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  BARBARIANS of LEMURIA
  wj iowjd  wd ida l qds okqpdkes nick riggs was hered w
   a sword and sorcery roleplaying game  
  by Simon Washbourne
  Tanaël Ghazarian (order #7051416)
  
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  BARBARIANS of LEMURIA
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  Writing 
  Simon Washbourne 
  Cover art 
  Peter Frain
  Interior artwork 
  Peter Frain, Jenna Fowler, John Blaszczyk  
  and Glynn Seal
  Cartography 
  Map of Lemuria – Robert Altbauer  
  www.fantasy-map.net 
  Interior cartography – Glynn Seal  
  www.monkeyblooddesign.co.uk
  Kickstarter, production and graphic design 
  Phil Garrad
  Editing and layout 
  Nick Riggs
  Playtesters 
  Alison Richards, Ian Greenwood, Mike Richards, 
  Paul Simonet, Nigel Uzzell, Janine Uzzell,  
  Robert Irwin, Annette Washbourne
  Kickstarter-backer proofreaders 
  Anthony Lewis, K Peterson, Chris Clouser,  
  Alex Woodrow
  Cults and Organisations
  Alex Hanna, The Arena of Thorns 
  Camilla Chalcraft, The Daughters of Degara  
  Alexander Graeme Hunt, The Brotherhood of the 
  Purple Turalon
   
  Thanks to
   
  4 Amel Barrientos, Andrew “The Venomous Pao” 
  Trent, Billy Simson, Cameron Smith, Chris 
  Harper, Chris Rutkowsky, Dave Bell, Frank 
  Williams, Garnett Elliott, Günther Lietz, Joseph 
  C Wolf, Keith Vaughn, Marc Meischke, Mike 
  Hill, Mike Richards, Nathaniel Torson, Robert 
  Davis, David Bezio.
   
  4 The members of the old Lords of Lemuria and 
  the new Champions of Lemuria forums, and 
  the BoL Yahoo and Google+ groups.
   
  4 Battlefield Rounds – These rules have been 
  adapted from those that originally appeared in 
  the Honor + Intrigue swashbuckling adaptation 
  of the BoL system, by Chris Rutkowsky.
   
  4 Ship-to-Ship Battles – These rules have been 
  adapted from those originally appearing in the 
  Heroes of Hellas adaptation of the BoL system, 
  by Chris Harper.
   
  4 Inspiration for the map and locations of the 
  lands to the north of Lemuria – Chris Haba.
   
  4 ...And special thanks to my understanding 
  wife Annette.
   
  Influences
  Lin Carter, Thongor of Lemuria; C L Moore, Jirel of 
  Joiry; Clark Ashton Smith, The Zothique Cycle and 
  Hyperborean Tales; Edgar Rice Burroughs, Barsoom 
  series; Fritz Leiber, Fafhrd and the Grey Mouser; 
  John Jakes, Brak the Barbarian; Karl Edward 
  Wagner, Kane, the Mystic Swordsman; Michael 
  Moorcock, Elric of Melniboné; Robert. E. Howard, 
  Conan the Barbarian, King Kull, Solomon Kane, 
  Bran Mak Morn, Cormac Mac Art
  Barbarians of Lemuria
  © Simon Washbourne
  Mythic Edition version 2.6
  Tanaël Ghazarian (order #7051416)
  
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  BARBARIANS of LEMURIA
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  Contents
  INTRODUCING LEMURIA .................... 8
  Sword and Sorcery ......................................8
  Barbarians of Lemuria ................................9
  Role Playing ..................................................9
  The Players ........................................................9
  The Game Master .............................................9
  Key Terms ...................................................10
  Simple Rules...............................................11
  Careers ............................................................ 11
  Attributes ........................................................ 12
  Combat Abilities ............................................ 12
  Traits ............................................................... 12
  House Rules .................................................... 12
  The Core Mechanic ....................................... 12
  When to use the Core Mechanic ........................12
  CREATING A HERO ............................. 13
  Hero Origin and Concept ........................13
  Attributes ...................................................13
  Strength ........................................................... 14
  Agility .............................................................. 14
  Mind ................................................................. 14
  Appeal ............................................................. 15
  Combat abilities ........................................15
  Initiative .......................................................... 15
  Melee ................................................................ 15
  Ranged ............................................................ 15
  Defence ............................................................ 16
  Traits: Boons and Flaws ...........................16
  Lifeblood .....................................................16
  Recovering lost lifeblood .............................. 16
  Stabilizing the dying ..................................... 17
  Lifeblood for NPCs ......................................... 17
  Hero Points .................................................17
  Heroic Beginnings .....................................17
  Origins ............................................................. 17
  Regional traits ................................................ 18
  Beshaar Desert .....................................................18
  Empty Lands .........................................................19
  Festrel Swamp ......................................................19
  Fire Coast ..............................................................19
  Halakh ...................................................................19
  Kasht Swamp ........................................................19
  Klaar ......................................................................19
  Lysor .......................................................................20
  Malakut ..................................................................20
  Oomis .....................................................................21
  Parsool ...................................................................21
  Pirate Isles .............................................................21
  Qo and Qush Jungles ..........................................21
  Satarla ...................................................................22
  Shamballah ...........................................................22
  Tyrus ......................................................................22
  Urceb ......................................................................22
  Valgard ..................................................................22
  Zalut .......................................................................22
  Heroic Careers ...........................................23
  Overview ......................................................... 23
  Choosing your careers.................................. 23
  Career path .................................................... 23
  Alchemist ........................................................ 24
  Assassin ........................................................... 25
  Barbarian ........................................................ 26
  Beastmaster .................................................... 27
  Beggar ............................................................. 28
  Blacksmith ...................................................... 29
  Dancer ............................................................. 30
  Executioner ..................................................... 31
  Farmer ............................................................. 32
  Gladiator ......................................................... 33
  Hunter ............................................................. 34
  Magician .......................................................... 35
  Merchant ......................................................... 36
  Mercenary ....................................................... 37
  Minstrel ............................................................ 38
  Noble ................................................................ 39
  Physician ......................................................... 40
  Priest ................................................................ 41
  Sailor ................................................................ 42
  Scribe ............................................................... 43
  Sky-Pilot ........................................................... 44
  Slave ................................................................. 45
  Soldier .............................................................. 46
  Temptress ....................................................... 47
  Thief ................................................................. 48
  Tanaël Ghazarian (order #7051416)
  
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  Worker ............................................................. 49
  On creating new careers .............................. 50
  List of Boons and Flaws ...........................50
  Boons ................................................................ 50
  Flaws ................................................................ 52
  Languages ...................................................54
  Reading unknown texts ................................ 55
  Understanding strange languages ............. 55
  The Trappings of Heroes .........................56
  Starting gear .................................................. 56
  Using the right weapon for the job ............ 56
  Weapons .......................................................... 57
  Armour ............................................................ 58
  No Armour ............................................................58
  Light Armour ........................................................58
  Medium Armour ..................................................59
  Heavy Armour ......................................................59
  Helmets ..................................................................59
  Shields ....................................................................59
  Hero Creation Summary ..........................60
  THE PATH TO GLORY ........................ 61
  Performing Actions ..................................61
  The effects of Boons and Flaws ................... 61
  Modifiers ......................................................... 61
  Automatic Success ......................................... 61
  Automatic Failure .......................................... 61
  Task Modifiers ................................................ 62
  Using Hero Points .......................................... 62
  A Twist of Fate .....................................................62
  Defy Death ............................................................62
  Splintered Shield, Shattered Sword ..................63
  Luck of the Gods ..................................................63
  Mighty Success......................................................63
  Legendary Success ...............................................63
  Shake Off Wounds ...............................................63
  Decide with the GM .............................................63
  Regaining used Hero Points ...............................63
  Bloody Blades: Combat ............................64
  Who acts first? ................................................ 64
  Priority Roll modifiers .........................................64
  Priority Roll examples .........................................64
  Optional delays and performing an interrupt 65
  Movement and distance ............................... 65
  Resolving Attacks .......................................... 66
  Attack Roll examples ...........................................66
  Ranged weapons ..................................................66
  Resolving the effect of a hit ......................... 66
  Hitting damage examples ..................................67
  Careers and combat ..................................... 67
  Combat options .............................................. 67
  WARS OF LEMURIA ............................. 68
  Land Battles ................................................68
  Rate of March ................................................. 68
  The Composition of Armies ......................... 68
  Sorcery on the Battlefield ............................. 69
  Battlefield Rounds ......................................... 69
  Army Rating ................................................... 69
  Resolving a Battlefield Combat ................... 70
  Heroic Actions ................................................ 71
  Warfare at Sea ............................................72
  Ship-to-ship battles ........................................ 72
  Ranges at sea ................................................. 72
  Sea battle round ...................................................73
  Manoeuvres .................................................... 73
  Run/Close ..............................................................73
  Ram ........................................................................73
  Oar Rake ...............................................................73
  Grapple ..................................................................73
  Break Free .............................................................74
  Attacking ships .............................................. 74
  Missile .....................................................................74
  Catapult .................................................................74
  Fire Machine .........................................................74
  Boarding ................................................................74
  Damage ........................................................... 75
  Repairs ............................................................ 75
  Fire ..........................................................................75
  Sinking ...................................................................75
  Example ships ................................................. 75
  Small Sailing Ship ................................................75
  Large Sailing Ship ................................................76
  Small War Galley or Merchant Galley .............76
  Medium War Galley .............................................76
  Large War Galley .................................................76
  Huge War Galley ..................................................76
  The Glory of Parsool............................................77
  Sea Creatures .......................................................77
  Example of a battle at sea ........................... 77
  Massed fleet engagements ........................... 77
  Sky-Boats in Battle ....................................78
  Sky-boat .................................................................78
  GAZETTEER OF LEMURIA ................. 79
  The Legend of Lemuria ............................79
  The Age of the Sorcerer-Kings .................... 79
  The Age of Darkness..................................... 79
  The Forging of the Orb-Blade ............................79
  The First Age of Man .................................... 80
  The Return of the Sorcerer-Kings ............... 80
  Tanaël Ghazarian (order #7051416)
  
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  The Fall of the Sorcerer-Kings .................... 80
  The Second Age of Man................................ 80
  The Gods of Lemuria ................................81
  The Twenty Gods ........................................... 81
  Afyra, Goddess of Life .........................................81
  Charkond, God of War, Lord of Battle .............81
  Chiomalla, Goddess of Crops, Lady of the Har-
  vest .........................................................................81
  Dyr, God of Storms, the Thunder Lord ............81
  Fillana, Goddess of the Stars .............................81
  Fyrzon the Sentinel, the Steadfast ....................81
  Grondil the Builder God ......................................81
  Hurm, Father-God, God of the Sky ...................81
  Iondal the Carouser ............................................82
  Karyzon the Wind Lord .......................................82
  Knothakon, God of Wisdom, Lord of Aeons ....82
  Kryphondus ..........................................................82
  Lilandr the Seductress.........................................82
  Nemmereth of the Long Sleep, The Death God ...
  82
  Piandra, The Goddess of Luck, Lady of Fortune .
  82
  Quathoomar, Lord of Travel, The Pathfinder 82
  Sa’Tel, The God of Stars .....................................82
  Shazzadion the Sea Lord ....................................82
  Yrzlak the Godsmith ...........................................82
  Zalkyr the Bright, Lord of Light, Sun God .......82
  Zarymphyxos ........................................................82
  The Dark Gods ............................................... 82
  Hadron, Lord of the Void, the Dark One .........82
  Morgazzon, The Demonlord of Madness .........83
  Nemmereth of the Long Sleep, The Death God ...
  83
  Tharungozoth the Slaughterer, the Pain Lord 83
  Zaggath, Lord of Fire  .........................................83
  Zylidith, Lord of Blood, God of the Sacrifice ...83
  The Races of Lemuria ...............................84
  Blue Giants ...................................................... 84
  Grooth.............................................................. 85
  Kalukan ........................................................... 86
  Morgal ............................................................. 86
  Slorth ............................................................... 86
  Sorcerer-Kings ................................................ 87
  Winged Men .................................................... 87
  The Geography of Lemuria .....................87
  Overview ......................................................... 87
  Axos Mountains ....................................................88
  Beshaar Desert .....................................................89
  Besharoon Mountains..........................................89
  The Empty Lands .................................................90
  Festrel Swamp ......................................................91
  Fire Coast ..............................................................91
  Fortress of the Witch Queen ...............................91
  Halakh ...................................................................91
  Kasht Swamp ........................................................91
  Klaar Plains ...........................................................92
  Kolvis ......................................................................92
  Jesharek’s Tower ..................................................92
  Lysor .......................................................................92
  Malakut ..................................................................93
  M’lor (ruins) ..........................................................93
  Oom River .............................................................93
  Oomis .....................................................................93
  Oosal [ruins] ..........................................................93
  Parsool ...................................................................93
  Pirate Isles .............................................................94
  Port of the Sea Lords ...........................................94
  Qar (ruins) .............................................................94
  Qeb (ruins) .............................................................94
  Qiddesh (ruins) .....................................................94
  Qo Jungle ...............................................................94
  Qush Jungle ..........................................................95
  Satarla ...................................................................95
  Sham River............................................................95
  Shamballah ...........................................................95
  Thule ......................................................................96
  Tyr River ...............................................................96
  Tyrus ......................................................................96
  Urceb ......................................................................97
  Valgard – The Frozen Lands / Northern Wastes .
  97
  Vhendis Sea ...........................................................98
  Ygddar (ruins) ......................................................98
  Zalut .......................................................................98
  The Beasts of Lemuria .............................99
  Creature attacks and damage .................... 99
  Creature protection ....................................... 99
  Creatures and priority ............................... 100
  Creature traits ............................................. 100
  Boons ....................................................................100
  Flaws ....................................................................100
  Creatures of Lemuria ................................. 100
  Andrak .................................................................101
  Azhdarkho ..........................................................101
  Banth ....................................................................102
  Behemathon ........................................................102
  Bouphon ...............................................................103
  Bronyx ..................................................................103
  Cathgan ...............................................................104
  Cave Bear/Snow Bear .......................................104
  Chark ...................................................................105
  Crocator ...............................................................106
  Deodarg ...............................................................107
  Dinohyus .............................................................107
  Dracophon ..........................................................108
  Drakk ...................................................................109
  Elasmotherium ...................................................109
  Eldaphon..............................................................110
  Frossor .................................................................111
  Ganuc ...................................................................111
  Jemadar ...............................................................112
  Jit ..........................................................................113
  Kalathorn ............................................................113
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  Kroark ..................................................................114
  Kyphus .................................................................114
  Lurkfish................................................................115
  Mythunga ............................................................116
  Parvalus ...............................................................116
  Phong ...................................................................117
  Poad ......................................................................117
  Purgat ..................................................................118
  Sand Runner .......................................................118
  Sarkolith ..............................................................119
  Skorpider .............................................................120
  Skorpider, Giant .................................................120
  Snow Apes ...........................................................121
  Snow Worms .......................................................121
  Swampus .............................................................122
  Terror Bird ..........................................................123
  Triotaur ...............................................................123
  Ursavus ................................................................124
  Uzeg......................................................................124
  Venator ................................................................125
  Wolf .......................................................................125
  Wolf, Dire .............................................................125
  Xolag ....................................................................126
  Xolth .....................................................................126
  Yorth ....................................................................127
  Zathog ..................................................................127
  The Bloodless .......................................... 128
  Skeletal and Zombie-like Bloodless .................128
  Bloodless Sorcerer-Kings ...................................128
  Necropede ...........................................................129
  Necrophage .........................................................130
  Skittering Hand ..................................................130
  Demons .................................................... 131
  Demonic Powers .......................................... 131
  Summoning Demons ................................... 132
  Example Demons ......................................... 132
  Minor Demon: Zullthegg...................................132
  Lesser Demon: Vul’mazzanlu, the Ape Thing .....
  133
  Greater Demon: Mazallakos of the Severed Veil .
  133
  Lemurian Lexicon ................................... 134
  MYSTERIES OF LEMURIA .................137
  Alchemists ............................................... 137
  Time and money .......................................... 137
  Craft Points ................................................... 137
  Alchemy craft costs  ..........................................138
  Craft Points and starting equipment  ............138
  Stages............................................................. 138
  Preparations ................................................. 138
  Common preparations ......................................138
  Uncommon preparations .................................138
  Legendary preparations ...................................138
  Mythic preparations ..........................................139
  Potions ........................................................... 139
  Common Potions ................................................139
  Uncommon potions ............................................139
  Legendary potions .............................................140
  Mythic potions ....................................................140
  Devices and Creations ................................ 140
  Common devices and creations ......................140
  Uncommon devices and creations ..................141
  Legendary devices and creations ....................141
  Mythic devices and creations ...........................141
  Priests and Druids ................................. 142
  Devotions ...................................................... 142
  Gaining Fate Points ..................................... 143
  Using Fate Points ......................................... 143
  Regaining Fate Points ................................. 143
  Domains ........................................................ 143
  Creating new Domains .....................................143
  Magicians ................................................. 144
  Arcane Power ............................................... 144
  Spell Magnitude ........................................... 144
  Cantrips ...............................................................144
  Spells of the First Magnitude ...........................144
  Spells of the Second Magnitude .......................145
  Spells of the Third Magnitude .........................147
  Recovering Arcane Power .......................... 147
  Example First Magnitude spells ................ 148
  Compel .................................................................148
  Conjure Item .......................................................148
  Demonic Blade ....................................................148
  Evil Eye .................................................................148
  Pass Unnoticed ...................................................148
  Summon Beast ....................................................148
  Scale-Skin ............................................................148
  Example Second Magnitude spells ............ 148
  Beguile .................................................................148
  Dread Ship ..........................................................148
  Summon Mighty Beast ......................................148
  Festrel Fog ...........................................................149
  Example Third Magnitude spells .............. 149
  Death Plague ......................................................149
  Stride of Quathoomar .......................................149
  Cults of Lemuria .................................... 149
  The Daughters of Degara .......................... 149
  The Brotherhood of the Purple Turalon .. 150
  The Arena of Thorns .................................. 151
  SAGAS OF LEMURIA .........................152
  Mastering the Game............................... 152
  Weaving the Adventure ........................ 152
  Tone and Style ............................................. 153
  Sagas.............................................................. 154
  Tanaël Ghazarian (order #7051416)
  
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  Be aware of railroading ............................. 154
  Imprisonment .....................................................154
  Rewards ................................................... 155
  Vast Hoards of Treasure ............................ 155
  Gaining Advancement Points .................... 155
  Spending Advancement Points ................. 156
  Improve Attributes ............................................156
  Train Combat Abilities......................................156
  Develop Careers .................................................156
  Buy boons and buy off flaws ...........................156
  Gain Followers ....................................................156
  Non-Player Characters .......................... 157
  Rabble ............................................................ 157
  Toughs ........................................................... 158
  Champion Gladiator .........................................158
  Halakh Assassin .................................................158
  Jemadar Guard ..................................................158
  Kalukan Sentinel ................................................159
  Parsool Mariner ..................................................159
  Sergeant of the City Watch ..............................159
  Sky-Pilot of Satarla ............................................159
  Tough Thug ........................................................160
  Tribal Barbarian ................................................160
  Tyrus Longbowman ..........................................160
  Winged Man Lookout .........................................160
  Yellow Druid of Oomis ......................................160
  Villains ........................................................... 161
  Methyn Sarr, the Witch Queen ........................161
  Jesharek Jool .......................................................163
  Bellys Blak ...........................................................164
  Lord Nylus Keller ...............................................165
  Kalzatan the Imposter ......................................166
  Sample adventurers ............................... 167
  Krongar the Mighty .................................... 167
  Argol Arran .................................................. 168
  Molina Goth .................................................. 169
  Pellem Pharn ................................................ 170
  Sharangara of Oomis ................................. 171
  Jandar Joth ................................................... 172
  Rork Kozaar ................................................. 173
  Arak-Aree the Talon of God ...................... 174
  The Sagas ................................................. 175
  Adventure seeds .......................................... 175
  Krongar* the Gladiator .............................. 176
  Adventure overview ..........................................176
  Prisoners! .............................................................176
  Introductions .......................................................176
  Looking around ..................................................176
  Getting out of the cell ........................................176
  Awaiting their fate ............................................178
  Into the Arena! ...................................................178
  The Encounters ...................................................178
  Krongar* and the Island of Doom ............ 180
  Adventure overview ..........................................180
  The Tavern of Arsag Jorn ................................180
  The Wave Forager .............................................180
  The Island of Doom ...........................................180
  The cannibals attack .........................................180
  The ruined temple .............................................180
  Into the darkness ...............................................182
  A slithering doom ..............................................182
  The encounters ...................................................183
  Krongar* and the Plains of Death ............ 184
  Adventure overview ..........................................184
  GM’s Information ...............................................184
  Enemy at the gates ............................................184
  A new companion ..............................................184
  Karvoona Trouble ..............................................184
  In the Karvoona encampment.........................186
  Sacrifice to the Zathog! .....................................186
  The Encounters ...................................................186
  Krongar* and the Thieves of Malakut ..... 188
  Adventure Overview .........................................188
  GM’s Information ...............................................188
  Heroes Gather! ...................................................188
  Meeting with Lord Bartol ..................................189
  Dangers of the Underworld .............................189
  The Brotherhood of Shadows ..........................191
  To the Lair of a Crimson Druid ......................192
  Rewards ...............................................................192
  Krongar* and the Curse of Uzar-Thom .. 193
  Adventure Overview .........................................193
  GMs Information ................................................193
  Saving the Queen ...............................................194
  The Trail of the Gem of Uzar-Thom ..............194
  Great Rewards....................................................194
  Denizens of the Cursed City ............................194
  But the Gem still glows! ....................................195
  Into the Crypt of Uzar-Thom ...........................195
  Krongar and the Saga Generator ............ 197
  Examples of created Sagas ...............................197
  TABLES .................................................203
  INDEX ...................................................208
  Tanaël Ghazarian (order #7051416)
  
  8
  INTRODUCING LEMURIA  CHAPTER 1
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  “It is a savage age of sorcery and bloodshed, 
  where strong men and beautiful women, warlords, 
  priests, magicians and gladiators battle to carve a 
  bloody path leading to the Throne of Lemuria. It 
  is an age of heroic legends and valiant sagas too. 
  And this is one of them…”
  The Crimson Edda
  Sword and Sorcery
  The sword-and-sorcery genre is a sub-genre of 
  fantasy generally characterized by sword-wielding 
  heroes engaged in violent and exciting battles. The 
  stories focus mainly on personal conflicts rather 
  than world-endangering matters. The protagonists 
  are much more stereotypical than in other types 
  of fantasy – the heroes are all usually footloose 
  wanderers and mercenaries who actively seek out 
  fortune and adventure, finding mundane work 
  deathly dull. The best sword-and-sorcery fiction 
  is distinct from the fantasy of Tolkien and his 
  imitators – it explores the human experience from a 
  different, darker point of view.
  A common archetype of 
  sword-and-sorcery 
  heroes is the 
  muscle-bound barbarian, often from some rugged 
  backwater – the “Frozen Wastes”, or the “Northern 
  Mountains”. The hero usually ventures forth from 
  his wild abode to seek his fortune in more civilized 
  lands, where his rugged looks earn him admiration 
  from the (typically) scantily-clad women, and his 
  mighty blade earns him a few coins – and perhaps 
  more than a few enemies. 
  Sword-and-sorcery protagonists are often more 
  interested in pragmatic concerns of survival rather 
  than questions of good or evil. In fact, many of the 
  most famous sword-and-sorcery characters, like 
  Elric and Kane, are really anti-heroes, dealing with 
  corrupting supernatural forces and suffering the 
  tragic consequences of their lust for power.
  Sword and sorcery traditionally has a strongly 
  masculine bias, although some more recent forms 
  of the genre include warrior women who are every 
  bit as capable as the men, like Red Sonja and Jirel 
  of Joiry. The heroes are tough gladiators who fight 
  for the thrill of the crowds, bawdy pirates with 
  an eye for treasure and a yearning for adventure, 
  or bold tomb robbers risking their lives in musty 
  old crypts full of traps and monstrous guardians. 
  The women, typically, are voluptuous barely-
  dressed beauties awaiting rescue from evil priests, 
  or lithe adventuresses as capable in a fight as 
  most ordinary men, and just as ready to crack a 
  barbarian’s skull as bed him. 
  Ranged against the heroes are the bad guys. Evil 
  necromancers, insane sorcerers and demented 
  priests feature strongly in the plots of sword-
  and-sorcery tales. Sometimes the antagonist will 
  be a lily-livered noble or cunning assassin, but 
  even they often have a magician behind their 
  nefarious plans. These powerful men have been 
  corrupted by the supernatural forces that are 
  the source of their arcane powers, and are 
  thoroughly evil. They are also still human 
  (usually), and are very vulnerable to a good 
  sword blow. Their magic is often very 
  powerful, but limited by the complex 
  rituals required to use it.
  The main characters are rarely out to save 
  the world from the minions of evil – they 
  simply look out for themselves (although 
  this usually means, in their own down-to-
  earth way, they “do the right thing” in the end). 
  CHAPTER 1
  INTRODUCING LEMURIA
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  They are not heartless – they tend to stand up for 
  those weaker than themselves and put down those 
  who push others around. They are never inherently 
  evil – that is the role of the villains.
  Heroes are always eager for adventure, which 
  comes their way often, especially if there is a 
  fortune to be made. Fortunes often fall into their 
  hands, but the wealth is quickly lost again through 
  gambling, drinking, wenching, theft, foolishness, 
  or any number of other ways. Heroes never dwell 
  on their misfortunes for long, though. As long as 
  they have a good sword in their fists, food in their 
  bellies, and a few coins in their pouches, they are 
  generally satisfied and ready for action.
  Heroes are, first-and-foremost, wanderers, and 
  when times are hard will seek employment as 
  soldiers, mercenaries, sailors or caravan guards 
  to get by, often rising rapidly to higher positions 
  as a result of their prowess. When nothing else is 
  available they will frequently turn their hands to 
  other, less honest, work. They will often be found 
  turning to a life of thievery or piracy to make a few 
  coins, although they do tend to prefer proper work 
  when they can get it. However, heroes can only 
  stand their jobs for so long, and sooner or later 
  the yearning for adventure will come over them. 
  Luckily, it’s never far away...
  Barbarians of Lemuria
  Barbarians of Lemuria is a heroic role-playing game 
  (RPG) set firmly in the sword-and-sorcery genre. 
  Lemuria is a post-apocalyptic world of thousands of 
  years into the future and unrecognisable to anyone 
  today. It has returned to an almost prehistoric 
  state – a land of steaming jungles, vast untamed 
  wildernesses, horror-filled swamplands, and sun-
  baked deserts. Massive man-eating beasts roam the 
  unexplored regions of Lemuria and beyond, from 
  island-sized sea serpents capable of sinking war-
  galleys, to the huge jungle-dwelling dinosaurs that 
  can swallow a man whole.
  Central to this harsh world are sprawling cities 
  that teem with merchants, craftsmen, sailors and 
  cutpurses. All types of people ply their trades in the 
  squares, plazas, bazaars and dock-sides under the 
  shadows of the city walls. Great palaces, temples 
  and towers have been built to house nobles, 
  soldiers, priests and wizards, who safeguard those 
  within the city walls from the dangers without.
  Scattered around the untamed regions are the 
  ancient ruins of temples, cities, tombs and palaces. 
  These haunted structures lie toppled and cracked, 
  choked with weeds and undergrowth, untouched 
  and awaiting discovery. Vast treasures perhaps 
  remain within their shadowed halls and silent 
  corridors.
  It is a place of saga and legend, epic and myth. 
  Hrangarth the Blade-Bearer and his descendents 
  created many of these sagas by their deeds 
  and adventures. However, Lemuria is a mighty 
  continent, and there are plenty more adventures to 
  be had, and legends to be created!
  Role Playing
  Role playing means different things to different 
  people – some see it as a tactical wargame, with 
  the backdrop being perhaps a fantasy dungeon 
  to be looted, whereas others see it as more of a 
  freeform or improvisational storytelling exercise. 
  Barbarians of Lemuria is somewhere between the 
  two. It certainly bears most of the more traditional 
  RPG influences.
  The Players
  In Barbarians of Lemuria, the players create 
  characters (the term is used interchangeably with 
  PCs and Heroes throughout these rules) who, like 
  the characters in a sword-and-sorcery novel, will 
  travel around the land breaking into antediluvian 
  crypts, fighting monsters, discovering great hoards 
  of treasure (and losing it again), and generally living 
  a life of bold adventure.
  The character is a player’s alter ego in the game. He 
  can be a brawny barbarian or a deft thief. She can 
  be a dispossessed noble or a swashbuckling pirate. 
  The players decide these things when they create 
  their characters.
  The players will create characters who, for whatever 
  reason, will team up together to make their 
  fortunes. Each player will decide the actions of his 
  own character during the adventure and, where 
  there is some doubt about whether the character 
  could succeed or not, will roll dice to determine the 
  outcome of events.
  The Game Master
  One player does not create a character – he creates 
  everything else though! He is the Game Master or 
  GM. The GM has to present the world to the other 
  players and describe events for them. He also has 
  to play the roles of all the other characters (non-
  player characters, or NPCs) that the Heroes interact 
  with in the course of their adventures. Luckily, to 
  help the GM there is a wealth of information about 
  the land of Lemuria here in these rules, with several 
  adventures and a handy adventure generator near 
  the end of this book. 
  As mentioned earlier, these rules tend more 
  towards telling a good story than towards a 
  wargame, with all the minutiae of detail that 
  wargames often entail. So there will not be rules 
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  for everything. If a player wants his character to do 
  something for which there is no rule, the GM makes 
  a judgement, using the Task Roll table if needed. 
  Very often you will not want to stop the action 
  to look up a rule – there is no problem with this. 
  The game is about heroic action, not stodgy detail. 
  You could quite easily play Barbarians of Lemuria 
  without ever needing to roll the dice, albeit very 
  rarely.
  Key Terms
  Action: Any activity by a player character that 
  requires a dice roll.
  Advancement Points: Points awarded by the GM 
  that can be used to improve your character at the 
  end of a Saga.
  Adventure: A single quest or mission that the 
  characters engage in. Each single adventure makes 
  up a part of a much larger story arc, called a Saga.
  Arcane Power: Used to determine how powerful a 
  magician is, and the level of spells he can cast.
  Attributes: These are the four traits that define 
  a character in Barbarians of Lemuria. They are 
  strength, agility, mind, and appeal.
  Attack Roll: This is a specific type of Task Roll 
  made when you strike or shoot at your opponent 
  during combat.
  Bonus Die: An extra die that is rolled along with the 
  Task Roll or Attack Roll – the lowest die result is 
  discarded. On a regular roll adding two d6 together, 
  (2d6) a bonus die would let you roll three dice and 
  keep the best two. Having two bonus dice would 
  mean you roll two extra dice (four dice in total) and 
  discard the lowest two, etc.
  Boons: Special benefits that the character has. A 
  Hero has one boon, plus one more by taking a flaw, 
  up to a total of three to begin with.
  Calamitous Failure: This is when things go badly 
  wrong. When you roll two ones on a Task Roll, 
  you can choose to convert your failure into a 
  Calamitous Failure and be awarded a bonus Hero 
  Point for later use. 
  Careers: Past or present vocations that the 
  character has engaged in. A career is used to add a 
  modifier to any Task Roll that isn’t in combat.
  Combat Abilities: Scores that rate how good a 
  character is in various means of combat. Two of the 
  combat abilities – melee and ranged – are used to 
  add to Attack Rolls, initiative is used to determine 
  the order of combat, and defence is used as a 
  modifier when opponents are attacking you.
  Craft Points: Used in alchemy to gauge how long it 
  takes to make a potion or a device.
  Damage Roll: This is made when you’ve hit your 
  opponent in combat, to determine how badly you 
  injured them.
  Fate Points: Used by priests and druids to 
  determine their devotion to their gods.
  Flaws: These are special challenges that the 
  character must face. Characters usually have one 
  flaw if they have two boons, or two flaws if they 
  have three boons. However, if you wish, you may 
  begin with as many as three flaws (the third one is 
  just for fun – you get no boon for it).
  Hero Points: An in-game currency that represents 
  the luck and determination of sword-and-sorcery 
  heroes. You spend Hero Points to make good things 
  happen.
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  GM: Short for “Game Master”, the GM is a 
  combination of director, screen writer, and referee. 
  The GM is the person who “runs” the game, plays 
  all the NPCs, and makes the rulings.
  Legendary Success: This is when things go 
  spectacularly well. It is achieved on rolling two 
  sixes on a Task Roll and spending a Hero Point.
  Lifeblood: The vitality of a character. When 
  characters take damage, they lose lifeblood. When 
  their lifeblood is reduced below zero, they are 
  unconscious and possibly dying, if not dead.
  Mighty Success: This is the result of things going 
  very well. It is achieved by rolling two sixes on your 
  Task Roll or by spending a Hero Point on a normal 
  success.
  NPC: Non-player character. This is a character 
  portrayed by the GM. There are several different 
  types of NPC – rabble, toughs and villains.
  PC: Player character. These are characters 
  portrayed by the players – the Heroes of our story.
  Penalty Die: Essentially, the opposite of a bonus 
  die, a penalty die is an extra die that is rolled where 
  the highest die is discarded. If two penalty dice are 
  added to a roll, the two highest dice are discarded, 
  etc.
  Priority Roll: This is a specific type of Task Roll 
  made to determine the order of actions in a round 
  of combat
  Rabble: These are lesser, unnamed NPCs. 
  Individually they are no challenge in combat – in 
  battle, they make up a horde of opponents, where 
  by their sheer numbers they might bring down a 
  Hero.
  Round: In combat, the time it takes for each 
  character involved to take their turn, usually 
  representing the span of a few seconds, though the 
  duration is not exact. A combat may comprise of 
  several rounds.
  Saga: A series of adventures that linked together 
  form an epic tale.
  Scene: A period of time in which the characters 
  are all at one place for a given duration of time. 
  A combat counts as one scene, but most scenes 
  are not combat related. An effect that lasts for an 
  entire scene will go on until the GM says that the 
  scene ends. A series of linked scenes make up an 
  adventure.
  Task Roll: Any time the actions of a character are 
  not guaranteed to succeed or fail, the GM can call 
  for the roll of two six-sided dice (2d6) to resolve 
  whether the task was successful or not. Task Rolls 
  can be made in combat (where they are called 
  Priority Rolls and Attack Rolls) using a character’s 
  attributes and combat abilities, and outside combat 
  using attributes and careers.
  Toughs: These are NPCs that are capable of 
  providing something of a challenge to the Heroes, 
  especially if there are two or three of them. 
  Traits: These are either boons or flaws – the first 
  of each of which is determined by where you were 
  born or brought up. 
  Villain: An evil NPC who is built the same way as 
  the Heroes, or possibly even more powerful. 
  Simple Rules
  Barbarians of Lemuria should be fast and heroic – 
  full of action, sorcery and swordplay. To emulate 
  this, a simple set of rules is needed, so the game 
  does not bog down in unnecessary detail.
  Careers
  The underlying system is based around the idea of 
  careers. 
  A career gives an immediate overview of a 
  character’s capabilities – if your character is a 
  thief, you should be able to sneak around, break 
  into buildings and pick locks on chests. If your 
  character is a pirate, you should be able to handle 
  a ship or small boat, climb up and swing on the 
  rigging, know something about navigating by the 
  stars, and so on.
  There are no individual skills in Barbarians of 
  Lemuria – there are simply these careers, which are 
  the key to what your Hero knows and can do.
  A Hero may have many careers throughout his 
  life. He may have started out as a brash young 
  barbarian from the cold northlands – then he could 
  have spent time in Malakut as a thief, followed by a 
  short spell as a mercenary captain and then on to 
  command a pirate ship out of the Port of the Sea-
  Lords.
  All players get to choose four careers for their 
  characters, at which they have a little ability (rank 
  0), great ability (rank 5, although this would only 
  be after they have gained great acclaim from their 
  adventures), or somewhere in between (ranks 1 to 
  4). 
  Sometimes Heroes are known for what they do 
  than for any other reason: Krongar the Barbarian, 
  Jesharek the Alchemist, and so on.
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  Attributes
  Combined with the careers, there are four 
  attributes, which are natural or born characteristics:
   
  4 strength
   
  4 agility
   
  4 mind
   
  4 appeal
  Sometimes Heroes are more notable for their 
  attributes: Jandar the Agile, or Krongar the Mighty.
  Combat Abilities
  As the game is mainly about Heroes, there are 
  also four combat abilities, which will be used to 
  determine how well you can use your fists, a sword 
  or bow, or avoid attacks aimed at you. These are:
   
  4 initiative
   
  4 melee
   
  4 ranged
   
  4 defence
  Heroes are often named after their combat skills: 
  Ballik the Brawler, or Vangrith the Red Archer.
  Traits
  Your character’s origin helps to further define your 
  character and provides racial or regional traits, 
  in the form of boons and flaws. These add to the 
  character concept and provide bonuses or penalties 
  to your character’s actions.
  Chapter 2 describes all the available boons and 
  flaws. 
  Many Heroes are known simply for where they 
  come from: for example, Krongar of Valgard, or 
  Sharangara of Oomis.
  House Rules
  Barbarians of Lemuria has solid rules, but they 
  can’t cover every eventuality. Some players and 
  GMs are happy with this, and others like to add 
  rules or amend existing rules to suit their own 
  styles of play. 
  For example, one option is to roll ten-sided dice, 
  rather than six-sided dice, for Task Rolls, Attack 
  Rolls, etc.
  The good thing is that you can easily create your 
  own rules, safe in the knowledge that you are 
  unlikely to ruin the game. Try the rules as they 
  stand before changing anything though, just so you 
  can get a sense of how the game hangs together.
  The Core Mechanic
  Whenever you attempt an action that has some 
  chance of failure, roll two six-sided dice (2d6). This 
  is a Task Roll. 
  Make sure that the consequences of obtaining a 
  failure result have been discussed before the player 
  makes the roll. A failure is also not necessarily a 
  catastrophic failure.
  When to use the Core Mechanic
  The mundane actions that your character performs 
  will automatically succeed – buying food, walking 
  down the street, talking to the city guard, and so 
  on. Even trickier actions can be carried out without 
  a Task Roll if your Hero has the appropriate career 
  (even a career rank of 0 will help here) – if you are 
  a merchant, then buying uncommon items isn’t too 
  difficult. Most characters should be able to obtain 
  a few coins to buy a plate of food by recourse to 
  their careers – a thief can pick a few pockets in the 
  marketplace, a minstrel can play a rousing tune 
  in a tavern, a blacksmith can mend a few farming 
  implements, etc. 
  It is only when the action can have some sort of 
  repercussions that you should normally resort to 
  the Task Roll. If the merchant is seeking to buy an 
  ancient relic, or the thief is trying to break into a 
  wizard’s tower, or the minstrel is performing before 
  the king – then it becomes important enough to 
  resort to the dice. There is more on playing the 
  game in Chapter 3. 
  The Task Roll
  To determine if a character succeeds at a task:
   
  4 Roll 2d6 to get a number from 2–12
   
  4 Add an appropriate attribute
   
  4 If fighting, add an appropriate combat ability
   
  4 If not fighting, add the rank of an apt career
   
  4 Add any other situational modifiers 
   
  4 If the result is 9 or more: 
  the character succeeds.
   
  4 If the result is 8 or less: 
  the character fails.
   
  4 A natural 12 is always a success 
  (that is, rolling two sixes on the dice).
   
  4 A natural 2 is always a failure  
  (that is, rolling two ones on the dice). 
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  Hero Origin and Concept
  “Into this brutal age of war and necromancy, of 
  the warrior’s blade and the assassin’s dagger, 
  come eager young men and women to step out 
  on the path to glory and riches – the throne of 
  Lemuria as the ultimate prize. But for every 
  adventurous soul that wins fame and fortune, 
  there are thousands more that fall by the wayside 
  – bloodied, penniless, or dead. A grim reminder 
  that life is cheap – in the Jungles of Qush, the 
  Deserts of Beshaar, and even on the civilized 
  streets of Parsool.”
  The Parsool Records
  Each player in Barbarians of Lemuria needs to 
  create a character to use during the game. The GM 
  doesn’t need just one, he needs several or more, 
  but we’ll come on to that later in these rules. 
  To start with, you need to think about the type 
  of character that you want to play. You may want 
  to base your character on a favourite character 
  from a comic book, novel, or movie, or you may 
  already have a picture in your head of the type of 
  Hero you want to play. You might simply like the 
  look of several of the career choices and base your 
  character concept around a mixture of those.
  Once you have your idea, you need to determine 
  your attributes. These attributes are 
  important in defining your character’s 
  physical and mental nature – your 
  strengths, weaknesses, and outlook. 
  Naturally, it makes sense to place 
  the numbers in a manner that 
  reflects your character concept.
  These attributes, combat 
  abilities, careers, and traits 
  will paint a very broad 
  picture of your 
  character, which 
  suits the 
  sword-and-
  sorcery genre 
  completely, 
  as people are 
  generally what 
  they appear to be 
  in this setting.
  Attributes
  Each character is initially defined by four attributes:
   
  4 strength
   
  4 agility
   
  4 mind
   
  4 appeal
  These are mainly physical things, and can be used 
  as a general gauge of the character’s physical make 
  up. For example, a character with a few points in 
  strength will have a tough-looking body and will 
  tend towards the tall and muscular look.
  To determine your character’s attribute levels, 
  divide four points between the four attributes as 
  desired. You may put at most three points into one 
  attribute or spread them around as you wish. A 
  zero represents an average rating. Attributes can 
  go to higher levels than 3, but these would be truly 
  legendary individuals. You cannot start the game 
  with a rating higher than 3. 
  If you really want to – and with the GM’s agreement 
  – you can buy down one of your attributes to 
  spend the point elsewhere. However, this option 
  shouldn’t be taken lightly, and you should consider 
  whether being weaker even than rabble (the lowest 
  grade of enemy) in any one of your attributes is a 
  good thing. Regardless, only one attribute may be 
  reduced to –1 in this way.
  CHAPTER 2
  CREATING A HERO
  Value
  Meaning
  –1
  Feeble – old, sickly
  0
  Average – normal person
  1
  Superior – fit, able person
  2
  Great – athletic person
  3
  Spectacular – best in the region
  4
  Heroic – one of the best in Lemuria
  5
  Mythic – one of the all-time best
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  Strength
  This represents raw physical power, toughness, 
  muscle, physique, and endurance. It is useful for 
  Heroes who like to bash down doors rather than 
  use the handle or smash open chests rather than 
  pick the lock. Soldiers, barbarians, and gladiators 
  often have a high strength.
  Strength determines how much lifeblood (resistance 
  to being wounded) your character has, and how 
  much damage your character delivers when hitting 
  enemies with weapons or fists. Finally, strength 
  is all-important in determining whether your 
  character can resist the effects of venomous bites 
  or the poisons of assassins. 
  Use strength when your character is lifting, pulling, 
  bending, or breaking things. 
  It is also the attribute to use for a number of other 
  physical endeavours, like swimming, jumping, 
  climbing, and arm-wrestling. 
  Sometimes the GM might require you to use your 
  agility for some of these things, but if you have a 
  strong character, you should be allowed to use his 
  strength where pure athleticism is concerned.
  Reasons not to buy strength down: Heroes can 
  generally handle themselves in a fight and are 
  usually hardy souls. If you reduce your character’s 
  strength to –1, you are really letting yourself in for 
  it. For starters, your lifeblood will only be 9. This 
  means you won’t last too long if you are hit or if 
  you are poisoned by the many venomous creatures 
  that are found in the Lemurian wilderness. Any 
  damage you do with your weapons is always lower, 
  so your enemies will last longer. Finally, you will 
  not be able to even wield large weapons – your 
  strength just isn’t up to the task. 
  Don’t even think about buying down your strength!
  Agility
  This attribute covers general speed, dexterity, 
  reactions, coordination, and prowess. It is useful 
  for the more subtle type of character. Many 
  thieves, tumblers, pirates, and archers will have 
  higher-than-average agility.
  In combat, it is used to determine whether you hit 
  your target when firing a bow or swinging a sword. 
  Finally, it is used to get out of the way of hidden 
  traps and snares, and to dodge landslides and 
  other effects where reflexes are vital.
  Use agility when: Your character is attempting 
  physical endeavours that require speed or 
  coordination, like tumbling, swinging on 
  chandeliers, picking a lock, or cutting a purse off a 
  merchant’s belt. 
  Sometimes the GM might require you to use 
  strength for some of these things, but if you have 
  an agile character, you should be able to use your 
  agility where nimbleness and quickness are key.
  Reasons not to buy agility down: Heroes are 
  generally warriors, and since agility governs how 
  well you fire a bow, swing a sword, and many other 
  feats of prowess, the last thing you’d really want to 
  do is buy this down to –1. It means you’ll miss far 
  more often than your companions will, and that’s 
  no fun. 
  Mind
  Intellect, willpower, knowledge, and perception 
  are aspects of the mind. This is not so big 
  amongst barbarians, but it is useful for 
  magicians, alchemists, priests, and scribes. Mind 
  is of particular importance for spell casting and 
  defending against illusions and enchantments.
  Use mind when: 
   
  4 Your character is trying to remember a fact or 
  some piece of information. 
   
  4 Awareness and senses are important – to spot 
  things that are distant or concealed, or to 
  notice a thief sneaking up on you. 
   
  4 You are checking to see who acts first during 
  an encounter.
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  Reasons not to buy mind down: Heroes aren’t 
  stupid; they wouldn’t survive long if they were. 
  Mind is useful to notice when a deodarg is about 
  to pounce out of a tree, or to spot an ambush up 
  ahead on the trail, giving you the advantage of 
  initiative in combat. Mind is useful when you are 
  poring over maps and working out battle strategies. 
  Mind stops sorcerers compelling you to do things 
  you don’t want to. 
  Don’t even consider buying down your mind if you 
  don’t want to end up being the puppet of some evil 
  magician! 
  Appeal
  This attribute represents the looks, charm, 
  persuasiveness, and overall likeability of the 
  Hero. Merchants, minstrels, nobles, dancers, and 
  serving wenches will often be strong in appeal. It 
  is the attribute for any attempts to seduce, haggle, 
  barter the price of goods, or get people to look 
  upon you favourably. Appeal can be used to sway 
  the opinion of individuals, crowds, or even entire 
  cities! It is used to determine how many followers 
  the character attracts and the loyalty of those 
  followers.
  Use appeal when your character is:
   
  4 Trying to talk someone into doing something 
  they don’t necessarily want to do. 
   
  4 Attempting to fool, trick, seduce, or con 
  someone.
   
  4 Leading men into battle, and maintaining their 
  morale. 
   
  4 Attempting to win over large crowds. 
  Reasons not to buy appeal down: Heroes are 
  charismatic and popular. They acquire friends 
  and followers. The gods favour them. They don’t 
  necessarily have good looks, but there is usually 
  something about them that is compelling. This is 
  because they have appeal. 
  It may seem an attractive idea to reduce this 
  attribute to put the extra point into strength or 
  agility, but thinking longer-term, a low appeal will 
  not really do you any favours at all.
  Whatever you do, don’t buy down your appeal – all 
  those beautiful maidens you rescued won’t be half 
  as grateful if they aren’t attracted to you!
  Combat abilities
  Once attributes have been determined, then your 
  combat abilities need to be worked out. Again, you 
  have four points to allocate amongst four areas, 
  with a maximum of 3 in any one of those areas. 
  If you really want to, you can buy down one of your 
  combat abilities to spend the point elsewhere. You 
  may only reduce one combat ability to –1 in this 
  way.
  The combat abilities are:
   
  4 initiative
   
  4 melee
   
  4 ranged
   
  4 defence
  Initiative
  This represents the preparedness and attentiveness 
  of your character. Initiative is the ability to be aware 
  of your surroundings and being alert to danger in a 
  rapidly changing situation. Your speed of thought 
  is crucial to the tactical circumstances of a combat, 
  and your ability to process this and make quick 
  decisions can be vital. You use your mind together 
  with your initiative when you are checking to see 
  when you take an action during combat.
  Reasons not to buy initiative down: You are always 
  going to get into a fight. Acting first can be critical 
  to your chances of survival – acting last is a road to 
  an early grave.
  Melee
  This is the ability to fight with hand-held weapons. 
  Swords, knives, clubs, axes, and spears are all 
  covered under your melee ability. It also covers 
  hitting people with your fists, your feet, and your 
  head, as well as grappling, throttling or throwing 
  people around. Adventurers usually need to be able 
  to defend themselves – Heroes always need to. 
  This combat ability is generally used in conjunction 
  with your character’s agility. On occasion the GM 
  will allow you to use your strength instead of 
  your agility – for example when your character is 
  brawling or grappling an opponent, where strength 
  becomes more important. 
  Reasons not to buy melee down: Fighting is a staple 
  of the genre. You’ll have more fun if you can fight. 
  You need melee to fight, at least a bit. No more 
  need be said. 
  Ranged
  Hitting targets with bows, crossbows, and slings, 
  as well as thrown weapons like spears and knives. 
  Many Heroes neglect this combat ability because it 
  could be considered un-heroic to kill one’s enemy 
  from a distance. However, considering the beasts 
  that roam the Lemurian jungles and deserts, most 
  adventurers would consider it wise to have a means 
  of keeping them at bay. 
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  The ranged combat ability is used together with 
  agility to determine a hit.
  The damage modifier for thrown or fired weapons 
  is half the Hero’s strength attribute (rounded 
  down). 
  Reasons not to buy ranged down: What barbarian is 
  worth his salt if he can’t throw that spear into the 
  maw of the giant serpent that is about to devour 
  him? Exactly. 
  Defence
  When all else fails, there is of course the last 
  combat ability to consider. Call it dodging, ducking, 
  or side-stepping, defence is the skill of being able to 
  avoid attacks. Most Heroes believe it is better to kill 
  your enemy before they have a chance to hit back, 
  but other adventurers are a little more cautious 
  and may live a little longer (even if the Sagas don’t 
  mention them so often).
  Reasons not to buy defence down: If you can’t be 
  hit, you can’t be hurt. You don’t even need to ask 
  why this is important.
  Traits: Boons and Flaws
  Boons are advantageous traits, and flaws are 
  disadvantageous ones. Your character has at least 
  one boon and can have more if they take some 
  flaws too. The first boon and flaw available to you 
  both depend on where you are from. 
  Lands of origin are detailed in Chapter 3.
  Lifeblood
  Lifeblood represents how much punishment and 
  wounding you can absorb before you keel over. It is 
  based on a value of 10 plus the strength attribute of 
  the character. When you are struck in combat, your 
  body suffers wounds. The extent of the wounds 
  suffered depends upon how powerful the blow was, 
  and is expressed as a number of points. This comes 
  off the Hero’s lifeblood total.
   
  4 If lifeblood falls to zero, you fall over, stunned. 
  Next round, choose to (a) pass out due to 
  injury, in which case you wake at the end of 
  the fight and return to half lifeblood (rounded 
  up), or (b) spend a Hero Point, take the next 
  combat round to shake yourself out of your 
  daze and recover half lifeblood (rounded up), 
  and return to the fray the round after that. 
   
  4 If lifeblood falls below zero, the character is 
  unconscious and dying. He will lose 1 lifeblood 
  each round until he dies (see below), receives 
  medical attention, or the gods intervene (by 
  the expenditure of a Hero Point).
   
  4 If, because of wounds received, lifeblood falls 
  below –5, the character has died. Nothing 
  short of godly intervention (in the form of the 
  expenditure of a Hero Point) will save him.
   
  4 Non-player character (NPC) rabble have only 
  1 to 3 lifeblood. They are killed or rendered 
  unconscious (the player’s choice) when they 
  reach zero lifeblood or less.
  Recovering lost lifeblood
  As long as you are still at zero or positive lifeblood, 
  and provided you get a chance to rest for about 10 
  or 15 minutes immediately after a battle and take 
  a swig of water or wine, you will recover up to half 
  your lost lifeblood straight away (rounding up). 
  This represents recovery from fatigue, bashes, and 
  minor cuts/bruises. Brawl damage (that is, damage 
  where no weapons were used) is fully recovered in 
  this time. 
  After that, you recover 1 lifeblood per day, if the 
  day is taken up with only light activity. 
  Careers that enable a character to heal (physician, 
  or perhaps alchemist if he has a potion or access to 
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  certain plants/herbs) are able to immediately heal 
  1 lifeblood per rank in the appropriate career. After 
  that, they can make a Moderate Task Roll each day 
  to double a character’s healing rate. 
  Example: Krongar, who has 13 lifeblood, is 
  wounded in a battle. He suffers 6 points of 
  damage, so his lifeblood is now down to 7. After 
  the battle, he has a quick rest and downs a few 
  swigs from his wine flask. He regains 3 points 
  (half of the damage he suffered). 
  His current companion, Sharangara of Oomis, is 
  a physician of rank 1, which means that when 
  she has a chance to work on his wounds, she can 
  restore another 1 point of lifeblood immediately. 
  Krongar is feeling much better now, having 
  recovered 4 points of his lost lifeblood, and is now 
  on 11.
  The pair press on for a day and do not encounter 
  any more trouble. Krongar regains a further 
  lifeblood and Sharangara gets to make a Task 
  Roll to double this. The player rolls 8, which 
  adding her physician rank of 1 and mind of 1, 
  gives her 10, which is higher than she needed 
  (requiring 9 or higher). Krongar is now fully fit 
  and ready for more action.
  Stabilizing the dying
  If you have received enough damage to reduce 
  lifeblood to a negative number, you are down and 
  dying. You will suffer the loss of 1 lifeblood every 
  round until you reach –6, when you will die. This 
  does not apply to damage received during a brawl, 
  where no weapons were used. You will simply be 
  unconscious and will recover within 10–15 minutes 
  and then follow the rules for recovery shown above.
  Before you reach –6, you can be stabilized by 
  another character reaching you and making 
  a Moderate Task Roll, using mind and any 
  appropriate career. The difficulty is one level 
  tougher for every negative lifeblood point suffered 
  (essentially, double the current lifeblood as a Task 
  Roll modifier).
  Once stabilized, you are still out cold, but you will 
  recover one lifeblood per day until you reach a 
  positive total. 
  Example: Sharangara has been attacked in the 
  jungle by a ravenous beast and suffers 11 points 
  of damage in the onslaught. She falls over, bloody 
  and torn, falling to –1 lifeblood. 
  Next round, Krongar slays the creature while 
  Argol Arran rushes to Sharangara’s side. 
  Sharangara drops to –2 lifeblood (she has lost 
  1 lifeblood this round as she already had a 
  negative lifeblood total). As Argol is an alchemist, 
  his player persuades the GM that Argol has a 
  few powders that will help. Adding his mind 
  (+1) and his career rank as an alchemist (+1), 
  Argol receives a total of +2 to his roll. However, 
  because Sharangara is on –2 lifeblood, the Task 
  Roll difficulty is raised 2 levels from Moderate to 
  Tough (–4, see the Task Roll table in Chapter 3), 
  so Argol takes an overall total of +2 –4 = –2 to his 
  Task Roll. 
  He rolls 11, which, with the overall –2 modifier, 
  is just barely the 9 he needed to succeed in 
  stabilising Sharangara! Now she will have to sleep, 
  but with Argol’s constant attention, she could be 
  back on her feet in a few days.
  Lifeblood for NPCs
  The GM generates important NPCs in the same way 
  as Heroes. They will generally have 10 or more 
  lifeblood, depending upon their strength attribute 
  (lifeblood could be 9, if strength is –1). Rabble will 
  have only 1, 2, or 3 lifeblood, so one decent hit 
  will likely put them out of action. Toughs have 
  somewhere from 5 to 9 lifeblood.
  Hero Points
  Barbarians of Lemuria is a game of heroic sagas. 
  Player characters are the Heroes of these sagas. 
  Thongor and Conan always looked like they were 
  down and out, but they always came back, whatever 
  the odds. Heroic actions are an integral part of the 
  game – this is where Hero Points come in.
  Most characters have 5 Hero Points to start the 
  game with. If you are Marked by the Gods, you’ll 
  have 6 Hero Points. If you chose an additional 
  background boon, then you may only have 4 Hero 
  Points. If you chose two additional boons, you 
  may only have 3 Hero Points. Hero Points are used 
  during the course of adventures to ‘dig deep’ and 
  do heroic (or lucky) things. This is described in 
  greater detail in the next chapter.
  Heroic Beginnings
  “Across the land bearing the dust of eons are 
  the grim crypts, the mouldering ziggurats and 
  the crumbling citadels of those that are now 
  just memories and bones. But their glorious 
  riches remain – guarded by dark sorceries yet 
  undefeated by time to weave a deadly lure to 
  those with the courage and the skill to bring them 
  back into the world again.”
  The Crimson Edda
  Origins
  Where you are born will provide certain features or 
  characteristics that are common for the peoples of 
  that city or place. Saying that Satarlans are arrogant 
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  or Valgardians are uncouth is a generalization, 
  but does have some basis in reality. A great many 
  people and Heroes go through their entire lives 
  being remembered simply because of their original 
  birthplace – as in Sharangara of Oomis.
  Regional traits
  Choose a birthplace from those below and select 
  one boon from those listed. You can choose a 
  second boon (which can come from the master list, 
  if you prefer) if you also choose a flaw from those 
  listed. If you would rather not take a flaw, then 
  you may use one of your Hero Points to get the 
  second boon instead. You can choose a third boon 
  by taking another flaw, which can come from the 
  master list, or for another Hero Point.
   
  4 Your first boon must be from your city or 
  region – but you get this for free
   
  4 Your second boon can come from your career 
  or region – but if you take this, you must 
  also take a flaw from your birthplace or 
  permanently remove 1 Hero Point 
   
  4 Your third boon can be from the master list – 
  but you must also take a flaw (all flaws can be 
  chosen here) or permanently remove 1 Hero 
  Point
  Boons: Having a boon means that you receive a 
  bonus die. This means instead of rolling two dice to 
  resolve a task, you roll three and drop the lowest 
  die. Some boons are different – where this is the 
  case, it is described in the text. Sometimes you will 
  have two boons that can be used for the same Task 
  Roll. If this is the case, you roll two bonus dice, so  
  you roll four dice and drop the two lowest dice.
  Flaws: Having a flaw means that you receive a 
  penalty die. This means instead of rolling two dice 
  to resolve a task, you roll three but you drop the 
  highest die. Sometimes you will have two flaws that 
  affect the same Task Roll. If this is the case, you 
  roll two penalty dice, so you roll four dice and drop 
  the two highest dice.
  If both a boon and a flaw apply, they cancel each 
  other out.A full list of boons and flaws appears 
  towards the end of this chapter.
  Axos Mountains
  In the lower reaches and foothills of the mountains 
  live several fierce tribes of tall, rangy, fair-skinned 
  barbarians. Skilled climbers, excellent hunters 
  and herders, these people use the materials they 
  have around them in their art, craft, hunting, and 
  warfare. 
  If you are from one of the Axos tribes, your first 
  career will be barbarian. You are also likely to be a 
  hunter. The tribes of the Axos range are noted for 
  their use of the sling to bring down game. 
  Living in the high peaks and crags of the Axos 
  range are the Winged Men (see Chapter 5 for 
  details). 
  Boons: Alert, Born Athlete, Disease Immunity, Hard-
  To-Kill, Keen Hearing, Keen Scent, Mountain-Born, 
  Quick Recovery, Strength Feat, Trademark Weapon 
  (Axish Sling), War Cry
  Flaws: Country Bumpkin, Distrust of Sorcery, Feels 
  the Heat, Illiterate, Landlubber, Taciturn
  Male Names: Amerik, Almod, Borc, Drogar, Erkil, 
  Fiak, Finvar, Ginnar, Hakon, Oslac, Krakar, Rokar, 
  Sungar, Salgarth, Thork, Thurkil, Travik, Vali, Vikar, 
  Vogg
  Female Names: Arlin, Asta, Birla, Dalla, Esja, 
  Emelle, Evenni, Forla, Finna, Froda, Gevi, Glevara, 
  Herdis, Jodis, Jofa, Klima, Runa, Rym, Sivora, Varda
  Beshaar Desert
  The Beshaari are short, slim, nomadic people, who 
  ride the desert runners – large flightless ostrich-
  like creatures. The Beshaari tend to have swarthy 
  skins – becoming wrinkled and leathery as they age 
  under the baking desert sun. Their eyes are black 
  or dark brown, green, purple, and crimson. It is not 
  uncommon for the Beshaari to have one eye of a 
  different colour to the other. 
  The young women of the Beshaar are considered 
  very exotic and beautiful – often finding themselves 
  captured in raids and sold as slaves and dancers. 
  Many a hot-blooded male has lost his life fighting 
  over the affections of an enticing Beshaari maiden. 
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  The Beshaari are noted for being hot-headed and 
  quick to anger. They have some very specific and 
  peculiar cultural customs, making any negotiations 
  with the people of the Beshaar full of potential 
  pitfalls. 
  All Beshaari characters will have barbarian as their 
  first career. Their warriors like to use javelins in 
  hunting and combat, which they throw from their 
  mounts.
  Boons: Attractive, Beast-Friend, Born-in-the-Saddle, 
  Desert-Born, Keen Eyesight, Night Sight, Battle 
  Harness, Trademark Weapon (Javelin)
  Flaws: Country Bumpkin, Distinctive Appearance, 
  Delicate, Feels the Cold, Hot-Headed, Landlubber, 
  Taciturn
  Male Names: Aban, Akar, Akon, Atak, Basit, Boulos, 
  Darwish, Fath, Ferran, Harith, Jalid, Karim, Matin, 
  Makil, Mujib, Nur, Samad, Sadin, Surk, Yazan
  Female Names: Alima, Amber, Almas, Bisara, 
  Dimah, Felina, Hilela, Husina, Isimi, Jamara, Judi, 
  Kalila, Lula, Maysam, Mumi, Namara, Nuha, Qisa, 
  Rua, Thara
  Empty Lands
  No one knows what exists in and beyond the Empty 
  Lands. People do live there, because hunters and 
  explorers have seen evidence of them. However, 
  no towns or even villages have been discovered, 
  and no one has any idea of what the people are 
  like. If you come from the Empty Lands, you will 
  need to work with the GM to determine what your 
  character is like. He or she will always be treated as 
  an outsider.
  Festrel Swamp
  Few people dwell in the Festrel Swamp, for it is not 
  the most hospitable place in Lemuria. Those that 
  do dwell here tend to be secretive and hard to find 
  if they don’t want to be found. They are short and 
  stocky but surprisingly nimble. They are expert 
  boaters and rafters.
  Boons: Alert, Brawler, Born Athlete, Disease 
  Immunity, Keen Hearing, Keen Scent, Poison 
  Resistance, Swamp-Born, Sneaky
  Flaws: Country Bumpkin, Cursed, Distrust of 
  Strangers, Feels the Heat, Illiterate, Taciturn
  Names: The people of Festrel Swamp take the 
  names of those of both Parsool and Oomis
  Fire Coast
  The Fire Coast is home to the Witch Queen and her 
  Kalukan Sentinels (see Chapter 5). If you are from 
  the Fire Coast (and you may need to check with 
  your GM first), you can choose to be a Kalukan. 
  Refer to Chapter 5 for a Kalukan’s boons and flaws, 
  as well as some sample names. If you choose to 
  be human, use the details given for Halakh or the 
  Kasht Swamp.
  Halakh
  The Halakhi are a slim, swarthy, dark-skinned 
  people with dark hair and eye colouring. They 
  are close kin to the Beshaari and the city is where 
  those desert nomads come to conduct most of 
  their trade – there are many merchants here from 
  all over Lemuria. The Halakhi are noted for their 
  wavy-bladed long fighting knives, known as kir. If 
  you want to hire an assassin, the best are from the 
  Mountain City of Halakh. 
  Boons: Desert Born, Poison Resistance, Mountain-
  Born, Night Sight, Sneaky, Trademark Weapon (Kir), 
  Tools of the Trade
  Flaws: City Dweller, Cravings, Landlubber, 
  Untrustworthy, Zealot
  Male Names: Angada, Balaram, Bhadrakil, Chalam, 
  Chedi, Daruk, Devad, Drajit, Govardan, Iravan, 
  Janak, Jiwal, Karna, Kichaka, Kurava, Maputra, 
  Maharak, Parasara, Parada, Shumat
  Female Names: Anjana, Ardana, Charla, 
  Damayanti, Devaki, Hanala, Holi, Gadiva, Ilvala, 
  Jasura, Kalindi, Kesha, Madri, Mashini, Nakula, 
  Nala, Neta, Ralekha, Rasena, Vahana
  Kasht Swamp
  The people of the Kasht Swamp tend to be light 
  and willowy – they move silently and shadowlike 
  through their homeland using paths set by 
  generations of hunters, trappers, and fishers. Their 
  hair is dark and their faces pale. They are skilled at 
  using the materials around them for camouflage, 
  and to disguise their scent from the swamp animals 
  they hunt.
  Boons: Alert, Beast-Friend, Born Athlete, Disease 
  Immunity, Keen Hearing, Keen Scent, Poison 
  Resistance, Swamp-Born, Sneaky
  Flaws: Country Bumpkin, Delicate, Gullible
  Male Names: Achak, Ahmik, Akando, Akule, Ashok, 
  Bidi, Chepi, Chetan, Ciqala, Dogon, Goth, Hinto, 
  Hokee, Jolon, Keme, Knoton, Kuruk, Molimo, T’kala, 
  T’kuna
  Female Names: Aiyana, Alawa, Atiaran, Bly, 
  Camarin, Cathecassa, Chapala, Chimalis, Dena, 
  Doli, Donoma, Etania, Kalama, Landina, Mitenah, 
  Nitika, Onatah, Orenda, Z’kala, Z’kuna
  Klaar
  The Klaar Plains are home to the Blue Giants, a race 
  of blue-grey skinned nomadic giants, also known 
  as Blue Nomads. Whilst they are fearsome-looking, 
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  Blue Giants are not especially aggressive –in fact, 
  they actually make great traders. 
  If you are a Blue Giant character, your first career 
  must be barbarian and the second is likely to be 
  merchant, because nearly all Blue Giant children 
  are taught to trade at an early age. You cannot be 
  an alchemist, physician, scribe or magician. Their 
  priests are called shamans. Refer to Chapter 5 
  for Blue Giants’ boons and flaws, as well as some 
  sample names.
  Lysor
  Lysorians are a quiet and meditative people. Whilst 
  the city around them bustles with foreigners full 
  of energy and excitement, those born here seem 
  calmer and more reflective. They appear unaffected 
  by the chaos around them and rarely become 
  embroiled in the frenzied activities of visitors and 
  outsiders.
  Lysorians are generally fair- or light-brown haired, 
  and blue- or green-eyed, but other colourings 
  are not too uncommon. Their skin has a healthy 
  hue with a pale tan colouration. Although the 
  opinionated inhabitants of Satarla might have 
  something to say about this, Lysor boasts the best 
  healers and physicians in Lemuria. 
  Boons: Artistic, Attractive, Detect Deception, 
  Excellent Library, Excellent Workshop, Friends 
  in High Places, Disease Immunity, Great Wealth, 
  Healing Touch, Learned, Poison Resistance, Quick 
  Recovery, Savant
  Flaws: Can’t Lie, City Dweller, Combat Paralysis, 
  Delicate, Morgazzon’s Curse, Non-Combatant, 
  Unprepared
  Male Names: Aklaton, Bazyli, Bardak, Creon, Cyr, 
  Dramik, Erechon, Jenko, Myron, Morgos, Otos, 
  Skorpos, Vaston, Zerro, Zedek 
  Female Names: Adara, Alesta, Cora, Dresina, Elma, 
  Furka, Honna, Irusina, Jace, Letha, Melika, Megara, 
  Nirla, Timandra, Uvikka, Vara, Zeva
  Malakut
  The people of this city tend to be slim-built with a 
  slightly sinister air. Malakuti commonly have olive 
  skins, dark brown or black hair, thin lips, narrow 
  eyes and hooked noses. The Ragged Knaves and 
  the Bloody Blades are two powerful but opposing 
  thieves’ guilds in Malakut, both wielding massive 
  power throughout the city and with interests in 
  neighbouring cities. Malakut is known for its leaf-
  bladed fighting spears called khastoks, used by the 
  Royal Jemadar Guard. Thief is a likely first career 
  for a character from Malakut.
  Boons: Alert, Blind Combat, Carouser, Deft 
  Hands, Friends in Low Places, Low-Born, Plains-
  Born, Sneaky, Tools of the Trade (Thieves tools), 
  Trademark Weapon (Khastok)
  Flaws: City Dweller, Delicate, Hunted, Infamous, 
  Landlubber Untrustworthy
  Male Names: Arfi, Badar, Crixas, Darzi, Erfan, 
  Firdos, Gilki, Jandak, Krugar, Lodar, Midum, Nakum, 
  Purdos, Qalader, Qatir, Qorbi, Ralak, Sardan, 
  Tamar, Zemar
  Female Names: Adala, Azra, Bursebala, Coza, 
  Daliya, Dua, Ethibela, Lamala, Mirvala, Norva, Qisi, 
  Roshan, Sakina, Simi, Saran, Tala, Tikina, Wella, 
  Xua, Zinah
  Bold Kalexes, ‘the Beggar Prince’, accompanied 
  by his companion, the mysterious and mighty 
  Tineblas, ‘the Black Spider’, looks out over the 
  great city of Zalut during the festival of Starfall 
  and lays plans to take the city for his own...
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  Oomis
  Oomisians are generally tall, solidly built, and 
  often have a blue tinge to their skins – there is 
  speculation about just how deep their friendship 
  with Blue Giants runs! Their eyes are usually 
  various shades of blue. They often have very small, 
  almost non-existent ears, and silvery-white hair. 
  They are a people of very fine merchants, which is a 
  likely first career for an Oomisian character. 
  Boons: Detect Deception, Giant-Friend, Great Wealth, 
  Hard-To-Kill
  Flaws: Greed, Morgazzon’s Curse, Poor Hearing, 
  Unprepared
  Male Names: Aceld, Algeros, Curcio, Dalmar, 
  Deston, Kaarlo, Norf, Rust, Quent, Sevrik, Vik, 
  Vardon
  Female Names: Alix, Afrodille, Daisi, Cosette, Dany, 
  Delit, Jance, Jessamin, Jenina, Miette, Myrla, Questa
  Parsool
  The people of Parsool are a mixed bag of all types, 
  shapes, and hair and skin colouring. The very best 
  mariners are from Parsool, so it is likely that one of 
  your character’s career choices will be sailor.
  Boons: Born-at-Sea, Carouser, Trademark Weapon 
  (Parsool Sea Axe), War Cry (Parsool)
  Flaws: City Dweller, Drunkard, Illiterate, Missing Eye 
  or Ear, Missing Limb
  Male Names: Agroc, Bardhyl, Besmir, Dar, Driton, 
  Erion, Jaak, Jeton, Jodoc, Juhan, Koit, Kalev, Lek, 
  Loic, Nighul, Paol, Pavo, Ropar, Skender, Toomaas 
  Female Names: Arvesa, Besa, Bora, Dritta, Eha, 
  Genta, Kaja, Kaias, Leka, Loviise, Liridona, Marika, 
  Mirjam, Mimiza, Reet, Riina, Rovena, Tuule, Viu, 
  Zami
  Pirate Isles
  People originally from just about any city can 
  be found on the Pirate Isles. They are a coarse, 
  lewd, rough-and-ready bunch of misfits and sea 
  dogs. Men far outweigh women here, and female 
  characters are most likely to be serving wenches, 
  although a few female pirates are known. Two 
  things bring almost everyone here – the call of the 
  sea and the promise of gold. At least one of your 
  careers will be pirate if you are from here.
  Boons: Alert, Brawler, Born Athlete, Born-at-Sea, 
  Carouser, Deft Hands, Escape Artist, Friends in Low 
  Places, Keen Eyesight, Low-Born, Quick Recovery, 
  Sneaky
  Flaws: Braggart, Cowardly, Cursed, Distinctive 
  Appearance, Drunkard, Fear of..., Greed, Hunted, 
  Lustful, Illiterate, Missing Eye or Ear, Missing Limb, 
  Morgazzon’s Curse, Untrustworthy
  Names: Everyone from everywhere gathers here, so 
  the names are a mixed bag of Satarlan, Parsoolish, 
  Lysorian, Oomisian and anywhere else.
  Qo and Qush Jungles
  If you come from either of these jungle lands, you 
  will most likely be a Grooth (see Chapter 5), but 
  check with your GM first. There are a few tribes 
  of barbarians and hunters on the fringes of the 
  jungles – if you are one of these tribesmen, use the 
  boons, flaws, and names of Shamballah (see below).
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  Satarla
  Satarla – known as the Jewel of Lemuria – is a city 
  of high culture and sophistication. The people tend 
  to be taller than average, but as people come from 
  everywhere to this city, there is a mix of all colours, 
  sizes and types. Once here though, people tend to 
  adopt an air of superiority. Beggars are outlawed, 
  so no character can begin with that career. Only 
  Satarlans may take the career of sky-pilot. Satarlan 
  knights are legendary.
  Boons: Artistic, Born-in-the-Saddle, Excellent Library, 
  Excellent Workshop, Friends in High Places, Great 
  Wealth, High-Born, Learned, Marked By The Gods, 
  Savant
  Flaws: Arrogant, City Dweller, Greed
  Male Names: Avitus, Alban, Blasius, Brutor, Cassian, 
  Crisus, Corvin, Drusus, Emilian, Festus, Gallus, Gord, 
  Hilaro, Hort, Juven, Luman, Martis, Nonus, Petron, 
  Regul, Rufin, Sabin, Severan, Terent, Torc, Vitan
  Female Names: Arlana, Amilia, Cassi, Cloel, 
  Domitia, Fabula, Floriana, Gemellia, Junia, Laurenia, 
  Laela, Manda, Marina, Nunia, Severina, Tullia, 
  Varinia, Valeria, Vita, Quina
  Shamballah
  Shamballahns are generally a dark-skinned and 
  dark-haired people with purple, mauve, scarlet, and 
  indigo eye colouring. They are very perceptive and 
  make good hunters.
  Boons: Alert, Beast-Friend, Born Athlete, Country 
  Bumpkin, Jungle-Born, Keen Eyesight, Keen Hearing, 
  Keen Scent
  Flaws: Distrust of Sorcery, Feels the Cold, Illiterate, 
  Landlubber
  Male Names: Akri, Badran, Bello, Donkor, Diallo, 
  Eze, Jaafar, Juma, Kamuzu, Nasso, M’Dogo, M’Butu, 
  Ohin, Rasul, Simballa, Talib, Ulan, Watimu, Zareb, 
  Zuri
  Female Names: Afi, Bembel, Binta, Chipi, Damisi, 
  Dayo, Geli, Elomi, Habika, Jahia, Lila, M’Lala, Panya, 
  Sabra, Shani, Tabita, Tisha, Yusra, Zalika, Zina
  Tyrus
  A bustling river city – the people of Tyrus tend 
  towards dark complexions and hair, with green and 
  brown eyes. Tyrus soldiers are noted for their skill 
  at archery, and their craftsmen produce superb 
  longbows. Sorcerers are outlawed in Tyrus.
  Boons: Alert, Brawler, Carouser, Jungle-Born, Nose 
  for Magic, Resistance to Sorcery, Trademark Weapon 
  (Tyrus Longbow), War Cry (Tyrus)
  Flaws: Braggart, City Dweller, Drunkard, Distrust of 
  Sorcery, Illiterate
  Male Names: Anxo, Bartol, Bento, Baldo, Dimas, 
  Eloy, Ericos, Gaspar, Helder, Jorg, Mogos, Nuno, 
  Ovanto, Pluco, Qido, Raul, Rui, Tacito, Thiago, Valen
  Female Names: Ana, Branca, Carmo, Desideria, 
  Dorotana, Jovita, Judita, Kardelia, Lia, Lotia, Lygia, 
  Miella, Nona, Rebeqa, Sabella, Tuvia, Uxia, Xoanna, 
  Xania, Zeta
  Urceb
  Urceb’s inhabitants are risk-takers, gamblers, and 
  opportunists. Many have ventured into Urceb’s 
  undercity and are at home in dark underground 
  areas – tunnels, catacombs, and caverns.
  Boons: Blind Combat, Carouser, Escape Artist, 
  Friends in High Places, Friends in Low Places, Night 
  Sight, Tools of the Trade
  Flaws: City Dweller, Illiterate, Taciturn
  Male Names: Ambros, Axel, Bodo, Curd, Dolf, 
  Egond, Falkor, Golo, Hegbran, Jonar, Kurnvarn, 
  Lothar, Mennus, Londar, Rudig, Sepp, Till, Torsten, 
  Urs, Volkard
  Female Names: Alhella, Barbella, Crika, Dorlina, 
  Erna, Frekka, Gusala, Hannelor, Jolanda, Karolinda, 
  Letta, Lieselotte, Margita, Nadja, Pia, Resi, Seffi, 
  Ursa,Theda, Uta
  Valgard
  Valgardians are a tall, muscular, red- or fair-haired 
  race of warlike tribesmen. If you come from 
  Valgard, one of your careers is barbarian. You are 
  unlikely to be a magician or alchemist, but they are 
  not unknown in Valgard.
  Boons: Keen Scent, Marked by the Gods, Tundra-
  Born, Quick Recovery, Trademark Weapon 
  (Valgardian Blade), War Cry (Valgard)
  Flaws: Can’t Lie, Country Bumpkin, Distrust of 
  Sorcery, Feels the Heat, Illiterate, Landlubber, 
  Taciturn
  Male Names: Abrak, Asvith, Ankar, Banfar, Broti, 
  Borkar, Craigor, Drakkar, Elkor, Fingor, Grimar, 
  Gonnar, Hevik, Jark, Korik, Krok, Morkrar, Rokor, 
  Thagric, Voldar
  Female Names: Asara, Adisa, Alvora, Berna, 
  Brongara, Disa, Edarra, Erindis, Finnara, Fraorka, 
  Gyllana, Hakatla, Helvera, Jarngera, Jodis, Jolinn, 
  Kitta, Marfora, Rakela, Sesilida
  Zalut
  Also known as the City of Magicians, Zalut is ruled 
  by magicians, priests, and alchemists. Zaluti are 
  usually bald, and have very pale skins – albinos are 
  not uncommon. They are very insular. It is thought 
  that they are the last remaining descendants of the 
  Sorcerer-Kings. 
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  Characters from Zalut are usually from one of the 
  above three careers or they are slaves (other careers 
  are possible, however).
  Boons: Fearsome Looks, Learned, Magic of the 
  Sorcerer-Kings, Night Sight, Nose for Magic, Poison 
  Resistance, Power of the Void, Resistance to Sorcery, 
  Savant
  Flaws: Arrogant, Combat Paralysis, Cowardly, 
  Cravings, Cursed, Delicate, Distinctive Appearance, 
  Morgazzon’s Curse, Obsession, Poor Recovery, 
  Unsettling, Untrustworthy
  Male Names: Ariistuzuun, Ar’siuqqu, Balathu, 
  Bashaa, Dadanuum, Hunzuu, Ikuppi, Libulluth, 
  Nigsummu, Nikannuur, Nutesh, Nur-Yunna, 
  Puzzur, Rihaatu, Sargon, Suusaandar, Tattaanu, 
  Yamazuubaar, Zuuthusu, Zorgal
  Female Names: Ashlultum, Amatia, Banuna, 
  Gemeti, Iltani, Ishtaya, Jaarthula, Kishu, Ku-Aya, 
  Nidintu, Numunia, Nuteshi, Sillashu, Sumia, Thuulia, 
  Yadidatum, Zakiti, Zemibi, Zorkara, Zadia
  Heroic Careers
  “Some men carve out a career with a sword in 
  their hand, others with a dagger in the dark or 
  even a drop of poison in a cup. Other men are not 
  slayers or blood-letters but men of words, be they 
  written down or spoken. Some have greatness 
  thrust upon them – others have to fight with grim 
  determination for every little sliver of glory that 
  comes their way. The path you take to riches is 
  your own but for some, fame was never their own 
  destiny but the destiny of others.”
  The Crimson Edda 
  Overview
  As mentioned earlier, careers are the key to playing 
  Barbarians of Lemuria. The career path of a Hero 
  represents all of his upbringing, training, and 
  experience, and therefore can be used to help 
  determine everything he knows – his skills, his 
  knowledge, his expertise, and his influence.
  Choose four careers for your Hero, and four ranks 
  to allocate between them, with a minimum rank of 
  0 and a maximum starting rank of 3. These points 
  cannot be used elsewhere. Advancement Points (see 
  Chapter 7) let you add and enhance careers.
  Choosing your careers
  Choosing the four careers gives you an immediate 
  handle on your character. A high rank in a career 
  could mean that you spent a long period following 
  that career path. A rank of 0 could mean only a 
  short spell in – or just an affinity for – the career.
  The careers give a general knowledge of anything 
  to do with the career, such as who would hold high 
  positions within the profession, where to find the 
  guilds and who heads them, skills and abilities 
  that members of the profession should have, as 
  well as helping the Hero obtain employment in the 
  career. Some careers improve your chance to gain 
  followers, and others help on the battlefield.
  Note that there are no individual skills as such in 
  this game. The skills and abilities set out for each 
  career aren’t exhaustive and are intended only as 
  a guide to how that career should help you. The 
  careers provide some crossover of abilities. 
  If a player has two careers that could be used in a 
  situation, it is up to the GM whether to allow both 
  career ranks to be added to the task at hand, or 
  whether to simply take the higher of the two ranks. 
  If you can convince the GM that your career could 
  be helpful in other areas, explain why or how, and 
  the GM may agree and give you a bonus.
  Career path
  The main characters in many sword-and-sorcery 
  stories follow many different paths during their 
  lives of adventure – both Conan and Thongor 
  started as barbarians, and at one time or another 
  became thieves, pirates, gladiators, soldiers, and 
  even, at the end, nobles.
  Many of their travelling companions have several 
  aspects to their character. Krongar’s friend 
  Jesharek is a wizard, alchemist, scribe, and 
  physician (and probably other things too).
  When you choose your four careers, create a story 
  that follows your character’s career path. It doesn’t 
  have to be long – or even great literature – but it 
  can hint at places your character may have been 
  and things he or she might have done. 
  Career path example: 
  Dagul was born into a family of traders from 
  Oomis, and this naturally led him into a life of 
  buying and selling (merchant 2). 
  This lifestyle led him to sea trade and 
  introductions to several sea captains in Parsool. 
  Before long, he was sailing to far-off lands and 
  learning the essential skills of a seaman (sailor 0). 
  On one particular voyage several years ago, 
  pirates attacked Dagul’s ship – the crew was 
  captured and sold into slavery (slave 1). 
  Dagul’s new mistress was the Witch Queen Methyn 
  Sarr herself, and during his enslavement (and 
  until his escape), he used every opportunity to 
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  learn the secrets of that great sorceress until 
  he could perform basic enchantments himself 
  (magician 1).
  Alchemist
  Alternative career names: artificer, inventor.
  Alchemists are the scientists and inventors 
  of Lemuria, and are often mistaken for 
  wizards by those who do not understand 
  science. They are masters of metallurgy 
  and chemical processes, mixing and 
  blending various ingredients together 
  to create potions and tinctures, and 
  have extensive knowledge of herbs and 
  plants, often growing them in their own 
  gardens. 
  Their work with chemicals and metals 
  enables alchemists to produce 
  perfumes, potions, powders, poisons, 
  metal alloys, devices, machines, 
  and other amazing creations. Some 
  knowledgeable alchemists can splice 
  living things to create bizarre and 
  horrific chimeras. 
  When making machines, alchemists 
  work closely with blacksmiths to build 
  their creations. 
  For more information on Alchemy, 
  see Chapter 6.
  Attributes: Mind is normally 
  the most important attribute for 
  alchemists, as they need to be able 
  to make and read descriptive 
  notes, understand ancient texts 
  and diagrams, and build devices 
  from the descriptions written by 
  the Sorcerer-Kings*. 
  Adventuring: This is not a terribly 
  common career for Heroes as it 
  requires much patience and little 
  excitement. However, some of the more 
  daring alchemists like to visit ancient sites 
  to see the remains themselves, in case there 
  are relics they’d recognise for their true 
  worth that others would pass over.
  Fighting: There are very few circumstances 
  where having ranks as an alchemist would 
  help a character in combat.
  Suggested Boons: Deft Hands, Excellent 
  Laboratory, Excellent Library, Keen Scent, 
  Learned, Poison Resistance, Savant
  Suggested Flaws: Absent-Minded, City 
  Dweller, Combat Paralysis, Delicate, 
  Non-Combatant, Obsession (knowledge or 
  artefacts)
  Perilous Career: For each rank above 2 in this 
  career, the character must take a flaw (see the List 
  of Boons and Flaws).
  Languages: *Alchemists need to learn Sorceric if 
  they wish to use the powerful magics and alchemies 
  of this 
  ancient race.
  Learning this language is 
  painfully difficult, and 
  requires both spoken and 
  written forms to be 
  taken separately.
  Adventure 
  Idea: The king 
  of Parsool, in 
  an attempt to 
  counter the threat 
  of Sartalan 
  sky-boats, kidnaps 
  the unstable-yet-
  genius alchemist 
  Odd Akrar, known 
  for his depictions of 
  fantastic weaponry – 
  submersibles, galleys plated 
  with iron, flame-hurling tubes, 
  and ponderous, self-propelled 
  land-fortresses. 
  Of course, none of these inventions 
  has reached the prototype stage. 
  But Zandar Bley has already 
  equipped Akrar with an 
  extensive workshop, and expects 
  great things soon.
  The Heroes, hired as agents of 
  Sartala, arrive to neutralize 
  Akrar’s creations by any 
  means possible, including 
  assassination. 
  However, they soon 
  discover a folio crammed 
  with plans for non-
  military technology that 
  could greatly improve 
  humanity’s lot.
  Do they still kill the old 
  man? Or is there another 
  solution that could benefit all 
  of Lemuria?
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  Assassin
  Alternative career names: agent, spy.
  Blades-for-hire, perhaps agents in the service of 
  the king, spies and assassins make killing and 
  stealing in a discreet manner a way of life. They 
  are adept at sneak attacks, killing, information 
  gathering, disguises, city lore, persuasion, 
  poisons, and lock picking. Their methods involve 
  gathering intelligence on their subject from various 
  (sometimes seedy) sources, circumventing security 
  measures of all types, adopting disguises that allow 
  them to get close to the target, and building up a 
  broad selection of contacts. They are also patient, 
  sometimes hiding out in a single spot for days to 
  await the perfect opportunity to strike. It is widely 
  acknowledged that the best assassins are from 
  Halakh.
  Attributes: All of the attributes are important for 
  assassin characters.
  Adventuring: Assassins and spies tend to be 
  loners, so this isn’t a career that lends itself to an 
  adventuring group. However, ex-assassins do have 
  skills that might be welcome in an adventuring 
  party. 
  Fighting: In combat, an assassin might gain a brief 
  advantage in a surprise attack, such as when he 
  strikes out of the shadows, or when he attacks by 
  surprise using a concealed blade.
  Suggested Boons: Alert, Keen Hearing, Keen 
  Eyesight, Friends in High Places, Friends in Low 
  Places, Master of Disguise, Poison Resistance, Silver 
  Tongue, Sneaky, Trademark Weapon
  Suggested Flaws: Arrogant, City Dweller, Hunted, 
  Infamous, Obsession (finish the mission) 
  Adventure Idea: The Heroes find a half-burned note 
  in their room in the inn they are staying at, saying, 
  “He’ll be in the plaza at noon in two days. That’s 
  when you make your move.” 
   
