The GM’s Words
G.M.’s Intro
1. Introduction
Stranger – where are you bound?
I follow the iron road, friend – to whatever end.
The city-state of Carthage dominates all the Western part of the Blessed Sea, and trades to all parts of the wide world. Our ships sail all across the Blessed Sea - to Egypt, Sicily, Iberia, Gaul, Liguria, and all the colony cities of Macedon scattered throughout the world.
Punic adventurers have even travelled out into the demon-seas to open trade routes to the freezing North, and south to the Black Coast.
Traders from the interior bring goods across the great desert to the Numidians, who guard all routes to the coast and our great city.
Carthage is huge, with vast walls encircling it, housing the heart of the Punic nation and harbouring her great fleet of galleys. The citizens of Carthage are craftsmen, sailors or shopkeepers. Very few bear arms and march in the ranks of our army. The best warriors from lands far and wide come to serve as mercenary soldiers under our commanders. These officers have a heavy burden indeed, for the fate of the whole nation lies in their hands in time of war.
The peoples of all the lands around the Blessed Sea have their own culture, skills and language. Many take a place in Punic service for many years, and earn good silver in exchange.
Some prefer to make their own way, outside the security of contracted service to the state.
These freebooters have no master and live from job to job.
Who are these Mercenary warriors in our army ?
- Numidian tribesmen are peerless riders and skirmishers with javelin and light shield. Experts at scouting and foraging, these proud nomads are our most faithful allies.
- Libyan tribesmen are obedient and reliable. These warriors form the core of the army, trained as close-order infantry who fight with stabbing-spear and heavy shield.
- Balearic islanders are the finest slingers known. These skirmishers learn to shoot sea-birds in flight from endless practise on the shores of their rocky islands. Many of these tribesmen are well-used to scrambling up cliffs and rocky outcrops, and can both swim in the sea and forage from the shore.
- Iberian and Gallic tribesmen are fearless warriors. Only the bravest and strongest are chosen to join bands of sword-brothers who journey over the sea to serve in our army. They can fight in close order with sword and shield, or in lighter equipment for rough country or raiding.
- Ligurian and Sardinian tribesmen fight in open order and often serve at sea as marines as well as rough country duty in the army.
- The Greeks are an educated and civilized people, with colonies all over the Blessed Sea. Their land is now part of the Macedon Empire, but their phalanx-men are still renowned, and serve in mercenary bands for many nations.
The Great Powers
Eighty years ago, the Greeks say that Apollo sent his spirit into the world to shine amongst the darkness of the East. Alexander was his vessel, and he burned like a fire through summer grass, consuming everything in his path. But the light that burns twice as bright burns half as long, and Alexander blazed so very, very bright. Through the grace of Tanit, his time came before he turned to the West. As he died, he left his vast new empire “To the Strongest”. The wars amongst his Successors were terrible, and broke those lands into the great powers that still contend to this day.
Macedon — Antigonas Gonatos has ruled the heartland of Apollo for nearly 20 years, which includes all of Greece, Thrace and Illyria as its provinces.
Egypt — the heirs of Ptolemy rule this ancient land, where many golds have walked and now slumber beneath vast hills of stone. The great library of Alexandria draws scholars from all around the Blessed Sea. From far to the south, in the land of Kush, comes sorcery.
Persia — the Heirs of Seleucus rule all the lands of the Persians as far as the mountains at the edge of the world. Some say they rule as far as India, on the uttermost shores of the demon-sea. Through their lands pass the most valuable spices, rare gems, and the lustrous silk cloth found nowhere else on earth.
Upstarts
Italy — the Greeks of Campania submitted to the Romans more than 50 years ago. Despite the invasion of Pyrrus the Great and several defeats, the Romans still press against all their neighbours, striving to rule all of Italy and beyond. They are a brutal people with no respect for any who do not speak their language or worship their gods. Many fear that they only understand the language of the sword, and will never live in peace.
G.M. Systems
Character Creation
- 1. Roll 3d6 for
- Strength
- Intelligence
- Wisdom
- Constitution
- Dexterity
- Charisma
- Choose a character class
- Fighter
- Rogue
- Priest
- Magician
- Choose a nationality. [Note that Punic citizens have obligations to the state]
- Receive skills appropriate to your nationality, and allocate your free choices.
- Choose a Gift from Fate.
- Confirm gender.
- Work with the Dungeon Master to detail your history and possessions.
8. G.M. Update
For the rest of the day you work to move camp and set up a production line for new torches, made to the specification of the Kushite. By dusk you have completed 18 torches, and re-fuelled the two torches you had burned down to the core. You also have the components for another half-dozen ready to hand, and the materials for dozens more should you wish to continue the process. The tar-pitch will be the limiting element. If you were to spend a couple of hours a day you can make a dozen torches as a team. All that army training has helped (“are you still an effective team?” I hear some spooky Texan spirit say)…
These Kushite torches burn with more of a hiss and a spit than the ones you bought in Carthage, and give off a bit more smoke and a distinctive aroma. Although slightly harder to ignite, they are functionally equivalent when burning, and look quite rugged and damp-proof.
