Conan... What is best in Life?

The Fool

First Post
Crush Enemies!

See them Driven Before you!!

and the lamentation of the women!!!

:D


Ok, so anyone have any information on the new upcoming Conan RPG by Mongoose Publishing?


The Fool
 

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Dark Eternal

First Post
I hope that it will be better than the Hyborean Age rpgs that I've tried playing in the past... but it sounds like it has good credentials, so I'll keep my hopes high. :D
 
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The_Gneech

Explorer
Aaaarggghhh!!!

2004 is TOO FAR AWAY!

Must have Conan game NOW!

-The Gneech

PS: Must have DM who could properly run Conan game NOW!
 
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Ulrick

First Post
To create a gaming company that's number one in sales.

To crush all competition.

And to spend all profits from said business venture on ale and whores!!! :D
 

Felon

First Post
"Let me live deep while I live: let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, and the mad exultation of battle...I burn with life, I love, I slay, and I am content."

Ah, but for the days of good old pulp fantasy...they just don't craft them like that any more.
 

dagger

Explorer
Are these your robes? A priests robes?

Yes. They are all I have.

WACK! GAFFFF!

There all you'll ever need....
 
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senodam

First Post
Heh..I just got back from the local video shop- where I bought Conan on DVD for £7! Hoody Hoo! Time to go watch barbarian goodness now...
 





Zappo

Explorer
I thought you would make a poll. Like,

"What is better in life?"

A) Crush the enemies!

B) See them driven before you!

C) Hear the lamentation of the women!
 


Emirikol

Adventurer
Our group has been gaming in Hyboria for a number of years using the D&D rules (2nd & 3rd). We're looking forward to the additional support that Mongoose will give to the product.

Until then, we have a complete set of adaptations for 3E D&D in Hyboria and I encourage you all to try out Hyboria. A couple things though: 1) Hyboria is not magic-poor (sorcerer in EVERY story) 2) The D&D d20 system works great for campaigning in Hyboria ; 3) High level fighters tend to pile up lots of bodies..does that remind you of any book covers?

Here are the house rules we find most useful:

CHARACTER CONCEPTS



HOME REGION
The first step in making a character for Hyboria is to decide what country or region you want to be from. See the Thurian Cultural map above. Use this homeland theme to help with name, race, class skills, languages, feats, weakness, and equipment selection.

INITIAL ABILITY SCORE DETERMINATION
Character ability scores are determined using the “Standard Point Buy-HIGH-POWERED CAMPAIGN" from the Dungeonmaster’s Guide. If you want to roll your statistics using the 4d6 methods in the DMG, you must still come in under the point maximum listed here.


• Allowed Alignments: Any non-evil. The campaign tends away from lawfulness.

HERO POINTS
Hero Points are a ‘fudge factor’ that allow you to add or subtract a number on a roll. Your character’s total points per 4-hour game session is equal to one plus one per 5 levels. (1 at first level; 2 at 5th level; 3 at 10th level, etc.)


CHARACTER RACES
The following are a list of modern racial types. Actual historical bloodlines of the races are much more complex. Potential HOMELAND’s for your character are also listed.


COMMON RACES
These are simplifications of the racial breakdowns for game purposes.

Human: Hyborian. (Aquilonia, Nemedia, Zingara, Brythunia, Border Kingdom). They are the people of standard D&D/medieval human cultures.

Human: Kothian (Koth, Ophir, Corinthia, Argos). These are Roman-Greek-type peoples.

Human: Nordheimr. Viking-like cultures of the red-haired Vanir, blonde Asgards, or tawny-hared Cimmerians

Human: Shemitish. (Zamora, Shem, Stygia, Zamboula). Assyrian-Egyptian like cultures

Human: Vilayet. (Turan, Ilbars, Kozaki Steppes or Iranistan) tend to be ‘middle-eastern’ themed.

FOREIGN RACES

Human: African. (Kush, Darfar, Keshan, Punt, Zembabwei, or the Black Kingdoms). Choose a human racial subculture from d20 Nyambe African adventures book.

Human: Oriental. (Kosala, Khitai, Hyrkania, Kambulja, Vendhya) Use the Oriental Adventures handbook.

Human: Hyperborean. (Hyperborea) Not allowed


UNUSUAL RACES

Dwarf: Nordheimr. They hail from the mountains of Vanaheim and Asgard. As standard D&D dwarf.

