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Cimmerian Blood

Water Bob

Adventurer
I'm creating a new game for my players, set in Conan's Hyborian Age, using Mongoose's Conan RPG. I started to post this on the "Other RPG Discussion" forum, but the top post today said that entire forum is being folded into this one.

The players in this campaign will be Cimmerians--Barbarians, as Conan was before he left his homeland. What the players will do, I don't know, as I am building a sandbox--not creating an "adventure" for them to play. What the players do is up to them. I'll try to stay one step ahead of them to keep them intrigued.

As a GM, I steal ideas from all over the place. If it will make for a good game, I want it. I'll take other ideas, combine them with my own, and make something new through the combination.

I'm posting this here in case any of you wish to "steal" it for your own games. You may be playing in the Forgotten Realms and want some detail for those Ice Wind Dale barbarians. Or, maybe you're setting up a Greyhawk game based on Rose Estes' novels...whatever. If you find something you like, then take it.

I'm calling this campaign: Cimmerian Blood.
 
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-- The History of the Blue Fox Clan --





The clans of Cimmeria are varied. Some are nomadic, and some are not. Some are near savages, disfiguring their bodies and enemy to all that they encounter, while other clans are more progressive, building villages and towns. The latter describes the Grath. As one of the 18 dominate Cimmerian clans, they hold the territory in north-central Cimmeria, from the valleys of the Eighlophian Mountains to the northern edge of the Hoath Plain.

One peculiarity of the Grath is that they don't congregate in one location. There is no single village designated as the clanholme. The Grath are spread out, across their territory. There landscape is dotted with one or two family villages. They act as a union of city-states (though none of the villages are large enough to be considered a "town"), but Grath loyalty is stronger to the Clan than to the immediate family. This holds the clan together. It makes them strong-their lands dense with population and protection.

Politically, the Grath act as a quasi-combination of feudal society and republic. A chief is elected by the councils of each Grath village. When that person can no longer perform in the position, he can step down or be challenged by another Clansman. But, it's not mortal combat that decides the outcome of the challenge as it was in the past. The Grath have grown sophisticated by using a democratic method, allowing the town elders (only--not the Clansmen) to vote for the new Chief. A simple majority wins. The Chief's village becomes the center of political activity for the Clan until a Chief from another village is selected, at which time politics follows the Chief to a new home.





The Duncohrs, as a family, were dying out. Your grandfather, Fionn, was the last left alive. Inevitably, the one-to-two family villages that comprise the Grath were dominated by one of the families. Fionn left his village and set out to find a location for a Duncohr village. With is young wife, Maeoral, he determined to repopulate the Duncohr kin.

The spot he chose is a mystical place. A circle of seven 40-45 foot, rune-covered stones marks the spot where Crom conquered a troop of seven Titans, in the time before time. Each stone is said to serve as a tombstone for each Titan. This place is referred to as the prachaun grul, in the local tongue. Here, the land is pockmarked with warrens of the Cimmerian blue fox--a good omen.

Fionn Duncohr built his family's town on a ridge overlooking the prachaun grul. The place started as a cleared spot and two tents, one for Fionn and Maeoral, the other serving as a his smithy. But, Seven Stones Ridge grew, first into solid structures, then into a village, and finally into a town.

In truth, Seven Stones became the largest population center in the entire Clan, eventually home to almost half the Grath total population.





Nuadha (New-ah-tha) was the beautiful daughter of the Grath Chieftain, twenty years ago. She was very engaging, and she found her way into the hearts of the entire Clan. The Chief used his daughter as an ambassador. Nuadha would travel to the score of Grath villages, speaking with the town elders, completing Clan business at the bidding of her father. Yet, she did more. If she saw a village would not have enough meat for the upcoming winter, she would negotiate trade from another village that had plenty. Disputes were sometimes solved by her, though she had no real authority--her Clansmen finding it easier to use her word than wait for a decision from the Chief. There was talk that Nuadha would become the first female Grath Chieftain after her father aged.

But, tragedy struck. Nuadha and her father went missing. They were never found. The Grath had lost their Chief and their probable next Chief. Speculation of all sorts were whispered throughout the villages. One of the strongest theories was that Nuadha had been abducted by the Nangh, a clan from the Hoath Plain. Their Chief had recently proposed an alliance between the Grath and the Nangh, suggesting that Nuadha become his wife to seal the agreement. But, he was refused. Another rumor said that Nuadha was captured by the vicious Nachta, the savage clan on Cimmeria's southwestern border. It was said that word of Nuadha's beauty had spread across the country, and the Nactha chief wanted her as a trophy.

There was even speculation that Nuadha's own father had killed her out of jealousy for her popularity among the Clan. But, this was quickly quelled, as the Chief was never found either.

The loss of Nuadha is a mystery that may never be solved. The even happened twenty years agon. But her loss had a grave effect on the clan, in an almost mysterious way. The clan began to digress. The Grath villages became fractious. People would carve a five leafed clover on their foreheads--the symbol that Nuadha used to mark her presence.

In Seven Stones, Nuadha was known by the name Xean (zean), which means "light" in the local tongue. A likeness of her is nailed over the fireplace in the longhouse. Before each hunt, and before any war effort, each warrior touches Xean to gain her favor while in the wilderness away from home.




