Using what you've got. That's what the Cimmerians do.

NEat intro!
Am I correct in assuming that you have 12 yr. olds as 1st level Barbarians? By the time they are 16 yr. old approximately what level would they be, likewise at 20 yrs old?

It is entirely posible to have an 8th level Cimmerian Barbarian at age 20, right?
 
Spectator said:
NEat intro!
Am I correct in assuming that you have 12 yr. olds as 1st level Barbarians? By the time they are 16 yr. old approximately what level would they be, likewise at 20 yrs old?

Since my players are new to the game, I'm taking the first few game sessions as a mix of roleplaying and learning. The first game session was deisgned to roll stats and teach the d20 skill system. The entire race, the Ras Croi, was designed to show the skill system at work, but I did it in such a way that it's also a story element in the game.

Now, the characters can look back when they were 12 years old and remember how the PC Thrallan made that spectacular jump across the gorge during the last lap of the race when he was exhausted (I used the -6 STR/ -6 DEX exhaustion rules--he made a DC 15 jump...pretty neat). Another player character, Caelis, got to the climb at Crom's Ankle and just couldn't go any farther on the last lap. He just collapsed. And, Branoc became the Ar Grais--the winner of the race but also the "chief lieutenant" so to speak of the "warrior cadets in training".

Next game session, I'm going to advance the time table a year. The boy will be 13 years old. I'll focus on teaching the players the combat system--the basic attack and damage throws, parry and dodge, combat maneuvers, advantages of different kinds of weapons, things like that. I'll also finalize spending the PC skill points--giving the players some time in between games to think about how they want to build their character. Caelis will get to try the Ras Croi again and formally enter training.

In the third game session, the boy will be 14 years old. I'm going to focus on armor, weapon stats, damage, armor piercing, permanent damage, natural healing, Feats, and the rest of the game. All the sessions will be "story oriented" like the first session.

At the fourth game session, we'll skip to the boys being 15 years old. At this point, the first level character has been completed and has all his skills and feat choices. The test to graduating from the Graiis (the warrior cadets) to becoming a warrior for the clan is called the Deasghnath. This is where the warrior goes off by himself and must make a kill of some type. Here, I plan on playing this session alone, individually, with each player--each player will have a different experience, graduating to becoming a warrior.

Our fifth game session will be our first proper game session, as all the players will have complete, 15 year old, 1st level Barbarian charcters--warriors of the Blue Fox Clan. They will have learned the game from the four game sessions that came before. And, they will have established backgrounds for their characters. The first four games will provide memories for the PCs.

Our fifth game session will be where most other gamers start their games.



It is entirely posible to have an 8th level Cimmerian Barbarian at age 20, right?

Quite the opposite, actually. I look at the game as an average character taking a year get earn 1,000 XP. So, a character spends a year at 1st level, then two years at 2nd level, three years at 3rd, and so on.

Under this outlook, an 8th level character would be anywhere from 28-36 years old.

Now, we're talking about the "average" character. Some will move at a faster pace, and some will move slower. I expect the PCs to move faster. For example, they may not spend an entire game year at 1st level as most people do. Maybe they'll only spend 3 mos. at 1st before they attain 2nd. It just depends on their experiences.
 
-- The Temperature In Cimmeria --



Weather is a huge issue in Cimmeria. "If you don't respect it, it could kill you." Finn, you father, has said that to you your entire life. The weather in your homeland tends to always fall within normal parameters--there are few extremes--and those parameters are usually a few degrees above freezing to a maximum of about 65 degrees during the hottest months.

One reason why Conan is pictured so often with just a loincloth, belt, sword, and sandals is that he's hot. He grew up, like you are, in a much colder environment than what the Hyborians are used to.

You just ran the Ras Croi. The date was May 1st. It was an abnormally warm day. You enjoyed 70 degree weather, which was about 12 degrees above what is normal for that time of year.

Take a look at this list below. Remember that you've known these temperatures your whole life. Your body is used to it--climatized. You're also used to lots of rain, lots of wind, lots of cloudy, overcast days in the summer, and cold, snowy overcast days in the winter.

