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swords, sorcery, and weird science-fantasy

hy pe RB Or Ea ®

VOLUME II:
referee’s Manual
by Jeffrey P. Talanian
®

Swords, Sorcery, and Weird Science-Fantasy

HYPERBOREA VOL. II:


REFEREE’S MANUAL
by Jeffrey P. Talanian

WWW.HYPERBOREA.TV
HYPERBOREA

CREDITS
Text: Jeffrey P. Talanian
Editing: George Sedgwick
Cover Art: Charles Lang
Colour Plate Art: Charles Lang, David O. Miller,
Peter Mullen, Val Semeiks (with Daisey Bingham)
Interior Art: Ian Baggley, Johnathan Bingham, Mick Fernette, Jim Forzese, David Hoskins,
Charles Lang, Peter Mullen, Diogo Nogueira, Russ Nicholson, Joseph Salvador, Glynn Seal,
Val Semeiks, Jason Sholtis, Logan Talanian, Skye Talanian, Del Teigeler, Mike Tenebrae
Cartography: Glynn Seal
Alternative “Metal” Logo: turnedmetal.com
Layout: Jeffrey P. Talanian
Indexing and Final Proofreading: Ben Ball
Play-Testing: Dan Berube, Dennis Bretton,
John Cammarata, Jonas Carlson, Don Manning, Mark Merida

ACKNOWLEDGEMENTS
The milieux of HYPERBOREA® are inspired by the fantastic literature of Robert E. Howard, H.P.
Lovecraft, and Clark Ashton Smith. Other inspirational authors include Edgar Rice Burroughs, Fritz
Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. HYPERBOREA
rules and conventions are informed by the original 1974 fantasy wargame and miniatures campaign
rules as conceived by E. Gary Gygax and Dave Arneson.

This game has enjoyed contributions and ideas from a variety of gaming peers. Association was
brief with some of these contributors, while with others it remains constant to this day. Nonetheless,
I appreciate them each and all for having a role in this game’s legacy: Ian Baggley, Ben Ball, Tim
Callahan, Chainsaw, Colin Chapman, Antonio Eleuteri, Rich Franks, Michael Haskell, Morgan Hazel,
Joe Maccarrone, Benoist Poiré, David Prata, Joseph Salvador, Matthew J. Stanham, and Corey Walden.

DEDICATION
Dedicated to John Eric Holmes, whose revision of Gary Gygax and Dave Arneson’s original fantasy role-
playing game laid the foundation for my humble start in this wonderful hobby. Holmes Basic was the first
game that I used to run campaigns of heroic adventure for the other neighborhood kids. In that box (gorgeous-
ly painted by David Sutherland) I found a glittering prize: polyhedral dice, a rules book, and Gary’s “Keep on
the Borderlands” adventure module. Together, these resources opened my mind to fantastic worlds of imagina-
tion previously undreamed of. Whenever I find myself bogged down by the complexity of tabletop game design,
I return to this reliable and trusted resource, which never fails to ground my sensibilities and spark my creativity.

Special thanks to Erica Talanian for her love and support. J.E.H. 1930–2010

TABLE OF CONTENTS
Chapter 10: Introduction 4
Chapter 11: Refereeing 8
Chapter 12: Bestiary 18
Chapter 13: Treasure 150
Chapter 14: Gazetteer 222
Appendix 285
Index 303

2 NWA302 ISBN 978-1-7335414-4-2 | © 2022 North Wind Adventures, LLC


Volume II: Referee’s Manual

HYPERBOREA is a registered trademark of North Wind Adventures, LLC | Made in the USA 3
HYPERBOREA

Hyperborea is a “micro-setting”; i.e., it is of limited ge-

chapter 10 ography. It is designed for use on its own or in conjunc-


tion with another setting of the referee’s choice; indeed,
Hyperborea might be just beyond the North Wind of
any campaign setting, published or home-brewed. When
adventurers cross the veil that is the North Wind, the
traits of Hyperborea manifest: a giant red sun clinging
to the horizon, two moons, falls at the edge of the sea,
and so forth. For those adventures that do not begin in
Hyperborea, some means of admittance must be estab-
lished. Consider the following suggestions:

INTRODUCTION ‘ A sea vessel on an arctic voyage crosses the


fabled North Wind, which sweeps the adventur-
ers to far-flung Hyperborea.
BEYOND THE NORTH WIND ‘ In a blizzard-swept mountain pass, the adven-
turers enter a mystical portal and emerge in
“Of the fairest glories that mortals may attain,
Hyperborea.
to him is given to sail to the furthest bound.
‘ A weird and seemingly sentient aurora is
Yet neither ship nor marching feet may find
encountered. Its green and vermillion streamers
the wondrous way to the gatherings of
descend on the adventurers and transport them
the Hyperborean people.” —Pindar
to Hyperborea.
Hyperborea is a Late Middle English term derived ‘ In the nameless depths of a mad wizard’s castle
from the Late Latin hyperboreanus, which in turn and dungeon complex, an artefact teleports the
arose from the Greek huperboreos: huper (“be- seekers to Hyperborea.
yond”) and boreas (“north wind”); quite literally it However you choose to build your version of Hyper-
means “Beyond the North Wind.” According to the borea is your prerogative. You can draw from whatever
ancient Greek religion, the Hyperboreans were a resources inspire you most, working with and expand-
mythical race who lived 1,000 years and worshipped ing the framework established herein. Indeed, you are
Apollo and Artemis. They were noted by Herodo- the architect of the game.
tus in the fifth century BC (although the “Father
of History” cites earlier sources, including Hesiod
and Homer). The Hyperboreans were reputed to ARCHITECT OF THE GAME
dwell “beyond the north wind” in a paradisal land
of sunshine and plenty. Refereeing a game of HYPERBOREA can be a labour
of love: challenging, time-consuming, and requiring
The Hyperborea of this game is inspired by the old careful preparation. However, the rewards can exceed
Greek myths and legends, but perhaps more so by the effort, because the scenarios that you develop for
the weird and fantastic fiction of Robert E. Howard, game play—whether they be published or created by
H.P. Lovecraft, and Clark Ashton Smith; the works you—can facilitate terrific fun and memorable experi-
of Edgar Rice Burroughs, Fritz Leiber, Abraham ences for all the game’s participants.
Merritt, Michael Moorcock, Jack Vance, Karl
Edward Wagner, and others have informed the The rules and guidelines presented in HYPERBOREA
author’s way of thinking. Equally inspirational is are intended to supply a foundation from which you are
the brilliant synergetic medley of myths, legends, encouraged to build and maintain entertaining milieux.
beasts, monsters, artefacts, and fantastic milieux Modifications to rules and procedures are welcome,
masterfully assembled under the direction of though should be exercised with consideration. HY-
E. Gary Gygax. Drawing from these PERBOREA is derived from rules and methods origi-
and other muses, the Hyperborea nally conceived by Gary Gygax and Dave Arneson, the
setting sprang to life, a pastiche progenitors of fantasy role-playing games (and later
intended to provide an entertain- “advanced” by Gygax et al). This game does not seek
ing experience for fellow gaming to “clone” the original or advanced systems devised
enthusiasts..
enthusiasts

4
Volume II: Referee’s Manual

by those gentlemen,
gentlemen, but it is informed and inspired of finding out who is responsible for the
by traditional procedures that have withstood the test poisoning of certain important NPC person-
of time. So, although it is within the purview of the ages at the town’s local beer hall. As referee,
referee to edit, create, or eliminate rules, we merely you have prepared for them to interrogate local
suggest you do so with care. personalities, maybe stake out the location, perhaps
investigate whether any kegs are being brought in by
Preparing a HYPERBOREA campaign is the refer- some new vendor, and determine if anyone new or sus-
ee’s responsibility. You may use graph paper to draw picious is working at the beer hall. But lo, your players!
dungeon and/or wilderness maps and key them with Instead of attempting any of these reasonable actions,
monsters and treasures, tricks and traps, as well as they decide to break into the beer hall in the wee hours
things weird, frightening, or whimsical. This personal of night, puncture all the kegs, and empty the beer
creation may function as a pastiche intended to en- onto the floor of the hall. Your players are smugly
tertain the player group that, ideally, will modify the satisfied with the chaos they have spawned. Now
campaign world through their participatory actions. you are left to decide, “OK, what happens as a
Your campaign also is, in some ways, an extension of result of this?” You never expected them to sim-
your personality, style, and taste. Additionally, you ply vandalize the establishment. Did they leave
may wish to bolster the contents of your campaign by clues of their presence at the scene? Did anyone
incorporating published adventure modules or other see them breaking in? Will the owner think it
materials deemed suitable. was a retaliatory act from a local family whose
loved one was poisoned at the beer hall? This is
As referee you will develop a unique campaign one
the sort of clay you must often shape as game
building block at a time. Often this enterprise neces-
referee, gentle reader.
sitates extra “homework” on your part: notes must be
jotted, resources reviewed, NPCs developed (includ- Record keeping is another important responsibil-
ing their plans and sometimes nefarious objectives), ity of the referee. When the name of a person or
contingencies prepared for, and so forth. Preparations place must be fabricated on the fly, you should jot
typically include the brief development of a settlement it down in a notebook, maintaining and organiz-
where the characters supply themselves and maintain ing such notes for future use. The passage of time
contacts; the geography and history of the area; local also should be tracked carefully: the days, weeks,
flora and fauna; religious beliefs of the populace; the and months; the passing of the seasons; and so
political scope of the region; and, of course, adventure forth. Especially in Hyperborea, where the 13-year
locations: a cursed temple, a haunted forest, an ancient calendar includes one year of perpetual sunlight,
dungeon labyrinth, or a similarly evocative setting. one year of perpetual darkness, and intervening
You need not be burdened with intense development years of increasing or diminishing sunlight.
of each of these aspects all at once. So long as you Maintaining a firm command of the campaign’s
have a decent idea of what needs to be known by the “who, what, when, and why” helps preserve the
players and what does not, the campaign can expand semblance of consistency and verisimilitude—a
and unfold as events progress, and as your time for living, breathing game world, as it were. This
development permits. (To wit, you might spend weeks diligence shews your mastery of the campaign
developing a fishing village, only to learn that the and inspires confidence in your capabilities
players are more interested in exploring the hostile as game referee.
swamplands 40 miles away.)

Improvisation is an oft-necessary component of the


referee’s job. Because tabletop role-playing games
have undefined parameters (unlike video game coun-
terparts), players can dream up just about anything.
Indeed, they often come up with plans and stratagems
that you never prepared for or considered. It thus falls
on your shoulders to devise a combination of likely and
unlikely reactions to their outrageous cleverness. For
example, say the PC party has been assigned the task

5
HYPERBOREA

As referee, you are not just the final arbiter of all rules
and rulings—you are the architect and master of the
entire campaign! So, have fun imagining and creating
your campaign and all its mysteries, plots, NPCs,
factions, cults, monsters, and so forth; also, be sure to
peruse inspirational resources, and your players will
have the time of their lives in this endless font of imag-
inative creative collaboration.

USING THIS BOOK


This book contains five chapters and an appendix. The
information contained in this volume is intended for
the eyes of the referee, unless the referee asks a player
to look up some specific piece of information.

CHAPTER 10: INTRODUCTION


The introduction to this work presents Hyperborea in
historical and fictional contexts. It also explains some
of the responsibilities of the game referee.

CHAPTER 11: REFEREEING


This chapter contains suggestions on refereeing
HYPERBOREA. Also, experience point distri-
bution methods are discussed.

CHAPTER 12: BESTIARY


This chapter is filled with beasts, dæmons,
monsters, otherworldly beings, and un-
dead creatures that might populate your
Hyperborea.

CHAPTER 13: TREASURE


This chapter covers monetary and magical
treasure found in Hyperborea: coins, gems,
jewellery, magical armour, shields, weapons,
potions, rings, staves, wands, and more.

CHAPTER 14: GAZETTEER


The Gazetteer provides key information on the
setting, including Hyperborea’s place in the stars,
its unique calendar, its history, climate and seasons,
flora and fauna, and people. Political and geograph-
ical divisions are also discussed, as well as the mar-
vels and wonders of the realm. Lastly, the various
religions are detailed.

APPENDIX
The appendix includes several useful resources for the
referee to utilize, including rules for weather,
hazards, waterborne expeditions, warfare
and siege, and an index of this work.

6
Volume II: Referee’s Manual

Author’s Note: Players, take notice! This book includes a substantial


amount of information intended solely for the eyes of the referee. A player
looking up a monster’s statistics or a magic item’s properties during game
play is not only in poor taste, but also will incite the fury of Xathoqqua.

7
HYPERBOREA

chapter 11
e.g., William enjoys running his campaign full of ac-
tion, intrigue, and political/religious machinations,
whilst Susan enjoys running her game full of eldritch
horrors, lycanthropic pandemics, zombie-filled ruins,
and human futility. When the group switches from Wil-
liam’s game to Susan’s game, the tone is different, the
expectations are different, and each experience is fun
and unique.

Drawing from over 30 years of experience, here follow


some of this author’s general thoughts on the craft of
refereeing a traditionally styled RPG such as HYPER-
REFEREEING BOREA. This advice is highly subjective. Utilize what
you will and ignore that which does not accord with your
The rules of HYPERBOREA are largely contained own tastes, for you are indeed the master of your game.
in the pages of Vol. I: Player’s Manual; notwith-
standing, there are some intangibles to refereeing MAKE THE GAME FUN
an effective campaign that are worthy of discussion.
Having fun is the primary objective of playing tabletop
REFEREEING HYPERBOREA RPGs like HYPERBOREA, and the burden of “fun”
largely falls on the shoulders of the referee. Try to as-
Your job as referee is to provide a challenging and sess the mood of your game in the midst of play to de-
entertaining experience for your players. Every termine if the players are having fun. Body language
player group is comprised of diverse individuals reveals a lot. Are they engaged? Bored players might
who are entertained in different ways for different gravitate to casually thumbing through their books,
reasons. For instance, during a game session, one engaging in side conversations, staring at their phones,
of your players might want to role-play his thief and so forth. Attempt to re-engage them by increasing
conversing with numerous NPCs about town, gath- your own energy level. Stand up and raise your voice
ering useful information in relation to adventure (or whisper!) for dramatic effect. Make something un-
hooks that you’ve provided; another player might expected occur! Even the finest referees can lose the
want her fighter to forget the information hunt and attention of their players, but it is never too late to reel
go straight into the skeleton-infested catacombs them back in by presenting an unexpected adversary
beyond the town’s walls; a third player might want or a dramatic turn of events.
his magician to spend time working on a new scroll
and researching a rumour about a dæmon locked in Combat is a favorite element of the game for many
the basement of a local temple. You must strive to players. Flashing swords, enchanting spells, and
adjudicate the game in a way that best entertains strange artefacts discharged against foes whose aims
the entire group yet nudges them along. Ideally, are incongruous with the survival of the PCs: Such en-
every player should be provided a chance to shine counters are exciting and memorable! They can be oc-
as an individual and as a group member. This as- casions for glory and jubilation, or humility and defeat.
pect of game management is not always as easy as But enjoyment is lessened when you throw encounter
it sounds, but if you prepare well, you will be in an after encounter at your players. Such repetition can
excellent position to entertain all participants. wear down the group and discourage players from
further exploration, because they begin to assume that
Like the game’s players, referees come from a vari- the risk is not commensurate with the reward. Even
ety of backgrounds; thus, each one will have a distinct the most combat-oriented players derive greater en-
sense of style and taste. This uniqueness has an effect joyment when their characters have an opportunity
on how the game feels and plays, because the referee to explore, investigate, ask questions, plan, and so
has creative authority to assert his or her personal forth. Indeed, the greatest fun may be derived when
playstyle. Such differences in creativity are gen- the players take on difficult or deadly challenges, coop-
erally accepted by the game’s participants; erate, experiment, devise schemes, expend resources

8
Volume II: Referee’s Manual

judiciously, and achieve some species of triumph in


relation to or as a consequence of their efforts. When
BE FLEXIBILE
the stakes are high and danger is palpable, the taste of
Endeavour to be flexible. Do not become a slave
victory is always sweetest.
to prepared materials (published or of your own
Creative participation can improve the overall fun creation). Be willing to alter materials to suit your
of the game, but sometimes you need to encourage own style and taste. Add, subtract, modify, and re-
players to participate more creatively. Ideally, the place as you see fit. You should be willing to take the
dice should not tell the whole story. Of course, the dice campaign in a completely different direction if your
will dictate outcomes, but they should not function as players become interested in pursuing something
a blanket replacement for creative play. For instance, unexpected. If you have given them every moti-
say the party is traversing a forest known to be inhab- vation and clue that should take them through
ited by arboreal, flesh-eating simians. The barbarian the wilderness to a cavernous dungeon, but they
has the alertness ability, thus decreasing the chance become sidetracked, more intrigued by a nearby
for enemy surprize. Perhaps these carnivorous simi- pond that contains a small island bristling with fir
ans normally have a 3-in-6 chance to surprize. The bar- trees, don’t dissuade them from building a raft
barian’s alertness reduces that chance-in-six by one. and paddling out there if that is what they want
So, if the player simply rolls the surprize check when to do. And if you have nothing prepared for the
asked to do so, then it is a 2-in-6 chance of success. tiny island, come up with something on the fly!
But if the player previously described looking up into What if they discover the decayed cadaver of a
the overarching canopy and carefully paying attention man with a silver dagger in his back? What if the
to the activity therein, then as referee, I might reduce cadaver has a pouch with 32 electrum pieces that
that enemy surprize roll to a mere 1-in-6 chance of he was not robbed of? You may find an opportunity
success. Creativity, when reasonably rewarded (by a to nudge them back on course, or not. This is fine.
modifier and/or perhaps bonus XP), can improve the
Being flexible also means that you should not become
overall fun of the game; also, it can improve player
upset or disappointed when your players figure out a
participation, because now they know that when they
way to avoid your carefully created encounter. May-
contribute, they can influence the game.
be you were looking at this encounter as a potential
Sometimes “fun” means accepting the ridiculous or highlight of your game—a climactic moment in the
absurd. This is fine. Try not to take your game too lives of the player characters. Alas, they have de-
seriously. If one of your players comes up with a silly, vised a means to completely circumvent the scene.
anachronistic name for his or her character, just ac- This is fine as well. They are being smart and con-
cept it! Maybe George Costanza, the neurotic monk, serving resources. Be prepared to reward clever
becomes a memorable player character in your cam- play with positive outcomes. Do not thwart or un-
paign. Truly, you never know. If you are inflexible dermine good planning, even if it feels anticlimactic
about such things, you may be stifling the enjoyment to you; there will be other opportunities. When your
of your players. Remember, everyone shows up to your players use tactics, spells, items, and/or abilities to
game for one basic thing: to have a good time; perhaps circumvent a threat or challenge—that is fantastic!
a brief (albeit much-needed) respite from the rigours Notwithstanding the most carefully crafted plans
of real life. intended to avoid injury or death, the dice can be a
cruel mistress.
Improving the fun factor also can be achieved by utiliz-
ing tools that facilitate greater ambiance: maps, minis,
terrain, hand-outs, illustrations, white board sketches,
computer graphics, sound effects, lighting, mood mu-
sic, and so forth. These tools can improve immersion,
but none of these should trump the grand and imagina-
tive theatre of the mind shared by the game’s referee
and participants alike.

9
HYPERBOREA

Try to avoid “no” if you can. Constant negative re- change your Hyperborea. If they elect to free a dæmon
sponses are a sure sign of inflexibility. If a player wants from its subterranean prison, and the beast flies to
to try something that is not within the framework of parts unknown, make that decision come back to haunt
the game’s rules or not within the purview of their them. Maybe 12 sessions later the party chances upon
character’s class, consider if there is any fraction of a a village that was brutally attacked by the beast.
chance that the character can achieve some measure
of success. It can be fun to grant a small chance to a Try not to be adversarial for the sake of being
player with a farfetched idea. In a recent session of adversarial. Do not devise ways to defeat or kill the
my home game, the PCs were battling a vampire and player characters. Present challenging situations—en-
winning. The vampire assumed gaseous form in an counters, mysteries, puzzles, traps—and then run the
attempt to escape. One of my players announced that material as an impartial referee. If you provide ample
he had a bellows in his backpack, and he wanted to opportunities, the players will no doubt find amusing
use it to suck in the vampire, which had turned into a means to effect the demise of their characters without
wispy green mist. I thought about it for a moment and any help from you. Remember, you are the architect
then told him that he could pull it off if he rolled an and judge of the game. You present scenarios, facilitate
extraordinary feat of dexterity. He made the roll! The the sequence of events, set the pace, and the adjudi-
players were jumping from their seats and high-fiving cate the rules. Having an agenda to defeat your play-
at this incredible turn of events—a vampire trapped ers is antithetical to the intent of the game. However,
in a bellows! Now, what if I had said “no”? That would if being adversarial means sometimes cheering for the
have deprived them of this memorable moment; too, monsters, why then, this author is guilty as charged!
it might have dissuaded them from attempting other Without doubt, my players can attest to my glee when
wildly creative ideas. When you are in the habit of say- I roll a natural 20 on behalf of a monster.
ing “no,” your players begin to feel powerless, unable
to make meaningful choices or to come up with creative But don’t be a pushover. Of course, being flexible does
solutions to their various dilemmas. not mean that you should be a pushover. Sometimes
you must make a decision or ruling that is unpopular
Try not to lecture your players. Your players prob- with your players. Naturally, players want most situ-
ably are not your science or history students. HY- ations to work in their favour, and when things do not
PERBOREA is filled with cultures and ethnicities work out as they’d hoped for, certain players have a
from Earth’s history, but this does not mean that you penchant for bellyaching. So it goes. This is no reason
must abide cultural history with painstaking accuracy. to coddle them with second chances and do-overs. Once
Most of the inhabitants of Hyperborea have been in you start down this path, the game loses its danger,
the realm for over 1,000 years, so their cultures may tension, and edge-of-the-seat excitement. When the
have changed over time. They are ever evolving. Also, stakes are high, the game is more exhilarating.
the realm is a “flat earth” with seas that spill to infinity.
It floats near Saturn, is warmed by a red giant sun, MASTER YOUR GAME
and is rife with sorcery, dæmons, otherworldly crea-
tures, and weird technological artefacts from bygone Communication is the key to game mastery. To be ef-
ages. Fiction and anachronisms abound. I invite you fective, strive to be a good communicator and listener.
to embrace the weirdness and resist the temptation to Deliver information to your players in a manner that
inject impractical levels of realism in this impossible engages their interest. You should be invested in the
environment. Of course, certain things are irrefutably scenarios and adventures that you are running, because
true: birds fly, bees make honey, fermented grains if you are not, how can you expect the same of your play-
make whisky, trees grow with water and sunlight, and ers? You also should be able to listen and give weight to
human offspring are produced in the usual manner. your players’ questions, comments, and stated actions.
At times it can be difficult to process the ideas that
Try not to be a storyteller. Storytelling corresponds your players dream up, but that is part of what makes
with inflexibility. Instead of permitting your players to this type of game so unique, its undefined parameters.
have no more than bit roles in your budding fantasy Attempt to give weight to their notions, deduce the
epic, endeavour to foster a creative environment in likelihood of outcomes, and come up with a reasonable
which the players can not only participate but have answer or judgement call. Sometimes you will need to
a meaningful impact on the course of events. Ideally, take a deep breath and think it through to avoid blurting
they should have the agency to make consequential out a hasty response that you may later regret.
choices that shake up your preconceived notions. In
their purest form, traditional tabletop role-playing Pace information flow. This is something that you will
games are exercises in creative collaboration, not sto- master over time. It is a type of rhythm that you devel-
ries bound to a strict narrative. Let player decisions op with practice. Delivering information is an essential

10
Volume II: Referee’s Manual
11
role of the referee, but it can be tricky. Try not to fall in that everyone should have an equal opportunity to
love with the sound of your own voice. Instead, provide shine. Other problem players seek to argue or debate
information in digestible chunks. If you present your with you or fellow players at seemingly every opportu-
players with a long-winded description, background, or nity. Whatever the topic of contention is, tell them that
verbose monologue delivered by an NPC, you may lose it can be reasonably discussed between sessions but
their attention. Also, when you speak continuously, you not in the midst of game play. Fighting ruins the mood,
deprive your players of having a voice. You should al- destroys campaign immersion, and may inspire stress
low your players ample latitude to ask questions in and or frustration. Equally frustrating is the know-it-all,
out of character, but don’t worry if you choose to not that player who has an insatiable need to correct the
answer every one. Also, it is perfectly acceptable to be referee and fellow players. Sometimes, this annoying
vague or provide half answers. Some players ask a lot trait can be useful, for the know-it-all may be excellent
of questions, hoping to gather information regarding at tracking subtle information that others may have
events transpiring in the campaign. Sometimes, they missed or simply forgotten; however, the constant
may ask questions pertaining to an action they are corrector will eventually get on the nerves of everyone
considering. Q: “If I cast a fireball spell at the trickling in the group. You may want to uninvite habitually of-
stream, will it create boiling water, steam, or will it just fending problem players because they are sapping fun
ruin the spell?” A: “You’ll have to try it to find out.” from the game.
Other times it is acceptable to provide small bits of
information that a player’s character would know, but Maintain your focus. Every referee has sessions that
that the player might not. Q: “Is it safe for my fighter he or she thinks could have gone better. More often
to dive into the bay with his chainmail on? His second- than not, you are being your own worst critic, because
ary skill is fisherman.” A: “You’re pretty certain that it while you are lamenting a poor performance, your
is a very risky action.” players might be thinking about what a great time
they had. But if you attempt to referee whilst exhaust-
Pacing the sequence of events can be equally challeng- ed, overfed, underfed, thirsty, overcaffeinated, or ine-
ing. Tabletop role-playing games like HYPERBOREA briated, you will not perform to the best of your ability.
include many scene changes and segues. For instance, Endeavour to stay on point, too. Try not to digress into
your adventure may call for the party to leave the vil- off-topic conversations during a climactic moment in
lage and travel 18 miles away into a wind-swept desert, the game. Do it in the off moments and encourage your
where a lost temple of Xathoqqua lies buried. Sure, players to exercise similar restraint. When gaming
you can gloss over the 18-mile journey and tell your with friends and family, we are all prone to digress, but
players that they arrive a day later, or you can make for the good of the game, try to stay on task. When you
the journey part of the adventure. Maybe there is an are on point, your players will usually follow suit.
encounter or two along the way. Perhaps extra facts
about the lost temple can be gleaned. These episodes PREPARING A CAMPAIGN
can be fun and exciting, adding depth and breadth to
your campaign. But if the journey turns into the ref- In tabletop role-playing games, the word “campaign”
eree’s two-hour summary of the observable flora and is an oft-used term whose origins trace back to the
fauna of the region, the session can get boring quickly. wargaming roots of the hobby; indeed, in that context
Encourage your players to resolve a situation if they it refers to military operations within certain games.
are spending an inordinate amount of time planning In tabletop gaming, the term has evolved to imply
or dithering. If, for example, they spend 30 minutes role-playing that comprises a collaborative story that
planning their attempt to rescue an NPC from the builds over the course of a handful of sessions (short
manor of a powerful entity, and they are devising their form) to months or even years of linked sessions (long
positions, locations, spells to be cast, and so forth, this form). Preparing for each type of campaign play has
is fine! But if they want to spend 20 minutes debating its challenges. In either case, it is advisable to present
the merits of taking horses or going by foot into the to your players the points detailed in the Hyperborea
wilderness, it may be time to tell them to make a choice Primer (see Vol. I, Chapter 2: Character Genera-
or you’ll make it for them. tion, hyperborean primer).

Mastering the game sometimes means dealing with THE SHORT-FORM CAMPAIGN
problem players. They come in various forms. Certain The short-form campaign might entail the running of
players, whether by intention or not, are prone to a specific adventure over the course of one or more
hogging the spotlight. They want to do the most, say sessions of play. The adventure might be an official
the most, or role-play the most fiercely. At times, this HYPERBOREA publication, an adventure published
spectacle can be fun and entertaining, worthy of a few for another (albeit similar) fantasy role-playing game,
chuckles. But it is your responsibility to remind them or one that is made up by you, the referee.

11
HYPERBOREA

In the short game, characters might be created to ONE-SHOTS AND CONVENTION GAMES
meet a certain level range required (or suggested) A one-shot adventure or a convention game (typically
by the adventure. For example, if the adventure calls run in a four-hour slot) is even more compressed than
for four to six characters that range between 3rd to 5th the typical short-form campaign. In this form, it is
levels of experience, the referee might have the group ideal to provide the players with pregenerated char-
create 4th-level characters. However, if there are only acters from which to choose. The players are given a
four players in the group, the referee might have them brief description of the scenario and some background
create 5th-level characters. Conversely, if there are sev- information. Ideally, they are started at a key juncture
en players in the group, perhaps 3rd-level characters to get the action going early. When you have a four-
would be in order. Another suggested method is to hour window in which to play, your players are not
assign an XP amount to each character. So, if you were going to derive much enjoyment if the first hour is
to assign 15,000 XP to each character, this would re- spent at a settlement trying to figure out what they
sult in staggered character levels, and perhaps a more are supposed to do and with whom they are supposed
level playing field. For example, with 15,000 XP, a thief to speak. Those things should have already transpired
would be 5th level, and a runegraver would be 4th level. behind the scenes, as it were. And if the adventure
As an aside, when you have your players roll up mid- calls for a lot of overland travel in which countless ran-
or high-level characters, it would make sense to have dom and set encounters are possible, you might want
their characters in possession of more starting funds. to compress it to one or two encounters at most before
The default for 1st-level PCs is 3d6×10 gold pieces; the main adventuring site is achieved. Of course, some
perhaps for mid-level PCs, 6d6×10 gp is more appro- adventures simply cannot be accomplished in one ses-
priate, and for high-level PCs, 9d6×10 gp. Too, mid- sion of play, so, as long as dice are tossed, battles are
to high-level characters should begin play with one fought, and laughs are shared, then you have indeed
or more magic items. A 4th-level fighter might have a provided a fun and entertaining milieu.
+1 battle axe and a potion of gaseous form. A 9th-level
fighter might have a +2 battle axe, a +1 short bow, THE LONG-FORM CAMPAIGN
three potions of healing, and a rope of climbing. The long-form campaign typically involves an ongoing
series of episodic adventures that comprise several
Ideally, the short-form campaign is more direct in its sessions of play. It can last for months or even years.
presentation by you, the referee. The player characters Over time, these sessions play out like the chapters
are given a quest, a mystery to solve, a rescue mission of a book or the episodes of a television show. The
to complete, justice to be exacted, or something sim- adventures that you run in the long-form campaign
ilar. Of course, sometimes the greatest fun is derived might include official HYPERBOREA publications,
when it is simply adventuring for adventure’s sake. adventures published for another fantasy role-playing
The short-form campaign has a beginning, middle, and game, adventures that you create, or any combination
end, and if not all the PCs survive, then it has been a thereof.
suitably challenging experience for the game’s partic-
ipants. If a PC does not survive, it is best to have the In the long game, characters typically are created at
player roll up another character to be worked in when the first level of experience. The players may wish to
and how the referee sees fit; however, if a character is consult each other on character choices in order to have
killed in one of the final battles and the game is soon to a well-rounded PC party, which might be comprised of
wrap up, there is no reason to waste the group’s time a fighter or fighter subclass; a magician or magician
with a new introduction. subclass; a cleric or cleric subclass; and a thief or thief
subclass. However, it can be just as rewarding to embrace
Pacing is an integral component of the short-form cam- class theme—a party of thieves, for instance. If the play-
paign. It should be relatively fast-paced, exciting, and er group is small (three or fewer participants), a few hire-
filled with dangers, mysteries, challenges, and puzzles. lings and a wardog or two can bolster their firepower, es-
Extraneous information, overly wrought descriptions, pecially early on. In some cases, players in a small group
and extensive role-playing should be minimized or might each run two PCs, but this can become difficult
avoided when possible. Simply provide some informa- for novices. Regardless, surviving first level and earn-
tion and hooks that are pertinent to the completion ing additional levels of experience is no easy feat in the
of the adventure. Don’t allow the game to get bogged harsh, merciless world of Hyperborea. Survival requires
down in minutia. If the intent is to run an adventure no small amount of skill, patience, resource management,
in three sessions of play, keep things moving, and get and to be frank, luck. The more your players’ characters
them to the main gist straight away. advance, the more invested they become in the various
nuances and intricacies of your campaign.

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Volume II: Referee’s Manual
11
In the long game, the referee is advised to consider history is that a plague known as the Green Death
carefully the setting for initial adventures. Do you swept through humanity about 1,000 years ago and
want the party to begin in a small town, thorp, farm, wiped out approximately 90% of its population. Entire
or city? Do you want to explore a specific place on the villages, towns, and cities met their gruesome end,
map that is included in the gazetteer, or do you prefer and as such, there are many ruins spread about the
to create your own settlement? Do note that the Hy- realm, ready to be explored. As game referee, you can
perborea map includes several unmarked towns and develop the surrounding territory piecemeal. What is
villages. This is by intent, so that you may feel free to important is establishing that initial “hook” to entice
develop your own settlements. Regardless, it is never your players. What motivates them? Fame, money,
necessary to create an entire settlement from the out- charity, glory, reputation, vengeance, justice? Or is the
set. Neither is it necessary for you to be familiar with greatest motivation simply adventure for adventure’s
the entirety of the world map. Start small, and then sake?
expand as sessions of play accumulate.
As the player characters grow and gain levels of expe-
When you develop your corner of Hyperborea, ideally rience, your players may wish for them to explore more
you should begin with brief notes on the local culture, of Hyperborea. For that matter, you as game referee
economy, politics, religion(s), and notable non-player may have adventures in mind (published or of your
characters (NPCs). As long as you have a general idea own creation) that take them far from their humble or-
of the settlement, you can build it over time, often in igins. In each of these instances, you will be developing
reaction to the actions and agendas of your players. some other portion of the world—its culture, economy,
Establishing the semblance of verisimilitude is key politics, religion(s), and notable non-player characters
(i.e., within the confines of a world that includes witch- (NPCs). In this way you are adding depth to your cam-
es, spells, magic swords, ray guns, shoggoths, and paign and enriching the experience for your players.
weresharks, that is). Maintaining verisimilitude can
be dependent on your commitment to record keeping. In the gazetteer of this volume, all timelines point to
Keep track of time, dates, places, and names or people the current year as 576 CÆ. That is the default launch-
by jotting notes—especially when you have to come up ing point for any campaign, unless you decide elsewise.
with a name on the spot—and you will be better pre- Remember, despite all the resources contained in this
pared for the long-form campaign. When one of your game as pertains to its cultures, histories, religions,
players says that she wishes her cataphract to speak lands, and so forth—you are the master of your game.
with Shila the village laundress, your mastery of the Whatever does not suit your tastes, simply remove
game may come into question if you have no memory and substitute with your own materials. The setting of
of this NPC that you created on the spot two months Hyperborea is barebones enough for you to develop,
ago. and there are plenty of open spaces for you to create
your own adventure sites. Whatever you elect to do,
You will find that your players have varying levels of always do your best to make it dangerous, mysterious,
interest in coming up with a backstory for their re- dramatic, and volatile. Let your Hyperborea grow
spective characters. Whilst one player may elect to say and breathe. Make it astonishing! If the characters
that his character was a cooper’s apprentice who took embark on a two-month trip of adventure that lasts
up the hunt and was taught by a huntsman, another nine sessions of play, and now they wish to return to
player may have a three-paragraph origin story. This their home village, devise something that happened in
author is of the opinion that any backstory should be their absence! A notable death? A humanoid raid? A
kept minimal, because the more you put into your strange affliction? A new religion? A Fortean event?
character’s history, the more likely he or she is going This will show your players that they are not the only
to perish most ingloriously, perhaps drained to a life- actors in this play; that it is not a static world waiting
less husk by a giant tick. Less is more, for the most for their participation. Make your long-form campaign
memorable events (ideally speaking) will be those tales a living, breathing campaign that is both informed by
of high adventure and derring-do that they (luckily?) the actions of your players (thus giving them agency)
lived to tell about. yet impacted by events beyond their control. Once you
establish this rhythm of world development, and once
The territory around the settlement that you choose to you garner the investment of your players, you will
develop is crucial to adventuring life. What mysteries witness your group becoming increasingly more eager
lie hidden in the surrounding environs – the shrouded to play again, to participate in and collaborate on the
forests, misty swamps, craggy hills, and gravelly des- growth of this grand theatre of the mind. And that is
erts? One of the remarkable features of Hyperborea’s what I call a successful campaign, gentle reader.

13
HYPERBOREA

EXPERIENCE AWARDING EXPERIENCE POINTS


The following table is a referee’s guideline to XP dis-
Player characters that brave unknown dangers, over- tribution. Tastes and styles vary; thus, each referee
come deadly challenges, and survive the trials and will settle into a preferred system of XP awards.
tribulations of adventuring life gain experience. With
Table 199: Awarding Experience Points
experience comes improvement and the development
of new skills. It is within the purview of the referee Achievement Suggested XP Value
to determine the influence of experience on the game Slaying Monsters Variable per monster type
through the distribution of experience points. 1 point of experience per gp value
Gaining Treasure (coins, gems, jewellery, etc.);
EXPERIENCE POINTS (XP)
magic items variable per item
To become eligible to advance to the next level, a PC
must accumulate a set amount of experience points Clever Use
25–50 XP
(XP). Each class has a different schedule; i.e., a fighter of Ability
requires 2,000 XP to advance to 2nd level, and 4,000 XP Problem Solving 100–500 XP
for 3rd level; whilst a magician requires 2,500 XP to ad- Adventure/
500–1,000 XP
vance to 2nd level, and 5,000 XP for 3rd level. Players are Campaign Goals
expected to keep careful track of their XP, because as Actual Death
100–500 XP
XP accumulate, eligibility for gaining new levels of ex- Experience
perience will be attained. XP are tracked as a running Attendance 25–50 XP per hour, per player
total throughout the character’s career.
Awarding Experience Points Table Defined:
Attaining the next level of experience is ultimately de-
‘ Slaying Monsters: XP are gained when mon-
cided by you, the referee. You may require characters
sters are killed. Each monster is assigned an XP
to train (with or without a master) in order to advance,
value. If you modify a monster or design one of
or you may allow characters to “level up” in the midst
your own, refer to Table 200.
of game play. If you feel that the level gain is not justi-
‘ Gaining Treasure: Coins valued at 1 gold piece
fied, you might assign the completion of a quest for the
(1 gp, 2 ep, 10 sp, 50 cp) are worth a single expe-
character to be truly eligible for advancement
advancement.
rience point each if they are won through adven-
turing. Each mundane treasure item is worth as
many XP as its gp value; e.g., a 1,000-gp diamond
is worth 1,000 XP. Each magic item is assigned an
XP value. N.B.: On occasion, treasure may seem
to fall into the adventurers’ laps; XP for such
gains should be minimized or even negated.
‘ Clever Use of Ability: When a character
exercises a spell or an ability in a way that is
exceptionally clever or innovative, bonus XP
may be awarded.
‘ Problem Solving: The referee might award XP
for overcoming a challenging trick, trap, puzzle,
or riddle, where problem solving, logic, and
teamwork are applied.
‘ Adventure/Campaign Goals: Some adventures
may entail long-term goals or quests; bonus XP
might be awarded when certain criteria are met.
‘ Actual Death Experience: When an adventurer
is slain whilst adventuring, and that adventurer
is later returned to life via reincarnation,
resurrection, or like means, that character may
be awarded 100–500 XP. Having crossed the veil
and seen the other side—even if it is retained as
no more than a hazy dream—provides valuable
experience.
‘ Attendance: Some referees may provide bonus
XP per hour of active game participation for
each player.