  4 The king is putting in an appearance for his 
  people at that time, and this is an assassination 
  plot.
   
  4 There’s been a kidnapping, and the author 
  of the note suspects the Druid, who will be 
  preaching in the plaza at that time.
   
  4 It’s a robbery attempt – a merchant has a 
  valuable item that the thieves want.
  Maybe as your players are discussing what it could 
  be, one of them comes up with a better idea... if so, 
  steal it and embellish it!
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  Barbarian
  Alternative career names: berserker, savage.
  These characters are not from the cities of Lemuria, 
  but from the Axos Mountains, the Valgardian 
  Northlands, the Beshaar Deserts, and other 
  wildernesses of the continent. 
  Barbarians are wild and untamed, like the lands 
  they live in. They have natural skills in wilderness 
  lore, survival, beast riding, intimidation, natural 
  instincts, berserk rages, and so on. 
  Attributes: Living rough requires a certain degree 
  of hardiness, and so barbarians are generally noted 
  for their strength. A good agility is also useful.
  Adventuring: Barbarian characters are natural 
  adventurers and have the skills and abilities to 
  survive where others wouldn’t. 
  Fighting: In combat, barbarians are generally brutal 
  and unrefined. This might shock city folks not used 
  to dealing with such savagery, so a barbarian 
  could gain a brief advantage where the fight is 
  hard and dirty. 
  Suggested Boons: Alert, Disease 
  Immunity, Fearsome Looks, Hard-
  To-Kill, Jungle-Born, Keen Eyesight, 
  Keen Hearing, Keen Scent, Lightning 
  Reflexes, Mountain-Born, Plains-Born, 
  Quick Recovery, Battle Harness, 
  Strength Feat, Swamp-Born, Thick Skin, Tundra-
  Born, Trademark Weapon, War Cry
  Suggested Flaws: Country Bumpkin, Distinctive 
  Appearance, Distrust of Sorcery, Gullible, Hot-
  Headed, Illiterate, Landlubber, Lustful, Taciturn
  Adventure Idea: Whilst the Heroes are in the market 
  square of the city, there is a great roar of anger as 
  one of the nearby stalls crashes to the ground. A 
  circle appears around a lone well-muscled figure 
  shaking with rage, standing over a dazed-looking 
  merchant. 
   
  4 The merchant may have tried to rip off the 
  berserker (thinking him stupid), making the 
  barbarian fly into a killing fury. 
   
  4 The merchant has a sacred item on his stall 
  that was stolen from the barbarian’s tribe, 
  which the outlander has been trying to track 
  down.
   
  4 This might be a diversion for thieves to raid 
  some of the other stalls whilst the owner’s 
  backs are turned. 
   
  4 Perhaps the barbarian has simply had too 
  much to drink and is now challenging any soft 
  city-dwellers in the market place to test his 
  blade.
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  Beastmaster
  Alternative career names: animal handler, beast 
  trainer.
  Beastmasters are in demand all over Lemuria 
  for their special empathy and skill with animals. 
  They train animals for riding, for pulling wagons, 
  for combat, and even for the gladiatorial arena. 
  Beastmasters can calm maddened creatures, are 
  expert riders and wagoneers, can recognize whether 
  creatures are dangerous and about to attack or not, 
  and often have some skill in healing them if injured 
  or sick. Some beastmasters rule their animals by 
  fear and depravation. 
  Attributes: Beastmasters have to have a strong 
  personality, tempered with a good heart (in most 
  cases) and steely determination. So appeal is the 
  most important, but mind is a close runner up. 
  Adventuring: Beastmasters are sought after by: 
  merchants with caravans – nobles 
  and commanders of armies, to 
  train and look after their mounts – 
  owners of gladiatorial arenas – and 
  adventurers who expect to come 
  across strange beasts on their 
  missions. 
  Fighting: Beastmasters know how 
  to deal with beasts and where their 
  weak spots are, so they will gain the 
  occasional advantage if they ever 
  have to fight them. 
  Suggested Boons: Alert, Beast-Friend, Born-in-
  the-Saddle, Keen Eyesight, Keen Hearing, Keen 
  Scent, Night Sight, Poison Resistance, Battle Harness
  Suggested Flaws: Can’t Lie, Country Bumpkin, 
  Hot-Headed, Illiterate
  Adventure Idea: The arena’s owner has employed 
  the beastmaster to capture and train a deodarg. 
  The beastmaster therefore seeks the Heroes’ help in 
  capturing a live one. It is a dangerous mission but 
  the arena is prepared to pay good money.
  The only problem: they don’t actually realize how 
  powerful a deodarg is, so even if the Heroes manage 
  to get one and bring it back, the beastmaster will 
  probably end up as the deodarg’s supper, and it will 
  no doubt escape.
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  Beggar
  Alternative career names: hobo, vagabond.
  Beggars are vagrants or tramps, aimlessly 
  wandering from place to place. They may do casual 
  work here and there, they may sell a few small 
  trinkets that they carry about in their backpacks, 
  or they may have to beg for a few coins when times 
  are really hard. Some even turn their hands to 
  dishonest pursuits.
  Attributes: There are no particular attributes 
  that vagabonds are noted for, although it helps if 
  begging to have a deformity, missing body part, or 
  an unsocial disease (or at least to fake having one 
  of these disabilities).
  Adventuring: A life on the road means you will 
  meet all sorts of people and can lead to adventure 
  even if you are not actively seeking it. 
  Fighting: A vagabond is not normally a combatant, 
  and therefore the only times having this career 
  would be helpful in a fight is when the 
  character is doing his best not to be 
  noticed. 
  Suggested Boons: Deft Hands, 
  Friends in Low Places, Low-Born, 
  Sneaky
  Suggested Flaws: City Dweller, Cravings, 
  Cursed, Delicate, Distinctive Appearance, 
  Drunkard, Illiterate, Missing Eye or Ear, Missing 
  Limb, Morgazzon’s Curse, Non-Combatant, Poor 
  Recovery, Untrustworthy 
  Adventure Idea: The beggar won’t accept the 
  character’s coin. He’ll shake his head, tip it out of 
  his begging bowl, pass it back – anything other than 
  accept it. If asked, he says it’s cursed. He won’t say 
  any more than that. 
   
  4 The coin could be part of a cursed hoard that 
  the Heroes found on an earlier adventure and 
  things could start going wrong for them until 
  they get rid of it all.
   
  4 Maybe they have to take it back to where they 
  got it from to remove the curse.
   
  4 Maybe the beggar is simply touched by 
  Morgazzon’s Curse (but he perhaps knows 
  something of the Yellow Druids).
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  Blacksmith
  Alternative career names: armourer.
  Often found helping alchemists to build their 
  inventions, these craftspeople work hard at their 
  forges – melting, bending, shaping, and fixing 
  metal objects. They are skilled at weapon and 
  armour making and repair. They craft tools and 
  implements, and manufacture many other 
  metallic items and objects, from 
  shackles and cages, to the metal parts 
  of galleys and sky-boats. Their skills lie 
  in metallurgy, and the knowledge of weapons, 
  armour, and metal goods. This helps them when 
  bartering and haggling the price of metallic 
  items.
  Attributes: Blacksmiths are noted for their 
  strength and their toughness – being able to work 
  hard at their forge tends to develop their muscles 
  and hardiness.
  Adventuring: Blacksmiths aren’t really adventurers, 
  although some do join mercenary companies to 
  craft and maintain their weapons and armour. 
  Fighting: Although not a combatant, a blacksmith 
  might receive a melee bonus if his opponent is 
  wearing metallic armour and if he knows its design 
  and weak points. 
  Suggested Boons: Brawler, Battle Harness, Strength 
  Feat, Tools of the Trade, Trademark Weapon
  Suggested Flaws: Feels the Cold, Gullible, Hot-
  Headed, Taciturn, Unprepared
  Adventure Idea: All the blacksmiths’ and 
  armourers’ workshops in the city are closed for 
  business. However, they must be doing something, 
  because they are still receiving large quantities 
  of metals, and the sounds of toil echo from their 
  workshops day and night. 
   
  4 Maybe the king is planning to launch an attack 
  on the nearby city-state and the smiths are 
  making a massive order of arms and armour? 
   
  4 Perhaps a sorcerer-alchemist has found an 
  ancient book describing a powerful machine 
  of some sort – the sorcerer has cast a powerful 
  spell on the smiths so that each one will toil 
  night and day to build the parts required?
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  Dancer
  Alternative career names: acrobat, tumbler.
  Dancing is an important part of entertainment in 
  Lemuria. Ceremonies and feasts will have dancers 
  or acrobats. Dancers are athletic, showing feats of 
  skill, agility, and coordination. Some dancers extend 
  their skills to a few sleight of hand and juggling 
  tricks, and others to exotic techniques using veils 
  to barely conceal their nakedness.
  Attributes: Dancers rely mostly on their agility and 
  their appeal. Acrobats and tumblers tend to be 
  stronger than they look.
  Adventuring: These entertainers often travel 
  around in troupes from city to city. This can lead 
  to some dangerous situations on the road, 
  from fierce monsters to brigands and 
  thieves.
  Fighting: In combat, a dancer might 
  gain an advantage if her opponent is 
  too busy examining her charms, or 
  she might gain an edge performing 
  a roll or diving tumble. However, 
  dancing is not really a combat career 
  and will rarely be of use against a 
  skilled fighting man. Acrobats can 
  make very good use of vines, ropes, and 
  wall hangings in daring swashbuckling-style 
  moves, though. 
  Suggested Boons: Alert, Attractive, Born Athlete, 
  Deft Hands, Escape Artist, Quick Recovery, 
  Sneaky
  Suggested Flaws: City Dweller, Delicate, 
  Non-Combatant
  Adventure Idea: The Heroes are the guests 
  of a Beshaari tribe and are treated to a 
  magnificent banquet (perhaps they slew a 
  monster bothering the tribe or perhaps they’re 
  here to trade).
  During the banquet, a bevy of beauties serve the 
  Heroes, and the chief asks if they’d like to see one 
  of these girls dance. When the exotic – and quite 
  entrancing – dance is completed, the chief suggests 
  a trade:
   
  4 If the Heroes include a female in their group, 
  he wants to exchange his dancing beauty for 
  that Hero.
   
  4 If there is no female, he wants to trade for 
  whatever weapons, armour or anything 
  interesting the Heroes have. 
  He will become agitated if they don’t wish to trade. 
  Apparently, ancient tribal custom dictates that if 
  you agree to watch a girl dance, you must be ready 
  to trade for her.
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  Executioner
  Alternative career names: slaver, torturer.
  Executioners are expected to carry out public 
  slayings as required by local nobles and judges.
  Torturers are tasked with locking up some of the 
  most hardened criminals in the cities of Lemuria. 
  They ply their unpleasant trade in the most squalid 
  of conditions, deep underground, extracting 
  information from reticent prisoners and enemies of 
  the kings. 
  Torturers are skilled in interrogation and 
  intimidation, and have a basic awareness of 
  anatomy and first aid (you’ve got to make sure your 
  prisoners are healthy before they are broken). 
  Slavers travel to foreign parts to capture or buy 
  “savages” to bring back to the cities of Lemuria for 
  sale as gladiators, labourers, servants, and harem 
  slaves. 
  Attributes: They are not often blessed with a great 
  deal of appeal, but strength is handy for beheadings 
  and for maintaining a hold on your captives. 
  Adventuring: Although torturers rarely leave their 
  dank prisons, and don’t have much interest in 
  adventure, the odd executioner may find himself 
  exiled and forced to choose riches and wealth over 
  pain and suffering. Slavers travel far and wide. 
  Fighting: In combat, executioners prefer two-
  handed axes and great swords, and some slavers 
  will be handy with a whip. Executioners are not 
  subtle, so skilled fighters will rarely fall to their 
  combat style, unless already prone and helpless.
  Suggested Boons: Strength Feat, Fearsome Looks, 
  Hard-To-Kill, Quick Recovery, Friends in Low Places, 
  Trademark Weapon
  Suggested Flaws: Braggart, Cowardly, City Dweller, 
  Drunkard, Fear of ..., Greed, Illiterate, Lumbering, 
  Missing Eye or Ear, Missing Limb, Poor Eyesight, 
  Poor Hearing, Ugly & Brutish, Unsettling, 
  Unprepared, Zealot
  Adventure Idea: The Heroes are forced to 
  take shelter in an abandoned castle due to a 
  raging storm. There is more to the deserted 
  keep than meets the eye (of course). A search 
  of the upper levels will reveal a casket 
  containing an amulet – The Eye of Thuulba. 
  Shortly after the heroes arrive, a group 
  of slavers and their wagons draw up into 
  the courtyard, also seeking shelter from 
  the storm. The slavers (who outnumber the 
  Heroes) will join them – seemingly friendly, 
  although there will be an air of tension 
  between the two groups as they settle 
  down for a long night. 
  As the storm abates, the slavers will move in on the 
  Heroes, thinking to add them to their haul of slaves. 
  As a fight ensues, hundreds of lost souls make their 
  presence known – whispering and floating ethereally 
  around the two groups – coalescing near the centre 
  of the chamber into a multi-limbed monstrosity. The 
  squamous and horrid creature quickly tears the 
  slavers to shreds but shys away from the holder of 
  the amulet. 
   
  4 The slave master spots that the amulet 
  has power over the 
  monstrosity, 
  and tries to wrest it from 
  the Hero. 
   
  4 The slavers could arrive 
  at the 
  castle before the 
  Heroes, so 
  the slave master 
  finds the 
  Eye of 
  Thuulba 
  first.
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  CREATING A HERO  CHAPTER 2
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  Farmer
  Alternative career names: herder, peasant.
  Farmers live outside the city, but often within half 
  a day’s travel, so that they are able to get their 
  produce to the city to feed the populace. They are 
  hardy and hard working, and are skilled in basic 
  plant- and animal lore, animal handling, cooking, 
  baking and brewing, trading for basic goods, and 
  such like. 
  Attributes: Farmers do not rely on any one 
  attribute over any other, although appeal is 
  probably the least important.
  Adventuring: Farmers are not particularly 
  adventurous, so something unusual or dreadful 
  would have to happen to make a farmer leave his 
  farm and take up a life of adventure.
  Fighting: Farmers are not generally skilled 
  combatants and so rarely receive any advantage 
  from this career, except maybe when defending 
  their own lands against raiders, or when turning an 
  agricultural implement into a serviceable weapon.
  Suggested Boons: Beast-Friend, Brawler, Carouser, 
  Marked By The Gods
  Suggested Flaws: Country Bumpkin, Drunkard, 
  Gullible, Landlubber, Lumbering, Taciturn, Ugly & 
  Brutish, Unprepared
  Adventure Idea: A peasant village in an out-of-
  the-way place is periodically raided for food and 
  supplies by bandits led by Varalec. Taking what 
  meager goods they have, the village leaders go 
  into town to see if they can hire someone to help 
  them. While there, they encounter the Heroes and 
  offer them the money they have scraped together. 
  They believe Varalec and his men might have more 
  treasure that they have looted over the time they 
  have been in the area.
  In this adventure, the Heroes will have to fight off 
  attacks by large numbers of bandits and possibly 
  track them to their lair in the nearby hills.
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  CHAPTER 2  CREATING A HERO
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  Gladiator
  Alternative career names: champion, myrmidon.
  Gladiators are specialists at individual combat. 
  They are adept with a variety of weapons. They can 
  fight humans or beasts in an entertaining fashion. 
  Gladiators may have ended up in the arena as a 
  slave or to pay off a debt – whatever the reason, 
  they have survived to hear the howls of the crowd 
  and their adversary at their feet. The best gladiators 
  are often famous outside the arena, which can be to 
  their advantage or to their detriment.
  Attributes: Gladiators should be strong and agile, 
  but the most popular ones also have plenty of 
  appeal.
  Adventuring: A life in the arena does not 
  lend itself to a life of adventure. However, 
  many heroes have spent some of their time 
  in a gladiatorial arena, either by choice, by 
  circumstance, or by necessity.
  Fighting: They are especially good at fighting 
  in a style that is designed for spectacular 
  bloodletting rather than a simple quick kill. 
  They might get a combat bonus on certain 
  flashy moves, if not overused and, as 
  usual, at the GM’s discretion.
  Suggested Boons: Alert, Born 
  Athlete, Brawler, Fearsome Looks, 
  Hard-To-Kill, Alert, Marked By 
  The Gods, Quick Recovery, Battle 
  Harness, Trademark Weapon, War 
  Cry
  Suggested Flaws: Braggart, Distinctive 
  Appearance, Hot-Headed, Missing Eye or Ear, 
  Missing Limb
  Adventure Idea: Thonar Heart-Ripper, the 
  renowned gladiator-slave, has escaped the arena 
  and now has a sizeable bounty on his head. 
   
  4 Some say the courtesans of the city protect 
  him, providing him with shelter and a place of 
  hiding while he arranges escape from the city. 
   
  4 Others say he gathers sympathizers in the 
  army in order to launch a coup against the 
  King.
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  CREATING A HERO  CHAPTER 2
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  Hunter
  Alternative career names: scout, tracker.
  The hunter is a master of tracking prey through the 
  wilderness and the wastelands. Once hunters locate 
  their target, they’ll use stealth, traps and/or expert 
  bowmanship to bring it down. They are at home 
  in the wild and can survive there for long periods, 
  returning to more civilized areas only when they 
  have furs and hides to sell, or when they require 
  the company of their fellow men (or women). 
  Attributes: Agility is important to a hunter, as are 
  strength and mind to a slightly lesser degree.
  Adventuring: Hunting dangerous beasts is 
  adventure enough. However, hunters are also very 
  familiar with the areas they hunt in and sometimes 
  stumble across old trails, ancient ruins, and strange 
  places during their travels. For this reason, they can 
  be highly sought after as guides.
  Fighting: In combat, a hunter may receive a career 
  bonus if fighting a creature of a type he is familiar 
  with, but the career is rarely useful against human 
  opponents.
  Suggested Boons: Alert, Beast-Friend, Desert-Born, 
  Keen Eyesight, Keen Hearing, Keen Scent, Mountain-
  Born, Night Sight, Plains-Born, Sneaky, Swamp-Born, 
  Tools-of-the-Trade
  Suggested Flaws: Landlubber, Missing Eye or Ear, 
  Missing Limb, Taciturn
  Adventure Idea: Yavek the Hunter has come into 
  town laden with gold jewelry and gemstones. He is 
  found in the Grinning Skull tavern, buying beer for 
  everyone and telling the tale of a ruin he discovered 
  when he was pursuing a beast through the jungle. 
  He is now looking for more adventurers to come 
  back to the ruins with him to delve deeper into its 
  interior and see what greater treasures lie within.
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  CHAPTER 2  CREATING A HERO
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  Magician
  Alternative career names: sorcerer, witch.
  Magicians are both respected and feared. There 
  are few who will deal with them willingly without 
  great need, as a great many magicians are amoral 
  at best, exceedingly evil at worst, and all of 
  them are at least slightly unhinged. Magicians 
  often live alone, with only a few servants or the 
  occasional apprentice to attend them. Along with 
  the knowledge of such esoteric lore as astrology, 
  astronomy, and demonology, magicians research 
  forbidden tomes of arcane knowledge, or make 
  pacts with demons to learn Words of Power that 
  can shape reality itself. 
  Magicians steeped in the Lore of the Void are 
  mostly from Zalut, although there are minor 
  magicians in just about every city of Lemuria (apart 
  from Tyrus, where magicians are outlawed). 
  Attributes: Magicians need a powerful mind both 
  for their studies and for the will to create and cast 
  mighty spells. 
  Adventuring: Magicians aren’t usually great 
  adventurers, preferring to leave that stuff to 
  their hirelings and minions. However, sometimes 
  they will venture out of their lairs to personally 
  supervise or join an expedition, when they may 
  gain something of great mystical significance at the 
  end of it. 
  Fighting: There are not many circumstances where 
  being a magician helps in a fight using ordinary 
  weapons. But then, the best magicians don’t need to 
  use mundane weapons to kill someone.
  Perilous Career: Sorcery is a fast track to power 
  but it also brings its own price. For each rank taken 
  as a magician beyond the first, take one extra flaw 
  (see Chapter 5). This also applies if you advance in 
  rank as a magician later on during the Saga.
  Suggested Boons: Detect Deception, Excellent 
  Library, Learned, Magic Of The Sorcerer-Kings, 
  Power of the Void, Resistance to Sorcery, Savant
  Suggested Flaws: Absent-Minded, Arrogant, 
  Cravings, Delicate, Distinctive Appearance, Fear of 
  ..., Infamous, Morgazzon’s Curse, Non-Combatant, 
  Obsession, Poor Recovery, Unsettling, Untrustworthy 
  Languages: Magicians must know Sorceric if they 
  wish to use the powerful magics and alchemies of 
  this ancient race. Learning this language is painfully 
  difficult – both spoken and written forms must be 
  taken separately.
  Adventure Idea: A necromancer – disguised 
  as a priest of Nemmereth – visits many homes, 
  supposedly offering final rites to the dying but 
  stealing their souls instead, trapping them in 
  pendants, keys, and rings. He lives in the ancient 
  catacombs beneath the city, where he converses 
  with the dead and feeds his 
  half-demon spawn the souls 
  he acquires through elaborate 
  rituals, becoming less and less 
  human in the process.
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  CREATING A HERO  CHAPTER 2
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  Merchant
  Alternative career names: peddler, trader.
  Merchants are not shopkeepers – they are wide-
  travelled adventurers, who seek new and exotic 
  goods to sell from faraway places. As such, 
  merchant characters pick up a range of useful 
  skills like trading, appraisal, obtaining rare or 
  unusual goods, persuasion, city lore, 
  knowledge of distant places, and guild 
  membership. 
  If you want a strange or unusual item, 
  speak to a merchant first.
  Attributes: Merchants need a quick 
  mind and a degree of appeal to haggle 
  and barter for their living.
  Adventuring: A life on the road is a life of 
  adventure, whether the merchant tries to avoid 
  it or not. Many merchants actively seek out 
  new lands and new markets, leading to many 
  adventures.
  Fighting: Merchant is not a combat career, so this 
  will almost never be helpful to a character in a 
  fight.
  Suggested Boons: Detect Deception, Great 
  Wealth, Savant, Silver Tongue
  Suggested Flaws: Greed, Non-Combatant, 
  Obsession, Unprepared
  Adventure Idea: An important merchant 
  wishes to negotiate peace with cannibal 
  savages in the steamy jungle who have 
  disrupted his business by attacking 
  his supply trains. He is hiring guards 
  to accompany him and his cannibal 
  interpreters. 
  In actuality, he is there to find his lost son 
  (who has convinced himself and the savage 
  tribesmen that he is a god) and return him to 
  civilization.
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  CHAPTER 2  CREATING A HERO
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  Mercenary
  Alternative career names: bandit, warrior.
  These warriors work for anyone who will pay 
  for their services. Some form themselves into 
  companies under a strong leader and others travel 
  individually or in small bands to seek employment. 
  Often these mercenary groups turn to banditry 
  when not gainfully employed. Just about all the 
  city-states of Lemuria have used mercenaries in 
  their past conflicts and most will continue to do 
  so. They tend to have skill in living rough, riding, 
  intimidation, carousing, and in basic upkeep and 
  repair of weapons and armour.
  Attributes: Mercenaries should be strong and agile 
  to be able to ply their trade of war.
  Adventuring: Mercenaries, by nature, tend to 
  be drifters – travelling across Lemuria to seek 
  employment. Even when warring has ceased, 
  there will be jobs guarding merchant caravans, 
  treasure-hunting expeditions, and working for 
  the nobility as bodyguards.
  Fighting: Mercenaries are notorious for their 
  ability to fight well when well paid, but to 
  fight badly – or not at all – when conned or 
  badly paid. In combat, they might receive 
  a career bonus if the money is particularly 
  good. 
  Suggested Boons: Blind Combat, Brawler, 
  Born-in-the-Saddle, Carouser, Hard-to-Kill, 
  Alert, Quick Recovery, Inspire, Battle Harness, 
  Trademark Weapon, War Cry
  Suggested Flaws: Braggart, Greed, Hot-
  Headed, Lustful 
  Adventure Idea: Baron Jonar Kath sent for 
  Captain Barabak and his mercenary band 
  when it looked like matters were going 
  to come to a head over a land ownership 
  disagreement with Count Dravis. 
  The mercenaries arrived a week later, but 
  by that time, matters between the two 
  parties had been amicably resolved, so 
  Jonar no longer needed the mercenaries’ 
  services. However, Barabak is now angry 
  that his time has been wasted. 
  There are several options here. 
  Barabak could:
   
  4 Try to re-open hostilities 
  between Baron Jonar and Count 
  Dravis, thereby giving him the 
  opportunity for employment. 
   
  4 Kidnap Jonar’s daughter Felvia 
  and hold her to ransom. 
   
  4 Attack and loot Jonar’s villa.
   
  4 Start a reign of banditry and terror in the 
  vicinity. 
  Whatever happens, Baron Jonar will soon need the 
  Heroes to come to his aid...
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  CREATING A HERO  CHAPTER 2
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  Minstrel
  Alternative career names: bard, poet.
  As wandering entertainers, minstrels perform 
  songs, music, poetry, and plays – telling tales of 
  distant places and historical or fantastical events. 
  They often create their own stories or memorize 
  and embellish the work of others. Whilst most are 
  travellers taking their songs and music from city to 
  city, some are retained at the courts of nobles for 
  their own entertainment.
  These performers are happiest when playing to 
  crowds and earning a few coins for their efforts. 
  Some minstrels extend their art to a bit of juggling 
  and possibly other sleight-of-hand trickery – this 
  can be a good cover for a character who is also a 
  thief. Because they travel and are great gossips, 
  they learn ancient legends, are good orators, and 
  have some knowledge of city and world lore. A 
  minstrel is often a big hit with the ladies, having as 
  they do a gift for saying the right thing.
  Attributes: Minstrels require appeal as well as 
  agility and quick minds.
  Adventuring: Minstrels are wanderers, so by 
  their very nature they can get caught up in some 
  dangerous escapades on the road. Some might 
  also follow soldiers and adventurers, simply to 
  be able to create heroic tales from first-hand 
  experience.
  Fighting: Minstrel is not generally a 
  combat career and there are very few 
  circumstances where this career will 
  provide a combat bonus. Possibly a trick 
  or distraction might give the opportunity 
  to get a surprise stab or, more likely, a 
  chance to escape. 
  Suggested Boons: Artistic, Attractive, 
  Carouser, Detect Deception, Keen 
  Hearing, Learned, Master of Disguise, 
  Inspire, Silver Tongue, Tools of The 
  Trade (instrument)
  Suggested Flaws: Arrogant, Delicate, 
  Drunkard, Lustful, Non-Combatant 
  Adventure Idea: Whilst resting up in a tavern in an 
  out-of-the-way part of Lemuria, the Heroes hear a 
  minstrel singing in a language that is unknown in 
  the area, but is known to be an ancient and rare 
  language by one of the Heroes, most likely a Hero 
  with scholar (or similar) career. 
  If questioned, the minstrel says he learned the song 
  years ago from an old bard who is now dead and 
  he doesn’t actually know the language himself, just 
  that he learned the song by rote. Within the words 
  of the song is a tale about a legendary city full of 
  treasures, with clues to the whereabouts of the city, 
  which is somewhere remote but not too far from 
  here.
  Tanaël Ghazarian (order #7051416)
  
  39
  CHAPTER 2  CREATING A HERO
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  Noble
  Alternative career names: aristocrat, courtier.
  Often holding homes in the city and estates or 
  villas outside the city, these characters are usually 
  titled (though not necessarily deserving) and 
  have some authority over the common people, 
  peasants, and slaves. Nobles are often able to 
  obtain credit, have high-ranking contacts, and 
  are skilled in such things as bribery, browbeating, 
  dress sense, and etiquette.
  Attributes: Nobles need plenty of appeal as well as 
  clever minds, although at the end of the day, money 
  always talks whatever the circumstances.
  Adventuring: Nobles are not notable adventurers, 
  although they will often finance expeditions to 
  remote areas to obtain artefacts or to carry out 
  trade. Some more adventurous nobles will join 
  expeditions to oversee them.
  Fighting: In combat, having a career of noble will 
  rarely be of any benefit whatsoever. However, some 
  peasants or lower classes will have qualms about 
  attacking their superiors. Also, nobles often lead 
  armies (whether capable or not).
  Suggested Boons: Attractive, Born-in-the-Saddle, 
  Friends in High Places, Great Wealth, High-Born, 
  Inspire 
  Suggested Flaws: Arrogant, Braggart, City 
  Dweller, Cravings, Greed, Hot-Headed, Lustful
  Adventure Idea: Degenerate Tyrus nobleman 
  Laxos “Lax” Dhalv plans a safari upriver, 
  using his pleasure-barge as a mobile base of 
  operations. Lax claims to be stalking a herd 
  of elusive red bouphon, and hires Heroes 
  on as hunters, guides, and bodyguards. 
  Lax has a secret agenda, however: he 
  wants to go after much more dangerous 
  game, perhaps a chark or water-
  dwelling poad. 
  To further complicate matters, a group 
  of river pirates tries to seize Lax’s barge 
  and turn it into a fortified raiding-craft 
  of their own. 
  The Heroes may decide to stop the 
  pirates – or they may side with them, after 
  having to endure the obnoxious, overbearing Lax!
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  CREATING A HERO  CHAPTER 2
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  Physician
  Alternative career names: healer, leech.
  Physicians, and others who can heal injured or sick 
  people, are very important individuals in the cities 
  of Lemuria. With their great scale of knowledge and 
  the importance of their job, they are held in high 
  esteem in society. Most of the lowest-born citizens 
  cannot afford the services of a physician, and are 
  forced to use the services of charlatans and quacks. 
  Physicians are dispensers of potions and medicines 
  and have practical skills in bone setting, surgery, 
  and child delivery. They are knowledgeable of plant 
  lore, first aid, and diseases and their cures. Many 
  physicians have their own herb gardens, where 
  they grow the exotic plants that are used in their 
  medications. And some physicians practice a little 
  basic alchemy (see Chapter 6). Physicians need to 
  be literate.
  Attributes: Mind is the most important attribute for 
  a physician character.
  Adventuring: Being a physician does not lend itself 
  to a life of adventure, although physicians will be 
  required by both sea- and army captains.
  Fighting: In combat, the physician’s career is not 
  really of particular benefit to a character, although 
  after the fight, they are often most welcome.
  Suggested Boons: Deft Hands, Disease Immunity, 
  Excellent Library, Healing Touch, Learned, Poison 
  Resistance
  Suggested Flaws: Can’t Lie, City Dweller, Combat 
  Paralysis, Drunkard, Non-Combatant
  Adventure Idea: One of the Heroes has been 
  poisoned with a rare toxin that will kill him if his 
  heart rate drops. 
   
  4 Maybe this was a rival assassin (if the Hero is 
  an assassin). 
   
  4 Maybe this was just a nasty insect. 
  Whatever the reason, the attending physician tells 
  the Hero that he has to keep moving – he can’t stop, 
  he can’t sleep, he can’t even rest for more than a 
  minute. The physician isn’t sure how long the Hero 
  has, but it’s only a day or two. 
  The good news is, there is an antidote – the bad 
  news is, getting it is a problem because: 
   
  4 Only the King’s physician has the antidote.
   
  4 Only the rival assassin has the antidote. 
   
  4 Only Jesharek Jool has it (so the only way to get 
  to him in time would be to steal a sky-boat). 
  Give the poisoned Hero a bonus Hero Point for this 
  adventure – he’ll need it!
  Tanaël Ghazarian (order #7051416)
  
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  CHAPTER 2  CREATING A HERO
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  Priest
  Alternative career names: druid, shaman.
  Priests reside in their temples in 
  the major cities of Lemuria – they 
  lead worship of the gods. They also 
  determine the will of the gods. Priests are 
  knowledgeable in theology, ancient 
  lore, astrology, astronomy, ancient 
  languages, oratory, and must be 
  literate. Their position gives them 
  a special place in the minds of the 
  rest of the populace, and this gives 
  them great power over all aspects of 
  the government, the military, and the 
  populace in general.
  Druids worship the Dark Lords and are 
  less savoury – their form of worship 
  includes human sacrifice.
  Attributes: Priests need to have 
  clever minds, and the best ones 
  have plenty of appeal to be able 
  to sway or attract followers.
  Adventuring: Some priests are 
  highly adventurous – seeking 
  out ancient knowledge and artefacts 
  of their gods. Others prefer the easy 
  life and rarely leave the safety of their 
  temples.
  Fighting: Having the priest career will 
  rarely, if ever, give you any advantage 
  in combat. The only plus might be that 
  gods-fearing fighters will be loath to 
  attack a priest.
  Suggested Boons: Detect Deception, 
  Friends in High Places, Inspire, 
  Learned, Marked By The Gods, Nose 
  for Magic, Resistance to Sorcery, 
  Savant, Silver Tongue
  Suggested Flaws: Arrogant, Combat 
  Paralysis, Cravings, Distrust of 
  Sorcery, Morgazzon’s Curse, Non-
  Combatant, Obsession, Zealot
  Languages: Druids and priests need 
  to learn Sorceric if they wish to use 
  the powerful magics and alchemies 
  of this ancient race. Learning this 
  language is painfully difficult, and 
  requires both spoken and written 
  forms to be taken separately.
  Adventure Idea: The priest has been 
  proclaiming the vision sent to him by 
  Hurm – in the temple, and in the square, 
  and to anyone who’ll listen. 
  In his dreams he’s seen the ravening 
  horde of beastmen in their armour of 
  skins and bone and wood 
  and bronze, loping swiftly 
  southwards across the Empty 
  Lands. 
  He’s seen the chieftain of 
  the horde sat astride a great 
  eldaphon, with a huge bloody 
  axe in his hand and a great 
  horned war-helm on his 
  monstrous head. 
  He’s also seen the Dark Wagon 
  – moving of its own accord – 
  wherein crouches the sinister 
  necromancer, weaving his vile 
  enchantments to protect the horde 
  and destroy any who oppose them. 
  He’s witnessed the beastmen 
  sweeping all before them – sky-
  boats crashing to the ground, cities 
  left looted and burning. 
  Only death and destruction remains 
  where the horde has passed through. 
  And, the priest says, the horde is 
  coming this way... 
  Tanaël Ghazarian (order #7051416)
  
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  CREATING A HERO  CHAPTER 2
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  Sailor
  Alternative career names: mariner, pirate.
  Sailors are sea warriors and adventurers, are skilled 
  in sea lore, navigation by stars, and boat handling, 
  and have a good knowledge of local ports and 
  nearby coastlines and islands. 
  Skilled mariners are always in demand and so they 
  will rarely be refused working passage on board a 
  galley. 
  Rogues of the sea, pirates are skilled in seacraft 
  and speak their own version of Lemurian, known as 
  Sea-Tongue. 
  Attributes: Sailors need strength, and some agility 
  is useful too.
  Adventuring: A life at sea is full of adventure – sea 
  monsters, exotic places, strange people, sea-battles 
  and treasure maps are all food and drink to a 
  mariner.
  Fighting: Sailors may receive a combat bonus 
  in actions at sea and possibly even against sea-
  creatures that they might have some familiarity 
  with or heard about.
  Suggested Boons: Alert, Brawler, Born Athlete, Born-
  At-Sea, Carouser, Deft Hands, Friends in Low Places, 
  Keen Eyesight, Battle Harness, Sneaky, War Cry
  Suggested Flaws: Braggart, Distinctive Appearance, 
  Distrust of Sorcery, Drunkard, Fear of ..., Greed, 
  Hot Headed, Illiterate, Lustful, Missing 
  Eye or Ear, Missing Limb 
  Adventure Idea: The Heroes’ ship 
  picks up a beautiful near-naked 
  girl from the sea. She is still alive but 
  seemingly unconscious. 
  After she awakens, she says she can’t 
  remember who she is or where she 
  comes from. The mood of the crew slowly 
  changes... there are accidents... fights break 
  out. 
  Who is this exotic beauty? Maybe she’s some 
  sort of demon or witch...
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  Scribe
  Alternative career names: librarian, scholar.
  Scribes are researchers and teachers, well 
  educated and knowledgeable on a wide variety of 
  subjects – they are mathematicians, cartographers, 
  astronomers, linguists, historians, and 
  philosophers. Scribes are also skilled at debate as 
  they discuss at length a variety of topics with other 
  enlightened individuals.
  Scribes need to be clear of thought to do their 
  laborious work of cataloguing volumes and copying 
  texts. It goes without saying that they need to be 
  literate.
  Attributes: Mind is of primary importance to a 
  scribe.
  Adventuring: Scribes make poor adventurers, 
  although to have some of the knowledge of a scribe 
  would make such a character a useful addition to a 
  party. 
  Fighting: Whilst scribes might have it that “the pen 
  is mightier than the sword”, there are not actually 
  many circumstances where having a career in 
  scribe will have any discernible use in combat. 
  Suggested Boons: Excellent Library, Learned, 
  Savant
  Suggested Flaws: Delicate, Can’t Lie, 
  Combat Paralysis, Non-Combatant, 
  City Dweller, Obsession
  Adventure Idea: In the Bloated 
  Fish Inn, Jarl, a young scholar, 
  is drunkenly boasting about an 
  ancient treasure map he discovered 
  whilst conducting his studies in the 
  Great Library. 
  He is very inebriated, and is oblivious 
  to the attention of several unsavoury 
  individuals (the Heroes included) 
  who follow him outside when he 
  leaves the tavern...
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  Sky-Pilot
  Sky-pilots are the elite of the fighting men of 
  Satarla and are trained to fly the sky-boats of the 
  Satarlan Sky-Navy. They are held in awe by those 
  shackled by gravity. Along with their knowledge 
  of piloting and general sky-boat maintenance, 
  Sky-pilots are also skilled navigators and highly 
  observant, so they are much sought after as scouts, 
  couriers and explorers. They are usually ex-soldiers, 
  and most are nobles too. 
  Attributes: Mind, agility – and to a lesser extent 
  appeal and strength – are all handy to an elite 
  Sky-pilot.
  Adventuring: A sky-pilot is naturally a daring soul, 
  so anyone coming from this career will still have a 
  yearning for a life of adventure. 
  Fighting: Sky-pilots in combat will always have 
  the advantage over any fighter unused to combat 
  taking place in the skies.
  Suggested Boons: Born Athlete, Friends in High 
  Places, Great Wealth, Keen Eyesight, High-Born, 
  Inspire, Marked By The Gods, Trademark Weapon
  Suggested Flaws: Arrogant, Braggart, City 
  Dweller, Hot-Headed
  Adventure Idea: Whilst flying over the 
  jungle lands, the Hero loses control of his sky-
  boat, which seems to be heading in a direction 
  all of its own. None of the controls alter the 
  course of the sky-boat. The best the sky-pilot might 
  be able to do with successful task checks is to delay 
  the sky-boat, to give the Heroes a chance to prepare 
  themselves for whatever has them in its grip. 
  The sky-boat is being pulled towards M’lor (or 
  some other unknown ancient ruin hidden in the 
  jungle) by some sorcery, where there is a wizened 
  Sorcerer-King, recently awoken from his alchemical 
  slumber by an earthquake, and who is now seeking 
  to venture out into a world that he no longer 
  recognizes. The sky-boat is a key to his strategy. 
  The Sorcerer-King has also raised up some of the 
  old inhabitants of the city to be his protectors 
  and servants...
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  Slave
  Alternative career names: serf, thrall.
  Slavery is not exactly a career of choice for a 
  heroic adventurer. Nevertheless, it can be useful 
  in rounding out a character concept, and does 
  provide the opportunity to pick up a few skills and 
  techniques that other careers do not give. 
  The career provides skill in things like humility, 
  going unnoticed, listening and sneaking, as well 
  as cooking, cleaning, gardening, sewing, and 
  manual labour. Some slaves (the strong ones 
  or the troublemakers) are sold to gladiatorial 
  arenas. 
  In Zalut, if you are not a priest, an alchemist, 
  or a magician, you are a slave.
  Attributes: Slaves that are used for labour need 
  good strength – female slaves normally find 
  things better (or worse!) if they have appeal. 
  Slaves used to run errands often need high 
  agility. Clever slaves are normally considered 
  to be troublemakers.
  Adventuring: Adventurous slaves invariably 
  do not remain enslaved for very long, unless 
  it suits their purposes. A life on the run from 
  slavery leads to adventure, whether wanted or 
  not.
  Fighting: The career is not really of any 
  practical use in a fight. Still, slaves will mostly 
  be ignored by warriors, maybe to their cost.
  Suggested Boons: Escape Artist, Keen Hearing, 
  Sneaky, Strength Feat
  Suggested Flaws: City Dweller, Combat 
  Paralysis, Cursed, Fear of ..., Feels the Cold, 
  Illiterate, Landlubber, Mute, Non-Combatant, 
  Poor Recovery, Taciturn
  Adventure Idea: On a slaver’s cart trundling 
  through the city, a beautiful slave girl catches 
  the eye of one of the Heroes. She manages to 
  whisper to the Hero that she is the daughter of 
  a Beshaari king and her father would pay riches 
  beyond imagination for her safe return – and 
  she herself would be extremely grateful to her 
  rescuer... 
   
  4 The girl’s story could be true and her return 
  would involve effecting her escape from the 
  slaver’s caravan (or possibly purchasing her at 
  the slave market, but there is a huge interest in 
  her from the buyers) and then transporting her 
  to her homelands. 
   
  4 She could be some sort of temptress/con-
  woman ready to relieve the Hero of anything of 
  value he might have.
   
  4 She could be a demon in human form, ready to 
  suck his soul from his body.
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  Soldier
  Alternative career names: guard, militiaman.
  Soldiers are the paid guards in a city or in the 
  standing armies of rich nobles. They are often stoic 
  but of limited imagination. They will have some city 
  lore, perhaps skills in intimidation and riding, as 
  well as a limited amount of authority – especially 
  the officers. 
  Attributes: Strength is normally most important for 
  soldiers, although archers and cavalrymen could do 
  with a bit of agility. Officers need to have plenty of 
  appeal to lead their men, and quick minds to make 
  sound battle plans.
  Adventuring: Most soldiers are dull and uninspired. 
  However, characters will use their time in the city 
  guard to hone their weapon skills ready for their 
  next adventure. 
  Fighting: Soldiers are not specialists of any sort 
  but will sometimes gain a career bonus in combat, 
  especially if fighting tactically as a part of a well-led 
  unit.
  Suggested Boons: Born Athlete, Born-in-the-Saddle, 
  Brawler, Carouser, Hard-to-Kill, Inspire, Quick 
  Recovery, Trademark Weapon
  Suggested Flaws: Braggart, Drunkard, Gullible, 
  Lustful, Poor Hearing, Taciturn
  Adventure Idea: At nighttime, perhaps on the 
  way to their lodgings after a night at the tavern, 
  the Heroes stumble across a city guard being 
  attacked by three other city guards, who will take 
  flight if challenged. 
  The dying guard tells the Heroes his name is Jorvan. 
  He says he discovered a conspiracy amongst the 
  guards and reported it to Captain Dotan only that 
  very day – he suspects the guards found out that he 
  had discovered the plot. He dies before he can say 
  any more. 
   
  4 A powerful sorcerer has be-spelled the guards 
  so that he can take over the city, although some 
  of the guards (including Jorvan) managed to 
  resist the effects of the spell. 
   
