Free download of Conan the Barbarian by Robert E. Howard. Available in PDF, ePub and Kindle. Read, write reviews and more. Originally I wrote Bhagavad-gétä As It Is in the form in which it is presented now. When this book Bhagavad-Gita As It Howard, Robert E. - Conan - Four Conan . Conan Rpg(2nd Edition) - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free.
|Language:||English, Spanish, French|
|ePub File Size:||16.32 MB|
|PDF File Size:||11.30 MB|
|Distribution:||Free* [*Regsitration Required]|
This collection contains eighteen of Robert E. Howard's 'Conan the Barbarian' stories in the order in which they were set, plus the poem 'Cimmeria' and the. Conan the Barbarian - PDF. £ GBP. “BARBARISM IS THE NATURAL STATE OF MANKIND,” THE BORDERER SAID, STILL STARING SOMBERLY AT THE. PDF version of Conan the Barbarian by Robert E. Howard. collection contains all eighteen of Robert E. Howard's public-domain 'Conan the Barbarian' stories.
Likewise, the penalty to Perform checks applies only to such uses as song, chant, poetry and acting, rather than musical instruments or juggling, for example. So successful are these raiders that most are as condent about attacking a fortied port town as they are when simply taking merchant ships. These caravans and a few exiled Khitans are Khitais only contact with the West. Racial Descriptions Each race has a paragraph or two of introductory description, then some notes on culture, religion and typical character names. Pelishtim names are identical to those of other Shemites; see page It is not necessary to read the chapter in its entirety, and indeed the Games Master may wish to restrict players from viewing some of the less well-known regions, but it is certainly useful to read the main entry for the region from which the character hails.
Cimmerian Cimmerians are descended from the ancient Atlanteans. Their skin is on the dark side of fair and tans easily if ever they leave the gloomy mountains of their home.
They have dark hair and blue or grey eyes. They are tall, physically powerful and very erce, and are regarded by most Hyborians as one of the most barbaric races in the world. Unlike most Hyborian women the Cimmerian women ght alongside their menfolk, even in full-blown war. Cimmerians tend to be direct to the point of bluntness. Cimmerian culture is survivalist and barbaric.
Cimmerians are a race of erce moody hill-men, dwelling as they do in a harsh, dreary and cloudy land. The Cimmerians despise weakness and the softness of Hyborian civilisation. They are feuding and war-like. Cimmerian names are based on old Irish or Scottish Celtic names, such as Conan. Here are some examples of names Howard intended to use for Cimmerians in stories he never completed.
These names are presumably male: Crom, Lord of the Mound, is the chief god of the gloomy Cimmerians. Others include Lir, the god of knowledge, Mannanan, the god of poetry and travel, Morrigan, the goddess of war, Badb, the goddess of re and fury, Macha and Nemain The Venomous. The Cimmerians do not truly worship these gods, believing that the gods despise weaklings who call on them for help. Creating the Cimmerian race was gift enough. As a result, Cimmerians are often sceptical of more demonstrative forms of worship.
Racial Features: All of the following are Cimmerian racial features: Cimmerians are a naturally tall and strong race, made stronger still, so they believe, by the gifts of Crom. Though many have a keen natural cunning, few Cimmerians are capable of a great deal of book learning, nor indeed do they have much opportunity for such education.
Courage even in the face of great adversity is another of Croms gifts. Cimmerians are renowned as the nest climbers in the world.
Most will have climbed at least one peak that nonCimmerians would regard as impassable before even leaving their homeland. Cimmerians are masters of their environment in every respect. Cimmerians are famously blunt and direct in their speech, a habit that has been known to get them into trouble on any number of occasions. Note that this penalty does not apply to Bluff checks based on body language, as Cimmerians are often excellent at feinting in combat and other non-verbal uses of Bluff.
The natural cunning of their savage race has caused many a civilised opponent to fall to their tricks in combat. Cimmerians may not have any religion other than Crom and the Cimmerian pantheon and may never gain any benet from worshipping that or another pantheon.
Crom has no priests and offers no assistance to his worshippers, other than gifting them with mighty thews and courage at birth. He despises weaklings and expects his Cimmerians to stand alone against the world, without need for either gods or demons.
If a Cimmerian ever does worship a non-Cimmerian god, he loses the gifts of Crom: Whether Crom or indeed any of the other gods is real is a philosophical point and beyond the scope of these rules; the point is that the Cimmerians, at least, believe it to be so.
Himelian culture resembles the tribal lifestyle of Afghanistan and northern India and is survivalist and barbaric in nature. The Vendhyans seem to refer to the lands facing their kingdom as Ghulistan; possibly there is an ancestor tribe called the Ghulis of which these modern tribes are branches.
Some Himelian tribesmen are a curious race of intelligent, though stunted, aborigines, conquered by the Hyrkanians on their westward drift. These would correspond more to a Tibetan style culture. Himelian names are essentially a mix of Arabic, Mongol and Hunnish names. Modern Afghani names provide good, exotic-sounding bases for naming Himelian characters.
Examples male: Yar Afzal, Yateli. The savage Himelian tribesmen worship primitive totemistic deities and demons, such as Hanuman, the Ape God, in appeasement of the carnivorous apes of the area. Some may also worship Asura. All of the following are Himelian racial features: Background Skills: Climb, Knowledge local , Move Silently and Survival. Favoured Class: Barbarian Prohibited Classes: Noble, Nomad, Pirate, Scholar.
