Hyborian Adventures - Ruminations of an Engineer
Hyborian Adventures - Ruminations of an Engineer
Hyborian Adventures - Ruminations of an Engineer
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Revised 1,5
Table Of Contents<br />
I. Introduction p.2<br />
II. A Map Of Hyboria p.6<br />
III. Backgrounds p.7<br />
IV. Roles p.11<br />
V. Skills p.14<br />
VI. Feats p.15<br />
VII. Other Features p.18<br />
VIII. Equipment p.20<br />
IX. Sorcery <strong>an</strong>d Supernatural p.22<br />
X. Bestiary p.28<br />
XI. Licences p.30<br />
1
Let's start with the definitions <strong>of</strong> “Sword-<strong>an</strong>d-sorcery” <strong>an</strong>d<br />
“low-f<strong>an</strong>tasy”.<br />
Sword <strong>an</strong>d Sorcery<br />
Sword <strong>an</strong>d Sorcery (S&S) is a f<strong>an</strong>tasy subgenre generally<br />
characterized by swashbuckling heroes engaged in exciting<br />
<strong>an</strong>d violent conflicts. An element <strong>of</strong> rom<strong>an</strong>ce is <strong>of</strong>ten<br />
present, as is <strong>an</strong> element <strong>of</strong> the supernatural. Unlike works<br />
<strong>of</strong> High F<strong>an</strong>tasy, the tales, though dramatic, focus mainly on<br />
personal battles rather th<strong>an</strong> world-end<strong>an</strong>gering matters.<br />
The subgenre has old roots. Ultimately—like much f<strong>an</strong>tasy—it<br />
draws from mythology <strong>an</strong>d Classical epics such as Homer's<br />
Odyssey <strong>an</strong>d the Norse sagas, but its immediate progenitors<br />
are the swashbuckling tales <strong>of</strong> Alex<strong>an</strong>dre Dumas, père (The<br />
Three Musketeers (1844), etc.) <strong>an</strong>d Rafael Sabatini<br />
(Scaramouche (1921), etc.) — although these all lack the<br />
supernatural element — <strong>an</strong>d early f<strong>an</strong>tasy fiction such as<br />
Lord Duns<strong>an</strong>y's The Fortress Unv<strong>an</strong>quishable Save for Sacnoth<br />
(1910). In addition, m<strong>an</strong>y early S&S writers, such as Robert<br />
E. Howard <strong>an</strong>d Clark Ashton Smith, were heavily influenced<br />
by the Middle Eastern tales <strong>of</strong> the Arabi<strong>an</strong> Nights, whose<br />
stories <strong>of</strong> magical monsters <strong>an</strong>d evil sorcerers were a major<br />
influence on the genre to be. But S&S proper only truly<br />
beg<strong>an</strong> in the pulp f<strong>an</strong>tasy magazines, most notably Weird<br />
Tales.<br />
The term was first coined in 1961 when the British author<br />
Michael Moorcock published a letter in the f<strong>an</strong>zine Amra,<br />
dem<strong>an</strong>ding a name for the sort <strong>of</strong> f<strong>an</strong>tasy-adventure story<br />
written by Robert E. Howard, He had initially proposed the<br />
term "epic f<strong>an</strong>tasy". However, the celebrated Americ<strong>an</strong> S&S<br />
author Fritz Leiber replied in the journal Ancalagon (6 April<br />
1961) suggesting "sword-<strong>an</strong>d-sorcery as a good popular<br />
catchphrase for the field". He exp<strong>an</strong>ded on this in the July<br />
1961 issue <strong>of</strong> Amra, commenting:<br />
I feel more certain th<strong>an</strong> ever that this field should be<br />
called the sword-<strong>an</strong>d-sorcery story. This accurately<br />
describes the points <strong>of</strong> culture-level <strong>an</strong>d supernatural<br />
element <strong>an</strong>d also immediately distinguishes it from<br />
the cloak-<strong>an</strong>d-sword (historical adventure) story—<strong>an</strong>d<br />
(quite incidentally) from the cloak-<strong>an</strong>d-dagger<br />
(international espionage) story too! (Fritz Leiber,<br />
Amra, July 1961)<br />
Low f<strong>an</strong>tasy<br />
Low f<strong>an</strong>tasy is a term not devised to describe a specific<br />
subgenre but to contrast specific works with high f<strong>an</strong>tasy. It<br />
has been repeatedly coined to point out contrasts, <strong>an</strong>d its<br />
me<strong>an</strong>ing when coined has depended on what aspect the<br />
person wishes to contrast. This, naturally, led to m<strong>an</strong>y<br />
me<strong>an</strong>ings, none <strong>of</strong> which have dominated the others. It is <strong>an</strong><br />
umbrella term, describing various works within different<br />
sub-genres <strong>of</strong> f<strong>an</strong>tasy. It is almost always placed in <strong>an</strong><br />
<strong>an</strong>tagonistic relationship with the better-defined high<br />
f<strong>an</strong>tasy genre, though as a work may contain one contrast<br />
with high f<strong>an</strong>tasy <strong>an</strong>d m<strong>an</strong>y common points; such <strong>an</strong>tagonism<br />
centers on the traits the writer has decided to concentrate<br />
on.<br />
Some <strong>of</strong> the me<strong>an</strong>ings used are:<br />
Introduction<br />
What is the <strong>Hybori<strong>an</strong></strong> Age? What were the heroic deeds <strong>of</strong> Con<strong>an</strong>, the rude barbari<strong>an</strong>, the great warrior, destined to wear the<br />
jeweled crown <strong>of</strong> Aquilonia upon his troubled brow? The <strong>an</strong>swers to these questions are in Robert E. Howard's books. These<br />
stories, that nowadays still fascinate a huge number <strong>of</strong> readers from all countries in the world, c<strong>an</strong> be considered the<br />
foundation <strong>of</strong> the “Swords <strong>an</strong>d Sorcery” genre. Who's familiar with Con<strong>an</strong>'s adventures already knows what this mighty world<br />
looks like, but the newbies should take a look to these little articles taken from Con<strong>an</strong> Wiki (con<strong>an</strong>.wikia.com) <strong>an</strong>d<br />
Wikipedia (en.wikipedia.com) to enjoy the game.<br />
2<br />
• Comic f<strong>an</strong>tasy.<br />
• F<strong>an</strong>tasy literature that has a relatively low amount<br />
<strong>of</strong> magic <strong>an</strong>d the supernatural.<br />
• F<strong>an</strong>tasy with a large degree <strong>of</strong> gritty realism about<br />
conditions <strong>of</strong> life in a medieval society, dirt,<br />
disease, power, or money. George R. R. Martin's A<br />
Song <strong>of</strong> Ice <strong>an</strong>d Fire cycle is, by this criterion, low<br />
f<strong>an</strong>tasy, though having m<strong>an</strong>y high f<strong>an</strong>tasy traits.<br />
• F<strong>an</strong>tasy set in the real world with f<strong>an</strong>tastic<br />
elements, like magic <strong>an</strong>d monsters: contemporary<br />
f<strong>an</strong>tasy or historical f<strong>an</strong>tasy.<br />
• F<strong>an</strong>tasy using a non-epic world view, as, for<br />
inst<strong>an</strong>ce, not including <strong>an</strong> absolute evil.<br />
• Dark f<strong>an</strong>tasy.<br />
• F<strong>an</strong>tasy where the protagonists are ordinary people,<br />
heroic only in character if at all (usually also <strong>an</strong><br />
aspect <strong>of</strong> dark f<strong>an</strong>tasy).<br />
• F<strong>an</strong>tasy concerned with everyday life, as opposed to<br />
world-shaking quests.<br />
• F<strong>an</strong>tasy written in a plain-spoken as opposed to <strong>an</strong><br />
elevated style. (The diminishing stylistic influence<br />
<strong>of</strong> J.R.R. Tolkien <strong>an</strong>d Lord Duns<strong>an</strong>y has made this<br />
definition less useful, as high f<strong>an</strong>tasy is decreasingly<br />
marked out stylistically.)<br />
• Sword <strong>an</strong>d sorcery, which c<strong>an</strong> be low f<strong>an</strong>tasy by<br />
several <strong>of</strong> the above definitions.<br />
The <strong>Hybori<strong>an</strong></strong> Age<br />
The Con<strong>an</strong> stories take place on Earth, but in the mythical<br />
(created by Howard) <strong>Hybori<strong>an</strong></strong> Age, between the time <strong>of</strong> the<br />
sinking <strong>of</strong> Atl<strong>an</strong>tis <strong>an</strong>d the rise <strong>of</strong> the known <strong>an</strong>cient<br />
civilizations. According to Howard himself (in "The Phoenix<br />
on the Sword"): "...between the years when the oce<strong>an</strong>s<br />
dr<strong>an</strong>k Atl<strong>an</strong>tis <strong>an</strong>d the gleaming cities, <strong>an</strong>d the years <strong>of</strong> the<br />
rise <strong>of</strong> the Sons <strong>of</strong> Aryas..."<br />
Howard devised the <strong>Hybori<strong>an</strong></strong> Age to fit in with his previous<br />
<strong>an</strong>d less-well-known tales <strong>of</strong> Kull, which were set at the<br />
time <strong>of</strong> Atl<strong>an</strong>tis. The name "<strong>Hybori<strong>an</strong></strong>" is a contraction <strong>of</strong> the<br />
Greek concept <strong>of</strong> the l<strong>an</strong>d <strong>of</strong> "Hyperborea", literally "Super-<br />
North-L<strong>an</strong>d". This was a mythical place far to the north that<br />
was not cold <strong>an</strong>d where things did not age.<br />
Howard's <strong>Hybori<strong>an</strong></strong> age, described in detail in his essay "The<br />
<strong>Hybori<strong>an</strong></strong> Age", is a mythical time before <strong>an</strong>y civilization<br />
known to <strong>an</strong>thropologists. Its setting is Europe <strong>an</strong>d North<br />
Africa – with some curious geological ch<strong>an</strong>ges that were<br />
thought up prior to the ascend<strong>an</strong>cy <strong>of</strong> the geologic theory <strong>of</strong><br />
plate tectonics, though somewhat similar to what geologists<br />
theorize. They consider that during the Ice Age, Europe was<br />
quite different. The Mediterr<strong>an</strong>e<strong>an</strong> Sea formerly dried out<br />
intermittently, alternating with floods over the Straits <strong>of</strong><br />
Gibraltar. Once there was a l<strong>an</strong>d-bridge across the English<br />
Ch<strong>an</strong>nel between Engl<strong>an</strong>d <strong>an</strong>d the Low Countries (but not<br />
across the Irish Sea) such that the Thames once flowed into<br />
a northern extension <strong>of</strong> the Rhine. And both the Baltic Sea<br />
<strong>an</strong>d the Black Sea were once fresh-water lakes, the former<br />
(renamed the Ancylus Sea, after a fresh-water clam)<br />
covering much <strong>of</strong> the eastern half <strong>of</strong> what is now Sweden.<br />
On a map Howard drew detailing it, his vision <strong>of</strong> the
Mediterr<strong>an</strong>e<strong>an</strong> Sea is also dry. The Nile, which he re-named<br />
the River Styx, takes a westward turn at right <strong>an</strong>gles just<br />
beyond the Nile Delta, plowing through the mountains so as<br />
to be able to reach the Straits <strong>of</strong> Gibraltar. Although his<br />
Black Sea is also dry, his Caspi<strong>an</strong> Sea, which he renames the<br />
Vilayet Sea, extends northward to reach the Arctic Oce<strong>an</strong>,<br />
so as to provide a barrier to encapsulate the settings <strong>of</strong> his<br />
stories. Not only are his Baltic Sea <strong>an</strong>d English Ch<strong>an</strong>nel dry,<br />
but most <strong>of</strong> the North Sea <strong>an</strong>d a vast region to the west,<br />
easily including Irel<strong>an</strong>d, are too. Me<strong>an</strong>while, the west coast<br />
<strong>of</strong> Africa on his map lies beneath the sea. There are also a<br />
few isl<strong>an</strong>ds, reminiscent <strong>of</strong> the Azores, but his stories are<br />
not about naval tactics.<br />
In this general setting, Howard placed imaginary kingdoms to<br />
which he gave names from a varied series <strong>of</strong> sources. Khitai<br />
is his China, far to the East, deriving from <strong>an</strong> <strong>an</strong>cient name;<br />
Corinthia is his name for a Greek-like civilization, a name<br />
slapped together from the name <strong>of</strong> the city <strong>of</strong> Corinth <strong>an</strong>d a<br />
reminiscence <strong>of</strong> the Middle Ages province <strong>of</strong> Carinthia. He<br />
imagines the Picts to occupy a large area to the northwest.<br />
The probable intended correspondences are listed below;<br />
notice that the correspondences are sometimes very loose,<br />
<strong>an</strong>d are portrayed by ahistorical stereotypes.<br />
• Acheron: A fallen kingdom corresponding to the Rom<strong>an</strong><br />
Empire. Its territory covered Aquilonia, Nemedia, <strong>an</strong>d<br />
Argos. The name comes from Acheron, a river <strong>of</strong> the<br />
underworld in Greek mythology.<br />
• Afghulist<strong>an</strong>: Afgh<strong>an</strong>ist<strong>an</strong>. Afghulist<strong>an</strong> is the common<br />
name <strong>of</strong> the habitat <strong>of</strong> different tribes in the Himeli<strong>an</strong><br />
mountains<br />
• Amazon: Brazil, or South America generally. In the<br />
<strong>Hybori<strong>an</strong></strong> Age, Amazon is a kingdom ruled by women,<br />
located near the Black Kingdoms.<br />
• Aquilonia: The Carolingi<strong>an</strong> Empire, medieval Fr<strong>an</strong>ce, with<br />
occasional hints <strong>of</strong> Engl<strong>an</strong>d. The name derived from the<br />
town <strong>of</strong> Aquilonia, Avellino, Camp<strong>an</strong>ia, Southern Italy,<br />
Italy, although it also resembles Aquitaine, a French<br />
region ruled by Engl<strong>an</strong>d for a long portion <strong>of</strong> the Middle<br />
Ages.<br />
• Argos: Various seafaring traders <strong>of</strong> the Mediterr<strong>an</strong>e<strong>an</strong>.<br />
The name comes from the Argo, ship <strong>of</strong> the Argonauts; or<br />
perhaps from the city <strong>of</strong> Argos, Argolis, Peloponnesos,<br />
Greece. Also hints <strong>of</strong> Italy in regards to the indigenous<br />
population's names <strong>an</strong>d culture. Argos takes on the shape<br />
<strong>of</strong> a "shoe" in it's border boundaries as compared to Italy<br />
appearing as a "boot".<br />
• Asgard: Sweden (Ásgard is the home <strong>of</strong> the Æsir in Norse<br />
mythology)<br />
• Border Kingdoms: Germ<strong>an</strong> Baltic Sea coast<br />
• Bossoni<strong>an</strong> Marches: Wales, with <strong>an</strong> overlay <strong>of</strong> colonial-era<br />
North America<br />
• Brythunia: The continental homel<strong>an</strong>ds <strong>of</strong> the Angles <strong>an</strong>d<br />
Saxons who invaded Britain, which is the origin <strong>of</strong> the<br />
name, though the civilization is similar to that <strong>of</strong><br />
medieval Pol<strong>an</strong>d, Lithu<strong>an</strong>ia, Latvia.<br />
• Cimmeria: Celtic Britain/Scotl<strong>an</strong>d <strong>of</strong> <strong>an</strong>cient times. The<br />
name is based on "Cymru", the Welsh word for Wales.<br />
Con<strong>an</strong>, a Cimmeri<strong>an</strong>, has <strong>an</strong> Irish name, as do his<br />
parents.<br />
• Corinthia: Ancient Greece (Corinth is a Greek city)<br />
• Darfar: The name may derive from Darfur, Sud<strong>an</strong>.<br />
• Gunderl<strong>an</strong>d: The Netherl<strong>an</strong>ds ? Gunderl<strong>an</strong>d, count <strong>of</strong><br />
Hesbaye (?-778). Perhaps Germ<strong>an</strong>y<br />
• Hyrk<strong>an</strong>ia: Mongolia, Ukraine (Hyrk<strong>an</strong>i<strong>an</strong>s = Scythi<strong>an</strong>s)<br />
• Hyperborea: Finl<strong>an</strong>d, Russia <strong>an</strong>d the Baltic countries<br />
(Hyperborea was a l<strong>an</strong>d in "outermost north" according to<br />
Greek histori<strong>an</strong> Herodotus. Howard's Hyperborea is a<br />
northern "evil empire", ruled by wicked wizards, perhaps<br />
akin to the perception <strong>of</strong> the 1930s Soviet Union)<br />
3<br />
• Ir<strong>an</strong>ist<strong>an</strong>: Ir<strong>an</strong><br />
• Kambulja: Cambodia<br />
• Kesh<strong>an</strong>: The name comes from the "Kesh", the Egypti<strong>an</strong><br />
name for Nubia.<br />
• Khaur<strong>an</strong>: The Crusader kingdom<br />
• Khitai: China, Marco Polo's Cathay. The Kira-Khitai were<br />
a prominent tribe amongst Mongol steppe tribes.<br />
• Khoraja: Khazaria?<br />
• Koth: From the <strong>an</strong>cient Hittites; The Kothi<strong>an</strong> capital <strong>of</strong><br />
Khorshemish corresponds to the Hittite capital <strong>of</strong><br />
Carchemish.<br />
• Kush: From the kingdom <strong>of</strong> Kush, Nubia, North Africa.<br />
• Meru: Tibet (This isn't <strong>an</strong> original <strong>Hybori<strong>an</strong></strong> Age country,<br />
it's created by L. Sprague de Camp <strong>an</strong>d Lin Carter.)<br />
• Nemedia: The Germ<strong>an</strong>ic Holy Rom<strong>an</strong> Empire. Nemedia<br />
was the rival <strong>of</strong> Aquilonia (which corresponds to the<br />
Carolingi<strong>an</strong> Empire/Fr<strong>an</strong>ce), <strong>an</strong>d depended on Aesir<br />
mercenaries for their defence (as the Byz<strong>an</strong>tines hired<br />
Vikings as the Var<strong>an</strong>gi<strong>an</strong> guard). The name comes from<br />
Nemed, leader <strong>of</strong> colonists from Scythia to Irel<strong>an</strong>d in<br />
Irish mythology; perhaps the name is also me<strong>an</strong>t to<br />
allude to Nemea, home to the Neme<strong>an</strong> lion <strong>of</strong> Greek<br />
myth.<br />
• Ophir: Ancient Ophir, though clearly Howard saw it as<br />
situated somewhere in Italy.<br />
• Pictish Wilderness: Pictish Scotl<strong>an</strong>d, with <strong>an</strong> overlay <strong>of</strong><br />
colonial-era North America, possibly even colonial-era<br />
New York. Howard bestows Algonqui<strong>an</strong> names on his<br />
Picts. Note that the name "Pict" comes from the Latin<br />
term for "painted one", which could be applicable to<br />
Amerindi<strong>an</strong>s.<br />
• Poitain: Aquitaine (?) (likely, although the name reminds<br />
<strong>of</strong> Poitou, a province Northeast <strong>of</strong> Aquitaine, but not<br />
mediterr<strong>an</strong>e<strong>an</strong>, <strong>an</strong>d not properly part <strong>of</strong> the South). Its<br />
location in the south <strong>of</strong> Aquilonia could point to<br />
Provence, which is in the south <strong>of</strong> Fr<strong>an</strong>ce.<br />
• Punt: The L<strong>an</strong>d <strong>of</strong> Punt on the Horn <strong>of</strong> Africa.<br />
• Shem: Mesopotamia, Syria, Palestine, <strong>an</strong>d Arabia (cf.<br />
Semites, purportedly the sons <strong>of</strong> Shem)<br />
• Stygia: Egypt. The name comes from Styx, a river <strong>of</strong> the<br />
underworld in Greek mythology. In earlier times the<br />
territory <strong>of</strong> Stygia included Shem, Ophir, Corinthia, <strong>an</strong>d<br />
part <strong>of</strong> Koth.<br />
• Tur<strong>an</strong>: The Ottom<strong>an</strong> Empire (?) or Persi<strong>an</strong> Empire (?) or<br />
Byz<strong>an</strong>tine Empire (?). The name derives from Tur<strong>an</strong>, the<br />
areas <strong>of</strong> Eurasia occupied by speakers <strong>of</strong> Ural-Altaic<br />
l<strong>an</strong>guages.<br />
• V<strong>an</strong>aheim: Norway (V<strong>an</strong>aheim is the home <strong>of</strong> the V<strong>an</strong>ir in<br />
Norse mythology)<br />
• Vendhya: India (The Vindhya R<strong>an</strong>ge is a r<strong>an</strong>ge <strong>of</strong> hills in<br />
central India)<br />
• Zamora: The Roma people. The name comes from the<br />
city <strong>of</strong> Zamora, Zamora province, Castile-Leon, Spain,<br />
alluding to the Git<strong>an</strong>os <strong>of</strong> Spain; or possibly it is based on<br />
the word "Roma". The name could also, in part, allude to<br />
Sonora, a region <strong>of</strong> Mexico that is "spider-haunted" like<br />
Zamora. Also hints <strong>of</strong> <strong>an</strong>cient Israel <strong>an</strong>d Palestine.<br />
• Zembabwei: The Munhumutapa Empire (Its capital city<br />
was the Great Zimbabwe)<br />
• Zingara: Iberi<strong>an</strong> Peninsula. Zingara is Itali<strong>an</strong> for "Gipsy<br />
wom<strong>an</strong>".<br />
Other Geographic Features<br />
• The River Styx: The Nile<br />
• Zaporoska River: The Don <strong>an</strong>d/or the Volga. The river's<br />
name was probably influenced by Zaporizhi<strong>an</strong> Sich, a<br />
settlement <strong>of</strong> the Cossacks in Zaporizhzhia (region). It<br />
was situated on the Dnieper river, below the Dnieper<br />
rapids (porohy, poroz.a), hence the name, tr<strong>an</strong>slated as<br />
"territory beyond the rapids".
