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Savage Conan

Fan Supplement for Savage Worlds Adventure Edition


0.3
There are dozens of published sword & sor- from his epigones, only for consistency. This is
cery games so why would anyone play with this very important. So if you read or saw anything
one? Well, probably because you like the Co- which is not from Howard, you find them in your
nan stories and you want to play exactly in this game only if your Game Master implements
setting. They are still popular almost 100 years them. In any case, you won’t find them in this
after they were written. Another reason might booklet. There are some editions which were
be you prefer a short guide about the essen- changed. So in some rare cases, it does matter
tials, and you don’t want to get lost between which version you read. I prefer the original.
hundreds of pages. And finally, because you Thank you for Thulsa, creator of the site hy-
want to play it with Savage Worlds rules. So boria.xoth.net. Some descriptions are from his
here you are a homemade version if you don’t amazing site because of my laziness.
want to make it yourself. Enjoy!
This game references the Savage
This is the alpha version, so any advice is Worlds game system, available from Pinnacle
welcomed. Missing stuff, redundant parts, bet- Entertainment Group at www.peginc.com. Sav-
ter ideas, grammar, or spelling mistakes, any- age Worlds and all associated logos and trade-
thing you think is important. If you refer to a Co- marks are copyrights of Pinnacle Entertainment
nan story, please quote a sentence from it so I Group. Used with permission. Pinnacle makes
can find it easily. no representation or warranty as to the quality,
viability, or suitability for purpose of this product.
In this booklet, I concentrated on Robert E. This is a fan work, do not sell it in any way.
Howard’s work and used only a few names

1
HEROES
Aquilonian Squire
SETTING RULES Attributes: Agility d6, Smarts d6, Spirit d6,
Literacy isn’t universal but well spread. City Strength d10, Vigor d6
folk and everyone else with d6 or more Com- Skills: Athletics d4, Common Knowledge d6,
mon Knowledge and appropriate upbringing Fighting d10, Intimidation d4, Notice d6, Stealth
know how to read and write. But any hero can d4, Persuasion d6, Riding d6, Taunt d6
learn it during the game within a few months Pace: 6; Parry: 7; Toughness: 5
and without spending points. Hindrances: Choose hindrances worth 4 points
Strong heroes with d8 or more attribute and Edges: Rich
any barbaric hero may change the automatic The hero can read and write.
Persuasion skill to Intimidation if you want so at
the beginning of the campaign. Bossonian Archer
Languages are ignored. Heroes learn to Attributes: Agility d8, Smarts d6, Spirit d6,
speak many languages during their adventures. Strength d6, Vigor d8
Sometimes the GM might limit their knowledge Skills: Athletics d6, Common Knowledge d4,
if he wants so. Fighting d8, Healing d6, Notice d6, Shooting
d10, Stealth d4, Persuasion d4
Pace: 6; Parry: 6; Toughness: 6
ARCHETYPES Hindrances: Choose hindrances worth 4 points
Edges: Soldier
This is your chapter if you don’t want to
bother with the numbers but want to jump into Cimmerian Barbarian
the story right away. The archetypes below are Attributes: Agility d6, Smarts d4, Spirit d6,
all Novices with all hindrances possible, worth 4 Strength d10, Vigor d8
points in all. You need to choose these because Skills: Athletics d8, Common Knowledge d4,
they are part of the personality of your hero. Fighting d12, Intimidation d6, Notice d6, Stealth
Points from hindrances are built in the stats. d4, Survival d4
Pace: 6; Parry: 8; Toughness: 6
Aesir Warrior Hindrances: Choose hindrances worth 4 points
Attributes: Agility d6, Smarts d4, Spirit d6, Edges: Brawny
Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Corinthian Priest of Mitra
Fighting d12, Intimidation d6, Notice d4, Shoot- Attributes: Agility d6, Smarts d6, Spirit d8,
ing d4, Survival d4, Stealth d4 Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 6 Skills: Academics d6, Athletics d4, Common
Hindrances: Choose hindrances worth 4 points Knowledge d6, Fighting d4, Healing d6, Notice
Edges: Brawny, Brawler d4, Occult d4, Spellcasting d8, Stealth d4, Per-
suasion d8
Argossean Sailor Pace: 6; Parry: 4; Toughness: 5
Attributes: Agility d8, Smarts d4, Spirit d6, Hindrances: Choose hindrances worth 4 points
Strength d6, Vigor d6 Edges: Arcane Background (Magic), Priest
Skills: Athletics d8, Boating d8, Common Powers: Boost/Lower Trait, Healing, Protection
Knowledge d4, Fighting d8, Gambling d6, No- (white magic)
tice d4, Stealth d4, Persuasion d4 The hero can read and write.
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Choose hindrances worth 4 points Gunderman Spearman
Edges: Quick, Steady Hands Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d8, Vigor d8

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Skills: Athletics d6, Common Knowledge d4, The hero can read and write.
Gambling d6, Fighting d12, Notice d4, Stealth
d4, Persuasion d4, Taunt d6 Stygian Magus
Pace: 6; Parry: 8; Toughness: 6 Attributes: Agility d4, Smarts d10, Spirit d8,
Hindrances: Choose hindrances worth 4 points Strength d4, Vigor d6
Edges: First Strike Skills: Academics d6, Athletics d4, Common
Knowledge d8, Fighting d4, Notice d4, Occult
Khitan Martial Artist d8, Spellcasting d10, Stealth d4, Persuasion d4
Attributes: Agility d8, Smarts d6, Spirit d6, Pace: 6; Parry: 4; Toughness: 5
Strength d8, Vigor d6 Hindrances: Choose hindrances worth 4 points
Skills: Athletics d8, Common Knowledge d4, Edges: Arcane Background (Magic), Power
Fighting d12, Healing d6, Notice d6, Stealth d6, Points
Persuasion d4 Powers: Disguise, Protection, Confusion (black
Pace: 6; Parry: 8; Toughness: 5 magic)
Hindrances: Choose hindrances worth 4 points The hero can read and write.
Edges: Martial Artist
Kothic Charioteer Turanian Horse Archer
Attributes: Agility d8, Smarts d4, Spirit d6,
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4,
Skills: Athletics d6, Common Knowledge d4,
Fighting d8, Notice d6, Stealth d6, Persuasion
Driving d8, Fighting d8, Notice d6, Shooting d6,
d4, Riding d8, Shooting d10
Stealth d4, Persuasion d4, Taunt d6
Pace: 6; Parry: 7; Toughness: 5
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Choose hindrances worth 4 points
Hindrances: Choose hindrances worth 4 points
Edges: Steady Hands
Edges: Quick, Steady Hands
Kushite Pirate Vanir Shieldmaiden
Attributes: Agility d8, Smarts d4, Spirit d6, Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d8, Vigor d6 Strength d8, Vigor d6
Skills: Athletics d8, Boating d6, Fighting d10, Skills: Athletics d4, Boating d6, Common
Common Knowledge d4, Notice d6, Shooting Knowledge d6, Fighting d10, Healing d4, Notice
d6, Stealth d4, Survival d6, Intimidation d6 d6, Stealth d4, Persuasion d6
Pace: 6; Parry: 7; Toughness: 5 Pace: 6; Parry: 7; Toughness: 5
Hindrances: Choose hindrances worth 4 points Hindrances: Choose hindrances worth 4 points
Edges: Steady Hands Edges: Brawny, Trademark Weapon (balanced
custom longsword)
Ophirian Swordsman
Zamoran Thief
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d8, Vigor d6 Attributes: Agility d10, Smarts d6, Spirit d6,
Skills: Athletics d4, Common Knowledge d4, Strength d6, Vigor d6
Fighting d12, Notice d6, Riding d4, Stealth d4, Skills: Athletics d8, Common Knowledge d6,
Persuasion d6 Fighting d8, Notice d6, Persuasion d4, Stealth
Pace: 6; Parry: 8; Toughness: 5 d8, Thievery d8
Hindrances: Choose hindrances worth 4 points Pace: 6; Parry: 6; Toughness: 5
Edges: Rich, Sweep Hindrances: Choose hindrances worth 4 points
Edges: Thief
Shemite Charlatan The hero can read and write.
Attributes: Agility d6, Smarts d6, Spirit d8, Zingaran Dancer
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Attributes: Agility d8, Smarts d6, Spirit d6,
Fighting d6, Intimidation d6, Notice d6, Shoot- Strength d4, Vigor d6
ing d6, Stealth d4, Persuasion d10, Taunt d6 Skills: Athletics d8, Common Knowledge d4,
Pace: 6; Parry: 5; Toughness: 5 Fighting d4, Notice d6, Performance d8, Per-
Hindrances: Choose hindrances worth 4 points suasion d8, Stealth d6, Thievery d4, Taunt d6
Edges: Charismatic Pace: 6; Parry: 4; Toughness: 5
Hindrances: Choose hindrances worth 4 points

