D&D General GM's Closet for the CONAN RPG

Water Bob

Adventurer
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Water Bob

Adventurer
-- POLITICS, BELTHAAR, ZYM, and NERGAL --



I am working the first adventure from The Spider God's Bride collection into my campaign (the adventure called The Necromancer's Knife). In my Conan universe, Conan destroyed the Shadowloard Khalar Zym almost three years ago (events seen in the last movie). Zym was a warlord so powerful that he was regarded very seriously by King Milo of Argos and all of the surrounding meadow city states. If not accepted formally, Zym carved out a small kingdom for himself that covered coastal parts of Shem and Argos.

Zym's strength in Argos centered around the city of Sa'Leen, near the border with Shem. And, the Shadowlord's influence reached even farther to several nobles of the Argossean interior. The number one lumbering barony--responsible for the wood used for King Milo's grand fleet--owed its fealty to Milo, but gave its allegiance in reality to Zym.

When Zym died in the Skull Cave at the hands of some northern barbarian, Milo took advantage of the opportunity and attacked. The Battle of Sa'Leen was vicious and nearly destroyed the city utterly. In the aftermath, Milo declared that the city of Sa'Leen no longer existed. Instead, the ruin would be called Raeze, and no person, citizen or otherwise, should attempt to rebuild on that spot.

One of the Player Characters is from Sa'Leen. He grew up under Khalar Zym's tight-fisted rule (as the warloard was in power over two decades). The city was flattened some three years ago, and the character is returning to the home of his less-than-ideal childhood after being at sea for five years.



Nergal is the Shemite god of pestilence, plague, murder, and betrayal. His is the ruler of the abyss and the keeper of the dead. He is not an "open" god for worship. No, Nergal's sanctuaries are secret, usually underground, and forbidden. Except in Sa'Leen/Raeze. Khalar Zym openly worshiped Nergal, and the god's small temple still stands in the decimated city. There are many worshipers in the area, and the touch of Mitra, so strong in almost all of Argos, is very weak here in this war torn frontier city.



Belthaar is a city state across the border in Shem, following the Ophrat river. It wars with the cities of Zhaol and Ghezath. Zhaol is battling heavily, but Ghezath is now kept at bay since Simashattar, Belthaar's king, captured a Ghezathite princeling.

The patron deity of Belthaar is Nergal--the city is of the few places (only places) in the world where Nergal is worshiped openly. And now, with Zym gone, they have in an interest in Sa'Leen.

Belthaar has sent troops across the border and into Argos. They have stationed themselves in Zym's old palace at Sa’Leen. Though they are politically powerless, it is no secret that Simashattar will eventually lay claim to the city that Milo has seemingly abandoned. It is a well known claim that the Belthaarians make that their ancestors founded Sa’Leen in ancient times, when Shem owned that land, before Argos pushed the border to the hills by the meadowlands.

Milo has been silent about the situation as he now has troops in Shem surrounding Khor Kalba. The Argosseans do not have enough enough men to take the fortress city, so the place has been surrounded, all trade and supplies cut off. Yet, it has now been three years, and the cost to Milo, supporting is troops, is mounting to unsustainable levels.

For now, Belthaarian mercenaries walk the streets of Sa'Leen but do not enforce anyone's law but their own. They can be had, for a price, but there is no one currently in the area with enough coin to influence the mercenaries one way or the other. It is a confusing situation, the Belthaarians wondering what it is they are doing in Argos, and what's left of Sa'Leen, now called Raeze, virtually a lawless ruin with a few citizens (both Argossean and Shemite) attempting to scratch out a living from the dead rocks left in the wake of Milo's army.
 

Water Bob

Adventurer
-- PIRATE ISLES --



Pirate Isles is one of the official Mongoose Conan RPG supplements. It's a fantastic book, bringing the feel of the salty sea to a Conan game.

conan_pirate_isles_by_chrisquilliams-d4kjs7x.jpg




What's in it?

1. A discussion of Pirate Cultures: Barachan Pirates, Argosseans, Black Corsairs, Red Brotherhood, and Zingaran Freebooters.