Con<strong>an</strong><br />
Con<strong>an</strong> is a Cimmeri<strong>an</strong>, a barbari<strong>an</strong> <strong>of</strong> the far north; he was<br />
born on a battlefield <strong>an</strong>d is the son <strong>of</strong> a blacksmith. He grew<br />
up fast: by age fifteen he was already a respected warrior,<br />
participating in the destruction <strong>of</strong> the Aquiloni<strong>an</strong> outpost <strong>of</strong><br />
Venarium. After this he was struck by w<strong>an</strong>derlust <strong>an</strong>d beg<strong>an</strong><br />
the colorful <strong>an</strong>d exciting adventures chronicled by Howard<br />
<strong>an</strong>d others, encountering fabulous monsters, evil wizards,<br />
<strong>an</strong>d beautiful wenches <strong>an</strong>d princesses - he has travelled<br />
throughout the world <strong>an</strong>d been a thief <strong>an</strong>d outlaw, a<br />
mercenary <strong>an</strong>d comm<strong>an</strong>der <strong>of</strong> a mercenary comp<strong>an</strong>y, <strong>an</strong>d a<br />
pirate. He begins building larger units <strong>of</strong> men, aiming for<br />
greater territorial ambitions, though his efforts are<br />
repeatedly thwarted - usually by the total massacre <strong>of</strong> his<br />
force excepting himself. But in his forties he finally<br />
succeeds, becoming king <strong>of</strong> Aquilonia, the most powerful<br />
kingdom <strong>of</strong> the age, having str<strong>an</strong>gled the previous ruler on<br />
the steps <strong>of</strong> the throne. Although Con<strong>an</strong>'s adventures <strong>of</strong>ten<br />
result in him performing heroic feats, his motive is more<br />
th<strong>an</strong> <strong>of</strong>ten his own survival, enrichment or rise to power <strong>an</strong>d<br />
he thus displays m<strong>an</strong>y <strong>of</strong> the characteristics <strong>of</strong> <strong>an</strong> <strong>an</strong>ti-hero.<br />
Con<strong>an</strong> is darkly t<strong>an</strong>ned, has "sullen" or "smoldering" blue<br />
eyes, a "m<strong>an</strong>e" <strong>of</strong> long black hair, <strong>an</strong>d is scarred - Howard<br />
mentions most <strong>of</strong>ten the scarring on his face. Contrary to<br />
m<strong>an</strong>y modern illustrations, Con<strong>an</strong> is hirsuit:<br />
So formidable was his appear<strong>an</strong>ce, naked but for short<br />
leather breeks <strong>an</strong>d sleeveless shirt, open to reveal his great,<br />
hairy chest, with his huge limbs <strong>an</strong>d his blue eyes blazing<br />
under his t<strong>an</strong>gled black m<strong>an</strong>e, ... [The Hour <strong>of</strong> the Dragon,<br />
Chapter 3]<br />
He is exceptionally tall <strong>an</strong>d strong. Howard is never explicit<br />
in his stories, but in a letter to P. Schuyler Miller he wrote:<br />
At V<strong>an</strong>arium he was already a formidable <strong>an</strong>tagonist, though<br />
only fifteen. He stood six feet [1.83 m] <strong>an</strong>d weighed 180<br />
pounds [82 kg], though he lacked much <strong>of</strong> having his full<br />
growth.<br />
Con<strong>an</strong>'s height <strong>an</strong>d weight as <strong>an</strong> adult are subject to<br />
speculation - some estimates make him 6' 6" (2 m) <strong>an</strong>d up to<br />
250 lb (113 kg) - but extrapolating the growth <strong>of</strong> the 15year-old<br />
Con<strong>an</strong> based on modern data would make him at<br />
least 6' 2" (1.88 m) <strong>an</strong>d 216 lbs (98 kg) at 18. This talies with<br />
a comment Howard wrote in <strong>an</strong>other letter that his crusader<br />
character Cormac Fitzge<strong>of</strong>frey is a double <strong>of</strong> Con<strong>an</strong> <strong>an</strong>d that<br />
Cormac is 6' 2" <strong>an</strong>d 215 pounds.<br />
In Howard's tales no hum<strong>an</strong> is ever described as stronger<br />
th<strong>an</strong> Con<strong>an</strong>, although several are mentioned as taller (such<br />
as the str<strong>an</strong>gler Baal-Pteor) or <strong>of</strong> larger bulk.<br />
Although Con<strong>an</strong> is muscular, Howard frequently compares his<br />
silence, suppleness, agility, way <strong>of</strong> moving to that <strong>of</strong> a<br />
p<strong>an</strong>ther - see, for inst<strong>an</strong>ce, "The Serv<strong>an</strong>ts <strong>of</strong> Bit-Yakin"<br />
("Jewels <strong>of</strong> Gwahlur"), Beyond the Black River or "Rogues in<br />
the House" - or <strong>an</strong>other feline:<br />
He moved with the supple ease <strong>of</strong> a great tiger, his steely<br />
muscles rippling under his brown skin. ["The Tower <strong>of</strong> the<br />
Eleph<strong>an</strong>t"]<br />
His garb is very <strong>of</strong>ten a loincloth or breeches <strong>an</strong>d s<strong>an</strong>dals,<br />
<strong>an</strong>d his weapon a sword <strong>of</strong> some description, depending on<br />
his fortunes <strong>an</strong>d location.<br />
He had discarded his torn tunic, <strong>an</strong>d walked through the<br />
night naked except for a loin-cloth <strong>an</strong>d his high-strapped<br />
s<strong>an</strong>dals. ["The Tower <strong>of</strong> the Eleph<strong>an</strong>t"]<br />
His only garment was a pair <strong>of</strong> short red silk breeks, <strong>an</strong>d his<br />
s<strong>an</strong>dals were slung to his back, out <strong>of</strong> his way, as were his<br />
sword <strong>an</strong>d dagger. ["The Serv<strong>an</strong>ts <strong>of</strong> Bit-Yakin"]<br />
Sometimes he wears more:<br />
The m<strong>an</strong> in the boat was a picturesque figure. A crimson<br />
scarf was knotted about his head; his wide silk breeches, <strong>of</strong><br />
flaming hue, were upheld by a broad sash, which likewise<br />
supported a scimitar in a shagreen scabbard. His gilt-worked<br />
4<br />
leather boots suggested the horsem<strong>an</strong> rather th<strong>an</strong> the<br />
seam<strong>an</strong>, but he h<strong>an</strong>dled his boat with skill. Through his<br />
widely open white silk shirt showed his broad, muscular<br />
breast, burned brown by the sun. ["The Devil in Iron"]<br />
The str<strong>an</strong>ger was clad like himself in regard to boots <strong>an</strong>d<br />
breeks, though the latter were <strong>of</strong> silk instead <strong>of</strong> leather. But<br />
he wore a sleeveless hauberk <strong>of</strong> dark mesh-mail in place <strong>of</strong> a<br />
tunic, <strong>an</strong>d a helmet perched on his black m<strong>an</strong>e. That helmet<br />
held the other's gaze; it was without a crest, but adorned by<br />
short bull's horns. [Beyond the Black River]<br />
During his reign as King <strong>of</strong> Aquilonia, Con<strong>an</strong> was:<br />
… a tall m<strong>an</strong>, mightily shouldered <strong>an</strong>d deep <strong>of</strong> chest,<br />
with a massive corded neck <strong>an</strong>d heavily muscled<br />
limbs. He was clad in silk <strong>an</strong>d velvet, with the royal<br />
lions <strong>of</strong> Aquilonia worked in gold upon his rich jupon,<br />
<strong>an</strong>d the crown <strong>of</strong> Aquilonia shone on his square-cut<br />
black m<strong>an</strong>e; but the great sword at his side seemed<br />
more natural to him th<strong>an</strong> the regal accouterments.<br />
His brow was low <strong>an</strong>d broad, his eyes a volc<strong>an</strong>ic blue<br />
that smoldered as if with some inner fire. His dark,<br />
scarred, almost sinister face was that <strong>of</strong> a fightingm<strong>an</strong>,<br />
<strong>an</strong>d his velvet garments could not conceal the<br />
hard, d<strong>an</strong>gerous lines <strong>of</strong> his limbs." [The Hour <strong>of</strong> the<br />
Dragon, pp. 89-90)]<br />
He loses none <strong>of</strong> his vigour with age with the above<br />
description coming when he is in his mid 40's.<br />
Though several later authors have referred to Con<strong>an</strong> as<br />
"Germ<strong>an</strong>ic-looking," Howard imagined the Cimmeri<strong>an</strong>s as a<br />
proto-Celtic people with mostly dark hair <strong>an</strong>d blue or grey<br />
eyes. Racially the Cimmeri<strong>an</strong>s to which Con<strong>an</strong> belongs are<br />
descend<strong>an</strong>ts <strong>of</strong> the Atl<strong>an</strong>te<strong>an</strong>s, though they do not<br />
remember their <strong>an</strong>cestry. In his pseudo-historical essay "The<br />
<strong>Hybori<strong>an</strong></strong> Age", Howard describes how the people <strong>of</strong> Atl<strong>an</strong>tis<br />
(the l<strong>an</strong>d where his character Kull originated) had to move<br />
east after a great cataclysm ch<strong>an</strong>ged the face <strong>of</strong> the world<br />
<strong>an</strong>d s<strong>an</strong>k their isl<strong>an</strong>d, settling where northern Scotl<strong>an</strong>d <strong>an</strong>d<br />
Norway would eventually be located. In the same work,<br />
Howard also described how the Cimmeri<strong>an</strong>s eventually<br />
moved south <strong>an</strong>d east after the age <strong>of</strong> Con<strong>an</strong>.<br />
Despite his brutish appear<strong>an</strong>ce, Con<strong>an</strong> uses his brain as well<br />
as his brawn. The Cimmeri<strong>an</strong> is a talented fighter, but due<br />
to his travels abroad, he also has vast experience in other<br />
trades, especially the thiefly one; he is also a talented<br />
comm<strong>an</strong>der, tactici<strong>an</strong> <strong>an</strong>d strategist, as well as a born<br />
leader.<br />
Con<strong>an</strong> speaks m<strong>an</strong>y l<strong>an</strong>guages:<br />
M<strong>an</strong>y a sheltered scholar would have been astonished<br />
at the Cimmeri<strong>an</strong>'s linguistic abilities, for he had<br />
experienced m<strong>an</strong>y adventures where knowledge <strong>of</strong> a<br />
str<strong>an</strong>ge l<strong>an</strong>guage had me<strong>an</strong>t the difference between<br />
life <strong>an</strong>d death. ["The Serv<strong>an</strong>ts <strong>of</strong> Bit-Yakin"]<br />
And c<strong>an</strong> read <strong>an</strong>d write. His very first appear<strong>an</strong>ce shows him<br />
busy writing!<br />
Behind <strong>an</strong> ivory, gold-inlaid writing-table sat a m<strong>an</strong><br />
whose broad shoulders <strong>an</strong>d sun-browned skin seemed<br />
out <strong>of</strong> place among those luxuri<strong>an</strong>t surroundings.<br />
["The Phoenix on the Sword"]<br />
In some stories, he's able to recognize, or even decipher,<br />
certain <strong>an</strong>cient or secret signs <strong>an</strong>d writings, such as when he<br />
uses the sign <strong>of</strong> Jhebbal Sag in Beyond the Black River.<br />
However, Howard never has him reading Stygi<strong>an</strong>, although<br />
he c<strong>an</strong> speak it.<br />
Another noticeable trait is his sense <strong>of</strong> humour, largely<br />
absent in the comics <strong>an</strong>d movies, but very much a part <strong>of</strong><br />
Howard's original vision <strong>of</strong> the character, particularly<br />
apparent in "Xuthal <strong>of</strong> the Dusk" ("The Slithering Shadow").<br />
He is a loyal friend to those true to him with a barbaric code<br />
<strong>of</strong> honour <strong>an</strong>d chivalry that <strong>of</strong>ten marks him as more<br />
civilized th<strong>an</strong> those more sophisticated people he meets in
his travels. Indeed his straighforward nature <strong>an</strong>d barbarism<br />
are const<strong>an</strong>ts in all the tales.<br />
One fact that is <strong>of</strong>ten emphasized is that Con<strong>an</strong> is very<br />
difficult to defeat in h<strong>an</strong>d-to-h<strong>an</strong>d combat. Con<strong>an</strong> needs<br />
only to have his back to the wall so that he c<strong>an</strong>not be<br />
surrounded, <strong>an</strong>d then is capable <strong>of</strong> engaging <strong>an</strong>d killing<br />
opponents by the score. This is seen in several stories, such<br />
as "Queen <strong>of</strong> the Black Coast", "The Scarlet Citadel" <strong>an</strong>d "A<br />
Witch Shall Be Born".<br />
Con<strong>an</strong> is not superhum<strong>an</strong>, though: he did need the<br />
providential help <strong>of</strong> Zelata's wolf to defeat four Nemedi<strong>an</strong><br />
soldiers in the story The Hour <strong>of</strong> the Dragon. Some <strong>of</strong> his<br />
hardest victories have come from fighting single opponents,<br />
but ones <strong>of</strong> inhum<strong>an</strong> strength: one such as Thak, the ape<br />
m<strong>an</strong> from "Rogues in the House", or the str<strong>an</strong>gler Baal-Pteor<br />
in "The M<strong>an</strong>-Eaters <strong>of</strong> Zamboula" ("Shadows in Zamboula").<br />
Con<strong>an</strong> is far from untouchable <strong>an</strong>d has been captured<br />
several times (knocking himself out running into a wall drunk<br />
after being betrayed, although he still slays the people<br />
initally sent to arrest him, a fall from a wounded horse) but<br />
never as a result <strong>of</strong> martial failings.<br />
Original Robert E. Howard Con<strong>an</strong> stories<br />
Con<strong>an</strong> stories published in Weird Tales<br />
• "The Phoenix on the Sword" (novelette; WT 20 6,<br />
Dec 1932)<br />
• "The Scarlet Citadel" (novelette; WT 21 1, J<strong>an</strong> 1933)<br />
• "The Tower <strong>of</strong> the Eleph<strong>an</strong>t" (novelette; WT 21 3,<br />
Mar 1933)<br />
• "Black Colossus" (novelette; WT 21 6, Jun 1933)<br />
• "Xuthal <strong>of</strong> the Dusk" (novelette; WT 22 3, Sep 1933,<br />
as "The Slithering Shadow")<br />
• "The Pool <strong>of</strong> the Black One" (novelette; WT 22 4,<br />
Oct 1933)<br />
• "Rogues in the House" (novelette; WT 23 1, J<strong>an</strong><br />
1934)<br />
• "Iron Shadows in the Moon" (novelette; WT 23 4, Apr<br />
1934, as "Shadows in the Moonlight")<br />
• "Queen <strong>of</strong> the Black Coast" (novelette; WT 23 5,<br />
May 1934)<br />
• "The Devil in Iron" (novelette; WT 24 2, Aug 1934)<br />
• "The People <strong>of</strong> the Black Circle" (novella; WT 24<br />
3-5, Sep/Oct/Nov 1934)<br />
• "A Witch Shall be Born" (novelette; WT 24 6, Dec<br />
1934)<br />
• "Jewels <strong>of</strong> Gwahlur" (novelette; WT 25 3, Mar 1935)<br />
• "Beyond the Black River" (novella; WT 25 5-6,<br />
May/Jun 1935)<br />
• "M<strong>an</strong>-Eaters <strong>of</strong> Zamboula" (novelette; WT 26 5, Nov<br />
1935, as "Shadows in Zamboula")<br />
• The Hour <strong>of</strong> the Dragon (novel; WT 26 6 & 25 1-4,<br />
Dec 35/J<strong>an</strong>/Feb/Mar/Apr 1936)<br />
• "Red Nails" (novella; WT 28 1-3, Jul/Aug-Sep/Oct<br />
1936)<br />
Con<strong>an</strong> stories not published in his lifetime<br />
• "The Frost Gi<strong>an</strong>t's Daughter": Published in 2003 in<br />
The Coming <strong>of</strong> Con<strong>an</strong> the Cimmeri<strong>an</strong>.<br />
• "The God in the Bowl": Published in 2003 in The<br />
Coming <strong>of</strong> Con<strong>an</strong> the Cimmeri<strong>an</strong>.<br />
• "The Vale <strong>of</strong> Lost Women": Published in 2003 in The<br />
Coming <strong>of</strong> Con<strong>an</strong> the Cimmeri<strong>an</strong>.<br />
• "The Black Str<strong>an</strong>ger": Published in 1987 in Echoes <strong>of</strong><br />
Valor.<br />
Other Con<strong>an</strong>-related material by Howard<br />
• "Wolves Beyond the Border": A non-Con<strong>an</strong> story set<br />
in Con<strong>an</strong>'s world. Fragment.<br />
• "The <strong>Hybori<strong>an</strong></strong> Age": An essay written in 1932.<br />
Published in 2003 in The Coming <strong>of</strong> Con<strong>an</strong> the<br />
Cimmeri<strong>an</strong>.<br />
5<br />
• "Cimmeria": A poem written in 1932. Published in<br />
2003 in The Coming <strong>of</strong> Con<strong>an</strong> the Cimmeri<strong>an</strong>.<br />
NOTE: A number <strong>of</strong> untitled synopses for Con<strong>an</strong><br />
stories also exist.<br />
The Dark Rippke Chronology<br />
The Darkstorm Con<strong>an</strong> Chronology (2003) is a completely<br />
revised <strong>an</strong>d heavily researched chronology, including only<br />
those stories written (or devised) by Howard. The Dark Horse<br />
comic series follows this chronology. Its major strength is its<br />
well-documented support for its various arguments for story<br />
placement, based on the texts as Howard wrote them. While<br />
works completed or revised by other h<strong>an</strong>ds <strong>an</strong>d post-Howard<br />
works find no place in this chronology they were not<br />
intended to, the <strong>of</strong>ten erroneous assumptions under which<br />
they were written precluding their inclusion. A minor<br />
weakness is the disappear<strong>an</strong>ce <strong>an</strong>d reappear<strong>an</strong>ce <strong>of</strong> Con<strong>an</strong>'s<br />
horned helm.<br />
1. "The Frost Gi<strong>an</strong>t's Daughter<br />
2. "The God in the Bowl<br />
3. "The Tower <strong>of</strong> the Eleph<strong>an</strong>t"<br />
4. "The Hall <strong>of</strong> the Dead"<br />
5. "Rogues in the House"<br />
6. "The H<strong>an</strong>d <strong>of</strong> Nergal"<br />
7. "Shadows in the Moonlight"<br />
8. "Black Colossus"<br />
9. "Queen <strong>of</strong> the Black Coast"<br />
10. "The Snout in the Dark"<br />
11. "The Slithering Shadow"<br />
12. "A Witch Shall Be Born"<br />
13. "The Devil in Iron"<br />
14. "The People <strong>of</strong> the Black Circle"<br />
15. "Shadows in Zamboula" Drums <strong>of</strong> Tombalku"<br />
16. "The Vale <strong>of</strong> Lost Women"<br />
17. "The Pool <strong>of</strong> the Black One"<br />
18. "Beyond the Black River"<br />
19. "The Black Str<strong>an</strong>ger"<br />
20. "Red Nails"<br />
21. "The Teeth <strong>of</strong> Gwahlur"<br />
22. "Wolves Beyond the Border"<br />
23. "The Phoenix on the Sword"<br />
24. "The Scarlet Citadel"<br />
25. The Hour <strong>of</strong> the Dragon
y Strom (www.con<strong>an</strong>.com)<br />
A Map Of Hyboria<br />
6
Cimmeri<strong>an</strong><br />
Cimmeri<strong>an</strong>s are tall, physically powerful <strong>an</strong>d very fierce,<br />
being regarded as one <strong>of</strong> the most barbaric races in the<br />
world <strong>of</strong> Hyboria.<br />
• Ability Adjustments: +1 Strength, -1 Intelligence<br />
• Bonus Feats: Iron Will, Skill Focus (Climbing), Terrain<br />
Mastery (Hills <strong>an</strong>d Mountains)<br />
• Favoured Feats: Evasion, Rage<br />
• Traits: Blunt Speaking<br />
• Native L<strong>an</strong>guage: Cimmeri<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Aquiloni<strong>an</strong>, Hyperbore<strong>an</strong>,<br />
Nordheimer, Pictish<br />
Hymeli<strong>an</strong> tribesm<strong>an</strong><br />
Himeli<strong>an</strong> tribesmen are tall hairy hill men, fierce <strong>an</strong>d<br />
strongly independent with a disdain <strong>of</strong> civilised st<strong>an</strong>dards<br />
but a clear tribal code <strong>of</strong> honour.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Skill Focus (Stealth), Terrain Mastery (Hills<br />
<strong>an</strong>d Mountains), Tough<br />
• Favoured Feats: Hide in Plain Sight, Tough<br />
• Traits: Superstitious<br />
• Native L<strong>an</strong>guage: Afghuli<br />
• Optional L<strong>an</strong>guages: Hyrk<strong>an</strong>i<strong>an</strong>, Ir<strong>an</strong>ist<strong>an</strong>i, Vendhy<strong>an</strong><br />
Hymeli<strong>an</strong> tribesm<strong>an</strong> (Wazuli)<br />
