You are invited to step into a world where the breath of the gods still stirs the dust of the earth...

In THE ASHES OF DELPHI, you will take on the role of a mortal hero in ancient Greece, in a mythic age of oracles, monsters, sacred oaths, and divine wrath.

You’ll travel from grand temples to sun speckled seas, from the courts of noble men to the wild places where nymphs still dance and centaurs hooves roar across the plains .

Along the way, you’ll earn the favour—or ire—of the gods, confront legendary beasts, navigate the politics of city-states, and test your mettle in challenges worthy of Homer's epics.

Your decisions will shape the destiny not only of yourselves, but of Athens and the world.

Will you rise as champions or fall as tragic heroes?

This is a tale of fire and fate, honour and hubris.

The gods are watching.


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Your character must worship one of the twelve main gods of the Greek pantheon as their personal / family deity.
The small amount of magic they wield at the start of the game will be themed around this god. 
You have been chosen by this god.
There will be the opportunity to discover other kinds of magic as the game progresses. 


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For more detail see Magical Correspondences of the Gods


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When building a character for the campaign there are several questions you should ask yourself that will help you explore who you are:

Each player begins the campaign travelling to Delphi, drawn by a personal calling to consult the Oracle. Are you seeking divine guidance? Fulfilling a long-held vow? Why are you going?

What drives your character? Is it vengeance, honour, glory, love, prophecy, or something more personal?

What is their greatest fear? Not just death, but shame, divine wrath, or being forgotten?

What is their origin story? Were they born a noble, thief, witch, merchant, a peasant, a slave, or found in the wilds?

What gender are you?

What age?

What do you look like? 

What’s your name? 
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Roll a six sided dice (normal dice) 4 times. Discard the lowest dice, keep the three highest and add them together to get a number between 3-18.
Do this six times. 

Then apply the numbers to the following six characteristics.

The higher the number the better your character is at that thing.

Strength (STR)
Measures physical power, athletic ability, and how much you can lift, push, or break. Used for melee attacks and feats of raw muscle.
Dexterity (DEX)
Represents agility, reflexes, and balance. Governs your Armour Class (AC), stealth, ranged attacks, and reactions.
Constitution (CON)
Indicates endurance, stamina, and overall toughness. Affects hit points and resistance to disease, poison, and exhaustion.
Intelligence (INT)
Measures reasoning, memory, and knowledge. Used for investigation, arcana, history, and analytical thinking.
Wisdom (WIS)
Represents perception, insight, and willpower. Important for noticing things, reading people, and resisting mental influence.
Charisma (CHA)
Indicates personal charm, confidence, and leadership. Used in persuasion, deception, intimidation, and magical influence.

Then choose 4 of the following skills to specialise in...

Athletics – Climbing, jumping, swimming, and feats of physical prowess.

Acrobatics – Balancing, tumbling, and agile movements.

Sleight of Hand – Concealing, stealing, or subtly manipulating small objects.

Stealth – Hiding, moving silently, and avoiding detection.

Arcana – Knowledge of more occult magic, spells, ancient lore, and magical traditions (this isn't your magic ability but your academic understanding of magic).

History – Understanding historical events, legendary figures, and past empires.

Investigation – Deducing clues, examining details, and discovering hidden things.

Nature – Recognising plants, animals, terrain, and natural phenomena.

Religion – Understanding gods, rituals, myths, and divine lore.

Animal Handling – Calming, controlling, or empathising with animals.

Insight – Reading body language, sensing motives, and gauging truthfulness.

Medicine – Diagnosing illness, treating wounds, and stabilising the dying.

Perception – Spotting hidden threats, hearing faint sounds, or noticing subtle details.

Survival – Tracking creatures, finding food, navigating, and enduring the wild.

Deception – Lying, misleading, or maintaining a falsehood.

Intimidation – Using threats or sheer presence to influence others.

Performance – Singing, dancing, storytelling, or otherwise entertaining.

Persuasion – Convincing, negotiating, or earning trust and favour.


Let the DM know and he will create a full character sheet for you.