Not all Grath villages were affected equally by the loss of Nuadha and her father. But, the effect was long term and noticeable. Fionn Duncohr noticed it, and he feared that all he had built for his kin would be lost. Seven Stones had become a major trading center in the northern part of Cimmeria. It was the Duncohr family holding that he had dreamed about. News arrived one day that reported an entire Grath village had committed mass suicide. When they were found, it was seen that the villagers had stacked rocks in the village center to form a five leafed clover.

It was madness.

The Grath were falling apart. Trade with outsiders began to fade. Grath clansmen began to scar themselves to mark their suffering. And, finally, Grath began raiding other Grath villages.

It was then that Fionn decided to break away from the Grath. Seven Stones was prepared for war. It was ironic that Fionn's action--to leave the Grath and form a new clan--was the one action that helped solidify the fracturing Grath. For, all the Grath, those both insane and sane, felt that the Duncohrs were opening the door that would lead to the death of the entire Clan.

Clanwar broke out. The fighting was vicious. Fionn lost his wife, Maeoral, during the conflict. He's never forgiven his ex-brethren for that. They knew who she was.

The warriors of Seven Stones prevailed. During the fighting, the Grath began comparing the Stoners to the urro--the Cimmerian blue fox--saying how ruthless but intelligent in combat they can be. The Grath respected the Stoner tactics, as the town of Seven Stones Ridge should have been crushed by the combined warriors of the entire Grath Clan. "The luck of the urro," the Grath would say, and they began calling the Stoners the "Foxmen", referring to the blue fox.

The Duncohrs adopted the name for their new Clan that consisted mainly of Duncohr kinsmen, but those from other families as well.





Today, Seven Stones Ridge serves as the clanholme of the Blue Fox Clan. Fionn is aged many years, but his son, Finn, is Town Elder, and his other son, Eanbotha, is War Chief. The only town claimed by the Blue Fox, its territory is shadowed by the remaining Grath, who continue to deteriorate.

Finn is aging now, having seen 57 seasons. But, his three sons, Branoc, Caelis, and Thrallan, have just become warriors, to carry on the Duncohr name.

It took time, but old Fionn accomplished what he set out to do.

The Blue Fox live. The Duncohrs live. And, prosperous times are ahead.
 

-- Quick Reference Guide to Kin Duncohr --


The family name is Duncohr, though rarely used, as Cimmerian tradition is to use a person's first name, with or without adding the Clan name.



The Clan name is Urrogh (ooh-rah), in your native tongue. Translated, it means the: Blue Fox Clan. The Clan is named for the Cimmeria native blue fox that inhabits the foothills and scrublands around your village. In the Cimmerian tongue, the blue fox is called an urro (er-row).

The urro is a sacred animal to many Cimmerians, not just the Blue Foxmen. It is a symbol of animalistic cleverness, agility, and ferocity in battle to many Cimmerians, especially those who inhabit the foothills of the Eiglophian Mountains and those who live on the Hoath Plain. To have urro live in your clan's territory is a great sign of your clan's power and prosperity. The density of the Cimmerian blue fox is greatest in north-central Cimmeria, between the Eiglophian Mountains and the Hoath Plain. Your clanholme, Seven Stones Ridge, lies right in this area, and your clan claims the entire urro grounds.



Your village is really a town, founded by your grandfather, Fionn (another way of spelling "Finn"). He is a master smith, and so is the two eldest of his four sons, Finn and Dael. Finn is your father, the town Elder.

Seven Stones Ridge, your Clanholme, is named for the circle of seven, 40-45 foot, rune-covered stones that stand not far from the town proper. In the Cimmerian tongue, it is called the prachaun grul (prah-conn-grool). The stones have been there since time immemorial, and most say that Crom defeated seven Titans on this very sacred ground. The Clansmen of the Blue Fox tend to be larger and well-muscled, even for Cimmerians, and it is said that this is true due to the Titan blood seeping into the ground, from which the souls of all Blue Foxmen are sculpted.

The Blue Fox Clan is larger than most Cimmerian Clans but smaller than the 18 dominate Clans in the country. Seven Stones, being its only town, is quite prosperous due to the fruit of the Duncohr forge. But, the town has to trade for iron ore, some of its meat, and most of its produce and grain goods.



Your immediate family--you Kin--numbers 12 persons, including yourself (there are 9 warriors).

-- Kin Duncohr --


Fionn - Fin - Your grandfather. Still spry, and an aging master smith. Founder of your clanholme, Seven Stones Ridge. He curses the Grath for what they did to his wife.

(Maeoral - May-or-al - Your grandmother. She died 20 years ago, before you were born, during the Grath Separation.)





Finn - Age 57. Your father. Fionn's first son, and named for him by spelling his name differently. He is master of the Duncorh Forge and Seven Stones Town Elder.

(Lyme - Lime - No one knew she was carrying twins. None guessed it was really triplets. Branoc was born first, followed by his twin, Caelis. It was then that Padran was found. Stillborn. A dead child in the same womb as the two twins. Lyme suffered for three months, with fever, before she passed some 15 years ago. Some say that Finn released his wife from her misery, but the only one to know the truth of that is Finn himself.

