Phoenicia, the City of Psionics
Phoenicia: The City of Psionics Player Primer
A city of mysteries, secrets, and dark histories; Phoenicia is one of four places where those with the ability to alter reality according to their desires gather. Phoenicia is a city that surrounds a mighty waterfall with half of it on a high cliff and the other half below. The Phoenix River forms the Phoenicia Waterfall; it runs east to west. The high cliff more or less runs north to south. The city is where a confluence of four major cultures gather and shape the city’s destiny. Far from the ideal city, where all men are held in equal to one another and there is no poor; the city is a real city of danger, magic, intrigue, and adventure.
This chapter is written so you understand the basics, so you can run and play a character with plenty of knowledge about the city. The city is rich enough in detail that it should be difficult to absorb all at once. Still, this chapter is written so that you can keep it handy as you play along. Remember, what you learn in these pages is the briefest overview.
INTRODUCTION TO THE CITY
Phoenicia is a city that is a confluence of four real world cultures: Hellenic, Hebrew (or Phoenician), Persian, and Ancient East Indian. It is a place where the East meets the West, where Oriental thought and reason meets Occidental thought and reason. It is also a place where the psychically active gather and flourish.
You are a native of Phoenicia, or you have recently arrived. Native or not, you know a few things about this city. The river, called the Phoenix River, runs east to west, and empties into the sea five miles to the west. The city is built around a mighty waterfall, and the falls are spectacular. On either side of the main falls is a statue to Zeus caved into the fall on the North side, and a statue to Buddha carved on the South side. To call Phoenicia a dynamic place with a strange and varied history is to make an understatement. Only now, explorers are discovering how ancient the city truly is. Phoenicia is a place where that strange breed called “adventurers” congregates. It is a place where people are just as concerned about what is below, as what is above. Any city in the world can boast adventure and opportunity, and even opportunity and exploration with the Phalanxes; but there is no city in the world quite like Phoenicia, the City of Psionics.
THE HELLENISTIC WORLD
To understand the world that Phoenicia is set in is to understand the Hellenistic World, the world of the conquests of Alexander the Great. It is unknown if the Philosophers of Greece at his time thought about an expansionistic campaign, but one did happen.
Hellenistic culture is where the culture of Hellas – Greece – was at its zenith in Europe and Asia. In the case of Phoenicia; the land around about the city and for many leagues in the four cardinal directions the culture of Hellas – which is based on Greek Culture – is also at its Zenith.
Hellenic civilization during the Hellenistic period explored prosperity and progress in the arts, exploration, architecture, music, mathematics, philosophy, and science. Although scholars believe it is a period of transition or degeneration compared to the brilliance of the Classical Era of Greece.
In our world, Alexander the Great pursued the conquest of Persia either out of revenge or to spread Hellenic civilization. After accomplishing this task, Hellenistic kingdoms were established throughout Central and Southwest Asia, parts of India, and North Africa. his resulted in the export of Greek culture and language to these new realms, and moreover Greek colonists themselves. Equally, however, these new kingdoms were influenced by the indigenous cultures, adopting local practices where beneficial, necessary or convenient. Hellenistic culture thus represents a fusion of the Ancient Greek world with that of the Near East, Middle East and Southwest Asia, and a departure from earlier Greek attitudes towards “barbarian” cultures. The Hellenistic periods was characterized by a new wave of Greek colonization (as distinguished from that occurring in the 8th-6th centuries BC) which established Greek cities and kingdoms in Asia and Africa. Those new cities were composed of Greek colonists who came from different parts of the Greek world, and not, as before, from a specific “mother city”. The main cultural centers expanded from mainland Greece to Pergamon, Rhodes, and new Greek colonies such as Seleucia, Antioch and Alexandria. This mixture of Greek-speakers gave birth to a common Attic-based dialect, known as Koine Greek, which became the lingua franca through the Hellenistic world. The Hellenistic period may be seen to end either with the final conquest of the Greek heartlands by Rome in 146 BC, with the final defeat of the Ptolemaic Kingdom at Battle of Actium in 31 BC, or even the move by Roman Emperor Constantine the Great of the capital of the Roman Empire to Constantinople in 330 AD.
