduct: The Soldier of Arete doesn't really have a strict code of conduct, but he is expected to be completely loyal to his society and especially his city. If he is suspected of being disloyal, or if he ever switches allegiance, he can be ostracized (expelled from his city). If this happens, he does not lose his abilities but he can no longer gain levels of Soldier of Arete. This makes the class most suitable for those with non-chaotic alignments, if you play with alignments.
QuoteI think I'd add some extra skills to the class skill list, maybe Knowledge (history, nobility, local). Perhaps add a skill point per level, that is, 3+INT every level.
Definitely a good idea.
Thinking of this, I imagine Ajax and Hector smiting each other up and down the battlefield for a full day.
Quote from: TybaltHave you read the Trojan war epics? Those depict rather well the relationship between the priesthood and the rulers; they are consultants, advisors and yet also emissaries of the gods. From the sound of it you have a pretty good idea about this stuff already...I guess just to bear in mind that in the Greek mythos the gods are an everyday fact of life...they are in one sense very powerful and yet have desires and appetities and conflicts just like human beings.
I would also recommend not leaving out the other element of things like the old order of the Titans still kicking around.
You will I trust also put stuff in about chariots and ships and that kind of thing...
The common folk among the Hellenes take religion generally quite seriously. But unlike many other cultures, they don't generally feel compelled to worship any one deity primarily. At different times of the year, they'll have festivals or holy days dedicated to one or another deity. When starting a journey, they'll donate a few coins or make a small sacrifice to Hermes, to assure good fortune on their travels. If sailing out to sea, they'll perform a small ritual to honour Poseidon's dominant role.
I'd like to have some special sites similar to the Oracle at Delphi. Hecate has a sort of underground sisterhood of witches - not evil, instead dedicated to standard witchcraft fare, like simple healing draughts, love philtres, minor curses and blessings, simple glamours, and the like.
I'm not sure about the old powers - Rhea, Cronus, Gaea, and the like. They'll be at most slumbering powers that might awaken and rumble a bit from time to time. They've been defeated and locked out by the Olympians. Still, who can tell what ancient things might be found in the wild lands to their north. These areas are still only thinly settled by older tribal groups. (Perhaps Thracians? I haven't decided.) And some of the erstwhile colonies of the imperial period.
Chariots - not so much. Their terrain is not suitable. In the wake of the crumbling of their empire, they've developed a new fighting tactic - a martial order of rangers and scouts. In the final defense of Esep, they trained and sent out several companies of scouts in the rain forest, slipping past enemy lines by ones and twos. The rangers tend toward birds for animal companions - hawks, parrots, or sea eagles. Using their trained birds to coordinate their movements, they move in behind the enemy, reform as a coherent light infantry and missile force, strike quickly at unguarded supply lines, then break up and disappear into the forest again. As a defensive tactic, it is almost unbeatable in their home terrain.
But the sea, well, that is their element. Their coastal cities are blessed with a steady supply of strong naval timber, and they've been sailing for so long that their ships are easily the fastest and toughest in the area. During the time of empire, the taxes and wealth of the empire supported a large and potent navy. At present time, it is much reduced in size, but no less in quality. Unfortunately I'm not an expert on naval history, so I've little more to say on that until I do more research.
This post will concern the external politics of the Hellenic Kingdoms â,¬' that is, the relationships between the Hellenes and the neighboring peoples. Later Iâ,¬,,¢ll do a post on internal politics.
[spoiler=External Politics]
To the north of the Hellenic Kingdoms are largely unsettled lands. There are numerous settlements and smaller cities throughout this area. Most of them are former Hellenic colonies that became independent long ago with the collapse of the empire. Although they are culturally similar in many ways, they have diverged enough to be outside the sphere of Hellenic influence. Trade between the Kingdoms and the ex-colonies is fairly robust. However, the old colonies are quite wary of periodic outbursts of imperial fervor from the Hellenes. On a few occasions, forces from Lepharion have attempted to reassert control over some of the former colonies, without lasting success.
These former colonies are also the gateway for trade with the reclusive dwarfish and gnomish nations further north and inland. Spices, perfumes, dyes, and exotic fruits from the Hellenes are traded for gold, silver, and forged goods. The way is long and hard, and the volume of trade is not great. The interests of the dwarfs and their gnomish cousins donâ,¬,,¢t intersect much with the Hellenesâ,¬,,¢, so relations are cordial and easy if not particularly friendly.
To the west, the Hellenic Kingdoms are hedged in by many leagues of dense rain forest, followed by a range of high mountains. There are renegades and outlaws here, but little else. Some Hellenes do make pilgrimage to holy sites in the mountains.