The Himelian tribes know every inch of their native hills and rarely descend from them except to raid the richer lands below. Though the tribes are occasionally led to open battle by a particularly charismatic chieftain, they prefer to attack their enemies with stealthy raids and midnight assassinations.
The Himelians are possibly the most dangerous mountain range in the world, since every tribe seems to be at war with every other tribe, as well as with the Vendhyans and Turanians. Automatic Languages: Cimmerian Bonus Languages: Nordheimer, Pictish, Aquilonian, Hyperborean.
Himelian Tribesman Between Vendhya and Hyrkania, far beyond the ken of most western folk, a vast and harsh mountain range rises, inhabited by a number of small tribes. These tribes consist of tall, hairy hill-men who are very strong and erce.
They are disdainful of civilised standards of. This is for cultural reasons. The folk of the East have a long tradition of tales and superstitions regarding the power of hypnotism, which tends to reinforce the power of the hypnotist.
Prohibited Classes: Noble, Pirate, Temptress Automatic Languages: Afghuli Bonus Languages: Vendhyan, Hyrkanian, Iranistani. Climb, Hide and Move Silently. Hyborian The Hyborian peoples are descended from the worshippers of the god Bori.
These barbaric ancestors swept out of the north three millennia ago, destroying the ancient empire of Acheron and conquering all in their path. Note that in Khauran, the ruling caste should be treated as Hyborians but the commoners are a separate sub-race suitable for Non-Player Characters only see page As a general rule, Hyborians identify themselves not as Hyborians per se but according to the nation from which they come.
Thus, Player Characters are encouraged to call. Wazuli The Wazuli are typically the rst hill tribe a traveller journeying north out of Vendhya in the night will encounter, for they are largely nocturnal and prefer to do their raiding during the hours of darkness. Like other Himelian tribesmen, they are a hardy and usually honourable folk, with strong traditions of loyalty and hospitality.
Wazuli culture, names and religion are similar to those of other Himelian tribesmen. The Wazuli should be treated as standard Himelian tribesmen except as follows: Bonus feat: Eyes of the Cat: The Wazuli have probably the best night vision of any human peoples. They are the only military force to ever ambush Conan himself successfully, thanks to their superior knowledge of the terrain and unsurpassed low-light vision.
They need not meet the usual prerequisites for the feat. The Wazuli are so close to being nocturnal that they function poorly during the daytime. The Bori-worshipping barbarians of thousands of years ago have long since become highly civilised and sophisticated folk with strong nations of their own and would be scarcely recognisable to those who knew the Hyborians of old.
The original Hyborians were tawny-haired and grey-eyed, though by the time of Conan intermarriage has diversied this appearance considerably. For the most part, culture in the Hyborian kingdoms is similar to that of the real-world medieval European countries, though some aspects, particularly in Nemedia, are more reminiscent of ancient Roman culture.
The nations are run on the feudal system. This has often led to decadence as the nobility spend their time hunting and idling, unconcerned with the welfare of their subjects.
As the nations have developed, the unity of the Hyborians has dissipated so that each kingdom has its own features, as follows: Together with its rival, Nemedia, Aquilonia is the most advanced, wealthy and powerful of the Hyborian kingdoms and its people are correspondingly proud. It most closely resembles Medieval France. The people of southern Aquilonia have mixed with the brown Zingarans until black hair and brown eyes are dominant in Poitain, the southernmost province.
This is an area of rich farmland. We know little of Brythunia, save that its women folk seem to be highly prized by slavers. There is evidence of a pastoral culture. The eastern Brythunians have intermarried with the dark-skinned Zamorians. The many city-states of Corinthia bring to mind the city-states of Italy and the corresponding interstate rivalries and espionage. Corinthia seems to be one of the more culturally advanced areas, with a developed nobility and priesthood. Kothic adventurers carved Khauran out of the lands of Shem and Khaurans culture reects its beginnings.
Fiercely independent, while maintaining many Kothic traditions and links, the people of Khauran fear that Koth will absorb the valuable kingdom.
Its tiny elds and orchards yield three crops a year. Koth, a vast meadowland north of Shem, is one of the oldest Hyborian kingdoms. It is famed for its metalworkers, partly due to the natural resources of its volcanic region of Khrosha. Kothic culture has suffered from the subtle admixture of Shemite and Stygian strains. The simple ways of the Hyborians have been modied by the sensual, luxurious, yet despotic habits of the East. Koth uses slaves. Its capital is Khorshemish, which is known as the Queen of the South.
Nemedia is easily the second greatest Hyborian kingdom and maybe in the past even surpassed Aquilonia, its neighbour and rival. While Nemedias people live in relative poverty, its wealthy citizens have the leisure to collect artefacts in museums. Built on the ruins of ancient Valusia and once a part of the sorcerous kingdom of Acheron, Nemedia has many hidden ruins that might contain fearful horrors.
Ophir is a tapering wedge between the border of Aquilonia and the vast southern kingdom of Koth. It was probably part of Koth before it claimed independence back in the days of Acheron.
The meadowlands of Ophir produce ne armies of gilt-mailed knights and warriors, suggesting a land of great mineral wealth, with probably the same strata as can be found in Koth.
Once dominated by Acheron, Ophir seems to have taken the worst elements of Zamorian thievery and Shemite double-cross.
It seems sometimes to be allied with Koth and sometimes with Aquilonia. The tribal nature of the early Hyborians means that there is no one overall naming style, although the civilised nations tend toward Latin style names.
