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 Bestiary: Quetzalcoatl

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

Quetzalcoatl, as they are called by the natives of Tlactoztlan, are 15′ long feathered snakes that fly by means of their brightly-colored wings. Revered by the Tlactozotl people, it is rumored that there are larger, more powerful Quetzalcoatl able to cast magical spells living deep within the jungles of the lost valley. The strongest Tlactozotl will, as part of their initiation into adulthood, seek out a Quetzalcoatl and challenge it to a duel. Victory yields a Quetzalcoatl feather that will be the centerpiece of the Tlactozotl’s head covering. Defeat results in nothing less than death.

Attributes
Strength 3
Agility 4
Mind 3

Combat Abilities
Attack with Bite +3; d6+3
Defense: 4
Protection: 1d6 (scales, feathers, and magical nature)
Lifeblood: 20

BoL Character: Tyrnon Vran

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

As moody as his misty homeland of Kel, Tyrnon Vran stalks Kaalmuria with his one true companion – his trusted bow – close at hand. He sleeps with one eye open, for he has been exiled and his enemies are everywhere. Despite this particular misfortune, the Kellic gods still smile upon the archer, helping his arrows fly straight and true when most needed.

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 2
Mind 0
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Careers
Mercenary 1
Blacksmith 1
Hunter 1
Vagabond 1

Boons
Longbow Master
Marked By The Gods

Flaws
Feels The Heat

Languages
Kellic

Equipment
Kellic Long Bow, d6+3
Kellic Broadsword, d6+2

The Sword – Warp Riders

The title track from the new album by The Sword – Warp Riders.

To cross the Universe / in hyper-spatial flight.
We ride the warp of space / into the womb of night.

Alright. This needs to be gamed. Soon. The only question is what system to use. I think I want to make a BoL/BotA 60s/70s-style SciFi/metal thang. No one I know will play it, of course. But I still want to do it.

Oh, and for more inspiration, observe the Art of Penguin Science Fiction

BoL Character: Astrid Hriedall

I grew up playing Metagaming’s The Fantasy Trip far, far more than I played just about any other RPG (yes, even more than D&D). I’ve always thought that this is part of what lead to me being the particular flavor of freak that I am. I blame it on the spirit of Cidri, the default setting for TFT that warped me into my current shape. Rather than try to explain that, I’ll just quote from In The Labyrinth, the “player’s handbook” for TFT (which is also the source of the illustration):

IN THE LABYRINTH, and most of the FANTASY TRIP material to follow, will be set in Cidri. This enormous polyglot world was chosen as a background for two very good and totally opposite reasons. The first is variety. Cidri is big enough to hold thousands of Earths; it has room for the world of every Game Master who’ll ever put pencil to hex-paper. There’s room here for every sort of fantasy adventure to co- exist — in a logical manner. And it provides a workable rationale for the weird melange of legend, historical fact, pre- history, science fiction, and sheer wild imagination that characterizes the work of the best fantasy gamers.

The second reason is the opposite one… consistency. THE FANTASY TRIP is an attempt to set up a rule system that is complete without being overwhelmingly technical — so the gamers can spend their time playing, rather than re-writing the rules. Hopefully, this will mean that everyone who plays this game can consider themselves part of the same gigantic cam- paign, playing out the destinies of a whole world. Whatever strange lands you map, there’s room for them in Cidri, just across that pirate-infested sea or trackless desert. No matter
how powerful the dictator’s legions may be on one continent, or how mad and mighty the sorceror-kings may be on another, there’s always room for peaceful lands or beast-haunted forests — somewhere. And, if you like, it can all happen at once.

Not that other worlds aren’t possible. The FANTASY TRIP system will work for historical adventures on Earth itself, or for excursions into the past or future of your favorite author. But parts of all these are to be found on Cidri as well — that was why it was created. Enjoy.

A Lovely Sorceress

Sorceress, from TFT's In The Labyrinth

I took that passage very deeply to heart. And because of it, I’ve never felt the need to adhere to any official setting. And other than the fact that my worlds (and those of my friends) might have been part of Cidri (they probably weren’t, though) and the incredibly loose (or perhaps non-existent) links that some of the subsectors I wandered through in Classic Traveller might have had to the Third Imperium, I never really spent much time in an official setting.

Anyway, that’s neither here nor there. What matters is that I take the inspiration where I find it and throw back some nice new RPG content your way. So looking at the lovely Swords & Sorcery enchantress to the right – straight from In The Labyrinth – I present to you a new Barbarians of Lemuria character…

Astrid Hriedall

Once the slave and consort of The Wolfmage, Astrid Hriedall took every opportunity to learn the magical arts from the canny old wizard, and eventually she won her freedom by besting her master in a game of chess. Now she travels Kaalmuria seeking out sources of arcane wisdom wherever they can be found.

