Friday, 17 March 2023

Xoth Sword & Sorcery for Dragonbane

Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Enter the City of Stone and slay the high priest of Jul-Juggah! Plunder the ancient gold of Namthu! Seek the fabled jewel of Khadim Bey, but beware the nameless horrors of the Al-Khazi desert! Fight the dread adepts of the ape-god, or succumb to the pleasures of the Moon-Juice of Yaatana! Or perhaps you will perish by the curses of Ur-Kharra, the long-dead sorcerer-king of Elder Kuth?

Adapted from the Player’s Guide to the World of Xoth for 5e available as a free download at https://xoth.net/ and printed at https://www.lulu.com/spotlight/xothpublishing

Game Link on Roll20




PCs - The Heroes

Lothar
PC Heroic Abilities: +1

1. Lothar of Tharag Thule (Muiz)
A noble warrior of the frozen north, exiled from his tribe and now in service to the Princess Alana of Dipur, niece of the Satrap. On 1/7/2023 Lothar was promoted to Lieutenant of Dipur and engaged with the innkeepers daughter Aygala.
STR 13 (+d4) CON 11 AGL 15 (+d4) INT 12 WIL 15 CHA 12
Move 12m 
Culture: Savage Race: Tharag Thulan HP 12  WP 15 Armour Value: 4/6 
Profession: Knight  Age: Adult 
Skills: Acrobatics 13, Awareness 13, Bushcraft 14, Hammers 14,  Healing 13, Performance 10, Persuasion 12, Riding 13, Spears 12, Swords 17, Evasion 9, Spot Hidden 6
Heroic Ability: Defensive and Shield Block
       Gear: Longsword 2d8+d4 (15), Large Shield (18), Morningstar 2d8+d4 (12), Trident 2d8+d4 (9), 1 Healing Potion, Surgical Instruments (Inherited from Severos), 15 Bandages (Inherited from Severos), Lance 2d10+d4 (12), Chainmail, Magic Great Helm, combat trained horse(Brave Heart), Silver ring worth 9 silver, Silver Ring worth 7 Silver. 122 Gold 75 Silver 9 Copper
Storage in Villa: Broadsword (Mastercrafted) Durability 18 dam 2d6+d4, Light Warhammer 2d6+d4, shield (small)(15),

SHIELD BLOCK
✦ Requirement: Any STR-based melee weapon skill 12
✦ Willpower Points: 2
You can activate this ability when parrying with a shield to roll with a boon. Using this ability, you can also parry physical monster attacks that normally cannot be parried. This requires a shield. This ability can be combined with Defensive.

The Death Dealer

2. Zoya(Jelly), Decadent Adult female Lamuran Mage, Priestess of Yot-Kamoth, Beloved of the Ten Thousand Eyed. STR 8 (4) AGL 17 (7) (+d6) CON 13 INT 14 (6) WIL 15 CHA 12 (5) HP 13 WP 15 AV 0 Move 14m  
Zoya

3. Mei Hua (Kimberly), Decadent Young female Taikangian Thief, Initiate of Nakhramat. STR 12 (5) CON 16 AGL 17 (7) (+d6) INT 11 (5) WIL 15 CHA 15 (6) HP 16 WP 15 AV 0 Move 14m HA: Dual Wield WP 3, Fast Footwork WP 3 Mei's Journal

4. Moggojin (SHARK) Nomad Adult male Sheng Khazrajite Fighter, STR 13 (6) +d4 CON 13 AGL 15 (6) +d4 INT 12 (5) WIL 11 CHA 14 (6) HP 13 WP 11 AV 5 Move 10m HA: Twin Shot WP 3, Companion WP 3

5. Darian the Barbarian (Tony) Savage Young female Tharag Thulan Barbarian STR 13 (6) (+d4)  CON 14 AGL 10 (5) INT 12 (5) WIL 15 CHA 15 (6) HA: Dragon Slayer WP 3, Defensive WP 3. HP 15 WP 15 AV 4 Move 10m 

Mei Hua of Kaitang


Moggojin of the Sheng


Darian


___________________________________________

 

The Campaign

In the 23rd year of the reign of the Padishah Emperor (may he live forever), four adventurers cross west over the Kharjah Pass from Susrah and enter the city of Dipur, where being short of coin they take lodging at a disreputable tavern in the Dives. But the city is in uproar, for the niece of the Satrap has vanished. Kidnapped, they say...

Session 1 The Night-Black Pits 18/3/23 (18/3/23 IRL)  Jir-El, Severos and Coran rescue Princess Alana from demon sacrifice by the fire sorcerer Altrak in the Night-Black Pits. Kromdar of Thule dies of his wounds, and is mourned by the princess. The survivors are rewarded. Kills: 3 wolves, 1 giant spider, 4 cultists (+1 flees), 1 fire sorcerer. Lost: Kromdar. 

Session 2 Tomb of the Giant Kings #1  (1/4/23 IRL) 

1/4/23 Party recruited for mission by Princess Alana.  2/4/23 party leave Dipur.  Battle at Inn. save girl from Manotaur, pay small toll to Ahmed. 8/4/23 Party reach the Lost Valley of the Giant Kings. Battle and kill a mighty Tauran. Kills: 4 Zorabi Brigands (& 4 flee), 1 Manotaur, 1 Tauran.

Session 3 Tomb of the Giant Kings #2 (15/4/23 IRL) 

8-9/4/23  Party explore the Tomb of the Giant Kings, slaying many beastmen (overnight rest), giant rats, an undead giant, skeleton guards. Kozan the Eunuch is slain by a skeleton guard. Kills: 16 beastmen, 4 giant rats (& 2 fled), 1 undead giant, 6 skeletons. Lost: Kozan

Session 4 Tomb of the Giant Kings #3 (29/4/23 IRL) 

9/4/2 Destroy undead giant-king and take his loot, including a history scroll. Depart the valley and camp for the night. 11/4/23 Meet Ahmed again and pay a heavy toll. He is impressed by Severos and names him friend. 16/4/23 return to Dipur with the remains of Princess Alana's parents; the Satrap awards each hero a 100gp gold ring. 23/4/23 At an interment party celebrating Alana's parents, she introduces the rich merchant Haram Baal, seeking to recruit elite guards for a trip across the desert to Zul-Bazzir - at least 15 days each way. Kills: 1 Wight.

Session 5 Shadow of the Ragged King #1 (5/5/23 IRL)

27/4/23 In Dipur, rescue the slave girl Narfu from the Toecutter's thugs, killing all six, and return her to Lady Ekrimala at the palace. Narfu was maid to Sutrahmunah, favoured concubine of Tarkhan Bey. Both were taken from the palace by the Toecutter's men on the night of 20/7. The Toecutter took Sutramunah west, into the desert. Narfu likes Severos. 28/4/23 Haram Baal's caravan departs from Dipur for the Yirlat Oasis. Meet the guide, Arshaf Abu5/5 Arrival at Fort Yirlat late afternoon. Chamash leads a band of Zadjite slavers on a hunt for escaped Ikuna cannibals, with two Nabastissean slave girls as lures. Severos cons Azam, lover of Jamilaof 10 gold. Lothar seduces Aygala the innkeep's daughter, when he finds her swimming in the oasis. That night, all visitors are ejected to camp outside overnight. 6/5 departure from Yirlat.  Kills: 6 Zorabi thugs in Dipur.

Session 6 Shadow of the Ragged King #2 (19/5/23 IRL)

6/5 head south across the desert. 7/5 Soldiers chase off a group of nomads watching the caravan. A fierce sandstorm, all hunker down. That night 6 Ikuna cannibals raid the camp; 4 slain, one escapes with Jamila, one, Borak, is captured. With Haraam Baal's permission, Arshaf Severos Lothar Roshanna and Azam pursue. 8/5 afternoon, party find circling vultures and a dying horse; 6 more Ikuna attack and Roshanna is killed, while Severos' camel is wounded and flees into the desert. The party encounter Chamash and his Zadjite slavers - the Ikuna had attacked their camp, took their Nabastissean slave girls, and killed a horse. The two groups plan to work together to defeat the Ikuna and rescue the captive women. First sight of the Citadel of Akharon on a black crag rising from the desert sands; Borak says the SW wall has deteriorated and can be climbed. Kills: 10 Ikuna, 1 Ikuna captured. Lost: Roshanna.

Interlude - the Parties Meet

Session 7 (2/6/23 IRL)  Shadow of the Ragged King #3

8/5 night The parties assault the Ragged King in the Royal Chambers of Akharon. Zoya opens with a lightning bolt that incinerates an unknown captive, and scorches the Ragged King. A long battle rages. The Ragged King kills Severos the Executioner with its maw, before finally falling. The party catch their breath then head into the Megaron to deal with the Ikuna. Kills: Ragged King, unknown captive. Lost: Severos

The Megaron of Akharon

Session 8 (9/6/23 IRL) 

Shadow of the Ragged King #4

PCs and Zadjites attack and defeat the Ikuna and free Darian; promptly betrayed by Chamash & the Zadjites who try to capture Mei Hua, she dances away. Half the Zadjites steal the throne hall's treasure & make off with their two recaptured Nabastissean slave girls, while half stay to fight the heroes and are defeated; one Kalash is captured and enslaved by Mei Hua. Kills: 12 Ikuna, 5 Zadjites. Captured: 1 Zadjite (Kalash)

Session 9 (16/6/23 IRL) Shadow of the Ragged King #5

Finish clearing the Citadel, kill last 3 Ikuna, rescue Sutramunah Jamila & Guram Khal the Toecutter, kill Azam when he shows up. Decide to chase after Chamash and the Zadjites who have the treasures of Akharon and the Nabastissean slave girls.

Session 10 (23/6/23 IRL) Shadow of the Ragged King #6

9/5 Chase down the Zadjites & kill Chamash, rescue the slave girls Chloe & Penelope and Borak. Mei Hua takes another Zadjite slave, Zaraster. Rest before dawn.

Session 11 (30/6/23 IRL) Shadow of the Ragged King #7 finis

Rescue Kilij Arshak from the slaughter of the caravan. 11/5 Head north to Fort Yirlat, besieged by the Al'Jafari. Return Princess Jamila to Mulah Al'Jafari, recover Haram Baal. Lothar's wedding with Aygala the innkeep's daughter is arranged, 16/5 Return to Dipur, richly rewarded, buy a villa. 23/5 A week later chase down Roshamma, high priestess of Belit Lil, in the Night Black Pits, and hand her over to Lady Ekrimala. The party are acclaimed as great heroes of Dipur.


