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CONAN

“Know, O Prince, that between the years when the oceans swallowed up Atlantis and the shining cities,
and the years when the Sons of Aryas arose, there was an unimaginable age, filled with splendid kingdoms
that spread across the world like myriads of stars. under the firmament.
Nemédia; Ophir; Brithunia; Hyperborea; Zamora, with its beautiful black-haired women and towers of
mysteries and spiders; Zíngara, with his cavalry; Koth, which bordered the pastoral lands of Shem; Stygia,
with its tombs protected by shadows; Hyrkania, whose knights sported steel, silk and gold. However, the
proudest of all was Aquilonia, who ruled supreme in the delirious west. Conan, the Cimmerian, went there,
with black hair, fierce eyes, sword in his hand, a thief, a looter, a killer, with gigantic attacks of melancholy
and no lesser phases of joy, who humiliated the fragile under his feet. thrones of the earth. In Conan's veins
ran the blood of ancient Atlantis, swallowed eight hundred years before his time by the seas. He was born
into a clan that claimed a region northwest of Cimmeria. His grandfather was a member of a southern tribe
who had fled his own people because of a blood feud and, after a long migration, took refuge among the
people of the north. Conan himself was born on a battlefield, during a fight between his tribe and a horde of
Vanirs. There is no record of when the young Cimmerian first came into contact with civilization, but he was
already a well-known fighter around Council fires before he had seen fifteen winters. That year, the
Cimmerians forgot their fiefdoms and united to repel the Gunderlanders, who had forced their way across
the Aquilonian border, building the Venarium border post and colonizing the marshes of southern Cimmeria.
Conan was a member of the howling, bloodthirsty horde that rose from the northern hills, rushed the
fortress with sword and torch, and drove the Aquilonians beyond their own borders. At the time of the sack
of Venarium, without having yet reached his adult height, Conan was already 1.83 meters tall and weighed
90 kilos. He had the cunning and alertness of the forest man, the iron resistance of the mountain man, the
herculean physique of his blacksmith father and he knew well the use of the knife, the ax and the sword.”

Chronicles of Nemedia

Conan the Barbarian is TM and @ 2002 Conan Properties, INC. CONAN RPG is an adaptation based on the works of Robert E.
Howard for the Daemon System, non-profit, with free distribution on the internet through the website http://www.daemon.com,br.

Acknowledgments:
- Crônicas da Ciméria (www.cronicasdacimeria.com.br), from which various information contained here came -
Mythos Editora and editor Fernando Bertacchini, responsible for the reinvigorated return of Conan's great adventures to newsstands.
- To Cláudio Carina, former editor of the Ciméria magazines, responsible for countless translations of the hero's great sagas.

IMPORTANT: Don't just focus on the content seen on the following pages. There are hundreds of Cimmerian magazines and books
that can further satisfy your curiosity. Furthermore, although they are few, you can find sites about Robert E. Howard's heroes on the
internet that provide much more information.

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INTRODUCTION

Conan the Barbarian is an unparalleled hero. Originally conceived


in 1932 by writer Robert Ervin Howard (that's right, Conan was written
Campaign Type
BEFORE The Lord of the Rings), the barbarian The universe of Conan's stories is populated by a mix of
left literary essays to gain, years later, a of wildness and mystery. Although the nations of the Hyborian Age
space between comic book superheroes. Howard had already are composed of many kingdoms with characteristics that resemble, in
written story about fantastic heroes such as King Kull and many aspects, medieval Europe, we can find many relationships
Solomon Kane (both his creations), but it was with the short story “The between it and the European scenario presented
Phoenix on the Sword”, starring the then newly created Conan in ARKANUN. Thus, we just leave a more gloomy world for a new
da Ciméria, which achieved success. focus where action prevails, added to magic and
The story projected the success of Howard's career, which to everyday dangers in the form of bandits, savages or
immediately continued the saga of the wild hero. In your even monsters that roam the villages, forests and seas.
works, Howard explored every phase of the barbarian's life, from To run a Campaign in the Hyborian Age, you must
his times as a thief, as a mercenary or pirate, until his ascension to the take into account the fantastic and dark climate that surrounds the world
throne of Aquilonia and the struggles to keep the crown. of the Cimmerian. To achieve this, the Characters are able to face
After the tragic death of his creator, Conan had his adventures greater dangers and survive the challenges that will arise.
prolonged by writers such as L. Sprague de Camp and in their lives. The DM may defer to the use of Hero Points (highly
Lin Carter, fans of Howard's stories. Years later, the Barbarian achieved advisable) and adopt a different style of
even greater fame when Roy Thomas convinced Marvel Publishers to construction of Characters, who will start the game with 111 Attribute
publish a comic book featuring the adventures of Conan. The success points (with a minimum value of 5 and a maximum of 20), 6 points of
was immediate. Improvement and can reach a maximum of 600 Skill points.
Combining Roy Thomas's magnificent screenplay with the whimsical
features of newcomer Barry Windsor-Smith, the Cimmerian
began his journey in the world of comics until reaching his
peak in 1974, when The Savage Sword of Conan premiered,
your definitive Marvel solo comic. At this stage of the career of
Barbarian, Roy Thomas partnered with the legendary John
Buscema and, soon after, gaining the assistance of artwork from
Alfredo Alcala and Tony DeZuñiga. This quartet shaped the character
in such a way as to make him so complex and profound that the result
could not be different: a legion of fans to this day
reveres his work in the past.
As expected, Conan arrived in theaters.
And what an arrival! Conan the Barbarian was the title of the film that
dazzled spectators, transporting everyone into the action, the
mystery and eroticism present in the Cimmerian stories. This one
was the hero's peak, which also launched the actor who
played the character on camera – Arnold
Schwarzenneger. The following year a sequel – Conan the
Destroyer – arrived in theaters, but it wasn’t such a good film
as the first. Finally, we eagerly await the start
of the filming of the future King Conan, the third film in the series, the
which is being planned by Schwarzenneger and will certainly have
everything to please the old Barbarian fans.

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Character Creation
PAST HERO POINTS
Imagine what happened to your Character from birth to the start Heroic points function as a boost to the Character's HP. These
of the Campaign. Write the story first, then worry about the numerical are points that can be used in situations involving heroic acts. The
details. Numbers are not important, the important thing is to create a Character acquires them through training in martial arts.
coherent Character. Choose a name, age, place of birth, the name
of your parents and siblings (if you have one), how you grew up, what Example: Andrew has 1 Hero Points, as he has the Hero
kind of education you had, and your goal in life. The Master must Points Enhancement 1 and is at 1st level.
reward a well-constructed story, allowing the Player to use friends
and family as contacts, in case their Character needs help during the
course of an Adventure.
EQUIPMENT AND WEAPONS
A Character's possessions will depend on the history and context
of the Campaign, as well as their profession, contacts, Enhancements
and Skills. The supreme rule of common sense must be followed.
ATTRIBUTES There are serious legal restrictions in this regard, especially regarding
As we are working with a Fantastic Campaign, the Characters automatic weapons!
will have 111 points to distribute across their 8 Attributes, not counting Only Characters who have the Firearms Enhancement can
subsequent modifications. possess weapons. The GM should NEVER let Players choose
Attributes must be distributed according to their weapons, Skills or equipment that are not available in the Campaign
Character conception. What do you imagine he is like? Are you world they created.
strong like a bull, or thin and frail? Intelligent? An expert in acrobatics?
Attributes serve to place your ideas in the imaginary world of your
Campaign... Place these values next to each corresponding Attribute, EXTRAS (OPTIONAL)
where Original Value is written. The second column, Modified Values, This is just a Basic Module, with rules for creating REALISTIC
should only be filled in if the Character has some type of Enhancement, characters, but some DMs like to add supernatural, fictional or
Skill or Equipment that modifies such values (For example, a magical fantastic elements to their Campaigns.
bracelet that increases their Strength to 19 or technological equipment For this, there are so-called EXTRAS, which are unusual abilities
that increases their Dexterity to 16). Anyway, this will only be done that some Characters have. The Daemon System allows many types
later... of Extra Powers, depending on the Campaign you intend to carry
out. All of these extras are 100% compatible with each other (that is,
Test numbers are used to perform tests against a given Attribute. if you want to run a Campaign that has PSI and Faith powers, just
To find the Test Value, multiply the Attribute by FOUR. use the books that contain rules for these extras).

In addition to books, you can find many other options for your
games. Among them, we can highlight:
COMBAT SKILLS
Just like normal Skills, Combat Skills are purchased with Skill - Medieval Fantasy Races (TORMENTA, ARCADIA),
Points. The difference between these Skills and normal Skills is that - Magic and Occultism (ARKANUN, DARKNESS),
combat skills have TWO values: the attack value and the defense - Mystical Rituals (GRIMORY)
value. All Characters start with the DEX/DEX Brawl Skill, but you can - Powers of Faith (INQUISITION)
increase it with Skill Points. Examples of Combat Skills include Martial - Angelic Powers (ANGELS),
Arts (Karate, Judo, Aikido, Kung-Fu, Jiu-Jitsu, Capoeira, etc.) and - Demonic Powers (DEMONS),
Melee Weapons (Sword, Axe, Dagger, Spear, etc.) - Vampiric Powers (MYTHOLOGICAL VAMPIRES),
- Mortuary Powers (UNDEAD)
- Monsters (MONSTERS GUIDE),
- Magic Items (MAGIC ITEMS GUIDE),
PVS, IP - Medieval Weapons (MEDIEVAL WEAPONS GUIDE)
Now it's just a question of math. Hit Points are equal to the sum
of Strength plus Constitution divided by 2 and rounded up. Remember
to add 1 point per Level. The Protection Index (IP) depends on the
armor the Character is wearing. Each armor has an IP and a penalty
to DEX and AGI.

