ro)
The Worldaf Robert E, Howard’s Barbarian Hero
BY CurTIs M. ScortT
With AN In@RobducTION By L. Sprague DE CampGURPS
By Curtis M. Scott
Introduction by L. Sprague de Camp
Edited by Michael Hurst
Cover by Kirk Reinert
Interior Art by Butch Burcham
Additional Art by Dan Carroll, Larry Dixon, Norman Doering,
C. Bradford Gorby, Denis Loubet, George “‘Speed’” Webber and Charli
GURPS System Design by Steve Jackson
Ken Trobaugh, Managing Editor; Charlie Wiedman, Art Director
Page Design and Typography by Melinda Spray and Drew Camard
Production and Maps by Linda Ervin, Carl Manz, Charlie Wiedman
Proofreading by Ingrid Kunze
Playtesters: Russell Jones, Stephen Posey, Pat Vermiere and the $JG-BBS Illuminati
Wiedman
GURPS is rgistered trademark of Stove Jcksor Games Incorpomied. GURPS Conan is copyright © 1989 by Steve Jackson Games Incorporate,
All Conan characters are copyrigh by Conan Properties, Inc. Coman® tad Hyborian Age™ aretndemarks of Conan Properties, Inc and ae used nde cease
All igh resirved. Printed inthe U.S.A.
ISBN 1-55634-148-2 12345678910
STEVE JACKSON GAMESCONTENTS
INTRODUCTION: CONAN THE MIGHTY . ..... 3
“About Curls MScods-..
“About L, Sprague de Care, Map of Byboria
1, CONAN'S WORLD: THE TRO RIAN A AGE
BibographicalBnres
‘The Catclyem
‘The Khar
Acari th iar on San
The Calendar =
‘The Rise of he Hyborian |”
‘Conan and the Cobubir Mtoe
‘The Coming of the Hyrkasiens
‘The Hytorien Word.
"The Hyborian Nations «|
Tecmology
Suche
‘The Khari Empires
‘The Khari Sucee tor States
‘The Tribal Peoples, The Iu
Mage. as
2. HYBORIAN CHARACTERS
[Now Neabureans 0... oa
sn td ing :
‘Jobe Table :
Equipment and Pris |
Powers ofthe Lotus
‘Other Poisons
3. HYBORIAN BESTIARY «| a
4, HYBORIAN RELIGION . -
How Religion Works
CCleical Magic rein
‘The “Based” Advantage
Gots and Pandeons
‘Mitre
‘Set and the Stygian Panioon
Erland te Living Tarn
‘The Shemish Panthoon
‘The Vendy Pantheon
‘The Animal Gods»
Nature Worehippore.
‘God of the Nori, Ans Woe, Denon Wey
Orne Godt
Map of the Hyborian World
5. LANDS OF THE, HYBORIAN AGE
Aaa
‘geile 221212
PSEReeeeseseees seeeueweeeoeeeBereuees
Koala
Koh: Et
ath adic pons” ‘
Mera
Nomedia |
Nordheim’ |
Ptish Wilderness”
Stem we
Soin:
Taran
6. THE CONAN CAMPAIGN |
Running Hyboin Canpuign =
Plagne Can <1
HYBORIAN MAGIC 2...
Tis Nass of Magne born Ae
“aging Magic oie Horan Age.
‘Lampton Pred pgs Se
tybeun Pie
‘Top Sten
Mast Combat Tern Sequence, Biter ‘hoop uty
Troop Types
‘Troop Quilty snd Mora
Graig Toop Oly. Detriing anmanes sper
ale Magic
Determining Magic Power.
Using Magic the Hotei
Raising Troops -
Paying and Matnaining Toop
Caasrophe ee
Consequences Pier Characare
‘Survival Rol z
Formations and Ranks
Glory Roll i
Sintegy Modifiers =?
Relaive To0p Sirength ee
Bevaton und Dsfensive Position
‘Special Troop Superiority».
‘Special Cieumsances
Loot, Use of Pltemen, Moraie 222.222.0200)
Bate Plas
Resolving the Comes of Siaiegy”
Morale Medien, Row an Disaer
Second Survival Rol =
‘Quick and Dirty Masi Combat
APPENDICES .... .
Bibioarnhy «|.
Coma the This «=
Conan, Captais of Turan =
‘Ameathe Lion.
‘Conan the Keaak
Conan, King 0 Aquilonia
‘The Women in Conan Lite
Frinds and Eoomios
INDEX .INTRODUCTION:
CONAN THE MIGHTY
Robert Ervin Howard (1906-36), a gifted but ill-starred Texas writer of the
1920s and °30s, created the Hyborian Age, a fantastic fictional setting to rank
with Baum’s Oz, Carroll’s Wonderland and Burroughs’ Barsoom. In Howard's
Conan stories, before recorded history, “‘ . . . shining kingdoms lay spread
across the world like blue mantles beneath the stars — Nemedia, Ophir,
Brythunia, Hyperborea, Zamora with its dark-haired women and towers of
spider-haunted mystery, Zingara with its chivalry, Koth that bordered on the
pastoral lands of Shem, Stygia with its shadow-guarded tombs, Hyrkania whose.
riders wore steel and silk and gold... .”
Conan, the greatest Hyborian hero, was born in the barbaric northern land
of Cimmeria. After an adventurous life as a thief, pirate and mercenary, he
literally crowned his career. He became King of Aquilonia, the richest and most
powerful nation in the West
Howard proposed that this age had glittered between the sinking of Atlantis,
around 18,000 B.C., and the dawn of known history. A catastrophe wiped out
Allantis and Lemuria, whose survivors reverted to savagery. In time these
Peoples built new civilizations. By 15,000 B.C., the powerful empires of
Acheron and Stygia, rife with sinister sorceries, had arisen in the western part of
the main continent.
Northern barbarians, the Hyborians, overran Acheron. On its ruins, the
conquerors raised Howard's ““shining kingdoms.”” Another natural catastrophe
later ended the Hyborian Age, whose history survives only in fragmentary form
in myths and legends. Howard assured his readers that this was pure fiction, not
serious theory of human prehistory.
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Page References
Rules and statisics in this book are
specifically for the GURPS Basie Set,
‘Third Edilon. Any page reference wat
begins with a Brefers to he GURPS Basie
Set ~ e.g, p. B102 means p. 102 of the
GURPS Basic Set, Third Editon.
‘Aa M page reference means a page in
GURPS Magic: BY references are to
GURPS Bestiary; SW references are to
GURPS Swashbucklers.
About Curtis M. Scott
Curtis M. Scot is a software engineer
‘with a wife, Mary, and son, Pillip, when
he surfaces from the Hyborian Age. He
has been a roleplaying guner since 1976
GURPS Conan is his second major work
for Steve Jackson Games; he is also the
author of GURPS Hamanx.
Conan The MightyAbout L. Sprague de Camp
L. Sprague de Camp is a major figure
in madera American faniasy and science
fiction. He begin publishing in the Golden
‘itlen science fiction, fantasy, historical
fiction and non-fiction (including
biographies of H, P. Lovecraft and Robert
B. Howarg)
Map of Hyboria
On pp. 36-37 is a map of the world of
Hyboria. This map is based, first and
{forement, onthe sketches drawn by Robert
E. Howard himself. Before the frst Conan
sory was published, he obviously tad.
clear idea of the “lay of the land’ over
much of Hyboria
Other areas, however, were let vague
(perhaps purposely) by Howard, and i has
fallen to his stadents to fill them ia. For
those aeas, the present maps are based on
variety of sources, bat mest Of all ow Une
text descriptions inthe tales themselves,
[Got The Mighty
Robert Howard, alas, achieved no Conanian triumph. Howard lived mest of
his life in Cross Plains, a town of 1,500 in central Texas. This was as un-
Propitious a setting for a writing career as could be found. Save for a couple of
helpfil English teachers in high school, he was entirely self-taught.
Howard resolved upon a writing career while still a boy and plunged into it
a soon as he finished high school. His first sale came in 1924 to the magazine
Weird Tales which, of the many publications he contributed to, remained his best
single outlet.
By 1928, he had mastered his craft and thereafter sold regularly to the pulp
magazines. He sold boxing stories, detective stories, horror stories, tales of
historical and oriental adventure, Westerns, science fiction, fantasy and verse,
He earned around $2,000 a year from his writing, which by the standards ofthe
1930s was quite a fair living — though the townsfolk wondered when he was
going to give up writing silly stories and settle down to a proper job in a local
shop or in the oilfields,
A great natural storyteller, Howard developed a distinctive prose style,
using such poetic elements as rhythm, alliteration and personification. In the late
1920s, he specialized in boxing stories, in the early °30s in fantasy, and in the
middle "30s in Westerns, although he wrote stories of all these types throughout
his career.
Howard began the Conan st s, upon which his posthumous revival is
based, in 1932. Conan is an idealization of what Howard thought he would like
tohave been: a footloose, lawless, hell-raising, irresponsible adventurer devoted
to wine, women and violence, But, save for a big, powerful physique, a hot
temper, and a chivalrous attitude toward women, Howard and Conan had noth-
ing in common. Howard was shy, sersitive, upright, law-abiding, courteous,
compassionate, reclusive, introverted, bookish and {though he denied it) intel-
Jectual. He did not attribute such qualities to Conan,
Howard suffered from isolation, minimal worldly experience, limited travel
outside of Texas and a lack of access to bi; -city and university libraries. An even
greater handicap was bis family situation. Howard was excessively attached to
his mother, who encouraged his sla devotion. As a boy he resolved not to
outlive her. In June 1936, after a long iliness, his mother lay unconscious, dying
of tuberculosis. Howard, aged thirty, with a growing circle of admirers, an
adequate if not lavish income, and a Promising career before him, shot himself.
In his lifetime, Robert Howard sold over 160 stories and left 100-odd un.
finished or unsold. For 20 years after his death, his Conan tales remained the
private enthusiasm of a small circle of connoisseurs, In the 1950s, an obscure
Publisher began publishing the Conan stories in small hard-cover editions; but it
‘was their appearance in a unified paperback series, beginning in 1966, that set in
motion Conan’s current Popularity.
