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ZENOBIA

Fantasy Roleplaying in the Desert Kingdoms

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Designed & Written by Paul Elliott © 1999 Revised in 2004

Additional material and assistance from Max Cairnduff, Dylan Craig, Günter D'Hoogh, Neil Duffell, Steve Emsley, Ben Howard and Jonathon Nichol.

Illustrations by Paul Elliott, Hamilton and Jonny Hodgson.

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To whom should I present this little book so carefully polished but to you, Cornelius, who have always been so tolerant of my verses, you who of us all has dared to take the whole of human history as his field - three doctoral and weighty volumes! Accept my book, then, Cornelius for what it’s worth, and may the Muse herself turn as tolerant an eye upon these songs in days to come

- Catullus, 1st century BC

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ZENOBIA is the fantasy roleplaying game of adventure and magic in the ancient world. It is a world where the deserts are home to fierce Saracen tribes, lost cities, sphinx and scorpion-men. And where the cities are home to scheming princes, bandit kings and sinister cults. Opportunity and adventure are everywhere. There are centuries-old tombs to be robbed (if their fiendish residents can be defeated), ancient underground complexes full of obscure traps and breath-taking treasures that were left behind by the gods, palaces owned by fabulously wealthy kings, and temples dedicated to the gods - temples whose physical defences cannot compare with their magical enchantments. From hundred-gated to the oasis city of , from the wealthy caravan city of Carrhae to the strict religious city of dusty Hierosolyma, adventure awaits the brave, the foolhardy and the greedy. And for those who fail, the Afterlife beckons, or worse - perhaps slavery on a rowing bench in a Tyrian war galley, or a life in the mines of Sinai.

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THE CONTENTS

I WELCOME TO ZENOBIA

II THE WORLD OF ZENOBIA Overview of History Geography Everyday Life The Calendar MAP OF THE DESERT KINGDOMS RECORD SHEET III CHARACTERS Cultural Origins Attributes Previous Experience Social Class Skills Initial Equipment Background Detail Languages Guardian Angels Why Can’t I ...? IV COMBAT Procedure Weapon Range The Combat Attack Roll Inflicting Damage Crippling Blows Recovering HITS Armour Unarmed Combat Fighting Multiple Opponents Fighting From Advantage Retreating Using Arms & Armour Using Two Weapons Using Nets In Combat Missile Combat V RELIGION The Olympians Gods of the Desert Kingdoms Using FATE The Gods Reward Fighting Spirits Initiates Entering a Priesthood Priestly Rituals VI CULTS OF THE REGION The Anointed One -Marduk Jupiter Heliopolitanus Mithras Sabazius Venus-Atargatis VII MAGIC

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Becoming a Philosopher Becoming a Magician Using Powers The Philosopher’s Power List The Magician’s Power List VIII RESOLVING ACTIONS Travel Using Attributes Climbing Falling Jumping Darkness Drowning Persuasion & Deception Poison Searching Concealment Moving Silently Surprise Sanity Theft Gambling Additional Skills IX MONSTERS The Monster List Wild Animals X TREASURES & Jewels Special Items XI LANDS & PEOPLE The Desert Kingdoms and Beyond The Tribes Languages Free Mercenaries Secret Societies XII ADVENTURE TOOL-KIT Labyrinth Adventures Wilderness Adventures The Desert City Adventures Non-Player Characters (NPCs) Adventure Seeds XIII CAMPAIGNS A Campaign Premise Creative Campaigns Campaign Cities The Gladiatorial Games REFERENCES POSTSCRIPT - ‘USEFUL ADVICE’

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I WELCOME TO ZENOBIA

ZENOBIA is a fantasy vision of the amongst these four great powers are a ancient Near East during the darkest number of smaller, but still vibrant days of the , circa 260 lands. AD. It is not historically accurate. But then, what is historically accurate? Modern scholars still debate matters of truth, context and events. ZENOBIA takes the familiar and not so familiar aspects of the ancient world and puts a fantasy twist on things. It's no longer a strange land, and players can jump straight in wielding a gladius and lounging in the heated baths as if they Planned for many years and finally were born to it. seeing light in the autumn of 1999, ZENOBIA designed to satisfy my The game focuses on the eastern fringes lust for adventure without the obstacles of the Roman Empire, however - giving of class, skill level and character level. I the gamemaster the advantage of wanted my characters to be good at bringing independent kingdoms, tribes everything and not have to calculate and empires into the game. Epic-style percentage chances or ‘to hit’ conflict - something absent from most probabilities. I wanted to throw a couple of the Roman provinces for centuries - of d6 and get on with the epic story line. is available here in jarfuls! And I didn’t want to alienate my players with new and sophisticated cultures - I Mirroring the historical reality that it is wanted to mix familiarity with based on, the world of ZENOBIA is something more exotic, but something dominated by the Empire, a harsh based in the hard-nosed realities of militaristic tyranny ruled by an history. ZENOBIA was the result. unending number of soldier-emperors. Parts of the Empire have split off to It takes much of its inspiration and form independent kingdoms of great many significant details from the power. The east is dominated by the historical canvas that was the eastern desert kingdom of Palmyra, ruled from Roman Empire. Written well before this oasis city by the exotic Queen ‘’ ever hit the screens, Zenobia. She is determined to enlarge ZENOBIA blends all the familiar her kingdom and rule an empire as large cultural props of the Roman Empire as any that have yet existed. Across the with a rich and exotic setting of desert she faces the fantastic might of religious city-states, nomad the Persian Kingdom, a land of great encampments, powerful eastern antiquity and incredible resources. In kingdoms and desert queens. the west the Gallic Kingdom has The date is 260 AD - a time when the emerged as a serious rival to the Empire split into several independent Empire, and is faced with defending kingdoms, each a smaller but still itself from the destructive raids of the unique version of that mighty original. northern barbarians. Between and My universe is not a slavish recreation,

7 Z E N O B I A but a blurring of dates and themes to and buried civilisations, walled cities as create a living world as seen through the old as time, a resurgent Persian eyes of the hardy souls dwelling there. I kingdom, and exotic religious cults, the believe it is a vision of the Roman Desert Lands have a huge potential for Empire with the feel of Robert E. all kinds of adventure. The existence of Howard's wistful Hyperborean world, age-old tombs and long-dead home to Conan the Barbarian and King civilisations provides plenty of Kull. ZENOBIA breeds heroes and opportunities for labyrinth adventures villains in the grand tradition of 1930’s as well as many kinds of city and pulp fantasy. The world is a colourful wilderness adventures. backdrop, rich in the familiarities of daily life, coinage and language, but The Northern Forests: The dark forests still a world away - a place of power and cold rain-shadowed mountains of and magic. This game divides the world the north have always been the source into three broad adventuring regions, of unease for the Imperials. Today and each region has a distinct ‘flavour’ many areas have been settled with cities which is suitable for certain types of as tribal centres and villas for the adventure. The three broad regions are: chieftains. But other barbarians have not been civilised and continually harass, raid and invade the more settled areas of the northern region. The Gallic Kingdom dominates this northern scene as it consolidates its military might to push back the barbarian tribes. This region includes Gaul, Britannia and the numerous Imperial provinces stretched out along the River Danube: Raetia, Noricum, Pannonia, Dalmatia, Moesia, The Classical Civilisations: The Dacia and . The region is a heartland of the Empire, which includes tough, ‘Wild West’ of threatened and the grand and decadent Eternal City, the besieged communities - one that breeds rest of Latium, Ionia and the fully- tough and militaristic individuals. Of Imperialised province of Hispania. The course, the region also encompasses the region boasts wealthy cities and a rich barbarian chiefdoms beyond the Empire urban life, with all the prospects for city - forest kingdoms ruled by savage adventures, political conspiracies and barbarian chiefs and their warriors, and skulduggery that this implies. Ionia and the endless swamps and grasslands Latium have seen incursions by raiders inhabited by Gothic and Sarmatian of late, casting a dark shadow over these tribes. In a land without large towns or proud lands. cities, wilderness adventures come to the fore here. Labyrinths consist mainly The Desert Kingdoms: The Desert of the more natural features and barrow kingdoms encompass a vast region, mounds left behind by more ancient from the Imperial provinces of North peoples. Africa to ancient Ægypt, the Desert of Lost Souls, Solyma, the Decapolis and the dusty mountain city-states of the Taurus Mountains. Queen Zenobia dominates the scene here, and with a combination of desert raiders, ancient

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ZENOBIA presents adventure ideas caravan leader or merchant-prince. If and a fully-detailed gaming background the sea interests him, he may even for roleplaying in the Desert Kingdoms become the captain of a merchant ship - - the world dominated by Queen or a pirate chief! Zenobia and Palmyra. It consists mainly of the game rules, including Academic vs. Atmosphere character generation, magic, combat There are two possible approaches to the and monsters. It begins with a naming of cities, cultures and kingdoms. One historical and social introduction to the is to use the modern archaeological names, the second is to use the contemporary names world of ZENOBIA, and is all that is used by the ancient folk. The latter is really needed to set-up and run an atmospheric and realistic and this is the adventure. The game continues to method we use, since it separates our world provide the referee with plenty more from the dry history-book world of real life. It advice and useful information that makes our lands more ambiguous and gives us a little more leeway in our interpretation of makes creating and running successful places, institutions and personalities. adventures easier. More detailed information on the setting of the Desert The mechanics of ZENOBIA were Lands is given, along with articles on specifically designed for it. They campaigns, adventure design and non- stylishly mirror the grand epic feel and player characters. the cultivation of real heroes - heroes that are always capable of all kinds of Adventures will often spring from the actions. To this end the simple d6 wide gulfs separating the major system dispenses with the limitations of kingdoms. Traders, sailors, nomads, skill values. It concentrates on only a mercenaries and refugees are the people few abstract stats; on a handful of who link these empires together, they special skills that indicate acquaintance are the player characters. Rootless, self- rather than quantify ability; reliant and resourceful, these simultaneous combat resolved by ‘adventurers’ are continually on the difference in die rolls with effective and move from city to city, kingdom to speedy abstractions of injury; and the kingdom trying to make a reputation attribute called ‘Fate’ that acts as a and a fortune for themselves. If setting-specific device indirectly linking legitimacy does not interest them, they mortals & gods, will & luck, mundane can turn bandit and steal from the action & magic. The rules system is not caravans, or roam the land fighting for overly complex, designed as it is to be those who pay, and robbing tombs and very fast to play and to make the ancient treasures when business is referee’s job easier. It is the amazing slack. The hope is that players will rise world that is the focus here, not the above the usual game concepts of ‘hack mechanics of the game. Lots of rules ‘n’ slash’ and ‘swords-for-hire’ and will tend to restrict options, I want to give actually become somebody important. It every adventurer the chance to go is quite possible for an adventurer to anywhere and do anything. become a bandit chief, a mercenary captain, a priest or cult champion, a

~ Paul Elliott

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II THE WORLD OF ZENOBIA

Overview of History The Emperor Valerian ‘Valerian finally rose to such glory, that after The Rise of Persia holding all honours and offices with great ‘Elated with an easy conquest, and presuming distinction he was chosen emperor ... solely by on the distresses or the degeneracy of the right of his services, and, as it were, by the Empire, Shapur obliged the strong garrisons of single voice of the entire world’. Carrhae and Nisibis to surrender, and spread devastation and terror on either of the Historia , Life of Valerian V Euphrates’. The Decline and Fall of the Empire King Shapur attacked the eastern It is the year 1014 AUC * and in the hot provinces of the Empire again in 1005 desert lands of the east, two great AUC and this time successfully powers have emerged to face each other conquered Syria and its glorious capital, across the shimmering desert sands. A . The rebellion of legions, generation ago Artaxerxes overthrew barbarian invasions and a plague which the horse barbarians who had invaded had been sweeping the Empire for his country to become the first king of a decades prevented the re-conquest of renewed Persian kingdom. This ancient these valuable eastern lands. In 1007 a and glorious land immediately began to new emperor, Valerian, one of those challenge the might of the Empire, the unruly legionary commanders, arrived vast western tyranny that had conquered in the east to put in order once and for many of the desert lands previously all the territorial claims of the Empire. owing fealty to Persia. The struggle was He would spend the entirety of his brief on. reign fighting to return the smoking ruins of the eastern provinces to the For four decades the Empire failed to Empire. One of Emperor Valerian’s first check the growing might of the acts was to suppress the unexpected resurgent Persian military. The Imperial rebellion of Uranius Antoninus, the province of Mesopotamia was priest-king of Emesa who had kept the conquered and numerous emperors Persian forces at bay from his city and marched east at the head of their legions then declared himself the legitimate to try to recover it. Emperor Alexander ruler of the Empire. The Emperor then Severus attempted a re-conquest in 985 began to harry the Persian forces and AUC, and the boy-emperor Gordian was soon able to boast that he had set later marched east in 996 AUC but was the Empire to rights. He arrogantly murdered by his own troops. His declared himself the ‘Restorer of the treacherous successor Emperor Philip World’, since for its inhabitants, the paid off the Persian king Shapur with a Empire is the world. down-payment of half a million denarii, something which did not endear him to Emperor Valerian’s campaigns against the citizens of the Empire. It was in Persia continued with victories won and Philip's reign that the Empire celebrated lost on both sides until early in 1013 it’s 1000th anniversary with a series of AUC. In this year of ignominy Valerian magnificent and bloody gladiatorial found his army trapped and besieged games. within the walls of the caravan city of . With plague decimating his

10 Z E N O B I A legions, food and water running low and for all. But there were those determined the threat of a full scale Persian attack not to see Persian domination of the hanging over them, Emperor Valerian entire east... The commander of decided to bargain instead of fight. He Valerian’s elite , a rode to meet King Shapur accompanied tough officer called Ballista, has rallied only by his most trusted advisors and the eastern legions of the Empire. He officials, as agreed. But the Persian defeated Shapur’s forces in Cilicia and leader found such a prize too tempting even managed to capture the king’s to pass up and seized them all. The harem. The Persians were forced back Emperor of the known world bound and across the River Euphrates and were submissive like a common criminal! It then forced to defend themselves is said that Valerian still lives and that against a desert army from the oasis city to mount his war-horse Shapur steps on of Palmyra. the back of the old man as he is forced to kneel in the dust. Such talk does The Wrath of a Desert Queen nothing to calm the angers of his ‘She claimed her descent from the Macedonian surviving son and the new emperor, kings of Ægypt, equalled in beauty her ancestor , and far surpassed that princess in Gallienus. chastity and valour’.

Gallienus, The Evil Prince The Decline and Fall of the ‘Now let us pass on to the twenty pretenders, Empire who arose in the time of Gallienus because of contempt for the evil prince’ The Palmyrene Queen Zenobia has long

Historia Augusta, Life of Gallienus XXI had an eye on expanding her territories, and the retreat of the Persian forces Gallienus is struggling to hold the seemed too good a chance to miss. Her shattered Empire together. With camel riders, legionnaries and Valerian’s humiliating capture a number cataphract cavalry also crossed the of dynastic challengers have stepped Euphrates and seized the old Imperial forward, determined to seize the province of Mesopotamia. Her imperial throne for themselves. Chaos redoubtable general (some say lover) and anarchy sweep the Empire. In the quickly followed up this west a new kingdom has emerged success by marching on Emesa, an where a number of provinces suffering important holy city in Syria that had from barbarian attacks have united to backed the rebellion of two officers of form the Gallic Kingdom, with its the Empire. Emesa was seized and the capital at Augusta Treverorum. Its Empire lost yet more territory. But leader, Postumus, has decided that the Zenobia had taken Emesa in the name Empire can no longer look after the of the Empire ‘to crush a revolt’ and interests of the west and is preparing to without more money, more resources defend his new kingdom from future and more troops there was little that the attacks. Empire could do about it. Her ambitions were now given free reign, and as the As expected, the capture of Valerian by Empire seemed about to crumble with King Shapur has not brought any the loss of Emperor Valerian, she stability to the east. The Persians launched an offensive against the mounted a second devastating invasion remaining eastern provinces of the once of Syria to capture Antioch and it mighty Empire. seemed as if the Persians would actually push the Empire out of Asia once and

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As Gothic barbarians rampaged into home of rich merchant princes. North- northern Asia Minor, Zenobia sent out eastwards her kingdom crosses the an army across the mountains to defeat desert to encompass the fabulous cities them. It did not return until the ravaged of Upper Mesopotamia. It is unlikely provinces had acquiesced to the will of the Empire will ever find the strength to Palmyra. Queen Zenobia and her recover these exotic lands. A new age youthful son Vaballathus now stand at has dawned in the east ... the head of a powerful and head-strong desert kingdom stretching from the high *AUC - Anno Urbis Conditae - ‘In the year of mountains of Cappadocia to the wealthy the foundation of the city’, that city being the cities of Syria, down to the religious Eternal City, the capital of the Empire. land of Solyma and south to Nabataea -

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Annals of the Empire 0 AUC Founding of the Eternal City, the future capital of the Empire 204 AUC King founds the kingdom of Achaemenid Persia 244 AUC The last king of the Eternal City expelled, start of the Republic 263 AUC The Persians attempt to invade Ionia, the cities defend themselves. A repeat attack in 273 is also repulsed. 352 AUC A huge mercenary army of Ionians is caught deep within Persia during a civil war and manages to fight its way back to Ionia. 419 AUC Alexander, a heroic Ionian king leads an army against the Persian kingdom and topples it. His short-lived empire lasts until 452. 452 AUC Following the Battle of , Alexander’s generals divide up his empire between them. 490 AUC Start of a series of wars between the Republic and Carthage 584 AUC King Mithridates of Parthia leads the domination of his people over the Persian heartland. 608 AUC The Republic defeats its great rivals, Carthage and Ionia, to become the ultimate force in the Middle Sea 691 AUC The Republic conquers huge areas of the east, turning them into provinces 696 AUC The Republic begins to conquer barbarian territories in the north 701 AUC A huge force sent eastwards by the Empire to crush the Parthians is defeated at Carrhae and its Imperial commander is killed. 723 AUC At the of a great civil war, the general Octavian defeats his rival Marcus Antonius and his lover Cleopatra to become the first emperor of the Empire. The Republic was swept away. Ægypt is invaded by Empire. 784 AUC The Anointed One, a Solyman magician, is executed by the Empire for his activities as a cult leader. 817 AUC The Eternal City is almost destroyed by a great fire, started by followers of the Anointed One. 870 AUC The Empire reaches its greatest extent after incredible military successes in Dacia and Mesopotamia. 965 AUC Citizenship is granted to all free inhabitants of the Empire. 971 AUC The four year reign of youthful Emperor Elagabalus begins, he is an exotic high-priest from Emesa who tries to force his sun-god upon the people of the Empire. 979 AUC The Persian Artaxerxes leads his people in the overthrow of their ancient enemies, the Parthians. The kingdom of Sassanid Persia is established. 983 AUC Persian forces over-run the Imperial province of Mesopotamia to be repulsed two years later by Emperor Alexander Severus. 988 AUC The young emperor, Alexander Severus is murdered while campaigning against northern barbarians. His death heralds an unprecedented period of chaos and anarchy throughout the Empire. For fifty years, assassination becomes the tool of succession. Many emperors and would be emperors will rise and fall. 994 AUC Shapur, the son of Artaxerxes, leads the Persian army against the Empire’s eastern provinces 997 AUC Emperor Philip pays the Persian king 500,000 denarii to make peace 1000 AUC Celebrations mark the 1000th anniversary of the Eternal City’s founding. 1003 AUC Persecution of the cult of the Anointed One by Emperor Decius. The High Priest of the cult is captured in the Eternal City and executed.

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1004 AUC Goths and other barbarians begin invasions across the River Danube. Death of Emperor Decius fighting the Goths. The Empire is wracked by a terrible plague. 1005 AUC King Shapur of Persia renews his offensive against the eastern Empire. 1007 AUC The priest-king of Emesa, Uranius Antoninus declares himself ruler of the Empire. He is killed by the legitimate ruler, Emperor Valerian. 1010 AUC Valerian tries to root out cult-followers of the Anointed One that have risen to positions of power within the government of the Empire. 1012 AUC The barbarian tribe of the Jugurthi try to take the Eternal City. 1013 AUC Emperor Valerian is captured & killed by the Persians. Imperial authority in the east crumbles. Separate Gallic Kingdom of Britannia, Hispania and Gaul is declared. Queen Zenobia establishes the desert kingdom of Palmyra in Syria as she begins the conquest of the Empire’s eastern provinces.

Geography The Desert Kingdoms comprise a Mountains of the Moon. These peaks region of great , but in general mark the southerly boundary of the terms the climate is warm, often hot, East. Further south lay endless tracts of and dry. Waterless deserts and steaming jungle. uninhabitable wilderness areas are never far away, wherever you find yourself. The Cities of the Taurus: The western Across the northern boundary of the end of the Taurus mountain chain region, a vast mountain chain called the divides into the northern Pontic chain Taurus marches west to east. South of and the more southerly Tauric chain. the Taurus are dry steppe lands and Dividing them is a high, dry plateau, rocky desert. Societies south of these windswept and barren save for lofty mountains need something special occasional rivers and lifeless salt lakes. to flourish. For some along the coast of At their western tip they descend to the Middle Sea, trade and access to the broad plains and wide fertile river ocean provides a living. The Syrians, valleys that reach the Aegean Sea. The Phoenicians and Solymans benefit from Taurus mountains have proved to be a this position. Inland, the occasional cradle for some of the world’s greatest oasis supports life and civilisation, but and most cosmopolitan cities. Amongst unruly Saraceni tribesmen are always the western river valleys cities such as ready to brush this civilisation away. , and have Damascus, Palmyra, Petra and others grown up. Further east and high in the flourish amongst the rock canyons and mountains are later cities such as sandy wastes. Even further south, amid Laodicea, Aspendus, Iconium, , the awesome desolation of the Libyan Sebastia, and Artaxata. The desert, is the fantastic land of Ægypt, a difficult terrain has kept the cities apart place of temples and priests which and almost independent, ancient flourishes on the verdant banks of the kingdoms here have always been very river Nile. On the upper reaches of the small. Today the cities of the Taurus are Nile, as it meanders through steppe-land divided between independent kingdoms and broken hills, a black civilisation and larger empires. The Empire has takes over - the kingdom of Golden turned several states (including Meroe guards the entranceway into a Bithynia, Pontus, Pergamum, , vast mountain fastness called the Galatia and Cappadocia) into provinces.

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In the south, the coastal plains of Cilicia . The most important of have been seized by Queen Zenobia. Persia’s regions are Media, Sagartia, Further east, as the Taurus rise to ever Drangiana, Arachosia, Aria, Hyrcania, greater heights, the cities become Chorasmia, and Parthia. Once these sparser, until, across the river regions supported varied tribes, but Euphrates, the kingdom of Armenia is today Persian culture and religion reached. Armenia was established dominate the inhabitants, although centuries ago, and despite being a part unique cultures still exist. of several empires since, has always retained its distinctive eastern culture. This culture is rich and sophisticated. Bordering the Armenian state to the Persians and tributary tribes wear exotic north are two minor valley kingdoms, and multi-coloured robes and pray to a Colchis and Iberia. The eastern border strange and remote god called Ahura of Armenia soon gives way to Lake Mazda. This sun deity is worshipped through the medium of fire - a holy element to the Persians. Devout Persians esteem honour, brotherhood and true speech above all things. In ages past the Persians seemed intent on Urmia and the sprawling kingdom of conquering the world. the Sassanid Persians. The eastern areas of the Persian Beyond the Zagros: The Zagros kingdom are bordered by vast deserts mountains lay east of the Mesopotamian and towering and seemingly impassable river valleys. Beyond them lies a mountain ranges, such as the Pamirs, powerful and militaristic kingdom - for example, and the Celestial Sassanid Persia - ruled by an ancient Mountains. To the north, on the very lineage which once ruled the same limits of the civilised world, lay the desert lands many centuries before. The Kushan principalities, ancient and territories of the kingdom encompass remote states like Bactria, Sogdiana, fertile hills and valleys found south Gandara, and Sattagydia, conquered by toward the Arabian Gulf and north the Kushans, a wild and barbarous amidst the Elburz Mountains. nomad tribe from some far distant realm Agriculture here supports a rich and called Kazgar. These Kushans have also cosmopolitan city life. Between the seized the exotic jungle land of Elburz and the gulf, the land rises to the Melhuhha. harsh Dasht-e-Lut (Great Salt Desert), an inhospitable and barren waste. The Fertile Crescent: From the coastal Further east the kingdom is composed city of Gaza to ancient Uruk, a huge of remote desert principalities, regions crescent of fertile, agricultural land has with traditions spanning a thousand given rise to a number of flourishing years. To the far east lay the exotic civilisations. In the west, where the Kushan principalities and Melhuhha. harsh Negev desert gives way to The ancient Persian heartland is home cultivation, the ultra-religious land of to several fabulous cities, but more Solyma has dominated the vales and impressive cities can be found plains, scrub-land and hills for a throughout the kingdom. Ancient roads thousand years. Centred in connect these centres and Persian Hierosolyma, the Solyman state is ruled officials travel the routes to ensure that by a religious council. The peculiar tribute flows toward the capital at religion of the people contends that the

15 Z E N O B I A only true god is the Nameless One, who The Chaldeans are now a serene and has blessed the land of the Solymans in fairly peaceable people. ages past. Their priests keep extensive records and archives. Solymans, because they refused to make sacrifice to the holy vows of loyalty to the Emperor, were deemed traitors. North of Solyma, beyond the Lake of Genneserat, lies Syria. Never an independent nation, Syria is comprised of numerous wealthy cities - foremost among them Antioch. The greatest of these trading cities long ago formed the The Deserts: A vast and seemingly Decapolis - the Ten Cities - a trading endless desert stretches away south- league designed to crush competition. eastwards from the Decapolis and The Decapolitans are hardy but Solyma. This wilderness is called pragmatic people, their gods of sun and Arabia, and is filled with amazing wind have been generous for the people creatures and stunning terrain. The of Syria have long enjoyed prosperity, coasts of Arabia are generally no matter who has ruled them. Syria is a mountainous and the meagre upland land of well-watered vales backed by rainfall has forced local Saraceni steep snow-capped mountains. Beyond shepherds and farmers to scratch a are the dry rocky plains of the Stone living in the baking climate. In the Wastes merging quickly into open south the rainfall is such that a desert - the haunt of Saraceni tribesmen magnificent trading kingdom thrives. at the beck-and-call of Palmyra. Called Sabaea, the realm controls all trade in southern Arabia. Its greatest East of these great Syrian cities flows citizens are powerful merchants, owners the great rivers of Mesopotamia, the of huge camel caravans and vast stocks Euphrates and the Tigris. Winding their of rare commodities such as way, as they do, through arid frankincense, myrrh, gold, ivory, pepper wilderness, both rivers have acted as and life-giving salt. In times past the life-giving oases to local people. For most famous monarch of Sabaea (or thousands of years the cities of the Sheba) once visited a wise and learned ancient Chaldeans have thrived here. king of Solyma named Solomon to These vast cities, each surrounded by establish the first trade caravans that incredible walls, cut by canals and laid persist to this day. Sabaeans are a out to some obscure city plan, hold tens Saraceni tribe that long ago settled in of thousands of inhabitants. , the lush mountain valleys and coastal the Chaldean capital, has long since plains in the south-west corner of been lost beneath the shifting desert Arabia. This bountiful land lies in the sands, but other cities such as Carrhae, shadow of the well-watered Blessed Nisbis, Dura-Europus and Seleucia have Mountains. Its greatest city is Marib. risen to take its place. The Chaldeans Further inland in central Arabia the are amongst the learned and wise people sands sweep across the rock wilderness of the entire world. Their records reach to form impassable sand seas - a region back to the first Flood, and it is said that named the Desert of Lost Souls. A some of their cities, and their ziggurat hidden city acting as an emporium for temple-pyramids go back even further. caravans making the perilous crossing across the Desert of Lost Souls to the

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Persian Gulf has been rumoured. This Imperial plantation. The farmers are city is Irem, the City of Pillars, said to mercilessly taxed and taxed again. The have been built by ancient King Ad. No ancient shaven-headed priesthoods Saraceni nomad will ever reveal the carry on the age-old ceremonies within whereabouts of this fabulous oasis city. their fortress like temples. The animal To the north-west, the sand seas give cults thrive - giving hope to the way to a wilderness of shattered rock or hopeless. Meanwhile the pyramids to winding desert canyons - the Stone stand silent watching the oppression of Wilderness. This region of Arabia is the people. Discontent, rebellion and home to a thriving kingdom called banditry are rife. On the western tip of Nabatea, centred on a number of the delta stands Alexandria, capital of fabulous oasis cities including rock-cut Ægypt, and the hub of the eastern Petra. Camel routes through the desert world. The city is huge, and is home to connect with Sabaea far to the south and a very cosmopolitan mix of people. The with the grand oasis city of Palmyra city has a great industrial economy and further north along the ‘King’s is also a centre of learning and study. Highway’. Palmyra, with its legions, its Ionians gather here, as do Solymans, armoured cavalry and camel-riders Imperials, Syrians and many others currently dominates the cultures and besides. Alexandria is a trade centre and cities of the Desert Kingdoms. The has an impressive network of harbours, Palmyrenes are of Nabataean stock. watched over by the famous Pharos lighthouse. The nomads called Saraceni dominate life in Arabia. Where they settle they Further south along the Nile, the are skilful and thrifty, always able to Imperial province borders a local turn a profit whatever it is they trade. In kingdom, Golden Meroe, named after the rest of Arabia the bulk of the the rich gold mines found there. Meroe population live a nomadic life moving has been influenced by Ægyptian from oasis to oasis. They trade, graze culture, but its people are native black their camels and raid settlements. The Nubians, not Ægyptians. The culture is camel is not just a form of transport to highly advanced, but holds some the Saraceni but also a source of milk, strange and sinister secrets amongst its food and wealth. Saraceni clan and rituals and customs. The wealthy dead tribal chiefs are called sheikhs. are buried within small pyramid tombs. Bordering the Erythrean Sea in the On the Banks of the Nile: Between the neighbourhood of Meroe is the deserts of Sinai and Libya, the fabulous remarkable trading land of Axum. river Nile emerges into the Middle Sea Centred on the city of Axum, the as a wide and swampy delta, filled with kingdom derives its wealth from its streams, rivers and water channels. The position on the trade route south. Its river has already cut through hundreds merchants of Sabaean stock trade ivory, of kilometres of desert to reach the sea. incense, perfumes and spices from The banks of the Nile are luxuriant with beyond the Mountains of the Moon, vegetation and annual floods keep the from Sabaea and across the ocean from soil rich and fertile. This is Ægypt - a Melhuhha. paradise, or so it used to be. Two hundred years ago the Empire took over Africa: To the west of Ægypt lay the and forced the last , Cleopatra, Imperial provinces of Africa; Maur- to commit suicide. Now this vast itania, Numidia, Africa Proconsularis, Garden of Eden is a run as a vast Tripolitania and Cyrenaica. Running

17 Z E N O B I A from west to east along the coastline of collectors who live in luxury within the Middle Sea these provinces have their walled villas or townhouses in the proven highly profitable for the Empire cities. These tax collectors might send and Africa is a rich agricultural area. round men twice each year, first to South of the major cities are the assess the taxes and then to collect. forbidding Atlas Mountains, and south of these, the vast and endless wastes of Almost everyone lives in a village, a the Libyan Desert. Monsters and Libyan collection of little white-washed mud- tribes are the only desperate inhabitants brick houses with flat roofs and steps of these wild lands. Peace, stability and leading up to them. Several generations profitability are Imperial watchwords in will live in only one or two rooms. The Africa, but the encroaching desert and family animals will be kept outside, and encroaching nomad raiders always stores of oil and grain will be kept in threaten this peace. The wonderful array large jars within the house. The men of wildlife in the grasslands and gossip every day at the beer-house, the mountains of the region provide a women at the well. Villages rarely have continuous supply of wild beasts for the any need of silver denarii - everything is amphitheatres of the Empire and paid for in kind. Law and order is kept beyond, anything from leopards to by the most senior man of the most lions, ostriches to elephants. Great cities respected family - and he will liaise here include Leptis Magna, Thamugadi, with the tax collector and his men. Cyrene and Cuicul. Government: The lands of the East are Everyday Life either ruled by a foreign power as a province, by a legitimate king or other The Desert Kingdoms of the East are overlord, or by a powerful ruling made up of many disparate lands, some family. The provinces of the Empire, of which have been in existence for for example, are all ruled by provincial many hundreds if not thousands of governors elected by the Imperial years. The great empires of the past and Senate. This man is a virtual king present have all left their mark on the within his province, but his reign only societies that remain, and this means lasts for two or three years before he is that many of the different societies moved on. He has command of any share similar traits. The greatest legions stationed in his territory. Kings, influences have come from the Ionic on the other hand, rule Persia, Meroe, empire of Alexander and more recently, Axum, Armenia, Palmyra, Cimmeria, the Empire of the Eternal City. Colchis and Iberia. Depending on their

relationship with neighbouring states, For the majority of the poor, life is they may be entirely free to do as they basic. Dressed in just a simple kilt or please. Influential families govern the tunic, the day starts early for the peasant desert lands of Nabataea and Sabaea, and involves long hours in the fields while Solyma is ruled by an elite under the burning sun, ploughing, religious priesthood. The wild Saracen sowing, harvesting, threshing, tribes remain ungoverned and winnowing, digging irrigation ditches ungovernable, even by Palmyra, and and tending cattle or sheep. For others they continue to present a threat to the day is spent sat outside the civilisation. workshop crafting pots, clothing, iron tools or whatever. Everyone owes a responsibility to the officials and tax

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Slavery: Enslavement of humans is a knee-length long-sleeved tunics with well established aspect of society. Most close-fitting trousers, boots and wrap- slaves are born to other slaves or are around turbans or pointed Phrygian captured in wars. A slave learns to be caps. Women wear long dresses with obedient or is whipped, branded, long sleeves, and caps or headdresses. mutilated or killed. Most slaves are house slaves or personal servants (‘body Cities & Towns: Cities and towns slaves’) but others are forced to work on founded by the Empire are very well chain-gangs in the mines, as oarsmen in planned and strictly laid-out. Even the galleys of the Empire or Palmyra, or as fighting in the arena. A slave has no rights, and although some are treated very harshly, others are given great freedoms, sometimes wages with which they can buy their own freedom. Some slaves are highly educated men such as doctors, accountants or scribes. A freed slave (‘freedman’) generally has fewer rights than a freeman, but his children are born free. Children born to a slave are slaves, and belong to the master. He may or may not sanction liaisons between his ancient eastern cities which came under slaves. The further one gets away from Imperial influence have felt that hand of the Empire, the less freedom is given to the Empire’s planners. A typical eastern slaves and the less likelihood that they city is a sprawling and very jumbled will be able to rise in status or bring up affair. Houses are made of baked brick families. In the East, in particular, or stone and have a flat roof used for noblemen, kings and princes often cooking and daytime activities. Houses demand eunuch slaves for reasons of are built back to back, crowded into city absolute loyalty. Such a slave without districts and cut by narrow, winding prospect of a wife or heirs has no reason streets and alleyways. Markets and to turn against his master. Eunuchs are stalls crowd into open spaces near street given positions of great trust. The intersections and at gateways. A stout greatest slave markets are on the island fortified wall surrounds the heart of the of Delos, at Antioch and at Tyrus. city, and is usually pierced by several impressive gateways. Later houses, Clothing: For the poorest people of the stables and wooden lean-to’s are often East, clothing is simply a linen loincloth built outside up against this wall. or kilt, or a simple dress if female. The Outside the city are inns, market-stalls, clothing of wealthier men and women beggars and slums. reflects the dominant culture at the time. Generally, in Imperial provinces and City-dwellers live a more crowded life those lands that have once been part of than farmers but it is still essentially a the Empire, togas are worn by the struggle for survival. Most towns- wealthy, while short-sleeved tunics and people engage in a craft rather than cloaks are worn by other men. Women farm. They work for the wealthy wear wrap-around stolas. In many cities businessmen or the temples. Others may and towns traditional eastern dress is have little shops - town houses with still popular. For men this includes large ground-floor windows opening

19 Z E N O B I A onto the street. Goods are displayed is a huge and impressive building. In or outside or hung up within. near the basilica is the rectangular- shaped curia (or senate house), used for Oxen, camels, donkeys and bearers meetings by the city's ruling men-folk, a always crowd the narrow streets of any theatre and a gymnasium used for city - along with petty traders and many athletic training, exercise and also others trying to make an honest living. intellectual pursuits such as study and Most cities are encircled by brick or lecturing. While gladiators can often stone walls and have two or more fight in the forum or a temporary gateways through which merchant wooden arena, some cities have caravans pass. More houses, shops, permanent gladiatorial arenas, some temples, warehouses and other even have full sized circuses for chariot buildings cluster outside the walls. On racing. The bigger cities also have the coast a wide sloping beach will be gladiator training schools, often sited backed by a long line of warehouses, close to the amphitheatre. Nearly all stone-built jetties, merchant halls and cities and towns can boast luxurious trade agents’ houses. From every city public baths with steam rooms and hot comes the smell of camel, of dung, water. And every city has temples, human sewage and cooking fires. Most many open to the public and adjacent to cities will have one or more markets or very near to, the forum. Other held daily at the city gates, places of temples, meanwhile, are restricted to a many sights and smells where select membership. Cemeteries are established traders sell wares that they always found outside the walls, usually purchase from the caravans and where along a road leading away from the city, local craftsmen sell their wares. Fresh in although in some cities of Syria and from the fields would be farmers and Phoenicia, an ancient practice of their families selling any surplus interring the dead in underfloor vaults vegetables and fruits they might have. still persists. Out in the streets there is no lighting, and the winding streets are The city itself is divided into districts pitch-black and treacherous. Robbers defined by trade, a silversmith’s district, and gangsters are common dangers. The a potter’s district, a temple district, a wealthy are carried about in litters by merchant’s district - and so on. The their slaves, and the way is lit by more city’s specialist industry always groups torch-bearing slaves. itself together like this. The workers are often bound together within guilds to protect themselves and provide mutual aid. The city’s public amenities will vary, but nearly all will include a forum, a public square where the two main streets cross, used for meetings, ceremonies and markets. Here men gather to find work, hear rumours or stories, campaign for office, find workers to hire, sell or buy wares, or Housing: Although most town houses just meet up with friends. A forum has are tiny affairs with just a couple of long colonnades surrounding it, which rooms, some are more splendid places contain shops and offices, as well as, on to live. These are virtually windowless one side, a basilica. A basilica is both a (to stop thieves) and all the rooms on public meeting hall and a law court, and both floors face into a central courtyard

20 Z E N O B I A or garden. Men and women lead Law and Order: Only civil cases are separate lives and live in separate parts heard in the law courts (the town of these wealthy abodes. The slaves, basilica), since the governments do not too, have their own rooms on the upper (need) to prosecute people. The courts floor. A doorman (often a slave) usually are managed by the provincial governor admits people into the house, where or the king. He also selects judges who they will emerge directly into the can do a good job, and (in serious cases) courtyard. Such a house would include these men hear cases fought over by a ground floor kitchen (with an open competing lawyers. If serious, a jury fire), women’s quarters, men’s dining comes to a verdict and the judge room (often with mosaic floors and announces the verdict and decides the couches), a family gathering room punishment. Prisons exist only to detain (often with a central hearth), and a criminals for trial. bathroom with basins, or terracotta bath, and drain. Every house has its altar to The educated and wealthy are always the household gods, and the grandest treated with a good deal more respect rooms are decorated with home-woven and favour in law courts than tapestries and rugs. Indoor lighting is ‘everybody else’. For the wealthy who normally achieved with clay lamps are found guilty, crimes such as fines (using wicks and oil). and exile are more appropriate. For everyone else there are also Social Status: Not everyone is equal. confiscations of property, flogging, Below the freeman are several groups of mutilation, service as a slave-gladiator people who do not enjoy the same or galley or mine slave, or execution status, rights or wages. Women are (by wild animal, beheading or always poorly treated (depending on crucifixion). Public order is kept by the their status of course - Zenobia is queen local garrison of the army, usually light of Palmyra), as are foreign settlers. troops such as cavalry or archers. Below them are slaves and other Sometimes mercenaries are hired by the menials (including gladiators, governor to keep the peace, or a special prostitutes and criminals, for example). unit of troops, an urban cohort, is Above the freeman , working in the raised. fields to cultivate wheat, barley, olives, grapes or flax, and his town-dwelling Economics: The standard equal the craftsman, is an entire strata of throughout the East is the silver educated families able to turn their sons denarius, which is equivalent to 8 brass into accountants, scribes, doctors, dupondii.. Twenty-five denarii are equal clerks, priests, merchants, farm in value to a single gold aureus. managers and a hundred other educated professions. Above these are the real 1 Aureus = 25 Denarii aristocrats, the city gentry able to sit on 1 Denarius = 8 Dupondii the town senate and affect public life through their vote. To these Some eastern cities call their silver families must have lots of property, coins tertradrachmas or shekels. land, money and ‘muscle’. Although Throughout the Persian kingdom, the still obliged to follow the dictates of the silver denarius is equal in value to the king or governor, the senate still has sigloi, while the aureus is equivalent to great municipal powers. the Persian daric.

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read, write and exercise. The larger baths often incorporate an exercise field, offices, a library and colonnades for strolling or sitting in the shade. The greatest baths in existence are the Baths of Caracalla built in the Eternal City around fifty years ago. Private bath- houses can also be found in very large houses and villas, palaces, and forts.

The Calendar The calendar used by the Empire is Entertainment: The people of the sophisticated and fairly accurate, and is ancient world are able to relax and current even beyond the Imperial amuse themselves in a number of borders. It uses a familiar system of 12 different ways. The wealthy often give months, with an extra day added in dinner parties or elaborate banquets, Februarius every four years (the leap complete with numerous courses and year). The Imperial names for these entertainment in the form of dancers, months are: Januarius, Febrarius, acrobats, poetry reading, musicians, Martius, Aprilis, Maius, Junius, Julius, wrestlers - even courtesans. Public Augustus, September, October, entertainment consists mainly of the November, December. Months contain a theatre, which hosts touring productions number of days equal to the modern of comedies and tragedies (all the actors Western months. are male). Athletic competitions including running races, javelin The early Imperial calendar did not use throwing, boxing and other sports are the current system of seven-day weeks, still popular, although chariot racing has but instead numbered days of the month far surpassed these in popularity. Every in relation to certain phases of the circus (where they exist) is bursting to moon. The Kalends was the first day of capacity for every race. The Empire has the month, the Nones was the 5th or 6th introduced a less wholesome and marked the first quarter of the entertainment - gladiatorial combats. moon, the Ides was the 13th or 14th of Many cities have arenas specifically for the month and marked the full moon. this grisly sport. Again, gladiatorial The days of the week are named by fights are very popular; often some Ionic astrologers after the heavenly wealthy noble will sponsor an entire bodies: Moonday, Marsday, Mercury- day's worth of fights. The different day, Jupiterday, Venusday, Saturnday, origins of combatants and the numbers Sunday. of styles of fighting are seemingly endless. Most gladiators are slaves, There are no weekly ‘days of rest’ but though some are freemen and the Eternal City recognises well over participate willingly. The final great one-hundred festival days each year and past-time of the ancients is spending citizens of the Empire take the time at the baths. Cities and towns have opportunity to relax and have a holiday public baths where customers can swim, or not, as their situation dictates. Some bathe, plunge into hot water or sweat in festivals are recognised only in the a steam room where they can gossip Eternal City, a few are recognised with friends, lounge around, gamble, across the Empire (and even beyond).

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gathered after tax men tour the estates to calculate how much grain each field will yield. After the harvest, before the heat of Summer (mid-Martius to mid- Julius) made the ground too hard, the irrigation ditches have to be repaired and new ones dug ready for the next flood. This is done as part of the labour that everyone paid to the king. The Farming Year In Ægypt the climax of the year is the Lands without great rivers follow Inundation Season (mid-Julius to mid- slightly different farming years. Grain is November). The fields are flooded by usually sown in October so that it can Nile water and work comes to a halt. grow during the wetter months. In Some peasants are called up for mining Aprilis or Maius the crops are harvested or building works while everyone waits with sickles. The land is often left for the waters to recede. From mid- fallow to allow it time to recover. November to mid-Martius the Growing Immediately after the harvest the grain Season occupies everyone’s time. The is threshed (separated from the stalks) farmers plough the land and scatter the by being trodden over by cattle. The seed. In the weeks that follow they chaff, the outer cover of the grain, can weed and water the growing crops. The then be winnowed - tossed into the air Harvest, from Martius to Aprilis, is so that the breeze can blow away the chaff.

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III CREATING ADVENTURERS

There are three main types of character As long as the players feel comfortable in ZENOBIA: adventurers, crafters and with the characters that they are the learned. Crafters are anyone who running, and can see the world through use their labour to make a living, most the eyes of their character (or are very poor, a few make quite a characters). Rarely should a player decent living. The learned are nobles, attempt to handle more than two merchants, scribes, priests and others characters at a time, though. The danger who have had some education and come here is that he plays them all the same, from well-to-do families. Both the or favours one to the detriment of the learned and crafters are civilians who others. almost never see combat and rarely have to risk their live in the pursuit of their profession. Adventurers, on the other hand, do. The adventurer is a wanderer, a tough warrior who seeks The character creation rules below are employment and his fortune in a world only suitable for the creation of rife with opportunity for plunder and a adventurers. Detailed crafters and grisly demise. learned folk can be created using rules given later in the game. Do not think Normally each player will create and that the characters created here are run one character, but there may be typical folk. They are not by any times when this basic rule is ignored. means! Perhaps one of the players cannot make it to the game and someone volunteers There are seven main steps to character to run his character. Perhaps the creation, but each step is very simple adventure calls for an extra career type and quick to resolve. ... there are really no hard and fast rules.

STEP I Select a Culture of Origin STEP II Roll the Attributes as directed in the relevant section STEP III Select a suitable Previous Experience for the character STEP IV Note down his skill. Make a MIGHT roll (roll 2d, add the MIGHT score for a result of 10 or more) to determine if the character receives the specified bonus STEP V Select or roll the Family Origins of the character STEP VI Allocate initial equipment and decide on any purchases before the game begins. STEP VII Decide on a background details such as a name and a brief character history. A description of the character’s appearance will help too!

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Step I - Cultural Origins In ZENOBIA there are a number of major cultural groups that a character can come from. The use of these cultural labels is entirely optional, but should give the character a little more definition. The three dominant cultures of the Desert Kingdoms are the Persian, Aramaean and Imperial. However, others exist, and these are also described. A culture of origin provides the character with his native language, an idea about his general outlook and also some minor bonus.

Aramaean Indigenous to the Desert Kingdoms, Aramaeans are the city-dwelling descendants of desert bedouin of a thousand years earlier. Tough, talkative and cunning, the Aramaean blood-lines have mingled and merged with centuries of invaders and settlers. Aramaeans are the most numerous since they have populated the Desert Kingdoms for a millennia.

Language: Aramaic Character Bonus: +2 HITS

Imperial Imperials have governed regions of the Desert Kingdoms for three centuries. Many Imperial families have since taken root, families of legionary veterans, colonists, entrepreneurs and landowners. They are practical and cultured. But they can also be blunt, harsh and lacking compassion. Some families are instead descended from Ionian settlers, but still share many aspects of Imperial culture. Imperial families are widespread in current or previously Imperial-occupied areas across the Desert Kingdoms, from Ægypt to Nabataea, Solyma to Decapolis - and can be either rich or poor.

Language: Imperial Character Bonus: +1 LEARNING to give Fluent Imperial language ability

Persian The influence of Persian culture is widespread in the Desert Kingdoms, and there are Persian enclaves throughout Chaldea, Osrhoene, Phoenicia, Armenia and the Decapolis. The Persians are a people of deserts and mountains, of tough lands. They are true of word and deed and devoted to fire cults and to the veneration of fravashis or guardian angels. Persian culture is exotic, sophisticated and urban.

Language: Aramaic Character Bonus: Guardian Angel [fravashi]. See Guardian Angels, later.

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Ægyptian The native Ægyptians are a down-trodden underclass that have been ruled and administered first by Ionian invaders and now Imperials. They are an insular and haughty breed that believe Ægypt to be the one true “Temple of the World”. Ægyptians rarely venture (or get the opportunity to venture) out of the Nile Valley - they do so most often as bandits, legionnaries or wandering magicians.

Language: Ægyptian Character Bonus: +1 FATE

Saracen The Saracens are hardy desert nomads wandering the Desert of Lost Souls, riding camels and herding sheep. Their life is harsh, dominated by the need for food and water, and shelter from the ravages of the desert. Saracens often settle in the cities of Chaldea, Solyma or the Decapolis - communities are found everywhere. The Nabataeans and Sabaeans are cousins of the Saracens, related folk in their baggy desert robes, who settled down to agriculture hundreds of years earlier.

Language: Saraceni (or Nabataean or Sabaean) Character Bonus: Desert Travel

Armenian Armenia is an exotic eastern kingdom established in high mountains and fertile valleys. Its people have been fiercely independent for a thousand years, although Armenians have been greatly influenced by Persian culture, warfare, government and society. Armenia is famous for the wonderful horses which are bred in the river valleys, and every Armenian is an adept rider.

Language: Armenian Character Bonus: +1 any action on horseback

Solyman The Solymans of the Desert Kingdoms are a strange minority that worship the Nameless One to the exclusion of all other gods. Their faith in this god shapes their lives, and no Solyman can mix easily with folk of other cultures. They are defiant, proud, cultured and found in all big cities (especially Antioch and Alexandria).

Language: Aramaic Character Bonus: +1 LEARNING (the extra language point is to be spent on Basic Solyman).

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Carthaginian The cities of North Africa are inhabited by the descendants of Carthaginians, the rulers of an ancient sea-going empire that fought with the Eternal City centuries ago. Now intermixed with Imperial colonists, the Carthaginians are redoubtable farmers, craftsmen and industrialists. The provinces of North Africa are almost a vast farming estate designed to feed the hungry mouths of the Eternal City. A Carthaginian is optimistic, erudite and hard-working. He'll never give up.

Language: Imperial Character Bonus: +1 CRAFT

Cappadocian Asia Minor is home to two ancient kingdoms, Cappadocia and Pontus. Their people have an eastern culture that is descended from Thracian invaders hundreds of years ago. Their Phrygian caps are distinctive, and they wear the long-sleeved tunics and baggy pants of the Persians. Both kingdoms are mountainous, and cut by well-watered valleys. Its folk are hardy mountaineers used to their own company and unused to the cosmopolitan riches of the lowland cities.

Language: Ionic Character Bonus: Movement through hills and mountains at x 1.5 normal rate (the character can act as a pathfinder, and lead others through the mountains at the same rate).

Chaldean Chaldea is an ancient land of vast fertile rivers winding through deserts to the sea. The Chaldeans have lived in immense walled baked-brick cities for as long as records tell. They are incredibly urban and sophisticated people with a knowledge of astronomy, mathematics, medicine, demonology and much more besides. Outside of the huge cities, farmers negotiate flooded fields and swamps on reedboats, maintaining complex irrigation works to keep the crops watered.

Language: Aramaic Character Bonus: +2 in spirit combat, and halve any hostile Terror scores

Libyan South of the big cities of North Africa, the dry steppe gives way to desert, and the Libyan tribes ride camels and horses and herd goats and sheep in this hostile no-mans- land. The Libyans have frequently terrorized the cities and so are never trusted by the authorities. Some turn to mercenary work to make a living in the Desert Kingdoms, others turn to banditry or settle in the impoverished ghetto of some powerful Imperial city.

Language: Libyan Character Bonus: Desert Travel

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Step II - Attributes To create an adventurer for the world of ZENOBIA, players roll six-sided dice to come up with random numbers. These are used to stand for various attributes of the adventurer, his strengths and weaknesses. The primary attributes are: MIGHT, FATE, HITS, CRAFT and LEARNING. There are also two other attributes which will be dealt with later on in the chapter on fighting battles - COMBAT and ARMOUR.

MIGHT A measure of strength, physical prowess, and fighting ability. Roll 1d and re-roll any score of ‘1’.

FATE Luck and the will of the Gods. Fate is also a measure of the adventurer’s inner power. Roll 1d and re-roll any score of ‘1’.

HITS The adventurer’s toughness, endur- ance and bodily health. At 0 HITS he is dying. Roll 2d and add 10.

CRAFT A measure of the adventurer’s ability to perform basic manual tasks, to repair or construct items and work as a craftsman. Initial score is 1.

LEARNING A measure of education, book learning and social skills such as persuasion and leadership. Initial score is 1.

Over time these attributes may increase, and the procedure for this is given later on in the game (in the Religion chapter). Note, here, however HITS may never rise beyond 30 and other attributes may not rise beyond 10.

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Step III - Previous Experience It is likely that the character has already been pursuing some sort of profession for a few years before he actually begins his adventures under the control of the player. Such professions give the player an idea about his character’s personality and behaviour and might spark useful ideas about his background.

Previous Experience and Skills One of the main benefits of a past profession is that it gives the adventurer a skill that can be used during adventures. Professions also give a chance to start the game with some money and equipment. All characters receive a basic set of equipment (with money), but they also receive an additional sum, depending on which profession they have chosen. In addition, by making a successful MIGHT roll (roll 2d and add the character’s MIGHT score for 10 or more), the character receives a bonus. Again, check the relevant profession.

Archer A skilled Eastern warrior - an expert shot and a professional mercenary.

The Empire has its legionnaries - clad in plate and wielding shortswords; the Desert Kingdoms have their archers. Archery is a skill given great status in the East. While most eastern armies are composed of cataphract cavalry or horse archers, the infantry they do have is usually made up of bowmen. Archers are the only really experienced infantrymen in the Desert Kingdoms that are professional warriors. They act as mercenaries, moving from kingdom to kingdom clutching their bow and quiver. An archer is a self-reliant fighter, able to make his own bow and arrows.

Culture Note: Not for Imperial characters Money: 180 denarii Skill: Killing Shot Bonus: Bow, Quiver and 12 Arrows, Helm.

Thief One of the clever thieves, burglars and con-artists that live in most cities.

These gangsters are opportunistic burglars and hold-up men who operate amongst the twisting alleys of the larger cities. Others work in teams or brotherhoods, and in this way are able to carry out more elaborate scams. A player character rogue is possibly one of the many freelancers who wander from city to city, parting fools from their silver through deception, trickery and theft and then moving on before the authorities can catch him.

Culture Note: - Money: 200 denarii Skill: Open Lock Bonus: Two daggers and two phials of Aqua Noxious (deadly poison).

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Bandit Desperate men living in the wilderness and preying on merchants and other travellers.

When times are hard, farmers give up on the crops and take to the forests and hills. There they use whatever weapons they can find to steal from others. They raid wagons, attack travellers and even plunder lonely villas. It is a precarious life, living hand-to- mouth with other bandits, dodging the legions and with only the fate of crucifixion to look forward to. Bandits are free to live how they want and travel where they want. They develop into tough and combat-hardened mercenaries able and willing to fight for their own survival.

Culture Note: - Money: 1d x 25 denarii Skill: Hiding Bonus: Roll once on the Random Treasure Table.

Cataphract Heavily armoured warrior-nobles from the East, 'knights of the desert'

When Eastern lords ride into battle they ride on impressive warhorses and wear complete suits of chainmail or scale mail. They make an impressive sight as they complete their cavalry manoeuvres on the field. Out of the saddle, a cataphract is a wealthy noble (or not so wealthy, perhaps he has been impoverished or forced to take up mercenary work), and he has an estate to run, slaves to command and a villa to inhabit. Imperial nobles do not go to war like this (see Tribune).

Culture Note: only Noble Persian, Aramaean or Armenian Money: 400 denarii Skill: Mounted Combat Bonus: Scale Armour, Horse, Helm, Spear

Horse Archer Adaptable shock warriors, skilled with bridle and bow

Eastern noblemen learn to ride horses and shoot bows from a young age. In battle they form a huge arm of light cavalry used for scouting, raiding, patrols and shock missile attacks. The very rich nobles don heavy armour and a lance to charge the enemy full-on (but still carry their bow with them into the fray). Most eastern armies contain very few infantry, but simply masses and masses of horse-archers. Not all are poor noblemen, many are mercenaries, or Turanian nomads, or caravan guards or policemen.

Cultural Note: Aramaean, Persian, Saraceni, Nabataean, Cappadocian, Armenian Money: 180 denarii Skill: Parthian Shot Bonus: Bow, Quiver, 12 Arrows

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Hunter Lone hunters, forever on the trail of their prey

Most societies have hunters, men on the fringes who are independent, who search the wildlands for game to bring to the table. There may also be some (especially in North Africa) who track wild animals not to kill, but to capture for the bloody beast fights of the Imperial games.

Cultural Note: - Money: 60 denarii Skill: Read Tracks Bonus: 2 Javelins, Fighting Net, Foxskin Hat

Spy Shadowy figures in the alleyways and palace courtyards, assassins and deceivers

Every culture has spies. The Persian kingdom has many spies, organized into an official cadre called the askadar. They resemble a unit of secret police. But spies proliferate everywhere that rumour, information, gossip and mistrust flourish. The professional spy can fight, too, and has been known to conduct assassinations on his employer's behalf.

Cultural Note: - Money: 1d x 50 denarii Skill: Silent Movement Bonus: Dagger, False Papers, Stolen Key (see your referee!)

Desert Warrior Camel-riding bedouin of the desert. Fanatical warriors and raiders - often fighting as mercenaries

Desert warriors are the muscle of a nomad tribe; they protect the tribe and form the sheikh’s bodyguard. Most of the men can fight, but the warriors are the ‘braves’ who lead the battles. Nomads trek from one waterhole to another with their camels, sheep, tents and families. They know the ways of desert survival. They are honourable and utterly loyal to their clan. A nomad’s word is his bond. They are also prone to a bit of banditry, raiding isolated settlements and even trade caravans.

Culture Note: Saraceni or Libyan only Money: 1d x 25 denarii Skill: War Cry Bonus: Roll once on the Random Treasure Table

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Gladiator These men have fought to the death in the arena for the pleasure of the crowds

The gladiators are slaves forced to fight in the arena for the pleasure of spectators. Many duels are to the death, others just to first blood. Sometimes these fighters are pitted against wild animals, sometimes against armed prisoners. The gladiator is owned by a lanista (‘butcher-boy’), a manager of fighters who rents them out for games or festivals. Their home is a gladiator school (a ludus). Most gladiators are trained in one particular style of fighting. Gladiators, although slaves, receive great public adulation and the most successful have very interesting social lives outside of the ludus! At the start of the game it is assumed that the gladiator has earned his freedom, or been granted his freedom after a succession of successful fights. Or he might have escaped and be on the run.

Culture Note: - Money: 1d x 50 denarii Skill: Killing Blow Bonus: Manicae, Spear and Helm

Legionary Soldiers of the legions, men who are tough fighters and disciplined military men

The Imperial legions and the soldiers who marched with them, the legionnaries, form one of the most successful armies in history. Soldiers might be Imperial sons eager to follow the legions and seek promotion, or simpler Ægyptian or Aramaean folk seeking just a decent wage. Whatever his origins he is a professional, spending most of his life with the legion. He is loyal to the emperor and tries to earn honour and glory in battle as well as promotion to higher ranks. The best and oldest soldiers are the centurions; a successful MIGHT test for a bonus indicates promotion to the centurionate (but only for Imperial characters). A centurion receives a pair of Greaves in addition to a Mail Cuirass. Every legionary is a skilled swordsman and javelin thrower - all have nerves of steel. In combat and in the field, the legionary wears a chainmail or plate segment cuirass, a legionary helm, and heavy belt, and he carries a spear, a shortsword, a dagger and a large rounded shield. On the march he carries even more gear, including his part of the tent, pickaxe, fence post and building tools.

Culture Note: Not available to Persians Money: 180 denarii Skill: Hard To Kill Bonus: Mail Cuirass (also Greaves if admitted to the centurionate)

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Tomb Robber Brave and foolhardy plunderers of tombs, graves, temples and pyramids

For millennia mighty kings, merchant princes and the aristocrats of bygone empires have been laid to rest with all of their worldly possessions. Sometimes the wealth of a kingdom vanished into a rock-cut tomb or an impregnable desert mausoleum. Often the secrets of these carefully guarded tombs were passed on by the stonemasons who made them. Sometimes the stonemasons themselves returned to these tombs months later. The tomb robber is a professional, probably once a stonemason himself. He understands the construction of these resting places as well as the kinds of traps and other dangers within them. But he pays a price - tomb robbers, like assassins, are reviled and despised by all decent folk and he must keep his profession secret or face execution. The artefacts he raids may only fetch scrap value, or they may be objects desired by some Imperial collector, or even a weapon or artefact from ancient myth - a piece of living magic!

Culture Note: - Money: 1d x 25 denarii Skill: Traps & Secret Doors Bonus: Roll once on the Random Treasure Table

Tribune A proud officer of the legions - educated and eager for promotion

Only Imperial characters may become tribunes. The legions need educated men of good standing to command their soldiers in both peacetime and in war. They must be literate and intelligent, keen observers of men, used to politics and handling problems of many kinds. The young men begin at the bottom of the promotional ladder - first seeking a commission as a town magistrate, and then joining the legions as commander of a cohort of scouts for a few years. The next post might be as one of the staff officers to a legionary commander. A success here might see the tribune gain command of one of the cavalry regiments. The best posts are commands of the few double-strength cavalry regiments and of course of an actual legion (a post opened to tribunes by the reigning emperor Gallienus himself). Many tribunes return to political life after just one or two posts - some dedicate their lives to the legions.

Culture Note: Noble Imperial characters only Money: 400 denarii Skill: +2 LEARNING points Bonus: Plate Cuirass

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Slinger Skilled troopers with little or no fear in the face of death.

Although mostly auxiliaries, slingers are used to a good effect by the Sassanid Persians, and even the Empire recruits them. Some of them are clad in leather cuirasses, although the best part of them wear no armour at all, which makes them highly agile and manoeuvrable. Due to the fact that slingers only make up a small number of the troop total, they are mostly mercenaries, offering their combat skills and their fighting know- how to the best paying lord, king or chieftain. That’s also the reason that most of them are always “on the move”, wandering around the many Desert Kingdoms to offer their services and their fighting skill to anyone who has a job for them. Most of them are only loyal to themselves and to the man who pays them their wages.

