A Microlite 20 Ruleset/ Campaign Setting
conan
Know, O prince, that between the
years when the oceans drank Atlantis
and the gleaming cities, and in the
years of the rise of the sons of Aryas,
there was an Age undreamed of, when
shining kingdoms lay spread across the
world like blue mantles beneath the
stars - Nemedia, Ophir, Brythunia,
Hyperborea, Zamora with its
dark-haired women and towers of
spider-haunted mystery, Zingara with its
chivalry, Koth that bordered on the
pastoral lands of Shem, Stygia with
its shadow-guarded tombs, Hyrkania
whose riders wore steel and silk and
gold. But the proudest kingdom was
Aquilonia, reigning supreme in the
dreaming west. Hither came Conan,
the Cimmerian, black-haired,
sullen-eyed, sword in hand, a thief, a slayer,
with gigantic melancholies and
gigantic mirth, to tread the jeweled
thrones of the Earth under his
table of contents
Stats...1 Classes...1 Races...2 Character Names ...3 Backgrounds...5 Equipment...5 Skills...8 Magic...8 Level Advancement...14 Combat...15Game Master’s Guide...16
Disease...16
Extreme Heat & Cold...16
Falling Damage...16
Poison...16
Traps...18
The Hyborian Age... 20
History...20
Nations of the Thurian Content...21
Map of Hyboria...22-23 Religion...27
A List of Some of the Known Hyborian Gods...28
Monsters...29
Locales, Groups, Items, Legends and Myths...36 Hyborian Calendar...41 Adventure Generator...41 City/Town...41 Rural...43 Traveling...44 Vanaheim, Asgard, Nordheim...44 Hyperborea ...44 Pictish Wilderness...44 Cimmeria...45 Aquilonia...45
Border Kingdom, Nemedia, Brythunia...45
Ophir, Corinithia, Koth, Khoraja, Khauran, Shem...46
Zingara, Argos...46
Zamora...47
Turan, Hyrkania, Kusan...47
Vilayet Sea...47
Stygia...47
Kush, Darfar, Keshan, Punt, Zembabwei, The Black Kingdom...48
Iranistan (incl. Drujistan)...48
Ghulistan, Meru...48
Kosala, Vendhya, Uttara Kuru...49
Khitai, Kambuja, Lemuria...49
Western Ocean, Black Coast, Southern Sea, and the Eastern Ocean...49
Island Encounters...50
conan microlite20
Conan Microlite20 uses a trimmed-down ver-sion of the Primary SRD to stage adventures in Robert E. Howard’s pre-historic Hyborian Age. Welcome to the Age of High Adventure!Stats
There are 3 stats in Conan Microlite20: Strength (STR), Dexterity (DEX) and Mind (MIND).
Roll 4d6, drop lowest dice. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats.
Stat bonus = (STAT-10)/2, round down.
Classes
The classes are Warrior, Priest, Thief, and Sor-cerer. Characters begin at Level 1.
Warriors wear any kind of armour and use shields. They add +1 to all melee attack and damage rolls. This increases by +1 at 5th level and every five levels thereafter. Warriors can also wield 2 light weapons or one one-hand-ed weapon and one light weapon and attack with both in a round if they take a -2 penalty on all attack rolls that round.
Thieves can only use light armour. If they successfully sneak up on a foe they add their DEX bonus + level to attack and damage rolls. This bonus only applies if the Thief is wield-ing a light weapon. Thieves can also wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. For a Thief, a rapier is considered a light weapon, but two rapiers cannot be wielded at the same time.
Sorcerers wear no armour. They can cast ar-cane spells.
Priests can wear light or medium armour. They cast divine spells. A Priest can Turn/Control Undead with a successful Magic Attack. DC is
the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.
Races
Aquilonian
A tawny-haired, grey-eyed, fair-skinned people.
Argossean
These dark-skinned people have thick, curly, dark hair and short, stocky bodies and are natural sailors.
Brythunian
Stocky, with fair skin and blond hair. They are adept at animal-handling.
Cimmerian
Dark-haired, bronze-skinned hillsmen, bare-chested with steel shields and battle-axes.
Corinthian
Dark-skinned as Hyborians go, due to inter-mixing with the Zamorans, with a stout build and tawny hair.
Hyperborean
Tall, unnaturally thin, fair-skinned folk with light brown-blonde hair and blue-green eyes. Known as practioners of the dark arts.
Hyrkanian
Horsemen with hooked noses, black hair and eyes, and deeply tanned skin; riders wear steel and silk and gold.
Iranistani
Short, stout, broad-shouldered people with light brown skin, blue or brown eyes, and steely-blue hair (much like the Shemites, to whom they are distantly related). They are a devout people.
Khitani
Black-haired and yellow-skinned with slanted dark eyes, dressed in silk robes and oriental armor.
Kothian
Dark-haired, bronze-skinned folk with light to dark brown eyes.
Kushite
Light brown to deep black skin and savage eyes. Masters of the jungle.
Nemedian
Tall, fair-skinned people with blue or grey eyes and light or blonde hair. The Nemedians are the scholars and historians of the Hyborian Age.
Ophirian
Tan, with dark hair and lean bodies. Charis-matic and affluent.
Pictish
Short, stocky, dark skinned people with wild black hair confined by copper bands, deco-rated with feathers.
Shemitish
Generally of medium height, though some-times, when mixed with Stygian blood, gigantic, broadly and strongly built, with hook noses, dark eyes, and blue-black hair. A na-tion of merchants known for their bargaining skills.
Stygian
The ruling class is tall, hawk-faced, bronze-skinned with dark hair and black eyes; the lower classes are a down-trodden, mongrel horde: a mixture of Kushite, Stygian, Shemit-ish, even Hyborian bloods. Theirs is a nation of blood, snakes and sorcery.
Turanian
Turbaned men with hooked noses; veiled women with black hair.
Vanir
Red-haired ravagers and raiders in longships, with ring mail, horsehide shields, spears and swords.
Vendhyan
Black-haired, light brown skin; shaven-headed priests, turbaned warriors.
Zamoran
Deeply tanned with dark eyes, wearing loose-fitting robes, Zamorans are widely regarded as thieves and bandits.
Zingaran
Tanned, curly-haired sailors and princelings, an admixture of Zingg Valley folk (possibly of Shemite origin), invading Picts, and Hyborian tribes.
Character Names
Country (Modern-day equivalent)
Example1, Example2, etc.
Aquilonia (Latin)
Atalus, Banthus, Baraccus, Dexitheus, Dion, Emilius, Epeus, Flavius, Hadrathus, Junia, Lu-cian, Publius, Tuscelan, Servius, Vilerius
Argos (Greek)
Arete, Dienikes, Doreion, Polynikes, Xeones
Asgard (Norse)
Bragi, Egil, Gorm Heimdul, Horsa, Niord, Njal, Rann, Sigurd, Wulfhere
Brythunia (Celtic)
Aelric, Boudanecea, Eldran, Ellandune, Fyrdan, Godtan, Haral
Cimmeria (Celtic)
Anga, Bodhrann, Bronwith, Chamta, Chulainn, Conan, Dietra, Milach, Rorik, Twyl
Corinthia (Latin)
Dalius, Djuluva, Eldia, Hogistum, Kinna, Lem-parius, Loganaro, Sovartus, Vitarius
Darfar (African)
(see Kush)
Ghulistan (Afghan)
Yar Afzal, Ashraf, Babur, Nader, Tahmasp
Hyperborea (Finnish)
Kamoinen, Ilga, Louhi, Vammatar
Hyrkania (Mongol)
Bartatua, Boria, Guyak, Kuchlug, Mazdak, Torgut
Iranistan (Arabic, Persian)
Balash, Hakhmanni, Kobad, Nanaia, Sassan
Keshan (African)
Bakumbe, Gorluga, Owarunga, Yelaya
Khitai (Chinese)
Yah Chieng, Kang Hsiu, Kang Lou-dze, Leng Chi, Pra-Eun, Yo La-gu
Koth (Latin)
Amalric, Constantius, Ivga, Ivor, Salome, Strabonus, Taramis, Taurus, Thespides, Vale-rius, Vateesa, Yasmela
Kush (African)
Aja, Ajonga, Bajujh, Bombaata, Bwatu, Gobir, Juma, Laranga, Saidu, Sakumbe, Yasala
Meru (Tibetan)
Nemedia (Latin)
Alcimedes, Altaro, Amalric, Arideus, Astreas, Bragoras, Caranthes, Demetrio, Diana, Dionus, Enaros, Octavia, Ostorio, Posthumo, Promero
Ophir (Latin)
Barras, Chelkus, Fronto, Garus, Marala
Pictland (?)