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Volume II: Referee’s Manual
11
WHEN TO AWARD XP XP Limits: In a single session of game play, XP should
You will no doubt develop your own preferences as to not be awarded in such quantity as to advance the char-
when and how you award XP. Each of the following acter more than 1 level of experience. If, for example,
methods has its merits: a magician earns 6,000 XP during the first adventure,
3rd level should not be achieved; rather, the XP should
‘ At the end of a gaming session be capped at 4,999 (1 point short of 3rd level). Further-
‘ At the start of the next gaming session more, such a character is not allowed to go out and,
‘ At the completion of an adventure say, kill a rat to gain a level—adventure and derring-do
‘ After each significant goal achieved must be undertaken!
XP DISTRIBUTION GAINING LEVELS OF EXPERIENCE
Distributing XP can be a tricky subject, though only When a character gains enough XP, eligibility to ad-
as complicated as the referee chooses. The following vance to the next level of experience is achieved.
methods are provided for your consideration: Ultimately, attaining a new level is subject to referee
approval. If you feel that the level gain is not justified,
‘ Even Distribution: XP are be divided equally the completion of a quest or a similar objective may be
amongst the PCs, even when one character assigned. The following methods for gaining levels are
outshines the rest of the party. presented for your consideration:
‘ Solo Distribution: XP are mostly divided
equally, but sometimes a player character ‘ Training with a Master: The PC seeks a mas-
performs individual activity deserving of solo ter with whom to train. The master is an NPC
XP. Example: A thief sneaks ahead to scout the of like class who is higher level than the PC,
opposition and runs into a pair of orc guards. though at least 6th level. If the PC is a member of
He fights them by himself and wins by dint of a guild, more than one master may be involved.
his own blade before any allies arrive. In such Training with a master requires 1 day per level
an instance, the thief may be awarded solo XP. advancing to, plus one extra day. So, a thief
(As an aside, the author awards solo XP to working to gain 3rd level needs 4 days of training.
the player who takes the burden of mapping a N.B.: Some masters may impose a training fee
dungeon delve.) or an assignment to the trainee. Training with a
master is no longer required once a PC achieves
NPC XP Shares: Henchmen who contribute to the 9th level. At this point, the standard becomes
overall success of the party should be awarded XP. training without a master (see below).
(Simple hirelings who do not meaningfully contribute ‘ Training without a Master: The PC engages
to the adventure do not receive any XP.) It is incum- in solitary training. Training alone requires no
bent on the referee not to allow NPCs to outshine PCs master’s presence; however, the time of training
during adventure; an NPC should not solve the puzzle, is increased, requiring 1d4+1 days per level
complete the main objective of a quest, or the like. advancing to. For example, a fighter training for
Consider one of the following options for NPC XP: 4th level needs 1d4+4 days of solitary training.
‘ Equal Share: Divide XP into equal shares, with ‘ No Training (Optional): Some referees may
NPCs gaining a full share. Individual bonus XP eschew training rules, preferring to have charac-
(if applicable; PCs only) are added after. ters “level up” during their various adventures.
‘ Unequal Share: Award one share of XP for This method is fine, but some type of practice
every two gained by the PCs. Example: A group or training should be enforced between adven-
of 5 PCs and 1 NPC complete an adventure and tures; otherwise, how and when does the thief
are about to be awarded XP. The referee divides learn to read scrolls, and how does the ranger
the total XP award by 11. The referee then develop the sorcery ability? In general, training
assigns 2 shares to each PC and 1 share to the should be assumed to occur at intervals between
NPC. Individual bonus XP (if applicable; PCs adventures; otherwise, the referee might retard
only) are added after. the development of new skills and abilities.
‘ Some Training (Optional): This method
Bonus XP: The four principal classes (fighter, magi- combines the optional no training method with
cian, cleric, and thief) each have a prime attribute. If either the training with a master method and/or
it is 16 or greater, the character gains a +10% bonus the training without a master method. Essen-
each time XP are awarded. Subclasses have two prime tially, the character can automatically “level up”
attributes; both must be 16 or greater to realize the at all levels except for 5th and 9th levels.
same benefit.

15
HYPERBOREA

DETERMINING NEW/MODIFIED XP FOR CLASSED CHARACTERS


MONSTER XP VALUES During adventure, NPCs may be encountered and de-
To calculate the XP value of monsters newly created or feated, resulting in an XP award schedule that differs
modified by the referee, consider the following procedure, from Table 200. Furthermore, it is not uncommon for
in which a base value is established and then potentially two player characters to come to blows. Willingly slay-
modified by minor and/or major abilities. In many cases ing a fellow PC (i.e., not under enchantment) generally
minor and major abilities will be evident, but in other is frowned upon; notwithstanding, XP may be awarded
instances a judgment call or modification must be made. if the referee deems it appropriate. Abstracted XP
(For example, the sting of the giant bee was valued at awards for such characters are shewn in Table 201,
half a major ability, because the bee dies once it stings.) below; as well, many NPCs possess an assortment of
magic items which also may provide XP to the vic-
Table 200: XP for Monsters tor(s), per referee discretion. N.B.: Some monsters are
Creature’s Base XP Minor Ability Major Ability considered classed individuals, thus netting XP from
Hit Dice (HD) Value Addend Addend Table 201 in addition to their standard XP values.
<1 5 2 20 Table 201: XP for Classed Characters
1 10 3 30 Level XP Value
1+ to 2 20 4 40 1 20
2+ to 3 35 6 60 2 30
3+ to 4 75 15 90 3 50
4+ to 5 150 25 125 4 100
5+ to 6 300 40 200 5 200
6+ to 7 450 60 300 6 400
7+ to 8 600 80 400 7 800
8+ to 9 800 100 500 8 1,200
9+ to 10+ 1,000 150 600 9 1,500
11 to 12+ 1,500 200 800 10 2,000
13 to 14+ 2,000 250 1,000 11 2,500
15 to 16+ 3,000 300 1,200 12 3,000
17 to 18+ 4,000 375 1,500
19 to 20+ 5,000 500 2,000

XP for Monsters Table Defined:

‘ Creature’s Hit Dice: The monster’s hit dice


(HD) total, plus bonus hit points (if applicable).
‘ Base XP Value: XP award for defeating a
monster of the given HD, assuming no special
ability modifiers.
‘ Minor Ability Addend: A modifier attributed to
abilities that enhance the monster: 3–5 attacks
per round, blood drain, flight, gore, hug, immunity
to mundane weapons or certain spells, missile
discharge, poison (damaging), saving throw bonus,
sorcery (spell levels 1–3, or equivalent spell-like
abilities), surprize enhancement, weapon mastery.
‘ Major Ability Addend: A modifier attributed
to abilities that significantly augment the power
of the monster: 6+ attacks per round, breath
weapon, attribute drain, paralysis, petrifaction,
poison (deadly or paralytic), sorcery (spell levels
4–6, or equivalent spell-like abilities), sorcery
resistance, summoning, swallowing whole.

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17
HYPERBOREA

chapter 12
SIZE (SZ)
Typical height or length of the creature, mature and ful-
ly grown. Medium (M) implies a roughly human-sized
example (from four to eight feet tall or long and of
approximately human mass); Small (S) and Large (L)
sizes are extrapolated from this baseline.

MOVEMENT (MV)
How fast the monster can ambulate in feet per round.
Some creatures have multiple forms of locomotion.
Most monsters can double their movement; typically,

BESTIARY this increased speed is in short bursts, but referee


discretion might allow for an extended period. When
reckoning the average miles per day a creature can
The beasts, dæmons, monsters, otherworldly beings, travel, use the following formula:
and undead creatures presented in this chapter are
not intended to be in full attendance in your version (MV ÷ 10) × 6 = miles per day
of Hyperborea; rather, they are for you to situation-
ally utilize and implement as you see fit. Conversely, So, a 50 MV monster can achieve about 30 miles per
the list is not intended to be exhaustive. New HY- day, whilst an 80 MV flyer can achieve about 48 miles
PERBOREA adventure modules oft include new per day. Of course, environment, weather, impedi-
monsters; likewise, referees are encouraged to come ments, and other factors can affect this figure.
up with their own unique creatures. Selecting which
DEXTERITY (DX)
monsters populate your Hyperborea or creating new
The monster’s typical dexterity score. This value is
creatures allows you to put your personal stamp on
used to break initiative ties; it is not intended to mod-
the setting, making it your own, if you would.
ify armour class, fighting ability, or saving throws. In
some cases, the referee may have to generate dexter-
BEAST AND MONSTER ity on the fly by rolling 3d6 or 4d6 (drop low); if the
STATISTICS monster is obviously slow or plodding, 4d6 (drop high)
might be rolled instead.
Each monster’s entry has a list of statistics perti-
ARMOUR CLASS (AC)
nent to its capabilities in combat and otherwise.
The monster’s capacity to absorb, avoid, divert, and
Explanatory text includes a physical description,
withstand blows. It is based on the toughness of the
behaviour, habitat, and, in some instances, his-
monster’s hide, its elusiveness, and other capabilities.
torical notes.
For some humanoids, this value may represent armour
NUMBER ENCOUNTERED (#E) worn.
The suggested number of creatures that may be
Damage Reduction (DR): Applicable only to humans,
encountered. Higher ranges (parenthesized) are
humanoids, and quasi-men who gird themselves in me-
intended for monsters encountered in their lair,
dium to heavy armour, this number is subtracted from
or amongst the pack, pride, or tribe.
damage rolls inflicted upon the creature via physical
ALIGNMENT (AL) attacks.
The typical ethos of the creature encoun-
HIT DICE (HD)
tered; exceptions are possible. Unintelligent
The number of dice rolled to determine the monster’s
beasts and monsters usually are Neutral.
hit points (hp). Typically, a d8 hit die type is used,
Alignments are abbreviated as follows:
though exceptions are possible. Some monsters have
CE = Chaotic Evil, CG = Chaotic Good,
bonus hit points added to the base HD total; e.g.,
LE = Lawful Evil, LG = Lawful Good, and
“4+2” equals the sum of 4d8, plus 2 extra hit points.
N = Neutral.

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Volume II: Referee’s Manual

Other monsters have but ½ or ¼ HD; these are hit MORALE (ML)
point ranges of 1d4 and 1d2, respectively. When a mon- The monster’s confidence and
ster’s hit points reach 0, it is dead, but humanoids may discipline. Monsters have morale
be reduced to as low as −3 and remain unconscious; scores that range from 2 to 12. Creatures
anything lower results in death. of the lowest morale (2) scarcely fight,
whereas creatures of the highest morale
Most monsters attack at a fighting ability (FA) that (12) never surrender. To make a morale check,
equals their HD. Monsters of less than 1 HD are con- roll 2d6.
sidered FA 0. As fighting ability caps at 12, creatures
of 13+ HD always attack as FA 12 monsters, though ‘ If the result is equal to or less than the
other modifiers may apply. N.B.: A monster with a monster’s morale score, then it will continue
character class attacks at an FA equal to its base HD, fighting, pursuing, or engaging in whatever ac-
or the FA granted by its class and level, whichever is tion it had been before the check, undaunted.
greater. For example, a snake-man priest is FA 2 at 1st ‘ If the result is greater than the monster’s
level and FA 3 at 7th level. morale score, then it will attempt to flee or
surrender.
ATTACK RATE (#A)
The monster’s number of physical attacks per round. EXPERIENCE POINTS (XP)
Following the attack rate is a parenthetical listing of The XP award for a killed or otherwise defeated
the attack forms; e.g., claw/claw/bite. Many monsters monster.
possess special attacks, too.
TREASURE CLASS (TC)
DAMAGE (D) Letter code(s) indicating the treasure typically lo-
Hit points of damage rendered via standard physical cated (or hidden) in the monster’s lair. In some cas-
attacks. These ranges are organized to match the at- es, treasure classes are divided by a semicolon. The
tack types: If a monster has a 3/1 attack rate (claw/ value(s) before the semicolon is for treasure found
claw/bite), and damage is listed as “1d4/1d4/2d4”, then on the individual monster; the value(s) after the
the first two damage ranges are for claw attacks, and semicolon is for treasure in the lair. In other cases, a
the third damage range is for the bite. For some weap- TC type is multiplied (e.g., ×5, ×3, ×2). For more
on-wielding creatures (particularly those of Large information on treasure class, refer to Chapter
size), the listed damage is an abstraction intended to 13: Treasure, treasure determination.
convey high strength and massive weapon size. Other
damage types are detailed under Special where appli- SPECIAL
cable; e.g., a monster may have a bite that causes 1d6 Breath weapons, disease transmission, immu-
hp damage, and under Special, a death (poison) save nities, poison, resistances, vulnerabilities, and so
may be noted that, upon failure, results in additional forth. In some cases, an ability is akin to a spell that
damage or death. the referee may need to reference. Unless other-
wise stated, spell-like abilities function at a cast-
SAVING THROW (SV) ing ability (CA) equal to the monster’s HD, to
The score needed to avoid, resist, or reduce harm- a maximum of CA 12.
ful effects, both magical and mundane, based on the
monster’s HD. Some humanoids might enjoy class
bonuses; e.g., an orc shaman may use a shaman’s
saving throw modifiers. Some monsters have sorcery
resistance, which should be checked against magical
attacks before a saving throw is rolled.

19
HYPERBOREA

REGARDING THE OTHERWORLDLY AND THE UNDEAD


Throughout this bestiary, special indications are made for creatures that are otherworldly and undead. This
is because instances occur in which special rules or modifiers may come into play when these creatures are
faced. For example, a ranger has special rules for facing the otherworldly, and clerics can turn undead.

BEASTS AND MONSTERS


ABOLETH damage per round. Aboleths use this cloud to
Aboleths are massive alien beasts, up to 10 feet tall grant their slaves the ability to breathe water,
and 7–8 feet thick, their scaly, blue-green bodies coated albeit in smaller doses so as to effect amphibious
with mucous slime. They have thick, fluked tails of 12- humanoid slaves.
foot length and four anterior, sucker-bearing tentacles, ‘ Slime: If tentacle hits, victim must make
each about 10 feet long, which they use to drag their transformation save or skin mutates into slimy
bulk when on land. Centred amongst the tentacles is membrane in 1d4+1 minutes unless cure disease
a circular mouth lined with three rows of triangular is cast. Once metamorphosis is complete, victim
teeth. Three violet eyes, narrow slits in succession, are must remain immersed or their skin dries out,
set atop a bulky head. causing 2d6 hp damage per turn. Heal can end
this affliction.
This ancient race of intelligent amphibious monsters
inhabits subterranean lakes and caverns. Aboleths
hate other sentient life, slaying or enslaving humans
and humanoids. Hoarders of otherworldly knowledge,
aboleths are enemies of elder things, the Great Race,
and mi-go, but are known to ally with fish-men, fel-
low advocates of Kthulhu. Indeed, aboleths are said
to receive dreaming Kthulhu’s edicts when they take
their yearlong slumber. Typically, few aboleths are en-
countered, but Atlantean sages speak of large colonies
dwelling in subaqueous cities of alien architecture.

Aboleth (otherworldly): #E 1 (1d4) | AL LE | SZ L


MV 10 (swim 60) | DX 11 | AC 4 | HD 8 | #A 4/1
(lash ×4) | D 1d6 (×4) | SV 13 | ML 10 | XP 1,880
TC F | Special:

‘ Illusion: At will, to a range of 240 feet, effect a


vivid illusion of sight, sound, and smell (see ad-
vanced spectral phantasm spell); must maintain
concentration for the illusion to persist.
‘ Mind Control: Thrice per day, impose mind
control ability on all within 30 feet. Targets must
roll a sorcery saving throw, modified by willpow-
er adjustment, if applicable. Those who fail will
serve and obey the aboleth. The enslaved will
not bring harm to friends or former associates,
but they will abide other telepathic commands
if aboleth is within one mile. Dispel magic or
remove curse terminates enchantment.
‘ Mucous Cloud: In water, release a mucous
cloud three feet around its bulk. A victim pulled
into the cloud must make a transformation
save or thenceforth be unable to breathe air. If
removed from water, a test of constitution must
be made every round. The first time the test is
failed, the victim begins to asphyxiate for 1d4

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ABOMINABLE SNOW-MAN (Yeti)
These despicable, flesh-eating humanoids inhabit the
coldest, least hospitable regions. They stand eight feet
tall, weigh 350–400 pounds, and are covered in shaggy,
grey-white fur. From the centre of this humanoid’s head
protrudes a single horn. Its hands are enormous taloned
paws suitable for rending flesh and bone. The pelt of an
abominable snow-man is considered a hunter’s prize.

Abominable snow-men speak their own primitive


tongue, can craft simple stone tools, and are known
to tame leaper camels, much like their feared nem-
eses, the men of Leng. As no females of the species
exist, abominable snow-men must take human women
as their mates. This tragic, unspeakable union always
results in the birth of an abominable snow-man infant
and the death of the mother.

In the wild, small groups of abominable snow-men are


encountered. In their mountain cave lairs, larger tribes
abide together, finding strength in unity and raiding
human settlements for mates. For every 8 abominable
snow-men there is 1 abominable snow-man alpha, a
500-pound brute. AERIAL MINION
This semi-intelligent species of air elemental is con-
Abominable Snow-Man: #E 1d6 (6d6) | AL CE jured by clerics or cryomancers of no small power (see
SZ M | MV 50 | DX 10 | AC 4 | HD 4+4 | #A 2/1 summon aerial minion spell). They are naturally in-
(claw/claw) or 1/1 (weapon) | D 1d6+1/1d6+1 (or per visible; even if revealed by sorcery or otherwise, they
weapon +1) | SV 15 | ML 9 | XP 175 | TC D | Special: appear as dim, nebulous shapes of eight-foot height
somewhat conforming to anthropoid dimensions. When
‘ Bear Hug: If both claw attacks hit, squeeze bound to service they will not fight, for their function is
victim for extra 2d6 hp damage. to find and retrieve; they are strong and quick, able to
‘ Resistance: +2 bonus to saves versus cold-relat- bear as much as 1,000 pounds and move unencumbered.
ed attacks. If bidden to retrieve a creature of Small or Medium size,
‘ Surprize: In snowy terrain, surprize chance the aerial minion attempts to seize its quarry with force
increased by 2-in-6. (a grapple attempt). Typically, an aerial minion attacks
‘ Vulnerability: Suffer +2 hp per die of fire only when it must defend itself, or if it is bewildered by
damage. its assignment, the latter case causing it to become in-
sane and return to kill its summoner.
Abominable Snow-Man Alpha: #E 1:8 | AL CE
SZ M | MV 40 | DX 8 | AC 3 | HD 6+4 | #A 2/1 Aerial Minion: #E 1 | AL N | SZ M | MV 0 (fly 80)
(claw/claw) or 3/2 (weapon) | D 1d8+2/1d8+2 (or DX 18 | AC −1 | HD 12 | #A 1/1 (pummel) | D 4d8
per weapon +2) | SV 14 | ML 10 | XP 510 | TC F SV 11 | ML 12 | XP 2,700 | TC nil | Special:
Special: (see abominable snow-man)
‘ Invisibility: Natural invisibility grants 3-in-6
bonus to surprize and +4 “to hit” on all attack
rolls. If a target is not surprized, their hackles
rise, perceiving the unseen threat, but the attack
bonus remains.
‘ Strong Grappler: Only an extraordinary feat of
strength can break its grapple hold.
‘ Track: Can follow any trail no more than two
weeks old.
‘ Vulnerabilities: An attacker with true seeing or
like means to penetrate invisibility receives a +4
“to hit.” Destroyed by dispel magic versus the
summoner’s CA.

21
HYPERBOREA

ANT, GIANT Giant Radioactive Ant: #E 2d4 (3d6) | AL N | SZ M


Giant, segmented insect with pronounced antennae, MV 60 | DX 13 | AC 3 | HD 4 | #A 1/1 (bite) | D 1d8
a tough exoskeleton, and a complex social order. Both SV 15 | ML 8 | XP 180 | TC Q (×4) | Special:
species are considered the byproduct of sorcerous aug-
mentation. ‘ Radiation Sting: Upon successful mandible bite,
2-in-6 chance the creature arches its metasoma to
GIANT ANT: Giant ants are black-and-red insects sting the target at +2 “to hit.” If this attack hits,
from five- to eight-feet in length. They are omnivorous it causes 1d3 hp damage and delivers a lethal dose
and insatiably hungry for organic material (plant or of radiation; make a death (radiation) save or die
animal, with a preference for flesh). Typically, they lair in 1d6 turns. Even if death is averted, the victim
in underground nests and emerge to attack en masse, suffers complete loss of hair within 24 hours;
but encountering a solitary soldier returning to the recurrent nausea results as well.
nest is not unusual. ‘ Warble: Warbling whistle can be used to commu-
nicate with other giant radioactive ants within
Giant Ant: #E 1 (3d6) | AL N | SZ M | MV 60 | DX 12 two miles, or it can be modified to mesmerize a
AC 3 | HD 4 | #A 1/1 (bite) | D 1d8 | SV 15 | ML 8 single mammal within 240 feet. The target must
XP 90 | TC Q (×3), S | Special: make a sorcery save, modified by willpower
adjustment, if applicable. If the save fails, the
‘ Sting: Upon successful mandible bite, 2-in-6
victim enters a trance, dropping anything held
chance the creature arches its metasoma to sting
and blindly walking toward the warbler, present-
the target at +2 “to hit.” If this attack hits, it caus-
ing a defenceless target to be devoured.
es 1d3 hp damage and delivers venom; make death
(poison) save or suffer additional 2d8 hp damage.
APE, ALBINO (White Ape)
GIANT RADIOACTIVE ANT: Giant radioactive ants The albino ape is a massive white simian dwelling in
are giant ants that have been irradiated by green dia- caves and caverns. Adult males grow up to seven feet
monds. They present with pale grey, translucent exo- high and weigh as much as 600 pounds; females are
skeletons, under which their internal organs glow iri- slightly smaller. Nocturnal and carnivorous, these
descent green, most notably the metasoma (posterior). gorilla-like beasts demonstrate limited intelligence
Giant radioactive ants are carnivorous and insatiably through primitive tool use.
hungry. They also display limited intelligence, com-
Typically, they live in groups of 7–10, with one alpha
municating over vast distances via a warbling whistle
male, two or three females, and the remainder young;
emitted by their vibrating antennæ. This sound also
otherwise, adult males live solitarily, though a sibling
can produce a mesmerizing effect (see below). Giant ra-
pair is possible. If approached, the apes will pound
dioactive ants oft congregate in threes, head-to-head,
their chests and roar. One who carefully backs away
antennæ taking to a brighter, pulsating green glow.
might escape (3-in-6 chance); otherwise, the apes react
The significance of this activity is not yet understood.

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violently. Albino apes are known to emerge in the black Carnivorous Ape: #E 1d8 | AL CE | SZ M | MV 40
of night to chase Ythaqqa, “The Wendigo,” across the (fly 50*) | DX 11 | AC 6 | HD 5 | #A 2/1 (claw/claw)
Plain of Leng, howling and frothing in bestial rapture. D 1d6+1/1d6+1 | SV 14 | ML 9 | XP 200 or 225*
TC C | Special:
The albino ape superior is a rare specimen, always
male. Born with six limbs—two pairs of massive arms ‘ Acute senses: Chance to be surprized reduced
and one pair of stout legs—it grows to nine feet and by 1-in-6.
weighs as much as 1,100 pounds. These apes are much ‘ Rend: If both claw attacks hit one opponent,
as their cousins, though they can manipulate weapons rends for additional 1d8+1 hp damage.
and are possessed of slightly elevated intelligence (and
no small amount of wickedness); some have learnt to * Applies to winged types only.
speak the Common tongue of mankind. They oft as-
sume leadership of albino apes, brooding ape-kings.

Albino Ape: #E 1d2 (1d4+6) | AL N | SZ M | MV 40


DX 10 | AC 5 | HD 4+2 | #A 2/1 (claw/claw)
D 1d6+1/1d6+1 | SV 15 | ML 9 | XP 175 | TC C
Special:

‘ Scent: Acute sense of smell; chance to be


surprized reduced by 1-in-6.

Albino Ape Superior: #E 1 | AL CE | SZ L


MV 30 | DX 8 | AC 4 | HD 8+4 | #A 4/1 (claw ×4)
or 2/1 (weapons) | D 1d8+2 (×4) or 4d4/4d4 | SV 13
ML 10 | XP 1,400 | TC Q | Special:

‘ Scent: Acute sense of smell; chance to be


surprized reduced by 1-in-6.
‘ Strangle: If all four claw attacks strike one
opponent, strangulation ensues the next round,
causing 1d8+2 hp damage per round. An extraor-
dinary feat of strength can break the ape’s grasp; APE, MOUNTAIN (Ogre)
serious damage also may compel the beast to let These massive, humanoid brutes of repulsive counte-
go. Rare victims who survive this attack have nance and abhorrent odour stand 8–10 feet tall and
been known to lose their voices forever. weigh as much as 1,000 pounds. Their torsos are thick
with black or red fur, but their arms and bowed legs
APE, CARNIVOROUS are as those of cave-men; their misshapen heads are
These are massive, 400-pound, seven-foot-tall, hairy of mane and beard, and their noses large and
flesh-eating gorillas of brutish and cunning intelli- broad. Mountain apes typically wield clubs, stone
gence. They have large fists with black-taloned fingers. axes, or stone-tipped spears, though some acquire the
Carnivorous apes often dwell in hidden places, such as weapons of mankind. Others will hurl stones, or simply
caves, dungeons, or forests deep. They take great plea- pound with their fists.
sure in eating the raw flesh of humans and are keen
to their scent; likewise, they hate and prey upon other Mountain apes are greedy and oft store their wealth
ape species, though they rightly fear the four-armed in cave lairs, though some fear leaving their treasure
albino ape superior. Carnivorous apes are notorious for others to plunder and so will carry it in large sacks.
for their keen eyesight, hearing, and olfaction; they Most are thoroughly Evil, though a simpleminded,
use these enhanced senses and their shrewd cunning good-natured sort is not impossible. They often dwell
to stalk enemies. alone and are wont to kidnap human children (whom
they enslave and/or eat).
A rare variation of the carnivorous ape is said to dwell
in the remote peaks of the Spiral Mountain Array. Mountain Ape: #E 1 (1d6) | AL CE | SZ L | MV 30
These simians conform to carnivorous ape appearance, DX 8 | AC 5 | HD 4+4 | #A 1/1 (pummel or weapon)
except they have hollow bones and great, membranous D 1d4+3 (pummel) or 1d10+3 (weapon) | SV 15
bat wings. Clever and intelligent, these brutes revel in ML 9 | XP 200 | TC M (×10); Q, R, S | Special:
cruelty. They are said to capture human females and
Hurl Stone: Hurl a large stone to a range of 50 for
convey them to their wicked lairs.
1d10+3 hp damage.

23
HYPERBOREA

APE-MAN Ape-Man Alpha: #E 1:12 | AL N or LE | SZ M


These quasi-humans walk upright as humans; males MV 30 | DX 12 | AC 7 | HD 3+4 | #A 3/2 (weapon)
are from five to six feet tall, females from four to five D (per weapon +2) | SV 15 | ML 9 | XP 90 | TC L; C,
feet tall on average. Ape-men have the base counte- Q (×2), S | Special:
nance and body hair of an ape and a body type that
presents with human and simian characteristics, in- ‘ Climb: 11-in-12 chance of success, at full move-
cluding opposable thumbs. Culturally they range from ment rate.
utter primitivism (fire and stone tool use) to mock
sophistication and reason rivalling the lowliest of man- ARCHÆOPTERYX
kind. Ape-men communicate via a limited vocabulary This crow-sized, antediluvian bird is of rare and co-
of grunts, growls, hoots, and trills. Brutish and violent, lourful plumage. It has a lengthy reptilian tail with
ape-men are omnivorous, though preferring raw meat. long feathers of blue, green, black, and pink, though
Their warriors and hunters wear the hides of beasts; other colour combinations have been reported. The
some don human armour when opportunity presents. archæopteryx’s beak is lined with small, sharp teeth;
Weapons include clubs, slings, and hand-hurled stones, also, three finger-like claws extend from the wing
unless the ape-men acquire steel. joints, used to climb trees and rocks. Archæopteryges
dwell in regions of high elevation that are volcanically
Ape-man tribes dwell in caves, mountains, and forests. active; also, they have been observed on remote islands
About 1 in 12 is an ape-man alpha, a physically dom- and in ancient forests. Typically, they feed on carrion
inant humanoid. Also, most tribes of 20 or more indi- and small animals (amphibians, birds, mammals, and
viduals will have a shaman; these sorcerers typically reptiles). Legends speak of a two-headed, intelligent
hallow Yug or Xathoqqua. species of archæopteryx that inhabits the volcanic re-
gions of the Spiral Mountain Array.
N.B.: An advanced group of some 5,000 ape-men popu-
lates the City-State of Kor and serves as its ruling elite.
These ape-men can read and write, forge weapons and
tools of iron and steel, and assume the principle classes
of fighter, magician, cleric, and thief. Some sages posit
these elevated ape-men to be the beneficiaries of oth-
erworldly sponsorship.

Ape-Man: #E 1d6 (6d6) | AL N or LE | SZ M | MV 30


DX 10 | AC 8 | HD 1+2 | #A 1/1 (weapon) | D (per
weapon +1) | SV 16 | ML 9 | XP 24* | TC L; C, Q
(×2), S | Special:

‘ Climb: 11-in-12 chance of success, at full move-


ment rate.
‘ Shamanism: Ape-man shamans can advance as
high as 5th level; for each level beyond 1st, they Archæopteryx: #E 1 (1d6) | AL N | SZ S | MV 20 (fly
add 1 hit die (d8) to their base 1+2 HD. 60) | DX 10 | AC 6 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1d2 | SV 17 | ML 5 | XP 9 | TC nil | Special:
* Refer to Table 201 for classed individuals.
‘ Rend: If both claw attacks hit one opponent,
rend for an additional 1d2 hp damage.

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AUROCHS Bronze Automaton: #E 1 | AL N | SZ L | MV 30
This massive species of ox stands six feet at the shoul- DX 9 | AC 2 | HD 10+2 | #A 1/1 (gore or weapon)
der, weighs as much as 2,000 pounds, and is renowned D 2d8 or 4d6 | SV 12 | ML 12 | XP 2,200 | TC nil
for its wide spread of forwards-turning horns. Most Special:
aurochs have black fur, which is shaggier during cold
periods. Temperamental and aggressive, these bovines ‘ Charging Gore: Can deliver charging gore
will charge down a human or humanoid, including those attack at +2 “to hit” and double damage.
who attempt to avoid them. Castrated bulls, if taken as ‘ Fire Heals: Fire attacks heal the monster
calves, may be used as draught animals. Solitary bulls instead of damaging it.
might be encountered, or small herds. ‘ Immunities: Immune to all sorcery, except
lightning, which functions as slow spell for
Aurochs: #E 1 (4d6) | AL N | SZ L | MV 30 | DX 9 3 rounds. Immune to mundane weapons;
AC 5 | HD 4 | #A 1/1 (gore or trample) | D 1d10 or harmed only by magical weapons.
1d6+1 | SV 15 | ML 6 | XP 90 | TC nil | Special:
CLAY AUTOMATON: A clay automaton is a hu-
‘ Charging Gore: charge attack at +2 “to hit” and manoid statue eight feet tall. The clay automaton is
double damage. under its creator’s command; typically, the creature
‘ Double Gore: Gore attack two adjacent foes on is appointed a task, such as guardianship. N.B.: Clay
a single attack roll. automata are prone to possession by dæmons.

AUTOMATON (Golem, Living Statue) Clay Automaton: #E 1 | AL N | SZ L | MV 20


Automata are humanoid constructs of mad sorcerers DX 5 | AC 7 | HD 11+2 | #A 1/1 (pummel) | D 3d10
and their ilk, the formulæ for the creation of which SV 12 | ML 12 | XP 2,700 | TC nil | Special:
trace back to a bygone age when Atlanteans, Hyper-
‘ Immunities: Immune to all sorcery, except
boreans, Lemurians, and the Mu commingled sorcery
for disintegrate and transmute rock to mud,
and science. Strange wires, conduits, batteries, cells,
either of which necessitates a death save or
and circuits are installed in many of these creations,
the creature is destroyed. Unharmed by edged
though no two manuals of automaton creation de-
or pointed weapons of all types (magical and
scribe precisely identical processes; alternative meth-
mundane); only blunt weapons (flail, hammer,
ods of creation were engendered by the ancients, but
mace, etc.) of magical nature are effective.
this is a lost science in rapidly decaying Hyperborea.
‘ Permanent Damage: Damage from attacks
cannot be healed, save by the sorcery of a
BRONZE AUTOMATON (Minotron): A bronze
cleric or priest of 9th level or greater; otherwise,
automaton is a massive 10-foot construct built to re-
damage inflicted is permanent, unless a remove
semble a minotaur. Often referred to as a minotron, a
curse spell is cast.
typical bronze automaton is fashioned to wield a great
spear, halberd, or long trident, composed entirely of
bronze. The bronze automaton is ever obedient and
under the
command of
its creator,
though
it only
responds
to clear
and loudly
vocalized
commands.
N.B.: The
golden heart
of a felled
bronze
automaton,
if extracted,
has a 12,000-
gp value.

25
HYPERBOREA

CRYSTAL AUTOMATON: A crystal automaton is a FLESH AUTOMATON: A flesh automaton is built


human-shaped limpid construct, its smooth, faceless from the corpses of at least five humans. Though the
exterior shewing crackling, bluish-white energy with- creature is impervious to most harm (unless magical),
in. Unlike most automata, this creature exhibits sen- the creator might yet gird an automaton in armour.
tience, oftest housing the consciousness of a learned The flesh automaton obeys the will of its creator; com-
individual. Some ancient Atlantean scientists employed mands must be simple, for the brute retains limited
such forms to achieve a measure of immortality; the intelligence.
secret of their creation has been lost as the Atlantean
race has declined. These creatures cannot speak, but Flesh Automaton: #E 1 | AL N | SZ M | MV 30
can communicate telepathically, usually in the Hellenic DX 7 | AC 7 | HD 9+2 | #A 2/1 (pummel) | D 2d8/2d8
(Atlantean) and Hellenic (Hyperborean) dialects. SV 12 | ML 11 | XP 1,600 | TC nil | Special:

Crystal Automaton: #E 1 | AL any | SZ M | MV 30 ‘ Electricity Heals: Electrical attacks heal the


DX 9 | AC 0 | HD 2+2 | #A 2/1 (pummel/pummel) monster instead of damaging it.
D 1d6/1d6 | SV 16 | ML 10 | XP 101 | TC nil | Special: ‘ Immunities: Immune to charm, hold, sleep, and
other mind-affecting sorcery. Immune to mun-
‘ Immunities: Immune to acid, cold, electricity, dane weapons; harmed only by magical weapons.
fire, gas, poison, and all sorcery. Immune to mun- ‘ Loss of Control: Each round of combat, 1-in-10
dane weapons; harmed only by magical weapons. chance of losing control, attempting to kill all in
sight. It attacks at +2 “to hit” and damage rolls
and then flees after 2d6 rounds. It thereafter
wanders aimlessly, avoiding civilization; rehabil-
itation is no simple matter. Some flesh automata
are said to manifest rudimentary intelligence
and emotion after such episodes.

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27
HYPERBOREA

IRON AUTOMATON: An iron automaton is a 12-foot SCYTHE AUTOMATON: A scythe automaton is a


iron statue. Most are moulded bearing a weapon, such nine-foot-tall, thin humanoid construct with a metallic
as an enormous sword or axe. The iron automaton is body and blades that extend at the end of each arm.
under the command of its creator. Relics of ancient sorcery and science, scythe automata
generally are used as simple guardian creatures, pro-
Iron Automaton: #E 1 | AL N | SZ L | MV 20 grammed to follow basic, pre-determined orders. They
DX 5 | AC 3 | HD 16+2 | #A 1/1 (weapon) | D 4d10 will not attack unless triggered, but once they do, they
SV 9 | ML 12 | XP 6,000 | TC nil | Special: strike with their edged arms, slicing with vicious fury
until each enemy is destroyed. After completing their
‘ Breathe Poison: Every 7 rounds, can breathe orders, they return to their original positions and re-
poison gas cloud of 10-cubic-foot volume, as the sume hibernation until triggered again.
cloudkill spell.
‘ Fire Heals: Fire attacks heal the monster Scythe Automaton: #E 1d2 | AL N | SZ L
instead of damaging it. MV 30 | DX 5 | AC 3 | HD 7+2 | #A 2/1 (blade/
‘ Immunities: Immune to all sorcery, except blade) D 1d10/1d10 | SV 13 | ML 12 | XP 840 | TC nil
lightning, which functions as slow spell for Special:
3 rounds. Immune to mundane weapons;
harmed only by magical weapons. ‘ Immunity: Immune to mundane weapons;
harmed only by magical weapons. Immune to
charm, hold, sleep, and other mind-affecting
sorcery.
‘ Resistances: Edged or pointed weapons cause
only ½ damage; blunt weapons deal full damage.

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STONE AUTOMATON: A stone automaton is a BANDOGG (Dog-Man)
10-foot-tall statue chiselled from granite or marble, oft Bred to fight in a corrupted age of old, these humanoid
with the likeness of a sword or an axe in hand. Stone bull mastiffs are feral and violent, bespeaking their
automata are the least intelligent type, able to com- horrifying genetic past as gladiators and killers. They
prehend seven simple commands which must be pro- are covered in thick black fur tinged with sickly yellow
grammed during creation. Typical commands include streaks, and their mouths foam with disease to which
“Attack!”, “Capture!”, “Follow!”, “Stop!”, and “Wait!” they have developed immunity. Bandoggs are the size
Ambiguous commands such as “Guard!” may be mis- of humans and wield manmade weapons, though one is
understood; the monster might guard a place instead just as likely to lash out with an infectious bite. If they
of a person, even if a person was the intent. wield edged weapons, they lick the blades habitually,
slathering them with disease.
Stone Automaton: #E 1 | AL N | SZ L | MV 20
DX 5 | AC 5 | HD 14+2 | #A 1/1 (weapon) | D 6d6 Bandoggs follow the alpha male of the pack with blind
SV 10 | ML 12 | XP 3,250 | TC nil | Special: loyalty, understanding only basic directives about
hunting, guarding, and fleeing. They walk upright, but
‘ Immunities: Immune to all sorcery, except they run on all fours and pounce upon enemies as far
stone to flesh (renders creature AC 8 and vul- as 15 feet. Their keen sense of smell makes them ex-
nerable to normal weapons for 1d4 rounds) and cellent trackers; they can scent the fear of enemies as
transmute rock to mud (functions as slow spell they snarl with their mangled teeth and
for 2d6 rounds). Immune to mundane weapons; putrid, foaming jowls.
harmed only by magical weapons.
Bandogg: #E 1d8 (2d10) | AL CE | SZ M
MV 40 | DX 10 | AC 7 | HD 2 | #A 1/1 (bite or weapon)
D 1d6 (or per weapon) | SV 17 | ML 7 | XP 28
TC L; M, D | Special:

‘ Diseased Saliva: Victim of bite or edged weapon


attack must make death (poison) save or suffer
slowly increasing pain at site of wound, which
will fester and cause muscle spasms and halluci-
nations within 1d6 days. Death ensues 2d6 days
later unless cure disease is cast.
‘ Track: Can track a living creature at 10-in-12
chance of success if the trail is no older than one
day.

