An Amazon, by Franz von Stuck.
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The Amazons are a nation of all-female warriors in Classical and Greek mythology. Herodotus placed them in a region bordering Scythia in Sarmatia (modern territory of Ukraine). Other historiographers place them in Asia Minor or Libya.
Notable queens of the Amazons are Penthesilea, who participated in the Trojan War, and her sister Hippolyta, whose magical girdle was the object of one of the labours of Hercules. Amazonian raiders were often depicted in battle with Greek warriors in amazonomachies in classical art.
The Amazons become associated with various historical peoples throughout the Roman Empire period and Late Antiquity. In Roman historiography, there are various accounts of Amazon raids in Asia Minor.
They are a matriarchy amazons are led by Warrior-Queens/High Priestesses.There were two queens ruling each tribe, one for defense and one for domestic affairs. They are also known for having waged war against the people of Atlantis. The Amazons led by Hippolyte have also attacked Hellas in the past but were vanquished. Some amazon tribes led by Penthesilia helped defend Troy against the forces led by Agammenon
Popular weapons of the Amazons
There weapons are pretty consistent. They used the bow (a tribute to Artemis), the double-headed battle axe and crescent shaped shields (another tribute to the Moon Goddess) they also use spears and javellins.
Please click below to learn more about important Amazonian characters
Originally Posted by
Grizzled Gryphon of the Wizards Community forums.
As a people, the Amazons are very interested in the rest of the world, now that they are free to explore it. As a warrior people, they view adventure as a means of testing their abilities.
All of the physical stats are important, depending on what path you take. An archer will focus more on Dexterity, while a Spear Maiden will focus more on Strength. Charisma is important for using the class abilities more often.
The Amazon excels at ranged combat. Due to the unique magic they have, their form of archery is very different than those from other lands. The use of spears and the like are for defensive purposes in case their position is oeverrun. Plus, spears make for good ranged weapons in there own right.
Game Rule Information
Hit Dice: d10
|1||+1||+2||+2||+0||1st Tier Technique|
|2||+2||+3||+3||+0||1st Tier Technique|
|3||+3||+3||+3||+1||1st Tier Technique|
|4||+4||+4||+4||+1||2nd Tier Technique|
|5||+5||+4||+4||+1||2nd Tier Technique, Technique Combination|
|6||+6/+1||+5||+5||+2||2nd Tier Technique|
|7||+7/+2||+5||+5||+2||3rd Tier Technique, Technique Restraining, Quicken Technique|
|8||+8/+3||+6||+6||+2||3rd Tier Technique|
|9||+9/+4||+6||+6||+3||3rd Tier Technique|
|10||+10/+5||+7||+7||+3||4th Tier Technique, Greater Technique Combination|
|11||+11/+6||+7||+7||+3||4th Tier Technique|
|12||+12/+7||+8||+8||+4||4th Tier Technique|
|13||+13/+8||+8||+8||+4||5th Tier Technique|
|14||+14/+9||+9||+9||+4||5th Tier Technique|
|15||+15/+10||+9||+9||+5||5th Tier Technique, Archery Expertise|
|16||+16/+11||+10||+10||+5||6th Tier Technique|
|17||+17/+12||+10||+10||+5||6th Tier Technique|
|18||+18/+13||+11||+10||+6||6th Tier Technique|
|19||+19/+14||+11||+10||+6||6th Tier Technique|
|20||+20/+15||+12||+10||+6||6th Tier Technique, Rain of Arrows|
The class skills for the Amazon (and the key ability for each skill) are Balance (Dexterity), Climb (Strength), Concentration (Constitution), Craft (Intelligence), Heal (Wisdom), Hide (Dexterity), Listen (Wisdom), Move Silently (Dexterity), Profession: any (Intelligence), Search (Intelligence), Spot (Wisdom), Survival (Wisdom), and Swim (Strength).
Skill points at first level: (4+ Intelligence modifier)x 4.
Skill points at each additional level: 4+ Intelligence modifier.
