Savage Rome
Savage Rome
Introduction ............................................................................. 1
The World ................................................................................ 2
Available Races........................................................................ 3
Skills .........................................................................................14
Edges & Hindrances .................................................................14
Gear........................................................................................ 15
Geography & Language .......................................................... 21
Politics .................................................................................... 22
Society .................................................................................... 23
Religion ................................................................................... 25
Arcane Backgrounds ............................................................. 26
The first thing I need to mention is that I have never claimed to be an historian. Most
days, I’m lucky if I can keep the US presidents for the last couple of decades straight
in my head, let alone the details of Julius Caesar’s campaigns or all the members of
his extended family. So, I’m going to say right now that I have most definitely and
purposefully deviated from history and many details will be different from our own
“official” records of the way things were. The fact that there will be minotaurs and
satyrs running around Ancient Rome should be an obvious clue, but there will be
subtler differences – I am simplifying the geography and the languages, for one thing.
For another, certain events or inventions may have been shifted forwards or
backwards in time a bit. The best thing to remember is that this is NOT supposed to
be historical Earth, but rather an alternate reality in which a number of things that
happened in our history also happened – and in which a number of things that we
have no records of also came to pass. The long and the short of it is that I’ve taken a
lot of concepts and inspirations from the first century CE (or AD if you swing that way)
and fashioned a Mythic Rome campaign setting out of them. Like virtually all the
games I run, it is a grand experiment – one I hope we all enjoy. So, let’s grab our test
tubes and alchemy kits and get to it!
The World
It is the year 790 AUC (ab urbe condita, after the founding of the city). The last
century has seen dramatic change and the former Roman Republic has become an
empire. This began with the rise of Julius Caesar to the position of Dictator, which
was granted to him by the senate. However, there were many who saw this position,
which he had been granted for life, as too close to that of the kings of old and feared it
would mean the end of the Republic. He was assassinated by a group of people whom
he had counted among his greatest friends and associates.
For a time, the administration of Rome was taken over by a triumvirate consisting of
Marc Antony, Marcus Lepidus and Gaius Julius Octavius. These three ended up
fighting amongst themselves until Octavius was the last remaining alive. He became
the first true emperor of Rome and was renamed Caesar Augustus.
Augustus greatly reorganized the laws of the empire and its administration. He
formed the Praetorian Guard to protect not only the emperor’s person but also the
sanctity of the position, giving them the power to name a new emperor if the need
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should arise. He also expanded the borders of the empire, securing areas in Africa
and Asia Minor as well as territory at the edge of Germania.
When Augustus passed on in 767 AUC, he was succeeded by his stepson Tiberius.
The new emperor Tiberius Julius Caesar Augustus, as he was renamed, was very
different from Augustus. In contrast to Augustus’ proactive approach, Tiberius took a
much more passive line, and for the most part simply worked on building internal
resources and maintaining the structure Augustus had put in place. He also made a
number of publicly questionable comments which indicated that he did not wish to be
emperor and had the position thrust upon him unfairly. His relative inaction along
with this attitude caused him to become very unpopular.
As the years passed, Tiberius seemed more and more withdrawn. In 779, he retired
from the city of Rome altogether, still emperor in name but leaving Lucius Sejanus,
the former prefect of the Praetorian Guard, in charge. This proved to be a mistake, as
soon Sejanus began a series of trials to purge anyone who might be able to
compromise his position. Fearing that Sejanus would soon move against him,
Tiberius had him executed and then began a series of purges of his own to root out
anyone who might have plotted against him. Members of the Julian family were hit
particularly hard during this time and Tiberius made many enemies in the senate.
And so things have remained to this day. The trials and purges continue, and no
prominent family can be sure they will be safe from Tiberius’ paranoia. The only hope
that some see on the horizon is the fact that, now being in his seventies and in ill
health, he will pass on and either there will be a return to the Republic or a new and
better emperor will rise and lift the burdens Tiberius has placed upon the citizenry.
Either way, it is known that the Delphic oracle has fallen silent save for the same
words repeated over and over whenever asked for a reading: “It is growing darker.”
Available Races
There are quite a few playable races out there. If you’re planning on playing a race
from outside the Empire you’ll need to come up with a good explanation of what you’re
doing INSIDE it – by which I mean something that makes sense and is detailed enough
that it’s more than just an excuse to play something different – run it by me and I’ll let
you know. Generally, the closer to the Empire you are the easier this will likely be, so
for example a character from Germania will probably take much less explanation to
incorporate than someone from, say, the Han Empire.
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INSIDE THE EMPIRE
The following races can be commonly found within the boundaries of the Empire and
in Rome, itself. Some can also be found outside the empire as well, and are noted as
such.
Birdfolk
Believed to be related to harpies, birdfolk are tall, winged humanoids with delicate
features. Their wings are feathered and sprout forth from their shoulderblades.
Feathers tend to cover those areas where humans have hair, though this varies from
tribe to tribe and the face is typically the most human-looking part. The coloring of
the feathers varies depending upon lineage. Birdfolk can be found anywhere sizable
populations of birds exist. They typically live in mountain ayries, where they built
societies that tend to mimic those of the local human populace. The warmer the
climate, the less likely they are to migrate and the more pronounced this similarity
becomes. Around the Mediterranean, for example, there are quite a few permanent
structures they’ve built in high-up locations that somewhat resemble Greek and
Roman houses and temples.
• Agile: Birdfolk are graceful creatures. They start with a d6 Agility instead of a d4.
• Claustrophobic: Birdfolk do not like closed spaces. They suffer a -1 to all Trait rolls while
indoors if the sky is not visible.
• Flight: Birdfolk have the ability to fly at their basic pace with a Climb rate of half that
number. They may also “run” while flying, giving them extra movement equal to the result of a
running die roll.
• Hollow Bones: Birdfolk are lighter than humans, only weighing about 2/3 as much. While
this makes flight possible, they are slightly more fragile than other races. They receive a -1
penalty to Toughness.
• Talons: Str+d6. Birdfolk have razor sharp talons on their feet, allowing them to grasp prey
while airborne.
Boarfolk
As implied, boarfolk are humanoids who possess the features of boars. They are
typically shorter than humans, stoutly built and have small tusks, snoutlike noses
and pointed ears. They share many characteristics with orcs, but are generally
smaller and hairier, with more pronounced boarlike features. Similar to the other
animal-aspected races, they can be found anywhere that sizable populations of wild
boars are located. This includes the majority of Northern and Central Europe, the
Mediterranean region including northern parts of Africa and much of Asia. In Rome,
many are slaves, and a few of their number have done well in the arena.