Human: Wargar (Pathenia, Meru, mountain regions) As half-orc but has access to “Scent” as feat DMG p.81). They are degenerate men possibly mixed with the blood of apes or other beasts. They emerge from remote wastelands and jungles such as the Eiglophian mountains north of Cimmeria (where they are called Trollborn), deep Pictland (called Witiko), and from the remote jungles of the Black Kingdoms (called Ngoloko).

Human: S’Tarra (Zamora, Stygia, Shem, Punt, Kush, Zembabawei). They bloodlines of ancient races of serpent-men that once ruled and always have a well-hidden characteristic of their heritage (weakness). They are the only race that can take psionic powers.

Faerie: Halfling, Gnome, Elf (north-Vilayet regions; not typically available as PC races). These faerie races are believed but a legend. There are no half-elves in Hyboria.

Humanoid: Jatte, Varg, Gullan, Troll, Mutare, Yuan-ti, gnome, etc. PC’s may not be these races.



CHARACTER CLASSES

STANDARD CLASSES

PC Adept (Wis 12; “Adept” Spells Known per level is modified: the player must create their own spell list using any 2 PHB spells plus any 10 non-PHB spells; Adepts do not need to prepare spells ahead of time (as sorcerer); Adepts gain bonus spells from Wisdom; 1st Divine Resistance 1/day; 2nd: Spell Penetration; 3rd Divine Cleansing 2/day; bonus non-combat feats at levels 4, 6, 8, etc.)

PC Aristocrat (Initial class; 1st: may purchase plate armors; 2nd: multiclass fighters have no feat restrictions, 20% wealth bonus; 3rd: ‘property,’ ‘Property added 4,6,8, etc.)

Barbarian (aka, Berserker)

PC Commoner (Intitial class; 1st: Endurance, Remain Conscious; 2nd: Resist Poison & Disease; 3rd: Leadership)

PC Expert (Skill points 8+Int mod) x4; Additional levels acquire 8+ Int mod; Skill focus feat +3 at 2,4,6, etc.)

Fighter

Gamba (Nyambe)

Monk

Nanala (Nyambe)

Psychic Warrior (S’tarra-blooded only)

Ranger (List the region/country of your hated enemy)

Rogue

PC (Warrior) (d12 hp; bonus feats level 2, 3, 6, 9, etc.)


MULTICLASSING
There are no penalties for multiclassing.

PRESTIGE CLASSES
Acquiring the class level that would normally grant a PrC had you done everything right is adequate to gain access to PrC’s.


EARNED CLASSES
The following classes require a character to have earned them through special training, initiation, or favor of the gods. They may not be taken until the PC has earned at least 1000 x.p. in another class plus any other requirements listed.

Bard (Cha. 16)

Cleric (Wis. 16; Min. 3000 x.p.)
• May be pantheonic or monotheistic
• Turn Undead
o Successful turning: They are not forced to flee, but cannot approach within 10 feet.
o Destroying undead: You can only destroy undead that are within 10 feet.

Druid (Wis 16; No spiritual weapon and armor restrictions; Min 3000 x.p.)

Mchawi (Nyambe; Int. 16; non-evil; Min.3000 x.p.)

N’Anga (Nyambe; Wis. 16; as cleric; Min 3000 x.p.)

Paladin (Wis 14; No detect evil ability; Min. 3000 x.p.)

Psion (S’tarra-blooded only) Main ability 16)

Samurai (Oriental)

Sei (Nyambe; Cha 16)

Shaman (Wis 16; may be any culture but use OA rules)

Shugenja (Oriental; Wis.16)

Sohei (Oriental)

Sorcerer (Cha 16)

Wu Jen (Oriental; Int. 16; Minimum 3000 x.p.)

Wizard (Int. 16; Minimum 3000 x.p.)

Wizard Specialist (Int. 16 Minimum 3000 x.p.)



FEATS
COMBINED FEATS:
• Chariot Combat (S&F): includes all functions of Chariot Trample and Chariot Sideswipe

• Dodge: if unarmored or lightly armored, the AC benefit is applied against all opponents.

• Improved Unarmed Strike: includes all features Improved Grapple feat. Monks automatically get these abilities for free.

• Improved Special Attack (new feat): includes all functions of Improved Trip, Improved Disarm, and Sunder. PRE-REQUISITE: EXPERTISE

• Power Attack: includes all features of Improved Bull Rush.