Lyme was half Aesir. Her father traded with the Nordheimers for his wife, and all connections of kin with the northrons have been lost in time.)




Dael - Dale - Age 50. Your uncle; Your father's brother. A full-time smith, shares the Duncorh Forge with Finn. Brenna, named for her mother, is Dael's only offspring. His wife, Britta, deserted him and their child during the tribulations of the Grath Separation.

Eanbotha - Eee-ann-bow-tah - Age 39. Called Ean (Ian) for short, is your uncle and your father's brother. Where Finn is Clan Elder, Ean is War Chief. Ean is a strong and dangerous foe, well respected among the clan. Quiet. Very tall. He's a formidable warrior and a cunning war leader. Finn and Ean respect each other and are unstoppable when they work together, which is much more likely than not.

The first winter after the Grath Separation proved to be a time of testing for the people of Seven Stones. Ean, already a formidable warrior, lost his wife and three young girls to the fever. He was 19 years old. And he's never re-married or sired other children since.

Eregerth - Air-gert - Age 38. He's your father's youngest brother--your uncle. Seeing clanwar at age 18, Eregerth served the clan with his brothers Finn and Ean, as a warrior watching the roads and clan territory, for a decade as Seven Stones was rebuilt after the Grath Separation. But, 10 years agon, he left the clan to travel south, into the Hyborian lands, selling his skills as a mercenary. Some word of Eregerth has found its way back to the clanholme from time to time, but these mutterings may be just lips flapping in the wind. Branoc, only 5 when Eregerth left, idolizes the missing Foxman, and yearns for the day his uncle will return to his kin, with wild tales of adventure in the south. No reliable word of Eregerth has been heard of the man since he left the Seven Stones, a decade ago.





Brenna - Age 23. Your cousin, the only child of Dael, your uncle. Her story is somewhat long. During and after the Grath Separation, a source of iron ore was sought to feed the Duncohr family forge. The Foxmen do not mine, and what iron ore they get, they get from bog mining or trade.

A pact was made with the Aesir of Ansuz, a small iron ore mining village in Nordheim, just on the northron side of the Eiglophians. The trade agreement was sealed by the Aesir sending a young warrior, 14 year old Hrathnar to live with the Blue Foxes and marry one of the Clan's women.

But, no Foxman family was willing to allow a marriage with an Aesir. The task fell to the Clan's foremost family, the Duncohrs. Brenna's mother, Britta, had deserted Dael during the Separation crisis. Finn had just rescued Drachena, who was aged 5 years at the time. Eregerth was (and remains) childless, and Eanbotha was loathe to release one of his precious girl to the Aesir (though all three would die that winter, victims of the fever).

Dice were thrown, and Dael lost. With his only daughter, he pledged young Brenna to Hrathnar to fullfill his duty as Clansmen for the survival of the Clan. Brenna, though was only 3 years of age at the time. Hrathnar would have to wait some years before he could take his bride.

Hrathnar (Rath-nar) became a member of Dael's household, ran the Ras Croi, and developed into a seasoned Urrogh warrior. But, as Brenna grew in years, true love sprouted between the two. Hrathnar turned from being a warrior to a smith, apprenticed to Dael. Eight years ago (Your character was 7 years old), Hrathnar (married at 26) and Brenna (married at 15) were married. Today, Hrathnar no longer picks up the sword, but the smith's hammer, working with Dael and Finn. The Aesirman and Brenna have a 6 year old daughter named Freya.

The arranged marriage, finally consummated, never yielded fruit in terms of trade between Seven Stones and Ansuz. The yellow-haired northern neighbors were off-put by the Blue Fox Clansmen's un-willingness to mate with their offering, Hrathnar.

Today, Hrathnar is 34 and Brenna is 23. Freya is 6.





Drachena - Draw-ken-na - Age 25. She's your adopted sister, rescued by your father, Finn, after all her kin were killed during the Grath Separation. Finn made her his first child, before he had sired any by blood, and today remains his only daughter. She is sister to Branoc, Caelis, and Thrallan.

Drachena has grown to be as strong as a male clansman. Sometimes, she has been mistaken for a male by strangers to Seven Stones. She is tall, large boned, heavily muscled. She wears her pitch black hair like man would. She has no husband, no lover, and no children. She is accepted amongst the other Blue Fox warriors as one of them, and she has proven her worth more than thrice.

Drachena ran the Ras Croi alone as no others were of age. By default, she was the Ar Grais, but a leader of no one. Some of the women in the clan have teased her by calling her the Ar Grais of the womb--the leader of an empty womb.

During her deasghnath at age 15, she was discovered by Vanir raiders. The group of them raped her repeatedly and almost killed her, but Finn and his brothers found them first. None of the Vanir were spared.

Drachena hates the Vanir with an animalistic passion not seen in most human beings. She fights against other foes with almost the same intensity.





Branoc - Age 15. Your brother. Elder of the two twins. Physically powerful but not overly bright. He idolizes his uncle Eregerth and the tales he's heard of his travels among the Hyborians, though he was only five when last he saw him.

Caelis - Kay-liss - Age 15. Younger twin to Branoc. Named for one of the Titans defeated by Crom in the battle that took place here. Caelis is light haired and light eyed--some of his Aesir heritage from his mother showing through.

