Category Archives: Barbarians of Lemuria

Posts about, related to, or featuring content for Barbarians of Lemuria and related games such as Barbarians of the Aftermath, Dicey Tales, Dogs of WAR, and so on.

BoL Character: Andrei Ivanovich Denisov

Wherein your humble scribe presents a Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Perhaps we should call this hybrid Bogatyrs of Russia? 🙂

When he had passed his 16th year, Andrei Ivanovich Denisov left his family’s home in the Podol quarter of Kiev for the melodies of the wider world. Though his father was a good man, and successful in his own right, Andrei was simply not prepared to carry on in the family business, selling implements and equipment to the farmers of the region.

After passing three years as a mercenary in the service of a Muscovite prince, Andrei has finally arrived in Novgorod, where he seeks to find his fortune as a performer or, failing that, as a sea captain.

Though Andrei is not a true practitioner of dvoeverie, he calls on the wisdom of Perun the Prince and Veles the Merchant almost as often as he does that of St. Alexander Nevsky and St. Nicholas the Wet.

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 1 (0)
Mind 0
Appeal 1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Merchant 1
Soldier 1
Minstrel 2
Sailor 0

Boons
Attractive
Marked By The Gods

Flaws
Greed

Languages
Russian

Equipment
Saber 1d6 (+2)
Dagger 1d3 (+2)
Medium armor (mail shirt) & Shield, 1d6

A Dangerous Foe: The Red Marquis

Wherein your humble scribe presents a Barbarians of Lemuria villain he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

Arnaut Xavier is a minor noble from the region surrounding Liria. In his daily life he is an unassuming, if devilishly handsome, dilettante. Behind the scenes, though, in his guise as The Red Marquis, he is the power behind one of the most prominent thieves guilds in all of Kaalmuria. A criminal mastermind, an a daring rogue in his own right, The Red Marquis commands a large range of henchmen and a number of loyal lieutenants.

Though he is a ruthless opponent who is not above certain dubious strategies, The Red Marquis adheres to a complicated code of honor that, if deciphered, could be used to manipulate him into helping, rather than opposing, a band of heroes.

Essences
Lifeblood 11
Villain Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal 1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 3

Careers
Noble 2
Assassin 1
Rogue 2
Alchemist 1

Boons
Escape Artist
Poison Immunity

Flaws
City Dweller

Languages
Lirian
Gutterspeak

Equipment
Rapier, d6
Dagger (Lirian Kris), d6-2
Very light armor, d3-1

BoL Character: Captain Jibril ibn Sharad

Wherein your humble scribe presents a Barbarians of Lemuria system-powered character built for use in an Arabian Nights style game. The alert among you will remember that I’m actually running an Arabian Nights game using BRP (not BoL). No worries, though. Even though my players want the relative extra crunch of BRP, I’m still thinking in BoL terms where I can.

Jibril, son of Sharad, was born at sea, and that is where he has made his home ever since. Jibril is currently the captain of the Whispering Wind, a fast merchant vessel that plies the seas of El-Aqarat serving whoever is willing to provide enough dinars. Though he has none of his own, Jibril has a soft spot for children and will often go out of his way to spoil the wharf rats in port cities, treating them to a bag of dates or apricots.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 1
Appeal 0

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Mariner 2
Merchant 1
Pirate 0
Rogue 1

Boons
Born Sailor
Carouser

Flaws
Arrogant

Languages
Common

Equipment
Scimitar, d6
Dagger, d3
Very light armor, d3-1

BoL Bestiary: Bone Apes

Bone Apes are chimpanzee-sized hominids that appear to be covered in thick bone-colored fur. These creatures make their homes in abandoned graveyards, lost cities, and anyplace else where human remains are likely to be found.

Bone Apes attack by swinging thighbones as clubs or by hurling skulls at their opponents (to a range of 20′). They often carry several such missiles in small bags that they weave from shredded clothing and other readily available fibers.

