Sunday, December 4, 2022

Races in Kadmeian Mysteries

This is the second in the series of posts on the Kadmeian Mysteries* setting I'm developing. The focus of this post will be on character races. Some of the offerings are taken largely unaltered from the PHB or the Mythic Odysseys of Theros sourcebook (save a slightly revised description), some have been changed to varying degrees, and some are new (or patterned on similar races in Lukomorye or Markwald).


Human

The poets sing of how the humans came to be, but their stories diverge on the fundamentals. Some say that humanity was created under orders of Zeus, chief of the reigning gods, but the practical work of forming them out of clay fell to Prometheus - a Titan who belonged to an older divine family, but sided with Zeus during the war with the Titans. Zeus apportioned features such as speed, power, teeth, and horns to all the mortal creatures that were to be created, but Epimetheus, Prometheus' brother, got so carried away with doling these out to the animals, that when the time came to make humans, there were no traits left to apportion that would ensure their survival. With no traits to call their own, Prometheus made the humans upright - a feature only the gods possessed. After Athena breathed life into the inert clay, Prometheus gave the new creatures another gift - he stole fire from the gods' abode gave it to the humans, and taught them how to use it. Zeus, it seems, wanted a servile and pious humanity, so when he learned that their stature had greatly grown after they had mastered fire, he punished Prometheus by chaining him to a mountain and sending an eagle to devour his liver on a daily basis. His punishment for humans was more subtle. He ordered Hephaistos, the divine smith, to fashion Pandora - a woman of indescribable beauty. She was to marry Epimetheus, and as part of her dowry, was given a clay jar that she was instructed never to open. Eventually, curiosity got the better of her, and she opened the lid, causing disease, sorrow, and a myriad other plagues to escape. Pandora slapped the lid on, but all the plagues had already fled, leaving Hope alone inside the jar. And so humanity persisted, in toil and misery, but in expectation that eventually the Hope at the bottom of Pandora's jar would finally be released.

Pandora, a human. Curiously, the first man is never named.

What remains unclear is why humans were brought into being in the first place. Zeus seems to have wanted pious servitors and worshipers who did not question the gods' superiority. The gods consistently denied humans true knowledge, yet, after the humans exhibited pride, they were not destroyed. Or perhaps they were - the Titans, and then the gods seem to recreate humans anew at the end of each age. Though with each new age, humans become more disobedient, more violent, and more prideful. The current age - the Age of Heroes - is dominated by humans of semi-divine origin. They strive for Arete - excellence - but in their pride they create the conditions for their downfall. The subsequent age promises to be more violent and more perverse. Oracles say that in the next age, humans will be born with gray hair. That may be a sign of humanity's end, or perhaps, the end of the gods' reign as well. Already, most spirits of departed humans wander dark Hades as despondent prisoners, though some still persist as blessed spirits.

Other poets say that humans actually have a dual nature. In their telling, Zeus son Zagreus was destined to inherit his father's throne, so jealous Hera instigated the Titans to kill the youth. Zeus struck them down with his thunderbolt, turning both them and Zagreus into ash in the process. Humankind is then formed out of the mixed ashes. From the ashes of the Titans, humans inherited their sinfulness and lust, which binds them to the material world. But from Zagreus, who would be reborn as Dionysus, and from the imprint of the thunderbolt, they have their transcendent nature. Humanity, despite everything, bears a divine spark within its soul.

Human Kingdoms

Kadmeia - the epicenter of the setting of the Kadmeian Mysteries, Kadmeia is a young country divided into several warlike palace-states. A new dynasty founded by the foreigner Kadmos is considered first among equals. Aside from war, Kadmeia has begun to specialize in producing olive oil and wine. It also contains an important silver mine. Kadmeian priests insist that it is the new home of the gods.

Ammayat - a wealthy kingdom lying to the east, across the Yaynic Sea. Ammayat is a land of the cedar, of mighty ships, colorful dyes, and handicrafts. Ammayat merchants frequently sail to Kadmeia, and its scribes - among the most accomplished anywhere - have designed a system of signs the Kadmeians are now adopting. The country possesses numerous large cities, but it is politically divided, and often becomes the object of contention by larger states. 

Chymerae - not really a kingdom, but a group of people speaking mutually intelligible languages. They inhabit a vast expanse of land to the north of Kadmeia. Herein dwell a warlike and mobile people who are said to live in wagons, and to move around throughout the year. The Chymerae are excellent riders, though lately they have also engaged in maritime expansion into the Yaynic region. They are considered wild, but they have more harmonious relations with non-human races than most others. 

Myr - the oldest and most powerful land in the known world. Unlike other lands, it is truly a unified and centralized kingdom ruled by the son of Zeus (or perhaps Hyperion - accounts differ). Myr is the original home of the gods, and the source of fragrances such as frankincense and myrrh that they find pleasing. Its people are the most pious in the world. A system of magical writing signs has existed for thousands of years, and has been modified for the use of neighboring people. Myr is also the world's main source of gold, and there, it is as plentiful as the grains of sand. 

Neheshya - An archipelago kingdom in the Yaynic Sea. It is inhabited by people who speak a language related to that of the Kadmeans, though culturally, it is much closer to Ammayat and Myr. The Neheshytes build large, intricate cities supplied with running fresh water. They worship Poseidon, lord of the sea, who has blessed them with large herds of oxen, and untold sources of copper, which they supply to their neighbors. 

Nimmur - a distant but powerful kingdom that claims even greater antiquity than Myr. It is especially famed for its sages and oracles, who have collected observations of the heavenly bodies longer than any others. Its merchants, for their part, are credited with introducing the system of weights now used throughout the world.

Sfarda - Kadmeia's eastern neighbors - wealthy and powerful kingdoms whose rulers claim they were the first in the world to cultivate cereals. Along with Myr, they also claim to be the original homeland of the gods, and Deucalion - the human from whom the race originates in the current age. Whatever the case, the cult of Dionysus has its origin here.

Human Traits: Humans may add +1 to any attribute they wish, and select a bonus language and a feat from among those that appear in the PHB, Lukomorye, or special Background feats in One D&D. If the player does not wish to choose, they may simply take the Skilled feat. 


Centaur

Centaurs are apparently hybrid creatures that combine human and equine features. They are between six and seven feet tall (from hoof to head), and weigh between 600 and 1000 pounds. Aside from a few exceptional specimens, centaurs are mortal beings, and have a lifespan roughly equal to that of humans.  

There are several distinct varieties of centaurs, which, despite physical similarities, have little to do with one another. The largest group, known as the Ixians, are native to the lands of Chymeria, though some dwell in the northern portions of Kadmeia as well. These centaurs are descended from Ixion, a tribal chieftain, and Nephele, a cloud nymph who assumed the form of Hera at Zeus' prompting. Ixion, who lusted after Hera, fell for Zeus' trap, and was punished, but not before Nephele became pregnant with Kentauros. As lustful as his father, Kentauros sired offspring from a herd of wild mares, and these became the first centaurs. Since then, they continue to live and travel in bands, and to exhibit the same behavior as their forbears. They are prone to pillage and internecine warfare, and but are particularly susceptible to the effects of wine. As Ixians are able to reproduce, there are apparently centaurides - female centaurs - among them, though the males tend to keep their whereabouts hidden from outsiders. Some centaurides do join their male counterparts in raiding expeditions.