(Padran - Stillborn triplet, brother to Branoc and Caelis.)

Thrallan - Thral-len - Age 15 or 16 (precise age unknown). On a night of a bright faced moon, Fionn walked the perimeter of the town as Lyme lay sweating, unconscious, dying. It was but a month since Branoc and Caelis were born. Fionn walked past the prachaun grul--the seven rocks that Crom hammered into the ground to serve as headstones to the Titans he had killed on this ground--to find a newborn babe, quiet as a mouse, buffeted up against the tombstone marked for the Titan Thrallan.

Finn took the babe into his own home, named him for the Titan's stone where he was found, and even though Thrallan was obviously older Finn's two other sons, considered the new babe the youngest brother to Branoc and Caelis. The mystery of Thrallan's appearance has never been solved, though the boy has grown with the true looks of Cimmerian in him--dark, almost black hair, with hazel, sometimes green, eyes.
 

-- SECRETS --


To understand, you must know...that the Clan has three sacred numbers: 3, 9, and 27.

3 - Represents the tri-aspects of the human soul: The Earth, the Water, and the Sky. Crom crafts your soul out of solid rock, from his mountain. This gives you the iron-will to survive and strength to conquer your enemies. But, that is only part of a man's soul, as it can be moved by softer things--just as Ben Morgh (Crom's Mountain) can be crafted by the slow steadiness of water or the harsh, superior power of wind from the sky. Love, affection, kinsmanship, honor, are all examples of soft things that can shape a man's soul.

The triskel is a spiral pattern composed of three lines often seen in Cimmerian artwork, etching, armor and weapon decoration, and tattoos. It is a design that represents the sacred 3 and all of its meanings.

Note that 3 (the sacred number) multiplied by 3 (the total number of scared numbers) leads us to the next sacred number: 9.



9 - Represents the family unit. The human soul must gestate nine months for new life to begin--nine months before the soul is allowed to feel the dirty of the earth, drink the water, and breathe the air from the sky. The average size of a Cimmerian kin is 9--there are, on average, 9 people in a family. In Cimmerian society, though, only warriors are counted. Thus, an average sized Cimmerian family is constituted by nine fighters.

There are twelve people in your kin: Your grandfather, Fionn. Finn, your father. And, his brothers, your uncles: Dael, Eregerth, and Eanbotha. Your cousin, Brenna (Daels daughter), her husband, Hrathnar, and their daughter, Freya. Then there's Finn's two adopted children, Drachena, and you, Thrallan. And there are your brothers, the twins, Branoc and Caelis.

But, if you count only the warriors, you've discovered that the family Duncohr can field 9 fighters: Your father, Finn, and his brothers, Dael, Eregerth, and Eanbotha. Brenna's husband, Hrathnar. Drachena. Yourself, Thrallan. And your brothers, Branoc and Caelis. (Fionn is too old. Brenna is not a warrior. Freya is only 6 years old.)

Note that 9 (the sacred number) multiplied by 3 (the total number of scared numbers) leads us to the next sacred number: 27.



27 - Represents the symbol of Cimmerian strength, as the typical Cimmerian war band numbers 3 families of warriors. As the average kin can field 9 fighters, the average Cimmerian war band numbers 27 warriors. Many Cimmerian clans use a base of 27 when detailing their clansmen for war.






What is hidden among the background details...

-- That Lyme carried three babies in her womb, but one was dead, replaced by Thrallan.

-- That Thrallan is most likely 3 months older than Branoc and Caelis, even though Thrallan is considered Finn's youngest child.

-- That Lyme lingered for 3 months before her death, either naturally or at Finn's hand.

-- That Thrallan's Stone is considered the third Titan's stone in the Circle of Seven Stones (the prachaun grul, in Cimmerian). Thrallan's Stone dominates Padranag's Stone, which sits next to it (for which the stillborn child Padran was named), and Thrallan's Stone is three removed from Caelis' Stone (three stones ahead of the later) so that Thrallan's Stone is almost, but not quite, in direct opposition to Caelis' Stone.

-- That the babe Thrallan was found on the night of the full moon, the 27th day of the month.
 

-- DETAILS --



At age twelve, boys (usually) begin warrior training through a ritual called the Ras Croi. It is a race run to determine which boys are physically mature enough to begin learning the art of war. Those chosen go on, as a "class", to train with weapons and learn from their clansmen. Those not selected can attempt the Ras Croi again the following year.

Girls are allowed to attempt the Ras Croi but are held to the same standard as the boys, thus most girls never attempt the ritual. What war learning females get in the Blue Fox Clan is taught to them by their mates and sons. Note that there is no sex prejudice in among the Clansmen, though. Any woman that can compete with a man is welcome to hold a sword among the other warriors. Because the sex is physically weaker, women warriors among the Foxmen is a rare sight.

After three years of training (and natural physical growth), Clansmen are allowed to attempt the final challenge in becoming an Urrogh warrior. This ritual is called the deasghnath, where the 15 year old must make a kill on his own.