Culture note: Not for Imperial characters Money: 1d6 x 25 denarii Skill: Evade Bonus: Sling, dagger, loot bag, sun-hat

Random Treasure Table 1d Treasure Notes 1 Bow A standard bow, with quiver and 10 arrows 2 Cavalry Helm An ornate cavalryman’s helmet with full protection. 3 Silver Dagger Knife blessed by the goddess Luna, capable of harming ‘creatures of the night’ 4 Cloak Brooch Golden brooch in animal form worth 250 denarii 5 Aqua Somnus A potion of sleep that lasts for eight hours 6 Aqua Vitae A healing potion with a store of 30 HITS that can be portioned out

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Step IV - Social Class The character might come from any one of several social niches. Perhaps his father was a slave, perhaps he was a priest or maybe even a wealthy aristocrat! He may have been a shepherd, perhaps a hill or irrigation farmer, a craftsman or some city dweller. But whatever the details of the character's origins, he has since emerged into the world as a poor man and must make his way without the riches his family might have enjoyed.

A player may select a social class from the table below, or he may roll 1d to determine his origins randomly. The table provides an easily remembered origin for the character.

1d Roll Social Class 1 Outsider. The family were outsiders, wanderers, labourers, shepherds or nomads, often on the move, cut-off from society and living hand-to- mouth, day-to- day. Their place is a low one with little respect. 2 Slave. The character has grown up in a town or city as the son of slaves. Working day after day in the workshop or household of some wealthy citizen, the character has now gained his freedom (either by buying it, by being awarded it by a generous master, or by running away). Alternatively, the character’s slave father might have earned his freedom. Either way, he is now free. 3 Peasant. The family was poor, living in a crowded town house or a village with little spare food. A living could be made from the river or the fields, but taxes took much of this away. Yet the family had a regular income and a place in their society. 4 City-Dweller. The family had mastered a craft and were valued members of the village or town. Other people came to them for goods or services. The family probably owned a business within the city. 5 Scribe. Educated and well read, the family moved in higher circles than others. The family home might have been a well-to-do town house or well appointed villa in the countryside. They were not aristocrats, but were nevertheless cultured, well paid, highly educated and comfortable. 6 Noble. The family was a noble and honourable one, born to rule and with legitimate claims to land and villages in the area. Although it may have been a long way from royalty, the family owns vast estates, workshops or other capital and its men-folk are highly educated and involved with the politics of kingdoms, sitting on city councils as magistrates. A well established and highly thought of family.

The Class Skills These different social classes provide different types of training for their children. Even without formal training, a character has picked up a decent amount of information - a skill. A skill is a or ability which an occupation, social class or profession teaches. Social class will also have an effect on how educated a character is, or how good they are with their hands. Skill descriptions, attribute bonuses and details of how they can be used in play are given further down.

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Social Class Skill CRAFT Bonus LEARNING Bonus Outsider Find Direction 3 dice 2 dice Slave Streetwise 5 dice 2 dice Peasant Carry Burden 4 dice 3 dice City-Dweller Evaluate 5 dice 3 dice Scribe Organise 3 dice 5 dice Noble Seek Audience 3 dice 5 dice

Attribute bonuses are rolled once and any '6' result adds +1 to the relevant attribute score. For example, a City-Dwelling character rolls 5d for CRAFT and gets 6, 2, 1, 4, 5. Thus he gets a +1 to add to his initial CRAFT score of '1'. Additional '6' results just add more +1 bonuses to the attribute.

Step V - Skills terrain and knows where and how to find waterholes or likely spots to dig for A skill has no number attached to it, water in stony desert each day. See the like FATE, LEARNING or MIGHT. A later section on deserts in the Adventure character either possesses a skill or does Tool-Kit. not. The use of each skill is different and both referee and player must Evade: The character can avoid and flee determine the exact use of a skill by violent confrontations and attacks very checking the descriptions given below. easily. If he spends 1 FATE point he

gains a +4 bonus on his COMBAT roll Carry Burden: The character has plenty to avoid combat. And he only needs to of hard experience as a bearer - make this roll once to retreat (see someone who carries around loads on Retreating). Evade only works if the PC his back. It means he can comfortably is not wearing metal armour and is not carry far more than his body size would carrying a weapon heavier than a dagger suggest. A strongman might be able to or club, or a shield. lift the weight over his head, but only a bearer could carry it across the desert all Evaluate: The character can day! A proficient Bearer has double the immediately assess the worth of an item load capacity of an unskilled character of trade or an item of treasure. He see Initial Equipment, later in this knows what this item should be worth chapter). on the open market in a typical city or

town. It does not apply to one-of-a-kind Desert Travel: Travel through desert items, exotic, magical or previously terrain can prove deadly to the unskilled unknown items, but only typical, and lack of water will slowly kill a commonly known, trade or treasure traveller, day by day. The character with goods. Desert Travel knows about the dangers of heat stroke, heat exhaustion, sunburn, Find Direction: The character is always sand storms, lack of salt, sand blindness sure from which direction he has just and a host of other problems including come, can retrace his steps perfectly, the chances of floods in dry desert and has an uncanny knack of being able valleys and the value of wearing desert to determine the direction north, with clothing. A character with Desert Travel only the minimum amount of suffers minimal damage when in desert observable clues.

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Hard To Kill: The character is hardened to pain and wounding, he has an in-built armour factor of 1. Any wounds Open Lock: The character is an expert inflicted upon him are reduced by one at picking locks. Locks are very point. expensive in the Desert Kingdoms, used only by noble families, some very rich Hiding: The character is expert at merchants and royalty. Locks are big concealment and ambush. He is able to and heavy. To use this skill a tool is literally cover his tracks to prevent required, either pre-prepared or pursuit and can hide behind or within improvised. A CRAFT roll is required many different features to avoid to successfully pick a lock. detection. When someone attempts to spot the character that searcher gets an Organise: The character is trained to automatic -2 to his roll. A common use solve problems, to be efficient, to for Hiding is to ambush passing maximise resources and minimise characters and gain complete surprise. waste! The Empire trains an army of scribes with the ability to organise and Killing Blow: The character has trained many consider this army more potent to hit certain parts of a target’s anatomy than its legions! A character with in hand-to-hand combat. He knows just organise can always seem to speed up where to strike for most damage, any team effort, always find a way to whether throat, eye, groin or heart etc. stretch resources just enough, can This precision attack costs 1 point of scrounge desperately needed items, and FATE, but provides the adventurer with always find some way to cut corners. It +4 on the damage that he inflicts (if the may take some thinking time (or attack is successful). This bonus is good calculating time if that is more only for that single attack. appropriate) but he can usually do it.

Killing Shot: The character has trained Parthian Shot: Used to shooting arrows to hit certain parts of a target’s anatomy from horseback, the character can use in missile combat. He knows just where his bow without penalty while walking, to strike for most damage, whether running or riding. While on horseback throat, eye, groin or heart etc. This he can even shoot backwards - a very precision attack costs 1 point of FATE, useful manoeuvre when fleeing the but provides the adventurer with +4 on battle! the damage that he inflicts (if the attack is successful). This bonus is good only for that single attack. Read Tracks: Fresh tracks and spoor Mounted Combat: The character is can be identified and interpreted, trained to fight hand-to-hand from allowing a tracker to assess the possible horseback and gains a +2 bonus to hit, direction and number of an animal type. regardless of what hand-to-hand Certain terrain, time and bad weather weapon he uses or whether his will all badly degrade animal tracks. opponent is on horseback or not. Humans, too, leave distinctive and tell- Normally an unskilled rider would be at tale tracks that can (in ideal -2 to any attack! circumstances) betray direction, speed, numbers, burden carried and even how long ago they were made.

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Seek Audience: The character is Traps & Secret Doors: The character familiar with court etiquette and ritual can spot traps and secret doors more and is readily able to 'play the system' to reliably than others (who trust to FATE) use the right amount of flattery and and knows just how to deal with them. demand to get to see a high-ranking He can disarm or otherwise bypass personage. A very useful skill! traps, and can open a known secret or concealed door. Rather than possessing Silent Movement: The character can acute eyesight, the character has a creep about in total silence, making him ‘feeling’ that a trap or secret door is in a great thief or assassin! He cannot run the immediate area. This helps to or perform any other exertions, but must prevent this skill ruining an adventure. move slowly and cautiously. Note that When a character with this skill nears a this skill is not some magical power. If concealed trap the referee can simply the character is walking on pebbles then tell the player that ‘there is a trap he cannot rationally avoid making a nearby’. The character is thus on edge noise ... and forewarned but is still not sure where the trap is or what it is, indeed he Streetwise: The character has may even still become a victim of the experience with crime and the criminal trap! The same goes for the existence of underworld in one or more of the large a secret door. cities of the Desert Kingdoms. FATE can be rolled to establish a contact in a War Cry: The character can work city with members of a criminal gang himself into a terrible frenzy with a (perhaps thieves or assassins). Bribes ritual war cry that might scare his are standard for such contacts. Rolls can opponent and give himself courage. A also be made to make a variety of illegal war cry must be screamed while deals within this underworld culture, to engaging a fresh opponent, and costs find certain people or be introduced to him 1 point of FATE. It provides him an important figure. with a +2 to hit against any opponent(s) for 1-6 combat rounds.

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Step VI - Initial Equipment Any gains made from Previous Experience is added to the character’s initial equipment, listed below:

Shortsword

Pack

Firebow 3 Torches Waterskin Pouch Denarii (1d x 50 denarii)

Carrying Equipment How much can an Adventurer carry? Players have a tendency to overload their characters, picking up equipment, loot, new weapons and so on without thought. This isn't how we envisage the cool heroes of Conan, Gladiator, The Lord of the Rings or . The rule should be 'carry what's valuable, ditch the rest'. As a rule of thumb assume that an adventurer can comfortably carry MIGHT + 8 items, this is his Load Capacity. An item is an object that can held in one hand (like a dagger, quiver, helmet, scroll or a sword). Larger objects, often two-handed objects (such as spears, shields and bows) count as two items. Some items (pouches, hats etc.) are either too small, or counted as being worn. Armour is as heavy as its Armour Value. Being encumbered (ie. going over your MIGHT + 8 maximum) results in half speed and - 1 on all physical actions. No one may encumber themselves beyond MIGHT + 12 items. Those characters with Carry Burden skill get to double their MIGHT when calculating Load Capacity.

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Price Lists

Travel Item Price (denarii) Camel 1000 Chariot 1200 Donkey 500 Horse 1000 Merchant Ship 8000 Rowboat 250 Trireme 25000 Wagon (2-wheel) 350 Wagon (4-wheel) 500

Other Items Item Price (denarii) Blanket 15 Chain (10m.) 120 Clay Lamp 20 Cooking Equipment 135 Food, Good Meal 1 Food, Trail Ration (one week) 5 Healing Herbs (5 uses) 75 Horse Grain (one week) 10 Horsewhip 25 Ink, Quills and Papyrus 90 Knife 20 Lamp (clay) 10 Lamp Oil 4 Lyre 100 Pack 10 Panniers (for donkey) 25 Pickaxe 35 Pouch 3 Rope (10m.) 40 Saddle & Bridle 300 Saddlebags 180 Soldier’s Mess Tin 30 Tent (3 man) 180 Tool 40 Torch 1 Waterskin 5 Wax Tablet 140

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Fashion Item Price (denarii) Bath & massage 15 Cloak 60 Cloak Brooch 20-120 Dress 45 Hairbrush 20 Haircut (barbershop) 10 Hairpin 25 Hat 25 Headband 10 Military Boots 120 Mirror 140 Perfumed Oils 50 Sandals 50 Tunic 40

Weaponry Item Combat Bonus Price (in denarii) Battleaxe +2 100 Bow (2H) +2 150 Boxing Cestus (only if unarmed) +2 10 Burning Torch +2 1 Club +1 5 Dagger +1 35 Dart +2 5 Fighting Net - 120 Handaxe +1 25 Javelin +3 60 Longsword +2 150 Pilum +3 125 Scimitar +2 120 Shield +1 (defence only) 100 Shortsword +2 100 Sling +1 10 Spear +3 20 Staff +1 5 Trident +3 35 Whip (2m. long, used by wagondrivers) +2 (only stun) 25 12 Arrows - 24 10 Slingshot - 5 Quiver (holds 12 arrows) - 15

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Armour Item Armour Price (denarii) Rating Greaves (legs) 1 2500 Helm 1 100 Leather Cuirass 1 300 Mail Cuirass (scale-mail or chain-mail) 2 800 Manicae (one arm) 1 400 Plate Cuirass 3 1200 Shield (for defence only, +1 Combat Bonus) - 100 Cataphract Armour 6 4200

Step VII - Background The ideal background runs a little like a unresolved story. Sketch out the Details character’s family upbringing on the There are a host of lesser details that farm, in the workshop, out on the can be created for a player character, pasture or closeted within a luxurious details that really bring that character to villa. What kind of relationship did he ‘life’ in the imaginations of the players. have with his family and his siblings? Players needn’t write reams of Was there tension, a dark secret, a background history - a short paragraph rivalry, hatred, and a strong should suffice, outlining the character’s friendship? upbringing, his early career or life, the changes that affected him and the chain The next step is to determine what of events that gave him the previous happened next. Did the character follow experience selected by the player. Every in his family’s footsteps? Did he branch character really needs some kind of out, fighting the system? Did some background story. Where are they from? other agent of change arrive on the Why have they turned their backs on scene to change his life forever? Did the their old life to adventure in the big character make good friends and strong wide world? enemies during these years? Was he betrayed or did he betray others?

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A good character background helps to explain where the character came from and explains how he came to have certain skills, likes and dislikes. The best character backgrounds leave some issues unresolved - plot hooks dangling in front of the referee. Enemies might be hunting the character, he may be on a Perhaps it has been reduced in rank by quest, or have been shunned by his own warfare, economic catastrophe, divine family. Whatever the details may be, the intervention or the wrath of a angry character’s background is in danger of lord. Roll 1d and refer to the table coming back to haunt him. Referees below: love to have these plot devices, since they can be woven into the fabric of the 1d Roll Previous Status game. Think of any movie or novel: 1,2 Lower than at present how may protagonists get involved in 3,4 Same as current status the plot because of something that 5,6 Higher than at present happened to them in their characters’ pasts? Plenty. Do the referee a favour The referee and player are encouraged and give him one of these unresolved to come up with an interesting reason plot ideas ... why the family’s fortunes changed, and what impact it has made on the outlook The following tables are given here as of the current generation (if any). an aid for the player stuck for ideas. Pick one of the listings or just roll the Family Relationships: Not everyone dice and try to explain the results. gets on with their family. In the Desert Better still, come up with something Kingdoms families are not just unique! hereditary units but actual economic units. Members are also co-workers that Family Fortunes: Has the family depend on each other for the family to always had its current status, or has it prosper. This table looks at the risen from more obscure origins through relationship between the character and a royal grant or financial acumen. his family.

2d Roll Family Relationship 2 Taking the family business in a new direction 3 Earned himself the respect and admiration of his family 4 Brought disgrace on the family name 5 About to follow in his father’s footsteps 6 Following in footsteps of ambitious brother 7 Has become involved in a secret criminal/political scandal 8 Rose beyond family’s expectations 9 Shows possibility of taking over the family business 10 Black sheep - a rebel 11 Found a way to earn money another way 12 Fled the family in disgrace

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What Happened Next?: What happened to the character to change his life and set him on a new course, a path that will be charted more fully during the game? Player characters aren’t stay-at-home farmers any more, they are adventurers, entrepreneurs and heroes of a kind. This table comes up with a number of agents for this sudden change. The player and referee will still have to come up with some sort of story as to what happened and why. Simply choose or roll 3d to determine what kind of agent inspired the character to abandon his old life.

3d Roll The ‘Agent of Change' 3 Criminal act 4 Major military disaster 5 Involved in a rebellion or coup 6 Accident 7 Whim of a king or lord 8 Incident in a battle 9 Intervention of a god 10 Family feud 11 Arrival of a stranger 12 Arrival of strange group (nomads, mercenaries, pilgrims, entertainers) 13 Enmity of a rival (within the family or without) 14 Local calamity calls for action 15 16 Intervention of some supernatural entity 17 Appearance of an ancient artefact 18 Ancient curse or destiny fulfilled

Personality - Why? Why? And Why? Apart from this basic fact, we want out characters to be different from one Often roleplayers shy away from another - unique. Let’s say I want a creating distinct ‘personalities’ for their character who is a thief, but the characters. Many play the game ‘as character of the player sat next to me themselves’. Firstly, this is a game and also steals anything of value. He’s not a there is nothing wrong with just getting thief, it's just the way he plays his involved as yourself. Secondly, we are character. not all Shakespearean actors and even the best of us have difficulty in putting To make my character into a real thief, on a separate and distinct mindset, we can give him a thief’s personality! complete with body language and We make him a coward, frightened of accent. direct violent confrontation. We make him a kleptomaniac - he steals But, keep in mind that your character anything, and works out if its valuable has done things, seen things and been or not later on. We make him quiet and places that you couldn’t . He shy - someone who stays in the (social) lives in an ancient world dominate by shadows. Now we have a realistic, god-like kings, wealthy temples and ties believable thief, rather than just a of brotherhood and kinship. Most ‘character who steals valuables’. definitely these guys are not like us.

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You have (hopefully) created a shocked that she would have nothing to background story for your Desert do with him. Kingdoms character, and you now need to add an extra dimension to that story. So what have we learnt about our That dimension is personality. In effect, womaniser? He’s of quite good what effect has the background story breeding, and was once rebuffed by a had on the player character. Has it made slave girl. This had a big impact on him him more optimistic, fatalistic? Does he - perhaps it was his first love. He’s hate desert nomads or Imperials now? never forgotten that rebuff and Does he covet wealth and jewels more continues to womanise to prove to than anything else? Or is power his himself that he is not at fault. He may thing? have a grudge against all slaves now, since he realises they have some power You don’t need to (and probably after all. He may treat all women (even shouldn’t) come up with ideas for your those of his own social rank) as if they character’s personality out of the blue. were slaves of a kind. Think up some likes and dislikes, but just as importantly, look at his This system of asking ‘why?’ three background story. What happened to the character? What scars have been left? Will he react in a different way in some circumstances now? These are the cues you need to create a realistic character with a realistic personality.

The best way to create that depth is by asking three questions: why? why? and times in succession is known as the Y3 why? system (get it?) and has been used by some authors to add instant depth to the Pick out some aspect of your character’s characters in their novels and professional life, or identify some screenplays. It is recommended, too, for personality quirk that sets him apart roleplaying games and is a system that from other characters. It could be his can be utilised by the referee when fear of snakes, his love of jewellery, a creates Non-player characters, either fascination with ships or the fact that he before the game begins or even ‘on the is a womaniser. Pick or create one such fly’. quirk and ask ‘why?’. Why is the character like that? Perhaps he’s a Appearance womaniser because he thinks he’s really The appearance of your ZENOBIA good looking and wants to prove it. character might seem to be a very trivial Then ask ‘why’ a second time. Why thing. The author has played in some does the character want to prove that other games where 80% of the player he’s good looking? Perhaps he was characters didn’t have descriptions but scorned when he was younger and has were just ‘a magic user’, a ‘fighter’ and never forgotten it. Now for that third so on. Think of any big film and the and final ‘why?’, usually the most care taken to really personalise the hero. difficult of all the questions to answer. The appearance often becomes a visual Why did he never forget that first description of the hero’s past life or rebuff? Perhaps the girl was of such personality. Players should do their lowly rank, perhaps a slave, he was characters a favour and give a brief

45 Z E N O B I A written description of their character for four centuries that all kinds of people all to read. Things to note, however, are give their children Ionian or Imperial that tunics without trousers are names. Persians most definitely are the universal amongst Imperials and exception, however. Since the player Ægyptians, long robes are popular characters begin the game as wanderers, amongst the desert nomads, and tough soldiers and misfits, they may amongst the Persians and many well have ‘adopted’ a name anyway. Aramaeans long tunics are often worn For Imperial and Ionian names check with baggy trousers. But if the the list below. Adventurer, as a warrior, wants to wear a loincloth and what-ever armour he can For those who want a more culturally- afford - then that’s fine! orientated name for their character then two additional lists are presented, one To personalise a hero, think of a specifically for native Ægyptian trademark ‘look’. An eyepatch, a scar, a characters (not members of the Imperial distinctive top-knot, tall, short, wears elite), and one for the native inhabitants all-black, blue eyes, crooked teeth, a of the Desert Kingdoms. A great deal of cackling laugh, a whisperer, cracks his cultural intermingling has gone on in knuckles, wears rings, has a broken the Desert Kingdoms so it is only nose, stubble, a short pointy beard counter-productive to try and isolate a (popular amongst Aramaeans), and so specific name for a specific culture. on and so on. Just one or two ‘quirks’ The lexicon of character names that follows contains a number of original personal names from various ancient sources. There are many names of normal people or city officials as well as kings. Some of the names are made up of the names of gods - it should be will keep an image of that character possible to obtain even more names by fresh inside of everyone’s head ... swapping the names of gods around

(Bel, , Enlil etc.). In many cases the A Name god's name given in the name of a Naming is very easy. One of the reasons father is repeated in the name of the the ZENOBIA setting came about was son. Because ZENOBIA is not a for the opportunity to give characters perfect simulation, feel free to change a Greek and Roman names (i.e. Ionian syllable or consonant here or there, or and Imperial names). Whether the swap parts of names around. Anything character is an Imperial or not, so much to find a name that captures the spirit of Imperial influence has washed over the your character. Desert Kingdoms over the past three or

46 Z E N O B I A

Desert Kingdom Names/Female

Abi-simti, Ahassunu, Ahatiwaqrat, Ahunatum, Ali-ahhusha, Alittum, Ammat-, Amurritum, Arah-Sammat, Arinna, Arwi-a, Assur-sharrat, Athaliah, Baranamtara, Belessunu, Beltum, Bikku-lum, Bint-, Bittatum, Daqqartum, Dunnasha, Elamassi, Enanedu, Enannatum, Eshargamelat, Habadjilat, Habannatum, Humusi, Hunabatum, Iltani, Ilusha-hegal, Ishtar-belessa, Ishtar-gamelat, Ishtar-ibbi, Ishtar-rabi-at, Jezebel, Kammani, Ku-, Liwwir- esagil, , Manatum, Mekubi, Michal, Muallit-sherua, Mulissu, Munawirtum, Nakurtum, Naqia, Nikkal, Ninab, Nin-dada, Nin-kagina, Ninduzu, Nintur, Nis-Anat, Nuptaya, Nuratum, Rahab, Sammuramat, Samhat, Samshi, Sarai, Sapurtum, Shaddita, Sharrat-sippar, Shat-sin, Shatu-murrim, Sheba, Shiptu, Siduri, Simanat, Sin-nada, Summirat-ishtar, Tabni-ishtar, Takurtum, Taram-uram, Tamar, Tasmetum-sharrat, Telpunnaya, Tisha-Lim, Tukkin-khatta, Ummi-waqrat, Yadidatum, Yamama, Wurusemu, Zakutu

Desert Kingdom Names/ Male

Abdi-arah, Abdu-Heba, Abiditan, Abi-eshu, Abiyamuta, Abuwaqar, Adda-kalla, Addi-liblut, Ad-mat-ili, Agga, Aham-nishi, Ahatiwaqrat, Ahikibani, Ahiman, Ahi-shagish, Ah-kalla, Ahum, Ahum-waqar, Ahuratum, Ahu-shina, Akiya, Ali-ellati, Allala, Amar-sin, Ammi-ditana, Amnanu, Apil-ashnan, Apil-ilishu, Apilsha, Apil-Sin, Apiyatum, Appanili, Artabarnus, Arammadara, Arnuwanda, Ashi-qurud, Ashmadu, Asharidu, Askur-addu, Assur-Dan, Assur- na'da, Assur-susuli, Assur-taklaku, Awil-aya, Awil-ishtar, Awiliya, Awil-ninurta, Awil- shamash, Awil-sin, Ayar-ilum, Aziru, Azi, Azuzum, Baba, Babati, Baya, Bakshishum, Baal, Baasha, Balak, Balaam, Balasi, Baladan, Bar-Gush, Baqqanum, Belanum, Belakum, Bel- shimani, Beli-Ashared, Bel-Akum, Bel-Ibni, Bel-Shamin, Bel-Shazzar, Belshunu, Ben-Hadad, Benteshina, Berossus, Beth-, Bilalama, Burnaburiash, Buhazum, Bunu-ishtar, Burrukam, Buttatum, Dada, Dadanum, Darius, Damqi-ilishu, Dazuzum, Ditanu, Dudu, Duququm, Dur- rimush, Ea-nasir, Ebarti, Eikuppi-adad, Ekur-zakir, El-Ah, El-Isha, Ellu-mushu, Eluti, Enlil- bani, Enlil-ennam, Enlil-kurgalani, Enlil-zi-shagal, Ennam-belum, Enentarzi, Eshmunazar, Eth- Baal, Etel-pisha, Etel-pi-sharrim, Etirum, Etum, Gazualum, Geshur, Gimil-lum, Gimil-ninurta, Hadad-Shuma, Hadad-ezer, Hadaya, Hallushu, Hanun-dagan, Heana, Hudu-libbi, Hunhalbida, Huttupum, Ibal-pi-el, Ibbi-adad, Ibbi-Sin, Ibbi-shahan, Ibi, Iblinum, Ibnatum, Ibni-amurru, Idrimi, Iddin-enlil, Iddin-ilum, Iddin-ninshubur, Igmilum, Ikuppi-adad, Ila-kabkabu, Ilanum, Ili- alum, Ili-idinnam, Ili-iqisham, Illuratum, Ilshu-abushu, Ilshubani, Ilu-asu, Ilulu, Ilum-aha, Imdi- ilum, Imgua, Imgur-sin, Inbusha, Inim-shara, Iphur-kishi, Ipqatum, Ipqu-adad, Ipqu-annunitum, Ipqu-aya, Iptiyamuta, Ir-Nanna, Irra, Irrara, Ishhi-addu, Ishme-adad, Ishme-dagan, Ishme-Ea, Ishme-karab, Ishtup-sin, Kadashman, Kandalanu, Karaindash, Kassis, Kudur-Enlil Kikuid, Kubburum, Kudiya,Ku-enlila, Ku-inanna, Ku-ningal, Kurhitti-mushtesher, Kurumtum, Kuwari, Laliya, Lamusa, La'um, Lipit-ea, Lipit-enlil, Lipit-ishtar, Lipit-tishpak, Lubarna, Lu-amar- suenaka, Lu-bau, Lu-dingira, Lu-enlila, Luga, Lugal-azida, Lugalkam, Lugal-urudu, Lugatum, Lu-inana, Lu-nanna, Lu-nin-ilduma, Lu-ninurta, Lu-shalim, Macath, Malgum-liblut, Mannum- ki-iliya, Marduk-asir, Marduk-shakin, Marduk-balassu, Mari-ersetim, Mar-iltum, Maru-yatum, Mattaki, Mazdata, Melishipak, Merodach-baladan, Mesi-ilum, Mezizi, Milki-la-el, Minninum, Mithras, Mithridates, Mukannishum, Munawirtum, Muurgallu, Mursilis, -kabid, Mutu-bisir, Nabi-enlil, Nabi-sin, Nabopalassar, -Nasir, Nabu-bani, Nabonidus, Naram-Sin, Namhu, Nammahani, Namzu, Nanna-mansum, Nanna-sig, Naram-sin, Narubtum, Nasha, Nawirum-ili, Nebuchadnezzar, Nergal-etir, Nergal-erish, Nidnatum, Nin-unumun-ki-ag, Ninurta-'im-zerim, Nur-ishtar, Nur-kubi, Nur-shamash, Onan, Palusum, Pirhum, Pu-balum, Pu-dagan, Pula, Pushu- ken, Puzrish-dagan, Puzu, Puzur-assur, Puzur-erra, Puzur-ishtar, Qisht-ea, Qishti-ilabrat, Rabi- sillashu, Rabi-sillashu, Rakhianu, Rashil, Remanni-Adad, Rimush, Rish-shamash, Sabium, Sabum, Sagil-zimu, Samsi-addu, Salu, Sangara, Samu-El, Sargon, Sennacherib, Samum, Ses- kalla, Shalanum, Shalim-tehhushu, Shalmaneser, Shallurum, Shamash-andulli, Shamash-gamil, Shamash-hazir, Shamash-nasir, Shamshi-addu, Shatamurrim, Sharkali-Shari, Shep-sin, Sherum- ili, Shesh-kalla, Shesai, Shlkani, Shubnalu, Shu-mama, Shummanla-shamash, Shubat-Enlil,

47 Z E N O B I A

Shulgi, Shuppilu-Liumesh Shuqallilum, Sidu, Sig-ersetim, Silli-emah, Silli-ishtar, Silli- shamash, Silli-sin, Sillush-dagan, Sin-alshu, Sin-gamil, Sin-dinnam, Sin-kashid, Sin-idinnam, Sin-imgurani, Sin-ishmeni, Sin-lidish, Sin-magir, Sin-mushtal, Sin-nadin-shumi, Sinnashi, Sin- nasir, Sumalika, Sumu-abum, Sumuil, Sumu-la-el, Talmai, Talmi-Teshub, Taribat-sin, Taribatum, Taribum, Tarkhulara, Tiridates, Tirigan, Tigranes, Tubityamuta, Turam, Tuttar-shar, Turam-dagan, Ubar-sin, Ubarum, Udama, Udish, Ugazum, Ur-dumizida, Ur-gula, Ur-lama, Ur- shubula, Ur-shulpae, Ur-Zaba,Uselli, Uta-misharam, Utul-ishtar, Warad-enlil, Warad-iliya, Warad-ishtar, Warad-kubi, Warad-murrim, Warad-shamash, Warad-sin, Warassuni, Wardum, Watrum, Werket-El, Wusum-beli, Yaggit-lim, Yahdun-lim, Yahurum, Yamquzzuhalamma, Yarim-lim, Yashub-yahad, Yasmah-addu, Yassur-addu, Yayatum, Zababa-il, Zamaranum, Zaninum, Zeru-Baal, Zimri-dagan, Ziyatum, Zummabu, Zuzu

Ægyptian Names/ Female

Ashayt, Beketmut, Bentanta, Esenofre, Hetepheres, , Isis, Isisnofret, , Maatkare, Meresankh, Merytamun, Meryset, Nebettawy, Neith, , Neferu, Nefretari, , Nofret, Rai, , Sankhkare, Sitkamose, , Sobekkare, Sobeknefru, , Tausret, Tawaret, , Tuya, Tiy

Ægyptian Names/ Male

Ahmeni, , Akhenre, Akhtoy, Ankhpsamtek, Amenemhat, Amenhotep, Amenophis, Ay, Bakenkhnons, Dagi, Djedi, Em, Haremsaf, Henenu, Horemeb, Imhotep, Ippi, Kay, Khendjer, Khnumibre, Khufu, Merenptah, Merenre, Merhotepre, Mermesha, Neferhotep, Nefermenu, Nefrusobek, Rahotep, Rameses, Ranofre, Renseneb, Sahure, Sekhemre, Senuseret, Seostris, Setau, Setepenptah, Setepenra, Seti, Si, Siamun, Sihathor, Sinhue, Sobekhotep, Thothmosis, Tutankhamun, Userkaf, Wenamun, Wennefer, Zanakht

Ionian Names/ Female

Aithra, Alcmene, Antiope, Antonia, , Atalanta, Axiothea, , Callisto, Cassandra, Calypso, , Clytemnestra, Deianara, Dione, Europa, Eurydike, , Harmonia, Hebe, Helike, Hippolyta, Helen, Helena, Iphigenia, Iris, Laodicea, Leda, Medea, Megara, Melantho, Olympias, Orithyia, Panope, Penelope, Phaedra, Sappho.

Ionian Names/Male

Abas, Acastus, Achilles, Agathocles, Antigonus, Ajax, Alexander, Amphitryon, Anaximander, Antenor, Antiphos, Apollonius, Ariston, Arridaios, Antiochus, Cadmus, Clytus, Cleander, Cleomenes, Creon, Dymnos, Elpenor, Demeratus, Demetrius, Diomedes, Eurymedon, Glaucon, Iolaus, Jason, Lycaon, Lycastus, Megisthus, Menestheus, Orestes, Pelasgon, Periander, Pericles, Perseus, Polites, Nicander, Phillip, Phaido, Philotas, Polydeuces, Proteus, Ptolemy, Seleucus, Solon, Sthenelus, Telamon, Theodotus, Theophrastus, Xenophon, Xenon, Xerxes, Zeno.

Imperial/ Male & Female

The names below are all given in male form, but many are easily convertable into a female rendering by dropping the last two letters and replacing them with the letter -a. Annius becomes Anna, Octavius becomes Octavia, and so on.

Acrisius, Aemilius, Agrippa, Albius, Anneaus, Annius, Appius, Arcadius, Antoninus, Atticus, Aurelius, Aulus, Balbinus, Bassianus, Caecilius, Calvus, Carus, Carinius, Cato, Catullus, Claudius, Clodius, Cornelius, Crispus, Curtius, Decius, Decimus, Didius, Drusus, Domitian,

48 Z E N O B I A

Egnatius, Ennius, Fabius, Falernus, Falco, Faustus, Felix, Flaccus, Flaminius, Florian, Furius, Galerius, Gaius, Gallus, Gracchus, Gnaeus, Herminius, Helvius, Hirtius, Horatius, Julius, Julianus, Laelius, Lentulus, Leonidas, Lepidus, Licinius, Livius, Lucanus, Lucius, Lucretius, Maelius, Manilius, Macrinus, Marcus, Maro, Maximus, Maximinius, Menenius, Metellus, Naevius, Nepos, Nero, Numitorius, Octavius, Otho, Ovidius, Papinus, Pertinax, Petronius, Pilatus, Plautus, Plinius, Pompeius, Pomponius, Pontius, Proculus, Publius, Quintus, Rufus, Sallustius, Septimus, Sestius, Sextus, Statius, Suetonius, Tarpeius, Tatius, Terentius, Tiberius, Tibullus, Titus, Tullius, Valentinian, Valerius, Varro, Vergillius, Verginius, Verus, Viribius, Vitellius, Vitruvius

Persian/ Male

Abbas, Abouali, Abtin, Afshar, Afshin, Ahmad, Akbar, Ali, Alidad, Amin, Amjad, Anoush, Anoushiravan, Arad, Aram, Arash, Ardavan, Ardeshir, Aref, Arman, Armeen, Arsalan, Arya, Asad, Asghar, Ashkan, Azad, Bardia, Behnam, Behrouz, Behzad, Bizhan, Cyrus, Danush, , Daraba, Darius, Esfandyar, Faramarz, Fardad, Fardin, Farhang, Fariborz, Farid, Farjad, Farrokh, Farshid, Farzad, Farzin, Ferydoon, Firouz, Ghobad, Habib, Hafez, Hamed, Hamid, Hassin, Hassan, Hedayat, Heydar, Homayoon, Hooshmand, Hooshyar, Hormoz, Iraj, Iman, Jahandir, Jahangir, Jahanshan, Jafar, Jalal, Jalil, Jamshid, Javad, Javeed, Kamran, Kamshad, Kamyar, Kamal, Karim, Kaveh, Khashayar, Kia, Kiyan, Kourosh, Makan, Mahmoud, Mahyar, Majid, Manoucher, Mansoor, Massoud, Mehrab, Mehrak, Mehran, Mehrzad, Mohsen, Mujtab, Morad, Morteza, Mustafa, Namdar, Namvar, Nima, Niyoosh, Nouri, Parsa, Parviz, Payam, Puzhman, Rahim, Rakhshan, Ramin, Rashid, Sadra, Saeed, Salar, Saman, Sanjar, Sattar, Shaheen, Shahkam, Shahram, Shahrdad, Shahrokh, Shahruz, Shapour, Shaya, Shayan, Siamak, Siavash, Sohrab, Tooraj, Yashar, Zakaria, Zala, Zamyad.

Persian/Female

Afareen, Afsaneh, Afsar, Afshan, Afsoon, Aghigh, Ahoo, Akhtar, Akram, Alaleh, Anahita, Anoosheh, Ara, Arezoo, Arghavan, Armaghan, Ashraf, Asa, Asal, Assieh, Atefeh, Atifeh, Atoosha, Ava, Avizeh, Azadeh, Azin, Azita, Azar, Bahar, Baharak, Bahareh, Bahamin, Banafsheh, Banou, Behnaz, Behrokh, Bolour, Bousseh, Chalipa, Darya, Delaram, Delbar, Delkash, Deena, Donya, Dorri, Ehteram, Elaheh, Elham, Elnaz, Fakhri, Farah, Farahnaz, Farangis, Fariba, Farideh, Farkhondeh, Farrin, Farzaneh, Faranak, Farnaz, Fatemeh, Fereshteh, Firouzeh, Fojan, Forough, Forouzan, Forouzandeh, Gelareh, Ghamzeh, Ghassedak, Ghazaleh, Ghodsi, Ghoncheh, Gisou, Gita, Golbahar, Goli, Golnar, Golnaz, Golnessa, Golpari, Golshan, Gordia, Habibeh, Haideh, Haleh, Hamideh, Hediyeh, Hengameh, Homa, Homeira, Houri, Iman, Jannat, Jamileh, Javaneh, Katayoun, Khandan, Khatereh, Khorsheed, Khojassteh, Kimiya, Kokab, Ladan, Laleh, Laila, Lida, Lila, Lily, Mahasti, Mahlagh, Maheen, Mahrokh, Mahnaz, Mahnoosh, Mahsheed, Masha, Mahta, Mahtab, Mahvash, Malakeh, Maliheh, Mandana, Manizheh, Marjan, Marjaneh, Maryam, Marzieh, Masoumeh, Mastaneh, Mastoureh, Mehrangiz, Mehrnoosh, Meshia, Mina, Minoo, Mitra, Moneereh, Nadereh, Naghmeh, Nahal, Naheed, Nastar, asreen, Nava, Nayyer, Nazafarin, Nazanin, Negeen, Niloufar, Nikou, Niyoosha, Noushin, Paree, Pareechehr, Pareerou, Pereesa, Pareevash, Parvaneh, Peymaneh, Raha, Ramesh, Ravan, Rima, REyhanah, Roshanak, Roxana, Saba, Sadaf, Saeedeh, Sahar, Sahba, Salma, Salomeh, Saman, Samira, Sanaz, Sara, Sarvenaz, Sayeh, Seema, Seeta, Setareh, Shadan, Shadee, Shaheen, Shahla, Shahnaz, Sharbanou, Sharhnaz, Shahrzad, Shalizeh, Sharareh, Sheefteh, Shervin, Sheyda, Sheeva, Shima, Shireen, Sholeh, Soheila, Soraya, Soudabeh, Soussan, Tahmineh, Tala, Talayeh, Tara, Taraneh, Tayyebeh, Touran, Vanda, Yasaman, Zahra, Zar, Zeeba, Zilla, Zohreh.

49 Z E N O B I A

Languages Most of the Adventurers in the Desert found carved in rock or impressed on Kingdoms will begin the game with a baked clay tablets. good grasp of Aramaic, a language that has been used in the Desert Kingdoms ÆGYPTIAN for a thousand years. To determine how This incredibly ancient language is not well a character knows a particular spoken outside of the Nile valley, and language, each tongue can be rated as even there it is now spoken mainly by either 1 - Basic Understanding or 2 - the under-classes. Instead, the educated Fluency. Basic Understanding of a elite in Ægypt speak Ionic. language implies a thick foreign (or local dialect) accent and recognition of IONIC only the most basic written words. Ionic is another widely spoken tongue Fluency implies a wide vocabulary, that has been spread across the Middle subtle and inferred speech, excellent Sea from Sicily, Ionia, across the literacy skills and knowledge of Aegean Sea into Asia Minor (Phrygia, literature written in that language. Cappadocia and Pontus) and taken to the east by Ionic colonists, traders and A character’s LEARNING score mercenaries from the old city-states of indicates the points available to him to Ionia. It is a language of sailors and spend on languages. For example, a traders, and also of literature and scribe with LEARNING 4 could select science. The greatest playwrights, one language at Fluent (2 points) and philosophers and scientists that ever two more at Basic (both 1 point each). lived were Ionic.

Available Language List IMPERIAL This language of the Eternal City ARAMAIC became the staple tongue of the Empire The most widely spoken eastern once it had conquered much of the language, Aramaic is a lingua franca, known world. Imperial is known by understood in villages and in cities from virtually everyone throughout the Syria to Solyma, northern and southern imperial provinces. Mesopotamia to Persia. LIBYAN ARMENIAN The native language of Africa north of The language of the Armenian the Sahara and west of Ægypt. Many kingdom, isolated in its mountain civilised North Africans speak Libyan stronghold. Rarely spoken by outsiders, as well as Imperial. Desert nomads Armenian is related to various (Numidians, Garamantes, etc.) will neighbouring tongues. probably speak only Libyan, however.

ANCIENT NABATAEAN* In a time before alphabets or papyrus, Spoken in the dry desert valleys of scribes of the ancient city-state of Nabataea by the Saracen tribes that long used small clay tablets upon ago settled there. Nabataea is a wealthy which they scratched complex symbols. kingdom of powerful merchant families. This language is no longer spoken and read only by priests, magicians and historians interpreting ancient texts. It is

50 Z E N O B I A

OLD PERSIAN Arabia. Related to both Nabataean and An ancient language of the Persians, Sabaean. Anyone speaking Fluently in now used only be the educated elite, the one automatically has a Basic Under- Persian commoners having long since standing in the other two. adopted Aramaic as their language for day-to-day use. SOLYMAN A little-spoken tongue used by SABAEAN* Solymans as a second language (mainly Spoken in the southerly mountain land for religious purposes). Solymans are of Sabaea by Saracen tribes that long found in cities throughout the East and ago settled there to found a wealthy have carried this obscure language with trade kingdom. them. Most would rather speak Aramaic. SARACENI* The language of the fierce Saracen *These three languages are closely tribes, the camel nomads who dwell in related. See the Saraceni entry. the dry steppe land and sandy deserts of

Guardian Angels When a Persian is born his or her AMERETAT (Life) parents call upon a fravashi or guardian The protection of innocent life is angel to guard that child throughout its paramount to this character, even life. The fravashi are grouped according though this may mean shedding blood. to their nature, and each follows one of Any task that may save a life or the six arch-angels [amshaspends]. The eliminate a danger to innocents will nature of that amshaspend, passed from garner the player a +1 task bonus. fravashi to child, becomes an inspirational spark and the way in ARAMAITI (Devotion) which that child, once grown, will try to The character values loyalty to an conduct itself in life. When a character individual or to a group. Any actions attempts a task in line with his or her that further this relationship or protect it guardian angel, the referee awards the garner the player a +1 task bonus. player a +1 bonus on the dice roll. ASHAVAHISHTA (Supreme Truth) The use of guardian angels and the +1 Pursuit of the truth is all important to task bonus that they will call for needs this persona. If the action will help to be carefully adjudicated by the GM. reveal the true nature of a person, place, Do not let every character action be item or situation then the GM can award somehow connected to the character’s the player with a +1 task bonus. thirst for truth or glory or whatever. The codes provide a minor bonus to DRUJ (Falsehood) encourage characters to follow one of A horrible secret to be kept from all six paths to god. They provide character right-thinking Zoroastrians, a Druj flavour, and are not intended to be used devotes his life to theft, deception and by players to maximize their dice roll murder. If the task at hand will help to results! Bear this in mind. Note that conceal the true nature of a person, only a Persian character can select a place or item, then a +1 task bonus is guardian angel. gained. Note that any Druj must take another Code of Conduct as a cover for

51 Z E N O B I A his nefarious nature. Taking this Why Can’t I ...? Conduct is accepting that the character Players can create competent and is a criminal, hunted and in fear of exciting Adventurers with the system persecution. Beware! presented here in ZENOBIA, in fact

there is great latitude given in the way HAURVATAT (Perfection) of character creation. But certain The persona pursues glory and personal questions may be asked of the referee achievement. Any action which could and he might find the sections below challenge or test the character or which useful in coming up with reasonable might develop his or her skills will answers. garner a +1 task bonus.

Why Can’t I Play A Magician? KSHATHRA (Dominion) The character creation rules described Mastery over others is all important to here concentrate on Adventurers - tough the character. If the task in hand will wanderers and fighters in a tough world. bring him power over one or more But it is possible to play either a people, strengthen his power or defend magician or a philosopher (a wizard- his power over others, then he will gain like alchemist). These two character a +1 task bonus. types are not common, however, and so

the rules for their creation are given VOHUMANAH (Good Mind) later on in the Magic chapter. The The character likes to be right. Any referee might want to restrict his players action that will prove him or her correct to having only one magician/ in the face of opposition will result in philosopher per roleplaying group for the award of a +1 task bonus. this reason.

Why Can’t I Play A Female Adventurer? You can. The text of ZENOBIA always refers to the male gender for simplicity, but no bias is intended in the roles that can be played or the players that may participate. This is fantasy, despite the historical setting, so many professions that rarely if ever saw a female can be chosen by the player. There are female Desert Warriors, Archers, Magicians and Philosophers, Tomb Robbers, Thieves, Spies, Bandits even Gladiators. Note, however that the Empire would never, ever allow female Legionnaries or Tribunes. Otherwise - almost anything goes.

Why Can’t I Play A Non-Human? The Desert Kingdoms have been civilised for millennia, and it is a civilisation of humans. Non-human creatures and various types of monster

52 Z E N O B I A do exist and will regularly crop up in unpredictable and less likely to produce adventures and campaigns. But the the same character over and over again focus is on the human-side of life, on (even though only three attributes, the world of Palmyra and Persia, the MIGHT, FATE and HITS are being Empire and its oppressed provinces, on rolled). Some players will be unhappy the cities and settlements, nomad camps with this uneven system and prefer that and fortresses. Non-humans do not fit all characters begin at exactly the same easily into this humano-centric level, with nothing really to separate environment without being viewed as them in terms of overall points. The terrifying aberrations, monsters or referee can easily implement a ‘points- demons. only’ system which does away with the dice used in attribute determination. Why Can’t I Play An Inexperienced Stripling? You could easily play a starting The player allocates 12 creation points character (or the referee could allow all between MIGHT, FATE and HITS, he of the characters to start out this way). should keep in mind that 2 is the lowest By starting character we mean an score possible for MIGHT and FATE inexperienced youth, fresh out of the and that 6 the highest. For this system city or farm and eager for excitement. he can set HITS at any number between This ‘stripling’ has no starting skill, he 1 and 6. Finally, when his allocations has MIGHT 1 and HITS of 1d + 6. In are completed, the player must multiply effect he is a typical commoner, and his HITS allocation by 2 and then add must work his way up to the dizzy 10. This new figure is his Adventurer’s heights of Adventurer through HITS final score. Ægyptian characters adventures, fights and through thanking gain +1 on their final FATE score, but if the gods. Do not allow a Shortsword as FATE is already set at 6, then simply part of the Initial Equipment, instead award the character +1 creation point to replacing it with a farm implement or be used somewhere else. Club. This diceless method does away with Why Can’t I Play A Character As the MIGHT roll to acquire a bonus for Good As Pete’s? previous experience, just assume that Or Gerry’s, or Sandy’s ... Basically, the the bonus is always gained. Magicians dice rolling part of Adventurer creation and Philosophers can choose any one is designed to give the characters some item from their Random Treasure Table. differentiation. The randomness makes The character is now complete! the creation process a little more

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IV COMBAT

“At last the armies met, with a clash of shields, spears and -clad fighting men. The bosses of their shields collided and a great roar went up. The screams of the dying were mingled with the vaunts of their destroyers and the earth ran red with blood.” Homer, The Iliad

Many, if not all, of ZENOBIA’s The Combat Attack Roll scenarios will feature combat to a There is one important consideration greater or lesser extent. This is normal. that the referee must address before The life and death excitement of hand- allowing players to roll any dice for a to-hand combat puts the existence of the martial attack: COMBAT. This is a Adventurers in question and heightens secondary attribute of a temporary the player’s interest in his character’s nature. situation. Obviously too much combat becomes routine, and routine combat is COMBAT is calculated by adding boring. Fights should be fast paced and MIGHT to the COMBAT Bonus of the frenetic and if they simulate life in any weapon currently being wielded. Such a way, should be short. A short, sharp bonus only applies if the weapon is fight packs a far greater punch than one being used in an attack. This bonus is a half an hour long that produces the numerical assessment of that weapon’s same results. Combat in this game efficiency, both in terms of damage should always add to the story, add to inflicted as well as the reach and strike the drama, and never detract from it. probability of the weapon. Weapon

values vary and are given in the table Procedure below: Fights are divided up into ‘chunks’ of time called combat rounds. In each round everybody involved gets a turn to attack. Essentially, when an adventurer meets a monster or non-player character in combat both antagonists roll 2d and add their respective COMBAT scores. The highest score wins that combat round and inflicts damage on his opponent. Large amounts of damage can have additional benefits, as chosen by the player. Once everybody has had a chance to attack, a new round begins. A round lasts perhaps 5 to 10 seconds.

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Weapon Table Weapon Type COMBAT Bonus Cost Battle-axe +2 100 Bow (2 handed) +2 150 Boxing Cestus (Unarmed only) +2 10 Burning Torch +2 1 Club +1 5 Dagger +1 35 Dart +2 5 Handaxe +1 25 Javelin +3 60 Longsword +2 150 Pilum +3 125 Scimitar +2 120 Shield (cannot attack) +1 100 Sling +1 10 Spear +3 20 Shortsword +2 100 Staff +1 5 Trident +3 35

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Basically, when rolls are required both (see the section on Crippling Blows, antagonists roll 2d and add their later on). respective COMBAT values to the roll. A draw indicates that neither combatant Saving Combat Results got the better of the other and that no- As a tactical option the winner of a one got hurt that round. When one combat round can opt to save some or character beats the other with a higher even all his combat result to increase total score, however, he has proved his the level of any injuries inflicted in a superiority that round and inflicted that subsequent round. This simulates the many points of damage on his manoeuvre called a feint where the opponent’s HITS. But first of all, the advantage is gained but not exploited relevant Armour Value of the victim is immediately. Feinting requires the checked on a number of d6 to determine attacker to have uninjured legs since whether the armour deflects the blow. If quite a bit of rapid manoeuvring is the armour deflects (any result of '6') assumed. then any damage inflicted is completely nullified. Combat rolls continue until These saved result points are instantly one side either escapes, retreats, forfeited when the character loses a surrenders or is too injured (or too round of combat. This makes the tactic dead!) to fight on. There are a couple of a risky one; you dare not save them too elaborations of this simple system long - keep your feint stringing along. detailed below: Note that combat result points saved in this way only add to the injury type Combat Result of 0 available, and are never added to the A combat result of 0 indicates that Combat Attack roll. Non-Adventurers neither combatant got the better of the (most lowly NPCs and extras, in other other - the round ends in a stalemate words) are not able to carry over their with weapons clashing. combat results in this way.

Combat Results of 1, 2 or 3 Rolling a 'Natural 12' Combat results of 1,2 or 3 are simply A natural roll of '12' (two-sixes) subtracted from the target’s HITS score indicates that the player can roll another as already described. d6 and add it to his initial roll. This indicates a special success and allows Combat Results of 4 or More characters with a low score to Combat results of 4 or more provide the occasionally strike lucky. player with an opportunity to select one of a number of Crippling Blows. The Rolling a 'Natural 2' rolled damage is subtracted from the A natural roll of '2' (two -ones) target character’s HITS score as normal, indicates that the character has failed in but an additional bonus has been his action, no matter what bonuses he earned. The bigger the result the better can add on to that roll. A 'natural 2' is the available Crippling Blows will be an automatic failure.

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Inflicting Damage “Pelopidas received seven wounds in the front of his body, and at last sank down upon a heap of corpses, in which friend and foe lay dead together ...” Plutarch, Life of Pelopidas

Weapons inflict an amount of damage inflicting a Crippling Wound on his to a victim equal to the winner’s combat opponent. See Crippling Blows (below). result (the difference in the two combat attack rolls). If the winner of that round Collapsing rolled a total of 12 and his opponent When an Adventurer’s HITS score is rolled only 7, for example, then the reduced to 3, 2 or 1 points, he has victor would inflict 5 points of damage suffered so much pain, blood loss and to his opponent’s HITS. This damage shock that he collapses, and is seriously value is subtracted from the target’s unwell. All of his subsequent actions (of HITS score. Any armour that the whatever nature) are rolled on 1d not victim is wearing can significantly 2d, and if a FATE roll is failed he falls reduce the damage he suffers. See the unconscious for 2 dice minutes. The rules on Armour (below). The number Adventurer loses 1 HIT per hour until of HITS sustained may incur some dead, or until treated by someone with other penalty. These are Crippling medical knowledge or healing magic. Blows (both Wounds and Maims), The referee may ignore this rule for being Badly Wounded, and Death. monsters and/or non-player characters as he sees fit. Crippling Blows Damage inflicted equal to 4 or more Death points gives the player the option of At 0 HITS a character dies and his spirit travels to the blessed fields of Elysium.

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Crippling Blows “Then before the barbarian could strike, Pyrrhus dealt him a tremendous blow on the head with his sword. So great was the strength of his arm and the keenness of the blade that it cleft the man from head to foot, and in an instant the two halves of his body fell apart.” Plutarch, Life of Pyrrhus

A character that beats his opponent’s “Maims”. For example, our hero gains a combat attack roll has proved his combat result of 6 and sees that the 6 superiority and gained the upper hand. HIT Crippling Blow is a Head ‘Wound’ If a character has inflicted 4 or more which might potentially knock his foe points of damage on his opponent (after out! If our hero had gained a combat armour), then the referee may want to result of 12 he could have selected the allow that player to select one of a 12 HIT Crippling Blow, the Head number of Crippling Blows. Crippling ‘Maim’, at a much greater lethality. A Blows are essentially additional benefits Head Maim temporarily incapacitates or special attack moves the character the victim and might knock him out for can choose to inflict. They are rated on hours! a scale 4-20 and this number indicates the minimum number of HITS that must Fighting On! first be inflicted to achieve a particular A character who has suffered a Crippling Blow. If a player wants to Crippling Blow categorised as a Wound inflict some lesser blow - then fine! He can spend 1 FATE point to shrug off can save the difference in points and use the penalties associated with that injury, them to try and increase his damage while a character who has suffered a next turn (see the section on Saving Maim can spend 2 FATE point to shrug Combat Results, earlier). In other words off the penalties associated with that he can save points now to inflict a really injury. The blow still inflicts the same great injury later! level of bloody trauma and wounding but the spent FATE point(s) allow the There are nine Crippling Blows called Adventurer to ‘fight on’. The HIT loss “Wounds” to choose from, one for each associated with the injury is still taken, part of the human body. These are given however, and the rules for Collapsing a HITS rating that ranges from 4 to 10. and Death still apply in full. As soon as Characters with lots of HITS to spend the combat is over the referee then on a Crippling Blow can spend double imposes the normal effects of an injury the required amount of HITS to select on the player character. one of nine Crippling Blows called

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The Crippling Blows and their bloody effects are:

HITS Location WOUND Description/Effects 4 CHEST Chest slashed open and ribs cracked Stunned next round 4 LEG Leg cut badly, slashed to the bone No running 5 ARM Arm bloodied and muscle torn Use arm at 1d effectiveness. Drop item held. 6 HEAD Head knocked badly, dizziness and lots of blood Stunned 1 round. Roll FATE or knocked-out for 2d rounds. 7 BELLY Guts cut open, weak at the knees Stunned 2 rounds 8 GROIN A stab to the vitals - extreme agony! Stunned 3 rounds 9 HAND Fingers cut badly, weapon dropped Drop item, disarmed. Only 1 HIT inflicted. 9 FACE Slashed across the face - blood, gore and pain blinds the victim Blinded till treated. Stunned 2 rounds 10 THROAT Throat slashed and larynx damaged, no talking till healed Incapacitated for 2 rounds

HITS Location MAIM Description/Effects 8 CHEST Ribs broken and lungs punctured, coughing blood Incapacitated 1 round 8 LEG Leg broken and gouged to the bone Cannot stand, no running 10 ARM Arm broken and smashed, hanging useless Drop item being held, arm cannot be used till healed 12 HEAD Skull smashed - disorientation, blood and gore Incapacitated 3 rounds. Roll FATE or knocked-out for 1-6 hours 14 BELLY Agonising slash to the gut leaves entrails hanging out Incapacitated for 4 rounds 16 GROIN Vitals severed or maimed, agony and traumatic blood-loss! Incapacitated for 5 rounds 18 HAND Hand severed. Tourniquet NOW! Hand severed. Fight at 1d from now on (not 2d) till healed. 18 FACE Face smashed into a pulp, eye lost and face bloodied Lose an eye. Fight at 1d from now on (not 2d) till healed. 20 THROAT Victim decapitated, OR throat opened up spilling a sea of blood

Definitions Stunned: No attacking allowed, only defence. Roll combat attacks, no damage inflicted. Incapacitated: Fall over. No actions can be taken at all. In extreme pain and shock. No running: Cannot save combat results (i.e. feint manoeuvre).

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Recovering HITS To determine the rate of recovery from an injury and become healed, assume it takes one day to recover 1 HIT. Healed means he no longer suffers from any combat penalties. The injured character requires rest, food and treatment - change the recovery time to 1 HIT per two days if only 2 of the 3 healing conditions are met and change it to 1 HIT per three days if only one of them is met. Otherwise, use of such magical means as a healing power or by drinking a phial of aqua vitae is strongly recommended!

Armour Armour can be worn by adventurers and by non-player characters to help absorb some of the damage that they suffer during an adventure. Because different characters can wear different pieces of armour at different times, individual items of armour are given a numerical rating. The ratings for each piece of armour worn are added up to create an Armour Value.

Armour Table

Armour Armour Value Cost Helm 1 100 Greaves 1 2500 Manicae 1 400 Leather Cuirass 1 300 Mail Cuirass 2 800 Plate Cuirass 3 1200 Cataphract Armour 6 4200

adopted by Eastern legionnaries. What effect does wearing armour have Cataphract armour is only available to on the chances for survival? When it is Eastern armies or those with access to determined that the character has been armourers trained in Eastern techniques. hit, the player takes a number of dice It is armour that completely covers the equal to the total Armour Value and wearer, with a helm, banded metal rolls them. If any of the dice come up as armour to cover arms and legs, and a '6' then the attack is negated! Simple combination scale and chainmail to as that. The roll is made before a player enclose every part of the soldier's body. or referee decides what to do with the In essence it is Helm, Manicae, Greaves points he has scored and where to and Plate all added together. Obviously allocate them. this is very hot and cumbersome, worn only by heavy cavalry who don't have to Note that only one cuirass (armoured match in it! shirt or breastplate) can be worn at one time. Greaves are a pair of iron leg A shield does not have an armour protectors reaching from the ankle to rating, in fact it adds a COMBAT bonus the knee. A manicae is a leather and to the characters attack roll instead (as metal ‘sleeve’ protecting the sword arm long as he carries a weapon with him to from blows. It originated with inflict damage). Don't treat a shield as a gladiators in the arena but has also been piece of armour.

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Unarmed Combat “Here the Spartans resisted to the last, with their swords, if they had them, and if not, with their hands and teeth, until the Persians coming on from the front over the ruins of the wall and closing in from behind, finally overwhelmed them with missile weapons”. Herodotus, The Histories

An unarmed fighter has no COMBAT Boxing cestus are rawhide wrappings bonus from a weapon, and does Stun around the clenched fists which protect damage when he hits. Stun damage is the hand and allow a professional boxer inflicted on HITS just like regular to do extra damage. Wearing a pair of damage; and these Stuns are always cestus gives a +2 to the COMBAT roll added to any damage already sustained. for Unarmed fighting only. Keep in In keeping with the normal damage mind that a character wearing cestus rules, 1-3 Stuns can be inflicted cannot hold anything in those wrapped immediately or held back as a feint. hands. Stuns of 4 or more can be used to purchase useful Unarmed Moves. The Unarmed Moves (Basic costing 4-8 Besides the effects of these Unarmed Stuns; Advanced costing 8-16 Stuns) Moves, when an unarmed attacker has are: reduced an opponent’s HITS to 0, that opponent is not killed but knocked unconscious for 2d minutes.

Basic Unarmed Moves HITS Basic Unarmed Move Effects 4 Bloody Face Stunned for 1 round

4 Throw To Ground Suffer 2 HITS and 2 Stuns; now lying on the floor

5 Kick In Gut Stunned for 2 rounds

6 Disarm Drop item. Disarmed.

7 Arm/Leg Lock Victim struggling, all actions use 1d roll, not 2d roll. That limb is immobile (to continue the lock win MIGHT versus MIGHT roll each round)

8 Head Lock Victim immobile and in pain (to continue the lock win MIGHT versus MIGHT roll each round)

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Advanced Unarmed Moves HITS Advanced Unarmed Move Effects 8 Smash Face Stunned for 3 rounds

8 Throw Against Wall Suffer 5 HITS and 3 Stuns; now lying on the floor

10 Knock Out Combination Groin strike followed by massive head blow; Knocked Out for 2d minutes

12 Use Enemy’s Weapon Winner can fight foe’s friends by manipulating foe’s weapon arm against his will!

14 Break Limb! 7 HITS worth of damage inflicted; leg or arm broken

16 Strangle Inflict a number of HITS equal to MIGHT every round that strangling continues (to continue win MIGHT versus MIGHT roll each round)

Fighting Multiple Fighting From Opponents Advantage Fighting more than one opponent Player characters can and should exploit becomes a little more complex, but not advantages that exist within the much. When a lone character is fighting gameworld to maximise their chances two or more antagonists, he rolls his of victory. These advantages include the dice once and decides which one he will following manoeuvres: Ambush, High try to hit that round. Then each of his Ground, Cover, Opponent fallen, opponents rolls separately to try and Blinding foe, Mounted versus overcome that roll. Only the target standing, Retreating foe. All of these selected will suffer any damage, (and many others too numerous to however, and the adventurer himself mention) make attacks easier and often can only attack one target each round. more effective. The ‘out-manoeuvred’ Any other successful rolls just indicate combatant must make an impromptu that a blow has been parried. FATE roll to try to negate his opponent’s tactical manoeuvre. Some creatures have multiple attacks allowing them to fight and wound more If failed, then the manoeuvring than one character each round. They combatant gains a +1 on his attack roll cannot use these attacks to ‘gang-up’ on for each advantage that has an influence one victim. One attack per character - at on the fight that round. all times.