Wazuli are one <strong>of</strong> the first Himeli<strong>an</strong> tribes encountered<br />
northwards from Vendhya <strong>an</strong>d are adapted to a nocturnal<br />
existence.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Night Vision, Skill Focus (Stealth), Terrain<br />
Mastery (Hills <strong>an</strong>d Mountains).<br />
• Favoured Feats: Hide in Plain Sight, Tough<br />
• Traits: Nocturnal, Superstitious<br />
• Native L<strong>an</strong>guage: Afghuli<br />
• Optional L<strong>an</strong>guages: Hyrk<strong>an</strong>i<strong>an</strong>, Ir<strong>an</strong>ist<strong>an</strong>i, Vendhy<strong>an</strong><br />
<strong>Hybori<strong>an</strong></strong><br />
Descended from the barbaric hordes that swept out <strong>of</strong> the<br />
north several millennia ago, the <strong>Hybori<strong>an</strong></strong>s have a varied<br />
appear<strong>an</strong>ce <strong>an</strong>d a complex medieval society.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Fated, Talented (Choose two skills)<br />
• Bonus Skill: The hero gains one bonus known skill at 1 st<br />
level, in addition to those gained for the hero’s role <strong>an</strong>d<br />
Intelligence score.<br />
• Favoured Feats: Choose <strong>an</strong>y two feats as the character’s<br />
favoured feats.<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Choose one from Argosse<strong>an</strong>,<br />
Backgrounds<br />
In <strong>Hybori<strong>an</strong></strong> <strong>Adventures</strong> you c<strong>an</strong> start only has a hum<strong>an</strong>, but depending on the region you come from, you have your own<br />
traditions <strong>an</strong>d features. It's as difficult to find a literate <strong>an</strong>d cultured Cimmeri<strong>an</strong> as to find a non-superstitious hymeli<strong>an</strong><br />
Tribesm<strong>an</strong>. If you are familiar with the races <strong>of</strong> the <strong>Hybori<strong>an</strong></strong> age you c<strong>an</strong> choose your background easily, but if you're new to<br />
Howard's f<strong>an</strong>tastic world, it's better you narrowly read the descriptions. In the “Traits” line you c<strong>an</strong> recognise the main<br />
behavioural element <strong>of</strong> every race, which gives to the characters a typical f<strong>an</strong>tastic taste. See the later section “Feats” for<br />
further informations about Traits. Backgrounds originally written by I<strong>an</strong> "Ryhopewood".<br />
7<br />
Aquiloni<strong>an</strong>, Bossoni<strong>an</strong>, Brythuni<strong>an</strong>, Corinthi<strong>an</strong>,<br />
Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong> or Ophire<strong>an</strong>.<br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Aquiloni<strong>an</strong>, Bossoni<strong>an</strong>,<br />
Brythuni<strong>an</strong>, Corinthi<strong>an</strong>, Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong>,<br />
Ophire<strong>an</strong>, Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>,<br />
Zamori<strong>an</strong><br />
<strong>Hybori<strong>an</strong></strong> (Argosse<strong>an</strong> Orbarach<strong>an</strong>)<br />
Argosse<strong>an</strong>s are short <strong>an</strong>d stocky descend<strong>an</strong>ts <strong>of</strong> the <strong>Hybori<strong>an</strong></strong><br />
people. They make superb sailors, traders <strong>an</strong>d pirates.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Fated, Sea Legs.<br />
• Favoured Feats: Choose <strong>an</strong>y two feats as the character’s<br />
favoured feats.<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Argosse<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Aquiloni<strong>an</strong>, Bossoni<strong>an</strong>, Brythuni<strong>an</strong>,<br />
Corinthi<strong>an</strong>, Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong>, Ophire<strong>an</strong>,<br />
Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>, Zamori<strong>an</strong><br />
<strong>Hybori<strong>an</strong></strong> (Bossoni<strong>an</strong>)<br />
Bossoni<strong>an</strong>s are descend<strong>an</strong>ts <strong>of</strong> <strong>an</strong> aboriginal race conquered<br />
by the <strong>Hybori<strong>an</strong></strong> peoples. Of medium height <strong>an</strong>d ruddy<br />
complexion, the Bossoni<strong>an</strong>s are renowned the world over for<br />
their archery skills.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Bow), Weapon Training.<br />
• Favoured Feats: Choose <strong>an</strong>y two feats as the character’s<br />
favoured feats.<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Bossoni<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Aquiloni<strong>an</strong>, Argosse<strong>an</strong>, Brythuni<strong>an</strong>,<br />
Corinthi<strong>an</strong>, Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong>, Ophire<strong>an</strong>,<br />
Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>, Zamori<strong>an</strong><br />
<strong>Hybori<strong>an</strong></strong> (Gunderm<strong>an</strong>)<br />
Tawny-haired <strong>an</strong>d blue eyes, the Gunderm<strong>an</strong> is almost a<br />
pure blooded descend<strong>an</strong>t <strong>of</strong> the original <strong>Hybori<strong>an</strong></strong> tribes.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Pike), Iron Will.<br />
• Favoured Feats: Choose <strong>an</strong>y two feats as the character’s<br />
favoured feats.<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Aquiloni<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Bossoni<strong>an</strong>, Brythuni<strong>an</strong>,<br />
Corinthi<strong>an</strong>, Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong>, Ophire<strong>an</strong>,<br />
Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>, Zamori<strong>an</strong><br />
<strong>Hybori<strong>an</strong></strong> (Hyperbore<strong>an</strong>)
Gaunt, big-boned, violent <strong>an</strong>d slow <strong>of</strong> speech, the<br />
Hyperbore<strong>an</strong>s are the least civilised <strong>of</strong> the descend<strong>an</strong>ts <strong>of</strong><br />
the <strong>Hybori<strong>an</strong></strong> tribes.<br />
• Ability Adjustments: +1 Constitution, -1 Charisma<br />
• Bonus Feats: Skill Focus (Intimidate), Talented (Choose<br />
two skills).<br />
• Bonus Skill: The hero gains one bonus known skill at 1 st<br />
level, in addition to those gained for the hero’s role <strong>an</strong>d<br />
Intelligence score.<br />
• Favoured Feats: Choose <strong>an</strong>y two feats as the character’s<br />
favoured feats.<br />
• Traits: Slow Speaking<br />
• Native L<strong>an</strong>guage: Hyperbore<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Aquiloni<strong>an</strong>, Bossoni<strong>an</strong>,<br />
Brythuni<strong>an</strong>, Corinthi<strong>an</strong>, Kothic, Nemedi<strong>an</strong>, Ophire<strong>an</strong>,<br />
Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>, Zamori<strong>an</strong><br />
<strong>Hybori<strong>an</strong></strong> (Taur<strong>an</strong>)<br />
Regarded as backward by other Aquiloni<strong>an</strong>s, the people <strong>of</strong><br />
the Taur<strong>an</strong> region make excellent woodsmen.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Fated, Terrain Mastery (Temperate Forests)<br />
• Favoured Feats: Choose <strong>an</strong>y two feats as the character’s<br />
favoured feats.<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Aquiloni<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Bossoni<strong>an</strong>, Brythuni<strong>an</strong>,<br />
Corinthi<strong>an</strong>, Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong>, Ophire<strong>an</strong>,<br />
Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>, Zamori<strong>an</strong><br />
Hyrk<strong>an</strong>i<strong>an</strong> or Tur<strong>an</strong>i<strong>an</strong><br />
Generally tall <strong>an</strong>d slender with a dark complexion,<br />
Hyrk<strong>an</strong>i<strong>an</strong>s are descend<strong>an</strong>ts <strong>of</strong> the <strong>an</strong>cient Lemuri<strong>an</strong>s. They<br />
are nomadic horsemen although the largest tribe has settled<br />
<strong>an</strong>d founded the Tur<strong>an</strong>i<strong>an</strong> Empire.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Bow), R<strong>an</strong>ged Shot, Ruthless<br />
Reputation<br />
• Favoured Feats: Choose two feats as the character’s<br />
favoured feats.<br />
• Traits: Superstitious<br />
• Native L<strong>an</strong>guage: Choose one from Argosse<strong>an</strong>,<br />
Aquiloni<strong>an</strong>, Bossoni<strong>an</strong>, Brythuni<strong>an</strong>, Corinthi<strong>an</strong>,<br />
Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong> or Ophire<strong>an</strong>.<br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Aquiloni<strong>an</strong>, Bossoni<strong>an</strong>,<br />
Brythuni<strong>an</strong>, Corinthi<strong>an</strong>, Hyperbore<strong>an</strong>, Kothic, Nemedi<strong>an</strong>,<br />
Ophire<strong>an</strong>, Pictish, Shemitish, Stygi<strong>an</strong>, Zingar<strong>an</strong>,<br />
Zamori<strong>an</strong><br />
Ir<strong>an</strong>ist<strong>an</strong>i<br />
A tribal people, the folk <strong>of</strong> Ir<strong>an</strong>ist<strong>an</strong> are black-haired with<br />
brown eyes <strong>an</strong>d a dark complexion. Most Ir<strong>an</strong>ist<strong>an</strong>i wear<br />
richly ornamented clothing <strong>an</strong>d <strong>an</strong>oint themselves with<br />
perfumes <strong>an</strong>d scented oils.<br />
• Ability Adjustments: +1 Charisma, -1 Wisdom<br />
• Bonus Feats: Attack Focus (Scimitar), Talented (H<strong>an</strong>dle<br />
Animal, Ride), Vehicular Combat.<br />
• Favoured Feats: Value, Fascinate (choose).<br />
• Traits: Fatalist<br />
• Native L<strong>an</strong>guage: Ir<strong>an</strong>ist<strong>an</strong>i<br />
8<br />
• Optional L<strong>an</strong>guages: Afghuli, Kosal<strong>an</strong>, Punt<strong>an</strong>, <strong>an</strong>d<br />
Zembabwe<strong>an</strong><br />
Khit<strong>an</strong><br />
With their yellow complexions, dark hair <strong>an</strong>d str<strong>an</strong>ge<br />
customs, the Khit<strong>an</strong>s are unfathomable <strong>an</strong>d bizarre to the<br />
peoples west <strong>of</strong> Vilayet Sea.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Knowledgeable (Natural, Supernatural,<br />
Theology <strong>an</strong>d Philosophy), Skill Focus (Stealth)<br />
• Bonus Skill: The hero gains one bonus known skill at 1 st<br />
level, in addition to those gained for the hero’s role <strong>an</strong>d<br />
Intelligence score.<br />
• Favoured Feats: Ritual Master, Mind Over Body.<br />
• Traits: Superstitious<br />
• Native L<strong>an</strong>guage: Khit<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Acherone<strong>an</strong>, Afghuli, Demonic,<br />
Hyrk<strong>an</strong>i<strong>an</strong>, Old Stygi<strong>an</strong>, Stygi<strong>an</strong>, Vendhy<strong>an</strong><br />
Northern Black Kingdom Tribesm<strong>an</strong><br />
Slightly shorter th<strong>an</strong> average with dark-brown skin <strong>an</strong>d curly<br />
hair, the Gallahs make up the lower class tribesm<strong>an</strong> <strong>an</strong>d the<br />
majority <strong>of</strong> the population. The Black Kingdoms include<br />
Kush, Kesh<strong>an</strong>, Punt <strong>an</strong>d Zembabwei.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Spear), Attack Specialisation<br />
(Spear), Terrain Mastery (Hot Sav<strong>an</strong>nahs <strong>an</strong>d Jungles)<br />
• Favoured Feats: Attack Specialisation, Hide in Plain<br />
Sight.<br />
• Traits: Illiterate<br />
• Native L<strong>an</strong>guage: One <strong>of</strong> Kesh<strong>an</strong>i, Kushite, Punt<strong>an</strong> or<br />
Zembabwe<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Black Coast, Darfari, Kesh<strong>an</strong>i,<br />
Kushite, Ir<strong>an</strong>ist<strong>an</strong>i, Old Stygi<strong>an</strong>, Shemitish, Stygi<strong>an</strong>, <strong>an</strong>d<br />
Zembabwe<strong>an</strong><br />
Northern Black Kingdom Tribesm<strong>an</strong> (Chaga)<br />
Much taller th<strong>an</strong> the Gallahs, the Chaga are the ruling caste<br />
<strong>of</strong> the Kushites <strong>an</strong>d are partly <strong>of</strong> Stygi<strong>an</strong> descent. They have<br />
a culture uniquely different from the Gallahs with a love <strong>of</strong><br />
hunting <strong>an</strong>d treacherous politics.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Skill Focus (Sense Motive, Craft [Alchemy]),<br />
Terrain Mastery (Hot Sav<strong>an</strong>nahs <strong>an</strong>d Jungles)<br />
• Favoured Feats: Ritual Master, Attack Specialisation.<br />
• Traits: Illiterate<br />
• Native L<strong>an</strong>guage: Kushite<br />
• Optional L<strong>an</strong>guages: Black Coast, Darfari, Kesh<strong>an</strong>i,<br />
Ir<strong>an</strong>ist<strong>an</strong>i, Old Stygi<strong>an</strong>, Shemitish, Stygi<strong>an</strong>, <strong>an</strong>d<br />
Zembabwe<strong>an</strong><br />
Northern Black Kingdom Tribesm<strong>an</strong> (Gh<strong>an</strong>ata)<br />
Closely related to the tribes <strong>of</strong> the northern Black Kingdoms,<br />
the Gh<strong>an</strong>atas live in the Southern Desert where they exist as<br />
small loosely org<strong>an</strong>ised groups.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Skill Focus (Ride), Attack Focus (Scimitar),<br />
Terrain Mastery (Hot Deserts)<br />
• Favoured Feats: Attack Specialisation, Hide in Plain<br />
Sight.<br />
• Traits: Illiterate
• Native L<strong>an</strong>guage: Gh<strong>an</strong>at<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Darfari, Kesh<strong>an</strong>i, Punt<strong>an</strong>, Ir<strong>an</strong>ist<strong>an</strong>i,<br />
Tibu, Tombalku, <strong>an</strong>d Zembabwe<strong>an</strong><br />
Nordheimer<br />
The Nordheimir are blue-eyed <strong>an</strong>d pale-skinned with a tall<br />
<strong>an</strong>d powerful physique. Living in the frozen tundra <strong>of</strong> the<br />
north, these hardy people are renowned for const<strong>an</strong>t<br />
raiding.<br />
• Ability Adjustments: +1 Constitution, -1 Dexterity<br />
• Bonus Feats: Attack Focus (Sword), Attack Specialisation<br />
(Sword), Terrain Mastery (Cold Tundra <strong>an</strong>d Snowy<br />
Wastes)<br />
• Favoured Feats: Attack Specialisation, Tough.<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Nordheimir<br />
• Optional L<strong>an</strong>guages: Aquiloni<strong>an</strong>, Cimmeri<strong>an</strong>,<br />
Hyperbore<strong>an</strong>, <strong>an</strong>d Pictish<br />
Pict<br />
A short but broad, swarthy-skinned people renowned for<br />
their barbarous savagery <strong>an</strong>d primitive Stone Age culture.<br />
• Ability Adjustments: +1 Dexterity, -1 Intelligence<br />
• Bonus Feats: Natural Hunter, Talented (Acrobatics,<br />
Jump), Terrain Mastery (Temperate or Warm Forests)<br />
• Favoured Feats: Natural Hunter, Sneak Attack<br />
• Traits: Illiterate<br />
• Native L<strong>an</strong>guage: Pictish <strong>an</strong>d Talking Drum<br />
• Optional L<strong>an</strong>guages: Aquiloni<strong>an</strong>, Cimmeri<strong>an</strong>, Nordheimir,<br />
<strong>an</strong>d Zingar<strong>an</strong><br />
Shemite<br />
Most Shemites live a nomadic existence in the deserts <strong>of</strong><br />
eastern Shem. They are renowned archers <strong>an</strong>d horsem<strong>an</strong><br />
with a dusky complexion <strong>an</strong>d hawkish features.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Bow), Killer Instinct, Terrain<br />
Mastery (Deserts)<br />
• Favoured Feats: Value, Killer Instinct<br />
• Traits: Fatalist<br />
• Native L<strong>an</strong>guage: Shemitish<br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Hyrk<strong>an</strong>i<strong>an</strong>, Kothic,<br />
Ophire<strong>an</strong>, <strong>an</strong>d Stygi<strong>an</strong><br />
Shemite (Meadow Shemite)<br />
Most Shemites in western l<strong>an</strong>ds are from the western<br />
meadow cities where tribal culture has been replaced by<br />
fiercely independent city states. They are still renowned<br />
archers <strong>an</strong>d horsem<strong>an</strong> with a dusky complexion <strong>an</strong>d hawkish<br />
features.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Bow), Killer Instinct, Terrain<br />
Mastery (Plains).<br />
• Favoured Feats: Value, Killer Instinct<br />
• Traits: Fatalist<br />
• Native L<strong>an</strong>guage: Shemitish<br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Hyrk<strong>an</strong>i<strong>an</strong>, Kothic,<br />
Ophire<strong>an</strong>, <strong>an</strong>d Stygi<strong>an</strong><br />
Shemite (Pelishtim)<br />
9<br />
The <strong>an</strong>cient Pelishtia region <strong>of</strong> Shem is the home to noted<br />
warriors <strong>an</strong>d sorcerers. Wise men <strong>an</strong>d mercenaries from this<br />
area c<strong>an</strong> be found throughout the world.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Bow), Skill Focus (Knowledge<br />
[Supernatural]), Terrain Mastery (Plains)<br />
• Favoured Feats: Value, Killer Instinct<br />
• Traits: Fatalist<br />
• Native L<strong>an</strong>guage: Shemitish<br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Hyrk<strong>an</strong>i<strong>an</strong>, Kothic,<br />
Ophire<strong>an</strong>, <strong>an</strong>d Stygi<strong>an</strong><br />
Southern Black Kingdom Tribesm<strong>an</strong><br />
Southern tribesm<strong>an</strong> are very dark skinned, tall <strong>an</strong>d<br />
muscular. The corsairs <strong>of</strong> the Southern Isl<strong>an</strong>ds are the most<br />
feared pirates on the known seas.<br />
• Ability Adjustments: +1 Strength, -1 Charisma<br />
• Bonus Feats: Attack Focus (Spear), Dodge Focus, Skill<br />
Focus (Perform [D<strong>an</strong>ce]), Attack Specialisation (Spear).<br />
• Favoured Feats: Attack Specialisation, Jack-Of-All-<br />
Trades.<br />
• Traits: Illiterate, Terrified<br />
• Native L<strong>an</strong>guage: One <strong>of</strong> Bakalah, Bamulah, Southern<br />
Isl<strong>an</strong>der, Suba, <strong>an</strong>d Wadai<br />
• Optional L<strong>an</strong>guages: Argosse<strong>an</strong>, Bakalah, Bamulah, Black<br />
Coast, Kushite, Shemitish, Southern Isl<strong>an</strong>der, Stygi<strong>an</strong>,<br />
Suba, Tibu, Tombalku, Wadai, <strong>an</strong>d Zingar<strong>an</strong><br />
Southern Black Kingdom Tribesm<strong>an</strong> (Darfari)<br />
Although Darfar is one <strong>of</strong> the Northern Black Kingdoms, its<br />
inhabit<strong>an</strong>ts are similar physically to the Southern Isl<strong>an</strong>ders.<br />
They are renowned for their sharp filed teeth.<br />
• Ability Adjustments: +1 Strength, -1 Charisma<br />
• Bonus Feats: Attack Focus (choose one bludgeoning<br />
weapon), Bite Attack, Dodge Focus, Skill Focus (Perform<br />
[Drums])<br />
• Favoured Feats: Attack Specialisation, Stunning Attack.<br />
• Traits: Illiterate, Terrified<br />
• Native L<strong>an</strong>guage: Darfari<br />
• Optional L<strong>an</strong>guages: Kesh<strong>an</strong>i, Kushite, Punt<strong>an</strong>,<br />
Shemitish, <strong>an</strong>d Stygi<strong>an</strong><br />
Stygi<strong>an</strong><br />
Tall <strong>an</strong>d broad with a dusky complexion <strong>an</strong>d h<strong>an</strong>dsome<br />
features, the noble caste <strong>of</strong> Stygia are hereditary warriors<br />
<strong>an</strong>d powerful sorcerers.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Attack Focus (Bow), Skill Focus (Knowledge<br />