To the east, the Raâ,¬,,¢anic Sea stretches out for many daysâ,¬,,¢ voyage. At the far side are some islands, home of the beast men. These large, crude humanoids are strong and fearsome. Their boats, weapons, and buildings are built on a large and heavy scale â,¬' crude but effective. Occasionally slavers will travel across the sea to try to capture beast men and bring them back as forced laborers. As often as not the roles are reversed.
To the south, the Hellenic Kingdoms border on the lands of the Oupun. These are a fierce and warlike people. The Hellenic Empire originally occupied much of the Oupun lands, but constant rebellions made Hellenic control shifty at best. The Hellenes were eventually evicted, but only after the Oupun were somewhat united under a strong warlord.
At the present time, the Oupun control large armies and an extensive navy. The Oupun ships outnumber the Hellenic navy, but cannot rival them in quality. The result has been a tense standoff over the past couple of hundred years, with periods of open warfare. The southernmost Hellenic cities include substantial minorities of Oupun ancestry, and there are many among the Oupun who feel that these lands should be theirs. Every time they have tried to invade, though, theyâ,¬,,¢ve been beaten back with tremendous losses.
[/spoiler]
Some adventure ideas: These are just quick thoughts that are stimulated in my brain and need to be fleshed out. Additional ideas or thoughts are welcome.
Leading a trade expedition to dwarfish lands, hoping to secure large supplies of high-quality dwarfish weapons.
Religious pilgrimage to the mountains, to complete some kind of rites of dedication and secure the godsâ,¬,,¢ blessing.
Fighting off beast man raids. Perhaps they've established their own beachhead in the northern lands among the former colonies.
Rooting out Oupun spies in Esep. Rescuing a kidnapped noble from thugs who are taking him/her back to Oupun for ransom or political purposes.
(For those people who are actually still reading this, sorry I haven't posted more lately. In-laws are visiting, the house was crowded for the American version of Labor Day, so we've all been way too busy. And the boys are trying so hard to learn how to talk, they need lots of encouragement. Anyway, I hope to have some thoughts on monsters and the like soon.)
I read bits and pices, and overall this looks like a fun little project. I rarely mess with history and mythology because my knowledge in these areas is so limited.
Anyway, a quick thing you migth want to consider is adding Hestia into your major deities. she could be seen as the savior of the common people, due to her ties to the home. Perhaps researching here will lead you to more ideas.
Good luck with this project, I'll stop by later.
Regarding Hestia, I considered her. But I felt that although Hestia is more important as a deity, Hera is more interesting in terms of mythology and general fun. So I combined the two, and called the combination --- Hera. Oh well.
I guess I promised some stuff on monsters. Greek myth is fun because it just plain has lots of monsters. Pegasus, harpies, the Medusa, the Hecatoncheires, Kyklops, the Minotaur, the Lernaean hydra, the Nemean lion, Stymphalian birds, Scylla and Charybdis, and many more.
Two things strike me. Many of these monsters have inspired pale imitations in the d20 SRD. But The Medusa is not just a woman with snaky hair - she's the offspring of a god. The same is true of many of the other monsters - in myth they were one of a kind (or very few) and killing them was an Epic Feat, that poets would sing about for ages to come. Not something you take on before breakfast for a few extra XP.
So, I'm thinking that the real monsters behind the monsters are something more akin to demigods - powerful almost beyond imagining. What we normally think of as a medusa is just a mutant offspring of some kind - pale and weak servitors of the one real Medusa. Being mutants, they aren't very uniform in appearance or abilities. Some of them look like ugly women, others have snakes for hair, some can kill you with a look, others not.
Travel in the wrong part of the rain forest, and you might run into an area that is overrun with them. Similarly for the Hydra and its various offspring.
In myth, the harpies dwelt on an island in the Aegean. This kind of geography doesn't exist in my Hellenic Kingdoms. Instead they'll be mountain dwellers. Periodically a group might migrate from one area to another, so you never know when you might run across a filthy horde of them.
Not sure about Kyklops. They make more sense as a racial group. Maybe they might live in the wild lands north of the Kingdoms. Then again, maybe not.
The Cretan bull, Nemean lion, Stymphalian birds, etc. make for a theme of supernatural versions of natural beasts. Rather than lions, the Hellenic Kingdoms have black leopards. Wild pigs, feral oxen or water buffalo, razor beaked birds of one kind or another, these are all prime candidates to create some amped-up version to terrorize the countryside.