Bone Apes have powerful jaws that they use to grind bone into a fine meal which they combine with their spittle, smear upon their fur, and allow to harden into a rudimentary form of armor. If pressed, Bone Apes will bite, but they prefer to reserve their teeth for the grisly task that gives them their coloration and their name.

Attributes
Strength 2
Agility 3
Mind -1

Combat Abilities
Attack with thighbone club +2; damage 1d6
Attack with thrown skulls +1; damage 1d2
Attack with bite +0; damage 1d6
Defense: 3
Protection: 1d2 (bonemeal armor)
Lifeblood: 11

Green Demons Of The Fevered Dream

When the mighty sorcerer Krug Jas cast Prince Asaam and King Riaz into the realm of the Fevered Dream, he trapped them in eternal battle against the Green Demons who live there.

Though 1,000 years passed in Kaalmuria, time all but stood still for the warriors who fought beneath the Golden Eagle banner of Kharnum Dhrynn. There they remained, fighting a ceaseless horde of demons who all-but-completely resembled their original foes, the army of their nation’s chief rival, the Emirate of Bateer Falim.

Bereft of its leaders and army, Kharnum Dhrynn fell before the might of its enemies (as they themselves would later fall when Krug Dras had squeezed them dry for his own benefit), leaving little but legend of the once proud nation in its wake.

Today all that remains of Kharnum Dhrynn are three strange onion-domed towers hidden in a canyon deep within the Great Western Desert. There, atop her decaying throne, sits the ancient, undying body of Queen Svetla, who works slowly at the embroidery she holds in her dry, brittle hands as she awaits the return of her husband and son from their campaign against the minions of Krug Jas.

The Green Demons appear as human soldiers armed with swords, axes, or whatever one-handed melee weapons are used by the foes they mimic. Except for a slight greenish cast to their skin and a wolf-like lengthening of their canine teeth, the Green Demons are indiscernable from those they are meant to resemble.

The Green Demons are classified as rabble.

Attributes
Strength 2
Agility 0
Mind 0
Appeal -2

Combat Abilities
Brawl 0
Melee 2
Ranged 0
Defense 0

Career
Soldier 2

Lifeblood 3

Protection: 1d3 (light armor & shield)
Weapons: Swords, Axes, or other 1-handed weapons, 1d6

Barbarians Of Lemuria GM Screen

Here’s a quick & dirty Barbarians of Lemuria GM screen I put together a while back. It’s also available at the BoL Yahoo group, but since the BoL Forum has kind of taken over and no one really goes to the group anymore, I thought I’d post it here.

Notes:

  • This was put together prior to the Legendary Edition, so it still has the old armor approach (i.e., fixed values for specific pieces of armor).
  • I can’t remember if there were any additions to ways to spend Hero Points in the LE or not, but if there were they’re not included in the summary of spending Hero Points.
  • I had house ruled in initiative rolls prior to the release of the LE, and that’s reflected on the screen. The good news is that my house rule matches the change that was implemented in the LE, so this fits with the new rules just fine.
  • Again, since this predates the LE version of the rules, there are no references to the “new” Priest/Druid magic approach.

Also, all the art is from ClipArt.com, so I take no credit or blame for the art itself. If you need to praise or rail against the art, I’m only culpable for the choices made in which art to use. 🙂

Enjoy!

BoL Bestiary: Vaarloi Death Worms

Vaarloi Death Worms are 5′ long with smooth blood-red skin covering their thick bodies. Though they are often found in deserts, these creatures avoid the heat of the day and are only active at dawn and dusk, unless skies are overcast.

Vaarloi Death Worms attack by discharging static electricity from their bodies. They begin combat by “spitting” their full charge (to a range of 30′) at foes as they are approached. After this large discharge, the worms are left with only small electrical “bites” until they have had a significant amount of time to recharge (typically longer than any given encounter).