Essences
Lifeblood 8
Arcane Power 13
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 0
Defense 3

Careers
Barbarian 1
Sorcerer 3
Hunter 0
Slave 0

Boons
Magic of the Sorcerer Kings

Flaws
Arrogant
Unsettling
Delicate

Languages
Geiric, Sorceric, Lirian

Equipment
Dagger, d3

BoL Bestiary: Kappa

Ronin vs. Kappa

Ronin versus Kappa, from Bushido

I love old RPG black & white line art. A lot. And this one is so evocative of the Fantasy Nippon that is the central setting for the FGU classic Bushido. I’ve never actually played it, sadly. But damn if the art doesn’t make me want to.

Of course, Bushido’s system is, like much from FGU, a bit thick, so I don’t think I’d be likely to use it to scratch my samurai itch. In fact, I’ve been tinkering (well, I was tinkering, I’ve mostly stopped now) with a Barbarians of Lemuria-powered semi-Bushido. BoL seems like a good system for some chanbara action (really, of course, it’s a great system for any action), after all.

So, sticking with the finding inspiration thing I’m rocking right now, here’s a quick writeup for the Kappa as a BoL critter.

Kappa

Kappa are malign water spirits who resemble ugly little men covered in scales, often (though not always) with turtle-like shells covering their backs. They have a small, bowl-shaped depression on their heads that holds a small amount of water from their home lake, pond or river. If the Kappa can be tricked into spilling this water it will flee immediately to return to its lair. A waterless Kappa’s attributes are reduced to -1 and it will die within 3 days if it cannot return to its home to refill its head basin.

Kappas are masters of Koppo, a bone-breaking technique. If they score a Mighty Success when brawling they may elect to afflict their target with a broken bone. Damage done as a result of this injury may not be “shaken off” (BoL LE p. 39) nor may it be included in the 1/2 LB recovery after a combat (BoL LE p. 10). However, the damage done by a Koppo attack does not receive the normal +1d6 associate with a Mighty Success, though it is still set at the maximum damage for the attack (i.e., the attack does 5 points rather than 5 +1d6).

Kappa are minor magicians, but any spells they cast must relate in a significant way to water. As spirit beings they are also able to draw upon their connection to the water to use Fate Points to grant water-themed boons or flaws.

All Kappa love cucumbers and an offering of such will go a long way towards easing any encounter with them.

Essences
Lifeblood: 15
Arcane Power: 11
Villain Points: 5

Attributes
Strength 3
Agility 1 (5 in water)
Mind 0
Appeal -1

Combat Abilities
Brawl 3
Melee 0
Ranged 0
Defense 1

Careers
Magician 1
Druid 2
Hunter 1

Boons
Hard-to-Kill
Strength Feat

Flaws
Unsettling

Protection
1d3 (scaly skin) or 1d6 (shell), depending on where the attack strikes the Kappa

Attacks
Fists, 1d2+3

BoL Bestiary: Stone Goblins

Goblin by Trampier

This is the definitive image of a goblin to me. It’s too bad that outside of this depiction, by Trampier in the AD&D Monster Manual, goblins really never looked like this in any other art.

I really like the fact that this guy looks more like a classical gargoyle in the face than he does some green, pointy-nosed thing. Heck, I can almost imagine him carved out of stone rather than being flesh.

So, in the spirit of running with inspiration wherever it crops up, here’s a quick Barbarians of Lemuria monster writeup based on this crazy idea…

Stone Goblins

Stone Goblins are small (3’ to 4’ tall) ugly humanoids made of living stone. They are frequently found infesting quarries and mines, where it is rumored that the earth itself spawns them in order to drive away those who do not say the appropriate blessings or pay proper respect as they hew into the rock in the name their own profit.

Attributes
Strength 2
Agility 1
Mind 0

Combat Abilities
Attack with stone mace +2; damage 1d6
Defense: 1
Protection: d6 (stony skin + shields)
Lifeblood: 8

A Dangerous Foe: The Wolfmage

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.

Modolfr Hrossbjorn, now called The Wolfmage, stands alone amongst his people, as one of the very few Geirbjornhalers to excel at the arcane arts. He lives alone in an abandoned mountain hall, where he communes with the dark forces that give him his power. But it was not always thus…

A lifetime ago Hrossbjorn was a simple barbarian from the north who went to the civilized lands to make his fortune. Along the way he and his companions fell afoul of an amoral necromancer whose name is lost to time, though not to the Wolfmage’s memory. As a slave to this wizard, Hrossbjorn watched as his companions died one by one, only to have their bodies and souls violated by the dark arts practiced by the sorcerer.

