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Land of Darkness and the Night Update

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Here's the latest version of the map of Cimmeria for the Hyborian issue of Underworld Lore... still finishing up the gazetteer. I apologize for the delays...

http://gorgonmilk.blogspot.com/
Click to embiggen...


[James Mishler Games] Dungeons & Dragons 40th Anniversary Sale!

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In honor of the 40th anniversary of Dungeons & Dragons, have placed all James Mishler Games products on sale for 40% off.


Note that I do NOT have sales. Normally I have a low price for first adopters, then adjust up to a normal retail when I release a new product... but as it has been a while, and the 40th anniversary of D&D only comes around once, I figure what the hell...


If you miss it this time, you can wait for the 50% off sale in another 10 years...


I'll run the sale for a week; then the Dread Groundhog God shall take the sale with him when he flees his shadow on February 2nd...



[40th Anniversary Blog Hop] Day 1: Introduction to D&D

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I've not done much on the blog for a while, so I'm going to try to keep up with this month's blog challenge:


Depending on how work and other scheduling issues go, I might have to play catch-up. But I want to try to blog every day. And since a lot of folks aren't into this kind of thing, I'll also pay a Joesky Tax.

Q1: First person who introduced you to D&D? Which edition? Your first character?

A1: I introduced myself to D&D, effectively. I got the Moldvay Basic Dungeons & Dragons boxed set for Christmas back in '81. My parents saw it in toys R' Us and thought it might be something I would be interested in. In fact, I had seen it before, for several years, and even brought it to my parents' attention from time to time, but my mom thought it was kind of iffy-looking, what with the nude, supine woman on Eldritch Wizardry and all. But apparently they didn't associate the new Moldvay set with the old LBBs, so there it was one fine Christmas morning. I read through the book all that day and was hooked...

I do not remember the first character I rolled up. Never got a chance to play it, as I was the only one in my local gang of friends who had the game, and by default became the DM... a situation which has obtained for most of my gaming life...

Joesky Tax

D10 Specials
1. This round room appears to be at the bottom of a long, deep well that opens to the world above. In fact, if the lever on the wall is pulled, the floor of the room shoots up through the well above as though it were a cork in a bottle, flying half as far into the air above the ground as it is deep beneath the ground, then dropping itself and the adventurers back to the ground...
2. A large chunk of trans-polar un-meltable ice stands atop a pedestal; the ice is sovereign even against dragon fire. If the ice is touched, the character must make a saving throw or be instantly transformed into a statue of solid ice. While the ice chunk cannot melt, the frozen character easily does so...
3. The snake's venom is not a normal poison, it is a transmogrifier. If the victim fails his saving throw against polymorph, he slowly and painfully transforms into a snake of the same type as the attacker in 1d6 turns, during which he can only hiss and writhe in pain.
4. This book appears to be blank. If, however, a drop of blood is placed on it, blood-red writing appears in the native language of the one whose blood was used. The writing reveals the being's life story, though only for 1d6 turns before it fades. Each turn of reading the reader may make a saving throw versus Magic; if successful, he has gleaned a secret from the thus-revealed history.
5. This horned demon's skull has 1d20 teeth remaining; if a tooth is pulled and immediately thrown on the ground, a quasit bursts forth with a terrible foul stench. The quasit served the one who threw the tooth for 1d6x1d10 turns (10-minute turns), then the summoner must make a saving throw versus magic; if successful, the quasit returns to the Abyss. If the save fails, the quasit attacks the summoner and seeks to slay him and take his soul to the Abyss.
6. This small, chipped statue of a gnome will, when held by the hat and the nose is tweaked, teleport without error the holder, the statue, and all the holder carries and wears, to any destination the holder has ever been to... however, every time the owner uses it he must roll a d6. If the number rolled is equal to or less than the number of times he has used the gnome, he is instead teleported somewhere he has never been, though still on the same planet. 
7. This small silver hand mirror contains a reflection of a random humanoid creature of random gender. If gazed upon, the one gazing into the mirror must make a saving throw versus Magic or have their face transformed into that of the creature in the mirror; their own former visage replaces that which the mirror once held. The mirror never works on the same being twice in a row.
8. This strange device looks like a crossbow stock made out of a glassy green jade; there is however no crossbar, and rather than a lever the handle has a button. A small hole is at the further end of the device, below where the bolt would loose from. If held with two hands, aimed, and the button is pushed, a globule of green slime (a 1 HD slime) shoots out of the hole with the same range as a light crossbow. The device hold s1d6 globules of green slime when found, and can hold up to 10; it can be "recharged" by touching the tip of the device to a green slime; if the slime fails a saving throw against Magic, it is sucked up by the device adding 1 charge per HD to it.
9. This room contains a bright pillar of flame, like a cross between a roaring fire and the Aurora Borealis. If the flame is merely touched it deals 2d6 points of damage with no saving throw. If it is entered bodily and wholly, the one who enters it must make a saving throw against Magic. If he fails, he is disintegrated. If he succeeds, he exits the flame unharmed and gains thereby 1 point to his Intelligence, Wisdom, or Charisma (determine randomly). If he ever enters the flames a second time, he is disintegrated, no saving throw.
10. This round room is dominated by a large statue of a great ape. At the center of the ceiling is a large opening; it goes up and up as far as the eye can see, even far beyond the ground above, and there is seemingly no end to the tunnel nor exits, other than the one into the room with the ape statue. The ape statue has, as its eyes, two great diamonds, each apparently worth a king's ransom. However, the diamonds, if removed, turn out to be glass. If the statue is ever touched, 1d6 apes of random sort drop (unharmed) from the endless tunnel above and attack the infidel defilers with berserk fury (+2 to hit, no morale checks). If a second person touches the statue, 2d6 drop; a third, another 3d6 drop, and so forth...

[40th Anniversary Blog Hop] Day 2: First Person I Introduced to D&D PLUS Joesky Tax!

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Q2: First person who you introduced to D&D? Which Edition? Their first character?

A2: This would include by brother John, our neighbors Rob and Ted (brothers), and our other neighbor Mark. Ted was my age, Rob and Mark were John's age. I introduced them to Moldvay; one might say I experimented on them, with Moldvay, as I was merely a few chapters ahead of them with the game. I've no idea what characters they created; I'm sure my brother made a fighter and Rob probably made a magic-user, though this is based on later general impressions of their gaming styles.

Rob and Ted stuck with gaming for some time after our first games; Mark dropped out entirely, while my brother wasn't interested unless it was Twilight 2000 or some other game that he could use a gun (like Top Secret).

A lot of these "firsts" are so very long ago, I only have general impressions of what was going on back then...

Joesky Tax

D10 Specials
1. This gelatinous cube is the size and shape of a hill giant, with the same locomotive ability. In the "head" is a giant-sized brain, the actual brain of a hill giant that was immune to the digestive abilities of the gelatinous cube, and now is the brain of the slimy thing. Thinking it is still a hill giant, the thing picks up opponents and drops them in its "mouth," there to be swallowed in one gulp and digested in the "torso" of the creature as per a normal cube.
2. This 2' square metal cube is covered in knobs and dials. When properly operated, it emits a ray that acts as a heal spell and restores 10 years of age as per a potion of longevity. However, the wielder must roll a saving throw versus Magic, with a +4 bonus if properly trained; of the save fails, the item is used improperly, and the wielder suffers the effects of a harm spell and ages 10 years. Use of the ray more than once every 28 days causes the user to suffer a -4 penalty to the save per time it is used beyond the first, cumulative.
3. This 18" long mechanical iron dragon construct is built around a scroll tube. The tube can be filled with scrolls or other items such as might fit in such a tube, and locked with a key. There are usually only two keys made for each such dragon; the lock is enchanted with a wizard lock spell that requires the use of the key to open. When so ordered, the dragon flies unerringly to the possessor of the other key at a rate of 480' (160'). It has an AC 0, 3 HD, 24 hp, and can bite once per round for 1d8 points of damage; it will not stay to fight if captured, doing all it can to escape and flee.
4. This living statue of obsidian is animated by a wraith; it thus possesses all the abilities of a crystal living statue and a wraith (including immunity to non-magical weapons). When it suffers half its total hit points, the obsidian shatters to pieces, freeing the wraith within.
5. A chicken in a dungeon? Yes, a chicken in a dungeon! But of course, it is a trap. If anyone eats the chicken, they must make a saving throw versus Polymorph or be polymorphed into a chicken after 1 turn (10 minutes).
6. The yawning carved mouth, complete with eyes and nose and ears, that leads into the corridor is normally quite unremarkable, but when an elf or half-elf passes beneath it, the large nose twitches and sneezes, exploding a gross amount of snot that acts as per a web spell centered under the nose of the face. The thunderous sneeze also has a 3 in 6 chance of attracting wandering monsters.
7. This needle trap is covered in a terrible poison; if the saving throw is failed, the victim, over a period of 1 turn (10 minutes) slowly grows ever more and more gassy, producing volumes of gas such that he cannot expel it nearly fast enough, causing his body to bloat up like a balloon... and at the end of the turn, he explodes like a fireball, dealing 6d6 points of damage to all in the normal fireball radius (as usual, save for half).
8. This velvet-lined box contains a 6" diameter crystal sphere, plus 1d6 smaller 3" diameter crystal spheres. The holder of the larger sphere can contact any holder of a smaller sphere and hold visual and verbal conversation at any distance, though a holder of a smaller sphere can only contact the holder of the larger sphere. When contact is trying to be established, the spheres blink a garish red and give off a small beeping sound, audible within 30 feet.
9. This ancient forge and anvil look like they were used yesterday, for no rust rests upon the anvil or tools, and the coals still burn bright. If an intelligent being is sacrificed by being cast into the fires of the forge, a  wraith-like figure rises up from the flames and takes up the hammer and tongs, awaiting orders. For each additional sacrifice beyond the first, the phantom smith can forge a magical power or ability into a sword or like weapon, chain or plate armor, or shield, though never any Lawful or Good abilities. Each +1 is one ability, an additional bonus versus a specific type of creature is another ability, and so forth. Each ability requires the sacrifice plus an hour of labor on the part of the phantom smith.
10. The holder of this small magical box can, with a successful bare-handed melee attack, attempt to take out the heart of a human, demi-human, or humanoid victim. The victim must make a save versus Magic; if the save fails, the holder rips out their heart, though they do not die. The heart is then placed in the box, and the one whose heart has been stolen is under the effect of a charm person spell. The holder of the heart can tell where the victim is and what they are thinking whenever the heart is held, and with concentration can mentally communicate with the victim at any distance. The holder of the heart can kill the victim any time by simply crushing the heart or otherwise destroying the heart. While he is missing his heart, the victim gains a +4 bonus to save against all mind-effecting spells cast by anyone other than the holder of the heart. The heart can later be placed back in the victim with no physical harm done. These boxes are usually found in groups of 1d6; there is a 1 in 6 chance per box that it already holds a heart.

Stuff and Writing and Bloggery

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Well... that didn't last long. As I noticed, in fact, a distinct drop in readership while doing the Blog Hop, perhaps it is a good thing I didn't continue...

I've reached an impasse on the Cimmeria Gazetteer. Lots of good stuff so far, but then ::BAM::, my writing hit a brick wall. I think what happened was I picked up a Conan pastiche and tried to read it. It (and its otherwise excellent author) shall remain nameless, but after only reading the original unaltered Howard Conan tales, it really was quite jarring. I think I need to pick up those original Conan stories again and read through them to get back on track...

After that, the Next Big Project will be the Deshret Gazetteer for the Olden Lands. But I'd like to work on some smaller stuff first, to cleanse the creative palate, so to speak. Something non-Olden Lands, something in the 24-pages realm, a bit splat-bookish and also sandbox-y gazetteer-ish. Here are some things I'd like to write; what of these would people be most interested in reading? Or perhaps more pertinently, interested in paying a nominal price to read?

1) Kingdom of the Morlocks (Labyrinth Lord)
2) The Book of Dwarfs (Astonishing Swordsmen & Sorcerers of Hyperborea if I can make that work)
3) Cacodemonomicon: A Grimoire of Beasts Demonic and Most Vile (LL/C&C, maybe also AS&SH if I can make it work)
4) A Sandbox for Mutants & Mazes (Labyrinth Lord/Mutant Future Mash-Up)
5) Hercynian Grimoire #2 (A melange of stuff for LL/C&C and maybe other systems)
6) A High Weird Science Western Fantasy Town... something appropriate to drop into an Encounter Critical campaign.

Post below to let me know what you are all interested in seeing me work on next... and if you can't decide, roll a d6 and let me know your result!

Mutants & Mazes: Realms of Murikah

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In the year 2419 the Golden Age of Man came to a cataclysmic end with the Great Rad War. The terrible weapons used in the war scoured the earth, razed mountains, boiled seas, turned the planet on its axis, and caused the very face of the world to change forever. Man’s civilization was cast into ruin, and the essential natures of men, beasts, and plants were forever altered thanks to the Glow of the Rad, which created whole new monstrous life even as it destroyed for all time other forms of life.


Five hundred years later Mutants – men, animals, and even plants – all but overwhelmed the remaining tribes of Pure Men. For a time it seemed that Pure Men might truly be extirpated by the descendents of those who suffered from the follies of their ancestors. But then, unto the Pure Men came the gods – or at least, beings claiming to be the gods. These first gods claimed to be the Old Gods of Law returned, to help gird the Pure Men in their battles against mutant-kind, to turn the tide of savagery back and hold aloft the light of Civilization. Odin and Zeus, Horus and Huitzilopochtli, the Angels Gabriel and Michael, and others – out of lost and garbled myth and legend these potent beings came forth and taught the disparate surviving tribes of Pure Men the rites and rituals that would perform divine magic.


And magic it was that turned the tide for the Pure Men. Slowly, haltingly, the tiny realms into which the mutants had thrust the Pure Men grew. Crusading priests of these Old Gods drove back the mutant menace; villages grew into towns, towns into cities, and cities built kingdoms. A thousand years after the Great Rad War the land of Murikah was divided into scores of petty kingdoms; most possessed a poor level of technology, at best on par with that of the ancient Dark Ages, as most of the Old Gods called for the rejection of the high-technology of the lost Golden Age as much as they called for the purging of the mutants from the lands held by Pure Men in the name of Law.


Slowly, the mutants were being driven back into the wilds, as kingdoms grew and empire building began again. Then two things happened at about the same time, both inimical to Law and Civilization built by the Old Gods, which would change the course of history.


First, the Other Gods appeared. The Other Gods are the gods of Chaos, the ancient, dread enemies of the Old Gods – Asmodeus and Tezcatlipoca, Set and Hecate, Tiamat and Tsathoggua, among many others. To oppose the Old Gods and their Pure Men worshippers, they patronized the mutant races, and granted unto them the same magical might that the Old Gods gave to the Pure Men.


Secondly, renegade Pure Men, who had chafed under the rule of the priest-kings of the new kingdoms, sought to gain the power of magic without being required to bow and scrape before the Old Gods. Whether they discovered it themselves or the Other Gods presented them with the needful information, these heretics and free-thinkers gained the power of Wizardry, the arts of arcane magic – the command of magical forces outside the dispensation of the gods.


But these budding wizards discovered the hard way that magic has a price – without the proper wisdom to rein it in, magic rapidly masters he who thought he was the master of magic. Over time, they discovered that this weakness could be mostly overcome through application of aspects of pre-Rad super-science. And so the Sorcerer-Scientists arose as a faction of the new wizardly groups. Unfortunately, a side effect of the application of super-science to the minds of these magi is that it usually drives them insane!


