I use the dice-rolling technique for generating heroic personae: roll 2d6+12 eighteen times, arrange the scores into the attributes as desired. I have a "prerolled" table of attributes available if you don't have the inclination to roll that many dice. Alternatively, you may use the point distribution method described on p67 of the Mythus rule book. I'm not strictly picky about the dice rolling -- if you roll those dice and have a bad sum, go ahead and reroll them. If the attributes look suspiciously high, I will expect changes...
Depending on the country of origin of the persona, most of the occupations listed in the Mythus rules are acceptable. One notable exception: personae from a Kelltic region will never have a dweomercraefter occupation - and it would be extremely unusual for one to have magick skills even with a different occupation.
Personae who originate on the islands of the Gates of Heracles, and personae from other appropriate backgrounds, may substitute Boating for Riding per the Mythus rules page 96.
I would prefer no one of higher SEC than 8 (Middle Upper Class) -- SEC 7 or 8 would be wealthy prisoners that are being held captive in exchange for ransom. SEC 6 would either be a local, or it could indicate a prisoner (wealthy merchant/tradesman).
Gender of the persona is up to the player -- in my world, there's no reason women can't be pirates.
A few ideas and suggestions for appropriate occupations: obviously, a Pirate is an appropriate option. However, most other careers could be appropriate, as well. I would even entertain the possibility that the character is a wealthy captive (if SEC is high enough) who is trying to buy off his/her captivity with service to a pirate captain. I do not intend to run a combat-centric adventure, simply because combat via PBEM would be a drag to conduct (it might be do-able with some sort of IM, if we could synchronize everyone's schedules). So, don't expect to NEED to play a Mercenary. Some aspects of the adventure will actually be easier for characters who can be sneaky, or talk their way into and out of trouble. I'll be happy to work out details as needed.
The one assumption I am making about the Heroic Personae is that they are all, at the start of this adventure, in the employ of Captain Jak Stariat, an Islander whose family originally was from Eiresud. The HP could be crew aboard his ship, or they could be associated with the captain but not actually ship's crew. This is another detail we can work out.
The town of Khosinga's Port is a free city 500 miles north of Maly, the tropical kingdom on the northwestern peninsula of Tervasflam (which also has al-Rhayidh and the Wasted Lands). This town of 10,000 people was originally a pirate town created by High Captain Slovinga al-Khosinga, a successful pirate who terrorized the Brythomar trading routes three hundred years ago. The cove where he based his fleet of a dozen ships evolved into a town as the infrastructure needed to support a fleet formed. By the time of his death in 1770 ACF, Khosinga's Port had grown into a typical port town with strong pirate leanings. The richness of the island on which Khosinga's Port was founded allowed a strong farming community to develop, with corn and sugar cane the two primary crops. Khosinga's Port Rum, made from the abundant cane harvests, is much sought after in the western Brythomar.
While Khosinga's Port is no longer a pirate town per se, it is a popular port of call for pirate ships due to its lax attitudes, and a number of pirate captains call the town home. Captain Jak Stariat calls Khosinga's Port the home port for the Scarlet Sail, his ship.
As we join the adventure, the personae will be at the favorite tavern of the crew of the Scarlet Sail, the Lecherous Parrot.
I am going to provide very short descriptions of the cultures of the nations around the Brythomar (plus a description of the Javik). These are not fully detailed down to the minutiae for two reasons - one, I don't think any society is monolithic and homogeneous. Without means of mass communication, dialects are sure to exist, and customs will spring up locally. And two, I just don't have the extra energy to dive into in-depth cultural definitions. I'd rather put that effort towards gameplay, and fill in details as I get to them.
Al-Rhayidhian Peoples: The people of al-Rhayidh (and, to a lesser degree, Maly) tend to be pragmatists with a long tradition of magick use. Many people will learn some magicks that help in day-to-day life, such as creating light, mending clothing, and so on.
Hellenic Peoples: Hellenas is the center of ancient civilization on the continent of Avillonia, easily as old as al-Rhayidh on the continent Tervasflam. Hellenas was the dominant academic society in antiquity, but their influence has waned over the years. The Hellenic society has evolved into a strongly segmented society, with three distinct castes: the warrior caste, the ruling caste, and the subjects. This society has stagnated over the years, for there is little incentive for true innovation. Outside of a few merchants and scholars, Hellenic people tend not to travel.
Islanders: The Gates of Heracles is a long island chain that numerous people have settled. Near the northern and southern extents, the Italic and Maly people have naturally settled. In addition, numerous people from all over the Brythomar have settled on some of these islands, which have a rich climate ideal for growing numerous crops that do not grow well on the continents. The many natural bays of these islands make them a natural choice for pirates, and many of the older towns of this chain were originally pirate towns. Islanders are a unique culture, for the many peoples who have settled here each have integrated parts of their own heritage. As such, there is no one "Islander" culture, although the influence of the continents becomes somewhat more pronounced as one gets closer to each of the continents.
Italic Peoples: The Italic states populate the region around the north end of the Gates of Heracles. As a sketch of these people, I am using Italy during the Renaissance. Think a refined, civilized people, rich in the arts. The Italic people worship from the Roman pantheon, but there is a strong secularist current within the society.
Javik: The Javik are northern barbarians from the Vasmar. They are exceedingly rare on the Brythomar, since the only water route between the two seas involves travel through the dragon-infested Mariner's Valley and a trip down the eastern coast of Avillonia to round the southeastern Hellenic peninsula. An overland route is much shorter, but as a generalization, Javik prefer travel by sea. The Javik are as harsh as their homelands, fierce warriors, hardy drinkers, and rough brawlers. Their social mores are different than those of the Southlanders (as Javik accurately call everyone else), with a family- (and clan-) centric view of many things. Javik prefer to settle differences personally, either with a fist fight or with weapons, depending on the nature of the dispute.
Kelltic Peoples: The kingdom of Eiresud is the largest Kelltic nation on the Brythomar. While there are a number of small Kelltic states between Eiresud and the Italic states to the west, Eiresud is easily the one that most people think of when one speaks of Kelltic nations on the Brythomar. The people are very colorful and lively, with tempers that can flare with minimal provocation. They tend to enjoy brightly colored (clashing or otherwise) clothing as well as homes. Think a stereotype of an Irishman. They appreciate a good beer, a good laugh, a good fight. The Kelltic people worship the Kelltic gods, but many choose to worship in private instead of participating in services at the cathedrals of the Church of Kells.
I am not a dice-centric JM. I am more interested in the story than in the dice rolls. In a game I ran once, the players used dice for one action during an entire session. I will require dice rolls for combat, and for doing something unusual, risky, or opposed, but I do not believe in using dice rolls for mundane actions (I have gamed in groups where the GM DID - even for interaction between PCs). Even in cases of doing something unusual, if the description of the action is well thought out and reasonable, I may let the dice roll slide or provide bonuses.
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This page was last updated 3 April 2005
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