Amazon Class Features
Armor and Weapons: Amazons are proficient in all simple and martial weapons, and light armor, but not shields. They are also proficient in any exotic ranged weapons.
Techniques: At each level, an Amazon can pick a new technique from the lists below. At 1st through 3rd, she can pick from the tier 1 list. At 4th through 6th, she can pick from tiers 1 and 2. At 7th through 9th, she can pick from any tier up to 3rd. At 10th through 12th, she may pick any technique from any tier up to 4th. At 13th through 15th, she can pick from any tier up to 5th. From level 16th on, she can pick from any tier. Techniques marked with an asterisk are special. After using the technique, the Amazon must make a Concentration check, or she can no longer use that technique for 24 hours. The DC for this check is 10 + technique group number + (2X the number of times the ability has been used in the last 24 hours). Some of these techniques have prerequisites which must be taken earlier. None of these techniques can be applied to any weapon you cannot use and carry yourself (i.e., no catapults, or the like). Also, you must be proficient in the weapon.
Tier Techniques by Level
Hit them Hard: Add your Strength bonus to ranged damage.
* Flaming Arrow: Imbue +1d6 fire damage into an arrow.
* Darkness is No Deffense: +2 bonus on attack rolls and Spot checks in darkness
* Spear Flurry: 2 More attacks with a piercing weapon.
* Magic Ammo: +1 enchantment bonus on missiles.
* Frost Arrows:
Imbue +1d6 cold damage into an arrow.
* Avoid the Blows: +4 armor class bonus vs. melee attacks.
* Split Shot: Split your missiles into 3 different attacks at a -2.
* Venom Spear: Imbues a spear with a poison in addition to a poisonous gas.
* Power Attack: +1d8 electricity damage (max +5d8) per 2 levels.
* Dodge Arrows:
* Throw Lightning: Turns piercing weapon into a bolt of lightning.
* Exploding Missile: Imbue arrow with +1d6 force damage (max +10d6) per level.
* Savage Strike: +2d6 damage to melee weapon
* Slow Down Arrows: +4 armor class bonus vs. missiles and stops magical effects.
* Greater Power
+2d8 melee damage to weapon plus lightning bolt.
* Can't Miss: Enchanted missile granted an automatic hit.
* Ice Arrow: Imbue missile with +2d6 cold damage and chance of freezing enemy.
* Improved Savage Strike: Ignore part of target's armor class.
* Improved Venom Spear: A better version of Venom Spear.
Create a "fake" body that diverts opponents away from you.
* Improved Avoid the Blows: +4 armor class against all attacks.
* Follow Through: Receive Great Cleave feat.
* Fiery Arrow: Fire an enchanted fire arrow that may cause an explosion.
* Arrow Storm: You are able to fire multiple arrows at each opponent at a -2 penalty.
* Sub Zero Missile: Imbue
arrow with +4d6 cold damage with a chance of opponent becoming frozen.
* Lightning Storm: Able to turn a piercing weapon into an effect similar to the chain lightning spell.
* Improved Greater Power: Able to cast chain lightning with a piercing weapon.
* Ranged Precision: Able to hit multiple opponents through one attack.
Hit them Hard (Ex): When you attack with a ranged weapon, you can apply your Strength bonus to the attack as long as the target is within 30 ft. This does not stack with other Strength additions, like a Strength Bow. If you are using a Strength Bow, use whichever bonus is better.
Flaming arrow* (Su): As a full round action, you can enchant and fire normal missiles as flaming missiles. Any missiles that hit the target does an additional 1D6 fire damage. You can enchant one missile per ranged attack you can make in a normal round. These missiles must be used in the round they are enchanted. Any ammunition used in this way can't be recovered.
Darkness is No Defense (Ex): You gain a +2 circumstance bonus to Spot checks and attack rolls against targets in darkened areas. These bonuses only apply to targets within 30 ft of you. You no longer can be caught flat footed or sneak attacked by creatures you spot with this ability. You don't take any penalties against these targets that would be negated by Low-Light Vision.
