Category Archives: Homebrew

The Demons Of Adad Untash: Uszu Anang Kal

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Shaalath Akis watched with dark delight as the Umaabi heroes fought to control their bodies’ reactions to the sickening smell that filled their nostrils. The stench of the demons she had summoned to defend her shrine to Jebel Jebelah, the Queen of Lust, was more than their pathetic souls could withstand.

The men-at-arms fell quickly, retching and green-cast, easily knocked about by the lashing tails or else gored upon the yellowed, rotten tusks of her servants. The pitiful sons and daughters of Marduk, gasping for clean air, were unable to call upon their impotent god for his assistance. Even the magicians, who should know enough to swear allegiance to her masters in exchange for greater power – as she herself had done – were rendered mute by the miasma that issued forth from the oily scales of the beasts that had arrived in answer to her black prayers.

Her mad reverie was shattered by the sudden arrival of new blood to the fray. A brave warrior, stout of arm – whose constitution was more than that of the chaff that had fallen to her minions – charged forth swinging an iron-bitted axe. No matter if he turned the tide a little. He would be a fine trifle for the night once she had charmed him with her…

“Shaalath Akis!” a voice called out from behind her. “You take too much pride in your demons and too little care for your own skin,” hissed Giszeah. “You sunk your knife into my father’s back, and now I will repay that debt.”

Uszu Anang Kal (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 3 + 3
Attacks: 2 (Tusks) or 1 (Tail-whip)
Damage: 1d6/1d6 or 2d4
Save: F3
Morale: 11
Hoard Class: none (in the wild) or XVIII (guarding an unholy site)
XP: 345

These fell beasts are a hideous combination of wild boar and giant snake, possessing the wickedly tusked heads of the former and the serpentine body of the latter.

Uszu Anang Kal exude the unpleasant odor of vomit from every surface of their body, which causes their opponents to fight with a -1 to hit unless a Saving Throw vs. Posion is made. This save must be attempted at the beginning of each round, and a successful save only applies to the current round. If the Saving Throw fails for three consecutive rounds the unfortunate victim of this stench is overcome and will be reduced to a retching, gasping mass, fighting at -4 to hit and suffering a +2 penalty to Armor Class for the duration of the combat. Magic-Users, Clerics and other spell casters may not use magic during any turn in which they have failed this save.

Uszu Anang Kal charge into combat with wild abandon, seeking to gore their opponents with their vicious tusks. Once engaged in a fight, these creatures lash out with their powerful tails rather than biting. A target struck by this tail lash must make a Saving Throw vs. Petrify (or pass a Dexterity check, if Ability Checks are used) or be knocked back 5d4 feet.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d3 damage.
  • Vulnerable to Holy Water, taking 1d4 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 6HD) by Clerics of the gods of Umaab.

Uszu Anang Kal are typically found in ruined temples, especially those near marshes or the sea. They are occasionally summoned by evil clerics to guard unholy sites as well.

The Tablets of Adad Untash name Uszu Anang Kal as the damned souls of drunkards and other addicts who failed to live holy lives because of their self-destructive behavior.

The Demons Of Adad Untash: Anu Bata Kalb

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Hurin and Ninumat descended the stairs cautiously. The old curate had nodded off after dinner, but not before his drunken tales of the magics to be found in the lower levels of his temple piqued the interest of the robbers.

The first two levels of the substructure had held little more than some rats and a few barrels of trinkets and talismans the clerics would use to pacify the local farmers when their crops failed or the rains didn’t come as prophesied. Disgruntled that their efforts would go unrewarded, the twin thieves had almost missed the hidden trap door that led to a still deeper place.

A faint red glow fell upon their faces as they stepped lightly on the landing, not a single sound issuing from their careful steps and soft leather boots. As they peered into the doorway where the light was strongest, their breaths caught in their throats. There, rummaging through the scroll-filled shelves, were half-a-dozen man-sized beetles, yellow and black, standing on their hind legs, swords at their sides.