PHOENICIA IN A HELLENISTIC WORLD
Phoenicia exists in a world much like Alexander the Great’s. Phoenicia is a part of the great Casandrian Empire, and is considered a port city. Phoenicia has an agora, a theatre, and a gymnasium. It also has a musaeum, a library complex dedicated to gathering as much knowledge of the world into one place and people can go to learn and study science, the arts, and philosophy.
One of the interesting things about Phoenicia is that its defended by a garrison of five Phalanxes of hoplites and phalangites (heavy infantry), three units of Hippeis (cavalry), and a citizen guard of seven units of toxotai (archers), two units hippo-toxotai (mounted archers), three units of peltasts (light infantry), and five units of gymnitai (extremely light infantry). The garrisoned hoplite, phalangite, and hippeus troops consist of the Hellenistic and Vedic nobility and middle classmen and mostly are made up of paladins, fighters, and psychic warriors. The citizen guard draws heavily on the lower class.
The hoplites and phalangites are expected to provide their own armor as part of the heavy infantry. The armor consists of a linothorax or a bronze breastplate, of the bell or muscled variety, a bronze helmet with cheekplates, as well as greaves and other armor. The Hippeis were trained to ride the horse and to use it to great effect on the battlefield. Peltasts used javelins and were armed lightly, while gymnitai were trained in the martial arts fight naked or nearly naked with sword, javelin, and body. The toxotai and hippo-toxotai were armed bows and arrows and were trained to shoot arrows quickly. The garrison is also backed up by five units of heavy artillery and has an auxillary corps of engineers, sorcerers, and psions.
The five units of heavily artillerists consists of three units of gastratoxotai, trained in the use of the gastraphetes and smaller crossbows; and two units using the oxybeles, lithobolos, and the polybolos.
The sorcerer corps are the few trained in the use of sorcery: wizards and sorcerers. They are to provide magical support to the Phoenician garrison. Not to be outdone in defending their country, a psion corps was founded by psions and wilders who wanted to defend the city. Last but not least, an auxillary corps of engineers round out the garrison.
OTHER ASPECTS OF HELLENISTIC CULTURE
Another interesting thing about Phoenicia is that it has two major places of learning psionics, teaching two different methods. The first is the Hellenic Will and the Way, where the philosophy that a psion should impose his will on the environment around him. This philosophical approach to psionics is mainly taught in the musaeum university complex which includes a gymnasium and a temple dedicated to the nine muses. Students who wish to become psions of the Hellenic method are taught history, mathematics, the lyre, science, and philosophy. Telepaths who learn the will and the way often learn politics, shapers learn engineering and crafting, egoists are trained in the gymnasium, while kineticists learn science. Seers are often inducted in the priesthood, and the nomads are often messengers and trained in the temple of Hermes.
The second method of psionic training is the Way of the Chakras. The vedic way, this philosophy is much more metaphysical and has to deal with internal energies. They are trained in the various Vedic Temples dedicated to hindu gods. Most psions trained in this method are seers.
There is a theatre which plays are regularly produced for the entertainment of the populace. Mostly tragedies are played here, and the most popular tragedies are Heracles, Suppliants, and Electra. A few comedies are also played out. The popular comedies include Alazon (or the Braggart Soldier), Chiron, and the Taxiarchs. Comedies are often bawdy and so men are allowed to go to them, but not women and children. Tragedies are often considered family affairs. The only exceptions to the comedy rule are light comedies.
In Phoenicia, most everyone has some form of education. Education is often performed by the demagogue method, using the Socratic method as the way. The poor classes can afford little quality education, but they mostly learn how to speak, read, and write Hellenic. Those with talent are sometimes introduced to a wizard who is willing to pass on his knowledge of arcane magic, or those who are awakened and can’t receive formal education in the psionic philosophies often become wilders.
The Musaeum or the Hindu temples are the place to go to receive a formal education in the sciences, philosophy, and art. Mostly, studies are conducted through demagoguery, but some places do hold a lecture. In the temples and the Musaeum, teachers and tutors are the best and they can be very expensive. Usually only the nobility and the privileged among the middle class can afford celebrated tutors.