SPELLS
NO BONUS SPELLS
When the appropriate spell level is earned, bonus FEATS are granted instead of bonus spells for the cleric, druid, sorcerer, wizard (Nyambe and OA types too). All other spellcasting classes gain no bonus spells or feats (e.g. Paladin, Bard, Ranger, Assassin, etc.). Adept is exempt.
1st – Skill focus feat
2nd – Any non-magic feat
3rd – Any non-magic feat
4th – Any magic-related feat
5th – Any feat

UNAVAILABLE SPELLS
The spells or spell-like abilities below are not available (substitute with something else). Detect Chaos/Evil/Good/Law; Discern/Know-Alignment-type spells

MODIFIED SPELLS
Fireball (min. 6th level caster)
Magic Missile (min. 3rd level caster)
Polymorph- must have analyzed the creature
Entangle/Hold person – save may be made every round

SPELLS & SNEAK ATTACKS
Stinking Cloud, Grease, Animate Rope, Entangle, Web, Suggestion, Animal Trance, Confusion, Hypnotism, do NOT cause a victim to lose their dexterity bonus unless an additional save is failed.


COMBAT & HEALING

Living Life and Healing (PHB 129). Characters heal in 8 hours as if they rested for 24 hours and gain experience points equal to the random amount of g.p. spent. The cost is 1d12 x 2 g.p. This incurs healing at a rate of 1 hp per level (minimum of 5).
The character is assumed to be wasting money wenching/manizing, feasting, roughhousing, gambling, dabbling in the dark arts, challenging their faith or otherwise ‘living life’ instead of lounging around. Living life must be done in a community of some sort.

Unarmed Subdual Attacks: Critical Threat on 18-20/x3.





APPENDIX 1 LANGUAGES
All PC’s get their home country language for free. It should also be noted that each local language has regional dialects of insignificance except to natives of those lands.


Familiar Local Languages (cost 1 rank each).
• Hyborian Common. This is the language of traders and all common folk of Aquilonia, Argos, Border Kingdom, Brythunia, Corinthia, Nemedia, Ophir, and Zingara.
• Atlantean (includes Cimmerian, Nordheimr, Pictish)
• Kothian
• Turanian (includes Kozakian and Turanian)
• Zamoran (includes Kezankian)

Other Languages (GC p.18; cost 1 rank each)
• Iranistani
• Hyrkanian
• Hyperborean
• Khitaian (Oriental- Includes Kambuljan)
• Ku:):):):)e (African-All black kingdoms)
• Pictish
• Shemitish/Stygian
• Vendyan (includes Kosalan, Kuruvian)

Ancient Languages (cost 2 ranks each; age is listed)
Ancient Atlantean (4+ k; west)
Ancient Lemurian (4-2.5 k; far east)
Ancient Thurian (4k) *
Ancient Myapan (5+ k; far west continent)
Ancient Khari (3+ k;far east,Stygia, Koth, Brythunia)
Ancient S’Tarra (5+ k)
Acheronian*(1.5k;north of Koth)
Elder Hyperborian (2.5 k;Koth/Shem)
Ancient Stygian (1.5 k)

Map of Ancient Times (c. 4000 years ago)

APPENDIX 2 GOODS & WEAPONS


WEAPONS

Zamoran Dagger: A superior dagger. Inflicts critical on 19-20/ x3. Cost: 45 g.p. Range increment 10 feet.

Brythunian Dragon Whisker Fork: This bronze masterwork version does 1d10 damage and costs 50 gp. Page 4 Arms & Armor Guide.


GEAR
Grappling Hook with Silk Rope. Range increment 20 feet. Damage 1d2/x2. Characters with 2 or more RANKS in Use Rope skill are proficient with a Grappling Hook and do not suffer the -4 attack penalty. Hemp rope is too heavy to throw effectively, so silk rope must be used for throwing. Use Attack an Object rules. Also see S&S p. 52.


TRANSPORATION
Camel (Domedary or Bactrian) (Nya p.101/229). Cost 50gp; carry as Hvy warhorse. Packs and saddles as horse cost.

Single Chariot (Dragon 4-02): Medium-size vehicle; Handle Animal +2; Spd drawn (average); Overall hp 50 (hardness 5); Overall AC 5; Atk (3d6, ram); Face 5 ft. by 5 ft.; Height 5 ft.; Crew 1; Weight 300 lb.; Cost 100 gp.; The driver of the chariot gains one-half cover behind 2 inches of wood (hp 20, hardness 5). A light warhorse can pull the chariot at a speed of 60 feet with even an unusually heavy driver aboard. Double Chariot is in S&F p. 78.