Thus, even as the kingdoms of the Pure Men were staging a great resurgence, the Chaos Priests of mutant-kind, the scholarly wizards and scientists of the renegade fringe of Civilization, and the megalomaniacal sorcerer-scientists of the wilds exploded into action. For a thousand years countless factions fought each other amidst the ruins of the Rad Glow. In some realms, wielders of divine and arcane magic learned to cooperate; in others they fought tooth-and-nail. Science was reborn, as men and mutants sought every tool in the battle for supremacy. Empires rose and fell; whole new races and civilizations grew and fell into ruin.


In the end the Sorcerer-Scientists allied with the Chaos-Priests of the Other Gods and their mutant followers against the forces of the Law-Priests of the Old Gods and their allied Wizards and Scientists. Chaos and the Sorcerer-Scientists won; the Kingdoms of Law were crushed, their lands and people split among the allied factions, and for most of the following thousand years a true and terrible Dark Age fell upon the lands of Murikah.


The forces of Law retreated into the wilds, there to hide, lick their wounds, build their strength, and bide their time. For they knew that the one great weakness of Chaos was that, by its very nature, its followers could only remain allied and at peace with one another for so long. And so it was; within a few generations the old alliances fell apart, and the factions began fighting one another for territory, dominance, or extermination. A century ago the last of the great Chaos Empires collapsed in civil war. Today, Murikah is a patchwork of Law and Chaos, Pure Men and Mutants, magic and technology and super-science.


In the lands of the Midzee, the vast freshwater sea where once stood the five Great Lakes, Chaos still has a strong hold in the Mighoomee Isles, in the city of Granpoor, in the Thunderlands, and in the wastelands of Zhawg, Kahmzoo, and the other ruins of the great cities left from the Great Rad War. Of the forces of Law, only the AhntaryoRepublic and the Empire of Man oppose them. And in-between there stands a patchwork of petty kingdoms, decadent city-states, savage tribes, Glow-ridden ruins, and mutant-haunted wilderness…


***



This pack includes two maps to begin with, the Geopolitical Map and the Settlements and Ruins Map. Further Midzee maps will be posted here; a gazetteer will be sold separately. The map pack is [b]Pay What You Want[/b]!

[Wilderlands] Hex 2312, Town of Byrny

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In honor of the launch of the new Judges Guild Forums, I present you with the map for Hex 05-2312, the Town of Byrny, as featured in the Mines of Custalcon.

Enjoy!

Click to embiggen

The Dailies!

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So after almost two years of being “between places,” my wife and I have finally once again settled in at our own home (though we still need to get everything out of deep storage, those poor books haven’t seen the light of day in years). This finally allows me the time and space to get serious about writing; though my highly variable work schedule might still cause issues, generally I now have the ability to write every day, should I so choose.

The gazetteer for Hex 02-2322 (JMG25HEX01) is first up, and proceeding along nicely. “Much sooner than later” seems an honest estimation of its due date at this point. Thereafter… dunno. Whatever comes to mind and is inspirational, I suppose.

My blogs have long languished; I see cracks and weeds everywhere. So that is going to change. The idea going forward is themed days, to afford some structure. I won’t say I have a plan to make a post every day; I don’t make plans any more, I simply have ideas, and hopes. If I manage to actually make four posts in a week, I’ll consider myself to win that week. Here are the themes of the day:

Monstrous Mondays: Mondays are dedicated to monsters… friends and fiends, enemies and allies, common to unique, fine to colossal. Sometimes new, sometimes old, always something interesting, and usually tied in with the Olden Lands, though also quite useful otherwise.

Chart and Table Tuesdays: Tuesdays will be all about interesting and useful charts and tables.

Wondrous Wednesdays: Wednesdays will feature magical items, relics, artifacts, and eldritch and wondrous locations and sites.

Throwback Thursdays: Thursdays will be dedicated to discussion of and expansion and support for old products I wrote in the AGP days, or support for currently-available products from JMG.

Freeform Fridays: Whatever strikes my fancy on Fridays.

Saturday Review: Saturdays will feature a review of someone else’s product. If I get the time and more than enough to review, maybe several products will be reviewed each Saturday. You got a product you want reviewed? Contact me at jamesmishler@gmail.com.

Sunday Driver: Sundays are dedicated to the Olden Lands, traveling around and pointing out interesting locations, bits of history, important personages, and anything that strikes my fancy, much like going on a drive in the country on Sunday afternoon.

Random Campaign: As part of the whole settling-in thing, I will once again be running a local campaign… ideally, two of them, an OldenLands Labyrinth Lord campaign and a Realms of Murikah Mutants & Mazes (Labyrinth Lord/Mutant Future) campaign. I’ll post on these as events occur.

These days I write mostly for the enjoyment of it, and to support my gaming habit as a game master. But of course, every bit of cash helps (snack and dice money is nice), which is why most of my major works will still be sold on DriveThruRPG through James Mishler Games. If you like what I publish here on the blog, please check out my other products at that site (or RPGNow, if that is your flavor of choice).

I’m also not above taking donations, green-backed kudos, from those so inspired; such can be sent via Paypal to jamesmishler@gmail.com. You can also contact me there off-blog if you have any questions or concerns, or any ideas for what you might like to see covered more in depth in the blog or in JMG products.

[Wondrous Wednesday] Mageglobe, Magewand, and Ring of Defense

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MAGEGLOBE
These solid metal orbs, a heterogeneous composite of silver, gold, and platinum, glittering with gem-dust, are between two and four inches in diameter and are incised with tiny runes, sigils, and formulae in eldritch tongues. Developed during the height of the Second Caliphate, the magi of that realm used these devices to better target their area of effect spells such as sleep, stinking cloud, and fireball.

When held in hand prominently during the casting of such a spell, any allies caught in the area of effect receive a +2 bonus to save against the effect of the spell. Conversely, when there are no allies caught in the area of effect, and the caster can concentrate solely on targeting enemies, the enemies get a -2 penalty to save against the spell effect. The globe is useless if used on a target of a spell that only targets a specific individual or individuals, rather than a broad area of effect.

The globes are rated based on the maximum spell level at which they are efficacious. This also determines their cost to manufacture:

Least: 1st level, 250 gp
Lesser: 2nd level, 500 gp
Minor: 3rd level, 1000 gp
Major: 4th level, 2500 gp
Greater: 5th level, 5000 gp

If at any time an ally critically fails with a “Natural 1” a save instigated by a spell modified by the globe, or similarly if an enemy makes a saving throw with a “Natural 20,” the globe temporarily loses its magical calibration and becomes non-functional until the wizard spends one hour plus 1/10th the cost of making the globe in a ritual to re-calibrate the globe.

The art of creating these devices was spread far and wide following the flight of the magi at the fall of the Caliphate, though their creation is beyond the simple arts of the typical hedge mage. Any wizard schooled at the better colleges of magic in Itlania, Elysion, the Septarchy, Gyrax, Alspadia, or the South has a chance equal to their chance to learn a new spell to have the knowledge of how to manufacture one at character creation. Otherwise the formulae and rituals can be found in various tomes and grimoires.

A wizard can create a Mageglobe of any rank equal to any spell level they can cast. Creation of a Mageglobe requires silver, gold, platinum, gem dust, and a pint of blood or ichor from an aberration or cosmic entity with HD equal to the level of the highest-level spell that will be able to be cast using the Mageglobe. If the wizard obtained the blood or ichor himself, he gains a +10% chance on his roll to successfully enchant the device (equal to his chance to learn a new spell less 5% per level of the device). Time required is one week per spell level.

Few wizards, once they have manufactured a Mageglobe, sell them, as a weaker globe can be enchanted to a stronger globe over time with further enchantment and cost (simply subtract that already expended from the new cost). However, adventurers who have found these in treasure hoards have been known to sell them at two to five times the cost of enchantment.

Note that the GregorianChurch is leery of the manufacture and use of these devices, as the formula requires the use of blood or ichor of questionable provenance.

MAGEWAND
These simple wands, also known as dueling wands, are a basic enchanted item that can be created by even a 1st level wizard. In fact, in the Olden Lands, one is not considered a true wizard in magical circles until one has a self-made Magewand ready at hand. These wands are enchanted to provide the wizard with a basic magical weapon, something flashy to impress and threaten the yokels and something that civilized wizards can use to resolve simple, petty feuds.

The wand is pointed at the target and the wizard utters the magic word – unique to each wizard and her wand – that sends off the bolt of magical force. The range of the bolt in feet depends on the level of the wizard:

1st to 3rd: 10/20/30
4th to 6th: 15/30/45
7th to 9th: 20/40/60
10th to 12th: 25/50/75
13th to 15th: 30/60/90
16 to 18th: 40/80/120
19th plus:  50/100/150

The wizard must roll to hit as per a normal attack, as, though the bolt is magical, it is still a normal physical attack. If hit the target does not get a saving throw. Note that though it is magical, it has no bonus to hit, thus the bolt cannot hit creatures that require +1 or better magical weapons to be hit, though it can hit any creature that merely requires any magical weapon to be hit.

The bolt, which has the color and appearance and generates a sound as the wizard who made the Magewand so dictated at the Magewand’s creation, deals 1d4 points of damage plus the highest spell level the wizard can memorize; thus the bolt of a 1st level wizard deals 1d4+1 points of damage, the bolt of a 7th level caster deals 1d4+4 points of damage, and the bolt of an 18th level wizard deals 1d4+9 points of damage. The wizard can, at the time of shooting, decide whether the damage is lethal or subdual damage. Most duels are performed with subdual damage… most.

A wizard can use another’s Magewand, and the Magewand’s range and damage is based on that of the creator (if the creator is dead, it is based on his level at the time of death). However, using another, more powerful wizard’s Magewand causes the user to suffer a penalty to hit equal to half the difference between the maximum spell levels useable by the wielder and the creator, rounded up. Thus, a 1st level wizard using a 7thlevel wizard’s Magewand would suffer a -2 penalty to hit ((4-1)/2).

A wizard trained to use a Magewand possesses a number of power points equal to his Intelligence score plus his current level as a wizard. Only one charge may be used per attack. These power points, which are separate from and unrelated to spells known or memorized, are regenerated at a rate of one point per 10 minutes spent exclusively in meditation for the purpose. All points are regained after a full night’s restful sleep.

Any properly trained wizard can make a Magewand in one day’s time and by expending 100 gp in petty magical materials (eye of newt, wing of bat, nose of goblin, etc.) and a successful roll against his chance to learn a new spell. The appearance of a Magewand can vary greatly; most are simple wood, others are of metal, the more ostentatious are crystalline rods or gem-encrusted. A Magewand can take the form of a wand or even a rod, scepter, or staff. Many of the more potent magical wands, rods, and staffs known today began as a Magewand, with the wizard further enchanting his personal wand as he grew in power and knowledge.

A wizard can have more than one Magewand of his own creation in existence at one time; however, for each such Magewand in existence beyond the first, the wielder of any of the wizard’s Magewands suffers a -1 penalty to hit, cumulative.

RING OF DEFENSE
Another mainstay of wizards above the hedge-wizard level is the ring of defense, a simple enchantment that even a 1st level wizard can readily manage. These devices are purely personal; no one else can ever benefit from a wizard’s ring of defense, though such items often evolve, of their own accord and through eldritch means, into proper magical rings of protection.

The enchantment on these rings grants the wizard a bonus to his Armor Class. The bonus is equal to the highest level spell he can memorize or his Intelligence bonus, whichever is higher.

The bonus can be used a number of times per day, defending against a single attack roll per use, equal to the level of the wizard plus his Intelligence bonus. The number of uses per day resets at dawn, noon, sundown, or midnight, as determined by the wizard when he creates the ring.

When attacked, provided the wizard is not caught surprised, he can assign the bonus to his AC instantly, before the attack roll is made. If an attacker has multiple attacks, the wizard must declare which one he is using the bonus on, though if he has enough daily uses remaining he can use one charge per attack.

If the ring’s bonus successfully provides a defense, there is a scintillating flash from the ring that interposes itself between the attack and the wizard; otherwise, if the bonus did not help in defense, there is no physical effect.

If the wizard is ever hit by a “Natural 20” in an attack in which he used the bonus from the ring, the ring’s magic is destroyed, and the ring itself melts, shatters, or dissolves, as is appropriate for the material used.

A wizard can create a ring of defense in one day’s time and at a cost of 50 gp in minor magical components per point of bonus to AC the ring provides.

[Throwback Thursday] Tharbrian Horse-Lords or Up Harzburk! A Morguhn!

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So every Thursday, more or less, I plan on posting about a product I published back in the AGP days, or products that I worked on as a freelancer, or perhaps reminisce about products that I didn't actually get to publish or work on but very much wanted to publish or work on. If I get the chance, I might even add a bit of something new… should time present itself. 
This time I want to talk about one of the unsung heroes of the AGP library, Wilderlands of High Adventure Player’s Guide #1: Tharbrian Horse-Lords. It was supposed to be the first in a series of player’s guide that covered the various cultural groups of the Wilderlands, providing all the information on a specific culture needed to fully immerse a character or adventure in the world of that culture. It included not only the “flavor text” information, but also useful crunchy bits, Castles & Crusades style, for players who liked that kind of thing.

It was one of my favorite books to write… sadly, for sales, not so good. Here’s the sales blurb:
Adventure Games Publishing presents the first in a series of cultural sourcebooks for the Wilderlands of High Adventure. Each installment of the Wilderlands of High Adventure Player's Guides includes a fully-detailed culture for players and judges to fully flesh out their Castles & Crusades adventures in the Wilderlands.

The first installment, Wilderlands of High Adventure Player's Guide #1: Tharbrian Horse-Lords details the culture and society of the northern horsemen of the Wilderlands. Tharbrians are renown throughout Viridistan, the Roglaras, and beyond as atavistic and savage horse nomads. They roam the north-western plains of the Wilderlands with impunity, recognizing no lord or master. They have brought down empires and extirpated whole civilizations. Herein you shall discover the secrets and truths about Tharbrian history and society, and details on their abilities and culture.

This 36-page book includes complete details on: History, Environment/Range, Appearance, Personality, Ethnic/Racial Affinities, Culture, Laws and Traditions, Religion, Social Structure, Organization, Gender and Family Relations, Animals, Diet, Technology, Clothing, Armor, Weapons, Combat, Treasure, Language, Names, Racial Traits and Abilities, and Glossary
AGP05501, 36-page digest booklet, $7.00 MSRP

Sadly, it didn't go over nearly as well as I’d hoped. I thought it was one of my better products; I certainly enjoyed writing it, but then, socio-cultural anthropology was always my thing. Really, I am a card-carrying anthropologist (card-carrying as in I have a degree in it and was a member of the anthropology honors society, etc.) But apparently, not everyone is as concerned with being immersed with the culture of their character as I am.

The choice of the Tharbrians as the first culture featured in the player’s guides was an easy one. After all, the Tharbrians can be found just about anywhere in the Wilderlands. Though they are native (that is, dominant) on the Plains of Lethe and the steppes west of that land, they wander far and wide across the whole of the region. So they could be found just about anywhere, making for an excellent “home base” for characters and a lovely foil for the Judge to use against the players when needed.