Ras Croi (Raws - Kroy) - A very physical, endurance race held during the Beltain (Festival on May 1st - First day of Summer) for 12 year old boys, when the clan has participants. The entire clan lines the race path, cheering, urging the young warriors on. Judging the runners are Clan Elders and all Warriors. A democratic vote is cast with Elder votes counting double, and by simple majority a runner, judged on his performance, becomes a Graiis (Gry-is). Graiis are basically warriors-in-training. Cadets. A Cimmerian specialized-warrior-school, where the graiis are trained, for three years, where, at around age 15, become full fledged warriors of the clan.

Those who run the Ras Croi, but are not selected as Graiis, have no saddled with no shame, though that emotion inevitably finds its way into the hearts of the 12 year olds who must run the race again the following year.

There are occasions when the Ras Croi is run by only one participant, due to only one clan member being of sufficient age, but the judging remains the same.



Ar Grais (Are Grys) - is the winner of the Ras Croi, and he is awarded with a special position among the Graiis, serving as a psuedo chieftain among the other warriors-in-training. Throughout the training period of the next three years, the Ar Grais acts as Captain-Leader-Commander among the other boys. He is also bestowed with the right to eating first among the other Graiis, sitting closest to the fire, and having the other Graiis follow his commands. This builds leadership and respect for authority among the boys, preparing them for life as adults among their clansmen.

The Grai-mada-ra (Gry-modda-raw) - is a necklace of station worn by the Ar Grais. It is made from the forelegs of the Cimmerian Blue Fox, and it is a sacred artifact among the Blue Fox Clan. Since clan members are forbidden from killing the blue fox, bones for the necklaces (as there may be more than one Ar Grais--a year or more apart--depending on the ages of the Graiis) are collected only when a Blue Fox is found dead in the wild. When such a dead fox is found, the villiage oracle is called to the site to collect as much of the dead fox as can be salvaged.



Deasghnath (Dee-as-nath; silent "gh") - is the final rite of the Graiis, where the young warrior, aged about 15, must make a kill on his own. The type of kill is up to the warrior, and typically results in a feared animal being taken down and returned to the villiage. But sometimes, Clan enemies or targets of a Blood Fued are used to fulfill the Deasghnath. A warrior has some input into the esteem he will recieve after undergoing the deasghnath by the target he chooses to kill. It is not unusual to see a warrior return with the heads of three wolves, but this warrior does not find his place beside that of the warrior who returns to the villiage with the head of a member from an enemy clan.



Mantle - This is a large, warm, cloak, big enough to protect the warrior in winter and when sleeping in the wild. It can be made into a hammock or a wilderness shelter. Once a warrior completes the deasghnath, he becomes a young member of the clan's protectors: its warriors. Every person in the Clan contributes to the creation of the warrior's Mantle, from those hunters who provide the fur, to those who clean and skin the dead animals, to those who actually stitch the cloak into one piece. Young and old, every clansmen's hand touches the mantle and contributes to its creation, after which, it is presented to the warrior in a ceremony in front of the entire clan.
 

-- Outline For The First Game Session --







LIFE IN THE MUCK

We'll begin on the three Duncohr boys, Thrallan and the twins, Branoc and Caelis, not far from Seven Stones. Knee deep in muck, they're ripping up small islands of grass and root, upturning them, digging for small kernels of iron-ore. They're bog mining, dropping the rock-like pellets into leathern sacks that hang at their waists.

None are shirted. All have bare feet. And the twelve year old boys are excited because the Beltain begins upon the rising of tomorrow's sun. The celebration of the first day of summer means no work for a day or three--yet the boys are also anxious, as this Beltain will see them, all three, run the Ras Croi.

They all know that, within three days, there lives will change, and they will begin the journey to manhood.





Stop here and roll Stats. Roll their Fate scores. Give option to arrange to taste if a Test of Fate is successful.

Explain how stats are different than in AD&D--how a STR 12 yields the same attack bonus as a STR 17 in AD&D.

Give them an idea of how each stat is used in the game--how all are important, including CHR modifying Fate tests.

Once this is done, give each character max hit points, per the rules.






OLAV COMETH

Young Branoc looks up from the muck. "On the ridge, Olav comes," he says to the others, pointing towards the horse and covered wagon. He refers to old one-armed Olav, who'd sent a runner two days agon to announce that he would be making the festival. Sometimes old Olav made it, and sometimes he didn't. But, when he comes, he always brings something interesting and entertaining--a spectacle that the entire town enjoys.

"What will it be this year?" Branoc will say to his brothers. Shrugging his shoulders at them, he says, "I'll guess that we'll soon find out."

(Tell the players that Olav brings a simple "circus" type act to Cimmeria. He's a Hyborian, but he's welcomed among many of the Clans. He usually finds something "interesting"--never the same thing twice--then makes the rounds, earning a living by the trading with the Cimmerian towns and villages.

Note: I'm establishing Olav, from Betrayer of Asgard, very early. I want the players to be quite comfortable with him.

Note: Before Betrayer is begun, the PCs could have a previous adventure with Olav, serving as wagon guards as he travels to nearby villages. These will probably be Grath villages, so the journey may be quite interesting.

In addition, Olav could employ the PCs' hunting skills in finding him something "interesting" to take to the next village, should he loose what he takes to Seven Stones.)





Stop here and go over the Conan RPG skill system. Cover skill points and buying skills. Training. Skill bonuses provided by Race and Class.

Go over Ability checks, difficulty class, re-rolling checks, opposed throws, taking 10 and taking 20, and skill synergy.