Aquilonian names tend to have a Latin air to them. Brythunian names are Italian and Teutonic in tone. Corinthian names tend to have a Latin, Byzantine or Italian air to them.
Khauran names resemble Kothic names. Khorajan names owe a lot to Koth, as some crossover of names suggests, though the hillmen have a more Shemite sound to their names, such as Shupras.
King Numa gave his name to the city of Numalia. Ophirs culture is halfway between that of Shem and the Hyborian culture and the names reect this; most are Latin but some Middle Eastern style names are included. The worship of Mitra is overwhelmingly predominant in the Hyborian nations. Initially worshippers of the Hyborian ancestor god Bori, the Aquilonians at some point adopted Mitraworship as something close to a state religion.
The worship of other gods seems to been suppressed, at least until the reign of King Conan. One such secret cult is the eastern religion of Asura, although most Aquilonians regard these cultists as demon worshippers and Asura on a par with Set. It is probable that Ibis is also worshipped in secret in Aquilonia. Mitra-worship, perhaps mixed with pockets of reverence for Bori and even the Zamorian gods, seems most likely.
It seems likely that Corinthians worship Mitra, as well as the other Hyborian gods, though Shemite gods such as Anu are also tolerated. Khaurans are essentially Kothic in their religious practices and are Ishtar-worshippers. Koth has long since abandoned the worship of Mitra, forgetting the universal Hyborian god and driving out the last of his worshippers some years before the time of Conan. The Shemite gods such as Ishtar are worshipped with awe and fear, as are all the gods of Koth, a sign of Koths intertwined history with Shem.
Ishtar was subtly changed in the transfer to Koth, with animal sacrice taking over from human sacrice. Nemedia worships Mitra as chief divinity, although other cults, including the Cult of Ibis, are mentioned. In fact, Nemedia is a more religiously tolerant country than Aquilonia until Conans reign.
There are even atheist philosophers in Nemedia, known as the sceptics, who believe that there are neither gods nor any kind of life after death. Ophir worships the Shemite gods such as Ishtar, as well as Mitra. All of the following are Hyborian racial features: A Hyborian may choose two skills that for him are always treated as class skills, whatever his character class.
Hyborians are one of the most adaptable races, capable of turning their hands to almost any profession. This is largely a matter of cultural and economic sophistication; the highly developed and wealthy Hyborian nations provide their citizens with excellent opportunities for learning all manner of skills. Weapon Familiarity: Hyborians can wield greatswords as though they were martial weapons rather than exotic weapons. As members of the leading culture in the time of Conan, the Hyborians are not only adaptable but lucky too.
Knowledge local and any other four skills, as chosen by the player. All classes.
A Hyborian gains a favoured class bonus feat at 1st level, 5th level and 10th level, whatever his class or combination of classes. His levels in all his character classes are added together to determine his favoured class level, even if he is a multiclass character.
The language of whichever Hyborian kingdom the character lives in. Bonus Languages: Races Argossean or Barachan The Argosseans were originally a Hyborian people, though they have intermarried with many other races, particularly the Zingarans and to a lesser extent the Shemites. Most are short and stocky. They make superb sailors, traders and pirates. Renegade Argossean sailors have colonised the Baracha Islands, turning them into one of the greatest havens for piracy in all the seas.
Argos is a country of two contrasting cultures. All the seaports are cosmopolitan, with the capital, Messantia, being the most open-minded of all, while the inland provinces are lled with farmers, craftsmen and labourers who are friendly enough but wary of strangers. Argos is a noted trading nation of sharp-eyed silk-clad merchants, not all of whom remain strictly within the law smuggling and piracy are often tolerated. The law is said to be lax, although occasionally an example is made of foreigners.
Argos is regarded as a proud and avaricious kingdom. The racial admixture with the Zingarans is more extensive than with the Shemites in the Argossean Hyborians. Argos and Zingara have an ancient feud that works itself out in their attempts to become the dominant sea nation.
Zingaran pirates raid the coast of Argos, just as the Argosseans and Barachans raid Zingara. Argos allies itself with Shem on occasion. Argossean names are Italian or Greek in tone, though as it is a major trading country a mix of names is possible.
Like most Hyborian kingdoms, Argoss main god is Mitra. However, its nature as a cosmopolitan trading nation means that pockets of worship of the Shemite and Kothic gods are also tolerated. All of the following are Argossean racial features: Bossonian The yeomen of the Bossonian Marches are renowned the world over for their archery skills and stalwart, well-nigh unconquerable defence.
They are of medium height and complexion and have brown or grey eyes. They are descended from an aboriginal race that was conquered by a tribe of Hyborians early in the rst ages of the Hyborian drift. Many have a strong if rough sense of justice; the civilised code of honour is common among the Bossonian soldiery. The Bossonians are generally quite closely allied with Aquilonia but often see service as mercenaries throughout the world.
The Bossonians live mainly by agriculture, in large walled villages and are part of the Aquilonian kingdom.
They are hardy, stubborn, defensive ghters. Centuries of warfare against northern and western barbarians have caused them to evolve a type of defence that is almost impregnable. The Bossonian Marches form a bulwark between Aquilonia and the woods of the Pictish Wilderness in the west, Cimmeria to the north and the Border Kingdom in the east, curving crescentlike around to Zingara in the Southwest.
The arts of ferreting out information about trading opportunities and taking by piracy whatever opportunities they cannot take by trade have been in the Argossean blood in almost equal measure for generations.
Several Bossonians are specically named, although it is safe to assume that Aquilonian names in general would also be common.