THE GEOGRAPHY OF THE CITY
The city is split into four quarters containing four ethnic groups. The split happened during the reign of the Tyrant Hieronymos, who was an ethno-racist. He believed in the supremacy of the Hellenes, and sought to separate the Hellenes from the other human ethnic groups to prevent mixed marriages. He used the city’s natural geography to divide the city into four quarters:
The Hellenic Quarter includes mostly all the Hellenes in one place. The City includes the Old City and the city Alexandria-by-Phoenicia. It includes two hundred middle class neighborhoods, one hundred places of business, the phalanx garrison and barracks, and the Musaeum. There is also places in the countryside reserved for the villas of the nobility and upper middle class. The Arcadian Elf enclave is located here.
The Archmeniad Quarter is the Persian District. It’s built behind the cliff and includes one hundred middle class neighborhoods, two hundred slums, and an extensive farming district. It also includes a theatre. A town holding many people from the utter-most eastern kingdom called the Middle Kingdom, has its districts here and caters to travelers on the Silk Road.
The Vedic Quarter is the home of the Aryavartans. The people here range from light to dark, dusky skinned and speak Aryavarta. The quarter is mostly middle class Vaishyas with the Kshatriyas of the Nobility making up a second garrison in the city of Kshatriya hoplites. The Brahmins usually live in the religious district of the quarter, and the Harijans live in slums. The Sudras live in the outlying farms that are in the southeastern countryside. This quarter also includes a large population of Nagaji.
The Phoenician Quarter is the Hebrew culture center of the city. Worship of their one god takes place in synagogues. The place is mostly middle class, however there are a few run down slums. The necropolis and the thieves district are located in this quarter. Also, the place is the home of the Olvinian and Massalian Enclaves and the Lycaeum of Sin – the school of the Wizards in the city.
Midtown is centralized around the waterfall and includes an Agora, the Gymnasium, the city’s palace, a temple to Zeus, and a temple to Buddha. It is also the greatest place of tension in the city.
FASHION IN PHOENCIA
Fashion in Phoenicia range from the demure, common, and Spartan to the most extravagant and exotic. Most fashion is either Persian, Hebrew, Hellenic, or Aryavartan.
Common fashion of the inhabitants of the City of Psionics ranges from the Chiton of the Greeks to the Sari of the Indians, to fuller dress of the Persians and Hebrews. Also, nakedness is a common sight. Either on the slave markets, or among the religious. Examples of clothing for commoners and elites are below:
!http://cdn.obsidianportal.com/assets/184394/445px-Ancient_Times__Greek.-009_-_Costumes_of_AllNations1882.jpg(445px ancient times greek. 009 costumes of all nations 1882 )!
Adventurer styles range from the common clothing, above, to the most outrageous and skimpy styles. Adventures tend to dress for protection or to satisfy their eccentric tastes, or they just want to be noticed. The most common armor to buy is Hoplite Armor. Followed closely by leather armor in the form of not only a leather coat but all the way to harnesses.
Wizard clothing is also very varied. Wizards and sorcerers tend to be very eccentric. Psions are less so, although it’s not strange to see them wearing a modicum of clothing in the City.
There are a number of races that are allowed for players.
All of the following races are available as player characters. They’re also the most common races
that you’ll encounter as NPCs.
Although most call them “dwarves,” their own name for their race is Haurdir, the Stalwart Kings
of Order. Many dwarves look like they have Asiatic features. They strongly resemble the Assyrians in look with curly beards. These dwarves are known as the Common Dwarf. A number of dwarves are filtering in from beyond the dragon mountains, and look indistinguishable to the common Hellene. They have straight hair and beards and are known as the Iron Dwarf.
Use the Standard Rules when creating a Common Dwarf or Iron Dwarf.
There are four individual cultures of elves. The Elves of Phoenicia, like the orcs, dwarves, halflings, and gnomes; are from another world. All elves are working towards recreating Arvandor, the first forest.
Arcadian Elves are also called the High Elves, and are the result of Pelagasiri and Fair Elf intermarriage and interbreeding. They call themselves High because they believe that they have high culture. They are looking to create Arvandor in Arcadia, which is in Hellas. Arcadian Elves are the masters of Arcane Magic.