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Edges: Acrobat, Attractive
SKILLS
RACES Driving, Electronics, Hacking, Language, Pi-
loting, Research and most of the arcane skills
Pick a race that you find cool. Read a Conan aren’t used. Use Academics or Occult instead
story if you need inspiration. of Research. Science can be used for architec-
Certain Edges are available only for barbar- ture but it’s not in the focus of heroes.
ian races. These are Aesirs, Brythunians, Cim-
merians, Ghulistanis, Hyperboreans, Hyrkani-
ans, Kushites, Picts, Vanirs, Zuagirs and other EDGES
desert nomads. However, they can be counted
FORBIDDEN: Double Tap, Rapid Fire, Rock
as barbarians only if they were raised in the
and Roll, Two-Gun Kid, Extra Effort, Gadgeteer,
lands and participated in hunting and fighting
Mentalist, McGyver, Mr. Fix It and Arcane Back-
with their kin. Hyrkanian townsfolk may be small
grounds except for Magic.
in number but they are considered civilized peo-
Martial Artists must be from Vendhya or
ple.
Khitai. They may learn the Chi Edge.
Race or ethnicity is a very important element
Danger Sense can only be acquired by he-
in Howard’s stories. We are always informed
roes of barbaric races.
about the nationality of every character. So use
Supernatural Edges must have some kind
ethnicity in names like ‘Conan the Cimmerian’
of magical origin. You need to find a good story
whenever you describe a character.
to justify taking them. In this regard, they are
Later in the Countries chapter you will find
Healer, Champion, Arcane Resistance.
suggestions on the Edges, Skills and Hin-
drances of certain races. POWER EDGES
Handling these Edges is linked to the ques-
HINDRANCES tion of how we imagine the magic users at the
end of our campaign. Should they grow power-
Additional funds aren’t worth taking because ful like warriors or should they be considered
of the Restart rules. They’re useful only in one- rather as tricksters? Great wizards are always
shot adventures. You have been warned! old in the stories. Orastes (The Hour Of The
Dragon), a young wizard knew useful spells but
All Thumbs doesn’t fit the scenario, to be Illit- certainly wasn’t powerful. Khemsa (The People
erate is normal. Of The Black Circle) on the other hand used far
Susceptible to Hypnotism (Minor): -1 more powerful Powers. The latter man was
penalty to resist mental powers (opposed Magic trained by a wizard society, and they also
rolls). Eastern peoples are said to be vulnerable chained him to themselves so he cannot be a
to mind control. good example of a typical adventuring hero.
Torturer (Minor): instead of finishing their Based on these examples I think the might of
enemies, this character likes to capture and tor- wizards should be a bit limited.
ture them causing eternal pain and suffering So the heroes may only take one Power
whenever possible. Note: this hindrance would Edge per Rank. Starting Edges are part of the
contradict Bloodthirsty so your hero cannot get Novice Rank. The New Powers Edge is an ex-
both. ception, it can be taken anytime. On Legendary
Focus-Fixed Magic (Major): the sorcery of Rank, these limits no longer apply.
the hero is tied to an arcane focus for some Spells cannot be learned on the fly. Heroes
reason. He can cast spells only when wearing need old manuscripts or the support of a god or
or holding this specific item which can never be demon to get New Powers. They can be de-
replaced when lost. The focus might be a holy voted right at the beginning. Choose thought-
symbol like the Serpent Ring of Set or another fully because patron changes aren’t easy even
fancy talisman. Available only for heroes with if it’s possible. Gods may provide Edges that
Arcane Background (Magic). are linked somehow to their nature but in the
practice, only a few limits should exist. For ex-
ample, Mitra won’t provide black powers (Pup-
pet, Zombie, magic disease etc.) and other
gods might limit their gifts as well.

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Knowledge is not linked to gods. Once your sea of light may become harder and harder to
hero knows a Power he can make scrolls or reach and finally unavailable for the evil wizards
books about it, what others can use to learn forever. Some sorcerers change the source of
normally. So if your priest Hero got a Power their power sometimes as it fits their goals. But
from Set, he can pass on this knowledge for sooner or later most turn to black magic perma-
anyone, his pupils don’t need to worship Set to nently.
learn it. Black magic provides power about people or
The value of the required sacrifices depends eternal youth but blackens the soul of the wiz-
on the GM. Generally, 100 gold coins (1000 sil- ard with cosmic sins. Not many seem to care
ver) might be a basic price for a Power in the about it. In addition to this esoteric drawback,
form of jewelry, incenses, other expensive black magic has some more direct conse-
items, sacrificial animals or humans. The exact quences. After extensive use of black magic,
types depend on the particular god. If a god ac- the wizard loses a hindrance associated with
cepts human sacrifices one human soul worth weaklings like Mild Mannered, Loyal, Pacifist,
20 gold coins. Yellow, Code of Honor and replaces it with an-
Inventing Powers is a possible but quite other which suits better to a powerful magus
dangerous way of development. The hero You like Overconfident, Proud, Arrogant, Torturer.
need a successful Smarts roll with a raise to in- This character change might involve more
vent a Power. This power might be one from the steps, its timing depends on the GM.
rules or a brand new spell what the player and A practitioner of white magic can kill with a
the GM design. Regardless of the result, the sword or betray his allies without any problem.
player must then roll Spellcasting Skill to avoid Only the use of black magic is considered to be
the consequences of the research in the de- a cosmic sin: drawing power from the black gulf
monic dimensions. In case of success the hero and using black Powers. However, certain gods
survives, otherwise demons rip out the very still give ethical commandments for believers,
soul of the reckless wizard out of his body. If just think on the most obvious one – Mitra.
this second roll isn’t a raise he gets a suitable
major Hindrance. Bennies cannot be used to ei- ARCANE BACKGROUND (MAGIC)
ther rolls. Yes, magic is dangerous. ARCANE SKILL: Spellcasting (Smarts)
STARTING POWERS: 3
BLACK MAGIC AND WHITE MAGIC POWER POINTS: 10
Although there is only a single Edge for Only Magic is available from the Arcane
magic, the source of the power can be different. Backgrounds. Priests, wizards, magi, shamans,
Black magi get their power (points) from the witches or whatever title they wear, they are all
black gulf while white magi draw it from the sea based on Magic Arcane Background. It’s impor-
of light. The source of power limits the use of tant to note, not all priests know magic. Using
magic. Certain powers can be cast only by magic is not an inherited talent, it must be
white magic, others by black magic while most learned persistently through years and
powers may be used by both. But any magus decades. There is only a single real difference
may learn any power, knowledge itself isn’t re- between the magic users and it’s the ability to
stricted. When using powers, the magic source read. Shamans don’t read and write so they can
they used to draw power points decides which learn only from other shamans, spirits, demons
types can be cast. or gods. This is not as great a disadvantage as
Starting heroes know only a single source of it may seem at first.
power and may learn about the other one dur- It’s not a must to have a wizard in the party.
ing the play if they want so. They don’t need to At the start, players are free to take magical
spend points on this learning but they need to Edges and Powers without costly rituals but you
know how to do it. Wizards in civilized lands are need to explain how it happened and what sac-
aware of the existence of both sources but most rifices your hero made for power. Wizards are
shamans living in distant lands haven’t even rare and rarely interested to teach others. In-
heard of white magic. stead of having a human teacher, it is more re-
When changing the source of magic, the alistic to worship a powerful entity for esoteric
hero prepares a short ceremony. During this at- knowledge. Even if your hero learns magic from
tunement, he spends all of his Power Points a god he doesn’t need to be a priest.
and starts to recharge them from the chosen During the campaign, wizards will have a
source. After extensive use of black magic, the hard time getting new spells. New Powers can-

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not be just taken. The hero needs secret meth- LOINCLOTH/BIKINI HERO
ods to learn them. Sorcerers are not just rare,
REQUIREMENTS: Novice, Barbarian Race,
they are also very secretive. So hero mages
Agility d8+
probably will find the easiest way is to turn to a
Without heavy equipment, the hero moves
deity sacrificing some valuables for new Pow-
more quickly. It grants Parry +1 and Evasion +1
ers.
against all attacks when the hero is scantily
clad.
HOLY/UNHOLY WARRIOR (MODI-
FIED) IMPROVED
REQUIREMENTS: Seasoned, Arcane Back- LOINCLOTH/BIKINI HERO
ground (Magic), Spellcasting d6+ REQUIREMENTS: Heroic,
Loincloth/Bikini Hero
HYPNOTIST It grants Parry +2 and Evasion +2 against
all attacks when the hero is scantily clad.
REQUIREMENTS: Seasoned, Arcane Back-
ground (Magic), Spellcasting d6+
The wizards of the East are well known for NEW POWERS (MODIFIED)
their mesmerizing talent. Their agelong tech- REQUIREMENTS: Novice, Arcane Back-
niques provide +2 to opposed Magic rolls, ground (Magic)
whether they are using their powers against a Some kind of source is required to learn new
foe or defending against a rival. Powers. Such a source can be an occult folio or
This Power Edge is the same as the Mental- a teacher, often a supernatural being. The hero
ist but cannot be taken with the Wizard Edge may take this Edge without being able to learn
and vice versa. Choose your hero’s specialty spells right away.
wisely.
PRIEST
INVESTIGATOR (MODIFIED) REQUIREMENTS: Novice, Smarts d6+,
Common Knowledge d6+, Occult d6+, Persua-
REQUIREMENTS: Novice, Smarts d8+,
sion d6+
Common Knowledge d8+
Your hero is a priest of a chosen deity. He
cannot use Powers by default but knows how to
LIGHTNING REFLEXES make sacrifices for his god, what offerings
REQUIREMENTS: Seasoned, Agility d8+ please him/her, and how much valuables
A hero with this Edge draws an additional needed exactly for a certain aid. He can deliver
Action Card in combat and chooses which to ceremonies, knows secret signs to identify
use. other priests of the same god, secret symbols,
You may take only two extra Action cards re- can see hidden signs and warnings on wall
gardless of the source (see Level Headed). decorations in the sacred places of his god. The
hero bears the (undetectable) mark of his god
IMPROVED LIGHTNING thus his/her beasts and traps usually won’t at-
REFLEXES tack him.
Being a priest means higher social status,
REQUIREMENTS: Seasoned, Lightning
believers will respect and help their religious
Reflexes, Agility d10+
leaders. Your hero gets a +1 Persuasion bonus
A hero with this Edge draws two addi-
against believers of the same deity. They need
tional Action Cards in combat and
to know the rank of your hero or he must im-
chooses which to keep.
press them with religious speech.
You may take only two extra Action cards
regardless of the source.
RICH (MODIFIED)
LINGUIST (MODIFIED) In addition to the raised starting funds, rich
heroes always find a way to get better gear, so
The hero may pick a number of languages to
you may add +1 on all rolls during a Restart.
half his Smarts die type. He speaks these like a
You may decide to use this bonus after the roll.
native.
See the rule later.

6
SCHOLAR (MODIFIED) Intangibility has a single trapping, the crim-
son cloud.
REQUIREMENTS: Novice, Academics d6+
Invisibility is a Legendary power in this set-
ting.

Some large scale powers fit better to the


POWERS Dramatic Task rules like causing an earthquake,
rock collapse, storm, summoning a demon or
Blast has a unique trapping, green fog which destroying castle walls.
comes from green fire
Bolt is a Seasoned power here. Fire and The trapping of powers given by gods must
lightning trappings are available. Bolts fly in a suit the style of the particular god as much as
straight line hitting the first target. possible.
Burst is a Veteran power. Fire and lightning
trappings are available.