For example male Gromel. As with the Aquilonians, the Bossonians were once worshippers of Bori but in more recent years have taken up Mitra-worship. All of the following are Bossonian racial features: The Bossonians practise daily with their powerful bows from an early age. They hone that practice with regular experience, holding off hordes of Picts and battling in the armies of the neighbouring kingdom of Aquilonia. The Bossonian fortitude in defence is almost legendary.
No racial bonus to Fate Points see page Unlike other Hyborians, Bossonians get no particular bonus to Fate Points. Exotic Weapon Prociency: Bossonian Longbow: All Bossonians learn to wield Bossonian longbows, since all must be ready to defend their homes against the Picts at any time. However, they do not gain weapon familiarity with the greatsword, unlike most Hyborian races, as they traditionally eld archers rather than knights.
Craft bowyer or Survival, Knowledge local , any two other skills chosen by the player. Borderer or Soldier Prohibited Classes: Bossonian Bonus Languages: Nemedian, Zingaran, Pictish, Argossean Aquilonian,. Though Gunderland is technically a province of Aquilonia, it was an independent kingdom for so long that the Gundermen do not truly consider themselves Aquilonians and likely never will.
However, they march willingly to Aquilonias wars and are regarded as the nest heavy infantry in the known world.
Gunderland is east of the Bossonian Marches, on the wild borders of Aquilonia, facing Cimmeria. It seems likely that like the Bossonians, Gundermen live mainly by agriculture in walled compounds. Only in the province of Gunderland, where the people keep no slaves, is the pure Hyborian stock found unblemished. The names of Gunderland are similar to those of Aquilonia.
Example male: Occasional Gundermen still worship the old Hyborian god-hero Bori, though most have converted to Mitra-worship along with the rest of Aquilonia.
All of the following are racial features of the Gundermen:. Gunderlands regiments of pikemen are one of the major factors in Aquilonias military strength. Martial Weapon Prociency: Even the least combat-oriented Gundermen have at least some training with the pike.
Unlike other Hyborians, Gundermen get no particular bonus to Fate Points. Gundermen are possibly the most reliable soldiers in the world. Hyperboreans have a great deal of endurance in their long yet rangy limbs. They are, however, somewhat lacking in the strength of character required to excel as leaders. The slow, often plodding speech of the Hyperborean does not lend itself well to fancy orations, singing or con tricks. Note that the penalty to Bluff checks does not apply to purely non-verbal uses of Bluff, such as feinting in combat.
Likewise, the penalty to Perform checks applies only to such uses as song, chant, poetry and acting, rather than musical instruments or juggling, for example. Unlike other Hyborians, Hyperboreans get no particular bonus to Fate Points. Hyberboreans are renowned for their strength and aggressive nature, which goes a long way towards overcoming their lack of charm when it comes to intimidating others.
Craft weaponsmith or Knowledge military tactics , Knowledge local and any two other skills chosen by the player. Soldier Prohibited Classes: Nomad, Pirate. Hyperborean Many Hyperboreans are still tawny-haired and greyeyed like the original Hyperborean tribe, though the inuence of Nordheimer blood has been strong for hundreds of years, ever since Hyperborea was invaded by conquerors of sir stock. Since then, some have married or captured Hyrkanians, sir and Zamorian women, so Hyperboreans can have a variety of skin, eye and hair colourings.
All tend to be gaunt, big-boned, violent and slow of speech. Hyperborea is probably the least civilised of the Hyborian kingdoms, with the nearby barbarians of Asgard and Cimmeria raiding the region sufciently often that the Hyperboreans have had to retain a certain savagery themselves. Superstition dominates the Hyperborean way of life, leading countries such as Aquilonia to consider the stubborn, somewhat savage race to be backward.
The majority of Hyperboreans live a serf-like existence in stonewalled villages, where they eke out a minimalistic way of life from the poor soil and the misbegotten cattle and reindeer that make up their herds.
Nordheimer names are most common. Most Hyperboreans still worship the old Hyborian god-hero Bori. All of the following are Hyperborean racial features:. Craft stone or Knowledge arcana , Intimidate, Knowledge local , any one other skill chosen by the player.
Tauran The Tauran region of Aquilonia is made up of a mixture of agricultural lands and wilderness and boasts no large settlements. Its people are regarded as somewhat backwards in comparison to the sophisticated and cosmopolitan Hyborians who live in the more densely populated and industrialised areas, though they do make excellent woodsmen.
Tauran culture, religion and names should be treated as for Aquilonia. All of the following are racial features of the Taurans: Tauran woodcraft is the best of any of the civilised folk, though it cannot match that of a barbarian from a similar environment. No Weapon Familiarity: Unlike other Hyborians, the Taurans do not gain weapon familiarity with the greatsword.
They are more used to smaller, lighter weapons that do not interfere with rapid movement through the woods. Under their kings Yildiz and his son Yezdigerd, the Turanian empire is expanding and will reach Zamora and eastern Shem during Conans lifetime.
The Hyrkanians evolve into the tribes known as Tatars, Huns, Mongols and Turks and their names reect this. One mans horse is called Irem.
Rulers often have titles such as Agha, Shah and Khan incorporated into their names. There are two known deities in Turan. There are almost certainly other gods, possibly including Ishtar. In Zamboula, Hanuman the Ape God, a deied form of the carnivorous grey apes that live around the Vilayet Sea, is worshipped.