Sagyetha, Zogar Sag
Shem (Assyrian, Babylonic, Semitic)
Afrit, Aramas, Bêlit, Dathan, Eblis, Ebunezeb, Elohar, Enosh, Gilzan, Gomer, Isaiab, Mat-tenbaal, Mena, Nahor, Nitokar, Uriaz, Yin Allal, Zebah, Zillah
Stygia (Egyptian)
Amnun, Bahotep, Ctesphon, Hakketh, Het-erka, Hotep, Khafra, Khaza, Kutamun, Men-emhet, Menkara, Nehekba, Ramwas, Shuat, Siptah, Thoth-Amon, Thothmekri, Thutmekri, Thutothmes, Tothapis, Tuthamon, Zeriti
Turan (Arabic, Turkish)
Abdul, Aram Baksh, Atalis, Bakra, Banaric, Ghurran, Hamar Kur, Hormaz, Jamal, Jelal, Khalid, Mulai, Munthassen, Murad, Shapur, Tavik, Tureg, Vardan, Yezdigerd, Yildiz, Zosara
Vanaheim (Norse)
(see Asgard)
Vendhya (Indian)
Alyna, Bhunda Chand, Chunder Shan, Gitara, Jharim, Kandar, Karim, Naipal, Orissa, Patil, Punjar, Shahal, Vyndra, Yasmina
Zamora (Middle-Eastern, Greek)
Abuletes, Artanes, Atossa, Bartakes, Dinak, Eriakes, Feridun, Harpagus, Hattusas, Hissar, Kagul, Kilya, Lar, Mandana, Mithridates, Nyssa, Pariskas, Roxana, Rudabeh, Semiramas, Stahir, Tigranes, Tosya, Vardanes, Yara, Yazdates
Zembabwei (African)
Lumbeba, Mbega, Mkwana, Nenaunir
Zingara (Spanish)
Avvinti, Carico, Chabela, Cratos, Destandasi, Ferdrugo, Galbro, Gebellez, Godrigo, Gon-zalvio, Julio, Kapellez, Korst, Marco, Mordermi, Murzio, Rimanendo, Rinnova, , Sancha, San-dokazi, Santiddio, Shevatas, Valbroso, Valenso, Valerio, Vancho, Velio, Zapayo
Backgrounds
Characters may select, with the approval of the DM, a one- or two-word background that represents a broad base of skills and knowl-edge, e.g. Afghuli Tribesman, Argossean Sailor, Black Ring of Stygia, Black Seer of Yimsha, Bossonian Archer, Border Kingdom Merce-nary, Brethren of the Black Coast, Brotherhood of the Red Hand, Brythunian Soldier, Cannibal of the Black Kingdoms, Cimmerian Raider, Corinithain Duellist, Deserter, Gunderland Pikeman, Free Company, Hyperborean Witch or Warlock, Hyrkanian Horseman, Initiate of the Black Circle, Knight of Poitain or Neme-dia, Kozaki Hetman, Ophirian Noble, Pictish Shaman, Turanian Nomad, Shemite Merchant, Thieves Guild of Shadizar, Vendhyan Mystic, White Hand of Hyperborea, Wizard of the Scarlet Circle, Zingaran Buccaneer, Zugite Cultist, etc.
Backgrounds need not be related to the PCs class.
Backgrounds may not duplicate a class.
Equipment
Starting Wealth
The most common coin is the Aquilonian
luna (equivalent to one gp). A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins there are also platinum pieces (pp), which are each worth 10 gp.
Exchange | cp | sp | gp Copper piece | 1 | 1/10 | 1/100 Silver piece | 10 | 1 | 1/10 Gold piece | 100 | 10 | 1 You begin with a certain amount of acquired wealth, determined by your character class.
Class: Amount
Warrior: 100 gp Thief: 75 gp Sorcerer: 50 gp Priest: 75 gp
The character uses this accumulated wealth to purchase his initial weapons, armor, and adventuring equipment, using the price lists on the tables below.
Weapons
Here is the format for weapon entries (given as column headings on the table below).
Cost: This value is the price for purchasing the
weapon. The cost includes miscellaneous gear that goes with the weapon.
Damage: The damage column gives the
dam-age dealt by the weapon on a successful hit.
Range Increment: Any attack at less than this
distance is not penalized for range. However, each full range increment imposes a cumula-tive -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weapon: Cost (Damage) Range Unarmed Strike: — (1d3) — Light Weapons Axe, throwing: 8gp (1d6) 10ft. Dagger: 2gp (1d4) 10 ft. Hammer, light: 1gp (1d6) 20ft. Handaxe: 6gp (1d4) — Mace, light: 5gp (1d6) — Pick, light: 4gp (1d4) — Sap: 1gp (1d6) — Sickle: 6gp (1d6) — Sword, short: 10gp (1d6) — One-Handed Weapons Battleaxe: 10gp (1d8) — Club: — (1d6) 10ft. Flail: 8gp (1d8) — Longsword: 15gp (1d8) — Mace, heavy: 12gp (1d8) — Morningstar: 8gp (1d8) — Pick, heavy: 8gp (1d6) — Rapier: 20gp (1d6) — Scimitar: 15gp (1d6) — Shortspear: 1gp (1d6) 20ft. Sword, bastard: 35gp 1d10 — Trident: 15gp (1d8) 10ft. Cimmerian Greataxe: 30gp 1d10 — Warhammer: 12gp (1d8) — Whip: 1gp 1d3 — Two-Handed Weapons Chain, spiked: 25gp (2d4) — Falchion: 75gp (1d6) — Flail, heavy: 15gp (1d8) — Greataxe: 20gp 1d10 — Greatclub: 5gp (1d8) — Greatsword: 50gp 2d6 — Lance: 10gp (1d8) — Longspear: 5gp (1d8) — Quarterstaff: — (1d6) — Scythe: 18gp (2d4) — Spear: 2gp (1d8) 20ft. Ranged Weapons Crossbow, heavy: 50gp 1d10 120ft. Crossbow, light: 35gp (1d8) 80ft. Dart: 5sp (1d4) 20ft. Javelin: 1gp (1d6) 30ft. Longbow: 75gp (1d8) 100ft. Net: 20gp — 10ft. Shortbow: 30gp (1d6) 60ft. Sling: — (1d4) 50ft.
Armour & Shields
Here is the format for armour entries (given as column headings on the table below).
Cost: This value is the price for purchasing the
armour.