Character Creation

Step 1—Determine Ability Scores: Start by generating your character’s ability scores STR AGL CON INT WIL CHA. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Roll 4d6 and keep the best 3 in order for each attribute. You may replace one roll with a 15. Your CON & WIL determine your initial HP & WP.

Step 2—Pick Your Culture: Next, pick your character’s culture, taking note of the cultural traits associated with your selection (see the Cultures of Xoth below). Roll 1D6 or choose as desired.

Step 3—Pick Your Race: Next, pick your character’s race, noting any special racial traits (see the Races of Xoth below). There are 20 races to choose from, although your GM might have others to add to the list. Each race lists the language your character automatically knows, as well as one or more bonus languages. Roll 1D20 or choose as desired. For players new to Xoth, the barbarian Tharag Thulan are a good choice.

Step 4—Pick Your Dragonbane Profession (eg Fighter) & Age (eg Adult), and from those determine your Equipment, your Skills, and choose an Heroic Ability (eg Defensive or Veteran).

Sample Professions

 Fighter 

Skills - choose 6 of Axes, Bows, Brawling, Crossbows, Evade, Hammers, Spears, Swords

Gear - choose 1 of a). Scimitar/Broadsword/battle axe/morning star, small shield, chainmail, torch, flint & tinder, D6 food rations, D6 silver  b) Short sword/handaxe/short spear, light crossbow, quiver, leather armor, torch, flint & tinder, D6 food rations, D6 silver c) Long spear, studded leather armor, open helmet, torch, flint & tinder, D6 food rations, D6 silver

Knight 
Skills - choose 6 of: Beast Lore, Hammers, Myths & Legends, Performance, Persuasion, Riding, Spears, Swords 
Gear - choose 1 of a) longsword/morning star, shield (small), mail armor, open helm, torch, flint & tinder, D6 food rations, D12 silver b) Flail/warhammer (small), shield (small), chainmail, open helmet, torch, flint & tinder, D6 food rations, D12 silver c) Short sword, lance, shield (small), chainmail,
open helmet, combat trained horse, D6 food rations, D12 silver

Thief 
Skills - choose 6 of: Acrobatics, Awareness, Bluffing, Evade, Knives, Sleight of Hand, Sneaking, Spot Hidden 
Gear - choose 1 of a) Dagger, sling, rope (hemp), grappling hook, torch, flint & tinder, D6 food rations, D10 silver b) Knife, lockpicks (simple), torch, flint & tinder, D6 food rations, D10 silver c) Two daggers, marbles, rope (hemp), torch, flint & tinder, D6 food rations, D10 silver

 

Choose your Age - human age in years, by age category (except the Enlightened - see below) 

Young: 16-24. Skills 6 Profession +2 free choice, AGL and CON +1 (max 18)

    Adult: 25-60. Skills 6 Profession +4 free choice

         Old:  61+. Skills 6 Profession +6 free choice, STR, AGL, and CON –2, INT and        WIL +1 (max 18)

    Maximum PC age is 65+2d20 (except the Enlightened - see below)

Dragonbane fillable character sheet  - put your Culture & Race where it says Kin.

The core mechanic: Roll d20 equal to or less than your skill value to succeed. 
Boon: Roll another die & take the best result. 
Bane: Roll another die & take the worst result. 
You may 'push' - reroll - a failed roll, by taking a negative Condition, a Bane to one attribute, until healed.
In combat, parrying or dodging an attack uses up your action for the round.

ATTRIBUTE: BASE CHANCE (x2 if trained)
1–5 3
6–8 4
9–12 5
13–15 6
16–18 7

House Rules
Shields parry with a Boon against melee attacks. Large shields parry with a Boon against missile attacks also. Using your action to hide behind a large shield gives you Cover - all missile attacks have a Bane to hit you.

Piercing weapons take a Bane to halve target AV (eg 5>2), not ignore it entirely.

Axes and Halberds do 'chopping' damage. This damage type has no special rules attached.

Rally is a free action on the Rallier's turn, not an Action. 

Fumbles occur only if the character rolls a Demon, then fails a second skill check. The GM chooses the fumble result, or rolls.

Twin Shot HA rolls to hit twice, once for each arrow, with a Bane on each roll. 

Raising Attributes: As an alternative to gaining an Heroic Ability, you may raise an attribute +1, to a maximum of 18 (maximum STR 16 AGL 16 CON 16 if Old). Trained and Unskilled Base Skill numbers are raised to the new minima.

Unarmoured and unencumbered characters receive a Boon on Sneaking.
Open Helms do not impose a Bane on Awareness.

Resting
1. A Stretch Rest (15 minutes) restores 1d6 HP2d6 WP, and 1 Conditiononce per Shift (6 hours). If someone else tends to you for during the Stretch and succeeds with a HEALING roll, you recover +1d6 HP. The caregiver cannot rest during the same stretch, and can only heal one person per stretch.
2. Round Rest: A quick rest that lasts just a single round. During a round rest you recover only D6 WP, no HP. You can only have a round rest once per shift. If you take a Round Rest, during your next Stretch Rest you only recover 1d6 WP.
3. Long Rest: A long rest typically lasts several days, and can only take place in a safe and comfortable location where there are no enemies nearby. During a long rest you recover all HP and WP, and heal all conditions.

Rest Services
Haircut Heals a condition of your choice in one Stretch. Can only be done once per week.
Bath/Swim Heals a condition of your choice in one Stretch. Only one bath or swim per day has this effect.
Luxury Accommodation: Heals 2d6 HP3d6 WP, and 2 Conditions of your choice per Shift.

SLEEP DEPRIVATION
You need at least one shift of uninterrupted sleep every day. You cannot sleep in armor unless you succeed in a CON check (with a Boon in Leather, with a Bane if wearing a helmet). After three shifts without sleep you can no longer heal WP or conditions. You heal HP as usual. You also lose D6 WP each shift you remain awake. If you reach zero WP while suffering from sleep deprivation, you collapse and sleep for at least one shift, and cannot be woken. Once you have slept at least one shift, you can heal WP and conditions normally again.

GEAR
Gear in italics is new.
Platemail is replaced by Bronze Plate (cuirass & greaves). Bronze Plate & Great Helm are not available to starting PCs - PC Knights must choose alternate gear.

Currency
1 gold crown (2 gram) = 10 silver shekel (2 gram) = 100 copper penny (20 gram).

ARMOR & HELMETS 
ARMOR ARMOR RATING COST SUPPLY EFFECT
Unarmoured 0 - Boon on SNEAKING
Leather/Linen 1 (+2 vs bludgeoning) 2 gold Common —
Studded/Ring 2 (+2 vs bludgeoning) 10 gold Uncommon Bane on SNEAKING rolls.
Scale 3 (+2 vs slashing) 25 gold Uncommon Bane on EVADE and SNEAKING rolls.
Mail/Lamellar 4 (+2 vs slashing) 50 gold Uncommon Bane on EVADE and SNEAKING rolls.
Bronze Plate 5 (+2 vs slashing) 400 gold Rare Bane on ACROBATICS, EVADE, and SNEAKING rolls. 
Open Helmet +1 12 gold Uncommon 
Great Helm +2 100 gold Rare Bane on AWARENESS and all ranged attacks.

 WEAPONS

MELEE WEAPONS

WEAPON GRIP STR RANGE DAMAGE DURABILITY COST SUPPLY FEATURES
Unarmed — — C D6 — — — Bludgeoning
Shield, Small 1H 7 C D8 15 4 gold Common Bludgeoning
Shield, Large 1H 13 C D8 18 12 gold Common Bludgeoning
Blunt Object, Light 1H — C/STR D8 3 — — Bludgeoning, can be thrown
Blunt Object, Heavy 2H 16 C 2D8 3 — — Bludgeoning
Knife 1H — C/STR D8 6 5 silver Common Subtle, piercing, can be thrown
Dagger 1H — C/STR D8 9 1 gold Common Subtle, piercing, slashing, can be thrown
Parrying Dagger 1H — C D6 15 2 gold Uncommon Subtle, piercing, slashing
Short Sword 1H 7 C D10 12 8 gold Common Piercing, slashing
Broadsword 1H 10 C 2D6 15 12 gold Common Piercing, slashing
Longsword 1H 13 C 2D8 15 25 gold Uncommon Piercing, slashing
Greatsword 2H 13 C 2D10 15 50 gold Rare Piercing, slashing
Scimitar 1H 10 C 2D6 12 10 gold Uncommon Toppling, slashing
Tulwar (Great Scimitar) 2H 13 C 2D10 15 40 gold Uncommon Toppling, slashing
Handaxe 1H 7 C/STR 2D6 9 2 gold Common Toppling, chopping, can be thrown
Battleaxe 1H 13 C/ 2D8 9 10 gold Uncommon Toppling, chopping
Two-Handed Axe 2H 13 C 2D10 9 25 gold Uncommon Toppling, chopping
Mace, Light 1H 7 C 2D4 12 8 gold Common Bludgeoning
Morningstar 1H 13 C 2D8 12 14 gold Uncommon Bludgeoning
Flail 1H 13 C 2D8 — 16 gold Uncommon Bludgeoning, toppling, cannot be used for parrying
Warhammer, Light 1H 10 C 2D6 12 10 gold Uncommon Bludgeoning, toppling
Warhammer, Heavy (Maul) 2H 16 C 2D10 12 20 gold Uncommon Bludgeoning, toppling
Wooden Club, Small 1H 7 C D8 9 1 silver Common Bludgeoning
Wooden Club, Large 2H 16 C 2D8 12 2 silver Common Bludgeoning
Staff 2H 7 C D8 9 2 silver Common Bludgeoning, toppling
Short Spear 1H 7 C/STR×2 D10 9 5 silver Common Piercing, can be thrown
Long Spear 2H 10 R 2D8 9 1 gold Common Long, piercing
Lance 1H 13 R 2D10 12 12 gold Rare Long, piercing, requires combat trained mount
Halberd 2H 13 R 2D8 12 20 gold Rare Long, toppling, piercing, chopping
Masterwork ×10 cost, Reduces STR requirement by 3, increases durability by 3. 