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Basic Attributes
Attributes are numbers that convey a character’s characteristics
to the game. These numbers tell how the
MENTAL ATTRIBUTES
character is, compared to other characters and creatures.
The Attributes presented here are compatible with
Intelligence (INT)
ARKANUN, DARKNESS, INVASION, ANGELS, DEMONS and
VAMPIRES, as well as all RPGs released by Daemon Editora. Intelligence is the ability to solve problems, no more
There are eight Attributes, divided between Physical and Mental. The and no less. An intelligent character is better able to understand what is
Physiques are Constitution, Strength, Dexterity and Agility; the mental ones happening around him, and does not allow himself to be fooled so much.
are Intelligence, Willpower, Perception and Charisma. easily. Also deals with memory, ability to abstract
concepts and discover new things.
During character creation, each player starts with
a certain number of points, according to the type of
campaign, to distribute among these Attributes.
Willpower (WILL)
This is the character’s ability to concentrate and determine. High
PHYSICAL ATTRIBUTES Willpower will make a character resist things like torture, hypnosis,
panic, temptations, and
mind control. The DM may require Strength Tests
Constitution (CON) Willingness to check that a character is not terrified
Determines the character's stamina, health and physical faced with a frightening situation. It is also related to Magic and
condition. In general, a character with a low value in psychic powers.
Constitution is puny and ugly, while a high value guarantees
a good appearance – or a brutish appearance, you decide. This
does not necessarily mean that the character is
Charisma (CAR)
strong or weak, this is determined by Strength. Determines the character's charm, his ability to make other
The Constitution determines the amount of Life Points – people like him. A high value in
the higher the CON, the more VPs the character will have. Also Charisma doesn't mean he's handsome or anything like that, just
serves to test the character's resistance to poisons, fatigue and nice: a professional model who has high Constitution and low
harsh weather. Charisma would be an insufferable bore; an ugly and wizened but
friendly little guy could gather loads of
Strength (FR)
friends around you. Charisma also represents the ability
Determines the character's physical strength, ability of a person's leadership.
muscle. The Force doesn't have as much influence on appearance Charisma also defines a character's Luck. No
as for the Constitution – a skinny karate fighter can There is a Luck Attribute, but in complicated situations, the player
be strong enough to break piles of bricks, but a can ask the Master to test his Luck. After all, people with “high spirits”
muscular bodybuilder could hardly match the feat. tend to be more fortunate
Strength, like Constitution, has influence on the calculation of Hit than the grumbling pessimists.
Points. The higher the FR, the more HP a character will have.
Strength also affects the damage he is capable of
cause with melee weapons, and maximum weight that can
Perception (PER)
carry or hold (for a few moments), as shown in the It is the ability to observe the world around you and perceive
table on the next page. important details – like that gun barrel showing
at the curve of the corridor. A character with high Perception is
always attentive to strange things and almost imperceptible details,
Dexterity (DEX) while the subject with low Perception is distracted and flighty.
Defines the character's manual skill, dexterity with
hands and/or feet. Does not include body agility, only manual
TEST NUMBERS
dexterity. A character with high Dexterity can better handle weapons,
use tools, operate delicate instruments, shoot a bow and arrow, grab At any point in the game, the DM can require a player to make
objects in mid-air... an Attribute Test to find out if they are capable of making
something. The Attribute tested will depend on the nature of the action:
breaking down a door will require a Strength Test; draw one
Agility (AGI) map requires a Dexterity Test and so on...
Unlike Dexterity, Agility is valid not only To test them, you need to find the Test number.
for things done with the hands – but for the whole body. With This number is equal to the Attribute value multiplied by four, and is
a high Agility value means a character can run faster given as a percentage, normally somewhere between 40% and
faster, balance better on a wall, dance more 120% (it's ok if it goes above 100%). This will be the number of
grace, dodging attacks... It is important to recognize the difference Test, in percentage. Note the Test numbers next to the
between Dexterity and Agility for game purposes. Corresponding attributes on the character sheet.
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Skills
Ancient Languages (0) [Atlantean, Lemurian, etc].
INITIAL VALUE Manipulation [empathy (CAR); hypnosis (0); questioning
The name of some skills or subgroups may be followed by a (INT); intimidation (WILL); lip service (CAR); leadership (CAR);
basic Attribute (CON, FR, DEX, AGI, INT, WILL, CHA morning (CAR); seduction (CAR); torture (INT)].
or PER). The character starts with an initial heat equal to that of the First Aid (INT).
Corresponding attribute in these skills and does not need to pay Navigation (INT)
skill points to be able to use them. Whenever a Negotiation [evaluation (PER); bargain (CAR)].
Skill has subgroups, the character must necessarily Research/Investigation (PER).
specify which subgroup(s) within the skill (represented by the skills in Trace (PER) [jungle, desert, mountains, swamps, specific planets].
brackets [ ] ) the character has.
The way the examples are arranged: Survival (INT) [jungle, desert, mountains, swamps,
specific planets].
Name (Initial Value) [Subgroups (Initial Value)]

ADDING SKILLS
What do the values mean? This list, although extensive, by no means covers all the possible
Up to 15% Curious. Heard about it somewhere. professions that a person could learn. Feel free to develop your own
15 to 20% Newbie. You're starting to learn. skills by adding them to the list on the opposite page. Just be careful
21 to 30% Practitioner. Use this skill daily. when putting the new skill (or one of the skills from this
31 to 50% Professional. Work and depend on this expertise.
51 to 60% Specialist. list) on your character sheet to see if it matches
above 60% One of the best in the area. with the time and space in which he finds himself.

IMPORTANT: A minimum spend of 10 points is mandatory


in each new skill. The player can only choose skills that
are compatible with the character you choose. All
Skills must be approved by the DM. A character cannot use
a skill if he has 0% in it,
because this means that he has no knowledge in that
specific area.

List of basic skills:


Animals [animal care (INT); training
of animals (0); mount (AGI); tames (0)].
Traps (INT).
Melee Weapons (DEX) [daggers, knives, swords, batons,
axes, maces, flails, spears].
Burglary (DEX).
Arts [architecture (0); performance (CAR); handwriting (DEX);
corner (CAR); art criticism (INT); cooking (PER); dance
(AGI), drawing and painting (DEX); escapism (DEX); es-
culture (DEX); musical instruments (DEX); jewelry
(0); sleight of hand (DEX);].
Camouflage (INT).
Sciences (INT) [anthropology; archeology; astrono-
meow; botany; physical; genetics; geography; geology;
heraldic herbalism; history literature; mathematics;
meteorology; theology; zoology].
Forbidden Sciences (0) [alchemy, occult, de-
demons, rituals, necromancy, undead].
Disguise (0)
Sports (acrobatics (AGI); throwing (DEX);
swimming (AGI); jumping (AGI); hunting (DEX); fishing (DEX);].
Tag (0) [nobility, clergy, black market].
Forgery (0) [art, signatures, documents].
Steal (DEX).
Stealth (AGI).
Languages (0) [aquilonian; Kothian; Hyrkanian; Khitaian; etc].

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Enhancements
Enhancements are those personal touches in your
CONTACTS AND ALLIES
Character's life, quirks, mannerisms and characteristics that
make them unique. Enhancements are divided into points, Remember that these allies can die over time (well, even
which reflect how powerful these merits are. Thus, those that supernatural beings can die...). When this occurs, it is assumed
cost 1 Point are more common than those that cost 3 or 4 Points. that the character has acquired another ally in the same
In terms of rules, each Character starts the game with 6 branch, or has come to know his descendants or his successor
Enhancement points that can be spent as the player wishes. (meaning that the Enhancement is not lost).
The Master must always remember that the character's
These points should not simply be “spent”, but the Master contacts and allies also have their own problems, not always
and the Player need to roleplay HOW and WHEN their being available to their character whenever a problem arises
Character achieved these characteristics. The points must be and that they will also occasionally demand favors or ask for
part of the Character's Background and not just be “advantages” help from him (this can be used as a source of adventures by
and “disadvantages”. the Master). 1 point: An
Remember that to have access to a level 2 Enhancement important ally. 2 points: Two
you must have that same Enhancement at level 1. You spend important allies. 3 points: Four
an Enhancement point to increase an Enhancement by one important allies. 4 points: Eight
level. important allies. 5 points: Fifteen
Characters can choose up to 3 (three) Negative important allies.
Enhancement Points. These points can be used to buy Positive
Enhancement Points, or even to complete the value of Skill
CLERGY
Kits, on the basis of one Negative Point for each Positive
Point. 1 point: The character is a priest or cleric responsible for a
small temple in a village or small town. The priest is responsible
for the good conduct of the faithful and the organization of the
LIBRARY
community.
The character has a vast library in his refuge, received as 2 points: The character is a bishop or cleric responsible for
an inheritance from his Mentor, stolen, acquired, or even a region or county. He has a reasonably sized temple in a
created by himself in his good days as an apprentice. larger city, and takes care of broader matters, such as
If the character is in a position to consult it, the library will organizing groups of paladins to carry out missions and must
increase the undead's knowledge on some subjects. A library supervise the progress of the priests in
only has knowledge studied in books. his region. 3 points: the character is an archbishop or high
priest responsible for a large area and the various temples
In game terms, the library will triple, up to a maximum of contained within it. It has a notable influence on regional politics.
90%, the value of some Skill Subgroups, always related to
knowledge. The player must specify during Character Creation
which subgroups the library has. They can be Subgroups of MILITARY FORCES
several different Skills. 1 point: the library deals with 2 They are equipped and armed men who defend their
Skill Subgroups. 2 points: 6 Skill Subgroups. 3 points: character. They can be regular armies, paramilitaries, elite
10 Skill Subgroups. 4 points: 14 squads, private armies or others. Soldiers do not need to stay
Skill Subgroups. 5 points: 20 Skill where the character is. These can be soldiers who receive
Subgroups. orders directly from the character, or from one of his pocket
generals.
1 point: 15-20 people.
2 points: 30-40 people.
BUREAUCRACY, POLITICS AND GOVERNMENT
3 points: 60-80 soldiers.
It includes maintaining bureaucratic control over the 4 points: Small troop of mercenaries. 5
region, no matter what means. It could be controlling the points: Company with 100-150 well-trained agents.
mayor, bureaucrats, secretaries, notaries, etc. Allows the
character to bend (or even change) the laws and rules that make up a society.
CHURCH
1 point: A
neighborhood. 2 points: Some neighborhoods or Control over the clergy, priests, bishops, faithful, activists,
a small city. 3 points: A metropolis or several small witch hunters and, depending on the time and place where
cities. 4 points: A state or you are playing: Templars, Inquisition and religious military
region. 5 points: Two or three states or a large region. orders. 1 point:
A neighborhood (priests of a church). 2
points: A small town (a cathedral). 3 points: A
metropolis or small cities (The cathedral). 4 points: A state
or region (Bishops).

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1 point: Recognized leader of a neighborhood.