For your first adventure, though, here's a bucket and mop, and there are the Augean stables. 1 XP for every kg of manure you move. :P
What you've described about the mythology and the uniqueness of some things is very cool, I like it when things have real origins and aren't just weird stuff that exists in the world. Why have monsters if they are just fancy dressed up beasts or opponents, when by comparison you can have fascinating origins and legends that bring the world to life?
An overview of the five Hellenic Kingdoms. These are the areas that actually control some territory. Most have other cities under their rule. In addition to these, there are some free cities that act more like the traditional Greek city states. More on them later.
[spoiler=Kindoms - Overview]
Nyca, once the seat of the Empire, remains the largest city and is now the capital of the largest Kingdom. The people of Nyca have long viewed themselves as the most civilized and advanced, and they spend much effort trying to maintain their image. Nyca has the largest remaining monuments from imperial days, including the still functioning Sthenic Palace. They also have famous military and arcane academies. Many of the smaller Hellenic cities still look to Nyca for leadership and as a symbol of their glorious past. Militarily and economically, Nyca is less dominant, largely because too much of their wealth goes to support their cultural institutions.
Lepharion, to the north, is the gateway for trade to the northern ex-colonies. This gives them greater wealth, and greater security from the Oupun threats that bedevil the south. The Kings of Lepharion have traditionally emmphasized their ancestral links to the last Emperor, as a way of supporting their legitimacy as potential leaders for a new empire. Of course, this doesnâ,¬,,¢t go over well with some of the other Kingdoms, and especially the free cities. On a few occasions, the Lepharionites have attempted to capture some of the nearer ex-colonies to their north, seeking to expand their area of control. Though these efforts have generally been unsuccessful, it certainly has raised suspicions among the other cities.
Hosis, the last of the major Kingdoms, is situated in the south. Hosis is a major trading port for trade with Oupun. Despite periodic hostilities, the traders of Hosis manage to prosper by trading nuts, spices, dyes, exotic pelts and feathers, and other fruits of the rain forest to Oupun, and transhipping various goods to the other Hellenic cities. Hosis is headquarters to the Knossic League, a loosely organized brotherhood consisting mostly of wealthy traders, moneylenders, and lesser nobles. The League is dedicated mostly to its own enrichment, by using their influence to oppose policies they consider detrimental to their commercial interests. On the surface, they proclaim the brotherhood of all Hellenes, and they maintain a series of temples to Hermes.
Esep is a major free city to the south. The Esepians proclaim themselves a Kingdom, but outside of the city itself they rule only a few small towns and numerous villages in a fairly compact area. Esep is located in the far south, having been one of the first expansionist colonies established by Nyca in the early days of the empire. Esep was the site of epic battles at the time of the empireâ,¬,,¢s collapse, and it is still the most exposed to potential Oupun aggression. A good half the population of Esep shows signs of Oupun blood - darker skin and straighter hair. This is the result of ethnic mixing during the imperial days. For this reason there is some suspicion on the part of other Hellenes that the Esepians may not be as loyal to the Hellenic culture as they ought to be.
Katros is located on an island in the Raâ,¬,,¢anic Sea. Its geography and culture differ somewhat from the mainland groups. It is a prosperous kingdom, due largely to the fact that it has the only really extensive grain-growing regions. Despite this, and the brisk trade with the mainland, it is considered by most of the other Hellenes to be a bit of a backwater. Most recently the old King of Katros has died, and the new King is stirring things up a bit. He appears to be attempting to assert Katros as a more effective power in the Hellenic world, but this is causing some resentment amongst the old guard. There are signs that the Knossic League are taking an interest in the situation, but the extent of their involvement is unknown at this time. It remains to be seen if the result will be a resurgent Katros, or just civil war.
[/spoiler]
Here are some monster ideas Iâ,¬,,¢ve been working on, based off the Medusa myth meets DnD.
Recall that the Medusa is something beyond the reach of your typical mortal human â,¬' more demigod than creature. But she has offspring â,¬' touched by her supernatural nature but mostly more human than demigod. These offspring vary in the amount to which they show their unusual heritage.
The Spawn of the Gorgon are the most common and most human-seeming of her offspring. They can be male or female, and most of them look more or less like ugly humans. For the most part, they live in small communities deep in the jungle, separate from normal humanity. A few will live nearer human settlements. Often they will take up a profession as an herbalist or witch, providing minor services for the locals in return for being left alone. These are usually the most human-looking of them.
Male Spawn of the Gorgon tend to be very human-looking, and occasionally they will travel in human lands to trade. In their travels, they occasionally father children that may themselves be born as spawn.