Another type of centaur is native to the islands of Neheshya. These were inadvertently created by Zeus while in pursuit of Aphrodite. Unable to keep up with his quarry, Zeus spilled his seed onto the earth - Gaia. From her, a distinct group of centaurs was born. Though not at all related to the Ixians, they are less numerous, and are therefore also referred to as centaurs. Unlike the latter, they are horned. Despite their wilder appearance, they are less unruly than their northern counterparts, and may be harnessed to serve as field laborers or drawers of war chariots. Another group of horned centaurs is virtually identical to the Neheshytes in appearance and character, but seems entirely unrelated. These centaurs, known as Pheres ("beasts") were created by Zeus to serve and protect Dionysus. They were originally spirit beings, but were transformed into horned centaurs by Hera, perhaps as payback for the punishment inflicted on Ixion. It is not clear whether centaurides exist among Neheshytes or Pheres.

Finally, as among humans, there are demigods among the centaurs. Most notable of these is Chiron - son of the Titan Kronos (who had taken the form of a horse) and the nymph Phylira. Chiron's appearance resembles that of the Ixians, though he bears no relation to them. At times, Chiron's front legs appear more human than equine. Fostered by Apollo (Hyperion), Chiron is a skilled archer, physician, musician, and soothsayer. He has dwelled among the Ixians, trying to uplift them from their state of savagery (though he has fostered and instructed many a human hero as well). Most centaurs who are not devoted to martial pursuits were likely fostered by Chiron's descendants or pupils.

Centaur traits (general): centaur traits differ in some specifics from the centaurs of Theros:

Ability score increase: STR +1

Age: Lifespan equivalent to that of humans

Size: Centaurs are considered Size L creatures. 

    • Their weight allowance is that of a Size L creature (i.e. double the amount normally allowable by their Strength; 
    • They use a die one size greater than that normally stipulated by their class (e.g. a centaur fighter would have d12 hit dice as opposed to d10);
    • On the other hand, as a Size L creature, centaurs receive a -1 penalty to their AC;
    • A centaur can be mounted by a size M creature; 
    • Despite their size, a centaur's torso and arms are human-sized; therefore, they may not use very heavy weapons without the standard penalty; 
    • Centaur-sized armor, if available, will normally cost four times the listed price;
    • Mountainous terrain is doubly difficult for centaurs, and they may only move through it at 1/4 their normal movement rate; 
    • Centaurs make all climbing checks at Disadvantage;

Movement: 50 feet/round

Hooves: A centaur's hooves are natural melee weapons, which can be used to deliver unarmed strikes. On a successful hit, they deliver 2d4 + STR modifier bludgeoning damage.

Charge: if a centaur moves at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, they can immediately follow that attack with a bonus action, making one attack against the target with their hooves.

Ixian traits:

Frenzy: once per day, Ixians are able to rage (as per the Battle Fury feat). When the normal period of rage has elapsed, they must make a DC 13 Wisdom save, or continue to rage (attacking the closest target, including allies if no enemies are nearer. For each failed save, the DC increases by 1 each round they continue to fail their save. Moreover, if any alcoholic beverage is present in an exposed state within 30 feet of them, they must immediately make a DC 13 Wisdom save, or begin to frenzy involuntarily. If they have imbibed any alcohol, they make the WIS save at disadvantage.

Language: Ixians speak the language of the Chymerae as a bonus language.

Neheshyte/Pheres traits:

Horns: Neheshytes and Pheres can use their horns make a natural weapon attack. These deliver 1d6 + STR modifier piercing damage. A bonus action may be used to deliver this attack. If moving at least 20 feet straight toward a target, they deliver double the normal damage on a successful hit. A successful hit on a charge pushes the target 10 feet back, and necessitates them to make a DC 13 STR save, or fall prone.

Language: Neheshytes speak Neheshya as a bonus language; Pheres speak Sfarda as a bonus language.

 

Cyclops

The cyclops - one-eyed giants - are a race whose history resembles that of humanity in a more concentrated form. Like humans, cyclops seem to have been created (or begotten) on multiple occasions. Though various generations of cyclops seem to survive simultaneously, later generations appear to be degenerate versions of the earlier ones. Some poets suggest that various groups of cyclops are actually completely unrelated to one another, but they use the same name to refer to them, and the descriptions seem too similar to lead one to conclude that these are different creatures. 

The progenitors of the cyclops were three brothers - Brontes, Steropes, and Arges. All three were children of Gaia and Ouranos - the first ruler of the cosmos. Given their divine parentage, the three were immortal beings. They were also highly skilled smiths, and according to some accounts, the pioneers of the smithing craft. Despite the close relations between them and the Titans, the three brothers sided with Zeus and the gods in the great war. Their contribution to Zeus' cause may have been decisive, because they forged his thunderbolts. For their services, they were allowed to roam the earth freely, while the Titans were shut away in Tartarus. They set up a workshop under a volcanic mountain, and eventually came to work together with (or, as some say, under) the divine smith Hephaistos. Here, they created many well-known artifacts, such as Poseidon's trident, Hades' helm, and Athena's Aegis shield. Their work for Zeus was to prove their undoing, however. Two of the brothers were killed by Apollo, whose own son Asclepius had been killed by a thunderbolt. The third brother was slain by Hermes while guarding Io against Zeus' unwanted attentions. 

Why the cyclops lost their immortality isn't clear, but it is certain that their offspring lacked it. They also shrunk in stature. Some followed in their progenitors' footsteps as artisans. The massive walls of the city of Brontes (named after their forefather) are called "cyclopean" after the Sfardean masons who erected them. But other cyclops have have fallen further from the tree. A line descended from Thoosa (possibly a sister of the three brothers) and Poseidon lives on various islands in the Yaynic Sea. Unlike their skilled relations, these cyclops practice no craft save sheepherding and the production of cheese. They are solitary, antisocial, inhospitable, and reputedly, cannibalistic. Still, those who have come into contact with them have claimed some of them are actually masterful storytellers and musicians.   


Cyclops traits: Goliath mechanics can be used for cyclops, though Lukomorye's volot characteristics offer more flexibility (they are also tailored to fit with ability adjustments for Background. Cyclops do possess one unique trait (on which see below):

Ability score increase: STR +1

Age: Remaining cyclops are mortal. Most live around a century, though some reach the age of 150.

Size: Cyclops are considered Size L creatures. 

    • Most are between eight and nine feet in height, and weigh upwards of 600 pounds;
    • Powerful Build: their weight allowance is that of a Size L creature (i.e. double the amount normally allowable by their Strength; 
    • They use a die one size greater than that normally stipulated by their class (e.g. a cyclops fighter would have d12 hit dice as opposed to d10);
    • On the other hand, as a Size L creature, centaurs receive a -1 penalty to their AC;
    • Natural weaponry: if using fists or other parts of their body, cyclops do 1-2 (+ STR modifier) bludgeoning damage on a successful hit
    • Improvised weapons: cyclops can use larger-size objects (e.g. benches, big rocks) as improvised weapons. They will deal double (2d4 + STR modifier) damage on a successful hit
    • Custom weapons and armor: Cyclops may wield unusually large weapons that deal twice the normal damage (weapons are typically twice the reach of their normal counterparts). Such weapons are not widely available, and aside from cudgels or crude mallets, will have a cost equivalent to four times the normal amount (as will cyclops-sized armor);
    • Very Heavy weapon use: cyclops may use the weapons referred to above (classed as Very Heavy) without any penalty, and attack with them once every round (not once every other round, as medium-sized characters).
    • Weapon/Tool limitations: Cyclops may not add a DEX modifier to attack rolls, and make attack and skill rolls with Tiny or smaller tools with disadvantage;
Speed: a cyclops' normal walking speed is 30 feet

Natural Athlete: All cyclops have proficiency in Athletics

One-eyed: Cyclops make all sight-based perception checks beyond 30 feet at disadvantage. All missile attacks are made with disadvantage if the intended target is beyond this range.

Language: Cyclops may select Sfarda, Neheshya, or their own tongue as a bonus language, depending on their place of origin.