[Supernatural]), Skill Focus (Craft [Alchemy]), Ritual<br />
Master.<br />
• Favoured Feats: Ritual Master, Fascinate<br />
• Traits: Corrupted<br />
• Native L<strong>an</strong>guage: Stygi<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Acherone<strong>an</strong>, Darfari, Demonic,<br />
Hyrk<strong>an</strong>i<strong>an</strong>, Kesh<strong>an</strong>i, Khit<strong>an</strong>, Kushite, Old Stygi<strong>an</strong>,<br />
Punt<strong>an</strong>, Shemitish, <strong>an</strong>d Zembabwe<strong>an</strong><br />
Vendhy<strong>an</strong><br />
The people <strong>of</strong> Vendhya have straight black hair, large dark<br />
eyes <strong>an</strong>d a complexion that varies from light to mid- brown<br />
shades. Vendhy<strong>an</strong> society is <strong>an</strong>cient <strong>an</strong>d complex, steeped
in caste structure <strong>an</strong>d tradition.<br />
• Ability Adjustments: none<br />
• Bonus Feats: Sophisticated, Talented (Knowledge<br />
[Civics], Knowledge [History])<br />
• Favoured Feats: Skill Mastery, Well-Informed<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Vendhy<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Afghuli, Hyrk<strong>an</strong>i<strong>an</strong>, Ir<strong>an</strong>ist<strong>an</strong>i,<br />
Khit<strong>an</strong>, <strong>an</strong>d Kosal<strong>an</strong><br />
Zamori<strong>an</strong><br />
Black-haired with a dark complexion, the Zamori<strong>an</strong>s are<br />
renowned as <strong>an</strong> old <strong>an</strong>d evil race <strong>of</strong> men. They make the<br />
best thieves in the world.<br />
• Ability Adjustments: +1 Dexterity, -1 Strength<br />
• Bonus Feats: Nimble, Terrain Mastery (Urb<strong>an</strong> <strong>an</strong>d<br />
Underground)<br />
• Favoured Feats: Sneak Attack, Well-Informed<br />
• Traits: none<br />
• Native L<strong>an</strong>guage: Zamori<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Brythuni<strong>an</strong>, Corinthi<strong>an</strong>, Hyrk<strong>an</strong>i<strong>an</strong>,<br />
Kothic, <strong>an</strong>d Shemitish<br />
Zingar<strong>an</strong><br />
The Zingar<strong>an</strong>s are descended from a mixture <strong>of</strong> the Pictish<br />
<strong>an</strong>d <strong>Hybori<strong>an</strong></strong> people. They are le<strong>an</strong> <strong>an</strong>d d<strong>an</strong>gerous-looking<br />
with fiery tempers.<br />
• Ability Adjustments: +1 Charisma, -1 Constitution<br />
• Bonus Feats: Attack Focus (Sword), Sea Legs, Sneak<br />
Attack<br />
• Favoured Feats: Acrobatic Bluff, Sneak Attack<br />
• Traits: Suspicious<br />
• Native L<strong>an</strong>guage: Zingar<strong>an</strong><br />
• Optional L<strong>an</strong>guages: Aquiloni<strong>an</strong>, Argosse<strong>an</strong>, Ophire<strong>an</strong>,<br />
Pictish, <strong>an</strong>d Shemitish<br />
10
Artist:<br />
He c<strong>an</strong> be a bard or a m<strong>an</strong> <strong>of</strong> letters. An artist loves<br />
notoriety, money, <strong>an</strong>d gossip: the crown's secrets aren't safe<br />
if he's around. An artist is very useful as a spy or as a<br />
contact for a party but he c<strong>an</strong> have also a great political<br />
weight.<br />
Feats: C<strong>an</strong>ny Dodge, Taunt, Fascinate (choose one), Inspire.<br />
Good ST: Will.<br />
Skills: Bluff, Craft (musical instruments), Diplomacy, Gather<br />
Information, Knowledge (art), Knowledge (popular culture),<br />
Perform (choose one), Sense motive.<br />
Cat burglar:<br />
A cat buglar is essentially a thief. His speciality is to open<br />
locks <strong>an</strong>d to go into houses to steal all the gold possible. He<br />
likes jewelry, <strong>an</strong>d he dislikes d<strong>an</strong>gerous situations. He's not<br />
Roles<br />
Expert, Sorcerer or Warrior? After having chosen your Backgound, you've got to define the role you're going to have in the<br />
game. In this section you c<strong>an</strong> rapidly look for <strong>an</strong> archetype, or rather a peculiar role (but remember you c<strong>an</strong> create your<br />
caracter even without considering one), <strong>an</strong>d start to take confidence with Howard's magic world. First <strong>of</strong> all, the Adept role<br />
has been replaced with the Sorcerer one: that because magic in Hyboria is mysterious <strong>an</strong>d terrifying, it corrupts minds <strong>an</strong>d<br />
hearts. Being a Sorcerer is so even harder th<strong>an</strong> being <strong>an</strong> Adept! But d<strong>an</strong>gers <strong>an</strong>d horrible creatures wait in the dark for<br />
Warriors <strong>an</strong>d Experts too...<br />
New Role: The Sorcerer<br />
Sham<strong>an</strong>, mage or wizard, the Sorcerer lives for Knowledge.<br />
Master <strong>of</strong> the supernatural, he c<strong>an</strong> have a precise faith or<br />
not: he's more familiar with magic th<strong>an</strong> the other roles<br />
because he's specialised in the sciences <strong>an</strong>d arts <strong>of</strong> the<br />
supernatural. The Sorcerer subtitues the Adept as the<br />
“Magic” role in this setting because in Hyboria magic is<br />
harder th<strong>an</strong> in <strong>an</strong>y other one: it fatigues both the body <strong>an</strong>d<br />
the mind <strong>of</strong> the caster, which becomes more <strong>an</strong>d more<br />
corruptible as the game goes on. That's why usually<br />
Sorcerers prefer to use magical charms instead <strong>of</strong> pure<br />
magic, <strong>an</strong>d they become skilled in alchemy.<br />
This role has been created following the rules in the<br />
Comp<strong>an</strong>ion. If you haven't this rulebook, don't worry, the<br />
following table will make you able to run your game <strong>an</strong>yway.<br />
Level Combat<br />
• Combat Progression: Slow (2 points). Sorcerers aren't<br />
skilled in combat. They have the same combat bonus <strong>of</strong><br />
Adepts.<br />
• Skill Progression: 6 + Int (1.5 points). Sorcerers spend<br />
much <strong>of</strong> their times in magic training, but they're also<br />
very skilled in common activities.<br />
• Save Progression: Good Will, Normal Fortitude <strong>an</strong>d<br />
Reflex (0 points)<br />
• Power Progression: Fast, Broad. A Sorcerer is a very<br />
powerful caster, but he c<strong>an</strong> acquire a maximum <strong>of</strong> 12<br />
powers. In fact, as in Howard's stories, magic is a secret<br />
nobody c<strong>an</strong> explore completely, Sorcerers are specialised<br />
in a set <strong>of</strong> supernatural powers. Calculate the Power<br />
r<strong>an</strong>k like for the Adept role. (1.5 point)<br />
• Feat Access: Sorcerer, Normal. Choose 4 starting feats<br />
from the General or Sorcerer list or a Supernatural power<br />
instead <strong>of</strong> a feat such as <strong>an</strong> Adept. (0 points)<br />
• Key Ability: Wisdom.<br />
• Core Ability: The Light <strong>of</strong> knowledge: A Sorcerer c<strong>an</strong><br />
use this ability to sense the presence <strong>of</strong> magical charms,<br />
spirits <strong>an</strong>d other magical creatures in a radius in feet<br />
equal to his Sorcerer levels x 3. When a Sorcerer uses<br />
this ability he feels “the presence” <strong>of</strong> something in that<br />
Expert Archetypes<br />
11<br />
place, but he c<strong>an</strong>not identify nor locate it perfectly.<br />
The Sorcerer<br />
Fort.<br />
ST<br />
Reflex<br />
ST<br />
Will<br />
ST<br />
Rep.<br />
1st 0 0 0 2 1<br />
2nd 1 0 0 3 1<br />
3rd 1 1 1 3 1<br />
4th 2 1 1 4 2<br />
5th 2 1 1 4 2<br />
6th 3 2 2 5 2<br />
7th 3 2 2 5 2<br />
8th 4 2 2 6 3<br />
9th 4 3 3 6 3<br />
10th 5 3 3 7 3<br />
11th 5 3 3 7 3<br />
12th 6 4 4 8 4<br />
13th 6 4 4 8 4<br />
14th 7 4 4 9 4<br />
15th 7 5 5 9 4<br />
16th 8 5 5 10 5<br />
17th 8 5 5 10 5<br />
18th 9 6 6 11 5<br />
19th 9 6 6 11 5<br />
20th 10 6 6 12 6<br />
a great fighter at all, but who meddles between him <strong>an</strong>d a<br />
treasure has no ch<strong>an</strong>ce to survive.<br />
Feats: Dodge focus, Lightining reflexes, Lucky, Improvised<br />
tools.<br />
Good ST: Reflex<br />
Skills: Acrobatics, Climb, Disable device, Escape Artist,<br />
Jump, Notice, Search, Stealth.<br />
Con artist:<br />
The scoundrel for definition. He knows everybody in the<br />
streets, he looks for his pray, usually a poor ingenuous m<strong>an</strong>,<br />
he fools him, <strong>an</strong>d he steals all his money. If the thievery has<br />
failed, there are two possibilities: run or fight, but a real<br />
con artist never fails!<br />
Feats: Assessment, C<strong>an</strong>ny dodge, Contacts, Fascinate<br />
(choose one).
Good ST: Reflex<br />
Skills: Bluff, Diplomacy, Disguise, Gather Information,<br />
Intimidate, Knowledge (streetwise), Sense Motive, Sleight <strong>of</strong><br />
h<strong>an</strong>d.<br />
Diplomat:<br />
He's <strong>an</strong> expert <strong>of</strong> bureaucracy or even a minister. He's<br />
always got a great influence on powerful kings or nobles,<br />
using his diplomacy abilities to confuse or to gain authority.<br />
A very argute person every uncivilized m<strong>an</strong> fears!<br />
Feats: Benefit, Connected, Contacts, Taunt.<br />
Good ST: Will.<br />
Skills: Bluff, Diplomacy, Gather Information, Intimidate,<br />
Knowledge (business), Knowledge (civics), L<strong>an</strong>guage (choose<br />
one), Sense motive.<br />
Hunter:<br />
He lives in the wild, in deep contact with nature, whose he<br />
knows all the secrets. An hunter has <strong>an</strong> armonic relationship<br />
with every being, but he usually lives alone or far from<br />
Court Mage:<br />
The court mage is usually the king's most respected<br />
councillor. So, expert <strong>of</strong> gossips <strong>an</strong>d noble's life, he's familiar<br />
with the highest social classes: he c<strong>an</strong> come from <strong>an</strong><br />
academy, maybe issued from a noble family himself.<br />
Feats: Benefit, Connected, Taunt, Imbue Item.<br />
Skills: Bluff, Concentration, Diplomacy, Knowledge<br />
(supernatural), Perform (magic), Sense Motive.<br />
Crusader:<br />
A Crusader lives for his ideal or for his god: his or her<br />
mission is to purify Hyboria <strong>of</strong> <strong>an</strong>y miscre<strong>an</strong>t, <strong>an</strong>d he's<br />
always ready to use his sword for this. It wouldn't be str<strong>an</strong>ge<br />
a crusader is a former warrior, because he's also got a good<br />
experience on the battlefield.<br />
Feats: Armor Training, Dedicated, Weapon training,<br />
Empower.<br />
Skills: Climb, Concentration, Intimidate, Knowledge<br />
(supernatural), Medicine, Ride.<br />
Druid:<br />
A druid lives in tight contact with the Nature. He believes<br />
everything in the universe comes from a unique <strong>an</strong>d great<br />
principle which permeates the whole world. Some druids are<br />
also the most import<strong>an</strong>t moral figure <strong>of</strong> a village, <strong>an</strong>d they<br />
<strong>of</strong>ten refuse to use sorcery for a bad or corrupting purpose.<br />
Feats: Animal Empathy, Night Vision, Track, Familiar.<br />
Skills: Concentration, H<strong>an</strong>dle Animal, Knowledge (life<br />
sciences), Knowledge (supernatural), Medicine, Survival.<br />
Sham<strong>an</strong>:<br />
The Sham<strong>an</strong> is the most import<strong>an</strong>t figure in uncivilised<br />
villages, such as the Picts' ones. Sometimes Sham<strong>an</strong>s live<br />
alone in mountains, forests or marshes, where they come<br />
Barbari<strong>an</strong>:<br />
A barbari<strong>an</strong> comes from <strong>an</strong> uncivilised l<strong>an</strong>d, <strong>an</strong>d he usually<br />
lives as a rude m<strong>an</strong>, following only his rules or his code <strong>of</strong><br />
honour. He's strong <strong>an</strong>d powerful, but he isn't familiar with<br />
magical powers, books or theorical knowledge, excluding<br />
what he knew th<strong>an</strong>ks to myths <strong>an</strong>d legends.<br />
Feats: Lightining reflexes, Endur<strong>an</strong>ce, Trailblazer, Rage.<br />
Skills: Climb, Jump, Notice, Survival.<br />
Knight:<br />
A knight is usually a noble m<strong>an</strong> issued from a wealthy<br />
family, or a talented warrior coming form a special training<br />
Sorcerer Archetypes<br />
Warrior Archetypes<br />
12<br />
civilization. Also, he's quite good at fighting, even if he<br />
prefers a peaceful exch<strong>an</strong>ge <strong>of</strong> opinions...<br />
Feats: Animal Empathy, Natural Hunter, Track, Trailblazer.<br />
Good ST: Fortitude.<br />
Skills: Craft (choose one), H<strong>an</strong>dle <strong>an</strong>imal, Knowledge (Earth<br />
sciences), Medicine, Notice, Ride, Stealth, Survival.<br />
Sage:<br />
A pit <strong>of</strong> science for definition, a sage is full <strong>of</strong> resources. He<br />
spent all his life on m<strong>an</strong>uscripts <strong>an</strong>d <strong>an</strong>cient texts, in <strong>an</strong><br />
academy or isolated. M<strong>an</strong>y sages become Sorcerers <strong>an</strong>d<br />
m<strong>an</strong>y Sorcerers integrate their knowledge as sages. A sage<br />
isn't good at fighting, but who cares?<br />
Feats: Eidetic memory, Talented (choose one), Jack-<strong>of</strong>-Alltrades,<br />
Skill Mastery.<br />
Good ST: Will.<br />
Skills: Bluff, Concentration, Diplomacy, Knowledge (choose<br />
three), L<strong>an</strong>guage (choose one), Medicine. three), L<strong>an</strong>guage<br />
(choose one), Medicine.<br />
into contact with demonic forces. Also, Sham<strong>an</strong>s are very<br />
skilled in crafting powerful alchemical charms which they<br />
<strong>of</strong>ten use in combat.<br />
Feats: Contacts, Iron Will, Light Sleeper, Imbue Item.<br />
Skills: Bluff, Concentration, Diplomacy, Intimidate,<br />
Knowledge (supernatural), Knowledge (theology <strong>an</strong>d<br />
Philosophy).<br />
Wizard:<br />
A wizard character is <strong>of</strong>ten present in Howard's stories:<br />
examples are Tsotha-l<strong>an</strong>ti <strong>an</strong>d Pelias from “The Scarlet<br />
Citadel”. Refusing the rough magic knowledge <strong>of</strong> sham<strong>an</strong>s,<br />
they find their way in dungeons <strong>an</strong>d forgotten castles,<br />
where they c<strong>an</strong> study from <strong>an</strong>cient <strong>an</strong>d valuable texts, <strong>an</strong>d<br />
not from insignific<strong>an</strong>t tiribal legends. That's why the wizard<br />
is very independent <strong>an</strong>d adaptable to <strong>an</strong>y situation which<br />
comes in front <strong>of</strong> him. But because <strong>of</strong> this he've always got<br />
to pay the price <strong>of</strong> corruption...<br />
Feats: Eidetic Memory, Iron Will, Taunt, Empower.<br />
Skills: Concentration, Craft (alchemy), Diplomacy,<br />
Knowledge (supernatural), Knowledge (choose one), Notice.<br />
Priest:<br />
The Priest lives for his deity. He c<strong>an</strong> be a member <strong>of</strong> a<br />
mighty arc<strong>an</strong>e order (there's always one in every city...well<br />
that's a sword-<strong>an</strong>d-sorcery setting after all!) or <strong>an</strong><br />
independent missionary, <strong>an</strong>d what characterizes him, even<br />
more th<strong>an</strong> his magical powers, it's his faith. A priest is <strong>an</strong><br />
expert <strong>of</strong> theology <strong>an</strong>d philosophy, but he's also familiar<br />
with the secret web <strong>of</strong> spies <strong>an</strong>d mysterious cults which<br />
pervade Hyboria.<br />
Feats: Dedicated, Iron Will, Weapon Training, Ritual Master.<br />
Skills: Concentration, Craft (alchemy), Gather Information,<br />
Knowledge (supernatural), Knowledge (theology <strong>an</strong>d<br />
philosophy), Sense Motive.<br />
academy. He serves kings, lords, or even <strong>an</strong> ideal which c<strong>an</strong><br />
be "good" or "bad". A knight always respects a code: the<br />
honour is the center <strong>of</strong> his life.<br />
Feats: Armor Training, Benefit, Dedicated, Favored<br />
Opponent<br />
Skills: Gather Information, Intimidate, Knowledge (tactics),<br />
Ride.<br />
Fighter:<br />
A fighter comes from <strong>an</strong> army, a guard corps or a gladiator<br />
academy. He's been trained to fight especially with swords
or bare h<strong>an</strong>ds, to study his enemy to find his weak points<br />
<strong>an</strong>d to make the best <strong>of</strong> the situation. He usually doesn'<br />
follow a particular code but to fight is his job.<br />
Feats: Armor Training, Assessment, Improved Trip, Cleave.<br />
Skills: Climb, Intimidate, Knowledge (tactics), Notice.<br />
Buc<strong>an</strong>eer:<br />
Coming from the sea, a buc<strong>an</strong>eer is a scoundrel <strong>an</strong>d a<br />
raider. Gold <strong>an</strong>d fame are all he desires: a buc<strong>an</strong>eer c<strong>an</strong><br />
also be a cat burglar when he gets <strong>of</strong>f the gound. He's a<br />
specialist <strong>of</strong> con, but he never refuses a fighting when<br />
possible.<br />
Feats: Assessment, C<strong>an</strong>ny Dodge, Lucky, Sea Dog.<br />
Skills: Acrobatics, Bluff, Diplomacy, Notice.<br />
Archer:<br />
An archer is a specialist <strong>of</strong> r<strong>an</strong>ged weapons. He's been<br />
trained in reparing them, improving them, but, above all,<br />
killing with them. He's got a great aim, so he prefers<br />
reaching a good position above the combat <strong>an</strong>d fight from<br />
there.<br />
Feats: Armor Training, Assessment, Point Bl<strong>an</strong>k Shot, Attack<br />
Specialization (r<strong>an</strong>ged weapon)<br />
Skills: Climb, Craft (blacksmith), Knowledge (tactics),<br />
Notice.<br />
Assassin:<br />
As bounty hunter or a pr<strong>of</strong>essional killer, the assassin always<br />
hides in the gound waiting to capture his prey. He's a good<br />
mettle fighter, but he prefers quick fights. An assassin c<strong>an</strong><br />
also be a spy for a government or for a ruler.<br />
Feats: Accurate Attack, Lightining Reflexes, Killer Instinct,<br />
Track.<br />
Skills: Acrobatics, Climb, Disguise, Stealth.<br />
13
Craft<br />
Intelligence. Trained only, Requires specialization, Requires<br />
tools<br />
• Alchemy. You are skilled in alchemical arts<br />
Poison: You c<strong>an</strong> distil several kinds <strong>of</strong> poison. When you use<br />
this application <strong>of</strong> the skill, you must make a dexterity<br />
check against a DC <strong>of</strong> 10. If you fail, you suffer the effect<br />
<strong>of</strong> the same poison you were prepariring because you came<br />
into contact with it. The poison c<strong>an</strong> be a liquid or a powder<br />
but you need to have the proper spices, <strong>an</strong>d some <strong>of</strong> them<br />
c<strong>an</strong> also affect the final result.<br />
• Deadly poison: The target must make a Fortitude check<br />
against a DC equal to 5 + your r<strong>an</strong>ks in the craft<br />
(alchemy) skill. If he fails he c<strong>an</strong> make a second check<br />
against the same DC, but if he fails a second time, he<br />
dies.<br />
• Other poisons: The target must make a Fortitude check<br />
against a DC <strong>of</strong> 10 + your r<strong>an</strong>ks in the craft (alchemy)<br />
skill. If he fails the effect lasts for a number <strong>of</strong> rounds<br />
equal to 10 minutes x your check result.<br />