29
HYPERBOREA

BANSHEE (Baobhan Sith) BASILISK


Two types of banshee are known; both are hazy, ghostly A magical beast of legendry, this large, eight-legged
manifestations of a female spirit. The first is the benev- reptile typically dwells in caverns or thick, tangled
olent sort (typically a Keltic ancestor spirit) that may forests. Those who meet its gaze or touch its hide are
warn of an impending death in the family; this warning turned to stone. The basilisk is about 10 feet long (not
is made obvious by the banshee’s long and frightful including tail), with dun-coloured scales and a yellow
wail or keening. The second is the one represented in underbelly. Its jaws are lined with sharp teeth, and its
the below statistics: a malevolent phantom of different eyes are large, blue-green, and somewhat lamp-like.
purpose. These frightful apparitions loathe the living. With their eight short and powerful legs, basilisks can
Typically, they lurk in places of ruin or locales where scale vertical surfaces to the caves within which they
misfortune has transpired. Malevolent banshees use build their nests; oft these caves appear to be statuar-
their keening power to slay the living. ies of the humans and beasts that daringly (or unwit-
tingly) entered the monsters’ lairs.
Banshee (Undead Type 10): #E 1 | AL CE | SZ M
MV 20 (fly 50) | DX 12 | AC 0 | HD 7 | #A 1/1 (touch) Basilisk: #E 1 (1d2) | AL N | SZ L | MV 20
D 1d10 | SV 13 | ML 10 | XP 1,100 | TC D | Special: DX 9 | AC 4 | HD 6+4 | #A 1/1 (bite) | D 2d6 | SV 14
ML 9 | XP 1,050 | TC F | Special:
‘ Cold Touch: Touch attack (the above-noted 1d10
hp damage) is considered cold damage. ‘ Petrifaction: Meeting its gaze or touching its
‘ Fear: Sight causes fear unless sorcery saves hide causes one to turn to stone unless a trans-
are made. The saves are modified by willpower formation save is made. Surprized combatants
adjustment, if applicable. If failed, victims flee almost always (5-in-6 chance) look in the basilisk’s
for 2d6 rounds; if fleeing not possible, victims eyes. Combatants in melee with the creature can
cower and weep. look away, but doing so causes their attack rolls
‘ Immunities: Immune to cold, electricity, fear, and armour class to be at −2 penalties.
paralysis, poison. Immune to mundane weapons; ‘ Vulnerability: Can be turned to stone if it sees
harmed only by silver or magical weapons. its reflexion in a mirror; of course, effectively
‘ Vulnerability: The spell perform exorcism using a mirror requires sufficient lighting. The
destroys a banshee. base chance of success is 2-in-6, subject to the
‘ Wail: Once per day, and only in darkness, can referee’s discretion. The basilisk must make a
emit a wail that slays living creatures within transformation save to avoid the effect.
30-foot radius, unless death saves are made;
victims die of heart-stopping fear, so willpower
adjustment applies.

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BAT BEAR
Nocturnal, flying mammal with membranous wings. Four species of these powerful mammals are known to
be extant in Hyperborea. Each species has a favoured
BAT: A bat is the typical brown, black, red, or sil- environment. Bears are often hunted for their meat
ver-haired variety that might be encountered in for- and fur, though only the brave or foolish would dare
ests, caves, caverns, dungeons, and ruins. During ex- hunt the larger species.
tended periods of complete daylight, such as the years
of summer, many species hibernate. BLACK BEAR: The black bear is the smallest of bear
species, a swamp and woodland dweller that measures
Bat: #E d% (1d10×100) | AL N | SZ S | MV 10 up to six feet long and weighs as much as 500 pounds.
(fly 80) | DX 15 | AC 5 | HD ¼ | #A 1/1 (bite) | D 1 These scavengers are notorious for wandering into
SV 17 | ML 5 | XP 9 | TC nil | Special: civilization to plunder food stores. They run quickly
and are skilled tree climbers. This species is known to
‘ Diseased Bite: 1-in-4 are diseased. A bite victim hibernate for approximately 6½ months of Nightfall.
must make a death (poison) save or suffer pain
and burning at the site of the infection, followed Black Bear: #E 1 (1d3) | AL N | SZ M | MV 60
by headaches, muscle spasms, and difficulty DX 13 | AC 7 | HD 3+3 | #A 3/1 (claw/claw/bite)
swallowing. A second death (poison) save must D 1d3/1d3/1d6 | SV 15 | ML 8 | XP 105 | TC nil
be rolled in 2d6 days, or death ensues. Cure Special:
disease heals affliction.
‘ Hug: If same victim is hit with both claw attacks,
GIANT BAT: A bloodthirsty bat of four-foot wingspan. hug for 2d4 hp damage. It may continue to hug
Continental species present copper-brown fur during for 1d4 rounds, unless an extraordinary feat of
high summer and white fur for the remaining calendar strength or dexterity is achieved.
years; island species usually remain copper perennial-
ly. In Hyperborea, Xathoqquans hold this creature in BROWN BEAR: The brown bear is a fierce beast that
high esteem, perhaps of spiritual import. measures up to eight feet long and weighs as much as
600 pounds. Brown bears are aggressive, temperamen-
Giant Bat: #E 1d10 (1d10×10) | AL N | SZ S tal creatures with long claws that they use to dig out
MV 10 (fly 70) | DX 12 | AC 6 | HD 2 | #A 1/1 (bite) prey and to fight. This species is known to hibernate
D 1d4 | SV 16 | ML 7 | XP 64 | TC nil | Special: for approximately 6½ months of Nightfall.

‘ Diseased Bite: see bat. Brown Bear: #E 1 (1d6) | AL N | SZ L | MV 50


‘ Paralyze: Bite causes paralysis for 1d10 rounds DX 10 | AC 6 | HD 5+5 | #A 3/1 (claw/claw/bite)
unless death save is made; bat then drains victim D 1d4/1d4/1d8 | SV 14 | ML 8 | XP 380 | TC nil
of blood, causing 1d4 hp damage per round for Special:
2d4 rounds, before flying away. If victim sur-
‘ Hug: If same victim is hit with both claw attacks,
vives, disease also must be checked, as above.
hug for 2d6 hp damage. It may continue to hug
for 1d4 rounds, unless an extraordinary feat of
strength or dexterity is achieved.

CAVE BEAR: The cave bear is an enormous brown-


or grey-furred bear that lairs in seaside caves and
cavernous dungeons. Cave bears measure up to 15 feet
in length and weigh as much as 1,400 pounds. They are
ferocious carnivores with a taste for human flesh. Some
have been known to exhibit rudimentary intelligence,
wandering to ancient shrines of Xathoqqua to howl and
roar, their fur bristling.

Cave Bear: #E 1 (1d4) | AL N | SZ L | MV 40


DX 9 | AC 5 | HD 8+5 | #A 3/1 (claw/claw/bite)
D 1d10/1d10/2d6 | SV 13 | ML 9 | XP 1,000 | TC nil
Special:

‘ Hug: If same victim is hit with both claw attacks,


hug for 2d10 hp damage. It may continue to hug
for 1d4 rounds, unless an extraordinary feat of
strength or dexterity is achieved.

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HYPERBOREA

POLAR BEAR: The polar bear is a large white bear Giant Queen Bee: #E 1 | AL N | SZ S | MV 10
that inhabits glacial regions. Excellent swimmers, po- (fly 30) | DX 7 | AC 5 | HD 1 | #A 1/1 (sting) | D 1d6
lar bears hunt fish and seals, but usually will not attack SV 16 | ML 12 | XP 43 | TC nil | Special:
a human unless provoked. They measure up to 12 feet
in length and weigh as much as 1,100 pounds. ‘ Repeat Stinger: Giant queen bee can sting
repeatedly.
Polar Bear: #E 1 (1d4) | AL N | SZ L | MV 40 (swim ‘ Venom: Sting victim must make death (poison)
40) | DX 9 | AC 6 | HD 7+5 | #A 3/1 (claw/claw/bite) save or suffer additional 2d6 hp damage, plus
D 1d8/1d8/2d6 | SV 13 | ML 8 | XP 760 | TC nil 2-in-6 chance of death in 1 turn due to intensely
Special: painful inflammation and organ failure.

‘ Hug: If same victim is hit with both claw attacks, BEETLE, GIANT
hug for 2d8 hp damage. It may continue to hug Insects of prodigious size; each may be the product of
for 1d4 rounds, unless an extraordinary feat of sorcerous tampering.
strength or dexterity is achieved.
BOMBARDIER BEETLE: The bombardier beetle
BEE, GIANT is a five-foot-long insect that inhabits swamps and
These incredibly aggressive, one-foot-long killer bees woodlands, feeding on carrion and dung. It uses the
attack without provocation any individual within 50 latter to build its nest, a dung tower of 30-foot height
feet of their nest. The giant queen bee is a two-foot- with a 30-foot-diameter base. It does not attack unless
long creature that largely remains in the nest. Giant surprized or threatened; if so, it turns to release its
bees hibernate during the winter years. terrible vapour bomb (see Special).

Giant Bee: #E 1d6 (5d8) | AL N | SZ S | MV 10 Bombardier Beetle: #E 1d4 (4d6) | AL N | SZ M


(fly 50) | DX 10 | AC 7 | HD ½ | #A 1/1 (sting) | D 1d3 MV 30 | DX 9 | AC 4 | HD 2+1 | #A 1/1 (bite)
SV 17 | ML 12 | XP 17 | TC nil | Special: D 1d10 | SV 16 | ML 7 | XP 95 | TC nil | Special:

‘ Venom: Sting victim must make death (poison) ‘ Vapour Bomb: Once per day can release from
save or suffer additional 2d6 hp damage, plus its posterior a noxious, 10 × 10 × 10-foot vapour
2-in-6 chance of death in 1d4 turns due to bomb. The cloud is acidic and inflicts 2d6 hp
intensely painful inflammation and organ failure. damage. Furthermore, the release is coupled with
‘ Self-Destruction: Giant bee dies shortly after it a sonic boom that stuns any creature within 20
stings, the stinger torn from its body, resulting feet unless it makes​ a transformation save. If the
in abdominal rupture. saving throw fails, the victim is stunned for 1d6
rounds and deafened for an additional 1d6 turns.
A deaf creature is surprized on a base 4-in-6 chance
and suffers an individual initiative penalty of −2.

FIRE BEETLE: The fire beetle is a giant insect of


3- to 3½-foot length, with large, serrated pincers.
Fire beetles
are found in
two distinct
types: one,
subterranean;
the other,
aboveground,
nocturnal
bog dwellers.
(The latter oft
are referred
to as “jigs”
because of the
male’s strange
mating rituals:
It stands erect
on its hind legs
and performs

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a dance to attract females.) Two brightly glowing When hunting, the behir will bite and then enfold its
glands are located above the fire beetle’s eyes, with prey, constricting as a python and thrashing. When
a third by the abdomen. For the subterranean type, facing fighting humans or other creatures capable of de-
these glands radiate red light in a 10-foot radius; fending themselves, the behir rears up and attacks with
surface-dwellers present a more fulvous phosphores- six claws and its bite. It also can discharge a powerful
cence. If a fire beetle’s glands are extracted carefully, lightning bolt from its open maw. Behirs are often en-
they continue to glow for 1d6 days. countered alone, unless a mating pair is chanced upon.

Fire Beetle: #E 1d6 (2d6) | AL N | SZ S | MV 40 DX 9 Behir: #E 1 (1d2) | AL CE | SZ L | MV 50 (swim 60)


AC 4 | HD 1+1 | #A 1/1 (bite) | D 2d4 | SV 16 DX 10 | AC 4 | HD 12 | #A 7/1 (claw ×6/bite)
ML 7 | XP 20 | TC nil D 1d6×6/2d6 | SV 11 | ML 9 | XP 2,900 | TC Q (×10),
V | Special:
STAG BEETLE: The stag beetle is the most enor-
mous of giant beetles, with a body of 12-foot length ‘ Constriction: If bite and at least two claw
and horns that project another 8–10 feet. Heavily ar- attacks hit a single target, victim is wrapped
moured and given little cause to fear most predators, and squeezed for additional 2d4 hp damage per
these enormous insects are the bane of crop farmers, round. If the behir is damaged to 50% of its total
oft consuming an entire harvest in one night (though hit points, it releases the victim either to fight or
they attack humans only if incited). They typically retreat (subject to a morale check). Otherwise,
travel alone or in pairs. an extraordinary feat of strength or dexterity
might allow one to escape.
Stag Beetle: #E 1d2 | AL N | SZ L | MV 20 DX 7 ‘ Immunities: Immune to electricity and poison.
AC 3 | HD 6 | #A 3/1 (gore/gore/bite) | D 1d10/1d10/2d8 ‘ Lightning Bolt: Once per day can discharge a
SV 14 | ML 7 | XP 340 | TC nil 30-foot-long lightning bolt that inflicts 6d6 hp
damage, with avoidance saves allowed for ½
BEHIR damage.
This 40-foot-long, serpentine dragon has 12 legs and a
large, crocodilian head. It can fold its legs against its BIRD-MAN
flanks to slither like a massive snake or to swim. The Bird-men have small, featherless heads, stout yellow
monster has thick scales of blue or blue-green, with a beaks, and inquisitive black eyes. They stand upright and
pale blue underbelly. average seven feet tall, two feet of which comprise their
long, featherless necks; however, because their necks
droop, their full height scarcely is realized. Bird-men
have long, scaly legs that end in three-toed talons, narrow
upper bodies feathered in black, and powerful wings that
span eight or more feet. Their wings are plumed in black,
white, and brown (females) or red (males).

This race of semi-intelligent, humanoid birds rarely


lives in autonomy; primarily, they exist in servility to
other intelligent beings. This arrangement suits them
so long as they are sheltered and fed (grains and small
lizards, fish, or amphibians). Typically, a small flock (in-
cluding mated pairs) serve a master. Solitary bird-men
oft refuse to eat and will die of starvation, unable to
carry on without the companionship of the flock.

Bird-men are notorious for both their cowardice and


their incessant garrulity, for they speak the Common
tongue of mankind. They can be obstinate (oft refusing
to complete tasks), lazy, argumentative, and insulting
(especially to one another), but when motivated they
can be trained to fly collectively a basket of cargo that
weighs no more than 200 pounds per bird-man. They al-
most always flee violence; however, the threat of violence
from their masters rarely inspires them to cooperation.
Almost nothing can convince them to fly over the ocean.
In short, bird-men are a quirky, intractable species.

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HYPERBOREA

Bird-Man: #E 3d4 | AL N | SZ M | MV 50 (fly 120) ‘ Corrosion: Corrodes leather on contact and


DX 15 | AC 9 | HD 1 | #A 1/1 (bite) | D 1d4 | SV 16 metal in 2d4 rounds (including weapons and
ML 3 | XP 13* | TC J, K | Special: armour, though magical metal survives 1 extra
round per “plus”).
‘ Shamans: Rumours speak of shamanic bird-men ‘ Fission: When black pudding is struck by
in the untamed wilds of the Spiral Mountain weapons or lightning (neither of which harm it), a
Array. These can advance as high as 7th level; for smaller one is created (e.g., a 3-HD black pudding
each level beyond 1st, they add 1 hit die (d8) to that causes 1d8 hp damage), whilst the main body
their base 1 HD. quickly regenerates, its capacities not reduced.
‘ Immunities: Immune to cold. Harmed only by
* Refer to Table 201 for classed individuals.
fire-related sorcery; other spells and magical devic-
es may adversely affect it, but those that are not
fire-related and that normally inflict physical harm
merely split the creature in twain as noted above.

BLACK PUDDING
These large, amorphous blobs are dark grey to black
in colour. Some sages believe they are a primitive sub-
species of shoggoth, or “failed” shoggoths discarded
by their erstwhile masters, the elder things. Black
BLINK DOG
puddings typically measure 6–30 feet in diameter,
These canine creatures originate from realms Æthereal.
shambling through subterranean caves and caverns
They thrive in cold deserts, hunting in packs and com-
constantly in search of nourishment; often one will
peting with other carnivores. Although not physically
ooze through some crack in the floor of a dungeon to
imposing, they compensate via their intelligence and
seek its provender.
supernatural ability to blink (teleport short distances).
Black puddings can move across floors, walls, and ceil-
Blink dogs stand from two to three feet at the shoulder,
ings, and they can pass through small apertures. They
with furry white legs and thick golden coats, some-
can eat through wood or metal and generally are cor-
times spotted brown. They do not bark; rather they
rosive to all forms of organic material, but they do not
communicate by means of a complex howling language,
affect stone. Wisdom has it that only fire can destroy
though some sages posit that they possess empathy or
them; other attacks simply split them in twain.
telepathy. Blink dogs are thought to comport to a strict
Black Pudding: #E 1 | AL N | SZ L | MV 20 moral code, suggested by their apparent opposition to
DX 10 | AC 6 | HD 10 | #A 1/1 (touch) | D 3d8 Chaotic Evil creatures of otherworldly origins. Their
SV 12 | ML 12 | XP 1,900 | TC nil | Special: packs are believed to be matriarchal.

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CAMEL
A camel is an even-toed ungulate known for distinctive
fatty “humps” on its back.

BACTRIAN CAMEL: The bactrian camel is a two-


humped pack or riding animal also used for its milk,
meat, wool, and hide. Bactrians are shaggy, large-
boned camels able to withstand the least forgiving
Hyperborean climes.

Bactrian Camel: #E 1 (5d6) | AL N | SZ L | MV 40


DX 8 | AC 7 | HD 2+2 | #A 1/1 (kick) | D 1d4 | SV 16
ML 6 | XP 35 | TC nil

DROMEDARY CAMEL: The dromedary camel is a


one-humped pack or riding animal, similar to the bac-
trian, though faster, lighter-boned, and less furry.

Dromedary Camel: #E 1 (5d6) | AL N | SZ L


MV 60 | DX 7 | AC 7 | HD 2+1 | #A 1/1 (kick) D 1d4
SV 16 | ML 5 | XP 35 | TC nil

CAT
Small, carnivorous mammal with soft fur and retract-
able claws. Domesticated or feral. Colour patterns
vary considerably.

Cat: #E 1 (2d6) | AL N (or LE) | SZ S | MV 50


Blink Dog: #E 1d6 (1d10+10) | AL LG | SZ S DX 15 | AC 7 | HD ½ | #A 2/1 (claw/claw) | D 1/1
MV 50 | DX 17 | AC 5 | HD 4 | #A 1/1 (bite) | D 1d6 SV 17 | ML 5 | XP 7 | TC nil | Special:
SV 15 | ML 9 | XP 120 | TC C | Special:
‘ Evil: Certain black cats are known to exhibit
‘ Blink: In combat they blink in front of their Evil; sages posit that these felines are possessed
enemies, bite, and then blink 1d6×10 feet away. by dæmons or ghosts.
Attacking a blink dog requires precise timing; ‘ Stalker: Cats are superior stalkers; chance to
one first must make a successful test of dexterity surprize opponents increased by 2-in-6.
to time a blow.
‘ Disappear: When faced with unassailable odds,
entire packs can disappear to parts unknown. CAVE-MAN
‘ Enhanced Ferocity: When combating Chaotic These are quasi-men of robust physicality, with squat,
Evil, they gain +4 damage bonuses. muscular bodies, thick bones, and apelike countenanc-
‘ Perspicacious: Keen to the presence of other- es of receding foreheads and pronounced brow ridges.
worldly horrors and the undead; will howl in Cave-men are well adapted to cold climes, but thrive in
their presence, even if unseen (or disguised). all environments. They possess rudimentary language
skills (proto-Keltic) less refined than those of humans,
BOAR and their technology (tools and weapons) is notably
This is a wild pig with large tusks and ferocious tem- inferior or even primitive by comparison.
perament. Omnivorous and typically nocturnal, adults Hunting parties may be encountered, but typically
stand four feet high at the shoulder and weigh as much cave-men live in tribal groups, dwelling in caves, stone
as 500 pounds. During periods of extended darkness, huts, or tents manufactured from animal skins; the last
these creatures enjoy a population explosion, a bane to might be nomadic groups that follow animal herds. For
travellers and outland settlements. every 10 cave-men, there will be 1 sub-chief, and for
Boar: #E 1d6 (2d6) | AL N | SZ M | MV 50 every 30 cave-men there will be 1 chieftain. A large
DX 10 |AC 7 | HD 3+1 | #A 1/1 (gore) | D 2d4 | SV 15 tribe (such as those found on the isles of Narath and
ML 9 | XP 90 | TC nil | Special: Tarath) likely will have one dominant chieftain, so oth-
er “chieftains” have a lesser tribal rank, or they might
‘ Charging Gore: Initial gore as charge attack at be considered sub-chiefs with chieftain statistics.
+2 “to hit” and double damage dice.

35
HYPERBOREA

Cave-men are more sophisticated than appearances


would indicate, with complex behavioural rules, re-
ligion, art, and social conventions. Cave and nomadic
tribes alike employ stone-tipped spears, stone or crude
iron axes, slings, and short bows with flint-headed ar-
rows. In recent times, cave-men occasionally wander
into human settlements to trade, but generally they
are not allowed in taverns, inns, and the like.

Cave-Man: #E 1d6 (6d6 or 10d6) | AL CE | SZ M


MV 30 | DX 10 | AC 8 (or per armour) | HD 1+1
#A 1/1 (weapon) | D (per weapon +1) | SV 16 | ML 8
XP 20* | TC L; C, Q (×10), S | Special:

‘ Shaman: Cave-man shamans (male or female)


can advance as high as 6th level; for each level
beyond 1st, they add 1 hit die (d8) to their base
1+1 HD.
Centaur: #E 2d4 (4d6) | AL N | SZ L | MV 50
* Refer to Table 201 for classed individuals.
DX 10 | AC 5 | HD 4+4 | #A 2/1 (hoof/hoof) or 3/2
Cave-Man Sub-Chief: #E 1:10 | AL CE | SZ M (weapon) | D 1d8/1d8 (or per weapon +2) | SV 15
MV 30 | DX 10 | AC 8 (or per armour) | HD 3+3 ML 9 | XP 225 | TC Q, X | Special:
#A 3/2 (weapon) | D (per weapon +2) | SV 15 | ML 9 ‘ Shield Use: Some carry large shields; such
XP 90 | TC M×5 | Special: centaurs have AC 3.
‘ Mastery and Strength: +1 “to hit” and +2 to ‘ Sorcery: Can cast the following spells at will
damage via weapon mastery and high strength. (though only one at a time): charm person or
beast, færie fire, find plants, goodberry, pass
Cave-Man Chieftain: #E 1:30 | AL CE | SZ M without trace, sanctuary from animals, starlight.
MV 30 | DX 12 | AC 8 (or per armour) | HD 5+5 ‘ Weapon Mastery: Mastery of two weapons.
#A 3/2 (weapon) | D (per weapon +3) | SV 14 | ML 9 Most favour the longbow and long spear.
XP 340 | TC M×10 | Special:

‘ Mastery and Strength: +2 “to hit” and +3 to


damage via weapon mastery and high strength;
the most fearsome examples might be +3 “to
hit” and +4 to damage.

CENTAUR
A centaur has the head, arms, and torso of a human,
but the body of a thick-boned mountain horse. The
equine portion is covered in shaggy grey fur, matched
by a massive shock of hair that forms a dense and tan-
gled protective mane. Protruding from the head of a
male centaur is a pair of stout, yellow horns, which he
uses for sparring (possibly to establish mating rights).

Centaurs of Hyperborea typically dwell in the coldest


and harshest environments, in the heart of the Spiral
Mountain Array; scarcely do they reside elsewhere.
They oft venerate Aurorus and Ythaqqa and make
clandestine pilgrimages to Mount Vhuurmithadon. By
and large, centaurs are wary of humans and typical-
ly seek to avoid them. If encountered, however, they
speak a dialect of proto-Hellenic that is about 65%
compatible with the Kimmerian dialect. They are not
immediately hostile unless threatened; however, they
take a resentful viewpoint of Apollo and Artemis.

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CENTIPEDE GIANT PINK CENTIPEDE: This giant centipede is
Giant centipedes are multi-segmented arthropods, noted for its bright pink colouration and green spots.
typically up to 2½ feet long and narrow, with a pair The venom of its pincer bite is potentially deadly.
of legs projecting from each segment. They typically
inhabit mild, moist environments, as well as caverns Giant Pink Centipede: #E 2d4 (4d4) | AL N | SZ S
and dungeons deep. Many varieties of giant centipede MV 20 | DX 13 | AC 9 | HD ½ | #A 1/1 (bite) | D 1d2
exist (some of which are edible). SV 17 | ML 7 | XP 45 | TC nil | Special:

GIANT BLACK CENTIPEDE: This giant centipede ‘ Venomous: Bite delivers venom; make death
is noted for its glossy black colour, banded orange and (poison) save or suffer blindness immediately
yellow. The venom of its pincer bite is potentially deadly. and paralysis 1d6 turns later. In 1d2 days, an
additional death (poison) save must be made or
Giant Black Centipede: #E 3d4 (3d12) | AL N the victim dies; otherwise, the paralysis fades,
SZ S | MV 20 | DX 13 | AC 9 | HD ½ | #A 1/1 (bite) but the blindness is permanent.
D 1d2 | SV 17 | ML 7 | XP 25 | TC nil | Special:
MONSTROUS GREEN CENTIPEDE: The mon-
‘ Venomous: Bite delivers venom; make death strous green centipede is a myriapod from 30 to 40 feet
(poison) save or suffer an additional 2d6 hp long that dwells in the deepest subterranean caverns
damage—a painful, blood-boiling sensation. of Hyperborea. Its large mandibles inflict crushing
damage, but its venom is less toxic than its smaller
GIANT BROWN CENTIPEDE: This giant centipede counterparts. This centipede is a surprisingly fast
is noted for its dull brown colour and light red under- creature that aims to entrap its prey in an underbelly
belly. Its pincer bite delivers acidic, skin-eating venom. cavity; it then retreats to digest its victims’ flesh and
blood, ejecting any other remains in a spherical pile.
Giant Brown Centipede: #E 3d4 | AL N | SZ S
MV 20 | DX 13 | AC 9 | HD ½ | #A 1/1 (bite) | D 1d2 Monstrous Green Centipede: #E 1d4 | AL N | SZ L
SV 17 | ML 4 | XP 25 | TC nil | Special: MV 40 | DX 10 | AC 3 | HD 10 | #A 1/1 (bite)
D 3d6+3 | SV 12 | ML 10 | XP 1,750 | TC J, K, L, M,
‘ Venomous: Bite delivers venom; make death N, Q | Special:
(poison) save or suffer an additional 1d4 hp
damage from rapidly spreading necrotic acid. ‘ Coffin Clutch: The centipede rears up, its
Damage persists cumulatively, causing 2d4 hp underbelly exoskeletal plates swing open, and its
damage on round 2, 3d4 hp damage on round legs scoop the victim into one of its two or three
3, and finally 4d4 hp damage on round 4. After coffin-sized cavities. This manœuvre requires a
delivering this bite (whether the save is success- successful attack roll (non-damaging) followed
ful or not), the creature withdraws, waiting for by a failed avoidance save. Inside the centipede,
its prey to die so it can then feed on its flesh. an acidic, digestive gel releases, causing 1 hp
damage per turn
until death or escape.
The entrapped may
attempt to push open
the exoskeletal plates
via an extraordinary
feat of strength.
Alternatively, a WC
1–3 blade can be used
to cut one’s way free,
with an attack penalty
equal to the weapon
class; the entrapped
must inflict 20 hp
damage to break free.
‘ Venomous: Bite
delivers venom; make
death (poison) save
or suffer slow effect
(as the spell) for 2d6
turns.

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CHIMÆRA
These horrific, treble-headed magical beasts are four
feet at the shoulder and weigh as much as 700 pounds.
A chimæra has the forequarters of a lion, the hindquar-
ters of a goat, the membranous wings (25-foot span) of
a giant bat, and the reticulated tail of a serpent.

The central head of the beast is that of a black-maned


lion, with eyes reflecting wicked intelligence. The
lion head is flanked by a goat’s head and the serpen-
tine head of a hydra. Chimæras lair alone in cliff-side
caves, woodland hills, and even dungeons. They speak
an ancient tongue of the underworld, but they also can
converse in the Common tongue of mankind.

Chimæra: #E 1 | AL CE | SZ L | MV 40 (fly 60)


DX 13 | AC 4 | HD 9 #A 5/1 (claw/claw/lion bite/
hydra bite/goat horns) | D 1d6/1d6/2d6/1d10/2d4
SV 12 | ML 9 | XP 1,900 TC F | Special:

‘ Breathe Fire: Thrice per day, breathe from its


lion head a cone of fire 50 feet long and 20 feet In vast subterranean caverns, as many as 100 cloakers
wide at the terminus, for 4d6 hp damage (avoid- may roost like bats, but typically only one is encoun-
ance save for ½ damage). tered. A single cloaker may be discovered in a dungeon,
detected as a magical cloak, and even perhaps identified
CLOAKER as a cloak of protection. Cloakers can effect symbi-
These weird monsters of extra-dimensional origin dwell otic relationships with humans, humanoids, or other
in deep dungeons and caverns. Possessed of alien intel- quasi-men. If unsuspectingly “donned,” they latch on,
ligence, they speak their own sibilant tongue that some manipulating and feeding off their hosts.
sorcerers can learn; also, they communicate via telepathy.
They are called “cloakers” because of their shape and ap- Cloaker (otherworldly): #E 1 (1d10+10) | AL CE
pearance, resembling cowled cloaks, black on the outside SZ M | MV 10 (fly 50) | DX 13 | AC 3 (1) | HD 6 | #A 2/1
and pale grey on the inside. A cloaker has two hidden, (tail lash/tail lash) | D 1d6/1d6 | SV 14 | ML 9
claw-like appendages edging the “cowl” and a forked tail XP 460 | TC C | Special:
(as a tuxedo) with barbed ends. A horizontal “seam” in-
side the cloak is actually a fang-filled maw, above which ‘ Aware: Never surprized.
can open two eye slits of crimson red. On the back of the ‘ Blend: AC 1 when in darkness or shadows.
cloak are 12 black “buttons” that are in fact eyes. ‘ Cloak: If unwittingly donned, a cloaker gently
pricks its claw-like “hands” into the victim’s neck.
The referee should roll a secret sorcery save for
the victim, modified by willpower adjustment,
if applicable. If the save is successful, the victim
realizes a monster has attached itself; pulling it off
causes 1d4 hp damage. If the save fails, the victim
is unaware, and the cloaker will control and ma-
nipulate the character’s actions (ideally via notes
passed betwixt referee and player). The victim
and any allies will believe the cloaker is but a fine
magical cloak conferring a +1 AC bonus. If the
victim receives any sorcerous healing, the cloaker
(if wounded) always takes 1 hp of healing for itself.
‘ Envelop: If both tail lashes hit, the cloaker
envelops its victim and bites for 2d4 hp damage.
It continues to bite every round, hitting automat-
ically. If the wrapped cloaker is attacked, damage
is split evenly between the monster and its victim
(though area effect spells harm both normally).
The victim can break free with a test of strength.

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COCKATRICE
At first glance, these small, magical creatures appear to
be nothing more than large roosters; their serpentine,
reticulated tails of some two-foot length, however, be-
tray them as something else. Too, their flight ability far
outmatches that of a normal cock, their aerial speed sig-
nificant. Despite their small size, their beaks are quite
powerful, rending flesh as efficiently as a spear, and with
deadly sorcerous consequences—for their touch (much
like that of the basilisk) can turn one to stone.

Cockatrice: #E 1 (1d6) | AL N | SZ S | MV 30 (fly 60)


DX 15 | AC 6 | HD 5 | #A 1/1 (bite) | D 1d6 | SV 14
ML 7 | XP 300 | TC D | Special:

‘ Petrifaction: On a successful hit, victim must


make transformation save or be turned to stone.

CŒLURUS
The cœlurus is a dinosaur that averages six feet in
length and around three feet in height. It moves about
on its long rear legs and has short grasping arms
in front, ending with sharp claws. The carnivorous
cœlurus hunts in packs, which act similarly to flocks of
birds. Cœlurus have camouflaged skin colouring, which
makes them excellent ambushers. The snake-men tame
cœlurus and use them as humans use dogs. Primarily
found in the Lemurian Remnant, this species has been
introduced to other locations near the Rim of the World,
quickly establishing itself as an effective predator.

Cœlurus: #E 2d4 (4d4) | AL N | SZ S | MV 60


DX 12 |AC 7 | HD 2+2 | #A 3/1 (claw/claw/bite)
D 1d4/1d4/1d6 | SV 16 | ML 8 | XP 47 | TC D
Special:

‘ Surprize: Camouflage provides 1-in-6 bonus to


surprize.

COLOUR OUT OF SPACE


These vampiric phenomena originate from unearthly corpses at their touch, and plants wilt to brown, dry,
dimensions, typically arriving via meteor. When the lifeless things. The very sight of a colour out of space is
meteorite breaks open, the colour emerges, presenting reputed to effect madness in the viewer. N.B.: In Hy-
as a thousand or more points of unhallowed phospho- perborea, human sacrifices have been made to colours
rescence, a multi-coloured swarm of dancing lights out of space, believed to bring blessings from Aurorus,
exuding palpable, nameless Evil. The colours dance “The Shining One.”
like corpse-fed fireflies, touching living things and
withering them, drawing their life essence. Colour Out of Space (otherworldly): #E 1 | AL CE
SZ L | MV 20 | DX 12 | AC 9 | HD 10 | #A 1/1 (touch)
That these creatures possess intelligence is undis- D 1d6 | SV 12 | ML 12 | XP 2,350 | TC nil | Special:
puted by sages, but their motives are unfathomable to
even the most learned of sages. Typically, they hide by ‘ Constitution Drain: Touch drains constitution
day in dark, wet places and emerge by night to feed, (CN) unless a death save is made. If the save fails,
flowing like sickening, auroral clouds of 10–40 cubic the victim is drained 3d4 constitution. If drained
feet in volume. They prefer to dwell in swamps or ver- to CN 1–2, the victim is withered and sickly,
dant woodlands where organic material is abundant. unable to move or talk, barely able to swallow soft
People, animals, and monsters are reduced to withered food. At CN 0 or less, the victim is dead, a grey,
shriveled husk. Note that multiple touches have

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a cumulative effect. Constitution returns at a rate of 1 point
per day with complete bed rest; all except the final point,
which is a permanent loss unless the restoration spell is cast.
‘ Fear: Sight of this monster causes fear; make sorcery save
or flee its presence, babbling, cursing, and frothing. The
save is modified by willpower adjustment, if applicable.
This effect lasts for 2d6 turns, though it is permanent for
0th-level characters.
‘ Immunity: Immune to mundane weapons; harmed only by
silver or magical weapons.

CRAB
Clawed crustaceans of prodigious size lurk about Hyperborea,
including caverns deep. They could be the product of sorcerous
mutation.

GIANT CRAB: Giant crabs are crustaceans with shells spanning


as much as five feet in diameter. Typically, they are red, green, or
blue. Although aquatic, they thrive on land as well as in water (fresh
or salt), digging shallow burrows. Giant crabs are voracious eaters
and have a taste for warm-blooded creatures, rending them with
their powerful claws. Although they lack intelligence, giant crabs
sometimes are trained by crab-men to serve as guardians and
trackers. Usually, they are encountered at a sandy beach, swamp,
or river delta.

Giant Crab: #E 1d4 (4d4) | AL N | SZ M | MV 30 | DX 11


AC 2 | HD 3 | #A 2/1 (pincer/pincer) D 2d4/2d4 | SV 15 | ML 9
XP 41 | TC nil | Special:

‘ Surprize: When burrowed, 1-in-6 bonus to surprize.

MONSTROUS CRAB: Monstrous crabs, with shells that span


15–20 feet in diameter, have been reported. Such horrors are
believed to be hundreds of years old, and always they are encoun-
tered singly. They have been come upon in vast subterranean
lakes, the ocean deeps, and beneath glacial ice.

Monstrous Crab: #E 1 | AL N | SZ L | MV 20 DX 6 | AC 0
HD 15 | #A 2/1 (pincer/pincer) D 3d6/3d6 | SV 9 | ML 9
XP 3,000 | TC nil

FOUR-CLAWED MONSTROUS CRAB: This enormous, red


crustacean is 10 feet tall and 20 feet in diameter. They have 20
legs and are renowned for their four razor-sharp claws.

Four-Clawed Monstrous Crab: #E 1 | AL N | SZ L MV 20


DX 6 | AC 0 | HD 15 | #A 4/1 (pincer ×4) | D 3d6 (×4) | SV 9
ML 9 | XP 4,500 | TC nil | Special:

‘ Remove Extremity: On a natural 20 attack roll, the target


must make an avoidance saving throw or lose an extremity.
For humanoids, roll a d8 to determine the effect:
1–4 = hand removed; 5–6 = arm removed at elbow;
7 = leg removed at knee; 8 = head removed. Most decap-
itated victims are killed outright; otherwise, limb removal
causes an additional 2d10 hp damage and bleeding at 1d4
per round, unless tied off.