Indeed, this paperback series, together with the simultaneous paperback
Publication of J.R.R. Tolkien's three-volume The Lord of the Rings, touched off
today's enormous revival of fantasy. The present writer, who was maialy
Tesponsible for the paperback Conans, also with the help of collaborators, added
‘humerous stories to the saga, following Howard's original plan, style and spirit
as closely as possible.
For over a decade, Conan Properties, Inc., has controlled all Tights to the
BSiant barbarian and divides the profits from the use of the character among the
Howard heirs and the living writers. Conan has appeared in countless collections
and anthologies, comic books and motion pictures — although, ironically,
Howard’s literary rights were given no value at all in appraising his estate. Conan
Properties chooses experienced contemporary writers to continue the adventures
of the mighty barbarian.
— L. Sprague de Camp
—4—CONAN’S WORLD:
THE HYBORIAN AGE
History and Prehistory
The Hyborian Age developed from earlier cultures. Preceding civilizations
have shaped its nations and peoples unmistakably. However, its history is half
legend, the truth lost in the darkness that stretches from mankind’s beginnings.
The Serpent People
Before mankind, there were the reptilian serpent people,
spanned the jungles of the pre-human Tharian continent. Theirs was a world of
dincsaurs, ancient demons and sorcery beyond that now known to men. Their
empires ruled over slave races, some human, some less so. Their own pursuits
were unfathomable to the “lesser” races,
whose empiresBibliographical Entries
As ofthis witing there are 73 Conan
swries by Howard aad his Cominers. In
the bibliography (pp. 111-115) the stories
of the saga are listed in chronological
onder. For reference in the text of this
book, each story has been given a three
ete code: following ix an alphabetical
Tsing ofthese cades cross-referenced with
the Ue and the chronological aunter of
the story (Roman numerals are an
thology. The ibliography gives a brief
pot oun ofeach story.
BBR — “Beyond the Black River" (60)
BCO — “Black Colessus” (38)
BSN. — “Black Sphinx of Nebihu"* (70)
BIE — “Black Tears” (44)
AQ — Conan of quilonia (1X)
CAS — Conan and the Sorcerer (5)
‘CAV — Conan the Avenger (Vill)
CBU — Conan the Buccaneer (56)
CCH — Conan ihe Champion (17)
CCO ~ Conan ihe Conqueror (67)
CDE = Conan ihe Destroyer (8)
CDF ~ Conan ihe Defenier (29)
CFE — Conan the Fearless (12)
CMA — Conan the Magnificent (9)
CMR — Conan dhe Marauder (51)
COC — Conan of Ciraneria (11)
COL — Conan ofthe Isles (73)
COM — “The Curse of the Monolith” (22)
CON — Conan ()
COS — “The City of Skulls" (20)
COT — “The Caste of Terror” (35)
CRA — Conan the Raider (46)
CRE — Conan the Renegade (40)
ERK — Conan: The Road of Kings G0)
CSG — Conan and the Spider God 24)
SS. — Conan: The Sword of Skelot (7)
CTA — Conan the Adventurer (V)
CTD ~ Conan the Defian (3)
CTF — Conan the Freebovcer (tt)
CT — Conan the Invincible (10)
CTL — Conan the Liveraior (64)
CTM — Conan the Mercenary (6)
CTR — Conas the Rebel (33)
CTS — Conan the Swordeman (X)
CIT — Conan the Triumphant (31)
CTU — Conan she Usurper (VIN)
CTV — Conan the Victorious (16)
CTW — Conan the Wanderer (IV)
CUN — Conan the Unconquered (18)
CYA — Conan the Velorous (26)
CYL — Conan the Valiant (23)
CWA — Conan the Warrior (V1)
‘onan the Warlord (14)
“The Devil ia Iron” (48)
DOT — “Drums of Tombalku" (53)
POD _— “The Frost Giant's Daughter"
“The God in the Bow!" (13)
‘The Gem in the Tower” (54)
HOD —“'The Hall ofthe Dead” (11)
Cominued on next page.
\ The Hyborian Age
Only on the continent of Mayapan did bestial humans survive unmolested,
slowly learning the use of flint knives and fire-hardened spears and making the
mystic transition from beast to man,
‘The Rise of Humankind
Although human progress was slow, retarded both by the climate and the
occasional raids ofthe serpent men, it was inexorable. Over time, the humans of
Mayapan spread eastward to Atlantis and the Pictish Isles, and westward to the
Lemurian Isles.
These first explorers and settlers brought their primitive beliefs, and spread
them across the world. Knowledge of the gods, demons and sorcery was
mankind's birthright, discovered through dangerous experimentation and oc-
casionally ripped ftom the oppressing serpent men
Even in these early days, not all magic was benign. Among the cruelest
abusers were the Khari, who ruled a large empire in central Mayapan, The
details of their evil are not recorded, but outraged victims hurled them from
‘Mayapan into the uncharted ocean to the west, never to return.
(On Mayapan, the human empires fell, rose, and fell again, leaving the island
colonies barbaric, isolated and ignorant of their origins. AS they rose again, they
spread outward, this time to the sea
The Age of Atlantis
Atlantis stood on a great island chain in the Western Ocean between the
‘Thurian continent and the Antillian Islands. Atlantis was the most powerful
nation in the world, with magic far beyond that of the Hyborian Age. Her only
rivals were Lemuria, halfa world away, and the Seven Kingdoms on the Thurian,
continent
Atlantis was ruled by religious factions who worshiped demonic beings from
the Elder Night. One such faction was the cult of Xotli, Lord of Terror. They
sacrificed thousands of slaves captured from more primitive portions of the
world to their dark deity. Even today, remnants of the Atlantean cults survive in
remote regions around the world.
aBefore the Cataclysm (see below), the Atlanteans established a large settle-
ent on the western shore of the Thurian continent. The settlement exploited the
‘materials which Atlantis lacked, and sent lumber, agricultural products and
Wes to sacrifice on the altars of Atlantis’ ever-hungering gods.
‘The Atlantean government ensured that the settlement was dependent upon
Slaves and peasants were shipped to the colonies by the thousands, but
‘one with the knowledge of smelting ore or creating machines was permitted
jenigrate. Atlantean troops protected the colony from attack by hostile natives
d also acted as an armed guard on the settlement’s population.
Pictish Isles
Not all the Mayapanic colonies developed into advanced societies. One
ive yet forceful group was the Picts, who settled an archipelago between
e Atlantean islands and the Thurian continent. The Picts were a warlike
ople, with powerful sorceries and a fanatical belief in their destiny as world
conquerors. The other cultures ofthe period avoided the Picts, but they could not
vent them from spreading to the Thurian continent.
Lemurians
‘Another island empire, Lemuria, was eastof the Thurian continent. Lemuria
loped powerful sorcery and a thriving culture, much as Atlantis had. It
flered, however, from an inability to further colonize. The Lemurians had lost
and could only visit the nearby Thurian continent.
Unfortunately, the Thurian coast was already occupied. The Khari, ancient
txiles from Mayepan, had found a home on the eastern shores of the continent.
Khari were an insular people and had little use for commerce. Thus, the
ins were forced to travel slowly around the continental coast until they
ere able to reach the Atlantean seas.
Thurian Continent
The Thurian continent was the home of several different peoples. First and
lost were the native kingdoms: Kamelia, Valusia, Verulia, Grondar, Thule
Commoria. These kingdoms shared a common heritage and language, and
obably arose from a single people.
The Atlanteans had a colony on the shores of the Western Ocean; the Picts
aso maintained a small enclave. The entire region, however, was surrounded by
nexplored jungles and wastelands, and just to the south brooded mankind’s
“ancient enemies, the serpent people.
Foremost of the leaders of these Thurian kingdoms was King Kull of
jalsia, with whom Conan was sometimes compared. King Kull drove the
“Serpent people back from their domination of the southern human kingdoms, and
efforts of his armies (and those of his contemporaries) set much of the stage
or the ater Hyborian Age.
The Cataclysm
Four millennia before the time of Conan, seismic upheavals sank Atlantis
‘beneath the Western Ocean, never to rise again.
‘The Cataclysm was not as sudden as portrayed in later legends. There had
"been rumblings for centuries before the final great paroxysm, but as has always
‘beenthe way with man, these warnings were ignored. Some scholars believe that
‘the gods struck Atlantis down for its worship of the demons of the Elder Night,
‘but no one really knows what caused the Cataclysm.
‘The Cataclysm also threw up new mountains in western Thuria, devastating
—7T—
Bibliographical Entries
(continued)
HON — “The Hand of Nergal” (19)
HOS — “Hawks Over Stem" (37)
JOG — ‘Hewels of Gwablur” (58)
LIW — “The Lair ofthe Ice Worm" (28)
“Legions of die Dead” (1)
{000 of Blood" (61)
“The Feople of the Black Circl””
‘The Pool ofthe Black One" (55)
“The People ofthe Summit” (31)
“The Phoenix on the Sword” (68)
“Queen of the Black Coast” (32)
“Rogues in the House” (15)
RMZ — ‘Red Moon of Zembubwei” (71)
RNA — ‘Red Nails” (57)
ROE — ‘The Road of the Bugles"*(42)
'SHD — “Shadows in the Dark” (39)
“The Snout in the Dark" (36)
Shadows in the Moonlight” (41)
“Shadows ia the Skul!” (72)
“Shadows in Zamboula” (45)
“The Star of Khorala" (47)
“The Bloodstained God" (25)
“The Flame Kail” (49)
“The Thing inthe Crypt (2)
“The Ivory Goddess" (59)
“The Tower of the Elephant” (4)
"The Return of Conan’* (68)
“The Searlet Citadel” (66)
‘The Slithering Shadow" (52)
Treasure of Trani
Witch of the Mists”
‘The Vale of Lost Women’
WBB — “Wolves Beyond the Border
(63)
WSB — “A Witch Shall be Born (43)
The Hyborian AgeThe Calendar
‘The Hyborian calendar is cyclic. Bach
year s named, and every eight years the
‘ear names repeat, Years are named as f-
lows:
1) Year ofthe Lion
2) Year of the Sun
3) Year of the Wolf
‘Year ofthe Spider
5) Year of the Serpent
6) Year of the Eagle
7) Year ofthe Dragon
8) Year of te Horse
‘Tee of the eight years have 13 lunar
‘months; the other five years have 12 lunar
‘months, Each year begins on the fistful
moon after the summer solstice. Days
within cach month are numbered. The
months are named as follows:
1) Month of the Griffin
2)Month of Fire
3) The Golden Month
4) Month of he Maiden
'5) Month of he Scorpion
6) Month of he Bear
7) Month of he Sa0w Ape
8) Month ofthe Fish
9) Month ofthe Rat
10) Month of the Sparrow
11) Month ofthe Hawk
12) Month ofthe Ram.
