Barbarian Conqueror King (Dinosaurs & Sorcery ACKS)

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.

Updated List:

Lawful Human Gods:
Anat: 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

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

Here is my blog post about Lizardmen in this setting:
http://spacecockroach.blogspot.co.il/2013/02/lizardmen-in-barbarian-conqueror-king.html

Areas on the map:
Enyom (rocky badlands to the northwest)
Punt (fertile Lizardman lands in the south)
Mala (jungles southeast of the Lizardman lands)
Kanahu (civilized Human lands in the north)
Sakkara (dead desert empire in the middle)
Queddar (deeper desert away from the Desert River)

Languages:
Kinhan, spoken in Kanahu, uses the Lower Sakkaran alphabet
Common Sakkaran, still spoken in Sakkara, has alphabetic writing
Ancient Sakkaran, used by necromancers and Sakkaran nobles, uses hiroglyphs
Queddari, spoken by nomads on Queddar, uses the Lower Sakkaran alphabet
Lizardman, spoken in Punt and by most Lizardmen, uses pictographs
Serpentine, once used by the Serpentmen and now rare, uses pictographs
Chaos-Tongue, used by various Beastmen & cultists, has no written equivalent

Hmmm… I’ve been tossing around the idea of converting the Wilderlands of High Fantasy (OD&D version) to ACKS, and the centralized settlement pattern is just the right tool, methinks.

This setting sounds awesome! I love sword and sorcery. I love humanocentric settings with hideous ancient races and lost technology. You also clearly draw inspiration from the Mesapotamian myths I do.

 

 

Thanks!

The specific myth I draw upon is the Levantine myth - which is related to the Mesopotamian myth, of course.

Oh, and Sakkara, this setting equivalent of Zahar, is Egyptian-inspired - complete with an obssession with death and afterlife (and undeath) and a lot of tombs to loot (with undead guardians and traps).

I’m thinking about adding some “normal” Earth animals to my Human areas, especially domesticated beasts and some pests (cats, dogs, mice, rats, sheep, goats, cattle and horses). They probably came with the Humans when they “fell upon a shooting star”. Native fauna of this world is reptilian and/or insectile, though… And almost all predators, except for cats and feral dogs are reptilian or insectile.

Given that your setting is based on Levantine myth and your handle is Golan, can I safely guess you live in Israel somewhere?...

Yes, I do, in Rehovot (20 minutes by train from Tel-Aviv).

Ah, cool! As an undergraduate I studied military history with a lot of work on the Arab-Israeli Wars. My senior project was a wargame to assess what would happen if Israel abandoned the Golan Heights and was invaded. I've always wanted to get out and see the land for real, but haven't quite managed to do so...

 

What did your war game turned out?

I have decided, for the sake of flavour - no mammals except for Humans and Cats, There rest were killed when the Shooting Star crashed…

As someone interested in history (and probably archaeology), you should definitely visit Israel. So many archaeological and historical sites to visit, dating from the Stone Age to modern times. Even better, you might want to combine this with a tour of Jordan and Egypt (political situation permitting, of course) as well for more archaeology. Or send in some of the ACKS artists for some inspiration.

Here is the Lizardman Hunter class I made using the Companion:

http://spacecockroach.blogspot.co.il/2013/02/barbarian-conqueror-king-lizardman.html

Here is the Campaign map for Barbarian Conqueror King:
http://spacecockroach.blogspot.co.il/2013/02/barbarian-conqueror-king-campaign-map.html

Greatly updated map:

http://spacecockroach.blogspot.co.il/2013/02/barbarian-conqueror-king-updated.html

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.

Dinosaurs and their kin (as well as insects) replace mammals (except for humans, that is) both as wild beasts and domesticated enemies. Dinosaur Riders! Triceratops egg omletes! Random encounter with a T-Rex!
Great minds think alike! I’ve been cooking on exactly this for a while (I worked with pen & paper though, hope I can find my books).

I’ve definitely gone with tropical utopia, I’ve drawn a world map that I’ve zoomed in and zoomed in (I used the Hexbooks from Albatross Press).
It’s just the local place that’s tropical, not necessarily the whole world.
The name of the continent is Selte’azda, which means in the local language “Dwelling of the Terrible Ones”.

The time line is that first, dinos lived there.
Then, just a hundred or two hundred years ago, humans came along and quickly settled along the coast line — so right off the bat we have a strip of civilization with wilderness to the west and oceans with weird islands to the east.
Then a few decades ago weird things started leaking in a la The House on the Borderland (the old novel, not B2).

I’ve changed the alignments from lawful v. chaotic to instead be alignments with one or the other of the two clashing dimensions — humans, plants, dinosaurs from this vs demons and orcs (in the style of HotB) from the other.

There are ancient ruins and buildings in two ways—perhaps some old dinosaur civilizations, but also that ruins and buildings have warped over from across the Border.
As for technology, the only things I’ve got for sure is that I want to put some flickering bulbsand fluerencent tubes in some of the dungeons, and have some tile floors and busted-up radiators there. I imagine that cross the Border there is access to all worlds and technologies.

I’ve got my economy more or less done (again, it’s in a paper book), what I miss is dinosaur stats (I have GURPS Dinosaurs but I couldn’t convert them easily since I only have a little experience with the well-known family of games that ACKS belong to) and also lairs for all types of monsters.

Maybe what would be most helpful for me would be a small flowchart on how to make lairs for the ACKS book’s monsters .

It was hard to map out the realm and understand the economy chapter in ACKS. I wish it had been more of a step-by-step instruction—but I did understand it finally so now that part is done.