Conan The Wanderer - DIGITAL - 002w
Conan The Wanderer - DIGITAL - 002w
Conan The Wanderer - DIGITAL - 002w
DANGER BREEDS CAUTION, AND ONLY A WARY MAN LIVES LONG IN THAT
WILD COUNTRY WHERE THE HOT VENDHYAN PLAINS MEET THE CRAGS OF
THE HIMELIANS. AN HOUR’S RIDE WESTWARD OR NORTHWARD AND ONE
CROSSED THE BORDER AND WAS AMONG THE HILLS WHERE MEN LIVED BY
THE LAW OF THE KNIFE.
Conan the Wanderer is an essential guide to the ancient kingdoms of the East, a land barely explored by
Conan during his illustrious lifetime. Nowhere in the Hyborian world is such a rich and varied array of
countries, ranging from the rocky hills of Afghulistan, to the untamed steppes of Hyrkania, to the
steaming jungles of Khitai, to the opulent palaces of old Vendhya.
■ New character archetypes: Beggar, Court ■ Statistics for Conan the Wanderer, as he
Official, Emissary, Horse Nomad, Mystic, explores strange and ancient kingdoms far
and Vagabond. from his homeland.
■ A gazetteer covering the kingdoms to ■ Art and maps produced by new and
the East: Ghulistan, Hyrkania, Iranistan, renowned Conan artists.
Kosala, Vendhya, and mysterious Khitai.
■ Developed with leading Conan scholars, this is
■ The strange and terrible magic of the East, the place for adventure in the Far East of
where the denizens of Yag are worshipped the Hyborian Age, as Howard might have
as gods. imagined it!
Though Conan himself barely explored these lands to the East, this region presents both players and
gamemasters epic and sweeping vistas for grand, heroic adventure!
This book requires the Robert E. Howard’s Conan: Adventures in an Age Undreamed Of corebook to use.
MUH050383
Printed in Lithuania
Robert E. Howard’s
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TABLE OF CONTENTS
Introduction Chapter 4
Chapter 3
WANDERERS OF THE AGE . 109
Hamar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
EVENTS . . . . . . . . . . . . . . . . . 62 Roxelena “the Kingmaker” . . . . . . . . . . . . . . . . . . . . 110
Natural Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Politics, Social Events & War . . . . . . . . . . . . . . . . . . . . 63
Unnatural Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Adventures in the East . . . . . . . . . . . . . . . . . . . . . . . . . . 66
INTRODUCTION
EAST Strange Vendhya knows gods of which pale men have never
heard and secrets to the universe which mystics refuse to
share. Khitai lies behind mighty walls, flanked by verdant
Anything east of the Vilayet, that great inland divide which jungle where creatures out of the antediluvian past still lurk.
cleaves the Thurian continent roughly in twain, is a mystery All fine tales for an evening around a fire, but nothing
to those who consider themselves of Hyborian stock. Even one would take as fact. Yet these places are undeniably
further south, where the pale-skinned Hyborians give way there. Every city finds a collection of goods both strange
to races older and more steeped in ancient knowledge, the and wondrous in its markets, which every man knows
east remains an enigma. Perhaps, millennia ago, the two come from some distant land. The Lotus Road is real, and
halves of the known world knew more about each other; its treasures move back and forth across the seasons of
today, few travelers make the journey between the two. the world like a dream, a hallucination which no doubt
Instead, the world relies on the word of merchants, travel- clouds accurate descriptions of distant lands. What else
ers, vagabonds, and odd wanderers who claim to have sat could explain a society whose earliest writings were set
with the horse clans of Hyrkania under the starry mantle down when Bori was not yet a gleam in the eye of man?
of night, or smoked yellow lotus in the temples of Khitai Fool’s tales, to be sure, though there are fools enough to
with saffron-robed monks who’ve forgotten more about follow them. The lure of the unknown tugs at the human
life than most men will ever know. heart, an atavistic want to explore those territories which
Largely, these stories are regarded as such — having some rouse in us both fear and envy.
basic coal of truth turned to a conflagration of embellish-
INTRODUCTION 3
THE WANDERER conflicts in the west — which, say the wanderers, are tiny in
comparison — these folk are looked at with some suspicion,
though there is some nugget of reason in their purpose.
The wanderer is no specific type. Not necessarily a trader, a But those who drift with the east-blowing wind? Who
pilgrim, nor an outcast from the land this side of the Vilayet. follow a compass mapped on their heart rather than on
Wanderers have a myriad of reasons for their travels. Some a map? Those are the mad ones. Lunatics who get their
seek a new life by choice; others have been forced from the wisdom from the moon and their information from demons
ones they knew. summoned in the night. They are not trusted, for what man
Of these, merchants are widely considered the most reli- or woman would give up a certain life for one of airy noth-
able, for the desire for profit is universal, even if it takes one ing? That is the stuff of playwrights and poets, dreamers,
across years and leagues. Those who travel by themselves, and addle-headed simpletons.
though, or in small groups, are less understood. The monk
4 INTRODUCTION
The world is harsh, to be sure, but the land is firm beneath the frozen climes in which a Vanir might feel welcome to
your feet. If you remain on the trails made by generations jungles so deep and thick that even the bravest warrior of
before you, your enemies are knowable and, sometimes, Punt would give pause.
avoided. In the east, where the sun creeps over the razor’s All these places are now ready for your own tales, if your
edge of morning each day — well, who can say? Why trade a sword and mind are sharp enough to cleave your way to
decent chance at survival for a likely enslavement by horse glory among peoples whose names you can barely utter
lords and tallow-skinned sorcerers? in your rude Western languages.
All this is found herein, and more, should you be willing Chapter 7: The Ways of the East
to risk the comfort of the world you think you know and
To talk about the East as a single entity is a grievous mistake.
probe beneath the surface for deeper truths.
The resort of the small-minded and insular, who cannot
Chapter 5: Encounters imagine another being as great as they. The east is vast, and
its people vaster still, and to pretend they can be captured
From one end of the Thurian continent to the other, men
by pithy wisdom about traditions and duty utter futility.
and women are, to a fault, human. Their motives may seem
Yet they are people nonetheless. They have beliefs and
strange to one another, their customs ridiculous, and their
traditions and preferences, as any Hyborean court might.
wars inscrutable. But all are flesh and blood, possessed of
Ones that a traveler would do well to learn, if they wished
mind and spirit like any other. The creatures of the East
to die rich and old in a bed of their own, rather than young
are also of flesh, even the strange beasts called elephants
and humiliated with a Vendhyan arrow through the neck.
marshaled to war as humongous mounts. They are, ulti-
The courts of Khitai handle greater stakes and greater
mately, knowable.
wealth in a day than Koth or Corinthia have in a millenia.
But of those things which come from the outer dark,
Those who would imagine themselves great schemers
which come from planets not our own, and places human
elsewhere must beware the resources, armies, and skills
minds cannot espy and remain intact — these are stranger
of those who play for higher stakes than they have ever
in the East than any from elsewhere in the Hyborian world.
dared dream.
Take heart, though, for some horrors merely go by other
In Tarantia, one might look upon their thousand-strong
names in the mountains of Khitai. They are still the same
army and glistening armor and imagine themselves strong.
gibbering terrors which drive folk mad in the West, only to
In Vendhya, such an array would support a single wing of
disappear in black smoke when slain, like a conjurer’s trick.
a grand army.
Chapter 6: Hither Came Conan… The nomad peoples of the west imagine themselves
Conan of Cimmeria wandered about all the jeweled thrones a great scourge. Power and strong and a bane to the civi-
of the earth in his time. Only one such tale is accurately lized. The nomads of the East have burned the continent
recorded, but there are no doubt many others — some true, to the ground and driven races of man-eating monsters
others apocryphal. Here, we see Conan near the height of his to extinction.
powers. He has been thief and soldier, brigand and pirate. The East is vast. And so too are its villains, adventurers,
Now, he learns of places and people that shall prove influen- and heroes. To excel here is to prove oneself great. To fail,
tial in his eventual rise to the mighty king of the Aquilonia. to die in obscurity. Any who would make their fortune here,
Perhaps your characters can also learn the ways of Eastern foreign or local, would do well to remember this.
warfare, divination, and the secrets of lost Lemuria, about
which less is known than sunken Atlantis.
CHAPTER 1
I
solated geographically from the Hyborian civilizations
by the Vilayet Sea and vast expanses of desert and steppe, EASTERN
the folk of the East are nonetheless no strangers in the
dreaming west. They frequently voyage westward in search HOMELANDS
of adventure, wealth, or a safety greater than the east affords,
and are thus known to the Hyborians and others of the west. ‘The East’, defined as the territory east and southeast of the
This chapter presents character creation options for those Vilayet Sea, covers a region considerably vaster than the
originating in the mysterious East. Hyborian lands, containing a hugely varied number of cul-
tures, ranging from the hill-dwelling folk of Ghulistan and
Iranistan to the inhabitants of the steaming, fog-shrouded
jungles of Khitai. To create a denizen of the East, roll 1d20
or pick a homeland from the Homeland table (right). As
with all those presented in the Conan corebook, these
homelands provide an initial talent and a native language.
HOMELAND
Roll Homeland Talent Language
1–2 Ghulistan (see page 29) Desert-born Ghuli/Afghuli
3–5 Iranistan (see page 43) Desert-born Iranistani
6–11 Hyrkania (see page 37) Of Saddle and Bow Hyrkanian
12–16 Khitai (see page 46) Savage Court Khitan
17–18 Kosala (see page 51) Cosmopolitan Kosalan
19–2 0 Vendhya (see page 57) Gilded Vendhyan
8 Chapter 1
■ GHULISTAN: A wild hill people who resist all ■ KHITAI: The blood of Khitai carries with it the
forms of foreign domination, the Ghuli are fierce, destiny of the East, for no empire can rival
proud, and old. They have stubbornly persisted their power there. Indeed, the kingdoms of the
and thrived — if it can be called thriving — in a West would be hard pressed to find blood as
treacherous and rough environment when other fine and fated as those of Khitai. At least this is
peoples would have long since fled or attempted their belief. A Khitan failing a Personality test
to build cities. When failing a Personality test, a expresses their Lemurian bloodline suddenly,
Ghuli reacts with anger, usually assigning blame defining them starkly against the lesser lineages.
to any non-Ghuli, emotionally siding with any of A Khitan is thus gripped with a profound and
their kind, despite any past relation. easily apparent arrogance.
■ HYRKANIA: Originally of Lemurian stock, ■ KOSALA: Kosalan blood is older than can easily
Hyrkanians keep some of the barbarous nature be counted. Their civilization once mastered
of their ancient ancestors. Yet, unlike the the heights of science, a near-magical level of
Lemurians, the Hyrkanians have never known technological development which saw to their
the yoke of a master. They are free people, many every need. Most remain in new Kosala, though
in number, and feared in combat. They say that some ventured west to found the mysterious
all Hyrkanian blood flows with that of their god, green cities that dot the unmapped portions
the grim Erlik. A Hyrkanian failing a Personality of the Earth. When failing a Personality test,
test is filled with the desire to depart the scene: someone of Kosalan descent feels the crushing
not fleeing, but instead abandoning the current weight of ages descend upon them, a reminder
task and setting forth, free and unencumbered. that theirs is a land old when this continent was
Those witnessing this will see their interest newly formed.
instantly fade in whatever is at hand.
■ VENDHYA: Vendhyans view their blood as their
■ IRANISTAN: A faded but proud bloodline; fate. Such is the will of Asura and the tradition of
Iranistan mastered civilization before the people the Vendhyan people. Taking pride in one’s place
of Bori could walk upright. Their ancestry is rich is an ideal; but, long ago, there was something
in astronomy, mathematics, and the art of war. of the wild in them, as in all folk, and that strain
Failed Personality tests cause an Iranistani to of blood caused them to wander. Vendhyans
become cold and calculating, pondering how the failing Personality tests tend to fall back on the
lessons of the past might apply to the challenges roles society prescribes, deferring to those above
of the present. them and asserting dominance over those below
their station.
In all other ways, the Ancient Bloodline talent is identical to that presented in the CONAN corebook (page 17).
10 Chapter 1
VENDHYAN CASTES
Vendhyan Caste is ill-understood by foreigners, especially those who have received a distorted, overly-rigid
view of the system. It is a religious concept that seeks to describe and model the divisions of society, with those
within divided into both a broad caste and an ancestral job within that caste. However, this is an ideal regularly
flouted, with different kings and dynasties enforcing it to varying degrees. The tales of saints who have defied
this system are myriad, as are those of kingdoms whose founders were Shudra, Brahmin and Kshatriya who
owned cattle, and members of all castes who have gone to war.
Broadly, however, Vendhyan characters likely fall into one of the following castes.
As always, players may roll or pick their character’s caste, but in the spirit of the Great Wheel of Life, it is
recommended to roll to determine caste rather than picking. One can change many things in this world, but
the time, place, and circumstances of one’s birth are the stuff of fate.
VENDHYAN CASTE
Roll Caste Description
Priests, scholars, teachers. Equivalent to priesthood class from the
1–2 Brahmin
Conan corebook (page 20).
Nobility, court officials, generals, knights. Equivalent to the warrior caste
3–5 Kshatriya
from the Conan corebook (page 20).
Merchants and landowning farmers. Equivalent to the merchant caste
6–12 Vaishya
from the Conan corebook (page 19).
Slaves, laborers, common workers. Equivalent to the escaped serf/slave
13–20 Shudra
caste from the Conan corebook (page 19).
Characters of the East 11
tales than the elders of your village ever told you. From that
EASTERN STORIES point you were enraptured. You had to see these worlds they
spoke of and partake of life outside the hills.
Based on your caste, roll 1d20 or pick a desired result.
These caste stories behave in all respects as those in the Poisoned!
Conan corebook. A rival family poisoned you, vying for the seat of the chief,
your parent. You survived when, by all rights, you should
have died. This made you wonder why. You decided you
CHIEFTAIN’S SCION needed to see something of the world before you took on
Roll Event Trait your parent’s position and, possibly, find those who tried
1–3 A Taste of Scholarship Patronage to kill you, as they were cast from Ghulistan when their
treachery was found out.
Witness to
4–6 Fought an Empire
Brutality
Visions of War
7–10 Lost in the Wild Survivor
Your dreams are plagued with images of war, but not war
11–14 Passing Entertainers Exotic Tastes like you’ve seen before. In these dreams, savages from the
15–17 Poisoned! Suspicious West clash with Hyrkanians from the East before another
18–20 Visions of War Nemesis Cataclysm rocks the world. These dreams plague you, eat
into your mind like a Hyrkanian death worm. Some ines-
A Taste of Scholarship capable fate lies at the end of this age, which you fear comes
You were taught to read in a foreign tongue by a merchant soon. If you do not see the world now, it will not be there
or prisoner of your tribe. Since then, your intellect searches to see later.
for a whetstone for honing. Was the Cataclysm an accident
or planned in the stars long in advance? You ponder such HEREDITARY SCHOLAR
things on the lonely roads of the worlds, but do not worry
about them overly much, for the span of one’s life is a brief Roll Event Trait
season. You aim to consume the experiences of many cul- 1–3 A Trip to Carcosa Cursed
tures and points of view. You are bound only to yourself and Discovery of Old
4–6 Adventurous
the road ever before you, whether visible or not. Kosalan Technology
7–10 Homunculi Nightmares
Fought an Empire
11–14 Time’s Arrow Fond Regrets
Beyond the internecine wars between Ghuli tribes, some
foreign power or another tried every so often to ‘tame’ The Witch Woman in
15–17 Cursed
the Woods
your land. They always fail, but in so doing, they drew your
attention. You proved yourself in battle against an empire’s 18–20 The Wyrm Turned Conspiracy
supposed best. Now, you want to see what other empires
offer in the way of civilization. This might be interesting,
A Trip to Carcosa
at least for a while. Besides, knowing their tactics could While investigating the pacts forged in the Outer Dark
make you a chief at home. by those who came before you, you found a tear in reality.
Through it, you gazed into another world. A woman in
Lost in the Wild yellow… a queen. A lake the color of emerald with a tint of
You were lost in the wild as child for many days. You do not corrosion under a strange moon. In the darkness, things
remember how you survived. Now, you wander, trusting you could not name whispered of gods older than time. All
some compass within or some path drawn by your god, to the secrets lay across that lake, in the city whose name you
guide you wherever it is you are supposed to be. Perhaps, somehow knew was Carcosa. You must find your way back.
you dismiss such notions of the ‘supposed’ and instead
believe in the inherent chaos of the world.
Discovery of Old Kosalan Technology
You found something imbued with magic which, upon
Passing Entertainers further research, you learned was a different kind of magic,
Caravans of foreigners come through your territory regu- based in science from Old Kosala. This opened new worlds
larly, with the permission of the council. Mostly, they sell of possibility for you. However, books could only tell you so
shiny trinkets of no use to anyone living in the hills of the much and soon you’d exhausted both archives and sages.
Himelians; but one day a harlequin show arrived, filled You had to search for more of this science based on the
with strange folk, mysterious and alluring, enacting more few clues you knew. When you find it, what will you do?
12 Chapter 1
HORSE CLANS
Roll Event Trait
1–3 Born Under a Bad Sign Cursed
4–6 Clan Feud Feud
Righteous
7–10 Exiled
Disobedience
11–14 Failed Ambition Fond Regrets
15–17 Survived a Plague Survivor
Homunculi 18–20 Vision of Erlik Chosen
You master swears he created life in his laboratory. He
found the secret after a lifetime of research. Obsessed, he
Born Under a Bad Sign
spent every waking moment trying to conjure life from
The shaman warned against your birth. Your parents should
nothingness. When he did, he’d made a horror. He won’t
by all rights have killed you and sent you to the place for
speak of what he created or what happened to it. He burned
those that are of no use to Erlik. What sign it was does
all his notes. Now, you’ve become obsessed with his story.
not matter. What matters is that you grew up unwanted,
What if you, too, could conjure life from naught but mind
fodder for other children’s jokes and devoid of parental love.
and sorcery?
You were a constant reminder of Erlik’s disappointment.
Eventually you left. Whether you seek to heap glory upon
Time’s Arrow
yourself for Erlik or to avenge yourself on your people, your
You know that time flows in more than one direction. You
path takes you away from the open steppe.
know that the same stream can be entered twice. You know
that the forward momentum of age and change are illusions.
There is immortality in this knowledge, if only you could Clan Feud
codify and master it. What would you do if you had the A bitter feud between your family or your clan weighs
ability to move anywhere in time? What would you alter? heavy on your soul. Perhaps you left to ease that burden or
What would you ruin? to find a means outside your homeland to redress it. Either
way, you have killed and seen killed your own people, and
The Witch Woman in the Woods feel little the better for it. The might of your bloodline is
On one of your first wanderings, you came upon a witch in in death, true, but what good can Erlik’s warriors be in the
the woods. The old crone lived in a strange hut, decorated next Cataclysm if they fight only each other?
within with the cleaned skulls of men and women. “You
would join them,” she said, “…but not yet.” You left, jarred
Characters of the East 13
Exiled ARCHETYPES
Your clan has laws and you violated them or were accused
Roll Archetype
of doing so. Whatever the reason, you were exiled and now
wander the world as a loner, apart from your people. Perhaps 1–3 Beggar
one day, you can return home, though you doubt it. Instead, 4–6 Court Official
you must find new purpose in the world, beneath the same 7–10 Emissary
blanket of stars, but on very different bedding than before. 11–14 Horse Nomad
15–17 Mystic
Failed Ambition
The warring clans needed a leader among them. You saw 18–20 Vagabond
this from an early age, but every attempt you’ve made to
create lasting truces between the clans has failed. The
warlike nature of your people is simply untamable, at least
for now. In the wider world, empires rise and flourish on
less strength than your people have before adulthood.
BEGGAR
Perhaps among the civilized folk you may learn the ways You are unseen by the folk of the cities, like a door they
of diplomacy and unite your clans into an army the likes of pass every day but never notice. You are the background of
which the world has never seen. The thundering hooves of the world, and that allows you to be the eyes and ears of
the hordes will then trample over all the jeweled mantles a network of your ilk who trade in information. Who cares
of the Earth. what the beggar hears? No court would hear a beggar
speaking about a witnessed murder. You are without
Survived a Plague caste or have been exiled from your own. As such, you are
There are many deaths your god visits upon his people, without identity. That ostensibly makes you unimportant,
but not all succumb to them. You lived through a horrific but there are many of you. You traffic in the secrets of
plague that killed many of your kin. Afterward, you were those who do matter, and from this
blessed by the death god. You have purpose in this life, or amass your own kind of power.
Erlik would have taken you as the fever swelled and the
CAREER SKILL: +2 Skill Expertise
boils spread. What is that purpose?
and +2 Skill Focus in the
Vision of Erlik Thievery skill
CAREER TALENT: Thief (CONAN
At a young age, you received a vision of Erlik. Perhaps it
corebook, page 88)
was while waking. Perhaps it was in a dream. If you did not
MANDATORY SKILLS: +1
become a shaman, this vision likely set you on the road of
Expertise and +1 Focus
the wanderer. Erlik has a destiny for you, one you cannot
to Insight, Observation,
yet decipher. Out there, in the unknown beyond Hyrkania,
Persuade, and Stealth
you are sure to find it.
ELECTIVE SKILLS: +1
Expertise and +1 Focus
EASTERN to two of the following:
CAREER SKILL: +2 Skill Expertise and +2 Skill Focus CAREER SKILL: +2 Skill Expertise and +2 Skill Focus in
in the Society skill the Persuade skill
CAREER TALENT: A Modicum of Comfort (CONAN CAREER TALENT: Force of Presence (CONAN corebook,
corebook, page 82) page 76)
MANDATORY SKILLS: +1 Expertise and +1 Focus to MANDATORY SKILLS: +1 Expertise and +1 Focus to
Command, Linguistics, Lore, and Persuade Command, Linguistics, Observation, and Society
ELECTIVE SKILLS: +1 Expertise and +1 Focus to two of ELECTIVE SKILLS: +1 Expertise and +1 Focus to two of
the following skills: Counsel, Craft, or Insight the following skills: Counsel, Melee, or Survival
EQUIPMENT: EQUIPMENT:
■ Set of courtly ■ Set of courtly garments
garments
■ Traveling clothes
■ Elaborate hat
■ Armored breastplate (Armor
denoting status
4: Torso) and helmet (Armor
■ Street clothing and 3: Head)
a simple disguise
■ Riding horse
■ Paper and
■ One-handed
writing
weapon of choice
instruments
skills: Craft,
■ Prayer mat
Discipline, or
Melee ■ Sacred texts from
EQUIPMENT: your faith
■ Fine riding
■ Holy symbol of
horse
your faith
■ Riding clothes
■ Walking staff
and fur cap
■ Leather hauberk
(Armor 2: Torso/
Arms)
■ One-handed
weapon of
choice
EASTERN
VAGABOND EDUCATIONS
Some travel for commerce, war, or for duty, and there
are those who travel because they must. Like leaves on
The East teaches by both the law of nature and that of
the wind, these people move by whim and chance, not
higher-minded law made by men. Herein you will find
intentional purpose. Yet in the journey, the purpose
that both paths have their merits but, when lost in the
may be revealed by the journey itself. Vagabonds know
jungles of Khitai or the hills of Ghulistan, you may wish
many things. They have seen many great peaks and low
you learned your lessons under the hot sun rather than
defiles. They have exchanged coin and love and blood
among the wind-cooled purple spires of Paikang. East or
with people of a dozen kingdoms, and they want more.
West, nature is the ultimate educator.
Wanderlust propels the vagabond who, while traveling
light, accrues an impressive collection intangible to
others — memories and experiences that they would EASTERN EDUCATION
not trade for anything. Roll Education
■ Walking staff
APPRENTICED
Like many before you, your parent indentured you to an
■ One-handed
expert in their craft. It was not your choice, though you
weapon of choice
may have come to love it. Alternatively, you may have
■ Riding horse left that profession long behind, but you have not lost the
or pack mule skills you gained.
(your choice)
Mandatory Skills: +1 Expertise and +1 Focus to Athletics,
Counsel, and Craft
Elective Skills: +1 Expertise and +1 Focus to
two of the following skills: Craft, Society,
■ Wineskin and sev-
or Thievery
eral days of rations
Talent: One talent associated with any of the above skills
■ Several Equipment:
conflicting maps ■ Your old tools
your homeland.
FORMALLY TAUGHT
Either through the efforts of a tutor or within an academic ROYAL VASSAL
environment with other students, you learned philosophy, You were taught by royal scholars with others of your caste.
religion, math, and the history of the world (or your culture’s Perhaps, you were sent abroad to study with another cul-
version thereof). ture, even an enemy as part of mutual hostage exchange or
‘treaty’. You learned about ruling, the maneuvers of sword
Mandatory Skills: +1 Expertise and +1 Focus to Discipline,
and society, and your own limits for remaining in a gilded
Linguistics, and Lore
tower as the world goes by.
Elective Skills: +1 Expertise and +1 Focus to two of the
following: Insight, Lore, or Society Mandatory Skills: +1 Expertise and +1 Focus to Society,
Talent: One talent associated with any of the above skills Command, Melee
Equipment: Elective Skills: +1 Expertise and +1 Focus to two of the
■ Additional 3 § Gold (1 minimum)
■ Vellum, ink, and quill
following skills: Persuade, Linguistics, Insight, Counsel
Talent: One talent associated with any of the above skills
Equipment:
ON THE BACK OF A HORSE ■ Additional 5 § Gold (minimum 1)
■ Scavenged trinkets
18 Chapter 1
Mandatory Skills: +1 Expertise and +1 Focus to Discipline, Mandatory Skills: +1 Expertise and +1 Focus to Alchemy,
Healing, Sorcery Insight, and Lore
Elective Skills: Alchemy, Insight, or Lore Elective Skills: +1 Expertise and +1 Focus to two of the
Talent: One talent associated with any of the above skills following skills: Discipline, Observation, or Sorcery
Equipment: Talent: One talent associated with any of the above skills
■ Fetishes associated with your beliefs Equipment:
■ Herbs and other preparatory elements for tinctures ■ A scribbled journal of your experiences filled with
■ One-handed sword
WAR STORY
Roll War Story Skill Improvements
1–2 A Training Ground Prodigy +1 Expertise and Focus to Athletics and Parry
3–4 Spared by the Horse Nomads +1 Expertise and Focus to Animal Handling and Society
5–6 Escaped the Noose +1 Expertise and Focus to Resistance and Stealth
7–8 Scarred by the Black Seers +1 Expertise and Focus to Discipline and Sorcery
9–10 Apprentice of the Master Strategist +1 Expertise and Focus to Insight and Observation
11–12 Found Adrift on the Vast River +1 Expertise and Focus to Craft and Sailing
13–14 Savior of an Exiled Prince +1 Expertise and Focus to Melee and Society
17–18 Bearer of the War’s Grim Tidings +1 Expertise and Focus to Insight and Survival
19–20 Lived Lawless as a Hillman +1 Expertise and Focus to Animal Handling and Melee
Characters of the East 19
You understand your bird is more aware than you are and
rely on this awareness. By keeping an eye on your bird, you
are hard to ambush. Any attempt to ambush you increases in
Difficulty by one step when your bird is in the air or nearby.