13) Month ofthe Dragon (*)
(#) This month only oceurs in the years
of the Lion, the Spider and the Dragon
Foreasicr dain, years in this book are
numbered from the year Aquilonia was
founded. Conan was bora in 1248 A.A
(Aguilonian Age): the Year of he Lion.
the continental civilizations, Strange beasts and savages, previously isolated
from the Atlanteans by natural barriers, began to attack in force. Forced to
‘manage without the metals of Atlantis, the continental Atlanteans were thrown
back to wood and flint.
Even worse, the Picts, whose colonies in western Valusia had only been
slightly shaken, invaded the Atlantean territories. The war was sanguinary. The
Picts outnumbered the Atlanteans, but the settlers still had powerful weaponry
Five hundred years later, the two cultures had all but vanished, becoming ‘a
nation of savages — the Picts — carrying on continual warfare with tribes of
Savages — the Atlanteans.”* (““The Hyborian Age,”” by Robert E. Howard.)
‘The Lemurian Isles also sank, and many Lemurians fled to the Thurian
‘continent. ‘The Khari (who had been comparatively untouched by the Cataclysm)
enslaved the refugees. Over the centuries, all vestiges of the Lemurian culure
‘were crushed, transforming the survivors into near-beasts. Those who dared rise
against their masters were sacrificed to the Khari demon-gods; most preferred a
quiet life of slavery to eternal torment.
The Khari
For 1,500 years, the Lemurians toiled for the Khari in brutish slavery. But
eventually the Khari declined, as all civilizations do. Approximately 2,500 years
before Conan, the Lemurians rose up and destroyed them. Those few Khari who
survived fled west, eventually founding the kingdom of Stygia (p. 80).
‘The slaves quickly fell to bickering over the remains of Khari civilization,
but without their masters, they were left to puzzle over their artifacts and try to
unravel their mysteries.
Acheron, Hyperborea the Elder and Stygia
‘The Khari were forgotten, but not gone. They traveled west, stopping for a
time by the shores of the Vilayet Sea before bursting on the primitive West and
ing it for their own.
‘The Khari found the West without a civilization, The Picts and Atlanteans
hhad battled themselves into mutual near-extinction and stone-age technology.
The serpent people, who tad once been mankind's greatest foe, had faded into
their jungles, Ieaving only a rerunant of
their former glory in human-inhabited
lands. Only in a few areas, such as the
Valley of Zing and the tribal lands of
the Zhemri, did any human-ruled civiliz-
ation remain. In this power vacuum, the
Khari established their leadership.
‘The Khari kingdoms are known by
every child of the West. They are the
nightmare reaims of the children’s
stories. Acheron dominated the north,
covering much of modem Nemedia and
Corinthia. Ruled from purple-towered
Python, Acheron was the most cos-
mopolitan of the Khari kingdoms. Al-
though the Acheroneans were cruel
masters, they encouraged the primitive
peoples to come and join their kingdom,
and thereby become part of their new
slave races.Hyperborea the Elder ruled the ceatral portion of the West, covering modern
Koth, Ophir and Shem. It was the weakest of the three nations and the magically
poorest land, but it was protected from Pictish and Atlantean raids by the bul-
wwark of Acheron.
Old Stygia, dark and brooding, was the most powerful of the three Khari
nations. Where Acheron and Hyperborea the Elder had to create their own social
order, Old Stygia conquered a civilization ona par with its own, That previous
kingdom had been ruled by the now-fellen serpent men, and only a few members
‘ofthat decaying race remained to hold the reins of power. ‘The Khari first offered
to serve the serpent men, then betrayed them, and have ruled this last bastion of
pre-humankind ever since.
The Rise of the Hyborians
For over half a milleanium, the Khari ruled undisputed. Their fall came by
the wandering of a simple tribal people, whose warlike nature, conquering
aspirations and unstoppable numbers were the downfall of the Khari empires.
These people were the Hyborians.
‘The Hyborians were a light-skinned, northern tribal people who were forced
out of the North by competition with other tribes in the region. Initially, those
few pathetic souls who crossed the Graskaal Mountains into Acheron were
treated as just another slave race, forced to work for the Khari masters.
To Hyborian eyes, however, the comparatively meager sustenance of a slave
wasa feast beyond imagination. Word quickly spread through the north that more
was thrown away each day in Acheron than could ever be found on the icy plains.
The Hyborians came by the thousands. What had begun as a trickle soon
became a migration, as word spread of the plenty to be found in the Khari
kingdoms. When the Hybori became too populous, Acheron tried to seal its
northern border, using troops to drive the Hyborians back to their icy homes. In
the face of armed men, the tide of refugees Soon became an army.
‘After a millennium of warfare, the Hyborians had obliterated Acheron and
Hyperborea the Elder. Some small remnant of the spirit of that latter Tand
remained in the icy north, in the form of the Witchmen of modern Hyperborea.
—9—
Conan and the
Cthulhu Mythos
Robert E. Howard frequently cor-
responded with H. P. Lovecraft, originator
of the “Cthulhu Mythos,"* and the two
‘writers were often published in the same
magazines, especially Weird Taler
Howard even wrote some Cuulhoid tales
(ost notably "The Thing on the Root”
and “The Black Stone’) with Lovecraft’s
encouragement.
Although the Conan stories were cer
luinly not imate of Lovecran, Howard
drew background from Lovecraftian sour.
es, and the Conaa stories tie in to
Howard's own Cibulhoid stories. Thus, in
4 sense, the Conan cycle iself isa part of
the Cthulhu Mythos!
In the days of Conan, the Lovecraftian
dor beings were Hise ‘more active than
they are today, but their worshippers were
more open. Yor Sodhoth was yeucraed as
the cannibal god Yog (se p. 35). The toad:
god Tsathoggua had a temple on the
"Nameless Isle. Dagoth is mentioned in the
second Conan movie. There are many
other references, hidden like gargoyles
within the architecture of the Conan saga.
‘The “Demons of the Outer Dark,”
from the evil night between the star, o°-
cesionally appeared ia Conan tiles. How
ever, Howard's view of the depts of space
‘yas not as nightmarish as Lovecraft's; he
“elephant-god”” Yag-Kosta, also a long-
lived visitor from space, was a creature of
ood.
‘The complete Cthulhu Mythos is not
within the scope of this work. Por those
wo wish to add a horror element to their
Conan campaign, the Call of Cohulha
game, from Chiosium, is recommended
for extensive, well retearcted information
about the Mythos.
The Hyborian AgeTechnology
In Conan’s time, most of whe Hyborian
Age is Tech Level (TL) 3 — very like
medieval Europe. Some areas, such at
Cimmeria and the Black Kingdoms, are
‘TL2 or lowes. Remnants of the old Adan:
tean and Kiar civilizations even provide
bits and pieces of higher technology.
Weaponry: Cunpowder is unksown,
‘The finest hand weapons are mate of steel,
the best ranged weapens are the Hyrkanian
‘composite recurve bows. The trained
Hyborian knight in fll plate armor is the
ulimate fighting machine.
Travel: Those who can afford it ride
animals; the others walk. The horse collar
4s unknown, but stirups and horseshoes
‘are commos. Most cargo is hauled by ox
cart or wagon. Camels are common in
desert areas. Ships are poweredby oars or
sails. Most sailors chart courses by lead:
line and log; most navigation is by land
sarks, bird-light and seaman's instact.
Medicine: Most surgeries are per
formed by “barbers” who pull teeth,
Femove wans, and perform amputations
‘Anesthesia and the germ theory of disease
‘ae unknown. Herbalists purvey various
mixtures “guaranteed” to cure any ill
Magical healing is the most effective
medicine, bat it is very rare
Communications: Horse couriers are
wed by the military end goverament ser
‘ees; others must trust their missives to
merchant caravans. Some spy services
(Goably those of Turan and Zamora) use
Mained birds to deliver messages. Most
eople are illiterate and hire scribes to
‘wre and read for them.
Hyborian. Age
Only Stygia was able to stop the tide of
Hyborian warriors through the use of
magics so potent as to nearly bring on
another Cataclysm. The land of Stygia
still bears the scars of that struggle,
but the Hyborians were stopped.
‘The Coming of the Hyrkanians
The Hyborians have ruled the
West for 1,500 years. Only within the
last few centuries has any foe come
which might have a hope of challeng-
ing these resourceful conquerors. This
foe is the Hyrkanians.
‘The Hyrkanians are the descen-
dants of the Lemurians who rebelled
against the Khari over 2,000 years
ago. While most of the slave races
chose to remain in the Khari
““yomeland"* and scavenge from the
remnants of that civilization, the
Hyrkanians chose to wander west and
tule the huge, empty steppe.
‘Two centuries ago, the first Hyrkanian warriors rounded the southern tip of
the Vilayet Sea. They conquered the hill tribes of that region and founded the
empire of Turan. Now they have advanced to the very edge of Hyborian civiliza-
tion, bringing new kinds of warfare ang a belief in their own conquering destiny
as strong as that of the Hyborians,
This is the world of Conan
The Hyborian World
The Hyborian Age is 12,000 years before the modern era. In general, it
resembles places and times from more recent history, due to parallel develop-
‘ment and the necessities of a medieval technology. In some ways, however, it is
quite different, thanks 10 its unique history and the influence of sorcery.