Range C (Close): Can attack adjacent foes only.
Range R (Reach): Can attack foes up to 2 'squares' away.

RANGED WEAPONS 
WEAPON GRIP STR RANGE DAMAGE DURABILITY COST SUPPLY FEATURES
Sling 1H — 20 D8 — 1 silver Common Bludgeoning, tiny item
Short Bow 2H 7 30 D10 3 25 gold Common Piercing, requires quiver
Longbow 2H 13 100 D12 6 50 gold Uncommon Piercing, requires quiver
Crossbow, Light 2H 7 40 2D6 6 75 gold Rare (in the West) Piercing, requires quiver, no damage bonus
Crossbow, Heavy 2H 13 60 2D8 9 200 gold Rare (in the West) Piercing, requires quiver, no damage bonus

Weapon Features

✦ Subtle: The weapon grants a boon and increased
damage when performing sneak attacks (page 43).
✦ Long: Attacks with this melee weapon can hit an
enemy up to 4 meters away (two squares).
✦ Toppling: The weapon grants a boon when trying to
trip an opponent (page 48).
✦ Piercing: The weapon inflicts piercing damage, which
can affect the effectiveness of armor (page 50).
✦ Slashing: The weapon inflicts slashing damage. If the
weapon is both slashing and piercing, you must choose
whether to slash or pierce before rolling the attack.
✦ Bludgeoning: The weapon inflicts bludgeoning damage,
which affects the effectiveness of armor (page 50).

_______________________________________________________________

Cultures

These replace Dragonbane Kin in Sword & Sorcery worlds where all characters are more or less ‘human’. 


1. Savage
«’Barbarism is the natural state of mankind,’ the borderer said, still staring somberly at the Cimmerian. ‘Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.’»
— Robert E. Howard: Beyond the Black River
Savages include warriors from the frozen north and witch-doctors from the snake-infested jungles of the south.
Savages tend to have a close connection with nature, but remain ignorant of many developments that more civilized people take for granted.
How you view yourself: Life is a struggle, but you rely on your natural instincts and your own strength to survive. You are content with your place in nature. You are wary of technology and the false promises of civilization.
How others view you: Savages live in the wild, and are primitive and barbaric. Their lives are brutish and short. They can only progress if they learn to subjugate their instincts and become civilized.
Suggested Races: Djaka, Ikuna, Mazanian, Shoma, Tharag Thulan, Zorabi (uncommon)
 
Cultural Traits
Savages have the following cultural traits:
Sturdy: You add a +1 bonus to your Hit Points.
Feral: You gain a Boon on Awareness skill checks.
Superstitious: You suffer a Bane on Will checks to resist fear effects from supernatural creatures and sorcery.
  
Values (replaces Motivation/Weakness)
At the end of each session the GM may award Experience Checks for stereotypical acts such as:
1.       Performing great feats of strength and athletics
2.       Defeating a dangerous monster or hated foe in single combat
3.        Acting quickly and instinctively instead of over-analyzing and discussing at length
4.        Refusing to use technology (including armor and weapons and other items crafted by civilized cultures) and instead relying on your own strength and prowess. Eg spend at least 50gp on jewels & furs instead of on civilised armour and weapons.
 
 

2. Nomadic

«’Take your horse and go. It’s tied behind the tent, and food and water are in the saddle-bags. None will see your going, but go quickly. There’s no room for a fallen chief on the desert. If the warriors see you, maimed and deposed, they’ll never let you leave the camp alive.’»
— Robert E. Howard: A Witch Shall Be Born
Nomads roam the empty wastes beyond the civilized cities; quick to strike and bound by no laws. Nomads live with their animals and usually ride into battle with them; they feel ill at ease without them.
How you view yourself: You value your freedom to roam across the so-called «empty» spaces of the world. Your only responsibilities are to your clan and your animals, and perhaps the gods of earth and sky.
How others view you: Nomads are lawless and untrustworthy; they live by raiding and stealing rather than doing honorable work themselves.
Suggested Races: Jairanian, Khazistani (rare), Khazrajite, Khoran (uncommon), Shoma, Taikangian (uncommon), Tharag Thulan (uncommon), Zorabi
 
Cultural Traits
Nomads have the following cultural traits:
Proud: You gain a Boon on Will checks to resist influence, including fear effects.
Adaptive: You have the Adaptive Human Kin ability.
Bowlegged: Your Base land walking speed is 8 meters.
 
Values (replaces Motivation/Weakness)
At the end of each session the GM may award Experience Checks for stereotypical acts such as:
Sleeping in a tent outside the city walls because you would feel trapped inside a noisy tavern
Discovering new and strange places, and leaving your mark there
Scouting ahead of the party in the wilderness
Refusing to stay in the same place for too long
Ignoring laws that deal with the concept of private property
Offering strangers food and shelter if they ask for it, even if their goals oppose your own. Eg spend at least 50gp hosting & entertaining others.
 
 
 
3. Civilized
«The Cimmerian glared about, embarrassed at the roar of mocking laughter that greeted this remark. He saw no particular humor in it, and was too new to civilization to understand its discourtesies. Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.»
— Robert E. Howard: The Tower of the Elephant
Savages and nomads eventually gather together to cultivate the land, build great cities, develop trade, and study medicine, mathematics and languages. In the civilized lands dwell noble knights, wise kings, and learned sages — as well as greedy merchants and cunning thieves.
How you view yourself: You are a citizen of a small settlement or a great city, and you have your place within the social hierarchy. You are proud of the accumulated wealth and knowledge of your culture, even if it is not always evenly distributed.
How others view you: Civilized man never really lives because he is always torturing the life out of himself to clutch at wealth and honors which, even if he wins them, will prove to be but glittering illusions. For science and the arts are but the parents of corruption.
Suggested Races: Azimban, Bhangari, Djaka (uncommon), Ghazorite, Jairanian, Khazistani, Khoran, Lamuran, Mazanian (rare), Nabastissean, Shoma, Susrahnite, Taikangian, Taraamite, Tharag Thulan (rare), Yar-Ammonite, Zadjite (uncommon)
 
Cultural Traits
Civilized people have the following cultural traits:
Educated: Gain one extra trained skill of your choice.
Adaptive: You have the Adaptive Human Kin ability.
Soft: You suffer a Bane on Bushcraft checks to successfully rest in the wilderness. This does not apply when rolling to erect a tent or similar accommodation.
 
Values (replaces Motivation/Weakness)
At the end of each session the GM may award Experience Checks for stereotypical acts such as:
Obeying the local authorities, regardless of their strange or unjust laws
Clearing the wilderness in order to build a fortress or found a settlement
Spending money to impress your peers or superiors (at least 50gp).
Exercising self-restraint and following etiquette
Producing detailed written records of your activities.
 
 

4. Enlightened
«Then came Yara, versed in dark knowledge handed down through the days of barbarism, since before Atlantis sank. First he sat at my feet and learned wisdom. But he was not satisfied with what I taught him, for it was white magic, and he wished evil lore, to enslave kings and glut a fiendish ambition.»
— Robert E. Howard: The Tower of the Elephant
A few great civilizations rise above others and gain half-mythical status. Learned beyond normal men, people of enlightened cultures are builders of cyclopean pyramids and towers that pierce the skies. Their magnificent buildings can last forever, and likewise the flesh of the enlightened ones can withstand the passage of time like no other mortals.
How you view yourself: You are a scion of the ancients, and you carry the accumulated wisdom of countless generations. The mundane activities of others do not concern you, for only you are destined for greatness.
How others view you: The so-called enlightened ones care only for themselves and their own mysterious goals. It is best to shun them — or to exile them.
Suggested Races: Bhangari (uncommon), Ikuna (rare), Susrahnite (uncommon), Taikangian, Yar-Ammonite
 
Cultural Traits
Enlightened people have the following cultural traits:
Uncanny: When you roll a Demon on a d20 roll, you can reroll the die, and must use the new roll.
Long-lived: Enlightened player characters (and NPCs with at least one Heroic Ability, or spellcasting) gain longevity, and only become Old at 200 years, with a Maximum Age of 300 + 3d100 years.
Cyclopean: Whenever you make an Intelligence check related to the origin of stonework, you use your INT score rather than a Skill (if lower) and you gain a Boon on the check.
Conceited: Too confident in your own abilities, you often underestimate your enemies. The first time you enter combat after a Shift rest, you must draw two Initiative cards, and use the higher numbered card.
 
Values (replaces Motivation/Weakness)
At the end of each session the GM may award Experience Checks for stereotypical acts such as:
Spending money on occult and esoteric research (at least 50gp)
Suffering physical hardships to gain new knowledge and insights
Ignoring the suffering of others, including your companions, in pursuit of personal development
Touching and triggering arcane traps due to intellectual curiosity
Summoning or freeing demons and other alien beings to study or learn from them.


 

      5. Decadent

«Much of the time these people lie in sleep. Their dream-life is as important — and to them as real — as their waking life. You have heard of the black lotus? In certain pits of the city it grows. Through the ages they have cultivated it, until, instead of death, its juice induces dreams, gorgeous and fantastic. In these dreams they spend most of their time. Their lives are vague, erratic, and without plan. They dream, they wake, drink, love, eat and dream again. They seldom finish anything they begin, but leave it half completed and sink back again into the slumber of the black lotus.»

— Robert E. Howard: The Slithering Shadow

Great civilizations reach their peak and eventually start to decline. Such fallen empires are ruled by jaded nobles, corrupt priests and wicked slave-traders. Demon-worship, human sacrifice and drug abuse is all too common in these cultures.

How you view yourself: Why not enjoy all that life has to offer? Let others discuss lofty, high-minded ideals — you are more concerned about the here and now, and you have to look out for yourself because no one else will.

How others view you: Decadents are soft and have forgotten how to fight. Their rich treasures shall be ours, and they will be powerless to prevent it. By iron and fire we shall purge their wicked ways from the earth.

Suggested Races: Azimban (uncommon), Bhangari, Djaka (rare), Ghazorite, Jairanian (uncommon), Khazistani (rare), Khoran, Lamuran, Nabastissean (uncommon), Susrahnite, Taikangian, Taraamite, Yar-Ammonite, Zadjite

Cultural Traits

Decadent people have the following cultural traits:

Insidious: Gain a Boon on Deception and Stealth skill checks, and an additional +1d6 to sneak attack damage when making a sneak attack.