Serif is impressed with what you have all managed in only a few hours while he fed the animals and got some rations cooking. Looks like a pottage with smoked meat and olive oil again — a Numidian staple. All those who speak Arma will be well used to the army version.
In this kraal you have :
- a central roundhouse with thatched roof - suitable for overnight shelter, accommodation and a secure camp-fire.
- a couple of smaller round huts - which were probably fodder stores.
- a substantial wooden outbuilding - with many shelves, probably a food store.
- a substantial wooden outbuilding - with many hooks, looks like an equipment & materials store.
- a rough stable-block for 6 horses.
- an open-sided roofed shed with a small forge at one end and what looks like a smoking rack in the roof. You chose this shed as the site for your production line of Kushite torches.
- an enclosure for ponies near the stables.
- an overgrown vegetable plot, with many herbs and weeds of various sorts. Someone has been digging in it recently, although not since the last rain- probably pulling up roots of some sort.
- what looks like a sizeable chicken or duck run (the stream runs through one end).
- two large paddocks, divided by the stream which flows through the kraal. The larger paddock has a
- number of young trees in it, which Serif says look foreign to him.
- the stream has a small earth dam, with a large clay pipe in it, which regulates the level of a small pond and prevents the paddock flooding. It provides a decent reserve of fresh water, although it looks too small for the dry season unless this is spring-fed.
All of the above is within an elliptical stockade, made up of a hedge supplemented by timber in various places. There is only one set of timber gates leading in, which were open. The whole complex looks thoroughly cleared out, but with no evidence of fire damage or large BBQ feasts of livestock, both hallmarks of looting. Possibly this place was abandoned, and residual items have been plundered, but without demolition for construction materials etc.
16. G.M. Update
It is a lovely evening, the horizon is orange, fading to a lurid pink, before the purple twilight. At last the clouds have broken and it should be a fine day tomorrow, the best omen since you entered these parts. As darkness falls, the temperature drops sharply, but starlight illuminates the kraal in an altogether more cheery way than it has before. Much the most pleasant evening around the fire that you have had so far.
The Kushite nods off, wheezing slightly as usual, and seems to sleep peacefully for while, before his dreams become more disturbed… At the same time, a warm wind arises from the south and small threads of cloud race across the sky. The trees around stir, and their limbs thrash as the gusts grow stronger. The Kushite wakes with a start, and all are watchful as midnight approaches. The horses and ponies are restless, and whinney in the darkness. Things rustle in the night, and the earth floor smells moist. You bank up the fire and have torches and weapons to hand. Serif removes his jacket, and you can all see the symbol of Tanit tattooed across his chest. He smears paint on his face and holds an amulet in one hand, with a javelin in the other.
Around midnight the number of small spiders, beetles and centipedes that can be found in odd corners seems quite unnatural…
The hot wind seems to have grown even stronger, and Agripinus can hear a fell voice calling far off in the gale, although he can make no sense of it. Others can hear only faint snatches. Si'aspiquo says — the voice calls… in Egyptian…
26. G.M. Update
After a long evening meeting with the tribal elders, all are grateful to be shown to a guest hall with a warm fire and sleeping booths for all. Serif bids all sleep at peace this night, as you are honoured guests and his people guard both the town and this house.
All the saddle-bags and gear have been cleaned and tidied, and bowls of hot water are steaming by every booth. Two Numidian lads stand by with clean towels and fresh tribal gowns. One booth is obscured by woven hangings, so the Amazon has a private bed for the first time since you left Carthage. The Numidians burn fragrant herbs in the fire, and everyone enjoys their first peaceful night’s sleep for a month. It is full daylight before anyone stirs, when a gaggle of Numidian women arrive bearing a breakfast banquet. Serif joins you once more as the crumbs are brushed away and fresh mint teat is passed around.
He is pleased to say that the Elders have approved his journey to Carthage, and can supply all the provisions which will be required. He has arranged two fresh ponies to help with the baggage, and all your beasts have been fed and watered already.
So you need do nothing in haste, and that day is spent restfully, in preparation for an early start next morning. A full inventory of the loot from Kaskator and the Lamia’s cave is prepared, and all weapons and armour can be carefully cleaned, oiled and sharpened. Three young Numidian warriors ride along with you for the first two days of your journey, picking out camp sites and setting snares for game each evening. They wave goodbye at the edge of Numidian territory, after a beautiful sunrise promises the first fair day for a week. Spring is not far away, as four more days of warm dry weather pass without trouble; only a few jackals trouble your ponies one night, and these are soon chased away. Serif laments your lack of guard dogs, as he says these can be the watchman’s best friend through a long dark vigil. No use on campaign, when riding far and fast, but for those moving at the traders pace they can be useful.
So you pass by the settlements of Obba and Ushi until at last the great walls of Carthage come into view against the purple twilight to the East. It is fully dark before you pass inspection from the city guards and can pass through the triple Thapsus gates to make your way within the city. It is early evening, and although empty of commercial traffic, the streets are still busy with those seeking food, wine and entertainment.
It seems a world away from the ominous silent hills beneath the Shadow....