Spear Flurry (Ex): If you attack with a piercing melee weapon, you can make 2 more attacks with that weapon. Your primary attack is at -2, and the additional attacks gained with this ability are at a cumulative -2. You do not apply your Strength modifier to any damage rolls, and all damage rolls are at -1 (minimum 1 damage per attack). All other bonuses apply as normal. These extra attacks stack with any haste like ability.
Magic Ammo* (Su): As a full round action, you can use this ability to create and use missiles with a +1 enhancement bonus. You create one missile per ranged attack you can make in a normal round. All missiles created with this ability disappear after they are used or at the end of your turn, whichever comes first. All missiles created with this ability are ‘normal missiles’, in regards to the other abilities of this class. If used in conjunction with a different ability, like Arrow Storm, then using Magic Ammo is considered part of the other ability, and does not take any action to use. These arrows are considered magical in regards to DR and other effects.
Frost Arrows* (Su): This ability is identical to the Flaming Arrow ability, except the extra damage is cold, instead of fire. In addition, any creature struck by one of these arrows must make a fortitude save, or be slowed , as the spell, for 1D3 rounds. The DC is 10 + 1/2 your level + your Charisma modifier. The duration stacks with additional missiles. Any fire affect on the creature automatically dispels this slow affect. Creatures immune to cold are not affected by the slow effect.
Avoid the Blows (Ex): As a full round action, you gain a +4 bonus to AC versus any melee attacks. In addition, if you successfully save versus any effect that allows a reflex save for half, you instead take no damage.
Split Shot* (Su): If you take a full round action, you can enchant and fire normal missiles up to your normal amount of attacks for a full round action that split into 3 missiles. Once the missile is fired, it splits into 3 missiles while in flight, and each must target a different target. You must make an attack roll for each target. Treat the area that this can affect as a cone. All 3 targets must be in the cone, but each missile fired before it splits can be fired into a different cone. Each arrow is -2 to hit. You can enchant one missile this way per ranged attack you would normally get in one round.
Venom Spear* (Su): As a full round action, you can enchant and throw any piercing weapon that can normally be thrown. Any creature struck by the weapon must make a Fort save (DC 10 + 1/2 your level + Charisma modifier), or take 1 point of Constitution damage, and secondary damage of 1D2 Constitution damage. In addition, the weapon leaves a trail of poisonous gas. Treat the path of the weapon as an area as a lightening bolt . Any creature in the area must succeed at a fort save of 15 or take 1 point of Constitution damage. The poison gas dissipates after one round.
Power Attack* (Su): If you take a full round action, you can make one melee attack. With a successful hit, the target takes an additional 1D8 electricity damage for every 2 levels you have (maximum of 5D8). Prerequisite: Spear Flurry.
Dodge Arrows (Ex): You gain the Deflect Arrows feat, whether you meet the requirements or not. Prerequisite: Avoid the Blows.
Throw Lightning* (Su): You can enchant and throw a ranged piercing weapon as a lightning bolt with a full round action. While in flight, any normal piercing thrown weapon becomes a lightening bolt that deals 2D10 lightning damage. Any target struck can make a DC 10 + 1/2 your level + Charisma modifier for half damage. Reference to ‘lightning bolt’ does not mean this has the same effects as the spell with the same name; the damage only applies to the target. Prerequisite: Venom Spear.
Exploding Missile* (Su): As a full round action, you can enchant and fire a normal missile as an exploding missile. The missile deals 1D6 points of force damage per level (maximum of 10D6) to all creatures within 15 ft of the target hit. All creatures in the area except the target are allowed a reflex save for half. The DC is 10 + 1/2 your level + Charisma modifier. Prerequisites: Split Shot, Flaming Arrow.
Savage Strike (Ex): This ability can be applied to any melee attack you make. If you apply it, your attack deals an additional 2D6 damage. However, your weapon must immediately make a check (DC half the damage dealt) or break. Any magical plus the weapon has is added to the roll. Prerequisite: Spear Flurry.