Available Powers from the rulebook


Arcane Protection Elemental Manipulation Object Reading
Banish Empathy Protection
Barrier Entangle Puppet
Beast Friend Environmental Protection Relief
Blast Farsight Shape Change
Blind Fear Sloth/Speed
Bolt (S) Fly Slumber
Boost/Lower Trait Growth/Shrink Smite
Burst (V) Healing Sound/Silence
Confusion Illusion Stun
Darksight Intangibility Telekinesis
Deflection Invisibility (L) Teleport
Detect/Conceal Arcana Light/Darkness Warrior’s Gift
Disguise Mind Link Zombie
Dispel Mind Reading
Divination Mind Wipe

White Powers Black Powers


Banish Bolt, Burst and every other damaging spells
Beast Friend Black Hand of Set
Healing Everlasting Youth
True Sight Puppet
Magic illnesses, summoning demons and similar powers.
Zombie

BLACK HAND OF SET wizard’s palm leaves a black trace on the body
of the victim, even through armor.
Rank: Heroic
Only wizards of the Black Ring know this
Power Points: 5
spell.
Range: Touch
Duration: 5
Trappings: touch with an open palm. DISTANT MESSAGE
The wizard and his victim have to make a Rank: Seasoned
contested roll. The wizard rolls Magic, while the Power Points: 3
target rolls Vigor. If the magus wins, the target Range: unlimited
is incapacitated, extras die immediately. The Duration: Instant
Trappings: using a sympathetic doll

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The hero may send a short message for a ADDITIONAL MOUNTS (+1): The wizard
target who will exactly know who is the sender. may summon +1 animal for 1 Power Point
The message cannot be longer than 20 words. each.
It requires a physical symbol of the recipient, a
lifelike doll or one with hair, nail or other parts TRUE SIGHT
from the target. Rank: Seasoned
This Power is usually known and used by Power Points: 2
members of organized religions. Range: Smarts
Duration: 5
EVERLASTING YOUTH Trappings: certain finger positions.
Rank: Seasoned The magus can see through illusion and dis-
Power Points: 15 guise. Priests of Asura know this spell mostly.
Range: Touch
Duration: Instant
Trappings: sacrificing ritual.
The secret incantations use the vitality and
SACRIFICES TO
life of a young victim to restore the youth of the
magus by 6 years but cannot get younger than
GODS
the sacrificed person. Using this Power again When a hero sacrifices worth of 50 silver
and again the magus gains immortality. The coins most gods provide a blessing. This can
wizard and the victim should be of the same be used for a single Trait roll, announced before
sex otherwise the wizard might experience cer- the roll. The hero must invoke the name of the
tain anomalies, which are up to the GM. god loud. The blessing cannot be used for any-
thing which is clearly outside of the god’s
PARALYZATION sphere. For example Gullah, the gorilla god
Rank: Veteran won’t provide a blessing for persuasion or pick-
Power Points: 3 ing locks. A hero may have a single blessing at
Range: Touch a time.
Duration: 5
Trappings: touch.
Paralyzation is an opposed roll of the char-
acter’s arcane skill versus the target’s Spirit.
PACT WITH GREATER
With a success, the victim automatically be-
comes Distracted and Vulnerable for the dura-
POWERS
tion and also becomes Shaken. Anyone can make a pact with a god or de-
With a raise, the target is completely para- mon. Such deals are made usually at altars.
d. The victim falls down, can hear and see The victim falls down, can hear and see
lyzed. The hero asks for help and may offer the price.
everything but cannot move for an hour. The answer may come loudly or just in the head
of the hero, or may remain silent if the hero is
SUMMON MOUNT not in the god’s favor. It’s wiser to offer sacri-
Rank: Veteran fices at first to be part of true worshipers before
Power Points: 5 asking for help. And sometimes priests trick
Range: Smarts people so be cautious.
Duration: 1 day People usually want magic spells (often
Trappings: incantations. Black magi sum- healing and removing curses), potions or
mon black horses, white magi summon white maybe even enchanted items. Magi may pray
horses. Or camels. for power. Common people may want the
The wizard can summon a horse or camel demise of their enemies. Gods are jealous so
with common saddlery. It looks normal but has characters are not advised to make sacrifices to
uncanny (d12+2) endurance. A light riding more of them. Or at least after they became de-
horse has 14, a heavy warhorse 10 paces, a voted followers. This doesn’t matter much for
camel has 15. The horse may pull a cart or can the common people. Sometimes a god might be
be used as a mount. interested to help without any offering in the
hope of getting a new believer or saving others.
MODIFIERS Gods tend to answer for powerful figures more
often. Without getting an answer just sacrifice

8
things for the god and he/she will answer when tars. “Oh, Set! grant us victory and I swear I will
pleased with the offerings. Priests can judge offer up to thee five hundred virgins of Shamar,
very well the amount of sacrifice needed for a writhing in their blood!” Set didn’t help and they
certain gift for a mere 10 silver. lost.
Sudden pledges may work for devoted fol-
lowers while others say pacts work only at al-

GEAR
1 $ equals 1 silver coin in Hyboria and 10 silver coins worth 1 gold coin. Gold coins often called
lunas, at least in Aquilonia. Prices below are given in silver.
Item statistics are based on this supplementary material. Used with permission.

ARMOR
ITEM ARMOR MIN STR. WEIGHT COST
LIGHT CLOTH/LEATHER
Light leather, thick clothing, padded jack, hide.
Jacket (torso, arms) 1 d4 5 130
Padded coif (head), leather helmet 1 d4 1 30
THICK CLOTH/LEATHER
Boiled leather, padded jack, crocodile hides.
Barding (horse) 2 d8 25 600
Jacket (torso, arms) 2 d6 8 200
Padded coif (head), leather helmet 2 d6 2 50
MAIL
Mail, scale, lamellar, brigandine.
Barding (horse) 3 d10 75 2000
Shirt (torso, arms) 3 d8 25 700
Leggings (Chausses) (legs) 3 d8 10 350
Mail Coif, Misiurka, Lamellar helmet 3 d6 5 200
PLATE
Steel plate
Barding (horse) 4 d10 75 5000
Corselet (torso) 4 d8 15 1000
Vambraces (arms) 4 d8 15 1000
Greaves (legs) 4 d8 15 1000
Helmet, Open Face (head) 3 d6 5 200
Helmet, Enclosed (head) 4 d8 10 400
Note: -2 to all Notice rolls
Leather armors cost twice as much as padded jacks.

9
Bronze armors are heavier by 10% and 50% more expensive. Fancier troops might use bronze
helmets or maybe even complete armors, especially in Stygia. It can be used to scale, lamellar or
plate armors. Of the weapons, only maces are produced because bronze weapons have a worse
edge. A bronze knife still can cut don’t worry about it.

MELEE WEAPONS
TYPE DAMAGE MIN WEIGHT COST NOTES
STR.
Ax, Hatchet Str+d6 d6 2 30
Ax, Battle Str+d8 d8 2 50
Ax, Great Str+d12 d8 3 100 2 hands
Club, Light Str+d4 d4 1 10 A sign of low status or thuggery
Club, Heavy Str+d6 d6 2 20 A sign of low status or thuggery
Dagger/Knife Str+d4 d4 1 50
Halberd Str+d10 d8 6 100 AP 1, Reach 1, 2 hands
Lance Str+d8 d8 6 100 AP 2 when charging, Reach 2
Mace, Light Str+d6 d6 2 30
Mace, Warhammer Str+d6 d8 3 100 AP 2 vs rigid armor (plate)
Mace, Two-Handed Str+d10 d8 5 120 AP 2 vs rigid armor (plate), 2 hands
Maul Str+d12 d10 10 100 AP 2, Attack -1, Parry -1, 2 hands
Pike Str+d8 d8 10 100 Reach 2, 2 hands, useless against
adjacent foes
Spear, Short Str+d6 d4 2 25 Parry +1 if used two-handed
Spear, Long, light Str+d8 d4 3 35 Parry +1, Reach 1, 2 hands
lance
Sword, Short Str+d6 d6 2 150
Sword, Arming, Str+d8 d8 3 200
Saber, Broadsword,
Zhaibar knife, Tulwar
Sword, Bastard Str+d10 d6 4 250 2 hands
Sword, Great Str+d12 d8 5 300 2 hands
Quarterstaff Str+d6 d4 2 10 Parry +1, Reach 1, 2 hands
Warhammer, Two- Str+d10 d8 3 200 Spiked, AP 2 vs rigid armor (plate), 2
Handed hands
Bastard swords are actually the real life longswords also known as hand-and-a-half swords.
Swords and daggers are easy to draw, this might be important in certain situations.

10
RANGED WEAPONS
TYPE RANGE DAMAGE AP ROF MIN WEIGHT COST
STR.
Ax, Throwing 3*6*12 Str+d6 1 d6 2 40
Bow 12*24*48 Str+d6 1 d6 1 40
Hyrkanian and 15*30*60 Str+d8 1 1 d8 1 140
Shemitish Bow
Dagger, Throwing 3*6*12 Str+d4 1 d4 1 20
Crossbow (Hand 10*20*40 2d4 1 d6 5 100
Drawn)
Crossbow, Medium 12*24*48 2d6 1 d6 9 150
Crossbow, Heavy 15*30*60 2d8 1 1 d6 18 300
Javelin 3*6*12 Str+d8 1 d6 1 25
Longbow 15*30*60 Str+d8 1 1 d8 1 50
Stygian Bow 15*30*60 Str+d8 1 1 d8 1 100
Sling (Athletics 5*10*20 Str+d6 1 d6 - 1
(Throwing))
Lead bullets to slings cost 1 coin per piece. 10 bullets weigh a pound.
All crossbows provide +1 to Shooting.
Medium Crossbow has a stirrup and needs a belt hook to load. Reload 1.
Heavy Crossbow requires a windlass to load. Reload 4.
Sling uses uniform lead bullets. Pebbles from the ground give -1 to Shooting.
Hyrkanian and Shemitish Bows can be used on horseback.