G.M. Update
Sealing Kaskator
Amphius sits alone, gazing entranced at the dark sky; ‘How many hidden stars, and how bright and glorious is the Milky Way!’ he muses. The camp around him is all gray, but as clear as daylight. The Numidian guards sit quietly on look-out — they cannot see the owl flitting amongst the trees as she hunts the mice scurrying unseen in the dry grass; but he can. All too soon a bright ribbon lights the eastern horizon; in an hour the blazing dawn will drive him inside an outhouse, with bandages over his eyes. Such is the curse or boon from the Gods of the Underworld; now he must live in the Shadow.
As the sun rises, Agripinus leads a prayer to Tanit and asks for Her blessing for their work this day. Serif and perhaps a quarter of the Numidians pray with him. All morning the Numidians, aided by Sammus and Agripinus, pile stones into the entrance of Kaskator, sealing it with a deep layer of sifted soil. A number of thorny desert shrubs and aromatic herbs are planted there, and the afternoon is spent ferrying water-skins from the kraal stream and soaking the whole area. By dusk, all these works are done. Toxoanassa returns with a Numidian patrol, and reports the whole area is quiet; almost too quiet. Kaskator has taken a deep breath, and all is still.
That evening there is a celebration — two small bucks are roasted and flatbread is baked on hot stones. Everyone gets a small cup of olive oil, and a sip of the last wine from Kaskator. Serif makes a long speech in the Numidian tongue which is followed by a few words in Arma from Agripinus. Amphius sits far from the camp fire shaded by the corner of a hut; Si'aspiqo sits with him, and they watch the stars wheeling above. The Numidians sing long into the night, and the kraal seems very different from the dark gloomy ruin of mid-winter.
Four hot days pass, and on each day Serif divides his band into four groups, giving each a task: Hunting, Area Patrol, Watering the Entrance, and Camp Duties. Si'aspiqo spends most of his time pondering arcane fragments in one of the kraal outbuildings, while Amphius sleeps in another. He finds it easier to sleep during the heat of the day, and makes his appearance at the evening meal; Serif asks him to walk the outer perimeter of the kraal each night as he can see much further than any of the guards on watch. Each day Agripinus and Sammus join whichever activity takes their fancy, while Toxoanassa always rides out on patrol, spending the whole day on horseback with the wind in her hair.
Fifty thirsty ponies and the regular watering of the entrance take a toll on the kraal pond, which is much smaller and shallower than a month ago. So it is a relief to all when the weather breaks on the morning of the 5th day, and rain showers sweep across the whole area. The Numidians dance and sing in the rain, and all the ponies are brushed and combed when soaking wet. Heavy showers of rain persist for two days, but on the third day these grow light and fitful. Serif takes two scouts and Toxoanassa to check the entrance works on foot, and is satisfied that all the plants look healthy and most of the pony tracks have been washed away. Preparations to leave commence immediately, and the whole war-band breaks camp at dawn the next day.
Serif takes the whole group in single file down several creeks filled with streams running from the recent rain. After a few hours you reach the cave of the Lamia, where the Numidians camp for lunch and spend several hours riding in all directions while building several camp fires in the middle of the day. Many bags of camp trash are scattered around or buried in a poorly-concealed midden. By mid-afternoon he is satisfied with this fabrication and the whole group rides off southwards four abreast, making a clear trail with no concealment before camping at dusk. Two more days of steady riding brings everyone safe and sound to Teveste, where it seems the whole town turns out to greet you.
GM Speaks:
121: An Accounting
After a few days of activity, Kallicrates has hired two townhouses in the Merchants Quarter and off-loaded all the stores and equipment from the Morning Breeze. The ship is dragged out of the water and on to a timber stand by the shore of the river-dock. Awnings soon cover the deck and the crew begin scraping the hull clean after a year's sailing on the Blessed Sea. They take their time, as it is clear that Kallicrates is planning to winter in Tamuda before voyaging again in spring.
Kallicrates arranges a mid-day feast to report on trading to his investors. Over some fresh bread and olives with grilled fish, he says:
“To accomodate Agripinus’ urgent mission to Carthago I had to move quickly to acquire a return cargo for Tamuda, and then chose a smaller cargo of stone for the second trip due to the increasing risk of storms late in the season. By the grace of the gods – respecting in due part Tanit, Poseidon and Apollo – we have safely made harbour with successful trading in both ports. Due to the limited time in each port, I did not try to fill the ship or spend every coin earned in each port. I took the best opportunity available and tried to balance the risk for all shares. On the last run of stone I took a larger share of the cargo for myself as I have to keep my ship and crew in Tamuda for at least three months without much prospect of income. Each of you put in 100 gold pieces as a trading investment, and I am pleased to return 178 gold pieces to each of you. I suggest it is paid as 150 gold and 560 silver as a sensible balance of coin for spending in Tamuda. If you wish, I can approach the local merchants to see if it could be changed into more portable wealth. If you are curious, I am happy to explain my trading records and accounts to anyone who can read Greek and use an abacus.
“And now — some wine to toast our profits — Good Health to All!”