One day Hrossbjorn decided he could not stand this fate any further and rose up against the necromancer. Strangely, the spells flung at Hrossbjorn failed to affect him, and his mighty thews quickly dispatched the old wizard. And though his animal wildness won, Hrossbjorn was never able to forget the power displayed by the magician. Ever after Modolfr Hrossbjorn sought as much magical power as he could find, and soon became known as The Wolfmage.

Essences
Lifeblood 13
Arcane Power 14
Villain Points 3

Attributes
Strength 3
Agility 2
Mind 4
Appeal -1

Combat
Brawl 1
Melee 3
Ranged 1
Defense 3

Careers
Sorcerer 4
Barbarian 2
Slave 0
Scholar 2

Boons
Fearsome Looks
Keen Scent
Magic Resistence

Flaws
Missing Eye (Right)
Drunkard
Feels the Cold
Unsettling

Languages
Geiric, Lirian, Thaxian, Sorceric

Equipment
Axe, d6+3
Very Light Armor (Furs) d3-1

BoL Character: Grigas Son Of Zoryn

Wherein your humble scribe presents a Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia.

A stubborn, argumentative, and altogether unattractive Zemaitijan from the west of Lithuania, Grigas Son Of Zoryn has left his home in the deep woods and traveled to the east to try to find his father, who was, his mother tells him, a dashing Cossak with a smile that would cause fish to jump into his net. The legendary Zoryn, she has said, has the number three as a birthmark on his left cheek, does not leave tracks in the snow, and is as tall as wheat can grow in a good season. Sadly, few people who hear this description of the legendary Zoryn believe that one such as Grigas could truly spring from such loins.

Could it be that Grigas is an ugly duckling just waiting to unlock the secrets of his lineage? Or is it more likely that his mother has her own secrets she does not wish to share? One thing is certain, the boy has a gift for magic that even he doesn’t know about just yet.

Essences
Lifeblood 13
Hero Points 5
Arcane Power 12

Attributes
Strength 3
Agility 1
Mind 1
Appeal -1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Soldier 1
Farmer 3
Healer 0
Sorcerer 0

Boons
War Cry
Swamp Tracker
Power Of The Void

Flaws
Taciturn
Country Bumpkin

Languages
Lithuanian, Russian

Equipment
Saber 1d6 (+3)
Dagger 1d3 (+3)
Medium armor (mail shirt) & Shield, 1d6

BoL Character: Tov Reuel

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

Tov Reuel is an itinerant, muscle-bound seller of religious tokens and artifacts from the plains of Zaar. He has traveled far and wide across the face of Kaalmuria, and learned many things – not least which is that he is somewhat less than graceful and possesses no skill with ranged weaponry.

Tov has a distinct weakness for the ladies and will happily spend nearly every Sha’im he has on a chance to revel in their affections. Further, though he has precious little skill at creating poetry, he is entirely unashamed of his meager abilities and will happily make up whatever doggerel he can think of and apply it to any circumstance he faces.

Essences
Lifeblood 13
Hero Points 5

Attributes
Strength 3
Agility -1
Mind 1
Appeal 1

Combat
Brawl 1
Melee 2
Ranged -1
Defense 2

Careers
Merchant 2
Scholar 1
Priest 1
Rogue 0

Boons
Mace Fighter
Learned: Legends

Flaws
Landlubber

Languages
Zaaric, Thaxian, Lyrian, Common

Equipment
Zaaric Mace, d6+3
Light Armor, d6-2

BoL Character: Creus Orsellios

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

Hailing from proud Thaxos, Creus Orsellios is as at home on the sea as he is in the laboratory. Once known for his uncanny prowess as a ship’s lookout, Creus lost his left eye in a fight against a group of pirates and hopes someday to discover a means of replacing its function alchemically. Still, the man known as “The Hawk” manages to spot things even those with two eyes miss.

Creus has developed an alchemical admixture that allows even a novice sailor to retain his footing on deck in even the roughest of seas. Some captains have paid him handsomely to provide them with this “Deck Gum” when they are setting out on a voyage to the northlands, where the storms are strong and unpredictable. And when he himself sails, Creus always takes least enough of this material to last a full week.

Essences
Lifeblood 11
Hero Points 3

Attributes
Strength 1
Agility 1
Mind 2
Appeal 0

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Mariner 2
Scholar 0
Alchemist 2
Metalsmith 0

Boons
Axe Fighter
Learned: Geography
Keen Eyesight

Flaws
Missing Eye

Languages
Thaxian, Lirian, Common

Equipment
Double-headed Thaxoan Axe 1d6+3
Light armor (d6-2)
Alchemical “Deck Gum”