AC Bonus: The column gives the Armour
Class bonus provided by the armour. Armour: Cost (Bonus)
Light Armour Padded: 2gp (+1) Leather: 10gp (+2) Studded Leather: 25gp (+3) Chain Shirt: 100gp (+4) Medium Armour Hide: 15gp (+3) Scale Mail: 50gp (+4) Chainmail: 150gp (+5) Breastplate: 200gp (+5) Shields Buckler: 15gp (+1)
Shield, light wooden: 3gp (+1) Shield, light steel: 9gp (+1) Shield, heavy wooden: 7gp (+2) Shield, heavy steel: 20gp (+2) Adventuring Gear
Acid (flask): 10gp Antitoxin (vial): 50gp Artisan’s Tools: 5gp
Backpack (empy): 2gp Barrel (empty): 2gp Basket (empty): 4sp Bedroll: 1sp Bell: 1gp Blanket, winter: 5sp Block and Tackle: 5gp
Bottle, wine, glass (empty): 2gp Bucket (empty): 5sp
Caltrops: 1gp Candle: 1cp Canvas (sq. yd.): 1sp Case, map or scroll: 1gp Chain (10 ft.): 30gp Chalk, 1 piece: 1cp Chest (empty): 2gp Craftsman’s Tools: 5gp Crowbar: 2gp Disguise Kit: 50gp Firewood (per day): 1cp Fishhook: 1sp
Fishing net: (25 sq.ft.) 4gp Flask (empty): 3cp Flint and Steel: 1gp Grappling Hook: 1gp Hammer: 5sp Healer’s Kit: 50gp
Holy Symbol, wooden: 1gp Holy Symbol, silver: 25gp Holy Water (flask): 25gp Hourglass: 25gp Ink (1 oz. Vial): 8gp Inkpen: 1sp Jug, clay: 3cp Ladder, 10 ft.: 5cp Lamp, common: 1sp Lantern, bullseye: 12gp Lantern, hooded: 7gp Lock, simple: 20gp Lock, average: 40gp Lock, good: 80gp Magnifying Glass: 100gp Manacles: 15gp
Mirror, small steel: 10gp Mug/Tankard, clay: 2cp
Musical Instrument: 5gp Oil, pint flask: 1sp Paper (sheet): 4sp Parchment (sheet): 2sp Pick, miner’s: 3gp Pitcher, clay: 2cp Piton: 1sp Pole, 10 ft.: 2sp Pot, iron: 5sp
Pouch, belt (empty): 1gp Ram, portable: 10gp Rations, trail (per day): 5sp Rope, hempen (50 ft.): 1gp Rope, silk (50 ft.): 10gp Sack (empty): 1sp Sealing Wax: 1gp Sewing Needle: 5sp Signal Whistle: 8sp Signet Ring: 5gp Sledge: 1gp Soap (per lb.): 5sp spade or Shovel: 2gp
spell Component Pouch: 5gp spellbook, wizard’s (blank): 15gp spyglass: 1,000gp
Tent: 10gp
Thieves’ Tools: 30gp Torch: 1cp
Vial, ink or potion: 1gp Waterskin: 1gp Whetstone: 2cp
Clothing
Artisan’s Outfit: 1gp Cold Weather Outfit: 8gp Courtier’s Outfit: 30gp Entertainer’s Outfit: 3gp Explorer’s Outfit: 10gp Monk’s Outfit: 5gp Noble’s Outfit: 75gp Peasant’s Outfit: 1sp Priest’s Vestments: 5gp Royal Outfit: 200gp Scholar’s Outfit: 5gp Traveler’s Outfit: 1gp
Mounts and Related Gear Bit and Bridle: 2gp
Dog, guard: 25gp Dog, war: 75gp Donkey or Mule: 8gp Feed (per day): 5cp Horse, heavy: 200gp Horse, light: 75gp Pony: 30gp Saddle, military: 20gp Saddle, pack: 5gp Saddle, riding: 10gp Saddlebags: 4gp Stabling (per day): 5sp Warhorse, heavy: 400gp Warhorse, light: 150gp
Skills
There are no specific skills in Conan Micro-lite20. Instead players are expected to think like adventurers, tell the GM what they are doing and the GM decides if it will succeed in the situation, taking into account the charac-ter’s class and background. If the GM decides a random success chance is truly needed, he may resolve the situation with a roll of his choice or he may call for one of the following rolls:
Primary Skill Roll: 1D20 + Stat Bonus + Class
Level if the character is attempting something directly related to their class or background.
Secondary Skill Roll: 1D20 + Stat Bonus +
(Class Level/2, round up) if the character is attempting something only loosely related to their class or background.
Minor Skill Roll: 1d20 +Stat Bonus + (Class
Level/3, round down) if the character is at-tempting something not really related to their class or background.
When the GM calls for a skill roll, he will de-clare the type of skill roll, which stat the skill roll falls under, and any situational modifiers and the player will make a skill roll.
Roll higher than the GM assigned Difficulty Class to succeed.
Unless the GM rules otherwise, a natural roll of 20 always succeeds for a Primary Skill Roll.
Suggested Difficulty Classes
Easy - 10 Moderate - 15 Difficult - 20 Extremely Difficult - 25 Legendary – 30 Improbable - 35 Unbelievable - 40.
Note: There are no “saving throws” in this
game; use level + STR or DEX bonus for Forti-tude and Reflex saves. Saving against Magic (Will save) is usually MIND bonus + your level.
Magic
Sorcerers can cast any arcane spell, and Priests any divine spell, with a spell level equal or below 1/2 their class level, rounded up. They have access to all arcane spells in the SRD spell list.
Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast:
Spell Level - HP Cost
0 - 1 1 - 3 2 - 5 3 - 7
5 - 11 6 - 13 7 - 15 8 - 17 9 - 19
This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance.
Instead of using their own HP, sorcerers can make a sacrifice and use that creatures HP instead of their own.
Just because a character can cast any spell, doesn’t mean that they should. Choose spells that suit the character. Select one ‘signature’ spell per spell level from 1st upward that they prefer to use over any other. These spells are
easier to cast due to familiarity, costing 1 less HP to use.
The Difficulty Class (DC) for all spells is 10 + Caster Level + Caster’s MIND bonus.
Spell Lists
0-Level Arcane Spells (Cantrips)
Arcane Mark: Inscribes a permanent
per-sonal rune (visible or invisible).
Detect Magic: Detects spells and magic
items within 60 ft. for up to 1 min./level or until concentration ends.
Ghost Sound: Figment sounds for 1 round/
level.
Light: Object shines like a torch for 10 min./
level.
Mage Hand: 5-pound telekinesis. Lasts until
concentration ends.
Prestidigitation: Performs minor tricks for 1
hour.
Read Magic: Read scrolls and spellbooks for
10 min./level.
1st-Level Arcane Spells
Feather Fall: Objects or creatures fall slowly
for 1 round/level or until landing.
Floating Disk: Creates 3-ft.-diameter
hori-zontal disk that holds 100 lb./level. Lasts for 1 hour/level.
Mage Armor: Gives subject +4 armor bonus
Magic Missile: 1d4+1 damage; +1 missile per
two levels above 1st (max 5).
Sleep: Puts 4 HD of creatures into magical
slumber for 1 min./level.
Shocking Grasp: Touch delivers 1d6/level
electricity damage (max 5d6).
2nd-Level Arcane Spells
Acid Arrow: Ranged touch attack; 2d4
dam-age for 1 round +1 round/three levels.
Flaming Sphere: Creates rolling ball of fire,
2d6 damage, lasts 1 round/level.
Invisibility: Subject is invisible for 1 min./level
or until it attacks.
Knock: Opens locked or magically sealed
door.
Levitate: Subject moves up and down at your
direction for 1 min./level.
Spider Climb: Grants ability to walk on walls
and ceilings for 10 min./level.
3rd-Level Arcane Spells
Clairaudience/Clairvoyance: Hear or see at a
distance for 1 min./level.
Dispel Magic: Cancels magical spells and
effects.
Fireball: 1d6 damage per level, 20-ft. radius. Fly: Subject flies at speed of 60 ft. for 1 min./
level.
Lightning Bolt: Electricity deals 1d6/level
damage.
Vampiric Touch: Touch deals 1d6/two levels
damage; caster gains damage as hp which last for 1 hour.
4th-Level Arcane Spells
Animate Dead: Creates level X2 HD of
un-dead skeletons or zombies.
Arcane Eye: Invisible floating eye moves 30
ft./round for 1 min./level.
Black Tentacles: Tentacles grapple all within
20 ft. spread for 1 round/level.
Dimension Door: Teleports you short
dis-tance.
Polymorph: Gives one willing subject a new
form for 1 min./level.
Stoneskin: Ignore 10 points of damage per
attack. Lasts for 10 min./level or until dis-charged.
5th-Level Arcane Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or
die, 6+ HD take STR damage. Lasts for 1 min./ level.
Contact Other Plane: Lets you ask one
ques-tion of extraplanar entity. Lasts until concen-tration ends.
Feeblemind: Subject’s MIND score drops to 1. Passwall: Creates passage through wood or
Permanency: Makes certain spells
perma-nent.
Teleport: Instantly transports you as far as
100 miles/level.
6th-Level Arcane Spells
Antimagic Field: Negates magic within 10 ft.
for 10 min./level.
Chain Lightning: 1d6/level damage; 1
sec-ondary bolt/level each deals half damage.