The Tharbrians featured prominently in the histories of the Wilderlands, long before I got my hands on them. They were the primary motivating force in Viridistan and the area around the City State; though rarely mentioned in the base products, their history was described in detail by Bryan Hinnen in the “Hanging Out in the City State” series of articles in Pegasus10-12. From that basic outline I added in details over the years. First, of course, they ended up being kinda-sorta Gaelic, as in my Wilderlands the common folk of the Roglaras, the Tharbriana, were kinda-sorta Celtic, as were the Altanians from which both races primarily descended (the Altanians, IMW, being a mix of the original Red Men of Mars as envisioned by Bob and the Cimmerians of Robert E. Howard).
To that Gallic-Nomadic base I added on historical and legendary elements from the Sarmatians, Tocharians, Goths, Huns, Alans, Turks, and Mongols as seemed to fit. For their pantheon I put together a mix of various Celtic gods, demigods, and heroes who naturally gravitated toward the nomadic tradition. And then I dropped in a big dollop of the Horseclans; I shook and stirred the cauldron and out popped the Tharbrians. Though of course it took time; the Tharbrians had been brewing for decades, through various campaigns and iterations. I dropped out all elements of the “Neo-Gothic Hun” (complete with spear-pointed pot helm and outrageous German accent) that had crept in there over the years from some point (“Fritz! They killed Fritz!”). 
What are the Horseclans, you ask? Well, the Horseclans are a culture in a post-apocalyptic series of novels by Robert Adams, the totality of which dramatically influenced my concept of fantasy and science-fictional worlds and cultures. In the Wilderlands it is what gave rise, over time, to the pseudo-Greek Viridian Empire and the very Horseclans-like Tharbrians. If you are at all into post-apocalypse science-fantasy fiction, and have a strong stomach for very violent, very un-politically correct fiction, you should definitely check the series out, if you can find it (Adamsdied years ago, and the books have languished since). The first 12 of the 18 books are quite good; after that point Adams diverges into Heinlein Syndrome and often goes way off course with lots of gratuitous sex and radical libertarian political screeds. Heck, it was even popular enough to license as a GURPS supplement once upon a time (GURPS Horseclans, which is excellent and absolutely required reading if you are a Horseclans fan).
I think perhaps in the case of this book, that the Horseclans influence, combined with the overly anthropological emphasis (it does read in places almost like an anthropological study or thesis), might have been a bit much. After all, there are five pages alone on laws and trials; and a page and a half dedicated simply to gender relations? Plus most of the Tharbrian terms introduced in the book, and the Tharbrian names, are Celtic names, often difficult enough to read, and then fractured Horseclans-style, and thus practically unreadable to any but a Horseclans fan. Not to mention the debased pseudo-Greek of the Viridians mentioned here and there.

Yeah… maybe a bit much. Obsessive, perhaps. But I enjoyed the hell out of writing it. And at least I resisted the temptation to go all in and include the intelligent saber-toothed cats I had in my Wilderlands as the allies of the Tharbrians…

Fortunately, though it is out of print in booklet format, it is still available through Judges Guild in PDF format:


[Freeform Friday] Stone Heads, Talking Paintings, and Spoon Goddesses

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So today as I sat to write, I mused out loud, “What should I write about today, as it is Freeform Friday…”

My wife responded, “Well, you could talk about our evening walk along the Avenue… or halflings. Halflings, maybe?” So…

The Avenue refers to College Avenue, the “main drag” and downtown shopping area of Appleton, where we live. Every third Friday night of the month they host an “Art on the Town” event, in which participating shops stay open late and host an artist – painter, sculptor, musician, what have you – and folks wander around taking in the sights and sounds. So for the first time ever, we went, and had a good bit of fun.

It doesn’t have the critical mass of people that, say, Chicago or San Francisco would have, nor especially any European city, but it was fairly well attended. A few things that stuck out in my mind, game-related wise, were the kind of shops that were still open and hosting artists… and the kind of art they produced.

The Vintage Garden, for example (“Shabby Chic”) was chock full of old furniture and bric-a-brac, though it was quite clean and well-lit, it still kind of reminded me of the kind of places you would find in strange fantasy cities. They had stone planters in the shape of old Greek gods, various classic iron angels re-painted, and old vintage photos in fine vintage frames. In fact, it reminded me of an upscale version of a shop you might find in The City. Here’s a little something inspired by the stone heads:

Planter of the Gods/Eikone: This is a stone planter, usually about two feet across and three feet high, shaped in the form of the head of a classical interpretation of a god/eikone. Any common plant can be grown in the planter; however, if a cleric/theurgist grows and tends herbs considered holy to the god/eikone in the planter, every season on the “high holy day” of that god/eikone, a number of magical leaves equal to 1d6 plus the Charisma bonus of the cleric/theurgist can be harvested and preserved. If these leaves are chewed/smoked/steeped in liquid and consumed or however the god/eikone prefers they be used in a special ritual, the cleric/theurgist will be granted visions of the future/present/past important to the individual and god/eikone. If otherwise consumed by the cleric/theurgist or a co-religionist cleric/theurgist, they grant the consumer a +1 bonus to the level of their next spell cast, provided the spell is cast within 10 minutes. Only one such leaf is effective at any one time.

We also stopped in the Trout Museum of Art, a local art gallery. Currently, it has an exhibit of Time Magazine covers called, appropriately enough, “Moments in Time.” All the covers were from the ’60s and ’70s, and each was signed by the person depicted on the cover, whether in art or photography. An interesting collection. This one, of course, reminded me of the old classic, first featured in Tegel Manor, of the living painting. As one of the covers featured a painting of astronauts leaping to the moon, I was also reminded of Clark Ashton Smith’s classic story, The Door to Saturn. I think that both ideas are perhaps underused these days, even though the “living painting” featured quite prominently in the Harry Potter stories… something I need to consider when working on Castle Adlerstein.

Finally, no walk around Appleton would be complete without a stop at Windows of Light-Angels Forever, a New Age store that is one of our favorite stores in the city. You can find all sorts of cool and interesting stuff there, from tons of books including Isaac Bonewits’ Real Magic, crystals and gems galore, incense, statuary, Tarot cards, and regular sessions with a psychic. The special artist guest at this evening’s event was an artist who works with fiber materials and “up-cycled” wares. She was showing off her “Spoon Goddesses” tonight; these are creations in which she takes an old, antique spoon, unites it with an art-deco style face, and adds such materials as to create a one-of-a-kind miniature goddess figurine. She says that as she is making them, they speak to her and tell her their names. An interesting and, dare I say, likely ancient tradition.

It reminded me of the Godmakers in Lin Carter’s Gondwane series; these were artisans who created not art, but gods themselves, for those who paid the fees. Some were poor and lowly godmakers, and made simple and poor gods; others, such as Ganelon Silvermane’s foster-father were grand masters of the craft, working in exotics and magical materials and using ancient and esoteric magical and scientific arts to create great and potent gods. Often today it is assumed that a cleric in a fantasy world must worship some esoteric and ethereal astral being; what if, instead, the cleric carries his god around in his backpack, or even in his pocket, or on a chain around his neck? What if the cleric makes his own god, and it is his mission to take his simple, small god and make him a great and powerful god? Kind of like the satellite gods in AnomalousSubterranean Environment… but instead of being picked up by a mad AI, the cleric created his very own, very personal god in a drunken stupor or moment of divine inspiration… Here’s an idea. Next time a player rolls up a cleric in your game, after he has bought his equipment, tell him to roll an item he purchased at random… and that is the cleric’s god.

Sooo… that took rather longer than I thought. Lots more interesting stuff I could talk about from our evening walk, and I haven’t even gotten to the halflings yet… vicious little buggers. I much prefer their hobbitish cousins. Maybe next time…

[Saturday Night Special] So I ran some v3.5 tonight...

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So tonight some guys I game with wanted to play Dungeons & Dragons v3.5, which, as most of you know, is not really my thing. But I figured, what the heck, it's a one-shot. All I asked was that they not create unbalanced, game-breaking characters. I figured, at 7th level, what kind of damage could they really do?

Well, I found out... hoo-boy, I found out. First thing I had to do was outlaw all Diplomacy checks. How a 7th level character can get a 20+ in Diplomacy is beyond me, but I guess there are the classes and feats to do it. Biggest rule I hate in v3.5 is Diplomacy (and that whole social-interaction rule chain). I know that the rules are that it isn't supposed to run roughshod over the campaign, but so many DMs just let it do so that when you don't let it do so, it just ruins a campaign. So I simply had to outlaw them, and rule that social interaction had to go classic -- play it out, no rules-lawyering character builds allowed.

Then I found out that most of the fighter-style feats being used were from rule books that came out after I gave up on v3.5... and they apparently made some incredibly broken stuff officially, as it was all from official books. 7th level super-multi-class Captain Cuisinart rolling four times to hit with swords that were acid/cold/lightning based and healing allies two points for every successful hit. Holy cats, where did that come from?

So anyway, broken stuff aside, it was still pretty fun. I started them in media res after a fashion, with them waking up after a two-week bender to find the city half-deserted and the massive Horde of Thuum almost at the gates, with the gates all locked, the port empty of ships, boats, and even fishing scows, and nowhere left to run or hide. The flower of the kingdom's chivalry and most of the army had been defeated at the furthest forts, and now the smoke and fires of the outriders were seen from the city parapets.

The Horde of Thuum consisted mostly of goblins and hobgoblins, with girallon-steeds (two goblin archers and a driver); manticores and serpenticores (wingless draco-serpent-manticores); and ogres and hill giants. The four characters (one elf and three humans, though one was dragon-blooded for no apparent reason and all were multi-classed to the hilt) woke up in the most expensive brothel in town to find everyone gone, then sought shelter in the great citadel, where the remaining citizens of the city were cooped up elbow to elbow. They were told to buzz off, unless they brought the guards the heads of some of the horde members... so off they went to find some scouts to scalp.

They encountered a girallon with goblin archers along the road to the High Dell; battle ensued. Here's where I found out that scouts are apparently one of the most broken classes in the game, able to add a bunch of damage to an attack Simply. By. Moving. yikes! But one hit by the Girallon caused the scout to run away and up a tree, which the girallon then shook vigorously, sending the scout flying. But Captain Cuisinart and friends made short work of the Girallon and crew, bringing back heads and two live goblins for questioning.

They then bluffed their way in to the King, where they got themselves appointed to the war council (their history being one of well-known mercenary sort). They came up with a few very bad, very deadly ideas for the poor militia, numbering in the scores, to face off against hundreds of goblins, scores of ogres, girallons, manticores, and serpenticores, and a dozen hill giants, all as a feint for their own escape. Then the Priest of the Sky God came by and told them that the Sky God had sent him a cloud to take four heroes into the Heart of Darkness...

They followed the mysterious priest, who took them to a cloud in his open-air temple and flew them into the air. They flew over the Horde of Thuum and past the fires and smoke, into a devastated land covered in darkness. There they found a colossal stone wagon-temple being drawn by titanic spiders, the whole surrounded by thousands of goblins and fouler things. They were met in mid-air by a bat-winged dire shark, which nearly swallowed one of the characters. After slaughtering him, they flew down to the temple and entered via a work door in the tall dome. They went down several flights of stairs to the dark main temple floor, where they found a large pool filled with glittering rainbow water... which turned out to be a giant ooze, the eponymous Thuum of the Horde!

This cosmic entity sought to overthrow Man and his Gods, and offered the characters their heart's desire should they turn from their god-decreed path to follow him. After severe temptations of wealth, power, and concubines (these last for the elf, who was sly and lascivious), they rejected all the offers and attacked...

And here's where Captain Cuisinart really shone, slicing and dicing with his acid-resistant magic blades, slicing the ooze into ever smaller bits, cleaned up by the other characters. One of them did die, after being pounded one too many times in a row by the remaining large oozes. But slay Thuum they did, or at least, his immediate earthy avatar...

And thus ended the session.

They want to play again, also using v3.5. I told them that if I am to run, they need to start out with 1st level characters and limit themselves to the choices available in the Players Handbook (I, not II or III or XVII). From there, anything they might want to branch out into must be found in-game and earned in-game, not merely added as a build option out of the blue. Plus, no Diplomacy or Super-Bluff stuff. So we will see how it goes.

I'll be running them in the sandbox I'm working on, Castle Adlerstein and Environs, as opportunity permits. We're not really fully moved in here yet, so it needs to coordinate between my work schedule and available locations... so it will be an irregular campaign. And now I need to re-acquire the v3.5 books again.

So this should be interesting...

[JMG] Chart and Table Tuesday: Bandit Clerics of the Olden Lands

[JMG] Wondrous Wednesday: Devil's Leap, Pit of Ghouls, Throne of Thunder

[Midweek Roundup] A Week of Posts and More! Huzzah!

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So far the experiment in trying to write a post a day is working. Just in case you've missed them, here's a run-down of all the posts I've made on the JMG Blog in the last week:

Wednesday June 18th: The Dailies!
Wednesday June 18th: [Wondrous Wednesday] Mageglobe, Magewand, and Ring of Defense
Thursday June 19th: [Throwback Thursday] Tharbrian Horse-Lords or Up Harzburk! A Morguhn!
Friday June 20th: [Freeform Friday] Stone Heads, Talking Paintings, and Spoon Goddesses
Saturday June 21st: [Free RPG Day] Remember, Olden Lands, Midzee and Adlerstein are PWYW
Saturday June 21st: [Saturday-Night Special] So I ran some v3.5 tonight...
Sunday June 22nd: [Sunday Driver] Touring the Olden Lands
Monday June 23rd: [Monstrous Mondays] Gyflegyr
Tuesday June 24th: [Chart and Table Tuesday] Bandit Clerics of the Olden Lands
Wednesday June 25th: [Wondrous Wednesday] Devil's Leap, Pit of Ghouls, and Throne of Thunder

Here's hoping I can keep this up... regular writing keeps the ol' mind going, and the more I write, the more I can write...

[Saturday Night Special] Mutants & Mazes Campaign

[Cimmeria] The Border Kingdom

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My Cimmeria Gazetteer has long been on hold; far too many other things to do right now. But here's one segment that was finished: the Border Kingdom. This realm alone is more than enough for a full campaign...

NOTE: I do not provide levels for the major NPCs listed herein, as various games these days have vastly different scales of level advancement, ranging from level 10 to level 36 each being the greatest, heroic levels. I assign a general rank to the level of accomplishment of the NPC, as follows:


Base: Rank

1: Novice

2: Veteran

3: Heroic

4: Champion

5: Legendary


Simply assign the highest level of accomplishment in your own version to “Legendary” (as in, the best ever) as the high end of the last “band” of potential levels and extrapolate. Thus a system where level 20 is the highest level might turn out as:


Level (Max 20): Rank

1-4: Novice

5-8: Veteran

9-12: Heroic

13-16: Champion

17-20: Legendary


However you adjust and fix the levels of ability is entirely up to you, based on the needs of your campaign. Most peoples of the Hyborian lands are going to be simply normal men and women (level 0); perhaps one in four have levels, and most of these are merely of the Novice rank.


Similarly, I use professions/classes in a broad fashion. Not every system has a barbarian class, or a necromancer class. The appropriate class for an NPC in your campaign should be apparent from the profession/class listed.

BORDER KINGDOM

The Border Kingdom was, once upon a time, united as a single kingdom known as Phalkaria, ruled by a king in Alkarion. Founded in the waning days of the Hyborian drift by the Golden Falcon tribe, it was one of the few petty kingdoms that survived the expansion of Aquilonia and Nemedia. Like Ophir, it played the two sides against each other, retained its independence, absorbed the other small, petty kingdoms of the region, and became known over time as simply the Border Kingdom.


