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Conan d20 - Core Rulebook - Atlantean Edition - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. The core rules book for. Conan Rpg(2nd Edition) - Ebook download as PDF File .pdf), Text File .txt) or read book online. sided dice (d20). The Rules. The first and most important rule of. Conan the Roleplaying Game is that if you do not like it, change it. Games Masters and players.

The Chagas and Gallahs exist in a constant state of tension that could at any time break out into open conict, with the Gallahs always at least a little wary of their Chaga rulers. All Ghanatas are procient with all scimitars and Ghanata knives. It includes within its capacious borders some of the doughtiest soldiers in the world, including the erce pikemen of Gunderland, the stalwart archers of the Bossonian Marches and the superb knights of Poitain. It has more than one king and hosts armies of black spearmen. Unlike many other tribes from harsh environments, the Ghanatas are not especially welcoming to strangers and are more likely to brutalise or attack wanderers from other lands than offer them hospitality. To the folk of the Hyborian kingdoms, who are relatively ignorant of lands beyond civilisation, any black man is likely to be presumed a Kushite and any land south of Stygia is considered to be Kush. They believe that this retains the avour of the meat far better than allowing a victims blood to spill upon the earth.

Time and again he demonstrates himself to be the fastest and strongest hero of his times. Player characters in Conan the Roleplaying Game can become similarly powerful, if they survive as long as he did. As there is relatively little permanent magic available to benet characters in the Hyborian Age and as characters should mature in most respects as they become more experienced, characters in Conan the Roleplaying Game may increase their ability scores as follows: Wisdom WIS Wisdom describes a characters willpower, common sense, perception, and intuition.

While Intelligence represents ones ability to analyse information, Wisdom represents being in tune with and aware of ones surroundings. If you want your character to have acute senses,. Carrying Capacity Encumbrance rules are based largely on a characters Strength score and determine how much his armour and equipment slow him down.

Encumbrance comes in two parts, namely encumbrance by armour and encumbrance by total weight. The former is not truly affected by Strength as it deals largely with the limits of mobility imposed by the armour itself. The latter is entirely based on Strength, as the stronger a character is, the greater the load he can handle without succumbing to the slowing effects of heavy and unwieldy burdens. If, however, your character is weak or carrying a lot of gear, then you will need to calculate encumbrance by weight.

Doing so is most important when your character is trying to carry some heavy object. Weight If you want to determine whether your characters gear is heavy enough to slow him down more than the armour already does, then total the weight of all the characters items, including armour, weapons and gear.

Compare this total to the characters Strength on the Carrying Capacity table. Depending on how the weight compares to the characters carrying capacity, he may be carrying a light, medium or heavy load. Like armour, a characters load affects his maximum Dexterity bonus to Dodge Defence, carries a check penalty which works like an armour check penalty , reduces the characters speed and affects how fast the character can run, as shown on the Carrying Loads table.

A heavy load counts as heavy armour for the purpose of abilities or skills that are restricted by armour. Carrying a light load does not encumber a character. If a character is wearing armour, use the worse gure from armour or from load for each category. Do not stack the penalties, as a character can only suffer from one set of encumbrance penalties at a given time.

Lifting and Dragging A character can lift as much as his maximum load over his head. A character can lift as much as double his maximum load off the ground, but he can only stagger around with it. While overloaded in this way, the character can neither dodge nor parry and can move only 5 feet per round as a full-round action.

A character can generally push or drag along the ground as much as ve times his maximum load. Favourable conditions can double these numbers, while bad circumstances can reduce them to one-half or less.

Run 20 ft. A larger bipedal creature can carry more weight depending on its size category, as follows: Large x2, Huge x4, Gargantuan x8, Colossal x A smaller creature can carry less weight depending on its size category, as follows: Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the. Encumbrance by Armour A characters body armour denes his maximum Dexterity bonus to his Dodge Defence, armour check penalty, speed and running speed.

Unless your character is weak or carrying a lot of gear, you do not need to know any more than this. The extra gear your character carries will not usually slow him down any. Hustle 30 ft. Run x3 45 ft. Run x4 60 ft. One Minute Local Walk ft. Hustle ft. Run x3 ft. Run x4 ft. One Hour Overland Walk 1. Tremendous Strength For Strength scores not shown on the Carrying Capacity table, nd the Strength score between 20 and 29 that has the same number in the ones digit as the creatures Strength score does.

Next, multiply the numbers therein by 4 for every ten points by which the creatures Strength is above the score for that row. Armour and Encumbrance for Other Base Speeds The table below provides reduced speed gures for all base speeds from 20 feet to feet, in foot increments.

The Combat chapter will explain simultaneous actions in greater detail. A walk represents unhurried but purposeful movement at 3 miles per hour for an unencumbered person. A hustle is a jog at about 6 miles per hour for an unencumbered human. A character moving his speed twice in a single round, or moving that speed in the same round that he performs a standard action or another move action is hustling when he moves.

Run x3: Moving three times speed is a running pace for a character in heavy armour. It represents about 9 miles per hour for a human in full plate or heavy combat armour.

Run x4: Moving four times speed is a running pace for a character in light or no armour. It represents about 12 miles per hour for an unencumbered human, or 8 miles per hour for a human in chainmail or similar armour.

Reduced Speed 15 ft. Movement There are three movement scales, as follows. Tactical, for combat, measured in feet or squares per round.

Local, for exploring an area, measured in feet per minute. Overland, for travelling from place to place, measured in miles per hour or miles per day. Modes of Movement: While moving at the different movement scales, creatures generally walk, hustle or run. Each type of movement affects the speed of the character and the types of action.

Tactical Movement Use tactical movement for combat. Characters generally do not walk during combat. Instead, they hustle or run. A character who moves his speed and takes some action is hustling for about half the round and doing something else for the other half.

Hampered Movement: Difcult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move. If more than one condition applies, multiply together all additional costs that apply. This is a specic exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you do not have sufcient speed even to move 5 feet, or 1 square on the tactical map. In such a case, you may use a fullround action to move 5 feet 1 square in any direction, even diagonally. Although this looks like a 5-foot step, it is not and it thus provokes attacks of opportunity normally. You cannot take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.

You cannot run or charge through any square that would hamper your movement. A fatigued character cannot run or charge and takes a penalty of 2 to Strength and Dexterity.

Eliminating the nonlethal damage also eliminates the fatigue. Run Overview A character cannot run for an extended period of time. Attempting to run and rest in cycles, which is the preferred method for long distance overland travel when time is not an important factor or in short supply, effectively works out to a hustle. Terrain The terrain through which a character travels affects how much distance he can cover in an hour or a day; see Terrain and Overland Movement.

A highway is a straight, major, paved road. A road is typically a dirt or gravel track. A trail is like a road, except that it allows only single-le travel and does not benet a party travelling with vehicles. Trackless terrain is a wild area with no paths. Basic Movement Characters exploring an area use basic movement, measured in feet per minute.

A character can walk without a problem on the local scale. A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in miles per hour. A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for a minute or two before having to rest for a minute.

Forced March A character walks for 8 hours in a single day of normal walking. The rest of the daylight time is spent making and breaking camp, resting and eating.

A character can walk for more than 8 hours in a day by making a forced march. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued.

It is quite possible for a character to march into unconsciousness by pushing himself too hard on a forced march. Overland Movement Characters covering long distances cross-country use overland movement.

Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time.

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For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours of sailing. Walk A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out, for which see Forced March below. Mounted Movement A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage. The creature can also be ridden in a forced march but its Constitution checks automatically fail.

In addition to this, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches. Hustle A character can hustle for 1 hour without a problem.

Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage. Each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. Vision and Lighting Conditions Several creatures have darkvision and can see in the dark. Characters without this quality need light to see by. See the table below for the radius that a light source illuminates and how long it lasts.

In an area of bright light, all characters can see clearly. A creature cannot hide in an area of bright light unless it is invisible or has cover. In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself. In areas of total darkness, creatures without darkvision are effectively blinded. Creatures with low-light vision, such as the Wazuli and other characters with the Eyes of the Cat feat, can effectively double the given radius of bright light and shadowy illumination whilst they are using this equipment to light their way.

Breaking Objects When attempting to break an object, you have two choices: Breaking objects can also be accomplished through the application of energy other than kinetic, but the basic rules for doing so are largely unchanged.

Exceptions to this principle are noted below when appropriate. Smashing an Object Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack, for which see the Combat chapter. Smashing an object is a lot like sundering a weapon or shield, except that your attack roll is made against the objects Base Defence.

Generally, you can smash an object only with a bludgeoning or slashing weapon. Base Defence For Objects Objects are easier to hit than creatures because they usually do not move, but many are tough enough to shrug off some damage from each blow. An inanimate object has not only a Dexterity of 0 5 penalty to Defence but also an additional 2 penalty to its Defence. Hardness Each object has hardnessa number that represents how well it resists damage.

Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the objects hit points. Refer to the following tables: Hit Points An objects hit point total depends on what it is made of and how big it is.

When an objects hit points reach 0, it is ruined. Very large objects, such as wagons or chariots, may have separate hit point totals for different sections or locations. Energy Attacks: Acid attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness.

Ranged Weapon Damage: Objects take half damage from ranged weapons unless the weapon is a siege engine or something similar. Divide the damage dealt by 2 before applying the objects hardness. Ineffective Weapons: Certain weapons just cannot effectively deal damage to certain objects.

Objects are immune to nonlethal damage and to critical hits. Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the objects hardness. Damaged Objects: A damaged object remains fully functional until the items hit points are reduced to 0, at which point it is destroyed. Damaged but not destroyed objects can be repaired with the Craft skill.