Nymph 

Nymphs are divine beings, related to gods and Titans. Unlike the latter, they are typically tied to particular locales - rivers, glens, mountain peaks, and so on. Like the latter, they are practically immortal, though in reality, some nymphs, especially those connected to the land, age very slowly. They are descended from several progenitors, most notably Zeus, the Titan Okeanos, Gaia, and other gods or Titans.

Nymphs are female (the word is identical to the Kadmeian word for 'bride'), and while some types of nymphs have male counterparts (see satyrs and tritons, below), they consider themselves (and are considered by others) to be distinct beings. and tend to live separately from them. Despite this, nymphs are capable of producing offspring with satyrs or tritons, as well as with gods and humans. In appearance, they display the features young women at the peak of their allure, and for this reason, they are sought out both by the most powerful of mortals, as well as gods. Beyond that, their appearance varies in accordance with their species (see below).

Nymphs are usually tied to a particular place (tree, mountain peak, grotto, etc.), and would die if their locale ceased to exist. Because of this identification, and because their full powers can only manifest in their locale, few nymphs would choose to leave them. This bond to a particular locale makes most nymphs quite shy vis-a-vis outsiders. Nevertheless, such circumstances do occasionally arise. Some nymphs are drawn into the service of various gods without completely undergoing a change in their nature. The most prominent example of this are the maenads - nymphs who join the orgiastic processions of Dionysus' followers without ceasing to be nereids, oreads, or dryads. Additionally, some nymphs can change their nature or locale. Naiads whose stream became dammed or dried up were able to find new ones in other countries. Some oreads became nephelai, land nymphs became lampads, and so on. Nymphs who married mortals can sometimes bind their essence anew- to a particular family, clan, or even kingdom without entirely losing their old nature. And some offspring of nymphs exist partly in both worlds - divine and human, and retain a semblance of their mother's features (even though their lifespan becomes drastically shorter). These are the sorts nymphs that adopt (perhaps temporarily) an itinerant lifestyle (though if possible, most dream of returning to their old haunts, or at least establishing new ones).

Lampads on the march


Nymph traits: The following are 'diminished' traits of nymphs who have left their locales. Moreover, species of nymphs are highly distinct, but all share the following traits:

Ability score increase: CHA +1

Age: Practically ageless (except half-mortal children of nymphs)

Size: M

Movement: 30 feet/round (but see below)

Divine ancestry: nymphs make INT, WIS and CHA saves against magical effects with advantage

Beguiling: all nymphs can cast the Friends cantrip

Languages: as divine creatures, nymphs can speak the language of the gods ('Celestial')


There are many different types of nymphs, with distinct features. these are detailed below.

Alseid. Nymphs of forests, glens, and groves. They tend to have green-tinged hair (and occasionally, skin). 

Hide in Plain Sight: Advantage on Stealth checks while in Forest terrain

Woodland Acumen: Alseids make Surival checks to avoid getting lost with advantage while in woodlands. They also make Animal Handling checks when dealing with such creatures with advantage, and can converse with them (as per the Speak with Animals spell) at will. 

Asteriai. Nymphs of the stars. Have golden, slightly glowing eyes. Though full-fledged Asteriai live in the sky, some have descended for various reasons (e.g. to help raise heroes). They typically live on cliffs or mountaintops, where the sky is visible. Related to these are Hesperides, the nymphs of the evening star. These live in the garden of the Hesperides, where they guard the tree of the golden apples eaten by the gods. Some of these may be sent on assignment by Hera, who patronizes them (alternatively, she may expel one of them for a perceived affront).

Star-daughter: all Asteriai can cast the Light cantrip.

Star magic: At third level, you learn the Faerie Fire spell. At 5th level, you learn Blindness. Once you cast each spell, you cannot do so again until you finish a long rest. Should the Asteriai possess spell slots, these can be used to cast either spell as well. Charisma is the casting ability for either spell.  

 Aurai: Nymphs of breezes and winds. They usually live near seacoasts or on windswept mountains. They are usually unkempt, and perhaps have blue-tinged hair.

Daughter of the Wind: all Aurae know the Gust cantrip. You may also speak to birds and other avian creatures (as Speak with Animals, at will).

Wind magic: At third level, you learn the Zephyr Strike spell. At 5th level, you learn Gust of Wind. Once you cast each spell, you cannot do so again until you finish a long rest. Should the Aurai possess spell slots, these can be used to cast either spell as well. Charisma is the casting ability for either spell.  

Dryad. Technically, dryads (or hamadryads) are nymphs of oak trees. Other tree-nymphs have distinct names - Meliai are ashwood trees, and some Oreads are associated with confers (though they are also nymphs of the mountaintops. These nymphs have brown skin and green-tinged hair. Though killing a dryad's tree typically kills the dryad, some of these nymphs may be granted extended life as they seek to acquire acorns to replant the tree elsewhere, or to transition into another kind of nymph.

Plant Speech. Dryads and other tree nymphs may speak to plants (as per spell) at will. 

Woodsy skin. All tree-nymphs have +1 to their AC. 

Tree magic. At third level, you learn the Entangle spell. At 5th level, you learn Pass Without Trace. Once you cast each spell, you cannot do so again until you finish a long rest. Should the Dryad possess spell slots, these can be used to cast either spell as well. Charisma is the casting ability for either spell.  

Epimelid. Nymphs of meadows, pastures and orchards. Also called Boukolai. They are golden-haired with sparkly eyes (the latter is especially the case with Anthousai - flower nymphs, which are a subspecies of Epimelides, with identical abilities. Those who live in watery meadows are known as Leimonides.

 Hide in Plain Sight: Advantage on Stealth checks while in Grassland and related terrain

Meadow Acumen: Epimelides can speak with animals native to meadows and domesticated animals brought to pasture at will (as per the Speak with Animals spell). You can also make flowers blossom instantaneously, and cause pods to open (as per the Druidcraft effect).

Superior Speed: Epimelides have a normal walking speed of 35 feet/round. 

Lampad. These nymphs live in the Underworld, and are in the service of Hades, Persephone, or Hekate, their overlords. When outside Hades, they are most frequently found in graveyards, crypts, or underground tunnels. They have a pallid complexion, and glowing eyes (in the dark).

Torchbearer. Lampads may cast the Light cantrip. 

Darkvision. Lampads can see 60 feet in the dark, as per the Darkvision spell.  

Necromancy. You have resistance to necrotic damage, as well as immunity to Despair in Hades (as per Shadowfell immunity [see DMG, p. 52]). At third level, you learn either the Chill Touch or the Toll the Dead cantrip. At 5th level, you learn Speak with Dead. Once you cast Speak with Dead, you cannot do so again until you finish a long rest. Should the Lampad possess spell slots, these can be used to cast this spell as well. Charisma is the casting ability for the spell.  

Mainad. Mainads (also Bakkhai, Thylai) are orgiastic nymphs in the service of Dionysus. They were often other types of nymphs before they were swept up into his train, and dedicated themselves to the fruit of the vine. They usually have a flushed look, and bright red lips. 

Lush. Maenads make Constitution saves against entering deeper states of drunkenness (see Lukomorye, pp. 12-13).  

Ecstatic Frenzy. Maenads may use a bonus action to enter a frenzied state (equivalent to the Battle Fury feat). Once having done so, they may not do it again until finishing a long rest. 

Melissai. Melissae are nymphs of honey bees. They are related to tree and woodland nymphs, but have a specialization all their own. They live near hives at the intersection of forests and meadows. Melissai have thick eyebrows and yellow/black streaks in both eyebrows and hair.

Insect speech. Melissai may converse with insects as if using a Speak with Animals spell. 