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• Berserk: Boarfolk receive the Berserk Edge for free.
• Slow Learner: While some Boarfolk are considered wise, it’s a rare to find one that’s very
smart. During character creation raising Smarts requires two points per step.
• Tough: Boarfolk start with a d6 in Vigor instead of a d4.
Centaur
Half-human, half-horse, centaurs have been looked upon as a savage race, largely due
to a reputation garnered by one of their earliest tribes. In reality they can be very hot-
tempered but not nearly as destructive as some of their forebears. Many still have a
military bent, but some have become well-known bards and sages. Centaurs are
believed to have been descended from the Greek king Ixion and Nephele (a simulacrum
created by Jupiter to resemble his wife Juno) and are found most often in and around
Greece. In Rome, many have become gladiators and a few have managed to rise in the
ranks of the Legion, though few have as of yet risen above the Plebian social caste.
Gnoll
These bestial humanoids can be found anywhere dogs, wolves or similar creatures
populate, which means they can be seen just about anywhere. They have a reputation
for being impatient or shortsighted, but this is usually only the case for those found in
Europe. There are as many different kinds of gnolls are there are breeds of canines.
The ones native to Italia usually resemble the wolves of the area. Gnolls from Gaul
and Germania are considerably much more savage – one large tribe in particular that
ranges from northern Germania to the northern tip of Scandinavia, calling itself the
Get of Fenris, is more aggressive than most. Gnolls from Egypt, on the other hand,
are considered much more civilized and cultured – they resemble jackals and often
refer to themselves as the children of the Egyptian god Anubis.
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• Acute Senses: Gnolls are known for their sharp hearing and sense of smell. They receive a
+2 bonus to their Notice checks when using either of these two senses.
• Bite: Str+d6. Gnolls have very sharp teeth and strong jaws.
• Rivalry: Gnolls of different breeds often have different goals and ideals and do not always get
along. Select a region not your own – you receive a -4 penalty to your Charisma when dealing
with gnolls from that region and have had bad experiences with them in the past.
Human
The human race is the most predominate and populous in the world and can be found
nearly everywhere. The oldest known human civilization within the empire is that of
the Greeks, and there is evidence to suggest that the humans who first populated
Europe may have come from the island of Crete, which is now ruled by the minotaurs.
It is said that the human founder of Roman civilization was a Trojan named Aeneas, a
descendant of the goddess Venus and survivor of the Trojan War. According to legend,
the city of Rome itself was founded by his descendants Romulus and Remus. Julius
Caesar is also believed to be descended from Aeneas, so the members of the Julian
family are highly regarded as relatives of Venus.
• Free Edge: Humans begin play with a free Edge of their choice. They must meet the
requirements of the Edge as normal.
Minotaur
Rulers of the island of Crete, minotaurs are proud warriors and sea merchants with a
long and bloody history. The first minotaur, Asterion, was the stepson of king Minos,
and is said to be the progenitor of the minotaur race. After Asterion was killed by
Theseus, his children were kept bound in the labyrinth until Minos died while
searching for the artificer Daedalus. After Minos’ death, the minotaurs rose up and,
over several generations of warfare and bloodshed, seized control of the whole of Crete.
Rome eventually conquered the island, which was allowed to remain its own province
with the understanding that the minotaurs who ruled the land would continue to
provide Rome with slaves and other resources. These days minotaurs can be often be
found as elite warriors or slave traders, and they usually are paid very well for their
services.
• Fleet-Footed: Minotaurs have a pace of 8 and roll d10s instead of d6s when running.
• Gore: Minotaurs use this maneuver to gore their opponents with their horns. If they can
charge at least 6” before attacking, they add +4 to their damage total.
• Horns: Str+d4. Obviously, minotaurs cannot wear helmets.
• Hot-headed: Minotaurs are known for their tempers and may fly into a rage when provoked.
They receive a -2 in Tests of Wills in which an opponent is using the Taunt skill. They also
receive the effects of the Vengeful (Minor) Hindrance.
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• Infamy: Minotaurs are reviled as monstrous beasts and slavers and are not often welcome
among any but their own kind. They receive -4 to rolls involving Charisma when dealing with
most non-minotaurs.
• Large: Minotaurs stand over 7’ tall and receive +2 to their Toughness.
Orc
Native to Italia and Hispania, orcs are perhaps the second most populous humanoid
race in the Roman Empire. They are bred for battle and their villages follow a tribal
structure. They are said to have been displaced by human settlers when they first
arrived from Crete and were often in conflict with the human race until they were
recognized as their own local authorities by Alexander the Great. From that point on,
while there have been many conflicts from time to time there has not been the open
warfare of years past. Still, many fear and oppose the orcs because of their supposed
ancestry: they are direct descendants of the god Orcus (who, along with Dis, is an
aspect of Pluto). A number of orcish communities are ruled by death cults who
venerate Orcus, Dis or Pluto, though just as many are led by followers of Mars or
Minerva. The Roman Empire considers them subjects like any other, though in
practice they are viewed as second-class citizens at best – those orcs who have
garnered the most support among the human population are gladiators and they are
often favorites in the arena.
• Infravision: Orcs can see in the infrared spectrum, halving attack penalties (round down) for
bad lighting.
• Outsider: Orcs aren’t trusted by most other civilized races, and so subtract 2 from their
Charisma amongst non-orcs.
• Large: Orcs are a little bigger than humans and add +1 to their toughness to represent this.
Satyr
Resembling hairy, horned humans from the waist up and goats from the waist down,
satyrs are more common in Italia and Greece than anywhere else, but a good number
of them can be found in other places throughout the empire. Believed to be related
both to the Roman god Faunus and the Greek god Pan, satyrs have a tendency to be
hedonistic, but some have been known to fight these tendencies when the moment
requires it. In Rome, satyrs tend to be actors, musicians or poets but some with more
martial inclinations have turned up in the arena from time to time.
Shapechanger
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There are many stories of beings either blessed (or in some cases cursed) by the gods
with the ability to change their shape. Likewise, Germanic tales often speak of
doppelgangers, creatures who assume the forms of those around them to survive,
many killing and replacing members of society. As such, shapechangers lead a very
solitary existence and are usually persecuted when they are found. Those who are
known to exist in Rome usually assume human form for most of the time so that they
will not be discovered. Their natural form is rarely seen, but is believed to be grey,
humanoid and largely featureless. Many are hired out by Rome’s crime families as
thieves and assassins, though it is not unheard of for them to use their skills to try to
manipulate the proceedings of the senate from time to time.