20 Chapter 1
Temple
GRAND SECRET
FEALTY Prerequisite: Wise Master, Counsel Expertise 3, one Holding
MASTER SOCIETY
(Conan corebook, page 295)
Experience Point Cost: 200
Circle of Masters
Prerequisite: Wise Master You can establish a Temple for the training of disciples. These
Experience Point Cost: 200 disciples will willingly undertake tasks for you, though you
must pay for their Upkeep. Temples begin with just two
A wise master often maintains a circle of letters with other
disciples, though they can be gained in the same manner
temples and masters. When visiting a town or city, you
as philosophers to an Academy (See Academy, page 21).
can pay 1 Fortune to possess such a contact in that town
Each disciple will cost 1 Gold of maintenance and Upkeep.
from this circle of other masters. While present, you can
Disciples use the same stats as a guard (Conan corebook,
confer with their colleague, who will provide +1d20 on any
page 317), though if you possess the Academy talent, your
Discipline, Insight, Lore, or Sorcery test while you are in
disciples are also philosophers.
their presence. The gamemaster is encouraged to describe
these other masters in as much detail as desired, and even Wise Master
have them visit your temple on a similar mission. Prerequisite: Open Hand, one other Martial Arts talent,
Discipline Expertise 3, Insight Expertise 2, Lore
Fealty
Expertise 2
Prerequisite: Temple
Experience Point Cost: 200
Experience Point Cost: 400
A wise master is well respected, and your skills and insights
Through promises to support the local lord you gain a
are sought by princes and generals alike. You gain the
mechanism to fund your Temple. While in possession of this
Tradesman caste talent (Conan corebook, page 21) and can
talent the cost of maintaining the temple and its disciples
use your Insight skill instead of the Persuade skill, if desired.
Characters of the East 23
EASTERN NAMES
Eastern names are oft unfamiliar to the Western tongue. They are as varied as those of their Western kin, but often contain
more portent and meaning for the induvial than simple designation. The Conan corebook provides many sample names
appropriate to the region: here are more.
GEAR & EQUIPMENT cups, a kettle, a steeping pot, and other accoutrements as
desired. Use of a tea set in a social arrangement allows the
re-roll of 1d20 for any Society roll made while using it, so
Countries like Vendhya and Khitai are among the oldest
long as the value of the tea set in Gold is equivalent to the
and most civilized in the world, each with a rich and even
Social Standing of the one being served (see the Conan
decadent material culture; while to the West, the Hyborians
corebook, page 19, for more on Social Standing). If the tea
were amazed at their ability to make fire. Thus, the plethora
set is of lesser value, its presence is considered an insult
of items and equipment available to Eastern characters
to one’s status, and if it is of greater value, it is considered
is comprehensive, and the gamemaster may adjust the
ostentatious, in which case one failed d20 on the Society
Availability value of items from the Conan corebook (pages
roll counts as a Complication. Tea sets made by famed
137–144) to account for this disparity.
crafters are oft prized, and some sets may even have their
own fame or reputation. A tea set of worth usually comes
IMPROVEMENT ITEMS in a wooden case decorated according to its quality.
AND FACILITIES
Temple
Following are some unique items available in the East, which
The Wise Master talent tree (page 22) describes a temple,
may be of interest to player characters from that region, or
a type of school where martial arts are studied alongside
with a fancy for the exotic.
philosophical or spiritual disciplines. These range from
Academy basic dojos — which are little more than a training room
with accompanying side chambers, usually arranged around
Described in the Philosophy talent tree (page 21), the acad-
a central courtyard — to more elaborate and sprawling
emy is generally a place where philosophers and other
facilities with housing for students and disciples, as well as
scholars might congregate, confer with and debate one
armories, shrines, and ample stores, even gardens. However,
another, and teach a new generation of students in the arts
even the most basic temple has quarters for the wise master
academic and philosophic. Some larger academies contain
and disciples.
housing for students and faculty, while others are more
simple and stark affairs, requiring nearby accommodations.
EASTERN KITS
Skill Item Type Availability Cost Encumbrance
Counsel Academy Facility Talent 50 (or Holding) —
Animal Handling Falconry Gear Kit 3 5 1
Society Tea Set Kit 2+ 2+ 3
Discipline Temple Facility Talent 50 (or Holding) —
26 Chapter 1
VEHICLES
Type Animals Passengers Stowage Availability Cost
Chair, Sedan — 1–2 10 1+ —/3+
Howdah 1 1+ 40 3 6+
Jong — 1,000+ 100,000+ — 500+
Junk — 20+ 100+ 4 20+
JUNK DJONG
This is a three-masted standard junk such as would be This is a massive seagoing fortress, more a mobile floating
used for trade or fishing. See pages 111–112 of Conan the castle than an actual sailing vessel. See pages 111–112 of
Pirate for a description of its Qualities. Conan the Pirate for a description of its Qualities.
ATTRIBUTES ATTRIBUTES
Sailing Range Crew (+ Passengers) Sailing Range Crew (+ Passengers)
10+ days 6+ (14+) 20+ days 200+ (800+)
Impact Damage Maneuver Impact Damage Maneuver
2§ 1 4 § —
EASTERN ARMS AND ARMOR stiffened paper, but these are essentially heavy cloth-
While most common equipment found in the East is likewise ing, or equivalent to the padded gambeson from the
available in the West, arms and armor differ only superfi- Conan corebook.
cially, having followed the same principles of construction,
and in some cases been the inspiration, for weapons of all ■ Hyrkanians typically wear lamellar armor, as
sorts in the West. Below are unique examples of both utilized described in the Conan corebook (page 155).
by the soldiers, warriors, and clans of the East. ■ Weapons are considerably more exotic than those in
■ Khitan armor is laced brigandine, with nobles
the West, though most of the primary types — bow,
wearing mountain scale. Mountain scale is loosely blade, spear — are just as common. However, the art
analogous to Western mail, as described in the Conan of warfare is considerably more refined, and as such
corebook (page 154–157). the variety of implements of war are more highly
■ Khitans also employ unusual armor types, such varied. The following selection is but a token repre-
as those made from stiffened silk, woven reeds, or sentation of a much broader panoply.
Hook Sword 2 3 § 1H
Paired (Parrying, Reach 2
or 3), Knockdown
1 4
Jian 2 4 § 1H Parrying 1 4
Krabi 2 4 § 1H Parrying 1 4
Khukri 1 3 § 1H Piercing 1 1 4
Maratha 2 4 § 1H Piercing 1, Unforgiving 1 2 5
Maru
(Horned Shield)
2 3 § 1H Shield 2 1 4
Mubuchae
(Fighting Fan)
1 2 § 1H Hidden 1, Parrying, Stun, 1 5
Urumi 2 or 3 3 § 1H
Backlash 1, Fearsome 1,
Spread 1
2 4
The yard-long Zhaibar knife, a characteristic weapon of ■ The maratha sword — named for the Vendhyan
that region, is described in the Conan corebook on pages culture that uses it — is a long, straight-bladed sword
145–146, and 148.The antler horn knife is a short, curved with an unusual hilt that completely encloses the fist
knife used in pairs, popular in Vendhya. and wrist of its wielder, locking the wrist in place so
that the blade is wielded as a direct extension of the
■ The famed bagh naka (tiger claws) are small hand-
arm. While worn, it provides +3 Armor Soak to the
grips from which protrude a row of long iron claws.
arm it is wielded with (soaking with any worn armor).
They are especially fearsome when used against
Due to its relative inflexibility, it adds 1 additional
bare flesh.
point to Doom when used to parry.
■ The bichuwa is a loop-hilted dagger popular in
■ The maru, or horned shield, is a small round shield
Vendhya with a long, curved blade, often thought to
with two long and spiraling horns protruding from
resemble a buffalo horn.
either side. It can be used to parry or attack with
■ The dao is a single-bladed sword common to Khitai, the horns.
often used by martial artists. It is relatively plain,
■ One of the more exotic of weapons used by Khitan
with a fairly straight blade that flares slightly at
martial artists, the mubuchae (fighting fan) is a
the point.
folding fan whose wooden slats are made of resilient
■ Hook swords are relatively unusual weapons, made birch often lined with metal slats, the edge of which
all of metal, with long blades with a severe in-curving feature razor-like blades. Some ingenious assassins
hook, a handguard resembling a crescent moon with use the mubuchae as a means of deploying throwing
points away from the user, and a long spear-like point blades, or poisons in gaseous or liquid form, opening
protruding from the base of the hilt. Used in pairs, the fan and exposing the victim to the deadly cargo
they are versatile and often overpowering. If used hidden within. Khitan alchemists are said to use
paired while attempting a Disarm Momentum spend, them to conceal small items like explosive pellets or
they provide 1 free Momentum. other caustic agents.
■ The jian is the most common relative to the dou- ■ The urumi is an extremely long and thin-bladed
ble-edged broadsword in Khitai, though with a nar- sword of extreme flexibility, used almost like a whip,
rower blade and more subtle crosspiece. This is the with the wielder forcing the blade into elaborate
standard issue weapon for most Khitan court officials and deadly contortions that can bypass shields or
or military officers. parrying weapons and strike deeply into flesh. Any
Complication with this weapon results in the blade
■ The krabi is a single-edged, gently curved sword used
tangling upon itself. Attacking with a tangled blade
in various fighting arts along the southern coast of
increase the Difficulty by one step. A Minor Action
Khitai. It is notable for its long hilt and lack of a pro-
will untangle it.
nounced crosspiece or guard.
■ Wind and fire wheels are elaborate bladed weapons
■ The kris is a long wavy-bladed dagger or shortsword,
consisting of a flat metal ring from which protrude
whose blade comes to a point. They are symbols of
several curved points and blades, with one section
status amongst the people of Vendhya and some of
of the ring wrapped as a handgrip. They are used in
the other Eastern nations, elaborately patterned and
pairs and are quite effective at parrying due to their
clasped in gold. Vendhyan mythology and folklore
larger surface area and many blades.
has these blades as sacred talismans, often with
reputed magical properties.
GAZETTEER
O
f that other half of the Thurian Continent, those of
the West know little. Stories are heaped about the
A HISTORY OF GHULISTAN
East like glory upon warriors and lies upon thieves. Ghulistan has been at war for longer than there has been
Extracting truth from this heady brew of fabulism and reality written word to record it. Whether against each other or
is not always easy, but some have trod rough paths through foreign invaders, the broken hills of this land have never
the wilderness of this knowledge and returned to share it. known peace. The indomitable tribal culture of Ghulistan,
What follows is a collection of their learnings and coupled with the unforgiving terrain, makes it all but uncon-
wisdom. Some is taken from primary sources, where pos- querable. Even the great generals of dim antiquity failed
sible, while other bits are legends even to natives of the to best the hillfolk for long. The blood of soldiers whose
region. This is not an age fully mapped in topography or kingdoms are long forgotten fertilize the ragged scrub of
mind. There are ever more mysteries beyond the next hill, plants that dot the uneven terrain.
over yonder mountain, and within that blackness called Stories told in small villages refer to the Ghuls, man-eat-
the Outer Dark. ing beasts that once ruled Ghulistan as kings. Any proof of
Count yourself lucky if you learn some of this knowledge such a species is gone, and only a name backs the legend.
firsthand, for lives are brief, memories briefer, and history Most Ghulistan natives, for there is no ‘Ghulistan’ people
written wholly by the victors. as such, believe only that the tribes were once, briefly, united
under a single chief. The name of this chief, the time of his
GHULISTAN rule, and the specifics of his conquests vary from tribe to
tribe. Vendhyans refuse to believe the hill tribes were ever
more than motley bands of jackals.
Ghulistan was once servant to Iranistan, and to the man-eat- But crafty jackals they have always been. Patient when
ing Ghuls before them. But the Ghuls are now dead, Iranistan invaded, the tribes harry intruders for years, decades, and
faded, and the native tribes are not eager to serve again. even centuries until — like a grindstone used too long —
The rough, rugged terrain makes for a butcher’s block upon the armies break and flake away. To begin with, there are
which civilized armies soon find themselves. Still, both few resources worth fighting for in Ghulistan, and the
Vendhya and Turan eye Ghulistan as their next conquest, natives have always relied on their geographical position
but can either of their armies match the ferocity of the and cunning to get by.
native hill people of this tortured land? There is but one person, if he can be called such, who
invaded Ghulistan and stayed — the Master of Yimsha.
30 Chapter 2
Centuries, maybe millennia ago, he came, his humanity trade routes wend through the rough landscape. Dangerous
yet clinging to him like an ill-fitting tunic. He staked out for any travelers, the swiftness of the routes proves a mighty
a claim on Mount Yimsha, and the tribes quickly gathered temptation. One must otherwise skirt Afghulistan, adding
to show him the way back through the Zhaibar Pass. Six weeks to a journey westward.
tribes united against the sorcerer, and six tribes were slain These trade routes follow old roads upon which silk,
that day. Their progeny withered and perished, and their spices, and conquerors previously traveled. For the tribes,
bloodlines died out. Even today, the names of those defeated caravans provide a steady diet of plunder. Most looting,
tribes are curses in native dialects. however, focuses on the outskirts of Vendhya and Turan.
Since that time, the tribes accepted that Mount Yimsha Neither kingdom is comfortable with this situation, but
belongs to the Black Circle, and all avoid the area by many both realize that pacifying Ghulistan would mean control of
leagues. Why the Master of Yimsha chose a lone peak in the profitable trade. Both also realize the history of attempted
Himelian Mountains has never been discovered. pacifications ended poorly for the would-be pacifier.
The various tribes care little for the pain of rivals. What
GHULISTAN UNCHANGED matters it to a Wazuli if an Afghuli village burns to the
ground? The encroachment by the Turanians on Ghulistan’s
While not a proper kingdom by any means, Ghulistan is
western border is therefore a matter only for the tribes that
perhaps the most unchanged land since the Cataclysm.
live there, at least for now. No attempt to unite the tribes
Rude tribes ruled the area then and rule it still. The lack of
has been made in more than a century. It would take a
order is, perhaps, the closest human representation of the
rare man of singular character to even entertain the idea.
universe. Like the Picts in the West, the tribes of Ghulistan
Rugged hills and mountains leave no end to the sorts of
ride the seething tides of history. It is all the same to them.
adventures outlanders might encounter within Ghulistan.
While no natural resources enrich Ghulistan, some few
From warring tribes to the machinations of the Black Seers,
this far-off land is sometimes the location of events of
uncanny import.
Gazetteer 31
OUTLANDERS IN GHULISTAN
GHULISTAN PROVERBS
Ghulistan is a largely tribal, clannish culture of tightly knit
Where Khitai holds a thousand and one philosophies,
extended families related by blood and marriage. They are
and Hyrkania bows to the edicts of Erlik, the Ghuli are
not over-friendly to outsiders, but neither do they hate
less fervent in both belief and man-crafted ‘wisdom’,
them if they come in small numbers. Merchant trading
instead relying on proverbs collected over generations.
caravans often ‘pay tribute’ to chieftains through whose
A Ghuli proverb is used in everyday speech, much to the
territory they must travel, and the Ghulis are fine with this,
confusion of outsiders. For, while a proverb may seem
for they have little want for the civilized nonsense most
sensical when translated, the nuances of each are deeply
merchants bring with them.
embedded in the Ghuli culture.
However, Ghulistan is a country which has seen inter-
Where to drop the Parable of the Vulture in a conver-
necine war coupled with many attempts by ambitious king-
sation is as important as understanding its meaning. In
doms to pacify the wild tribes. The latter have never been
fact, proverbs themselves can stand in for entire hours of
successful, and no ruler has of late attempted an incursion
outlander dialog, such is the extent to which the Ghulis
into their territory. Of course, there are those who would
know their collected wisdom.
march armies through Ghuli land to get at other enemies
But it is not the wisdom of gods, or smart folk, but the
and their ‘proper’ kingdoms. The Ghuli will have none of
collective wisdom of generations of Ghuli which matter.
this, and any group of well-armed travelers might easily be
A proverb only becomes lodged in culture because it is
taken for scouts of such an advancing army.
true and has been observed for many generations. As the
Ghuli raiders take any prize they think worth having
Ghuli say, anything else is “breath on the wind”.
and are little deterred by outlanders’ displays of power.
Any deep communication within Ghulistan requires
Thus, if a group intends to penetrate Ghulistan, they must
a mastery of such proverbs, and such mastery only
be ready to fight if they have not bought passage from the
comes from immersion in their culture. While Conan
required tribes. Doing the latter requires a native or broker
was respected for his might and keen tactical mind, it
of some sort who, of course, takes quite a cut of the tribute
is the respect he gave the culture, the time in which he
paid for safe passage.
assimilated the culture, and the wisdom he allowed
his outland mind to learn that permitted him to lead. A
GHULI ART, CULTURE, foreigner hoping to carve their way to glory will be hard
AND RELIGION pressed to do so, with might alone.
The Ghuli culture goes back some three millennia to the
advent of the Cataclysm. As told by the people who live there,
their lives are little changed from those storied days. They In the flowing script of the Ghuli people, outlanders
are proud to live on the same earth to which their father’s often find proverbs write into cloth and clay alike, though
fathers were born, on which their ancestors died and which, such proverbs are too complex for the outsider to master.
to date, is unconquered by foreign devils.
Ghuli Culture
A Culture Writ in Clay and Thread The varied tribes of Ghuli distinguish themselves in man-
The Ghuli do not go in for huge displays of opulence, and ners of dress, colorful headscarves, accented weapons,
it is rare to see the ruins of great fastnesses or redoubts. and horse tack that separate one tribe from another. So
There are no castles full of tapestries, not statues loom- deeply coded are these symbols in Ghuli life that a native
ing to unknown gods. A practical people, Ghuli art is can easily recognize the bloodline of another, even when
small, often portable, and usually practical in nature. they hail from across the entirety of the country. From the
An intricate rug can cover the floor of your mud home, a Himelian Mountains and hills to the flatlands, each tribe
statue to Ishtar will not. accents their dress in unique ways. Each Ghuli tribe has
Thus, they express themselves in pottery, the weave and their own songs, poems, and proverbs to distinguish their
weft of rugs and blankets, and other everyday items upon history further from their neighbors.
which personal and tribal histories are writ. Blankets and The Ghuli world is not the soft world of civilized folk.
rugs depict the history of a family, from marriages to death. They dwell in stone buildings connected in such a way to
Each village keeps a rug that tells the tale of that place and form a central courtyard where friends and relatives gather.
these are considered sacred. They are virtually the only large Their villages look poor to an outlander, for they keep little
displays of art one finds among the Ghuli, and even these in the way of gold or jewels unless they make their profession
can be rolled up and carried away as needed. as raiders. Instead, the value of a community is those who
comprise it. Value is that of strength and blood and mettle.
32 Chapter 2
secure. Following the cord leads to a series of handholds and mesmerism to halt any attack. Only one wearing the
and footholds by which a brave traveler may navigate to Girdle of Women’s Hair (described on page 97) can break
the floor hundreds of feet below. the hypnotism of these demons and thus break the globe.
The mist itself bears queer properties, as well. Unless Breaking the globe slays all four Seers and shatters
one continuously grips the gold rope, they cannot breathe everything made of crystal in the castle, including the
inside the foggy, spectral cloud. The air is like water, and door blocking the exit. The snakes spring to life, as does
any breathing it suffocate. Player characters must make a the knocker on the main door. Use the same statistics for
Daunting (D3) Fortitude test each round while in the mist these four serpents as described above. Once the crystal
unless gripping the cord. globe shatters, the pomegranates shoot up toward the roof
Further, the mist slows one’s descent, or perhaps it and disappear. This attracts the attention of the Master
slows time, for time and movement are, according to the himself (page 91).
philosophy of the East, inextricable. Seemingly, this would
be a boon to anyone unfortunate enough to fall through
the mist, but the slowing of time causes one to spend too She felt even her anger being submerged by awe as they
much time in the mist. No mortal lungs could hold enough entered the mouth of the Pass, lowering like a black
air to make it to the bottom alive. well mouth in the blacker walls that rose like colossal
The great ‘moat’ leads up the other side of the cliff to ramparts to bar their way. It was as if a gigantic knife
a series of stairs culminating in jade steps as broad as ten had cut the Zhaibar out of walls of solid rock. On
men lying across. The glassy jade seems carved of the rock either hand sheer slopes pitched up for thousands of
itself, though said rock is not itself jade. The stairs end at a feet, and the mouth of the Pass was dark as hate.
pair of doors fit for giants, upon which a gold knocker — in
the shape of a wedge-shaped serpent’s head — is affixed. — “The People of the Black Circle”
Any touching the knocker with bare flesh cause it to spring
to venomous life. Use the statistics for the Snake, Giant
(Toughened) on page 331 of the Conan corebook. The serpent
gains a bonus of three steps of Difficulty with its first attack. ZHAIBAR PASS
The black wall of the Himelians only parts for Zhaibar
Pass, and it is thus a valuable area fought over by the tribes.
Again and again he struck, hewing through polished However, should any foreign land grab be attempted upon
wood and metal bands alike. Through the sundered the Zhaibar Pass, the clans unite to push the devils back.
ruins he glared into the interior, alert and suspicious The pass has never been controlled by any other than the
as a wolf. He saw a broad chamber, the polished stone Ghulis themselves.
walls untapestried, the mosaic floor uncarpeted. For Ghulistan, the Zhaibar is a giant toll bridge between
Square, polished ebon stools and a stone dais formed near East and far East, and they extract tribute from any
the only furnishings. The room was empty of human merchants wishing to pass between the two. Should an
life. Another door showed in the opposite wall. army wish to march through the pass, they would have to
make some secret deal with a controlling tribe. Anyone
— “The People of the Black Circle” making such a deal with an outlander would become an
enemy of all Ghulis.
The doors are heavy and bolted. One must use brute
force to enter, hacking away at the doors. Past the doors lies
a jade gallery from which one accesses the greater castle.
A door lies on one side of the long room, but a crystal door “The treasure of the Vendhyan kings will be ours as
slides into place, blocking the doorway once the door is ransom — and then when we have it in our hands, we
sundered and the castle entered. One cannot get back out can trick them, and sell her to the king of Turan. We
the way they came unless they smash the crystal globe of shall have wealth beyond our maddest dreams. With
the Master of Yimsha (see page 91). it we can buy warriors. We will take Khorbhul, oust
A massive jade staircase, tapered like a pyramid, stands the Turanians from the hills, and send our hosts
behind a black dais. Four gold serpents twine about a crystal southward; become king and queen of an empire!”
sphere filled with a smoky gas in which float three golden
pomegranates. The Black Seers immediately appear to guard — Gitara, “The People of the Black Circle”
the jade dais if they have not already. Each uses its brute will
Gazetteer 35
KHORBHUL
MESSENGERS OF YIMSHA
One of the many walled towns and forts which for them
The Ghuli are no fools and give the Black Seers of Mount
lies to the Eastern border of mighty Turan, Khorbhul has
Yimsha wide berth. However, neither are the Ghuli com-
its share of raiding attempts. The Ghulis mislike the idea
pletely without contact with the lower acolytes of the
that Turan should claim any part of their perceived territory,
Master. Sometimes, if a child is missing, the Ghuli barter
but, so long as they venture no further than Khorbhul —
for their return. With another tribe, this is a codified
which most consider Hyrkanian territory anyway — an
process. With the acolytes, it is not.
uneasy peace exists.
Most abductees are left and forgotten, for no Ghuli
Khorbhul is a wealthy town by virtue of its location as a
wants to incur the wrath of the Black Seers. However,
rest stop at the beginning of what some call the Lotus Road.
some parents’ love is more powerful than pragmatism.
The governor of the town is corrupt on the fat of the floral
In such a case, the parents, or even the council of a vil-
drug’s profits, and is of late perhaps more easily lost into
lage, may hire foreigners to make the trek to Yimsha and
lotus dreams than keeping a watchful eye on the Ghulis
bargain with the acolytes.
and Hyrkanians. It is said that the People of the Black Circle
Why the people of Yimsha abduct children is anyone’s
control him, or at least want to, though this has never been
guess. Sacrifices, new acolytes, or even stranger uses…
proven; any who say so in the streets of Khorbhul have their
no one knows. Some fear the return of a child taken to
tongues cut out and nailed to the gates.
Yimsha more than they wish for the child’s return.
Khurum There are many things in the mountains — atavisms
Khurum is a region within Ghulistan, as well as a large older than humankind — which might be responsible for
village. The area is the territory of the Wazulis, among missing children. In any case, Ghuli are superstitious as
whom Yar Azfal is chief. The village itself sits in the hills a rule and most prefer it be outlanders, rather than their
of the Himelians and is well protected. The village is the own people, who lose their souls to such unnatural terrors.
birthplace of Akim Kurum, a legendary warrior among
the Wazuli who was said to be possessed of a magic sword
which could shatter any normal steel.
The Red Tower
Afghulistan
It is unclear whether this tower is manmade — or crafted
South of Khurum, Afghulistan comprises the craggy hills
by inhuman hands — and eroded over millennia, or simply
and very peaks of the lower end of the Himelian Mountains.
a curious feature of the Himelian peaks. Sitting at the top
The Afghuli are distinct from their Ghuli cousins in that they
of one the nameless mountains, the Red Tower appears
are wilder and more prone to raiding outlanders, even if they
mostly perpendicular to the ground, rising some 200 feet
themselves must venture to the foreigners to get at them.
into the air.