Thus the Phalkarians, descended from the Hyborians and a strange mix of ancient, semi-civilized local tribes, retained their own unique culture and cults. A civilized realm on the verge of the wilds, Phalkaria was the destination of choice for noble Hyborian exiles of all sorts. Thus, to the unique local culture was added a cosmopolitan layer in the nobles and gentry, for most exiles joined the local nobility, either through purchasing peerage with coin or by carving out their own minor domain on the further borders (usually with the blessing and patronage of the Phalkarian king).


Sadly, the kingdom did not survive the Wizard War, when untold numbers of exiled wizards, witches, and other sorcerers fled the southern lands into the north. The Phalkarian royal house was almost extinguished in the ensuing wars. Shortly thereafter, even as the land was reeling from the disturbances, several Cimmerian, Aesir, and Hyperborean clans invaded the shattered realm, splitting it into its current mix of petty city-states (small towns, really) and barbarian tribal lands. Note that no sub-borders are provided for the three regions, as borders can change on a daily basis. With the further influences of the disparate sorcerers and their followers, and subsequently other exiled noble lords and their warbands added to the mix, the city-states today resemble a hodge-podge of Hyborian and other cultures. Essentially, the towns are a microcosm of the West, interspersed by wide swaths of wilderness, waste, and barbarian tribal lands.


People: The Phalkarian race descends from a mix of various Hyborian tribes and local undifferentiated tribes, these mostly descended from the peoples of pre-Cataclysmic Thule, Zarfhaana, and Valusia; later this core mixed with latter-day Valusian barbarians (of the mixed Valusian/Cimmerian/Zhemri type), still later some Acheronians blood, and most recently Aquilonian, Nemedian, Nordheimr, Hyperborean, and even Cimmerian lines. As such they are a thoroughly hybridized race, though due to social pressures the old Hyborian ways remain the strongest. Their skin can be fair to dusky bronze or even swarthy; hair can range from raven black or dark brown, honey brown and tawny yellow, to strawberry and platinum blonde; and eyes can include blue, gray, hazel, green, or brown.  Height is medium to tall, build is medium to rangy; wealthy indolent types tend to be quite fat. In areas where recent immigrants/invaders have settled, their racial type either has been assimilated with strong remainders or they have remained aloof from the Phalkarians and kept their own phenotypes.


Lifestyle & Society: Phalkarians are culturally Hyborian, though sometimes semi-civilized or even downright barbaric around the edges. This is especially so since the realm fell in the Wizard War, as their culture has not been able to rise above the disunity brought about by that chaotic era. Like Hyborians of Aquilonia and Nemedia, Phalkarians are usually organized in a feudal manner, with a knight or noble lord ruling a manor and the surrounding domain, the master of all within his domain and subservient to and owing fealty (sometimes) to a great lord. In the post-war era, the greater lords rarely rule more than their own town and a few surrounding domains, with scores of petty domains ruled by independent counts, barons, lords, knights, and other self-titled and self-styled nobles splitting up the debatable lands in between the major domains. A warrior on a stout horse could easily cross lands claimed by a half-dozen petty lords in a single day.


The chaos of the region results in grinding poverty and horrific living conditions for the vast majority of the peasantry. Most live in squalor and serfdom on the domains of their noble masters, little better than slaves if not actually slaves in legal fact. Plague, pestilence, and famine are the lot of most who live a nasty, brutish life; if they are lucky, they die naturally, if early, in their beds. Otherwise they might die in one of the numberless petty wars of the noble lords, or be slain out of hand by an angry nobleman, slaughtered in a barbarian raid, taken and sacrificed on the altar of a god or demon, or be kidnapped and eaten alive by one of the various local clans of degenerate men. It is no wonder the noble lords do all they can, outside of enlightened actions, to keep their peasants on their lands, as any who can flee do so, usually to the larger towns, there to live a miserable, if marginally safer life in the slums that have formed in the ruined sections of the old cities still within the town walls.


As in Aquilonia, noble knights wear plate and shield and wield sword, mace, and lance; middle-class sergeants and second-son squires wear chain and shield and carry sword, crossbow, or spear; and lower-class militia are lucky if they have a leather jerkin and a mail coif and usually end up carrying scythes, old bill-hooks, pole-axes and daggers. Adventurers wear whatever they can afford. Unlike the civilized south, in the Border Kingdom, only fools and soon-to-be dead men go about without armor and weapons, even in the more settled and civilized areas. Of course, some noble lords take umbrage at such effrontery, and it might just get the adventurer killed anyway. But that’s the chances one takes in the Border Kingdom.


Settlements & Defenses: Pretty much every settlement has some sort of defenses, or it does not last long. Many smaller villages have only the local keep, tower house, or manor, and thus are built simply and cheaply, such that the loss of the simple hut or cabin can easily be replaced. One-room huts and shacks, or perhaps two-room cottages, made of wooden frames filled with wattle-and-daub with straw thatched roofs, are the most common form of structure. Any chimneys found are old and of stout construction; most have returned to the simple stone hearth, as even when it is overturned it can be reused easily. Buildings in walled towns are much better in construction, though many of these are centuries old and falling down and decrepit. New construction in the towns isn’t much better than that in the villages, though it is usually made of stone taken from the ample ruins elsewhere within the walls of the formerly much larger and grander city. Similarly, old fortifications are usually repaired with stone and brick from other, older buildings rather than repaired with truly new construction, and so the castles of the region are centuries behind in architectural design.


Religion: Once upon a time Phalkaria was united in the worship of Mit-Ra, an offshoot cult of the temple of Mitra. With the savagery of the Wizard War, many lost faith, and the invading cults found a fertile bed in which to plant their philosophical seed. Today most towns and even villages are beholden to one or another cult, some old, some new, some native, some foreign. This exacerbates the continual warfare between domains as many wars take on an air of a crusade against the infidel. Only a portion of each populace is truly zealous, and most common folk and even many nobles could care less, merely going with the motions lest they end up on the altar for the next sacrifice. Zealous guardsmen and acolyte might challenge passers-by as to their faith, but most folk never ask, and never speak of the gods, even in blasphemy.


Flora & Fauna: The northern forests are much like those in Cimmeria; the southern, like those in Bossonia and Nemedia. The Border Kingdom was once clear of monstrous creatures, save in the Great Salt Marsh and upon the borders, but today, long after the Wizard War, it is home to all manners of monstrous creatures. Many lair in ruined towns, villages, and castles; others are found in deep forests and hidden glens, or most commonly, in and on the verge of the Great Salt Marsh. Some are found in the larger towns, as the pets of the cults and noble lords. It is dangerous to slay a rampaging beast in the streets of the towns of the Border Kingdom; for it might be wearing the collar of and be the favored pet of the local potentate, who gave it leave to feast upon the people of his domain as it will!



The map that shows the Western Marches, Northern Wilds, and Great Salt Marsh only shows the major towns and most significant villages, citadels, ruins, and lairs. There are many more small towns, villages, hamlets, castles, towers, and especially ruins and lairs found in the region than are depicted on the map. Lairs of troglodytes depicted are only the largest of that kind; more of that breed can be found elsewhere throughout the region, especially in the Great Salt Marsh.


GREAT SALT MARSH: Also known as the Varakiel Marshes (Nemedia), Siglen Mawr (“Great Bog”, Brythunia), and the Haunted Lands (Phalkaria) the Great Salt Marsh of the Border Kingdom is not a true salt marsh, being hundreds of miles inland from the nearest sea. Rather it is the last remnants of the great Bay of Thule, a large body of water that once separated the ancient kingdom and peninsula of Thule from Valusia. During the Cataclysm the lands under the bay to the west were thrust up to become Cimmeria, the Eiglophian Mountains that were the backbone of Thule were thrust up to increase vastly in area, and the remnants of the salty bay have slowly in-filled with marsh and swamp and bog, as there is no outflow from this lowland region.


The legends that the demon-haunted capital of Acheron, purple-towered Python, can be found in this region are unfounded legends, for the great metropolitan heart of that foul empire stood much further to the south. Here, however, were once found the northern summer retreats of the great lords of the empire, upon the shores and islands of what was then a small inland sea, and thus there are many rich and dangerous ruins to be found amidst the bogs and bracken.


The Great Salt Marsh is home to bandits and primitive bands of troglodytes. The bandits are desperate outcasts from Brythunia, Nemedia, or the rest of the Border Kingdom. Their settlements rarely last long, either sinking into the swamp, dissolving in leadership disputes, or being eaten by the other residents of the swamp, the troglodytes. The trogs are a mix of types, though most are the inbred degenerate descendents of the Acheronians who served the sorcerous masters of the empire. While they have sunk to a level of near inhuman primitivism, some are known to possess strange and powerful sorcerous knowledge.


Criodhar (Lair): These troglodytes are short and thin to the point of emaciation, possessing a purple-black soft wormy skin, four to eight pairs of slimy black eyes, a leech-like maw instead of a mouth and nose, and overly supple skeletal structure. They can swim as fast as they can walk and breathe both water and air. They do not use weapons, instead grappling their prey and biting, latching on and sucking blood until they or their prey are dead. When they feed on enough blood they turn blood red and bloat up to three times their normal girth (though such requires the blood of three or more men). They know of no satiation, and have been known to burst, quite gruesomely, when they feed too much. Otherwise treat Criodhar as goblins.


The Criodhar are the servants (some say children of) Marbhtach Sumaire, the Great Death Leech. This large tribe lives in the half-sunken remnants of an ancient Acheronian arena, surrounded by the ruins of the rest of the Acheronian island town. The arena is also home to giant leeches, some of tremendous size and girth. Crusted gems and jewels of the Acheronians lay strewn about the ruins haphazardly; the Criodhar favor rubies and garnets for their blood-red qualities.


False Python (Ruin): While there are numerous ruins of towers, palaces, villages, and towns found throughout the marsh, the ruins of “False Python” are the greatest in extent, riches, and death. Most of the various troglodyte clans of the marshes have bands living amidst the ruins, along with giant snakes, giant spiders, giant killer bees, many lesser and some greater undead, petty demons, rusting automatons, and, if legends are true, either a sleeping princess or a hibernating lich (the ancient scrolls are uncertain in translation). Recently, a cult of Set worshipers has set up a small shrine in the ruins, as have a cult of Tsathoggua worshipers, exiled schismatics from Belthamquar. Both are following ancient lore that claims that a copy of the Iron Bound Book of Skelos can be found in these ruins.


Laghairt (Lair): Also known as “lizard-men,” the Laghairt are descended from one of the vilest breeding programs of the Acheronian sorcerers. They sought to create a servitor race not unlike the Serpent-Men of ancient lore; to this end they brewed together the essence of men, serpents, and reptiles in their vats. The result was the Laghairt; they are tall, green-scaled, with large serpent/lizard like heads, long serpent/lizard tails, a lizard-like ridge down the back, and clawed hands and feet. The exact mix of man, lizard, and serpent varies from individual to individual. Their heads are a terrible blasphemy against nature; when their jaws are shut, they look like a cross between a lizard and a serpent, complete with serpentine eyes, nostrils, and fore-fangs and crocodilian teeth; when they open their mouths wide, human eyes can be seen nestled in the midst of the red flesh lining of the upper jaws, a small slit nose below, while the back of the throat is actually a human-like, lipless, jawed secondary mouth complete with sharp teeth.


Though the experiment failed, as they turned out to be less than useful as servants, there was a beneficial side effect – the Laghairt possess a gland that, when properly enchanted and consumed, grants the one who eats it the permanent ability to detect magic (a latent ability in Laghairt). The Laghairt are also useful as a sacrifice, granting the celebrant of the sacrifice greater magical bang of the buck (effectively, a Laghairt is worth twice its hit dice in sacrifices). Though they are terrible and inhuman of appearance, most Laghairt just want to be left alone, though this is difficult, as they are gleefully anthropophagus. They are quite naturally afraid of any sort of sorcerers, as they know well their fate should they be caught. Otherwise treat Laghairt as lizard-men.


This Laghairt lair is unremarkable save for the size; it is home to more than 400 Laghairt warriors, with an equal number of females and more than double the total number of men and women in children. The Laghairt are led by a mighty king, LUBACH THE POISONOUS (Laghairt Heroic Barbarian, Poisonous Bite, magical Atlantean +2 war trident). The Laghairt control all of the marshes north of Salmalinde, controlling another half-dozen smaller clans of Laghairt, and are preparing for an invasion of the lands of the “Hairy-Ones,” i.e., the Western Marches and Wild North.


Magagh (Lair): These degenerate beings are squat, broad, and vaguely man-like but with batrachian warty skin, broad toad-like faces, bulging cheeks, bulging watery frog eyes, and a long toad-tongue; fat-bellied and spindly-limbed, save for the thighs made for jumping, with webbed hands and feet. These toad-men are often servants of Tsathoggua, though they usually end up being of little use to him or his cult, as they are fairly stupid and rather cowardly. They attack only from ambush, and only if they outnumber their targets. They are usually found in their lair with giant toads or giant frogs as pets and guards. Otherwise treat Magagh as goblins.


This lair stands amidst the ruins of an old bandit fort mostly sunken into the swamp, but with fern-covered rotting palisade walls and tree-filled square. The blockhouse is converted into a makeshift temple of Tsathoggua, complete with the leader of the clan, GOGHA THE FLENSER(Phalkarian/Magagh Veteran Cleric of Tsathoggua). Gogha answers to the Evil High Priest in Belthamquar. He seeks to put together a crack force to infiltrate the ancient sewerage system of Alkarion, to spy upon and sabotage the efforts of the cult of Mit-Ra. The cleric has a significant horde of emeralds, jade, and other green gemstones in the great bronze cauldron before the icon of Tsathoggua; to be used for bribing other Magagh clans, it is guarded by the formless spawn (green slime) that resides in the cauldron with the stones.


Salmalinde (Ruin): Once an outpost of Atlantis, this ancient ruined city is a tangle of shattered glass, rusting steel, and moldering plastic. On certain nights, when the stars are right, reflections of the ancient city of the Atlanteans can be seen shimmering in the starlight, and the sounds of strange music, growling of alien machines, and the roar of crowds can be heard like whispers in the wind. Remaining for any length of time is dangerous, as a few of the most powerful of the ancient automatons of the Atlanteans still function on the surface, and seek to cleanse the ruins of any invading life-forms. The ancient vaults under the ruins, however, are rich with treasures of the lost past, objects of functional super-science and lost sorceries. However, they are also home to the best preserved and most dangerous of the Atlantean automatons.


Tantagol (Ruin): Once an outpost of the Firbolg, now a series of fallen menhirs, shattered monoliths, and ruined towers amidst slime-bottomed canyons and rugged, barren hills. The caverns beneath the hills are home to clans of Fomorian Giants, who have enslaved several bands of Yemli and Waghabu to their service. The Fomorians are led by KING SEOTAICHE TWO-HEADS(Fomorian Champion Warrior/Wizard, magical +3 two-handed sword wielded one-handed), a great, obese, horribly ugly and mutated monster. The great bulbous head on his shoulders is quite stupid, greedy, and continually drools, while the small head growing out of his chest is quite intelligent, speaks a dozen languages fluently, and is the spell-casting head. He rarely stirs from his golden couch, save to slay those who gainsay him or otherwise offend him. The Fomorians of Tantagol keep many human slaves, males to labor in their mines and females as concubines. The surviving half-breeds of such couplings serve as the slave-masters in the pits and as personal servants and guards of the Fomorians. Treat Fomorian half-breeds as ogres.