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Retreating Using Two Weapons A character worried about his chances Everyone has a 'favoured' hand and an might want to forget about attacking his 'off-hand' and Adventurers wield their opponent and defend in full while he swords or knives or spears in their retreats. To do this he makes two favoured hands if possible. But consecutive combat rolls and if sometimes this is not possible, or the successful on either does no damage to hero may want to fight with two his opponent. If both are successful he weapons simultaneously. does, however, manage to flee the combat and find an opportunity for The Off-Hand escape! Remember that the attacker When deprived of the use of his might continue to pursue! The referee favoured hand through injury an can only allow a retreat if there is Adventurer in a tight spot will have to somewhere to retreat to. It might be resort to using his weapon in his off- jumping from a balcony, stepping hand. His aim is poor, his balance bad. through a door, jumping out of a Under such desperate conditions the window or running down some stairs - weapon may be used in defence to parry but there must be some avenue of as normal but if used to attack the escape. A fighter could not retreat when weapon offers no Combat Bonus. Such duelling in the middle of open desert, a character cannot feint either, and so for example. cannot save up combat results for later use.. Using Arms & Armour Two-Swords Flashing Weapons and armour are heavy and There may be times when a player unwieldy, requiring some considerable declares that a second weapon is being strength to use properly. An used in his character’s off-hand in Adventurer’s MIGHT rating must not addition to his primary weapon. This be less than his total Armour Rating or two-handed use looks great but is his weapon’s COMBAT bonus. difficult to do well. Assume that in one- Otherwise the Adventurer suffers a on-one combats that the weapon simply penalty to his combat attack roll equal acts as a back-up weapon and perhaps to the difference between MIGHT and helps with defence to a small degree. the heavy item. If there is more than one The real use of such a second weapon is weapon or armour type exceeding his when the Adventurer faces multiple MIGHT, then only the heaviest will be opponents. A second weapon held in the used to calculate the penalty. Do not off-hand allows an Adventurer to attack add them up. For example, an two opponents in one round, contrary Adventurer with MIGHT 2 is wearing to the rules given above that restrict him Plate Armour and Helm (AV 4) and to one attack but allow multiple defence wielding a Spear (+3), both exceed his rolls. This second weapon is wielded MIGHT - but he suffers only a -2 with a 0 COMBAT bonus, though. penalty (because the armour exceeds his

MIGHT by 2 points). If he shed the armour he would still incur a penalty of -1 for the spear.

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Using Nets & Whips In untangled he can pull it back ready for another throw. If the net-thrower is Combat using this method he can only attack his Both net and whip can be found in the entangled victim with a spear or trident arena used as nasty weapons of pain and due to the distance between the torment. combatants (the net is kept taut).

The Net The Whip When a gladiator or adventurer uses a A 2m long whip used by wagon-drivers net in combat it may or may not be used can be used to cause pain in the first in conjunction with another weapon instance, and to grab hold of things in (such as a spear or trident). A net has the second. It has a COMBAT bonus of COMBAT +0 but cannot wound +2 but only inflicts Stun damage. In someone if it’s wielder is successful in keeping with the normal damage rules, combat. Instead it catches on them, 1-3 Stuns can be inflicted immediately giving them a COMBAT penalty equal or held back as a feint. Stuns of 4 or to the difference between the winner’s more can be used to purchase useful and loser’s results. In the following Whip Moves. Besides the effects of round the entangled victim can make a these Unarmed Moves, when an MIGHT roll to untangle himself. While unarmed attacker has reduced an untangling himself he can defend with opponent’s HITS to 0, that opponent is his basic MIGHT score and cannot not killed but knocked unconscious for attack. 2d minutes.

A net-thrower who is using his net The Whip Moves (Costing 4-8 Stuns) professionally attaches the net to his are: wrist by a cord so that once his victim is

Whip Moves HITS Whip Move Effects 4 Bloody Face Stunned for 1 round

5 Pull To Ground Suffer 2 HITS and 2 Stuns; now lying on the floor

6 Disarm Drop item. Disarmed.

8 Blind Victim makes a FATE roll, and if failed is blinded for 1-6 minutes. If successful he is Stunned for 2 rounds.

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Missile Combat “Then the Rhodians, who were posted Note that although a thrown weapon at intervals in the Greek ranks, used can be cast while on the run, the sling their slings, and the archers shot their and bow must both be shot from a arrows, and no-one failed to hit a man stationary position on the ground (indeed one could hardly miss if one (ordinarily, but see the skill called tried to) ...” Parthian Shot). Xenophon, The Persian Expedition Hit by an Arrow - If hit by an arrow The use of thrown weapons, slings or that inflicts damage, the adventurer bows is handled in a slightly different must remove the arrow quickly or suffer way to hand-to-hand fighting. When an the consequences! If left in, the Adventurer wishes to use a missile adventurer suffers a penalty to all weapon his player must roll 2d, add the actions equal to the HITS it inflicted. So character’s MIGHT score and the an arrow that hit for 4 points gives that missile weapon's COMBAT Bonus to adventurer a -4 to all his combat (and achieve a result of 10 or more. other) actions. Pulling it out without medical aid or healing results in a Technical Note further 1 HIT loss. The bow is probably a composite bow made of horn, woods and sinew, Reloading common in the Desert Kingdoms. The Bows and slings can generally be used dart is the Imperial legionary's once per round and reloaded in the plumbata, a miniature arrow-length interim. Quivers carry 12 arrows, bags javelin with a nasty bladed head, lead of slingshot have a capacity of 20. weight, and fletchings. They are often carried in a leather quiver, 5 to a quiver. Melee & the Missile Weapon The javelin is a light throwing spear, When missile weapons are used in while the pilum is an Imperial javelin melee, problems arise. When an with a long iron tang and head that adds Adventurer tries to use a missile significant range and power to the weapon at very short ranges (i.e. while throw. These iron tangs bend and stick in hand-to-hand combat) he must be tight when they hit shields, rendering told that there is a minimum range of the shield useless to the enemy. Also, 3m for any missile weapon. If he wishes the pilum shaft breaks off the tang to to fire at a distant target while being prevent the missile being thrown back attacked in hand-to-hand then the at the Imperial troops. attacker only has to roll over the archer’s basic MIGHT score. Easy. Ruining The Aim Sitting target. A number of factors, as well as range, might affect an Adventurer’s aim. These Another complication is hitting a target penalties are given below: who is engaged in melee combat with a friend. The character wants to hit the Target over range -2 enemy, but not his friend. He rolls to hit Target over double range -4 at -2, and if he misses, the archer will Target in partial cover -2 hit his friend on a combat result of 8 or Target moving -1 9. The damage done will be 1d + COMBAT bonus of weapon. Ouch!

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Missile Weapons Missile Weapon Range COMBAT Bonus Bow 50m +2 Dagger, Thrown 8m +1 Dart 10m +2 Javelin 10m +3 Pilum 15m +3 Sling 50m +1 Spear, Thrown 5m +3 Stone, Thrown 10m 0

66 Z E N O B I A V RELIGION

“Hear us, you gods perfect in power; Hear us, sovereign gods and goddesses, Protectors of our country’s bulwarks: Do not betray our city Thus in the labour of battle To enemies of alien mind.” Aeschylus, The Suppliants

Life (and death) in the Desert depth description of their customs and Kingdoms is dominated by the Gods. peculiarities. These cults allow These divine beings control the destiny worshippers to be initiated and get of Mankind (so it is said), many were closer to their god. Many offer there at the creation of the world, and something better in the afterlife. others were created in human times by Adventurers can join these cults as their own heroic deeds. Priests and initiates, maybe progress to the Philosophers debate endlessly the priesthood, or alternatively the referee nature of the gods and their number. can use the cults as background for his There were originally only twelve campaign or for individual adventures. Olympians, but what about the rest of The cults given this in-depth treatment the Ionian gods? What about the gods of are: Bel-Marduk, Dushara, Jupiter Ægypt - of Chaldea - of the Decapolis? Heliopolitanus, Mithras, Sabazius, There are innumerable gods and Venus-Atargatis goddesses, and they do not require that Mankind be utterly loyal to one or the The Olympians other. Men and women worship at whatever temple or shrine they fancy, Jupiter wherever they are - for the gods are The king of the Olympian gods. Also always grateful for another sacrifice. called Jove, Jupiter Capitolinus or

Jupiter Optimus Maximus (‘IOM’ in ZENOBIA then, doesn’t give an inscriptions). He is a powerful god of exhaustive list of the deities known and sovereignty, mastery, government and worshipped in the Desert Kingdoms. victory in warfare. As a god on high he Instead we look first at The Olympians, is associated with storms, rain, tempests a family of deities worshipped across and with thunder and lightning. He the world wherever Ionians and protects the Empire from on high and Imperials have trodden. These gods are demands oaths of loyalty from its recognised by all and often syncretised diverse subjects. He is supreme judge with local divinities. Most large cities and his realm is the Heavens (Earth have temples to one or more of the belongs to his brother Neptune, the Olympians. Then we briefly survey the Underworld to his other brother Dis other Gods of the Desert Kingdoms. In Pater). the following chapter we look at a small number of very popular religions amongst travellers and Adventurers in the Desert Kingdoms, and give an in-

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Juno are dedicated to him. The great cults to The matronly wife of Jupiter, Juno is Mercury are run by the merchant associated with the sky and with the brotherhoods to whom they owe their moon. God of women and of childbirth good fortune. Gamblers too, pray to and marriage, she is rarely invoked by him. Adventurers. Her temple in the Eternal City houses the Imperial mint, since she Apollo is also goddess of banking. Juno A god of sunlight, musicians, fortune- punished many of Jupiter’s lovers, and tellers and medicine. This bold and could be said to have also embodied potent god is also the protector of jealousy. The peacock is her cult herdsmen, but it is his association with animal. the sun that is most strong. His deadly and unerring skill with the bow is Mars symbolic of rays of light. But his typical A brash god of warfare, Mars is popular symbol is the lyre. Many famous seers with Adventurers. Since early Imperial and soothsayers claim to have been legionnaries were also farmers he was a given their powers by Apollo. god of agriculture, too. Mars is invoked also for revenge. He is not a subtle god Neptune of grand strategy but an up-front The brother of Jupiter, Neptune is the believer in raw combat. god of the oceans and seas, as well as earthquakes and horses. A harsh and Vesta unrelenting god, Neptune shows his The goddess of the home and hearth. anger with floods, storms and The temple in the Eternal City houses a earthquakes. Sailors fear him. The sacred flame, the hearth fire of the symbol of Neptune is the trident. Empire, and is tended by 12 Vestal Virgins. The family and community are Venus associated with her gentle cult. Bakers The amorous goddess of love, beauty also sacrifice to her. and sex, married (in the myths) to Vulcan. She is fickle and passionate, Vulcan and prone to initiating liaisons and The god of fire, smiths and craftsmen in romances. Young lovers pray to her. general, Vulcan is a brawny, lame god. The Emperors of the Eternal City all He is also associated with volcanoes. In claim descent from Julius Caesar who myth he built many fantastic devices, claimed descent from Venus. some of which are hidden about the world in labyrinths and on remote Bacchus islands. His wife is the adulterous A god of wine, pleasure and revelry Venus. His priests are called ‘flamen’. often invoked at bars, banquets and Temples to Vulcan are kept outside city orgies. Since he is associated with wine walls since the god is associated with cultivation he represents both the the destruction of volcanoes. pleasures of wine and its darker side of mad passions and abuse. His favourite Mercury method of punishing wrong-doers is The winged messenger of the gods, through madness. His cult throw wild Mercury is also the god of thieves, orgies at which respectable women travellers and merchants. Mercury dance wildly in the countryside to the guides the spirits of the dead to the sound of raucous . underworld, and wayside marker stones

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Diana Fortuna Diana is the virgin sister of Apollo, and The goddess of fortune and good luck she is the goddess of hunting and of often called upon by gamblers in bath wildlife. As a fertility goddess she is houses across the Empire. invoked by mothers as well as more typically hunters. She has a lunar aspect and is well known as a great and deadly archer. The goddess also protects slaves, and her priests are traditionally supposed to be runaway slaves!

Minerva Along with Juno and Jupiter, one of the Capitoline triad, the central cults of the Imperial state. She is the goddess of wisdom and inventiveness, of women and the arts and crafts. Other professions looked to her, including doctors, teachers, actors, poets and students. Minerva is the armour-clad virgin daughter of Jupiter and burst, fully armed from his head. She is a warrior who fights for order, peace and Nemesis righteous causes. After her birth she The goddess of law and justice, dispensed advice to her father. Nemesis also rules over the powers of divine retribution. In some ways she is Dis Pater connected with destiny. The grim and dark god of the Underworld who rules with his wife The Muses Persephone. He has no temples and no Nine daughters of Jupiter, goddesses of organised cult. Those who wish to call music, the arts, science, dance, theatre upon him must dig pits to throw down and history. The Muses are led by their sacrifices. He is a symbol of death. Apollo. Their cult centre is the Temple of Muses (Museum) at Alexandria. Aesculapius The son of Apollo, god of Medicine and Victoria doctors. Aesculapius was in trouble Specifically a goddess of the legions with Dis Pater because he was and emperors, an embodiment of preventing the new intake of the dead victory and conquest. from arriving as they should have. Aesculapius is the healer god, a wise The Furies and beneficial deity. His temples Female demons serving the gods. include rest-houses or dormitories in Daughters of Gaea, they are monstrous which worshippers can stay overnight in hags with canine faces and black , the hope of being healed by the god. His serpent-haired and wielding long whips. main sanctuary is at Epidaurus in Ionia. They hunt down offenders and send them mad. The three Furies are not vindictive, but impartial.

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Morpheus & Somnus Hercules Two gods of sleep, often mistaken for This hero from ancient myth became a one another. Somnus rules sleep in god long ago and his fabulous feats of general, and Morpheus is the god of daring and strength are known to every dreams. living soul, for Hercules travelled far and wide. All know of his Twelve Dioscurii Labours. Today, Hercules embodies The Twins of ancient myth, Castor and endurance, fortitude, courage and Pollux, great heroes of and stamina. The god is popular amongst brothers of Helen of Troy. They are the legionnaries and other fighters, as well patrons of sailors and other travellers as travellers of many kinds. He is and are associated with hospitality as associated with lions, archery, and the well as warfare and the legions. The club. Many towns and villages in Ionia Dioscurii are also associated with an and Latium have shrines to this cult. egg-shaped cap crowned with a star, horses and St Elmo's Fire.

Gods of the Desert Atargatis The Syrian mother goddess with an Kingdoms itinerant cult of ecstatic, flagellant worshippers and eunuch priests. Ahura Mazda The chief divinity of the Persian Baal pantheon. The lord of wisdom, and A storm and weather god of Phoenicia father of Mithras, who fights the powers and the Decapolis. Every city has its of darkness led by Ahriman. own Baal, though some cults are powerful enough to have spread to other Allat cities. He is a deity of warfare, of A Saraceni deity, a mother goddess who fertility, strength and civic pride. The is symbolised by the starry sky, the bull is his symbol. heavens, and by the Morning Star in particular. Consort of Dushara. Bast Ægyptian goddess of the sun and of Amun-Ra cats, divine creatures in Ægyptian One of the chief gods of the Ægyptian society. people, an ultimate creator god. Revered by as a Bel-Marduk father. The cult once had its own line of Cosmic creator of the Chaldean High-Priest . pantheon. Powerful and omnipotent. His son is Nabu. Anubis The jackal-god of Ægypt who leads the Cybele souls of the dead to the Underworld. A The Great Mother of Asia Minor, a messenger and funerary god. mighty earth goddess commanding great respect. Her rituals are reminiscent of Artagatis and the two cults have much in common. Cybele’s priests are

70 Z E N O B I A eunuchs and parade in public dancing Ishtar and shouting, whipping themselves into The mother goddess of the Chaldean a frenzy to the sounds of wild music. pantheon, a goddess of warfare and sex This cult is also popular with women and magic. everywhere. Isis Dagon Great mother of the Ægyptian pantheon, God of the Philistines, a Baal of the a mother-figure, fertility goddess, healer oceans and general fecundity. The and miracle-worker. The cult has spread Philistine cities are on the coast, west of across the world giving hope to many. Nabataea. She resurrected her slain husband Osiris and suckled their baby king-to-be Horus.

Mithras The son of Ahura Mazda, a sun-god, lord of light of hope and endeavour. The saviour god who offers Dumuzi resurrection. Popular amongst The hero shepherd god of the Chaldeans merchants and the legions. Worshipped who died and was resurrected by Ishtar. by men only in cave-like sunken A symbol of the seasons and the temples by initiation only. resurrection of plants. In Phoenicia and the Decapolis they call him Tammuz, in Moloch Ionia and the Empire - Adonis. A little known god of Edom, east of the Dead Sea. Moloch is a brutal fire god Dushara and demands human sacrifice. Saraceni desert god of the oasis, palm tree, ivy and fruitfulness. He is the Nabu oasis, the paradise, and he is Son of the Chaldean god Bel-Marduk, worshipped as a desert rock. Nabu is a god of scribes, wisdom and knowledge. He holds the Tablets of El Destiny that record all mens’ fate. A distant god of the cosmos, a creator and father figure venerated by the Osiris Aramaeans of the Purple Towns and Great Ægyptian deity of resurrection Caravan Towns. Father of Baal. and the afterlife - symbolised by vegetation. Osiris was slain and Elgabal dismembered by his evil brother Seth The radiant sun-god of Emesa, dwelling and then resurrected by his faithful wife in a pyramidal ‘star-stone’ in the main Isis. But Osiris now reigns in the temple. A teenage high priest of the cult Underworld and is worshipped by was once proclaimed emperor (971 people across the world as a saviour AUC) and took the stone of Elgabal to god. His son, Horus, became the king of the Eternal City with him. The cults the world. wild sexual excesses were not popular and the Imperials did away with the self-titled emperor Elagabalus.

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Sabazius Tanith Orgiastic god from the Taurus A Phoenician goddess of war and love, Mountains, a god of pleasure, wine, she represents the passions of sexual promiscuity, fertility and life humankind. She is often said to be the after death. Without great public consort of Baal. temples, worshipped in private homes. Thoth Shamash The Ægyptian god of knowledge and The Chaldean god of the sun, a god of writing, symbolised by the baboon and judgement and truth. the ibis. Known by Ionian scholars and philosophers as Hermes Trismegistus - Sin a legendary and powerful magician. The Chaldean god of the Moon.

Using FATE Recovering FATE Points To recover FATE points lost through

appeals to the gods, an adventurer can “Children, offer your prayers, with make a sacrifice to any god. The sacrifice and libation.” sacrifice (typically a sheep) must be made at a recognised temple of the god Aeschylus, The Suppliants and be conducted by a priest of the cult. The cost of such a sacrifice will usually FATE can be used to resolve some be 25 denarii. Once completed (an hour incident that relies on luck, fate and the long ritual is common) the adventurer’s unknown ‘will of the gods’. Leaping a FATE attribute is restored to its original chasm, surviving poison, spotting an level. If the adventurer is in disfavour ambush in the desert - all are dependant with a god or temple then he cannot on a FATE roll. Roll 2d and add the approach any of that cult’s temples to FATE attribute - on a 10 or more the carry out a sacrifice. attempt succeeds.

Calling on the Gods The Gods Reward FATE can also be used to call on the It is common for inhabitants of the gods for divine aid. A prayer uttered in Desert Kingdoms to give thanks to the an instant to a deity can result in an gods following a successful expedition, action succeeding automatically. journey or experience of any nature. However the adventurer’s FATE This display of gratitude usually takes attribute is then temporarily lowered by the form of a stone stele (carved marker 1 point. In addition, only non-combat stone) dedicated to the god and both actions can be rendered automatic in purchased at and deposited at one of the this way. When FATE reaches 1 the god’s temples. Anyone can dedicate a adventurer cannot make anymore stele, the character need not be an further appeals. initiate of the cult. The character must pay the temple 1000 denarii for this service.

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In game terms the god (in the form of Learn a New Priestly Ritual - To learn the referee) bestows on the character a new priestly ritual and advance further wisdom and experience relating to the into a cult, the player needs to spend 2 adventure or scenario just played out - Experience Points. whatever the outcome. The creation of the stele requires three days, and the Learn a New Magician’s or dedication a one hour ritual, led by a Philosopher’s Power - To learn a new priest of the temple. At the conclusion magic power, the player needs to spend of the ritual the character gains 1 2 Experience Points. Experience Point. The referee actually awards the Experience Point at the end Fighting Spirits of the adventure if he believes the A spirit is a non-physical being, often characters have earned it, and the the insubstantial remains of a dead Adventurers receive the Experience person. Most spirits travel to the Point by dedicating a stone stele. Otherworld once separated from their dead body. Some remain behind as ghosts. Ghosts are mysterious beings, only partly existent in this world and terrifying to any mortal. And then there are demons. Demons are supernatural entities, minor godlings trapped on this world since Creation and intent on causing agony, chaos and death to humankind. Like spirits they are insubstantial, but they are much more An Experience Point can be spent powerful. All are rated with the immediately to improve a character, or attributes of FATE, HITS and can be saved and used to better effect TERROR. FATE is used when later. Experience Points can be used in attacking victims (just as MIGHT is the following ways: used in more physical combats), HITS are used to measure 'life force', and Increase an Attribute - To increase an TERROR is used even before combat is Attribute (other than HITS) by 1 point, joined to scare and terrify a victim the player needs to spend a number of according to the Sanity rules in Chapter Experience points equal to the VIII. Check TERROR when a spirit is character’s current Attribute value. first encountered, and then go on to MIGHT, FATE, CRAFT, and spirit combat using FATE should a LEARNING can all be increased in this spirit so wish. way. A spirit, ghost or demon can attack a Increase HITS - To increase the HITS person at will, all the person can do is score by 1 point, the player needs to try to fend-off such an attack. Fleeing is spend 1 Experience Point. only of use against a ghost that haunts a particular location. When an adventurer Learn a New Skill - To learn a new is engaged in spirit combat against such skill, a player needs to spend 3 a being, he makes a FATE roll. If Experience Points. See the 'Resolving successful he inflicts 1d6 Stun damage Actions' chapter. on the spirit’s HITS score (see Unarmed Combat). If unsuccessful then the spirit

73 Z E N O B I A inflicts 1d6 Stun points on the +1 per 100 denarii donated (maximum adventurer. A spirit at 0 HITS vanishes of +4 gained in this way). to reappear at some later date. An adventurer who is reduced to 0 HITS by The benefits of initiation include: a non-corporeal being suffers a variety of effects depending on the nature of the 1 - Board and Succour spirit that attacked him. A spirit from The initiate can seek temporary shelter the Otherworld seeks to return to that and food at any of the cult’s temples. place as soon as possible and will leave the adventurer for dead. A ghost may 2 - Use of Cult Amulets have uses for the adventurer and might Initiates can purchase a cult amulet that possess the body when it wakes, in can carry a number of sacrifice order to carry out its campaign of ‘charges’ to be used away from the deception. Demons each have their own temple. individual powers and will possess an adventurer and then inflict their awful 3 - Favours curse upon him. Some inflict disease, An initiate who travels around can carry some madness, some agonising pains, out a favour for one cult temple and others inflict psychological illnesses. then request a favour in return at Some examples of spirits follow: another temple (or the same temple, it doesn't matter). A favour requested will Minor Ghost be well matched in proportion to the FATE 2 HITS 4 Terror 2 favour the character initially did for the cult. Ghost of an Ægyptian Pharaoh FATE 8 HITS 12 Terror 4 4 - Banking Many temples have funds and Demon of Disease resources. The initiate can deposit FATE 3 HITS 6 Terror 3 treasure or coinage at one temple and quite easily request a sum of money up Initiates to that value from any other temple. The god is all-knowing and priests can Some worshippers make a further easily detect a fraud or trickster. commitment to a god and become Alternatively, the initiate can borrow a initiates. An initiate devotes his life to sum of money up to 100x his FATE the service of a god and that god’s score at zero interest. allies. Usually initiation involves passing some sort of test to enter the Cult Amulets: A faithful worshipper temple staff, followed by service within can purchase an amulet from a temple the temple as an attendant, musician or that is crafted in the shape of the god’s singer. This service is not full-time, and holy symbol. Normal sacrifices can be initiates work for set periods throughout made in the presence of the amulet and the year (usually one week in four - the ‘charge’ that would normally restore amounting to three months of temple the worshipper’s FATE is stored within duties). An initiate follows the likes and the amulet. This can be done a number dislikes of his cult, obeys any priests of of times until the amulet has a the cult and must aid a fellow initiate maximum of 8 ‘charges’ in it. To make unless ordered otherwise by his priest. use of a ‘charge’ the worshipper spends The initiation test can be abstracted by one round clutching the amulet and making a FATE roll, with an additional reciting a prayer to the god. Other

74 Z E N O B I A people can use these charges if the to hear the voice of the dead, and the worshipper wishes to give the amulet voice of the god. These magicians are away, or sell it. Amulets are useful to priests and their magical staffs must those who travel and cannot always get conform to a set type determined by the to a temple. Amulets purchased from nature of the god (see the sample cults the temple typically cost 50 denarii. If at the end of this chapter). Other priests more than one amulet is owned by a have no need of such a staff, other than worshipper, none will work. as a symbol of office.

Entering a Priesthood Priestly Rituals An Adventurer may want to join a cult To perform a priestly ritual, a priest as a priest. A priest is a full-time must be ‘pure’ and in favour with his permanent worshipper of one particular god. If he performs the ritual within the god. He is a learned man with the temple it succeeds automatically. If it is ability to cast certain powerful rituals performed outside of the temple on his god’s behalf. Many priests go out precinct then the priest must make a into the world to further their god’s and FATE roll for it to succeed. Rituals take their temple’s aims. Most priests try to about an hour to perform and require live according to their deity’s own life concentration and much gesticulation and to emulate it. and chanting of formulae. Like powers, rituals cost the priest a number of HIT To become a priest a candidate must points. have been an initiate in good standing for at least three months and also donate 2500 denarii in ornate goods as a The five rituals are: sacrifice. He must also pass a test. This test varies from cult to cult, but will often involve some journey, some Divination (cost 1 HIT) - Through the physical test or hardship or a test of use of this ritual the priest can divine loyalty. Once completed satisfactorily, the thought of the gods. One question the candidate is ordained as a junior can be asked of the god, although in priest of the god. Temple priests must ZENOBIA, no god can see into the be able to read and write (exactly which future. Questions must refer to the language depends on the individual present or the past. There are a number temple). This means that every of different divination rituals used by candidate must first have LEARNING the cults, and the diviner will attempt of 2 or more. Once the adventurer has the one preferred by his cult. The most become a priest, he cannot sacrifice to common two forms of Divination are: any other deity but his own. However Haruspication and Dream Reading. he does enjoy all of the benefits of the Haruspication can be performed initiate (see above) as well as the ability whereby the liver and entrails of a to carry out cult rituals. He begins with sacrificed sheep are inspected and the one ritual - Sacrifice, and must gain god’s reply comes in the form of a yes knowledge of the other rituals through or no answer. the use of Experience Points. Alternatively the priest can perform a The Staff of a Priest: Many cults Dream-reading which involves welcome magicians into their ranks as sleeping on the question, and the god skilled spiritualists and mediums, able reveals his answer in the form of a lucid

75 Z E N O B I A dream or vision . Both methods have to row faster, and he suddenly drops their uses. Dream interpretation is a dead. You are forced to take the oars highly sophisticated and important yourself, and spend eternity rowing the aspect of life in the Desert Kingdoms. solar barge across the heavens’. The interpreter is a priest who was Looking at the adventure will also make sometimes able to call for a dream sent this dream’s message clear. by the gods, or to call for a dream to be sent to an initiate of the religion. For Have one dream ready for each speed of play (and general playability) adventure and recite the dream to any these dreams are ‘shadows’ of what who have a prophetic dream while might come to pass. The referee decides engaged in the adventure - it can be the on some event involving the character same dream, which makes it more in the current adventure which is likely vivid, more symbolic. To create a to pass and relates it to the player. The prophetic dream consider your player is thus forewarned and can avoid adventure, the tricks, traps, deceits and repeating those actions if he desires. complications. Think of one which could benefit from a coded warning. But there is a more sophisticated and Turn it into a list of its basic parts and more atmospheric method of dream rewrite them with the inclusion of the prediction which the referee can use in player character and some other ‘props’. his games. In this the dreams have a Disguise people with animals and facets mythic, symbolic quality about them, of nature. Remember to use the revealing much if the player can elements of life of the Desert Kingdoms decipher their meaning. The referee to the full! must create one (or more, if desired) dream for an adventure before it is run. For example, an adventure might This dream will be a clue the players contain a scene in which a local thief is might use. going to show the Adventurers some stolen treasures, but betrays them and For example, the final scene from the ambushes them with his friends. introductory adventure, ‘Valley of the Basically, a dark ally offers wealth, but ’ can be used to illustrate the instead betrays. Try: ‘You stumble concept. The dream could refer to an through the desert, half blind and evil sorcerer and his attempts to kill the almost dead, and see tracks, the tracks phoenix. The dream might run: ‘You are of some animal leading to a waterhole. hunting a crane in the reed swamps of You follow in desperation, dying of the Nile delta when suddenly a black thirst. As you emerge over a low rocky panther leaps from a thicket and ridge you see the waterhole but dry and devours the crane. As it turns to you, it bare with lots of animal skeletons. The howls in pain, and the crane bursts its footprints were of a crafty hyena which way out of ’s belly, ripping laid in wait for you and attacks with the beast in two ...’. Looking at the others from its pack! ’. This method is ending of the adventure will make this purely optional, and should be used dream’s message clear. Similarly the only when the referee is confident encounter with the Guardian of Ra enough in himself to be able to create might be foreshadowed in a warning suitable prophetic dreams. dream: ‘You are the passenger of a river barge, the solar barge of the god Holy Healing (cost 1 HIT): The priest Ra as it passes through the heavens. can ask his god, through this ritual, to One man pulls the oars - you whip him heal a friend or colleague. If the god is

76 Z E N O B I A known as a healing god, he will Many animals are of limited eradicate any disease or affliction and intelligence however, unless they restore the patient to full HIT points. If are sacred individuals uplifted in not then the most the god can do is intelligence by the god. The ritual restore 6 HIT points. A patient can only takes only one minute to perform. be so blessed by a god once per day.

· Call Animal (cost 2 HITS): The Purification (cost 1-3 HITS): The priest priest can summon an animal of the can purify himself (cost 1 pt), other cult to aid him. The animal will do people (2 pts), or even places (3 pts) what it can to help the priest once with this ritual. He often uses holy called, but is limited by its very water that he must first bless. Only a nature. The ritual takes 10 minutes purified person may enter a temple or to perform. other holy area without incurring the wrath of the god. The ritual also imbues a person with an aura of divine · Shapechange (cost 3 HITS): The protection. A purified person is immune priest can change himself into a to attacks from demons and spirits as proud and powerful specimen of the cult’s favoured species. He well as the magical powers used by retains his intelligence, memory magicians or monsters. Places that are and personality, but his clothing purified are protected by an invisible and equipment magically vanish ward or barrier that prevents spirits and until the priest returns to normal. A demons as well as hostile magic from transformed animal cannot speak passing across. By ‘place’ an area human languages or use human roughly 5m square is meant. tools. The ritual takes ten minutes Purification will only last till sun-down and lasts up to 3 hours. or sun-up, whichever comes first. Sacrifice (cost 1 HIT): The priest can Sacred Animal (cost 1-3 HITS): This is perform a sacrifice at a cult altar, taking essentially three rituals in one, all of the life of a sheep or goat with a ritual which allow the priest to interact with knife and burning the remains as an the favoured or ‘holy’ creatures of the offering to the god. Worshippers pay 25 cult, animals favoured by the god. denarii for this service. It does mean Jupiter, for example, holds the eagle to that the priest can perform his own be a sacred animal, Thoth the baboon. sacrifices and need not approach another priest to perform them for him. He may also build a temporary altar and sacrifice to his god wherever he desires · Speak To Animal (cost 1 HIT): (but must roll FATE for the ritual to The priest can understand the succeed). Such an altar can only be used beast’s speech and speak a rough once. approximation of that tongue.

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VI CULTS OF THE REGION

The Anointed One Cult Centres Hierosolyma, Tarsus, Antioch, Cyrene, (also: Jesus, Christ, the Saviour, the the Eternal City. Lamb of God)

The Son of God, Promising an Eternal Associations Afterlife Small statuettes of the Anointed One depict him nailed to the cross, a long- haired bearded man in his 30s. He appears calm and serene. The symbol of the cult is the , the cross upon which the Anointed One was crucified. The sign of the fish is often used by cult members as a covert symbol of recognition. Palm leaves are also a symbol of the cult. Nature of the God

The Anointed One is essentially a god Cult Practices of love, forgiveness and tolerance. In The cult meets weekly in secret on Sun fact he is recognised not as a god, but as Day, often in local caves or cellars the son of a god called the Nameless hidden from view. The symbol of the One, and as such worshipped separately fish is commonly drawn in the sand by - almost as a channel to reach the ear of visiting cultists to gain access to that god. The Anointed One was meetings. A candle is lit at the start of heralded in Solyman culture long before each meeting, and this ceremony has he arrived in the flesh, three hundred now taken on a magical significance, years ago. He was born as a mortal baby symbol of hope and comfort. There are in a dusty Solyman village and grew up no animal sacrifices, only prayer, as a follower of the Nameless One ("my liturgies and sermons. The Mass is a father"). regular ceremony that recreates the

Anointed One's Last Supper with his Given the name 'Jesus', he became a loyal cult followers, prior to his own magician who preached messages of execution. In the ceremony members of love, kindness and self-sacrifice, while the cult drink the blood of Christ (red also railing against debts and the wine) and eat the flesh of Christ (bread). economic forces of the Imperium. The If the rumours of the Empire are to be priests of the Nameless One were allies believed the Christians actually eat real of the Imperium and saw this man as a human flesh and drink human blood. danger to be eliminated. With Imperial approval (for the Empire held sway in Initiate Membership Solyma in that age) they crucified him. The cult is a flourishing religion, but a After his death, the magician Jesus is clandestine one. It is most popular reputed to have walked again on earth amongst the poor, amongst slaves, before joining his father in heaven. As women and the oppressed. Still, such, the Anointed One represents Christians from a wide variety of resurrection and hope. backgrounds congregate in secret,

78 Z E N O B I A soldiers, Imperial officials, scribes and Preferred Staff Type so on. Initiates take turns to read the Shepherd's Crook writings of Jesus' companions (if they can read), or to lead prayers. There is no Preferred Animal Familiar formal structure at this level. None

Status & Role of Priesthood Preferred Amulet Priests of the cult are those individuals Simple cross fashioned from wood who show inspired leadership, and are able to provide the meeting with hope, Allied Cults light and safety. Slaves are as likely to None be priests as wealthy councillors. Women are not eligible for priesthood. Large cities with several Christian Bel-Marduk meeting houses are co-ordinated by a (also: Bel, Bol, Belos) high priest (bishop). These bishops regularly communicate with one A god of supreme cosmic power, knowledge another, and sometimes even meet in and the universal laws. person if the political conditions are favourable. The bishops pay deference to the bishop of the Eternal City, since Nature of the God the first bishop of the cult (Simon Peter) had his meeting house here before he was executed by the Empire.

The cult is generally hated and despised by almost everyone. The Solymans deny the divine nature of Jesus and Bel-Marduk was the oldest son of Ea, consider the cult a betrayal of the wise Lord of the Apsu (the Nameless One. The Emperor often Subterranean Waters). He came from outlaws the cult and carries out the Apsu and originally personified the massacres of Christians because the cult fertilising action of the waters; it was he refuses to pay him homage or recognise who made plants grow and grain ripen. the protective gods of the Empire. He thus was an agricultural deity as his Without this recognition, the Olympian symbol, the spade, shows. His fortunes gods will bring down their wrath upon grew with the greatness of Babylon, the the Empire. In addition, suspicion is rife city of his choice, and finally he that these cultists kill, dismember and occupied the first place among the gods. eat one of their 'flock' at ritual meals He had, moreover, attained his position and drink that victim's blood. Since the through right of conquest. cultists also call one another 'brother' and 'sister', it is widely believed that the After the failure of Anu and Ea to Christians practice incest. Whether any thwart the goddess of chaos, Tiamat, of this is true is up to the referee. Bel-Marduk dared to face her. Tiamat had created a legion of monsters to be led by her husband, a prince of Preferred Divination darkness, called Kingu. As his seal of The Word of God received after a day authority Kingu had been awarded the of fasting and sleep deprivation while Tablets of Destiny by Tiamat. Her out in the wilds. ultimate goal was to destroy the gods.

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Ea summoned Bel-Marduk, ‘the son into the infernal regions. Returning to who makes his heart swell’, and bade Tiamat he split her skull and cut the him to do battle with Tiamat. Bel- arteries. As he contemplated the Marduk accepted, but first insisted that monstrous corpse he ‘conceived works the assembled gods should confer on of art’. He clove the body ‘like a fish him supreme authority. The gods into its two parts’. From one half he consented and after holding a great fashioned the vault of the heavens, from banquet they prepared a princely the other the solid earth. Her breasts dwelling for him. They acknowledged formed mountains, the Tigris and his rule over all the world and accorded Euphrates flowed from her eyes, her him the and the throne. spittle became the clouds in the sky. That done he organised the world. He Thus invested Bel-Marduk took in his constructed a dwelling place for the right hand a bow, fixed a string, hung a great gods in the sky and installed the quiver by his side, set lightning before stars which were their image. Thus the him and made a net in which to earth was formed, and ‘in order that the entangle Tiamat. He loosed the winds gods should live in a world to rejoice which he posted beside him; then, their hearts’ Bel-Marduk created taking his chief weapon, the hurricane, humanity from the blood of Kingu. he mounted his chariot - a terrifying After his ordeal, the gods awarded Bel- tempest - which was drawn by four Marduk fifty titles, each of which dragons. They rose up, Tiamat and Bel- corresponded to a divine attribute. The Marduk, among the gods. The Epic of wife of Bel-Marduk is Sarpanitu and Creation tells us: their son is the wise god Nabu.

They marched to war, they drew near to Cult Centres give battle. The modern centre of the cult is the The Lord spread out his net and caught her desert city of Palmyra - there a vast in it. temple complex has been constructed in The evil wind which followed him, he the god’s honour, a fabulous edifice and loosed it in her face. an enduring monument to the human She opened her mouth, Tiamat, to swallow him. spirit of faith and religious devotion. He drove in the evil wind so that she could The Palmyrene people, of mixed not close her lips. Saraceni-Aramaean stock, have always The terrible winds filled her belly. Her been traders and middlemen, their heart was seized, wealthy caravans wending across desert She held her mouth wide open. and steppe to link up the world’s He let fly an arrow, it pierced her belly. greatest cultures. As such they have Her inner parts he clove, he split her heart. always been open to outside influences. He rendered her powerless and destroyed The cult of Bel-Marduk came from the her life. East, from the ancient civilisation of He felled her body and stood upright on it. Chaldea. Centuries earlier, before the

rise of the Empire, the cult centre lay at The death of Tiamat spread confusion the Chaldean capital of Babylon, the amongst her army of demons They fled greatest and most powerful city to ever in disorder to save themselves and some exist. But Babylon long ago fell into found refuge in the hidden corners of disuse, bypassed by trade routes and creation. The rest Bel-Marduk swept up caravans. Today the sand-choked ruins in his net and took them all prisoner. of Babylon still stand on the edge of the With Kingu he threw them in chains desert by the river Euphrates, and the

80 Z E N O B I A majestic ziggurat and temple precinct to waters of the Apsu. As the supreme Bel-Marduk lies broken and lifeless. ruler, Bel-Marduk has authority over the passions and plans of humans. Amongst the Palmyrenes the cult is pre- Through his son Nabu (who holds the eminent, and Palmyra is a holy city, Tablets of Destiny) Bel-Marduk can dedicated to the god. But the influence control the fate of any individual. He of the cult is great, its history long and also embodies judgement and divine its legacy powerful. The inhabitants of wisdom. The symbols of Bel-Marduk Mesopotamia (now under the are the triangular Mesopotamian spade government of the Persian kingdom) and the dragon. still revere Bel-Marduk, holding him and his cult in great estimation. Cult Practices Practically every Mesopotamian city The greatest holy day of the cult is New has raised a temple of some size to the Year’s Day (on the spring equinox) god. The cult has also spread out from when the statue of Bel-Marduk is the desert staging post of Palmyra into carried solemnly through the immense Osrhoene and the Kingdoms of the crowd out of the temple in Palmyra and Taurus. It is perhaps the most out of the city to a temple in the country widespread of the Eastern cults. As called the Akitu. Here it remains for Belos, Bel-Marduk is actively several days. The spring barley harvest worshipped at a great temple at is celebrated, episodes from the god’s Apamea. life are enacted, and the queen of Palmyra herself is forced by duty to The cult is politically powerful. receive investiture from Bel-Marduk Wherever rulers rule in the shadow of a (known as ‘taking Bel by the hand’). Bel-Marduk temple, that temple must These festivals last ten days. The ritual be consulted and addressed by the of this ceremony comprises prayers actual or would-be king. Often he will chanted by the priests, magical hold the post of priest or arch-priest of ceremonies, purifications and sacrifices. the cult. As usual, there is no grand organisation, but when priests of Bel- Initiate Membership Marduk gather irregularly, those of Initiates of Bel-Marduk are generally Palmyra hold precedence over their Eastern men and women who long to be cousins. connected with the ‘ultimate being’. Palmyrians think of Bel-Marduk in Associations much the same way as inhabitants of the Bel-Marduk is considered to be the Empire think of Saturn. Both master of the cosmos and time by those acknowledge the power and divine who worship him in the East. He is might of Jupiter Heliopolitanus, but also often worshipped with two companions, recognise a ‘higher being’ that came Iarhibol (the Sun) and (the before. Moon). Bel-Marduk appears as a mature clean shaven man wearing the Bel encompasses everything, he is the armour and uniform of a legionary world and everything in it, he is commander. His divine nature thought, speech, memory and action. encompasses many things. As a god of All that IS is Bel-Marduk. A huge creation he has power over all life. He is number of Palmyrenes and others a healer and a destroyer. He embodies worship the god. Soldiers, traders and of the winds and tempests of the air, and other travellers show a preference for also the fertility provided by the fresh- Bel or his ambassador Malakbel

81 Z E N O B I A because they known that the god ‘is depicted shaking hands in front of a everywhere - is everything’. cypress tree. The two gods are commonly worshipped together Status & Role of Priesthood wherever Palmyrene soldiers are The priests of Bel are known by the title stationed together, whether in the East Themes (‘Servant’). They are or the multitudinous provinces of the traditionally clad in long white robes Empire. and wear tall conical mitre hats, also white. Like initiates, priests of Bel are Iarhibol (Master of the Months): often well travelled and ‘worldly-wise’. Iarhibol has a radiate crown of light on The wealth of worldly knowledge is his statues, making him the open to them and they revere that equivalent of the Sun. knowledge. Every Themes is a scribe and cultured individual, but many have Malakbel (Angel of Bel): Malakbel has practical experience as travellers, rays of light on his statuary, much like caravan leaders, mercenary captains, Iarhibol. Malakbel is rarely depicted merchants or diplomats. Since Bel- wearing a cuirass, he is more commonly Marduk IS the very machinery of the shown in Persian garb. He is the holy universe, his priests seek to find out messenger of Bel and a trusted mediator how that machinery works. They are of God. As a mediator, he has some collectors of strange facts, information, status in the cult of Bel. Since Bel is knowledge of every kind. often considered to be a great and universal, though invisible deity, Preferred Divination Malakbel sometimes tends to supplant At Apamea, Belos, known as the Ruler him as the visible image of that god, of Fortune, has a famous oracle much as the Christians revere Christ as attended by hundreds of pilgrims every much as, or more than, his master, the week. The preferred divination method Lord. Malakbel is often conflated with of Bel-Marduk is astrology, since the the god Mercury, but also has a role as a stars reveal the machinery of the ‘good shepherd’ and herdsman, a universe in motion. protector of flocks who was born of a tree. Preferred Staff Type Cedar wood staff topped with a lunar Nabu: Nabu is the Chaldean scribe god crescent and a solar disk. and the divine scribe of destinies. As Preferred Animal Familiar such he is also revered by all those in Hawk the Desert Kingdoms who have scribal training. Because so much learning is Preferred Amulet transmitted through the art of writing, Triangular-headed spade or hoe amulet Nabu is also a very wise god, a god who knows many things. Not only is Nabu a Allied Cults devoted son, he is Marduk’s closest minister and advisor. On the day when Aglibol (Calf of Bel): Depicted as a destinies are determined by the gods, it lunar god with a crescent behind his is Nabu who faithfully transcribes their head. Power of plant growth and decisions on the Tablets of Destiny (the fecundity is his. His brother is Dup Shimati). But this role did not Malakbel, the servant and holy mark him simply as the scribe of the messenger of the cult, and they are often gods, at the god’s beck and call. Nabu worshipped together, and sometimes could increase or diminish the number

82 Z E N O B I A of days allotted to any mortal, this gives cistern of the Nabataeans is a shrine to the god his real power. As a judge over Dushara. life and death, Nabu is also a stern judgement figure - a god that can be “Beyond the desert of life awaits a appealed to for judgement and for heavenly oasis” decision-making. Nabu is also, by virtue of his skills, a messenger and herald. Cult Centres The Great High Place of the cult is the Dushara summit of Jebel esh-Sharat, outside Petra. Within Petra the grandiose (also: Master of Sharay, Dushrat, Theos temple to Dushara stands under the Ares) glowering Ummn al-Biyara rock. His

A god of toughness and survival, of other temples and shrines are rarely mountains, desert and oases . anything more than shaped holy stones standing defiantly up against the sky on ridges, cliffs, boulders or mountains. Sometimes a simple but enigmatic face stares out of these holy rocks, and the priests swear to the god that no mortal hand carved those faces. Some temples are found in towns and cities and do enjoy the presence of temples, ritual and cult.

Associations The vine - a plant of great vitality and energy but also a great survivor. Dushara is also associated with the date palm, one of the few trees in the desert to bear fruit. Finally, the phoenix bird in all its mythical glory is often seen as a symbol of the cult. Nature of the God Dushara is essentially a sun god who Cult Practices descends to the mortal realm via desert The cult worships not at traditional mountains. In this way he is linked to altars, but at black, square stone blocks those mountains and they are sacred. He (betyls), often placed in a decorated is the son of a virgin goddess named rock-cut niche. The holy stones are over Khaaba and was born on 25th a metre high and well under a metre December. Dushara is not depicted or across. Those betyls in city temples are even thought of as being in human form often ornately presented, sometimes - he is elemental, a force of nature. The standing on golden bases. Otherwise the deity has never appeared to humans and cult rituals are conducted in the open is far from human perception. Dushara air, high up on summits and cliff-tops. is also a god of wine and the vine, of Animals are sacrificed, incense is burnt growth and plants. He is life and and smoke rises up to the sunlight that survival in tough situations - he IS the IS Dushara. life bringer. Water is sacred to such a desert god and every underground

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Initiate Membership Imperials know him as Jupiter Helios. The initiate must survive a harsh desert His realm extends beyond the sky to the survival test. Those who do not return cycle of vegetation and the seasons, as are not found worthy. well as to warfare and the endless wars of men. It wasn’t long before the god Status & Role of Priesthood usurped the powers of lesser deities and The priests of Dushara do not have proclaimed himself the master of the greater status than other men. They universe. Jupiter Helios grants victory prefer a simple life without wealth or to the faithful and protects the army. As ostentation. They dress as others dress. the absolute sovereign he is master of Priests of Dushara do not drink wine Time, and his cyclic phases are marked and are bound by the cult rules not to by the stars. live or sleep within a building. For the priest of Dushara a tent is his home, “Strength and honour in this life” even if he lives within a city. Cult Centres Preferred Divination The cult of Jupiter Helios stretches from Lithomancy - the casting of holy stones. the borders of Persia into the heart of the Empire. But the cult centre is at Preferred Staff Type Heliopolis (‘Sun-City’) in the Palm-wood staff carved with ivy leaves mountains of Phoenicia. This city is and capped with gold. utterly dominated by the vast classical temple of Jupiter Helios. Another strong Preferred Animal Familiar centre is the town of Doliche in the Camel Taurus Mountains further north. Other cult centres exist at Beirutus and Preferred Amulet Damascus. But the cult thrives Flat stone from a holy mountain, with wherever military men congregate. The the carving of Dushara’s holy face cult has spread to the Eternal City. The inscribed onto it. Emperor Gallienus is said to be a Allied Cults ‘comrade’. Allat - Allat is his consort, also known to the Saracens as al-Uzza. She is seen Associations in the sky as the Morning Star, a symbol Statues of Jupiter Helios are of the heavens in general. A gushing uncompromisingly military statements. spring sacred to Allat is found just The god is clad in the plate cuirass of a outside Petra. legionary general - a war god of power and invincibility. He is often depicted wearing a horned tiara. Other associations include a double-bladed Jupiter Heliopolitanus axe and thunderbolt. His foot rests on a (also: Baal-Hadad, Jupiter Dolichenus) bull. Sun and Moon are part of his

The absolute master of the heavens - bringer symbology and these stress another of strength and victory aspect of the god - eternity.

Nature of the God Cult Practices Jupiter Heliopolitanus (‘Helios’) is the The cult is well organised, as you would absolute master of the heavens, a sky expect from an organisation that is so god of immense power. His ancient cult closely tied to the military. In each was known as Baal-Hadad, but the kingdom or Imperial province, the cult

84 Z E N O B I A is headed by a Provincial Council, Preferred Staff Type which is a meeting of the cult’s high Oak-staff topped with a miniature priests in that area. Many other temples double-bladed axe. have an active life in the town in which they are situated with festivals and Preferred Animal Familiar parades. The priests of Jupiter Eagle or other bird of prey, bull restrict these parades to the temple precinct, retaining an aura of secrecy. Preferred Amulet There is a closeness amongst the cult Circular bronze sun disk inscribed with members and they always refer to one a lightning flash or spear point. The another as ‘comrade’. Banquets form reverse typically shows a soldier the high point of cult ritual. The sacrificing at an altar. sacrificial victim is eaten, and often this victim is a bull. The animal is butchered Allied Cults on a stone table and served up in a Atargatis, the consort of Jupiter Helos; special dining room (triclinium) the Dioscuri; Hercules; Mithras. attached to every temple, complete with plunge pool for ritual purification before the meal is joined. The skulls of Mithras these honoured bulls are displayed on (also: Lord of Light, The Unconquered the temple walls. Sun, The Bull-Slayer)

Initiate Membership A god of light, life and salvation, of courage, There are various initiatory ranks that a endurance and toughness ‘comrade’ can complete. In ascending order they are: Comrade, Hero, Nature of the God Diomedes, Achilles, Hercules. Hercules Mithras is a mighty Persian god, a solar is a son of Jupiter Helios. To become god born of the Generative Rock. He initiated, and to reach higher ranks, the was ordered by his father, Ahura Mazda candidate must prove his skill in battle. - Lord of All, to hunt down and slay the Typically the cult pits the candidate bull Silvanus, the Bull of Life. Only by against a prisoner of war bought by the doing this could evil be pushed back cult for that purpose and they fight in a and the world filled with life. Demon tiny sand-covered arena within the servants of Ahriman the Dark One tried temple precinct. The slave goes free if to stop him, but his faithful hound kept he wins. them at bay. The sacrifice took place in a sacred cave, the Cave of Mithras. The Status & Role of Priesthood entire basis for Mithraism is the dualism Aspirants to the priesthood must be a of Light and Darkness, the eternal fight Diomedes or higher and take jobs as between Good and Evil. When Mithras assistants to priests before they can be had captured the bull he dragged it into ordained. The high priest has two such the cave and against his wishes he slew assistants (given the honorary titles of it. Many statues and paintings preserve Castor and Pollux).The priests wear a this moment, often with the Sun and long-sleeved garment, desert fashion Moon flanking the struggle, sometimes and an Eastern-style tiara. Every priest along with the two torch-bearers, is called an Aquila (‘Eagle’). Cautes and Cautopates.

Preferred Divination The death of the sacred bull allowed all Dream Interpretation life to flourish, including the first

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Associations Mithras is depicted as an athletic youth clad in baggy Persian pants, a long- sleeved tunic, a short cloak and a Phrygian cap. Above his altars stand a set-piece carving of Mithras straddling the Bull of Life and plunging a dagger into its neck. From the cut flows blood as a form of vegetation, and the evil Ant, Scorpion and Snake try to stop the killing. The loyal dog of Mithras is often helping him.

Cult Practices human couple. Mithras protected them The temples of Mithras (Mithraeum) are from the ravages of Ahriman and then tiny underground cellars, often made ready to depart the mortal world. especially built and housing less than 50 He brought together his disciples, people. Each one resembles the Cave of Cautes and Cautopates, and ate a Mithras and is decorated with plaster celebratory Last Supper. This event is rock facades as if it were a real cave. A remembered in Mithraism by a ritual porch allows access and initiates the meal of bread and wine. Then Mithras space to change. Long benches line the ascended to heaven in the Sun God's sides of the tiny room, and at the far end chariot and from heaven he continues to stands a statue of Mithras wrestling watch over his followers. Some with the sacred bull flanked on either accounts tell of his eventual return to side by his retainers, the Dadiphori. destroy the world in fire and lead the These torch-bearers accompany Mithras faithful to heaven. As light and life, in much of the cult's artwork. Reliefs Mithras is responsible for the cosmos, and altars also decorate the end of the he is order, goodness, victory. He is a Mithraeum and the room is filled with doer and a saviour. The blood of the the sweet smell of pine-cone incense. bull was fertility itself, and Persians Mithraism actually practices baptism harvest a plant that bleeds this holy and the members eat a sacramental blood - Haoma. Soldiers everywhere meal. Other ritual acts include the admire his steadfastness, courage and imitation of animals sacred to the god - martial duty. initiates flap their arms like the raven and growl like lions. Costumes and “We must get through dark times with masks are worn according to the grade fortitude and faith” of the initiate. Some of the ceremonies end with the sacrifice of a bull to the Cult Centres god. Much as Mithras enriched the The great centres of Mithraic worship world with the life-giving fertility of the are Artaxata (the Armenian capital), and dying bull, so too his worshippers kill a Arsakia (a Persian administrative bull, not for the benefit of the god, but capital). Tarsus in Cilicia is also a great for the benefit of Mankind. centre for the cult - it is the city from which Mithras burst out from the Desert Kingdoms into the West. The Mithraic aspect of sacrifice and asceticism appeals to soldiers, and much of Mithraism mirrors army life.

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With its emphasis on austerity, toil and Bloody swords are reported and struggle the cult speaks directly to the depicted, to be used in a ritualised mock tough legionary. He can identify with its murder. The pit is also used for ritual ideals, unlike the self-consuming and combats, since man-to-man fighting is contemplative cults of the intellectuals. often seen as the ultimate test of Mithras is not a god of violence and character, bravery and toughness. killing, but of soldiering in general. For the soldier, Mithras is the unconquerable god, one of his later The titles of the initiation levels are all titles is : ‘Sol Invictus’, the masculine which reflects the restriction Unconquered Sun. The god had of membership to men, and their struggled through many adversities, but meanings are astrological; each rank his courage and determination represents one of the planets. These six guaranteed him success. For initiates of levels, in ascending order are: Mithraism, life itself is seen as a battle between good and evil, angels and · Raven: The Raven was Ahura demons, and his worshippers can easily Mazda's messenger and see in the great wars of the Empire and represented Mercury. On the Desert Kingdoms, some cosmic frescoes and mosaics the initiate significance. The cult is able to elevate holds a cup and the caduceus the warrior from apologist for his (the winged staff with two crimes to the fighter on the front-line serpents entwined around it). for the destiny of the universe. And for initiates this conflict continues even in death. · Bride: Since the congregation is all-male, this title has a Initiate Membership masculine ending. The Bride The cult's military-style organisation carries a lamp, and wears a revolves around seven (including diadem and yellow veil, priesthood) ranks that a worshipper can representing Venus. pass through as well as an all-male · Soldier: Unsurprisingly, the membership and an emphasis on ordeals rank of Soldier is equated with and initiation trials. Initiates have to Mars, and initiates of this level match Mithras' toughness and austerity, are depicted in brown clothes especially during the ritual tests for and carrying a spear and entrance and promotion. One of the legionary's pack. ranks, attainable by passing a test is actually called Soldier. The worshipper · Lion: The Lion represents has to push a crown from his head so Jupiter and he clutches a that it falls to the floor. As he did this he lightning bolt in one hand and a states that "Mithras is my crown". Other rattle in the other. He is ordeals test the initiate's courage and associated with fire. Since water determination and allow him to prove is hostile to fire, honey is used himself to his god. One test involves the to wash with during Lion- aspirant's hands being tied behind his initiations. back with chicken guts, then he is thrown across, or has to jump, a water- · Persian: Initiates who attain this filled pit while blind-folded. Other rank are depicted in grey horrible rites take place in the temples, clothing and wield the including ritual brandings and tortures.

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implements of agriculture: a Preferred Staff Type scythe, sickle and ears of corn. Staff carved with the seven grades of Astrologically, the Persian is the the cult with their respective symbols, Moon. and topped with a leonine head.

· Messenger of the Sun: As the Preferred Animal Familiar title would imply, this rank is Dog or raven associated with the Sun. In mosaics the emblems of a crown Preferred Amulet radiating light, a burning torch The advancement of initiates from and a whip are featured. The planet to planet and further into the whip is used to drive the Sun mysteries is seen as the ascent of a chariot across the sky each day. ladder up which the soul travels. The ultimate goal is heaven. Ladder-shaped Mithraism can be likened to amulets of bronze are used by cult- Freemasonry. It crosses social, political members. and religious borders yet binds together Allied Cults the initiates with both fear, secrecy and Jupiter Heliopolitanus; Aion - lion- camaraderie. Like the Masons, devotees headed Eternity symbolised by the of Mithras pledge to help each other no zodiac; Cautes & Cautopates - the rising matter what, forming a close-knit & setting sun. brotherhood. Whether a worshipper is a senator or the lowest legionary, he has a chance of reaching the rank of Father Sabazius and leading the rituals. Even educated (also: Jupiter-Sabazius, Lord Sabazius) slaves and freedmen are among the A god of earthly pleasures, of orgiastic rites initiated. Women, however, can never and fertility. join the cult. Nature of the God Status & Role of Priesthood Sabazius is the god of the fermented Priests of Mithras are termed Father, grape, as such he represents both the this is the highest rank in a Mithraeum. good side of intoxication as well as its The Father is usually chosen by the more evil side. He is reckoned by some worshippers of that temple and he to be the father of Bacchus, and is more presides over worship, initiations and potent for it. He also encompasses flora the astrological destiny of the cultists. and fruitfulness in general - he is He is represented as a red-robed figure fertility and rebirth. Sabazius is also an wearing a Phrygian cap and holding a omnipotent god, a driving force of sickle and a staff. He is Saturn. Where cyclical life. Like the plants he there are a number of Mithraeums in represents, Sabazius is rebirth and one city, one is elected to be the leading resurrection. Death is not the end. He is temple and the priest of that Mithraeum the sacred wine of immortality, and he is termed the Father of Fathers. is an essential (THE essential) cog in the machinery of the cosmos. As in life, Preferred Divination so in the afterlife. Live life as you want Astrology to live forever. Enjoy yourself, no matter what the consequences. Sabazius gives you the gifts of life and rebirth. Do not squander them on modest living, frugality and temperance. Wine is to be

88 Z E N O B I A drunk! Food to be eaten! Sex to be or she is tattooed with the cult symbol: enjoyed! the trailing ivy leaf, and then performs a sacred union to re-enact the union of “Eat, drink, enjoy thyself and come to Jupiter and Persephone (the parents of me. As long as thou livest have a good Sabazius). Elaborate body paintings of time: thou will carry it with thee!” entwined serpents were made on the two participant’s chests before they Inscription on the tomb of a priest of consummate the ritual. Sabazius There are several stages to initiation. Cult Centres Each stage is given a title denoting the Temples of Sabazius are often termed cult’s wild feel and rural origins. The Sabazeums, but they are not the ornate four initiatory levels are: Rustic, temples of other gods but often just Shepherd, Herder, Harvester. meeting places of worshippers, houses and rented halls. The cult has no public Status & Role of Priesthood temples - but an itinerant following. The priests of Sabazius are for the most Sabaziast clubs were established part itinerant, moving from city to city, throughout Ionia. Pergamum once cult house to cult house, organising enjoyed a dynastic cult of Sabazius. worship on an ad-hoc basis. There is no regular worship, though for certain Associations major festivals worshippers may gather The typical busts of Sabazius show him at a set local location to carry out rituals as a bearded man wearing a Phrygian to the god. Where there are no suitable cap. He may be associated with one or houses belonging to worshippers in a more universal cosmological symbols. town or city, the priest may often be able to use the temple of a friendly cult. Cult Practices Because of his omnipotent nature, The cult is well known for its nocturnal Sabazius is accepted by several other rites, ceremonies that feature cults and these cults sometimes allow a extravagant revelries. There are ritual priest to set up a temporary altar within feasts, drinking bouts and orgies and their temple. To this end many priests sexual rites, all accompanied by wild carry a full set of icons and religious music. These licentious pleasure-filled paraphernalia within a folding wooden ceremonies are more like hedonistic travel case. The assemblage includes the parties than religious ritual. Since most symbols of friendly deities like Cybele, common folk would be shocked by the Mithras, Attis and Atargatis. behaviour, the ceremonies take place behind closed doors and at night. Preferred Divination The preferred divinations of the cult Initiate Membership include astrology, dendromancy (the During initiation the candidate is observation of the movement of trees in smeared with mud and blood and oat wind) and vinomancy (observing the bran and told to recite the words: “I path of wine as it trickles across the have escaped evil; I have found good”. naked body of a Sabaziast priestess). The candidate is the guest of honour at a banquet and must carry out various Preferred Staff Type debauched acts in front of the other A Thrysus: an ivy-wreathed staff topped worshippers. Exotic dances are by a pine-cone. performed with cult snakes. Finally he

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Preferred Animal Familiar The cult is also very strong on the Snakes island of Delos and in Antioch. There are very few temples to the goddess Preferred Amulet since her cult is an itinerant one, The Hand of God. A bronze hand on a wandering from town to town in search base making the ‘benedicto latina’, the of offerings and converts. thumb and first two fingers upright, the last two curled over. The hand is Associations covered from palm to fingertip in Venus-Atargatis is depicted as a mature cosmological symbols and often also woman wearing a conical hat topped incorporates a tiny bust of Sabazius. with a crescent; she holds both a hand- mirror and a staff. Often rays are shown Allied Cults surrounding her head and lions flank Mithras, Attis, Cybele, Venus-Atargatis her.