Swarm. As an action, you can summon a swarm of bees. The swarm is under your control, and acts on your initiative, but becomes active only on the following turn. The swarm has the statistics of a regular insect swarm, but gains an extra 2d8 HP, an extra 2d4 damage/attack, and +1 to AC for every point of proficiency bonus you have above +2. You may use a bonus action to dismiss the swarm. Once you have used this feature, you cannot do it again until you have finished a long rest. As an option, upon dismissal, the swarm will leave enough honey to feed one medium-sized person for a day for each point of proficiency bonus the Melissai possesses. 

Nephelai. Cloud nymphs. Though the full-fledged ones live in the clouds, some have descended into foggy depressions or valleys, or perhaps were left behind by their sisters one fine morning. Have silvery hair.

Call drizzle: You can cast Create or Destroy Water at will, but may only effect the rain affect, rather than creating water in an open container. 

Cloud Magic: At third level, you learn the Fog Cloud spell. At 5th level, you learn Misty Step. Once you cast each spell, you cannot do so again until you finish a long rest. Should the Nephelai possess spell slots, these can be used to cast either spell as well. Charisma is the casting ability for either spell.  

Nereid. Sea nymphs. One of the most common types, they have particular haunts beneath the waves, but often emerge onto shores or in grottoes (where they are often called Haliai), especially if commanded by a god to do so. Okeanides are essentially identical, but dwell in the outer ocean that encircles the earth, They are considered the eldest of nymphs. Naiads are fresh-water nymphs (also called Hydriades), but have the same features with the salt-water ones. All water nymphs tend to have green or blue hair (but some may also display rainbow-like scales in places, or shell-shaped ears).  

Amphibious. Nereids and other water nymphs have a 30-foot swim speed, and can breathe underwater as if affected by a Water Breathing spell of indefinite duration.

Sea Mistress. Nereids and other water nymphs may Speak to marine or riverine creatures at will (as per the Speak with Animals spell, They also speak the Sea Tongue ('Aquan'). They make Animal Handling checks with respect to these creatures at Advantage. 

Obscured in Water: attacks against Nereids and others while they are immersed in water are made at disadvantage. 

Oread. Aside from those associated with cedars and other conifers, Oreads are typically nymphs of mountaintops. They usually make their home on particular peaks. They have somewhat grayish skin, though they may also have pine-green tinged hair.

Rock Stride. Oreads ignore difficult terrain caused by rocks and stony crags. When on a stone surface, they may make Athletics Climbing checks at advantage. 

Stone magic. At third level, you learn the Earth Tremor spell. At 5th level, you learn Spike Growth. Once you cast each spell, you cannot do so again until you finish a long rest. Should the Oread possess spell slots, these can be used to cast either spell as well. Charisma is the casting ability for either spell.  

 

Serpentborn (Ophiogeneis)

The drakontes of Kadmeia and surrounding lands are protean creatures, capable of adopting many forms. Originally offspring of Gaia and Tarterus, and abyss where the gods attempted to confine the Titans, they were to turn the tide of the war in favor of the latter, and only the defection of certain Titans and cyclops allowed Zeus and his siblings to carry the day. Particularly notable were Typhon and his mate Echidna, from whose union most of the drakontes known to sages and storytellers stem. Some were simply huge serpents, though distinguished by the golden crests on their heads and their waddles, or 'beards'. Others had wings and legs, or combined the form of various beasts - lions, goats, or had human features, and others still took the form of kete - sea serpents. Their forked tongues or magical blood allowed some to convert the food they consumed into poison, or fire, or other elements.

The offspring of Typhon and Echidna, and other progenitors, often took up residence at or near the sources of streams, in grottoes, or at locations secreting treasure, or inspired knowledge. Being located at places of power allowed them to recruit a following - especially among humans. In exchange for sharing this power, the serpents would demand sacrifice - sometimes literal, in the form of living bodies to devour, sometimes more figurative, in the form of virgins who would devote themselves to the serpent cult in exchange for magical gifts. In many cases, the priestesses would remain virgins, because receiving the magical gifts necessitated their purity. They shrine would usually contain some sort of holy snake enclosure, where snakes would be venerated and fed honey cakes and the like. When people refused to send virgins, the serpents stopped sharing prophecies, or simply went elsewhere to seek allies. Some aggrieved communities recruited heroes to slay offending serpents, though in such cases, the places of power they guarded would remain, and the oracles which the serpents embodied were simply changed into human form. 

In other cases, however, the priestesses would become wives of the serpent, creating whole lineages of ophiogeneis - serpent-born. Generally, the gifts of the serpent progenitor would pass through the male (less frequently, female) line, but one principle or the other characterized each particular ophiogeneis community. In some cases, the gift would skip generations, or would become manifest at certain times. But even among those who did not possess it, knowledge of their origin, and of medicinal snake-whispering skills would be passed down from generation to generation. People in whom the gift would be manifest would be born with certain subtle serpentine characteristics - slitted pupils, patches of scales, or a forked tongue. Ophiogeneis take care to conceal these when away from their tribe, but the fact that outsiders sometimes seek out their services may embolden them to reveal their true nature.   




Serpentborn traits: 

Ability Score Increase: CHA +1

Age: As human

Size: Medium

Speed: As human (30 feet/round)

Poison Immunity: Serpentborn are immune to poison damage, and to the Poisoned condition

Licking: By using their action to lick a person, serpentborn can affect a Protection from Poison spell. Once having done that, they cannot do so again until they have finished a long rest

Snake Whispering: Their affinity to snakes and serpents gives the ophiogeneis the following powers

    • You can speak with snakes and other reptiles at will, as if having cast the Speak With Animals spell (other sorts of beasts are not affected)
    • You can also converse with serpents, dragons, kete, and related beings in their own tongue (an extension of the above feature into a full-blown language
    • When interacting with any of the above creatures, ophiogeneis are considered to be permanently under the effects of a Sanctuary spell
    • When subjected to any magical or related effect (e.g. a breath weapon) by such creatures, ophiogeneis make saves with advantage
    • You can charm or immobilize reptiles or serpents by staring at them or playing on a pipe. By using an action, you effect a Color Spray spell, albeit one that is only effective against those kinds of targets. For each level you have above 1st, add 1d10 to the total number of HP of creatures you can affect. Once having done that, you cannot do so again until you have finished a long rest.
Shedding skin: You may cast the Alter Self spell. Having done so, you cannot do so again until you have finished a long rest.

Languages: You speak the language of serpents (as above), and one additional language depending on your ancestral community (Myrian, Neheshya, or Sfarda).


Satyr

Satyrs are wild beast-men, who are the male counterparts to nymphs. Their progenitor is the god Seilenos, himself the scion of Hermes and Gaia. Seilenos himself was a perpetually drunk wanderer who haunted out-of-the-way forests, but he also had a knack for incredible insights and prophecy. He could also bestow magical gifts on those who treated him well, and cursed gifts for those who crossed him. He could be an absolute pest, always questioning all truths, conventions, and relationships. These features led some to regard Seilenos as the wisest god of all. He did serve as tutor to several gods and heroes, most notably, the young Dionysus, whose ardent devotee he subsequently became. 

Seilenos progeny - the satyrs - inherited his qualities. They are semi-divine, and though they enjoy an extended lifespan, they can be killed. Their physical appearance is quite varied - some have horses' tails and legs, others are more goatlike, with small horns atop their head, others still have faun-like features. Most tend to be bearded, with hairy bodies, but often bald heads. Most also have snub noses. They tend to live with others of their kind in woods and other rustic places, but usually in proximity to wild grapes (though they are not above stealing ones being cultivated). In this natural state, while among others of their kind, satyrs tend to eschew clothing, as they do not see the point of it given their hirsute physiques. Most of their time is devoted to drinking, singing, and chasing nymphs, typically, with little success. They occasionally engage in projects, like putting on performances or making wine, though these are mostly preludes to more drinking and debauchery. Some of their feasts turn into debates, though these in turn become heated arguments and fights fueled by more wine. Some satyrs have a darker outlook on life, believing that their lifestyle is the only proper one in the face of an ultimately meaningless, tragic cosmos ruled by corrupt gods.