COVENANT
2 points: Some neighborhoods or a small city. 3 points:
1 point: Pacts with very powerful entities can be a great source A metropolis or several small cities nearby. 4 points: A state or
of power, if you are willing to pay the price. Demons from Infernun region.
always need mystical energy to stay alive on Earth. Some wizards
offer part of their energy (Attribute points, Magic points, Skill points,
their soul, etc.) in exchange for riches, power or the cure of an illness.
IRON HEALTH
1 point: your Character recovers 3 Life Points every two days,
instead of the normal two. Hero Points are restored normally (one
Benefits may include rituals, a magical weapon, cure of an illness, per day). Furthermore, he normally never becomes sick or disabled
exorcism of a demon, more power within the Church or Secret and has a natural resistance to common illnesses.
Society, etc. Note that pacts are very dangerous to make, because
when you are desperate, you accept whatever is offered, and pay
what is stipulated.
AMBIDESTRIA
2 points: the Character can handle weapons and instruments
FAITH POINTS with both the right and left hands, with equal efficiency. You can also
In game terms, Faith represents the small miracles that a use two melee weapons at the same time.
dedicated character can achieve, through devotion to an entity (any time if they are small enough for one-handed use. Bows,
type of deity that can grant these small miracles to its worshipers, crossbows, spears, most axes and hammers and great swords are
such as Mithra, Ishtar, Crom or others). The purchase of Faith Points excluded from this category. A
must be authorized by the Master. Ambidexterity only affects Skills based on Dexterity, not Agility:
boxing, martial arts, and others do not receive benefits from
Some of these small feats include Warding Off Undead, ambidexterity.
Increasing Physical Attributes, Healing, Creating Holy Water
and Control Undead. For more details on how a character's Faith
works, consult the RPGs ARKANUN, DARKNESS or INQUISITION.
ALCOHOLIC
-1 point: the character is addicted to alcohol, or a specific drink.
1 point: Follower. 1 point of Faith + 1 every 2 levels. 2 Whenever he is near the drink, the DM must require a WILL Test if
points: Faithful. 2 Faith points + 1 every 2 levels. 3 he wants to avoid it. For a drunk character, ALL Tests are Hard.
points: Enthusiastic. 3 Faith points + 1 per level. 4
points: Fanatic. 5 Faith points + 1 per level. 5 points:
Radical. 7 Faith points + 1 per level.
OFTEN
-1 point: The Character has taken a vow of chastity, denying
HERO POINTS himself carnal pleasures. Breaking this vow will cause problems for
Heroic Points function as additional Life Points that a character the Character of psychological proportions (remorse, self-punishment,
has, but which can only be spent when he performs heroic acts suicidal tendency) or social proportions (being expelled from a sect,
(during a fight with more than one opponent, when falling from a for example). The reasons for this must be explained in the character's
window, attacked by the breath of a dragon). gon, receives arrows background.
or other acts worthy of an Adventurer).
It is up to the DM to approve the use of Hero Points in a
campaign. Thus, if it allows the use of Hero Points, both characters
SKEPTIC
and NPCs will be able to have them. Characters who receive Hero -1 point: the character simply does not believe in anything
Points according to their level may NOT use this Enhancement supernatural. No one will be able to convince you that that guy with
under ANY circumstances. bat wings and big horns was a demon, or that that flying object was
For more details on how Hero Points work- really a flying saucer.
cos, see the RPGs ARKANUN, DARKNESS or TORMENTA. 1 For everything he looks for “scientific” and sensible explanations.
point: Brave. 1 Hero Point per level. 2 points:
Valorous. 2 Hero Points per level. 3 points: Intrepid.
3 Hero Points per level. 4 points: Hero. 4 Hero Points
TERRIBLE LOSS
per level. -1 point: the character lost someone they loved very much, such
as their parents, a spouse, a child or even their entire family. He
witnessed their death, or was the first to find their bodies. This
STATUS shattered his sanity, leaving profound consequences to this day.
Indicates reputation and Status among supernatural beings When the person is lost and mentioned, the character must make a
(other undead, demons, angels and wizards). The more Status your WILL Test to avoid becoming catatonic for 3d6 rounds.
character has, the better treated (or more feared) by other NPCs he
will be. Status works as a kind of fame that precedes the character's
name.
Characters with Status can obtain favors more easily and apply But nothing stops you from using or creating new Enhancements
their orders more effectively within their area of influence. or any Enhancements from any other Netbook or official Daemon
book!!!

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Testing and Combat Rules


No matter how cautious your characters are, no matter how
Christopher Slader knows how to move in silence. Your walking
careful they are, at one point they will be forced to face someone.
silently skill is 25%. If he is trying to move without making any noise,
Violence never solves anything (especially when your enemy is an
the DM rolls the dice secretly (Christopher may THINK he is silent
army of Templars armed to the teeth), but sometimes, it can be the
and the demon won't hear him, but...)
difference between having lunch and being lunched. To do this, it is
necessary to define the rules for combats and tests.

The rules are very simple, as in this game, solving puzzles and Endurance Tests
problems is privileged, and not who has the most brute strength
Resistance Tests are used more than common Tests. In these
(you can tell who the experienced players are by their points in
Tests, the skills or Attributes of two sources are compared: one of
Perception and Agility, and the novices by their points in Strength
them is called the active source. It's whoever is trying to carry out
and Constitution).
the action. The second is the so-called passive source. It is who is
resisting the action. To compare values, use the table on the
Testes following page.
To consult the table, it is very simple. Just compare the active
When you decide that your character is going to throw a rock at
Attribute with the passive. The result is the base Saving Throw
an inquisitor's head, you need a mechanism for the DM to know
value. It can still be modified by external forces (at the DM's
whether you got it right or not, and continue the adventure based
discretion).
on that. This mechanism is called Testing. In Arkanun, characters
The following formula can be used:
have 8 Attributes, with values ranging from 3 to 18 (or more). This
Chance (%) = 50 + 5 x (Active Source – Passive Source)
is called the Attribute value.
The Test value in an Attribute is equal to 4 times the Attribute's
Morricane, a wizard who possesses the Paths of Water and
value, in percentage.
Darkness, poisoned, using an oriental spice as a fetish, a glass of
To make a Test, the player rolls a 1d100 (two d10s, one being
water that an adventurer was drinking.
the ten and the other the unit). If the value launched is EQUAL or
Morricane had 2 Dark Focus and 2 Water Focus, totaling 2 Poison
LESS than the Test value, he will have managed to accomplish the feat.
Focus. The DM rolls 2d6 and rolls 8 (3+5). If the adventurer's
Constitution is 15, according to the table, he will have an 85%
Ocklen has Dexterity 14. His number of Tests will be 56% (14 x
chance of resisting the poison.
4). If he throws a chair at the group of hunters chasing him, the
player must announce his intention. Then roll 1d00: “20”. Blam! The
Christopher Slader, an Irish deminich, creates a tentacle of
chair is broken when it hits the stone walls of the castle.
shadows with 8D strength, and grabs Villefort, a Templar, with 16
Strength. The first time the monster casts the spell, the DM must
roll 8d6 and add their values together (1+1 +2+2+3+3+4+5 = 21, for
Easy and Hard Tests example). The templar will have a mere 25% chance of breaking
free each round if he focuses on it.
There are three Test categories: Normal, Easy and Hard. A
Normal Test is made with the normal skill value. A Hard Test will
Ocklen and Morricane will fight in an arm wrestling match.
be made with only HALF the skill value and an Easy Test with
Ocklen has Strength 14 and Morricane has Strength 17. Firstly, a
DOUBLE the value. The Master must assess the situation and
challenger is assumed. Ocklen. Crossing columns 14 and 17 gives
weigh all the elements that could help or hinder the action.
35. This is Ocklen's chance to win the dispute.

Ocklen, a zombie in the service of his necromantic mentor,


In Skill X Skill Tests, the math is even simpler:
approaches a group of Luvithy's Followers with a staff in hand. The
Chance (%) = 50 + Active Source – Passive Source
distance between Ocklen and his opponents is still very large
(increases difficulty). Furthermore, it is very dark, and he can only
For values above 29, subtract the active value from the passive
see black figures (increases the difficulty).
and multiply by 5, this will give the chance to perform a successful
Resistance Test. If the value falls into the automatic success region,
The DM decides that it will be a Hard throwing Test, as the
no dice need to be rolled. If the value falls into the region of
disadvantages are greater than and more numerous than the
automatic failure, he will not be able to achieve his intention.
advantages. Your Test number will be 56 divided by 2 = 28%.

Tests are also performed for normal skills.


In this case, the skill value itself is equivalent to the number of Adding Forces
Tests. When a player wishes to make a Test in a skill, the DM must
To add strength (or any other Attribute that is relevant), add
add or subtract the bonuses and penalties and then make the Test.
half of each Attribute helping the GREATER-OR of all Attributes
Tests must be made by the Master, because in case of failure, the
involved in the action.
player will not always know that they made a mistake.
In the case of Strength, to lift, push or whatever the situation
may be, limited by the size of the object and the conditions

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tions (sometimes too much help gets in the way). 2 or 3 are the maximum 1 – Players announce their intentions.
that one door allows, but 10 to 15 people can try to push a bus. All players tell the DM what, how, and what
Round Auxiliary Forces up. O way they intend to perform their actions during the combat round.
The group can make one attempt every 10 minutes (one attempt It doesn't matter in which order the players announce their intentions,
means trying as hard as possible for each person in the group). as long as they are quick. The Master must give each
one of the players for about 10 to 20 seconds. If the players cannot
Morricane, Marc, Eddings and Kurak find a statue decide or take too long, the DM must
bronze fallen in the center of a room and decide to put it back assume that they won't do anything that round (after all, counting is a
back to the altar. The statue weighs 300 kg, or the equivalent of 22 fight, not a game of chess).
points (see table on page 999). Marc has Strength 12, and his The DM must also decide what the NPCs will do, and
fellow Forces equal to 17, 14 and 8. The greatest of the Forces is 17, and the before the characters, but still should not advertise to them
auxiliaries 14, 12 and 8. The sum of the four Forces is equivalent to your decisions.
17 + 7 + 6 + 4 = 34 points. The group's chance to place the statue
instead it is automatic (34 – 22 = 12, which multiplied by 5 2 – All players play their initiatives.
leads to 60. These added to 50 give more than 100%). All players (and the DM for each of the NPCs involved in combat)
roll 1d10 and add it to Agility. This one
Josef is trying to carry an injured comrade outside is the character's initiative value. The actions announced on 1
from a temple belonging to the priests of Chronos, but he is also very are resolved in descending order of initiative values
injured. Josef has Strength 14 and his companion weighs 65 (equal values are treated as simultaneous actions).
kg (Force 15). Josef's chance to drag his friends to
outside the temple is 45%. If Mickel (who has Strength 12) helps you, 3 – All characters make their attacks or actions.
they will now have combined Strength 14 + 6 = 20. The chance will be All characters involved make their attacks, their
now has a 75% chance of carrying it (20 – 15 = +5. These 5 x 5 are actions or use their spells, according to the order in which they are
equal to 25. 50 + 25 = 75). initiated. Details on how to make an attack will be discussed
further up.

Combat 4 – Calculate hits and damages.


All hits are checked and damage is calculated. Details
Combat is quite simple. To better understand it, let's divide the Damages and protections will be discussed later.
combat into phases and explain each one. During each round of After these four steps, it is verified which characters are
combat, all four phases occur in this order. surviving nations that intend to continue in combat.

1 – Players announce their intentions.


2 – All players play their initiatives.
3 – All characters make their attacks or actions.
4 – Calculate hits and damages.

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What can you do in one round?


Damages and Protections
One round, or one turn, lasts about 10 seconds. Each player
has the right to do one action per round, except in some cases We've already checked if you managed to hit your target. Now
(some rituals allow the player to do more than one action per comes the damage part. Normally the damage is done by the type
round in short periods). of weapon you are using (sword, axe, spear). To do this, it is
An action can be: - checked whether the hit was critical or not. Then you roll the dice
Open a door, trapdoor or window. and calculate the damage.
- Make an attack (or two, depending on the skills the character This is called gross damage. After this, deduct the IP value of
has). the armor the target has (vest, armor, leather skin, cuirass). Then
- Drink a potion or elixir. apply damage, subtracting the target's HP.
- Talking to someone (this involves asking and waiting for a
response, not just shouting orders). When hitting Ocklen with the short sword, Morricane does 1d6
- Perform spontaneous magic. (5) damage. As Ocklen uses a Brigantina, with Protection Rating
- Perform a Ritual or part of it (some rituals take several 2, the damage is only 3.
rounds, or even hours).
- Apply first aid.
- Take a Skill Test. Impact Damage
- Get up from the ground and position yourself in a fighting position. Even if the defender manages to make the save, or even if
- Pick up a fallen object and place it in position for use (a his armor absorbs all the damage from the blow, the defender will
weapon or shield, for example). still suffer what we call Impact Damage. No matter the character's
- Move up to AGI meters, maintaining defense position. protection, defense or skills, once the blow is landed, he will suffer
at least 1 point of damage (plus strength bonuses), resulting from
the impact of metal on metal, or the sword on armor.
How to make an attack
All characters have some weapon skills. Remember that even under the most complete armor, enduring
All these skills have two values, for example Machado 40/40. a hammer blow to the chest from a 3m tall giant must still hurt.
These values are respectively attack and defense. For fights
between two or more characters, first check whose action it is.