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CRAB-MAN Esquimaux who dye their skin red or blue and don ar-
Reputed to originate from the ocean planet Pose- mour and headgear to appear more like crab-men. Cu-
idenos, this highly technological alien race uses chi- riously, these crab-Picts and crab-Esquimaux despise
tinous materials to build cities deep below the sea; each other, each believing that they are the chosen of
likewise are their water-filled spacecraft constructed. the crab-men. The more privileged of these idolizers
Crab-men are aquatic, though resilient enough to understand the basics of crab-man speech but cannot
thrive out of water for as long as three days. At the actually articulate it; hence they might be used as
seacoast, crab-men typically are encountered in small translators.
hunting parties, but their undersea cities are said to
contain hundreds. They speak a strange, clicking Crab-Man (otherworldly): #E 1d6 (4d6×10) | AL N
tongue, enhanced by limited-range empathy. SZ L | MV 30 | DX 9 | AC 3 | HD 3+3 | #A 2/1
(pincer/pincer) or 3/1 (laser rifle) | D 2d4/2d4 or
Crab-men are vaguely humanoid in shape. The head is 3d6 (×3) | SV 15 | ML 9 | XP 75 (or 165 w/laser rifle)
a disc-shaped carapace from three to four feet in diam- TC N; I, O, P, Q (×10), X, Y | Special:
eter. The abdomen is perpendicular to the head, verti-
cally oriented like a humanoid torso, with exoskeletal ‘ Laser Gauntlet: Some are fitted with a gaunt-
arms extending from shoulder joints; the arms termi- let-like laser rifle over one claw. The pincer ends
nate in great claws capable of rending flesh and bone. manipulate the trigger mechanism (a function
Four exoskeletal legs project from the bottom of the humans are unable to mimic). The laser rifle
abdomen, each treble-jointed and tapering to points is shot at a +2 “to hit” for 3d6 hp damage and
on which the creatures balance themselves and am- may be fired thrice per round (each at a single
bulate sideways. Crab-man overlords are physically target) to a range of 150 (sans range penalties).
dominating examples that naturally assume positions A typical laser rifle cartridge has 144 charges.
of leadership in the crab-man hierarchy. These robust
Crab-Man Overlord: #E 1:20 | AL N | SZ L
specimens are not only superior combatants, but they
MV 30 | DX 12 | AC 0 | HD 6+6 | #A 2/1
also possess thicker exoskeletons.
(pincer/pincer) or 3/1 (laser rifle) | D 2d6/2d6 or
The motives of this strange species are unknown, but 3d6 (×3) | SV 14 | ML 10 | XP 450 (or 750 w/laser
they are worshipped (in a sense) by certain Picts and rifle) | TC N (×5), Q | Special: (see Crab-Man)

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CROCODILE CYCLOPS
Semi-aquatic, predatory reptiles with long jaws and Cyclopes are a race of giant, one-eyed humanoids, typ-
tails, short legs, and horny, textured skin. In Hyper- ically standing 20 feet in height. They savour the flesh
borea, crocodiles scarcely are found about the main of mankind, taking exceptional pleasure in cruelty and
continent; they inhabit the tropical isles at the Rim of torment. The cyclops’ single eye is large and centred in
the World. the middle of its forehead. Some present horned heads
as well, typically with a single horn, but sometimes
CROCODILE: Crocodiles oft dwell in or near water with two. Cyclopes fight with massive clubs or spears,
(fresh or salt) and submerse themselves so as to sneak though they are also expert rock hurlers.
up on prey. Typical specimens are of about 20-foot
length. Cyclopes usually live alone or in small family groups,
oft in a cave or on an island. Although of low intelli-
Crocodile: #E 1d6 | AL N | SZ L | MV 30 (swim 40) gence and naïve to the tricks of humans, they can raise
DX 10 | AC 3 | HD 5 | #A 1/1 (bite) | D 2d8 | SV 14 cattle and grow vegetables. Most speak a proto-Hel-
ML 7 | XP 275 | TC nil | Special: lenic dialect and/or the Common tongue.
‘ Death Spin: On any successful bite that delivers Cyclops: #E 1 (2d4) | AL CE | SZ L | MV 30 | DX 7
9+ hp damage, a crocodile holds its victim and AC 5 | HD 12 | #A 1/1 (weapon) | D 4d6 | SV 11
goes into a death spin, causing an additional ML 9 | XP 1,700 | TC C | Special:
3d4 hp damage per round. In water waist-deep
or greater, the victim risks drowning. Escaping ‘ Hurl Boulder: Can hurl a boulder to a range of
a death spin requires an extraordinary feat of 100 (or to 200 at −2 “to hit”) for 3d8 hp damage.
strength

GIANT CROCODILE: Giant crocodiles of 50-foot


length lurk in the sea, though sometimes in coastal
marshlands. They are notorious for tearing open the
hulls of ships.

Giant Crocodile: #E 1 | AL N | SZ L | MV 40
(swim 50) | DX 9 | AC 0 | HD 12 | #A 1/1 (bite)
D 3d12 | SV 11 | ML 9 | XP 2,300 | TC nil | Special:

‘ Swallow Whole: On a natural 19 or 20 attack


roll, the giant crocodile swallows its victim
whole, inflicting 1d6 hp damage per round
thereafter. Swallowed prey can cut its way out
with a WC 1–3 blade, with an attack penalty
equal to the weapon class. If 12 hp damage is
inflicted from within, a large enough rent is cut
for escape.

DÆMONS
Dæmons are reckoned in three groupings: greater, lesser, and sublunary. Most dæmons (greater and less-
er) originate from and largely dwell within the netherworldly realm of Underborea, emerging unbidden from
volcanoes, glacial crevasses, and other rents in the earth, oftest under the cold, lightless skies of Nightfall.
In other circumstances, foolhardy sorcerers summon dæmons from the abyss to do their bidding, regardless
of consequences. In any case, unless bound, greater and lesser dæmons are transient visitors at best. In
contrast, sublunary dæmons appear to be long-term inhabitants of Hyperborea, entrenching themselves in
the affairs of mankind in both overt and covert ways.

DÆMON, GREATER
These are the most potent of dæmonkind. Most originate from netherworldly realms such as Underborea, but
others are reputed to dwell on the small moon, Phobos, and various moons of Saturn. Unless a greater dæmon is
destroyed within the confines of its Hadean realm, the dæmon’s wicked spirit will return to be reborn, its black
heart notched with hatred for its slayer—and a palpable desire for revenge. If the perpetrator has passed, it is not
uncommon for a vindictive dæmon to exact vengeance from that one’s progeny or other kin.

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CLASS I GREATER DÆMON: This eight- to nine- CLASS II GREATER DÆMON: These abominable
foot-tall dæmon has a humanoid body, with the neck dæmons are vaguely humanoid in shape, though froglike
and head of a vulture and charcoal-grey wings that span of countenance, with slimy, warty skin, bulging black eyes,
12 feet. Too, the dæmon’s torso is a ruddy grey, girt distended bellies, and batrachian legs upon which they
in black feathers. Class I greater dæmons have large, stand upright. Their webbed fingers are taloned black,
clawed hands and enormous, taloned feet. Not the most and their mouths are lined with double rows of shark-like
intelligent of dæmonkind, they have a fondness for triangular teeth. These dæmons are incredibly violent
human flesh, and they are quite greedy, hoarding gold (even towards one another), and they relish the taste of
and gems. They only dwell in mankind’s world because human flesh. They only dwell in mankind’s world because
someone (or something) has beckoned them forth. someone (or something) has beckoned them forth.

Class I Greater Dæmon (Undead Type 13): #E 1d3 Class II Greater Dæmon (Undead Type 13): #E 1d3
AL CE | SZ L | MV 40 (fly 60) | DX 10 | AC 0 | HD 8 AL CE | SZ L | MV 20 (swim 40) | DX 11 | AC −2
#A 5/1 (claw ×4/bite) | D 1d8×4/1d6 | SV 13 | ML 9 HD 9 | #A 3/1 (claw/claw/bite) | D 1d8/1d8/1d6
XP 1,640 | TC B | Special: SV 12 | ML 9 | XP 2,100 | TC C | Special:

‘ Beckon: Once per day, can attempt to beckon ‘ Beckon: Once per day, can attempt to beckon
another class I greater dæmon to fight alongside another class II greater dæmon to fight alongside
it (as reverse of dismissal), with 1-in-6 chance of it (as reverse of dismissal), with 2-in-6 chance of
success. Alternatively, it can attempt to summon success. Alternatively, it can attempt to summon
1d6 class i lesser dæmons or 1d4 class ii lesser 1d6 class ii lesser dæmons or 1d4 class iii lesser
dæmons, with 4-in-6 chance of success. dæmons, with 4-in-6 chance of success.
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Resistances: Cold, electricity, fire, and gas attacks
inflict ½ damage, or ¼ damage if save is made. inflict ½ damage, or ¼ damage if save is made.
‘ Sorcery Resistance: 9-in-20 sorcery resistance ‘ Sorcery Resistance: 10-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked devices. Sorcery resistance should be checked
before a saving throw is rolled. before a saving throw is rolled.
‘ Spells: Can cast the following spells at will ‘ Spells: Can cast the following spells at will
(though only one at a time): darkness, detect (though only one at a time): cause fear (reverse
invisibility, infrared vision, telekinesis, teleport of remove fear), darkness, detect invisibility,
(without error). infrared vision, levitate, telekinesis, teleport
(without error).

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CLASS III GREATER DÆMON: Standing 9–10 feet
tall, this horrific, heavily muscled dæmon has a thick,
wrinkled hide and a wolfish head from which project
two goat horns. Class III greater dæmons have four
arms. Two are massive and gorilla-like, emerging from
the typical shoulder area; these arms terminate in
great lobster-like pincers. The secondary set of arms
emerges from the pectoral area; these end in taloned
hands. Class III greater dæmons are more intelligent
than their class I or II kin. They dwell in mankind’s
world because someone (or something) has beckoned
them forth, or because they scheme to effect Evil.

Class III Greater Dæmon (Undead Type 13): #E 1d3


AL CE | SZ L | MV 30 | DX 11 | AC −4 | HD 10
#A 5/1 (pincer/pincer/claw/claw/bite) | D 2d6/2d6/
1d4+1/1d4+1/1d6+1 | SV 12 | ML 10 | XP 3,100
TC D | Special:

‘ Beckon: Once per day, can attempt to beckon


another dæmon to fight alongside it (as reverse
of dismissal), with 2-in-6 chance of success; roll
1d3 to determine if a class I, class II, or class
III greater dæmon is beckoned. Alternatively,
it can attempt to summon 1d4 class iii lesser
dæmons or 1d3 class iv lesser dæmons, with
4-in-6 chance of success.
‘ Resistances: Cold, electricity, fire, and gas attacks
inflict ½ damage, or ¼ damage if save is made.
‘ Sorcery Resistance: 11-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): cause fear (reverse
of remove fear), darkness, detect invisibility,
infrared vision, levitate, polymorph self, pyro-
technics, telekinesis, teleport (without error).

CLASS IV GREATER DÆMON: Massive and fear-


some, these dæmons stand 10–12 feet tall and weigh as
much as 1,000 pounds. They are quite furry, and their
body shapes are vaguely gorilla-like, though with por-
cine countenances. They stand upon the heavy hooves
of a boar, and from their shoulder blades project a pair
of small, feathered wings that appear too small to pro-
vide the power of flight, yet do natheless.

Class IV greater dæmons are highly intelligent,


though they possess the same appetite for human flesh
as other dæmons. These scheming dæmons dominate
their inferior kin, and in the netherworlds within which
they dwell (such as Underborea), they oft dominate. knowledge of the specific dæmon’s true name, the
Rarely do class IV greater dæmons dwell in mankind’s beast at once seeks to slay the summoner; otherwise,
world unless they are beckoned, commanded by a more it will listen to the summoner, though not necessarily
powerful dæmon, or plot on their own. N.B.: If one at- obey, perhaps performing a service if the reward is
tempts to beckon a class IV greater dæmon without substantial.

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HYPERBOREA

Class IV Greater Dæmon (Undead Type 13): #E 1 4–6, a class II greater dæmon; 7–8, a class
(1d3) | AL CE | SZ L | MV 30 (fly 40) | DX 8 | AC −1 III greater dæmon; 9–10, a class IV greater
HD 11 | #A 3/1 (claw/claw/gore) | D 3d4/3d4/4d4 dæmon; 11, a class V greater dæmon; and 12, a
SV 11 | ML 10 | XP 4,700 | TC E | Special: class VI greater dæmon. Alternatively, it can
attempt to summon 1d4 class iv lesser dæmons
‘ Attack Bonus: All attack rolls at +2 “to hit.” or 1d3 class vi lesser dæmons, with 5-in-6
‘ Beckon: Once per day, can attempt to beckon chance of success.
another dæmon to fight alongside it (as reverse ‘ Immunity: Immune to mundane weapons;
of dismissal), with 4-in-6 chance of success; roll harmed only by magical weapons.
1d4 to determine if a class I, class II, class III, ‘ Resistances: Cold, electricity, fire, and gas attacks
or class IV greater dæmon is beckoned. Alter- inflict ½ damage, or ¼ damage if save is made.
natively, it can attempt to summon 1d4 class iii ‘ Sorcery Resistance: 14-in-20 sorcery resistance
lesser dæmons or 1d3 class v lesser dæmons, versus spells, magical abilities, and all sorcerous
with 5-in-6 chance of success. devices. Sorcery resistance should be checked
‘ Immunity: Immune to mundane weapons; before a saving throw is rolled.
harmed only by magical weapons. ‘ Spells: Can cast the following spells at will
‘ Resistances: Cold, electricity, fire, and gas attacks (though only one at a time): cause fear (reverse
inflict ½ damage, or ¼ damage if save is made. of remove fear), charm person, darkness (20-ft.
‘ Sorcery Resistance: 12-in-20 sorcery resistance radius), decipher language, detect invisibility,
versus spells, magical abilities, and all sorcerous infrared vision, levitate, polymorph self, project
devices. Sorcery resistance should be checked image, pyrotechnics, teleport (without error).
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): cause fear (reverse of
remove fear), darkness, decipher language, detect
invisibility, detect magic, improved phantasm,
infrared vision, levitate, polymorph self, pyro-
technics, telekinesis, teleport (without error).

CLASS V GREATER DÆMON: Unspeakably cruel


and domineering, this six-armed dæmon has the lower
body of a reticulated snake, surmounted by the naked,
curvaceous torso of a woman with a hauntingly beau-
tiful face. Often these dæmons adorn themselves in
jewellery of no less than 2,000-gp value. Class V great-
er dæmons stand from seven to eight feet tall, though
their tails can extend to a length of 15–20 feet. With
their six long arms they wield long scimitars.

Less powerful dæmons—even class IV—rightly fear


class V greater dæmons, for they are incredibly intel-
ligent and manipulative. In netherworldly realms such
as Underborea, they are served by hosts of class I, II,
and III greater dæmons—and perhaps one or more
class IV greater dæmons. Only the most powerful
(or foolish) of sorcerers would dare beckon a class V
greater dæmon.

Class V Greater Dæmon (Undead Type 13): #E 1


(1d3) | AL CE | SZ L | MV 40 | DX 14 | AC −7
HD 8 | #A 7/1 (long scimitar ×6/tail whip) D 1d8+2(×6)/
2d6 | SV 13 | ML 10 | XP 2,840 | TC U | Special:

‘ Attack Bonus: All attack rolls at +2 “to hit.”


‘ Beckon: Once per day, can attempt to beckon
another dæmon to fight alongside it (as reverse
of dismissal), with 3-in-6 chance of success; roll
1d12: 1–3, a class I greater dæmon is beckoned;

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CLASS VI GREATER DÆMON: When (rarely) in Class VI Greater Dæmon (Undead Type 13): #E 1
their true forms, each class VI greater dæmon stands AL CE | SZ L | MV 20 (fly 60) | DX 17 | AC −4
12 feet tall, with a wrinkled black hide, 18- to 20-foot HD 13 | #A 2/1 (whip + other weapon) | D 4d6 (×2) or
bat wings, and a terrible visage: goat-like ears, a lion’s 1d6+3 | SV 10 | ML 11 | XP 5,000 | TC F | Special:
black mane, a wolf ’s fangs, and dead white eyes under
a ridged brow. However, these beings prefer anonymi- ‘ Beckon: Once per day, can attempt to beckon
ty and oft take other forms. another dæmon to fight alongside it (as reverse
of dismissal), with 4-in-6 chance of success; roll
Class VI greater dæmons each usually wield an Evil- 1d6: 1–4, a class IV greater dæmon; and 5–6,
aligned +3 long sword, battle axe, or war ham- a class V greater dæmon. Alternatively, it can
mer, which may have other properties (per referee attempt to summon 1d3 class xi lesser dæmons
discretion). In its other hand, the dæmon carries a or 1d2 class xv lesser dæmons, with 5-in-6
barbed, nine-tailed whip. When it fights, the dæmon chance of success.
immolates itself, flames radiating nine feet around it; it ‘ Immmolation: Per will, fiery radius causes 3d6
uses its whip to drag opponents into this fiery radius. damage per round (no save) to any creature within
9 feet. Any successful hit with whip draws target
Six class VI greater dæmons are known to exist, each into dæmon’s flames. Victim can escape entrap-
reputed to dwell in such locations as Saturn (or its ment with a test of strength or dexterity; otherwise,
moons), the netherworld of Underborea, and of course the dæmon continues to burn the victim each
Hyperborea. Each is regarded as a dæmon prince subsequent round whilst attacking with its other
in its own right, answering only to Thaumagorga. In weapon or using other abilities. Whilst immolating,
æons past the dæmon princes warred against one an- all normal missiles fired at dæmon incinerate, even
other, but at length held a conclave and forged a non- if the launcher (bow, crossbow, etc.) is magical.
aggression pact. Although they have distinct agendas ‘ Immunity: Immune to mundane weapons;
and personalities, each is prone to greed, vanity, and a harmed only by magical weapons.
thirst for power. If beckoned, a class VI greater dæmon ‘ Resistances: Cold, electricity, fire, and gas attacks
might join an adventuring party to obtain wealth or inflict ½ damage, or ¼ damage if save is made.
power, but it will seek to usurp control and eliminate ‘ Sorcery Resistance: 14-in-20 sorcery resistance
opposition. Humans who take orders from the dæmon versus spells, magical abilities, and all sorcerous
in short order become Evil themselves. devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): cause fear (reverse
of remove fear), darkness, decipher language,
detect invisibility, detect magic, infrared vision,
polymorph self, pyrotechnics, suggestion,
telekinesis, teleport (without error). Can dispel
magic thrice per day.

CLASS VII GREATER DÆMON: These greater


dæmons typically present as ape-men of large size,
standing nine feet tall and heavily thewed. When
(rarely) appearing in their true forms (typically when
instigated or wishing to present an ostentatious dis-
play), they stand 14 feet tall, with the upper body of
an enormous, four-armed ape and a sinuous, snail-like
lower body that terminates in a series of short-taloned
appendages. Perhaps most disturbingly, the abdomen
of these netherworldly horrors is lined with articulat-
ed talons that surround a snapping, beaked maw.

It is postulated that at least five class VII greater


dæmons exist—or, rather, five have been recorded.
They are said to reside in the nethermost depths of
Underborea, save perhaps one, which is believed to be
the true overlord of the City-State of Kor. It is said that
significant rancour exists betwixt the class VII greater
dæmons and the Dæmon Lord, Thaumagorga, but the

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diabolical struggles of the netherworld scarcely are un- a class IV greater dæmon. Alternatively, it can
derstood by even the most learned sages. Regardless, attempt to summon 1d6 class vi lesser dæmons
class VII greater dæmons despise mankind; they take or 1d4 class viii lesser dæmons, with 5-in-6
great delight in torturing and devouring humans at any chance of success.
opportunity. Class VII greater dæmons are known to ‘ Buzz Saw: Once per day this dæmon can
champion the ape-man race; they are said to anticipate make a buzz saw attack, spinning in place with
the fall of mankind and the rise of the ape-men. tremendous rapidity, all four arms extended.
This manœuvre is resolved with a single attack
Class VII Greater Dæmon (Undead Type 13): #E 1 roll that results in eight actual hits if contact is
AL CE | SZ L | MV 40 | DX 14 | AC −7 | HD 15 achieved, rendering 16d6 hp damage.
#A 4/1 (claw ×4) | D 3d6 (×4) | SV 9 | ML 11 ‘ Immunity: Immune to mundane weapons;
XP 8,700 | TC H | Special: harmed only by magical weapons.
‘ Resistances: Cold, electricity, fire, and gas attacks
‘ Abodominal Claws: If all four claw attacks inflict ½ damage, or ¼ damage if save is made.
strike a single opponent, the victim is drawn ‘ Sorcery Resistance: 14-in-20 sorcery resistance
immediately to the abdominal claws, which versus spells, magical abilities, and all sorcerous
automatically pierce him for an additional 4d4 devices. Sorcery resistance should be checked
hp damage. This impalement is followed by before a saving throw is rolled.
an automatic, venomous maw bite for 1d6 hp ‘ Spells: Can cast the following spells at will
damage which requires a death (poison) saving (though only one at a time): cause fear (reverse
throw to avert immediate death. of remove fear), darkness, decipher language,
‘ Beckon: Once per day, can attempt to beckon detect invisibility, detect magic, infrared vision,
another dæmon to fight alongside it (as reverse polymorph self, pyrotechnics, suggestion,
of dismissal), with 4-in-6 chance of success; roll telekinesis, teleport (without error). Can dispel
1d6: 1–4, a class III greater dæmon ; and 5–6, magic thrice per day.

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DÆMON, LESSER Class ii Lesser Dæmon (Undead Type 13): #E 1d8
Less potent dæmons, bidden and unbidden, are known (4d6) | AL CE | SZ S | MV 40 | DX 8 | AC 6 | HD 1
to haunt Hyperborea. These foul abominations disgust #A 1/1 (bite) | D 1d6 | SV 16 | ML 7 | XP 46 | TC nil
and revolt, visiting nightmares on those whom they Special:
encounter. Lesser dæmons are the most likely to be ‘ Leap: At will, can make powerful leaps as per
summoned by sorcery, but their ancillary status makes the jump spell.
them no less hazardous to those who dare call them ‘ Resistances: Cold, electricity, fire, and gas attacks
forth from the abyss. If destroyed, lesser dæmons are inflict ½ damage, or ¼ damage if save is made.
not reborn in their netherworldly realm as greater ‘ Sorcery Resistance: 3-in-20 sorcery resistance
dæmons are; rather, they are terminated. versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
CLASS i LESSER DÆMON: The least of all dæmon- before a saving throw is rolled.
kind, this creature appears as a pale, mandibulate
grub from two to four feet in length, glistening with CLASS iii LESSER DÆMON: This four-foot-long
reeking slime. It is rather stupid and tends to attack horned lizard is of deep red colour and sulphurous reek,
anything not warded by a protection from evil spell. It with caustic spittle that can be directed with great ac-
is said that Underborea is honeycombed with the slimy curacy from the narrow tube that serves as its mouth.
tunnels excavated by these horrors. In battle it continually fades in and out of reality in the
manner of a blink dog, and an especial hatred seems to
exist betwixt these creatures. These fiends are known to
lair in lava tubes and barely dormant volcanoes, whence
they sally to gather the human hearts they prize above
all other provender.

Class iii Lesser Dæmon (Undead Type 13): #E 1d8


AL CE | SZ M | MV 40 | DX 11 | AC 5 | HD 1+1
#A 2/1 (claw/claw) | D 1d4/1d4 | SV 16 | ML 7
XP 108 | TC nil | Special:

‘ Blink: In combat they blink in front of their


enemies, claw, and then blink away (1d4+1) ×10
Class i Lesser Dæmon (Undead Type 13): #E 1d8 feet. Attacking a class iii lesser dæmon requires
(4d6) | AL CE | SZ S | MV 30 | DX 8 | AC 6 | HD 1 precise timing; one first must make a successful
#A 1/1 (bite) | D 1d4 | SV 16 | ML 7 | XP 46 test of dexterity to time a blow.
TC nil | Special: ‘ Resistances: Cold, electricity, fire, and gas attacks
inflict ½ damage, or ¼ damage if save is made.
Resistances: Cold, electricity, fire, and gas attacks
‘ Sorcery Resistance: 3-in-20 sorcery resistance
inflict ½ damage, or ¼ damage if save is made.
versus spells, magical abilities, and all sorcerous
Slippery Hide: Cannot be grappled, lassoed, or net-
devices. Sorcery resistance should be checked
ted; likewise unaffected by ensnaring spells such as
before a saving throw is rolled.
entangle or web.
‘ Spew Acid: Thrice per day, can spew to a range
Sorcery Resistance: 3-in-20 sorcery resistance ver-
of 50 a glob of acid that causes damage equal to
sus spells, magical abilities, and all sorcerous devices.
the dæmon’s current hit points (avoidance save
Sorcery resistance should be checked before a saving
for ½ damage).
throw is rolled.

CLASS ii LESSER DÆMON: This lowly dæmon


resembles a three-foot-long deformed lizard of glossy
burnt umber colouration. Its powerful legs allow it to
make prodigious leaps, often in unexpected directions.
With intent to devour, it attacks any unprotected liv-
ing creature. If unleashed on Hyperborea, a swarm of
these dæmons will pick a region entirely clean of flesh.

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CLASS iv LESSER DÆMON: Resembling nothing so CLASS v LESSER DÆMON: Appearing somewhat
much as a four-foot-long, skeletal dog that walks on its as a grisly, hairless hound with powerful rear legs
hind legs, this dæmon is of gruesome jaundiced colour and rudimentary hands instead of front paws, this
and sardonic demeanour. At will, it can fade from view, dæmon is a faultless tracker and tireless pursuer. It
save for its smirk and gleaming beady eyes. Unlike is cunning enough to focus on its quarry and not raise
most lesser dæmons, it can speak Common, albeit in alarm through senseless carnage. If no prey has been
a mocking whisper squirming with maggots. Because designated, this dæmon will run amok, much like its
they can converse with ages-lost spirits of the dead, brethren. Sorcerers have been known to summon
these dæmons oft are summoned for such a purpose these beasts as trackers and killers, though care need
by necromancers and other desperate fools. However, be taken lest they turn on their masters.
they scarcely can be trusted to relay accurate informa-
tion except under severe duress—or when the truth is Class v Lesser Dæmon (Undead Type 13): #E 1d6
worse than a lie. AL CE | SZ M | MV 60 | DX 13 | AC 6 | HD 2
#A 1/1 (bite) | D 2d4 | SV 16 | ML 7 | XP 112
Class iv Lesser Dæmon (Undead Type 13): #E 1d8 TC Q | Special:
AL CE | SZ M | MV 40 | DX 11 | AC 5 | HD 2
#A 3/1 (claw/claw/bite) | D 1d3/1d3/1d4 | SV 16 ‘ Resistances: Cold, electricity, fire, and gas attacks
ML 7 | XP 112 | TC C | Special: inflict ½ damage, or ¼ damage if save is made.
‘ Sorcery Resistance: 4-in-20 sorcery resistance
‘ Resistances: Cold, electricity, fire, and gas attacks versus spells, magical abilities, and all sorcerous
inflict ½ damage, or ¼ damage if save is made. devices. Sorcery resistance should be checked
‘ Sorcery Resistance: 4-in-20 sorcery resistance before a saving throw is rolled.
versus spells, magical abilities, and all sorcerous ‘ Stealthy: Can hide and move silently at 11-in-12
devices. Sorcery resistance should be checked chance of success.
before a saving throw is rolled. ‘ Track: Can track in any environment at 11-in-12
‘ Spells: At will (though only one at a time), can chance of success. Prey warded by a protection
cast invisibility (self only) and a form of speak from evil spell cannot be tracked.
with dead that functions much like the divina- ‘ Vomit Acid: Once per day, vomit a 10-foot stream
tion spell, too. of acid that causes damage equal to the dæmon’s
current hit points (avoidance save for ½ damage).

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CLASS vi LESSER DÆMON: This grotesque entity CLASS vii LESSER DÆMON: This dæmon appears
appears as a gigantic starfish topped by a humanoid as a mandibulate dragon some five feet in height, with
body with four bony tentacles, the whole being a nau- electric blue hide and chartreuse crest. Its body radi-
seous green colour. It can move with surprizing speed ates heat that can be felt some distance away, and it
across any surface, even walls and ceilings. The pro- can expel a cloud of white-hot ashes. Class vii lesser
boscis of this dæmon can spew a sticky mass akin to dæmons are particularly notorious as slayers of Law-
a sorcerous web. It is said that these dæmons prefer ful clerics and despoilers of Lawful temples, either of
to make their worldly lairs beneath desecrated Lawful which they are wont to set ablaze.
temples, where the webbed bodies of their victims are
suspended in perpetual darkness and cold. Class vii Lesser Dæmon (Undead Type 13): #E 1d6
AL CE | SZ M | MV 30 | DX 10 | AC 4 | HD 3
Class vi Lesser Dæmon (Undead Type 13): #E 1d6 #A 1/1 (bite) | D 1d10 | SV 15 | ML 7 | XP 173
AL CE | SZ M | MV 40 | DX 12 | AC 5 | HD 3 TC Q | Special:
#A 4/1 (lash ×4) | D 1d4 (×4) | SV 15 | ML 7
XP 119 | TC C | Special: ‘ Emit Heat: Emits intense heat; any creature
within 10 feet must make a sorcery saving throw
‘ Emit Cold: Emits freezing cold; any creature or suffer 1d6 hp damage per round.
within 10 feet must make a sorcery saving throw ‘ Enemy of Ecclesiastical Law: +2 “to hit”
or suffer 1d6 hp damage per round. versus Lawful clerics or priests.
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Expel Ashes: Can expel scorching ashes thrice
inflict ½ damage, or ¼ damage if save is made. per day in a 10-foot-long cone, 5 feet wide at the
‘ Sorcery Resistance: 5-in-20 sorcery resistance terminus, causing damage equal to the dæmon’s
versus spells, magical abilities, and all sorcerous current hit points (avoidance save for ½ damage).
devices. Sorcery resistance should be checked ‘ Resistances: Cold, electricity, fire, and gas attacks
before a saving throw is rolled. inflict ½ damage, or ¼ damage if save is made.
‘ Web: Thrice per day, can discharge to a range of ‘ Sorcery Resistance: 5-in-20 sorcery resistance
15 feet a sticky mass that functions exactly as a versus spells, magical abilities, and all sorcerous
web spell. devices. Sorcery resistance should be checked
before a saving throw is rolled.

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CLASS viii LESSER DÆMON: This nine-foot-tall, CLASS ix LESSER DÆMON: Appearing as a some-
hunchbacked, bowlegged mockery of a human has a what humanoid figure of ghastly white, fungoid compo-
warty, red-violet hide and horrible bloodshot eyes. It sition, this creature exudes a strong odour of earth and
carries out any enterprise of destruction with zeal, loam. It speaks Common tongue in a hollow voice that
emitting booming laughter all the while. Even stone seems to emanate from the very depths of the earth.
eventually yields to its horny fists. Evil witches are Because of their vast knowledge of things subterranean
wont to summon these violent dæmons for carnal rela- (including buried treasures), these dæmons oft are
tions. What progeny may be born from these unnatu- summoned by those seeking such prizes. The dæmons
ral unions is a subject far too revolting to contemplate. invariably demand a blood price in return for their aid.

Class viii Lesser Dæmon (Undead Type 13): #E 1d6 Class ix Lesser Dæmon (Undead Type 13): #E 1d6
AL CE | SZ M | MV 40 | DX 11 | AC 3 | HD 3+3 AL CE | SZ M | MV 30 | DX 8 | AC 4 | HD 4
#A 2/1 (pummel/pummel) | D 1d10/1d10 | SV 15 #A 2/1 (pummel/pummel) | D 1d8/1d8 | SV 15 | ML 7
ML 8 | XP 195 | TC C | Special: XP 300 | TC C, Q | Special:

‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Legend Lore: May use legend lore at will, but only
inflict ½ damage, or ¼ damage if save is made. for matters related to the earth and subterranean
‘ Smash Hull: Fists can inflict 1d4 hull points locales; results are immediate (not 1d10 days later).
per round to a ship or smash a wooden door to ‘ Resistances: Cold, electricity, fire, and gas attacks
flinders with a single blow. Any stone or metal inflict ½ damage, or ¼ damage if save is made.
object struck must make a class 2 item saving ‘ Rot Wood: Any wood that contacts this dæmon rots
throw or be destroyed. Effects on larger stone instantly and fall to pieces; wooden magic items are
or metal constructions (e.g., walls) are left to the allowed class 5 item saves to avoid destruction.
referee’s judgment, but they eventually should ‘ Sorcery Resistance: 6-in-20 sorcery resistance
be breached or battered down. versus spells, magical abilities, and all sorcerous
‘ Sorcery Resistance: 5-in-20 sorcery resistance devices. Sorcery resistance should be checked
versus spells, magical abilities, and all sorcerous before a saving throw is rolled.
devices. Sorcery resistance should be checked ‘ Transmit Leprosy: Any creature struck must
before a saving throw is rolled. make a death (poison) save or contract a form of
leprosy that proves fatal in 1d6 weeks.

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CLASS x LESSER DÆMON: Of grisly leonine form CLASS xi LESSER DÆMON: Eight-limbed and
with blood-red hide and mane of fire, this dæmon is ful- with slavering maw, this jet-black abomination moves
ly as large as a mountain lion with vaguely humanoid with startling speed given its eight-foot length. Like
appendages. It can track faultlessly when a quarry is most lesser dæmons, it is incapable of true speech, but
named, but otherwise destroy and devour living crea- can mock sounds it has heard with uncanny accuracy;
tures wherever it finds them. Nothing hidden can escape it favours mimicking small children and pets to lure
its burning gaze. Similar but superior to class v lesser victims. Sages aver that these dæmons dwell in cav-
dæmons, these more cunning beasts frequently are erns deep beneath the earth, where the slumbering
called upon by sorcerers to find and slay their enemies. forms of their victims hang amongst the stalactites,
saved for some inscrutable purpose.
Class x Lesser Dæmon (Undead Type 13): #E 1d6
AL CE | SZ M | MV 50 | DX 12 | AC 4 | HD 4 Class xi Lesser Dæmon (Undead Type 13): #E 1d4
#A 3/1 (claw/claw/bite) | D 1d6/1d6/1d8 | SV 15 AL CE | SZ M | MV 60 | DX 14 | AC 3 | HD 5
ML 7 | XP 315 | TC C | Special: #A 5/1 (claw ×4/bite) | D 1d4 (×4)/1d6 | SV 14
ML 8 | XP 475 | TC C, Q | Special:
‘ Fearsome Roar: Once per day, may roar and
cause fear (as the spell) to all within 20 feet. ‘ Resistances: Cold, electricity, fire, and gas attacks
‘ Resistances: Cold, electricity, fire, and gas attacks inflict ½ damage, or ¼ damage if save is made.
inflict ½ damage, or ¼ damage if save is made. ‘ Sleep Bite: Bite victim must make death
‘ Sorcery Resistance: 6-in-20 sorcery resistance (poison) save or suffer the effects of a sleep
versus spells, magical abilities, and all sorcerous everlasting spell.
devices. Sorcery resistance should be checked ‘ Sorcery Resistance: 7-in-20 sorcery resistance
before a saving throw is rolled. versus spells, magical abilities, and all sorcerous
‘ Track: Can track in any environment at 11-in-12 devices. Sorcery resistance should be checked
chance of success. Prey warded by a protection before a saving throw is rolled.
from evil spell cannot be tracked. ‘ Ventriloquism: Can cast ventriloquism at will.
‘ True Seeing: At all times, has the power of a
true seeing spell.

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CLASS xii LESSER DÆMON: Appearing as a de- CLASS xiii LESSER DÆMON: This 14-foot-long
formed, 12-foot-long dragon with insectan legs, this dæmon manifests as a monstrous pink-and-yellow in-
dæmon is of dead-grey colour and sickening miasmal vertebrate with two ridged tentacles, the whole topped
odour. In addition to biting with the deadly fangs in its by a snarling wolf ’s head. The burning eyes of this
malformed jaws, it can spew forth a stream of revolting horror can emit deadly beams of pale fire. These fiends
septic fluid. True to their stomach-turning appearance prefer to dwell in subaqueous depths. It is said they
and scent, these dæmons prefer to make their lairs in gather the wealth of sunken ships into troves of great
swamps and sewers, where the bloated corpses of pre- value, oft conscripting the dead crews of such ships to
vious victims oft are found floating. guard the treasures.

Class xii Lesser Dæmon (Undead Type 13): #E 1d4 Class xiii Lesser Dæmon (Undead Type 13): #E 1d4
AL CE | SZ L | MV 40 | DX 11 | AC 2 | HD 5 AL CE | SZ L | MV 30 (swim 60) | DX 11 | AC 2
#A 1/1 (bite) | D 2d8 | SV 14 | ML 8 | XP 575 HD 5 | #A 3/1 (lash/lash/bite) | D 1d8/1d8/1d10 | SV 14
TC C, Q | Special: ML 8 | XP 600 | TC B, Q (×2; always black pearls)
Special:
‘ Diseased Bite: Bite carries deadly bacteria; unless
cure disease cast, bite victims suffer infection, ‘ Ghoul Bite: Bite victim must make death
fever, and weakness. After 2d4+1 days they must (poison) save or die, rising three days later as an
make death (poison) saves to recover or die. aquatic ghoul (lacedon).
‘ Noisome: Any living creature with 10 feet must ‘ Resistances: Cold, electricity, fire, and gas attacks
make death (poison) save or suffer nausea, inflict ½ damage, or ¼ damage if save is made.
causing −2 attack penalty for 1 turn. ‘ Sorcery Resistance: 7-in-20 sorcery resistance
‘ Resistances: Cold, electricity, fire, and gas attacks versus spells, magical abilities, and all sorcerous
inflict ½ damage, or ¼ damage if save is made. devices. Sorcery resistance should be checked
‘ Sorcery Resistance: 7-in-20 sorcery resistance before a saving throw is rolled.
versus spells, magical abilities, and all sorcerous ‘ Spells: Can cast the following spells once per day
devices. Sorcery resistance should be checked each: animate dead, death ray of immolation.
before a saving throw is rolled.
‘ Vomit Acid: Thrice per day, may vomit nauseous
acid on a target within 10 feet. The victim must
make an avoidance save or suffer an additional 1d6
hp damage and become a source of revolting odour
(with nauseating effects as above) for one hour.

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CLASS xiv LESSER DÆMON: Perhaps the strang- CLASS xv LESSER DÆMON: Mightiest of the lesser
est of all dæmons in appearance, this entity manifests dæmons, this humanoid entity averages eight feet in
as a sickly blue globe, 10 feet in diameter, and ringed height and presents a profusion of strange blades and
with glaring red eyes. It creeps about on a mass of livid spikes. Its midnight-blue form appears more mechani-
purple tentacles and can converse in any language via cal than organic, and its eyes burn with orange fire (as
its tongues ability, using a buzzing inhuman voice that do any rents made in its body by weapons). It can speak
wounds the soul. Sorcerers oft summon these beasts any human tongue, but rarely deigns to do so. These
for questioning, as they possess great wisdom, but the dæmons sometimes are called forth from the nether-
dæmons prefer to reveal secrets that cause misery and world by sorcerers and bidden to provide transport to
suffering for as many living things as possible. other parts of Hyperborea, or even to open the way to
shadowy realms beyond. The chance of being stranded
Class xiv Lesser Dæmon (Undead Type 13): #E 1d4 is very real when dealing with these enigmatic beings.
AL CE | SZ L | MV 30 | DX 8 | AC 3 | HD 6
#A 4/1 (lash×4) | D 1d4 (×4) | SV 14 | ML 8 | XP 820 Class xv Lesser Dæmon (Undead Type 13): #E 1d4
TC C, T | Special: AL CE | SZ M | MV 40 | DX 11 | AC 1 | HD 6
#A 2/1 (pummel/pummel) | D 1d10/1d10 | SV 14
‘ Immunity: Immune to mundane weapons; ML 8 | XP 820 | TC C | Special:
harmed only by silver or magical weapons.
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Immunity: Immune to mundane weapons;
inflict ½ damage, or ¼ damage if save is made. harmed only by silver or magical weapons.
‘ Sorcery Resistance: 8-in-20 sorcery resistance ‘ Resistances: Cold, electricity, fire, and gas attacks
versus spells, magical abilities, and all sorcerous inflict ½ damage, or ¼ damage if save is made.
devices. Sorcery resistance should be checked ‘ Sorcery Resistance: 8-in-20 sorcery resistance
before a saving throw is rolled. versus spells, magical abilities, and all sorcerous
‘ Spells: Can cast the following spells at will devices. Sorcery resistance should be checked
(though only one at a time): contact otherworldly before a saving throw is rolled.
being (no chance of insanity), legend lore, tongues. ‘ Spells: Can cast the following spells at will (though
only one at a time): dimension door, silence,
tongues. Once per day each, can cast plane shift
and teleport (without error). Unlike mortal sorcer-
ers, it can teleport itself with a willing passenger.