Waghabu (Lair): These degenerate men are tall and muscular, covered with matted red fur over everything except the face and the palms of the hands and feet and buttocks. Thought to be descended from a clan of Vanir who invaded the region in the days of Acheron, the Waghabu are one step up the rung from apedom. They have lost use of all forms of tools, including fire, and their language consists of growls, barks, and howls borrowed from lower forms of life. They waylay passers-by, seeking to have them join them for dinner… as the main course, of course, as they are cannibals. Waghabu often keep female humans as concubines, the result of such couplings being slightly more intelligent Waghabu. Otherwise treat them as cavemen.


This Waghabu lair stands amidst the remnants of an ancient Acheronian temple complex dedicated to Set. The Waghabu shaman, a half-breed named URGHU-WHARL (Waghabu/Phalkarian Veteran Shaman) possesses an ancient flute, which one day he played while standing too close to a deep pit in the dungeons of the ruins. The playing of the flute summoned a vast Formless Spawn, a Shoggoth that called itself A’Qhor. Since then Urghu-Wharl has served A’Qhor as a priest of sort, and any who gainsay him are fed to the beast. The Waghabu have taken to raiding nearby settlements in numbers, seeking further sacrifices for their hungry god.


Yemli (Lair): Taller and thinner than men, with disproportionately long arms and legs, green fur, long pointed ears, and glowing crimson eyes. Though they know how to use weapons, they eschew them in favor of claw and bite attacks; they are anthropophagus, often waylaying those lost in the Haunted Lands. They live in the Great Salt Marsh, where they live in numerous small bands, and are believed to be descended from experiments performed by the Acheronians seeking to fuse men and demons. The fact that they are easily charmed and have almost no resistance to magic gives some credence to this view. Yemli are often found in small numbers as servants to sorcerers in the Border Kingdom and nearby Nemedia. Otherwise treat them as hobgoblins.


The Yemli lair in the broken lands is in and under a giant stone tower of utterly ancient construction; in fact, it is effectively a “fossilized castle,” from the utterly ancient and early days of the Serpent-Men. Nothing remains from that unutterably distant era save the walls and ceilings and mysterious scratches in the walls and ceiling that may or may not be early Serpent-Men hieroglyphs. The master of the lair, TCHANGNU BRIGHT-EYES (Khitain Heroic Magician, Carpet of Flying, Wand of Paralysis) seeks to find out if the scratches are truly a language and if there is any eldritch lore hidden therein. The Yemli are fully under his control, and have set up a luxurious penthouse apartment for him at the top of the tower. Their raids into the nearby areas are much more organized and successful under his leadership. He has noticed of late the unusual activity of the Waghabu, and may geas trespassers to find out what is going on among those degenerate men to the north.


NORTHERN WILDS: The Wizard War that rent the kingdom of Phalkaria asunder ended only when the shattered realm was invaded by Cimmerian, Aesir, and Hyperborean clans bent on red ruin, loot, and conquest. At that point anything civil about the wars ended and it became a free-for-all anarchic struggle to survive. In the south the cities and towns, though reduced to towns and villages, survived; in the north, where the barbarians dominated, the land was laid waste, cities and towns razed, and today only small villages of xenophobic Phalkarians or savage barbarians remain amidst the ruins.


Azthamur (Lair): Piscine scales cover their hunched neck-less forms, great gaping fish mouths open wide in the fish-like lump atop the shoulders that passes for a head, lizard-like claws are found at the end of hands and feet. A horrible, terrible blasphemy against nature, the Azthamur were created not by the Acheronians, but by the demon, Azthamur, trapped in the fetid lake by sorcerers of Acheron long millennia ago. For long centuries people avoided the dark, noxious locale, until a band of savages, perhaps proto-Cimmerians, mayhap a band of Hyborians, stumbled into the area fleeing enemies. As they slept, Azthamur’s spirit entered them and transformed them.


And so today their descendents haunt this lake and marsh and the area round, always seeking to capture sacrifices for their dark and loathsome master. They also seek for ways to free him from his duress vile, and so seek to capture a sorcerer who can be forced to do their bidding. They once tried to take Castle Markoth, much to their great loss. But as Count Markoth is no fool, he simply chastened the invaders and sent back their heads to their master in a bucket. Since then the Azthamur concentrate further afield, into Cimmerian lands and to the south.


Commoral (Ruins): Commoral is a ruined city, once the summer city of the royal house of Phalkaria. The city was destroyed and looted during the Wizard War. There is still loot to be found, but sadly, the ruins are overrun by the undead. Mostly skeletons and zombies; they were originally left over after a fierce battle between two necromancers over rulership of the ruins. Both lost, and yet long after their death somehow the skeletons and zombies continue to reproduce themselves within the ruins. Rumors say that the two continue to fight each other in a state of Undeath, replenishing their ranks of undead with those who foolishly seek to loot the ruins. As the (enchanted) Royal Regalia of the Kingdom of Phalkaria were lost in Commoral, and no one has ever claimed to find them, the new King of Alkarion has offered title and lands to any who can return from Commoral with the lost crown, scepter, and orb.


Dwalka (Large Village): Dwalka is home to a tribe of Aesir who settled here after they contributed to the fall of Phalkaria and the ruin of Commoral. The village and tribe is named after the leader who brought them south, Dwalka the Hammer, who has since been deified by his people. The Dwalka wear their golden tresses free, though they braid them when they go to war; they wear chain mail coats, horned helmets, and kite-shaped shields and wield heavy war hammers. THUNOR STRYKR’S-SON (Aesir Veteran Berserker) is the current tribal chief. He is torn on leading a raid on Herklar or fighting the savage demon-worshippers of Fristhia and Thuum; in the latter case, however, he feels he must first recover the Hammer of Dwalka, which was buried with him in his barrow deep in the badlands northwest of the village of Dwalka.


Unknown to the Dwalka, the barrow of their founder was long-ago infiltrated by Count Markoth. There he used his necromancy to raise the body of Dwalka as a terrible draugr, or undead thing. He also set several traps and tossed in a few additional undead for good effect. He did this as he knew eventually the Dwalka would seek out the Dwarf-forged rune-enchanted hammer of their founder; as he could not touch it, he set these protections around it. The deified spirit of Dwalka did nothing, feeling that anyone who wanted to get his hammer should have to go through a bit of a test to see if he was worthy.


Fristhia (Large Village): Fristhia is home to a tribe of barbarians descended from a mix of Aesir and Phalkarians. They are led by the warlock KHELLUS SKOLLI’S-SON (Phalkarian/Aesir Veteran Warlock), a cultist of Kilthin the Hoar-Demon. The Fristhians shave the sides of their heads leaving a long central strip, which is made firm with gel into a tall fan when they go to war. They wear black mail coats; dire-wolf pelt bracers, girdles, and capes; studded-leather kilts; and greaves with demon faces upon the knees. They wield sword and dagger, shield and morning star, or two hand axes. They raid anyone and everyone though naturally give Count Markoth’s castle wide berth when they raid the Cimmerians. The Thuumr are their especial enemy, as the Thuumr worship a competing demon-prince, Ikkorthuum. They save their special tortures, such as slow-death-by-icicle, for these enemies.


Frostfire (Citadel): Frostfire is an ancient Phalkarian tower, built to guard against the things native to the Great Salt Marsh. During the Wizard War it fell to an exiled Aquilonian magician; he delved too deeply into the foundations of the tower, where he found first Acheronian, then Atlantean ruins. In the deep dungeons beneath the tower he discovered a lich resting atop an ancient bier; the lich awakened, and the magician died of fear. Sadly for him, the lich was not truly inimical; the lich, AFGORKON (Atlantean Legendary Magician, Lich) is merely a guardian of ancient treasure and lore.


He eventually took over the entire tower, which is now inhabited by his automatons and conjured monsters. His Frostfire Knights, a type of automaton that appears to be a knight in full field plate armor, go forth now and again and seek out information and bring back certain individuals for questioning. Each bears an Atlantean Laser Sword and wears an Atlantean Rocket Pack. The legend that Afgorkon will grant the use of the legendary Frostfire Blade to a worthy warrior has spread far and wide; many have died in the quest to reach the tower, and none who have entered seeking to gain Afgorkon’s approval have ever returned.


Markoth (Citadel): COUNT VIKTORYN MARKOTH (Phalkarian Champion Anti-Paladin/Heroic Necromancer, Vampire) was a marcher lord of old Phalkaria in the days before the Wizard War, formerly a paladin of Mit-Ra in service to the King of Phalkaria. When the invading sorcerers and barbarians undid all that he had spent a lifetime building, including extirpating his entire family line, he called upon the Powers of Darkness for vengeance, and was transformed into a vampire. Today the Count keeps mostly to himself, and the local barbarian tribes know to keep well away from his castle high in a small spur of mountains. He is served by a small, loyal following of humans, descended from his original servants. He is protected by ranks of lesser undead and potent necromantic spells. His spawn are found in the Western Marches, where they keep an eye on the doings in the much-reduced and fractured Phalkarian heartlands. The Count has a long-term plan to help re-establish the kingdom, but only works from the shadows in order to be the power behind the throne.


Thuum (Large Village): Thuum is home to a tribe of savage barbarians descended from a mix of Aesir and Hyperboreans. They are led by WITCH-QUEEN SYNKKAA NARTTUU (Hyperborean/Aesir Veteran Witch). The blonde and yellow-haired Thuumr men and women shave their heads save for a topknot which is braided and held together with copper, silver, and gold bands to denote their rank. Thuumr warriors wear scale skirts, wide girdles with demon-faced buckles, and wolf and bearskin hides around their shoulders. They favor the use of two-handed axes, two-handed swords, and two-handed mauls. The Thuumr placate Ikkorthuum, a lesser Demon-Prince of Glaciers and Frost. They sacrifice captured foes to him by exposing them in the cold or freezing them alive in troughs of water. Some say the Demon-Prince is in residence, as sometimes living sacrifices are taken into the ever-frost and rime-covered stone temple (the former temple of Mit-Ra) and are never seen again. Winter arrives in early autumn in Thuum, and leaves it very late in the spring; thus the Thuumr must raid far and wide to keep well-fed. Their favorite enemies are the tribesmen of Fristhia, as Ikkorthuum and Kilthin the Hoar-Demon are old enemies.


Virunia: Off the map to the north and east are the tribal lands of the Virunians, a Hyperborean tribe who settled in the region several generations after the Wizard War. They have close ties to the Hyperboreans of Sigtona, beyond Mammutinkallo (the Mammoth Skull Gate), and long-standing feuds with the Hyperboreans of Haloga, beyond Pahkallo (the Death’s Head Gate), as well as the Thuumr and Fristhians.


WESTERN MARCHES: The heartland of the fallen kingdom of Phalkaria, the Western Marches are still semi-civilized, divided among scores of petty kings, dukes, counts, barons, lords, knights, and other self-styled noble rulers. Outside of the domains depicted on the map, which rule most of their hex and portions of neighboring hexes, most hexes in the Western Marches are divided amongst two to eight different petty domains. Some of these are barbarian domains, descended from the invaders from centuries ago, but most are semi-civilized or barbarized Phalkarian domains, complete with a feudal ruler (sometimes a theocrat or sorcerer), his warband and monstrous minions, and many horribly oppressed peasants. Every few years one lord or another gets lucky and conquers a few of his neighbors, but then the new kingdom collapses when he is slain, assassinated, or overthrown. Alliances shift with the wind, and one day’s ally is the next day’s sworn enemy.


Alkarion (Small City): Once the capital of Phalkaria, Alkarion remains the most important settlement of the Border Kingdom, and is largest town in the land. The new ruler, young KING STREPHON III MERDORAMON(Phalkarian Novice Paladin) seeks to re-unite his shattered realm. He hopes that his newly founded order, the Falcon-Knights of Mit-Ra, will be able to be a core of chivalry for the rest of the realm to focus their hopes upon. They cut quite an impressive picture, armed with shining swords and lances and wearing plate complete with falcon-headed or falcon-winged helms. Sadly, the king’s head is filled with ideals of chivalrous battles and knightly quests, rather than realistic expectations of war and strategy. Fortunately, his Captain of the Guard, KOTHYR GOLD-MANE (Dwalka Aesir (apparently) Veteran Barbarian, 18 Strength, 18 Constitution, 18 Dexterity, 18 Charisma, found amidst the rubble of a strange glowing craft after a meteor shower, adopted and raised by the Dwalka) has no little experience in warfare and has earned the king’s respect. The real dangers to the throne are within the city, however, personified by RED RUITHEAN (Phalkarian/Bossonian Heroic Witch, 16 Intelligence, 16 Charisma), the leader of the Cult of Eldrak, a Demon-Prince of Magic.


Belthamquar (Large Town): Belthamquar was conquered by demon-worshiping sorcerers during the Wizard War. It continues to be held by the Chaotic Cult of Tsathoggua, the Toad Demon. GRAND DUKE ITLAM KHOR(Phalkarian Heroic Anti-Paladin, magical +2 Flame Tongue broad sword) may rule the city, but he is ruled by the Evil High Priest of the Temple, TIROUV OMPALLIOS (Phalkarian Heroic Priest of Tsathoggua, five Ioun stones), a saturnine man of perhaps inhuman ancestry. The temple is served by the Magagh, the toad-men of the Great Salt Marsh; they kidnap people from the streets on the nights of the new moon for sacrifice to Tsathoggua. Belthamquar is eternally locked in battle with Elviriom, which for a time was also held by the cult, but the cult was purged by the Cult of Yhoundeh, which now rules that town. Their wars are more along the lines of small raids, but now and again there are actual battles between small armies led by the Anti-Paladins of Tsathoggua in their toad-headed helms and the Ranger-Knights of Yhoundeh wearing antler-topped and elk-head helms.


Caer Sfanol (Citadel): This tower, ancient beyond the knowledge of men, is tall and black, with scores of towers, turrets, and minarets extending from the top, all connected with ramps and covered bridges. Once a wizard hold, today it is the home of the remnants of the Sisterhood of Sekh-Raet, an order of female clergy armigerous in service to the Phalkarian Temple of Mit-Ra. Nearly extirpated during the Wizard War, the last remnants of the Sisterhood fled into the hills of the Border Range.


There they found Caer Sfanol under siege by numerous wizards and their factions, factions who fought among themselves as often with the holders of the tower. Quietly playing each side against the other, all the factions, including the one that held the tower, destroyed each other in a final conflagration of sorcerous powers. The remaining Sisters then moved into the tower, where they discovered the reason behind the investiture of the tower – the native wizard was the guardian of a great and power artifact, the Stone of Sovereign Power, said to have been the stone upon which the Demiurge first alighted when he came to court Mother Earth. The stone thus possesses great generative powers, greater even than the gods themselves, for the gods were born of a union between the Demiurge and Mother Earth.


Since taking the castle, the Sisterhood has become guardians of the Stone while they slowly rebuild their power. Fearing the power in the stone, they do not use it, instead making sure that others do not possess it or use it. The citadel today is home to the order of clergy armigerous, a related order of priestess-nuns, and a small order of enchantresses who study the Stone in order to better understand it and its powers. They are led by MOTHER SUPERIOR MALVINIA (Phalkarian Heroic Priestess of Sekh-Raet); she wishes only to continue as the order has now for centuries, guarding their charge, while some of the younger clergy seek to take an active role in the re-unification of Phalkaria under the new king of Alkarion.