APPENDIX 3
REGIONAL DEITIES AND RELIGIONS
This list is far from complete and is only for starters as it is an idealized version for gaming. Religions have spread their influence far and wide and are not isolated to the places on this list. Divine spellcasters often represent a PANTHEON of gods as well, and and choose whichever one suits their needs at any particular time and place; afterall, gods and religion in Hyboria is chiefly for priests and kings to exploit the populace.

Mitra

Symbol: Phoenix
Alignment: LN
Portfolio: Sun, light, strength, healing
Worshipers: All Dark Ages Lands (Zingara to Brythunia)
Cleric Alignments: Any non-evil
Domains: Air, Good, Healing, Knowledge, Law, Luck, Magic, Protection from evil sorcery, Sun, Travel + 2 others
Favored Weapons: Mace

Mitra, Lord of Light is a god of the people, believed to be all-pervasive and without form, although often pictured as a tall, old man. Mitra takes no living sacrifices, although the temple takes extensive tithes in money and services. This priesthood is dominant in most civilized northern countries.
According to Mitraic belief, each person is called to a worthy life. It is the obligation of each individual to follow the tenets of the faith of Mitra, which include honor, truthfulness, and trustworthiness. In Mitra’s tenets, telling a lie or betraying a friend are mortal sins.
Clerics of Mitra must adhere to strict behavior. They must remain celibate and must abstain from all alcohol and mind-altering drugs. Clerics of Mitra must never perform any arcane spell casting, rather trusting totally in Mitra. In game terms: the character may not cast arcane spells, even if they are multiclassed. If they do, they lose all divine spell casting abilities until they undergo major penance. Clerics of Mitra gain a +2 to saving throws vs. arcane spells. Clerics must tithe ¼ of their income to the temple; the greatest temples are found in Nemedia and Aquilonia.
One of Mitra’s most potent aspects is as the Defender, protecting Hyborians from evil sorcery, most specifically from his ancient enemy, the serpent-god Set. In his battles with Set, Mitra prefers working through mortals, so that those who are called to be his champions can both defeat set and act as living proof of the validity of his cult’s tenets.

Wiccana, Goddess of Brythunia
Symbol: Golden sickle
Alignment: N
Portfolio: Wildlands, flora, fauna, fertility, healing
Worshipers: All (Brythunian)
Cleric Alignments: Any
Domains: Animal, Plant, Healing, Family, Renewal + 2 others
Favored Weapons: As cleric

Wiccana, goddess of Wild lands is one of the oldest religions in the area. She is conjugally bound to the god Targol in some tales. Worshippers revere the oak and mistletoe. Wiccana’s symbol is the golden sickle, and the religion is devoted mainly to fertility, healing and human guidance in nature. Wiccana only accepts druidesses; men may not directly serve the goddess. The priestesses are usually celibate (though not necessarily virgin), and vow never to cut their hair. The priestesses reside in villages, but perform their ceremonies in natural sanctuaries near town. Some sects still perform human, male sacrifice.
They are worshipped into Border Kingdom and by the Kezankians, however she is very rare in other areas. A similar cult exists in Pictland.

Targol, War God of Brythunia
Bronze War God of the Brythunians, Eternal Foe of Yog.
Symbol: Bronze statue of a warrior holding a crucible and a dragon whisker fork
Alignment: LN
Portfolio: Retribution, disclpline, truth, power, war
Worshipers: All (Brythunian)
Cleric Alignments: Any
Domains: Destruction, Law, Metal, Protection, Strength
Allies: Wiccana
Enemies: Yog, Bori
Favored Weapons: Trident (fork) and bowl-shaped shield; or Brythunian Dragon Whisker Fork (2 handed) (Conan the Hunter)

Targol, the Bronze god, is an old war god of the Brythunians. He is harsh and demanding, but proud of his people. He hates the Demon of Elder Night, Yog. He shares his bed with the goddess Wiccana.
The cult of Targol originated in the Thurian epoch nearly 4000 years ago. During the migration of the Khari, opposition began with the cult of Yog. The Yoggites later overran the Targolians and decimated their followers. The religion has only recently been re-discovered in Brythunia in buried temples under Pirogia and elsewhere.
Targol places a premium on brutal warfare but smart strategy to problems. Diplomacy is used as a last resort in warfare and no mercy is given to followers of Yog.
Clerics dress in oversized bronze or bronze trimmed armor and are always required to be armed. The main temple of Targol is slowly being rebuilt from ruins and resides in the capital of Brythunia, Pirogia. Small shrines exist around Brythunia, but are typically in ruins or have been consecrated to new gods.