Break down simple door Break down good door Break down strong door Burst rope bonds Bend iron bars Break down barred door Burst chain bonds Break down iron door DC 13 18 23 23 24 25 26 Breaking Items When a character tries to break something with sudden force rather than by dealing damage, use a Strength check rather than an attack roll and damage roll, as with the sunder special attack to see whether he succeeds.

The DC depends more on the construction of the item than on the material. If an item has lost half or more of its hit points, the DC to break it drops by 2. Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Races People of the Hyborian Age Ive roamed far; farther than any other man of my race ever wandered.

Ive seen all the great cities of the Hyborians, the Shemites, the Stygians and the Hyrkanians. Ive roamed in the unknown countries south of the black kingdoms of Kush, and east of the Sea of Vilayet. Ive been a mercenary captain, a corsair, a kozak, a penniless vagabond, a general hell, Ive been everything except a king, and I may be that, before I die.

The fancy pleased him, and he grinned hardly. Then he shrugged his shoulders and stretched his mighty figure on the rocks. This is as good life as any. I dont know how long Ill stay on the frontier; a week, a month, a year. I have a roving foot. But its as well on the border as anywhere. This chapter provides only a brief overview of the races.

As they are all essentially human, little description is needed and much can be inferred from the various special abilities and attributes of the different races. However, it is recommended that selection of a race be made in conjunction with the reading of the Gazetteer chapter.

It is not necessary to read the entirety of that chapter and indeed the Games Master may wish to restrict the players from viewing some of the less well-known regions. However, it will certainly be useful to read the main entry for the region from which the character hails.

The Dominance of the Hyborian Kingdoms As might be expected from a game set in The Hyborian Age, the dominant people throughout the western lands are the Hyborians. In most Conan the Roleplaying Game campaigns, the majority of the player characters will either be Hyborians or one of the peoples living closest to the Hyborian kingdoms; that is, the Cimmerians, Shemites, Zamorians and Zingarans.

However, the rules certainly do not preclude characters from other realms and the occasional Hyrkanian archer, Stygian sorcerer or corsair of the Southern Islands can enhance any campaign, even those set deep in the civilised Hyborian kingdoms of Aquilonia and Nemedia.

Adventurers in the Hyborian age do travel around a good deal. Conan himself, though a Cimmerian by birth, visits more or less every country in the world during the course of his adventures. Some Games Masters may prefer to start their Conan the Roleplaying Game campaigns far from the Hyborian lands, in distant Vendhya or beyond the great Southern Desert of the Black Kingdoms and this can be a rewarding new take on the Conan mythos.

Thus, the Games Master may choose to restrict certain character races from play, depending on his plans for the campaign. For example, if he has a detailed campaign set in and around the Himelian mountains, based around inter-tribal raids and the barbaric politics of the region, he may require all the characters to be Himelian tribesmen; or he may only need one character to be a Himelian, so as to have at least some local connection, with the rest being exiles or wanderers from other lands.

In most cases, it should be possible to allow a more or less free choice of race at the character generation stage, due to the aforementioned tendency of adventurers to wander.

The Conan stories often. The Hyborian Age is one awash with colourful and unique cultures and civilisations, both alien and yet strangely familiar. Across the face of Hyboria its people have learned to adapt to their different homelands; from the hardy men of Nordheims glacial wastes to the desert-dwelling peoples of Hyrkania and the ebon-skinned tribes hidden amid the verdant jungles of the Black Kingdoms, each have overcome the challenges its geography and environment present to become masters of their own lands.

Character Races During the Hyborian Age, a great variety of humans people the land. They have a still greater variety of cultures. Though Conan the Roleplaying Game does not include any non-human races as player characters, it does present several variant human races.

These are not intended to directly emulate or stereotype any real-world peoples or nations but only to offer an appropriate way to simulate the various cultures and peoples described by Robert E.

Howard in the Conan stories. Many of the human races of Hyboria are often categorised by particular stereotypes. As such, many have a favoured class see below and some advantages and qualities that make them distinct from other cultures and races. Certain organisations are almost invariably such a mix, including pirates, Kozaks and Free Companies. See Chapter Gazetteer for more information about such bands, as well as more on the various places and people of the Hyborian Age.

For races with two favoured classes, add the characters level in the two favoured classes together to determine the favoured class level. For example, Ankh-af-na-Khonsu is a Stygian noble. At 1st level he gains a bonus feat for being of his races favoured class. Note that scholar is another favoured class for Stygians. He adds the two class levels together to determine his favoured class level, which is 5th level. This allows him to gain another bonus feat. Racial Descriptions Each race has a paragraph or two of introductory description, then some notes on culture, religion and typical character names.

The entry for religion should be read in conjunction with the entry for religion under the character class chosen by the player, before selecting a god or goddess if any from those presented in Chapter Religion in the Hyborian Age.

The names section rst gives names drawn directly from the Conan stories, then suggestions for similar names. The culture section describes the culture of each race briey, including the realworld cultures on which Howard based them if any as a guide to further research.

Prohibited Classes Certain races never produce members of a particular class, at least at low levels. Any class listed as a prohibited class for a particular race may never be selected as the initial, 1st level class for a character of that race. At the Games Masters discretion, the character may later be permitted to gain levels in a prohibited class, so long as he has sufcient opportunity. Cimmerian chieftains are simply high-level barbarians and as a land-locked nation with no steppes or deserts, Cimmeria does not have the terrain to allow for either piracy or nomadic life.

Likewise, there can be no scholars because there is no formalised system of teaching; the country does not even have the shamans and primitive priests that might be expected in other barbaric nations, because Cimmerian gods are not worshipped. However, a Cimmerian who travels to other lands and has an opportunity to learn the skills of the appropriate profession may one day gain levels in these prohibited classes, just as Conan began as a barbarian and thief but later sailed with pirates, rode with nomads and even became a noble of Aquilonia.

Background Skills Each major race or variant race gains either three or four Background Skills, as dened in this section. For each Background Skill in a racial Background Skill listing, a character from that race gains 2 ranks of the appropriate skill, whether or not it would usually be a class skill for him. Profession sailor , Survival and Perform dance. He is a 1st level thief. Although Profession and Perform dance are thief class skills, Survival is not.

Despite this, Abaku has two ranks in each of Profession sailor , Survival and Perform dance , before he chooses his starting skills for his class and Intelligence bonus. Note that some races have bonuses to certain skills as well as having them as background skills. Languages Each race has one or two Automatic Languages and several Bonus Languages, listed at the end of the race entry. Every character learns the Automatic Language or Languages for his race and may select a number of racial bonus languages, which he also knows, equal to his Intelligence modier plus 3, to a minimum of 1.

A character who learns all the racial bonus languages and still has some bonus languages left to learn has a free choice from any language in the game. Furthermore, every character learns one new language at 1st level and every other level thereafter 3rd, 5th, 7th and so on. This is known as a level bonus language and represents the necessity for all adventuring characters to rapidly learn the local language wherever they go. There is no common tongue in the Hyborian Age, so all travellers typically know a large number of languages.

Rather than allowing for easier multi-classing for characters of that race and class, favoured classes grant bonus feats. A character who gains levels in the favoured class for his race gains one bonus feat at 1st level in that class, one at 5th level and one at 10th level. Note that it is always the characters class level that is considered for purposes of favoured class bonus feats, not his total character level.

For example, Garm is a Pictish barbarian. At 1st level he gains a bonus feat for belonging to his races favoured class. Though he is now a 5th level. Variant Races Several of the major races include variations for specic regions. For example, the Shemites are generally renowned for their mastery of the desert. However, the Meadow Shemites actually live a pastoral life in their great Meadow Cities and so use the Meadow Shemite variant. Note that variant races are not usually given such detailed descriptions as their major races, since in most cases their culture, religion and names will be similar or identical to those of the major race.

Important Note: Variant races use all of the base race bonuses and penalties in addition to their own, except when specied otherwise in the descriptions. However, when variant races specify favoured or restricted classes that differ from those of the major race, these variant race classes supersede those given for the major race. Cimmerian Cimmerians are descended from the ancient Atlanteans, with dark hair and blue or grey eyes. Their skin is on the dark side of fair and tans easily if ever they leave the gloomy mountains of their home.

They are tall, physically powerful and very erce, being regarded as one of the most barbaric races in the world by most Hyborians. Unlike most of Hyborian women, the Cimmerian women ght alongside their menfolk, even in full-blown war.

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Cimmerians tend to be direct to the point of bluntness. Cimmerian culture is survivalist and barbaric. They are a race of erce moody hill-men, dwelling as they do in a harsh, drear and cloudy land. The Cimmerians despise weakness and. Bestiary for game statistics for the Khauran. The Games Master usually selects this level bonus language for all the characters. In this case it will be the language spoken in the area in which the scenario being played is to take place. Finally, it is always possible for a character to learn a new language through roleplay and effort.

Typically, around two months are needed to learn a new language from scratch but simply immersing yourself in a culture that speaks the language exclusively can accomplish this in a shorter time. Bonus Feats Some races allow you to select bonus feats.

When selected as a racial bonus feat, it requires only a minimum Dex of In one of these dens merriment thundered to the low smoke-stained roof, where rascals gathered in every stage of rags and tatters furtive cutpurses, leering kidnappers, quick-fingered thieves, swaggering bravos with their wenches, stridentvoiced women clad in tawdry finery.

Native rogues were the dominant element dark-skinned, dark-eyed Zamorians, with daggers in their girdles and guile in their hearts.

But there were wolves of half a dozen outland nations there as well. There was a giant Hyperborean renegade, taciturn, dangerous, with a broadsword strapped to his great gaunt frame for men wore steel openly in the Maul. There was a Shemitish counterfeiter, with his hook nose and curled blue-black beard.

There was a bold-eyed Brythunian wench, sitting on the knee of a tawny-haired Gunderman a wandering mercenary soldier, a deserter from some defeated army. And the fat gross rogue whose bawdy jests were causing all the shouts of mirth was a professional kidnapper come up from distant Koth to teach woman-stealing to Zamorians who were born with more knowledge of the art than he could ever attain.