  4 There is no plot – it’s just the effects of 
  Morgazzon’s work. 
   
  4 A noble has designs on overthrowing the 
  current rulership of the city and has put some 
  of his paid mercenaries in place, ready for the 
  right time to strike.
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  Temptress
  Alternative career names: courtesan, serving 
  wench.
  There are some who have honed seduction down 
  to an art form. The temptress may be a nobleman’s 
  mistress, a courtesan, or even a common tavern 
  wench, but she uses her power over men for her 
  own ends. She is as dangerous as she is beautiful: 
  the sort that men fight battles and wars over. A 
  temptress is skilled in fashion sense, savoir-faire, 
  conversation, manipulation, and seduction. Some 
  are even good at taking things from customers 
  without them noticing.
  Note that although Barbarians of Lemuria is 
  designed to evoke the themes and feel of the classic 
  sword-and-sorcery stories, this particular career 
  can also be open to men in some circumstances 
  (using the career name lothario perhaps).
  Attributes: Appeal is the most important attribute 
  for a temptress. Agility and mind can be useful too.
  Adventuring: Temptresses are usually not very 
  adventurous (outside of the bedroom, at least!), so 
  you’d need other careers to help explain your life of 
  peril.
  Fighting: This career is seldom helpful in combat, 
  though a Temptress may be able to add her career 
  to distract guards.
  Suggested Boons: Attractive, Beguiling, Carouser, 
  Deft Fingers, Friends in High Places, Friends in Low 
  Places, Inspire, Sneaky, Silver Tongue
  Suggested Flaws: City Dweller, Delicate, Hot-
  Headed, Lustful, Non-Combatant, Unprepared
  Adventure Idea: The Heroes rescue a beautiful 
  girl from the clutches of an evil villain. The girl 
  doesn’t tell any of the Heroes she is the local King’s 
  daughter, who was kidnapped by the villain for 
  nefarious purposes. She seduces (or attempts to 
  seduce) each one in turn, starting with anyone who 
  has the Lustful flaw. 
  It’s not until later that the Heroes hear of the King’s 
  announcement of his daughter’s kidnap and the 
  reward for her return. It appears she was also 
  due to be wed to a commander in his army – a 
  skilled and vengeful swordsman who expects to 
  be marrying a virgin…
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  Thief
  Alternative career names: rogue, scoundrel.
  Perhaps you fell into a life of crime, or 
  began as a young street urchin. In either 
  case, you have a certain unique set of 
  skills that most find unsavoury. Thieves, 
  scoundrels, and other ne’er-do-wells 
  will have skill in such things as city lore, 
  climbing, burglary, sneaking, picking pockets, 
  skulduggery, and gambling, and may be part of 
  some “guild” organization. 
  Malakut is known as the City of Thieves, as you 
  will almost certainly be robbed at some time or 
  another if you stay in the city for any length of 
  time.
  Attributes: Thieves require agility for their trade, 
  but a quick mind also helps.
  Adventuring: Good thieves are sought after by 
  adventurers looking to break into temples and 
  tombs where there are locks and traps guarding 
  the treasures. 
  Fighting: Thieves usually need to avoid combat 
  where possible, so will normally only gain a 
  career bonus in combat when trying to get away – 
  and not always then, if up against well-trained city 
  guards.
  Suggested Boons: Alert, Carouser, Deft Hands, 
  Escape Artist, Friends in Low Places, Keen Hearing, 
  Low-Born, Night Sight, Sneaky, Tools-of-the-Trade 
  (lock-picks) 
  Suggested Flaws: City Dweller, Cowardly, Greed, 
  Hunted, Infamous, Illiterate, Poor Recovery, 
  Untrustworthy
  Adventure Idea: The thief Jopor has approached 
  the Heroes with an offer. He knows the long-dead 
  wizard’s tower lies empty for the looting. He has also 
  discovered a way in. 
  His only fear is that the wizard left a hideous 
  creature in the tower to guard it, and whilst he can 
  gain access, he isn’t capable of killing a ferocious 
  beast. He needs the Heroes to tackle the beast whilst 
  he loots the tower. Once they all get out, he’ll divide 
  the spoils. 
  Of course, he has no intention of sharing the loot 
  with anyone...
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  Worker
  Alternative career names: docker, labourer.
  Workers are unskilled labourers – men who erect 
  palisades, dig ditches, build homes, city walls and 
  temples, or load and unload wagons and riverboats. 
  Workers often move around doing a range of odd 
  jobs here and there, many of which are seasonal or 
  temporary. Workers will be skilled in heavy lifting, 
  intimidation, carousing, and hard labour. Some of 
  the tasks carried out by workers are also the work 
  of slaves.
  Attributes: Workers tend to find a high strength 
  very useful in their physical endeavours.
  Adventuring: Labour is dull and doesn’t really lead 
  to a life of adventure. Therefore, a character with 
  Worker as one of his careers is unlikely to have 
  stuck it out for very long. 
  Fighting: Workers are not really fighters, although 
  they do tend to settle their disputes with their 
  fists. They might be given a bonus during a brawl, 
  especially when grappling or choking someone.
  Suggested Boons: Carouser, Brawler, Giant 
  Strength, Hard-to- Kill, Strength Feat, Fearsome 
  Looks, Poison Resistance, Tools-of-the-Trade 
  Suggested Flaws: Can’t Lie, Drunkard, Fear of ..., 
  Hot-Headed, Illiterate, Lumbering, Lustful, Poor 
  Hearing, Taciturn, Unsettling 
  Adventure Idea: A contingent of granite miners 
  in the hills of Kanopir to the north of Urceb have 
  come upon a fabled vault said to contain the Heart 
  of Zhuul, a blood jewel belonging to the ancient 
  Sorcerer-Kings, some of whom are believed to still 
  live in the recesses of the vault. 
  One of the miners is secretly the thrall of a tentacled 
  monstrosity which inhabits the vaults as well and 
  which has been seeking to effect its escape into the 
  world.
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  On creating new careers
  There may be a temptation to create new careers, 
  but you should give real thought to this before you 
  do. 
  The reason for this is that the careers already 
  provided are broad enough that they should 
  encompass everything a sword-and-sorcery 
  character should be able to do. Any further careers 
  will serve only to crossover areas already covered 
  by the other careers.
  For example, it’s often suggested that there needs 
  to be an archer career. This simply isn’t necessary. 
  An archer is really a soldier or mercenary skilled 
  with a bow. There isn’t much else an archer does 
  that a soldier doesn’t do. 
  So, all you need to do is take the soldier or 
  mercenary career and put perhaps at least 1 in 
  agility and 2 in ranged (more if you want a more 
  dedicated but less all-round hero). If you want 
  an archer who is more of a woodsman-type, pick 
  hunter and put 2 or more points in ranged.
  List of Boons and Flaws
  Boons
  Most boons grant you a bonus die. Where this isn’t 
  the case, the effect of the boon is clear from the 
  description.
  Artistic: You have an artistic flair. Roll a bonus die 
  when appraising or creating items of art.
  Attractive: You are particularly handsome or 
  pretty. Roll a bonus die in situations where good 
  looks might be important. 
  Alert: You are quick to spot danger and react. You 
  receive a bonus die to your Priority Rolls. 
  Battle Harness: This boon allows your character 
  to wear a chainmail bikini or a loincloth and battle 
  harness (light armour at best) and treat it as if 
  it were medium armour for damage protection 
  purposes, with no armour penalties at all.
  Beast-Friend: you have a natural affinity with 
  animals. Whenever dealing with animals, roll 
  a bonus die. If you are a beastmaster, you will 
  also have two or three small companions, or one 
  medium or large companion.
  Blind Combat: No light? No problem. By using 
  smell, sound, disturbances in the surrounding 
  air, etc., you are one with the universe. Whatever 
  penalties the GM applies to fighting in the 
  darkness, your character does not suffer at all.
  Brawler: You are a skilled pugilist and wrestler. 
  Roll a bonus die to attack when you are fighting 
  with your fists, feet, head, etc.
  Born Athlete: When doing any athletic activities 
  such as sprinting, climbing, swimming, or leaping 
  (other than fighting), you may roll a bonus die.
  Born-in-the-Saddle: When dealing with riding 
  beasts or carrying out physical activities (other than 
  fighting) while mounted, you may roll a bonus die.
  Born-at-Sea: You grew up on and around boats 
  and ships. When dealing with ships or carrying 
  out physical activities on board ship (other than 
  fighting), you receive a bonus die.
  Carouser: You were more-or-less brought up in a 
  tavern and are popular when the drink is flowing. 
  Roll a bonus die to gain information, make contacts, 
  or acquire goods and services whilst in a tavern. 
  You are also resilient to the effects of alcohol.
  Deft Hands: When undertaking actions requiring 
  fine manipulation, such as picking pockets, making 
  things, juggling, or card-sharping, you receive a 
  bonus die.
  Desert-Born: When tracking, trapping or hunting, or 
  carrying out other similar activities (not fighting) in 
  a desert, you roll a bonus die.
  Detect Deception: You are good at spotting when 
  you are being lied to. Any time someone tries to lie 
  to or con you, you often see right through them. 
  You receive a bonus die to divine fact from fable. 
  You won’t automatically know the truth, but you 
  know that what you’re being told isn’t it.
  Disease Immunity: You are immune to all diseases, 
  even magical ones.
  Escape Artist: Ropes, chains, manacles, even prison 
  cells – nothing holds you for long. Either by skill 
  or by dumb luck, you always get away (eventually). 
  Roll a bonus die whenever you are in this situation 
  and are trying to break free.
  Excellent Laboratory: You have a first-rate 
  laboratory for conducting your experiments. You 
  get a bonus die on any rolls to make alchemical 
  preparations or mechanical devices while you are in 
  it. The laboratory does need to be re-stocked from 
  time to time, leading you to occasional adventures 
  whilst you seek the means to do this.
  Excellent Library: You have a first-rate library for 
  conducting your research. You get a bonus die on 
  any rolls to find out anything while you are in it. 
  The library does need to be re-stocked from time to 
  time, leading you to occasional adventures whilst 
  you seek the means to do this.
  Fearless: Your character shows no fear. Even 
  magically induced fear has no effect on him or her.
  Fearsome Looks: Roll a bonus die whenever you are 
  trying to force somebody to give you information 
  or do something they don’t want to do.
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  Friends in High Places: You have contacts within 
  the upper echelons of society. While they will not 
  usually stick their necks out for you, they will 
  give you aid, expecting a favour in return when it 
  suits their own interests. The sorts of things that 
  these favours usually entail is getting you access to 
  another important person, sharing information with 
  you, using their pull with the local nobility, etc.
  Friends in Low Places: You have friends in various 
  hives of scum and villainy around the land. These 
  favours might entail putting you in contact with a 
  fence, getting you a hiding place, etc.
  Giant-Friend: You grew up around giants (or you 
  have somehow made an impression on them) so 
  they treat you like one of their own. Roll a bonus 
  die when dealing with the Blue Nomads.
  Giant Strength: You are big and strong. You may 
  add 1 to your strength. Your maximum strength is 6 
  rather than 5, and your maximum starting strength 
  is 4 rather than 3.
  Great Wealth: You have a source of income or an 
  inheritance. Roll a bonus die on any attempt to 
  obtain any goods, services, or other items you need 
  whilst in your home city.
  Hard-To-Kill: You are hard to put down and have 
  the toughness of a bronyx. Add +2 lifeblood to your 
  total.
  Healing Touch: Gain a bonus die whenever rolling 
  to help someone recover from injury, poison, etc. 
  You must have the physician career to take this 
  boon.
  High-Born: You grew up in the palaces and courts 
  of the rich and noble. You receive a bonus die when 
  dealing with courtly manners and matters of good 
  form.
  Inspire: Inspires your friends and supporters. This 
  could represent an appeal to the gods, inspired 
  leadership, inspirational music, or just your own 
  force of personality. Inspire gives a bonus die for 
  one round after the call to all your companions’ 
  Attack Rolls (if they can hear you). This can be done 
  once a day for free, or again for a Hero Point.
  Jungle-Born: You grew up in the jungle. When 
  tracking, trapping, hunting, or carrying out 
  other similar activities (not fighting) in a jungle 
  environment, you roll a bonus die.
  Keen Eyesight: Whenever you make a mind Task 
  Roll to perceive something using your eyesight, 
  you receive a bonus die.
  Keen Hearing: Whenever you make a mind Task 
  Roll to perceive something using your hearing, you 
  receive a bonus die.
  Keen Scent: Whenever you make a mind Task Roll 
  to perceive something using your sense of smell, 
  you receive a bonus die.
  Learned: When recalling a fact from your area of 
  specialty, you receive a bonus die.
  Low-Born: You grew up on the city streets. You 
  receive a bonus die when dealing with the low-life 
  and scum of a city’s underground, or when carrying 
  out activities (not fighting) such as trailing people 
  or noticing things.
  Magic of the Sorcerer-Kings: You understand some 
  of the ancient secrets of the Sorcerer-Kings. You 
  can roll a bonus die when casting spells, although 
  you must also take an extra flaw. 
  Marked by the Gods: The Gods favour you. You 
  have an extra Hero Point.
  Master of Disguise: You gain a bonus die whenever 
  you are trying to conceal your true identity. In 
  addition, whenever you want to suddenly appear in 
  a scene where your character wasn’t already, you 
  can spend a Hero Point to emerge as one of the 
  random guards, townsfolk, etc., in the background. 
  You were there the whole time, merely incognito!
  Mighty Fists: Your fists are rock-hard from years of 
  training in the fighting pits or brawling in the city 
  taverns. You can add your full strength to damage 
  caused when fighting unarmed.
  Mighty Shot: With your selected type of 
  ranged weapon (bow, sling, javelin 
  etc.) you can cause your full 
  strength to the damage on a hit. 
  Mountain-Born: You grew 
  up in the mountains. When 
  tracking, trapping, 
  hunting, or carrying 
  out other 
  similar 
  activities 
  (not 
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  fighting) in a mountainous terrain, you roll a bonus 
  die.
  Night Sight: You receive a bonus die when darkness 
  causes negative modifiers to see things.
  Nose for Magic: You receive a bonus die when 
  trying to spot or track a wizard, or a magical effect 
  or artifact.
  Plains-Born: You grew up on the plains. When 
  tracking, trapping, hunting, or carrying out 
  other similar activities (not fighting) in a plains 
  environment, you receive a bonus die.
  Poison Resistance: You receive a bonus die 
  whenever you are resisting the effects of drugs, 
  venoms, toxins, and even alcohol.
  Power of the Void: You have gazed upon the 
  darkness of the Void and receive two extra points 
  of Arcane Power. However, you also have to take an 
  extra flaw.
  Quick Recovery: You have a much better 
  constitution than many. When recovering after a 
  combat, you regain one additional lifeblood, on top 
  of the half you recover normally. In addition, you 
  recover one lifeblood each day regardless of the 
  type of activity you carry out after being injured.
  Resistant to Sorcery: If a spell is cast at you, roll a 
  d6. On a roll of 6, it simply does not work on you.
  Savant: You may add +1 to your mind attribute. 
  Your maximum mind is 6 rather than 5, and your 
  maximum starting mind is 4 rather than 3.
  Silver Tongue: You are very persuasive and can 
  make any lie sound plausible. Roll a bonus die 
  whenever trying to lie, con, fast-talk, or otherwise 
  deceive someone.
  Sneaky: You are lithe and nimble. Roll a bonus die 
  where stealth is important.
  Strength Feat: You are able to focus your strength 
  to perform particular tasks. Roll a bonus die when 
  breaking, lifting, pulling or pushing things.
  Swamp-Born: You grew up in the swamps. When 
  tracking, trapping, hunting, or carrying out similar 
  activities (not fighting) in swamps and marshes, roll 
  a bonus die.
  Thick Skin: You have particularly leathery skin, 
  which gives you +1 to your protection from 
  damage, even when not wearing armour.
  Tools of the Trade: You own a set of tools suited 
  to your trade or craft. Roll a bonus die when 
  attempting any actions for which using these tools 
  would be beneficial.
  Tundra-Born: You were born in the snowy tundra. 
  When tracking, trapping, hunting, or carrying out 
  other similar activities (not fighting) in a snowy 
  terrain, you roll a bonus die.
  Trademark Weapon: You have a quality weapon 
  (a Valgardian Blade, Tyrus Longbow, Axish Sling, 
  Halakhi Kir, Malakut Khastok, Parsool Sea Axe, 
  Satarlan Foil, or another weapon made especially 
  for you or that you inherited) that you have 
  practiced with since a child. When using this 
  weapon (or, if lost, stolen or broken, a replacement 
  made to duplicate its qualities exactly, possibly at 
  great expense), you receive a bonus die. 
  War Cry: Scares the hell out of those of your 
  character’s opponents that can hear the War Cry. 
  They roll a penalty die on all their Attack Rolls for 
  the first round following the War Cry. This ability 
  can only be used once a day (once more for a Hero 
  Point).
  Winged-Man Agility: You may add 1 to your agility, 
  and your maximum agility is 6 instead of 5.
  Flaws
  Most flaws make you take a penalty die when 
  making a Task Roll. Where this isn’t the case, the 
  effect of the flaw is described.
  Absent-Minded: While you are not necessarily 
  stupid – indeed, you may be brilliant – you have 
  difficulty keeping track of appointments, people’s 
  names, items on lists, and various other memory-
  based tasks. This means that sometimes the GM 
  will spring things on you that your character forgot. 
  All Thumbs: You take a penalty die when picking 
  locks, firing a bow or crossbow, or when doing fine 
  work.
  Arrogant: Roll a penalty die when dealing with 
  provincials or foreigners, where your arrogance 
  might annoy or offend them. This flaw is especially 
  common among the nobility.
  Braggart: You have a very high opinion of yourself 
  and feel the need to share it with the world. You 
  often take credit for things that you never did, 
  and make those accomplishments you did achieve 
  seem so much grander with each retelling, often 
  disregarding the role anyone else played in the 
  story. Needless to say, you often play fast and loose 
  with the truth with these boasts, which could lead 
  to you being called a liar.
  Can’t Lie: Whether it is simple nervousness or a 
  strong code of honour, you are terrible at lying. You 
  get a penalty die whenever you try to deceive, tell 
  half-truths, or conceal something that you know 
  when you are asked about it directly. You’d much 
  rather say, “I’m not going to tell you,” than “I don’t 
  know what you are talking about.”
  City Dweller: You aren’t happy in the great 
  outdoors. You take a penalty die in situations to do 
  with wilderness survival.
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  Combat Paralysis: When swords are drawn, you 
  tend to freeze up and act with uncertainty. Roll a 
  d3. This is the number of rounds that you freeze, 
  during which you can only take defensive actions.
  Country Bumpkin: The big city is a confusing 
  and heartless place for the new arrival. You take 
  a penalty die in situations to do with urban survival.
  Cowardly: This is not a very common flaw for 
  a Hero, but you have a great deal of difficulty 
  resisting when the effects of fear take hold of you. 
  Roll a penalty die to any rolls to resist the effects 
  of fear or intimidation. In addition, you try to avoid 
  any form of conflict, if at all possible.
  Cravings: You are addicted to something and 
  require it every day to function fully. Whenever you 
  go more than a day without it, you have a penalty 
  die on all rolls.
  Cursed: The Gods have forsaken you or you are 
  just plain unlucky. You begin with –1 Hero Point. 
  For some reason, bad things always seem to happen 
  to you. The town guard mistakes you for a wanted 
  man, the wench you picked up in the tavern turns 
  out to be a runaway princess, you step on a twig 
  just as you nearly snuck away, etc.
  Delicate: You have a small or slender build. Deduct 
  two from your lifeblood total.
  Distinctive Appearance: There is something about 
  the way you look that sticks in men’s minds. 
  Perhaps you have a very memorable scar or tattoo. 
  Maybe you were born with six fingers on your left 
  hand. Whatever it is, you have some superficial 
  characteristic that causes you to stand out. You 
  gain a penalty die whenever you try to disguise 
  yourself or maintain a low profile. If you are also 
  Hunted (see below), bounty hunters and spies are 
  twice as likely to spot you on entering and leaving 
  a city.
  Distrust of Sorcery: When dealing with wizards and 
  alchemists, you take a penalty die.
  Drunkard: Roll a die when you are required to 
  do something important for the rest of your 
  companions. If a ‘1’ comes up, you are drunk and 
  unable to do anything until sobered up.
  Elderly: Your character is not as young as he used 
  to be. If he has not had a decent amount of rest 
  each day, he will begin to slow and tire. Use an 
  extra penalty die for any physical action if pushed 
  too hard without rest. Other opportunities for good 
  role-play will undoubtedly come out of this flaw.
  Fear of …: There is something that you have a 
  great and irrational fear of. Roll a penalty die in the 
  presence of (or when confronted by) your phobia. 
  Some possible fears include: fear of fire, reptiles, 
  spiders, heights, crowds, death, the dark, closed 
  spaces, flying, etc.
  Feels the Cold: You are especially susceptible 
  to the cold. You take a penalty die for any tasks 
  undertaken in a cold environment.
  Feels the Heat: You are especially susceptible to 
  heat. You take a penalty die for any tasks that you 
  undertake in a hot or desert environment.
  Greed: You cannot resist any chance to make 
  money. If money is to be made, your judgement 
  goes out of the window. You take a penalty die 
  whenever tempted by the offer of cash.
  Gullible: You believe the most outrageous lies. Roll 
  a penalty die when being persuaded something is a 
  good idea when it isn’t.
  Hot-Headed: Your anger often gets the better of 
  you, and you are likely to fly off the handle at 
  the slightest insult or imagined insult. You get a 
  penalty die to any rolls when trying to suppress 
  your anger and act rationally, such as not making 
  a scene at a royal ball when insulted, or trying to 
  ignore an enemy’s taunt. Your anger can also get 
  you into duels, or worse.
  Hunted: Perhaps you are wanted by the authorities, 
  or have offended some powerful noble or pirate 
  king. Regardless of whom, you constantly have to 
  evade agents intent on capturing or even killing 
  you. Roll a d6 whenever you enter a new city. On 
  a 1, agents of your enemy (or your enemy himself, 
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  if you choose) will spot you and make your life 
  unpleasant.
  Illiterate: You cannot read or write, and you cannot 
  choose a career with literacy as a requirement.
  Infamous: You are well known for some wicked 
  deed in your past. Irrespective of whether the 
  allegations are true or not, or whether you had 
  a good reason to do what you did, this bad 
  reputation precedes you wherever you go. You get 
  a penalty die in social situations when making first 
  impressions, and continue to receive the penalty 
  until you earn a person’s trust.
  Landlubber: You take a penalty die on activities 
  whilst at sea.
  Lumbering: You are unsteady on your feet. You 
  take a penalty die when balance is important – for 
  example, crossing a narrow bridge or standing on a 
  mountain ledge.
  Lustful: You find it hard to resist the charms of the 
  opposite sex, and you get a penalty die to any rolls 
  to avoid succumbing to a pretty or handsome face.
  Morgazzon’s Curse: You are mad. Work with the 
  GM to determine how this manifests itself.
  Missing Eye or Ear: You take a penalty die 
  whenever the GM feels it is appropriate to the 
  situation.
  Missing Limb: You take a penalty die whenever the 
  GM feels the situation is appropriate.
  Mute: You are unable to talk, so always roll a 
  penalty die in social situations to make yourself 
  understood.
  Non-Combatant: You are not a warrior – your skills 
  lie elsewhere. You have only two points to spend 
  on combat abilities instead of four, but begin with 
  six points for careers instead of four. In addition to 
  this, it costs you twice as many advancement points 
  to increase combat abilities.
  Obsession: There is something with which you are 
  completely obsessed. It could be a fascination with 
  a certain pursuit, person, or thing. You spend a 
  great deal of time and money on this obsession. 
  Whenever you are in the presence of the object 
  of your obsession, you have a penalty die on all 
  rolls that require you to ignore it. Sometimes your 
  obsession can get you into a lot of trouble.
  Poor Eyesight: You take a penalty die when trying 
  to observe or spot something.
  Poor Hearing: Whenever you make a check to 
  perceive something using your hearing, you take a 
  penalty die.
  Poor Recovery: You have a poor constitution. You 
  require medical attention to restore lost lifeblood, 
  and recover nothing from normal rest.
  Taciturn: Your character is ridiculously tight-
  lipped. It’s a rare day on which he uses a sentence 
  of more than three words, and it’s virtually unheard 
  of for him to initiate conversation. His extreme 
  reluctance to speak unfortunately means he never 
  volunteers information without being asked. Take a 
  penalty die in social situations.
  Ugly & Brutish: You are unattractive. Take a 
  penalty die in situations where your looks are 
  important.
  Unprepared: You are not aware of what’s going on 
  around you and are slow to react to danger. Add a 
  penalty die for Priority Rolls.
  Unsettling: Something about you isn’t quite right 
  – the way you look or smell or speak. Even animals 
  shy away from you. Take a penalty die in social 
  situations or when dealing with animals.
  Untrustworthy: You take a penalty die when the 
  situation calls for someone to believe or trust you.
  Zealot: This is a flaw far more common among 
  villains than Heroes. There are many willing to die 
  for their faith, but a zealot would kill for it. You 
  get a penalty die whenever you must be civil to a 
  non-believer.
  Languages
  Your character can speak Lemurian. You can speak 
  your own language too, or if you come from a 
  Lemurian-speaking background, you can choose 
  another language for your character. 
  You can also select a number of additional 
  languages equal to your mind attribute. If you have 
  a relevant career, you can learn further languages 
  equal to your career rank(s). Relevant careers would 
  be alchemist, magician, merchant, minstrel, noble, 
  physician, priest, and scribe. 
  Unless you have taken the flaw: Illiterate, you can 
  also read and write these languages (if they have 
  written forms – except Sorceric).
  There are hundreds of languages and dialects in 
  Lemuria, but the main languages are as follows:
  Axian: This (sometimes called Axish) is the 
  language of the tribes of barbarians that live in the 
  Axos mountain range. It is not at all well-known 
  beyond the Axos Mountains, although there are 
  believed to be some ancient texts written in times 
  long gone – when Axian was spoken more widely – 
  that have become lost in ancient caves hidden deep 
  in the those mountains.
  Beshaari: The desert nomads of Beshaar speak and 
  write in their own language. Most of the people 
  of Halakh speak Beshaari, although Lemurian is 
  spoken in that city almost as much.
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  Festrelish: Although with a basis in Lemurian, 
  Festrelish is now so different to be almost 
  unintelligible to a Lemurian speaker. 
  Giantish: The Blue Nomads speak their own 
  language. It has no written form. Many of the 
  merchants in Oomis learn Giantish as their second 
  language.
  Grooth: This is not really a fully developed 
  language – more a collection of grunts as well 
  as considerable displays of foot stamping, facial 
  contortions and ape-like waving of arms. There is 
  no written form. It is uncommon outside of the 
  tribes of the Grooth.
  Kashtian: The inhabitants of the Kasht Swamp have 
  their own language – each tribe speaking a variant 
  of the basic language. 
  Lemurian: Most people in Lemuria speak Lemurian. 
  However, every city speaks a different dialect of 
  Lemurian and that means sometimes the traveller 
  can have difficulty understanding the locals. 
  Sometimes you might be required to make a mind 
  Task Roll to understand people from other cities.
  Malakutian: The people of Malakut and the 
  surrounding area have their own language.
  Sea Tongue: The Pirate Isles have a mixture of 
  different people from all over the continent and 
  beyond, and their languages have mixed and 
  mingled to form a strange combination of the 
  familiar and the unfamiliar. There is no written 
  form.
  Shamite: Shamballah has its own tongue, spoken in 
  the city of Shamballah and surrounding areas. 
  Sorceric: This is the ancient language of the 
  Sorcerer-Kings. All their texts and manuals are 
  written in this script. Magicians, alchemists, druids, 
  and priests need to learn Sorceric if they wish to use 
  the powerful magics and alchemies of this ancient 
  race. Learning this language is painfully difficult, 
  and requires both spoken and written forms to be 
  taken separately. The Magicians of Zalut converse 
  strictly in Sorceric, unless dealing with outsiders.
  Valgardish: The people of Valgard speak and write 
  in their own surprisingly elaborate language.
  Windsong: The sing-song language of the Winged 
  Men. The language has the sound of breeze 
  blowing through the crags of mountains, or high 
  winds whistling around canyons and caverns. The 
  language is very difficult for those other than 
  Winged Men to reproduce successfully. There 
  is a written form, which is almost as difficult to 
  translate. 
  Ygddari: The ancient language of man is called 
  Ygddari (or Old Tongue). Not many speak it and 
  even fewer can read it. However, old texts are 
  occasionally recovered from the ruins of Ygddar, 
  Qiddesh, Qeb, Qar, and Oosal, and some skilled 
  scribes are needed to translate their writings.
  Reading unknown texts
  Careers that are noted for being literate (scribes, 
  physicians, alchemists, priests etc.) allow a character 
  to roll to work out the gist or essence of a text, 
  even where the writing is of a language unknown 
  to them. This requires a Task Roll, the difficulty for 
  which depends on the nature of the text itself.
  Understanding strange languages
  Where a career is noted as being one that requires 
  skills in the spoken word, or characters of that 
  career are likely to be well-travelled (minstrels, 
  merchants etc.), allow a character to roll to work 
  out the gist or essence of a language and make 
  basic conversation, even if the tongue is unknown 
  to them.
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  The Trappings of Heroes
  “And lo! The brave warriors of the city ride out 
  on their Kroarks to face their enemy. They are 
  proud in their gleaming mail, their long spears 
  in their right hands and shields in their left. And 
  the Archers of Tyrus stand grim-faced and ready, 
  longbows in hand. It is Tyrus Longbow versus 
  Satarla blade and in the cold light of dawn, there 
  is no certainty which would win the day.”
  The Satarla Volumes
  Starting gear
  The basic rule about character equipment is to give 
  the players what they want! Conan, Red Sonja and 
  Thongor never went shopping – neither should 
  characters in Barbarians of Lemuria. If a player 
  wants his character to have something that would 
  be appropriate to his career, let him have it. If he 
  wants something less appropriate, you can still let 
  him have it. You can always take it away from him!
  He is a soldier – let him have armour and a whole 
  bunch of different weapons. He is a barbarian – let 
  him have a necklace of andrak’s teeth, a loincloth, 
  some javelins, a wineskin, and a sword. She is a 
  serving wench – let her have a knife, several sets 
  of fancy clothes, jewellery, and make-up. He is 
  a magician – let him have rings on every finger, 
  amulets, a star-patterned robe, and a skull-topped 
  staff. She is a noble – let her have a villa outside 
  Satarla and a galley in the port.
  No costs have been included for the simple 
  reason that Heroes can have what they 
  want and what would be reasonable for 
  their careers. Think of it this way – of 
  what use is a palace in Satarla, when 
  you are lost and alone in the Jungles 
  of Qush, armed with only a sword in 
  your tired fist?
  By the same token, there are no 
  rules for encumbrance. Heroes 
  only go around with what they 
  can reasonably carry. They 
  live for the day. You never 
  know what you will need on 
  adventure and you can’t take 
  everything, so why bother? Use 
  your Hero Points instead. That’s 
  what they are for. 
  If you want backpacks full of 
  adventuring gear, a weapon for 
  every occasion, three spare suits 
  of armour and a pack animal to 
  carry it all around on, then play 
  another game. If all you want 
  is a breechclout and a sturdy 
  blade, play on!
  Characters start with whatever gear is appropriate 
  to their career(s) and whatever other stuff is 
  agreed between the GM and player. After that, if a 
  character needs other items, he or she can make 
  rolls against appropriate careers, to find, buy, steal, 
  beg, or borrow stuff. 
  Difficulty modifiers might be appropriate if the 
  character is in the middle of nowhere, if the item 
  is scarce or expensive, and so on. Merchants and 
  thieves are particularly adept at getting hold of 
  stuff and nobles always have more money available.
  Using the right weapon for the job
  Although bigger weapons can cause bigger wounds, 
  this isn’t the whole story – sometimes a weapon is 
  just plain unsuitable for the job in hand. There will 
  be times when this is unavoidable (if it’s the only 
  weapon you’ve got), but when you have a choice, 
  you should choose the right one. 
  Having said that, some characters have their own 
  reasons for choosing the weapon they use and 
  they will swear by it, whatever the circumstances. 
  Nothing to do with how effective or damaging it 
  might be – it could even be for (what appears to 
  everyone else) a totally irrational reason.
  Select your weapons based on how you see your 
  character – not just because a weapon has the best 
  damage. If you are a thief or assassin, you don’t 
  necessarily want to appear to be heavily armed (if 
  at all), so you would need to keep your weapons 
  hidden – this means light weapons. 
  If you are a merchant or other non-combatant, you 
  are less likely to be seen as a potential danger to 
  more violent types if you are not bearing arms. 
  In addition, reactions from other people will 
  be different – who wants to do business with 
  a merchant who looks like he might chop 
  you to pieces if you try to negotiate a better 
  price with him? As with armour, displaying 
  weapons can provoke fear 
  or uncertainty in social 
  situations, so there is a 
  good reason for some 
  characters not to pick the 
  most damaging weapons. 
  On the other hand, if you are 
  a mercenary or a gladiator, 
  you have few concerns 
  about what weapons are on 
  display. You probably have 
  at least one concealed, one 
  or two at your belt, a bow or 
  crossbow, as well as possibly 
  a two handed weapon, or 
  a shield to go with your 
  sidearm. You want people to 
  be cautious of you.
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  Weapons
  Each weapon is described below, together with the 
  damage notation for that weapon. See the next 
  chapter for a detailed explanation of how damage 
  works.
  Arbalest: A much larger crossbow, the arbalest 
  (sometimes called a heavy crossbow) is little used 
  in Lemuria except as a mobile siege weapon. 
  Axe: These are usually made with bronze, iron, or 
  steel heads on a wooden haft. They can be called 
  war-axes, long-axes, or hand-axes. They are one- or 
  two-bladed.
  Bow: This represents a wide variety of weapons 
  that fire arrows by drawing back and releasing 
  a bowstring, strung between the two ends of a 
  curving length of wood. 
  Club: This is a larger version of the cudgel – it is a 
  stout length of wood, used in one hand to bludgeon 
  and batter your opponent. Clubs usually have a 
  wider or knobbed head and can be called war-clubs, 
  knobkerries, or shillelaghs. 
  Crossbow: A crossbow is a simple device for firing 
  a short bolt or quarrel with some force and little 
  training. They take a round to load (ready to fire on 
  the second round).
  Cudgel: The simplest of all weapons, a cudgel is a 
  crude weapon like a stout stick or truncheon of less 
  than 3' in length, a chair leg or even an un-broken 
  bottle used to bludgeon your opponent. You can 
  use a cudgel to cause non-lethal damage to knock 
  out your opponent rather than kill him. 
  Dagger: This covers all forms of short stabbing, 
  thrusting or slashing weapons, either with one 
  or two edges, that can be thrown with 10' range 
  increments or used in close quarters. Highly 
  concealable, it is a favourite of rogues and 
  assassins.
  Dart: Darts are missile weapons, designed to be 
  thrown such that a sharp (often weighted) point 
  will strike first. They are larger than arrows and 
  shorter than javelins, although like arrows they 
  have flights. You would usually carry a number of 
  these into battle.
  Flail: Flails are made with a shaft of wood, mounted 
  by a length of chain with a spike-ball head. They are 
  not too common in general use in Lemuria, but can 
  sometimes be found in gladiatorial arenas. Flails 
  ignore the defence addition gained from using a 
  shield.
  Foil: The foil is a small slim-bladed sword, primarily 
  used by the fops and courtiers of the city states of 
  Lemuria, who have turned fencing into an art. They 
  Weapon
  Damage
  Range increment
  Notes
  Melee Weapons
  Axe
  d6
  10'
  Can be thrown
  Club
  d6
  10'
  Can be thrown
  Cudgel
  d6L
  Non-lethal option
  Dagger
  d6L
  10'
  Concealable
  Flail
  d6H
  Attack ignores shield
  Foil
  d6L
  Fashionable
  Great Sword
  d6H
  Two-handed
  Mace
  d6
  5'
  Can be thrown
  Morning Star
  d6H
  Two-handed
  Polearm
  d6H
  Two-handed
  Quarterstaff
  d6
  Two-handed
  Spear
  d6
  20'
  Can be thrown
  Sword
  d6
  Missile Weapons
  Arbalest
  d6H
  150'
  2 combat rounds to load
  Bow
  d6
  75'
  Two-handed
  Crossbow
  d6
  100'
  Two-handed
  Dart / Javelin
  d6L
  20'
  Thrown
  Sling / Staff-sling
  d6L
  30' / 60'
  One-handed/two-handed
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  are often used with a parrying dagger, buckler/
  small shield, or rolled cloak in the off-hand. 
  Great Sword: These are larger two-handed swords, 
  up to 6' in length. They can be called claymores, 
  bastard swords, war blades and battle blades.
  Javelin: This weapon represents a light throwing 
  spear with a short pointed tip. Fighters who use 
  these weapons would typically arm themselves with 
  two or three such weapons. Winged Men of Axos 
  are fond of javelins. 
  Mace: A mace is similar to a club, but with a metal 
  head, often with spikes or flanges. One-handed 
  maces can be thrown at increments of 5' as they 
  aren’t very effective used this way.
  Morning Star: A large lump of metal with spikes at 
  all angles on the end of a 4'–5' pole. It is basic but 
  effective.
  Pole Arm: This is a catch-all name for a pole 
  weapon – that is, a close-combat weapon in which 
  the main fighting part of the weapon is placed on 
  the end of a long shaft, typically of wood, thereby 
  extending the user’s effective range. They are used 
  with two hands and can be called halberds, mauls, 
  great-axes, battle-axes, glaives, war scythes, and 
  many other names besides.
  Quarterstaff: A quarterstaff is a simple stout pole 
  of around 6' in length, used as an aid to walking, 
  and as an effective weapon.
  Sling: The sling is inexpensive and easy to build. 
  It is a simple leather thong whirled around the 
  head to cast small stones or cast lead bullets with 
  some force, at 30' range increments. Two-handed 
  versions are fitted onto a staff and are called 
  staff-slings. This imparts greater range, making the 
  increments 60'.
  Spear: A 6' or longer length of wood with a pointed 
  tip, designed for throwing at 20’ range increments, 
  or for use in combat against mounted opponents in 
  particular.
  Sword: This weapon is a favourite among Heroes. 
  This is the catch-all description for all manner of 
  long-bladed, one-handed weapons used all over 
  Lemuria, such as cutlasses, tulwars, scimitars, 
  rapiers, broadswords and longswords. Call it what 
  you want on your character sheet, because that will 
  add flavour to your character, but at the end of the 
  day a sword is a long blade used for killing.
  Armour
  Heroes tend to wear little in the way of armour 
  – Lemuria can be very hot, making armour 
  uncomfortable to wear for extended periods. 
  Armour is often therefore a matter of practicality 
  versus protection. 
  Armour is broken down into three categories: 
  light, medium, and heavy. These categories are 
  very broad and open to your interpretation. You 
  should choose an armour category that suits your 
  character concept rather than worry about what the 
  very best armour is. 
  Armour absorbs a variable amount of damage – 
  measured by its protection. When hit in combat, 
  you roll the die and the result is the number of 
  points to be subtracted from the damage before 
  it is applied to your lifeblood. This allows for the 
  fact that there will be places where the armour is 
  thicker, and there will be less well-protected areas 
  too. If you prefer not to roll a die, you can use a flat 
  armour protection value instead. Your GM will let 
  you know which method is being used in the game.
  Heavier armour inhibits the wearer’s movement 
  and so there are penalties to your agility. Also spell 
  casting is more tiring – when wearing armour, add 
  the number indicated to the Arcane Power costs of 
  casting spells (see Chapter 6).
  The protection value for each category is set out in 
  the table below. The alternative static protection 
  value is shown like this: (1).
  No Armour
  If your character is essentially a non-combatant, 
  likes to be able to move freely, and/or is going into 
  a situation in which the wearing of armour would 
  be incongruous, you might not want your character 
  to wear any armour at all. The GM might apply 
  penalties in social situations if your character is 
  wearing armour where it might be frowned upon – 
  for example at the King’s Banquet.
  Light Armour
  If your character prefers to avoid combat but 
  knows that he is likely to be involved all the 
  same, you might like your character to have some 
  minimal protection. Light armour could represent 
  extensive body coverage in soft leathers, or less 
  coverage in thicker leather, or even light mail. So 
  your character could wear a stout leather jerkin 
  with leather vambraces, or a padded cloth doublet, 
  leather boots and gloves. Or you could say that 
  your light armour consists of a light mail shirt and 
  nothing else. 
  Light armour is generally concealable (except on 
  close inspection or by a seasoned soldier) and 
  doesn’t mark you out specifically as a warrior. 
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  Light armour effects:
   
  4 Roll a d6–3 (0–3 points of damage reduction). 
   
  4 If you prefer static numbers, light armour 
  absorbs 1 point of damage.
   
  4 Wearing light armour restricts magicians and 
  imposes an extra 1 Arcane Point cost on a 
  spell casting.
  Medium Armour
  Combining some of the mobility of the lighter 
  armour and better protection of heavy armour, 
  this is the armour worn by the typical adventurer 
  expecting to get into combat situations on a 
  regular basis. Medium armour could represent 
  fairly extensive coverage of leather armour, with 
  stiffened leather in some of the more vital areas, or 
  partial coverage of mail with leather in other areas. 
  It could even represent a steel breastplate and 
  minimal/no other armour. 
  Someone in medium armour can often remove 
  portions of their armour to reduce it to light 
  armour, as necessary. 
  Medium armour effects:
   
  4 Roll a d6–2 (0–4 points of damage reduction). 
   
  4 If you prefer static numbers, medium armour 
  absorbs 2 points of damage.
   
  4 Medium armour slows you down, so reduce 
  agility by 1 while wearing it.
   
  4 Wearing medium armour restricts magicians 
  and imposes an extra 2 Arcane Points cost on 
  a spell casting.
  Heavy Armour
  This armour is worn by some gladiators, knights 
  going into battle, or those expecting to participate 
  in deadly combat in the near future. It is not 
  worn all day long, and is certainly not worn when 
  travelling or going about normal daily activities. 
  Heavy armour would represent extensive coverage 
  of mail, such as a knee-length hauberk, with 
  gauntlets and greaves, or a steel breastplate with 
  vambraces and greaves, or possibly a brigandine 
  (leather coat with steel inserts) with gauntlets and 
  boots. 
  Someone in heavy armour can usually remove 
  portions of their armour to reduce it to medium 
  armour, as necessary. 
  If your strength is below 0, you can’t wear heavy 
  armour at all (at least you can’t do anything 
  worthwhile whilst wearing it).
  Heavy armour effects:
   
  4 Roll a d6–1 (0-5 points of damage reduction). 
   
  4 If you prefer static numbers, heavy armour 
  absorbs 3 points of damage.
   
  4 Heavy armour slows you down, so reduce 
  agility by 2 whilst wearing it.
   
  4 Wearing heavy armour restricts magicians and 
  imposes an extra 3 Arcane Points cost on a 
  spell casting.
  Helmets
  If you are wearing a helmet, this adds +1 to your 
  protection if already wearing armour. Therefore, 
  if in light armour and helmet, you’d roll d6–2. In 
  medium armour, roll d6–1. In heavy armour, roll 
  d6. 
  Helmets give you a penalty in social situations and 
  to your initiative (as it’s harder to notice things 
  whilst wearing a helmet). 
  Most Heroes take their helmets off, unless 
  preparing for battle. 
  Shields
  The benefit of a shield can only be used when you 
  are aware of your attacker and you are ready and 
  prepared to block their attack with that shield.  
   
  4 Small shields give –1 on the Attack Roll to one 
  attacker that you are aware of.
   
  4 Large shields give –1 on all Attack Rolls 
  against you that you are aware of, but modify 
  your agility by –1.
  Armour
  Protection
  Penalties
  Arcane Cost
  No Armour
  0
  –
  –
  Light Armour
  d6–3 (1) from damage taken
  Social if not concealed
  +1 AP
  Medium Armour
  d6–2 (2) from damage taken
  Social / –1 agility
  +2 AP
  Heavy Armour
  d6–1 (3) from damage taken
  Social / –2 agility
  +3 AP
  Helmet
  +1 to armour protection
  Social / –1 initiative
  –
  Small Shield
  –1 to be hit on one attack/round
  –
  –
  Large Shield
  –1 to be hit on all attacks/round
  –1 agility
  –
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  Hero Creation Summary
  1  Envision your character and figure them out 
  before you try to “build” them. 
  2  Divide 4 points between the four attributes 
  (strength, agility, mind, and appeal).
  3  Divide 4 points between the four combat 
  abilities (initiative, melee, ranged, and defence).
  4  Choose four careers and divide 4 points 
  between them. The order of the careers is best 
  done chronologically and helps tell the story 
  of your character
  5  Choose your languages – Lemurian + one 
  other. Add +1 for each level of mind, and +1 
  for appropriate career ranks.
  6  Select boons and flaws. You get the first boon 
  for free (based on your country or city of 
  origin), +1 more boon (any) if you take a flaw 
  (from your place of origin), or +2 more if you 
  take two flaws (the second can be any flaw) or 
  lose Hero Points.
  7  Derive lifeblood (10+strength), Hero Points 
  (normally 5), Arcane Power (0 unless you have 
  a career rank in magician), Fate Points (if you 
  are a priest) and Craft Points (if you are an 
  alchemist). 
  8  Choose some weapons and armour as 
  appropriate, and agree with the GM anything 
  else you might have.
  Example
  Mike is making a character. He envisions a brash 
  young Satarlan nobleman, whom he names 
  “Aulius Barvoc”. He envisions Aulius as athletic 
  and dashing, but not especially strong, and allots 
  his attributes as strength 0, agility 2, mind 1, and 
  appeal 1. 
  He sees Aulius as a very capable swordsman with 
  a solid defence and a distaste for bows. He assigns 
  his combat abilities as initiative 1, melee 2, ranged 
  –1, and defence 2. 
  Now Mike thinks about what careers Aulius has 
  experienced. He was born a noble, and as with 
  many young Satarlan noblemen, he was given 
  the opportunity to join the Sky-Navy, which 
  he did. However, due to a falling out with his 
  commanding officer and a duel he should never 
  have accepted, he was dismissed from service and 
  hounded out of Satarla. He ended up joining a 
  merchant galley bound for Parsool, where he used 
  the skills learned in the air to good use on the sea 
  – here he has spent his last few years. His careers 
  are noble 1, sky-pilot 1, merchant 0, sailor 2. 
  With his points assigned, Mike decides to choose 
  some boons and flaws. First, he has to choose a 
  free boon from the list of Satarlan boons – he 
  decides on “Marked by the Gods” (maybe he is 
  being watched over by Hurm) – that gives him 
  6 Hero Points instead of 5. For another boon 
  (which can be selected from the full list of boons), 
  Aulius is given “Alert” – Aulius is always ready for 
  danger and reacts quickly when threatened. As 
  he has taken a second boon, he now needs a flaw. 
  This is easy – the officer who hounded Aulius out 
  of Satarla has a reason for doing this, unknown 
  to Aulius (or even to Mike at the moment, whose 
  character this is). So the officer is now given a 
  name – Sky Captain Vitan. Mike and the GM can 
  work out what his reason for destroying Aulius’s 
  career is as the Saga develops. Mike adds the flaw 
  of “Enemy – Vitan” to his character sheet.
  Coming from Satarla, Aulius’s first language is 
  Lemurian. He chooses Malakutian for his second 
  language. With mind 1 and the noble career (1), 
  he receives 2 more languages and selects Beshaari 
  and Festrelish. He can read and write these 
  languages as well as converse in them.
  He then fills in his lifeblood: 10 and Hero Points: 
  6. As he isn’t a magician, he has no Arcane Power, 
  so he leaves this blank. 
  Mike then decides on some basic trappings for 
  his character. He uses his careers as a guide, 
  and makes five quick picks: he has a fine riding 
  parvalus (as he is a noble), a good sword (a 
  sidearm for a sky-pilot), a few small trinkets 
  and trade items (merchant), and several fighting 
  knives (sailor). It’s agreed with the GM that Aulius 
  also inherited a villa outside Satarla, which he 
  hasn’t returned to for several years. This will be a 
  good lead in to an adventure later on in the Saga. 
  With that, Aulius Barvoc is ready to step into the 
  violent and untamed land of Lemuria and begin 
  his quest for glory.
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  “And lo! Lord Hurm looked down upon the city of 
  Oosal to where Thangard had climbed the highest 
  tower to make his desperate appeal. Not normally 
  given to interceding in the affairs of man, Lord 
  Hurm nevertheless felt a little of the passion of 
  this Hero; so much so indeed that he was moved to 
  act. Calling Karyzon the Messenger, he bade him 
  to carry his words to Thangard.”
  The Crimson Edda
  Performing Actions
  To perform an action, you simply roll and add two 
  regular six-sided dice (2d6). To this result, add 
  your character’s most appropriate attribute. If you 
  are fighting, you then also add the combat ability 
  for the type of attack being made. If you are not 
  fighting, you then add any appropriate career rank.
  Although a player can attempt to persuade the 
  GM that a certain career will aid a task attempt, 
  the GM is the final arbiter. For example, a Hero 
  with a rank in assassin is likely to know something 
  about poisons, so the GM might well allow you to 
  add your rank to your Task Roll (based on your 
  character’s mind rating) to recognize a poison in a 
  drink. However, being an assassin would not help 
  you to track a deodarg through the Jungles of Qush 
  – you need to be a hunter to do that.
  The effects of Boons and Flaws
  You might have a boon or a flaw that enables 
  you to roll three dice instead of two dice. 
  But you still take the result of only two of 
  those dice. If it is a boon that allows you 
  to roll an extra die (a bonus die), 
  you drop the lowest die. If it 
  is a flaw (where you roll a 
  penalty die), then you 
  drop the highest die.
  Modifiers
  The GM will then tell you if 
  there is a modifier to your 
  total. For easier tasks, you 
  may get to add to your total. 
  For tougher tasks, you may have 
  to deduct from your total.
  If the final number is 9 or higher, you succeed at 
  what you are trying to do. If the final number is 
  lower than 9, you do not succeed.
  Automatic Success
  Rolling a 12 on any Task Roll is an automatic 
  success. This means there is always a chance 
  that you might be able to achieve the seemingly 
  impossible.
  Mighty Success: If rolling a 12 would have been a 
  success in any event, you have instead achieved a 
  Mighty Success. In combat, the results of a Mighty 
  Success are described later. However, out of 
  combat, how you (or the GM, if you prefer) narrate 
  this success depends on the task being performed – 
  but whatever it is, you do it brilliantly!
  Legendary Success: If you roll a 12 and spend a 
  Hero Point, you can convert your Mighty Success 
  into a Legendary Success. In combat, the results of 
  a Legendary Success are described later. However, 
  out of combat, how you (or the GM, if you prefer) 
  narrate this success depends on the task being 
  performed – but whatever it is, you do it brilliantly, 
  and receive a bonus result, extra information, or 
  some other added advantage that you weren’t 
  expecting.
  Automatic Failure
  Rolling a 2 (both dice coming up with 
  a 1) on any Task Roll is an Automatic 
  Failure. This means there is always 
  a possibility that even the best 
  characters will have a momentary 
  lapse, or that some chance 
  snatched away their success.
  Calamitous Failure: If you roll 
  a 2, you can choose to convert 
  this Automatic Failure into a 
  Calamitous Failure. A Calamitous 
  Failure is described by the 
  player but must put the Hero 
  into a disadvantageous 
  situation at least for the 
  current and next round (if in 
  combat), or for the immediate 
  future in a scene that doesn’t 
  involve combat. In doing this, 
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  the player may be awarded a bonus Hero Point for 
  use later during the adventure (which means you 
  can exceed the usual limit of 5 Hero Points). The 
  GM is the final arbiter on whether to award the 
  bonus Hero Point or not. 
  Task Modifiers
  The table above sets out the difficulty of a task, the 
  equivalent range for missile fire and the modifier 
  that should be applied to tasks of that difficulty. 
  There may be further modifiers applied based on 
  other circumstances.
  Task Roll example #1: 
  Krongar the Mighty, a Northern Barbarian with 
  strength 3, is attempting to break down a door, 
  which he is sure blocks his way to a vast hoard of 
  treasure. 
  The GM decides that Krongar has no careers 
  that would be helpful to the task in hand and has 
  already predetermined that the solid door will be 
  a difficulty of Hard, or –1. 
  The player rolls 10 on 2d6, adds 3 for Krongar’s 
  strength, making 13. He then subtracts 1 for the 
  Hard difficulty, meaning that the overall total is 
  12, which is more than enough than the 9 needed. 
  The door bursts open.
  Task Roll example #2: 
  Assuming our Hero gets through the door, rather 
  than finding hidden wealth, he finds a great pit. 
  Having smashed through the door, he finds he is 
  hurtling towards the gaping hole. Attempting to 
  leap the pit is an agility Task Roll, and Krongar 
  has a 1 in this attribute. Luckily the GM is in a 
  good mood and decides that his natural barbarian 
  instincts will come into play and allows the player 
  to add Krongar’s barbarian career rank of 2 to the 
  dice roll. 
  The dice come up 6 and with the +3 gives a total 
  of 9. With a Moderate task difficulty (modifier 0), 
  Krongar is across the pit and heading for even 
  greater adventure.
  Using Hero Points
  You can use Hero Points to affect the outcome of 
  a battle or situation and swing the odds to your 
  favour. The following options are available to you:
   
  4 A Twist of Fate
   
  4 Defy Death
   
  4 Splintered Shield, Shattered Sword
   
  4 Legendary Success
   
  4 Mighty Success
   
  4 Shake Off Wounds
   
  4 Luck of the Gods
   
  4 Decide with the GM
  A Twist of Fate
  Where the narrative of a scene has not clearly 
  defined a certain piece of information, the player 
  might suggest something that sounds reasonable 
  and make that suggestion become fact. Use of 
  a Hero Point in this manner should be at the 
  discretion of the GM. It shouldn’t be to make major 
  changes in a scene, and can’t be used to change 
  something that has already been determined. 
  For example, if a character is locked in a dungeon 
  cell, she could use a Hero Point to find a loose 
  stone in the wall that she can pry away, maybe to 
  use to bash the guard over the head when he comes 
  in to serve her slops.
  A magician could use a Hero Point to account for 
  one of his spell requirements in this way – for 
  example, if the time of day has not already been 
  established, he could state “Ah, the hour is perfect 
  for my conjuration!”
  Defy Death
  Hero Points can always be used to keep a Hero 
  alive where he would otherwise be killed. If you 
  have taken sufficient damage to put you at –1 to 
  –5 lifeblood, you may spend a point to put your 
  lifeblood to zero: alive but unconscious.
  Difficulty
  Modifier to task roll
  Missile fire range
  Very Easy
  +2
  –
  Easy
  +1
  Point Blank
  Moderate
  0
  Close
  Hard
  –1
  Medium
  Tough
  –2
  Long
  Demanding
  –4
  Distant
  Formidable
  –6
  Extreme
  Heroic
  –8
  Utmost
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  If you have received sufficient damage to put you 
  below –5 lifeblood, you may spend a Hero Point to 
  stabilize your wounds. You are still unconscious 
  but will recover with several days’ rest. 
  Splintered Shield, Shattered Sword
  If you are carrying a shield, you can absorb all 
  damage caused by a single blow. Alternatively you 
  can block the blow with your weapon (not just 
  a sword) – your shield or weapon is completely 
  destroyed in the process. 
  Luck of the Gods
  You can spend a point to roll the dice again 
  whenever you make a Task Roll (even if you roll a 2, 
  which would otherwise be an automatic failure). 
   
  4 If you do this, you must use the result of your 
  second roll. 
   
  4 If your roll includes one or more bonus dice, 
  you use all dice the second time as well. 
  Mighty Success
  Whenever a player succeeds with a Task Roll 
  (or rolls a natural 12), in combat or otherwise, 
  he can raise the ordinary success into a Mighty 
  Success by expending a Hero Point. The result of 
  a Mighty Success depends on what exactly the 
  character is doing but the Hero definitely succeeds 
  spectacularly.
  In combat, a Mighty Success gives the following 
  options (from which you select one result):
  Bloody Slash/Crushing Blow: You add +6 to the 
  damage caused.
  Carnage: You may make another attack 
  immediately following this one. It can be against 
  the same or a different opponent. No further Hero 
  Points can be spent on this second attack, though.
  Disarm: If your opponent is wielding a weapon, you 
  can disarm your opponent, rather than cause any 
  damage.
  Knockdown: You can knock down any opponent 
  that is less than or equal to your size – or up to one 
  size larger – and they are thrown back several paces 
  (not good if near a cliff edge!). If attacked whilst 
  regaining their feet, they take a penalty die on their 
  next action.
  Precision Strike: You can hit your enemy in a 
  specific location with the intention of maiming 
  them and affecting their capabilities. You cause 
  damage as normal, but Precision Strike also allows 
  you to give your opponent a penalty die to specific 
  Task Rolls – mostly you’d want to affect their 
  Attack Rolls, but this isn’t absolutely necessary – a 
  stab through the eyeball would apply a penalty 
  die to any Task Roll that involves your opponent’s 
  vision, for example (which may or may not include 
  Attack Rolls). Other options would be to specify 
  a strike point to chop off a tentacle or stinger, or 
  slice open a section of thick hide to create a weak 
  point (reducing the creature’s protection rating to 
  the next lower rating). Some effects will need to be 
  worked out with the GM at the time, but should be 
  similar to the above examples. 
  Rabble Slayer: If fighting rabble, the damage result 
  becomes the number of opponents taken out of 
  the fight. They aren’t necessarily dead, but they are 
  certainly not coming back any time soon.
  Legendary Success
  If you roll a natural 12 when making your Task 
  Roll, that would have been a success in any event 
  (a Mighty Success). By expending a Hero Point, you 
  can raise that result into a Legendary Success, even 
  if you spent a Hero Point rolling the dice again (as 
  long as you got 12 on the second roll). 
  However, you cannot make a Legendary Success 
  unless you roll 12 on the dice – so you cannot 
  bump up a normal success into a Mighty Success 
  and then spend another Hero Point to make it a 
  Legendary Success.
  In combat, a Legendary Success gives the option 
  to choose any two of the options of a Mighty 
  Success. So, for example, when fighting rabble, you 
  can choose Rabble Slayer and add Bloody Slash/
  Crushing Blow to slay even more rabble. You can 
  choose the same option twice, if you wish.
  Shake Off Wounds
  When a Hero has just suffered damage, he can take 
  a momentary pause (using his next action) to shake 
  off some of the effects of that wound. In other 
  words, somehow the wound wasn’t quite as bad 
  as it first seemed. Roll a d6 – this is the number 
  of lifeblood he gets back (but he cannot exceed the 
  lifeblood damage he just took).
  Decide with the GM
  Any other situational advantage that your GM can 
  be convinced to allow.
  Regaining used Hero Points
  Any used Hero Points are recovered, in full, at the 
  end of an adventure. 
  If you had 5 Hero Points to start the adventure and 
  used 3 of them during the adventure, you start 
  your next adventure on 5 points. 
  If you only had 3 to begin with, you have 3 at the 
  start of the next adventure. 
  You cannot go above your starting allocation of 
  Hero Points, except when you receive a bonus Hero 
  Point from a Calamitous Failure.
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  Bloody Blades: Combat
  Combat is dealt with in rounds of a few seconds or 
  so in length. In that time a character can fire a bow, 
  strike or parry with a weapon, throw an axe, etc.
  Who acts first?
  At the start of a combat, players roll to discover the 
  order in which heroes and NPCs act in all Combat 
  Rounds of the current combat situation, aiming for 
  9 or more.
  Priority Roll = 
  2d6 (total of 9+ to succeed)  
   
   
  + Mind + Initiative + Modifiers
  Calamitous Failure*: You go last in the entire 
  combat. In addition, in the first Combat Round you 
  are unable to take any action at all and, if you have 
  a shield, you are unable to use it to add to your 
  defence.
  Failure: You take your action before rabble but 
  after everyone else.
  Success: You take your action before everyone else. 
  Mighty Success: You act before everyone else. Also, 
  because of this success, in the first Combat Round 
  only Heroes and villains may act – toughs and 
  rabble stand dumbfounded. 
  Legendary Success: As Mighty Success, except you 
  also get to add +1 to your Attack Roll for the entire 
  encounter.
  *Remember, if you turn a Task Roll of two 1s into a 
  Calamitous Failure, you receive a bonus Hero Point 
  at the GM’s discretion.
  If several Heroes get the same result, they can 
  decide who goes first, or go in order of highest 
  agility. If agility is even, then their actions are 
  effectively simultaneous.
  NPCs do not make a Priority Roll. They just act 
  based on the Heroes’ Priority Rolls, as described 
  above.
  If there is time for a short rest after combat, a new 
  set of Priority Rolls will need to be made.
  Priority Roll modifiers
   
  4 If you are ambushed or caught by surprise, 
  your Priority Roll is a Hard task (that is, a –1 
  modifier is applied).
   
  4 If you surprise or ambush your opponent, 
  your Priority Roll is a Very Easy task (gain a 
  positive modifier of +2). 
   
  4 If you have a career that the GM agrees is 
  appropriate to the situation, you can receive a 
  bonus based on your rank in that career.
   
  4 If a tough or a villain has an initiative score, 
  take the highest such score of those involved 
  and subtract this from the Heroes’ Priority 
  Rolls. If no initiative is listed, treat as zero.
  Priority Roll examples
  Example #1: Krongar and Rork Kozaar are set 
  upon by bandits (rabble), with a tough leader 
  (who has 0 initiative). Krongar has mind 0 and 
  initiative 1, and Rork has mind 1 and initiative 
  1. Making their Priority Rolls, Krongar rolls an 
  8, +1 initiative = 9 = Success. Rork rolls a 3, +1 
  initiative, +1 mind = 5 = Failure. Krongar takes his 
  action first. Then the tough leader acts. Then Rork 
  acts. If there are any bandits left, they then get to 
  act.
  Example #2: Krongar and Rork Kozaar next run 
  into a more powerful group of bandits (rabble), 
  with a tough leader (who has initiative 1). 
  Making their Priority Rolls, Krongar rolls an 11, 
  +1 initiative –1 enemy initiative = 11 = Success. 
  Rork rolls a 7, +1 mind, +1 initiative, –1 enemy 
  initiative = 8 = Failure. Krongar takes his action 
  first. Then the tough leader acts. Then Rork acts. 
  Then the bandit rabble can act.
  Legendary Success example: Krongar and 
  Rork Kozaar have warily ventured into a cave 
  from which they heard some strange rustling 
  sounds when they are suddenly rushed by a 
  Giant Skorpider (classed as a villain), 3 lesser 
  Skorpiders (classed as toughs), and 6 Skorpider 
  young (classed as rabble). Krongar and Rork 
  were prepared, so the GM allows them not to be 
  surprised (even if they are a little worried!), and 
  the players make their Priority Rolls. Rork’s player 
  gets a total of 9 (after modifiers) and Krongar’s 
  player gets two sixes! Krongar has mind 0 and 
  initiative 1, making 13. This is more than enough 
  to win Priority and is a Mighty Success. Krongar 
  and Rork have a free round to act before the 
  smaller Skorpiders, but they are both still worried 
  by the Giant Skorpider and, as the chance doesn’t 
  come around often, Krongar’s player opts to spend 
  a Hero Point to boost his Mighty Success up to a 
  Priority Character
  1
  Heroes with Legendary Success
  2
  Heroes with Mighty Success
  3
  Heroes with Success
  4
  Villains
  5
  Toughs (no 1st Combat Round vs 
  Legendary/Mighty Success)
  6
  Heroes with a Failure result
  7
  Rabble (no 1st Combat Round vs 
  Legendary/Mighty Success)
  8
  Heroes with a Calamitous Failure 
  result
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  Legendary Success and gain a +1 to his attacks for 
  the encounter. Krongar doesn’t back down from a 
  fight very often!
  Optional delays and performing an interrupt
  When it comes to your turn to act, you can 
  choose to delay your action. This means that your 
  character is keeping an eye on the situation and 
  waiting until an opportunity presents itself. If you 
  do this, you can interrupt anyone else’s action to 
  take your character’s action by using a Hero Point. 
  Otherwise you just take your action at the very end 
  of the round, or lose that Combat Round’s action 
  altogether.
  Movement and distance
  During a raging battle, the scenery and locality 
  can be very important. As a game of Barbarians of 
  Lemuria doesn’t need to use minis and a battle mat, 
  it remains for the GM and the players to picture 
  the scene in their heads. The scene can initially be 
  described in broad strokes, but as the fight goes 
  on, smaller details might need to be established 
  in greater detail. This is where a common-sense 
  approach is needed, both by the players and the 
  GM. Generally the GM should say yes to most 
  reasonable questions unless there is a specific 
  reason (possibly unknown to the players!) why he 
  shouldn’t. 
  For example, if the fight is taking place in a dank 
  underground dungeon ill-lit by guttering torches, it 
  would be reasonable for a player to suggest there 
  might be some dark-shadowed corner he could lurk 
  in to ambush an unwary guard. Or, in a jungle, it 
  might be reasonable for a player to suggest there 
  are vines hanging down from the branches of the 
  trees that he can climb up or use to swing onto the 
  back of the chark that is attacking them. Where it’s 
  a greyer area, a GM might require the PC to spend 
  a Hero Point to make sure that what he wants is in 
  the area where the combat is taking place.
  Combat and movement is handled in an abstract 
  way. Much relies on the GM in setting the scene, 
  the players interpreting that and, within reason, 
  describing their own character’s moves and actions.
  You can make an agility-based Task Roll if it 
  becomes important to see who gets somewhere 
  first or if someone can escape a character chasing 
  him. A career might help – for example if a chase 
  occurs in the jungle, the hunter or barbarian 
  careers might be appropriate.
  If you really do want to use figures and a tactical 
  board, you can assume that a character can move 
  25' per round modified by 5' per point of agility. 
  A running character moves at twice this speed. A 
  sprinting character moves at four-times-normal 
  speed (twice running speed).
  Teea’na, Captain of the Jemadar Guard and greatest 
  warrior in the whole kingdom, stands alone 
  against a fell alliance of Demon and undead as they 
  seek to tap the power of The Shard and unleash an 
  ancient darkness on the land...
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  Resolving Attacks
  Combat resolution is similar to task resolution. 
  Rather than adding a career to the attribute though, 
  the most appropriate combat ability is added. 
  The Task Roll (called an Attack Roll) required is 
  still 9 or more, but this time in addition to any 
  GM-determined modifiers (which could be due to 
  range for thrown or fired weapons, or for hitting 
  an enemy from an advantageous position and so 
  on), the opponent’s defence rating also becomes a 
  modifier to the roll needed to hit.
  Attack Roll =  
  2D6 (total of 9+ to succeed) 
   
   
  + agility (or strength*)  
   
   
  + melee (or ranged) 
   
   
  – target’s defence 
   
   
  + any range (or other) modifiers
   
   
  *at the GM’s discretion 
   
   
  (for example, if brawling)
  Attack Roll examples
  Example #1: Krongar (agility 1, melee 2) snatches 
  up a sword and swings at a bunch of approaching 
  mercenaries (rabble). He rolls an 11, +1 agility, +2 
  melee = 14, more than enough to gain a Success.
  Example #2: Krongar regains his Trademark 
  Weapon (Valgardian Blade) and charges the 
  mercenary captain (a villain, defence 1). He rolls a 
  bonus die for his Trademark Weapon, and gets a 
  1,2,5. He keeps the 2 and 5 to get 7. He then adds 
  his +1 agility, +2 melee, –1 enemy defence = 9, 
  enough to strike the captain.
  Ranged weapons
  Weapon ranges are given in the weapon 
  descriptions in Chapter 2 and are base ranges at 
  point blank. Each additional range increment is one 
  difficulty level harder on the table below.
  Example #1: A thrown dagger has a range 
  increment of 10'. Up to 10' would be point blank, 
  up to 20' would be close range, and so on.
  Example #2: Krongar (agility 1, ranged 0) hefts a 
  spear and hurls it towards a snow ape (defence 
  1) 45' away. A spear has a range increment of 
  20', so this is the third range increment, which is 
  Medium range, and so gives a –1 modifier to the 
  Attack Roll. He rolls an 11, +1 agility, +0 ranged, 
  –1 Medium range, –1 target defence = 9, and the 
  spear only just hits its target.
  Resolving the effect of a hit
  When you have hit your target, you need to know 
  how badly you hurt him, her or it. To do this, you 
  need to roll one or two dice, depending on the 
  weapon being used. Damage is scored directly 
  against the lifeblood of your opponent after 
  deductions for any armour.
   
  4 No weapons – Fists, feet, head, knees, elbows. 
  If you are brawling, roll a d3 and add half 
  strength (rounded down). Brawling damage can 
  be fully recovered from after 15 minutes’ rest.
   
  4 Improvised weapons – Chair leg, goblet, chark 
  tooth, brass knuckles 
  If using an improvised weapon, roll a d3 and 
  add strength.
   
  4 Light weapons – Daggers, cudgels, foils, darts, 
  javelins, slings 
  These are small and – in some cases – easily 
  concealable weapons. Damage tends to be 
  lighter, but in skilled hands these weapons can 
  still be very deadly. If using one of the above 
  (or a similar weapon), roll a d6 and a penalty 
  die, with the lowest die as your damage result. 
  This is written as d6L. Add strength if a melee 
  weapon, or half strength (rounded down) if a 
  ranged weapon. 
   
  4 Medium weapons – Swords, quarterstaffs, 
  maces, clubs, axes, spears, bows, crossbows 
  These are the commonest weapons – carried 
  by fighting men, they are definitely intended 
  to display the fact that you are armed and 
  dangerous. If using one of the above (or a 
  similar weapon), roll a d6 for damage. Add 
  strength if a melee weapon, or half strength 
  (rounded down) if a ranged weapon. 
  Weapon
  Damage
  Strength bonus
  Brawling
  d3
  Add half strength  
  (rounded down)
  Improvised
  d3
  Add strength
  Light
  d6L
  Add strength (melee), or 
  half strength (ranged)
  Medium
  d6
  Add strength (melee), or 
  half strength (ranged)
  Large
  d6H
  Add strength (melee), or 
  half strength (ranged)
  Range
  Modifier to roll
  Point Blank
  +1
  Close
  0
  Medium
  –1
  Long
  –2
  Distant
  –4
  Extreme
  –6
  Utmost
  –8
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  4 Large (two-handed) weapons – Great swords, 
  flails, morning stars, pole arms, arbalests 
  These are serious weapons, much more likely 
  to cause significant harm. Characters with 
  strength below 0 are unable to wield these 
  weapons at all. If using one of the above (or a 
  similar weapon), roll a d6 and a bonus d6 and 
  use the highest die for damage. This is written 
  as d6H. Add strength if a melee weapon, or 
  half strength (rounded down) if a ranged 
  weapon.
  Hitting damage examples
  Example #1: Krongar slashes a thief (rabble) 
  with a knife (d6L), and rolls a 1 and a 5. He has 
  to keep the lower value, 1, but now gets to add 
  his strength of 3 for a total of 4 damage. This is 
  enough to slay the thief.
  Example #2: Krongar is wearing medium armour 
  (d6–2) in battle and gets hit by a soldier (tough, 
  strength 1) with a pole arm – a large weapon 
  (d6H). The GM rolls 2 and 5, keeps the higher 5 
  damage, then adds +1 for the soldier’s strength = 
  6 damage. Krongar’s player rolls 4–2 = 2 points 
  of damage reduction, so Krongar loses 6–2 = 4 
  lifeblood.
  Careers and combat
  Combat-oriented careers (soldier, gladiator, sailor, 
  mercenary etc.) provide many skills, abilities, 
  contacts and experiences that add to various tasks 
  fighting men might carry out. However, as a rule 
  they do not add to your combat abilities. Having 
  a high rank in soldier does not make you a better 
  fighter – it makes you a better tactician, gives 
  you contacts and knowledge, and improves your 
  understanding of the general lot of the warrior.
  However, there will be some occasions where 
  being a fighter (or, indeed some other careers, like 
  acrobat, pirate or thief) could give you a slight 
  combat edge. In some rare circumstances, the GM 
  could allow a career to provide an additional bonus, 
  based on your career rank, in the form of an added 
  bonus to your Attack Roll, or to the damage you do 
  if you hit (never both).
  For example, assassins may be allowed an 
  additional bonus when striking unaware enemies, 
  or gladiators may be allowed to make special 
  manoeuvres to give them a slight edge over an 
  opponent. But such a manoeuvre would most 
  definitely not work twice on the same opponent. 
  You would need to describe to the GM how this 
  manoeuvre would work and the effect you believe it 
  should have. Some experienced NPCs will have seen 
  all this before, of course, and won’t be taken in. See 
  the careers in Chapter 2 for more information.
  Combat options
  Combat is quick and brutal in Barbarians of 
  Lemuria – allowing the following options can 
  slow combat down. Therefore, it is up to the GM 
  to allow some, all, or none of them in his game. 
  Alternatively, the GM may say that these combat 
  options are available only to characters with at least 
  one fighting career.
   
  4 Two-Weapon Fighting 
  You can only use light or medium weapons. 
  Generally, you will attack with one and block 
  with the other, or attack with both. In the first 
  instance, you can treat the parrying weapon 
  like a small shield (+1 to defence against one 
  attack), but you get –1 to your Attack Roll. If 
  attacking with both, your Attack Roll is at –1, 
  but you cause damage as if wielding a medium 
  weapon (if using two light weapons), or as a 
  large weapon (if using at least one medium 
  weapon). In other words, using two weapons 
  increases your chance of causing more damage 
  – you don’t roll to attack with each weapon 
  individually.
   
  4 Defensive Stance 
  You can choose to adopt a wary approach, 
  readying yourself to block or evade a blow. 
  Taking a defensive stance gives you +1 to your 
  defence but –1 to your Attack Roll.
   
  4 Full Defence 
  You can dodge, block, parry or otherwise act 
  completely defensively in the round. If you do 
  this, you don’t get to attack in the round, but 
  instead get +2 to your effective defence for all 
  attacks directed at you, on top of anything you 
  get for a shield or off-hand parrying weapon. 
   
  4 Offensive Stance 
  You can choose to pay less attention to attacks 
  against you in an effort to ensure you hit your 
  target. This gives you +1 to your Attack Roll, 
  but –1 to your defence. 
   
  4 All-Out Attack 
  You may adopt a reckless approach – this 
  means that you cannot use your shield or off-
  hand parrying weapon at all, and you receive 
  a –2 defence against all attacks aimed at you. 
  However, you do receive a +2 bonus to your 
  Attack Roll. 
   
  4 Bypass Armour 
  You are aiming for a weak or unarmoured area 
  of your opponent. Just take the static armour 
  rating as an additional negative modifier to 
  the Attack Roll (–1 for light armour, –2 for 
  medium and –3 for heavy). It is up to the GM 
  whether this rule is extended to bypassing the 
  natural armour of creatures.
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  Land Battles
  Lemuria is a rugged and dangerous land that is 
  in a near constant state of warfare. Minor nobles 
  often settle their petty disputes by raising troops 
  of mercenaries to attack their neighbours. Some 
  nobles have even grander ambitions, and raise 
  armies large enough to challenge their kings. 
  Barbarian raiding parties frequently storm 
  down from the mountains or across 
  the plains to sack unprepared towns 
  and villages. Bandits attack and rob 
  caravans and other travelers on 
  the roads, which are often well 
  guarded, leading to fierce and 
  bloody pitched battles. The 
  nomadic tribesmen of the Beshaar 
  – and, to a lesser extent the Blue 
  Giants of the Plains of Klaar – will 
  settle their disputes in the field of 
  combat.
  Many of the 
  major cities 
  have fought 
  terrible wars 
  with one another, 
  and tensions 
  still exist to this 
  day. Sometimes 
  a king will rise to 
  the challenge of uniting Lemuria 
  under one rule… and so become 
  Emperor. Thus far, all have failed, 
  but such conquests have always 
  been long, costly, and very bloody.
  When war is the backdrop of a campaign setting, 
  it may be inevitable that Heroes find themselves on 
  the battlefield – where they not only take part, they 
  turn the tide!
  Rate of March
  Many factors come into play when getting your 
  army from one place to another – the quality of the 
  road (if there are roads), the nature of the terrain, 
  the size, composition, and condition of your force, 
  the weather, and so on.
  The average rate of march for trained infantry 
  under favourable weather conditions is 2½ miles 
  per hour over roads, and 1 mile per hour cross 
  country. As soon as mountains, baggage trains 
  and followers are brought into the equation, the 
  rate can go down drastically. A normal foot march 
  for a large army with its supplies can cover about 
  12–15 miles in a day. More than 20 miles in a day 
  is a forced march, and there is a limit to how many 
  days this sort of pace can be maintained.
  Smaller forces, especially those on mounts, can 
  move much more quickly, perhaps doubling this 
  rate of movement – even more for short periods.
  The Composition of Armies
  Warfare in Lemuria is conducted 
  primarily with peasants and 
  farmers drafted from their 
  fields, formed into massed 
  infantry, and armed 
  quickly and cheaply with 
  spears, bows, or slings. 
  Most are unarmoured 
  but some might have 
  simple wooden, 
  leather or wicker 
  shields.
  Infantry: 
  Professional 
  infantry are 
  armoured and 
  armed with a range 
  of weaponry. They are 
  divided by type based on 
  how heavily armoured they are 
  – that is, light, medium, and heavy 
  infantry. Many of these professionals will 
  be mercenaries from all over Lemuria, but others 
  will be troops from the standing armies of the King 
  and his nobility. Tyrus is notable for its skilled 
  archers, who are trained from an early age to use 
  the bow. Malakut has its professional force of 
  female khastock-armed troops, the Jemadar Guard – 
  well-drilled and very effective on the battlefield.
  Mounted: Cavalry will be of various types too, and 
  all cavalry will be professional warriors. The lightly 
  armoured Beshaari ride their sand runners into 
  battle. They are skirmishers, preferring to ride into 
  bow or javelin range, get off a shot or two, and ride 
  away. Most other armies have similar light cavalry 
  CHAPTER 4
  WARS OF LEMURIA
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  that ride parvaluses into battle. Heavy cavalry are 
  shock troops designed to crash into enemy lines 
  and create carnage – they ride kroarks into battle, 
  so both mount and rider are deadly combatants. 
  The knights of Satarla are particularly notable for 
  their combat skill.
  Chariots are used widely – pulled by parvalus, 
  bouphon or even by banth – and can be used either 
  to transport troops rapidly into battle, as mobile 
  archery platforms, or as powerful armoured shock 
  weapons. Malakut is particularly noted for its 
  speedy light charioteers.
  War eldaphons are also trained and guided for 
  combat. Their main use is to charge the enemy, 
  trampling them, breaking their ranks, and instilling 
  terror. As if their hide isn’t enough, they can also 
  be armoured to make them virtually unstoppable. 
  Blue Giants are known for their battlefield use of 
  the eldaphon.
  Sorcery on the Battlefield
  It is an unwritten rule that sorcery is not used 
  on the battlefield. Kings and commanders are 
  reminded constantly that to turn to the mystical 
  arts of the Sorcerer-Kings is to turn the clock back 
  and to create the conditions for the return of the 
  Dark Lords (see Chapter 6 for more on sorcery).
  Most sorcery is of limited battlefield use in any 
  event. Since simple sorcery (spells of the First 
  Magnitude) merely replicates things that are 
  possible for a man to do if he has the right tools, 
  it is far easier to arm a man and let him go and 
  get himself killed for you than to get a magician 
  to do basically the same thing. In any event, 
  most magicians have little interest in committing 
  themselves to the battlefield – there is little to be 
  gained and a great deal to be lost.
  Nevertheless, there will be the odd occasion where 
  a magician will feel that his own desires may be 
  achieved by aligning himself with one side or 
  another in a war. To have any practical effect on the 
  battle, the character must have some rank in the 
  magician career and be capable of casting spells 
  of at least the Second Magnitude. At this level, 
  mighty beasts can be summoned to tear into enemy 
  formations, troops can be brought back to fight on 
  even in death, and enemy units can be made to turn 
  on each other. At the Third Magnitude, the battle 
  can be virtually decided by sorcery – an earthquake 
  can open up the ground beneath the opposing 
  army, or an unstoppable demon can be summoned. 
  Nearly all sorcery for use on the battlefield requires 
  some sort of time component – it might be casting 
  time, some sort of ritual sacrifice, awaiting a certain 
  condition (the phase of the moon?) or delivery 
  to the magician by his minions of certain rare 
  ingredients or a tome of power.
  Where it is known that an opposing force has a 
  magician in its ranks, a commander might engage 
  a magician simply to counter the enemy’s sorcery. 
  However, as this inevitably leads to an arms race, 
  it doesn’t happen very often. More likely, the 
  commander will send a group of Heroes to deal 
  with the threat of the enemy magician. This is 
  covered under the rules for Heroic Actions.
  Battlefield Rounds
  Unlike hand-to-hand combat, a round of battlefield 
  combat lasts much longer than a few seconds. 
  Depending on the scale of the engagement, a 
  Battlefield Round could represent an hour between 
  small armies, a day in large pitched battles, or 
  even a month during a siege. Much more “game 
  time” passes during a Battlefield Round, while still 
  resolving a battle in the same amount of playing 
  time.
  Every Battlefield Round one of the Heroes makes a 
  roll for their side’s army to see how close they are 
  to victory. Between Battlefield Rounds, the GM may 
  permit Heroic Actions – these allow the individual 
  Heroes a chance to sway the outcome of the battle.
  Army Rating
  Each side in a battle is given an Army Rating 
  comparing their strengths to the enemy army. If 
  one side is weaker in one aspect, write nothing. 
  Instead of reflecting this as a penalty to one side, 
  this is reflected as a bonus to the other. Thus if 
  the Heroes’ army is outnumbered three to one, 
  it doesn’t affect their army rating, but gives the 
  enemy army a +4 bonus to theirs. Essentially, if 
  one army has a bonus in a category, the other 
  army will have nothing in that category. If both 
  sides are evenly matched, both would have a +0 
  to that category. The exception is the Commander 
  category, which simply uses the army leader’s rank 
  in the soldier career as a bonus.
  Note that the Heroes will normally have only a very 
  limited idea of the strengths and weaknesses of 
  either army.
  Army Training
   
  4 +1 Moderately better
   
  4 +2 Much better
  Army Size
   
  4 +1 Moderately larger
   
  4 +2 Much larger
   
  4 +4 Overwhelming
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  Battlefield
   
  4 +1 Good position
   
  4 +2 Excellent position
   
  4 +4 Overwhelming 
  Supplies/Equipment
   
  4 +1 Better supplied/equipped
   
  4 +2 Much better supplied/equipped
   
  4 +2 If Satarlan army and includes sky-boats 
  (so up to +4 in total if the army is also 
  much better supplied and equipped)
  Sorcerer
   
  4 +2 If spell of Second Magnitude cast
   
  4 +4 If spell of Third Magnitude cast
  Commander
   
  4 Add the commander’s soldier career rank 
  as a bonus
  Example: The City of Satarla is besieged by 
  an army from Tyrus. King Juvor’s army is 
  moderately better trained because they’ve 
  been preparing for this surprise attack 
  (+1) and are overwhelmingly larger (+4). 
  However, the Satarlan defenders have an 
  overwhelmingly advantageous position, being 
  in a fortified city that can only be attacked 
  from one side (+4 to their Army Rating). 
  Neither side has advantage of supplies 
  or equipment, but Satarla does have sky-
  boats (+2). Both sides have very competent 
  Commanders (+2 to each). This leaves King 
  Davym’s Satarlan army with an Army Rating 
  of 8 and the Tyrus attackers with a 7, giving 
  the defenders +1 to its rolls.
  The attackers may not succeed in their bold 
  bid, but the young Juvor isn’t stupid – he’s 
  been talking to Parsool and they are moving 
  their naval fleet into position to destroy 
  Satarla’s fleet. If successful, they can negate 
  some of the defender’s positional advantage by 
  attacking from sea as well as from land (which 
  would then give the defenders a –3 disadvantage). 
  However, the actions of a small group of Heroes 
  may be able to hasten the defender’s victory 
  before that happens…
  Resolving a Battlefield Combat
  Winning and losing a battle is tracked using 
  abstract Victory Points. Each side begins a battle 
  with zero Victory Points. As time passes, keep 
  a running total of how many Victory Points the 
  Heroes’ side has. If the number is positive, it means 
  the Heroes’ side is winning the battle. If the number 
  is negative, they are losing.
   
  4 Heroes do not take damage with each 
  Battlefield Round. Instead, anything that 
  happens to the Heroes is a result of Heroic 
  Actions (see below).
   
  4 If the Heroes’ side gets 10 Victory Points, they 
  have won the battle and the enemy retreats or 
  surrenders. 
   
  4 If the Heroes’ side reaches –10 Victory Points, 
  their side has lost the battle (unless some 
  Heroic Action saves them), and their army 
  retreats or surrenders. Once a result of –10 
  Victory Points is obtained, allow the heroes to 
  resolve one final Heroic Action, which could 
  possibly give their side a glimmer of hope.
   
