Conan d20 2e - Conan Rpg Second Edition.pdf

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The Roleplaying Game
Contents
Contents
credits
introduction
overview
races
classes
skills
feats
equipment
combat
1
2
3
6
13
38
86
119
142
169
sorcery
226
the hyborian age 284
gazetteer
299
religion
338
bestiary
349
campaigns
394
index
411
character sheet 418
license
420
Conan the Roleplaying Game – Second Edition
is © 2007 Conan Properties International LLC. CONAN®,
CONAN THE BARBARIAN® and related logos, characters, names and distinctive likenesses thereof are
trademarks of Conan Properties International LLC unless otherwise noted. All Rights Reserved. Mongoose
Publishing Ltd Authorised User.
Conan the Roleplaying Game – Second Edition
is released under version 1.0
of the Open Game License. Reproduction of non-Open Game Content of this work by any means with-
out the written permission of the publisher is expressly forbidden. See page 420 for the text of this
license. With the exception of the character creation rules detailing the mechanics of assigning dice
roll results to abilities and the advancement of character levels, all game mechanics and statistics
(including the game mechanics of all feats, skills, classes, creatures spells and the combat chapter)
are declared open content. First printing 2007. Printed in the UK.
1
Credits
Authors
Ian Sturrock and Gareth Hanrahan
Playtesters
Morgan Nash, Chiara Mac Call, Hayden Nash, Adam
Taylor, Ian Over, Simon English, Rafael Dei Svaldi,
Guilherme Dei Svaldi, Gustavo Emmel, Leonel Caldela,
André Mendes Rotta, Harvey Barker, Wesley R. Gassaway,
Betty Gassaway, Danny Gordon, Raven Gordon, Michael
Dunmire, Vincent Darlage, Bob Probst, Chris Bradley,
Craig Pekar, Jason Durall, Mark ‘Neo’ Howe, Mark
Billanie, Mark Sizer, Michael J Young, Alan Moore, Jamie
Godfrey, Daniel Scothorne, Daniel Haslam, Christy
Ward, Jason Ward, Jason Hohler, Kevin French, William
Dvorak, Jack Cox, Brent Strickland, Melissa Strickland,
Adam Crossingham, Alex Aplin, Paul Evans, David
Little, Nick Lowson, Dougal McLachan, Mark Steedman,
Sam Vail, Alan Marson, Robert Hall, Trevor Kerslake,
André Chabot, Antonio Eleuteri, Emilia Eleuteri,
Francesco Cascone, Claudio Mormile, Angelo Mormile,
Paul O’Neal, Patrick O’Neal, Chuy Hernandez, Butch
Mercado, D’Angelo Ramos, Jay Hafner, Eric D.
Schurger, Geissler G. Golding, Brian Fulford, Richard
D. Cserep, Jason Waltrip, James Williams, Scott Bradley,
Allen Myers, Alan Moore, Jason Denton, Brian Bertrand,
Tina Cook, Jason Ellis, Craig Freeman, Brian Gellineault
and Robert Poulin.
Additional Text
Harvey Barker and Vincent Darlage
Editor
Chris Longhurst
Cover Art
Chris Quilliams
Publications Manager
Ian Belcher
Production Director
Alexander Fennell
Interior Artists
Clayton Bunch, Jesus Barony, Nathan Furman, Andrew
Hepworth, Warren Mahey, Slawomir Maniak, Pascal
Quidault, Chris Quilliams, Jason Rosenstock, Chad
Sergesketter, Ronald Smith, Storn, Vebjorn Strommen,
Ursula Vernon, Alejandro Villen and Jason Walton.
Proofreading
Scribendi
Special Thanks
Fredrik Malmberg and Joakim Zetterberg at Conan
Properties.
Adrian Bott, Ian Barstow, Yoki Erdtman, Ulf Bengtsson,
Bob Knott, Kevin Curow, Jason Adcock, Dave Nelson,
Todd Fry, Bob Roberts, Morten Braten and Henning
Rege.
And Finally
Robert E. Howard
2
Introduction
Introduction
Welcome to the Hyborian Age
‘Know, oh prince, that between the years when the
oceans drank Atlantis and the gleaming cities, and the
years of the rise of the Sons of Aryas, there was an Age
undreamed of, when shining kingdoms lay spread across the
world like blue mantles beneath the stars — Nemedia,
Ophir, Brythunia, Hyperborea, Zamora with its dark-haired
women and towers of spider-haunted mystery, Zingara with
its chivalry, Koth that bordered on the pastoral lands of
Shem, Stygia with its shadow-guarded tombs, Hyrkania
whose riders wore steel and silk and gold. But the proudest
kingdom of the world was Aquilonia, reigning supreme in
the dreaming west. Hither came Conan, the Cimmerian,
black-haired, sullen-eyed, sword in hand, a thief, a
reaver, a slayer, with gigantic melancholies and gigantic
mirth, to tread the jeweled thrones of the Earth under
his sandalled feet.’