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DÆMON, SUBLUNARY BROWN JENKIN (Dæmonic Familiar): A brown


These dæmons defy classification, their places of ori- jenkin is sent by Thaumagorga (or one of his six
gin oft ambiguous or inconsistent, and their objectives dæmon princes) to serve only the wickedest sorcer-
equally abstruse. Sublunary dæmons dwell about Hy- ers. Its mandate is to encourage its master to greater
perborea, seemingly as permanent residents of their deeds of depravity and Evil. A brown jenkin appears
own accord. Sages posit that despite their ability to as a small animal (such as a cat, lap dog, piglet, or rat),
survive and multiply in the most unhallowed corners of but it has disturbingly human characteristics as well:
the realm, these vile beasts remain subject to dismissal. upright posture, hands instead of paws, and a subtly
human cast to its face. In fact, some sages believe that
BABI-NGEPET (Swine Dæmon): From some fright- a brown jenkin is, in some revolting way, the child of
ful netherworld hail these shape-shifting dæmons that the sorcerer it serves.
prey on humanity wherever it is most vulnerable. Ba-
bi-ngepet are devourers of human flesh, able to assume Once the brown jenkin is accepted as a familiar by the
the forms of giant hogs five feet long, three feet at the sorcerer, its master gains all the benefits of 1 additional
shoulder, and weighing as much as 650 pounds; or they level and the same sorcery resistance as the familiar
may take the shape of enormously fat humans with itself. These powers are lost if the familiar and master
ruddy, porcine countenances. Their dæmonic powers are separated by more than one mile. If the brown jen-
allow them to shape-shift freely at night, but once kin dies, the master immediately loses 20% of total XP, a
dawn breaks they are cursed to maintain until dusk curse that can only be lifted through a restoration spell.
whichever form they last selected. In Hyperborea
(and perhaps elsewhere), babi-ngepet have engaged in Once per day (typically at midnight) the brown jenkin
unspeakable relations with dæmon-worshipping Picts, must be fed the blood of its master in the same manner
and so was born the orc race. that an infant suckles, biting the master’s arm, leg, or
teat and causing 1 hp damage. Should this need be ne-
Babi-Ngepet (Undead Type 13): #E 1 | AL CE | SZ M glected, the familiar will go at large in search of blood,
MV 40 | DX 10 | AC 3 | HD 9 | #A 1/1 (gore) | D 2d6 victimizing the most helpless creature it can locate. A
SV 12 | ML 9 | XP 1,500 | TC E | Special: brown jenkin feels no true loyalty and may betray its
master, should the inclination arise.
‘ Charm Person: can cast charm person thrice
per day; sorcery save at −2 penalty. N.B.: A brown jenkin does not replace the standard
‘ Immunity: Immune to mundane weapons; familiar associated with magicians and witches; how-
harmed only by silver or magical weapons. ever, the brown jenkin may prove jealous of other fa-
‘ Sorcery Resistance: 9-in-20 sorcery resistance miliars. In fact, the brown jenkin is wont to play cruel
versus spells, magical abilities, and all sorcerous (potentially deadly) tricks on the magician’s or witch’s
devices. Sorcery resistance should be checked familiar.
before a saving throw is rolled.

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Brown Jenkin (Undead Type 13): #E 1 | AL CE
SZ S | MV 60 (leap 60) | DX 18 | AC 0 | HD 2+2
#A 1/1 (bite) | D 1d4 | SV 16 | ML 7 | XP 191
TC nil | Special:

‘ Climb: Can climb any surface with no chance of


falling.
‘ Drain: Drains victim of blood for 1d4 hp damage
per round following a successful hit; after 12 hp are
drained, the sated brown jenkin will slink away.
‘ Immunity: Immune to mundane weapons;
harmed only by silver or magical weapons.
‘ Leap: Can make preternatural leaps of up to
60 feet.
‘ Resistances: Cold, electricity, fire, and gas attacks
inflict ½ damage, or no damage if save is made.
‘ Sorcery Resistance: 7-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): detect good, detect
invisibility, detect magic. Can cast suggestion
once per day. Once per month, cast contact
otherworldly being (as the spell) and ask as many
as three questions. The answers may or may not
be true, but always will be calculated to inspire
some Evil course of action by the brown jenkin’s
master. This connexion carries no risk of insanity.
‘ Stealthy: Can hide and move silently on 11-in-
12 chance of success.

GHUL (Desert Dæmon): In their natural state, these


shape-shifting dæmons present as emaciated human-
oids of seven- to nine-foot height, with cadaverously pale
skin, stringy hair, and black, sunken eyes. Their long
arms end in blood-red talons, and their double-rowed
teeth triangulate like those of a shark. Highly intelli-
gent and manipulative, ghuls are reputed to dwell in
deserts and tundra where they oft assume positions of
leadership over lesser species such as bandoggs, hyæ-
na-men, orcs, and vhuurmis, all of which they can at-
tract in superior numbers. Ghuls are loathed by most
humans, notorious for robbing graves from which
they either take their provender or, in some
cases, utilize a cadaver for baleful necro-
mancies and other foul rites. Ghuls are
noted servants of Mordezzan, and when
in the dead of night they deign to appear
in the charnel houses of Mordezzan’s
worship, the black priests of this deity of
death will lavish upon the desert dæmons
all their unspeakable desires.

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HYPERBOREA

Ghul (Undead Type 13): #E 1 | AL LE | SZ L | MV 50 ‘ Resistances: Cold, electricity, fire, and gas attacks
DX 17 | AC 2 | HD 9+6 | #A 3/1 (claw/claw/bite) inflict ½ damage, or ¼ damage if save is made.
D 1d4+4/1d4+4/2d6 | SV 12 | ML 9 | XP 3,400 | TC E ‘ Sorcery Resistance: 7-in-20 sorcery resistance
Special: versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
‘ Command Undead: Can command undead at TA before a saving throw is rolled.
9 capacity (see Vol. I, Chapter 4: Classes, cleric). ‘ Summon Rats: Once per day, can summon 1d6
‘ Immunities: Immune to death magic. Immune giant rats, arriving 1d4 rounds later. A single
to mundane weapons; harmed only by silver or gnagana can ultimately control 1d20+20 rats in
magical weapons. total.
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Ventriloquism: Can cast ventriloquism at will.
inflict ½ damage, or ¼ damage if save is made.
‘ Shapeshift: Can shapeshift to any human,
humanoid, or quasi-man shape (of no taller than
12 feet height) at will.
‘ Sorcery: The sorcery ability of a 9th-level necro-
mancer. The referee can select spells accordingly
(5 × level 1, 4 × level 2, 3 × level 3, 2 × level 4,
1 × level 5), or use the following default selections:
Level 1: animate carrion, command,
locate the dead, protection from good, scare
Level 2: darkness, forest of bones, ghoul
touch, ray of enfeeblement
Level 3: dispel magic, lightning bolt, slow
Level 4: animate dead, black tentacles
Level 5: gelatinize bones
Legends speak of a 12th-level ghul necromancer
dwelling on the Isle of Ghul.
‘ Sorcery Resistance: 7-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Summon Undead: Once per day, can summon
1d6 ghouls, arriving 1d4 rounds later, with
1-in-6 chance that one is a ghast.

GNAGANA (Rat Dæmon): These vile creatures take


shape when the malevolent, disembodied eidolon of
a dæmon enters the corporeal form of a giant rat.
The Evil spirit impregnates the rodent vessel with its
persona and then begins assembling a colony of sum-
moned giant rats that serve it unwaveringly. Further- GNOPH-YIKK (Ice Dæmon): This dæmon presents
more, the possessed rat begins to distend, engorged as a 20-foot-long, 5-foot-diameter segmented worm
with the blood of its victims and the horrific bile its with a three-foot-long tail stinger and a round maw
glands produce. Most gnagana are reputed to swell up lined with three rows of fangs. Gnoph-yikk are leprous
to eight feet in length. beasts, pallid white in colour and lined with pale blue
ridges. They typically burrow in glaciers, creating vast
Gnagana (Undead Type 13): #E 1d2 | AL CE | SZ M networks of tubes in the ice.
MV 20 | DX 6 | AC 4 | HD 5 | #A 1/1 (bite) | D 2d4
SV 14 | ML 11 | XP 575| TC C, Q | Special: Gnoph-yikk are said to be the spawn of Yikkorth, “The
Ashen Worm,” who is held to have impregnated the
‘ Diseased Bite: Bite victim must make death (poi- great glaciers of Hyperborea with ice dæmon eggs.
son) save or die of fever and delirium in 1d6 days. Sages hypothesize that as more gnoph-yikk hatch and
‘ Explode: If killed, the gnagana explodes in a mature, they galvanize Hyperborea’s glaciers to thick-
high-pressure shower of blood and bile, soaking all en and once more mantle the whole of the realm in ice.
within a 30-foot radius. Its demise also results in Certain cryomancer societies prognosticate this time
the deaths of all previously summoned giant rats. as “The Great Cleansing of Barbarism and Chaos.”

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LAMIA (Witch Dæmon): In deserts and other places
of isolation dwell the lamiæ, mythic witch-dæmons
that present as beautiful, curvaceous women with vac-
uous eyes. They wear loose-fitting gossamer gowns,
through which the astute might observe their round
thighs sheathed in snakeskin; furthermore, some con-
ceal thin, serpentine tails that emerge from the bases
of their spines. Lamiæ prefer to prey on men, seducing
them and then drinking their blood for sustenance.
Lamiæ arm themselves with curved daggers of excep-
tional quality (forged of diamond-hard glass). They are
cruel, sadistic, Evil creatures who delight in the pain
and suffering of their victims.

Lamia (Undead Type 13): #E 1d2 | AL CE | SZ M


MV 50 | DX 14 | AC 3 | HD 9 | #A 3/1
(dagger/dagger/bite) | D 1d4/1d4/1d3 | SV 12 | ML 9
XP 2,100 | TC D | Special:

‘ Charm: Voice charms all within 90 feet who hear


it unless sorcery saves are made. The saves are
modified by willpower adjustment, if applicable.
Charmed individuals stand dumbly, allowing the
lamiæ to do as they will, even kill them.
Gnoph-Yikk (Undead Type 13): #E 1d3 | AL LE ‘ Illusion: Can cast hallucinatory terrain thrice
SZ L | MV 40 | DX 10 | AC 0 | HD 8 | #A 2/1 per day.
(bite/sting) | D 2d6/2d4+2 | SV 13 | ML 9 | XP 2,040 ‘ Sorcery Resistance: 5-in-20 sorcery resistance
TC B | Special: versus spells, magical abilities, and all
sorcerous devices. Sorcery resistance
‘ Beckon: Once per day, can attempt to should be checked before a saving
beckon another gnoph-yikk to fight throw is rolled.
alongside it (as reverse of dismiss- ‘ Venomous: Bite victim must
al), with 2-in-6 chance of success. make death (poison) save or
‘ Immunity: Immune to cold. die in 1d4 rounds; if save is
‘ Resistances: Electricity, successful, 3d6 hp dam-
fire, and gas attacks inflict ½ age sustained (a terrible
damage, or ¼ damage if save blood-burning sensation).
is made.
‘ Sorcery Resistance: 9-in-20
sorcery resistance versus
spells, magical abilities, and
all sorcerous devices. Sorcery
resistance should be checked
before a saving throw is
rolled.
‘ Spells: Can cast the following
spells at will (though only
one at a time):
cone of cold,
darkness, detect
invisibility,
infrared vision,
wall of ice.

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HYPERBOREA

SUCCUBUS (Enchantress Dæmon): These dæmons ‘ Æthereal: Can become æthereal at will, insub-
control human men through seduction. Typically, stantially traversing interstices betwixt particles
they ensorcel men of greatness, as they crave power, of matter.
fame, and wealth. Succubi present as beautiful women, ‘ Beckon: Once per day, can attempt to beckon a
strikingly voluptuous, with pale skin, silken hair, and dæmonic servant (as reverse of dismissal), with
haunting eyes that can melt a man’s will. In their true 2-in-6 chance of success. Roll 1d4: 1–3, a class
forms, they have vampiric fangs, snakelike tails, tal- IV greater dæmon is beckoned; 4 beckons a
oned fingers, and membranous wings of eight or more class VI greater dæmon.
feet extending from their shoulder blades. Rarely will ‘ Beguilement: When a target for beguilement
succubi reveal their true forms unless greatly offend- is selected, the succubus must obtain a personal
ed, attacked, or uncloaked for what they are. possession from the victim. The spell is cast whilst
the target slumbers. The target, who must be no
Often succubi infiltrate the dreams of their victims, more than one mile away, must make a sorcery
tantalizing with coy and elusive glimpses of their rare save or come under the succubus’ spell. The save is
beauty. When at length the enchantment takes hold, modified by willpower adjustment, if applicable.
nonchalantly the succubus appears in the waking life of ‘ Immunity: Immune to mundane weapons;
the ensorcelled (the woman of his dreams, as it were). harmed only by magical weapons.
The victim will fawn over the woman and lavish upon her ‘ Resistances: Cold, electricity, fire, and gas attacks
gifts rare, exotic, and expensive—until she tires of him. inflict ½ damage, or ¼ damage if save is made.
(Some sages posit the existence of incubi—male coun- ‘ Sorcery Resistance: 14-in-20 sorcery resistance
terparts that lie with women to spawn their dæmonic versus spells, magical abilities, and all sorcerous
progeny—but such speculation remains unverified.) devices. Sorcery resistance should be checked
before a saving throw is rolled.
Succubus (Undead Type 13): #E 1 | AL CE | SZ M ‘ Shapechange: Can shapechange to any human-
MV 40 (fly 60) | DX 17 | AC 0 | HD 6+6 | #A 2/1 oid form at will.
(claw/claw) | D 1d6/1d6 | SV 14 | ML 9 | XP 1,590 ‘ Spells: Can cast the following spells at will (though
TC I, Q | Special: only one at a time): charm person, clairaudience,
darkness, extrasensory perception, infrared
vision, suggestion, teleport (without error).

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HYPERBOREA

DEATHVINE DEEP-WATER TENDRIL


Grown from super-science and sorcery, a deathvine is a This crawling aquatic plant’s slender, 10- to 20-foot-
type of semi-conscious vegetation that behaves like an long structure terminates in a single broad leaf that
impetuous, liana-like serpent. Each deathvine compris- secretes an adhesive, corrosive gel. If the flesh-eating
es a pack of tendrils that stretch outwards from a central tendrils sense heat, they lash out with their leaves to
vegetal mass at a rate of 10 feet per round, reaching as entrap and drain the source.
far as 150 feet to strike. A deathvine seeks to constrict
its prey, blast it at close range with a choking cloud of Deep-Water Tendril: #E 2d20 | AL N | SZ L | MV 0
pollen, and then slowly devour the flesh off its bones. DX 10 | AC 7 | HD 2+2 | #A 1/1 (lash) | D nil | SV 16
Deathvines are purely carnivorous, though they can ML 12 | XP 53 | TC I | Special:
survive on less than one rodent-sized meal per month. ‘ Detect Body Heat: Detect body heat (as the spell)
Deathvine: #E 1d4 | AL N | SZ M | MV 10 | DX 8 in a 10-foot radius, foiling invisibility, silence, etc.
AC 6 | HD 5 | #A 1/1 (lash) | D 1d10 | SV 14 | ML 12 ‘ Sticky Tendril: A successful attack causes no
XP 200 | TC nil | Special: damage, but the victim must make an avoidance
saving throw or become stuck to the tendril’s leaf
‘ Constriction: On a natural 19 or 20 attack roll, and suffer 1d6 hp damage per round thereafter
lashing attack results in vine wrapping under from the corrosive gel secreted by the plant.
victim’s neck and constricting (unless a great Breaking free requires a test of strength. Many
helm is worn). After 3 rounds, the victim must victims drown before the corrosive gel kills them.
make a test of constitution or begin to asphyxi-
ate, suffering 1d6 hp damage per round.
‘ Pollen Blast: Pollen blast attack targets a single
victim within five feet, which must make a death
(poison) save or succumb to choking and gag-
ging for the next 1d6 rounds. Victim suffers –4
penalties “to hit,” AC, and saving throws; also,
MV is halved.
‘ Vulnerability: Suffers double damage from fire.

DEER
Hoofed, herbivorous mammals that dwell in a variety
of environments, such as forests, plains, and tundra.

GIANT ELK: This enormous deer has the largest


spread of antlers in all of Hyperborea. They stand 10
feet at the shoulder, weigh up to 3,000 pounds, with a
15-foot spread. In forests, plains, tundra, and wetlands,
solitary stags or a sibling pair, as well as small herds,
may be encountered. Generally, giant elk avoid con-
flict—they merely bristle their fur, snort, and face down
potential threats—but some bucks can be uncharacter-

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12
istically violent during mating season. N.B.: Though WAR DOG: War dogs are heavier, stronger dogs
most giant elk are brown of fur, the rare white stag is a trained to fight and kill on command; typically, they are
prized hunting trophy; in some cultures, it is venerated accoutred in leather harnesses.
as a holy creature, oft associated with Yoon’Deh.
War Dog: #E 1d6 | AL N | SZ M | MV 40 | DX 13
Giant Elk: #E 1d2 (2d6) | AL N | SZ L | MV 60 AC 6 | HD 2 | #A 1/1 (bite) | D 1d6 | SV 16 | ML 9
DX 7 | AC 7 | HD 4 | #A 2/1 (antler/antler) | D 1d8/1d8 XP 24 | TC nil | Special: (see hunting/sled dog)
SV 15 | ML 7 | XP 90 | TC nil | Special:
WILD DOG (Dhole, Jackal): Wild dogs roam in packs.
‘ Charging Gore: Can attack two adjacent They are ferocious scavengers and predators.
opponents with a single charge attack, doubling
damage dice for each victim. Wild Dog: #E 2d8 | AL N | SZ S | MV 50 | DX 13
AC 7 | HD 1 | #A 1/1 (bite) | D 1d4 | SV 16 | ML 7
RED DEER: Red deer have a coat of red in the four
XP 13 | TC nil | Special: (see hunting/sled dog)
years of summer, grey in the other nine years of the
13-year Hyperborean cycle. They stand from three to
DRAGONFLY, GIANT
four feet at the shoulder and weigh 250–350 pounds.
A giant dragonfly is a swift-flying, carnivorous insect
They flee from most everything, though a cornered
of two-foot length and three-foot wingspan. These
hart can butt with its antlers.
brightly coloured insects dwell about the fœtid waters
Red Deer: #E 5d6 (2d10×10) | AL N | SZ M | MV 70 of swamps and marshlands. They most commonly are
DX 13 | AC 8 | HD 1 | #A 1/1 (gore) | D 1d4 | SV 16 found in the wetlands of the outer islands of Hyper-
ML 3 | XP 13 | TC nil | Special: borea, such as New Amazonia and the Floating Island
of Paradoxon, though it is not unusual to encounter
‘ Charging Gore: Charging gore attack results in giant dragonflies in the forest depths of New Pictland
double damage dice. and the Savage Boreal Coast. Giant dragonflies mostly
subsist on small animals, such as mice, voles, frogs,
REINDEER: Reindeer stand four or more feet at the and fish. Although they do not actively seek to attack
shoulder and weigh up to 400 pounds. The spread of their people, they are vigorous defenders of their territory.
antlers can exceed three feet, and they are generally fur-
rier than other deer species, thriving in tundra regions. Giant Dragonfly: #E 2d4 | AL N | SZ S | MV 10
Reindeer are herded by Esquimaux, Lapps, and Yakuts, (fly 70) | DX 10 | AC 6 | HD 1 | #A 1/1 (bite) | D 1d4
and are utilized for their meat, milk, and hides. They can SV 16 | ML 6 | XP 13 | TC nil
be domesticated and trained in teams to pull sleds. Some
nomads are known also to saddle and ride reindeer.

Reindeer: #E 5d6 (2d10×10) | AL N | SZ M | MV 60


DX 10 | AC 7 | HD 2 | #A 1/1 (gore) | D 1d6 | SV 16
ML 5 | XP 24 | TC nil | Special:

‘ Charging Gore: Charging gore attack results in


double damage dice.

DOG
Carnivorous mammal capable of domestication.

HUNTING/SLED DOG: Hunting dogs include sever-


al domesticated canine species that can be trained to
a variety of tasks, such as fetching a bird or pursuing
a rabbit from a burrow; others are utilized strictly for
their ability to track prey. Sled dogs are thick-furred
animals, able to withstand subfreezing environments
and trained to pull sleds across the tundra.

Hunting/Sled Dog: #E 1d6 | AL N | SZ S | MV 50


DX 13 | AC 7 | HD 1 | #A 1/1 (bite) | D 1d4 | SV 16
ML 7 | XP 13 | TC nil | Special:

‘ Perspicacious: Keen to otherworldly horrors


and the undead; may bark or howl in their pres-
ence, even if the threat is unseen or disguised.

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HYPERBOREA

EAGLE
Bird of prey covered with golden, blackish-grey and
brown feathers. An eagle has a yellowish or light-co-
loured hooked beak, curved talons, and strong legs.
Some species are known for their majestic white heads.
They range all environment types, including the sea.

EAGLE: Diurnal birds of prey with 8-foot wingspans


and weighing up to 20 pounds. Strong, aggressive
hunters that compete with hawks for prey.

Eagle: #E 1 (1d6) | AL N | SZ S | MV 10 (fly 120)


DX 13 | AC 5 | HD ½ | #A 3/1 (claw/claw/bite)
D 1d2/1d2/1d2 | SV 17 | ML 5 | XP 9 | TC nil | Special:

‘ Dive Bomb: Dive bomb attack (claws only) from


100+ feet at +2 “to hit” and damage.

GIANT EAGLE: Large, diurnal birds of prey with


25-foot wingspans, giant eagles are fast, powerful
hunters seeking game as large as a human. Captured
prey might be conveyed to a nest where hatchlings the
size of dogs await. The giant eagle immobilizes its prey
whilst the hatchlings peck flesh. N.B.: In the remote
peaks of Hyperborea dwells an ancient strain of giant
DWARF eagles possessed of keen intelligence, aligned with
Dwarfs are a subterranean race of degenerate hu- Lawful Good, and of fearless morale (12).
manoids from three to four feet tall, with stubby
legs, heavily muscled torsos, and long, thewy arms. Giant Eagle: #E 1d6 (3d6)| AL N (or LG) | SZ L
Seeded by Ymir, they begin life as foot-long, sickly MV 10 (fly 160) | DX 13 | AC 6 | HD 4+2 | #A 3/1
yellow maggots, “worms of the earth” that at length (claw/claw/bite) | D 1d6/1d6/2d6 | SV 15 | ML 8 (or
metamorphose into horribly misshapen pygmy brutes 12) | XP 325 | TC nil | Special:
(cf. worm of Ymir). They lair in the deepest places
of Underborea, in vast caverns where dwell nameless ‘ Dive Attack: On a dive attack of at least 60 feet,
monsters. Dwarfs speak the Old Norse language and two claw attacks at +2 “to hit” and inflicting
(less often) the Common tongue. double damage. If the eagle’s intent is to carry
prey to its nest, an avoidance save must be made
Dwarfs are possessed of strange powers and wick- to escape its clutches.
ed inclinations. They are cunning, grasping, venal, ‘ Pin: Captured prey may be borne to the nest
and lecherous. Equally they are tireless forgers and (or elsewhere) and pinned. Victim must make a
dweomercræfters of nigh limitless capacity, but they test of strength or dexterity to escape. If pinned
are said to be unable to utilize the weapons and devices in the nest hatchlings may commence feeding,
they create; hence, dweomercræft is both their bless- pecking the victim for 1d4 hp damage per round;
ing and their curse. Availability of dwarfish forgings is otherwise, the giant eagle disembowels victims
the purview of the referee; always their demands for for 2d6 hp damage per round.
compensation are greedy or perverse.
ELDER THING (Elder One, Old One)
Dwarf: #E 1d6 (1d10×10)| AL LE | SZ S | MV 20 This alien being has a perpendicular, cylindrical body
DX 13 | AC 7 (or AC 3, DR 2 in plate mail) | HD 3+2 of eight-foot height. Its dark grey torso of three-foot
#A 1/1 (weapon) | D (per weapon +1) | SV 15 | ML 9 diameter (tapering to one foot at the ends) is vertically
XP 90 | TC M (×10); G, Q (×20), R, X | Special: ridged, with thick, leathery skin. A pair of seven-foot,
membranous wings (for flight and aquatic locomo-
‘ Dark Vision: Can see in complete darkness. tion) extends from betwixt the vertical ridges. From
‘ Resistance: +4 bonus to device saves. amongst the ridges of the equator project five thin,
‘ Vulnerability: −2 “to hit” when exposed to flexible arms that can stretch up to three feet; each
bright light. arm has five sticky tentacles of eight-inch length. From
the top of the torso extends a bulbous, gilled neck. The
starfish-shaped head is covered with prismatic cilia,

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and from each point of the star projects a yellow tube Elder Thing (otherworldly): #E 1d8 | AL CE | SZ L
capped with a large, glassy eye. At the bottom of the MV 40 (fly/swim 60) | DX 11 | AC 2 | HD 6+6 | #A 5/1
torso depend five powerful, greenish tentacles, each (pummel ×5) | D 1d4+4 (×5) | SV 14 | ML 12
terminating in a triangular fin or pseudo-foot. XP 870 | TC Q (×10) | Special:

Elder things thrive on land or water—even in the ‘ Immunities: Immune to cold and the airless
vacuum of space. They were the first otherworldly vacuum of the Black Gulf.
race to arrive on Old Earth when it was a steaming, ‘ Piping: Once per turn, release a terrifying piping
volcanic husk; some sages speculate that these aliens, sound that inspires a fear effect (as the spell); sor-
by accident or design, sowed its primordial seas with cery save to resist. Once the fear ends, a second
the first cells of life. The elder things built vast stone sorcery save is required; if it fails, 1d3 forms of
cities on land and in the ocean depths. At length they madness manifest (see Vol. I, Chapter 9: Com-
factionalized and warred with one another (and with bat, special damage). Both saving throws are
the crab-men, fish-men, Great Race, and mi-go), but modified by willpower adjustment, if applicable.
their own genetically created slaves, the shoggoths,
rebelled against the elder things and nearly obliter- ELECTRIC EEL
ated them. Over millennia the remaining elder things This giant, serpentine fish is from 30- to 60-foot length,
regressed to insane savagery. Some sages posit that with poorly developed fins and slimy skin. Electric eels
they became infected with a disease causing a sharply inhabit freshwater lakes, ponds, rivers, streams, and
regressed mental state. wetlands. They use their ability to generate electricity
to shock their prey and then devour it; in Hyperborea,
Presently, few elder things remain in Hyperborea; oc- such prey includes men.
casionally they thaw from ancient glacial ice or wake
from ages-long hibernation. When they emerge, they Electric Eel: #E 1d4 | AL N | SZ L | MV 0 (swim 50)
present as wroth beasts, savage and bloodthirsty, DX 15 | AC 6 | HD 5 | #A 1/1 (bite) | D 2d6 | SV 14
completely bereft of their previous super-intelligence. ML 7 | XP 275 | TC nil | Special:
Typically, they emit horrific piping sounds whilst spin-
ning like tops and flailing with their five base tentacles. ‘ Shock: Once per turn discharge an electric
shock affecting all within a 15-foot radius for 3d8
hp damage, no saving throw.

ELEMENTAL
Elementals are primal, extra-dimensional creatures of
spiritual or dæmonic power granted embodiment by
sorcery, science, or the weird deific powers of other-
worldly and netherworldly beings. Often an elemental is
assigned a task, and if long bound to it, it may succumb
to madness or develop a potent species of resentment.

AIR ELEMENTAL: These semi-intelligent whirl-


winds present as inverted cones that shew vaguely
humanoid countenances as they pummel their foes
with high-velocity air. Each class of air elemental
has a truncated bottom diameter of about two feet, a
height in feet equal to its HD, and a top diameter of
approximately half its height; hence an 8-HD specimen
is about eight feet tall with a four-foot-diameter top.
They can move across land or swirl up into the sky.

Class I Air Elemental: #E 1 | AL N | SZ M | MV 40


(fly 120) | DX 11 | AC 2 | HD 8 | #A 1/1 (slam) | D 2d8
SV 13 | ML 10 | XP 920 | TC nil | Special:

‘ Airborne Bonus: Inflicts an extra 1d8 hp


damage versus airborne foes.
‘ Immunities: Immune to cold. Immune to mun-
dane weapons; harmed only by magical weapons.
‘ Sweep: Can sweep away creatures of 1 HD or
less unless avoidance saves are made.

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HYPERBOREA

Class II Air Elemental: #E 1 | AL N | SZ L | MV 40 Class I Earth Elemental: #E 1 | AL N | SZ M | MV 40


(fly 120) | DX 11 | AC 0 | HD 12 | #A 1/1 (slam) DX 7 | AC 2 | HD 8 | #A 1/1 (pummel) | D 3d6
D 4d8 | SV 11 | ML 10 | XP 2,900 | TC nil | Special: SV 13 | ML 10 | XP 840 | TC nil | Special:

‘ Airborne Bonus: Inflicts an extra 1d8 hp ‘ Grounded Bonus: Inflicts an extra 1d8 hp dam-
damage versus airborne foes. age versus opponents standing on earth or stone.
‘ Immunities: Immune to cold. Immune to mun- ‘ Immunity: Immune to mundane weapons;
dane weapons; harmed only by magical weapons. harmed only by magical weapons.
‘ Sweep: Can sweep away creatures of 2 HD or ‘ Vulnerability: Complete water immersion will
less unless avoidance saves are made. dissolve an earth elemental in 1d6 turns unless it
makes a death save, in which case it loses half its
Class III Air Elemental: #E 1 | AL N | SZ L | MV 40 current hit points.
(fly 120) | DX 11 | AC −2 | HD 16 | #A 1/1 (slam)
D 6d8 | SV 9 | ML 10 | XP 5,100 | TC nil | Special: Class II Earth Elemental: #E 1 | AL N | SZ L
MV 40 | DX 6 | AC 0 | HD 12 | #A 1/1 (pummel)
‘ Airborne Bonus: Inflicts an extra 1d8 hp D 6d6 | SV 11 | ML 10 | XP 2,700 | TC nil | Special:
damage versus airborne foes. (see class I earth elemental)
‘ Immunities: Immune to cold. Immune to mun-
dane weapons; harmed only by magical weapons. Class III Earth Elemental: #E 1 | AL N | SZ L
‘ Sweep: Can sweep away creatures of 3 HD or MV 40 | DX 5 | AC −2 | HD 16 | #A 1/1 (pummel)
less unless avoidance saves are made. D 9d6 | SV 9 | ML 10 | XP 4,800 | TC nil | Special:
(see class I earth elemental)
EARTH ELEMENTAL: These humanoid creatures
are composed of hard-packed dirt, sand, and rock. Re- FIRE ELEMENTAL: This semi-intelligent, conical
sembling roughly hewn statues, their steps are thun- pillar of roaring flames is as tall in feet as its HD, with
derous, and they can pummel foes with their enormous a base of like diameter. Small gouts of blue or green
fists. In general, they are as tall in feet as their HD, so flames simulate mouth and eyes, fixed in a furious
an 8-HD earth elemental is about eight feet tall. countenance. When attacking, fire elementals lash at
their victims with their main bulk. They boil water to
steam on contact and can move across the water’s sur-
face, not unlike a grease fire.

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Class I Fire Elemental: #E 1 | AL N | SZ L | MV 40 FALCON
DX 11 | AC 2 | HD 8 | #A 1/1 (touch) | D 4d4 | SV 13 Falcons are birds of prey widely distributed throughout
ML 10 | XP 840 | TC nil | Special: Hyperborea. Five species are extant, with sizes ranging
from 9- to 24-inch length, and wingspans ranging from
‘ Bonus Damage vs Cold-Based: Inflicts an extra 18- to 48 inches. Adult falcons have thin, tapered wings,
1d8 hp damage versus cold-based creatures. well suited for rapid flight and direction changing. Too,
‘ Fire Heals: Fire attacks heal a fire elemental in- they have incredible visual acuity, allowing them to spot
stead of damaging it, albeit at 50% effectiveness. prey from great distances. Some falcons are domesti-
‘ Immunity: Immune to mundane weapons; cated by animal training specialists. Falconers train
harmed only by magical weapons. their raptors to hunt hares and squirrels.
‘ Vulnerability: Complete water immersion
destroys a fire elemental in 1 turn unless it Falcon: #E 1 (1d6) | AL N | SZ S | MV 10 (fly
makes a death save, in which case it emerges to 180) DX 15 | AC 5 | HD ½ | #A 3/1 (claw/claw/bite)
the surface having lost half its current hit points. D 1/1/1 | SV 17 | ML 4 | XP 9 | TC nil | Special:

Class II Fire Elemental: #E 1 | AL N | SZ L ‘ Dive Bomb: Dive bomb attack (claws only) from
MV 40 | DX 11 | AC 0 | HD 12 | #A 1/1 (touch) 100+ feet at +2 “to hit” and damage.
D 8d4 | SV 11 | ML 10 | XP 2,700 | TC nil | Special:
(see class I fire elemental) FANGFISH
This two-foot-long, narrow green fish displays over-
Class III Fire Elemental: #E 1 | AL N | SZ L sized, needle-like fangs. Fangfish are possessed of supe-
MV 40 | DX 11 | AC −2 | HD 16 | #A 1/1 (touch) rior olfaction and oft are frenzied by the scent of blood,
D 12d4 | SV 9 | ML 10 | XP 4,800 | TC nil | Special: devouring the flesh of their prey clean to the bone.
(see class I fire elemental)
Fangfish: #E 2d4 | AL N | SZ S | MV 0 (swim
WATER ELEMENTAL: This semi-intelligent ele- 40) DX 14 | AC 7 | HD 2+2 | #A 2/1 (bite/bite)
mental manifests as a standing wave of bubbling water, D 1d6+1/1d6+1 | SV 16 | ML 12 | XP 47 | TC nil
with dæmonic eyes and frowning mouth at the centre Special:
of its bulk. Water elementals are as tall in feet as their
HD, their width is ×1.5 their HD, and their depth (or ‘ Bloodletting Frenzy: Upon a successful bite,
thickness) is half their HD; thus an 8-HD specimen is 8 the victim must make an avoidance saving
feet tall, 12 feet wide, and 4 feet thick. They attack by throw or the fangfish dislodges a chunk of flesh,
slamming against their opponents. These elementals causing an additional 1d6+1 hp damage. This
must always remain within 90 feet of a water source bloodletting sends other nearby fangfish into
(e.g., pond, stream, well). a feeding frenzy, granting a +2 “to hit” for all
attacking fangfish in the following rounds.
Class I Water Elemental: #E 1 | AL N | SZ L
MV 20 (swim 60) | DX 11 | AC 2 | HD 8 | #A 1/1 FERRET, GIANT
(slam) | D 1d20 | SV 13 | ML 10 | XP 840 | TC nil This three- to five-foot-long member of the weasel
Special: family typically hunts small mammals. If threatened,
it can spray odious, eye-watering musk. If raised from
‘ Immunity: Immune to mundane weapons;
infancy, a giant ferret can be trained, but adults are
harmed only by magical weapons.
known to be temperamental, sometimes turning on
‘ Vulnerability: If removed more than 90 feet
their masters. The pelts of some giant ferrets can fetch
from water source, death is instantaneous.
as much as 100 gp.
‘ Water Bonus: Inflicts an extra 1d8 hp damage
versus foes in water at least ankle deep. Giant Ferret: #E 1d6 | AL N | SZ M | MV 30
DX 12 | AC 5 | HD 1+1 | #A 1/1 (bite) | D 1d6
Class II Water Elemental: #E 1 | AL N | SZ L
SV 16 | ML 7 | XP 28 | TC nil | Special:
MV 20 (swim 60) | DX 11 | AC 0 | HD 12 | #A 1/1
(slam) | D 2d20 | SV 11 | ML 10 | XP 2,700 | TC nil ‘ Musk: Musk spray thrice per day has range of
Special: (see class I water elemental) 15 feet, targeting a single victim at +2 “to hit”;
on successful hit, make death (poison) save or
Class III Water Elemental: #E 1 | AL N | SZ L
eyes and throat burn for 1d4 rounds, causing
MV 20 (swim 60) | DX 11 | AC −2 | HD 16 | #A 1/1
−2 “to hit” and preventing sorcerers from
(slam) | D 3d20 | SV 9 | ML 10 | XP 4,800 | TC nil
casting spells.
Special: (see class I water elemental)

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HYPERBOREA

FISH-MAN (Deep Dweller, Deep One) their skin moistens, and they lose their hair. To the ig-
These ichthyic, otherworldly humanoids have oily, norant, these traits might be viewed as the by-product
grey-green skin, with jaundiced underbellies and of inbreeding. Seaside towns and villages are typical
backs ridged with scales. They have anthropoid bodies targets for such breeding and assimilation.
and piscine heads with round, bulging eyes that never
blink. Their necks are folded with gill slits, and their Fish-Man (otherworldly): #E 2d6 (2d4×10) | AL CE
long, webbed paws are taloned black. Their long legs SZ M | MV 40 (swim 80) | DX 9 | AC 5 | HD 2+2
feature inverted knee joints that effect a hopping gait, #A 2/1 (claw/claw) or 1/1 (weapon) | D 1d4+1/1d4+1
though some ambulate on all fours. For every 10 fish- (or per weapon) | SV 16 | ML 8 | XP 41 | TC A
men there is 1 sub-chief, a superior specimen with Special:
leadership ability; for every 50 there is 1 chieftain, the
‘ Amphibious: Can function on land or sea but
largest of fish-men, with a thicker hide and superior
must immerse in water at least once per week.
fighting capacity. Fish-men typically wield javelins,
‘ Track: Track by scent at 10-in-12 chance of success.
spears, long tridents, or special underwater crossbows.
‘ Vision: Wide field of vision reduces chance to be
Oft referred to as deep ones or deep dwellers, this surprized by 1-in-6.
ultra-telluric species is millions of years old, having
Fish-Man Sub-Chief (otherworldly): #E 1:10 | AL CE
known conflict with crab-men, elder things, and
SZ M | MV 40 (swim 80) | DX 10 | AC 4 | HD 4+4
snake-men; their provenance is speculated to be
#A 2/1 (claw/claw) or 3/2 (weapon) | D 1d4+2/1d4+2
Ouranos or Poseidenos. In Hyperborea they inhabit
(or per weapon +1) | SV 15 | ML 9 | XP 175* | TC Q
subaqueous cities of alien architecture constructed
Special:
millennia ago; their Shangri-La, as it were, is lost R’ly-
eh. Fish-men are disciples of sleeping Kthulhu, though ‘ Amphibious: Can function on land or sea but
they oft supplicate Mother Hydra (an otherworldly must immerse in water at least once per week.
hydra that roams the Hyperborean Sea; her avatars ‘ Shamanism: Fish-man shamans conform to sub-
are aboleths) or Father Dagon (her mate, a 20-foot-tall chief or chieftain statistics. They can advance as
fish-man of prodigious power). high as 7th level; for each level beyond 4th, they
add 1 hit die (d8) to their base 4+4 HD.
Fish-men have slowly degenerated, yet struggle to
‘ Track: Track by scent at 10-in-12 chance of success.
persist. In mankind they have found a vessel of com-
‘ Vision: Wide field of vision reduces chance to be
patibility: When fish-men breed with humans, a hybrid
surprized by 1-in-6.
is produced that appears human but metamorphoses
‘ Weapon Mastery: Mastery of one or two weap-
into a fish-man at puberty. Some hybrids might never
ons, respectively (+1 “to hit” and damage rolls,
transform but exhibit fish-man characteristics: Their
increased attack rate, etc.; see Vol. I, Chapter 9:
heads elongate, their necks shorten, their eyes bulge,
Combat, weapon skill).