The most warlike of all the Ghulistan tribes, the Afghuli
The tower itself is not red so much as rust-colored, the
are led almost exclusively by men, with councils the excep-
result of the high iron deposits found on the mountain.
tion rather than the rule. From their contact with foreigners,
Those who have been there say foul glyphs are carved
they sometimes take the names of Western gods, though
upon the tower. The creatures lurking in the hills — almost
rarely with sincerity. Overall, they practice the same mix
human but not quite — know secret entrances. What lies
of animism and ancestor worship as the rest of the moun-
within none can say, for no living person is known to have
tain peoples.
made it out to tell such a tale.
rarely speak of this place if they can help it. In the center For now, such dismissive thoughts are comforting, but
of the winding corridors and confusing tunnels that make there are those from the West who’ve ventured deep into
up this fortress-temple is a large chamber, the center of Hyrkania and espied there remnants of civilized cities and
which stands a dwarfish figure of the god, its grotesque the ruins of forgotten empires. Some far time back, perhaps,
body crusted in red jewels. It faces the entry, ugly features the Hyrkanians lived as one, or at least under a single king.
seemingly fixed in cruelty, and whispered legends of the That is not so now, much to the relief of the West.
place state that its expression changes to outright glee Yet the Hyrkanians control a vast swathe of land which
when blood is spilt before it. any Hyborian king would envy. From the taiga in the north
Earthquakes plague the region, and many of the floors to the grasslands in the south, Hyrkania is, for all its seem-
of the fortress-temple show cracks, even great gaps, where ing disunity, the largest area on the Thurian Continent
the restless earth has broken walls and collapsed ceilings. In controlled by a single people. It would be but a small step
time, perhaps, the leviathans beneath the earth’s surface will to extend it further.
stir even more and claim this wretched place in its entirety, On full moons, witch-women and shamans hold new-
but for now it is a place to be avoided, and never spoken of. borns up to the silver light and look for marks, waiting, they
say, for the one who will bring the frozen Hell of Erlik to the
world itself. All, then, will tremble, for who does not when
Now the Lemurians enter history again as Hyrkanians. death himself rides at the head of the horde of his servants?
Through the centuries they have pushed steadily
westward, and now a tribe skirts the southern end A HISTORY OF HYRKANIA
of the great inland sea — Vilayet — and establishes
the kingdom of Turan on the southwestern shore. One cannot begin a history of Hyrkania with the Hyrkanian
Between the inland sea and the eastern borders of people themselves, for their blood is that of Lemuria, that
the native kingdoms lie vast expanses of steppes sunken island continent once populated by a barbarous
and in the extreme north and extreme south, deserts. people. Little is known of the Lemurians themselves,
The non-Hyrkanian dwellers of these territories only that some fled the sinking of their home during the
are scattered and pastoral, unclassified in the Cataclysm and landed upon the eastern shores of the
north, Shemitish in the south, aboriginal, with Thurian continent. There, at some point, an unknown,
a thin strain of Hyborian blood from wandering inhuman culture enslaved the barbarians for centuries
conquerors. Toward the latter part of the period if not millennia before they overthrew their masters and
other Hyrkanian clans push westward, around the began the long migration west.
northern extremity of the inland sea, and clash We must now part the veiled centuries and see, through
with the eastern outposts of the Hyperboreans. the blur of history not written, a time when the Lemurians
split — some heading to found what became old Stygia,
— “The Hyborian Age” and thus embracing civilization, while others roamed to
the steppes and taigas of what would become Hyrkania.
Hyrkanians, then, are no stranger to barbarism, for
it boils in their blood like a primal scream. It is natural
they would become a nomadic culture, taming the rough
HYRKANIA wilds between the Vilayet and Khitai with horse and bow.
These uncivilized hordes, in fact, are probably closer to
their roots than those Lemurians that built Old Stygia, for
It is prophesied that one day the so-called barbarians of
the construction of cities and pyramids is the work of folk
the East shall meet those of the West before, once again,
who’ve abandoned the rough blanket of the stars and the
the world is rent by cataclysm and this Age passes like
hard bed of the Earth.
the month’s moon. Where this prophecy first originated
That bloodline is dimly remembered now, and most
is unclear, but the Hyrkanian clans cling to it as a kind
Hyrkanians identify first with their larger clan, then their
of destiny.
people, rather than with any stories of slaves who threw off
Today, however, the great sweep of the steppe people
their shackles. Whatever gods those Lemurians worshipped
halts at the borders of Turan and the lotus-haunted jungles
are nigh forgotten — save for a few strange redoubts — and
of Khitai. Though the clans are massive and strong, they are
given over to the worship of Erlik.
not united, and internecine wars — as well as conflicting
While the worship of that death god binds the
interpretations of Erlik’s will — keep them a danger pushed
Hyrkanians, it likewise divides them, as no consistent
back into the mind of most Hyborians and Turanians alike.
interpretation of Erlik’s will predominates. For at least a
The nomad people have their empire, in Turan; those who
millennium or more, the clans have roamed as they pleased,
wander still have no desire for one, so why worry?
38 Chapter 2
pushing back all invaders and allowing no further shackle Yet there is no single queen or king that the Emperor
to tether them. of Heaven or King of Turan can bargain with, and so trade
Yet there are ruins of empire within Hyrkanian which and passage must be arranged by individual clans. Such
suggest that the nomads did, in some distant alley of the routes through Hyrkania are themselves valuable simply
past, form a civilization rooted in agriculture and stability. for the tribute they extract, and are warred over by the horse
Though few, the Kazar even today have a king and dwell in clans. There are things from the civilized world Hyrkanians
the ruins of cities more ancient than rivers and mountains. want — mined metals, spices, lotus, and more.
While they have forgotten the secrets of empire building, For civilization’s part, Hyrkania is a massive sea of sav-
Khitai and Turan fear Hyrkanians could all too easily remem- agery between the lights of Paikang and those of Aghrapur.
ber it and, having done so, ride over either kingdom while While there exist routes through Kosala and Vendhya, by
flying the banner of death itself. far the most direct route is through Hyrkania, and thus the
empires of Khitai and Turan must deal with the nomads.
THE NOMAD LAND As discussed, every attempt to tame them, to bring them to
heel under foreign masters and laws, has failed.
The history of Hyrkania is largely oral, save for the glyphs
Beyond the items mentioned above, Hyrkanians deal in
carved in ancient menhirs that dot the region and record
slaves, though they rarely ever keep them. They are willing
land claims, for tribes both extant and forgotten. Generally,
to sell outlanders to other masters, and even some of the
the past is of little concern to a Hyrkanian. The future,
worst of their own people, but the clans themselves have
especially death, preoccupies their minds.
no slaves and think such practice a crude reminder of the
Nomadic, the Hyrkanians have few permanent structures
corrupt nature of civilization and its people.
except for altars and rude-hewn temples to Erlik. Otherwise,
Yet the number of slaves which move through Hyrkanian
they live under the stars and sky, given to the four winds,
territory is staggering. They are all too happy to profit off
and living much as they did a thousand years ago.
the backs of those not their kin. If city-dwellers wish to
Hyrkanians are warlike and considered savage by their
whip and order each other about, it is no business of the
empire-building Turanian kin. But most other cultures,
Hyrkanians. They simply waste time before they attempt
excepting perhaps that of Khitai, would not consider
to appease Erlik on his black throne.
Hyrkanians savages in the same way they might Cimmerians
Yet even as Khitai and Turan, Vendhya, and Kosala deal
or Picts. Perhaps it is their sheer numbers, or the fine crafts-
with Hyrkania, they also fear her. The collected horse
manship that adorns their armor and forges their blades,
clans are hordes against which any wall might fall. Kings
or their estimable horses,. The Hyrkanians are not civilized
and queens are all too aware of this. They thus treat the
because their culture has yet to reach that cycle of history,
Hyrkanians with respect, at least openly, though they curse
but rather because they reject it. To a Hyrkanian, the stable,
them behind their backs. For now, the Hyrkanians are fine
settled life is like a corpse — cold and still and boring. A
with the arrangement. They have not been roused to fury
falcon at their wrist, a war cry in their lungs, and Erliks’s
— have not been united under Erlik’s singular will, nor the
symbols snapping in the wind as they charge into battle
will of a single ruler, in more generations than they can
— that is life. There will be endless centuries for stillness
count. But in the libraries of Paikang, where few besides
when Erlik calls them home, and they intend to take the
the emperor’s scholars are allowed, are books that record
most of life before they meet their god, for he will expect
previous Hyrkanian incursions and speak of a Hyrkanian
them to heap such rich experiences upon his black throne
kingdom which spreads from the East coast of the Thurian
in his frozen hell.
continent to beyond the Vilayet. Hyrkanians have prophe-
Hyrkanian, it should be noted, is both common language
cies suggesting this empire will one day form again; Khitan
and common name for the people within the borders of the
astrologers, too, see it written in the stars.
titular demesne. However, the clans themselves are quite
One day, deep in the heart of every civilized ruler, is the
diverse, and what follows is an overview of what Hyrkanians
knowledge, certain as death, that their walls and towers
have in common. For details on specific clans, see pages
will collapse, that their crowns shall be stripped from their
40-43. What applies to one clan may not apply to another,
brow, and that the land will be ruled by savages just before
and the outlander who misses the differences may quickly
another Cataclysm ushers in a new age and wipes this world
find themselves sold as chattel or dead.
from map and memory.
and storied as Hyrkania? However, if Hyrkanian clans are drunk, but it is not at all as pleasing nor as appetizing as
not paid tribute for caravans or any such merchants, the alcohol. They would have to settle and maintain fields to
outlanders are stopped. More often, they are simply raided. get the crops needed for the wine or ale such as produced
Outlanders not killed outright are often sold to one kingdom by other cultures. Instead, they trade for it.
or another as slaves.
Further, even if one clan took tribute, another who Those Who Ride Together
disputes the territorial claim may cause trouble and kill Hyrkanian culture centers on individual filial units that
the outlanders. Yet Hyrkania is friendlier to Westerners comprise the greater clan. Clans themselves sometimes
than most parts of the West would be to them. Their land divide into sub-groups named for their region or animals
is vast, and they do not monitor the comings and goings of found in said region.
every individual or even merchant. They look for the large Names are of great import to Hyrkanians, for they believe
profits and, if they suspect someone as a spy from Turan the name of a child maps out their destiny. As such, children
or Khitai, they stop them, as well. are often given no names at all until they reach the age of
It is up to an individual clan whether to accept outsiders. about five, after which Hyrkanians believe Erlik has not
Traditionally, clans intermarry amongst themselves, but selected them for early death.
not with outlanders. This isn’t expressly enforced, but Naming rituals are events which entire sub-clans attend,
Hyrkanians take pride in their Lemurian bloodlines and and those of chieftains and other important people may even
do not often wish to see them diminished with the weaker be cause for mass gathering of a single clan. The typical
blood of civilized folk. child, however, can expect their extended family to show
up for the naming rites. Once a child is given a name, they
HYRKANIAN ART, CULTURE, have a soul. Prior to that, the child is considered a non-being,
a thing Erlik watches to decide whether they have any use
AND RELIGION in the world above the frozen Hell of death.
Hyrkanians are a diverse people without codification. The As careful as Hyrkanians are in the selection of names,
horse clans share the same blood, though, and to a large they are just as superstitious about everything else. Omens
extent the same culture. What follows is the general art, mark the world, for those who can discern them. Falling off
culture, and religion of Hyrkania. For a deeper look at a horse on the first try is an ill omen for the rider. Stepping
individual clans, see pages 40-43. into someone’s yurt or ger without asking is an invitation
to combat. The appearance of certain birds augurs death,
Only What One Can Carry while the appearance of certain other animals suggests
Hyrkanians produce little in the way of literature or art for good fortune. It should be noted that Hyrkanians are not
its own sake. Their history is oral, as are their laws. They find afraid of death, and do not necessarily see such omens as
little need to record such things. Exceptions occur around bad signs, merely ones that shall bring change.
the worship of Erlik, for whom all sorts of talismans and
small idols are made. The Land of Erlik
Hyrkanians do play flute-like instruments, which, accom- The central god of all Hyrkanians is Erlik and his realm
panied by singing impossible for outsiders to duplicate, is that of icy death. To be Hyrkanian is to be on a path
comprise a strange musical heritage. There are rarely actual toward death one’s entire life; they do not exist outside
lyrics to their songs, but rather vocal glossolalia and hum- the dooms that shall end them. Such a mindset is difficult
ming which they believe is the way the dead speak, or at for many outsiders to process. While Hyrkanians rejoice
least as close as the living can approximate. in this life, it is only in preparation for the next. Perhaps
Hyrkanians dress their horses in finery and gilded armor, only missionaries of certain Mitran sects are as obsessed
and themselves in fur, conical felt hats, and the like. Their with the next life as Hyrkanians.
ger, or yurts, are usually spare, but the people themselves Days of Erlik come at fall, just as the leaves turn brown
have color displayed on their person and animals. and the ice first creeps down from the taigas to sheath
Such color is merely accent, though, for this life is the the land. For two weeks during this period, all clans feast
path to death, and Hyrkanians embrace earth-tones and and celebrate. The dead are remembered only during this
blacks for most of their dress. People of higher stature, period. It is important for an outlander to understand that
however, are bedecked in all kinds of outlandish costumes Hyrkanians do not otherwise grieve or think of the dead.
during festivals and even sometimes marching to war. The dead have moved to the truer world, while those left
Hyrkanians do enjoy the art, gold, and sundry items behind must prepare their own souls for departure.
of other cultures and keep them as curiosities. They are Cairns, called ovoo, are the traditional burial sites for
willing to trade for them. Of all the goods outlanders offer, most departed. These cairns dot the landscape like tiny,
wine is among the most prized. Hyrkanians themselves rocky hills, and no Hyrkanian would think of looting them.
brew a mixture of blood and horse milk which gets them
40 Chapter 2
For an outlander to do so, and be caught, is an immediate Though it is disputed by scholars and even the clan itself,
death sentence. Nearly all clans leave offerings at cairns the Turanian Empire was founded hundreds of years ago
such as candy or wine. They do this whether the cairn be by a splinter of this clan that calved off and settled around
of their own clan or that of another. Walking three times, the Vilayet Sea. Even if true, there is no love lost between
counter to the sun, around a cairn is a show of respect. The the Turanians and their nomad cousins.
opposite invites the dead’s relatives to come upon one as
enemies and oft begins tribal feuds. Skuda
Children are swiped with ash during the night; this is so Astreas, the great traveler of the Hyborian Age, has written
they are mistaken for spotted rabbits instead of tiny people, his belief that the Skuda are related to the Iranistani and,
warding against spirits who have not gone on to Erlik’s like the Hyrkanians, broke off from their nomadic empire
domain but were instead rejected and haunt the living in and settled that kingdom in much the same way as the
a realm between this world and Hell. Hyrkanians founded Turan. Proof of this theory remains
Such spirits invite all sorts of further superstition. elusive, however.
Invoking the name of someone who did not die well is Like all Hyrkanians, the Skuda have their roots in the
tantamount to the gravest curse. Again, Hyrkanians speak time-lost Cataclysm, and their blood, too, is from that
of the dead only during the two-week festival of Erlik. Those sunken land of Lemuria.
who do otherwise are blasphemers and invite the wrath of Unlike most of their kin, the Skuda have a distinct ruling
revenants upon them. class of royals. These filial bonds go back centuries and are
recorded on great stelae that dot Skuda territory. Due to
HYRKANIAN HORSE CLANS this royal bloodline, nearly every chief of every minor clan
is related, and the Skuda possess something of an actual
While outsiders consider the Hyrkanians a monolith culture, hierarchy between sub-clans and groups. Outsider have
one is disabused of that notion after any extended contact yet to discover which sub-clan ‘rules’ the entirety of the
with the people. From the comfortable grasslands in the Skuda, if indeed any such tribe does.
south of the country to the steppes that dominate its center The Skuda are also known for the great burial mounds
and the frozen taiga at its north end, dozens upon dozens of they erect to their dead royalty and famed warriors. These
clans live, war, marry, and die under the eye of the death god. mounds, known as kurgans, reach upwards of 60 feet in
Following are the most powerful and notorious of these height, looking like hills to the untrained eye. Inside these
clans. This list is by no means exhaustive, and even the tombs, reportedly, are also the remains of powerful warrior
premiere scholar of the Hyborian Age, Astreas of Nemedia women and even queen-like figures, suggesting the Skuda
himself, admits there are more rituals, customs, and division females have equal rank among the men. Graverobbing
than he could easily guess at. There are tablets, say one by any Hyrkanian is punished by summary executions.
culture, upon which Erlik has writ not only the name of Outsiders, unfortunately, do not die so quickly as that.
every clan that ever was, but every clansman who ever died. The Skuda are second only to the Hyrkanians in the
No one is likely to see this roster and return to speak of it. mastery of mounted warfare. Rumor holds they have sacked
outlying cities of Khitai in ages past.
Hyrkanians
For the Skuda, the afterlife of Erlik’s frost-sheathed hell
The largest and most powerful of the horse clans, the
is presaged by the House of Many Doors. In this house,
Hyrkanians give their name to the entire country and,
the dead enter and remain until such a time as they can
outside its bounds, the people, as well. Believing themselves
find their way out. However, only one door leads to Erlik’s
the purest descendants of Lemuria — and consequently
reward, while the others lead to non-being, cursed reincar-
the closest to Erlik — Hyrkanians are what nearly every
nation, or enslavement to the Outer Dark — among other
Westerner thinks of when the clans are mentioned.
horrible things. The Skuda believe all homes are a form
They dress in buckskin and furs, wearing distinctive
of this afterlife abode and this, they say, is the reason they
caps that mark them as members of this potent clan. The
remain a nomadic people.
Hyrkanian bow, while not exclusive to them, is named for
the fashion in which they make them. They practice the Kunnak
form of Erlik worship noted on pages 70-71 and consider The Kunnak are a warlike nomadic empire resting against
their form of belief the true way. the edge of Khitai. Their economy is nearly inextricable
Hyrkanians are warlike, given to wandering, and tem- from that of the great Jade Empire, for trade, tribute, and
pered for venturing outside their lands. This, perhaps, is raids comprise most of the wealth taken by the Kunnak.
why so many Western folk think this clan represents all. The region of Khitai they hector is wealthy enough to
Few others venture outside Hyrkania. buy them off, but thus far not clever enough to hunt them
Gazetteer 41
down in their own territory. Though the Great Emperor As for Erlikism, the Kunnak see Erlik as a death god, yes,
of the Heavens would like to see the Kunnak gone, they but one who is known as the Plague Bearer. The banners
control a major portion of the Lotus Road. Even if Khitai they carry into combat show a dead horse upon which rides
could quell the Kunnak, they would wind up dealing with a man, afflicted in boils and covered in bandages. In fact,
another clan whose terms might not be as agreeable. such plagues do run through the Kunnak, though they see
Of course, war breaks out regularly between Khitai and the infected as blessed. Many who survive infection become
the Kunnak, though it is a war of skirmishes, raiding, and shamans and are said to gain their ability to divine through
captives. A full-on assault by either side would break the the pain and disease.
parity which, to date, allows both to be simultaneously The Kunnak have also managed to use the plague-ridden
enemies and necessary partners. as weapons, flinging diseased bodies with siege machines
The fallen empire of the Kazar, and what now remains over the walls of Khitan cities, or infiltrating them in other
of its people, are sworn enemies of the Kunnak. As the ways and spreading the contagions. The cities, forts, or
story goes, the two clans are each sired by sons of Erlik, as towns often succumb to the plague, whereupon the Kunnak
are all tribes if one digs far enough into their roots. These ride in with little resistance.
two siblings, however, were murderous.
To please their father, one sibling brought a hoard of Tashtyk
gold taken from a conquered people. The other sibling This nomad empire rules in the far north steppe and taiga
brought a hoard of knowledge, also taken from the same of Hyrkania. Despite the desolation and oft monochrome
people. The siblings quarreled over who offered their father nature of their terrain, the Tashtyk people are known for
the better tribute, and in so fighting one killed the other. color both in dress and body. They favor bold reds and blues,
Who was the murderer and who was the victim depends dying their cloth where other Hyrkanians are content to
entirely upon which tribe one hails from. For the Kunnak, leave the earth tones they expect to find in Erlik’s realm.
their sire was most certainly the killer, for who would want As for their bodies, tattoos are near constant on men
to be a victim? and women alike. So much so, Astreas wrote, “that when
Kunnak, when not at war, are practitioners of divination. naked it is as if they are clothed from a distance.” Such
In great copper bowls around which a single man could not decorative effort goes into the saddles, bridle, and armor
wrap his arms, they mix freshly melted snow or stream of their horses. To many Hyrkanians, the Tashtyk are con-
water with the blood of their enemies. In this bowl their sidered ostentatious.
shamans then read the future. So it is in every clan within Like other Hyrkanians, the Tashtyk bury their dead in
the greater Kunnak nation. long kurgans. In fact, it may be that the Tashtyk began this
42 Chapter 2
practice. In any event, they claim it was stolen from them any portions of the Lotus Road that snake through either
by the other tribes. Such is the permafrost of the taiga and clans’ territory are ever shifting.
steppe in their territory that bodies naturally mummify, Rumor holds that other tribes speak with the great
and many Tashtyk believe it takes some while for actual empire of Turan and Khitai to take this portion of the Lotus
death to occur. Road from these bitter rivals and thus keep commerce
To this end, they mark their kurgans with totemic guards flowing. Such rumors dishonor Erlik, the clans accused,
which they believe watch over the almost-dead as they and are a quick means to an ugly death should one utter
slowly decompose and join the realm of Erlik. them publicly.
The Tashtyk are kin to the Hyperboreans, and the latter
peoples likely moved west as Tashtyk before developing Alkhon
their own culture. Perhaps the only truly ‘savage’ Hyrkanian clan, the Alkhon
Tashtyk shamans are especially important within the are feared by the other clans. The reason is simple: the
clan. They are discovered as children when they have visions Alkhon are cannibals. They rule the very far north of the
or dreams of Erlik. While this is considered a good omen taigas, and come south to war with their kin.
for the clan, it is often an ill-omen for the child’s parents. Mothers in other clans tell their children to behave lest
Upon learning a child may have the Sight of Erlik, they the Alkhon come for them. They are a fierce people who
are lowered into a deep well dug expressly for such pur- tattoo themselves with the ink markings of those they kill
poses. There, they are left without food and water for nigh and eat. Cannibalism is a ritual for them, a way of life. To
on three days. Near the end of their ordeal, they doubtless consume the dead is to take their power and deny them a
hallucinate and — if alive when the clan returns for them seat near Erlik’s throne. If the Alkhon have their way, they
— they are considered to have the Sight and begin training will be the only clan who dwells in Erlik’s hell. They will
with an older shaman among the clan. be his warriors, powered by the essence of the dead, who
Giving these children food is forbidden on pain of death, march over the land when time is dead, civilization is dust,
as is giving them water. If the snow falls into the pit, they and only barbarian hordes remain.
will drink. If some prey wends its way down, they will eat. It is not known whether the Alkhon eat their own dead,
Otherwise, they must endure or be taken into Erlik’s realm though it is quite likely. When preparing for battle, their
with whatever visions the god deemed the above-world warriors paint their bodies in a fluorescent color in patterns
not ready for. making them look as if they were skeletons from the waist
up. None have ever seen an Alkhon kurgan nor an Alkhon
Kazars cannibalism ceremony.
Once, the Kazars were a settled empire of towns and even, If the tribe were larger, surely they would sweep out of
it is said, cities. Hundreds upon hundreds of years have the north and consume the whole of the Hyrkanian people
passed since that time, and the Kazars are now a nomadic before turning their ravenous appetite on the world.
empire like the other clans. They tend to make camp around
ruins of their previous empire, though none living today Old Lemurians
truly understand how the pillars were made, the walls In the hills and mountains that border Khitai are rumored
erected, or what, exactly, went on when the streets were to exist Lemurians who did not advance further west. These
thick with throngs. Lemurians, should they be more than rumor, have not
The Kazar are a people with amnesia, the heirs to a evolved into other races but maintain a pure bloodline
forgotten world whose detritus they consider sacred. They to the past.
believe Erlik purposed them to build this empire and then, Most Hyrkanians speak of them in whispers, telling
having in some way failed their god, took it away. Their their children tales to frighten them, that such monsters
destiny is to see it rise again. To this end, the Kazars have will abduct them in the night. Yet Hyrkanians also fear the
tried more than once to unite the clans under their standard, possible existence of these people for, if they are of purer
but each time without success. The Hyrkanian people are blood, may they not be closer to Erlik?
simply not ready to settle, or Erlik has not yet deemed it time. The truth may never be known by the Hyrkanians, but
There is a melancholy to the Kazars not found in other these Lemurians worship a god far older than Erlik, one
clans, as well as an envy of Turan to which they would they believe helped release them from their inhuman
never admit. The four winds call to the Kazars as to other masters many millennia ago. In fact, stories among the
Hyrkanians, though not as strongly. They are sworn enemies Khitan scholars of Paikang record meetings with these
of the Kunnak, who the Kazar say tried to kill the spawn people who — the writings say — are also not human and
of Erlik from which they are sired and who was, instead, whose magic is dark, bedeviled, and connected to horrors
killed in turn. Battles between the two are constant, and out of space and time.
Gazetteer 43
Whether any of this is true is uncertain. What is known once helped stop the great tsunami of the Bori and the
is that seemingly pre-human ruins exist in the hills and soldiers of Set itself.
mountains in which these people supposedly live. Traveling
near such ruins is considered an invitation to the Outer Dark A HISTORY OF IRANISTAN
and these near-humans who worship the abominations
which rule there. Like Shem, Iranistan began as a series of desert-dwelling
Perhaps they are a lost sect of Lemurians or some terrible tribes. Initially, these tribes clustered around the sources
progeny between inhuman master and human slave from of water found in the plain, stark land. Over time, they
antiquity. In any case, no scholar nor adventurer has gone fortified these wells of life, and the forts grew into cities
close enough to find out. At least not yet. and towns. In Shem, the desert-dwelling folk continued
the nomadic life. Not so in Iranistan.