Venus-Atargatis Cult Practices Rituals carried out in honour of Venus- (also: Dea Syria, The Holy, The Atargatis are extraordinarily loud, wild Celestial, Juno Dolichenus) and frenetic affairs. Wild music from A mother goddess of wild celebrations, ecstatic flutes, castanets and tambourines drown worship and fanatical priests. out the ecstatic singing and shouting of the worshippers. Make-up, bright Nature of the God clothing and exotic costumes are the Venus-Atargatis is a goddess born of norm. Many initiates scourge the Decapolitian culture, a goddess of themselves in honour of their goddess, water and fertility. She represents the and literally whip themselves into a perpetual power of goodness in water frenzy. There is blood aplenty at an that nourishes and thrives. Fish once Atargatis ceremony. Strangely, though, saved the goddess when she plunged when that same congregation pays into the deep on a headlong dash from homage to the consort of the goddess, her pursuers - thus strengthening the Baal-Hadad (Jupiter Helios) it is watery connection. She is also mistress conducted in almost total silence. The of wild animals. clergy of the cult are those individuals who are prepared to take such behaviour “Display your devotion and the goddess to its conclusion. The priests have will provide” castrated themselves during these bloody worships, often with the most Cult Centres clumsy of instruments; the priestesses is ‘Sacred Town’, one of the have offered up their bodies to Decapolitan cities, and the centre of worshippers as a sacred prostitute. Atargatis’ worship. The temple there dates to the days of the Flood and has a Initiate Membership huge staff of 300 priests, a theatre, The cult is a wandering religion. banqueting hall and a full complement Outside of the temple at Hieropolis, of exotic magicians (mainly astrologers there are few if any temples in the and fortune tellers). In the precinct is an Desert Kingdoms. The worshippers and array of wild animals, remarkably living their priests (the famous Galli) and at peace with one another. The priests at priestesses (Hierodules) wander the Hieropolis wear white robes and tall roads and track-ways of the Desert white hats topped with a crescent moon. Kingdoms from city to city. When they

90 Z E N O B I A reach a suitable location they begin to cults if he wishes to add to his amulet worship with noise and spectacle, and (see above). When he meets a kindly take the food, drink and trinkets wandering cult group he is obliged to offered to them by the locals. These worship with them at their next ‘stop’ gifts are ‘sacrifices’ offered to Venus- and can either donate a little food, drink Atargatis (as in the rules already or silver equal to 25 denarii (a typical described). Cult members (of all ranks) sacrifice to replenish FATE) or go live day-to-day off of the alms they are ecstatic and scourge himself during the given. Unfortunately the cult has also frenetic ceremony. His choice ... gained a reputation as a den of beggars, pilferers, charlatans and con-men. Status & Role of Priesthood Sometimes the group becomes so poor A priest of Atargatis has castrated they become very desperate and turn to himself for the goddess and is a eunuch cheap con-tricks to gain their food and priest (one the cult’s famous ‘Galli’). drink. His painful sacrifice is buried with care beneath an altar erected to the goddess. An initiate joins the wandering group The ritual is carried out during a typical for at least one month and wears the noisy, frenzied worship and results in exotically coloured, very un-Imperial the permanent loss of 2 HITs and the flowing robes of Atargatis. He wears temporary loss of 1-6 more. The new make-up during rituals and will scourge Galli is incapacitated for a number days himself (see below). He will not eat equal to the total number of HITS lost. fish; he will call to his goddess before His voice may also be affected (!). The he drinks water, and he will ask her for priests and priestesses wear vivid purple forgiveness before he enters water. and scarlet robes of luxurious silk, wear Because they are penniless and cannot their hair long (for the dramatic ‘head- sacrifice food, trinkets or animals, whirling’ dances) and prefer Persian- initiates must display the depth of their style slippers. During ceremonies they devotion to the goddess in other ways. paint their cheeks bright red. The Galli Men flagellate themselves. This carry curved sabres (scimitars) with involves incapacitating the character for them and are able to perform an half a day and incurring the loss of 1 amazing sword dance with other Galli. HIT due to blood-loss. The bloody self- These swords are used by the priest to mutilation lasts at least an hour and inflict nasty wounds on himself in the must be accompanied by cultic music heat of worship. and dancing. Female cult members are obliged to offer themselves to a non- Preferred Divination worshipper of their own choosing for Hydromancy - The observation of oil on sex. This act of union symbolises and water. re-iterates the goddess’ power over the forces of fertility and nature. The Preferred Staff Type ritualised union requires at least an Sacred Scourging Rod (complete with hour. sheep’s knucklebones for breaking the skin!) After one month the initiate can go out into the world on his own, still wearing Preferred Animal Familiar the exotic costume of the cult and can Fish sacrifice animals at the temples of other gods as normal. He must find altars of Preferred Amulet Atargatis within the temples of allied Golden-lion’s head

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Allied Cults any temple of an allied cult. There they Her main allied cults are that of her carry out their worship (most of these consort, Baal-Hadad (Jupiter Helio- temples have a temple to Atargatis politanus), Cybele, Attis, Mithras, and some-where). Occasionally the cultists Sabazius. Because the worshippers of make themselves at home too easily and Atargatis are itinerant, they move from make off with property that doesn't city to city and are often welcomed at belong to them ...

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VII MAGIC

ZENOBIA is fantasy roleplaying, Becoming a Philosopher despite the historical setting. As such Philosophers are the wisemen of the magic plays a part in the game Empire, proto-scientists, academics, alongside supernatural monsters and the inventors and researchers into the powers of the gods and their priests. unknown. Many call them ‘wizards’. Magic is the technique of controlling All are devoted to the search for facts, the universe through use of hidden or and all subscribe to one all- unseen powers. Imperial engineers can encompassing theory of the universe or carry out many fantastic feats using another. Like magicians, philosophers complex calculation, ingenious are not strictly religious in their techniques and brute strength. A viewpoint. The best and greatest magician calls on dark powers, spirits of philosophers originated in Ionia almost the dead and demons to carry out his a thousand years ago, and have since works. A philosopher, wise in the ways revolutionised academic thinking. The of the universe and its laws, uses his best shine like beacons in Ionian and knowledge of powers and effects to Imperial history: Aristotle, accomplish his tasks. Eratosthenes, Euclid, Archimedes. A

philosopher tries to master every Players and referees may wonder why discipline, from mathematics to philosophers are described here in the geography, naturalism to engineering. chapter under Magic, but for our Their mastery over the forces at work purposes the philosopher is an ancient all around them have become their wizard, a collector of wisdom and greatest strengths. Philosophers are able arcane information, strange formulae to carry out amazing feats by virtue of and alchemical potions. Our their vast knowledge. Some would call philosophers are half-scientist, half- this magic - they call it science. alchemist. As such we refer to ‘powers’ not spells. The magician is a Creating Attributes for Philosophers: necromancer and summoner of dark The creation method for philosophers is powers, some of which are traditional different to that of adventurers. Note incantations (or ‘spells’), while others that all philosophers are trained by a will be in-born talents - gifts (or philosopher who was also trained by a curses!) inherited from a mother or philosopher etc., etc. Often these father. Referees and players will not go teachers are members of long- too far wrong in thinking of the two established schools, of which the types of magic-user very loosely as Academy in Athens is the most famous. female witches and male wizards, with All philosophers must be of Imperial all of the connotations those labels origin, although their actual culture is imply. But use them as you will. Ionian and their native tongue is Fluent

Ionian. The player should use the following values and rolls:

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MIGHT Initial score is 1. FATE Roll 1d and re-roll any score of ‘1’. HITS Roll 2d and add 10. CRAFT Initial score is 1. LEARNING Roll 1d and re-roll any score of ‘1’.

The player can select a social class from the Creating Adventurers chapter, but will gain no bonuses for CRAFT or LEARNING, as the other starting characters do. Neither will they gain a skill from that social class. A philosopher devotes his life to his powers and his search for knowledge.

Philosopher Wise academics and scientists, seekers after hidden knowledge with amazing powers

Culture Note: Imperial or Ionian only Money: 180 denarii Skill: The player receives four powers from the philosopher’s power list given in the next section. Bonus: Roll once on the Philosopher’s Treasure Table

Philosopher’s Treasure Table 1d Treasure Notes 1 Phial of Invisible Ink Most philosophers know the secret of reading invisible ink if they suspect it’s use 2 Any One Potion The philosopher must be able to brew the potion he chooses 3 Magnifying Lens A simple convex lens 4 Telescopic Pole This pole is a 30cm long, but extends out to 3m. Lots of uses! 5 Folding Mirror Perfect mirror in a rectangular folding wooden case 6 Magnetic Weight A small metal weight that is a magnet; shaped into a star

Philosopher’s Initial Equipment

Leather Scroll Case Blank Scrolls Ink Palette & Quill Alchemy Equipment in two large sacks Pack Firebow Torch Waterskin Pouch Denarii (1d x 50 denarii)

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Becoming a Magician mediate between gods and their Magicians of many different types worshippers. The magician has existed abound in the world. Many are amongst ancient societies since time connected with the forces of spirits and immemorial. He (or just as commonly, the dead, and on minor magical curses she) can commune with the dead. He is and cures that can be bought by a spiritualist, a medium and a desperate individuals. Often magicians necromancer. The spirits of the dead are solitary figures, living alone in the dominate his life, and village wilderness or in villages and in cities. communities turn to his expertise to The Magician is adept at using magic. help them with supernatural threats. In Magicians are in great demand in towns addition, some Eastern temples employ and cities, in palaces and temples. They magician-priests to speak to the spirits provide a touch of sorcerous power in of the departed. the world, where the priests can only

Creating Attributes for Magicians: The creation method for magicians is different to that of adventurers. As with the philosopher, the player can select a social class from the Creating Adventurers chapter, but will gain no bonuses for CRAFT or LEARNING, as the other starting characters do. Neither will they gain a skill from that social class. A philosopher devotes his life to his powers and his search for knowledge. The player should use these values and rolls:

MIGHT Initial score is 1. FATE Roll 1d and re-roll any score of ‘1’. HITS Roll 2d and add 10. CRAFT Initial score is 1. LEARNING Roll 1d and re-roll any score of ‘1’.

Magician Mysterious enchanters and sorcerers using their powers for customers and patrons

Cultural Notes: - Money: 100 denarii Skill: The player selects four powers from the magician’s power list given in the next section. Bonus: Roll once on the Magician’s Treasure Table

Magician’s Treasure Table 1d Treasure Notes 1 Firesand Three handfuls of sand that ignite whatever they are thrown at 2 Bag of Ziusurra Holy flour, used to sprinkle on the ground to form protective magical circles 3 Scarab Servant Scarab carving that transforms into a gigantic scarab once thrown to the ground 4 Scorpion Ring Ring that counters any poisons 5 Khesbed Ring Ring with 3 HITS used to cast powers or soak up physical damage 6 Khesbed Amulet Amulet with 5 HITS used to cast powers or soak up physical damage

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Magician’s Initial Equipment

Magical Staff * Pack Firebow 3 Torches Waterskin Pouch Denarii (1d x 50 denarii)

* Every magician has his own carved decorated Magical Staff, which takes him a week to make. It is sometimes used as the focus of a certain power (for example Staff to Snake), and can also extend the range of a power out to 100m.

Using Powers Brewing Potions When a Magician or Philosopher wishes The Philosopher powers (see below) to use a power, he declares his intention include the brewing of individual to the referee and deducts 1 point potions. This is alchemy and requires a temporarily from his HIT points score. comprehensive set of alchemical A power requires one combat round to equipment (rare substances, certain cast, and takes effect automatically. It special jars, filters and grinding tools). does not take effect automatically when This set is portable and costs 1200 directed against a target who will be denarii to replace. When a Philosopher resisting the effects of a power (the brews a potion cannot do anything else target of a Sleep power, for example). but tend it until the potion is complete. His target must make a successful Only one potion can be brewed at a FATE roll (as a resistance roll), and the time. Each potion is stored in a tiny power fails if the target’s roll succeeds. glass jar, a phial, stoppered with wax. Most Magicians have a magical staff which can extend the range of a power Identifying Potions out to 100m, and sometimes act as the Most potions are made with a base of focus of a power (for example Staff to wine - making the identification of Snake or Healing Touch). The powers potions quite a rewarding task! To of philosophers are of a very different identify potions by sipping them, a nature and do not require such props. Philosopher rolls 2d and adds the number of Potion powers he possesses. On a roll of 10 or more he can successfully identify the potion being tested.

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Potions and the Gods Measurement - This power gives the The gods do not like alchemy and do philosopher the uncanny ability to get a not agree to Philosophers creating very accurate measurement of anything. fabulous substances from the world that From the capacity of an amphora to the they created and rule. To this end, any height of a city wall, the depth of the Philosopher who brews potions can sea bed or the width of a pyramid. The only brew as many as his initial FATE thing to be measured must be visible to score. These potions can be of the same the philosopher and be something that or different types, but any brewed could be measured using the technology beyond that number will be pale and of the day. He cannot measure the ineffectual versions of what they should distance of the Sun to the Earth, for otherwise be. As these potions are example. The philosopher himself uses drunk/used/whatever, then more can be no instruments in his measurements, but brewed in their place. only his skilful eye and his mathematical genius. The Philosopher’s Power Potion of Aqua Noxious - For the cost List of 200 denarii in materials the philosopher can create a single phial of Compel Truth - Cast on a victim who poison. It takes 2 days to brew the fails a FATE roll, Compel Truth forces potion. him (unwittingly) to say only truthful things for five minutes. Potion of Aqua Somnus - For the cost of 100 denarii in materials the Detect Lie - With this power the philosopher can create a single phial of philosopher can determine if the person sleeping potion. It takes 1 day to brew he is talking to has lied in the last the potion. minute. It does not reveal the truth, however. Potion of Aqua Vitae - For the cost of 400 denarii in materials the philosopher Detect Substance - When the can create a single phial of healing philosopher uses this power he must potion. It takes 4 days to brew the first envisage a particular substance potion. (gold, cedar wood, limestone, water, for example). If it lies within 100m range Potion of Greek Fire - For the cost of then he can go straight to it. If it lies 2000 denarii in materials the further than 100m then he knows its philosopher can create a single phial of general direction. Where more than one Greek Fire. Greek Fire is not drunk! It source of the substance exists, the is a burning, scolding liquid that is self- power detects the greatest igniting upon contact with the air and concentration, unless otherwise that is difficult to douse with water. A specified by the caster. phial thrown will explode on contact creating a large fire that will last for at Find Direction - This power tells the least one minute and not be affected by philosopher which direction is north, or water for that time. Anyone caught from which direction he just came etc. within it suffers a scorching 1d+5 points of damage. Some Philosophers have brewed larger amounts for use in military siege engines. It takes 20 days to brew a phial of the potion.

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Potion of Radiance - For the cost of of the ‘psychic intruder’. It takes 6 days 500 denarii in materials the philosopher to brew the potion. can create a single phial of radiance, a substance which, when smashed on the See Secrets - This power allows the ground creates an intense burst of philosopher to analyse some puzzle and blinding light. Viewers roll FATE to to see the truth behind it, whether it be a avoid being blinded for 1-3 rounds. It secret door, hidden writing in a tapestry, takes 5 days to brew the potion. or some intricate design that is actually the map of a labyrinth. Anything hidden Potion of Pure Natron - For the cost of away - but still in plain sight, is visible 800 denarii in materials the philosopher to the caster. can create a single phial of natron - a magical substance from Ægypt that The Magician’s Power provides protection for three hours from all manner of spirits, demons and List ghosts. It takes 8 days to brew the potion. Agony - This power causes a living target within 10m to double up in pain Potion of Styx - For the cost of 1500 for 1-3 rounds, and suffer 1-3 points of denarii in materials the philosopher can damage. The target can make a FATE create a single phial of Styx water - a roll to resist. magical substance from the bowels of the Underworld that gives a drinker’s Charm - This power brings a target skin complete invulnerability from cuts, (human, monster or animal) that is stuns, bashes and fire for 15 rounds. within 3m under the influence of the The drinker can still be hurt by drinking caster. The caster must be able to first poison or being strangled or drowned. It engage his target in conversation. The takes 6 days to brew the potion. target can make a resistance roll, and if failed will loyally agree to any Potion of Herculean Strength - For the proposition the caster puts to him. He cost of 200 denarii in materials the will not harm the caster, but equally, philosopher can create a single phial of will not harm himself, or his loved ones. Herculean Strength - a potion which Most charmed victims will have no gives the drinker fantastic strength for compunction about turning against their lifting and carrying (but not for fighting friends and colleagues, however. The and other skilful endeavours). For any power could last forever, but can be pushing, lifting, pulling or carrying negated by another Magician reversing tasks, the drinker has MIGHT 8 for one the Charm power. Note that if the caster hour. It takes 2 days to brew the potion. ever turned against the victim, the power would be broken. Potion of Telepathy - For the cost of 600 denarii in materials the philosopher Comprehend - This power allows a can create a single phial of telepathic Magician to study any written text, potion which allows the drinker to maps, scrolls, carvings and parchments, ‘hear’ the surface thoughts of anyone and fully understand what is written within 10m that he specifically there. Special signs, codes and ciphers concentrates on. This power only lasts will all be deciphered by the power. It for 10 minutes. The victim must fail a will also reveal if something touched by FATE roll for the ‘reading’ to be the caster is magical. The power lasts successful. The victim will not be aware

98 Z E N O B I A for 10 minutes, and does not include the Magic Fire onto his clothes!) the victim translation of spoken languages. can try to make a Might roll to put out the fire. Anyone can come to his aid and Counter Magic - A power of protection put the fire on the victim’s clothes out against spirits, demons, ghosts and the automatically. magical powers of monsters or other Magicians. When attacked by a spirit, Oracle - This power requires the use of magical force or power this power gives specially marked knucklebones. These the user (only) a +2 bonus on his FATE are shaken like dice and cast onto the score (for defensive purposes only). A ground for a reading. They are used to Counter Magic power lasts for 10 decide between two or more minutes. alternatives, with the knucklebones giving the caster a ‘preferred’ or Healing Touch - This power allows the ‘favoured’ decision. The power cannot Magician to lay his hands on a patient be used to resolve complex problems, and restore 6 points of HITS. A only obvious choices (which path to patient’s HITS can only be increased to take, which inn to stay at, which boat to a maximum of their initial value by this hire, etc.). In this way bad choices can method. hopefully be eliminated.

Hold off the Dead - This power can be Sleep - This power sends a target used against on a spirit, ghost, mummy (human, monster or animal) that is or demon and ‘hold’ it in place, within 10m to sleep. The target can preventing it from advancing any make a resistance roll, and if failed will further. The target can make a fall into a magical (very deep) sleep that resistance roll. Many spirits will flee lasts for 1-6 hours. Anyone under the once this power has been used against influence of this power can be woken them. by very vigorous shaking.

Lock - This power magically locks (or Speak To Animals - This power gives unlocks) a door, cabinet, scroll case, the caster the ability to speak with any chest, etc. which cannot then be opened type of animal for 10 minutes. Most by normal means. animals know very little of use, however. Magic Fire - The Magician can use this power to create a ‘magical fire’, a fire Staff to Snake - This power allows the that burns without fuel (on stone or user to turn a Magical Staff into a sand, for example). The fire is the deadly cobra, simply by throwing the equivalent of a torch, and will staff onto the ground while reciting the illuminate an area 10m across. If cast on words of power! The snake will fight flammable materials, the magic fire will for the user until dead, until the fight is begin to spread just as any other fire over or after 10 minutes, whichever would. Magic Fire can also be used to comes first. extinguish a normal cooking-sized fire. Raise the Dead - This power allows a Anybody on fire (or caught within a Magician to make contact with the spirit fire) will suffer 1-3 points of damage of a deceased person. The power can every round. If a victim’s clothes are on only be successfully used if one of the fire (the target can make a resistance following is present, either a) the body roll to prevent a Magician casting of the deceased, b) the location of the

99 Z E N O B I A deceased’s death, or c) a cherished an evil spirit can accidentally appear belonging owned by the deceased in (especially if the spirit successfully life. The spirit has a chance to resist the resisted the power) and could cause power, and if overcome will be forced considerable problems for the caster, to answer up to three questions of a trying to possess him or his friends, or yes/no nature for the caster. Sometimes causing other problems.

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VIII RESOLVING ACTIONS

“The Toronians received into the town seven light-armed men with daggers. They got past the fortifications facing the sea without being noticed, climbed up the hill on which the city stands, killed the garrison guarding the higher post and broke open the postern gate on the side of Canastraeum.” Thucydides, History of the

Travel generally assumed for travelling. The referee should not try to be precise Adventuring requires a great deal of when two terrain types merge in one travel. When adventurers travel they day’s travel, just average the two meet people, animals, monsters. Some speeds and assume the terrain change of these encounters may be friendly and occurred around mid-day. long anticipated (goats in the desert for food, for example, or nomads to provide water and shelter), others, such as lions Cultivated Land or manticores provide danger. The 20km/day on foot encounter tables given in the Adventure 40km/day on horseback Tool-kit are an aid to the referee when Marsh the player characters embark on a 10km/day on foot or horse journey. The referee can pick an 40km/day by boat encounter or he can let the roll of 2d Mountain select one randomly. Try not to 10km/day on foot or horse stereotype every encounter. Sometimes River the lion will be skittish and flee, 40km/day by boat upstream sometimes the nomads will want 60km/day by boat downstream something from the adventurers and not Sand Sea want to attack them. Bandits might not 15km/day on foot or horse look or pass themselves off as bandits. 30km/day on camel Be flexible, keep players on their toes Steppe and give them a feeling that they are 30km/day on foot wandering through a real world, not a 60km/day on horseback fictional construct made up of random Stony Desert dice rolls. 20km/day on foot or horse

30km/day on horseback Calculating Travel Rates

A typical rate of travel in the ancient world is 20km per day on foot, 40km on horseback. There are good military Using Attributes roads throughout the Empire and the As a simple rule of thumb, any task can kingdom of Palmyra and these are be resolved with a MIGHT, FATE, utilised by the official post, by the CRAFT or LEARNING roll. The legions and by other travellers - on referee needs to establish for himself a horseback in wagons and on foot. To difficulty number that (as in combat ) calculate how far a character or group must be equalled or exceeded for have travelled in a day, use the travel success. Typically this will be 10, but rates in the terrain section. A time occasionally easier tasks might be rated period or around eight hours is

101 Z E N O B I A at 8, while more difficult tasks might be Climbing rated at 12 or even 14. The situations in Adventurers face a whole host of the following sections roughly conform vertical challenges! Pits, cliffs and city- to this simple rule, but include a number walls are just some of the things that a of individual variations. adventurer might wish to scale. An

adventurer can climb 2m per round. To The uses of FATE and MIGHT has climb a typical obstacle he must roll 2d been detailed extensively earlier in the every round, add his MIGHT score and book, but what about CRAFT and achieve a score of 10 or more. Failure LEARNING? CRAFT could be rolled indicates the adventurer is in trouble to tie two ropes together in a hurry, to and is stuck! Roll again at -2. If this is fix a cartwheel, to chop down a tree to failed he falls from midway up the block a path, to dig a pit trap before the climb! sun sets, and so on. Use CRAFT when the character is faced with a physical task that doesn't involve fighting or lots Falling of athletic movement or feats of An adventurer can fall up to 2m without strength. It is a measure of practicality, suffering any damage (assuming he handiness and experience of manual didn’t land on anything nasty, such as a labour - and it has far more uses than bed of scorpions or a sharpened stake!). just 'building things'. Anyone falling 3m or more suffers 1d damage, plus 1 point of damage for LEARNING is the counter to CRAFT. every metre past the first 3. It measures formal schooling, education and knowledge as well as the gamut of Jumping social skills. I have kept 'intelligence' in An adventurer can jump 1m vertically the realm of the player in ZENOBIA. It or 2m horizontally with a run up. To is the player who tries to solve the jump a distance up to double this, the puzzles, come up with a strategy, adventurer can make a MIGHT roll. If remember an informer's name and so his result is 10 or over then he succeeds. on. LEARNING could be used to remember a fact about the Persian royal family, to recognise an NPC's hand Darkness writing, to understand the implications The absence of light seriously inhibits behind a senator's speech, to know how the actions of an adventurer. Every Minerva differs from Juno. LEARNING action he takes (including combat and might also be called upon when the use of powers) suffers a penalty of -4 character tries to bribe an official, and his vision is restricted to only a few persuade a slave to let you see his metres. A burning torch will give one master or discern extreme nervousness hours worth of light that will illuminate in the wine-trader's beautiful daughter. an area up to 10 metres across (3m if placed or dropped onto the ground). As with rolls in combat, a natural roll of There are no candles or lanterns in the '12' indicates that the player can roll world of ZENOBIA. The houses of the another d6 and add it to his initial roll. wealthy can be illuminated with small This indicates a special success and clay pots of oil that have their own allows characters with a low score to wicks, but these devices are impractical occasionally strike lucky. Likewise a for use in the great outdoors. Most poor roll of '2' is an automatic failure. people sleep during the hours of darkness.

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bloodstream, and he must make an immediate FATE roll or suffer full damage (maximum potency). If this is the case, each minute after it enters his bloodstream it will do an additional point of damage up to a maximum of its potency, which is typically 1d+5. If the FATE roll succeeds then the victim only suffers one more point of damage and feels a bit unwell.

Searching Adventurers may need to search an area for traps, for clues or for a lost item. The referee asks each player where his Drowning character is searching, and then makes a FATE roll accordingly. A typical Any adventurer can hold his breath ‘hidden object’ (whether a secret door, under water (or fine sand!) for 2 rounds. pit trap or gemstone) requires the For every round after the second, he adventurer to succeed in a FATE roll must roll his MIGHT. The third round that equals or exceeds 10. The referee requires that the player exceed 10. The may want to make this roll for the fourth must exceed 11, the fifth must player, thus keeping the result a secret - exceed 12, the sixth must exceed 13 and his character would not know if failed the seventh and subsequent rolls must to find something that he didn’t know exceed 14. Failure indicates choking or existed. Especially small or very well drowning, with the adventurer suffering hidden items should be more difficult to 3 points of damage per round. find (add a penalty of -1, -2 or -3).

Persuasion & Deception Concealment An adventurer might want to convince Anyone can hide behind cover. An another character to do something, or lie enemy who might spot the concealed to another character. To determine if character must make a FATE roll and these attempts succeed or not, the player overcome the FATE roll of the hider. If must roll his adventurer’s FATE. A he succeeds he spots the concealed typical persuasion or ‘con’ requires the character. If it is the adventurers that are player to equal or exceed 10. Allow a doing the searching, then the referee bonus to this roll if the adventurer offers should of course conceal this roll from an appropriate bribe or roleplays the players, since the adventurers plausibly and convincingly. should not be aware that they did not see a hiding person if the player fails his Poison roll. Note that if the object or person being hidden has the benefit of deep The threat of poison can come from shadows or darkness, then he or she many places, in a poisoned cup of wine, gains a +2 bonus. Likewise if the hider from a secret needle guarding a treasure has Hiding skill, he gains a +2 bonus. or from the fangs of a cobra. A typical poison will do 1 point of damage as soon as it enters the adventurer’s

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Moving Silently distance of his opponent, a bonus of +3 on the to-hit roll can be awarded. Any attempt to remain silent while moving is always difficult, and the adventurer attempting this must roll his Sanity FATE to overcome the FATE roll of the In ZENOBIA, horror is never far away. person he is trying to deceive. This The characters will often be affected by technique can be used to sneak up on the sight of supernatural terrors and someone from behind, thus giving the unholy creatures. Often the effects on adventurer the advantage of surprise characters will be difficult to roleplay, (see below). and so these simple rules cover such events as they occur in the game.

The FATE attribute is a measure of each character’s spiritual resilience and is rolled when faced with some supernatural terror.

Terrors are rated according to the true horror and other-worldliness of them. A giant metre-long rat feasting on plague victims might be rated at 2. The undead corpse of a freshly slain enemy might be rated at 1, or two if it is headless. A demon might be rated at 3 or 4. The referee must determine himself how terrifying each encounter will be. Roll only for a first encounter, unless later encounters enlarge upon the first (this time the demon unleashes spectacular powers in an attack or there are dozens and dozens of metre-long rats, etc.).

Surprise The player must make a successful The referee must decide when surprise FATE roll to remain relatively is achieved by the player characters, by unaffected by the horror. He subtracts non-player characters or by monsters. the creature’s Terror rating from his Obviously common sense plays a large FATE score first. With minor creatures part in this. Be fair. Surprise usually success is fairly easy, with more gives the surprising side a free round terrifying monsters it is very difficult. If during which the monsters or characters the player failed his FATE roll, then can attack, flee or carry out some other check on the Sanity Table below to action before the opposition realises determine the character’s reactions: what is going on and retaliates. In some circumstances, where the surprising monster or character is within striking

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No. Failed By Insane Behaviour 1 or 2 Frozen by fear - In shock and paralysed for 1-3 combat rounds. 3 or 4 Out of Action - Character feints, has a hysterical screaming fit, vomits uncontrollably, drools with mouth agape, curls into a ball or whatever... This reaction lasts for 1d minutes. 5 or 6 Driven temporarily insane - Terror shuts the character’s reasoning mind and he is overcome with a mental affliction for 1- 6 days. The affliction might be amnesia, catatonia, stupefaction, quixotism, paranoia, obsession, severe phobia. 7 or 8 Driven indefinitely insane - Terror shuts the character’s reasoning mind indefinitely and he is overcome with a mental affliction until cured. The affliction might be amnesia, catatonia, stupefaction, quixotism, paranoia, obsession, severe phobia. Note that recovery is highly unlikely and that the character is best removed from play by the referee.

Definitions Table Type of Affliction Effect Amnesia Loss of memory, possibly selectively Catatonia When left unattended the character assumes a foetal position Obsession A particular goal (not necessarily logical or useful) takes over the character’s every waking moment Paranoia The character feels that everyone is working against him in secret Quixotism The character is subject to horrific halluc- inations where normal objects and peoples infrequently take on terrifying aspects. No more than two or three each day, and none worse than a terror rating of 2. Stupefaction The character stands or sits in uncomm- unicatively, must be led and fed. Might babble incoherently. Severe Phobia Subject to a lingering fear of something (often connected with the initial event). When forced to face a fear, roll FATE. If failed by 1 or 2, the character is at 1d for all actions, if failed by 3 or 4 the character is Frozen by Fear, if failed by 5 or 6 he is Out of Action.

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Theft he may use to 'turn his pilum toward the An adventurer might want to try and cut target'. Each coin can be used to add or the purse of a wealthy merchant, or subtract 1 point to the two dice result. surreptitiously steal an item in plain After the throw all these coins are sight of its owner. This act of theft can tossed into the pot, even if no be handled by making a basic FATE modification to the roll was needed. The roll. If the player’s roll equals or first player to score 3 hits wins the pot exceeds 10 then he has stolen the item at the end of the game. If one or both without attracting attention. If the sides run out of money, keep playing, it player’s roll is only 8 or 9 then he has is acceptable to continue to play but fail stolen the item but has probably to put in the minimum if your 10 coins attracted the attention of a bystander (if have gone. The pot is there for the any are present). If the result is less than taking! 8, then the target of the theft has become aware of the attempt and will Example of Play either resist, or make the theft known to Maximian and Verovingus are playing the authorities (if relevant). Pilum while on guard duty outside the

main gate of Bostra. Both have 10 Gambling denarii. They both roll the dice and A common dice game in the Desert Maximian wins with a roll of 9 which Kingdoms is Pilum. Pilum is a beats Verovingus' 3. He goes first. (fictional) dice game played by soldiers of the legions from Palmyra to Thebes, Maximian puts in 3. Vero puts in 2. Max The Eternal City to Londinium. On the rolls 6, Vero rolls 4. Both add their bonuses Last Watch when all is quiet and the - Max adds 1 to get 7 - a hit! Vero struggles centurions are in bed, games are played to reach 6 - a miss. with two hand-made dice for the Next cast. Max puts in 1, Vero puts in 3. remains of the last pay. It is a game for Max rolls 6 again, Vero rolls 3. Max gets 7 two players. again! Vero gets 6 again - another miss. Max has scored two hits so far. Playing Pilum As it name suggests, the game emulates Next cast. Max puts in 1 again, Vero puts in the throwing of military javelins. The 2 (he only has 5 coins left). Max rolls 5. aim is to get a '7' - a direct hit on the Vero rolls 8. Max adds his 1 coin but enemy. Do this three times and you've misses! Vero subtracts 1 coin and gets a hit! killed him! Meanwhile he's trying to do the same to you! Take turns in casting Next cast, Max puts in 2. Vero puts in 2. Max rolls 11. Vero rolls 11 as well! Neither the dice. Roll first off to decide who get to 7. Both miss. goes first, highest wins and takes the first throw. Next cast, they check their purses. Max has 3 denarii left, Vero has 1. They both decide Betting to put all their last remaining coins in. Max Of course this is a betting game. Each rolls 4, Vero rolls 9. Max scores his third player has 10 denarii with which to hit! play. Before each throw he puts a number of denarii (minimum of 1 and As the winner of the pilum contest, he takes maximum of 3) in front of him which all of the winnings - his 10 denarii and Verovingus' 10 denarii too.

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Tactics for up to a week. A remedy can restore The tactics are simple. If you put too 1-6 HITS or stop bleeding, or specific many coins in at a time you may find herbs can be located to treat certain you waste a lot of them and are reduced ailments. In dry steppe-land herbs are to 0 before your opponent. If you put rarer, only one will be found on a too few in then your opponent will successful FATE roll. There are no score his 3 hits first. herbs in the desert.

Additional Skills Scale Sheer Surface: The character with this skill can climb vertical or near The following skills are not part of the vertical surfaces without the need for initial character creation process but making any MIGHT rolls. If the surface exist in the world of ZENOBIA is very slippery or the character is anyway. They can be learned using the distracted (or under attack) then he must system given in the section called 'The make a MIGHT roll as normal. Gods Reward' in the religion chapter.

Seamanship: The skill of Seamanship Acting: The character is able to mimic indicates great familiarity with sea other accents, body languages and travel, sailing, boats and ocean-going expressions. He can act as if he were activities. The character knows how to someone else, with a different set sail, how to take the helm, about the personality and emotions. He may have changing direction of the wind, weather learnt this professionally in the theatre, at sea, reefs and sand-banks, currents or in the cut-throat world of politics. and the commonly known landmarks Any character may try a persuasion or used to navigate around one of the seas deception, only the character with in the world of the Desert Kingdoms. Acting can adopt a completely different The skill is also used to resolve ship-to- persona and act it out. ship combat.

Far Throw: This skill allows the Turn A Profit: The character is a character to throw a throwing weapon wheeler-dealer, a merchant who has an extra 10m. The basic throwing range plenty of experience in barter and trade. is only 10m so the Far Throw skill An unskilled character can sell an item allows the character to throw his at one of two prices: half price if used, weapons out to 20m! or one-tenth if broken and in need of

repair. The character with Turn A Profit Healing Herbs: Knowledge of useful can usually improve on these prices, herbs that can be used as medicines and and can get full price for a used item antidotes. This knowledge includes their and one-quarter of the price for a preparation and application, as well as broken, but repairable, item. When this their identification. The character has character tries to sell something as new, been trained to find and process these he will rarely lose money, nearly always herbs. He can spend four hours turning some kind of profit or (at the searching for herbs, and rolls FATE. A bare minimum) breaking even. Outside success means that 1-3 useful herbs events may, however, affect the sale and have been found. It takes half an hour to cost the merchant valuable profit. process a herb, and it is then ready for application to a patient, or for storage

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IX MONSTERS

The world of ZENOBIA is a human The Monster List one. It is our world, in the distant past, but as the inhabitants saw it. This means Centaur that they truly believed there were MIGHT 3 HITS 8 1 Attack scorpion men in those far distant Intelligent No Armour mountains and mermen in the oceans. This horse has a human body with arms Monsters and the other creatures that and head where the horse’s head should inhabit the world are described in rightly be. The centaur live on the ZENOBIA by two values: MIGHT and grassy plains of the Jazira, and on the HITS, just like humans. dry steppe-land that fringes the desert.

They hunt and herd goats, and operate Monsters that use weapons have those in small tribal groups. They use spears, weapons listed within the description. bows, javelins and swords. Other monsters employ their natural weapons (tooth, claw etc.). The Children of Gaea descriptions will also indicate whether MIGHT 12 HITS 25 1 Attack or not a monster has human-like Intelligent No Armour intelligence, its armour category and These giants from Ionian myth seem to how many attacks it gets in each combat be men from the waists up and round. Monsters aren't given individual serpents from the waist down. Some armour values, but a simple description survived the Giants revolt, living on (No Armour, AV 0; Light Armour, isolated islands or in distant lands. They AV2 and Heavy Armour, AV 4). A are often distinct individuals, and can be number of monster descriptions also friendly, brutish or intelligent. refer to a 'critical strike' - this is a natural combat attack roll of double '6'. Colossus It only applies to creatures, not to MIGHT 8 HITS 20 2 Attacks humans. Other creatures may benefit Not Intelligent Heavy Armour from this rule too, if you can think of a These animated giant (6m) statues of flash attack move for a creature. Jackals bronze or stone are tough to beat in a and wolves, for example might get to fight. Some colossi are even bigger, and knock down a foe with a critical hit invulnerable to the hand-held weapons (give the Adventurer a MIGHT roll to of men. These immense colossi must be stay on his feet though!). tackled with artillery or Greek Fire (or

ingenuity!). Following the monster section, a short section on normal creatures gives the Cyclops referee some idea as to the capabilities MIGHT 6 HITS 14 1 Attack and strengths of these more mundane Intelligent No Armour animals. The cyclops are one-eyed giants living

in remote areas, herding sheep and killing and eating visitors. They have no civilization, but dwell in caves. Cursed by the gods at birth, they shun society because society shuns them. They are hard, nasty and bitter. Few have the

108 Z E N O B I A graces of civilisation, many are live in the rock and sand wildernesses cannibals and killers of the worst sort. of the Desert Kingdoms. The wooded mountains make safe hideaways for these violent loners. Giant Scarab MIGHT 5 HITS 14 2 Attacks Not Intelligent Light Armour A scarab beetle as big as a horse with a black, armoured carapace to give it the equivalent of Light Armour. The scarab is common in the deserts and dry steppe-land towards the deserts around Ægypt. It will kill without hesitation.

Giant Scorpion MIGHT 4 HITS 9 2 Attacks Not Intelligent Light Armour A large and deadly scorpion with an effective armour class equal to Light

Armour. When it scores a critical hit, Empusae assume that it has struck with its poison MIGHT 3 HITS 8 1 Attack tail stinger. Intelligent No Armour

This vampiress can change into a cow, a dog or woman. It loses 2 HITS every Giant Snake MIGHT 4 HITS 10 1 Attack week, but replenishes them by drawing Not Intelligent No Armour one MIGHT point (permanently) out of Perhaps up to 6m long, this is a huge a man it has seduced, knocking him out and dangerous snake! A successful and wiping his memory of the event. strike by a giant snake will inflict Many empusae are able to cast normal damage and will also inject Magician powers. poison into its victim (once per day).

Furies MIGHT 6 HITS 11 2 Attacks Goatmen MIGHT 3 HITS 8 1 Attack Intelligent No Armour Terror 1 Intelligent No Armour Terror 2 These monsters of divine retribution are A form of nature creature, the goatman almost women, with canine faces and has several variations. Most are human- black wings, serpent-hair and wielding bodied with a hairy, and primitive, if long whips. They can fly and often muscular, appearance. They have the know some magical powers. Only hoofed legs of a goat, a tail and often magical weapons will harm them. A horns sprouting from their forehead or critical strike indicates that the fury's the actual heads of goats. Goatmen live whip disarmed the Adventurer. in dry wilderness areas, in hills and

crags. Enkidu was one of these Ghul creatures. Some are wise, others are MIGHT 3 HITS 8 1 Attack tribal and dangerous to outsiders. All Intelligent No Armour goatmen are prone to emotional fits of These desert goblins can hold their rage or depression. They are known as breath indefinitely, they hate the sun satyrs or fauns to the Imperials, and as and feast on flesh, dead or alive. They serim to the Aramaeans.

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Gorgon hit indicates the griffin has been able to MIGHT 7 HITS 14 1 Attack drag its opponent into the sky with its Intelligent No Armour Terror 2 powerful talons. Once very beautiful, these women are now hideous monsters, with the bodies Harpy of maidens ending in a horrible snake MIGHT 4 HITS 8 2 Attacks tail, eyes of terror and hatred that turn Intelligent No Armour Terror 1 people to stone, and hair made up of These horrible bird-hags with the snakes. Only magical weapons will twisted faces and necks of old crones harm them. An attacker must roll FATE but the wings, bodies and talons of to avoid looking at a gorgon, or be vultures can fly, and also spread turned to stone! Not looking at a gorgon disease. A critical strike indicates the makes it pretty hard to hit! COMBAT - Adventurer has been lifted into the air 6 for such an attempt. A successful by the harpy. critical strike indicates that the gorgon's tail has caught the attacker in its grip. Lionman Each round it will do 3 points of MIGHT 5 HITS 8 1 Attack damage unless he can break free Intelligent No Armour (MIGHT versus MIGHT). The lionman is a leonine-centaur, a lion’s body topped with the chest, arms Griffin and head of a human (albeit very MIGHT 7 HITS 16 2 Attacks leonine in appearance). The lionmen Not Intelligent No Armour live on the dry steppe and grassland, A great lion with taloned feet, an they are hunters and live in extended eagle’s head and huge eagle’s wings. tribes. They rarely settle in one place for These beasts feast on wild donkeys, long. Use bows, spears, and javelins. goats and horses, as well as human travellers. They inhabit desert wastes Manticore and high mountains, living in MIGHT 7 HITS 14 2 Attacks Intelligent No Armour Terror 1 A ferocious lion-like creature with a large scorpion-tail and a human head. The manticore might display human- like intelligence, but it is also savage, violent and bestial. Some manticores are also winged. As a breed they are loners, and live by hunting goats and other wasteland game. A critical success during an attack indicates a poisoned tail strike.

Merman MIGHT 4 HITS 6 1 Attack Intelligent No Armour The mermen and mermaids are dwellers inaccessible caves and on remote of the seas. They have their own precipices. It is rumoured that griffins reclusive society and are mistrustful of have a magpie-like obsession with gold humans. They are very wise and and hoard all that they find. A critical knowledgeable. They use spears.

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Mummy, Guardian Skeleton MIGHT 4 HITS 8 1 Attack MIGHT 3 HITS 5 1 Attack Not Intelligent No Armour Terror 1 Not Intelligent Terror 1 The desiccated body of a servant, The animated skeleton needs a weapon warrior or priest, buried in a tomb to to fight with. It can only be damaged serve as a guardian for some greater properly by crushing weapons, as noble. The guardian is a terrible, rotting bladed weapons do a maximum of only and mouldy monster strong and swift. 1 HIT to them. Armour depends on the Some may carry weapons. All are individual before death. vulnerable to fire, suffering 1 HIT per round as they burn. Anyone continuing Snake Man to fight a burning mummy may MIGHT 4 HITS 8 1 Attack themselves catch fire! Roll FATE each Intelligent No Armour Terror 2 round to avoid such an accident. The Ægyptians know the snakemen as ‘nehebkau’. They live in desert caves in Mummy, Royal small tribes. A snakeman has a MIGHT 7 HITS 17 2 Attacks humanoid body with a snake’s head, Intelligent No Armour Terror 2 complete with fangs and hissing tongue. The mummified body of a pharaoh, They are cold, ruthless and evil, preying nobleman, general, princess or other on caravans and bedouin tribes. such worthy. The royal mummy is Snakemen are effective in combat with powerful, driven by some terrible their fangs, but they also use slings, purpose, and able to spend 1 HIT per axes, javelins and spears. The bite of a hour to go abroad in daytime, looking snakeman is poisonous, but each has as it did when alive. Using this disguise only enough poison for one use each the mummy can put its plans into day. action. Like the guardian, the royal mummy is strong and swift, but it is Sphinx invulnerable to non-magical weapons MIGHT 7 HITS 15 2 Attacks and is totally invulnerable to fire. The Intelligent No Armour referee is urged to create special rules Sphinx are semi-divine creatures, for individual mummies (powers, fears, blessed by the gods. They resemble a curses, goals and so on). huge lion with a human head. The sphinx are a proud and intelligent race Scorpion Man of desert-dwellers that live in tiny MIGHT 5 HITS 10 2 Attacks groups. They have contempt for Intelligent Light Armour Terror 2 humankind, and show no mercy to those A large scorpion’s body with a human humans who show no signs of torso, arms and head where the intelligence or culture. Wise beyond scorpion’s head should be. The scorpion words, they play much the same role in men are a bitter and twisted breed, eastern culture as dragons later did in vengeful and nasty and they live in western culture. There are also two wilderness areas away from humanity. variations of the sphinx; the hawk- They use slings, spears, swords and headed hieracosphinx and the ram- javelins. A critical success during an headed criosphinx. All sphinx have attack indicates a poisoned tail strike. access to strange magical powers, some The scorpion man has thick armoured of which include: skin giving it the equivalent of Light Armour.

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Sphinx - create magical sandstorm, powers as a Magician. Give a weret- transform into human-form, glow, know hekau between 3 and 5 powers. A intent weret-hekau can transform into a Hieracosphinx - as Sphinx plus far beautiful woman at will, but is unable to sight (out to the horizon) use her magic if she does so. Imperials Criosphinx - as Sphinx plus invisibility know the weret-hekau as a lamia, the when motionless Aramaeans know her as lilith.

Stymphalian Bird She will attack with her retractable MIGHT 5 HITS 10 2 Attacks fangs if she needs to defend herself, but Not Intelligent Heavy Armour she can also use weapons. On a successful bite, the victim must roll These huge long-legged monsters are MIGHT and exceed 14 or become flesh-eating, bronze-feathered birds of paralysed for one hour. prey. They prefer to wade through marshes and swampy ground searching Zu Bird for carrion. A critical strike indicates MIGHT 6 HITS 13 2 Attacks that it launches 1d6 bronze feathers as Not Intelligent No Armour an attack. The Adventurer must roll The Zu Bird is a giant carnivorous bird FATE or suffer 1 HIT of damage for of prey capable of snatching a horse or a each feather that strikes him. Some say man into the air. A critical attack result the birds are supposed to be afraid of indicates that the Zu Bird has snatched strange/loud noises. its prey into the air. It will climb at 3m per round. Wind Child MIGHT 3 HITS 7 1 Attack Wild Animals Intelligent No Armour Bear These humanoids live in the mountains MIGHT 4 HITS 15 2 Attacks of the world, apart from the cities of Not Intelligent No Armour mankind. They are blessed by the gods. Bears inhabit the forest-covered There was originally only seven, the mountains and are loners, who may Seven Sages. Wind Children are very attack humans if roused to anger. wise and learned. Slow to do battle, but ruthless when pushed. They live in Boar small groups. Wind Children use MIGHT 4 HITS 8 2 Attacks swords, javelins, axes, daggers and Not Intelligent No Armour bows. Wild boar are hunted by nobleman for

sport, they are vicious wild pigs living Weret-hekau in scrubland and forests, and they can MIGHT 6 HITS 12 1 Attack kill a man with their long tusks. Intelligent No Armour Terror 1

The weret-hekau are huge snakes with Camel women’s heads, upper bodies and arms. MIGHT 3 HITS 8 1 Attack They are very intelligent, sophisticated Not Intelligent No Armour and cunning. They often inhabit Camels are invaluable beasts of burden swamps and marshes, and have well- in these dry desert environments. More hidden lairs deep underground. A information on camels can be found in weret-hekau is fascinated with magic the travel and encounters sections. and lives for the pursuit of magical Dromedaries (single-humped) are most knowledge and objects. She can use

112 Z E N O B I A common, although Bactrian camels sorcery, the will of the Gods or hunger (shaggy twin-humped camels) are found will drive jackals to attack mankind. in eastern Persia. They rarely attack unless severely provoked. Lion MIGHT 5 HITS 12 2 Attacks Crocodile Not Intelligent No Armour MIGHT 6 HITS 10 1 Attack A powerful creature living in the dry Not Intelligent Light Armour steppe-land between the settled land and The Nile crocodile is a nasty-tempered the desert in small prides. The males are predator that can spring out of the water lazy scavengers chasing away other to snatch prey off of the banks. Anyone predators from their kills. The females bitten is at half MIGHT due to the are wily hunters, often teaming up to crocodile's habit of hanging on and carry out carefully planned ambushes. spinning around in the water (!) and Lions were often hunted by kings and cannot flee. The beast will only let go if their courtiers for pleasure, but today harmed, but will probably continue to many are captured alive for use as attack. A critical attack result indicates entertainment in the arena. that the crocodile is holding the bitten character underwater for six combat Scorpion rounds. Check the Drowning rules, and MIGHT 4 HITS 1 1 Attack remember that MIGHT is halved! Not Intelligent No Armour A burrower that likes cool dark places Goat (boots, knapsacks, bedrolls, tents...). MIGHT 1 HITS 4 1 Attack Check for concealment, rolling the Not Intelligent No Armour scorpion's MIGHT against the potential The wild goat or antelope will only victim's FATE. If unnoticed, roll once attack in the most unusual of more to see if the sting strikes home! circumstances. Snake Horse/Donkey MIGHT 5 HITS 1 1 Attack MIGHT 3 HITS 6 1 Attack Not Intelligent No Armour Not Intelligent No Armour May be a poisonous puff adder, saw- Both horses and donkeys can be found scaled viper or cobra. Snakes, too, like wild in the steppe-land. They rarely cool hidey-holes such as tents, caves, attack unless severely provoked. bushes, rocks and boots. Check for concealment, rolling the snake's Jackal MIGHT against the potential victim's MIGHT 3 HITS 6 1 Attack FATE. If unnoticed, roll once more to Not Intelligent No Armour see if the snake bites home! The desert jackal roams the edge of the desert wasteland in packs of 3-8 Wolf individuals preying on anything that the MIGHT 3 HITS 6 1 Attack pack outnumbers, or scavenging dead Not Intelligent No Armour animals. Jackals are ordinarily timid Wolves operate in small packs, rarely beasts and most active early in the attacking humans unless desperate. morning and late at night. Magic,

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X TREASURES

Treasures should fit both the adventure Special Items being played and the setting of that Special Items are certain objects, adventure. In a tomb raid, the treasures usually of magical origin, that form the most likely to be recovered will be true treasures of the game. The referee grave goods left with the corpse, can place one or two of these treasures furniture, finely worked pottery, within the adventure, or wait for the jewellery and other items. The treasure table above to ‘throw up’ such an item. recovered from the house of a farmer Referees should note that magic items will be non-existent! The treasure in ZENOBIA are not simply swords or recovered from the lair of a manticore pieces of armour that provide some will probably be made up of the simple dice modifier, a magical item is manticore’s victims: spears, shields, usually magical because of 1) who has silver denarii, etc. Adventurers will be previously owned it; or 2) what it has on the look out for silver and for jewels. previously done or been used for. Many For jewels, the referee should refer to of the items are unique, once-only, the Special Items list (below). objects wielded in the days of myth and

legend by heroes such as Hercules and Coins & Jewels Perseus. These heroes - considered gods It is recommended that the referee tailor - imbued their weapons and equipment the treasures to the adventure being with a portion of their mythic presence played. Sometimes, however, a treasure and these items continue to display is required out of the blue. Roll on the magical powers. But remember - each following table: of these heroic items is unique. Those in this list are of particular interest in the Random Treasure Roll Desert Kingdoms of the East and some 1d Item will be virtually impossible to find in 1- 20 -120 Silver Denarii the Classical Civilisations or the 2 Northern Forests. Feel free to utilise the 3 100 - 600 Silver Denarii pages of myth and legend to come up 4 300 - 1800 Silver Denarii* with more special items. What about the 5 Special Item Golden Fleece? The staff of ? 6 Special Item and 300-1800 Ulysses’ hunting bow? Nero’s lyre? Silver Denarii* And so on ...

*Roll 2d and multiply the result by 150 Aeolus’ Magic Pouch A pouch used by the demi-god of the winds, Aeolus, that contains a magical gale that can be released to perform a task once each day.

Amulet of This lucky charm prevents the wearer from suffering the effects of any fumble!

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Amulet of Sebek damage). So powerful and feared is the Blue-green glazed image of two Arrow that ancient kings sometimes crocodiles. This amulet wards off wielded them like sceptres, keeping crocodile attacks and prevents Sebek their courtiers in fear. from ever possessing the wearer. Cap of Darkness Aqua Noxious When the hero Perseus visited the A terrible poison that can kill a weak or nymphs of Hyperborea on his quest to wounded man outright or severely slay the gorgon Medusa, they presented wound a healthy adventurer. See the him with a magical cap of darkness, poison rules. fashioned by the god Hermes. This leather cap of invisibility renders the Aqua Somnus wearer and all he carries invisible while A potion of sleep that lasts for eight it is worn, with the proviso that the hours. wearer does not make any attacks (if he does he becomes briefly visible). The Aqua Vitae - Potion of Healing cap does not prevent the wearer making This potion of healing holds enough to a noise as he moves, or leaving tell-tale heal up to 30 HITS and can be drunk by signs in mud, water, rain, smoke and as many people as need it until all 30 mist. The referee should note that this points are gone. item is very powerful, and might rule that it only operates (as its name Arrow of the Hydra implies) at night. When Hercules had slain the many- headed hydra as one of his labours he Coat of Many Colours dipped his arrows into its venomous In the long, flowing style typical of blood. One or two of these arrows of Phoenician robes, this Coat of Many Hercules still exist. The wounds they Colours is a fabulous and luxuriant inflict cannot easily be healed. When garment. It is a match for any royal such an arrow hits a victim, it not only robe, but unlike the rich purple and gold lowers the victim’s HITS score, but also of royal costume, this Coat shimmers the victim’s MIGHT score by the same with a kaleidoscopic light. Its hues are amount. If MIGHT falls to zero or vivid, its patterns ever shifting. Once below then he dies instantly. Otherwise owned by a Phoenician called Joseph he is permanently crippled by the who had become vizier of Ægypt, the agonising poison of the hydra in his wearer of the robe can call upon the veins. The blood of the hydra is only powers of the garment to aid him. The useful for one attack. robe will entrance an observer for 1-3 rounds, even stopping an attacker in Arrow of Imdugud mid-strike. While under its spell, the This magical arrow, symbolises the star observer is open to friendly suggestions Sirius in the night sky. The Arrow of from the robe’s wearer. When the Imdugud is made with the tail feathers glamour of the robe wears off, the from a Zu bird and will always hit its victim only remembers the bright mark (if visible and within range). colours and swirling patterns of light, Unless the victim makes a successful and usually the friendly suggestion if FATE roll, his HITS score is reduced to one was made. Each use of the robe in 1 (otherwise he just takes 3 points of this way costs 3 HITS.

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neck. It will restore its wearer to life once and then turn to copper forever. Restore the dead man’s HITS back to its initial level.

Golden Fly Necklace A carefully-crafted necklace of several Eye of Horus golden flies, this item is a symbol of A small blue-glazed amulet of the disease and death, and gives the wearer Ægyptian eye of Horus. If the wearer total immunity from any disease. participates in magical or spirit combat, it gives him a +1 bonus. Hes-Vase

A green-glass Hes-Vase liberates a Firesand person’s ka. The ka is usually translated A leather bag of Firesand holds 3 in Ægyptian as ‘soul’ or ‘spirit’ The ka handfuls. When thrown the sand ignites comes into existence when an whatever it lands on, usually an area 3m individual was born. It is believed by x 3m. the Ægyptians that the ram-headed god

Khnum crafts the ka on his potter's Forbidden Scroll of Osiris wheel at a persons birth. It is thought This scroll contains full information and that when someone dies they ‘meet their the true name of a wealthy dead (and ka’. A persons ka lives on after their mummified) person. It can be used by body has died. Some Ægyptian tombs an evil exorcist to reanimate and control include model houses for the ka to a mummy (who will appear as a normal inhabit. Offerings of food and drink are human being as it did in life). left at the tomb entrance so that the ka

can eat and drink. Girdle of Hippolyte

Hippolyte was Queen of the Amazons The tall, wide-based, Hes-Vase is and she was cruelly slain by Hercules, traditionally used in funeral rites for the since one of his labours was to fetch her pouring of libations. This vase is girdle (a bronze-studded leather war- covered with symbols of the ka - belt) for King Eurystheus. The girdle basically a small bird with human head gives anyone who wears it great bodily and two up-raised arms sprouting from strength. For any actions involving the chest. When the vase is filled with lifting, pushing or carrying, the wearer good wine it is ready for use. The user receives a +4 on his MIGHT roll. In anoints himself with the wine, then addition, any damage inflicted on a pours the rest onto the floor in a victim in hand-to-hand combat is magical circle around himself. He lays increased by 1 point. down and frees his mind. His ka

separates and the user enters a trance Golden Ankh of Ra while his invisible spirit is free to Symbol of eternal life. The Ægyptian wander for up to 15 minutes and gods are often seen holding an ankh to anywhere within 5km. While so someone's lips this is considered to be separated the user is treated as a spirit. an offering of ‘The Breath of Life’. The If the body is harmed or disturbed or the breath you will need in the afterlife. circle of wine crossed, the user wakes This magical item is worn around the and his ka returns instantly.

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Jewel Pectoral of Horus Any one of several semi-precious stones The pectoral is an Ægyptian item of (roll on the table below for ideas). jewellery worn around the neck by Worth 500-3000 denarii for a typically priests of Horus and pharaohs in modest-sized jewel (roll 2d x 250). dynastic times. The winged solar-disk is gold inlaid with lots of silver and semi- 1d Semi- Typical precious stones and lies across the Precious Colour upper chest. The winged solar disk is a Stone form that the god Horus Behudety 1 Jasper Mottled (Horus of Edfu) takes in his battles with Red, Green Set. The god Thoth once used his magic or Yellow to turn Horus into a sun-disk with 2 Amethyst Purple splendid outstretched wings. The 3 Carnelian Reddish- goddesses Nekhbet and Uazet in the Yellow form of uraeus snakes joined him at his 4 Quartz Milky side. White 5 Chalcedony Bluish- When the sun is out and visible, and the White wearer is at least one-storey up, he can 6 Turquoise Blue-Green call on the Pectoral of Horus and he will or Sky Blue sprout wings and fly! The cost is 4 HITS and the power lasts only for 4 Khesbed Jewellery minutes (though more HITS can be An individual piece of khesbed (lapis spent to keep those wings a little longer lazuli) jewellery is worth 500-3000 once acquired). They can fly as fast as a denarii. It is a holy deep blue stone, horse, and like a horse can put on short flecked with silver like the stars set in bursts of speed. Taking off and landing the night sky. The Ægyptians believe it takes one complete combat round, and to be the flesh of the gods. Khesbed has any dangerous, delicate or unrehearsed 1-6 points of ‘energy’ embedded within manoeuvres must be rolled against it that can be used to activate MIGHT. Magician’s powers or to take the blow of a weapon. The energy expended in Pegasus Bridle using powers or taking damage is When Bellerophon went in search of the renewed at sunrise. Two examples winged horse Pegasus, he had in his follow: possession a golden bridle given to him by Athena. The hero was able to slip it Khesbed Amulet over Pegasus’ head and in this way The amulet has HITS 4, for use in casting tamed him. When the Pegasus bridle is powers as a pool of energy or taking damage used on a horse, the intelligence of that from a weapon. horse is liberated. The horse can communicate with its rider by speech, it Khesbed Ring can think as well as a human and is The amulet has HITS 2, for use in casting powers as a pool of energy or taking damage loyal to the one who bridled it. Such a from a weapon. horse can be given instructions and it will follow them as best it can. When the bridle is removed, the horse reverts to its unintelligent form and will

118 Z E N O B I A remember nothing. If re-bridled the Scorpion Ring horse becomes intelligent again, but This bronze ring has a scorpion design - will not remember previous adventures and protects the wearer from the effects with the rider. of all poisons.

Potion of Natron Silver Dagger Gives the drinker total immunity from Curved knife blessed by the moon the magical powers of spirits, ghosts goddess Luna, capable of harming and demons for 10 minutes. Enough for ‘creatures of the night’ three doses. Silver Ankh Rosette of the Goddess The wearer of this ankh will recover This leather wristband has a rosette from wounds far quicker than anyone made of lead or faience mounted on it, else. Instead of regaining 1 HIT point symbol of Ishtar. The wearer has an per day, he will regain 4 HIT points per affinity with all animals. Horses and day! Worn around the neck. cattle will be obedient and compliant, savage creatures such as lions will stay away. Has no effect on intelligent or supernatural creatures.

Scarab Servant Called the dung beetle because of its practice of rolling a ball of dung across Snake Servant the ground. The Ægyptians observed Magical cord only a foot long that this behaviour and equated it with the transforms into a venomous snake when ball of the sun being rolled across the thrown to the ground. The snake cannot sky. They confuse this balled food be commanded by the owner, but it will source with the egg sack that the female not attack him in any circumstance. If dung beetle lays and buries in the sand. the snake survives for more than 6 When the eggs hatch the dung beetles rounds it turns back into a lifeless seem to appear from nowhere, making it length of cord ready to be used again. a symbol of spontaneous creation. In this role it was associated with the Stormsand sunrise. Khepri is the scarab-headed A leather bag of Stormsand holds 3 god. When thrown to the ground, this handfuls. When thrown the sand creates small scarab carved from turquoise will a blinding sandstorm that lasts 4 combat turn into a giant scarab that will fight rounds. Everyone in the area (3m x 3m) the owner’s enemies to the death. It has makes a FATE check and if failed is only one use, the scarab then burrowing blinded for 10 minutes afterward deep into the earth. (everyone is blind within the storm!).

Scroll of Irem Uraeus Amulet This valuable scroll details the journey The cobra is an emblem of Lower of a merchant in search of the Nameless Ægypt. It is associated with the king, City. It details various incense routes and kingdom of Lower Ægypt. It is also and unknown oasis in the deepest associated with the sun and with many deserts of Arabia. deities. This cobra (or Uraeus)

119 Z E N O B I A represents the ‘fiery eye of Amun-Ra’, Ægyptian kings believed it contained in which two uraei can be seen on either the powers of the dog as a protective side of a winged solar disk. The uraeus spirit. It symbolised life giving powers once appeared as a symbol worn on the and also well being and happiness. The crown or headdress of Ægyptian wielder can use his FATE points to royalty. It is used as a protective power the sceptre, it has the three symbol, the Ægyptians believed that the powers of the priestly ritual Sacred cobra could spit fire at any approaching Animal. It only relates to dogs. enemies. By lowering his HITS by a variable number of points, the wearer of Zisurru this amulet (carrying the Uraeus Zisurru is holy flour, blessed by a high symbol) can spit fire into the eyes of an priest of Bel-Marduk and used to create enemy within 5m. The victim suffers a magical circle around a person or twice the number of HITS spent by the place. A single leather bag of Zisurru character and is blinded and in agony contains three handfuls, each of which for the same number of combat rounds. can create a circle around a bed (or bed- sized object). No demon or evil spirit Was-Sceptre may cross this magical boundary. The An staff which is forked at the bottom boundary lasts for a night-and-a-day, or with a canine head at the top. Ancient a day-and-a-night.