That man is no Hyborian! No; he is a Cimmerian, one of those wild tribesmen who dwell in the gray hills of the north. I fought his ancestors of old, muttered Xaltotun. Not even the kings of Acheron could conquer them. They still remain a terror to the nations of the south, answered Orastes. He is a true son of that savage race, and has proved himself, thus far, unconquerable.

This is another gift of Crom, that of courage even in the face of great adversity. Cimmerians are renowned as the nest climbers in the world. Most will have climbed at least one peak that non-Cimmerians would regard as impassable before even leaving their homeland.

Cimmerians are masters of their environment in every respect. Cimmerians are famously blunt and direct in their speech, a habit that has been known to get them into trouble on any number of occasions. Note that their penalty does not apply to Bluff checks based on body language, as they are often excellent at feinting in combat and other non-verbal uses of Bluff.

The natural cunning of their savage race has caused many a civilised opponent to fall to their tricks in combat. Cimmerians may not have any other religion than Crom and the remainder of the Cimmerian pantheon and may never gain any benet from worshipping that or another pantheon. Crom has no priests and offers no assistance to his worshippers, other than gifting them with mighty thews and courage at birth. He despises weaklings and expects his Cimmerians to stand alone against the world, without need for either gods or demons.

Whether Crom or indeed any of the other gods are real is a philosophical point and beyond the scope of these rules; the point is that the Cimmerian, at least, believes Crom to be real. Background Skills: Climb, Move Silently and Survival. Favoured Class: Prohibited Classes: Noble, Nomad, Pirate, Scholar.

Automatic Languages: Bonus Languages: Nordheimer, Pictish, Aquilonian, Hyperborean. They are feuding and war-like. These are best based on old Irish or Scottish Celtic names, such as Conan. We do have some examples of names Howard intended to use for Cimmerians in stories he never wrote.

These are presumably male: The following are female: Crom, Lord of the Mound, is the chief god of the gloomy Cimmerians. Others include Lir, the god of knowledge, Mannanan, the god of poetry and travel, Morrigan, the goddess of war, Badb, the goddess of re and fury, Macha and Nemain The Venomous.

The Cimmerians do not truly worship these gods, believing that the gods despise weaklings who call on them for help. Creating the Cimmerian race was gift enough. As a result, they are often sceptical of more demonstrative forms of worship. Racial Features: All of the following are Cimmerian racial features. Cimmerians are a naturally tall and strong race, made stronger still, so they believe, by the gifts of Crom.

Though many have a keen natural cunning, few Cimmerians are capable of a great deal of book learning, nor indeed do they have much opportunity for such education. Himelian Tribesman Between Vendhya and Hyrkania, far beyond the ken of most western folk, a vast and harsh mountain range rises, inhabited by a number of small tribes.

These tribes consist of tall, hairy hill-men, very strong and erce. They are disdainful of civilised standards of politeness and good behaviour, though many adhere to a barbaric code of honour. Himelian culture resembles the tribal lifestyle of Afghanistan and northern India and is survivalist and barbaric in nature. The Vendhyans seem to refer to the lands facing their kingdom as Ghulistan; possibly there is an ancestor tribe called the Ghulis of which these modern tribes are branches.

Some Himelian tribesmen are a curious race of intelligent, though stunted, aborigines, conquered by the Hyrkanians on their westward drift. These would correspond more to a Tibetan style culture. These are essentially a mix of Arabic, Mongol and Hunnish. Modern Afghani names provide a good, exoticsounding base for naming Himelian characters.

Examples male: Yar Afzal, Yateli. The savage Himelian tribesmen worship primitive totemistic deities and demons, such as Hanuman, the Ape God, in appeasement of the carnivorous apes of the area. Some may also worship Asura. All of the following are Himelian racial features. The Himelian tribes know every inch of their native hills and rarely descend from them except to raid the richer lands below.

Though the tribes are occasionally led to open battle by a particularly charismatic chieftain, they prefer to attack their enemies by stealthy raids and midnight assassinations.

The Himelians are possibly the most dangerous mountain range in the world, since every tribe seems to be at war with every other tribe, as well as the Vendhyans and Turanians. This is for cultural reasons. The folk of the East have a long tradition of tales and superstitions regarding the power of hypnotism, which tends to reinforce the power of the hypnotist. Climb, Hide and Move Silently.

Noble, Pirate. Vendhyan, Hyrkanian, Iranistani. Wazuli The Wazuli are typically the rst hill tribe a traveller journeying north out of Vendhya in the night will encounter, for they are largely nocturnal and prefer to do their raiding during the hours of darkness. Like other Himelian tribesmen, they are a hardy and usually honourable folk, with strong traditions of loyalty and hospitality. Wazuli culture, names and religion are similar to those of other Himelian tribesmen. The Wazuli should be treated as standard Himelian tribesmen except as follows.

Free Feat: Eyes of the Cat. The Wazuli have probably the best night vision of any human peoples. They are the only military force to have ever ambushed Conan himself successfully, thanks to their superior knowledge of the terrain and unsurpassed low-light vision. They need not meet the usual prerequisites for the feat.

The Wazuli are so close to being nocturnal that they function only poorly during the daytime. Hyborian The Hyborian peoples are all descended from the barbaric worshippers of the god Bori who swept out of the north three millennia ago, destroying the ancient empire of Acheron and conquering all in their path.

Note that in Khauran, the ruling caste should be treated as Hyborians but the commoners. As a general rule, Hyborians identify themselves not as Hyborians per se but according to the nation from which they come. Thus, Players are encouraged to call themselves Nemedians, Ophireans and so on, rather than simply Hyborians. The Bori-worshipping barbarians of thousands of years ago have long since become highly civilised and sophisticated folk with strong nations of their own, who would be scarcely recognisable to those who knew the Hyborians of old.

The original Hyborians were tawny-haired and grey-eyed, though by the time of Conan, intermarriage has diversied their appearance considerably.

For the most part, culture in the Hyborian kingdoms is similar to that of the real-world medieval European countries, though some aspects, particularly in Nemedia, are more reminiscent of ancient Roman culture. The nations are all run. This has often led to decadence as the nobility spend their time hunting and idling, unconcerned for the welfare of their subjects. As the nations have developed, the unity of the Hyborians has dissipated so that each kingdom has its own features, as follows: Together with its rival, Nemedia, Aquilonia is the most advanced, wealthy and powerful of the Hyborian kingdoms and its people are correspondingly proud.

It most closely resembles Medieval France. The people of southern Aquilonia have mixed with the brown Zingarans until black hair and brown eyes are the dominant type in Poitain, the southernmost province. This is an area of rich farmland. We know little of Brythunia, save that its women folk seem to be highly prized by slavers.

There is evidence of a pastoral culture. The eastern Brythunians have intermarried with the dark-skinned Zamorians. The many city-states of Corinthia bring to mind the city-states of Italy and the corresponding inter-state rivalries and espionage.

It seems to be one of the more culturally advanced areas, with a developed nobility and priesthood. Kothic adventurers carved Khauran out of the lands of Shem and its culture reects that position. Fiercely independent, while maintaining many Kothic traditions and links, it fears that Koth will absorb the valuable kingdom.

Its tiny elds and orchards yield three crops a year. Koth is one of the oldest Hyborian kingdoms, a vast meadowland north of Shem. It is famed for its metalworkers, partly due to the natural resources of its volcanic region of Khrosha. Kothic culture has suffered from the subtle admixture of Shemite and Stygian strains.

The simple ways of the Hyborians have become modied by the sensual, luxurious, yet despotic habits of the East. Koth uses slaves. Its capital is Khorshemish, known as the Queen of the South. Nemedia is easily the second great kingdom of the Hyborians and maybe in the past even surpassed Aquilonia, its neighbour and rival. While the people live in relative poverty, its wealthy citizens have the leisure to collect artefacts in museums.

Built on the ruins of ancient Valusia and once a part of the sorcerous kingdom of Acheron, Nemedia has many hidden ruins that might contain fearful horrors. Ophir is a tapering wedge between the border of Aquilonia and the vast southern kingdom of Koth. It was probably part of Koth and then claimed independence back in the days of Acheron.

The meadowlands of Ophir produce ne armies of gilt-mailed knights and warriors, suggesting a land of great mineral wealth, with probably the same strata as are found in Koth. Once dominated by Acheron, Ophir seems to have taken the worst elements of Zamorian thievery and Shemite double-cross.

It seems sometimes to be allied with Koth and sometimes with Aquilonia. The tribal nature of the early Hyborians means that there is no one overall naming style, although the civilised nations tend toward Latin style names. Aquilonian names tend to have a Latin air to them. Brythunian names are Italian and Teutonic in tone. Corinthian names tend to have a Latin, Byzantine or Italian air to them.

Khauran names resemble those of Koth. Khorajan names owe a lot to Koth, as some crossover of names suggests, though the hillmen have a more Shemite sound to their names, such as Shupras. King Numa gave his name to the city of Numalia. Ophirs culture is halfway between that of Shem and the Hyborian culture and the names reect this; most are Latin but some Middle Eastern style names are included.

The worship of Mitra is overwhelmingly predominant in the Hyborian nations. Initially worshippers of the Hyborian ancestor god Bori, the Aquilonians at some point adopted Mitra-worship as something close to a state religion. The worship of other gods seems to been suppressed, at least until the reign of King Conan. One such secret cult is the eastern religion of Asura, although most Aquilonians regard the cult as demon worshippers and Asura on a par with Set.