Contingency: Sets trigger condition for
another spell. Lasts for 1 day/level or until discharged.
Disintegrate: Destroys one creature or object. Geas: Commands any creature, binding it to
a specific task. Lasts for 1 day/level or until discharged.
True Seeing: Lets you see all things as they
really are for 1 min./level.
7th-Level Arcane Spells
Delayed Blast Fireball: 1d6/level fire
dam-age; you can postpone blast for 5 rounds.
Ethereal Jaunt: You become ethereal for 1
round/level.
Finger of Death: Kills one subject.
Plane Shift: As many as eight subjects travel
to another plane.
Power Word Blind: Blinds creature with 200
hp or less for 1d4+1 minutes (permanent if creature has less than 50 hp).
Spell Turning: Reflect 1d4+6 spell levels back
at caster for 10 min./level or until expended. 8th-Level Arcane Spells
Clone: Duplicate awakens when original dies. Horrid Wilting: Deals 1d6/level damage
within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire
dam-age/round for 1 round/level.
Irresistible Dance: Forces subject to dance
for 1d4+1 rounds.
Power Word Stun: Stuns creature with 150 hp
or less for 2d4 rounds.
Trap the Soul: Imprisons subject within gem.
9th-Level Arcane Spells
Astral Projection: Projects you and
compan-ions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with
companions for 1 min./level.
Gate: Connects two planes for travel or
sum-moning. Open for 1 round/level.
Meteor Swarm: Four exploding spheres each
deal 6d6 fire damage.
Power Word Kill: Kills one creature with 100
hp or less.
Soul Bind: Traps newly dead soul to prevent
resurrection.
0-Level Divine Spells (Orisons)
water.
Guidance: +1 on one attack roll, saving throw,
or skill check. Lasts for 1 min. or until dis-charged.
Light: Object shines like a torch for 10 min./
level.
Purify Food and Drink: Purifies 1 cu. ft./level
of food or water.
Resistance: Subject gains +1 on saving
throws for 1 minute.
Virtue: Subject gains 1 temporary hp for 1
minute.
1st-Level Divine Spells
Bless: Allies gain +1 on attack
rolls and communication + MIND checks against fear for 1 min./level.
Bless Water: Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Divine Favor: You gain +1 per three levels on
attack and damage rolls for 1 minute.
Magic Stone: Three stones gain +1 on attack,
deal 1d6 +1 damage. Lasts for 30 minutes or until discharged.
Shield of Faith: Aura grants +2 or higher AC
bonus for 1 min./level.
2nd-Level Divine Spells
Aid: +1 on attack rolls and saves against fear,
1d8 temporary hp +1/level (max +10).
Cure Moderate Wounds: Cures 2d8 damage
+1/level (max +10).
Delay Poison: Stops poison from harming
subject for 1 turn.
Gentle Repose: Preserves one corpse. Remove Paralysis: Frees one or more
crea-tures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability
penalty or repairs 1d4 ability damage.
3rd-Level Divine Spells
Create Food and Water: Feeds
three humans (or one horse)/ level.
Cure Serious Wounds: Cures
3d8 damage +1/level (max +15).
Prayer: Allies get a +1 bonus
on most rolls, enemies take a –1 penalty for 1 round/level.
Remove Disease: Cures all
diseases affecting subject.
Searing Light: Ray deals 1d8/two levels
dam-age, or 1d8/level against undead.
Speak with Dead: Corpse answers one
ques-tion/two levels. Lasts for 1 min./level.
4th-Level Divine Spells
Cure Critical Wounds: Cures 4d8 damage +1/
level (max +20).
Discern Lies: Reveals deliberate falsehoods
Freedom of Movement: Subject moves
nor-mally despite impediments for 10 min./level.
Neutralize Poison: Immunizes subject
against poison for 10 min./level, detoxifies venom in or on subject.
Restoration: Restores level and ability score
drains.
Tongues: Speak any language for 10 min./
level.
5th-Level Divine Spells
Atonement: Removes burden of misdeeds
from subject.
Commune: Deity answers one yes-or-no
question/level. Lasts for 1 round/level.
Cure Light Wounds, Mass: Cures 1d8
dam-age +1/level for many creatures.
Flame Strike: Smite foes with divine fire (1d6/
level damage).
Raise Dead: Restores life to subject who died
as long as one day/level ago.
True Seeing: Lets you see all things as they
really are for 1 min./level.
6th-Level Divine Spells
Banishment: Banishes 2 HD/level of
extra-planar creatures.
Cure Moderate Wounds, Mass: Cures 2d8
damage +1/level for many creatures.
Harm: Deals 10 points/level damage to target. Heal: Cures 10 points/level of damage, all
diseases and mental conditions.
Heroes’ Feast: Food for one creature/level
cures disease and grants +1 combat bonus for 12 hours. Lasts for 1 hour.
Quest: Commands any creature, binding it
to a specific task. Lasts for 1 day/level or until discharged.
7th-Level Divine Spells
Cure Serious Wounds, Mass: Cures 3d8
dam-age +1/level for many creatures.
Destruction: Kills subject and destroys
remains.
Ethereal Jaunt: You become ethereal for 1
round/level.
Regenerate: Subject’s severed limbs grow
back, cures 4d8 damage +1/level (max +35).
Restoration, Greater: As restoration, plus
restores all levels and ability scores.
Resurrection: Fully restores a dead subject
from a small portion of the corpse.
8th-Level Divine Spells
Antimagic Field: Negates magic within 10 ft.
for 10 min./level.
Cure Critical Wounds, Mass: Cures 4d8
dam-age +1/level for many creatures.
Dimensional Lock: Teleportation and
inter-planar travel blocked for 1 day/level.
Discern Location: Reveals exact loc of
Fire Storm: Deals 1d6/level fire damage. Holy Aura: +4 to AC, +4 resistance, and SR 25
against evil spells for 1 round/level.
9th-Level Divine Spells
Astral Projection: Projects you and
compan-ions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with
companions for 1 min./level.
Gate: Connects two planes for travel or
sum-moning. Open for 1 round/level.
Heal, Mass: As heal, but with several subjects. Implosion: Kills one creature/round for 4
rounds or until concentration ends.
Soul Bind: Traps newly dead soul to prevent
resurrection.
Level Advancement
Characters get Experience Points (XP) when their party defeats monsters. (Note that mon-sters can be defeated without being killed.) Experience Points (XP) = Hit Dice of defeated monsters.Add +1 for each doubling of the number of foes. e.g.: 1 human commoner (a 1 hit die monster) = 1 XP. 2 commoners = 2 XP. 4 com-moners = 3 XP, 8 comcom-moners = 4 XP etc. Add +1 or +2 XP (GM’s discretion) if the foes have dangerous special abilities.
Characters who do not participate in the encounter in some way do not get XP for it. Characters also earn a GM-assigned amount
of experience points for defeating traps, solv-ing puzzles, excellent roleplaysolv-ing, and the like. The GM should assign XP depending on the situation (usually from 1 to 5 XP).
Characters can also lose up to 5 XP for gener-ally ignoring their alignment or other very poor roleplaying.
Individual characters can also earn experi-ence points from spending money found in treasures (or taken from monsters) in totally frivolous ways (e.g. wine, women, song, dona-tions to a temple without getting anything in return, generic “training,” etc.). A character earns 1 XP for each 100gp so spent.
Add up the Experience Points (XP) of every successful encounter you take part in plus any earned from GM specials and treasure spent. When the total is equal to 25 x your next level, you’ve advanced to the next level. Reset the total XP to 0 after advancing.
Each level adds: +1d6 to Hit Points +1 to all attack rolls
If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to STR, DEX or MIND.
Fighters gain +1 to their attack and damage rolls at levels 5,10,15,etc.
Priests and Sorcerers gain access to new spell levels at levels 3,5,7,9,etc.
Example: Four newly minted second level adventurers have just completed an adven-ture. They each have 36 XP and need 75 XP to reach third level. Their expedition was extremely successful. They defeated 22 XP
worth of monsters and earned 7 XP from traps and other GM specials for a total of 29 XP each. The party’s Priestess earned 4 XP for great roleplaying while risking her life to save the party from an angry spirit. The party also found and recovered 2900gp in treasure from the dungeon. That’s 725gp each. The Priest-ess decides to donate the entire sum to her temple, and earn 7 more XP. This gives her 40 XP for a total of 76 XP. She advances to 3rd level and resets her XP to 0. The other party members earned 29 XP each for a total of 65 XP each. They remain 2nd level.
