Tuesday, December 30, 2014

[Kvin Mondöj] Kvin Mondöj Regions

And the last of the maps of Kvin Mondöj for a while, the Regions map. In most cases, these are broad regions, more or less united by geography, history, race/ethnicity, politics, trade, or what have you, even if it is the neighboring folks saying "this area has a lot in common" and thus giving the region a name.

The only true kingdoms shown on the map are the Empire Satanicum, the Sultanate of Shamharoosh, and the Tyranny of Achariyth. Most of the savage tribes of Utgard fall under the dominion of Thule; Mercadia considers all of the petty domains of Vulkodlak their personal playthings; and Ahrihann is loosely united in a confederacy against Shamharoosh (save, of course, for the Ghouls of Pnath) under the leadership of the Padishah of Akem Manah. Similarly the King of Rammstein holds the fealty of many of the lords and chieftains of Galaroth, while the Governor of Mount Salem is counted as the "First Among Equals" by the Governors and Mayors of Eternia (the Old Blood Nobles, of course, being generally inimical to all of the upstart Republics of the region).

More on the Regions, Locations, and Geography another time...

Click to embiggen

Monday, December 29, 2014

[Kvin Mondöj] Kvin Mondöj Locations

Here is the locations map for the world of Kvin Mondöj.

Stars in circles are Metropoli -- these cities are huge, often with many "modern," or even futuristic or techno-magical, structures, factories, universities, etc. All are also heavily walled and guarded, and often control or heavily patrol a great deal of territory in the nearby area. Metropoli are usually quite cosmopolitan, and are often ruled by a number of widely divergent factions, though some are ruled with an iron fist by a single tyrant or oligarchy.

Circles in circles are Cities -- most of these are more medieval or renaissance in form and organization, and though cosmopolitan, they are usually dominated by a single cultural or racial majority. While most of the residents are medieval or renaissance, the powers-that-be will have access to higher levels of technology and magic. Note that these are not all the cities in the region, only the major, important cities.

Squares in circles are major Castles, Citadels, Towers, or Fortresses. These are usually independent from nearby cities, though some may be allied. There are MANY more of these in the region; these are just the very important ones.

Triangles in circles are Strange Locations, Lairs, Mega-Dungeons, and other Points of Interest. Again, just the major ones that folk elsewhere on the map may have heard of in legend and song.

Three dots in a triangle pattern are Ruins -- major ruins, usually of cities, though also of other important locations. While other sites are also often ruins, these are sites notable as ruins in and of themselves, regardless of the creatures that may lair therein...

As usual, click to embiggen.

Wednesday, December 17, 2014

[Kvin Mondöj] Geography of Kvin Mondöj

Here is a map of the geography of the Free Lands of Kvin Mondöj. This region of wilderness, savage clans, barbarian tribes, city-states, and petty realms is hemmed in on all sides by the Dread Domains. The scale is 45 miles per hex. Myths, legends, and rumors of the listed regions will follow; as this is a living campaign, further details can't be posted at this time...

A map showing Settlements, Castles & Citadels, Ravaged Ruins, and Lurid Lairs will be posted soon...

Click to embiggen


Tuesday, December 16, 2014

[Kvin Mondöj] Iron-Men

Long ago, before the Metal Wars, the Scientists of the day discovered a way to merge man and machine. Though subsequently used for many reasons, this science today is mostly used only to create fearless, strong, lethal warriors. While some of these Iron-Men result from volunteers, most are created unwillingly, resulting from being kidnapped by the Iron-Men and Mandroids of still-running Robotic Factories (some are stationary, others mobile, vast vehicles on great wheels or treads or flying citadels in the skies). Usually these Iron-Men are from Men of Earth or Gith stock, as the factories were designed to transform the most common two races into Iron-Men. Some races cannot be transformed, such as the Men of Wyld or Fey, whose bodies reject the metal implants (killing them in the process).

Survivors, in any case, are transformed, losing any special abilities they formerly possessed (psychic powers and mental mutations are lost; physical mutations are “excised” as non-standard to the required unit).

Their minds are implanted with cybernetic neural implants that enable their flesh-bodies to communicate with the metal portions of their bodies. In the process, they gain immunity to all forms of natural, magical, or psychic fear. They also gain a +2 bonus versus any other effect (magical or psychic) that tries to affect their mind, especially but not limited to sleep, charm, and hold spells and psychic effects.

