Showing posts with label fantasy greece. Show all posts
Showing posts with label fantasy greece. Show all posts

Friday, April 3, 2015

Drawing Inspiration for RPGs: the Byzantine Empire


Artistic rendition of Constantinople in Antiquity

A recent pet peeve of mine is that a lot of fantasy settings which focus on a recreation of medieval Europe tend to begin and end at the British Isles.  They ignore the myriad other cultures and lands beyond surface examinations and folkloric monsters to introduce as adversaries.  Fortunately there's been a gradual branching out to other lands, as can be seen in the popularity of Skyrim and the show Vikings on the History Channel in regards to Scandinavian cultures.  Even then, there's a lot of European regions which need some more love.  In this post, I'm going to tell you why the Byzantine Empire's an awesome place to draw inspiration from for D&D games.

Since August of 2014 I've been running a game set in a fantasy counterpart Byzantine-style city, and the long-running game influenced me to do further research on the real thing.  What got my interest in the first place was  Parsantium: City at the Crossroads.  It is an excellent system-neutral setting sourcebook also based upon a fantasy counterpart Constantinople.  Don't let that Pathfinder logo fool you; over 90% of the contents can be used easily enough for other retro-clones and Editions.

This is not meant to be a guide on how to play D&D in the "real world Middle Ages."  Rather, it examines various interesting cultural and historical details of the Byzantine Empire, and how they can be transferred into a wholly original and fictional world.  For an example, think of how Al-Qadim drew inspiration from real-world Arabic culture and folktales to create a setting inspired by both.


The Mediterranean region has long served as a fertile basin for many world powers.  Greece, Egypt, Rome, the Islamic Caliphate, and the Ottomans among other civilizations touched its waters.  The city of Constantinople has been the capital of the Roman, Byzantine, and Ottoman Empires for its key strategic location between the trades routes between the Aegean and Black Sea.

Whereas Western Europe was devastated during the fall of the Roman Empire, in the east the infrastructure was maintained for centuries.  The Byzantines (and the rest of the world) still referred to themselves as the East Roman Empire, in part because they managed to not only survive but thrive for a thousand years until the Ottomans sacked the capital and absorbed its lands into their own empire.  The preservation of Greek and Latin tomes allowed the Byzantines to preserve knowledge which was lost in the rest of Europe, and being in close proximity to Africa and Asia meant that the populace had a wide exposure to many kinds of cultures and the trade goods they had.

Foreign travelers from the Dark Ages to the early Renaissance marveled at the beautiful architecture in Constantinople, such as the Hagia Sophia and the Valens Aqueduct (which remained in working order up until 1403).

Implementing this in a game: A Constantinople counterpart serves many purposes.  Its status as an international trading hub makes it known across many continents.  For this reason it provides an easy explanation for incorporating different fantasy counterpart cultures and PC concepts with minimal fuss.  In addition to the Greek-speaking native population, the Byzantines interacted with Armenian, Slavic, Germanic, Scandinavian and Turkish people at various points in history, so it was no stranger to foreigners from lands hundreds of miles away (even if they weren't always assimilated into the general population).

It can also provide a dual sense of grandness and history, while being the remnants of a fallen empire in your home setting.  The higher level of lore and technology while being surrounded by a less developed world reinforces this while at the same time allowing for a city of splendor in a more gritty "Dark Ages" game.


The old Roman Emperors had an elite cadre of troops known as the Praetorian Guard, and the Byzantines were no different.  Whereas the Praetorians had a nasty track record of killing their own Emperors for political favors, the Byzantines drew upon mercenaries from Germanic and Scandinavian tribes who overall were more dependable and loyal.  This was done for several reasons; one, such people were far enough removed from the Byzantine area of influence that they were least likely to harbor resentment against the government and had less incentive to care about local affairs.  Secondly, many northern European clans had cultural practices of loyalty oaths which extended service until one's death.  Thirdly, many of them had experience in warfare, so when necessary they could head armies in defense of imperial strategic holds.  Chroniclers wrote fearfully of how the Varangians, when deployed in times of greatest need, "were frightening both in appearance and in equipment, they attacked with reckless rage and neither cared about losing blood nor their wounds."  This might be a possible reference to the berserker fighting style practiced among some Scandinavian warriors.

On a related note, mercenaries formed a great part of the Empire's army.  As they were the wealthiest nation in Europe from the Dark Ages to much of the Middle Ages, they did not have to worry much about other nations bribing their soldiers to fight for the other side.