The attacker rolls 1d100 and tries to get a number EQUAL or Optional Rules
LESS to the attack value. Values greater than or equal to 95 are
ALWAYS considered failure, even if the bonuses and modifiers Aiming A character can spend one or more rounds aiming at
raise the attack and defense values above 95. If the attack his target. When doing so, the character receives a +20% bonus
succeeds, it is the defense's turn to try the same luck. to the ranged weapon skill he is using. Remember that long-
distance weapons do not allow defense for the target.
After defeating Morricane in arm wrestling, Ocklen made a
snide comment about the state of his clothing. Morricane decides
to take satisfaction with his opponent and after a few minutes Choke Damage A
and several insults, both draw their weapons. Morricane attacks human character unable to breathe can withstand up to CON/
with his short sword, which he wields with skill 53/38. The dice 2 rounds without taking damage. After this time, he must suffer
are rolled for Morricane's attack (64) and he misses. 1d6 points of suffocation damage per round, with the right to a
Ocklen counterattacks with a club. Ocklen has less experience CON Test to reduce the damage by half.
(club 30/40) and more luck (rolls 21). Fortunately Morricane
recovers from the error and narrowly manages to block the attack (37). Falls
Morricane tries again, now more calmly and hits the shot (44) There are two ways for a character to suffer a fall: intentional
that Ocklen doesn't block correctly (60). or accidental. In cases of an accidental fall, the character does not
expect to suffer the fall and his muscles were not prepared to
absorb the impact. The damage is 1d6 per meter of fall.
Attacks with more than one combatant A jump allows the character to cushion the height with a good
It happens exactly like individual combat, except that the movement of the legs. If you pass the AGI Test, you reduce the
defender can only make ONE defense, or divide his defense value damage by 1d6 for each character's comparison die. Remember
between the attackers (the defender chooses how to divide but that humans have 3 comparison dice, while undead, angels, and
BEFORE the attacks are made). demons can have 4 or more comparison dice.

Critical strike Dying If


Divide the attack value by 4, rounded up. If the attacker the character reaches zero or less Life Points and is not
manages to roll a value below this, he is said to have scored a treated, he will lose one life point per round until he reaches –5. In
critical hit. The critical hit adds nothing to the attack, but the this case, the character will be permanently dead.
damage is rolled TWICE and added together (think of it as hitting
the opponent's throat or some other vital point, heart, lungs or
head).

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Age of Conan
Twelve thousand years ago, in a period recorded by History as 15,500 BC - Acheron was formed by rebellious Stygians. Zhemri
Neolithic, when homo sapiens already had a certain community begins the restoration of its ancient culture. The Picts moved west to carry
organization and structured language, perhaps there was a out the Hyborian and Acheron expansion.
It was where barbaric nations and civilized kingdoms co-existed amid Atlantean apes begin to move north. Wild
to chaos and splendor, to magic and the power of steel, to the real and the nomads, the sons of Shem head to the eastern border of
unthinkable. This Age was called Hyborian, but it did not come Stygia. First Hyborian constructions with stone.
actually exist, because it is a fiction (and that is really a 15,400 BC - Hyperborea comes into existence. Wars isolate people
pity). The Hyborian Age was the creation of Robert Ervin Howard. Black Kingdoms.
He imagined and shaped it according to customs and events 15,000 BC - Zamora is founded by descendants of the Zhemri.
that generated our own known history, cannibalizing and Khitai is founded by descendants of the Lemurians. Picts are
amalgamating facts, nations, names and events from prehistory and pushed to the West Coast. Stygia dominates the plains of
ancient and medieval history into a single environment, in a single Shem. Most of the Hyborian kingdoms begin to take shape.
era; and in this context he inserted the greatest character that his 14,400 BC - Atlanteans begin a stage of development from which
fertile mind had already conceived: Conan of Cimmeria. they begin to be called Cimmerians. Koth
This “Pseudo-Era” served as the background for the adventures of It is made up of scattered Hyborians.
the barbarian hero, and, as it is evidently based on the history of humanity, 14,300 BC - Acheron allows the advance of Hyborians
it seems so real to us. Conan - originating scattered to attack Stygia and conquer the plains of Shem.
from a barbaric and icy nation - he was a gigantic adventurer, Hyperborea is dominated, but its name is retained. Kush comes into
with a warlike and eloquent spirit, who became king of the most powerful existence as a result of a half-century war between
western Hyborian kingdom, known as Aquilonia. Your black tribes.
crown was won with blood and steel after many adventures and battles 14,200 BC - A Pictish tribe invades the Zingg Valley. Wild
during his first forty blondes from the north begin moving further north.
years. During this time as a barbarian adventurer he traveled through 14,100 BC - Zingara is formed by a tribe of Hyborians
almost all the Hyborian kingdoms, by savage nations and by nomads who invade the Zingg Valley. Shem declares independence from
unknown countries, lost in time and space. Sold Stygia. Stygia does not recognize Shem. Kulalo is formed
his sword in armies, did business (most of them illegal), on the Southern Coast.
He met many women and taverns, confronted many demons and saw, up 14,000 BC - Steel is discovered and its use soon spreads among the
close, many horrors that would madden any mortal mind – except that of main kingdoms. Koth and Ophir are formed by the
the Cimmerian! Hyborians who attacked Stygia. Ophir is strongly influenced by
Acheron. Koth is pressured so much by Acheron's influence
like Zamora. Corinthia is formed by the original Hyborians.
Cronologia da Era Hiboriana
13,800 BC - Britunia is made up of scattered Britunians
This chronological picture of the Hyborian Age is the result of From north. Shem advances into Stygia beyond the river Styx.
a thorough research by the American Mike McCoy that covers, in detail, 13,600 BC - Darfar and Keshan form along the border of Kush. The
peoples, societies and religions of the barbarian era. Cimmerians progress faster than the Picts.
Without a doubt, it is a contribution of great value to situate ourselves in 13,100 BC - Acheron is destroyed by the Hyborians and the Grand
the fascinating creation of Robert E. Howard. Alliance of Khossus V. Kushan and Vhendia are formed by
descendants of the Lemurians. Newly formed kingdoms of Atália
18,000 BC - Pre-cataclysmic Era. and Kordafa start bloody wars.
17,800 BC - First cataclysm. The islands of Atlantis and 12,900 BC - Aquilonia recovers much of the ruined Acheron.
Lemuria sink, the Pictish islands become mountains, the people Bossonian Swamps, Gunderlândia, Britunia, Corinthia and
Lemurian is enslaved by the “Old Race”. Ophir grow in size. Bloody black conflicts with
17,500 BC - The Atlanteans regress into savagery: Evolution no clear winner.
picta is stagnant. Zhemri, a non-Valusian nation, progresses 12,500 BC - Meru appears. The blond savages of the north expel all
to the south, unharmed. tribes except those covered by the kingdom
16,800 BC - Atlanteans regress to the nomadism of ape-men, devoid of Hyperborea.
of human language. Picts maintain human language and live in scattered 12,200 BC - Nordheim is made up of blonde savages. A
clans in the southwest. Cimmeria is formed by the descendants of the Atlanteans.
16,600 BC - The Lemurians rebel and defeat their 11,700 BC - Nordheim is divided between the red-haired Vanirs of
enslavers, the “Old Race”. Vanaheim and blond aesirs of Aesgaard.
16,500 BC - The survivors of the “Old Race” move west and 11,500 BC - Descendants of the Lemurians unite and found Hyrkania.
encounter a pre-human civilization. You
Northern Hyborians grow in population. 10,000 BC - Conan is born, from Cimmeria.
16,200 BC - Survivors of the “Old Race” dominate the 9,800 BC - Aquilonia annexes Argos, Ophir, Western Shem and
pre-human civilization, replace and modify its culture. AND Zingara. Corinthia, Koth and Eastern Shem start paying taxes to Aquilonia.
the beginning of the Dark Kingdoms.
16,000 BC - Stygia is formed by the survivors of 9,700 BC - Hyperborea declares war on Aquilonia and is defeated
“Ancient Race”. in the plains of the Border Kingdom.
15,800 BC - The Hyborians begin moving south.

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9,600 BC - Britunia, Koth, Nemédia and Zamora form an alliance It extends from central Hyperborea to northern Stygia, all of Zamora,
with the intention of destroying Aquilonia. 9,500 Britunia, the Border Kingdom, Corinthia, Eastern Koth, and all the
BC - First Hyrkanian invasion. Knights of Turan var- lands of Eastern Shem to the Vilayet Sea. The borders of Cimmeria
rem Corinthia and Zamora, but are detained in Britunia by Aquilonia. remain intact. Nemédia, dominated by Aesir mercenaries, resists all
9,300 BC - Zamora is reconquered from the Hyrkanians. Second invasions. 8,900 BC - Beginning of the Norse
and third Hyrkanian invasions. glaciations. 8,700 BC - Aesir invades
9,200 BC - Aesir pushes back the Hyperborean border. Stygia HYperborea. Nemédia is ruled by Aesir mercenaries. 8,500 BC -
pays taxes to Aquilonia. The Picts grow in population and power. Cimmerian invasion. No army or city can resist it. Cimmerians destroy
Cimmerians plunder Aquilonia, Bossonian and Pictish Marshes. Gunderland and Nemedia, cross Aquilonia and defeat the Hyrkanian
9,120 BC - Arus the Nemedian meets Gorm the Pict. You army in Britunia.
Picts learn mining, metallurgy and forging iron.
9,110 BC - Bossonian Marshes are devastated by Shemites. 8,450 BC - Hordes of Aesirs and Vanirs follow the Cimmerians
Pictish invasion takes over the Bossonian Marshes and advances into and take Nemedia. The Pictish Empire trembles at this invasion. 8,400
Aquilonia. Corinthia, Shem and Zíngara break Aquilonian hegemony. BC - Nemedians flee to Koth, expel both Picts and Hyrkanians,
Aquilonia summons legions from all parts of the empire to fight the and help Shem do the same. Stygia is besieged by Dark Kingdoms.
Picts. 9,105 BC - Cimmerians take advantage of 8,350 BC - An Aesir tribe
the chaos to sack the cities, destroy plantation areas and return to expels Hyrkanians from Britunia. 8,300 BC - The Norse invasion
the plains. The Aquilonian Empire collapses amid blood and flames. forces the Hyrkanian Empire to retreat to the Vilayet Sea.
Hyrkanian invasion of Turan takes Zamora. Hyrkanian invaders from Cimmerians destroy ancient kingdom of Turan and settle on the
the north of the Vilayet Sea join Turan's forces. southwest coast of the sea.
8,275 BC - A Vanir tribe surrenders Stygia and builds an empire
9,100 BC - Hyrkanian invasion surrenders Britunia, devastates to the south.
Southern Hyperborea and Corinthia. Cimmerians are driven into the hills. 8,200 BC - Picts still hold Aquilonia and most of Zingara. Nomadic
Shem conquers Koth. Stygia repels Shemite invasion. tribes of Aesirs, Hyperboreans, and Vanirs live south of the Arctic Circle
9,095 BC - Picts become hegemon of Aquilonia. to Zimbabwe and from East Shem to the Vilayet Sea. There are no
Zingaran refugees are settled in Zamora by Hyrkanians. 9,080 BC - cities left except Stygia and Shem.
Argos collapses before Pictish invasion. Picts encounter 7,000 BC Second cataclysm. The West Coast sinks along with
Hyrkanians from the plains of Ophir. Hyrkanians devastate Stygia and Aesgaard, Bossonian Marshes, Pictish Barrens and Vananheim. In
the Dark Kingdoms as far as the Amazon Basin. 9,000 place of Cimmeria appear the Baltic and North Seas. Stygia becomes
BC - The Pictish Empire extends from the Vanaheim Coast to the part of the African landmass.
southern shores of Zingara, all of Aquilonia, Argos, Ophir, West Koth 6,000 BC - Dawn of Modern History.
and West Shem. The Hyrkanian Empire