• Combining effects: You c<strong>an</strong> combine the effects <strong>of</strong> 2<br />
spices simply mixing two poisons, that me<strong>an</strong>s making<br />
two separate skill checks. The poison whose the check is<br />
the lowest is the first to have effect.<br />
Exploding powder: You c<strong>an</strong> mix several components <strong>an</strong>d<br />
obtain <strong>an</strong> exploding powder, whose the damage counts as<br />
“fire”. You make a skill check against a DC <strong>of</strong> 20 <strong>an</strong>d a<br />
dexterity check against a DC <strong>of</strong> 10. If you fail the dexterity<br />
check, the powder explodes <strong>an</strong>d you suffer the damage.<br />
If you have success in both the checks, you make a singleuse<br />
powder qu<strong>an</strong>tity: you c<strong>an</strong> throw it in the middle <strong>of</strong> a<br />
combat <strong>an</strong>d all the people or obects in a radius <strong>of</strong> 10 feet<br />
must make a Reflex ST against a DC <strong>of</strong> 10 + your r<strong>an</strong>ks in<br />
the skill. If they fail, they suffer the damage. The damage<br />
bonus <strong>of</strong> the powder is +3.<br />
Ritual charms: Sometimes, before performing a ritual a<br />
Sorcerer must prepare some components. The average DC<br />
for this is 20. If he fails, the ritual has a critical failure.<br />
Only a Sorcerer c<strong>an</strong> use this application <strong>of</strong> the Skill.<br />
• Calligraphy. You are skilled in crafting books,<br />
parchments, or bullrushes. Use the table in the<br />
Adventure Roleplauing core rulebook to determine the<br />
difficulty <strong>of</strong> a craft.<br />
Skills<br />
The use <strong>of</strong> skills is fundamental during every game session. In this chapter you're going to find a new speciality for the craft<br />
skill, alchemy, which is a very import<strong>an</strong>t element in the <strong>Hybori<strong>an</strong></strong> setting both for Sorcerers <strong>an</strong>d other characters.<br />
14
Feats are the most import<strong>an</strong>t element in the True20 system. Th<strong>an</strong>ks to them, every character c<strong>an</strong> have a particular which<br />
makes him dfferent from the others. In the <strong>Hybori<strong>an</strong></strong> <strong>Adventures</strong> setting there are several feat lists: General, Expert,<br />
Warrior, Sorcerer, Background <strong>an</strong>d Trait. There are two types <strong>of</strong> Traits in <strong>Hybori<strong>an</strong></strong> <strong>Adventures</strong>: in the case <strong>of</strong> hum<strong>an</strong> cultural<br />
<strong>an</strong>d racial backgrounds, traits are used to represent negative aspects <strong>of</strong> a particular culture such as the Cimmeri<strong>an</strong>’s<br />
bluntness or the Shemite’s fatalism. Traits are also used to supplement the existing <strong>an</strong>imal <strong>an</strong>d monster features described in<br />
the True20 Bestiary <strong>an</strong>d represent abilities unique to creatures <strong>of</strong> the <strong>Hybori<strong>an</strong></strong> Age. Feats from these last two c<strong>an</strong>not be<br />
taken if not part <strong>of</strong> the background you've chosen at the creation <strong>of</strong> your character. In this chapter you'll also find the<br />
complete list <strong>of</strong> the new feats. Background <strong>an</strong>d Trait Feats originally written by I<strong>an</strong> "Ryhopewood".<br />
Alchemy<br />
Expertise<br />
You gain a +2 competence bonus to your power check when<br />
creating every kind <strong>of</strong> magical charm. You c<strong>an</strong> take this feat<br />
only once, but it applies to <strong>an</strong>y power.<br />
You gain a +5 competence bonus to your fatigue check when<br />
creating a magical charm (but consider the laborious powers<br />
rule in the proper chapter!) You c<strong>an</strong> take this feat only<br />
once, but it applies to <strong>an</strong>y power.<br />
When you are grappling <strong>an</strong> opponent, you c<strong>an</strong> choose to bite<br />
him. You gain a +1 bonus to damage for every four total<br />
levels, rounding up. All damage from the bite is lethal<br />
(piercing) rather th<strong>an</strong> non-lethal.<br />
You are blunt <strong>an</strong>d direct in your speaking, a habit that has<br />
been known to get you into trouble on <strong>an</strong>y number <strong>of</strong><br />
New Feat Category: Sorcerer Feats<br />
Name Summary Name Summary<br />
+2 bonus to you power check when<br />
creating <strong>an</strong>y magical charm<br />
Alchemy Mastery +2 bonus to your fatigue check when<br />
creating <strong>an</strong>y magical charm<br />
Empower You c<strong>an</strong> increase the effective r<strong>an</strong>k <strong>of</strong><br />
your powers<br />
15<br />
Quicken Power Reduce the time reqested to use your<br />
power. This doesn't apply to rituals.<br />
Ritual Master You are <strong>an</strong> expert in performing a ritual<br />
Shield<br />
Penetration<br />
+2 bonus to overcome a target Psychic<br />
Shield<br />
Erase Signature You c<strong>an</strong> erase supernatural signatures Subtle Power You c<strong>an</strong> mute the signature <strong>of</strong> your<br />
powers<br />
Familiar Determine how far it is between <strong>an</strong>y<br />
thwo pointsYou have a supernatural<br />
bond with a special comp<strong>an</strong>ion<br />
Supernatural<br />
Focus<br />
Imbue Item You c<strong>an</strong> craft supernatural items Supernatural<br />
Talent<br />
Mind Over Body Substitue your Wisom score for your<br />
Constitution check<br />
+3 bonus wth a chosen power<br />
+2 bonus with two chosen powers<br />
Supreme Item You c<strong>an</strong> craft unlimited-use<br />
supernatural items<br />
Perm<strong>an</strong>ent Curses Your curses last forever Widen Power Affect <strong>an</strong> area with your powers<br />
Alchemy Expertise (Sorcerer)<br />
Prerequisite: Imbue Item, Craft (alchemy) 5 r<strong>an</strong>ks<br />
Alchemy Mastery (Sorcerer)<br />
Prerequisite: Alchemy Expertise, Craft (alchemy) 15 r<strong>an</strong>ks<br />
Bite Attack (Background)<br />
Blunt Speaking (Trait)<br />
Feats<br />
New Feat Descriptions<br />
occasions. You have -2 penalty on all Diplomacy <strong>an</strong>d verbalbased<br />
Bluff skill checks.<br />
Corrupted (Trait)<br />
You are weak willed <strong>an</strong>d susceptible to temptations,<br />
especially those that <strong>of</strong>fer you the ch<strong>an</strong>ce to improve your<br />
personal power. You have -2 penalty on all saving throws<br />
versus Corruption <strong>an</strong>d on <strong>an</strong>y checks that oppose your<br />
chosen Vice.<br />
Distillation Expertise (General)<br />
Prerequisite: Nimble, Craft (alchemy) 5 r<strong>an</strong>ks<br />
The Character who take this feat ignores the dexterity check<br />
to avoid to come into contact with the poison or explosive<br />
powder he's preparing. He's so much skilled in this operation<br />
that he c<strong>an</strong>not make a mistake.<br />
Fatalist (Trait)<br />
You are fatalistic, firmly believing that your destiny is<br />
written whatever you may choose to do about it. If today is<br />
your day to die then you will die, however, much you may<br />
duck <strong>an</strong>d weave to cling to life. You have a -1 penalty to all<br />
saving throws to avoid death, except Toughness.
Fated (Background)<br />
The <strong>Hybori<strong>an</strong></strong> peoples are the leading culture in the time <strong>of</strong><br />
Con<strong>an</strong> the Barbari<strong>an</strong>. You gain 1 point <strong>of</strong> Conviction to<br />
reflect your heroic destiny.<br />
Illiterate (Trait)<br />
You begin play unable to read or write in your native<br />
l<strong>an</strong>guage. You must spend <strong>an</strong> additional r<strong>an</strong>k or bonus<br />
l<strong>an</strong>guage choice to gain literacy.<br />
Note: This applies only to native l<strong>an</strong>guages with <strong>an</strong><br />
alphabet. Regardless <strong>of</strong> this trait, all characters are<br />
assumed to be illiterate by default in bonus l<strong>an</strong>guages <strong>an</strong>d<br />
<strong>an</strong>y subsequently taken L<strong>an</strong>guage r<strong>an</strong>ks unless literacy is<br />
paid for (T20 page 37).<br />
Knowledgeable (Background)<br />
You come from a highly knowledgeable culture that eschews<br />
schooling in the esoteric laws <strong>of</strong> all kinds. You gain a +1<br />
bonus to three Knowledge specialisations <strong>of</strong> your choice.<br />
Killer Instinct<br />
You are a merciless, stone-cold killer able to deliver the<br />
killing blow without a trace <strong>of</strong> compassion. You gain a +2<br />
bonus to damage when delivering a coup de grace attack.<br />
Incorruptible (General)<br />
Everytime you take this feat you gain a +1 bonus to your<br />
Corruption checks. You c<strong>an</strong> take it up to 5 times.<br />
Natural Hunter (General)<br />
You are a natural <strong>an</strong>d experienced hunter. You gain +1 bonus<br />
to hit <strong>an</strong>d to damage rolls when fighting creatures <strong>of</strong> the<br />
Animal type with melee weapons or r<strong>an</strong>ged weapons within<br />
one r<strong>an</strong>ge increment. You may take this feat more th<strong>an</strong> once<br />
up to a maximum bonus <strong>of</strong> +3.<br />
Nimble (General)<br />
You have nimble <strong>an</strong>d dextrous touch. You gain a +1 bonus to<br />
Craft, Disable Device, <strong>an</strong>d Sleight <strong>of</strong> H<strong>an</strong>d skill checks.<br />
Eligible Craft specialisations include those that involve quick<br />
<strong>an</strong>d nimble fingers.<br />
Nocturnal (Trait)<br />
You are so close to being nocturnal that you barely function<br />
during the daytime. You have a -1 penalty to all<br />
attack rolls <strong>an</strong>d skills checks made during the hours <strong>of</strong><br />
daylight.<br />
Perm<strong>an</strong>ent Curses (Sorcerer)<br />
Prerequisite: Power r<strong>an</strong>k +13<br />
Your curses are so much powerful that last forever if not<br />
removed with the Ward Power. A Sorcerer c<strong>an</strong> willingly stop<br />
the effect <strong>of</strong> his own curse. See the proper chapter for more<br />
informations about curses.<br />
16<br />
R<strong>an</strong>ged Shot (Background)<br />
You are very accurate when shooting with a bow at extreme<br />
r<strong>an</strong>ges. You gain a +1 bonus to attack rolls with <strong>an</strong>y bow if<br />
the target is at least six r<strong>an</strong>ge increments away, rising to a<br />
+2 bonus if the target is at least nine r<strong>an</strong>ge increments<br />
away. If you also have the Far Shot feat, the minimum<br />
conditions required to obtain these bonuses are reduced to<br />
four r<strong>an</strong>ge increments <strong>an</strong>d six r<strong>an</strong>ge increments<br />
respectively.<br />
Ritual Master (Sorcerer)<br />
You're particularly attuned in rituals. You gain a competence<br />
bonus <strong>of</strong> +2 for <strong>an</strong>y check concerning a particular ritual,<br />
including Saving Throws for <strong>an</strong> eventual failure. You c<strong>an</strong><br />
take this feat more th<strong>an</strong> once <strong>an</strong>d everytime you must<br />
choose <strong>an</strong>other ritual.<br />
Ruthless Reputation (Background)<br />
The Hyrk<strong>an</strong>i<strong>an</strong>s are known for their ruthless domination in<br />
the l<strong>an</strong>ds east <strong>of</strong> Zamora, west <strong>of</strong> Khitai, <strong>an</strong>d north <strong>of</strong><br />
Vendhya. You gain a +2 bonus to Diplomacy, Gather<br />
Information, <strong>an</strong>d Intimidate skill checks when your martial<br />
weapon is visible (although not necessarily drawn).<br />
Sea Legs (General)<br />
You have <strong>an</strong> affinity with the sea <strong>an</strong>d a natural aptitude for<br />
seam<strong>an</strong>ship. You gain a +1 bonus to Acrobatics, Gather<br />
Information, <strong>an</strong>d Pr<strong>of</strong>ession (Sailor) skill checks.<br />
Slow Speaking (Trait)<br />
Slow Speaking (Trait)<br />
Your speech is slow, almost plodding, <strong>an</strong>d does not lend<br />
itself well to complex orations, singing, or con tricks. You<br />
have -1 penalty on all Diplomacy, <strong>an</strong>d verbal-based Bluff <strong>an</strong>d<br />
Perform skill checks.<br />
Sophisticated (Background)<br />
You come from a sophisticated society with complex politics,<br />
knowing the power <strong>of</strong> words <strong>an</strong>d the import<strong>an</strong>ce <strong>of</strong><br />
negotiation. You gain a +1 bonus to all Bluff, Diplomacy,<br />
<strong>an</strong>d Sense Motive checks.<br />
Superstitious (Trait)<br />
Your culture has a long tradition <strong>of</strong> tales <strong>an</strong>d superstitions<br />
concerning the power hypnotism, which tends to reinforce<br />
its power against you. You have -2 penalty on all saving<br />
throws against hypnotism <strong>of</strong> <strong>an</strong>y kind.<br />
Supreme Item (Sorcerer)<br />
Prerequisite: Imbue Item, Alchemy 18 r<strong>an</strong>ks, Power r<strong>an</strong>k +18<br />
You c<strong>an</strong> imbue items with unlimited-use powers. An item<br />
c<strong>an</strong> be imbued with up to 5 powers. When you use this feat<br />
the power DC is increased <strong>of</strong> 5. When someone else uses<br />
that item he must make a Knowledge(supernatural) check<br />
against a DC <strong>of</strong> 20, <strong>an</strong>d if he succeeds he takes the fatigue<br />
<strong>of</strong> the power <strong>an</strong>d all its consequences, but the power is
casted like the simple Imbue Item feat.<br />
Suspicious (Trait)<br />
You are naturally wary <strong>of</strong> others, assuming the worst in<br />
negotiations <strong>an</strong>d other social interactions. You have a -1<br />
penalty on all Diplomacy skill checks where your par<strong>an</strong>oia<br />
may get the better <strong>of</strong> you.<br />
Terrain Mastery (Background)<br />
You have a heightened underst<strong>an</strong>ding <strong>of</strong> a particular type <strong>of</strong><br />
wilderness arising from your cultural upbringing. You gain a<br />
+2 bonus to Notice, Stealth <strong>an</strong>d Survival checks when<br />
knowledge <strong>of</strong> this terrain is <strong>an</strong> import<strong>an</strong>t factor.<br />
You c<strong>an</strong> take this feat more th<strong>an</strong> once but you must specify<br />
a different type <strong>of</strong> terrain each time you take it. Example<br />
terrains include: deserts, forests, hills <strong>an</strong>d mountains, icy<br />
tundra, jungles, <strong>an</strong>d plains.<br />
Terrified (Trait)<br />
Your culture has a long tradition <strong>of</strong> tales <strong>an</strong>d superstitions<br />
concerning horrors from the Outer Dark. You have -2<br />
penalty on all saving throws against fear checks against<br />
supernatural creatures.<br />
The Riddle <strong>of</strong> Steel (Warrior)<br />
Everytime you held a weapon made <strong>of</strong> steel you gain a bonus<br />
<strong>of</strong> +1 to your damage roll. You c<strong>an</strong> gain this feat only once<br />
<strong>an</strong>d this bonus stacks with <strong>an</strong>y other.<br />
Value (Expert)<br />
Prerequisite: Knowledge (business) 1 r<strong>an</strong>k<br />
You c<strong>an</strong> use your knowledge checks to determine the<br />
effective value <strong>of</strong> <strong>an</strong> object. The DC is 10 for common<br />
objects, 20 for more specialized items <strong>an</strong>d 30 for very<br />
peculiar ones.<br />
17
A character c<strong>an</strong> choose a code <strong>of</strong> honour to follow. I quote<br />
from wikipedia: "An honor code or honor system is a set <strong>of</strong><br />
rules or principles governing a community based on a set <strong>of</strong><br />
rules or ideals that define what constitutes honorable<br />
behavior within that community. The use <strong>of</strong> <strong>an</strong> honor code<br />
depends on the idea that people (at least within the<br />
community) c<strong>an</strong> be trusted to act honorably. Those who are<br />
in violation <strong>of</strong> the honor code c<strong>an</strong> be subject to various<br />
s<strong>an</strong>ctions, including expulsion from the institution." There<br />
are two kind <strong>of</strong> honour codes: the Civilised one <strong>an</strong>d the<br />
Barbaric one.<br />
The Civilised code <strong>of</strong> honour feats the main principles <strong>of</strong><br />
chevalry. It's the code <strong>of</strong> knights, <strong>an</strong>d it should be similar to<br />
this.<br />
• A warrior <strong>of</strong> honour is the poet <strong>of</strong> justice <strong>an</strong>d truth.<br />
• A warrior <strong>of</strong> honour is the guardi<strong>an</strong> <strong>of</strong> the weak, the<br />
defender <strong>of</strong> the helpless.<br />
• Money, Power, a warrior <strong>of</strong> honour seeks not these<br />
things.<br />
• A warrior <strong>of</strong> honour salves his life for those he<br />
serves.<br />
• Every one dies, not every one truly c<strong>an</strong> ever live,<br />
unless they underst<strong>an</strong>d <strong>an</strong>d apply the truths <strong>of</strong><br />
honour <strong>an</strong>d duty.<br />
• No one gains true respect by the murder <strong>an</strong>d the<br />
pain <strong>of</strong> others.<br />
• Those who seek for valour will discover the poets <strong>of</strong><br />
justice that lie within their noble hearts.<br />
The Barbaric code <strong>of</strong> honour is the one <strong>of</strong> pirates <strong>an</strong>d<br />
barbari<strong>an</strong>s. Here's a little example <strong>of</strong> a tipical pirate code <strong>of</strong><br />
conduct.<br />
• Every m<strong>an</strong> shall obey civil comm<strong>an</strong>d; the captain<br />
shall have one full share <strong>an</strong>d a half in all prizes. the<br />
Master, Carpenter, Boatswain, <strong>an</strong>d Gunner shall<br />
When a character is in contact with disturbing magical auras<br />
he c<strong>an</strong> suffer a spiritual corruption. That's because the<br />
worldview portraied in Con<strong>an</strong> stories is essentially bleak.<br />
There are no cosmic forces for "Good" <strong>an</strong>d "Evil" existing in a<br />
very real <strong>an</strong>d concrete m<strong>an</strong>ner. Every situation which c<strong>an</strong> be<br />
defined “disturbing” requires a corruption check. Coming<br />
into contact with a corrupting creature or situation has two<br />
possible consequences: a loss <strong>of</strong> S<strong>an</strong>ity or a loss <strong>of</strong> Purity. All<br />
the damage rules apply for the Corruption Track.<br />
Note: Corruption saves aren't will saves nor just Wisdom<br />
checks!<br />
Other Features<br />
“Heroic deeds” also me<strong>an</strong>s “Honours <strong>an</strong>d Tentations”. That's why in this section you c<strong>an</strong> find some new rules about the Codes<br />
<strong>of</strong> honour <strong>an</strong>d Corruption. Actually the Comp<strong>an</strong>ion already <strong>of</strong>fers some well-fitting rules in the Honour <strong>an</strong>d Corruption<br />
sections, but these ones are expressly based on Howard's novels <strong>an</strong>d stories, <strong>an</strong>d link even more s<strong>an</strong>ity <strong>an</strong>d moral conduct <strong>of</strong><br />