Erlik, God of Turan
Symbol: Yellow Hand (of Death)
Alignment: N
Portfolio: Death, knowledge
Worshipers: All (Pathenia to Brythunia)
Cleric Alignments: Any but lawful good
Domains: Death, trickery, knowledge, plus 5 others
Favored Weapons: As cleric

Erlik is the main god of the Turanian pantheon. He is worshipped as far west as Brythunia. His prophet is known as Living Tarim. His priests are selfish, power hungry, prone to holy wars, and coveting strange knowledge. Their belief system is rigid monotheism and accepts no other.

NORDHEIMR PANTHEON
Ymir, God of the Aesir
Frost Giant, Chief God of the Asgardians
For details use “Thrym” from Deities & Demigods p. 194. The Aseir tend to revere Ymir highly and all others in greatly lessened roles. The Aesir focus on war and destiny in their pantheon.

Njord & Skadi, Deities of the Vanir
Chief deities of the Vanir (sea and earth/mountains)
Portfolio: Njord: Air, renewal, water; Skadi: Destruction, earth, strength
Domains: prosperity, sea, wind; earth, mountains + 2 others
Favored Weapons: Longspear or greataxe
The Vanir are the red-haired vikings of the northwest. Their lands border the ocean. The gods of the Vanir are paired, unlike the gods of the Aesir. Chief among the Vanir gods is Njord, who is married to Skadi (Nerthus). Other deities are present (Frey, Freya, Ymir, Aegir, Forseti, Heimdall, Hel, Hermod, Loki, Odin, Odur, Sif, Surtur, Thor, Thrym (Ymir), Tyr, Uller, etc.) but are secondary. The gods of the Vanir tend to represent prosperity and fertility.

Crom, God of the Cimmerians
God of the Mountains -Cimmerian
Symbol: Mountain
Alignment: N
Portfolio: Personal attainment
Worshipers: Cimmerians
Cleric Alignments: Crom doesn’t grant spells directly, but may have Adepts as worshippers that can cast spells of divine magic drawn from the earth.
Domains: None.
Favored Weapons: Any

The Cimmerians worship a grim and savage god, Crom, Lord of the Great Mountain, who cared little for mankind save to breathe into men's souls the power to strive and slay. The Cimmerians believe in a shadowy afterlife in which the souls of the dead would wander Crom's grey realm.

OLYMPIAN PANTHEON
Cronus, God of Olympus
(Argos, Koth, Ophir, Corinthia)
Symbol: Mountain with clouds
Alignment: NE
Portfolio: Sky, rulership + 5 others
Worshipers: All (Roman-age lands)
Cleric Alignments: Any
Domains: Air, Storm, Nobility + 3 others
Favored Weapons: Trident
Cronus is head of the Olympian pantheon, but the upstart cults of Zeus, Hades, Poseidon, Hera, Demeter, and Hestia and the others are on the rise. The Kothians have more ‘Romanized’ names for the Olympian gods and also include much of the Babylonian pantheon, including Ishtar. See Deities & Demigods for a more complete list.


STYGIAN PHARONIC PANTHEON
Set, God of Stygia
The foe of Mitra and Isis/Ibis (Shem); Evil snake god/pantheon of Stygia and the ancient cults; all other Pharonic gods subservient. Derketo (god of lust) is also part of this pantheon.


SHEMITISH DESERT PANTHEON
Adonis/Anu/Pteor, the Red God
God of the Sky – Shem, Zamboulan Desert, Iranistan, Corinthia
Symbol: Gold sun partially blocked by a gray cloud
Alignment: LN
Portfolio: Sky, rulership + 5 others
Worshipers: All (Roman-age lands)
Cleric Alignments: Any
Domains: Air, Storm, Nobility + 3 others
Favored Weapons: Brass mace