  4 Regardless of who wins or loses, the Heroes 
  survive the battle. 
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  The Battle Roll: Each Battlefield Round, one of the 
  Heroes makes a Task Roll (called a Battle Roll) for 
  their side in the battle. The Battle Roll is 2d6 plus 
  their Army Rating minus their opponent’s Army 
  Rating. Take the result and subtract 7, keeping 
  a negative result if necessary. This is how many 
  Victory Points their side achieves this Battlefield 
  Round, and is added to their running total of 
  Victory Points. Repeat this Battle Roll each round 
  until the Heroes’ army reaches +10 or –10 Victory 
  Points, and the battle ends. 
  Heroic Actions
  While battlefield combat is run in Battlefield 
  Rounds (which could take an hour, a day, or even a 
  month during a siege), Heroic Actions are resolved 
  using the regular combat rounds. While Battle Rolls 
  determine the outcome of the battle as a whole, 
  Heroic Actions determine what happens to the 
  Heroes directly. Even though they are just a part of 
  the battle, Heroes have a way of being able to turn 
  the tide, and their actions can even add Victory 
  Points to their own side in a conflict.
  Which Heroic Actions come up for the Heroes 
  depends on the situation. It can be a matter of 
  being at the right place at the right time, or it 
  can be a mission assigned by their army’s high 
  command. Alternatively, the Heroes may volunteer 
  – or even go off on their own – to perform their 
  own mission. Missions that take longer are better 
  suited for sieges and pitched battles, while shorter 
  missions make more sense in a skirmish or smaller 
  battle.
  Bring Reinforcements: This will usually be resolved 
  by a chase with the Heroes trying to get away from 
  the battle, or having to fight their way through to 
  get reinforcements to the battle. Once this has been 
  achieved, the GM will reassess the compared size 
  of the two armies. Reinforcements can really turn 
  the tide, as they will affect how many Victory Points 
  each side achieves per turn. Similarly, the Heroes 
  may undertake a mission to bring supplies to a 
  garrison under siege, etc. 
  Capture VIP: There is someone in the enemy army 
  that the high command wants captured alive for 
  their information. This would be an extremely 
  difficult mission involving stealth and espionage, 
  but worth +2 or +3 Victory Points on success. 
  Deliver Message: There is vital information that the 
  Heroes must get into the hands of a commander on 
  their side. This will likely involve a chase scene and 
  stealth, perhaps running a gauntlet of enemy fire. 
  Success grants the Heroes’ army +2 Victory Points.
  Destroy: There is something on the battlefield that 
  must be destroyed, and the Heroes undertake the 
  mission – which may be an adventure in itself. This 
  could be blowing a breach in the enemy fortress, 
  destroying a bridge, or perhaps destroying enemy 
  siege weapons. This will usually involve a career 
  Task Roll for some Hero with some engineering 
  expertise, will likely involve stealth, and may 
  involve personal combat to infiltrate the area 
  and stay long enough to finish the job (and get 
  out alive). Gain +2 Victory Points on successful 
  completion. 
  Hold Position: The Heroes must keep a key position 
  out of enemy hands. This could be the top of a hill, 
  a bridge, a breach in the wall, etc. If the Heroes 
  can hold the area for three Combat Rounds, their 
  army gets +1 Victory Point. They may hold this 
  position between multiple battlefield combat 
  rounds, gaining +1 Victory Point each time. Instead 
  of defending a position, the Heroes may instead be 
  charged with defending one of their army’s own 
  VIPs.
  Inspire: On the battlefield, the Heroes have an 
  opportunity to greatly affect morale for their side. 
  If they are losing the battle, perhaps they rally the 
  troops. If they are winning, perhaps they lead the 
  charge that decides the day. This would require a 
  Task Roll using appeal + career, probably followed 
  by a couple of rounds of combat. Success means 
  the Heroes’ army gets a bonus die to its next Battle 
  Roll.
  Kill VIP: There is a very important person in the 
  enemy army that must die if the Heroes’ army is to 
  succeed. While this could be a simple sniper attack, 
  a more heroic version would involve crossing 
  swords with the person amid the carnage of the 
  battlefield! Gain +1 to +2 Victory Points on success. 
  Prevent Sorcery: This is where the Heroes have 
  been sent to stop a ritual by an enemy magician. 
  This is usually a full roleplaying adventure in itself. 
  It cancels the Sorcerer bonus of the enemy’s Army 
  Rating (+2 or +4 points). 
  Rescue Operation: A VIP from the Heroes’ army is 
  a prisoner in the enemy camp. The Heroes have to 
  sneak into the enemy camp and get out alive with 
  the VIP in tow. This is an exceedingly dangerous 
  assignment, an adventure in and of itself, and will 
  involve stealth and personal combat. Success gives 
  the Heroes’ army +2 or +3 Victory Points. 
  Steal Intelligence: There is vital information from 
  the enemy Army that the Heroes must acquire. This 
  might mean infiltrating the enemy camp, espionage 
  behind enemy lines, or it could mean intercepting 
  an enemy messenger. Success grants the Heroes’ 
  army +2 Victory Points.
  Take Position: The Heroes must capture a key 
  position from the enemy. This should be resolved 
  over a few combat rounds. If the Heroes kill or 
  drive off most of the enemy, their army wins +1 to 
  +3 Victory Points, depending on the location. They 
  may then have to hold the position, however. 
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  Warfare at Sea
  Due to the difficulties presented by travelling 
  overland, a large portion of Lemurian trade and 
  travel is conducted by sea. Adventurous merchants 
  explore new lands and make fortunes from deals 
  with foreign peoples. Traders and fishermen travel 
  the local waters. Unscrupulous pirates stalk the sea 
  for fat merchant ships. Warships transport soldiers 
  to war in distant lands.
  The common practice is to hug the coastlines and 
  beach the ship each night and in rough weather. 
  The effort taken to row a fast galley requires a 
  lot of fresh water for the crew. This makes stops 
  a necessity for war galleys and large merchant 
  vessels.
  The distance a large galley can cover in a given 
  day depends very much on the weather. On a 
  good day, the oarsmen, rowing for 6–8 hours, can 
  propel a ship between 50 and 60 miles. Experienced 
  crews and good ships could cover nearly twice 
  that distance, but that would take a heroic effort. 
  Similar performance can be expected by a vessel 
  under sail, but the performance depends on the 
  wind’s speed and direction rather than the crew’s 
  efforts.
  The characters can charter a ship, book passage, 
  or sign on as mercenaries. They may have access 
  to a ship if they have sufficient ranks in the noble 
  career. A king may supply a ship if they want the 
  Heroes to go on a quest.
  The characters can take charge of the ship or hire 
  an experienced captain, but adventuring in a ship 
  requires a crew, who can be hired mercenaries or 
  followers.
  Ship-to-ship battles
  Sea battles are fairly common around the coasts of 
  Lemuria. The main tactic is to pursue and ram the 
  opponent’s ship. The ramming ship will lower sails 
  and row at full speed, aiming at a selected target 
  vessel. When in range, archers and slingers will 
  shoot volleys at the defending ship to kill or disable 
  oarsmen and other crew. Some warships will also 
  have a catapult to launch stones or fire pots of 
  burning pitch – a select few ships are equipped 
  with dreaded alchemist-created flame machines.
  Once the defending ship has been rammed, the 
  marines rush on board and fight with melee 
  weapons.
  Ship-to-ship engagements are handled similarly 
  to the normal combat rules. Each round is a little 
  longer than a melee combat round – maybe several 
  minutes or more – during which time a ship can fire 
  its catapult, gain ground on an enemy, or grapple in 
  readiness to board.
  Each Hero has his own duties on board ship. The 
  Hero who owns the ship is likely to be the captain 
  and in charge of certain aspects, another character 
  might be in charge of the marines and responsible 
  for boarding/repelling boarders, another might 
  have charge of the catapult etc. These positions 
  determine which player rolls for which action and 
  who therefore makes the Task Roll. If there is any 
  doubt, the ship’s captain makes the Task Roll.
  Ranges at sea
  The initial range between two opposing vessels is 
  determined by the situation and is dealt with in an 
  abstract way. The range determines what type of 
  manoeuvre or attack a ship can make. On a clear 
  sunny day, it is likely that ships will be spotted at 
  Utmost range (see the Task Roll Table). On hazy 
  days, the range would be Extreme. On less clear, 
  misty, foggy, or stormy days, or at night, the initial 
  spotting range will be correspondingly closer.
  At the start of the action, the captain makes a 
  Priority Roll to determine the order of action, as 
  follows:
  Priority Roll =  2d6 (total of 9+ to succeed) 
   
   
  + mind  
   
   
  + initiative  
   
   
  – villain’s mind  
   
   
  (if there is a villain 
   
   
  aboard the enemy ship)
  Naval range
  Modifier to roll
  Max. range for attack or manoeuvre
  Out of Sight
  –
  Utmost
  –8
  Extreme
  –6
  Catapult
  Distant
  –4
  Long
  –2
  Fire Machine, Missile (bows, slings etc.)
  Medium
  –1
  Ram
  Close
  0
  Grapple, Oar Rake
  Point Blank
  +1
  Board, Break Free
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  Calamitous Failure: The ship goes last for the 
  entire combat. In addition, in the first round, your 
  ship is unable to take any action at all – your ship 
  is effectively motionless through disorder and 
  inaction.
  Failure: You take your actions last.
  Success: You take your action first. 
  Mighty Success: You act before everyone else. In 
  addition, in the first round, you get a free round 
  in which your opponents (except ships containing 
  villains) cannot act. 
  Legendary Success: As Mighty Success, except you 
  also get a +1 bonus to any Attack Rolls made for 
  the entire encounter.
  Sea battle round
  Each sea battle round is broken up into three 
  phases. A ship can take one action in each phase as 
  follows:
   
  4 Phase 1: Manoeuvres 
  Run/Close, Ram, Rake, Grapple, Break Free
   
  4 Phase 2: Attack 
  Missile, Catapult, Fire Machine, Boarding
   
  4 Phase 3: Repairs 
  Repair Hull, Save Crew, Stop Fires
  Manoeuvres
  To determine the success of the manoeuvres, roll as 
  follows:
  Task Roll =  
  2d6 (total of 9+ to succeed) 
   
   
  + (Hero) career rank  
   
   
  + resources allocated 
   
   
  + Modifiers*
  *Modifiers = range, target defence
  Run/Close
  A ship can try to escape or close the range. If the 
  other ship decides not to close, then the running 
  ship moves into the next furthest range bracket 
  automatically. If they both run, both ships move 
  further away. If they both close, the distance 
  between them narrows by two range brackets. 
  However, if the opposing ship attempts to close, 
  make a Task Roll each ship (a Hero rolls for one 
  ship, the GM for the other). If both succeed or fail, 
  the distance remains as it was. If one succeeds 
  and one fails, then the distance either narrows by 
  one range bracket or widens by one range bracket, 
  depending on which one succeeded. Once the ship 
  is beyond Utmost range it is out of sight and away. 
  Mighty Success: Close by two range brackets. 
  Legendary Success: Close by three range brackets.
  Ram
  To ram, the ships must start the round at Close or 
  Medium range. The rammer makes a Task Roll. The 
  defender can use some of its resources to avoid the 
  ram (acting as defence against the ramming attack). 
  If a ship is rammed it takes damage (a number of 
  d6 which depends on the ram of the ramming ship) 
  to its hull points. A successful ram leaves the ships 
  locked together, requiring a Break Free manoeuvre 
  to move apart.
  Oar Rake
  The attacking ship runs alongside and attempts 
  to run over and break the enemy’s oars. The aim 
  is to disable the enemy ship without sinking it. An 
  oar rake does not leave the ships locked together 
  as a ram does. To rake, the ships must start the 
  round at Close or Point Blank range. The attacker 
  makes a Task Roll. The defender can use some of 
  its resources to avoid the rake (acting as defence 
  against the raking attack). 
  Damage: 1d6 to target’s hull
  Mighty Success options:
   
  4 +6 damage to target’s hull
   
  4 Precision Ram: Gives a penalty die to your 
  choice of the enemy ship’s Task Rolls
   
  4 Crew Slayer: Damage done to the target’s hull 
  is also done to its crew
   
  4 Strike: Enemy ship loses next round of actions
  Legendary Success options:
   
  4 Choose any two of the above (or you can take 
  the same option twice)
  Grapple
  Grappling is where a vessel uses oars or grappling 
  hooks to seize a target ship, allowing a boarding 
  party to swarm over. To grapple, the ships must 
  start the round at Close or Point Blank range. The 
  attacker makes a Task Roll. The defender can use 
  some of its resources to avoid the grapple (acting 
  as defence against the grappling attack – the crew 
  are assumed to be cutting the lines and so on). The 
  grappled ship remains immobile until it makes a 
  successful Break Free manoeuvre.
  Mighty Success options:
   
  4 Locked Together: Enemy ship loses next round 
  of actions
   
  4 Bonus die on boarding action
  Legendary Success options:
   
  4 Both of the above (or you can take the same 
  option twice)
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  Break Free
  This manoeuvre is used to break out of a ram or 
  grapple. At this stage, the ships will be at Point 
  Blank range, but a successful break away will put 
  them out to Close range.
  Attacking ships
  Attack Roll =  
  2d6 (total of 9+ to succeed) 
   
   
  + (Hero) career rank  
   
   
  + resources allocated  
   
   
  + range modifiers 
   
   
  – target defence
  Missile
  A ship’s crew can make missile attacks with 
  javelins, bows, or slings up to Long range.
  Damage: 1d6 to crew
  Mighty Success options:
   
  4 +6 damage to crew
   
  4 Precision Shot: Gives a bonus die to your 
  choice of the enemy ship’s Task Rolls
  Legendary Success options:
   
  4 Both of the above (or you can take the same 
  option twice)
  Catapult
  Catapults are used to hurl boulders or pots of 
  burning pitch up to Extreme range. Boulders can 
  crush the hull and rigging of a ship as well as kill 
  the crew. A fire pot that bursts will shower the 
  hull and crew with burning pitch. The pitch keeps 
  burning until the crew dowses the flames.
  Damage: 
   
  4 Rock: 1d6 to hull and 1d3 crew
   
  4 Fire: 1d3 hull and 1d3 crew
  Fire Machine
  This alchemist’s device requires special skills to 
  use. The exact design and formulas are a closely 
  guarded secret. The fire machine is a large 
  pressurized tank with a tube on the top. The 
  machine shoots a stream of burning liquid great 
  distances (maximum of Long range). The flames are 
  near impossible to extinguish. 
  Damage: 1d6 to hull and 1d6 crew
  Mighty Success options:
   
  4 +6 damage to crew
   
  4 +6 damage to hull
   
  4 Precision Shot: Gives a bonus die to your 
  choice of the enemy ship’s Task Rolls
   
  4 Strike: Enemy ship loses next round of actions
  Legendary Success options:
   
  4 Take two Mighty Success options.
  Boarding
  A boarding action can be attempted if the two ships 
  are locked together following a successful ram or 
  grapple. Boarding actions are the only actions with 
  no limit on the resources you can use to add to your 
  Attack Roll. Boarding can also be a way for Heroes 
  to take Heroic Actions at sea, in a similar way to 
  Land Battles. Such actions would be part of a small 
  roleplaying adventure – perhaps with the Heroes 
  exploring the enemy ship whilst battling the enemy 
  crew. 
  Damage: 1d6 to crew 
  Mighty Success options:
   
  4 +6 damage to crew
   
  4 Strike: Enemy ship loses next round of actions
  Legendary Success options:
   
  4 Take two Mighty Success options.
  Aboard ‘the Wrath of Chunak’, the rare war-galley of the  
  Cerulean captain Hûn, our brave heroes enter the fray at ‘The Battle of Storms’  
  hoping to turn the tide against the Fleets of Fire, unaware of the traitor in their midst...
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  Damage
  Damage is subtracted from the target ship’s crew 
  or hull points. Damage takes effect immediately 
  during play. If a ship remained on fire from the 
  previous turn, roll for fire damage at the beginning 
  of the new turn.
  Repairs
  Task Roll =  
  2d6 (total of 9+ to succeed)  
   
   
  + (Hero) career rank  
   
   
  + resources allocated
  The last segment in the round is to make repairs. 
  The crew can attempt to patch holes in the hull, 
  repair rigging, put out fires, and help the wounded. 
  So, the Heroes must decide whether to fix the ship, 
  put out fires or save crew members.
  On a successful Task Roll, the ship can gain back 
  1d6 crew or 1d6 hull (up to where it was before 
  the damage was caused). If a fire is put out, the 
  ship will not take any more fire damage in the next 
  round.
  Mighty Success options:
  Perform two of the following:
   
  4 Repair hull
   
  4 Put out fire
   
  4 Tend to wounded crew.
  Legendary Success options:
   
  4 Perform three Mighty Success options. 
  The same repair option may be taken multiple 
  times for both Mighty and Legendary Successes.
  Fire
  The most feared weapon in naval warfare. When 
  a ship catches fire, the fire will burn until it is 
  extinguished. The ship’s hull and crew will take 
  damage every turn until the player makes a 
  successful repair roll during the repair phase of a 
  Battle Round. 
  Sinking
  When a ship reaches zero hull points, it will sink. 
  It may take a while for a ship to fully submerge. 
  This gives the crew time to abandon ship and pray 
  to Shazzadion for mercy. When the ship reaches 
  zero crew points, there is no-one left to pray to 
  Shazzadion...
  Example ships
  There are many types of ships, from lumbering 
  merchant ships to sleek war galleys. Merchant ships 
  rely only on sail power, so, they are dependent on 
  fair winds for travel. War ships are galleys, built 
  long and narrow for speed, with sails as well as 
  oars. Some war galleys are very sluggish due to 
  their monstrous size and can be defeated by larger 
  numbers of smaller, faster ships.
  Below are some example ship statistics. They 
  represent the relative maneuverability and fighting 
  ability of the ships.
  Oars: This number is simply the amount of oars the 
  galley uses to move. Some large vessels have oars 
  arranged in two tiers. There is one crew member 
  pulling at each oar. Most of the crew of any war 
  galley is made up of oarsmen.
  Crew: The number of crew determines the bonus 
  the crew lends to any actions or maneuvers the 
  captain commands: for every 20 crew, a ship gets 
  1 resource point. When being attacked by missile 
  weapons, the loss is to the crew, which in turn 
  results in reduced resources.
  Hull: This is the ‘lifeblood’ of the ship. The number 
  represents the amount of damage the ship can take 
  before sinking.
  Ram: This is the amount of damage the ship will do 
  to other ships if it successfully rams them.
  Resources: This number represents the crew’s 
  ability to perform tasks. The ship gets 1 resource 
  point per 20 crew, rounded to the nearest whole 
  number. The resources number can be added to 
  Task Rolls (manoeuvring, attacks and repairs) or 
  to the ship’s defence during a turn. As a defence, 
  the number is subtracted from any attacks an 
  adversary’s ship makes. The defence is the same 
  for all attacks made against the ship in the round. 
  The number may be be split up or used all on one 
  action, with a maximum of +3 for any single action 
  except boarding. As a ship’s crew takes damage, the 
  resources available will get lower. 
  Small Sailing Ship
  Oars 
   
  0 
  Crew 
   
  4 
  Hull 
   
  4 
  Resources 
  0 
  Ram Damage 
  d6L
  These wide-beamed merchant vessels rely on sails 
  and have one mast. They stow their cargo directly 
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  on the keel and on the ship’s frame. A pair of 
  steering oars is at the stern. Variants have crews of 
  20 or more.
  Large Sailing Ship
  Oars 
   
  0 
  Crew 
   
  20 
  Hull 
   
  8 
  Resources 
  +1 
  Ram Damage 
  d6L 
  Weapon  
  Catapult
  These are larger wide-beamed merchant vessels 
  that rely on sails, and have one or two masts. They 
  are built to transport large amounts of goods from 
  port to port. They have one or more cabins on the 
  stern as refuge for the captain or an important 
  passenger. There are smaller and larger variants.
  Small War Galley or Merchant Galley
  Oars 
   
  20 
  Crew 
   
  24 
  Hull 
   
  14 
  Resources 
  +1 
  Ram Damage 
  d6 ×2 
  Weapon  
  Catapult
  This is a small war galley, or a merchant ship 
  with teeth. It is often used as a fast trader or to 
  transport troops. It can outrun pirates as well 
  as fight. This type of ship is popular among 
  adventurous merchants.
  Medium War Galley
  Oars 
   
  30 
  Crew  
   
  35 
  Hull  
   
  30 
  Resources  
  +2 
  Weapon  
  Catapult 
  Ram Damage 
  d6 ×3 
   
  This is the fastest of warships, and is the most 
  common ship type used by pirates. 
  Large War Galley
  Oars 
   
  50 
  Crew 
   
  55 
  Hull 
   
  50 
  Resources 
  +3 
  Weapon  
  Catapult or Fire Machine 
  Ram Damage 
  d6 ×4 
  This is the mainstay of any port city’s war-fleet. 
  Large war galleys are around 120’ long, about 12’ 
  wide with 25 oars per side. They are used to crush 
  enemies at sea and to transport soldiers to other 
  lands. There may be 15–20 marines on board, 
  in which case, add +1 to resources for boarding 
  actions.
  Huge War Galley
  Oars 
   
  100 
  Crew 
   
  110 
  Hull 
   
  65 
  Resources 
  +5 
  Weapon  
  Catapult or Fire Machine 
  Ram Damage 
  d6 ×5
  This is usually the flagship of any city’s fleet, 
  although both Satarla and Parsool have several of 
  them. They are around 135’ long, about 12’ wide, 
  but the oars are arranged in two rows so that 
  there are 50 oars per side. They are used to crush 
  enemies at sea and to transport soldiers to other 
  lands. There may be 30–40 marines on board, 
  in which case, add +2 to resources for boarding 
  actions. 
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  The Glory of Parsool
  Oars 
   
  170 
  Crew 
   
  220 
  Hull 
   
  80 
  Resources 
  +11 
  Weapon  
  Catapult and Fire Machine 
  Ram Damage 
  d6 ×6
  This is the most powerful war galley there is – other 
  ships tend to flee if they see this impressive vessel 
  take to battle. The Glory of Parsool is 150’ long and 
  about 15’ wide and has its oars arranged in three 
  rows, with 85 oars on each side.
  The ship is highly manoeuvrable and, unlike most 
  other vessels, only free men row the oars – no 
  slaves are used at all. It is a singular honour to 
  serve on The Glory of Parsool and there are always 
  scores of men lined up to fill any vacancies. There 
  may be 60–80 marines on board, in which case, add 
  +3 or +4 to resources for boarding actions. 
  Sea Creatures
  Kalathorns, sharks, poads, crocators, and, of course, 
  the dreaded behemathon are all large enough to 
  endanger sea and river vessels. They can attack 
  (and be attacked by) ships, using the same rules. 
  Sea creatures will usually ram the sides of ships, 
  seeing them as the main threat, but some creatures 
  attack the crew instead. See Chapter 5 for a 
  description of these creatures.
  Example of a battle at sea
  The Glory of Parsool spots three pirate war 
  galleys (of medium size). It is a clear sunny day, so 
  they are spotted at Utmost range. The Glory has 
  two Heroes on board – one is the captain (a sailor 
  rank 3) and the other is a soldier (rank 2), who 
  has been placed in charge of the missile weapons 
  and will lead any boarding actions. The Glory has 
  60 marines on board (+3 on boarding actions).
  The Glory gives chase and the pirates run. The 
  Priority Roll is 8 + mind (1) and initiative (2), 
  totalling 11 (success). But one enemy ship has 
  a villain on board, so his mind (3) is deducted, 
  reducing the success to a failure against that 
  ship. The pirate galley commanded by the villain 
  (pirate 2) runs and uses all resources (+2). The roll 
  is 7, +4 to make 11. He succeeds and pulls out of 
  Utmost range, escaping over the horizon to open 
  sea.
  The Glory’s captain curses under his breath 
  and goes after the other ships, rolling 
  6, adding his sailor rank (+3) and 
  resources (+3) getting 12 in total. The 
  pirates roll totals of 6 and 7 respectively 
  (even though both used their resources 
  of +2) – both failing, and so the Glory 
  closes in on both ships from Utmost to 
  Extreme range. 
  The only weapon aboard the Glory that 
  can fire at that range is the catapult, so 
  the Hero soldier orders a boulder to 
  be lobbed at one of the pirate ships. 
  He uses resources of +3 (leaving the 
  Glory with +5 ) and makes an Attack 
  Roll, getting two sixes, with +2 for his soldier rank 
  and +3 for resources is 17 which, even taking –6 
  for Extreme range, is a Mighty Success! The player 
  immediately spends a Hero Point to turn it into a 
  Legendary Success! The player doesn’t want the 
  ship to escape, and would rather capture it than 
  sink it, if he can. So, he opts for +6 crew damage 
  and “Strike” (the ship will lose its next action). He 
  rolls a d6 damage from the boulder, getting a 
  3.The pirate galley drops from 30 to 27 hull. He 
  rolls d6+6 for the crew, getting 10, so the crew 
  number falls from 35 to 25, meaning that it has 
  only +1 for resources from now on (it’s already 
  used its resources for this Battle Round too), and it 
  cannot take its next round of action either. It is still 
  in the water and is a sitting duck!
  The other pirate tries firing its catapult – the Glory 
  uses +3 resources (leaving +2) for defence. The 
  pirate rolls 11, but with –3 defence and –6 for 
  Extreme range, the boulder falls well short.
  Last of all is the repairs phase. The only damaged 
  ship is the first pirate, so it sends its leech to see 
  to the injured men – rolling a 7 with no resources 
  left to add, the leech fails to save any crew and the 
  only thing for it is to throw them overboard, thus 
  ending the first sea Battle Round.
  Massed fleet engagements
  The rules here are for actions involving just one 
  ship (that the Heroes are on) against another ship 
  or a few opposing ships. If you are resolving a 
  massed fleet action, you can use the rules for land 
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  battles pretty much as they are, since they are 
  abstracted for two large opposing forces. All you 
  need to do is change the word “Army” for “Fleet” 
  and where you would use the soldier career as a 
  modifier, instead use the sailor (or pirate) career.
  Sky-Boats in Battle
  Sky-boats are flying boats made of allanium, the 
  lighter-than-air metal. Dondar Thule, an alchemist 
  from Lysor, built the first of these craft. Later, the 
  King of Satarla had him build a whole squadron of 
  12 boats, at great expense.
  The boats are 30’ long and are driven by powerful 
  spring-powered rotors. One set at the rear propels 
  the boat forward and a second set beneath the 
  prow pushes the boat backward if necessary. Other 
  rotors in the centre of the deck and beneath the 
  keel force the craft either up or down as desired. 
  The rotors are controlled by four labelled levers 
  (located in the craft’s small cabin). The craft are 
  able to reach speeds of around 50 mph. 
  Sky-boats are generally armed with an arbalest 
  mounted near the prow. The prow is strengthened 
  for ramming in a holdover from war galley design, 
  although no sky-boat has ever yet needed to ram 
  anything.
  Sky-boats usually operate singly – where they work 
  best is for courier and scouting work, at which 
  they have no equal. Occasionally, they fly in troops 
  of three sky-boats for special missions. However, 
  sometimes sky-boats have been pressed into 
  battle – dropping boulders onto the enemy from 
  a great height is cheap and effective. Dropping 
  alchemist-designed fire-bombs is more costly, but 
  is especially effective against wooden siege engines 
  and enemy shipping. The typical crew of a sky-boat 
  is three men, but up to 16 can be on board – giving 
  +1 to the resources of the sky-boat. The crew would 
  generally use bows or javelins to harass enemy 
  ship’s crews.
  Only the Winged Men of the Axos Mountains could 
  challenge a sky-boat – and against a troop of such 
  ships, even these winged people, slight and lightly 
  armed as they are, know to leave well alone. It’s a 
  different story if an azhdarcho, mythuuga or the 
  dreaded drakk is sighted, though – any of these 
  flying beasts is more than capable of bringing down 
  a lone sky-boat. Of course, if Parsool or Tyrus ever 
  managed to build their own sky-boats, aerial battles 
  could feature more heavily in Lemurian warfare. 
  Sky-boat
  Hull 
   
  6 
  Crew 
   
  3 
  Ram 
   
  1d6 
  Resources 
  0 (or +1) 
  Missile  
  Arbalest
  The Skyhawk – greatest ship in the Sky Navy of Satarla 
  and flagship of Lord Nylus Keller – speeds through the 
  morning skies in pursuit of the agents of Parsool who 
  have captured a skyboat and race for the borders of 
  their own city to steal the boat’s secrets...
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  The Legend of Lemuria
  “Oomis was the first city of the New Age of Man 
  following the fall of the Sorcerer-Kings, but 
  Satarla is the greatest. The Priests foretell that in 
  the fullness of time eight proud cities will come 
  to stand under the black and gold banners of 
  Satarla, ruled by a rude Barbarian from Valgard 
  in the frozen northlands. Krongar the Mighty is 
  this warrior’s name – but for now he is a dark-
  haired youth shivering in a snowstorm in the 
  Mountains of Axos. Little does he know that the 
  cave he is venturing into for shelter is the lair of a 
  great Snow-Worm and, even now, those visions of 
  the future may be thwarted before they have ever 
  begun! Such is the whim of the Gods.”
  Krongar’s Saga
  The Age of the Sorcerer-Kings
  Unknowable millennia ago, mankind arose from the 
  depths of barbarism to the heights of civilization. 
  Theirs was a time of great strife in which wars 
  were fought across the entire world with sorcery 
  and magic – where great machines could unleash 
  devastation across whole continents. These were 
  the Sorcerer-Kings – men with incredible powers at 
  their fingertips. But they were not satisfied – once 
  they had mastered their own world, they sought to 
  master the entire universe in their 
  quest to become Gods.
  But men were not 
  supposed to be Gods. 
  The Sorcerer-Kings 
  could not control 
  the forces they 
  believed they 
  had mastered 
  and in their 
  arrogance and 
  ignorance set 
  free the Dark 
  Lord, Hadron, 
  who for thousands 
  of years had been 
  building his power 
  in the Void, biding his 
  time for this moment.
  Hadron was loosed to wreak havoc across the Earth 
  – and he did so with great fury! He toppled the 
  mightiest cities of the Sorcerer-Kings. He caused 
  the sea to boil and rage, reclaiming land that it once 
  owned. Whole mountain ranges were levelled, just 
  as new ones were thrust violently from the earth. 
  There was nothing the Sorcerer-Kings could do to 
  save themselves – their magic had lost its power, 
  and the evil might of Hadron was too great.
  The Age of Darkness
  There followed the Age of Darkness. The Earth 
  still trembled and bucked against Hadron’s power. 
  Fires still came spouting from the land, pouring 
  blackness into the heavens. Forests continued to 
  wither and die, and there was a great coldness 
  across the lands.
  From the dark places came new threats: lurking 
  horrors, carnivorous beasts, ferocious monsters, 
  and cruel, twisted half-men. Some of these were 
  undoubtedly minions of the Dark Lord – others 
  were the results of the vile necromancy of the 
  surviving Sorcerer-Kings, who had been forced into 
  hiding. 
  This was a barbaric time, where the blade of a 
  warrior ruled and where terror and death were 
  constant companions. Yet somehow mankind found 
  a way to survive, and then to fight back against the 
  Dark Lord. It began with the Hero Hrangarth, the 
  First Blade-Bearer.
  The Forging of the Orb-Blade
  Whilst the Dark Lord ruled the 
  land, man would continue to 
  struggle to rebuild. Despising 
  the Sorcerer-Kings’ great 
  evil, the Gods of Lemuria 
  devised a plan that led 
  to the creation of the 
  Orb-Blade – forged by 
  Yrzlak from the Star-
  Orb that Sa’Tel sent 
  crashing to earth as a 
  portent of change. 
  The Gods gave the 
  blade to Hrangarth 
  (called the Blade-
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  GAZETTEER OF LEMURIA
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  Bearer), creating the first – and possibly mightiest 
  – Hero of Lemuria.
  With the celebrated blade, Hrangarth fought his 
  way into legend, slaying foul beasts, nightmare 
  creatures, and the minions of the Dark Lord 
  himself. He led brave warriors across the 
  mountains and into Lemuria to build the first great 
  city of Ygddar. Hadron was sent back to the Void, 
  and so the light came back to the Land.
  The First Age of Man
  So began the Age of Man. The continents had 
  settled, but they had changed. The once mighty 
  cities of the Sorcerer-Kings had fallen to rubble and 
  dust and were no more. 
  So warriors came to Lemuria and fought back 
  against the horrors that stalked the land. And when 
  those warriors died, more came because the land 
  was rich. 
  Over the centuries, those first warriors and those 
  that followed spread slowly throughout the 
  vast untamed jungle-lands and across the great 
  mountain ranges of Lemuria, and magnificent 
  kingdoms were founded: Ygddar, Qeb, Oosal, Qar, 
  and Qiddesh. These kingdoms, at first friends, soon 
  discovered wealth and power, greed and envy. 
  They fought and fell and rebuilt and fought again. 
  But with enormous slowness, civilization began to 
  grow.
  The Return of the Sorcerer-Kings
  From their secret places the Sorcerer-Kings had 
  watched the rise of man, jealous of what he had 
  achieved whilst they had been hidden in darkness.
  The Sorcerer-Kings had become almost reptilian in 
  their exile, with pale, skeletal and hairless bodies. 
  They had also become warped and cruel, delving 
  deeper into the impenetrable secrets of their 
  forefathers and unlocking the mysteries of the 
  Void. The Sorcerer-Kings believed that men could 
  cause Hadron to rise again – so they set forth into 
  the world to take back what they assumed was 
  theirs.
  Kylarth was the Blade-Bearer at the time that 
  the Sorcerer-Kings began their initial assaults on 
  Qiddesh, Qar, and Ygddar. First of all, Kylarth 
  and his army easily defeated these degenerate 
  magicians and their slaves, but the Sorcerer-Kings 
  were clever and their magics took a toll. Each time 
  they returned with stronger beasts and in greater 
  numbers, until the defenders became hard-pressed 
  to hold onto their cities.
  Events began to turn against the race of man when 
  the Mad God Morgazzon tricked the Blade-Bearer 
  to do battle in the Swamps of Festrel. Lord Kylarth 
  was driven mad, and the Orb-Blade was lost. 
  Over the next hundred years, the Sorcerer-Kings 
  slowly pushed their way back over the land, forcing 
  mankind back to the sea and behind the walls of 
  their puny cities. 
  One by one those cities fell to the power of the 
  Sorcerer-Kings and their Dark Gods, until only 
  Oosal remained. The price was high. The Sorcerer-
  King’s magic had devastated the lands around, 
  leaving a barren wasteland where once tall trees 
  and lush crops grew in abundance.
  The Fall of the Sorcerer-Kings
  Thangard, who was King of Oosal at the time, cried 
  out to the Gods to deliver his people from their 
  deaths at the hands of these reptiloid magicians. 
  Then one night during a ferocious storm, Father 
  Hurm appeared to King Thangard above the towers 
  of Oosal and told him where he could find the Orb-
  Blade that Kylarth had lost in the Festrel Swamp.
  Thangard ventured to the swamp and there slew a 
  great swamp-beast, the Zathog, and so recovered 
  the potent blade.
  The final battle was fought at Hyrdral Chasm and 
  the Sorcerer-Kings were defeated, shattered by the 
  power of the Orb-Blade. However, the life of King 
  Thangard and the breaking of the Orb-Blade was 
  the price. Still, a small number of the Sorcerer-
  Kings escaped destruction and now lurk again in 
  darkness, awaiting the chance to summon their 
  demonic masters back to earth once more.
  The Second Age of Man
  The old lands were devastated and the cities of 
  Ygddar, Oosal, Qeb, Qar, and Qiddesh are no more. 
  The Orb-Blade was broken, and lost in Hrydral 
  Chasm – although some scribes and priests say 
  there are prophesies that speak of another Blade 
  Bearer who will rise up to unite Lemuria under one 
  glorious rule. 
  The survivors from those great cities left the Plains 
  of Klaar behind them and founded new cities, 
  hacked from the steaming jungles to the west. 
  Oomis was the first, then Urceb, Satarla, Parsool, 
  Lysor, Tyrus, M’lor, Halakh, Malakut, Zalut, and last 
  of all, Shamballah.
  It is a savage age of sorcery and bloodshed, where 
  strong men and beautiful women, warlords, priests, 
  magicians, and gladiators battle to carve a bloody 
  path leading to the Throne of Lemuria. It is an age 
  of heroic legends and valiant sagas too. And this is 
  one of them…
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  The Gods of Lemuria
  “By The Twenty Gods”
  An oft-used oath in Lemuria
  The “Twenty Gods” of Lemuria are described in this 
  section. Actually more than twenty gods are listed 
  – some of the gods that were once worshipped are 
  now remembered as names or records in various 
  chronicles, with little more known of them.  Most 
  priests and scholars would find it difficult to agree 
  on the exact names of all twenty original Lemurian 
  gods, although there are several that would 
  undoubtedly appear on everyone’s list.
  It is uncertain whether the Dark Lord and the other 
  Gods of the Void should figure amongst the Twenty 
  Gods of Lemuria, or whether they should be classed 
  as demons. The debate continues to this day.
  The Realm of the Gods, called Mezzechesh, is 
  gained via the Cloud Stairs at the top of Mount 
  Kolvis. At the foot of the stairs is Yrzlak’s Forge, 
  though these days he’s not often there. The stairs, 
  which were created by Sa’Tel, are visible 
  only on a moonlit night, and then 
  only briefly. If you walk the stairs 
  and the moon disappears 
  behind a cloud, the stairs will 
  disappear and you will fall 
  to your death. Guarding 
  the very top of the stairs, 
  you will always find 
  Fyrzon with his great 
  mace.  Beyond Fyrzon 
  is Mezzechesh and the 
  majestic villa in which the 
  gods reside.
  The Twenty Gods
  Afyra, Goddess of Life
  The Lady of Healing is worshipped by 
  many physicians, and women everywhere 
  who want children. She is the daughter of Hurm 
  and Piandra. She is usually depicted as a young 
  woman dressed in a sort shift and sandals with a 
  garland of flowers about her neck.
  Charkond, God of War, Lord of Battle
  The son of Hurm and Lilandra is depicted as young, 
  well-muscled, clad in a golden breastplate, helm 
  and shield, and armed with a spear – although he 
  is skilled with any weapon. He generally represents 
  the chaos of battle, rather than the skill of military 
  strategy. As such he is worshipped mainly by 
  mercenaries, berserkers, mariners, and raiders. 
  Chiomalla, Goddess of Crops, Lady of the Harvest
  She is depicted as a mature but nonetheless 
  attractive woman, usually dressed in a brown and 
  green robe, carrying a sheaf of wheat and a staff. 
  She is worshipped by farmers and anyone reliant 
  upon grain or other crops for their livelihoods, 
  such as innkeepers, bakers, and so on.
  Dyr, God of Storms, the Thunder Lord
  A powerful god, Dyr is known to fly into rages for 
  the most trivial of reasons. Dyr is depicted as a tall, 
  muscular man wearing a mail shirt and a purple 
  mantle. In battle he uses his halberd Jarnost (which 
  was made by Yrzlak). Dyr is worshipped by just 
  about everyone who is affected by stormy weather. 
  Fillana, Goddess of the Stars
  The Lady of the Night Skies is worshipped by many 
  who conduct their business at night and also by 
  anyone reliant on the stars for navigation, such as 
  whores, assassins, burglars, sailors, and sky-pilots.
  Fyrzon the Sentinel, the Steadfast
  Also known as the Gate Keeper, 
  the Watcher of the Stairs. Fyrzon 
  is often depicted as a man 
  with the head of a bouphon, 
  wielding a great iron mace 
  named Mulkandrar.  He is 
  stalwart and true – being 
  able to stand for years 
  without moving if needed. 
  Once his feet are grounded, 
  nothing can make him 
  move. If you aren’t desired 
  in Mezzechesh, you will not 
  get past Fyrzon.
  Grondil the Builder God
  The God of Bricks and Buildings, 
  the Stoneworker, Grondil is depicted 
  as a muscular, bearded man, either carrying 
  a hod of bricks or chiselling a lump of stone. He 
  built the villa of Mezzechesh and is worshipped by 
  architects, builders, masons, and by anyone who 
  owns or rents their own building (almost all).  
  Hurm, Father-God, God of the Sky
  The King of the Gods is depicted as a regal, mature 
  man with a sturdy frame and dark beard, usually 
  just wearing a belted leather kilt. He carries his 
  royal sceptre in one hand and a bronze bell in the 
  other. The bell is used to call all the other gods and 
  goddesses to order, and has powers over men and 
  beasts too. Hurm is worshipped by all.
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  Iondal the Carouser
  The Lord of Song and Debauchery is depicted as 
  a pot-bellied man with a goblet in one hand and 
  a haunch of meat in the other. There are usually 
  naked women at his feet. His followers tend to be 
  minstrels and bards, tavern-keepers, and decadent 
  nobles.  
  Karyzon the Wind Lord
  The Messenger of the Gods is depicted as a 
  handsome and athletic-looking youth, sometimes 
  with feathered wings sprouting from his back, 
  sometimes without, and often naked. Karyzon 
  is worshipped by the Winged Men, as well as 
  by sailors and sky-pilots. Karyzon is the son of 
  Nemmereth and Lilandra. 
  Knothakon, God of Wisdom, Lord of Aeons
  Knothakon is depicted as a man in a white robe 
  with a massive head that is far too big for his 
  shrivelled body. His head grows as he stores more 
  knowledge, but shrinks a little when he imparts 
  some of this knowledge to others. He is worshipped 
  by scribes and scholars everywhere.
  Kryphondus
  Ancient texts speak of this god, but scholars have 
  not yet succeeded in learning more than the name 
  itself.
  Lilandr the Seductress
  The Goddess of Love and Beauty is worshipped 
  by many – especially by courtesans and dancers.  
  Lilandra’s temples tend to resemble very high-class 
  brothels. She is depicted as a beautiful woman, and 
  of all the goddesses most likely to appear nude or 
  semi-nude. Poets praise the radiance of her smile 
  and her laughter. Others appreciate her physical 
  features rather more.
  Nemmereth of the Long Sleep, The Death God
  Worshipped by Lemurian priests in his guise as 
  one of the Twenty Gods, Nemmereth is considered 
  by Grey Druids to be a Dark God. He is brother to 
  Hurm, with whom he had a falling out over Piandra, 
  and was defeated in combat. He generally appears 
  as a tall and kindly clean-shaven man wearing grey 
  robes, although his other aspect (as a Dark Lord) 
  has a skeletal form with maggots coming out of his 
  eyes and mouth.
  Piandra, The Goddess of Luck, Lady of Fortune
  She wears colourful patchwork garb and has dice 
  in one hand and cards in the other. Piandra is 
  worshipped by gamblers and anyone who needs a 
  slice of luck, when all other gods have failed them.
  Quathoomar, Lord of Travel, The Pathfinder
  Originally a god of the Blue Giants, but now 
  worshipped by many other travellers of all kinds. 
  He appears as a huge Blue Giant that can stride 
  over hills and mountains as if they are anthills. 
  He carries a great wooden maul and wears a 
  behemathon-hide tunic. 
  Sa’Tel, The God of Stars
  Sa’Tel created the Star-Orb and sent it to earth for 
  Yrzlak to forge the blade that he gave to Hrangarth 
  to defeat the Sorcerer-Kings. He is usually depicted 
  as a bright light or star, although he is sometimes 
  pictured as a slim naked man of indeterminate age 
  with deep black eyes.
  Shazzadion the Sea Lord
  God of the Oceans, Ruler of the Waves. He is 
  depicted as an older ebony-skinned man with a grey 
  beard and bald head. He wears a shimmering green 
  tunic and carries a great spear. Shazzadion has a 
  great sea-serpent called Fulca that he rides at great 
  speed over the oceans, or that sometimes pulls his 
  war-galley. Shazzadion’s followers are sailors and 
  pirates everywhere, and anyone who has to travel 
  across the sea.
  Yrzlak the Godsmith
  The God that forged the Orb-Blade. His forge is 
  within the volcano of Mount Kolvis. He is usually 
  depicted as a great bearded man wearing a leather 
  apron and with hammer, tongs and anvil – the 
  tools of a smith. He is sometimes shown riding an 
  enormous black bouphon. Yrzlak is worshipped by 
  blacksmiths, armourers, soldiers, and even some 
  alchemists (who, as men of science, generally do 
  not worship the gods).
  Zalkyr the Bright, Lord of Light, Sun God
  Worshipped by all as he represents light, warmth 
  and growth. He travels across the sky on either 
  a chariot or a sky-boat (the latter being more 
  common in Satarlan temples). In the Crimson Edda, 
  Zalkyr is described as an aging king with golden 
  flesh, silver bones, and hair of sunlight.
  Zarymphyxos
  Only the name of this god is known.
  The Dark Gods
  Hadron, Lord of the Void, the Dark One
  Worshipped by the Black Druids and the Sorcerer- 
  Kings, he is usually depicted as an androgynous 
  human-shaped patch of night sky with stars 
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  scattered throughout his form. However, he can 
  assume any form he likes.
  Hadron has the power of destruction at his 
  fingertips. He is the ruler of the Void, where the 
  Dark Gods and demons are said to dwell.
  Morgazzon, The Demonlord of Madness
  Also, the Insane God. Worshipped by the 
  Yellow Druids, Morgazzon is said to have 
  one of his homes in the Festrel Swamp. 
  Morgazzon often appears as a wild-eyed, 
  long-bearded hermit in brown robes, 
  although he sometimes appears 
  as a shapeless mass of writhing 
  tentacles with a yellow orb-like 
  eye in the centre.
  Morgazzon’s followers are 
  becoming highly ambitious of late, 
  and are starting to appear in some 
  of the cities of Lemuria. 
  Nemmereth of the Long Sleep, The 
  Death God
  Worshipped by Lemurian priests 
  in his guise as one of the Twenty 
  Gods, Nemmereth is considered by 
  Grey Druids to be a Dark God. He 
  is brother to Hurm, with whom he 
  had a falling out over Piandra, and 
  was defeated in combat. 
  He generally appears as a tall, 
  clean-shaven man wearing grey 
  robes, although his other aspect has 
  a skeletal form with maggots coming 
  out of his eyes and mouth. 
  One of Nemmereth’s homes is said to be in 
  the Empty Lands.
  Tharungozoth the Slaughterer, the Pain Lord
  Tharungozoth is worshipped by the Black Druids 
  and some torturers, gladiators, and slavers. He 
  appears as a solid, broad-shouldered man with 
  a black hood over his head and a black studded 
  leather jerkin, wielding either a whip or an 
  executioner’s axe – sometimes both. He often has 
  long iron nails sticking through his neck, shoulders, 
  knees, elbows, and ankles.
  Zaggath, Lord of Fire 
  He is worshipped by the Red Druids, and is said to 
  reside on the Fire Coast where his devoted agent 
  is Methyn Sarr, the Witch Queen. He appears as a 
  man-form, immolated in bright red and orange fire. 
  Zylidith, Lord of Blood, God of the Sacrifice
  Worshipped by the Crimson Druids, Zylidith always 
  requires his Druids to perform a human sacrifice 
  to receive their spell benefits. He can appear as a 
  gaunt naked man weeping blood, and sometimes as 
  a monstrous and shapeless scarlet mass.
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  The Races of Lemuria
  There are several races in Lemuria besides men – 
  however, men are by far the most common, being 
  widespread across the whole continent. Some of 
  these other races were created by sorcery and 
  alchemy in ancient times by the Sorcerer-Kings. The 
  others... well, who knows?
  You can create NPCs of these races in the same way 
  as creating Heroes. Players could create characters 
  of one of these races, with agreement from the GM. 
  Each race has its own boons and flaws. However, 
  you can only select boons and flaws from those 
  listed by race when creating your character – that 
  is, you can’t select any from the master list unless 
  spending Advancement Points. 
  Blue Giants
  Although called Blue 
  Giants (or sometimes 
  Blue Nomads), these 
  people are actually 
  mostly grey-skinned, 
  but colour variations 
  do occur from green-
  grey, through 
  grey, to blue- and 
  purple-grey. 
  Males range 
  from about 
  7½ to 8½ feet 
  high, but there are known to be some over 9 feet 
  tall. Females are, on average, a foot shorter and 
  a little less stocky. Males and females tend to be 
  hairless.
  Blue Giants roam the Plains of Klaar in their mighty 
  wagons, pulled by huge, slow-moving banths. 
  They are a proud race that has little to do with 
  men, except maybe to trade occasionally with 
  trusted merchants at Urceb or Oomis. There are 
  several major tribes and twenty or thirty smaller 
  tribes. Each tribe has its own name, which forms 
  the second name of the tribal members. The most 
  famous tribes are the Hegga, Karvoona, Kazzorla, 
  Chunth, Thazaar and Kozaar. They are led by a 
  chieftain and, in addition, each tribe boasts its own 
  spiritual leader and doctor, called a shaman.
  Despite their looks, Blue Giants are not a 
  particularly warlike race, although they can be very 
  dangerous fighters. When they have a disagreement 
  with another tribe, they go into battle riding 
  specially-trained eldaphons.
  They prefer to trade, and many tribes gather at 
  the Ygddar ruins for a week at the end of each 
  month to exchange goods and to meet up with old 
  friends. Some tribes are hostile towards 
  one another and 
  occasional 
  fights break 
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  out, but these trade weeks are generally friendly 
  affairs. 
  Blue Giants are believed to be the result of 
  experiments and alchemies performed by the 
  Sorcerer-Kings. The Crimson Edda and other 
  historical journals certainly mention that blue-
  skinned giants were with the Sorcerer-Kings at the 
  various battles around Ygddar and the other cities 
  at the time of Lord Kylarth and then King Thangard. 
  At the battle of Hyrdral Chasm, the Blue Giant, 
  Chunak, led a revolt against their reptiloid masters 
  and caused hundreds of them to fall to their deaths 
  before they could bring the worst of their foul 
  sorceries to bear. Without this turnaround, the 
  Sorcerer-Kings would have won the day.
  Blue Giants do not make good 
  magicians or alchemists and 
  cannot select these careers 
  at all. Blue Giant priests 
  are called shamans and they generally worship 
  Quathoomar.
  Suggested Boons: Beast-Friend, Brawler, Giant-
  Friend, Giant Strength, Fearsome Looks, Hard-To-
  Kill, Plains-Born, Quick-Recovery, Strength Feat, 
  Thick Skin
  Suggested Flaws: All Thumbs, Country Bumpkin, 
  Distinctive Appearance, Distrust of Sorcery, 
  Landlubber, Lumbering
  Male Names: Bork, Chun, Dekk, Gurnt, Gort, Gozaar,  
  Kerrikk, Erkk, Fakk, Jaakko, Jank, Jouka, Jrycki, 
  Kall, Koozo, Kook, Kukk, Lekk, Lozzar, Nukk, Penkk, 
  Tarrk, Venk, Vilk, Vork
  Female Names: Akki, Bekka, Bezis, Danki, Eeva, 
  Furka, Inka, Irka, Joona, Jurva, Kalli, Karis, Kella, 
  Kooki, Krakki, Lazzis, Likka, Lovi, Marjukka, Marzi, 
  Nukka, Nukeel, Oki, Rikki, Tharki
  Grooth
  Grooth are primitive, man-eating beast men, 
  living in small scruffy settlements of rude huts in 
  the jungle-lands. The Grooth are just one or two 
  steps above ape-hood. They have squat, powerful 
  bodies, long powerful arms 
  that dangle almost to the 
  ground, and short bowed 
  legs. Their faces are brute-
  like with little red eyes 
  beneath immense bony 
  ridges, and great jaws with 
  up-thrusting lower teeth. 
  The only signs of a culture 
  any higher than the brutes 
  they resemble are that 
  they use clubs of hard 
  wood and the wooden 
  shafted spears tipped 
  with pointed stones – 
  these and a scrap of 
  filthy animal hide bound 
  about their loins. 
  If you want to play 
  a Grooth, you can 
  only initially select 
  from these careers: 
  savage, beastmaster, 
  slaver, gladiator, hunter, 
  warrior, shaman (priest), 
  slave, worker. All Grooth 
  automatically have the flaw: 
  Illiterate.
  Suggested Boons: Brawler, 
  Fearsome Looks, Hard-To-Kill, 
  Jungle-Born, Keen Hearing, 
  Keen Scent, Night Sight, Quick 
  Recovery, Strength Feat
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  Suggested Flaws: Absent-Minded, All Thumbs, 
  Country Bumpkin, Cursed, Distinctive Appearance, 
  Distrust of Sorcery, Fear of...(Fire), Hot-Headed, 
  Landlubber, Poor Eyesight, Taciturn, Ugly & Brutish 
  Male and Female Names: Ak, Bruk, Cek, Dur, Erg, 
  Fik, Grar, Hig, Ig, Jat, Kof, Lurt, Mak, Nin, Op, Prek, 
  Quh, Rir, Sum, Tulk, Um, Vit, Wat, Zuk
  Kalukan
  The Kalukan are a race of headless eunuchs with 
  a large single eye set in the centre of their chests, 
  behind which their brain is located. Bred in vats 
  by ancient alchemies, these beings are incredibly 
  strong, need no food, and never sleep. They were 
  created to be able to protect their masters (from 
  magicians in particular). Their bodies are covered in 
  tattoos which have ancient sorceries embedded in 
  them to help maintain the Kalukan’s unnatural life. 
  They are entirely sexless, although their bodies are 
  muscled and proportioned like men.
  The Witch Queen of the Fire Coast uses the Kalukan 
  (called the Kalukan Sentinels) to guard her fortress, 
  and arms them with great tulwars. The Kalukan are 
  unable to speak as they have no mouths, and so 
  always roll a penalty die in social situations to make 
  themselves understood. They also have no written 
  language, which might lead some to believe they 
  are stupid, but this is not the case. They are quick 
  learners and can be taught to read and write.
  All Kalukan are born slaves, so Kalukan Heroes 
  automatically have slave as their first career and 
  guard (soldier) or worker as their second. Most 
  other career choices are open to them – strangely, 
  perhaps because they were created by alchemy, 
  some have an affinity for creating and making 
  potions and devices when given the opportunity. 
  Kalukan cannot be minstrels, merchants, or 
  temptresses and some other careers are difficult for 
  them.
  Suggested Boons: Alert, Fearsome Looks, Disease 
  Immunity, Giant Strength, Hard-To-Kill, Night Sight, 
  Nose for Magic, Poison Resistance, Quick Recovery, 
  Resistance to Sorcery, Strength Feat, Thick skin, 
  Trademark Weapon (Tulwar)
  Suggested Flaws: All Thumbs, Cursed, Distinctive 
  Appearance, Illiterate, Lumbering, Mute (must be 
  taken), Unsettling
  The Kalukan are not normally given names, but can 
  acquire a nickname. An option would be that you 
  choose another player (or the GM) to give you a 
  name if you are playing a Kalukan Hero.
  Morgal
  The Morgal are a race of blood-drinking vampires 
  who can live for many centuries (or possibly 
  eternally). They start off human-like, albeit very 
  tall and pale, but as they age they become more 
  deranged and less than human. Their eyes range 
  from red to violet to black. Their fingernails grow 
  very quickly, so unless a Morgal constantly cuts 
  them, they always end up resembling beast-like 
  claws within a week. Some scribes believe the 
  Morgal might be an offshoot of Sorcerer-Kings that 
  were separated from the rest of their race at some 
  point in the dim and distant past.
  Suggested Boons: Detect Deception, Excellent 
  Library, Excellent Workshop, Hard-To-Kill, Magic of 
  the Sorcerer-Kings, Night Sight, Power of the Void, 
  Quick Recovery, Resistance to Sorcery, Savant
  Suggested Flaws: Cowardly, Cravings, Distinctive 
  Appearance, Fear of Fire, Morgazzon’s Curse, 
  Obsession, Phobia, Unsettling
  Male Names:  Apuulluunideeszu, Kadashmasazz, 
  Kiipluuu, Nigsummuzzugal, Niiqarquusu, 
  Shamazzad, Shudduggaat, Shu-Thuzzul, Thusuzuu, 
  Ugurnaszir, Vaargaxx, Xhaothigguzzar
  Female Names: Aplazza, Arishakka, Deemethresu, 
  Labashi, Puzuri, Ripaazz, Rihatzzi, Selukzu, Utuala, 
  Yaattirram, Yahattizzi, Zashimbra
  Adventure Idea: The heroes, stumbling through 
  the Qo jungle, discover an unknown city of docile 
  inhabitants who live in fear of a nearby iron 
  pyramid. These citizens subsist on mana-like food 
  synthesized from the air itself. At night, groups 
  of depraved Morgal leave the pyramid and raid 
  the city to slake their blood-thirst. The leader of 
  the Morgal is a sorcerer named Thuzzum Tal, 
  who created the synthetic food and the symbiotic 
  relationship of the city to the pyramid. The 
  adventure can play out several ways: Heroes 
  storming the pyramid to try and save an NPC, 
  holing up in a city building to fend off waves of 
  Morgal, or simply trying to escape.
  Slorth
  Slorth are almost certainly the creations of the 
  Sorcerer-Kings. They are woman-headed serpents 
  that dwell in the Beshaar Deserts and can also be 
  found (though less commonly) on the Plains of 
  Klaar. They are pale (almost colourless), putrid 
  snakes but with the head of a beautiful, white-faced 
  woman with needle-sharp teeth. Their bite is mildly 
  toxic, sending their victims into a deep sleep.
  Suggested Boons: Artistic, Alert, Desert-Born, Detect 
  Deception, Escape Artist, Fearsome Looks, Keen 
  Scent, Night Sight, Plains-Born, Poison Resistance, 
  Silver Tongue, Sneaky, Thick Skin
  Suggested Flaws: Cursed, Distinctive Appearance, 
  Feels the Cold, Unsettling, Untrustworthy
  Names: Bashaa, Demetzri, Eneshu, Gileru, Ishme, 
  Labashi, Numunia, Memorashi, Salishme, Tiggarati
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  Sorcerer-Kings
  These are the previous rulers of Lemuria – or even 
  the entire world – before man came. The Sorcerer-
  Kings may have possessed enhanced strength 
  and durability, but they were not especially 
  skilled warriors. They were certainly very clever 
  and creative, and had knowledge of the forces of 
  sorcery. They could draw their power from Hadron 
  and other unspecified Lords of the Void. 
  The Sorcerer-Kings were destroyed at Hyrdral 
  Chasm, when the Blue Giant slave, Chunak, revolted 
  and pushed one of their master’s sorcerous 
  weapons into the chasm. A very small number of 
  Sorcerer-Kings are believed to have escaped and 
  fled to the island of Thule, where their descendents 
  now live in Zalut, the City of Magicians.
  Suggested Boons: Detect Deception, Excellent 
  Library, Excellent Workshop, Giant Strength, Hard-
  To-Kill, Magic of the Sorcerer-Kings, Night Sight, 
  Power of the Void, Quick Recovery, Resistance to 
  Sorcery, Savant, Silver Tongue
  Suggested Flaws: Arrogant, Combat Paralysis, 
  Cowardly, Cravings, Distinctive Appearance, Non-
  Combatant, Obsession, Phobia, Unsettling
  Male Names:  Apuulluunideeszu, Kadashmasazz, 
  Kiipluuu, Nigsummuzzugal, Niiqarquusu, 
  Shamazzad, Shudduggaat, Shu-Thuzzul, Thusuzuu, 
  Ugurnaszir, Vaargaxx, Xhaothigguzzar
  Female Names: Aplazza, Arishakka, Deemethresu, 
  Labashi, Puzuri, Ripaazz, Rihatzzi, Selukzu, Utuala, 
  Yaattirram, Yahattizzi, Zashimbra
  Winged Men
  These are a mysterious race that lives in hidden 
  valleys high up in the Mountains of Axos. They 
  are very secretive, rarely dealing with outsiders at 
  all. The Winged Men (both male and female) are 
  slender, agile, and highly creative. Their homes 
  are built in well-adapted caves and on rock ledges. 
  Their wings are functional, allowing them to glide 
  around the rocky cliff faces or even to fly for short 
  distances, if unencumbered. Their feet are bird-
  like claws, allowing them to cling to rock faces 
  with ease. They are not great warriors, and use 
  only darts – light missile weapons – with which to 
  defend their homes or to hunt small game. Most 
  armour is too cumbersome for flight, although 
  a few of the stronger ones might – if danger 
  threatens – don leather bracers, battle harnesses 
  and greaves (light armour), or use a small shield.
  If you play a Winged Man, you can choose any 
  career, although the following are very rare: 
  assassin, executioner, gladiator, sailor, soldier, thief, 
  worker, and vagabond, so create a good explanation 
  for how your character’s career path includes any 
  of these.
  Suggested Boons: Alert, Artistic, Beast-Friend, Born 
  Athlete, Keen Eyesight, Mountain-Born, Night Sight, 
  Trademark Weapon (dart), Winged-Man Agility
  Suggested Flaws: Combat Paralysis, Delicate, 
  Distinctive Appearance, Distrust of Sorcery, Non-
  Combatant
  Male Names: Aamaneeth, Aaneet, Aaleevic, 
  Cloonacool, Easreth, Eemenearl, Eveearic, Faerloec, 
  Flaanaceel, Graaranic, Heael, Heoorl, Himeen, 
  Hoorcaaarl, Iaoween, Jaoor, Laaric, Meerscaaarl, 
  Nyaneeth, Oorlacooth, Raor, Raoeeth, Saamaneal, 
  Soorth, Urllaanic
  Female Names: Aaroel, Aerieena, Aellaarree, 
  Earraa, Eeleemeena, Evearilla, Flitillia, Flooressa, 
  Flaermeena, Galaania, Gleeemaa, Gleesinra, 
  Heelestraa, Haorellee, Ieliellaa, Iastreena, Ifeelea, 
  Laeesa, Loornaea, Lolaandrea, Meerceena, Nyleea, 
  Oorea, Raoreea, Seeorea
  The Geography of Lemuria
  “As the clouds parted, Krongar could see from 
  his vantage on the deck of the sky-boat the whole 
  of Lemuria laid out before him, as a map on 
  a king’s desk. Satarla, directly below, walled, 
  magnificent – without doubt earning its place as 
  the Jewel of Lemuria. To the north, the lush green 
  of the Qush jungle lands, serene and magnificent, 
  hiding the many perils within those verdant green 
  depths. And beyond that, the dominant might of 
  the Axos Mountains, thrust up from the earth in 
  eons past during the cataclysmic reign of Hadron 
  and his Dark Lords. Further still, though even 
  at this height invisible to Krongar, would be his 
  Valgardian homeland – the Frozen North, cold 
  and white with frost and snow. “
  Krongar’s Saga
  Overview
  Lemuria is a huge land with many varied geographic 
  features, rolling hills, huge mountain ranges, steep 
  scarps and valleys, vast dry plains, dense jungles, 
  fetid bogs, dark tangled woods, broad navigable 
  rivers and rushing streams. It is a rugged and 
  largely untamed land, so the dangers are many. 
  To the North, the Mountains of Axos rise up to the 
  clouds – a massive, impenetrable wall sealing off 
  the frozen land of Valgard. Mount Kolvis, a volcano, 
  is the highest peak and is also home to the Twenty 
  Gods. 
  To the South, the smaller Besharoon Range creates 
  another great wall, beyond which the arid Deserts 
  of Beshaar bake in the heat of the sun. 
  The Empty Lands in the West – beyond which no 
  man has ventured – form a third natural boundary, 
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  with the Eastern Ocean completing 
  the final border of Lemuria. 
  The steaming jungles of Qush and Qo cover much 
  of the Lemurian landmass. The nature of the 
  woodland changes the further you go in either 
  direction, but what doesn’t change is the raw and 
  antediluvian wildness of those ancient forests. With 
  barely a break they cover thousands of leagues, 
  hiding ancient ruins, lost tribes, exotic beasts, and 
  other wonders yet to be discovered by intrepid 
  hunters and adventurers.
  The Plains of Klaar cover a vast proportion of the 
  North-East region. Rumbling their way slowly over 
  this vast open prairie are the caravans of the Blue 
  Giants. There are many ruins dotted around these 
  plains – like the known ancient cities of Oosal, 
  Ygddar, Qiddesh, Qar, and Qeb – and other towers, 
  ziggurats and temples yet undisturbed, waiting to 
  be found and their riches plundered.   
  Most people will live and die in the villages, towns, 
  and cities where they were born. There is little 
  need (and much danger) for most to travel further 
  afield. However, there are inevitably those that 
  do brave the dangers of the Lemurian wilderness 
  – adventurers, explorers, traders, diplomats, 
  vagabonds, couriers, and mariners, amongst others. 
  Most short journeys are made on foot, and it is 
  common for poorer travellers to band together 
  for protection if travelling the roads within their 
  city bounds (which can be up to a hundred miles 
  or more around the city proper, with many small 
  towns and villages within this area). Richer citizens, 
  travellers, nobles and cavalrymen ride parvaluses 
  (horse-like animals). Special units of knights ride 
  trained reptilian kroarks, which can fight with their 
  rider. The Beshaari ride trained flightless birds 
  across their desert lands.
  For longer journeys, there are a number of choices. 
  River travel by barge and galley is common between 
  the large cities. Most wealthy merchants own at 
  least one barge – indeed, some nomadic river 
  people live almost entirely on the waterways in 
  their house-barges. Merchant galleys, as well as 
  venturing upriver, also regularly cross the Gulf of 
  Satarla, cutting out the many 
  thousands of miles that would be 
  required by land. They will often take on 
  paying passengers as a means of topping up 
  their profits.
  Those traders who do not own galleys, or have 
  more land-based businesses, move their goods by 
  banth, either piling the goods directly onto the 
  broad backs of those beasts, or by banth-pulled 
  wagons for longer treks. Blue Giants are particularly 
  noted for their reliance on these massive creatures. 
  Farmers are more likely to move their goods to 
  market by bouphon – again either directly loaded 
  onto their backs or in wooden carts.
  Major roads are generally only paved through the 
  cities and for up to 10 or 20 miles beyond the city 
  walls. After that, the quality of the roads depends 
  on how much or little they are used, and how far 
  out of the city you travel. All of the major cities 
  are linked by roads of varying quality, centred on 
  Satarla (all roads lead to Satarla), but if travelling 
  anywhere other than between major centres, you 
  will be lucky to find anything better than a rutted 
  dirt track. 
  Axos Mountains
  The Mountains of Axos make up a massive 
  mountain range, of which the tallest peak is the 
  volcano, Mount Kolvis. The range separates the 
  southlands from the barbarians of the Ice Wastes 
  (also known as the Frozen Northlands) of Valgard. 
  There are several passes through the range, used 
  by few but the most adventurous or heavily-armed 
  travellers. The mountains are home to many 
  dangerous beasts and barbarian tribes, as well as 
  natural hazards. 
  The Axos tribes are scattered throughout the 
  mountain range. They fight frequently and trade a 
  little. Some of the tribes do a little surface mining, 
  so there are iron implements to be found as well as 
  gold and silver in their adornments.  
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  There are said to be miles of caverns and tunnels 
  beneath the mountains, some of which are haunted 
  by a race of blind ghouls who are rarely seen on the 
  surface. Other caves contain secrets hidden there 
  by the Sorcerer-Kings – vast treasures, wonderful 
  devices, and arcane knowledge.
  An ancient and secretive race of birdmen lives in 
  the high peaks. 
  Adventure Idea: The Heroes, journeying through the 
  Axos Mountains, hear rumors among the tribesmen 
  that jutting atop a high and difficult-to-reach peak 
  is a lone tower, known only as ‘The Aerie.’ Curiosity, 
  and a whisper that the tower guards some eldritch 
  secret, draws the heroes up among the icy crags.
  After a treacherous climb, and an ambush by four-
  armed snow apes, they at last gain access to the 
  tower. The topmost chamber commands a dazzling 
  view of the mist-shrouded Northlands. The frozen 
  body of a Winged Man sits overlooking the vista. 
  Behind him is a large fire-pit – clearly a means of 
  long-distance signaling. But what is the menace 
  against which this dead sentry keeps his vigil?
  Beshaar Desert
  The Beshaar Desert 
  is the vast dry desert 
  south of the Besharoon 
  Mountains. It is home to 
  hundreds of different tribes 
  of nomads that ride sand-runners 
  – large flightless birds that have been 
  domesticated for riding. The tribes are raiders 
  and merchants in equal measure. They fight often 
  – usually over obscure customs, but sometimes 
  over water or tribal boundaries (which are often 
  based on access to water). The desert sands have 
  reputedly buried many an ancient treasure-filled 
  palace or tomb, and some desert hermits and wise 
  men know the legends of these lost places. 
  Adventure Idea: The heroes come across the 
  lost township of Ura, in the Beshaar Desert. The 
  townspeople are exploited by two rival warlords, 
  Zelig Z’ran and Baal Caz, who constantly fight 
  against each other in a battle over the town’s only 
  wellspring – the only source of water for hundreds 
  of miles. There is a neutral tavern across from the 
  well, where the Heroes will be approached in turn by 
  the rival factions to lend their swords to each side’s 
  cause – for a large amount of gold, of course.
  Besharoon Mountains
  This is a mountain range separating the Deserts of 
  Beshaar in the south from the Jungles of Qo to the 
  north. The City of Halakh is built on the eastern 
  end of the range, just before it meets the Kasht 
  Swamp. There are a number of mountain tribes that 
  build their villages in these mountains, and some 
  of these tribes know of a great cavern guarded by 
  serpents and filled with silver and gold. 
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  Adventure Idea: You might wish to give the Heroes a bonus Hero Point at 
  the start of this adventure, as they begin with nothing. The Heroes start 
  on a lonely road out of Malakut, across the Besharoon Mountains. They 
  have been purchased as slaves by a fat slaver for an unknown purpose. 
  There are other slaves amongst their number. One is a Morgal. The 
  slaver is accompanied by a huge Shamballahn bodyguard.
  Fearing bandits, the slave trader leaves the road and attempts to blaze 
  a trail across the mountains by following game trails and waterways. 
  Along the way the slaver is slain (by the Morgal?) and the food and 
  water is lost. The Heroes must free themselves – or convince the 
  Shamballahn to do so. Then they must still survive the dangers of the 
  mountains: beasts, natural hazards, dangerous hill-men and their 
  weird god, a lack of weapons, armour and supplies… and a 
  depraved vampire in their midst…
  The Empty Lands
  As far as anyone has ventured, 
  The Empty Lands is a large 
  desolate wasteland. Travel 
  is made more difficult by 
  the harsh winds that 
  often blow across the 
  crags and rocky 
  scarps that make 
  up much of the 
  landscape. 
  There is life 
  here – most 
  of it as 
  hostile as 
  the land it 
  inhabits. 
  Poisonous 
  trees, 
  gorses 
  that shoot 
  acidic 
  needles, 
  winged 
  vipers, 
  invisible 
  spiders and 
  fire-breathing 
  scorpions are 
  some of the 
  beasts that have 
  been reported.  
  There are garbled reports 
  also that there are roads made 
  by men out there. Other tales 
  say that if you travel far enough 
  you will come to a city of gold... 
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  Adventure Idea: In the Empty Lands, the Heroes 
  find a massive city built, as if by giants, of huge 
  cyclopean granite blocks. The city gates are open 
  and unguarded to reveal massive towers and 
  colossal ziggurats separated by broad avenues and 
  boulevards, squares and plazas. Whilst the city feels 
  ancient, there are no actual signs of age or of life 
  – no cracks, no dust, no plants, no insects... nothing 
  living. The whole place is as silent as a tomb. 
  The Heroes have stumbled upon Ur-Yazzerath, 
  the earthly abode of Nemmereth, the Death God, 
  which is sometimes here but sometimes elsewhere. 
  Nemmereth will be sat in his vast palace at the 
  centre of the city, attended by his undead servants. 
  Dealing with him might be the only way to get out 
  of the city alive. Nemmereth only deals in death 
  though...
  Festrel Swamp
  Festrel is a foul-smelling swamp at the mouth of 
  the River Oom. It is here that Lord Kylarth was 
  driven mad and lost the Orb-Blade. Festrel Swamp 
  was also home to a beast known as Zathog. Lord 
  Thangard slew Zathog when he retrieved the Orb-
  Blade to fight the final battle against the Sorcerer-
  King. More creatures like Zathog might exist either 
  here or in other swamps. 
  Adventure Idea: The headman of one of the Festrel 
  villages has a creature’s skull, passed down through 
  generations, that he was told is the skull of the 
  zathog slain by Lord Thangard. A Magician needs 
  this skull for the components to cast a spell, and asks 
  the Heroes to go and get it for him.
  Fire Coast
  The Fire Coast is a stretch of the coastline south 
  of the Kasht Swamp. It becomes unbearably hot 
  due to the lava beds that spew out their smoke and 
  ashes all around this parched landscape. This is 
  where Zaggath, Lord of Fire dwells. It is also in this 
  inhospitable place that the Fortress of The Witch 
  Queen, Methyn Sarr, is located.
  Fortress of the Witch Queen
  The Witch Queen, Methyn Sarr, is a sorceress whose 
  powers are reputed to rival those of the Magicians 
  of Zalut. She worships Zaggath, Lord of Fire. It 
  is possible she is also a Red Druidess as well as 
  a witch. Her fortress is guarded by the Kalukan 
  Sentinels. 
  Adventure Idea: The Witch Queen is believed to hold 
  the remains of the Star-Orb within the depths of her 
  massive fortress, but none have ever lived to find 
  out if this is true.
  Halakh
  This is a southern city located at the eastern end of 
  the Mountains of Besharoon. It is a major trading 
  centre for the nomads of the Beshaar Desert. 
  Halakhians are generally short, dark-haired, tough 
  and swarthy. The city is known for its assassins 
  who use their crooked trademark dirks, called kir. 
  Halakh is also the centre of the Grey Druids, a cult 
  that worship the Death God, Nemmereth. They 
  have a massive temple dedicated to that god in the 
  centre of the city. The current King of Halakh is 
  Zomat Deshkar. He acquired his title very recently 
  by assassinating the previous king. This is an 
  acceptable way to do things in Halakh. 
  Adventure Idea: The Priests of Nemmereth in 
  Halakh are locked in a holy war with their long-
  time rivals, the Grey Druids. Both sects are intent 
  on snatching a small statue of their shared deity. 
  The idol is carved from plain stone but is said to 
  possess great supernatural power. The Grey Druids 
  have a small army of assassins, and the Priests are 
  supported by many learned sorcerers. Which side 
  will the Heroes choose?
  Kasht Swamp
  East of the City of Halakh are miles of dangerous 
  swamps known as the Kasht. The swamp is home to 
  a vast number of man-eating beasts, though there 
  are people living and thriving in these swamps. 
  Their homes are made of wood and reeds and 
  other materials gathered from the surrounding 
  landscape. Many homes are built on stilts to keep 
  them above the water level. 
  There are a few foot trails through the swamp, but 
  travel is mostly by small boat or raft. 
  Adventure Idea: There are rumours of a lost city 
  and vast treasures within. Whilst searching for 
  the lost city, characters come across what appears 
  initially to be an empty village. On closer inspection, 
  it’s just that all of the people are dead – seemingly 
  of old age. There’s nothing much of any worth in the 
  village.
  At the next village, the inhabitants all appear to 
  be old – all except one, who they refer to as their 
  Queen. She is a raven-haired ravishing beauty. The 
  Queen is actually a youth-stealing demon. She has 
  taken all of the youth from the first village and has 
  moved on to this one. If killed (or deprived of people 
  from whom she can extract their youth), she reverts 
  to an aged hag. She will try to bargain with the 
  Heroes if they are set on killing her, as she knows 
  the location of the lost city.
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  Klaar Plains
  This is a vast prairie, which was once a verdant 
  land where man had built great cities. These cities 
  now lie in ruins, the land laid to waste by the 
  Sorcerer-Kings. Now the plains are home to the 
  Blue Giants, who were freed from their servitude 
  when the Sorcerer-Kings were defeated at Hyrdral 
  Chasm. The Giants criss-cross the plains in their 
  banth-pulled caravans, following trails first made 
  in days long past. Hyrdral Chasm is so deep, the 
  sun never strikes the bottom. There are noxious 
  vapours down there that will kill anyone attempting 
  to venture to its depths. Occasionally these vapours 
  rise to the surface, killing animals and plants 
  around the edges of the chasm. 
  Adventure Idea: Jesharek Jool has created a 
  machine that is capable of carrying a small group 
  to the floor of Hyrdral Chasm and protecting 
  them from the deadly vapours. He is planning an 
  expedition to seek the Orb-Blade that was lost there 
  when the Sorcerer-Kings were defeated by the 
  Hero (and last holder of the legendary sword), Lord 
  Thangard.
  Kolvis
  The highest mountain in Lemuria – it is a volcano, 
  also known as Yrzlak’s Forge or God’s Forge. It is 
  the place where Yrzlak created the Orb-Blade from 
  the fallen Star-Orb, with which Hrangarth fought 
  the Sorcerer-Kings. Kolvis is also the entrance to 
  Mezzechesh, the Realm of the Gods.
  Jesharek’s Tower
  Jesharek Jool is a Wizard-Alchemist of great 
  renown. He left Tyrus over 50 years ago, when 
  magic was outlawed and found this ruin, which is 
  believed to date back to the time of the Sorcerer-
  Kings. He rebuilt it and now continues his studies 
  here, undisturbed, in the relative peace of the 
  foothills of the Axos Mountains. 
  Adventure Idea: Jesharek has discovered a hidden 
  vault beneath his tower that he didn’t know was 
  there, and has gone exploring. When the Heroes 
  have to visit his tower on some urgent business, 
  they find it empty, but are able to locate the 
  entrance to the hidden vault below. They could 
  mess with Jesharek’s stuff instead, but of course 
  the old wizard wouldn’t leave it unguarded, and 
  messing with alchemy and sorcery can lead to much 
  unpleasantness!
  Lysor
  Lysor is a city on the Gulf of Satarla. It is known 
  as the City of Healing or the Serene City – the best 
  physicians and temples of healing can be found 
  here. The city is built on an area of natural springs, 
  and the sick, lame and injured travel here from far 
  and wide, looking to be healed. Because of this, 
  Lysor is a busy city, packed with many temples 
  and multitudes of pilgrims looking for spiritual 
  and moral guidance. The streets and public areas 
  of Lysor overflow with beggars, prophets, tourists, 
  wanderers, peddlers, poets, scholars, healers, and 
  acolytes. 
  The current King is Colmus Kavataz. He resides in 
  the Serene Palace with his Queen, Raima, and their 
  beautiful twin daughters, Zulena and Jehana.
  All is not as well as it seems on the surface though, 
  and rumours abound that Morgazzon, Demon of 
  Madness, has a cult within the city and that the 
  Yellow Druids have returned to do their evil work. 
  Adventure Idea: The King has decreed that his 
  daughters are too pure for any would-be suitor, and 
  that they are to be removed from sight so no man 
  can gaze upon them and be driven mad with lust 
  at their beauty. No-one has seen the twins for over 
  a week. Through an agent, Queen Raima contacts 
  the Heroes to find out what has happened to her 
  daughters and to ensure their safety. She fears the 
  King has given up the girls to the Yellow Druids for 
  some evil ritual.
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  Oomis
  Oomis is the first of the new cities of Lemuria. 
  Settled by the remnants of the men of Oosal, 
  Ygddar, Qeb, and the rest of the ancient cities after 
  the battle at Hyrdral Chasm, Oomis is the only 
  city that the Blue Giants really feel comfortable in. 
  Oomis is a great trading centre where merchants 
  from all over come to obtain rare items from the 
  Plains of Klaar.
  The city is currently under the rule of King Keldon 
  III. His Queen Dorlina has borne him two sons, 
  Keldon and Kelderik, and a daughter, Nitina. 
  Despite his children’s and queen’s protests, the 
  king has recently taken on an adviser called Ilkthar, 
  a Yellow Druid. The Yellow Druids have a fast-
  growing cult within Oomis (and if the rumours are 
  true, through Ilkthar they actually run the city).
  Oosal [ruins]
  The city of Oosal is now a ruin. It is the place where 
  Hurm appeared to Lord Thangard and told him 
  where he could find the lost Orb-Blade. It is located 
  to the north of the Plains of Klaar, near to the 
  Hyrdral Chasm, where the final battle was fought 
  and the Sorcerer-Kings destroyed. 
  Adventure Idea: It is said that Hurm will appear in 
  Oosal again to another Hero, and the prophesies 
  suggest that time is drawing near. (If the Heroes 
  can get to Oosal at an appointed time after battling 
  through some dangerous opponents, have Hurm 
  appear at the top of the highest tower remaining 
  in the ruin and grant them a boon of some sort – 
  Marked By The Gods is a highly appropriate one.
  Parsool
  This is the second city of Lemuria, after Satarla. 
  It builds the finest galleys, and boasts the finest 
  mariners. Parsool’s constant battle with pirates has 
  meant massive tax increases in recent years, and 
  the citizens are close to revolt. The current King is 
  Zandar Bley. 
  Parsool is a windy, winding, sprawling city, always 
  with some kind of building work going on. The 
  buildings of Parsool are mostly wooden – the poor 
  live in clapboard terraces, while the rich live in 
  buildings of ornately carved hardwoods. 
  All roads seem to lead to the sea in Parsool, and 
  the constant cries of the sea-birds sometimes 
  drive visitors mad. The city itself is reached by the 
  coastal road, so you see it long before you reach the 
  main city gate (one of the eleven city gates, in all). 
  Although the nobles pretend otherwise, trade 
  rules in Parsool. The richest merchants love to 
  display their wealth by wearing sumptuous fabrics 
  and draping themselves in jewels. Parsool envies 
  Satarla but is constantly engaged in sea battles with 
  Malakut
  The Malakuti are a warlike people, but recent 
  battles with Halakh, Parsool and Satarla have kept 
  them quietly behind their city walls, licking their 
  wounds. Malakut is also known for its powerful 
  Thieves Guild. The Queen of Malakut is Suria 
  Klodis. She has an all-female palace guard, called 
  the Jemadar Guard, as famous for its fighting 
  skill as its loyalty. In battle they wield the famous 
  khastocks, leaf-bladed fighting spears. The city is 
  a mass of narrow twisting streets on many levels, 
  with flat-roofed wooden-framed or mud-bricked 
  buildings, cut through by broad avenues that the 
  nobles use to travel from palace to palace. Dotting 
  the cityscape are parks and pleasure gardens 
  where everyone takes the air, often late into the 
  night. Malakuti food is very spicy, and foreigners 
  either love it or loathe it. Throughout the spice 
  markets and streets of tradesmen, strollers can be 
  entertained by professional storytellers, jugglers 
  and acrobats. The luxurious Royal Palace is on 
  high ground next to the river and neighbours the 
  imposing fort that looks down on the city. 
  Adventure Idea: The Tower of the Eldaphon. In the 
  Temple District of Malakut stands a glittering tower 
  said to house a fabulous jewel known as the Heart 
  of the Eldaphon. The thieves of Malakut avoid the 
  tower, fearing its master, the sorcerer Yathuzunahl, 
  who is reputed to be over 300 years old. The Heroes 
  should have little trouble getting directions to the 
  Tower. At the same time, they hear rumours of 
  Yathuzunahl’s dark powers, his incredible age, and 
  how his power is drawn from the magical jewel. No 
  unwanted visitor has ever returned from the Tower.
  M’lor (ruins)
  The Lost City. Lost to the jungles of Qo a thousand 
  years ago, it is now inhabited by zombie-like people 
  sapped of their will by Xozan, a cruel blood-
  drinking Morgal.
  Oom River
  The river that flows southwards from the eastern 
  end of the Axos Mountains, along the west edge of 
  the Plains of Klaar and through the Festrel Swamps, 
  before pouring into the Gulf of Satarla. The City of 
  Oomis is built on its banks. 
  Adventure Idea: The heroes enter a village where 
  everyone seems very excited to see them. They are 
  honoured and well fed, and paraded and fed, and 
  given comfortable quarters and fed. They are given 
  their choice of the beautiful village girls, and fed. 
  Eventually it comes out that they showed up just in 
  time to replace the designated yearly sacrifices to 
  the Terrible Thing in the Pit beneath the town.
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  pirates, causing ruin for many of the merchants of 
  this otherwise bustling and diverse city.
  Parsool’s sea navy is the most powerful in Lemuria. 
  The only reason Parsool has not yet challenged 
  Satarla is due to that city’s Sky-Navy. However, 
  Parsool’s navy does include the most powerful 
  warship ever built – the mighty Glory of Parsool. 
  Adventure Idea #1: King Zandar Bley is keen to 
  discover the secret of the Satarlan Sky-Boats, and 
  would happily pay adventurers to steal and bring 
  one to him – or bring him the secret of allanium, so 
  that he can get his Alchemists to form his own sky-
  fleet.
  Adventure Idea #2: A mariner rushes off the ship 
  that has recently docked, with a fantastic tale. 
  He was trading at a chain of islands out across 
  the Unknown Sea, when a mighty fleet of black 
  and scarlet ships was sighted bearing down on 
  the islands. A hastily put-together fleet sent out to 
  meet it was destroyed in a matter of minutes, and 
  the dread fleet continued on to invade the islands. 
  The mariner proceeds to describe the ruthless 
  destruction of the island port and the merciless 
  slaying of all who opposed them, until the islands 
  fell. The invaders are described as a tall, decadent 
  race of almond-eyed sorcerers, with armour and 
  weapons of fantastical design. During the island’s 
  destruction, the mariner explains that he and a few 
  of his men managed to slip out to sea unseen and 
  came back here to warn of this dread fleet, which 
  appears to have designs set on conquest. Options 
  might be to have the Heroes visit the island chain to 
  find out more about these invaders. Or they might 
  try to persuade the leaders of the various city states 
  of Lemuria to join forces to oppose the dread fleet.
  Pirate Isles
  The Pirate Isles are a chain of islands that harbour 
  some of the worst buccaneers and sea dogs. There 
  are many sea captains here, but they all answer to 
  Gorthan Half-Hand. The main town is the Port of 
  the Sea Lords.
  The pirates are mariners that have forsaken the 
  mainland and taken to the sea, surviving by robbing 
  ships and raiding the coast. Their fleets, operating 
  out of the Pirate Isles, can be small or large enough 
  to threaten even the largest palace states. A Sea 
  King rules each fleet by might and guile, usually 
  owning most of the ships. The other captains and 
  crew follow the king for the promise of greater 
  riches.
  Port of the Sea Lords
  Also known as the City of Pirates, it is a sprawling 
  jumble of buildings set in and around the sea cliffs 
  of the largest of the islands of the Pirate Isles. 
  The pirates come here to drink, to trade, to crew 
  their ships, and to make repairs. As a port city, it 
  is notorious for its gaudy displays of wealth and 
  loose morals. The current Sea Lord or Pirate King 
  is Gorthan Half-Hand. For a bodyguard, he has a 
  Kalukan Sentinel he calls Gort.
  Adventure Idea: The Heroes are aboard a merchant 
  galley which is attacked by a pirate vessel from the 
  Port of the Sea Lords. In the ensuing battle, both 
  ships are holed and take on water. Survivors of both 
  crews manage to swim ashore to a nearby rocky isle. 
  Unfortunately, said isle is swarming with man-eating 
  Grooth. This particular tribe worships a boulder 
  of star-metal in the vague shape of a simian head. 
  The heroes’ best hope for survival is to somehow 
  exhort the disparate crews to work together – but 
  old enmities between civilized merchant and pirate 
  make this difficult. The star-metal idol, if it could 
  somehow be transported to the mainland, would 
  fetch a vast price.
  Qar (ruins)
  Qar is one of the original cities that fell into ruin 
  after destruction by the Sorcerer-Kings. Beneath the 
  city are deep catacombs where ancient treasures 
  can be found – however, a terrible beast is reported 
  to live in the tunnels.
  Qeb (ruins)
  Qeb is the ruined remains of one of the original 
  cities that fell after destruction by the Sorcerer-
  Kings. Tales abound of great wealth lying in wait 
  for adventurers, but also of great dangers. 
  Adventure Idea: While searching through ancient 
  scrolls in the Great Library of Satarla, a Hero comes 
  across a reference to the tomb of the Gladiator-King, 
  Tarcix.  Buried below a crumbling, haunted coliseum 
  among the ruins of Qeb, Tarcix was said to be 
  interred with a sword forged from pure janium. 
  The rumors are true, but in order to win the 
  priceless weapon, the Heroes must first contend with 
  a small army of shades, created during the mass 
  combats fought at Tarcix’s funeral. Then they must 
  navigate a tunnel complex loaded with traps, some 
  still functional after the centuries and some not, 
  before a final duel with the well-preserved revenant 
  of Tarcix himself—a master warrior, wielding his 
  trademark janium blade!
  Qiddesh (ruins)
  Nothing much is left of the once great city of 
  Qiddesh – just rubble and fallen masonry, covered 
  by the dust of centuries.
  Qo Jungle
  Qo is a thick jungle north of the Mountains 
  of Besharoon and south of the River Tyr. 
  Many ferocious creatures live within. Hidden 
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  throughout the thick tropical foliage are many 
  peoples, organized into tribes. Each tribe has its 
  own customs and ways. The lost city of M’lor is 
  somewhere within the jungle’s dark depths.
  Qush Jungle
  Qush is a massive, dense and steamy jungle 
  covering much of central Lemuria. Much like the 
  Qo, it is home to fearsome beasts and savage tribes. 
  Much of it is completely unexplored, and several 
  tribes of half-men are said to live in the deepest 
  parts of the jungle. 
  Satarla
  Satarla –the Jewel of Lemuria – is the grandest 
  city on the continent, with majestic red tile-
  roofed buildings, impressive marble-columned 
  temples and bath-houses, magnificent wide 
  plazas, expensive bronze and granite statues, and 
  wonderful tree-lined parks and fountains. Satarla is 
  also home to the Great Library, the destination of 
  scribes and scholars from all over Lemuria. 
  The city has a cosmopolitan air – its busy streets 
  are always a riot of sights, sounds and smells. The 
  poor live in packed tenements, while the rich have 
  well-appointed town houses – even if they spend 
  most of their time in their luxurious estates outside 
  the city walls.
  Street vendors crowd the busy streets with their 
  exotic wares and the smell of food cooked outdoors 
  competes with the sounds of music from the many 
  street musicians that also vie for your coins. 
  All of this activity provides rich pickings for the 
  numerous petty criminals who live in the dangerous 
  slum called The Sump – a place of narrow alleys 
  and dark doorways, where the city guard only 
  venture occasionally and in large numbers.
  Satarla is also the home of the Sky-Navy, a fleet of 
  sky-boats made from the lighter-than-air metal, 
  allanium. You can tell the foreigners – they’re the 
  ones standing gawping and pointing in amazement 
  as the sky-boats return to their mooring posts on 
  the highest towers of the Royal Palace. 
  Satarla’s current King is Davym Tarv, a brave 
  warrior. Twenty years ago, Davym led his armies 
  to a great victory against the longbow men of 
  Tyrus. It’s said he had ambitions to pursue his 
  conquest further, but for some reason didn’t press 
  this advantage, instead returning to his throne 
  in Satarla. Some say he feared a strike by Parsool 
  or Malakut, but others believe he simply lost his 
  nerve. Davym has recently married his long-time 
  concubine, Avnuby.  
  Adventure Idea: Lord Nylus Keller, Commander of 
  the Sky-Navy, approaches the Heroes and explains to 
  them that one of the King’s sky-boats went missing 
  a few days ago, while on military manoeuvres 
  over the Qush. There has been a search, but so far 
  nothing can be found, and Lord Nylus fears it was 
  lost to some agents from Parsool. 
  However, the King can’t afford a diplomatic incident 
  by openly accusing King Zandar of theft, and he 
  wants the Heroes to investigate. There are several 
  options:
   
  4 The sky-boat was actually attacked by a drakk 
  and knocked out of the sky, to the floor of the 
  jungle. The characters will have to face the 
  terrors of the Qush to hack their way to the 
  downed vessel, which may have been captured 
  by Grooth, believing it to belong to their god. 
  This option would be a good one if the Heroes 
  have a sky-pilot amongst them, as the sky-boat 
  will need to be piloted back to Satarla.
   