• Chameleon: Shapechangers have extremely malleable features, and can change their
appearance at will. They must remain approximately the same size, but can easily alter their
faces, hair and skin color. Mimicking a specific individual does not grant that person’s
abilities. Furthermore, anyone familiar with the person mimicked may make a Notice roll at -2
to see through the disguise, though the shapechanger can increase this penalty to -4 with a
successful Persuasion roll.
• Downtrodden: Shapechangers are used to doing whatever is necessary to survive. As a
result they automatically start with a d6 in one of the following Skills: Notice, Persuasion,
Streetwise or Survival (player’s choice).
• Outsider: Any shapechanger who is discovered to be one receives a -2 to Charisma among
non-shapeshifters who are aware of the character’s true nature.
Catfolk
Resembling humanoid cats, catfolk can be found anywhere members of the larger
species of cats live. Therefore, they’re most often seen in parts of Africa and Asia.
They tend to lead a nomadic existence, and their tribe is typically denoted by their
coloration (which is usually related to what kind of large cat they resemble – lion, tiger
or leopard). In Egypt they are often revered as the children of the goddess Bast and
many are known to have become priests. Those few ever seen in Rome are usually
there to sell goods, but some have been known to work in the temples.
• Agile: Catfolk have the feline grace of their ancestors. They start with a d6 Agility attribute
instead of a d4.
• Bloodthirsty: Catfolk can be cruel to their foes, often toying with them for simple
amusement. They rarely take prisoners and feel little compunction about punishing captured
foes. This causes a –4 Charisma penalty among more pragmatic types (who usually prefer to
take prisoners unharmed to sell into slavery like the rest of the “civilized” world).
• Claws: Catfolk have retractable claws that do Str+d6 damage.
• Low Light Vision: The eyes of a catfolk amplify light. They can see in the dark and ignore
attack penalties for Dim and Dark lighting.
Djinn
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The term “djinn” can refer to a number of different creatures and spirits found in
Persia and Arabia, but the most common type of djinn seen venturing anywhere near
the Empire is of the kind that is closest to humanity. Powerful efreet, marids and
other spiritual beings have been mating with humans for some time. While those
more powerful beings do indeed still exist, their descendants are far more numerous.
The djinn seen most often resemble humans but with a skin tone that can be blue,
red, green or any number of other colors depending on the djinn’s lineage and leanings
towards any one particular natural element. That said, there are many djinn who
have the same skin tones as their human ancestors. They generally have pointed ears
and their eyes usually are one solid color. It is often the fashion among them to shave
their heads or have numerous tattoos, though there are plenty of exceptions to this as
well. Those few ever seen in Rome are regarded with some suspicion but are also
sought for their wisdom and abilities.
• Binding: Like their ancestors, djinn are magical creatures and can be bound by the
appropriate rituals. Furthermore, anyone who learns a djinn’s true name can invoke it to bind
them to a physical object (usually a bottle, ring, necklace or other trinket). In such a case, the
djinn is bound to the object and can be trapped inside it at the will of the item’s possessor until
a contract of some kind (usually verbal) is made that arranges the djinn’s release. Most djinn
go by pseudonyms for this reason.
• Magical Heritage: Being descended from more powerful beings, all djinn start with the
Arcane Background (Demigod) for free. Unlike most regular demigods, djinn start with 30
power points instead of the usual 20.
Drow
Drow, or trau, as they are known in the Germanic tongue, are found most often in
Germania and Scandinavia and are usually at war with dwarven and elven
civilizations. In Germanic legends they are also known as Dark Elves, and are often
mistrusted. The Roman Empire will occasionally do business with them because they
will usually be willing to do things that their surface brethren will not. They are
known to have a very pragmatic cultural outlook, which has drawn praise from more
than one senator in the past. For this reason they are sometimes employed by the
empire as spies.
• Agile: Like their surface brethren, drow are very agile. They start with a d6 in Agility instead
of a d4.
• Eyes of the Dark Elf: Drow can see in the dark and are not penalized for Dark or Dim
Lighting conditions. However, bright light can cause them discomfort. They are at -2 to shoot
or Notice anything more than 5” distant when in direct sunlight or in the presence of
particularly bright light sources.
Dwarf
Dwarves hail from Germania and Scandinavia and are found most often in
subterranean cities in mountainous regions close enough to trade with the tribes on
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the surface. There are families of Dwarves who live in Rome mostly for purposes of
trade or employment, though these are more often the exception than the rule. A
number of them are part of Rome’s legions and it is said more than one dwarf clan has
connections to Rome’s crime families. They can be found as bodyguards, smiths and
merchants.
• Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore
attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Elf
Most elves (or aelves) come from the forests of Germania (and Gaul to a lesser extent),
where they struggle daily to protect their lands from invaders from all cardinal
directions (mostly Germanic and Celtic tribes) and from below (usually Drow). In
Germanic legends they are known as the Light Elves, and are highly revered by those
who put stock in such tales. Those who interact with Rome typically do so for
protection in exchange for their aid in quelling uprisings in the outer reaches of the
empire. They can be found acting as guides or advisors to Rome’s legions.
• Agile: Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
• All Thumbs: Elves have an inbred dislike of mechanical objects, and thus have the All
Thumbs Hindrance. They shun most mechanical items and designs.
• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the
dark. He ignores attack penalties for Dim and Dark lighting.
Firbolg
The firbolg are large, savage, hairy beings with antler-like horns on their heads. These
creatures are rarely seen in the empire, as most keep to their homelands of Britannia
and Hibernia where it is said they lead a tribal lifestyle. It is also said that they have
been long oppressed by the sidhe, but it is rumored that some serve the sidhe’s
designs. Many have formed their own factions to wage war against all who oppose
them. Those very few who are found in Rome are most often slaves or bodyguards,
and can be seen as gladiators from time to time.
• Born Warriors: Having been bred for combat for centuries, firbolg understand it on a very
basic level and adapt to new weapons quickly. They start with a d6 in one of the following
Skills (player’s choice): Fighting, Shooting or Throwing.
• Large: Firbolg are around 7’ tall and receive +1 to their Toughness.
• Monstrous: Firbolg have a frightening, savage appearance and manner about them, giving
them a -2 penalty to their Charisma, but gives a +1 bonus to uses of Intimidation.