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The Formation of History


Adapted from an essay by Robert E. Howard When Robert of serpents, and high up on the highest mountains, there lived
E. Howard began writing the adventures of Conan the Cimmerian, primitive clans and tribes. The east coast of the Thurian continent was
more than forty years ago, he also devised the entire history of the so- inhabited by another, mysterious, non-Thurian race, with which
called Hyborian Age. This story begins ca. the Lemurians sometimes maintained contact. Apparently, these people
eight thousand years before the appearance of the barbarian, during the came from somewhere beyond the islands and continents known until then.
Thurian civilization, where King Kull was born, a time before the submersion To the south stood a second civilization, also mysterious, completely
of Atlantis under the waters of the sea. removed from Thurian culture and apparently pre-human in nature. The
Thurian civilization was in a phase of decadence and its armies were formed

CHAPTER I - basically by mercenaries. Picts, Atlanteans and Lemurians were


their generals, governors and kings. Its generals, statesmen, even
TO THE PRE-CATACLYSMIC ERA Even kings were barbarians, as in the case of Kull of Atlantis -
Of the era known by Nemedian chroniclers as pre-cataclysmic, only who left marginality and slavery to sit on the Topaz Throne of powerful
the end is known, and even so, this remains Valúsia. Of all the conflicts between kings and us, and of the wars and
shrouded in great mystery. Records speak of the continent conquests of Valusians, Comorians and
Thurian and its important civilization dominated by the kingdoms Atlanteans, today there are more legends than true stories left. Then the
of Kamelia, Valusia, Verulia, Grondar, Thule and Commoria. You would be cataclysm has befallen the world. Atlantis was swallowed by
The people spoke a similar language, which leads us to believe that they ocean and the Pictish islands formed the mountains of a new continent.
had a common origin. The barbarians of this era were the Meanwhile, parts of the Thurian world were covered
Picts, who inhabited islands in the western sea, the Atlanteans, who lived by the waters, giving rise to large lakes. Volcanoes and earthquakes
on a small continent between the Pictish islands and the mainland They emerged with a terrible fury, destroying everything that was previously
Thurian, and the Lemurians, who populated an archipelago in known as civilization. Nations were annihilated and the face of the
eastern hemisphere. There were also vast unexplored regions. You world has undergone a profound change.
Civilized kingdoms, although large, occupied, comparatively, a small portion
of the planet. Valúsia imposed herself
as the largest of the western kingdoms of the Thurian continent. Your CHAPTER II -
capital, the City of Wonders, was, without a doubt, the most beautiful of
that era. Grondar, whose population was less civilized than most kingdoms, THE RISE OF THE HYBORIANS
was the largest nation east of the continent. Amid When the great cataclysm caused the destruction of
mildest region of the Grondar desert, in the infested forests Atlantis and Lemuria, all the inhabitants of the Pictish islands
They disappeared, but a large colony of them, which had settled in the
mountains south of Valusia's borders, remained. Thousands of other
members of the kingdom of Atlantis also managed to escape the fury of
the waters, fleeing in their
ships. A large number of Lemurians went to the eastern coast of the Thurian
continent, where they ended up being enslaved by the
people who already occupied the region. And, for thousands of years, its
history was one of sad and brutal servitude to an oppressive people. Even
though they were forced to continually fight for their lives, the Atlanteans
still sought to maintain traces of their previous state, the
highly advanced barbarism. Until their culture came into contact with the
powerful Pictish nation. From then on, the kingdoms of
Stone Age came into conflict, and, in the course of countless battles, the
Atlanteans regressed to a savage state, while the Picts had their evolution
threatened. Five hundred
Years after the cataclysm, the barbarian kingdoms disappeared.
The distant south, which was not affected by the great tragedy,
kept it covered in mysteries. Your stage of development
remained pre-human. There was only one exception: the remnants of the
non-Valusian civilized nations, who lived in the low mountains of the
southwest. They were known as the Zhemri.
Meanwhile, in the distant north, another people began again,
few, its existence. A group of demi-humans, who fled
there during the destruction found the ice continents
inhabited only by a species of snow monkeys, against which he fought,
expelling them to the other side of the Arctic circle. The primitives then
adapted to their new and inhospitable environment and survived.

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The inhabitants of the southwest dispersed into clans, occupying with red hair, and the Aesirs, with yellow hair. More
caves with a primitive language and preserving the once the Lemurians went down in history, but under the name
Pictish name. Further east, the enslaved Lemurians of Hyrkanianos.
rebelled and destroyed their oppressors, living Towards the west, a tribe created the kingdom of Turan,
wildly among the ruins of a strange civilization. You southwest of Vilayet, the inland sea. Later, other Hyrkanian clans
Survivors of that people headed west, defeating the pre-humans settled around the western shore of this sea. Quick profile
from the south and founding a new kingdom called Stygia. Also the of the people of that era: the Hyborian dominators, who stopped
remnants of the pre-human kingdom having dark hair and green eyes when they mixed with
seem to have survived, or at least, were worshiped after other races, but without weakening themselves; the Shemites, men
that their entire race was destroyed. In the north, a tribe grew of medium height with pointed noses, black eyes and
quickly, the Hyborians or hyborigenas. Their god was Bori, blue-black beards; the ruling classes of Stygia, made up of tall,
a great chief whose legend elevated him to the rank of divinity. elegant and serious men; the Hyrkanians, dark and generally tall;
the people of Nordheim, with fair skin,
blue eyes and blonde or red hair; the Picts, stocky, at
CHAPTER III - very dark, with black eyes and hair; the Cimmerians, tall and
strong, with black hair and blue or green eyes. South of
THE HYBORIAN KINGDOMS Stygia were the vast black kingdoms of the Kushites and the hybrid
One thousand five hundred years after a small cataclysm empire of Zimbabwe. Between Aquilonia and the Pictish deserts
that created the inland sea, tribes of swarthy Hyborians headed were the Bossonians, descendants of Aborigines and
east and west, conquering and destroying small clans. Even so, Hyborians. They were tough warriors and great archers,
these conquerors did not enter into as they survived barbarian attacks from the north and west for
contact with the oldest races. To the southwest, the descendants of centuries. This was the “Never Dreamed Age,” when the resplendent
the Zhemris sought to revive some faint shadow of kingdoms spread across the world like the blue mantle over the
uses ancestral culture while, to the west, Atlantean primates stars. This was the era of Conan.
they began their long climb back to true humanity. Already, to the
south, the Picts remained savage, defying
the laws of nature, without evolving or regressing. And further south
still, lay the mysterious kingdom of Stygia. In the far east, clans of
nomads known as the sons of Shem roamed the endless lands,
while close to the Picts, on the border of the Zingg valley, protected
by a range of mountains, a band of of primates created an advanced
system of
agriculture and civilization. It was during this period that the first
the Hyborian kingdom, or rude and barbarous kingdom of Hyperborea, which teve
its beginning in a stone fortress built to prevent attacks
tribal. This caused its inhabitants to transform, from
one moment to the next, from brave nomads to warriors
defended by gigantic walls.
Southeast of Hyperborea, a kingdom of the Zhemris began to
form, under the name of Zamora. To the southwest, Pictish invaders
joined farmers in the fertile Zingg Valley. This hybrid race would be
conquered by the wandering tribe of Hibori, and
From the combination of all these elements the kingdom of Zíngara would emerge.
Five hundred years later, all the kingdoms of the world were
clearly defined. The Hyborian kingdoms: Aquilonia, Nemédia,
Britunia, Hyperborea, Koth, Ophir, Argos, Corinthia and the Kingdom
of the Frontier dominated the western world. Zamora was
east and Zíngara to the southwest of these. Far away to the south
lay Stygia, free from foreign invasion, although the people of
Shem had even exchanged Stygian slaves for those of Koth.
The Stygians headed south of the great river Styx, also
called the Nilus or Nile, which flows into the western seas. To the
north of Aquilonia were the Cimmerians, violent savages never
defeated by invaders. Descendants of
ancient Atlanteans, they evolved faster than their old
enemies, the Picts, in the fighting in the desert west of
Aquilonia. After five centuries, the people of Hibori were already
masters of an immense civilization, whose most powerful kingdom was
Aquilonia, although the others also shine in splendor and
strength. He was supreme over the entire Western world. To the
north, barbarians with golden hair and blue eyes spread across the
entire snow continent, with the exception of Hyperborea.
Their land was called Nordheim and was divided among the Vanirs,