Customs vary wildly across the lands of the Hyborian Age. Many of the
individual traits which distinguish the nations are described in the Lands of the
Hyborian Age entry for each nation. However, the nations can be divided into
several “families"” which share common origins.
‘The Hyborian Nations
‘The Hyborian nations were created by the Hybori invasion which began
1,500 years before Conan. These northern peoples viewed themselves as a new
‘wave, purging the worid of the corruption of their predecessors. Something of
that attitude of “manifest destiny”? remains in their Hybori-centric world view,
and in their constant encroachment into neighboring territories. Aquilonia,
Argos, the Border Kingdom, Corinthia, Nemedia and Ophir all are part of the
Hyborian hegemony, and Koth is at least heavily influenced by her Hyborian
neighbors.
‘The Hyborian rations resemble most closely the Europe of the Middle Ages.
‘The larger nations, such as Nemedia and Aquilonia, have developed a feudal
system any vassal of Edward Ill would be comfortable with. In some aspects
(particularly in warfare and philosophy) they have more sophistication, and the
—10—set-piece battles of the Hyborians are just as Sir John Hawkwood might have
fought them.
The Khari Empires
‘Most of the true Khari ate dead now, but the lands they settled continue their
culture and dominate much of the central West. Stygia is the greatest of the Khari
empires, but Brythunia and Koth owe much to their Khari heritage.
‘The Khari have no direct analog in Earth’s history. However, Stygia can be
viewed as a decadent Egypt, with overtones of other classical “evil empires,””
and some of this taint shows in the other Khari kingdoms.
‘The Khari Successor States
‘The Khari successor peoples dominate the East. Khitai and Hyrkania (as
well as the recently created empire of Turan) are all Khari successor nations.
Khitai, Hyrkania and Turan represent “the unknown East.”” The Coran
tales are told from an essentially Hyborian perspective (even though Conan is
Cimmerian) and to a Hyborian, these lands are filled with mystery. Vague
Tumors are known of these kingdoms (just as rumors filtered back to Europe
about the Orient after the Crusades), but half of what is heard is a lie and the
other half is not always believed.
The Tribal Peoples
The tribal peoples comprise a number of groups with some common traits.
Each has spread to cover a limited region, with little drift or expansion. Most of
these peoples are relatively young, certainly no older than the Hybori.
The Northern Barbarians
‘These include Cimmerians, Hyperboreans (which, while Hyborian in
origin, did not share in the Hyborian expansion) and Nordheimr. All of these
peoples are TL2, and are well known for their strength and tenacity.
The Black Kingdoms
‘These include Darfar, Keshan, Kush, Punt and Zembabwei. They are all
Iron-Age cultures, varying from city builders to pastoralists to hunter- gatherers.
The Vilayet Tribes
‘This group includes hundreds of tiny tribes, each with its own traditional
lands, and with hundreds of years of feuding history. These tribes live in Iranis-
fan and Ghulistan, and make up most of the citizenry of Turan. (The ruling
‘classes in Turan are Hyrkanian.)
The Picts
‘The Picts are perpetual barbarians. Their only use for civilization is as a
provider of better weapons. In Conan’s time, they are confined to a strip of land
in the uttermost west of the Thurian continent.
‘The Iranistani
The troubled Kingdom of Iranistan is flanked by powerful and dangerous
neighbors: Turan, Vendhya, Stygia and the Black Kingdoms.
‘The Shemites
‘The city-states of Shem are established on the great expanse of plain west of
Turan. United, they would be a formidable enemy to the great powers. Usually,
they would rather fight each other than strangers.
=
Mb? "fe
7I
|
|
| used as player characters, but they are rare.
I
‘bonuses and penalties affect the final
attribute level, not the point cost. For
instance, a degenerate man has a -2
"penalty on 1Q. That means that if he
pays 0 points for 1Q, he gets an 8
{ie., 10 from the Basic Attributes
‘able on p. B13 minus his penalty of
" 2), Ife pays 10 points for 1Q, he gets
‘an 11 (from the table) minus 2, for a
Atal of 9.
‘Nonhumans can have “‘natural"”
disadvantages. These do not count
against the limit of 40 points for a
haracter. To the nonhuman, these
ate normal traits.
Where not described otherwise,
assume that other races are function-
Ally identical to humans.
New Nonhumans
‘There are four non-human types
described in the Conan saga —
degenerate men, satyrs, sexpent men and S'tarra. Of these, the fist two can be
Degenerate Men
-25 points
‘The descendants of the pre-Cataclysmic peoples have not all thrived. Some
have fallen further and further ftom their once-lofty civilizations, until they are
barely recognizable as men. Degenerate men can be found in remote regions
throughout the Hyborian world.
‘These bestial half-men live in caves or thrown-together shelters in stone-age
communities, or in small nomadic groups. Their language (such as it is) consists
of grunts indicating the presence of food, alerts of danger and expression of
hunger and other bodily needs. Degenerate men are considered near-animals by
the Hyborians, although particularly clever individuals, if properly trained, are
ascapable of human behavior as any Hyborian. They have only minimal mastery
of such higher arts as the use of fire and tools.
Degenerate men are squat and bestial looking, with dark, matted hair, prog
rathous jaws, and long, spindly limbs. They are typically 3"”-4"" shorter than
‘most Hyborians, but they are stocky so their weight is normal for their ST.
‘Advantages and Disadvantages: Degenerate men are 1Q -2., ST +2, and HT
+1. They have the Primitive disadvantage and are TLO.
Friends and Enemies: All true men (including the “‘primitive”’ Picts, Cim-
‘merians, and Kushites) detest degenerate men (-3 on Reaction rolls). Primarily
out of fear and confusion, the degenerate men return the feeling.
Satyrs
Satyrs are 4” tall humanoids with thin, fawn!
0 points
» light-brown fur and small
eer-like tails. Their legs are covered with thick, wooly fur. Their pointed,
eer-like ears are set forward on their heads above their faces. From a distance
their ears look like horns. They spend their lives in the deep forests of the West,
particularly in Aquilonia and Nemedia.
Satyr origins are a mystery. They may have been created by an Acheronean
Sorcerer who magically combined human essence with that of a deer. In support
=—B=
Creating New
Nonhuman Races
The only nonhuman races created by
Howard were the serpent men and the
egeneraie men. Later authors added the
satyrs and S'tara. But tke Hyborian world
is wide and much remains to be dis-
covered.
‘There is a point value for the
“advantage” or “disadvantage” of being
‘nontuman. To compute this for anew kind
‘of nonhuman, startby edlculating the value
of the species’ attribute modifiers. Use the
Costto & human (see p. B13). For instance,
+1 on any attribute is worth 10; a +3 is
worth 30; a +4 is worh 45, ani so on.
Negative modifiers, of course, have nega-
tive cost.
‘Advantages and disadvantages have
their normal point cost from the GURPS:
Basic Set,
Reaction bonuses or penalties can be
lgnored unicss they apply to humans (as
the dominant species). In tht case, each
point of reaction bonus is worth +5 char-
acter points, and each point of penalty is
‘wor 5. Otter attributes which affect
reaction (e.g. Appearance) are treated the
same way.
‘A nonhuman ype may have otter
strong or weak points that don't have a
ireet comparison in the Character Crea
tion section. GMs shouid simply allov a
reasonabie “cost (or these,
Hyborian CharactersHyborian Characters
ke
Of this theory, various texts (and corain evil sorcerers) recommend sacrificing
satyrs to gain magical power (MOB). 1
The satyrs are a secretive people, and many deny their existence, Neverthe:
Jess, legends of the woodlands of Aquilonia and Nemedia warn of straying too
far into the satyr forests, as satyr magic can drive intruders mad,
Satyrs appear in only one story: Conan the Liberator.
Advantages and Disadvantages: Satyrs have ST -2, DX +1 and HT +1,
They have the advantages of Acute Hearing +2, Magery 1 and Night Vision,
and the disadvantages of Bad Sight and Primitive (TL1),
Satyrs can cast Fear spells (p. B164) with an innate skill of 15 by playing
their bone pipes. Deaf characters, or those who plug their ears with wax, ate
unaffected. Multiple satyrs can combine their energy to increase the area of the
Fear spell.
Friends and Enemies: Satyrs are unknown to most humans. Those few who
have encountered them are slightly distrustful (-1 on Reaction rolls). The satyrs
know humans well, and do not trust them at all (3 on Reaction rolls),
Serpent Men 35 points
‘The serpent men ruled the world long before the advent of man. Their
empires ranged from the Uttermost South to the River Styx. and from the
Western Ocean to the Lemurian Sea.
Serpent men are humanoid, although their slender limbs and scaled bodies
are casily distinguished from those of humans. Their most unusual feature,
however, is their head, which is wedge-shaped like a snake’s, with lidless,
upiled eyes, fanged jaws and flickering forked tongue.
Advantages and Disadvantages: Serpent men have 1Q +1 and HTT +1. They
have the advantages of Acute Taste and Smell +3, Double-Jointed, Magery 1,
Peripheral Vision, and Toughness (DR 1). They also have the disadvantages of
Ugly (Qo humans) and Hard of Hearing.
‘Serpent men can bite for cutting damage; use the bite damage chart in the
sidebar on p. B140. They can also use weapons like a human, However, they
cannot bite and attack with weapons during the same turn
Serpent men also have the natural ability to project a human disguise; in a
full magic campaign (see p. 95), treat this as an Illusion Disguise spell (p. M46)
‘with an innate skill of 15.
Friends and Fnemies: Serpent men are viewed with superstitious fear and
leathing by most humans (-4 on Reaction rolls). Priests of Set revere the serpent
men, and give them a +4 on Reaction rolls. Conversely, serpent men consider
hhumans to be a lower form of life (-4 on Reaction rolls).
S'tarra 10 points
‘The S'tarra are arother serpentine race, related to the serpent men. They
may be degenerate serpent men, or they may be a servitor race. Whatever their
origins, they now hide in caves in the Kezankian mountains, all but unknown to
the human civilizations which surround them.