Castle Ymir (Citadel): This castle sits atop the southernmost pass between Cimmeria and the Border Kingdom in the Border Mountains; the other to the northeast being controlled by Unos the Unknown, and such as are further north and east being in barbarian and monster-held Northern Wilds. During the Wizard War the castle was taken by a Hyperborean cryomancer (ice wizard) and his barbarian followers, and has been held by the depraved and debauched descendents of his apprentices since. The current lord of the castle, COUNT KAARLO HIISIIKKEN (Hyperborean Veteran Knight) and his sister/wife, TUONAA HIISIIKKEN (Hyperborean Veteran Cryomancer) continually fight over their plans to conquer local tribes and towns. Tuonaa spends her time with her apprentices maintaining and improving upon the walls and sheets of ice that cover the ancient castle (even in the depths of summer), while Kaarlo spends his time training his knights and small army or going on raids against neighboring towns and tribes.


Chrysala (Citadel): Chrysala is a redoubt and retreat for the priestesses of Wiccana. A former winter palace and retreat for the Phalkarian royal family, the fortress-palace atop a tall, narrow plateau today serves as the seat for the High Priestess of Wiccana, ILLIS SAMANDRA (Phalkarian Heroic Priestess of Wiccana, 18 Charisma). Only priestesses, novices, and their female guards and servants are allowed in the redoubt; male guards and guests are required to remain in a much less palatial fort at the foot of the plateau. The High Priestess would very much like to ally with the new, young king in Alkarion, were he not such a piggish, Mit-Ra worshipping witch-hater. She has ordered her followers to assist the efforts of the king when they can (especially against Chaotic cults), and mitigate the damage he and his crusaders do, should they attack followers of Wiccana. But not all her followers are with the program, and they have begun talk of a schism in the ranks, with ADORLA MYRNIS (Phalkarian Veteran Priestess of Wiccana) leading those who doubt in Illis’ leadership.


Elviriom (Large Town): Elviriom is ruled by a Lawful Cult of Yhoundeh, dedicated to the Elk Goddess of ancient Thule. The secular ruler, PRINCE RHAETOTH HUTHGAR (Phalkarian Veteran Ranger) serves at the will of the High Priest of Yhoundeh, ATHAM WUTHOOL (Phalkarian Heroic Priest of Yhoundeh). Though generally regarded as a savage and wild goddess, the Lawful cult of Yhoundeh sees her as a civilizing influence through the domestication of animals. Shepherds are in high regard in the faith, and hunting is a holy activity, requiring appropriate prayers of thanks to the goddess and to the target of the hunt. The Cult of Tsathoggua is the especial enemy of the cult, not only because it ruled Elviriom before the Yhoundeh, but also since time out of mind. Elviriom is also a competitor with Belthamquar for tolls, as the two towns more or less control the southern passage into Nemedia from the rest of the Border Kingdom, bottling up all the lands between the Great Salt Marsh and the dangerous highlands near the Border Mountains.


Gruthia (Small Town): During the Wizard War Gruthia was invaded by a horde of minor Cimmerian clans. They did not destroy the town entirely, and ended up settling down and intermarrying with the surviving locals. The town today is primitive by other Phalkarian standards, and quite rustic, but it is renowned regionally for its smiths, furriers, and leather-workers as well as for the herds of cattle that walk freely through the streets. After the war, a wandering priest of Anu, the Shemitish god of bulls, strength, and tenacity, ended up settling in the town and converted a great number of the locals; today it is the primary religion followed in the town, though others are not outlawed (save for the cult of Set).


KING OENGUS O’GRUACH (Cimmerian/Phalkarian Heroic Fighter) rules with a light hand. He spends most of his time with his troops patrolling against the depredations of the lords of Castle Ymir; Hyperboreans are not too popular in the town these days. He isn’t taking too seriously the warnings from Thelonia and Thalkaides regarding the dangers presented by the Cult of Set that has recently conquered Herklar; he is more concerned with the rattling of sabers by the King of Alkarion, who views his own title of king as an affront. Fortunately, the High Priest of Anu, TARBHON BRIOSCA (Cimmerian/Phalkarian Heroic Priest of Anu) has an open mind regarding allying with the Cult of Hanuman and the Cult of Ibis against the Cult of Set, and so there have been mixed parties of bull, ape, and ibis-knights seen near Herklar of late.


Herklar (Large Town): Herklar is the largest town north of Alkarion. Found in the heart of a fertile valley, Herklar weathered the Wizard War fairly well. The local count, thereafter a king in his own right, sought only to maintain his own borders, and never set out to try to conquer his neighbors. The people of Herklar knew peace and plenty for generations, though of course, it was a well-guarded peace and plenty. Part of that peace was kept by the Black Lotus, the count’s secret police.


The captain of the secret police, believing it had been his work and the labors of his ancestors that had kept Herklar great, sought a way to usurp the throne from the king. To this end he sought out the assistance of the Cult of Set. They helped him usurp the throne, but the leader of the cult then overthrew the captain, and today the town is openly ruled by the master of the cult of set, EVIL HIGH PRIEST WRATH-AMON (Stygian Champion Cleric of Set). His force of knights, clergy armigerous, and anti-paladins, armed in black plate with serpent-headed helms, shall soon spread far and wide throughout the Western Marches and beyond, seeking out weakness among the neighbors of the new cultic kingdom.


Ravengaard: Ravengaard is an ancient citadel, though whether it was built by the Acheronians, Atlanteans, or another pre-Cataclysmic race is unknown. During the long rule of Phalkaria it was not so much abandoned as guarded-against, as it has a terrible and dark secret at its heart. Beneath the simple and unassuming features of the rough stonework castle is a long, dark tunnel leading deep into the earth. It ends in a tremendous series of vast caverns of unknown extent; within those caverns is another world, a lost world of strange creatures and ancient monsters.


Lit by some unknown and perhaps artificial source, the cavern vault, thousands of feet high, are known to form clouds that rain regularly upon the strange green and purple fronds of alien plants. The caverns are also occupied by monstrous creatures not unlike dinosaurs, though of even stranger and more horrid form, with too many heads, too many legs, strange beaks, alien tentacles, and more unusual limbs. They prey upon the giant insects, giant slugs, giant snails, and slimes, molds, and jellies that are also native to the caverns. All are hunted by the primitive tribes of snake-men that reside in bone-walled villages, one major such village and tribe per cavern.


The hithermost cavern, into which the tunnel from the dungeons of Ravengaard debouches, is home to a terrible and ancient evil, a gargantuan serpent-like thing that lives in a lake at the heart of the cavern. For long ages the savage peoples who lived in Ravengaard (for it was rarely empty), sacrificed goods, gold, and souls to the thing in the lake; ages of treasures are piled upon its bone-strewn shores and hang upon the purple-fronded trees. All such unholy worship ended during the height of Phalkaria; the dungeons were bricked up and the castle was deserted, save for a guardian at a blockhouse nearby to make sure that no one went into the accursed castle. During the Wizard War it was first occupied by a wizard, who delved too deep into the dungeons and discovered the dark world below; then a clan of Cimmerians, who gave the castle its current name “Ravengaard;” and most currently, a large band of sellswords, bandits, and outlaws, led by JHEREK SAMANTAKA (Vendhyan Heroic Fighter/Thief, 16 Charisma).


Jherek is a wanderer from far Vendhya who has slain and stolen his way across the continent. His followers are as mixed a bag of rogues as the Kozaks of Turan, and include men and women of most races of the Hyborian World. While Jherek and his followers are not much for following gods, they have among their lot a shaman from the Black Kingdoms, KODJO THE LAUGHER(Kushite Veteran Shaman, Werehyena), who identified the power at the heart of the castle. Since then they have been sacrificing portions of their loot to Yigigo, for so Kodjo named the beast in the lake, as a true son of Yig, the First Serpent.


Shokkoth (Citadel): Shokkoth is a huge black basalt tower built like a gigantic monolith with small window slits and a single entrance. Ancient records show that the Acheronians discovered it when they conquered this area; apparently the Great Cataclysm and Lesser Cataclysm had little if any effect on it. The living quarters within (room size, ceilings, and stairs) are designed for beings 9’ tall. The Giant-Kings of Acheron assumed it must have been built by their own ancestors, and considered it to be a holy place. The most recent occupant is the scientist, SORAT-SYM (Phalkarian Champion Scientist, Cybernetic Arm, Targeting Reticule, Laser Pistol, and Acid Rifle). Sorat-Sym, a great adventurer, has pieced together many lost bits of super-science of Atlantis, Valusia, and other pre-Cataclysmic civilizations.


His notable works include the automatons that people and protect his tower; the radium lights in halls and rooms; and the many strange and unique machines weapons that his automatons, apprentices, and retainers wield. His grand design is the Acid Vortex Cannon atop the tower; it can hit any target within a mile of the tower, dealing 10d6 points of damage to the target, all those around the target suffering 2d6 points of acid damage less per 10’ band in distance from the original target (8d6 within 10’, 6d6 within 20’, 4d6 within 30’, and 2d6 within 40’). The cannon can only fire once every two minutes. He has heard of many such artifacts found in the Tower of Frostfire and in the ruins of Salmalinde, and seeks adventurers who will be willing to accompany an apprentice to find and recover these for him.


Thalkaides (Small Town): This town fell under the domination of the Ibis cult, exiled schismatics from Nemedia, during the Wizard War. This Lawful and usually Good cult is even more zealously opposed to the cult of Set. The town is a direct theocracy, with HIGH PRIESTESS TEHUTI-AMAUNET(Phalkarian/Nemedian Heroic Priestess of Ibis, Rod of Smiting) also the titular queen of Thalkaides. The cult only has priestesses; this was the schism that drove the cult from Nemedia, where the cult of Ibis today is male-only. The matriarchal tendencies passed on to the entire society of the town, and all positions of power are held by women; daughters are favored in inheritance and succession, and so forth. The northern cult also desired a return to the Old Ways, and so the liturgical tongue is Old Stygian, while the temple and many newer constructions in Thalkaides are of an affected Stygian or Shemitish style.


The famous Ibis Knights are also all women, and consist of knights, clergy armigerous, and paladins. Many of these are not pleased with the current alliance-of-convenience the High Priestess has arranged with the cults of Anu and Hanuman, but once the level of threat has been determined, grumbling should be minimal. Meanwhile, a small cult of Set, hearkening unto the “groans” of the oppressed males of the town, has gained some foothold amongst the sons of nobles who wish that the matriarchal structure of Thalkaides be undone, and that they once again be placed supreme to their sisters in inheritance and power.


Thelonia (Small Town): Like so many Phalkarian towns, Thelonia fell into the hands of a foreign cult, in this case the cult of Hanuman, a cult of mysterious Eastern origins. The Ape-Cult reveres the Ape-God Hanuman, who provides wisdom, knowledge, and eldritch lore. His priests are generally of earthy sort, though this particular cult favors a more ascetic style, strenuously maintained by the High Priest, RAFIK THE IMMORTAL (Zamboulan Champion Priest/Monk, Immortal, Wereape). As a Lawful if Evil cult, the temple rules with a light hand, provided the government under Lord Mayor TARCHON PEPHREDO (Phalkarian Veteran Thief) runs efficiently. They desire a peaceful, quiet town; troublemakers are sacrificed to the apes kept in the temple; there are many different and unusual apes resident in the temple and extensive subterranean lair. The forests to the west are also home to a number of ape bands beholden to the temple and town. While the monks like cooperating with the followers of Ibis and Anu no more than the followers of Ibis and Anu like cooperating with them, the last thing they want is interference again from the cult of Set, whose influence they fled long ago in Zamboula. The Ape-Knights of Hanuman, knights and clergy armigerous in service to the temple, are merely the public face of the temple’s involvement; numerous monks have already infiltrated Herklar to scout out developments in the town.


Thormond (Citadel): This old Phalkarian citadel is held by an order of semi-barbaric warriors descended from mixed Aesir and Phalkarian warbands. They have held the citadel since the fall of Phalkaria, when the Aesir warband of Thorkel Thrain’s-son and the last remaining army of Phalkaria under General Raimond Tavey united to fight a particularly potent sorcerer and his minions. Thorkel, a sorcerer of no mean abilities, and the magicians under the General’s command together were able to engage and trap the enemy sorcerer, while the Aesir warriors and the remnants of the Phalkarian army extirpated the sorcerer’s followers. Sadly, both leaders died in the struggle, as did many of their followers, but enough survived to hold the citadel and maintain their charge; for Thorkel and his allies were only able to trap the sorcerer, and the remaining warriors and soldiers were needed to protect the trapped sorcerer from being released by any reinforcements. They settled in, captured such territory as was needed for their maintenance, and since then have continued what they consider to be a holy vigil; the Aesir were converted to the worship of Mit-Ra, and today keep their own separate temple and hierarchy from that in Alkarion.


Buried deep in the seven-level dungeon beneath Castle Thormond is a hidden vault, trapped with many magical and normal traps, and guarded by conjured monsters and bound demons. Within the vault a crystal ball floats above a small rune-covered pedestal. Within the crystal ball, trapped by Thorkel’s spells though quite aware and angry, is the ancient lich, THULSA DOOM(Legendary+ Necromancer, Lich) [NOTE: This is the original Thulsa Doom from the pre-Cataclysmic era, not the one from the movies; the events in the movies did not occur in this Hyborian world, nor did the encounters between Conan and Thulsa Doom as outlined in the Marvel comics.] The current lord of the castle, GENERAL THORGRIM TAVEY (Aesir/Phalkarian Heroic Paladin) seeks only to continue his custodianship of the lich and defense of the lands needful for the maintenance of the citadel.


Unos (Citadel): This grand castle of Phalkarian construction once guarded the northwestern border against Cimmerian incursion. Today it is held by UNOS RECODRO (Techno-Demon, Heroic Fighter/Magician), a most unique being. Summoned by the sorcerer who had captured the castle during the Wizard War, the summoner attempted to combine his own black magic with some ancient Atlantean technology, a powerful war-automaton, he had discovered in the hitherto unknown depths of the dungeons beneath the castle. The result was Unos, a demon spirit fused with the war-automaton. Its first act was to kill its summoner; fortunately for the world, the demon was then trapped by the remnants of the programming of the war-automaton, which was primarily a defensive machine, not offensive. And since then Unos has been stuck in its castle, defending it against any who come near, but unable to leave and rain death and destruction upon the rest of the world.


Unos primarily operates through one of the many subsidiary automatons it has access to, for there were whole warehouses and storerooms of additional such machines found in the deep dungeons beneath the castle. These are mostly minor security, service, and maintenance-type automatons, though the security automatons are bulked up with laser swords and radium rifles. These patrol an area around the castle no further than 12.43 miles. Unos himself never leaves the command center, deep beneath the castle, for he is unable to do so, as during the long millennia the automaton remained there, it fused with the command module. This is fortunate indeed, as the unit that the demon inhabits is quite massive and heavily armed and armored, an Atlantean Death Machine. The name Unos is spelled out in archaic Atlantean runes upon its chest, and though much is lost to ages of rust and verdigris, were it able to be read, it would read “United Nations Organization for Science: Regional Defense Command Droid.”


Unos is unaware of the scientist Sorat-Sym in Shokkoth to the west; similarly, Sorat-Sym is unaware of Unos, as no living being has passed through the territory of Unos and survived in several hundred years (it is considered a land accursed, ruled by a most xenophobic wizard named Unos, of which nothing is known). However, would either ever hear of the other, it would be a match made in Hell, as Sorat-Sym is more than skilled enough to separate Unos from the command module and alter his program.