  4 The pilot of the sky-boat turned traitor and fell 
  in with agents from Parsool. They met at a pre-
  arranged spot (a high hill in the Qush, on top 
  of which is a ruin, a well-known landing place 
  for the Sky-Navy) and attacked the rest of the 
  crew, leaving them for dead. One is still alive, 
  however, and will inform the Heroes of the 
  pilot’s treason. Now the sky-boat is in Parsool. 
  The characters will have to travel to that city 
  and recover the vessel from its captors, without 
  causing a diplomatic incident – or maybe they 
  don’t care about the politics of the matter!
  Sham River
  The Sham is a river that runs from the western 
  end of the Axos Mountains into the Tyr. Through 
  the mountains it runs quite swiftly, but between 
  Shamballah to where it joins the Tyr, it is slower 
  moving and navigable by river craft. It is full of 
  dangerous and exotic water beasts, however. The 
  city of Shamballah is built on its banks. 
  Adventure Idea: The Heroes approach the infamous 
  town of Babanogo. It is fairly well known that the 
  town has notorious strict rules to abide by. 
  The bigger problem is, the King of Babanogo has 
  been struck by Morgazzon’s Curse and virtually 
  every day he changes the town’s laws. Failure 
  to follow the rules means almost immediate 
  imprisonment, swift trial (sometimes by combat) and 
  eventual death... or maybe continued imprisonment 
  – the penalties change all the time, too.
  Shamballah
  Shamballah is a city on the Sham River, to the west 
  of the Jungles of Qush. It is the last major city 
  before the Empty Lands. The people are very fine 
  hunters and are known for their skills with animals. 
  The current ruler is King Barvak Indalon with 
  his Queen, Imbalayo. Much of the city centre and 
  palace area is built with the stone remains from a 
  ruined city in the jungle, several miles away. The 
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  remainder of the city is mainly elaborate huts of 
  wood and baked mud. 
  Adventure Idea: Some new buildings are still built 
  from the stone from the ruined city in the jungle, 
  but workers won’t touch the strange pyramidal 
  structure that stands in the centre of that ruin. They 
  believe it is haunted, and accidents have befallen 
  those that seek to gain entrance.
  Thule
  Thule is the island where the last of the Sorcerer-
  Kings are said to have hidden after their defeat at 
  Hyrdral Chasm. Zalut, the City of Magicians, is the 
  only major city on the island. It is a rocky island, 
  with few trees and a windswept landscape. Strange 
  beasts – perhaps escaped pets and demons of the 
  Magicians – are rumoured to roam the land, making 
  it dangerous to make landfall anywhere other than 
  Zalut itself.
  Tyr River
  The Tyr River flows from the Mountains of Axos 
  (near Kolvis), through the Jungles of Qush, and 
  empties out into the Gulf of Satarla. The City of 
  Satarla is built at its mouth. After being joined by 
  the Sham, it is a wide, slow-moving river – perfect 
  for transporting goods in galleys and barges. 
  Adventure Idea: Lord Dalkas Vrol’s lush jungle 
  plantation on the banks of the Tyr had been 
  turning a fine profit, what with its ralidish groves 
  and cultivation of dream lotus – until the wildfires 
  started. 
  Investigation by the Heroes soon uncovers a hidden 
  shrine and a thriving cult of Zaggath among the 
  plantation slaves. But matters become complicated 
  when the leader of the cult, a 
  nubile Red Druid, turns out to 
  be Dalkas’ own daughter!
  Tyrus
  A large and strongly fortified 
  city built on the River Tyr, 
  Tyrus is known for its 
  riverboat-building, its skilled 
  longbow men, and the brave 
  (or foolhardy) hunters who 
  venture daily into the Qush. 
  It is a major river trading 
  port for merchants coming 
  downriver from Shamballah 
  and upriver from Satarla. 
  Fifty years ago King Syton 
  outlawed the practice of 
  magic and founded the 
  Wizard-Watch, a special force 
  of trained soldiers, to keep 
  the city clean of sorcery. 
  The Watch have become 
  a dangerous police force 
  under their current Captain, 
  Salem. Using their Royal Seal, 
  they have gone well beyond 
  their original authority and 
  have far more influence in 
  political affairs than most 
  any other individual person or body in the city. 
  Tyrus is still licking its wounds after a war with 
  Satarla twenty years ago, in which King Syton was 
  killed. Relations are still stretched between the two 
  cities. The current King is Syton’s son, Juvor, who 
  has ambitions to rule the whole of Lemuria and has 
  taken his eye off the ball as regards Salem and his 
  inquisitors. 
  Adventure Idea: King Juvor isn’t so dead-set against 
  magicians as his father was. In fact, he sees sorcery 
  as a useful way to achieve his goals. He has recently 
  been discussing the problem of the Satarlan Sky-
  Navy with a magician, Kalzatan, who he smuggled 
  into the city past the Wizard Watch. 
  Juvor has asked Kalzatan to lead an expedition into 
  the Axos Mountains to work out a way of bringing 
  the Winged Men under his banner, when the time 
  comes to strike.
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  Urceb
  Urceb is a coastal city overlooking the Eastern 
  Ocean, and lies to the south of the Plains of Klaar. 
  The current King is Negedzar Frome. Urceb (also 
  known as the Forgotten City) is not noteworthy 
  when compared with most of the others. However, 
  it is built on the ruins of another ancient city, 
  whose name is lost in the dim reaches of time. 
  There is a thriving society in the upper levels of the 
  Undercity (sometimes referred to as Urceb Below). 
  Whatever you can find above ground is replicated 
  in Urceb Below – homes, taverns, bazaars, temples, 
  workshops, and all the normal trappings of 
  everyday life. Whilst it was originally occupied only 
  by the thieves and the homeless, it has become 
  more-or-less a normal part of life of Urceb. 
  There are hundreds of “maps” of Urceb’s 
  catacombs, and thousands of trinkets supposedly 
  scavenged from the lower depths by adventurers 
  are for sale in the city’s market places, both above 
  and below ground. Most of the inhabitants of Urceb 
  have a trapdoor in their cellars or know of an 
  entrance to the lower vaults that they will show to 
  adventurers – for a price. 
  Adventure Idea: Whilst revelling in a tavern in 
  Urceb, the floor suddenly gives way under the 
  Heroes and they find themselves in the Undercity.
  The floor could have been rotten with age and 
  woodworm, and the whole tavern has sunk into a 
  sinkhole.  Or, a trapdoor has opened, plunging the 
  Heroes into a trap set by the tavern keeper – a caged 
  beast (or some of his cronies) will kill them, so he 
  can loot their bodies.
  Valgard – The Frozen Lands / Northern Wastes
  They say the Old Gods are dead. They say the 
  Sorcerer-Kings no longer walk this Earth. They say 
  many things. But I spit on those sons of whores. 
  They can take their civilized ways which make 
  them lazy and fat and complacent and they can 
  shove it where the Sun Chief dares not enter.
  Klavdan the Eye, Chief of the Plains Wolf Tribe
  Within the ill-defined borders of the North-Western 
  Ice Wastes lies the nation of Valgard, united 
  beneath the banner of the House of Kalvar, and 
  home to flame- and golden-haired barbarians. It 
  is a land of long, harsh winters and brief, cool 
  summers, populated by men who have shunned 
  civilization to eke out an existence at the frozen 
  tip of Lemuria. The land is heavily forested to 
  the south and east but a stark tundra for the 
  remainder. The people are hunters and fighters, 
  having little agriculture.
  Valgard is home to a number of separate tribal 
  groups – perhaps as many as fifty. Mostly nomadic, 
  they have recently been united beneath the banner 
  of Kalvar after a series of short but savage battles. 
  It is a place with little interest in the petty affairs 
  of the south, nor in the foul sorceries of upstart 
  magicians. And yet the southern city-states 
  encroach more and more on Valgard’s domain, 
  hungry for artefacts from before the Second Age of 
  Man. 
  King Kalvar feels the pressure from some of the 
  younger chieftains to gather the tribes and march 
  on Satarla itself, to show the world that blood still 
  runs hot in Northmen’s veins. A powerful warrior 
  in his day, Kalvar understands the need for these 
  young warriors to prove their courage, but he 
  tires of endless bloodshed, and thought that the 
  bringing together of the tribes would see an end to 
  constant warfare.
  The city of Valgard – renamed Vintergart in 
  honour of King Vinter Kalvar – is a sprawling 
  expanse of yurts huddled about one of the few 
  permanent structures, King’s Tower. It is here that 
  the weaponsmiths forge Valgardian broadswords, 
  famed throughout the land for their keenness and 
  strength.
  The strangely dark-haired Krongar grew up here, 
  before heading south for fame and fortune. 
  Adventure Idea: King Davym Tarv wants his 
  personal guard to be equipped with real Varlgardian 
  Blades. He sends the Heroes on a mission in a 
  sky-boat over the Axos Mountains into Valgard to 
  strike up a deal: to purchase 100 blades made by 
  Valgard’s finest swordsmith.
  Rumours and adventure ideas for the Frozen Lands:
   
  4 The cities of Midburg and Stalheim are more 
  traditional cities with many buildings of wood 
  and stone. The village of Volgar is clustered 
  beneath the bones of a long-dead dragon, its 
  rib bones forming a convenient structure for 
  the canopy of Volgar’s Great Hall.
   
  4 Witch’s Teeth is an area of foul sorceries. Great, 
  jagged structures thrust from the cold, barren 
  earth and belch thick black smoke into the sky. 
  Witches live here, and abominations.
   
  4 Nelheim is a village in the vicinity of Witch’s 
  Teeth. It is known for fierce warriors who often 
  do battle with the unimaginable horrors that 
  leak out from the old Sorcerer city.
   
  4 The Poor Hills are notable for ghostly sounds 
  and sightings and most do not venture there. 
  It has been said that Grandfather Chief lives 
  here, and certainly the people of Bolkan’s 
  Farm attest that a mysterious old man is often 
  seen walking the hills the day or night before 
  disaster strikes.
   
  4 Bolkan’s Farm is a little town located at the foot 
  of the largely barren Poor Hills. It is noted as 
  the birthplace of King Kalvar.
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  4 The Ghost Wood is an ancient forest once 
  connected to the North’s Great Forest, before 
  a dread army from Tharungozothyr burned 
  through it to assault the tribes beyond.
   
  4 Tharungozothyr is an ancient city of obsidian 
  towers and maddening geometries. It is said 
  that Lord Hadron himself sits at the centre 
  of the metropolis, quietly watching. The area 
  around the city is disturbingly silent and 
  bereft of vegetation and animal life. The city 
  is protected by ever-shifting walls of grey, 
  chittering insects, and its gates are guarded 
  by ancient Sorcerer-Kings entombed in unholy 
  suits of iridescent armour.
   
  4 The White Serpent River is home to hundreds of 
  small fishing settlements.
   
  4 The Witch Way River is choked with bones and 
  skulls. No one knows why.
   
  4 The Frozen Tyr is a colossal serpent carving 
  its way across the Frozen North. Indeed, 
  it is a place often sought by witches and 
  necromancers, who hope that some of the 
  foulness of the Witch Way River has made it 
  down and through the Great Forest. A century 
  ago the Frozen Tyr turned black, and all who 
  drank from it or fished in it died in the throes 
  of a terrible madness. It has since returned 
  to normal, though the people of the North 
  perform many rituals to cleanse the water 
  of any unclean magic that may still linger 
  beneath those violent waters.
   
  4 The Rot Kingdom was once the height of 
  civilization, but is now populated by the 
  walking dead. Although the people of the 
  North avoid this place, it is not particularly 
  dangerous.
  Vhendis Sea
  The Vhendis is a large inland sea at the foot of 
  the Axos Mountains, touching the northeast of the 
  Qush. 
  Adventure Idea: The sea is the home to a colossal 
  behemathon, a squid-like sea-beast. The legends 
  have it that an island sits in the centre of the sea. 
  This island bears the ruins of the last stronghold 
  of the Sorcerer-Kings (before they fled to Thule 
  following their defeat at Hyrdral Chasm).
  Ygddar (ruins)
  The First City, built by Hrangarth, the first Hero 
  of Lemuria – the Blade Bearer. The city fell to the 
  Sorcerer-Kings and now lies in tumbled ruin on the 
  Plains of Klaar. Blue Giant tribes now use this as a 
  meeting place for trading, carousing and to resolve 
  their inter-tribal disputes. 
  Adventure Idea #1: A merchant called Brachert 
  of Oomis wishes to trade with the Blue Giants at 
  Ygddar, so gathers the Heroes to travel with him 
  and protect his wagons.
  Adventure Idea #2: The Ygddar Codex is believed to 
  still be lost somewhere in the ruins. The scribes of 
  the Great Library would handsomely reward anyone 
  who recovered just a scrap of that famous volume.
  Zalut
  Zalut is called the City of Magicians. It is one of 
  the few ancient cities of the Sorcerer-Kings that 
  remain. It has been rebuilt, repaired and added to 
  over the years by the Council of Magicians that now 
  rule the city. It is a city of tall towers and spires – 
  the mightier the sorcerer, the taller the tower. The 
  current High Magician is Dazzandroth Zant, and he 
  resides in the central tower, the top of which, they 
  say, reaches into the clouds.
  It is believed the Magicians have located some 
  of the Sorcerer-Kings’ old texts and have already 
  translated some of these mysterious books and 
  scrolls. It is possible that the Magicians also 
  harbour descendants of the original Sorcerer-Kings 
  – or indeed, that the Magicians themselves are their 
  descendants.
  Whilst Zalut does trade with the outside world, it is 
  very rare that anyone is allowed past the port gates 
  and into the city proper. Those that are allowed 
  within have their movements around the city very 
  severely limited and are closely watched. It is a 
  sleeping city during daylight, with long, almost 
  deserted streets and colourless and silent squares, 
  but at night it comes to a semblance of life – always 
  with an air of otherworldliness and menace.
  Adventure Idea #1: A magician has cast a spell he 
  found in an ancient book – everyone within several 
  miles around falls into a deep enchanted slumber. 
  As the Sorcerer-Kings designed this spell as a trap, 
  it also releases a devouring-demon, whose sole 
  intent is to eat as many of the sleeping victims as 
  it can. The characters are unfortunate enough to 
  be visiting in a trade galley at the time. They are 
  crewmen, merchants, hired bodyguards or owners 
  of the ship – whatever is appropriate. 
  Of course, being Heroes, they awaken to find 
  everyone onboard asleep – the answer lies within 
  the city, where they will come across the demon, and 
  where they will also need to find the abode of the 
  magician who cast this spell (which undoubtedly has 
  traps and guardians to contend with).
  Devouring-Demon (Lesser Demon)
  This is an 8-foot tall, obese, fleshy monster with 
  squat hairy legs, a huge gaping and drooling mouth, 
  and row upon row of deadly sharp teeth.
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  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Melee 
   
  4 
  Agility  
  0 
  Ranged  
  –1 
  Mind 
   
  3 
  Defence  
  2 
  Appeal  
  –1 
   
  Lifeblood 
  20 
  Damage 
  d6
  Demonic Powers (2)
   
  4 Armour 
   
  d3
   
  4 Malleable Flesh
  Adventure Idea #2: A beautiful young slave-girl has 
  escaped her master and has stowed away on the 
  characters’ galley, after they have made a successful 
  trading mission to Zalut (or after completing the 
  previous adventure). The slave’s owner, Pallendrax 
  the Skull, has discovered her escape and, only 
  concerned that his slave does not escape and live 
  to talk about it, summons a sunken ship of zombie 
  mariners from the depths of the ocean to sail after 
  the characters’ ship and destroy it. He watches the 
  battle from afar in his magic mirror. 
  If the characters prevail, Pallendrax will personally 
  go after them, riding on the back of his tamed 
  drakk. If she is discovered, the slave-girl, Selina, will 
  tell the characters that she is the daughter of a rich 
  noble in Parsool and he will pay a fortune for her 
  return. 
  This may or may not be true. She is very beautiful 
  though, and there is nothing Heroes like better than 
  protecting beautiful slave-girls!
  The Beasts of Lemuria
  There are many strange and varied creatures 
  in Lemuria, many of which are the results of 
  experiments by the Sorcerer-Kings thousands of 
  years ago. Mammals are comparatively scarce 
  (compared to nowadays) but dinosaur-like reptiles 
  are far more common. Dangerous animals lurk 
  everywhere out in the wilderness, and no traveller 
  should venture out to the jungles of Qush or Qo (in 
  particular) without taking proper precautions.
  There are hundreds of types of insect, some just 
  the same as we have today – cockroaches, locusts, 
  termites, ants, flies, hornets, beetles, spiders, and 
  so on. There are also great numbers of overgrown 
  insects – far larger than we have in our current 
  era. Whether these are due to experimentation 
  thousands of years ago, mutation, or just the 
  abundance of food, is uncertain.
  Farmed animals include – mouflon and soay (types 
  of sheep), goats, hogs, boar, chickens, turkeys, 
  aurochs (cattle), and so on. Many of them are much 
  less domesticated than they are today and there 
  aren’t such a range of different breeds either. Fish 
  are little different from those we find in our current 
  rivers and seas. Birds do still exist, but are less 
  abundant. 
  Detailed in this section is a sample of the different 
  creatures you can use to provide a challenge for 
  your players.
  Creatures in Barbarians of Lemuria are given 
  attributes (except appeal) and combat abilities 
  as a gauge of their own relative strengths and 
  weaknesses. The creature is described first, and 
  then attributes and combat abilities are provided, 
  representing those of the average creature of that 
  type. You can vary these to create tougher (or 
  weaker) versions of the same creature. Don’t add 
  the creature’s strength to damage, or its agility to 
  the Attack Roll – the listed combat abilities already 
  incorporate all of these factors. Some creatures also 
  have traits, in the form of boons and flaws, which 
  are used in exactly the same way as for Heroes. 
  The creature table is to help you to design your 
  own strange beasts. Simply decide on a size for 
  your creature, and that will give you its damage and 
  lifeblood as a base to work from.
  Creature attacks and damage
  Creatures generally only make one Attack Roll – 
  even if they have both teeth and claws with which 
  to attack their prey, because as a rule, a beast 
  will attack a single target with whatever natural 
  weapons (teeth, claws, horn, trample, etc.) it has. 
  The damage listed is the cumulative effect of the 
  beast’s overall attack. 
  When using the information in the creature table, 
  note the following:
   
  4 Damage is taken from the number on a single 
  die. “d6L” means you roll two d6 and use the 
  lowest die result. “d6H” means roll two d6 and 
  use the highest die result. Where there is ×2, 
  ×3, or ×4, you multiply the die result by that 
  number to get the final damage. 
   
  4 The damage is the average for a beast of that 
  size. Some particularly savage or powerful 
  beasts or those that have numerous attacks 
  will do damage for a beast of a larger size. 
  Placid beasts will do damage as if a size or two 
  smaller. 
   
  4 The creature’s strength is already factored into 
  the damage.
  Creature protection
  Creatures often have thick muscle, fur, or hide, and 
  this alone can provide very good protection against 
  attack. Some creatures have the added bonus 
  of bony plates, shells, bony ridges, and so on. 
  Others are so big that no weapon will reach their 
  internal organs to cause enough harm to kill them. 
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  Multiple Attacks: The beast has two completely 
  different modes of attack that require separate 
  Attack Rolls (e.g. claws and pincer, many tentacles).
  Special Attack: The creature has an unusual 
  method of attack. The nature of the attack is 
  described in the creature description.
  Venomous Attack: The individual creature 
  description sets out the poisonous effects.
  Flaws
  Poor ... : The creature is deficient in scent, hearing 
  or eyesight, as set out in the description.
  Docile Attack: Penalty die for the beast’s attack.
  Creatures of Lemuria
  The major beasts that might cause concern to 
  travellers and adventurers are shown over the next 
  several pages. Most dangerous creatures avoid the 
  works of man whenever possible.
  Protection ratings are similar to armour ratings – 
  the GM rolls a die to determine how much damage 
  is absorbed and or deflected. However, there is 
  nothing wrong with using fixed armour values for 
  creatures – even if you use variable protection for 
  man-made armour.
  Creatures and priority
  For the purposes of the priority and horde rules, 
  tiny and very small creatures are rabble, small and 
  medium creatures are toughs with +0 initiative, 
  and large-sized (and upwards) creatures count as 
  villains with +0 initiative.
  Creature traits
  Boons
  Camouflage: The creature is hard to spot, mostly 
  due to colouration or texture of its skin or fur
  Excellent Hunter: Roll a bonus die for tracking.
  Ferocious Attack: Roll a bonus die for the beast’s 
  Attack Roll.
  Size
  Priority
  Damage Lifeblood Strength Move Examples
  Tiny
  Rabble
  1
  1
  –3
  15’
  Ganuc, jit
  Very small
  Rabble
  d3
  2
  –2
  20’
  Cathgan, kyphus
  Small
  Tough
  d6L
  5
  –1
  25’
  Frossor, phong, purgat, uzeg
  Medium
  Tough
  d6
  10
  0
  25’
  Sand runner, skorpider, snow 
  worm, ursavus, venator, wolf, 
  xolag
  Large
  Villain
  d6H
  20
  4
  30’
  Andrak, bouphon, crocator, 
  kroark, lurkfish, parvalus, snow 
  ape, swampus, wolf-dire, yorth
  Very large
  Villain
  d6H
  30
  6
  30’
  Azhdarkho, bronyx, dracophon, 
  jemadar, terror bird, triotaur
  Huge
  Villain
  d6 ×2
  40
  8
  35’
  Banth, cave/snow bear, dinohyus, 
  mythunga, zathog
  Massive
  Villain
  d6H ×2
  50
  10
  35’
  Chark, deodarg, drakk, 
  elasmotherium, eldaphon 
  Enormous
  Villain
  d6H ×2
  60
  12
  40’
  Poad, giant skorpider
  Gigantic
  Villain
  d6 ×3
  70
  14
  40’
  Kalathorn, sarkolith
  Immense
  Villain
  d6H ×3
  85
  16
  45’
  Xolth
  Colossal
  Villain
  d6 ×4
  100
  18
  45’
  Behemathon
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  Andrak
  Creature Size: Large
  Normally Found: Mountains, plains
  Andrak are large black lion-like beasts with shaggy 
  black manes and growing to about 10-12’ in length. 
  They attack with their vicious teeth and wicked 
  retractable claws. The ones living in the Axos 
  Mountains tend to be loners, whereas the ones that 
  roam the Plains of Klaar tend to form into family 
  groups. 
  Traits
   
  4 Excellent Hunter: The andrak is one of 
  Lemuria’s top predators.
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d6H 
  Mind 
   
  0 
  Defence  
  2 
  Lifeblood 
  20 
  Protection 
  d6–3 (1)
   
  Azhdarkho
  Creature Size: Very Large
  Normally Found: Mountains, plains
  Azhdarkho are scaly flying lizards resembling 
  drakks but are somewhat smaller and more nimble. 
  They tend to be more colourful than their cousins, 
  with snake-like hides of purples, blues, reds, and 
  yellows. Their bat-like leathery wings can be about 
  30’ from tip to tip. Like drakks, if they hit their 
  target, azhdarkho will attempt to carry their prey 
  to its nest to feed – especially if they have young. 
  Unlike drakks, azhdarkho can spit a glue-like fluid 
  from their beaks up to about 50’ – this prevents 
  their prey from escaping, whilst they swoop onto 
  them to feed.
  Traits
   
  4 Special Attack: Spit. The azhdarkho’s spit is 
  gluey – it will immediately slow the movement 
  of any creature it hits. Heroes get to make a 
  Demanding strength Task Roll to avoid being 
  stuck to the spot.
  Attributes 
   
  Combat Abilities
  Strength 
  5 
  Attack  
  +2 
  Agility  
  1 
  Damage  
  d6H 
  Mind 
   
  –2 
  Defence  
  2 
  Lifeblood 
  25 
  Protection 
  d6–3 (1)
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  Banth
  Creature Size: Huge
  Normally Found: Plains of Klaar
  Banth are huge triceratops-like beasts, living on 
  the Plains of Klaar. They can be domesticated as 
  beasts of burden and are sought after by wealthy 
  merchants for the huge loads they can pull along. 
  Blue Giants use them to pull their caravans 
  around the plains. When angered (which isn’t that 
  often), banth attack with either their horns, or by 
  trampling anyone in front of them.
  Traits
   
  4 Docile Attack
   
  4 Poor Eyesight
  Behemathon
  Creature Size: Colossal
  Normally Found: Sea
  The behemathon is the largest sea-monster known. 
  It is a colossal squid-like beast with ten tentacles 
  long enough to drag down the largest war-galleys. 
  The biggest of these creatures is reputed to exist in 
  the Vhendis Sea. 
  Although the creature has ten tentacles, in combat 
  it only grabs with two of them, whilst the others 
  just thrash about violently. 
  If both tentacles hit the same target, the 
  behemathon will attempt to swallow whole 
  whatever it has a hold of, or drag it to the sea bed.
  Traits
   
  4 Multiple Attacks: Roll two attacks due to the 
  tentacles lashing out in all directions.
  Attributes 
   
  Combat Abilities
  Strength 
  18 
  Attacks (×2) 
  +0 
  Agility  
  –4 
  Damage/attack d6H ×4 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  100 
  Protection 
  d6 (4)
  Attributes 
   
  Combat Abilities
  Strength 
  8 
  Attack  
  +0 
  Agility  
  –3 
  Damage  
  d6 ×2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  40 
  Protection 
  d6 (4)
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  Bouphon
  Creature Size: Large
  Normally Found: In the coastal river regions of the 
  Gulf of Satarla, swamp edges
  Bouphon are large, horned, bison-like animals 
  that make good eating and have tough hides. They 
  are useful as beasts of burden and, in the wild, 
  generally live on the edges of rivers, lakes and 
  marshlands.
  Attributes 
   
  Combat Abilities
  Strength 
  5 
  Attack  
  +0 
  Agility  
  –2 
  Damage  
  d6H 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  20 
  Protection 
  d6–3 (1)
  Bronyx
  Creature Size: Very Large
  Normally Found: Qo, Qush
  The bronyx is an unusual creature, much like 
  a smaller version of a chark. It has huge claws 
  the length of a short sword, and long, narrow, 
  crocodile-like jaws with horrendous serrated teeth 
  and a long tail. It is a dangerous predator. Bronyx 
  attack with a bite and both of their claws.
  Attributes 
   
  Combat Abilities
  Strength 
  6 
  Attack  
  +2 
  Agility  
  1 
  Damage  
  d6H 
  Mind 
   
  –1 
  Defence  
  0 
  Lifeblood 
  30 
  Protection 
  d6–2 (2)
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  Cathgan
  Creature Size: Very small
  Normally Found: Deserts
  These are very small scarlet vipers, found in the 
  southern deserts beyond Malakut and Halakh. They 
  have very poisonous bites. If it hits and damage 
  gets through any armour, the cathgan injects 
  venom into its prey. 
  Traits
   
  4 Venomous Bite: This will immediately paralyse 
  anything of man-size (medium) or smaller. 
  Heroes get to make a Tough strength Task Roll 
  to avoid paralysis. Once paralysed, the victim 
  will die within an hour. Affected Heroes get 
  to make another Tough strength Task Roll to 
  avoid death.
  Attributes 
   
  Combat Abilities
  Strength 
  –2 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d3 
  Mind 
   
  –4 
  Defence  
  4 
  Lifeblood 
  2 
  Protection 
  0
  Cave Bear/Snow Bear
  Creature Size: Huge
  Normally Found: Mountains, tundra
  These bears tower over a man if 
  rearing on their hind legs, which 
  they do when enraged. Their 
  massive claws are capable of 
  ripping a man to shreds, and 
  their powerful muzzles are full 
  of extremely sharp teeth for 
  tearing into meat. 
  Snow bears are white and live 
  further north. Their furs are sought after 
  but dangerous to obtain.
  Attributes 
   
  Combat Abilities
  Strength 
  8 
  Attack  
  +2 
  Agility  
  0 
  Damage  
  d6 ×2 
  Mind 
   
  –1 
  Defence  
  1 
  Lifeblood 
  40 
  Protection 
  d3 (2)
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  Chark
  Creature Size: Massive
  Normally Found: Jungles
  The dread ‘Jungle-Dragon’, a massive monster of 
  the Qush and Qo jungle lands. Similar to what we 
  call a Tyrannosaurus Rex, although far larger, the 
  chark’s entire existence is an unending quest for 
  food, to fill its huge belly. 
  The chark has cavernous jaws containing rows of 
  fangs, each of which is longer than a Valgardian’s 
  broadsword.
  Attributes
  Strength 
  10 
   
  Agility  
  0 
   
  Mind 
   
  –1 
   
  Lifeblood 
  50
  Combat Abilities
  Attack  
  +3 
  Damage  
  d6H ×2 
  Defence  
  0 
  Protection 
  d6–1 (3)
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  Crocator
  Creature Size: Large
  Normally Found: Swamps, rivers
  These are terrifying beasts with long jaws full of 
  sharp teeth. They float with their eyes just above 
  the surface looking like ordinary logs, before 
  springing to attack their prey. They are far quicker 
  in water than out of it. 
  Traits
   
  4 Camouflage: Crocators can be hard to spot 
  when unmoving.
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack  
  +2 
  Agility  
  1 [–1] 
  Damage  
  d6H 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  20 
  Protection 
  d3 (2)
  The bracketed attribute is for when out of water.
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  Deodarg
  Creature Size: Massive
  Normally Found: Jungles
  These are the terrific dragon-cats of the Jungles of 
  Qush and Qo. They are one of the most feared land-
  beasts of the entire continent. It is believed they 
  were created by the Sorcerer-Kings to guard their 
  ziggurats and citadels. When the Sorcerer-Kings 
  were destroyed, the deodarg escaped into the wild 
  where they now flourish. 
  They have two hearts and two brains and so are 
  virtually un-killable, except by the mightiest heroes. 
  They attack with their savage claws and bite with 
  vice-like jaws. They are superb trackers.
  Traits
   
  4 Excellent Hunter: The deodarg is one of 
  Lemuria’s most dangerous predators and  
  can smell blood a mile away
   
  4 Ferocious Attack: The deodarg is an  
  extremely vicious predator
  Attributes 
   
  Combat Abilities
  Strength 
  10 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d6H ×2 
  Mind 
   
  1 
  Defence  
  4 
  Lifeblood 
  55 
  Protection 
  d6 (4)
  Dinohyus
  Creature Size: Huge
  Normally Found: Jungle 
  A dinohyus is a giant warthog-like hoofed 
  mammal, distantly – if at all – related to the boar. 
  This creature eats plants, roots and fungi, has a 
  long skull, a small braincase, a pair of knob-like 
  protrusions on the back of the lower jaw (in the 
  cheek area), blunt incisors, and wide, strong canine 
  teeth. Its long legs make it a surprisingly swift 
  runner. The neck is short and stout, and there is a 
  hump on the shoulders formed by spines along the 
  backbone. It is about 12’ long and 6’ high at the 
  shoulder, with a 3’ long head. 
  The dinohyus is very bad-tempered.
  Traits
   
  4 Ferocious Attack: The dinohyus is an  
  extremely vicious predator
  Attributes 
   
  Combat Abilities
  Strength 
  8 
  Attack  
  +1 
  Agility  
  –2 
  Damage  
  d6 ×2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  40 
  Protection 
  d6–2 (2)
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  Dracophon
  Creature Size: Very Large
  Normally Found: Plains, jungles
  Six-legged with a tough hide, thick tree-stump 
  legs and a ponderous look, these creatures appear 
  to be plant-eaters until you see the creature’s 
  mouth... Their long, snaggled, sword-like teeth 
  protrude from their jaws – the teeth of a predator. 
  A dracophon’s diet consists primarily of snakes and 
  giant worm-like creatures that live on the jungle 
  edges and burrow on the plains. The dracophon’s 
  teeth are perfect for holding onto a wriggling prey.  
  When angered or frightened, the dracophon rears 
  onto its hind two legs to create the impression it is 
  much larger than it is. 
   
   
   
  Attributes
   
   
   
  Strength 
  7 
   
   
   
   
  Agility  
  0 
   
   
   
   
  Mind 
   
  –3 
   
   
   
   
  Lifeblood: 
  35
   
   
   
  Combat Abilities
   
   
   
  Attack  
  +1 
   
   
   
  Damage  
  d6H 
   
   
   
  Defence  
  1 
   
   
   
  Protection 
  d6–3 (1)
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  Drakk
  Creature Size: Massive
  Normally Found: Mountains, plains 
  Drakk are huge scaly lizard-like flying monsters, 
  found in mountain regions. They may be a type of 
  giant pterodactyl. Drakk have a scaled and writhing 
  body, and gigantic bat-like leathery wings about 
  45’ from tip to tip. The drakk’s head (hideous 
  beyond belief) is at the end of a long snaky neck, 
  with a monstrous hooked beak and cruel scarlet 
  eyes beneath a blue crest of bristling spines. A long 
  snake-like tail floats behind it and cruel, taloned 
  bird-claws reach out from beneath the creature’s 
  yellow belly. If they hit their target, the drakk will 
  attempt to carry its prey off to its nest to feed – 
  especially if it has young.
  Attributes 
   
  Combat Abilities
  Strength 
  9 
  Attack  
  +3 
  Agility  
  0 
  Damage  
  d6H ×2 
  Mind 
   
  –2 
  Defence  
  3 
  Lifeblood 
  45 
  Protection 
  d6–3 (1)
  Elasmotherium
  Creature Size: Massive 
  Normally Found: Plains 
  Elasmotherium is a rhinoceros-like beast with a 
  very long horn. It stands 13’ tall at the shoulder 
  and is about 21’ long. The horn is over 6’ long. 
  It is a solitary animal, active from dawn to dusk. 
  It will generally flee humans unless wounded or 
  protecting young, and is very dangerous when riled. 
  Attributes 
   
  Combat Abilities
  Strength 
  10 
  Attack  
  +1 
  Agility  
  –3 
  Damage  
  d6H ×2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  45 
  Protection 
  d6–1 (3)
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  Eldaphon
  Creature Size: Massive
  Normally Found: Plains
  The eldaphon is a long-haired mastodon-like beast 
  with a long trunk, and great curved tusks up to 15’ 
  in length. The Blue Nomads sometimes ride them 
  into battle, although eldaphons are notoriously 
  difficult to train and hard to control. They attack 
  with their tusks and by trampling.
  Attributes 
   
  Combat Abilities
  Strength 
  11 
  Attack  
  +0 
  Agility  
  –2 
  Damage  
  d6H ×2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  50 
  Protection 
  d6–2 (2)
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  Frossor
  Creature Size: Small 
  Normally Found: Jungles, plains 
  This mammalian-reptilian cross is about 4’ long and 
  grey-furred, with powerful front claws for digging 
  out termites from the dirt. The creature has small 
  teeth and a long snout and tongue. It rarely attacks 
  people.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Attack  
  +0 
  Agility  
  –1 
  Damage  
  d6L 
  Mind 
   
  –1 
  Defence  
  0 
  Lifeblood 
  5 
  Protection 
  0
  Ganuc
  Creature Size: Tiny 
  Normally Found: Plains 
  A ganuc is a tiny, skittish plant-eater bearing both 
  mammalian and reptilian characteristics. It can 
  comfortably sit on the palm of your hand – and 
  in Satarla and some other cities, they are bred as 
  pets for children. There are some species that have 
  a mildly toxic bite, so you do need to trust your 
  supplier!
  Traits
   
  4 Venomous Bite: Affects only creatures up to 
  man-size (medium). A Moderate Task Roll is 
  needed to save, or receive a –1 modifier to all 
  Task Rolls for half a day. 
  Attributes 
   
  Combat Abilities
  Strength 
  –3 
  Attack  
  +1 
  Agility  
  2 
  Damage  
  1 
  Mind 
   
  –3 
  Defence  
  0 
  Lifeblood 
  1 
  Protection 
  0
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  They generally live in the foothills of the 
  Besharoon. They can rear to attack their prey with 4 
  of their 6 claws, and their bite is horrendous.
  Attributes 
   
  Combat Abilities
  Strength 
  6 
  Attack  
  +4 
  Agility  
  1 
  Damage  
  d6H ×2 
  Mind 
   
  0 
  Defence  
  3 
  Lifeblood 
  30 
  Protection 
  d3 (2)
  Jemadar
  Creature Size: Very Large 
  Normally Found: Mountains, plains
  Jemadar are great man-eating creatures with thick 
  crimson-coloured hides. They are sleek – a cross 
  between a jungle-cat and a raptor, although the 
  jemadar has six long legs ending in sharp claws, 
  with a barbed tail and deadly killer fangs. 
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  Jit
  Creature Size: Tiny 
  Normally Found: Jungles, swamps 
  A jit is a tiny spider of a yellow colour, with red 
  spots. It likes steamy damp conditions and lives in 
  jungles and swamps. 
  Traits
   
  4 Special Attack: A jit bites its living target and 
  (on a roll of 1 on a d6) injects its eggs into the 
  wound. A few days later, hundreds of spiders 
  hatch out, chewing their way into and out of 
  the flesh of their host, usually killing it as a 
  result. If seen by a Physician within an hour, 
  the Physician can remove the eggs. Otherwise 
  they have to be cut out (d6 damage to the 
  host) if done within a day. After a day, it is too 
  late, and the newly hatched spiders will burst 
  out of their host, causing d6 ×2 damage.
  Attributes 
   
  Combat Abilities
  Strength 
  –4 
  Attack  
  +2 
  Agility  
  4 
  Damage  
  1 
  Mind 
   
  –4 
  Defence  
  5 
  Lifeblood 
  1 
  Protection 
  0
  Kalathorn
  Creature Size: Gigantic
  Normally Found: Sea
  Kalathorn are gigantic sea serpents, twice as long as 
  a typical Lemurian war-galley, and similar in form 
  to a prehistoric plesiosaur.
  Attributes 
   
  Combat Abilities
  Strength 
  14 
  Attack  
  +1 
  Agility  
  –1 
  Damage  
  d6H ×3 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  70 
  Protection 
  d6–1 (3)
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  Kroark
  Creature Size: Large
  Normally Found: Everywhere
  A kroark is a greenish-grey reptilian creature that 
  stands upright on two powerful hind legs. The 
  beast can be trained for riding and for battle, 
  although they are difficult to train, so a well-trained 
  kroark is worth a considerable sum of money. 
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack  
  +2 
  Agility  
  1 
  Damage  
  d6H 
  Mind 
   
  –2 
  Defence  
  2 
  Lifeblood 
  15 
  Protection 
  d6–3 (1)
  Kyphus
  Creature Size: Very small
  Normally Found: Everywhere
  A cross between a mammal and a reptile, a kyphus 
  resembles a small furry lizard, with rodent-like 
  teeth. Up to 1’ long, these creatures eat insects and 
  grubs, and can be found all over Lemuria. Those 
  found on the plains and deserts tend to have far 
  less fur and appear more lizard-like.
  Attributes 
   
  Combat Abilities
  Strength 
  –2 
  Attack  
  +1 
  Agility  
  0 
  Damage  
  d6-2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  2 
  Protection 
  0
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  Lurkfish
  Creature Size: Large
  Normally Found: Swamps, rivers
  The lurkfish is a large eel-like fish, with a massive 
  head, branch-like barbs and an elongated body. 
  It has been reported there is a variety of lurkfish 
  that lives out in the Gulf of Satarla, but mostly it is 
  found in swamps and rivers. They have a very keen 
  sense of smell and touch.
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +1 
  Agility  
  1 
  Damage  
  d6 
  Mind 
   
  0 
  Defence  
  0 
  Lifeblood 
  20 
  Protection 
  0
  Traits
   
  4 Excellent Hunter: The lurkfish can detect 
  movement in the water up to a mile away
   
  4 Special Attack: The lurkfish has evolved 
  a sophisticated way of killing its prey by 
  electricity. To hunt, it creates a weak electric 
  field and detects whatever movement goes 
  through the field. Once its victim comes within 
  range, it releases a thousand volts to stun its 
  prey – then the lurkfish can eat at leisure.  
  To resist being stunned, a Hero needs to 
  succeed a Hard Task Roll. Being stunned lasts 
  6 rounds, less the Hero’s strength.
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  Mythunga
  Creature Size: Huge
  Normally Found: Mountains, coasts
  A great feathered bird with a huge beak and 
  massive talons capable of carrying off prey back to 
  its nest in the mountains. 
  It flies out of the sun or low clouds to be almost 
  invisible to prey, and lets out a great cry just before 
  it strikes its target with its cruel claws. 
  Attributes 
   
  Combat Abilities
  Strength 
  7 
  Attack  
  +4 
  Agility  
  1 
  Damage  
  d6H 
  Mind 
   
  0 
  Defence  
  2 
  Lifeblood 
  35 
  Protection 
  0
  Parvalus
  Creature Size: Large
  Normally Found: Plains
  A parvalus is a four-legged, grass-eating mammal 
  that lives in large herds on the open plains and 
  grasslands. Parvaluses are typically found on the 
  Plains of Klaar and – a slightly different species – 
  on the open prairies between Parsool and Malakut.  
  They have short fur of varied colouration with 
  longer manes generally of different colour running 
  down their necks. They can be trained to make 
  excellent riding mounts because they are far more 
  docile than a kroark.
  Traits
   
  4 Docile Attack: Parvaluses are not aggressive
   Attributes 
   
  Combat Abilities
   Strength 
  4 
  Attack  
  +0 
  Agility  
  1 
  Damage  
  d6 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  15 
  Protection 
  0
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  Phong
  Creature Size: Small
  Normally Found: Everywhere
  Phong are scarlet blood-sucking bats the size of 
  small cats. They hunt in great packs.
  Traits
   
  4 Special Attack: If they can bite a victim without 
  their victim waking up, they can drain lifeblood 
  at a rate of 1 point every 5 minutes. They can 
  drink up to 4 points of lifeblood in this way 
  before having their fill. Often the first that 
  victims know about it is when they awaken in 
  the morning and feel “drained”.
  Attributes 
   
  Combat Abilities
  Strength 
  –1 
  Attack  
  +2 
  Agility  
  3 
  Damage  
  d6L 
  Mind 
   
  –2 
  Defence  
  3 
  Lifeblood 
  3 
  Protection 
  0
  Poad
  Creature Size: Enormous
  Normally Found: Rivers, swamps
  Poad are enormous river dwelling serpent-
  dragons. When hungry (which is often), they 
  tend to attack anything on the river, capsizing 
  barges and galleys. Their thick skins are a wide 
  range of colours.
  Attributes 
   
  Combat Abilities
  Strength 
  12 
  Attack  
  +2 
  Agility  
  0 
  Damage  
  d6 ×3 
  Mind 
   
  –1 
  Defence  
  0 
  Lifeblood 
  60 
  Protection 
  d6–2 (2)
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  Purgat
  Creature Size: Small
  Normally Found: Everywhere
  A purgat is a small rat-like mammal with grey-
  brown fur and a long, scaly tail. They grow up 
  to about 2’ long and eat grubs, insects and some 
  vegetation in the wild. They are opportunistic 
  survivors though, and can also be found anywhere 
  there is an easy food source – in farms, cellars, 
  sewers, and on board ships. It is believed they also 
  spread disease. Singly, they are not particularly 
  dangerous, but when they form into a pack they 
  can be a danger to all in their path.
  Attributes 
   
  Combat Abilities
  Strength 
  –1 
  Attack  
  +1 
  Agility  
  1 
  Damage  
  d6L 
  Mind 
   
  0 
  Defence  
  1 
  Lifeblood 
  3 
  Protection 
  0
  Sand Runner
  Creature Size: Large
  Normally Found: Deserts
  Big ostrich-like birds of the Beshaar Desert, sand-
  runners tend to have sandy-red plumage and 
  powerful legs. Their feet are quite large and well-
  splayed, for running swiftly on a sandy surface. 
  Trained as riding beasts by the desert tribesmen, 
  they are impressively fast. 
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +1 
  Agility  
  2 
  Damage  
  d6 
  Mind 
   
  –2 
  Defence  
  2 
  Lifeblood 
  12 
  Protection 
  0
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  Sarkolith
  Creature Size: Gigantic
  Normally Found: Jungles
  The sarkolith is a large four-legged dinosaur with 
  a thick hide and small bony plates in its skin 
  which act as an articulated form of armour. The 
  sarkolith’s most notable feature is that it has 
  two long necks surmounted by snake-like heads. 
  Some types of sarkolith have one head that has a 
  poisonous bite. 
  Traits
   
  4 Multiple Attack: The sarkolith can make two 
  attack rolls – either both at one target or at 
  two individual opponents
   
  4 Venomous Bite: The sarkolith automatically 
  kills any creature smaller than medium-sized.  
  A Formidable strength Task Roll is needed 
  to save, or lapse into a coma, which lasts  
  d6 days – after which, if an antidote isn’t 
  received, the victim will die. Not all sarkolith 
  have this boon.
  Attributes 
   
  Combat Abilities
  Strength 
  14 
  Attack (x2) 
  +0 
  Agility  
  –2 
  Damage  
  d6 ×3 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  70 
  Protection 
  d6 (4)
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  Skorpider
  Creature Size: Medium
  Normally Found: Desert, plains
  These are black, giant-sized scorpion-spider 
  hybrids, growing to over 3’ in length, with crushing 
  pincers and a stinger in the tail. They are extremely 
  hostile and will attack anything (sometimes in 
  packs), even things much larger than them. Their 
  stingers inject a toxin that paralyses their prey. 
  There are believed to be enormous skorpiders 
  (see below) in the most inhospitable central desert 
  areas.
  Traits
   
  4 Venomous Stinger: It will immediately paralyse 
  anything of up to large size. Heroes get to 
  make a Hard strength Task Roll to avoid 
  paralysis. Once paralysed, the victim will die 
  within an hour. Affected Heroes get to make 
  another Hard strength Task Roll to avoid 
  death.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Attack #1 
  +2, d6L 
  Agility  
  0 
  Attack #2 
  +0, d3 
  Mind 
   
  –2 
   
   
  + poison 
  Lifeblood 
  8 
  Defence  
  0 
   
   
   
  Protection 
  d3 (2)
  Skorpider, Giant
  Creature Size: Enormous
  Normally Found: Desert, plains
  These are giant versions of skorpiders
  Traits
   
  4 Venomous Stinger: It will immediately paralyse 
  anything of up to immense size. Heroes get to 
  make a Demanding strength Task Roll to avoid 
  paralysis. Once paralysed, the victim will die 
  within an hour. Affected Heroes get to make 
  another Demanding strength Task Roll to 
  avoid death.
  Attributes 
   
  Combat Abilities
  Strength 
  10 
  Attack #1 
  +3, d6 ×2 
  Agility  
  –1 
  Attack #2 
  +1, d6  
  Mind 
   
  –1 
   
   
  + poison 
  Lifeblood 
  60 
  Defence  
  0 
   
   
   
  Protection 
  d6 (4)
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  Snow Apes
  Creature Size: Large
  Normally Found: Mountain, tundra
  Snow apes are large yeti-like bipedal creatures 
  of the Northern Ice Wastes and high mountain 
  ranges. Some are known to have an extra set of 
  arms beneath the first pair – these snow apes tend 
  to be fiercer than their cousins and have the boon: 
  Ferocious Attack.
  Attributes 
   
  Combat Abilities
  Strength 
  5 
  Attack  
  +1 
  Agility  
  0 
  Damage  
  d6H 
  Mind 
   
  –1 
  Defence  
  1 
  Lifeblood 
  15 
  Protection 
  0
  Snow Worms
  Creature Size: Medium
  Normally Found: Mountain, tundra
  These are big white-furred snake-like creatures 
  that live in the Northern Ice Wastes and in high 
  mountain ranges. They are slow moving but quiet 
  and cunning, so have to rely on not being spotted 
  to get close enough to their prey. However, they can 
  shoot a fine, sleep-inducing mist from their mouths 
  up to a range of 10’. Once the prey is asleep, they 
  wrap themselves around it and slowly constrict it 
  to death.
  Traits
   
  4 Stealthy: Snow-worms are slow movers but 
  move very quietly
   
  4 Special Attack (Sleep mist): This affects only 
  those within about 10’ in front of the snow 
  worm, so will only generally affect one or 
  two Heroes, but “hits” automatically. Heroes 
  caught in the cloud immediately feel groggy 
  for two rounds after the mist hits, attacking 
  at – 2 effectiveness and moving at half 
  speed during that time. After two rounds, 
  they need to make a Hard Task Roll (using 
  strength to resist) or fall unconscious. If 
  they succeed, they shake off the effects 
  in another two rounds (or immediately 
  with a Mighty or better success). Once 
  unconscious, the Hero wakes naturally 
  within about five minutes with a successful 
  Hard Task Roll, or about an hour otherwise.
   
  4 Docile Attack: Snow worms don’t need to 
  attack quickly, as their sleep mist usually 
  dulls their victim’s senses
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +0 
  Agility  
  0 
  Damage  
  d6 
  Mind 
   
  1 
  Defence  
  0 
  Lifeblood 
  10 
  Protection 
  d6–3 (1)
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  Swampus
  Creature Size: Large
  Normally Found: Rivers, swamps
  Descendants of octopi, swampi live in the swamps 
  and marshes of Lemuria and sometimes swim up-
  river a short way. 
  They have four octopi-like arms and four individual 
  snail-like foot muscles, with which they can venture 
  out of the water and onto the land, and can stay out 
  of the water for several days. They use their two 
  front tentacles to catch their prey, whereupon they 
  will bite it and inject a powerful venom, hopefully 
  killing the prey instantly to feed. 
  Hunters and adventurers rely on the fact that, 
  out of water, they are sluggish (use the bracketed 
  information).
  Traits
   
  4 Multiple Attack: The swampus can make two 
  attack rolls, almost always against the same 
  target. It has to hit with both tentacles on the 
  same target to hold onto its prey long enough 
  to bite it. A hit with the bite is automatic if the 
  victim doesn’t escape the swampus’s grasp 
  with a Tough strength Task Roll. The bite 
  happens in the round following its grab.
   
  4 Venomous Bite: This will immediately kill 
  anything of up to medium size. Heroes get to 
  make a Demanding strength Task Roll each 
  round to avoid death. On failure, death occurs 
  in 3 rounds.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Attack (×2) 
  +2 [+0] 
  Agility  
  1 [–1] 
  Damage  
  see above 
  Mind 
   
  –1 
  Defence  
  1 [0] 
  Lifeblood 
  20 
  Protection 
  0
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  Terror Bird
  Creature Size: Very Large
  Normally Found: Desert, plains
  These are huge flightless birds, similar to sand-
  runners but much uglier, with massive claws and 
  beaks but just stubby vestiges of wings.  They are 
  one of the top predators of the Beshaar desert. 
  They stand half-again the size of a man, and kill 
  their prey by smashing it repeatedly against the 
  ground.
  Traits
   
  4 Ferocious Attack: If it hits, the terror bird 
  might instead pick up its victim (if medium 
  sized or smaller) and dash it to the ground, 
  causing +2 damage.
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack  
  +2 
  Agility  
  –1 
  Damage  
  d6H 
  Mind 
   
  –1 
  Defence  
  0 
  Lifeblood 
  30 
  Protection 
  0
  Triotaur
  Creature Size: Very Large
  Normally Found: Jungles
  The triotaur is a banth-like creature with a bony 
  neck frill for protection, a short horn on the snout, 
  with two long horns on either side below. This 
  creature is more aggressive than its cousin, and 
  very difficult to domesticate.
  Attributes 
   
  Strength 
  7 
   
  Agility  
  –2 
   
  Mind 
   
  –2 
   
  Lifeblood 
  30
  Combat Abilities
  Attack  
  +2 
  Damage  
  d6H 
  Defence  
  0 
  Protection 
  d6–1 (3)
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  Ursavus
  Creature Size: Medium
  Normally Found: Jungles
  Ursavus is a small bear, a little smaller than a man, 
  with dog and cat-like features. It lives and hunts 
  in the trees, mostly eating birds, bird eggs, small 
  monkeys, and other tree-dwellers. They do leap on 
  ground-prey occasionally, but rarely attack men 
  unless very hungry.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Attack  
  +2 
  Agility  
  1 
  Damage  
  d6 
  Mind 
   
  –1 
  Defence  
  0 
  Lifeblood 
  10 
  Protection 
  0
  Uzeg
  Creature Size: Small
  Normally Found: Everywhere
  The uzeg is naked white rat-like creature with 
  lambent green eyes and long venomous fangs. It 
  can grow to the size of a small dog, although there 
  are tales of larger ones in some of the sewers of the 
  great cities of Lemuria.
  Attributes 
   
  Combat Abilities
  Strength 
  –1 
  Attack  
  +2 
  Agility  
  2 
  Damage  
  d6–2 
  Mind 
   
  –1 
  Defence  
  3 
  Lifeblood 
  5 
  Protection 
  0
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  Venator
  Creature Size: Medium
  Normally Found: Plains, jungles
  The venator is a small, fast-moving, lightly-built 
  predator that walks on two legs, like a small chark. 
  It is a little smaller than a man, with short arms, 
  large eyes, a long neck, and a small head ending in 
  a bony beak.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d6 
  Mind 
   
  –2 
  Defence  
  2 
  Lifeblood 
  10 
  Protection 
  0
  Wolf
  Creature Size: Medium
  Normally Found: Everywhere 
  These predators can be frightening on their own, 
  and are the subject of many tales used to frighten 
  children. However, wolves also hunt in packs, where 
  they become especially deadly to their prey.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d6 
  Mind 
   
  –1 
  Defence  
  1 
  Lifeblood 
  10 
  Protection 
  0
  Wolf, Dire
  Creature Size: Large
  Normally Found: Everywhere 
  These are larger and more physically imposing 
  than normal wolves but luckily they tend to be a bit 
  more solitary. 
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack  
  +2 
  Agility  
  1 
  Damage  
  d6H 
  Mind 
   
  –1 
  Defence  
  0 
  Lifeblood 
  20 
  Protection 
  d6–3 (1)
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  Xolag
  Creature Size: Medium
  Normally Found: Damp caves, jungles, swamps 
  These carnivorous plant-animal hybrids, fungoid in 
  nature, are capable of limited movement and can 
  capture small animals – even unwary men – using 
  their two long, flexible frond-tentacles.
  Traits
   
  4 Multiple Attacks: The xolag can make two 
  attack rolls with its tentacles
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Attack (×2) 
  +1 
  Agility  
  –1 
  Damage  
  d6L 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  8 
  Protection 
  0
  Xolth
  Creature Size: Immense
  Normally Found: Damp caves, underground
  Xolth are immense, hideous, worm-like monsters 
  that breed in the many caverns, catacombs and 
  buried cities beneath Lemuria. They are blind and 
  slug-like, and absorb their food by enveloping 
  their prey within their pulpy, amoeboid flesh. The 
  biggest ones are almost un-killable – xolth continue 
  to grow as long as they remain living. One titanic 
  specimen was worshipped by a depraved cult in 
  the Catacombs of Qeb. It was 100’ long, although 
  bigger ones are suspected to exist. According to the 
  Crimson Edda, xolth fear fire but little else.
  Traits
   
  4 Fear of Fire: The xolth is likely to avoid fire
   
  4 Special Attack: Once enveloped, you either 
  have to kill the beast and cut your way out or 
  be absorbed, taking d6 lifeblood damage each 
  round you are inside the creature
   
   
   
  Attributes 
   
   
   
   
  Strength 
  16 
   
   
   
   
  Agility  
  –3 
   
   
   
   
  Mind 
   
  –3 
   
   
   
   
  Lifeblood 
  85 
   
   
   
  Combat Abilities
   
   
   
  Attack  
  +1 
   
   
   
  Damage  
  Special 
   
   
   
  Defence  
  0 
   
   
   
  Protection 
  d6 (4)
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  Yorth
  Creature Size: Large
  Normally Found: Jungles, mountains, plains
  Yorth are large predators with sharp spiny ridges 
  along their backs and rudimentary horns. They 
  grow up to about 8’ in length. They vary in colour 
  depending on where they live – which is mainly 
  in the jungles, but can be in the foothills of the 
  mountain ranges, or even on the Plains of Klaar.
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d6H 
  Mind 
   
  –1 
  Defence  
  2 
  Lifeblood 
  20 
  Protection 
  d6–3 (1)
  Zathog
  Creature Size: Huge
  Normally Found: Swamps
  This creature is a hideous swamp-dwelling reptile, 
  a little like a huge crocodile. It has exceptionally 
  tough grey-green or grey-brown hide and a huge 
  mouth filled with rows of sharp poisonous fangs.
  Traits
   
  4 Venomous Attack: A bitten Hero must 
  immediately make a Tough Task Roll (using 
  strength to resist) or suffer an additional 
  d2 lifeblood poison damage. Each round 
  thereafter, the Hero automatically suffers the 
  loss of an additional d2 points of lifeblood. For 
  every point of lifeblood lost, the Hero is at –1 
  on all activities, until the effects of the poison 
  are contained and the poison extracted (by a 
  physician making a Tough Task Roll). If the 
  Hero reaches zero or less lifeblood, he passes 
  out and must make another Tough Task Roll. 
  At this point the Hero is stable, so he suffers 
  no further lifeblood loss, but will not come 
  around until he either succeeds a Hard Task 
  Roll (roll each morning), or until a physician 
  extracts the poison (a Hard Task Roll) or an 
  alchemist gives him an antidote.
  Attributes 
   
  Combat Abilities
  Strength 
  8 
  Attack  
  +2 
  Agility  
  –1 
  Damage  
  d6 ×2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  40 
  Protection 
  d6–2 (2)
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  Skeletal and Zombie-like Bloodless
  Generic skeleton-like or zombie-like Bloodless can 
  be created as rabble. They are dressed in whatever 
  clothes and armour they had on whilst living, 
  though the clothing of skeletal Bloodless will be far 
  more tattered (if it hasn’t rotted away altogether).
  They are found 
  in crypts, tombs, 
  graveyards, on the 
  decks of ghost-
  ships and similar 
  places. These 
  Bloodless click, 
  lurch or shamble 
  as they walk, and 
  are mindless and 
  speechless. 
  Bloodless Sorcerer-Kings
  With their pallid, almost 
  fleshless skull-like faces, they 
  resemble the Morgal, with whom 
  they are believed to share a 
  common ancestry. 
  Bloodless Sorcerer-Kings are 
  insanely evil and lurk in 
  their dark crypts and lost 
  underground places, plotting 
  and scheming – awaiting a 
  time when they can come 
  forth to rule the world again. 
  Although their powers have 
  waned, they still use the foul 
  necromancies that once made 
  them the most powerful race 
  on earth. 
  The Magicians of Zalut are 
  believed to receive their 
  instruction from Zorphalar – a 
  The Bloodless
  The Bloodless are corpses that have been 
  reanimated through vile magics and alchemies, or 
  they are creatures that have been kept alive for so 
  long that they resemble dead things. 
  Ancient Bloodless are dry and dusty, brittle-boned, 
  and often retain some of the powerful arcane 
  sorcery that they had in life. 
  Other, more recently created Bloodless, are either 
  skeletal cadavers, often wearing the remains of 
  the dusty old clothes or rusty armour that they 
  were buried in, or they are simply rotting corpses 
  given the semblance of life by dark necromancies, 
  shambling along puppet-like and mindless.
  The Bloodless do not have lifeblood and therefore 
  do not suffer from wounds like living things – 
  instead they have lifeforce, which is a measure of 
  the arcane powers that give them 
  their apparent life.
  When their lifeforce reaches zero, 
  they are returned to the death 
  that they were so rudely brought 
  back from. 
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  Bloodless Sorcerer-King so old that he was there 
  at Hyrdral Chasm, when his kind were overthrown 
  and forced into hiding.
  Traits
   
  4 Magic of the Sorcerer-Kings: Roll a bonus die 
  when casting spells
   
  4 Power of the Void: (included in Arcane Power)
   
  4 Unsettling: Take a penalty die in social 
  situations or when dealing with animals.
   
  4 Two other flaws
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Attack  
  +2 
  Agility  
  0 
  Damage  
  d6+3 
   
   
   
   
   
  (sword) 
  Mind 
   
  3 
  Defence  
  2 
  Lifeforce 
  13 
  Protection 
  0 
  Arcane Power 
  15
  Careers
  Sorcerer 
  3–6
  Necropede
  Size: Large
  Normally Found: Guarding crypts and tombs, or 
  summoned by sorcery
  Among the most horrific of the creatures brought 
  forth by dark sorcery, necropedes are formed from 
  the upper torsos of many human corpses, each 
  stitched in line to form a crude mockery of the 
  centipedal form. 
  Only the foremost torso retains its head. The 
  monstrosity climbs and runs about on its many 
  arms to strike, crush, or grapple victims and 
  intruders. It will launch a savage attack on its 
  victim with its clawed hands.
  Traits
   
  4 Ferocious Attack
  Attributes 
   
  Combat Abilities
  Strength 
  6 
  Attack  
  +4 
  Agility  
  0 
  Damage  
  d6H 
  Mind 
   
  0 
  Defence  
  0 
  Lifeforce 
  30 
  Protection 
  0
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  Skittering Hand
  Size: Very Small
  Normally Found: Guarding magicians’ lairs
  Many lives were ritually taken in the names of the 
  Sorcerer-Kings. Frequently, the hands were hewn 
  from the corpses, imbued with unnatural strength 
  and power, and set to crawl and slink in order 
  to guard, claw and throttle at the behest of their 
  creators. Skittering Hands still lurk in the ruins of 
  the Sorcerer-Kings, as well as in the dwellings of 
  many a devotee of the dark arts.
  Traits
   
  4 Special Attack: They can make a Very Easy 
  Attack Roll (the victim cannot use their 
  defence) to grasp the neck or a sleeping 
  person. They then throttle for d3 damage 
  automatically each round. Victims can tear the 
  Horror Hand from their neck with a Moderate 
  Task Roll (strength-based).
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Attack  
  +3 
  Agility  
  3 
  Damage  
  d3 
  Mind 
   
  –2 
  Defence  
  4 
  Lifeforce 
  3 
  Protection 
  0
  Necrophage
  Size: Medium
  Normally Found: Lurking in crypts and tombs, or 
  summoned by sorcery
  Necrophages are the eaters-of-the-dead – 
  degenerate sub-humans, pallid, gaunt, and hairless, 
  with large, staring eyes, claw-like nails, and fangs 
  that reek like a charnel house. They possess a 
  bestial cunning.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Attack  
  +3 
  Agility  
  2 
  Damage  
  d6 
  Mind 
   
  0 
  Defence  
  2 
  Lifeforce 
  10 
  Protection 
  0
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  Demons
  Demons are the minions of the Dark Lord or the 
  summoned servants of druids and magicians. 
  They come in three basic types: Minor, Lesser and 
  Greater. They can come in all shapes and sizes – 
  the physical appearance of the demon is entirely up 
  to the GM (if the demon has a physical body at all).
  Minor Demons are created with 2 points to spend 
  on attributes and another 2 points on combat 
  abilities. They have 10+strength in lifeblood and 
  their attacks cause d6L damage (+ strength). Their 
  priority rating is that of rabble.
  Lesser Demons are created with 6 points to spend 
  on their attributes and another 6 points on the 
  combat abilities. They can have a maximum of 4 
  in any one attribute or combat ability. They have 
  20 lifeblood (+ strength) and their attacks cause 
  d6 damage (+ strength). For priority purposes they 
  count as toughs.
  Greater Demons are created based on 12 points 
  in attributes and again in combat abilities, with a 
  maximum of 6 in any one. They have 30 + strength 
  in lifeblood and their attacks cause d6H damage (+ 
  strength).For determining priority, these count as 
  villains.
  Attribute points can be increased by lowering one 
  or two attributes below zero, but only as far as –2. 
  Instead of careers, Demons have Demonic Powers 
  – Minor Demons have one power, Lesser Demons 
  have two powers and Greater Demons have four. 
  The powers of demons are described below.
  Demonic Powers
  Armour: The demon has bony plates, spines, thick 
  hide, or other defences that provide protection 
  against physical attacks. Protection is d6–2 (2).
  Heavily Armoured: This power provides d6 (4) 
  protection, but at the cost of two Powers. 
  Human Form: The demon can take the shape of 
  a human, but if injured or caused to fight, will 
  normally morph back into its demonic form.
  Enhanced Weaponry: The demon possesses some 
  form of natural weaponry, such as claws, fangs, 
  blades, beaks, clubbed tails, etc., or is more skilled 
  at using normal weapons. The Demon receives a 
  bonus die to all Attack Rolls.
  Destructive Attacks: The demon’s attacks are 
  particularly damaging. It causes the next higher 
  damage level on the Beasts table (so a Greater 
  Demon with this power causes d6 ×2 damage). 
  Malleable Flesh: The demon is clay-like or squishy 
  in a most disgusting way, and can form itself into 
  weird shapes – from completely flat, to amoeboid, 
  to spherical, and can get into or out of any shackles 
  or prison (except sorcerous ones).
  Non-Corporeal: The demon lacks a physical body 
  (in this dimension at least) and can only be harmed 
  by sorcery or some alchemy.
  Offspring: The demon produces 1d6 offspring 
  every week. They start as rabble for a week after 
  spawning, advancing to Minor Demons, and then 
  to Lesser Demons in another week, stopping at 
  one level of demon lower than their sire – so Minor 
  Demons can only ever produce rabble.
  Poison: The demon can exude a poisonous 
  substance, which will immediately paralyze 
  anything of man-size (medium) or smaller. Heroes 
  get to make a Tough strength Task Roll to avoid 
  paralysis. Once paralyzed, the victim will die within 
  an hour. Those affected get to make another Tough 
  strength Task Roll to avoid death.
  Regeneration: The demon can regenerate a point 
  of damage every round, and can remove the effects 
  caused by a Precision Strike in two rounds.
  Seductive: The demon has unnatural appeal and 
  can immediately make d6+6 rabble obey its orders 
  to the letter. It can also seduce Heroes (who must 
  make a mind-based Task Roll or become pliant to 
  the demon’s requests).
  Sorcery: The demon can cast spells: Minor Demons 
  have 2 Arcane Power, Lesser Demons have 5 Arcane 
  Power, and Greater Demons have 10.
  Speech: The demon is capable of human speech
  Telepathy: The demon can implant messages and 
  suggestions, as well as read minds.
  Special Knowledge: The demon has one career at 
  rank 6.
  Vulnerability: In return for an extra Demonic 
  Power, you can give a demon a weakness. The 
  demon takes double damage from a particular 
  source (magic, fire, electricity, iron, acid, etc.) or 
  normal damage from a source that is not normally 
  harmful to humans (sunlight, water, music, certain 
  symbols, etc.). 
  Demon type Priority Attributes
  Combat Abilities
  Powers Lifeblood Damage
  Minor
  Rabble
  2 points
  2 points
  1
  10
  d6L
  Lesser
  Tough
  6 pts, 4 max in one
  6 pts, 4 max in one
  2
  20
  d6
  Greater
  Villain
  12 pts, 6 max in one
  12 pts, 6 max in one
  4
  30
  d6H
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  Summoning Demons
  To summon a Minor Demon is a First Magnitude 
  Spell. A Lesser Demon counts as a Second 
  Magnitude spell, and a Greater Demon is a Third 
  Magnitude spell (see Chapter 6).
  When the demon is summoned, the sorcerer 
  must either bind the demon or make a pact 
  with it – otherwise the demon will be out of 
  control, and will likely attack the summoner. 
   