RESTART
After some adventures, the heroes take a pends on the length of your sessions as well.
break to enjoy life and squander their gold. After a long hiatus of play, it’s easier to begin
Many Conan stories start after such untold hap- with a restart, too.
penings and after major events and finally, the So when a restart happens, roll in the tables
hero ends up with a single sword again. This is below and remove every item from the sheet of
significantly different from standard role-playing your hero except a few personal items. This
games where the accumulation of better and rule is about keeping souvenirs, quest items,
better equipment is unbroken. This way magic and maybe a freshly obtained magic ring your
items became part of the heroes. The Conan hero didn’t even use yet, but nothing else. They
stories aren’t about looting and gear. So this must be small enough to be carried while swim-
unique feature must be implemented in the ming, climbing or during similar athletic maneu-
game as well. Heroes typically got involved in a vers.
messy affair in their downtime and needed to Heroes may sacrifice a large sum of money
leave urgently to another country. Maybe the to their gods in advance for later gains. The
faction they joined lost the battle, got out of fa- hero gets a new friend for every 200 silver coins
vor due to intrigue, killed a notable person, suf- [tests needed] squandered during the debauch-
fered a shipwreck, or maybe were just dis- ery. Jewelry and other valuable properties do
missed. count as well. These might be drinking buddies
How often should a restart happen? I think or other persons depending on the mentality
after 3-4 adventures or 8-10 sessions. It de-

11
and habits of the heroes. They don’t need to be 5 Two weapons.
specified at this point.
Heroes start with the following items. It’s 6 Decorated, expensive weapon, the con-
your choice to explain why and how your hero stant use will damage it lowering its
got them. The GM will tell you if your heroes value.
restart with horses, maybe with a boat, or just
on foot. If the chosen weapon is a bow your hero
also gets 10+1d10 arrows. Your hero may get 3
Roll d6 for clothing. The clothing style is from javelins or throwing daggers instead of a single
the country the heroes just left. Heroes who weapon.
squandered a lot of money may get rerolls and
may choose which one to keep, while those A Little Extra
who had nothing might need to roll twice and Roll d12.
keep the lowest result on one or more rolls. Roll Effect
The results can be used to fabricate a per-
sonal story. 1 Handcuffed. Still can use swords with
both hands.
New Clothing 2 Sick, drugged or poisoned, -1 to all trait
Roll d6 for clothes. rolls. May recover with a successful
Roll Effect Vigor trait roll, rolled every day.
1 Rags, probably dirty and bloody. Or loin- 3 A bottle of wine.
cloth/bikini. 4 New talisman, ineffective but your hero
2 Preserve one piece of your former cloth- believes in it, so it could be a token for
ing, the rest are changed and of a com- the Luck Edge for example.
mon type. 5 A keepsake from a lover.
3 Common clothing 6 3 gold coins
4 Unusual clothing, maybe from a distant 7 A music instrument like a flute or a lute.
land, old fashioned or otherwise odd. Can the hero play it at all?
5 Upscale but weathered outfit. The hero 8 A length of rope with a hook.
also may keep one piece of his/her jew-
elry. 9 New tattoo, earring, perfume or similar
image boosting thing, not necessarily for
6 Colorful, patterned luxury garment. The personal use.
hero also may keep all his/her jewelry.
10 Flask, flint and steel, bedroll.
11 Armor and helmet with a rating of 1.
New Weapon Maybe it was the padding of his mail ear-
Roll d6 for weapons. lier.
Roll Effect 12 Armor and helmet with a rating of 2. Light
armor or a battered mail.
1 A big knife or dagger.
2 Broken sword or another damaged
weapon, -1 to trait rolls or one step In Summary
lesser damage dice (e.g. d8 → d6). Your 1, Pick personal items.
choice. 2, Make sacrifices for your hero’s god if you
3 A regular weapon. wish.
3, Roll on the 3 tables.
4 A weapon of unusual look or type, maybe
4, Erase the lost items from your sheet and
from a distant land, old fashioned, or his
add the new ones.
former weapon which looks foreign in the
5, Calculate the number of new friends.
new location.
6, Fabricate a story with your group which
explains your new situation.

12
FRIENDS
Everybody has one friend from the past of Conan suddenly names 3 black slaves: “Who
the hero. Friends aren’t needed to be specified am I? he yelled. Look, you dogs! Look, Ajonga,
at the start, you can activate and name them Yasunga, Laranga! Who am I?” In such a scene
later. New friends can be gained during the it’s easier to convince people you already know
story or the restart rules. Don’t think of a deep than strangers.
friendship, but your hero knows them to some Or can be used similarly as introducing
extent. someone like Zenobia, a secret admirer in the
Friends can be activated and used when you same novel who frees Conan.
feel the circumstances are against your hero. A different approach can be if a slot is used
Think of situations like the case in the Hour of to build a friendship with people your hero met
the Dragon, The Return of the Corsair, when during the adventures.

TIME FRAME
The key question is what about Conan? Is We know from his letters what future Howard
he a youngster? A king? Is he alive or dead intended for Conan in general. Wars, conquests
long ago? I think the easiest solution is to play and long journeys to distant lands. And finally a
after his time. You don’t need to sort past and travel to the far west to explore the western
future events from the stories in this case. And continent from where he never comes back.
the adventures of your heroes will never contra- So based on this Conan conquered Zingara
dict the original Conan stories. In this booklet, I but after Conan’s disappearance his son, Conn
use this approach. Furthermore, I would avoid was crowned king. Shortly thereafter, the coun-
making stats for a legendary protagonist. try revolted and regained its independence.

COUNTRIES
I draw the attached map directly from Howard’s with broad shoulders, curly hair and long
drawings. Actually you may use any map from beards, their brown skin wrinkled by harsh wind
the internet but I’d like to note all of them mis- and sun. Tribal identity is defining, these are
placed the Kozaks and the Zaporoska river. known by name from the hundreds of tribes:
Afghuli, Dagozai, Galzai, Irakzai, Khurakzai,
Wazuli, Zhaibari.
AFGHULISTAN Suggested Skills: Stealth, Athletics (hillmen)
The fierce hillmen of Ghulistan or Afghulistan Suggested Hindrance: Susceptible to Hypno-
are organized into loose clans. Life is cheap in tism
the rugged hills north of Iranistan. Many bandits Specialty: yard-long Zhaibar knife, according
and worse things make their homes here. to the rules it’s a sword. Tulwar sabers.
Language: Afghuli Male name suggestions: Abas, Besharat,
Religion: Probably Hanuman and similar Gulab, Halim, Jabar, Karim, Shakor, Qader,
dark gods and maybe Asura. Rafi, Rajab.
Story: The People of the Black Circle. Female name suggestions: Abida, Afarin,
Afghuli are also known as Ghuli or Himelian Bashira, Hangamah, Lily, Khadija, Nahida,
people. Wild hillmen from Afghulistan to the Safia, Salma.
Himelian mountains. They are tall and powerful,

13
AQUILONIA archers of Western and Northern Aquilonia who
live at the Pictish and Cimmerian border, in the
The most powerful Hyborian kingdom is
Bossonian marches. They are stubborn defen-
Aquilonia with her legendary armies of Bosso-
sive fighters. Living at the borders Bossonians
nian archers, Gunderland pikemen and Poita-
are accustomed to the threat of their barbaric
nian knights. They are the supreme military
neighbors.
power in the western world. More than any
Suggested Edge: Hard to Kill, Nerves of
other kingdom, however, Aquilonia lies sur-
Steel, Block (Seas.), Marksman (Seas.)
rounded by grim and unrelenting enemies. The
Suggested Skill: Shooting.
royal symbol is a golden dragon on black while
Languages: Aquilonian with a separate di-
the knights of Poitain ride under a red leopard.
alect
The king’s bodyguard is named Black Dragons.
Names: they use the same names as the
Its most important provinces are Poitain in
Aquilonians.
the south, Gunderland in the north, and barony
Male name suggestions: Aridius, Iasus, Mag-
of Attalus in the southeast. Poitain is the most
nus, Nilasus, Petrus, Phoenixus, Tarcus, Vi-
martial while people of Attalus boast the great-
tarus.
est advances in commerce and culture. Other
Female name suggestions: Fabia, Nerilla,
named areas are the Bossonian marches,
Junia, Sabina, Sergia, Tullia, Varinia.
county of Karaban, county of Thune. Pellia can
Gundermen are a tall, tawny-haired, gray-
be found on the eastern border, next to Neme-
eyed race inhabiting northern Aquilonia. Gun-
dia. Westermarck extends to the Black River
derman pikemen are reliable troops of the king-
and has been conquered a few decades ago
dom. They aren’t keeping slaves.
from the Picts. Most settlers were slaughtered
Suggested Edge: Reliable, Common Bond,
in the bloody conflicts but new ones took their
Nerves of Steel
place.
Languages: Aquilonian with a separate di-
The capital has two names, Tarantia and
alect
Tamar, the city is the home of the royal palace
Names like Aquilonians or Bossonians.
and the royal hall. Other cities are Galparan
and Tanasul, two small cities on the border of
Gunderland, at the river Shirki. ARGOS
Language: Aquilonian The major sea power of the Hyborian Age,
Religion: Mitra worship was the only official proud Argos sweeps the western sea from
religion until King Conan, other believers were Vanaheim to the Black Kingdoms. Wealthy be-
treated as demon worshipers. Even during the yond its size, Argos seldom lacks for funds ei-
time of looser laws, other believers are small ther to war or to weave far-reaching webs of in-
minorities. There is a small cult of Asura and trigue as the situation dictates. The natural en-
Ibis in cities with hidden temples. Some Bosso- emy of Zingara.
nians and Gundermen still worship Bori by but The most important city is Messantia, the
not very openly. biggest port in the kingdom.
Ruler: Conn, son of Conan. A 16-20 years Languages: Argossean
old youth with black hair and light brown eyes. Religion: Mitra.
Story: The Hour of the Dragon. Phoenix on Story: Hour of the Dragon, chapter 13-14.
the Sword, The Scarlet Citadel, Beyond The Argosseans are dark-skinned people with
Black River (Bossonian marches). thick, curly, dark hair and short, stocky bodies.
Aquilonians are tawny-haired, gray-eyed, Barachan pirates are mostly of Argossean ori-
fair-skinned people. Poitaineans on the south- gin.
ern border look similar to Zingarians. Suggested Skill: Boating (good sailors)
Names: Latin, Italian and Early Germanic. Names: Latin and Greek but the -us or -os
Male name suggestions: Agusto, Antonius, ending changes to -o in male names.
Dagobert, Furius, Lartius, Ludovicus, Marcus, Male name suggestions: Alexio, Carlo, Clau-
Odo, Priscus, Rufus, Sempronius, Tatius, Titus, dio, Laurento, Mauro, Martino, Panolo, Santino,
Varius. Silvio, Tristano.
Female name suggestions: Alba, Aemilia, Female name suggestions: Abriana, Imelda,
Bertrude, Fabiana, Fastrada, Ingunda, Livia, Isobia, Luna, Marcia, Rosa, Violetta.
Pomponia, Varinia.
Bossonians are of medium height and com-
plexion, their eyes brown or grey. Famous