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In Ashes of Delphi, all the gods have different magical domains and all grant different magical powers but all those powers fall into two types - Natural Magic & Unnatural Magic.
The Unnatural Magic is both harder to perform and more likely to draw the attention of other divine or supernatural entities. 
Natural magic appears to follow the laws of consensus reality. It's subtle, explainable, and can be rationalised by witnesses. For example, a hunter's arrow looks like it is going to miss but then bounces off a tree and hits its target after a prayer from a follower of Hunter Goddess Artemis - it could looks like chance or could be. Or if a worshiper of Poseidon calls upon that gods affinity with horses to make their stead catch up with the rider in front it could just be a burst of energy - it wasn't - but it could have been.  
Natural magic works within the fabric of accepted reality. When people witness it, they can explain it away as coincidence, skill, or luck.
Unnatural magic openly defies consensus reality in ways that cannot be explained within the usual course of events. For example a follower of Ares shoots flames out of the end of his sword - that just doesn't normally happen. Or the worshiper of Poseidon's horse starts to breath fire. Again hard to explain away.
These things get noticed.
The gods are watching. But so are others. Creatures of chaos. Creatures best left undisturbed. 
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1. Zeus (Ζεύς)

King of the Gods, Lord of the Sky and Storms

  • Domains: Sky, thunder, lightning, storms, law, justice, kingship, fate, hospitality (xenia), oaths, governance

  • Symbols: Thunderbolt, eagle, sceptre, oak tree, throne, scales

  • Epithets: Olympios, Xenios (protector of guests), Horkios (keeper of oaths), Panhellenios

  • Associations: Order of the cosmos, leadership, the weather, destiny, prophecy (especially at Dodona), fatherhood

  • Sacred Animals: Eagle, bull

  • Major Cult Centres: Olympia, Dodona, Athens, Nemea

  • Myths: Ruler after defeating the Titans; father of gods and heroes; presided over the Trojan War


2. Hera (Ἥρα)

Queen of the Gods, Goddess of Marriage and Women

  • Domains: Marriage, family, childbirth, motherhood, queenship, fidelity, feminine power

  • Symbols: Peacock, cow, pomegranate, lotus-tipped staff, diadem, veil

  • Epithets: Teleia (of completion/marriage), Gamelia (of weddings), Basileia (queen), Argeia (of Argos)

  • Associations: Legitimate union, protection of married women, royal authority, female nobility

  • Sacred Animals: Peacock, cow, lion

  • Major Cult Centres: Argos, Samos, Olympia

  • Myths: Jealousy toward Zeus’s lovers; rivalry with Heracles and other children of Zeus


3. Poseidon (Ποσειδῶν)

God of the Sea and Earthquakes

  • Domains: Sea, oceans, storms, earthquakes (the “Earth-shaker”), horses, flood, drought, harbours

  • Symbols: Trident, horse, dolphin, bull, seafoam, chariot drawn by hippocamps

  • Epithets: Ennosigaios (Earth-shaker), Hippios (of horses), Asphaleios (protector from earthquakes)

  • Associations: Naval power, sea-faring, natural disasters, horse-breeding, rivalries with other deities (notably Athena)

  • Sacred Animals: Horse, dolphin, bull

  • Major Cult Centres: Isthmia, Cape Sounion, Corinth, Helike

  • Myths: Contest with Athena for Athens; seduction of Medusa; creation of horses from sea foam


4. Demeter (Δημήτηρ)

Goddess of Agriculture and the Harvest

  • Domains: Agriculture, grain, fertility of the earth, the seasons, nourishment, sacred law, death and rebirth

  • Symbols: Sheaves of wheat, cornucopia, torch, bread, barley, pig

  • Epithets: Thesmophoros (law-bringer), Chloe (green shoot), Anesidora (sender of gifts)

  • Associations: Farming, planting, seasonal cycles, rural festivals, female initiatory rites

  • Sacred Animals: Pig, snake

  • Major Cult Centres: Eleusis (Eleusinian Mysteries), Arcadia, Sicily

  • Myths: Abduction of Persephone; creation of the Eleusinian Mysteries; taught humanity to cultivate grain


5. Athena (Ἀθηνᾶ)

Goddess of Wisdom and War Strategy

  • Domains: Wisdom, strategy in warfare, crafts, weaving, reason, justice, civilization, heroic endeavour, protector of cities

  • Symbols: Owl, olive tree, aegis (shield with Medusa’s head), spear, helmet

  • Epithets: Parthenos (maiden), Polias (of the city), Promachos (champion), Glaukopis (bright-eyed)

  • Associations: Rationality over passion, civic virtue, artisanship, invention, choral poetry

  • Sacred Animals: Owl, snake

  • Major Cult Centres: Athens (Parthenon), Lindos (Rhodes), Sparta

  • Myths: Sprang from Zeus’s head; gave the olive tree to Athens; guide of heroes like Odysseus and Perseus


6. Apollo (Ἀπόλλων)

God of the Sun, Music, and Prophecy

  • Domains: Light, prophecy, oracles, music, poetry, healing, archery, plague, purification, youth