  4 Binding a demon needs another spell: 
  First Magnitude for a Minor Demon 
  Second Magnitude for a Lesser Demon 
  Third Magnitude for a Greater Demon
   
  4 Entering a pact with the demon needs no 
  Task Roll – the sorcerer must only agree to 
  satisfy the demon’s needs regularly. What 
  those needs are and how often they must 
  be satisfied is determined by the GM, 
  but it should be demanding, painful, 
  or degrading. Some examples: the 
  sorcerer may never come in to 
  contact with direct daylight, the 
  demon must have a virgin of royal 
  blood every full moon, the sorcerer 
  must carry the demon’s child, etc.
  Example Demons
  Minor Demon: Zullthegg
  Zullthegg is a lanky creature – if standing upright, 
  he’d be a foot taller than a man, but mostly he 
  runs around ape-like on all fours. Zullthegg has 
  greenish-brown skin, long arms and much shorter 
  legs, leaving him with an exceptionally long torso. 
  He is stronger than his skinny body would suggest, 
  and very agile too. He forms darts from his finger-
  nails and fires them at double the normal range for 
  throwing darts.
  Zullthegg appears to be one of a number of 
  very similar Minor Demons – his name 
  might be Zullthegg or he might be just 
  “a” Zullthegg.
  Attributes 
   
  Combat 
  Abilities
  Strength 
  1 
  Melee 
   
  0 
  Agility  
  2 
  Ranged  
  2 
  Mind 
   
  –1 
  Defence  
  0 
  Appeal  
  0 
   
  Lifeblood 
  11 
  Damage  
  d6L
  Powers
   
  4 Enhanced Weaponry (Demon Darts)
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  Lesser Demon: Vul’mazzanlu, the Ape Thing
  Vul’Mazzanlu is a Lesser Demon, though it would 
  never deign to admit this fact. Typical of many 
  lesser demons summoned to serve dark masters, 
  it is reasonably clever, but not as guileful as it 
  believes itself to be, and is apt to lose its temper 
  through frustration and what it believes are the 
  injustices of its fate. 
  A creature of petty cruelty, it is a mockery of form, 
  an ape-ish being, slouched, with a dark greasy pelt, 
  tentacles instead of limbs, and a long, flickering 
  poisonous tongue.
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Melee 
   
  3 
  Agility  
  3 
  Ranged  
  1 
  Mind 
   
  2 
  Defence  
  2 
  Appeal  
  –2 
   
  Lifeblood 
  23 
  Damage  
  d6H
  Powers
   
  4 Destructive Attacks
   
  4 Poison
  Greater Demon: Mazallakos of the Severed Veil
  Quiet, observant, patient, Mazallakos of the 
  Severed Veil is a Greater Demon, and has a deep 
  resentment of those mortals who would make 
  it their servant. While as wicked as any demon, 
  Mazallakos is equally cold-blooded and calm, never 
  losing control, and sure to wait and plot as long as 
  necessary to exact revenge on those who raise its 
  cold-blooded ire. 
  Much of its appearance is a mystery, veiled as it is 
  top-to-bottom in layers of heavy black gauze. All 
  that is clear is that it moves sinuously, its form 
  human-like but clearly not human, and that it 
  seems to float just above the ground.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Melee 
   
  4 
  Agility  
  4 
  Ranged  
  0 
  Mind 
   
  5 
  Defence  
  4 
  Appeal  
  1 
   
  Lifeblood 
  32 
  Damage  
  6H
  Powers
   
  4 Special Knowledge: Scholar 6
   
  4 Human Form
   
  4 Telepathy
   
  4 Non-Corporeal
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  Lemurian Lexicon
  Amber Codex: This book is ten feet tall, eight 
  feet wide, and each page is made of solid amber 
  with jewels inlaid as letters. This is obviously a 
  book crafted by the gods. Within are formulae 
  and processes that can be used to manufacture 
  the most fantastic devices: flying ships, statues 
  that ambulate, and many other wondrous and 
  dangerous things. It has been lost to man for 
  millennia.
  Allanium: A lighter-than-air metal created through 
  an arcane process known only to a few alchemists. 
  Allanium is used to make the sky-boats of the 
  Satarlan Sky-Navy.
  Avnuby Tarv: Queen of Satarla.
  Barvak Indalon: King of 
  Shamballah.
  Black Grimoire: 
  This book 
  contains the 
  practices and 
  rites to follow to 
  call forth demons, 
  raise the dead 
  and destroy the 
  souls of men. It is 
  believed the Black 
  Druids have the book 
  in their temple in Zalut, 
  although some whisper 
  that what they have there 
  is only a very poor copy.
  Blade-Bearer: Name given 
  to Heroes who bear the Orb-
  Blade.
  Black Druids: These evil 
  cultists dwell in Zalut, although 
  they are starting to spread their 
  net wider. They emulate the evil 
  ways of the Sorcerer-Kings and 
  worship the Dark Lords Hadron 
  and Tharungozoth.
  Blood Vines: Thorny tree creepers that 
  entangle their victims and feed on their blood. They 
  are found in the Jungles of Qush and Qo. If a blood 
  vine attaches to its target, it starts to suck blood at 
  a rate of 1 lifeblood point per round until the victim 
  is killed, or the vine removed. It only attaches to 
  resting or sleeping prey and, because it also injects 
  a small amount of a natural numbing drug, the 
  target does not generally notice until it is too late.
  Book of the Purple Dawn: All things of light are 
  contained in this tome’s pages. A person studying 
  this will learn what they need to know about 
  healing, rejuvenation, and recovering lost loved 
  ones.
  City of Healing: Poetic name for Lysor.
  Cloud Stairs: These are the stairs created by 
  Sa’Tel, that start at the top of Kolvis and lead to 
  Mezzechesh, the Realm of the Gods. A common 
  saying is, “You’ve gone up the Cloud Stairs” – 
  meaning “in your dreams,” or “you’ve been day-
  dreaming.”
  Colmus Kavataz: King of Lysor.
  Crimson Druids: Evil priests that make human 
  sacrifices to their dark god Zylidith, Lord of Blood. 
  They have secret cults in Malakut and Halakh, and 
  possibly elsewhere too.
  Crimson Edda: An ancient and legendary 
  tome of lore written on paper-thin janium 
  pages. The pages from this book had been 
  scattered over the world since the time it 
  was written, but it was collected together 
  over many years and is now housed in 
  the Great Library of Satarla. Scholars 
  and scribes would love to get their 
  hands on the book, but usually 
  have to make do with copies 
  of individual pages, (which 
  themselves are rare). 
  Within are the chronicles 
  of a great Hero – the 
  pages give clues to 
  the whereabouts of 
  treasures, secret 
  places, and many 
  other wonders.
  Davym Tarv: King 
  of Satarla.
  Dazzandroth Zant: 
  High Magician of Zalut.
  Dream Lotus: A mauve-coloured 
  flowering jungle plant that produces 
  a dream-inducing drug, and for this 
  reason is highly sought after by magicians, 
  priests, and alchemists.
  Druids: Worshippers of the Dark Lords. Their 
  cults have been driven underground, but they are 
  growing in strength. Their practices include human 
  sacrifice.
  Dorlina: Queen of Oomis.
  Glory of Parsool: The magnificent flagship of the 
  Parsool Fleet. It is twice the size of any other war 
  galley and, although it has oars to power it, it also 
  has a screw-propeller (stolen and adapted from a 
  design by the Satarlan Sky-Navy, for its sky-boats) 
  to give it bursts of extra speed when required – 
  usually when ramming enemy vessels.
  God’s Forge: Poetic name for Mount Kolvis.
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  Gorthan Half-Hand: King of the Pirate Isles.
  Grey Druids: The cult of the Death God, 
  Nemmereth. The Grey Druids worship Nemmereth 
  as a Dark Lord, saying that if you are sacrificed to 
  Nemmereth, then you should consider it an honour 
  that you have been chosen to die. Needless to say, 
  the Assassin City of Halakh is the centre of this 
  cult.
  Hrangarth: King of Ygddar and Hero of Lemuria, 
  the First Blade-Bearer.
  Ilkthar: Yellow Druid, adviser to King Keldon III.
  Imbalayo: Queen of Shamballah.
  Janium: The strongest and one of the rarest metals. 
  It is dull black, silky-smooth, and very dense. The 
  secret of its manufacture has been lost, though 
  alchemists continue their search.
  Jallallabar: Very tall trees, growing over 200’, 
  found in the deepest parts of the jungles of Qush 
  and Qo. The wood of the jallallabar is highly prized 
  for shipbuilding, in particular.
  Jazite: A precious metal, prized for its changing 
  opal hues.
  Jehana: Daughter of King Colmus of Lysor. Twin of 
  Zulena.
  Jemadar Guard: The beautiful and dangerous 
  female bodyguards of Queen Suria of Malakut. 
  They are known for their skill with the khastok (a 
  fighting spear) and their loyalty and devotion to the 
  protection of their queen.
  Jesharek’s Grimoire: Another legendary tome of 
  lore – this one is written by Jesharek and kept in 
  his tower near to the Mountains of Axos.
  Jesharek Jool: A renowned alchemist.
  Jewel of Lemuria: Poetic name for Satarla.
  Juvor: King of Tyrus, son of Syton.
  Kalukan Sentinels: The Witch Queen’s slaves and 
  bodyguards, created by sorcery.
  Kalvar II: King of Valgard.
  Keldon III: King of Oomis.
  Keldon: Prince of Oomis.
  Kelderik: Prince of Oomis.
  Khastok: The fighting spear of Malakut, famously 
  used by the Jemadar Guard.
  Kir: A wavy-bladed knife used by the assassins of 
  Halakh.
  Kylarth: A Hero of Lemuria, a Blade-Bearer.
  Library of Ort: Scattered around the world are 
  ancient underground places where ancient men hid 
  from the Sorcerer-Kings. The Library was one of 
  these refuges. Upon the walls are many paintings of 
  beasts both common and rare. For one who is wise, 
  they reveal the secrets of these creatures – their 
  lairs, their strengths and their weaknesses.
  Manuscript of the Void: The ancient manual of the 
  lore of the Sorcerer-Kings. It is written in Sorceric, 
  so is completely unintelligible to most.
  Methyn Sarr: The Witch Queen, Queen of the Fire 
  Coast.
  Mezzechesh: The home of the Gods, at the top of 
  the Cloud Stairs on Mount Kolvis.
  Negedzar Frome: King of Urceb.
  Nitina: Princess of Oomis.
  Nylus Keller: Lord Commander of the Satarlan Sky-
  Navy.
  Raku-wine: Good but expensive wine made from 
  raku-berries.
  Oomis Chronicles: The history and records of 
  the rise of the city of Oomis. They are held in the 
  Library of Oomis.
  Orb-Blade: The legendary blade made from the 
  Star-Orb. The original was used by Hrangarth, but 
  was lost in the Festrel Swamp by Lord Kylarth. 
  The sword was found again by Lord Thangard 
  of Oosal and used to defeat the Sorcerer-Kings a 
  second time. This time, however, it was broken and 
  is believed to have fallen into the black depths of 
  Hyrdral Chasm.
  Parsool Records: The history of Parsool, held in his 
  palace by the current King of Parsool, Zandar Bley.
  Priests: Worshippers of the Twenty Gods of 
  Lemuria – there are temples to these gods in every 
  city. Priests differ from Druids insofar as Druids 
  worship only the Dark Gods and perform human 
  sacrifices. Both Priests and Druids worship one of 
  the gods together – Nemmereth. Druids believe that 
  death should be visited upon as many people as 
  possible as that is the way that the god will come to 
  full Power. Priests believe that death is natural and 
  comes to people when the time is right, but should 
  not be visited upon people wantonly and cruelly. 
  Raima: Queen of Lysor.
  Ralidish: This is both the name of a tree and the 
  fruit it bears. Also known as the waterfruit, it is 
  found in Lemurian jungles. Its pale-skinned fruit is 
  pulpy and refreshing, and can be a lifesaver to lost 
  travellers.
  Red Druids: Worshippers of Zaggath, Lord of Fire. 
  Flame is always involved in their dark ceremonies.
  Rhadathmazar: A dark grimoire of power, held by 
  the Magicians of Zalut.
  Salem: Captain of the Wizard-Watch of Tyrus.
  Satarla Volumes: The records of the history of 
  Satarla – they are held under heavy guard in the 
  Great Library of Satarla. 
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  Scribes of Ygddar: Olden Scholars tasked to record 
  the histories of the Lemurian cities of Ygddar, 
  Oosal, Qeb, Qiddesh, and Qar. They wrote many 
  volumes, including the lost Ygddar Codex.
  Serene City: Poetic name for Lysor.
  Sky-boats: Flying boats made of allanium. Dondar 
  Thule, an alchemist from Lysor, built the first 
  of these craft, and later the King of Satarla had 
  him build a whole squadron (12 sky-boats), at 
  great expense. The boats are about 30’ long, from 
  pointed prow to pointed stern. They are driven by 
  powerful spring-powered rotors. One set at the 
  rear propels the boats forward and a second set, 
  just beneath the prow, pushes the boat backward 
  if necessary. Other rotors in the centre of the deck 
  and beneath the keel force the floater either up 
  or down as desired. The engines are set in action 
  by four levers (located in the craft’s small cabin), 
  which are labelled with the directions that they 
  govern. The higher the levers are pushed, the 
  stronger the rotors drive the craft. The craft are 
  able to reach speeds of around 50 mph.
  Slith: Vampire flowers, found in the jungles of 
  Qush. The petals exuded a narcotic vapour that 
  stuns its prey (men and animals). Then its fanged 
  blossoms drain its victim of blood.
  Star-Lore: The knowledge of astronomy, astrology, 
  and navigation.
  Star-Orb: The Star-Orb fell from the heavens, 
  directed to the earth by Sa’Tel, and from its metal 
  the legendary Orb-Blade was forged. The Witch 
  Queen, Methyn Sarr, is reputed to hold the Star-Orb 
  within her fortress on the Fire Coast.
  Suria Klodis: Queen of Malakut.
  Syton: Old (now dead) king of Tyrus.
  Testament of C’Thoollanax: An ancient tome of the 
  Sorcerer-Kings describing (amongst other things) 
  the creation of the Blue Giants, the Slorth, and 
  some of the other strange creatures that now exist 
  in the world.
  Thangard: A Hero and Bladebearer.
  Turalon: These are fabulous black, dark red and 
  deep purple roses of Lemuria’s jungles.
  Urceb Rolls: Histories of Urceb – many of the 
  chapters are believed lost in the catacombs below 
  the city, but some are to be found in the libraries of 
  magicians and the wealthy.
  Urld: A hard black wood, similar to teak. The Urld 
  tree grows in the cold tundras of the Northlands.
  Volume of Sss’ggrilssi: Written by the first Queen 
  of the Sorcerer-Kings, this massive stone book tells 
  of the race of Sorcerer-Kings and their magic and 
  science. Even the descendants of the Sorcerer-Kings 
  have forgotten its whereabouts. If they can find it, 
  they may be able to use its knowledge to replenish 
  their species and dominate the earth.
  Waterfruit: Fruit of the ralidish tree.
  Wizard-Watch: Inquisitors of Tyrus, under Captain 
  Salem.
  Yellow Druids: These druids – believed wiped out 
  with the fall of the Sorcerer-Kings – still practice 
  their worship of Morgazzon, Demon of Madness, 
  in their hidden temples in Oomis, Lysor, and their 
  main temple in the Festrel Swamp.
  Ygddar Codex: A lost account of the expansion of 
  man during Kylarth’s time, written by generations 
  of the Scribes of Ygddar. It is an account of the 
  death of Kylarth in the Festrel Swamp, and the 
  eventual fall of all of the olden cities of the east. 
  It is believed to contain some of the secrets of the 
  ancients.
  Yrzlak’s Forge: Mount Kolvis.
  Zandar Bley: King of Parsool.
  Zannibal: A tall tree that makes up much of the 
  jungles of Lemuria. The wood is used for just 
  about everything, from furniture to house and boat 
  building, to making charcoal.
  Zomat Deshkar: The current King of Halakh.
  Zula: Moths that grow to the size of a bat or small 
  bird. They have gauzy colourful wings. Harmless 
  and beautiful, they inhabit the jungle lands.
  Zulena: Daughter of King Colmus of Lysor. Twin of 
  Jehana.
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  Magicians, priests, and alchemists figure highly 
  in sword-and-sorcery fiction. That said, these 
  mysterious types do not generally make for good 
  player characters. As a rule, they tend not to 
  be adventurous, preferring instead to engross 
  themselves in their arcane studies. Also, most of 
  them tend to be the villains – often twisted and 
  deranged by their foul necromancies, bizarre 
  devices, and by the worship of dark gods...
  Alchemists
  “Krongar studied the room. Its walls were lined 
  with shelves full of bottles and jars, crucibles and 
  alembics, some bubbling with evil-smelling fluids. 
  There were books too – and tomes and scrolls, 
  manuals and grimoires. Almanacs small and large 
  – some of them as tall as Krongar himself, bound 
  in bouphon-hide or between plates of a worked 
  metal or carved zannibal wood. The books were 
  written in languages unfamiliar to Krongar – old 
  and crabbed handwriting, with faded letters and 
  twisted glyphs. One book, bound in leather and 
  gold, caught Krongar’s eye – the green snake on 
  its cover appeared to move, and a low hiss seemed 
  to come from the interior of the book itself.”
  Krongar’s Saga
  Alchemists do not cast spells – they change and 
  create things. They would be called scientists and 
  inventors today. Barbarians and peasants often 
  mistake them for wizards, not understanding (nor 
  caring about) the distinction.
  Alchemists can create “magic” potions, salves, 
  gasses, liquids and powders. They use all manner 
  of scientific athanors, flasks, alembics, pots, 
  tubes, and crucibles in their experiments. 
  Often working with blacksmiths, they can 
  use their knowledge of metallurgy to 
  put extra strength and lightness 
  into weapons and armour, and 
  to create devices. They 
  can create the lighter-
  than-air-material called 
  allanium, to build flying 
  boats.
  Time and money
  Like magicians, alchemists must pay a price for 
  their science. Unlike magicians, however, the price 
  paid by an alchemist is one of time and money. 
  Alchemy is something that cannot normally be 
  performed during an adventure – it needs time for 
  the alchemist to gather and ready the materials, 
  work out the quantities and designs, have 
  craftsmen build some of the parts, and then put 
  the construct together. Even that isn’t the end of 
  it, because the finished article must be tested and 
  corrected several times or more before it is ready 
  to use.
  Alchemy is something that is done, in effect, 
  between adventures, when you have at least 
  a week of downtime. Before embarking on a 
  new adventure, the character should describe 
  what he did with his time and money since the 
  last adventure, including what preparations he 
  attempted to make.
  Craft Points
  Progress with alchemical preparations is tracked 
  using through Craft Points. Between adventures, 
  a character will gain a number of Craft Points 
  equal to their career rank in alchemist. So if you 
  have 3 ranks in alchemist, you would get 3 Craft 
  Points. Some items require you to spend your Craft 
  Points over several adventures – which is actually 
  necessary to make Mythic-grade preparations. 
  So if you have 3 ranks, it would take you at least 
  3 adventures to generate the 8 Craft 
  Points needed to make a Mythic 
  preparation. 
  You cannot spend more than 5 
  Craft Points per adventure, and 
  they cannot be saved between 
  adventures, as they represent 
  time as well as materials. So 
  before each adventure, you need 
  to invest Craft Points in a project, 
  even if that project will remain 
  unfinished (see “Stages” below). 
  CHAPTER 6
  MYSTERIES OF LEMURIA
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  Alchemy craft costs 
   
  4 A Common preparation costs 1 Craft Point. 
   
  4 An Uncommon preparation costs 2 Craft 
  Points. 
   
  4 A Legendary preparation costs 4 Craft Points. 
  You can make a maximum of one item per 
  adventure. 
   
  4 A Mythic preparation costs 8 Craft Points. You 
  can make no more than one of these per two 
  adventures.
  An alchemist can work on Common, Uncommon 
  and Legendary preparations at the same time, so 
  an alchemist of rank of 3 could produce one potion 
  of insect repellent (Common) and one enhanced 
  strength powder (Uncommon) between adventures. 
  This is not possible with Mythic preparations, as 
  the alchemist needs to devote all of his time and 
  energy to the project.
  Craft Points and starting equipment 
  The GM may decide to let an alchemist spend 
  Craft Points before the first adventure. However, 
  these Craft Points must be spent on a completed 
  project, and cannot be spent as a stage in an 
  ongoing project. Thus, the GM could let a Hero 
  with alchemist 2 begin with burning oil, but not let 
  him start with 2 Craft Points invested in a Mythic 
  preparation.
  Stages
  Where it takes an alchemist more than one 
  period of “downtime” between adventures to 
  create something, these periods are referred to 
  as stages. You spend Craft Points at each stage 
  of the preparation, until you have enough Craft 
  Points to finish the preparation. In other words, 
  when producing a Unique preparation (8 Craft 
  Points), an alchemist of rank 2 would require four 
  stages to complete his work. At the final stage, he 
  would have to make a successful Task Roll (mind + 
  alchemist). If he fails, his work is ruined, and all the 
  Craft Points invested are lost. 
  The Task Roll difficulty for mind + career when 
  creating alchemical preparations is shown in the 
  table below.
  Note: The table below assumes access to a proper 
  laboratory/shop and having the raw materials 
  present. Otherwise, increase the difficulty by one 
  level.
  Additional modifiers:
   
  4 Where the alchemist is analysing a previously 
  unknown object or potion, increase the level 
  of difficulty by one.
   
  4 Where the alchemist is simply repairing an 
  item or refreshing a potion, reduce the level of 
  difficulty by one for Common and Uncommon 
  Preparations. Repairs require half as many 
  Craft Points as the original equivalent creation.
  Preparations
  Common preparations
  These are potions, devices and creations that can 
  readily be created by other professions without the 
  use of magic. They are not common knowledge, 
  but rather the result of careful observation and 
  experimenting by knowledgeable practitioners.
  When you make a Common preparation, you must 
  spend 1 Craft Point, whether you succeed or fail.
  Uncommon preparations
  These things are known to alchemists but are 
  beyond the normal village shaman’s or witch’s 
  ability to produce from commonly-found materials. 
  The required materials are normally obtainable 
  at the local marketplace, or from relatively 
  accessible places, and are easily stored. Uncommon 
  preparations are complex beyond most craftsmen 
  or the most cunning of distillers. 
  You must spend 2 Craft Points when you make 
  your Task Roll, whether you succeed or fail.
  Legendary preparations
  These preparations are known to many alchemists, 
  but only produced in the larger cities or the hidden 
  laboratories of isolated alchemists. These miracles 
  are things that are often heard of in a storyteller’s 
  tale and presented as magic. These tend to be 
  temporary effects, except those that heal or restore.
  Preparation level
  Difficulty
  Modifier to task roll
  Common–
  Easy
  +1
  Common
  Moderate
  0
  Uncommon
  Hard
  –1
  Legendary
  Tough
  –2
  Mythic
  Demanding
  –4
  Mythic+
  Formidable
  –6
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  Ingredients for these creations are usually rare, 
  exotic or easily spoiled. They often aren’t found 
  in the region the alchemist is located in, and he 
  will need to hire adventurers to obtain it for him. 
  They could range from near-extinct animals, plants 
  raised under special conditions, distillates of exotic 
  minerals, materials that can only be produced 
  under starlight or moonlight or by animals with 
  special diets.
  When you attempt to make a Legendary 
  preparation, you must spend 4 Craft Points when 
  you make your Task Roll. For potions, if you fail, 
  you lose only 2 Craft Points. For devices and 
  creations, you lose 4 Craft Points if you fail.
  Mythic preparations
  These things are mentioned in ancient writings and 
  in the legends of the lost races and the Sorcerer-
  Kings. To see one of these in a lifetime is unusual. 
  Once found, they are guarded and secreted away 
  from curious eyes – often for centuries. You will 
  likely need to locate an ancient tome describing the 
  thing you want to make before you even start to 
  build one.
  The raw ingredients for these may take several 
  years to decant, grow or infuse. Necessary plants, 
  animal parts and/or minerals are located in faraway 
  lands or exotic environments (undersea, north 
  slope of a mountain-top, a swamp-drowned tomb, 
  mummy’s coffin, and anything involving danger 
  and travel). Once gained, they must be preserved in 
  exotic ways or else lose some of their potency.
  When you attempt to make a Mythic preparation, 
  you must also spend 8 Craft Points to complete it. 
  For potions, if you fail you lose only 4 Craft Points. 
  For devices and creations, you lose all 8 Craft 
  Points whether you succeed or fail. 
  Potions
  Common Potions
  These concoctions, liquids and poultices could be 
  prepared by an ordinary herbalist – someone with 
  the knowledge, skill and expertise to mix and brew 
  a variety of raw materials in the right proportions. 
  Common potions tend to be ordinary things that 
  could be found at the drug store of modern times, 
  and induce temporary effects, except those that 
  heal or restore:
   
  4 Pain-killers (lasts 2d6 hours, 3 doses)
   
  4 Sleep Inducers (ingested, gives 2d6 hours 
  sound sleep, 3 doses)
   
  4 Fever Relief (lasts 2d6 hours, 3 doses)
   
  4 Acids (1 small vial, does 1d3 damage or burns 
  through an inch of metal or wood)
   
  4 Animal Poison (kills small pests for 1d3)
   
  4 Antidotes to natural venoms and herbal toxins 
  (recovery in 1 hour, 3 doses)
   
  4 Insect Repellent (lasts 4d6 hours, 3 doses)
   
  4 Alcoholic Spirits (good quality, 3 bottles)
   
  4 Invisible Ink (becomes visible when wet or 
  warmed)
   
  4 Pox Cure (imbiber is cured of the pox)
   
  4 Scurvy Cure (imbiber is cured of scurvy)
  Example: Argol Arran feels that the group will 
  need some insect repellent perfume for their 
  journey through the Festrel Swamp. He is an 
  alchemist of rank 1, giving him 1 Craft Point, so 
  he can make one common preparation before the 
  adventure begins. He is in a tavern room, so he is 
  making do with whatever resources are at hand. 
  Therefore the difficulty moves from Moderate to 
  Tough (–2). Argol does have mind 1 and alchemist 
  rank 1, cancelling out the negative modifier. This 
  means he must roll 9+ to successfully make the 
  perfume. 
  Uncommon potions
  These are mixtures that imbue the recipients 
  with improvements or reductions to their normal 
  capabilities. These effects tend to be temporary, 
  except those that heal or restore:
   
  4 Might (+1 strength for the scene)
   
  4 Quickness (+1 agility for the scene)
   
  4 Clarity (+1 mind for the scene)
   
  4 Beauty (+1 appeal for the scene)
   
  4 Improved Senses (bonus die for Task Rolls for 
  noticing things for the scene)
   
  4 Precision (bonus die on Ranged Attack Rolls 
  for the scene)
   
  4 Prowess (bonus die on Melee Attack Rolls for 
  the scene)
   
  4 Growing or shrinking (for the scene) 
   
  4 Infatuation (imbiber must save mind vs. your 
  alchemist rank or be infatuated for a day)
   
  4 Instant Sleep (imbiber must save strength vs. 
  your alchemist rank or fall into a deep sleep 
  for half a day)
   
  4 Antidote to Alchemical Poisons (recovery in 1 
  hour, 3 doses)
   
  4 Acid Neutralizer (instantly stops effects of 
  equal amount of acid – makes 9 small vials)
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  Legendary potions
  Legendary potions and their effects would include: 
   
  4 Love (imbiber must roll mind vs. your 
  alchemist rank or be in love till the next full 
  moon, 1 dose)
   
  4 Plague Cure (imbiber is cured of any disease, 
  2 doses) 
   
  4 Appearance of Youth (imbiber appears to be 
  no more than 25 years old for a week, 1 dose)
   
  4 Paralysis (imbiber must roll strength vs. your 
  alchemist rank or be completely paralyzed for 
  24 hours, 1 dose)
   
  4 Heroism (imbiber gets +1 to all combat 
  abilities for one scene, 1 dose)
   
  4 Resilience (imbiber’s skin counts as 
  protection 1d6 armour for one scene, 
  1 dose)
   
  4 Shape Change (imbiber 
  changes to look like 
  someone else 
  for 1 hour. 
  Requires some 
  hair, fingernails, 
  blood, etc. from 
  that person to make it, 
  1 dose.) 
   
  4 Universal Antidote (can cure any poison, 
  instantly reversing its effects, 1 dose)
   
  4 Water-Breathing Tincture (allows imbiber to 
  breathe underwater for half a day)
   
  4 Invisibility Powder (people seem not to notice 
  the wearer unless he does something to draw 
  attention to himself, lasts for one scene)
   
  4 Alchemist’s Fire (explodes in a 10' radius 
  doing d6 ×2 damage)
  Mythic potions
  Such unique elixirs and effects would be things like:
   
  4 Immortality (You aren’t ever going to die 
  naturally, although you might age slowly, 
  becoming more withered the longer you go on 
  – only violence or accident can kill you) 
   
  4 Permanent Alteration (+1 to any attribute 
  permanently, will only ever work once on any 
  given individual)
   
  4 Perfect Regeneration (re-grows a lost limb, eye, 
  etc., effectively erasing the flaw associated 
  with it)
   
  4 Invincibility (imbiber’s skin counts as if it were 
  armour with d6 ×2 protection for a scene)
   
  4 Phoenix Dust (powder that burns on contact 
  for d6 ×3 damage, even underwater)
  Devices and Creations
  Common devices and creations
  These are finely made items of common use. The 
  alchemist mixes the metals and materials, but a 
  blacksmith might be needed to help put the item 
  together. Normally these items are lighter and 
  stronger than other items created under usual 
  conditions.
   
  4 Masterwork armour
   
  4 Masterwork weapons
   
  4 Masterwork tools
   
  4 Locks (ordinary lock of –2 difficulty)
   
  4 Traps (ordinary trap of –2 difficulty to find 
  and disarm, and cause d3+1 damage when 
  triggered)
  Masterwork weapons and armour reroll any result 
  of 1 when rolling damage or protection (only one 
  reroll allowed). 
  Items that are not weapons or armour but do 
  affect lifeblood typically cause or cure 1d3 of the 
  receipient’s lifeblood. 
  Other potions and items would have to be worked 
  out between the player and the GM using the above 
  as guidelines.
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  Uncommon devices and creations
  Uncommon devices would be items that require 
  detailed research and technical ability normally 
  outside of the skill of a common blacksmith, the 
  best jeweller, or the most cunning distiller:
   
  4 Harder weapons (roll a bonus die when rolling 
  for damage)
   
  4 Lighter armour (provides one grade better 
  protection than the actual armour (or d6 
  for heavy armour) – so light armour would 
  provide the same protection as medium 
  armour – and also halves the additional 
  damage caused by Mighty and Legendary 
  successes, where Bloody Slash/Crushing Blow 
  is selected
   
  4 Elaborate locks and traps (difficulty is –4 to 
  get past them – traps cause d6+1 damage 
  when triggered)
   
  4 Hollow glass knife (filled with acid or poison)
   
  4 Artificial limbs (with few or no moving parts, 
  but nicer than a hook or peg)
   
  4 A timepiece
   
  4 A telescope
   
  4 A periscope
   
  4 A microscope
   
  4 Weapons secreted in common items
   
  4 Grappler crossbow (fires a silk rope and 
  grappling hook with 25' range increment)
   
  4 Light-producing chemicals (produces light for 
  up to half a day)
   
  4 Fire self-starter (lights campfires quickly and 
  easily)
   
  4 Burning oil (lights on contact and burns for d6 
  damage)
   
  4 Rust reversal (enough to clean the rust off a 
  suit of armour)
   
  4 Perfectly pitched musical instruments (Tools 
  of the Trade)
  Damaging or healing items that in themselves 
  would not normally cause any damage (that is, they 
  are not weapons or armour) typically cause or cure 
  1d6 lifeblood of damage to the recipient. Other 
  potions and items would have to be worked out 
  between the player and the GM using the above as 
  guidelines.
  Legendary devices and creations
  These are artifacts that the Sorcerer-Kings used 
  every day, but the knowledge of how to build them 
  is now known to only a very few – and the skill to 
  build them by even fewer still. Such items would be 
  along the lines of the following:
   
  4 Legendary weapon (roll a bonus die when 
  rolling for damage – in addition, they are 
  unbreakable and ignore armour, except that 
  created by an alchemist. The weapon must be 
  given a name.)
   
  4 Legendary armour (provides one grade better 
  protection (or d6 for heavy armour) – in 
  addition, you roll a bonus die – so roll two 
  dice and drop the lowest one. For example, 
  light armour becomes medium armour with 
  a bonus: d6H–2, so you roll 2 d6 and take 
  the highest result, and then subtract 2. This 
  armour also halves the additional damage 
  caused by Mighty and Legendary successes, 
  where Bloody Slash/Crushing Blow is selected.
   
  4 Flying machines (see sky-boats)
   
  4 Lightning-gun (vaguely arbalest-like devices 
  causing d6 ×2 damage, ignoring armour, with 
  a base range of 250')
   
  4 Ingenious locks or traps (–6 difficulty to get by 
  them – traps cause d6 ×2 damage if triggered)
   
  4 Invisibility belts (provides the effect of 
  Invisibility Powder, in a belt)
   
  4 Lighter-than-air belts (made of allanium, 
  allows the wearer to float up and down) 
   
  4 Water-breathing helmets (allow the wearer to 
  breathe under water) 
   
  4 Distilled allanium and janium
   
  4 Breeding plants and animals into deadly life 
  forms 
   
  4 Automatons and guardians from living suits of 
  armour
  Damaging or healing items that in themselves 
  would not normally cause any damage (that is, they 
  are not weapons or armour) typically cause or cure 
  d6 ×2 lifeblood of damage to the recipient. Other 
  potions and items would have to be worked out 
  between the player and the GM using the above as 
  guidelines.
  Mythic devices and creations
  These are concepts beyond the imagination of 
  many people of the continent of Lemuria, although 
  relatively achievable by the Sorcerer-Kings. These 
  could include:
   
  4 Mythic weapon (as Legendary weapon, plus 
  they are treated as a Trademark Weapon (see 
  Boons). The weapon must be given a name.)
   
  4 Mythic armour (As Legendary armour, with no 
  agility penalties at all for wearing it – so you 
  can even swim while wearing the armour)
   
  4 Unique lock or trap (–8 Difficulty to get by 
  these – traps cause d6 ×3 damage if triggered)
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  4 Armoured war-machines
   
  4 Submersible boat (a submarine that can carry 
  a crew of four, but no more than 20' beneath 
  the water’s surface. It is fitted with a floating 
  hose that carries down air from the surface, 
  but this can be noticed. Otherwise, it holds 
  enough air to last four people one hour while 
  submerged. It can move about 5 miles an hour 
  by the people inside pedalling to turn the 
  propeller.)
   
  4 Brain-transfer machines and their victims
   
  4 Intelligent dwellings
   
  4 Semi-sentient machines
   
  4 Creating life from chemical vats
   
  4 Vats for cloning individuals
   
  4 Create man-beast hybrid life-forms
  Damaging or healing items that in themselves 
  would not normally cause any damage (that is, they 
  are not weapons or armour) typically cause or cure 
  d6 ×3 lifeblood of damage to the recipient.
  Other potions and items would have to be worked 
  out between the player and the GM using the above 
  as guidelines.
  Example: 
  Jesharek Jool (mind 3, alchemist 3) decides to 
  create a Mythic Sword for his friend Krongar. It 
  will be called Skullsplitter. Jesharek knows his 
  work will take three stages to complete, because 
  he has 3 Craft Points and it requires a total of 8. 
  In the first stage, he describes how he obtains the 
  rare and precious metals that he needs to prepare 
  the janium for the blade by spending all of the 
  money that he received on his last quest. He has 
  put 3 Craft Points into making the sword and has 
  completed stage 1. 
  Next he tells the GM he needs to find a rare scroll 
  that he believes should be in the catacombs 
  beneath the ruins of Oosal and gathers some 
  adventurers to assist him. He will be able to 
  attempt stage 2 when he returns with the ancient 
  text.
  Priests and Druids
  “The Sorcerer-Kings sought to become gods but 
  it was not within their power to be gods. Instead 
  Hadron came to them and ran amok. By the time 
  the Sorcerer-Kings had learned their mistake, 
  the damage was done and the cataclysm had 
  been wrought. It would take the great passage of 
  time for the Sorcerer-Kings to rise again. In the 
  meanwhile man ruled in their place, watched over 
  by the Twenty Gods”
  The Crimson Edda
  Priests are the earthly agents of the Twenty Gods 
  of Lemuria. They bring the word of the gods to 
  their worshippers on earth. Each god has his own 
  followers, and their temples are numerous across 
  the land.
  Druids are the earthly agents of the demonic Dark 
  Gods – the Gods of the Void. Their numbers are 
  fewer and their followers more widely scattered. 
  However, their numbers swell each day, as Hadron 
  tests his powers and seeks to restore himself in the 
  world. They have hidden temples in remote places 
  and in the hidden parts of several cities. 
  Devotions
  Priests follow and worship all Twenty Gods, but 
  those priests of career rank 1 or higher must choose 
  one above all others (see Chapter 5). Druids worship 
  all Dark Gods but, at rank 1 or higher, must choose 
  one above all the rest. At rank 0, priests and druids 
  are still in training and do not devote themselves to 
  any one god in particular. 
  Priests and druids do not actually cast spells, 
  although many priests and druids (the latter in 
  particular) are also magicians and therefore do have 
  access to real magic via that career.
  People often assume that priests who are magicians 
  obtain their sorcery from the gods, and most 
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  priests don’t bother to correct them – it helps 
  maintain the mystique of the priesthood and keeps 
  their followers obedient.
  Priests and druids need to worship their gods. 
  This involves a visit to the temple where they pray, 
  meditate, fast, carry out priestly duties, and even 
  perform sacrifices. When priests carry out their 
  devotions, they receive benefits in the form of Fate 
  Points. 
  Gaining Fate Points
  Priests and druids receive 1 Fate Point per hour 
  spent at their devotions. They can receive a 
  maximum number of Fate Points equal to their 
  priest or druid rank. However, the expectations of 
  their worship are higher, the longer they spend at 
  the temple:
   
  4 For an hour, they would be expected simply to 
  pray and meditate. 
   
  4 For two hours, in addition to praying and 
  meditating, they would be expected to perform 
  a small service or minister to the flock. 
   
  4 For three hours, in addition, they would 
  be expected to perhaps assist at a major 
  ceremony. 
   
  4 If the priest is spending four hours at the 
  temple, he would most certainly be expected 
  to hold a special service, including carrying 
  out some sort of sacrifice to the gods. The 
  form of the sacrifice really depends on the god 
  in question – it might simply be the sacrificial 
  slaughter of a common beast, but for the Dark 
  Gods, the requirement might be a human 
  sacrifice.
  Using Fate Points
  Fate Points are used to grant one-off boons (or 
  flaws) for one short activity or task. The activity 
  would have to be something that could be readily 
  connected to the domain of his god. 
  The boon can be granted to the Priest himself or to 
  anyone of his choosing who is in line of sight. The 
  same is true of a flaw. 
  No task resolution roll is needed by the priest – the 
  boon or flaw automatically affects its target.
  Example: 
  Bellys Blak is a priest of Chiomalla (the Goddess 
  of Crops and the Harvest) at rank 2. Bellys spends 
  an hour at the temple, praying and meditating. 
  He then holds a small service for the small 
  congregation that has gathered to leave offerings 
  at the altar. This takes him two hours, so he 
  receives 2 Fate Points.
  Later on, Bellys is in the tavern with his sidekick, 
  Jomi, who used to be a farmer. A bunch of 
  drunken thugs start to harass them, so Bellys 
  starts to call upon the powers – and grants a boon 
  to his friend (explaining to the GM that his friend 
  is a farmer and therefore it is an appropriate use 
  of a Fate Point). Jomi punches one of the thugs, 
  receiving a boon (“Blessed by Chiomalla”) to his 
  Attack Roll.
  Inventive Use of a Fate Point: One of the thugs 
  then attacks Bellys, who decides to rely on 
  Chiomalla again. This time, reasoning that the 
  thug has had a few drinks, Bellys’ player states 
  that the alcoholic beverage (made of grain) 
  suddenly affects the thug more than he thought 
  (using his last Fate Point), and the thug receives a 
  flaw to his assault on Bellys.
  Regaining Fate Points
  Once a Fate Point has been spent, it is gone. So a 
  priest of rank 1 will be able to grant one boon or 
  one flaw once, and then he will have to return to 
  his temple to carry out the appropriate devotions 
  to receive another Fate Point.
  Domains
  Each of the gods has a domain over which he 
  presides (Dyr is the God of Storms, Tharungozoth 
  is the Slaughterer, and so on). Choosing the right 
  god for your character is key to the sort of things 
  he can do with his Fate Point(s). The GM is the 
  final arbiter on what boons or flaws would be 
  appropriate, although inventive suggestions should 
  always be rewarded.
  Example: Argandros Drall is a druid of Zaggath, 
  Lord of Fire. He has seen Krongar approaching 
  his blood-stained altar to rescue the maiden 
  Argandros plans to sacrifice to his Dark Lord. 
  Argandros theatrically appeals to his god and 
  points a finger at Krongar, who is about to 
  unleash his spear at the druid. Maybe it catches 
  on the flickering torch nearby or maybe it is 
  simply in his mind, but Krongar sees his spear 
  suddenly bursts into a brief but very hot flame, 
  causing the barbarian’s aim to go wild. 
  The player rolls three dice for Krongar, getting 1, 
  6 and 3 – taking away the highest (the 6), he is left 
  with only 4, and even adding his agility and his 
  ranged combat ability isn’t enough to hit the evil 
  druid. Krongar’s spear clatters harmlessly against 
  the far wall.
  Creating new Domains
  You will see that of the ‘Twenty Gods’ of the 
  Lemurian pantheon, a number are not detailed. This 
  gives players some free reign to come up with their 
  own domains for the god, if they require. 
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  Magicians
  “Krongar had never met a Wizard before and 
  although this man before him was old and his 
  robe sagged on his bony frame, there was a power 
  surrounding him that made Krongar pause for 
  a moment. That pause was just enough time for 
  Jesharek to mutter a spell of binding – thick ropes 
  coiled around the Barbarian so that he could 
  not easily reach for his blood-thirsty Valgardian 
  blade.”
  Krongar’s Saga
  Magicians in Barbarians of Lemuria are normally 
  the bad guys – the villains to be hunted down and 
  destroyed. They are generally feared – not only 
  because of their strange habits and nocturnal 
  ways, but also because the powers they wield are 
  not understood and can be devastating, if also 
  unpredictable.
  In game terms, the most powerful of the spells that 
  these individuals can perform take a great deal of 
  time and research – something that there is not a 
  lot of during the course of a normal adventure. So, 
  sorcery is not something to be taken lightly, and 
  not generally taken up by PCs. 
  However, there are some examples of magician 
  heroes in sword-and-sorcery fiction, so this career 
  can make a viable option for players – if they 
  understand the possible restrictions they might 
  face.
  Arcane Power
  Characters with points in the magician career 
  begin play with Arcane Power equal to 10 plus 
  their magician rank. NPC rabble magicians (adepts, 
  students and apprentices) start with 1, 2 or 3 
  Arcane Power (equivalent to their lifeblood). 
  Spell Magnitude
  All spells fall into one of four classes: Cantrips, and 
  spells of First, Second or Third Magnitude.
  Magicians always have rune-inscribed rings, 
  amulets, talismans and trinkets and so forth about 
  their bodies, through which they can cast very 
  minor and simple tricks called cantrips. If they are 
  stripped of these items, they have difficulty even 
  with these cantrips.
  Spells of increasing magnitude have a greater cost 
  in Arcane Power and increasing difficulty levels 
  to successfully cast. The spell power costs and 
  difficulties table highlights these.
  Mind-affecting spells: Spells that directly interfere 
  with a person’s psyche or his perceptions, such as 
  mind control and mind reading, have an additional 
  modifier based on the mind rating of the victim of 
  the spell.
  Healing with Arcane Power: Sorcery does not lend 
  itself to healing injuries of any sort. Accordingly 
  magicians cannot cast spells that repair damage to 
  living things, although they can repair inanimate 
  objects or items using magic.
  Sorcery and Armour: Magic is difficult to perform 
  whilst restricted by armour and costs the magician 
  a greater amount of Arcane Power. For light 
  armour, 1 extra Arcane Power point is used in 
  casting a spell. For each heavier armour type, add 1 
  point of Arcane Power to the casting cost.
  Cantrips
  These are very basic spells, allowing the caster to 
  conjure a brief pool of light, the distant sound of 
  laughter, or a spark to light a fire. Cantrips can 
  be used to repair a common object, sour a jug of 
  ale or make the brief illusion of a common object. 
  Other examples might include making a coin 
  vanish, causing a rope to slither up a castle wall or 
  distracting a guard with an imagined sound. Such 
  spells rarely cost more than 1 Arcane Power, and 
  only require a skill roll when directly affecting a 
  sentient target or perhaps if the magician has been 
  deprived of his trinkets and fetishes (when the 
  Arcane Power cost would be higher too).
  Cantrip suggestions:
   
  4 Foul Food
   
  4 Illusory Sounds
   
  4 Minor Curse (–1 to the target’s next Task Roll)
   
  4 Momentary Clumsiness (target drops an item 
  being held, or stumbles etc.)
   
  4 Pain (causes 1 lifeblood damage to the target)
   
  4 Paralyzing Gaze (paralyzes target for a round)
  More powerful spells are trickier though, and are 
  really the stuff of heroic magicians and villainous 
  sorcerers.
  Cantrips
  Cost: 
   
  1 or 2 Arcane Power
  Requirements: None
  Minimum: 
  1 Arcane Power
  Difficulty: 
  Automatic (no roll needed),  
   
   
  Very Easy (+2), or Easy (+1)
  Spells of the First Magnitude
  These tend to be spells that the magician can cast 
  during the course of an adventure. They are utility 
  spells – they allow the sorcerer to perform activities 
  that anyone with the right training and equipment 
  could manage. Such sorcery might allow the caster 
  to glide up the side of a cliff – since a normal 
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  person with rope and pitons could achieve the 
  same result (eventually). Damaging spells of this 
  type would typically cause 1d6 lifeblood of damage 
  to the target. These spells cost 5 Arcane Power 
  and have a price too. You must select one casting 
  requirement to be able to produce the spell at all. 
  For every additional casting requirement that the 
  magician can meet – in full – reduce the power cost 
  by one point. The minimum Arcane Power cost of a 
  First Magnitude spell is always 2.
  First Magnitude spell suggestions:
   
  4 Fear
   
  4 Illusion 
   
  4 Visions of close or recent happenings
   
  4 Summoning Minor Demons
  Spells of the First Magnitude
  Cost: 
   
  5 Arcane Power
  Requirements: –1 Arcane Power per  
   
   
  extra requirement taken
  Minimum: 
  2 Arcane Power
  Difficulty: 
  Moderate (0) or Hard (–1)
  First Magnitude spell casting requirements
   
  4 Special Item: An ancient tome, heavy tablet or 
  delicate scroll is required but is relatively easy 
  to come by (some bartering, a short journey or 
  a minor expenditure)
   
  4 Line of Sight: The caster must be able to 
  clearly see his or her intended target
   
  4 Casting Time: The spell will take at least 1d6 
  ×30 minutes of meditation, chanting, dancing 
  etc. to correctly execute
   
  4 Intimate Materials: A personal item of the 
  intended target (or a tile from the target 
  building, for example) is required
   
  4 Special Knowledge: The caster must conduct 
  lengthy research before he or she has the 
  necessary information to cast the spell
   
  4 Obvious Technique: The caster must gesture, 
  chant, dance or make strange sounds during 
  the brief casting process
   
  4 Auspicious Hour: The spell may only be cast at 
  a specific hour of the day
   
  4 Ritual Cleansing: The caster must bathe in 
  clean water and essential oils, and shave all 
  bodily hair from his or her body
   
  4 Wounds: The magician suffers d3 lifeblood of 
  damage when the spell is cast
   
  4 Group Ritual: Requires d6 assistants, each 
  with Magician 0 or higher
  Example: Methyn Sarr (Witch Queen of the Fire 
  Coast) unleashes a javelin-like bolt of flame at 
  Krongar. The GM considers this a First Magnitude 
  spell for the Witch Queen – she has Line of Sight 
  (appropriate for a bolt of fire) to Krongar, and 
  uses Obvious Technique (she’s always putting on a 
  show). With the first requirement to cast the spell 
  met, and with one additional requirement taken, 
  the cost is reduced to 4 Arcane Power. The GM 
  thinks the flame is worth 1d6 lifeblood damage to 
  Krongar.
  Spells of the Second Magnitude
  These are powerful sorceries indeed, and are often 
  only possible during the course of an adventure 
  if appropriate research and preparations are 
  made between adventures (see Chapter 7 under 
  the section Advancement Points). Minds can be 
  controlled, buildings levelled, and mighty warriors 
  transformed into squeaking uzegs. These spells 
  are defined as activities that would be impossible 
  for a single person. Destroying a door would be a 
  spell of the First Magnitude – destroying the wall is 
  definitely Second Magnitude. 
  Spell Magnitude
  Difficulty
  Modifier to task roll
  Arcane Cost Min. Cost
  Cantrip
  Automatic
  Very Easy
  Easy
  –
  +2
  +1
  1 to 2 AP
  1 AP
  First Magnitude
  Moderate
  Hard
  0
  –1
  5 AP
  2 AP
  Second Magnitude
  Tough
  Demanding
  –2
  –4
  10 AP
  6 AP
  Third Magnitude
  Formidable
  Heroic
  –6
  –8
  15 AP
  11 AP
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  These spells cost 10 Arcane Power. For every 
  casting requirement after the first that the magician 
  can comply with or chooses, you can reduce the 
  cost by 1 point, down to a minimum of 6 Arcane 
  Power.
  Second Magnitude spell suggestions:
   
  4 Extended Suggestion
   
  4 Instant Hypnotism
   
  4 Visions of happenings, across the city or 
  within a lifetime
   
  4 Summoning Lesser Demons
  Spells of the Second Magnitude
  Cost: 
   
  10 Arcane Power
  Requirements: –1 Arcane Power per  
   
   
  extra requirement taken
  Minimum: 
  6 Arcane Power 
  Difficulty: 
  Tough (–2) or Demanding (–4)
  Second Magnitude spell casting requirements
   
  4 Special Item: An ancient tome, heavy tablet or 
  delicate scroll is required, and the item will 
  prove difficult to obtain. It is rare, or held in 
  a distant land, or at the top of a dark wizard’s 
  tower guarded by vicious winged apes!
   
  4 Rare Ingredients: An expedition is required 
  to locate the necessary items to perform the 
  magic – it will take 1d6 weeks and at least a 
  purse of gold to obtain the necessary items 
  (of course, any magician worth his salt would 
  have a stable of willing barbarians to track 
  down those special herbs for him!)
   
  4 Permanent Focus: The caster must undertake 
  ritual tattooing to permanently inscribe the 
  details of the spell on his or her person
   
  4 Casting Time: The spell will take at least d6×2 
  hours of meditation, chanting, dancing, etc. to 
  correctly execute
   
  4 Ritual Sacrifice: An animal (of at least the size 
  of a lamb) must be sacrificed prior to casting 
   
  4 Lunar: The spell may only be cast during a 
  specific phase of the moon
   
  4 Personal Ordeal: The caster must fast for 2d6 
  days
   
  4 Wounds: The magician suffers d6+1 lifeblood 
  damage when the spell is cast 
   
  4 Group Ritual: Requires 2d6 assistants, each 
  with Magician 0 or higher
  Example: Methyn Sarr has managed to capture 
  Krongar. It would please her to make the big 
  barbarian into her lapdog, to pay him back for 
  having the temerity to dare come to her fortress 
  to steal from her. Whilst he is languishing in the 
  Witch Queen’s cells, she researches a spell. It 
  would normally cost 10 Arcane Power, but she 
  sends some of her Kalukan Sentinels out to an old 
  tomb to fetch a grimoire that she has heard about. 
  She fasts for a week (rolls 2d6, gets 7) and studies 
  the stars for the best time to perform the spell 
  (making a knowledge roll, using her career of 
  magician). 
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  When she has all of these things together, Methyn 
  has Krongar brought to her in chains and she 
  sacrifices a small beast. She has now met the 
  first spell requirement plus three additional ones, 
  reducing the Arcane Power cost to 7. 
  The GM determines it is a Tough Task Roll. She 
  still needs to make a Task Roll to defeat Krongar’s 
  mind (which is zero, so no worries there!).
  Spells of the Third Magnitude
  These are incredibly rare in any game. These spells 
  bring about natural disasters and terrible curses 
  spanning generations. Such spells cost 15 Arcane 
  Power. For every casting requirement that the 
  caster complies with, reduce the Arcane Power cost 
  by 1. The minimum cost for spells of the Third 
  Magnitude is 11 Arcane Power. 
  Third Magnitude spell suggestions:
   
  4 Causing “natural” disasters
   
  4 Create mental slaves
   
  4 Long-term hallucinations/nightmares
   
  4 Visions of distant lands and the ancient past 
   
  4 Summoning Greater Demons
  Spells of the Third Magnitude
  Cost: 
   
  15 Arcane Power
  Requirements: –1 Arcane Power per  
   
   
  extra requirement taken
  Minimum: 
  11 Arcane Power
  Difficulty: 
  Formidable (–6) or  
   
   
  Heroic/Villainous (–8)
  Third Magnitude spell casting requirements
   
  4 Personal Ordeal: The caster must undertake 
  ritual scarring and/or mutilation and 
  bloodletting to achieve the right frame of 
  mind for casting
   
  4 Casting Time: To correctly execute, the spell 
  will take at least 3d6 hours of meditation, 
  chanting, dancing etc. 
   
  4 Ritual Sacrifice: A sentient being must be 
  slaughtered to empower the spell (a beautiful 
  wench would be most suitable, but they tend 
  to have hairy barbarians trailing behind them 
  that frequently take issue with the whole 
  sacrificing deal...)
   
  4 The Stars ARE Right: The spell may only be 
  cast when the necessary stars and planets are 
  correctly aligned
   
  4 Place of Power: There is only one place known 
  to man where this spell may be cast and –
  guess what? It’s not close!
   
  4 Demonic Transformation: Casting the spell 
  will permanently (maybe) transform the caster 
  into some horrible demonic form with an even 
  more clichéd maniacal laugh
   
  4 Wounds: The magician suffers 2d6+1 lifeblood 
  damage when the spell is cast
   
  4 Group Ritual: Requires 3d6 assistants, each 
  with Magician 0 or higher
  Example: Vulkfind the Black is planning to raise 
  a volcano in the middle of the Heroes’ hometown. 
  The GM rightly assesses this spell as being of the 
  Third Magnitude, and (as Vulkfind is an NPC) 
  selects ‘The Stars ARE Right’ as the first casting 
  requirement and ‘Ritual Sacrifice’ as the second 
  one. Vulkfind has arranged for Princess Somua to 
  be kidnapped from her Royal Palace in Satarla. 
  These two requirements reduce the Arcane Power 
  cost to 14. 
  The Heroes only have 30 days to stop the evil 
  sorcerer and rescue Princess Somua before the 
  coming eclipse spells their doom!
  Recovering Arcane Power
  The caster recovers 4 Arcane Power spent to create 
  First Magnitude spells at either noon or midnight 
  (the sorcerer makes the choice, but must live with 
  the choice for the duration of his or her casting life) 
  every day. 
  Arcane Power spent on Cantrips is recovered both 
  at noon and at midnight.
  Arcane Power spent in the creation of Second and 
  Third Magnitude spells are recovered at the rate of 
  4 points per lunar month (usually the first night of 
  the full moon, but the sorcerer may choose his or 
  her phase). 
  Additionally, whenever the sorcerer casts Third 
  Magnitude magic, a point of Arcane Power is 
  permanently lost. This loss of Arcane Power can be 
  exchanged for the loss of an attribute point instead 
  (down to negative numbers if necessary) – for 
  example, it could represent aging, and so reduce 
  the magician’s appeal by 1.
  Examples of the types of spells that have a 
  particular sword and sorcery “flavour”:
   
  4 Wasting/withering diseases that cause the 
  victim to slowly die while her loved ones look 
  on hopelessly
   
  4 Bewitchment or possession (maybe turning 
  someone into a “living zombie”)
   
  4 Animation of the dead (“the Bloodless”)
   
  4 Seeing into other dimensions, or viewing 
  events in far-away places 
   
  4 Spells that create terrible storms or call 
  lightning
   
  4 Summoning spells (particularly demons, etc.)
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  Example First Magnitude spells
  Compel
  The magician can bend the target of his spell 
  to his will. The victim will be compelled to do 
  the magician’s bidding, provided the magician’s 
  instructions are within the bounds of what the 
  target might do if not under control (that is, he is 
  unlikely to attack his friends).
   
  4 The target’s mind is always used to modify the 
  difficulty
  Conjure Item
  This spell enables the magician to conjure a small 
  ordinary item – a length of rope, a tool or a weapon, 
  clothing, or a flask of wine or water.
   
  4 Line of Sight is not normally a requirement 
  that a sorcerer can take for this spell
   
  4 This spell usually requires Casting Time
   
  4 This spell often requires Obvious Technique
  Demonic Blade
  This spell animates a sword or other melee weapon, 
  causing it to fight the magician’s foes as he directs 
  it with his mental commands. It attacks with the 
  magician’s mind replacing either agility or strength 
  (the magician’s choice) for the purposes of the 
  Attack Roll and Priority Roll or damage.
   
  4 This spell always requires Line of Sight
   
  4 The spell requires a melee weapon to be 
  available
   
  4 This spell often requires Obvious Technique
  Evil Eye
  The magician can cause the target to suffer a curse 
  that affects his ability to perform any normal 
  actions. It gives the target a flaw on all actions 
  whilst affected by the curse (that is, he adds a 
  penalty die for all Task Rolls).
   
  4 This spell always requires Line of Sight 
   
  4 The target’s mind is always used to modify the 
  difficulty
  Pass Unnoticed
  The spell allows the magician to walk amongst his 
  enemies without being noticed – he is not invisible, 
  they just don’t look directly at him, or assume he 
  has every right to be there, or don’t even notice 
  him.
   
  4 The strongest enemy mind is usually used as a 
  modifier to the spell
  Summon Beast
  The magician can summon a creature that can be 
  found in the local environment. The beast will be 
  one of up to very large size and, once it appears, 
  will normally do the summoner’s bidding until it 
  has completed the task required of it.
   
  4 This spell usually requires Casting Time
  Scale-Skin
  This spell causes the recipient’s skin to turn tough 
  and scaly – it provides armour protection of 1d6 to 
  the recipient. 
   
  4 The spell’s normal initial requirement is a 
  piece of scaly skin from a reptile 
  Example Second Magnitude spells
  Beguile
  This spell is used by the magician to put the victim 
  completely and utterly in the power of the caster. 
  The victim will obey the caster’s every command 
  without question and is helpless to do anything 
  else.
   
  4 The target’s mind is always used to modify the 
  difficulty
   
  4 Rare Ingredients are generally needed to 
  perform the spell, including some personal 
  item belonging to the victim
  Dread Ship
  This spell summons a sunken galley and its 
  dead sailors or pirates up from the depths of the 
  ocean. The crew are classed as rabble, armed with 
  cutlasses. Roll 2d6 for the number of crew. 
  The ship will sail wherever the magician wants it to, 
  and will carry out orders as well as it is able to. It 
  cannot change orders unless the magician actually 
  sails with it.
   
  4 If the magician opts to take lifeblood damage, 
  for each point of damage suffered there is one 
  additional zombie in the crew
  Summon Mighty Beast
  The magician can summon a creature that can be 
  found in the local environment. The beast will be 
  one of up to colossal size and, once it appears, will 
  normally do the summoner’s bidding until it has 
  completed the task required of it.
   
  4 This spell usually has the Casting Time 
  requirement
   
  4 This spell often has the Rare Ingredient 
  requirement
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  Festrel Fog
  This spell brings forth a cloud of foul greenish fog 
  which, while the sorcerer concentrates on it, will 
  billow and expand quickly to become large enough 
  to envelop a large village, and can be made to drift 
  in a direction determined by the summoner. 
  The fog smells foul, causing nausea if breathed in, 
  and also reduces visibility to about 20'. 
   
  4 This spell always requires a bowl of water 
  from Festrel Swamp
  Example Third Magnitude spells
  Death Plague
  This spell brings a plague to a named city that kills 
  one quarter of the inhabitants in a week and affects 
  half the city, making them weak and violently ill 
  during that period. 
   
  4 This spell’s first requirement would normally 
  be a Ritual Sacrifice
  Stride of Quathoomar
  This spell allows the magician open a rift in time 
  and space through which he steps, so that she can 
  re-appear anywhere in the world she so chooses. 
  Cults of Lemuria
  This section looks at several example cults, their 
  beliefs and their nefarious methods.
  The Daughters of Degara
  In an old forgotten temple from the first age, 
  hidden in a valley in the Eastern foothills of 
  the Besharoon Mountains, live the Daughters of 
  Degara. Generations ago the temple ruins were 
  simply a hidden place of sanctuary known only 
  to the tribeswomen of the Beshaari, a place they 
  could retreat to when needing to escape loveless 
  arranged marriages or other unbearable domestic 
  situations, but now it has grown into a fully-fledged 
  shamanistic religion. 
  The cultists worship the degara, a tiny sand-
  coloured relative of the ganuc, which utilises its 
  natural immunity to cathgan venom to prey upon 
  these vipers. 
  Every evening the Daughters gather in the wide 
  open courtyard at dusk, the favoured hunting time 
  for the degara, and as the first stars show, they 
  offer prayers to its spirit. Their religious festivals, 
  held every full moon, involve all initiates in the 
  drinking of cathgan venom harvested by the high 
  priestesses from captured specimens. 
  The venom induces ecstatic trances in which they 
  believe their minds become one with their god 
  Degara and can receive visions of things happening 
  far away. Repeated partaking has the added benefit 
  of allowing the worshippers to develop their own 
  immunity to the cathgan, thus literally bringing 
  them closer to their god. 
  Some of the more dedicated initiates progress 
  further, slowly building up their immunity to other 
  poisons as well. Those that survive this process 
  receive great honour, and become the missionaries 
  of this cult. 
  These women travel outside the temple quietly 
  bringing word to vulnerable women and helping 
  them to disappear from their homes. In this way 
  the religion has grown to include converts from 
  most of the major cities and all levels of society, 
  although the majority of initiates still originate 
  from amongst the Beshaari. These missionaries do 
  not only gather followers however, but are also the 
  main gatherers of resources for the temple. 
  If one were very fortunate and had the right 
  discreet contacts, one could hire a Daughter of 
  Degara as an assassin. Whilst it is said that they will 
  only kill men – and even then only those they deem 
  worthy of death – they have never been known to 
  fail in their task. These women charm their victims 
  and then drink poisoned wine together with them, 
  trusting to their own hard-earned immunity to save 
  themselves. 
  For a Daughter, this is the highest honour that 
  she can pay to her god - each victim is counted 
  as a blood sacrifice to Degara, proving again the 
  inevitable triumph of the innocuous yet cunning 
  over the powerful. 
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  In recent times however, as their numbers swell, 
  the Daughters of Degara have begun to need 
  more than just cunning alone to survive. For 
  years, secrecy and the rumour that their valley is 
  cursed to all men have kept their borders safe, 
  but the superstition that has kept away Beshaari 
  tribesmen will likely not deter others who have lost 
  womenfolk to the Daughters. Now they must recruit 
  not only amongst the oppressed, but also amongst 
  the strong. 
  And so they have begun to approach retiring 
  members of the Jemadar Guard, offering them a 
  home for their declining years, in return for the 
  valuable combat experience they offer. Whilst 
  it is rare for a guardswoman to convert to the 
  Daughters of Degara or participate in their worship, 
  they are none-the-less afforded an honoured place 
  within the sanctuary in respect of their years of 
  service and military expertise.
  Adventure Idea: The comrades of a retired Jemadar 
  Guardswoman are aghast at her recent decision to 
  join the Daughters, and implore the Heroes to 
  make her reconsider. Things are not 
  always as they seem, however...
  The Brotherhood of 
  the Purple Turalon
  The Brotherhood 
  started in the Port of 
  Sea Lords as a coalition 
  of smugglers and pirates 
  working under the noses 
  of Gorthan Half-Hand and his 
  supporters, initially with the simple 
  (but very dangerous) intention of retaining a 
  greater share of their hard-won loot. 
  Founded by three pirate captains – Jarvik Firebeard, 
  Lothar Giantstride and Aktourios Serpent-Tongue 
  – they have devised various means of maintaining 
  their secrecy. Every member is thoroughly vetted 
  and given a gold ring engraved with the image of a 
  purple turalon. Anyone discovered working against 
  the group is rarely heard of again. Secret meetings 
  are held in the cellars of the Sleepy Mermaid Inn, 
  chosen due to the sea caves in the cliffs below the 
  cellars – ideal for the Brotherhood’s purposes.  
  What has recently changed the game for this 
  subversive group is the arrival of a Zalut outcast 
  calling himself Zutesh. Following his recent arrival 
  in the pirate city, he was soon running the Sleepy 
  Mermaid Inn (no-one knows what happened to the 
  original owner), and not long after, had insinuated 
  himself into the confidence of Jarvik, Lothar and 
  Aktourios. 
  Through arcane means, Zutesh has now all-but 
  taken over the operation, and has turned the 
  smuggling operation into a cult worshipping a 
  forgotten sea-demon known as Upok-N’Mee. Zutesh 
  has filled the three pirates’ heads with promises 
  that he will soon have the power to summon 
  Upok-N’Mee from the darkest depths of the ocean. 
  With the might of this monster they will overthrow 
  Gorthan and then they will rule the Pirate Isles.
  Once they have the Pirate Isles under their control, 
  they will have the power of the entire pirate fleet 
  at their command, whereupon they can begin the 
  conquest of Lemuria itself!
  The Sleepy Mermaid’s cellars and sea caves have 
  been converted into a temple to the demon. 
  Smuggling continues as cash is needed for 
  expeditions to obtain the various rare materials 
  needed to summon the creature. 
  The Brotherhood of The Purple Turalon has swelled 
  to around twenty followers, although some of these 
  are pirate captains themselves and the numbers of 
  men they can call upon amount to several hundred.
  Jarvik Firebeard, in his great galley Amethyst 
  Kalathorn, is often out on the unknown 
  seas to the south of The Pirate 
  Isles, searching for the lost 
  Island of Screaming Idols, 
  where Zutesh believes a 
  statue of Upok-N’Mee can 
  be found. This is crucial to 
  the summoning ritual.
  Aktourios Serpent-Tongue 
  has regular trips to the 
  Fire Coast in his ship 
  Conquering Wyrm, where he 
  seeks to trade with the Witch 
  Queen, though she is a difficult 
  woman to meet – and even 
  harder to negotiate trade deals with.
  Lothar Giantstride maintains a life of piracy on 
  the high seas in his ship Strutting Frossor, but 
  occasionally heads for Urceb (the city of his birth), 
  where he and his crew seek news of a legendary 
  artifact known as the Alabaster Tablets, which 
  Zutesh says contain hints about the summoning 
  ritual. 
  Lothar sometimes ventures into the catacombs 
  with his crew, and whilst they sometimes return (in 
  much reduced numbers) with riches, they haven’t 
  found the artifact yet. 
  Adventure Idea: Gorthan has heard rumours about 
  some of his more surly captains getting ideas 
  beyond their station. As the Heroes are not all 
  known pirates, his messenger asks them to sign on 
  with one of the three pirate captains and investigate 
  matters on his behalf...
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  The Arena of Thorns
  On the outskirts of Shamballah – within sight of 
  the vast unforgiving waste that is the Empty Lands 
  – there is a large structure of rough stone and evil 
  repute that anyone with sense avoids. The natives 
  of Shamballah (when they speak of it at all) call it 
  the Arena of Thorns.
  The arena is built of the same stone taken from the 
  mysterious jungle ruins that were used to construct 
  Shamballah’s palace and city center. Who built it, 
  none alive can now say, but its current master is 
  the sorcerer Tokalu of Thorns – also known as the 
  Hedgemaster, because of what transpires within its 
  walls.
  Those unfortunates who find themselves inside 
  the arena discover that it is dominated by a vast 
  and ever-changing maze of high, thorny hedges, 
  whose sharp quills often secrete poisons that 
  induce crippling pain or paralysis to those who are 
  pricked. 
  The victims are promised freedom if they 
  survive the series of “contests” in which they 
  must unwillingly participate. And should they 
  require encouragement to get into the spirit of 
  the proceedings, ferocious beasts can be (and 
  frequently are) released into the maze to hunt them 
  down, tear them apart and devour them. 
  High above the hedges are a criss-crossing network 
  of stone bridges and rope-and-wood walkways. 
  From these, observers may view the progress of 
  those below for their entertainment and delight, 
  and wager on the outcome. 
  Common “games” hosted in the arena include:
   
  4 Last Warrior: the contestants are each 
  stuck with a poisoned thorn that will cause 
  their heart to stop within a few hours. One 
  contestant will be provided the antidote, but 
  only when all the others are dead.
   
  4 Capture the Skull: two teams of unarmed 
  warriors must race through the maze and find 
  both hidden weapons and a large skull-shaped 
  bronze brazier (requiring two hands and a 
  strength-based Task Roll to carry) which they 
  must then proceed to bring to the opposing 
  side of the maze without the flames being put 
  out. Should that occur, both sides lose and 
  are killed by archers from on high. This is 
  considered very unsporting. 
   