Zoqquanor (Citadel): Zoqquanor is a relatively new citadel in the region; built in a single night by demons summoned by its dread lord, VASZGHUL OLCHUK (Zamorian/Demon Heroic Magician, Staff of the Magus), the tower has stood for only a fortnight. Some time ago Vaszghul discovered hints as to the existence of the Stone of Sovereignty, and after consulting the Iron Bound Book of Skelos and other infernal sources, discovered its whereabouts, guarded in Caer Sfanol by the Sisterhood of Sekh-Raet. He has built the tower as a base from which to study their defenses and abilities, for he is nothing if not careful. The local lords, robber barons, and barbaric tribesmen have yet to test his defenses, as they are unsure exactly what has appeared on their borders. While he will not appreciate the delay in his studies, he is ready for such incursions, having filled his tower and the dungeons below with conjured monsters and bound demons, devious traps and well-paid henchmen. Reasonable adventurers may well be hired to his cause, or if they are unreasonable, slain and animated to join his cause anyway. He will leave most such details to his lieutenant, FAZIL THE LION (Turanian Veteran Cleric of Erlik), the leader of his mercenary guards, the bulk of which are renegade Turanians like Fazil. Fazil rides a griffon, charmed and bound to him by Vaszghul, while four of his best men ride similarly bound and charmed hippogriffs.

[Cimmeria] History of Hyboria

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This is not truly Conan’s Cimmeria. Or rather, I should say, this is not truly Cimmeria as envisioned by Robert E. Howard. That Cimmeria would be a poor place for adventure; were it otherwise, and there were opportunities to earn great treasures, win the adoration of beautiful wenches, and crush the kingdoms of the earth under your sandals, Conan might never have left! Thus, this is a Cimmeria more geared toward using the basic background of the Hyborian Age as a platform for fantasy role-playing game adventures. If you are looking for a scholarly derivation of the Conan canon… this isn’t it. If you are interested in such, I’d advise you to look up “Hyborian Heresies” by Dale Rippke.


To fill in the gaps in Cimmeria, I have taken the ancient myths and legends of the Celts – the Irish, Scots, Welsh, Cornish, Gauls, and more – distilled them further down into archetypes, and applied them to a sword and sorcery framework fleshed out by weird dark fantasy. Don’t worry, however – there are no frolicsome fairies, pesky pixies, or dancing leprechauns to be found. In this Cimmeria, the locals have good and true reason for their fears of the mist-haunted forests and cloud-shrouded crags. The melancholies of the Cimmerians are based not merely on the grim, grey weather, but on the sorcerous, inhuman, and monstrous dangers that lurk around every corner, sleep in muddy rivers, haunt dark valleys, and skulk in ancient Atlantean ruins…


Further, to fill in the pieces of the adjoining lands, I have scoured various Conan resources and adapted bits and pieces that I fancy. The lands of the Aesir and Vanir of course are inspired by Norse mythology. The Eiglophian Mountains also owe much to the Norse, but also owe a debt to Clark Ashton Smith’s Hyperborea stories and Howard’s Kull stories (and the Marvel comic book adaptations). Finally, following in the tradition of the Mighty Marvel Bullpen, I adapted elements and ideas from Gardner Fox’s “Kothar” and “Kyrik” stories to fill in the blanks in the Border Kingdom (though for the most part, only names survived the transformation).


This gazetteer is set in 1361 AA, one hundred years after Venarium and mere days after the death of Conan II, King of Aquilonia, who left seven legitimate sons (by three wives) vying to inherit the kingdom. While this means that all of Conan’s known adventures are history, this leaves the whole wide Hyborian world open to the adventures of your players and their characters. Between the departure of Conan and the rise of the Sons of Aryas, there are yet countless of untold adventures to be had!



HISTORY

Seven thousand years ago the Great Cataclysm struck, Valusia and the other kingdoms of the Thurian continent were destroyed, and their peoples cast down into savagery. The surviving Valusians were conquered and nearly wiped out in the battles between the new, savage empires of the Picts in the west, the Atlanteans in the north, and the Zhemri in the east. For five hundred years these petty, primitive empires squabbled over the leavings of the previous civilization. Then the Lesser Cataclysm struck and undid what little they had done to rebuild.


While the Zhemri empire collapsed into squabbling city-states, and the Picts fell into stone-age savagery, the Atlanteans collapsed all the way back to ape-like primitivism. Not all the Atlanteans fell, however; a few, those who retained the old powers of sorcery and knowledge of super-science, decided to evolve beyond the mortal coil of this world and sought refuge in strange planes and odd angles, and transformed themselves into the Scáith – beings of pure elemental shadow. In their strange Otherworlds, they continued to practice and improve upon their sorcery (though they lost much of their science), and from time to time visited the ape-like descendents of their lost cousins in this world; to prey upon them, enslave them, or otherwise torment them at their pleasure.


The Valusians of the middle-lands were left to their own devices for nearly 500 years, during which they assimilated Pictish, Cimmerian, and Zhemri bloodlines from the clans and tribes that remained after the collapse of their proto-empires. Though preyed upon by the petty city-states of the remnant of the Zhemri Empire, they slowly rebuilt their civilization… clans growing into tribes, tribes giving birth to primitive kingdoms, until…


1000 years after the Great Cataclysm, most of the Valusian tribes and their petty kingdoms were conquered by the Stygian Giant-Kings, great and terrible sorcerous lords from Elder Stygia who settled the north and founded the Empire of Acheron. These dark lords fled Elder Stygia following a civil war; these were the lords who sought vigorous expansion, while those who remained in Elder Stygia sought to remain in contemplative decadence.



The conquered Valusian tribes further assimilated the bloodlines of the Stygian servitors, such as the ancestors of the Shemites (descended from Commorians), the Pelishtim (descended from Verulians), and the Zingg (descended from Farsunians). This mixed people, during the two thousand years of Giant-King rule, merged to become the Acheronians, as steeped in evil and demonolatry as their masters. The free Valusian clans, their cousins on the borders, remained relatively pure-blooded savage barbarians, caught between the Acheronians as the anvil and the hammers of the Picts, savage Atlanteans, Hyborians, and Zhemri.


Another 500 years later, 1500 years after the Cataclysm, and the Khari, fleeing from the rebellion of the Lemurians in the Far East, conquer and settle in Elder Stygia. There they are assimilated into the local population and begin rebuilding an empire. In the north, the Acheronians are also expanding, and eventually the two empires meet at the great escarpment that for long ages defines the border between the North and the South.


By the time 2000 years have passed since the Great Cataclysm, Acheron and Khari-ruled Stygia reach their greatest extent. The core of Acheron consists of most of Aquilonia, Nemedia, eastern Zingara, the southern Border Kingdom, and western Brythunia; the core of Stygia includes modern Stygia, western and central Shem, and points south and east. The two empires fight continually over Ophir, Corinthia, Zamora, and Koth. It was then that the Acheronians made their ultimately lethal mistake – they took in the Hyborian barbarians of the north as mercenaries.


At this time, the north is a Hyborian realm, from the Eiglophian Mountains to the cold frost-covered lands of the Arctic, and from the Vilayet to the Western Ocean. In the south, between the free Valusian tribes north of Acheron and south of the Eiglophian Mountains, the ape-like Cimmerians live in the forested hills and dark valleys. These primitive beings were unsuited for mercenary work; so too the savage Picts in the west and the scheming Zhemri of the east. Thus the Acheronians turned to the Hyborians. The first Hyborian mercenaries of Acheron were well-settled in the re-conquered lands of Koth, as guardians of the border against incursions by Stygia and the Shemites, by the time the first primitive castle was reared in ancient Hyperborea.


It was the advent of the kingdom of Hyperborea, in the eastern heartlands of old Hyboria, as well as the arrival out of the north of the primitive Nordheimr, that began the wholesale drift and migration of the Hyborian peoples south into Acheron. At first, the tide was welcome by those sorcerous princes – more mercenaries to use against the Stygians, more settlers for the ruined and fought-over lands of Koth (and later Argos, Ophir, and Corinthia), more slaves to labor in fields and die screaming on altars. But the short-term gains of this policy missed the long-term results of such wholesale immigration. By the end of this period, nearly 1000 years after the first use of Hyborian mercenaries, 3000 years after the Cataclysm and 3000 years before the modern era, the Hyborian rebellions started in the south.



First in Koth and Argos, then even in Ophir and Corinthia – here and there, in various cities and provinces, the southern Hyborians, civilized for centuries, were in the majority… and they groaned under the yoke of their Acheronian masters. As wars with Stygia were at the time few and far between (the Stygians then caught in the depths of one of their own civil wars), the Hyborians of the south sought their own freedom, to keep their own taxes, and rule their own lands. Now long unused to fighting their own wars, the Acheronians fought fire with fire – and brought in more fresh Hyborian tribes, these often mixed with the Valusians of the borders, or by this time even the Nordheimr of the cold, legendary north. But it did them little good.


As the Hyborian rebellions grew, the Acheronians turned more and more to dark, terrible sorceries, and the power of the Temple of Set grew great in the empire. The new Hyborian mercenaries came to find they had more in common with their enemies than with their masters. Together, they united to overthrow the Acheronians. With even the northern heartlands of the empire thrown into civil war, the trickle of Hyborians from the north became a flood. The empire crumbled. The High Priest of Set in Acheron, Xaltotun, and his followers fled south to Stygia, their power broken, their capital of Python destroyed, shortly before the Kothian Hyborians and their barbaric Hyborian allies crushed the renascent Stygians north of the Styx and razed the city of Kuthchemes.


In the end, the Hyborians had exchanged an empire of Acheronians under Set for an empire of Southern Hyborians, the Kothians, under the Temple of Adonis and Ishtar. For the Kothians immediately began their own empire-building, and within 500 years, 3500 years after the Cataclysm, they ruled an empire that included modern Koth, Ophir, Corinthia, and usually parts of Zamora, Argos, Zingara, and Shem. North of the Red River, south of Cimmeria, east of the Pictish Wilderness, and west of the Kezankian Mountains, petty kingdoms and tribal territories of mixed Hyborian, Valusian, and Acheronian sort continually fought each other, the Picts, and invading clans of Hyperboreans and Nordheimr.


For the Hyperboreans (by then a mixed Hyborian-Nordheimr race) were shortly after the fall of Acheron conquered by the last remnants of the sorcerous Acheronian Giant-Kings; it is they and their sorcery that gave rise to the Witchmen of the White Hand, the ruling caste of modern Hyperborea (though they secretly rule in the name of the Secret Masters, the last of the Giant-Kings). Over the following centuries, whole clans of the mixed Hyperborean peoples raided south into Brythunia, and there settled in the plains, driving the native Valusians into the forests and hills.


The Cimmerians, through all the wandering and war, had been left much to their own devices. Up to this point they had remained, for more than 2000 years, simple ape-like men, living in caves and with no knowledge of the use of tools or even fire, let alone their own humanity. They had been prey for their distant cousins, the Scáith, for long ages; this culled the weak and the slow, the foolish and the curious, from their ranks. It was the advent of the savage Giant-Kings that finally brought the Cimmerians back from the brink of apedom.


For when Acheron was crushed, the Giant-Kings powerful and mighty in sorcery fled north, to Hyperborea, leaving their less magically-potent but no less giant-blooded kin to their own devices. These fled from the ruins of Acheron into the savage north, where even the Hyborians had feared to go – Cimmeria. There they found the primitive Cimmerians and settled among them. They took as their wives the largest and most intelligent of these creatures, and with them bred a new generation of giants, known to Cimmerian myth and legend as the Firbolg.


During this time the Scáith were also busy, expanding into the northlands even as the Nordheimr were moving into the lands emptied by the Hyborians. They enter into Nordheimr legendry as the Liosalfar, or Elves (as opposed to the Svartalfar, or Dwarfs). Many of the northern settlements are of mixed Scáith descent with strong Nordheimr bloodlines; while the elemental portions of their essence have merged and perhaps, weakened, the shadowy darkness of their nature has expanded.


After a few generations building their numbers, the Firbolg, under their leader Crom-Ya, returned to their fallen land of Acheron. There they conquered many of the local tribes and petty-kingdoms, forming their own realms. But they were a divisive and quarrelling people, and were never able to rebuild the ancient empire they had lost. Such unity as they were ever able to muster was expended fighting the superior numbers and powers of the Kothian Empire.


3500 years after the Great Cataclysm, Acheron is no more, Stygia sleeps, Koth waxes and wanes in power, the Argosseans have begun their heroic sea journeys, the Zamorians squabble in their city-states, the Shemites feud with each other when not united against the Kothians, and the Zingarans (the Zingg now mixed with Picts and Hyborians) slowly build their kingdom. The middle lands of the North are a patchwork of petty Hyborian, Valusian, Acheronian, Hyperborean, and Firbolg kingdoms and tribes. The Cimmerians have risen from their ape-like stupor, and though abandoned by the Firbolg, begin to create their own barbaric culture.


The Aesir and Vanir slowly spread into the regions left barren by the migration of the Hyborians north of the Eiglophian Mountains. The southern clans of Nordheimr exhibit a higher level of culture and technology due to their conquest and assimilation of the remaining Hyborian tribes of the region. The return of the Nordheimr to these lands is ironic; for it was the Hyborians who had, thousands of years ago, driven their forefathers (men of Thule who wore the hides of white apes, not the white apes themselves) into the north. Following the tales of their assimilated Hyborian brethren, the Nordheimr often sallied south, through the passes in the Eiglophian Mountains, to raid into the patchwork of kingdoms and tribes between the Cimmerians and Koth.


There they found the Firbolg, for the Nordheimr (followers of Ymir the Frost Giant), a race to be feared and awed. It is from their people that the Nordheimr learned the traditions of burying their noble dead in barrows with their greatest treasures. Such gigantic barrows, often mistaken for natural hills, are found throughout the region from the Red River in the south to and into southern Cimmeria in the north, and from the Kezankian Mountains in the east to and into the Pictish Wilderness in the west. For such was the range of these savage descendents of the Giant-Kings in those days. For a time, the Nordheimr thought to perhaps invade these rich southern lands and claim them for their own. But such was not to be, for with the invasions of the Firbolg and the Nordheimr, the Hyborians were finally stirred to fulfill their destiny.


Weary of the raids coming across the Red River, 4000 years after the Great Cataclysm the Kothian Emperor Nemed I, “The Great,” founded two provinces on the northern side of the river: the eponymous Nemedia and Aquilon (the “Northern Province”). To all the petty Hyborian kingdoms and free tribes he sent ambassadors with the same message, a message of Hyborian unity of purpose, to finally extinguish the Acheronian remnants, the petty Acheronian kingdoms and their bastard children, the Firbolg (known to the Hyborians as the Titans). The next five centuries witnesses the conquest of the central lands by the Hyborians, who assimilate the local Valusians and other petty tribes and exterminate the Firbolg, the last remnants of which retreat into Cimmeria, other wild lands, and Otherworlds. However, even as the Hyborian Empire grew in might, it rotted at the core.


For the southern Hyborians had adopted the worship of Set and his ilk. This was no accident; for while Stygia had seemingly slept, her sons sought out the younger sons of nobles, disaffected priests and philosophers, and lower-class rabble-rousers and rebels. To each they promised wealth and power, if only they bent the knee to Set. Too, each conquered petty Acheronian realm vomited up libraries full of arcane and eldritch lore, which grasping and power-mad lords added to their sorcerous anthology of tricks. And so by 4500 years after the Great Cataclysm, when the Kothian Empire reached its height, its greatest physical extent, and the pinnacle of its power, uniting most of the modern Hyborian realms under one single banner, it was an empire that was almost indistinguishable in evil from that of the original Acheronian Empire.