January
•Minimum Temperature 37 °F
•Maximum Temperature 46 °F

February
•Minimum Temperature 37 °F
•Maximum Temperature 46 °F

March
•Minimum Temperature 38 °F
•Maximum Temperature 49 °F

April
•Minimum Temperature 40 °F
•Maximum Temperature 53 °F

May
•Minimum Temperature 44 °F
•Maximum Temperature 58 °F

June
•Minimum Temperature 49 °F
•Maximum Temperature 63 °F

July
•Minimum Temperature 53 °F
•Maximum Temperature 66 °F

August
•Minimum Temperature 52 °F
•Maximum Temperature 65 °F

September
•Minimum Temperature 49 °F
•Maximum Temperature 62 °F

October
•Minimum Temperature 46 °F
•Maximum Temperature 57 °F

November
•Minimum Temperature 40 °F
•Maximum Temperature 50 °F

December
•Minimum Temperature 38 °F
•Maximum Temperature 47 °F
 
-- The Beltain --



The festival you and your family just celebrated is called the Beltain. The Cimmerian year is divided into four main parts, based on the farming and hunting cycle. Each season is marked by a festival.

On May 1st, the First Day of Summer is celebrated during a time called the Beltain. This is the most lively festival of the year--which makes a lot of sense, right? The people of a cold climate celebrating the beginning days of the warm season?

The Beltain is marked by the appearance of the first May blossoms amongst the twisted branches and shoots of Cimmerian trees. This is a time of fertility and partnerships. Many alliances are declared during the Beltain, including the politics of marriage, as many Cimmerian marriages are arranged. New couples proclaim their love for each other during this festival. Clan chieftains take stock of what prosper and problem alliances will bring for the year ahead. Animals are transferred from winter to summer pastures.

The Beltain is also a time for ritual. The Ras Croi is run--the test to determine which of the young clansmen are physically mature enough to begin the rigorous warrior training. And, any animals owned by the Clan are driven between the Beltain Fires to cleanse them of evil spirits.
 
Correction, Spectator, on what I said in response to your comment above.

Supplement Four said:
Spectator said:
NEat intro!
Am I correct in assuming that you have 12 yr. olds as 1st level Barbarians? By the time they are 16 yr. old approximately what level would they be, likewise at 20 yrs old?


Under this outlook, an 8th level character would be anywhere from 28-36 years old.

I forgot to add in his childhood years. An 8th level character in my campaign will have 28-36 years of experience, and he'd be somewhere between 43 and 51 years old, on average.
 
I much prefer the earlier age range, than the latter, try telling a fifteen year old kid that in 28 years he'll be only a purple belt (hypothetical and completely wild conversion of 8th level) and he'll need to be about 74 years before he gets his black belt/ 20th level.
That kid will flip you off.
 
Spectator said:
I much prefer the earlier age range, than the latter, try telling a fifteen year old kid that in 28 years he'll be only a purple belt (hypothetical and completely wild conversion of 8th level) and he'll need to be about 74 years before he gets his black belt/ 20th level.
That kid will flip you off.

In the rule book, (2E anyway), it states that most people in the game universe are 10th level and below. Characters can go their whole careers and never meet anyone over 12th level. The very high levels are reserved for the Great and Near Great--incredibly powerful necromancers, the 15th level knight who became a king, the 17th swordsman who is rumored to be the best that has ever existed and his name will become myth.

If you consider the game world through that perspective, the ages I cited make a lot of sense.

Most people never make it to 20th level. Anything over level 10 is something to talk about.
 
-- Counting Stones --



The Blue Fox Clan is the absolute youngest Cimmerian clan in existence. While the histories of most clans go back a hundred and hundreds of years, your clan was founded but two decades ago, just eight years before your birth. But during those years twenty, your clan has also grown to be one of the largest clans in all the Cimmerian lands.

The key to the rapid growth of the Urrogh is found in its origin as an offshoot of the Grath Clan. As the Foxmen and Seven Stones prosper, while the fate of the Grath declines, Grath families continue to join the Urrogh.

At the last counting of the stones, The Blue Foxmen totaled 336 clansmen. Though, not all of these live in Seven Stones Ridge. Many of the recent Grath converts have continued the Grath tradition of maintaining one or two family homesteads in the Foxmen territory. Urrogh warriors consistently patrol the trails through the clan lands and protect their clansmen who do not live in the Foxmen's only town, Seven Stones.



The Blue Fox Clan

336 Foxmen make up the entire clan. There are a total of 24 families, and the average family size is 14 clansmen.

151 are children between the ages of 0-14. 74 are male. 77 are female.

118 are warrior age between 15-30. 53 are male. 65 are female.

60 are elder age between 31-60. 24 are male. 36 are female.