Ninumat – or was it Hurin? – reached slowly for his own blade. Suddenly the creatures turned, instantly aware of their unwelcome visitors. Two of them began to read from scrolls they were holding in their lower hands, while two more drew their swords. The last two, though, simply stood their ground as beams of red light, eerily reminiscent of the glow that filled the room, shot forth from their eyes, striking the thieves, causing them to stiffen slightly and then collapse.

Anu Bata Kalb (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 3
Attacks: 2 (weapons)
Damage: 1d6/1d6
Save: C3
Morale: 8
Hoard Class: VIII
XP: 200

These highly intelligent demons appear in our world as humanoid beetles with mottled yellow and black carapaces. They are the bane of scholars, librarians and magicians throughout Umaab, for they are notorious thieves of scrolls, tablets and other written materials. Anu Bata Kalb glow with a faint red light and, even at rest, emit sounds akin to the rustling of paper.

The multifaceted eyes of Anu Bata Kalb cover a wide visual field, making it virtually impossible to surprise them. They attack with ornately crafted short swords, wielding two at once with their primary arms while their secondary arms remain free to grasp at any written material their opponents may possess. Further, they are able to cast spells (of any kind) directly from any magical scrolls they may possess, and do so with great cunning. Finally, once per day a Anu Bata Kalb may emit a beam of flickering red energy that acts as as Wand of Paralyzation.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d3 damage.
  • Vulnerable to Holy Water, taking 1d4 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 5HD) by Clerics of the gods of Umaab.

Anu Bata Kalb are typically found in the basements of great libraries, as well as in labyrinths where scrolls and other such items are often unearthed.

The Tablets of Adad Untash tell the faithful that Anu Bata Kalb are the souls of the willfully ignorant, damned to an eternal quest for knowledge.

The Demons Of Adad Untash: Tummahu Anang Gar

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Lugul watched in horror as the last guards fell, lashed by the terrible whips of the hideous horse-headed demons that had overrun the ruins of Ash’ashzab since last he passed this way. His own efforts to drive the monsters off with the words and symbols of Marduk had failed – they were simply too full of darkness and hatred for him to overcome. Now there was little left to do than pray for sanctuary.

The creatures slowly turned their hollow eyes towards him, relishing the thought of tormenting one so self-righteous. Their dark desires focused thus, they were blindsided as up from the cellar of the old armory burst forth a ragged pair, one bearing an ancient iron axe and the other incanting words of sorcerous power.

“Don’t just stand there waiting for death, Priest!” called Dusz. “Fight!”

Tummahu Anang Gar (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: 5
Hit Dice: 2 + 4
Attacks: 1 (whip or sling)
Damage: 1d6+1 (whip) or 1d4+1 (sling)
Save: F3
Morale: 12
Hoard Class: VII
XP: 92

Tummahu Anang Gar are immensely strong horse-headed humanoid demons with coal black eyes. These terrifying fiends stand 7′ tall and their blood-red coats shimmer with an oily iridescence. The air about them smells faintly of oxidized copper. Tummahu Anang Gar are bloodthirsty, fearless and sadistic; they delight in the chaos and suffering of battle.

Tummahu Anang Gar attack relentlessly with viciously barbed whips or slings. Creatures struck by the whip of a Tummahu Anang Gar must save vs. Petrify (or pass a Dexterity check, if Ability Checks are used) or fall to the ground as the demon pulls mightily on its whip. Characters knocked to the ground may be subject to combat penalties as ruled by the DM.

Combat with Tummahu Anang Gar is complicated by their innate ability to cast mirror image twice per day. At least one demon will use this ability in the first round of combat, with additional Tummahu Anang Gar following suit throughout the duration of the fight.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Vulnerable to Holy Water, taking 1d6 damage per thrown vial that hits or an additional 1d2 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 5HD) by Clerics of the gods of Umaab.

Tummahu Anang Gar are found in the wild, often at oases and abandoned encampments.

The Tablets of Adad Untash name Tummahu Anang Gar as the damned souls of slaves who sold out their fellows to avoid punishment.