IRANISTAN Civilization thrived in this land and grew with speed and
purpose seldom found in the post-Cataclysmic age. Pottery
and poetry, blacksmithing and trade — all flourished in an
Before Turan turned empire builder, when they were just unrivaled period of technological expansion. When the
more Hyrkanian horsemen with ambition, Iranistan ruled Bori tribes sacked the first Acheronian cities, Iranistan was
undisputed in the so-called “near-East”. The minarets already an accomplished, advanced culture.
of her city winked under a sun shining over an empire Its people divested themselves of the folk superstitions
extending from the Vilayet well into the deserts of Shem. of their nomadic roots. With settlement and civilization
The rich tapestry of Iranistan’s history weaves in and out came a theology unknown anywhere else in the world, a
of the legends of the region, like the djinn wind in and out Manichean dualism in which two forces continually strive
of the wishes of humankind. While her glory days seem for power. The first is Ruhs, the truth of the world and the
behind her, Iranistan is not to be taken lightly. Her armies creator of all things. The other is his alter aspect, Druj Daeva,
44 Chapter 2
a demon as inseparable from Ruhs as a person’s head is East. The nomadic tribes of Shem know better than to
inseparable from their body. stray far into Iranistani territory, and neither Turan nor
Such plain delineations between ‘good’ and ‘evil’ were Vendhya yet have the means to conquer the land. Perhaps,
largely unknown to man. While all might agree the Outer given time, Iranistan may reach a place where expansion
Dark was unnatural, there was nothing in it which was inher- is again possible.
ently the work of one force or another. The early Iranistani For now, though, Ishtar worship, which forged the
people changed all this, and their religion influenced later caliphate, threatens to tear it apart from within. Different
religions which followed. interpretations of Ishtar’s words to the prophets divide the
While only the Iranistani knows the intricacies of the people. Small internecine wars have already been waged
relationship between Ruhs and Druj Daeva, Astreas makes over who is right and who is dead.
some mention of this diarchy: “An unfamiliar and curious Under these circumstances, the nation threatens to
faith once took root in Iranistan. On one side was order and fracture or erupt into all out civil war. The current caliph,
purpose. On the other chaos and destruction. The Iranistani a woman in this case, claims direct contact with Ishtar. Her
worshipped the greater, creator aspect but respected its chief rival, a male caliph from a wealthy province, claims her
mirror.” He says little more about this belief system, most a fraud and his own bloodline the true heir to the prophets
likely because it has since been driven underground. Ishtar first visited. To outsiders, the differences in their
The Iranistani and Shemites both claim to be wellsprings beliefs seem minor or inscrutable.
of Ishtarism in the world, and these two views will never Still, for all the world one cannot find busier suks,
reconcile. However, Ishtar in Iranistan took a different aspect more numerous merchant houses, or finer textiles than
than in Shem — she was a living goddess who appeared in in Iranistan. While the nation itself seems on edge internally,
the form of a woman to prophets in the distant past. From it remains a powerful center of commerce.
this simple beginning, the tribal folk of Iranistan spread
word of this miracle; Ishtarism, along with a new polythe- OUTLANDERS IN IRANISTAN
ism of lesser deities such as Anu, took the kingdom as a
Iranistan boasts cosmopolitan cities and sizable towns based
sandstorm does a great city. This altered the nature of rule
in trade, Outsiders are welcome if not entirely understood.
in Iranistan, as shahs converted to Ishtar out of faith or by
Hyborian people especially appear barbaric to the Iranistani,
the blade, and the age of the caliphs began.
given their blunt directness and seeming aversion to reg-
The Empire of Iranistan ular bathing. At least, such is the opinion of the people of
The caliphs of Iranistan ruled in the name of Ishtar, whereas Ishtar’s grace.
the shahdom before merely ruled at the pleasure of Ruhs. Even if the people do not understand outlanders, they
The consolidation of religion served to further consolidate are happy to do business with them. So long as an outsider
earthly power, though the players changed as Manichean respects the customs of Iranistan, and does not insult Ishtar,
rulers were toppled in favor of those who worshipped they are likely to have little trouble in most areas of the
the new god. country. However, the recent fractious trends internally
This did not upend the rise of Iranistani culture but necessitated the use of the occasional Hyborian mercenary
only quickened it. Technological wonders, mathematics, army. Some citizens carry the grudges of those interactions.
and philosophy all bloomed under the early caliphs. Their
rule was also responsible for the nation’s expansion. Once, SUSIDON, THE GREAT CITY
Iranistan ruled a quarter of the world. It does so no longer. The oldest city in Iranistan is also among the oldest of the
post-Cataclysmic world. Susidon dates back contempora-
A NATION IN UNREST neously to Acheron or Old Stygia, at least in some accounts.
The once far-flung borders of the Empire lapsed in the Scant records indicate Susidon grew out of a fortified oasis,
centuries which saw the rise of the Hyborian people and much like legendary Zuzer of the White Pillars. The exis-
the beginnings of Turan. While neither event is the singular tence of Susidon, however, is not in question.
cause of Iranistan’s eroding power, neither helped. Like The walls of the city are made of heavy sandstone encased
all kingdoms man forges, the sun has merely begun to in polished limestone, which gleams like the white-hot fire
set on Iranistan. In time, so too will it descend on the new of a forge when the sun is at its peak. Four gates, one for
kingdoms of the world. each of the cardinal points, lead into and out of Susidon.
Though Iranistan wanes in influence, the culture and Portions of the wall, however, required expansion over time,
military of the nation remain strong. No finer art, no deeper and an inner wall, almost entirely incorporated into current
faith, no greater well of stories, no more advanced math- structures, is yet present inside the city. One section of this
ematics and astronomy are found anywhere save the Far Wall, known as Anu’s Break, is venerated as holy. Faithful
Gazetteer 45
come daily to celebrate at this location where Anu suppos- was forcibly changed to the Festival of Ishtar, so covetous is
edly fought for the early Ishtarans and broke the back of a she of her sole divinity and rule. Ancient Mahzdhan texts
Stygian army trying to subsume Iranistan millennia ago. relate a story of a beggar who became an actual king. Such
Like most Hyborian cities, Susidon is home to slums as is a threat to the royal bloodline.
well as palatial estates. The poor and the rich find themselves While no actual beggar is known to be king or princeling
in the same conurbation, if not the same world. Iranistan of Iranistan, an unofficial king of the begging community
does not have the same rigid class system as much of the does exist. They say he lives in the sewers of each great city,
East, but its citizens work off debts as indentured servants like a king rat, and his edict is law for those with no station.
rather than slaves. Indeed, it is illegal to own a slave of Child beggars, called bohmzi in Iranistan, apprentice and
Iranistani origin. Foreigners are not so lucky. pledge fealty to the beggar king, or so the legend goes.
if one goes into the crooked alleys, past the great public general Yelu who conquered the opposing twelve kingdoms
gardens, beyond well-kept statues to the goddess, one sees and made his, then called Kitay, ruler over all. His rule was
a civilization in decay and, perhaps, ripe for revolution. brutal and harsh, but not without booms in knowledge and
philosophy. In fact, Soong — an ancient, semi-mythical
Garden Temples of Ishtar philosopher — even then helped unite the newly formed
One of the great monuments to Ishtar is not in stone but in state under a set of common precepts.
life. Iranistani gardens are miracles of water-management Yelu — who took the title of Emperor, Magnificent Son of
and public works. They radiate with energy, greenery, and 10,000 Years — established the course of the empire which
flowers. There is nothing like them in the world. began to take hold over the former Thirteen Kingdoms.
Ishtar is present in many aspects of Iranistani life, from Yalu's dynasty was no more immune to the natural order
marriage and childbirth to war. The Ishtar worshipped here of things than any other. His descendants found their power
is a multi-faceted deity who is the mother and protector of fade, and then fall apart entirely. But rather than collapse
her people. Yet, with decay comes also a loss of faith, and into barbarism or anarchy, a new dynasty swiftly took its
strange cults crop up in ugly corners of the shrinking empire. place. Such has been Khitai's way for recorded history,
They say they worship gods far older than Ishtar, far older, though not all of these dynasties have been Khitan.
even, than the planet itself. Authorities deny knowledge
of such cults and speaking of them openly is punishable The Invasions of the Hyrkanian Horde
by large fines and even imprisonment. Like the Picts in the West, the Hyrkanian hordes raise their
head every few dozen centuries and run wild over civiliza-
KHITAI tion. In the case of Khitai, this takes the form of periodic
barbarian invasions from Hyrkania. Some are small things,
a petty kingdom rises, taking the capital and splitting the
Khitai is massive and its influence is boundless. Peoples land in two for some decades or centuries. Few are larger,
who have never been within a thousand miles of it know the onslaught of Great Khans, who sweep away Khitan
its wealth and culture. Its goods reach the far corners of the armies like so much wheat and institute their own dynasty.
world due to the history and wealth behind them, carried But even this, Khitai endures. Each time a Khan has come,
alongside wild rumors and incredible legends upon the Khitan culture and traditions have endured. And when the
Lotus Road. Khan's heirs inherit, they soon find themselves becoming
Khitai ranges from dense jungle to frozen tundra, great Khitan, or thrown out in favor of a return to Khitan rule.
plains to impassable mountains. Its history is as varied as The remnants of these conquests are felt, even to this day,
its peoples, and that such a place has held an identity for in the physiognomy of people in western Khitai, the nomadic
so long is testament to its power. nature of some tribes on that frontier, and the mastery of
archery for which the Khitan military is now famous.
A HISTORY OF KHITAI The Slow Return to Empire
Khitai is the oldest continuous empire on the Thurian
The secret to these victories is flexibility. A trait the Khans,
continent besides Vendhya. Both survived the Cataclysm,
for all their martial prowess, lacked. Time erodes all things
and are at least 10,000 years old. As the two kingdoms
which refuse to bend in the wind. While the Khitan mili-
have no common history and do not share a calendar, it is
tary did not bend — and thus broke like stiff bamboo in a
impossible to say with any certainty which is older. Even
typhoon — its culture proved more pliable. The Hyrkanians
Astreas acknowledges that Khitai may be the most ancient
simply had no structure to contain the entirety of their realm
post-Cataclysmic empire.
beyond the cult of personality of the most recent Khan. The
This history is so ancient it stretches into legend. None
empire crumbled and Khitai rose again. Recent emperors
truly know the first dynasty of Khitai, though many suspect,
have been keen not to suffer the fate of their predecessors.
and each new ruling dynasty claims descent. What is known
Border forts were built along the entirety of the frontier,
is that long ago, the people of Khitai were many nations
reinforced by mighty castles and hundreds of thousands
who slowly consolidated during the Period of Thirteen
of troops. Hyrkania has not since ventured far into Khitai.
Kingdoms. This era saw internecine war flare across Khitai
Of course, such an extensive history is difficult to track.
from the ocean to the borders of the steppes in the East.
This is not Hyrkania, where the long arc of history is unim-
Warfare came of age in the East during this period.
portant save in vaguest generalities, or the myriad kingdoms
Innovations in arms and armor, formations, and tactics
of the west, where history simply does not stretch back any
grew quickly. In the Hyborian lands, such methods of war
appreciable length. Khitai has millenia of past beneath its
were lost with the fall of Acheron, but Khitai never fell.
soil, and that length accompanied by the ravages of time
Instead, it united over decades of war under the brilliant
have meant that much of it is unknown. Dynasties may only
Gazetteer 47
THE MANDATE OF HEAVEN The truth of Kitai, the kingdom it hides, is veiled behind
the seductive lie of an eternal monolith. Kitai changes.
The ruler of the Celestial Kingdom of Khitai — one of
Kitai learns. Kitai breathes. Those who do not realize this
its many honorifics — takes his or her mandate directly
will suffer for it.
from the stars. The cosmos is alive for Khitans, and their
Not that a foreigner would realize this, of course. These
leaders hear it speak. This should not be mistaken for
things have become Khitan over time, indistinguishable
deity worship, because the Mandate of Heaven is not
from those elements that have originated in Khitai itself.
like the divine right of kings.
Commoners, too, know about the wheeling stars
above and even read fortunes in them. They know the KHITAN ART, CULTURE,
teachings of the great books, of filial duty, and duty to AND RELIGION
kingdom. Should a ruler break with these traditions, Khitans consider themselves at the apex of culture, philos-
said ruler is not automatically correct. More than one ophy, spirituality, and sorcery, and in many ways this is true.
emperor has been deposed for placing gold or conquest Khitai’s military is unrivaled from her western border to the
above traditional values. Vilayet and possibly beyond. Khitan art has gone through
Reflecting the Mandate of Heaven is the Dragon, the more phases and cycles than all the Hyborian nations com-
galaxy in which our world floats. It is both symbol of the bined. It is a huge country with outsized ambitions. Even
empire and its destiny. Khitan snakes are larger than their Western counterparts,
wrote Astreas.
Truly, Khitai is large and powerful, but it remains unclear
whether it matches the great heights of Acheron. Certainly,
be known about in vaguest generalities, ancient histories
it never reached the technological advancements of Old
reduced to legend, or scattered passages in ancient journals.
Kosala. On the current Thurian continent, though, it ranks
Much has been forgotten here, and what has been for-
with Aquilonia and Turan in power, though never have
gotten has always had the ability to kill.
these mighty empires met in battle.
For the foreigner, Khitai is more legend than fact, and
THE HIDDEN KINGDOM there are some ignorant outlanders who claim the place
The current dynasty has ruled for over 1,000 years, one a total myth. It is not, and should one have the mettle and
tenth of the prophesied length of the empire itself. In size, sword-arm, traveling there is possible.
only Turan under King Yezdigerd rivals Khitai, and even his
mighty domain is smaller. One can march from great deserts Unparalleled Craftsmanship
to snowbound permafrost and yet remain in the borders Both artist and artisan are venerated in Khitai, for beauty
of Khitai. Jungles vaster than any save those in the Black is a part of the celestial whole upon which humankind
Kingdoms contain lotus of every variety, and silk spun in can reflect in its time on Earth. The bind between art and
the empire creates a road of sorts from Paikang to Ayodhya. religion is as strong as in Vendhya, though Khitan religion
Religion does not have the same place in Khitan culture is less organized. Khitan jade is quite simply the finest in
as elsewhere. The gods in Khitai are the spirits of the land all the Thurian continent. The supply is seemingly endless,
and the ancestors who came before, more often than not each piece being part of, at least symbolically, the Great
the personifications of mythical beings. The emperor’s Dragon, a galaxy of stars around which Khitans plot their
divinity is without question, and the rudiments of pure calendars and lives.
reason begin to guide the kingdom; reason the world will Little wonder, then, that the dragon motif appears in so
not see again for some 8,000 years. much Khitan art. From the Emperor’s seal to private sym-
The emperor controls a series of internal highways bols over the doors of simple country homes, the dragon is
which make Hyborian roads look like mere forest paths. both blessing and warning in Khitai. While it sleeps, it is a
Vast wealth moves through the country as well as into it. beautiful thing, but when it wakes it is a terrible thunder.
Trade is bountiful, and that trade brings religion, people, Aside from jade, gold, silver, and other precious stones
and ideas into Khitai. Many religious beliefs come from hold similar value in Khitai as in Turan or Ophir. As men-
Vendhya, art and architecture are influenced by southern tioned, silk is plentiful in Khitai and tailors there make the
and northern neighbors, and influence them in turn. The finest garments in the world. The kings of the West all own
simple scale of the empire means that internal cultural Khitan silk raiment.
exchange is not just present, but an ever-present factor in As a curious counterpoint to the dragon, the image of
the grand empire. the elephant, though only the head, predominates much
48 Chapter 2
of Khitan art and many temples in misty jungles of the Certain stars are represented by the purple towers and
South, though the culture native to that region has long tether the city — and by extension the Empire — to the
since left this earth. cosmos above. Streets follow constellations, and places
A third motif, that of the varying forms of lotus flowers, where even dim stars glow in the night are prized territory.
also appears regularly in Khitan art, both contemporary In fact, where Western cities have sectors devoted to the
and ancient, festooning all manner of ceramics and cloth, aristocracy, Paikang’s elite are spread among the city, each
and carved into walls and wooden furniture. ancestral abode tied to a star of a constellation above.
It is thus that Paikang buildings of import seem oddly
Duty and Fealty designed to the Western eye. Would that a man could turn
Khitan culture is deeply codified under the idea of duty into a bird and view the city through the lazy muslin of cloud,
and legitimacy. Khitan history is ancient, and however young it would become clear that each such building represents
the current dynasty their legitimacy, their right to rule and a key sigil in the night sky.
enforce their will, derives from their ties to dynasties long
past. The Emperor is owed loyalty because of the Emperors From the ground, however, they seem chaotic, discon-
before them who were owed that loyalty. A parent is owed certing, and even akin to the alien geometries of the Old
loyalty because of the parents before them. And so on. Ones. That connection, however, has never been proven.
Many institutions seem divorced from this. Yet still they Yet there are ever rumors of cults on the streets of Paikang.
conform, looking for some way to tie their authority, their Of “the true Emperor or Empress” whose name must never
right to act, from Khitan history. Or, failing that, accepted be spoken.
sources of authority like the Imperial Throne or parenthood. Politically, the ageing Emperor rules through counsels
The philosopher Soong set the basic rules of ethics and and governors of varying prefects from the Purple Lotus
fealty followed today. While periods in Khitai’s history Palace. Privately, it is said, there is a struggle between the
upended this basic set of principles, Khitan history always families who once collided in the War of Five and the empire
returns to them as if inexorably tethered together. is not so unified as it appears. Some of these would-be
Age equals veneration in Khitai. Wisdom comes with usurpers truck with the cults and deal with foreigners to
age and is never dismissed out of hand. The punishments accomplish bloody machinations in which no respectable
for disrespecting an elder are as draconian as the ones for Khitan would openly participate.
stealing. Society is a pyramid atop which sits the Emperor.
The family is a pyramid upon which sits the eldest male The Palace of the Purple Lotus
member, though, in some cases, extraordinary women have The Palace of the Purple Lotus sits off center in the city
proven equally or even more capable. The family reflects of Paikang, again mapped to a certain star. Its pagodas
society. In this way society and filial strength are one. are the titular color, and like-colored banners snap in the
Sorcery is accepted in Khitai where it is rejected else- wind around the palace. The design of the palace itself is
where, though Khitan sorcery relies more on mesmerism a microcosm of the entire city, if one could see the plans
than summoning. Every Khitan knows of the power of drawn up long ago by a now heralded architect. Even were
hypnotism and, in knowing this power, is thus subject to one to gain access over the outer walls, they would have to
its effects. Those from the West, who hold no such beliefs, know how the city maps to the palace compound in order
do not as easily succumb to such powers. to get their bearings. By that time, guards or cats from the
The Outer Dark is not the plentiful source of sorcerous jungles south would likely have dispatched such intruders.
power in Khitai as it is elsewhere. Though black magic Violating the walls of the palace is forbidden without
finds much use in Khitai, alchemy and hypnotism are more written request from a high official. There is no bluffing
common. However, those Khitan sorcerers who do practice one’s way inside.
the black arts are as puissant as their counterparts west The palace was not the first of its kind. That dubious
of the Vilayet. It is said the Emperor keeps a court of such honor goes to the Butterfly Demesne, ripped down when
wizards at his disposal. the evil Empress Wu was overthrown. Today, her face still
looks out over the kingdom from one of the tall peaks
PAIKANG, THE IMPERIAL CITY where, it is said, it appeared overnight upon her ascent to
the throne. This giant face is more than 100 feet in height,
The purple towers of Paikang loom over the whole of the and that does not include the mountain itself. The nose
world, it is said. Built upon a site where a star fell to Earth was broken off in attempt to erase her from all memory, but
millennia ago, Paikang is mapped to the stars above it even those who defaced the visage died horribly in time, as did
now. Such is the layout of the city that it resembles the their children and their children’s children. That, at least,
Great Dragon, that milky galaxy in which Earth finds itself. it what the Khitans say.
Gazetteer 49
‘magic’ is a means of distilling and combining yellow lotus Perhaps the swamps are older than man and, in their
to varying effects. The white magic they practice today is venerability, have secrets humankind was not meant to
largely illusory. Still, there is always some drunk fool in the know. Yet humans are the most curious of all beasts, and
corner who will tell you the Priests of Yun know the secrets the Swamps of the Dead are a requiem some hear when
of white magic but hide it from the world. They do, so the near them. Just beyond the next tree, over that muddy log,
legend goes, because one of the Yaggite exiles taught an evil beyond that thatch of tangled vines… just a bit further…
man white magic, and that man captured the Yaggite and that’s it… just a few more steps… and then they are gone.
tortured him for eons until he also gave up the secrets of
black magic. To the Priests of Yun, this is how black magic
entered the world. KOSALA
Their name derives not from a locale or priest, but from
the name of one of the exiles, Yag-Yun, who first took interest Kosala was once part of Vendhya, but that was long ago. The
in humanity after being stranded on this blue world. His two kingdoms now have an uneasy truce, for the Kosalan
name is sacred to the sect, and the crumbling statues to him worship of Yajur taints any peace they may have with their
and his fellow exiles are indeed venerated as gods in the Vendhyan kin. However, the exact relation of Kosala and
deep jungle where wrist-thick vines twine around the lost Vendhya is unknown, for the ages-lost kingdom known as
stone temples of days humankind remembers only as legend. Old Kosala reportedly had mastery of technological wonders
which Vendhya did not. Further, Old Kosalans ventured
further west than their counterparts, leaving mysterious
SWAMPS OF THE DEAD cities such as Xuthal and Xuchotl in their wake. That, at
They say the dead sleep under these brackish waters, in least, is the theory.
repose, or perhaps waiting to be carved in effigy. There is a
stillness about them, there below the surface in their armor A HISTORY OF KOSALA
holding their glinting weapons of war. Yet when one tries
to snatch up such an ancient prize, the water ripples and in To understand Kosala, one must first understand Old Kosala,
the fading concentric circles the images disappear. Below, the kingdom that preceded it. Old Kosala was not, by all
naught but bones and mud, and foul-smelling things as accounts, like anything extant in this era. They were pos-
found in any swamp. sessed of high science, possibly of ancient, Great Old One-
Yet people continue to return, as if the place is a kind of inflected origin, whose workings have long been forgotten.
lodestone for sorrow and ambition alike. For here, some long That culture sustained itself not on agriculture or hunt-
while back, a great battle took place between two armies. ing, but on magical machines which provided sustenance
In the battle, the waters of the Quian rose and drowned for all their city’s people. Lights came not from the rude
them all. This, at least, is what they say. flames of today, but from orbs that glowed and dimmed
at touch. Luxury was heaped upon Old Kosala to such an
extent that it would make the treasure vaults of mighty
“The fall of the panels released the clouds of Hyborian kings and queens seem as the coffers of vagrants
doom,” said the Red Priest with a wild laugh. by comparison. These, at least, are the stories.
“The dust of the gray lotus, from the Swamps Certainly, some evidence of such technology remains
of the Dead, beyond the land of Khitai.” in current Kosala, though the citizens have long forgotten
its use. Instead, these objects and ruins have a place of
— “Rogues in the House” reverence in Kosala, wonders of an age gone by.
What, then, ended such a mighty people? There are
What truth is there to any of these legends? You would many legends. Some say they warred against themselves
have to go there yourself to find out. Those who do typically with their terrible technology and cast themselves back
seek the gray lotus, which grows like loam around the into apedom. More reasonable scholarly speculation sug-
trunks of the swamp trees. Few, however, venture too far gests that they became fat and complacent, allowing their
in, for those who do rarely emerge again, and when they machines to attend to their every need while they indulged
do, they are often mad. in drugs now unknown to man. The latter is most likely
Perhaps it is the gray lotus that gives them visions, for true, and the Old Kosalans slipped into history as hedonists
the flowers of the plant burst with seedlings so small as to whose culture degenerated until it was overthrown by its
easily be inhaled. Perhaps the dead pull the living down into current occupants. Certainly, that is the story Kosalans tell
the muck for company. Perhaps there are things in these today — Yajur, She of the Black Tongue, roused the common
swamps catalogued in no bestiary, dreamt of in no nightmare. folk of Old Kosala and parts of Vendhya to cast down this
degenerate civilization and again join the ranks of those
52 Chapter 2
who carve lives and empires out with a blade and the will to As a rule, however, outlanders passing through are
use it, rather than the profane technology of forgotten gods. not targets for human sacrifice, though rumors definitely
In any case, the Kosalans that rule now worship Yajur suggest otherwise. Kosala is small and depends on trade.
and have little use for the old ways or the stories which Indeed, some portion of the branching tree that is the ‘Lotus
vaunt those weaker people. Road’ passes through Kosala. Kosala is a safe country for
caravans, with little worry of bandits and raiders.
THE GIFT OF YAJUR The will of Yajur precedes all, and any who seek to upset
the economy of Kosala are enemies of Yajur and dealt with
Perhaps only Stygia, with its ineluctable worship of Set, can
accordingly. If nothing else, the common faith of their fell
understand Kosala. For while the great kingdoms of the age
god binds them in common purpose for the good of the
have gods, and give them reverence, only Stygia and Kosala
entire nation.
could be called theocracies. Yajur, the Black God of Nine
Any group traveling through Kosala that keeps out
Hells, rules Kosala. Those who are called royals are merely
of trouble, can likely enjoy a peaceful travel, though the
the bloodline of Yajur and carry out her will.
stranglers of Yota-pong are often reckless with their
There is no Kosala, then, without Yajur, and this explains
chosen sacrifices.
the possible break between the similar looking people
of Vendhya and Kosala. For while Vendhya has its Yajur
worshippers, they are not the malignant, oft-crazed zealots KOSALAN ART, CULTURE,
found in Kosala. No, Kosala is a land unto itself where all AND RELIGION
aspects of society revolve around the veneration of Yajur Upon a glance by the uneducated outsider, Kosalan culture
and the sacrifices she demands. looks much like that of Vendhya. The stupas which mount
Such a single-minded culture creates an incredibly their holy places are not unalike, nor are the people in their
tough people and army. Vendhya, despite its vast wealth dark skin color and daily business. They live in similar
and power, has yet to tame Kosala, for who can fight an homes and, in casual conversation, share common ideas.
army unafraid of death? Still, Kosala’s power does not reach Yet poke at Kosalan culture with the eye of inquiry, and an
beyond its own small borders and, so long as that is the entire world is revealed.
case, the treaty with Vendhya may hold.
Kosalans are more than deeply religious; they are a Images of the Black God
people possessed of destiny. In the stars above, Yajur has Kosalan art, like the Kosalans themselves, is obsessed with
mapped out the entirety of her chosen people’s journey, iconography of Yajur. Interlocked fangs, a many-armed
though no Kosalan will give precise detail. It has been demoness with red skin and golden armor, her razor jave-
gleaned, though, that Kosalans believe themselves the lins and belt of intestines accent pottery, mantles, carpets,
true inheritors of a world older than the Cataclysm, per- jewelry, and just about everything else.
haps older than the pre-Cataclysmic age. In fact, Kosalans Yajur predominates, as in all things Kosalan, but that
believe themselves given intellect and faith from degenerate does not mean Yajur is the subject of every work of art. Old
apedom by Yajur, lifted to the status of soldiers in some Kosalan blood still flows through these people, howsoever
long-forgotten war. they would deny it, and the imagery of that era — strange
Whether this be true or not is of little consequence, for machines, stranger creatures — also appears in their art. It
in Kosala belief is all. appears almost unconscious, some atavistic prompt calling
Kosala itself is home to rich farmland, branches of the back through dead centuries to manifest in curious crea-
deep jungles found in Vendhya and sacred rivers carved, tures at the edges of frescos, odd machines in the corners of
they say, by Yajur herself to give both water to drink and sacred paintings. While the temple of Yajur openly rejects
the means to trade and travel. They make excellent steel — Old Kosala, there is something that prevents them from
though not of Shemitish quality — and rarely experience erasing all traces of it from the collective mind.
drought or flooding. All boons granted, of course, by Yajur. Perhaps Old Kosala and current Kosala are not so differ-
ent as they want to believe. Perhaps Yajur was worshipped
OUTLANDERS IN KOSALA previously, under another name. Perhaps Yajur once walked
the Earth as humans do, in some other aspect.