Gnome
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Originating from the mountains of Scandinavia, gnomes are not often seen in Rome
but are sought after by the rich and powerful for their crafting skills and insights on
magic. Gnomes do not often venture out of their mountain homes, but some who do
travel south to empire are venerated as seers, entertainers and keepers of lore.
• Clever: Gnomes are renowned for their intellect and start with a d6 in Smarts instead of a
d4.
• Expertise: Most gnomes value knowledge and are experts on one subject or another. They
start with a d6 in a Smarts-based skill of the player’s choice.
• Infravision: Gnomes can see in the infrared spectrum, halving attack penalties (round down)
for bad lighting.
• Short: Gnomes are around 4’ in height. Their small size subtracts 1 from their Toughness.
They have a Size of –1, and cannot take the Small Hindrance.
Goblin
Goblins lead a tribal, nomadic existence and can be found in Gaul, Britannia and
Hibernia. They are known to have a decidedly mercenary disposition and have been
said to play both sides in many conflicts – particularly conflicts between the sidhe and
those who would oppose them. While decidedly primitive, goblins possess a cunning
ingenuity that must never be discounted, and those few that are seen in Rome are just
as often mystics and architects as they are hired warriors and slaves. Those goblins
who become siege engineers can be particularly dangerous.
Hobgoblin
A militaristic, mercenary folk not unlike the Spartans in their demeanor, hobgoblin
settlements are most often found in Gaul and Britannia. Thought to at one time have
been the lieutenants in the sidhe’s many wars, it is said that they were the first to
break away and fight back against them, looking to seize Hibernia for themselves. To
this date, they have been unsuccessful, but many goblins and other creatures flock to
their banner day by day, so it may one day be possible. Rome’s longstanding truce
with the Hibernia obligates the Empire to make sure that those hobgoblin settlements
within its borders are kept in check. Those Romans who employ hobgoblins or keep
them as slaves must usually keep them on a very short leash.
• Ambitious: Hobgoblins are plagued (or gifted, as they see it) with an unquenchable desire for
conquest. This gives them the effect of the Arrogant Hindrance (which they cannot take as it
would be redundant) – seeking complete domination and humiliation of their opponents and
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always seeking out the leader in combat.
• Infravision: Hobgoblins halve penalties for dark lighting against living targets (round down).
• Intimidating: Over centuries hobgoblins have become skilled at making their opponents
back down or flee in terror. They start with a free d6 in Intimidation.
• Tough: Hobgoblins start with a d6 in Vigor instead of a d4.
Lizardfolk
Generally lizardfolk can be found in warmer climates, mostly parts of Africa and
southern Asia. They are humanoid with reptilian features and scales that vary in
color from a deep green to a light yellow. Some lizardfolk civilizations are rumored to
stem back to a time before the existence of humans. Some scholars seek to tie their
origins to those of the world’s few dragons, but the facts are sketchy at best – though,
granted, certain clutches of lizardfolk have been known to venture forth and form cults
dedicated to legendary dragons in different regions, such as the dragon defeated by
Cadmus, the founder of Thebes, the Germanic dragon Fafnir or the ancient Arab
dragon-god Tiamat. It is said they once had cities that rivaled Rome itself, but any
evidence of such places has been lost in antiquity – or at least has been kept carefully
from the eyes of other races. These days lizardfolk settlements tend to be no larger
than villages. A few lizardfolk can be found in Rome as traders or gladiators.
• Dehydration: Lizardmen need moisture to survive. They must immerse themselves in water
at least one hour out of every 24 or their scales begin to crack and blister. They receive a level
of Fatigue each day afterward until they become Incapacitated. The day after that, they perish.
Incapacitation in this fashion can be prevented by drinking liquids, but the Fatigue levels
cannot be removed until there is total immersion.
• Natural Weapons: The tails, claws, and teeth of lizardfolk allow them to tail slap, claw, or bite
in combat for Str+d4 damage.
• Natural Swimmers: Saurian tails make powerful swimmers, giving them +2 on their
Swimming rolls and increasing their swimming Pace to their Swimming skill.
• Saurian Senses: Lizardfolks’ tongues can “taste” the air, giving them +2 to Notice rolls. They
are always considered active guards for Stealth checks.
• Warm Natured: Lizardfolk are not comfortable in cold environments. They suffer a –4 penalty
to resist cold environmental effects.
Nibelung
Dark dwarves, or nibelungen, like their dwarf cousins, can be found most often in
Germania and Scandinavia. Unlike regular dwarves, however, nibelungen live far
beneath the surface and do not usually venture up into the mountains above. They
are slightly smaller than dwarves and are generally darker skinned. Their
subterranean cities are said to be both wondrous and terrifying in scope. They have a
long-standing history of violent warfare with the dwarves and the drow, most of which
have been over space and resources. Nibelungen are hardly ever seen on the surface,
let alone in Rome. Those few who make the trip are most often merchants whose
wares clearly demonstrate that the nibelungen have greater access to rare metals and
precious gems than anyone else.
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• Eyes of the Nibelung: Nibelung can see in the dark and ignore attack penalties for Dim and
Dark lighting. But bright light causes them extreme difficulty. They are almost completely
blind in direct sunlight or near very bright light sources, suffering a -6 to all physical tasks
that require vision and -2 to all such social tasks. If the light is not directly in a nibelung’s
eyes, wearing a heavy, hooded garment eliminates the social penalty and reduces the physical
penalty to -3 for any such tasks requiring sight within 5”. Beyond that distance, however, the
blindness remains in full effect.
• Slow: Nibelungen have a Pace of 5”.
• Tough: Like dwarves, Nibelungen are stout and tough. They start with a d6 Vigor instead of a
d4.
• Wealth of the Nibelung: Nibelungen have much greater access to mineral wealth than any
other race. They receive the Rich Background Edge for free.
Pygmy
Pygmies are a small folk believed to come from India. They are a nomadic people,
rarely settling in one place for any extended period of time. Many make their living
traveling in bands of entertainers or as traders bringing goods from Egypt, Persia,
India and Arabia and from as far east as the Han Empire. Many are also despised and
shunned as little more than pickpockets and thieves who care nothing for those
outside their own society. This is not necessarily always or even often the case but
most do not stay around long enough for such insults to matter. Pygmies are not very
fond of large birds, cranes in particular, and have been known to engage in conflict
with them.
• Fortunate: Pygmies draw one additional benny per game session. This may be combined with
the Luck and Great Luck Edges.
• Short: Pygmies average only about 3’ tall. Their small size subtracts 1 from their Toughness.
Pygmies have a Size of –1, and cannot take the Small Hindrance.