Massalian Elves are from the Fair Elven colony of Massalia and have built themselves a civilization that rivals the Arcadian Elves. They bear a grudge against the Arcadian Elves and consider them to be their ancestral enemies. The Massalian Elves are the masters of fell Demonic Magic and are looking to create Arvandor in Massalia harnessing the power and blood of demons.
Olvinian Elves from the Fair Elven colony of Olivinia, and have built themselves a psionic civilization. They bear no ill will against other elves, and seek to recreate Arvandor in Olvinia using psionics and mental powers of the Mind.
Pelagasiri Elves hail from the Dragon Mountains and the lands of the Kirpathian Sea. Considered to be “barbarians”, the Pelagasiri are often found in Phoenicia wearing loin cloths, harnesses, or thong bikinis. They are the first to master the production of steel. Male Pelagasiri tend to be heavily muscled and favor the axe, while females tend to be incredibly lean and favor the sword. Pelagasiri elves hope to recreate Arvandor by living in harmony with nature.
Frequently mistaken for halflings (or the other way around), gnomes are the rarest of the major
races, particularly in Phoenicia. Unlike halflings, they are more likely to consort with elves than with humans. They favor song and magic over just about anything else, often combining the two (in fact, some call them “loresong fae”). They dwell throughout the lands of Avistan, Bactria, Sardis, and the Sea Kingdoms. Use the standard rules for gnomes with this race.
Although members of this race were originally called “quickling fae,” humans named them “halflings” due to their stature, and the name stuck. They are small, fair, and nimble, but their childish size does not carry with it a childish demeanor. Although originally considered a type of elf, they do not have much contact with other races of elves—in fact, they interact more with humans. Nomadic halflings often move about in roaming tribal caravans throughout the faraway lands of Bactria and Lydia.
Use the standard rules for halflings with this race.
Half-Elves and Half-Orcs
Almost all of the Half-Elves in the city were the result of the Pelagasiri Elves sacking the city 50 years ago. The Pelagasiri came in, sacked the city, and took half the inhabitants back to the Dragon Mountains and the Kirpathian Sea into captivity as slaves. Many human women were raped, and the result were half-elves.
Half-orcs are the descendants of orcs from the Dragontooth or the Frostwolf clans interacting with the city’s human population on occasion.
Humans are represented by four dominate cultures in the City. The Hellenes — which is an Amalgam of Ancient Greek culture after the City State Era. The Phoenicians — which are a mirror of ancient Hebrew culture; the Vedic Aryavartans — which are represented by Indian culture. And finally the Archmeniads — which is represented by Ancient Persian culture. There are a smattering of other cultures in the city of course. :) This is the humans’ planet, so all humans tend to be slightly Ethno-Racist as a whole. Humans from mixed marriages are called Mixed Men.
Lemurians are humans from an ancient, before time. They are obviously Awakened (capable of Psionics). They look unearthly beautiful, and have beautiful bodies. No one knows where they came from, or perhaps when!
Use the Kalashtar racial generation rules from Eberron to create a Lemurian.
Proteans are able to change shape. They have no defined culture, able to adopt the culture of where they came from. They are often feared, although Proteans are often found in the red light district.
Use the Changeling character generation rules from Eberron to create a Protean.
The Nagaji are a race of snake-like humanoids that are disturbingly human in most things. Most Nagaji are the result of the Phoenician Phalanx Garrison adventuring in the land of Aryavarta. To help the Aryano-Hellenistic Kingdoms, Phoenicia sent many of it’s Phalanxes to aid in the destruction of the Naga Kingdom. The adventure was successful, and the Phoenician armies brought back 10,000 Nagaji as slaves. About five thousand of them have been freed and are now living in their own enclave in the Vedic quarter.
The Nagaji of Phoenicia are the combination of the Nagaji from the Dragon Empires Gazetteer and the Ophiduans from Psionics Unleashed. Use the rules from the Advanced Race Guide to create your Nagaji character.
Maenads are an emotional race. They are prone to mood swings and have minute crystals in their skin; making their skin gleam with a crystaline brillance in the sunlight. The maenads were created after a major explosion in their own lands. The explosion was successful in vaporizing an ancient Lich. Use the rules from Psionics Unleashed to create your Maenad character.
