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Monday, March 22, 2021

Conan BoL RPG Info (Barbarians of Lemuria, Hyborian Age)

I am copy/pasting this from a forum thread I made like 10 years ago. Lol. 

For anyone that is interested here is what I have done so far to convert the Hyborian Age Setting (the one used in the Conan books) for the Free Barbarians of Lemuria RPG.

For a TON of background information go to this great site:

The Barbarians game doesn't take into account race, so I figured I would do something a little different to include race.  I figured out what the races were going to be (all human) and what bonuses they gave to what stats, but I thought to speed character creation along, we will roll a D20 and consult a chart to tell you what your race will be.  This way you it will speed the process along.

When you get a race, it will tell you what Kingdom you are from, then knowing the Kingdom you can pick from the list of Gods that are normally worshipped in your kingdom.

So here is the Race & Kingdom D20 table

D20 Roll / Sub Race / Kingdom  / Ability Mod  / Appearance
1 / Aesir / Asgard / +1 Strength / Gold hair, Blue eyes, Beards
2 / Aquilonian / Aquilonia / +1 Agility / Tawny-Blond hair, Gray eyes
3 / Argossean / Argos / +1 Agility / Thick curly dark hair, Short stocky bodies, Dark skin
4 / Brythunian / Brythunia / +1 Agility / Blond hair, Stocky build
5 / Cimmerian / Cimmeria / +1 Agility / Dark hair, Blue eyes, Bronze skin
6 / Corinthian / Corinthia / +1 Mind / Tawny hair, Stout build, Dark skin
7 / Hyperborean / Hyperborea / +1 Mind / Tall, Unnaturally thin, Blond-brown hair, Blue-green eyes
8 / Hyrkanian / Hyrkania / +1 Agility / Horseman, Hooked noses, Black hair, Deeply tanned skin
9 / Kothian / Koth / +1 Strength / Dark hair, Bronze skin, Light to dark brown eyes
10 / Kushite / Kush / +1 Strength / Dark hair, Light brown to dark brown skin
11 / Nemedian / Nemedia / +1 Mind / Tall, Blue or gray eyes, Blond hair
12 / Ophirian / Ophir / +1 Mind / Tanned skin, Dark hair, Lean bodies
13 / Pictish / Pictland / +1 Agility / Short, Stocky, Dark skin, Black hair confined in copper bands, Decorated with feathers
14 / Shemitish / Shem / +1 Mind / Hook noses, Dark eyes, Blue-black hair
15 / Stygian / Stygia / +1 Mind / Tall, Hawk-faced, Bronze skin, Dark hair, Black eyes
16 / Turanian / Turan / +1 Agility / Turbaned men, Veiled women, Hooked noses, Black hair
17 / Vanir / Vanaheim / +1 Strength / Tall, Broad shoulders, Red hair
18 / Vendhyan / Vendhya / +1 Mind / Black hair, Light brown skin, Shaved headed priests, Turbaned men
19 / Zamoran / Zamora / +1 Mind / Deeply tanned skin, Dark eyes, Wear loose fitting robes
20 / Zingaran / Zingara / +2 Appeal / Tanned skin, Curly hair

Gods and Goddesses Worshiped By Kingdom

Kingdom - Gods

Aquilonia – Asura, Ibis, Mitra
Argos – Bel, Mitra
Asgard - Ymir
Brythunia – Mitra, Wiccana
Cimmeria – Crom, Xotli
Corinthia – Bel, Ishtar, Mitra, Pteor
Hyperborea – Bori
Hyrkania – Erlik, Yama
Koth – Ishtar, Mitra
Kush – Jullah, Set
Nemedia – Ibis, Mitra
Ophir – Anu, Bel, Ishtar, Mitra
Pictland – Jhebbal Sag, Jhil, Jullah
Shem – Ashtoreth, Bel, Dagon, Derketo, Ishtar, Nergal, Pteor, Set
Stygia – Damballah, Derketo, Gwahlur, Harakht, Ibis, Nebethet, Set, Yog
Turan – Erlik
Vanaheim - Ymir
Vendhya – Asura, Hanuman, Kali
Zamora – Bel, Zath
Zingara – Bel, Ishtar, Mitra