It is probable that Ibis is also worshipped in secret. Mitra-worship, perhaps mixed with pockets of reverence for Bori and even the Zamoran gods, seems most likely. It seems likely that Corinthians worship Mitra, as with the other Hyborian gods, though Shemite gods such as Anu are also tolerated. Khaurans are essentially Kothic in their religious practices, being Ishtar-worshippers. Koth has long since abandoned the worship of Mitra, forgetting the universal Hyborian god and driving out the last of his worshippers some years before the time of Conan.

The Shemite gods such as Ishtar are worshipped with awe and fear, as are all the gods of Koth, a sign of Koths intertwined history with Shem. Ishtar was subtly changed in the transfer to Koth, with animal sacrice taking over from human sacrice.

Nemedia worships Mitra as chief divinity, although other cults, including the Cult of Ibis, are mentioned. In fact, Nemedia is a more religiously tolerant country than Aquilonia until Conans reign. There are even atheist philosophers in Nemedia, known as the sceptics, who believe that there are neither gods nor any kind of life after death. Ophir worships the Shemite gods such as Ishtar as well as Mitra.

All of the following are Hyborian racial features. A Hyborian may choose two skills that for him are always treated as class skills, whatever his character class. Hyborians are one of the most adaptable races, capable of turning their hands to almost any profession. This is largely a matter of cultural and economic sophistication; the highly developed and wealthy Hyborian nations provide their citizens with excellent opportunities for learning all manner of skills.

Weapon Familiarity: Hyborians can wield greatswords as though they were martial weapons, rather than exotic weapons. As the leading culture in the time of Conan, the Hyborians are not only adaptable but lucky too. Any four skills, as chosen by the Player. All classes. A Hyborian gains a favoured class bonus feat at 1st level, 5th level and 10th level, whatever his class or combination of classes.

His levels in all his character classes are added together to determine his favoured class level, even if he is a multiclass character. The language of whichever Hyborian kingdom the character lives in. Argossean or Barachan The Argosseans were originally a Hyborian people, though they have intermarried with many other races, particularly the Zingarans and to a lesser extent the Shemites.

Most are short and stocky. They make superb sailors, traders and pirates. Renegade Argossean sailors have colonised the Baracha Islands, turning them into one of the greatest havens for piracy in all the seas.

Argos is a country of two contrasting cultures. All the seaports are cosmopolitan, with the capital, Messantia, being the most open-minded of all, while the inland provinces are lled with farmers, craftsmen and labourers, friendly enough but wary of strangers.

Argos is a noted trading nation of sharp-eyed silkclad merchants, not all of which remain strictly within the law smuggling and piracy are often tolerated.

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The law is said to be lax, although occasionally an example is made of foreigners. It is regarded as a proud and avaricious kingdom. The racial admixture with the Zingarans has been more extensive than with the Shemites in the Argossean Hyborians. Argos and Zingara have an ancient feud that works itself out in their attempts to become the dominant sea nation. Zingaran pirates raid the coast of Argos, just as the Argosseans and Barachans raid Zingara.

Argos has allied itself with Shem on occasion. Argossean names are Italian or Greek in tone, though as it is a major trading country a mix of names is possible. Like most Hyborian kingdoms, Argoss main god is Mitra. However, its nature as a cosmopolitan trading nation means that pockets of worship of the Shemite and Kothic gods are also tolerated. All of the following are Argossean racial features.

The arts of ferreting out information about trading opportunities and taking by piracy whatever opportunities they cannot take. Bossonian The yeomen of the Bossonian Marches are renowned the world over for their archery skills and stalwart, well-nigh unconquerable defence.

They are of medium height and complexion, with brown or grey eyes and are descended from an aboriginal race, conquered by a tribe of Hyborians early in the rst ages of the Hyborian drift. Many have a strong if rough sense of justice; the civilised code of honour is common among the Bossonian soldiery.

The Bossonians are generally quite closely allied with Aquilonia but often see service as mercenaries throughout the world.

The Bossonians live mainly by agriculture, in large walled villages and are part of the Aquilonian kingdom. They are hardy, stubborn, defensive ghters. Centuries of warfare against northern and western barbarians have caused them to evolve a type of defence that is almost impregnable against direct attack.

The Bossonian Marches form a bulwark between Aquilonia and the woods of the Pictish Wilderness in the west, Cimmeria to the north and the Border Kingdom in the east, curving crescent-like around to Zingara in the Southwest. Several Bossonians are specically named, although it is safe to assume that Aquilonian names in general would also be common. For example male Gromel. As with the Aquilonians, the Bossonians were once worshippers of Bori but in more recent years have taken up Mitra-worship.

All of the following are Bossonian racial features. The Bossonians practise daily with their powerful bows from an early age. They hone that practice with regular experience, holding off hordes of Picts and battling in the armies of the neighbouring kingdom of Aquilonia. The Bossonian fortitude in defence is almost legendary. No racial bonus to Fate Points see pg. Unlike other Hyborians, Bossonians get no particular bonus to Fate Points.

Exotic Weapon Prociency: Bossonian Longbow. All Bossonians learn to wield Bossonian longbows, since all must be ready to defend their homes against the Picts at any time. However, they do not gain weapon familiarity with the greatsword, unlike most Hyborian races, as they traditionally eld archers rather than knights.

Craft bowyer , any two other skills chosen by the player. Barbarian, Noble, Nomad, Pirate. Nemedian, Zingaran, Pictish, Argossean. Aquilonian, Bossonian,. No infantry was a match for the wild Gundermen, whose homeland, the northernmost province of Aquilonia was but a days ride across the Bossonian marches from the borders of Cimmeria, and who, born and bred to battle, were the purest blood of all the Hyborian peoples.

All of the following are racial features of the Gundermen. Gunderlands regiments of pikemen are one of the major factors in Aquilonias military strength. Martial Weapon Prociency: Even the less combatoriented Gundermen will have had at least some training with the pike. Unlike other Hyborians, Gundermen get no particular bonus to Fate Points.

Gundermen are possibly the most reliable, unshakable soldiers in the world. Craft weaponsmith and any two other skills chosen by the Player. Nomad, Pirate. Gunderman Universally tawny-haired and grey-eyed, the Gundermen are very nearly pureblooded descendants of the original Hyborian tribes. This makes them a little less cosmopolitan than most of the other Hyborian nations but also makes them excellent warriors. Though Gunderland is technically a province of Aquilonia, it was an independent kingdom for so long that the Gundermen do not truly consider themselves Aquilonians and likely never will.

However, they march willingly to Aquilonias wars and are regarded as the nest heavy infantry in the known world. Gunderland is east of the Bossonian Marches, on the wild borders of Aquilonia, facing Cimmeria. It seems likely that like the Bossonians, they live mainly by agriculture, in walled compounds. Only in the province of Gunderland, where the people keep no slaves, is the pure Hyborian stock found unblemished, being tawny-haired and grey-eyed.

The names of Gunderland are similar to those of Aquilonia. Example male: Occasional Gundermen still worship the old Hyborian god-hero Bori, though most have converted to Mitra-worship along with the rest of Aquilonia.

Hyperborean Many Hyperboreans are still tawny-haired and grey-eyed like the original Hyperborean tribe, though the inuence of Nordheimer blood has been strong for hundreds of years, ever since Hyperborea was invaded by conquerors of sir stock. Since then, some have married or captured Hyrkanians, sir and Zamoran women, so Hyperboreans can have a variety of skin, eye and hair colourings.

All tend to be gaunt, big-boned, violent and slow of speech. Hyperborea is probably the least civilised of the Hyborian kingdoms, with the nearby barbarians of Asgard and Cimmeria raiding sufciently often that the Hyperboreans have had to retain a certain savagery themselves. Superstition dominates the Hyperborean way of life, leading countries such as Aquilonia to consider the stubborn, somewhat savage race to be backward.

The majority of Hyperboreans live a serf-like existence in stone-walled villages, where they eke out a minimalistic way of life from the poor soil and the misbegotten cattle and reindeer that make up their herds. Hyperborean names are similar to those of Nordheim. Most Hyperboreans still worship the old Hyborian god-hero Bori.

All of the following are Hyperborean racial features. Hyperboreans have a great deal of endurance in their long yet rangy limbs. They are, however, somewhat lacking in the strength of character required to excel as leaders. The slow, often plodding speech of the Hyperborean does not lend itself well to fancy orations, singing, or con tricks. Note that the penalty to Bluff checks does not apply to purely non-verbal uses of Bluff, such as feinting in combat. Likewise, the penalty to Perform checks applies only to such uses as song, chant, poetry and acting, rather than musical instruments or juggling, for example.

Unlike other Hyborians, Hyperboreans get no particular bonus to Fate Points. Hyberboreans are renowned for their strength and aggressive nature, which goes a long way towards overcoming their lack of charm when it comes to intimidating others.

Craft stone , Intimidate, any one other skill chosen by the Player. Profession farmer , Move Silently, Survival and one other skill chosen by the Player. Barbarian, Nomad, Pirate.

Hyrkanian or Turanian The Hyrkanians are dark and generally tall and slender, though a squat slant-eyed type exists, resulting from mixture with a curious race of intelligent, though stunted, aborigines who were conquered by them on their westward drift, among the mountains east of Vilayet. The Hyrkanians are descendants of the ancient Lemurians, once enslaved by the ancestors of the Stygians in ages past. The most prominent Hyrkanian tribe is that of the Turanians, who have carved out a kingdom for themselves that will one day sweep aside many of the Western nations.

All Hyrkanians are noted for their superb archery skills. The Hyrkanians are by nature nomadic horsemen with a culture resembling that of the Huns and Mongols.

However, the largest of their tribes have settled and founded the Turanian Empire, which more closely resembles the Medieval Moorish Empire. In some respects the Turanians are superior to the West, chiey those of organisation, politics and bureaucracy but at the same time they can still be considered brutal when compared to the most enlightened of Hyborian kingdoms, many of which regard the Turanians as little better than their nomadic brethren.