7 are twilight age at 61+. 3 are male. 4 are female.



Your family, the Duncohrs, include one of the twilight clansmen, your grandfather, Fion. And, the Seven Stones Oracle, Rutcrana, is one of the twilight women.



140 clansmen live in Seven Stones Ridge. This is 10 of the total of 24 families.

63 are children aged 0-14. Of these, 30 are male and 33 are female.

49 are warrior age 15-30. 22 are male. 27 are female.

25 are elder age 31-60. 10 are male. 15 are female.

3 are in their twilight years age 61+. 2 are male. 1 is female.



Note that you are one of the 63 children living in Seven Stones Ridge, but in three years, you will be of warrior age.

Your family, the Duncohrs, comprise the majority of the 10 male elders in the town. Seven Stones Ridge is a young town. Most of the craftsmen are aged 30 or younger (which is understandable for a new clan--the young are more forgiving of change than are the elders who have lived with tradition their entire lives).

Your grandfather, Fionn, is one of the two male clanmen in their twilight years. Rutcrana, the Oracle, is the only female in town living in her twilight years.



196 Urrogh live outside Seven Stones, in one and two family homesteads. This is a total of 14 families.

88 are children age 0-14. 43 are male. 45 are female.

69 are of warrior age 15-30. 31 are male. 38 are female.

35 are of elder age 31-60. 14 are male. 21 are female.

4 are of twilight age at 61+. 2 are male. 2 are female.



Note that the Blue Fox Clan can field a force of 53 warriors. If needed, an additional 24 elder warriors can be called upon to swell the ranks to a total of 77 warriors.
 
The numbers are "round", rule of thumb guesses. The Cimmerians don't take a census, but since everyone knows every body (we're only talking about just over 300 people), it's easy to count the total population of the Blue Fox Clan.

If you study the numbers, they'll reveal things to you about the clan. Look at the population of Seven Stones. Most of the craftsmen in your town are age 30 or younger. Seven Stones is a pretty "young" town, which makes sense: Your clan has only been around for 20 years, and it's grown from the much older Grath clan. The Grath who have broken with tradition and switched allegiance to the Blue Foxes are typically young Cimmerians. Young minds are more accepting of change than older ones who have lived with tradition their entire lives.

Also note the fighting force that your clan can field. At 336 clansmen, your clan is one of the bigger clans in Cimmeria. That number includes everybody, though--babies, women, grandparents, the infirm and those unable to fight. When on the battlefield, your clan fields 53 warriors. If needed, another 24 elders can be added to count your maximum number of warriors at a total of 77.

Now, that's a total of 77 warriors possible. In a crisis, Finn wouldn't field his entire force. He'd keep a reserve, and he'd keep an element behind to protect Seven Stones (after having the homesteaders brought in to stay in the town where its easier to protect them). 24 of the 77 total are elders (including Finn, himself), who are the clan's leaders. But, Cimmerian leaders aren't the type to stay behind the force and lead from a strategic position. The elders fight out front with the warriors.

Another thing you can learn about the clan is their age classifications. If you're between the age of 0-14, then you're considered a child. This is where the PCs are at the moment (but, once they finish training, they'll be warriors at age 15). Age 15-30 is considered warrior age, and this includes women, though the majority of the women aren't true warriors. Drachena is unique. But, it is a warrior based society. And, Finn will use the women to fight if times get desperate. Using the women means he more than double his force (but with women, who aren't trained like the men, and aren't physically as strong).

Age 31-60 is considered "elder" age. By this time in life, a clansman has lived long enough and experienced enough to have gained wisdom with his words. A Blue Fox chief must be at least 31 years old to obtain the position, though the tradition is new. There have only been two chiefs in the history of the clan. It is not impossible--just unlikely--that a warrior become chief.

Age 61+ is considered the twilight of life. If able, these people act as advisors to the elders, but with no true power except their influence (which can be considerable since the clan's political structure is family based).

Remember, one can refer to your clan in a number of ways: The Blue Fox Clan; The Foxmen; The Urrogh.





EDIT: Remember, too, that you can guess the average level of an NPC by looking at their age. Warrior age is 15-30 years old. That means that, on average, the highest level warriors have 15 years experience.

What does that translate to? Warriors range in level from 1-6.

An elder would range in level from 6-10.

So...your clan has 53 warriors in the level 1-6 range, plus another 24 warriors in the 6-10 range.
 