Implementing this in a game: The not-Byzantine Emperor is going to draw the cream of the crop to guard his side, so having foreign warriors is not going to be that strange except for highly xenophobic regimes.  It provides a good excuse for PCs hailing from distant lands, as current or former members of the Empire's martial wing.  A mercenary-focused military means that there's plenty of incentive for traveling adventurers to accept quests on behalf of the government.


The Byzantine's definition of barbarian was not limited to the designation of a technologically primitive warrior given to bouts of rage, although such folk would certainly fall under this label in their view.  It was a much more broad generalization regarding any foreign civilization.  The term barbarian was due to xenophobic Byzantines joking that the languages of outsiders sounded like nonsense "barbarbarbar" to their ears.  As an international trade hub often tasked with serving as a shield against Muslim conquests from reaching mainland Europe, the Byzantines could not afford to ignore events beyond their borders.

The Bureau of Barbarians was a government office which served many purposes: the interpretation and translation of foreign languages in written and spoken form; foreign spying and intelligence in European, northern African, and Middle Eastern nations; diplomatic envoys and organizing visits from foreign ambassadors; and the signing of treaties among other things.

The arranged ceremonies for foreign dignitaries spared no expense in elaborate rituals to show off the Empire's might and wealth, communicating that this was a great country and leaving lasting impressions on visitors.  The Bureau relied upon merchants, priests, and other folk who traveled often to serve as diplomats, in part due to the social and economic clout they wielded as well as their increased exposure and knowledge of foreign cultures.  Naturally, they sent back reports of all their findings to the government, which the Empire used to keep abreast of situations which might affect them.

For these reasons it's believed that the Bureau of Barbarians was the earliest known example of a governmental intelligence service.

Implementing this in a game: Aside from being an awesome name, it makes perfect sense for an empire's foreign intelligence service to serve as a multi-purpose storehouse of outside customs.  Bureau agents can be anywhere, serving in a variety of capacities: they're merchant clans who buy dwarf-forged weapons to sell in human lands, the office-workers who sell deeds of land to foreign PCs in imperial country, and the assassin who steals the Green Blade of the Mistwood elves to plant on the body of Argrax the orcish warlord.


One of the Byzantine Empire's greatest-kept secrets was the recipe behind the substance known as Greek Fire.  Believed by modern chemists to be a kind of petroleum, it was responsible for key naval victories for its ability to burn on top of water.  Byzantine naval craft would use pressurized nozzles to spray the liquid onto enemy troops and ships, and made a distinct impression on invading Crusader and Arab armies.  Even when enemy forces managed to capture these primitive flamethrowers, they were unable to reverse-engineer the substance and produce it themselves.

Implementing this in a game: Apart from its similarities to alchemist's fire, this provides for a great background for alchemist characters.  In a world full of magical materials and monsters whose corpses can be harvested, the alchemists of a Byzantine counterpart culture might produce a host of other marvels beyond primitive napalm.  Fire-proof remorhaz hides tanned into leather armor, cockatrice glands which act as a petrifying agent, and displacer beast hearts distilled into potions which allow the wearer's form to fluctuate are but a few possibilities.


In spite of several noble families holding power, the Emperor's authority was near-absolute.  Considered by many to be the closest to God, the head of the Empire was a representation of heavenly authority itself.  A peculiar tradition arose out of this: an Emperor who became crippled or mutilated was weak and imperfect, no longer a proper reflection of greatness.  In spite of the vast powers they wielded, rivals and enemy factions within the government made a habit of cutting off the body parts of Emperors as a way of removing them from power.  This was also performed on the sons of Emperors who fell out of favor or seen as a weak link, forever barring them from the highest station in the land.

Implementing this in a game: In spite of its illusions of order and absolute authority, the courts of fantasy counterpart Byzantium are a chaotic affair where outright violence and maiming is just as deadly as the tools of gossip and rhetoric.  With access to magical rituals and artifacts, it might be trivial for the Emperor to stand head and shoulders above the throngs of subsistence farmers dotting the countryside, and he or she may also have levels in cleric if royalty is divinely ordained.

For adventure potential, a noble and just former Emperor, crippled and disgraced, may petition the PCs to find a legendary artifact of healing and renewal.  He must become his former self if he is to take back the throne; otherwise the new Emperor responsible for the coup will plunge the realm into an age of darkness!