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This belief is as widespread as it is mistaken. One player takes the role of the Games Master, controlling the people and creatures who dwell within the land, whilst the other players become valiant heroes, outright rogues or corrupt demon-worshippers! The Games Master sets the Hyborian Age before the other players, allowing them to explore everywhere from the unknown islands west of Zingara to the semi-legendary kingdoms beyond the deserts and steppes of eastern Shem, from the frozen lands of the sir and Vanir to the lush jungles of Kush.

If you have never played a roleplaying game before Welcome to Conan the Roleplaying Game and the shortest explanation of roleplaying ever written. One participant, the Games Master, describes a scene and the players decide how their characters will react: You step into the torchlit cavern and spot a ferocious man-ape, says the Games Master, which turns towards you and bares its fangs.

What do you do? Charge the beast, hefting your broadsword with a ferocious battle cry? The Games Master, using the rules as a guideline, decides what results your actions have. Repeat all that over the course of a few hours, mixing in hideous ghouls, cryptic texts, sacricial cults, corrupt sorcerers, nubile maidens, madness, horror, death and the greatest fantasy hero of all time and you have a session of Conan the Roleplaying Game. Conan the Roleplaying Game Conan the Roleplaying Game allows players to take the on the roles of Hyborians or any of the other myriad races who people this rich and vivid world.

As Howards hero did, characters can learn the skills of the thief, the mercenary soldier, the desert nomad and others on their way to greatness. Characters By playing Conan the Roleplaying Game, you can create a character who lives both in the mythical land of the Hyborian Age and in his.

The Conan Rulebook This book provides players with everything they need to create and play characters in the time of Conan, as well as giving the Games Master enough information to accurately portray the Hyborian Age. The following chapters can be found within this book:. Chapter 1 Introduction: Welcome to the Hyborian Age. Chapter 2 Overview: This chapter provides an overview of character creation and the Conan game system. Chapter 3 Races: The Hyborian age features a great diversity of peoples.

In this chapter you may nd rules that allow you to play a member of any strain of humanity that can be found from Cimmeria to Vendhya. Chapter 4 Classes: Do you want to explore the lands as a mercenary soldier? A self-sufcient barbarian?

A curious scholar? Or some other adventurous archetype? This chapter tells you what you need to know. Chapter 5 Skills: This chapter includes a full list and detailing of the skills used in Conan the Roleplaying Game.

Chapter 6 Feats: This chapter explains all the tricks of sword and sorcery; all the ways that your character might take to get one up on his adversaries, or the methods they might use to get one up on him Chapter 7 Equipment: Conan wields a variety of often bizarre weapons during his travels.

These, along with armour to protect against them and other goods that might be of use or value to adventurers, are covered here. Chapter 8 Combat: Full rules for engaging in combat are covered in this chapter, whether you are a Cimmerian barbarian, Hyperborean mercenary or a pirate of the Red Brotherhood.

Chapter 9 Sorcery: Sorcery is the magic of Conans world. It is an ancient and subtly dangerous power that can include everything from simple curses to alchemy, mesmerism and even demonology. This chapter provides full tools for playing sorcerous characters, including the Rules of Sorcery, numerous Sorcery Styles and spells and a variety of magical, herbal and alchemical items.

Chapter 10 The Hyborian Age: This chapter is a history of the Hyborian Age written by Robert E. Howard himself, the creator of the original Conan stories. He devised it as a tool to ensure that all his Conan tales were consistent with each other. It can serve precisely the same purpose for any Games Master. Chapter 11 Gazetteer: This chapter covers all the kingdoms and other regions of the late Hyborian Age in detail, including mysterious lost cities and other places ripe for plunder.

It also features adventure hooks for many of the areas and an overview of Hyborian culture. Chapter 12 Religion: This chapter covers the various gods and goddesses of the Hyborian kingdoms and beyond, as well as the obligations and benets that come from worshipping them.

Chapter 13 Bestiary: This chapter details the creatures both mundane and magical that live in the Hyborian Age, from ordinary animals to the demons of the Outer Dark.

Chapter 14 Campaigns: Conan is a sword-and-sorcery setting like no other and Games Masters will benet from the information in this chapter, which will allow them to run truly unique campaigns in keeping with the style of the original stories.

New to Conan? You are in for a real treat! Coming straight from the superb stories and novels of Robert E. Howard, the barbarian hero Conan lives in the Hyborian Age, a time when a strong right arm and a sharp blade can prevail against any wizardry, however diabolic. No other sword-and-sorcery setting draws on such powerfully written source material, still as fresh today as when it was written seventy years ago.

If you have never encountered Conan before, you are encouraged to start reading Welcome to the Hyborian Age, starting on page 3, before commencing with the main rules. This will give you a good introduction to the blend of roguish exploits, heroic deeds, fell sorcery, exotic culture and epic fantasy that make up the setting of Conan.

From there, return to this chapter and start creating some characters to begin play with. In many ways, Hyborian borderers, nobles and soldiers are the easiest characters with which to begin playing this game, as they have denite places in Hyborian culture and society, as well as a strong motivation to do great deeds in order to increase their reputations.

In addition, they almost always have something to do, whether honing their combat skills, patrolling for barbarian raiders, spearheading an attack on a neighbouring land or defending their kingdom from invasion. Temptresses are combinations of noble and thief and tend to shine in urban or political adventures more than in the wilderness. However, it is possible to play any class or race right from the start and barbarians, nomads, pirates and thieves can certainly be added to the mix without too much difculty.

Scholars are a little trickier to play to begin with. They offer more choices during character creation and potentially more power than some of the other characters but at a terrible price. For this reason they are perhaps best left till both players and Games Masters are familiar with the Hyborian Age. Conan the Roleplaying Game does not require a balanced party as some other d20 games might.

If you want to play with a party composed entirely of Bossonian soldiers, this could work perfectly well. Conan of Cimmeria A Thief, A Reaver, A Slayer, One Day A King Conan strides through the pages of Howards stories, a man of instinct and action rather than philosophy, always ready to avenge any perceived slight with a sharp sword or sledgehammer-like st. He regularly gains riches, followers, military rank, royal favour and magical treasures, losing them again just as quickly. Over the years, though, he grows in cunning, leadership qualities and reputation, until he is one day ready to take on the greatest prize of all seizing power as King of Aquilonia.

More on Conan can be found in Howards original stories see www. The basic rule to remember is that any check made in d20 games whether it is a Perform check to see how well your dancing went down at the feast or a ranged attack roll made to shoot a Hyrkanian bow is made by rolling one twenty-sided die and adding the appropriate modier found on your character sheet. For Perform checks, simply add the characters Perform skill bonus. For ranged attack rolls, add his ranged attack bonus and so on.

The total of this roll is made against a target number, usually called a Difculty Class DC. If the total of the roll equals or exceeds this number, the character has succeeded in the action being attempted.

That, in a nutshell, is what the system of Conan the Roleplaying Game is all about. One or more friends with whom to begin play and explore the Hyborian Age. A character sheet photocopied from this book or downloaded from our Web site. A pencil, eraser and spare paper. A full set of dice, including four-sided dice d4 , six-sided dice d6 , eight-sided dice d8 , ten-sided dice d10 , twelve-sided dice d12 and twenty-sided dice d The Rules The rst and most important rule of Conan the Roleplaying Game is that if you do not like it, change it.

Games Masters and players should work together to create involving, exciting and above all fun stories. As such, it is not necessary to memorise every rule in this book in order to enjoy playing Conan the Roleplaying Game.

The rst number indicates how many dice you should roll, adding the results together. The number immediately after the d indicates the type of die to use. Any number after that indicates a quantity to be added or subtracted from the result.

Percentile dice work a little differently. Generate a number between one and by rolling two different ten-sided dice.

One, which is designated before the roll, is the tens digit. The other is the ones digit. Two zeros represent What You Can Do In Conan the Roleplaying Game, you can be a mighty barbarian, stalking the frozen North for vengeance, a lithe desert nomad, determined to forge the tribes into a.

They are the heroes, the central focus of the story and game. Through their actions their characters can rise to greatness or fall to ruin. Being able to remove the lowest number inclines the average value of each score and tends to create characters with higher than average abilities. Repeat this procedure ve times. Once six values have been generated in this way, either assign them in the order rolled to the six corresponding ability scores or place them in any order desired until all six numbers have been used.

Heroic Character Generation: This variant creates heroes with high scores to simulate the characters positions as exceptions to both the laws of nature and common humanity. While there is still some room for low scores in this method, each character created with it will generally have at least one very high ability and potentially more. Ability scores start at a value of eight and get a bonus equal to 1d10, rolled separately for each statistic.

After generation, the values can be moved between the different categories. This method is very exible but it can result in more powerful characters than any other generation variant, because characters cannot start with any ability penalties greater than 1.

Point Buy Generation: This variant is for players who have a very specic character concept in mind, or who dislike blind fortune having such an inuence over. They portray the world of Hyboria both for and with their players, rule on the actions of the characters and present obstacles and challenges for them to test their mettle. Creating a Character Review the chapters on Characters, Skills, Feats and Equipment, then follow the steps below to create a character: You should come up with your idea for your character in consultation with the other players and the Games Master.

Ability Scores In Conan the Roleplaying Game, abilities determine the physical and mental characteristics of a character. Any of the methods below may be used to generate characters. Standard Generation Method: To generate a set of ability scores for a character, roll 4d6 and discard the die with the lowest face value. This will create a score. The characters ability scores begin at eight but no dice are used in this method at all.

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Instead, the player has a pool of 28 points with which to buy statistics. Each additional ability score point above eight costs one point, with scores above 14 costing two pool points per ability point to raise beyond that value. Optionally, dropping a score below eight gives one pool point for every ability score point below eight. Scores cannot be reduced below three or above For Heroic point buy, give 32 points instead of Melee attack rolls.