• Spirited: Pygmies are generally optimistic beings. They start with a d6 Spirit instead of a d4.
Ratfolk
The much maligned rat people can sometimes be found in areas that there are large
populations of rats, but despite this they are relatively rare inside the Empire. In
Rome they’re usually looked down upon, an attitude that tends to be shared in most
parts of Europe. In Asia, they tend to be shown greater respect, and as a result of this
the greatest concentration of Ratfolk are located in the Han Empire. Ratfolk are short,
furry humanoids with ratlike features. Those few that can be found in Rome will
generally take any job available and several have ties to the criminal underworld. A
few others have been known to pursue scholarly interests.
• Bite: Str+d4.
• Direction Sense: Rat men often must live in sewers or slums. Maneuvering around these
mazes has given them a good sense of direction. Rat men never get lost, even in nonnative
locales.
• Immunity: Rat men are immune to poison and disease.
• Outsider: Ratfolk aren’t trusted by many outside of Asia, and so subtract 2 from their
Charisma amongst non-ratfolk encountered anywhere else.
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• Poor: Ratfolk have a very difficult time generating income and receive the effects of the
Poverty Hindrance.
• Survivor: One thing Ratfolk have learned very well as a people is how to survive. They start
with a free d6 in the player’s choice of either the Stealth or Survival Skill.
Sidhe
Sidhe are elf-like in appearance, but are much more deeply connected in ancestry to
both the Celtic gods and the faerie folk. The primary domain of the sidhe is the island
of Hibernia (just west of Britannia), where it is said some are worshipped as demigods
by those who admire their terrible beauty. Their legions of fey creatures, goblins and
humans who follow them have turned back all attempts to conquer them throughout
history, so an uneasy peace with Rome remains. Those who come to Rome are usually
travelers or seekers of knowledge.
• Fey Allure: Sidhe all have an eldritch attraction to them that many cannot resist. They
receive a +2 to their Charisma.
• Iron Aversion: Sidhe, like other fey creatures, are vulnerable to cold iron. When touched by
cold iron, sidhe suffer a -4 penalty to all Trait rolls and their Pace is halved. This effect
continues for 2d6 rounds afterward.
• Strong Will: Sidhe can be truly mesmerizing and are not easily fazed themselves. They
receive a +2 bonus on Intimidation and Taunt rolls and rolls to resist Tests of Will.
Skills
We’ll be using the regular skills from Savage Worlds with the exception of Guts (for
which we’ll just use Spirit rolls if it comes up instead) and Piloting – sorry, I have no
plans for Roman flying machines right now.
When you’re choosing Skills at character creation, remember that if you’re planning
to take an Arcane Background, you’ll need to leave room for any Skills you’ll need for
it (see the Arcane Backgrounds section for details).
Among the Knowledge Skills available are Knowledge (Astrology) and Knowledge
(Linguistics).
Slave (Major)
Perhaps you were born a slave or maybe you were tried for a crime or owed a debt you
couldn’t pay and ended up being sold into slavery. Whatever it was that happened,
you are now at the lowest possible rung in Roman society and are viewed as property.
This means that a good deal of your time will be taken up doing tasks for your master
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and anything else you choose to do can only be done in your free time, which will be at
his or her behest. Your character’s owner will be an NPC whose nature will be
determined at character creation. For practical purposes, you’ll still be able to
participate in the game as much as the other players, but your status will always be
an inconvenience to you (and by extension to the rest of the PCs). You may not take
the Noble, Rich or Filthy Rich Background Edges.
Adjusted Edge:
Noble
This Edge functions just as it did before, but with an important addition: it helps to
determine your social class (see the Society section for details).
The following Edges may not be taken – Rock and Roll!, Gadgeteer, Mentalist and Mr.
Fix It.
Gear
There are quite a few different types of coins, but I’ll be bringing it down to five types
just to keep things simple. At this time, the basic unit of currency is the sesterce
(which I’ll be mangling to pronounce suh-STAH-shee), a partially silver coin which is
roughly equivalent to $1. Above that is the dinar (purer silver), and at the top is the
aureus (gold). Below the sesterce are the dupondius (copper) and the semis (bronze).
Unless you take Edges or Hindrances that change this, you’ll start the game with 500
sesterci in any denomination you prefer. The table below shows the conversion rate
for different coins.
Dinar 1/25 1 4 8 32
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Sesterce 1/100 1/4 1 2 8
Armor
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Hand Weapons
Ranged Weapons
Type Latin Name Range Damage Weight Cost Min Str. Notes
Axe, Throwing Securis 3/6/12 Str+d6 7 80 --
Short Bow Arcus 12/24/48 2d6 1 30 d6
Great Bow Arcus Magna 15/30/60 2d6 2 60 d8
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Javelin Pilum 4/8/16 Str+d4 1/4 45 d4 see notes
Sling Funda 4/8/16 Str+d4 1/2 5 --
Knife Culter 3/6/12 Str+d4 1/2 10 --
Spear Hasta 3/6/12 Str+d6 2 50 d6
Net Retarii 3/6/12 -- 2 60 -- see notes
Bolas -- 4/8/16 Str+1 1/2 15 -- see notes
Ammunition
Notes
Bolas / Lasso - These weapons can be used to perform an Agility Trick using the
wielder’s Fighting (for lassos) or Throwing (for bolas) skill. Success means the
opponent suffers –2 Parry until their next action. With a raise the opponent falls
prone, suffers –2 Parry, and is Shaken.
Flagrum (Whip) - If the wielder scores a raise on the attack roll, the attack does not
inflict an additional d6 damage. Instead, the victim suffers a –2 to Parry until their
next action.
Pilum (Javelin) - The pilum is a throwing spear with a broad point and long, thin
metal neck. It’s designed to lodge in an enemy’s shield and bend at the neck, forcing
your opponent to either have to compensate for the extra weight or cast the shield
aside. When using one, a hit on a called shot to an enemy’s shield (-2) causes the
enemy to make a disarm check (Str vs damage – the enemy receives none of the
damage, but the roll is still made to determine the enemy’s target number) to avoid
dropping the shield. If the check succeeds, the enemy must make a standard
Strength check each round at the start of his/her turn to continue to hold onto it.
Retarii (Net) – The net can be used to entangle opponents. When thrown, the net
uses a Small Burst Template. With a successful hit, any targets in that area must
make an Agility roll versus the attacker’s Throwing result. If successful, the target gets
out of the way; otherwise they become entangled in the net, and are at –2 to Pace and
skills linked to Strength and Agility until freed. Multiple targets that are entangled
cannot move unless they do so at the same time. The victim must make a Strength or
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Agility roll at –2 to get free. A raise allows the opponent to break free and act this
turn.