As the Empire of the White Wolf, Turan might also worship some wolf totem as well. All of the following are racial features of the Hyrkanians: Profession farmer or Knowledge nature , Move Silently, Knowledge local , Survival and one other skill chosen by the player. Borderer Prohibited Classes: Barbarian, Nomad, Pirate.
Hyrkanian or Turanian The Hyrkanians are dark and generally tall and slender, though a squat slant-eyed type exists, resulting from mixture with a curious race of intelligent, though stunted, aborigines who were conquered by the Hyrkanians among the mountains east of Vilayet. The Hyrkanians are descendants of the ancient Lemurians, who were in ages past enslaved by the ancestors of the Stygians. The most prominent Hyrkanian tribe is that of the Turanians, who have carved out a kingdom for themselves that will one day sweep aside many of the Western nations.
All Hyrkanians are noted for their superb archery skills. The Hyrkanians are by nature nomadic horsemen with a culture resembling that of the Huns and Mongols.
However, the largest of the Hyrkanian tribes have settled and founded the Turanian Empire, which more closely resembles the Medieval Moorish Empire. In some respects the Turanians are superior to the West but at the same time they are still brutal when compared to the most enlightened of Hyborian kingdoms, many of which regard the Turanians as little better than their nomadic brethren. This belief is as widespread as it is mistaken.
Turnanians make cruel masters; it is no wonder that outlaw bands of Kozaks dwell at the margins. Hyrkanians are renowned as the greatest archers in the East. Hyrkanians are particularly superb at accurately shooting arrows across extreme ranges. Hyrkanians can select the Far Shot feat without having to meet any prerequisites. Hyrkanian dominance of vast swathes of territory on all sides of the Vilayet Sea leaves ordinary travellers and aboriginal natives alike in near terror of any armed Hyrkanian.
The folk of the East have a long tradition of tales and superstitions of the power of hypnotism, which tends to reinforce the power of the hypnotist. Hyrkanians can wield tulwars and Hyrkanian bows as though they were martial weapons rather than exotic weapons.
They are also renowned as wizards, with some boasting that the Eastern wizards are greater than the Western ones. Chinese-style names are best for Khitans. Some Khitans worshipped the elephant god Yagkosha for a while but worship a wide range of jungle animal gods as well. Yun also receives worship from haven-headed priests in the lost jungles of Khitai, perhaps through the ritual ringing of golden chimes; certainly some special ceremony requires such bells.
There is an obscure hint that the Zamorian spider-cult might have originated in Khitai. All of the following are racial features of the Khitans: Nomad Prohibited Classes: None Automatic Languages: Hyrkanian Bonus Languages: Khitans are highly knowledgeable, particularly with regard to esoteric lore of all kinds.
Their sorcerous temples are also schools of knowledge both common and obscure. The Khitans are notably cat-footed. At 1st level, a Khitan may choose one feat from the following: Khitan Many strange beings Publio had seen in his lifetime, but none before like these. They were tall and gaunt, black-robed, and their faces were dim yellow ovals in the shadows of their coifs.
He could not tell much about their features and was unreasoningly glad that he could not. Each bore a long, curiously mottled staff. The Hour of the Dragon The Khitans are yellow-skinned and dark-haired and have what to Westerners is a quite unsettling, almost alien look. The game statistics given here reect the Khitans who are most commonly encountered and spoken of in the Hyborian kingdoms, as these almost always seem to be sorcerers.
It might be presumed that the majority of ordinary Khitans never leave their home jungles; few Hyborians travel far enough to know for sure. Khitai in the Far East is little known to the Hyborians. Khitan caravans trade jade, cloth-of-gold and silk with Turan and lotus blossoms with Stygia.
These caravans and a few exiled Khitans are Khitais only contact with the West. The culture is essentially Chinese-like, with a powerful god-emperor in Paikang, a mighty city whose minarets rise amid the vine-festooned jungles of bamboo.
The Khitans. Knowledge arcana , Knowledge local , Knowledge any , Move Silently. Scholar Prohibited Classes: Barbarian, Nomad Automatic Languages: Khitan Bonus Languages: Races Kushite or Northern Black Kingdom Tribesman The Kushites are a slightly shorter than average, dark brownskinned race with curly black hair.
The Gallahs are the lower class and make up the majority of the population of Kush. Several other countries of the Black Kingdoms share similar racial and cultural characteristics to the Kushites, including the Keshani, Puntans and Zembabweans. To the folk of the Hyborian kingdoms, who are relatively ignorant of lands beyond civilisation, any black man is likely to be presumed a Kushite and any land south of Stygia is considered to be Kush.
There are also sub-tribes among these nations. Culturally, the Darfari are regarded as a southern nation, while the Ghanata and Tibu tribes of the desert south of Darfar and Kush are certainly northern in culture.
The Aphaki are the former ruling class of Tombalku. They are the descendents of a tribe from the Osasis of Aphaka in the Kharanum Desert in southeastern Shem, who moved southwest and interbred with the black people. The power of the Aphaki in Tombalku is dwindling. The harsh southern desert south of Kush has bred a hardy nomadic people in the Ghanata. Lying in the eastern hinterland of Kush, where the broad grassland merges with the forests that roll up from the south, Keshan is ruled by a mixed race.
This dusky nobility claims descent from an ancient group of Shemites and rules a population of blacks. These rulers are said to have founded Alkmeenon,. The current capital is Keshia. The Hyborians regard Keshan itself as a legend.