Fish-Man Chieftain (otherworldly): #E 1:50 | AL CE


SZ M | MV 40 (swim 80) | DX 12 | AC 2 | HD 7+7
#A 2/1 (claw/claw) or 3/2 (weapon) | D 1d4+4/1d4+2
(or per weapon +3) | SV 13 | ML 9 | XP 680* | TC Q
Special: (see fish-man sub-chief)

* Refer to Table 201 for classed individuals.

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Fish-Man Hybrid (otherworldly): #E 2d6 (5d20×10) FROG, GIANT
AL CE | SZ M | MV 40 (swim 30) | DX 9 | AC 8 These giant amphibians are up to seven feet in length
HD 1+1 | #A 1/1 (weapon) | D (per weapon) | SV 16 and weigh as much as 500 pounds. Each can swallow
ML 8 | XP 20* | TC J | Special: a person in a single gulp, using its sticky, 12-foot-long
tongue to reel in prey. Giant frogs inhabit swamps,
‘ Amphibious: Limited amphibious capacity; some marshes, lakes, ponds, rivers, and rainforests, blend-
hybrids possess aquatic traits, others do not. ing with their surroundings via chameleonic abilities,
‘ Classed: Rare hybrids are classed individuals; though they hibernate during the winter years. They
for each level beyond 1st, they add 1 hit die (d8) can leap as far as 60 feet in a single bound, pouncing
to their base 1+1 HD. upon and oft surprizing prey.
* Refer to Table 201 for classed individuals.
Giant Frog: #E 2d6 (4d6) | AL N | SZ L | MV 10
(hop 60/swim 30) | DX 12 | AC 7 | HD 3 | #A 1/1 (bite)
D 1d6 | SV 15 | ML 7 | XP 101 | TC nil | Special:

‘ Surprize: Chance to surprize increased by 2-in-6


when leaping out from water or muck.
‘ Swallow Whole: On a natural 20 attack roll, the
tongue reels in and swallows a Small or Medium
victim whole, inflicting 1d6 hp damage per round
thereafter. A swallowed person can cut their way
out with a WC 1–3 blade, with an attack penalty
equal to the weapon class. If 6 hp damage is
inflicted from within, a large enough rent is cut
for escape.

FOX
Small, omnivorous mammal that weighs from 10 to
20 pounds, has a body length of up to 30 inches, and
features a bushy tail 12 to 16 inches long. Through
the years of spring to fall, Hyperborean foxes present
with a dun to charcoal grey coat. During winter years,
their coats morph to white. Such pelts can fetch 20 gp
in certain towns and cities; otherwise, they can fetch
as much as 5 gp if the quality is high. Adaptable to ex-
treme weathers, the fox is known to thrive in the most
frigid regions of the Spiral Mountain Array.

Fox: #E 1d2 (1d4+1) | AL N | SZ S | MV 50 | DX 15


AC 7 | HD ½ | #A 1/1 (bite) | D 1d3 | SV 17 | ML 5
XP 7 | TC nil | Special:

‘ Morph Coat: Coat turns white in winter years;


camouflage provides 9-in-12 chance to hide in snow.

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HYPERBOREA

FUNGUS VIOLET FUNGUS: Violet fungi are similar in size


Many species of fungi populate Hyperborea, some ed- and appearance to shrieker fungi; in fact, the two
ible, some of no consequence, and others harmful. The species might be found together in subterranean en-
following two are particularly dangerous. vironments. This fungus is a carrion eater, extending
its three thorny branches (of from three- to five-foot
SHRIEKER FUNGUS: Shrieker fungi are unintelli- length, emerging from the cap) to flail approaching
gent, ambulatory plants from three to five feet in height. victims. The touch of a violet fungus rots flesh, upon
The fungus’ shape corresponds to a mushroom, though which it then feeds.
with a stem of one-foot diameter and an umbrella-like
cap of from three- to five-foot diameter. Exclusively they Violet Fungus: #E 1 | AL N | SZ M | MV 10 | DX 3
thrive in cool, lightless, subterranean environments. AC 7 | HD 3 | #A 3/1 (lash ×3)| D 1d4 (×3) | SV 15
ML 5 | XP 101 | TC nil | Special:
Shrieker fungi are nontoxic and edible. The distinguish-
ing feature of this species (besides its ambulation) is ‘ Rot Touch: Touch rots flesh on contact unless
its ability to release an ear-piercing shriek in reaction death (poison) save is made. If the save fails, the
to the proximity of light (e.g., torch, lantern, sorcery) victim’s flesh rots rapidly; unless cure disease is
within 30 feet. The shriek lasts for about three minutes cast within 1 turn, a painful death is imminent.
and begins anew if light remains in its presence.
GARGOYLE
Shrieker Fungus: #E 2d6 | AL N | SZ M | MV 10 This is a stone-carven grotesque human, beast, or
DX 3 | AC 7 | HD 3 | #A nil | D nil | SV 15 | ML 2 devil, typically positioned atop a building or within a
XP 35 | TC nil | Special: labyrinth, as well as in hills and mountains. Typically,
they are horned, winged, clawed, and fanged, horrific
‘ Shriek: The shriek of this plant trebles the monsters of frightful countenance. Enchanted by sor-
probability of attracting other monsters. cery, gargoyles can animate to life, fly, and attack, and
they are impervious to mundane weaponry. Gargoyles
are shrewd and Evil creatures, possessed of quasi-in-
telligence and diabolical purpose.

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Gargoyle: #E 1d4 | AL CE | SZ M | MV 30 (fly 50) GHAST
DX 12 | AC 5 | HD 4 | #A 3/1 (claw/claw/bite) or 1/1 A ghast is a rare and potent form of ghoul, an undead
(gore) | D 1d4/1d4/1d6 or 2d6 | SV 15 | ML 11 humanoid complexioned pale as a sheet and possessed
XP 150 | TC C, M (×10) | Special: of insatiable hunger for human flesh. Although not im-
mediately distinguishable from ghouls, ghasts oft are
‘ Immunities: Immune to charm and sleep spells. betrayed by the carrion stench they exude, which can
Immune to mundane weapons; harmed only by nauseate one to incapacity. Ghasts are stronger, faster,
magical weapons. and smarter than ghouls, capable of cruel and calculat-
‘ Surprize: Chance to surprize increased by 2-in-6 ed schemes.
if viewers believe it a statue.
Ghast (Undead Type 6): #E 1 (1d4) | AL CE | SZ M
GELATINOUS CUBE MV 50 | DX 15 | AC 4 | HD 4 | #A 3/1 (claw/claw/
This is a cubic monster composed of transparent jel- bite) | D 1d4/1d4/2d4 | SV 15 | ML 9 | XP 195 | TC B,
ly, typically measuring 10 feet per side, though much Q, R, S, T | Special:
larger examples have been reported. Gelatinous cubes
dwell in subterranean depths, absorbing organic ma- ‘ Ghoul Creation: Slain victims (not wholly
terial; they are attracted to both carrion and living consumed) later become ghouls, though with
creatures. The corrosive properties of the jelly do not 2-in-6 chance to become ghasts.
affect stone or metal, so coins, rocks, and even weap- ‘ Immunities: Immune to cold, fear, paralysis,
ons exhibit, seemingly suspended within the transpar- and poison.
ent cube. At length, the cube discharges such items, as ‘ Nauseate: Any living creature within 10 feet
well as the bones of any creatures it absorbs. must make death (poison) save or suffer nausea;
−2 “to hit” for 1 turn.
Gelatinous Cube: #E 1 | AL N | SZ L | MV 10 | DX 5 ‘ Paralyze: Hit causes paralysis for 2d6 turns
AC 8 | HD 4 | #A 1/1 (touch) | D 2d4 | SV 15 | ML 12 unless death save is made.
XP 180 | TC J, K, L, M, N, Q, S | Special: ‘ Vulnerabilities: Protection from evil holds them
at bay. Silver weapons cause double damage.
‘ Immunities: Immune to cold and electricity.
‘ Paralyze: Hit causes paralysis for 2d4 turns
unless death save is made.

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HYPERBOREA

GHOST GIANT
Many forms of ghost exist, from benevolent to malign, Beings of humanoid appearance, though of prodigious
with several degrees of nuisance and inconvenience size, weight, and strength. Most are brutal by nature.
betwixt and between. Harmful, malicious ghosts man- Three species of giant are reckoned to thrive in Hy-
ifest as haunting and nebulous apparitions of dead perborea.
people. Cursed with undeath, these hateful, restless
beings despise the living and find perverse pleasure in FIRE GIANT: In the unfathomable depths of Un-
draining life essences to derive sustenance. derborea dwell the sons of Muspelheim, fire giants of
enormous size and girth. They stand some 16 or more
Ghost (Undead Type 10): #E 1 (1d10) | AL LE feet tall and weigh as much as 2,000 pounds. Their eyes
SZ M | MV 30 (fly 50) | DX 8 | AC 0 | HD 10 | #A 1/1 are black as coals; their beards, dark and thick; and
(touch) | D nil | SV 12 | ML 10 | XP 1,900 | TC E, S their skin, red as blood. Fire giants speak Old Norse
Special: and the Common tongue. In futility the fire giants of
Underborea make offerings to Surtr, but that one no
‘ Age: Touch attack causes victim to age 13 years longer hears their cries; hence, many of these forsaken
(1 Hyperborean cycle) unless death save is beings have found Thaumagorga, and to that under-
made. Only the spell restoration can reverse world dæmon they pay tribute and make supplications.
this terrible effect. N.B.: This ageing is purely
physical; it brings not the wisdom typically Dwarfs are a slave race to fire giants, and under the
associated with age. whips of their dark masters they forge wonders of
‘ Fear: Sight inspires intense fear that causes copper, iron, and steel; fire giants oft gird themselves
victims to flee by most expeditious means in copper armour of dwarfish manufacture. They dwell
possible for 2d6 rounds unless sorcery saves in castles of iron and stone surrounded by moats of
are made. The saves are modified by willpower magma, where they are served by fire salamanders
adjustment, if applicable. and pyro-hydræ. A large fire giant stronghold is ruled
‘ Immunities: Immune to cold, fear, paralysis, poi- by a jarl (1 for every 12 fire giants), a 20-foot-tall,
son. Harmed only by silver or magical weapons. 3,000-pound colossus of great power and horribly vio-
lent temperament.
GHOUL
This is a repugnant humanoid, once a human, now
cursed with undeath. It has ulcerous skin, pallid or ten-
ebrous, and its hair is knotted and clumped. Its hands
are gnarled and clawed, and its teeth broken, jagged
fangs. Ghouls have an insatiable appetite for raw hu-
man flesh and are wont to prowl graveyards, unearth-
ing fresh corpses to take their provender. They retain
wicked quasi-intelligence, exhibiting a flock mentality
whilst hunting in packs. N.B.: An aquatic form called
a lacedon also is extant. These undead creatures con-
form to ghouls in all respects save that they lurk un-
derwater (salt or fresh). Some exhibit a more glaucous
complexion.

Ghoul (Undead Type 3): #E 1d6 (2d8) | AL CE | SZ M


MV 40 (swim 40*) | DX 11 | AC 6 | HD 2 | #A 3/1
(claw/claw/bite) | D 1d3/1d3/1d6 | SV 16 | ML 10
XP 68 | TC B, T | Special:

‘ Ghoul Creation: Slain victims (not wholly


consumed) later become ghouls.
‘ Immunities: Immune to cold, fear, paralysis,
and poison.
‘ Paralyze: Hit causes paralysis for 2d6 turns
unless death save is made.
‘ Vulnerability: Protection from evil holds them
at bay.

* Applies to lacedons only.

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FROST GIANT: Frost giants are the true sons of Ymir,
with ice-blue skin and red or yellow hair. They stand
some 16 or more feet in height and weigh as much as
2,000 pounds. They are known to train winter wolves
or polar bears to hunt or to guard their dwellings:
labyrinthine ice caverns or vast, mountaintop castles.

Frost giants are cruel, hateful humanoids. In Hyper-


borea they are the natural enemies of Vikings, who be-
lieve Ymir spawns frost giants in his image to challenge
their strength and loyalty. Frost giants work enormous
forges, able to craft massive weapons of iron and steel;
also, they enslave dwarfs to forge for them. They are
particularly fond of axes and hammers. Larger clans
have a prominent jarl, a 20-foot-tall, 3,000-pound go-
liath of enormous girth and greater wickedness; for
Fire Giant: #E 1d2 (2d10) | AL CE | SZ L | MV 40 every 12 frost giants there is 1 jarl. Frost giants speak
DX 7 | AC 4 | HD 11 | #A 1/1 (weapon) | D 5d6 | SV 11 Old Norse and the Common tongue.
ML 9 | XP 1,900 | TC E | Special:
Frost Giant: #E 1d2 (2d10) | AL CE | SZ L | MV 40
‘ Hurl Boulder: Can hurl a boulder to a range of DX 7 | AC 4 | HD 10 | #A 1/1 (weapon) | D 4d6
150 (or to 300 at −2 “to hit”) for 3d6 hp damage. SV 12 | ML 9 | XP 1,300 | TC E | Special:
‘ Immunities: Immune to heat and fire.
‘ Hurl Boulder: Can hurl a boulder to a range of
‘ Vulnerability: Vulnerable to cold; +1 hp per die
150 (or to 300 at −2 “to hit”) for 3d6 hp damage.
of damage.
‘ Immunities: Immune to cold.
Fire Giant Jarl: #E 1:12 | AL CE | SZ L | MV 40 ‘ Vulnerability: Vulnerable to fire; +1 hp per die
DX 6 | AC 4 | HD 15 | #A 1/1 (weapon) | D 6d6 | SV 9 of damage.
ML 10 | XP 3,600 | TC Q (×5) | Special: (see fire
Frost Giant Jarl: #E 1:12 | AL CE | SZ L | MV 40
giant)
DX 6 | AC 4 | HD 14 | #A 1/1 (weapon) | D 5d6
SV 10 | ML 10 | XP 2,500 | TC Q (×5) | Special: (see
frost giant)

HILL GIANT (Fomorian): A hill giant is a massive


humanoid 12 feet in height and weighing as much as
1,500 pounds. These brutes are misshapen and warty,
with thick, hairy hides. They oft wear thick pelts (such
as the hide of a woolly mammoth or woolly rhinocer-
os) and wield huge clubs or spears. Hill giants also can
hurl massive boulders at their enemies.

Although of limited intelligence, many hill giants prove


to be quite clever and resourceful; too, they speak pro-
to-Keltic and/or the Common tongue. Typically, they
are cruel and quite enjoy tormenting smaller human-
oids, such as humans. Rare is the kindly, simpleminded
brute, or the gigantic, cowardly sort.

Hill giants oft live solitary lifestyles, though sometimes


a raiding group may be encountered, or a clan dwelling
in a large cavern. For every 8 hill giants there will be
1 chieftain that stands some 15 feet in height and
weighs as much as 2,000 pounds. In Hyperborea, the
Kelts regard hill giants as their enemies of old, noto-
rious for raiding and pillaging their communities for
slaves and livestock.

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HYPERBOREA

Hill Giant: #E 1d4 (2d6) | AL CE | SZ L | MV 40 GLASS SNAIL


DX 8 | AC 4 | HD 8 | #A 1/1 (weapon) | D 4d4+2 These fist-sized, freshwater molluscs have transparent
SV 13 | ML 8 | XP 680 | TC M (×10); D | Special: shells within which swirls a strange purple fluid. Glass
snails are found in moist, subterranean environments,
‘ Hurl Boulder: Can hurl a boulder to a range of typically close to running water. These odd creatures
100 (or to 200 at −2 “to hit”) for 2d8 hp damage. are quite timid, avoiding contact with any creature,
save their own species. If frightened by any loud noise
Hill Giant Chieftain: #E 1:8 | AL CE | SZ L | MV 40
or sudden movement, glass snails eject their viscera,
DX 8 | AC 4 | HD 10 | #A 1/1 (weapon) | D 5d4+2
killing themselves and releasing a purple spray of acid-
SV 12 | ML 12 | XP 1,150 | TC M (×20) | Special:
ic fluid. If collected, their ink is valuable to sorcerers.
(see hill giant)
Glass Snail: #E 2d10×10 | AL N | SZ S | MV 10
GIBBERING MOUTHER DX 4 | AC 8 | HD ¼ | #A 1/1 (acid spray) | D 2d4
This six- to eight-foot-diameter protoplasmic horror SV 17 | ML 3 | XP 7 | TC nil | Special:
is a degenerate subspecies of shoggoth that lairs in
cold caves and subterranean depths. Tarlike in colour, ‘ Eject Viscera: If frightened, viscera ejection
it glistens with green phosphorescence and bubbles bursts from glass shell, spraying acid in an
with multitudinous eyes and mouths. The creature is 18-foot cone, 5 feet wide at the terminus, aiming
of limited intelligence, but oft it conceals its eyes and the spray at the instigator. This effectively kills
mouths as victims approach, presenting as a greenish the glass snail. This burst can cause a chain
glowing pool of soupy tar. Then it lashes out, attacking reaction. Any glass snail that is within 5 feet of
the unsuspecting, eager to take flesh and bone alike for a glass snail that ejects its viscera will also eject
its provender. N.B.: Some humanoid species, especially its viscera, targeting the offender.
ape-men and cave-men, venerate gibbering mouthers ‘ Reaction Avoidance: Negotiating through glass
as creatures blessed of Yug; thus they make unspeak- snails without disturbing them requires a success-
able sacrifices to these horrific monsters. ful extraordinary feat of dexterity; alternatively, a
move silently attempt may be made.
Gibbering Mouther (otherworldly): #E 1 | AL CE
SZ M | MV 10 (swim 30) | DX 5 | AC 1 | HD 4+4
#A 5/1 to 8/1 (1d4+4 bites) | D 1 (per bite) | SV 15
ML 10 | XP 475 | TC Q | Special:

‘ Babble: Once per day can emit a cacophonous


babble, causing listeners to become subject to
confusion (as the spell); sorcery save to resist,
modified by willpower adjustment, if applicable.
Blocking ears with wax or the like can pre-empt
this ability.
‘ Drain: Each hit latches on, draining for an
additional 1 hp damage per round. Each mouth
can be pulled off with a test of strength.
‘ Melt Stone: Enzyme release allows it to heat and
transform stone or earth into a tarry, quicksand-like
substance within which it can hide or retreat.
‘ Overwhelm: If three or more mouths bite a
single victim, an avoidance save must be made,
or victim is pulled down and at once bitten by
1d6+6 more mouths, each of which also drains
as noted above.
‘ Spit: Can eject visceral spittle with uncanny
accuracy to 60-foot range. The spittle is an
extremely bright, green flash, which blinds all
victims within 30 feet for 1d4 rounds if eyes not
shielded in advance; a transformation save is
allowed to resist.
‘ Variable No. of Attacks: Attacks with 1d4+4
mouths per round, usually targeting one or two
victims.

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The sight of a gorgon turns humans and other human-
oids to stone. Often gorgons robe themselves to conceal
their dæmonic attributes, tricking men with the implied
beauty of their features. Gorgons usually lead solitary
lives, sequestered on islands or in caves, though “sister”
pairs have been reported. Most gorgons speak the Com-
mon tongue in addition to proto-Hellenic.

Greater gorgons are reputed to exist on the remotest


islands and in the deepest dungeons. They are said to
be faster, more powerful, more cunning, and of course
more lethal. These rare gorgons can sing a harpy’s
song, tricking victims to gaze into their eyes.

Gorgon: #E 1 (1d2) | AL CE | SZ M | MV 30 (fly 30)


GORGON DX 14 | AC 5 | HD 4+4 | #A 3/1 (claw/claw/bite)
Oft called medusæ on account of that most famous of D 1d6/1d6/1d4+1 | SV 15 | ML 8 | XP 450 | TC P, Q
gorgons, these accursed creatures have the heads and (×10), X, Y | Special:
torsos of alluringly curvaceous women, with serpen-
tine lower bodies. The gorgon’s “hair” is composed of ‘ Petrifaction: Sight causes petrifaction unless trans-
slender, writhing, venomous snakes. Its hands are of formation save is made. Eye contact is automatic
bronze, and the pteropine wings projecting from its unless the player specifies that their character is
shoulder blades are golden hued. looking elsewhere before seeing the revealed face.
A mirror can be used to view a gorgon without
harm; the gorgon turns to stone if tricked into
seeing its own reflexion. Fighting a gorgon with
eyes averted incurs −2 “to hit” and AC.
‘ Snake Hair Attack: On 1-in-4 chance per round, in
addition to gorgon’s normal attack routine, snakes
on gorgon’s head extend to attack collectively a
single creature within five feet, causing 1d6 hp
damage and delivering deadly venom; victim must
make death (poison) save or be paralyzed within
1d4 rounds and slain within 1d4 turns.
‘ Sorcery Save Bonus: +2 bonus to sorcery saves.

Greater Gorgon: #E 1 | AL CE | SZ M | MV 50 (fly 40)


DX 15 | AC 3 | HD 6+6 | #A 3/1 (claw/claw/bite)
D 1d8/1d8/1d6+1 | SV 14 | ML 10 | XP 1,470 | TC Z
Special:

‘ Harpy’s Song: Can sing a harpy’s song: charms


all within 60 feet who hear it, unless sorcery
saves are made. The saves are modified by
willpower adjustment, if applicable. Charmed
individuals stand dumbly and look into the
gorgon’s eyes if so commanded.
‘ Petrifaction: See gorgon, except no saving
throw allowed.
‘ Snake Hair Attack: See gorgon.
‘ Sorcery Save Bonus: +2 bonus to sorcery saves.

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HYPERBOREA

GREAT RACE (Yithian) Great Race (otherworldly): #E 1d6 | AL LE | SZ L


Members of this time-travelling, otherworldly spe- MV 30 | DX 8 | AC 2 | HD 10 | #A 2/1 (claw/claw)
cies present as iridescent cones, 10 feet high and 10 or 1/1 (weapon) | D 1d6+1/1d6+1 (or per weapon)
feet wide at the base. Each has one ridged, scaly, and SV 12 | ML 6 | XP 2,800 | TC H, S, T (×2) | Special:
semi-elastic snail-like foot, which expands and con-
tracts to allow locomotion along floors, walls, or ceil- ‘ Fluent: Can speak the language of any intelli-
ings with equal ease. These alien beings are without gent creature.
garb but will hang satchels or knapsacks from the ‘ Iridium Rod: Typically wields a crystal-tipped
apices of their conical trunks. iridium rod, which shoots a 60-foot beam that
can paralyze (1d6+6 turns) or disintegrate
From the narrow apex of the creature’s cone project victims; device save to resist.
four flexible, cylindrical members, each about one ‘ Spells: Can cast the following spells at will
foot thick and ridged, which can contract or expand (though only one at a time): blink, dimension
to a length of 10 feet. Two members terminate in door, passwall, teleport. Can cast temporal
great claws or nippers; the third in four trumpet-like acceleration once per day.
appendages; and the fourth in a yellowish, irregular ‘ Transferal: Can transfer mind into a host once
globe, two feet in diameter, with three black eyes along per year. The target must be seen; typically, the
its equator. This globe functions as the head and is Great Race use technological devices that func-
surmounted by four slender, grey stalks bearing flow- tion as crystal balls to view a target. The target
erlike appendages; from its nether side dangle eight must make a sorcery save or be possessed;
green tentacles, which the creature uses to manipulate the save is modified by willpower adjustment,
fine objects such as writing implements. if applicable. Possession can last seven years;
anything longer may be permanent and cause
The form described above is not the original incarnation madness. The mind of the possessed occupies
of the Great Race; rather, it is one of several species they the body of the possessor (typically confined or
have occupied over the ages. These weird aliens fled restricted in some way). By means of a ritual,
from the distant planet Yith. As time travellers, they the possessor may return to its original body;
once dwelt on primordial Earth, for they needed escape the possessed is likewise returned, but typically
from their previous host species. At length, the Great suffers a gap in memory, unable to recall life
Race of Old Earth would abandon the cone-shaped amongst the Great Race. If either body dies,
beings for intelligent beetles who eventually supplant return is impossible, and madness inevitable.
mankind, but on far-flung Hyperborea, as the red sun
burns its remaining fuel, still they occupy the conical
creatures. Whether they will one day assume insectan
form on Hyperborea remains a matter of speculation.

The Great Race are scientists, assimilating knowl-


edge from sages, sorcerers, and the like. Via mental
projection they may possess humans for months or
even years. The method is one of transferral; conse-
quently, the mind of the possessed occupies the weird
cone body of the possessor, usually located in a hidden
vault within the deeps of the Spiral Mountain Array,
or amongst their hidden centres of Underborea, where
they must contend with the dreaded mi-go. Always
they select people of higher learning for possession,
utilizing their hosts to further their own vast erudition.
Meantime, the mind of the possessed is subject to a
strange, disconcerting life amongst the Great Race,
adapting to life as a cone-shaped being from another
time and place.

N.B.: Glimpses of the Great Race’s weird runes,


curvilinear characters, and disconcerting geometric
patterns are believed to match those etched upon the
Great Obelisks, 555-foot pillars rising from the Rapids
at the End of the World. Few sane philosophers, poets,
and sages have made this fearful connexion.

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GREEN SLIME
This formless terror appears as a green, dripping, algal
growth. In colonies it exists in subterranean dungeons
and wet caverns, where it seeks warm-blooded creatures
to use as hosts from which to feed and multiply. Often
a green slime colony dwells in ceiling cracks, waiting
to fall upon unsuspecting prey. The creature dissolves
all material except stone. It burns through clothing
in 2 rounds, through leather in 4 rounds, and through
metal in 6 rounds; likewise, weapons that contact green
slime are destroyed in 6 rounds. Once contact with flesh
is established, the green slime immediately begins to
transform its host. N.B.: These creatures are listed with
movement 0 but in fact they can move about 12 inches
per day, positioning themselves advantageously.

Green Slime: #E 1 | AL N | SZ S | MV 0 | DX nil


AC nil | HD 2 | #A 1/1 (touch) | D nil | SV 16 | ML 12
XP 100 | TC nil | Special:

‘ Create Green Slime: Once flesh is contacted,


victim becomes green slime in 1d4 rounds;
no saving throw is allowed. Effects avoided
if scraped off within 1 round of contact and
scraping tool is then cast aside.
‘ Immunities: Unharmed by all weapons and spells
except fire and cold. If a fire or cold spell is used
against a slime that is affixed to a victim, the crea-
ture and victim both suffer full normal damage.
(Each is allowed a saving throw, if applicable.) GRIFFIN
‘ Vulnerability: Cure disease destroys a green slime. This legendary beast is of 10- to 12-foot length (plus
tail) and weighs as much as 800 pounds. It has the
GREY OOZE head, wings, and fore claws of a giant eagle, with the
This amorphous horror resembles wet stone and can
body and hind legs of a large lion. Griffins make their
be quite difficult to discern in its native environment
nests on high cliffs and mountains, attacking any crea-
of subterranean caverns and dungeons. Grey oozes
ture that approaches.
can squeeze through the smallest cracks and fissures.
The creatures secrete corrosive acid that dissolves all
material save stone. When it attacks, a grey ooze rises,
its form vaguely humanoid, and it lashes out with a
rapidly formed appendage.

Grey Ooze: #E 1 | AL N | SZ M | MV 10 | DX 11
AC 8 | HD 3+4 | #A 1/1 (lash) | D 2d8 | SV 15
ML 12 | XP 195 | TC nil | Special:

‘ Acidic: Corrodes metal. Weapons will harm


grey ooze as normal, but they are ruined unless
magical; however, if magical weapons are not
wiped clean within 1 turn, they too are ruined.
‘ Immunities: Immune to cold, fire, and all spells
except electricity-related sorcery.
‘ Sticky: Once it hits, a grey ooze sticks to its
victim, delivering additional 2d8 hp damage per
round; destroys mundane armour in 1 round, but
magical armour lasts 1 turn before corroding
(unless wiped clean).
‘ Surprize: Chance to surprize increased by 1-in-6
when emerging from stone surroundings.

77
HYPERBOREA

Griffins are notorious predators with a taste for horse HARPY


and camel. They might be tamed as pets or flying This disturbing creature has the lower body of a large
mounts if captured as hatchlings; their craving for eagle and the naked torso and head of an unsightly wom-
horse and camel, however, is inexorable, which can an with terrible fangs. The harpy’s enchanting song lures
have unfortunate consequences. If a griffin is trained humans and other creatures to it, only to be slain and de-
as a mount, the rider must use WC 4 weapons to be voured. Harpies build nests in trees and cliff sides. They
effective. The saddle and harness of a trained griffin speak proto-Hellenic and the Common tongue.
cost at least 300 gp to commission.
Harpy: #E 1 (1d6) | AL CE | SZ M | MV 10 (fly 50)
Griffin: #E 1d2 (2d6) | AL N | SZ L | MV 40 (fly 120) DX 14 | AC 7 | HD 3 | #A 3/1 (claw/claw/bite)
DX 13 | AC 5 | HD 7 | #A 3/1 (claw/claw/bite) D 1d4/1d4/1d6 | SV 15 | ML 7 | XP 113 | TC C
D 1d6/1d6/2d6 | SV 13 | ML 9 | XP 630 | TC C Special:
Special:
‘ Harpy’s Song: Song charms all within 60 feet
‘ Rake: If griffin hits with both eagle claw attacks, who hear it unless sorcery saves are made,
hind lion claws automatically rake for 1d6+1 hp modified by willpower adjustment, if applicable.
damage each. ‘ Sorcery Save Bonus: +2 bonus to sorcery saves.

GULL
Grey and white seabird with black markings on its wings.
Gulls are notorious for their harsh wailing and squawk-
ing. Crafty and keen, gulls have stout, longish bills,
and webbed feet. They primarily eat fish, crustaceans,
mollusks, and tiny birds; also, they are opportunistic
scavengers. Gulls are coastal birds throughout mainland
Hyperborea, but most migrate to the various islands of
the Rim of the World during winter years. They typically
nest in large, heavily packed, raucous colonies.

Gull: #E 1d20 (1d20×100) | AL N | SZ S | MV 10


(fly 80, swim 10) | DX 12 | AC 9 | HD ¼ | #A 1/1
(peck) | D 1 | SV 17 | ML 5 | XP 9 | TC nil | Special:

‘ Garrulous: Loud squawking can distract oppo-


nents for 1 round, causing −1 “to hit” and AC.

HARE
Small, herbivorous mammal known for its long ears
and long, powerful hind legs. Capable of astonishing HAWK
speeds, hares thrive in the most frigid environments, Hawks are birds of prey endemic to lakes, rivers, wet-
oft burrowing under the snow and ice, but they will lands, and the Hyperborean Sea. They have broad,
range to more hospitable plains, too. Their coats are fingered wings, well suited for gliding and incredible
brown during the summer years and white during the visual acuity, allowing them to spot prey from great
winter years; however, hares that live in perpetually distances. Two species are extant. Marsh hawks typ-
snowy environments do not moult their winter coats. ically are of 18-inch length, with a 36-inch wingspan.
These grey hawks have red-plumed tails, and they
Hare: #E 1d2 (1d12) | AL N | SZ S | MV 90 | DX 17 range over rivers, lakes, and wetlands, preying on
AC 5 | HD ¼ | #A 1/1 (bite) | D 1 | SV 17 | ML 4 XP 7 amphibians, fish, small mammals. Sea hawks typically
TC nil | Special: are of 26-inch length, with a 72-inch wingspan. These
glossy-brown raptors feature a white breast. They
‘ Accelerate: Can treble or even quadruple range over the sea, feeding primarily on fish.
movement rate in short bursts.
‘ Morph Coat: Coat turns white in winter years; Hawk: #E 1 (1d6) | AL N | SZ S | MV 10 (fly 120)
camouflage provides 9-in-12 chance to hide in snow. DX 15 | AC 5 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1 | SV 17 | ML 4 | XP 9 | TC nil | Special:

‘ Dive Bomb: Dive bomb attack (claws only) from


100+ feet at +2 “to hit” and damage.

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HELL HOUND
These large black dogs of the underworld stand four feet
at the shoulder and weigh about 250 pounds. Their teeth
are black, and their baleful eyes hold a flicker of flames.
When they howl, smoke emits from their muzzles.

These Lawful Evil beasts are possessed of minor intel-


ligence and said to have their own language. Typically,
they dwell by volcanoes or steam vents, or in the depths
of a dungeon. Often a dæmon or other netherworldly
power controls a pack of hell hounds, though a wicked
sorcerer also might keep one as a pet or guardian.

Hell Hound (Undead Type 13): #E 2d4 (4d4) | AL LE


SZ M | MV 40 | DX 11 | AC 4 | HD 5 | #A 1/1 (bite)
D 1d6 | SV 14 | ML 9 | XP 300 | TC C | Special:

‘ Breathe Fire: Breathe fire thrice per day in a


10-foot-long cone, 5 feet wide at the terminus,
causing 3d6 hp damage (avoidance save allowed
for ½ damage).
‘ See Invisibility: 5-in-6 chance to see invisible
opponents.

HIPPOGRIFF
Born of the union betwixt a male griffin and a filly, this
legendary beast has the head, wings, and forequarters
of a giant eagle and the hindquarters of a powerful
horse. Temperamental carnivorous beasts, hippog-
riffs rarely are tamed; if so, the rider must use WC 4
weapons to be effective. They nest in the rocky crags of
mountainous regions and fiercely defend their eyries.

Hippogriff: #E 1 (2d6) | AL N | SZ L | MV 60 (fly 120)


DX 9 | AC 5 | HD 4+2 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/1d10 | SV 15 | ML 8 | XP 200 | TC C

HORSE
These solid-hoofed, herbivorous mammals oft are
domesticated and trained. Typically, they have long,
flowing tails and manes and thick, shaggy coats. Many
breeds exist and are classified in general terms. Horses
are capable of various speeds: trot = base MV; canter
= ×2 base MV; and gallop = ×3 base MV. Non-war-
horses must make morale checks each round they are
urged to take part in combat. If they fail, they try to
flee and possibly throw their riders.

DONKEY/MULE/PONY: A donkey is a domesticat-


ed ass that stands about four feet at the shoulder and
has thick, shaggy fur. Donkeys are renowned for their
loud braying. A mule is a cross betwixt a male donkey
and a mare (female horse); these creatures are sim-
ilar to donkeys, though generally hardier. A pony is
a diminutive horse of approximately 12 hands height
(about four feet at the shoulder), covered with shaggy
fur. Ponies are of even temperament and can be led
through cramped tunnels.

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HYPERBOREA

Donkey/Mule/Pony: #E 1 | AL N | SZ L | MV 40 BANDIT: Bandits are outlaws, robbers, or pirates


DX 6 | AC 7 | HD 2 | #A 1/1 (hoof or bite) | D 1d4 or who have joined together to kill and rob the innocent.
1d3 | SV 16 | ML 6 | XP 20 | TC nil Vaguely their statistics conform to fighters, though
perhaps with some thievish skills; pirates, for example,
DRAUGHT HORSE: The largest of horses, bred for speak a form of Thieves’ Cant exclusive to seafarers.
power and endurance to pull a plough or waggon. Wild Some bandits might have a cleric or magician in their
horses of draught-quality roam the Hyperborean employ. For every 10 bandits there will be 1 lieutenant,
plains; 1-in-10 might be suited to become a warhorse, and for every 25 bandits there will be 1 captain.
if raised from a foal.
Bandit: #E 2d6 (1d10×10) | AL CE | SZ M | MV 40
Draught Horse: #E 1 (5d6, wild) | AL N | SZ L DX 9 | AC 7 (leather) | HD 1 | #A 1/1 (weapon)
MV 40 | DX 6 | AC 7 | HD 3 | #A 1/1 (hoof or bite) D (per weapon) | SV 16 | ML 6 | XP 10 | TC L; A
D 1d4 or 1d3 | SV 15 | ML 6 | XP 35 | TC nil | Special:
‘ Treble Movement: Can treble movement in Bandit Lieutenant: #E 1:10 | AL CE | SZ M
short bursts (galloping). MV 30 | DX 11 | AC 5 (chain mail; DR 1) | HD 3
#A 3/2 (weapon) | D (per weapon) | SV 15 | ML 7
RIDING HORSE: A riding horse is smaller and light- XP 41 | TC M (×2) | Special:
er-boned than a draught horse, but capable of bearing
a rider for great distances. Wild horses of riding horse ‘ Mastery: Might have weapon mastery with one
quality run free on the Hyperborean plains. Wild foals weapon (+1 “to hit” and damage).
may be tamed, though the older the horse, the less
likely this prospect becomes. Bandit Captain: #E 1:25 | AL CE | SZ M | MV 30
DX 13 | AC 5 (banded mail; DR 1) | HD 5 | #A 3/2
Riding Horse/Wild Horse: #E 1 (5d6, wild) | AL N (weapon) | D (per weapon) | SV 14 | ML 8 | XP 175
SZ L | MV 60 | DX 10 | AC 7 | HD 2 | #A 1/1 TC M (×3) | Special:
(hoof or bite) | D 1d4 or 1d3 | SV 16 | ML 6 | XP 20
TC nil | Special: ‘ Mastery: Likely to have weapon mastery with
one or two weapons (+1 “to hit” and damage).
‘ Treble Movement: Can treble movement in
moderate bursts (galloping).