Occasionally, satyrs abandon their groves and turn toward human settlements. Most commonly, they do this because they are searching for wine. While there, some become sought-after celebrities at symposia. Assuming their antics are tolerated, satyrs can take to civilization. Alternatively, they are sometimes captured or enslaved, which forces them to come up with a way to escape. A few have undertaken professions, so long as they don't have to work too hard at them. If residing in cities, satyrs often produce elaborate mockeries of existing customs and performances, and occasionally, local rulers (who are not always tolerant of being satirized). 

Satyr traits: 

Ability Score Increase: CHA +1

Age: Hundreds of years (?)

Size: Medium

Speed: As human (30 feet/round)

Born Musicians: Satyrs have proficiency in Performance, and a tool proficiency in a musical instrument

Lush. Satyrs make Constitution saves against entering deeper states of drunkenness (see Lukomorye, pp. 12-13). 

Drunkard's Insight: When rolling a skill check in a skill they are not proficient in, satyrs can make the check as if they had expertise in the skill. They can also cast an Augury without expending a spell slot (though if they have spell slots, they can use those to cast it as well). Once having used each effect, they cannot use them again until they have finished a long rest. 

Thyrsus: the ivy-covered wand carried at festivals honoring Dionysus can become a deadly weapon in the hands of the wildman. Satyrs can use it as a Shillelagh, which they can cast at will.

Satire play: Satyrs know the Vicious Mockery cantrip


Triton

The merfolk go by many names. Some are descendants of Triton, son of Poseidon and the sea goddess Amphitrite. Amphitrite in turn was the daughter of Nereus, a mortal who consumed some magical grass, and was transformed into the first sea god. For this reason, some tritons prefer the name nereus. The similarity to the nereids is not coincidental, as some tritons produced progeny with them, and as a result, their descendants share some of the sea nymphs' traits. 

The original tritons were true merfolk, possessing a fishlike (or perhaps serpentine) tail. Many retain this form, but owing to the nymph ancestry, some possess legs. Most are scaly, and many feature growths resembling batrachian-colored seaweed on the tops of their heads. These latter come up on land - out of curiosity, to avenge a wrong (family members get caught in fishing nets), or because they are driven into exile (as a result of misbehavior or marine politics). 

Unlike nymphs, tritons are both male and female. They may produce offspring with one another and with nymphs (more rarely, with humans). Some relations of this species dwell in fresh water. These are known as potamoi. As dwellers of the depths, they possess great intuition.




Triton traits: 

Ability Score Increase: WIS +1

Age: Hundreds of years (?)

Size: Medium

Scaly: Tritons have a +1 bonus to their AC.  

Amphibious. Tritons and potamoi have a 30-foot swim speed, and can breathe underwater as if affected by a Water Breathing spell of indefinite duration.

Sea Lords. Tritons and potamoi may Speak to marine or riverine creatures at will (as per the Speak with Animals spell, They also speak the Sea Tongue ('Aquan'). They make Animal Handling checks with respect to these creatures at Advantage.  Additionally, tridents, spears, daggers and other weapons in the hands of tritons may be used underwater without disadvantage.

Water worker: By blowing on a conch shell, a triton may cast Create or Destroy Water. Having done so, they cannot do it again until they have finished a long rest (if they possess spell slots, they may use a slot to cast this spell). 

Foresight of the depths: after making an ability or skill check, an attack, or a saving throw, a triton may choose to make a Wisdom roll before the result of their action is announced. They may choose to use either their Wisdom roll, or the initial roll for the final result. If proficient in Insight, the triton may roll Insight instead of Wisdom. After using this feature, the triton may not do it again until they have finished a long rest.






 

Monday, November 21, 2022

Kadmeian Mysteries - Backgrounds

I've decided to try my hand at a Bronze-Age-style campaign. The original inspiration came from the Mythic Odysseys of Theros, though I've long intended to design a setting with an Egyptian, Levantine and/or Mesopotamian flavor. Since the early Greek world was more significantly influenced by its southern and eastern neighbors than modern historiography has traditionally allowed, I thought I'd set this campaign in a world closely resembling the Eastern Mediterranean during Hesiod's 'Age of Heroes' - roughly analogous to the Middle Bronze Age, or the middle of the second millennium BCE. It was during this time that the Olympian pantheon began to take form, and which many of the foundational Greek myths echo. One of these - the establishment of Thebes by Cadmus (or Kadmos) - an Egyptian or Phoenician refugee - would constitute the central legend of the land, which I will call Kadmeia (to avoid recycling Achaea). The 'Age of Heroes', though originally Hesiod's invention, is overused as a name, as is 'Odysseys' - both of them appear to over-prioritize martial character types. Since this is a setting that draws on the traditional panoply of fantasy RPG classes, I thought 'Mysteries' (after the Eleusinian Mysteries, which also date back to the same period) might be more fantastic. Or at least, occulty.

Kadmos slaying the dragon to found Boeotian Thebes


In this post, I will detail the backgrounds proper to this setting, and append a short section on exchange and equipment (which will constitute a peculiar challenge, as the period it models lacked coinage, and, by and large, iron armaments). Each particular background will include an ability adjustment (like the Markwald setting, and, apparently, the new One D&D update*), options for starting equipment, and, where necessary, a description or reflavoring.

* - keep in mind that there is a 1 point racial adjustment as well

Aristocrat (Eupatrides).

Literally, 'good-fathered', the eupatridae are a warrior aristocracy that rules the lands of Kadmeia. Legends, buttressed by memorized genealogies ascribe to it a divine descent (or at the very least, descent from the old Titans, nymphs, or other such creatures). Most heroes descend from this stock. Most eupatridae control households (oikoi) which include agricultural land, pasture land, herds, and various domestic industries (weaving, smithing, and importantly, wine and oil production). As heads of the oikos, aristocrats are bound to support their dependents, and to distribute gifts to visitors. They train their youth in the art of war (which includes the proper operation of chariots). A king (wanax) typically controls the largest oikos, known as a temenos. Kings are considered first among equals by fellow eupatridae, who make up the king's armed companions, and accompany him to war. Kings sometimes summon an aristocratic assembly (called an agora). Though there are no clear regulations as to when that happens, and no decisions undertaken by an agora are binding, all assembled aristocrats have a right to speak. Law, such as it is, is administered by the head of each individual oikos.   

Ability Adjustments: +1 STR, +1 CHA
Skill Proficiencies: Athletics, History
Languages and Tools: one language, land vehicles (chariot)
Equipment: Spear, figure-of-eight shield, scale armor, cloak, and a leather purse with 20d6 drachmae.
Feature: Position of Privilege (as Noble).
Sample Characteristics: As Noble (PHB).  

Artisan (Demiourgos).

Literally, 'those who work for the people', artificers are typically free and itinerant people who move about from place to place, seeking gainful employment. Though 'working for the people', they are more often than not sought out by wealthy and powerful householders, including kings. As outsiders, they are given sustenance by their employer for a set period of time in return for their services. Notable specializations include smithing, pottery, masonry, wheel-making, carpentry, medicine and so on, but also music. Not all craftspeople belong to this category - a significant number of weavers or cooks are generally found among servitor groups (such as doulos), and thus have a different background.

