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Z E N O B I A

ZENOBIA
Fantasy Roleplaying in the Desert Kingdoms

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Z E N O B I A

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, David 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 Thebes to the oasis city of
Palmyra, 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
Turquoise 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
Bel-Marduk
Dushara
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
Coins & 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 Roman Empire, 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 was 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 ‘Gladiator’ 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 mysterious 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,

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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 Thrace. 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
is to use the modern archaeological names,
historical and social introduction to the 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
makes our lands more ambiguous and gives
advice and useful information that 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 side of the Historia Augusta, 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 Antioch. 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
Edessa. With plague decimating his

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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 Praetorian Guard, 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
Cleopatra, 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 Odaenathus 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 Cyrus the Great 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 Ipsus, 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 climax 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 variation, 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. Miletus, Smyrna and Ephesus 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, Tarsus,
the awesome desolation of the Libyan Sebastia, Nicopolis 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, Lycia,
vast mountain fastness called the Galatia and Cappadocia) into provinces.

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In the south, the coastal plains of Cilicia Seleucia. 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

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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. Babylon, 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

16
Z E N O B I A

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 Pharaoh, 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

18
Z E N O B I A

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 gladiators 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 coin
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 qualify 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.

21
Z E N O B I A

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).

22
Z E N O B I A

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.

23
Z E N O B I A

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!

24
Z E N O B I A

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.

25
Z E N O B I A

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).

26
Z E N O B I A

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

27
Z E N O B I A

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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Z E N O B I A

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 talent 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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Z E N O B I A

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.

terrain and knows where and how to


Step V - Skills 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.

36
Z E N O B I A

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.

37
Z E N O B I A

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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Z E N O B I A

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
Troy. 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.

39
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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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Z E N O B I A

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, love 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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Z E N O B I A

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 RollPrevious 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

43
Z E N O B I A

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 RollThe ‘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 Sorcery
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 imagine. 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.

44
Z E N O B I A

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, Sin, 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-Baal,


Amurritum, Arah-Sammat, Arinna, Arwi-a, Assur-sharrat, Athaliah, Baranamtara, Belessunu,
Beltum, Bikku-lum, Bint-Anat, 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-aya, Liwwir-
esagil, Mandane, 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-El, 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, Mut-kabid, Mutu-bisir,
Nabi-enlil, Nabi-sin, Nabopalassar, Nabu-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-ra'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, Iset, Isis, Isisnofret, Kiya, Maatkare,
Meresankh, Merytamun, Meryset, Nebettawy, Neith, Nefertiti, Neferu, Nefretari, Nitocris,
Nofret, Rai, Sadeh, Sankhkare, Sitkamose, Sitre, Sobekkare, Sobeknefru, Takhat, Tausret,
Tawaret, Tia, Tuya, Tiy

Ægyptian Names/ Male

Ahmeni, Ahmose, 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, Apamea, Atalanta, Axiothea, Briseis, Callisto, Cassandra,
Calypso, Chryse, Clytemnestra, Deianara, Dione, Europa, Eurydike, Glauke, 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, Dara,
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.

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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
Babylonia 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


Conduct is accepting that the character
Why Can’t I ...?
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

53
Z E N O B I A

IV COMBAT
“At last the armies met, with a clash of shields, spears and bronze-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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Z E N O B I A

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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Z E N O B I A

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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Z E N O B I A

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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Z E N O B I A

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

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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 music.
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 wings,
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 Sparta 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 Alexander the Great as a Bel-Marduk
father. The cult once had its own line of Cosmic creator of the Chaldean
High-Priest Pharaohs. 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

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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
of the adventure if he believes the
Fighting Spirits
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

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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

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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

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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
Phoenix’ 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 the panther’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

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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,
Jesus, Christ, the Saviour, the
(also:
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 Crucifix, 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,

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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 sceptre 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

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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 Aglibol (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

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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

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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

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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 Helos 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
Lord of Light, The Unconquered
(also:
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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Z E N O B I A

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

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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
Hierapolis 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

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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,
despite the historical setting. As such
Becoming a Philosopher
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
provides protection for three hours from
The Magician’s Power
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

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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

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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 Peloponnesian War
generally assumed for travelling. The
Travel 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
roads throughout the Empire and the
Using Attributes
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