Jaded: Gain a Boon on CON rolls to resist poison.

Corrupt: Suffer a Bane on Will checks to resist influence, including seduction and fear.

 Values (replaces Motivation/Weakness)

At the end of each session the GM may award Experience Checks for stereotypical acts such as:
Spending money on alcohol and drugs (at least 50gp)
Avoiding labor, and keeping servants and slaves to do your work
Inventing new and novel ways of entertainment to escape the boredom of mundane existence
Overcoming enemies by the use of trickery and lies
Using cults as a tool for personal power
Entering pacts with demons and other alien beings for personal benefits.

 


 6. Degenerate

«To the southwest dwell scattered clans of degraded, cave-dwelling savages, whose speech is of the most primitive form, yet who still retain the name of Picts, which has come to mean merely a term designating men — themselves, to distinguish them from the true beasts with which they contend for life and food.»

— Robert E. Howard: The Hyborian Age

The last survivors of decadent civilizations start to feud over dwindling resources, or are driven away by stronger cultures. Fleeing into the wilderness, or deep underground beneath their ruins, they start to inbreed and devolve into something no longer entirely human. Degenerates may outwardly resemble savages, but they carry the evil taint of fallen empires.

When the last such taint disappears, the culture has become savage, and thus the cycle of history repeats itself.

How you view yourself: You dimly remember tales of the greatness of your ancestors, but all you have time to care about now is survival. Perhaps some day you will be strong enough to avenge your forebears.

How others view you: Let the fate of the degenerates be a warning to all — do not allow yourself to become soft and corrupted and defeated, ultimately losing your very humanity.

Suggested Races: Djaka (uncommon), Ikuna, Khoran (rare), Lamuran (uncommon)

Cultural Traits

Degenerates have the following cultural traits:

Nocturnal: You can see in dim light as if it were bright light, and you gain a Boon to Awareness checks made in dim light or darkness.

Ferocious: When you roll a Dragon with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage.

Unwholesome: Degenerates always have a physical deformity or a mental illness, caused by inbreeding, that sets them apart from other humans. This unwholesomeness can never be fully concealed. You, and anyone you associate with, suffer a Bane on Deception and Persuasion checks (except when interacting with other degenerates), and the initial attitude of persons from other cultures will always be suspicious or hostile.

Values (replaces Motivation/Weakness)

At the end of each session the GM may award Experience Checks for stereotypical acts such as:

Defeating a superior foe via stealth or ambush

Gaining followers through strength and intimidation

Getting a larger share of loot than your companions

Destroying the remains of high civilizations, including treasure and relics 

EXPERIENCE

Life as an adventurer brings many challenges, and if you survive you are sure to change and maybe even learn a thing or two along the way.

Advancement Marks: When you have rolled a dragon or demon when using a skill, tick the check box next to that skill. At the end of the game session, the GM asks you the following questions about the session you just completed. For each question that you can reply “yes” to, and justify your answer, you may place another advancement mark next to an unmarked skill of your choice. The GM has the final word, but should adopt a permissive attitude.

Did you participate in the game session?

Did you explore a new location?

Did you defeat one or more dangerous adversaries?

Did you overcome an obstacle without using force?

 Did you follow your Xoth Culture Stererotypes (one roll per stereotype)?

 Advancement Rolls: After placing your marks, roll a D20 for each of them – if the result exceeds your current skill level, it is increased by one, up to a maximum of 18. Once you have made your advancement rolls, erase the marks and start over in the next game session.

 Teacher: A week of intense training with a teacher whose skill level is 15 or higher and exceeds your own gives you an additional advancement roll to improve the skill in question. Make the roll immediately, without waiting for the session to end. However, a teacher can only raise a skill level by one – after that you must improve the skill through experience before you can get more help from a teacher. Teachers, especially those with high skill levels, are usually very expensive, at least 25gp per week.

Magic: A school of magic that you already know can be improved like any other skill. However, learning new spells and new schools of magic requires special training.  

Heroic Abilities: You can earn new heroic abilities during play in two ways:

When you increase a skill level to 18, you immediately gain a new heroic ability of your choice.

After a grand heroic deed, the GM or the adventure can reward you with a heroic ability. This should be a rare event, never more than once per standard-length adventure.

To earn a new heroic ability, you must meet its skill requirement.

_______________________________________________

THE WORLD OF XOTH

RACES OF XOTH

1. Azimban

Also known as the «dwellers in the cities of stone» by their tribal neighbours, the Azimbans have an old culture centered around their stone fortresses and bird-worship.

Appearance: The black warriors of Azimba are tall, strong and proud, known for their discipline in formations with shield and spear. The men are usually shaven-headed, and the wearing of brightly colored robes and feathered plumes is common.

Religion: The god of the Azimbans is Jul-Juggah, a reptilian bird-god that must be propitiated with human sacrifice. His feather-cloaked priests know the secret spells to summon lesser winged lizards, survivors of a lost age.

Culture: Azimbans are almost invariably Civilized, with only some of the more jaded or depraved members of their upper class qualifying as Decadent.

Language: Azimban, plus Shoma as a bonus language.



2. Bhangari
The mysterious eastern realms of Laksha, Ghoma and Azjan are inhabited by a multitudinous people known for their fierce warrior castes, master craftsmen, skilled herbalists, and ranks of ascetic priests. The Bhangari live in great walled cities and build temples that soar to the sky.
Appearance: Of medium height, with golden skin and delicate features. The men keep their black hair cropped short and dress in simple cotton garments, while the women wear colorful silken gowns and weave their hair in long braids. The armies of Laksha, Ghoma and Azjan wear medium armor decorated with silver and gold; the officers have turbans set with feathers or gems to denote their station.
Religion: Not much is known about the cults of the east. The cult of the ape-god Simatala originated in the land of Laksha, and there are several cults that worship aspects of the elephant.
Culture: The Bhangari are a mix of Civilized and Decadent. Some mystics among them are Enlightened.
Language: Bhangari, plus Taikangian as a bonus language.


3. Djaka

The Djaka are the pygmies inhabiting the Silver Isles of the Eastern Ocean. They live in villages and know the secrets of the rare lotus herbs that grow only on their islands.

Appearance: Short of stature (even adults are rarely 1.5 meters tall) with curly black hair and dark, wrinkled skin; dressed in loincloths and jewelry of feather and bones, and armed with hunting bows and blowpipes.

Religion: The Djaka worship as gods the monstrous slugs of colossal size that inhabit the marshes and swamps of the Silver Isles.

Culture: Most Djaka are Savages, with a few individuals within the larger villages along the coast being Civilized or even Decadent. Small communities of Degenerates may be found deep in the swamps.

Language: Djaka, plus a smattering of Zadjite as a bonus language.

Special: Djaka are small and have a base walking speed of 8 meters.



Demon


4. Ghazorite
The Ghazorites are a sub-race of the Susrahnites, who dwell in and around the great port-city of Ghazor on the coast of the eastern ocean. The Ghazorites are known both as avaricious merchants, ruthless warriors, and excellent sailors.
Appearance: Slightly smaller of stature than their plains-dwelling brethren, Ghazorite men and women often have some foreign blood, the result of intermingling of races. Such crossbreeding usually manifests as a flat nose, blond hair, green eyes, swarthy skin, or some other unusual feature.
Religion: The Ghazorites worship the gods of Susrah, in addition to many strange gods brought to the city by foreign sailors, mercenaries and merchants.
Culture: Like their cousins the Susrahnites, the Ghazorites are a people both Civilized and Decadent. While Decadents are more commonly found among the upper classes, they are in no way confined to it, nor are they composed uniformly of them.
Language: Susrahnite, plus Nabastissean and Zadjite as bonus languages.


5. Ikuna
The cannibalistic tribes of the Ikuna lands are a constant plague upon the neighbouring nations. From their homeland south of the Hills of the Dead, the Ikunas wage a war of terror upon the Zadjites, Azimbans, and anyone venturing into the southern waters. Few dare go into these lands; likewise, an Ikuna raiding party on the warpath is something best avoided.
Appearance: Black-skinned with wavy hair and slightly green-tinted eyes that give them a preternatural, fearsome appearance. The Ikuna warriors are heavily muscled and move with pantherish grace, clad only in loincloths. The women, who are often shamans and tribal priestesses, adorn themselves with necklaces of bone and teeth.
Religion: The Ikunas worship several tribal gods, some of which are simply deified serpents, giant bats and great lizards from the nearby jungles of Yalotha. But also on the blood-stained altars in the witch-houses of the Ikuna are grotesque idols of older demon-gods and grinning, inhuman skulls of unnatural proportions.
Culture: Ikuna cannibals are typically either Degenerates or Savages. Some of the witch-women, who have lived many normal lifespans by leeching the life force of others, might be regarded as Enlightened.
Language: Ikuna, plus Azimban as a bonus language.




Worms of the Earth

6. Jairanian

Dwellers in the desert cities of the west, the Jairanians are renowned as master craftsmen, breeders of fine horses, and cunning thieves. Mercenaries from the cities of Jairan are employed across the continent.
Appearance: Light brown skin, deep brown eyes, wearing loose pants and short vests.
Religion: Various grim gods are worshipped among the Jairanians, including Yadar, Othabbhon, and even Al-Tawir.
Culture: Jairanians from the desert can either be Nomads, or, more rarely, Civilized. City-dwelling Jairanians are Civilized, with part of their upper class being Decadent.
Language: Jairanian, plus Khazistani as a bonus language.




7. Khazistani
Conquering horsemen of the northwestern steppes, the Khazis or Khazistanis are a proud people, and justly so. From humble nomadic roots, they have established an empire with glittering cities stretching from the Eastern Sea to the deserts of Jairan, with caravans bringing tribute and loot to the proud nobles of Khazabad. The ruling warrior caste consists of mounted archers riding magnificent purebred horses.
Appearance: Tan-skinned, brown-eyed and black-haired. The Khazis are generally lithe of build, although large individuals certainly exist. The men sometimes wear turbans and grow long moustaches or beards. The women usually wear veils and robes in public.
Religion: The Khazis primarily worship Yadar and Nhakhramat, neither of which are native Khazistani gods, but whose cults have replaced former elemental and ancestor worship.
Culture: Almost all Khazistanis are Civilized, with the small portion clinging to a more traditional, ancestral lifestyle still being Nomads. As a still vigorous, only recently conquering people, almost none of their upper class are as of yet Decadent.
Language: Khazistani, plus Yar-Ammonite as a bonus language.