Kosala is not an unwelcoming place, for anyone who crosses
their borders may do so at the will of Yajur. Apart from Dark Destiny
Vendhyans, whom they do not trust, Kosala is rather open
As a people believing in a true, singular destiny for their
to visitors. This can go easily for the outlanders, or horribly,
race, Kosalans are generally less quarrelsome amongst each
depending upon the will of Yajur.
Gazetteer 53
and gore, ought to worry when that time does come. While The temple district is not the only area where altars to
Vendhyans openly dismiss their cousins as ‘fanatics,’ they Yajur rise. In almost any neighborhood, be it a small alcove
do so with a very watchful eye. or a statue in a small square, one finds such idols in all their
hideous glory. Merchants are often quite superstitious of
YOTA-PONG Yota-pong and are all too ready to tell horror stories of
friends being abducted from their inns only for their eyes
The capital of Kosala, Yota-pong is a thriving cosmopolitan and tongue to appear as offerings in a public venue the next
center that rivals some of the lesser cities of Turan. While day. Such stories are wildly exaggerated, but few foreigners
not among the great cities such as Ayodhya or Aghrapur, who do not live in Yota-pong are comfortable there for long.
Yota-pong is a site few well-experienced travelers want to
miss. So long as one keeps their manners about them, they
have little fear of becoming the victim of the city’s stranglers. SABATEA
Sitting on one leg of the Lotus Road, Yota-pong sees
plenty of trade going through, and stopping, in its mar- Southeast of Zamboula in the vast deserts that separate
kets. It is a vital stopping point for the southern east-west Iranistan, Shem, and Stygia lies the city-state of Sabatea.
trade which circumvents Hyrkania. There are many guilds An independent city, Sabatea is rather unique. The city-
and kings who would rather trade through the lengthier state walks a dangerous edge, giving tribute to both Stygia
southern route than risk the uncertainty of some of the and Iranistan while plotting its own ends. Powerful sor-
more straightforward routes. cerers sit behind the throne of Sabatea and have links to
The city, therefore, is one of the only places in Kosala the fell Black Circle. How long can the city-state remain
which feature neighborhoods of foreigners. While foreigners independent, when even the Peacock Throne eyes it as a
are accepted in the kingdom, they generally do not stay long, potential conquest?
save in Yota-pong. Kosalans find that outlanders, who exist
outside the caste system, will take work for coin without A BRIEF HISTORY OF SABATEA
arguing over Yajur’s blood. From an economic standpoint,
It is unclear whether the city-sate of Sabatea was once part
this is a blessing.
of a larger kingdom or somehow grew and flourished inde-
Of course, the foreign sector of Yota-pong has a reputa-
pendently. As a trade center, Sabatea predates the arrival
tion for more riotous brawling, crime, and general malfea-
of the Hyborians 3,000 years ago. Not unlike Zamboula,
sance. This is largely tolerated so long as such antics take
Sabatea has seen its share of occupation.
place behind the walled sections allotted these foreign devils.
In the past, Old Stygia ruled over the Sabateans, thus
The Temple District accounting for their extant worship of Set. Time eroded the
old empire and, as Acheron fell, Old Stygia consolidated and
Yota-pong contains a dedicated temple district, where
withdrew its borders around the Styx. At this time, Sabatea
various aspects of Yajur worship are divided between given
was left to its own devices, though the city had previously
sects. The complexity of this arrangement of ‘responsi-
been independent. Sabatea, then, was conquered by the
bilities’ is such that no outlander has yet to uncover the
Stygians, not founded by them. Possibly, the original set-
exact schematic by which aspects of faith are divided. One
tlers of this were Shemites, or at least of Shemitish blood.
temple might house oracles for personal consultation as
No one today is certain, and only the Holy Books of the
to a single person’s path on Yajur’s Road, while others may
Planets keep such records. The queen and her bloodline
conjure visions of the dead who failed, or pleased, Yajur to
alone have access to these.
advise in this life.
As time moved on, in its relentless pace, Sabatea came
Regardless, the temple district is a bloody affair. Animal
under the dominion of the Iranistani Empire. For perhaps
and human sacrifices are displayed openly. Vultures and
one hundred years or longer, Sabatea was part of the vast
other carrion pick at the limbs, torsos, and heads of the
Iranistani holdings ranging toward the Styx and up along
unclean dead, while those strangled as ‘clean souls’ are
the Vilayet coast.
burnt in town squares with respect.
Holding such remote territories proved increasingly prob-
Teeth and skulls, fingernails and tongues all festoon the
lematic and, by the time the empire eroded and Hyrkanians
grotesqueries that are Yajur’s shrines. Looming over most
began to conquer the old jewel, Sabatea again found inde-
of them is Yajur herself, a four-armed crimson demoness
pendence. Throughout all these travails, Sabatea never
with great, interlocking fangs and javelins in her upper
fell under the direct cultural hammer of any occupier,
hands. Her eyes are often precious or semi-precious gems
instead was the keeper of its own distinct culture and even
no thief would dream of stealing.
stranger religions.
Gazetteer 55
the two are one and the same, only under different names. The only known denizens, besides rats and spiders, are
This is not true. The Annulet of Three worship a tri-faced lotus smugglers. Those who take some portion of the lotus
deity. In its different aspects, it is called Yog, Ahriman, and trade which “fell off the cart”. A profitable business, but
Set. In reality, the sorcerous priests of this god know they the legal traders are likely to cut the throat of any cutting
worship Nyarlathotep and, via the powers of the void that into their profits.
abomination imparts unto them, they carry out his will.
However, they cloak their worship in the three gods who Orrery of Kosala
pervade the city. It is unclear whether the Three believe that Located on a tall hill to the northwest of Sabatea, the Orrery
these deities are actual avatars of Nyarlathotep or merely of Kosala lies under the protection of the Annulet of Three…
use them as convenience. The line between priest and or so it is said. Few try that claim. The Orrery appears made
sorcerer blurs in many kingdoms, but none so much as in of some bronze material which does not corrode. It whines
Sabatea and Stygia. While the Stygians have no doubt that when the wind blows, and the ten planets turn along varying
Set is a separate god entirely, they likewise have members orbits. Yes, this Orrery depicts ten planets, not seven. The
of the Black Ring inside the Annulet. The exact nature of scholarly opinion is that this is a remnant of Old Kosala.
the affiliation between the two isn’t known, but logic bears It is not.
out one reasonable conclusion — Sabatea’s arrangement The Orrery’s metal is not of this world, nor were its
with Iranistan is not the only reason Stygia makes no move builders. From whence they came none can say, but the
against the city-state. Perhaps the Stygians have some Orrery survived the Cataclysm and probably many such
long-ranging plan for both the Annulet and Sabatea. For, upheavals besides. Mad sorcerers variously claim it is a
as Turan rises along the Vilayet, the Stygians are like to construct of the serpent people, the Great Race of Yith, and
make plans within plans. The Turanian army may be a even beings from the dream realms. Those few scholars
match for the Stygian army, but Stygian cleverness comes who do not believe the Old Kosalan theory also wonder
directly from father Set. — what must have happened to other three planets? Does
their fate align with Earth, or are they merely hidden from
SABATEAN RUINS the eyes of humankind?
VENDHYA
Old buildings still stand against new in Sabatea, and a con-
stant stratum of distress and repair marks the ages the city
watched pass. Underneath Sabatea, as under many cities,
lay the ruins of former iterations, as if each generation, Vendhya grew as prosperous as a lotus flower when Acheron
each age, seeks to perfect the very ideal form of the city. was young. It has seen the rise and fall of many civilizations.
The queen holds this is the perfect version, but history and To Vendhya, the Hyborian peoples are stripling, and oft
divinations speak otherwise. treated as such. Vendhya is old. It is as old as the rivers
cutting through the mighty subcontinent, those bleeding
The Undercity of Sabatea trails that yet remind this age of the Great Cataclysm. Her
Pick a city, any city in the world, and you find it is but the mysteries are largely unknown beyond the Vilayet but, for
latest manifestation of an idea — the idea of civilization. those whose wanderlust pulls them toward the sunrise, this
Beneath the great walls of purple-towered Python did there ancient kingdom offers unparalleled wonders.
not lurk older cities? In the heart of Aquilonia, mighty
Tarantia rises over its forebears as grass rises above the A HISTORY OF VENDHYA
newly buried dead.
Sabatea is no different. Her underground waterways and At least as ancient as Khitai and older than even Acheron,
sewers lace like a cat’s cradle with older streets, palaces, and Vendhya was among the first kingdoms to rise and thrive in
the remains of poor hovels baked solid by a younger sun. the aftermath of the Cataclysm. Some records even indicate
None have properly mapped this underground, though some that the people who settled here carry on pre-Cataclysmic
have tried. Crypts and catacombs lay even deeper, burial traditions, unchanged despite that calamity. Much was of
grounds for ages whose names are long forgot. course lost in that tumult, but the survival of Khitai indicates
Or course, with such history daily tread upon by the that the eastern expanse of the Thurian continent suffered
sandaled feet of the citizenry comes also rumors and legends. far less in the Cataclysm as did its west.
A golden palace. A sorcerer-king who sleeps unmolested by Post-Cataclysm, the people of the sub-continent had a
rot and time. A stone not of this Earth which, having fallen significant lead on civilization, probably inherited from
from the heavens, cracked and gave birth to demons. Who those who came prior. While the Bori relearned the rudi-
can say what secrets lurk beneath the streets? ments of fire, Vendhyans already erected great stupas
and established codified laws. Their influence grew, and
58 Chapter 2
Outside of the great libraries of Ayodhya, little thought is VENDHYAN ART, CULTURE,
given to this mixed ancestry. The king is divine, the royal AND RELIGION
bloodline intact. Besides, Asura says that all beings rein-
carnate so, in the end, there is little difference in the mortal Vendhyan civilization is nigh unrivaled in the entire
coil one wears. Some few Hyrkanian traditions remain, but world. The Hyborian nations are but children compared
have been syncretized into the Asuran faith. to Vendhyan sophistication and codified law, custom, and
Vendhya is among the strongest empires on the Thurian religion. From great Ayodhya to the lost temples of the
Continent and nearly the strongest in the East, rivaled only great jungles, this kingdom’s age and culture is evident.
by Khitai. The kingdom’s distance from the West leaves it a
near-myth in the minds of many Hyborian peoples, though A Land of Empires
southern traders know better. It is rare that Vendhyan goods Vendhya is a land of dozens of successive Empires. Violent
make it beyond Koth, though it does happen. Prior to the uprisings, foreign warlords, and new religions trampling
Hyrkanian invasion, a ‘spice road’ existed between great whatever stood before. Each with their own art, architecture,
Acheron, Stygia, and Vendhya. Now, that route is all but lost. and culture. This deep history is easily missed by foreigners,
Vendhya still controls the major trade routes between but stretches through every aspect of life.
East and West. Traveling through Hyrkanian territory is Caste, social position, architecture, and religion often
inadvisable, and mountains block almost all other paths. have their roots in this violent past. Names reach back to
Between its fertile land, control of trade, and powerful ancient conquerors or subjugations, castes shift based on
military, Vendhya presents a mighty foe indeed. Many the the needs of new rulers or dictats of religious figures, and
fabled Turanian cavalry charge have been stopped dead by many is the family who insist that they are Kshatriya or
Vendhyan war elephants. Brahmin despite their ancestor's fates based on the status
It is that self-same nation of Turan — and the eager, their family has won.
avaricious eye of Yezdigerd — which preoccupies the bulk Abandoned cities tell the stories of long-fallen kings.
of Vendhya’s defensive postures. The expanding empire Ornate tapestries in high caste homes tell the story of that
cannot help but confront Vendhya in time. For its part, bloodline for those who can read them. Stupas dominate
Vendhyan wazams in the royal court advise both caution much of Vendhyan architecture, capping nearly every
and pre-emptive expansion of its own. building of importance and all temples to Asura while
Vendhya’s secondary defensive concerns are the wild telling the story of their builders.
tribes of Afghulistan. So long as they remain locked in
their own petty feuds, they have no hope of threatening Knowing One’s Place
such a powerful empire. But, should some singular leader Vendhyan culture predicates itself on an intricate web of
appear and conciliate the tribes, the resulting army would subtle cues, customs, and deep tradition. Its impact cannot
be formidable indeed. be understated, and shapes life for most Vendhyans from
birth to death.
Gazetteer 59
their lives cheaply or easily, but death carries different con- legendary in the East, and the poorest folk literally live
notations here than almost anywhere in the known world. among the waste of the upper castes.
In opposition to Asura is Yajur, seen variously as the Begging is considered a profession in much of Vendhya
embodiment of all obstacles on the World Wheel, the and is immensely present in Ayodhya. A beggar may have
incarnation of the illusory and the flesh, and the single been a king in a past life, and it bodes poor for one’s path
force which could sunder the Wheel and end time. Cults along the World Wheel to treat them badly. Begging is lim-
to the god practice secretly in Ayodhya, Peshkhauri, and ited to the hour after dawn until dusk, and any mendicants
remote jungle agras. Asurans practice openly in Vendhya, violating this prohibition are imprisoned or publicly shamed.
but most form cults in the West where they are distrusted
and accused of hideous crimes and rituals. The King’s Palace
In one incarnation or another, the royal palace always
AYODHYA existed in the place one finds it today. From simple begin-
nings, the palace grew to dominate, the city spires having
The capital city of Vendhya is also its oldest. Both the eco- thirteen stupas and housing more than 1,000 soldiers on
nomic and spiritual center of Vendhya, the city is built upon the premises.
the spot where Asura first appeared in a form man could The current palace is built of white marble inlaid with
recognize. Further back, another pantheon of gods held a gold. Towers cap mighty walls which have never been
great battle upon this spot, wielding weapons of such ter- breached by any army. Kings and queens alike take more
rible power that survivors saw hair and fingernails fall out than one spouse, should they wish, though only the high-
as their bodies later withered away under great, red sores. est royal caste may do this. Again, being partly divine, the
So sacred is the city that — rather than see it sacked king of Vendhya’s children form one of the outer rings of
when the Hyrkanian horde arrived more than three cen- the World Wheel, beyond which lies unity with all. The
turies ago — the king surrendered the city, and himself. king himself is but a step away, at least according to courtly
Ayodhya thus lacks the marks of conquest which scar many priests. Something of a conflict results between the royal
of the great cities. position on Asura and that of the priests themselves. A
The population of Ayodhya is densely packed, and walls fundamental contradiction lies at the heart of the belief
serve to separate castes. One cannot dwell in a place above that the king is both on the World Wheel and also a god.
their caste and may only visit with proper authorization
from royal-serving bureaucrats. The slums of Ayodhya are
Gazetteer 61
Vendhyan easily reconcile this in their own minds, and the next king via a copper scroll that is read but once then
only the uncouth barbarian would bring up such a paradox. locked away.
EVENTS
“I never saw people exactly like them. But there’s the smack
of the East about them—Vendhya, maybe, or Kosala.”
“No. But I was a war-chief of the Afghulis who live in the Himelian
mountains above the borders of Vendhya. These people favor the
Kosalans. But why should Kosalans be building a city this far to west?”
A
wanderer may expect to encounter a hundred differ- unverified accounts suggest he was there. Vendhya, too, has
ent kinds of adventure in their peripatetic journeys. had its share of disease while Kosala claims the god Yajur
These restless folk settle nowhere. The road is their saved them from some like menace long ago.
home, and it brings ever-shifting forks and paths. No wan- There is little even the great Emperors of Khitai can do
derer, it is said, walks the same path twice. to fight such an invisible, merciless foe. Even dark sorcery,
To the outlander, the East is full of wonder and mystery. for all its unnatural perversions, is feared less by some than
To the native, it is a puzzle box which they know takes a the spread of an incurable fever, boils, buboes…
lifetime to understand. The world seems more complex Yet man, in his ever-inventive way, managed once to
here, and scholars question history as often as they record harness such a disease for his own ends. Seventy some years
it. Science begins in earnest here, though it’s in its infancy. ago, during a Hyrkanian attack against Turan, plague victims
Alchemy and sorcery take strange turns, and the Outer Dark were flung over a city’s walls by catapult. The disease quickly
is given due respect. found victims in the city and — before the Hyrkanians could
There are a thousand customs for every occasion, and further drive home their territorial borders — Turan itself
the cultured Easterner knows that they find not just soci- burned its own city and people to the ground. Since that
ety but also the cosmos. Walk on, travel to the next town, day, Turan and Hyrkania have had naught but skirmishes,
follow the road to the infinite horizon… the wise know the at least for now.
journey is the thing, not the destination. Of note to scholars is the seeming link between the prev-
alence of Erlik worship and disease in Hyrkania. Based on
NATURAL EVENTS oral accounts, the god first came into favor when the first
nomad empires were mere horse clans along the steppe
and taiga. This is ages past, so dim in memory now as to
THE SCOURGE OF PLAGUE be legend. Yet the legend persists. It holds that plague
devastated the horse clans so that they could no longer
Pestilence knows no borders. It is foe to every man and
make war among themselves. The cult of Erlik sprung up in
woman of the age, and none can escape it save by luck, for
the devastation, a yellow-eyed sign in the sky to which the
no chirurgeon knows its methods. Plagues swept the East
great chieftains were drawn. There, under a sun shrouded in
in the past and will do so again. The so-called Yellow Plague
the grim gray gauze of the god’s frozen throne room, these
ran rampant through Khitai in Conan’s own lifetime, and
chieftains set aside arms and formed a single tribe. In time,
Dr. Jack,
Yer not the only one with these mooks on yer heels.
I ported in Manila and damn if the whackos didn’t
Though I guess they might’ve wired ahead. No matter, follow me there.
though, for all their, what do ya call it, zeal? Yeah
all their zeal they go down like , for
a dirty pug, takin’ a dive if you
wrists over here too. Good work, better than some give ‘em a baby swipe. I seen a sym
of what I got myself three sheets to the wind bol tattooed on their
Remind me to show you some of that if we ever see each and loaded to bear.
others in person.
Anyway, me not having a heater about my person let
a couple of them cult types live. They was flat-out unco
mind you, but I knows a den where I brought them nscious,
. A local owed me a favor. I won’t get into details,
into the gangs over here, I got to tell you. And a but the man’s heavy
man that heavy, he has men that can lean on peopl
to spill no matter how much zeal they got. e to get ‘em
I’ll spare you the details, as you’re a perfesser and all
and don’t want to hear about no hot pokers on the flesh
or bamboo shoots under the nails or other likewise. Suffi
ce it to say, the little nut talked. I had to get my
to translate, but he’s part of some damn thing called friend
the Cult of the Butterfly. Sounds innocent enough, but
says the cult does dark deeds in dirty places — tha my friend
t’s black magic to you and me. Anyhows, this littl
up his address, a shack in the red-light district. e
I helped myself to a looksee there on your dime (th feller also gave
by the by), and found a matchbook from London anks for the moola
of all places. Joint called The Hellfire Club. I don’
matchbook has some of that strange writing on it. t know of it, but the
I’m tossing it in with the letter.
Let me know if you go to London. I gotta haul munition
s on an old steamer to some island I never heard of. I
Japanese are stockpiling. Have another go at China. think the
But this little feller I put the questions to says, Chi
Right now, looks like they have heap na will rise again.
s of trouble with the Rising Son. My little joke.
POLITICS, SOCIAL disasters, uprisings, raids from Afghuli tribesman, and the
wicked weed of sorcery.
EVENTS & WAR Man is a consistent animal but, in the East, the flavor of
his highs and lows varies like the tides. Still, the cycles of
The East is no stranger to the handiwork of man. Even in history continue, and the Hyborian Age is but one layer in
the taiga or open steppes, the will of lords, chieftains, and the vast strata of geologic history Howard gave us.
queens can change the world as much as the raw power
of nature. Khitai Goes to War
The most powerful kingdom in the East did not become such
for lack of ambition. Just as in the West, every mighty ruler
64 Chapter 3
eyes their neighbors with the intent of possible conquest. that power from someone who is vulnerable. Traditionally,
Khitai, with its disciplined army and motivated troops, the plotters will conspire to put a sympathetic member
coupled with advances in tactics and technology, is in a of the current dynasty upon the throne so as to maintain
fine position to expand. In fact, Khitai is probably better their legitimacy.
able to conquer its neighbors than, say, Turan… at least for Yet humans are human, and their business on this Earth
now. One day, perhaps, Khitai and the West might square involves plotting and intrigue. Thus, no court is immune to
off, but that day is not today. Below, then, we see likely the machinations of clever, willful plotters. More dynasties
targets for Khitai’s ambition, speculate on the results of than can easily be counted have ruled Khitai — only some
such conflicts, and offer ideas to how these macro-events were established through lineage and law.
might affect your campaign. The size and power of both Vendhya and Khitai mean
that any change in power would have tremendous effects
Warring States on the entire region. The great empires might even split,
History is both cyclical and capricious. What happened falling into internal battles, as has happened in the past.
before will happen again and often when one is least pre- The Easterner knows that nothing is permanent. All things,
pared for it. Long before the rise of the Ten Thousand Year including dynasties, have their rises and their falls.
Empire, Khitai was but a series of warring states struggling
for dominance. While nigh 700 years have passed since Native Characters Involved in a Coup
that era, cultural differences yet run deep and ambitions Any player characters raised in the East will be very wary of
of prefects are lofty. participation in the overthrow of even a minor noble. These
Internecine war could break out, should the gamemas- characters know their traditions and know the penalty for
ter find it narratively rich. At first, this would begin with violating them without cause. It is therefore rare that an
intrigue and spying, for Khitai goes not to war without internal plot comes to fruition without some assurance of
knowledge. The player characters might be recruited as power behind the play, as well as a foundational claim of
scouts and spies or even assassins. After all, a Western vendetta or imperial failure — both of which are legitimate
barbarian slaying a high-ranking noble looks less suspicious, causes for slaying a king or emperor.
for no respectable Khitan would deal with such foreigners Only fools and outlanders would knowingly get involved
on such a subtle matter. in an attempt to overturn a throne without exceedingly
From the intrigue phase, we move directly into the strong motivation and concomitant knowledge of
beginning of war. Border skirmishes flare, troops marshal, all conspirators.
and soon the entire empire is in civil war. Foreigners with a
good sword-arm are suddenly far more welcome than they Outlanders Involved in a Coup
once were. Mercenaries flood in from any place available, It is this gap, between the demands of fidelity and the drive
as many Khitan commanders would rather spill the blood of personal ambition, into which foreign conspirators often
of the pale men than that of their own. Besides, outlanders fall. Killers from Zamora care little whether a murder is
fight differently and with a raw savagery that belies the justified. Plotters from Stygia cannot be stymied by norms
well-studied arts of Eastern warfare. or risks they have no knowledge of.
In this scenario, player characters might become king And so, as if often the case in political intrigue, outsiders
makers, allying with whomever they think best fit for a are employed to do what locals will not. Any wandering
throne or playing one would-be ruler against another. They group might, after becoming known for certain reputations,
had best tread carefully, though, for when all quiets down, be approached obliquely with the notion of such a plot. The
blame is likely to fall on those who do not belong. Such is approach is never direct, for who can trust a foreign devil?
the way of mankind. Instead, the idea seems to arise naturally while getting to
know a sly courtier with power lust. First, the outlanders
PALACE COUP meet only her minions, and even they work and speak subtly.
Indeed, such is the long-winded and evasive manner
Such an event would most likely take place in Vendhya or of speaking about murders that most foreigners tire and
Khitai, though there is nothing to prevent such a usurpation lose patience. These are not conspirators who could have
from happening anywhere, as Conan’s own story demon- been trusted to fulfill their role. And, because the very scent
strates. Wherever there is absolute power, others wait in of conspiracy brings in the ruler’s interrogators, merely
the wings to take it. It is not paranoia which causes the listening to someone vaguely suggest a killing can mark
Emperor of Khitai to utilize a dozen food tasters before meals. an outlander for death.
Such coups largely happen during successions, or when The East has no traditions or compunctions about the
the ruling dynasty is clearly weak. The Eastern Kingdoms are hows and whys of killing the dogs of the West.
powerful, after all, and there is much to be gained by taking
Events 65
T
he myth and magic of the East is not easily digested in to learn the ways of Eastern worship, one must press into
a native lifetime. Outsiders have little hope to grasp their lands and, perhaps, pray to their gods that ignorance
any of it with depth, but still they try. All cultures is accepted as a thirst for wisdom.
have their legends, their secrets, and their dark sides. In
the lands beyond the Vilayet, all three mingle into a heady ASURA OF THE PARTED VEIL
spice, a kind of mental lotus which clouds the mind and
Where Yajur is the cold reality of death, Asura is that which
abstracts the world in shapes both foreign and alien.
sees beyond states to a larger whole. Some say Yajur herself
While men of the age such as Astreas, and modern-era
parts the veil because that veil is death. The faithful of Asura
academics like Dr. Jack Kirowan, have done their best to
know that death, too, is an illusion.
untangle truth from fiction, black from white, material
Early texts often blur the line between Asura and Yajur,
from incorporeal, the East makes fewer distinctions. The
even suggesting they were once an androgynous god, and
world is often of a whole here, and minds too rigid to accept
that they gained gender upon being ripped apart by the
a paradoxical totality cleave to primitive beliefs and reflex-
World Wheel. Other sects believe they were man and wife,
ive violence.
and their separation formed the world from the primeval
chaos of their parting. For many Asurans, the very notion
THE GODS OF that the two were ever related is anathema. Asura sees
THE EAST through the illusion that is the world, and Yajur is merely
an aspect of that mirage.
Asura is always found as a male aspect, and his cults
Eastern gods are strange to Westerners. Their rituals oft operate as far west as Aquilonia. In Vendhya, Asura is the
seem incoherent or even horrific. Death is a prevalent chief deity, but his name coats the tongue of many Eastern
theme among them, but this is an age where death lurks nations. His priests tend toward openness but are not easily
around every bend in the road. Of these looming giants, fooled. His temples are open to those willing to likewise
these strange beings who rule from outer realms and arctic open their eyes. He is without wrath, but those who ignore
hells, little is known west of the Vilayet. Should one wish his wisdom find the cosmos makes its own doom for them.