the character. If you are going to run a “<strong>Hybori<strong>an</strong></strong> Aventures” campaign, you absolutely need to know these rules.<br />
Corruption check: d20 + Wisdom + Other bonuses<br />
Corruption DC: 10 + Corruption level<br />
Codes Of Honour<br />
The Corruption Track<br />
18<br />
have one share <strong>an</strong>d quarter.<br />
• If <strong>an</strong>y m<strong>an</strong> shall <strong>of</strong>fer to run away, or keep <strong>an</strong>y<br />
secret from the Comp<strong>an</strong>y, he shall be marroon'd<br />
with one bottle <strong>of</strong> powder, one bottle <strong>of</strong> Water,<br />
one small Arm, <strong>an</strong>d shot.<br />
• If <strong>an</strong>y M<strong>an</strong> shall steal <strong>an</strong>y Thing in the Comp<strong>an</strong>y, or<br />
game, to the value <strong>of</strong> a piece <strong>of</strong> Eight, he shall be<br />
Marroon'd or shot.<br />
• If at <strong>an</strong>y Time we should meet at <strong>an</strong>other Marrooner<br />
(that is, Pyrate) that m<strong>an</strong> shall sign his Articles<br />
without Consent <strong>of</strong> our Comp<strong>an</strong>y, shall suffer such<br />
Punishment as the Captain <strong>an</strong>d Comp<strong>an</strong>y shall think<br />
fit.<br />
• That a m<strong>an</strong> that shall strike <strong>an</strong>other, whilst these<br />
Articles are in force, shall receive Moses's Law (that<br />
is 40 Stripes lacking one) on the bare Back.<br />
• That M<strong>an</strong> that shall snap his Arms, or smoak<br />
Tobacco in the Hold, without cap to his Pipe, or<br />
carry a c<strong>an</strong>dle lighted without l<strong>an</strong>thorn, shall suffer<br />
the same Punishment as in the former Article.<br />
• That M<strong>an</strong> that shall not keep his Arms cle<strong>an</strong>, fit for<br />
<strong>an</strong> Engagement, or neglect his Business, shall be cut<br />
<strong>of</strong>f from his Share, <strong>an</strong>d suffer such other<br />
Punishment as the Captain <strong>an</strong>d Comp<strong>an</strong>y shall think<br />
fit.<br />
• If <strong>an</strong>y m<strong>an</strong> shall lose a joint in time <strong>of</strong> Engagement,<br />
shall have 400 Pieces <strong>of</strong> Eight: if a limb, 800.<br />
• If at <strong>an</strong>y time you meet with a prudent Wom<strong>an</strong>,<br />
that M<strong>an</strong> that <strong>of</strong>fers to meddle with her, without<br />
her Consent, shall suffer Death.<br />
A character c<strong>an</strong> create his own code <strong>of</strong> conduct but only<br />
with the permission <strong>of</strong> the Narrator. If he follows his code he<br />
gains a +3 bonus to Corruption saving throws. Furthermore<br />
he gains a +2 bonus to Reputation<br />
Startled, Phobic, Par<strong>an</strong>oic, Hallucinated are conditions<br />
related to S<strong>an</strong>ity, while Troubled, Disturbed, Detached,<br />
Corrupt <strong>an</strong>d Possessed are related to Purity.<br />
Conditions:<br />
• Startled: -1 to further S<strong>an</strong>ity saves<br />
• Phobic: -1 to further S<strong>an</strong>ity saves <strong>an</strong>d he must flee as<br />
possible from what has scared him or he becomes dazed.<br />
He's now got a phobia <strong>of</strong> that.<br />
• Par<strong>an</strong>oic: The character loses the first full round, then<br />
he gets a -2 malus to defense. He c<strong>an</strong> only take one<br />
action. The character starts believing in a number <strong>of</strong><br />
highly personalised delusions, all <strong>of</strong> them relating to<br />
persecution towards himself.<br />
• Hallucinated The character sees objects which are not<br />
there, <strong>an</strong>d he ears voices in his head. The first round he's<br />
stunned, then he's const<strong>an</strong>tly shaken.<br />
• Troubled. The character has occasional nightmares in<br />
which he commits atrocious acts. -1 to further Purity<br />
saves.<br />
• Disturbed. The character starts doubting the value <strong>of</strong>
acting ethically, <strong>an</strong>d thinking it would be better to<br />
worship demons. He gets a +2 bonus to all charisma<br />
related skill checks when dealing with <strong>an</strong>other corrupted<br />
character. He losts his behaviour code.<br />
• Detached. The character is obsessed by the supreme<br />
power. -1 to Constitution, +1 to Wisdom, +4 to all<br />
charisma related skill checks when dealing with <strong>an</strong>other<br />
corrupted character.<br />
• Corrupt The character actively seeks out demonic<br />
creatures in hope <strong>of</strong> making a pact with one. He starts<br />
have a phisical corruption, for example his eyes may be<br />
const<strong>an</strong>tly swollen <strong>an</strong>d bloodshot. -2 to Constitution, +2<br />
to Wisdom +6 to all charisma related skill checks when<br />
dealing with <strong>an</strong>other corrupted character.<br />
• Possessed A demon has taken control <strong>of</strong> his body. He<br />
begins to directly corrupt <strong>an</strong>yone who makes peaceful<br />
contact with him.<br />
Corruption Recovery:<br />
Wisdom check against a DC <strong>of</strong> 15<br />
every day: startled, troubled<br />
every week: phobic, disturbed<br />
every month: par<strong>an</strong>oic<br />
every 2 months: hallucinated<br />
every year: detached<br />
every 2 years: corrupt<br />
The players c<strong>an</strong> use a conviction point to make the recovery<br />
check immediately.<br />
Corruption level:<br />
The Corruption level varies from action to action <strong>an</strong>d from<br />
power to power. If you are involved in a disturbing situation,<br />
then you make a Corruption check for s<strong>an</strong>ity with a<br />
Corruption level in the following table. If you look for it<br />
spont<strong>an</strong>eously or you make a deeply corrupting action, then<br />
you make a Corruption check for Purity. The difference is in<br />
the hunger <strong>of</strong> power <strong>of</strong> the character <strong>an</strong>d his weakness in<br />
front <strong>of</strong> it. Remember that a failure against Purity has <strong>an</strong><br />
effect on S<strong>an</strong>ity as for the lethal <strong>an</strong>d non lethal damage in<br />
the Damage track.<br />
Ability Points<br />
19<br />
Corruption level for<br />
s<strong>an</strong>ity<br />
Creature or event<br />
1 Assisting to a dark sacrifice.<br />
2 A medium-size corrupting<br />
creature.<br />
5 An enormous corrupting creature.<br />
10 A demon.<br />
* Consider “corrupting” every creature which c<strong>an</strong> use<br />
corrupting magical powers.<br />
Corruption level<br />
for purity<br />
Action<br />
1 Committing a terribly cruel murder.<br />
2 Wickedly coning someone to feel more<br />
powerful, using a power which alters the<br />
senses <strong>of</strong> the others.<br />
3 Making immoral actions for pure<br />
pleasure, using a power which pr<strong>of</strong><strong>an</strong>es<br />
the mind or body <strong>of</strong> others.<br />
4 Torturing someone for pure pleasure,<br />
using a power which inflicts a bloody<br />
pain on others.<br />
7 Come spont<strong>an</strong>eously into contact with a<br />
demonic entity, summoning <strong>an</strong> unnatural<br />
creature.<br />
10 Making a pact with a demonic entity,<br />
Using a power that brings spirits from the<br />
Outer Dark to life.<br />
+2 If the character is in a corrupting place<br />
(such as a dark temple) or if he's got<br />
some charm imbued with a corrupting<br />
power.<br />
With the Narrator's permission, characters c<strong>an</strong> start with 8 ability points, rather th<strong>an</strong> 6. That's because character are<br />
supposed to become great heroes, as Con<strong>an</strong> is. But remember you're playing <strong>an</strong> Heroic f<strong>an</strong>tasy game, not <strong>an</strong> Epic f<strong>an</strong>tasy<br />
one!
Bone<br />
An item made <strong>of</strong> bone has got a -1 penality to damage or<br />
toughness.<br />
Copper<br />
A weapon or <strong>an</strong> armor made <strong>of</strong> copper is useless after a<br />
combat because it's completely deformed. You must make a<br />
Craft (blacksmith) check against a CD <strong>of</strong> 15 to make is work<br />
again.<br />
Iron <strong>an</strong>d Bronze<br />
Actually a weapon made <strong>of</strong> Iron or bronze is very common in<br />
Hyboria. They've got no bonuses or penalities.<br />
Steel<br />
An <strong>an</strong>cient Cimmeri<strong>an</strong> legend tells that steel was owned by<br />
the Gods, but during a celestial battle it fell from the sky so<br />
Crystal ball<br />
A crystal ball gives a +4 bonus to the Scrying <strong>an</strong>d Vision<br />
power checks. The wealth DC is 20.<br />
Books <strong>of</strong> Power<br />
A Book <strong>of</strong> Power is a bullrush written by a mythical mage,<br />
such as Skelos, Toth or Bubastis. The <strong>an</strong>cient words <strong>of</strong> these<br />
tomes c<strong>an</strong> reveal incredible magical secrets to a Sorcerer<br />
who studies them. An item like this is incredibily rare <strong>an</strong>d<br />
expensive: it requires a wealth check against a DC <strong>of</strong> 30 to<br />
be bought.<br />
Reading or studying a book like this always requires a<br />
Knowledge (supernatural) check against a DC <strong>of</strong> 20. A tome<br />
permits <strong>an</strong> unlimited use <strong>of</strong> one or more powers .<br />
For example: The Book <strong>of</strong> Skelos contains Drain Soul, Ghost<br />
Touch, Imbue Unlife, Pl<strong>an</strong>e Shift <strong>an</strong>d Summon External.<br />
Worg, a Sorcerer, finds it in a crypt <strong>an</strong>d w<strong>an</strong>ts to study from<br />
it. He only knows the Ghost Touch power <strong>of</strong> the ones listed<br />
in the book. He spends a lot <strong>of</strong> time on the tome: he uses<br />
the other powers apart from the ones he already c<strong>an</strong>, but<br />
everytime, before using them with his power bonus, he must<br />
read the book with a Knowledge (supernatural) check<br />
against a DC <strong>of</strong> 20.<br />
Making a personal Book <strong>of</strong> Power requires <strong>an</strong> use <strong>of</strong> the<br />
Supreme Item feat over a bullrush crafted with the proper<br />
skill.<br />
Exploding Powder<br />
Usually crafted in Kithai, it has a base cost <strong>of</strong> 10 per pinch<br />
(every pinch is a single use dose). It works automatically<br />
when in contact to the air: the explosion requires a Reflex<br />
Saving Throw to avoid the damage, whose the bonus is +3.<br />
The cost is variable depending on the saving throw: the base<br />
ST is 10 but the wealth difficulty increases <strong>of</strong> +1 every +5<br />
bonus to difficulty you w<strong>an</strong>t to add.<br />
Magical Powders<br />
A pinch <strong>of</strong> magical powder is a charm which permits a single<br />
Equipment<br />
Hyboria is a l<strong>an</strong>d <strong>of</strong> war, so weapons are very common. But what makes a weapon or <strong>an</strong> armor so useful is the material in<br />
whom it's made. So, in this chapter you'll find some new rules concerning materials, <strong>an</strong>d several new magical items. Consider<br />
in <strong>Hybori<strong>an</strong></strong> <strong>Adventures</strong> weapons are the classical ones: swords, axes, warhammers, knives <strong>an</strong>d so on.<br />
Materials<br />
Magical, Herbal or Alchemical Items<br />
20<br />
that men finally stole its secret. It's a very powerful<br />
material: a m<strong>an</strong> wielding a weapon made <strong>of</strong> steel has got a<br />
bonus <strong>of</strong> +4 for breaking <strong>an</strong>other's weapon, while <strong>an</strong> armor<br />
has got a bonus <strong>of</strong> +2 to toughness.<br />
Steel is also very expensive <strong>an</strong>d rare. An item made <strong>of</strong> steel<br />
has got a wealth bonus is increased <strong>of</strong> +3.<br />
See also the feat “The Riddle Of Steel” for bonuses<br />
concerning steel.<br />
Stone<br />
An item made <strong>of</strong> stone has got a +2 bonus to damage if<br />
contusive, but it's also very heavy: add 50% to his normal<br />
weight.<br />
use <strong>of</strong> a power. The use <strong>of</strong> this item is automatic, but the<br />
distillation requires both a Craft (alchemy) skill check<br />
against a DC <strong>of</strong> 20 <strong>an</strong>d the use <strong>of</strong> the Imbue Item feat.<br />
Spices <strong>an</strong>d Compounds<br />
They're very linked to the Craft (alchemy) skill which<br />
concernes their preparation. The choice <strong>of</strong> a particular<br />
subst<strong>an</strong>ce affects the result, such as the Saving Throw DC.<br />
Spice Effect Wealth DC<br />
Black lotus Sleep or Death 5<br />
Golden lotus Paralysis 5<br />
Green lotus<br />
Killer fury against<br />
everyone the target<br />
comes into contact<br />
Grey lotus -2 to Dexterity 7<br />
Purple lotus<br />
Paralysis (+10 to<br />
Fortitude DC)<br />
White lotus - 2 to Intelligence 7<br />
Yellow lotus Hallucinations 13<br />
Apples <strong>of</strong> Derketa -2 to Contitution 7<br />
Black Scorpion Venom<br />
Cobra Venom<br />
Death (+5 to Fort itude<br />
DC)<br />
Death (+10 to<br />
Fortitude DC)<br />
Some ready-to-use-poisons<br />
If you aren't <strong>an</strong> Alchemist but you need to kill someone<br />
silently, maybe it' better you find some merch<strong>an</strong>t soon <strong>an</strong>d<br />
buy one <strong>of</strong> these...<br />
13<br />
17<br />
13<br />
17
Poison Effect <strong>an</strong>d Fortitude DC Duration <strong>of</strong> the effect Wealth DC<br />
Black lotus poison Death DC 15 In 1 hour 15<br />
Golden lotus poison Paralysis DC 15 10 rounds 15<br />
Green lotus poison Killer fury against everyone the target comes into contact<br />
DC 20<br />
21<br />
10 rounds 25<br />
Grey lotus poison -2 to Dexterity DC 20 10 minutes 20<br />
Purple lotus poison Paralysis DC 20 10 minutes 22<br />
White lotus poison - 2 to Intelligence DC 20 15 minutes 15<br />
Yellow lotus poison Hallucinations DC 25 15 minutes 20<br />
Apples <strong>of</strong> Derketa -2 to Contitution DC 25 30 minutes 25<br />
Black Scorpion Stygi<strong>an</strong> poison Death DC 20 In 30 minutes 25<br />
Cobra Venom poison Death DC 25 In a minute 25<br />
Red Dope The character ignores all the fatigue conditions 10 minutes 15<br />
Black Dope The character ignores all the damage conditions 10 minutes 20
Sorcery <strong>an</strong>d Supernatural<br />
In a f<strong>an</strong>tasy game, <strong>of</strong> <strong>an</strong>y genre, there's magic. In Howard's vision, the supernatural is something mysterious <strong>an</strong>d d<strong>an</strong>gerous.<br />
Everyone flees from it if he w<strong>an</strong>ts to save his soul. Magic is so a mystical energy: it c<strong>an</strong> be used only by a tight group <strong>of</strong><br />
people, the Sorcerers, or by the Gods themselves, who c<strong>an</strong> fully draw from its power because <strong>of</strong> their nature. But since<br />
Sorcerers are hum<strong>an</strong>, they're corruptible, weaker th<strong>an</strong> the demonic creatures who inhabit the Outer Dark. That's why they<br />
<strong>of</strong>ter fall ins<strong>an</strong>e. In this chapter you'll find some new rules concerning the use <strong>of</strong> powers <strong>an</strong>d new “Definitions” or rather<br />
descriptors, <strong>an</strong>d learn everything you should know about the supernatural, but remember: how to use it it's up to you...<br />
The <strong>Hybori<strong>an</strong></strong> magic is more fatiguing th<strong>an</strong> <strong>an</strong>y other. A<br />
Sorcerer c<strong>an</strong> even come out <strong>of</strong> a magic battle dying, because<br />
he draws <strong>an</strong> energy that is devasting even for his body. So,<br />
when you use a power, you always have to calculate the<br />
Corrupting:<br />
Using some powers requires a Corruption saving throw. See<br />
the related chapter in this setting. The Corruption level<br />
varies.<br />
Ritual:<br />
The powers marked this way c<strong>an</strong> only be casted as a ritual.<br />
For more informations see the "Ritual magic" rules in the<br />
Comp<strong>an</strong>ion (page 83), but consider in <strong>Hybori<strong>an</strong></strong> <strong>Adventures</strong><br />
there are some modifications. Before a ritual, the players<br />
must choose who's gonna be the leader <strong>of</strong> it, so who makes<br />
the final power check, <strong>an</strong>d her helpers. The "Ritual"<br />
definition implies some other descriptions too:<br />
• Difficulty, if it's a very hard ritual. This value must be<br />
added to the final power check DC. Also, this description<br />
may include <strong>an</strong> ability check (<strong>an</strong>d its difficulty) that the<br />
leader must succeed before starting the ritual.<br />
• Ritualists, which defines the number <strong>of</strong> helpers for the<br />
leader <strong>of</strong> the ritual. Everyone <strong>of</strong> them must make the<br />
same ability check which is asked to the leader. If they<br />
succeed, each <strong>of</strong> them gives her a +2 bonus for the final<br />
power check . If a power is corrupting, they must make a<br />
Corruption check too.<br />
• Components, if there's the necessity to prepare some<br />
charms before the ritual itself. In this case see the Craft<br />
(alchemy) speciality in the proper chapter.<br />
• Time, the duration <strong>of</strong> the ritual itself. You must consider<br />
this instead <strong>of</strong> the one in the Adventure Roleplaying.<br />
A ritual is a very hard <strong>an</strong>d d<strong>an</strong>gerous pratique. A critical<br />
More Fatiguing Powers<br />
22<br />
fatigue DC as:<br />
New Power Definitions<br />
Powers<br />
failure (a natural 1 on the final Power check) may cause one<br />
<strong>of</strong> the following r<strong>an</strong>dom events. To determine it, roll your<br />
die again without <strong>an</strong>y bonus. A critical failure c<strong>an</strong>not be<br />
ignored using a Conviction point.<br />
D20 result Effect<br />
01 - 10<br />
11 - 13<br />
14 - 16<br />
17 - 19<br />
Name New Definition<br />
Apport Ritual: Difficulty +5, 5 Ritualists, Time 10 minutes<br />
Arord's Curse<br />
Beast Link<br />
Bliss<br />
Body Control<br />
Calm<br />
Cold Shaping<br />
Combat Sense<br />
Fatigue DC: 10 + All the character's Scholar levels<br />
20<br />
Something is gone wrong: the magical energy is<br />
depleted <strong>an</strong>d the leader <strong>of</strong> the ritual is<br />
exhausted.<br />
A magical blast hits the Sorcerer. He must<br />
make a Toughness Saving Throw against a DC <strong>of</strong><br />
20.<br />
The place <strong>of</strong> the ritual is filled with magical<br />
energy <strong>an</strong>d explodes. All the presents must<br />
make a Toughness saving throw against a DC <strong>of</strong><br />
20.<br />
An area <strong>of</strong> 5 miles is devasted by earthquakes,<br />
storms <strong>an</strong>d meteorites, while the Scholar's soul<br />
is taken by a demon coming from the Outer<br />
Dark, who opens a rift in the middle <strong>of</strong> the<br />
ritual's place.<br />
A rift is opened <strong>an</strong>d demons from the Outer<br />
Dark bring all the present's souls with them, for<br />
being damned forever. An area <strong>of</strong> 10 miles <strong>of</strong><br />
radius is devasted by earthquakes, storms <strong>an</strong>d<br />
meteorites.