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The World of Adventures


The Hiborean Era is 12 million years before the Modern Era. Koth, which bordered the pastoral lands of Shem, was
In general, it resembles places and times in more recent history, due a southern Hyborian kingdom. Deciphering the topography of Koth is a
to parallel developments and the needs of exercise of geographical genius, as much of its
a medieval technology. In some ways, however, it is quite different, Western topography is not described in the saga, despite this region
thanks to its unique history and the influence of magic. being practically in the center of all Hyborian nations.
Customs vary greatly across the lands of the Hyborian Age. The proudest of all the kingdoms was Aquilonia, who
The main nations at the time in which ruled supreme in the delirious west. Its borders were always well
Conan has crossed every known corner of this world: guarded, as they had the Pictish lands to the Northwest;
Cimmeria, to the North; Nemédia, to the East; Ophir, in the Southeast;
THE HYBORIAN NATIONS: Argos, in the South; and Zíngara, in the Southwest.
Created by the Hibóri invasion that began 1,500 years before There went Conan, the Cimmerian, with black hair, eyes
Conan. These northern peoples saw themselves as a new fierce and sword in hand. He crossed rivers of blood, participating in
wave, which purified the world from the corruption of its predecessors. countless battles, until he became king of this world.
Some of that “manifest destiny” attitude remains It was the most powerful civilized kingdom of its time.
in its Hyboricentric view of the world and in its constant invasions In all these kingdoms, the god Mitra was considered the universal
against neighboring territories. Aquilonia, Argos, the Kingdom of deity. At the time of Conan, Mithra was already considered the only
Fronteira (Zíngara), Corinthia, Nemédia and Ophir are all part true god by his followers, and, despite
of Hyborian hegemony, and Koth was, at the very least, heavily some other cults are still tolerated - that of Ishtar, for
influenced by its Hyborian neighbors. The Khoratus River, one of the For example, Mithra essentially reigned alone. Cimmerians and
most important in the immediate vicinity, it connected two important Hyborians appear to have been the only people not to practice
regions of the Aquilonian empire - Tarantia and Pointain. human sacrifices in this era. The rituals of Mitra, so
The Hyborian nations more closely resemble medieval Europe. you know, they did not include sacrifices of any kind. The god was
The larger nations, such as Nemédia and Aquilonia, developed a feudal considered omnipresent and its real appearance, unknown by
system in which any vassal of Edward III would feel comfortable. In all. The statues erected in his honor were nothing more than mere
some respects (particularly in war and philosophy) they have more attempts to portray him in such a human form.
sophistication and the perfect as the mind of man could conceive.
Conventional battles of the Hyborians are just like
which Sir John Hawkwood may have fought. THE KHARI EMPIRES:
An important branch of trade at the time was that Most of the true khari are dead, but the lands
stretched across Koth, Ophir and Nemédia and led to the coveted where they settled, they continue their culture and dominate the majority
markets of powerful Aquilonia. There, and especially on the border from the central part of the east. Stygia is the largest khari empire, but
between Nemedian and Aquilonian lands, the frequent fights Britunia and Koth owe much of their inheritance to the khari.
borders or even declared wars made the function of The khari have no direct analogues in Earth's history. However,
merchant one of the most risky trades of the time. Stygia can be seen as a decadent Egypt, with
Nemédia is located exactly in the center of the kingdoms overtones of other “evil empires”, and some of these
Hyborians; Ophir was a small kingdom very rich in gold; marks appear in other Khari kingdoms.
Britunia, a disjointed kingdom (perhaps it would be more convenient Stygia, with its tombs protected by shadows, is the southern king,
call it a confederation), formed by city-states, located east of Nemedia, where the cult of the serpent-god Set was the only
south of Hyperborea and the Kingdom of accepted and always controlled with iron hands by priests and
Border, and north of Corinthia and Zamora. It is assumed that your demonic wizards.
Nemedian border was a river with its headwaters in the north. Other Although much of the Stygian traffic flowed through Rio
river, the Glacial, flowed east along the British side of the Styx, numerous routes linked the interior of Stygia with Shem. As
Graaskal Mountains. The interior of Britunia was a land of fertile plains Turan, Stygia produced silk in enormous quantities and exported a
(prairies), with humid sub-layers, interspersed with large part of this production, mainly to Ophir.
of dense coniferous forests inhabited by wolves. It is likely that, in its In terms of cruelty, the Stygians were apparently the worst in the
origins, Britunia was an agricultural region, with its aristocracy firmly in Hyborian world.
possession of the land. Further south, tortuous trails led from the Kush coast to
The Wiccan nature goddess is worshiped by Britunians Sukhmet, despite constant attacks by Kushites
of the rural area. In the same way as the Ligurians (see Ligurians), semi-civilized and Darfarian cannibals. Another secondary route went
Wiccan worshipers venerate the oak and mistletoe. Your south, crossing the Kushite lands and the cursed desert of Ghamatas
symbol is the golden sickle, and they devote their lives to accomplishing until reaching Keshan. The constant
acts of healing. Wiccan only accepts female priests; men presence of powerful merchants in the region ends up bringing
they cannot directly serve the goddess. The priestesses are celibate great political instability in convulsed Stygia. Trade with the black
(although not necessarily virgins), and take the vow kingdoms proved extremely profitable.
to never cut your hair. The priestesses live in villages, Ivory, copper, pearls, ostrich feathers, furs and slaves
rather than seclusion in private sanctuaries. they were exchanged for manufactured goods from the north, such as
Zingara, with its cavalry, is another important kingdom weapons, armor and trinkets - although the bulkier items were restricted
Hyborian, responsible for much of maritime trade to coastal traffic and fairs in the regions
Hyborian. It bordered the land of the Picts, to the North.

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close to upper Styx. Even so, not a few traders approached the black ran in Europe after the Crusades), but half of what was
areas from the east, using Zimbabwean guides. It was this exchange hear is a lie, and the other half is not always believed.
that made it possible to Hyrkania, whose knights sported steel, silk and gold, was
Zimbabo will experience the progress that has made it one of the a vast expanse of soil, from semi-humid to semi-arid,
most important kingdoms of the Hyborian south, despite their hybrid covered by prairies, steppes, deserts, taiga forests and
characteristics - two gods, two kings and two peoples, one of tundra east of the Vilayet Sea. In Conan's time, it had several city-
Shemite origin and another predominantly black. states under the more or less firm control of the Turanian Empire.
There was a time when almost half of the known world was under Autonomous regions were located along the coast
the rule of Set, the serpent god. They were days northeast of the Vilayet Sea, with Turanian subjects along the coast
in which Acheron still existed as a proud nation and Stygia southeast and the caravan route to the east. The Hykanians
dominated the kingdom of Shem (Acheron was a powerful kingdom originated from the Lemurian remnants of the pre-cataclysm era.
destroyed three thousand years before Conan, by a horde of Hyborians The best-known deity in these areas is Erlik, the Lord of Flames.
wild). In Conan's period, however, the worship of the dark lord was However, this god really became known after the founding of the
confined solely to Stygia and its surrounding areas. Turan Empire, near the Vilayet Sea.
subordinates, such as southeastern Shem. The origin of the god
dates back to the pre-cathclysmic period, as well as the pyramids of ZAMORA:
Stygia. Its frightening origin must have been based on the vipers that With their beautiful women with black hair and towers of
inhabited the swamps south of the Vilayet Sea, encountered by the mysteries and spiders; - eastern kingdom founded by ancient people
Stygians on their westward emigration. The cult of Set was prohibited of the Zhemri, several millennia before the Age of Conan. (The
by the Hyborians, who considered the deity an evil demon. Their elephant man, Yag-kosha, said that the Zamora race was pre-cataclysmic.)
rituals were sinister and profane, comprising long processions of The nation was located southwest of Hyperborea, east of
masked priests and human sacrifices in underground temples. Britunia and Corinthia, north of Koth and west of the steppe
Turanian. On its eastern border were the Montes
Kezakianos, beyond which were the swamps nominally belonging to
THE ESTATE OF KHARI'S SUCCESSORS: Zamora, but which, little by little, passed into the
Khari's successors dominate the east. Khitai and hands of Turan. Other mountains rose on its southern and western
Hyrkania (as well as the newly created empire of Turan) are all of borders, the passes of which were blocked by the spring rains. The
Khari's successor nations. Khitai, Hyrkania and Turan represent the capital of Zamora, Shadizar,
“unknown east”. Conan stories are was located on Estrada dos Reis, the main trade route in the
told from an essentially Hyborian perspective (although Conan is a Hyborian world. Zamora was an ancient and peculiar kingdom. Us
Cimmerian) and, for a Hyborian, these lands are times when Conan was young, there reigned a despotism
full of mystery. There are some vague rumors about absolute, with the king dominated by a sorcerer. Faith was centered
these kingdoms (similar to the rumors about the East that in Yezud in the cult of the spider god. Zamora was founded

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by the Zhemris, at approximately the same time as the future, as they were fully convinced that men fought and suffered in
Previous Hyperborea was taken by the Aesirs. In early times, the vain, finding pleasure only in the madness of battle. Dying, their souls
Hyrkanians hunted slaves in Zamora, although entered a realm
never managed to shake the government. After the Age of Conan, dark, cold and misty, where they would wander for all eternity.
Turan conquered Zamora. Afterwards, the Turanian empire expelled No wonder Crom was the god of a race
Hyrkanians, took control and began demanding large self-confident, whose only ambitions were to fight for survival and
city taxes. After the collapse of Aquilonia, the engage in as many fights as possible.
Hyrkanians took Zamora again. This time, consolidating their conquest, Hyperborea is one of the oldest kingdoms of the Hyborian Age,
they established the Zingaran refugees as anti-separatist elements being the most advanced among the Nordic kingdoms. It was one of
among the people of the spider-god. first kingdoms to build stone fortresses. Your borders
After the death of Omm (supposedly killed by Conan), the they are Aesgaard and Cimmeria, to the West; the Border Kingdom, to the
The most famous of the Zamoran deities is Zath, the spider god southwest; Britunia, to the south; and the Turanian deserts, to the east. You
of Yezud. Worshipers of Yezud believe that the great spider-god walks Hyperboreans are ancient enemies of the Cimmerians and Aesirs.
the Earth and must be served by the human race.
Indeed, the gigantic spiders that have occasionally been seen in the THE BLACK KINGDOMS:
hills near Yezud attest to Zath's power. These include Darfar, Keshan, Kush, Punt and Zimbabo.
Zath's priests do not drink alcohol or have sex, and They are all Iron Age cultures, ranging from city builders to herders and
lay people in temple service must also obey these group hunters.
requirements. Even more protected are the virgins of the temple, There are indications that many tribes of coastal Kush and
who dance for the spider-god on holy days. There are rumors of huge southern coastal nations attacked inland black tribes to
caves beneath the temple, where hundreds of people live. obtain “human trade goods” and sell them to the ships that anchored on
of giant spiders, which feed on livestock (and occasionally humans) its coast from Argos, Zingara and Shem.
delivered by the priests of Zath. That White slavery was also used in Meroc, the capital of
livestock comes from a tithe that is charged from the farms surrounding Kush. Slavery played an important role in the rise
Yezud; It is said that the priests will release these spiders into the fields and fall of Xuchotl, the strange one-building city south of
if the king does not allow their dreadful cult. The priests Darfar and Keshan. The Tlazitlans who left Kosala, in the east, began
of Zath are able to learn magic about Animals that to wander the steppes of the southwest where they enslaved black
concern spiders. tribes to build a city of jade, ivory, marble and precious metals. When
the work was finished, the slaves were killed and, as they told Conan,
THE NORTHERN BARBARIES: their bones
These include the Cimmerians, the Hyperboreans (who, despite the dragons that guarded the city were created.
being of Hyborian origin, did not accompany the Hyborian expansion) The people of Costa Negra belonged to the same racial group as
and the Nordheimr. All these people have a low technological level, and the Kushites: black, vigorous, with rude features and curly hair.
They are well known for their strength and tenacity. Politically, they were organized into tribal kingdoms of
Aesgaard was a northern barbarian nation, whose inhabitants, the varying size and complexity. This region enjoyed
Aesir, were allies of the Cimmerians. Conan spent some intense trade with Argos. Two of the most prominent kingdoms of the
time fighting alongside them, in their youth. Already Vanaheim Black Coast were Suba and Abombi. Beyond the eastern fork of the
it was a barbarian nation in the far north, beyond Cimmeria. The people Zarkheba River was a dense tropical forest.
Vanir was a natural enemy of the Cimmerians. The inhabitants of this region, south of Darfar, were divided into tribes
The supreme god of the Aesirs and Vanirs was Ymir, the gigantic that constantly clashed over water, land and
god of war and storm. Nothing very definite is known slaves. The most prominent of these desert warrior tribes
about him, except that he ruled Valhalla, a region of plains Bamula, Bakalan and Jinji.
icy mountains and immense mountains, an eternal resting place for the souls The cult of Yog has existed since the Khari invasion. The scholars
of all warriors. His daughter was Atali, a beautiful young woman with dark skin. Hyborians speculate that Yog may be a demon of the Night
white as snow, which acted as a kind of messenger Ancient, like those worshiped in ancient Atlantis. The doctrine
of death, appearing to fighters mortally wounded during of Yog is simple. His followers can only eat meat, not
a battle. How, at the time, Aesgaard and Vanaheim were simple They cannot eat plants of any kind. They must consume
aggregates of independent tribes and not unified kingdoms, probably human flesh at least once a month, and those who do not
also had a large number of regional gods, subordinate to Ymir. But this they will be considered ritually unclean until they do so. In Darfar, bodies
is just an assumption. for cannibalistic rituals come from
Cimmeria was a dark region, full of mountains attacks against other tribes. Outside of Darfar, however,
covered by dense forests, whose sky was always gray and Yogis form groups and take whatever they can get. Anywhere in Darfar
Ruled by dark gods. At the highest of all the mountains was Crom, the where there are many slaves, roving groups hunt and kill anyone who
severe deity who controlled destinies and decreed deaths. No Cimmerian leaves shelter at night.
had the custom Although most residents are afraid of ceremonies in
beg Crom for something, for he was dismal, savage and hated the honors Yog, they allow their followers to practice their
weak. Despite being the most important god in the kingdom, there were religion, because without this concession, they would rebel and become
others, with fewer followers, but also adored. In between violent. In order for the sacrifice to generate adequate power, the victims
these we may name Lir, her son Mannanan, the warrior-goddess are left unconscious with a blow from a club and thrown
Morrigan, her subordinates Badb (the fury of battle), in bonfires. Sacrifices with victims who are already dead are considered
Nemain (the poisonous one) and Macha. The vision of life and death, for inferior, in the same way as those in which the victims
the Cimmerians, was as sad as their land and their gods. In suffered cuts, as Yog's followers do not use knives or
conception, there was no hope either in the present or in the future. swords. One adult is enough to feed thirty or forty