Anu is said to have created the heavens and he earth. All of the other gods of his pantheon bow to him (Babylonian) and he is bound to Ishtar. The other gods of the pantheon are: Anshar, Druaga, Girru, Ishtar, Marduk, Nergal, and Ramman)
The high priest of this religion is often the king of the country. Clerics remain aloof from the people they serve and work to further the state politically as well as spiritually.
The priests collect tremendous amounts of money for the high priest, temple and the country. Major ceremonies are held during new moons and that is the time that people must tithe. The priest-king typically goes forth to quest with other clerics to bring back riches to further the sect.
Requirements: Clerics must uphold the laws of the religion and breaking even minor ones requires sacrificing of the clerics own animals and goods (mainly gold and jewels), as well as fasting, prayers, and meditation. Clerics, as they are not allowed to directly communicate creatures opposed to their religious beliefs and are punished by loss of all spells if they do so. Quests are used to prove worthiness and to regain favor.
Traditional attire is a kilts and silk robes of red with cuniform writing on the hem.

Hanuman, Ape God of Zamboula
One "civilized" animal cult is that of Hanuman the ape-god, worshipped in Zamboula. Hanuman's priests are feared rather than loved, but worship of the ape-god is still supreme in Zamboula. One unusual ritual of the cult is the Dance of the Cobras, in which a young girl is made to dance between four live cobras, dodging their venomous fangs until, inevitably, she tires and falls to her death.

Bel, God of Thieves
God of thieves; similar to Olidammara. Mostly worshipped in Zamora and Shem

Zath, Spider God of Zamora
As Lolth (Spider god of Zamora); The most famous of the Zamoran divinities is Zath, the spider-god of Yezud. Zath's worshippers believe that the great spider-god walks the earth, and must be served by humankind. Indeed, the giant spiders which have occasionally been seen in the hills near Yezud are testaments to Zath's power. Priests of Zath do not drink alcohol or fornicate, and those laymen in the service of the temple must also abide by these strictures. Even more guarded are the temple virgins, who dance for the spider-god on holy days. There are rumors of extensive caverns beneath the temple, where hundreds of giant spiders reside, fed cattle (and occasionally humans) by the priests of Zath. The cattle come from enforced tithes demanded from the steadings which surround Yezud; it is said that the priests would loose these spiders on the countryside if the king did not permit them their grisly worship.

Adonis/Anu/Pteor, the Red God
God of the Sky – Shem, Zamboulan Desert, Iranistan, Koth, Corinthia
Symbol: Gold sun partially blocked by a gray cloud
Alignment: LN
Portfolio: Sky, rulership + 5 others
Worshipers: All (Roman-age lands)
Cleric Alignments: Any
Domains: Air, Storm, Nobility + 3 others
Favored Weapons: Brass mace

Anu is said to have created the heavens and he earth. All of the other gods of his pantheon bow to him (Babylonian) and he is bound to Ishtar. The other gods of the pantheon are: Anshar, Druaga, Girru, Ishtar, Marduk, Nergal, and Ramman)
The high priest of this religion is often the king of the country. Clerics remain aloof from the people they serve and work to further the state politically as well as spiritually.
The priests collect tremendous amounts of money for the high priest, temple and the country. Major ceremonies are held during new moons and that is the time that people must tithe. The priest-king typically goes forth to quest with other clerics to bring back riches to further the sect.
Requirements: Clerics must uphold the laws of the religion and breaking even minor ones requires sacrificing of the clerics own animals and goods (mainly gold and jewels), as well as fasting, prayers, and meditation. Clerics, as they are not allowed to directly communicate creatures opposed to their religious beliefs and are punished by loss of all spells if they do so. Quests are used to prove worthiness and to regain favor.
Traditional attire is a kilts and silk robes of red with cuniform writing on the hem.


OTHER MAJOR GODS OF THE REGION
Dagda, the Old God
Head of the old gods before Mitra. His pantheon was Celtic and made up of Arawn, Brigit, Diancecht, Dunatis, Goibhnie, Lugh, Mannanan, Morrigan, Nuada, Oghma, and Silvanus.

Bori, Elder Hyperborean God
Not much is known of this ancient deity except that it may be associated with necromancy. He is head of a debased version of the Finnish pantheon.

Jhebbal Sag, Chief Beast of Pictland
The most commonly worshipped Pictish deity is Jhebbal Sag, Master of Beasts. According to Pictish legend, all animals, including man, once worshipped Jhebbal Sag. Now, most have forgotten, and only the largest, smartest and strongest animals remember the earliest days. Those who remember are bound together, however, and can be controlled by one who serves Jhebbal Sag. Jhebbal Sag is the leader of the Animal Gods and all of the other animal totems serve him. Other gods include Jhil (Raven), Gullah (apes), etc.