Keshan is the hereditary enemy of Punt. Western Kush is open savannah, where the black tribes graze their cattle. To the south and east lie thick steamy jungles lled with the ruins of bygone civilisations. Beyond the jungle is desert; to the north lies more desert. The Gallahs are the original black inhabitants of Kush, ruled over by the slightly more civilised Chagas, who are descendents of Stygian settlers.
The capital is a Chaga city, Shumballa, also known as El Shebbeh. A relatively large shanty-town of labourers and craftsmen has grown around the core of Shumballa. This is known as Punt. Kush is home to a thin but hardy breed of horse. Kush contains the Mandingo coastal tribe; the Baghirmi; the Dangola and Bornu tribes of the grasslands; and the Tibu, a desert tribe intermixed with Stygian blood.
Some Gallahs of Kush moved into the small kingdom of Punt and settled, naming the whole land after the outer city of Kush. There is thick jungle south of Punt. Punt is also rich in gold, so much so that they wash gold out of the rivers in wicker baskets. Little is known of this land south of Punt. It is called a hybrid empire, which suggests close ties with another culture, perhaps Iranistan.
It has traders probably including slavers and fortresses. It has more than one king and hosts armies of black spearmen. The land seems to have links with Shem and with Iranistan, forming a link in the slave trade that feeds the Turanian Empire with black slaves via Zamboula.
There are no examples by Howard of specically Puntish names. Ethiopian names have been. Zembabwean names are also something of a mystery, with no examples given in the stories. It is assumed here that they are similar to modern Zimbabwean names.
There are many local gods and devils worshipped among the black kingdoms, such as Ollum-onga and Thog. In addition, the following more-or-less national gods are known.
Keshan has a number of bestial gods, although Gwahlur, the King of Darkness, is the only one known to the Hyborians. The Shemite Derketo has been adopted by Kush as a result of contact with the north, though she is worshipped as Derketa, Queen of the Dead. The ruling class of Kush worship Set, while the common masses worship Jullah in opposition to Set. The Ivory Goddess, possibly a variant of Ishtar, is worshipped in Punt.
Dagon and Derketo interestingly under her Shemite name are worshipped in Zembabwei. All of the following are racial features of the Kushites: Chaga The ruling caste of the Kushites, known as the Chagas, are of partially Stygian descent and are far taller than the ordinary Kushites.
They have a quite different cultural background to the Gallahs and so do not gain any of the standard Kushite characteristics.
They gain different characteristics as described below. The Chagas and Gallahs exist in a constant state of tension that could at any time break out into open conict, with the Gallahs always at least a little wary of their Chaga rulers. Chaga culture is uniquely its own. It is perhaps closer to Stygian than to Gallah culture, since the Chagas tend to be quite isolationist with respect to their subject people, the Gallahs.
However, over the centuries since the Chagas left Stygia, they have developed their own culture distinct from that of their erstwhile homeland. The Chagas share the Stygian love of hunting but have taken it almost to the point of obsession. While their politics are also almost as convoluted and treacherous as those of Stygia, the Chagas are not a theocracy, which can allow for still more factionalism and betrayal.
Most Chagas seem to have names of Stygian origin, though a few names may have been altered over the years to a more Kushite style. It seems likely that most Chagas are Set-worshippers, though their religious beliefs probably include a hefty dose of a more Kushite style of superstition and witchcraft. All of the following are racial features of the Chagas: The Kushites are at home in desert, plains and jungle alike.
Long years of practice with the spear combine with a certain innate savagery to make the Kushites some of the most dangerous spearmen around. Simple Weapon Prociency: All Kushites are procient with all simple weapons. Theirs is an unforgiving culture where any who do not learn to defend themselves from an early age will simply not survive as anything other than slaves. Kushites begin play without the ability to read and write, unless they choose to spend two skill points to become literate.
Hide, Move Silently, Knowledge local , Survival. Though the Chagas have nothing like the arcane lore of their Stygian ancestors, those who do learn a little magic often prove highly talented. The Chagas are quite distrustful of the ordinary Kushites who make up the majority of their subjects. Though the Chagas are not as adept at hunting as the Gallahs, they still learn to survive and live effectively in the jungles and deserts of Kush.
A Chaga may select one of the following bonus feats at 1st level, in addition to any bonus feat from a favoured class: He must meet the appropriate prerequisites as usual. The Ghanatas rarely leave their native deserts. These bonuses replace the usual Kushite bonuses in hot climates. Spears are unsuited to the wild rush of Ghanata desert warfare, so the Ghanatas have learned to wield alternative weapons that are more lethal in close combat.
They do not gain the usual Kushite bonuses to spear use. Martial Weapon Prociencies: All Ghanatas are procient with all scimitars and Ghanata knives. The Ghanatas are expert riders of horses and camels alike. Noble, Pirate Automatic Languages: Ghanatan Bonus Languages: Ghanata The Ghanatas are closely related to the folk of the northern Black Kingdoms, though in fact they live in the Southern Desert.
They are illiterate, as are true Kushites but otherwise are quite different from most Kushites or other folk of the northern Black Kingdoms. The Ghanatas are loosely organised into tribes and smaller groupings, with even less structure to their society than the original Kushites. Unlike many other tribes from harsh environments, the Ghanatas are not especially welcoming to strangers and are more likely to brutalise or attack wanderers from other lands than offer them hospitality. Ghanata names seem to be Nigerian in origin.
Jhil, The Merciless, is the god of the Ghanatas of the great southern desert. Nordheimer What manner of men are these northern folk? Tall and fair and blue-eyed.