Answer player questions as needed.

Describe allowable skills.

Allow the players to add ranks to skills, following the rules, but they do not have to allocate all points. They can save points and allocate them over the next couple of game sessions (before we begin the game proper with their characters at Age 15 as 1st level Barbarians).

Any points they do allocate, though, will be permanent. There is no going back.

Questions will come up about the Ras Croi. Explain the ritual with an emphasis of how important it is to the characters (make it important to the players).

It will be interesting to see how they allocate their points, given the importance of the race.

Also: Allow the PCs to pick Nordheimer as a bonus language, if they want. As with the skill points, they can elect not to, then add it later, while we are developing the characters over the first few sessions. Or, they can add it as a bonus language now. If they do, though, the choice is permanent.






THE THIRSTY MAN WITH NO TONGUE

Skip ahead in time to the night before the race. Olav has kept his wagon covered, and curiosity is high as to what he's brought to the Beltain.

This morning, Olav revealed what he had to the people of Seven Stones. It's an old man. A Vanir by the looks of him, but up there in his years. He doesn't say much because Olav has cut out his tongue. The one-armed rogue teased the crowd this morning by announcing an axe throwing contest using the Vanir, tied up against a pole, as the target. The contestant who throws the most cuts on the old man, without killing him, wins.

There is no love for the Vanir in this town, so anticipation of Olav's event is high. Today, warriors began throwing heats against a naked pole to win a place in line at Olav's contest on the morrow.

This night, the boys cannot sleep, for the next day is also the day of the Ras Croi. Out at night in the town, they hear laughter and see candle light from inside the buildings. Smoke flows from chimneys, even at this late hour.

They pass the animal pen near the center of town, which is now, and is usually, empty of animals because hogs and boar, cattle and sheep, and goats, are a rare sight in Seven Stones. When those animals do appear, they don't last long as the butcher is quick to put his chopper to them.

The boys can't help thinking that the same is true for him who does occupy the pen. Olav has the Vanir tied to a pole in the pen. He's roped in such a way that he stands, even if he uses none of his fatigued muscles and slumps against the harness. There is little slack in the lines. There the old man awaits the chopper, just like the pen's previous residents.

"Lllaaa-aayyy," the old man croaks when he sees the kids. "Lllaa-aaay."

If the PCs ask what he's saying, give them an INT ability check at DC 20. If a PC speaks Nordheimer, then use DC 10.

He's asking for water. The Nordheimer word for water is "Lahsaay" (Lah-say).

It will be interesting to test the players' morality with this. Watch how they act. Are they true barbarians? Or, do they pity the Vanir.

At the appropriate dramatic moment, or if the PCs try to give the Vanir some water, they will hear a cough in the dark. It's Drachena, their older sister. If no one figured out what the Vanir was saying, she'll say, "He's thirsty. Go...bring some water." But, if the PCs left and returned with water, she'll speak up from the dark, saying, "Bring that here," before the PCs are able to put the cup to the old man's lips.

Either way, Drachena will take the water and walk slowly over to the old man. He motions as if to run his tongue across his lips, but dry swallows instead, probably realizing he doesn’t have one in his mouth any longer.

Stopping a foot or three in front of the Vanir, Drachena will look, unblinkingly, into the old man's eyes. For an uncomfortable, long moment, she'll hold the old man's gaze.

Then, without emotion, without even a smile, she'll drink the water in front of him, draining the cup dry, then hand it back to the PCs and slowly walk back across the pen, finding her perch again upon the rail. There she will sit. Quiet. Unmoving. Just staring across the pen to the Vanir.

This is Drachena's introduction as a major NPC. See her background above for her motivations.





The next morning will come, and we'll run the Ras Croi, using the rules I've devised. It is likely that all PCs will finish the Ras Croi as Graiis. But, if a player gets unlucky with the d20, and a few natural "1's" are thrown, then consider not passing him--making him wait until next year to attempt the Ras Croi again. That will put an interesting dynamic between the player characters.

The PCs also have an equal chance of becoming the Ar Grais, but Branoc, the NPC, could also win the race. Either way, with either PC or Branoc as the Ar Grais, an interesting roleplaying dynamic is created among the players and their NPC brother, Branoc.

At the end of the race, their father, the town Elder, Finn, will crown the Ar Grais by placing the Grai-mada-ra over his head. This is something that the PC can be proud his character obtained, if a PC wins the race. If Branoc wins the race, then the PCs can envy him (though I'm going to play Branoc as if he loves his brothers extremely).






AXE GAMES

As the PCs are not yet warriors, they can only watch the event Olav brought for the Beltain. I'll describe, in bloody detail, how the Urrogh warriors landed their axes, cutting off a finger here, nicking the old man there--how one of Drachena's throws almost pierced his throat, but instead cut out some of the man's hair before slicing through his collar bone.

The Cimmerians let their young watch such a spectacle because it hardens them, preparing them for the world Crom has set before them. Besides, it is likely that Cimmerian young have seen worse if they're old enough to remember anything at all.

The Vanir is an enemy--a common raider into the Cimmerian lands, and as such, is worthy of no mercy. Crom would think the Blue Foxmen weak, otherwise. (I'm trying to show the players that this game is based on Howard's version of the Barbarian--real barbarians--not the heroic good guys that sometimes show up in the works of Jordan and such.)