Combat
Hit Points = STR Stat + 1d6/Level.
If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death.
A character heals either 1 STR point or twice his level hit points per full day of total rest. A night of rest will allow a character to recover 1 Hit Point from damage and all Hit Points used to cast spells. STR lost to damage must be recovered before hit points from damage can be recovered.
Surprise
At the beginning of an encounter, roll 1d6 for each side. On a roll of 1-2 a side is surprised and may not act at all in the first round.
Initiative
Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc. The GM may choose to allow some combined actions, like a charge attack, to be one thing. A
nyone not surprised and with a ready weapon who is not already involved in a melee com-bat gets a free attack on opponents trying to move past them.
Melee attack bonus = STR bonus + Level Missile attack bonus = DEX bonus + Level Magic attack bonus = MIND bonus + Level Add attack bonus to d20 roll. If higher than your opponent’s Armor Class (AC), it’s a hit. A Natural 20 is an automatic hit and if the roll would normally hit, the hit is a critical doing maximum damage. A natural 1 always misses. Thieves can use DEX bonus + Level as Me-lee attack bonus instead if wielding a light weapon. Thieves can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. Rapi-ers count as light weapons, but you cannot wield two rapiers at the same time.
There are no “iterative attacks” in Conan Microlite20. However, if the total melee attack bonus is +6 and the attacker drops or slays a foe, he is granted one additional attack against another opponent in melee weapon striking distance that round. As long as the combatant is dropping foes, he can continue attacking others until one does not fall to the might of his weapon.
Add STR bonus to Melee damage, x2 for 2-handed weapons.
Armor Class (AC) = 10 + DEX bonus + Armor bonus.
Game Master’s
Guide
Disease
Diseases have various symptoms and are spread through a number of ways. Several typical diseases are summarized below. The entries for diseases include the following information:
Name of the disease: Type, DC, incubation, damage.
Type lists the disease’s method of delivery (contact, inhaled, or injury).
DC lists the phys+STR check DC needed to prevent infection.
Incubation lists the time before damage begins.
Damage lists the ability damage the character takes after incubation and each day after-ward.
Cackle Fever: Inhaled, DC 16, 1 day, –1d6
MIND.
Filth Fever: Injury, DC 12, 1d3 days, –1d3 DEX
and 1d3 STR.
Mindfire: Inhaled, DC 12, 1 day, –1d4 MIND. Red Ache: Injury, DC 15, 1d3 days, –1d6 STR. Shakes: Contact, DC 13, 1 day, –1d8 DEX. Extreme Heat & Cold
If not wearing suitable protection, a character must make a STR check once every 10 min-utes (DC 15, +1 per previous check), taking
1d6 damage on each failed save.
Falling Damage
A falling character takes 1d6 hp of damage per 10 feet fallen. If the character makes a successful DEX roll, he takes only half damage. The DC for the roll is equal to the depth fallen in feet.
In the event that the fall ends in an area laden with spikes or jagged rocks, add +1 hp of damage to falling damage per 10’ fallen (with a maximum of +10 hp).
Poison
Characters can possibly take damage from a weapon that has been poisoned, be attacked by a creature whose natural attacks feature poison, consume poison hidden in food or drink, or be poisoned in some other way. Several typical poisons are summarized below. The entries for poisons include the fol-lowing information:
Name of the poison: Type, DC, damage, price.
Type lists the poison’s method of delivery (contact, ingested, inhaled, or injury).
DC lists the STR check DC needed to avoid the poison’s damage.
Damage is expressed as “xdx/xdx.” The first number is the initial damage, taken immedi-ately upon failing the Fortitude check against the poison. The second number is the second-ary damage, taken one minute after exposure to the poison if a second STR check is failed. Ability damage is temporary unless marked with an asterisk(*), in which case the loss is permanent. Unconsciousness lasts 1d3 hours.
Price lists the cost for one dose of the poison. It can usually only be obtained through less-than-reputable sources, as the possession of poisons are commomly illegal.
Apples of Derketo: Ingested, DC 15
uncon-sciousness/death
Arsenic: Ingested, DC 13, -1 STR/-1d8 STR,
120 gp.
Black Lotus: Ingested/Inhaled, DC 25,
un-sciousness/death
Blue Whinnis: Injury, DC 14, -1 STR/
uncon-sciousness, 120 gp.
Burnt Othur Fumes: Inhaled, DC 18, -1
STR*/-3d6 STR, 2,100 gp.
Deathblade: Injury, DC 20, -1d6 STR/-2d6
STR, 1,800 gp.
Insanity Mist: Inhaled, DC 15, -1d4
MIND/-2d6 MIND, 1,500 gp.
Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp. Oil of Taggit: Ingested, DC 15,
0/unconscious-ness, 90 gp.
Malys Root Paste: Contact, DC 16, -1
DEX/-2d4 DEX, 500 gp.
Monstrous Scorpion (tiny): Injury, DC 12, -1
STR/-1 STR, 50 gp.
Monstrous Scorpion (small): Injury, DC 12,
-1d2 STR/- 1d2 STR, 100 gp.
Monstrous Scorpion (large): Injury, DC 14,
-1d4 STR/- 1d4 STR, 200 gp.
Monstrous Scorpion (huge): Injury, DC 18,
Monstrous Spider (tiny): Injury, DC 10, -1d2
STR/-1d2 STR, 85 gp.
Monstrous Spider (small): Injury, DC 10, -1d3
STR/- 1d3 STR, 125 gp.
Monstrous Spider (large): Injury, DC 13, -1d6
STR/-1d6 STR, 250 gp.
Monstrous Spider (huge): Injury, DC 16, -1d8
STR/-1d8 STR, 500 gp.
Sassone Leaf Residue: Contact, DC 16, -2d12
hp/-1d8 STR, 300 gp.
Sleep Poison: Injury, DC 13,
unconscious-ness/ unconsciousness for 2d4 hours, 75 gp.
Snake (medium viper): Injury, DC 11, -1d6
STR/-1d6 STR, 120 gp.
Snake (large viper): Injury, DC 11, -1d6
STR/-1d6 STR, 120 gp.
Snake (huge viper): Injury, DC 14, -1d6
STR/-1d6 STR, 250 gp.
Stave from the Tree of Death: Contact, DC
20, death in 2d6 minutes
Traps
Whether inside a dungeon or a nobleman’s manor house, adventurers can often be hurt, or even killed, without ever encountering a monster of any kind, as many dungeons are filled with debilitating or lethal traps set to keep wayward hands off of fantastic treasures. Several typical traps of varying Encounter Levels are summarized below.
The entries for traps include the following information:
Type of trap: Attack (damage), Save DC,
Search DC, Disable DC.
Type lists the trap used and the effect it has. Attack shows the traps attack bonus or type of effect.
Damage shows the amount and type of dam-age the trap deals.
Save DC lists the phys+DEX check DC needed to either avoid the trap entirely, or to take only ½ the listed damage (if this is possible). Search DC lists the DC for the know+MIND check necessary to find the trap without trig-gering it.
Disable DC lists the DC for the sub+DEX check necessary to disarm the trap safely.
XP1 Traps
Basic Arrow Trap: Atk +10 (1d6, arrow);
Search know+MIND DC 20, Disable sub+DEX DC 20.
Camouflaged Pit Trap: 10 ft. deep (1d6, fall);
Save DC 15 to avoid; Search DC 24, Disable DC 20.
Poison Dart Trap: Atk +8 (1d4 plus poison,
dart); Search DC 20, Disable DC 18.
XP2 Traps
Burning Hands Trap: spell effect (1d4, fire);
Save DC 11 for ½ damage; Search DC 26, Dis-able DC 26.
Large Net Trap: Atk +5 (—); Save DC 14 to
avoid; Search DC 20, Disable DC 25.
Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to
XP3 Traps
Fire Trap: spell effect (1d4+3, fire); Save DC 13
for ½ damage; Search DC 27, Disable DC 27.
Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to
avoid; Search DC 20, Disable DC 20.
Poisoned Arrow Trap: Atk +12 (1d8 plus
poi-son, arrow); Search DC 19, Disable DC 15.
XP4 Traps
Lightning Bolt Trap: spell effect (5d6,
elec-tricity); Save DC 14 for ½ damage; Search DC 28, Disable DC 28.
Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10
(1d4 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Wall Scythe Trap: Atk +20 (2d4+8, scythe);
Search DC 21, Disable DC 18.
XP5 Traps
Falling Block Trap: Atk +15 (6d6, slam);
Search DC 25, Disable DC 17.
Fireball Trap: spell effect (1d4+7, fire); Save
DC 16 for ½ damage; Search DC 29, Disable DC 29.
Poisoned Wall Spikes: Atk +16 (1d8+4 plus
poison, spikes); Search DC 17, Disable DC 21.
XP6 Traps
Compacting Room Trap: walls move
togeth-er (12d6, crush); Search DC 20, Disable DC 22.
Lightning Bolt Trap: spell effect (10d6,
elec-tricity); Save DC 14 for ½ damage; Search DC 28, Disable DC 28.
Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk
+10 (1d4+5 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
XP7 Traps
Black Tentacles Trap: spell effect (tentacles)
Atk +7 (1d6+4 each, 1d4+7 tentacles); Search DC 29, Disable DC 29.
Chain Lightning Trap: spell effect (11d6 to
nearest target +5d6 each to up to 11 second-ary targets, electricity); Save DC 19 for ½ dam-age; Search DC 31, Disable DC 31.
Well-camouflaged Pit Trap: 70 ft. deep (7d6,
fall); Save DC 25 to avoid; Search DC 27, Dis-able DC 18.
XP8 Traps
Destruction Trap: spell effect (death); Save
DC 20 (phys+STR) for 10d6 damage; Search DC 32, Disable DC 32.
Power Word Stun Trap: spell effect (stun 2d4
rounds); Search DC 32, Disable DC 32.
Well-camouflaged Pit Trap: 100 ft. deep
(10d6, fall); Save DC 20 to avoid; Search DC 27, Disable DC 18.
XP9 Traps
Dropping Ceiling: ceiling moves down (12d6,
crush); Search DC 20, Disable DC 16.
Incendiary Cloud Trap: spell effect (4d6/round for 15 rounds, fire); Save DC 22 for ½ damage; Search DC 33, Disable DC 33.
Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep (7d6, fall), Atk +10 (1d4+5
plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
XP10 Traps
Crushing Room: walls move together (16d6,
crush); Search DC 22, Disable DC 20.
Crushing Wall Trap: Atk automatic (18d6,
crush); Search DC 20, Disable DC 25.
Energy Drain Trap: Atk +8 (2d4 negative
lev-els for 24 hours); Save DC 23 to avoid; Search DC 34, Disable DC 34.
When in Doubt...Remember
Whenever the players want to try something that goes around, through, or above and be-yond the rules as written, you can always use the “GM’s Friend”...the 50% chance.
Have them roll whatever check seems most appropriate. A roll of 1-10 is a failure, a roll of 11-20 is a success. If you feel that the situa-tion warrants that you favor them, assign a +2 bonus to their roll. If the situation deter-mines that they be hindered, then assign a –2 penalty.
The Hyborian Age
Robert E. Howard’s Hyborian Age is set 12,000 years ago prior to a pre-historic cataclysmic event that created the Mediterranean Sea. It is a grim Iron Age world of black sorcery where only the strong and cunning survive.History
Before mankind, the empires of the serpent people spanned the jungles of the Thurian continent. It was a cruel world of dinosaurs, demons and sorcery, where pre-humans and other sentient races served as slaves to their reptilian masters. It passed (as all things do), giving rise to the first great human empire, the Khari, said to be as cruel as the serpent men before them. Others followed, spread-ing out across the Thurian continent: the empires and city-states of Atlantis, Lemuria, Kamelia, Valusia, Verulia, Grondar, Thule and Commoria. Then, 4,000 years before the time of Conan, came the Cataclysm. Seismic upheavals sank Atlantis beneath the West-ern Ocean. The Lemurian Isles also disap-peared beneath the waters. The Lemurians though fled to the Thurian continent, only to be enslaved by the Khari. That evil empire survived the Cataclysm unscathed. For 1,500 years, the Lemurians toiled for the Khari in brutish slavery. Approximately 2,500 years before the present day, the Lemurians (the modern-day Hyrkanians) rose up and de-stroyed the Khari. The survivors fled west, founding the kingdom of Stygia. As a mat-ter of fact, the scatmat-tered Khari founded three nations whose names still frighten children: Stygia, Hyperborea, and long-dead Acheron. For another 1,500 years, the Khari kingdoms ruled supreme. But, like the Romans millennia later, simple barbarians ended their rule. The Hybori tribes, forced out of the north by fierce competition with other tribes in the region, came south as a howling horde. Within a generation, they had wiped out Acheron,
reduced Hyperborea to but a shadow of its former glory, and pushed Stygia deep into the south. For 1,500 years, the Hyborians have ruled the West.
Nations of the Thurian Continent Aquilonia
Symbol of might in the Hyborian Age, Aqui-lonia with her legendary armies of Bossonian archers, Gunderland pikemen and Poitanian knights, rules indisputably as the supreme military power of the Western world. More than any other kingdom, however, Aquilonia lies surrounded by grim and unrelenting enemies.
Argos
The major sea power of the Hyborian Age, proud Argos sweeps the western sea from Vanaheim to the Black Kingdoms. Wealthy beyond its size, Argos seldom lacks for funds either to war or to weave far reaching webs of intrigue as the situation dictates. Natural enemy of Zingara.
Asgard
Blonde reavers of the icy north, the mailed warriors of the Aesir are held in check only by their equally ferocious kin the Vanir to the west, the grim Cimmerians southward, and by arcane Hyperborea to the east. Loosely orga-nized, the clans await their forging to a cause, or a great captain of men, to spur them over the ice towards bright and bloody conquest!
Black Kingdoms
The peoples of the Black Kingdoms are sav-ages, who live in loosely organized tribes in crude villages hidden away in the jungles of the south. They are dotted with huge pre-Cataclysmic cities. Some are abandoned, empty ruins buried in impenetrable jungle; others retain small remnants of their original populations, sometimes horribly changed
over the millennia; yet others are occupied by small groups of modern people who fled from the “civilized” lands and took refuge in the ancient citadels.
Border Kingdoms
Serving as a buffer state between Nemedia and Brythunia and the more savage people of the north, the Border Kingdom was prob-ably the last Hyborian nation to be founded. The country also served as a trade route for merchants trying to avoid the strict taxes of Nemedia. A sad wilderness with deserted, disconsolate marshlands.
Brythunia
The land of plains and horse, the Brythu-nians have become a culture of hunters and farmers, ranging their wide, flat lands ahorse and unfettered. The Brythunian army carries forward this heritage with a large contingent of disciplined cavalry regiments. Still, Brut-hunia is split and scattered into small, widely dispersed fiefdoms.
Cimmeria
Grim. Moody. Grey-skied. The land of Crom amid hills and mountains. A warrior race, the Cimmerians are descendants of ancient Atlantis and only slowly coming again into the ways of civilization after contact with the Hyborian kingdoms. In battle the Cimmerians are unmatched in the darkly wooded hills of their homeland and few are the invading Aquilonian, Pictish, or Nordheim warriors who return from that grey land. A legacy of hatred runs strong amongst Cimmerians for their long time enemies, the Picts.
Corinthia
Secure behind high mountain passes lie the city states of Corinthia. Notable for their highly disciplined battle phalanxes and fear-some weaponry, including halberd and pike. However, the fractured city-states all pay
tribute to mighty Koth.
Darfar
The sharply-filed teeth of the Darfar savages haunt the dreams of even the boldest warriors who have faced them in screaming battle. Actually composed of a mix of various tribes, the Ghanata slave lords and the masked Tibu tribes foremost amongst them. Darfar gains its name from the scattered cannibalistic grassland tribes which most often provide the drive and leadership for empire. They worship the evil vampire-bat god, Yog; black-stained are his altars.