8. Khazrajite
The nomadic tribes of the northwestern desert are descended from Khazistani stock. Calling themselves the Khazraj, they are a free-willed, fierce and stubborn lot; a constant menace to caravans and travelers.
Appearance: The Khazrajites are physically identical to the people of Khazistan, but of a slightly darker tan due to their exposure to the desert sun. Adult men usually grow thick, black beards, and wear white khaftan robes and silver-hilted scimitars.
Religion: Chief among the gods of the desert is Al-Tawir, the Ancient One, although his name is more often used in curses than in prayer. Still, the nomads fear the Lord of the Empty Wastes and make small offerings to avoid getting lost or suffering from hunger and thirst.
Culture: These fierce desert tribesmen, the more rustic brothers of the Khazistanis, are almost invariably Nomads.
Language: Khazistani, plus Yar-Ammonite as a bonus language. Khazrajites and Khazistanis speak almost identical dialects.

The Sheng: Dwellers in the vast steppes beyond Khazistan, most consider these people a sub-folk of the Khazrajite. In truth they are the pure-blood descendants of the ancient Sheng Horde, those who never interbred with the slaves of the Giant Kings.


Demon




9. Khoran
The Isles of the Sea Reavers are inhabited by dangerous men and cunning women from many nations, and their couplings have brought forth many who are born as natives of the isles, in the fortified pirate-city of Khora. Such children usually inherit the worst traits of both parents.
Appearance: The skin-tone of Khorans range from the icy white of Tharag Thulans to the night-black of Ikunas, but is usually somewhere in-between. They dress in gaudy pantaloons and adorn themselves with gold earrings and ivory-hilted knives pilfered from burning merchant-vessels.
Religion: The gods are more feared than worshipped in the lawless port of Khora, but even the Sea Reavers occasionally offer sacrifice to the gods of the sea and the sky. Akhlathu, the god of twisted fate, is also a popular patron of many pirate crews.
Culture: The mongrel Khorans are mostly Civilized or Decadent, but encompass a small stratum of Nomads and an even smaller one of Degenerate throwbacks.
Language: Khorans don’t speak a proper language of their own, but a dialect of Susrahnian, with a few words from various languages thrown in for good measure. Roll randomly for bonus language.


10. Lamuran
The men of Lamu are regarded as a degenerate and evil people by other nations, a belief that mainly springs from ignorance, but is strengthened by the fact that some Lamurans have unnaturally keen eyesight in the dark, and that they worship many weird and loathsome gods in the isolation of their remote hill kingdom.
Appearance: Gaunt of build and pale-skinned, with long flowing hair, although the priests are often shaven-headed. Decadent Lamurans dress in flowing robes and wear distinctive tall caps, often wound around with turbans, while the more wholesome Civilized men prefer simpler clothing and sturdy armor.
Religion: The cult of Yot-Kamoth is best-known, but a multitude of other deities is worshipped.
Culture: The Lamurans, corrupted by their worship of sinister Yot-Kamoth, are mostly Decadent, but retain both a significant Civilized stratum in and around their cities and of Degenerates in the more remote parts of their realm.
Language: Lamuran, plus Susrahnite as a bonus language.

THE CITY OF LAMRA: In the city of Lamra, in the land of Lamu, the dreaded priests of Yot-Kamoth have built a temple to house their terrible god, which is a colossal eight-legged spider-idol, carved from the black stone of a fallen star. Great is the power of the spider-priests of Lamu, for they outnumber even the austere priestesses of Nhakhramat and the muffled priests of Yadar, and they ride as kings through the shadowed streets of Lamra.
But though the iron-fisted rule of the priests is largely uncontested, such ruthless men and women as worship Yot-Kamoth are often at war with each other, driven by ambition and power-thirst.
The cunning rule of wily old Hamadara, High Priest of Yot-Kamoth, is uncontested, but his priestly cohorts are in a constant struggle for predominance. Utilizing a extensive network of spies and informers, Hamadara keeps well abreast of temple intrigue and fuels priestly rivalries; as long as his minions are busy infighting, his position is unassailable.




11. Mazanian
Deep in the southern jungles rise the moss-grown palisade walls of the Mazanians, a matriarchal society whose female warriors raid into the surrounding lands for male slaves. The jungle kingdom is ruled by the black sorcerer-queen of Boma-Ya, the forbidden city of the amazons.
Appearance: Female Mazanians are all stunningly beautiful, since all girls with the slightest physical flaw are quickly abandoned in the jungle. These copper-skinned warriors are not shy about using their charms to distract male opponents.
Religion: The gods of the Mazanians are not well-known. Some say they worship female snake-beings, others that their queen is the thrall of a male demon-god.
Culture: Mazanians are usually Savages, but some Civilized individuals might exist among their upper classes.
Language: Mazanian, plus Shoma as a bonus language.
Special: Mazanian females with the Hunter Profession have a Boon on checks to track, deceive and seduce human males.





12. Nabastissean
The sun-drenched land of Nabastis consists of a collection of city-states ruled by petty kings with their own armies of bronze-armored pikemen. While the interior terrain is dominated by rolling hills and forest-covered mountains, the coast has sandy coves nestled amid jagged cliffs. The trade cities along the coast are protected by fleets of trireme galleys. The great city of Khargamum is well-known for the temple of Apsis, with its vast library-halls.
Apperance: Bronze-skinned, with gleaming white teeth and curly black hair, and short of stature. The Nabastisseans dress in brightly colored robes, and don breastplates and full helmets when going to war.
Religion: The Nabastisseans have few gods of their own, but tolerate the temples of foreign gods to be built in their cities. The coastal peoples usually make small offerings to the gods of the sea before setting out on voyages of trade or war.
Culture: Nabastisseans are usually Civilized, but a sizeable and increasing proportion of their upper classes has become Decadent.
Language: Nabastissean, plus Taraamite as a bonus language.



Apsis, Nabastissean Goddess of Wisdom & Prophecy

A Priestess of Apsis at Khargamum




13. Shoma
The kingdom of Shoma is rich in gold, to the extent that even the king’s great herds of cattle wear golden ornaments. There are many skilled artisans and goldsmiths among the Shoma. Outside of the capital city of Katanga, the land is peopled by semi-nomadic tribes.
Appearance: Dark brown skin, with close-cropped curly black hair. The tribal Shoma dress in simple loincloths. City-dwellers wear more elaborate clothing, such as brightly colored robes and cloaks; even commoners are often adorned with golden jewelry.
Religion: Nataka, the ivory woman, is worshipped among the nobles and upper class, while various tribal gods are revered by commoners.
Culture: City-dwelling Shomas are a mix of Civilized and Savage people, while most of the tribal pastoralists are Nomads.
Language: Shoma, plus Azimban as a bonus language.





14. Susrahnite
The fertile plains of Susrah are home to a race renowned for their skill in war and their religious devotion.
Appearance: Broad-shouldered, with hooked noses and black, curly hair, the Susrahnites are dressed in flowing robes. The men braid their long beards. The women are lithe, wearing golden armbands and necklaces of pearl; they are prized as slaves in Taraamite seraglios.
Religion: Nowhere, except perhaps in Yar-Ammon, can there be found as many gods as in the city-states of Susrah. Above the hundreds of lesser gods arise the names of greater deities such as Baal-Khardah, Belet-Lil, Maggash, and Yammosh.
Culture: Susrahnites are a people both Civilized and Decadent, although Decadents are more commonly found among the upper classes. Some men and women of Susrah are Enlightened.
Language: Susrahnite, plus Taraamite as a bonus language.




15. Taikangian
The realm of Taikang is near-mythical, a land of teeming yellow masses, bamboo towers, and serpentine dragons. Few westerners have ventured here, but merchants who brave the unknown can make a fortune when they return with caravans of silks, lotus flowers and painted ceramics.
Appearance: Lithe and yellow-skinned, with slanted eyes and long, black hair. Both men and women dress in silk if they can afford it, although the commoners often wear little more than a loincloth.
Religion: The chief god of the Taikangians is Wa-Ying, the so-called «Emperor of Hell».
Culture: Taikang is a vast and legendary land. Most tales told in the west depict the Taikangians as Decadent, but who knows? In such a large and technologically advanced realm there are likely to be many Civilized, and even Enlightened, individuals, as well as Nomadic people along its borders.
Language: Taikangian, plus Bhangari as a bonus language.





16. Taraamite
The plains and highlands of Taraam are inhabited by a people known both for the sophistication of their culture and their talent for intrigue. A caste of mounted warriors is the backbone of their army, which threatens the lesser cities of Susrah and Nabastis with destruction unless tribute continues to flow into the thousand-columned palace of Achad. Taraam’s royal palace is a also a place of thousand intrigues, filled with eunuchs and astrologer-priests of the court.
Appearance: Male Taraamites usually favor short, trimmed beards. Warriors carry straight short swords and lances, and dress in robes decorated according to their status, with the king’s personal guard wearing gold-trimmed robes and circlets of gold, in the fashion of princes.
Religion: Ahyada, the «High God», is the chief god of the Taraamites, served by an influential priesthood of astrologers and omen-readers.
Culture: Taraamite commoners are almost invariably Civilized, just as the upper classes of this people are almost invariably Decadent. Exceptions to this generalisation do exist, but are very rare.
Language: Taraamite, plus Susrahnite as a bonus language.





17. Tharag Thulan
Also known as Tharagians, these northern tribesmen inhabit the cold wastes at the edge of the world. In each generation, there are always some northerners who leave their ancestral lands to escape the ancient blood-feuds of their clans and explore the decadent empires of the south.
Appearance: Dressed in wolf-skin cloaks and tall boots of wolverine-fur, these barbarians of the north have long, yellow beards, white skin, and piercing blue eyes. 
Tharagian hill tribes dwelling on the borders of Lamu and Susrah such as the Kimmer and Dhari tend to have a darker hair and complexion.
Religion: The Tharag Thulans revere the Moon-God, the Wolf-God, and the Skull-God.
Culture: These remote northern barbarians are mostly Savages. Some clans and individuals are Nomads, and as well as rare Civilized half-breeds.
Language: Tharag Thulan, plus Lamuran as a bonus language.