Information on the Gods and Goddesses

God / Domains / Sex of God / Aliases

Anu / Fertility, Strength / Male   
Ashtoreth   / Fertility, Protection / Female   
Asura / Healing, Illusion, Knowledge, Serpents / Male   
Bel / Chaos, Death, Trickery / Unknown / The Masked God
Bori / Strength, War / Male   
Crom / Battle, Hard Work, Strength, Toil / Male / The Grim Gray God
Dagon / Protection, Water, Weather / Male   
Damballah / Death, Evil, Serpents / Male   
Derketo / Healing, Seduction / Female / Derketa
Erlik / Death, Knowledge, Prophecy / Male / Yellow Hand of Death
Gwahlur / Darkness, Prophecy / Male / King of Darkness
Hanuman / Beasts, Illusion, Knowledge / Male / Lord of the Black Throne
Harakht / Animal, Knowledge, War / Male   
Ibis / Knowledge, Magic, Protection / Male   
Ishtar / Earth, Healing, Fertility, Seduction / Female / The Earth Mother
Jhebbal Sag / Beasts, Chaos, Strength / Male / The Lord of Beasts
Jhil / Air, Law, Strength / Male   
Jullah / Beast, Strength / Male   
Kali / Death, Fertility, Healing, War / Female / The Black Mother
Mitra / Good, Healing, Protection, Sun / Male / Lord of Light
Nebethet / Death, Luck, Prophecy / Female / The Ivory Goddess
Nergal / Destruction, Plague, War / Male   
Pteor / Air, Fertility, Strength / Male   
Set / Death, Evil, Magic, Serpents, Weather / Male / Father Set or The Great Serpent
Wiccana / Healing, Plant / Female / The Nature Goddess
Xotli / Blood, Evil / Unknown   
Yama / Evil, Fire / Male / King of Devils
Ymir / Destruction, Strength, War / Male / The Frost Giant
Yog / Bats, Blood, Darkness / Unknown / Lord of Empty Abodes
Zath / Darkness, Spiders / Unknown / The Spider God of Yezud


These are your Career choices and the abilities they have in addition to replacing skills in the game:

(X represents the ranks you have in that Career).

  Ability - Poison Resistance (+ X to all strength avoidance rolls against poisons)

  Ability - Silent Attack (+ X damage when unseen and unheard)

  Ability - Berserk Rage (+ 2 times X to damage X times per day)

  Ability - Strong Arm (All one-handed melee weapons wielded by the blacksmith get a bonus to the melee attack roll equal to + 1/2 X rounded down X times per day.  You only get this bonus with one arm.  Choose if you are left handed or right handed)
  0 = + 0
  1 = + 0
  2 = + 1
  3 = + 1
  4 = + 2

  Ability - Strong Back (When lifting, pulling, or pushing something you gain + X to your strength roll)

  Ability - Less Damage (You ignore X damage that is done to you X times per day)

  Ability - Deadly Shot (You can shoot a deadly shot X times per day that adds + X to the ranged attack roll)

  Ability - Quick (+ X to all initiative rolls to determine order in the round)

  Ability – Guild Member (You are a member of the merchant guild and have benefits because of it)

  Ability - Good Song (You play a song that gives a +1 to all of the party's dice rolls in the hearing area.  This effect lasts X rounds and you can play this song X times per day.  Every time you use this ability you add your appeal rank + minstrel rank and you must get above a 9 on the roll to be successful.  A failure results in the song being off key, and no one gets the bonus of this ability.  A failure counts towards the maximum number of times you can use this ability per day)

  Ability - Estate Home & Noble Title "Lord _______"

  Ability - Medical Healing (See recovering lost hit points in the rules)

  Ability - Feint (You move in a quick way that tricks your opponent X times per day and your next melee attack ignores half their defense rank rounded down)

  Ability - Divine Spell Casting

  Ability - Language Master (You know X additional languages)

Slave/Indentured Servant
  Ability - Tough Skin (You gain X additional hit points)

  Ability - Who Needs Sleep? (You only need 8 - X hours of rest per night.  You can also sleep in heavy armor or on rough ground without any penalty)

  Ability - Spell Casting

  Ability - Lucky (You can re-roll any dice roll X times per day)

  Ability - I Know Death (Instead of dying at -1 hit points, you die at -1 - X hit points)  [So if you had 4 ranks in this career you would die at -5 Hit Points.]

  Ability - Throwing Weapons (+ X to your ranged attack roll with throwing weapons X times per day)

Remember that these Careers replace skills in this game.

Example: I have 2 ranks in Assassin, 0 ranks in Slave, 1 rank in Hunter, and 1 rank in Pirate.


Just like stats, you have 4 senses, and at character creation you have 4 ranks to put in them.

Other (touch, taste, and 6th Sense)

For example
Hearing 2
Sight 1
Smell 0
Other 1

I have been debating on how to apply these senses to the game.  All the other rolls depend on reaching
9 to be successful so I went with the same idea here.

For example:
A career with sneaking would be opposed by hearing.
A career with hiding would be opposed by sight.
A creature that smells horrible would be opposed by smell.

My idea is that whatever the sense rank is for an npc, it should be a negative to the
character's dice roll. 

So, the character rolls 2d6 + assassin + agility and gets a 10 to move quietly.  The npc's hearing rank is 2, so you subtract 2 from the character's roll and get an 8.  It is below 9 so it is a failure.  The character must have stepped on a twig, because now all the guards are heading in his direction.

You can add experience ranks to senses as well.


Part of the benefit of a rules-light game, is you don't have to look up all the charts and such.  My idea was that everyone starts out with a 20' movement rate (the amount of distance you can move in a round).  And for every rank in Agility you gain +5' movement to this.  So a character with an Agility of 2, would move 30' per round.  So 20’ to start out with and these bonuses from Agility:

0 + 0'
1 + 5'
2 + 10'
3 + 15'
4 + 20'
5 + 25'

Unless we are dungeon crawling, or in combat these won't mean much at all.

1 comment:

  1. This is absolutely great work and exactly what I was looking for! I love the Conan setting and the BoL rules. Did you elaborate on this, by any chance? I looked a bit online, and it seems you're the only one who did this conversion (or at least who's sharing this online).