I want to come up with a quick dicing system to roll the event. Something like d20 + character level, with a certain number resulting in a killing blow. That way, the narration of the event won't look so "pre-planned" to the players. I can even have them throw for the various warriors in the contest, skewing the results to the higher level NPCs.

It should come down to the Duncohr brothers, and maybe Drachena, too, so that the players can see their characters' NPC family in action for the first time.






TAKING OUT THE TRASH

Once the Vanir is dead, and the day begins to come to a close, the Ar Grais is given his first order. He's to take the dead Vanirman's body down, with the help of his Graiis, and drag him out into the woods. "Make sure its far enough down wind from the town, mind you!" This is past the bog, where the stream narrows and the current picks up. "The wolves may as well enjoy the Beltain as did we. And, Badh knows, the old Vanir may be more useful than just feeding the wolves and fertilizing the ground. He might still attract some game this way."

As they leave town with the body, they will see the Witch, old Rutcrana, standing just outside her door. The boys can't hear anything, but, in the dwindling light, they can see her lips moving. And her gaze never falls off of them until they can see her no more.

(Make Rutcrana creepy...mysterious. The Cimmerians are a highly superstitious people.)

This is where the 1st game session will come to a close. But, as a Cliff Hanger: Ask the players how they are moving the Vanir. Are they dragging him with rope? Carrying him in an old blanket? (If they are, this will look back for the Ar Grais as blankets are valuable.) Using a wagon? (Again, probably not, as going across the stream and getting deep into the woods would be a major hassle with the cart.)

Either give a character a Search check (again, to get the players used to rolling skill checks--make it an automatic success, but the player won't know that), or just tell the most appropriate PC that they notice something odd about the Vanir's hair. The drag through the stream soaked the body. Much of the blood is gone.

But, his hair has changed...it's lighter.

It's some sort of dye. The old man's hair really isn't red.

It's blond.
 
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-- The Temperature In Cimmeria --



Weather is a huge issue in Cimmeria. "If you don't respect it, it could kill you." Finn, you father, has said that to you your entire life. The weather in your homeland tends to always fall within normal parameters--there are few extremes--and those parameters are usually a few degrees above freezing to a maximum of about 65 degrees during the hottest months.

One reason why Conan is pictured so often with just a loincloth, belt, sword, and sandals is that he's hot. He grew up, like you are, in a much colder environment than what the Hyborians are used to.

You just ran the Ras Croi. The date was May 1st. It was an abnormally warm day. You enjoyed 70 degree weather, which was about 12 degrees above what is normal for that time of year.

Take a look at this list below. Remember that you've known these temperatures your whole life. Your body is used to it--climatized. You're also used to lots of rain, lots of wind, lots of cloudy, overcast days in the summer, and cold, snowy overcast days in the winter.

January
•Minimum Temperature 37 °F
•Maximum Temperature 46 °F

February
•Minimum Temperature 37 °F
•Maximum Temperature 46 °F

March
•Minimum Temperature 38 °F
•Maximum Temperature 49 °F

April
•Minimum Temperature 40 °F
•Maximum Temperature 53 °F

May
•Minimum Temperature 44 °F
•Maximum Temperature 58 °F

June
•Minimum Temperature 49 °F
•Maximum Temperature 63 °F

July
•Minimum Temperature 53 °F
•Maximum Temperature 66 °F

August
•Minimum Temperature 52 °F
•Maximum Temperature 65 °F

September
•Minimum Temperature 49 °F
•Maximum Temperature 62 °F

October
•Minimum Temperature 46 °F
•Maximum Temperature 57 °F

November
•Minimum Temperature 40 °F
•Maximum Temperature 50 °F

December
•Minimum Temperature 38 °F
•Maximum Temperature 47 °F
 

-- The Beltain --



The festival you and your family just celebrated is called the Beltain. The Cimmerian year is divided into four main parts, based on the farming and hunting cycle. Each season is marked by a festival.

On May 1st, the First Day of Summer is celebrated during a time called the Beltain. This is the most lively festival of the year--which makes a lot of sense, right? The people of a cold climate celebrating the beginning days of the warm season?

The Beltain is marked by the appearance of the first May blossoms amongst the twisted branches and shoots of Cimmerian trees. This is a time of fertility and partnerships. Many alliances are declared during the Beltain, including the politics of marriage, as many Cimmerian marriages are arranged. New couples proclaim their love for each other during this festival. Clan chieftains take stock of what prosper and problem alliances will bring for the year ahead. Animals are transferred from winter to summer pastures.

The Beltain is also a time for ritual. The Ras Croi is run--the test to determine which of the young clansmen are physically mature enough to begin the rigorous warrior training. And, any animals owned by the Clan are driven between the Beltain Fires to cleanse them of evil spirits.
 

-- Counting Stones --



The Blue Fox Clan is the absolute youngest Cimmerian clan in existence. While the histories of most clans go back a hundred and hundreds of years, your clan was founded but two decades ago, just eight years before your birth. But during those years twenty, your clan has also grown to be one of the largest clans in all the Cimmerian lands.