To the north of the Sheng Steppes is a great Taiga roamed by pale-skinned barbarians, the Kimmeri. Beyond that are the Cold Wastes of Tharag Thule, cold forests, bogs and moors, said to stretch to the Endless White Sea at the northern edge of the World. The Steppes likely stretch far to the West, until the world grows too old and strange, and the Great Old Ones rise above the dust plains in the Wastes of Leng. Some say that if a mortal could ever cross the Wastes of Leng, they would come to the shores of a strange sea, and beyond that sea far-off Taikang, for the world is round!

Lizard Beast of Elder Kuth




18. Yar-Ammonite
Also known as the «kingdom of tombs», Yar-Ammon is a land covered with desert and haunted by ancient sorceries. The silent streets and broad ceremonial avenues of black-templed Amenti is an awesome sight to behold. The papyrus used by the scribes and sorcerers of Yar-Ammon is harvested from the inland marshes of Fakhuum.
Appearance: Tall and slender, with bronze skin, dark hair and black eyes. The nobles and priests wear golden pectorals and masks carved with beastly visages, while commoners dress in simple garments of white linen.
Religion: Yar-Ammon is well known for its large pantheon of beast-headed were-gods. The land is littered with giant statues and weathered sphinxes carved in their image. But the ancient practices of the beast-cults were outlawed a generation ago, when the royal house of Amenti established the cult of Zothur, the First One. Yet, there are many among the common folk who still follow the old ways.
Culture: Children of an old culture steeped deeply in sorcerous mysteries, Yar-Ammonites are a mixture of Civilized, Decadent and Enlightened people.
Language: Yar-Ammonite, plus Khazistani as a bonus language.


19. Zadjite
The turbaned fire-worshippers of Zadj are an offshoot of the Jairanian race in the west. They have exploited the riches of their new homeland well, and grown rich as spice merchants and slave-traders. Having brought with them a high level of culture from Jairan, the Zadjites are skilled artisans and Iraab, the marble capital by the sea, is a center of learning as well as rich trade and exquisite craftmanship. The interior plains and forests of Zadj are dominated by the fortress-city of Al-Qazir, also known as the City of Slave Sultans, for it is held by a council of slavelords who only pay lip service to the emir of Iraab.
Appearance: Swarthy, turbaned, wearing colorful robes and gold-hilted curved daggers. The raven-haired Zadjite women are famed for their sensual beauty; they are often scantily clad and adorned with glittering jewelry.
Religion: The Zadjites hold «the Sacred Flame», a nameless elemental god, above all others.
Culture: This wealthy and callous people of tradesmen is mostly Decadent, with only a smattering of Civilized individuals remaining, virtually none of them among the upper classes.
Language: Zadjite, plus Old Jairanian as a bonus language.



Great Ape


20. Zorabi
These tribesmen inhabit the Zorab mountains that jut up between Lamu and Khazistan. The southernmost tribes have accepted the overlordship of the Khazistanis, at least in name, while the rest are opportunistic raiders who feud incessantly among themselves.
Appearance: These mountain wolves wear white turbans and heavy cloaks, and are armed with scimitars and shortbows. They have long black beards, and their brown skin is wrinkled by the sun and mountain winds.
Religion: There are few priests among the Zorabi, but worship of certain Lamuran gods is probable.
Culture: Zorabi are usually Nomads, with a scattering of Savages among them.
Language: Susrahnite, plus Lamuran as a bonus language.



Manotaur


DIPUR, GATEWAY TO THE EAST


The City of Dipur

• A - The Desert Gate - on the western wall of the city on the caravan road to Zul Bazzir.
• B - The Black Gate - in the north east of the city on the caravan route to the Kharjah
Pass.
• C - Conqueror's Gate - in the south of the city on the road to Khazabad.
• D - The Great Kasbah - fortress citadel and imperial barracks buttressing the Desert
Gate
• E - The Black Kasbah - fortress citadel, prison and barracks for the Black Guard. It
buttresses the Black Gate.
• F - The Conqueror's Kasbah - fortress citadel and imperial barracks buttressing the
Conqueror's Gate.
• G - The King's Kasbah - fortress citadel and barracks for the Satrap's Guard,
overlooking the Square of the Grand Souk. Skill Training: Swords (15), Bows (15)
• H - The Satrap's Palace - fortified palace atop a crag at he north end of the city.
• I - The Temple of Baal Khardah - abandoned Ziggurat on the western edge of the
Square of the Grand Souk.
• J - The Square of the Grand Souk - the main Market square of the city. Skill Training: Bartering (15)
• K - The Temple of Belit Lil - Ziggurat and walled garden on the southern edge of the
Square of the Grand Souk. The beautiful priestesses at the Temple of Belit Lil, Goddess of Love, are also skilled in the making of enchanted potions of healing. Skill Training: Healing (15)
• L - The Shrine of the Keepers - temple of the hooded cult of embalmers.
• M - The Tower of Xantalos - abandoned tower and overgrown walled garden.
• N - The Street of the Black Gate - leads from the Black Gate to the Square of the
Grand Souk.
• O - The Street of the Desert Gate - leads from the Desert Gate to the Square of the
Grand Souk.
• P - The Street of Conquerors - leads from the Conqueror's Gate to the Square of the
Grand Souk.
• Q - The Old Caravanserai - abandoned warehouses and a few remaining businesses.
Those that remain are generally found distasteful elsewhere in the city.
• R - The Dwellings and the Street of a Hundred Bazaars - the Khazistani residential
and mercantile district.
• S - The Den - the Zorabi residential district.
• T - The Wealthy District - merchant villas and noble residences.
• U - The Dives - slum district along the south and west wall of the city. Skill Training: Sleight of Hand (15)
• V - The House of Haram Baal - villa and gardens of the wealthy Susrahnite Merchant.
• W - The House of the Gilded Palm - the most expensive inn of the city.
• X - Jamukha's Ostlery - stabling for camels and horses by Jamukha of Sarnad.

Dipur is a city of the Empire of Khazistan, lying 50 miles southwest of the Kharjah Pass. It
is a garrison city, as well as a stopping off point for the many caravans travelling to, or
from, Susrah and lands beyond. It is often referred to as 'The Gateway to the East' by the
folk of Khazistan.


Ekrimala



The Authority Figure is
Tarkhan Bey, 'the Hawk', Satrap of Dipur (Khazistani). 
Other Notables include
Alana, princess. Tarkhan's niece. Young, beautiful, unmarried (Khazistani/Tharag Thulan)
Ekrimala, Chief Devotee of Nakhramat and mother of Tarkhan Bey, grandmother of Alana (Khazistani)
Sutrahmunah, Chief Concubine of Tarkhan Bey (Yar Ammonite)
Brennar, the Captain of the Satrap's Guard (Tharag Thulan)
Wo Peng, Inscrutable Sorceror, Master of the Jade Serpent Temple, and Vizier to the
Satrap (Taikangian)
Ku Kao Chou, bodyguard and body servant to Wo Peng (Taikangian)
Kozan, eunuch slave & bodyguard to the Princess Alana
Luna, scribe slave to the Princess Alana (Tharagian)
Narfu, maid slave to Sutrahmunah (Yar Ammonite)

Malik Arshak, the Commander of the Tamari Horsemen of the Oxartus District (Khazistani)
Oktig Khan, the General of the Imperial Horsemen (Khazistani)
Balchak, Captain of the Black Guard, and ex Crime Lord of the Dives (Khazistani)
Elgamesh, Captain of the Sacred Band (Adartani Mongrel)

Aram Anshal, the proprietor of the Gilded Palm (Susrahnite)
Borak Cham, Hill Chief in exile, Crime Lord of the Den (Zorabi)
Haram Baal, a wealthy merchant of some renown (Susrahnite)
Roshamma, the High Priestess of the Moon Goddess (Adartani Mongrel)
Talham Ghor, 'the Bull', famed pit fighter (Zorabi)

Xares, a young (14) beggar boy of the Dives
Harko, a tavern-keeper of the Dives
Cassandra, Harko's slave girl
Luna, Scribe to Princess Alana
Narfu, Palace Maid




________________________________

History
Dipur was originally a western city of the Susrahnites. It was founded nine hundred years before the present day by the hero, Martok Adartu and named Adartu in his honour. The sons and daughters of Martok Adartu ruled in the city for three hundred years until the
last King of that lineage, Jalmesh, was murdered by his own wife. Queen Lakarsha, known variously as the 'Tyrant of Adartu' and the 'Blood Queen' then ruled for three hundred years before she was finally deposed and destroyed by the Priests of Baal Khardah. The legends tell that she was no longer fully human and that her longevity was the result of
some vile sorcerous pact.
The Priests of Baal Khardaah placed a young man named Tamnesh on the throne,
claiming that he was of the line of Martok Adartu, whom they had hidden and kept safe all
these years. Whether this Tamnesh was actually of the royal lineage or not, the people of
Adartu rejoiced in the destruction of the Blood Queen and celebrated the coronation of
King Tamnesh Adartu.
For a further two centuries, the descendants of Tamnesh sat upon the throne of Adartu
unchallenged, until the coming of the Khazistani horde. The city was forced to capitulate to
the Khazistanis after King Nahaburam Adartu and nine tenths of his soldiers were slain in
battle on the banks of the Oxartus river.
In the intervening century, the make up of the population has changed dramatically. Many
of the original Susrahnite inhabitants fled eastwards over the Kharjah Pass(including the
family of the King), leaving behind only those with nothing to lose and those who feared to
lose too much. The new rulers made deals with the wealthy merchants of the city and
these were, for the most part, left unmolested. The poorer folk were not so lucky and were
subjected to the whims of the conquerors following the surrender of the city. The mongrel descendants of these forced unions, known as 'Adartanis' comprise more than half of the current city population and dwell in the sprawling slum district along the southern wall of the city, known as 'The Dives'.