Common Items
Clothes
Item Weight Cost Item Weight Cost
Belt 1/5 20 Shirt 1/3 15
Boots, leather 4/5 35 Stola 1/2 200
Caliga (thick sandals),
1 40 Toga 1 15
Legionary
Togati (short, strapped
Coat, heavy 2 250 boot), Senatorial, Black & 2/3 100
Silver
Cucullus (woolen
1 5 Togati, Equestrian, Red 2/3 75
hooded cloak)
Dress, gown 2½ 300 Trousers 2/5 10
Dress, work 2 35 Tunic, Equestrian 1 150
Gallium (Overcloak) ½ 35 Tunic, Lower Classes 1/2 20
Hat, brimmed 1/3 30 Tunic, Senatorial 1 300
Palla (Shawl) 1/5 10 Vest 0 10
Paludamenturn (red
Wooden Clogs (usually for
gallium worn over 4/5 60 1 1
slaves)
armor)
Sandals 1/10 30
General Items
Item Weight Cost Item Weight Cost
Backpack 4 30 Rope, 50 ft 8 1
Blacksmith's Kit 20 350 Rucksack 1 10
Canvas, 1 bolt 1 20 Satchel, leather 1 1
Fish Oil, Flask 1 1 Scroll Case 1/2 10
Flask 4/5 40 Silk, 1 bolt 1 7000
Hook ½ 15 String (per ft) - 1
Lantern (fish oil) 2 5 Stylus 1/5 1
Latrunculi (Chess) Board, small ½ 2 Tent, large 6 300
Locksmith's Tools 2 150 Tent, personal 3 130
Medical Kit 2 450 Tinderbox 1/3 20
Mirror 1/5 25 Torch 1 2
Papyrus (per sheet) - 75 Vial of Ink (octopus) 2/5 50
Parchment (1 roll/3 sheets) - 10 Waterskin 3/5 6
Pouch, large 4/5 7 Writing Tablet (wax) 2 45
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Pouch, small 1/5 3 Pets: Bird 1-1000, Cat 5, Dog 5, Monkey 50
Purse/Wallet 1/10 8
Services
Item Cost Item Cost
Artist (sculptor/painter, per day) 120 Entertainer (per day) 15
Astrological Chart 30 Haircut 2
Augury 100 Laborer (per day) 20
Bath (per person) 2 Lawyer (per day) 125
Blacksmith (per day) 75 Shipwright (per day) 25
Blessing 50 Scribe (per 100 lines) 15
Bodyguard (per day) 30 Slave, female 12,000
Carpenter (per day) 50 Slave, male 20,000
Doctor (per hour) 20 Weaver (per day) 130
Transportation
Item Cost Item Cost
Driver (per day) 20 Horse, War 4000
Boat, large (merchant vessel) 90,000 Litter 950
Boat, rowing (4-person) 450 Mule 75
Boat, small (8-person) 9000 Racing Chariot 3500
Cart 1200 Radae (4-person carriage) 500
Cisii (light, 1-person chariot) 1500 Reins 35
Donkey 50 Saddle 300
Horse, Draft 500 Saddle Bags 15
Horse, Racing 50,000 Sailor (per day) 25
Horse, Riding 2000 Wagon 75
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Geography & Language
In this setting, characters can know a number of languages equal to half their Smarts
die type, which means your character will be able to fluently write and speak at least
two languages (unless you take the Illiterate Hindrance, in which case you can only
speak them). The most common tongue in this campaign will be Latin, so I would
recommend that you take it as one of your languages. If you’d like to be able to
understand languages beyond those allowed by your Smarts die, you can take the
Skill Knowledge (Linguistics) which will give you a chance at deciphering any
languages your character doesn’t speak fluently.
Following are the regions I’m using in the game. True, it’s a gross simplification, but
does not necessarily mean that certain provinces no longer exist, just that they are
considered part of larger areas. Islands are considered part of whichever region
they’re closest to. When you create your character, select the region that includes the
character’s place of birth. Each region also has a language associated with it, so if
you’re from a particular region then you should probably take the corresponding
language (unless you have a good reason not to).
Regional
Region Modern Equivalent Provinces/Inner Areas Major Cities Language
Italia Italian Peninsula 11 "Regiones" I - XI, Rome, Verona Italian
Corsica, Sardinia, Sicily
Iberian Peninsula (Spain, Baetica, Lusitania,
Hispania Cordova, Tarraco Hispanic
Portugal) Tarraconensis
Crete, Dalmatia, Illyria, Byzantium, Sardica,
Greece Southeastern Europe (Balkans) Greek
Macedonia, Sirmium,
Moesia, Pannonia, Thrace Thessaloniki
Mauretania Northwestern African Coast Mauretania Caesariensis, Cyrene, Iol Caeseria, Phoenician
Mauretania Tingitana, Numidia Leptis Magna, Tangier
Egypt (Northeastern African
Egypt Aegyptus (Emperor's Province) Alexandria, Ptolemais Egyptian
Coast)
Western Europe (France, Acquitania, Belgica,
Gaul Arelate, Burdigala, Massilia Celtic
Belgium) Narbonensis
Asia, Bithynia, Cappadocia,
Asia Minor Turkey Caesaria, Nicomedia Phrygian
Cilicia,
Galacia, Lycia, Pontus
Antioch, Damascus,
Syria Syria Syria Hebrew
Palmyra
Judea Israel/Palestine (West Bank Area) Judea Jerusalem Hebrew
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OUTSIDE THE EMPIRE
Regional
Region Modern Equivalent Major Areas/Cities/Settlements Language
Britannia England, Scotland, Wales Anglesey, Carn Brea, Chysauster, Din Lligwy, Celtic
Llyn Fawr, Traprain Law
Hibernia Ireland Connacht, Leinster, Meath, Munster, Ulster Celtic
Germania Germany & Northeastern Europe Argentoratum, Atuatuca Tungrorum, Moguntiacum, Germanic
Oppidum Ubiorum, Vesontio
Scandinavia Scandinavian Peninsula Agder, Halland, Halogaland, Smaland, Vastra, Viken Germanic
Sarmatia Central Asia Scythia (including over 100 different tribes) Scythian
Arabia Arabian Peninsula Kingdoms: A'ad, Hadramaut, Himyar, Qataban, Saba Arabian
Persia Northeastern Iran Adiabene, Assyria, Babylonia, Elam, Margiana, Parthian
Media, Mesopotamia, Suren
India India Kingdoms: Chera, Chola, Satavahana Sanskrit
Han Empire China & Eastern Asia Chang'an, Luoyang Chinese
Politics
I am not going to go into huge detail with this, but here are the basics.