Spawn of the Gorgon generally worship the Medusa as a demigod, and often worship Hecate the Triple Goddess, particularly in her incarnation as the Crone, goddess of wisdom and secret knowledge.
Guardians of the Gorgon are the most powerful of the Spawn. Occasionally a Spawn of the Gorgon will show more distinct characteristics of their ancestry and correspondingly greater power. Guardians sometimes live among the Spawn as Priestesses of the Gorgon, or they live with other Guardians at secret temples in the jungle where they worship the Medusa. Guardians are always female.
The Children of the Gorgon are the direct offspring of the Medusa. They can be treated as being identical to the SRD medusae. They tend to be wilder and more solitary than either the Spawn or Guardians. The Guardians and Spawn regard the Children of the Gorgon with dread and awe. They treat them as sacred representatives of the demigod, bringing her favor or disfavor as the case may be.
[spoiler=Spawn of the Gorgon]
Spawn of the Gorgon
Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8 + 2 (11 hp)
Initiative: +1
Speed: 30 ft
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Shortbow +3 ranged (1d6/x3), or Dagger +2 melee (1d4/19-20)
Special Attacks: see below
Saves: Fort +1, Refl +4, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 11, Wis 11, Cha 15
Skills: Bluff +5, Diplomacy +2, Disguise +4, Intimidate +2, Move Silently +3, Spot +3
Feats:Point Blank Shot
Environment: Tropical rain forest
Organization: Small settlements
Challenge Rating: 2ish?
Variants: Some female spawn are touched by the either the snaky hair or the perilous gaze of their ancestry. This gives them either a poison attack (from snakes) or gaze attack. These attacks are identical to the similar SRD medusa abilities except for the save DC:
Poison: Fort DC 12, initial damage 1d6 STR, secondary 2d6 STR.
Petrifying Gaze: 30 ft range, Fort DC 13 negates.
[/spoiler]
[spoiler=Guardian of the Gorgon]
Guardian of the Gorgon
Size/Type: Medium Monstrous Humanoid
Hit Dice: 4d8 + 4 (22 hp)
Initiative: +1
Speed: 30 ft
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: Shortbow +5 ranged (1d6/x3), or Dagger +4 melee (1d4/19-20)
Special Attacks: see below
Saves: Fort +1, Refl +4, Will +3
Abilities: Str 10, Dex 15, Con 12, Int 11, Wis 11, Cha 15
Skills: Bluff +5, Diplomacy +2, Disguise +5, Intimidate +4, Move Silently +4, Spot +3
Feats:Point Blank Shot
Environment: Tropical rain forest
Organization: Small settlements, or temples
Challenge Rating: 5ish?
Many Guardians of the Gorgon have levels of Adept or Cleric. Their domain is usually either Scalykind (snakes), or Trickery.
Special Attacks: All Guardians have either the snaky hair or the perilous gaze of their ancestry. This gives them either a poison attack (from snakes) or gaze attack. These attacks are identical to the similar SRD medusa abilities:
Poison: Fort DC 14, initial damage 1d6 STR, secondary 2d6 STR.
Petrifying Gaze: 30 ft range, Fort DC 15 negates.
[/spoiler]
Arrr! In honor of TLAP day - a post about pirates!
[spoiler=Pirates]
Sea faring is very important to the Hellenes, as much of their land is not suitable for road building. There are basically three kinds of boats in use. The smaller fishing skiffs are very common, but they tend to be rather light and difficult to maneuver in high winds or chop. Larger round-bottomed cargo ships are used for trade. These are usually one- or two-masted ships. Heavier and more stable, they are mostly useful for travel along the coasts. A very few larger boats are made for travel across the open sea. Warships are mostly triremes and quinqueremes - used to ram and/or board opposing ships.
True piracy is not terribly common, due mainly to the cost of building a trireme and crewing it. But many times the kingdoms or wealthy trading concerns may find it useful to support privateers. And occasionally the crew of a military vessel may mutiny and become a freebooter. These crews recruit ruffians and scoundrels to man the oars, then pick up their swords to board a prize and take the booty.
Pirate vessels are usually modified versions of the military trireme. In military action, they goal is usually to ram the opposing ship, hole her at or below the waterline, and thereby sink her. For pirates, this is a disaster, for when the boat sinks she takes her cargo to the bottom. They prefer a style that rams the ship above the waterline, entangling and disabling her, for boarding and later looting. Or better yet, to wait until a slow cargo ship is becalmed and board without damaging her. Then she can later be sold as a prize.