Into this realm of darkness was born Epimetreus, the Prophet of Mitra; some say he was born in Koth, others Corinthia or Ophir or even Pelishtia, and a few heretics claim Stygia itself. Epimetreus, said to have been the scion of a noble or even royal house, turned to the ways of philosophy and lore at an early age… in other words, he was a wastrel who spent his days in debauchery and debate at sybaritic symposiums. He was middle-aged by the time he saw the error of his ways and became the Prophet of Mitra. He first bearded the lion in his den, and preached publically in the streets of ancient Khorshemish. He was sought out by the Temple of Set, but fled to the north, where he found younger, cleaner, unsullied Hyborian peoples in the still semi-tribal provinces.


Many of these tribes – already unhappy with their lot under their Set-worshipping southern cousins – turned to the ways of Mitra. He went from tribe to tribe, clan to clan, bringing the message of light unto the unenlightened barbarians. They say he flew across the skies wearing a magical cloak of phoenix feathers; few legends tell, however, that the bright light in his hands was the Heart of Ahriman, rather than the Light of Mitra. Over a period of several decades he welded together an alliance of converted tribes, an alliance whose sole purpose was the destruction of the Temple of Set. That the ensuing civil war also brought down the Kothian Empire was merely incidental. When rebellion flared and the northern provinces declared for Mitra, the Kothians showed their true colors and allowed the legions of Stygia into their realm to help fight against the rebels.


Thereafter a client state of Stygia in all but name, it took a generation of war for the northern Hyborians to reduce the Kothian remnant and drive the Stygians from the North. During this time the last remnants of the Hyborian barbarian tribes, mixed nomadic tribes of Hyborians and Nordheimr in truth, migrated south out of the northern lands and west out of the steppes and tundra, the former fleeing from the Nordheimr, the latter from the Hyrkanians then entering the lands they would call Turan. It was the converted sons of these tribes in the next generation who led the battle further south, into Shem, to throw the Stygians again across the Styx. Several tribes continued on, through the eastern deserts and past the Ilbars Mountains, there to merge with the local Vendhyans and other tribes to form the people of Iranistan. These were cousins of the tribes that settled in the newly-conquered lands of Koth, there to found the principalities of Khoraja, Khauran, and others.


It was during this final war against Stygia that Epimetreus was mortally wounded, though even a mortal wound kept him not from his final great act. After taking his wound, he returned north to the (now independent) province of Aquilon, the heart of his following. There he crowned the barbarian prince of the realm, the grandson of the first chief he converted, as the first king of Aquilonia. This was 1,361 years ago, 4700 years after the Great Cataclysm. It was to create a shield in the north, a bastion for the light of Mitra, in answer to the formation of the earlier foundation of the kingdom of Nemedia (which then consisted merely of Belverus and the surrounds) by a mix of pagan Northern Hyborians and the old Southern Hyborians (the origins of the ancient enmity between the two realms). Thereafter Epimetreus retired to his sanctum at Mount Golamira, where his remains are said to be hidden by great and terrible mystic arts.



For a century following the founding of Aquilonia, Hyborian tribes and war-bands continued to wander around the remnants of the Kothian Empire. Petty kingdoms rose and fell, merged and split, but Nemedia and Aquilonia remained relatively stable, and within 400 years had become the strongest realms north of the Red River. Both then went on a spate of empire-building, Aquilonia to the north and west, Nemedia to the north and east. By 800 AA both realms had attained the essence of their modern borders, with Aquilonia acquiring Gunderland (787 AA) and Nemedia acquiring Hanumar each through marriage. Interestingly, each acquisition showed the major difference between the two states remained in matters of religion: the Gundermen had to give up worship of Bori and accept worship of Mitra, while the people of Hanumar exacted a Royal Declaration of Religious Freedom from the king of Nemedia, in order that they might cleave to their reverence of Ibis.


By 800 AA, Aquilonia had also tamed the bulk of the Bossonian lands, forming them into the Bossonian Marches; similarly in the east, Nemedia had formed the Brythunian Marches, and began to slowly absorb the westernmost Brythunian realms. But it was in this process that they began to find the limits of their advancement into the wild lands to west, north, and east. For at the further ends of these petty domains were vast regions of unconquered, and perhaps unconquerable, barbarians and savages. To the west, they would run into the Picts; to the north, the Cimmerians, and to the east, the Nemedians always found difficulty with the forest-based Brythunians, backed by wild Turanians, and scheming Zamorians.


And so the growth of the two great kingdoms slowed, and for a while the borders shrank back, especially in the case of Nemedia, who lost almost all its Brythunian gains and the bits of the Border Kingdom it had absorbed. And so, for further growth and loot, the two imperial powers turned south, to the rich lands of Zingara, Argos, Ophir, and Corinthia. There they competed with one another and with the resurgent imperial Koth. Wars were as much for loot and glory as they were for land. For hundreds of years these middle realms became a patchwork of petty domains, now leaning Aquilonian, then Nemedian, later for Koth, or sometimes independently play two or more sides against each other. The counts of Zingara and Argos and the senators of Corinthia became quite adept at this game. The practice became a true art in the hands of the Ophireans, however, due to their great mineral wealth.


About 300 years ago the great imperial wars of conquest slowly winded down, as the various nations of the middle lands coalesced from the disparate petty realms. It wasn’t so much that the Aquilonians, Nemedians, and Kothians had tired of the imperial game, as the other peoples of the middle lands had caught up with the imperial powers in terms of wealth and technology. Too, in the case of Koth, Stygia was once again emerging from her long slumber, and flexing her own imperial muscles in Shem, Koth’s own backyard.


It was this Stygian resurgence that brought wrack and ruin to the Cimmerian lands, far more so than any inroads attempted by the Aquilonians or Nemedians. For as the saying goes, by the time you see the serpent stirring, it is too late. Stygia had already sent out feelers into the Hyborian lands, the home of their ancient enemy, and there once again founded cults of Set. In these lands they began to foment unrest and rebellion, pitting the poor against the rich, noble against noble, son against the father. By 1100 AA the situation had become quite grim, for so concerned had the nobles and kings been for the expansion of their own power and wealth at any cost, they had built a social tinderbox, onto which the cultists poured rich oil and flaming brands.



Central to and across all boundaries of the civil unrest, civil wars, rebellions, vendettas, and feuds that broke out over this time was the involvement of the sorcerers of the South. They poisoned all wells of knowledge and scholarship and infiltrated all guilds and brotherhoods. Witch-hunters and inquisitors ferreted out many such sorcerers; many of those who were able to flee fled south, to Shem or back to Stygia. Others sought refuge in the Border Kingdoms. Unfortunately, in Aquilonia, the local Inquisitors of the Temple of Mitra saw little difference between the sorcery of the Southern sorcerers of Set, that of various wicked fiend-speaking witches, and the rural, age-old traditions of the priestesses of the old Wiccana tradition. These, too, they scoured from their lands, with many fleeing to the north, to live among the Cimmerians, where they (then) had co-religionists.


At the time the followers of Cimmerian Wiccana and the followers of the Cimmerian Druids were in balance and co-existed with one another; the sudden influx of hundreds of Wiccana priestesses, most of whom had terrible grievances against a male-dominated faith, threw this fine balance askew. This resulted in a war between the Wiccana priestesses and the Druidic priests of Cimmeria, and cast the whole nation of peoples into a bloodbath for generations. As too, at the time, no few cultists, alchemists, magicians, and other practitioners of sorcerous arts fled to the north, swelling the ranks of such in the Border Kingdom, Cimmeria, and Nordheim, a terrible magical war ravaged the whole region for decades.



The North still bears the scars from that time. While it was a many-sided war, eventually in Cimmeria the druids won, casting out or extirpating all other sorcerous powers of any major sort (save for the native Scáith, of course). Of the Wiccana priestesses, many fled into Vanaheim where, under the leadership of the local high priestess Freyja, they formed their own new temple, the Seithr Cult. Others fled to Hyperborea, where they were welcomed into the White Hand. Still others fled to Brythunia or settled deeper into the wilds and hid; many of their descendents can be found today in the Eiglophian Mountains. Of the non-Wiccana/non-Set cultists, especially males, many fled into the Aesir lands and there joined with Wotan, Freyja’s former lover, in his mountain fastness of Yggdrasill in Asgard. Since that time, it has been forbidden for women to practice any magic in Cimmeria, and for any man to practice non-Druidic magic.


The terrible Wizard War, as it is known to the bards of the Cimmerians, did little to engender a love for magic in Cimmerian hearts. Already they had feared and loathed the shadowy sorcery of the Scáith, the dark enchantments of the Dwarfs, and the strange powers of the Pictish shamans. Cimmerians, ever since, have had a magnified loathing and fear of all sorts of magic. They view even their druidic priests with distrust, and many have turned even from the worship of Danu solely to that of Crom, for he promises nothing but struggle in this life and drear existence in the next, and so the grim and melancholy Cimmerians cleave to his simple faith not in hope, but expectation that there is little to be gained in this world or the next… which just goes to show that most Cimmerians miss the point, but Crom isn't the kind of guy to fix their mis-perceptions for them.


Though it took some time, eventually the worst of the cults were routed from Aquilonia, Nemedia, and the other Hyborian lands. Several wars were fought between Stygia and allied Hyborian countries, often led by the crusading priests of Mitra. Stygia, pushed back to the Styx, once again went quiescent. Peace ruled, for a time, allowing populations to grow. Wars started up here and there, most notably in the East, where Turan began gobbling up the debatable lands between its western border and Zamora. The Shemite city-states devolved into ever wider wars. Zingara has been continually in dynastic flux for most of the last century. All sorts of rumblings indicate that, once again, the major kingdoms of the West are readying to play the imperial game.



One such minor move in the game of empires, which had it ended otherwise would have been of little note other than locally, was the Aquilonian move into Cimmeria in 1261 AA with the founding of the settlement of Venarium. Though there had been relative peace between the southern Cimmerians and Aquilonia for some time, and though the Aquilonians had actually signed a treaty with the southern tribes for the lands and the settlement, other Cimmerians of more traditional mindset sent out the red branch, unified scores of otherwise feuding clans, and formed a horde that slaughtered nearly every last man, woman, and child of the settlement. This was the first taste of civilization for a young northern Cimmerian by the name of Conan… and the rest, as they say, is history.




Conan eventually went on to conquer Aquilonia in 1288 AA. 1300 AA coincided with the 6000th year after the Great Cataclysm. Conan I abdicated his throne to his son, Conan II in 1310 AA. Conan II died earlier this year, in 1361 AA, leaving seven (legitimate) sons by three wives. The gazetteer is set at this date…


Dungeons & Dragons 5th Edition Review

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So at Gen Con I picked up a copy of the new, 5th Edition Dungeons & Dragons Player's Handbook.


I hadn't really followed much of the brouhaha over the new edition, nor had I play-tested it; while I had downloaded the free starter set information, I hadn't even read it yet. But, it was the new edition of D&D, so I had to give it a try. Heck, I even gave 4th Edition a try... howsoever brief. So why not, too, 5th Edition?

Here's the short of what I think: 5th Edition Dungeons & Dragons is a lovely home-brewed, house-ruled version of the Castles & Crusades system and the ideals of Labyrinth Lord with a dash of Dungeon Crawl Classics and HackMaster 4th Edition for flavor.

The long of it: Based on the PHB, this is probably a game I would play. Heck, if the MM and DMG live up to what I've seen in the PHB, I might even want to run a 5th Edition game. I would have never said that about 4th Edition, and after running a fair bit of 3rd Edition, I gave up on that, too.

But this game really tickles my fancy. And by my fancy, I mean my desire for a nice, simple system. And the new edition honestly delivers. It basically strips the d20 System down, much like Castles & Crusades does, and rebuilds the system using the ideals of the original and early editions... again, much like Castles & Crusades does. It makes certain different assumptions on making the numbers work, but it really feels like a Castles & Crusades variant.

So while I won't be changing my core, go-to game systems... Castles & Crusades and Labyrinth Lord... I will definitely be adding 5th Edition to my repertoire of playable games.

A few specific notes, good and bad, some to chew on, others just to remark upon:

I really, really, REALLY like the way they do spell memorization and spell slots. I'm going to have to steal that system for my house-rules for both C&C and LL.

The halfling art in the book is ridiculous... horrendous, even, in some spots. Otherwise, the art is quite nice. Very medievalesque, yet very inclusive and diverse. Really, better art than any they've had since 2nd Edition.

Oddly, there is no one place where the skills Open Locks and Find/Remove Traps are defined, systematically. You kind of have to piece together bits from the descriptions of Thieves Tools and Dexterity Ability Checks. Would have thought there would have been something definitive in the Rogue description, but no... I guess that is all for the DMG.

There are three Arcane spell-casters, the Sorcerer, Warlock, and Wizard, each doing magic slightly differently. I could see having maybe one, maybe two in a single campaign, but three... I dunno. Seems a bit heavy. And then, too, you have the Eldritch Knight and the Arcane Trickster Archetypes/Demi-classes (shadows of Astonishing Swordsmen & Sorcerers of Hyperborea), so really there are five arcane spell-casting classes...

Grappling is nice and simple, as is Two Weapon Wielding. These I like.

Feats are optional, seriously optional, and I think work much better than they did in 3rd Edition. I also like the Backgrounds. One minor note, that I know is going to be a complaint from some players, is moving Charge from a combat option to a feat... I think that will be house-ruled in my games, considering how charge-happy my players are...

And then there is Healing. Using Hit Dice for Healing in Short Rests, recovering all HP and all HD during a Long Rest... that is likely to change. Maybe requiring a Full Day Rest to recover a used HD. Though really, you know, using the rules as written would just make the game go that much faster, with less down-time going back to town to rest and relax. We shall see...

Some of the spells are nerfed, others go way up in power. I think it balances out to make arcane spell-casters more useful in general, especially when combined with the new memorization and spell-slot system. I've usually given wizards a "mage-bolt" power as it was, so it fits in with my way of gaming pretty well.

Essentially, as I went through the book, my thoughts went more often to "ooh, I can use this/steal this" rather than "this makes no sense," as it did often when reading the 4th Edition books.

So the upshot is, 5th Edition Dungeons & Dragons is a game I would like to play... maybe even run. I can't really give it a better recommendation than that...

[5th Edition] 5th Edition Campaign Setting Idea

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So I am hoping to run some 5th Edition this Sunday, and am already considering what setting to use for an ongoing 5th Edition campaign. It seems ideal for a campaign idea I have had for some time, one that combines all these factors:





While I would, myself, hope for something more Castle Waiting, I know with my players it would end up much more like Shrek, so I might as well prepare for that, anyway. This would be unlike my Sixth Age setting in that it would be pure fantasy, rather than a post-Apocalyptic, post-Change setting.

Still... I might also start out smaller, just to keep it simple. I've always wanted to delve into the classic Rythlondar style campaign, and I think 5th Edition fits that quite well... so I might just whip out a blank sheet of paper and have at it and draw up some sort of Borderland Realm focusing on dungeons filled with whimsy and old-school oddities...

If this all works out well enough, and 5th Edition plays as well as I hope it will, I might just have to consider doing some Olden Lands products using 5th Edition...
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