Slow Down Arrows* (Su): As a full round action, you can slow all missiles within 30 ft of you. Until your next turn, all creatures targeted by any missiles passing within 30 ft of you get a +4 Dodge bonus to their AC. Any missiles affected by this ability that are enchanted lose their enchantment, and any missile affected by this ability that is formed entirely by magic (such as magic missile) is negated. In either case, the missile must make a fortitude save, with a DC of 5 +your level + your Charisma modifier, or suffer the above effects. Prerequisite: Darkness is no Defense.
Greater Power Attack* (Su): With a full round action, you can make one melee attack that deals an additional 2D8 electricity damage. Also, the attack releases a lightning bolt, as the spell, that targets the nearest foe to the target. The caster level of the lightning bolt is at your level. prerequisites: Power Attack, Throw Lightning.
Can't Miss* (Su): As a full round action, you can enchant and fire a normal missile as a guided missile. The missile seeks out the nearest foe, and strikes them. It cannot miss. The missile will fly around corners, and is never fooled by any concealment except total concealment. Prerequisites: Frost arrows, Split Shot.
Ice Arrow* (Su): As a full round action, you can enchant and fire a normal missile as an Ice Arrow. The missile deals + 2D6 cold damage, and the target must make a Fort save of 10 + 1/2 your level + Charisma modifier or the target is frozen in place and helpless for 1D3 rounds. Prerequisite: Frost Arrow.
Improved Savage Strike* (Ex): You can aim for the weak points of your targets. You ignore one point of your targets AC for every 5 levels you have when you attack with a ranged weapon. Prerequisites: Hit them Hard.
Improved Venom Spear* (Su): This ability functions like Venom Spear, except the secondary damage is 1D4 Constitution, and a cloud of poisonous gas expands out in a 15 ft spread from the target. This cloud functions like the trail of gas from the Venom Spear. Prerequisite: Throw Lightning.
Diversion* (Su): With a full round action, you can shape magical energy into a facsimile of your self within 30 ft. This fake acts like you in all ways, but deals no damage with attacks. Opponents that fail a Will save of 10 +1/2 your level + your Charisma modifier Attack or pursue the fake instead of you. The duration of this affect is 1 round per 3 levels you have. The fake cannot be killed. The fake can be dispelled. The caster level of this effect is equal to your class levels. Prerequisite: Slow Down Arrows.
Improved Avoid the Blows (Ex): The +4 to AC is applied to all attacks, not just melee attacks. This ability works just like Avoid the Blows in all other respects. Prerequisite: Avoid the Blows.
Follow Through (Ex): You gain the Great Cleave feat, regardless of if you meet the requirements. Prerequisite: Savage Strike.
Fiery Arrow* (Su): You can use a full round action to enchant and fire a normal missile as a fiery missile. If the missile hits, the missile creates a fiery explosion, which deals an additional 4d6 fire damage, and deals 1D6 fire damage per level to all creatures in a 10 ft radius. All creatures not struck get a reflex save (10 + 1/2 your level + your Charisma modifier) for half damage. Any ammunition used with this is destroyed. Prerequisite: Exploding Missile.
Arrow Storm (Ex): As a standard action, you fire a normal missile at each target within one range increment. Each additional arrow suffers a cumulative -2 to the attack. This ability only works with ranged weapons that do not require a move action to reload. Prerequisite: Can't Miss.
Sub Zero Missile* (Su): With a full round action, you can enchant and fire a normal missile as a sub zero missile. The missile deals an additional 4D6 cold damage, and any creature (including the target) within a 15 ft radius of the target must make a fortitude save, or take 2D6 cold damage and be frozen in place and helpless for 1D3 rounds. Each round a frozen creature must make another save or be dealt an additional 2D6 cold damage. Prerequisite: Ice Arrow.
Lightning Storm* Su): With a standard action, you can enchant and throw a normal thrown piercing weapon to do a lightning storm. While in flight, the weapon changes into a chain lightning spell. This effect is in all ways identical to the spell, at your level for caster level. Prerequisite: Improved Venom Spear.
Improved Greater Power Attack* (Su): With a full round action, you can make a melee attack with a piercing weapon that deals normal damage to the target, and casts chain lightning as a caster of your level. This effect is identical to the spell in all ways. Prerequisite: Greater Power Attack.