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yogis, since the amount that has to be consumed to satisfy Yog needs Katar's temples hold a secret power in the form of the Katari bellslayers.
is small. To those who meet these demands, Yog promises strength These incorruptible warriors will murder anyone if they are paid to do
on the battlefield. so, although they do so at their own expense.
and victory over the enemies of his followers. These promises might way and at the time they think they should. They are warriors
carry more weight if Darfarian slaves were powerful, known for their suicide missions, in which
uncommon in southern nations. Even so, the worshipers of Yog they commit murders in places where there is no hope of escape.
are devout enough to practice their religion wherever they want They are encouraged to do so by the promise
that they are. of eternal life in the paradises of Katar if they die while performing their
“sacred” task.
AS TRIBOS DE VILLAGE:
This group includes hundreds of small tribes, each with THE PICTS:
their traditional lands and with hundreds of years of history of struggles They are the perpetual barbarians. For them, the only use of
between them. These tribes live in Iranistan and Gulistan and constitute civilization is to provide better weapons. In Conan's time, they
most of the citizens of Turan(the ruling classes of Turan, they are confined to a stretch of land in the extreme west of the Thurian
are Hyrkanian). Vilayet was a large Turanian lake, although called a Continent.
sea, located between Turan and Hyrkania. The Picts practiced fishing and hunting to survive and did not
To the east of the map along the Vilayet Sea, rises the prosperous had any task that they considered despicable and that
kingdom of Turan, whose most important cities were located between could not be performed by their women. Eventual
the Ilbar River and the shore, such as the legendary Agrapur and Prisoners were not enslaved, but tortured to death.
Shahpur, among others. Despite the activities of the Red Brotherhood On the west coast, however, there was a special practice of slavery,
pirates, Turan's internal trade was predominantly maritime. Only for servility. Serfs were peasants who owned
small villages in the their own means of subsistence, but not personal freedom,
Inland mule caravans were used. South of the Vilayet, always owing a surplus of their labor force to the lord of the land.
immense caravan traffic linked the West to Iranistan,
Vendhia and Khitai. There was also a southern route that crossed the Gullah, the gorilla god (or Jullah, as he is known in the
Turanian toll station of Vezek, leaving from there in Dark Kingdoms) is worshiped by the Picts and commoners of Kush.
towards Khauran, via Akrel oasis. Little is known about the Gullah cult, as few scholars were allowed to
Erlik, the Lord of Flames is a god of Pathenia in the north enter the temples, but the god
of Hyrkania. As such, Erlik would be a secondary god were it not for It requires a human sacrifice from time to time, and the temple is
by the prophet known as the Living Tarim. Tarim brought the cult to decorated with the skulls of the victims.
Erlik of Pathenia to a group of Hyrkanian tribes who, with The Pictish deity with the most followers is Jhebbal Sag,
strength of their religious fervor, they spread and founded the empire Beast Master. According to Pictish legend, all animals, including man,
from Turan. Erlik is a cruel god who believes in tempering the soul once worshiped Jhebbal Sag. Now, the
through trials and deprivations. Its principles, as revealed by Tarim, most of them have already forgotten, and only the largest, most
prohibit fornication, the consumption of alcohol and stronger and more intelligent, they remember those old days. Those
usury. However, even most priests ignore who remember are linked to each other, however, and
these precepts. Erlik's clerics are able to learn Fire spells, but only if can be controlled by one of those who serve Jhebbal Sag.
they follow the strict codes He is the leader of the Animal Gods and all other animals
of conduct of the Revelations of Tarim. As most do not, totems serve him.
this ability is not widespread in the Turanian empire.
Still on the east side of the Vilayet Sea stretched the steppes, IRANISTAN:
endless streams of Hyrkania. Since the dawn of the Hyborian Age, these A troubled kingdom that borders powerful and dangerous neighbors
Vast lands were the birthplace of wild conquerors and adventurers. such as Turan, Vendhya, Stygia and the Dark Kingdoms. The Children
The Kozakis, the pirates of the Vilayet, the barbarian ancestors of the of Yezm, in the city Yanaidar, hidden among the
empire-hungry Turanians - all Montes Ilbar, constituted a totally sexist society,
they were Hyrkanians by birth or upbringing. It was in this place in which all men were free while women,
that the greatest warrior of the Hyborian Age, Red Sonja, was born, whose slaves, were in charge of making newly arrived drug addicted Yezmitas
ferocity in battle rivaled that of Conan himself. believe they were in the promised paradise
To the south stood the kingdom of Vendhia, a monumental territory, those who served the Magus.
surrounded by mountains to the north and whose fertile soil provided
a stupendous concentration of inhabitants. SHEM:
Most Vendians worship Asura, who teaches that The city-states of the Shemites are located in the great
Life is illusory and the only final truth is discovered after death, keeping flat expanse west of Turan. United, they would be a formidable enemy
the spirit in mind. The cult is dedicated to “piercing the veil for the great powers. But, in general, they prefer to fight against each
of the illusion of life.” The doctrines of Asura reveal that all other than against foreigners.
beings reincarnate, and that the purpose of life is the payment of In Shem, the trails of long camel caravans formed a true zigzag of
karmic debts against the soul. Those who suffer did so zuagirs, making numerous points ignored on Hyborian maps gain
deserve your trials in previous lives. The priests of importance,
Asura are capable of learning Illusion and Creation magic. such as Shushan, Atahu, the Aphaka oasis and the Shamla pass,
There is another sect catching the attention of the Hyborians all northwest of Kutchemes. In any case, the merchants of the western
in Vendhya: Katar, the Goddess of Death. Katar is the judge of souls, region of Shem were extremely vulnerable to attacks from the
and determines the form that each soul must take in its next life, to marauding Zuagirs and some tribes.
more quickly pay its karmic debt. You Montanhesas de Koth.

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During Shem's reign, the most venerated entity was the goddess steel, gold and silver ornaments, as well as vegetables, Stygia
Ishtar. Its rich and exuberant temples served as a stage also traded slaves, coming from the black kingdoms or
for animal sacrifices, in addition to other religious ceremonies. no. Perhaps Shadizar - situated on the Road of Kings - and Arenjun
Although the cult was clearly inferior to Mithraism, it was still also served as trading posts for caravans
considerably higher than the diabolical devotion of the Stygians to Turanian slaves coming from the east and south. But Zamboula -
the god Set, and far less profane than located among a group of oases in the Kharamun Desert - was
the pagan sects of Turan, Vendhia and Khitai. undoubtedly a large commercial center, as it served as an influx
Unlike the cult of Mithras, which uses the altar only as a for caravans from all directions.
a focus, the Shemites believe that their gods actually inhabit their In Nemédia, the largest trading post was the capital
omnipresent bronze symbols. These idols are Belverus, which had a road widely used by traders, the Estrada dos
caricatures: from the breast and the belly you will swell from Ishtar (goddess Reis, which connected Nemédia to Tarantia and other eastern areas.
considered Mother Earth) and the equally great sexual characteristics This road was the largest trade route
of Adonis (celestial god) are repulsive to of the time and connected the great Hyborian kingdoms, from Khitai
more refined worshipers of Mithras. Every home has a small as far as Messantia, the capital of Argos. Messantia had one of the
altar dedicated to the Lovers, and usually small statues largest seaports of the Hyborian Age, as well as being the point
of other gods, including Bel, whose protection is invoked against terminal of the trade routes coming from Aquilonia, Koth, Shem,
their servants. Only Set is excluded from the altar. In the temples, Zíngara and the interior. The capital of Aquilonia, Tarantia, was
the idols of the Shemites are incredibly large. The huge bronze perhaps the largest commercial center among the Hyborian nations,
images are sanctified, and their large bellies serve as a sacrificial finding great rival only in Aghrapur, the capital
furnace in which to burn Turanian. On the eastern side, the main trading city was
sandalwood. Sheep, goats, valuables, sometimes some Khorbul, at the foot of the Himelian Mountains and north of the River
people are thrown into the flames to feed the gods Zaporoska. It was there that the merchants who crossed the Rota
Shemites. The priests of Adonis are able to learn da Seda, between Secunderam and Khitai, paid their tolls.
magic of Air. Likewise, the priestesses of Ishtar are Another fortified post for commerce was the tax city of
capable of learning Earth magic. Vezek, in Turan, where the caravans coming from Nemedia,
A monstrous cult of Shem is the Cult of the Golden Peacock Corinthia and Zamora also paid large taxes to have
from Sabatea. This group worships a covered demonic creature access to the markets of Aghrapur, further south, and other important
with exquisite feathers that requires constant human sacrifices. The cities on the banks of the Vilayet.
Sabbatean cult resembles the Katari of Vendhya and The bandits who plundered these caravans, however, were
to the Yoggites of Darfar in the fact that the cult captures victims to the Kozakis and not the Zuagirs of the southern desert. Still, trade
their sacrifices; The cult has, over the centuries, developed stealth between Turan and Hyrkania was predominantly
techniques unknown elsewhere, which it uses maritime, despite the activities of the pirates of the red brotherhood
to train their “pimps”. (another kozaki branch) who infested the Vilayet Sea,
plundering ships and coastal cities.
To the southeast was Iranistan, which traded with Vendhya
Trade Between the Kingdoms
and the Dark Kingdoms, and probably with the Hyborian kingdoms
At that time, the great nations that dominated trade were Zingara also. In Khitai, the economy was quite diversified. To the
and Argos, predominant in maritime trade; and Shem and Koth, city-states were centers of manufacturing and commerce, where
predominant in land trade. To the several sophisticated art objects were produced. Small farms and
trade routes from Argos and Zíngara extended as far south as ranches produced abundant food and
coast of Kush, going further to Vendhya and Khitai. The ships mines produced gold, silver and other metals, as well as stones
Merchants transported mainly exotic condiments, silk, weapons and precious. Furthermore, silks, rare drugs and magical paraphernalia
tapestries, although the transport of slaves were frequently exported to the West.
It was almost a practice at that time. To the North, the route extended In the Black Kingdoms, commercial hegemony belonged to Kush,
to the land of the Picts - sometimes reaching the lands of which exported gold, ivory, silver, copper, pearls and slaves (whether
Nordheim -, where it was common to exchange beads for feathers through trafficking, or not) and imported beads, silk, sugar and
rare and exotic birds, animal skins and rustic crafts. bronze-handled swords. The main trade items in
However, maritime trade was sometimes not as fruitful, due to the Hyborian Era were the basic utensils of domestic life, although there
incessant attacks by pirates from Baracha Island. was also an intense trade in weapons and stones
known as Tortage; as well as the Zingaran buccaneers, precious (mostly stolen). Meat and vegetables could not be
who stole in the name of the king. transported over long distances. Even so, it was common to use salt
However, both barachos and buccaneers did not distinguish the to preserve certain meats on long journeys.
nationality of their prey, attacking ships from Argos and long. This was common on merchant ships, as caravans could
Zíngara indistinctly. In Shem, the city of Akbitana was the almost always obtain game during certain journeys.
main point of convergence and profusion of caravans, which
set off to cross the desert towards Turan, Vendhya, Iranistan
Monetary System
and Western Khitai. Another important Shemite city-state in
rota das caravanas era Eruk. Although Hyborian commerce also used the trading system,
Within the Hyborian kingdoms, trade between Nemédia, exchange of goods, payment in coins was predominant.
Ophir, Koth and Aquilonia were quite disputed, but no less Gold and silver coins were universal, but large
dangerous. Stygia also had good trade with the other nations had their own currencies, which were more than a
nations, with a predominance of silk exports. Unlike their Hyborian exchange instrument; They were like flags that spread the name
neighbors, who traded much more of kings and authorities of each country. This was the case of Aquilonia, for