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XI LANDS & PEOPLE

The Desert Kingdoms (Aria), or it may be truly independent (Armenia). and Beyond Whatever the present state of affairs, ZENOBIA focuses on a complete things may change. Historically (from geographical region: the Desert our perspective), the Empire swept back Kingdoms. These are the lands around in and re-conquered old provinces to the Fertile Crescent and beyond. With become a renewed power (at least in the the diminishing power of the Empire East). Persia, too, grew from strength to and the ascendancy of both Persia and strength and lasted for hundreds more Palmyra the entire balance of the region years. The referee’s campaign may have has shifted. Independence has come to a different outcome. Whatever may lands that have long been subjugated. occur in the referee’s campaign, he The Desert Kingdoms have a new lease should note that many facts within the of life. What are termed Desert following entries are historically Kingdoms here are in fact just lands or accurate, while others are half-truths realms. The government may not be a and half-fabrications, a patchwork of kingship but a provincial governor facts designed to both lend credibility (Ægypt or Pergamum), it may be the and provide entertainment and vassal state of some larger power excitement.

Kingdom/Land Traditional Ruler Current Ruler Africa The Empire The Empire Ægypt The Empire The Empire Armenia Independent Independent Axum Independent Independent Bithynia The Empire The Empire Cappadocia The Empire The Empire Chaldea The Empire Persia Persia Persia Cilicia The Empire Palmyra Colchis Independent Independent Cyprus The Empire The Empire The Decapolis The Empire Palmyra Galatia The Empire Independent Nabataea The Empire Independent Osrhoene The Empire Independent Palmyra The Empire Independent Pergamum The Empire The Empire Persia Independent Independent Phoenicia The Empire Palmyra Sabaea Independent Independent Solyma The Empire Palmyra

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Each entry in this section gives a brief underground cisterns, and transport it cultural and geographical summary of a from near-by hills via aqueducts. The Desert Kingdom. The larger entries (i.e. Eternal City has long depended on these Ægypt and Chaldea) are expanded with African provinces for its supply of corn sub-sections. Any interesting geo- and will defend them to the death. It graphical features or important cities are also depends on this hot country for a listed separately under each relevant regular supply of exotic beasts for the entry. gladiatorial games. Ostriches, leopards, lions, giraffes, elephants, even rhino can Africa be found on the grasslands between the Africa is divided between the mountain edge of the desert and the provinces fastness of Mauritania off to the west as proper. Olive oil is Africa’s other far as the Pillars of Hercules; Numidia, famous export. The Atlas Mountains which is a small province that controls deny easy access into the African the Numidian Mountains and the interior, forming an east-west barrier lowlands north to the sea; and the through southern Mauritania (capital Iol Proconsulate, which is a heavily Caesaraea) and separating the desert urbanised region opposite Sicily; to the from the fertile coastal plains rich in east of the Proconsulate is the desert- wheat, farms and lush olive groves. The land of Tripolitania with its cities strung province of Numidia displays a variety out along the coast. Between of terrain. To the west the el-Hodina Tripolitania and Ægypt lies the fertile lake and its surrounding farmland marks coastal territory of the Cyrenaica. For the eastern end of the magnificent Atlas centuries, back to the days of the chain. This lowland continues as it Ægyptian pharaohs, the African people crosses eastwards through Numidia have dwelt in peace in this land. Then south of the smaller Numidian the Carthaginians came and began to Mountains. Numidia’s capital is Cirta, colonise the coastline during the earliest further north on the well-watered and days of the Eternal City. The two cities rich plain that faces the sea, a region of were destined to go to war and epic rolling hills and small but thriving battles were fought between the two towns like Thamugadi, Thevestis, and powers with the Eternal City emerging Lambaesis. The Numidian lowland is as the victor. The Carthaginian peppered with marshes and low-lying territories of Africa became the lakes, but rises again to steppe-land and Empire’s first acquisitions. Today the eventually desolate sand sea. Empire still retains its grip on Africa, and has divided the region into the five The Proconsulate is the ancient provinces related (above). Carthaginian centre. Carthage was laid waste by the Empire, but a colony with The climate is hot and dry, and the the same name has since been generally one of fertile hills established on the same spot. It is a and plains. The region is dominated by magnificent and powerful coastal city, three profound geographical factors: the surrounded by impressive neighbours Middle Sea to the north, the endless sea such as Utica, Thysdrus, Thugga, of sand that is the Libyan Desert to the and Hadrumetum. This once south, and the rugged Atlas Mountains Carthaginian heartland is now an that are the source of the region’s Imperial bastion and its citizens rainfall and rivers. Even then, water is powerful, proud and happy with their not a universal commodity and the large delightful cities with all their comforts. cities must hoard what they have in This region has bred a number of

122 Z E N O B I A emperors and many hundreds of fine remains a target for the opportunistic orators and thinkers. tribes of the desert.

Even further east the desert boundary Ægypt (marked by the steep Gebel Ægypt was once the superpower of its Escarpment) edges closer and closer day, a powerful and wealthy kingdom towards the sea, but a strip of fertile dominated by the god-like pharaoh, his land continues along the narrow coastal governors, priests and temples. But that plain (the Gefara Plain). There are was long ago. Pharaohs came and went, settlements here receiving water from to be finally replaced by a long line of sporadic rainfall and from the seasonal conquering Emperors from the Eternal streams of the otherwise dry wadis City. The emperor is a pharaoh in (such as the Zamzam and Sawfajin) that absentia, and this rich kingdom is his feed toward the sea out of the rocky own personal fiefdom. Senators from desert uplands. The province is called the Eternal City (every one a potential Tripolitania, and boasts wealthy cities rival) are not allowed to set foot in like Leptis Magna, Sabratha, Misurata Ægypt. To run this private Imperial and further inland on the dry steppe, estate for him, the emperor routinely Tentheos and Ghirza. In the desert, chooses an Imperial military officer of acting as a lone frontier town stands the lower rank and he administers it from dusty oasis city of Ghadames, 200 km Alexandria. This man he can trust. The south-west of the nearest city, Tentheos. land of Ægypt runs along the life giving river Nile as it sweeps majestically Cyrenaica is almost an island of wealth through the desert. Ancient pharaohs and prosperity amidst the rocky barren- built fabulous pyramids and obelisks, lands and sandy deserts of Libya. This constructed immense tombs and carved Imperial province sits on a huge colossal statues of themselves. Egypt is promontory in the Middle Sea and its a land of grand monuments. only routes of communication are by sea to the Eternal City, Alexandria and The People: The Ægyptians are a rich Antioch, and by desert caravan to the and very ancient people that have western oasis of Sabe on the route to enjoyed a life of isolation from the rest Ghirza in Tripolitania. There is no well- of the world. Almost every harvest is a used land route between Cyrenaica and good one. Here, the local governors (the Ægypt other than caravan travel in the ‘strategoi’) rule their own provinces for deep desert and across the Quattara the governor. Ægyptians believe that Depression. Once known as the the things that are eternal are truly Pentapolis because it could boast five important, not individuals, grand trading cities, Tripolitania now achievements or wars. Life, death, has a number of prosperous settlements, health, nature and the rhythm of the including Cyrene (the capital), universe are all worshipped through a Berenice, , , vast number of huge and colourful , , and Darnis. temples - each run as estates by the The economic life of the province is enigmatic and very pious bald-headed made possible by the existence of the priests. If the strategoi run half of the Gebel el-Akdar, a well-watered coastal kingdom, the priests run the other half - ridge. Apollonia is the main port of the and the Emperor-Pharaoh owns it all. province and it is flourishing. The region has recently suffered from a Ægyptians are a black-haired, dark- number of damaging earthquakes, and it skinned people who wear simple white

123 Z E N O B I A kilts for most occasions. Women wear town council but are governed by an long dresses and elaborate makeup and Imperial official for the governor. jewellery. Wigs are common amongst Traditionally, the seat of Ægypt’s the nobility. The people are generally power had been Thebes, but this once complacent, proud and powerful. grand city is now a collection of dusty Ægyptians despise all foreigners who villages, clustered around the sand- they consider always bicker and fight choked ruins of the semi-buried city amongst themselves for food and (smashed centuries earlier by the treasure. Ægypt is a land of plenty. Persians). The once fabulous Temple of Amun-Ra amidst the villages is now a Ægyptian history is long (over one billet for Imperial troops who patrol the thousand years), rich and cultured. area on foot or on horseback. Pharaohs Architecture, poetry, myths and are buried in the desert cliffs over the literature, the crafting of jewellery and water in the Valley of the Kings. At the the work of painters and sculptors are mouth of the Nile far away is the delta exquisite. They practice skills handed (‘Lower Ægypt’) which is a huge area down over 60 generations. The scribal of rich farmland, rivers, swamp and class is mostly made up of Ionians who lakes. Most of Ægypt’s food comes settled here under Alexander the Great, from here and much of it goes to the and keep everything running smoothly. Eternal City in vast sea-going grain- This middle class of Ionic ships. There are few trees in the administrators wields great power. The kingdom - much wood comes from the written word is power in Ægypt, not the Phoenician cities of Tyrus and Sidon. uncouth spear, axe or scimitar. Only Papyrus is cut from the swamps and barbarians (like Imperials or turned into scrolls for writing. Mines Aramaeans) have any skill with these are worked in the Sinai mountains and nasty tools. Ægyptians use brains, not the Eastern Desert - often by slaves and brawn. The unpalatable truth, however, criminals. The borders of Ægypt are the is that the Ægyptians are a crushed deserts, which have kept invasions to a underclass in their own ancestral land. minimum. As more and more pressure is applied to force out more and more corn from the The History: With the earth, air and sky province to feed the hungry masses in in place, with the green plants and the the Eternal City, the Ægyptian peasants abundant animals, the god Ra are becoming desperately poor and abandoned his creation for the suffer terribly. With the economic Netherworld, and set himself up as catastrophe wracking the Empire, the Judge of the Dead. Each night he sailed Ægyptian peasantry suffers ever more. through the Netherworld on his Night Barque and emerged with great joy in The Land: Ægypt is the ‘black land’, the east at dawn. There his Day Barque the rich fertile farmland running ferried him across the twelve hours of alongside the River Nile to the sea. the sky to set once more in the west. To Beyond is the ‘red land’ - the desert, the comfort mankind while he journeyed nomads and death. Red is a symbol of through the Otherworld, Ra set up the bad-luck and death, black of fertility moon. and life. Large unwalled villages (often wrongly called ‘cities’) dot the river In Ra’s absence Shu ruled the gods, but bank. There are only really three major his reign was troubled by the cities in Ægypt: Alexandria, Ptolemais destruction caused by Sekhmet and by and Naucratis. None have the typical the evil forces of the demon-serpent

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Apophis. For centuries Shu ruled, and Isis was able to bring the body of Osiris eventually the god Geb urged Shu to back to life on the banks of the Nile. abdicate. After much quarrelling, he There they were happily reunited and agreed. Geb assumed the throne and conceived a child. Set was furious that soon peace descended onto the earth. his plan had been thwarted and he His reign also ended peacefully with ambushed Osiris and hacked him to the crown being passed on to his eldest death, disposing of the pieces by son, Osiris. throwing them into the twisting marshes of the Nile delta. Again Isis tried Osiris ruled well, his was a Golden Age desperately to track down the pieces of of beauty, tranquillity and happiness. her husband’s body, eventually He often descended in person to earth in gathering them all up and carefully order to teach mankind all the arts of reassembling them. Through this civilisation. Isis, his loyal sister and attempt to resurrect her husband, Isis wife, took over full responsibility for created the sacred art of mummification. the government of the universe in his Despite her great knowledge and skill, absence. Set, Osiris’ brother was jealous Osiris could not be brought fully back and bitter about his brother’s success, to life a second time, the twice-slain and coveted the throne for himself. He god descended to the Netherworld attempted to seize the kingship by where he began to rule. ordering a coffin to be made, a splendid painted and richly adorned coffin that Though the throne of the gods was now perfectly fitted Osiris’ measurements. empty, the other gods would not let Set At a party for the gods thrown by Set, take the crown. Perhaps they were the evil god have the coffin brought in stalling for time while Isis, a fugitive to gasps of amazement. Set declared from the forces of Set, carried Horus, that he would give the box to anyone the son of Osiris, within her. When the who fit inside it comfortably. When god-child was born, Set sent his forces Osiris tried the coffin, Set suddenly against it in an attempt to end the slammed shut the lid, sealed it with lead lineage of Osiris, but to no avail. Horus and flung it into the River Nile. The grew up to avenge his father. He first coffin sailed out to sea. brought Set to trial before the Great Council of gods, with Ra presiding. The Loyal Isis heard of the crime and vowed trial dragged on for some considerable to find her brother. Her search carried time, and in the end the council her to all the ends of the earth, but requested that Ra give the judgement eventually she discovered the coffin in over to Neith the goddess of wisdom. Canaan. It had washed ashore at the city She ruled in favour of Horus. of Byblos, the oldest city in the world. There, a tamarisk tree had sprouted up The two gods fought a pitched battle below it and trapped the coffin within against one another for the kingship of its trunk. The local carpenters have cut the universe. As the fighting raged Set down the tree and fashioned the timber was emasculated by Horus, while he in into a pillar for the palace of Malcander, turn lost one of his eyes. Hathor kindly King of Byblos. After entering the restored the eye of Horus, and the palace in the guise of a nurse, Isis original became a god, the ‘wadjet’, the revealed her identity to the king and Eye of Horus. After the intervention of queen of Byblos, and they readily Osiris to convince the gods to in consented to let her take the pillar away support of Horus, Set was made to with her. As a sorceress of great repute, swear by powerful oaths to accept the

125 Z E N O B I A kingship of Horus. Set has taken up the were taken by Ionians. The last titles of a war god and god of desert Ptolemy, Queen Cleopatra, could not storms, but he is not consoled by such resist the power of the Empire and gifts. In due course Horus handed over Ægypt fell to Emperor Augustus. the throne, now called the Horus Understanding the power and wealth of Throne, to a human successor. Every this exotic land the emperor decided to king of Ægypt now became ‘The change it as little as possible - but now Horus’, every dead king ‘The Osiris’. its revenues fed the poor of the Eternal City and no longer went into temples Horus in turn gave up the throne to a and palaces. The Ionic scribal class human king - the first of a long line of continues to organise the province’s pharaohs. This ruler was named Menes. government as before, the local Menes unified both Upper and Lower Ægyptians struggle to earn a living or Ægypt to create a strong and vibrant earn any rank of distinction. Imperial land. King Menes established his court nobles and philosophers visit this at a newly established city of Memphis strange land but soon return from where Upper and Lower Ægypt meet. whence they came. Imperial To create enough land for this building legionnaries are garrisoned there, but on project Menes diverted the flow of the the whole, few Imperials come to Nile with a vast dam, still in operation Ægypt to stay. today. Menes fought the Nubian tribes to the south of Ægypt throughout his long reign of 62 years, and he was eventually killed on a hunting trip by a hippopotamus. His body was buried in the sacred necropolis of - the site of Osiris’ own burial.

Many native-born pharaohs ruled Ægypt in dynasty after dynasty, climaxing with the amazing reign of Pharaoh Ramses II. But soon the priests grew powerful enough to have a dynasty of their own. Ægyptian power Ægyptian scribes have devised a waned in a period of great rival empires. scheme for the recording of the house There were Nubian dynasties, Libyan lineage. It is divided into dynasties, dynasties and then horror! The Assyrian each one forming a distinct blood-line. Empire invaded and wrought Although the human blood-lines devastation on Ægypt. Soon after the sometimes stop and re-start as new Persians did the same. Finally all hopes pharaohs take up the crown, upon the of a return to native Ægyptian glory coronation, the usurpers become the were dashed when the Ionian general god Horus, son of Osiris, and so the link Alexander defeated Persia and is maintained. By burying their conquered Ægypt. His general Ptolemy predecessor, the new pharaoh becomes established his own dynasty and he the son Horus burying his father Osiris. became Pharaoh. His descendants ruled In this way House Osiris can be said to Ægypt with the help of a powerful new stretch back two thousand years. The class of Ionic administrators - a new Royal House of Osiris has ruled the aristocratic class that pushed Ægyptian valley of the river Nile, the kingdom of nobles out of the way. All the best jobs Ægypt, for thousands of years.

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Alexandria (away from the sea). These three cities stand on The city of Alexandria was founded by a branch of the River Nile called the Canopic Alexander the Great and greatly improved upon Arm. Herakleion is famous for its temple of by the Ptolemaic kings who came after him. It is Hercules, a place of refuge for runaway slaves his greatest legacy, the most fantastic city on and reputedly the site of a visit by Paris and earth. It is a vibrant and cosmopolitan centre, Helen on their way to Troy. The city is a tiny and still retains a strong Ionic cultural identity. port that cannot compare with Alexandria, not It is a well-laid out city, well-planned and too distant. sits on the salty plains near organised. Only the Eternal City surpasses the sea and the animal-headed jars used to hold Alexandria in size, although it easily surpasses the viscera of mummies in the tomb are that city in sophistication and intellectual manufactured here (hence their name - Canopic distinction. Alexandria is a prosperous clearing jars). The city had a thriving market which was house, an impressive trading centre that has lifted wholesale to Alexandria. Canopus does become the axis for trade between East and retain an impressive temple to Serapis, West. Corn ships for the Eternal City leave from constructed by Ptolemy III. It had been the vast harbour complex, along with smaller dedicated to Osiris, but that god’s image now merchantmen carrying cargoes from Meroe, lives within the temple of Hercules at Axum, Sabaea, Telmun, Melhuhha and far Herakleion. Once a year an elaborate ceremony distant lands of myth and legend. The Solymans takes place. Osiris is brought out to be carried have a large population here with their own by barge to Canopus. Canopus attracts many, political organisation, this often puts them in many pilgrims and other visitors, and the conflict with the real power-base - the Ionians. festivals of Serapis are spectacular events The architecture of the city is wonderful, and attracting thousands of people. The celebrations the city planners established much of are well known for their licentiousness and Alexandria between Lake Mareotis and the sexual abandon. Many Alexandrians cram into Middle Sea. The island of Pharos off shore, was boats to reach Canopus for the pleasure filled long ago connected to Alexandria by an ancient festivities. The temple of Serapis is also known causeway and the city has expanded in that as a place of miracle cures. Canopus is a direction too. On the island stands the fashionable resort full of wealthy ladies, tourists impressive Pharos lighthouse. One the eastern and aristocrats enjoying the cool breezes and side of the causeway sits the Great Harbour, on luxuriant hotels. A temple to Isis dominates the the western side a number of lesser anchorages. suburb of Menouthis 3km away. It has a huge Within the city proper stand magnificent reputation and pilgrims come from far and wide structures: the Library of Alexandria (the to consult Isis of Menouthis. She too helps the ‘Museum’), a fabulous temple of Serapis, infertile and can cure the sick - and her rites are palaces (once occupied by Queen Cleopatra), also accompanied by scandalous behaviour and temples, beautiful colonnades, fountains and dancing. The Canopus canal links the Canopic public precincts. Ionic philosophers have Arm to Alexandria along the bar of land in front resided at the Library for centuries - it is a of Lake Mareotis. This forms a main route for centre of learning, experimentation, science and pilgrims from Alexandria to Menouthis, literature. Many famous philosophers were Canopus and Herakleion. Two other small trained at the Library which is run by a high towns sit on the coast and link to the Canopic priest of Apollo appointed by the pharaoh- canal, Taposiris (near Canopus) and Nicopolis, emperor. closer to Alexandria.

Babylon Fossatum Armenia On a ridge overlooking the River Nile, somewhere between Memphis and Heliopolis Armenia is an ancient kingdom that has stands Babylon Fossatum, a powerful Imperial suffered the attentions of either the fortress housing three legions. So much water is Empire or Parthia for centuries. needed by this great garrison that 150 prisoners Straddling the mountains between the are forced to work a gigantic human treadmill two vast states, where the Zagros meet which keeps freshwater flowing. Memphis and the pyramids lay on the opposite, western bank. the Taurus, Armenia has long been a bone of contention. The kingdom Canopus & Herakleion represents a strategic ‘high-ground’ Along the same bar of land that separates the dominating the northern curve of the Middle Sea from Lake Mareotis in the Fertile Crescent. Armenia remains a Ægyptian delta stands the city of Canopus, and great prize for any would-be empire. two satellite towns - Herakleion and Menouthis

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Long under the Achaemenid Persian Decapolis two-centuries ago, but aegis, the kingdom has a very strong subsequently lost those conquests to the cultural flavour of that land. The Empire. The unruly and wild Sarmatian Armenians have long been open to tribes occasionally raid Armenian influence from Persian culture, with valleys; some stay on to become Ahura Mazda and Mithras being the mercenaries in the pay of either chief gods of the nobility and wealthy Armenia, Persia or the Empire. elite, and Persian costume being adopted universally throughout the The Armenian kingdom is divided up kingdom. Soft hill boots with curled into small mountain provinces, each toes are very common. governed by a member of the nobility. These governors reside at fortified In centuries past Armenia was known provincial capitals, complete with store- by other, less well known titles, as houses, stables and garrisons, and have Urartu or Ararat. Centred on the lakes at their disposal a contingent of the of Mannai and Nairi and the fertile king’s standing army. This is mountain valleys of the eastern Taurus, supplemented by a provincial levy of Armenia is a strong mountain- shepherds, archers and peasant orientated kingdom. Mount Ararat sits spearmen. Armenian cavalry is at the centre of the land. For centuries a composed of tough cataphracts (men of vassal of stronger states, Armenia the royal family, other high-born family eventually threw off these shackles members running the provinces) and under a new Persian-born dynasty to horse archers (lesser nobility running found a line of great kings, kings like large farms and villages for the Tigranes who boldly challenged the governor). The royal capital is Artaxata Empire. Armenia is rich in metal and a in the rich valley of the easterly-flowing source of strong hill horses. It has a Arax. Like all Armenian cities it is formidable army with a good cavalry heavily fortified with stone walls arm, giving the kingdom a degree of strengthened by buttresses and towers. power. The greatest expansion came Cities, palaces, irrigation canals, under King Tigranes who conquered the storehouses and temples are all constructed with great energy. The kingdom’s wealth comes from a combination of iron-working and agriculture (including orchards and vineyards as well as grain). These cities and valleys are connected by high mountain trails and passes. The steep and treacherous mountains of Armenia are covered with thick snow for months in winter; deep ravines, high peaks and impassable ridges make Armenia a formidable environment.

The Armenian landscape is typified by a complex of plateaux and high peaks, the tangled uplands where the Pontic, Taurus and Zagros Mountains meet and coalesce. This mountain-land is freezing cold in winter and scorching hot in

128 Z E N O B I A summer. Any journey through Armenia toward the Erythraean Sea the plateau is a slow one, but one with spectacular ends in a series of steep escarpments scenery. Numerous clear blue lakes are dropping over a thousand metres to the nestled between fabulous but barren sun-baked coastal plain and the Denakil scrub-covered mountains. Banks of Desert. Along the western fringes of the reeds proliferate around the shore-lines, Axumite highland, the drop is less reed-beds teeming with storks, ducks dramatic and ends at a searing desert and herons. The lower more fertile deep in the interior. To the south the slopes of these peaks are littered with plateau drops gently to Lake Turkana. pyramids of cow-dung, to be burnt in Much of the plateau has a sparse the wintertime as fuel for peasant fires. covering of desert shrubs, thorn-bushes Lake Nairi is a vast inland sea that plays and savannah grass. The valleys and host to vast flocks of white storks and canyons, however, are rich with tropical pink flamingos. Poppies grow on the tree and plant-life. All kinds of African slopes around it, and a local breed of wildlife roams the Axumite wilderness, wild cat can sometimes be spotted. from giraffe to leopard, hippo to These fishing cats can swim and have monkey, antelope to rhino, elephant, one blue and one green eye. In the cliffs lion, hyena and jackal. Many of these to the west and overlooking the lake is are hunted by Imperial beast-men, the Rock of Nairi, a towering pinnacle rounding up fabulous animals for the of rock, full of rock-cut chambers and beast-shows in the arenas. The fertility ancient Urartian tombs. of the area is helped by the torrential rains of the wet season (June to Axum September), which is followed by a dry Colonised by Sabaean princes many season that can sometimes be broken in centuries ago after a period of intense February of March by another short warfare and bloody conquest. Axum is rainy season. the fortified capital of this exotic kingdom. Adulis is Axum’s main port, Bithynia lying as it does, on the Erythraean Sea. An ancient kingdom of Asia Minor Traders meet there from Melhuhha, lying between the Propontis Sea in the Africa and Sabaea. The kings of Axum north and Pergamum to the south. It are given the honorary title of Nagashi dominates the entrance into the Pontus and claim descent from the wise King Euxinus and is therefore strategically Solomon of Solyma and the fabled first valuable. It also gives access to the Queen of Sheba (Sabaea) who visited major crossing point between the him and gave the king a son. Because of continents of Asia and Europa. Its this, the Axumite royal house is called inhabitants are all of Thracian origin, the Solominid dynasty. The other they originally settled west of the Halys powerful noble family in Axum is the River when driven across the Thracian Zagwe, of the Lasta region, high on the Bosphorus (the crossing point) by the central plateau. ancient Mysians and Teucrians. Nicomedes became its first independent Axum is a high table-and, a vast plateau king in 475 AUC after it emerged from split from the north-east to the south- the ruins of the Persian Empire as a west by a gargantuan rift: the Dark satrapy. It was King Nicomedes IV who Valley. This plateau is cut buy many bequeathed Bithynia to the Empire rivers and deep canyons, and capped by almost exactly two-hundred years later. mountain peaks - especially in the north The chief cities are (the around Lake Tana. In the north-east ancient royal capital), Nicaea, Sinope,

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Abonuteichus, Amastris and , Chaldea all of which are Hellenised. Introduction: Chaldea encompasses the great cities of the Land Between The Cappadocia Rivers (‘Mesopotamia’). Farming is the This very mountainous and ravine cut greatest industry - the river valleys are land lies north of Cilicia and west of the farmed intensively using a complex upper Euphrates river. It is a high irrigation system of ditches and canals. plateau, a tableland intersected by lofty Where crops aren’t cultivated, palm mountain chains. The region has had trees grow or livestock is grazed. This is many overlords, from the Medians to the source of Chaldea’s incredible the Lydians, the Persians and then the wealth. With little timber, stone or Seleucids. It is now a remote Imperial metal, the Chaldeans have to trade province. Once extending northwards to extensively. Their caravans trek out to the shores of the Black Sea, Cappadocia the Decapolis and curve south to now only encompasses the high interior Phoenicia and Ægypt, or east into the of Asia Minor, with northern Zagros Mountains. Cteisphon is the Cappadocia now a separate kingdom current capital of Chaldea. called Pontus. It has only four small hill-top cities; Mazaca, near Mount The immense cities of Chaldea are built Argaeus, the residence of the almost solely without stone, instead Cappadocian ruling house, , baked mud brick is used. From palaces Archelais and Sebastea. Smaller cities to walls, temples to town houses, every of some note are Melitene, and thing is built in mud brick - since mud . and straw are the land’s greatest commodities. Towns, cities and villages Cappadocia is a land of soft-rock cliffs have their own assemblies which any and mountains, eroded over time by citizen of the community can join. Reed wind and water to create a spectacular huts cover the marshes and are the landscape. In some places cones of soft homes of the local farmers and rock have been hollowed out to create fishermen. Reed boats are used by entire villages. A region characterised locals on the rivers. Larger sail-boats by steep-sided gorges, all exposing ply great rivers between the trade cities. layer after layer of brightly coloured The people, villages and cities are very rocks, Cappadocia is also home to fruit well organised by the current Persian and vine cultivation on a massive scale. over lordship and its efficient It is a very fruitful region. administration, and the cities are teeming with Chaldean civil servants, To the north Cappadocia has swallowed scribes and secretaries. Many work for the ancient territory of Pontus, once a the vast temples of the gods - the huge Persian satrapy, then a magnificent stepped-pyramids called ziggurats. kingdom that challenged the might of Chaldeans know their place - they are the Eternal City. Pontus occupies the ‘owned’ by the gods and are all his south-eastern shores of the Pontus servants, so rebellion is almost Euxinus and that section of the Taurus unknown. All goods flow into the Mountains behind it. Its greatest ruler temples for redistribution and the rest is was King Mithridates VI and many of used in great trading ventures. The great its kings had that name or the name of gods of Chaldea are Marduk, Nabu and Ariobarzanes. Ishtar.

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The Land: Chaldea is called the ‘Land Chaldea’s year begins with summer, Between The Rivers’. This is because it when crops are stored, and the flocks is a low-lying land crossed by three taken into the mountains. During rivers, bordered on the north by the summer, it is not unheard of for Zagros Mountains, the east by the temperatures to reach 120 degrees Persian Sea, the south by the Desert of Fahrenheit in the shade. The winds Lost Souls, and the west by highlands come in off of the Desert of Lost Souls, leading into a mountain range known as bringing not moisture, but a fine, dusty the Pillars of An. More than any other sand. As such, the inhabitants take factor, the three rivers dominate shelter during mid-day in dark inner- Chaldea. rooms in their houses, or in cellars dug in the ground. At late afternoon they The foremost of the rivers is the emerge to do what business must be Euphrates, which runs south-west out of done, and then sleep on their roofs in the Pillars of An, and then due east the comparatively cool night air. towards Chaldea, and the Persian Sea. This great river is navigable nearly all In autumn the sun ceases to blast the the way to the Pillars of An. The second land, the flocks are brought back down river is Tigris, which runs more directly out of the mountains, and the crops are towards Chaldea. The Tigris runs faster planted in preparation for the next and deeper than the Euphrates, but is spring’s harvests. Winter is a not navigable nearly as far. The third comparatively cool time, when frost river is called Iltanu. It is the northern appears, in particularly cold years. For most of the rivers, which leaves cities several days, the land might experience on its shores more exposed to barbarian heavy rains, the only time during the invasions from the Mountains of Kur. year when this is possible, which can test the condition of the dikes and The rivers flood once every year, in canals. Spring is a time of work, when spring, when the crops are already the canals must be maintained and growing in the fields, so their overflow protected during the annual floods, and must be controlled and used. As such, then the harvest is brought in, to be the inhabitants of Chaldea have become followed by a twelve-day New Year experts in the art of creating dikes and festival. irrigation canals. This one fact of life has shaped Chaldea’s society more than Resources and Trade: The soil of any other factor. To maintain this water Chaldea is rich, allowing abundant system, inspectors must monitor all harvests of food, but otherwise it is a facets of the system, and large work very poor land. Being an alluvial plain, forces must be used to keep the canals the land has almost no native sources of in proper working order. rock or minerals. It is for this reason that the people of Chaldea have become experts in building with mud-bricks made from the rich clay that they have in abundance. These bricks are hardened by being baked in the sun, but as might be expected, these bricks do not last very long. As such, buildings in Climate: Water is the chief concern of Chaldea must be periodically the inhabitants of Chaldea, but for all demolished and rebuilt. that, they receive very little rainfall.

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For more important structures, these flax, and are exported heavily. Also, the mud-bricks are backed in a kiln which objects of iron, bronze, silver and gold renders them much harder and durable. that are created by Chaldea's smiths and However, with so many clay items artisans are in demand in most of the being produced in Chaldea, such as pots Desert Kingdoms. and important writing tablets, only the more important structures are built with City-States: The basic unit in Chaldea is kilned bricks. When the bricks are to be the city-state. That is, a large city in decorative, the bricks are glazed red, Chaldea will control as much land as it green or blue. can around its circumference, for its own enrichment. How much is decided The gold, silver and copper, which the by the Persian satrap (governor) of craftsmen of Chaldea are such experts Chaldea. Small cities and towns are in, are nearly all imported. The one pulled into the sphere of influence of exception to this is along the northern one of these large cities, and their shore of the river Iltanu, where gold has inhabitants are considered citizens of been found. Some minerals are acquired the large city. Each city-state is from the wildmen tribes of the Zagros analogous to a religious commune. In Mountains, but the hostility of these this case, there is no substantive barbarian tribes make this an unreliable separation of the temple and the source. Minerals are also imported from government of the state. In the Makan and Melhuhha. Chaldean view of their city-states, one particular god is the owner of the state, Even in terms of trees, the land of in much the same way that an absentee Chaldea is not blessed. The only tree landlord is owner of his manor. All which thrives in this environment is the citizens of the city are servants of the date-palm, which has a wood that is owning god, and are equal to each other unusable for building. This makes wood in that sense. The citizens have an of surprising value in Chaldea. For assembly at which all men can attend. example, when a house is rented, the The elders of the city are able to control renter is expected to provide his own various factions and clans. Clan and family feuds form part of the colourful political life of the Chaldean cities. To a Chaldean his city is his universe. Overlords come and go, but the city, with its clans and guilds remains. door! Some merchants ply their trade by making an annual trip up the Euphrates Due to the view of the city-state as and Tigris rivers with a donkey train of belonging to a god, individual property, export goods to the mountains. There, though existing, is not paramount. All they purchase wood and a few other citizens of the city-state are expected to items. The wood is built into barges, labour for the city, and as such the god, which are then floated down to their whenever they are called to by the respective cities, where they are broken- authorities. For most of the population up and the wood put to other uses. this labour is in the form of working in the temple fields, and working on the The exports that Chaldea uses to system of dikes and canals that irrigates support the continual importation of the land. For skilled craftsmen, some of minerals and wood are manufactured their work in their craft will be for the wares. Textiles are made from wool and temple-state. In payment for these

132 Z E N O B I A services, the citizenry is paid by the The Citizens: The citizens of Chaldea temple-government either in food, can be viewed as belonging to four usually barley, or in silver. The temple classes. Those of the highest class are maintains warehouses of grain, which referred to as the ‘freemen.’ These are are used for paying for services, and the land-owners, the overseers and the held in case of a drought. priests. This class owns all of the land, and all of the tools of production in the Buying and Selling: The analogy city-state. This does not grant them a between Chaldean city-states and a tyranny over the entire populous, manor has many ramifications in the however. This seeming hegemony is general economy. In general, the temple balance by the overwhelming number of owns between one quarter and one half the tenants, the power of the governor, of all of the arable land, with the rest and the dictates of the gods. belonging to free citizens. The Persian king (through his representatives the tax The second class is the tenants. These collectors) will always be the largest are the people who work the land of the land-owner, with the rest owned by temple, the Persian king and the land of various important people, who might many freemen. They also create the are referred to as ‘freemen’. The items manufactured in the workshops. freemen maintain a large amount of Their lot is often hard, but the mixed wealth compared to the common nature of the Chaldean economy does people, but not enough for them to allow them to build up wealth and constitute a leisure class. That is, they perhaps move into the freeman class. still will work in their own fields, or in their own workshops. The land not The third class is comparatively quite actually farmed by the freemen is rented small, and they are the slaves. The out to tenants, who farm it and pay rent slaves of Chaldea are most often in the form of a percent of the food that enemies captured in battle, or they raise on that land. Grain raised on commoners who went too deeply into the land belonging to the freemen is debt, and voluntarily accepted slavery in generally consumed by the people who payment of those debts. Slavery in actually raise it, with the excess being Chaldea is not overly harsh, and slaves sold to the temple. Other foods may be can work extra hard, and earn enough to sold at various gates of the city, which purchase their freedom. This is not to does not maintain a formal ‘market- say that slaves are tenants under a square.’ Common foods sold this way different name. Slaves are bound to include onions, cucumbers, dates, figs, whoever owns them, and the owner pomegranates, sesame oil, and honey. determines where a slave will work, and runaways are often branded on the face, The other part of the economy is the or lose an ear as punishment. Slaves are workshops, or factories which are easy to spot, due to the distinctive hair- maintained by the freemen. These style they are required to wear. workshops produce iron weapons, bronze items (such as mirrors, shaving Finally, there is a fourth class who are razors, and other metallic items), and referred to as ‘clients.’ These are people clothing and textiles of all forms. Items who are not citizens of the city-state are not generally sold directly from the where they reside, and are not part of workshops, but are also sold at the the commune structure. These people gates. work for a wage, either for the temple or for a , and pay taxes against

133 Z E N O B I A this wage. There is no real way for a curled-beards. Short little hats or simple client to become a citizen, but if they headbands are common. marry a citizen and have children by that citizen, then the children will automatically be considered citizens.

Literacy and Education: The only sources of formal education in Chaldea are the scribe schools maintain by the temple. At these schools (edubba), a master scribe (ummia) teaches young men and women the art of being a Chaldea scribe. This process takes years, and cost a great deal of money. As such, only members of the free class send their children to school. However, after the education is complete, the literate individual can either become a scribe in the pay of the temple, a priest, a merchant, or perhaps an officer in the army. Therefore, education acts as the gate-keeper for the Chaldean social hierarchy. Only children of freemen can afford to be educated, and only the educated can operate in the freeman class.

Clothing and Fashion: Chaldea is a land of extreme heat, and as such, the The most basic item of men’s clothing natives have had to adapt their clothing in Chaldea is a linen kilt, one that to the environment. Coolness is the extends from the wearer’s waist to his chief aim of Chaldean clothing, and knees. Sometimes, especially in the linen is the most common material used. cold, the kilt is made from a combed Open nudity is not prohibited in fleece. During relatively cold weather, a Chaldea, and people will often remove further article of clothing is a shawl that all of their garments when performing is normally worn over one shoulder, strenuous labour. In many ways, leaving the other one bare. Some men clothing is used to display the wealth of shave their faces, especially the priests, the wearer. Simple farmers often wear who shave all of the hair off their body clothing of poor quality and labour to ensure purity. However, most men naked, while rich patricians will wear grow their hair and beards long, combed fine linen clothing, dyed brilliant and carefully curled. greens, yellows or scarlet. Footwear, while important, is not required in Women wear a long, loose-fitting dress, Chaldea. Those who wear footgear tend caught at one shoulder, and hanging to wear simple sandals, while those down to their feet. Long, dangling journeying into other lands will wear earrings and necklaces of stones and boots of soft leather. Chaldeans have shells are the preferred ornaments, with shoulder-length hair and often finely the wealthy wearing khesbed (a magic stone imported into Chaldea), carnelians

134 Z E N O B I A and gold. To highlight their eyes, Charax Chaldea women will often blacken their Charax is a major commercial site eyes with malachite. Unlike the men, within the Persian economic sphere. It's Chaldea women wear their hair parted best-known son is the philosopher down the middle, braided, with the Isidore of Charax whose work ‘Parthian braids fastened around the head like a Stations’ lists the various useful and crown. Very young Chaldea children important stopping points along the will often go around naked, while older trade route running from the Decapolis children are dressed like adult members across to Osrhoene, across the Zagros of their sex. Mountains into northern Persia, Hyrcania and beyond the Celestial Seleucia-on-the-Tigris Mountains to Cathay. Isidore was active This once-prestigious city sits on the left bank of the wide river Tigris. The city was during the reign of the Emperor specifically planned to act as the terminus for Augustus. Unfortunately there is no caravans travelling from Khorasan to mention of Charax in that work as the and Media, and formed a perfect crossing point town is located on a much more to the mighty city of on the right southerly trade route. Isidore also wrote bank. A magnificent Royal Canal constructed at great expense at Seleucia connects the river a larger study called ‘Around the Tigris to the river Euphrates, and by linking ’. these two great rivers has greatly transformed communications and trade in the region. Charax is located on an artificial Seleucia is no longer the vast city it once was, elevation between the Tigris and the with sprawling districts and long straight avenues, but a dusty wind-swept town of Choaspes Rivers at the point where they hovels, wine shops and trading posts surviving meet, very near the Persian Sea. Pliny in the lee of massively fortified but crumbling the Elder describes the foundation of fortifications. The city was very cosmopolitan the city by Alexander the Great. This and a Chaldean ziggurat was once constructed ‘Alexandria’ is an uncertain by House Seleucus for the benefit of worshippers of the native gods. After it was identification, but a colony was most taken by the Parthians and used for commerce definitely formed there by the Seleucid and minting, its role declined. On the southern King Antiochus IV as ‘Antiochia’. The Silk Route, goods from Ecbatana passed into the colony was later destroyed by flooding, Decapolis via the route through Chaldea to but was restored by Hyspaosines who Seleucia or Ctesiphon. The founding of Parthian Vologasia, the increasing importance of the was the son of a local Saraceni ruler Parthian city Ctesiphon immediately across the named Sagdodonacus after whom it river and the destruction wrought by successive took the name Charax. Under the Imperial invasions has hastened the decline of Saraceni potentate, Hyspaosines, the the old royal city of Seleucia. surrounding country was rapidly

Ctesiphon conquered and thus was founded the City built by the Parthians immediately opposite kingdom of Charax. Seleucia-on-the-Tigris, possibly for billeting troops. It was captured by Emperor Trajan The city is on elevated ground, and it around 150 years ago, but only after the needs to be, since the land of Charax is Parthian general Pacorus had escaped. The daughter of Osroes and the golden throne were a land of shifting waterways, mires, captured. Ctesiphon has eclipsed its Ionic rival sun-bleached swamps and lagoons. Seleucia and become a powerful and wealthy Both the Euphrates and the Tigris city visited by caravans from the West and the empty into the Sealand, the half- East as well as delegations, Saracens, water/half-land miasma that is the mercenaries, pilgrims, travellers and exiles. Ctesiphon occupies a crucial point along the kingdom of Charax. It is almost Tigris. impenetrable to land attack, and thus a safe haven for exiles, refugees, traitors

135 Z E N O B I A and criminals. Local Chaldeans can grassland, well watered and well trace their ancestry back to the farmed. The Cilician plain is one of the beginning of the world and claim that most fertile parts of Asia Minor, and is the remains of Eridu, the First City, lie cut by the rivers Pyramus and Cydnus. within the Sealand. The local economy Flax, vines, olives and corn are grown is dependant on trade levies from in abundance. In the small town of caravans and ships entering the Sealand. there once existed an ancient priestly Fishing provides much needed food and dynasty that claimed its descent from crops can be grown in abundance. For the heroes Teucer and Ajax. The the poor Chaldeans living outside of the dynasty ruled for several centuries. mud-brick cities, homes are made of Tracheia is a wild and mountainous woven reeds, as are mats, doors, district, its chief products are woven baskets, shields and almost everything goods and timber for shipping. This else one can think of! Long skiffs latter resource is chiefly exploited by negotiate the narrow waterways and the bands of pirates that are well carry cargoes ranging from freshly cut established along this rugged coastline. reeds to a family on their way to a Cilicia Tracheia is formed mainly by temple, goats ready for slaughter or a the Taurus Mountains as they skirt the family’s men-folk out fishing. coast of the Middle Sea. Villages here cling to the thin coastline in the shadow Cilicia of soaring mountains. In the valleys are A province of the Empire in south-east tiny farming communities, tending Asia Minor. It is separated from orchards and herding goats. Paths wind northern Syria by the Amanus through attractive gorges with rocks Mountains in the east, and from rising steeply on both sides, plunging Cappadocia in the north by the lofty the surging water-courses into shadow. Taurus range. The important Iron Gates Shepherd boys swim in the river below control the strategic pass within the and frothing water cascades over rocky province that connects the inland outcrops. plateau to the Cilician plain and northern Syria. The Cilicians are Tarsus The capital city of Cilicia, which can claim as reputed to take their name from Cilix, a its founder either Triptolemus, Perseus or son of Agenor who came to the land in Heracles. The chief industry of the city is linen search of his sister Europa and, production, but Tarsus is a central staging point abandoning his search, decided to settle on the merchant trade routes. The inhabitants there. During Achaemenid Persian rule, have a strong affinity for Heracles and keep up many shrines to their hero. The old royal the Cilicians paid a tribute of 360 white dynasty of the now defunct Cilician kingdom horses and 500 talents of silver was called the Syennesis, and it has given the annually. Cilicia is renowned for its city a proud and beautiful palace. fearsome pirates. The coastline is dotted with coves and shelters where the Taurus Mountains The mighty Taurus Mountains form the mountains meet the sea, and the pirate ‘backbone of Asia’, essentially dividing the fleets rest here during the winter world into a cool northern and warm southern months. Tarsus is the mountain capital region (at least according to Dicaearchus, c.460 of Cilicia, a Hellenised city that can AUC). The range soars to an average of 2,100 boast a school of philosophy. metres and runs from south-western Asia Minor eastwards along the coast of Lycia. On the border of Cilicia the vast range throws off the There are two main regions of Cilicia - Antitaurus which march north-east to meet the Cilicia Tracheia (Rugged) and Cilicia Pontine Mountains and approach the northerly Pedias (Plain). Pedias to the east is rich Caucasus. Meanwhile the Taurus continue ever

136 Z E N O B I A eastwards, first throwing off a mighty southern King Mithridates VI of Pontus allied his range, the Zagros. The Taurus continue on kingdom with Cimmeria to attack the through Armenia to skirt the southern shore of the Caspian Sea as the Elburz and on to the other Asia Minor states and plan an Paropamisus (Hindu Kush) and the mythical attack on the Eternal City itself via a Imaus Mountains, finally ending, so it is said, march up the Danube valley! The plans on the shores of the Eastern Ocean at Tamus came to nothing, however. Pontus was Headland. conquered by the Empire. Cimmeria still remains free and untouched, an Cimmeria island of fierce barbarity fighting off The land of Cimmeria is an independent Gothic raiders from the north as well as kingdom, it has been free and Sarmatian hoards riding in from the unconquered for much of its history. It eastern steppe. Many Goths have dominates the chilly northern shores of plundered villages and towns on the the Pontus Euxinus, and in particular a northern shore of the Pontus Euxinus to huge peninsula of land known as the steal galleys and merchant ships for use Cimmerian Peninsula. Between this in wide scale piracy. This is how Goths and the northern shore is an isolated sea reached Ionia and its capital, Athens. called the Sea of Maeotis. The entrance Some Goths, fresh from their forest to this sea is called the Bosphorus. The homes, have manufactured great Cimmerians are an indigenous people, floating rafts able to carry hundreds of both warlike and savage who are related warriors, and set off across the sea to an ancient tribe of fierce steppe without any sailing ability in the hope nomads. The Cimmerians were a tribe of reaching dry land. The Cimmerian of terrifying barbarians; blood-curdling chieftains and their king regularly raid savages who ran into battle covered in the Goths and their temporary war-paint and accompanied by trained encampments, but the barbarian tide war-dogs. From 50 AUC onwards they may be too strong even for the infiltrated the Caucasus Mountains and Cimmerian warlord. began to ravage the towns and cities of Urartu, Assyria (northern Chaldea) and Colchis . The mountain streams ran red An ancient and obscure land rarely with the blood of their victims. The visited by outsiders. The River Phasis Assyrians (no stranger to horrible flows into the Pontus Euxinus from the deaths) were shocked by the barbarity Caucasus Mountains and this lush, of their customs. They impaled green river valley forms the heartland of prisoners alive on stakes, they hunted the Colchian kingdom. In early times heads and took scalps, and drank their the Ionian hero and sea captain Jason victim’s blood from the hollowed out sailed the Argo and its Argonauts to skulls of previous victims. It was the Colchis in search of the magical Golden Assyrian king Ashurbanipal who finally Fleece. Only this would restore his defeated the Cimmerian warlord kingdom of Thessaly to its former Lygdamis at the Iron Gates in 117 glory. The Colchian king Aeetes AUC. The Cimmerian conquerors were refused Jason the prize, but the conquered by the Assyrian military treachery of his own daughter Medea (a machine - as tough and as ruthless as priestess of the witch goddess Hecate) themselves. Many Cimmerian survivors saw Jason succeed and slay the Hydra became mercenaries in the pay of one that guarded the Fleece. The River state or another, others settled in the Phasis has been a source of river gold, region of the Sea of Maeotis to establish and is collected using the fleece of the kingdom of Cimmeria. In 643 AUC sheep, but Colchis is not rich through

137 Z E N O B I A this meagre resource. The current king, Phraates III is master of little that does not lie outside his valley, and the conflicts of the world rarely interest him. The land was once united with Pontus during Mithridates VI’s attack on the Empire, but has since become once again a very isolated, mist- wreathed land of hidden dangers, dark forests and sinister secrets. The Ionian philosopher Herodotus claimed that the original Colchians were Ægyptians descended from the Pharaoh Seostris Cilicia, the island of Cyprus has become who came here and left behind settlers. a safe haven for pirates of every kind. The great city of the Colchians is called Some are Phoenicians ready to strip Aea and has within its walls a splendid Imperial ships of wealth, some are temple to Helios. It is said that refugees from Ægypt, others are Colchians bury their dead women, but Cilicians (keeping up a three-century wrap their dead men-folk in ox-hides tradition), but most are Goths, and expose them on platforms in sacred Germanic Vikings plundering trees to be devoured by vultures. everything they can. Cyprus plays

unwilling host to these disparate and Cyprus anarchic forces. City governments are The island of Cyprus has two great breaking down. cities: Salamis (on the east coast) and Paphos (on the west coast). Paphos is The Decapolis the reputed birthplace of Venus, and she Ten ‘sister’ cities long ago made an has a great temple there. The Imperial alliance to defend one another and poet Virgil called Paphos the ‘Navel of participate in a trade agreement. The the World’. Other cities are Citium in greatest of these ten cities (or the south-east and Amathus on the ‘decapolis’) is Antioch and this city south coast, and in the centre of the dominates the hot land of Syria, the island stands the old Phoenician mining home of the Decapolis. Syria has never city of Tamassus. The limestone been a united kingdom, as it sits at a mountains of the island have always cross-roads and other powers have been famous for their copper mines. always dominated the land. Syria is a There is a range across the northern region of great wealth and agriculture shore and another along the southern, (with rich wheat and barley fields), culminating in a Mount . mineral deposits, springs and rivers. It Between the two lies a fertile plain. The is a land of warm rains, fertile valleys Cypriots have always been of Ionic and mountain chains that is caught culture, but the island has often been between the Middle Sea to the west and conquered by greater powers, the the desert to the east. North lies the Phoenicians, the Assyrians, the barrier of the Taurus Mountains, and Ægyptians, the Persians and then the south the fertile landscape is dominated Ptolemaic kings of Ægypt and finally by impressive sea-ports (Phoenicia). the Empire. Today it forms part of the The major river of Syria is the Orontes, Imperial province of Cilicia. With the which flows north through Antioch to drop off in Imperial influence in the meet the sea at Seleucia-by-the-Sea. For region, and the Palmyrene conquest of

138 Z E N O B I A millennia powerful caravan cities have Triptolemus to the city and so the Antiochenes flourished in Syria as traders have honour him greatly like a hero, complete with a festival that is held on Mount Casius close to passed through, sought shelter and paid Seleucia. On Mount Casius the monster Typhon taxes. The people of this land are canny overcame Jupiter in his battle against the gods merchants all; thieves, con-men, sellers, and cut the sinews of Jupiter’s hands and feet. cajolers and smooth-talking tricksters. The Empire billeted its three Syrian Down-river from Antioch (about 7km) lies the small town of Daphne with a large shaded legions within the cities and this caused grove (diameter 14km) dedicated to sibling gods a complete loss of discipline within Apollo and Diana. The Antiochenes hold an those legions - such are the comforts annual festival within this grove. The chief- and distractions of the Decapolis! priest of the sanctuary was an appointee of the king himself, such was the responsibility of the post. The ten cities of the Decapolis are: Antioch, Emesa, Beroea, Hieropolis, The main road of Antioch is very wide, Seleucia-by-the-Sea, Laodicea, , constructed with large stone slabs and flanked Apamea, Europus, . by pavements. On either side are pillared colonnades under which are all manner of shops, stalls and gatherings of people trying to Amanus Mountains stay out of the heat. Many of the city’s A mountain horseshoe separated from the inhabitants are artisans, farmers, merchants Taurus range by the deep gorge of the Jihun. and slaves. Trade flourishes and the city plays a The Amanus are crossed by two great passes: central role as a destination for camel caravans Amanid Gates (Baghce Pass), Syrian Gates from further east. The city deity is Minerva (Beilan Pass). Tyche, representing good luck. Statues

represent the goddess sitting on a rock, with a Orontes River head-dress of fortified walls. At her feet the god The chief river of Syria, 272 km long, set in a Orontes emerges from the river. The city stands very fertile valley which has become the main close to the banks of the river Orontes which route followed by both traders and armies. rises in Coele Syria and flows through Apamea towards Antioch, reaching the sea near Antioch Seleucia-by-the-Sea. Antioch lies on the left bank of the river Orontes, 24km from the sea. As an Ionian Seleucia-by-the-Sea colony city, it has a grid-plan. Most of the Seleucia-by-the-Sea at the mouth of the river inhabitants are Aramaic, but the city also boasts Orontes is the port for the city of Antioch, which a large Solyman population. - whose lies further up the river. It has become a privileges go back to the days of Seleucus I. The powerful naval base for the Classis Syriaca (the city’s wealth is derived from its crucial centre Imperial Syrian Fleet) with garrisons, as a military and administrative capital, and its shipyards, warehouses, training grounds and favourable position on the road from the deserts slip-ways. Currently the fleet is in the hands of of Asia to the Middle Sea. The greatest local Palmyra. Antiochus I buried his father, Seleucus industry is wine production, but almost every I, here and built a temple over the site. trade and craft is practised within the city walls. Surrounding it is a sanctuary to the cult of the Antioch is a constituent part of what is known dead king called the Nikatereion (belonging to as the Decapolis, an alliance of ten proud the Conqueror). Syrian cities founded by House Seleucus that operate in concert. They refer to one another as Seleucia is sometimes known as Seleucia-in- ‘sister-cities’. Antioch is by far the largest and Peria, the name of a neighbouring mountain Seleucia by far the strongest. Antioch is ringed which adjoins the Amanus. Seleucus had by a huge defensive wall, and consists of four originally identified this city as his capital, but districts, each with its own set of fortifications. Antioch I, his son, moved the seat of the empire Thus the citizens of Antioch are doubly to Antioch instead. In those early days, the city protected. Antioch is the of Syria and was named Hydatos Potamoi (Water Rivers). once the royal capital of the Seleucid Empire. In Seleucia, as already noted, is a very well power and size it does not fall far short of fortified city, and is thought to be virtually Ctesiphon and Alexandria in Ægypt. Seleucus I impregnable. The city is one of the most is reputed to have brought the descendants of cosmopolitan after the Eternal City, Ostia (the

139 Z E N O B I A former’s port) and Alexandria. The following Galatia occupies the most forbidding cults have sanctuaries in Seleucia: Jupiter region of Asia Minor, the high Olympias, Jupiter Coryphaeus (the mountain- peak), Apollo, and the dynastic cults of all of the undulating plateau well away from the deceased Seleucid kings. coastlines. This plateau is a dry steppeland, which rises up to the Taurus Laodicea Mountains in the south. This area is Laodicea, in comparison, is a very beautiful called and is a southerly region sea-port with a sheltered, well-built harbour. of high mountain valleys and The surrounding land is a great producer of many crops, but the local vineyards are of indigenous local people - hardy particular importance, stretching away up the shepherds. It is bounded on its eastern mountain slope inland, almost up to the summit. side by Lycaonia, the land of high peaks and remote lakes, with its centre at Iconium. Apamea Apamea is dominated by the towering mountain rising on its seaward side. The city has a well Golden Meroe fortified acropolis. The city in general is well sited for defence, being located on a steep hill The land of the ancient Nubians is a that sits in a bend of the river Orontes. The land historical vassal of dynastic Ægypt, but all about is a flat plain, cut by marshes and now a powerful and confident kingdom water meadows suitable for grazing cattle and of black-skinned men and women. horses. Because of its impregnable situation, the Meroe stretches from the island of city is sometimes known as Chersonesus (peninsula). House Seleucus once housed most Elephantine (the southern border of of their war elephants at Apamea, as well as Ægypt) to the stretch of the Nile called much of the army and thousands of horses. the Shendi Reach, where it divides into the White and Blue Nile. The Nile is Galatia vital to life in Meroe (both the kingdom The Celtic tribes who ravaged Macedon and the capital of the same name). As it and Greece in 473 AUC crossed into runs northwards, the Nile passes Asia Minor in 475 AUC and settled through different types of terrain. The with the booty taken from the cities of Shendi Reach cuts through rich, well- the north-west. They were restricted to watered grasslands. The Hamed Reach, the sparsely populated highlands of the next, is characterised by a grim and region now known as Galatia. Galatia is rocky landscape - dry and desolate. The divided into three tribal districts, next section of the great river is the reflecting the Celtic tribes who have famous Dongola Reach, home to the settled there. They are the Trogmi (who flat-topped Holy Mountain of Amun-Ra built Ancyra), the Tolostobogii (who and the city of Napata. The Dongola built Tabia) and the Tectosages (who Reach has fertile grasslands. North of built Pisinus). Since the Seleucid kings Dongola, Meroe becomes dry and could not destroy the Galatians, they desolate sand desert, rocky wilderness harnessed their war-like tendencies, and and craggy outcrops that defy human regularly hired tribesmen as settlement. Golden Meroe has a burning mercenaries. Today the Galatians are climate for the most part; rainfall is less war-like but still rowdy and unknown north of Dongola. A caravan uncouth, prone to following ecstatic trail through the hostile Bayuda Desert religious cults. Galatia is still a part of connects Napata to the capital Meroe on the Empire. the Shendi Reach, cutting out the tremendous (and impassable) river

140 Z E N O B I A rapids and waterfalls, and the rock Faras. In warfare the Meroites employ wilderness of the Hamed Reach. war elephants, and many Nubian tribesmen as light archers and As its name might imply, Meroe is skirmishers. They war with the new and blessed with natural resources, despite dynamic Sabaean kingdom of Axum to its forbidding climate and terrain - in the south as well as with the Nubian particular gold and copper, and fantastic desert raiders. Spears and bows are the building stone such as beautiful and preferred weapons and their arrows are holy granite rocks. From the dark often poisoned. Many warriors have jungles of Axum and the Mountains of ritual scarring and an array of tattoos the Moon flow a supply of black slaves, that denote experience and the number ivory, ebony wood, incense, exotic of hand-to-hand kills. Most military animals and other luxuries. fortifications take after the mud-brick edifices of the dynastic Ægypt period. The city of Meroe is the capital of this Nubian kingdom and the royal Foreign visitors to Meroe are rare. residence. The king is actually an ‘over- Ultimate power lies in the hands of the king’ and his twelve viceroys or king and the priesthood of Amun-Ra. It governors and referred to as ‘under- is said that the cult has power over the kings’ or Lords of Horses. Royal burials king and can compel him to commit are conducted here, like many suicide. Black women enjoy great status aristocratic burials, under small stone- throughout the land, the queen is given built pyramids fronted by mortuary the honorary throne name of Candace. temples. Bodies are mummified and Civil and religious control is in the buried with grave-goods, Ægyptian- hands of a few Meroitic families, and style. The kings of Meroe have long the varied regions are under the insisted on taking their human retainers authority of a number of Pesatos - a with them to the Afterlife. Typically a Meroitic viceroy. A permanent frontier long street like trench is dug and a with Imperial-occupied Ægypt has now procession of retainers, gifts, goods and been in place for 200 years. It enjoys cattle solemnly walks into it. To music profitable commercial relations with the and the cries of priests, fresh earth Empire. cascades down on the procession and it is buried alive. The Meroites do not Meroe has its own language, its own hold human life as dear as the papyrus script and its own form of Ægyptians. Meroe sits on the east bank Ægyptian hieroglyph. Religion (like of the Nile and is a huge settlement that much of Meroitic society) owes a great includes an impressive temple to Amun- deal to dynastic Ægypt and the gods of Ra, approached by an avenue of stone that mystical land have mighty temples rams, and a central Royal City. There constructed here in their honour. The are many more palaces and temples temple of Isis at Philae, near within this Royal City. Meroe is a Elephantine, the northern border of the centre of iron production, and it is a kingdom, is a place of pilgrimage for good region for crops and cattle many affluent and many poor Meroites herding. Large reservoirs (called hafirs) (and even some nomadic Nubian have bee constructed which collect tribesmen). Several Nubian gods-of-old rainfall. Golden Meroe has a very are also popular, from Apedemak, a organised society. Besides Meroe other leonine war-god, to Arensnuphis to great cities include Napata, Naga and Sebiumeker - a god of creation.

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Golden Meroe has become a very region. Great merchants and long introverted state, trade routes now are distance traders, the Nabataeans have under-used; the Empire trades directly always been firm with the Saraceni and by sea with Axum. The kings of Meroe patrolled the desert wastes with camel are severe and dictatorial, crushing the cavalry. This they back up with horse- spirit of their subjects with the iron-will archers and light troops. Now that the of Amun-Ra. As Nubian nomads Empire has gone, the Nabataeans are a increasingly raid Meroitic villages, force to be reckoned with, masters of towns and camel caravans, the kings the desert, unwilling to tolerate nomad become ever more militant and raiders or bandit gangs within their defensive. Human sacrifices are territories. One of their clever tactics is becoming more and more common. to play one Saracen tribe off against another. The Nubian tribesmen of the eastern wastes share the land with the Nabataea protects its trade routes with mysterious Troglodytes, savage human- fortified posts constructed on hilltops. like monsters inhabiting the desert With their desert experience, the caves in the mountains along the shore Nabataeans can conduct hit-and-run of the Erythraean Sea. The Troglodytes attacks in the nomad manner, and can have clashed with Imperial patrols in also lure an enemy into pitiless desert the past, as well as the military columns terrain to be harried and attacked from of Meroe. fortified sites. With good quality light- cavalry and camel-troops, the Nabataea Nabataeans enjoy excellent The stunning capital of Nabataea is the communications along their trade routes rock-cut city of Petra south of the Dead allowing swift and efficient policing. Sea amidst the winding wadis of the The Camel Corps operates for many harsh stony desert. The Nabataeans are weeks out in the desert, checking wells, of mixed Saraceni and Aramaean stock, underground cisterns, caravanserais and and their home territory are the Shara watch-towers, looking over travellers Mountains south of Petra. For two and nomads and reporting back. Lonely centuries the Nabataeans have colluded temples dot the wilderness roads, acting with the Empire and assisted them in as places of refuge and as places to expeditions and military activities in the gossip and trade. The Nabataean network extends as far east as Wadi Sirhan and as far south as Medain Salih. Both were marked with fortresses. In the north the Nabataeans have established Bostra to protect the road from Petra north to Damascus. The northern interest of Nabataea lies in the direction of the commercial honey-pot of the Syrian Decapolis (the Ten City League).