The Demons Of Adad Untash: Lum Anang Kul

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Ninumat and Hurin crept ahead, flickering torches held aloft and 10’ poles tapping the tiled floor in front of them. Meanwhile, the rest of the party held back, content to let the twin footpads confirm that the path ahead was safe.

As Eszeerz flipped irritatedly through his spellbook and Anam polished the blade of her sword out of boredom, the thieves disappeared around a slight bend in the hallway. Several moments went by in silence, which was broken by a strange jabbering followed by a nightmarish howl that made the flesh of the wizard crawl and the blood of the Paladin curdle.

Suddenly, Ninumat and Hurin came racing back around the corner, eyes wide and staring, torches and poles dropped somewhere behind them as they fled.

“B-b-baboooooons!” they stammered in unison, shoving their way past the party and its retainers, to flee into the daylight outside the tomb.

Lum Anang Kul (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 120′ (40′)
Armor Class: 6
Hit Dice: 2
Attacks: 1 (weapon)
Damage: 1d8
Save: F2
Morale: 9
Hoard Class: II
XP: 83

Lum Anang Kul – often simply Lum – are wretched humanoid demons in the form of a human-sized two-headed baboon. Their heads chitter and argue back and forth constantly, even in the midst of battle. They smell strongly of refuse and take perverse delight in flinging garbage, excrement, and offal at opponents whenever possible.

Lum attack with battle axes or heavy flails. Twice per day they can summon up a hellish screech from the pit of their damned souls. This terrifying vocalization acts as a fear spell as cast by a 1st level Cleric.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Highly vulnerable to Holy Water, taking 2d6 damage per thrown vial that hits or an additional 1d6 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 4HD) by Clerics of the gods of Umaab.

Lum are most often found in ruins and labyrinths, though they are occasionally summoned by evil Clerics or used as foot soldiers in the armies of Demon Lords.

The Tablets of Adad Untash tell the faithful that Lum Anang Kul are the spirits of quarrelsome husbands and wives bound together in eternal torment.

The Demons Of Adad Untash: Bazu Tum Laag

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

“Giszeah! Look out!” Dusz shouted in warning to the hermit’s daughter. The creatures were all about them now, their coal black skin making them nearly impossible to see in the fog-shrouded dusk.

“Don’t worry about me, take care of your own skin,” Giszeah hissed sharply. She then began gesturing and chanting, drawing forth the arcane energies she would use to fight these monstrosities.

The concentration of both wizard and warrior was shaken by the agonized screams of Imuubas, ever unlucky, as one of the beasts sank its fangs deep into his shoulder. The thief fell to his knees as the fiery poison spread through his blood.

As Dusz hacked his way through the spindly legs and croaking heads, the blade of his axe biting deeply into their terrible flesh, a gout of flame shot forth from Gizseah’s hands, burning the demons – but not nearly as much as the conjuror had planned.

“Dusz? I think maybe I need your help after all.”

Bazu Tum Laag (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 90’ (30’)
Armor Class: 7
Hit Dice: 1 + 3
Attacks: 1 (bite)
Damage: 1d6+1, poison
Save: F2
Morale: 8
Hoard Class: None
XP: 57

With large and unblinking golden eyes set deeply within their slime-coated heads, these ebon-colored demons are a terrible cross between a giant spider and a large, warty toad. Their poisonous bites do not kill on a failed save – at least not immediately. The unlucky victim of a Bazu Tum Laag bite will suffer a terrible burning coursing through their veins resulting in a -2 to all hits and saves for 2d4 days. At the end of that time a second save vs. Poison is required. If successful then the victim will return to normal. If failed he or she will enter a berserk rage, attacking the nearest target in sight with a +2 to all combat rolls, fighting until death.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Highly vulnerable to Holy Water, taking 1d8 damage per thrown vial that hits or an additional 1d4 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 3HD) by Clerics of the gods of Umaab.