The S'tarra appear in only one story: Conan the Invincible.
Advantages and Disadvantages: S'tarra have ST +3, 1Q -2, and DX -1.
‘They have the advantages of Acute Taste and Smell +2, Double-Jointed,
Peripheral Vision, and Toughness (DR 2). They also have the disadvantages of
Uply (to humans) and Hard of Hearing. S'tarra can bite like serpent men (see
above). They do not have the magical ability to project a disguise.
Friends and Enemies: S"tarra are viewed as equivalent to serpemt men (-4 on
Reaction rolls). Even priests of Set have little use for these more bestial crea-
tures. However, the S’tarra view humans with the same disdain as do their
superior cousins (-4 on Reaction rolls).
—14—Advantages, Disadvantages and Skills
This section develops the character creation information al-
ready presented in the GURPS Basic Sei, with notes on special
Application to the Hyborian Age.
Advantages
Ally Group varies
Some Hyborian characters have a loyal group of followers,
‘tachoof whom is weaker than the PC, but who collectively Form
aspport group for the character. For an example of this, sce
‘Suba warriors in the character descriptions (p. 125).
Ally Groups are composed of 50-point characters designed
ty the player (with GM approval). These characters are created
just like PCs. NPC allies can have disadvantages totaling no
more than 40 points, or one disadvantage of any value.
The player (or the GM) can give the individual members of
the group distinctive personality traits, of course, but each mem
her of the group is treated identically for game-rule purpose. If
‘you have a group of identical people, plus a more powerful
Sidekick, handle the sidekick separately
Frequency of appearance of Ally Groups isnot the same as
for allies. They arc expected to be with their leader.
‘Appears almost alltime (roll of 15 or less) listed cost
Appears fairly often (roll of 9 or less: half cost (round up);
Appears rarely (roll of 6 or less) quarter cost (round uy),
Each member of an Ally Group must pay the points to have
their PC asa Patron, with the same Frequency of Appearance as
the PC has for the Ally Group. For a 200-point cinematic mode
PC, this will cost 5 points. The members ofthe Ally Group can
alo owe the PC a Duty (or feel a Sease of Duty), and will share
{nthe PC’s Enemies. These count agains’ the 40-point limit.
In order to have an Ally Group, the character must have
spent at least as many characier points on Status, Charisma,
Leadership or an appropriate reputation as on the Ally Group.
‘Thus, a Status 3 character (who spent 15 points on Status) may
have an Ally Group of up 10 20 people (see table below). These
points can be combined, A character with Status +1, Charisma
+1 and Leadership at IQ +2 could also have an Ally Group of
up t020,
‘A PC should receive no character points for any session in
which he betrays, atacks or unnecessarily endangers a member
of the Ally Group. If the betrayal is panicularly severe or
blatant, the whole group may desert!
If one of the group dies through no negligence of the PC,
another member with the same abilities can be gotten from the
‘home base."” Thus, for example, when Bélit returns 10 the
Souther Isles, those Suba warriors who were slain in her raid-
ing are replaced by new warriors. However, since they're Suba
‘warriors, she cannot get new group members in Asgalun! If a
Iajority of the allies inthe group die before replenishment, or if
their deaths were caused by a cavalier ‘sword fodder" attitude,
the recruits may stop showing up as word gets around (GM's
discretion),
‘To determine the character point cost foran Ally Group, sce
the following table:
Number of Members Character Point Cost
24 3
5-10 10
11-20 15
21-50 20
‘51-100 30
100-200* 40
* over 200, + 10 per additional 100 (round up)
‘Remember that this character group is composed of allies,
not slaves. They're loyal, not stupid. They are also loyal to each
other. Til treatment of one of them affects the loyalty of all of
them. They can be just as obstinate and difficult to deal with as
any single more powerful ally — if not more so!
Legal Enforcement Powers 10 or 15 points
Nearly all police forces in the Hyborian Age act not oly 28
‘an agency for capturing criminals, but aso as an informal court,
and instrument of punishment. A guardsman who captures a
thief may just hest him rather than bringing him in for tris).
Most countries have a network of agents reporting to an
unofficial member of the goverment, the spymaster. His agents
have great power and effective legal immunity, but death is the
usual penalty for a blown cover.
Lightning Calculator 5 points
See Mathematical Abiity, p. 16.
‘Literacy 10 points
The Hyborian Age is a TL3 setting, with some countries
having an even lower TL. In all cases, Literacy is an advantage
costing 10 points; no character receives Literacy for free.
Hyborian CharactersEven characters with Literacy cannot read quickly. Since
there is no printing press (or standardized spelling), the reader
‘mustadjust himself to the handwriting, grammar and spelling of
the author of the document.
Asarule, a GURPS Conan character with Literacy can read
a number of words per minute equal to twice his 1Q. Thus, an
average character can read 20 words per minute, whilea genius
QO 16) can read 32 words per minute. A character can purchase
Speed Reading (see Skills, below) to improve this rate. Really
crabbed and difficult manuscripts can force even slower reading
times (GM's discretion).
Mathematical Ability 10 poins
‘The people of the Hyborian Age have no concept of higher
‘mathematics: trigonometry, irrational numbers, or even nega-
tive numbers are unknown to them. Even if a Hyborian character
isa lightning calculator, he will not be able to use these mathe-
‘matical techniques.
Patrons varies
‘There are many possible patrons available in the Hyborian
‘Age. PCs can serve the spymaster of a country (15 points — or
1010), a powerful noble (LO pois), a mage (20 points), a major
priest (20 points), or a military or mercenary commander (1S
points). If patrons are used, GMs should pay special attention
the Drawbacks of Patrons én p. B25,
Psionies varies
Psi powers are not at all common in the Hyborian Age, No
psionic advantage or skill should be taken by GURPS Conan
characters without consultation with the GM.
Status varies
Status hicrarchies for the Hyborian Age are given in Chap-
ter 5, Lands of the Hyborian Age.
Wealth varies
Standard starting wealth for GURPS Conan characters is
$1,000. The GM may allow PCsup to Wealthy to spend all their
money on personal “‘adventuring” gear; itis
$5,000 on a horse,
Very Wealthy or Filthy Rich may only spend 20% of their
starting wealth on items to be used directly in the campaign;
80% must be tied up in a home, furniture, clothing, etc, Of
course, this wealth may also form the down payment on a ship,
should a mercantile (or pirate) campaign be of interest.
Disadvantages ae
Alcoholism -15 points
Alcohol is legal nearly everywhere in the Hyborian lands.
‘The only exceptions have been when various rulers have gone
‘mad or been sorcerously influenced; such rash acts have been
known to bring on rebellions! Note that distillation is unknown
in the Hyborian Age, s» sufferers from this disadvantage will
have to make do with beer and wine,
Bad Sight -25 points
Bad Sights not correctable in the Hyborian Age.
Code of Honor -5 to -15 points
‘There are many Codes of Honor in the Hyborian Age.
* Code of Honor of the Nemedian Knights. Never break
‘your word; always fight fairly and never take undue advantage
(of an enemy; never abandon your lord or your sllis; if captured
in battle, always pay your ransom; never ignore an insult 10
yourself, toa lady oF to the Dragon Throne. -15 points.
* Mercenaries’ Code of Honor. Once hired, stay boug!
never leave a comrade in the hands of the enemy; never desert
the standard, -10 points,
* Kozaki Code of Honor. Always aveng> a betrayal, no
‘atter what the cost all Kozaki are brothers, and brothers should
be protected and avenged. -5 points.
* Code of Honor of the Red Brotherhood. Never abandon
the ship; follow the captain, or fight him fairly for the job. -5
points,
* Code of Honor of the White Square. Never harm any
living creature; never use magic to dominate or rule; never tell
le secrets of the Order to any outside the Order. -15 points,
Epilepsy ~30 points
‘The scers of the Hyborian lands are not epileptic. Epilepsy
is believed to be a form of demonic possession by the peoples oF
the Hyborian Age, so an epileptic vision is unlikely to be
believed.
Hyborian Characters
he
Phobias varies
Given the technological level and magical involvement of
the Hyborian Age, the following phobias have specific costs:
‘Machinery (technophobia): -5/-10,
‘Magic (manaphobia): -10/-20.
‘Sharp Things (aichmwophobia): -15/-20.
‘Number 13 (triskadekaphobia): Lucky and unlucky mm-
bers vary with nationality. Hyborians consider 13 unlucky, and
believe the numbers 6 and 30 to be very lucky. Stygians dislike
the numbers 3 and 7, but rejoice in S and 25. Turanians and
Hiyrkanians like things to come in fours (4, 8, 44, etc.), and.
consider 3 and 11 unlucky. The Khitans consider 9 and 27 to be
very lucky, but think 7 is unlucky. Characters taking. tris-
adckaphobia should in fact fear the unlucky numbers from their
culture. Whatever the number, this phobia still has a point value
of -5/-10,
‘Split Personality
Subjects with this disadvantage may find others believing
them possessed, and may be the target of some rather unpleasant
exorcisms!
-10-15 points
—~16—Ss
Archaeology see p. BSD
Characters may specialize in one or more of the historical
rations (see The Hyborian Age, pp. 5-9).
divi
Armoury/TL see p. BS3
Characters may specialize in one or more of the following
fil
‘Armor, Bows and Arrows, Hand Weapons (knives, swords,
maces, ete}, Siege Engines
‘This skill defaults to Blacksmith/TL-3 for Hand Weapons
and Armor, Woodworking-3 for Bows and Arrows and Car
pentry-3 for Siege Engines.
Engineer see p. B60
Characters may specialize in one or more of the following
fields:
Primitive machines: catapults, etc. (prerequi
Mining (prerequisite: Geology).
Vehicles (prerequisite: Mectanic/Wagons).
‘Traps (prerequisite: Traps).
Clockwork (prerequisite: Mechanic)
Fortifications (no prerequisite).
Bridges and Buildings (no prerequisie).