Byzantine history saw a merging of Greek and Roman dishes with the importing of foreign trade items, resulting in a delicious mishmash of European and Middle Eastern flavors.  Open-air restaurants in Constantinople known as tavernas sold meals and street food to middle and lower class citizens, while the dining halls of the nobility were full of spices, fruits, and sweetmeats.  Byzantine omelets and salads were renown, while garum (fish sauce) and olive oil were popular choices of condiments among upper and lower social classes. 

Implementing this in a game: "What do they eat?" is a very popular question in fictional world-building, and a great way of adding layers of immersion in one's fantasy games.  Feel free to draw upon modern Mediterranean meals as well.  Merchants and laborers in a hurry might buy shish kebabs to eat on the go, while Turkish-style coffee houses provide a common social gathering spot.  Flatbreads might be used to dip into sauces, and even a meager farming family might have flavorful salads for dinner!

Special Thanks

Raineh Daze and Syrasi, for answering all my questions about the Byzantine Empire and helping in the world-building process of my Arcana High campaign.

Richard Green, for writing Parsantium and kickstarting my interest in a fantasy counterpart Constantinople.

Ask Historians,  for being a fun and high-quality subreddit.

Wikipedia, for being my go-to source for brief overviews of Byzantine culture and the many dishes of Greek and Turkish cuisine!

Tuesday, February 17, 2015

Fantasy Counterpart Cultures in D&D: Mythic Greece


Acropolis of Athens by Leo von Klenze

Note: I am neither an historian nor an anthropologist.  My understanding of ancient Greece does not approach the scholarly level; this post is instead brainstorming what a D&D setting emulating this culture and era would be like.

A few weeks ago on the Wednesday livechat on Tenkar's Tavern, I broached the subject of deriving inspiration from eras and settings aside from the standard pseudo-Medieval Tolkienish mode.  I figured that the cultures and myths of ancient Greece had great potential, in no small part due to the presence of several iconic monsters as well as the emphasis on exploration, divine meddling, and the exploits of legendary heroes.  The tales of Jason and the Golden Fleece are not unlike a party of adventurers embarking on a quest to find a unique treasure.  Odysseus' journey back home is full of strange lands teeming with dangerous hazards and monsters standing between him and his beloved family back in Ithaca.

The following ideas and suggestions below are designed as a springboard of ideas for gamers seeking to make a fantasy counterpart ancient Greece in their original setting rather than "ancient Greece, but with dragons and magic-users."  This of how Al-Qadim is a fantastic setting counterpart of ancient Arabia, or how Spears of the Dawn is an original setting borrowing elements from various medieval African nations.





In traditional D&D, there are multiple gods and goddesses with dominion over various aspects of reality.  Most people are free to worship multiple deities, but clerics are generally restricted to the worship of one whether in terms of general setting expectations or grounded in the game mechanics.  There's also the fact that clerics had to closely match their deity's moral ideology in order to gain spells from them.  In this sense, most D&D clerics are monolatrists, who recognize the existence of multiple deities but only choose to worship one.

In a fantasy counterpart Greek game, clerics, druids, and religious folk in general would make prayers and sacrifices to deities based upon the circumstances of the time.  A cleric invoking a healing spell might be calling upon the god of healing and mercy, while the province of battle-spells such as spiritual weapon or shield of faith might fall under the war god's dominion.  In Labyrinth Lord and most OSR games, clerics are unrestricted magic-wise with the exception of spells opposing their alignment, while in Pathfinder one's patron deity determines your domains and code of conduct.

For Pathfinder, there are several alternatives for a genuinely polytheist cleric.  The 3.0 sourcebook Deities & Demigods allowed someone to worship the pantheon as a whole, picking two domains of their choice.  The Midgard Campaign Setting allowed clerics to cycle through deities of their pantheon on a 2-week basis, switching out codes of conducts and domains for the particular god or goddess they were closest to at the time.  For OSR games, it might be a good thematic choice for clerics to be able to use edged weapons (the blunt-only restriction comes from a Christian prohibition on priests from shedding blood).

The gods and goddesses of a fantasy counterpart Greek game will be largely amoral beings; they are fallible like mortals and prone to vice.  Like the Judgment of Paris, a notable or influential mortal who helps or favors one deity over another might invoke the latter's petty wrath.  Worshipers and divine spellcasters might recognize that their deities might be cruel at times, but they are responsible for the maintenance of reality and can be merciful and generous to those who are loyal.  For this reason, it might be best to separate deities from the alignment system and allow virtuous and vile folk alike to receive their aid (and their wrath).