Bazu Tum Laag lurk in the reedy marshes swamps that dot the landscape of Umaab, waiting for careless travelers upon whom to feast.

The Tablets of Adad Untash tell the faithful that Bazu Tum Laag are the souls of those who mistreated their pack animals.

Antiärre: Seas Of Adventure

Map of AntiarreWherein your humble scribe presents the remains of his entry into the old WotC setting competition thing. It’s been stripped of its modernisms, as well as a big chunk of game information.

I occasionally get misty-eyed thinking about this setting and beat back an urge to try to run something in it. That said, I think it would work nicely for a Sword & Sorcery tinged S&W or LL.

The Official Entry Format Version

Core Ethos Sentence
Antiärre is a world of exploration, adventure and intrigue on the high seas.

Who are the heroes?
The heroes of Antiärre are the brave souls who set sail from the innumerable small islands that dot this otherwise largely oceanic world to explore the great oceans that surround humanity.

What do they do?
Merchants, cartographers, explorers and sages find new lands, new riches and new secrets in the uncharted waters of Antiärre.

Threats, Conflicts, Villains
From cultists in service of the Black Gods of Phara to merciless Hobgoblin pirates, from evil Sahuagin to the unknown horrors that may lurk even further beneath the waves, Antiärre has more than enough threats to keep even the most jaded sailor on the edge of his seat.

Phara, the single major land mass, located far to the south, is home to many evil forces. Those that live there long ago gave in to the corruption and darkness and now serve their Black Gods’ insatiable appetite for conquest and destruction.

Hobgoblin pirates rule all but the most stoutly defended waters. Their secrets closely guarded, the Hobgoblins are more than happy to prey on the foolish Humans who venture too far from the safety of the settled island chains in search of riches, wisdom and adventure.

The Sahuagin, sinister denizens of the deep, rule the undersea and do not take the surface dwellers crossings lightly. There are those who believe that the Sea Devils have made pacts with even more terrifying evils that dwell deeper still.

Nature of magic
Though magic is not unknown to the people of Antiärre, it is not necessarily an everyday companion. The gods of the Humans of Antiärre provide blessings and healing magics freely, but the greater magics must be learned from ancient texts lost to history.

Powerful magics are used by the servants Black Gods of Phara, but not without taking their toll.

Hobgoblin pirates may depend on a few small enchantments and talismans to help them, but even they are not foolish enough to believe that magic does not have it costs.

The Sahuagin may have gained access to magic beyond the ken of the surface dwellers, but how many souls have they sacrificed for that knowledge? And to what dark pacts have they committed themselves to retain it?

What’s new? What’s different?
Antiärre takes the focus of adventuring to discovery and travel. The great oceans of Antiärre provide endless adventure for those brave enough to leave the safety of home. The very nature of the world, countless small islands that have never before been visited, lends itself to the discovery of nearly any idea that can be dreamed of by players and DMs alike.

Antiärre is a world where magic is still magical. The setting is designed to inspire the players not to take the power and wonder of magic for granted.

The Campaign Guide In Brief

Antiärre: The World In question
Antiärre (ahn-ti-air’) is a large world that’s mostly island chains and the like. The overall culture is “southern European”/Greek/Renaissance (minus guns, plus magic) stuff. Large city states are the main type of political power/nations at this point. Various shipping guilds and such also have a great deal of influence.

There is at least one major continent/nation that has limited trading/interaction with Antiärre proper. It is known as Phara (fay-ra) and has an Egyptian/North African type culture.

Magic is known, but not nearly as über-dominant as it is in standard D&D. Specific house rules regarding magic are covered below. It’s worth mentioning that no one actually hates magic, it’s just not “that common.”

Antiärrein History
Antiärre is the name used for both the region of the world that contains the human-settled island chains as well as for the world itself. Human culture arose several thousand years ago in this area and has been developing and expanding for most of that time.

