Wilderlands of High Fantasy conversion for Barbarians of Lemuria

I’m a big fan of Simon Washbourne’s Barbarians of Lemuria roleplaying game. It’s a great, light system for fantasy adventure. I’m also a big fan of the Judges Guild Wilderlands of High Fantasy setting, which is, to me, the standout achievement of early Dungeons & Dragons game design.1

A while back, I was planning a play-by-post campaign in the Wilderlands, and I wanted to use BoL. So I worked out the various Wilderlands national origins in BoL format. Here they are.

Alryan

The city folk of the large cities of the northern Wilderlands, such as the City State of the Invincible Overlord, Warwik and Modron.

Boons:

  • Keen Eyesight: Whenever you make a mind check to perceive something using your eyesight, you may roll one extra die.
  • Etiquette: You gain an extra die on any task where good form is important.

Flaw:

  • City dweller: Roll an extra die in situations to do with outdoor survival.

Antillian

Antillians, centered on the city of Antil, are cunning and disarmingly vicious. Antillians are terrifying merchants, willing and able to swindle at the drop of a copper; they are also a proud people, and they have taken the tradition of vendetta to hitherto unknown heights. They’re also sexist pricks.

Boons:

  • Bluff: Roll an extra die when trying to persuade someone of a dubious claim.
  • Sneaky: Roll an extra die where stealth is important.

Flaw:

  • Gender Bias: Roll an extra die when attempting to socialize with females. (This can apply to female characters as well, since the patriarchy can potentially fuck up the socialization of women, as well.)

Common Avalonian

The common humans in the city of Valon. They have an affinity for the sea and ice.

Boons:

  • Born sailor: When dealing with ships or carrying out physical activities on board ship (other than fighting), you may roll an extra die.
  • Power of the Arcane: You have two extra Arcane Power.

Flaws:

  • Missing Eye or Ear: Roll an extra die whenever the GM feels it is appropriate to the situation.
  • Missing Limb: Roll an extra die whenever the GM feels the situation is appropriate.

Common Orichalcan

There are few of these folk left, as most people with Orichalcan blood have been hunted down by the Altanians. Most that still exist either live in isolated communities (such as the Moonraker Moor Folk or the Roglo River Folk) or live in areas where they are not persecuted.

Boons:

  • Power of the Arcane: You have two extra Arcane Power.
  • Dragon’s Hide: You have slightly scaly skin, which gives you one point of protection from damage, even when not wearing armour.

Flaw:

  • Racism: Roll an extra die when attempting to socialize with characters of other races.

Common Viridian

Common Viridians are the basal population of the cities, towns and villages surrounding the Falling Empire of Viridistan.

Boons:

  • Learned: When recalling a fact from your area of specialty, you use an extra die.
  • Attractive: Roll an extra die in situations where good looks might be important.

Flaw:

  • City dweller: Roll an extra die in situations to do with outdoor survival.

Dunael

Dunael Woods-Folk originated in Dearthwood, where most can still be found, locked in eternal struggle against the Warriors of the Purple Claw.

Boons:

  • Forest Tracker: When tracking creatures or people in a forest environment, use an extra die.
  • Keen Scent: Whenever you make a mind check to perceive something using your sense of smell, you may roll one extra die.

Flaw:

  • Landlubber: Roll an extra die on activities whilst at sea.

Gishmesh

The Gishmesh are the people of the City State of Tarantis and the surrounding lands.

Boons:

  • Born sailor: When dealing with ships or carrying out physical activities on board ship (other than fighting), you may roll an extra die.
  • Great Wealth: Roll an extra die on any attempt to obtain any goods, services or items you need whilst in your home city.

Flaw:

  • Untrustworthy: Roll an extra die when the situation calls for someone to believe or trust you.

Skandik

The Skandik Sea Wolves are a water-loving people. They are ritually birthed in the water and spend most of their youth learning the ways of the sea.

Boons:

  • Born sailor: When dealing with ships or carrying out physical activities on board ship (other than fighting), you may roll an extra die.
  • Sea Tracker: When tracking creatures or people at sea, use an extra die.

Flaw:

  • Distrust of Sorcery: When dealing with wizards and alchemists, roll an extra die.

Karakhan

Known as Horse Lords, Karakhan are the people of the far-off Kingdom of Karak to the east.

Boons:

  • Beast Friend: Whenever dealing with animals, roll an extra die.
  • Steppe Tracker: When tracking creatures or people in a steppe environment, use an extra die.

Flaw:

  • Feels the Heat: Roll an extra die for any tasks undertaken in a hot desert environment.

Tharbrian

Tharbrians are eternal nomads of the central Wilderlands, having migrated into the Wilderlands from the far West.

Boons:

  • Tharbrian Saber: If using a Tharbrian saber, roll an extra die.
  • Fearsome Looks: Use an extra die whenever you are trying to force somebody to give you information or do something they don’t want to do.

Flaw:

  • Illiterate: You cannot read or write and you cannot choose a career with literacy as a requirement.

Altanian

The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis.

Boons:

  • Beast Friend: Whenever dealing with animals, roll an extra die.
  • Jungle Tracker: When tracking creatures or people in a jungle environment, use an extra die.

Flaw:

  • Illiterate: You cannot read or write and you cannot choose a career with literacy as a requirement.

Amazon

In the north, Amazons can be found in their castle near Sea Rune on the Pagan coast north of Ossary. They can also be found in the southern lands in and around the city of Rallu and near Ghinor and the Ament Tundra. Mercenary Amazons can be found in nearly every fighting force in the Wilderlands. Amazon sexism usually prevents males from receiving training with arms, although many are trained in other military capacities.

Boons:

  • Combat Precognition: Roll an extra die when wearing Amazon armor or no armor.
  • Forest Tracker: When tracking creatures or people in a forest environment, use an extra die.

Flaw:

  • Gender Bias: Roll an extra die when attempting to socialize with males. (Again, this Flaw can apply to male characters as well, because I’m an irritating post-modernist.)
  1. Empire of the Petal Throne deserves mention here, too.

2 Responses to “Wilderlands of High Fantasy conversion for Barbarians of Lemuria”

  1. Ben McKenzie

    I’ve never heard of Wilderlands of High Fantasy or Barbarians of Lemuria, but this write up inspires me to learn more! Thanks.

  2. Russell Bailey

    If you can get the Wilderlands boxed set that White Wolf did with Necromancer a few years ago, I highly recommend it. It’s got tons upon tons upon tons of hex descriptions, many of which could be improvised into an entire session themselves. Plus an actual Frazetta cover.

    Despite the name, the Wilderlands of High Fantasy are more sword and sorcery with D&D-isms than what we call “high fantasy” today. The terms were used differently when they were created.

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