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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 />

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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 />

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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

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