Regions
There are several “regions” to Antiärre, which are really just chains of islands that are fairly close to one another. Each region functions as a somewhat independent country or state, but none of these regions is truly unified in any way. City-states are the dominant political power. Toulons (too-lons) is the oldest and most powerful of the regions, and functions somewhat as the “capital” of Antiärre, but really only because it is well established and relatively central.

The game will begin in the Sabronne (sah-brone) region of Antiärre.

Cities of the Sabronne Region
Cyr (sear)
Known as the City of the Silver Bay, Cyr is renowned the world over for its shipyards. Cyric ships are widely regarded as the best on the seas. The timber harvested from the island’s great forest are the strongest available in Sabronne. Combined with the expert craftsmanship of the shipwrights of Cyr, the timber results in faster and more durable ships than are found anywhere else.

Oren (or-in)
Known as the Gateway to the Western Sea, Oren is the last major port before the long expanse of landless sea to the west. It is a bustling city, an explorer’s city. Cartographers and merchants alike see Oren as the beginning and end of all major journeys.

Gyest (ghee-yest)
The fertile farmlands that surround Gyest make it the agricultural capital of the Sabronne region. While the other cities can grow enough food to feed their own populations, most are somewhat at the mercy of the elements. Gyesti crops are always bountiful and their produce is generally regarded as the finest available.

Prasys (pray-sis)
The oldest city in the region, Prasys is home to many of the Shipping Guilds. Additionally, due to its long history, Prasys serves as the de facto capital of Sabronne. When disputes among the various cities arise, it is here that their emissaries meet to discuss and resolve those disputes.

Jerar (jir-ar)
Jerar is the military might of Sabronne. Jerari soldiers train across the island, where they are exposed to the most extreme conditions and thereby battle hardened into the ultimate warriors. It is said that one Jerari Dragoon is worth a dozen regular men.

Tarat (tar-at)
The City of Secrets, Tarat is the principal port of piracy, black marketeering and anything else that is best kept in the dark. Illicit goods from all over Antiärre can be found in Tarat, in the darkest corner of the seediest market. It is even rumored that the blackest magics and deepest mysteries can be found somewhere within the city walls.

Saia (sai-ya)
Saia is the city that has the closest ties to Phara, the mainland nation far to the south. A mercantile mecca, Saia has bustling markets and is the main port of call for importing and exporting to and from Phara. Rumor has it that Pharan spies have infiltrated the Governor’s Palace and are planning to overthrow the city’s government to make way for their own.

Axa (axe-a)
Hailed for its Navigator University. Axan navigators are said to be the best available to any captain in the world. The Great Observatory atop Mt. Sarroix is affiliated with the university and many of the maps and charts that are used by the most highly regarded captains come from here.

Languages
Antiärrein (Common) is the default “native language” for all starting characters.

Beginning characters may choose from the following for their “extra” languages:

  • Pharan
  • Hobgoblin
  • Sahuagin
  • Aquan

The Antagonists

  • Hobgoblin pirates. Lots of them.
  • Certain aquatic races, specifically Sahuagin, may or may not be around as potential bad guys as well.
  • Evil cultists of the Black Gods of Phara
  • Assorted monsters & undead, but not scads of them by any means

Antiärrein Deities

  • Vorion (vor-ee-on)
    NG god of the sea. King of the gods and cheif deity of Antiärre.

  • Irisar (ear-iss-ar)
    LG god of agriculture and animals. Queen of the Gods.

  • Gillise (gill-ees)
    CG god of art & music.

  • Castiel/Castellia (cas-tee-el) (cas-tell-eea)
    N twin gods of war. Castiel is male, also god of Sun. Castellia is female,
    also goddess of moon.

  • Ilax (ill-axe)
    NE god of knowledge

  • Talouin (tal-oo-een)
    CN goddess of beauty & fertility

  • Corsan (core-san)
    CG god of passion, revelry, wine

  • Sulen (soo-lin)
    N god of Death

  • Bryer (briar)
    CG god of the four winds. Brother of Vorion. Also a major god.

