Cimmerian Blood

-- Grulklim --



The Grulklim is a ritual that a Blue Fox clansman may attempt in a personal challenge to himself. Those who succeed are admired by the entire clan. A person who wins the grulklim wins for himself a sense of self-worth and inner peace. This is the closest Cimmerians get to attaining a higher level of mind and body.

In front of the entire town, and many times with most of the clan as witness, the clansman will strip naked and climb one of the standing stones of his choosing. If the clansman is a member of one of the town's six original founding families, then often he will choose to climb the stone of his family's namesake. Other clan members climb any of the seven stones for various reasons, but the Thrallan stone is climbed most often because it is tallest.

The clansman climbs naked, as the rock is naked, with a knife, dagger, or similar tool clenched between his teeth. The climb, in such a manner is quite a delicate procedure.

Use the standard climbing rules to conduct the Grulklim. A number of climbing checks is required based on the climber's climb rate. It's a DC 27 to climb any of the stones. (If the climber has Speed 30, it takes 6 checks to reach the top of Thrallan, Caelis, Foilloch, Silaigne, or Huogh. It takes 5 checks to reach the top of Daollcohr or Padrang.)

Once at the top, the climber uses the tool he had clenched in his teeth to chip out a small piece of the stone--usually about the size of the thumb to the first joint--then climbs back down.

The stone chip is then proffered to the Clan Elder, who uses a sharp edge on the stone to cut two diagonal lines pierced by a vertical line on the climber's body. The two diagonal lines symbolize life's challenges while the vertical line represents the victor who has conquered all obstacles laid before him.

Where this cut is made is entirely up to the climber. Climbers who have conquered the Grulklim will have the cuts made on his chest or cheek. The marking is an honor testament to skill, persistence, and endurance. Cimmerians are not apt to boast, though. Most often, the cuts are made on the climber's forearm or shoulder.

The climber keeps the stone, most often wearing it on a leather thong around his neck or using it as a charm that hangs from a favored weapon. The stone, itself, is referred to as a "grulklim". Thus, if a climber conquered Thrallan's stone, the necklace made from the retrieved stone would be called "Thrallan's Grulklim".

Those that have conquered the Grulklim are as revered among the Cimmerians as are Games Athletes among the Hyborians. It is not unusual for Cimmerians from other clans to come to Seven Stones Ridge to attempt the challenge. Even if a bloodfeud exists between the Urrogh and the climber, a temporary truce is respected to allow the Cimmerian his chance at obtaining the Grulklim.
 

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-- Knowledge (Cimmerian Blue Fox) --



The town of Seven Stones Ridge lays in the southern foothills of the Eiglophian mountains in central Cimmeria. The town is about a day's walk north of the Field of Chiefs. It is built upon a 25 foot rise with a commanding view of the southern plain.

The Cimmerian Blue Fox lives in dens throughout the area, and there is a large communal warren at the bottom of the plateau's ridge. If you walk to the ridge at dawn or dusk, and look south, you will usually see several blue-black foxes playing and frolicking in the undergrowth and foliage on the plain below. The foxes hunt down toads and insects for their meals.

The urro (Cimmerian word for "blue fox") are a frequent sight in the highlands. They are clever, agile, and ferocious when cornered. Your clan found its name during the Separation with the Grath. The warriors from Seven Stones were outnumbered, but they used the terrain to their advantage, employing clever tactics, lead by your grandfather, Fionn. The Grath began to refer to their opponents as "urro" or "Foxmen," because of the way the Seven Stone warriors were winning battles (and probably reminded of the animals due to their density in the area). The Cimmerian Blue Fox is thought to be extremely lucky. Many of the encounters between the Seven Stones clansmen and the Grath resulted in surprising upsets for the Grath. Adopting the Blue Fox as the Seven Stones totem animal seem appropriate.

