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[ACKS] Barbarian Conqueror King

Started by golan2072, November 22, 2013, 09:44:42 AM

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golan2072

Barbarian Conqueror King (AKA Sword and Lizardry) is a setting for the Adventurer Conqueror King System (ACKS); it grew out of the discussion in this thread on Dragonsfoot. It is a lush land of vast jungles, deep swamps and searing deserts where the small city-states of Men and Lizardmen stand as isolated beacons of civilization while dinosaurs, giant insects and savage barbarians rampage in the untamed wilds outside these pockets of Law. Ancient ruins of dead Sakkara and older, deader empires lie ready for plunder, glistening with gold and artifacts - guarded by monstrosities from beyond the grave, savage beasts and the horrid minions of Chaos. Law-abiding Men and Lizardmen huddle behind cyclopean walls and pray to their gods while in the shadows of civilization and in the barbarity of the Wilds, degenerate cultists make human (and lizardman) sacrifices to their Cthonic gods. Civilization is often corrupt and weak, ripe for hardy barbarians, untainted (yet) by the sins of civilization, to conquer it with muscle and blades and forge new kingdoms out of the ruins of the old.

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Setting Idea:

A wet, tropical sword and sorcery setting with a strong focus on reptiles (dinosaurs, lizardmen, Serpentmen), insects, cthulhu-type "Outer Gods", city-states, a lot of abberations and less "typical" D&D-fantasy tropes (no Elves and Dwarves - just Men and Lizardmen). Technology is that of Antiquity, with a few advances towards the Early Medieval tech - and wonderous relics of the forgotten Human past hidden in deep tombs under dead Sakkara, not to mention the relics of the dead (or are they?) Serpentmen.

Dinosaurs and their kin (as well as insects) replace mammals (except for Men, that is, and the Cats who came with them) both as wild beasts and domesticated enemies. Dinosaur Riders! Triceratops egg omletes! Random encounter with a T-Rex! Muscled barabrians smashing the rotten trappings of civilizations with two-handed swords!

Think Carcosa but with more orthodox magic (and D&D-type magic items), a bit more hope, a bit less weirdness, somewhat less randomness - and more urban (city-states rather than villages) and technologically advanced.

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History in four paragraphs:

First were the Serpentmen, who worshipped terrible Cthonic gods. Their empire was forged in eons before the dawn of history and lasted for millennia. In search for slaves, they bred themselves with giant lizards to produce the hardy Lizardmen, and, for ages, lorded over the Lizardmen masses while constantly honing their blasphemous sorcery. But then, millennia before our time, the great goddess Ixchala revealed herself to a Lizardwoman known only as the Prophetess. With her Lawful divine inspiration, the Prophetess roused the Lizardmen masses in rebellion, shattering their chains of old and overthrowing their masters into oblivion. Freedom was won; and the great Lizard Empire arouse in the jungles, with the Matriarch ruling it with an iron fist from the top of the Great Pyramid in fabled Tollan.

But then came Men, from across the sky, and their arrival upon a shooting star shattered the Lizard Empire. Men also arrived in disarray, and, at first, regressed to savage nomadism, sometimes used as slaves or mercenaries by the Lizardmen city-states which arose from the ashes of the Great Cataclysm. But some Lizardmen and many men, without the guidance of the old Lizard Empire's Matriarch, turned back to the dead gods of the Serpentmen, and their bloody rituals.

Out of the chaos then rose Sakkara, the great Empire of Man. It grew upon the River of the Desert, worshipping Chaotic gods from beyond the grave and investing their resources in their immortal dead kings much more than in their living subjects. But even great Sakkara, after three thousand years, eventually stagnated and fell back into barbarism, leaving behind ruined temple-yards and ancient tombs filled with gold and peril, as well as the dying city of Zarnas, where the immortal Last Pharaoh rules, in name only, over his ruined empire.

When Sakkara fell, its former vassals to the North, beyond the Great Desert and its River, won their freedom, establishing the new City-States, a mere shadow of Sakkara's old glory. Some worship the Lawful Gods of Man, while others pay homage to the blood-soaked idols of the long-dead Serpentmen. Meanwhile, the ancient Lizardmen Cities of the tropical South squabble and scheme, some worshipping the Lawful Ixchala, others following the dark Cthonic path of the Serpentmen gods of old.
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Let's look at the ACKS monster list and see what fits here:

Ankheg
Ant, Giant
Basilisk
Bee, Giant Killer
Beetle, Giant
Black Pudding
Caecilian
Caracass Scavenger
Centipede, Giant
Crab, Giant
Crocodile
Doppleganger (note sure it'll fit well)
Dragon Turtle
Elemental
Fish, Giant
Fly, Giant Carnivorous
Gelatinous Cube
Ghoul
Golem (especially Flesh)
Gray Ooze
Green Slime
Herd Animals (representing small to medium dinosaurs)
Invisible Stalker
Leech, Giant
Lizardman
Lizard, Giant
Locust, Cavern
Men
Morlock
Mummy (usually of a Lizardman)
Ochre Jelly
Octopus, Giant
Pterodactyl (needs house-rules for riding)
Purple Worm
Remorhaz
Rhagodessa, Giant
Rot Grub
Rust Monster (maybe?)
Scorpion, Giant
Sea Serpent
Shadow
Shark
Shrieker
Skeleton
Skittering Maw
Snake
Spectre (usually representing powerful spirits summoned by Lizardman Shamans)
Spider, Giant
Squid, Giant
Statue, Animated
Stegosaurus (might need a slight deflation of HD)
Stirge
Swarm (Insect or small reptile - maybe even a snake swarm?)
Toad, Giant
Triceratops (possibly trainable as a massive draft animal)
Tyrannosaurus Rex (needs a significant HD deflation, way too many HD for an animal of it size; most whales have less HD)
Wraith (another spirit for Lizardman Shamans to summon)
Yellow Mold
Zombie

Let's look at the D20 SRD (http://www.d20srd.org/) monster list and see what fits here:

Aboleth and Aboleth Mage
Allip (another spirit for Lizardman Shamans to summon)
Aranea
Assassin Vine
Behir
Chaos Beast (isn't that a Shoggoth?)
Choker
Chuul
Cloaker
Couatl (now THAT's what high-level Lizardman Shamans summon)
Darkmantle
Destrachan
Digester
Dinosaur, Deinonychus
Dinosaur, Elasmosaurus
Dinosaur, Megaraptor
Ethereal Filcher
Ethereal Marauder
Ettercap
Formian
Frost Worm
Fungus, Violet Fungus
Gibbering Mouther (another Shoggoth candidate!)
Grick
Homunculus (needs house-rules for creation)
Kraken
Mimic (actually a cursed chest)
Mohrg
Mummy Lord
Naga
Otyugh
Phantom Fungus
Phase Spider
Phasm (Shoggoth?)
Roper
Shadow, Greater
Shambling Mound
Shield Guardian (reskinned into Security Robot)
Shocker Lizard
Skum
Spider Eater
Tendriculos
(i)Thoqqua
Yrthak
Lizard, Monitor

Monsters that need adding as house-rules:

Alamosaurus
Ankylosaurus
Avatar of K'tulu
Cacodemon
Carnotaurus (possibly ridable)
Charonosaurus
Dagon
Dark Young
Deep One
Deep One, Hybrid
Edmontosaurus (probably ridable)
Frog, Giant
Lizard, Komodo Dragon
Lizard, Megalania
Lizard, Mosasaurus
Lizard Brute (think of a a dim-witted Lizardman the size of an ogre or hill-giant)
Magyarosaurus (possibly ridable)
Plant, Carnivorous
Plesiosaurs
Pyroraptor (maybe a replacement for rats?)
Serpentman, Hybrid
Serpentman, Degenerate
Serpentman, Undead Sorceror
Servitour of K'Tulu
Shoggoth
Toadmen
Torosaurus (possibly trainable as a draft animal and/or raised for meat and eggs)
Troodon (SMART! maybe a common pet and/or guard animal)
Wasp, Giant, Parasitic
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Updated God List:

Lawful Human Gods:
Innana: Goddess of Love and War* (followed by Blade-Dancers)
Ashera: Mother Goddess; Goddess of Nature, Birth and Fertility; El-Elyon's consort
El-Elyon: Father of the Gods; God of Mankind and Civilization; Ashera's husband
Eshmun: God of Medicine, Herbs and Healing
Hadad: God of Rains, Storms, Lightning and Agriculture
Ishtar: Goddess of Love
Khasis: God of Craftmen
Nikkal: Goddess of Agriculture
Shalim: God of Dawn and Dusk
Shapashu: Sun Goddess
Yarkhibol: Moon God

Lawful Lizardman Goddess:
Ixchala: Lizardman quasi-monotheistic goddess of lizards, dinosaurs, birth, death and rebirth

Neutral Gods:
Mawat: God of Death and Judgement
Yam: God of Seas and Rivers; also God of Judges

Chtonic Gods:
Atlach-Nacha: Chaotic God of Spiders
Bokrug: Chaotic god of Lizards
Moloch AKA Cthugha: Chaotic god of Fire and Wealth; Lizardmen call him Xiutecutli
Dagon: Chaotic god of Fish and Fish-Men
Hastur: Chaotic god of Sorcery and Undeath
Rahab AKA K'tulu: Chaotic god of Oceans and Rains; Lizardmen call him Kutlaloc
Shubbniggurath: Chaotic Fertility/Nature goddess; Lizardmen call her Tocia
Yig: Chaotic Father of Serpents; chief god of the Serpentmen; Lizardmen call him Mexcoatl
Yogsothoth: Chaotic god of Knowledge; Lizardmen call him Xolotal