Yog
Demon of the elder night. Foe of Targol. His cult dates back to the Khari invaders.

Yajur
The strangler god of Yota Pong.

Asura and the Vendhyan Pantheon
Asura is the Vendyhan equivalent of Mitra and is head of the Indian Pantheon.

Dwarven pantheon
(Nordheimr/Asgardian): Heimdall, Skadi, Thor, Tyr

Ancestor worship
Ancestor worship is not uncommon on Thuria.


APPENDIX 4
CAMPAIGN BACKGROUND


What the New Player Needs to Know About the Campaign:
Hyboria is ridden with evil sorcerers, charlatan priests, sneaky thieves, rich merchants, and mighty warriors. Peasants are superstitious and fearful. Monsters are everywhere and are more often than not, opportunistic men. Cold steel answers a lot of problems and anything or anyone can be bought..for a price.

In this campaign, the players need to also know that Brythunia is a kingdom of settled horsemen ruled by a weak king named Eldran. Nemedia, the kingdom to the west is the pillar of culture in Hyboria with it’s gilded knights..and relentless slavers. Undead lich lords rule the lands to the north in Hyper-borea. To

the south is Zamora-land of spider haunted towers and cities of thieves. To the east are the plains of the proud Kozaki nomads.

Remnants of ancient cultures dot the landscape. Some of them date back thousands of years. The magic and curses of these cultures lingers on in relics, riches, and undying evils. Ancient Khari and Acheron are two empires of old buried in this region.

Colorful catch phrases about one’s god or the nature of other lands are the typical sayings in common outbursts. “Crom!,” “By Hannuman’s Wooly Member,” “by Mitra’s Light,” “by the beauty of a Brythunian woman,” or “as savage as a Pict” are examples of common sayings.

Mitra, the god of Light and the north is eternally at odds with the snake-god, Set of Stygia.

The World is called Hyboria because that is the race of humans that currently dominates it. Your PC will be on the continent of Thuria. The starting year of the campaign is 1276 A.A. (Aquilonian Age). Hyboria exists in the pre-history of Earth, about ten to fifteen thousand years ago..when magic was potent, and heroes were powerful. Hyboria is unique in it’s own extensive history and adventure, as read in the Conan, Kull, and Red Sonja stories, and is a basis for the D&D game itself.
Unofficial resource material: http://hyboria.xoth.net/




More interesting details may be found on the d20Conan discussion group and also through play!


www.yahoogroups/group/d20conan



Enjoy!

Jay Hafner
 

Cedric

First Post
What is best in life?

The sound of my daughter's laughter...

The sound, smell and feel of shrink wrap, freshly torn off of a new game...

The slow tumble of a d20 as it makes it's last turn and falls on a 20 when you need it most...

Knowing that the saving throw you are making is live or die, and making it...

1 gig of ram...

A mildly tannic, deep red Bordeaux or Cabernet, paired with a marinated and wonderfully cooked prime filet mignon, broiled scallops on the side...

Throwing the gear shift down into 4th and simultaneously giving it gas and releasing the clutch while you feel all 350hp stretch out to own the road...

Knowing you are right, when every one else thinks you are wrong...

Cedric
 

Hypersmurf

Moderatarrrrh...
PRESTIGE CLASSES
Acquiring the class level that would normally grant a PrC had you done everything right is adequate to gain access to PrC’s.

Wait, what?

So I can be an Elemental (Fire) Savant despite having no fire spells or metamagic feats, just having enough levels of sorcerer?

A Lasher by taking five levels of Fighter... never having seen a whip?

-Hyp.
 

Emirikol

Adventurer
Yep. If the player some kind of sick powergamer and that's her bent :) Of course the other players will pummel her for being such a stupid idiot. It's a completely self-regulated system that allows players to choose their freedoms as they go.

Thase aren't the best examples, because they don't represent some sort of power advantage. A fighter without a whip can't really use his whip skills :) and a fire-savant who studies fire 'in-character' instead of casting fireball isn't somehow advantaged either. The theme for your prestige classes doesn't come from high ability scores or what kind of munchkin spells you have; instead it comes from what you as a player want to do with your character's background and foreground.

I know from experience that this works, but players rarely take advantage of these things (knowing full-well that prestige classes are generally weaker, stricter, and a pain in the arse).

Em
 
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