To the trained eye, the blue fox can be a resource as much as it is a legend to the Urrogh Clan. The animals can be used to predict the weather. It's not sorcery! No. It's man completely understanding an important animal. One trained in how to interpret the blue fox can also use the animals to detect threats in the immediate area. Often, the foxes will know of predators, even the "human" variety, long before discovery by a clansman.

If you want your character to gain the ability to read the blue foxes, then you must put at least one skill point into a skill called: Knowledge (Cimmerian Blue Fox). This is a trained skill, so without training, the skill follows the usual rules where a maximum of 10 can be rolled on a skill check.
 

-- Lughnasa --

Pronounced: Loo-nah-sah



The Beltain is the most lively festival of the year, celebrated over three days. It's when the Ras Croi is run. Three months later, the Cimmerians celebrate a single day, called the Lughnasa (takes place on July 31st). This is a time of thankfulness. A feast is prepared by all members of the town, and everyone sits down to eat together. In those clans where agriculture is practiced, this day is called Harvest Home, marking the last load coming in from the fields.

In Seven Stones, the day is one of thanks and appreciation for the ways the clan has prospered, or just survived, over the last year. At this time of the year, the days are beginning to darken, heralding the coming of winter. The town Elders plan for the upcoming hard months, ensuring that enough is stored to feed the clan and keep everyone warm during the snows that will inevitably fall.
 


-- House Rule: Dynamic Attack & Defense --



In place of the usual Static Attack & Defense method used in the vanilla game, where the attack throw is matched to a static defense number, this game will use a dynamic defense number rolled on a d20.

If you think of defense in the Conan RPG, it's akin to "Taking Ten" on the defense roll. In this campaign, if you parry or dodge a blow, simply roll a d20 and add modifiers (that same way you would if you were adding modifiers to a static number of "10").



Attack Throw
Natural 20* = Critical Threat

Natural 1 = Miss even if Attack Throw, with modifiers, is higher than Defense Throw.



Defense Throw
Natural 20 = Block or Dodge even if Attack Throw is higher than Defense Throw.

Natural 1 = Consult the Permament Damage Chart^



* - This number can be lower, depending on the weapon.
^ - This chart located in The Warrior's Companion.
 

-- CHARACTER CREATION --



This Campaign will use the default Conan RPG method for rolling abilties: Roll 4d6, drop lowest, for each stat.

Each ability is rolled in order. Arrangement to the player's taste is not allowed.

Destiny Test: The player is allowed to throw a single Test of Fate at this point during character creation. If successful, the player may arrange the character's six abilities to taste. Only one Test can be made, so if the Test is not successful, the character's abilities remain as rolled.







Test of Fate = d20 + CHR Mod + Fate Points.

The number of Fate Points acts as if they were the character's rank in a typical skill throw. Roll vs. DC 10. Each Test costs 1 point. On any allowed successive Tests, increase the DC by +5.



As an alternative to the single Test of Fate allowed after character stats are thrown, the player may make a Test, and if successful, re-roll a single characteristic using 4d6, take highest 3 dice. Note that this method allows a single stat to be re-thrown but no arrangement to taste is allowed. Up to three Tests can be made (as much as beginning Fate Points will allow), where each success allows the player to re-throw a stat of his chosing and use the higher of throws.

For example, a player throws 7 - 9 - 14 - 11 - 16 - 10. He can make a single Test of Fate, and if successful, re-arrange the six numbers to taste, assigning the characteristics as he sees fit. This is the first option above.

Or, he may choose to just re-throw his STR 7 to see if he can score higher. He can attempt three Tests this way, attempting to change three different characteristics or (any combintion) the same characteristic three times--always picking the highest number from the new or old throws. The price paid is starting the game with a lower number of Fate Points.
 

-- STORM PEACE --



The custom of storm peace evolved long ago in this Cimmerian region in response to the sudden and severe storms that plague this area. All characters native to the region should be aware of this.