  4 Trophy Mound: a variation on Last Warrior in 
  which the winner is the first contestant to take 
  five heads from his opponents, race back to 
  his assigned spike and place them on it one 
  atop the other. There may be other survivors 
  in this game, but the victor will frequently be 
  granted a small benefit or edge at the start of 
  the next game. 
  There are many other life-and-gruesome-death 
  spectacles hosted by Tokalu within the arena, 
  limited only by his own dark imagination. 
  His guests are only ever an exclusive group 
  of wealthy nobles and merchants with jaded 
  sensibilities and debased appetites, who will each 
  happily offer him an outrageous sum for the 
  chance to witness firsthand how the morbid events 
  unfold in his twisted garden. 
  Tokalu’s arena of thorns is loathed by the 
  Shamballahn populace, as they suspect more than 
  a few of their sons and daughters have “fed the 
  hedges”. However, so far, none have dared to act 
  against him. Because of Tokalu’s constant need for 
  savage monstrosities to be unleashed in his maze, 
  he has a cadre of skilled Shamballahn hunters at 
  his command who are all possessed of a decidedly 
  mean disposition. Furthermore, the arena is 
  tolerated by the king, since it remains a convenient 
  place to quietly dispose of any who challenge his 
  rule. Its mere presence is enough to dissuade most 
  from such dangerous lines of thought.
  Adventure Idea: After a hard night of carousing, the 
  Heroes awaken to find themselves bound and sold to 
  the Arena of Thorns, and must survive the various 
  “games” in store for them.
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  “In these primal lands of Lemuria there are those 
  that lead and those that follow. At the head of 
  the bold group of adventurers astride the vicious 
  war-kroark is Krongar – looking part gallant hero 
  and part fierce bandit as he enters the city gates 
  of Satarla. At a glance from the barbarian, the 
  wary guard waves the group through – his usual 
  questions left unasked in that moment, as his 
  mind swiftly assesses the risk is too great. The next 
  farmer to seek entry to the city will suffer harsher 
  interrogation, but such is the way with those that 
  aren’t destined for greater things.”
  Krongar’s Saga
  Mastering the Game
  As a GM, you have a significant job to do. You need 
  to know the rules, you have to design adventures 
  and Sagas, and you need to have a cast of NPCs 
  assembled to interact with the Heroes as they 
  journey around the world. The nature of a simple 
  game is that there aren’t rules for everything, so 
  you need to know when to apply the rules and 
  apply common sense when the rules don’t provide 
  an answer. It isn’t just the GM’s job to make the 
  game fun, though – that is a responsibility shared 
  by the GM and players alike.
  If you’ve run games before, then you probably 
  know many of the tricks that you can use to keep 
  a game going and maintain the players’ interests. 
  However, if you are new to running a game 
  session, then the following paragraphs will 
  help you. Even if you have been a GM in 
  other games, you might find something 
  helpful for your Barbarians of Lemuria 
  campaign. 
  Barbarians of Lemuria is not about 
  the rules. It is about drama, 
  excitement, and telling a good 
  story. The rules are there 
  to provide a structure to 
  your game sessions, and 
  to provide some of 
  the answers to what 
  will happen when 
  characters do things. 
  The rules cannot 
  possibly contain all of the 
  answers though. You should 
  try to get into the habit of choosing when to apply 
  the rules strictly, and when to let them fall into 
  the background for the benefit of the story. The 
  dice, for example, are good to build an element 
  of surprise into the actions of the players, but 
  sometimes, when your scenario demands that the 
  characters succeed, asking the players to roll dice 
  can be a disaster if they fail.
  A good rule of thumb is not to let a roll of the dice 
  determine whether a character succeeds or fails 
  in a task, but to determine the level of success or 
  failure. So, say a character is seeking information 
  vital to the next part of the scenario but fails the 
  Task Roll – you could decide that he picks up a 
  few hints or finds out that some other person can 
  help him, but he doesn’t discover everything he 
  wanted to know. Thus the game doesn’t stumble to 
  a complete halt, as the players still have some leads 
  and openings to continue the adventure.
  Weaving the Adventure
  Designing adventures can be a bit daunting for new 
  GMs but the trick is not to overdo it. The more the 
  adventure is planned out, the less easy it will be to 
  play. There are some sample adventures at the end 
  of this chapter to give you a feel for what makes a 
  good Barbarians of Lemuria adventure. There are 
  also plenty of adventure ideas scattered throughout 
  this book so that you can just pick one, tweak it to 
  suit, and run with it. 
  Beginning adventures can be simple 
  tasks given to the Heroes by a powerful 
  mentor like a magician or noble. Once 
  completed, the mentor can set the 
  Heroes another task. This type of 
  approach works for a while but soon 
  gets a bit stale, so you will need to 
  vary it. There are many ways to do 
  this.
  The best way to get the players 
  involved in your adventures is to 
  use the characters’ back-stories to 
  come up with adventures. If they 
  have some flaws that suggest 
  an adventure (an “enemy” 
  is always a good one), use 
  them. Your players need 
  hooks to get them into an 
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  adventure, so what better way than to use stuff the 
  players have already written for you? The Heroes’ 
  career paths often have useful hooks to spawn an 
  adventure, or even enough to expand into a full 
  Saga. A hunter could come across something out 
  in the wilderness or jungle – strange tracks, an 
  unknown creature, or a dead body. A minstrel from 
  some distant part of Lemuria could come to the city 
  where the Heroes are based, with a tale of ancient 
  ruins and buried treasure, and that could lead to 
  new adventures. Visions are sometimes a useful 
  tool to hook the Heroes – a priestly vision could be 
  in the form of a riddle, or just of a faraway place or 
  event. Be creative. Once you begin differing the way 
  to introduce scenarios to the players, you will start 
  to develop a campaign structure to your games.
  Adventures can be one-off scenarios that begin and 
  end after an evening’s play. They can be designed 
  like short stories, each of which is starring the 
  same cast of characters (maybe with a slightly 
  changed cast if players can’t make it to the game 
  or if new players come along). Best of all though, 
  is when adventures are connected in some way, so 
  what went on in the last adventure has a bearing on 
  the next one. These are called Sagas.
  Most classic sword-and-sorcery fiction is in short-
  story format, so the stories placed an emphasis 
  on quick action. In fact, the stories often start in 
  medias res, “in the middle of things.” The settings 
  of typical sword-and-sorcery stories are often grim 
  places where life is cheap and questions of good 
  and evil are purely academic. Unlike standard 
  fantasy fare, where the action often revolves 
  around protecting society from evil forces on a 
  grand scale, sword and sorcery is on a much more 
  personal level. The stories focus on survival and 
  personal goals, not great quests to save the world. 
  In fact, the stories often concentrate on anti-social 
  activities, like thieving or piracy.
  Sword-and-sorcery stories usually concern only 
  one or two main characters. As the typical role-
  playing group is larger than this, you do need to 
  adopt some styles of play that might be considered 
  slightly out-of-genre. One solution is to focus 
  the action on a few “core” characters, while 
  allowing other players to occasionally come in as 
  “guest stars”. Conan often teams up with another 
  character for a particular adventure and then, once 
  the story is over, the two go their separate ways 
  again. Another solution is to make the characters 
  part of a single group – a mercenary unit or thieves’ 
  guild for example – and still use the overall feel 
  of the sword-and-sorcery genre by focusing on 
  individual motivations and survival goals rather 
  than epic quests. Even if you don’t go for one of 
  these options, as long as you get the rest right, you 
  needn’t sweat too much if your group numbers 
  more than two players – a few concessions are 
  always required with role-playing games. 
  Your Sagas should include several of the following 
  core elements of a good sword-and-sorcery 
  adventure:
   
  4 Being captured, only to effect a lucky or heroic 
  escape
   
  4 Blood-drenched altars to demonic gods
   
  4 Discovering great treasure hoards, and losing 
  it all
   
  4 Encountering giant things that were not meant 
  to be (ants, scorpions, condors, etc.)
   
  4 Exploring catacombs, tombs and crypts full of 
  traps and antediluvian horrors
   
  4 Finding remnants of forgotten civilizations (or 
  them finding you!)
   
  4 Forced to fight for one’s life in the arena
   
  4 Long-lost temples to primordial gods
   
  4 Lost in the middle of the unmapped 
  wilderness
   
  4 Opposed by evil sorcerers and insane priests
   
  4 Overcoming the whims of fickle gods
   
  4 Rescuing beautiful maidens from the villain’s 
  clutches
   
  4 Savage tribes of cannibals
   
  4 Sea battles and sea serpents
   
  4 Strange aberrations that can nevertheless be 
  put to the sword
   
  4 Suffer a major setback by getting drunk, 
  poisoned or seduced
   
  4 Swearing oaths to the gods
   
  4 Thievery and skulduggery
   
  4 Treasure maps of undiscovered lands
   
  4 Untrustworthy companions, and being 
  betrayed
   
  4 Winning allies and gaining followers
  Tone and Style
  The sword-and-sorcery story is also very different 
  in tone from the typical fantasy role-playing game. 
  For example, the characters aren’t likely to be 
  in the mould of the average heroic fantasy hero: 
  the noble knight, or powerful magician. Instead, 
  they will probably be outsiders and social misfits. 
  Their adventures will not be similar to the heroic 
  fantasy adventures of world-saving quests that 
  we often see, but are grim and often selfish. The 
  adventures may end with no resolution or even in 
  tragedy. The role of magic in the game will likely 
  be very different than many players are used to. 
  Magic is dangerous and corrupting, and is usually 
  reserved for non-player characters – like the evil 
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  necromancer that the Heroes have to remove. 
  Additionally, magic artefacts will be rare and quite 
  dangerous for the same reason, and there is usually 
  a terrible price for the power that they provide a 
  character. 
  Magic weapons, for example, a staple of the average 
  fantasy role-playing game, are exceedingly rare 
  in sword and sorcery, and dangerous to use. The 
  best example of this is Elric’s demonic sword, 
  Stormbringer, which on the one hand gives him 
  immense power, but on the other, saps his life and 
  makes him dependent on sorcery to live. 
  The main thing to remember is that the Heroes 
  may be amoral, or may have a moral code different 
  from that of society. So allow some leeway for their 
  actions if they are not what you’d expect – in fact, 
  you should actively encourage actions that might be 
  frowned upon if you were playing another fantasy 
  role-playing game. 
  Ultimately the characters are Heroes and shouldn’t 
  do anything that would be construed as evil – just 
  self-serving at times.
  Sagas
  Sagas are a series of adventures that usually have 
  a common thread or greater goal that strings the 
  adventures together. Sagas tend to have familiar 
  elements throughout the adventures. These 
  elements may be an ultimate aim for the players 
  – perhaps they are trying to track down one very 
  powerful foe, and each adventure brings them one 
  step closer to their enemy.
  Maybe the characters have their own personal 
  agendas – a noble might want to become the king 
  of a city, or the Emperor of Lemuria. A pirate might 
  want his own galley, and an alchemist might want 
  to find some great secret formula. These are the 
  characters’ long-term aims and so they should be 
  working towards these things anyway. They make 
  a fantastic way for GMs to come up with Sagas that 
  the players would be keen to take part in. Players 
  might have other ideas for their characters and 
  often these are a great source of material for GMs 
  struggling to come up with adventures of their own. 
  Don’t be afraid to plunder the players’ ideas for 
  campaigns and adventures. It means they have a lot 
  more personal stake in your game. Sagas work best 
  when the player characters have lives of their own, 
  too, and where you play out sessions that have a 
  real meaning for their characters.
  Be aware of railroading
  Railroading is a term used when you try to impose 
  your scenario on the players, rather than letting the 
  players interact with your scenario. As an example, 
  suppose in your scenario they should go to Malakut 
  to continue to the next part of the Saga, but they 
  decide instead to steal a galley and go to the Pirate 
  Isles. Because this isn’t what you wanted them to 
  do, you make it virtually impossible, to the point 
  of frustrating, for them to steal the ship, and then 
  more or less force them to journey to Malakut 
  instead. This is railroading.
  The point is, players have their own desires, and 
  sometimes what they want to do doesn’t mesh with 
  what you had planned for them. The thing not to 
  do here is to try to force them back on track by 
  making it impossible for them to go any further. 
  You can let them go off to The Pirate Isle and have 
  some crazy adventures there. Then you could 
  throw something at them that turns their attention 
  back to Malakut and the adventure you originally 
  had planned for them. Maybe a thief steals a rare 
  amulet from them and the trail leads them to 
  Malakut.
  Once you recognize what railroading is, you can 
  actually use it in a more subtle way that makes 
  it seem like you are not railroading at all. This 
  is much more acceptable to players – it is giving 
  them the feeling that they are in charge of their 
  character’s destinies rather than you.
  Ultimately, role-playing is a game about choices. 
  Players are free to go beyond the boundaries 
  imposed in games such as board games, so you 
  must often be prepared to improvise.
  Imprisonment
  Conan is captured many times – indeed, captivity 
  and escape commonly occurs in sword-and-sorcery 
  tales. However, it is a different story when you are 
  an author with a plot in mind, to being a player 
  with the feeling of losing your freedom. Any time 
  there are constraints put on your actions as a 
  player, the fun goes out of the window. 
  In many ways, imprisonment can feel like the 
  ultimate railroad. So you do have to tread 
  very carefully when introducing such a loss of 
  freedom to your games. Many players will have 
  their characters fight to the death rather than be 
  captured.
  If there is only one way out of the dungeon, you’ll 
  find your players will be incredibly frustrated if 
  they can’t work it out. However, if the players trust 
  you to provide plenty of escape opportunities, 
  they will have less difficulty with you putting their 
  characters into this position. 
  Maybe giving a suitable warning up front that there 
  will be times their characters might be captured 
  will be sufficient for some groups. All you have to 
  do then is remember to reward any halfway-decent 
  escape plan. Hero Points are great for this. 
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  Rewards
  When the Heroes have reached their destination 
  and met the final challenge, they should be richly 
  rewarded for their endeavours. Adventurers don’t 
  put themselves into danger for nothing! 
  Rewards generally come in the form of treasure and 
  experience.
  Vast Hoards of Treasure
  Do not be stingy – describe the mountains of gold 
  and baskets full of gems, the silver chalices and 
  tiaras, the jewel-encrusted sceptres and gold-
  chased bracelets, the chests overflowing with 
  silver and the crowns that once belonged to lords, 
  princes, and kings. 
  Tell them it is wealth beyond their imaginings – if 
  they suggest counting up the value, just laugh at 
  them! Have they turned into accountants all of a 
  sudden? They can’t take it all with them, only the 
  choicest items. They can always come back for 
  more!
  Gaining Advancement Points
  Characters get better at doing things as they 
  complete their adventures and their fame spreads. 
  However, they have to earn their improvements. 
  They do this at the end of the Saga they just 
  completed, or before the beginning of the next one.
  Remember all that loot they picked up? Well, they 
  have the chance to describe exactly what they 
  did with it. They might live the high life for a few 
  months, drinking or gambling it away. They might 
  buy new weapons and armour (or get their old stuff 
  repaired), or buy new mounts, or throw expensive 
  parties, or spend it all on wenches. They might 
  send expensive gifts to their friends. They might 
  use it to buy a new galley or new land, or pay off 
  old debts. 
  This is the stuff of legends – it ensures that they 
  are noticed, and helps their fame to spread. No-one 
  was with them when they killed that great xolth in 
  the dark pits beneath Urceb, so how else are people 
  going to know about it?
  Once the characters have described how they 
  lost or spent all their fortunes, they can gain 
  Advancement Points (AP). How many you give out 
  depends on how they spent their loot to the best 
  effect. Normally, you would give out 2 AP. However, 
  if their story is particularly good, amusing, or 
  inventive, you can give out an extra point – 
  especially if the way they construct their story 
  gives you a lead-in to the next adventure. On the 
  other hand, if the character keeps back some of the 
  money, or is miserly with it, he gets only 1 AP.
  Example: Jandar Joth has just returned to Satarla 
  from a ruined temple discovered in the Jungle 
  of Qush. His player describes how he gambled, 
  wenched, and caroused away the haul of gold 
  coins that he brought back, until he had just a 
  handful left. That earns him two AP. 
  However, he then describes how, he is on his way 
  to the tavern with his last few coins when he 
  spots an interesting-looking map on the stall of 
  a silver-haired merchant from Oomis. The map 
  looks ancient and, the merchant assures him, 
  depicts the old city that now lies beneath Urceb. 
  Jandar soon parts with the remainder of his cash 
  to purchase the map. 
  He is now penniless but can sense the possibility of 
  another great adventure ahead. This is definitely 
  worth the extra AP.
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  Spending Advancement Points
  Advancement Points can be saved for later, or you 
  can spend them to:
   
  4 Improve Attributes
   
  4 Train Combat Abilities
   
  4 Develop Careers
   
  4 Buy off flaws
   
  4 Buy a new boon
   
  4 Followers
  Improve Attributes
  These may be increased above their starting values. 
  The cost in AP is equal to the current value of the 
  attribute plus the new value of the attribute. So, to 
  increase strength from 1 to 2 costs 3 AP (1+2). From 
  2 to 3 costs 5 AP (2+3). However, to increase an 
  attribute from –1 to 0 costs 2 AP. 
  Attributes can only advance to the next higher 
  value in one go – that is, you can’t jump from 
  strength 1 to strength 3. 
  Humans have maximum attribute scores of 5 
  (unless a boon permits a higher value).
  Train Combat Abilities
  Combat abilities may be increased above their 
  starting values. The cost in AP is equal to the new 
  value +1. So, to increase melee from 1 to 2 costs 
  three AP (2+1). From 2 to 3 costs 4 AP (3+1).
  Combat abilities can only advance to the next 
  higher value in one go, i.e. you can’t jump from 
  melee 1 to melee 3. To increase a combat ability 
  from –1 to 0 costs 1 AP. 
  Humans have maximum combat ability scores of 5.
  Develop Careers
  Career ranks can also be improved. The AP cost is 
  equal to the new rank, so to increase pirate from 
  rank 1 to 2 costs 2 AP. To get from rank 2 to 3 
  would cost 3 AP. 
  Humans have a maximum career rank of 5. 
  A Hero can take a new career too – it costs 1 AP to 
  get a new career at rank 0.
  Buy boons and buy off flaws
   
  4 Spend 2 AP to remove a flaw. Some flaws 
  cannot be removed.
   
  4 Spend 2 AP to take a new boon. Some boons 
  cannot be taken after character creation.
  Gain Followers
  As your fame spreads, you may attract followers. 
  These followers may travel and adventure with 
  the Heroes. Followers could be crew on a ship, or 
  soldiers on a campaign. 
  They don’t necessarily have to follow the Heroes 
  everywhere, and some careers (for example, 
  assassin) aren’t conducive to attracting followers. 
  Priests are likely to gain followers, but their 
  followers are unlikely to want to venture much 
  beyond their temple boundaries.
  Of course, anyone that attracts too many followers 
  might be seen as a threat – a noble or even the 
  king might be concerned about a large number of 
  mercenaries in the vicinity, for example. 
  Followers are best handled through role-play. 
  The Hero’s appeal and careers will be things to 
  consider when determining their followers’ actions. 
  In general, the players should have control over 
  their followers, who should only be given relatively 
  mundane tasks. The GM will handle the NPCs by 
  narration. The GM will determine the effect of the 
  tasks given to the followers. 
  Example: the Heroes make a landing in their 
  damaged galley. There are roughly fifty oarsman 
  plus the Heroes on the ship. The Heroes command 
  the crew to make camp, repair the ship, hunt, 
  procure water, and scout the area. Dice rolls may 
  be made by the players to accomplish these tasks. 
  Beware – you don’t want to roadblock the players 
  over mundane tasks. The die rolls may just 
  represent varying levels of success.
  The GM narrates what the followers accomplished: 
  “The crew sets up camp, with tents and fires 
  etc. They fell a tree and will complete repairs by 
  morning on the ship. The hunters were successful 
  and return with several island goats and full 
  water skins. Your scouts return with tales of a 
  stone ruin in a secluded valley to the northwest.” 
  The players should be discouraged from using 
  followers for tasks that they should do themselves. 
  Heroes are supposed to lead and take the risks. 
  If they use followers as ‘meat shields’, they will 
  not gain advancement points. Followers will also 
  abandon the party, if they think the Heroes are 
  unfair.
  Followers are a good opportunity to have would-
  be Heroes in reserve. If a Hero dies during an 
  adventure, a player can make up another character. 
  They have been with the party all along, as 
  followers, and now have come to the forefront as 
  a Hero in their own right. This allows the player to 
  keep playing the adventure seamlessly. This can 
  also be a chance for the player to have a couple 
  of Heroes made up, and rotate them on separate 
  adventures. This is not meant to suggest that the 
  player play several characters at the same time, but 
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  to play one and have the other ones serve as rabble 
  followers (for now).
  You can use 1 AP to attract 10 rabble followers 
  (each with 1 lifeblood). You can use 1 AP for a single 
  tough NPC follower (who you create according to 
  the rules for tough NPCs).
  Followers are people specifically attracted to 
  you that will do broadly what is expected of 
  them in normal circumstances. Followers will 
  handle everyday tasks, such as setting up camp, 
  procuring supplies or scouting. They will fight if 
  specifically taken on for that purpose. If expected 
  to do something beyond their normal duties, a 
  Task Roll might be required, using appeal and any 
  appropriate career. If any are killed, in time you will 
  attract more rabble to take their place. This does 
  not apply to tough NPCs – if killed, they remain 
  killed.
  Followers are different to a unit of soldiers your 
  character is given to command in a battle, or to 
  your congregation if a priest, or your audience if an 
  entertainer or gladiator. These people do not follow 
  you – they are only “yours” fleetingly, and then they 
  return to their homes, their families, their masters, 
  or their king. Followers are different. As long as 
  they are treated well, they are yours to lead. 
  Non-Player Characters
  NPCs come in three types:
   
  4 Rabble
   
  4 Toughs
   
  4 Villains
  These are described in more detail in the following 
  sections, but typical ranges of statistics for NPCs 
  are shown in the table below.
  Rabble
  Rabble are the ordinary unnamed masses – 
  innkeepers, traders, beggars, journeymen, 
  urchins and acolytes. They are the crowds in the 
  marketplace, the audience in the arena, the horde 
  of barbarian raiders ransacking the region, the 
  ordinary soldiers in an army. 
  They are often poorly armed and armoured, and 
  individually pose no threat whatsoever to the 
  Heroes. En masse, they can be much more of a 
  problem though. 
  Rabble have 0 in attributes and in their combat 
  abilities. The more experienced will have a career 
  at rank 1. Although some might be described as 
  wearing armour and bearing weapons, they are so 
  poor in comparison to the Heroes that this makes 
  little or no difference to their chances of survival. 
  They have 1 to 3 lifeblood, which means more or 
  less any hit takes them out of the fight. Singly, they 
  use a d3 for damage (irrespective of the weapons 
  they are actually using, and do only 1 point of 
  damage if unarmed). 
  If they are magicians, they are called students 
  and they have 1 point of Arcane Power. If they are 
  priests or druids, they are called acolytes and one in 
  every six of them will have a Fate Point. 
  Hordes: rabble can attack as a horde if there is 
  room for them to attack the Hero at the same time. 
  In that case, the horde attacks as one, but receive 
  +1 to their combined Attack Roll for each rabble 
  attacking, so +2 if there are 2, +3 if there are 3 and 
  so on. Circumstances and weapons used will dictate 
  how many are able to attack at the same time. If 
  they manage to hit, they roll d6L for damage, as a 
  group (they do not inflict damage individually).
  Large groups of rabble in combat with each other 
  are broadly unimportant because the story is about 
  Heroes, not about ordinary folks. If you do have a 
  situation where rabble are fighting against rabble, 
  simply determine which side has the highest 
  number and allow them to cause d6L damage 
  to their opponents – the rabble with the lowest 
  numbers will cause d3 damage to their enemy 
  in one combat round. Don’t even bother with an 
  Attack Roll. 
  Example: 10 rabble bandits attack the Hero’s 7 
  rabble followers, whilst he is clashing swords with 
  the bandit leader. The GM rolls d6L and gets a 3 
  and a 2, so the bandits kill 2 of the followers. The 
  player rolls a d3 and gets a 1, so his followers kill 
  1 of the bandits. They’re just about hanging on, 
  but they need the Hero to defeat the bandit leader 
  and then lead them to victory!
  NPC Type
  Attributes
  Combat
  Careers
  Lifeblood
  Damage
  Special Rules
  Rabble
  0
  0
  0–1
  1–3
  1 or d3 (armed)
  Horde
  Toughs
  0–2
  0–2
  2
  5–8
  by weapon
  Villains
  0–4
  0–4
  4+
  10+
  by weapon
  Villain Points
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  Toughs
  Sometimes you will require some NPCs that are 
  better than rabble but that you don’t wish to 
  make into full villains. These might be sergeants 
  of the city watch, temple guards, or mercenaries 
  and adventurers – a cut above the ordinary foot 
  soldiers, but will never aspire to the heights of 
  the true Heroes. Generally, these characters can 
  be created by spending a few points on attributes, 
  combat abilities, and careers. Give them say 6 
  lifeblood (plus their strength) and you’re good to go. 
  Here are a few ready-made generic toughs:
  Champion Gladiator
  This is a tough arena fighter – the winner of a 
  number of hard battles against both man and beast. 
  The Heroes might even have heard of him…
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  1 
  Agility  
  1 (–1) 
  Melee 
   
  1 
  Mind 
   
  –1 
  Ranged  
  –1 
  Appeal  
  0 
  Defence  
  1 (2)
  Careers
  Gladiator 
  2
  Protection 
  heavy armour 
  d6–1 (–1 agility) 
   
   
  shield   
  (defence +1  
   
   
   
   
  against all attacks,  
   
   
   
   
  –1 agility)
  Weapons 
  Sword  
  d6+2
  Points  
  Lifeblood 
  8
  Halakh Assassin
  This represents an experienced killer from the 
  mountain city of Halakh.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  0  
  Mind 
   
  1 
  Ranged  
  0 
  Appeal  
  0  
  Defence  
  1
  Careers  
  Assassin 
  2
  Protection 
  no armour 
  0
  Weapons 
  kir  
   
  d6L 
   
   
  knives   
  d6L 
   
   
  (throwing)
  Points  
  Lifeblood 
  6
  Jemadar Guard
  The Jemadar Guard is the all-female bodyguard of 
  the Queen of Malakut. The women are all highly 
  trained to move with grace and speed to get an 
  edge over their enemy, and are exceptionally 
  loyal. The Guard use the famed khastok (2-handed 
  fighting spear) in battle.
  Attributes 
   
  Combat Abilities
  Strength  
  0 
  Initiative 
  1 
  Agility  
  2 
  Melee   
  1 
  Mind 
   
  –1 
  Ranged   
  –1 
  Appeal  
  1 
  Defence  
  1
  Careers
  Soldier  
  1 
  Dancer  
  1
  Protection 
  light armour 
  d6–3 (1)
  Weapons 
  khastok  
  d6H 
   
   
  knife 
   
  d6L
  Points  
  Lifeblood 
  6
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  Kalukan Sentinel
  This is but one of the Witch Queen’s highly 
  dangerous personal bodyguards. They are 
  emotionless and single-minded, performing any 
  task given to them with cold efficiency. 
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Initiative 
  1 
  Agility  
  0 
  Melee 
   
  2 
  Mind 
   
  0 
  Ranged  
  –1 
  Appeal  
  –1 
  Defence  
  0
  Careers
  Slave 
   
  1 
  Soldier  
  1
  Protection 
  no armour 
  0
  Weapons 
  tulwar  
  d6H+3
  Points  
  Lifeblood 
  9
  Parsool Mariner
  A well-travelled professional seaman – probably a 
  survivor of several sea-battles, and he doesn’t mind 
  telling you about them. He might hold a position 
  on board a ship – perhaps as boatswain or second 
  mate on a smaller vessel. 
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  0 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  0
  Careers  
  Mariner  
  2
  Protection 
  no armour 
  0
  Weapons 
  cutlass  
  d6+1 
   
   
  dagger  
  d6L+1
  Points  
  Lifeblood 
  7
  Sergeant of the City Watch
  A grizzled warrior, a little past his prime, but still 
  superior in combat to most of the callow youths 
  that make up the bulk of the Watch.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  0 
  Agility  
  0 (–1) 
  Melee 
   
  2 
  Mind 
   
  0 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  0 (1)
  Careers  
  Soldier  
  2
  Protection 
  med. armour  
  d6–2 (–1 agility) 
   
   
  small shield  
   
   
  (defence +1 vs one attack)
  Weapons 
  cudgel  
  d6L+2 
   
    
  sword  
  d6+2
  Points  
  Lifeblood 
  8
  Sky-Pilot of Satarla
  This represents the young son of a noble 
  who bought his officer’s rank in the Sky-
  Navy.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1 
  Agility 
  0 
  Melee 
   
  0 
  Mind 
   
  1 
  Ranged  
  1 
  Appeal  
  1 
  Defence  
  0
  Careers
  Noble 
   
  1 
  Sky-pilot 
  1
  Protection 
  light armour 
  d6–3 (1)
  Weapons 
  sword  
  d6 
   
   
  crossbow  
  d6
  Points  
  Lifeblood 
  6
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  Tribal Barbarian
  A wild mountain-man, covered in tattoos and scars 
  from tribal wars and battles with mountain beasts.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  2 
  Mind 
   
  0 
  Ranged  
  –1 
  Appeal  
  –1 
  Defence  
  0
  Careers  
  Barbarian 
  2
  Protection 
  light armour 
  d6–3 (1)
  Weapons 
  greatsword 
  d6H+2
  Points  
  Lifeblood 
  8
  Tyrus Longbowman
  This is a highly trained archer in the Tyrus army.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0 
  Agility  
  1 
  Melee 
   
  0  
  Mind 
   
  0 
  Ranged  
  2 
  Appeal  
  0 
  Defence  
  0
  Careers  
  Soldier  
  2
  Protection 
  light armour  
  d6–3 (1)
  Weapons 
  Tyrus Longbow d6 
   
   
  knife 
   
  d6L+1
  Points  
  Lifeblood 
  7
  Winged Man Lookout
  These winged scouts avoid fighting, but ambush 
  intruders with missiles or rockfall traps.
  Attributes 
   
  Combat Abilities
  Strength 
  –1 
  Brawl 
   
  0 
  Agility  
  2 
  Melee 
   
  0 
  Mind 
   
  1 
  Ranged  
  1 
  Appeal  
  0 
  Defence  
  1
  Careers  
  Hunter  
  2
  Protection 
  no armour 
  0
  Weapons 
  darts or sling 
  d6L–1
  Points  
  Lifeblood 
  5
  Yellow Druid of Oomis
  This represents an insane Druid of Morgazzon.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  0 
  Agility  
  0 
  Melee 
   
  1 
  Mind 
   
  2 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  1
  Careers  
  Druid 
   
  2
  Protection 
  no armour 
  0
  Weapons 
  knife 
   
  d6L
  Points  
  Lifeblood 
  6
  Tough Thug
  The leader of a bunch of violent bullies, bravos and 
  thugs that hang around dark alleyways looking for 
  easy prey to mug for a few coins.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  1 
  Ranged  
  0 
  Appeal  
  –1 
  Defence  
  0
  Careers
  Thief 
   
  1 
  Mercenary 
  1
  Protection 
  no armour 
  0
  Weapons 
   
  cudgel  
  d6L+1 
   
   
   
  dagger  
  d6L+1
  Points Lifeblood 
  7
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  rabble with her as playthings (and to use as Meat 
  Shields).
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  4 
  Ranged   
  0 
  Appeal  
  3 
  Defence  
  3
  Careers
  Magician 
  4 
  Druidess (of Zaggath) 
  2 
  Noble 
   
  1 
  Torturess 
   
  1 
  Boons
   
  4 Attractive: included in stats
   
  4 Battle Harness: can wear a personal battle 
  harness that counts as medium armour but 
  with no penalties
   
  4 Hard-To-Kill (Pact with Zaggath): included in 
  lifeblood value.
   
  4 Magic of the Sorcerer-Kings: Roll a bonus die 
  when using magic.
   
  4 Marked by the Dark Lords: included in VP.
   
  4 Power of the Void: included in Arcane Power. 
  Flaws
   
  4 Arrogant: She rolls a penalty die when dealing 
  with others, where her arrogance might annoy 
  or offend them.
   
  4 Cravings (Sadistic): When she goes more than a 
  day without inflicting pain on others, she gets 
  a penalty die on all rolls.
   
  4 Hot-Headed: She gets a penalty die to any of 
  her rolls when trying to suppress her anger.
   
  4 Infamous: A penalty die in social situations.
   
  4 Unsettling: She gets a penalty die in social 
  situations or with animals. 
  Protection 
  Battle Harness d6–2
  Weapons 
  Blood-Dagger of Zaggath   
   
   
  (Mythic Weapon – bonus die  
   
   
  on Attack Roll), d6 damage 
  Points
  Villain Points 
  6 
  Arcane Power 
  16 
  Fate Points 
  2 
  Lifeblood 
  12 
  Villains
  Villains are the arch-enemies of the Heroes. They 
  will be created just like creating a Hero. They 
  are the ones behind the nefarious plots that the 
  characters become involved in. 
  Villains often have huge numbers of rabble at 
  their disposal, and one or more toughs as their 
  lieutenants, henchmen, and bodyguards.
  Villain Points
  Villains have Villain Points (VP), which are used 
  by the GM in the same way the players use their 
  Hero Points. Here are additional options for Villain 
  Points:
   
  4 Timely Escape: The villain can effect an escape 
  from the Heroes if things are going badly for 
  him: 
  Whilst their attention is elsewhere, the villain 
  slips around a corner…  
  Just as they are about to advance on the evil 
  necromancer, he smiles and turns, opening a 
  secret panel in the wall by which he makes his 
  escape…  
  The villain falls over the edge of a cliff, but 
  when the Heroes look down to see his broken 
  body, he isn’t there…  
  However he does it, he escapes, to begin some 
  other nefarious plot. Combined with the Defy 
  Death option, a villain can use this to escape 
  even when, to all intents and purposes, he 
  appears dead to the Heroes. He must have the 
  opportunity to slip away – so the Heroes must 
  have their attention elsewhere for him to be 
  able to make use of his Villain Points in this 
  way. 
   
  4 Meat Shield: villains can use nearby rabble as 
  “meat shields” to absorb all damage caused by 
  a single blow – similar to the Splintered Shield, 
  Shattered Sword option for Hero Points. 
  Over the next few pages are some ready-made NPC 
  villains to get you started...
  Methyn Sarr, the Witch Queen
  A beautiful and deadly sorceress from the Fire 
  Coast, Methyn Sarr has piercing flame-coloured 
  eyes and a mane of braided, coal-black hair, woven 
  with bright jewels and trinkets.
  Notes: Because she is also a worshipper of 
  Zaggath, the Lord of Fire, the Witch Queen usually 
  manipulates the element of flame to hurt and 
  hinder her opponents. Thus, she can use her Fate 
  Points to add a boon to her own spells.
  Methyn Sarr has between two and six Kalukan 
  Sentinels guarding her within earshot at all 
  times. Her fortress contains at least 200 of these 
  tireless guardians. She will also have 2-6 human 
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  Jesharek Jool
  A renowned alchemist and wizard from Tyrus, 
  Jesharek Jool is a wily and wizened man of more 
  than 70 summers. His habit of living alone and 
  working obsessively on his alchemical inventions 
  has made him somewhat less than sociable. Still, 
  his great knowledge and skills continue to draw the 
  inquisitive to his tower in the foothills of the Axos 
  Mountains.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  0 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  3 
  Ranged  
  1 
  Appeal  
  1 
  Defence  
  3
  Careers
  Alchemist 
  4 
  Blacksmith  
  1 
  Magician 
  2 
  Scribe  
  2
  Boons
   
  4 Nose For Magic: Jesharek receives a bonus die 
  when trying to spot or track a wizard, or a 
  magical effect or artifact.
   
  4 Learned (Star-Lore): When trying to recall a 
  fact from his area of specialty, he receives a 
  bonus die
  Flaws
   
  4 Unsettling: a penalty die in social situations or 
  with animals
  Protection 
  none
  Weapon 
  staff 
   
  d6 
   
   
  dagger  
  d6L
  Points
  Arcane Power 
  12 
  Hero Points 
  5 
  Lifeblood 
  10
  Note: Jesharek Jool constantly works at his craft, 
  and if encountered in his tower, he will have 
  access to numerous common and uncommon 
  alchemical preparations that he has stockpiled. 
  He may possess a rare or unique preparation or 
  two, but typically those items are made for specific 
  purposes and aren’t just lying around. 
  If encountered away from his tower, Jesharek 
  Jool will likely only have a couple of common 
  preparations and a single uncommon one, 
  appropriate to the area in which he is 
  encountered.
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  Bellys Blak
  Bellys Blak, a rotund Shamballahn priest of jovial 
  disposition. He wanders the outskirts of rural areas, 
  looking to spread the word of Chiomalla, Lady of 
  the Harvest, while indulging in earthly vices...
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0 
  Agility  
  0 
  Melee 
   
  2 
  Mind 
   
  1 
  Ranged  
  0 
  Appeal  
  2 
  Defence  
  2
  Careers
  Healer  
  0 
  Farmer  
  1 
  Minstrel  
  1 
  Priest 
   
  2
  Boons
   
  4 Keen Scent: Bellys’ appetite gives him a bonus 
  when he uses his sense of smell. 
   
  4 Beast Friend: Whenever dealing with animals, 
  his good humour and affable disposition give 
  him a bonus die to his roll.
  Flaws
   
  4 Country Bumpkin: Bellys has to take a 
  penalty die when dealing with uptight 
  townsfolk.
  Protection 
  heavy robes 
  d6–3 
   
   
  (light armour)
  Weapons  
  incense burner d6H+1 
   
   
  (flail)
   
   
  staff sling  
  d6L+1
  Points
  Hero Points 
  5 
   
  Fate Points 
  2 
  Lifeblood 
  11
  Note: Bellys often travels with his less-than-
  reputable roughneck friend Jomi (treat as a tough 
  Thug.)
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  Lord Nylus Keller
  Lord Keller is an imposing man of some 70 years. 
  He started as an officer of scouts in the Sartarlan 
  Cavalry. His leadership was recognized and 
  rewarded on the formation of the fledgling Sky-
  Navy by his promotion to the captainship of the 
  first troop of sky-boats. The Sky-Navy grew, and he 
  grew with it – now he commands the entire fleet.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  2 
  Agility  
  2 
  Melee 
   
  2 
  Mind 
   
  2 
  Ranged  
  2 
  Appeal  
  2 
  Defence  
  2
  Careers
  Noble 
   
  3 
  Soldier  
  1 
  Sky-pilot 
  3
  Boons
   
  4 Marked By The Gods: included in 
  Hero Points
   
  4 Alert: Quick to spot danger and react, Nylus 
  receives a bonus die to his Priority Rolls.
   
  4 Friends In High Places: Lord Keller has 
  contacts within the upper echelons of 
  society. While they will not usually 
  stick their necks out for him, they will 
  give him aid, expecting a favour in 
  return when it suits their own interests.
   
  4 Inspire: This gives a bonus die for one round 
  after the call to all his companions’ Attack 
  Rolls (if they can hear him). This can be 
  done once a day for free, or again in that 
  day for a Hero Point.
  Flaws
   
  4 Can’t Lie: Lord Keller is a bluff 
  military man with a stiff-
  backed code of honour. He 
  gets a penalty die if he tries 
  to deceive, tell half-truths, 
  or conceal something that 
  he know about when he is 
  asked about it directly.
   
  4 Missing Eye: Take a penalty die 
  when appropriate.
  Protection  
  light armour  
  d6–3
  Weapons 
  sword   
  d6+2 
   
   
  crossbow 
  d6+1
  Points
  Hero Points 
  6 
   
  Lifeblood  
  12
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  Kalzatan the Imposter
  Ferk was born as a slave in Zalut, but he was never 
  going to remain just a slave. He learned what he 
  could from his master’s library and then killed his 
  master (a fairly minor Magician named Kalzatan), 
  taking his place in the city by using sorcery to 
  assume his form. 
  He grew in power and in status until he was 
  discovered and – rather than face repercussions 
  – departed the city and made his way to the 
  mainland. He now sells his hellish powers to the 
  highest bidder.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  0 
  Melee 
   
  1 
  Mind 
   
  3 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  2
  Careers
  Magician 
  3 
  Scribe  
  1 
  Slave 
   
  1 
  Vagabond 
  0
  Boons
   
  4 Power of the Void: included in Arcane Power.
  Flaws
   
  4 Hunted (Council of Magicians): Roll a d6 
  whenever he enter a new city. On a 1, 
  the Council will learn of his presence 
  and make his life difficult.
   
  4 Obsession (with arcane power): 
  Whenever he is in the presence of 
  some form of magical power, he 
  gets a penalty die on all rolls that 
  require him to ignore it.
   
  4 Morgazzon’s Curse (paranoia): 
  At the first threat or hint of 
  danger, Kalzatan will use 
  a Villain Point to escape, 
  delivering mocking 
  laughter or a sardonic 
  jibe from the shadows as 
  he departs.
  Protection 
  none
  Weapons 
  sword   
   
   
  d6+1
  Points
  Arcane Power 
  15 
  Villain Points 
  5 
  Lifeblood 
  11
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  Sample adventurers
  Whilst creating a Hero is not a long process, some 
  players want to leap straight into the action. 
  Here are some characters that can be used in the 
  adventures that follow – feel free to tweak them.
  Krongar the Mighty
  Krongar is a powerfully-built barbarian of 18 from 
  the northern lands of Valgard. When outlaws 
  massacred his family three years ago, Krongar set 
  out with just his father’s blade in his fist, tracked 
  down and slew the outlaws one by one.
  In those three years, Krongar headed south 
  through the Axos Mountains (where he had a minor 
  disagreement with a snow worm over which of 
  them would be sheltering in the cave), and met and 
  befriended the Wizard, Jesharek (despite Krongar’s 
  distrust of magic).
  He later headed down to Tyrus (where he stopped 
  and became a thief for a while), and on to Satarla 
  where he joined the city guard. After a recent run-in 
  with some of his officers – whom Krongar slew in 
  a slightly one-sided fight (there were only three of 
  them), he has been thrown into the arena to fight 
  for his life.
  Attributes 
   
  Combat Abilities
  Strength 
  3 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  2 
  Mind 
   
  0 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  1
  Careers
  Barbarian 
  2 
  Gladiator 
  0 
  Thief 
   
  1 
  Soldier  
  1
  Languages
  Valgardish, Lemurian
  Boons
   
  4 Marked by the Gods: The gods favour Krongar. 
  He has an extra Hero Point (included).
   
  4 Trademark Weapon: Krongar is skilled in the 
  broadsword of the Valgardian warrior and 
  gets a bonus die whenever he is uses a genuine 
  Valgardian Blade.
  Flaws
   
  4 Distrust of Sorcery: Krongar will not use 
  sorcerous powers or items. When dealing with 
  wizards and alchemists, he rolls a penalty die.
  Protection 
  light armour 
  d6–3
  Weapons 
  sword   
  d6+3 
   
   
  spear   
  d6+3
  Points
  Hero Points  
  6 
  Lifeblood 
  13
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  Argol Arran
  A friend of Sharangara – Argol can turn his hand 
  to almost anything. When Oomathax the Quill 
  discovered Argol stealing from him, he couldn’t 
  bring himself to summon the guards to take Argol 
  to the arena – there was something about this 
  young man that he saw in himself when he was 
  younger.
  Oomathax wondered whether he could take this 
  wayward lad and turn him into a competent 
  alchemist. Argol took to it like the proverbial poad 
  to water, and Oomathax schooled him in the arts of 
  making potions, acids, powders, and how to smith 
  exotic metals.
  One thing with Argol – while he can turn his hand 
  to anything, he also gets bored very quickly. 
  Pretty soon, he was slipping out from 
  Oomathax’s care and hitting the road for 
  adventure with his new found skills. It didn’t 
  take him long to hook up with Sharangara, and for 
  now they travel together until it no longer suits 
  them to do so. 
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  1 
  Ranged  
  1 
  Appeal  
  1 
  Defence  
  1
  Careers
  Alchemist 
  1 
  Blacksmith 
  1 
  Mercenary 
  1 
  Thief 
   
  1
  Languages
  Lemurian, Ygddari, Malakutian
  Boons
   
  4 Trademark Tools: Argol has a set of 
  finely crafted thieves’ tools. Roll a 
  bonus die whenever doing something 
  where such tools are useful.
  Protection 
  light armour 
  d6–3
  Weapons 
  sword  
  d6+1 
   
   
  dagger  
  d6L+1
  Points
  Hero Points  
  5 
  Lifeblood 
  11
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  Molina Goth
  Molina Goth started out as an honest but poor 
  farmer – then became dishonest, and is now 
  rich. Discovering that his heart was simply not 
  in farming when he inherited his father’s lands, 
  Molina sold up and moved into the city.
  In Parsool, Molina lived the high life for a while 
  until his money ran out. He then realised that he 
  could make money more easily by taking it from 
  other people rather than working till he dropped, 
  like his father had done.
  Molina then fell foul of the city guard. Fleeing 
  the city by ship, he ended up – after a series of 
  escapades – in the Pirate Isles. Here he quickly 
  reached the position of second mate to the old 
  rogue, Ballik Boram. 
  Later, for the reward money, he double-
  crossed his shipmates, leading them into a 
  trap where they were destroyed by three Parsool 
  war galleys. Ballik Boram escaped though, and 
  won’t forget this treachery… 
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  2 (1) 
  Melee 
   
  2 
  Mind 
   
  0 
  Ranged   0 
  Appeal  
  1 
  Defence   1
  Careers
  Farmer  
  0 
   
  Merchant 
  1 
  Pirate 
   
  1 
   
  Thief 
   
  2
  Languages
  Lemurian, Sea Tongue
  Boons
   
  4 Great Wealth: Molina is incredibly 
  wealthy. He owns lands around 
  Parsool, a house in the City, and 
  a galley in the port. (Roll an extra 
  die on any attempt to obtain any 
  goods, services or items whilst in Parsool.)
  Protection 
  medium armour d6–2 
   
   
  (Agility modified if wearing)
  Weapons 
  sword  
  d6+1 
   
   
  dagger  
  d6L+1
  Points
  Hero Points  
  5 
  Lifeblood 
  11
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  Pellem Pharn
  Pellem was once a rich lord of Urceb, who ran afoul 
  of an agent of the Witch Queen. Manipulation of 
  the Urceb royal court (and certain less than honest 
  merchants) has caused him to fall on hard times 
  because of massive debts. 
  He was sold into slavery but managed to prove his 
  worth to his new master as a warrior, and fought 
  for several years in the arena. When he had earned 
  enough to buy himself out of slavery, he tracked 
  down and slew Uthor Kaho, the agent that had 
  caused his downfall.
  The Witch Queen’s agents now hunt Pellem Pharn. 
  Their instructions are to capture him alive for a 
  special sacrifice to the Witch Queen’s dark masters.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 (0) 
  Agility  
  2 (1/0) Melee 
   
  2 
  Mind 
   
  0 
  Ranged  
  1 
  Appeal  
  1 
  Defence  
  0
  Careers
  Gladiator 
  2 
  Noble 
   
  1 
  Slave 
   
  0 
  Soldier  
  1
  Languages
  Lemurian, Kashtian
  Boons
   
  4 Artistic: Whilst he was a member of 
  the royal palace, Pellem learned to 
  appreciate the finer side of life. Roll 
  a bonus die when appraising or 
  creating items of art.
   
  4 Trademark Weapon: When using his 
  specially crafted mace, Pellem uses a 
  bonus die.
  Flaws
   
  4 Hunted by the Witch Queen: There is a 
  chance that agents of the Witch Queen 
  will turn up whenever Pellem ventures 
  into any city (roll 1 on a d6).
  Protection 
  heavy armour* d6–1 
   
   
  medium armour d6–2 
   
   
  helmet  
  +1 protection 
   
   
   
   
  –1 Initiative
  Weapons 
  mace 
   
  d6+1 
   
   
  dagger  
  d6L +1
  Points
  Hero Points  
  5 
  Lifeblood 
  11
  *Pellem wears a mail shirt normally when 
  travelling, but pulls on greaves and bracers and a 
  helmet if he knows he is going into a fight.
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  Sharangara of Oomis
  Sharangara of Oomis is an attractive woman, well 
  versed in lore and seeking even greater knowledge. 
  Sharangara was born to a minor merchant family, 
  and regularly met with some of the Blue Giants 
  merchants to trade for the rare hides and ivories 
  that the Blue Nomads are known for.
  Later Sharangara met the magician, Oomathax the 
  Quill, and persuaded him to teach her some of his 
  secret arts. She was a naturally-gifted magician and 
  learned quickly.
  Here her beauty caused trouble. Kall Koltis, a noble 
  of Satarla, became besotted with her, and insisted 
  on employing her in his household. She refused, so 
  in his anger he slew her mentor Oomathax – who 
  had rushed to her aid – and burned down his home. 
  Fleeing, she hooked up with Argol Arran, whom she 
  had known from his time under Oomathax’s wing. 
  Together they have made a pact to return some day 
  to avenge his death.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  0 
  Agility  
  1 
  Melee 
   
  –1 
  Mind 
   
  1 
  Ranged  
  2 
  Appeal  
  2 
  Defence  
  3
  Careers
  Magician 
  1 
  Merchant 
  1 
  Physician 
  1 
  Scribe  
  1
  Languages
  Lemurian, Giantish, Beshaari, Sorceric
  Boons
   
  4 Giant-Friend: Sharangara gets on particularly 
  well with Blue Giants. Use a bonus die when 
  dealing with the Blue Giants.
  Protection 
  light armour 
  d6–3
  Weapons 
  knife 
   
  d6L 
   
   
  bow 
   
  d6
  Points
  Arcane Power 
  11 
  Hero Points 
  5 
  Lifeblood 
  10
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  Jandar Joth
  Sold into slavery at an early age, Jandar eventually 
  escaped his cruel master some years later, and 
  ended up in the Qush. This is where he actually 
  started to come into his own – it was as if he should 
  always have been here in the jungle. He found he 
  had a natural affinity for the outdoor life, and soon 
  hooked up with a famous hunter Blunt Orlaq, who 
  taught him the way of the plants and the beasts. 
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0 
  Agility  
  2 
  Melee 
   
  0 
  Mind 
   
  2 
  Ranged  
  2 
  Appeal  
  –1 
  Defence  
  2
  Careers
  Beggar  
  0 
  Hunter  
  3 
  Slave 
   
  0 
  Thief 
   
  1
  Languages
  Lemurian, Grooth, Axian
  Boons
   
  4 Beast Friend: Easily domesticated creatures 
  are not afraid of Jandar and he is able to 
  train them more easily. Ferocious animals are 
  less likely to attack. Whenever dealing with 
  animals, roll a bonus die.
   
  4 Jungle Born: Jandar is skilled in hunting 
  creatures that live in the Qush Jungle. 
  When tracking creatures in this 
  environment, roll a bonus die.
   
  4 Keen Scent: Jandar has a better than 
  normal sense of smell. Whenever he 
  makes a mind Task Roll to perceive 
  something using his sense of smell, roll 
  a bonus die.
  Flaws
   
  4 Feels the Cold: Jandar has 
  difficulty coping in very 
  cold conditions. Roll a 
  penalty die for any tasks 
  undertaken in a cold 
  environment.
   
  4 Illiterate: Jandar 
  cannot read or 
  write.
  Protection 
  0 (no armour)
  Weapons 
  knife 
   
  d6L 
   
   
  spear 
   
  d6+1 
   
   
  bow 
   
  d6
  Points
  Hero Points 
  5 
  Lifeblood 
  11
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  Rork Kozaar
  Rork is massive, even for a Blue Giant. He is the 
  second son of the chief of the Kozaar Tribe. A 
  better merchant than a hunter, he frequently visited 
  Oomis, where he met Sharangara. Rork heard of 
  Sharangara’s recent disagreement with the noble 
  Kall Koltis and has come to lend a hand. Kall has 
  been impolite towards Rork on several occasions 
  too. 
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Initiative 
  1 
  Agility  
  –1 
  Melee 
   
  3 
  Mind 
   
  1 
  Ranged  
  0 
  Appeal  
  1 
  Defence  
  0
  Careers
  Barbarian 
  1 
  Hunter  
  0 
  Merchant 
  3 
  Noble 
   
  0
  Languages
  Lemurian, Giantish, Windsong, Sea Tongue,  
  Ygddari, Axian 
  Boons
   
  4 Blue Giant Strength: Rork is especially 
  strong. He has an extra 1 to his strength. His 
  maximum strength is 6 rather than 5.
   
  4 Strength Feat: Rork can focus his size and 
  muscle into things where brute force is all-
  important. Add a bonus die when breaking, 
  lifting, pulling or pushing things.
   
  4 Thick Skin: Rork has a particularly leathery 
  skin, which gives him one point of protection 
  from damage, even when not wearing armour.
  Flaws
   
  4 All Thumbs: Rork’s chunky fingers are not 
  great at very fine manipulation. Roll a penalty 
  die when picking locks, firing a bow or 
  crossbow, or when doing fine work.
   
  4 Lumbering: Rork is not particularly nimble 
  on his feet. Roll a penalty die when balance is 
  important – for example, crossing a narrow 
  bridge, or standing on a mountain ledge.
  Protection 
  Thick Skin 
  1, and also: 
   
   
  light armour 
  d6–3
  Weapons 
  knife 
   
  d6L+4 
   
   
  sword  
  d6+4
  Points
  Hero Points 
  5 
  Lifeblood 
  14
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  Arak-Aree the Talon of God
  “Never again.”
  The vow of Arak-Aree
  Arak-Aree saw her parents killed by the flatlanders. 
  The Wingless raided her aerie, killing the adults 
  and taking the children as slaves. She was sold 
  as a novelty to a rich merchant from Oomis who 
  gave her to his spoiled daughter as a pet. Arak-
  Aree soon became the constant companion – then 
  friend – of the girl. Life was nearly bearable until 
  she reached her teens and the merchant’s older 
  son began showing an “interest”. Wanting to 
  protect her friend, the merchant’s daughter tried 
  to convince her father to free Arak-Aree.  A haggler 
  to his very soul, he refused to give up such a 
  valuable acquisition. The girl would not relent and 
  eventually found a way to smuggle Arak-Aree out 
  of the city. 
  With her aerie destroyed, Arak-Aree was at a loss. 
  However, a fire still burned in her heart. She made 
  her way to the mountain-top temple of Karyzon, 
  “He of the Rending Talons” and dedicated herself 
  to Him. It was then she  
  took her vow, “Never again.”
  She trained in the ways of 
  war, and soon like-minded 
  youths began to gather 
  around her. She formed the 
  Aerie of the Talons, a society of 
  warriors dedicated to protecting the Winged Men 
  from the depredations of the Wingless.
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1 
  Agility  
  3 
  Melee   
  0 
  Mind  
   
  1 
  Ranged   
  2 
  Appeal   
  1 
  Defence  
  1
  Careers
  Slave 
   
  1 
  Priest   
  1 
  Warrior  
  2 
  Scholar   
  0
  Languages
  Windsong, Lemurian
  Boons
   
  4 Winged Man Agility: She has added 1 to her 
  agility (included above), and her maximum 
  agility is 6 instead of 5.
  Protection 
  0 (no armour)
  Weapons 
  bow 
   
  d6 
   
   
  sword  
  d6
  Points
  Hero Points 
  5 
  Fate Points 
  1 
  Lifeblood 
  11
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  The Sagas
  “The tattered map was old, yellowed, and spotted 
  with patches of mould. There were irregular 
  holes where uzag must have gnawed whilst it 
  lay in some deep crypt, forgotten and left to rot. 
  But someone had brought it out and sold it to the 
  merchant. Now Molina Goth held it in his hands 
  and studied the crabbed and faded script. The 
  writing defeated him, but the shapes and lines of 
  the land seemed strangely 
  familiar. 50 gold coins was 
  a lot to pay for a piece of 
  old parchment – but if what 
  the merchant had said was 
  true? This map would lead 
  to great adventure, and the 
  wealth of the kings of old.”
  The Urceb Rolls
  Adventure seeds
  Lemuria is a land full of peril 
  and adventure. Here are some 
  ideas to whet your appetite:
   
  4 There is madness 
  on the once-tranquil 
  streets of Lysor – the 
  Yellow Druids have 
  returned in force. 
  They have discovered 
  an old grimoire that 
  contains a ritual to bring 
  Morgazzon back to the 
  world.
   
  4 An ancient treasure map 
  has been discovered 
  showing the entrance 
  to the catacombs under 
  Urceb.
   
  4 An alchemist hires the 
  characters to guard 
  him and his sky-boat 
  in his venture to the 
  Axos Mountains to 
  find the hidden race 
  of Winged Men. The 
  Heroes are unaware 
  that the alchemist is 
  planning to capture one 
  of the birdmen for his 
  experiments.
   
  4 A wizard has discovered 
  a tome that describes 
  how the Orb-Blade was 
  forged – he wants the 
  Heroes to travel to the 
  Fire Coast to recover the 
  Star-Orb that is guarded by Methyn Sarr, the 
  Witch Queen.
   
  4 A wizard’s tower, reputed to be abandoned, 
  contains the wealth of kings. The only trouble 
  is, no one who has tried to break into the 
  tower has ever returned to tell the tale. An old 
  hermit living in the mountains was once the 
  apprentice of the wizard, and it is believed 
  that the hermit has the secret of access to the 
  tower.
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  Krongar* the Gladiator
  *insert one of the Heroes’ names here
  Adventure overview
  This beginning adventure is a simple way to get the 
  Heroes together. It is set in Satarla, although you 
  could change the location with a bit of work if you 
  wish. It throws them all in a prison together, and 
  the plot is a relatively straightforward one: escape 
  or die. It is a slightly railroaded opening adventure, 
  but this is in a good cause!
  From the dungeon cell, the Heroes can explore 
  opportunities for role-play and learn something 
  about one another. They can also search their 
  prison to see if they can discover a way to escape.
  When escape proves futile, they are thrown into 
  the gladiatorial arena and have to fight for their 
  lives against a ferocious beast from the wilds 
  of the Qush Jungles. Even if they manage to kill 
  this monster, their futures look bleak until an 
  opportunity to escape presents itself...
  Prisoners!
  The Heroes are all together in a large dungeon cell. 
  It is dark, dank, and smells of ages-old rot, human 
  waste, and decay. The characters are the only 
  people in the cell.
  One wall is completely filled with a heavy bronze 
  grill, green with verdigris. This looks to be the 
  only way out. It is lifted, portcullis-like, by a winch 
  outside the cell. 
  Dim light filters through this grill from a torch 
  mounted on a wall across the other side of the 
  further room (which is clearly a guardroom). Next 
  to that is a solid wooden door. There is a table and 
  a couple of chairs in the guardroom, and bronze 
  grills are set in two of the other walls, seemingly 
  also barring the way to two more cells full of men.
  Introductions
  The Heroes may make their introductions at this 
  point, and it would also be an opportune moment 
  for the players to decide exactly what their 
  characters are doing in here.
  Some good examples would be:
   
  4 One could have been involved in a drunken 
  brawl with some city guards in a tavern 
   
  4 One of them could be an escaped slave, if he 
  has the appropriate career 
   
  4 One could be a thief caught stealing in the 
  market place 
   
  4 Perhaps one broke into the Great Library, 
  thinking to rob it, and was found by the 
  guards 
   
  4 One has perhaps been accused – rightly or 
  wrongly – of being a spy for the city of Tyrus 
   
  4 Maybe one character has not paid some debts 
  – a good one for a noble character
  The players may choose from the above or think of 
  their own reasons for being here. They do not have 
  to tell the truth, but simple Heroic types usually do 
  in this sort of situation. 
  Looking around
  Let the players explore their cell – they could test 
  their strength on the bronze grill and try to lift it. 
  (It is very heavy, requiring a Demanding Task Roll 
  (–4) to lift.)
  There is little in the room itself – just some bedding 
  straw in the corner, and some scratches on the wall 
  (a previous prisoner marking down the days). The 
  walls are huge stone blocks, and are immoveable 
  by any means. It is apparent that the characters are 
  underground.
  However this part of the adventure goes, the 
  characters should eventually end up in the arena, 
  so as a GM your job is to see that this does happen.
  Getting out of the cell
  The Heroes might actually find a good way to 
  escape the cell at this point. 
  If they escape by lifting the grill (or some other 
  method) then they will be able to get into the 
  guardroom beyond. This will arouse the interest of 
  the men in the other two cells and the noise levels 
  will begin to rise. The wooden door leading out is 
  locked, and to batter down or force open would 
  again be a Demanding Task Roll (not to mention 
  noisy).
  A thief could attempt to pick the lock, which is 
  a Hard Task Roll (–2), but he will require a long 
  pin or some other thin piece of metal. A magician 
  character might also be able to open it with a 
  suitable spell.
  However, any rise in noise levels will bring the 
  attention of the guards in the corridor beyond.
  If the Heroes manage to open the door, they will 
  see that it leads to a long corridor, leading left and 
  right, lined with well-armed guards (figure about 
  four guards (rabble) per Hero – details are set out 
  at the end of this adventure) and lit by torches set 
  in wall mountings. There are many sounds to greet 
  their ears – shouts and applause from a packed 
  crowd of people, savage roars and growls from 
  angry beasts – and cries of pain from their victims. 
  What is quite clear though, is that escape at this 
  point would seem to be impossible (the characters 
  do not even have weapons), and so the characters 
  may be better biding their time until an opportunity 
  arises (which it will).
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  The Heroes might come up with a brilliant plan to 
  get past the guards lining the corridor (or might 
  burn through their Hero Points with a reckless 
  escape). 
  If they head right along the corridor, you can let 
  them know that they find themselves following a 
  passage and then up some steps, only to find they 
  are at the gate into the arena itself! In this case, 
  they will see a young girl tethered to a post, with 
  a savage jungle-beast just being let out of a gate 
  at the opposite side of the arena. Heroes would, in 
  these circumstances, leap into action to save the 
  girl.
  If the characters go in the other direction along the 
  corridor, they will find themselves at another door 
  (unlocked), which leads into a guardroom. There 
  will be more guards in here – up to half a dozen or 
  so. From here, it is up to you, but some possibilities 
  could be:
   
  4 They follow a corridor that leads to the area 
  where the wild beasts are kept and some of 
  them have got loose, because of all of the 
  hubbub of the escaped prisoners
   
  4 They follow a corridor that leads up into the 
  royal boxes (which will be heavily protected by 
  well-armed and well-trained guards)
   
  4 They head downwards to some underground 
  passages that lead to the city sewers – maybe 
  there are some ferocious beasts down here 
  that escaped from the arena years ago
  Obviously, taking these routes means that the rest 
  of the adventure is largely irrelevant, so it is up to 
  you as GM to wing it from here. Good luck! 
  Awaiting their fate
  If the Heroes do not get out of their cell, then a 
  little later they will see and hear some guards come 
  through the wooden door opposite their cell. The 
  guards take the prisoners from one of the other 
  cells away through the door. From beyond the door, 
  whilst it is open, comes a roar of excitement from 
  what sounds like a vast crowd.
  Later on, the door will again open and the prisoners 
  from the other cell will be led away. Finally, the 
  guards will come again for the Heroes. There are six 
  guards (with leather jerkins, helmets and spears) 
  in the room and another six outside, two of whom 
  have crossbows ready. The Heroes are unarmed and 
  so any attempted escape at this point would seem 
  futile.
  Into the Arena!
  The Heroes will eventually be brought down the 
  long tunnel to the entrance of the arena. They will 
  see the high walls around the sandy floor, slaves 
  carrying bodies away, and dark stains on the sand. 
  The crowd around the arena is hushed, awaiting 
  the next battle for their entertainment. This will, of 
  course, be the player characters, who are ushered 
  into the middle of the arena, where they will see a 
  few basic weapons (one for each Hero – a spear or 
  two, maybe an axe and a flail – it depends on how 
  many characters there are). 
  Once the Heroes have picked up their weapons, a 
  great noise comes from behind a gate at the far 
  end of the arena. The gate opens and hurtling out 
  of it comes a dreaded jemadar. It is hungry and 
  angry, as it has been prodded and poked with 
  spears to enrage it. It launches itself straight at the 
  characters to the cheer of the crowd. If there are 
  more than three characters, or the characters are 
  still uninjured and have plenty of Hero Points, you 
  could have them attacked by two jemadars! 
  Once the beast is dead, leave the Heroes with an 
  opportunity to escape. These are some possibilities:
   
  4 Perhaps the gate at the far end of the arena 
  was not shut properly? 
   
  4 Maybe one of the Heroes has friends in the 
  crowd who will create a diversion or throw 
  down a rope for them to climb out? 
   