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at 8, while more difficult tasks might be


rated at 12 or even 14. The situations in
Climbing
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
one. It is our world, in the distant past,
The Monster List
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

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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
Intelligent No Armour
Wild Animals
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

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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 Moses?
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 Bes
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

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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)

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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
Charax 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
landscape 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 Neapolis 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

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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, Hadrianopolis, Arsinoe, vast number of huge and colourful
Ptolemais, Olbia, Apollonia 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

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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 unite 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

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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 Abydos - 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. Canopus 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

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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 Nicomedia (the
around Lake Tana. In the north-east ancient royal capital), Nicaea, Sinope,

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Abonuteichus, Amastris and Chalcedon, 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, Tyana, baked mud brick is used. From palaces
Archelais and Sebastea. Smaller cities to walls, temples to town houses, every
of some note are Melitene, Comana and thing is built in mud brick - since mud
Arabissus. 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

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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 patrician, and pay taxes against

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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

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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 Ecbatana 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 Ctesiphon 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 Parthian Empire’.
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

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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 Olba
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
have a strong affinity for Heracles and keep up
there. During Achaemenid Persian rule,
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

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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
Lydia. The mountain streams ran red
Colchis
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

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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 reputed birthplace of Venus, and she
The Decapolis
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 Olympus.
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

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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, Cyrrhus, constructed with large stone slabs and flanked
Apamea, Europus, Zeugma. 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 metropolis 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

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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 Pisidia 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

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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

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Z E N O B I A

worshipped including Allat (al-Uzza), ruled in the period just prior to Imperial
Baalshamin 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
from Phoenicia south to the Narrow Sea and the
these people entered the civilised realm
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 Philadelphia. The road first travels through the
of the southern lands have become their now defunct kingdom of Moab, an open
limestone plateau of open, rounded hills east of
mainstay. This trade in the holy
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
and winds its way down 900m to the bottom of
calling. In Sabaea it is grown in
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
and the surrounding hills and wadis come alive
25 denarii per kilogram, myrrh is traded
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
of Edom, a land of small stretches of cultivable
denarii-worth of incense!
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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Z E N O B I A

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 Anatolia. 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 temple of
Bel, 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, Sardis 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, Halicarnassus and Priene.
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

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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 Achaemenid dynasty. The cities
country split between grassy plains of Persepolis and Pasargadae 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 Zaranj
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

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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 Capitals of Persia
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 - 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 - Istakhr 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 Ghazni. 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

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rocky hills. This complex of harsh lands Susa


and wasteland (the Arachosian Desert) After the death of Antiochus VII, the ancient
Persian city of Susa reverted to Parthian rule.
continues southwards until it reaches
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
grand city.
so much hardship. This barren desert is
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
watered by the Barada River. It stands at the
Mountains. Water for irrigation is in
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 Almaqah, 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

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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
wadis. A rough deeply eroded wilderness with
trade routes, which have either followed
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

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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

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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

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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

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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
victors drinking the blood of the
Free Mercenaries
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 Euxine 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

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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

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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

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dangers will often form a major part of


an adventure. To this end a section
Labyrinth Adventures
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

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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

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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

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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

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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

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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

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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

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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
1 Beggars
strainers, expensive plate and
2 Thieves or con-men
spoons. Silversmiths in
3 Craftsman selling wares
Alexandria, Syria and Italy are
4 City Official with attendants
quite renowned.
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
spend improving an NPC, how much
(NPCs) 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

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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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Adventure Seeds to singing, dancing and lots of music


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 Thera 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

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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 old Persian 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

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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-

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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

193
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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

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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 Valley of the Queens. 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,

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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,

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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

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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

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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
kinds of interesting places: perhaps the Secondly, the referee must plan his plot-
characters discover that a friendly NPC paths, the details of which will vary
is a wanted criminal. Do they a) help with the setting and theme of the game
being played. Don’t worry if players go

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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
being able to determine where they go,
Campaign Cities
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

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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

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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
Chief of Scribe’s Guild - Troubled by
The Gladiatorial Games
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

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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

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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

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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
Turkey, 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 - Mediterranean 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

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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

zozer@btinternet.com
www.geocities.com/zozergames/zenobia

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ZENOBIA
Fantasy Roleplaying in the Desert Kingdoms

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

223
Z E N O B I A

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)

224
Z E N O B I A

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*

225
Z E N O B I A

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

226

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