Ability Adjustments: depending on specialization, +1 DEX +1 WIS (e.g. potters and jewelers),  +1 STR +1 WIS (e.g. smiths, masons, carpenters), +1 INT +1 WIS (e.g. physicians), +1 INT +1 CHA (musicians), etc.
Skill Proficiencies: variable - typically Persuasion and Insight, but replace one with Medicine for physicians, with Performance for musicians, etc.  
Languages and Tools: one language, one type of artisan's tools (or musical instrument)
Equipment: One type of artisan tools, staff, haversack, donkey, leather pouch, ingots totaling 5d6 drachmae.
Feature. Employment. You are employed by a householder or community until the end of the year. During this time, the employer will provide sustenance - usually food, shelter, and a new set of clothes. If you change location, your roll to find a new employer can be made with advantage.
Sample Characteristics: As Guild Artisan (or Entertainer, as appropriate) (PHB).

Courtesan (Hetaira).

Members of the 'oldest profession' reside in cities, especially ones with access to the sea. They are personally free, which can lead to precarity, but a hetaira's arsenal of skills includes entertainment (music), and, in some cases, substantial learning. The foreigners among them might be priests/priestesses or princes/princesses in exile. Many are thus able to gain admittance to sumptuous feasts where they interact with aristoi as equals. There is some debate about whether there is a distinction between (high-class) hetairai and (low-class) pornai, but it's unclear whether this is the case. 

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Performance, Persuasion
Languages and Tools: one language, one musical instrument
Equipment: Cosmetics kit (may be used for disguise), fine clothes, one musical instrument, dagger or knife, leather pouch containing weights equal to 10d6 drachmae
Feature: Attract Clientele (as Healer).
Sample Characteristics: As Entertainer (PHB).

Farmer (Georgos). 

Farmers form the bulk of Kadmeia's population. Some are personal dependents of lords - the aristoi, but others - probably the majority, are householders in their own right. Settlements are made up of multiple oikoi, which form a community, typically bound by kinship, which dictates mutual aid, intermarriage rules, and a fair degree of meddling. Farmers in Kadmeia grow wheat and barley, herd cattle (more commonly, goats and sheep), grow olives and grapes, and engage in.apiculture. The more specialized producers are more likely to be associated with large (aristocratic) households. Whether free or dependent, farmers who live in proximity of powerful states or cities typically owe some sort of duty (in kind, or in the form of labor) to the local lord (usually conceptualized as 'gifts'). In more distant areas, that may not be the case. Some non-humans (especially satyrs) may engage in agriculture as well.

Ability Adjustments: +1 CON, +1 WIS
Skill Proficiencies: Animal Handling, Nature
Languages and Tools: one type of artisan's tools, one vehicle (any)
Equipment: Common clothes, staff, scythe or simple melee weapon, one basic** tool, donkey or other animal with equal or lesser value, one basic*** vehicle
Feature: Kinship group (as Peasant Commune for Peasants).
Sample Characteristics: as peasant (Lukomorye).

Healer (Akestris).

These specialists may overlap with priestesses and craft physicians, but they tend to be found in more rustic areas, and to specialize in pragmatic matters such as stimulating conception, midwifery, abortion, love charms and similar matters. They are usually familiar with local flora and fauna as medicinal sources, as well as possessing expertise in arcane creatures that inhabit the area. Some also dabble in exorcism, removing curses (or bestowing them), and various forms of fortune telling.

Ability Adjustments: +1 INT, +1 WIS
Skill Proficiencies: Arcana, Medicine
Languages and Tools: Healer's Tools, Herbalist's Tools (equivalent to kits)
Equipment: Common clothes, bronze sickle, healer's and herbalist's tools ('kits'), bronze camping cauldron, trinket (used for divination, etc.)
Feature: Attract Clientele. As Lukomorye.
Sample Characteristics: As healer (Lukomorye).

Laborer (Thes).

Thetes are socially unattached workers in Kadmeian cities, though unemployed or underemployed craftspeople also belong to this category. They depend on performing public works (digging ditches, construction, filling gaps in the agricultural labor force during peak seasons) for their sustenance, which is most typically paid in kind. At times when their services are not needed, they survive by performing odd jobs - delivering messages or goods, carrying water, providing firewood, digging graves, loading vessels, and so on. Some also hire themselves out as rowers on ships for limited periods.

Ability Adjustments: +1 STR, +1 CON
Skill Proficiencies: Pick two from among Animal Handling, Athletics, Insight and Persuasion
Languages and Tools: Pick two from among artisan tools or vehicles (or one of each).
Equipment: common clothes, two sets of basic** tools or one set of such tools and one simple melee weapon, leather pouch with 5d6 drachmae
Feature: Neighborhood Pride. As Lukomorye.
Sample Characteristics: As Urban Laborer (Lukomorye). 

Malefactor (Kakourgos).

Unlike swindlers, these tend to be hardened criminals inclined to the use of force. Some live in cities and specialize in burglary or extortion, but many others live in the countryside, waylaying travelers and (especially) cattle- and horse-theft. A few seize and enslave unprotected people and travelers, though they tend to be small-timers - major raiding expeditions are the province of aristocrats and their retinue.

Ability Adjustments: +1 STR, +1 DEX
Skill Proficiencies: Intimidation, Stealth
Languages and Tools: Animal Handling, Vehicle (any - land or water)
Equipment: Dark-colored clothes, ingots totaling 5d6 drachmae, leather pouch, any simple melee weapon, one set of basic** tools
Feature: Criminal Contact. As PHB, but functional only in home area. Locating such a person outside the home area can be done with advantage.
Sample Characteristics: As criminal (PHB).

Merchant (Emporos).

Most likely a visitor from overseas (the sophisticated kingdoms of the south and east), though possibly a dealer in oil and wine. Quite possibly, a junior member of a prospecting expedition or someone assigned to manage a warehouse. Merchants are looking for new trade relationships, protectors, or a new trade good - metals, or slaves. They may also be survivors of a shipwreck, looking for a way home.

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Insight, Persuasion
Languages and Tools: two languages
Equipment: Travelers' clothes, fine clothes, weigh-scale, leather pouch with 20d6 drachmae, goods not exceeding 20d6 drachmae in value
Feature: Merchant network. As Lukomorye, but locating new contacts in unfamiliar territory can be rolled with advantage.
Sample Characteristics: As Merchant (Lukomorye).

Official (Telestes).

Telestai (technically, service people) range from regional governors to directors of small-scale construction projects, though some priest-administrators may belong to this category as well. They are appointed by the king or the king's representatives, and technically, serve at the king's pleasure. In practice, the telestai have a great deal of leeway regarding the handling of affairs, and commonly act as entrepreneurs who have usufruct or use of profits from the concerns they administer. They are given ingots in the form of gifts from the king, though they are expected to return a portion of it and their profits, in the form of taxes, duties, and other obligations. Despite their significant freedom, telestai are frequently subject to accusations of corruption, especially when their superiors or competitors feel they have grown too powerful within the region or enterprise they administer.

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Insight, Intimidation
Languages and Tools: two languages, or one language and one tool depending on type of enterprise administered
Equipment: Common clothes, fine clothes, scale, whip, rod as symbol of office, leather pouch with 10d6 drachmae
Feature: Prestigious Position (as Courtier).
Sample Characteristics: As Courtier (Lukomorye).    

Priest (Hiereia/Hierei):

Priests of female divinities will typically be female, whereas those of male divinities will typically be male (though the former are somewhat more common). Many priestesses serve for a limited term (e.g. 1 year), or until their marital status changes (some cults have only virgin priestesses, while those of other cults are required to be married. This designation includes foreign priests (e.g. the Egyptian we'eb).  Common duties include prayer, sacrifice, pouring libations, participation in processions and rituals, consecration/dedication of sacred sites, officiating at funerals, etc. Some priests engage in divination following a sacrifice, though this task is typically performed by specialized personnel. 