The state is run by the Emperor, known by such titles as Caesar or Augustus. Many
duties that were the purview of the holders of a number of different titles are now
under the Emperor’s direct control. There is also a bureaucracy that helps run things.
This is headed by two Consuls who are elected at the start of each year (January 1st).
Below them is the senate, which is by and large advisory, but whose membership is
currently upwards of 500. The senate is made up mostly of Patricians but there are
also Equestrians and others to whom an individual Emperor has granted the position.
The two main political parties in the senate are the Optimates (the old guard who want
to hold onto their wealth) and the Populares (those who claim to be working for the
people at large, but still tend to be fairly wealthy themselves).
These days, the one who is able to hold the position of Emperor is usually the one with
the greatest personal military might. This was likely an inevitable development as this
is the kind of society that would often lynch or assassinate any of its members who
voiced an unpopular opinion too loudly. The Emperor’s word is enforced by the
Praetorian Guard, who protects him but also has the power to replace the Emperor if
their interests as a whole are not being looked after. The army is made up of Legions
of about 4800 each and a roughly equal number of Auxiliaries. Each legion is run by
a Legate and six Tribunes. A Legion is made up of 10 cohorts of six centuries apiece.
Each century (of about 80 troops divided into groups of 8 called contubernia) is run by
a Centurion. In Rome itself there are also urban cohorts who keep the peace, and
cohorts of Vigiles who act as a night watch and firefighters.
In this campaign, your PCs can be from any walk of life, but have recently been
recruited (or possibly conscripted, depending on your PC’s individual circumstances)
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into a special unit of Legionaries (known as "Immunes") that reports directly to the
Prefect of the Praetorian Guard, Naevius Sutorius Macro. This unit uses their
specialized skills to help protect the security of the Empire. Because this is a special
unit, a military background will not be required for your PC but to reflect the period of
training leading up to attaining the position, each PC will start with a free d4 in the
Fighting Skill.
Society
There is a very clearly defined social order in Rome. One’s social class can also
change. A Provincial with a run of good luck or who has served long enough in one
capacity or another can become a full citizen and move up to Plebeian or Equestrian
status, while even a Patrician can have a run of extremely bad luck and end up having
his/her possessions seized by the state and being sold into slavery.
Patrician: The Patricians are the human nobility of Rome, by divine providence. Each
noble house can trace their lineage back to Rome’s earliest days. Patricians are
believed to carry the blood of the gods in their veins – each house claims descent from
a particular deity. As the upper class, Patricians tend to have the majority of seats in
the senate and can trace their family lines back to Rome’s earliest days. Only humans
can be Patricians.
Equestrian: Representing Rome’s middle class, the Equestrians (or Equites) are
composed of families who have garnered enough wealth or attention to be considered a
palpable force in society. Only Roman citizens can become Equestrians, however, so
these are most often humans or orcs, though Equestrians of other races are not
unheard of.
Plebeian: The Plebeians make up Rome’s lower class. A Plebeian is still a Roman
citizen, however, and can vote in the Popular Assembly. Plebeians are the most
populous of the social classes.
Slave: Most often these are made up of people from conquered areas. Members of any
class, however, can end up as a slave if they are in sufficient debt, commit serious
enough crimes or are named enemies of the state.
Your PC’s social class is determined by your race, your home region and the Edges &
Hindrances you take.
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If your PC was born in Italia – You are automatically considered a Roman citizen of
the Plebeian class. If you take the Noble Edge, then if your PC is not human, then you
are of the Equestrian class. If your Noble PC is human, then you may choose to be
either a Patrician or an Equestrian. If you are a Patrician, you’re encouraged to select
a noble house from the list provided (you can also make one up if you prefer). If you
do not have the Noble Edge but instead take the Rich or Filthy Rich Edges, you may
choose to be of the Equestrian class.
If your PC has the Slave Hindrance – Your PC is of the Slave social class. If your PC
is freed at some point (either through purchasing their freedom or by some other
action on the part of the owner), their social class will be upgraded to Freedman.
Following is a list of Noble Houses of Rome. Note that some of the names are
highlighted – that simply means there’s a Wikipedia page listing for that gens (family)
if you’d like to read up on it. A few of these will already have associations with
particular deities listed on their wiki pages. For those who don’t (or who don’t have
wiki pages to begin with), you may feel free to choose whatever deity you prefer for that
House’s association if you’re playing a member of that House.
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Religion
When we take all the historical minor Roman gods as well as all the ones from outside
the empire whose worship is also allowed, there is a metric crapload of available
options for different deities to be worshipped. I am not going to list all of them. I will
go ahead and go over the major ones whose worship is seen in Rome and a few from
other nearby cultures. If you’d like a deity from outside these lists I’ll help you find
one, or if you’ve got one in mind let me know which deity it is and we’ll make it work.
I’ve listed Deific Templates for some of the gods – these are the templates from the
Savage Worlds Fantasy Companion that I’m using for game mechanics purposes. If
two Templates are listed, miracle-workers of that faith use the spell list from the first
and the Duties and Sins from the second (which will be from the expanded list
provided in the Arcane Backgrounds section).
Roman Pantheon
Deity Areas of Influence Deific Template
Apollo Sun, prophecy, the arts Sun/Fate
Diana Hunters, nature Nature
Dis Death, domination, retribution Justice/Death
Hercules Strength, battle War/Strength
Janus Knowledge, trade, travel Knowledge
Juno Fertility, protection, retribution Justice/Fertility
Jupiter / Jove Weather, protection, justice Justice
Mars War, destruction, conquest War/War
Mercury Trade, communication, trickery Thieves/Messengers
Minerva War, learning, trade War
Neptune Sea, weather Sea
Orcus Death, turmoil, destruction War/Death
Orpheus Charms, music, nature Knowledge/Arts
Pluto Death, fate, underworld Thieves/Fate
Saturn Death, agriculture, wealth Knowledge/Agriculture
Silvanus Nature, animals, healing Nature
Venus Love, fertility, trickery Healing/Love
Vesta Hearth, family Healing/Community
Vulcan Fire, creation, artisans Sun/Crafts
Other Deities Worshipped in Rome
Deity Areas of Influence Deific Template
Cybele Animals, fertility, passion, sacrifice Nature/Fertility
Isis Death, magic, knowledge, healing Knowledge/Enlightenment
Mithras Strength, valor, sacrifice, sun Sun
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Jehovah Creation, life, retribution, death Justice
Julius Caesar Conquest, war War/Rulership
Augustus Order, battle Justice
Below are listed deities of other cultures. If you are interested in worshipping one of
those and want more detail, let me know.