Cure<br />
Powers<br />
Name New Definition<br />
Cure Blindness/Deafness<br />
Cure Disease<br />
Cure Poison<br />
Dominate Corrupting +3<br />
Drain Vitality Corrupting +2<br />
Drain Soul Corrupting +5, Ritual: Difficulty +5 (Wisdom DC 20), Components, Time 1 day <strong>of</strong> preparation.<br />
Earth Shaping<br />
Elemental Aura Ritual: Difficulty +5, Components, Time 1 minute<br />
Elemental Blast<br />
Elemental Resist<strong>an</strong>ce<br />
Elemental Weapon<br />
Energy Shaping<br />
Enh<strong>an</strong>ce Ability<br />
Enh<strong>an</strong>ce Other Ritual: Difficulty +5 (Charisma DC10), 4 Ritualists, Time 1 minute<br />
Enh<strong>an</strong>ce Senses<br />
Fire Shaping<br />
Flesh Shaping<br />
Freezing Sight<br />
Ghost Touch Corrupting +1<br />
Harm Corrupting +2<br />
Heart Reading<br />
Heart Shaping Corrupting +1<br />
Illusion<br />
Imbue Life Corrupting +2 , Ritual: Difficulty +5 (Wisdom DC 20), 10 Ritualists, Components, Time 1 hour<br />
Imbue Unlife Corrupting +5, Ritual: Difficulty +10 (Wisdom DC 20), Components (DC 30), Time 30 minutes<br />
Kaivina's Curse<br />
Light Shaping<br />
M<strong>an</strong>ipulate Object<br />
Mind Probe Corrupting +1<br />
Mind Reading<br />
Mind Shaping Corrupting +2<br />
Mind Swap Corrupting +3, Ritual: Difficulty +5, 5 Ritualists, Components, Time 10 minutes<br />
Mind Touch<br />
Move Object<br />
Nature Reading<br />
Object Reading<br />
Pain Corrupting +2<br />
Phase Ritual: Difficulty +0 (Charisma DC15), Components, Time 10 minutes<br />
Plague Corrupting +5<br />
23
A black cloud <strong>of</strong> dark magic comes out <strong>of</strong> your h<strong>an</strong>ds <strong>an</strong>d<br />
starts fluctuating towards the target. He must make a Will<br />
saving throw against your power saving throw DC or suffer<br />
one <strong>of</strong> the following effects:<br />
• He becomes sterile.<br />
• The next person he will meet, she will hate him<br />
violently.<br />
• Everytime he makes a 20 with his die, it' considered as a<br />
1.<br />
• He starts to get older faster.<br />
• In the next week, some thieves will steal all his wealth.<br />
• One <strong>of</strong> his friends or his relatives gets badly ill.<br />
• The most powerful object (the one with the highest<br />
bonus or the one with the most powerful magic) the<br />
character owns in that moment becomes useless.<br />
Powers<br />
Name New Definition<br />
Pl<strong>an</strong>e Shift Corrupting +2, Ritual: Difficulty +10 (Intelligence DC 20), Components, Time 30 minutes<br />
Pl<strong>an</strong>t Shaping<br />
Psychic Blast<br />
Psychic Reflection<br />
Psychic Trap<br />
Scrying<br />
Second Sight<br />
Self-Shaping<br />
Sense Minds<br />
Sever<strong>an</strong>ce Corrupting +1<br />
Sleep<br />
Suggestion Corrupting +2<br />
Summon Beasts (Bestiary) Corrupting +1<br />
Summon Elemental<br />
(Bestiary)<br />
Summon External<br />
(Bestiary)<br />
Supernatural Speed<br />
Supernatural Strike<br />
Supernatural Weapon<br />
Corrupting +2<br />
Corrupting +4, Ritual: Difficulty +10 (Charisma DC 20), Components, 4 Ritualists, Time 30<br />
minutes<br />
Teleport Ritual: Difficulty +10, Components, Time 10 minutes<br />
Tr<strong>an</strong>sform<br />
Truth-Reading<br />
Visions Corrupting +1, Ritual: Difficulty +5 (Wisdom DC 10), Components, 4 Ritualists, Time 10<br />
minutes<br />
Ward<br />
Water Shaping<br />
Weather Shaping Corrupting, +1 Ritual: Difficulty +0 (Charisma DC 10), Components, Time 20 minutes<br />
Wind Shaping<br />
Wind Walk<br />
Arord's Curse<br />
Concentration, Fatiguing<br />
New Powers<br />
24<br />
• He c<strong>an</strong> wield only objects as one-h<strong>an</strong>ded.<br />
The duration <strong>of</strong> the power in years is equal to the Sorcerer's<br />
level.<br />
Time: The Aarord's Curse requires a full-round action.<br />
Drain Soul<br />
Concentration, Fatiguing, Mental Contact<br />
Prerequisites: Harm, Power r<strong>an</strong>k 18<br />
The Sorcerer draws away the soul <strong>of</strong> your target to be<br />
damned forever in the Outer Dark. The DC for Drain Soul is<br />
30, but the target c<strong>an</strong> make a Will saving throw against the<br />
Sorcerer's power DC after the power check. If he succeeds,<br />
the power fails.<br />
Time: full round.<br />
Retry: Only after a day has passed.
Freezing Sight<br />
Fatiguing, M<strong>an</strong>ten<strong>an</strong>ce, Mental Contact<br />
After the Sorcerer has extabilished a mental contact with<br />
the target, he watches him in his eyes <strong>an</strong>d imposes him to<br />
stop. The target makes a Will saving throw against the<br />
power DC <strong>of</strong> the Sorcerer. If he fails, he's frozen, or rather<br />
he c<strong>an</strong>not move his body, but only his eyes as long as the<br />
Sorcerer m<strong>an</strong>tains the power. If he succeeds, nothing<br />
occurs.<br />
Time: 2 rounds<br />
Retry: not against the same target<br />
Kaivina's Curse<br />
Concentration, M<strong>an</strong>ten<strong>an</strong>ce<br />
The Sorcerer inflicts a curse with obscure magical words.<br />
The target must make a Will saving throw against the<br />
Sorcerer's power DC. If he fails, he suffers the effect <strong>of</strong> the<br />
curse, a non-cumulative penality to <strong>an</strong>y check as listed in<br />
the table, as long as the power is m<strong>an</strong>tained:<br />
Retry: yes<br />
Mind Swap<br />
Power Result Penality<br />
10 -1<br />
15 -2<br />
20 -3<br />
25 -4<br />
30 -5<br />
Concentration, Fatiguing, Mental Contact<br />
You c<strong>an</strong> swap the mind <strong>of</strong> two people, for example your<br />
mind with the one <strong>of</strong> a beast, or the minds <strong>of</strong> a m<strong>an</strong> with<br />
<strong>an</strong>other. First <strong>of</strong> all, you need to keep a mental contact with<br />
both the creatures. Then you make a skill check against a<br />
difficulty <strong>of</strong> 25. If you succeed, then it's time for the victims<br />
to make their Will saving throws against your DC. If you are<br />
swapping your own mind, you obviously forgo the saving<br />
throw. If both <strong>of</strong> them fails, the swap occurs.<br />
Time: full-round action.<br />
Retry: only after a day against the same victims.<br />
Plague<br />
Fatiguing<br />
Prerequisites: Power R<strong>an</strong>k +13<br />
The Sorcerer c<strong>an</strong> infect one or more victims with a terrible<br />
disease by a powerful <strong>an</strong>athema. To do this, he must choose<br />
his target/s as listed in the next table <strong>an</strong>d make a power<br />
check. If he beats the DC the infection spreads <strong>an</strong>d the<br />
target/s must make a Fortitude saving throw against the<br />
Sorcerer's power DC. The disease is a -4 ability damage<br />
which the scholar c<strong>an</strong> freely m<strong>an</strong>age; for example he c<strong>an</strong><br />
choose his plague to give -2 to Strenght <strong>an</strong>d -2 to<br />
Intelligence.<br />
If the target/s beat the Fortitude DC, they won't be<br />
infected. If they fail, their desease will last till the end <strong>of</strong><br />
the contagion, a period in weeks equal to the Sorcerer's<br />
levels. A “Cure Disease” power check c<strong>an</strong> cure a person if its<br />
result is higher th<strong>an</strong> the Plague one.<br />
A Plague c<strong>an</strong> be lethal if the power check result falls in a<br />
category higher th<strong>an</strong> your target's. In this case, the infected<br />
people die in usually a couple <strong>of</strong> days if they fail their<br />
25<br />
Fortitude saving throw.<br />
Time: full-round action<br />
Retry: only after a day has passed<br />
Tr<strong>an</strong>sform<br />
The Sorcerer c<strong>an</strong> trasform a being into <strong>an</strong>other. He makes a<br />
power check against a DC depending on what creature he<br />
w<strong>an</strong>ts the target to be trasformed into as listed in the<br />
following table, <strong>an</strong>d if he succeeds the target makes a Will<br />
saving throw against the Sorcerer's power DC. Also, he c<strong>an</strong><br />
willingly forgo the saving throw <strong>an</strong>d the caster c<strong>an</strong> use this<br />
power on himself. The effect lasts till it is m<strong>an</strong>tained by the<br />
Sorcerer. The familiarity modifiers apply: for example if you<br />
w<strong>an</strong>t to tr<strong>an</strong>form a target in a dragon <strong>an</strong>d you've seen a<br />
creature like that only once, the DC is increased by +25, so<br />
that me<strong>an</strong>s you pratically c<strong>an</strong>'t tr<strong>an</strong>sform <strong>an</strong>ything into it.<br />
You c<strong>an</strong> try to recognise someone you know as tr<strong>an</strong>sfomed<br />
with a Notice check against a DC equal to her power saving<br />
DC.<br />
Time: full round action<br />
Retry: yes<br />
Target DC<br />
A single person 20<br />
A small village 25<br />
An entire city 30<br />
An entire region 35<br />
An entire nation 40<br />
Fatiguing, Mainten<strong>an</strong>ce, Mental Cotact<br />
Prerequisites: Flesh Shaping<br />
Creature Size DC<br />
Medium 15<br />
Large, Small 20<br />
Huge, Tiny 25<br />
Garg<strong>an</strong>tu<strong>an</strong>, Diminutive 30<br />
Colossal, Fine 35
A Sorcerer c<strong>an</strong> choose a speciality if he w<strong>an</strong>ts. A narrator<br />
c<strong>an</strong> follow the rules at page 32 in the Comp<strong>an</strong>ion to create a<br />
speciality like "Necrom<strong>an</strong>cy” "Elemental Shaping" or<br />
The <strong>Hybori<strong>an</strong></strong> world knew as m<strong>an</strong>y cults <strong>an</strong>d religions as it<br />
knew tribesfolk <strong>an</strong>d peoples. Religious practices <strong>an</strong>d beliefs<br />
were as <strong>of</strong>ten the result <strong>of</strong> superstitious dread <strong>an</strong>d sorcerous<br />
practices as <strong>of</strong> exalted spiritual yearnings <strong>an</strong>d theological<br />
underst<strong>an</strong>ding.<br />
In <strong>an</strong>y case, the age bred few atheists, <strong>an</strong>d even the most<br />
cynical <strong>of</strong> philosophers accepted the existence <strong>of</strong> greater<br />
beings, evil ones over all, as a fundamental tenet <strong>of</strong> reality.<br />
Though the various individual gods were <strong>of</strong>ten worshipped<br />
within strict geographical boundaries, the age was throughly<br />
polytheistic, <strong>an</strong>d it was a matter <strong>of</strong> course for nations to<br />
acknowledge the existence <strong>of</strong> rival deities to their own. The<br />
major exception to this rule was to be found among certain<br />
priests <strong>an</strong>d adherents to the god Mitra who declared their<br />
deity to be the one true god, deserving <strong>of</strong> unwavering,<br />
monotheistic devotion.<br />
Among the barbari<strong>an</strong> Aesir <strong>an</strong>d V<strong>an</strong>ir <strong>of</strong> Nordheim, Ymir the<br />
Frost Gi<strong>an</strong>t, lord <strong>of</strong> storm <strong>an</strong>d war, was chief <strong>of</strong> all gods,<br />
while individual tribes might have their own local deities as<br />
well. Ymir's domain was Valhalla, a snowy, shadowy place<br />
that was home to warriors fallen in battle; Ymir's daughter,<br />
Atali, was said to have appeared to dying warriors as<br />
harbinger <strong>of</strong> their journey to her father's realm.<br />
The Cimmeri<strong>an</strong>s worshipped a grim <strong>an</strong>d savage god, Crom,<br />
Lord <strong>of</strong> the Great Mountain, who cared little for m<strong>an</strong>kind<br />
save to breathe into men's souls the power to strive <strong>an</strong>d<br />
slay. The Cimmeri<strong>an</strong>s believed in a shadowy afterlife in<br />
which the souls <strong>of</strong> the dead would w<strong>an</strong>der Crom's grey realm<br />
aimlessly for all eternity.<br />
The Hyperbore<strong>an</strong>s to the east worshipped <strong>an</strong>cient Bori,<br />
while west <strong>of</strong> Cimmeria the Picts served Jhebbal Sag, the<br />
"<strong>an</strong>cient god <strong>of</strong> darkness <strong>an</strong>d fear", as well as the Ghost<br />
Snake <strong>an</strong>d Gullah the gorilla-god. Unlike the Cimmeri<strong>an</strong>s,<br />
the Picts had no aversion to hum<strong>an</strong> sacrifice, <strong>an</strong>d their black<br />
altars were perm<strong>an</strong>ently stained with the gore <strong>of</strong> men,<br />
women <strong>an</strong>d children.<br />
In the kingdoms <strong>of</strong> Aquilonia, Argos, Ophir, Nemedia <strong>an</strong>d<br />
Zingara, south <strong>of</strong> Nordheim <strong>an</strong>d Cimmeria, Mitra worship<br />
was almost universal, rivaled here <strong>an</strong>d there only by cults <strong>of</strong><br />
small numbers such as that <strong>of</strong> Asura, Ibis, Ishtar, <strong>an</strong>d even,<br />
to some degree, the Stygi<strong>an</strong> serpent-god, Set. Unlike the<br />
battle-minded gods <strong>of</strong> the north, Mitra was a gentle god.<br />
Blood sacrifice was expressly forbidden in the Mitr<strong>an</strong><br />
religion, the rituals <strong>of</strong> which were marked by simplicity,<br />
dignity, <strong>an</strong>d beauty. Unlike pag<strong>an</strong> idols, the statues <strong>of</strong> Mitra<br />
were mere emblems me<strong>an</strong>t to represent the god in idealized<br />
form <strong>an</strong>d not to be worshipped themselves.<br />
Koth, which at one time knelt to Mitra, afterwards fell under<br />
the influence <strong>of</strong> Shem <strong>an</strong>d Stygia <strong>an</strong>d ab<strong>an</strong>doned the gentle<br />
god for the more sensual rites <strong>of</strong> Ishtar, as did Khoraja <strong>an</strong>d<br />
Khaur<strong>an</strong>.<br />
The city-states <strong>of</strong> Corinthia may each have had patron gods,<br />
though Mitra-worship was known there, as was the cult <strong>of</strong><br />
Anu the bull-god.<br />
Zamora, on the other h<strong>an</strong>d, never accepted Mitra but played<br />
host rather to <strong>an</strong>y number <strong>of</strong> weird <strong>an</strong>d mysterious cults <strong>an</strong>d<br />
divinities. Most notorious <strong>of</strong> them was Bel, the god <strong>of</strong><br />
thieves, borrowed from the Shemites <strong>of</strong> Shumir, <strong>an</strong>d most<br />
horrible was the nameless spider-god <strong>of</strong> Yezud, worshipped<br />
in the form <strong>of</strong> a gi<strong>an</strong>t tar<strong>an</strong>tula sculpted in black stone.<br />
The l<strong>an</strong>d <strong>of</strong> Shem also worshipped a plethora <strong>of</strong> divine<br />
Optional Rule: Power Specialization<br />
Faiths <strong>an</strong>d P<strong>an</strong>theons (from "hyboria.xoth.net" by Thulsa)<br />
26<br />
"Psionics", but consider <strong>Hybori<strong>an</strong></strong> Adventure, th<strong>an</strong>ks to the<br />
True20 Adventure roleplaying core rulebook already <strong>of</strong>fers a<br />
good choice for powers <strong>an</strong>d feats concerning specialization.<br />
beings, most <strong>of</strong> them fertility gods <strong>an</strong>d goddesses as<br />
befitting <strong>an</strong> agricultural people. Each city-state owned its<br />
own patron deity such as Bel, noted earlier, <strong>an</strong>d Pteor, the<br />
male sky-god, mate to the Earth-Mother; the latter<br />
appeared in several guises as Ashtoreth, Derketo <strong>an</strong>d<br />
Ishtar. Ishtar, in particular, was worshipped in rich temples<br />
<strong>an</strong>d at lavish shrines with rituals <strong>of</strong> blood sacrifice <strong>an</strong>d<br />
orgiastic frenzy performed before sensuously carved idols <strong>of</strong><br />
ivory.<br />
To the Zuagir tribesmen <strong>of</strong> the Eastern Desert, Yog, the<br />
<strong>an</strong>cient demon Lord <strong>of</strong> he Empty Abodes, was considered<br />
most sacred.<br />
South <strong>of</strong> Shem, in Stygia, Set the Old Serpent reigned<br />
paramount, a reminder <strong>of</strong> the Elder Gods worshipped<br />
everywhere in the pre-hum<strong>an</strong> period <strong>of</strong> history <strong>an</strong>d later<br />
feared in the <strong>Hybori<strong>an</strong></strong> kingdoms as the most abhorrent <strong>an</strong>d<br />
foul <strong>of</strong> demons. Indeed, the gruesome rituals <strong>of</strong> Set worship,<br />
carried out in temple, tomb <strong>an</strong>d pyramid, <strong>an</strong>d including live<br />
hum<strong>an</strong> sacrifice <strong>an</strong>d sorcerous obscenities, only underscored<br />
the reason why Set's very name evoked disgust <strong>an</strong>d terror<br />
among civilized <strong>an</strong>d barbari<strong>an</strong> peoples alike.<br />
Among the Black Kingdoms Set held some sway, but native<br />
gods such as Jullah, Jhil <strong>an</strong>d Gwahlur had large followings<br />
<strong>of</strong> their own, as did countless local demons <strong>an</strong>d spirits.<br />
Tur<strong>an</strong> in the east held Erlik <strong>an</strong>d the Living Tarim as holiest<br />
<strong>of</strong> gods, while Zamboula bowed to H<strong>an</strong>um<strong>an</strong> the horrible<br />
m<strong>an</strong>-ape god.<br />
Farther east in Kosala, the cult <strong>of</strong> Yajur <strong>of</strong>fered their<br />
bloodthirsty god str<strong>an</strong>gled hum<strong>an</strong>s, while in Khitai Yun<br />
seems to have been worshipped less violently with incense<br />
<strong>an</strong>d prayer.