Ability Adjustments: +1 WIS, +1 CHA
Skill Proficiencies: Insight, Religion
Languages and Tools: one language, 1 tool (depending on cult)
Equipment: Common clothes, ceremonial garb, holy symbol, sacred chest or lidded basket [contents TBD, but almost certainly including drugs], knife/dagger, tool (as per tool proficiency).
Feature: Sacerdotal support. Priests and priestesses may receive the proceeds of sacrifices, and gifts in exchange for the performance of their duties.
Sample Characteristics: As acolyte (PHB).

Sage (Sophos).

Sages are almost uniformly of foreign origin, hailing from literate countries far in the east or south, across the sea. They are writers of wisdom literature, engineers, physicians, and prophets. Some serve as priests of a particular deity, while others are officials in royal courts. Several of these have fallen afoul of their kings, and were forced to flee to other lands, and a few of these have come to Kadmeia. Having a resident sage in one's palace is a token of great prestige to a Kadmeian king, though there may be practical benefits associated with their presence as well. But some sages are seekers after secrets in their new land.

Ability Adjustments: +1 INT, +1 WIS
Skill Proficiencies: Literacy**** and one other knowledge skill (Arcana, History, Nature, Religion)
Languages and Tools: one language, scribal tools
Equipment: staff, writing stylus, bottle of ink, 2d6 sheets of papyrus, 1d4 scrolls with various works, stoppered jar with a sample or specimen.
Feature: Researcher: as Sage.
Sample Characteristics: As Sage (PHB).  

Sailor (Nautes).

Sailors ply the waters of the wine-dark sea, moving much-needed trade goods, including wine, olive oil, grain, copper and tin, cedar beams, spices and perfumes, and rare beasts, from one land to another. They may be rowers, navigators, cooks, or officers, but they are personally free. Many are foreigners, and hail from sea-faring nations in the south and east. Some may have turned to piracy.

Ability Adjustments: +1 STR, +1 WIS
Skill Proficiencies: Athletics, Perception
Languages and Tools: one language, waterborne vehicles
Equipment: common clothes, dagger/knife, exotic trinket (or animal), leather pouch containing 10d6 drachmae
Feature: Ship's Passage (as Sailor)
Sample Characteristics: As Sailor (PHB).

Soldier (Polemistes).

The common soldier, while free, is not a professional, given the absence of anything resembling standing armies. Most likely, the polemistes is a member of a city garrison, a commoner who has been called to serve a lord for an extended period of time, or a war veteran who has become a mercenary lacking any other source of livelihood. Alternatively, such soldiers may be part of a local self-defense force in a community that for some reason lacks a lord, or a rebel against aristocratic rule.

Ability Adjustments: +1 STR, +1 DEX
Skill Proficiencies: Athletics, Intimidation
Languages and Tools: Any two basic** tools
Equipment: Padded surcoat, boar's tusk helmet, figure-of-eight shield, spear, leather pouch with 5d6 drachmae
Feature: Barracks support. If in home base, soldiers are guaranteed food, shelter and weapons while carrying out their duties. Beyond the home base, they may make rolls to find another employer with advantage.
Sample Characteristics: As Soldier (PHB).

Slave (Doulos/doula).

Slaves are most commonly war captives, though some are also bought from overseas merchants, or destitute people who entered lifetime service of a wealthy householder in order to survive. Captive slaves are typically taken for their youth, looks, and vitality, but once brought into a master's household, their tasks involve skilled activities, from weaving to nurturing children to entertainment. Some possess highly specialized skills, like attending childbirth to foreign and arcane lore. Despite their lack of personal freedom, the lot of a slave is usually considered better than that of a thes, because they have a place in an oikos, and are more likely to have the care and protection of a master. They are also less likely to be forced to perform heavy labor.

Ability Adjustments: variable (+1 to two different ability scores)
Skill Proficiencies: Deception, Insight
Languages and Tools: choose two from among languages, artisan tools and musical instruments
Equipment: Common clothes, one tool (including cosmetics) or instrument, a trinket which serves as a memento of home
Feature: Master. As Slave (Lukomorye).
Sample Characteristics: As Slave (Lukomorye)

Swindler (Apoteion):

Typically, swindlers belong to the free population, and function in and around the larger cities. Some are small-time crooks at marketplaces and ports, or are involved with gambling in some capacity. Many will have protectors in the form of criminal bosses, aristocrats, or perhaps even priests.

Ability Adjustments: +1 INT, +1 CHA
Skill Proficiencies: Deception, Sleight of Hand
Languages and Tools: one language, gaming set (typically dice or knucklebones)
Equipment: Common clothes, bronze weights totaling 10d6 drachmae, set of dice or knucklebones, leather pouch, knife/dagger or any other simple melee weapon
Feature: Safe House. In your home settlement, you have a place you can hide out when you need to. In other settlements, you can make a roll to find such places with advantage.
Sample Characteristics: As Charlatan (PHB).

Vagabond (Aletes).

Unlike a wildman, a vagabond is an itinerant within the bounds of civilization. Vagabonds might be exiles, destitute people who have no wish or opportunity to enter another's service, permanent pilgrims or followers of a particular god or goddess, or simply thrill-seekers. It is possible that they may be on.a mission from the gods (that they themselves might be unaware of) or former aristocrats or kings who have lost everything.

Ability Adjustments: +1 WIS, +1 CHA
Skill Proficiencies: Persuasion, Survival
Languages and Tools: Select any two from among basic tools, musical instruments, or gaming sets
Equipment: A set of ragged clothes, a patched overcoat or cloak, a haversack, a walking stick (staff), a haversack (with capacity of up to 50 lbs.), a basic** tool or simple melee weapon, and a trinket
Feature: Widely Traveled. As Vagabond.
Sample Characteristics: As Vagabond (Lukomorye).

Wildman (Agrianthropos).

This category includes people living away from human settlements - in forests, on mountaintops, in caves, or on otherwise uninhabited islands. They are either solitary or living in small groups or villages, most likely to Kadmeia's north or west. Escaped slaves, exiles, and those remaining untouched by agriculture may have this background. Many or most non-humans (satyrs, nymphs, centaurs, cyclops, etc.) belong to it as well. Agrigynaika = female version.

Ability Adjustments: +1 CON, +1 WIS
Skill Proficiencies: Animal Handling, Survival 
Languages and Tools: one language (native of Kadmeian), one musical instrument
Equipment: Staff, hunting trap, one simple melee weapon, hide armor or one simple missile weapon, one musical instrument or trinket
Feature: Wanderer (as Outlander). Typically, checks to find food/water/direction are made with advantage at least in familiar terrain type.
Sample Characteristics: As Outlander (PHB).

** - basic tools specifically exclude alchemists' tools, calligraphers' tools, cartographers' tools, jewelers' tools, glassblowers' tools, and tinkers' tools.

*** - basic vehicles refer to carts, rowboats or simpler vehicles

**** - Literacy is a custom skill detailed here.

Money and Equipment

There is no coinage in Kadmeia or any of the nearby lands with which it trades. Payment for labor or services is often made in kind (in the form of shelter or sustenance, measured by weight, as a yearly stipend of wheat or barley, e.g.). When successful in paying a visit to powerful households, characters may also be presented with gifts - which most commonly come in the form of braziers and tripods, though occasionally other items and slaves.

Nevertheless, there is a metallic medium of exchange, though it is not minted in the form of coins. The metal may be present at sites of exchange in the form of ingots or scrap, or it may be virtual, because savvy merchants are aware of the metallic value of many goods (at least the ones they're interested in). Most prices are calculated in copper weight. Gold is not produced in ingot form, but is highly desirable nevertheless. Though barter and central distribution is common, markets exist in all large settlements, and ingots are widely distributed by kings, royal officials, and foreign merchants.