-- Warriors --



The Blue Fox Clan can currently field 53 warriors.

07 - 1st level warriors
15 - 2nd level warriors
03 - 3rd level warriors
13 - 4th level warriors
05 - 5th level warriors
10 - 6th level warriors (age 30 or below)



In additon, the Urrogh can field an additonal 24 elders.

18 - 6th level warriors (age 31-60)
03 - 7th level warriors (Eanbotha)
01 - 8th level warrior (Finn)
01 - 9th level warrior
01 - 10th level warrior


Note that not quite half of the Blue Fox warriors are 6th level characters (28 of the 77 total). These are the veterans of the Grath Separation 20 years ago.
 
-- Order of Battle --


War Chief Eanbotha organizes his main force of 53 warriors in the traditional Cimmerian way--into two warbands consisting of 27 warriors each. 27 + 27 + Ean = 53.

Every man in the clan is expected to be a warrior, and Ean's two war bands are comprised, mainly, of those warriors between the ages of 15 and 30. At least one elder accompanies a war band when it leaves the town. Most often than not, this elder is Ean, but sometimes another elder will go in Ean's place or lead the second warband.

Most often, the second elder, besides Ean, is a clansman named Bec. At 32, Bec is one of the clan's youngest elders. Twenty years ago, Bec ran the first Ras Croi around Seven Stones and became the first Ar Grais. The tree that stretches across the shallow gorge in the race is named for him, as it is called "Bec's Bridge".

Though every man of warrior age (15-30) and most elders (age 31-60) are considered to be Clan warriors, almost none are full time warriors. Most all have a vocation--a position among the clan providing goods and services. It is how they make their living. Eanbotha, as war chief, is the only full-time warrior in the entire clan. He does not practice another trade (though he is a skilled hunter). The clan uses an honorary tax system (you give what you can) in order to support the war chief. Ean still hunts, too, while out in the wild.

Unless some crisis doesn't permit it, Ean rotates the use of his two war bands. A war band will "take the watch", as its called, for about three months, then relinquish the duty to the other war band for a like period. While on watch, a warrior patrols the Clan's territory, its trails and hunting grounds, and protects Seven Stones and the 9 outlying homesteads.

Much cheer is brought to the four seasonal clan festivals as this time is used as the watch change. Thus, a warrior might take the watch just after the Beltain (May 1st), the festival celebrating the 1st Day of Summer. He'll stay on watch through the Lughnasa (July 31st), at which time he is off watch until just after the Samhain celebration (October 31st). Regaining the watch, his duty lasts until just after the Imbolc festivities (Januray 31st), at which time, he's off watch again through the Beltain.

Often, warriors will switch watch by staying on watch for a six month stretch. This is done to alter watch seasons, which can be important so some clansmen, depending on their vocations.

Being on watch does not mean the warrior cannot ply his trade during his time on watch. Ean does not leave Seven Stones undefended, usually keeping 10 on station at Seven stones, 7 keeping touch with the 9 homesteads, and the other 10 patrolling the trails and Clan territory. There is usually plenty of time for a warrior on watch to also work his leather or weave his cloth unless the warrior comes from one of the homesteads--in which case, the warrior is typically away from home for the entire three months.





In sum, at any one time, under normal conditions, there are just 27 warriors protecting and patrolling Seven Stones, the homesteads, and all of the Blue Fox territory. 10 warriors typically stand the watch at Seven Stones. A band of 7 move from homestead to homestead, among the 9 Clan homesteads, keeping in touch with those who live outside the Clanholme. And a patrol of 10 is used to rove the trails and lands of the Blue Fox clan.
 
-- A Common Response --

The inhabitants of Seven Stones Ridge have a common response that they sometimes say when away from clan territory asked about their clanholme.

"Seven Stones is where the Titans bled and the Blue Fox bred. Long may they touch the world through me."

Cimmerians are not literate, believing that the written word is akin to sorcery. They are superstitious of the marks that people leave, understood by complete strangers. But they do occasionally use marks or symbols to communicate information. For example, a Cimmerian is quite suspicious of a rune, but he is also capable of carving three slashes on a tree to warn others that the trail is hazarded by rock slides in a few steps. Cimmerians will sometimes grace a supremely crafted weapon or tattoo themselves with two swirling symbols that communicates the sentiment above.
 
-- Prachaun Grule --

(Praw-con Grool)



Seven, massive, mysterious monoliths. You've known them your entire life. You played around them as a child. You know the story by heart.