The basic concept is that an automatic truce exists between all individuals and groups who seek shelter in neutral territory during extreme bad weather. Such weather is simply too dangerous for fighting, regardless of people's feelings toward one another. Storm peace is assumed to be in effect unless someone specifically rejects it. Even so, whenever two strangers meet during a storm, they often greet one another by asking, "Storm peace?" simply to ensure that the other knows and respects the tradition.

Storm peace applies to anyone who can comprehend the meaning (it has been debated whether Picts are capable of understanding the concept).
 


-- Generating NPCs --


Here's the methods I use for generating NPCs for this campaign.


1. NPCs are created by throwing 3d6 for each stat.

2. If the NPC is important, I'll arrange to taste.

3. GM Caveat - I will sometimes add to a stat, but if I do, I have to take a like amount away from another. In this way, I will tweak the NPC to get him to where I need him to be.

4. If the NPC is very important, I'll create the NPC the same way I would a player character using 4d6, drop the lowest for each stat. A very few NPCs have Fate Points, though.

5. An alternative method is to consider each NPC stat at 10 or 11 (three stats at 10 and three stats at 11) and then use the GM Caveat above to arrange the numbers as needed.

6. Add in racial modifiers and stat boosts due to level.
 

-- TWENTY QUESTIONS --




I devised this as a fun way to learn our elaborate campaign history and to provide the players with Fate Points. I want them to have an abundant number of Fate Points because the players are new to the Conan RPG. We've been using Fate Points during the sessions where the characters are pre-1st level. And, my method of Testing Fate eats up more FPs than does the vanilla game when a player wants to draw upon Fate to help his character.

I'd rather err on the side of too many Fate Points rather than too few, especially at the lower levels.

Players can earn FPs for their characters through playing Twenty Questions in a number of ways. For every five correct answers a player gives, his character will receive one Fate Point. There are five bonus questions in the mix, and if a player answers a bonus question correctly, his character earns a Fate Point for that one question. And, there is a final bonus question. Once all questions are answered, the player who has answered the most questions gains a bonus Fate Point for his character. All told, there are a possible 11 Fate Points to be awarded in this game: 5 points for the Twenty Questions; 5 bonus questions; 1 final bonus question; and 1 point bonus to the player who answers the most questions.

To begin the game, each player will throw a d20. Higher throw gets the first turn, and we will proceed clockwise around the table from that person. During a player's turn, he rolls a d20. The result shows the number of the question put to him. If he can not answer or answers incorrectly, we move on to the next person, who throws a d20 for another question. If the question has already been answered, then that player is skipped--luck plays a part in this game. Some players may be asked more questions than other players due to the luck of the die.

Questions 1, 6, 10, and 16 are the easiest questions to answer. Questions 5, 10, 15, and 20 are the hardest questions to answer. The other questions are all about the same difficulty.

The bonus questions are the hardest in the game.







TWENTY QUESTIONS
-------------------------

1. Describe Drachena physically.
2. What is the name of your clan in the Cimmerian tongue?
3. How many brothers does your father have? (Bonus Question)
4. Your father adopted two children. Who?
5. What weapon does your father favor?

6. What is the name of your clan in English?
7. What kind of mixed blood does your family carry in its veins? (Bonus Question)
8. Your clan was founded by members of what other clan?
9. What type of weapon is most favored by Cimmerians?
10. What is your mother's name?

11. What is the name of the town you live in?
12. What is your family name? (Bonus Question)
13. How did Hrathnar come to live among you?
14. Why does Drachena hate the Vanir so much?
15. What is the name of Caelis' dead twin?

16. What is your father's name? (Bonus Question)
17. How long ago was your clan founded?
18. Who raised you?
19. What are the Seven Standing Stones called in Cimmerian?
20. What is your granmother's name?

Bonus Questions:
3. Name your father's brothers.
7. How did your Cimmerian blood become mixed?
12. Where did your family name come from?
16. What is your grandfather's name?

Final Bonus Question: What is the name of this campaign?
 
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