Damage rolls when using a melee weapon or a thrown weapon, including a sling. Climb, Jump and Swim checks. These are the skills that have Strength as their key ability.

Strength checks, for breaking down doors and the like. Parry Defence to fend off the blows of your enemies. Dexterity DEX Dexterity measures hand-eye co-ordination, agility, reexes and balance. This ability is most important for thieves and pirates but it is also high on the list for characters who typically wear light or medium armour and who ght using the Finesse style.

Apply a characters Dexterity modier to: The Ability Modiers table see overleaf shows the modier for each score. The modier is the number that is applied to the die roll when a character tries to do something related to that ability. The modier is also used with some numbers that are not die rolls. A positive modier is called a bonus and a negative modier is called a penalty. Ranged attack rolls, including those for attacks made with bows, crossbows, javelins, throwing axes and other ranged weapons.

Attack rolls when using nesse combat, in which you aim to bypass armour by striking through chinks and gaps. Initiative checks, to see who acts rst.

Reex saving throws, for avoiding traps and other attacks that you can escape by moving quickly. These are the skills that have Dexterity as their key ability.

If a character has a Dexterity bonus, apply it to Dodge Defence to avoid incoming attacks. If a character has a Dexterity penalty, apply it to Defence at all times. Strength STR Strength measures a characters muscle and physical power. This ability is especially important for barbarians and soldiers because it helps them prevail in combat. Strength also limits the amount of equipment a character can carry. Apply a characters Strength modier to:. Constitution CON Constitution represents a characters health and stamina.

A Constitution bonus increases a characters Hit points, so the ability is important for all classes. Apply a characters Constitution modier to: Each roll of a Hit Die, though a penalty can never drop a result below one. That is, a character always gains at least one hit point each time he advances in level.

Fortitude saving throws, for resisting poison, massive damage and similar threats. Concentration checks. Concentration is a skill that is important to sorcerers and has Constitution as its key ability.

If a characters Constitution score changes enough to alter his Constitution modier, the characters Hit points also increase or decrease accordingly. These are the skills that have Charisma as their key ability. Checks that represent attempts to inuence others.

Intelligence INT Intelligence determines how well a character learns and reasons. This ability is important for any character who wants to have a wide assortment of skills. Apply a characters Intelligence modier to: When an ability score changes, all attributes associated with that score change accordingly.

The sole exception is that a character does not retroactively get additional skill points for previous levels if he increases his Intelligence. Even as a middle-aged king he has lost none of his youthful strength, speed and vitality and has gained enormously in tactical ability, education, leadership qualities and common sense. He is often capable of what would seem to be superhuman actions to the weak folk of a later age, such as raising a vast block of stone above his head.

Time and again he demonstrates himself to be the fastest and strongest hero of his times. Player Characters in Conan the Roleplaying Game can become similarly powerful if they survive as long as Conan. As there is relatively little permanent magic available to benet characters in the Hyborian Age and as characters should mature in most respects as they become more experienced, characters in Conan the Roleplaying Game may increase their ability scores as follows: The number of languages a character knows at the start of the game.

The number of skill points gained each level. A character always gains at least one skill point per level, even if his Intelligence modier is zero or a negative value. These are the skills that have Intelligence as their key ability. Animals have an Intelligence score of one or two. A creature of humanlike intelligence has a score of at least three. Wisdom WIS Wisdom describes a characters willpower, common sense, perception and intuition.

While Intelligence represents your ability to analyse information, Wisdom represents being in tune with and aware of your surroundings. For a character to have acute senses he must have a high score in Wisdom. Every creature has a Wisdom score. Apply a characters Wisdom modier to: Will saving throws, for negating the effect of hypnotism and other mind-affecting sorceries.

These are the skills that have Wisdom as their key ability. Advanced Characters 1st level characters are young and untried adventurers who have just completed basic training in their chosen professions. A 1st level barbarian is a young brave, hotblooded and unseasoned.

A 1st level pirate is a lowly deckswab, eager to make his rst fortune. A 1st level noble has barely come of age and is still not worthy. Charisma CHA Charisma measures a characters force of personality, persuasiveness, personal magnetism, ability to lead and physical attractiveness. This ability represents actual strength of personality, not merely how you are perceived by others in a social setting. Every creature has a Charisma score. Conan, for example, was probably only rst or second level when he rst braved The Tower of the Elephant.

Instead of starting out at the beginning of a characters career, the Games Master may choose to start the campaign with higher-level characters. A 4th level nomad, for instance, is one of the nest warriors in a warband; a 4th level soldier has been on the front lines of a battleeld several times. At this level, characters can be dropped into any land or any danger and have a good chance of survival.

An 8th level scholar has mastered three different forms of magic and can invoke potent magics like demon-summoning.

An 8th level thief can kill even the strongest man with a single well-placed blow and has the skills to sneak through a whole temple full of worshippers without being seen. Nonabilities Some fell creatures lack certain ability scores. These creatures do not have an ability score of 0they lack the ability altogether.

Other effects of nonabilities are detailed below. Strength Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score cant exert force, usually because it has no physical body or because it doesnt move.

The creature automatically fails Strength checks. If the creature can attack, it uses nesse combat see page Dexterity Any creature that can move has at least 1 point of Dexterity.

A creature with no Dexterity score cant move. If it can perform actions such as casting spells , it applies its Intelligence modier to initiative checks instead of a Dexterity modier. The creature automatically fails Reex saves and Dexterity checks. Constitution Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism.

It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain and automatically fails Constitution checks. A creature with no Constitution never tires. Intelligence Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions.

It has immunity to mind-affecting effects charms, compulsions, phantasms, patterns, and morale effects and automatically fails Intelligence checks. Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses. Wisdom Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature.

D20 pdf conan

Anything without a Wisdom score also has no Charisma score. Charisma Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score. Peoples of the Hyborian Age Native rogues were the dominant element darkskinned, dark-eyed Zamorians, with daggers at their girdles and guile in their hearts.

But there were wolves of half a dozen outland nations there as well. There was a giant Hyperborean renegade, taciturn, dangerous, with a broadsword strapped to his great gaunt frame for men wore steel openly in the Maul.

There was a Shemitish counterfeiter, with his hook nose and curled blue-black beard. There was a bold-eyed Brythunian wench, sitting on the knee of a tawnyhaired Gunderman a wandering mercenary soldier, a deserter from some defeated army. The Tower of the Elephant many have a favoured class see page 14 and some advantages and qualities that make them distinct from other cultures and races. This chapter provides only a brief overview of the races. As they are all essentially human, little description is needed and much can be inferred from the various special abilities and attributes of the different races.

However, it is recommended race selection be made in conjunction with reading Chapter It is not necessary to read the chapter in its entirety, and indeed the Games Master may wish to restrict players from viewing some of the less well-known regions, but it is certainly useful to read the main entry for the region from which the character hails.

The Dominance of the Hyborian Kingdoms As might be expected from a game set in The Hyborian Age, the dominant people throughout the western lands are the Hyborians. In most Conan the Roleplaying Game campaigns, the majority of the player Characters will either be Hyborians or from among the peoples living closest to the Hyborian kingdoms; that is, the Cimmerians, Shemites, Zamorians and Zingarans.

However, the rules certainly do not preclude characters from other realms and the occasional Hyrkanian archer, Stygian sorcerer or corsair of the Southern Islands can enhance any campaign, even those set deep in the civilised Hyborian kingdoms of Aquilonia and Nemedia. Adventurers in the Hyborian age travel around a great deal. Conan himself, though a Cimmerian by birth, visits more or less every country in the world during the course of his adventures.

This can be a rewarding new take on the Conan mythos. Thus, a Games Master may choose to restrict certain. The Hyborian Age is awash with colourful and unique cultures and civilisations both alien and yet strangely familiar.

The peoples of Conans world, from the hardy men of Nordheims glacial wastes to the desert-dwelling peoples of Hyrkania and the ebon-skinned tribes hidden amid the verdant jungles of the Black Kingdoms, have learned to adapt to their different homelands.

Each has overcome the challenges of geography and environment to become master of its own lands. Character Races A great variety of humans people the land during the Hyborian Age and there is a still greater variety of cultures.

Though Conan the Roleplaying Game does not include any non-human races as player Characters, it does present several variant human races. These are not intended to directly emulate or stereotype any real-world peoples or nations. They are presented only to simulate the various cultures and peoples described by Robert E.

Howard in the Conan stories. Many of the human races of Hyboria are categorised by particular stereotypes. As such,. For example, if a Games Master has a detailed campaign set in and around the Himelian mountains based around inter-tribal raids and the barbaric politics of the region, he may require all the characters to be Himelian tribesmen. Alternatively, he may need only one character to be a Himelian, so as to have at least some local connection, with the rest being exiles or wanderers from other lands.

In most cases, it should be possible to allow a more or less free choice of race at the character generation stage, due to the aforementioned tendency of adventurers to wander. The Conan stories often feature mercenary or bandit groups comprising rag-tag bands of freelancers from all over the world. Certain organisations are almost invariably diverse, including pirate bands, Kozaks and Free Companies. See Chapter Gazetteer for more information about such bands, as well as more on the various places and people of the Hyborian Age.

Note that some races have bonuses to certain skills as well as having them as background skills. Favoured classes grant bonus feats. A character who gains levels in the favoured class for his race gains one bonus feat at 1st level in that class, one at 5th level and one at 10th level. Note that it is always the characters class level that is considered for purposes of favoured class bonus feats, not his total character level.

For example, Garm is a Pictish barbarian. At 1st level he gains a bonus feat for belonging to his races favoured class. Though he is now a 5th level character, he does not gain another favoured class bonus feat until he achieves 5th level in the barbarian class.