Elans are the result of a psionic ritual that is akin to creating a psionic lich. They can come from any race, but most are human. Currently Elans have auburne hair, and tend to look European. Use the rules from Psionics Unleashed to create your Maenad character.
While by no means comprehensive, the following list includes some of the more predominant nonplayer character races involved in the Phoenicia Campaign. These races are unavailable as player character race choices without permission from the DM.
Aasimars: Graced with celestial blood in their veins, these fortunate scions of blessed creatures have a representative of Heaven as part of their heritage.
Elves, Dark: One must delve deep into elvish history to trace the origin of this splinter race of elvenkind. Mostly subterranean, dark elves are rarely seen, although the dwarves say their people fought great underground wars with them before the Archmeniad Conquest. Sadistic and cruel, they revere evil gods who urge them toward conquest and dominance.
Serpent Folk: Strange, mysterious, and powerful, Serpent folk come from pre-historic times. Jealous of the warmblooded pink-skins (humans); for destroying their empire, they seek to reclaim their former, ancient prehistoric glory.
Orcs: Orcs are from another world. They called this world, the homeworld. Orcs live in tribal societies. Many orc clans are hostile to human and elf, but only the Dragontooth and Frostwolf clans are willing to deal with humans without malice or malevolence.
Tieflings: These individuals have fiendish blood flowing through their veins in some small but measurable quantity. Tieflings are a rare but significant force in Phoenicia.
The Unwanted: The city also is home to goblins, ratmen, and other undesirable elements. Most people consider these creatures more of an infestation than true inhabitants, though. These “residents” contribute nothing to Phoenicia, but they prey on its populace, stealing what they need to live.
Players should choose names according to their human cultures. Greek, Hindu (especially from the Vedas), Persian, and Biblical names from the Old Testaments are allowed for humans. Elven names can come from the Quenya or other sources. Halfling names can be inspired from the Player’s Handbook. Dwarven names can come from Assyrian or Old German sources. Gnomish names can also be inspired by the Player’s Handbook.
NAMES THAT ARE NOT ALLOWED!
Sly Cooper, Bill, or any modern name or name from a modern or sci-fi, or cartoon source unless it draws from ancient sources.
You are either from Phoenicia or have come to the city from elsewhere. If you are a city native, think about what district you grew up in and where you live now. Consider some of the organizations
involved in the city, and decide whether you have any affiliation with them or, more likely,
aspire to have one (your DM may wish to have a say in this).
If you are not a Phoenician native, the DM will help you create your background by providing details about the lands that surround the city. You should think about why you’ve come to Ptolus. It also is the responsibility of the players to decide how the PC group forms. Some ideas:
- You’ve all come to Phoenicia looking to strike it rich (or for other reasons), and you meet on the road and decide to work together.
- Two or more people in the group are family members or long-term friends already.
- Two or more of you met recently and discovered that your goals coincide enough to band together for mutual support.
- Some major patron has gathered you together for a specific task.
CHARACTER CLASSES IN PHOENICIA
Here are a couple of notes of how the classes from the Pathfinder Roleplaying Game operates in Phoenicia.
Classes of Mars
Fighters in the Hellenistic World study the arts of hitting each other in order to kill each other. Fighters typically are taught to defend themselves with the use of weapons and bare handed techniques. Hellene fighters learn how to fight with their spears or pikes, bows, swords, slings, throwing rocks, daggers, and bodies. So Hellene fighters are trained in a variety of fighting techniques, the main of which fighting in an infantry organization called a Phalanx.
Elven fighters typically specialize in one weapon, hoping to combine magic with blade. Dwarven fighters tend to concentrate on one set of weapons, and halflings prefer daggers, for instance. Despite this, there are dozens of styles for a fighter to study how to hit and kill people.
Archetypes that fit: Archer, Armor Master, Brawler, Crossbowman, Freehand Fighter, Mobile Fighter, PHALANX SOLDIER, Rough rider, Savage Warrior, Shielded Fighter, Swordlord, Tactician, Two-Handed Fighter, Unarmed Fighter, Unbreakable, Weapon Master.