WARHORSE: A warhorse is bred for strength, power,


and the ability to charge into battle.

Heavy Warhorse: #E 1 | AL N | SZ L | MV 40
DX 8 | AC 7 | HD 3+3 | #A 3/1 (hoof/hoof/bite)
D 1d8/1d8/1d3 | SV 15 | ML 9 | XP 90 | TC nil
Special:
‘ Treble Movement: Can treble movement in
short bursts (galloping).

Light Warhorse: #E 1 | AL N | SZ L | MV 60
DX 9 | AC 7 | HD 2+3 | #A 3/1 (hoof/hoof/bite)
D 1d6/1d6/1d3 | SV 16 | ML 9 | XP 41 | TC nil
Special:
‘ Treble Movement: Can treble movement in
moderate bursts (galloping).

HUMAN
A few examples of humans that do not specifically fall
into “classed” categories are presented here, the ban-
dit and the wild berserker. The referee is encouraged
to develop various personages as deemed appropriate
for his or her own campaign. For example, a “witch”
might not be a fully classed NPC; rather, she might be
an aged woman who has perfected the brewing of one
potion type, has a familiar, but casts no spells. Perhaps
she also practices the shaman ability of medicine man.

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WILD BERSERKER: Not to be confused with the Wild Berserker Sub-Chief: #E 1:25 | AL CE or CG
berserker class, wild berserkers have succumbed (rare) | SZ M | MV 40 | DX 12 | AC 7 | HD 3+6
to utter savagery and Chaos, and so are considered #A 2/1 (weapon) | D (per weapon +2) | SV 13 | ML 12
“monsters” by all accounts—and quite feral, too. XP 120 | TC M | Special: (see wild berserker)
They present with attitudes more beast than human,
and they comprehend little other than violence and Wild Berserker Chieftain: #E 1:50 | AL CE or CG
bloodshed; many even cannibalize their own weak and (rare) | SZ M | MV 40 | DX 14 | AC 6 | HD 5+8
infirm. Some sages posit that this barbarity is due to a #A 2/1 (weapon) | D (per weapon +2) | SV 12 | ML 12
species of lotus that they chew. Regardless, most wild XP 420 | TC M (×2) | Special: (see wild berserker)
berserkers are a wroth lot, vicious and cruel, and they
respect nothing save power, intimidation, and domina- HYÆNA
tion. Rare tribes exhibit Chaotic Good alignment. Carnivorous, doglike animal noted for its coarse, spot-
ted fur and powerful jaws, but most famous for its
Wild berserkers do not wear armour—their thick skin weird and haunting howl, which resembles the hyster-
provides adequate defence—and they shun missile ical laughter of a human, albeit a mad one. Two species
weapons (though one might hurl an axe). They never are extant in mainland Hyperborea: the common hyæ-
yield when fighting, frothing and howling like beasts. na and the giant hyæna.
For every 25 wild berserkers there will be 1 sub-chief;
for every 50 there will be 1 chieftain. HYÆNA: Hyænas are notorious scavengers, able to
sniff out carrion from several miles away. Typically,
Wild Berserker: #E 1d6 (5d10) | AL CE or CG (rare) they will not attack humans unless desperate or if they
SZ M | MV 40 | DX 10 | AC 8 | HD 1+4 | #A 2/1 significantly outnumber their prey.
(weapon) | D (per weapon +2) | SV 14 | ML 12
XP 32 | TC K; B | Special: Hyæna: #E 2d4 (5d10) | AL N | SZ M | MV 50
DX 13 | AC 7 | HD 3 | #A 1/1 (bite) | D 1d8 | SV 15
‘ Cold Resistant: Naturally cold-resistant; can ML 7 | XP 35 | TC nil
withstand temperatures as low as −15°F.
‘ Fierce: All attack rolls made at +2 “to hit.” GIANT HYÆNA: The giant hyæna (hyænodon) is five
feet at the shoulder and weighs as much as 1,000 pounds.
Giant hyænas have long, narrow skulls and massive
teeth for crushing bones. As their smaller cousins, they
can emit disconcerting howls, not unlike the bawling of a
human suffering. These creatures are oft at odds with sa-
bre-tooths, competing for the same prey. Accounts speak
of giant hyænas guarding ruined shrines to Xathoqqua.

Giant Hyæna: #E 2d6 (3d10) | AL N | SZ L | MV 40


DX 10 | AC 5 | HD 5 | #A 1/1 (bite) | D 1d12 | SV 14
ML 8 | XP 150 | TC nil

HYÆNA-MAN (Gnoll)
Hyæna-men are seven-foot-tall humanoids of low
to moderate intelligence. They are covered in thick
brown or white fur (depending on environment) and
have the heads of hyænas. They carry the weapons of
mankind and gird themselves in armour, though they
are poor manufacturers of such armaments.

Hyæna-men are wild carnivores, sadistic in their plea-


sures, excited by fear, and unhesitating cannibals. When
incited, they emit terrifyingly hysterical laughter. Their
language, a combination of barks and yips, is unintelligi-
ble to most people. A hunting group of 1d6 or a tribe of
6d6 hyæna-men might be encountered. Typically, they
venerate Mordezzan, though tundra-dwelling tribes of-
fer sacrifices to Ythaqqa. For every 20 hyæna-men there
will be a dominant hyæna-man leader that stands up to
eight feet in height, a paragon of ferocity and madness.

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HYPERBOREA

Hyæna-Man: #E 1d6 (6d6) | AL CE | SZ M | MV 30 ‘ Regenerating Heads: Each head has its own 7 hp;
DX 9 | AC 5 | HD 2+2 | #A 1/1 (bite or weapon) if destroyed, it regenerates to full health in 3 rounds.
D 1d4+1 (or per weapon +1) | SV 16 | ML 8 | XP 35 ‘ Venomous: Bite victim must make death (poison)
TC L, M; D, Q (×5), S save or suffer 2d6 hp damage. Wound infected
unless cure disease cast, causing fever and nausea
Hyæna-Man Leader: #E 1:20 | AL CE | SZ M (for 1d8 days), then coma (for 2d8 days), and
MV 30 | DX 12 | AC 5 | HD 4+4 | #A 1/1 (bite or finally death. (Multiple bites are not cumulative).
weapon) | D 1d4+2 (or per weapon +2) | SV 15 | ML 9 Each head can deliver venom once per day.
XP 150 | TC L (×2), M (×2)
PYRO-HYDRA: Pyro-hydræ are legless terrestrial
monsters, with scales of orange to reddish colour band-
ed in pink and yellow. These mythic beasts breathe fire
and oft are deemed sacred by religiously inclined pyro-
mancer cults. They lair in deserts and mountains and
oft breed in volcanoes.

Pyro-Hydra: #E 1 (1d2) | AL N | SZ L | MV 40
DX 9 | AC 5 | HD 5, 7, or 9 | #A 5/1, 7/1, or 9/1 (bites)
D 1d10 (per head) | SV 5-headed = 14, 7-headed = 13,
9-headed = 12 | ML 9 | XP 5-headed = 525, 7-headed
= 1,350, 9-headed = 2,300 | TC B | Special:

‘ Breathe Fire: Each head can breathe fire once


per day in a cone 25 feet long and 10 feet wide at
its terminus, causing 2d6 hp damage per head;
an avoidance save is allowed for ½ damage.
‘ Immunity: Immune to heat and fire.
‘ Regenerating Heads: Each head has its own 7 hp;
if destroyed, it regenerates to full health in 3 rounds.
‘ Vulnerability: Vulnerable to cold; +2 hp per die
of damage.

HYDRA
A hydra is the scaly serpent of legendry, with five, sev-
en, or nine serpentine heads (1 per HD) of 8- to 10-foot
length—heads that regenerate if severed—at one end
of its 30-foot, ophidian body. These beasts are solitary
or in mating pairs, and they are found in any environ-
ment, the colour of their scales corresponding thusly.

AQUA-HYDRA: Aqua-hydræ are the aquatic species


found in lakes, swamps, marshes, or the sea. Each has
two great flippers and a fluked tail. The most impres-
sive deep-sea specimens are venerated by fish-men;
indeed, sages posit the legendary fish-man deity Moth-
er Hydra is an aqua-hydra of prodigious size.

Aqua-Hydra: #E 1 (1d2) | AL N | SZ L MV 40
(swim 80) | DX 9 | AC 5 | HD 5, 7, or 9
#A 5/1, 7/1, or 9/1 (bites) | D 1d10 (per head)
SV 5-headed = 14, 7-headed = 13, 9-headed = 12 | ML 9
XP 5-headed = 525, 7-headed = 1,350, 9-headed = 2,300
TC B Special:

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ICE TOAD JACKALOPE (Horned Hare)
Ice toads are tiny, amphibious creatures, with leath- This small, magical animal has the general appearance
ery skin as white as snow, bright blue warts, and vivid of a hare with the antlers of a deer. The jackalope is
cerulean eyes. They are said to thrive in the coldest prized by trophy-seekers and alchemists; however, they
environments, their blood unfreezing. are incredibly elusive and smart. The milk of a nursing
jackalope is said to improve virility and has anti-ageing
Ice Toad: #E 1d2 (2d6) | AL N | SZ S | MV 10 (hop 20) properties, and the antlers, if ground to powder, are
DX 10 | AC 9 | HD ¼ | #A nil | D nil | SV 17 | ML 4 used as an ingredient in various potions. The coat of a
XP 9 | TC nil | Special: jackalope, much like a hare, is dun-brown during sum-
mer years and pure white during winter years. Jacka-
‘ Camouflage: 9-in-12 chance to hide in snow. lopes are said to exhibit an ability to parrot the human
‘ Immunity: Immune to cold. voice; too, they are said to be fond of whisky.
‘ Poisonous: If ice toad is bitten or licked, a death
(poison) save must be made or the victim suffers Jackalope: #E 1d2 (1d6) | AL LG | SZ S | MV 90
1d4 hp damage. An ice toad produces enough DX 17 | AC 5 | HD 3+3 | #A 1/1 (gore) | D 1d2
toxin to coat a dagger when provoked; enter- SV 15 | ML 5 | XP 135 | TC D | Special:
prising sorcerers are known to use their toad
familiars to envenom blades or fill a phial with a ‘ Accelerate: Can treble or even quadruple
single dose once per day. The toxin loses efficacy movement rate in short bursts.
after 6 turns or a single successful strike; if ‘ Blink: In combat they blink away from their en-
bottled, it remains efficacious for 24 hours. emies, 1d6×10 feet away. Attacking a jackalope
requires precise timing; one first must make a
INVISIBLE STALKER successful test of dexterity to time a strike.
These unseen, eight-foot-tall, extra-dimensional be- ‘ Morph Coat: Coat turns white in winter years;
ings of quasi-humanoid form typically are conjured by camouflage provides 9-in-12 chance to hide in snow.
sorcerers. Whether they are a form of air elemental ‘ Shock: Once per day, on a successful gore
or some other netherworldly spirit is a matter of con- attack, a jackalope can release an electric shock
jecture. Once bound to service, they are fearless com- for 1d8+3 hp damage.
batants and flawless trackers, albeit resentful.

Invisible Stalker: #E 1 | AL N | SZ M | MV 40
DX 14 | AC −1 | HD 8 | #A 1/1 (pummel) | D 2d8
SV 13 | ML 12 | XP 1,000 | TC nil | Special:

‘ Invisible: Natural invisibility grants 3-in-6 bo-


nus to surprize and +4 “to hit.” If the target is
not surprized, their hackles rise, perceiving the
unseen threat, but the +4 attack bonus remains.
‘ Track: Can follow any trail no more than two
weeks old.
‘ Vulnerabilities: An attacker with true seeing or
like means to penetrate invisibility receives +4
“to hit” versus an invisible stalker. Destroyed by
dispel magic versus the summoner’s CA.

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LEAPER CAMEL LICH


The leaper camel is not a true camel; this kangaroo-like A lich is the mummified body of a powerful sorcerer,
marsupial has powerful hind legs that it uses to bound. knight, overlord, or king who chose a path to (or was
It has white-and-grey shaggy fur and can endure the made to suffer) unspeakable atrocities. Imbued with
harshest Hyperborean winters. Typically ridden by the power of dæmonkind, liches are gaunt, fleshless
abominable snow-men and men of Leng on the frozen undead who wear tattered robes or sere cloth gowns,
tundra of Hyperborea, these temperamental beasts can oft with golden crowns set with such gems as sapphires
be controlled only by people of 13 or greater strength. and orange rubies. Too, their taloned fingers are laden
They rarely are available for purchase and require spe- with glimmering gems, and their eyes burn like coals
cial saddles that may cost twice the standard rate. of hellfire. These dread souls know naught but burning
malevolence. They are possessed of high intelligence;
Leaper Camel: #E 1 (6d6) | AL N | SZ L | MV 60 through their dogged machinations, they have been
DX 11 | AC 7 | HD 2+1 | #A 1/1 (kick) | D 1d6 known to control the fates of cities and nations from
SV 16 | ML 5 | XP 35 | TC nil their lofty perches in castles or towers of stone.

Liches crave power and delight in cruelty of a most sa-


distic species. However, some are shells of their former
selves, walking open and deserted lands seemingly
without purpose until at length they chance upon prey;
others are of epochs so long past, their memories so
faded, that they are disconnected even from their own
wickedness and will approach and then pass potential
victims. Liches always are encountered alone, but one
may ride a nightmare as a mount. N.B.: The riches
held by a lich (e.g., crown, rings) typically amount to no
less than 5,000 gp in value but may be cursed in some
fashion as the referee might conceive.

Lich (Undead Type 12): #E 1 | AL LE | SZ M | MV 20


DX 7 | AC 0 | HD 12 | #A 1/1 (claw or weapon)
D 1d10 (or per weapon) | SV 11 | ML 11 | XP 4,300
TC U | Special:

LEECH, GIANT
These are aquatic, bloodsucking worms up to five
feet in length. They are equipped with sucker
mouths at both ends, attaching to their victims and
draining blood. They are insatiable, drinking the
blood of a human until their death and thenceforth
dropping away. They are encountered in swamp,
marsh, pond, lake, and wet cavern environments;
typically, they are the bane of giant herbivores such
as aurochs, giant elk, mammoths, and sloths.

Giant Leech: #E 1d4 | AL N | SZ M | MV 0


(swim 10) | DX 8 | AC 7 | HD 5 | #A 1/1 (bite) | D
1d6 | SV 14 | ML 11 | XP 225 | TC nil | Special:

‘ Drain: Following a hit, drains 1d6 hp per


round; must be killed to be removed.
‘ Phlebotomize: Anticoagulant causes 1 hp
damage per round for 2d4 rounds after leech
removed; if tightly bandaged, blood loss
reduced to 1d4 rounds.
‘ Surprize: Chance to surprize increased by
2-in-6 when target traverses water.

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12
‘ Fear: At the sight of a lich, any creature of 5 GIANT CHAMELEON: A carnivorous lizard of six-
HD or lower must make a sorcery save, failure foot length (plus tail), able to blend with its surround-
indicating it flees in panic (d6, 1–3) or is para- ings. It attacks by striking with its long, sticky tongue
lyzed with fear (d6, 4–6). The save is modified by and then biting. It also can use its 10-foot-long tail to
willpower adjustment, if applicable. batter targets. The giant chameleon dwells in all envi-
‘ Immunities: Immune to cold, electricity, fear, ronments save extreme cold.
paralysis, poison, paralysis; also, polymorph
spells and death-based magic. Immune to spells Giant Chameleon: #E 1 (2d4) | AL N | SZ L | MV 40
of any sorcerer of CA 5 or lower. Immune to DX 10 | AC 5 | HD 5 | #A 1/1 (bite or tail) | D 1d10 or
mundane weapons; harmed only by silver or 1d6 | SV 14 | ML 7 | XP 200 | TC nil | Special:
magical weapons.
‘ Paralyze: Any victim struck by a lich (claw or ‘ Blend: Blending increases chance to surprize by
weapon) must make a death save or become 2-in-6.
paralyzed for 2d6 turns. ‘ Tail Sweep: If tail hits, target must make
‘ Sorcery: Liches are imbued with the sorcery avoidance save or be swept off feet and knocked
ability of a 12th-level magician or necromancer. prone.
The referee can select spells accordingly GIANT DRACO LIZARD: A rusty-orange lizard of
(5 × level 1, 5 × level 2, 4 × level 3, 4 × level 4, seven-foot length (plus seven-foot tail). Folds of skin
3 × level 5, 2 × level 6), or use the following stretch from its ribs in a fanlike shape, enabling it to
default selections: glide hundreds of yards. Giant draco lizards attack in
Level 1: decipher language, detect magic, groups, sweeping down to bite their prey. N.B.: Liz-
identify, protection from good, shocking grasp ard-men are known to ride these flying reptiles.
Level 2: darkness ×2, ray of enfeeblement ×2,
summon dæmon I Giant Draco Lizard: #E 1d4+1 | AL N | SZ L | MV
Level 3: dispel magic, hold person, 50 (glide 70) | DX 15 | AC 5 | HD 4+2 | #A 1/1 (bite)
lightning bolt, slow D 1d10 | SV 15 | ML 7 | XP 175 | TC nil | Special:
Level 4: bestow curse, dimension door,
mirror, mirror, polymorph other ‘ Swooping Bite: Initial attack (if gliding in) is a
Level 5: beckon, cloudkill, magic jar swooping bite at +2 “to hit.”
Level 6: disintegrate, freezing sphere
GIANT KOMODO DRAGON: A fire-breathing lizard
LION of 20-foot length (plus tail) and 1,200-pound weight,
A lion is a large, powerful, carnivorous cat able to with a green-brown scaly body, great claws, and saw-
thrive in most environments. An adult male typically like teeth. It dwells in forests and grasslands, scenting
measures nearly nine feet long and four feet at the carrion and driving off other predators; too, this giant
shoulder, weighing as much as 500 pounds; an adult lizard hunts live prey.
female is about one-half to three-quarters this size.
A lion can release a powerful roar. They generally
avoid humans, but some develop a taste for human
flesh. Usually they hunt in small groups; prides are
larger. N.B.: A pride might comprise 25% cubs.

Lion: #E 1d6 (6d4) | AL N | SZ L | MV 50


DX 12 | AC 6 | HD 5 | #A 3/1 (claw/claw/bite)
D 1d4+1/1d4+1/1d8+1 | SV 14 | ML 9 | XP 200
TC nil | Special:

‘ Rake: If both claw attacks hit, rear claws auto-


matically rake for 1d6+1 hp damage each.

LIZARD, GIANT
Giant lizard species can be encountered in the more
temperate surface areas of Hyperborea during the
spring and summer years, but by Twilight they hi-
bernate. Exceptions include specimens that populate
some of the warmer outer islands, such as New Ama-
zonia, and those that inhabit warm subterranean lairs.

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HYPERBOREA

Giant Komodo Dragon: #E 1 (1d4) | AL N | SZ L if not years at a time. For every 12 lizard-men there
MV 50 | DX 9 | AC 5 | HD 7 | #A 3/1 (claw/claw/bite) will be 1 sub-chief, a commander of superior fighting
D 1d6/1d6/2d6 | SV 13 | ML 10 | XP 1,110 | TC nil skills; for every 50 lizard-men there will be 1 chieftain,
Special: a reptilian shaman who venerates ancestral spirits.

‘ Breathe Fire: Breathes fire thrice per day in Lizard-Man: #E 1d6 (1d6×10) | AL N | SZ M | MV 30
a 30-foot-long cone, 15 feet wide at the termi- (swim 30) | DX 9 | AC 5 | HD 2+1 | #A 1/1 (bite
nus, for 6d6 hp damage (avoidance save for ½ or weapon) | D 1d6+1 (or per weapon +1) | SV 16
damage). ML 10 | XP 35 | TC D
‘ Poisonous: Saliva carries deadly bacteria; bite
victim must make death (poison) save or die in Lizard-Man Sub-Chief: #E 1:12 | AL N | SZ M MV 30
1d4 days, gradually weakening and suffering (swim 30) | DX 10 | AC 5 | HD 4+2 | #A 1/1 (bite) or
intense fever. 3/2 (weapon) | D 1d6+1 (or per weapon +1) | SV 15
ML 11 | XP 150 | TC L
GIANT TUATARA: A carnivorous lizard of eight-foot
length (plus tail) and grey-green mottled scales. A Lizard-Man Chieftain: #E 1:50 | AL N | SZ M | MV 30
nocturnal beast that dwells in its burrow by day, the (swim 30) | DX 10 | AC 5 | HD 6+2 | #A 1/1 (bite) or
giant tuatara rends prey with its claws and powerful 3/2 (weapon) | D 1d6+1 (or per weapon +1) | SV 14
bite, though it oftest feeds on carrion. A subspecies of ML 11 | XP 1,250 | TC S, T | Special:
skilled swimmers also thrives.
‘ Shaman: A chieftain has all the abilities of a
Giant Tuatara: #E 1 (1d6) | AL N | SZ L | MV 40 7th-level shaman. The referee can select spells
(swim 30) | DX 8 | AC 4 | HD 6 | #A 3/1 (claw/claw/ accordingly (cleric/druid: 2 × level 1, 1 × level 2,
bite) | D 1d4/1d4/1d10 | SV 14 | ML 7 | XP 380 1 × level 3, 1 × level 4; magician/necromancer:
TC nil | Special: 1 × level 1, 1 × level 2, 1 × level 3), or use the
following default selections:
‘ Infrared Vision: Infrared vision (as the spell) Level 1: detect magic, light; sleep
to 120-foot range. Level 2: find traps; darkness
‘ Poisonous: Saliva carries deadly bacteria; Level 3: cure disease; dispel magic
unless cure disease cast, bite victims suffer Level 4: speak with plants
infection, fever, and weakness. After 2d4+1
days, they must make death (poison) saves to
recover or die.

LIZARD-MAN
A lizard-man is a water-dwelling, reptilian biped, with
an iguana-like head, a pronounced spine ridge, and a
long tail. Its scaly skin ranges from brown to green.
Lizard-men are herbivorous, egg-bearing creatures
that typically thrive along the seacoast, in swamps or
marshes, or by rivers and lakes.

Lizard-men are possessed of primitive intelligence,


utilizing spears and clubs of their own manufacture, or
the weapons of mankind when they can acquire them.
Some lizard-man tribes have developed crude archery
techniques. They speak their own sibilant tongue, but
some can speak a rudimentary form of the Common
tongue of mankind; others still understand an anti-
quated Thracian dialect. Advanced tribes have devel-
oped a method for riding giant draco lizards, affixing
these massive creatures with riding harnesses.

Lizard-men are reclusive by nature: When intruded


upon, they oft capture and execute the trespassers as
part of some clandestine ritual. During winter years,
lizard-men of mainland Hyperborea burrow into un-
derground caverns, where they hibernate for months

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LOTUS WOMAN bernate). When a lotus woman beguiles prey, she will
In remote corners of Hyperborea, at the outskirts of take the victim into her blossom to feed. Often when
swamps and marshlands, dwell the lotus women, vege- one lotus woman reels in prey, others surround her,
tal vampires whose lamenting siren songs beguile hu- licking their lips, begging and pleading for a taste.
mans and other intelligent humanoids. Lotus women
present as beautiful, voluptuous women whose skin Lotus Woman: #E 3d4 | AL N | SZ M | MV 20 | DX 12
tone is a subtle purple, light pink, or pearl white with AC 6 | HD 6 | #A 2/1 (lash/lash) | D 1d4/1d4 | SV 14
speckles of purple and/or pink. Their hair is composed ML 8 | XP 700 | TC I | Special:
of thin rubbery stalks, green and somewhat bulbous
‘ Charm: Voice can charm one creature who hears
where it meets the scalp, and their pale, fibrous fingers
it within 60 feet, unless a sorcery save is made;
can unfurl ribbons, extending up to three feet, with
the save is modified by willpower adjustment,
which they lash their prey.
if applicable. A charmed individual is compelled
Lotus women ensconce themselves in enormous, to approach the lotus woman, who extends her
bowl-shaped lotuses from six to eight feet in diam- fingers, enwraps the victim, and reels that one
eter, of hues that match their skin. Whether these in for feeding. Slowly the victim is drained of 1
giant flowers are extensions of the lotus women or hp per turn. N.B.: Multiple lotus women might
a separate species with which they share symbiosis target one victim, vying for the same lunch.
is a matter of conjecture. Lotus women can leave ‘ Vulnerabilities: Subject to plant-affecting
their host flowers, but never do they stray more than spells. Fire inflicts ×1.5 damage. If host flower is
50 feet, and at night they always return to their re- destroyed, lotus woman suffers 3d6 hp damage;
spective blossoms, which enclose them until sunup subsequently she must establish a new host
(except during winter years, through which they hi- flower or die within 48 hours.
k

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LYCANTHROPE
A human with the ability to shapeshift into a rat-man, shark-man, wolf-man, or some other beast perhaps not
recorded here. Lycanthropes either purposely set out to become a were-creature, have been cursed by a witch (or
other sorcerer), or the affliction stems from the bite or scratch from another lycanthrope. In most cases, trans-
formations can be controlled, except for during full moon nights. Some sages suggest that transformations can be
unwillingly triggered when the lycanthrope becomes severely agitated. N.B.: If a PC contracts lycanthropy, refer
to Vol. I, Chapter 9: Combat, special damage for more information.

WERERAT: Wererats are cunning lycanthropes that WERESHARK: Weresharks are cursed, flesh-hungry
lair in dungeons, abandoned buildings, sewers, and lycanthropes that lair by the ocean. They can trans-
basements. They can assume three different forms form into amphibious shark-men at will; however, on
at will: that of a human, a rat-man, and a giant rat; the three nights when Selene is full and the one night
however, on the three nights when Selene is full and when Phobos is full, they transform regardless of their
the one night when Phobos is full, they transform into wishes. Typically, they use human form to function as
rat-man form regardless of their wishes. Typically, a fisherman, sailor, seaman, or stevedore, often dup-
they use human form to dupe the ignorant into enter- ing the ignorant into becoming their next meal. Their
ing their lairs. Their rat-man form is a four- to five-foot shark-man form is a 7-foot humanoid with a shark’s
humanoid with a rat’s head, a human body (albeit coat- head, a human body (albeit covered in iridescent scales),
ed in rat fur), and a rat’s long tail. The below statistics webbed and taloned hands and feet, a long, shark’s tail,
reflect this form. In their giant rat form they have and a pronounced dorsal fin. Too, smaller fins erupt
the statistics of a giant rat but retain their current hit from the calves and forearms. As beasts, weresharks
points and the special abilities noted hereafter. maintain semi-intelligence, but they are voraciously
hungry for flesh and seek to engorge themselves on 25
Wererat: #E 1 (2d6) | AL CE | SZ M | MV 40 | DX 15 pounds or more. Whether in human or shark-man form,
AC 6 | HD 3 | #A 1/1 (bite or weapon) | D 1d4 (or per weresharks must immerse themselves in salt water for
weapon) | SV 15 | ML 7 | XP 161 | TC C | Special: no less than 12 hours, once per week.
‘ Confer Lycanthropy: Bite confers lycanthropy Wereshark: #E 1 (2d6) | AL CE | SZ L | MV 20
unless a death (poison) save is made. Curing (swim 60) | DX 9 | AC 4 | HD 5 | #A 3/1 (claw/claw/bite)
lycanthropy is difficult (see Vol. I, Chapter 9: D 1d4/1d4/4d4 | SV 14 | ML 8 | XP 375 | TC B
Combat, special damage). Special: (see wererat, except summon 2d4 dogfish sharks)
‘ Immunity: Immune to mundane weapons;
harmed only by silver or magical weapons.
‘ Reversion: If killed, lycanthrope reverts to
human form.
‘ Summon: Can summon 3d4 giant rats once per
day, which arrive 1d4 rounds later.
‘ Transformation: Transform into forms noted in
description at will.
‘ Uncontrollable Transformation: Every 91
days, when both moons are full, all lycanthropes
are especially ferocious, gaining +2 damage
bonuses to every successful attack. During this
period, they also are enhanced temporarily by
+2 hp per HD. Bonus hit points are deducted
first when the lycanthrope is damaged, and they
dissipate as the moons wane.
‘ Vulnerabilities: Horses are keen to the pres-
ence of lycanthropes and will snort with fear
when they approach. If wolfsbane is wrapped
about the point of a spear or like weapon, and
a lycanthrope is struck, it must make a death
(poison) save or flee in panic (or possibly cower
and surrender).

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HYPERBOREA

WEREWOLF: A werewolf is a cursed human who


transforms into a wolf-man at will, except during the
three nights when Selene is full and the one night when
Phobos is full, when the change occurs regardless of
the werewolf ’s wishes. Werewolves are bipedal, stand-
ing five or more feet in height, with the fur of wolves.
They have powerful legs, clawed hands, and elongated
snouts with large fangs. Even as beasts they retain
semi-intelligence, albeit violent and temperamental.
The werewolf superior is perhaps the most potent
lycanthrope: larger, more ferocious, and wickedly cun-
ning. Often, they lead other werewolves, selectively
infecting the strong and consuming the weak.

Werewolf: #E 1 (2d4) | AL CE | SZ M | MV 60
DX 14 | AC 5 | HD 4 | #A 3/1 (claw/claw/bite)
D 1d4/1d4/2d4 | SV 15 | ML 8 | XP 285 | TC B
Special: (see wererat, except summon 1d4 wolves)

Werewolf Superior: #E 1 | AL CE | SZ L | MV 60
DX 15 | AC 5 | HD 6 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/2d6 | SV 14 | ML 10 | XP 780 | TC I
Special: (see wererat, except summon 1d4 dire wolves)

MAN OF ASH AND COAL


The men of ash and coal are mindless humanoid con-
structs from a faraway world (perhaps Ganymede).
They are crafted as guardians in the service of other-
worldly masters. Born of exotic fumes, fire, and stone,
these creatures attend and protect their overlords.
They roam in shambling clusters, sometimes with
multiple smouldering arms or legs on each body, yet
always topped by a single obsidian head with glowing
red eyes. Men of ash and coal are attracted to the body
heat of mammals (though a substantial fire may lure
their attention away from living targets). They will
charge toward and embrace warm-blooded creatures
to protect their enigmatic overlords.

Man of Ash and Coal: #E 2d6 (4d6) | AL N | SZ M


MV 30 | DX 10 | AC 5 | HD 3+1 | #A 1/1 (touch)
D 1d6 | SV 15 | ML 10 | XP 120 | TC nil | Special:

‘ Fire Heals: Fire attacks heal the monster


instead of damaging it.
‘ Immolate: On a successful touch attack, the
target must make an avoidance save or become
grappled and burned for another 1d6 hp of fire
damage. On each subsequent round, the victim
must make a test of strength to escape the
creature’s vice-like grip or continue to sustain
1d6 hp damage per round.
‘ Infrared Vision: Infrared vision (as the spell)
to 90-foot range.

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MAN OF LENG (Satyr)
Men of Leng stand from six to seven feet tall, with
the naked torsos of humans, the hoofed legs of goats,
and the spiral horns of rams. Their legs and forearms
are thick with grey-white fur, and so too do their long
manes and beards grow. Their eyes are sky-blue, their
ruddy faces furrowed with many wrinkles.

These enigmatic creatures thrive in harsh and unfor-


giving tundra. If men of Leng speak, they never have
revealed this capacity to mankind. Instead, they con-
vey emotions with panpipes, their haunting melodies
perhaps serving as some species of empathic language,
and they communicate much with their body language
and facial expressions.

Men of Leng ride leaper camels, typically bearing


spears and composite short bows; when they cross
the tundra, beasts and humans alike are driven with
fear. Notwithstanding, the sorcery of certain bards is
believed to derive from these strange creatures, who
are reputed to take precocious young humans under
their tutelage for a year or more; such individuals of-
test fail to remember their time with the men of Leng
after returning to civilization. Men of Leng are held to
venerate Aurorus, “The Shining One,” but their piping
is believed to tap vibrations associated with Azathoth.

Man of Leng: #E 1d6 (3d6) | AL N(C) | SZ M | MV 60


DX 15 | AC 5 | HD 5 | #A 1/1 (gore) or 3/2 (weapon)
D 2d6+2 (or per weapon +1) | SV 14 | ML 10
XP 525 | TC S, T, U | Special:

‘ Sorcery Resistance: 9-in-20 sorcery resistance


versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spell-Like Effects: With panpipes, can produce
any of the following spell-like effects in a 60-foot
radius: cause fear (reverse of remove fear), charm
person, inflict madness, sleep, suggestion at CA 8
capacity.
‘ Spells: Each man of Leng has the sorcery ability
of an 8th-level bard. The referee can select spells
accordingly (1 each of druid and illusionist spells
levels 1–4), or use the following default selections:
Level 1: influence normal fire; auditory glamour
Level 2: cure light wounds; cause deafness
Level 3: hold animal; hallucinatory terrain
Level 4: them; dispel magic
‘ Weapon Mastery: Mastery of one weapon
(+1 “to hit” and damage).

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MANTICORE MI-GO (Fungus from Yuggoth)


This horrific beast of legendry has the goat-horned head These crustaceous otherworldly beings are of pale pink
of a human whose face betrays madness; the body of a colour and measure from five to seven feet long. Their
robust lion; great bat-like wings; and the tail stinger of innards are not organ-based; compact layers of brown
a giant scorpion. Manticores are sadistic creatures with fungi comprise their viscera. They have several sets of
tastes for human flesh. Typically, they dwell in moun- articulated limbs, each terminating in three-digit pin-
tains, deserts, or abandoned places, such as castle ruins. cers, which they manipulate with uncanny precision.
Seeking ambush, manticores are known to follow the They have horned, membranous wings, which they use
scent of travelling humans and humanoids. to sail the gelid winds of the Black Gulf (oft from Yug-
goth to Hyperborea or other worlds and moons); these
Manticore: #E 1d2 | AL CE | SZ L | MV 40 (fly 60) wings, however, are not suited to atmospheric flight
DX 14 | AC 4 | HD 6 | #A 4/1 (claw/claw/bite/sting) and are reserved solely for space travel.
D 1d4/1d4/1d8/1d4 | SV 14 | ML 9 | XP 580 | TC E
Special: A mi-go’s head is a corrugated ellipsoid from which
multitudinous antennæ project; when the mi-go tele-
‘ Sting: If stinger hits, victim must make death pathically communicate with one another, their heads
(poison) save or suffer paralysis in 1d4 rounds, glimmer green, indigo, or violet. Also, they can effect
frothing and gagging; death follows in 1d3 turns. quasi-vocal communication, a buzzing, hauntingly
waspish whisper that apes human speech. In combat,
mi-go can attack with their four foremost pincers.
However, most prefer the use of laser pistols, strange
crystalline wands that emit disintegration beams. Oth-
er mi-go wield paired long scimitars of crystal.

In the vast depths of Underborea, the mi-go harvest


strange crystals. They also maintain expansive tunnel
vaults, research centres, and libraries, the last of which
collect alien and domestic knowledge in enormous
tomes of glassy “paper.” They monitor mankind from
command centres lined with display terminals.

In labyrinthine mega-dungeons the mi-go are masters


of the Oon, a sub-race of humanity bred in vitro to
emotionless servility; they are maintained through a
regular diet of synthetic potions that suppress individ-
uality and sexual development. Often the mi-go send
Oon bounty hunters to the surface world to abduct peo-
ple whose minds and talents are of particular interest;
the mi-go are reputed to extract the brains of sages,
sorcerers, poets, madmen, and the like, placing them
in metal cylinders and conveying them to Yuggoth
for reasons unclear. Their rituals are said to invoke a
possible deity known as Shub-Niggurath, “The Black
Goat of the Woods with a Thousand Young.”

Mi-Go (otherworldly): #E 2d6 (2d10×10) | AL LE


SZ M | MV 40 | DX 11 | AC −1 | HD 6+6 | #A 4/1
(claw ×4) or 2/1 (scimitar/scimitar) or 1/1 (laser pistol)
D 1d4+4 (×4) (or per weapon) | SV 14 | ML 10
XP 990 (or 1,290 with laser pistol) | TC H, S, T, W Special:

‘ Buzzing Cry: Once per day, through a buzzing


cry, can effect a hold monster spell.
‘ Buzzing Whisper: Through buzzing whispers,
can effect sleep in all living creatures of 6 HD or
less in a 30-foot radius; sorcery save or slumber
for 4d6 turns. The minds of 1d4 sleepers can be
implanted with a suggestion (as the spell) that

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takes effect upon waking.
‘ ESP: Can cast extrasensory perception 3/per day.
‘ Immunities: Immune to cold and airless vacuum.
‘ Laster Pistol: Some mi-go brandish crystalline
laser pistols with 12-inch barrels, 1 inch in
diameter. The laser pistol’s 120-foot beam is
narrow, requiring a normal attack roll. If the
beam hits, the target must make a death save or
be disintegrated to a smoking pile of ash;
if the save is successful, damage is 3d6 hp
(a grazing shot). A typical mi-go laser pistol
holds a 28-charge clip.
‘ Scimitars: Can wield two long crystal scimitars
with no attack penalty, delivering 1d4+8 hp
damage each (1d8+1 hp damage in the hands of
humans if the hilts are modified for human use).
‘ Rapid Decay: If killed, fungous innards rapidly
break down to a corrosive acid that dissolves the
deceased mi-go within 1d12+12 hours.
‘ Space Flight: Can fly vast distances across the
Black Gulf via space-folding dimensional travel.

MINOTAUR
This is the seven-foot-tall beast of legendry. It has
the body of a powerfully muscled man, with the mas-
sive shoulders and horned head of a bull. Minotaurs
are nigh fearless combatants and prefer to fight with
spears, war clubs, battle axes, or great axes, though
they employ almost any melee weapon.

Minotaurs have a taste for human flesh and typically


kill and eat humans raw, unless it profits them to do
otherwise, for they are intelligent and greedy. In the
wilderness, minotaur tribes base much of their culture
on the chase and hunt, finding particular delight in
the resourcefulness of hunted people. Most minotaurs
speak the Common tongue of mankind; others speak a
form of proto-Hellenic.

On the islands of Minotaurios, settlements of as many


as 50 minotaurs may be encountered. Minotaurs dwell
in any environment, but most prefer labyrinthine dun-
geon dwellings. In the deepest dungeon dwells the mi-
notaur superior, a robust, eight-foot, 900-pound brute
of tremendous power and ferocity, with doubled horns.

Minotaur: #E 1 (2d4 or [1d4+1] ×10) | AL E (Lawful


or Chaotic) | SZ M | MV 40 | DX 12 | AC 6 | HD 6+6
#A 1/1 (gore) or 3/2 (weapon) | D 1d6+2 (or per weapon
+2) | SV 14 | ML 11 | XP 510 | TC C | Special:

‘ Resistances: Unaffected by forget the path


(reverse of find the path), maze, and like sorcery.