For races with two or more favoured classes, add a characters level in the favoured classes together to determine his favoured class level. For example, Ankh-af-na-Khonsu is a Stygian noble. At 1st level he gains a bonus feat for being of his races favoured class. Note that scholar is another favoured class for Stygians. Ankh-af-na-Khonsu adds the two class levels together to determine his favoured class level, which is 5th level. This allows him to gain another bonus feat. Racial Descriptions Each race has a paragraph or two of introductory description, then some notes on culture, religion and typical character names.

The entry for religion should be read in conjunction with the entry for religion under the character class chosen by the player before a god or goddess if any is selected from those presented in Chapter Religion in the Hyborian Age. The names section gives names drawn directly from the Conan stories and includes suggestions for similar names. The culture section describes the races cultures briey and includes for further reference the realworld cultures if any on which Howard based them.

Background Skills Each major race or variant race gains three or four Background Skills, as dened in this section. For each Background Skill in a racial Background Skill listing, a character of that race gains two ranks of the appropriate skill, whether or not it would usually be a class skill for him.

Everyone gets Knowledge local to represent the appropriate general knowledge picked up during a characters childhood. Perform dance , Profession sailor and Survival. He is a 1st level thief. Although Perform dance and Profession are thief class skills, Survival is not. Prohibited Classes Certain races never produce members of a particular class, at least at low levels. Any class listed as a prohibited class for a particular race may never be selected as the initial, 1st level class for a character of that race.

At the Games Masters discretion, a character may later be permitted to gain levels in a prohibited class, so long as he has sufcient opportunity. Cimmerian chieftains are simply high-level barbarians and as a land-locked nation with no steppes or deserts, Cimmeria does not have the terrain to allow for either piracy or nomadic life.

Likewise, there can be no Cimmerian scholars because there is no formalised system of teaching in Cimmeria; the country does not even have the shamans and primitive priests that might be expected in other barbaric nations, because Cimmerian gods are not worshipped.

However, a Cimmerian who travels to other lands and has an opportunity to learn the skills of the appropriate profession may one day gain levels in these prohibited classes, just as Conan began as a barbarian and thief but later sailed with pirates, rode with nomads and even became a noble of Aquilonia.

This is known as a level bonus language and represents the necessity for all adventuring characters to rapidly learn the local language wherever they go. There is no common tongue in the Hyborian Age, so all travellers typically know a large number of languages.

The Games Master usually selects this level bonus language for all characters. He most commonly chooses the language spoken in the area in which the scenario takes place. Finally, it is always possible for a character to learn a new language through roleplay and effort.

Typically, approximately two months are needed to learn a new language from scratch but someone who simply immerses himself in a culture that speaks the language exclusively can accomplish this in a shorter time. Languages Each race has one or two Automatic Languages and several Bonus Languages listed at the end of the race entry.

Every character learns the Automatic Language or Languages for his race and may select a number of racial bonus languages, which he also knows, equal to his Intelligence modier plus three, to a minimum of one. A character who learns all the racial bonus languages and still has some bonus languages left to learn may choose from any language in the game. Furthermore, every character learns one new language at 1st level and every other level thereafter 3rd, 5th, 7th and so.

Bonus Feats Some races allow players to select bonus feats. When selected as a racial bonus feat, it requires only a minimum Dex of See page in Chapter 13 for game statistics for the Khauran.

Races Variant Races Several of the major races include variations for specic regions. For example, the Shemites are generally renowned for their mastery of the desert.

However, the Meadow Shemites actually live a pastoral life in their great Meadow Cities and so use the Meadow Shemite variant.

Note that variant races are not usually given such detailed descriptions as their major races, since in most cases their culture, religion and names will be similar or identical to those of the major race. If you want to play a Meadow Shemite, you have all the bonuses and penalties of being a Shemite plus all the bonuses and penalties of being a Meadow Shemite.

Important Note: Variant races use all of the base race bonuses and penalties in addition to their own, except when specied otherwise in the descriptions. However, when variant races specify favoured or restricted classes that differ from those of the major race, these variant race classes supersede those given for the major race.

That man is no Hyborian! No; he is a Cimmerian, one of those wild tribesmen who dwell in the gray hills of the north. I fought his ancestors of old, muttered Xaltotun. Not even the kings of Acheron could conquer them. They still remain a terror to the nations of the south, answered Orastes. He is a true son of that savage race, and has proved himself, thus far, unconquerable.

The Hour of the Dragon. Cimmerian Cimmerians are descended from the ancient Atlanteans. Their skin is on the dark side of fair and tans easily if ever they leave the gloomy mountains of their home. They have dark hair and blue or grey eyes. They are tall, physically powerful and very erce, and are regarded by most Hyborians as one of the most barbaric races in the world.

Unlike most Hyborian women the Cimmerian women ght alongside their menfolk, even in full-blown war. Cimmerians tend to be direct to the point of bluntness. Cimmerian culture is survivalist and barbaric. Cimmerians are a race of erce moody hill-men, dwelling as they do in a harsh, dreary and cloudy land. The Cimmerians despise weakness and the softness of Hyborian civilisation.

They are feuding and war-like. Cimmerian names are based on old Irish or Scottish Celtic names, such as Conan.

Here are some examples of names Howard intended to use for Cimmerians in stories he never completed. These names are presumably male: Crom, Lord of the Mound, is the chief god of the gloomy Cimmerians.

Others include Lir, the god of knowledge, Mannanan, the god of poetry and travel, Morrigan, the goddess of war, Badb, the goddess of re and fury, Macha and Nemain The Venomous. The Cimmerians do not truly worship these gods, believing that the gods despise weaklings who call on them for help. Creating the Cimmerian race was gift enough. As a result, Cimmerians are often sceptical of more demonstrative forms of worship. Racial Features: All of the following are Cimmerian racial features: Cimmerians are a naturally tall and strong race, made stronger still, so they believe, by the gifts of Crom.

Though many have a keen natural cunning, few Cimmerians are capable of a great deal of book learning, nor indeed do they have much opportunity for such education.

Courage even in the face of great adversity is another of Croms gifts. Cimmerians are renowned as the nest climbers in the world. Most will have climbed at least one peak that nonCimmerians would regard as impassable before even leaving their homeland. Cimmerians are masters of their environment in every respect.

Cimmerians are famously blunt and direct in their speech, a habit that has been known to get them into trouble on any number of occasions. Note that this penalty does not apply to Bluff checks based on body language, as Cimmerians are often excellent at feinting in combat and other non-verbal uses of Bluff. The natural cunning of their savage race has caused many a civilised opponent to fall to their tricks in combat. Cimmerians may not have any religion other than Crom and the Cimmerian pantheon and may never gain any benet from worshipping that or another pantheon.

Crom has no priests and offers no assistance to his worshippers, other than gifting them with mighty thews and courage at birth. He despises weaklings and expects his Cimmerians to stand alone against the world, without need for either gods or demons. If a Cimmerian ever does worship a non-Cimmerian god, he loses the gifts of Crom: Whether Crom or indeed any of the other gods is real is a philosophical point and beyond the scope of these rules; the point is that the Cimmerians, at least, believe it to be so.

Himelian culture resembles the tribal lifestyle of Afghanistan and northern India and is survivalist and barbaric in nature. The Vendhyans seem to refer to the lands facing their kingdom as Ghulistan; possibly there is an ancestor tribe called the Ghulis of which these modern tribes are branches.

Some Himelian tribesmen are a curious race of intelligent, though stunted, aborigines, conquered by the Hyrkanians on their westward drift. These would correspond more to a Tibetan style culture. Himelian names are essentially a mix of Arabic, Mongol and Hunnish names.

Modern Afghani names provide good, exotic-sounding bases for naming Himelian characters. Examples male: Yar Afzal, Yateli. The savage Himelian tribesmen worship primitive totemistic deities and demons, such as Hanuman, the Ape God, in appeasement of the carnivorous apes of the area. Some may also worship Asura. All of the following are Himelian racial features: Background Skills: Climb, Knowledge local , Move Silently and Survival.

Favoured Class: Barbarian Prohibited Classes: Noble, Nomad, Pirate, Scholar. The Himelian tribes know every inch of their native hills and rarely descend from them except to raid the richer lands below. Though the tribes are occasionally led to open battle by a particularly charismatic chieftain, they prefer to attack their enemies with stealthy raids and midnight assassinations.

The Himelians are possibly the most dangerous mountain range in the world, since every tribe seems to be at war with every other tribe, as well as with the Vendhyans and Turanians. Automatic Languages: Cimmerian Bonus Languages: Nordheimer, Pictish, Aquilonian, Hyperborean. Himelian Tribesman Between Vendhya and Hyrkania, far beyond the ken of most western folk, a vast and harsh mountain range rises, inhabited by a number of small tribes.

These tribes consist of tall, hairy hill-men who are very strong and erce. They are disdainful of civilised standards of. This is for cultural reasons. The folk of the East have a long tradition of tales and superstitions regarding the power of hypnotism, which tends to reinforce the power of the hypnotist.

Prohibited Classes: Noble, Pirate, Temptress Automatic Languages: Afghuli Bonus Languages: Vendhyan, Hyrkanian, Iranistani. Climb, Hide and Move Silently.

Hyborian The Hyborian peoples are descended from the worshippers of the god Bori. These barbaric ancestors swept out of the north three millennia ago, destroying the ancient empire of Acheron and conquering all in their path.

Note that in Khauran, the ruling caste should be treated as Hyborians but the commoners are a separate sub-race suitable for Non-Player Characters only see page As a general rule, Hyborians identify themselves not as Hyborians per se but according to the nation from which they come.