14
ASGARD Names: Southern African names except for
Arabic, English and other European names.
Blond reavers of the icy Northheim, the
Male name suggestions: Ajani, Azibo, Jabari,
mailed warriors of the Aesir are held in check
Kojo, Kwame, Neberu, Omari, Oringo, Rajabu,
only by their equally ferocious kin the Vanir to
Shaka, Tamru, Tibor.
the west, the grim Cimmerians southward and
Female name suggestions: Aida, Behati,
by Hyperborea to the east. Loosely organized,
Jamila, Lulu, Sassandra, Shani, Subira, Winta,
the clans await their forging to a cause, or a
Yaba, Zuri.
great captain of men, to spur them over the ice
towards bright and bloody conquest!
Language: Nordheimer, Aesir dialect BORDER KINGDOM
Religion: Ymir the Frost Giant. Serving as a buffer state between Nemedia
Story: The Frost-Giant's Daughter and Brythunia and the more savage people of
Aesirs are tall, white-skinned, golden blond- the north, the Border Kingdom was probably the
haired, blue-eyed, bearded barbarians of the last Hyborian nation to be founded. The country
North. They clad in hauberks, horned helmets, also served as a trade route for merchants try-
and wield axes, spears and shields. Even their ing to avoid the strict taxes of Nemedia. A sad
women learn how to fight. wilderness with deserted, disconsolate marsh-
Suggested Edge: Brawny, Berserker lands.
Names: old Swedish and Norwegian or The people are Hyboreans, thus look similar
Norse. to Nemedians and Brythunians with light skin
Male name suggestions: Balder, Bjarni, and hair.
Einar, Gulbrand, Halvor, Iver, Manning, Ove, Language: they speak Nemedian at the
Randolph, Torbjorn, Vidar. western and Brythunian at the eastern part,
Female name suggestions: Ase, Astrid, both of these with a separate accent.
Brenda, Helka, Inger, Ragna, Sigrun, Thora. Religion: Mitra.
J is pronounced as y. Names: use Nemedian names for the West-
ern part and Brythunian names for the eastern
BLACK KINGDOMS part
The different peoples of the Black Kingdoms
are savages, who live in loosely organized BRYTHUNIA
tribes in crude villages hidden away in the jun- The land of plains and horses, the Brythuni-
gles of the south. They are dotted with huge ans have become a culture of hunters and
pre-Cataclysmic cities. Some are abandoned, farmers, ranging their wide, flat lands ahorse
empty ruins buried in impenetrable jungle; oth- and unfettered. The Brythunian army carries
ers retain small remnants of their original popu- forward this heritage with a large contingent of
lations, sometimes horribly changed over the disciplined cavalry regiments. Still, Brythunia is
millennia, yet others are occupied by small split and scattered into small, widely dispersed
groups of modern people who fled from the civi- fiefdoms.
lized lands and took refuge in the ancient Languages: Brythunian
citadels. Religion: mostly Mitra.
Languages: Kushite. Brythunians are stocky, with fair skin and
Religion: many local gods and demons like blond hair. Brythunian slave girls are favorites
Ollam-onga or Thog (both dead already), Ajujo, of slave traders and their clients.
Damballah (= Set), Yog, Jhebbal Sag, Jhil, Jul- Suggested Edge: Attractive
lah, Gwahlur. And a few dozen other local gods. Names: German, Latinized German and
Kushite is the general term for black people some Latin.
in the Hyborean world regardless of their cul- Male name suggestions: Adalard, Bertin, Eg-
ture. There are many black peoples with differ- bert, Gerold, Lennart, Marvin, Ormond, Ubert,
ent appearances. Some of these peoples are Verner.
tall, others are medium or small height, some Female name suggestions: Blanda, Della,
are robust, others are lean, and their skin can Gilen, Henka, Karla, Minka, Orinda, Verena.
be from dark brown to deep black.
Suggested Edge: Woodsman (if your hero
grew up in a tribe)
Suggested Skill: Athletics, Survival

15
CIMMERIA DARFAR
“A gloomier land never was—all of hills, The sharply-filed teeth of the Darfar savages
darkly wooded, under skies nearly always gray, haunt the dreams of even the boldest warriors
with winds moaning drearily down the valleys.” who have faced them in screaming battle. Actu-
In battle, the martial Cimmerians are un- ally composed of a mix of various tribes, the
matched in the darkly wooded hills of their Ghanata slave lords and the masked Tibu tribes
homeland and few are the invading Aquilonian, foremost amongst them. Darfar gains its name
Pictish, or Nordheim warriors who return from from the scattered cannibalistic grassland tribes
that moody land. which most often provide the drive and leader-
Languages: Cimmerian ship for the empire.
Religion: Crom and his godly company who Religion: They worship Yog, black-stained
punish those who pray to them. are his altars.
Cimmerians are tall and powerfully built hill- Darfari are black-skinned and their filed teeth
men with dark hair and blue or gray eyes. Per- are uninviting.
haps their gloomy land makes them so grim. Names: Sudani and Nubian names without
Conan, who laughed greatly, drank deep and Arabic ones.
bellowed good songs was the complete oppo-
site of his kin. HYPERBOREA
A legacy of hatred runs strong among Cim- Safe within their high stone keeps on the
merians for their long time enemies, the Picts. snowy Hyperborean plain, the Hyperboreans
Suggested Edge: Brawny, Berserker, Brave wield power far beyond their meager resources
(Crom gives a man courage at birth) and a small army.
Suggested Skill: Athletics (hillmen) Languages: Hyperborean
Names: Anglicized Celtic. Religion: Bori.
Male name suggestions: Brandan, Conor, Hyperboreans are tall, big-boned, fair-
Drustan, Fallon, Karatak, Kunobelin, Morcant, skinned folk with light brown or blonde hair and
Riordan, Sonnag. blue-green eyes. Some of them wear horned
Female name suggestions: Aislinn, Carrigan, helmets but wearing wolfskin is more typical for
Fedelmid, Kelsea, Myrna, Shannon, Tara. them.
Suggested Edge: Brawny, Berserker
CORINTHIA Male name suggestions: Arnulf, Boso, Dalfin,
Secure behind high mountain passes lie the Floribert, Fulrad, Hartgard, Ragno, Sigebert,
city-states of Corinthia. The fractured city-states Wulfhard.
all pay tribute to the mighty Koth. The famous Female name suggestions: Adda, Dagarada,
city of Akbitana is the home of weapon and ar- Gerberga, Gunza, Irmenhild, Otrude, Rotrude.
morsmiths.
Languages: Corinthian HYRKANIA
Religion: Mitra worship. Shemite gods like Savage horse tribes of the interior steppes,
Anu are tolerated but they are less popular. uncivilized in all but the arts of war at which
Each city has a patron god, mostly Mitra. they excel, the Hyrkanians move upon a shifting
Corinthians can be light or tanned, and their sea of unrest as turbulent as the fiery ponies
hair from tawny to black, they have often stout upon which they ride. The Hyrkanian tribes war
build. Swaggering people with improved culture. constantly amongst themselves, but when
Suggested Edge: Provoke united under a great chief, they destroy armies
Suggested Skill: Taunt, Persuasion as swiftly as their horse-archers can race
Names: Byzantine, Greek and Latin. across the endless flatlands which encompass
Male name suggestions: Aurelios, Basilios, them. Trained from childhood in horse and bow,
Karino, Leontinos, Niketas, Opilio, Psellos, Tri- the Hyrkanian cavalry has been called with
bonios, Volusios. good reason the finest horse-archers in the
Female name suggestions: Domnola, Gor- world.
dia, Kyrea, Megethia, Minikea, Paulina, Prisca. Language: Hyrkanian
Religion: Tarim, Erlik a death god.
Hyrkanians are horsemen with hooked
noses, black hair and eyes, and deeply tanned
skin. Hyrkanians are generally tall and slender.

16
Some of them have slant eyes after mixing KHAURAN
some other native people. These riders wear
Rich in fertile meadowlands and at the cen-
steel, silk and gold.
ter of trade in the Hyborian world, Khauran is a
Suggested Edge: Steady Hands (shooting
petty kingdom of abundant wealth. Khauran is
from horseback), Marksman (Seas.), Beast
well ruled by nobles of Kothic descent. The
Bond
Khauranian nobles disdain the use of horse but
Suggested Skill: Riding, Shooting
hire mercenary cavalry troops as needed.
Suggested Hindrance: Susceptible to Hypno-
Khauran is a vassal to Koth. Khauran peasants
tism
are peaceful and unwarlike, they are banned
Specialty: Hyrkanian horn bow, can be used
from possessing weapons.
on horseback.
Ruler: Taramis of the Askhaurian dynasty
Names: Ancient Persian, Hunnic and some
Religion: Ishtar. They abandoned the Mitra
Mongol and Turkish.
worship long ago but queen Taramis reverted
Male name suggestions: Bahram, Bleda,
back to Mitra belief decades ago and many fol-
Chagatai, Hormizd, Jamshid, Mardashir, Oktar,
lowed her example.
Rugila, Shapur, Sharbaraz, Timur.
Story: A Witch Shall Be Born
Female name suggestions: Arnavaz,
Farangis, Rudaba, Sharnaz, Tamina, Yazata.
KHITAI
IRANISTAN An ancient empire, a stronghold of the
world’s greatest wizards and masters of the
The golden land south of the Ilbars moun-
eastern world, Khitai has a powerful army and a
tains is wide, albeit sparsely inhabited. Ancient
sound leadership based in the purple-towering
and rich, Iranistan uses the Afghuli and the Il-
Paikang.
bars hillmen as border defenses to turn back
Language: Khitan
the swift horse-archers of their long-standing
Religion: Yun, maybe Zath, and jungle ani-
foes in Turan and Hyrkania.
mal gods.
Language: Iranian
Khitans are black-haired and “yellow”-
Religion: Not known. A Zoroastrian-like pair
skinned with slanted dark eyes, dressed in silk
of gods would fit them.
robes and oriental armor.
Iranistani are short, stout, broad-shouldered
Suggested Edge: Martial Art
people with light brown skin, blue or brown eyes
Suggested Hindrance: Susceptible to Hypno-
and steely-blue hair (much like the Shemites, to
tism
whom they are distantly related).
Suggested Hindrance: Susceptible to Hypno-
tism KHORAJA
Names: Ancient Persian. Blessed with excellent leadership, a highly
diverse and well-trained army, a fertile land, and
KESHAN a location central to the rich southern and east-
ern trade routes, Khoraja is powerful beyond its
A kingdom of barbaric splendor, the Keshans
tiny size. Khoraja is vassal to Koth.
are well led by nobles and religious leaders who
Khoraja often employs Shemite light horse
claim descent from the great people of Alk-
archers in her army besides knights and spear-
meenon. They originated from the white race
men.
but their skin is brown now due to mixing, still
People are Khotic on the north and Shemite
lighter than the black skin of the commoners.
tribes dwell on the south.
Keshan has a well-drilled army patterned af-
Language: Kothic and Shemite, most people
ter the Stygian military organization. While Sty-
speaking both
gian troops often raid into northern Keshan,
Religion: Ishtar and the royal family reintro-
Punt is Keshan’s long-standing and hereditary
duced the faith of Mitra a few decades ago.
enemy.
Ruler: King Khossus or his sister, queen Yas-
Religion: probably Gwahlur, the King of
mela.
Darkness, he is the only known god. Yelaya, the
Story: Black Colossus
oracle is considered a goddess, but she doesn’t
have a separate cult.
Story: Jewels of Gwahlur.
Names: North African