An important thing to consider is that unless you want a "rage against the heavens" game, you should downplay some of the more evil and wicked aspects of deities ancient Greek deities.  Not just to discourage PCs from seeking their aid, but to also avoid the GM coming off as a bully with nigh-invincible NPCs who will punish you irregardless or making them irredeemable to the point that the players don't want to play in the setting.  In Greek mythology, Zeus was a serial rapist and Aphrodite made a mortal woman's life hell for simply being born the most beautiful woman in the land (a circumstance of birth no fault of her own).  With the exception of deities you wish to be blatantly antagonistic and evil, it might be best to have gods to mostly visit their wrath on more legitimate targets, such as mortals who openly curse their names, those who try to misuse their divine gifts, and those who steal from sacred sites and temples.

Another way to grant one's setting a more authentic vibe is the introduction of Mystery Cults.  For those not satisfied with the dominant  culture's pantheon, there are secret societies who only revealed their true beliefs and rites to a select few initiates.  They may be dedicated to the worship of wicked and foul beings who promise power and privilege in the afterlife in exchange for inflicting misery on others; they might practice beliefs considered heretical by the orthodox temples, or members of a persecuted faith, social class, or culture who wish to find liberation or continue their teachings in secret; or they might be a front for secret bacchanal gatherings of excess and behavior frowned upon by polite society.





Even though people may belong to a greater region with a shared language and culture, ancient Greece saw the rise of the polis, or city-state, as the dominant political power.  There were about a hundred poleis (plural form of polis) and more or less self-governing for much of their history.  Due to the nation's mountainous terrain, there was not as much physical contact between the city-states.  This resulted in the formation of unique variations on dialects and cultural identities.  Additionally, certain deities were strongly associated with particular city-states, most notably Athens and Athena.

In a fantasy counterpart Greek setting, the nation as it exists might be understood more as a sense of a shared cultural identity of one people holding the same popular religion and language, but little in the way of an official body of government.  People are more likely to identify primarily with the polis or region they were brought up in, and territorial expansions by neighbors would be fought back as fiercely as if it was an invading army from a foreign culture.

Using the advantages of themed cities and the impossibilities of a fantasy world, making each polis unique can really add to the sense of setting flair and why the realm is far from unified.  One polis might be a militaristic fortress where every citizen is trained in the use of weapons; another might have installed the radical concept of democracy after the overthrow of a corrupt autocracy; another might be dominated by a non-human culture such as centaurs or merfolk; and another might be a hidden city, protected by a conclave of illusionists working together to generate the image of ruined streets and titanic beasts to ward off invaders and explorers!

Travel between poleis would be difficult, in no small part due to the many mountainous valleys and island chains.  While small villages and folk living outside the great cities definitely exist, the seat of government would most undoubtedly exist within the confines of urban centers.





Unlike in medieval Europe, magic and religion were not regarded as entirely separate things.  Hecate was the patron goddess of magic, and myths were replete with sorceresses such as Circe and magical items such as a bag holding the four winds inside its skin.  The ancient Greeks regarded magic as a means and end to power, and its practice tended to be a more private affair in comparison to the divine rituals and sacrifices meant to give the gods their due.

In a fantasy counterpart Greek game, magic would be viewed as an amoral force (neither good nor evil), a way of finding out the secrets of the world to gain power over reality and make the forces of nature do one's bidding.  Some common magic items might include curse tablets, written inscriptions and condemnations asking the gods to do harm to one's enemies.  Amulets are created, bought, and sold to guard against such curses as well as the evil eye; as a result, they are one of the most widespread forms of magic items.  The material and otherworldly forces are connected, and spells require rites and formula to perform much like material components.  Magic which is considered exalted or closer to the gods is known as theurgy (high magic); practitioners of this art look down on those who use magic in a short-sighted, fraudulent and/or superstitious way (goetic, or low magic).

Game-wise, the difference between high and low magic is not in the classes themselves but rather the kind of spells cast.  Harmful and illusion-based magic would be regarded as 'low magic,' while divination would be seen as 'high magic' regardless of whether it comes from a cleric or magic-user.  Illusionists and magic-users might alternately be pious (recognizing the power deities grant to reality) and irreligious (only caring about their granted powers for personal ends).