Pirates tend to shelter in coves and small harbors where their ships can be concealed, then row out at speed to take passing cargo ships. For this they often use a system of on-shore lookouts to spot likely victims and signal the crew. Prizes will be stripped and repainted, then sold for cash. Booty is usually sold at one or another of the free cities, to avoid the prying eyes of the more organized navies. These are also prime recruiting spots for pirate crew.
[/spoiler]
Arrrr! Ta Davy Jones' locker wit' ya!
(Serious lack of pirate-themed emoticons here! :mad: )
I cannae say much except this looks good, and I want to see more. It has a genuinely interesting mix of greek culture and your own imagination - and the bit about ships is interesting.
I CAN help with mechanics...
Quote from: SnakefingAlso, I'd like to create a unique class. Either a base or prestige class specific to the Hellenic culture.
What kind?
Anyhow, this isn't THE full review, as that would be a bit of a let-down. I don't have time for more than a quick look-over of the most interesting bits, but soon, very soon.
Probably when you post the overhead setting.
Okay, real quick before bed:
The class I was looking for was the Soldier of Arete class. CYMRO had some ideas, which looked okay. I'm a little worried that having all good saves, good hit points, armor, etc. makes the class pretty invulnerable. To some extent that's what I'm going for, but is that a little over the top?
I'd also like any suggestions for pantheon customization. For many of the deities, esp. Zeus, none of the existing domains (from SRD and core, anyway) really fits. I don't have access to splats so maybe there's something non-OGL that would help. Anyway, ideas here would be great.
Mmm. Werll... If you give it cleric/fighter BAB, a D10 HD and the abilities Cymro suggested, it might look nice.
As for the pantheon - I'll have a look for spells that would fit in such things as the 'Storm' domain or 'Love' domain (for Aphrodite etc).
Storm and Love/Passion are good. Love is an almost incomprehensible omission since there are just so many such deities in myth that are associated with such a fundamental emotion.
I'd also be interested in Rulership (instead of Law) for Zeus. All the Law spells are really anti-Chaos spells, which doesn't fit the mythos too well.
[note]This is just a little fluff. Something to provide a sense of atmosphere and theme. And a little about current events in the Kingdom of Katros.[/note]
I looked helplessly around the barren office, hoping to find something to talk about. The man across the desk shifted his feet uncomfortably, evidently feeling the awkwardness of the moment himself. His formal colors had wilted in the heat, destroying whatever effect heâ,¬,,¢d hoped for. Heâ,¬,,¢ll learn.
Sweeping my arm across the room, I remarked, â,¬Å"Well, I guess all this is yours, now.â,¬Â A rueful grin. I didnâ,¬,,¢t even know his name. A quick glance at the papers reminded me. Papardios Damosthenou, no doubt the son of a minor lord.
â,¬Å"Those are my orders, yes,â,¬Â he replied, a little stiffly.
I moved out from behind the desk, the sound of my boots disrupting the unpleasant silence. â,¬Å"Let me show you around, I suppose.â,¬Â I held the door for him, and together we stepped out onto the parade ground. Not much of a parade ground â,¬' worn bare from too much work and not enough care.
His troops were waiting at ease, but they snapped smartly to attention when we came out, banging their spears on their shields. Not bad, not bad at all. But so few? Well, not much for soldiers to do here, but theyâ,¬,,¢ll have trouble with the bandits.
For formalityâ,¬,,¢s sake, I passed in review, then nodded. â,¬Å"The barracks are across from the gate. Theyâ,¬,,¢ll find plenty of space there Iâ,¬,,¢m sure.â,¬Â He gave orders to his sergeant, and dismissed the men. I led him out across the compound, pointing out the features heâ,¬,,¢d soon come to know well.
â,¬Å"Thereâ,¬,,¢s where the road crosses the river. The only decent fording spot, so we get plenty of traffic. Right now itâ,¬,,¢s low. Later in the fall, when the rains come, even this is often impassable.â,¬Â Pointing back along the road, I continued, â,¬Å"Youâ,¬,,¢ll have noticed the main inn as you passed. Formerly the manor of Ari Arkinos, a folk hero of sorts. If you havenâ,¬,,¢t yet heard tales of his daring, you soon will.
â,¬Å"North, thereâ,¬,,¢s nothing to speak of. Just trees and hills up to the mountains. Itâ,¬,,¢s a favorite haunt of hunters and those priestesses. You know, Artemis. You probably donâ,¬,,¢t get them much down in Damosthenes, but theyâ,¬,,¢re pretty big around here. They see everything, try to stay in good with them.