Alana, Princess of Dipur

Wo Peng the Vizier

Ku Kao Chou


Today Dilpur is a city built from clay bricks. These and the mortar that holds them in place are made from the mud of the banks of the Oxartus River mixed with straw collected from fields of
the myriad nameless villages that dot the southern foothills of the Zorab Mountains.
The city walls are not particularly high but they are broad and crenelated, patrolled by watchmen of the city's infamous Black Guard. Many of the buildings that cluster inside the walls are several storeys high and flat roofed, packed to the rafters with the urban poor of the city.
The river valley of the Oxartus is abundantly fertile and crops enough are grown to allow
the feeding of the populace and for sizeable exports across the desert to Zul Bazzir.
The city has an urban population of some 80,000 persons and provides a marketplace for a
rural population of perhaps ten times that number who dwell nearby, in the rich valley of the
Oxartus river and in the foothills of the city's hinterland.
Adartani mongrels account for roughly six in every ten of the urban population. There are
roughly equal numbers of Khazistanis and Susrahnites, while a smaller Zorabi minority
dwells almost exclusively in a district that lies in the shadow of the Back Gate, known
locally as 'The Den'. 
The Satrapy of Dipur currently supports a military force of more than two thousand men,
comprising many hundreds of Khazistani Horsemen, the elite soldiers of the Satrap's
Guard, the City Watchmen of the Black Guard, and the mercenary horsemen of Eskaros'
Desert Patrol. Should the city itself be threatened, the Satrap could quickly press a further
400 'volunteers' into the ranks of the Black Guard.

Harko's Tavern, Dipur


Sutrahmunah, favoured concubine of the Satrap


Haram Baal the Merchant

The Desert Patrol
The Satrap of Dipur maintains a force of mounted soldiers, many of them mercenaries
from the Jairani City States, who provide escort patrols on the caravan road to Zul Bazzir.
These cold hearted killers are clad in bronze scale hauberks and conical helmets, wound
about with white turbans. They carry lances, short horseman's bows and round shields.
Curved iron sabres hang from the saddles of their warhorses. Each wears a white linen
shirt under their armour and loose fitting trews that reach to the knee with ankle high
sandals.


Fort Yirlat

The fort, built of clay bricks and whitewashed against the heat of the desert sun, lies
eight days journey (240 miles) to the west of Dipur, and a week (210 miles) north of Zul Bazzir. It is located at the Yirlat Oasis, from which it takes its name, originally a place where the Khazrajite nomads of the Tribe of Bahram watered their livestock. About twenty years ago (3 YPE), the former Satrap of Dipur sent troops west to build a fort at the oasis with the intention of taxing caravans for its usage. He had not considered the impact this would have on the nomads and their herds. The reaction of the Bahramites was predictably hostile but, although they could muster many hundreds of riders, they were unable to carry the fort by storm. Eventually, they took to raiding caravans and attacking patrols on the road in retaliation. They have become a major thorn in the side of both the Satrap of Dipur and the Governor of Zul Bazzir. The extra taxes that the Satrap had hoped to raise from thirsty merchants and traders are being used to pay the mercenaries who ride escort duty for those very same merchants and travellers.
Over the years there has been a gradual reduction of the garrison at Fort Yirlat. It is
manned now by a single company of mercenaries under the command of the
Nabastissean, Eskaros. The Bahramites, meanwhile, have settled into a grudging
acceptance that the oasis is no longer theirs, and they water their livestock elsewhere.
There are 111 persons currently dwelling there. The garrison consists of 80 mercenary
horsemen. They are led by eight Corporals, and a Khazistani Captain under the command
of General Eskaros, a Nabastissean. The remainder of the inhabitants are non combatants
that provide assorted services to the garrison.

General Eskaros
Aygala, the Innkeep's Daughter 




Fort Yirlat

A) The Gatehouse. A pair of two storey towers flank the gates of Fort Yirlat. 
B) The Courtyard. The well is surrounded by a low wall of clay bricks.
C) The Barracks. 
D) The Watchtower. Contains the officers quarters, treasury and a gaol. 
E) The Stables. Two storey building, stalls & upstairs barn.
F) The Smithy. 
G) The Exciseman's Building.
H) The Tavern. 
I) I) The Canteen
J) The Livestock Corral, where all visiting travellers must tether their livestock. 
K) "The Guard Post" - House of the Women. 

Tauran

Undead Giants



 

 

 


 

Coran the Kimmeran faces the Snakes of Yarag-Thule

FALLEN

Severos the Executioner (Tony) 
Severos

Civilised Adult Nabastissean Fighter. Former Royal Executioner of Khargamum. 
STR 15 (6) (+d4) CON 10 AGL 11 (5) INT 12 (5) WIL 12 CHA 14 (6)
Move 10m
HP 10 WP 12 Armour Value: 5
Profession: Fighter Age: Adult Skills (10+1): Axes (14), Bows (10), Evade (12)~, Hammers (12), Spears (12), Swords (15), Awareness (11) Bluffing (12) Crafting (12) Persuasion (15), Healing (13) Sneaking 5~
~Bane
Heroic Ability: Defensive (3 WP, Parry does not use Reaction)

Gear: Battle Axe: 1h dam 2d8+d4Great Axe of the Death Dealer +1: 2h dam 2d10+D4+1, small shield, chainmail armour, open helm, torch, flint & tinder Head bitten off by the Ragged King, Akharon, Session 7.

Severos the Executioner (RIP) stands guard over the Oracle of Apsis at Khargamum

Kromdar of Thule (Muizz) STR 15 (+d4) CON 13 AGL 15 (+d4) INT 13 WIL 8>15 CHA 15
Savage Tharagian (Sturdy, Feral, Superstitious) HP 14 WP 15 Armour Value: 5
Profession: Fighter Age: Adult Skills (10): Axes (12), Bows (12), Evade (12), Hammers (12), Spears (12), Swords (12)Awareness (12) Bushcraft (12)  Persuasion (12) Sneaking (12)
Heroic Ability: Double Slash (3 WP, one attack roll can hit 2 enemies)
Gear: Broadsword (att 12 dam 2d6+d4), small shield, chainmail, torch, flint & tinder, 2 rations, 6 silver. Slain in battle with the Sorcerer Altrak, Dipur Session 1, 18/3/23.


Kromdar (RIP) & Jir-El (retd.) in the Kharjah Pass, 23rd year of the Padishah Emperor.

RETIRED

Jir-El  of Thule (Roxy) STR 11 (-) CON 11 AGL 16 (+d4) INT 10 WIL 15 CHA 18
Move 14m
Savage Tharagian (Sturdy, Feral, Superstitious) HP 12 WP 15 Armour Value: 1
Profession: Fighter Age: Adult Skills (10): Axes (10), Bows (17), Evade (15), Hammers (10), Spears (10), Swords (10), Awareness (12) Performance (14) Persuasion (14) Sneaking (14)
Heroic Ability: Twin Shot (3 WP, shoot 2 arrows at once - one roll with Bane).

Gear: Short Sword (att 10 dam d10), Short Bow (att 15 dam d10+d4), leather, torch, flint & tinder, 2 rations, Quiver of Arrows Iron Head, 10 meters Hemp Rope, Fur Cape, Riding/Sleeping Fur, Backpack, Riding Horse (rides bareback), 17 gold,16 silver, 40 copper Tauran Drinking Horn (trophy), Periapt of Proof vs Fear, 2 Healing Potions, poison dagger in airtight sheath Potency 12 , Masterwork Longbow:  2H STR 10 Range 100 damage D12 Durability 9, Piercing, requires quiver. Enchanted: Spend 3 WP to gain a Boon on 1 attack roll. retired after session 5.


Coran the Kimmeran STR 13 (+d4) CON 12 AGL 14 (+d4) INT 15 WIL 18 CHA 13
Move 12m
Savage Male Tharagian (Kimmer) 
HP 13 WP 18 Armour Value: 5
Profession: Fighter Age: Adult Skills: Axes (12), Awareness (12), Beast Lore 7, Bows (12), Bushcraft 7, Evade (13), Hammers (12), Spears (13), Swords (12),  Healing (13) Myths & Legends (12) Sneaking (13)
Heroic Ability: Massive Blow (3 WP, +d8 dmg if no move before attack)

Gear: Long Spear (att 13 dam 2d8+d4, reach), mail armour, open helmet, torch, flint & tinder, 2 rations, potion of healing.

The North


















Strategic Mass Combat - War Machine for Dragonbane
Resolution: d%+Battle Rating per side.

Troop Class: Basic Force Rating
Elite: 125
Good: 100
Average: 80
Fair: 60
Poor: 40
Untrained: 20

Troop Ratio
1.25: 1 +10
1.5: 1 +20
1.75: 1 +30
2:1 +40
3:1 +50
4:1 +60
5:1 +70
6:1 +80
7:1 +90
8:1 +100
A unit cannot engage more than eight times its own number at once.