In the time before time, the Titans were angry because Crom knew the Secret of Steel and gave it to man. Seven Titans came to punish him, but Crom defeated them all. He planted them in the ground in graves that, seen from above, form the spokes of a wheel. Seven massive stones he drove into the ground at their heads.

On the site of the battleground, your clanholme of Seven Stones Ridge has grown. The nearby ten foot ridge is known as Crom's Ankle, thought to be where Crom stood when he slew the last of the Titans--Crom's foot made an impression on the ground that sunk all the way to his ankle.

Either through a true mystic connection to the standing stones or simply the existence of several freshwater springs in the area (runoff from the Eiglopians), the people of Clan Urrogh tend to be larger and well-muscled, even in comparison to other Cimmerians. The clan's story singers claim that the Urrogh get their might from the titan's blood in the soil, but most outsiders believe that it might simply be the existence of wells and water to grow vegetables and raise small livestock.

The Prachaun Grule is the namesake and drawing point to the entire Seven Stones community. These 40 to 45 foot tall slabs of engraved granite are the roots of the town as much as Clan Urrogh is. Each stone is named for one of the Titans that Crom buried beneath it. They are named Thrallan, Padranag, Caelis, Foilloch, Daollcohr, Huogh, and Silaigne. It is said by storytellers that these magical words were carved into the tops of each stone when the Cimmerians first came to settle the area.

Generations have passed, both Grath and now Urrogh, and the engravings are weathered and worn away, almost to a point of being undistinguishable. Even so, every member of the Seven Stones who can speak knows the names of the seven stones and which titan their family line supposedly takes after.

Fionn Duncohr, in founding Seven Stones Ridge, used the history of the stones to attract the original six families that began the town's growth. Note that the single family line that refused to populate Seven Stones Ridge were the Thrahlls, who claim ancestry to the Titan Thrallan. Some clansmen wonder if Finn named the babe Thrallan, that was found next to the stone that became his namesake, because of the stone or in acknowlegement that the babe was of a lineage foreign to the clan.

Although the stones do not add or detract from the town in any realistic way, the seven stones are a piece of Urrogh heritage protected by the clan. The stones and the town lie in the foothills of the Eiglophian mountains on a plateau that commands a view of the lands south from a 25 foot height. The Field of Chiefs is one day walk south. The place has been a local landmark and attractor of travellers for centuries, long before the founding of Seven Stones Ridge and the Blue Fox Clan, longer even than the birth of the Grath.

Some say that the stones date to the time of Atlantis.
 
-- Idiosyncrasies --



* None of the beds, in any of the homes and buildings of Seven Stones Ridge, sit facing the Seven Stones. When homes are built, orientation and bedrooms are considered with respect to the standing stones. This tradition is also respected when sleeping outdoors.



** The full moon is called the "Titan's Moon", and it's cycle is 28 days. Every 27th day, a wine flask of pig's blood is poured at the foot of each standing stone. Not only is "27" one of the three sacred numbers (along with 3 and 9), but the act symbolizes the titans' blood seeping into the land. This ritual is linked with a woman's menstral cycle, symbolizing the cleansing of the soul and the refertilization of the body and the soil. Only women who have have seen their first blood and are young enough, still receiving their blood, perform this act for the community. If a woman will be recieving her blood exactly on the 28th day, then it is considered a double blessing if she is the one to enact the ritual.

The type of blood used is not specific. That of a horse or a mountain boar could be used as well as a pig. But, blood of enemies (Vanir, Picts, even predatory animals) is not used as it is feared that their blood, used in the ritual, will taint the land and bring dooms among the people of Seven Stones.



*** Standing at 45 feet, the tallest standing stone is Thrallan. Moving to the right of that stone around the circle is the shortest stone, reaching 40 feet, Padrang. Continuing to the right and now almost opposite Thrallan is the 44 foot Caelis stone. Next is Foilloch, at 43 feet. Then the Duncohr family stone, Daollcohr, stands 41 feet. The last two stones, the Huogh and Silaigne stones, stand equally, at 42 feet. Thrallan sits between Padrang to the right and Silaigne to the left, if standing in the center of the stones, looking northeast, into Grath territory.