Ships (prerequisite: Shipbuilding).
Mechanic).
History seep. B6L
‘The character may specialize in one of the followi
Pre-Human Cultures, Atlantis, Pre-Cataclysmic Tharia,
‘The Cataclysm, The Eastem Khari Empire, The Western Khari
Empires, Early Hyborian History, Modem Hyborian History.
Other specialties can be developed by focusing on one
country (either ancient or modern), such as the history of
Acheron, Aquilonia, Turan, Vendhya or Khitai.
Hypnotism see p. B56
Hypnotism is commonly practiced in the Hyborian Age,
‘specially by the sorcerers of the East. It is viewed as a magical
skill (even though it uscs no magic, per se). Successful use of the
Mind-Sending spell (p. M26) is +2 to Hypnotism,
Hypnotism is best performed by strong-willed people.
‘Thus, Strong Will and Weak Will are appliedas modifiers 10 the
Hypaotism roll, Two levels of Strong Will add +2 w the
caster's skill with Hypnotism; two levels of Weak Will arc -2,
In addition to those abilities described in the GURPS Basie
‘Set, a hypnotist can cause @ hypnotized subject to forget things.
Thisis treated as a specialized form of post-hypnotic suggestion;
the hypnotist musthave the subject hypnotized, and then succocd
with a stcond Hypnotism roll. The subject gets a roll vs, 10
every day to restore the memory, minus the number of dayssince
the hypnotism. Thus, after 1Q days, there is no chance of
remembering. If the hypnotist’s roll was a critical success, the
subject must also make a critical success to remctaber!
Magic
See Hyborian Magic, pp. 95-100,
Mathematies see p. BOI
See Mathematical Ability, p. 16.
Mechanic see p. BS4
“Mechanics can specialize in one or more of the following:
‘Wagons
Clockwork and small gadgets
Siege equipment
Craft machines (looms, potter's wheels, ete.)
Mills (wind and water)
Traps
Research see p. B62
Hyborian libraries are repositories of hooks and. scrolls,
usually without any significant organization, Even the most
scrupulous librarian will have classified his scrolls (probably) by
language first, and by subject second — he can't take the time to
read all of them to find out what they're about. There are nether
indexes nor tables of contents and nothing is filed in alphabetical
order. Thus, for the Hyborian Age, Research is « Meatal/Hard
skill.
BS —————— SS
Hyperborean Baion (Physical/Hard) No default
‘The Hyperboreans teach a combat skill using 2 speci
‘baton. These batons have two solid platinum spheres, one at
tach end of a central bar of wood. (For those without Hyper-
Sorean Baton skill, these hatons can be considered identical to
those described on p. B206.) The Hyperborcans can strike with
these batons against the nerve centers ia the human body 10
paralyze limbs without causing any permanent damage.
To simulate the care required to use these batons, they must
always be used to strike at a specific hit location (p. 8203). The
tatons do swing damage for armor penetration purposes only. If
the blow hits the target and the force penetrates the armor, it
does a0 permanent damage, but the location is “crippled” (p.
8127) for Id hours. Thereafter, the location retums to normal
(although other injuries are not cured).
‘The effectiveness of Batons depends on understanding the
osition and effects of various nerve ceaters. Therefore, charac
‘ters must learn this skill separately for cach kind of creature, or
‘default to any other Hyperborean Baton-6. Thus, for example, a
wit
character with Hyperborean Baton skill for use on humans is -6
{o attack a satyr, unless be has a separate Baton skill for saiyrs.
Hyperborean Baton skill is extremely rare even in Hyper-
orea. Knowledge of the skill is usually limited to Witchmen in
service to Loubi. It requires a 10-point Unusual Background for
other Hyperboreans and a 20-point Unusual Background for
non-Hyperborcans.
Speed Reading (Mental/Average) No default
This skill is the skill of improving your reading speed by
study and practice. GURPS Conan characters read very slowly
(when compared to moder people); add your Speed Reading
skill level to your 1Q, doubling the total to determine the number
of words you read per minute, You must be Literate to get Speed
Reading skill.
Inappropriate Skills
The following skills are inappropriate to the Hyborian Age:
Astrogation, Battlesuit, Beam Weapons, Bicycling,
Hyborian CharactersBiochemistry, Black Powder Weapons, Computer Operation,
Computer Programming, Demolition, Driving, Ecology’
Electronics, Electronics Operation, Force Shield, Force Sword.
Forensics, Free Fall, Genetics, Guns, Motorcycle, Nuclear
Physics, Parachuting, Photography, Piloting, Powerboat,
‘Scuba, Skiing, Spcod-Load, Telegraphy and Vace Suit,
Languages
Many languages are spoken in the Hyborian Age. Each
nation has at least one major language and there are ‘many local
dialects,
‘The modern languages can be divided into several families,
The Hyborian family: Aquilonian, Argossean, the argot of,
the Border Kingdom, Corinthian, Nemedian and Ophirean.
‘The Hyrkanian family: Hyrkanian and Turanian.
‘The Khari family: Hyperborean, Khitan and Stygian.
The Black Kingdoms family: Amazonian, Darfari, Keshani,
Kushite, Puntian and Zembabwan,
The Adamean family: Antillian, Cimmerian, Nordheimr
and Pictish,
The Shemitish family: Kothic and Shemitish,
The Vendhyan family: Kosalan, Meruvian and Vendhyan,
‘The Vilayct family: Ghulistani and Iranisiani.
‘The remainder (Brythunian, Zamoran and Zingaran) arcun-
related to any other tongues,
For details on the difficulty and defaults ‘appropriate to each
modern language see the entry in Chapter 5, Lands of the
Hyborian Age for the country in which itis spoken,
There are also cenain ancient tongues which, while in
general no longer spoken, have many manuscripts remaining
‘untranslated, and one modem language which is totally non-
human,
Acheronean Mental/Average
‘This Khari-family tongue was spoken by the inhabitants of
the Kingdom of Acheron, which extended over modern
Nemedia, Brythunia, Corinthia and Ophir. Tt used the Khari
‘writing systems,
Ancient Khari Mental/Average
‘The founding language of the Khari family was spoken by
the Khari refugees when they fled what is now Khitai and in
vaded the West, It is guttural, with many fricative (x, d) sounds
Itis written with two scripts, One is idcographic, used to in-
scribe monuments and formal documents; the other is al-
phabetic, used for less formal writings
Ancient Stygian Mental/Hard
‘This Khari-family tongue is a mixture of ancient Khari with
the tribal tongues of the ancient Stygians, Its monumental form
4s identical to Ancient Khari, but another, less formal written
form uses a modification of the Valusian alphabet (see below).
Atlantean ‘Mental/Average
Atlantean was the tongue of the inhabitants of the now.
fallen isle of Atlantis. It was used by the Atlantean colonists in
the days before the Cataclysm, although some cultures (such as
the Cimmerians) now speak a greatly modified form. I's script is
wholly idcographic.
Lemurian Mental/ Hard
Lemurian was the tongue of the islanders of eastern
Lemuria, It is a sing-song tonal language, with an alphabetic
script modified by tonal diacriticals,
Tongue of the Degenerate Men Mental/Easy
‘The degenerate men communicate ina monosyllabic system
of grunts and howls which can only barely be considered a
language. If s human wished to lear it, it would be Men
{al/Easy, but it is only suitable to convey such fundamentals as
the existence of food and water.
Tongue of the Satyrs Mental/Very Hard
‘This is the tongue of the satyrs of the Giant's Notch area of,
‘the Brocellian Forest in Aquilonia. Itsounds “like the cawing of
crows,"* and has no written form.
Tongue of the Serpent Men Mental/Very Hard
‘This isthe tongue of the non-human serpent men of ancient
Stygia. When spoken, it has a flat, nasal sound with many
‘Silants. It is difficult for a human to speak the language, since
serpent-man mouth structure is decidedly inhuman. ‘The writen
form of the tongue is made up of patterns of squiggly lines, The
‘number of lines and the steepness of the squiggles convey both
literal meaning and emotional overtones. Humans, who do not
have the same pattem sense as serpent men, find it difficult to
read (-5 on Language roll).
Valusian Mental/Hard
‘This western tongue was the primary language of the pre-
‘Cataclysmic empires of the Thurian continent. Valusian uses the
‘Same consonants as the Tongue of the Serpent Mea, but mixes
‘with them a rich set of vowels and vowel diphthongs (oi, ui,
te.). [tis written with an alphabetic script.
Jobs, Status, and Cost of Diving
In civilized areas, PCs may find jobs to provide income
while they are not in play. Of course, not every job is available
‘inevery part of the world — there is litle call for a ship captain
Hyborian Characters
in Brythunia! Jobs can help cover the PC’s cost of living, as
required by his Status. The Jobs Table istsa number of jobs; the
GM may add others, Some have skill of experience prerequisites
(Gefault values don’t count here; the character must have at least
‘a half-point invested in the skill).