Asuran priests hold political power in Vendhya in a way is neither death nor life which the Khitans call “The
largely unknown outside Stygia or Iranistan. To the Western Realm of Hungry Ghosts”.
mind, there are a host of gods, and one may be readily Erlik does not merely infuse Hyrkanian culture but is
traded for another. In the East, this is not so, and men gain Hyrkanian culture. One cannot separate the two anymore
power using the name of Asura. Sometimes, this leads to than man may separate life from death. Beneath the yurts
corrupt priesthoods who create more illusion, gather more where Hyrkanians sleep in life to the kurgans (see page 40)
cobwebs than they ever clear away. Remember, those who where their bodies sleep in death, Erlik provides guidance
are hard to fool are also adroit at fooling those who aren’t. and a watchful eye over all.
A person’s life is not their own, but rather part of a skein
ERLIK made by Erlik, of which each person, and even their entire
generation, will see only a part. One’s role in life is deter-
The god of the Hyrkanians, Erlik, sits upon a black throne
mined by their name at birth, when Erlik blows the brief
beneath the Earth in his icy hell. That is where all souls are
breath of life into their lungs… breath which he shall all-
destined, the terminal point of life and, ironically, the end
too-soon take away.
to which all life aspires. Where Erlikism is grim in Turan,
Yet, for all this, Erlik is not a grim god, for he encour-
worship of the god is morbid and sometimes ghastly on the
ages his people, offspring of his nine progenies, to take of
steppes of Hyrkania. As the Four Winds blow, the fate of
this life what they may. Upon their death, they shall heap
empires may rise and fall, but for whatever cardinal point
memories of their time on Earth before Erlik’s throne and
the wind takes a person, all will end in death.
their god will judge whether these bits of life essence are
To have a good death means one had a good life, though
enough for one to join him in his ice-sheathed hell.
‘good’ in this case is certainly not the sort of ethos that
Life and death are a single line for Erlik’s people, one no
the fat priests of Mitra would recognize. A good life for a
man can untangle nor avoid. You take what you can from
Hyrkanian means sending the enemy to either the Halls
this life and barter it for a better position in the next. This
of Erlik or, if an unbeliever, to the non-space of being that
temporary prison of flesh is but a test. Know this when
facing a Hyrkanian in battle.
THE JOURNA
L OF THE WA
NDERER’S CLUB
VOL. 36 NO. 8 1936
…and so, I posit
that again we se
though these spar e the cycles of tim
ks of culture appe e repeat, what Ni
religions, origina ar in different wa etzsche called et
ting in our near-E ys at different tim ernal return,
root. In the Hybo ast. There, the be es. Take our Judeo-
rian Age, in that ginnings of monot Christian
period’s near-Eas heistic theology to
I do not exaggera t, th e fir ok strongest
te when I say th st hints of monothe
Hyborian Age in at the basis of ou ism also flowere
places called Ira r current religio d.
extant records I nistan and Vend us paradigm be
have previously cit hya. While the we gan in the
ed, mired in pant stern lands were
Age Eastern cultu heism and ambigu , according to
res already adva ous morality, som
god. One could nced to Manichea e Hyborian
argue that the ag n dualism and m
places such as Aq e might be prop orality as defined
ulionia dominat erly called the Ve by a single
e the surviving re ndhyan Age or th
I turn now to Ira co rd s. e like, even if
nistan and its an
what we call Zoro cient religion wh
astrianism…. ich prefigures, pe
rhaps even lead
directly to,
Thus, Hyrkanian belief is complex and often particular The body itself is then burned, for every drop of blood must
to a given clan or nomad empire. For details on Erlik and go to Yajur alone. Should an assassin of Yajur spill a victim’s
the way Hyrkanians worship him, see pagea 39-40. blood, some sects demand they replace the sacrifice. These
zealots go willingly to Yajur’s many-armed embrace.
YAJUR OF THE SEVEN TONGUES As a female deity, Yajur bestows her power upon mortal
women. In Vendhya, a matriarchy formed under the intoxi-
The Red Wind, She Who Breaks Nations, the Ten Arms of
cating red eyes of the Black One — the largest matriarchy in
Death, Yajur acquires names like a corpse acquires flies.
the known world. There are few men, despite their positions
Indeed, Yajur is Devi of the Dead, among other things. Her
of power, who would openly invoke Yajur’s wrath. Better to
cults are found throughout the East, but open worship is
err on the side of caution than find oneself visited in the
most common in Kosala and Ghanara.
night by a Yota-pong strangler.
A dark god, Yajur is a deity of chaos and change. She
Her temples are found in both modern urban settlements
has broken nations, ruined the technology of Old Kosala,
as well as ruins crawling with age and vines. Some say Yajur
and demands an ever-increasing tithe of blood. Taken from
was first the god of life but turned into a god of death after
her descendants, and returned to her in flame to increase
the Cataclysm. For others, she is merely the god of change.
her strength.
Vendhyan texts going back seven centuries bear what
appears to be eyewitness accounts of Yajur’s intervention EASTERN SORCERY
on the battlefield, sometimes for one side, other times for
another. Her priests and faithful ritually sacrifice their Sorcery in the East is not so different than in the West save
victims to her, but never by drawing blood. In Kosala, great by façade. In the end, true sorcery is a pact with forces from
stranglers wring the life from victims with bare hands. In the Outer Dark and, howsoever one dresses that up, the
Vendhya, they wrap silken cords around necks or use poison. truth remains — sorcery is unnatural and not of this Earth.
Superstitions about the dark arts abound in the East as
they do in the West, though these beliefs are more codified
in places like Ghulistan and Khitai. Some of these codes
“I was chosen by the priests of Yajur in my infancy,
or rules seem frivolous, and many of them are. However,
and throughout childhood, boyhood, and youth I
many more are truths passed down through the ages; these
was trained in the art of slaying with the naked
warn specifically of the ways in which a person invites the
hands—for only thus are the sacrifices enacted.
void into their heart or make of themselves a mark for dark
Yajur loves blood, and we waste not a drop from
beings, or warn of lines which, when crossed, cannot be
the victim’s veins. When I was a child they gave me
crossed again.
infants to throttle; when I was a boy I strangled
All this is not to say there are more or fewer sorcerers
young girls; as a youth, women, old men, and young
east of the Vilayet than not. We merely herein pose to the
boys. Not until I reached my full manhood was I
enterprising gamemaster that magic remains mysterious
given a strong man to slay on the altar of Yota-pong.”
and, when describing it, adjusting from what it looks like
in the West is helpful.
— “The Man-Eaters of Zamboula”
No magic is explicable save for that which is mere trick-
ery. While player characters may be used to encountering
72 Chapter 4
It was a ruby, of such deep crimson that it looked darkly purple, the hue
of old wine, and the blood that flows near the heart. It looked like the
materialization of a purple nightmare. She could believe now the wild tales
she had heard—that Woon Yuen worshiped it as a god, sucking madness
from its sinister depths, that he performed terrible sacrifices to it—
all sorts of dark arts within the course of their exploits, the take on some semblance of familiar appearance even as they
way in which the gamemaster accents that experience can drive us mad. Rotting hags in the Swamps of the Dead may
make all the difference. A demon drawn down from the drag men to underwater graves and suck the life from their
gulfs of space may look very different in the East, though bloated corpses… yet they are still vampires. Old Gods who
they remain the same mechanically. go unnamed save on the tongues of madmen may appear
Magic is something man cannot understand, and so differently in the books of Paikang than in “The Nemedian
we process it through our minds and the cultures which Chronicles”, yet both are Elder Gods that have forgotten
hewed them from airy nothing. That is to say, we impose more of space and time than man, in his brief season on
our cultural traditions upon things unnatural so that they the Earth, will ever know.
Myth & Magic 73
“We saw men grow from the ape and build the such superior science as to seem like sorcery. He notably
shining cities of Valusia, Kamelia, Commoria and expounds on this idea in a paper published in The Wanderer’s
their sisters. We saw them reel before the thrusts of Club Journal on Kosalan ‘super-science’. A portion of that
the heathen Atlanteans and Picts and Lemurians. essay appears below, courtesy of Miskatonic University Press.
We saw the oceans rise and engulf Atlantis and Old Kosala is covered in detail in Chapter 2: Gazetteer,
Lemuria, and the isles of the Picts, and shining mastered technology unfathomable even by modern stan-
cities of civilization. We saw the survivors of dards. To the people of the age, indeed to even modern
Pictdom and Atlantis build their stone-age empires, scientists, the acts of which Old Kosalan machines were
and go down to ruin, locked in bloody wars.” capable seem like true magic. Where Old Stygia and Acheron
founded their power on actual sorcery, ancient Kosala took
— Yag-kosha, “The Tower of the Elephant” a different path.
Whether sorcery of science was more potent, the history
of the Hyborian Age speaks much more of Acheron and
These cults are more secretive than the deepest double Old Stygia than it does of Old Kosala. Yet that may simply
agents of kings and more guarded than the deepest myster- indicate Kosalan records did not survive or perhaps were
ies of Mitra. Only the cults of the Great Old Ones remain as stored in methods other than writing which none have
esoteric and legendary as the cults of Yag. Eastern scholars yet decoded. Even Dr. Kirowan, as seen in his essay, must
posited, most of them having gone mad after, that some of necessity surmise rather than deduce some aspects of
truce or pact between the Outer Dark forces on Earth and this forgotten technology — the Hyborian Age remains
the Yag must have been in place. How else could these largely silent.
alien cultures coexist? In von Junzt’s Unaussprechlichen Old Kosala fell and left less trace of itself than its sor-
Kulten (known in translation as Nameless Cults), the author cerous contemporaries but, curiously, those remnants and
suggests that Yag, in its distant orbit of our galaxy, occa- cities which did remain were far more intact than anything
sionally slipped into the void itself. built in mighty Acheron. Even the pyramids eroded over
Yag-kosha himself claimed to practice only white magic, time and in the Cataclysm, yet cities like Xuchotl and Xuthal
but the kings who he and his rebellious lot opposed likely remained, so far as we know, until the Picts swept down
practiced its opposite. In the modern age, far from the from the north and ended the Hyborian Age in violence
remote Hyborian Age, men like Dr. Jack Kirowan theorize and bloodshed.
that the people of Yag had not magic at their disposal, but
74 Chapter 4
cosmic tally at the end of each life. That sum determines re-establish themselves despite the utter lack of any living
if one is born well next time, or even born human. It is not being who remembers them. This can only be an example
prescribed by one’s culture. Must an evil, cruel torturer of the World Wheel’s gyre at work.
reincarnate as a horse fly? None know, but many theologians
and metaphysicians of the East say “yes” to this notion. THE REALM OF
The Grand Balance HUNGRY GHOSTS
If the eternal spirit reincarnates again and again, philoso- There is a place that is neither life nor death. It is a non-
phers in Vendhya and Kosala argue that some sort of cosmic space and a space all the same, a conundrum to which the
balance must maintain lest the forces of the Outer Dark Khitan mind is bent. This is the Realm of Hungry Ghosts and
consume all. Incumbent upon the individual incarnation is it is misty limbo where those who stalled upon the World
the idea that it must in some way offset the extremes of its Wheel exist. None would say they live there, for this exis-
previous being. Heady stuff, and at best gnomic to Western tence is not life. In the West, perhaps, we would call these
minds, the East accepts this as routine and smoothes all unfortunates spirits or shades, for they can be summoned
paradoxes that result with a grander view of a total cosmos. for or contacted by the world of those who draw breath.
The wills of the gods, even, are but pressures against Further, they have jealousy of the living and the dead,
the World Wheel, powerful to be sure, but nothing com- for either progresses upon the World Wheel while they,
pared to the axle that turns eternally. For many foreigners, the hungry ghosts, watch with green-eyed envy as souls
such thoughts amount to sophistry. A god’s will, or even a progress to their most perfect iterations.
human’s, is their own. How one applies it bends not only Varying philosophies and tracts in the libraries of Khitai,
the arc of their life, but that of history. Very broadly, this and to a lesser extent Vendhya, describe this realm and the
creates a division between those who believe humankind sins which consign one to it. Some say it is a temporary
shapes history and the world, and those who believe greater Purgatory, which a non-being can leave behind if they learn
forces carve both like wood against a lathe. from it. Others say it is permanent, that souls are simply
removed from the World Wheel never to progress again.
Cyclical Time Which is the correct interpretation? One would have to
The Great Wheel applies not just to people but to the vast visit the Realm of Hungry Ghosts to find out.
cycles of history. Time and again the great patterns of civ-
ilizations rise and fall, humankind descending to mere
apedom and once more attaining the sophistication of
culture, only to lose this once more. Cultural patterns
reassert themselves over and again in the same rough geo-
graphical proximity, and even certain myths and archetypes
ENCOUNTERS
T
he East is home to as many nefarious and noble char-
acters as the West. Humankind does not change. Its FOES AND ALLIES
essential nature remains howsoever far one ventures
in this world. One should expect no more of the good in OF THE EAST
one’s character in the East than at home. “That noble beast”
that Astreas once wrote of humankind is but a figment of People rule over each other here as they do in the West. Life
that writer. Nobility is in no ways intrinsic to humanity, remains unfair, a wheel of pain upon which the peasant
though beast-hood certainly is. classes eternally turn. Among the cultists, chieftains, and
Yet while the real beast in the dark heart of people flour- the few of benevolent purpose are a host of others unnamed.
ishes in the East, there are other beasts — strange, powerful, They enter the stage and exit without word, fall beneath
and sanity-rending — for whom no analogue exists back in the blades of reavers and slayers without even giving name
the staid Hyborian world. What unnatural horrors might to their gods. Yet they in their legions comprise the world,
visit foreign travelers are described herein — though, of and in such numbers can fell even the greatest of heroes.
course, such a catalog is woefully incomplete, for those
who would tell of other terrors were consumed by them ACOLYTE OF THE BLACK
and there are no witnesses to record them here. CIRCLE (MINION, TOUGHENED)
If joss or fortune be at one’s back, perhaps one might
Green-robed cultists in thrall to the Black Seers of Mount
endeavor to expand this roster of things best left unmen-
Yimsha, these acolytes have usually just begun their path to
tioned and unencountered, for the sake of future travelers.
knowledge. Some, though, approach the edges of what the
Seers and Master know. Those who survive this brush with
forbidden truths have some measure of power. Most are
pilgrims from other lands, often further east, but some have
come from the Hyborian kingdoms or even the surrounding
area, taken as children and raised within Mount Yimsha.
All, regardless of experience, are fanatical to the dark
beings they serve.
Encounters 79
ATTRIBUTES ATTRIBUTES
Awareness Intelligence Personality Willpower Awareness Intelligence Personality Willpower
7 8 6 7 8 7 7 9
Agility Brawn Coordination Agility Brawn Coordination
7 6 6 8 9 9
DOOM SPENDS
■ Fanatical Horde: Acolytes may summon rein-
forcements from their ranks at half the Doom
cost. Those summoned do not possess exploding
globes, however.
ATTACKS
■ §
Sabre (M): Reach 2, 4 , 1H, Cavalry 1
■ §
Hyrkanian Bow (R): Range C, 4 , 2H, Volley
■ Screams from the Steppes (T): Range C, 2
mental, Stun
§
SPECIAL ABILITIES
■ Born to Ride: A Hyrkanian nomad reduces the
Difficulty of all tests to ride a horse by two steps,
to a minimum of Simple (D0).
■ Brutal Cavalry: Once per attack when mounted,
a nomad can re-roll any
Effect.
§ that doesn’t roll an
DOOM SPENDS
■ Ride Them Down: A nomad can spend 1 Doom
to include their mounts in a Mob or Squad for
one attack. The mount rolls as if it was another
nomad.
■ A Thousand Voices as One: When in a Mob or
Squad, the nomad can spend 2 Doom to add +2
for every member of the Mob to their Screams
§
from the Steppes attack. This can only be done once
at the start of an attack.
Encounters 81
WILDLIFE OF ATTRIBUTES
THE EAST Awareness
7
Intelligence
5
Personality
5
Willpower
6
The East contains an amazing topography of climates and Agility Brawn Coordination
natural environments unlike those within the West, and 4 15 (2) 4
thus is full of many creatures and natural animals utterly
unknown to the Hyborians and their ilk. FIELDS OF EXPERTISE
Combat — Movement —
EAGLE, HUNTING (MINION) Fortitude 3 Senses 1
Though the eagle is common throughout all the Hyborian Knowledge — Social —
kingdoms, in the East is it truly allowed to flourish. Notable
STRESS & SOAK
among these fine beasts are the golden eagles of Hyrkania,
each a princely gift in value and a sign of considerable
■ Stress: Vigor 17, Resolve 6
prestige to the one fortunate enough to own one.
■ Soak: Armor 2 (Tough Hide), Courage —
82 Chapter 5
ATTACKS ATTRIBUTES
■ Trample (M): Reach 3, 8
Stun
§ , Area, Knockdown, Awareness Intelligence Personality Willpower
9 5 4 7
Stun
§
Devilish Will (R): Range M, 6 , Knockdown,
Piercing 1
§
A Jewel of Heaven (T): Range C, 5 , Area, Stun, day presented to Khitan royal households upon the birth
of an heir and are ritualistically married into the family.
SPECIAL ABILITY These creatures are usually found in pairs, often chained
upon either side of a door.
■ Dread Creature: The dragon begins with a Doom
pool equal to twice its ranks in Knowledge. ATTRIBUTES
■ Breath of Steam (Optional): If the dragon
Awareness Intelligence Personality Willpower
succeeds in avoiding a melee attack, it can blast
its aggressor with its hot breath. This causes 2
non-lethal damage which is immune to non-magi-
§ 10
Agility
8
Brawn
5 8
Coordination
cal Soak of all sorts. 13 12 11
■ Creature of Elemental Water (Optional): The
dragon is a creature tied to the element of water. FIELDS OF EXPERTISE
It can move between any two locations tied by a Combat 2 Movement 3
continuous stretch of water as a Free Action. Fortitude 4 Senses 2
■ Mythical Wisdom (Optional): The dragon is Knowledge — Social —
reputed to be a creature of great wisdom. If it has a
Knowledge greater than 1, it can speak languages STRESS & SOAK
equal to its twice its Knowledge ranks and adds its ■ Stress: Vigor 16, Resolve 12
Knowledge ranks in Doom to its Dread Creature ■ Soak: Armor 1 Thick Pelt, Courage 4
ability. Additionally, the dragon knows spells equal
to its Knowledge ranks and may spend them by
paying Doom (see below).
Encounters 85
ATTACKS ATTRIBUTES
■ §
Tooth and Claw (M): Reach 2, 5 , Grappling,
Knockdown
Awareness Intelligence Personality Willpower
10 8 5 8
■ §
Snarling Visage (T): Close, 4 , Area, Stun
Agility Brawn Coordination
SPECIAL ABILITIES 13 12 11
Dancing Gait: A lion dog often moves in an
■
FIELDS OF EXPERTISE
erratic jerking fashion. Attacks made against one
Combat 2 Movement 3
increase in difficulty by one step.
■ Doom-herald Fortitude 4 Senses 2
■ Paired Guardians: Lion dogs will work as a coordi- Knowledge — Social —
nated team with another lion dog. While both
dogs are alive and in proximity, they each gain
STRESS & SOAK
+1d20 on all skill tests. ■ Stress: Vigor 14, Resolve —
■ Soak: Armor 3 (Coat of Plates), Courage —
DOOM SPENDS
Generations of Training: If the lion dog success-
ATTACKS
§
■
fully knocks down an opponent, it can spend 1 ■ Poleaxe (M): Reach 3, 8 , Intense, Piercing,
Doom to perform any one, and only one, of the Vicious 1
following effects: ■ Stoic Silence (T): Range C, 2
Stun
§
mental, Area,
■ Vicious Bite: The lion dog immediately bites
YAGGITE (NEMESIS)
Aliens from the planet Yag, these are beings of incredible
wisdom and resilience, with lifespans measuring in millen-
nia. A rebellion tore their planet apart, unleashing a wave of
conflict and destruction on a scale unimaginable to human
beings. Having little choice but to flee, the upstarts who
failed set forth across the stars, borne on great wings and
traveling throughout the deeps of space to find a new home.
Eventually they settled upon Earth, particularly in the
lands of the East. There, they ruled from within the steam-
ing jungles that were so like those of their homeworld,
eventually adopting humankind almost as a pet. Humans
worshipped the Yaggites and learned from them, and many
of the philosophies and magic of the East have their origins
in the alien culture of the Yaggites. Mystery cults grew “We saw new savages drift southward in conquering
around them, and they became reclusive, set apart from waves from the Arctic circle to build a new
the burgeoning civilizations of humankind, which to the civilization, with new kingdoms called Nemedia,
Yaggites had so many of the faults of their own former and Koth, and Aquilonia and their sisters. We saw
oppressors on Yag. your people rise under a new name from the jungles
Thousands of years later, these ancient creatures are all of the apes that had been Atlanteans. We saw the
but extinct in our world. Some say the last was killed by descendants of the Lemurians who had survived
Conan himself. The great kings of Yag, though, may remain the cataclysm, rise again through savagery and ride
on their world. And, someday, they could come here. The westward as Hyrkanians. And we saw this race of
Yaggites and their history are discussed in greater detail devils, survivors of the ancient civilization that was
on page 50, and the most famous Yaggite, Yag-kosha, is before Atlantis sank, come once more into culture
described on pages 95–96 of Conan the Thief. and power — this accursed kingdom of Zamora.”
DOOM SPENDS
■ Master Spellcaster: Yaggites know all spells
and can pay 1 Doom to cast any spell as if with 2
Momentum. Yaggites automatically win magical
struggles unless the target spends 1 Fortune point
or possesses the Yaggite’s metaphysical heart.
Encounters 87
FIELDS OF EXPERTISE
Combat 2 Movement 1
Fortitude 2 Senses 2
Knowledge 3 Social 4
ATTACK
■ §
Scimitar (M): Reach 2, 3 , 1H, Cavalry 1
■ The Power of the Throne (T): Range C, 8
mental, Stun
§
SPECIAL ABILITIES
■ Experienced Ruler: When issuing a command
to any subject, that subject must pay 2 Doom to Chunder Shan, governor of Peshkhauri, laid down
attempt resisting. If the subject succeeds in the his golden pen and carefully scanned that which he
attempt and chooses to disobey, they must pay 1 had written on parchment that bore his official seal.
additional Doom. He had ruled Peshkhauri so long only because he
weighed his every word, spoken or written. Danger
CHUNDER SHAN, GOVERNOR breeds caution, and only a wary man lives long in that
OF PESHKHAURI (NEMESIS) wild country where the hot Vendhyan plains meet the
crags of the Himelians. An hour’s ride westward or
Chunder Shan rules a city on the edge of the wild county
northward and one crossed the border and was among
where hill people burn villages and kill citizens of
the Hills where men lived by the law of the knife.
Vendhya. As governor, Chunder’s role is to protect the
city of Peshkhauri first, but the people outside the walls are
— “The People of the Black Circle”
never far from his mind. Indeed, his own fort lies outside
the walls of that northwesternmost city.
A member of the Kshatriyas warrior caste, Chunder is goal. Vendhya is a bulwark against the uncivilized and a
ever faithful to the royal bloodline. All in Vendhya serve check on Turanian aggression. Chunder’s country is far
at the pleasure of their rulers, whom they believe possess older than these new kingdoms or savage tribes. History
divine power. Such power is not, alas, enough to keep the and tradition matter.
wild hill people at bay. On Chunder Shan’s broad shoul-
ders falls that responsibility. He bears it well, limiting the ATTRIBUTES
number of successful attacks on his people and keeping Awareness Intelligence Personality Willpower
the wild tribes harried. 9 11 7 10
Chunder is as clever as he is faithful, though, and he
Agility Brawn Coordination
sees the hill tribes as a force that could prove Peshkhauri’s
undoing, were they to unite. To this end, he attempts to keep 6 8 6
enmity between them through guile and spies, though his
regular patrols must of necessity undermine part of this
Encounters 89
FIELDS OF EXPERTISE
Combat 3 Movement — Khemsa too was panting, shaking like a leaf in
her grasp; his face showed gray in the starlight,
Fortitude 2 Senses 1
beaded with great drops of perspiration.
Knowledge 2 Social 2
below)
§
Poisoned Knives (R): Range C, 4 , 1H (see
a move of their own. First, though, she must convince
Khemsa to break with the Black Circle. To do so, he says, is
■ Indomitable Will (T): Range C, 4 § mental, Stun
tantamount to suicide. Yet Gitara’s love and her feminine
SPECIAL ABILITIES charms are ample. In the lust for power and the lust for
love, one must often concede one to the other
■ Intrigue: When engaging in any conversation,
Chunder gains 2 Momentum which must be used
ATTRIBUTES
to gain information.
Awareness Intelligence Personality Willpower
DOOM SPENDS 8 8 9 8
■ Paralyzing Venom: Chunder can spend 2 Doom to Agility Brawn Coordination
add the Vicious 2 Quality to his knives. Characters 6 7 6
“killed” by this attack are paralyzed and will sur-
vive, though capture is certain. FIELDS OF EXPERTISE
■ Spy Network: At the gamemaster’s discretion, Combat — Movement —
Chunder can spend 1 Doom to win any attempt
Fortitude — Senses 1
at an ambush without a skill roll, forewarned by
Knowledge 1 Social 2
his informants. If such distribution of information
is not possible, he can do the same through an STRESS & SOAK
intuitive reading of his current circumstances and ■ Stress: Vigor 7, Resolve 8
environment. ■ Soak: Armor —, Courage —
ATTACKS
■
Parry
§
Two Scimitars (M): Reach 2, 5 , 1H, Cavalry 1,
Fragile
§
Lance (M): Reach 3, 8 , Unbalanced, Cavalry 2,
SPECIAL ABILITY
■ Agent of the Court: When attempting a Social
test while acting as a spy, Kerim Shah can re-roll
any d20 that is not initially a success. He may
attempt one re-roll for each d20.
DOOM SPENDS
■ Royal Command: When leading a unit in a charge,
Kerim Shah can spend 3 Doom to initiate a free
Display attack with Fervent Zeal: Range C, 4 ,
Area, Stun.
§
“Few of us are what we seem. I, whom the
Kshatriyas know as Kerim Shah, a prince from KHEMSA (NEMESIS)
Iranistan, am no greater a masquerader than most Khemsa has grown up in the royal palace. An ambitious man,
men. They are all traitors in one way or another, full of promise, this child of the court was taken under the
and half of them know not whom they serve.” tutelage of the palace scribes at an early age. His aptitude
for reading and writing allowed him to move rapidly from
— “The People of the Black Circle” teacher to teacher. Even as the court educated him, he knew
he didn’t really belong to the family and thus, would never
Encounters 91
THE MASTER OF
“Even the arts you call sorcery are governed by cosmic
laws. The stars direct these actions, as in other affairs.”