Antiärrein Magic

Arcane Magic

  • Direct damage spells (magic missile, etc) are not known (they may appear later)
  • Upon gaining a new level, characters do not automatically acquire new spells – new spells must be learned from another spellcaster or found (scrolls, etc)

Divine Magic

  • No direct damage spells
  • Neither clerics nor druids will automatically receive access to new spells immediately upon gaining a new level

General

  • no spells that enchant weapons
  • no spells that enchant armor, etc.

Remember, all of this applies to “the other guys” as well. However, if you hope to learn something beyond the scope of this, you may have to fight an uphill battle against someone who knows more than you do…

The Demons Of Adad Untash: Saam Ursag Mul

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Lugul had drawn the short lot. Again. The other Adepts of Marduk ribbed him mercilessly as he headed down the temple steps to join the caravan. In these harsh times the priests cheerfully sent along an Adept with any merchant who made a proper donation to the temple. To protect their spirts, my son. Arsaces had reminded him. Yes, yes. Their spirits.

Now, three days later their jibes still rang in his ears as the camel beneath him grew restless, tossing its head from side to side. The sand in his mouth tasted slightly better than the stale barley bread the merchants shared with him. The sand in his beard was slightly less annoying than their banter. The sand in his…

“Look above, young priest!” called out Margagu the Caravan Master. “See the vultures circling so high. It will be another hot one today.”

Suddenly the circling specks broke their kettle and began to dive towards the caravan.

“Those are no vultures, Margagu. Quick! Alert your archers! Nergal sends his Saam Ursag Mul against us!”

Damn you and your shortcut across the ancient battlefields, you greedy old fool, Lugul thought as he took his holy symbol from its chain about his neck and prepared to call upon the light of his god to drive these wingéd demons back to the hells from which they came.

Saam Ursag Mul (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 30’ (10’)
Fly: 180’ (60’)
Armor Class: 8
Hit Dice: 1
Attacks: 2 (talons)
Damage: 1d4/1d4
Save: F1
Morale: 10
Hoard Class: None
XP: 31

When summoned from the darkest hells, Saam Ursag Mul take the form of cat-headed vultures. They attack with their talons while airborne, swooping in to strike and then flying away rapidly. On any turn that an attacking Saam Ursag Mul has initiative over its opponents, those opponents suffer a -3 penalty to hit it that turn.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Highly vulnerable to Holy Water, taking 1d8 damage per thrown vial that hits or an additional 1d4 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 3HD) by Clerics of the gods of Umaab.

Saam Ursag Mul are typically found in graveyards as well as circling above places of great slaughter, such as battlefields and sites of terrible atrocities.

The Tablets of Adad Untash tell the faithful that Saam Ursag Mul are the souls of craftsmen who knowingly sold shoddy merchandise.

Kaalmuria – An Entirely Derivative Setting For BoL

Wherein your humble scribe presents a very off-the-cuff Howardian setting devised for use with Barbarians of Lemuria.

The goal was to get the players into a familiar setting as fast as possible, while not forcing them to worry about the long shadow of a certain well-known barbarian. A short, two-session scenario was played in this world to generally good reviews. The players just prefer a system with a bit more crunch than BoL has to offer. I’m not giving up just yet, since I personally dig the rules a lot. Maybe a post apocalyptic trip through Narakam will change their tiny little minds? Muhaha.

Origins

The BoL rules depend a bit on heroes specifying their country/region/city of origin. Your origin helps define you, but it need not constrain you. The following five origins are a small sampling of those found in Kaalmuria.

Zaar
The great plains of Zaar dominate much of the central region of Kaalmuria. The population of Zaar is roughly half-nomadic and half-argrarian. Both groups of Zaari are known for a love of learning and a keen nose for mercantile concerns. Heroes from the plains of Zaar seldom fail to have Hunter or Merchant as one of their careers.