Vaarloi Death Worms occasionally bleed off excess electrical charge with a crackling burst that creates a small cloud of ozone in their vicinity, which smells like an approaching rain storm. This aroma may be the source of the ancient warning against traveling through the desert when rain is likely.

Attributes
Strength 1
Agility 2
Mind -3

Combat Abilities
Attack with electrical “bite” +2; damage 1d3
Attack with electrical “spit” +0; damage 2d6 (once per encounter)
Defense: 2
Protection: 1d2-1/1d6-1 vs blunt weapons (rubbery skin & body)
Lifeblood: 5

BoL Character: Ofra Dral

Wherein your humble scribe presents the last of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting.

Ofra Dral was raised on the plains of Zaar, where her innate skill with the sling made her a natural hunter. She often journeyed with her father, Itamar, on his trips to the nearby cities to trade in pelts and pottery, and this view of the world outside the simple life of the Zaari instilled in her a burning desire to travel. Upon attaining the age of consent Ofra left her family’s farm and ventured to the fortress city of Lak Bran Mull, where she served for a time as a member of King Tyr’s army. Ofra now seeks her fortune in the wider world, no longer bound by the duties of family or king.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 2
Mind 0
Appeal 2

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Careers
Hunter 3
Farmer 0
Merchant 0
Soldier 1

Boons
Sling Master
Plains Tracker

Flaws
Landlubber

Languages
Zaaric (non-literate)
Kellic (non-literate)

Equipment
Mace (1d6)
Sling (1d3)
Light Armor (1d6-2)

BoL Character: Zoru Dhalim (Etienne Toreaux)

Wherein your humble scribe presents the third of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. One more will follow.

Born into the noble house of Toureaux in Roudenelle, Etienne spent his youth studying the Laws of Commerce and dreaming of far off lands that could be exploited, er, tapped, as new sources of spices, gems and ores. When his family was slaughtered and his house raised by the conquering army of Krug Jas, Etienne narrowly escaped with his life thanks to the efforts of a loyal family retainer. Etienne, who took the Zaaric name Zoru Dhalim in order to hide from the conquerer’s army, retreated to the farmlands outside of Roudenelle where he lived as a peasant farmer and began to study the healing arts. When the soldiers of Krug Jas came again and destroyed the farm on which he lived, motivated by nothing more than malice, Zoru vowed that he would become wealthy enough to employ an army of assassins to put an end to Krug Jas once and for all. Though he has not realized this dream yet, his quick mind and years of study have helped Zoru become a very wealthy merchant in a short time.

Essences
Lifeblood 10
Hero Points 1

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Noble 1
Farmer 0
Healer 0
Merchant 3

Boons
Etiquette
Great Wealth
Trustworthy

Flaws
None

Languages
Native (Literate)
Zaaric (Literate)

Equipment
Mace (1d6)
Sling (1d3)
Medium Armor (1d6-1)

BoL Character: Thylissa of the North

Wherein your humble scribe presents the second of several Barbarians of Lemuria characters he put together as examples for the players he ran through a couple of adventures in his own (highly-derivative) Kaalmuria setting. Several more will follow.

Thylissa grew up in the frozen northlands, a fierce and untamed barbarian warrior. In her 16th year she was captured by slavers from the south and sold to the pirate king Draato. Her beauty saved her from the more brutal aspects of slavery and Draato instead treated her as a concubine. In this role she developed skills as a dancer, the better to please her master. When Draato’s ship was sunk on the high seas she was rescued by a passing merchant fleet with whom she served as an able sailor. Since her return to land she has eked out a living as a thief and tomb-robber.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 0
Appeal 1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Barbarian 2
Dancer 1
Mariner 0
Thief 1

Boons
Beast Friend
Quick Recovery

Flaws
Distrust of Sorcery

Languages
Native (Non-literate)

Equipment
Great Axe (1d6+2)
Hand Axe (1d6)
Bow (1d6)
Medium Armor (1d6-1)