â,¬Å"Thereâ,¬,,¢s also some gangs of outlaws in the hills up there. Mostly, they keep to themselves, but lately theyâ,¬,,¢ve been coming down and attacking caravans on the road east of here. Not sure why. When I can spare â,¬,,¢em, I like to send a couple hoplites along as escorts, for the first couple of millos or so.
â,¬Å"Other than that, youâ,¬,,¢re mostly out here to keep the peace. Show a little force every now and then, keep the criminals and smugglers from getting too bold. That kind of thing.â,¬Â
Heâ,¬,,¢d been silent up to now â,¬' listening, looking at the lay of the land, just as a good commander should. â,¬Å"Thereâ,¬,,¢s a lot of territory up here. More than I can really cover with the force Iâ,¬,,¢ve got.â,¬Â My opinion of him went up a notch.
â,¬Å"Itâ,¬,,¢s more than I can cover with my unit, and yours is half the size. You do what you can. As I said, make friends with the priestesses. They donâ,¬,,¢t like the poachers and outlaws any more than I do. But they can move around faster and quieter than troops. They see a lot. Plus, Iâ,¬,,¢ve heard theyâ,¬,,¢re sending out a couple of the Kingâ,¬,,¢s Rangers to help. Get good information, stay one step ahead. It makes up for a lot.â,¬Â
It was time for taps and the change of command. Tonight the colors of Gadus would come down; tomorrow, the colors of Damosthenes would go up. A small change, it seemed, at an insignificant garrison. But it seemed to be part of something bigger, some plan hatched somewhere. When people start hatching plans, itâ,¬,,¢s a bad sign for us grunts.
Details on the first of the five kingdoms: Katros. History, politics, and current events.
[spoiler=Katros]
History
Katros is a large island, originally settled during the early years of the Hellenic Empire. Three colonies were founded here â,¬' Katros, Damosthenes, and Gadus â,¬' each ruled by an independent prince appointed by the Emperor. When the empire fell, the colonies effectively became independent. There followed a period of intermittent warfare, now known as the Wars of Unification, which finally ended about 150 years ago when Katros defeated the other two and established the present day Kingdom of Katros.
Partly because of its status as a former colony, and partly due to its geographic isolation, Katros has long been considered a bit of a backwater, culturally and militarily inferior to the more established mainland cities. However, the fairly recent periods of stability and prosperity have made Katros a fairly wealthy center of trade in grain, betel-nut oil, wine, and other agricultural products.
Political Structure
Katros is ruled by a King who has the power of decree and control over the exchequer and military. The Council of Eight provides the only check on the Kingâ,¬,,¢s power. This council consists of the Dukes of Katros, Damosthenes, and Gadus, plus five other members. The Council chooses its own members (apart from the three seats reserved for the Dukes) and also has the power to depose the monarch, and to choose a new King on the death or ouster of the reigning one. Other than this, the Council has no statutory powers, although it frequently plays an advisory role to the monarch.
The politics of this are fairly subtle. Although the Kingâ,¬,,¢s power over funding and the military gives him substantial power, his ability to levy taxes and muster the army are both fairly dependent on the cooperation of the Dukes, as well as the larger merchant houses. The Councilâ,¬,,¢s power to remove the King is often largely symbolic, but if they revoke their consent to the Kingâ,¬,,¢s legitimate rule, his ability to raise money and arms would be severely hampered.
The priests of Zeus also have a fair amount of political influence. Normally one of the seats on the Council is given to the high priest of the Katros temple, but on occasion this has not been the case. As with the Council, the people view the priesthood as conferring legitimacy on the King, which is important to securing the protection and aid of the gods.
Current Events
King Adretto ascended to the throne of Katros less than a year ago, on the death of his father King Gambianou. While Gambianou was a conciliator and master politician, Adretto is bolder and more outspoken. In his short time as monarch, heâ,¬,,¢s made many changes. Heâ,¬,,¢s drawn men away from various garrisons and increased the size of the standing army in the capital, commissioned five new ships for the navy, and reassigned many commanders.
In the process, heâ,¬,,¢s alienated some of the Council members. No one opposes his actions openly yet, but the Council has had some heated exchanges over the issue. Some are concerned that his efforts to concentrate military force at the capital are an attempt to strengthen his hand and weaken the Council. Others worry that it may be a prelude to an unwise attempt to expand the influence of Katros in the Hellenic world. This has drawn muted opposition from the Iansos League of merchants, which in turn makes the Six Factors of Katros nervous about possible trade embargoes or even naval blockades. Others are hopeful that a unified and muscular policy could increase the wealth and prestige of the island kingdom.