17
KOSALA ments and serve as mercenaries. They are
from different peoples thus their appearance
Yota-pong might be the capital where the
varies.
main Yajur temple can be found.
Language: Zamoran, Kothic, Turanian and
Language: Kosalan
Shemitic are widely spoken.
Religion: Yajur.
Suggested Edge: Steady Hands (shooting
Kosalans are brown-skinned with black hair
from horseback), Marksman (Seas.)
and exotic features.
Suggested Skill: Riding, Shooting
Names: they can be Burmese for example.
Names: Names from the nations above or
Ukrainian ones.
KOTH Male name suggestions: Bogav, Fedor,
The originally Hyborian Koth adopted the Matve, Mitrofan, Sirko, Yermak, Timish, Vasil,
eastern, despotic culture from Shem and Sty- Zinovy.
gia. Slavery is legal. While Khauran and Kho- Female name suggestions: Boyka, Efrosia,
raja are historical vassals of Koth, Strabonus, Hanna, Lavra, Natalia, Olena.
the former king has also forced Ophir and
Corinthia to pay tribute. Koth is famous for its KUSH
metalworks, and there are some good thieves
The semi-civilized Black Kingdom of most
among them.
common knowledge among people of the Hybo-
The capital is Khorshemish.
rian nations is Kush. Probably because she’s
Koth often hires Shemite archers as merce-
on the coast of the Western Sea and Hyborian
naries to assist her knightly army.
merchants traded there long ago. Proud Kush is
Ruler: son of Strabonus.
seldom raided, the Stygians usually preferring
Language: Kothic
to take their slaves from weaker Darfar or Ke-
Religion: Although they belong to the Hybo-
shan. Warriors of Kush are probably the only
rian races, they abandoned the Mitra worship
blacks who use horses in battles, their cavalry
long ago. Ishtar is their main goddess but they
ride half-wide horses.
offer animal sacrifices instead of humans. Other
The capital is Shumballa.
Shemite gods and some Stygian influence,
Languages: Kushite.
probably Set.
Religion: Derketo with a little modified form:
Kothians are dark-haired, bronze-skinned
Derketa, as the Queen of Death. The nobles
folk with light to dark brown eyes.
and the rich worship Set while the common
Names: mostly Latin with sporadic Byzantine
people worship Jullah.
and Middle-Eastern influence, especially in fe-
Story: Queen of the Black Coast
male names.
They are the real Kushites about whom the
Male name suggestions: Ancus, Arimestus,
whole black people got their name in the Hybo-
Lausus, Lucius, Mezentius, Osinius, Tolumius,
rian countries.
Tullius, Velianas, Velsus.
Suggested Edge: Woodsman (if your hero
Female name suggestions: Baraka, Gega-
grew up in a tribe)
nia, Jariya, Hanunia, Hersilia, Marcia, Pompilla,
Suggested Skill: Athletics, Survival
Rea, Seyanti, Tatia.
Names: North African names except Arabic,
English and other European names.
KOZAKS Male name suggestions: Ajani, Azibo, Jabari,
“On the broad steppes between the Sea of Kojo, Kwame, Neberu, Omari, Oringo, Rajabu,
Vilayet and the borders of the easternmost Hy- Shaka, Tamru, Tibor.
borian kingdoms, a new race had sprung up in Female name suggestions: Aida, Behati,
the past half-century, formed originally of fleeing Jamila, Lulu, Sassandra, Shani, Subira, Winta,
criminals, broken men, escaped slaves and de- Yaba, Zuri.
serting soldiers. They were men of many crimes
and countries, some born on the steppes, some NEMEDIA
fleeing from the kingdoms in the west. They
Nemedia, the central pillar of Hyborian cul-
were called kozak, which means wastrel.”
ture and civilization, stands ever in defiance to
The Free Companions, as they call them-
their habitual foes, mighty Aquilonia. The
selves live at the steppes around the Zaporoska
gleaming Nemedian knights are rightly proud of
River. Kozaks are tough nomadic horsemen led
their army which is as diverse as it is deadly.
by their hetmans who often raid nearby settle-

18
The palace guard wears burnished cuirasses PICTISH TRIBES
and crested helmets of polished bronze. The
Savage, warlike, brutish, persistently resis-
royal banner is a scarlet dragon on a golden
tant to civilizing influences, the Picts inhabit the
base.
primal forest of the Pictish Wilderness. The
The capital is Belverus. The city of Numalia
tribes take their names from animals like Wolf,
is known by name and the barony of Tor.
Toucan, Eagle, Leopard, Panther, Otter, Alliga-
Ruler: Tarascus.
tor, and are constantly warring amongst
Languages: Nemedian.
themselves.
Religion: mostly Mitra but there is real free-
Language: Pictish.
dom of religion. Small cults can be found here
Religion: Gullah, Jhebbal Sag, Children of
like Ibis worshipers.
Jhil, Four Brothers of the Night.
Nemedians are tall, fair-skinned people with
Story: Beyond The Black River
blue or gray eyes and light or blonde hair. They
Picts are short, stocky, dark-skinned people
appreciate knowledge and philosophy.
with black eyes and wild black hair confined by
Suggested Skill: Academics, Common
copper bands, decorated with feathers. Their
Knowledge
body is covered by painted tribal signs. Even
Names: Greek and Latin sounding with a few
though their skin is dark they still belong to the
Germanic ones.
white race. Playing a Pictish hero you need an
Male name suggestions: Arkadios, Barabas,
unusual background because they don’t leave
Blasio, Blefario, Dattilo, Kostas, Leon, Maso,
their tribes to see the world.
Mazaris, Petros, Phagas, Salasis, Tzokalas.
Suggested Edge: Woodsman, Beast Bond,
Female name suggestions: Antelia, Checca,
Beast Master
Gemma, Ghita, Kondena, Nicolosa, Peristera,
Suggested Skill: Stealth, Survival
Piera, Pippa.
Names: native North American
Male name suggestions: Akwiraron,
OPHIR Hasanonda, Kahentano, Kaintwakon,
A Kingdom of great beauty with gilded Karontase, Otetani, Skahon, Wahiakeron.
knights and high towered cities, Ophir is pro- Female name suggestions: Degonwa, Hen-
tected by natural boundaries of mountain and takwa, Otsitsa, Tekonwena, Tsiswakeras, Yoda-
river on all sides but to the south, which the gent, Wathahine.
Ophirians have well fortified. But the kingdom
lacks the strength to fight dominant Koth and PUNT
has been forced to pay tribute to its Emperor.
The barbaric splendor of the kingdom which
Ophir is famous for its delicate metalwork and
is Punt is based upon the bright yellow gold
richness. Their culture is Hyborian with a very
washed down off the central hills. Hereditary
strong Shemite influence.
enemies of Keshan, Punt also mistrusts the
Ruler: Brother of Amalrus who ruled the
growing power of Zembabwei. If these two foes
eastern part of the kingdom during the life of
can be kept at bay, and if a trade route can be
Amalrus already.
established to the gold-hungry markets of the
Language: Ophirian.
Hyborian world, then Punt may well emerge as
Religion: Mitra and Shemite gods like Ishtar
supreme among the Black Kingdoms.
and Anu. There isn’t a dominant cult.
Religion: Ivory Goddess, probably Ishtar.
Ophirians are tan, with dark hair and lean
Names: North African names except Arabic
bodies.
and English names.
Suggested Edge: Rich
Names: mostly Latin, common people use
Shemitic names as well. SHEM
Male name suggestions: Agapitus, Aldus, The city-states of Shem lie between the mad
Bramus, Facino, Fravius, Grifone, Malerius, Mi- ambitions of Koth and the malignant arcane
lasi, Siramus, Zenus, Zilio. power of Stygia. Every city has its own laws.
Female name suggestions: Adurata, Aita, The western Shemitish states form a loose-knit
Beddina, Binita, Enza, Gerlanda, Nerea, Vindi- nation with Asgalun dominating its politics. The
ana. eastern Shemitish states stand in alliance with
each other and also with western Shem, creat-
ing a friendly eastern border. The Shemitish
Asshuri and the famous Shemite archers make