**** At the edge of town, closest to the standing stones, is one cabin that is left alone. No one in the entire clan will build next to it--they will not allow the building's shadow to rest on theirs. The cabin is called Erabolgh (Ear-ah-bowl), and it is the home of Rutcrana, the Oracle of the Blue Fox clan. The building is exactly 100 paces out of the town proper. If you stand in the exact center of town, a straight line can be drawn from you, to Erabolgh, then to the prachaun grule--to the southeast, at the edge of the plateau on which the town was built.

Erabolgh is a ragged building surrounded by a weathered pinewood fence. It is adorned in fetishes, carcasses and strange objects, most of which are painted, pierced or tied in uniue and interesting ways. This building is a terrifying and secretive place that most Seven Stones residents avoid looking at directly.

On one of the few Cimmerian warm nights, not so long ago, Thrallan, Caelis, and Branoc slept in Erabolgh's shadow. As boys will do, they were dareing each other to see who could sleep the night so close to the Oracle. The three brothers found bravery together, and all three laid their heads to spend the night, and once asleep, all three were awakened with nightmares that they cannot remember--only knowing that they had experienced the most frightening dreams they'd ever had.

None of the three made it through the night. When they returned to their own beds in the Duncohr home near the forge at the center of town, each had thought he'd spent most of the night in Erabolgh's shadow. They were surprised to realize it had been less than an hour.

In fact, it was only 27 minutes.
 
-- Grulklim --



The Grulklim is a ritual that a Blue Fox clansman may attempt in a personal challenge to himself. Those who succeed are admired by the entire clan. A person who wins the grulklim wins for himself a sense of self-worth and inner peace. This is the closest Cimmerians get to attaining a higher level of mind and body.

In front of the entire town, and many times with most of the clan as witness, the clansman will strip naked and climb one of the standing stones of his choosing. If the clansman is a member of one of the town's six original founding families, then often he will choose to climb the stone of his family's namesake. Other clan members climb any of the seven stones for various reasons, but the Thrallan stone is climbed most often because it is tallest.

The clansman climbs naked, as the rock is naked, with a knife, dagger, or similar tool clenched between his teeth. The climb, in such a manner is quite a delicate procedure.

Use the standard climbing rules to conduct the Grulklim. A number of climbing checks is required based on the climber's climb rate. It's a DC 27 to climb any of the stones. (If the climber has Speed 30, it takes 6 checks to reach the top of Thrallan, Caelis, Foilloch, Silaigne, or Huogh. It takes 5 checks to reach the top of Daollcohr or Padrang.)

Once at the top, the climber uses the tool he had clenched in his teeth to chip out a small piece of the stone--usually about the size of the thumb to the first joint--then climbs back down.

The stone chip is then proffered to the Clan Elder, who uses a sharp edge on the stone to cut two diagonal lines pierced by a vertical line on the climber's body. The two diagonal lines symbolize life's challenges while the vertical line represents the victor who has conquered all obstacles laid before him.

Where this cut is made is entirely up to the climber. Climbers who have conquered the Grulklim will have the cuts made on his chest or cheek. The marking is an honor testament to skill, persistence, and endurance. Cimmerians are not apt to boast, though. Most often, the cuts are made on the climber's forearm or shoulder.

The climber keeps the stone, most often wearing it on a leather thong around his neck or using it as a charm that hangs from a favored weapon. The stone, itself, is referred to as a "grulklim". Thus, if a climber conquered Thrallan's stone, the necklace made from the retrieved stone would be called "Thrallan's Grulklim".

Those that have conquered the Grulklim are as revered among the Cimmerians as are Games Athletes among the Hyborians. It is not unusual for Cimmerians from other clans to come to Seven Stones Ridge to attempt the challenge. Even if a bloodfeud exists between the Urrogh and the climber, a temporary truce is respected to allow the Cimmerian his chance at obtaining the Grulklim.
 
-- Knowledge (Cimmerian Blue Fox) --



The town of Seven Stones Ridge lays in the southern foothills of the Eiglophian mountains in central Cimmeria. The town is about a day's walk north of the Field of Chiefs. It is built upon a 25 foot rise with a commanding view of the southern plain.

The Cimmerian Blue Fox lives in dens throughout the area, and there is a large communal warren at the bottom of the plateau's ridge. If you walk to the ridge at dawn or dusk, and look south, you will usually see several blue-black foxes playing and frolicking in the undergrowth and foliage on the plain below. The foxes hunt down toads and insects for their meals.