Ghulistan
The fierce hillmen of Ghulistan are organized into loose clans. Life is cheap in the rugged hills north of Iranistan. Many bandits, and worse things, make their homes here.
Hyperborea
Cold and heartless, Hyperborea is ruled by grim, gaunt, albino nobles and by the sorcer-ously powerful witch-women. Safe within their high stone keeps on the snowy Hyper-borean plain, the HyperHyper-boreans wield power far beyond their meager resources and small army. Fortress of arcane power in the north, Hyperborea is a spiteful foe to Aquilonia and quite possibly the most dangerous kingdom of the Hyborian Age.
Hyrkania
Savage horse tribes of the interior steppes, uncivilized in all but the arts of war at which they excel, the Hyrkanians move upon a shifting sea of unrest as turbulent as the fiery ponies upon which they ride. The Hyrkanian tribes war constantly amongst themselves, but when united under a great chief, they destroy armies as swiftly as their horse-archers can race across the endless flatlands which encompass them. Trained from child-hood in horse and bow, the Hyrkanian cavalry
has been called with good reason the finest horse-archers in the world.
Iranistan
The golden land south of the Ilbars mountains is widely, albeit sparsely inhabited. Ancient and rich, Iranistan uses the Afghuli and the Ilbars hillmen as border defenses to turn back the swift horse-archers of their long standing foes in Turan and Hyrkania.
Kambuja
Ruled by the god-king of the Scarlet Circle, deep in the jungle-girdled city of Angkhor crouches the hungry kingdom of Kambuja. The Kambujans are forever locked in war with neighbouring Khitai, whose great wizards, the dragon-sons, also contest on an arcane level. The Kambujan host fields huge war elephants, relied upon to smash the formations of Khitai in battle.
Keshan
A kingdom of barbaric splendor, the Keshans are well led by nobles and religious leaders who claim descent from the great people of Alkmeenon. Keshan also has a well drilled army patterned after the Stygian military organization. While Stygian troops often raid into northern Keshan, Punt is Keshan’s long standing and hereditary enemy.
Khauran
Rich in fertile meadowlands and at the center of trade in the Hyborian world, Khauran is a petty kingdom of abundant wealth. Khauran is well ruled by nobles of Kothic descent. The Khauranian nobles disdain the use of horse but hire mercenary cavalry troops as needed. Khauran is vassal to Koth.
Khitai
An ancient empire, stronghold of the world’s greatest wizards and masters of the eastern world, Khitai has a powerful army and a sound
leadership based in Paikang, Shu-Chen and Ruo-Chen. Khitai is forever at war with Kam-buja to the south, whose god-kings vie with them for supremacy in the arcane mysteries of the Scarlet Circle.
Khoraja
Blessed with excellent leadership, a highly diverse and well trained army, a fertile land, and a location central to the rich southern and eastern trade routes, Khoraja is powerful beyond its tiny size. Khoraja is vassal to Koth.
Kosala
The Kosalans are an ancient race, decadent but not grown soft. They are devoted to the worship of the god Yajur and their armies are an arm of their religious organization. The Kosalans are aided by ancient magics and a fanatical if untrained populace ever willing to fight and die in battle. Kosala from of old is tied with Vendhya through intermarriage and treaty and can expect no invasions from that quarter.
Koth
Once the mainland of the forgotten empire of Acheron, Koth is now ruled by the mad Em-peror Strabonus. While Khauran and Khoraja are historical vassals of Koth, Strabonus has also forced Ophir and Corinthia to pay tribute. It is whispered that the Emperor dabbles in forbidden magicks to fulfill his ambition: to restore the fallen empire of Acheron.
Kusan
The westernmost Khitan kingdom, culturally advanced Kusan relies upon her excellent ambassadors and diplomats (easily the most adept politicians of the age) at least as much as upon her armies.
Kush
The semi-civilized Black Kingdom of most common knowledge among people of the
Hyborian nations is Kush. Proud Kush is seldom raided, the Stygians usually prefer-ring to take their slaves from weaker Darfar or Keshan.
Lemuria
Little is known of this mystic land far to the east, save its warriors would rather fall on their swords than face dishonour and their women do not speak.
Meru
Meru is an isolated land in the heart of the Himelian Mountains, its origins known only through legend. The people are ruled by red-robed, slant-eyed priests of the demon-king Yama.
Mu
Home to the remnants of an Atlantean-era empire, little is known of this mysterious con-tinent to the southeast of Hyboria.
Nemedia
Nemedia, the central pillar of Hyborian culture and civilization, stands ever in defi-ance to their habitual foes, mighty Aquilonia. The gleaming Nemedian knights are rightly proud for their army which is as diverse as it is deadly.
Ophir
A Kingdom of great beauty with gilded knights and high towered cities, Ophir is pro-tected by natural boundaries of mountain and river on all sides but to the south, which the Ophirians have well fortified. But the kingdom lacks the will to fight dominant Koth and has been forced to pay tribute to its mad Emperor.
Pathenia
A frigid region north of Hyrkania, where the dreaded man-apes live. Home to the moun-tain stronghold of the priests of Erlik.
The Pictish Wilderness (Pictland)
Savage, warlike, brutish, persistently resistant to civilizing influences, the Picts inhabit the primal forest of the Pictish Wilderness. The tribes are constantly warring amongst them-selves.
Punt
The barbaric splendor of the kingdom which is Punt is based upon the bright yellow gold washed down off the central hills. Heredi-tary enemies of Keshan, Punt also mistrusts the growing power of Zembabwei. If these two foes can be kept at bay, and if a trade route can be established to the gold-hungry markets of the Hyborian world, then Punt may well emerge as supreme among the Black Kingdoms.
Shem
The city states of Shem lie between the mad ambitions of Koth and the malignant arcane power of Stygia. The western Shemish states form a loose knit nation with Asgalun domi-nating its politics. The eastern Shemish states stand in alliance with each other and also with western Shem, creating a friendly eastern border. The Shemish Asshuri and the famous Shemish archers make Shem’s armies very strong. Through mercenary service in over a dozen kingdoms of the western world, the Shemish generals have learned well the art of war.
Stygia
Slumbering in her desert retreats, protected behind the mighty and brooding Styx river, lies Stygia. The ancient culture of Stygia is in decline, revolving in malignance about itself, but it is also the source of a great and evil sorcerous knowledge which may yet gain mastery over the Western world.
Turan
Gleaming mailed and silken-clad riders,
mas-ters of the Vilayet Sea, Turan revels in sweep-ing the barely contested wastelands to the west and south. Turan, however, must bear the plague of a thousand frustrations arising from the seemingly indomitable and ever resurgent Kossaks, Zuagirs, and Vilayet pirates. Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan pass their reign in unceas-ing watchfulness. Turan is a natural enemy to Iranistan and Vendhya, but stands in loose alliance with Hyrkania.
Uttara Kuru
Dismissed as a myth in most regions of the world, Uttara Kuru is a land of ancient magics, misty mountains, dense coastal forest, and the strange, haunting architecture of the city
of Uttara Kuru. The people of this kingdom are fanatically loyal in defense of their homeland. Ancient enemy of great Vendhya.
Vanaheim
The red-haired Vanir are isolated in the north-west and their mailed swordsmen therefore vent their warlike natures on their Asgardian kin to the east, the savage Picts to the south, or less often upon grim Cimmeria to the southeast. Many a hero of the Hyborian Age was of the Vanir and warriors of Vanaheim are known to be utterly fearless in combat.
Vendhya
Vendhya is an ancient and proud kingdom, ruled by the Kashatriyan warrior caste and has mystics adept with their own peculiar range of magicks. Vendhya is pent up in the north by the savage and virtually unconquer-able Ghulistan tribesmen. To the west lies Kosala, made unassailable by the well forged intermarriages between the two kingdoms. To the east broods Uttara Kuru whose silver-tongued diplomats and arrogant wizards have long held the weight of Vendhya at bay. As the huge Vendhyan host continues to swell in size, like a bubble it must burst forth into empire and the day of Vendhyan glory.