Their god is Ymir, the frost-giant, and each tribe has its own king. They are wayward and fierce. They fight all day and drink ale and roar their wild songs all night. The Phoenix on the Sword The Nordheimir singular: Nordheimer comprise two closely related races, the yellow-haired sir and red-haired Vanir.
All are blue-eyed and pale-skinned,. The Nordheimir in general are welcoming to peaceful strangers, though they constantly raid foreign lands and can be vicious when abroad on one of their forays.
Though the Nordheimir women do not usually ght alongside the men in war, they are charged with the responsibility of managing and defending their longhouses while the warriors are away.
Many a female Nordheimer has won renown by beating off a horde of raiders with a broadsword or battle-axe to protect her home and children. Descendants of the pre-Cataclysmic nation of Thule possibly with some Atlantean blood , the Nordheimir have a Nordic culture of tribes ruled by a king who lives in a great hall about which the tribal village is built. The Nordheimir are farmers and hunters and are quick to feud among themselves and their neighbours.
The sir are friendly with the Cimmerians but hate the Vanir and the Hyperboreans. The Vanir hate the sir, the Cimmerians and the Hyperboreans. Nordheimir names tend to be Scandinavian and Germanic. It is likely that many of the Norse gods share names with the Nordheimir.
Nordheimir worship Ymir, the Frost Giant, as their chief god. Atali, the Frost-Giants daughter, who lures men from stricken elds into the wastelands to be slain by her brothers, who lay mens red hearts smoking on Ymirs board might also have worshippers, although Ymir and his family are probably worshipped for appeasement rather than out of love.
There are probably also local tribal gods, perhaps deied ancestral heroes of the tribes. The Norheimir believe in Valhalla, a place to which they will go if they die bravely in battle. The races of sir and Vanir will themselves be remembered as gods after the fall of the Hyborian Age.
All of the following are racial features of the Nordheimir: The Nordheimir are not such expert outdoorsmen as the Cimmerians, concerning themselves with valour more than with woodcraft. The Nordheimir favour the sword and though their technique is perhaps unsophisticated, they have a great deal of practice at delivering hard blows.
The broadsword is found in every home in Nordheim and children practice with wooden swords from an early age. Nordheimir can wield war swords as though they were martial weapons rather than exotic weapons. The typical Nordheimir ghting style revolves around wearing heavy armour and hoping to outlast his opponent, striking heavier.
Craft any , Knowledge local , Profession farmer , Survival. Noble, Nomad, Temptress Automatic Languages: Nordheimir Bonus Languages: Cimmerian, Aquilonian, Pictish, Hyperborean. We are told that Picts fear snakes, which might be a race memory of the Serpent-People of Valusia. Nonetheless, serpents do appear in their animalistic rites.
The Picts believe that the souls of the dead haunt the black Mountains of the Dead in the uplands of the Dark Land. All of the following are racial features of the Picts: Pict The Picts are a short, broad, swarthy-skinned folk who use talking drums to communicate over long distances. They paint various designs on their faces and breasts to indicate to which tribe they belong and whether they are merely out hunting or on the warpath.
Picts are among the most unremitting savages in the world. They are highly superstitious and are given to barbarous forms of human sacrice and torture of strangers and enemy Pictish tribes alike. Fortunately for the Hyborian kingdoms, the different Pictish tribes rarely co-operate but the Bossonians who border their lands dread the possibility of a particularly powerful shaman or strong chieftain managing to unite several tribes.
The Picts have a Stone Age culture, one of the most primitive of the area. They dwell in tribes in the game-rich forests of western Hyboria, are noted as warriors and shamans and are highly feared for their savagery.
They are also exceptional trackers and hunters. The more unpleasant features of Pictish life include such practices as human sacrice, blood-feud and burning captives alive.
The erce blood-feud the Picts have with the Cimmerians pre-dates the Great Cataclysm. Picts are also feared by the Aquilonians but occasionally trade with the Zingarans. Pictish names take two forms: Tribal names are also based on the tribal animal totems, for example the Wolf Clan.
Picts are extraordinarily stealthy and quick of movement, though they are generally poor at book learning. Picts are highly agile. The Picts are one of the few races who manage to live entirely by hunting, without any need to farm or herd animals.
Note that if using a ranged weapon, a Pict only gains the damage bonus if his prey is within one range increment of the weapon.
The Picts are some of the best woodsmen in the world. Picts begin play without the ability to read and write, unless they choose to spend two skill points to become literate. Noble, Nomad, Pirate Automatic Languages: Pictish, Talking Drum Bonus Languages: Aquilonian, Cimmerian, Nordheimer, Zingaran. One Shemite belief, also common to all the variant races, is that evil men are imprisoned in the bodies of apes, as a just punishment for their fell crimes.
All of the following are racial features of the Shemites: Shemites are renowned as the greatest liars in the world. They love objects of beauty and great value, particularly gems and jewellery. They are noted for their keen sight, which is naturally good and is further honed by long travels in the desert. Note that the Spot bonuses stack with the appropriate racial bonuses mentioned above. Shemites have an unparalleled mastery of their desert homes.
Shemite archery skills are as renowned as those of the Bossonian bowmen. Shemite mercenaries are in demand throughout the Hyborian kingdoms and beyond. Though Shemite archers are most famed for the distance over which they can shoot their arrows, they are also deadly accurate at close ranges, sending arrows unerringly into their enemies vitals.