The key to the rapid growth of the Urrogh is found in its origin as an offshoot of the Grath Clan. As the Foxmen and Seven Stones prosper, while the fate of the Grath declines, Grath families continue to join the Urrogh.

At the last counting of the stones, The Blue Foxmen totaled 336 clansmen. Though, not all of these live in Seven Stones Ridge. Many of the recent Grath converts have continued the Grath tradition of maintaining one or two family homesteads in the Foxmen territory. Urrogh warriors consistently patrol the trails through the clan lands and protect their clansmen who do not live in the Foxmen's only town, Seven Stones.



The Blue Fox Clan

336 Foxmen make up the entire clan. There are a total of 24 families, and the average family size is 14 clansmen.

151 are children between the ages of 0-14. 74 are male. 77 are female.

118 are warrior age between 15-30. 53 are male. 65 are female.

60 are elder age between 31-60. 24 are male. 36 are female.

7 are twilight age at 61+. 3 are male. 4 are female.



Your family, the Duncohrs, include one of the twilight clansmen, your grandfather, Fion. And, the Seven Stones Oracle, Rutcrana, is one of the twilight women.



140 clansmen live in Seven Stones Ridge. This is 10 of the total of 24 families.

63 are children aged 0-14. Of these, 30 are male and 33 are female.

49 are warrior age 15-30. 22 are male. 27 are female.

25 are elder age 31-60. 10 are male. 15 are female.

3 are in their twilight years age 61+. 2 are male. 1 is female.



Note that you are one of the 63 children living in Seven Stones Ridge, but in three years, you will be of warrior age.

Your family, the Duncohrs, comprise the majority of the 10 male elders in the town. Seven Stones Ridge is a young town. Most of the craftsmen are aged 30 or younger (which is understandable for a new clan--the young are more forgiving of change than are the elders who have lived with tradition their entire lives).

Your grandfather, Fionn, is one of the two male clanmen in their twilight years. Rutcrana, the Oracle, is the only female in town living in her twilight years.



196 Urrogh live outside Seven Stones, in one and two family homesteads. This is a total of 14 families.

88 are children age 0-14. 43 are male. 45 are female.

69 are of warrior age 15-30. 31 are male. 38 are female.

35 are of elder age 31-60. 14 are male. 21 are female.

4 are of twilight age at 61+. 2 are male. 2 are female.



Note that the Blue Fox Clan can field a force of 53 warriors. If needed, an additional 24 elder warriors can be called upon to swell the ranks to a total of 77 warriors.
 

The numbers are "round", rule of thumb guesses. The Cimmerians don't take a census, but since everyone knows every body (we're only talking about just over 300 people), it's easy to count the total population of the Blue Fox Clan.

If you study the numbers, they'll reveal things to you about the clan. Look at the population of Seven Stones. Most of the craftsmen in your town are age 30 or younger. Seven Stones is a pretty "young" town, which makes sense: Your clan has only been around for 20 years, and it's grown from the much older Grath clan. The Grath who have broken with tradition and switched allegiance to the Blue Foxes are typically young Cimmerians. Young minds are more accepting of change than older ones who have lived with tradition their entire lives.

Also note the fighting force that your clan can field. At 336 clansmen, your clan is one of the bigger clans in Cimmeria. That number includes everybody, though--babies, women, grandparents, the infirm and those unable to fight. When on the battlefield, your clan fields 53 warriors. If needed, another 24 elders can be added to count your maximum number of warriors at a total of 77.

Now, that's a total of 77 warriors possible. In a crisis, Finn wouldn't field his entire force. He'd keep a reserve, and he'd keep an element behind to protect Seven Stones (after having the homesteaders brought in to stay in the town where its easier to protect them). 24 of the 77 total are elders (including Finn, himself), who are the clan's leaders. But, Cimmerian leaders aren't the type to stay behind the force and lead from a strategic position. The elders fight out front with the warriors.

Another thing you can learn about the clan is their age classifications. If you're between the age of 0-14, then you're considered a child. This is where the PCs are at the moment (but, once they finish training, they'll be warriors at age 15). Age 15-30 is considered warrior age, and this includes women, though the majority of the women aren't true warriors. Drachena is unique. But, it is a warrior based society. And, Finn will use the women to fight if times get desperate. Using the women means he more than double his force (but with women, who aren't trained like the men, and aren't physically as strong).

Age 31-60 is considered "elder" age. By this time in life, a clansman has lived long enough and experienced enough to have gained wisdom with his words. A Blue Fox chief must be at least 31 years old to obtain the position, though the tradition is new. There have only been two chiefs in the history of the clan. It is not impossible--just unlikely--that a warrior become chief.

Age 61+ is considered the twilight of life. If able, these people act as advisors to the elders, but with no true power except their influence (which can be considerable since the clan's political structure is family based).

Remember, one can refer to your clan in a number of ways: The Blue Fox Clan; The Foxmen; The Urrogh.





EDIT: Remember, too, that you can guess the average level of an NPC by looking at their age. Warrior age is 15-30 years old. That means that, on average, the highest level warriors have 15 years experience.

What does that translate to? Warriors range in level from 1-6.

An elder would range in level from 6-10.

So...your clan has 53 warriors in the level 1-6 range, plus another 24 warriors in the 6-10 range.
 

Into the Woods

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