The chief god of the Nabataeans is Dushara, ‘He of the Shara’, a god of the oases and palm tree, symbolised by rock cut shapes and holy stones. He is the Old King, and other gods are

142 Z E N O B I A worshipped including Allat (al-Uzza), ruled in the period just prior to Imperial and Amm - the Moon God. conquest, and the dynasty ran from The Nabataean cities boast fantastic Aretas I to Aretas II, Obodas I, Rabel I rock-cut tombs for their leaders and for and on to Aretas IV, Malichus II and wealthy merchants, tombs with Rabel II. Kingship ended in 859 AUC elaborate ornamental rock-cut facades. when the Nabataean nobles decided to Other cities of the Nabataeans include become part of the Empire. Now they Bostra, Avdat, Shivta, Nessana, are independent once more and Ruheiba, Elusa and Mampsis. Each flourishing amongst the renewed trade utilises wonderful water-channelling of the Desert Kingdoms. techniques, including tunnelled aqueducts, catch-pools and cisterns. The Nabataeans love freedom, and do These cities are impressive settlements not use or trade in slaves. They are of the Negev Desert, each an oasis of fantastic agriculturists, able to tease out both water and humanity. But none plant-life from dry fields around their compare to Petra - the Rose-Red City. cities by their ingenious use of Petra is a holy city with a small hydraulic engineering. The desert permanent population, but with a great dominates life. The only true border to population of pilgrims, wanderers, the kingdom lay to the north with caravan drivers, mercenaries, nomad Solyma, to the east and south it extends Saraceni and others. out seemingly without end.

The economy of the Nabataeans grew King’s Highway rapidly from the time of Alexander, and The King’s Highway is an ancient route passing these people entered the civilised realm from Phoenicia south to the Narrow Sea and the Negev Desert - leading to both Ægypt and with cities and settled ways. They have Sabaea. It is used by traders, pilgrims, always been traders, merchants and adventurers and armies and winds south from caravan leaders, and the exotic incenses . The road first travels through the of the southern lands have become their now defunct kingdom of Moab, an open mainstay. This trade in the holy limestone plateau of open, rounded hills east of the River Jordan. Passing through the dusty substance of incense - used to send a town of Madaba under the shadow of Mount worshipper’s prayers up to the gods, as Nebo, the Highway then crosses the Wadi well as for purification - has been seen Mujib, a vast canyon feeding water by some of the Nabataeans as a holy intermittently into the Dead Sea. The road twists calling. In Sabaea it is grown in and winds its way down 900m to the bottom of the wadi. Buzzards float on breezes at eye-level communal orchards quite freely, by the as the road descends southwards and it then time it reaches Alexandrian warehouses rises again and is back onto wide green plateau it is guarded by hundreds of men at a of farmland and pasture. The path leads up the time. Incense is traded at an average of summit of Mount Shihan. In spring its slopes 25 denarii per kilogram, myrrh is traded and the surrounding hills and wadis come alive with wild flowers. Nomads graze their goats on at 50 denarii per kilogram. Since a the land. The road passes through the tint town camel can carry 300 kg of incense at a of Rabbathmoba and then Characmoba before time, a caravan of twenty camels can following the hills to descend gently into the arrive in Alexandria with 150,000 Wadi Hasa. Traditionally this marked the border denarii-worth of incense! of Edom, a land of small stretches of cultivable land between steep little valleys. South of Wadi Hasa is the Plain of Tafila, famous for its olive The earliest rulers of the Nabataeans groves. The King’s Highway then passes on were tribal sheikhs, but with the cities through desert to Petra, and on to Aila and the and the new kingdom came a need for a Wadi Rhum. single ruler. The most famous kings

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Wadi Rhum Fantastic caravan cities are home to South of the heights of Ras an Naqabis south of wealthy trading houses and merchant the city of Petra is the Quweira Plain, an princes; goods from across the world expanse of pinkish sandy desert some 600m below. Pinnacles and broken ramparts of rock pass through the gates of these cities are stacked one behind the other to a distant and travel on to their markets. The cities hazy vanishing point. This vast tract of desert is have traditionally been independent known as Wadi Rhum, actually a whole (when not occupied by a foreign power) network of wadis providing the easiest passage and some have existed for millennia. for Nabataean caravans en route to or from the Desert of Lost Souls or the southerly realm of Today the Persian province of Osrhoene Sabaea. The region is characterised by great is an independent kingdom governed sandstone crags, rich red desert sands and from the powerful city-state of Edessa. bizarre rock sculptures, twisted and eroded by In the first days of Imperial domination the wind. On the eastern face of the high Jebel (the year 691 AUC) the Imperial Rhum are intermittent springs forming pools and waterfalls that support lots of wildlife in general Pompey set up the Saracen this desert paradise, from hares and foxes to dynasty of Sheikh Abgar as king of ibex, jerboas, sand-cats and all kinds of bird. Edessa and Osrhoene. His successors ruled until the Parthians later absorbed Osrhoene the city into their territory. With the Osrhoene is a kingdom of great wealth demise of the Empire in the Desert of strategic importance to the Desert Kingdoms, Osrhoene is seeking out its Kingdoms. The kingdom is situated on own destiny. One of the wealthiest the fertile plains between the Upper families of Edessa, the Shoudahk, have Euphrates and the River Khabur (a seized power and its leader has tributary). Caught between Persia and proclaimed himself King Abgar X. The the Empire, it has been a bauble to be city has rallied around him, and the bartered and fought over for centuries. city-states have acquiesced to his rule. The kingdom’s great wealth is derived They feel he can provide protection almost solely from trade. from the menace of a Persia re-born.

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Carrhae and more exotic goods for the rich and This city in Osrhoene has a very long history. wealthy. These caravans brought with For centuries it has come under the domination them Ionians and this little oasis town of more powerful forces. It is an important cult centre of the moon god Sin and the god’s soon blossomed, growing rich on tolls, temple there is richly endowed, being lavishly taxes and tribal endowments. Ionian rebuilt by the Chaldean king Nabonidus, whose styles dominated the new building mother was a priestess. The city sits on the works. Palmyra was growing. As the prime caravan route of the region, on the Empire began to dominate the West and Bilichus river, a tributary of the mighty Euphrates. It was at Carrhae in 701 AUC that Parthia the East, the tribal elders of the Imperial general Crassus was killed in battle Palmyra found they were able to exploit and his forces vanquished during a battle their independence and autonomy. It against the Parthians. Many of his legionnaries was able to remain neutral, although the escaped into the desert. Empire eventually began to overshadow

Edessa its existence. The Emperor Septimus The current capital of the new kingdom of Severus gave the city the honorific rank Osrhoene. It is situated on a limestone ridge, an of 'colony' in 953 AUC. Racially the extension of the ancient Mount Masius in the Palmyrenes were desert-carved Taurus mountains of southern . Here Saracens, culturally they were Persian the east-west highway from Zeugma on the Euphrates to the Tigris meets the north-south with some Ionian influence, politically route from Samosata to the Euphrates via they were aligned to the Imperials. Carrhae. Edessa was held successively by the Seleucids, Parthians, and the Imperials and was Palmyra had suffered the attentions of a mint under Antiochus IV, which suggests a the Empire as far back as the days of degree of autonomy and importance in the Seleucid period. Coins of the Parthian ruler Marcus Antonius who laid siege to the Vologases IV were minted there also. When city but failed to seize its fabulous Seleucid power declined as the Empire began to wealth, which was spirited away across encroach, Edessa became the capital of a small the dunes on camel-back. For many kingdom, ruled by the so-called Abgar dynasty, decades the prosperous trading city generally allied with the Parthians, and under strong Parthian cultural influence. The Imperial acted as a buffer state between the philosopher Pliny the Elder called the Empire and the kingdom of Parthia to inhabitants of Osrhoene "Arabes," and the ruler the east. After the Emperor Tiberius was also known as "Phylarch" or "Toparch" of dispatched a member of his family to the Saracens. It was upon entering Edessa in Palmyra in 771 AUC the city was 867 AUC that the Emperor Trajan received the title Arabicus. From that time onward Edessa incorporated into the Imperial province came increasingly within the Imperial sphere. of Syria. But the wide desert still isolated the caravan city geographically. The Palmyrene’s looked east, west, Palmyra north and south all at once. They have History always found such allegiances difficult The site of Palmyra was once a tiny and have enjoyed a degree of autonomy oasis settlement of desert nomads called envied by other Imperial cities. Palmyra Tadmor. Tadmor was first established was proclaimed a free city by its over one-and-a-half thousand years ago Imperial masters in 882 AUC. The in the days when Egypt and Babylon lonely oasis town had been a staging were great rivals. For almost endless post between the coast and Chaldea for centuries this watering hole remained over a thousand years. Under Imperial just a patch of greenery in the sand until tutelage it prospered beyond every the rise of the Ionia and the Empire and expectation. the huge increase in merchant caravans crossing the deserts to bring in more

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The chief families of Palmyra organise little that the Empire could do about it. the caravan trade that forms the life- Her ambitions were now given free blood of the city. The routes stretch out reign, and as the Empire seemed about eastwards to the River Indigna and to crumble with the loss of Emperor thence to the Gulf and Melhuhha. In Valerian, she launched an offensive recent times the military might of the against the remaining eastern provinces merchant families has become so great of the once mighty Empire. that the city can challenge any force directly. The old king, Zafir died four As Gothic barbarians rampaged into years ago in a tribal dispute and his northern Asia Minor, Zenobia sent out wife, the cunning Queen Zenobia an army across the mountains to defeat became heir to the throne and regent them. It did not return until the ravaged until her son, Vaballthus, can be provinces had acquiesced to the will of proclaimed king upon reaching Palmyra. Queen Zenobia and her manhood. Zenobia has declared herself youthful son Vaballathus now stand at 'King of Kings', a traditional oriental the head of a powerful and head-strong designation, and has taken a consort - desert kingdom stretching from the high Septimius Odaenathus, the general of mountains of Cappadocia to the wealthy her army. The Empire awarded her with cities of Syria, down to the religious the political Imperial office of consul, land of Solyma and south to Nabataea - and after she led her forces successfully home of rich merchant princes. North- against the Persian invasion of 1005 eastwards her kingdom crosses the AUC, the title of Augustus (in effect co- desert to encompass the fabulous cities emperor, her ruling the East, outside of of Upper Mesopotamia. It is unlikely Ægypt and Asia Minor, on behalf of the the Empire will ever find the strength to Emperor). Queen Zenobia is no normal recover these exotic lands. A new age eastern ruler, nor is she a normal has dawned in the east ... woman. She is proud, beautiful, intelligent - a scholar, politician, The City Environs huntress, and desert warrior. She is a Dominating Palmyra, the fabled 'City of woman of fantastic ambition. Palms' stands the awesome , constructed in 772 AUC. A The queen desired to expand her fabulous colonnaded avenue leads away territories, and the retreat of the Persian northwards from the temple, through a forces from their invasion seemed too monumental arch, and passes through good a chance to miss. Her camel the city. It acts as a major thoroughfare. riders, legionnaries and cataphract To the left of the arch stands the temple cavalry also crossed the Euphrates and of Nabu. Beyond the immense temple seized the old Imperial province of of Bel, set within its own spacious and Mesopotamia. Her redoubtable general colonnaded precinct, are quarters for the (some say lover) Odaenathus quickly priests and the Palmyrene nobility, as followed up this success by marching well as the gateway that leads to the on Emesa, an important holy city in trees of the oasis proper, the source of Syria that had backed the rebellion of much of the city’s drinking and two officers of the Empire. Emesa was irrigation water. Impossible to enclose seized and the Empire lost yet more within the walls, the oasis could be territory. But Zenobia had taken Emesa abandoned by the city-dwellers under in the name of the Empire ‘to crush a siege. Cisterns and underground revolt’ and without more money, more aqueducts supply much of the city’s resources and more troops there was drinking water.

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horse-archers and the heavy cataphracts Halfway down the wide central avenue - Persian style. Just like the Persians, are, on the left, the theatre, and next to it the Palmyrenes use the horse-archers to the forum. From the colonnade on both break up and demoralise a foe, and send sides streets lead away to craft districts in the cataphracts in a shock attack to and residential areas. There are smaller smash the weakened force. Like the temples there, too, including a meeting Nabataeans, the Palmyrenes also have a house for the Cult of the Anointed One, Camel Corps dedicated to long range and a temple of Baalshamin. Before the scouting and patrol of the trade (and avenue meets the city wall at the north potential attack) routes. The chief of the gate, another colonnaded street cuts corps is the grandly titled Master of the across, and the left-hand section leads to Camels. Such patrolling has its uses in the west gate and the magnificent the stony desert. Where the trade routes temple of Allat. Travellers entering the enter steppeland, Palmyrene cavalry western gateway as they follow the line patrols take over the job of patrolling. of an ingenious rock-cut aqueduct come To make the job easier forts have been face to face with the temple of Allat, established along the routes, in the standing boldly within the walls there. wadis and ravines, and garrisoned by Standing next to this temple is the heavy infantry. It isn’t just the Persians magnificent fortified palace of Queen which pose a threat, but discontented Zenobia and her husband Septimus Saraceni too. Odaenathus. There are also impressive fortified gateways in the city’s north The recent conquest of the Decapolis wall and its east. Peppering the ridges, has meant that the Imperial legion rocky bluffs and cliffs of the main wadi stationed there (the III Legion) has been running eastwards along the southern amalgamated piece-meal into the tough wall are hundreds of rock-cut tower Palmyrene army. These legionnaries, tombs, the final resting places of many from all over the Empire, seem quite esteemed Palmyrene ancestors, many of happy to serve this new desert queen - them wealthy merchants. The road that she does have the stamp of Imperial follows the bed of this wadi is the main approval after all, being given the approach into the city and it rises up to legitimate command of the East during pass through the south wall, to emerge the Persian crisis. at the top of the central avenue before the entrance to the temple of Bel itself.

The Military Queen Zenobia has raised a troop of heavy cavalry from both her personal bodyguard and from the four tribes. At full strength this army might be able to field 1,000 heavy cavalry and 9,000 tribal horse-archers. The heavy cavalry consist of cataphracts, horsemen sweating in head to toe iron mail, riding horses clad in a similar fashion. Elite tribal nobility provide the cataphracts, lesser clan chiefs and their sons field horse-archers. The Palmyrene army is formidable, made up mainly of light

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Society parchment (treated writing ‘skin’). It is Four influential Saraceni tribes also a city well known for the famous dominate the region around the ‘City of tomb of King Mausalus - the Palms’ (the Thamud, the Azad, the Mausoleum - a fabulous architectural Tanukh and the Judham). They wonder. dominate the political life within that city oasis too. These fierce camel tribes The territory of Pergamum has been provide troops for the city's powerful extended to cover most of western Asia army. The city has become a desert Minor, much of its ancient territory, and metropolis, a place for Saraceni to settle the Empire officially designates the and civilise themselves. Today province ‘Asia’. Everyone else knows it Palmyrenes are a breed apart, cultured as Pergamum, recognising the power sophisticated city-dwellers with the and might of the ancient city and its heart and soul of their ancestors - the near-impregnable citadel. Much of the desert sheikhs. They are tougher, more ancient kingdom (and the current enduring of hardship, simpler and more province) is made up of captured motivated than many other city- regions, and it controls the gateway to dwellers. They have a primal link with the Pontus Euxinus - the land called the the desert that surrounds them, but Hellespont. The local Mysians are retain a sophisticated urbanised air. related to the neighbouring Lydians. Palmyrenes are dangerous. Their city is The Lydians have a high level of of Imperial design and architecture, as civilisation, great wealth and a history are many of the city’s material going back to King Gyges, five hundred comforts. But the Palmyrenes worship years ago. Some say they are descended gods like Dushara, Allat, Arsu god of from the survivors of the Trojan War. camels and Azizu god of horsemen, is this region’s greatest city. The Saraceni gods. The costume of a typical more southerly Carians, around the Palmyrene is dressed in a long tunic seaport of Miletus have a tradition of with baggy trousers or leggings. Typical sea-faring, their ancestors were of Saraceni - even the most cultured islanders fleeing the tyranny of King Palmyrenes carry around a dagger ready Minos. They are brothers of the Lycians for use, some carry a long sword too. along the eastern coastline, as well as the Mysians. The chief Carian cities are Pergamum Miletus, and . This ancient kingdom in Asia Minor is now a province of the Empire. It rose to Persia prominence under Attalus in the century The great kingdom of Persia is ruled by following the death of Alexander the the awesomely powerful King of Kings Great The last of the Attalid kings, from the old Parthian capital of Attalus III had no heir and in an Cteisiphon. Below him are the princes increasingly Imperial-dominated world who govern his vassal states - the decided to bequeath his kingdom to satrapies. Some of these princes are Imperial safekeeping in 620 AUC. The Parthian nobles, who have recognised city of Pergamum lies in Mysia about the authority of the new Sassanid King 75 km north of Smyrna. It is renowned of Kings and been allowed to remain in as a centre of learning and culture and their posts. Others are heads of the its Library almost rivals that of seven Great Clans of Persia. These Alexandria. Such is the need for writing princes ensure that troops are available materials in Pergamum that the city for war, and lead their own clan armies became the centre for the production of in battle. On the very edge of the

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Persian empire, the satrapies form The estates of the powerful Persian defensive frontiers against the nomad nobility resemble fortified enclosures barbarians beyond. guarded by elite garrisons against possible peasant revolt. The nobility There are five powerful Great Clans enjoy feasting, hunting, the women of (the Suren, Sassan, Mihran, Zik and the their harem, the beauty of their Nahr Tira), and the King of Kings is cultivated parks (‘paradises’), music, also the leader of one of Clan Sassan. martial training, riding, archery and He commands complete loyalty from literature. Their life is good. his own clan, less so from the other clans. The clan leaders form a wealthy The armies of the King of Kings are led aristocracy that owe their position to the by a Supreme Commander, a post held loyalty of lesser clans and families by a member of the royal family. Lesser much further down the social scale. The posts are held by the Great Clans and King of Kings is not entitled to hand include the Commander of the Cavalry over the crown to his son without the and Adjutant-General. The majority of clan chiefs first expressing their the army is made up of heavily opinions. They may veto a worthless armoured cavalry (‘cataphracts’) choice. They may soon come to provided by the wealthier nobles, and dominate the monarchy as the Parthian light horse-archers provided the less clans did before. At the bottom of the well-off nobility (as well as nomad clan system are the petty nobles mercenaries). The best of the infantry (dihqan) and village headmen, are the well-trained archers and responsible for tax collection and slingers; the peasant levy is untrained organising the levy. The commoners and next-to useless - at times even being themselves are no better than livestock, chained together to prevent spearmen and are bought and sold as part of any from fleeing the battle! Fully-armoured estate, along with land and livestock. elephants usually bring up the rear of a Their menial status is matched by their formation - these impressive beasts legal status - Persian peasants are provide a massive psychological boost treated brutally and both torture and and act as mobile firing platforms for trial by ordeal are common. javelinmen and archers.

The right hand man of the King of The better-trained and most hardened of Kings is the Grand Vizier - a powerful the nobles join the elite Persian cavalry potentate who controls the Persian force - the guard cavalry (Asawira). administration and its diplomatic Each guard cavalryman rides a superbly affairs. Below him are the divans, the trained warhorse, and both rider and government ministries, run by nobles mount are clad in scale armour from who excel in the field that each one head to foot. Even the rider’s face is covers. The Persian economy is shielded by an iron face-mask. The sophisticated and diverse. Banking is sight of such a formation, glittering in well developed as is trade. the sun like martial statues of gleaming Commodities from the edges of the silver, row upon row, rank upon rank, is known world arrive in Persian bazaars, enough to send shivers of fear coursing including silk from Cathay, glass, through an opponent’s army. The amber, papyrus, pepper and other Asawira number six regiments and they spices. are loyal to the King of Kings. Another unit formed of veteran foot-soldiers is the royal bodyguard, two regiments of

149 Z E N O B I A tough and blood thirsty troops called of the Elburz Mountains and the terrible the Shahanshahai. desolation of the Black Desert is called Parthia, a wind-blown steppe of wild Persia is a vast land of many different horses and wild nomads who settled terrains, many of them rugged and here five centuries ago, and once inhospitable. The kingdom is dominated controlled the entire Persian kingdom. by a central plateau ringed by mountain chains on all sides. To the north running The hot mountains and high salt lakes at parallel to the southern shore of the the sourthern end of the Zagros chain Hyrcanian Sea are the Elburz form the satrap of Persia Proper. Persia Mountains, containing the incredible Proper is the original home of the Mount Damavand. Hyrcania is a wild Persian royal family, and the seat of the and mountainous but fertile district; a original . The cities country split between grassy plains of and flourished extending to the shores of the here in lush, well watered river valleys. Hyrcanian Sea and the lushly forested The region is still wealthy, rich and northern slopes of the Elburz Mountains fertile - a place for Persian nobles to behind. The Hyrcanian Gates are the relax and enjoy the fruits of their safest way through the mountains. The luxurious lifestyles. Further east along land is hilly and inhabited by hill-tribes. the coastline are the Carmanian Zadrakarta is the central city of the Mountains, a low warm hill-land with kingdom. Alexander the Great fantastic pasture and easy access down campaigned here and set Heracleides to the fertile coastal plains. This satrap with a party of shipwrights to build a of Carmania is focused on the Straits of fleet of galleys that might explore the Salmus, and the satrapal capital and Hyrcanian Sea and prove once and for wealthy port of Salmus. all whether the sea was truly a sea (as his tutor Aristotle had taught) or whether it was in fact a gulf of the Ocean.

To the west the Zagros Mountains divide the plateau highland from the lazy rivers of flat Chaldea. A high grassy plateau cut by seasonal rivers and fertile gorges is formed by the northern end of the Zagros Mountains and this satrapy is called Media. To the east of the Persian plateau are lesser mountains. There are two deserts in Persia, the harsh salt desert called the The Persian plateau drops away to the Black Desert in the centre of the east to a lower level and the satrap of plateau, and the sand and rock desert Zarangia. Sited on the shores of Lake called the Desert of Sighs. Both are Seistan, Zarangia’s capital is uninhabited and desolate. In the (established by the Parthians). This springtime and winter, small streams lower land has a number of salt lakes flow into the Black Desert, creating fed by rivers gushing down from the little lakes and muddy swamps. At other mountains that rise up formidably to the times the deserts are dry and barren. east - the vast and frightening range of The region between the southern flanks the Hindu Kush. Many of Persia’s rivers

150 Z E N O B I A are seasonal, flowing only during the The Further Satrapies of the Persian wettest parts of the winter and spring. Kingdom lay east of the central Persian There are lakes dotted across the plateau. From the most northerly, up on plateau, but they are small, salty and the grassy windswept steppes of prone to shrinking in the high heat of Sogdiana, southwards to Bactria, Aria, summer. Persia is so huge that different Arachosia and finally Gedrosia, these parts have very different climates. The provinces virtually form separate table-land of the Elburz Mountains is kingdoms of their own, since they are cold and chilly, the southern areas near so far removed from the Persian capital the Persian Sea are extremely hot, and at Cteisiphon. The distances involved elsewhere along the plateau the climate are mind-blowing, but these Further is temperate. Satrapies are part of the mighty Persian Kingdom. Satrapal Sogdiana is a frontier satrapy lying Arachosia - Kandahar north of the mighty river Oxus, and is a Aria - Artacoana region of dune fields, harsh scrub-land Atropatene - Phraaspa and rocky hills. It is unforgiving, cold Bactria - Zariaspa and bleak. The sole city of note, and the Carmania - Salmus satrap capital, is Maracanda. The Chaldea - Ctesiphon (see entry) eastern territories of Sogdiana rise Charax - Charax Spasini suddenly to become the western end of Elymais - Ahwaz the impressive mountain chain called Zarangia - Zaranj the Celestial Mountains. South of the Gedrosia - Purah Oxus and the western tip of the Hyrcania - Zadrakarta Celestial Mountains lies the satrap of - Isfahan Bactria with its capital at Zariaspa. Media - Ecbatana Bactria is a cool, temperate land of Parthia - Hecatompylos rugged hills and mountains that descend Persia - northwards to river valleys that can Sogdiana - Marakanda support many farming communities. But ever southwards the land rises The plateau is generally grassy higher and higher until the Bactrian steppeland used by locals for grazing trails lead high into the daunting snow- cattle and sheep. Nearer the arid deserts covered peaks of the Hindu Kush. This the landscape turns to thorn and formidable mountain chain heads off scrubland. The seaward slopes of the east through the clouds. It is an extreme Elburz are fertile and lush, as is the barrier to travel and there are only two Hyrcanian plain on the shore of the passes through the entire mountain Hyrcanian Sea. Deciduous trees stand chain. South of the Hindu Kush a proud in sprawling forests, and vines number of high river valleys support are cultivated. The Zagros Mountains comfortable farming towns and these are covered with a semi-humid forest have become the satrap of Arachosia. cover of oak, pistachio, walnut and elm. The cities here are Quetta, Kandahar Many species of wildlife live on the and . Mountain passes eastwards Persian plateau and the mountains through the Solomon Range lead down surrounding it, including hyena, jackal, into the fabled river valley of bear, ibex, wolf, leopard, porcupine, Melhuhha. Otherwise Arachosia turns pheasants and partridges. south and south-westwards into sandy desert interspersed with salt flats and

151 Z E N O B I A rocky hills. This complex of harsh lands and wasteland (the Arachosian Desert) After the death of Antiochus VII, the ancient continues southwards until it reaches Persian city of Susa reverted to Parthian rule. Susa was evidently among those cities that the high and hot Makran Mountains. retained some form of Hellenistic city-state Between the Makran and the sea lies the status under Parthian control. The Sassanid deadly Gedrosian Desert that caused Persians continued to have a great deal of Alexander the Great and his huge army governmental administration operating from this so much hardship. This barren desert is grand city. a wind-scoured, red-rock wilderness. Queen Semiramis and King Cyrus the Phoenicia Great both attempted to cross this Phoenicia once formed the highly wasteland, and only just survived, the prosperous heartland of the Seleucid queen with twenty survivors, the king Empire. Whereas the Persian Empire with only seven - or so it is said. had its capital cities (and thus its focus) Nothing grows in the Gedrosian Desert high on the Iranian steppe, the Seleucids except thorns, tamarisks and the focused more on international trade and occasional palm tree. The burning grit commerce - and thus on the sea. swallows carts and horses, poisonous Phoenicia is an ancient land delineated snakes terrorise walkers, laurel-like by the Middle Sea on one side and the shrubs send animals mad, and a prickly Lebanese mountain range on the other. cucumber squirts a blinding juice ... It is approximately 300 km long and barely 50km wide at its maximum To the west the Gedrosian Desert point. It was the rich resource of its two becomes scrubland and is home to the great rivers (the Upper Orontes and the capital of the satrap, Purah. A fishing Leontes) which are fed by the snows of village called Gwadar exists the Lebanon, coupled with the energy precariously on the coast, backed by the and drive of the people that turned awful might of the desert. Even further Phoenicia from a coastal plain to the west a traveller will reach Carmania and prosperous and cosmopolitan region it is on his way back to the Zagros now is. The cedar trees of the Mountains. mountains (although now found only on the higher peaks) are highly valued for Ecbatana the construction of both buildings and Under the Parthians, Ecbatana was the satrapal ships. Sandy beaches provide sand for seat of the province of Media and it stands on glass production, and a purple sea-snail the Silk Route that leads from Aria to Rhagae to called the murex allow the production Ecbatana where the city controls the major east- west route through the central Zagros, the so- of precious ‘purple dye’. On the plains called High Road. From Ecbatana, the goods and the lower mountain slops are pass into the Decapolis via the Fertile Crescent orchards, gardens and plentiful fields of or across the desert via Palmyra, or a more grain. The inhabitants of the region, the southerly route through Chaldea to Seleucia or Phoenicians, are able sailors and Ctesiphon. Old Parthian buildings in the city include the citadel on the Mosalla hill. maritime adventurers, and have sent out many colonies that have grown up and prospered far afield (the most powerful of which was Carthage in the far west).

Phoenicia is a fertile strip of territory with several good anchorages that is backed by two mountain ranges, one after the other. The Phoenician climate

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is warm with moist winters and hot dry of territory to Aradus, greatly increasing the summers. The mountain ranges are the city’s influence and when the conflict ended these exiles were allowed home. Tthey would Lebanon, and across the Bekaa Valley remember the kindness that the government of to the east, the Anti-Lebanon. The Aradus had shown them. Bekaa is well-watered and deep, and supports thriving farming communities. Aradus has always shown diligence, thrift and The southern end of Phoenicia is a foresight, it has prospered through honest trade and it never collaborated with the Cilician jumble of grassy, wooded basalt hills, pirates. The village of Baetocaece stands in the cutting the land off from the hills of territory of Aradus and is the site of a holy Upper Galilee. South of Damascus, on shrine dedicated by Antiochus Soter to Jupiter the fringe of the Stone Desert and Baetocaece. Fairs (free from tax) are held in the dominated by the snowy peak of Mount god’s honour twice a month and the god himself selects his chief priest. Hermon, the Golan Heights overlook the lush plains of Galilee around the Sea Damascus there. The powerhouse of Phoenicia is A wealthy oasis town that nestles at the foot of the narrow coastal strip between the Mount Kassium on the eastern slopes of the Middle Sea and the Lebanon Anti-Lebanon range, within a large basin Mountains. Water for irrigation is in watered by the Barada River. It stands at the centre of a complex of lush oases. ample supply from mountain streams, with the added advantages of simple canal systems with well-terraced Stone Desert mountain fields. To the east of the cities of Phoenicia is the Stone Desert, a bleak basalt plain, with black basalt cliffs. Rain from the west scarcely Aradus penetrates and there are few oases. Large Aradus is a powerful Phoenician city located on sections of this desert are impassable, especially an island some 2km from the shore. Once ruled the basalt region south-east of Damascus. To the by its own dynasty of kings, it later became an north-east are forbidding black basalt lava essential part of the Seleucid Empire and was wastes, plains covered with dark limestone and allowed to rule itself through an assembly, flint flakes, and a tract of sandy desert along the under Seleucid guidance. During the fratricidal Wadi Sirhan reaching out toward the south-east struggle for supremacy between Seleucus II and the Desert of Lost Souls. The Azraq oasis Callinicus and his brother Antiochus Hierax, sits at the meeting place of these three types of Aradus sided with Seleucus, but had an hostile environment. Azraq is a wonderful agreement with him that if any refugees from paradise of birds and is home to lots of steppe his kingdom that should flee to Aradus, they wildlife, ostrich, wild donkey and antelope. At could remain there without fear of extradition or the centre of the oasis is a network of pools and retribution. These exiles made great donations seasonal streams.

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A track runs east from Dira across the rich red soils of the Hauran Plain toward the old volcano Sabaea of Mount Bashan. The Hauran is littered with Beyond the Blessed Mountains (blessed basalt boulders from the volcanic activity of the with welcoming rainfall) of the southern mountain. The volcano is not one but many deserts lies the exotic kingdom of dormant volcanic cones. It is a strange, bare and Sabaea (also known as Sheba). The wild landscape with many sombre black villages perching on the edge of the desert. Their kingdom is rich in fruits of the field as inhabitants farm the slopes of Mount Bashan, well as cattle, dates and incense. It but in a land with few trees, most buildings are borders both the Erythraean Sea and the built of black stone. The centre of the region is Persian Sea. Between these two the the Nabataean city of Bostra. There are more Sabaean coastline is dotted with dead black volcanic cones near Shahba and to the north-west is a land called the Ledja, a giant sheltered bays, safe harbours, trading island of solid lava (Safa is a similar site even cities, royal palaces, and rivers and further east). The Ledja is a horrible black streams coming down from the Blessed nightmare sea of twisted rock, not frozen but Mountains. These fruitful valleys open curdled. It is the lonely lair of brigands and out onto lush plains by the sea. Water is runaways. channelled into canals and aqueducts Tyrus and used by the rich cities as well as by Tyre is the oldest and next to Sidon the most the terraced field systems. The most important of the Phoenician city-states. It famous crops are the myrrh and incense consists of an ancient town on the mainland trees, a source of great wealth, and a connected by a causeway (built by Alexander holy substance used by temples across the Great during his famous siege) to an island. The island originally only contained the temple the world. Sabaea has dominated and to Melkart and a number of warehouses, but the absorbed its historical rivals two locations were unified into a single city (Hadramaut, Qataban and Himyar) and under King Hiram, a contemporary of King is governed by the constitutional Solomon. Tyre quickly outstripped Sidon, its monarchy of King Abkarib the Thrice- mother city, as the greatest settlement in Phoenicia. It sent out colonies across the Blessed in consultation with a senate of Mediterranean, to Sicily, Sardinia, Spain and tribal chiefs. Decisions are taken by North Africa (Carthage). The city paid tribute to “the king of Sabaea and by Sabaea”. His first the Assyrians and then the Persians, but it cities and towns are renowned for their proved impregnable. The Assyrian king luxury, town houses boast rich Shalmaneser IV besieged Tyre for five years, and Nebuchadnezzar, King of Babylon, once furnishings, there are vessels of gold besieged the city for thirteen years! Eventually and silver, houses, gates and walls are it was Alexander the Great who finally brought adorned with gold and silver, ivory and the proud and powerful city to its knees precious stones. The country people are following his infamous nine month siege. organised into communes of peasants

Today Tyre is neither as proud nor as and herdsmen, while town dwellers live prosperous as it once was, but it is still a in quarters allocated to specific tribes, prosperous and busy place producing subdivided into clans. The king’s metalwork, fine textiles and purple dye. Its governors are civil servants, noblemen merchant princes engage in commerce across with advanced scribal and priestly the seas. The Imperial Syrian Fleet stations a large portion of its galleys here, and so many education called ‘mukaribs’. They have thousands of galley slaves are needed every very ill-defined and flexible roles. year.

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The three greatest cities of Sabaea are happen to cross such as those at Ukaz, Muza, Timna and Marib. Timna is the Medina, Mecca, Ta’if (a hillside resort ancient capital of Qataban and boasts an south of Mecca) and also throughout the amazing 65 temples. Its famous south Wadi l-Qura (the ‘Wadi of Towns’) - a gate is flanked by two massive towers continuous line of oases in the northern of undressed stone. The city, like all Hejaz, many with settlements of Sabaean architecture, displays many Solyman colonists and farmers as far Ionian influences. Marib is focused south as Medina. upon the great temple of Awwam, devoted to the god moon-god , King Abkarib, like Sabaean monarchs which lies at its heart. The temple has a before him, would love to unite the huge oval precinct 100m in length and Saraceni people (distantly related to the an ornate portico and colonnade. Sabaeans) under a Sabaean banner and Outside Marib are three great dams go forth into the world as an all- built to supply water, each has a wall conquering power beside the Empire 15m high. Muza is a great port where and Sassanid Persia. traders from across the world gather to exchange or ship pearls from the Solyma Persian Gulf, ivory, silk, textiles, rice, The former Imperial province of pepper, slaves, monkeys, gold and Solyma is a land with a proud and ostrich plumes. These products are sent defiant religious tradition, a tradition north through passes in the Blessed that stretches back to the days of the Mountains by caravan. Sabaean first ruler, King Saul, twelve centuries merchants are busy men! The Sabaean ago. Dominating the lives of the local priesthood is highly revered. Solymans (and expatriate Solymans of Worshippers make pilgrimages to holy whom there are very many in Antioch, temples and sacrifice both animals and Alexandria and elsewhere) is their deity, incense. There are many taboos to be the Nameless One. The Nameless One followed and those who break them has no image, and recognises the must pay for a written confession to existence of no other god or goddess - inscribed on a bronze plaque and hung not even the divine Emperors of the within the temple. Athtar is the Morning Eternal City (a strange belief, since of Star, Sin the Moon and Amm is a all the gods, the Emperors require the powerful sun goddess. least faith to believe in - for they patently exist on earth and can be seen In war the Sabaeans rely greatly on and touched). It is a strict authoritarian Saraceni mercenaries to do much of the god that demands obedience and fighting for them. These nomads also loyalty, that has set the Solymans a hire on as caravan guards and guides for great number of religious rules and the merchant expeditions. Saracens customs to be followed daily. The corrupted by the wealth and Nameless One is a jealous god that is extravagance of Sabaea borrow from angered by the worship of other deities. wealthy merchants of the towns, get His only ritual object is the menorah, into debt and must sell themselves into the crescent-shaped, seven-headed slavery. Some foresee the disintegration candlestick. of the tribes by this iniquitous process. Large and prosperous markets are springing up wherever new trade routes

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Barabus was to be executed for leading his cult of assassins (the Zealots) in a crusade against Imperial tyranny. He survived to keep his sect going, when a magician calling himself the Anointed One was crucified in his place. The Solymans openly rebelled in 819 AUC and suffered terribly for their pride. When the Solymans rose up again under the Emperor Hadrian, the legions marched in to sack the capital city Jerusalem. The Emperor rededicated their Temple to Jupiter and he slaughtered tens of thousands of The Solyman people had previously Solymans. Gradually, though, Solymans been a nomad tribe of shepherds, a tribe returned to the city (now called that escaped bondage in Ægypt and fled Hierosolyma) and were later able to into the desert behind the first great rededicate the Temple to the Nameless Solyman leader - Moses. Much later the One. Solymans settled in the land they now occupy. The Kingdom of Solyma was The typical traveller to Solyma (and first established by King Saul. His Hierosolyma) will find a whole range of successor was David, and his successor strange customs and rituals to cause the wise King Solomon. A succession confusion, embarrassment and of warring kings followed until Solyma frustration. To avoid such hassle, the was conquered by the Empire and Adventurers are advised to use a guide organised as an Imperial province. Now or meet up with a friend who can guide that the Empire has receded, the them through the culture without aristocratic priesthood of the Nameless causing offence. One (a wealthy and privileged group called the Sadducees) is in control. One The land of Solyma has a fairly distinct of their number, the high priest, is geography, bordered on the west by the virtual monarch of Solyma, and he rules Middle Sea, the east by the Dead Sea with the help of the Sanhedrin - the and the River Jordan which flows into it wise council of elder priests. The from the north, on the north by the Sadducees, as a group, claim descent Lebanese Mountains of Phoenicia, and from Zadok, the mighty priest of King to the south by the harsh and stony Solomon. The capital is the ancient city Negev Desert. In general Solyma is a of Jerusalem (now rebuilt and known fertile land, relying on rainfall to ensure only as Hierosolyma) It boasts a its crops flourish. But the dry fabulous Temple to the Nameless One wilderness and drought is never far on the hill called the Temple Mount. away. This Temple is the centre of every Solyman’s universe. The only place that The land of the southern hills in Solyma their god visits earth. adjacent to the Dead Sea is called Judaea it and includes the bleak Judaean The Solymans have hated the Empire Hills west of Hierosolyma that lead up and continually fought against its to the Mount of Olives and Mount interference in their religious customs. Scopus, before dropping down again to In 784 AUC a Solyman terrorist called the desert-like Wilderness of Judaea. It

156 Z E N O B I A is a region of tough shepherds and poor Negev Desert villages bypassed by all of the major A huge triangular area of rocky desert cut by trade routes, which have either followed wadis. A rough deeply eroded wilderness with cultivation only really possible around the oasis the coast or turned inland to go around of Beersheba. The desert is criss-crossed by the the Dead Sea. In the south, along the hardy Nabataeans and their wilderness coastline of the Middle Sea, the sand- settlements are dotted here and there. dunes have encroached (ancient Philistia); further north the coastline is The Tribes very fertile and corn, olives and vines On the fringes of the Desert Kingdoms are cultivated. Even further north along exist a number of great nomad the coast as far as the headland of confederations, a mass of disparate Mount Carmel lies the Plain of Sharon, tribes that continually threaten, raid and a marshy swamp with reed beds and menace the settled lands. Sometimes impenetrable and lush vegetation. these tribes live in harmony, at other Running north to south down the times they declare war. Most of the time middle of Solyma are the Shephelah, a these barbarian hoards provide a range of hills that support vines, woods continual state of ‘nuisance’. and fruit picking; behind them to the east rises a limestone ridge which rises higher and higher. The Shephelah form Libyans the backbone of the land, and are cut by When the mighty city-state of Carthage the important east-west Jezreel Valley, in Africa was conquered by the Empire, giving access from the coast to the the only forces outside of Imperial interior through these hills. This control were the Libyan tribes beyond important valley meets the sea at Mount the Atlas Mountains. They have ever Carmel and the ancient site of Megiddo. since fought the Empire’s attempts to The northern tip of the Shephelah lies subjugate them. Some went over to the between the sea and the Sea of Galilee. Empire and have fought as mercenaries The highest point here is Mount Tabor. for the legions. Africa is the Imperial The region to the north-west of the Sea name for the hot and dry desert-land of Galilee is called Galilee and is an south of the Middle Sea. The African area of well cultivated highlands, well coastline is fertile and heavily cultivated forested and fertile. To the north near - it is a prosperous land of farms and the Litani gorge Galilee is a high cities. Inland, Africa is a terrifying tableland with springs and glades and desert of sand dunes and rocky plains. plenty of rich farmland. Few travel into the African wilderness, none return - some say that Libyan River Jordan tribesmen can navigate this sandy The River Jordan is a fertile barrier, flowing wilderness on camel-back, and murder southwards first into tiny Lake Huleh through all strangers ... swamps and reed beds, then through the Sea of Galilee and into the Dead Sea. It has a strong and even current with high banks overgrown The dark-skinned Libyan tribesmen of with willow and palms. Land is fairly desolate Africa have shaved heads, and sport on both sides of the Jordan. East of this black pointed beards; often the hair at important river rises a steep escarpment up to a the back of their heads is in long plateau that shades away into the Desert of Lost dreadlocks. The basic social unit is the Souls. ‘ikh’, a clan consisting of several

157 Z E N O B I A families. Two or three ‘ikhs’ inhabit a Libyans use captured Imperial swords, village, and around twelve villages form broad-bladed javelins and spears. a tribe with its own lands. When faced Garamantes spears have strange ‘cut- with a great threat the tribes may come out’ spearheads. together to form a ‘soff’ - a tribal confederation under an elected military Goths leader. The mountain villages provide a The Goths are a menace to the Empire simple, settled lifestyle, protected by and to the most northerly of the Desert passes and the villages themselves Kingdoms. They are northern being guarded by tall wooden towers. barbarians hailing long ago from the Mountain Libyans (Mauretani) fight on shores of the German Sea, and having foot and know the mountains well. migrated southwards through the dark northern forests over the past century. On the dry African steppe the tribes are The Goth confederacy is made up of horse-borne (Numidians) and fiercely many disparate clans, warrior bands, proud of their independence and rogue tribes and mercenaries. They are freedom. They ride bareback with no tough, merciless and uncultured. The reins, just an informal nose rope. self-styled ‘King of the Goths is Kniva - Waterskins are slung under the horse's a huge and terrifying barbarian warlord. belly. These tribes fight as irregular Their frequent raids over the last twenty cavalry. Each tribal nobleman is an years have forced many towns to erect expert horseman and warrior, and is sturdy walls, but with no time or followed into war by his servants and money, many towns have had to reuse bearers. The best tribal troops are pillars, monuments and tombstones, horsemen, each one a farmer or clan which have been ripped up without leader. Libyan horsemen are brave, but ceremony. superstitious, mobile but unreliable. The steppe tribes can retreat to mountain strongholds if need be, and can carry out ambushes and lightning raids on horseback. Libyans have also been known to tame elephants for use in war and for ceremonial occasions.

The desert Libyans (the Garamantes) also use camels, and can make them Some Goths are mounted, but most go kneel in a huge defensive circle to act as on foot. They move ever south and a shield against attackers. Enemy horses eastward with their great 4-wheeled fear the camels. Other animals are roped wagons, and form up into a defensive together to create an inner barrier, with laager when attacked. The chieftains caltrops scattered outside the main reward their Goth followers with the circle. Spearmen defend this fortified spoils of war - horses, cattle, slaves, encampment, and javelin-men man the weapons and food, to form a warrior- perimeter. Libyans of the desert elite. The most successful chieftains (Lamtuna) use large rectangular leather thus gain great numbers of retainers. shields and prefer to cover their faces These warriors will do all of the with veils and hooded cloaks. All fighting for a successful tribe. The Libyans wear soft sheep or goat-skin Goths favour the longsword, a weapon cloaks and long, flowing un-belted ideal for the cavalry raiders that typify tunics reaching to the knees. The the best of the Gothic hit and run

158 Z E N O B I A raiding parties. These riders are often Khali Desert. Other areas of the Saracen armoured. Lesser warriors are common homeland are covered by old lava fields fighters, fighting on foot and usually and dry river beds (especially the Stone unarmoured. Goths are a tall, muscular Desert of the north-west). people with flowing blonde or red hair. In past times the Gothic ‘nation’ was Saracens are nomadic and pastoral, separated, tradition has it that during herding camels and goats or sheep from their early migrations the breaking of a pasture to pasture. In oases there are bridge sundered the Gothic tribe into small settled populations that thrive two. The Ostrogoths marched where trees, shrubs and bushes and eastwards, the Visigoths westwards. crops grow. Some agriculture is They have never been reunited since. So possible and it produces lots of date goes the story. palms and various fruits and vegetables. These oases are isolated in a sea of The Goths emerged out of the forests desert - the realm of the nomad onto the Scythian Plains to meet and Saracens. The oases dwellers buy fight with the barbaric Sarmatian protection from the nomad tribes in nomads as well as the more settled service or in kind; this extortion is Cimmerians. When they reached the laughingly called the khuwwa or Pontus Euxinus many Goths stole ‘brotherhood tax’. The other form of galleys and began raiding ports on the tribal-oases interaction is honest trade. coastline. Some manufactured great The camel covers up to 90 km in one rafts that could hold entire clans, their day and is reputed to go without water horses, war gear and plunder and set off for up to 20 days (more if green fodder into the great unknown. The high point is available). The trade caravans provide of Gothic expansion must surely have a link between the Fertile Crescent and been the sacking of the city of Athens in Sabaea (beyond the Happy Mountains), Ionia and the sea-borne raids throughout carrying goods from Melhuhha, Axum the Aegean Sea three years ago. and the Far East as well as from all over the Middle Sea. Saracens take a toll on everything passing through their Saracens territory. A number of markets and fairs According to Ionian philosophers the have grown up, some permanently by a Saracens have lived in the arid lands spring or water course or religious they now occupy (the Stone Desert and sanctuary. These camps soon become Desert of Lost Souls) since time scattered townships ruled by chiefs immemorial and no-one can recall that (Sayyid) of the tribes who rule their any other people had been there before wandering kin from such a settled place. them. The home of the Saracens is vast, There is a principle of equality within sparsely populated and has very little the tribe. Elected leaders are called rainfall. It is a huge desert. In some Sayyid - a ruler who needs to keep up places it has not rained in the memory his prestige. Obviously, some tribes are of man. The deep desert extending out richer than others, but a period of to the south-east is called the Desert of sustained drought could impoverish Lost Souls and is characterised by them all once more. A number of tribes dunes rising up to great heights; it (especially those with some degree of includes the Nafud desert and the Al- iron-working capability) are scorned by the others as low-caste. The Saracens

159 Z E N O B I A admire men of eloquence, especially settled Saracens are dominated by when such eloquence is displayed when sharifs, noble Saracen families who speaking with the tribal council or exercise local authority. Mecca is ruled giving a quick answer to an awkward by the Quraysh, for example, a clan that question. Sages and poets are highly is also the traditional custodians of the thought of; oratory contests between Khaaba shrine, the holy stone that is rival tribes are usually held at the dedicated to Allat, the consort of nomad fairs. Dushara.

A popular Saracen past-time is the Sarmatians ghazu or raid. The aim is to steal camels The Sarmatians are a wild nation of and other livestock from a rival tribe horse nomads that dominate the without loss of life to either side. These grasslands of the Pontic Steppe, north of vendettas and rivalries are very the Pontus Euxinus. Emerging out of important and keep the Saracens in a the east at the time of Alexander the constant state of military excitement. Great, they lived in a state of rivalry and Saracens are realists. Almost continual war beside the equally barbaric hunger and thirst drives them on to Scythians. Soon the Sarmatians great feats and greater instances of vanquished the Scythian tribes and endurance. The Imperial, Ammianus began to dominate the region. Short and Marcelinus wrote: “I would not wish to pale-skinned, the Sarmatians live in the have them either as friends or enemies.” saddle of their rugged steppe ponies. They hold honour above all things, even They live by herding horses and from above religion, and are devoted to boyhood each Sarmatian, warrior not, is courage, endurance, loyalty, generosity an excellent rider. Their preferred and hospitality. Insults and the weapon is the composite bow and this consequent loss of honour are the can be wielded with consummate ease quickest way to anger any Saracen. by Sarmatians in the saddle. It is said Every Saracen warrior believes that they eat, sleep, work and even relive only Fate itself is the limit to the honour themselves from horseback. A he can achieve. Long hair is popular Sarmatian tribe goes to war as a unit of amongst the dark-eyed Saracens, and light cavalry, a unit with incomparable they favour trimmed beards. speed, mobility and endurance. Chieftains and their families go to war The Hejaz Mountains running south in scale armour suits and wielding long down the coastline of the Erythraean lances. This heavy cavalry has the Sea form a trade corridor that avoids the advantage of the metal stirrup, a bizarre most barren deserts of the Arabian new Sarmatian invention that has yet to interior and provides easier access to catch on elsewhere. These shock troops, Sabaea. A famous wadi called Wadi l- with their armoured horses, break up Qura (‘the wadi of the towns’) is home enemy infantry formations that have to a continuous line of oases in the been demoralised by continual raids by northern Hejaz as far south as the oasis the horse archers. They have no need of of Medina. The Wadi of the Towns has shields - their magnificent armour is many Solyman colonists now working their shield. hard as farmers in this dry and hostile environment. One of the oases on this Sarmatians despise weakness, route is Mecca. Ta’if is south of Mecca cowardice and the soft trappings of and forms a hillside resort full of fruits, civilisation such as bath houses, writing, vegetables and wines for Meccans. The exercise, warm wine, soft silks and

160 Z E N O B I A elaborate temples full of incense and ed and embroidered, soft pointed caps, corpulent priesthoods. The art of war is and soft boots. A Sarmatian has a short civilisation enough for any Sarmatian pointed beard and long braided dark and his loyal war-band. These warriors hair. Besides bows and spears, the are competing for manly honour and Sarmatians favour battle-axes and short- usually take heads in combat. If not swords. heads, then scalps. A test of manhood usually follows back in camp, with the Free Mercenaries victors drinking the blood of the vanquished from the upended and hollowed out skulls of previous victims. Sons of Sobek These head-hunters and skilled leather- These Ægyptian peasants have turned workers may also fashion bow-cases, bandit and also hire themselves out as moccasins or headgear from the flayed mercenaries. They often use legionary and sun-dried skin of an enemy warrior. equipment captured from Imperial These guys are primitive, brutal and soldiers, but also manufacture their own barbaric. But saying that, they still armour (equivalent to leather) from retain a stunning skill in bronze-work, crocodile skin. The Sons of Sobek have leather craft and other arts. They are abandoned their home province, never religious and devout, meeting to return. They are a decent bunch of seasonally at burial mounds (kurgans) men, but perhaps a little strange (they where ceremonies to the ancestral dead revere Sobek the crocodile god - and are carried out. The great difference they are Ægyptian, after all ...). between Sarmatians and Scythians is that the Sarmatian women-folk fight Myrmidons alongside their men on horseback! The Myrmidons are nearly all former Indeed, no Sarmatian maiden can wed gladiators, mostly freemen, who were until she has slain an enemy in battle! able to escape from the city of Trapezus Once they have done so, the female on the Sea as it was being devotes her life to the tent of her destroyed by Gothic raiders. They have husband and forsakes the martial life. been travelling ever since and making a And so the warrior women of the good living hiring out as mercenaries Amazon tribe were born: a wild and and bodyguards. These men (and unforgiving clan of Sarmatian women women) are cool and calculated, that fled the Sarmatian tribe to become professional and cold. The Myrmidons reclusive mercenary warriors, unwed are named after the loyal fighting Sarmatian virgins dedicating their lives brotherhood that followed Achilles to to the slaughter of their enemies. the siege of Troy.

Dark Brotherhood These thieves, murderers, cult criminals, army deserters, runaway slaves and others, have formed a rough- and-ready brotherhood - a tough Sarmatians move with their horse herds mercenary company. It is as and their ox-carts carrying huge round unpredictable as it sounds, but it can be leather tents and supplies. Traditional very effective. The Dark Brotherhood costume consists of baggy trousers and can be very intimidating, although they long-sleeved tunic, both vividly colour- are not the most reliable or loyal of

161 Z E N O B I A employees. The Brotherhood uses a Empire, never had any use for varied mix of Eastern weaponry. mercenaries and under Imperial rule the Amemets have gone (literally) The Jackals underground. Often they become the The Jackals are displaced Saracens from weapons of some inter-governmental the northern tribes, victims of feud. They are based in the old Palmyrene expansion and domination. catacombs and tunnels of Alexandria, They are highly experienced and skilled their legitimate centre under the in desert operations, utilising camels, Ptolemaic kings. Their leader is Zozer, a bows and all the trappings of caravan seasoned and clever fighter and street traders and Eastern merchants. They are politician. cunning and treacherous, but also highly effective, being able to attack a Moloch city by entering it in disguise as just This was the fire-god of the ancient another small caravan. Moloch, a desert tribe living east of the Dead Sea. Today the worship of Moloch only survives in secret, kept Secret Societies alive by fanatics. Living sacrifices are There are several societies in existence made, men, women and children cast across the Desert Kingdoms that create screaming into the flames. Moloch is a bonds of unity between different people terrible and destructive cult. Many doing similar things in different places. hundreds of years ago, its high priest These people form close-knit called down fire and brimstone upon the brotherhoods which vow to help one twin cities of evil, Sodom and another and to respect one another’s Gomorrah during a bitter war. The rights. Loyalty to these secret societies cult’s evil priests are Fire Wizards. cuts across any cult or kingly loyalty. A few of the most important of these Men of Zoar secret societies are: Also called ‘the Sodomites’, this sinister cult of killers and sexual Amemets deviants are descended from the The Amemets are Ægyptian killers survivors of the destruction of Sodom naming themselves after the Amemet or and Gomorrah - the twin cities of evil. It ‘Devourer’ - the supernatural monster is a godless cult and rootless, and, like that devours the hearts of impious the Thuggee cult of 19th century India, Ægyptians in the Underworld. The cult its members travel the caravan routes operates on a very loose basis without a searching for suitable victims. On the formal hierarchy of any kind. There are trail the Men of Zoar commit atrocious gang chiefs and initiates, but not much crimes, horrific sexual murder and organisation past that. The Amemets mutilations. They rank themselves hire themselves out as assassins, strong- according to the number of kills they arm boys, spies and thugs of many have committed. Some operate alone, colours. They once flourished during but it is more common for these sadists the brief Persian occupation six- to operate in small groups. Tradition hundred years ago as rebels and demands that they bury their victims guerrilla fighters. Once the Ionians took and hold a small feast over the site - the over and established order, the campfire helping to hide the presence of Amemets became a mercenary the burial. Victims are chosen organisation. The new landlord, the seemingly at random and can be men

162 Z E N O B I A only. Women and children are never officials or high priests of Thebes. It is harmed, although no-one knows why. financed by the secret plundering of The Men of Zoar believe that each act royal tombs in the Valley of the Kings. of sexual ecstasy brings them closer to This plunder is also reputed to be the Heaven. In a world where every human source of the cult’s dark magical power. being pays homage to the gods and Using caravan routes, agents of the Cult recognises their power, the Men of Zoar of Sutekh are sent out into the world to are unique in their dismissal of the consolidate or expand the power base. gods. It is rumoured that any man who Imagine it as an organised crime turns away from the gods is destined for network. It doesn’t yet have real hold a life as a Man of Zoar, but this may be over kings and officials, but that may be a cautionary moral told by priests. Once its aim. Present policy is to try and a year all of the Men of Zoar come manipulate affairs so that the Empire is together at an agreed site somewhere on pushed out of the Desert Kingdoms the King’s Highway (the Imperial road forever, then strong foreign running north to south along the desert governments replaced with weak ones. edge east of the Dead Sea) to carry out Ultimate power is the real goal. ritual murder and discuss their beliefs as well as more earthly problems. They Candidates must commit murder in then meet up again in the ruins of order to join, make an offering in silver Sodom or Gomorrah. When not ‘on the and make a vow never to reveal the trail’, Men of Zoar have normal lives, cult’s secrets. They also become normal professions, wives and children. initiates of a sinister god called Sutekh. Members must have a cover occupation The Cult of Sutekh and will become known by that This brotherhood is an evil organisation profession: the ‘Weaver’, the ‘Potter’, dedicated to murder, assassination and the ‘Letterwriter’ etc. Cult champions terror. Based in the city of Thebes in are top agents and assassins called Ægypt, it operates throughout the ‘Favoured Sons’, while priests who Desert Kingdoms, its dread influence establish chapters in foreign cities are enveloping cities, cultures and known as ‘Fathers’ or ‘Masters’. See kingdoms in an invisible network. The the historical account of Paweraa - head of the cult is unknown but is Mayor of Thebes and his criminal rumoured to be one of the government activities in the reign of Ramesses IX.

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XII ADVENTURE TOOL-KIT

This chapter concentrates on giving being thought out. The labyrinth should referees information and advice on how have a reason for existing, it might be a to construct a scenario. There are three royal tomb or a pyramid, a palace or a basic adventure types, and these can be set of haunted caves. With a firm used exclusively, or more usually mixed concept, the referee can go on to fill it together to create a more interesting full of believable dangers and game. The three types are: the antagonists. See the section later on for Labyrinth Adventure, the Wilderness more detail. Adventure and the City Adventure. Wilderness Adventures Labyrinth Adventures These take place almost exclusively A labyrinth is a term used in the ancient outdoors in the uninhabited parts of the world to describe a maze-like network world, wastes, deserts, forests, hills and of tunnels or paths, either natural or mountains. The adventurers are free, by man-made. The term originated with the the very nature of their environment, to famous Labyrinth of Knossos, home of wander where they like, and the referee the Minotaur, but here we use the term must take care that they can find the to describe any building, cave system, various elements of the game that exist tomb or other structure that forms the in that wilderness. Possible encounters focus of an adventure. Other fantasy to be used in creating a wilderness plot roleplaying games sometimes refer to include rivers to cross, waterfalls, caves, the labyrinth as a ‘dungeon’. A quicksand, hollow-trees, hermits, labyrinth forms a challenge for a group bandits and outlaws, wild creatures, and of adventurers because of its monsters monsters of every description. The or other hostile denizens (ghosts, spirits, emphasis is on travel, combat, survival skeletons etc.), traps and puzzles, and overcoming physical obstacles. magical obstacles and human Because the Desert Kingdoms are inhabitants. These dungeon obstacles obviously close to and bound up in the should never be thrown in without first desert environment, this terrain and its

164 Z E N O B I A dangers will often form a major part of Labyrinth Adventures an adventure. To this end a section There are many places the adventurers devoted to deserts follows on from will inevitably find themselves in their details of running wilderness quest for treasure, including caves, adventures. tunnels, tombs and ruins. The referee

can easily sketch out the layout of such an objective. Of course the owners or defenders of this treasure will not take kindly to the unwanted intrusion of the adventurers and will do something City Adventures about it. Traps, monsters, puzzles, City adventures take place in a town or hostile magic and armed warriors are all city, and the emphasis is on social perfectly feasible, but they must always interaction. Player characters cannot use appear in context. A tomb may be violence to overcome problems or the inhabited by ghosts of the dead or local watchmen or soldiers from the skeletons and rats Its designers may city garrison will charge in and ask have included traps in its design, and questions later. Plots will centre on may even have given it magical deception, murder, intrigue and sinister protection. Living creatures (other than secrets. There can be plenty of carrion-feeders) and humans are not opportunities for violence, with going to be found there. Likewise, the rebellions, sieges, dangerous cults and cavern lair of a bandit-gang will not street gangs, but these should not be too have any monsters or magic, but a large frequent - peace and prosperity are the population of irate bandits! A few hallmarks of a typical city. The referee sample labyrinths suitable for a must be prepared to improvise, since ZENOBIA adventure follow. adventurers can go almost anywhere and talk to anyone. The action becomes TYPES OF LABYRINTH compressed. A well-prepared city adventure is a marvellous thing, and if Cave System: This could be just a few refereed well can often give the city the caves or a vast network with many appearance of a living, breathing world. levels, underground rivers, shafts, Referees need not detail every building tunnels and crawl-holes. It might only and every inhabitant, but must be able be inhabited by natural creatures (and to give the appearance that wherever the one or more supernatural beasts) or adventurers go, they will find real could have been appropriated by people to meet, with real problems and humans: bandits, a renegade sorcerer, real hopes and dreams of their own. refugees, tomb robbers, a band of Because the best city adventures require assassins, a secret cult ... whatever. the referee to create quite a great deal of information about people and places, Fort: Most forts are made up of an open many referees find it helpful to base a courtyard surrounded by a high fortified number of adventures in the same city. earth, baked brick or stone wall This is a city campaign, and more complete with watch-towers. A number advice on this subject can be found later of fortified gateways allow access, and on in the game. there will be accommodation buildings, stables and storerooms and a

165 Z E N O B I A commander's building within the and palm trees. If heavily used by the courtyard. Forts built by the Empire local nomads, such as Taima, there may (many of which litter the East) are built be a small permanent village there. on a very regular pre-determined plan. Nomads pose the greatest threat, but There will be plenty of soldiers in a fort what about an ancient curse or the (unless it is ruined, in which case other arrival of desert monsters? inhabitants might have moved in, and might be ghosts, or worse ...). Palace: An Eastern palace in ZENOBIA is usually also a vast Island: A small isolated island is a good storehouse with countless storerooms, place for adventurers to explore, and workshops, scribe’s offices, libraries, there are plenty of them in the Middle courtyards and audience chambers. If a Sea. They can contain exiles, robber- palace is in use, complete with human chiefs, pirates, monsters of every kind guards and inhabitants, is a confusing and strange magics from the days of the and challenging place to negotiate, how gods. about a ruined palace? Here monsters, traps, ghosts and illicit ‘colonists’ guard Mine: An abandoned mine can hold whatever portion of the palace’s vast supernatural (as well as very real!) wealth remains. terrors. In ZENOBIA, a mine is usually a shaft (up to 20m deep), with galleries Pyramid: The most famous of tombs, going off from it. Galleries are usually the pyramid holds a great challenge to not very extensive due to the fear of the adventurers. Somewhere within it is collapse. the treasure of a pharaoh, of a member of the royal family, or of a royal Mountain: A single mountain will have official. There also will be his trails that can be followed, and will mummified body. A pyramid has many often have an array of human corridors, traps and magical defences. inhabitants (or travellers) on its slopes, There may be spirits to fight and even ancient magical secrets, natural and the mummy itself! Even monsters might supernatural creatures. And what is at have been enlisted to guard the treasure the summit that lures the adventurers? within. The concealed entrance is This objective can be combined with halfway up a pyramid, and the chamber cave systems, valleys (see below) and with the body is usually deep below other types of building. ground level with subsidiary burials or chambers higher up within the body of the structure. Pyramids of Ægypt and Meroe are often built alongside others in a sacred ‘necropolis’ on the edge of the desert on the west bank of the Nile.