‘Cost of Living
‘Status doesn’t always correspond to a specific standard of
living, but it does give the best general indicator. Therefore,
‘monthly cost of living is determined by the PC’s status. Use the
table on p. BI91
Note that living below your status level may reduce your
status! Roll vs. 1Q each month; a failure means status drops by
1. The point value of your character drops if your status drops,
—18—Job (Prerequisites), Income
Poor Jobs
Farm laborer (ST 9+), $150
Servant (no attributs below 7), $200
Sireet beggar* (none), $150
Street vendor* (nove), $200
Thiet* (4 Thief skills at 13+, or2 at 16+), $300
Struggling Jobs
Apprentice (Craft skill 10+), $100 (no living expenses)
Bandit (Survival 11++, one Weapon skill 11+), $300
Cook (Cooking 12+), $25 X skill
Gambier* (Streetwise, Gambling, Fast-Talk), $40 x 1Q
Jongleur* (traveling entertainer), (Bard or Musical skill at 14+), $400
Laborer (ST 10+), $250
Noble's servant (Savoir-Faire 13+, Status -1 or higher), $300
Porter* (ST 12+), $300
Sailor (Seamanship 10+), $250-+ room and board
Shepherd/drover (Animal Handling 12+), $250
Store clerk (Merchant 10+), $350
‘Tenant farmer* (Agronomy 12+, ST 10-+), $300
‘Traveling artisan* (Craft skill 11'+), $350
Average Jobs
Artisan (Craft skill 14 +), $35 % skill
Castle guardsman (Weapon skill levels totaling 40+,
Savoir-Faire 12+), $600
ity guard (Weapon skills levels totaling 40+), $500
Fiee farmer* (Agronomy 12+, ST 10+, some land), $500
Large ‘animal trainer (Animal Handling 14-+, Vet 12+), $40 x lower skill
Mercenary soldier (Weapon skill levels totaling 40+, Survival 12+,
appropriate equipment), $750
Scribe or minor bureaucrat (Literacy: DX 12+ or Administration 12+), $300
Shopkeeper* (Merchant 12+), $30 > skill
Slaver* (Merchant 10+, Diplomacy 10+), $700
Smugeler* (Merchant 10+. Streetwise 12+, Shiphandiing 11+), $600
Soldier (Weapon skill levels totaling 40+, Survival 12+), $550
‘Traveling merchant (Merchant 12+, Diplomacy 12+), $35 x skill
Comfortable Jobs
Alchemist* (Alchemy 14+), $40 x skill
Healer* (Physician 14+), $40 x skill
‘Master artisan (Craft skill 20-+), $30 x skill
‘Master merchant (Merchant 16+), $30 skill
Mercenary leader* (as military officer (see below), plus Savoir-Paire at 14-+
but no rank), $20 x total of above skill levels
Military officer (Weapon skill levels totaling 60+; appropriate equipment;
Strategy at 14+, Rank 3 0 5), $15 X total of above skill levels
Priest (Theology 12%, Clerical Investment), $800
Wealthy Jobs
‘Administrator or bureavcrat (Administration 14+), $200 x skill
igh church official (1Q 12+, Theology 14+, Diplomacy 14+), $3,000
Member of noble family (None; Diplomacy and Poisons are handy), $1,000
Ruling noble (Diplomacy, status 3+), $3,000
‘A — The character is arrested for a crime, butis freed after 1d-2 weeks.
X— The character is run out of town,
‘D— The character loses his noble title.
LJ — The character loses his job.
(C— Make a HT rol. If you fail, one Limb (pick randomly) is crippled.
—19—
PR2
Best PR
Best PR
PR
PR
Best PR
1942
PR3
LiL
LILY, whipped, 24
“isd
vid
3d, A/6d, jailed
2alad of LI
34/3, jailed
Ld
3d, X/lose hand
L124, rotten egos
Ly2d, Ly
Ltd, Lo
14, Lid, Ly
2di3d
1d, La, 13
oti, ii Lr
u
24, -2il3d, -3i
2i)-2i, 2d
Ly-2i, LI
30-81
21, 3d/3i, Sd, LI
3d/Sd, LI
“witEquipment and Prices
Much of the medicval equipment described in the GURPS
Basie Set (pp. B206-207, 210, and 212) is appropriate for the
Hyborian Age.
Glass Weapons and Armor
‘Weapons of specially-hardened glass can be found on the
islands of Antllia, where metal is scarce. These weapons are
fragile; it takes 2 hits of damage to break a dagger, 3 10 break a
knife oF shortsword, 4 to break a broadsword, and 5 to break a
larger sword, For parrying, glass weapons are treated as cheap.
Glass weapons are very sharp. Glass cutting ot impaling
weapons do +1 damage (before any multipliers) if they
penetrate armor.
Only scale and plate armorsarc available in glass. Due w its
slick surface, glass armor deflects blows better; add 1 to the PD
of the armor. However, any blow exceeding the DR of the amor
by 2or more shatters the armor, making it useless,
Hyperborean Batons
Hyperborean Batons are described on p. 17. They are e:
tremely precise in manufacture, balance and weight, and require
a large quantity of platinum. They cott $800, and weigh 312 Ibs.
The Dragon's Feet
‘The thieves of Zamora use Dragon's Feet. These are large,
metal claws which can be tightened or loosened by manipulating
4 lever. Two Dragon’s Feet are worn on the climber's feet; (WO
more are used as mobile handholds.
Dragon's Feet require Climbing skill. Eight hours of
familiarity give +1 to skill; 24 hours gives +; 100 hours gives
+3. A beginning character who purchases Dragon's Feet and has
‘any points in Climbing is assumed to be fully familiar wth thom,
A climber can use the Feet to create handholds and
footholds on a vertical stone wall. However, manipulating the
levers on the Dragon’s Feet is time-consuming. A climber can
‘expect t0 gain only about 1 foot every ten seconds, on average.
Possession of Dragon's Feet is a prims facie case for
burglary in every society of the Hyborian Age. Penalties range
‘rom death 1 a share ofthe loot cepending on the honesty of the
local authorities. They weigh 5 Ibs. aad cost $200.
Powers of the Lotus
‘The lotus plant is the most imporiant single source of drugs
and poisons in the Hyborian world. The Hyborian lotus is a
Jungle vine, with large blossoms (up to one foot across). It is
found in most of the tropical jungle and swamp areas of the
Thurian continent. The Purple Lotus Swamp of Stygia and the
Jungles of southern Khitai are sources for the deadliest blooms,
Many different drugs and poisons are produced from the
lotus. One “dose” of lotus drig is enough to affect one person,
{except where vapors or powders are concemed, Then, one dose
is enough to affect a 7-hex arca (usually I hex and the 6 sur-
rounding ones). Breathing any of the vapor will cause the
specified effect; to hold your breath successfully, make a HT
roll, or a HT-3 roll if the vapor was unexpected. Most will linger
for 10 seconds indoors, or a second or so outdoors im a breeze.
The several dfferent-colored species of lotus have different
effects. It should also be noted that different parts of the lotus
‘can be used in many different ways, and different preparations
of the same lotus will have different effects. Some of the com.
‘moner possibilities include:
Hyborian Characters
ee
‘The flowers can be eaten, or their aroma inhaled,
The dried flowers can be burned, ground and inhaled, or
‘cooked. Stecped in alcohol they make & "tineture.””
The roots can be eaten raw, of dried and prepared in any
way the dried flowers can be used.
The sap collected from the stems can be dried and pow:
dered, or mixed with alcohol, or applied to the skin, or drunk,
The polien of the flowers can be collected, though this is
dangerous! Any type of pollen that has interesting effects will
affect anyone collecting it unless precautions are taken, An extra
roll on Botany or Poisons must be made; failure means the col~
lector got the equivalent of a dose of pollen himself.
Buying Lotus
Most lotus is difficult to acquire even where it grows, The
aarcotic funes make lotus gathering a job for specialists. Inthe
more civilized Hyborian lands, lotus is rare and expensive, The
Prices given below assume that one is dealing with a fairly ethi-
‘al dealer in a large city. Locating such a dealer requires a
Streetwise or Arca Knowledge roll. The GM should require
penalties (up to -10) for less cosmopolitan places.
To locate lotus in the wild, one must be in a lotus-growing
area (GM's decision). A roll against Botany, Naturalist or
Poisons (with a penalty based on rarity in the area) is necessary.
IF the lotus is not to be used fresh, a roll on Botany, Chemistry,
‘or (For deadly varistics) Poisons is necessary for processing, &.
failed roll ruins the raw materials; a critical failure means the
Person doing the processing, and everyone else in the room,
suffers the effect ofthe desired product.
In Vendhya, the narcotic red and pink lotus are common and
‘asy to find; in faci, im rural areas, even the poorest people may
tave lotus twining over the house. Lows addiction is fairly
common in those areas, and very common among outlanders
‘who spend much time there!
Types of Lotus
Black lotus. Black lotus is found in Khitai, Stygia and the
Black Kingdoms, The stalks are green with prominent leaves;
the blossoms are a foot across and chon black, with a faint but
distinctive perfume,
‘The perfume is narcotic; it acts as an incapaci
ling gas (see
. BI32). Anyone within ten yards of a cluster of lotus blooms
‘must make a HT-+ Will oll once per minute, otal unconscious
1 to the roll for each yard closer). An unconscious victim
‘makes a HT roll every 15 minutes to regain consciousness. Blos-
soms lose their narcotic perfume one hour after plucking,
‘The juice of the black lotus is a quick and deadly poison. It
works whether ingested or injected into the bloodstream. ‘The
—20—vitim must make a HT-3 roll or he will go into a violent tetanic,
seimure and die in 2d seconds. A successful rol still results in a
violent seizure that incapacitates the victim for 2d hours (Id on
«critical success), Black lotus juice is dark yellow in color and
has a sweet taste. Cost is $100 per dose.
‘A powder can be precipitated from this juice. It is a
respiratory poison with the same effects as the juice. The powder
isyellow-green and very fine, Cost is $500 per dose. Or, for one
week ayear, the polien ofthe black lows may be gathered; ithas
‘exactly the same effect asthe juice.
‘An antidote for black lotus poison is available but rare;
when available it costs $300 per dose. Taken as a prophylactic
not more than three hours before the poisoning it prevents any
damage. Administered after the poisoning, it provents death and
‘esduces the incapacitating seizure to 1d minutes.
‘Gray lotus. Gray lotus is found in the Swannps of the Dead
in the extreme east of Khitai. The dust precipitated from its sap
induces a berserk state (sce p. B31) in anyone who breathes it,
ulessa Will-5 roll is made to resist. The victim hasST +2 while
the fit continues, but, unlike a normal berserk rage, be can make
absolutely no distinction between friend and foe. IF he is alone
he will attack inanimate objects and attempt to destroy them.
The fit lasts until he is dead, unconscious or 2d minutes after he
stops breathing the powder. The powder is light gray and is
odorless and tasteless.
Cost of this poison is $1,000 per dose. The antidote for it
works as does that for black lotus; it costs $500 per dose
‘The fresh root of the gray lotus can be chewed to induce a
more “normal” berserk state (S2e p. B31), in which the berserker
‘asa chance to recover his senses after his foes are defeated. The
berserker also has a +2 t0 ST while the berserk state continues!