Human Barbarians likely come from the barbaric lands to the north, and the south. Elven barbarians are almost invariably Pelagasiri elves. Few dwarves are barbarians, and drow never have “barbarians” within their society. Barbarian is a word that means “Foreigner.” Barbarians have strange cultures and are attracted and awed by Hellenic Civilization. In respect to Phoenicia, they marvel at Phoenicia’s powers of the mind. They hold Phoenicia’s scholars, philosophy, battle technology, science, and art in awe. They marvel at how so many people of four disparate cultures could work and live together smoothly.
A Barbarian, in the word of “Warrior” is typically an uncouth fighter that has the ability to rage. Barbarians of this type typify the class. They are almost invariably Pelagasiri Elves, Orcs as a whole, or humans from far off lands such as Bactria, or the Ivory Kingdoms, or the fabled Hyperboreans and the Fabled Isles of the Sea.
Suggested Archetypes: Armored hulk, breaker, Drunken Brute, Invulnerable Rager, MOUNTED FURY, SAVAGE BARBARIAN, True Primitive, Serene Barbarian.
A long time ago, the Archmeniad Empire sent it’s army to deal with the problem of Phoenicia when it’s Aryanvartan Satrap rebelled. It’s army was 50% made up of Magi, and Magi represented the 10,000 Immortals. Led by Cyrus the Not so Great, the army faced the Psionic Powers of Phoenicia. The battle was glorious against the Kshatriyas and Hebrew army of Phoenicia and the Archmeniad Armies. Phoenicia defeated Cyrus the Not so Great and took several Magi into captivity. Most of these had their memories wiped and lived out their lives as harmless slaves, other more capable Magi were mind seeded, becoming psions.
During the Hellenic Conquest, the Hellenic Army defeated the Magi a second time. They chased the Magi Army all over the Archmeniad Empire, proving that the tradition shelters cowards and murderers. The Magi is a fighting and spell using tradition (or class) that is in decline. Very few people go into the class since there are few teachers of the class. Magi demagogues are few and far in-between since the Phalanxes don’t include them in their Auxillaries.
Suggested Archetypes: Bladebound, Cabalist, Hexcrafter, Myrmidarch, Soul Forger, Spellblade, Spire Defender.
Phoenicia is set in a time period (about 250 B.C.) where gunpowder hasn’t been invented yet (Abt. 500 A.D.). Gunslingers don’t exist. Sorry everyone who was hoping to play Wyatt Earp or to blast Zombies’ heads.
Cavaliers are known as the Companions or Hippeis. They are known as the Companions and are typically part of the Cavalry. There are only one suggested Archetype: the Harrier. The Phalanx formation mainly depends on the heavy infantry rather than the Cavalry, although the Cavalry is being used more and more.
Samurai are not in Phoenicia. If one showed up, everyone would treat him as a barbarian.
CLASSES OF HERMES AND DIONYSUS
Wizards in Phoenicia are rare and are not universally treated respect. They are seen as using something that is truly limiting or are treated as children when it comes to harnessing and using power. Wizards rely power externally, molding what they call the eldritch power into spells. While the powerful wizard can command respect by throwing around an impressive amount of power, that respect is short lived.
Wizardry in Phoenicia revolves around traditions. Each tradition has an approach with which they can cast spells. While wizards cast the same spells, each tradition approaches magic differently and have different styles of magic.
The Tradition of Sin: This is the Native Wizardry of the Phoenician quarter. Wizards in Phoenician (Hebrew) society are not given accorded respect and are treated as sinners. Those that trafficked with familiar spirits and used magic were usually executed by stoning according to Phoenician Law. With the dominion of the Archmeniad Empire, Wizards received more respect: since it is against Archmeniad Law to slay a Wizard. Still they were denounced, so the Wizards embraced their stigma and became extreme specialists: each specializing in a school of magic named after one of the Seven Sins. Called Sin Mages, although they don’t truly traffic with runes, these Wizards secretly seek to upset the balance of power in Phoenicia and take over the city.
To create a Phoenician Sin Mage, you create a wizard specialist according to the Sin Magic Specialist rules.