The urro (Cimmerian word for "blue fox") are a frequent sight in the highlands. They are clever, agile, and ferocious when cornered. Your clan found its name during the Separation with the Grath. The warriors from Seven Stones were outnumbered, but they used the terrain to their advantage, employing clever tactics, lead by your grandfather, Fionn. The Grath began to refer to their opponents as "urro" or "Foxmen," because of the way the Seven Stone warriors were winning battles (and probably reminded of the animals due to their density in the area). The Cimmerian Blue Fox is thought to be extremely lucky. Many of the encounters between the Seven Stones clansmen and the Grath resulted in surprising upsets for the Grath. Adopting the Blue Fox as the Seven Stones totem animal seem appropriate.

To the trained eye, the blue fox can be a resource as much as it is a legend to the Urrogh Clan. The animals can be used to predict the weather. It's not sorcery! No. It's man completely understanding an important animal. One trained in how to interpret the blue fox can also use the animals to detect threats in the immediate area. Often, the foxes will know of predators, even the "human" variety, long before discovery by a clansman.

If you want your character to gain the ability to read the blue foxes, then you must put at least one skill point into a skill called: Knowledge (Cimmerian Blue Fox). This is a trained skill, so without training, the skill follows the usual rules where a maximum of 10 can be rolled on a skill check.
 
-- Lughnasa --

Pronounced: Loo-nah-sah



The Beltain is the most lively festival of the year, celebrated over three days. It's when the Ras Croi is run. Three months later, the Cimmerians celebrate a single day, called the Lughnasa (takes place on July 31st). This is a time of thankfulness. A feast is prepared by all members of the town, and everyone sits down to eat together. In those clans where agriculture is practiced, this day is called Harvest Home, marking the last load coming in from the fields.

In Seven Stones, the day is one of thanks and appreciation for the ways the clan has prospered, or just survived, over the last year. At this time of the year, the days are beginning to darken, heralding the coming of winter. The town Elders plan for the upcoming hard months, ensuring that enough is stored to feed the clan and keep everyone warm during the snows that will inevitably fall.
 
-- House Rule: Dynamic Attack & Defense --



In place of the usual Static Attack & Defense method used in the vanilla game, where the attack throw is matched to a static defense number, this game will use a dynamic defense number rolled on a d20.

If you think of defense in the Conan RPG, it's akin to "Taking Ten" on the defense roll. In this campaign, if you parry or dodge a blow, simply roll a d20 and add modifiers (that same way you would if you were adding modifiers to a static number of "10").



Attack Throw
Natural 20* = Critical Threat

Natural 1 = Miss even if Attack Throw, with modifiers, is higher than Defense Throw.



Defense Throw
Natural 20 = Block or Dodge even if Attack Throw is higher than Defense Throw.

Natural 1 = Consult the Permament Damage Chart^



* - This number can be lower, depending on the weapon.
^ - This chart located in The Warrior's Companion.
 
-- CHARACTER CREATION --



This Campaign will use the default Conan RPG method for rolling abilties: Roll 4d6, drop lowest, for each stat.

Each ability is rolled in order. Arrangement to the player's taste is not allowed.

Destiny Test: The player is allowed to throw a single Test of Fate at this point during character creation. If successful, the player may arrange the character's six abilities to taste. Only one Test can be made, so if the Test is not successful, the character's abilities remain as rolled.







Test of Fate = d20 + CHR Mod + Fate Points.

The number of Fate Points acts as if they were the character's rank in a typical skill throw. Roll vs. DC 10. Each Test costs 1 point. On any allowed successive Tests, increase the DC by +5.



As an alternative to the single Test of Fate allowed after character stats are thrown, the player may make a Test, and if successful, re-roll a single characteristic using 4d6, take highest 3 dice. Note that this method allows a single stat to be re-thrown but no arrangement to taste is allowed. Up to three Tests can be made (as much as beginning Fate Points will allow), where each success allows the player to re-throw a stat of his chosing and use the higher of throws.

For example, a player throws 7 - 9 - 14 - 11 - 16 - 10. He can make a single Test of Fate, and if successful, re-arrange the six numbers to taste, assigning the characteristics as he sees fit. This is the first option above.

Or, he may choose to just re-throw his STR 7 to see if he can score higher. He can attempt three Tests this way, attempting to change three different characteristics or (any combintion) the same characteristic three times--always picking the highest number from the new or old throws. The price paid is starting the game with a lower number of Fate Points.
 
One thing I have never in my entire life understood is why people like random stat generation. Its just one of those areas where I have no point of contact with the other person. Wierd feeling.
 
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