Swamp: A swamp can be used as an ‘objective’ because it can essentially be formed of shallow lakes overgrown

with tangled reed-beds, and dotted with Oasis: An oasis is an isolated place islands of firmer ground. Each of these where the adventurers have to face islands can hold some key to the nature whatever they find. Many are lakes or of the swamp - which is great place for swamps in a desert depression, often monsters to dwell or humans to hide. surrounded by a fertile area of grassland The Nile Delta and the Sealand are

166 Z E N O B I A massive swamps cut by rivers and Village: A village can form a good streams. ‘objective’ being out of the way and home to a limited number of non-player Temple: There are many temples in the characters, their problems and secrets. world of ZENOBIA. When in use, they See also City Adventures. rarely allow access to anyone outside of the god’s priesthood. Some, especially Ziggurat: A ziggurat is a stepped those of Ægypt and the Mesopotamia, pyramid-temple in Mesopotamia and resemble palaces and often serve the several of the ancient cities there have same purpose, since most temples own one. Each is made of baked brick, and huge tracts of land, villages and formed of a rectangular base with workshops. numerous additional levels on top getting smaller and smaller. Three There will always be treasure in a staircases meet at the top level. temple, with guards to guard it, potent Traditionally only the top level could be magical defences and even monsters entered, and fertility ceremonies aligned to the worship of that temple’s involving the king and queen were god. A very formidable place. A ruined conducted there. In ZENOBIA, the top temple is less of a challenge. But why is level might lead down into a warren of it ruined? And what magics and chambers and tunnels, the real heart of monsters remain? the temple and its magical secrets.

Tomb: A typical tomb is not very TYPES OF TRAPS & TRIGGERS extensive, perhaps two or three Traps create uncertainty and ensure that chambers cut into a cliff-face or buried a adventurer has to use his brains to under the ground with access from a succeed, not just his spear or sword. shaft (as in Ægypt). These simple tombs They cannot be out-talked either, but are built by wealthy men and women must be out-thought. A trap is who cannot afford royal tombs or composed of two parts, the trigger and pyramids. Many will have some kind of the result. Think carefully before trap to defend the owner’s moderate putting a trap into a particular environ- grave treasure, and there may also be ment. Should it be there at all? Why is it ghosts (it all depends on the story there? If access is being prevented, why behind the death of its owner). Royal is it a trap and not a stone wall? There tombs are vast rock-cut complexes must be a successful way past it, going deep into the cliffs complete with otherwise - why bother building it? shafts, pits, maze-like passages, magical defences, monsters, ghosts and Triggers mummies. Not for the beginner! Triggers can vary enormously, and a list of ideas includes: Valley: A valley can hold secrets, have caves, lost temples or tribes, be the · Close Door/Lid: A trap might be home of bandits or exiles, the lair of cunningly sprung when a door monsters or the resting place of some or lid is closed! treasure. The linear nature of the valley · Lifting Object: The trap might means that the adventurers cannot go be activated when an object is anywhere at any time and ruin a lifted up (perhaps a small perfectly good plot! statuette, an item of treasure, a weapon etc.).

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· Magic Use: A rare type of trap Trap Types (used perhaps in a temple) could The following list gives a complete run- activate when someone uses down of trap types, any of these results magic, either a magical item or a could be activated by a trigger already power. described. · Open Door/Lid: When a door is · Alarm: The trigger might only opened or the lid of a chest activate an alarm that signals to lifted, the trap might be sprung. someone or some monster that · Presence: The very presence of there is an intruder. In a temple the adventurers in a tunnel, it may even signal the god, who room or chamber might be will inform his priests, or use enough to activate a trap. magic to deal with the intruders. · Pressure: Perhaps a stone slab · Blade: A blade might spring up, in the floor has a tilt-mechanism or swing down or out from a or breaks away to activate the wall. A typical blade would do trap. Pits and slides can be 1d points of damage, a very activated by falling through a large blade might do 1d+3 trapdoor or clay floor. Either HITS. The referee might allow a any weight will activate a chance to dodge out of the trigger, or the referee can blade’s way with a FATE roll. actually state that a · Creature: A creature might certain number of people are attack the character, especially required. useful in this respect are · Speaking: A magical trap could scorpions and snakes. They be activated when someone might appear from a secret speaks, or when somebody compart-ment or from a utters a certain word or phrase. concealed door. Alternatively, if a password is · Darts: A concealed arrow might required, then the trap might be fly out to hit a character (there activated if the correct password should be little chance of is not given. dodging such an attack), doing · Touching Object: The trap 1-3 points of damage. Some might be activated when an may even be poisoned. object (statue, painting, carving · Falling Item: Something heavy etc.) is touched. Perhaps it must comes crashing down, possible a be touched a certain number of heavy stone block or an amount times before it activates a trap. of rubble. A small stone block · Trip-Wire: A trip-wire will would do 1d+2 points of always be activated by the lead damage, a large stone block character, although the result perhaps 1d+5 points of damage. might effect him, someone The referee might allow a further back or a door or wall. chance to dodge out of the block’s way with a FATE roll.

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· Deadly Prison: A subtle referee characters the chance to avoid could use a slower and blindness by rolling FATE. This frightening trap result. The blindness might last a few trigger could lock the doors in rounds, minutes or hours. and out, and begin pouring sand, · Pitfall: This can be a trap-door water, scorpions or snakes into covered pit, or perhaps a section the room. What must the player of the floor which gives way. characters do to survive? Or the The pit may be any depth, and roof could begin to close in on could be bare, or could be filled the floor, eventually squashing with all manner of nasty the adventurers. Or metal spikes surprises! One, two or more of start emerging from the walls the adventurers could fall into and ceiling, eventually skewer- the pit. The referee might allow ing every player character in the a FATE roll to jump back in room. There must be some way time. Remember that characters to deactivate these lethal traps, falling 3m or more suffer 1d however. The magic that damage, plus 1 point of damage activates the trap could increase per metre over the first 3. The the heat or decrease it, in an placement of spikes/water/sand/ attempt to freeze the characters crocodiles/scorpions or snakes to death. might inflict additional damage. · Gas Cloud: A gas cloud could If there are lots of spikes at the be released affecting anybody bottom of a pit, the referee might with a short range. The gas want to roll 1d to determine how could be poisonous or have many hit the victim; on 1-3 some other effect (sleep, assume that many pierce the paralysis, sickness etc.) when a victim, on 4-6 assume he was FATE roll is failed. lucky and avoided them all! A · Illusion: This magical trap is a typical spike might do 3 points visual trick. An illusion is an of damage. image of something which is not · Slide: Like a trap-door, but the there. Such a trap might be an slide curves off to some other illusory bridge or wall, an destination, depositing the illusory monster or attack. unfortunate victim one level (or Damage inflicted by an illusion more) away and an unknown is not real (although the victim distance from where he began. might not think so - treat · Poisoned Needle: This could damage done as Stuns), but spring out when a door or lid is falling from a great height opened, or when any trigger because of such an illusion relies on touch. The poison would of course do real damage. could cause damage, or might No illusion can be disbelieved, alternatively have a more but if the illusion is suspected exotic effect (see Gas Cloud). (there are often clues) then the · Firetrap: Fire can prove to be a victim can avoid it / walk very deadly menace. The trigger through it / not feel harmed by could activate a wall of flame it. blocking further progress, or · Light: A bright flash of light create a circle of flame getting could blind everyone present. ever narrower. A magical fire- The referee could give ball could be activated, plunging

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toward the adventurers and magical tree, a village or lost city, are burning all those who fail to all specific locations at specific sites. dodge out of the way with a Wandering through empty wilderness terrible 1d+5 points of damage. simply encountering random beasts and Fire-pits could be dangers to be overcoming random hazards does not an negotiated, perhaps a stone adventure make. As with the creation of ledge has to be lowered over the any adventure, the referee is best pit, or some other way found of advised to skilfully blend several turning down the flames. exciting story elements, interesting · Undead: The undead - spirits, NPCs and interesting wilderness ghosts, skeletons, demons and locations. Travel through and across the mummies - can be activated by a wilderness to reach these locations and trigger, and depending on the achieve the goals of the adventure scenario, could pour down brings an extra dimension, since most corridors in an attempt to block wilderness terrains will contain a host off the adventurer’s escape, or of challenging wildlife and natural slowly stalk them. Or the hazards. undead could be restricted to one particular location (perhaps Now - while searching for the lost city the burial chamber itself). The amidst the sand dunes of the Desert of various attributes of some Lost Souls the characters can try to seek undead are given in the shelter from a terrible sand storm. The Monsters chapter. caves they then find might seem · Wall Movement: The trigger suitable until they discover the dark could activate the movement of cave is infested with snakes. Perhaps a wall, perhaps bringing down a there are tunnels in the caves leading wall to cut off part of a chamber down ... With some sort of story or a corridor, or opening up such concept in mind (for example the search a wall allowing access to un- for a lost city), the referee then needs to discovered areas. The same plan his wilderness adventure using four could be said of stairs. Or basic steps: chambers could rise or fall to almost become huge elevators, 1) Selecting a suitable region or land again allowing access to new within which to set the story. We have areas. already selected Desert of Lost Souls.

2) Select a number of adventure Wilderness Adventures locations within which the story takes For many first-time referees the place .We have the lost city, the snake- prospect of running a wilderness filled caves with the tunnels that might adventure can seem quite daunting. The lead to the now buried city, an oasis and question arises: how can the actions and the desert village from where the destinations of a group of player expedition began. characters be catered for when they can go absolutely anywhere? The answer is 3) Map and flesh-out with descriptions fairly simple. Although characters can these adventure locations and any NPCs wander about the wilderness in any or groups that may be encountered as direction, the basic building blocks of part of the story. the adventure, such as a haunted cave, a

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4) Consider the terrain in that region of 2 - CHOOSE SOME EXCITING the world and decide what types of LOCATIONS hazard the characters are likely to face There are an almost limitless number of as they travel from one location to possible adventure locations that could another. In the deep desert we have be used in a wilderness setting. The list plenty of hazards, from sand-storms to that follows is not, therefore exhaustive. thirst, heat-stroke to scorpions. The Use your imagination! Some of these referee can usually select hazards as he locations are natural features, some are sees fit (as already mentioned), or he human settlements, others are types of can roll randomly for them each day of labyrinths suitable for wilderness travel in the more traditional manner. adventures. Labyrinths used as a wilder- ness location combine two adventure 1 - CHOOSE A REGION settings in one. Often a referee will not need to select a region, as the characters will already be 3 - MAP & DESCRIBE there and just happen to stumble onto This part of the process is just like the new story-line. At other times the detailing a labyrinth as described above. referee may be able to plan ahead and Note that some form of local or regional select a new and interesting location for map will also be required to show the an adventure. There are vast, dark immediate environment around the forests in the north beyond the locations. The referee may indeed make mountains where clearings are two maps, one for his own use with sometimes a day’s walk apart. In the secret areas and surprises marked on, north-east beyond Cimmeria the land is the other relatively innocuous for the flat and endless, a steppe-land of grass players’ consumption. Maps can reflect and rolling hills inhabited by fierce the primitive state of cartography of the tribes of Goths and Sarmatians. The day and never be anything more than Taurus mountains are almost simple sketch-maps. Refrain from using impassable, lofty, snow-covered peaks sophisticated art software, graph paper clad in pine forest and treacherous or other modern map-making tools. slopes of boulders, scree and ancient Keep things simple and atmospheric. volcanic rubble. There are many areas to choose from.

Fort Watchtower Military Camp Caves Village or Farmstead Ruined Settlement Temple Underground Tunnels/Mines Villa Estate Inn Shrine Ancient Relic (Standing stone obelisk etc) Narrow Gorge or Mountain pass Lighthouse Tomb or Cemetery Bridge Trading Camp Nomadic Camp Hollow Tree Oracle or Hermit Oasis Waterfall Ferry Secret Grove Island Bandit’s Lair Tanglewood/Natural Maze Swamp Valley

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4 - CONSIDER TERRAIN & ITS HAZARDS Select a terrain that best fits the story. In is a distinct change from one terrain ZENOBIA we classify the world of the type to another (in the case of the Nile Desert Kingdoms into seven broad from cultivated land to stony desert). terrain categories. More common is a region that displays two types of terrain together - · Cultivated Land - Farmland and mountains in the desert, for example, or pasture intermittently cut by a patch of marsh in a grassland. In such lanes, walls and ditches. cases the referee uses the slowest travel · Marsh - Lakes and flooded rates of the two, but is free to pick wild plains full of reed beds and animals and hazards from either terrain scattered islands of firm ground. description (within reason). The river · Mountain - High mountain terrain is an exception to both of these slopes, peaks and valleys as well rules, see the River section that follows. as hills and vales. Travel rates are included in the section · River - Any channel of water called Travel in the chapter called that cannot be safely waded, Resolving Actions. includes lakes. · Sand Sea - Dune-fields that Details of how to carry out random rolls stretch out to the horizon like a for the selection of suitable hazards are sea of sand. included with each terrain type, but the · Steppe - Dry grassland, referee is encouraged to select a few scrubland and rolling steppe himself rather than rely on the whim of with few trees. the dice. This means that he can weave the encounters into the fabric of the · Stony Desert - Gravel strewn desert with cliffs, wadis and game’s plot if needed. In each case, roll rocky outcrops. 1 d6 and compare the result to the range of numbers given for each terrain type, One terrain usually blurs imperceptibly to see if an encounter takes place. If this with another (such as steppe-land first roll is within this range, then roll 2 becoming stony desert). In some d6 on the chart provided to see what the instances, such as the Nile valley, there encounter is.

Cultivated Land Around the cities and towns is the cultivated land, the farmland, orchards, vineyards, olive groves and pasturage that forms the life blood of any settlement. Dotted throughout the land are villages and farmsteads, and separating the farmland are low hills, scattered woods, and barren rough land, etc. Cultivated Land is where the majority of the people of the ZENOBIA live. The hazards to be encountered in such a terrain will be almost wholly human, with a small chance of creatures.

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Roll 4-6 on 1d twice each day 2 Rainstorm 3 Bandits (2-12) 4-5 Residents at work 6 Legionnaries on patrol (4-24) 7 Merchant caravan (5-35) 8 Religious procession 9 Adventurers/Mercenaries (2-7) 10 Local noble with entourage hunting or travelling 11 Villagers seeking help 12 Monster. Roll 1d: 1 Jackal 2 Snake or Scorpion 3 Lion 4 Boar 5 Wolf 6 Centaur

Marsh Most marshes are formed by great rivers that flow so sluggishly they create reed-choked wetlands, swamps and marshland which are often inter-cut by waterways and streams, lakes and muddy flats. The greatest marshes include the Nile delta, where the Nile river branches into many tributaries and streams before it reaches the Middle Sea, and the Sealand, that morass of waterways which marks the boundary between the Euphrates and Tigris rivers and the sea. Marshes are home to abundant wildlife and to many different kinds of people, some legitimate, but others may be exiles and rebels hiding amongst the waterways and reed islands.

Roll 5-6 on 1d twice each day 2 Rainstorm and local flooding 3 Ship or river barge passing through 4-5 Bandits (2-12) 6 Rebels, refugees or escaped prisoners/slaves (3-18) 7 Residents at work fishing or reed cutting 8 Tall grass - reduces visibility, and speed by half 9 Adventurers/Mercenaries (2-7) 10 Local noble with entourage hunting wildfowl or other game 11 Quicksand - Characters sinking fast! MIGHT points of 2d will pull them out. 12 Monster. Roll 1d: 1 Giant Snake 2 Snake (or Crocodile if in the Nile) 3 Hydra 4 Antelope 5 Stymphalian Birds (1-6) 6 Weret-hekau

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Mountain Mountain terrain is an amalgam of very rough rocky terrain as well as high plateau and traditional forest-clad mountains. There are many mountain ranges in ZENOBIA, from the Zagros to the Sinai, the Lebanese to the Taurus. Travel through these rocky ranges is often by narrow and winding donkey paths. Few people live at these altitudes, there is little land to farm and almost no grazing land for sheep.

Roll 5-6 on 1d twice each day. 2 Hermit/Magician 3 Caves 4 Rockfall 5 Bandits (2-12) 6 Crevasse or sharp cliff - impassable, requiring long detour 7 Waterfall 8 Rainstorm (may be blizzard in winter) 9 Mountain Shepherds (2-7) 10-12 Monster. Roll 2d: 2-4 Griffin 5 Manticore 6 Wind Child 7 Harpy 8 Goats (2-12) 9 Wolves (2-7) 10 Lion 11 Cyclopes 12 Zu Bird

River The great civilisations of the Desert Kingdoms were formed around great rivers, such as the Nile, Indus, Tigris and Euphrates. They still provide a method of transportation and a living for the lightermen who handle the barges and riverboats. This terrain feature assumes that a river or lake is too deep to be waded or easily swum. In other words it is a fairly substantial body of water. Travel through this terrain assumes use of a boat or barge.

Roll 4-6 on 1d twice each day. 2 Sandbar or ford 3 Rainstorm and local flooding 4 Tall grass - reduces visibility to the bank 5 Bandits (2-12) 6 Residents at work fishing, trapping, washing, hauling water etc. 7 Local boats, fishing or carrying goods to market (1-3) 8 Ship or river barge passing through 9 Current - Unexpected current pulls vessel into bank 10-12 Monster. Roll 1d: 1-2 Giant Snake 3 Snake 4 Crocodile (if in the Nile) 5-6 Merman

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Sand Sea The featureless terrain of the sand sea has few hazards other than those posed by temperature and lack of water and shade. But there are some. The main areas of Sand Sea are the vast dune ‘oceans’ of the Desert of Lost Souls and the ghostly Whispering Desert.

Roll 6 on 1d once each day. 2 Mirage - See water shimmering on the horizon- is it real or not? 3 Singing Sand - ‘hollow’ sand sings and thumps when trodden on out to 1-6 km. 4 Quicksand - Characters sinking fast! MIGHT points of 2d will pull them out. 5 Very Soft sand - slow progress by one half. 6 Saracen nomad clan (6-36) on camels 8 Sandstorm - All travel and work is halted for one day. 9 Previous campsite 10 Semi-buried structure of ancient origin 11-12 Monster. Roll 2d: 2-4 Giant Scarab 5 Jackals (1-6) 6 Snake or Scorpion (especially at night!) 7 Scorpion Men (1-6) 8-9 Goatmen 10 Ghuls 11-12 Manticore

Steppe Steppeland is flat and semi-arid, covered with dry grasses, scrub and undulating hills and slopes. It borders hot desert, and rocky terrain can still be found in the steppe. Likewise it also borders cultivated land and the steppe may in places support woods and dry meadows. Water is difficult to find in the hot summer months.

Roll 6 on 1d twice each day. 2 Soldiers on patrol or on the march (6-36) 3 Grass fire 4 Nomad graves and holy site 5 Saracen raiders (4-24) 6 Merchant caravan (5-35) 7 Tall grass - reduces visibility, and speed by half 8 Saracen clan (20-120) 9 Previous campsite 10 Hermit or outcast 11-12 Monster. Roll 1d: 1 Jackals (1-6) 2 Centaur (1-3) 3 Lion 4 Antelope (1-6) 5 Manticore 6 Lion Men (2-7)

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Stony Desert This desert terrain encompasses flat featureless wastes, dry gullies and hills, stony flatlands and rock outcrops. Most desert areas are like this, but most especially the black volcanic rock deserts near Damascus. These deserts occasionally see rainfall in sudden winter downpours, which gradually erode the rock into channels and canyons and often gravel washes out onto outwash plains many kilometres distant, sometimes to later evaporate and form salt flats. Because water often lies deep below the surface, humans can travel here. There are a few hazards posed by the stony desert.

Roll 6 on 1d twice each day. 2 Flashflood - Rain many km distant causes local flooding in canyons and wadi! 3 Salt lake or salt flat (latter can cause blindness in strong wind) 4 Soldiers on patrol (5-30) 5 Merchant caravan (5-30) 6 Saracen raiders or clan (5-30) 8 Conspicuous rock feature 9 Waterhole and abandoned campsite 10 Boulder field - slow progress by one half. 11-12 Monster. Roll 2d: 2-3 Giant Scarab 4 Snake Men (1-6) 5 Jackals (1-6) 6 Lion 7 Scorpion Men (1-6) 8 Snake or Scorpion 9 Manticore 10 Antelope 11-12 Goatmen

The Desert combination of all of these terrain types. Dunes are found where least rain falls Desert features prominently in the life and so are located well away from of the Desert Kingdoms, as one would mountain ranges and also from rocky imagine. In recognition, the desert valleys and wadis (which are created by terrain receives a little more attention, run-off rainwater during flash floods). mainly due to this environment’s inhospitable nature. · Sand Sea: 15 km/day on foot, 30 km/day on camel. Vast, DESERT TRAVEL sandy wastes - covered in dunes There are five different travel rates for marching out to the horizon. desert terrain, one for each dominant desert terrain type. The terrain types rarely start and stop on definable lines, · Stony Desert: 20 km/day on but more often merge together very foot, 30 km/day on camel. gradually. Sand seas are found only in Rocky desert, composed of the Desert of Lost Souls or the gravel and pebbles, interspersed Whispering Desert and almost no-where with sand and water-cut cliffs else. Any one desert is made up of a and wadis. Hills, mountains and broken lava beds make travel

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difficult. Treat travel down The Effects of Desert Fatigue wadis as travel in Stony Desert. Anyone who has suffered any HIT point loss through desert fatigue (see below) · Wadi: Dry streambeds worn into will suffer a corresponding loss in the desert floor. Frequently open speed. Subtract the total amount of Hits into broad alluvial plains or salt lost through desert fatigue from the lakes. Travel across a wadi is daily movement rate (in km/day) if on treated as crossing rugged foot. This can bring travel down to a terrain, but travel down a wadi is crawl. So be it. At 3 or less the treated as travel in Stony Desert. character collapses Badly Wounded so the very slowest a character could make · Salt Flats: 30 km/day on foot, in a day would be 4 km in a day (less 60 km/day on camel. Encrusted than 3 miles). salt flat, water is very scarce, can cause blindness in Riding Horse & Camels windstorms, and effects of light Obviously a character riding on a camel and heat are intensified by or horse does not suffer the crippling reflection from the bright white penalty that desert fatigue imposes. desert floor. Riding either mount is almost essential in a desert environment. He will also go Calculating Desert Travel Rates further and make better time if riding a To calculate how far a character or camel. group have travelled through desert terrain in a day, the travel rates in the Camels: These beasts are strong and terrain section (above) are used. A time tough, able to negotiate desert terrain period or around eight hours is with little need for regular water stops. generally assumed for travelling. The After a camel has eaten and drunk its referee should not try to be precise fill it can traverse the hottest deserts when two terrain types merge in one without suffering any desert fatigue for day’s travel, just average the two speeds up to 6 days. After that time it will take and assume the terrain change occurred 2 points of damage per day if given a around mid-day. little water and food or 4 points of damage if given no water or food. Since

177 Z E N O B I A a typical camel has 12 HITS it will not illumination is absolutely essential survive for very long without a top-up during night travel, since the desert’s of food and water. Check the camel spiders, snakes and scorpions come out travel rates above. These assume a in force under cover of darkness! walk-trot-walk pace.

Horses: Horses normally walk at human rates in desert terrains. Each day they take 1 point of damage if given plenty of water, 2 points of damage per day if given a little water, or 4 points of damage if given no water at all. Since a typical horse has 8 HITS, it will not survive for very long in any kind of desert situation - it needs to rest and drink daily at a source of water. A horse can be pushed to trot or gallop for short periods during a march but this takes its toll on the beast; when damage is being applied in the afternoon add an additional 1-3 points of damage. One activity that really does benefit Travelling By Night from taking place at night is the digging In the real world, survival manuals up of a water source (see below). exhort pupils to rest up during the day and travel by night, minimising the SURVIVING THE DESERT wasteful expenditure of moisture on Many words can be used to describe the such a difficult task. ZENOBIA, while desert environment: mighty, magnif- utilising real world effects to colour and icent, majestic - but a desert is also add drama to the game, does not murderous. It kills those who do not condone characters travelling through respect it, and it kills them slowly and the desert at night! Primarily it goes painfully. The two prongs of the desert against that vital imagery we have threat are temperature and water loss. In grown up with of perilous expeditions ZENOBIA we are not concerned with crossing sand seas and brave the cruel niceties of heat exhaustion, mercenaries crossing rocky wilder- sunstroke, heat cramps and heat stroke. nesses to reach a lone citadel by All we really want to know is: what nightfall. Here, travelling across the effect have the desert temperatures had desert is more dangerous. Travel rates on the player characters? The amount of are reduced to half and all physical water available for drinking will affect actions, such as climbing and jumping, the crippling damage suffered by such are at -2. In addition someone with desert-bound characters. Desert Travel must be nominated to lead a party across the desert at night We call the kind of damage sustained and make a successful FATE roll. by the ferocious and unrelenting heat Otherwise one of the group will suffer a ‘desert fatigue’, and it combines all of 3 point leg wound. Referees note that the deadly symptoms listed above.

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Suffering Damage Helping Fellow Travellers: Each day Desert Fatigue damage is applied each the player character with Desert Travel afternoon. The following damage values can roll 1d and allocate one point to should be used: someone in his care. Each person he nominates will suffer the basic level of 1 point of desert fatigue damage just Desert Fatigue Table like himself - for that day only.

Situation HIT Loss Recovering From Desert Fatigue Character has Desert 1 pt (ignore Damage sustained from desert fatigue Survival temperature penalties) can easily become fatal. But it can also Daytime temperatures 2 pts be restored a little easier than normal in the shade wounds inflicted by falls or the blades Daytime temperatures 4 pts of swords. For each day spent in restful in the open and cool shade (below 25 degrees) the Plenty of water drunk half damage that day character recovers 2 Hits. If he can (round down) drink as much water as he wants at the same time, he can restore another 2 Hits Water available, normal damage rationed per day. These rules do not apply if the character is Badly Wounded. In that case he needs both of the above just to No water available at +4 HITS all begin recovering Hit points at the normal rate!

Plenty of water means a waterhole or FINDING WATER oasis or other ready supply. See also the A character with Desert Travel may opt section entitled Finding Water (below). to take some time each day seeking out potential water sources. He cannot To avoid serious desert fatigue, the spend time looking after people in his characters either need to possess the charge, however. The 1d roll he makes Desert Travel skill or be led by each day can instead be used to try to someone who has it. A character with find water, and to then arrange to dig the skill only suffers 1 point of damage for it. A good desert nomad will know per day (in the sun or the shade). A where waterholes, old wells and water character without it will suffer 2 points deposits are - keeping him sustained on in the shade and 4 points per day out in journeys across stony desert. the sun. The availability of water slightly alters these figures. The If his 1d roll is equal to 5 or more, then character with Desert Travel skill he has located a water source during knows just how to minimise desert that day’s travel. Typically this is an old fatigue and is able to spot tell-tale waterhole now blocked and choked with symptoms and take appropriate action. rocks or weeds, or fresh-water located But remember that the most skilled just under the surface of a dry stream Saraceni tribesman will still die horribly bed or wadi. It is impossible to find of thirst without water. water in a sand sea. The referee may rule that in any adventuring group, only

179 Z E N O B I A one character can be nominated to ‘find away and to avoid slavery, many water’ in this way. This prevents a tribe farmers are fleeing their lands to of 100 Saraceni stumbling across an become bandits or mercenaries. Some endless number of water holes all day flee to the fortified villas of rich long. landowners outside the city walls. Others flee as refugees into these Now the water has to be dug up ... This overcrowded, smelly, disease-ridden takes 2d+3 points of combined MIGHT sanctuaries. The arcades and other to achieve easily (and a couple of public spaces are filling with homeless hours), although anyone might have a squatters while the streets fill with go. Some kind of tool is needed, and rubbish and uncleared refuse. any points not matched by character Sometimes public buildings (amph- MIGHT is suffered in desert fatigue by itheatres and theatres, for example) are every person digging. This damage is falling out of use, in others (especially only accrued if the water is dug up in the West) public buildings form part during daytime temperatures (shaded or of a new series of hastily thrown up otherwise). Drinking this water counts civic defences. as having lots of water that day! The wealthy are becoming less and less City Adventures inclined to pay for civic works, fleeing to their villa-fortresses and taking their The cities of ZENOBIA feel the full fortunes with them. Imperial society is force of the decay and degeneracy that teetering on the edge of collapse. But is gripping the Empire and that has with inflation, barbarian attacks and infected other civilised lands. Plague is plague looming, many city-dwellers try creeping across the Desert Kingdoms to lose themselves in strange new cults and when it strikes, a city is devastated and philosophies, in drinking clubs and by the wicked death toll and the fear orgies, in the gladiatorial games or the and panic that it creates. The thick city chariot racing. Life goes on. walls that have been built cannot stop that deadly plague. But they can try and Cities provide unique and exciting hold back the bandits, barbarian raiders adventure settings, but they also provide and interminable peasant revolts. The the players and the referee with a common folk suffer from political number of challenges. Unlike the oppression, from crippling taxes and wilderness, where characters can roam rampant inflation. Poverty is a step free, or labyrinths, where the characters

180 Z E N O B I A are given a limited number of choices, the main public buildings and the city allows the character to roam at amenities. Cities are usually responsible will - but severely limits the types of for much of their own government, actions that they can take. being administered by a council of about one-hundred ex-magistrates and Cities and towns provide all kinds of nominated magistrates. These positions adventure opportunities. But remember, are generally open only to wealthy the fact that the characters are entrepreneurs and landowners well- surrounded by hundreds or thousands of established in the area - are usually residents and travellers means that the hereditary. Typical duties of the council adventures themselves will often feature include tax collection, the admin- some sort of diplomacy. Social istration of water supply, public baths, interaction is the central feature of any food supply, games, and the urban adventure; and a good city construction of the public and religious adventure will always involve dealing buildings. with NPC’s of one sort or another, often along with an element of combat, The East and West often have different espionage or criminal activity thrown in titles for these institutions, but in the to keep things moving. Empire a council is generally called an ordo and its members are known as An urban adventure, by its very nature, Decurions. Magisterial offices always will revolve around a single NPC, a include two Duoviri Juredicundo, two group or organisation. When creating Aediles (responsible for finance) and this kind of adventure the referee should sometimes two Quaestors (responsible consider which NPC or group will be for public works). The Duoviri are involved - and how. The chapter called responsible for city-wide jurisdiction Campaigns features a complete section and one of the two sits as the Chairman on coming up with city-based Very of the Ordo. These two important Important Personages (VIPs) and the officials are also in charge of the technique is useful when building Imperial cult as well as the militia and scenarios, too. These VIPS can be used the junior offices of the city to help create a story of conflict, administration. Every fifth year, two intrigue, rivalry and skulduggery. How especially distinguished men are can the players join the story? Which appointed as Duoviri. This year sees side do they first encounter? Do they vacancies in the ordo filled, public have a vested interest in one or the other contracts renewed and new levels of side? Will they have an opportunity to taxation assessed. Upon election a fee is see the other side’s point of view? exacted from the new magistrates that goes directly into the municipal funds. Who Runs Things? There are several categories of Small towns organise their own settlement as defined by Imperial law - councils and magistrates on an informal but in ZENOBIA we talk only of cities basis. But the councillors are still men and small towns. Cities are large of good standing and independent settlements or towns with their own means within their communities. These municipal government sanctioned by towns lack most of the amenities of the the provincial governor, with the full cities, and have often grown up ad hoc range of amenities and public buildings. as settlements along a military road, at a Small towns have no official ford or bridge, or most common of all, government and lack many if not all of outside the walls of a legionary fort.

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Here people gather, from blacksmiths numerous, but they do not have to be, and potion-makers to courtesans, shoe- and the unit will frequently be rotated makers and the owners of wine-shops, back to its parent legion. The senior to sell to the legionnaries (who are centurion in charge will report to (but wealthy in comparison with a typical not take orders from) the duoviri farmer). Often legionnaries have wives juredicundo and the ordo. and children or lovers in these towns. Useful Locations In the Gallic Kingdom, cities and towns As a character approaches a city along were unknown before the legions the road, he will first notice its stone or marched north to conquer the tribes earthen walls built for defence, with there. Instead of founding cities the turrets and gateways. Above the Emperor established civitates or tribal settlement rises a pall of smoke from centres - small towns that acted as the cooking fires, furnaces and workshops. seat of government for a barbarian tribe. Before he reaches one of the four Rather than concern itself only with the gateways he passes the city’s cemetery, running of the town itself, the tribal laid outside the walls along the road. assembly that replaces the ordo Passing through the fortified gate-house administers the business of the entire the character enters the city streets. tribal territory and all of the clans within it. Civitates have been Towns and cities in the West are often established in Gaul and Britannia as well planned on a grid-iron layout, well as a number of more traditional while the ancient cities of the East often cities and small towns. defy order. These hill-top towns are a tangled mass of streets, alleys and wall- Along the frontiers where settled life is to-wall mud-brick houses, built up one too precarious, and where barbarian on top of another. The best streets are tribes constantly threaten to rebel, forts well cobbled with pavements and have been established and the stepping stones across them, but others commanders of these forts have a great are only cobbled or simply gravelled or deal of jurisdiction over the surrounding left unsurfaced. The size of the countryside and the small towns that buildings immediately strikes the may have been set up there. A town stranger. Large private houses show outside the walls of a fort will certainly only a bare wall to the street, but there feel the presence of the commander, are also temples, shops and wineshops who will have more weight and trading from the front of apartment authority than any unofficial town blocks. There are long colonnades to council. Remember that the army is a shelter town-dwellers from the tool of the provincial governor, and is elements, drinking fountains and wells, an instrument of peace and good order public baths, workshops of every as much as it is of warfare and battle. conceivable type, warehouses, stables, inns, maybe a government postal The walled cites are usually garrisoned station, a theatre - and beyond the walls, by a small legionary detachment of a perhaps even an amphitheatre or circus. century or two (80 or 160 men). These soldiers, the ‘City Watch’, man the And there are crowds of people gates, patrol the streets and guard public everywhere and they seem to come buildings such as the basilica, the from all across the Empire. There are council hall and any Imperial properties plenty of natives, of course, some in within the settlement. They are not native apparel, many more in Imperial

182 Z E N O B I A tunics or dresses - but the character can of pools to be enjoyed. From the spot a Numidian here, an Ionian there, a changing room, one goes into the warm Moesian, a German, a Syrian, perhaps room, and from there into the hot room even a Nubian from Meroe or Axum. and its hot plunge bath. Next the bather These are cosmopolitan times. steps into the steam room and from there into the cold room with its cold plunge bath. Gossiping, business- dealing and gambling are all popular in the baths. Women are given their own day for bathing. Slaves working at the baths use the tunnels beneath the baths so as not to disturb the customers.

Water is used in huge quantities by the baths - and water forms the life-blood of any settlement. A city will often have public lavatories (although these are simply benches with holes opening into a sewer), wells, stone cisterns for capturing rainwater, aqueducts (usually at ground level or below ground), and public fountains. The sewers, like the aqueducts, are big enough for a man to crouch inside them - enabling municipal slaves to enter via a manhole, and clean The centre of every city is its forum - a and repair them on a regular basis. market square and meeting place n the centre of the settlement. Lining the Other forms of entertainment within the forum are long colonnaded porticoes city include theatres, which are usually housing shops and offices, but the city’s free-standing semi-circular buildings, public buildings are also situated here. not built into a hillside, Greek-style. The council house will be found here as Travelling bands of actors put on will the basilica, the huge town hall and comedies or tragedies. More popular law court that dominates every city. A are the beast hunts and gladiatorial basilica is an impressive cathedral-like contests of the amphitheatres. These edifice. The major temples of the town huge oval structures can accommodate are also situated along the edges of the thousands of spectators at a time and forum. This public space might also separate them from the deadly arena have speaker’s podiums, columns, games with a high wall. Service inscriptions, monumental arches and corridors and chambers below the statues of influential Imperials. seating (and sometimes below the arena itself with trapdoors and lifts up) house Away from the forum a large city might the wild animals and waiting fighters. have a number of public baths, and Wealthy spectators pay for front row large houses and inns might even have seats while important officials may have their own. The baths are entertainment their own box. Chariot racing will complexes, set in gardens, with a feature at a circus, a vast structure swimming pool and exercise area, and which resembles a U-shaped inside under the vaulted concrete amphitheatre, with up to 12 chariots ceilings there exists a set arrangement starting from gates at the open end of

183 Z E N O B I A the U. Down the centre of the circus · Baker - Bakers are popular, and floor runs a spina or barrier. Athletic produce a whole variety of events are also sometimes held at the savoury pies and breads as well circus. as sweet pastries. · Blacksmith - Making iron tools Inns and brothels are common in many and shoe-horses. Weapons and towns, their layout resembling that of a armour are made only by large courtyarded town-house. Some of armourers working in the inns allow access into the courtyard gladiatorial schools or legionary from the street for the stabling of camps, or semi-retired mounts. Between these inns and armourers. brothels, wineshops, snack-bars, and · Bone-carver - Bone can be used public baths, the player characters have for jewellery, dice, gaming plenty of places to find employment, counters, spindle whorls, for pick up rumours and generally chill out. carving a stylus or a spoon. It can also be used to craft knife Shops are found in every size of town handles and decorative inlays and city. Many are simply workshops for furniture. with a serving hatch or counter facing · Bronzesmith - Bronze is an alloy the street, others sell items that have of tin and copper and is used for been imported from elsewhere. At night many items, including such a shop is locked with wooden tableware, jewellery, figurines, shutters. All manner of shops exist, and horses’ bridle fittings. they are often sited under colonnades in · Butcher - A butcher prepares the forum, running along the front of cuts of meat for his customers. apartment blocks, or simply sited at the · Carpenter - A carpenter can front of a town house. Some large cities fashion furniture and tools out of have market-places (macella) built wood and sell them from his especially to incorporate one type of shop. shop and stall (such as fish or meat). · Cobbler - Cobblers make shoes Shopkeepers usually live above their and boots, usually made to shop. Shops of a similar type often measure. cluster together within a city to form · Fast-Food Bars - You thought distinct streets or even districts (such as that fast-food was a 20th century the Street of the Potters, the Street of invention - you were wrong! the Seven Jewellers, or the Weaver’s Owners of these street-side bars District or Blacksmith’s District, etc). have food cooking on the

counter constantly and serve customers in bowls which they ate from as they stood at the bar or sat on stools. All food was eaten on the street. · Fish Sauce Maker - Garum, or Imperial fish sauce, is very popular with almost all foods. It Examples of the most common types of is very strong and ... umm ... shop include: aromatic.

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· Glass-blower - Glass vessels are Urban Encounters expensive but sought after items, The teeming eastern towns and cities of especially for perfumes and ZENOBIA are centred around the potions. fortress and temple. In the baking sun · Goldsmith - Goldsmiths locals go about their business within the manufacture items of jewellery walls while foreigners try to pick their and fine gold wire. way through crowded, noisy, colourful · Herbalist - A herbalist prepares and smelly back-streets. Not much healing ointments and potions town-planning here! for sale. · Leather-worker - Leather is a Automatic 1-3 encounters twice per very important material, being day. The referee selects one of six tables used for saddles, waterskins, to roll on each time, or rolls 1d to shoes, tents, bags, buckets, decide. shields, belts and some clothing. · Oil Seller - Everyone needs Table 1. Gateway Districts olive oil to cook with, burn in 1 Nomad traders or shepherds lamps and clean with. 2 Weary travellers · Potter - A potter produces 3 Sailors/Caravan drivers tableware for domestic use as 4 Local Guide/Interpreter well as amphorae for transport 5 Merchant with attendants of liquid goods. 6 Slaves advertising master’s business · Silversmith - Silver is also used for jewellery (such as rings and bracelets) but also for vessels, Table 2. Forum & Craft Streets strainers, expensive plate and 1 Beggars spoons. Silversmiths in 2 Thieves or con-men Alexandria, Syria and Italy are 3 Craftsman selling wares quite renowned. 4 City Official with attendants 5 Scribe/Letter-writer · Stonemason - A stonemason 6 Magician/Fortune Teller who had a shop might sell

sculptures, gravestones, and Table 3. Fortress table tops and legs. 1 Freight wagon · Tailor - Cloth can be made into 2 Soldiers off-duty many types of garment and the 3 Soldiers on patrol tailor usually makes items to 4 Mercenaries measure. 5 Courtesans · Wine-Shop - With stools in the 6 Prisoners in chains street for people to stop and drink and have a gossip. Large Table 4. Wealthy District wine jars are set into the 1 Slaves on master’s business counter. Many are set up by 2 Rich man’s litter and entourage retired gladiators and so pull in a 3 Legionnaries guarding disreputable clientele. 4 Watchmen on patrol 5 Doctor/Astrologer/Artist 6 Wealthy citizens discussing business

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Table 5. Temple District Table 6. Residential Districts 1 Foreign or city dignitaries 1 Builders at work 2 Builders at work 2 Local street dispute 3 Worshippers waiting to sacrifice 3 Thieves or courtesans 4 Watchmen on patrol 4 Watchmen on patrol 5 Religious procession in progress 5 Slaves on master’s business 6 Priest and attendants 6 Locals gossiping at fountain

Non-Player Characters (NPCs) spend improving an NPC, how much spare money he gets and the number of The player character Adventurers are magic items he has picked up. A not the only inhabitants of the Desert Veteran will have gained powerful Kingdoms. There are two fundamental allies and friends in many places. A types of non-player character (NPC): Master may be at the head of an the Named and the Unnamed. organisation or have very influential

friends and associates, along with a NAMED CHARACTERS group of followers. As if it were an epic movie, the Named

NPCs are primary characters, either UNNAMED CHARACTERS allies or foes of the heroes, and equal in The Unnamed NPCs are all those stature and detail to them, too. The extras, spear-carriers, faceless hordes, referee should try to use the player and shop-keepers. They have no great character creation rules as far as impact on the course of events and are possible. Plan to create the character well below the Adventurers in terms of either randomly or using creation scores and general ability. They form an points. Settle on the non-player entire population of other folk, character's Previous Experience. Then craftsmen and government officials, decide how experienced the NPC is caravan leaders, thieves, beggars, going to be. Select from Experienced, scribes, merchants, sailors and others. Professional, Veteran, or Master. The These people cannot easily compete character creation process as it stands with the player characters in terms of actually creates Experienced attributes and abilities. They are, quite adventurers. The choice determines how bluntly, not as important. Without many Experience Points you get to significant combat or magical ability,

these non-player characters are lesser

individuals, back- NPC Level Experience Denarii Magic ground, extras. The Points Items referee can utilise Experienced 0 1dx50 0 them as he wishes Professional 10 1dx100 1d-2 within the adventures, Veteran 20 1dx500 1d-1 and can make good Master 30 1dx1000 1d use of these characters to create a feeling of continuity within a

186 Z E N O B I A campaign. Because of their lower status, Alternatively, the referee can utilise an these NPCs have much lower scores. even faster method of NPC creation.

There are two main subdivisions within Fast Creation the category of Unnamed NPC: To really cut-down set-up or in-play Commoners and Professionals. time to a minimum where NPCs are concerned, the referee can simply Commoners are farmers, craftsmen, decide whether the character is a townsmen and labourers, nomad Commoner or a Professional and roll 1 herdsmen, fishermen and anybody else die. He re-rolls a result of ‘1’. This without significant education and living single result equates to the NPC’s in relative poverty, who uses his hands FATE, HITS and either CRAFT or and his body to earn his living. To LEARNING score. This creation create a Commoner, follow these method is entirely optional. Note that guidelines: HITs must be doubled before play is joined. A fast creation NPC might MIGHT 1 simply be abbreviated in the referee’s FATE Roll 1d and re-roll any notes to: score of ‘1’. HITS Roll 1d and add 6 Wagon-Drover CRAFT Roll 1d and re-roll any Commoner Rating 4/8 score of ‘1’. LEARNING 1 The number 4 represents his FATE and CRAFT, 8 is double that and represents Professionals are members of the his HITS. His MIGHT and LEARNING educated elite, members of the are automatically 1 and so need not be aristocracy trained by rhetoricians and included in the notes. Alternatively: philosophers, as well as less wealthy townsmen able to enjoy an education Tax Collector and enter a professional career such as Professional Rating 6/12 doctor, scribe, government clerk, architect, teacher etc. To create a The number 6 represents his FATE and Professional, follow these guidelines: LEARNING, 12 is double that and represents his HITS. His MIGHT and MIGHT 1 CRAFT are automatically 1 and so need FATE Roll 1d and re-roll any not be included in the notes. score of ‘1’. HITS Roll 1d and add 6 CRAFT 1 LEARNING Roll 1d and re-roll any score of ‘1’.

Referees can now simply roll up a suitable NPC as the need arises within an adventure. Need to know the attributes of that wagon-drover? He’s a Commoner, so roll his FATE, HITS and CRAFT. Don’t bother with a name, these NPCs are typically ‘nameless’.

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to singing, dancing and lots of music Adventure Seeds and extravagant special effects. These are ideas, concepts, cameos, Sometimes the actors might have fragments and pieces of lore that can speaking roles. Masks are always worn germinate and become a great and often depict stock characters (the adventure. They may sprout in any one wily slave, the old man, the boastful of many different directions and can warrior etc). The public often demand branch out to create a wholly more and more lurid and vulgar shows. unexpected ending. Use or abuse these adventure seeds as required! Intrigue always follows the touring

company. They are treated poorly, The Advisor much like the gladiators owned and Cassius Longinus is an eminent Ionian rented out by their manager - the lanista. speaker and philosopher - he is also the The touring company may provide great advisor to Queen Zenobia. He has cover for a group of Adventurers - tutored her son and as she seeks advise especially since the actors wear on Imperial matters, Longinus has elaborate costume and masks when on always been there to advise her and stage. given her access to his repertoire of powers. He also lusts after his mistress. Theatres are always open-air and He hates the desert, camels, flies and between the stage and the seating is a nomads of every kind, but his passion circular area (the orchestra) for the for this ‘Cleopatra of the Desert’ is chorus to dance and sing. At the back of unwavering. a stage is a well-built building frontage

which is used in all of the performances Are You Not Entertained? as scenery. Actors retire to rooms Touring the provinces and cities are separate from and behind this stage acting companies, led by a manager (of backdrop. The ‘Deus ex Machina’ is varying abilities) and staffed either by any elaborate contraption designed to trained slaves or freedmen, both men create the special effect of divine and women. Their most popular shows intervention, the machines might cause at the theatres of the towns and cities actors to fly or disappear through the are pantomimes, where the actors mime stage or vanish in a puff of smoke. Cassius Longinus MIGHT 2 COMBAT - 2 POWERS FATE 4 Previous XP: Philosopher Measurement HITS 22 Special Skills: Powers, Organize Compel Truth CRAFT 4 Turn A Profit Potion of Aqua Vitae LEARNING 6 Money: 1000 denarii Detect Lie Culture: Imperial (Ionian) See Secrets ARMOUR No Armour Languages: Fluent Ionian Potion of Aqua Somnus Fluent Imperial Potion of Telepathy Basic Aramaic Potion of Pure Natron Basic Ancient EQUIPMENT: Small Library of Scrolls Alchemy Equipment 4 Potions of any of those can brew Bag of Stormsand Scroll of Irem Golden Fly Necklace Magnifying Lens

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Atlantis - the Sunken City Gardens for his homesick Persian wife. Fabled Atlantis was a rich trading island But conquered by Persia, Babylon lost in the Aegean Sea. The Atlantean its shine and the Persians used their own civilisation was fabulously wealthy, cities for administration. Alexander the cultured and sophisticated, with Great came to Babylon, but his sprawling palaces and mountain-top successors, the Seleucids wanted to temples. But the gods destroyed make a fresh start. A new rival, Atlantis, forcing it below the waves. Seleucia-on-the-Tigris sprang up. Only the tiny island of remains to Babylon was doomed. indicate where Atlantis has sunk. That, and the occasional trinket hauled up in For five hundred years the ruins of the the nets of a lucky Ionian fisherman. city have attracted unofficial settlers; According to the accounts of some monsters of every kind, cultists who heroes, a secret tunnel leads down into the heart of the Theran volcano which connects with the sunken kingdom. have been expelled from their own There beneath the seabed, the survivors cities, bandits, treasure seekers, the of the catastrophe fight for survival scum of the earth. It is said that the against the Tritons, a cruel race of fish- great treasures of Nebuchadnezzar are men (think of the ‘Creature From The hidden in secret chambers within the Black Lagoon’). Most of the city is immense walls of the ruined palace - under the seabed, and accessible by guarded by the ghost of caverns and tunnels but in places the sea Nebuchadnezzar himself! has flooded entire areas. The Blessed Baboon Babylon - Mother of Harlots In a Decapolitan or Phoenician town, a It was the ancient Seleucid king priest of Thoth hires the Adventurers to Antiochus I who gave the order to steal a baboon from a merchant who is evacuate the great city of Babylon five planning to sell the creature to the centuries ago. A great famine and a amphitheatre at Antioch. Although he terrible plague had ravaged the city’s won’t say why he wants it, it is because population, and in uprooting the he believes the baboon to be very, very surviving Babylonians and settling them intelligent and blessed by Thoth (who in nearby Seleucia-on-the-Tigris, the can appear as a baboon).But what if the king hoped to save the remainder, as baboon doesn't want to be captured? well as increase the power and prestige What if its owner is a gangster and the of his new capital Seleucia. Babylon baboon controls the gang? And what is had been a fantastic city, a wonder and the true connection with Thoth? a marvel of the ages. Vast in size and area the city was unique. A four horse Bad Beer chariot could turn on the top of its A farmer approaches the characters immense circuit walls. Rivers became asking for help; the beer he brews is moats on two sides. There were vast constantly bad, and he suspects it is temples, palaces, fortresses and a being spoiled by magic. He believes towering ziggurat to Bel-Marduk the that a recent (two months ago) powerful patron god of Babylon. King inhabitant of the village is responsible. Nebuchadnezzar had done much to turn He is a foreigner. The referee should the city into the grandiose metropolis make this newcomer out to be strange that it is remembered for. He also and mysterious. He is not the magician constructed its famous Hanging the farmer thinks, however, and is

189 Z E N O B I A trying to scare the farmer because the on the payroll and burial club. He is farmer accidentally killed his oldest son pocketing the moneys owed to these five years ago. More beer turns bad, supposedly still living legionnaries (and little witch-craft statuettes are left at the cutting it with his deputy the signifer farmer’s door, his cattle die in agony in who is the century’s paymaster). For the the fields. Sorcery? The stranger’s other sake of his friend’s widow he wants it sons are actually carrying out a sorted out and the dishonour brought to psychological campaign against the his comrades removed. farmer. The ‘wizard’s’ sons will defend their father if need be. The characters The Buried Tower will soon realise that the stranger has no A rumour can be picked up from the powers and put a stop to the harmless Saraceni tribes and from merchant (if terrifying) fear campaign. The caravans about a tower standing out of a stranger and his sons will be detained dune field in the Nafud Desert, and of a by the local noble for judgement. But light that shines at its top at mid-day. the ‘hauntings’ continue... The farmer The tower is half buried, with only becomes distraught. The characters upper balconies poking out above the should discover the truth about the dunes. Is it part of Irem, City of Brass stranger’s dead son only too late - on lost millennia ago? Is it a wizard’s the anniversary of his death. The ghost tower? Or the home of some lost god? has returned and really is haunting the Or a tomb to some cursed outlaw or farmer. Both the farmer and his own exile? How deep does the tower son are in mortal danger at the farm. descend into the sand? And what is that light? Maybe a reflection ...? The Black Ziggurat In the hill-land south of the Caverns of Endor capital Susa stands an impressive The small hill-top village of Endor in stepped pyramid-temple (ziggurat) Solyma is the home of the “Demon- constructed by an ancient king called Witch”. Her slight stone-tower does not Untash-Napirisha. Surrounded by other, seem threatening, but has tunnels that more conventional temples and a lead down into a maze of underground massive stone wall, the ziggurat was to passages and caverns that eventually be a symbol of the king’s new rule. But connect to the Underworld.! All manner something happened - evil took hold of of terrifying monsters and demons the ziggurat’s priests and the place was inhabit these caverns along with shades shunned. When the king died, the dark of the dead waiting for the subconscious and mysterious priesthood (worshipping call of the Demon-Witch. Some do not the malign demon Nergal) took full know not that they are even dead. All control and began ruling the ziggurat, the tunnel’s inhabitants are at the beck its temples and workshops. There are and call of the Demon-Witch. three sets of fortification walls surrounding the ziggurat and built by Cedar Mountains later kings - to keep the evil in! The woods high in the Amanus Mountains are haunted by savage Burial Club demons and monsters, but the timber is In Ægypt an Imperial veteran (now very valuable and highly prized. farmer) asks for the help of the Gilgamesh came here with Enkidu to Adventurers. He is convinced that at slay the mountain demon Humbaba. But centurion at Fort Babylon (the legionary the god lives still and is a terrifying fort at Memphis) is keeping dead men embodiment of the violence of nature.

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The Cedar Mountains are a forest-clad Nile. It marks a frontier region of death-trap for the foolhardy. But its granite outcrops and rocks sculptured precious, aromatic wood fetches a high by the swirl of the rapids into fanciful price for use in palaces and temples. shapes. There are many quarries in the Can the Adventurers accompany a party area also. The province depends on of carpenters into the forest to fell some Elephant Island for trade, since it is timber, make rafts of it, then float it home to a merchant colony trading in down the river to safety, all the while ivory and other goods from Golden fighting off attacks from malign Meroe and from Axum beyond. But supernatural entities? beneath the island is a vast network of caves from which the Nile wells up Charon - The Reaper each year to produce the inundation, the Charon is the bald-headed and battle- fertile flooding of the valley. These scarred leader of the gladiators-turned- mystical caverns were created by the mercenaries called the Myrmidons. He local god Khnum and are home to a is grim and fatalistic warrior, intensely whole variety of supernatural creatures, proud of his rough men. clustering around the magical waters.

A Close Shave! A hairdresser needs the Adventurers’ Festival of Luna help. He recently attended to the wife of On the 24th of Augustus a festival of a local city magistrate. He was fitting Luna is observed. Most shrines and her with a new wig in the current temples to Luna in the big cities also fashion made from the blonde hair of house a mundus or ritual pit that Gothic prisoners of war. He happened actually leads to the Underworld. On to overhear her husband chatting to a this day the cover is removed to allow friend about a plot to poison one of the the spirits of the dead to roam free. The city’s senators. That night an assassin day is holy and public business is came into his barber shop and tried to forbidden. Perhaps the Adventurers silence him! He needs protection, and a might meet long dead friends and foes way to get proof of the plot he walking the streets. Very disconcerting! overheard. The city senate must hear The mundus is also opened up on the about this. 5th of October and the 8th of November. Elephant Island The most southerly point of the Fistfuls of Silver Imperial province of Ægypt is Elephant A small walled village or town on the Island, which sits in the middle of the fringes of civilisation is currently home River Nile opposite the frontier town of to two bandit gangs in hiding. Both are Syene. The island is one of several at war and the citizens of the village are rocky granite islands standing in the suffering. When the Adventurers enter

Charon MIGHT 5 COMBAT +3 GEAR FATE 5 Previous XP: Gladiator Shortsword +2 HITS 19 Special Skill: Killing Blow Spear +3 CRAFT 1 Money: 45 denarii Manicae -1 LEARNING 2 Culture: Imperial Helm -1 Languages: Fluent Imperial ARMOUR Light

191 Z E N O B I A seeking supplies or help, they are drawn Fortress of Lost Souls irrevocably into the feud. As they enter Dura Europus was an Imperial desert the village one gang has just kidnapped outpost, a magnificent walled city and the daughter of the village chief. The garrison on the fertile banks of the villagers want the Adventurers’ help but Euphrates. A powerful fortress city, it can offer no reward. Soon after the was besieged and destroyed by the kidnapping bandits try to hire the Persian king Shapur several years ago. Adventurers to kill the rival bandit Now it lies in ruins. But Dura is not chief. Before they can do anything, this lifeless. Imperial survivors, reluctant to other bandit gang threatens to kill all the leave, pick out a precarious living, Adventurers and six innocent villagers Persian commoners have moved in to unless the Adventurers murder the boss herd their cattle in the uncultivated of their mortal enemies ... fields as well as search for valuables. Treasure hunters gather looking for lost Flocks By Night Imperial gold. Dura is a refugee centre, A local farmer has had his sheep eaten a ruin inhabited by gold-diggers, army or stolen (they have vanished). Who or deserters, exiles, survivors and sundry what has been stealing them? The opportunists. Will the city rise again? farmer hires the PCs to investigate. Which faction will come to the fore? Or They go with the shepherd boy to watch is the skeleton being picked clean? over the flock at night. There is little pay, perhaps a free meal and a sheep to The Great Labyrinth take away for food or sacrifice. In actual South of the pyramid of Pharaoh fact the shepherd boy is the culprit - he Amenemhat III in the royal necropolis is a werewolf but doesn't know it. The of Hawara near the Fayum, stands a changes are not timed with the full sprawling maze-like complex of fifteen moon as in Western mythology. A hundred chambers underground and sound should distract the characters, the another fifteen hundred above ground sheep become restless and the shepherd connected by winding passages. Cutting begins to round stragglers up. When through the structure are a dozen roofed they all return to the shepherd boy, all courts. The sands of the desert have half that is left is a patch of blood. Is he filled this enigmatic structure. What is dead? Eaten? The group is then attacked this building? Why was it built? One by the werewolf springing from a philosopher contends that it is the nearby outcrop. When killed, the beast remains of a mortuary temple to some turns back into the boy, complete with ancient Ægyptian king, another that the wounds. The farmer, when told, tells the Great Labyrinth was built by the Vizier PCs with a heavy heart, that he took the Joseph to see Ægypt through a long boy in last year - he found him famine. Perhaps it was constructed as a wandering, lost and hungry. For treasure house by the architect Imhotep, complications the shocked farmer builder of the first pyramids. Whatever accuses them of murder and sends a its original use, the Great Labyrinth slave to the village to inform the elders. (called this by Ionic and Imperial The PCs can either stay for a trial philosophers) was repeatedly raided and (presided over by a judge from the attacked by invaders over the years. The nearby city) or run! Great Labyrinth lies in ruins partially buried by creeping dunes. The floor-

192 Z E N O B I A plan was lost long ago and parties sent control the Angel will surely be able to in to recover treasures and other items vanquish the massed armies of the never return ... world. Let us pray that no lowly nomad with ideas suggests such an enterprise! The Hunted A young clerk from an Ægyptian The Iron Gates Temple of Maat (Truth) needs help - he The Cilician Gates is a high mountain has just taken the death-bed confession pass through the Taurus Mountains that of a dangerous killer who says he was allows access from the plains of Cilicia an assassin in the pay of the High Priest into the high plateau beyond. It was of Maat - Ægypt’s greatest judge and an known in ancient times as the Iron Imperial official from the governor’s Gates, and the valley carrying the pass office. So he cannot turn to his is still riddled with old mine workings, superiors, and the killer’s evil and tunnels, caves and old mining works. bloodthirsty gang, the Amemets Regular troop patrols keep the pass (Devourers) are on his trail. He needs open, but the old tunnels and caves are protection, for the Amemets are sure to never investigated. What ancient horror track him down. What is the solution? still lurks there from the dark days Should he flee Ægypt with the before the Empire? If it awoke, and the Adventurers - or face his foes? pass were closed, Adventurers would need to be called upon to find out what Irem - City of Pillars it was! A lost city of wealth and decadence deep in the Desert of Lost Souls, close Jadhimah - The Jackal to the Sabaean frontier. Through this King Jadhimah al Abrash is the leader city was said to flow all of the of the huge Saraceni tribe, the Azad. He perfumes, exotic spices and rare is a leper who worships two ancient materials so sought after by the empires carved stone idols, representations of of the day. But the impious King Ad the desert god Dushara. He leads a brought disaster onto his people, his standing army of nomad mercenaries dynasty and his tribe, and the sands that strike fear into the hearts of caravan swallowed up Irem and obliterated the leaders, pilgrims and other desert camel trails that led to it. It is said that travellers. Jadhimah is the sworn enemy some wise old Saracens keep the secret of the infamous Warrior Princess of Irem’s whereabouts, but refuse to Zabbai, ruler of the desert fortress of reveal that secret for fear they unleash Baydah. the terrible destructive Angel of Death that destroyed the city and the people. It The Labyrinth of Minos is said the Angel waits there still, The wife of the ancient Cretan king trapped within the confines of that dead Minos, Pasiphae had an illicit liaison city waiting for the time it is needed with a sacred bull and the product of once more. He who can bind and this union was the half-bull half-man Jadhimah the Jackal MIGHT 4 COMBAT +2 GEAR FATE 2 Previous XP: Desert Warrior Shortsword +2 HITS 22 Special Skill: Desert Travel Bow +2 CRAFT 1 Money: 145 denarii 10 Arrows LEARNING 1 Culture: Aramaean Languages: Basic Aramaic ARMOUR No Armour

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Minotaur, a beast so savage only human march to Carrhae, but many small units blood could satisfy it. To imprison the became lost in the desert and fought for beast, Minos had his architect Daedalus their lives. The Imperials that won construct the Labyrinth below his through to Carrhae found it without palace at Knossos. To feed its appetite supplies and the Parthians were on their Minos demanded youths from a vassal heels. The end came quickly. Crassus city called Athens. The prince of was killed and the main body destroyed Athens, Theseus, was one of those or captured. Out of an Imperial force of youths and he is supposed to have slain 36,000 men only 10,000 survived. the Minotaur and found his way out There are rumours that many of those with a trail of twine he had left behind. Imperial legionnaries cut off and lost in Today the Labyrinth is a vast the Syrian Desert wander there still. The underground complex harbouring undead soldiers of this Legion of Doom deadly traps, fantastic treasures and fiercely strike at Saraceni nomads, local many terrible monsters - the most people and (of course) Persians. Who famous of which are the off-spring of knows how they would act in the the original Minotaur who rules the presence of Imperials? The legionnaries complex like a god. He is not dead, but are skeletal, wind-dried, figures clad in lives on. The palace above the tarnished Mail Cuirasses. Haunting and Labyrinth is deserted and haunted by terrifying figures, silent and eye-less - ghosts of the lost civilisation of Minos the vultures having done their work that fell soon after the Trojan War. efficiently. The Legion may be leaderless, or rally behind a headless Latrines undead Crassus or perhaps some wild- Public lavatories exist in the big cities eyed Ionian philosopher called and are much like those in legionary Melanthis (the Black One). forts - a wooden bench over a running sewer. Men (and perhaps women too) Legionary of Doom just sit next to each other to conduct MIGHT 2 HITS 6 1 Attack Intelligent Light Armour their business. What stories, rumours or whispered secrets might you hear? Is it Legionnaries generally wield shortswords, a place for secret meetings? It is pretty shields and a pilum. clear that lots of wheeling and dealing did go on in the latrines (in the forts, the Little Donkey baths and the public ones too). A local farmer or petty landowner has heard that there is a herd of wild The Legion of Doom donkeys in the area, and needs the In 701 AUC the Imperial general characters to help him capture some for Crassus led a vast force against the breaking. The attempt requires that the Parthian king, but his army suffered the party walk out into the dry steppeland to terrible wrath of the burning desert and ambush the herd and drive it toward the the Parthians picked off soldiers on the farmers and herdsmen with rope lassos. march. Crassus tried to face the This is a difficult task, especially since Parthians, but their horse archers there is a hungry and desperate lion in continually avoided close combat while the area, attracted by the donkey foals. inflicting massive damage which The lion might spring out when they lowered Imperial morale. Now least expect it, or maybe start stalking desperate, the legions made a forced the group.