The Hermetic Tradition: This is the Hellenic native tradition. It’s a Wizard in every possible way according to the Core Rules. Mages usually study magic in the Tradition of the Temple of Hermes, and learn magic by way of the God of Magic. As a matter of course, most Hermetic Wizards worship the God of Thieves, Messengers, Travelers, Luck, and Magic. Most of the time, hermetic mages are called Hermetic Philosophers in the Hellenic quarter, or Swami in the Vedic Quarter.
The Massalian Elvish Tradition: The Massalian Elves specialize in Magic of the Demonic. Called Warlocks, Massalians have pet demons: ranging from a burning imp, to a seductive succubus, to a battle ranging Chain Demon. The Massalian elves absolutely believe that they need demonic magic to thrive in the world, so they use fire to fight fire. To create a Massalian warlock, you create a wizard specialist in Infernal Binding .
The Primalists: Lately, a couple of wizards have been visiting the old battlefields of the Hellene Conquest. Magic was released on both sides, and some even produced magic with highly variable results in their area. Through study of this magic, the ressurected the prehistoric tradition of magic. Called Primalists, these mages play with forces people can hardly understand. Their magic is so unpredictable that many have been banished from the city, sent to cities like Archaeopolis and Alexandria Eschate (Alexandria the Furthest). There are few of them in the city, and the tradition depends solely on the Master-Apprentice model of teaching. To create a primalist, one creates a wizard with the Primalist archetype.
Sorcerers rely on casting spells on instinct. They often challenge the Wizardly approach to magic saying they’d rather improvise than rely on a codified set of magical words and gestures. Still, sudden magic aside, Sorcerer bloodlines are rare in the city of Psionics. Despite this, a new sorcerous tradition has appeared in Phoenicia.
Found mostly among the recent immigrants from Aryavarta, they are found among the ethnic Archmeniads as well. The sorcerous tradition is Tattoo Magic. Sorcerers with tattoos are showing up with some frequency, and some are stopping here to go to more Northern and Western lands. Sorcerers are commonly known as hermetic sophists among the Hellenes and as jādūgars among the Aryavartans. They are also known as stone-bait among the Phoenicians, for sorcerers too, were stoned to death in Phoenician society.
Sorcerer Bloodlines The following bloodlines are common in Phoenicia: Accursed, Abyssal, Arcane, Celestial, Destined, Dreamspun, Draconic, Imperious, and Serpentine.
To create a Tattooed Sorcerer, a player can refer to the Tattoo Magic rules.
The Alchemist isn’t considered an Arcane Magic casting class, neither in history or now. However, in the Pathfinder RPG, they are considered to be one. Alchemists practice Chymistry or the Art of Khem. Many are natural philosophers, seeking to unlock the secrets of the Universe through logic and science. Some of them are considered Mad: since they delve into things that normal people often do not wont to do. Alchemists who make themselves frauds and lie about their power are often executed in the most extravagant ways possible. Sometimes, they may be forced to wear clothes made of tin foil. Other times, they are hung while wearing clothes of tin foil. And other times, they are covered with tar and feathers. However, in the Hellenic tradition, it’s usually considered humane to simply force the fraud to drink hemlock juice.
Suggested Archetypes: Beastmorph, Chirurgeon, Mindchemist, Visionary Researcher, Preservationist, Psychonaut, Reanimator, Vivisectionist.
Summoners are considered entertainers in Phoenician society. Their ability to summon something called a Eidolon is often considerable, but shapers say that the Eidolon is much more limited than their Astral Constructs. Still, some summoners try to find respect, but many people laugh. But still, many a crowd were forced to respect many a powerful summoner who often made them pay dearly for their humiliation.
Suggested Archetypes: Evolutionist, First Worlder, and Master Summoner.
Witches hide, and are reviled and feared. Even among the Massalian Elves, Witches are feared. Witches and their obscure black magic of hexes and curses, are more feared than any other arcane class. Witches are hunted down. Publically, the witch hunts are denounced and only those that are proved to use their magic to cause harm are often subjected to personality death (i.e. Mind Seeded). Witches usually worship Hecate, a dark goddess in the Hellenic Tradition, but they may worship anything from Cybele to a demon.