Their eyes are replaced by bionic eyes; these look like normal eyes for their race, but give the Iron-Man 60’ Infravision (glowing red when their Infravision is active). Their skull is also reinforced with advanced metals, giving their head an Armor Class equivalent to a great helm (ACB -6/+6).

The Iron-Men have cybernetic reinforcements inserted into their musculature and along their skeletal structure; this is for mounting further attachments onto the Iron-Man. This reinforcement also provides the Iron-Man with a pool of 25 structure points. When the Iron-Man suffers damage, he can split it in any way he wishes between his regular hit points and these structure points (this pool cannot fall to less than 0). Structure points cannot heal naturally or be healed by magic, only repaired by a scientist/mechanic or robotic factory.

At 1st level an Iron-Man can choose two of the following additional upgrades:

Cybernetic Arm: An Iron-Man with this ability has had one of his arms replaced by a mechanical equivalent. This adds +1 to his Strength (or increases his Strength to the lowest point of the next highest category if he has Exceptional Strength). This ability may be taken twice (once for each limb replaced).

Fingerblades: The Iron-Man’s hands are implanted with retractable razors. He is able to attack twice per round, once with each hand, doing 1d6 damage (plus Strength bonus) per hand. The Iron-Man can also combine a single off-hand fingerblade attack with a melee attack, though in this case both attacks suffer a -2 penalty to hit.

Light Armor: Further reinforcement to chest, arms, and legs provides the Iron-Man with an ACB -2/+2; if they wear armor of greater protection than this, the reinforcement provides them with a -1/+1 bonus to their AC.

Suturepede: The suturepede is a bio-mechanical centipede-like creature surgically implanted within the Iron-Man’s body. When he falls to or below 0 hit points, the suturepede exits through a wound and grafts itself to the injuries, using its legs as sutures if necessary. This immediately restores 3d8 hit points. The suturepede dies and falls off within 1d4 days of use, and the character must visit a scientist, mechanic, or mechanized factory to have a replacement suturepede implanted.

Targeting Reticule: One of the Iron-Man’s bionic eyes has been upgraded to include an improved targeting lens in a cylindrical black housing. He now has a +2 bonus to hit with lasers, guns, and other techno-missile weapons, and detects secret doors on a roll of 1-3 on 1d6. Only one eye may be replaced with a targeting reticule – two reticules would only cause migraine headaches with no improvement in accuracy.



Iron-Men have the ability to assimilate another cybernetic upgrade every odd level (3rd, 5th, 7th, etc.) with no danger to their mental state. While they can take on other upgrades, each upgrade beyond their allotted safe number has a chance of driving them insane… and afterwards, if they successfully maintain their sanity, they have a chance to lose it temporarily when exposed to extreme stress. Upgrades are available through friendly scientists, mechanics, and robotic factories.

Iron-Men, due to their cybernetic neural implant can never learn to use spells or psychic powers. Iron-Men are limited to taking the Fighter, Champion (i.e., Paladin), and Ranger classes. They are unlimited in advancement in Fighter, limited to 8th level as a Champion, and 7th level as a Ranger. Due to the programming in their neural implant, they can take proficiency in techno-weapons at 1st level. If they have access to a friendly or allied robotic factory, they can switch out any of their weapon proficiencies through re-programming.

The neural implant also enables robotic factories as well as scientists and even some mechanics to take over the mind of the Iron-Man. The Iron-Man’s bonus to save does not apply to this kind of super-science based mind control… a reason why even allies of the Iron-Men never quite fully trust them.


Note: I am using the Scientist class from Henchman Abuse, with some modifications.

Also, though the race is titled "Iron-Men," there are also "Iron-Women." And on that note, if anyone knows of any good sources for pictures of female cyborgs that are not essentially excuses for soft-core porn, please let me know!

Monday, December 15, 2014

[Kvin Mondöj] Background for Kvin Mondöj


Millennia ago – no one is quite sure how long ago, though most believe it was some 20,000 years ago – five worlds merged into one in a massive techno-magical apocalypse. Separated originally in time and space, these five worlds – in fact, their entire solar systems – phased together. In the case of the five worlds, they all merged into one, during a terrible, catastrophic event, the Grand Conjunction.

Continents shattered; mountains buckled and fell; oceans were cast up into mountains and wastes; forests burned. Entire ecosystems died, and whole sections of each of the five planets were lost. In the end, where once five separate and distinct planets once existed, a single planet came into being. It is a hodge-podge of the geography, biota, and cultures of the five constituent planets. Most civilizations of the native races collapsed; in most cases, the survivors were reduced to stone-age savagery, if they did not fall all the way back to the state of beasts.