The Nemedian Chronicles
(from The Phoenix on the Sword)
population has nowhere to expand without going to full-
scale war with Nemedia. Various attempts to settle in
Cimmeria and the Pictish Wilderness have been repulsed by
the barbarians of those lands. Aquilonia’s ordinary farmers
and craftsmen look longingly upon the vast forested estates
claimed by its nobles for their hunting. A strong leader
who offers to cut down the forests and let the people settle
there might one day gain enough popular support to wrest
control from Aquilonia’s ancient monarchy. Indeed, this is
exactly how Conan eventually becomes King there.
Aquilonia’s Hyborian neighbours are its old rival Nemedia,
which is a civilisation almost as powerful and perhaps
more ancient; Brythunia and Corinthia with their city-
states; Argos, the great maritime trading nation; and Ophir
and Koth, two kingdoms somewhat weakened morally by
the influence of the pleasure-oriented culture of the east.
Like Aquilonia, most of these countries revere Mitra, an
enlightened, civilised god, though Koth and perhaps Ophir
have allowed the Shemite pantheon to displace Mitra in
their reverence.
The lands to the north and west of Aquilonia are beyond
civilisation. The Pictish Wilderness extends up much
of the continent’s western coast and only the heavily
fortified strip of land known as the Bossonian Marches
prevents the Picts from surging into Aquilonia on
constant raids. South of the Wilderness is Zingara,
the lifelong rival of Argos for maritime trade
and influence, a land of expert swordsmen,
chivalry and frequent civil war. Just off its
coast are the Baracha Isles. These are pirate
strongholds largely settled by Argossean
sailors, who regularly plunder Zingaran ports
and do battle with Zingara’s own buccaneers.
North of the Aquilonian province of
Gunderland is Cimmeria. This misty,
barbaric hill country is the original home of
Conan himself. Beyond Cimmeria are
the two nations of the Nordheimir:
Asgard and Vanaheim. These
are grim, icy lands populated
by warriors who are grimmer
still. Also to the north
The Hyborian Age refers to the scant few hundred years
during which the kingdoms descended from the old
Hyborian tribes became civilised and powerful, dominating
the lands around them both economically and militarily.
This is a mythical time thousands of years before recorded
history, when even the continents were shaped differently
than they are now.
Aquilonia, a richly fertile land, dominates the Hyborian
kingdoms. It includes within its capacious borders some
of the doughtiest soldiers in the world, including the
fierce pikemen of Gunderland, the stalwart archers of the
Bossonian Marches and the superb knights of Poitain.
These men, armed by Aquilonia’s highly skilled armourers,
ensure that this nation is virtually unassailable and allow
Aquilonia to get the best of the raiding in its sporadic wars
with its traditional enemy, Nemedia.
Despite this, Aquilonia can sometimes be a victim
of its own success. It is landlocked and its surplus
3
Introduction
is Hyperborea, the culture of which mingles those of
Nordheim and the Hyborians. The sparsely populated
Border Kingdoms form a bulwark between Cimmeria and
the Hyborian countries of Brythunia and Nemedia.
East of the Hyborian kingdoms is the ancient civilisation
of Zamora. Bordering on Brythunia, Corinthia and
Koth to the west and the trackless steppes between Shem
and Turan to the east, Zamora is famed for its complex
religion of spider-worship, its unequalled thieves and its
superb Bhalkhana warhorses.
South of the Hyborian kingdoms is the vast expanse
of Shem, with a pastoral meadowland of city-states to
the west and desert populated by nomad tribes to the
east. Shem has almost no maritime trade but Shemite
merchants send caravans far to the north, east and south,
across trackless desert, through jungle and to almost every
nation of the world. South of Shem is the ancient sorcerous
theocracy of Stygia. Beyond that lies the unexplored,
savage continent of Kush.
East of the Shemite desert is unknown territory for most
Hyborians. It is said the kingdoms of Turan, Khitai and
Vendhya control the lands beyond the desert and steppe
and caravans do sometimes come out of these mysterious
lands with exotic goods and strange artefacts for trade.
The folk of these lands are often strange to Hyborian
eyes. The nomads of Shem are fierce and primal;
they travel from Turan to Zamora
with only their mounts, a few herd
animals, white robes to ward off
the harsh sun, lances and bows for
hunting and war. The Kshatriya
warrior nobles of Vendhya belong
to a heavily stratified society
which has endured and prospered
for centuries. The upstart Shahs
and warriors of Turan, recently no
more than Hyrkanian horsemen,
now control much of the east and
its wealth. The cat-footed men of
Khitai, sorcerers and priests, chime
brass bells in their lost jungles. The savage
warriors of Kush and beyond, clad only in
feathered headdresses, are as ready to bash
in an enemy’s skull as they are to breathe.
Adventuring within the Hyborian
kingdoms is well suited to more martial
characters who are happy enough to
join a mercenary company and fight
where they are ordered. For those thieves
content to rob the occasional merchant
caravan or rich household, the Hyborian
lands can also provide a good life, if
perhaps a short one.
Beyond the civilised lands lies
adventure: lost cities still populated
with mysterious civilisations,
ancient tombs filled with
sorcerous artefacts, unexplored
jungles, weird kingdoms whose
4
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