YIMSHA (NEMESIS)
Like flesh flayed from a condemned man over tortuous
— Khemsa, “The People of the Black Circle” days, so too has all that was human been stripped from
the Master of Yimsha. Over the course of centuries, his
interaction with the Outer Dark flensed all morality and
be treated as an equal by them. So, he left under the guise of mortality from this powerful sorcerer. He appears as a man
wanting to further his study and wandered for many years. in velvet robes and cap when it suits him to do so, but he
When he found the Seers of Mount Yimsha, they offered also takes the form of a giant serpent, or a skeletal horror
to teach him their skills, in return for being an agent on from the House of Shades.
their behalf. Khemsa readily agreed, and when he returned No mortal mind can hope to understand the inner work-
to court, after many years of traveling, it was with a new ings of the Master. He does what amuses him, what benefits
demeanor. Gone was the eager youth with a thirst for knowl- him, and what furthers goals no man can name. At his
edge, and in its place was a studious and canny young man, service, and in his bondage, are demons pulled from the
wise to the levers of power and how to manipulate them. great voids in space and time.
Khemsa would much rather scheme than fight, but if The Master’s power may be his undoing, for he has
pressed, he will not hesitate to use his petty enchantments concentrated much of it in four golden pomegranates —
to startle, confuse, or otherwise befuddle an enemy and use yet these are so well protected that no normal man could
the confusion to slip away to fight another day. If directly hope to get at them. How the pomegranates work is not
attacked and unable to use his magic, he will try to use his known. Perhaps some measure of his power is imbued in
staff to incapacitate and stun an opponent. His dagger, and each. Perhaps they are the means by which he twists forces
the spilling of blood, are a last resort — one he’d rather not of the great dark to his sinister purposes.
use unless his life were in immediate danger. Older than even the Book of Skelos might easily reckon,
the Master’s being is inextricable to his relationship with
ATTRIBUTES the dark arts. A being of power, perhaps some single spark
Awareness Intelligence Personality Willpower of humanity rests yet within him — desire and spite. Unlike
9 12 13 11 those gods of the Outer Dark to whom no human emotion
Agility Brawn Coordination may be ascribed, the Master has something of an ego. Woe
to those who tread upon it.
10 7 8
His machinations involve compromising and manip-
FIELDS OF EXPERTISE ulating rulers of the Hyborian Age, though whether this
is for influence or entertainment only the Master can say.
Combat 3 Movement 2
Beneath him serve the four Black Seers of Yimsha and a host
Fortitude 2 Senses 3
of acolytes who would learn the sorcery of their masters in
Knowledge 4 Social 4 exchange for their humanity.
STRESS & SOAK
ATTRIBUTES
■ Stress: Vigor 9, Resolve 10
Awareness Intelligence Personality Willpower
■ Soak: Armor 2 (Thick Robes, Girdle), Courage 3 (In
love) 12 13 11 13
Agility Brawn Coordination
ATTACKS 13 13 12
■ §
Curved Dagger (M): Reach 1, 3 , 1H, Hidden 1,
Parrying, Vicious 1, Unforgiving 1 FIELDS OF EXPERTISE
■ §
Staff (M): Reach 3, 4 , 2H, Knockdown, Vicious 1 Combat 3 Movement 2
Fortitude 4 Senses 3
SPECIAL ABILITIES
Knowledge 6 Social 2
■ Girdle of Protection: See page 97 for additional
information on this rare artifact. STRESS & SOAK
■ Patron (The Black Circle)
■ Stress: Vigor 17, Resolve 17
■ Sorcerer: Khemsa possesses the spells
■ Soak: Armor 5 (Enchantment of Protection),
Dismember, Enslave, and Haunt the Mind, paying
Courage 5 (Indomitable)
Doom for their use.
92 Chapter 5
SPECIAL ABILITIES
■ Master of Yimsha: The Master gains +1d20 when- The Wazuli girl laughed mockingly, Conan scowled,
ever he casts spells or uses counter magic. and then the door opened and Yar Afzal came
swaggering in. The Wazuli chief was as tall as Conan,
DOOM SPENDS and of greater girth, but he looked fat and slow
■ “I Will Take Your Heart!”: Once per scene, the beside the hard compactness of the Cimmerian.
Master can cast Dismember, paying 1–5 Doom
to gain twice the amount spent in Momentum. — “The People of the Black Circle”
This Momentum may only be used on this spell’s
casting.
■ Blackest Magics: The Master knows all spells, ATTRIBUTES
including some otherwise lost to time. By spend-
Awareness Intelligence Personality Willpower
ing Doom equal to and in addition to the required
Momentum, the Master can use any Momentum 7 7 8 7
spend from any spell on any casting of any spell. Agility Brawn Coordination
8 8 6
YAR AFZAL, CHIEF OF THE FIELDS OF EXPERTISE
WAZULI (NEMESIS) Combat 2 Movement —
With dark hair as thick as a wire — like the rest of the hill
Fortitude 2 Senses —
folk in Ghulistan — and the broad chest of that same kin,
Knowledge — Social 1
Yar Afzal presents an imposing figure. He is not lean, but
powerful muscles lurk beneath a layer of fat. His dark skin STRESS & SOAK
and beard mark him as a hill man to anyone from the plains.
■ Stress: Vigor 10, Resolve 9
Yar was born to a hetman of his people but earned his rank
■ Soak: Armor 3 (Mail Shirt), Courage 2
as chief by the strength of his sword-arm and unflinching
loyalty to those he calls friend. He rules with both the mind’s ATTACKS
keen razor and the raw brutality of his station. Those who ■ §
Scimitar (M): Reach 2 3 , 1H, Calvary 1, Parrying
question him are beaten, shamed, or even killed. This is the ■ §
Bow (R): Range C, 3 , 2H, Volley
way of the hill tribes, and any chief who lacks such meth-
ods quickly finds himself lacking both position and head.
■ Killer’s Eyes (T): Range C, 3 §
mental, Stun
The wildness born of the defiles between the hills runs SPECIAL ABILITIES
also in Yar’s veins. He shrinks from no man and would gladly ■ Pact with Yimsha: The dark powers of Yimsha
face death were it preferable to fleeing. He is not, however, guide the hetman in unseen ways. The hetman
suicidal, though the grim, fateful mien of the Wazuli in the rolls +1d20 on all tests so long as he’s loyal to
face of death can easily be mistaken for such a condition. the Master, combining Momentum spends from
Yar’s home is the village of Khurum, from which Wazuli entirely different spells, where possible.
power spreads in the region.
What Yar does not tell his people, what he tells no man or DOOM SPENDS
woman of this earth, is that he pledged his mortal heart to ■ It Is Our Way: Yar can spend 1 Doom to ignore any
the Master of Yimsha. A bargain made long ago, Yar scarcely mental damage caused by a Wazuli.
remembers, or chooses not to remember, the specifics of
this deal. Surely the Master forgets nothing. One day, Yar YASMINA, DEVI OF
will pay for the occasional brilliance in tactics he received VENDHYA (TOUGHENED)
from the Master. On that day, he must submit to the sorcerer
Royal houses have produced innumerable decadent lines
or have his still beating heart pulled from his chest.
down the long centuries. Such beings scoff at nobler sen-
timents. Loyalty is a courtly charade used in intrigues.
Fealty to another, including their own kin, is a temporary
inconvenience on their road for personal power. The Devi
Yasmina comes from a land steeped in such infernal mach-
inations, but she has defied the odds.
Encounters 93
Dr. Jack,
Sorry for the delay. I been in the brig, well, a Vladivostok brig. Seems yer man is working with the Russkie
s ‘cept
it’s them they call White Russians. Didn’t know they still had ‘em here. Plenty in Shanghai, though. Was the
Soviets that actually busted me out. Don’t that beat
all?
They are on to this cult of ours, too. Seems these whackos are in Siberia as well, looking for some tomb
that has the
body of yer Butterfly Emperor in it. The White Russians want the Bolshie’s out, and they got an alliance with the Chinese
Nationalists to do it. According to them, this Wu gal has the big time hoodoo, or did, and they think they can bring her
back from out of the big dark. When they do, they think her power can overthrow Steel Joe and his gang
of mooks as well
as whip the Commies on the Chinese mainland. (I didn’t ask what they thought she’d do about all them
Japanese
ships and planes waiting to start a big ‘ole war.)
So, this feller named Yemtov broke me outa this rust bucket ship the White Russians had me on and enlisted my
help to go find this tomb. Trouble is, I got no sense for digging up bodies, but I figure you do. Yemtov has a rubbing he
made from something called an Obelisk near Lake Baikal. I says to him I got me an employer that can maybe translate
that. So, we copied it. It’s in the envelope for you.
Right now, I’m enjoying myself some Soviet vodka with these Red Army intelligence fellows. Communism isn’t half-bad
if yer not in a gulag. Anyway, they don’t want this Wu coming back, and they seem to think that’s a
real possibility.
Let me know if you can translate this thing for us, then wire me.
We gotta bust up this ring of grave robbers fore they bring about the end of the world and all. Least that’s
what
Yemtov says.
—Steve
CHAPTER 6
“I was born in the Cimmerian hills where the people are all barbarians.
I have been a mercenary soldier, a corsair, a kozak, and a hundred
other things. What king has roamed the countries, fought the
battles, loved the women, and won the plunder that I have?”
C
onan is a long way from his humble beginnings in forces, led by the Iranistani nobleman Kherim Shah, in
gloomy Cimmeria, a period described in Conan the hot pursuit. Unbeknownst to his Vendhyan masters, Shah
Barbarian. Conan the Thief addresses his sojourn as a is a spy for King Yezdigerd of Turan, seeking to weaken
thief in the eastern Hyborian kingdoms, and his period as a Vendhya against Turan.
sell-sword in the middle kingdoms is detailed in Conan the Caught in the middle of these events are Khemsa, an enig-
Mercenary. His career as a pirate upon the southern coasts matic devotee of the Black Circle, and his beloved, a slave
is dealt with in Conan the Pirate, and Conan the Brigand girl named Gitara. Urged by Gitara, Khemsa seeks freedom
describes his time amongst the kozaki as a bandit chief. from his sorcerous mentor, the Master of the Black Circle.
Moving southeast from there, the wayward barbarian He slays Conan’s captive hillmen as a means of weakening
earns a place as a chief of the rugged tribal nomads of the the governor’s bargaining position. Once this atrocity has
mountains of Ghulistan, no small feat for a foreigner. In been committed, Khemsa strikes out to Afghulistan, towards
less than a year, he becomes a popular leader among the Mount Yimsha, to challenge his former master.
Afghuli, adopting their customs entirely. Chased through the Zhaibar Pass, Conan and his cap-
tive Yasmina encounter some of Conan’s allies, and take
PEOPLE OF THE shelter with them. When Khemsa and Gitara cross their
paths, the sorcerer casts diabolical sorcery that turns the
BLACK CIRCLE hillfolk against Conan, and he and Yasmina are forced to
flee once more. Though Yasmina urges the barbarian to aid
her in slaying the Master of Yimsha, he chooses instead to
Utilizing skills and abilities he learned among the brigands
try to return with her to his camp, to use her as a hostage
of the near-east, Conan and his men have become a thorn
to bargain back his captured hillmen — unaware they are
in the side of the regional governor, until seven of them
already dead at Khemsa’s hand.
are captured and he makes a desperate bid to free them.
In the rough hill country, they encounter Khemsa and
Upon the untimely sorcerous demise of the king of
Gitara, and Conan overcomes the mesmerist tricks of the
Vendhya, Bunda Chand, his sister Yasmina journeys to
sorcerer. Before Conan can kill Khemsa, however, the Black
the border city of Peshkhauri — nearest to Mount Yimsha,
Seers of Mount Yimsha arrive, and Conan and Yasmina
the stronghold of the Seers of the Black Circle, who were
witness the magical confrontation between the sorcerer
responsible for her brother’s death. Her goal is to bring
and his former masters. Gitara is slain and Khemsa is soon
her brother’s killers to justice, though they are apparently
overcome by the Black Seers, falling to his apparent death
beyond the law. While there, the Devi Yasmina interrupts a
into an avalanche of their making. Recognizing the Devi,
meeting of the governor and Conan, who has broken in on
the Black Seers wrench her from Conan’s arm, and blast
the governor to negotiate the release of his captured hillmen.
Conan with magic.
Seizing the opportunity, Conan captures the Devi and
When Conan recovers, they and the Devi are gone. He
spirits her away into the night — the governor and his
continues towards his camp and runs into a small army of
96 Chapter 6
his former followers, now hell-bent on vengeance upon Conan concedes Yasmina her freedom, turning down her
their former leader, blaming him for the death of the cap- offer of being her king. He boasts to her that he’ll collect her
tured hillmen. Fleeing them by going downhill, Conan ransom in person with an army at his back. They part, the
encounters the wrecked and broken body of Khemsa, still barbarian rejoining his hill-folk and the queen returning
alive despite his terrible injuries. Khemsa surrenders to to her homeland.
Conan a magical girdle and begs him to enact vengeance
upon the Black Seers. Conan agrees, continuing towards CONAN THE WANDERER
Mount Yimsha. There he runs into Kherim Shah, whose own
Here we see Conan still in the height of his physical prowess
pursuit of Conan has cost him many men. Conan strikes
and fame, in his mid-thirties with many adventures behind
a bargain with the Iranistani nobleman, agreeing to work
him. He has not strayed far from brigandry, though now he
together to rescue the Devi.
is more responsible and has proven himself adept at leading
Together, they assault Mount Yimsha, encountering
more than just companies of bandits and outlaws. Conan’s
much strange magic and many acolyte cultists of the Black
fame is considerable, and though he could easily find himself
Circle within. Kherim Shah and most of his men die against
an engagement and position within a king’s household as a
them, meeting horrible fates. Conan, however, kills the
guard captain or even a general, he is driven by his endless
Black Seers and the Master, and frees Yasmina. Escaping
thirst for exploration, for wealth, and for esteem.
the sorcerous redoubt, Conan and the Devi encounter a
Conan has continued to improve his skill Focus and
Turanian army sent by King Yezdigerd to capture Yasmina.
Expertise incrementally, and since his period as a brigand he
They are enmeshed in battle with Conan’s onetime allies,
has spent several thousand experience points on new talents,
the army of Afghuli hillmen.
learned new languages, and utterly acclimated himself to
This seemingly impossible predicament shifts dramat-
the way of the southeastern kingdoms. He’s poorer than
ically with the arrival of a Vendhyan army, sent to rescue
he has been prior, but his needs are met. Notably, Conan’s
the Devi. Seizing command of the Afghulis, Conan leads
Renown is such that everyone has heard of him, no matter
them to victory against the Turanians. Confronted with
how far he goes.
Yasmina as Queen of Vendhya with an army at his back,
Hither Came Conan 97
KHEMSA’S GIRDLE
Conan stared down at the girdle. The hair of which it was woven was not horse-hair. He was convinced that it was
woven of the thick black tresses of a woman. Set in the thick mesh were tiny jewels such as he had never seen. The
buckle was strangely made, in the form of a golden serpent head, flat, wedge-shaped and scaled with curious art.
If encountered after his exploits at Mount Yimsha, ■ Ward Against Wizardry: Any sorcery spell
Conan may still be in possession of an enchanted girdle directed at the wearer is increased in Difficulty
— a type of thick, woven belt — worn by the sorcerer by one step, and the wearer has 1 point of Soak
Khemsa until his death. Khemsa came by the belt against any physical or mental damage the
from a Stygian priest he slew, and though it protected magic would normally inflict. It also grants
him from magic for several years, it was not enough the wearer 1 free point of Momentum when
to overcome the magic mustered by four acolytes of casting counter magic.
the Black Circle, who slew Khemsa in a sorcerous duel.
■ Bolstering the Bold: Once per encounter, if
The belt has a curious means of protecting its
able, the wearer of the girdle can clasp it and
wearer and is extremely powerful, but does not convey
gain the effects of 1 Fortune point, which must
invulnerability, as Khemsa discovered. Indeed, it is
be spent within the same scene. This provides
stained with the blood of several of its prior owners.
the gamemaster with 3 Doom which cannot be
Nonetheless, it has the following qualities:
used directly against the player character wear-
Attacks Fall Astray: In circumstances where
ing the girdle.
chance determines whether a missed attack or acci-
dent might strike the wearer of the girdle (such as a The girdle offers no protection whatsoever against
Complication for a ranged weapon attack), it instead normal physical harm, such as from a weapon or a fall.
strikes another adjacent person, whether player The Girdle of Women’s Hair described on page 16 of
character or non-player character. Whenever this The Book of Skelos is another example of these artifacts,
occurs, the gamemaster gains 3 Doom. but this one is much more powerful and older.
CONAN THE WANDERER
AGILITY 10 BACKGROUND
Skill Exp Focus TN ■ Homeland: Cimmeria ■ Education: Educated on the Battlefield
Acrobatics +4 +4 14 ■ Caste: Barbaric ■ War Story: Defeated a Savage Beast
■ Caste Talents: Savage Dignity, ■ Languages: Cimmerian,
Melee +5 +5 15
Uncivilized Afghuli, Argossean, Aquilonian,
Stealth +4 +4 14
■ Story: Born on a Battlefield Hyperborean, Kothic, Kushite,
9 Trait: Born to Battle Nemedian, Nordheimer, Ophirian,
AWARENESS ■
Unforgiving 2
§
Zhaibar Knife (M): Reach 2, 8 , 1H,
Social
Standing
2
Parry +4 +4 15 ■ §
Brawl (M): Reach 1, 6 , 1H, Improvised, Stun Renown 6
Ranged ■ A Mighty Name (T): Range C, 8 §
mental, Stun Fortune 3
Weapons
+2 +1 13
■ Steely Glare (T): Range C, 4§ mental, Stun Gold 5+
Sailing +3 +3 15
TALENTS
INTELLIGENCE 9 ■ A Born Leader: Conan can, once per ■ Lightning Reflexes
Skill Exp Focus TN battle, re-roll any failed Command ■ Master Thief
Alchemy — — 9 test. ■ Might
Craft — — 9 ■ Accent ■ Nimble as a Cat
■ Ancient Bloodline: Atlantean ■ No Mercy
Healing +1 +1 10
■ Animal Magnetism: Most women (at ■ Polyglot
Linguistics +5 +3 14 the gamemaster's discretion) take a ■ Savage Dignity: Conan may roll an
Lore +2 +1 11 one step penalty when trying to resist additional d20 for any test to resist
Siegecraft +3 +2 12 Conan’s Persuade. being intimidated, persuaded, or
■ Agile impressed by a “civilized” person.
PERSONALITY 10 ■ Captain ■ Savage Instincts
Skill Exp Focus TN ■ Command ■ Strong Back
Animal ■ Courageous ■ Thief
+3 +2 13 Deflection Traveler’s Tongue
Handling ■ ■
Command +4 +3 14
■ Deft Blade ■ Uncivilized: Conan suffers one step
■ Dodge of Difficulty in social tests when deal-
Counsel +1 +1 11
■ Hardy ing with people from more civilized
Persuade +2 +2 12 ■ Healthy Superstition countries. However, his Upkeep is
Society +1 — 11 ■ Human Spider reduced by 2 Gold.
■ Inspiring Leader
WILLPOWER 10 ■ Knack for Survival: Conan may OTHER POSSESSIONS
Skill Exp Focus TN spend 1 Fortune point to survive even ■ Hillman's Garb
Discipline +4 +3 14 the most seemingly inescapable ■ Horse
Sorcery +1 — 11 death.
CHAPTER 7
Riven by the Cataclysm, having left the Vilayet Sea in its in contradiction to this Western stereotype. While the span
wake, the Thurian continent is evenly split between East between rice paddy farmer and emperor is no less vast than
and West. The ways of one are not the ways of the other; between serf and king, the former is connected by filial duty,
wanderers from the West ought not to assume their knowl- caste systems, and a sense of having a place in the world.
edge of humankind nor civilization applies to those forms Subtlety, ritual, and custom are the paths which lead
of each they shall meet as they move into those mysterious men and women of the East through the crude loam of
lands beyond the great sea. barbarism. These trails through the forest of life are given
East or West, all societies are predicated on traditions unto one generation and then the next. These are the walls
passed down from one generation to the next. Indeed, the of which even great cities cannot boast. These are sentinels
very idea of civilization, at least to a civilized individual, which even the legendary thief Shevatas himself could
is one of walls, metaphorical and otherwise. There are not slip past.
simply lines one does not cross or, if one does, you do so
circumspectly. The West takes great liberties with such a
loophole. The East does not. RITUAL AND CUSTOM
There is no small irony in the fact that ritual, custom, and
tradition are made paramount among the great civilizations
of the East and the so-called barbarians of the West. Both RITUAL
cultures have true respect for the past. What matters the Ritual is no more evident than in the vendetta system which
past to a Corinthian prince save that he can claim coin and governs Khitai. It applies to all, from the lowliest man to the
power by his association with it? Emperor himself. It is a structured order of killing. Reasons
For an Easterner, the West’s approach to tradition is must be sound and cleave to established precedent. Then,
barbarous. Western kingdoms are draped in finery and murder is not murder, but a justified act along the World
gold, but beneath they are no more than pigs. A low beggar Wheel. Where life and death are concerned, the Westerner
in Ayodhya would tell you a Western king would trade his is like to think only of survival. In the East, survival may
heritage for his weight in gold. Perhaps he is even right. No not be worthwhile if one loses honor, position, or respect.
matter, the Easterner believes so and, more importantly, acts Indeed, to the outlander, the lengths to which some go to
100 Chapter 7
CUSTOM
The lowest of the pillars on which tradition is held aloft,
custom serves as the cultural norm. One does not politely
break them, but breaking them is a sign of the buffoon, not
the outlander. Though, let it not be said that outlanders
do not constantly violate custom. However, Easterners
expect this if they’ve had any dealings with them. If not,
they are like to bid the outlander good day and refuse to
speak further with them.
Within Eastern societies themselves, though, custom
is not a thing taken lightly. While it is not as grave as filial
duty or ritual, it does mark a person’s stature in their cul-
ture. A farmer addresses another farmer in a certain, more
familiar, way. A landowner addresses the farmer in a polite
tone, but one which connotes less respect. This goes up
and down the ladders of stratification. In Vendhya, such
customs are esoteric and arcane to the point of variance
between one city and the next causing insult and possible
injury upon one’s person.
Custom is the least of bonds, but it is a bond nonetheless.
Do not venture there thinking their culture shall submit to
an outsider. Theirs is an old way, and it bends like a reed
in the wind. Outlanders are rigid, stick-like — they break
when the monsoons come. After, when morning alights on
field of battle, literal or otherwise, the reed remains intact.
The wood does not.
preserve honor before life is madness. The world is cruel.
One must be cruel to survive in it. Yet in Vendhya, they
teach different ways. In Khitai, they have different laws. In LOTUS ROAD
Kosala, a death is divine if by strangling, while a stabbing
is seen as inherently profane and an insult to Yajur. Were every other commonality dashed upon the edges
All things which demand ritual are not matters of life of the Vilayet, were every cause to speak with those from
and death, but ones of long-standing tradition. Birthed opposite corners of the world forgotten, the two disparate
of ancient histories and cultural synthesis that are more halves of the Thurian continent would still be bound by
ancient than writing itself. the Lotus Road.
Ceremonies exist for having tea, exchanging gifts, part- The Lotus Road is famous, if not entirely real. There is
ing for another wagon along a slim road, approaching a many a fakir in Yota-pong who’d sell a stranger a map of
temple, worshipping, birth, death — everything is bound the road itself, but no such thing exists.
by ritual. There exists a continuous line from the beginning Instead, the Lotus Road is a series of shifting trails used
of any man or woman to the first generation of their people. by merchants moving across the world. Stability in Eastern
To know that one practices the same rituals as those who nations has traditionally resulted in enormous trade oppor-
came before is not merely important, it is life-defining. tunities. The ability to take goods from Khitai to Turania is
The way of the east 101
FILIAL DUTY
JOURNEYS AND The first duty for most peoples of the East is to the family.
TRAVEL RULES From that strong trunk do all stalks grow in their time.
The family serves as the central unit around which a
The exploration of the East requires just that: exploration. village grows, and then a town, then a city and an empire.
The player characters will spend much of their time on No one, not even a ruler, ignores filial duty. To do so is to
the road, or on the dirt tracks, if that’s all that is available, turn one’s back on every foundation of society.
moving on toward their next adventure. But journeying in Even seeming “barbarians” such as the people of
the East is not the same as questing across the landscapes Hyrkania hold fast to filial duty. The elderly are venerated
of the Hyborian kingdoms. There, a map might contain as wise, the youth as the future. Where a Cimmerian
all one might want to know. Every notable location and might leave a weak stripling to die in the woods, a Skuda
relevant country. The East is too large for such a thing, would not. They have people to take care of the weak and
maps and directions both tend to be local. Restricted to a infirm until they are ready for the cold rapture of Erlik.
nation or, for larger empires, part of one. Giving a traveller Because one’s duty is to the family unit, the family
the next step in a long journey.877 Those who reside in the itself informs the character of the individual — and not
East have access to remarkably accurate cartography; but in any mere nurturing way. No, a person is their family
these maps are difficult to obtain, and this makes journeys name. Be it strong or weak, every man or woman born
dangerous and unpredictable. under celestial heavens labors under their family name
from birth to grave. Therefore, what one does as an
individual affects their family and, by extension, their
larger community and even the empire in which they all
dwell. Likewise, what they do falls upon the individual.
The sins of the father are passed along to each scion and
none would dream of abandoning them.
In this life or the next, all filial debts are paid.
LONE WOLVES
AND VAGABONDS
Seekers, those whose blood burns from thirst unquenched,
come to the East where, tales say, answers are to be had. To
what questions? All of them, of course. And so, come the
loners, the solitary wolves, and vagabonds — drawn, as if
metal to a lodestone, to the mysteries of the East. Do they
find answers? Mostly, they find only confusing customs,
strange lands, and often harsh trials. Some, though, find
what those in the west might call fulfilment… but these are
few and it is only the fool that thinks the East exists to quell
Western restlessness. All the mysteries of the Hyborian
kingdoms are but a drop of saltwater compared to the
depths of the enigmas that comprise the East.
The way of the east 103
EASTERN THEMES
Each of Howard’s tales focuses on one (or more) themes.