Bronze ingots, weights and scrap


The typical value of metals by weight is as follows:

Gold to Silver: between 1:2 and 1:4

Silver to Copper: between 1:100 and 1:200

Tin to Copper: between 1:6 and 1:8 (tin is quite rare, and necessary for the production of bronze).

Manufactured metal objects have a value equal to their weight (adjusting for the purity of the metal), but may be marked up because of the craftsmanship (which can add between 15 - 100% to its value depending on the local value of labor, the quality of the craftsmanship, etc.).

Standard measures

There is a more or less common system of measurement in Kadmeia and most neighboring kingdoms. It seems to have been introduced by merchants, and is not controlled (excepting incomplete and temporary attempts) by any individual potentate. The system is sexagesimal in nature.

60 obol = 1 drachma (called 'shekel' elsewhere)
60 drachmae/shekels = 1 mina
60 minae = 1 talent (also kakkaru)

A drachma weighs between eight and twelve grams. In the land of Myr, the drachma is roughly equivalent to a kedet, but the Myrians use a base 10 system (there are 10 kedet in a deben, the most basic unit used to measure rations of wheat or barley). 

Being bulk metals, copper and tin are sometimes fashioned into large "oxhide" ingots weighing 1 talent (slightly more than 30 kilos, or 70 pounds. 1 copper oxhide ingot, or talent, can be exchanged for roughly 210 lbs. of wheat at retail cost (assume roughly 300 lbs. wholesale). The weight of the ingots indicates that metallic exchanges usually take place when items are traded in bulk.

Basic food cost:

1 pound barley = 1 copper obol ( = 1/60 drachmae)*****. 
1 pound wheat = 2 copper obol
1 pound wheat flour = 4 obol
1 lb. wheat flatbread = 5 obol (1/12th drachma)
1 lb. onions = 5 obol 
1 lb. garlic = 7 obol
1 lb. grapes (in season): 10 obol
1 lb. olives (in season): 10 obol
1 lb. honey: 15 obol
1 lb. figs/dates: 20 obol
1 lb. cheese (feta) = 20 obol (1/3 drachma)
fish: 10 obol/lb.
spices (mint, coriander, cumin, thyme, fennel, saffron): 1 drachma/lb. and up
1 quart pitcher of wine = 40 obol (typically watered down. Wine flavored with honey or spices will cost more). 
1 quart amphora of olive oil = 40 obol

*****Note that unlike stipulated D&D consumption rates, a normal person eats roughly 4 pounds of food per day. This means that keeping body and soul together would cost a minimum of 4 obol, or 1/15 drachmae per day).

Containers:

Pottery amphorae are the most common types of containers. Assume a cost of 2 obol/lb. of weight if undecorated.

The standard oil or wine transport container, known as the transport stirrup jar, holds between 20 and 30 lbs. of liquid. It would thus have a value of roughly 20 drachmae.

Essences:

Frankincense: 1 drachma/lb.
Myrrh oil: 6 drachmae/lb.
Lotus: 1 mina/lb.
Poppy milk: 30 drachmae/lb.

Frankincense and myrrh may be required for abjuration (and other?) rituals. Lotus may stand in for sacrificial animals when performing divination rituals. Poppy milk will grant 1d4 temp HP for 1 hour, but the subject is considered Incapacitated during that time. 
Essences may be found in a priest's sacred chest.

Other items:

Pair of sandals: 10 drachmae 
Common clothes (kilt/tunic/cloak/ or dress/shawl/cloak/belt): 20 - 30 drachmae (priests and bards dress in more feminine fashions)
Roll of papyrus: 2 drachmae/ft. 
Cosmetics: 1 drachma/oz.
Kithara: 20 drachmae
Lyre: 30 drachmae and up (depending on material)
Pan flute: 5 drachmae
Drum: 7 drachmae
Jewelry: by weight and craftsmanship

For most items, assume a rough equivalence of 1 copper drachma = 1 sp, but divide the cost items valued in gold by 2.5 or 5, as seems appropriate. Needless to say, highly sophisticated objects like spyglasses are not available. The same may be said for iron implements. Iron is not unknown, but it is rare, and weapons fashioned from it may be considered exotic.

Weapons:

Most swords don't get bigger than short-sword size. A bronze short sword would cost in the neighborhood of 3 minae (180 drachmae), with additional costs incurred for fine craftsmanship.

Bronze dagger: 1 mina (plus craftsmanship).
Bronze spear: 1 mina
Bronze axe (as battle axe): 2 minae
Score of bronze-tipped arrows: 1 mina
Khepesh (hooked bronze sword, versatile, 1d8/1d10 damage, can be used to grapple or disarm opponent): 4 minae
Bronze sickle: 30 drachmae
Stone axe (as handaxe): 20 drachmae
Stone mace: 15 drachmae

Bronze weapons: damage as normal, but they either take double damage upon impact, or save vs. breakage at disadvantage. Stone weapons will either take triple damage upon impact, or automatically fail roll not to break (e.g. on a fumbled attack).

Sling: 20 obol
Self-bow (as short bow): 3 minae. Some may be built for strength, so add 1 mina for each point of strength modifier the bow allows to add to damage. Note that such augmented bows can't be used by weaker characters.

Armor: 

Padded surcoat (AC 11): 30 drachmae
Leather Cuirass (AC 11): 40 drachmae
Leather Lamellar ('Studded Leather') (AC 12): 3 minae
Bronze Lamellar (Scale) (AC 13): 7 minae
Bronze Cuirass (Breastplate) (AC 14): 12 minae
Bronze Splint ('Half-Plate) (AC 15): 20 minae

Large shield (tower, or figure-of-eight) (+2 AC): 40 drachmae
Small shield (+1 AC): 20 drachmae (tympanon - bronze shield = 3 minae and up).
Boar's tusk helm (+1 AC): 2 minae 

For armor complications, see the equivalent armor type in the PHB. For helm complications, see Lukomorye.

Mycenaean scale


Wages:

A typical laborer on a royal construction project, or a rower on a ship, receives 10 loaves of bread and one pitcher of wine. In drachma, that would amount to roughly two drachmae per day, though payments would be made as a monthly ration (1 mina/month). Soldiers, officials, and scribes receive more pay, perhaps 3 minae (or more). Note that in rich lands such as Myr, workers may receive significantly more rations while working on royal construction projects (perhaps 10 times the amount), but this presupposes dependents that must be taken care of.  

Livestock and people:

Chicken: 4 obol
Exotic bird: 1 drachma and up
Goat or sheep: 1 mina
Pig: 2 minae (1 drachma/lb.)
Hunting dog: 12 minae
Ass: 4 minae
Cow: 5 minae
Ox: 8 minae
Draft Horse: 25 minae
Palfrey: 40 minae
Chariot Horse: 100 and up

Note that affecting divination rituals typically involves sacrifices - chickens for 1st and 2nd level rituals, goats.sheep for 3-4th level rituals, oxen for higher level rituals. Alternatively, drugs may be consumed for the same effects.

Slaves: prices vary, but as a rule of thumb, 1 mina per point of Strength for field workers, etc., 1 mina per point of Charisma for concubines, one mina per point of Intelligence for instructor slaves (teachers, poets, etc.). 

Vehicles: 

Cart: 12 minae
Rowboat: 25 minae
Wagon: 20 minae 
Carriage: 50 minae
Chariot: 2 talents (100 lbs, may move at the same rate as horses if harnessed to two). If one person acts as the driver, the other can use missile/reach weapons. Chariot races: Vehicle check every round, difference in result = difference in feet between teams.

Trophies:

Bronze Tripod: per weight. Usually 1 mina/pound
Bronze Censer: per weight. Usually 1 mina/pound
Silver/gold bowls: by weight, +1d10 x 10% for craftsmanship

Prize tripod - perhaps a royal gift, or a chariot-racing trophy