19
Shem’s armies very strong. Through mercenary measurably ancient date the dark-skinned peo-
service in over a dozen kingdoms of the west- ple came into the land of the Styx river.
ern world, the Shemite generals have learned The county is rich, even commoners and
well the art of war. slaves wear silk, and they manufacture it as
Language: Shemitish. well. Some think their ancient huge temples and
Religion: Ishtar, Anu, Bel, Pteor. Desert palaces weren’t raised by human hands.
dwellers might worship other Shemite gods like Stygians don’t like foreigners. Merchants are
Ashtoreth, Adonis and Derketo. Each city has allowed to trade in the harbors but walking the
its patron god. The main temple of Ishtar and streets of the cities is dangerous for outsiders.
Anu is found in Eruk, the largest city. On the The biggest port and the most important city is
Stygian border Set also worshiped. Khemi.
Story: Man-Eaters In Zamboula Warriors wear crested bronze helmets and
Shemites are generally of medium height, use war chariots. Only the nobles are allowed
broadly and strongly built, with hooked noses, to carry weapons, commoners may carry knives
dark eyes, blue-black hair and olive skin. or sticks.
They’re famous liars. The Shemitish prefer flexi- Ruler: king Ctesphon resides in the ancient
ble armors so they don’t wear plate armor. They Luxur but the real ruler is the head priest of Set
also like boots and slippers with upturned toes who lives in the black-walled Khemi. The two
and men wear turbans. cities are close to each other.
Suggested Skill: Shooting, Persuasion Language: Stygian.
Suggested Hindrance: Shemites are fatalis- Religion: Set, the Old Serpent is the main
tic, so they might get the Bad Luck Hindrance to god but other gods like Derketo and bestial
reflect their lack of determination to change gods are also worshiped.
their fate. Story: The Hour of the Dragon, 16-19th chap-
Specialty: Shemite composite bow, which ter.
can be used while mounted. Very similar to the The Stygian ruling class is tall, hawk-faced,
Hyrkanian bow, there are only aesthetic differ- bronze-skinned with dark hair and black eyes.
ences. The lower classes are a mixture of black, Sty-
Names: Hittite or other ancient Middle-East- gian, Shemitish, even Hyborian bloods, their
ern names, probably in a shortened way. appearance is not uniform.
Male name suggestions: Alaksandu, Ar- Suggested Edge for nobles: Rich, Brawny
nuwanda, Kurunta, Labarna, Mursili, Muwatali, Suggested Skill for nobles: Shooting, Occult,
Pittanza, Telipinu, Zidanta. Driving (war chariots)
Female name suggestions: Annayati, Specialty: Stygian bow with heavy arrows,
Asamu, Harnasarna, Kiya, Ninasa, Pitipiti, Ziza, usable only on foot or from a chariot.
Zuskana. Names: Ancient Egyptian.
Male name suggestions: Amenheb, Ankhu,
STYGIA Chufu, Gaga-set, Htuabi, Khabash, Madu-
Slumbering in her desert retreats, protected nekher, Menkaset, Setemhat, Set-hotep,
behind the mighty and brooding Styx river, lies Setmes, Yakareb.
Stygia. The ancient culture of Stygia is in de- Female name suggestions: Ahmes, Inset,
cline, revolving in malignance about itself, but it Meritset, Nebetta, Nubhaes, Sitkames, Tent-set,
is also the source of a great and evil sorcerous Tasherit, Tumerisi.
knowledge which may yet gain mastery over
the Western world. Snakes are called children TURAN
of Set, they’re sacred thus no one dares to in- Gleaming mailed and silken-clad riders,
terfere when the huge snakes choose a man for masters of the Vilayet Sea, Turan revels in
dinner on the streets. sweeping the barely contested wastelands to
The country has monumental buildings and the west and south. Turan, however, must bear
statues, especially its colossal and ominous the plague of a thousand frustrations arising
black pyramids. No man can approach one of from the seemingly indomitable and ever resur-
those somber piles of black stone without ap- gent Kozaks, Zuagirs and Vilayet pirates. Per-
prehension. The very name is a symbol of re- petually battling raiders and quelling revolts
pellent horror among the northern nations, and from a hundred pinpricking sources, the rulers
legends hinted that the Stygians did not build of Turan pass their reign in unceasing watchful-
them; that they were in the land at whatever im- ness. Turan is a natural enemy to Iranistan and

20
Vendhya, and stands in a loose alliance with shields, mail, horned helmets, spears and
Hyrkania. swords. Even women learn how to fight.
The capital, Aghrapur lies on the shore of the Suggested Edge: Brawny, Berserker
Vilayet Sea from where the king’s purple-sailed Suggested Skill: Boating
war galleys rule the waters. Other important Names: old Danish and Norse names.
cities are Sultanapur, Khawarizm, Shahpur and Male name suggestions: Arvid, Bjarke, Bjorn,
Khorusun. Local governors are called satraps. Erling, Gunne, Herleif, Jerrik, Kjell, Stian, Sven,
Turan conquered the eastern Shemite tribes Ulf.
as far as Zamboula, thus the kingdom has a Female name suggestions: Aslog, Borghild,
significant Shemite population as well. Inge, Nanna, Sassa, Sylvi, Torny, Ylva.
Language: Hyrkanian and Shemite in the J is pronounced as y.
desert.
Religion: Tarim, Erlik. VENDHYA
Ruler: King Yezdigerd or maybe one of his Vendhya is an ancient and proud kingdom,
sons. The king of Turan is the mightiest ruled by the Kshatriyan warrior caste and has
monarch in the world. mystics adept with their own peculiar range of
Story: The Man-Eaters of Zamboula (Shad- magic. Vendhya is pent up in the north by the
ows in Zamboula) but it also fits Eastern Shem. savage and virtually unconquerable Ghulistan
Hyrkanians living in Turan are also called Tu- tribesmen. To the west lies Kosala, made unas-
ranians. Turbaned men with hooked noses; sailable by the well-forged intermarriages be-
veiled women with black hair. Unlike eastern tween the two kingdoms. As the huge Vend-
Hyrkanians, they don’t have slanted eyes. hyan host continues to swell in size, like a bub-
Suggested Edge: Steady Hands (shooting ble it must burst forth into empire and the day of
from horseback), Marksman (Seas.), Beast Vendhyan glory.
Bond Language: Vendhyan.
Suggested Skill: Riding, Shooting Religion: Asura, Hanuman and various sinis-
Suggested Hindrance: Susceptible to Hypno- ter gods.
tism Ruler: Yasmina.
Specialty: Hyrkanian bow which can be used Vendhyans are black-haired, light brown-
while mounted. skinned people. They have shaven-headed
Names: the following examples are mostly priests and turbaned warriors.
Turkish to differentiate a bit from eastern Hyrka- Suggested Hindrance: Susceptible to Hypno-
nians. tism
Male name suggestions: Akosh, Atilla, Duru, Specialty: tulwars – sabers with a particular
Ekrem, Ferhat, Haydar, Jahan, Jengizik, Özgür, hilt design so unlike other sabers they can only
Ruga, Tolga, Yilmaz. cut with their weapon and cannot thrust.
Female name suggestions: Arikan, Asena, Names: Indian.
Begüm, Edua, Gülbahar, Gülten, Nevra, Safa,
Sidika.
Ö is pronounced like i in girl, ü is like u in
ZAMORA
French Luc or Juliette. The country is surrounded by low mountains
to the east and west. Zamora is a land of spi-
VANAHEIM der-haunted towers and master thieves. The
Zamoran army is adequate, but it is their spies
The red-haired Vanir are isolated in the and long-lived wizards upon which Zamora re-
northwest and their mailed swordsmen, there- lies. What king not departed from his sanity will
fore, vent their warlike natures on their Asgar- risk the intrigues of Zamora, or worse yet, her
dian kin to the east, the savage Picts to the assassins? Zamora may indeed follow a shad-
south, or less often upon the grim Cimmeria to owy path to world mastery with the aid of spells
the southeast. Many a hero of the Hyborian Age long forgotten and knives that strike swiftly in
was of the Vanir and warriors of Vanaheim are the dark.
known to be utterly fearless in combat. Vanir After the country is liberated from the three
tribes inhabit the western part of Nordheim. hundred years influence of the priest Yara, the
Language: Nordheimer, Vanirian dialect. king may do what he wants. But people still re-
Religion: Ymir the Frost Giant. member him and his former Elephant tower,
Vanirs are tall, red-haired, white-skinned rav- and use Yara’s name in sayings and horror sto-
agers and raiders in longships, horsehide ries.

21
Shadizar and Yezud are the two cities men- ZINGARA
tioned so one of them must be the capital.
The most powerful sea raiders next to their
Probably this is Shadizar the wicked city so it
Argossean rivals, the Zingarans are active sup-
must be the place where the tower of Yara
porters of the Zingaran buccaneers (pirates by
stood once.
any other name). Zingara is a proud and rich
The royal guard wear silvered corselets and
land. Half a dozen princes strive against each
crested helmets.
other, and the country is torn asunder by civil
Language: Zamoran.
wars. Kordava and da Kova are the known
Religion: Bel, the god of thieves, Zath, the
princely families. The royal flag is of golden
spider-god and various other cults. Erlik, Der-
color.
keto, Shemite gods, Set, even Mitra might be
Language: Zingaran.
worshiped.
Religion: Mitra.
Story: The Tower of the Elephant
Story: Hour of the Dragon, chapter 12.
Zamorans are deeply tanned with dark eyes
Zingarans are tanned, often curly-haired
and hair, wearing loose-fitting robes. Zamoran
sailors. They are tall and lean, dangerous-look-
thieves are the best in the world.
ing in appearance, and have fiery tempers and
Suggested Edge: Alertness, Quick, Thief
suspicious nature. The warriors of eastern Zin-
Suggested: Thievery, Stealth
gara sport mustaches. They are more agile
Male name suggestions: Amastri, Araxa,
than tough.
Farzan, Gabaruva, Marduni, Nizami, Parmys,
Suggested Edge: Alertness, Quick, Provoke
Sasan, Surab, Tiridata, Varda, Zaran.
Suggested Skill: Persuasion, Boating
Female name suggestions: Adrina, Apame,
Names: Latin sounding or fantasy names,
Arania, Barsine, Bita, Freni, Karani, Orsa,
male names often end with ‘o’, female names
Vanushe.
with ‘a’. Medieval Spanish and Portuguese
names.
ZEMBABWEI Male name suggestions: Alfonso, Beltran,
A growing power in the southlands, vital Bermudo, Blasco, Favilo, Ferrando, Fortun,
Zembabwei is well led and armed. The Zem- Nuno, Ordono, Ramiro, Remon.
babwans command great flying reptiles found Female name suggestions: Adosinda,
only in Zembabwei heartland. These soaring Blanca, Casilda, Lorra, Mesinda, Onneca, Oria,
winged mounts strike terror into the hearts of all Sens, Talesa, Urraca.
who behold them.
Language: Zembabwan PIRATES
Religion: Dagon and Derketo.
They don’t compose a country but still de-
Their country is called a hybrid empire which
serve a separate mention.
might mean Zembabwans are a mixture of
The pirates of the Red Brotherhood are
black and maybe Shemite and Iranian people
mostly sailors from Argos who raid ships around
thus their skin is a bit lighter, their hair is brown
Zingara. They call themselves freebooters.
or black and their facial features are a bit differ-
Their flag is black with a red skull.
ent than of their neighbors. Probably they aren’t
The Barachan buccaneers, on the other
uniform, some people are darker, some are
hand, are mostly Zingarans, therefore, these
lighter and resemble more to their original an-
two groups sometimes fight each other as well.
cestors.
But merchant ships show less resistance and
Names: Somali names might be an option,
provide far more plunder so their fights aren’t
except Muslim names. Or Kenyan names.
that common in reality. These outlaws have a
Male name suggestions: Absame, Bashiir,
base in the Baracha Islands, off the southern
Hirsi, Kumar, Magan, Shermake, Tadalesh,
coast of Zingara.
Warsame, Yasir, Zahi.
The Vilayet Sea has its pirates as well, men
Female name suggestions: Amburo,
of various origins.
Barkhado, Fowsio, Kalaso, Hani, Idil, Sagal,
Sahra, Soriyo, Uba.