Suggested Archetypes: Beast-bonded, Dimensional Occultist, Grave Walker, and White-haired Witch.
Bards are a respected part of the community in Hellenic times, whether or not they can cast magic. Bards pass down the traditions of the elders through oral storytelling, and many can read and write. The poems they recite are sung. A bard is not educated, a bard is made and his power is honed through education. In Phoenicia, every three years, the bards go to the Delphic Oracle to participate in the Pythian Games, and every four years, the Olympic Games. Bards often write plays, produce plays, act, tell stories, and sing. They pretty much do it all. Adventuring bards, if any want to get into that nonsense, are often viewed as abnormal among the performer community because it’s easier to make money performing than it is adventuring. But still, the Adventuring Bard, when he is done, comes home with new songs and new stories to add to the grand oral and written traditions.
Suggested Archetypes: Archivist, Celebrity, Demagogue, Dervish Dancer, Dirge Bard, Savage Skald, Street Performer
Classes of the Awakened
Psions represent some 65% of the people who able to create Supernatural effects. In the City of Psionics, the psion is the most commonly encountered class. Psions gather here from all over the Hellenic World, drawn here as a place of peace so that they can achieve the highest of human potential.
Psions in Phoenicia are taught either the Will and the Way, which is the Western Tradition of Psionics; or the Chakra Way, which is the Eastern tradition of Psionics. The Will and the Way concentrates on Desire and manipulating reality by your Desire; while the Chakra Way takes an internal approach. The release of Chakra energy is the power of Psionics; and the psion bends this chakra energy to produce effects.
Psions are highly respected in Phoenician society. The power to bend minds through the will, to move things through space through force of will, or anything else commands more respect in the city than casting a simple spell. Psions can be very powerful in the City of Psionics, and unlike other lands, they are treated with respect rather than reviled.
Like the Fighters, Psychic Warriors are trained to kill other human beings. Also called Mercenary Psionicists, Psychic Warriors are often trained like fighters to fight in the Phalanx armies. And many Psychic Warriors go on campaign and adventure with the Phalanxes. And many come back. Psychic warriors also must provide for their own armor before going on campaign. Some can afford the Hoplite armor: consisting of a heavy cuirass (usually muscled) or a linothorax, a helmet, greaves, a hoplon, a sword, and a spear. Those who can’t afford it were either put into the medium infantry, or the Psiloi/Gymnitai (light infantry or extremely light infantry).
Like fighters, there are many psychic warriors of many traditions. These traditions are called paths. All of the paths are considered valid; with the Aesthetic Warrior and the Mind Knight paths taken by the Kshatriya Caste of the Aryavartans. The only path regarded as a coward’s path is the Assassin’s path.
The aegis is the strangest of the psionic classes, and there aren’t very many of them. Those who are aegoi (plural of Aegis) are capable of creating a suit of ectoplasmic armor around themselves and can defend themselves expertly. As a result, the suit is considered to be medium quality, and the Aegoi are often deployed in the medium infantry of the Phalanx. They are frontline combatants, and they are not taken lightly when at war.
Soulknives have the ability to create their own weapons, and typically are fielded into the battle with the Phalanx among the light infantry as part of the psiloi or the gymnitai. However, they are considered to be the paladins among the Lemurians in their neverending battle against evil. They are often trained as skirmishers, but soulknives have been deployed as commando troops by Hellenistic commanders. As they move ever so lightly, as they can, literally, create their own weapons from their own minds.
Suggested Archetypes: Armored blade, Nimble Blade, Shielded Blade, Soulbolt.
Psions are formally educated in their power. The wilder, however, isn’t. Wilders stumble on their powers on accident, or have very little training and forgot the discipline to unlock certain powers available to them. Wilders are from the lower classes, those that can’t afford to send their children to school to get formally educated in developing their powers. The result are that these wild children are forced to find their own paths.
Wilders often lead strange lives in contrast to the disciplined life of the Psion. Wilders often throw themselves into wild abandon often exploring life to the fullest. Adventuring wilders are often all over the place, as their power is linked to emotion rather than discipline. A wilder’s wild display of emotion can clash with some psions and their disciplined approach.