* Historical inspiration: Inana and Anat.
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Some initial thoughts on classes in this setting:

Allowed Classes:
Anti-Paladin
Assassin
Barbarian
Bard
Bladedancer (follows Anat)
Explorer
Cleric
Fighter
Lizardman Gladiator (AKA Thrassian Gladiator)
Mage
Mystic
Paladin
Priestess
Sakkaran Ruinguard (AKA Zaharan Ruinguard BUt with an Egyptian flavour)
Shaman
Thief
Venturer
Warlock
Witch

Disallowed Classes:
Dwarven Craftpriest (no Dwarves in this setting)
Dwarven Delver (no Dwarves in this setting)
Dwarven Fury (no Dwarves in this setting)
Dwarven Machinist (no Dwarves in this setting)
Dwarven Vaultguard (no Dwarves in this setting)
Elven Courtier (no Elves in this setting)
Elven Enchanter (no Elves in this setting)
Elven Nightblade (no Elves in this setting)
Elven Ranger (no Elves in this setting)
Elven Spellsword (no Elves in this setting)
Gnomish Trickster (no Gnomes in this setting)
Nobiran Wonderworker (no Nobirans in this setting)

New Classes:
Lizardman Hunter
Lizardman Priest
Lizardman Warrior
Lizardman Witch-Doctor
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Let's do some basic math for Barbarian Conqueror King.

Population density is realtively low, at 50 people per square mile (5,000 families per 24-mile hex), similar to Roman levels and far lower than Greek or Medival French levels. While some areas are richer than others, I'll use this average for the sake of simplicity.

All realms are city-states and thus considered "advanced" and urban, though in fact they are not very much technically advanced. They also have a centralized settlement pattern. This means that I always go down one row in Urban Population and down one row in Largest Settlement.

Harat has 8 hexes and a total population of 40,000 families. While it is a "Duchy" in ACKS terms it is ruled by Hardun, the Gladiator-King (who also happens to be a lizardman, more on that later). It has an urban population of 8,000 families, 4,000 of them in Harat itself, which is a proper City and a Class-III market. It is also moderately rich, with an average land revenue of 6gp.

Yimara has 9 hexes and a total population of 45,000 families. While it is a "Duchy" in ACKS terms it is ruled by the corrupt King Balrazar. It has an urban population of 9,000 families, 5,000 of them in Yimara itself, which is a Large City and a Class-II market. It is also a rich realm with highly fertile farmland, with an average land revenue of 8gp.

Khishrom has 9 hexes and a total population of 45,000 families. While it is a "Duchy" in ACKS terms it is ruled by the even-handed King Adyan. It has an urban population of 9,000 families, 4,000 of them in Khishrom itself, which is a City and a Class-III market. It is also relatively rich, with an average land revenue of 7gp, mostly from mining.

Irem has 10 hexes and a total population of 50,000 families. While it is a "Duchy" in ACKS terms it is ruled by the Merchant-Prince Argum. It has an urban population of 10,000 families, 4,500 of them in Irem itself, which is a City and a Class-III market. It is also realtively poor, mostly desert and grazing land, with an average land revenue of 4gp.

Zarnas has 9 hexes and a total population of 45,000 families. While it is a "Duchy" in ACKS terms it is ruled by the Eternal Pharaoh Pilsar IV from his seclusion in the Great Pyramid. It has an urban population of 9,500 families, 4,000 of them in half-dead Zarnas itself, which is a City and a Class-III market. It is also quite rich with an average land revenue of 8gp.

The City of the Crescent Sun has 11 hexes and a total population of 55,000 families. While it is a "Duchy" in ACKS terms it is ruled by the Lizard-Queen Xelana. It has an urban population of 11,000 families, 5,500 of them in The City of the Crescent Sun itself, which is a Large City and a Class-II market. It is also avarage economically, with an average land revenue of 6gp.

The (Chaotic) City of the Sunken Moon has 7 hexes and a total population of 35,000 families. While it is a "Duchy" in ACKS terms it is ruled by the mad Lizard-Sorceress Manatxu. It has an urban population of 7,000 families, 3,500 of them in The City of the Sunken Moon itself, which is a proper City and a Class-III market. It is also moderately rich, with an average land revenue of 7gp.