The five worlds were:


Earth: The home of Man, the Earth that was merged with the other five worlds was not one Earth, but many, cobbled together from many eras of its past. From the age of the dinosaurs to the “modern” era, and from the era of the far-future city-continents of super-science to the Last Age of Man, Zothique, and all the eras in between, the Men of Earth and its infinite varieties of cultures, species, and technologies were suddenly found side-by-side, merged with the detritus of four other worlds.


Faerie: The Otherworldly home of the Fairies, Elves, Dwarves, Hobbits, Dragons, Goblins, and like creatures of myth and legend, much of the once-hidden and mystical, magical realm of Faerie was revealed and laid open upon the forests and fields of the new world. Though hardly the fancy-free land that fables had once made of it, its Seelie peoples, once happy and bucolic, were reduced to madness and savagery, and the darker Unseelie folk turned dreadful and unpleasant indeed.


Hell: An inside-out world in space-time unlike most others, even Faerie, the home world of Satan and his fallen angels, devils, and demons was the least damaged in the Grand Conjunction, for as prior, it remained on the inside of the world – the Hells, as once envisioned in medieval ideals, were now found at the center of the earth. In between the Hells and the World Above, the Underworld was spawned, a mix of the other four worlds with a great heaping-helping of Hell…


Qualq: An utterly alien world to Men, Faeries, Demons, and Wyld, the best description of Qualq is that it is some bastard child born of the fevered nightmares of H.R. Giger and H.P. Lovecraft. A world of psychic powers and super-science, its denizens included the mind flayers and their abhuman slave race, the Gith. Though segments of Qualq are found upon the World Above, most are found in the Underworld or upon the Sky Islands, where the inimical biota of that realm can survive in isolation (elsewhere, when encountered and if at all possible, it is hunted to extinction). The Gith, however, survived and expanded throughout the World Above, where they eventually became the second-most populous race after the Men of Earth.
Wyld: The world of Wyld was much like Earth and Faerie, though of unbound natural growth and atavistic primitivism. Civilization rarely rose above the stone age, and never above the bronze age. Men of Wyld are much like the Men of Earth, though built of massive skeletal and muscular structure; their culture is that of the eternal barbarian and atavistic savage. Men of Wyld are divided into many varieties, including Bear-Men, Brute-Men, Horned-Men, Wolf-Men, and others. Animals native to Wyld were of such sorts that made the megafauna of Earth seem small by comparison.

The many races and species of the five worlds migrated, mixed, assimilated, fought, allied, and over time, rose again from savage barbarism to civilized heights and decadent depths. In the ages since, many civilizations have risen and fallen. Most of these are lost in the mists of time, especially those prior to the last thousand years. More than two thousand years ago, a combination of alliances brought together the forces of Hell with several Alien factions of Qualq to form the Dread Dominion. No one is certain how long the Dread Dominion lasted, but more than two thousand years ago the enslaved Men and Gith began the Metal Wars, a thousand-year rebellion. During this time they summoned the Heroes of Ancient Earth, and the Metal Gods were born.


The long and terrible Metal Wars ended with the manifestation of the Megadeth, the Apocalypse Beast. Between the final battles of the Metal Wars and the advent of the Megadeth, barely one in a thousand sentient beings survived. Civilization collapsed, most records prior to the era were destroyed, and the world was once again reduced ruined barbarism.


At the opening of the second millennium since the end of the Metal Wars and the advent of the Megadeth, civilization is tenuous at best. Most Men and Gith live in Medieval-like squalor at best; folk of towns and the rare cities usually fare better, some even maintaining a relatively high level of technology, carefully shepherded since the end of the Metal Wars. Still suffering from that era, most realms are small, tribal affairs, city states, or feudal domains the size of a county or shire. Every generation or two, a warlord gets it in his head to build an empire, and war ravages the countryside, already hard-pressed by monsters, mutants, and abhumans on every side. If the ramshackle empire does not fall with the conqueror’s death, it rarely survives that of his son, and never that of his grandson.