Boons
Mace Fighter: When fighting with a mace of traditional Zaaric design, roll an extra die.
Sling Master: Roll an extra die when attacking with a sling.
Plains Tracker
Learned
Attractive

Flaws
Landlubber
Distrust of Sorcery
Feels the Cold

Kel
Kel is a misty, moody northern island and its people are much the same. Prone to drink, artistically inclined and never afraid of a fight, the typical Kelman makes for an… interesting traveling companion. The people of Kel are also known for their uncanny luck.

Boons
Broadsword Master: If you are using a genuine Kellic Broadsword, you may roll one extra die.
Longbow Master: If you are using a genuine Kellic Longbow, you may roll one extra die.
Artistic
Marked by the Gods
Carouser
Hard To Kill

Flaws
Drunkard
Feels the Heat
Poor Eyesight

Liria
A refined – some might say decadent – city of courtiers, assassins and magicians, Liria is known as the City of the Secrets. Heroes from Liria often have Assassin, Noble or Sorcerer as careers. Heroes from Liria may not have ranks in Barbarian.

Boons
Knife Fighter: If you are using a true Lirian Kris, you may roll one extra die.
Innate Magician (same as Magic of the Sorcerer Kings)
Etiquette
Great Wealth
Power of the Void

Flaws
Delicate
City Dweller
Cravings
Untrustworthy

Thaxos
A proud, passionate city of sailors, poets and philosophers, Thaxos is the undisputed sea power of Kaalmuria. Heroes from Thaxos invariably have Mariner or Scribe (if not both) as one of their careers.

Boons
Axe Fighter: Use an extra die whenever you are fighting with a genuine Thaxoan Axe.
Born Sailor
Learned
Keen Eyesight
Quick Recovery

Flaws
City Dweller
Cravings
Combat Paralysis
Missing Eye or Ear

Geirbjornhal
Here be barbarians. Wild and untamed, with limited trappings of civilization, Geirbjornhal and the rest of the Northern Wilds breed strong, savage warriors who often travel south to make their fortunes. Heroes from Geirbjornhal must take Barbarian as their first career.

Boons
Spear Fighter: Use an extra die whenever you are fighting with a traditional Geirbjornhaller Spear.
Born To Climb: Roll an extra die when climbing vertical surfaces.
Beast Friend
Fearsome Looks
Thick Skin
Rock or Snow Tracker

Flaws
Landlubber
Distrust of Sorcery
Missing Limb
Missing Eye or Ear
Brutish

Languages

The following are some of the languages are spoken in Kaalmuria: Zaaric, Kellic, Lirian, Thaxian, and Geiric. Additionally, there is a common tongue known colloquially as Gutterspeak.

Gods

The varied people of Kaalmuria worship a wide variety of gods, ranging from the omnipotent and omnipresent to the ominous and obscure. A small number of these deities are listed below.

Generally Good
Ghev – Zaari god of the sun
Rhafa – Zaari goddess of the harvest
Dynan – Kellic god of wine and song
Mael Mav – Kellic goddess of war
Ceria – Lirian goddess of knowledge and aqueducts
Estiel – Lirian goddess of the moon and magic
Rasos – Thaxian god of the sea
Thalestres – Thaxian goddess of wisdom and war
Brogdr – Geirbjornhaller god of strength and war
Lleshgaar – Geirbjornhaller god of storms

Generally Evil
Satach – Zaari prince of hell
Tiabhal – Kellic queen of the dead
Derinos – Lirian arch-devil

Narakam: The World After

Using Barbarians of the Aftermath I rolled up an alien invasion that I worked into the following:

In 2014 a limited nuclear exchange between India and Pakistan results in the destruction of a sacred Hindu temple that was actually a beacon sending out an “All’s Well” signal to the stars.

While the rest of the nuclear-armed countries decided “Hey, the missiles have started flying, we don’t want to pass up a chance to lob a few ourselves” a group of aliens, who bore a distinct similarity to certain Hindu deities*, dropped in to see why their signal had been cut. All hell then proceeded to break loose as the non-Hindu portions of the world interpreted their arrival as an invasion and went to absurd lengths to drive them off.