This root does not travel well, usually lasting only a week after i
iscut (though sometimes plant can be kept alive longer in a pot).
Cost is $600 per dose witen available at all.
Pink lotus. Pink lotus is found in tropical Vendhya. The
‘dor of the fresh blossom is an aphrodisiac. It gives a temporary
Lecherousness disadvantage (see p. B34) to anyone who inhales,
‘Anyone who already has Lecherousness adds -3 t0 his Will
penalty, There is no antidote. The blossoms retain their effect
for one hour after they have been separated from the living plant
The effect lasts for 1d hours after exposure.
’A paste made from pink lotus is an effective pain-killer on
‘open wounds, but it has an intoxicating side effect. The user
temporarily is healed of all non-crippling wounds, but hc is,
impulsive, overconfident and unreasonably happy until the ef-
fect wears off in 10d minutes. Cost of this past is $200 per dose.
similar pain-killing effect, without the side effect. is gained by
raking a tincture of the leaves; this costs $300 per dose.
Purple lous. The true purple lotus is found only in the
Purple Lotus Swamp of Stygia. True purple lotus sells at ten
times the price of other lotus. The fresh blossom, or the juice
‘squeezed from the blossom, is the most powerful and fastest-
acting narcoticknown, It completely paralyzes the body instant-
ly, unless a HT-S roll is made; the paralysis lasts for 3d hours
‘The mind remains completely conscious even though the body is
helpless. Ifthe HTS roll is successful, DX is at ~3 for 3d hours.
‘The juice can he ingested or injected there is no known antidote.
“The juice is 2 clear fluid and remains transparent when
died itis odorless and tasteless. Wizards and mystics use the
dug to free the mind from the body's demands; criminals have
several other ingenious uses. A single dose (the juice from one
‘entire flower) costs $1,000.
Fed lotus. Red lotus is one of the commoner varieties. Itis
found in all the tropical parts of the continent. It is widely used
as an intoxicant by smoking and chewing, It induces a sense of
—21—
‘euphoria and seems to slow the passage of time. Red lotus is
highly addictive (sce Addiction, p. B30) but legal almost
everywhere, Itis difficult to find any where nomh of the Himelias
($50/dose), but common ($10/dose) south of the mountains,
Purplish varities of red lotus are frequentiy sold as purple lotus
(Gee above) and some unwary users don’t know the difference.
Yellow lorws. This is another very valuable type. The pollen
(of the yellow totus induces a trance of great value to mages. It
lasts 1d hours and gives +2 t0 1Q and Will while the trance
continues. The mage remains conscious of his physical sur-
oundings and can react to them, However, if he moves or
speaks aloud, he will break the trance! He will then be at 2 to
both 1Q and Will for whatever time would have remained to his
trance. One dose of the pollen casts $1,200.
‘A tea brewed from the dried blossom is an aid to concentra-
tion: +1 to TQ for 10d minutes. It costs $150 per dose.
New Lotus Potions
Following the examples above, the GM may ereate a com-
plete ‘“herbary”” of lotus drugs and potions in order to surprise
the players with new effects. Howard and his successors in-
vented new types of lous (or lotus effect) at need. The effect of
the root of the black lotus, or the sap of the orange los, is yet,
to be discovered!
Masters of the Lotus
‘The GM may permit PCs to experiment with whatever raw
Jotus they can find, to discover new effects; of course, this can
be risky! They can even compound their own lotus formulas by
using the Alchemy rules (p. M37). Substitue the appropriate
skill (Physician, Chemistry or Poisons) for Alchemy skill, For
items that require mamifactare, assume that the raw materials
cost half the value of the finished product. The time required to
‘make the potion accounts for the other half of the value, at $25
per diy. Example: The raw juice of the black lotus is a natural
poison ($100/dose). It can be used to make a potent powder
($500/dose). Half of the cost of a dose of powder is for the raw
materials (in this case, $250 worth of juice). The other $250
pays for the maker's time at $25 per day — 90 it takes 10 days to
make the powder out ofthe juice,
Players may also experiment with lotus tocreate new drugs,
using the nilesfor creating magic spells (p. M13). Eventhe most
trivial new formula would require at least four weeks to re~
search, and a successful roll against the approriaic skill at ~5,
plus a raw material cost set by the GM. More potent formulas
‘would take much longer!
Other Poisons
Apples of Derketo
‘These poisonous fruits grow in the jungles of the Black
Kingdoms. They have thin skins and a reddish juice. Ingesting
the juice causes 1d damage immediately and Id more in each
tur that a successful HT roll isnot made, Three successful HT
rolls, or one critical success, will stop any further damage. Even
getting the juice on the hands is dangerous; it does 1d damage
per mimute to exposed skin until it is rinsed off
Upas Wine
‘This translucent, reddish liguid is made from the fruit of the
upas tree, also known as the Apples of Derketo (soe above). The
Juice is extracted from the fruit and allowed to setile out impur-
ities. The result looks, smells and tastes like an unusually clear
red wine, but docs 1d damage per dose (swallow) unless a roll
vs. HT-3 is made. Each dose requires a separate roll. $200/dose.
Hyborian CharactersHYBORIAN
BESTIARY
Key to Animal Statistics
‘ST, DX, 10, HT. HT will often have two numbers separated by a slash e.g., 15/35)
‘The first number is the “health” you roll against, the second number is “hit points.""
SST and “hitpoints” are often given asa range. DX, IQ, and “health” are givens single
‘numbers; they may vary by a point or so in either direction for any species.
‘SpeediDodge (or SP/Dodge). Except in the case of loaded draft animals, Speed also
‘equals Move. Some creatures will have more than one Speed — flying and on the
‘ground, for example. The listed Speed in this case is for the most common situation,
©. flying for birds. Speed for ether situations is given in the text.
Dodge (an animal's only active defensz) is % DX or ¥4 Move, whichever is better,
up to 2 maximum of 10.
PD/DR. PD and DR, if any, are from the creature's hide or armor. They usually
won't vary much within a particular species.Damage. Listed damage is that for the creature's mostcom-
‘mon form of attack; damage for other forms of attack is given in
the text description. Listed damage is for an average member of
the species; stronger animals may do more. Abbreviations: imp
= impaling, cut = cutting, cr = crushing.
Reach. Most creatures attack by “close combat”” — a grap
ple or slam, followed by an attempt to crush the foe or rip it 10
pieces. C = clos: combat; 1, 2, etc. = reach in hexes; R =
ranged aitack, sec description for detail.
‘Size. The animal’s size in hexes. Small creatures take up less
thana hex; several can ft in the same hex. Large animals occupy
2 ormore hexes; see p. B137.
Weight. The creature’s weight, usually a range, in pounds
or tons.
Habitat, Where the creature is commonly found; the
primary habitat is listed first. Habitats are abbreviated as fol-
ows:
Am Arctic J = Jungle P = Plains
D= Desert M=Mounlain $= Swamp
F = Forest ‘Sub = Subterrancan
FW = Fresh-Water Aquatic SW = Salt-Water Aquatiz
Note: D = any dry area, including scrub woodlands
F = any temperate forest
J. = any tropical forest
P = any grasslands, including prairie (largely flat land),
steppes (rolling hill) and savannas (dotted with tres)
‘An asterisk (+) means that the abil
‘way — s0¢ the text for dewails.
” means that the heading does not apply,
sign means that there are exceptions 0 the number given
— see the text for details.
Previously Published Creatures
‘All of the normal animals described in the GURPS Basic
Set (pp. B140-144) exist in the Hyborian Age. In particular,
apes, lions, pythons and wolves all appear in Conan stories.
‘Animals from the GURPS Bestiary can also be found in the
wildemesses of the Thurian continent, Any real or Ice Age
animal can easily be inserted into the Hyborian Age, and many
‘mythical creatures also appear. Dinosaurs still survive in remote
areas, Game stats and descriptions for some Bestiary creatures
‘which appear in the saga are reproduced below.
or attack is special in some
AS
we
Dinosaurs
Allosaurus
ST: 75-100 ‘SP/Doidge: 7/7 Size: 12+ ‘SP/Dodge: 7/7
DX: 14 PD/DR: 2/2 Weight: 1-2 tons PD/DR: 1/1
10:3 Damage: 4d imp# Habitats: J, P Damage:
‘HT: 14/40-50 Reach: C, 1 HT: 14/10-25 Reach: C, 1-7
‘Allosaurus is possibly the ultimate carnivore. It looks like a
smaller (15 feet tall) and faster Tyrannosaurus with larger
forelimbs, Allosaurs can bite in close combat or at I-hex reach
for 4d impaling damage, or claw in close combat for 1d cutting
damage (their arms are relatively weak). They are called
“dragons” in the Black Kingdoms.
Giant Crocodile
ST; 48-58 SP/Dodge: 8/64 Size: 14-17
DX: 13 PD/DR: 3/4# Weight: 1-2 tons
19: Damage: 24-2 cut Habitats: FW, S
HT: 13/24-30 Reach: C#
Giant crocodiles resemble their medem cousins, except for
{hci large size (up to 50° long). They are found on the Antillian
Islands, where the priests of Xotli keep them as “dragons.””
Giant crocodiles can bite for 34-2 cutting damage. They can
also whip from side to side with their tails. This attack has a
Reach of 3 and does 2d cnishing damage.
Hyborian Creatures
Carnivorous Ape
‘ST: 20-24 ‘SP/Dodge: 7/7 ‘Size: 1-2
DX: 13 Weight: 200-600 Ibs.
Habitats: M, J
‘These huge creatures bear only scant resemblance to the
‘more tranquil primates of the modem age. They are huge car-
nivores covered with shaggy brown or white fur and equippod
with shurp tecth and claws.
ae.
Plesiossurs are air-breathing swimming carnivores which
feed primarily on fish. However, they have no qualms about a
quick snack of stilor, and are thus @ hazard to ships sailing far
from the coasts. Plesiosaurs attack by biting for 1d+1 impaling