The Gods Of Hyboria<br />
Name Culture Status Spheres <strong>of</strong> Influence Sex Aliases<br />
Ajujo Black Kingdoms Demi Combat, Luck, Plagues Male<br />
Anu Ophir Demi Fertility, Strength Male<br />
Ashtoreth Shem Demi Fertility, Protection Female<br />
Asura Vendhya, Ir<strong>an</strong>ist<strong>an</strong> Intermediate Healing, Illusions,<br />
Knowledge, Serpents<br />
Bel Zamora, Shem Lesser Chaos, Death, Trickery Unknown The Masked God<br />
27<br />
Male<br />
Bori Hyperborea Demi Strength, War Male<br />
Crom Cimmeria Demi (none) Male The Grim Grey God<br />
Dagon Shem, Black<br />
Kingdoms<br />
Damballah Zembabwei, Black<br />
Kingdoms<br />
Derketo Stygia, Shem, Black<br />
Kingdoms<br />
Lesser Protection, Water,<br />
Weather<br />
Male<br />
Lesser Death, Evil, Serpents Male Set (Stygia)<br />
Erlik Tur<strong>an</strong>, Hyrk<strong>an</strong>ia Intermediate Death, Knowledge,<br />
Prophecy<br />
Demi Healing, Seduction Female Derketa (Black Kingdoms)<br />
Golden Peacock Shem Demi Blood, Trickery Unknown<br />
Male The God <strong>of</strong> the Yellow H<strong>an</strong>d <strong>of</strong><br />
Death<br />
Gwahlur Kesh<strong>an</strong> Demi (?) Darkness, Prophecy Male The King <strong>of</strong> Darkness<br />
H<strong>an</strong>um<strong>an</strong> Zamboula, Vendhya Demi Beast, Illusion,<br />
Knowledge<br />
Harakht, Hawk-<br />
God <strong>of</strong><br />
Stygia Demi Animal, Knowledge, War Male<br />
Ibis Stygia, Nemedia Demi Knowledge, Magic,<br />
Protection<br />
Ishtar Shem, Koth,<br />
Khaur<strong>an</strong>, Khoraja<br />
Jhebbal Sag Pictl<strong>an</strong>d, Black<br />
Kingdoms<br />
Jhil Gh<strong>an</strong>ata (Darfar),<br />
Picts<br />
Jullah Black Kingdoms,<br />
Picts<br />
Lesser Earth, Healing, Fertility,<br />
Seduction<br />
Male Lord <strong>of</strong> the Black Throne<br />
Male<br />
Female Earth-Mother, Shub-Niggurath<br />
Lesser Beast, Chaos, Strength Male Lord <strong>of</strong> Beasts<br />
Demi Air, Law, Strength Male<br />
Demi Beast, Strength Male Gullah (Pictl<strong>an</strong>d)<br />
Kali Vendhya, Ghulist<strong>an</strong> Lesser Death, Fertility, Healing,<br />
War<br />
Mitra Western Kingdoms Intermediate Good, Healing,<br />
Protection, Sun<br />
Female The Black Mother<br />
Nebethet Punt Demi Death, Luck, Prophecy Female The Ivory Goddess<br />
Male<br />
Nergal Shem Lesser Destruction, Plague, War Male<br />
Pteor Shem Lesser Air, Fertility, Strength Male Adonis<br />
Set Stygia, Shem, Black<br />
Kingdoms<br />
Intermediate Death, Evil, Magic,<br />
Serpents, Weather<br />
Male Father Set, The Great Serpent,<br />
Damballah (Black Kingdoms)<br />
Wicc<strong>an</strong>a Brythunia Demi Healing, Pl<strong>an</strong>t Female Nature Goddess<br />
Xotli Atl<strong>an</strong>tis Demi Blood, Evil Unknown<br />
Yajur Kosala Demi Death, Prophecy Unknown The God <strong>of</strong> Yota-Pong<br />
Yama Meru Demi Evil, Fire Male King <strong>of</strong> Devils<br />
Ymir Nordheim Demi Destruction, Strength,<br />
War<br />
Male The Frost Gi<strong>an</strong>t<br />
Yog Darfar, Zuagirs Demi Bats, Blood, Darkness Unknown The Lord <strong>of</strong> Empty Abodes<br />
Yun Khitai Lesser Guardi<strong>an</strong>, Pl<strong>an</strong>t Male?<br />
Zath Zamora Demi Darkness, Spiders Unknown Omm, The Spider-God <strong>of</strong> Yezud<br />
Taken from "hyboria.xoth.net" by Thulsa
• Allip (Bestiary)<br />
• Animated Armor (Bestiary)<br />
• Ankheg (Bestiary)<br />
• Ape (Bestiary)<br />
• Avatar <strong>of</strong> Decay (Bestiary)<br />
• Baboon (Bestiary)<br />
• Badger (Bestiary)<br />
• Bat<br />
• Bear<br />
• Behir (Bestiary)<br />
• Bison (Bestiary)<br />
• Blood-Pudding<br />
• Boar<br />
• Bodak (Bestiary)<br />
• Calib<strong>an</strong><br />
• Camel (Bestiary)<br />
• Cat<br />
• Centipede, Small (Bestiary)<br />
• Centipede, Medium (Bestiary)<br />
• Cheetah (Bestiary)<br />
• Cloacker (Bestiary)<br />
• Corpse-Stitched Abomination (Bestiary)<br />
• Crocodile (Bestiary)<br />
• Crocodile, Gi<strong>an</strong>t (Bestiary)<br />
• Crypt Wight<br />
• Deer<br />
• Dire Animal (Bestiary) appliable to <strong>an</strong>y common <strong>an</strong>imal<br />
• Dog<br />
• Donkey (Bestiary)<br />
• Draug (Bestiary)<br />
• Elemental, Huge (Bestiary) Air, Earth, Fire, Water<br />
• Eleph<strong>an</strong>t (Bestiary)<br />
• Ferret (Bestiary)<br />
• Fiend (Bestiary) all<br />
• Fox (Bestiary)<br />
• Genie (Bestiary) all<br />
• Ghoul (Bestiary)<br />
• Ghost<br />
• Gorgon (Bestiary)<br />
• Hag (Bestiary)<br />
• Hawk<br />
• Horse<br />
• Hyena (Bestiary)<br />
• Jade Eviscerator (Bestiary)<br />
• Kraken (Bestiary)<br />
• Leopard (Bestiary)<br />
• Lich (Bestiary)<br />
• Lion (Bestiary)<br />
• Lizard (Bestiary)<br />
• Lizard, Monitor Lizard (Bestiary)<br />
• Locathah (Bestiary)<br />
• Lic<strong>an</strong>thrope (Bestiary)<br />
• Lynx (Bestiary)<br />
• Medusa (Bestiary)<br />
• Minotaur (Bestiary)<br />
• Monkey (Bestiary)<br />
• Moose (Bestiary)<br />
Bestiary<br />
The f<strong>an</strong>tasy genre is made not only <strong>of</strong> magical cities, sorcerers, warriors, but also <strong>of</strong> monsters. In this chapter you'll find a<br />
complete list <strong>of</strong> the monsters you c<strong>an</strong> meet during your adventures. They're taken both from the Aventure Roleplaying Core<br />
Rulebook <strong>an</strong>d from the Bestiary. Some <strong>of</strong> them are not actually present in Howard's stories, but they've been added to leave<br />
the narrator even more choice <strong>an</strong>d to make adventures more exciting, but remember: <strong>Hybori<strong>an</strong></strong> <strong>Adventures</strong> is a low-f<strong>an</strong>tasy<br />
setting, so it's better make the characters encounter with some hum<strong>an</strong>s instead <strong>of</strong> creatures.<br />
<strong>Hybori<strong>an</strong></strong> Age Creatures<br />
28<br />
• Mosquito, Gi<strong>an</strong>t<br />
• Mule (Bestiary)<br />
• Mummy (Bestiary)<br />
• Naga (Bestiary) Guardi<strong>an</strong><br />
• Necrite (Bestiary)<br />
• Night Hag (Bestiary)<br />
• Owl (Bestiary)<br />
• Owl, Gi<strong>an</strong>t (Bestiary)<br />
• Pony (Bestiary)<br />
• Porpoise (Bestiary)<br />
• Praetor Of Souls (Bestiary)<br />
• Praying M<strong>an</strong>tis (Bestiary)<br />
• Purple Worm (Bestiary)<br />
• Rat<br />
• Rat, Dire<br />
• Raven (Bestiary)<br />
• Rhinoceros (Bestiary)<br />
• Sahuagin (Bestiary)<br />
• Scorpion (Bestiary) all<br />
• Shadow (Bestiary)<br />
• Skeleton<br />
• Snake, Constrictior<br />
• Snake, Gi<strong>an</strong>t Constrictor (Bestiary)<br />
• Snake, Viper<br />
• Spectre (Bestiary)<br />
• Spider (Bestiary) all<br />
• Swarm (Bestiary) all<br />
• Swarm, Killer Bee<br />
• Termite, Gi<strong>an</strong>t (Bestiary) all<br />
• Tiger (Bestiary)<br />
• Vampire<br />
• Wasp, Gi<strong>an</strong>t (Bestiary)<br />
• Weasel (Bestiary)<br />
• Whale, Baleen (Bestiary)<br />
• Whale, Cachalot (Bestiary)<br />
• Whale, Orca (Bestiary)<br />
• Wight (Bestiary)<br />
• Wolf<br />
• Wolverine (Bestiary)<br />
• Wraith (Bestiary)<br />
• Zombie
Character Templates<br />
The darkest secrets <strong>of</strong> Hyboria lie in the deep <strong>of</strong> the hum<strong>an</strong> mind. Obsessed by the supreme power, men would like to sell<br />
their soul to <strong>an</strong> higher entity to reach it. It's this way semi-hum<strong>an</strong>s come to birth, or rather, rebirth as demonic beings.<br />
These templates will make the characters feel what corruption is...<strong>an</strong>d you c<strong>an</strong> find them in the Bestiary!<br />
• Half-fiend<br />
• Lich<br />
• Lyc<strong>an</strong>thrope<br />
• Skeleton<br />
• Vampire<br />
• Zombie<br />
29
OPEN GAME LICENSE Version 1.0a<br />
The following text is the property <strong>of</strong> Wizards <strong>of</strong> the Coast, Inc. <strong>an</strong>d is<br />
Copyright 2000 Wizards <strong>of</strong> the Coast, Inc ("Wizards"). All Rights<br />
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30<br />
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15 COPYRIGHT NOTICE<br />
Open Game License v 1.0 Copyright 2000, Wizards <strong>of</strong> the Coast, Inc.<br />
True20 Adventure Roleplaying copyright 2005, 2006 Green Ronin LLC.;<br />
Author Steve Kenson<br />
True20 Bestiary copyright 2006 Green Ronin LLC.; Author Matthew E.<br />
Kaiser<br />
True20 Comp<strong>an</strong>ion is ©2007 Green Ronin Publishing, LLC; Author Erica<br />
Balsley,Dave Jarvis, Matthew Kaiser, Steve Kenson, Je<strong>an</strong> Preston<br />
Con<strong>an</strong> is © Paradox Entertainment Inc.<br />
Hyboria is international © Paradox Entertainment Inc.<br />
Con<strong>an</strong> The Roleplaying Game, © 2003 Con<strong>an</strong> Properties International<br />
LCC; Authorized Publisher Mongoose<br />
Wikipedia is © Wikimedia Foundation Inc.<br />
The CONAN wiki content is under the GNU Free Documentation Licence.<br />
Reference to other copyrighted material in no way constitutes a<br />
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Only Andrea Picciau has the right to distribute, modify, sell or present<br />
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GNU Free Documentation License<br />
Version 1.2, November 2002<br />
Copyright (C) 2000,2001,2002 Free S<strong>of</strong>tware Foundation, Inc.<br />
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0. PREAMBLE
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31<br />
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giving the public permission to use the Modified Version under the<br />
terms <strong>of</strong> this License, in the form shown in the Addendum below.<br />
G. Preserve in that license notice the full lists <strong>of</strong> Invari<strong>an</strong>t Sections<br />
<strong>an</strong>d required Cover Texts given in the Document's license notice.<br />
H. Include <strong>an</strong> unaltered copy <strong>of</strong> this License.<br />
I. Preserve the section Entitled "History", Preserve its Title, <strong>an</strong>d add<br />
to it <strong>an</strong> item stating at least the title, year, new authors, <strong>an</strong>d<br />
publisher <strong>of</strong> the Modified Version as given on the Title Page. If<br />
there is no section Entitled "History" in the Document, create one<br />
stating the title, year, authors, <strong>an</strong>d publisher <strong>of</strong> the Document as<br />
given on its Title Page, then add <strong>an</strong> item describing the Modified<br />
Version as stated in the previous sentence.<br />
J. Preserve the network location, if <strong>an</strong>y, given in the Document for<br />
public access to a Tr<strong>an</strong>sparent copy <strong>of</strong> the Document, <strong>an</strong>d likewise<br />
the network locations given in the Document for previous versions<br />
it was based on. These may be placed in the "History" section.<br />
You may omit a network location for a work that was published at<br />
least four years before the Document itself, or if the original<br />
publisher <strong>of</strong> the version it refers to gives permission.<br />
K. For <strong>an</strong>y section Entitled "Acknowledgements" or "Dedications",<br />
Preserve the Title <strong>of</strong> the section, <strong>an</strong>d preserve in the section all<br />
the subst<strong>an</strong>ce <strong>an</strong>d tone <strong>of</strong> each <strong>of</strong> the contributor acknowledgements<br />
<strong>an</strong>d/or dedications given therein.<br />
L. Preserve all the Invari<strong>an</strong>t Sections <strong>of</strong> the Document,<br />
unaltered in their text <strong>an</strong>d in their titles. Section numbers<br />
or the equivalent are not considered part <strong>of</strong> the section titles.<br />
M. Delete <strong>an</strong>y section Entitled "Endorsements". Such a section<br />
may not be included in the Modified Version.<br />
N. Do not retitle <strong>an</strong>y existing section to be Entitled "Endorsements"<br />
or to conflict in title with <strong>an</strong>y Invari<strong>an</strong>t Section.<br />
O. Preserve <strong>an</strong>y Warr<strong>an</strong>ty Disclaimers.<br />
If the Modified Version includes new front-matter sections or<br />
appendices that qualify as Secondary Sections <strong>an</strong>d contain no material<br />
copied from the Document, you may at your option designate some or<br />
all<br />
<strong>of</strong> these sections as invari<strong>an</strong>t. To do this, add their titles to the<br />
list <strong>of</strong> Invari<strong>an</strong>t Sections in the Modified Version's license notice.<br />
These titles must be distinct from <strong>an</strong>y other section titles.<br />
You may add a section Entitled "Endorsements", provided it contains<br />
nothing but endorsements <strong>of</strong> your Modified Version by various<br />
parties--for example, statements <strong>of</strong> peer review or that the text has<br />
been approved by <strong>an</strong> org<strong>an</strong>ization as the authoritative definition <strong>of</strong> a<br />
st<strong>an</strong>dard.<br />
You may add a passage <strong>of</strong> up to five words as a Front-Cover Text, <strong>an</strong>d a<br />
passage <strong>of</strong> up to 25 words as a Back-Cover Text, to the end <strong>of</strong> the list<br />
<strong>of</strong> Cover Texts in the Modified Version. Only one passage <strong>of</strong><br />
Front-Cover Text <strong>an</strong>d one <strong>of</strong> Back-Cover Text may be added by (or<br />
through arr<strong>an</strong>gements made by) <strong>an</strong>y one entity. If the Document<br />
already<br />
includes a cover text for the same cover, previously added by you or<br />
by arr<strong>an</strong>gement made by the same entity you are acting on behalf <strong>of</strong>,<br />
you may not add <strong>an</strong>other; but you may replace the old one, on explicit<br />
permission from the previous publisher that added the old one.<br />
32<br />
The author(s) <strong>an</strong>d publisher(s) <strong>of</strong> the Document do not by this License<br />
give permission to use their names for publicity for or to assert or<br />
imply endorsement <strong>of</strong> <strong>an</strong>y Modified Version.<br />
5. COMBINING DOCUMENTS<br />
You may combine the Document with other documents released under<br />
this<br />
License, under the terms defined in section 4 above for modified<br />
versions, provided that you include in the combination all <strong>of</strong> the<br />
Invari<strong>an</strong>t Sections <strong>of</strong> all <strong>of</strong> the original documents, unmodified, <strong>an</strong>d<br />
list them all as Invari<strong>an</strong>t Sections <strong>of</strong> your combined work in its<br />
license notice, <strong>an</strong>d that you preserve all their Warr<strong>an</strong>ty Disclaimers.<br />
The combined work need only contain one copy <strong>of</strong> this License, <strong>an</strong>d<br />
multiple identical Invari<strong>an</strong>t Sections may be replaced with a single<br />
copy. If there are multiple Invari<strong>an</strong>t Sections with the same name but<br />
different contents, make the title <strong>of</strong> each such section unique by<br />
adding at the end <strong>of</strong> it, in parentheses, the name <strong>of</strong> the original<br />
author or publisher <strong>of</strong> that section if known, or else a unique number.<br />
Make the same adjustment to the section titles in the list <strong>of</strong><br />
Invari<strong>an</strong>t Sections in the license notice <strong>of</strong> the combined work.<br />
In the combination, you must combine <strong>an</strong>y sections Entitled "History"<br />
in the various original documents, forming one section Entitled<br />
"History"; likewise combine <strong>an</strong>y sections Entitled "Acknowledgements",<br />
<strong>an</strong>d <strong>an</strong>y sections Entitled "Dedications". You must delete all sections<br />
Entitled "Endorsements".<br />
6. COLLECTIONS OF DOCUMENTS<br />
You may make a collection consisting <strong>of</strong> the Document <strong>an</strong>d other<br />
documents<br />
released under this License, <strong>an</strong>d replace the individual copies <strong>of</strong> this<br />
License in the various documents with a single copy that is included in<br />
the collection, provided that you follow the rules <strong>of</strong> this License for<br />
verbatim copying <strong>of</strong> each <strong>of</strong> the documents in all other respects.<br />
You may extract a single document from such a collection, <strong>an</strong>d<br />
distribute<br />
it individually under this License, provided you insert a copy <strong>of</strong> this<br />
License into the extracted document, <strong>an</strong>d follow this License in all<br />
other respects regarding verbatim copying <strong>of</strong> that document.<br />
7. AGGREGATION WITH INDEPENDENT WORKS<br />
A compilation <strong>of</strong> the Document or its derivatives with other separate<br />
<strong>an</strong>d independent documents or works, in or on a volume <strong>of</strong> a storage or<br />
distribution medium, is called <strong>an</strong> "aggregate" if the copyright<br />
resulting from the compilation is not used to limit the legal rights<br />
<strong>of</strong> the compilation's users beyond what the individual works permit.<br />
When the Document is included in <strong>an</strong> aggregate, this License does not<br />
apply to the other works in the aggregate which are not themselves<br />
derivative works <strong>of</strong> the Document.<br />
If the Cover Text requirement <strong>of</strong> section 3 is applicable to these<br />
copies <strong>of</strong> the Document, then if the Document is less th<strong>an</strong> one half <strong>of</strong><br />
the entire aggregate, the Document's Cover Texts may be placed on<br />
covers that bracket the Document within the aggregate, or the<br />
electronic equivalent <strong>of</strong> covers if the Document is in electronic form.<br />
Otherwise they must appear on printed covers that bracket the whole<br />
aggregate.<br />
8. TRANSLATION<br />
Tr<strong>an</strong>slation is considered a kind <strong>of</strong> modification, so you may<br />
distribute tr<strong>an</strong>slations <strong>of</strong> the Document under the terms <strong>of</strong> section 4.<br />
Replacing Invari<strong>an</strong>t Sections with tr<strong>an</strong>slations requires special<br />
permission from their copyright holders, but you may include<br />
tr<strong>an</strong>slations <strong>of</strong> some or all Invari<strong>an</strong>t Sections in addition to the<br />
original versions <strong>of</strong> these Invari<strong>an</strong>t Sections. You may include a<br />
tr<strong>an</strong>slation <strong>of</strong> this License, <strong>an</strong>d all the license notices in the<br />
Document, <strong>an</strong>d <strong>an</strong>y Warr<strong>an</strong>ty Disclaimers, provided that you also include<br />
the original English version <strong>of</strong> this License <strong>an</strong>d the original versions<br />
<strong>of</strong> those notices <strong>an</strong>d disclaimers. In case <strong>of</strong> a disagreement between<br />
the tr<strong>an</strong>slation <strong>an</strong>d the original version <strong>of</strong> this License or a notice<br />
or disclaimer, the original version will prevail.
If a section in the Document is Entitled "Acknowledgements",<br />
"Dedications", or "History", the requirement (section 4) to Preserve<br />
its Title (section 1) will typically require ch<strong>an</strong>ging the actual<br />
title.<br />
9. TERMINATION<br />
You may not copy, modify, sublicense, or distribute the Document<br />
except<br />
as expressly provided for under this License. Any other attempt to<br />
copy, modify, sublicense or distribute the Document is void, <strong>an</strong>d will<br />
automatically terminate your rights under this License. However,<br />
parties who have received copies, or rights, from you under this<br />
License will not have their licenses terminated so long as such<br />
parties remain in full compli<strong>an</strong>ce.<br />
10. FUTURE REVISIONS OF THIS LICENSE<br />
The Free S<strong>of</strong>tware Foundation may publish new, revised versions<br />
<strong>of</strong> the GNU Free Documentation License from time to time. Such new<br />
versions will be similar in spirit to the present version, but may<br />
differ in detail to address new problems or concerns. See<br />
http://www.gnu.org/copyleft/.<br />
Each version <strong>of</strong> the License is given a distinguishing version number.<br />
If the Document specifies that a particular numbered version <strong>of</strong> this<br />
License "or <strong>an</strong>y later version" applies to it, you have the option <strong>of</strong><br />
following the terms <strong>an</strong>d conditions either <strong>of</strong> that specified version or<br />
<strong>of</strong> <strong>an</strong>y later version that has been published (not as a draft) by the<br />
Free S<strong>of</strong>tware Foundation. If the Document does not specify a version<br />
number <strong>of</strong> this License, you may choose <strong>an</strong>y version ever published (not<br />
as a draft) by the Free S<strong>of</strong>tware Foundation.<br />
ADDENDUM: How to use this License for your documents<br />
To use this License in a document you have written, include a copy <strong>of</strong><br />
the License in the document <strong>an</strong>d put the following copyright <strong>an</strong>d<br />
license notices just after the title page:<br />
Copyright (c) YEAR YOUR NAME.<br />
Permission is gr<strong>an</strong>ted to copy, distribute <strong>an</strong>d/or modify this document<br />
under the terms <strong>of</strong> the GNU Free Documentation License, Version 1.2<br />
or <strong>an</strong>y later version published by the Free S<strong>of</strong>tware Foundation;<br />
with no Invari<strong>an</strong>t Sections, no Front-Cover Texts, <strong>an</strong>d no Back-Cover<br />
Texts.<br />
A copy <strong>of</strong> the license is included in the section entitled "GNU<br />
Free Documentation License".<br />
If you have Invari<strong>an</strong>t Sections, Front-Cover Texts <strong>an</strong>d Back-Cover Texts,<br />
replace the "with...Texts." line with this:<br />
with the Invari<strong>an</strong>t Sections being LIST THEIR TITLES, with the<br />
Front-Cover Texts being LIST, <strong>an</strong>d with the Back-Cover Texts being<br />
LIST.<br />
If you have Invari<strong>an</strong>t Sections without Cover Texts, or some other<br />
combination <strong>of</strong> the three, merge those two alternatives to suit the<br />
situation.<br />
If your document contains nontrivial examples <strong>of</strong> program code, we<br />
recommend releasing these examples in parallel under your choice <strong>of</strong><br />
free s<strong>of</strong>tware license, such as the GNU General Public License,<br />
to permit their use in free s<strong>of</strong>tware.<br />
33