22
GODS
Gods for commoners are important only for Asura: The god or goddess worshiped in Vend-
making oaths and cursing. These appear quite hya. In the northern lands, the religion is
often in the stories. Referencing to the gods persecuted, the temples are hidden and
also appear in common sayings: “What in the rituals kept secret. It’s a common be-
Crom's name, girl?” People may pray to one or lief in the west the followers are human
more it doesn’t matter. sacrificers to some snake-god. People
Certain gods might be just imagined or don’t also say the cult is a survival of the an-
care about their worshipers, but the most an- cient Stygian serpent-worship. Believers
swer prayers and even more to sacrifices. exercise to seek below the aspects of il-
Common Priests don’t have magical power. lusion. They are particularly hated by the
If you want your hero to be a priest, check the followers of Mitra. The dead followers of
particular Edge. Asura are carried on specially-painted pil-
Gods seem to be well aware of what hap- grim ships to someplace far to the south.
pens at their altars and know when someone The fear of black magic means people
depicts their symbols regardless of the person leave these ships alone.
who did it. Atali: A daughter of the god Ymir, she mocked
Almost every god gives black powers for fol- those dying on battlefields of the north,
lowers, some might provide black and white luring them to be slain by her brothers as
powers and only Mitra is known to the public to sacrifices to their father.
provide only white magic. Ask your Game Mas- Bel: The masked god of thieves. Bel is a
ter if in doubt. Shemite god originally, but legends say
his cult was exiled from Shem after the
god’s nefarious actions. Currently, Bel’s
LIST OF GODS worship is concentrated in Zamora but
thieves anywhere may worship him.
Adonis: A Shemite God, Ishtar’s lover. He is None has ever seen the face of Bel, as
associated with shepherds, the growth of befits a god of thieves, the several idols
plants, seasons and changes. Depictions and amulets depict him variously as a
portrayal him as a handsome, bearded stocky dwarf with a grinning face, a six-
man. Some legends say he was a human armed elephant-man, and a lithe, pan-
once and Ishtar gave him divine rank. therish human wearing a black mask. Bel
(Source: Dumuzid, husband of can only be appeased by a sacrifice of
Inanna/Ishtar in real mythology.) stolen goods.
Ajujo: Also called “The Dark One.” He is a god Bori: The god of Hyperborea. Gundermen wor-
of southern Stygia and the Black Coast. shiped him before their conversion to Mi-
Anu: the god of the sky and universe is wor- tra. Once he was the great chief of the
shiped in Shem, Zamora, Ophir and Hybori who became their god thereafter.
Corinthia. His biggest temple is found in Crom: The main god of the Cimmerians is
Eruk. In theory, he is the main Shemite harsh and unhelpful. He lives in a great
god, and the other gods of the pantheon mountain, and breaths spirit into men at
are his offsprings but Ishtar is far more birth. He cares nothing for his followers,
popular. (Source: Anu was a and being known to send doom and
Mesopotamian god of the sky.) death to any who call on him. Crom
Ashtoreth: A Shemite goddess of war, fertility doesn’t have priests. His afterlife is a
and sexuality. She’s associated with the land of ice, cloud and mist. Crom is the
planet Venus. Some say she is the hand- most popular Cimmerian god, although
maiden of Ishtar. She is often depicted warriors of that grim land have been
naked. Her symbol is a pentagram or star heard to call on others such as Babd,
in a circle, favorite animals are the lion, Macha, Mannigan, Morrigan, and Ne-
horse, sphinx and dove. (Source: Ash- main.
toreth in real mythology.)

23
Dagon: A god worshipped by the Zembabwans. Ibis: Ibis is a lesser Stygian god, an opponent
He is a fertility god of fishermen and of Set. The priests of Ibis were driven
farmers and blesses the weapons of the from Stygia ages ago by the snake-wor-
soldiers. (Source: Dagon, Mesopotamian shipers of Set. Ibis is a god of knowl-
god.) edge, learning and magic. Priests of Ibis
Derketo: Goddess of Shem, Kush, Zembabwe are scholars, sages, doctors and
and Stygia where she’s called whore of diviners. Ibis is not generous with his
Set. Derketo is the goddess of fertility knowledge, but neither is he covetous of
and lust, and her worship revolves it. For those who work long and hard at
around deviant orgies. Worshipers shout research and science, he is a faithful
and dance wildly to the music of flutes, source of information. It is said that Ibis
whirling around with necks bent so that maintains a set of three great books in
their long hair flows out. In their ecstatic which all knowledge is recorded. These
frenzy, they would bite their own flesh books are locked away at the heart of a
and cut their arms with knives until they great crypt. Ibis has fought Set since the
bled. They prefer wearing vivid clothes. first dawn of the Earth. Most of his follow-
In Kush, she is worshiped as “Queen of ers are in Nemedia and a few others
the Dead” and they call her Derketa. elsewhere. Ibis worshipers often try to
Worshipers don’t eat fish. She has only with the attention of clever young people
priestesses. (Source of details: Atargatis who seek knowledge but don’t want or
in mythology.) cannot be priests of Mitra.
Erlik: A Turanian and Hyrkanian god, Erlik has Ishtar: The “Earth-Mother”, the most influential
a solid human body and a monster face, Shemite goddess. The ivory-bosomed
which resembles a pig head. He looks goddess is worshiped in rich temples and
old and has long, curly black hair, a large at lavish shrines with rituals of blood sac-
mustache reaching his ears, and a long rifice and orgiastic frenzy performed be-
beard reaching his knees. His sword is of fore sensuously carved idols of ivory. The
black iron and rides a black bull or a voluptuous temple prostitutes which are
black horse. His totem poles often depict found in Ishtar's temples are well known
a bear. Erlik is the god of evil, darkness, even outside the lands where the god-
diseases and conflicts. He lives in the un- dess is worshiped. Ishtar has female and
derworld with his nine sons and nine feminine or homosexual male priests.
daughters. Worshipers sacrifice mostly Their ceremonies include the blood sacri-
animals, human sacrifices are reserved fice of animals. Alongside love and sex,
for special occasions. During the ritual, she’s associated with divine justice and
they drink from the blood of victims. sometimes with war. Ishtar is worshiped
(Source of details: Erlik in mythology) in Shem, Ophir, Koth, Khoraja, Khauran,
Four Brothers of the Night: Some kind of Argos and Zamora, and has small cults
wood spirits of Pictland. elsewhere. Probably in Punt as well. Her
Gullah / Jullah: The gorilla god of the Picts main temple is in Eruk. Her symbol is an
who call him Gullah. He is also called eight-pointed star and she prefers the
“the Hairy One who lives on the moon.” blue color. (Source of details: Ishtar in
He is worshiped in the Black Kingdoms mythology.)
on the name Jullah. Jhebbal Sag: Ancient god of darkness and pri-
Gwahlur: Portrayed as an obscene and repul- mordial fear to whom once both men and
sive god squatting like a toad on his altar. beasts bowed and whose children still
He is known as the king of darkness. lurk in the dark corners of the world. The
Hanuman: An ape-god who may have been a god’s altars and sacred groves are in the
god of the people of Grondar. His tem- wild and visited by not only people but
ples have a black altar holding his image, animals as well. The beastmaster is wor-
where he receives human sacrifices. His shiped in the Black Kingdoms, as well as
statue sits cross-legged as men sit with among the tribes of the Picts. The age-
hands upon his lap, palms upward, with old Beast Lord sometimes still visits and
taloned fingers. Similarly like a yogi. Wor- takes his pleasure among the females of
shiped in Zamboula, Vendhya and maybe the animal kingdom. Sometimes he
in Afghulistan. mates with a pantheress, doe, or a

24
woman. And from these matings come a tra. Priests use blue flames during cere-
steady supply of exceptional creatures monies. (For inspiration search Apep, his
who are brothers in spirit as well as enemy in real mythology.)
blood. All of Jhebbal Sag’s priests are his Tarim: A Turanian and Hyrkanian god of iron,
children or descendants. He is the lord of blacksmithing, fire, and knower of se-
lesser animal gods like Gullah or Jhil. crets. He is the son of Erlik. Tarim's body
Jhil: the nighted god of ravens. Worshiped by is of iron and has one eye. When Hyrka-
the Picts and in the Black Kingdoms. nians take an oath they do it by swinging
Mitra: A benevolent god who demands much of their sabers (iron) and call Tarim as their
his worshipers. Worshiped widely in the witness. (Source of details: Temir Khan in
Hyborian countries like Aquilonia, Argos, mythology)
Brythunia, Corinthia, Khauran, Nemedia, Yajur: God of Kosala and definitely of the city
Ophir. According to Mitraic belief, each Yota-pong. Maybe his cult can found in
person is called to a virtuous life, and ex- Vendhya, too. Human sacrifices executed
pected to follow the tenets of the faith of by naked hand by twisting heads. Yajur
Mitra, including truthfulness, honor, and loves the blood of the victims so waste
trustworthiness. Telling a lie or betraying isn’t appropriate. Therefore priests of Ya-
a friend are mortal sins. His priests must jur must be very strong (d8+) and skilled
live a modest life. Mitra would have folks in Brawl to perform sacrifices.
stand upright before him—not crawling Ymir: The Frost Giant and the Lord of Storm
on their bellies like worms. Mitra forbids and War. A huge man with snow-white
human and animal sacrifices. The symbol skin and flaming red beard, clad in frost
of the god is the phoenix which has pub- rimed mail, a horned helm and wielding a
lic and secret forms known only by the huge ax. God of Nordheimr, the Vanirs
priesthood. Temples are simple but still and Aesirs. His castle, the Valhalla is said
sublime with their elegant forms and lim- to be located in the far north of Vana-
ited decorations. The priests wage war heim.
on their most ancient foe, the serpent- Yog: The Lord of Empty Abodes. Worshipers
god Set. Heroes with devoted Mitra wor- light fire in his honor – fire that devours
ship should take the Loyal hindrance. human victims. They must consume hu-
Pteor: the monstrous and obscene god of the man flesh often or they are considered
Pelishti, with his exaggerated attributes unclean. Worshiped primarily in Darfar.
reflecting the grossness of his cult. His altars also appear in many parts of
Sculptures are often wrought in brass. the Black Kingdoms.
Worshipers are typically from Western Yun: god in Khitai. The priests shave their
Shem. He has a temple in Asgalun but heads.
the main temple must be in Pelishtim. Zath: The best known of the Zamoran deities,
Set: God of Stygia and the Black Kingdoms the spider god of Yezud city is said to
(where he is known as Damballah), Old walk the earth. It is rumored many giant
Father Set the Serpent controls the faith- spiders live in tunnels beneath the temple
ful through fear and manipulation. His of Zath in Yezud.
clean-shaven and bald-headed priests
deny themselves all material pleasures in Shemite gods: Ishtar, Derketo, Adonis, Anu,
return for power. The mortal enemy of Mi- Ashtoreth, Pteor and Bel in the ancient times.

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