      



























Demi-Giant Warrior

The Giant Kings themselves were always few in number, more akin to gods than men - some call them the Young Gods, for they threw off the shackles of the Old Gods to lead the first true civilisation of Mankind. The Giant Kings interbred with mortals to create a mighty race of Half Giants, the elite warriors and administrators of their empire. Beneath the Demi-Giants was a vast slave caste of Men, from whom in large part descend the populations of  modern Khazistan, Jairan, Zadj, and Yar-Ammon. Some say that there are still Demi-Giants in the Dreaming Wastes of Elder Kuth.
Dweller Beneath

















Serpentman




Demon Lords include
Sathmog (Power, Madness), Tsienra (Ferocity), Eldyr (Deceit), Umalu (Pain), Adelmar (Monarch) (Eternity, Rulership), Akresh (Thunder), Sarasathsa (Mystery, Paradox), Kojuro (Sword), Kesh the Serpent, Engala (Undead), Kyrax (Blizzard), Hragahl (Intellect)

Demon Races include
Demonlings count as NPCs. Lesser & Greater Demons are Monsters.
Amorphs (Lesser Demon). At first glance an Amorph could be mistaken for an oozing blob of grey-mauve protoplasm. But the form of the Amorph is full of eyes and chattering mouths, and it will occasionally extrude temporary appendages.
B’krath (Lesser Demon). B’krath are slender, prowling killers, roughly humanoid in appearance but with musculature and stance reminiscent of a jaguar. The jet-black fur of a B’krath makes it particularly adept at stalking in shadows; its Defence and Stealth abilities suffer a Bane in bright light. B’krath fight with their long powerful talons and needle-sharp teeth.
Demon Wolves (Demonling). Large, black wolves with red eyes. They have excellent tracking skills, and are best employed as hunter-killers.
Gremlins (Demonling). These are small (two and a half feet tall), thin humanoids with elongated toes and fingers like a lizard’s and a globular head perched on a narrow neck. They have pale green skin and their large, saucer-shaped eyes give them a rather comical look. Gremlins are demons of (bad) luck.
Nightmares (Lesser Demon)These large, black demon horses are usually summoned as a mount for the demonologist, as they can cross any terrain at 30 kilometres an hour.
Pazuzu (Lesser Demon) These demons are thin and manlike., Their taut, glistening skin is ruddy-bronze in colour, their leonine manes are dusty grey and their eagle-like wings and talons are darkest black. They can breathe flame up to 10m.
Porphyrs (Lesser Demon). Vampiric blue-skinned demons, porphyrs are very tall and gaunt and have all the normal powers of a vampire. They have bald, veined heads, eyes of limpid yellow and long, seemingly delicate nails. Over its robes a Porphyr will wear a silver cuirass with intricate designs worked upon it.
Rult (Lesser Demon)Rult have hunched bodies with dry, shredding flesh, a large head like that of a fly, and skeletal wings draped with a torn web of skin.
Sraim (Demonling). Sraim have a giant maggot’s body on four long spidery legs, with a face which is lumpish and misshapen as though made of putty. They can detect items that the demonologist has lost, and will lead him towards such an item.
Stalkers (Greater Demon). Stalkers are the premier demonic assassins. They can pass freely through wood, stone, etc, although they are tangible to metal and magical materials, and have excellent Stealth skills. Stalkers appear to be vaguely humanoid, hunched inside their dusty robes, but have withered brown skin like tree bark and a cowled vulture’s head.
Storm Demons (Lesser Demon). These creatures of living lightning can only be evoked in the midst of a thunderstorm. They appear as flickering, electrical, humanoid figures up to twice the size of a man.

Demon Statistics for BRP Runequest. 5% Skill in Runequest  = 1 Dragonbane Skill point. 

The Kur

Savage Kur


The Kur, or Kurii, originate in the black gulfs of space, their origin world long lost to time and war. Most are said to still dwell in their 'Steel Worlds', raiding (and occasionally trading) on Xoth for food, and for the female slaves they favour (rumour has it that these may often be the same thing), but some degenerate Kur now live a primitive lifestyle upon Xoth itself. 


Kur Player Characters

Kur culture parrallels that of Man. Steel World Kur are typically Civilised or Decadent, rarely Enlightened. Most Kur on Xoth are now Degenerate, but some have 'progressed' into a true Savage state. 

Attributes

Kur are a powerful race. Warrior caste Kur (eg Fighters, Hunters and Knights) must have a STR of at least 17. Kur of non-warrior castes such as Merchants, Mariners and Scholars, may have a STR as low as 15.

Although larger than humans, Kur characters also have a Base Speed of 10 meters, though most Kur have a movement bonus from high AGL.


Kur 'Savage' Warrior (NPC)

STR 18 (7) AGL 15 (6) CON 16 INT 12 (5) WIL 14 CHA 14 (6)

Movement: 12 Damage Bonus: STR+D6

HP: 24 (Robust x4)

Skills: Bushcraft 10, Awareness 10, Stealth 14, Brawling 14, Axes 14

Typical Weapon: Great Axe ATT 14 dam 2d10+1d6 Chopping


Dominion Rules - 'Fields of Blood' Conversion
Spend 100gp for 1 RP
Draw 1 RP for 50 gp.
Province = 30 mile hex (Xoth)
Unit= 200 men

Unit Costs To Raise/Maintain (per season)
Militia (2sp/man/day) 72 RP/36 RP 
Regular (5sp/man/day) 360 RP/90 RP
Elite (1 gp/man/day) 900 RP/180 RP

Human Domain RP Production (per season)
Desert/Waste, Mountain 100 RP
Hill, Marsh 200 RP
Coastal, Forest, Plains 400 RP

Province/Hex Population Centre RP Multiplier - Max Units per Province
Thorpe 0.25 - 5
Hamlet 0.5  - 8
Village 1 - 12
Small Town 2 - 16
Large Town 2.5 - 24
Small City 3 - 36
Large City 4 - 50
Metropolis 5 - 100

Province/Hex Population Centre RP Multiplier - Max Units per Province, Settlement Build & Upkeep
Thorpe 0.25 - 5, 750 & 0 RP (initial cost includes clearing wilderness)
Hamlet 0.5  - 8, 500 & 50 RP
Village 1 - 12, 1,000 & 100 RP
Small Town 2 - 16, 5,000 & 200 RP
Large Town 2.5 - 24, 20,000 & 250 RP
Small City 3 - 36, 70,000 & 300 RP
Large City 4 - 50, 400,000 & 400 RP
Metropolis 5 - 100, 500,000 & 500 RP

Province Improvements
Arcane Tower, Chapel, Druidic Grove: 1500 RP per level 1-3
Arcane Guild Hall, Temple, Stone Circle: 3000 RP per level 4-6
Arcane University, Cathedral, Sacred Mound 6000 RP per level 7-9
Thief Gang 1000 RP per level 1-3
Thief Mob 2000 RP per level 4-6
Thief Cartel 4000 RP per level 7-9
Mine (hills or mountains) 200 RP, Smelter 400 RP
Logging Camp (forests) 400 RP, Sawmill 800 RP
Crop Rotation (plains) 600 RP, Irrigation 1200 RP
Fishmarket (coastal) 300 RP, Fishing Fleet 600 RP
Signal Tower 50 RP, Upkeep 10 RP
Hospital (20 bed) 500 RP, Upkeep 125 RP
Marketplace 100 x (population RP multiplier squared), village or larger 
Hill Fort 100 RP/unit
Wood Fort 125 RP/unit
Castle 200 RP/unit
Fortress 400 RP/unit
Citadel 800 RP/unit

PC rulers can take 1 or more 'realm actions' per month in addition to normal play, examples given are Annex Land (take over an area and build settlements), assign generals, bank income, cast realm spell, creat formation, declare peace, declare war, espionage, forge alliance, muster troops, sacrifice, train troops, buy improvement etc. Actions typically take 1 Season (3 months) to resolve.

Regent Actions (1 Standard Regent Action per Month)
Annex Land (Standard). Establishing a thorpe costs 750 RP.
Assign Generals (Free)
Bank Income (Free, Civilised only)
Cast Realm Spell (standard, cost varies)
Create Formation (Free)
Declare Peace (Standard)
Declare War (Standard)
Espionage, Disrupt Trade (Standard, 1000 RP)
Espionage, Infiltrate Guild (Standard)
Espionage, Spy (Standard, 500 RP)
Forge Alliance (Standard)
Muster Troops (Standard)
Name Formation
Reform Formation
Sacrifice
Sever Ties
Trade
Train Troops

Realm Actions (1 Standard Realm Action per Month)
Bank Surplus
Buy Improvement
Build Permanent Fortification
Build Port
Build Road
Build Thorpe (750 RP)
Garrison Population Centre
Improve Guild
Improve Road
Upgrade Population Centre:
200+ Thorpe>Hamlet 500 RP, 1 Season
400+ Hamlet>Village 1,000 RP, 1 Season
800+ Village>Small Town 5,000 RP, 2 Seasons
1,600+ Small Town>Large Town: 20,000 RP, 3 Seasons
3,200+ Large Town>Small City: 70,000 RP, 4 Seasons
6,400+ Small City>Large City: 400,000 RP, 5 Seasons
12,800+ Large City>Metropolis: 500,000 RP, 6 Seasons

Province Improvements
Arcane Tower, Chapel, Druidic Grove: 1500 RP per level 1-3
Arcane Guild Hall, Temple, Stone Circle: 3000 RP per level 4-6
Arcane University, Cathedral, Sacred Mound 6000 RP per level 7-9
Thief Gang 1000 RP per level 1-3, Mob 2000 RP per level 4-6, Cartel 4000 RP per level 7-9
Mine (hills or mountains) 200 RP, Smelter 400 RP
Logging Camp (forests) 400 RP, Sawmill 800 RP
Crop Rotation (plains) 600 RP, Irrigation 1200 RP
Fishmarket (coastal) 300 RP, Fishing Fleet 600 RP
Signal Tower 50 RP, Upkeep 10 RP
Hospital (1 unit) 500 RP, Upkeep 125 RP
Supply Store 200 x (population RP multiplier) per week of supplies, maximum 13
Marketplace 100 x (population RP multiplier squared), village or larger 
Trade Fair 100 x (population RP multiplier)
Hill Fort 100 RP/unit
Wood Fort 125 RP/unit
Castle 200 RP/unit
Fortress 400 RP/unit
Citadel 800 RP/unit

6 comments:

  1. LOOOO'THARRRRR of the HILLLL PEEEOPLEEEE!

    I am Lothar of the hill people, much have I seen and much have I done.
    Join us will you not, for I am Lothar of the Hill People.

    https://www.youtube.com/watch?v=pET29E1Ct_U

    ReplyDelete
  2. To the north of the Sheng Steppes is a great Taiga roamed by pale-skinned barbarians, the Kimmeri. Beyond that are the Cold Wastes of Tharag Thule, cold forests bogs and moors said to stretch to the Endless White Sea at the northern edge of the World. The Steppes likely stretch far to the West, until the world grows too old and strange, and the Great Old Ones rise above the dust plains in the Wastes of Leng. Some say that if a mortal could ever cross the Wastes of Leng they would come to the shores of a strange sea, and beyond that sea far-off Taikang, for the world is round!

    ReplyDelete
  3. Yar-Ammonite descends purely from the Kuthan language of the Giant Kings, whereas Khazi is a mongrel tongue with Kuthan, Sheng, and other forebears including Susrahnite and even Tharagian.

    ReplyDelete
  4. love what youve done with this. One question. for the cultural abilities do you need to spend willpower or are they all just passive?

    ReplyDelete
    Replies
    1. They don't cost WP to use, although that would be a reasonable house rule if you wanted to make them weaker.

      Delete