Greek Deities
Zeus, Aphrodite, Apollo, Ares, Artemis, Athena, Demeter, Dionysus, Hades, Hecate,
Hephaestus, Hera, Hercules, Hermes, Hestia, Nike, Pan, Poseidon, Tyche
Egyptian Deities
Ra, Anubis, Apep, Bast, Bes, Hathor, Imhotep, Isis, Nephthys, Osiris, Ptah, Set,
Sobek, Thoth
Germanic Deities
Wotan (Odin), Aegir, Baldur, Donner (Thor), Forseti, Froh (Frey), Freya, Frigga,
Heimdall, Hel, Hermod, Loge (Loki), Njord, Odur, Sif, Skadi, Surtur, Thrym, Tyr, Uller
Celtic Deities
Angus Og, Arawn, Balor, Brigd, Cernunnos (Herne), Dagda, Dana, Epona, Llyr, Lugh,
The Morrigan, Oghma
Indian Deities
Brahman, Agni, Brihaspati, Indra, Kali, Mithras, Puchan, Ratri, Rudra, Savitri, Shiva,
Soma, Surya, Tvashtri, Ushas, Varuna, Vayu, Yama
Arcane Backgrounds
We’ll be using the following Arcane Backgrounds in this campaign.
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Sometimes gods and mortals have offspring that are capable of remarkable feats. In
Rome, these demigods are in difficult positions because on the one hand, their divine
origin is almost unmistakable if they put on a display of their abilities. But on the
other, any demigods left behind in the mortal world have by definition been declared
illegitimate by their divine parents. As such, Rome does not officially recognize their
divinity despite any glaring supernatural evidence to the contrary. It is within the
senate’s power to decide what is divine and what is not (which is why its traditions
and proceedings are taken so seriously by many of its members), and the default
position is that if the gods will not acknowledge an offspring, the senate should not
either. Furthermore, because of this such individuals are often considered a danger to
the populace and may quickly find themselves ostracized. The only exception to this
is in the case of a demigod who belongs to one of the noble houses, all of which
already claim divine descent. It is not unheard of for members of those houses to
manifest divine powers from time to time, considering their origins, and there are
examples of such individuals being deified after their deaths (e.g. Julius Caesar and
Caesar Augustus).
This Background works exactly like the Arcane Background (Super Powers) in the core
Savage Worlds rulebook.
This Background works just like it does in the core rules. In this world, the most
respected mages tend to be Greek or Egyptian. Those taking this background have
access to all powers presented in the Fantasy Companion except for Divination (which
is reserved only for Oracles), Greater Healing, Healing and Succor.
The priesthood in Rome is very highly respected and occupies an important place in
society. This Background works just like the core Arcane Background (Miracles).
When taking this Background, choose a god to whom your priest is primarily devoted.
The deity chosen determines the powers your PC has access to, your PC’s duties as a
worshipper of that deity and that deity’s hierarchy of sins. If you are choosing from
the table provided in the Religion section, look at the Deific Template with which the
deity is associated.
If there is only one Template listed – You can find all of the specifics for that
Template in the Savage Worlds Fantasy Companion.
If there are two Templates listed – The Template listed before the slash corresponds
to the one of the same name in the Fantasy Companion. The Template listed after the
slash is associated with one of the descriptions in the Expanded Deities List, below.
Use the list of available powers from the Template given before the slash and the
Duties and Sins from the Template given after it.
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Expanded Deities List (provided by “Flynn” from the Pinnacle message boards)
God of Agriculture:
Duties: Protect the community's ability to grow its food.
Sins: (Minor) Failing to observe the annual celebrations of the changing seasons, the
planting times or the harvest times; (Major) Unknowingly acting in a manner that
threatens the community's ability to grow its food, knowingly refusing to take action
against threats to the community's ability to grow its food; (Mortal) Acting in a manner
that destroys or seriously impedes the community's ability to grow its food.
God of Death:
Duties: Protect cemeteries and crypts, help spirits to their final rest, combat undead,
and promote a proper death for those that have cheated Death in the past.
Sins: (Minor) Failure to properly observe and celebrate the death of a companion;
(Major) Refusing to take action against those that are unnaturally keeping death at
bay; (Mortal) Actively using unnatural means to keep death at bay.
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Sins: (Minor) Failure to spend at least an hour each day in meditation, devotions and
exercise (this does not have to be all at once, but represents a cumulative total), failure
to take responsibility for your actions (such as allowing yourself to become intoxicated
or otherwise be in a state where you are not responsible for your actions); (Major)
Acting without enlightenment, such as an action or inaction based on pride, anger,
greed, gluttony, lust, envy or sloth; (Mortal) Preventing a soul from transcendence or
reincarnation (such as condemning a soul to the Inferno or to undeath), including
your own.
God of Fertility:
Duties: Protect those that are fertile or that promote fertility.
Sins: (Minor) Failing to participate in celebrations that honor or promote fertility in all
living beings; (Major) Unknowingly acting in a manner that threatens the fertility of
living beings in the area, knowingly refusing to take action against threats to the
fertility of living beings in the area, refusing to take actions against the priests of the
God of Death; (Mortal) Acting in a manner that seriously harms or eliminates the
fertility of living beings in the area, causing the death of many living beings.
God of Love:
Duties: Protect those who love in all its forms, and promote love.
Sins: (Minor) Failure to promote the reasonable expression of love; (Major) Refusing to
take reasonable action against those act to destroy or hinder love; (Mortal) Acting in a
manner that deliberately and intentionally destroys or hinders the progress of love.
God of Messengers:
Duties: Protect those who deliver messages and practice diplomacy.
Sins: (Minor) Failure to make a reasonable effort to deliver a message that one has
accepted; (Major) Refusing to act as a messenger or diplomat when requested by one's
temple; (Mortal) Actively working to stop or hinder messengers or diplomatic efforts.
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or their social positions; (Major) Refusing to engage in reasonable actions that protect
or serve duly recognized and divinely blessed nobility; (Mortal) Taking action against
duly recognized and divinely blessed nobility.
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