Conan struggles against men, beasts, nature, and even
his own character. So, too, should Conan players expe-
rience a variety of themes in their adventures. While
the gamemaster can import almost any theme from the
published adventures into the East, here are some ideas
for specifically Eastern-flavored themes upon which to
hang a plot or, if fortune dictates, upon which the player
characters may hang themselves.
Intricate Plots was later killed over a point of decorum. His name was
Only the machinations of Stygian wizards, it is said, com- never recorded.
pare to the intricate webs and schemes woven by master
tacticians in the East. Hyborian kingdoms want results, Gods vs. Forces
and they want them now. Eastern kingdoms are patient, For many in the West, gods make the world move. In the
they wait years and even generations to achieve their East, forces less anthropomorphized are recognized. The
aims. This is a contrast between self and community Way is the prime example of such a force, though it takes
which sharply draws a curtain between the two cultures. a lifetime to understand its basic precepts.
The younger Hyborian kingdoms are like Conan as a Nevertheless, the cyclical nature of time and tide is
brash youth — quick to anger and quicker to draw a blade better respected by Easterners. All the kingdoms of the
before hurling themselves into the fray. Older kingdoms, Hyborians might fit in the span of a single Khitan dynasty,
like Stygia, Khitai, and Vendhya assess conditions. They or so their scholars would have you believe. Ebb and flow,
plan. They push the advantage when they have it and black and white, sun and moon, pace about the Earth to
retreat when necessary. Aquilonian scholars have said, remind man of his small place in the mechanistic cosmos.
long after King Conan vanished from the Earth, that no The stars that wheel above dictate the repetition of
small amount of his military acumen was learned from given cycles and, for diviners, can reveal the future with
the war-masters in the East. great precision. Seasons pass, as do lives; the inherent
For any given campaign, this means the linear plot transitory nature of the world seats itself at the heart
should be constantly disrupted. The obvious foe proves of any contemplative existence.
a fake. The treasure sought proves a trap which leads to Whether these forces are any more real than gods,
yet another trap. Wizards and nobles have plans within no scholar can say, but the lens through which a master
plans. The gears of their plotting grind ever finer. The of the Way and a high priest of Set see the world is very
piece or clue picked up proves not one of a hundred but different. Who is right does not matter. Whose civili-
a thousand, and one must find the majority of said pieces zation can endure the cycles of barbarism and enlight-
to complete the picture. enment does.
The Journey
Conan’s own tale is a journey — from brash youth sure of
the world to king for whom all the thrones of the Earth
are but different variations of the same. He moves across
the topography of both the world and the self. His journey
is that of man constantly wandering until, at the end of
his saga, he settles on a throne… though it is said there
he did not remain but took again off to parts unknown.
This peripatetic nature takes two forms for the gam-
emaster — that of the physical journey and that of the
characters’ arcs. Change suffuses Conan’s adventures,
and while plots may recur, places and people shift as the
barbarian becomes a world traveler and leaves some sim-
pler aspect of self behind in the gloomy hills of Cimmeria. and tradition as their sandaled feet tread new trails
A player character need not undertake such epic through unmapped arboreal forests, cruel deserts, and
character arcs, but it could be a lot more fun if they the expectations of civilization.
did. One should consider the journey always as paired Embrace the unmapped territory, the unknown coun-
twins — one the map of the land, the other of the soul. try, for there lies discovery. One wanders not merely out
Beyond the fall of sword on shield, the cracking of bone, of circumstance but out of internal need. Player charac-
the confrontation with demons, Howard’s work says ters are often, by their nature, wanderers. They are ill at
something fundamental about the human journey. ease in settled places and seek danger and adventure
A perfectly fulfilling and enjoyable campaign can as a way of life. There is no greater journey to be had in
ignore the inner aspect of a journey — and may even take the Hyborian Age than from one end of the world to the
place within a single locale — but that misses something next. May the player characters choose to take it, and
great about the nature of Howard’s tales. They were full may they grow — or at least survive — if they do.
of strangers in strange lands who learned local custom
106 Chapter 7
BETWEEN WANDERINGS
Just as in the West, player characters beyond the Vilayet Sea stop and find trouble, fortune, amusement, and more between
their adventures. The nature of these interlude encounters is sometimes familiar, but more often not. For native Eastern
player characters, such situations as found below are navigable. For the outlander, a mere misunderstanding can prove deadly.
The following two tables offer alternatives to the Carousing tables found in the Conan corebook and various supplements.
Each Trouble result is divided by Native and Outlander results, depending on from where the most player characters
originate. The gamemaster is free to use them as desired, hopefully emphasizing the differences between the Far East
and those storied Hyborian kingdoms Conan trod beneath his sandaled feet.
EASTERN TROUBLE
Effects Example Trouble Caused
1–2 Native: The player character gets rowdy and offends a merchant, settler, or garrison soldier.
All further Personality-based tests in this area are increased by one step of Difficulty.
Outlander: The player character inadvertently crosses the border and trespasses on native lands, causing
the ire of the local authorities. They are pointedly told to leave, unwelcome further.
Any continued presence in the area is met with violence.
3–4 Native: The player character escalates a drunken argument into a feud with soldiers, requiring a consider-
able amount of effort to amend the insult to propriety. This costs 2§Gold to remedy (minimum 1).
Outlander: The player character kills or injures a native in a brawl, for which they are thrown into a jail
while their freedom is sought by their allies. This requires a prolonged struggle that can only be remedied
with successful Challenging (D2) Persuade or Society tests. If these rolls are not successful, 2 Gold may be
substituted for each failure.
5+ Native: The player character’s revels are so odious to those nearby that the authorities are summoned in
force, surrounding the establishment they inhabit. They are forced to pay 3 § Gold to make up for this
gross faux pas, or or suffer 1 point of Despair for each Gold they cannot pay. While in the area, their Renown
is decreased by –2 and Upkeep is increased by 1 Gold.
Outlander: The player character manages to somehow antagonize the entire town they are in, or a sizable
group or culture, and thus is chased out of the area at high speed. Half of their existing Gold (round up) is
lost due to their rapid departure and they now must contend with the authorities should they choose to
return to the region, with the punishment either imprisonment or execution.
Passing through the crowded streets of the city, the player character becomes engaged in a
game of some description — in Vendhya, it might be moksha-patamu, in Khitai it might be a
Board variation of mancala — with a local. A successful Daunting (D3) Insight test is enough to win
11
Gaming and earn the player character 2 Gold. But the local offers another game, with 10 Gold as the
next bet… this time, the player character needs to make an Epic (D5) Observation test to win.
Will they take the chance?
108 Chapter 7
Tall, austere, and bearing a blade almost as tall as herself, the woman sits at your table and
places 5 Gold in front of the player character. Her town is under attack from a nearby bandit
A Call to
15 chief, she explains, and she is searching for warriors who might defend it. Will the player
Arms
character heed the call? She is willing to pay 5 Gold now, and a further 20 Gold after the
bandit chief has been driven off.
While walking through a crowded marketplace, the player character is warmly embraced by
Invitation to
16 an elderly man and invited to join in the festivities at a local wedding. The player character
a Wedding
gains 1 Gold and one ration of food — as part of the gifts given out to all attendees.
As the player characters pass through a clearing in the forest, they encounter a dozen people
crowded around something on the floor. It is the corpse of a dead snake, with no visible
The Dead marks to explain its passing. In the East, this is a well-known omen of death. Those who
17
Snake are crowded around it believe that the first to leave the snake’s side will die. Will the player
characters leave and continue their journey? Or will they too wait… and who will they meet
if they do so?
The roads and cities of the mighty East are paid for via regular taxes. The Emperor of Khitai
and the King of Vendhya both rely on their tax collectors who pass through the kingdom,
Imperious
gathering their due and sending it back to the capital. The player character is stopped by a
18 Tax
pair of these important officials, who treat the traveling adventurers with barely disguised
Collectors
contempt, demanding the payment of 3 Gold or else they will face the wrath of the ruler. Do
the player characters pay? And if they do not, how do they deal with the grasping collectors?
The player characters’ striking resemblance to a well-known rogue and ruffian (and it is just a
coincidence… isn’t it?) has resulted in them being challenged to a duel by the person whose
An honor the player character might have slighted. The player character can fight this duel
19 Unfortunate (the gamemaster should use the statistics of an appropriate character from the Encounters
Coincidence… chapter of this book or the Conan corebook), or simply run away. Victory grants 1 point of
Renown and 2 Gold. Dodging it reduces Renown by 1 point… though the player character
gets to keep their life.
In ancient myth, there is talk of “the God’s Breath”, a breeze which on occasion sweeps down
from the nearby mountain, invigorating all who feel it. This time, the player character is in
The God’s
20 the right place at the right time, as the healing wind sweeps down into the town where they
Breath
are. The player character starts with 1 free point of Momentum in the pool at the start of the
next adventure which only they can use.
CHAPTER 8
Vicious 1
§
Throwing Axe (M): Range M, 3 , 1H, Thrown, service and to bring ruin and a loss of status.
Her past is her own, but in truth she was a caravan fol-
■
Unforgiving 2
§
Zhaibar Knife (M): Reach 2, 6 , 1H, lower upon a route from Stygia to Khitai, having been left
behind as a child by a Hyborian campaign that was defeated
■ Steely Glare (T): Range C, 2 §
mental, Stun south of the Styx. With the alternative slavery, Roxelena
attached herself to a group of traders heading east. She
SPECIAL ABILITIES kept her eyes and ears open, and learned what she could
■ Afghuli Hillman: Hamar ignores one step of — negotiation, swordsmanship, and culture — all to keep
Difficulty from any Movement or Senses tests herself alive and capable. She ended up in a Turanian lord’s
performed in a hilly or mountainous environment. harem, sold for a handful of coins. Once there, she studied
■ Pit-fighter: Through rough experience fighting in with the tutors and servants of the household, particularly
close quarters, Hamar can use all Reach 2 weap- the arts of the apothecary, learning which herbs could be
ons as if they were Reach 1. used to coax longer life and health, and which could end it.
■ Son of the Axe: Taught a variety of unconven- Roxelena rose in status within the harem and helped
tional axe-fighting techniques by his mysterious guide her husband to supremacy over his older brothers,
captors, Hamar adds the Knockdown and Parrying eventually taking his father’s estate. Inevitably, his atten-
Qualities to his battleaxe in combat. tions went to wine, riches, conquest, and other women. She
abandoned him in turn, leaving him to his own fate, falling
Wanderers of the Age 111
in battle in defense of his throne. Freed, Roxelena left Turan DOOM SPENDS
and sought fortune elsewhere, wandering as an adventurer, ■ Kingmaker: After agreeing to serve them,
putting her unique combination of talents to use. Roxelena can spend 5 Doom upon one she deems
as her ‘patron’, provided she has requested a boon
ATTRIBUTES from them. If they granted the boon, they may
Awareness Intelligence Personality Willpower eventually find their path to the throne, and if
10 9 11 9 it was refused, ruin will follow. Roxelena has no
Agility Brawn Coordination control over this outcome and it may be entirely
coincidental, but she believes it nonetheless
9 8 8
and has examples from her personal history to
FIELDS OF EXPERTISE support it.
Combat 2 Movement 1 ■ Expert Poisoner: Roxelena always has a few
doses of black lotus-based poisons and antidotes
Fortitude 1 Senses 1
at hand, ready for use. She may pay 1 Doom to
Knowledge 2 Social 3 have a dose of poison ready for use, doing 2§ per
STRESS & SOAK dose, or can spend 2 Doom for a 4 § poison. She
carries antidotes costing X Doom, with X equal to
Stress: Vigor 9, Resolve 10
■
Courage 1
ATTACKS
■ §
Tulwar (M): Reach 2, 4 , 1H, Cavalry 1, Parrying
■ §
Saber (M): Reach 2, 3 , 1H, Cavalry 1, Parrying
■
Thrown, Unforgiving 1
§
Dagger (M): Reach 1, 3 , 1H, Hidden 1, Parrying,
Volley
§
Throwing Knife (R): Range C, 3 , 1H, Hidden 1,
SPECIAL ABILITIES
■ Adaptability: Accustomed to the life of a trader
upon the caravan roads, Roxelena can adapt to
new circumstances with aplomb. She reduces any
Social tests by one step of Difficulty when dealing
with newcomers.
■ Hand-crafted Tulwar: Roxelena wields a tulwar
crafted for her and scaled to suit her frame. It
is a one-handed weapon and does not have the
Unbalanced Quality.
■ Seductive Appeal: Roxelena can specifically
make herself more appealing to anyone she
desires, letting her re-roll any failed d20s on
Social tests in matters of seduction. She must
accept the results of the second roll, however.
INDEX
Adventures in the East. . . . . . . . . . . . . . . . 66 Yeng-Du (Toughened) . . . . . . . . . . . . . . . . . 87 A History of Khitai . . . . . . . . . . . . . . . . . . . 46
Natives of the East . . . . . . . . . . . . . . . . . . . . 67 Zheng of Khitai (Nemesis). . . . . . . . . . . . . . 93 Khitan Art, Culture, and Religion . . . . . . . 47
Stranger in a Strange Land. . . . . . . . . . . . 66 Erlik.9, 10, 12, 13, 31, 32, 37, 38, 39, 40, 41, The Hidden Kingdom. . . . . . . . . . . . . . . . . . 47
Afghuli. . 7, 8, 13, 24, 30, 32, 35, 62, 63, 95, 42, 62, 63, 66, 70, 72, 101 Khorbhul. . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
96, 98, 109, 110 Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Khurum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Afghulistan. 4, 8, 28, 30, 33, 35, 36, 58, 95 Foreigners Purged From Khitai . . . . . . . . . 65 Kirowan, Jack. . . . . . . . . . . . . . . 3, 69, 73, 74
After the Fall of Yimsha . . . . . . . . . . . . . . 67 Palace Coup. . . . . . . . . . . . . . . . . . . . . . . . . 64 Kosala. 7, 8, 9, 23, 25, 38, 51, 71, 73, 74, 77
Appearance. . . . . . . . . . . . . . . . . . . . . . . . . . 24 Politics, Social Events, & War. . . . . . . . . . . 63 A History of Kosala. . . . . . . . . . . . . . . . . . . . 51
Asura. . . . . . . 8, 9, 58, 59, 60, 61, 69, 70, 73 The Cults of Erlik Unite. . . . . . . . . . . . . . . . 65 Kosalan Art, Culture, and Religion . . . . . . 52
Asura of the Parted Veil. . . . . . . . . . . . . . . 69 The Scourge of Plague. . . . . . . . . . . . . . . . . 62 Outlanders in Kosala . . . . . . . . . . . . . . . . . . 52
Ayodhya. . . . . . . . 47, 54, 58, 60, 61, 99, 103 Unnatural Events . . . . . . . . . . . . . . . . . . . . 66 The Gift of Yajur . . . . . . . . . . . . . . . . . . . . . . 52
Between Wanderings. . . . . . . . . . . . . . . . 106 War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Kosalan Technology. . . . . . . . . . . . . . . . . . 74
Eastern Carousing Events. . . . . . . . . . . . 106 Final Touches. . . . . . . . . . . . . . . . . . . . . . . . 23 Lotus Road. . . . . . . . . . . . . . . . . . . . . . . . . . 101
Eastern Trouble. . . . . . . . . . . . . . . . . . . . . 106 "Fire Jewel of Hell, The" . . . . . . . . . . . . . . . 36 Mandate of Heaven, The. . . . . . . . . . . . . . 47
Black Seers of Yimsha. . . . . . . . . . . . . . . . . . . Gear & Equipment . . . . . . . . . . . . . . . . . . . 25 Master of Yimsha . . . 30, 34, 83, 91, 92, 95
33, 34, 35, 78, 89, 91, 95, 96 Ghulistan. . . . . . . . . . . . . . . . . . . 7, 8, 9, 11, 16, Messengers of Yimsha. . . . . . . . . . . . . . . . 35
Castes . . 4, 5, 8, 9, 10, 13, 24, 25, 48, 53, 54, 23, 24, 28, 29, 30, 31, 32, 33, 34, 35, 36, Mount Yimsha. . . . . . . . . . . . . . . . . . . . . . . . . .
58, 59, 60, 75, 88, 98, 99 45, 61, 71, 73, 79, 82, 88, 92, 95 30, 33, 35, 67, 78, 83, 91, 95, 96, 97
Caste Descriptions . . . . . . . . . . . . . . . . . . . . 10 Ghuli Art, Culture, and Religion . . . . . . . . 31 Necronomicon, The . . . . . . . . . . . . . . . . . . 36
Vendhyan Castes. . . . . . . . . . . . . . . . . . . . . . . 9 Ghulistan Unchanged . . . . . . . . . . . . . . . . 30 New Quality: Paired. . . . . . . . . . . . . . . . . . 27
Conan the Wanderer. . . . . . . . . . . . 2, 96, 98 History of Ghulistan. . . . . . . . . . . . . . . . . . . 29 Old Ones' War, The. . . . . . . . . . . . . . . . . . . 50
Costigan, Steve. . . . . . . . 3, 6, 30, 63, 70, 94 Leaders in Ghulistan . . . . . . . . . . . . . . . . . . 32 Paikang, the Imperial City. . . . . . . . . . . . . . .
Eastern Archetypes . . . . . . . . . . . . . . . . . . 13 Outlanders in Ghulistan. . . . . . . . . . . . . . . 31 4, 16, 38, 42, 47, 48, 50
Beggar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Ghulistan Proverbs. . . . . . . . . . . . . . . . . . . 31 Personal Belongings and Garments . . . 23
Court Official. . . . . . . . . . . . . . . . . . . . . . . . . 14 Ghulistan's Ruins . . . . . . . . . . . . . . . . . . . . 35 Peshkhauri . . . . . . . . . . . . . . . . 60, 61, 88, 95
Emissary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 The City of Evil . . . . . . . . . . . . . . . . . . . . . . . 36 Priests of Yun. . . . . . . . . . . . . . . . . . . . . 50, 51
Horse Nomad . . . . . . . . . . . . . . . . . . . . . . . . 15 The Copper Dome. . . . . . . . . . . . . . . . . . . . . 35 Realm of Hungry Ghosts, The. . . . . . . . . 77
Mystic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 The Red Tower. . . . . . . . . . . . . . . . . . . . . . . . 35 Ritual of the Shadow, The. . . . . . . . . . . . . 41
Vagabond. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Hamar. . . . . . . . . . . . . . . . . . . . . . . . . . 109, 110 Roxelena "The Kingmaker". . . . . . . . . . 110
Eastern Arms and Armor. . . . . . . . . . . . . 27 Heart of Erlik, The . . . . . . . . . . . . . . . . . . . 72 Sabatea. . . . . . . . . . . . . . . . . . . . 54, 55, 56, 57
Eastern Educations. . . . . . . . . . . . . . . . . . . 16 Himelian Mountains . . . . . . . . . . . . . . . . . . . . A Brief History of Sabatea. . . . . . . . . . . . . . 54
Eastern Names. . . . . . . . . . . . . . . . . . . . . . . 23 8, 11, 30, 31, 32, 33, 34, 35, 61, 62, 74, 88 In the Shadow of Iranistan . . . . . . . . . . . . . 55
Eastern Sorcery. . . . . . . . . . . . . . . . . . . . . . . 71 Howardian Science Fantasy. . . . . . . . . . . 76 Sabatean Art, Culture, and Religion . . . . . 55
Eastern Stories. . . . . . . . . . . . . . . . . . . . . . . . 11 Hyrkania . 7, 8, 9, 23, 35, 37, 38, 39, 40, 41, The Annulet of Three. . . . . . . . . . . . . . . . . . 56
Eastern War Stories . . . . . . . . . . . . . . . . . . 18 42, 43, 46, 47, 54, 58, 60, 61, 62, 63, 65, Sabatean Ruins . . . . . . . . . . . . . . . . . . . . . . 57
Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 78 66, 70, 71, 80, 81, 101, 102, 103 Susidon, the Great City. . . . . . . . . . . . 44, 45
Acolyte of the Black Circle (Minion, History of Hyrkania. . . . . . . . . . . . . . . . . . . 37 Iranistani Art, Culture, and Religion. . . . . 45
Toughened). . . . . . . . . . . . . . . . . . . . . . . . 78 Hyrkania and Civilization. . . . . . . . . . . . . . 38 Swamps of the Dead. . . . . . . . . . . . 51, 66, 72
Afghuli Tribal Warrior (Minion, Hyrkanian Art, Culture, and Religion. . . . 39 Tarantia . . . . . . . . . . . . . . . . . . . . . . . 50, 57, 99
Toughened). . . . . . . . . . . . . . . . . . . . . . . . 79 The Nomad Land . . . . . . . . . . . . . . . . . . . . . 38 Transportation. . . . . . . . . . . . . . . . . . . . . . . 26
Black Seer (Nemesis) . . . . . . . . . . . . . . . . . . 83 Hyrkanian Horse Clans. . . . . . . . . . . . 40, 58 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Bunda Chand, King of Vendhya Alkhon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Djong . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
(Nemesis) . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Hyrkanians . . . . . . . . . . . . . . . . . . . . . . . . . 40 Junk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Chunder Shan, Governor of Peshkha Kazars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Vendhya. . . . . . . . . . 2, 4, 7, 8, 10, 13, 14, 20,
(Nemesis) . . . . . . . . . . . . . . . . . . . . . . . . . 88 Kunnak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 23, 24, 25, 26, 27, 28, 29, 30, 38, 44, 46,
Dragon, Khitan (Nemesis). . . . . . . . . . . . . . 84 Old Lemurians . . . . . . . . . . . . . . . . . . . . . . . 42 47, 51, 52, 53, 57, 59, 60, 61, 67, 71, 77
Eagle, Hunting (Minion). . . . . . . . . . . . . . . 81 Skuda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 A History of Vendhya. . . . . . . . . . . . . . . . . . 57
Elephant (Toughened). . . . . . . . . . . . . . . . . 82 Tashtyk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Outlanders in Vendhya . . . . . . . . . . . . . . . . 58
Falcon, Hunting (Minion). . . . . . . . . . . . . . 81 Improvement Items & Facilities. . . . . . . 25 The Sleeping Giant. . . . . . . . . . . . . . . . . . . . 58
Gitara (Toughened) . . . . . . . . . . . . . . . . . . 89 Iranistan . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 7, Vendhyan Art, Culture, and Religion . . . . 58
Hill-Hound (Minion). . . . . . . . . . . . . . . . . . 82 8, 9, 14, 23, 24, 33, 36, 40, 43, 44, 45, 46, Wanderer Talents . . . . . . . . . . . . . . . . . . . . 19
Hyrkanian Nomad (Toughened) . . . . . . . 80 54, 55, 56, 57, 67, 70, 71, 90, 95, 96 Falconry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Kerim Shah (Nemesis). . . . . . . . . . . . . . . . 90 A History of Iranistan. . . . . . . . . . . . . . . . . . 43 Martial Arts. . . . . . . . . . . . . . . . . . . . . . . . . 20
Khemsa (Nemesis) . . . . . . . . . . . . . . . . . . . 90 A Nation in Unrest . . . . . . . . . . . . . . . . . . . . 44 Philosophy. . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Martial Arts Disciple (Minion, Outlanders in Iranistan. . . . . . . . . . . . . . . . 44 Wise Master. . . . . . . . . . . . . . . . . . . . . . . . . . 22
Toughened). . . . . . . . . . . . . . . . . . . . . . . . 80 Jungles of Khitai . . . . . . . . 2, 4, 7, 37, 49, 50 Weapon and Provenance. . . . . . . . . . . . . . 24
Owl, Hunting (Minion) . . . . . . . . . . . . . . . . 82 Keep of the Blood-Stained God, The. . . 36 World Wheel, The. . . . . . . . . . . . . . . . . . . . 75
Warrior, Terracotta (Toughened). . . . . . . . 85 Khemsa's Girdle. . . . . . . . . . . . . . . . . . . . . . 97 Yag. . . . . . . . . . . . . . . . . . . . . . . . . . . 50, 66, 73
Yaggite (Nemesis). . . . . . . . . . . . . . . . . . . . 86 Khitai . . . . . . . . . . . . 2, 4, 5, 7, 8, 9, 13, 14, 16, Yajur of the Seven Tongues. . . . . . . . . . 8, 71
Yar Afzal, Chief of the Wazuli (Nemesis). . 92 20, 23, 24, 25, 26, 28, 33, 37, 38, 39, 40, Yota-pong. . . . . . . . . . . . . . 52, 53, 54, 71, 101
Yasmina, Devi of Vendhya (Toughened). . 92 41, 42, 45, 46, 47, 48, 49, 50, 56, 57, 58 Zhaibar Pass. . . . . . . . . . . . . . . . . . . . . . . . . 34
EXPLORE NEW WORLDS
STARFLEET NEEDS
A NEW CREW
WELCOME TO YOUR NEW ASSIGNMENT, CAPTAIN.
YOUR CONTINUING MISSION, TO EXPLORE STRANGE
NEW WORLDS, TO SEEK OUT NEW LIFE AND NEW CIVILIZATIONS,
TO BOLDLY GO WHERE NO ONE HAS GONE BEFORE...
Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new
discoveries await keen explorers of Starfleet. Your duties may take you to the edges
of known space, or to Federation colonies in need, to the borders of neighboring
galactic powers or into the eye of interstellar phenomena. Your ship and your crew
epitomize the best Starfleet and the United Federation of Planets has to offer,
CORE RULEBOOK
have never been in higher demand.
■ Create your own Star Trek stories ■ A full catalogue of aliens and
of discovery and adventure on the antagonists including Klingons,
final frontier. Romulans, Cardassians, the Borg,
and the Dominion.
■ Complete 2d20 game system
adapted for Star Trek Adventures. ■ Brought to you by a team of expert
Star Trek writers including writers
■ An extensive exploration of the from previous editions of Star Trek
United Federation of Planets and roleplaying games and other
its galactic neighbors in the Alpha, gaming talent.
Beta and Gamma Quadrants.
■ Personal logs and intercepted
■ Guidelines for Gamemasters old and communications by Starfleet
new, on how to run an adventure of Intelligence provide a new
exploration and discovery for the perspective on Star Trek and
crew of a Federation starship. its events.
MUH051060
ISBN 978-1-910132-85-2
45-60 10+ 1- 4
10-30 8+ 2- 4
MATT LEACOCK
DESIGNED BY
45-60 10+ 1- 4
10-30 8+ 2- 4
MATT LEACOCK
DESIGNED BY
DESIGNED BY
MATT LEACOCK
2- 4 8+ 10-30
1- 4 10+ 45-60
DESIGNED BY
MATT LEACOCK
2- 4 8+ 10-30
1- 4 10+ 45-60
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