Ranged Precision (Ex): Your ranged attacks are so skillful that you can drive piercing ranged weapons through your foe and strike foes behind them. Any foe in a square the missile would have flown through if it had not hit the target can be targeted with this affect. Each additional target you attempt to hit requires you to make an attack roll against, with half the attack bonus you applied to the primary target. This reduction is cumulative, so you can hit multiple targets in this way. If the bonus to hit is reduced to less than one, you cannot hit anymore targets with this effect. For example, Sarah has a total of +10 to hit with her spear. She throws her spear at an Orc in a hallway, and there are four orcs lined up down the hall behind them. She applies her +10 to the first orc, and a +5 to the next orc, and a +2 to the 3rd orc, and a +1 to the 4th orc. The last orc isn't affected. This affect also ends if the missile reaches its maximum range. This effect will not work through walls, or any other obstacle, like Wall of Force. Prerequisite: Improved Savage Strike.
Technique Combination (Ex): At level 5, the Amazon can use more than one ability at the same time. This can be done a number of times per day equal to your Charisma modifier. When you activate this ability, you can use two abilities at once as a full round action. These two abilities must be of the same type, and use the same kind of weapon. So, if you can use to abilities with a bow, then you an combine them with this ability. If you have two abilities that use a spear (or the like), and one of the abilities is ranged while the other is a melee ability, then they can not be used together. If any of the abilities so combined require a Concentration check to use again, then you have to make a seperate check for each ability.
Technique Retraining: At 7th level, you are able to switch out any one technique you know for any technique you qualify for. This can be used immediately, so at 7th level, you can have two 3rd tier techniques. However, you must retain any prerequisite technique for any technique you wish to learn. Once you have learned the higher level technique, you no longer need to keep the prerequisite for it, and can then switch the prerequisite out. You can do this again at level 10, 13, and 16.
Quicken Technique: At 7th level, you may once per day quicken a technique that you can use. This technique now only takes a swift action to use (standard action if it was a full-round action). Every three levels thereafter this one you may use this ability another time per day.
Greater Technique Combination (Ex): At level 10, you gain Greater Technique Combination. This works just like Technique Combination, only you can combine 1+ your Charisma modifier of abilities together. Use of Greater Technique Combination and Technique Combination combine for your total use of those two abilities for number of times per day. So, if you have a Charisma modifier of +5, you can use either of these abilities 5 times a day, regardless of which you use.
Archery Expertise (Ex): At level 15, you gain Archery Expertise. When wielding a bow, you no longer provoke attacks of opportunity for firing while threatened. You also threaten the spaces adjecent to you as if you were weilding a melee weapon.
Rain of Arrows (Su): As a full round action, you can use this ability. You can apply this ability to any weapon you wield, despite the name. When you activate this ability, you can make an attack at your highest attack bonus against every foe within range of the weapon you wield. In addition, you can use any of the techniques you know that apply to that type of weapon. Also, you can use Technique Combination or Greater Technique Combination in conjunction with this ability. If you do, the action required to do the ability or abilities do not apply; instead it is all a full round action.
The Amazon Warrior
Originally Posted by
TheThan of the Giant in the playground forums.
Amazon and Centaur, by Franz von Stuck.
it that once, long ago there lived a tribe of strong warriors, these warriors,
being a powerful and dominant force in the region grew arrogant in their abilities
and of their power. They began to mistreat and abuse their womenfolk.
The amazon women began lamenting their fate at the hands of the cruel men, they cried out in prayer to their gods for deliverance. The gods heard them, they decided to curse the men for such arrogance and cruelty and bless the women who had suffered so long. The curse goes something like this No amazon man will ever wield a weapon nor shall he strike a woman . The women were blessed with strength, beauty and grace.
However the women had relied upon the men for protection and without them they were vulnerable to attack by their neighbors. In response to this, the god of war sent his personal guard of female warriors to train them in the ways of battle. The women took up the sword and became skilled warriors while the men could not fight and were forced to stay home.