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For example, with his golden Luna, where the face of some
Characteristics of the People
sovereign was always printed. The Kothians used Tinars; the
Shemites to Imperial; the Argoseans the Thralun; and Talent The Hyborian peoples relied on the alternation of day and
was used in almost all kingdoms, although it was difficult for a night to count the days; and the phases of the moon to count the
good gold or silver coin - regardless of its nation of origin - not to weeks and months. Thus, the week corresponded to each of the
be accepted in any trade. Coins could be made of gold, silver or four phases of the moon. They told the time by observing the
copper, and their weight and value varied. The importance of position of the sun, moon and stars, or using solar clocks or
jewelry in this context cannot be discounted. Sapphires, opals, hourglasses.
jades and rubies, as well as precious pearls, were well accepted The language was quite different between the nations of the
by any good merchant, especially when manufactured - although Hyborian Age, although it is possible to believe that the languages
they were not ignored in their raw state. of the Hyborian kingdoms are similar, due to the fact that the
Hyborians are descendants of the survivors of Lemuria and Valusia.
In Aquilonia, the local language was Aquilonian; in Shem, the
pelishtio; in Koth, the Kothian; in Turan and Hyrkania, the
Hyrkanian; in Khitai, the Khitaian; and so on.

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Personalities
Solomon Kane
CON 18, FR 16, DEX 23, AGI 20
INT 17, WILL 21, PER 23, CHA 19
16th Level Warrior HPs
32, Hero Points: 64, IP 2.
Attacks [2]: Rapier 150/150 (damage 1d8+3),
Arquebus 120/0 (damage
2d6+2), Briga 100/100 (damage 1d2+3).
Main Skills: Intimidation 70%, Subterfuge 60%, Stealth 90%, Research/Investigation 80%, First
Aid 50%, Forbidden Sciences (Occult 50%, Demons 40%, Rituals 30%), Mounting 50%, Traps 50%,
Acrobatics 45%, Subtefuge 65%, Empathy 80%, Tracking 60%, Religion 75%, Bargaining 45%.

Unlike the heroes of fictional eras created by Robert E. Howard, Kane was an English adventurer and Puritan who was born in the west of
England, around 1530.
Considered dangerous heretics, the Puritans were persecuted by the Tudor dynasty, which ruled England during the second half of the 16th
century. Upon realizing that his homeland was politically inhospitable, and possessed of a restless nature, Kane began traveling at a young age.
His adventures were always surrounded by mysterious sorcerers, ghostly apparitions, confrontations with inhuman creatures, sea plunder.

Tall, thin and always wearing dark clothes, the master swordsman already demonstrated the peculiar characteristics of his personality: an
ardent desire to travel and an almost obsessive conviction of being the “vehicle of God’s wrath”, an avenger appointed by the Lord to punish
injustices, combat evil and bring the corrupt to justice.
He traveled through many European regions, from France to Italy, passing through the Mediterranean Sea, the Black Forest (in Germany),
Spain and even distant India. Everywhere he went, he let his skill with the rapier and his devotion to the Lord speak for themselves, in favor of the
just and benevolent.

Red Sonja
CON 22, FR 20, DEX 25, AGI 22
INT 15, WILL 16, PER 22, CHA 20
18th Level Warrior HPs
40, Hero Points: 72, IP 3.
Attacks [3]: Bastard Sword 150/150 (damage 1d10+4), Short Sword 120/120 (damage 1d6+4),
Dagger 95/95 (damage 1d4+4), Brawl 95/95 (damage 1d3+4) .
Core Skills: Riding 75%, Traps 80%, Object Appraisal 60%, Heraldry 80%, Swimming 75%,
Jumping 60%, Etiquette (Diplomacy) 50%, Military Tactics 75%, Stealth 70%, Intimidation 70%,
Seduction 90%, Disarm (40), Blind Fight (40), Two-Weapon Fighting (50), Search/Investigation
60%, Tracking 70%, Subterfuge 90%.

Sonja was the daughter of a partially disabled veteran soldier who ended up becoming a
farmer. She wanted to learn the secrets of sword fighting and was jealous of her own brother, who
had the opportunity to find a mentor.
When she was sixteen, a group of armed men came to her family's farm and demanded that her
father rejoin the King's army. He refused and, in retaliation, they killed everyone and raped Sonja.
The girl, however, survived and swore revenge. After meeting a mysterious goddess, she was
gifted with supernatural strengths and abilities. She began searching for those who abused her
and swore that no man would have her if he could not defeat her in fair combat.

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Machine Translated by Google

Conan from Cimmeria

CON 25, FR 26, DEX 22, AGI 20


INT 15, WILL 20, PER 25, CHA 15
20th Level Warrior/8th Level Thief HPs 54,
Hero Points: 96, variable IP.
It has 3D protection against magic.
Attacks [3]: Bastard Sword 200/200 (damage 1d10+10), Short Sword 180/180 (damage
1d6+10), Combat Ax 180/180 (damage 1d10+10), Long Bow 150/0 (damage 1d8 ), Brawl
160/160 (damage 1d4+6).
Main Skills: Riding 80%, Traps 80%, Escapism 85%, Blacksmithing 40%, Armorer 30%,
Object Appraisal 70%, Theology 50%, Acrobatics 90%, Jumping 80%, Swimming 90%,
Stealing 70% , Stealth 80%, Intimidation 100%, Subterfuge 80%, Interrogation 90%, Empathy
80%, Navigation 95%, War Tactics 90%, Bargaining 70%, Tracking 80%, Shield 80%,
Survival (all) 70 %, Combat Maneuvers (all).

In the Norse hills and mountains, in a land called Cymeric, the so-called barbarians lived and survived in a practically uninhabitable climate. They
were called barbarians by the southern lands, whose inhabitants saw them as ignorant, brutish and uncultured. However, the Cimmerians were
underestimated by the “civilizations” of the Hyborian world. Their leaders were not dressed in golden robes, but in bearskins. Power was not
measured by wealth, but by the honor of the name and strength of a clan.
One of these Cimmerian clans was raiding a Vanir camp many years ago. Crom was finding it enjoyable to watch the battle, watching the land
become drenched in Cimmerian and Vanir blood. It was during this war that a woman gave birth to a child. A baby born on a battlefield, who was
named Conan. Crom was happy to see the child born in such an honorable place.

Conan grew up to be strong and fierce, with a courage that seemed to flow through his veins instead of blood. At a very young age, he was
known and respected by the clan patriarchs. During his adolescence, he was taken prisoner in an invasion of the Aesir, but managed to escape later
while being taken as a slave to the southern lands.
His thirst for adventure prevented him from returning home, and Conan decided to visit the warm lands he had always heard the ancients tell
stories about. Conan spent many years as a thief in Zamora and Nemédia. He survived on the meager gold the underworld offered him. Conan was
a thief in his first years of contact with civilization. Averse to the law by nature, he was more audacious than skilled in the noble art of stealing, but
he managed to survive precariously for some time in Zamora - and its surroundings - and in Corinthia. When he tired of that precarious life, he
enlisted in the army of Turan, east of Zamora. At this time he further refined his archery and horse riding techniques, in addition to becoming
proficient in the native weapons of those people.

After abandoning the Turanian Army due to an unconfirmed affair with the commanding officer's wife, he sought wealth and fame in the west
and at sea. When he was captured by the woman who would be his first true love, Bêlit, the Queen of Darkshore. The two formed the most terrifying
couple Dark Coast had ever seen, and together they invaded many ships and coastal cities. It was also during this time that Conan gained the name
“Amra” (which meant Lion among the tribes living along the Black Coast), after defeating a legendary warrior to save his beloved Bêlit.

When his passion died, Conan returned to work as a mercenary for armies and kingdoms of many stripes. He was known for his ferocity in battle
and devoted loyalty to his comrades, as can be seen during the Cimmerian's adventures in the company of Juma.

Honor and terror followed the barbarian across civilized lands like a shadow that covered the Earth.
Conan has had many adventures and made many allies as well as deadly enemies. The worst of them, of course, was Thoth Amon, the
most evil sorcerer that was ever conceived in the lands of Stygia.
But soon, Conan's fate allowed him to lead a revolt against King Numedides in Aquilonia, who had already had the possibility of keeping Conan
in his dungeons. Conan not only deposed the tyrant, he also won his crown and fulfilled his dream of becoming King.

However, this is not the end of your story. On the contrary. It's just the beginning of the legends and rumors about the barbarian who conquered
He toured the world of his era, with the courage of a lion, the strength of a titan and the will of a king.

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