2. Everything you will ever need for implementing, or avoiding, Mutinies in a game.

3. Positions aboard a ship and how they differ among the dominate pirate cultures.

4. System for quick settlements and ports for sacking and raiding.

5. Notes on ports and pirates.

6. Description of cargoes.

7. Rules for implementing Fences and Merchant Sailors.

8. Travel Systems: Chart showing distance in miles at sea. Chart showing distance in days at sea. A Fast Travel system. A Narrative Travel system.

9. Chapter on Pirate Feats.

10. System for creating new ships and adding options to existing vessels.

11. Combat System for ships at sea that focuses on PC skills.

12. Boarding Actions. Mass Combat system. Narrative Combat system.

13. New Combat Maneuvers for Pirates.

14. Chapter of NPCs from Howard's sea-based stories. Amra and Belit from Queen of the Black Coast. Aratus, Olivia, and Sergius from Iron Shadows of the Moon. Black Zarono, Strom, and Valenso from The Black Stranger. Publio from The Hour of the Dragon.

15. Sample NPC Merchant/Pirate Captains and crew, along with other types of characters (like a dock watchman) for quick insertion in a game.

16. A chapter on new beasts and monsters.

17. A chapter on sea-focused sorcery. Includes alchemical and magic items as well as new spells.

18. A chapter on adventure seeds and scenario ideas.

19. Ship charters. Plus a liberal sprinkling of pirate superstitions and customs spread throughout the book.

20. The last chapter focuses on creating pirate covers and havens--safe ports for pirates.
 


Water Bob

Adventurer
PLAYER'S GUIDE TO THE WORLD OF XOTH



There are very few Sword & Sorcery game worlds out there, and it's not always easy to covert an adventure meant for a D&D or Pathfinder game world that is more fantasy oriented for use with the Conan Roleplaying game.

Thulsa's The World of Xoth is a game world from which you can steal things for your Conan game. It is a human-only, Sword & Sorcery game universe, and it is based on the Pathfinder RPG (which is a fairly easy conversion to the Conan RPG).

Thulsa provides some pretty cool freebies on his web site, this being one of them: PLAYER'S GUIDE TO THE WORLD OF XOTH.

Just flipping through that Player's Guide will give you a good impression that this, indeed, is stuff that you can easily translate into your Conan campaign.



I'm mentioned them before, but Thulsa has produced several adventure modules that are also very easily transplanted to the Hyborian Age. CLICK HERE TO SEE THE ADVENTURES OF XOTH.

They're all fine S&S adventures, but most notable is the first one, XP1 - THE SPIDER-GOD'S BRIDE AND OTHER TALES OF SWORD AND SORCERY. Originally written for Pathfinder, the adventure has also been published as an adventure for Mongoose's Legend RPG. If you check the free supporting materials for this set of adventures, you will see a conversion booklet for the Conan RPG.

I highly recommend all of Thulsa's adventures, by the way.

CLICK HERE TO BE TAKEN TO THE WORLD OF XOTH BLOG.

CLICK HERE TO BE TAKEN TO THULSA'S HYBORIAN AGE WEB SITE.

CLICK HERE TO SEE A LARGE MAP OF THE WORLD OF XOTH.
 



Water Bob

Adventurer
BRONZE AGE


Most civilized kingdoms during the Hyborian Age have the technology to produce iron or steel weapons. Even some non-civilized areas, such as Cimmeria, are known to make their weapons from iron and steel.

For those areas, like the Pictish Wilderness, the core rulebook provides rules for primitive weapons.

But, there is the forgotten age of bronze where weapons of that quality are widely seen. Stygia is such a place. Their society is so steeped in cultish sorcery that the kingdom has fallen behind on weapon technology. The fact that most of the Stygian border is closed to outsiders doesn't help, either. Iron and Steel weapons are imported and expensive, and most soldiers use bronze weapons.

You can find rules for using bronze weapons in your game on pages 31-32 of the supplement, Stygia - Serpent of the South. Also on those pages are stats for the Khopesh and the Bronze Khopesh, plus the Bronze Scale Hauberk.
 

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