Over time the amazons came into contact with other warrior women. They formed a bond and many were accepted into the amazon culture as a honorary Amazon. They find few men worthy of such titles but they exist. Some women choose to stay with the amazons and become a true member of their tribe.
Most amazon warriors begin an adventure as a rite of passage. But many adventure for their own personal gains or to benefit their home village in some way.
Because amazon warriors rely on light armor they need high Dexterity, as well as Strength for damage and Constitution for the ability to take abuse. Amazons also need high Charisma because this increases their natural defensive capabilities and powers some of their supernatural abilities.
an Amazon Warrior
In order to become an amazon warrior, a character must first come into contact with a tribe of amazons. Then she must convince them she is a worthy warrior (through feats of combat prowess), which earns her the ability to become an honorary amazon warrior. Once she has gained this title she is free to come and go among the amazons as she pleases. But in order to truly master the skills of the amazon warrior one must live with the amazon for at least on year, some times longer.
be female or is a male under the influence of a cursed item such as a belt
of gender changing.
* Weapon Focus with at least one of the following weapons: Battleaxe, spear, javelin, short bow, bow (including composite versions), short sword, quarterstaff and Dagger
* Must have become an honorary Amazon warrior (see above)
Hit dice: d8
The following are the Amazon Warriors class skills and the key ability for each: Balance (Dexterity), Climb (Strength), Craft (Intelligence), Handle Animal (Charisma), Hide (Dexterity), heal (Wisdom), Intimidate (Charisma), jump (Strength), Listen (Wisdom), Ride (Dexterity)(Dexterity), Spot, Survival (Wisdom), Swim (Strength), and Tumble (Dexterity)
Skill points per level: 6+Intelligence modifier
Amazon warriors gain the weapon proficiency for the spear, javelin, short bow, long bow (including composite versions), Scimitar, short sword, quarterstaff and Dagger.
They gain the armor proficiency for all light armor and the buckler, light wooden shield and the light steel shield.
Defense bonus (ex)
Amazons posses such fierceness on the battlefield that most beings are taken off guard.
When wearing light armor or none at all, and unencumbered, the Amazon Warrior adds her Charisma bonus (if any) to her AC. In addition, an Amazon Warrior gains a +1 bonus to AC at 5th level. This bonus increases by 1 for two Amazon Warrior levels thereafter (+2 at 7th, +3 at 9th).
These bonuses to AC apply even against touch attacks or when the Amazon is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light armor, when she carries a shield heavier than a light shield, or when she carries a medium or heavy load.
At 2nd level and higher, an Amazon Warrior can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Amazon Warrior does not gain the benefit of evasion.
At 3rd, an Amazon warrior gains an additional +2 competence bonus on all Reflex saving throws. This ability functions only when she is wearing light or no armor and is unencumbered.
Amazon Warriors rely on grace and movement in combat. They are always moving, ducking, spinning, and tumbling through a battlefield. As a result they gain the skirmish ability. This ability works like the scouts skirmish ability, except where noted below:
The bonus damage dice starts at 2nd level at 1d6 and increases by +1d6 every two levels (to a total of +5d6 at 10th level).
At 4th level,
Amazons also gain a +1 competency bonus to defense in each round she moves
10 feet or more. She gains this bonus the moment she moves 10 or more feet
and lasts until the start of the next round. This bonus increases to +2 at
This bonus only applies to an Amazon that is wearing light or no armor, carrying a light shield and is unencumbered.
Naturally this skirmish ability stacks with other instances of skirmish the Amazon may have had before becoming an Amazon.
Amazons were said to have lived in Pontus, which is part of modern day Turkey near the shore of the Euxine Sea (the Black Sea). There they formed an independent kingdom under the government of a queen named Hippolyta or Hippolyte ("loose, unbridled mare"). The Amazons founded many towns, amongst them Smyrna, Ephesus, Sinope, and Paphos. In the distant past they had lived in Scythia, at the Palus Maeotis ("Lake Maeotis", the Sea of Azov), but later moved to Themiscyra on the River Thermodon (the Terme river in northern Turkey). Herodotus called them Androktones ("killers of men"), and he stated that in the Scythian language they were called Oiorpata, which he asserted had this meaning.