Most armies are made of shanghaied peasant mobs, led by the warlord and his band of knights or bully-boys. The mob is armed with farming implements or whatever they can find at hand, while the warlord and his retinue might wield anything from sword and lance suited in plate mail and riding destriers to laser rifle and grenade launcher suited in ancient battle-armor on the back of a grav-wagon. Tipping the balance of every battle are the adventurers and mercenaries, a mixed lot of madmen and would-be warlords themselves, rife with magic, psychic powers, demonic sorcery, and alien technology.

These adventurers wrest their arcane power and super-science artifacts from the ruins of the ancient world that strew the surface wherever one stumbles outside the wood-palisaded village or stone-walled town. Every farmer turns over some ancient ruined thing while sowing his spring seeds; only the mad or power-hungry actually go into the depths of the ruined cities and monster-haunted citadels seeking after working items of power and lost caches of riches and wealth…



Though there are many gods, demigods, and demons in Kvin Mondöj, there are three major religions that are widespread across most of the land – the Church of Satan, the Temple of Judas the Redeemer, and the Temple of the Metal Gods. The Church of Satan (mostly Lawful Evil) is a hierarchical theocratic pseudo-empire dedicated to the Prince of Darkness and his chief lieutenants. They are served by the Knights in Satan’s Service and the Inquisition. The Temple of Judas the Redeemer (mostly Chaotic Good) is dedicated the to most successful of the Metal Gods, Judas the Redeemer, who took up the lead in the struggle against the Church of Satan following the end of the Metal Wars. The third major faith, the Temple of the Metal Gods (mostly Chaotic Neutral), is dedicated to the Ancient Heroes of Earth who returned from Beyond and helped bring an end to the Dread Dominion. Led by Ozzymandius the God-Father, the Temple is dedicated to freedom and individuality and the overthrow of tyranny and order.


Monday, December 8, 2014

Home Again, Home Again, Jiggity-Jig...

So that hiatus ended up being rather longer than expected.

My wife is doing very well. Her operation was a great success, and her recovery has been, so I understand, textbook quality. Things are definitely going well there (knock wood), and she can walk quite well without brace or cane, though it will be some months yet before she is able to rebuild  her stamina and be back to her old, spry self.

This freeing up of time means I'll be getting back to writing and gaming again; combined with my upcoming change to a regular schedule at work, freeing up my weekends, I expect to do a LOT more gaming.

Right now, I have three campaigns in the works. One is already underway, and we had our first session yesterday. The other two are in development, and as usual, it is much like herding cats, trying to coordinate schedules and make sure everyone is on the same page.

The first campaign, Adventures in Erathia, is a Fifth Edition Dungeons & Dragons campaign, using the whole kit-n-kaboodle (PHB, MM, DMG) with experienced gamers. The world is Ekosia, unabashedly and simply a parallel Earth, in the early Colonial Age. Most of the world is off-screen, so to speak, merely broad strokes to give players ideas of where their characters might be from and what the might culturally resemble...

Lost Arkhosia was the original home to the Dragonborn and the Red Men of Greco-Roman culture. As the name suggests, it is Lost, much like Atlantis or Numenor, though the Dragonborn and the Red Men settled far and wide ere their empire and island-continent home were lost several ages ago.

Mendrel is the analogue for Europe, original home of the Halflings and the Green Men of Celtic/Slavic culture. Being centrally located, it was invaded by peoples of four other continents, and today is a mix of races, cultures, and kingdoms. The two most prominent are Razaine, a Moorish Spain analogue, and Karnusia, a sort of Scots-French Sun King realm, both of which are heavily involved in the new colonial race.

Whalm is an analogue for Scandinavia, the British Isles, Iceland, and Greenland, original home of the Elves and the Blue Men of Germanic cultures. While their viking-style age is long passed, much of the region is still quite barbaric. Amongst the many lands the Whalmish settled during their migration era was Erathia, the first easterners to find and settle that land since the fall of Lost Arkhosia. There they founded the Wizard-Kingdom of Skreln, whose savage descendants today, the Skrellinkar, are a mix of the native Erathians and the Whalmish (think Elmore-style barbarians with bluish skin). Brunh is the analogue of England, and hase a few colonies, most notably Hawkmoor in Erathia, though Hawkmoor has declared its independence since the rise of the Temple of Hecate to power with the advent of the current warlock-ridden dynasty.

Utlun is an analogue for Africa, original home of the Dwarves and the Black Men of African cultures. During the early ages the Empire if Khem spanned several continents, and has had its ups and downs over the millennia. Today it is strong again, and has some colonies, like Razaine, Karnusia, and Brunh, though the colonies it held in northern Erathia were conquered by Razaine several decades ago and subsumed into the local Crown Colonies. The Church of the Risen Sun, dedicated to Re-Horakhty, Osiris, and Isis (and to a lesser extent, the entire goodly portion of the pantheon) is still a major faction in the Razaish-held colonies.

Quorn is an analogue for Asia, original home of the Gnomes (and many other various races) and the Yellow Men of various Asian cultures. Not a big player in the colonial drive in eastern Erathia, if the players eventually make a cross-continental trip, they will run into the Quorn equivalent of Fusang on the western coast...

Erathia is an analogue for North America, original home of the Tieflings and the White Men of various Native Nations cultures. Here of old was the great empire of Bael Turath, whose wars precipitated the fall of Lost Arkhosia, the decline of Elder Khem, and the end of the First Age. Bael Turath still exists, at the heart of the continent, but is much reduced in power. Petty and often barbarous splinter states exist on the periphery, with the cracks in between filled by savage tribes of humans and other, unusual races... now including the colonial settlements of the Mendrels, Whalmish, Utlun, and Quorn.

The campaign is set in one of the regions currently dominated by the colonial powers, along the Sapphire Sea and the Rubine Gulf. The Rubine Gulf was once a vast, rich plain, the heartland of the Empire of Nothos, the Demon-Son of Dionysius. Here his people, the Tavrosh, were born of Arkhosian and Erathian humans and the bloodlines of minotaurs, satyrs, sileni, dryads, and nymphs. When his empire fell, the land quaked and shattered, and in came the waters of the Sapphire Sea to form the Rubine Gulf. The Tavrosh still live along the shores and in the hills and mountains. After the fall they were conquered by a then resurgent Bael Turath, which subsequently again fell into decadence and left them to their own devices. In the north, the Skrellinkar barbarians, descended from the peoples of the Wizard-Kingdom of Skreln, eke out their own savage existence. Then unto these shores came the colonial powers, first Khem, then Razaine, Brunh, Karnusia, and the various Whalmish states. Today the colonies struggle against and amongst each other for wealth and power even as they send explorers into the ancient ruins and virgin wilds.

Recently, the Crown Colony of Kar Haddan declared its independence from Razaine, mostly over religious differences, the locals favoring the Church of the Risen Son while the Imperial House currently sponsors the Red Temple of War dedicated to the Arkhosian deity Ares. The other Crown Colonies gird for war, even as the Tielfing successor state of Bael Norradh stirs in the west, the Skrellinkars howl at the borders in the north against the northern colonies, and Hawkmoor, too, is caught in between a rock and a hard place, being infiltrated by warlock-assassins from the old motherland of Brunh...


The other campaigns currently in the works are:

Adventures in the Elder Isles: A Basic 5th Edition Dungeons & Dragons campaign set in the Elder Isles of Jack Vance's Lyonesse (itself being set in the world of Aerth from Gary Gygax's Dangerous Journeys: Mythus setting). This one is for folks new to tabletop games.

Adventures in Kvin Mondöj: An AD&D 1E/Advanced Labyrinth Lord campaign set in a post-apocalyptic fantasy world inspired by Heavy Metal album covers. Think the Heavy Metal movie (Taarna segments), combined with Ralph Bakshi's Wizards, and Thundarr the Barbarian, and you get a general idea of where I'm going with this one. Designed for a group of folks who haven't played since 1st Edition...

Tuesday, September 9, 2014

Blogging on Hiatus

Friends, as some of you know, my wife Jodi has, for most of the last three years, suffered from a ruptured ACL. Tomorrow, she is finally going to get the ACL reconstructive surgery she's needed to get back into shape... late always being better than never. While it is a simple outpatient procedure, any and all thoughts, prayers, and good vibes would be most welcome.
So for the next several weeks at least, possibly two or more months, we will be concentrating on her recovery. If I am slow in responding to e-mails and posts, this is why; also, we won't be working on anything for JMG during this time, and I won't be doing much blogging or any gaming, either. We're not avoiding anyone, we are just busy, between my job and her therapy. We'll be back with bells on once she's up and kicking... hopefully much sooner than later!

Saturday, August 30, 2014

[5th Edition] 5th Edition Campaign Setting Idea

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





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

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

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

Tuesday, August 26, 2014

Dungeons & Dragons 5th Edition Review

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Friday, August 8, 2014

[Cimmeria] History of Hyboria

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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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


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

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

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


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



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