The aliens, allied with India and other Hindu cultures, fought back. Between their advanced technologies and the destructive power of a “cornered” Earth, pretty much everything was messed up beyond belief.

Now, 800 or so years later, you have a small pulp science portion of the world that is loyal to the aliens (known as the Deva) and the rest of the world in proper Thundarr-style ruin. The Deva have used their super science to uplift a number of monkeys, elephants and birds (BotA Awakened Animals – called the Hanumani, Ganeshani, and Garudani) to help support their “chosen people” – called the Varna (BotA “standard” Humans).

At the same time (whether due to normal radiation or some effect of the Devas is unclear) a small group of humans have evolved into the Buddhas (BotA Adonai), who do their best to live apart from both the control of the Devas and the strife found in The Wilds. Speaking of the Wilds, that region (which is actually much of the Earth) is populated by the Pariah (BotA Wastelander Humans as well as Mutants, no distinction is made in the eyes of the Varna).

Also, at some point, an offshoot of the relatively benevolent Devas showed up (the Varna call them Rakshasas). They, too, have done a little animal awakening themselves (particularly snakes, called the Nagas) and are generally the antagonists of the setting.

The setting, as a whole, is named Narakam, which is the Sanskrit word for “Hell.”

I hope to do something with this, someday. But even if I don’t, it was big fun to create. I love the BYO Apocalypse tables in BotA.

* Just to be clear, no offense or disrespect is meant towards Hinduism by this. I’m just drawing on the old “Ancient Astronauts” concept and running with it in the name of post-apocalyptic adventure.

The Demons Of Adad Untash: Muzgub Anang Gul

Far beyond the great desert, one will find the troubled land of Umaab. The people of this once proud kingdom are oft beset by demons who serve the dark god Nergal. The characteristics of these demons are described in the holy Tablets of Adad Untash.

Dusz raced down the hill, his grandfather’s battle axe in hand, to meet the wave of rat-demons that tore through the crops of his father’s farm. As he drew closer he could see their snapping jaws, so reminiscent of the great crocodiles that line the far banks of the river Zal near the ruined ziggurat.

The creatures moved with blinding speed and were fast upon the boy, hungry for more than the simple grains that scarcely sated the perpetual burning in their bellies. Their teeth, set in mouths raw and bleeding from an incessant quest to feed, sank into his calves and thighs even as they deftly avoided the blade of his axe.

Suddenly, one of the monsters fell away in a blur of yelping pain, dying as its skin blistered from contact with the Blessed Water of Ea. Giszeah, the hermit’s daughter, had appeared from the west, hurling small vials of the holy water at the beasts, who now began to flee as quickly as they had engaged in battle.

Muzgub Anang Gul (Lower Order Demon)
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (evil)
Movement: 180’ (60’)
Armor Class: 4
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d4+1
Save: F1
Morale: 7
Hoard Class: None
XP: 31

Muzgub Anang Gul are wretched little demons with the bodies of large rats. Their bizarre countenances resemble crocodile heads. These creatures are very fast, and automatically win initiative on the first round of combat. In subsequent rounds they receive a +1 to their initiative rolls.

Additionally, they possess all of the abilities of a typical Lower Order Demon:

  • Infravision (90’)
  • Half damage from cold-based attacks
  • Half damage from electrical-based attacks
  • Half damage from fire-based attacks (all)
  • Half damage from gas-type attacks
  • Telepathy (allows all languages to be understood)

Further, these creatures are:

  • Susceptible to damage from “cold iron” weapons – hits from such weapons do an additional 1d4 damage.
  • Highly vulnerable to Holy Water, taking 1d8 damage per thrown vial that hits or an additional 1d4 damage from weapons doused in such a fluid.
  • Able to be turned (as creatures of 3HD) by Clerics of the gods of Umaab.

Muzgub Anang Gul often plague fields that have not been blessed by the harvest god Tammuz, devouring everything in their path.

The Tablets of Adad Untash tell the faithful that Muzgub Anang Gul are the souls of unwise farmers who allowed their crops to wither, bringing hunger to their families.