Although dwarves, elves, and halflings are a classic D&D staple, there exists iconic Greek monsters with humanoid features such as the centaur, cyclops, gorgon, harpy, minotaur, and satyr.  Although several of them traditionally existed as creatures hostile to humanity or possess features unbalanced for gameplay purposes, the original dwarves and elves also had super-powerful abilities and were distrustful of mortals as well.  It can be a fun touch to not only have societies and tribes of mythological humanoids for the party to meet during their adventures, but to play as them too!  As detailed below under "Shameless Plugs," there's quite a bit of existing material for monster PCs of Pathfinder and OSR retroclones out there already.  But for this part, we can focus on how said creatures would fit into a fantasy counterpart Greek game.

Centaurs are forest-dwelling hedonists who are also strong warriors.  Their relationship with humanity would be mixed; on the one hand, they scoff at the clustered city-states of lifeless stone and human culture's emphasis on moderation (an important virtue in ancient Greek society).  On the other hand, they appreciate the fine wine, bronze and iron weapons, and other valuable materials said humans can give them in trade.  Centaur settlements would be mobile, going from forest grove to valley in semi-nomadic patterns when one place runs low on resources.

Cyclopes are a primordial race of island-dwelling giants with strong ties to the god of the sea.  They are incredibly skilled artisans and the greatest among their numbers once forged thunderbolts for the sky god to use as weapons.  Cyclopes are staunch defenders of their islands from foreign ships, and as such are regarded as violent, savage brutes by humans and other seafaring races.  Some tribes live deep underground, helping direct lava flows to help the god of the forge build impressive cities which result in volcanic eruptions above-ground.

Dryads, Faun, Nymphs, and Satyrs are benevolent nature spirits tied to a specific piece of land.  Many humans and mortals worship them as deities, and while far below the power level of the pantheon, they are capable as a group of granting good fortune and divine spells to their worshipers.  They often possess forms similar to humans, but with noticeable plant or animal features.  They might be either helpful or hostile to mortal travelers depending on how they treat the surrounding environment.

Gorgons are transformed initiates belonging to serpent cults.  They possess great powers, able to use their legendary gaze to turn their enemies to stone or grant supernatural insight to their allies.  Depending on the polis and the deities favored there, gorgons might either be feared yet revered religious figures responsible for leading rituals and festivals, or hated monsters believed to make pacts with forbidden powers.

Harpies are winged folk, most of them women, who are born as the result of a pregnant mother eating food grown in a witch's garden.  Although they tend to not have their own culture as a result of this, harpies' aerial talents allow them many opportunities to find others of their kind and move to more tolerant locales.  They flock to poleis which are centers of art and learning, for harpies have an uncanny gift for singing, persuasion, and theater.  Finally, they're highly sought-after as explorers and messengers, for the sea and mountainous terrain serves as minor impediments to those born with wings.

Minotaurs are believed to originate from what is now the labyrinthine ruins of an island-city. Very tall and possessed of a pair of bull-like horns, many wealthy families seek them as mercenaries and soldiers, an occupation the minotaurs are all too happy to accept.  They are also very cunning in skirmish warfare and possess an innate sense of direction, make it nearly impossible for them to get lost in terrain already traversed. Minotaur settlements tend to be virtual mazes with few if any landmarks, making it impractical to assault or occupy by foreign enemies.

Inspirational Material/Shameless Plugs

For Pathfinder and Labyrinth Lord (OSR) games, I wrote up products for versions of monsters playable from level 1, including centaurs, dryads, giants, harpies, and medusa.  In regards to other products, Barrel Rider Games has a few monster classes for Labyrinth Lord such as the Minotaur.  For Pathfinder, Rite Publishing has a Level 1-20 monster class for the same kind of monster.  Purple Duck Games' Legendary Races series includes a cyclops, harpy, and medusa.

Edit: My blog post got picked up by OSR Today (thanks for the mention, McCartan!), who recommended some more material for these kinds of games:

Many years ago, TSR released HR6: Age of Heroes Campaign Sourcebook [AL] for Advanced Dungeons & Dragons 2nd Edition. There have been other published products that handled the setting, including Mythic Greece: The Age of Heroes [AL], which was published for Rolemaster Classic [AL] and Fantasy Hero [AL] many years ago. Although these books are old, they contain a lot of great information for those interested in running a campaign set in this particular setting. Of course, there’s also Mazes & Minotaurs, which is a complete game created around the setting which can be used for play as well.