In the wake of this upheaval, thereâ,¬,,¢s been an increase in lawlessness in the areas not regularly patrolled by the Kingâ,¬,,¢s garrisons. So far, it is only an increased nuisance, but if it is not brought under control, it could weaken support for the King, or potentially even trigger a civil war.
[/spoiler]
Ok, I'd be interested to see more about Apollo and the Oracle and stuff. It seems to me that psionics gives better "Seer" powers than spells do. What we could do, though, is for clerics of Apollo, create a Divination/Seeing Domain with new spells more along the lines of psionic abilities . . .
Or not. Just a thought
Well, I've been holding off on the religions stuff a bit, because I'm trying to work out details on how I want magic in Axa to work, especially divine magic.
That said, no matter how it ends up working, I divine "domains" of some sort or another have a place. A couple of reasons for this:
Once you have a good selection of domains available, it is easier to specify how a particular deity works mechanically. Just describe and add domains.
Even if the list of domains is incomplete, they serve as a pattern for creating new ones. The balance of new domains is more easily judged by comparing with other things that are similar.
So I'm thinking that each domain could specify some types of magic that spell-casting priests of that deity would have access to. Also some granted powers (similar to what domains already have, but more of them) that can be chosen by both casting and non-casting priests. These granted powers would take the place of things like turning undead.
As far as Apollo goes, I have thought a bit about the Oracle. Not sure if I want to have one famous one, like in classic Greece, or just many lesser ones. The Divination/Seeing domain matches up pretty well with the Sensitivity branch of spirit magic - especially precog. But it could also be some kind of familiar magic - the oracles aren't seeing the future for themselves, they are channeling the abilities of a deific spirit. Both things to consider.
If I do have a major oracle (and I'm kind of leaning that way) I'd put it in one of the free cities, to insulate it somewhat from the politics and rivalries of the kingdoms.
Adding a bit on Esep, the smallest of the kingdoms and most influenced by the Oupun.
[spoiler=Esep]
Esep was a colony in the early period of Hellenic history, even before the Empire was established. It sits at the mouth of the Dimetrios River, which rushes down from the mountains to the west, then winds across a coastal plateau before tumbling over a series of small cataracts to the sea. Esep itself sits below the cataracts and spreads out along the sea shore.
When the Empire collapsed, the Oupun general Amat led a large force of infantry and ships up the coast to assault Esep. Through numerous battles, Amat was turned back at heavy cost to both sides. Key to the victory was the inability of the Oupun to bring their heavy chariots to bear, and the harassing tactics of the Hellenes' Scouts. Eventually the Hellenes defeated the Oupun naval forces, and with naval supremacy restored, Esep was never seriously threatened again.
Esep claims territory running along about 10 leagues of sea coast and inland about 30 leagues to the mountains. Dense tropical rain forest covers most of the inland area and laps up against the rocky foothills of the mountains. The population lives mainly in fishing villages along the coast and a cluster of farming communities upriver of the capital.
Although the people of Esep bear primarily Hellenic features, there is a strong influence of the Oupun, making lighter skin and straight hair more common here than the other kingdoms.
The present relationship between the Hellenes and the Oupun can always be judged by visiting Esep and her sister city across the border, Nin-den-ili. When relations are frosty, military forces build up and merchant traffic drops off. When relations thaw once again, forces back off and merchant ships or caravans are welcomed.
[/spoiler]
I have a cult of Apollo in my current campaign as well. As the patron of music, healers and seers I figured it for an extensive influence on society. There is an oracle and a shrine devoted to that as well as tutelage of musicians and singers, and a healing school. The priests and priestesses of Apollo oversee all this and the rites necessary to maintain good relations with the deity. There is a main Temple which oversees other shrines and temples in the country.
More details on religions.
I have to stress that you shouldn't think of these as being exact parallels to the historical deities. Although I obviously take the historical culture as a basis, I've modified things a bit to fit the history and geography as I see the need.
Important differences: No Athena, because there's no Athens. Also, Hera and Hestia have been kind of wadded up into a single deity - still called Hera but with a mixture of characteristics.
I'm tweaking the domains a bit. Largely I need new domains, but I only have access to the SRD ones, so at some point I'll probably revisit this in my Axa Crunch thread.
Furthermore, although I'm working on an alternate magic system, I'm going to describe this in terms of basic SRD spellcasters as much as possible.