Cibola has 18 hexes, divided into three districts ("Duchies"), and a total population of 90,000 families. While it is a "Principality" in ACKS terms it is ruled by the High Priestess of Ixchala, Nalana. It has an urban population of 18,000 families, 9,000 of them in Cibola itself, which is a Large City and a Class-II market. It is also fabolously rich, with an average land revenue of 9gp.
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Here is a table of the Chaotic/Chthonic Gods of this setting:



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We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Now on to the languages and naming systems of Barbarian Conqueror King.

Most people in Kanahu speak Kanahi, which replace the "common" language in this setting. It has a written alphabetic system, an innovation which was adopted by the neighbouring lands of Enyom and Queddar and even by the commoners of old Sakkara, as it is far easier to learn and use than the High Sakkaran hieroglyph system. In "metagame" terms, this is similar to Semitic languages, so most place (and person) names should sound Semitic (or at least fitting to the Bronze Age Levant).

The people of Enyom speak the Enyomi tongue, which is closely related to Kanahi; anyone who knows Kanahi can understand simple sentences said in Enyomi on a proficiency roll of 11+ (Intelligence bonus applies) and the other way around. Enyomi uses the Kanahi alphabet. In "metagame" terms, Enyomi names should also be vaguely Mesopotamic.

The humans of Quedar speak Quedari, which is more distantly related to Kanahi and Enyomi and uses the Kanahi alphabet. anyone who knows Kanahi or Enyomi can understand simple sentences said in Quedari on a proficiency roll of 18+ (Intelligence bonus applies) and the other way around. In "metagame" terms, Quedari names should sound vaguely Arabic.

The Gecko-Men of Queddar speak their own language, which sounds like a combination of chirps and clicks. It uses a strange variant of the Sakkaran hieroglyphs for its religious texts, and a variant of the Kanahi alphabet for secular writings.

Sakkara has two languages - High Sakkaran and Low Sakkaran. High Sakkaran is the language of priests, royalty and sorcerers, and many sorcerers in other Human lands use this as well. It uses very complex hieroglyphs, which are difficult to master. Low Sakkaran is spoken by most Sakkaran commoners, and uses the Kanahi alphabet. In "metagame" terms, names in both tongues should sound vaguely Egyptian.

The Lizardmen of Punt, as well as its small Human population, use three languages - the Red Tongue (spoken by priestesses), Green Tongue (used by most Lizardmen) and Blue Tongue (spoken by sorcerers). All three share the same hieroglyph system. In "metagame" terms, Lizardmen names should sound vaguely Mesoamerican.

The Men and Lizardmen of Mala speak Malan, a language distantly related to the Green Tongue. This language has no written equivalent, though the few literate Malans speak and write in the Green Tongue of their neighbours.
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Harat is ruled by Hardun, sometimes called "King Hardun", a Lawful level 10 Lizardman Gladiator.

Yimara is ruled by King Balrazar, a Neutral level 11 Mage.

Khishrom is ruled by King Adyan, a Lawful level 10 Fighter.

Irem is ruled by the Merchant-Prince Argum, a Neutral level 10 Venturer.

Zarnas is ruled by the undead Eternal Pharaoh Pilsar IV, a Chaotic level 10 Sakkaran Ruinguard turned into an intelligent undead creature three centuries ago.

The City of the Crescent Sun is ruled by Lizard-Queen Xelana, a Lawful level 10 Lizardman Warrior.

The City of the Sunken Moon is ruled by Lizard-Sorceress Manatxu, a Chaotic level 10 Lizardman Witch-Doctor.

Cibola is ruled by High Priestess Nalana, a Lawful level 12 Lizardman Priest(ess).
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Calendar and Time
The world upon which Kanahu (and the rest of the lands) exists has two moons: the larger, Yarkhibol, resembling Earth's moon, and the far smaller, Innana, a small, reddish asteroid on a higher orbit. the world's rotation around it's sun, Shapashu, equals exactly twelve rotations of Yarkhibol around the world, each 28 days long; the year, therefore, is 336 days long. Therefore, there are twelve 28-day months in the year, each dedicated, according to Kanahi custom, to a single Lawful deity.

The year, according to Humans, is 3,341 AS (After the Shooting Star, upon which the Humans came), or, according to the Lizardmen, the 4,009th year since their rebellion against the dreaded Serpentmen.



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We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

Here is the Lizardman Gladiator class for this campaign - a modified version of the Thrassian Gladiator using my latest Lizardman racial template:

http://spacecockroach.blogspot.co.il/2013/10/acks-lizardman-gladiator.html
We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

golan2072

We are but a tiny candle flickering against the darkness of our times.

Stellagama Publishing - Visit our Blog, Den of the Lizard King

The Butcher

Kick-ass! Thanks for sharing.

You might want to look into Astonishing Swordsmen & Sorcerers of Hyperborea and/or Realms of Crawling Chaos to supplement the bestiary with ready-made Mythos beasties.