No men were permitted to have sexual encounters or reside in Amazon country; but once a year, in order to prevent their race from dying out, they visited the Gargareans, a neighbouring tribe. The male children who were the result of these visits were either killed, or sent back to their fathers or exposed in the wilderness to fend for themselves; the females were kept and brought up by their mothers, and trained in agricultural pursuits, hunting, and the art of war. In other versions when the Amazons went to war they would not kill all the men. Some they would take as slaves, and once or twice a year they would have sex with their slaves.
They invaded Lycia, but were defeated by Bellerophon, who was sent against them by Iobates, the king of that country, in the hope that he might meet his death at their hands.
They attacked the Phrygians, who were assisted by Priam, then a young man (Iliad, iii. 189). Although in his later years, towards the end of the Trojan War, his old opponents took his side again against the Greeks under their queen Penthesilea "of Thracian birth" (Quintus Smyrnaeus), who was slain by Achilles, in the Aethiopis that continued the Iliad. (Quintus Smyrn. i.; Justin ii.4; Virgil, Aeneid i. 490).
One of the tasks imposed upon Heracles by Eurystheus was to obtain possession of the girdle of the Amazonian queen Hippolyta (Apollodorus ii. 5). He was accompanied by his friend Theseus, who carried off the princess Antiope, sister of Hippolyte, an incident which led to a retaliatory invasion of Attica, in which Antiope perished fighting by the side of Theseus. In some versions, however, Theseus marries Hippolyta and in others, he marries Antiope and she does not die. The battle between the Athenians and Amazons is often commemorated in an entire genre of art, amazonomachy, in marble bas-reliefs such as from the Parthenon or the sculptures of the Mausoleum of Halicarnassus.
The Amazons are also said to have undertaken an expedition against the island of Leuke, at the mouth of the Danube, where the ashes of Achilles had been deposited by Thetis. The ghost of the dead hero appeared and so terrified the horses, that they threw and trampled upon the invaders, who were forced to retire. Pompey is said to have found them in the army of Mithridates.
In the time of Alexander, the Amazon Queen Thalestris visited him and became a mother by him. In his writing he makes mention of a moment when Alexander's secondary naval commander, Onesicritus, was reading the Amazon passage of his Alexander history to King Lysimachus of Thrace who was on the original expedition: the king smiled at him and said "And where was I, then?"
The Roman writer Virgil's characterization of the Volscian warrior maiden Camilla in the Aeneid borrows heavily from the myth of the Amazons.
Art and Culture
They pinch off the right breasts of all females so that they are not hindered by them in throwing the javelin. But they keep the left breasts so that they can suckle, as they give birth to children through normal intercourse with the other sex.
The Amazons maim their male children by removing a leg or a hand
War, hunting, agriculture and training young Amazon girls are their main pursuits
Girdle of Hippolyta
& Rituals: Olympus
© 2004 White Wolf
Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing,
By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team
leather belt, adorned with a simple row of gold studs down its length and
a graceful gold buckle, was given to Hippolyta, Queen of the Amazons, by the
god Ares. It grants its owner a +8 enhancement
bonus to Strength, a +4 deflection bonus to AC and a +4 resistance bonus on all saving throws. Only a woman may wear the belt, however any man attempting to wear it will take 4d8 points of damage every round until he removes it.
Stone of Hamza
Hamza Tas, (means Hamza Stone in Turkish) is a black colored antic rock at the Giresun Island. The stone symbolizes the Kybele, mother Goddess. It sits on a basement holder with three stone legs like a very short tripod ("Sacayak" in Turkish). It is estimated that Hamza Tas, has been a wish stone since four thousand years.
As a tradition visitors of the stone put their hands on it and make wishes to be happened soon. Especially if women having no child put their hands on the stone it is believed that they will have one. Because the fireplace (or oven) composes of sacayak and fire is considered as the symbol of having house and then being a family. Continuity of a family is reached with children.
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