  • Symbols: Lyre, laurel wreath, bow and arrows, raven, tripod

  • Epithets: Phoebus (bright), Pythios (of Delphi), Musagetes (leader of the Muses), Loxias (oblique, ambiguous speech)

  • Associations: Order, beauty, male youth (kouros), rationality, balance, sacred knowledge

  • Sacred Animals: Raven, swan, wolf, dolphin

  • Major Cult Centres: Delphi, Delos, Claros

  • Myths: Slayer of Python; protector of oracles; brother of Artemis; helped or hindered heroes with his oracles


7. Artemis (Ἄρτεμις)

Goddess of the Hunt and the Moon

  • Domains: Wild animals, hunting, childbirth, virginity, protector of women and children, moonlight, wilderness

  • Symbols: Bow and arrows, deer, crescent moon, hunting dog, cypress

  • Epithets: Potnia Theron (mistress of animals), Agrotera (of the wilds), Lochia (protector of childbirth)

  • Associations: Sacred virgins, untamed nature, liminal spaces (thresholds), adolescent girls

  • Sacred Animals: Deer, bear

  • Major Cult Centres: Ephesus, Delos, Brauron, Sparta

  • Myths: Punishment of Actaeon; twin sister of Apollo; protector of maidens and animals


8. Ares (Ἄρης)

God of War (Bloodlust)

  • Domains: War (especially chaos, violence, and bloodshed), physical courage, destruction, male aggression

  • Symbols: Spear, helmet, dog, vulture, shield

  • Epithets: Enyalios (warlike), Andreiphontes (manslaying), Alaláxios (battle-cry)

  • Associations: Conflict, vengeance, battlefield fury, physical power

  • Sacred Animals: Dog, vulture, boar

  • Major Cult Centres: Thebes, Sparta, Thrace

  • Myths: Affair with Aphrodite; rivalries with Athena and Hephaestus; father of the Amazons (by some accounts)


9. Hephaestus (Ἥφαιστος)

God of Fire and Forge

  • Domains: Fire, metalworking, craftsmanship, technology, sculpture, volcanoes

  • Symbols: Hammer, anvil, tongs, forge, donkey

  • Epithets: Polytechnes (of many skills), Amphigúeis (crippled one), Klytotekhnēs (renowned artisan)

  • Associations: Blacksmiths, artisans, invention, disabled persons, subterranean fires

  • Sacred Animals: Donkey, crane

  • Major Cult Centres: Lemnos, Athens, Sicily

  • Myths: Thrown from Olympus; built the palaces of the gods; crafted Achilles’ armour


10. Aphrodite (Ἀφροδίτη)

Goddess of Love and Beauty

  • Domains: Love (physical and romantic), beauty, pleasure, procreation, fertility, charm

  • Symbols: Dove, rose, seashell, mirror, girdle

  • Epithets: Ourania (heavenly), Pandemos (of the people), Philommeides (laughter-loving)

  • Associations: Erotic desire, marriage, passion, seduction, reconciliation

  • Sacred Animals: Dove, swan, hare

  • Major Cult Centres: Cyprus, Cythera, Corinth

  • Myths: Born from sea foam; mother of Eros; love affair with Ares; instigator of the Trojan War


11. Hermes (Ἑρμῆς)

Messenger of the Gods, Guide of Souls

  • Domains: Travel, communication, commerce, thievery, boundaries, language, herdsmen, trickery, liminality, the dead

  • Symbols: Caduceus (staff), winged sandals, petasos (hat), tortoise, purse

  • Epithets: Psychopompos (guide of souls), Argeiphontes (slayer of Argus), Logios (eloquent)

  • Associations: Movement, cunning, diplomacy, marketplace, transitions (including life/death)

  • Sacred Animals: Ram, tortoise, rooster

  • Major Cult Centres: Arcadia, Athens, Mount Cyllene

  • Myths: Inventor of the lyre; escorted souls to Hades; divine trickster; helper of Odysseus and Perseus


12. Hestia (Ἑστία)

Goddess of the Hearth and Domestic Life

  • Domains: Hearth, home, domestic harmony, cooking, state altars, communal meals

  • Symbols: Hearth fire, kettle, veil, circle

  • Epithets: Boulaia (of the council), Prytaneia (of the public hearth), Eukhos (gracious)

  • Associations: Sacred fire, family unity, civic religion, virginity, peace

  • Sacred Animals: Pig (occasionally), donkey

  • Major Cult Centres: Every Greek home and city hearth; few formal temples

  • Myths: Gave up her Olympian seat for Dionysus in some traditions; rarely involved in conflict; honoured with the first sacrifice at any feast

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