Zamora
Zamora is a land of spider-haunted towers and master thieves. The Zamoran army is adequate, but it is their spies and long-lived wizards upon which Zamora relies. What king not departed from his sanity will risk the intrigues of Zamora, or worse yet, her assas-sins? Zamora may indeed follow a shadowy path to world mastery with the aid of spells long forgotten and knives which strike swiftly in the dark.
Zembabwei
A growing power in the southlands, vital
Zembabwei is well led and armed. The Zembabwei command great flying reptiles found only in Zembabwei heartland. These soaring winged mounts strike terror into the hearts of all who behold them.
Zingara
The most powerful sea raiders next to their Argossean rivals, the Zingarans are active sup-porters of the Zingaran buccaneers (pirates by any other name). Zingara is a proud and rich land, though often torn by civil strife and bitter feuds between powerful members of its nobility.
Religion
The Hyborian world knew as many cults and religions as it knew tribesfolk and peoples, and religious practices and beliefs were as often the result of superstitious dread and sorcerous practices as of exalted spiritual yearnings and theological understanding. In any case, the age bred few atheists, and even the most cynical of philosophers ac-cepted the existence of greater beings, both good and evil, as a fundamental tenet of real-ity. Though the various individual gods were often worshipped within strict geographical boundaries, the age was throughly polythe-istic, and it was a matter of course for nations to acknowledge the existence of rival deities to their own. The major exception to this rule was to be found among certain priests and adherents to the god Mitra who declared their deity to be the one true god, deserving of unwavering, monotheistic devotion.
A Listing of Some of the Known Hyborian Gods
Adonis: A Shemite God.
Aiuio: Also called “The Dark One.” He is a god
of southern Stygia and the Black Coast.
Anu: A god or goddess worshipped in
Zamora.
Ashtoreth: A Shemite god or goddess.
Hand-maiden of Ishtar.
Asura: The god or goddess worshipped by
the king of Vendhya. In the northern lands, this religion was persecuted by others. There, the temples were hidden and the rituals kept secret. Common belief had them as human sacrificers to some snake-god. They were particularly hated by the followers of Mitra. The dead followers of Asura were carried on specially-painted pilgrim ships to some place far to the south. No one interfered with these boats.
Atali: A daughter of the god Ymir, she mocked
those dying on battlefields of the north, luring them to be slain by her brothers as sacrifices to their father.
Bel: The god of thieves. He is a Shemite god,
born in ancient Shumir.
Bori: The god of the Gundermen before their
conversion to Mitra. Most likely this god was the great chief of the Hybori, altered by time.
Bragi: A northern god of the Vanir or Aesir,
associated with wolves.
Crom: The main god of the Cimmerians, he is
a harsh and unhelpful god. He lives in a great mountain, and breaths spirit into men at birth. He cares nothing for his followers, being likely
to send doom and death to any who call on him. His afterlife is a land of ice, cloud and mist. Crom is the only identified Cimmerian god, although warriors of that grim land have been heard to call on others such as Babd, Macha, Mannigan, Morrigan, and Nemain.
Dagon: A god worshipped by the
Zembabwe-ians.
Derketo: Goddess of Shem, Kush, Stygia,
servant of Set, she is called the “Queen of the Dead.” Derketo is goddess of lust, and her worship revolves around carnal rituals.
Erlik: A Turanian god with an evil reputation,
he is known by many names, including “the Flame-Lord” and “Yellow God of Death.” His priests shave their heads, and worshippers file their teeth.
Four Brothers of the Night: Some type of
wood spirit of Pictland.
Gullah: The gorilla god of the Picts. He is also
called “the Hairy One who lives on the moon.”
Jhebbal Sag: Ancient god of darkness and
fear of the Picts. Beast-master.
Hanuman: An ape-god who may have been
a god of the people of Grondar. His temples have a black altar holding his image, where he receives human sacrifices.
Ishtar: The “Earth-Mother.” Goddess of Shem. Louhi: The evil god of the Hyperboreans.
Fond of human sacrifice, Louhi rules through the Wizards of the White Hand.
Living Tarim: Prophet of Erlik. Responsible
for bringing the faith of Erlik, the Flame-Lord, from Pathenia, founding the Turanian Empire.
Mitra: A benevolent god who demands much
of his worshippers. Worshipped widely in Aqulionia. According to Mitraic belief, each person is called to a virtuous life, and expect-ed to follow the tenets of the faith of Mitra, including truthfulness, honor, and trustwor-thiness. Telling a lie or betraying a friend are mortal sins. His priests must remain celibate and abstain from all alcohol, as they wage war on their most ancient foe, the serpent-god Set.
Set: God of Stygia and the Black Kingdoms
(where he is known as Damballah), Old Father Set the Serpent controls the faithful through fear and manipulation. His priests deny them-selves all material pleasures (including wine, women and song) in return for power. Mortal enemy of Mitra.
Ymir: The Frost Giant. A huge man with
snow-white skin and a flaming red beard, clad in frost-rimed chain mail, a horned helm and wielding a huge axe. God of the Vanir, Aesir, and Nordheimr. The Lord of Storm and War’s castle is said to be located in the far north of Vanaheim.
Yog: Yoggites, as Yog’s faithful are called, are
exclusively carnivorous. Worse still, unless they consume human flesh at least once a month, they are considered unclean. Wor-shipped primarily in Darfar, the vampire-bat god’s minions are widely feared.
Yama: God of the Meruvians. Called the King
of the Devils of Vendhya, Yuma is a six-limbed demonic being with a beast’s head.
Zath: The best known of the Zamoran deities,
the spider god of Yezud is said by his priests to walk the earth. It is rumoured many giant spiders live in tunnels beneath the temple of Zath in Yezud.
Monsters
Because Hyboria is a low-fantasy setting, most enemies will be human (more or less). There is a wide variety of “giant” creatures: snakes, spiders, bears (the cave bear), cats (the sabre-toothed Grey Devil of the Pictlands), lizards (the Dragon of the Black Kingdoms) and apes (the Gray Ape). There are Undead, but they should be the exception. When a zombie claws its way out of a freshly turned grave, a mummy stumbles from its sarcophagi, or a horde of skeletons clatter their way into com-bat, these should be terrifying moments.
Skills: All creatures have a bonus to all skill
checks equal to their number of Hit Dice. If the creature is intelligent, add +3 to MIND-related checks.
Monster Advancement: To make a tougher
monster, add more Hit Dice; each addi-tional HD adds one to their skill and combat bonuses. For each doubling of the Hit Dice, increase the dice size for attacks (ie, d4- >d6, d6->d8, etc).
Alternatively, add class levels to intelligent monsters. Start with the base Hit Dice and add levels of Warrior, Thief, Priest or Sorcerer as required.
ANIMALS
Badger: HD 1d8+2 (6 hp), AC 15, Claw +4
(1d2–1)
Black Bear: HD 3d8+6 (19 hp), AC 13, Claw +6
(1d4+4) or bite +1 (1d6+2)
Brown Bear: HD 6d8+24 (51 hp), AC 15, Claw
+11 (1d8+8) or bite +6 (2d6+4)
Polar Bear: HD 7d8+36 (60 hp) Cave Bear: HD 9d8+36 (80 hp)
Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3) Cat: HD ½d8 (2 hp), AC 14, Claw +4 (1d2–4) Crocodile: HD 3d8+9 (22 hp), AC 16, Bite +6 (1d8+6) or tail slap +6 (1d12+6) Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1) Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2) Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4) Giant Crocodile: HD 7d8+28 (59 hp), AC 16,
Bite +11 (2d8+12) or tail slap +11 (1d12+12)
Horse (heavy): HD 3d8+6 (19 hp), AC 13, Hoof
–1 (1d6+1) Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3) Pony: HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Snake (constrictor): HD 3d8+6 (19 hp), AC 15, Bite +5 (1d3+4), constrict (1d3+4)
Snake (giant constrictor): HD 11d8+14
(63 hp), AC 15, Bite +13 (1d8+10), constrict (1d8+10)
Snake (small viper): HD 1d8 (4 hp), AC 17,
Bite +4 (1d2–2 plus poison)
Snake (large viper): HD 3d8+6 (19 hp), AC 15,
Bite +4 (1d4 plus poison)
Snake (huge viper): HD 6d8+6 (33 hp), AC 15,