  4 Or there is a magician in the crowd, who needs 
  the characters to do something for him so he 
  stages a rescue (a sky-boat with a rope hanging 
  down, like a modern-day helicopter rescue)? 
  If one of the players suggests something plausible, 
  you could always run with that – especially if they 
  use a Hero Point. 
  Of course, if the characters stand around dithering 
  too long, a bunch of at least a dozen arena guards 
  will come towards them and the crowd will be 
  baying for more blood.
  The Encounters
  The arena guards
  The arena guards are classed as rabble:
  Lifeblood 
  2 
  Weapon  
  d3
  The enraged Jemadar(s)
  Attributes 
   
  Combat Abilities
  Strength 
  6 
  Attack  
  +4 
  Agility  
  1 
  Damage  
  d6H ×2 
  Mind 
   
  0 
  Defence  
  3 
  Lifeblood 
  30 
  Protection 
  d3 (2)
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  Krongar* and the Island of Doom
  *insert one of the Heroes’ names here
  Adventure overview
  The adventure starts as many good ones do, with 
  a brawl in a tavern. This leads the characters 
  to a man with a ship and a treasure map. The 
  Heroes will be needed to lend their sword-arms 
  in a venture to find a temple ruin on the Island of 
  Doom.
  En route to the island, the ship has a one-sided run-
  in with a huge sea serpent, and one way or another, 
  the survivors will find themselves on the beach of 
  the Island of Doom.
  Whilst exploring the island, cannibals will attack 
  the Heroes, and assuming they get through these 
  and other hazards, they will find the lost temple. 
  The treasure is guarded by hidden traps and a 
  massive monster, known as a xolth. 
  The Tavern of Arsag Jorn
  It is a portside tavern in Parsool, and Arsag is well 
  used to his patrons smashing the place (and each 
  other) to pieces. It is an unspoken rule in his tavern 
  that anyone who is killed or knocked unconscious 
  gets looted to pay for the damage.
  How the Heroes get into the brawl is largely up to 
  the GM. It will involve Ballik Joram in some way, 
  however. He is currently first mate on the pirate 
  ship Wave Forager (having lost his own ship to 
  treachery) – the captain is Korim Karthon. 
  The Heroes could (for example) come to the aid 
  of Ballik, who is being beset by pirates of another 
  ship, or by local mariners. Or, Ballik and a couple of 
  his men might taunt the characters into a fight as a 
  means of testing their mettle. Another alternative, 
  if one of the Heroes has a career rank in pirate, is 
  to have that character replace Ballik Joram as Wave 
  Forager’s second mate.
  If one of the players is using Molina Goth, you 
  could change the opening premise a little and 
  have Molina leading the expedition in his own 
  ship. Maybe he has been beset by pirates who have 
  learned who he is and are seeking revenge for his 
  treachery against Ballik Joram. Or they have learned 
  that he has an ancient treasure map and are trying 
  to rob him for it.
  The Wave Forager
  The ship is a reasonably good one and about 
  average size for a pirate galley (or merchant galley, 
  if Molina Goth is heading the expedition). It would 
  probably have to run from a fully-armed war 
  galley, but could take on most merchant vessels, or 
  smaller fighting ships.
  The first few days are uneventful, but on the third 
  evening the lookout spots the massive shape of a 
  kalathorn, a huge sea serpent, heading straight for 
  the galley. The Heroes can have a go at fighting it 
  off (the crew will help, but despite all their efforts, 
  it is only the Heroes and maybe Korim Karthon who 
  will have any actual effect upon the beast).
  The dreaded kalathorn is likely to destroy the 
  galley, killing or drowning most of the pirates 
  on board. However, if the Heroes drive it off, or 
  otherwise escape (maybe using any appropriate 
  careers), the galley will nevertheless lose a large 
  contingent of men and be sufficiently damaged to 
  require repair as soon as possible. 
  The Island of Doom
  Depending on the encounter with the kalathorn, the 
  Heroes will either put to shore in a longboat or be 
  washed up on the beach, clinging to some piece of 
  flotsam from the destroyed Wave Forager. There 
  may be a few pirates still with them. The island is 
  full of strange noises from within the dense jungle 
  that comes right up to the edge of the narrow strip 
  of beach. 
  The only way through the dense foliage is to hack 
  a path. It is slow going and very hot work. Anyone 
  in armour will be slowed and may require strength-
  modified Task Rolls (start at Easy on the Task Roll 
  table and move it up one rung each hour) to keep 
  going. Otherwise, they fall down exhausted. 
  The Heroes will hack through the jungle for hours. 
  There are growls and screams, roars and screeches 
  from all around. Every now and again, bushes 
  will move up ahead or from behind. Heroes with 
  appropriate careers may make rolls to determine 
  that the group is being followed. 
  The cannibals attack
  At a small clearing, a couple of the remaining 
  pirates will get caught up in a trap set across their 
  path. This is a weighted net that falls down upon 
  them. If there are no pirates left then it may fall 
  on one or two of the Heroes (appropriate careers – 
  such as hunter or barbarian – and agility Task Rolls 
  can be used to avoid it). 
  Then the cannibals attack. There are four cannibals 
  per Hero, plus one for each pirate left. They are 
  armed with blowpipes with mildly toxic darts and 
  clubs or spears. This is a chance to kill off any 
  remaining pirates. Then it is down to the Heroes to 
  fight off the cannibals – which they should be able 
  to do with relative ease. 
  The ruined temple
  Continuing through the jungle after the above 
  encounter, the Heroes will eventually find the 
  ruined temple. The remains are dark fallen blocks, 
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  tumbled and half-broken pillars, partially buried 
  lizard-like statues, and crashed masonry, all 
  covered in tangled vines and creepers.
  The area seems ethereally silent as the Heroes walk 
  amongst the ruins. There is a brooding evil and 
  menace all around. The sounds from the jungle are 
  distant – it is as if they have stepped into another 
  unearthly world. Anyone with an appropriate career 
  will be able to tell that this was a temple of the 
  Sorcerer-Kings.
  Into the darkness
  There is a dark overgrown altar in the centre of the 
  temple. Beneath the altar (moved as a Tough Task 
  Roll using strength) is a set of dark ancient steps 
  leading down. At the foot of the stairs is a trap (a 
  loose step), which releases a block from the ceiling 
  above.
  The trap can be spotted by a mind Task Roll (plus 
  any appropriate career, say thief) as a Demanding 
  Task (it is well hidden, and it is also dark down 
  here). The block will be avoided by an agility Task 
  Roll plus career (say barbarian for their natural 
  awareness). 
  Once the block is avoided, the corridor ahead 
  stretches into the darkness. It seems to continue to 
  slope downwards, and there is a stronger sense of 
  brooding evil in the depths. A faint noise echoes up 
  from the deeps. The Heroes will need a light source 
  to explore further.
  A slithering doom
  The passage continues deeper and deeper 
  underground. It eventually ends in a large 
  cavernous under-temple. There are huge cyclopean 
  pillars of dark stone supporting the ceiling. There 
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  is a slithering sound in the darkness at the outer 
  reaches of the light source, coming closer. Coming 
  towards them, the Heroes will see a xolth! It isn’t 
  the biggest xolth there is, but nonetheless should 
  be a horrendous job for the Heroes to kill. 
  Assuming the Heroes (or some of them) survive, 
  the centre of the chamber contains a huge statue 
  to Tharungozoth the Slaughterer, before which 
  are piled a king’s ransom in gold coins, silver and 
  gold bracelets and necklaces, rubies, sapphires and 
  opals. There may even be an ancient tome, useful to 
  a wizard or alchemist character.
  The encounters
  Ballik Joram
  An old sea-dog, Ballik is a typical pirate. Still swift, 
  despite his 50 years, he easily commands the 
  respect of his crewmates.
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  2  
  Melee 
   
  2 
  Mind 
   
  0 
  Ranged  
  0 
  Appeal  
  1 
  Defence  
  1
  Careers
  Pirate 
   
  3 
  Thief 
   
  1
  Protection 
  light armour 
  d6–3
  Weapons 
  cutlass  
  d6+1 
   
   
  dagger  
  d6L+1
  Points  
  Lifeblood 
  11
  The pirates (rabble)
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Melee 
   
  0 
  Agility  
  1 
  Ranged  
  –1 
  Mind 
   
  0 
  Defence  
  1 
  Appeal  
  –1 
  Careers  
  Pirate 
   
  1
  Weapons 
  cutlass  
  d3
  Points  
  Lifeblood 
  1
  The cannibals (rabble)
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Melee 
   
  0 
  Agility  
  0 
  Ranged  
  0 
  Mind 
   
  –1 
  Defence  
  0 
  Appeal  
  0 
  Careers  
  Hunter  
  0
  Weapons 
  d3 or Blowpipe 1 (+poison)
  Points  
  Lifeblood 
  2
  Kalathorn
  Creature Size: Gigantic
  Normally Found: Sea
  Kalathorn are gigantic sea serpents, twice the size 
  of a typical Lemurian war-galley, and with virtually 
  impervious scaly hide. The creature is similar in 
  form to a prehistoric plesiosaur.
  Attributes 
   
  Combat Abilities
  Strength 
  14 
  Attack  
  +1 
  Agility  
  –1 
  Damage  
  d6H ×3 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  70 
  Protection 
  d6–1 (3)
  Xolth
  Creature Size: Immense
  Normally Found: Damp Caves, Underground
  Xolth are immense, hideous worm-like monsters 
  that breed in the many caverns, catacombs and 
  buried cities beneath Lemuria. They are blind and 
  slug-like and absorb their food by enveloping 
  their prey within their pulpy, amoeboid flesh. The 
  biggest ones are almost un-killable – the xolth 
  continue to grow as long as they remain living. 
  One titanic specimen was worshipped by the 
  depraved cult in the Catacombs of Qeb. It was 100’ 
  long, although bigger ones are suspected to exist. 
  According to the Crimson Edda, xolth fear fire but 
  little else.
  Traits
   
  4 Fear of Fire: The xolth is likely to avoid fire
   
  4 Special Attack: Once enveloped, you either 
  have to kill the beast and cut your way out or 
  be absorbed, taking d6 lifeblood damage each 
  round you are inside the creature
  Attributes 
   
  Combat Abilities
  Strength 
  16 
  Attack  
  +1 
  Agility  
  –3 
  Damage  
  Special 
  Mind 
   
  –3 
  Defence  
  0 
  Lifeblood 
  85 
  Protection 
  d6 (4)
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  Krongar* and the Plains of Death
  *insert one of the Heroes’ names here
  Adventure overview
  This adventure seems to be a simple job guarding a 
  caravan traveling from Oomis (where the adventure 
  starts) to Satarla, but turns out to be very different 
  and very deadly.
  The merchant Varand Broge has some relics – 
  found in the ruins on the Klaar Plains – that he 
  wishes to deliver to his sponsor (a rich nobleman) 
  in Satarla. He explains to the Heroes that his own 
  guards have let him down and he needs to get 
  moving urgently. He offers a large purse of gold, 
  plus a bonus of a second purse if they make good 
  time, and suggests they meet him at the Oomis city 
  gates at sunrise.
  GM’s Information
  In actual fact, the relics (a huge statue of the god 
  Quathoomar and assorted other rare objects) were 
  stolen from the Hegga Tribe of Blue Nomads. The 
  chief’s son, Klant Hegga, won the honour of going 
  after and killing the thieves and recovering the 
  ancient tribal relics. He has killed all of the thieves 
  (six in all) except Varand Broge, who is now the 
  final one on Klant’s hit list.
  If one of the players has a Blue Giant character, 
  you can always switch Klant Hegga for the player’s 
  character if you wish (possibly also changing the 
  tribe he belongs to).
  Enemy at the gates
  When the characters get to the city gates, they will 
  see Varand Broge with two large bouphon-pulled 
  wagons and several riding-kroarks (one for each 
  Hero). He seems nervous and eager to move off.
  The lead wagon carries a tall bulky shape under a 
  cover of waterproof reptile-hide. The second wagon 
  has several smaller bulky items, also covered in 
  skins. The wagons groan under the weight.
  Before the party sets off, a large shape can be 
  seen approaching. As it gets closer, Varand 
  Broge becomes extremely nervous and urges the 
  characters to get going. It becomes clear that he is 
  scared of the approaching figure, which can be seen 
  to be a Blue Giant riding an eldaphon (pretty scary, 
  in any event).
  If the party get moving, Klant Hegga (for it is he) 
  will speed up – even on a slow eldaphon, it is clear 
  that he will catch up with the wagons fairly quickly.
  Suddenly, Varand will tell the Heroes that this Blue 
  Nomad has been threatening him and trying to 
  steal the artefacts from him for a while. Varand 
  will pay the Heroes double if they get rid of the 
  pursuer. By now, Varand is sweating profusely and 
  shaking uncontrollably.
  The characters can attack Klant, in which case he 
  will try to talk to them (he knows they are not the 
  thieves), or they can try talking to him, which he 
  will welcome. Meanwhile, Varand is trying to put as 
  much distance between the Blue Giant and himself 
  as possible.
  Klant will explain to the Heroes what has happened, 
  telling them that their “employer” is a lying thief 
  who has absolutely no intention of paying them. By 
  this stage, Varand has realised that the Heroes may 
  side with the giant, and will probably leap off his 
  wagon and make a run for it (knowing he will never 
  outpace them). 
  Of course, the Heroes may still try attacking Klant, 
  whereupon he will defend himself, insisting that 
  the Heroes have got it all wrong and trying to find 
  his way past them to get at Varand.
  A new companion
  If the Heroes allow Klant to deal with Varand, 
  Klant will then explain what the idol is and that he 
  needs to return the relics to his tribal lands. He is 
  anticipating trouble from the main enemy of his 
  tribe, the Karvoona tribe – he thought he saw some 
  members of their tribe watching him a day or two 
  ago out on the plains, and they will doubtless be 
  interested in what is on the two wagons. 
  Klant will ask the Heroes if they would be so kind 
  as to accompany him across the Klaar Plains to 
  his tribal lands near to Ygddar – a journey of over 
  500 miles. He will promise them their pick of the 
  artefacts in the second wagon (many of which are 
  jewel-encrusted gold pieces, each one obviously 
  worth a small fortune).
  Karvoona Trouble
  The journey will be comparatively trouble-free for 
  the first week or so, with Klant leading the group. 
  However, one morning when the Heroes awaken, 
  they will see that Klant has disappeared (his 
  eldaphon has gone too). Some mornings, he does 
  scout ahead, so this isn’t too unusual, but by the 
  time the Heroes are packed up to go, he still hasn’t 
  returned to the camp.
  Any Heroes with some sort of tracking or survival 
  skills should be able to determine where Klant’s 
  eldaphon went, so they can follow the tracks. After 
  a few hours, they will come to the dead body of 
  Klant’s eldaphon and what is clearly the scene of a 
  fight.
  Picking up on the signs (only a hunter can tell this), 
  the Heroes can see that there were up to half a 
  dozen Blue Nomads waiting in ambush, and that 
  they appear to have captured Klant and led him 
  off roughly eastwards. The trail has been disguised 
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  a little, but any reasonably competent tracker can 
  follow it to the Karvoonas’ tribe encampment, set 
  amongst some ancient ruins.
  A party without a hunter or similar will need an 
  alternative method of finding the encampment. A 
  magician could somehow divine the right course, or 
  a priest could appeal to the gods. 
  If the Heroes don’t pick up on the trail and have no 
  other means of finding the encampment, have them 
  wander around aimlessly for a while, and possibly 
  throw in an encounter with a yorth or an andrak (or 
  two). Then they can either stumble upon the camp, 
  or you could have them surrounded by Blue Giant 
  hunters during the night and captured, whereupon 
  they will be taken back to the camp.
  In the Karvoona encampment
  This Karvoona tribe appears to be a comparatively 
  small one, with only three big wagons (and the 
  three banth that pull them). There are a few hide 
  tents dotted around too, adding a bit more to the 
  living space for the tribal members. 
  Klant is held in a big cage hanging across a large 
  pool in the centre of the camp. He has clearly been 
  beaten, and is bleeding from several wounds.
  If any Heroes have been captured, they will be put 
  in the cage with him. Klant will tell the Heroes that 
  this particular tribe of the Karvoona are not acting 
  within the normal tribal traditions and that they 
  have had some sort of falling out with the Karvoona 
  King. They seem to be renegades and are more 
  aggressive than the other tribes.
  Looking down into the pool, everyone can see that 
  it is clearly a large underground chamber that has 
  flooded sometime in the past – maybe fed by some 
  underground river.
  If no Heroes have been captured, they will have the 
  opportunity to scout around and find the best ways 
  to get into the camp and possibly rescue Klant. If 
  any fight ensues, the Blue Giants will try to capture 
  the Heroes because they aim to sacrifice them. 
  Sacrifice to the Zathog!
  This offshoot of the Karvoona tribe worships the 
  giant zathog that lives in the catacombs below 
  these ancient ruins. They are preparing to sacrifice 
  Klant (and any captured Heroes) to the monster by 
  lowering the cage into the pool. As they do this, the 
  tribal shaman will bang a large gong at the side of 
  the pool to summon the monster to his feast.
  As usual, there are several ways this scenario could 
  go. The Heroes could end up in the pool and have 
  to fight the zathog. If they do and they manage 
  to kill it, there will be numerous ways out of the 
  underground catacombs that they could find – 
  possibly coming across some hidden treasure-trove 
  whilst they are down there.
  Otherwise, they could sneak in, rescue Klant, and 
  sneak out again. This might involve killing a few of 
  the Nomad guards or capturing the tribal shaman 
  to use as leverage, or whatever.
  They could even try an assault, but unless they are 
  very powerful, they might end up as minced meat!
  If the Heroes eventually get the caravans back 
  to Klant’s Hegga tribe, they will be treated as 
  honoured guests, given the pick of the women(!) 
  and allowed to take some valuable items back with 
  them when they return home.
  The Encounters
  Varand Broge
  A trader with no scruples, Varand Broge would rob 
  his own grandmother if there was a profit in it. He 
  is not brave, will run at the first sign of danger, and 
  will say anything to get himself out of trouble. 
  Attributes 
   
  Combat Abilities
  Strength 
  –1 
  Initiative 
  0 
  Agility  
  1 
  Melee 
   
  0 
  Mind 
   
  2 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  2
  Careers
  Merchant 
  1 
  Thief 
   
  1
  Protection 
  light armour 
  d6–3
  Weapons 
  staff 
   
  d6–1
  Points  
  Lifeblood 
  5
  Klant Hegga
  A powerful and seasoned hunter of the Hegga tribe. 
  The son of the chief, he expects to lead the tribe 
  when his father dies. Klant will stop at nothing to 
  do any task set for him. He rides an eldaphon.
  Attributes 
   
  Combat Abilities
  Strength 
  4 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  3 
  Mind 
   
  1 
  Ranged  
  1 
  Appeal  
  1 
  Defence  
  2
  Careers
  Barbarian 
  2 
  Hunter  
  3 
  Merchant 
  1 
  Noble 
   
  2
  Protection 
  medium armour d6–2 
  Weapons 
  great axe 
  d6H+4 
   
   
  great bow 
  d6H+2
  Points  
  Lifeblood 
  14
   
   
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  Karvoona Nomads
  These are seasoned hunters and are more warlike 
  than other Blue Giants. They are classed as tough 
  NPCs. There are about a dozen of these hunters 
  altogether. There are females too – these are 
  classed as rabble as they are not quite as warlike.
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  0 
  Agility  
  –1 
  Melee 
   
  1 
  Mind 
   
  1 
  Ranged  
  1 
  Appeal  
  0 
  Defence  
  0
  Careers
  Barbarian 
  1 
  Hunter  
  1
  Protection 
  light armour 
  d6–3 (1)
  Weapons 
  great spear 
  d6H +2 
   
   
  great bow 
  d6H +1
  Points  
  Lifeblood 
  8
  Karvoona Shaman
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0 
  Agility  
  –1 
  Melee 
   
  1 
  Mind 
   
  1 
  Ranged  
  0 
  Appeal  
  1 
  Defence  
  1
  Careers
  Barbarian 
  1 
  Shaman  
  1
  Protection 
  light armour 
  d6–3 (1) 
  Weapons 
  great club 
  d6H+1
  Points
  Fate Points 
  1 
  Lifeblood 
  7
  Zathog
  Creature Size: Huge
  This creature is a hideous swamp-dwelling reptile, 
  a little like a huge crocodile. It has exceptionally 
  tough grey-green or grey-brown hide and a huge 
  mouth filled with rows of sharp poisonous fangs.
  Traits
   
  4 Venomous Attack: When the zathog bites a 
  Hero, the Hero must immediately make a 
  Tough Task Roll (using strength to resist) 
  or suffer an additional d2 lifeblood poison 
  damage.  
  Each round thereafter, the Hero automatically 
  suffers the loss of an additional d2 points of 
  lifeblood.  
  For every point of lifeblood lost, the Hero is 
  at –1 on all activities, until the effects of the 
  poison are contained and the poison extracted 
  (by a physician making a Tough Task Roll).  
  If the Hero reaches zero or less lifeblood, he 
  passes out and must make another Tough 
  Task Roll. At this point the Hero is stable, so 
  he suffers no further lifeblood loss, but will 
  not come around until he either succeeds a 
  Hard Task Roll (roll each morning), or until 
  a physician extracts the poison (a Hard Task 
  Roll), or an alchemist gives him an antidote. 
  Attributes 
   
  Combat Abilities
  Strength 
  8 
  Attack  
  +2 
  Agility  
  –1 
  Damage  
  d6 ×2 
  Mind 
   
  –2 
  Defence  
  0 
  Lifeblood 
  40 
  Protection 
  d6–2 (2)
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  Krongar* and the Thieves of Malakut
  *insert one of the Heroes’ names here
  Malakut is known as the “City of Thieves”, as if 
  you stay in the city for any length of time you will 
  almost certainly be robbed. Malakut is also known 
  for its powerful thieves’ guilds. 
  The Malakuti are a warlike people, but recent 
  battles with Halakh, Parsool and Satarla have kept 
  them quietly behind their city walls, licking their 
  wounds. 
  The Queen of Malakut is Suria Klodis. She has an 
  all-female palace guard – the Jemadar Guard – that 
  is as famous for its fighting skill as its loyalty. They 
  wield the famous khastocks, leaf-bladed fighting 
  spears, in battle. 
  The city is a mass of narrow twisting streets on 
  many levels, flanked by flat-roofed, wooden-framed 
  or mud-bricked buildings, and cut through by 
  broad avenues that the nobles use to travel from 
  palace to palace. There are parks and pleasure 
  gardens that dot the cityscape, where everyone 
  takes the air, often late into the night. Malakuti 
  food is very spicy, and foreigners either love it or 
  loathe it. Throughout the spice markets and streets 
  of tradesmen, strollers can be entertained by 
  professional storytellers, as well as by jugglers and 
  acrobats.
  The luxurious Royal Palace is on high ground next 
  to the river and neighbours the imposing fort that 
  looks down on the city.
  Adventure Overview
  In Malakut, two opposing thieves’ guilds are 
  fighting for control of the city: the Brotherhood 
  of Shadows (whose numbers include assassins) 
  and the Ragged Knaves (primarily beggars and 
  vagabonds). In helping to trace the missing 
  daughter of a wealthy nobleman, the characters 
  will encounter members of both guilds and become 
  involved in their deadly struggle. They will also 
  uncover the secretive Cult of Zylidith in this short 
  adventure in Malakut, the City of Thieves. 
  GM’s Information
  The Heroes learn that Raemis (the daughter of Lord 
  Bartol, a visiting Parsool noble) has disappeared, 
  and agree to help Lord Bartol to find her. She was 
  actually kidnapped by the Brotherhood of Shadows, 
  whose initial intentions were to ransom her back to 
  Lord Bartol for a tidy sum. However, the sorcerer 
  Valtriz of Ill-Omen finds out about her kidnapping 
  and buys her from the Brotherhood for his own 
  nefarious purposes before they can propose a 
  ransom. The Heroes will be helped by the Ragged 
  Knaves in exchange for information about the 
  Brotherhood, which will then lead them to Valtriz. 
  The climax will see the Heroes battle Valtriz and his 
  summoned fiends, and attempt to rescue Raemis 
  before she is sacrificed to the Dark Lords.
  Heroes Gather!
  You need to get the Heroes to Malakut in some way. 
  If you’ve ended a previous Saga, you can simply say 
  they have met up in Malakut looking for adventure. 
  If they are elsewhere, you can have them hired 
  by one of Lord Bartol’s agents who has heard of 
  their exploits. The agent tells them the aristocrat 
  has some work for them, as there is no-one else in 
  Malakut that Bartol can trust.
  If the Heroes are already in Malakut: one or several 
  of them may well witness the kidnapping as it 
  happens – perhaps they’re at a market stall or in a 
  tavern near to the scene of the attack... 
  Raemis is shopping in the marketplace with her 
  maid, Damaya. The pair wanders down a narrow 
  alley where there are some interesting little shops – 
  at which point, Damaya is thrust to the floor while 
  Raemis is grabbed by several pairs of hands and 
  swiftly whisked out of sight.
  Damaya
  Damaya was once a member of the Jemadar Guard 
  but, as is usual in the Guard, once she reached 
  the age of 30 she was retired with full honours. 
  She now seeks employment wherever she can get 
  it – sometimes as a manual worker and other times 
  as a bodyguard – it was in the latter role she was 
  hired by Lord Bartol to look after his daughter. If 
  given the opportunity by the Heroes, she will seek 
  to make up for her failure to adequately protect 
  Raemis. 
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  0 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  0 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  1
  Careers
  Dancer  
  1 
  Soldier   
  1 
  Vagabond 
  1 
  Worker  
  1
  Protection 
  light armour  
  d6–3 (1)
  Weapons 
  khastock 
  d6H 
   
   
  (if she decides to join the Heroes)
   
   
  knife 
   
  d6L (hidden)
  Points  
  Lifeblood 
  7
  By the time the Heroes arrive at the scene, there 
  is nothing they can do except help Damaya to her 
  feet (the most observant amongst them notice 
  she is hastily hiding a knife away). Damaya knows 
  nothing, and didn’t really have opportunity to act, 
  as the kidnappers were well prepared and very 
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  quick. She saw three men with their faces hidden 
  in their hoods (which is what any Heroes also 
  observed). She is very upset, as she was supposed 
  to be guarding Raemis, and now she feels like a 
  failure. 
  The Heroes can either escort Damaya back to Lord 
  Bartol’s residence or, if they don’t, they will be 
  approached by Damaya the next day and asked to 
  attend Lord Bartol as he has a job for them.
  Meeting with Lord Bartol
  Lord Bartol is an older man, his muscles long 
  turned to fat from easy living. It’s clear he is no 
  longer a man of action (if he ever was). At the 
  moment he has received no ransom demands, but 
  he is expecting to. In the meantime, he’d like the 
  Heroes to see what they can do about tracking 
  down the kidnappers and returning his daughter 
  safely to him before he receives such a demand. He 
  isn’t a terrible employer, but given her failings, he 
  feels he had no alternative but to let Damaya go.
  Dangers of the Underworld
  The Heroes now have to ask around to see if they 
  can find anyone who knows anything. There are 
  loads of options for how this can go – if any of the 
  Heroes are from Malakut, they will at least be aware 
  of the Ragged Knaves. With appropriate careers, 
  or contacts and so on, they will also know or have 
  acquaintances who are members of the Ragged 
  Knaves. If the Heroes ask questions around the 
  marketplace where Raemis was kidnapped, they will 
  eventually be approached by a Ragged Knave, who 
  will say he has information for them. If the Heroes 
  are stuck, then Damaya will be able to introduce the 
  Heroes to a Ragged Knave friend of hers.
  However they are introduced, a Knave called Juss 
  will meet with them and will inform the Heroes he 
  can set up a meeting with their leader. If the Heroes 
  express urgency, it can be that night. Arrangements 
  will be made to meet Juss at the Thrashing Poad, 
  where he then intends to take them to meet Jandor 
  Hookhand.
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  At the Thrashing Poad that night, any Heroes with 
  appropriate careers may notice there are at least 
  two or three men loitering around outside watching 
  them as they enter the tavern. 
  In the tavern, they will meet Juss again – this time 
  accompanied by two other Knaves. If the Heroes 
  mention the watchers outside, Juss will say he 
  has a man positioned outside – so, if there are 
  more than that watching, then that doesn’t bode 
  well. It probably means there are members of The 
  Brotherhood outside. 
  There are several ways this can then go. The Heroes 
  could go and openly confront the Brotherhood 
  – but this will simply result in the Brotherhood 
  men fading away into the darkness. The Heroes 
  can attempt to slip out the back of the tavern – 
  perhaps under the cover of a brawl or some other 
  disturbance. You should allow a good plan of this 
  nature to work. 
  Some sneakier Heroes could slip out and try to 
  bring down the Brotherhood members one by one. 
  There are three Brotherhood ruffians in the street 
  immediately outside the tavern (they have killed 
  the Knave who was watching outside, and his body 
  is now floating down the river) and there are more 
  waiting nearby ready to spring into action at the 
  appropriate signal. In total, there will be at least 
  one ruffian for each Hero in the group, plus one for 
  each Knave. 
  Assuming the Heroes get through the ambush, 
  they will eventually be brought through some 
  underground tunnels and sewers to meet Jandor 
  Hookhand. 
  The Ragged Knaves
  To be accepted as a member of the Knaves, 
  one must present a visible disease, handicap or 
  deformity (or at least give the appearance of such – 
  many Knaves are good actors too). 
  Fewer in numbers than the Brotherhood, the 
  Knaves have lost some of their power over the last 
  few years. Whilst it is a criminal guild, the Knaves 
  are considered the more acceptable of the two 
  evils to the people of Malakut. This is because the 
  Knaves trade in information rather than the fear, 
  intimidation and death of their opponents. 
  The Knaves’ leader is Jandor Hookhand. He knows 
  that the Knaves are losing the control of the city’s 
  streets to Zolat the Scimitar and his Brotherhood, 
  and he is therefore keen to find any angle to 
  recover their lost power. Helping the Heroes out 
  might be one way.
  Jandor’s eyes and ears have reported that it was 
  the Brotherhood who kidnapped Lord Bartol’s 
  daughter. He is well aware that their base of 
  operations is the Foaming Mug Tavern, a small 
  non-descript alehouse in the back streets of 
  Malakut, and that the dead-end alley down which 
  it is located is watched closely at all times, both at 
  ground level and from the rooftops.
  The Heroes could now try to arrange a meeting with 
  the leader of the Brotherhood – Zolat the Scimitar 
  – or capture and question one of the Brotherhood. 
  However, most Brotherhood ruffians don’t know 
  what happened to Raemis after she was kidnapped 
  – some assume she is still being held by the 
  Brotherhood, while others believe Zolat intended to 
  make her his woman. 
  The Heroes could attempt a stealthy infiltration 
  of the Brotherhood base, attempt a bold frontal 
  attack, or even arrange to deliberately be captured 
  so as to get a meeting with Zolat. Again, any good 
  plan should work (and even a bad plan should bring 
  them to Zolat’s attention). 
  Jandor Hookhand
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  1 
  Agility  
  1 
  Melee 
   
  1 
  Mind 
   
  2 
  Ranged  
  0 
  Appeal  
  –1 
  Defence  
  3
  Careers
  Peddler  
  0 
  Thief 
   
  3 
  Vagabond 
  3 
  Worker  
  0
  Boons
   
  4 Alert, Friends in Low Places, Keen Hearing,  
  Low Born
  Flaws
   
  4 Missing Hand, City Dweller
  Protection 
  light armour 
  d6–3 (1)
  Weapons 
  hook 
   
  d6L+2
  Points
  Villain Points 
  5 
  Lifeblood 
  12
  Typical Ragged Knaves vagabond
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  1 
  Agility  
  1 
  Melee   
  1 
  Mind 
   
  1 
  Ranged   
  0 
  Appeal  
  –1 
  Defence  
  0
  Careers
  Beggar  
  1 
  Thief  
   
  1
  Protection 
  no armour 
  0
  Weapons 
  dagger   
  d6L
  Points  
  Lifeblood 
  6
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  The Brotherhood of Shadows
  This guild of ruffians, rogues, bandits and assassins 
  work for money and will commit any act of crime 
  to fill their coffers. They are commanded by an 
  ambitious rogue called Zolat the Scimitar, who 
  dreams of total control over Malakut. He is patient, 
  but will happily kill anybody who gets in his way. 
  Zolat is also friendly with Valtriz of Ill-Omen and 
  is thinking of joining the Cult of Zylidith. Zolat’s 
  men have infiltrated many legal and not-so-legal 
  organisations throughout the city.
  The Brotherhood base of operations is in the 
  cellars beneath the Foaming Mug Tavern. Only the 
  Brotherhood use the tavern, and at least half a 
  dozen of them are inside at any time. To enter the 
  tavern you need the appropriate password. Access 
  to the cellars is via a trapdoor in the small locked 
  room behind the bar.
  Zolat is hard to deal with. Heroes must also give 
  up their weapons to be granted an audience. He 
  will say all sorts of lies – he is holding her for 
  ransom, she escaped, she died, she hates her father 
  and doesn’t want to go back to him –but most of 
  his lies contradict something he said earlier. If he 
  gets cross (which is highly likely) he will call to his 
  nearby ruffians (which will outnumber the Heroes) 
  to lock the Heroes up.
  Zolat must be persuaded to tell the Heroes what 
  happened to Raemis, or they might think of a clever 
  way to get him not to lie to them (maybe through 
  arcane means), or they might ask some of the 
  ruffians that are closest to him (who know he is 
  friendly with Valtriz and as seen with him recently). 
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  Zolat the Scimitar
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Initiative 
  2 
  Agility  
  1 
  Melee   
  2 
  Mind 
   
  2 
  Ranged  
  1 
  Appeal  
  1 
  Defence  
  2
  Careers
  Assassin 
  1 
  Mercenary 
  1 
  Slaver  
  0 
  Thief 
   
  3
  Boons
   
  4 Friends in Low Places, Low-Born, Sneaky
  Flaws
   
  4 Infamous, Untrustworthy, Morgazzon’s Curse
  Protection 
  light armour 
  d6–3
  Weapons 
  scimitar  
  d6+2 
   
   
  dagger   
  d6L+2
  Points
  Villain Points 
  5 
  Lifeblood 
  12
  Typical Brotherhood of Shadows ruffian
  Attributes 
   
  Combat Abilities
  Strength 
  1 
  Initiative 
  1 
  Agility  
  1  
  Melee 
   
  1 
  Mind 
   
  0 
  Ranged  
  0 
  Appeal  
  0 
  Defence  
  0
  Careers
  Mercenary 
  1 
  Thief 
   
  1
  Protection 
  no armour 
  0
  Weapons 
  dagger   
  d6L+1
  Points  
   Lifeblood 
  6
  To the Lair of a Crimson Druid
  Valtriz has a small shop in the centre of Malakut 
  and is believed simply to be an honest trader in 
  exotic herbs and spices. However, he is also a 
  Crimson Druid and the secret head of the Cult to 
  Zylidith, Lord of Blood. 
  Beneath his shop are several cellar rooms devoted 
  to Zylidith’s worship and a holding cell for 
  sacrificial victims, where Raemis has been held 
  since he bought her from the Brotherhood. 
  The Heroes will arrive at Valtriz’s shop just in the 
  nick of time (of course). The Cultists have gathered 
  in their crimson robes and have gone down to the 
  altar room in the secret chambers beneath the 
  shop. 
  The Heroes will need to act quickly because Raemis 
  is in extreme danger at this point. She lies on the 
  altar in a drugged state and chanting can be heard 
  in the shop, coming from below. Stress the urgency 
  to the Heroes, so they don’t really have time to 
  waste planning – they need to break into the cellars 
  and rescue Raemis quickly.
  Depending on the strength of the Heroes, there will 
  be at least a dozen cultists down there (treat as 
  rabble). There may even be some tough acolytes. 
  If the Heroes haven’t already killed Zolat the 
  Scimitar, he might also be in their ranks and will be 
  an extremely dangerous opponent. 
  Then, of course, there is the leader of the Crimson 
  Druids, Valtriz himself.
  Rewards
  Once the Heroes rescue Raemis, they can deliver 
  her to Lord Bartol who will reward the Heroes 
  handsomely. 
  If Dayama had a hand in the rescue, Lord Bartol will 
  also restore her as Raemis’ bodyguard.
  Valtriz of Ill-Omen
  Attributes 
   
  Combat Abilities
  Strength 
  0 
  Initiative 
  2 
  Agility  
  0 
  Melee 
   
  0 
  Mind 
   
  3 
  Ranged  
  0 
  Appeal  
  1 
  Defence  
  2
  Careers
  Crimson Druid 2 
  Magician 
  2 
  Merchant 
  1 
  Physician 
  0
  Boons
   
  4 Power of the Void (included in stats)
  Flaws
   
  4 Poor Recovery (someone with healing skills has 
  to restore his lost lifeblood – he can do this 
  himself – and gets nothing from normal rest)
   
  4 Zealot (he gets a penalty die whenever he must 
  be civil to a non-believer)
  Protection 
  none
  Weapons 
  none
  Points
  Villain Points 
  5 
  Fate Points 
  2 
  Arcane Power 
  14 
  Lifeblood 
  10
  Note: Most of Valtriz’ spells will centre around the 
  theme of blood. As he is a druid, he can use his 
  Fate Points to give a bonus die to his spellcasting.
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  Krongar* and the Curse of Uzar-Thom
  *insert one of the Heroes’ names here
  Adventure Overview
  The Heroes help save the Queen of Shamballah 
  from a mysterious illness, but then the people of 
  Shamballah start falling sick all around them too. 
  The sickness seems to turn people into mindless 
  dead-but-not-dead cannibalistic monsters. 
  The Heroes have to fight their way through a city 
  of zombies and then come face-to-face with the 
  terrible curse of an ancient Sorcerer-King. 
  Note: Although set in Shamballah, this adventure 
  could, with a few adjustments, be placed in just 
  about any city in Lemuria.
  GMs Information
  Uzar-Thom – a Bloodless Sorcerer-King – has been 
  aroused from his slumber in a subterranean crypt, 
  in the jungle ruins just outside Shamballah. Whilst 
  he was regaining his strength, sitting on in the 
  darkness upon his throne of bones, he reached out 
  with strange sorceries towards the nearest signs of 
  life. 
  His first tentative probes have latched onto a 
  gem that Queen Imbalayo was wearing (part of a 
  necklace commissioned for her by her husband, 
  King Indalon). The gem was found in the ruins 
  above Uzar-Thom’s underground lair – using this 
  gem as a link, Uzar-Thom has started to drain the 
  life force of the Queen to replenish his own vital 
  energies. 
  When this link is broken, Uzar-Thom probes some 
  more – this time latching onto the very blocks 
  removed from the ruins to fashion the walls 
  and homes of Shamballah itself! Using the same 
  sorceries that he used to drain the Queen, he now 
  starts to drain the life force of the inhabitants 
  of the city, gradually turning the citizens into 
  degenerate and shambling creatures...
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  Saving the Queen
  The Queen was complaining of feeling faint and 
  retired to bed a few days ago. She hasn’t roused 
  from her sleep in several days and lies pale and 
  unmoving. The Queen’s Physician, Brulinya, tells 
  the Heroes she has had no success with her usual 
  restoratives, and is therefore certain that a demon 
  is coming into her majesty’s chamber at night and 
  draining her of her life force. She says they should 
  seek permission from King Barvak to stay in her 
  chamber at night to catch the perpetrator of this 
  evil crime in action and either capture or kill the 
  creature, if possible. The King, if approached by the 
  Heroes, will agree this course of action.
  During the night, nothing enters the Queen’s 
  chamber. The Heroes notice nothing unusual, 
  unless they specify they are mostly looking at the 
  Queen during their vigil – in which case have the 
  one watching the Queen make a Difficult mind Task 
  Roll to notice the glowing gem round her neck.
  If the Heroes don’t notice anything the first night, 
  the King will agree to them standing vigil a second 
  night, believing maybe it was their presence 
  that protected his Queen. This time, if someone 
  specifies that they are closely watching the Queen, 
  they will definitely notice something (no roll 
  necessary). Others will notice the glowing gem with 
  a successful mind Task Roll, as above.
  One of the Heroes sees that a green gemstone 
  on the Queen’s necklace is faintly glowing with 
  a strange sickly sort of pulsing light. Simply 
  removing it from the Queen’s neck will sever the 
  sorcerous connection to Uzar-Thom, and thereafter 
  the Queen will begin to slowly regain her strength 
  over the next few days.
  The Trail of the Gem of Uzar-Thom
  The Gem of Uzar-Thom is a large, deep-green, 
  emerald-like stone, discovered by a hunter named 
  Rotac in the ruins outside Shamballah. He sold it to 
  a merchant called Bengosh, who sold it to a jeweller 
  named Kelligo, who included it in the necklace 
  commissioned by the King. This trail can be back-
  tracked with some fairly simple investigation, or by 
  arcane means.
  A magician could find some traces of sorcery still 
  lingering in the gem, if he investigates it within a 
  day of removing it from the Queen, but otherwise 
  it seems just a mundane – if incredibly beautiful – 
  gem.
  If the Heroes do follow up on the trail of the gem, 
  they will eventually get to Rotac. You can play 
  out the conversations with Kelligo and Bengosh 
  if you wish, or simply inform the Heroes that the 
  trail eventually leads them to the hut of Rotac the 
  Hunter. Rotac will be suspicious at first, but will 
  eventually tell the Heroes where he found the gem. 
  He will even lead them to the ruins if asked to do 
  so, although nothing of particular interest will be 
  found there at this time. 
  You could have an encounter in the jungle to 
  spice things up – maybe one or two (depending on 
  the number of Heroes) dinohyuses, jemadars, or 
  bronyx.
  The trail essentially leads the Heroes nowhere. 
  Nevertheless the King will allow them to keep the 
  Gem (if they want it – make a note of which PC has 
  it) and will hold a banquet to celebrate his Queen’s 
  recovery.
  Great Rewards
  The King (and Queen!) will be mightily pleased with 
  the actions of the Heroes and will reward them 
  handsomely, giving them a bag of gems each. There 
  are plenty of fine establishments the Heroes can 
  spend their new-found wealth – so let them start 
  to describe how they are going to live the high 
  life for a while, as if preparing to give out some 
  Advancement Points. But before the Heroes have 
  a chance to spend all (or even some) of their haul, 
  other things start to happen around them...
  Denizens of the Cursed City
  The Heroes start to notice that some of the people 
  around them seem sluggish and a bit distracted 
  if spoken to. Many look wan and ill. There seem 
  to be fewer people in the marketplace than usual. 
  This goes on for most of the day but becomes 
  increasingly noticeable until some people start 
  falling down in the street. These appear to be in the 
  same condition as the Queen when she was lying ill 
  in her bed. There are far too many affected for a PC 
  physician to deal with, and mostly they are beyond 
  saving, in any event. Besides, events will swiftly 
  move on as night descends...
  As Uzar-Thom continues to draw the life from the 
  city’s inhabitants, they become increasingly under 
  his control and start to become like mindless 
  zombies (count as Bloodless), attacking those 
  around them that are unaffected or less affected by 
  The Horde rules for Rabble
  Rabble can attack as a horde if there is room for 
  them to attack the Hero at the same time.
  In that case, the horde attacks as one, but receive 
  +1 to their combined Attack Roll for every rabble 
  attacking, so +2 if there are 2, +3 if there are 3 
  and so on. Circumstances and weapons used will 
  dictate how many are able to attack at the same 
  time. 
  If they manage to hit, they roll d6L for damage, as 
  a group (they don’t do damage individually).
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  the curse. The Heroes will therefore become targets. 
  Start by having one or two Bloodless attacking 
  individual Heroes, but gradually step up the pace 
  and have them attacked by as many hordes of these 
  things as needed to make life very dangerous in 
  Shamballah. 
  Bloodless Citizens (rabble)
  Mind 
   
  –1 
  All other stats 0 
  Protection 
  no armour 
  0 
  Weapons 
  unarmed 
  1
  Points  
  Lifeforce 
  1
  Bloodless City Guards (rabble)
  Attributes 
   
  Combat Abilities
  Mind 
   
  –1 
  Melee 
  1 
  All other stats 0 
  Protection 
  no armour 
  0
  Weapons 
  spear 
   
  d3
  Points  
  Lifeforce 
  2
  But the Gem still glows!
  Sometime during the attacks by the Bloodless, 
  the Gem will start faintly glowing. Heroes saying 
  they are specifically watching it will notice it at 
  some point, but otherwise it will require a Hard 
  mind Task Roll to notice. The Hero carrying it will 
  require an Easy mind Task Roll to resist the curse – 
  otherwise he or she will become increasingly tired 
  and despondent. Initially this can be role-played, 
  but if the Hero continues to hold onto the Gem, you 
  can start to apply a penalty die to all of his actions. 
  If he resists the first time, leave it a while and have 
  him make another roll, this time Moderate... make 
  it increasingly more difficult, the longer he holds 
  onto the Gem.
  The Gem is clearly important to what is going 
  on, and if the Heroes investigate further (using 
  sorcery), they can tell that some of the masonry 
  of the buildings of the city also have some sort of 
  slight sorcerous qualities too. This will take them 
  back in the direction of the ruins. If they don’t 
  think of it, have the sorcerous emanations provide 
  some sort of trail they can follow, leading them to 
  the ruins.
  Into the Crypt of Uzar-Thom
  If following the “sorcerous trail”, the Heroes will 
  find it leads to a stone door, carved with strange 
  glyphs, that has naturally been hidden by centuries 
  of dense undergrowth and debris.
  Otherwise, they will have to search the ruins for 
  the entrance, which will take most of the day. You 
  should give the Heroes an encounter with more 
  Bloodless (the Heroes could have been followed out 
  of the city), or perhaps a ferocious jungle beast or 
  two. 
  Getting the stone door open will take some 
  ingenuity. Although the glyphs provide some 
  hints as to the door’s operation (which is purely 
  mechanical), it has been sealed for centuries and 
  is extremely heavy. The door fits into the stone 
  frame perfectly, so there is little or no way to slide 
  something in to lever it open, without chiselling 
  into the stonework. 
  A number of careers will be helpful in getting the 
  door open, for example:
   
  4 An alchemist might be able to create a small 
  explosion, or may have some idea of the 
  opening mechanism
   
  4 A magician would be able to create some 
  magic to assist
   
  4 A priest might be able to apply a boon to the 
  task, if he worships an appropriate god
   
  4 A slave is used to putting his back into it
   
  4 A thief has some skills in opening that which 
  is closed
   
  4 A worker would have the tenacity to keep at 
  the task if given the right tools
   
  4 Other careers might help, depending on what 
  the Heroes decide 
  You should allow the Heroes to get the door open 
  eventually, if they have a good plan for doing so. 
  Hero Points are immensely helpful here. 
  Once the door is open, the Heroes will see stone 
  steps leading down into the darkness. It is musty 
  and stale, unused in centuries. 
  If they have suffered enough already, simply allow 
  them to follow the underground passage to the 
  door sealing Uzar-Thom’s crypt. Carvings on the 
  door in the Sorceric language reveal his name.
  If the Heroes have come through the earlier part of 
  the adventure largely unscathed, you can give them 
  further encounters before reaching Uzar-Thom’s 
  crypt. Maybe more Bloodless. Maybe a trap or two. 
  Maybe a large snake that has somehow found its 
  way into the place. This is really up to you.
  Uzar-Thom is sat on his throne of bones when the 
  Heroes find him in his chamber. He seems a little 
  distracted initially, because he is still absorbing the 
  life force from the citizens of Shamballah. However, 
  as the Heroes enter his crypt, he rises – the bones 
  of the throne snap around him, forming a full suit 
  of bone armour and helm, and a bone mace. 
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  4 Cravings: Uzar-Thom craves the life force of 
  living beings, preferably intelligent species.
   
  4 Decrepit: Uzar-Thom hasn’t walked for 
  centuries and so takes a while to get his old 
  bones working. For this reason, he may try to 
  keep the Heroes talking or cast spells whilst 
  he gets used to moving around. He moves 
  at half-normal speed and takes a penalty die 
  on physical Attack Rolls for the first three 
  rounds.
  Protection 
  bone armour  
  d6 (4)
  Weapons 
  bone mace  
  d6+2 
  Points
  Villain Points 
  5 
  Arcane Power 
  16 
  Lifeforce 
  12
  Uzar-Thom 
  Attributes 
   
  Combat Abilities
  Strength 
  2 
  Melee 
   
  2 
  Agility  
  0 
  Ranged  
  0 
   
  Mind 
   
  3 
  Defence  
  2 
  Appeal  
  –1 
  Careers  
  Magician 
  4
  Boons
   
  4 Magic of the Sorcerer-Kings: Uzar-Thom 
  understands the ancient secrets of the 
  Sorcerer-Kings. He gets a bonus die when 
  casting spells.
   
  4 Power of the Void: Uzar-Thom has two bonus 
  points of Arcane Power.
  Flaws
   
  4 Unsettling: Uzar-Thom is a long-dead creature 
  – his mere presence is an abomination.
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  Step 1. “Krongar and the... “
  1
  2
  3
  4
  5
  6
  1
  Prophecy...
  Caverns...
  Hills...
  Thieves...
  Wizard(s)...
  Battle...
  2
  Legend...
  Tower...
  Island...
  Pirates...
  Druid(s)...
  Ship...
  3
  Crown...
  City...
  Desert...
  Beast(s)...
  Demon(s)...
  Treasure...
  4
  Blade...
  Arena...
  Swamp...
  Lord(s)...
  Assassin(s)...
  Cult...
  5
  Secret...
  Palace...
  Sea...
  Barbarians...
  Tome...
  Plains...
  6
  Blood...
  Tomb...
  Forest...
  Slaves...
  Beggar(s)...
  Mountains...
  Krongar and the Saga Generator
  Sometimes you have no inspiration to create a Saga, 
  or you need an adventure at a moment’s notice. 
  The tables provided over the following pages will 
  help you generate adventures or even a whole Saga. 
  Just roll a die (d6) where indicated once across the 
  top to see which column you roll on, and then roll 
  again as indicated. 
  You can go all the way through to the end or you 
  can stop when an adventure suggests itself (even 
  just generating the title of the Saga may well be 
  sufficient to get some ideas mulling around in your 
  mind).
  Sometimes the result of a roll won’t make sense or 
  just doesn’t really work – if this happens, just roll 
  again (or make something up if an idea strikes you) 
  until it does.
  Examples of created Sagas
  Pellem Pharn and the Swamp of the Forlorn King
  Steps 1 and 2: Rolls are 3,4 & 2,1. Pellem Pharn (the 
  name of the Hero in question) and the Swamp of 
  the Forlorn King.
  Steps 3 and 4: Rolls are 2,2 & 5,1. The task is it to 
  destroy an object belonging to a magician.
  Steps 5 and 6: No location is rolled as the Saga title 
  suggests a location (a swamp).
  Steps 7 and 8: Rolls are 4,3 & 3,4. The object is…
  The Scroll of Hideous Death.
  Step 9: Rolls are 3,5. Pellem gets the task, because 
  he has been bewitched.
  Step 10: Rolls are 2,4. The villain is a fanatical 
  cultist.
  Step 11: Rolls are 6,1, and 3. The god Morgazzon 
  interferes with this Saga.
  Step 12: The roll is a 3 ...but it doesn’t get more 
  complicated.
  Step 13: Rolls are 5,6, and 1. There is still one 
  obstacle to overcome in form of a whole horde of 
  monsters.
  Step 14: Rolling a 5 ...there is no unexpected twist.
  Step 15: Rolls are 4,4. Pellem receives, as a reward 
  for all his troubles, more than expected and is 
  Marked By The Gods.
  Argol Arran and the Lords of Valgard
  Steps 1 and 2: Rolling 4,4 & 4,6. Argol Arran (in this 
  particular Saga) and the Lords of Valgard.
  Steps 3 and 4: Rolls are 6,2,2 & 2,6. The task is it to 
  find a merchant.
  Steps 5 and 6: Rolls are 5,3 & 4,6. The location is 
  The Tower of Lost Souls.
  Steps 7 and 8: There is no object. so no need to roll.
  Step 9: Rolls are 4,2. Argol gets the task because he 
  overheard a conversation.
  Step 10: Rolls are 2,2. The villain is a brutal warrior 
  prince.
  Step 11: Roll is 3. No god interferes with this Saga.
  Step 12: Roll is 1. It doesn’t get more complicated.
  Step 13: Rolls is 1. There isn’t another obstacle to 
  overcome.
  Step 14: Rolls are 6,4,1. Of course there is an 
  unexpected twist: It was a trap!
  Step 15: Rolls are 3,4. As a reward, Argol receives 
  much less than expected, but is Marked By The 
  Gods.
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  Step 3. Krongar’s task is...
  1–3
  4–6
  1
  ...to attack a certain location
  ...to escape from someone (1–3) or from a location (4–6)
  2
  ...to destroy an object
  ...to find someone (1–2), a location (3–4) or a thing (5–6)
  3
  ...to abduct someone
  ...to protect someone (1–2), a location (3–4) or a thing(5–6)
  4
  ...to obtain a certain thing
  ...to steal a certain thing
  5
  ...to explore a certain location
  ...to kill someone (1–3) or something (4–6)
  6
  ...to rescue someone
  ...to transport someone (1–3) or something (4–6)
  Step 2. “of... ”
  1
  2
  3
  4
  5
  6
  1
  ...Evil.
  ...the Forlorn King.
  ...Pestilence.
  ...Malakut.
  ...Halakh.
  ...Hyrdral.
  2
  ...Chaos.
  ...Forsaken Spirits.
  ...Madness.
  ...Satarla.
  ...Urceb.
  ...The Empty Lands.
  3
  ...Death.
  ...Blasphemous Idols.
  ...Darkness.
  ...Parsool.
  ...Qiddesh.
  ...Kasht.
  4
  ...Doom.
  ...the Necromancer.
  ...the Void.
  ...Lysor.
  ...Oosal.
  ...Thule.
  5
  ...Despair.
  ...the Bloated God.
  ...Desolate Silence.
  ...Tyrus.
  ...Ygddar.
  ...The Fire Coast.
  6
  ...Fate.
  ...Cruel Shadows.
  ...Scarlet Dust.
  ...Valgard.
  ...Qeb.
  ...The Unknown Sea.
  Step 4. If the title of the Saga doesn’t suggest a career for the person who is the object 
  of the saga, they are a...
  1–2
  3–4
  5–6
  1
  Noble
  Tumbler
  Magician
  2
  Alchemist
  Slave
  Temptress
  3
  Physician
  Mariner
  Scholar
  4
  Beggar
  Scribe
  Poet
  5
  Blacksmith
  Priest
  Dancer
  6
  Merchant
  Sky-Pilot
  Farmer
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  Step 6. “of... “
  1–3
  4–6
  1
  ...Death.
  ...the Tempest.
  2
  ...Destruction.
  ...Terror.
  3
  ...Despair.
  ...Cannibals.
  4
  ...the Bloodless.
  ...Hopelessness.
  5
  ...the Wise.
  ...the Sorcerer-Kings.
  6
  ...Gold.
  ...Lost Souls.
  Step 5. If the title of the Saga doesn’t suggest a location, then it is “The... “
  1–3
  4–6
  1
  Palace...
  Tomb...
  2
  Dungeon...
  Caverns...
  3
  Ruins...
  Tower...
  4
  Shrine...
  Lair...
  5
  Crypt...
  Island...
  6
  Fortress...
  Mountain...
  Step 7. If the title of the Saga doesn’t suggest an object, then it is “The... “
  1–3
  4–6
  1
  Book...
  Ring...
  2
  Goblet...
  Jewel...
  3
  Helm...
  Scroll...
  4
  Crown...
  Seal...
  5
  Crystal...
  Skull...
  6
  Sword...
  Staff...
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  Step 9. Krongar gets the task because...
  1–3
  4–6
  1
  ...Krongar simply is Krongar
  ...he was hired to do it
  2
  ...otherwise he’d be thrown in prison
  ...he overheard a conversation
  3
  ...he is blackmailed to do it
  ...he read about it in an ancient book
  4
  ...he found a map
  ...he accidentally has been drawn into it
  5
  ...he has been bewitched
  ...he is on a search for revenge
  6
  ...he had a vision (possibly while drunk)
  ...he was tricked
  Step 8. “of... “
  1–3
  4–6
  1
  ...the Seven Seals.
  ...Endless Pleasure.
  2
  ...Ceaseless Pain.
  ...False Wealth.
  3
  ...Boiling Blood.
  ...Cruel Betrayal.
  4
  ...Hideous Death.
  ...Freezing Doom.
  5
  ...Absolute Power.
  ...Restless Ghosts.
  6
  ...the Deceitful Snake.
  ...Mystery.
  Step 10. If the title of the Saga doesn’t suggest an enemy, the villain is...
  1–3
  4–6
  1
  ...an obsessed poet.
  ...an evil sorceror.
  2
  ...a brutal warrior prince(ss).
  ...a cruel druid.
  3
  ...a corrupt official.
  ...a greedy merchant.
  4
  ...a fanatical cultist.
  ...a treacherous bandit chief.
  5
  ...an arrogant noble.
  ...a bloodthirsty demon.
  6
  ...a strange alchemist.
  ...a minor (lost) ghost.
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  Step 12. On a 5-6, the Saga gets more complicated because...
  1–3
  4–6
  1
  ...Krongar simply is Krongar!
  ...it stirs up Krongar’s primeval fears.
  2
  ...a moneylender and his enforcers want their 
  money back.
  ...a severe epidemic plagues the area.
  3
  ...hunted down because of an old crime.
  ...rebels are making the area unsafe at that time.
  4
  ...warrior hordes are invading the area to 
  conquer everything.
  ...an old admirer is out for revenge.
  5
  ...the local law is very strict and forbids what 
  is necessary to successfully fulfil the task.
  ...an unexpected admirer admits their love.
  6
  ...a once-defeated villain interferes.
  ...Morgazzon’s madness sweeps the area.
  Step 11. On a 6, a God interferes with the Saga, and it is:
  1–2
  3–4
  5
  6
  1
  Tharungozoth
  Yrzlak
  Dyr
  Knothakon
  2
  Hadron
  Shazzadion
  Chiomalla
  Sa’Tel
  3
  Morgazzon
  Hurm
  Afyra
  Grondil
  4
  Zaggath
  Zalkyr
  Fillana
  Lilandra
  5
  Zylidith
  Quathoomar
  Iondal
  Piandra
  6
  Nemmereth
  Charkond
  Karyzon
  Zarymphyxos (1–3) or 
  Kryphondus (4–6)
  Step 13. On a 5-6, there’s still one obstacle to overcome in the form of...
  1–3
  4–6
  1
  ...an ancient secret.
  ...a whole horde of monsters.
  2
  ...a really great distance.
  ...too little time.
  3
  ...an evil curse.
  ...magical guards and traps.
  4
  ...sneaky thief.
  ...a natural disaster that is looming.
  5
  ...a large number of armed soldiers.
  ...a riddle that must be solved.
  6
  ...an enormous monster.
  ...battle to be won.
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  Step 15. Krongar receives, as a reward for all his troubles...
  1–3
  4–6
  1
  ...absolutely nothing! He was tricked!
  ...the expected reward and a favour from a person 
  of influence.
  2
  ...much less than expected.
  ...more than expected.
  3
  ...much less than expected, but at least a 
  favour from a person of influence.
  ...more than expected and a favour from a person 
  of influence.
  4
  ...much less than expected, but is Marked By 
  The Gods (Boon).
  ...more than expected and is Marked By The Gods 
  (Boon).
  5
  ...the expected reward.
  ...even more than expected, a favour from a person 
  of influence, and is Marked By The Gods (Boon).
  6
  ...exactly what was expected and is Marked By 
  The Gods (Boon).
  ...promotion...Long live King Krongar!
  Step 14. On a 6, there is an unexpected twist:
  1–3
  4–6
  1
  The villain is actually Krongar from another 
  timeline or reality!
  It was an elaborate trap!
  2
  The villain is actually a helpful old friend or 
  ally that works out of the shadows!
  Krongar has to team up with a villain or rival to 
  fulfil the task!
  3
  Everything that appeared to be worldly was 
  actually supernatural!
  It turns out that the villain is actually Krongar’s 
  sibling/father/mother!
  4
  It turns out to be a whole new task!
  Sometimes there is no unexpected twist!
  5
  To fulfil this task will bring terrible 
  consequences with it!
  Destiny gives Krongar the chance to change 
  everything for the better, and he will be sent back 
  in time to the beginning. The Saga starts again but 
  this time with no unexpected twist!
  6
  A friend or ally has betrayed Krongar!
  The gods are enraged and set 1d3 further tasks.
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  The Task Roll
   
  To find out if a character succeeds at a task:
   
  4 Roll 2d6 to get a number from 2–12
   
  4 Add an appropriate attribute
   
  4 If fighting, add an  
  appropriate combat ability
   
  4 If not fighting, add the rank of an  
  appropriate career
   
  4 Add any other situational modifiers 
   
  4 If the result is 9 or more: 
  the character succeeds.
   
  4 If the result is 8 or less: 
  the character fails.
   
  4 A natural 12 (that is, rolling two sixes) 
  is a Mighty Success if a 12 would have 
  granted a success, otherwise this is  
  just a normal success. 
   
  4 A natural 2 (that is, rolling two ones)  
  is always a failure. The player’s 
  character can gain a Hero Point if they 
  make it a Calamitous Failure. 
  Difficulty
  Modifier Range
  Naval action max. range
  Alchemy
  Very Easy
  +2
  –
  –
  –
  Easy
  +1
  Point Blank
  Board, Break Free
  Common–
  Moderate
  0
  Close
  Grapple, Oar Rake
  Common
  Hard
  –1
  Medium
  Ram
  Uncommon
  Tough
  –2
  Long
  Fire Machine, Missile (bows, slings etc.)
  Legendary
  Demanding
  –4
  Distant
  Mythic
  Formidable
  –6
  Extreme
  Catapult
  Mythic+
  Heroic
  –8
  Utmost
  –
  –
  –
  Out of Sight
  –
  Priority Character
  1
  Heroes with  
  Legendary Success
  2
  Heroes with  
  Mighty Success
  3
  Heroes with  
  Success
  4
  Villains 
  5
  Toughs  
  (no 1st Combat Round vs a Hero’s 
  Legendary/Mighty Success)
  6
  Heroes with a  
  Failure result
  7
  Rabble  
  (no 1st Combat Round vs a Hero’s 
  Legendary/Mighty Success)
  8
  Heroes with a  
  Calamitous Failure result
  Weapon
  Damage
  Strength bonus
  Brawling
  d3
  Add half strength  
  (rounded down)
  Improvised
  d3
  Add strength
  Light
  d6L
  Add strength 
  (melee), or half 
  strength (ranged)
  Medium
  d6
  Add strength 
  (melee), or half 
  strength (ranged)
  Large
  d6H
  Add strength 
  (melee), or half 
  strength (ranged)
  d6L = “roll 2 dice and keep the lowest die” 
  d6H = “roll 2 dice and keep the highest die“
  TABLES
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  Weapon
  Damage
  Range increment
  Notes
  Melee Weapons
  Axe
  d6
  10'
  Can be thrown
  Club
  d6
  10'
  Can be thrown
  Cudgel
  d6L
  Non-lethal option
  Dagger
  d6L
  10'
  Concealable
  Flail
  d6H
  Attack ignores shield
  Foil
  d6L
  Fashionable
  Great Sword
  d6H
  Two-handed
  Mace
  d6
  5'
  Can be thrown
  Morning Star
  d6H
  Two-handed
  Polearm
  d6H
  Two-handed
  Quarterstaff
  d6
  Two-handed
  Spear
  d6
  20'
  Can be thrown
  Sword
  d6
  Missile Weapons
  Arbalest
  d6H
  150'
  2 combat rounds to load
  Bow
  d6
  75'
  Two-handed
  Crossbow
  d6
  100'
  Two-handed
  Dart / Javelin
  d6L
  20'
  Thrown
  Sling / Staff-sling
  d6L
  30' / 60'
  One-handed/two-handed
  Armour
  Protection
  Penalties
  Arcane Cost
  No Armour
  0
  –
  –
  Light Armour
  d6–3 (1) from damage taken
  Social if not concealed
  +1 AP
  Medium Armour
  d6–2 (2) from damage taken
  Social / –1 agility
  +2 AP
  Heavy Armour
  d6–1 (3) from damage taken
  Social / –2 agility
  +3 AP
  Helmet
  +1 to armour protection
  Social / –1 initiative
  –
  Small Shield
  –1 to be hit on one attack/round
  –
  –
  Large Shield
  –1 to be hit on all attacks/round
  –1 agility
  –
  Spell Magnitude
  Difficulty
  Modifier to task roll
  Arcane Cost Min. Cost
  Cantrip
  Automatic
  Very Easy
  Easy
  –
  +2
  +1
  1 to 2 AP
  1 AP
  First Magnitude
  Moderate
  Hard
  0
  –1
  5 AP
  2 AP
  Second Magnitude
  Tough
  Demanding
  –2
  –4
  10 AP
  6 AP
  Third Magnitude
  Formidable
  Heroic
  –6
  –8
  15 AP
  11 AP
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  Beast Size Priority
  Damage Lifeblood Strength Move Creature Examples
  Tiny
  Rabble
  1
  1
  –3
  15’
  Ganuc, jit
  Very small
  Rabble
  d3
  2
  –2
  20’
  Cathgan, kyphus
  Small
  Tough
  d6L
  5
  –1
  25’
  Frossor, phong, purgat, uzeg
  Medium
  Tough
  d6
  10
  0
  25’
  Sand runner, skorpider, snow 
  worm, ursavus, venator, wolf, 
  xolag
  Large
  Villain
  d6H
  20
  4
  30’
  Andrak, bouphon, crocator, 
  kroark, lurkfish, parvalus, snow 
  ape, swampus, wolf-dire, yorth
  Very large
  Villain
  d6H
  30
  6
  30’
  Azhdarkho, bronyx, dracophon, 
  jemadar, terror bird, triotaur
  Huge
  Villain
  d6 ×2
  40
  8
  35’
  Banth, cave/snow bear, 
  dinohyus, mythunga, zathog
  Massive
  Villain
  d6H ×2
  50
  10
  35’
  Chark, deodarg, drakk, 
  elasmotherium, eldaphon 
  Enormous
  Villain
  d6H ×2
  60
  12
  40’
  Poad, giant skorpider
  Gigantic
  Villain
  d6 ×3
  70
  14
  40’
  Kalathorn, sarkolith
  Immense
  Villain
  d6H ×3
  85
  16
  45’
  Xolth
  Colossal
  Villain
  d6 ×4
  100
  18
  45’
  Behemathon
  Notes:   
     d6L = “roll 2 dice and keep the lowest die” 
     d6H = “roll 2 dice and keep the highest die“ 
     the multiplication sign means “the die result times this number”
  Demon type Priority Attributes
  Combat Abilities
  Powers Lifeblood Damage
  Minor
  Rabble
  2 points
  2 points
  1
  10
  d6L
  Lesser
  Tough
  6 pts, 4 max in one
  6 pts, 4 max in one
  2
  20
  d6
  Greater
  Villain
  12 pts, 6 max in one
  12 pts, 6 max in one
  4
  30
  d6H
  NPC Type
  Attributes
  Combat
  Careers
  Lifeblood
  Damage
  Special Rules
  Rabble
  0
  0
  0–1
  1–3
  1 or d3 (armed)
  Horde
  Toughs
  0–2
  0–2
  2
  5–8
  by weapon
  Villains
  0–4
  0–4
  4+
  10+
  by weapon
  Villain Points
  The Horde rules for Rabble
  Rabble can attack as a horde if there is room for them to attack 
  the Hero at the same time.
  In that case, the horde attacks as one, but receive +1 to their 
  combined Attack Roll for every rabble attacking, so +2 if there 
  are 2, +3 if there are 3 and so on. Circumstances and weapons 
  used will dictate how many are able to attack at the same time. 
  If they manage to hit, they roll d6L for damage, as a group 
  (they don’t do damage individually).
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  INDEX
  A
  Absent-Minded  52
  acrobat career  30
  Action  10
  actions  61
  Advancement Points  10
  Adventure  10
  adventure seeds  175
  Afyra  81
  agent career  25
  Age of Darkness, the  79
  Age of the Sorcerer-Kings, the  79
  Agility  14
  alchemist career  24, 187, 195
  Alert  50
  allanium  134
  All-Out Attack  67
  All Thumbs  52
  Amber Codex  134
  andrak  101
  animal handler career  27
  Appeal  15
  Arak-Aree, Hero  174
  arbalest  57
  Arcane Power  10, 144
  recovering  147
  Arena Guard, NPC  178
  Arena of Thorns  151
  Argol Arran, Hero  168
  aristocrat career  39
  armour  58
  Armour, demonic power  131
  armourer career  29
  Army Rating  69
  Arrogant  52
  artificer career  24
  Artistic  50
  assassin career  25
  Attack Roll  10, 66
  Attractive  50
  Attributes  10, 12, 13
  A Twist of Fate  62
  Automatic Failure  61
  Automatic Success  61
  Avnuby Tarv  134
  axe  57
  Axian  54
  Axos Mountains  18, 88
  azhdarkho  101
  B
  Ballik Joram, NPC  183
  bandit career  37
  banth  102
  barbarian career  26, 180, 182
  bard career  38
  Barvak Indalon  134
  Battlefield Rounds  69
  Battle Harness  50
  Beast-Friend  50
  beastmaster career  27
  beast trainer career  27
  beggar career  28
  behemathon  102
  Bellys Blak, NPC  164
  berserker career  26
  Beshaar Desert  18, 89
  Beshaari  54
  Besharoon Mountains  89, 149
  Black Druids  134
  Black Grimoire  134
  blacksmith career  29
  Blade-Bearer  134
  Blind Combat  50
  Bloodless  128
  Bloodless Citizen, NPC  195
  Bloodless City Guard, NPC  195
  Bloodless Sorcerer-Kings  128
  blood vines  134
  Bloody Slash/Crushing Blow  63
  Blue Giants  84
  Boarding  74
  Bolkan’s Farm  97
  Bonus Die  10
  Book of the Purple Dawn  134
  Boons  10, 50
  Born Athlete  50
  Born-at-Sea  50
  Born-in-the-Saddle  50
  bouphon  103
  bow  57
  Braggart  52
  Brawler  50
  brawling  66
  Break Free  74
  bronyx  103
  Brotherhood of Shadows ruffian, NPC  
  192
  Brotherhood of the Purple Turalon  
  150
  Bypass Armour  67
  C
  Calamitous Failure  10, 61, 64
  Camouflage  100
  Cannibal, NPC  183
  Can’t Lie  52
  cantrips  144
  Careers  10, 11, 23
  Carnage  63
  Carouser  50
  Catapult attack  74
  cathgan  104, 149
  cave bear  104
  champion career  33
  Champion Gladiator, NPC  158
  chark  105
  Charkond  81
  Chiomalla  81, 164
  City Dweller  52
  City of Healing (Lysor)  134
  City of Pirates  94
  City of Thieves  188
  Cloud Stairs  134
  club  57
  Colmus Kavataz  134
  combat  64
  Combat Abilities  10, 12, 15
  combat options  67
  Combat Paralysis  53
  Core Mechanic, the  12
  Country Bumpkin  53
  courtesan career  47
  courtier career  39
  Cowardly  53
  Craft Points  10
  Cravings  53
  creating new careers  50
  creature traits  100
  Crimson Druids  134
  Crimson Edda  134
  crocator  106
  crossbow  57
  cudgel  57
  Cult of Zylidith  188, 191
  cults  149
  Cursed  53
  D
  dagger  57
  damage  66
  Damage Roll  10
  Damaya, NPC  188
  dancer career  30
  Dark Gods, the  82
  dart  57
  Daughters of Degara  149
  Davym Tarv  134
  Dazzandroth Zant  134
  death  16
  Defence  16
  Defensive Stance  67
  Deft Hands  50
  Defy Death  62
  degara  149
  Delicate  53
  Demonic Powers  131
  deodarg  107
  Desert-Born  50
  Destructive Attacks  131
  Detect Deception  50
  dinohyus  107
  Disarm  63
  Disease Immunity  50
  Distinctive Appearance  53
  Distrust of Sorcery  53
  Docile Attack  100
  docker career  49
  Dorlina  134
  dracophon  108
  drakk  109
  Dream Lotus  134
  druid career  41
  druids  134
  Drunkard  53
  dying, stabilizing the  17
  Dyr  81
  E
  elasmotherium  109
  eldaphon  110
  Elderly  53
  Empty Lands, the  19, 90
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  Enhanced Weaponry  131
  Escape Artist  50
  Excellent Hunter  100
  Excellent Laboratory  50
  Excellent Library  50
  executioner career  31
  F
  Failure  64
  Fall of the Sorcerer-Kings, the  80
  farmer career  32
  Fate Points  10
  Fearless  50
  Fear of …  53
  Fearsome Looks  50
  Feels the Cold  53
  Feels the Heat  53
  Ferocious Attack  100
  Festrelish  55
  Festrel Swamp  19, 91
  Fillana  81
  fire  75
  Fire Coast  19, 91
  Fire Machine attack  74
  First Age of Man, the  80
  First Magnitude spells  144
  examples  148
  flail  57
  Flaws  10
  foil  57
  followers  156
  Forging of the Orb-Blade, the  79
  Fortress of the Witch Queen  91
  Friends in High Places  51
  Friends in Low Places  51
  frossor  111
  Frozen Lands, the  97
  Frozen Tyr  98
  Full Defence  67
  Fyrzon  81
  G
  ganuc  111, 149
  gear  56
  Ghost Wood, the  98
  Giant-Friend  51
  Giantish  55
  Giant Strength  51
  gladiator career  33
  Glory of Parsool, the  77, 134
  GM  11
  God’s Forge (Mt. Klovis)  134
  Gorthan Half-Hand  135
  Grapple  73
  great sword  58
  Great Wealth  51
  Greed  53
  Grey Druids  135
  Grondil  81
  Grooth  55, 85
  guard career  46
  Gullible  53
  H
  Hadron  82
  Halakh  19, 91
  Halakh Assassin, NPC  158
  Hard-To-Kill  51
  healer career  40
  healing lifeblood  16
  Healing Touch  51
  Heavily Armoured  131
  heavy armour  59
  helmet  59
  herder career  32
  hero creation summary  60
  Hero Points  10, 17, 62
  High-Born  51
  hobo career  28
  hordes  194, 205
  Hot-Headed  53
  house rules  12
  Hrangarth  135
  Huge War Galley  76
  Human Form  131
  Hunted  53
  hunter career  34, 180, 184, 186
  Hurm  81
  I
  Ilkthar  135
  Illiterate  54
  Imbalayo, Queen  135, 193
  improvised weapon  66
  Indalon, King  193
  Infamous  54
  Initiative  15
  Inspire  51
  interrupt  65
  inventor career  24
  Iondal  82
  J
  jallallabar trees  135
  Jandar Joth, Hero  172
  Jandor Hookhand, NPC  190
  janium  135
  javelin  58
  jazite  135
  Jehana  135
  jemadar (creature)  112, 178
  Jemadar Guard  135, 158, 188
  Jesharek Jool, NPC  135, 163
  Jesharek’s Grimoire  135
  Jesharek’s Tower  92
  Jewel of Lemuria (Satarla)  135
  jit  113
  Jungle-Born  51
  Juvor  135
  K
  kalathorn  183
  Kalukan  86
  Kalukan Sentinel, NPC  135, 159
  Kalvar II  135
  Kalzatan the Imposter, NPC  166
  Karvoona Nomad, NPC  187
  Karvoona Shaman, NPC  187
  Karyzon  82
  Kashtian  55
  Kasht Swamp  19, 91
  Keen Eyesight  51
  Keen Hearing  51
  Keen Scent  51
  Kelderik  135
  Keldon  135
  Keldon III  135
  khastok  135
  kir  135
  Klaar  19
  Klaar Plains  91, 184
  Klant Hegga, NPC  186
  Knockdown  63
  Knothakon  82
  Kolvis  92
  kroark  114
  Krongar the Mighty, Hero  167
  Kryphondus  82
  Kylarth  135
  kyphus  114
  L
  labourer career  49
  Landlubber  54
  languages  54
  Large Sailing Ship  76
  large (two-handed) weapons  66
  Large War Galley  76
  Learned  51
  leech career  40
  Legendary Success  11, 61, 63, 64
  Lemurian  55
  librarian career  43
  Library of Ort  135
  Lifeblood  11, 16
  light armour  58
  light weapons  66
  Lilandr  82
  Lord Nylus Keller, NPC  165
  lothario career  47
  Low-Born  51
  Luck of the Gods  63
  Lumbering  54
  lurkfish  115
  Lustful  54
  Lysor  20, 92
  M
  mace  58
  magician career  35, 186, 195
  Magic of the Sorcerer-Kings  51
  Malakut  20, 93, 188
  Malakutian  55
  Malleable Flesh  131
  Manuscript of the Void  135
  mariner career  42
  Marked by the Gods  51
  Master of Disguise  51
  Mazallakos of the Severed Veil  133
  Meat Shield  161
  medium armour  59
  Medium War Galley  76
  medium weapons  66
  Melee  15
  mercenary career  37
  merchant career  36
  Merchant Galley  76
  Methyn Sarr, NPC  135, 161
  Mezzechesh  135
  Midburg  97
  Mighty Fists  51
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  Mighty Shot  51
  Mighty Success  11, 61, 63, 64
  militiaman career  46
  Mind  14
  minstrel  38
  Missile attack  74
  Missing Eye or Ear  54
  Missing Limb  54
  M’lor (ruins)  93
  modifiers  61
  Molina Goth, Hero  169
  Morgal  86
  Morgazzon  83
  Morgazzon’s Curse  54
  morning star  58
  Mountain-Born  51
  movement and distance  65
  Multiple Attacks  100
  Mute  54
  myrmidon career  33
  mythunga  116
  N
  necropede  129
  necrophage  130
  Negedzar Frome  135
  Nelheim  97
  Nemmereth  82, 83
  Night Sight  52
  Nitina  135
  noble career  39
  Non-Combatant  54
  Non-Corporeal  131
  non-player characters  157
  Northern Wastes, the  97
  Nose for Magic  52
  NPC  11
  Nylus Keller  135
  O
  Oar Rake  73
  Obsession  54
  Offensive Stance  67
  Offspring  131
  Oomis  21, 93, 184
  Oomis Chronicles  135
  Oom River  93
  Oosal [ruins]  93
  Orb-Blade  135
  P
  Parsool  21, 93, 180
  Parsool Mariner, NPC  159
  Parsool Records  135
  parvalus  116
  PC  11
  peasant career  32
  peddler career  36
  Pellem Pharn, Hero  170
  Penalty Die  11
  performing actions  61
  phong  117
  physician career  40, 187
  Piandra  82
  pirate career  42, 180
  Pirate Isles  21
  Pirate Isles, the  94
  Pirate, NPC  183
  Plains-Born  52
  poad  117
  poet career  38
  Poison  131
  Poison Resistance  52
  pole arm  58
  Poor ...  100
  Poor Hearing  54
  Poor Hills, the  97
  Poor Recovery  54
  Port of Sea Lords  150
  Port of the Sea Lords  94
  Power of the Void  52
  Precision Strike  63
  priest career  41, 135, 186, 195
  Priority Roll  11, 64
  purgat  118
  Q
  Qar (ruins)  94
  Qeb (ruins)  94
  Qiddesh (ruins)  94
  Qo Jungle  94
  Qo Jungles  21
  quarterstaff  58
  Quathoomar  82, 184
  Queen of the Fire Coast  135
  Quick Recovery  52
  Qush Jungle  21, 95
  R
  Rabble  11, 157
  Rabble Slayer  63
  Ragged Knaves vagabond, NPC  190
  Raima  135
  raku-wine  135
  ralidish tree  135
  Ram  73
  Ranged  15
  ranged weapons  66
  reading unknown texts  55
  recover lifeblood  16
  Red Druids  135
  regaining Hero Points  63
  Regeneration  131
  regional traits  18
  repairs  75
  Resistant to Sorcery  52
  Return of the Sorcerer-Kings, the  80
  Rhadathmazar  135
  rogue career  48
  rolling a 2  61
  rolling a 12  61
  Rork Kozaar, Hero  173
  Rot Kingdom  98
  Round  11
  Run/Close  73
  S
  Saga  11
  Saga generator  197
  sailor career  42
  Salem  135
  sand runner  118
  sarkolith  119
  Satarla  22, 95, 176, 184
  Satarla Volumes  135
  Sa’Tel  82
  savage career  26
  Savant  52
  Scene  11
  scholar career  43
  scoundrel career  48
  scout career  34
  scribe career  43
  Scribes of Ygddar  136
  sea creatures  77
  Sea Tongue  55
  Second Age of Man, the  80
  Second Magnitude spells  145
  examples  148
  Seductive  131
  Sentinels  135
  Serene City  136
  serf career  45
  Sergeant of the City Watch, NPC  159
  serving wench career  47
  Shake Off Wounds  63
  shaman career  41
  Shamballah  22, 95, 151, 193
  Shamite  55
  Sham River  95
  Sharangara of Oomis, Hero  171
  Shazzadion  82
  shields  59
  ship-to-ship battles  72
  Silver Tongue  52
  sinking  75
  Skittering Hand  129
  skorpider, giant  120
  sky-boats  136
  sky-boats in battle  78
  sky-pilot career  44
  Sky-Pilot of Satarla, NPC  159
  slave career  45, 195
  slaver career  31
  sling  58
  slith  136
  Slorth  86
  Small Sailing Ship  75
  Small War Galley  76
  Sneaky  52
  snow apes  121
  snow bear  104
  snow worms  121
  soldier career  46
  sorcerer career  35
  Sorcerer-Kings  87
  Sorcerer-Kings, Bloodless  128
  Sorceric  55
  Sorcery  131
  spear  58
  Special Attack  100
  Special Knowledge  131
  Speech  131
  spell magnitude  144
  Spells
  Cantrips  144
  First Magnitude  144
  Second Magnitude  145
  Third Magnitude  147
  Splintered Shield, Shattered Sword  
  63
  Tanaël Ghazarian (order #7051416)
  
  211
  CHAPTER 7  SAGAS OF LEMURIA
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  spy career  25
  stabilizing the dying  17
  staff-sling  58
  Stalheim  97
  star-lore  136
  Star-Orb  136
  starting gear  56
  Strength  14
  Strength Feat  52
  Success  64
  summoning demons  132
  Suria Klodis  136, 188
  Swamp-Born  52
  swampus  122
  sword  58
  Syton  136
  T
  Taciturn  54
  task modifiers  62
  Task Roll  11
  temptress career  47
  terror bird  123
  Testament of C’Thoollanax  136
  Thangard  136
  Tharungozoth  83, 183
  Tharungozothyr  98
  Thick Skin  52
  thief career  48, 182, 195
  Third Magnitude spells  147
  examples  149
  thrall career  45
  Thule  96
  Timely Escape  161
  Tools of the Trade  52
  torturer career  31
  Toughs  11, 158
  Tough Thug, NPC  160
  tracker career  34
  Trademark Weapon  52
  trader career  36
  Traits  11, 12
  Tribal Barbarian, NPC  160
  triotaur  123
  tumbler career  30
  Tundra-Born  52
  turalon roses  136
  Twenty Gods, the  81
  Two-Weapon Fighting  67
  Tyr River  96
  Tyrus  22, 96
  Tyrus Longbowman, NPC  160
  U
  Ugly & Brutish  54
  understanding strange languages  55
  Unprepared  54
  Unsettling  54
  Untrustworthy  54
  Urceb  22, 97
  Urceb Rolls  136
  urld  136
  ursavus  124
  Uzar-Thom, NPC  196
  uzeg  124
  V
  vagabond career  28
  Valgard  22, 97
  Valgardish  55
  Valtriz of Ill-Omen, NPC  192
  Varand Broge, NPC  186
  venator  125
  Venomous Attack  100
  Vhendis Sea  98
  Victory Points  70
  Villain  11
  Villains  161
  Volume of Sss’ggrilssi  136
  Vul’mazzanlu, the Ape Thing  133
  Vulnerability  131
  W
  War Cry  52
  War Galley  76
  warrior career  37
  waterfruit  136
  Waterfruit  136
  weapons  57
  White Serpent River  98
  Windsong  55
  Winged-Man Agility  52
  Winged Man Lookout, NPC  160
  Winged Men  87
  witch career  35
  Witch Queen, NPC  135, 161
  Witch’s Teeth  97
  Witch Way River  98
  Wizard-Watch  136
  wolf, dire  125
  worker career  49, 195
  X
  Xolag  126
  Xolth  126, 183
  Y
  Yellow Druid of Oomis, NPC  160
  Yellow Druids  136
  Ygddar  184
  Ygddar Codex  136
  Ygddari  55
  Ygddar (ruins)  98
  Yorth  127
  Yrzlak  82
  Yrzlak’s Forge  136
  Z
  Zaggath  83, 161
  Zalkyr  82
  Zalut  22, 98
  Zandar Bley  136
  Zannibal  136
  Zarymphyxos  82
  Zathog  127, 187
  Zealot  54
  Zolat the Scimitar, NPC  192
  Zomat Deshkar  136
  Zula  136
  Zulena  136
  Zullthegg  132
  Zylidith  83
  Tanaël Ghazarian (order #7051416)
  
SOURCE: textdata/thevault/Conan RPGs/Other Sword & Sorcery/Barbarians of Lemuria/Barbarians of Lemuria Mythic Edition.pdf