As merciless, stone-cold killers, the Shemites strike harder and more surely than more civilised folk when attempting to nish off a fallen foe. They show no trace of the compunction even hardened soldiers of the West are likely to feel. Shemites can wield Shemite bows as though they were martial weapons rather than exotic weapons. Shemite Shemitish archers, blue-bearded expert bowmen who wear light mail shirts and cylindrical helmets, are probably the best in the world.
It is as if they are born with their deadly bows in their hands. They are good horsemen but can also ght as infantry if need be. Most Shemites roam the uncharted deserts in the eastern half of Shem and beyond as far as the kingdom of Turan, though the typical Hyborian is far more likely to meet a more settled Shemite from one of the many pastoral settlements to the west of that land. These latter people are of the variant race, the Meadow Shemite.
The desert-dwelling Shemites are predominantly nomadic, with individual tribes often ranging over truly vast areas. Perhaps the widest-travelled tribe is the Zuagir, who can be found from Zamboula to Zamora and the eastern edge of the Hyborian kingdoms.
Tribal quarrels are common, though the tribes share a common hatred for their more civilised cousins, the Meadow Shemites. Shem is looked on without much favour by the Hyborian nations, perhaps because of its years as a satellite of Stygia, though it seems unlikely that the Stygians ever made many inroads into the vast eastern deserts where the nomadic Shemite tribes live. Shemite names are Middle Eastern or Biblical in form.
Ishtar, Anu and Bel seem to be the main gods of the Shemites, though it seems possible that some. Shemites are a fatalistic race and rmly believe that if today is their day to die, they will die, however much they may duck and weave and endure and otherwise cling to life. Knowledge local , Spot, Ride and Survival. Borderer, Pirate Automatic Languages: Shemitish Bonus Languages: Stygian, Ophirean, Kothic, Argossean, Hyrkanian. These patron gods are worshipped in the form of copper idols.
Many Shemite gods such as Dagon and Derketo have been taken up by other nations but only Ishtar has found worshippers among the Hyborians. Pockets of Set worship might survive from the days when Stygia dominated of Shem. With the following exceptions, Meadow Shemites are treated as standard Shemites see above: Meadow Shemites know the plains far better than they know the desert.
They do not receive special circumstance bonuses in the desert, as do their eastern counterparts. With a slightly more sophisticated culture than their desert-dwelling kin, Meadow Shemites have learned to apply their expertise lying to politics as well as simple interpersonal relationships. Diplomacy, Knowledge local , Handle Animal and Ride. Meadow Shemite Most adventuring Shemites from the western meadow cities are mercenary soldiers rather than desert nomads.
They are feared throughout the civilised world for their archery skills and erceness in battle. Meadow Shemites usually consider themselves members of a particular tribe based around a city or region, rather than simply Meadow Shemites. Meadow Shemite tribes include the Anakim and Akkharim. Meadow Shemites have a long-standing rivalry with eastern Shemites, who are the standard Shemites dened above.
The meadowlands of Shem have given rise to a group of independent city-states with strong trading links among them. The Meadow Shemites are generally of medium height, though those who have some Stygian blood may be gigantic, broad and strongly built, with hook noses, dark eyes and blue-black hair. These people make ne merchants and warriors. Meadow Shemite names are identical to those of other Shemites. Western Shem is a land of many gods, as each of the city-states of the grasslands has its own patron deity.
Bel, God of Thieves, is patron of Shumir, while Ashtoreth, Adonis and Derketo are patron gods of other unidentied city-states. Most cities have temples to the Earth-Mother, who is known variously as Ishtar, Derketo and Ashtoreth and to the sky-god, Anu, who is symbolised.
Pelishtim The ancient Pelishtia region of western Shem is home to the Pelishtim, a race of noted warriors and sorcerers. They can be found throughout the world, for their wise men often wander far in search of knowledge and their mercenaries will take service anywhere between Zingara and Turan. It is whispered that the Pelishtim sorcerers have the secret of eternal youth. Certainly, wizards of that land are among the most learned outside of Stygia and Khitai.
Pelishtim seems to breed adventurers and wanderers more than do the other Meadow Shemite regions. Pelishtia is also steeped in sorcery. Otherwise their culture is very similar to that of western Shem in general; see page Pelishtim names are identical to those of other Shemites; see page Bel is worshipped by thieves. Life after death is. With the following exceptions, Pelishtim are treated as standard Shemites see above: However, wars do sometimes occur and tend to be bloody when they do.
The southern Black Kingdoms tend toward African names, particularly Zulu. The tribes of the Black Kingdoms worship mighty local gods and devils, such as Ollam-onga and Thog.
The presence of creatures from the Outer Dark in many ancient lost cities and places like the Vale of Lost Women suggests that these creatures may be worshipped as local deities too. The Suba people worship Ajujo, the Dark One. All of the following are racial features of the Southern Islanders: The Pelishtim are noted for their arcane secrets.
Adventures in an Age Undreamed Of corebook to use. Modiphius Entertainment. Ever since telescopes have allowed it, mankind has observed the surface of Mars with its These officially licensed notebooks are great accessories for Fallout: Wasteland Warfare tabletop gamers and Fallout SW6 4QP. New archetypes, talents, backgrounds, and equipment allowing you to create your own unique barbarian characters, born to the warlike and savage north. A gazetteer covering the region Conan came from, bleak lands shrouded in snow and ice, and wreathed in fog.
A raid system, allowing the gamemaster to create and run raids, defining their loot, and determining the consequences. Guides to running barbaric-themed games, with barbaric carousing rules, head-taking, shield-walls, berserkers, bardic abilities, and other features unique to the lands of the north.