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Long Live The King! into the city in large amphorae. They Alexander the Great died five and a half are waiting for a big upcoming festival centuries ago and was reputedly to earn their pay and kick some ass - mummified and buried in a secret tipping the balance of power in one catacomb in Ægypt by his general (and magistrate’s favour ... then governor of Ægypt) Ptolemy. Where is his body now? Julius Caesar Pirates wept over the sarcophagus two Pirates have raided a coastal village and centuries ago. Where is Alexander’s carried away into slavery several young tomb? Under Alexandria, at the fabled men and women. The Gothic barbarians Siwa Oasis - or somewhere else are Vikings of the Middle Sea, entirely? Could he be resurrected? Why ferocious blonde-haired warriors would anyone unleash such heroic spreading terror and chaos. They will ferocity on the world again!? try to sell their captives at Antioch’s vast slave market. The village offers a meagre reward for their recapture (or lie about the reward on offer).

The Pyramids These vast stone tombs of the Ægyptian pharaohs were also shrines to the sun- gods. The pharaohs long-ago abandoned

this form of burial, but the majestic No Bar Room Brawls! pyramids remain - beckoning the A popular occupation for retired Adventurer and tomb robber alike. gladiators is that of barman (i.e. owner) There are fabulous treasures in each of a wine-shop. Wineshops are like untouched pyramid, but deadly traps other ‘bars’ on the streets of a city - a and puzzles to guard them. Undead counter right on the pavement with servants of the entombed pharaoh or stools, where passers-by can stop and noblemen may also have to be ask for wine (of various local or overcome. And finally - the mummy of imported vintages) to be served up from the pharaoh or noble may come alive to huge amphorae set into the stone defend his treasures! In the strange counter. Fast-food bars are also kingdom of Golden Meroe, the priest- common. The bar may be under a kings and aristocrats still erect pyramids colonnade or have a canopy to keep for their journey to the afterlife. These customers cool. You don’t want to start are on a smaller scale than the Ægyptian a fight at a bar like this! Gladiators, off- monsters, however. duty soldiers and other hard-as-hobnail- men may drink there. Great for Silver Mountain rumours, information and a place to hire A mountain steeped in sorcery and muscle. In some typical city Decius mystery high in the Taurus Mountains One-Hand runs his bar. The city politics north of Adana. Said to be honey- are close to boiling point and all combed with tunnels and passages, gladiators are under constant lock and Silver Mountain is reputed to contain key by law (since they are hired for use fabulous deposits of pure silver (not in uprisings). Decius has been galena ore)- a gift from the gods. But approached to get a small gladiator- the gods have placed inside the force together discretely, so he has been mountain an army of supernatural smuggling in wagon-loads of gladiators creatures to protect this silver.

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Sodom & Gomorrah Cleopatra VIII - This Ionic lady is the The Dead Sea is a unique inland sea in favourite candidate of the large Ionic the deserts of Solyma and fumes come population in Ægypt who want to see a off of it which can turn poisonous powerful Ionic-led nation, just as it was without warning. No fish swim within under the Cleopatra (VII). it, no birds across it, and the water is Imhotep - A high priest of Amun-Ra exiled very unhealthy if swallowed. The sea is from the Siwa Oasis (a centre of Amun-Ra full of salt, the shoreline decorated here worship and the site of a famous oracle). He and there with enigmatic pillars of salt, is a religious leader who arranged for the victims of the awful curse of the sea. oracle to predict himself the leader of a Sodom and Gomorrah are two cities at renewed Ægyptian Kingdom and the the southern end of the sea - both now conqueror of the Imperial garrison forces. empty, terrifying and in ruins. The twin cities of the plain of Zoar were places of The Tower of Babel great evil, perversion and debauchery, In the mists of time, when all people but they were cursed thousands of years spoke one language, a vast tower ago and consumed by volcanic ash, reaching into the sky was built of baked boiling clouds of sulphur and waves of brick as a sign of mankind’s unity and scalding bitumen. The now shattered sense of purpose, a testament to human ruins hold many treasures and secrets, spirit and ingenuity. Standing in what is and are inhabited by evil creatures now Chaldea, the Tower of Babel was attracted by the sinful aura of the place. left unfinished when the gods caused Descendants of survivors from the mankind to speak many tongues and cataclysm still meet secretly at the divide his purpose, intent and loyalty. ruins, their awful cult of perversion and The dreams of man were frozen in time terror is known simply as the Men of and abandoned. Today the Tower of Zoar. Babel is home to monsters, outcasts and rogues. But the treasures of that ancient Swordfight at the Last Oasis Golden Age civilisation are said to be The Farafra Oasis in Ægypt lies 300km found deep within it. to the west of Asyut and is the smallest of the oases in the Whispering Desert. It Troy seems the Imperial eagle is taking a The fabled city of Troy was the scene of nose-dive, and in the utterly subjugated the world’s first clash of nations - the population of the Ægyptian province, bronze age Ionian kingdoms fought the local sentiment is on the up. There is a Asiatic tribes led by the dynasty of resurgence of popular feeling and Troy. Troy was besieged for ten years dreams that the Empire is doomed. At and the Ionians only won through at the Farafra Oasis deep in the Whispering end by trickery - the gods gave the Desert a number of factions fight for the Ionian warrior Ulysses the secret of the right to kick out the Empire for good. Trojan Horse, a ruse which worked. The The factions include: Trojan hero Aeneas and other refugees fled from Troy to become the ancestors Pademe - An Ægyptian scribe who grew up of the first inhabitants of the Eternal in Nubia at the ancient fort from which he City. Many famous heroes fought at takes his name. He claims to be descended Troy, some died there. Gods too, fought from the last Pharaoh Nectanebo II (five on the Trojan Plain, for one side or centuries previously). another. Alexander the Great is reputed

196 Z E N O B I A to have visited the grave of Achilles at The Vale of Eden Troy and took Achilles’ great shield High up in the Taurus Mountains, with him on his expedition to conquer somewhere in the darkest depths of the the world. What other treasures lie in Armenian wilderness between Lake tombs scattered across the Trojan Plain Ararat and Lake Mannai is the secret and along the banks of the River Vale of Eden, a lost paradise - the home Scamander? How many tombs are lost? to all humanity. The inhabitants of Eden And the ruins of Troy? The tiny frontier are otherwordly survivors from the town of New Ilium stands atop the hill- Golden Age before the Flood, knowing like mound of ancient Troy, some say no violence, no sex, no jealousy, rage or that tunnels and subterranean chambers greed. The Great Tree grows in Eden lead down into the ancient city. What and is protected by the Black Serpent secrets remain? that some call Ahriman, the Demon- King. Heroes may want to find Eden for The Tunnels many reasons - it is said that all Under the public baths, or the heated illnesses and wounds vanish, that no- rooms of a palace or villa, are the one of evil intent can enter, and that convoluted service tunnels allowing hot anyone living in Eden will live forever. air to circulate as well as slaves to clean All or none of these stories may be true. and maintain the system. What if one of Perhaps the powers of Ahriman are the furnace staff were using the tunnels growing and he is able to subvert the for some other purpose? Does he have Edenites around him? Perhaps the secret access into a room? Does he inhabitants need outside help? steal? Murder? Why? Perhaps the Adventurers could use the tunnels to Valley of the Kings gain access to the centre of a palace or A secret royal cemetery in the rocky villa without being noticed. desert on the west bank of the River Nile opposite Thebes, the Valley of the The Turquoise Cavern Kings was once patrolled by elite There is a rock-cut temple that extends Nubian warriors. Many say that it is the deep into the Sinai Mountains. This has spirits of long dead pharaohs that now a traditional stone facade, complete with haunt the twisting valley. There are vast court and portico. It marks the site of riches still to be found in the deadly and Ægypt’s first and most productive fiendishly trapped rock-cut tomb turquoise mine and was built to appease complexes of these ancient Ægyptian the local desert spirits. When mining kings - but the valley’s terrible magic expeditions return to Sinai to extract may get the heroes first! Note that a turquoise, they pay homage to the short distance away over a ridge is the goddess Hathor at this shrine before . The size and moving on to the more productive cliff sophistication of a tomb is usually faces and valleys. The Cave of Hathor dictated by the status and power of its has many undesirable inhabitants, from owner. The tombs of pharaohs Ramses ancient spirits to ghosts, desert monsters II, Ramses III, Set I and Thutmoses III, to magicians and adventurers (turquoise for example, are grand, treasure-filled is a magical stone that attracts magical death-traps. And then there are the inhabitants). curses ...

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The Wizard - Iamblichus (‘eye-am-bli- at every turn. In one incident during kus’) was born at Chalcis in Ionia and is their feud, Jadhimah’s men got inside a Neo-Platonist philosopher obsessed the fort of Baydah by hiding in sacks with magic and rituals. His Ionic carried by a camel caravan. A guard on writings include: “Exhortation to the gate stuck his ox-goad into a sack Philosophy” (a defence of magic and and the warrior inside broke wind. especially Pythagorean magic) and “On “There is mischief in those sacks” said Mysteries” an analysis of superstitions. the guard, but he still let the caravan He studied under the wise philosopher pass inside the walls. Jadhimah’s men Porphyry in the Eternal City. He has his soon took control of Baydah until present home in Antioch, but travels Princess Zabbai returned with extensively on his quests for magical reinforcements and retook her desert lore and information. citadel.

Zabbai - Warrior Princess Warrior princess Zabbai is a Saracen chieftainess, tough and uncomp- romising, a bandit queen of the desert. She rules the remote desert fortress of Baydah and plagues both the rich caravans travelling between Persia and the Decapolis, as well as the tribesmen of the Azad. She is the mortal enemy of Jadhimah, leader of the Azad tribe, since Jadhimah cruelly murdered her husband-to-be on her wedding night and tried to force himself upon her - since she is the sole child, daughter and rightful heir of the last king of the Azad. He forced a marriage through, but Zabbai escaped into the desert to attack the treacherous Azad, as well as Jadhimah and his viscious mercenaries Iamblichus MIGHT 1 COMBAT - 0 POWERS FATE 5 Previous XP: Philosopher Detect Substance HITS 18 Special Skill: Powers Potion of Aqua Noxious CRAFT 2 Money: 320 denarii Potion of Aqua Vitae LEARNING 6 Culture: Imperial (Ionian) Potion of Natron Languages: Fluent Ionian Potion of Telepathy ARMOUR No Armour Fluent Imperial See Secrets Basic Aramaic Basic Ancient

Zabbai MIGHT 2 COMBAT +2 GEAR FATE 6 Previous XP: Desert Warrior Shortsword +2 (right hand) HITS 19 Special Skill: Desert Travel Dagger +1 (left hand) CRAFT 1 Money: 49 denarii 3x Hidden Daggers (+1) LEARNING 1 Culture: Aramaean Languages: Basic Aramaic ARMOUR No Armour

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Queen Zenobia (Master Desert a body of 12 hand-picked warriors, Warrior, Priestess of Allat & Queen) fanatical desert Saraceni heavily armed Zenobia is exquisitely gorgeous, with and armoured. These men are utterly large dark eyes that see into mens' souls loyal, whether by magic or the sexual and perfumed hair falling in elaborate favours of Zenobia, the gossip-mongers ringlets onto her purple silks. She is a cannot agree. Her vizier is old and leader of men and women, she without family, and he has the respect dominates those in her presence with a of the royal guard, a unit of cataphracts, burning fury. The Queen is protected by 200 strong.

Zenobia MIGHT 5 COMBAT - 6 FATE 6 Previous XP: Desert Warrior HITS 20 Special Skills: Desert Travel, Seek Audience, Organize, Mounted Combat, Read Tracks, Silent Movement CRAFT 1 Money: Whatever is needed LEARNING 5 Culture: Saraceni Family Origins: Noble Languages: Fluent Saraceni ARMOUR No Armour Fluent Aramaic Basic Ionian

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XIII CAMPAIGNS

A Campaign Premise Legionaries: Legionary characters will Several campaign possibilities exist in all be commoners, as will the members ZENOBIA and the following premises of the so-called auxiliary units. The may give a referee an idea of where to latter used to recruit from the provinces, begin his campaign. but now the auxiliary units simply form

separate frontier troops while the 1 - Arena Adventures legions are the core garrison troops. The characters are all gladiators living Equipment will generally be and fighting for a single ludi (school). shortsword, javelin, helmet and heavy Besides fighting arena duels, the armour, dagger and shield. They operate characters will have varied and in small squads, and carry out all kinds interesting lives. They work as of military activities, including bodyguards for important Imperials, patrolling, guarding, battles, reprisals engage in dangerous love affairs, train and construction and garrison work. rich youngsters or legions, and carry out covert activities on behalf of desperate but powerful senators and equestrians. Slaves, criminals and prisoners of war could become gladiators, but so could freemen eager for the money, or noblemen eager for the glory! There were several types of gladiator, with different equipment. Mirmillo (longsword, shield, chest plate, Fish helmet, galerus - heavily armoured) and Samnite (short or long sword, shield, helmet, galerus, greaves - heavily armoured), Retarius (trident and net - no armour) and Thracian (scimitar, round shield, helmet - lightly armoured).

Refer to The Gladiatorial Games, later Numeri: During this period in Imperial in this chapter for more information. history, foreign tribesmen were recruited into mercenary units led by 2 - Military Adventures their own chieftains. They were often A small unit of Imperial or Palmyrene from the most savage and warlike areas. soldiers will face the enemies of the Equipment varies from tribe to tribe, Eternal City on the battlefield as well as from Goths to Libyans to Saracens. all the problems of provincial and Imperial life; mysteries, intrigues and Cavalrymen: Try a cavalry unit. murder, harsh environments, secret Formed of scouts and recon troops, missions and seemingly routine commanded by a duplicarius, small patrolling or protection duties. There are units of 5-10 cavalrymen were several types of Imperial military unit to employed as part of a turma (squadron). choose from: They conducted battlefield operations,

200 Z E N O B I A often trying to outflank enemy units, in the civil wars despoiled the they pursued defeated enemy, countryside, taking whatever they conducted scouting and foraging, needed. It could be a dangerous time. messenger duties, escorting valuable The characters are retired legionnaries people or cargoes, and carried out (having spent 25 years in the army), police duties in provincial cities. local provincials or barbarians, or any Equipment includes a horse and riding of the other occupations in a peaceful gear, heavy armour, longsword and a capacity. What happens to the local short spear. Warlike barbarian cavalry town or village, and how the characters units were formed, led by their own react to it will form the focus of events. chieftains. These were cunei, the Alternatively have the characters as a cavalry equivalents of numeri and have group of barbarians on the fringe of the differing equipment. Empire dragged into the course of events, taken as slaves, hired as guards 3 - Espionage Adventures or becoming freedom fighters. In a less military-focused campaign, the Equipment must be tailored to the player-characters are the aides of a characters and the situation, but they Imperial senator or equestrian. Senators will all be ‘non-adventurers’. moved from important public offices in the Eternal City, to governorships in the 5 - Sea-Going Adventures provinces and into military commands The characters could be the crew of a in the field. They always took their own small trading ship, sailing around the staff, who are the heroes. Constant Middle Sea trying to earn a living and intrigue tinges military adventures, have adventures on the way. This could court dramas, and espionage missions. be a real Sinbad experience if all those magical islands and exotic mythical Heroes are bodyguards, personal agents, lands still exist! Ship crews were quite spies, professional administrators or small, and the merchant ships often took advisors, foreign allies, a trusted a small number of passengers. All but philosopher or sorcerer etc. This the captain slept on deck. The owner campaign can move heroes around the will probably not be a crew-member. empire and from one type of game to Piracy was becoming a serious problem another as the senator’s career changes. in the Time of Chaos; Goths and Characters could be patrician noble- Germans were using the seas to raid men, ex-gladiator bodyguards (see merchant ships. Characters will be above), legionary body guards, ‘special sailors, ex-gladiator sailors, a philo- assistants’ (thieves or assassins), sopher as a professional traveller, perhaps a sage, physician or even an perhaps a thief as a courier (if the vessel astrologer (Magician). Equipment will is owned by an important equestrian- be basic, maximum of light armour and level nobleman). No character will be no weapons larger than shortswords. heavily armoured, most will have Official bodyguards may be heavily daggers, the warriors may carry armoured with shields. shortswords.

4 - Provincial Adventures 6 - Tourist Adventures Life was fraught with danger for even The Empire allowed tourism on a scale the most backwoods town. The Time of never before seen. The characters can Chaos saw rebellions spring up in Gaul, be the entourage of a wealthy Imperial Britain, and Syria and invasions by who has to travel across the Empire. Persians and Goths. Legions struggling Perhaps he or she is on a personal quest,

201 Z E N O B I A a mission of mercy or conducting an investigation. Heroes can be body- guards, personal agents or advisors, foreign guides, perhaps a philosopher or official companion etc. This campaign can move characters around the empire and from one type of game to another as the adventurers travel from province to province. Characters could be nobles, ex-gladiator bodyguards, a thief, musician, philosopher or physician. Equipment must be tailored to the characters and the situation.

7 - Mercenary Adventures The Desert Kingdoms are currently Creative Campaigns awash with mercenaries - deserters from People role-play for many different the legions, Saracen or Nubian nomads, reasons, but most of us get deeply gladiators, refugees looking for revenge. involved in the hobby for perhaps the The new kingdoms will hire anyone most powerful reason of all. We get who seems reliable, cities hire guards, involved in role-playing games because noblemen hire their own private armies of the freedom they can give us. Chess, to protect their estates from Goths, Risk, Monopoly - they all constrain our Saracens and bandits. Finally, decisions in ways we find unacceptable merchants hire mercenaries to guard and frustrating. Role-playing games - as their caravans. Characters will be any back-cover blurb will tell you - legionnaries, caravan guards and other allow the players to take the initiative, ex-military types, as well as gladiators to decide for themselves the fate of their and even nomads (for caravan duty). characters, to provide total freedom.

8 - Fortune-Seeking Adventures Freedom or Chaos? The diverse characters have been But as any experienced referee can thrown together by greed to search for attest - a game rarely quite works out lost treasures, to plunder the hoards of like that. Role-playing games promise chiefs and kings, to fight monsters, freedom of choice, and the chance for explore labyrinths and wield their players to make their own decisions, but shortswords and spears in defence of these are balanced against a need to tell whomever may pay their wages. Sound a story, and to use ideas and material familiar? It isn’t a terribly original that the referee has previously prepared. premise for a FRPG, but for many it is a Realistically, few games allow comfortable one. Just remember that in “ultimate freedom of action”. the eyes of the Empire, Persia and the Generally, when a referee promises total organised governments of the other freedom for the players the same pattern Desert Kingdoms, these Adventurers of behaviour occurs. Each player, are thieves, bandits and thugs - armed focusing on the needs or desires of his and dangerous! character pursues his own agenda. A mixed bag of fantasy characters, if let

202 Z E N O B I A off the leash and if sufficiently Easy As A-B-C motivated, will quickly go on their own A referee can offer huge amounts of way. The thief discovers a plot to kill money or other reward, to get players the town mayor, the magic-user coaxes involved in a scenario, or he can force a local mage into teaching him various the players with violence, blackmail, or powers, the fighter starts recruiting a some other form of underhanded threat. few local hot-heads for a raid on a local Usually, though, such blatant use of bandit lair. Very soon the referee is force is rarely needed. Referees can snowed-under with diverging (and play on the personal histories of sometimes conflicting) plot-lines. He characters, on their desires and cannot have prepared enough adequate loyalties, their contacts or occupations. material to cover all of the potential When characters are welded together activities - and is resorting to into a professional group that is paid to improvisation. A good referee can pull follow orders, then players have no this off for a time, but cannot possibly excuse for avoiding an adventure. But match the depth of detail that a properly player freedom suffers accordingly ... prepared scenario can give. Especially when his improvisational skills are How do professionally written scenarios divided simultaneously between four or handle the player-freedom versus more players. And anyway - the very prepared story-line question? With only point of playing together is in role- a few notable exceptions game playing together, with characters acting publishers follow the tried and tested A- in concert toward a common goal. B-C method of scenario design. This has been described as the ‘onion-layer When a referee plays out the offer of effect’. The scenario plot begins with employment for the characters to go and one scene - and moves on to a second. wipe out the local bandit gang all he can This in turn leads to a third. Eventually, do is pray that his players will co- the penultimate episode leads to a final operate and go with the flow. The needs climax - and the end of the adventure. of a well-designed story and the need To push and prod players from one for some kind of character freedom scene to the next game designers often clash. The players must agree, provide various tips and ruses, such as otherwise there is no game. If they start redirecting characters’ activities, to do their own thing, then they ruin the providing obvious or not-so-obvious prepared adventure for everyone else. clues, even giving player characters a This balance is a fine one. Usually, seriously hard time if they don’t stick most players understand that if the with the program. game is to succeed then their characters must follow up rumours given to them, It must be said that the majority of accept the mission, or react to any major home-written scenarios are probably activity as the game begins. Otherwise also written this way. And why not? there is no game. Almost every referee Every eventuality cannot be catered for, (worthy of that title, at least) has so the prudent referee prepares for the mastered the art of ‘forcing’ or expected activities of his or her players ‘convincing’ the players to become - and wings the rest. Such an investment involved in his freshly written or in preparation saves on time and recently purchased adventures. concentrates the game activity on one subject. No referee can exclaim ‘do

203 Z E N O B I A what you like !’ and have prepared for him, b) turn him over to the authorities, every eventuality in any detail. But a or c) stay out of it? good referee mixes material that he has prepared with material that he is The idea of the plot-path is to anticipate creating on-the-fly so well, that many these three eventualities and have a players won’t even notice. Real freedom good grasp of what happens next. This is only an illusion. doesn’t mean the referee writes out three separate scenarios in fine detail Often, though, this doesn’t matter. with charts, statistics and descriptions; When the game is all about a haunted it simply means he should have an idea farmhouse, what kind of player will for a good adventure at the end of each want to march into the city of Thebes to path. In the case above, he might decide find a plot-line there instead? This is that the result of a) will mean the one good way to eliminate the desires of characters discover the criminal is a players to ‘do their own thing’. Let freedom fighter and must smuggle him them do their own thing within the out of the city. Meanwhile b) indicates confines of the scenario. Total freedom the characters are commissioned to of action in the haunted farmhouse, on track down and kill his ‘accomplices’, the pirate-infested island, or whatever. while c) indicates that the authorities It is a limited freedom that depends on believe the PCs are the criminal’s the players accepting the scenario in the accomplices and are framed and then first place. Most referees running arrested for murder. scenarios for their mixed group of characters will find it easy to empathise Previously prepared plot-paths combine with this kind of approach. You have a the benefits of prepared scenarios with a climax to get to - and somehow the much greater variety of player choice. players must get there ! When a referee is writing his own games, it also means he can ‘fore- But there is an alternative ... the plot- shadow’ events and characters that may path. re-appear at a later stage in the plot-path structure. The downside of such a system is that it requires the referee to devise a whole bunch of scenario concepts that he may not use. The way to combat this is to keep the scenario ideas only as well thought-out ideas. Games written for redundant plot-paths can quite easily be saved and written

into later campaigns or paths. What the

players don’t meet they won’t The Plot-Path recognise! Plot-paths are easy to Plot-paths weave together several story prepare and use. Consider the characters ideas and allow the players to choose above all. What can they do? What do the story or ‘thread’ that interests them. they want to do? By analysing their Of course we are talking about far more motives the referee can plan his than just a choice of corridor or forest scenarios much more effectively. trail here. Paths could diverge at all Secondly, the referee must plan his plot- kinds of interesting places: perhaps the paths, the details of which will vary characters discover that a friendly NPC with the setting and theme of the game is a wanted criminal. Do they a) help being played. Don’t worry if players go

204 Z E N O B I A off-track and create their own ‘path- course of future events, whichever plot- way’! The plot-path idea is just a path the players decide to take. These campaign aid, a bit of fore-sight to flowcharts allow you to see where make the referee’s job easier. things are headed and to ‘plug-in’ new Improvising for unexpected actions is ideas and scenario options. It provides a what roleplaying is all about and is what blueprint of potential games. this system is designed to promote, after-all! Go with the flow, and after the By giving your players the freedom to session is over, simply add the new select the scenarios that they want to plot-path and work out a couple of fresh play, then you are really providing them outcomes. Perhaps these can lead back with as much freedom as you possibly to your other scenario ideas later ... can. The focus is on you as a referee to create believable and realistic plot-paths Freedom Through Flowcharts that mirror life in the ancient world. Of course there is still no real freedom They should also mirror the goals and in the plot-path system, but there is far motivations of the player-characters more freedom than in the limited A-B-C involved in the campaign. system of writing scenarios. Players feel an immense power and freedom in Campaign Cities being able to determine where they go, When the party of player characters which offers they accept or turn down, trudges into a city, all they usually need or whether or not they run or fight. With to know are the basics. Where’s the inn? the prospect of two or more different Is there a town guard? Can we carry our climaxes waiting for them at the end of weapons around? The city becomes a the campaign the players retain that very basic place to eat and sleep excitement and uncertainty that comes between real adventures out in the with a game not fully planned-out. The wilderness. Life is just so much more plot-path system works wonderfully exciting out there! But cities can be when the referee has a dozen or more great settings for adventures in their scenarios at hand and is able to string own right. them together into multiple plot-paths.

Some character types are tailor-made If you are thinking of refereeing a long- for the unique opportunities of the city. running campaign, then think about Thieves, con-men, assassins, nobles, which method you want to use, A-B-C priests (or anyone who deals with or plot-path? Of course the choice will people) are all in their element when the depend on several things; whether the scenario shifts into this setting. But characters are freelance or working for practically every character must interact someone, whether you (as referee) have with the city and its inhabitants to some a range of scenario ideas to choose from, or whether you are suitably familiar with the world of ZENOBIA or not. Essentially, you need to organise your available game ideas into a single master flowchart. This will provide an easy method of tracking the

205 Z E N O B I A degree. Where do merc-enaries live them are listed below. Sometimes a city between commissions? Where do will share two or more of these bandits sell their stolen goods? Where functions - but referees may find it do warriors get their training and easier just to select a single category for equipment? Realistically, the player the settlement. The economic activity characters will be spending a good deal chosen will thoroughly dominate all of their time in this setting and would aspects of life in the city. probably be residents of one city or another. · Agriculture Large areas of adjacent flat agri-cultural The city supplements produced by the land. game companies do look incredibly · Mining and metalwork daunting, but it is a relatively simple Mountainous or hilly area. procedure to create your own version, · Trade but don’t let the apparent complexity Located on a main road or river, a mountain pass, a caravan route, or on put you off. Flesh out a city in the world the coast. of ZENOBIA, fill it with life and give · Religious Tourism your players the opportunity to become Site of pilgrimage, a holy shrine, temple entangled in its stories. Used as the or oracle. The centre of a great religion. basis for a campaign, the city will be · Administration able to provide an endless array of Largest and most important city of a scenario ideas, back stories and sub- kingdom, empire or province. Also plots to turn a run-of-the-mill game into situated on the coast, a river or main a richer and more satisfying experience. highway. To paraphrase a famous Sixties drama series: “There are a million people in As an example, we can follow the the concrete jungle and every one of creation of Byblos as a campaign city. them has a story to tell”. On the coast, backed by mountains and desert, Byblos stands on a busy north- south caravan route. We designate Choose Your City Byblos as a trade city. What kind of Whether you want to add a bit of people live and (more importantly) realistic detail to a group of cities your work here? There will be merchants, of players will be passing through, or course, but also accountants, caravan whether you are planning to create one guards, animal handlers and breeders, city to act as a focus for a campaign - guildsmen, money lenders and local you will probably already have a traders. Always think of the people particular settlement in mind. It will behind the local economy. A farming probably be just a black dot on a map city (perhaps the most common of all), with a name, but any other information won’t be full of typical fantasy folk, but you have on the place should be noted local farmers selling goods, agents as well. Firstly, look at the location of buying goods for resale, landowners the city. Perhaps it is on the coast, near and their staff, guildsmen, livestock a forest or desert, or astride a major traders, butchers, leather-workers and highway or river. The location is a big all those involved in transporting the indicator of the settlement’s primary grain and meat. In an administrative economic base. Every city requires city, there should be a whole some sort of activity to sustain it. The community of people just five chief economic activities and the manufacturing or importing papyrus local geographic factors that suggest and inks! You may find almost any sort

206 Z E N O B I A of craft being carried out in a city, but characters. Every VIP added to the city those that predominate will be gives the place a new dimension, and associated with its primary industry. helps to extend the possibilities of further games and plots. An average Next, add any other information that city, used as wallpaper for PCs just you have available into the melting pot. travelling through, might have three or Does some particularly important four VIPs in residence. For a campaign person live here? Is the city well known city, requiring plots and counter-plots to for an industry or a building? Byblos, keep a group of players busy for we note, is renowned for its trade in months, perhaps a dozen or more VIPs papyrus scrolls. Our city, then, will are required. have a substantial ‘scribes’ quarter where papyrus is imported and stored, and where books, letters and official documents are written.

A list of the city’s districts and important features will help you to These VIPs aren’t just the richest visualise the city as a unique and residents, just the most influential. Look distinct place. If possible, draw a simple at each industry within the city and sketch map to illustrate where the figure out who might be likely to have various districts are in relation to each some say in local affairs. Look at other. Byblos has a sailors’ section, a religion, at security, perhaps at any potters’, smiths’ and weavers’ section, a minorities within the city (local large scribes’ and merchants’ section, barbarians, cultists, foreigners, etc.). and an area near the main gate for a These VIPs will be your scenario detachment of soldiers. In addition there catalysts, your bad guys, your patrons, are three temples close to the nobles’ your sources of information and help. section. All of these different areas are Even though they may not get involved encompassed by a city wall. We now personally, their assistants, workers and know what the city does, what kind of slaves might. As an example, the central people live there, and something about NPCs for the Byblos campaign are: its layout. But does this help us actually improve our games? The most Leading noblemen - Leads the senate of important part of the city campaign has Byblos. Wants to bring an end to the rule of yet to be addressed - the individual Palmyra Minor nobleman - Although an ally of story-lines of the most influential of the leading nobleman, thinks his son would do city’s residents. a better job Rich Merchant - The most powerful Who Are The V.I.P.S? importer/exporter in Byblos As our city stands it is still a Poor Merchant - The Rich Merchant’s predominantly physical environment greatest rival, involved in plots and with little to entice the adventurous espionage player into its complex plots. The city Nobleman’s Son - Hates Palmyra, is being comes alive only when its most approached by a representative of the powerful residents are added to the Empire picture and given life. These important Caravan Owner - Sheikh’s daughter who runs a camel business, stubborn and proud non-player characters can influence the Prince of Thieves - Exiled young nobleman campaign, provide motivation for from nearby city, living as a flamboyant scenarios, and help or hinder the player thief

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Pirate Captain - Brave adventurer based in 1) Decide on how the city makes a Byblos, makes money, works for whoever living, and pays 2) List the city’s dozen or so most High Priestess - Daughter of Minor Noble. influential VIPs Devoted to the people, in love with Pirate Captain This basic information should be all you 1st Centurion - Head of the legionary cohort, trying to undermine the Nobleman’s need to make your campaign city Son unique! 2nd Centurion - Assists first centurion. Suspects Prince of Thieves of being rebel leader The Gladiatorial Games Chief of Scribe’s Guild - Troubled by rumours of rebellion, panders to the Having a group of gladiators who travel Centurion from amphitheatre to amphitheatre attempting to earn a reputation, a wage By creating an important resident for and maybe a fortune in man-to-man each aspect of the city’s affairs the fights will make a spectacular player characters can easily get campaign! Historically many gladiators ‘hooked’ into any of its businesses or were slaves, owned by their lanista who plots. Remember too, that each VIP will hired them out for fights hosted by rich have followers, customers, allies and sponsors, in the same way that flute- enemies. Any occurrence worth girls were hired out for parties by their mentioning in Byblos will probably master. But a good deal of gladiators involve one or more of our VIPs. were freemen who had sold themselves Players adventuring in such a city will into temporary bondage to have a stab find the same names cropping up again at fame and fortune. For a single and again. The worst thing a referee successful fight a gladiator might earn could do is make up NPCs when the equivalent of a year's wage for a needed, none of whom know of, or have legionary soldier - that's some incentive even heard of, each other. Imagine the to fight well! fantasy city as a community of Although we would be twisting history bickering factions and individuals, a little in the process, we can assume between whom all the residents of the that in the 3rd century, freemen are still city are split. Use the list of VIPs you able to participate in arena fights, but do have created as a starting point. so privately on a fight by fight basis, and not through the go-between of a Of course you could continue to lanista or gladiator school. Perhaps endlessly detail further VIPs and their these freelancers are desperate men associates. You could draw street maps hungry for a living and with no skills and building plans, think-up timelines but courage to offer, perhaps they are of events and create adventure seeds. ex-soldiers, either retired, or more likely But all that is icing on the cake - aspects demobilised by a general too poor to of the city that you could easily develop pay for their settlement, or they could stage by stage when you design your be freed gladiators with no other skill later scenarios. The two essential steps on hand but human butchery. Whatever to remember are: their origins and motivations, these freelance fighters travel around a

208 Z E N O B I A province, perhaps the entire Empire, moving from one bloody arena to another.

Hierarchy of The Games Start from small and move toward big. A starting gladiator begins his career as a Sixth Rank fighter in the sticks, at an amphitheatre out in one of the frontiers. It could be Nemausus in Narbonensis, Carnuntum in Pannonia, yes, even Zucchabar in Mauretania Caesariensis. Nearly every city has an amphitheatre, and even those that don't, still stage fights in the forum or theatre instead. Before he can graduate to more important amphitheatres, with bigger audiences, more important dignitaries The Colosseum is the grandest, most and greater prizes, the gladiator must spectacular amphitheatre in the world. rise through the ranks to First Rank and The fighter begins at the customary 'Champion' of these Local Games. If Sixth Rank of the Colosseum Games this can be achieved, the fighters can go and to become the Imperial champion on to the Provincial Games held at the must rise to First Rank. At this point provincial capital. They begin again at every one in Rome will know his name, Sixth Rank and once they rise to the the emperor or one of his family will be First Rank of the Provincial Games, the sponsoring the fighter and inviting him gladiators can move on to another to parties, he will move from palace to province. Each fighter is trying to amass villa to palace when outside of the area. 100 points of Reputation, at which point A First Rank Colosseum gladiator can he will be recognised by an Imperial retire to a grand country villa if he so agent and introduced to the highly chooses and will have many friends in competitive Italian Games. All the best government! gladiators are fighting in the Italian cities, places like Tarentum, Capua, A Provincial Champion must amass a Brundisium, Paestum, Ariminum, Ostia total of 9 more* victories in any of the and so on. Again, the gladiator begins other remaining Provincial Games of down at the bottom at the Sixth Rank of the Empire before he is able to go to the the Italian Games (but even at this level Italian Games. He might gain all of the he must be a formidable fighter!), and victories in a single province (and reach must reach the First Rank. Now he has First Grade there), or move from one to gained the chance to enter the the next at a lesser grade each time. Colosseum Games in the Eternal City.

The Games Location Local Games Held at a Provincial town or city Provincial Games Held at a Provincial capital Italian Games Held in the Italian cities Colosseum Games Held at the Colosseum in the Eternal City

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Of course a freelance gladiator can quit battlefield, and the passionate screams any time he likes, but there are rewards of the Empire's richest young women! for continuing to fight. A victory is awarded with a palm leaf as a winner's Getting Started banner to be paraded around the arena, How do you become a gladiator? although in the eastern provinces a Usually a player character has had some wreath is also awarded. These crowns military or other combat training, and or leafs are often depicted on the he may even have paid for gladiatorial gravestones of fallen gladiators. The tuition at a gladiator's school. With great prize, however, is a cash prize, weapons, armour and training he waits paid out in front of the public after the until a wealthy patron sponsors Games fights have finished. These cash values at the local amphitheatre and then will be decided before hand by the queues up to enter the competition. He patron of the Games, and the gladiator has until the day before to enter, because on that day a public banquet is Grade Total Victories given for all of the competitors. Don't Required expect much in the way of fancy food in First Grade ('Champion') 9 the Local Games, however! The Second Grade 6 gladiator might have joined a small Third Grade 3 'armatura' (gladiator troop) with friends, Fourth Grade 2 and these fighting brothers help one Fifth Grade 1 another with money, personal problems, Sixth Grade - and all kinds of support. Often an armatura could be hired as a single unit can decide for himself he thinks it will and be pitted against another in a be worth the risk to compete. military re-enactment (for real). If the unit is victorious then every member of Each successful fight earns the the group is awarded a victory, whether victorious gladiator the following or not they bested an individual foe. number of denarii: The armatura have names and reputations, and often seek wealthy Type of Games Single patrons to finance them (the fighters Victory Prize gain everyday expenses, the patron Local Games 2D6 x 50 gains glory from lots of victories, but Provincial Games 3D6 x 50 may drop the armatura quickly Italian Games 4D6 x 100 following a run of defeats or several Colosseum Games 5D6 x 500 deaths).

The gladiators can amass quite a Lots of Local Games also feature fortune! Amateur Fights. A desperate individual, free but penniless and destitute, hears of * Vary this figure if desired, depending Games being staged at a local provincial on exactly how long you want your amphitheatre, and instead of buying a gladiator PCs to tramp around the ticket to watch, signs up to join the different provinces fighting in the arena Amateur Fight in the morning. Amateur and getting into scrapes across the Fights are staged to amuse the audience Empire. Every gladiator worth his thong with incompetent civilians wielding looks toward the Colosseum, to vast substandard weapons (borrowed from crowds and towering architecture, a the arena) and wearing no armour, sandy arena that is as large as a before the main combats. Of course it

210 Z E N O B I A gives those with talent a way to get gladiator, or the less well armoured, but noticed. Every defeated fighter in the more nimble fighter? Everyone had an Amateur Fight is killed, leaving alive opinion, every theory had its supporters only those who are victorious. These and detractors, well-worn arguments survivors receive 100 denarii and the and bitter attacks. The Emperor himself chance to hand that 100 denarii over to often supported one theory or the other. the local gladiator school straightaway Of course betting was a lucrative side for six months training and hard service. industry of the arena culture, and heavy The Amateur Fight is the only way a versus light could decide the betting of freeman can gain admittance into a hundreds of denarii. gladiator school - money alone is not enough; one must have already fought, So which is best? Enslaved gladiators killed and survived. wear what they're given. Often it's good gear, at the Local level it may be Costs of Fighting shoddy kit. At the highest level it may Death is the ultimate cost, but there are (like the weapons of the emperor's own plenty of others. Firstly, weapons and armatura which are studded with gems armour cost money. Only in Amateur and gilded with gold or silver). The host Fights do arenas provide free of the games wants a certain type of equipment. The freelance gladiator must gladiator to battle with another specific provide his own. Wounds that are type - that's what he gets; he is, after all, treated after a fight by the paying for it. Freelancers of the amphitheatre's surgeon must be paid armatura can offer a range of fighting for, whether or not the gladiator won. styles, and the host can select from that For a slight injury (3 or less HITS) the range. This means a PC can specialize if cost is 10 denarii, for a Crippling Blow he so wishes. He can buy his gear and the charge is 50 denarii, and for a Maim use it often, rather switch from spear to the charge is 100 denarii. For a decent dagger to scimitar to sword on the whim burial, with a tombstone that declares of the senator paying the wages. the gladiator's name and his victories, he must have left at least 500 denarii Only the following fighting styles are behind for the purpose. If he has any allowed in the arena, and the PC family then he might want to leave them gladiator must select one to follow money too. Other costs include food, through his career (although even he lodging and transport from one arena to may have to be flexible and take other the next. fighting jobs):

Members of an armatura share these · Hoplomachai - A Hoplomachai costs. They may share weapons and is a spear-carrying derivative of armour, share travel and lodging the Samnite. He carries a expenses and even chip in at the death rounded bronze Shield, Greaves, of a comrade to pay for the burial and a vizored Helmet with crests, give the gladiator's widow or family a wide peak and plumes, as well sum of money roughly equal to that of as a Manicae. He fights with a the burial. Spear. Total AV = 3, COMBAT Bonus +4. Heavy versus Light This is a debate that wracked the · Thracian or Myrmillon - The Empire for centuries! Who has the Thracian fighter wears a advantage? The heavier armoured Phrygian-style Helmet (with a

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rounded peak that seems to fall · Retarius - This warrior is forward), Greaves, Leather decked out in the style of a Armour and carries a small fisherman, with weighted round Shield. He fights with a Fighting Net, Dagger, Trident Scimitar. The Myrmillon and a heavy shoulder guard resembles the Thracian closely, (treat as Manicae), he often wore but his helmet features a fish patterned Greaves, too. He motif. Total AV = 3, COMBAT usually fights bareheaded or Bonus +3 with a headband. Total AV = 2, COMBAT Bonus +3 · Samnite - The first Samnite gladiators wore the armour of · Secutor - Armed with a the conquered Samnite Shortsword, and a smooth fully- tribesmen. They were the very enclosing Helmet that included a first gladiators. A Samnite visor with eye-holes, a Manicae, carries a legionary's Shield, a small round Shield and Greaves, a vizored Helmet with Greaves. Total AV = 3, crests, wide peak and plumes, as COMBAT Bonus + 3. well as a Manicae. He fights with a Shortsword. Total AV = · Dimachaeri - The two-blade 3, COMBAT Bonus +3. fighter wore a simple Helm, a Leather Cuirass and Greaves · Gaul - The Gaul was originally and carried two Shortswords. lightly-armed and armoured Total AV = 3, COMBAT Bonus originally like the Gallic + 3 (requires new Skill: Two- warriors, but over time the type Handed Fighting) has become heavier. His sword evolved from a cutting and thrusting blade to slashing Rules of the Arena Longsword, and he also received Strap on your armour, carry the biggest a plumed Helmet. It also had no weapon you can, and get out into the visor. His Shield was long and arena to slaughter your foe, right! hexagonal in shape. He wears a Wrong. There are rules, procedures and short Mail Cuirass and Greaves. gladiatorial etiquette which all go Total AV = 4, COMBAT Bonus toward keeping gladiators alive. Most +3. trained fighters had a 90% chance of surviving each combat - that's pretty · Provocator - 'Challenger'. Like good odds, and these odds were stacked most heavily-armed gladiators, due to the custom of having three the provocator carries a different outcomes to every fight: legionary Shield and Shortsword. He wears an Once a gladiator has beaten his foe to uncrested Helmet, along with a the ground there is a halt to the fight rectangular breastplate (Plate and the sponsor decides whether or not Cuirass) that protects his upper to allow the loser to leave the arena a body, unlike most other missus or a periit. But, since he has gladiators. He also wears hired these fighter for the entertainment Greaves. Total AV = 5, of his guests (remember the flute girl COMBAT Bonus +3. analogy) any deaths must be recompensed. The lanista who owns the

212 Z E N O B I A enslaved-gladiators must be 2. When the gladiators do emerge, recompensed. It is generally the custom, they do so triumphantly. At the then, to let a fallen fighter live. If the Colosseum they ride in on crowd are baying for blood, of course, chariots, and all cloaked in then those lost denarii in compensation purple. A march around the may well be worth a quick death! A arena is very common, to give wealthy host willing to give the crowd the spectators a chance to look the bloodbath they crave might actually them over, perhaps spot a declare 'no missus!' at the start of a celebrity fighter or make a bet. contest. Freelance gladiators have the When the fighters reach the option, then, of not signing up for the host's seat, or box, they salute fights. If a fighter is called upon to fight that dignitary with the usual more than once (which he might do if "Ave, morituri te salutant!" - he achieves only a missus) then he must 'Those who are about to die, get a vicit or suffer a periit and be killed salute you!'). in the arena. Gladiators like the PCs 3. Often warm-up fights are staged, who are freelancers, will usually with wooden swords, poles, arrange a blood-price with the host of whips and the like. the fight (or at least his servant), a price 4. The testing ceremony. Out come which will be paid to his armatura or his the sharp weapons and the giver family, in the event of his death. This of the Games, the patron, had to will typically be equivalent to the price perform a ceremony to verify of a slave - but increase this if the this (cutting a ribbon, etc.). One fighter has been promoted to the higher arena shortsword, the Drusus, Games. was common and named after the Emperor Drusus because he Every gladiator keeps a careful tally of demanded razor-sharpness! his (and other gladiators') fighting 5. The fighting begins, and record as a way to gauge each other's (depending on the arena) it is abilities. accompanied by war trumpets, horns, pipes, flutes and even (in A typical day of Games is staged as Italy) a hydraulic pipe organ. follows: 6. Several pairs of gladiators may fight simultaneously, depending 1. Bouts of gladiatorial fighting are on the size of the arena and staged in the afternoon. The lethality of the fights. As morning show usually consists expected, multiple fights that are of less challenging 'enter- not very dangerous may occur tainment' - beast on beast, beast initially, with any missus going on unarmed criminal, exec- on to fight again later (and utions, criminals fighting each maybe dying). Later fights are other, women or cripples therefore more lethal and have fighting on another ... and so on. the audiences sole attention.

Vicit (V) Victorious! You beat your foe into submission or killed him! Missus (M) You lost, but survived, you were forced to submit. Periit (M) Perished. You not only lost, you were mortally wounded and died.

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7. Some of the poor slave instead of recklessness, the gladiators are whipped, beaten crowd will boo them. Many and goaded (sometimes with times disgraced fighters are red-hot irons) by their trainers, hauled back out and flogged for who stood close by the fighters the entertainment of the just as trainers do today's outside audience! They are lucky, many of the boxing ring. Even the thousands die on a whim. crowds joined in, shouting 9. The richer amphitheatres dress training manual orders, and up their arena slaves as mythic goading on the trainers to flog figures, while African boys rake and beat the fighters till they got the sand over the split blood, stuck in. slaves dressed as Mercury (who 8. 'Got him! He's had it!' (habet, takes the dead to Hades) pull out hoc habet!') shout the crowd any dead gladiators. An arena when a fighter goes down. Now official who dispatches wounded it's the turn of the host to decide gladiators at the host's orders is matters. When fighters don't sometimes dressed as Charon, perform well, show cowardice ferryman of the dead. instead of courage, or caution

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REFERENCES

There were many inspirational sources costumes, city streets, building used during the writing of ZENOBIA, frontages, gods and furniture. some not apparent at the time. Of Remember to look at the Greek myths course many historical works were also to dig out examples of ancient treasures, referred to and feature heavily here. The and to create historical/mythical following list gives a nod of premises for your labyrinths or quests. acknowledgement and also a source of ideas and further information to referees In the end take inspiration from writing adventures or crafting wherever you find it - Sinbad movies, campaigns. desert movies, tourist books of Syria or , books on religion or on Books classical civilisation. If you can get it to fit - use it! There is an ocean of literature out there covering the Roman Empire, and plenty For those GMs who want to follow-up of it is relevant to a ZENOBIA on the real-world equivalents of my campaign. That was one of the reasons fantastical cultures and kingdoms, there for choosing this period! Academic follows a handy list of ZENOBIA books can give you in-depth cultures and their historical counter- background if you feel you need it, but parts. Assume that details are the same, more useful might be heavily illustrated but change anything that you need to books (illustrations are a great aid for create a good scenario. Adapt the players' imaginations ...), school books historical realities for your own covering the Roman period and entertainment. Don't slavishly adhere to archaeology books that look at customs, rituals or situations just individual sites in detail. Many books because that's the way it 'really' provide building floor-plans easily happened. lifted for a roleplaying session, illustrations give a great idea of

Ægypt - Egypt Ancient (language) - Akkadian, a cuneiform text Anointed One, the - Jesus Christ Aramaean - Game label to describe a typical Desert Kingdom inhabitant Asia Minor - Roman-era Turkey Axum - Ethiopia Cathay - China Chaldea - Mesopotamia Decapolis - Syria Desert Kingdoms - the Middle East in Roman times Desert of Lost Souls - Syrian and Arabian Deserts Empire, The - The Roman Empire c. 260AD Erythrean Sea - Red Sea Eternal City - Rome Gallic Kingdom - the short-lived Gallic Empire Golden Meroe - Nubia and the Napata culture Hierosolyma - Jerusalem

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Imperial - Roman or Graeco-Roman Imperium - The Roman Empire c. 260AD Ionia - Greece Libyan Desert - Sahara Desert Melhuhha - India Middle Sea - Mountains of the Moon - Rwenzori range Nameless One, the - Jehovah, god of the Jews Osrhoene - ZENOBIA's version of an older, now vanished kingdom Pontus Euxinus - Black Sea Sabaea - South Arabian culture Saraceni - Arab Bedouin Solyma - Palestine/Judaea

Movies

Barrabus Ben Hur Clash of the Titans Cleopatra The Colossus of Rhodes Conan The Barbarian Conan The Destroyer The Fall of the Roman Empire Gladiator Masada Jason and the Argonauts The Last Days of Pompeii The Robe The Scorpion King Spartacus Troy Quo Vadis

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POSTSCRIPT: USEFUL ADVICE

Most role-playing games go into This makes for a very ‘interactive’ considerable detail concerning how to campaign. referee, how to play, how to run non- player characters or create a realistic ADMINISTRATION campaign. But practical advice can be From long experience, I have learnt that just as useful. For what it’s worth, this a photocopied stack of character sheets is my practical advice for running is invaluable. Someone (especially in ZENOBIA. ZENOBIA) always dies early on and the player will want to create a new BASICS character. Have at least a pencil for each Firstly, check out you players or player (rubber-tipped if possible), a potential players. Are they into the rubber, spare sheets of note-paper and genre, have they read any useful books, (if possible) a clipboard each. These are seen the epic movies, do they know invaluable items. Of course you will anything about ancient Rome or the need at least two six sided dice, but two ancient world in general? If yes, you’re per player is preferred. job is simplified. Explain to them that ZENOBIA is just like being inside that Keep a diary of your game’s events. story, that world, and that it can be just You might think you can remember it as exciting. For players who have not all, but if you are still playing three read or seen that much, no problem. years later, you will find those early Everyone has seen the Hollywood epics notes not only useful but damn Ben Hur, Spartacus and Gladiator - entertaining to read. Ahh ... the even Conan!. Tell your potential nostalgia! players that ZENOBIA is a game that lets you do all those cool and amazing Keep notes of anyone or anything (an things. But it is set in the Near East at official, a powerful family or village) the Roman Empire’s most darkest time. you make up during the game, and transfer these notes to some central COMFORT notebook if you can. Players love to see I find that three or four players are my people or things they’ve encountered realistic limit. Any more and the game crop up again at a later date. Plus your resembles a war movie with a huge world is growing and expanding. Never squad of armed guys strutting their stuff forget these people and organisations, around the Desert Kingdoms. Plus the try and re-use what has already been logistical headache of trying to keep encountered rather than constantly five, six or more people active and pouring a deluge of new and confusing interested diminishes the more people organisations and personalities onto you have playing. Stick to small your players. Less is more. Keep it numbers if you can. If you have plenty simple and centred. Some sort of central of potential players, why not split them notebook (or loose-leaf file) is a useful into two groups, working as rivals on asset. Within it you can keep character either side of a conflict or feud? Each sheets when not in use, old character adventure could be run in reaction to sheets, upcoming adventures, details of what the previous team did last week. future campaigns, ideas, and details of locations and personalities (try either

217 Z E N O B I A subject or A-Z dividers for this). Resist the temptation to create new weapons, potions and equipment. Let the players learn the limitations of what’s available, let them struggle to use what they have in new and interesting ways. If at all possible concentrate that creative urge into developing new games, non player personalities, situations, locations for scenes and ways to ‘bring back-in’ old characters and locations. Always strive to build on what has gone before. If a character was arrested by legionnaries, then have the next mission break him out. Keep things connected.

For seating, I prefer the lounge to the kitchen table. Tables are useful, but lack that essential atmosphere. It really is up to the referee involved. At any rate, I hope that you enjoy reading, refereeing and playing ZENOBIA as much as I have.

Paul Elliott [email protected] www.geocities.com/zozergames/zenobia

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Name: Origins & Previous Experience:

MIGHT Languages

FATE

Magic Items CRAFT

LEARNING

SIlver Denarii Equipment

Skills/Magic Powers

HITS

Armour Ratings

Exp: [ ]

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CHARTS & TABLES

Price Lists

Travel Item Price (denarii) Camel 1000 Chariot 1200 Donkey 500 Horse 1000 Merchant Ship 8000 Rowboat 250 Trireme 25000 Wagon (2-wheel) 350 Wagon (4-wheel) 500

Other Items Item Price (denarii) Blanket 15 Chain (10m.) 120 Clay Lamp 20 Cooking Equipment 135 Food, Good Meal 1 Food, Trail Ration (one week) 5 Healing Herbs (5 uses) 75 Horse Grain (one week) 10 Horsewhip 25 Ink, Quills and Papyrus 90 Knife 20 Lamp (clay) 10 Lamp Oil 4 Lyre 100 Pack 10 Panniers (for donkey) 25 Pickaxe 35 Pouch 3 Rope (10m.) 40 Saddle & Bridle 300 Saddlebags 180 Soldier’s Mess Tin 30 Tent (3 man) 180 Tool 40 Torch 1 Waterskin 5 Wax Tablet 140

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Fashion Item Price (denarii) Bath & massage 15 Cloak 60 Cloak Brooch 20-120 Dress 45 Hairbrush 20 Haircut (barbershop) 10 Hairpin 25 Hat 25 Headband 10 Military Boots 120 Mirror 140 Perfumed Oils 50 Sandals 50 Tunic 40

Weaponry Item Combat Bonus Price (in denarii) Battleaxe +2 100 Bow (2H) +2 150 Boxing Cestus (only if unarmed) +2 10 Burning Torch +2 1 Club +1 5 Dagger +1 35 Dart +2 5 Fighting Net - 120 Handaxe +1 25 Javelin +3 60 Longsword +2 150 Pilum +3 125 Scimitar +2 120 Shield +1 (defence only) 100 Shortsword +2 100 Sling +1 10 Spear +3 20 Staff +1 5 Trident +3 35 Whip (2m. long, used by wagondrivers) +2 (only stun) 25 12 Arrows - 24 10 Slingshot - 5 Quiver (holds 12 arrows) - 15

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Armour Item Armour Price (denarii) Rating Greaves (legs) 1 2500 Helm 1 100 Leather Cuirass 1 300 Mail Cuirass (scale-mail or chain-mail) 2 800 Manicae (one arm) 1 400 Plate Cuirass 3 1200 Shield (for defence only, +1 Combat Bonus) - 100 Cataphract Armour 6 4200

Weapon Table Weapon Type COMBAT Bonus Cost Battle-axe +2 100 Bow (2 handed) +2 150 Boxing Cestus (Unarmed only) +2 10 Burning Torch +2 1 Club +1 5 Dagger +1 35 Dart +2 5 Handaxe +1 25 Javelin +3 60 Longsword +2 150 Pilum +3 125 Scimitar +2 120 Shield (cannot attack) +1 100 Sling +1 10 Spear +3 20 Shortsword +2 100 Staff +1 5 Trident +3 35

Missile Weapons Missile Weapon Range COMBAT Bonus Bow 50m +2 Dagger, Thrown 8m +1 Dart 10m +2 Javelin 10m +3 Pilum 15m +3 Sling 50m +1 Spear, Thrown 5m +3 Stone, Thrown 10m 0

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Crippling Blows

HITS Location WOUND Description/Effects 4 CHEST Chest slashed open and ribs cracked Stunned next round 4 LEG Leg cut badly, slashed to the bone No running 5 ARM Arm bloodied and muscle torn Use arm at 1d effectiveness. Drop item held. 6 HEAD Head knocked badly, dizziness and lots of blood Stunned 1 round. Roll FATE or knocked-out for 2d rounds. 7 BELLY Guts cut open, weak at the knees Stunned 2 rounds 8 GROIN A stab to the vitals - extreme agony! Stunned 3 rounds 9 HAND Fingers cut badly, weapon dropped Drop item, disarmed. Only 1 HIT inflicted. 9 FACE Slashed across the face - blood, gore and pain blinds the victim Blinded till treated. Stunned 2 rounds 10 THROAT Throat slashed and larynx damaged, no talking till healed Incapacitated for 2 rounds

HITS Location MAIM Description/Effects 8 CHEST Ribs broken and lungs punctured, coughing blood Incapacitated 1 round 8 LEG Leg broken and gouged to the bone Cannot stand, no running 10 ARM Arm broken and smashed, hanging useless Drop item being held, arm cannot be used till healed 12 HEAD Skull smashed - disorientation, blood and gore Incapacitated 3 rounds. Roll FATE or knocked-out for 1-6 hours 14 BELLY Agonising slash to the gut leaves entrails hanging out Incapacitated for 4 rounds 16 GROIN Vitals severed or maimed, agony and traumatic blood-loss! Incapacitated for 5 rounds 18 HAND Hand severed. Tourniquet NOW! Hand severed. Fight at 1d from now on (not 2d) till healed. 18 FACE Face smashed into a pulp, eye lost and face bloodied Lose an eye. Fight at 1d from now on (not 2d) till healed. 20 THROAT Victim decapitated, OR throat opened up spilling a sea of blood

Aiming Factors

Target over range -2 Target over double range -4 Target in partial cover -2 Target moving -1

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Unarmed Moves

Basic Unarmed Moves HITS Basic Unarmed Move Effects 4 Bloody Face Stunned for 1 round

4 Throw To Ground Suffer 2 HITS and 2 Stuns; now lying on the floor

5 Kick In Gut Stunned for 2 rounds

6 Disarm Drop item. Disarmed.

7 Arm/Leg Lock Victim struggling, all actions use 1d roll, not 2d roll. That limb is immobile (to continue the lock win MIGHT versus MIGHT roll each round)

8 Head Lock Victim immobile and in pain (to continue the lock win MIGHT versus MIGHT roll each round)

Advanced Unarmed Moves HITS Advanced Unarmed Move Effects 8 Smash Face Stunned for 3 rounds

8 Throw Against Wall Suffer 5 HITS and 3 Stuns; now lying on the floor

10 Knock Out Combination Groin strike followed by massive head blow; Knocked Out for 2d minutes

12 Use Enemy’s Weapon Winner can fight foe’s friends by manipulating foe’s weapon arm against his will!

14 Break Limb! 7 HITS worth of damage inflicted; leg or arm broken

16 Strangle Inflict a number of HITS equal to MIGHT every round that strangling continues (to continue win MIGHT versus MIGHT roll each round)

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Whip Moves HITS Whip Move Effects 4 Bloody Face Stunned for 1 round

5 Pull To Ground Suffer 2 HITS and 2 Stuns; now lying on the floor

6 Disarm Drop item. Disarmed.

8 Blind Victim makes a FATE roll, and if failed is blinded for 1-6 minutes. If successful he is Stunned for 2 rounds.

Sanity Table No. Failed By Insane Behaviour 1 or 2 Frozen by fear - In shock and paralysed for 1-3 combat rounds. 3 or 4 Out of Action - Character feints, has a hysterical screaming fit, vomits uncontrollably, drools with mouth agape, curls into a ball or whatever... This reaction lasts for 1d minutes. 5 or 6 Driven temporarily insane - Terror shuts the character’s reasoning mind and he is overcome with a mental affliction for 1- 6 days. The affliction might be amnesia, catatonia, stupefaction, quixotism, paranoia, obsession, severe phobia. 7 or 8 Driven indefinitely insane - Terror shuts the character’s reasoning mind indefinitely and he is overcome with a mental affliction until cured. The affliction might be amnesia, catatonia, stupefaction, quixotism, paranoia, obsession, severe phobia. Note that recovery is highly unlikely and that the character is best removed from play by the referee.

Random Treasure Roll 1d Item 1- 20 -120 Silver Denarii 2 3 100 - 600 Silver Denarii 4 300 - 1800 Silver Denarii* 5 Special Item 6 Special Item and 300-1800 Silver Denarii*

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Urban Encounters Table 1. Gateway Districts 1 Nomad traders or shepherds 2 Weary travellers 3 Sailors/Caravan drivers 4 Local Guide/Interpreter 5 Merchant with attendants 6 Slaves advertising master’s business

Table 2. Forum & Craft Streets 1 Beggars 2 Thieves or con-men 3 Craftsman selling wares 4 City Official with attendants 5 Scribe/Letter-writer 6 Magician/Fortune Teller

Table 3. Fortress 1 Freight wagon 2 Soldiers off-duty 3 Soldiers on patrol 4 Mercenaries 5 Courtesans 6 Prisoners in chains

Table 4. Wealthy District 1 Slaves on master’s business 2 Rich man’s litter and entourage 3 Legionnaries guarding 4 Watchmen on patrol 5 Doctor/Astrologer/Artist 6 Wealthy citizens discussing business

Table 5. Temple District 1 Foreign or city dignitaries 2 Builders at work 3 Worshippers waiting to sacrifice 4 Watchmen on patrol 5 Religious procession in progress 6 Priest and attendants

Table 6. Residential Districts 1 Builders at work 2 Local street dispute 3 Thieves or courtesans 4 Watchmen on patrol 5 Slaves on master’s business 6 Locals gossiping at fountain

NPC Level Experience Denarii Magic Points Items Experienced 0 1dx50 0 Professional 10 1dx100 1d-2 Veteran 20 1dx500 1d-1 Master 30 1dx1000 1d

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