Thus, Player Characters are encouraged to call. Wazuli The Wazuli are typically the rst hill tribe a traveller journeying north out of Vendhya in the night will encounter, for they are largely nocturnal and prefer to do their raiding during the hours of darkness. Like other Himelian tribesmen, they are a hardy and usually honourable folk, with strong traditions of loyalty and hospitality.

Wazuli culture, names and religion are similar to those of other Himelian tribesmen. The Wazuli should be treated as standard Himelian tribesmen except as follows: Bonus feat: Eyes of the Cat: The Wazuli have probably the best night vision of any human peoples.

They are the only military force to ever ambush Conan himself successfully, thanks to their superior knowledge of the terrain and unsurpassed low-light vision. They need not meet the usual prerequisites for the feat.

The Wazuli are so close to being nocturnal that they function poorly during the daytime. The Bori-worshipping barbarians of thousands of years ago have long since become highly civilised and sophisticated folk with strong nations of their own and would be scarcely recognisable to those who knew the Hyborians of old.

The original Hyborians were tawny-haired and grey-eyed, though by the time of Conan intermarriage has diversied this appearance considerably. For the most part, culture in the Hyborian kingdoms is similar to that of the real-world medieval European countries, though some aspects, particularly in Nemedia, are more reminiscent of ancient Roman culture. The nations are run on the feudal system. This has often led to decadence as the nobility spend their time hunting and idling, unconcerned with the welfare of their subjects.

As the nations have developed, the unity of the Hyborians has dissipated so that each kingdom has its own features, as follows: Together with its rival, Nemedia, Aquilonia is the most advanced, wealthy and powerful of the Hyborian kingdoms and its people are correspondingly proud. It most closely resembles Medieval France. The people of southern Aquilonia have mixed with the brown Zingarans until black hair and brown eyes are dominant in Poitain, the southernmost province.

This is an area of rich farmland. We know little of Brythunia, save that its women folk seem to be highly prized by slavers. There is evidence of a pastoral culture. The eastern Brythunians have intermarried with the dark-skinned Zamorians. The many city-states of Corinthia bring to mind the city-states of Italy and the corresponding interstate rivalries and espionage.

Corinthia seems to be one of the more culturally advanced areas, with a developed nobility and priesthood. Kothic adventurers carved Khauran out of the lands of Shem and Khaurans culture reects its beginnings. Fiercely independent, while maintaining many Kothic traditions and links, the people of Khauran fear that Koth will absorb the valuable kingdom. Its tiny elds and orchards yield three crops a year. Koth, a vast meadowland north of Shem, is one of the oldest Hyborian kingdoms.

It is famed for its metalworkers, partly due to the natural resources of its volcanic region of Khrosha. Kothic culture has suffered from the subtle admixture of Shemite and Stygian strains. The simple ways of the Hyborians have been modied by the sensual, luxurious, yet despotic habits of the East.

Koth uses slaves. Its capital is Khorshemish, which is known as the Queen of the South. Nemedia is easily the second greatest Hyborian kingdom and maybe in the past even surpassed Aquilonia, its neighbour and rival.

While Nemedias people live in relative poverty, its wealthy citizens have the leisure to collect artefacts in museums. Built on the ruins of ancient Valusia and once a part of the sorcerous kingdom of Acheron, Nemedia has many hidden ruins that might contain fearful horrors.

Ophir is a tapering wedge between the border of Aquilonia and the vast southern kingdom of Koth. It was probably part of Koth before it claimed independence back in the days of Acheron. The meadowlands of Ophir produce ne armies of gilt-mailed knights and warriors, suggesting a land of great mineral wealth, with probably the same strata as can be found in Koth.

Once dominated by Acheron, Ophir seems to have taken the worst elements of Zamorian thievery and Shemite double-cross. It seems sometimes to be allied with Koth and sometimes with Aquilonia.

The tribal nature of the early Hyborians means that there is no one overall naming style, although the civilised nations tend toward Latin style names. Aquilonian names tend to have a Latin air to them. Brythunian names are Italian and Teutonic in tone. Corinthian names tend to have a Latin, Byzantine or Italian air to them. Khauran names resemble Kothic names. Khorajan names owe a lot to Koth, as some crossover of names suggests, though the hillmen have a more Shemite sound to their names, such as Shupras.

King Numa gave his name to the city of Numalia. Ophirs culture is halfway between that of Shem and the Hyborian culture and the names reect this; most are Latin but some Middle Eastern style names are included. The worship of Mitra is overwhelmingly predominant in the Hyborian nations. Initially worshippers of the Hyborian ancestor god Bori, the Aquilonians at some point adopted Mitraworship as something close to a state religion.

The worship of other gods seems to been suppressed, at least until the reign of King Conan. One such secret cult is the eastern religion of Asura, although most Aquilonians regard these cultists as demon worshippers and Asura on a par with Set. It is probable that Ibis is also worshipped in secret in Aquilonia. Mitra-worship, perhaps mixed with pockets of reverence for Bori and even the Zamorian gods, seems most likely.

It seems likely that Corinthians worship Mitra, as well as the other Hyborian gods, though Shemite gods such as Anu are also tolerated. Khaurans are essentially Kothic in their religious practices and are Ishtar-worshippers. Koth has long since abandoned the worship of Mitra, forgetting the universal Hyborian god and driving out the last of his worshippers some years before the time of Conan.

The Shemite gods such as Ishtar are worshipped with awe and fear, as are all the gods of Koth, a sign of Koths intertwined history with Shem. Ishtar was subtly changed in the transfer to Koth, with animal sacrice taking over from human sacrice.

Nemedia worships Mitra as chief divinity, although other cults, including the Cult of Ibis, are mentioned. In fact, Nemedia is a more religiously tolerant country than Aquilonia until Conans reign. There are even atheist philosophers in Nemedia, known as the sceptics, who believe that there are neither gods nor any kind of life after death. Ophir worships the Shemite gods such as Ishtar, as well as Mitra. All of the following are Hyborian racial features: A Hyborian may choose two skills that for him are always treated as class skills, whatever his character class.

Hyborians are one of the most adaptable races, capable of turning their hands to almost any profession. This is largely a matter of cultural and economic sophistication; the highly developed and wealthy Hyborian nations provide their citizens with excellent opportunities for learning all manner of skills.

Weapon Familiarity: Hyborians can wield greatswords as though they were martial weapons rather than exotic weapons. As members of the leading culture in the time of Conan, the Hyborians are not only adaptable but lucky too.

Knowledge local and any other four skills, as chosen by the player. All classes. A Hyborian gains a favoured class bonus feat at 1st level, 5th level and 10th level, whatever his class or combination of classes. His levels in all his character classes are added together to determine his favoured class level, even if he is a multiclass character. The language of whichever Hyborian kingdom the character lives in.

Bonus Languages: Races Argossean or Barachan The Argosseans were originally a Hyborian people, though they have intermarried with many other races, particularly the Zingarans and to a lesser extent the Shemites. Most are short and stocky. They make superb sailors, traders and pirates. Renegade Argossean sailors have colonised the Baracha Islands, turning them into one of the greatest havens for piracy in all the seas.

Argos is a country of two contrasting cultures. All the seaports are cosmopolitan, with the capital, Messantia, being the most open-minded of all, while the inland provinces are lled with farmers, craftsmen and labourers who are friendly enough but wary of strangers.

Argos is a noted trading nation of sharp-eyed silk-clad merchants, not all of whom remain strictly within the law smuggling and piracy are often tolerated. The law is said to be lax, although occasionally an example is made of foreigners. Argos is regarded as a proud and avaricious kingdom. The racial admixture with the Zingarans is more extensive than with the Shemites in the Argossean Hyborians. Argos and Zingara have an ancient feud that works itself out in their attempts to become the dominant sea nation.

Zingaran pirates raid the coast of Argos, just as the Argosseans and Barachans raid Zingara. Argos allies itself with Shem on occasion. Argossean names are Italian or Greek in tone, though as it is a major trading country a mix of names is possible. Like most Hyborian kingdoms, Argoss main god is Mitra. However, its nature as a cosmopolitan trading nation means that pockets of worship of the Shemite and Kothic gods are also tolerated.

All of the following are Argossean racial features: Bossonian The yeomen of the Bossonian Marches are renowned the world over for their archery skills and stalwart, well-nigh unconquerable defence. They are of medium height and complexion and have brown or grey eyes. They are descended from an aboriginal race that was conquered by a tribe of Hyborians early in the rst ages of the Hyborian drift. Many have a strong if rough sense of justice; the civilised code of honour is common among the Bossonian soldiery.

The Bossonians are generally quite closely allied with Aquilonia but often see service as mercenaries throughout the world. The Bossonians live mainly by agriculture, in large walled villages and are part of the Aquilonian kingdom. They are hardy, stubborn, defensive ghters. Centuries of warfare against northern and western barbarians have caused them to evolve a type of defence that is almost impregnable.

The Bossonian Marches form a bulwark between Aquilonia and the woods of the Pictish Wilderness in the west, Cimmeria to the north and the Border Kingdom in the east, curving crescentlike around to Zingara in the Southwest. The arts of ferreting out information about trading opportunities and taking by piracy whatever opportunities they cannot take by trade have been in the Argossean blood in almost equal measure for generations. Several Bossonians are specically named, although it is safe to assume that Aquilonian names in general would also be common.

For example male Gromel. As with the Aquilonians, the Bossonians were once worshippers of Bori but in more recent years have taken up Mitra-worship. All of the following are Bossonian racial features: The Bossonians practise daily with their powerful bows from an early age. They hone that practice with regular experience, holding off hordes of Picts and battling in the armies of the neighbouring kingdom of Aquilonia.

The Bossonian fortitude in defence is almost legendary. No racial bonus to Fate Points see page Unlike other Hyborians, Bossonians get no particular bonus to Fate Points. Exotic Weapon Prociency: Bossonian Longbow: