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Blood of Pangea (Olde House Rules)

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100% found this document useful (1 vote)
1K views34 pages

Blood of Pangea (Olde House Rules)

Uploaded by

Anton Glasner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Blood of Pangea

Narrative Role-Playing in the Pulp Tradition


by
James & Robyn George
Copyright (C) 2015 by James & Robyn George

Electronic Edition

All rights reserved. No part of this book may be


reproduced or transmitted in any form or by
any means whatsoever without express written permission
from the authors, except in the case of
brief quotations embodied in critical articles and
reviews. Please refer all pertinent questions to the publisher.

Printed in the United States of America

www.oldehouserules.com

First Printing, June 2015


As always to Robyn, who
was dissapointed with the genre's
lack of elves, but still had
great ideas about how it should work!

Cover, inside cover, and


full page art by Hugh Rankin in
the public domain and here
distributed under the Creative Commons
Licence, with other interior art
from Barbarian and Noble
by Marion Florence Lansing, taken
from vintage engravings and,
happily, now in the public domain

With many thanks to the


great writers of the pulp tradition,
including both Howard and
Lovecraft, who imagined entire
worlds no less human for all the magic
and monsters that dwelt within...
TABLE OF CONTENTS

INTRODUCTION................. 1 INJURY AND DEATH............ 11


HOW TO PLAY.................. 2 A SAMPLE COMBAT............. 11
DICE AND MINIATURES...... 2 REST AND RECOVERY.......... 11
BARBARIANS................... 3 NATURAL HAZARDS............. 11
FIGHTING MEN................ 3 USING MIGHT................... 12
THE NARRATIVE.............. 3 THE DARK ARTS................ 12
SPECIAL ABILITIES......... 3 HIGH SORCERY................. 13
CHARACTER CLASS............ 4 COUNTER-SPELLS.............. 13
MIGHT (AND MAGIC)........... 4 MAGIC AT WORK................ 13
RECUPERATION................ 4 EXPERIENCE................... 14
MONEY AND EQUIPMENT...... 6 ADVANCEMENTS................. 14
ARMOR AND SHIELD.......... 6 CAMPAIGNING................... 15
WEAPONRY..................... 7 TONGUES SPOKEN.............. 15
ENCUMBRANCE AND SPEED... 7 NON-PLAYERS.................. 16
THIEVERY..................... 8 SAVAGE BEASTS................ 16
LANGUAGES KNOWN............ 8 MEN AND MOUNTS.............. 17
A MODEL BARBARIAN......... 8 NAMELESS HORRORS........... 17
GAMEPLAY..................... 9 MAPPING ADVENTURES........ 19
MORTAL COMBAT............... 9 TRAVELLING.................... 19
TIME AND DISTANCE......... 10 PLANNING THE ADVENTURE... 19
INITIATIVE................... 10 WEALTH AND RICHES.......... 20
DEALING DAMAGE............. 10 ARTIFACTS AND RELICS...... 20

APPENDICES
APPENDIX I: PANGEA................................................ 21
APPENDIX II: GODS AND DEMONS.................................... 25
INTRODUCTION

Sword and sorcery remains a popular genre and has been since its
inception in the 1930s. But this has undergone many changes in almost a
century despite being one of the oldest of the "modern" fantasy styles,
again, in testament to its enduring charm...

Blood of Pangea is sword and sorcery role-playing with some modern


innovations. For instance, the rules are extremely simple and depend
largely on narrative elements for character creation and general
gameplay, including the ways of magic and sorcery, although none of this
is new or even particularly modern.

Conceived in another time, sword and sorcery was a rugged literary


genre, one born in the yellowed pages of cheap (and tawdry by the
standard of the day) pulp magazines. Here the violent, and even sensual,
thrills were devoured by what might be called the first generation of
modern fantasy fans, and the attraction continues!

So, just what is this sword and sorcery anyway?

To begin with, the genre imagined a world - our world - but in its
ancient and myth-shadowed past, where sorcery lived and monsters were
ever-presently real. This was usually some lost continent with many
prehistoric holdouts from Earth's distant past alongside doomed and exotic
civilizations in the style of Atlantis or sunken Lemuria.

It was only just the 1930s, after all, and 19th century sensibilities
persisted, including its lingering ideas about lost worlds at a time when
geology was revealing wonders...

Furthermore, sword and sorcery was a gritty, realistic genre despite


being populated with magic and monsters. Gone were the elves and
fairies of high fantasy, replaced with ruggedly human characters having
all of the same weaknesses. These were passionate, lusty barbarians,
frequently amoral, although still heroic in their way.

And despite some confusion on this point, the genre was not exactly
medieval, imagining something closer to antiquity, with fabulous temples
to the many elder gods. A time when lurking tribals hid in steaming
jungles housing priceless gems and danger!

Magic (sorcery) figured prominently in these stories, although often


approached with suspicion by the protagonists; warriors who preferred to
trust in cold steel over spells. Sorcery was vaguely evil, even when
practiced by good characters, underscoring the solidly humanistic element
of the genre. Sword and sorcery was, ultimately, about people.

1
Once again, Blood of Pangea is a fantasy role-playing game in the
rousing spirit of its pulp origins; a game of barbarians and wandering
heroes exploring an untamed continent.

HOW TO PLAY

One person is the JUDGE. They prepare an adventure, usually some


location to explore and survive, complete with enemies to fight, puzzles
to solve, and various supporting (non-player) characters for them to
interract with. This is done well in advance to ensure a more immersive
gameplay experience without any interruptions.

Everyone else is a PLAYER (1-5 are best), each one creating their own
fantasy character and working together as an adventuring party,
combining their skills to survive. Play is not competetive, and there is
no winner or loser. This applies to the judge as well, who must remain
fair and impartial when moderating events.

During play, the judge describes what is happening, and the players
react, working together to overcome challenging situations, like hungry
monsters or deadly traps, etc. The rules are then consulted and dice
rolled to determine the outcome in critical situations, whether killing
the monster or performing an extraordinary feat.

Each new game picks up where the last one left off as part of a
continuing CAMPAIGN. If the characters survive, they will gain valuable
experience and get better at what they do, improving and/or adding
abilities; perhaps a new language or knowledge of some ancient culture
in whatever world the judge imagines.

Of course, sometimes characters will die. In these situations, the player


simply creates a new one and rejoins their companions.

DICE AND MINIATURES

Play requires six-sided dice (called a d6), and when the rules say to roll
two dice, this is written as 2d6...

Lead miniatures (25/28 mm) can be used to represent characters and


monsters in the game. For scale, 1 inch equals 10' on the table, whether
using a ruler and/or by sight if everyone agrees, noting here that
figures can be painted to the player's liking, although their use remains
completely optional, if highly encouraged.

Finally, the most important rule in role-playing is that the judge is


completely free to add or change anything to suit the needs of their own
fantasy campaign - these rules are just a guide to get started!

2
I. BARBARIANS

Player characters are unquestionably central to the game, and this


section explains how to make them. Readers familiar with classic sword
and sorcery know it as a literary genre and, accordingly, this game
takes a narrative approach to character creation specifically (and play
in general) as per the following rules...

FIGHTING MEN

Characters are fighting men and women, sword and sorcery being a
ruggedly human genre, who can fight and attempt any actions open to an
able-bodied adult. This makes the choice of armor and/or weaponry
essential to their general success and emphasizes decision-making over
complex rules and special abilities.

THE NARRATIVE

Of course, characters will have other, more specialized skills, and this
must be included in their written NARRATIVE.

Using 30 words or less, the player describes their character's name,


gender, and anything else, like being an acrobat or experienced hunter
and tracker, etc. Except where noted, these are limited to realistic
skills and should include some personal history:

ABILITY NOTES
Exceptional trait speed or physical strength, etc.
Craft/skill either self-taught or trained
Specialized knowledge history, science, and/or the occult

Note here that while anyone can attempt feats of speed or strength,
exceptional types will find doing so easier, noting that characters are
limited to a maximum of two such traits.

SPECIAL ABILITIES

Obviously, magic is well-represented in sword and sorcery, and


characters can become SORCERERS by making some mention of it in their
written narrative. This is subject to additional rules and imposes
restrictions on the use of armor and weaponry.

As a general rule, statements like "Gundigar can do anything" are


strictly prohibited. Each skill and ability must be separately provided
by the player as part of a coherent narrative. Indeed, the judge must
take care to enforce this rule, lest tricky players exploit the narrative
aspect of the game to make inferior, one-dimensional characters!

3
Most characters in sword and sorcery are barbarians and thieves,
although exceptions exist. Indeed, many supposed "barbarians" are more
honorable than their civilized counterparts!

CHARACTER CLASS

In general, those characters who shun magic in favor of battle and


physical pursuits are called ADVENTURERS, while any possessing magical
knowledge are SORCERERS. This distinction, called CLASS, limits what
armor and weaponry is available and defines the character's approach to
play in general, per the following:

CLASS ARMOR/SHIELD WEAPONRY


Adventurer yes any
Sorcerer no one-handed
Thief/corsair no (special)* any

*Stealth not allowed while wearing armor

Note here that THIEVES are simply adventurers who forego armor to
perform acts of stealth, whether climbing, sneaking, or pilfering small
objects, like the purse of some foppish nobleman...

MIGHT (AND MAGIC)

All characters begin the game with 10 points of MIGHT; a measure of


survivability and cunning. This can be "spent" in one of several ways,
based on conditions and/or class chosen:

First, any character can use 1 MIGHT surviving a single "hit" suffered
in combat or from traps and natural hazards, etc.

ADVENTURERS can likewise spend 1 MIGHT adding +1 to any attack or


physical action, rolling first and deciding whether or not they actually
wish to do so (a tactical choice).

SORCERERS use MIGHT to work powerful spells, noting that this is


extremely draining. Alternately, judges can allow MIGHT to be spent on
intellectual or knowledge-based actions per the above.

RECUPERATION

Should MIGHT fall to zero or less, whether in combat or from other


physical trauma, death results. Otherwise, falling to zero is not fatal
unless the victim is subsequently hit, noting here that armor and/or
shields sometimes help. That said, spent MIGHT is recovered through rest,
preferably in a secure place, like a great and wicked city...

4
5
MONEY AND EQUIPMENT

For game purposes, silver pieces (SP) are the basic unit of exchange,
although gold coins (GP) are also found. Unfortunately, newer characters
tend to poor, having only 3d6 SP to start and every possible reason to
search for more in dark and deadly places...

Fantasy worlds are overflowing with coin, and ambitious judges can
introduce copper pieces (CP), although silver will always be the monetary
standard when making major purchases:

COINAGE VALUE
Copper pieces (CP) 10 CP = 1 SP
Silver pieces (SP) 10 SP = 1 GP

In addition to any starting money, all characters begin having the


clothes on their back, rations (food and water) enough for one full week,
and a single weapon of the player's choice. Armor and any additional
items must be purchased separately per the following:

ITEM COST (SP) NOTES


Common/small 1d6 personal items, tools
Exotic/large 1d6 x 10 armor, weaponry
Rare/very large 1d6 x 100 luxuries, mounts, vehicles

Note that cost varies greatly by location and availability, although


judges can impose specific costs consistent with their setting and/or the
situation at hand, with bartering allowed!

ARMOR AND SHIELD

For simplicity, ARMOR worn protects the wearer by allowing them to


ignore up to 3 hits from any single attack, after which the armor becomes
useless until repaired or replaced. SHIELDS resist up to 2 hits, with
repair costs varying greatly per the following:

TYPE MINOR DAMAGE MAJOR TRAUMA*


Armor 10 SP 15 SP
Shield 5 SP 10 SP

*Applies to normally fatal attacks

Players can decide when to use their armor and may employ shields
separately or together for better defense, the latter being subject to the
judge's approval. Note also that armor captured or found on adventures
has only a 1 in 1d6 chance of being useable, especially when stolen from
previously slain enemies, subject to conditions and the judge.

6
The protection granted by armor comes at a heavy price, restricting
movement to 30' (without respect to type) and making acts of stealth, like
sneaking and stealing, impossible. Accordingly, armor is not only an
important part of customization, but also an effective strategy; choosing
direct confrontation over stealth and speed.

WEAPONRY

Characters can fight and employ a wide variety of weapons, whether


simple clubs or swords, that, unlike armor (and shield), may be captured
completely intact and fully useable:

WEAPON RANGE NOTES


Bows 200' crossbows, long/short bows*
Melee: -- axes, maces, swords, etc.
One-handed 10' enables shield use, no bonus
Two-handed 10' no shield, deals +1 damage#
Thrown melee 30-50' includes daggers, spears, etc.

*Judges can enforce a minimum range of 30'


#Requires at least 20' free space to wield properly

Once again, class restricts certain weapon choices and, in general,


adventurers are better warriors for it. Sorcerers sacrifice the use of
better weaponry, but make up for this with the use of powerful spells
which, although limited, are nonetheless effective.

ENCUMBRANCE AND SPEED

Characters can wear armor (per class) and bear up to 10 items small
enough to hang from a belt or fit in a backpack, including shields and
other weaponry, etc. Furthermore, they may hold up to 1,000 coins of
whatever denomination (no restrictions on jewelry), moving 50' per round
unarmored or with shield alone and 30' armored in combat.

7
THIEVERY

All characters can attempt acts of stealth, like climbing, hiding, or


sneaking, etc. Indeed, some become thieves and reject armor to exploit
the benefits of speed and guile. In this respect, thieves are a fluid
class, and certain famous barbarians move freely between armored combat
and stealthy exploits as necessity dictates.

To better protect the integrity of thieves as a distinctive class, the


judge can deny stealthy acts to sorcerers, although any described as fast
should still enjoy some benefits...

Everything about this game is designed to ensure that the character's


concept and, indeed, success, depends more upon the choices of the player
and less upon special powers and abilities. And while sorcerers enjoy
magical abilities, these are designed to emphasize a player's imagination
over hard and fast rules, making them fun to play!

LANGUAGES KNOWN

For simplicity, all characters read and write the same (common) tongue,
although others can be learned with training.

A MODEL BARBARIAN

The following is a new character (a thief/corsair) ready for their very


first adventure exploring vast Pangea:

NAME: Aja' SEX: Female

CLASS: Thief MIGHT: 10

NARRATIVE: Aja' was a tribal girl


taken by raiders and trained in the
arts of navigation, sailing, and
general piracy. She speaks Nemian
and is a great leader...

EQUIPMENT: Backpack, bedroll, dirk,


picks and tools, rations

EXPERIENCE: 0 TREASURE: 3 SP

In the above example, the player had to consult the judge to determine
what additional languages were available. If she survives, Aja' will
doubtless learn more and master new skills and abilities with experience,
noting that while adventuring is hard, its rewards are great...

8
II. GAMEPLAY

Throughout the game, players (and their characters) will attempt many
different actions, like fighting or navigating obstacles, etc. These are
resolved by rolling 2d6 on the following:

ACTION IS... REQUIRES TARGET IS...


Simple no roll prone/unconscious
Challenging 7 or better novice combatant
Daunting 9 or better skilled/trained fighter*
Overwhelming 12+ monster or demon, etc.

*Includes player characters in most cases

Some actions are easy and available to everyone, and common sense is
usually enough to decide. Anything else, like being a blacksmith,
requires some mention in the character's written narrative, although the
judge will always have the final say.

Difficulty is likewise determined by the judge, noting that under the


right circumstances, even the simplest act can be difficult, if not
impossible, to successfully carry out. For instance, climbing when bound
with heavy chains. Such is the stuff of heroes...

ACTION DIFFICULTY
attempt craft/skill varies
climb sheer walls overwhelming
detect lies or deceit daunting
force (pick) locks daunting
hide from mortal foes challenging
pass by undetected daunting
pick up enemy trail challenging
recall knowledge varies
scale massive trees challenging
smash open stuck doors challenging
swim strong current daunting
topple marble pillars overwhelming

Of course, the above is just a guide, and the judge will doubtless modify
this as befits the character and/or conditions.

MORTAL COMBAT

Combat is resolved in much the same way. Characters are normally


daunting (9 or better) to hit, with all others challenging or overwhelming
as decided by the judge. Sorcerous foes can be especially difficult to
overcome and may require cleverness as well as great strength!

9
TIME AND DISTANCE

Out of combat, time passes at whatever rate the scenario requires, for
instance, a three day journey through the desert might only take several
minutes assuming nothing interesting happens!

Combat, on the other hand, is divided into roughly 1 minute rounds,


during which characters can move and attack if within range at the end
of that movement, subject to the following:

INITIATIVE

At the start of hostilities, each side rolls 1d6 to determine order of


movement (one player rolls for the party and the judge for those enemies
armed and ready). The highest result acts first each round, noting that
stalemates and ties go to the enemy side in most cases.

DEALING DAMAGE

Characters move 50' per round (30' armored) and may attack if within
range at the end of that movement. Otherwise, attacks are resolved with
the above-listed rules. Weapon damage follows here:

RESULT DAMAGE* NOTES


2-6 0 miss; possibly glancing off armor
7-11 1 bodily hit; varies by difficulty
12+ 2 critical, possibly heroic, mortal blow

*Large (two-handed) weapons add +1 damage

Once again, the probability of hitting a target varies greatly with


difficulty as decided by the judge. Armor and shield allow the wearer to
ignore damage, making this a good choice for anyone going into close
combat with enemies, some of which are terrifying indeed...

10
INJURY AND DEATH

Any successful attack deals 1 hit of damage to the target, although


certain weapons (and/or enemies) add bonuses. Damage is subtracted from
the victim's current MIGHT, and should this fall to zero or less, death
results barring the use of armor, etc.

Note that any result of 12 indicates a critical strike for 2 hits, double
damage, plus, where applicable, any bonuses.

A SAMPLE COMBAT

The following is a sample combat:

Aja' is exploring some jungle ruins when she is attacked by a wild


tribesman. Since hostilities are looming, both sides roll for initiative
per the above rules. The player rolls 3 and the judge 5, meaning her
attacker goes first each round until defeated...

The savage is only 20' away and, being unarmored, leaps and easily
covers this distance, thrusting with his spear and rolling 9, striking the
barbarian for 1 (+1) hits. This is subtracted from her total MIGHT, and
she survives with 8 remaining.

Now it is Aja's turn to act. Being already engaged, movement is


unnecessary, and she attacks with her dirk, getting 10 and scoring 1 hit
against the challenging (7+) tribesman. The savage was only a common
scout having 1 MIGHT and dies by the character's hand.

REST AND RECOVERY

Each day of full rest recovers 1d6 MIGHT, although the judge can rule
otherwise in extreme cases, and these are many, noting here that there is
no magic capable of healing wounds. Characters are heroic figures and
capable of shrugging off incredible harm!

NATURAL HAZARDS

Many hazards await the unwary, some natural and others manmade, like
ancient crypts; tempting, but equipped with deadly traps to slay any
would-be trespassers. And as this describes most adventuring characters,
special efforts should be made to challenge them...

Falling deals 1d6 hits per 20' dropped. Likewise, any characters who
cannot swim will suffer 1 hit per round until rescued or otherwise pulled
from the water, keeping in mind that adventurers are heroic and highly
resistant to extreme punishment. Even so, death is everywhere.

11
Poison, whether natural or ingested (or placed on weaponry and/or
needles in traps) deals 1-3d6 hits per attack and is fatal in some cases,
being rightly feared. Furthermore, various mechanical traps may be
encountered, to include the following types:

TYPE INJURY NOTES


Bear trap 1d6 victim held for 1d6+1 rounds
Covered pit by distance spikes add an additional +1d6
Poisoned needle 1-3d6 found in locks and similar things
Projectile 1-3d6 machine-launched spears, etc.
Swinging blade by number deals 1d6 hits per blade present

When setting any trap, the judge should have a good idea of how it
operates and what actions will trigger it. This includes stone pressure
plates or hidden wires, etc. That said, vigilance and good planning
should eliminate the worse of these.

Depending on the circumstances, the judge can allow players to raise up


shields against some traps, like thrown spears, etc.

USING MIGHT

Once again, regular adventurers can spend 1 MIGHT adding +1 to any


attack or physical action, and sorcerers use it casting spells as
explained below. Note here that any character reduced to less than zero
doing so is not dead unless subsequently injured, either in combat or
through some trap or natural hazard, etc.

THE DARK ARTS

Barbarians are a superstitious lot and mistrustful of sorcery and


everything that goes with it. Even so, it can be useful, and characters
may be allowed to become sorcerers provided they declare it in their
narratives first. Magic is very draining on the user and requires them
to spend MIGHT as per the magic and sorcery rules:

First, each spell cast expends 1 MIGHT, possibly more, and effects a
single target within a 60' radius, including the sorcerer, although this
can be extended to include multiple targets if it makes sense and the
judge otherwise permits. The latter costs +1 MIGHT per additional target
to be affected, subject to range requirements.

Furthermore, spells cannot permanently damage or destroy, although


targets can be delayed or distracted for 1d6+1 rounds. Otherwise, magic
can duplicate normal tasks, navigate obstacles, and recall knowledge,
subject to these rules and the judge. Where applicable, maximum movement
is 50', noting here that spell casting takes one full round...

12
Finally, except where noted, spell effects last only as long as the
sorcerer concentrates. Any strenuous activity, like fighting, casting
additional spells, or attempting any other action difficult enough to
require dice negates the effect. Under no circumstances will any spell
last more than one game hour as per the judge.

HIGH SORCERY

Optionally, sorcerers (and always for non-player types) can inflict


magical injury at a rate of 1 hit per point of MIGHT spent to a maximum
range of 30', this being true sorcery.

COUNTER-SPELLS

Any sorcerer targeted by enemy spells may counter them by spending


twice their cost in MIGHT, although such magic is exhausting to the user
and attempted only under the direst of conditions.

MAGIC AT WORK

Aja' and Petronius, a sorcerer, are exploring some ruins when they
encounter a giant reptilian horror. The characters take initiative and,
not wishing to press their luck, Petronius summons billowing smoke to
impede it, spending 1 MIGHT. He then rolls 1d6+1 and gets 4, the number
of rounds the creature will be distracted.

Later, being unable to shake off the monster, the pair is cornered and
the sorcerer attempts another spell, this time levitating to a small
fissure open to the sky. He spends 1 MIGHT (+1 for Aja'), and both of them
rise to safety, although doing so drains 2 MIGHT and leaves Petronius
dangerously drained should he later be attacked.

Once again, players are free to imagine any spell effect they wish,
whether raising an invisible force wall or turning into a bird to ascend
some yawning chasm, subject to the magic and sorcery rules!

13
EXPERIENCE

As characters go on adventures, they gain valuable experience and


improve, both in skill and general survivability, this being measured in
experience points (EXP) acquired as follows:

THE CHARACTER... EXP


Goes on an adventure 1 (base)
Performs extraordinarily +1
Completes a quest, etc. +2

Experience points can be saved and subsequently spent improving the


character as per the following, noting that MIGHT in not the only path to
power, but is nonetheless important.

ADVANCEMENTS

First, players can spend 7 EXP to gain +1 MIGHT. This is not only the
obvious choice, but a strategically sound one, as doing so increases
physical toughness and/or spell casting ability when playing a sorcerer,
although, once again, there are other ways to grow...

Yet another way to improve is by learning another language, the


specifics being left to the judge. This happens over time and requires
access to a trainer, perhaps in the party:

COST FLUENCY
1 basic, some words known
2 discussion possible
3 excellent, fully fluent, etc.

Note here that communication is very important and the role-playing


opportunities great. That said, judges should incorporate this into their
games and reward players clever enough to use it.

Finally, characters might spend EXP to master a new skill, perhaps


becoming a blacksmith, etc. Cost here is left to the judge and the nature
of the skill or trade to be learned:

SKILL IS... COST NOTES


Menial 1-3 physical training, etc.
Skilled trade 3-5 also, specialized knowledge

The narrative focus of this game extends beyond character creation to


sorcery and even gameplay, and this is in keeping with its literary
inspiration and style. To this end, judges are free to add and/or change
anything here as befits the needs of their own campaign...

14
III. CAMPAIGNING

Sword and sorcery was traditionally set in a fictional past, perhaps


before the fall of Atlantis, where magic still worked and monsters ruled
forgotten places. This choice is left to the judge, who can choose from
several mythical places or make their own:

ATLANTIS figures prominently in many tales, including some from the


sword and sorcery tradition. This doomed continent was situated in what
is now the Atlantic Ocean, but with colonies extending into Europe and
the New World. Atlantis was thought to be fairly recent and probably too
civilized to support a savage genre.

HYPERBOREA was supposedly located at the top of the world, but was
otherwise pleasant and warm. It was said to be ruled by giant kings, and
at least one modern portrayal added prehistoric life and a mysterious
technology, joining civilization with the primitive.

LEMURIA reportedly occupied much of the Southern Indian Ocean and


supported any number of primeval races. An ancient land, it most likely
housed prehistoric life. There is also some suggestion of magic being
used, with priests communicating through time.

MU is the oldest of all, being though to exist some 50,000 years ago,
although still home to an advanced civilization that raised great cities
with many colonies. Situated in the Pacific Ocean, Mu had theoretical
connections to the Maya and may have supported prehistoric life, making
this a good fit with sword and sorcery!

PANGEA is alone here in having been an actual place; a prehistoric


supercontinent from the late Paleozoic and early Mesozoic, the great age
of the dinosaurs. It would be easy for creative judges to flesh out a
vanished human race having ancient sorcery and living side-by-side with
all manner of prehistoric beasts and, possibly, gods...

The judge can use any combination of the above, even Atlantis, with
whatever additions or changes they wish. After all, the legends might be
completely wrong! That said, judges can imagine an original setting
inspired by their favorite books and/or movies.

TONGUES SPOKEN

Obviously, many languages will be spoken, and this element of play


ensures challenge, fun, and role-playing opportunities as well as making
character advancement relevant. As a rule, the judge should introduce
several (2-3) regional languages and various primitive tongues, although
all characters will know the common speech of travelers.

15
NON-PLAYERS

During a game, players will encounter many supporting characters,


referred to as non-players, whether friend or foe, and these generally
fall into any one of the following types:

TYPE MIGHT NOTES*


Minion/thug 1-3 tribesmen or robbers, etc.
Commoner 4-9 farmers and tradesmen
Hero/villain 10+ important campaign figures

*Actions/movement based on armor worn (if any)

MINIONS are rank and file enemies having less MIGHT, although still
dangerous in large numbers. These are easily and heroically dispatched
to ensure faster-paced encounters.

COMMONERS include various townsfolk; no tougher than minions, but


generally more inclined to use MIGHT when fighting or performing other
physical acts, so beware the torch-waving mob!

HEROES AND VILLAINS are competent adventurers and will possess all the
same powers and abilities as the (player) characters.

For simplicity, the judge need not write a full narrative for either
minions or commoners. More important characters, however, must always
be described to reflect their power, etc.

SAVAGE BEASTS

Characters will, of course, encounter various animals, including any of


the following common varieties:

TYPE MIGHT MOVE DAMAGE/BONUS*


Bear/ursine 10 30' bite, 2 claws (+2)
Big cat 8 50' bite, 2 claws (+1)
Boar/hog 6 40' charge, gore (+0)
Crocodilian 9 30' bite, drown (+1)
Elephant 18 50' charge, crush (+3)
Rhinoceros 15 40' charge, gore (+2)
Serpent 5 20' bite, poison (+0)
Wolf/canine 7 50' bite, 2 claws (+1)

*Can be split between multiple targets

Animals and monsters roll one attack and may split damage between
multiple targets within range, with drowning or poison calculated last...

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MEN AND MOUNTS

Eventually, characters may wish to obtain (or steal) mounts, whether


simple pack mules or war horses bred for battle, selected for toughness
and/or strong backs per the following:

TYPE MIGHT MOVE NOTES*


Pack mule 5 20' bears 5 items/1,000 SP
Riding horse 7 30' carries 10 objects/5,000 SP
War horse 10 50' as riding; may be armored

*Mounts may carry oversized objects, per the judge

Note that some animals can use MIGHT to improve attacks, much like the
characters if the judge permits.

NAMELESS HORRORS

Foul beasts lurk in the darkest corners of the world, and these may
sometimes be encountered. Sword and sorcery traditionally treats these
as singular abominations as opposed to having a formal list, although
judges are free to write their own. This makes each monster terrifying
because players have no idea what they face!

Creating monsters involves the following simple steps, noting that the
judge is given total freedom:

First, the judge should decide the monster's appearance and method of
locomotion, whether flying or swimming, to include their movement speed
and number of attacks, etc. Note here that things like the ability to
breathe underwater are implied for aquatic/marine types if a written
narrative is not otherwise provided or prepared...

Next, difficulty (chance to hit) and damage bonus (or attacks) should be
decided as befits its size and power, etc.

Finally, total MIGHT should be determined, once again, based on any


number of things, including the number and strength of any characters
otherwise meant to face them. Again, a full narrative is not needed,
although recommended for any monsters making a repeated appearance in
the judge's particular game setting.

Like animals, some monsters can employ poison, and many are cunning
enough to use MIGHT to improve their attacks. Some things, born of
sorcery, employ magic and possess terrible power, making them dangerous
to even the strongest parties. These are normally demons or even dark
gods long-forgotten, but still worshipped by deranged cultists.

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Note here that monster narratives can exceed 30 words if the judge
requires, and that these might invoke special rules to reflect whatever
unique powers the creature so possesses.

MAPPING ADVENTURES

Judges can employ graph paper to map interior areas, with 1 square
equaling 10'. This is important when tracking movement and/or range in
combat situations, but also because larger (two-handed) weapons require
greater space to wield (usually, 20').

Important areas should then be numbered and separate notes written


describing important people, places, and things to include any relevant
statistics and/or treasure as explained later.

Outside and wilderness areas should also be mapped, whether using the
same graph paper or special hexagonal sheets, noting that scale will vary
based on the judge's needs. For instance, 1 square equals 120' on local
adventures and 100 miles mapping whole continents!

TRAVELLING

The world is vast, and curious players will almost certainly wish to
explore and seek their fortunes. For game purposes, characters going on
foot cover 10 miles per day, and those fortunate enough to have mounts
travel 30, assuming time to take rest, etc.

PLANNING THE ADVENTURE

Characters seek riches and will follow any tips (provided by the clever
judge) to the dark towers of decadent noblemen and wicked sorcerers,
perhaps tempted by the thought of some gem, etc. These are always guarded
by terrible servants and traps, and the judge should carefully map this
well in advance to ensure a smoother gameplay experience...

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The following are possible adventure ideas:

ASSASSINATION is usually an evil act, but one still available to the


characters, although perhaps the intended target deserves death, having
done some terrible wrong. In these situations, the characters will be
approached by some agent of the potential employer, and the players must
role-play the terms of any bargain.

EXPLORATION likely accounts for most adventures, whether to satisfy


curiosity or lust for riches (probably both). Once again, the judge should
plant some tempting rumor of the place, like the crypt of a legendary
sorcerer buried with gold, noting that the location need not be indoors
or underground and that monsters are common.

RESCUE AND RECOVERY missions are generally more wholesome, although


patrons can have hidden motives. Rescuing prisoners might involve
breaching a prison and/or defeating its guardians, as does recovering a
desired object, noting that sorcerers might enlist parties to take back
some artifact or magical ingredient, etc.

WEALTH AND RICHES

Treasure can take the form of coins (usually silver) or gems and/or
jewelry of equal value. These should be carefully placed so as to justify
the player's effort while giving them incentive to search for more in
keeping with the finest traditions of the genre...

ARTIFACTS AND RELICS

Despite their popularity in fantasy games, magical items are not


plentiful in sword and sorcery and not found here, although exceptions
can always be made. Traditionally, these are strange objects having
awesome power, like a black gem capable of raising an evil god, although
this is just the sort of thing great adventures are made of!

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APPENDIX I: PANGEA

While judges are highly encouraged to create their own setting, the
following kingdoms and peoples might be casually inserted or embraced
completely and expanded upon...

KINGDOMS OF PANGEA

BAROOMA lies to the east, beyond the great deserts, but accessible to
whatever trade routes there may be. Their culture is roughly analogous
to Persia of antiquity and having similar architecture and medicine,
among other things. It is renowned for its silk and spices, but also for
its sorcery, being extraordinarily advanced.

NEMIA is an ancient equatorial land ruling the south that carved an


empire out of steaming jungles. This most closely resembles a merging
of the Egyptian and Mayan cultures at their height, staying in power
through military might. Nemian gemstones and slaves are traded far and
wide, the latter taken on many raids.

OSTOGOTH represents a region more than anything else, being mostly


comprised of small (and ever-changing) kingdoms organized around prior
tribal entities. These are based loosely on the Goths and/or Germanic
barbarians of antiquity, having a great reputation as warriors, but also
as farmers and merchants when they choose to settle.

PUUN was once a great empire, having long-since fallen to invaders


coming from the east. These settled down only to become absorbed by the
older culture, forming a new and different race. Puun is a decadent
state, combining the treacherous politics of Imperial Rome with the skill
and riding abilities of the Huns.

SAR-JAN lies well to the east, beyond Barooma and even the endless
grasslands that birthed oldest Tartaria. Modeled after Imperial China,
its trade goods (silk and jade) are far more numerous in the western
kingdoms than its people, although the latter will sometimes be met while
trading or acting as envoys to Barooma and Puun.

TARTARIA stretches across a veritable ocean of steppe grassland, an


endless flat expanse. Here live extraordinary horsemen; some of which
invaded ancient Puun and changed. These are much like the Mongols,
fearsome warriors and free, although intelligent and honorable if their
trust is earned, perhaps by skill at arms.

Barbarians wander, and characters may hail from the above-listed


regions if the judge otherwise permits. Note also that each has a unique
language that can be spoken (and learned) in the campaign...

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Baroomian scholars also speak of a strange island continent, the
unexplored KHUL-DUR. The judge can populate this with primitive beasts
or perhaps an advanced civilization, etc.

MONSTERS OF PANGEA

While most monsters will be nameless abominations, the following


creatures are occasional threats and might be introduced as characters
explore their world. Note here that some have additional rules, with
difficulty determined by the judge:

TYPE MIGHT MOVE DAMAGE/BONUS#


Ape-man 1-10 40' 2 claws, weaponry (+1)
Great ape 15 30' bite, trampling (+2)
Jinn varies* 50' chilling, illusions (+0)
Kraken 30 20' capsize, tentacles (+3)
Manes 5-10 40' sorcery, weaponry (+2)
Mastodon 20 30' trample, 2 tusks (+3)
Pterodactyl 1-5 40' 2 claws, sharp beak (+1)
Snake-man varies* varies* poison, weaponry (+0)
Troglodyte 1-5 50' 2 claws, weaponry (+0)
Tyrannosaur 25 30 bite, 2 great claws (+3)
Wizard varies* 50' demons, sorcery (+0)
Ymir (giant) 10-20 varies* 2 claws, weaponry (+3)

*By training, armor worn, or weapon used, etc.


#Two-handed weapons (where employed) add +1 damage

APE-MEN are a simian humanoid race from the jungles of Nemia who
rarely leave their home except when raiding for food and/or sacrifices
to their mysterious gods. They fight with natural weaponry, but also
employ clubs, being physically quite powerful.

GREAT APES stand a massive 12' tall and possess strength beyond the
mightiest human. They are rare, but sometimes seen in the jungles south
of Nemia, called KASHARAK or forbidden.

JINN stalk the lonely Baroomian Wastes, where certain fakirs and
sorcerers claim to summon them. These whirlwind demons attack with a
chilling touch and are capable of using sorcery to distract and/or
otherwise lead victims astray in the desert, although they are seemingly
incapable of producing any other magical effect.

KRAKEN are aggressive squid-like monsters that attack boats and drag
victims overboard. For simplicity, any attack roll of 12 or better
indicates success and drowning unless helped. Another tactic is to turn
the boat over by inflicting 10 "hits" to the vessel (daunting).

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MANES include any undead spirit, whether a harmless ghost or one
inhabiting its mortal remains. The latter include lumbering corpses
guarding a tomb or powerful undead sorcerers having all the magic
possessed in life, using spells and/or weaponry, noting here that these
are frequently overpowering (12 or better).

MASTODONS are cold adapted elephants, larger and physically strong,


although just as intelligent. They move in herds and become dangerous
when threatened, attacking with their tusks and/or trampling their
unfortunate victims. Mighty creatures, they roam the tundra north of
both Ostogoth and endless Tartaria.

PTERODACTYLS (flying reptiles) hunt in the Nemian jungles, feeding


mainly on horses and/or livestock, although aggressive ones may attack
characters when hungry, etc. Optionally, larger ones may carry off
smaller victims (children or female) on a roll of 12 or more, attacking
with both their pointed beaks and razor sharp talons.

SNAKE-MEN occupy temples in the Nemian jungles and sometimes, the


treacherous Baroomian Wastes. They appear humanoid, but with serpent
heads and a poisonous bite (usually, 1d6), although preferring to use
conventional weaponry when raiding for slaves and sacrificial victims
for their gods. Their sorcerers are legendary.

TROGLODYTES appear as squat (5' tall) and primitive men, sometimes


peaceful, although still dangerous when threatened or their territory
entered uninvited. While not as strong as ape-men, they are smart,
defending their caves with traps and ambushing enemies with primitive
arms, typically axes and/or thrown spears.

TYRANNOSAURS are found in forgotten Nemian jungles such that few


encounter them. Chief among the dinosaurs, they are very aggressive
hunters and without fear, attacking with their clawed feet and jaws,
pinning their prey and then tearing them apart. Their sheer physical
might exceeds that of any known predator moving on land.

WIZARDS rarely visit the mortal realm. These are very powerful
sorcerers more likely known by reputation than any actual meeting,
although this can change. Arrogant and scheming, they watch man
suspiciously, being able to cast one spell per round and summon demons
without draining their vigor (MIGHT) when doing so.

YMIR (frost giants) live in the cold mountains of Ostogoth, being a


dreadful monster race. They stand 12' tall and possess strength double
that of an ordinary man, pummeling with massive fists and wielding
immense weapons too big for any human (even a strong one) to ever lift,
appearing as pale-skinned humanoids wearing primitive furs.

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APPENDIX II: GODS AND DEMONS

Non-player sorcerers will sometimes conjure up demons from Hell,


spending 1d6 MIGHT doing so. This foul deed takes a full round and is
only possible once per combat encounter:

TYPE MIGHT MOVE DAMAGE/BONUS


Horned devil 10 40' 2 claws, weaponry (+1/2)
Elder one 5-10 30' fear, pseudopods/tendrils (+3)
Winged horror 5-10 50' 2 claws, taloned feet (+1)

HORNED DEVILS are humanoid and sometimes (1-4 in 1d6) appear bearing
two-handed weapons of hellish make.

ELDER ONES appear as formless monsters so terrible to behold that


characters seeing them have a 1 in 1d6 chance per round of fleeing in
terror, although 1 MIGHT can be spent avoiding this.

WINGED HORRORS are flying devils that prefer claws to weapons, being
also impervious to arrows and other missiles.

GODS OF PANGEA

Many gods are worshipped in Pangea, and many adventurers have sworn
frantic oaths to the following deities:

DEITY REGION* NOTES


Bejula P goddess of healing and fate
Beyla O earth mother and wife to Othun
Esteres B teacher of secrets and magic
Hadur P/T god of iron and the earth below
Indra B/P bringer of storms and ruin
Mazada B ascended god of wisdom and law
Nanet N dark mother; goddess of sorcery
Opheria B/P goddess of dreams and opiates
Othun O sky god and keeper of the slain
Padura P/T horse mother; consort to Hadur
Set-Amon N serpent king of the underworld
Shekesh N judge of the dead; soul eater
Thoror O storm lord and slayer of demons
Umbra T weather god; devious trickster
Zathura B/P maker of arrows; god of hunters

*Barooma (B), Nemia (N), Ostogoth (O), Puun (P), Tartaria (T)

Note here that the gods of Sar-Jan are thought too distant to be listed,
although judges can certainly add them. This is just a start!

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Some writers in the pulp tradition added monstrous and alien gods,
collaborating worlds and imagining cosmic horrors spanning the whole of
human history. These were dark tales, antithetical to the hopeful and
generally heroic nature of sword and sorcery, and the judge must decide
for themselves how to use them, if at all:

NAME NOTES
Azoth swirling mass from deep space
Ilzzur gargantuan reptilian devil
Ktuul aquatic and rubbery high-priest
Tiltaki formless (amoeba-like) monster
Undrikal black and faceless humanoid giant
Yengi white worm and larval travesty

These are the SIX BLACK NAMES, although the judge is always free to
include others. Alien things of terrifying aspect, simply looking upon
one risks a powerful madness lasting 1d6+1 game days unless an equal
amount of MIGHT is spent, noting that vulnerable characters may succumb
to some insanity per the following:

2d6 MADNESS NOTES


2-6 None present no insanity manifest
7-9 Catatonic state simple movement (10') only
10-11 Delusional hallucinations possible*
12 Frenzied and raving violence under great stress#

*Assume a 1-2 in 1d6 chance several times a day


#May attack companions (1-3 in 1d6) as per the judge

Unless MIGHT is spent resisting madness, the judge rolls secretly to


establish insanity (if any), noting that it normally takes up to one game
day for any symptoms to manifest. The judge may, at their discretion,
take over when irrational behavior occurs, like experiencing terrifying
hallucinations or turning on their luckless companions, etc...

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