[spoiler=Zeus]
Being the ruler of the gods, Zeus has always been associated with the ruling class of Hellenes as well. In the time of the Empire, the priesthood came into an official role as the state religion. This religion maintains a prominent role even now, and the priests are often found serving as advisers and functionaries. As symbols of the state and of the Hellenic people, they often preside over important civic ceremonies and celebrations.
The common folk really don't have much use for the temples of Zeus in their day-to-day lives. They do look on his temples as a visible symbol of their prominence and Zeus' protection over them.
Zeus' symbol is the thunderbolt. His primary domain would be Rulership. This includes a mix of commanding and law spells. For a granted power, it will be something like a minor thunderbolt, and the ability to commandeer the granted powers of any other deity in the pantheon. Details to be worked out.
The second domain is Protection, which is probably well enough described by the SRD version.
[/spoiler]
[spoiler=Artemis]
Artemis is the virgin queen and huntress. In her role as huntress, she is the ruler of the wild rain forests. She is frequently worshipped by hunters, woodsmen, and any who have reason to enter the forests. These folk seek protection from wild animals, permission to take the fruits of the forest, good luck in hunting, or other such boons. Her priestesses often wander the wild lands near their base temple to protect and guard the animals and plants. Those that focus on this area often take a more druidic outlook rather than the traditional divine spellcaster. Rangers are common allies.
In her role as the virgin queen, she is the patron of maidens and protector of women's virtue. Her priestesses are often involved in instructing girls and young women in morals, proper behavior, and a variety of practical crafts. However, they also have a well-known dark side as the deadly avengers of crimes against women. Their mark is the black-shafted arrow with green fletching, which can be used as a warning or an instrument of sudden death.
Her symbols are a silver crescent moon, a spear, or bow and arrow. Her domains are Animal and Plant, although I probably need a new domain for Women/Protectress.
[/spoiler]
[spoiler=Demeter]
Demeter is a major goddess, though only popular on the island of Katros where they have extensive grain fields. Her symbol is a stylized bee. Her domains are Earth and Plant. More to come.
[/spoiler]
[spoiler=Hera]
Hera is another important deity, as the patron of marriage, motherhood, and the home. (In this sense, she combines facets of the classical Greek deities Hera and Hestia.) As the wife of Zeus, she symbolizes the proper authority of the elder women over all manner of domestic affairs.
Hera is very important in day to day life, probably more so than in the official political affairs. Her rituals are also important as part of childbirth and christening. She is very frequently invoked to protect the home, to bless marriage vows, or to insure the health and well-being of the household.
When the affairs of the household and those of the business and political world collide, there is often some friction between Hera's priestesses and those of Zeus. When the priestesses of Hera are displeased, somehow things have a way of going wrong until they are appeased. One might also think of Lysistrata here.
The symbols of Hera are the peacock and a stylized burning hearth. Her primary domain is Community. Rumor has it that there is a second domain devoted to the cursing of enemies and/or wayward husbands.
[/spoiler]
[spoiler=Poseidon]
Given the importance of fishing and sea travel to the Hellenes, it is only natural that Poseidon would be an important god. As in classical myth, Poseidon is a capricious but powerful god, who requires frequent sacrifices to propitiate him. Fishermen, sailors, and sea traders can often be found praying for fair skies, calm seas, and a bountiful catch. It is often said that Poseidon is served by a race of undersea merlings, though no one in living memory has seen one.
Poseidon is the official god of Lepharion, having displaced Zeus there since the fall of the empire.
The symbols of Poseidon are the trident and, interestingly enough, the horse. His domains are Sea and Air/Weather/Storm. This latter domain needs to be concocted a bit. For some reason, despite the predominance of storm gods in historical mythology, there's nothing really good here in the SRD.
[/spoiler]
[spoiler]
Apollo rounds out the major deities. He is the god of beautiful things --- art, danse, verse, and the like. He is also associated with knowledge and divination, and with healing. His worship is probably not one of the most popular, but having a temple to Apollo is what proves that a city has attained a certain level of wealth and culture.
The priests of Apollo often include athletes, bards and poets. At any rate, his temples often provide a gathering place for artists of all kinds, and there is often a small marketplace or theater nearby for artistic exhibitions.
Aesclepius is a demigod associated with Apollo, devoted to the arts of healing.
As the god of knowledge, Apollo is also associated with divination. Most temples provide oracular services, but the main Oracle is at Neia, one of the free cities.
Apollo's symbol is the lyre. His domains are Music, Healing, Knowledge, and Light/Glory.
[/spoiler]
[spoiler=Others]
Hephaestos, Ares, Aphrodite, Dionysus, Hecate TBD
[/spoiler]