Minotaur Superior: #E 1d2 | AL E (Lawful or Chaotic)


SZ L | MV 30 | DX 14 | AC 0 | HD 10+6 | #A 1/1 (gore)
or 2/1 (weapon) | D 1d10+3 (or per weapon +3) | SV 12
ML 12 | XP 1,150 | TC X, Y | Special: (see minotaur)

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MOUNTAIN LION (Cougar, Puma) Regardless their origin, once animated, mummies
A mountain lion is a sleek feline long of body and limbs. are renowned for haunting ancient tombs and crypts,
This great cat thrives in many regions. Adults are up to serving as death guardians of incredible power. Even
six feet long and weigh over 250 pounds. They are pro- the most noble of Lawful Good people raised to mum-
tective of their domain; otherwise, they are unlikely to mies become beasts of Chaotic Evil, hell-bent on the
attack humans. Typicallycan a solitary hunter, a moun- destruction of the living when their crypts are violated.
tain lion will hide under brush and foliage to stalk prey. The mere sight of a mummy can immobilize a person in
They are adept climbers and can leap up to 18 feet. terror, and its touch serves death.

Mountain Lion: #E 1 (2d4) | AL N | SZ M | MV 60 Mummy (Undead Type 8): #E 1 | AL CE | SZ M


DX 18 | AC 6 | HD 3 | #A 3/1 (claw/claw/bite) MV 40 | DX 11 | AC 3 | HD 6+4 | #A 1/1 (pummel)
D 1d4/1d4/1d6 | SV 15 | ML 8 | XP 47 | TC nil | Special: D 2d6 | SV 14 | ML 12 | XP 1,050 | TC D | Special:

‘ Rake: If both claw attacks hit, rear claws auto- ‘ Immunities: Immune to cold, fear, paralysis,
matically rake for 1d4+1 hp damage each. and poison. Immune to mundane weapons;
harmed only by magical weapons, which inflict
MUMMY only ½ damage.
A mummy is an undead monster born of maleficent nec- ‘ Mummy Rot: Touch infects victim with horri-
romancy using the preserved corpse of a human. Three ble rotting disease unless death (poison) save
distinct types have been identified in Hyperborea: the is made. This bane prevents the function of
mummy, the bog mummy, and the ice mummy. sorcerous healing (spells, scrolls, and potions);
furthermore, any wounds suffered require 10
MUMMY: In general, a mummy is a corpse that has times as long to heal naturally. The disease is
been dehydrated and wrapped in resin-coated linen deadly within 2d6 weeks; only cure disease can
strips to prevent the introduction of moisture. The rites end the affliction.
and incantations then performed by the sorcerer are ‘ Paralyze: Sight of a mummy within 60 feet par-
forbidden and rightly damning to one’s soul, oft requir- alyzes humans with fear for 2d4 rounds unless
ing the use of sacred mystery tomes. Some mummies sorcery saves are made, modified by willpower
are born of pacts agreed upon by the imminent dead adjustment, if applicable.
(whilst still mortal) and dæmons or other netherworldly ‘ Vulnerability: Vulnerable to fire: +2 hp per die
agents. Rarest is the mummy able to retain its former of damage.
will and intelligence; termed the sons of Nyarlathothep,
these mummies crave power and domination. BOG MUMMY: Bog mummies are foul corpses that
have been preserved by the fœtid, acidic water of a
peat bog. As sacrificial victims of unspeakable cruelty,
they also suffer the dreaded curse of undeath, becom-
ing restless beings that despise humanity. They lurk in
moss-hag pools such as those found in the Lug Waste-
land. Their desiccated skin is brown and tough, their
internal bones decomposed to a glutinous gunge; thus,
they ambulate like walking sacks of jelly-stuffed leath-
er, bloated with congealed acids that they can disgorge
to deadly effect.

Bog Mummy (Undead Type 3): #E 1 (1d6) | AL CE


SZ M | MV 20 | DX 6 | AC 7 | HD 3 | #A 1/1
(pummel) | D 1d6 | SV 15 | ML 12 | XP 113 | TC O,
P, Q | Special:

‘ Immunities: Immune to cold, fear, paralysis,


and poison.
‘ Resistances: Mundane chopping or slashing
weapons (e.g., axes, scimitars, swords) cause
½ damage to bog mummies; mundane blunt or
piercing weapons (e.g., hammers, maces, arrows,
spears) cause ¼ damage. Magical weapons of all
kinds cause full damage.

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‘ Vomit Acid: Thrice per day can vomit a 10-foot- Some tribes of savage vhuurmis are thought to pro-
long cone of gelatinous acid that is 5 feet wide pitiate them as gods. In the dark year of Nightfall,
at the terminus and causes 2d4 hp damage, these undying horrors are reputed to sally forth upon
with avoidance saves allowed for ½ damage. If their skeletal steeds, leading scores of their kindred to
saving throws fail, the acid sticks, causing an slaughter all life they encounter.
additional 1d4 hp damage on the 2nd round unless
immediately scraped off (such as with the back Ice Mummy (Undead Type 5): #E 1d6 (2d6) | AL LE
of a blade). SZ M | MV 40 | DX 10 | AC 6 | HD 4 | #A 1/1
‘ Vomit Explosion: If it has not ejected its vomit (touch or weapon) | D 1d4 (or per weapon +1) | SV 15
acid thrice and is cut down with physical force, bog ML 12 | XP 240 | TC B | Special:
mummy explodes on a 1-in-6 chance, with effects
as shewn above to all creatures within 10 feet. ‘ Change Temperature: Radiates continuous
change temperature effect (as the spell), de-
creasing temperature in a 10-foot radius by 50°F.
‘ Detect Heat: Can detect body heat (as the spell)
at will.
‘ Frostbite: Touch confers frostbite; victim
loses 1d4 hp and 1 point of DX per round until
warmed. Lost DX can be recovered at a rate of 1
point per hour in a warm environment. If DX is
reduced below 3, victim crystallizes and dies.
‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to normal fire. Immune to
mundane weapons; harmed only by silver and
magical weapons, though silver weapons inflict ¼
damage only.
‘ Vulnerability: If exposed to ambient tempera-
tures above 80°F, must make a death saving
throw every round or fall to pieces. Magical fire
inflicts double damage.

ICE MUMMY: Ice mummies are corpses that were


preserved in gruesome, withered forms by cold tem-
peratures and which became inhabited by Evil spirits
of the Hyperborean ice. Their eyes shew a spark of
intellect, but their only goal is the icy death of all living
beings. Their victims are buried in snow and rise as
ice mummy thralls a day later. Whereas the mindless
thralls simply rend their foes as directed by their frig-
id masters, ice mummies oft accoutre themselves with
weapons and bits of armour from their half-remem-
bered mortal lives; too, some are said to ride gaunt,
skeletal warhorses (large undead animals).

In the depths of the Spiral Mountain Array are ru-


moured to exist noble ice mummies as cunning as
any human, who also command powers of cryomancy.

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Ice Mummy Thrall (Undead Type 2): #E 4d6 MUSTARD MOULD


(4d6×10) | AL LE | SZ M | MV 30 | DX 7 | AC 8 This deadly subterranean fungus of dark yellow co-
HD 2 | #A 1/1 (pummel) | D 1d8 | SV 16 | ML 12 lour grows in furry patches of about eight square feet,
XP 32 | TC J, K, L, M | Special: though larger colonies are not unusual. Mustard mould
propagates in dark, moist places and is known to fa-
‘ Resistances: Mundane chopping or slashing vour tapestries and other heavy cloths, though is just
weapons (e.g., axes, scimitars, swords) cause ½ as likely to be found on wood. Through these media
damage to ice mummy thralls; mundane blunt or the mustard mould eats, but not metal or stone. The
piercing weapons (e.g., hammers, maces, arrows, mustard mould does not “attack,” per se, but reacts to
spears) cause ¼ damage. Magical weapons of all being handled by releasing a deadly cloud of spores.
kinds cause full damage.
‘ Vulnerabilities: If exposed to ambient tem- Mustard Mould: #E 1 | AL N | SZ S | MV 0 | DX nil
peratures above 32°F, must make a death saving AC 9 | HD 2 | #A 1/1 (spore blast) | D 1d6 | SV 16
throw every round or fall to pieces. Automatical- ML 12 | XP 100 | TC nil | Special:
ly destroyed if exposed to an ambient tempera-
ture of 60°F or higher. Suffer double damage ‘ Immunities: Harmed only by fire, a torch
from normal or magical fire. inflicting 1d6 hp damage per round.
‘ Spores: When handled, struck, or burnt, 3-in-6
Ice Mummy Noble (Undead Type 7): #E 1 | AL LE chance it releases a 10 × 10 × 10-foot cloud
SZ M | MV 40 | DX 10 | AC 3 | HD 7 | #A 1/1 of spores. The cloud burns the eyes, nose, and
(touch or weapon) | D 1d4 (or per weapon +2) | SV 13 throat; those within must make death (poison)
ML 12 | XP 1,110 | TC E | Special: saves or choke to death in 6 rounds.
‘ See all special abilities for ice mummy.
‘ Resistances: +2 to device and sorcery saves.
‘ Sorcery: A noble ice mummy has the sorcery
ability of a 7th-level cryomancer. The referee can
select spells accordingly (4 × level 1, 3 × level 2,
2 × level 3, 1 × level 4), or use the following
default selections:
Level 1: freezing hands, magic ice dart,
precipitate, shield
Level 2: gust of wind, obscure, wall of vapours
Level 3: black cloud, freeze surface
Level 4: ice javelin

MUSK OX
This is a large, furry, wild ox that roams
arctic plains. Its long, shaggy coat and soft
undercoat provide warmth in the coldest
regions, and its great hooves are used to
scrape and clear away ice to access the grass
underneath. Bulls stand five feet at the
shoulder and weigh as much as 800 pounds;
cows are smaller. Bulls have prominent
horns that they use to fight one another or
make ostentatious mating displays. Rarely
are musk oxen encountered in small num-
bers; typically, they roam in large herds.
When predators are inescapable, oxen form
defensive circles, protecting their young and
ready to gore with their horns if approached.

Musk Ox: #E 2d10×10 | AL N


SZ L | MV 30 | DX 7 | AC 7 | HD 3
#A 1/1 (gore) | D 1d6 | SV 15 | ML 5
XP 35 | TC nil

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NAGA
This monster has the 20-foot-long, 2-foot-diameter
body of a python, surmounted by the head of a disturb-
ingly ugly woman with fangs for teeth and a shock of
tangled, white-streaked hair. Nagas are the servants
of otherworldly powers, typically assigned to guard
some place of religious significance; sages posit that
these guardians originally were created by the weird
science of snake-men. Nagas are cruel and relentless
creatures, possessed of keen intelligence and cunning
trickery. In their sibilant tongue they sing haunting
melodies to raise the hackles of any person.

Naga: #E 1d2 | AL LE | SZ L | MV 50 | DX 15 | AC 3
HD 12 | #A 1/1 (bite) | D 1d6 | SV 11 | ML 11
XP 2,900 | TC H | Special:

‘ Charm: Singing voice once per day can charm


1d6 victims of 6 HD or fewer, unless sorcery saves
are made, modified by willpower adjustment, if
applicable. Charmed individuals stand dumbly,
allowing naga to do as it will—even kill them.
‘ Constrict: On successful bite attack (whether
or not paralysis results; see venomous below),
monster enwraps and constricts its victim for
additional 2d4 hp damage per round. It can
squeeze one victim to death whilst continuing to
bite other targets. To escape constriction, victim
must make an extraordinary feat of strength
or dexterity. Otherwise, allies whose strength
totals at least 60 may pull the victim free.
‘ Sorcery: A naga has the sorcery ability of a
6th-level cleric. The referee can select spells
accordingly (3 × level 1, 2 × level 2, 2 × level 3),
or use the following default selections:
Level 1: command, cure light wounds,
protection from good
Level 2: darkness, hold person
Level 3: glyph of warding, inflict blindness
‘ Venomous: Bite delivers venom; make death
(poison) save or suffer paralysis for 1d6+6 turns.

NIGHT-GAUNT (Dweller in the Boreas)


These uncouth monsters, sometimes called “Dwellers
in the Boreas,” are vaguely humanoid of shape, seven
or more feet tall, incredibly thin and rubbery. Their
skin is jet black and glistens like oil, and from their
foreheads project two inwards-curving horns. They
have membranous wings projecting from their shoul-
der blades and barbed, prehensile tails of seven-foot
length. Each of their fingers terminates in a black tal-
on. Perhaps the most disturbing quality of this horror
is its countenance, for where a face should be there
is naught. These otherworldly creatures dwell in the
illimitable Black Gulf, just beyond the rim of Hyper-
borea’s spilling seas. By legion they ride the boreas
(North Wind), and from there they have the capacity

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to haunt the dreams of the most precocious children. Night-gaunt younglings are small, rubbery, inky-
On occasion, however, they escape, bringing terror and black, scorpion-like, otherworldly creatures, 12–18
misfortune and engaging in unspeakable acts. inches in length, with disturbingly human-like heads
that lack facial features. They skitter toward their prey
A night-gaunt queen is an 18-foot-long behemoth, an with alarming speed, running on all fours, their shiny,
otherworldly, scorpion-like beast with four long-tal- barbed tails held high. These eerie horrors hatch from
oned arms and a 15-foot-long barbed tail. The beast is 2-foot tall, oval, leathery grey eggs that are laid in cool
inky-black, rubbery and pliable, with a nearly human, subterranean lairs.
bulbous, faceless head. Night-gaunt queens take form
when a night-gaunt establishes propinquity with a mote Night-Gaunt (otherworldly): #E 1d6 | AL CE | SZ M
of negative energy from the Black Gulf, sometimes MV 30 (fly 60) | DX 16 | AC 5 | HD 4 | #A 3/1 (claw/
called a sphere of tenebrosity. When a night-gaunt claw/sting) | D 1d4/1d4/1d6 | SV 15 | ML 8 | XP 120
queen is fertilized, her embryonic eggs develop in her TC X | Special:
stomach and travel to the tail, giving the night-gaunt
queen the semblance of an enormous centipede-like ‘ Venomous: Tail sting delivers venom; make
horror, as the lower abdomen and tail swell prodigious, death (poison) save or suffer slow effect (as the
lumpy, and segmented. Rudimentary legs grow from the spell) for 2d6 turns.
tail during this stage, allowing grotesque ambulation.
Night-Gaunt Queen (otherworldly): #E 1 | AL CE
After the eggs are deposited in a cave, the tail contracts
SZ L | MV 30 (fly 60) | DX 8 | AC –3 | HD 10+2
to its normal size and the rudimentary legs wither off.
#A 5/1 (claw ×4/sting) | D 2d4×4/3d6 | SV 12
Night-gaunt queens have a mental connexion with both
ML 10 | XP 2,050 | TC C, Z | Special:
their eggs and brood (night-gaunt younglings), react-
ing violently if these are harmed or disturbed. ‘ Create Darkness: Can create darkness, per the
spell, thrice per day.
‘ Venomous: Stinger delivers venom unless death
(poison) save is made, causing immediate death.
‘ Youngling Awareness: Regardless of distance
from her brood, cumulative 1% chance for every
egg or night-gaunt youngling harmed that the
queen cognizes the attack and respond aggres-
sively, fighting with a 12 morale. This chance
is checked every round that any egg or night-
gaunt youngling is harmed.

Night-Gaunt Youngling (otherworldly): #E 6d10


AL CE | SZ S | MV 50 | DX 15 | AC 4 | HD 1
#A 1/1 (sting) | D 1d4 | SV 16 | ML 10 | XP 40 | TC X
Special:

‘ Empathy: Empathic link with other night-gaunt


younglings, even the unhatched. When one or
more night-gaunt younglings are attacked, the
eggs of developed to mostly developed embryos
hatch at a rate best determined by the referee.
‘ Venomous: Stinger delivers venom unless
death (poison) save is made, causing immediate
paralysis for 1d3 turns.

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NIGHTMARE
This is the steed of the underworld, a dæmon horse pos-
sessed of great power, ridden by dæmons, liches, spec-
tres, vampires, and other horrors. Nightmares resemble
liches: gaunt, fleshless horses, the eye sockets containing
coals of hellfire. Too, their hooves burn with black-violet
flames as they gallop over land or air, and when they
snort, flames gush from their nostrils. Clinging to the
bones of these fleshless abominations are rotting coats of
black fur, tattered manes, and tails of black. The teeth of
these dæmonic equines are dagger-like fangs.

Nightmare (Undead Type 13) #E 1 | AL LE | SZ L


MV 80 (fly 120) | DX 13 | AC −3 | HD 6+6 | #A
3/1 (hoof/hoof/bite) | D 2d4+2/2d4+2/2d4 | SV 14
ML 10 | XP 630 | TC nil | Special:

‘ Exhale Smoke: Can exhale from nostrils billow-


ing smoke that clouds vision in a 15-foot radius,
causing opponents to attack at −2 “to hit.”

OCHRE JELLY
This large, yellow-brown amœba oozes through cav-
erns and dungeons seeking flesh and cellulose, which
it devours by way of corrosive enzyme secretions.
Ochre jellies can be as large as 10 × 10 × 10 feet in
size, though with gelatinously stretched members ex-
tending over 20 or more feet. Although they are not intelligence and sinister disposition, notorious for
believed to possess intelligence, they exhibit tactical dragging people from ships or even wharfs to devour
prowess, cornering prey at dead ends, or surrounding them. Against underwater foes they may make their
it by forming a circle or U-shape. Ochre jellies can full allotment of attacks; against enemies on ships or
squeeze through cracks or under doors. They can burn aground they use two arms to brace themselves on
through cloth, wood, and plant material, but do not something solid whilst reaching up with one to six re-
affect rock or metal. maining arms to snag prey.
Ochre Jelly: #E 1 | AL N | SZ L | MV 10 | DX 5 Giant Octopus: #E 1 | AL CE | SZ L | MV 0 (swim 40)
AC 8 | HD 5 | #A 1/1 (touch) | D 2d6 | SV 14 | ML 12 DX 14 | AC 7 | HD 8 | #A 8/1 (lash ×8) | D 1d4 (×8)
XP 275 | TC nil | Special: SV 13 | ML 7 | XP 1,000 | TC nil | Special:
‘ Corrosion: Corrodes cloth and leather on ‘ Constriction: Each arm delivers 1d6 hp con-
contact; plant and wood material are corroded in striction damage per round after a hit is scored.
1d4 rounds. If two or more arms strike a single target, the
‘ Fission: When ochre jelly is struck by weapons victim is in 2 rounds pulled to the beaked mouth
or lightning (neither of which harm it), a smaller of the beast, which bites automatically for 2d4
one is created (e.g., a 2-HD ochre jelly that caus- hp damage per round (in addition to constriction
es 1d8 hp damage), whilst the main body quickly damage). An extraordinary feat of strength or
regenerates, its capacities not reduced. dexterity can be used to break or slip free from
‘ Flesh Hungry: Attacks opponents with the most the grasp of a giant octopus. Allies can wrest a
exposed flesh first. victim free if their strength totals at least 60.
‘ Immunities: Harmed only by fire or cold. ‘ Crippled Arm: A giant octopus arm struck for
8 hp damage is severed or rendered useless (the
OCTOPUS, GIANT (Spawn of Kraken) only means of breaking free of their grasp). A
In the depths of the ocean dwell giant octopuses crippled arm does not detract from the mon-
which sages oft refer to as the “Spawn of Kraken, the ster’s overall hit point total.
Dimensional Dweller.” These great leviathans of the ‘ Ink Cloud: If four arms are destroyed or morale
deep weigh as much as 1,000 pounds and have eight otherwise fails, the monster releases a massive
suckered arms of 50-foot length. They lair in undersea cloud of ink whilst jetting away at treble movement.
caves and feed nocturnally. Octopuses are of abstruse

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OON (Ghost-Man)
The Oon are a subterranean race of enthralled hu-
mans, servants of the otherworldly mi-go. They are
extremely pale of skin (to the point of transparency),
with grey, sunken eyes and straight, black tresses
(but lacking facial or bodily hair). Discerning the dif-
ferences betwixt two Oon is difficult—even the males
and females resemble one another uncannily. Through
an alien form of synthetic fertilization, they are repro-
duced genetically in subterranean laboratories and
raised outside the womb with no maternal connexion.
The Oon speak their own language, Oonat; rare excep-
tions speak the Common tongue as well.

Throughout their lives, Oon are fed an addictive con-


coction (laced in their food and drink) that suppresses
sexuality, hormonal development, ambition, and indi-
viduality. Thus, the Oon are rendered perfect slaves of
unquestioning obedience to their alien masters. If Oon
are denied this elixir for more than two weeks, they
initially go mad, but at length begin to develop hor-
monally: Females swell of hip and breast; males grow
facial hair, and their voices deepen. Notwithstanding, ORC (Dæmon-Pict)
both sexes remain sterile. These despicable humanoids are the unhallowed
progeny of babi-ngepet (“swine dæmons”) and an
Lessons are begun at an early age, and the mi-go as- abominable tribe of half-blood Picts. They are stocky,
sign Oon to appointments that suit their natural tal- short-legged, thick-boned, and heavily muscled, but
ents. Some are tasked as bounty hunters or assassins, their features are horribly disfigured and oft porcine,
venturing to the surface to effect outcomes desired by with pronounced lower canine teeth. In the wilderness
the mi-go; these are amongst the few Oon with knowl- they are largely nocturnal, but in subterranean lairs
edge of upper-world tongues. These trusted slaves not necessarily so.
usually are sent in threes, garbed in long, black cloaks
and tall, broad-brimmed hats that conceal their ghost- Orcs are temperamental and prone to infighting, but
ly features. They will assassinate, abduct, or infiltrate under a strong leader they are capable of exceptional
as ordered; if captured, an Oon might commit suicide obedience. They are a violent species, killing for plea-
by rupturing a false tooth that releases a disintegra- sure, and they relish in torturing and burning their
tion toxin. As the Oon abhor light, surface venturers victims; too, they are notorious slavers. Orcs are in-
are seen only at night. telligent enough to manufacture weapons and armour
and perform other feats of simple engineering, but
NPC Oon are typically assassins or scouts, to be de- their craftsmanship is generally inferior to human
veloped by the referee. PC Oon might be freed slaves standards; hence, a suit of orcish plate mail might pro-
whose skin and eyes slowly adjust to sunlight (negat- vide AC 4 instead of AC 3. (Orcs otherwise have natu-
ing their special abilities). All such Oon use the hit die ral AC 6 from their thick hides.) Orcs speak their own
type appropriate to their chosen class. language (Orcish) and oft a crude form of the Common
tongue of mankind; some can speak a smattering of
Oon: #E 1d3 (3d8×10) | AL N | SZ M | MV 40 | DX 9 Keltic (Pictish).
AC 9 | HD 1 | #A 1/1 (weapon) | D (per weapon)
SV 16 | ML 12 | XP 10* | TC J | Special: Hunting parties and patrols usually number 1–6 orcs.
Typical tribes comprise 10–80, though large tribes
‘ Infrared Vision: Infrared vision (as the spell)
might total 50–500 orcs. In the City-State of Orcust,
to 120-foot range.
they number in the thousands. There will be 1 lieu-
‘ Vulnerability: −2 “to hit” when exposed to
tenant for every 10 orcs, 1 captain for every 20 orcs, and
bright light.
1 chieftain for every 30 orcs. Chieftains are seven-
* Refer to Table 201 for classed individuals. foot-tall humanoids, intelligent and cruel. Tribes of
100+ orcs have a 2-in-6 chance to include a shaman,
who can advance as high as 5th level; for each level
beyond 1st, they add 1 hit die (d8) to their base 1 HD.

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Orc: #E 1d6 (1d8×10 or 5d10×10) | AL LE | SZ M OTYUGH


MV 40 | DX 10 | AC 6 | HD 1 | #A 1/1 (weapon) The body of an otyugh is somewhat round and of six-
D (per weapon) | SV 16 | ML 8 | XP 10* | TC L; C, O, foot diameter, from which three pillar-like legs emerge,
Q (×10), S | Special: the feet of which are round and padded like those of an
elephant. Radiating from the top of the body are three
‘ Infrared Vision: Infrared vision (as the spell) appendages: two tentacles of six- to eight-foot length
to 60-foot range. and one central sensory organ of five-foot length. The
‘ Vulnerability: −1 “to hit” when exposed to former are lined with sharp talons for rending flesh,
bright light. the latter with a dozen eyes and hundreds of tubular
bristles that sense offal, carrion, and waste from hun-
* Refer to Table 201 for classed individuals.
dreds of yards away. At the front of the beast gapes a
sucker-like maw lined with three rows of fangs.
Orc Lieutenant: #E 1:10 | AL LE | SZ M | MV 40
DX 10 | AC 6 | HD 2 | #A 1/1 (weapon) | D (per weap- These appalling monsters dwell in lairs subterranean.
on +1) | SV 16 | ML 8 | XP 20 | TC L (×2) | Special: Otyughs are notorious dungeon dwellers, feeding on the
(see orc) dung of other monsters, though they take particular de-
light in devouring the raw flesh of humans. They almost
Orc Captain: #E 1:20 | AL LE | SZ M | MV 40
always lurk alone and are believed to be asexual.
DX 11 | AC 6 | HD 3 | #A 3/2 (weapon) | D (per weap-
on +1) | SV 15 | ML 8 | XP 35 | TC M (×2) | Special: Otyugh: #E 1 | AL N | SZ L | MV 20 | DX 7 | AC 3
(see orc) HD 7 | #A 3/1 (lash/lash/bite) | D 1d8/1d8/1d10
SV 13 | ML 8 | XP 810 | TC nil | Special:
Orc Chieftain: #E 1:30 | AL LE | SZ M | MV 40
DX 12 | AC 6 | HD 5 | #A 3/2 (weapon) | D (per weap- ‘ Diseased Bite: Bite transmits terminal disease
on +2) | SV 14 | ML 9 | XP 150 | TC M (×3) | Special: unless death (poison) save is made. The infection is
marked by the eruption of a purple rash within 1d4
‘ See all special abilities for orc.
days, followed by headaches, fever, and delirium.
‘ Weapon Mastery: Weapon mastery in one or
Strength and constitution each are reduced by 1d6
two weapons (+1 “to hit” and damage, increased
points whilst disease persists. The victim dies when
attack rate, etc.).
CN reaches 0, or after 2d6 weeks in any event.

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OWL BEAR
This enormous, ursine beast has the head of a giant
owl, the body of an upright bear, and large, lobster-like
claws. Owl bears typically stand 8–10 feet tall and weigh
as much as 1,700 pounds. The progeny of sorcerous ex-
perimentation, these unnatural, egg-bearing creatures
are extremely aggressive and may be found in hills,
woodlands, or cave lairs. Typically, they are encountered
singly (rogue males) or in small family groups. They of-
ten emit terrible shrieks whilst attacking.

Owl Bear: #E 1 (1d4+1) | AL N | SZ L | MV 40


DX 10 | AC 5 | HD 5 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/2d6 | SV 14 | ML 10 | XP 200 | TC C | Special:

‘ Hug: If same victim is struck by both claw


attacks, the owl bear hugs for 2d4 hp damage.
It might continue to hug at 2d4 hp damage per
round, unless an extraordinary feat of strength
is used to break free, or if a small weapon (WC 1)
is used to dissuade it from hugging any longer.

OWL
This mostly solitary, nocturnal bird of prey has a large,
broad head, binocular vision, razor-sharp talons, and
feathered wings adapted for silent flight. At least
seven species are accounted for in Hyperborea, with
heights ranging from 16 to 24 inches, and wingspans of
three to five feet; however, a dwarf species is known to
thrive in the Savage Boreal Coast, said to be no larger
eight inches in height and of 16-inch wingspan. Owls
hunt mostly small mammals, amphibians, other birds,
and fish. They are found in all regions of Hyperborea
except the central region of the Spiral Mountain Array.

Owl: #E 1d2 (2d4) | AL N | SZ S | MV 10 (fly 80)


DX 15 | AC 7 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1 | SV 17 | ML 4 | XP 11 | TC nil | Special:

‘ Surprize: Silent fliers; chance to surprize


opponents increased by 3-in-6 at night.
‘ Dive Bomb: Dive bomb attack (claws only)
from 50+ feet at +2 “to hit” and damage,
with −1 AC penalty.

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HYPERBOREA

PEGASUS
This is the wild and pure-hearted beast of legendry, the
winged horse. Originally birthed from the spilled blood
of a beheaded gorgon, these bashful creatures typical-
ly avoid contact. Pegasuses are wise, compassionate
creatures scarcely found in the cruel reaches of Hyper-
borea. They cannot be tamed by mortals, and nearly all
attempts have been met by disaster—the exceptions
being veteran paladins pure of heart who quest for the
beasts as sacred mounts (and the rarer still a cataphract
deemed worthy by the pegasus). If a paladin does break
a pegasus, typically only WC 4 weapons are effective.

Pegasus: #E 1 (1d6) | AL G (Chaotic or Lawful) | SZ L


MV 80 (fly 120) | DX 15 | AC 6 | HD 3+3 | #A 2/1
(hoof/hoof) | D 1d6/1d6 | SV 15 | ML 9 | XP 90 | TC nil

PEGOMASTAX
A bipedal reptilian of ancient origins, the cat-sized
pegomastax has a long neck and tail, a hooked beak
beweaponed with large upper and lower tusks, a pair
of grasping forelimbs, and two strong, claw-tipped
legs. Long, soft bristles cover the rear of its mottled
brown head and back. The pegomastax inhabits arid
regions such as Diamond Desert, where it feeds on
tough leaves and other vegetation.

Pegomastax: #E 1 (1d6) | AL N | SZ S | MV 50
DX 12 | AC 6 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1d3 | SV 17 | ML 5 | XP 7 | TC nil | Special:

‘ Rend: If both claw attacks hit, it uses its rear


claws to rend, each causing 1d2 hp additional
damage.
PHASE SPIDER (Purple Spider of Leng)
This huge, otherworldly arachnid presents as a seven-
foot-long black tarantula, though it is something more:
At will, it can shift from one reality to another, “phas-
ing” to and from Hyperborea to its Æthereal realm of
origin. Phase spiders are web builders, constructing
sticky vertical or horizontal snares of 100 × 100 feet or
more. Multiple phase spiders communicate by means
of a haunting whistle, known to raise the hackles of
dogs and inspire skittishness in horses. Sages posit
that phase spiders might originate from the same di-
mension as Kraken, “The Dimensional Dweller.”

N.B.: A variation of this species is said to dwell in the


Plain of Leng and the canyons of the Leng Plateau.
These are known as the purple spiders of Leng, as
their black fur is spotted with purple rings. These
otherworldly arachnids prey upon Esquimaux, Lapps,
Yakuts, men of Leng, and other creatures.

Phase Spider (otherworldly): #E 1d6 | AL CE | SZ L


MV 50 | DX 14 | AC 7 | HD 5+4 | #A 1/1 (bite)
D 1d6 | SV 14 | ML 8 | XP 740 | TC E | Special:

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‘ Phase: Phases before and after attacking; oppo- The phoongh are creatures of mad craft and bizarre
nent must make a successful test of dexterity to caprice, and they pursue their inscrutable errands
attempt a counterattack every round; otherwise, in lonely places, attracted to ruins, caves, and places
no attack is allowed. of desolation. (The savage Kimmerian steppe riders
‘ Venomous: Bite is highly venomous; make death and Kimmeri-Kelts of the Fields of Vol claim they can
(poison) save or die. smell the phoongh and know where one has lingered.)
‘ Web: If entrapped in a web, a person can break Their motivations are abstruse, but their deadliness is
free in a number of rounds equal to 19 minus obvious. Phoongh kill out of whim, entertainment, or
their strength score; e.g., 3 rounds with 16 ST. simple reflex, and they oft play pointless tricks on the
unsuspecting before an attack.
PHOONG
The phoongh are pale grey, nine-foot-tall insectan crea- Phoongh are strong and agile creatures. They possess
tures of otherworldly origin. They present as weird, bi- tough carapaces, and the brachial plates of their upper
pedal grasshoppers (vaguely humanoid) that typically limbs seem to be a source of pride; they burnish and
garb themselves in dark, ceremonial vestments; they file them to perfection. In combat they can attack sav-
oft wear broad hats and drape their shoulders with agely, oft leaping madly as they fight, dancing amongst
long cloaks. How the phoongh reproduce or whether their enemies; indeed, the best time to encounter a
in the depths of Underborea they gather in numbers is phoongh is when other enemies are nearby, for the
unknown and the subject of wild speculation amongst phoongh do not discriminate amongst targets.
the learned and mad, but all reports from the surface
relate encounters with solitary phoongh. A phoongh continues to live even when reduced to −10
hit points or fewer. Fire, acid, or complete destruction of
the head is necessary to kill one, though a dismembered
phoongh slowly desiccates and dies over the course of
several days. A phoongh that is not dismembered even-
tually regenerates if left for dead—yet these bizarre
creatures have been known simply to stop fighting
and allow themselves to be cut down. Whether this
behaviour fulfils some inner drive or completes another
step in the plans of some nameless god is unknowable,
but the wise do not rely on such an event.

Phoongh (otherworldly): #E 1 | AL CE | SZ L
MV 60 | DX 17 | AC −1 | HD 9+3 | #A 2/1 (slash/slash)
D 2d4+4/2d4+4 | SV 10 | ML 9 | XP 1,450 | TC M,
N, Q | Special:

‘ Emanate Shadows: Once per day can emanate


shadows in a three-foot radius. Within the
shadows they can hide at 10-in-12 chance of
success. Any target that passes within 10 feet of a
successfully hidden phoongh is subject to a single
surprize backstab attack at a +4 “to hit” bonus
and ×4 base damage (i.e., 8d4+4 hp damage).
‘ Leap: A phoongh can leap 30 feet from a stand-
ing start (counted as part of its normal move-
ment), leaping once or twice per round. When
leaping, a phoongh can deliver a single attack
equivalent to a charge attack at +2 damage and
a −2 AC penalty.
‘ Surprize: Even when not using their emanate
shadows ability, phoongh are natural hide-and-
strike predators; chance to surprize opponents
increased by 2-in-6.

105
HYPERBOREA

PTERODACTYL
These pterosaurs have long, slender heads and necks,
with short tails. Their bat-like, membranous wings
span 20–30 feet, and their beaks are lined with sharp
teeth. Hyperborean pterodactyls are thick with downy
feathers, which can range from white to grey to dun.
Pterodactyls are agile and skilled fliers and will swarm
prey, though they are not averse to scavenging. These
beasts typically build their eyries near active volcanoes
and also at the Rim of the World, where volcanic is-
lands present a more hospitable climate. Rare are the
pterodactyls seen above the cold wastes of mainland
Hyperborea, but they will hunt the forests, grasslands,
and swamps during the summer years.

Pterodactyl: #E 1 (5d6) | AL N | SZ L | MV 10 (fly 80)


DX 15 | AC 6 | HD 3+3 | #A 1/1 (bite) | D 2d4 | SV 15
ML 7 | XP 90 | TC nil

PURPLE WORM
This enormous, segmented worm grows to 100 feet in
length and 10 feet in diameter. Its great, round maw
lined with three rows of fangs. Each body segment
is ring-like and projects two pairs of bristles that are
about three feet long. These chætæ give the monster
locomotion as it burrows through the earth, creating
“tubes” by means of a sticky, purple secretion that
coats its body.

Purple worms are omnivorous, though they prefer


flesh. They emerge from their subterranean tunnels to
feed on surface dwellers, which are betrayed by the
subtle vibrations of their movement. Purple worms are
typically solitary, though they will migrate hundreds of
miles to congregate and mate. It is a matter of conjec-
ture as to whether purple worms have any connexion
with Yikkorth, “The Ashen Worm.”

Purple Worm: #E 1 (3d4) | AL N | SZ L | MV 30


DX 4 | AC 6 | HD 14 | #A 1/1 or 2/1 (bite and/or sting)
D 2d8 and/or 2d6 | SV 10 | ML 10 | XP 4,000 | TC B,
Q (×5), X | Special:

‘ Swallow Whole: If bite attack hits by a margin


of 4 or more (or on a natural 20 in any case),
victim is swallowed whole, inflicting 1d6 hp
damage per round thereafter. Swallowed prey
can cut its way out with a WC 1–3 blade, with
an attack penalty equal to the weapon class. If
10 hp damage is inflicted from within, a large
enough rent is cut for escape.
‘ Tail Sting: Tail sting used when confronted from
rear, or if space allows the beast to curl its pos-
terior. Sting delivers venom that is immediately
deadly unless a death (poison) save is made.

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RAT RAVEN
Omnivorous rodent with a pointed snout and a long, This black, omnivorous bird can be found throughout
hairless tail. Hyperborea, though not within the interior of the Spi-
ral Mountain Array. They are notorious for feeding on
RAT: Brown rats and black rats are extant in Hyper- carrion, insects, grains, berries, fruit, small animals,
borea. They are from one to two feet long (plus tail), are nesting birds, and food waste. Inquisitive and smart,
aggressive when hungry, and attack people if desperate. ravens are oft viewed with religious significance by
some, as pests and nuisances by others. Rare examples
Rat: #E 2d10 (5d10) | AL N | SZ S | MV 30 (swim 20) have white plumage.
DX 16 | AC 9 | HD ¼ | #A 1/1 (bite) | D 1 | SV 17
ML 5 | XP 7 | TC nil | Special: Raven: #E 1d20 | AL N | SZ S | MV 10 (fly 80) | DX 12
AC 9 | HD ¼ | #A 1/1 (peck) | D 1 | SV 17 | ML 4
‘ Diseased Bite: 1-in-6 chance to infect victim with XP 9 | TC nil | Special:
disease upon successful hit, unless death (poison)
save is made. If save fails, victim either dies in ‘ Pluck: A natural 20 attack roll indicates the
1d6 days after suffering fevers and delusion or is raven has struck an eye and may have plucked it
bedridden for a month with pain and fever. Roll out (base 2-in-6 chance; 1-in-6 if wearing a helm,
a d6: On a score of 1–2, the disease is terminal; no chance if wearing a great helm).
otherwise, the non-deadly strain is contracted.
REMORHAZ
GIANT RAT: A giant rat measures about three feet This 25 to 40-foot-long serpentine beast has ridged
long (plus tail) and weighs as much as 60 pounds. These scales that are ice blue in colour, with pale blue spine
vermin often are found in dungeons, though they might ridges and putrid yellow underbellies, though some
plague cities. Whether they are naturally oversized or remorhaz have been observed with fuzzy white wool
the product of sorcery is a matter of speculation. bristling from their scales during the years long Hy-
Giant Rat: #E 3d6 (3d10) | AL N | SZ S | MV 40 perborean winter. A typical remorhaz has eight pairs
(swim 20) | DX 8 | AC 7 | HD ½ | #A 1/1 (bite) of stout, hoofed legs, though longer specimens have as
D 1d4 | SV 17 | ML 8 | XP 9 | TC nil | Special: many as twelve pairs. The front third of the monster’s
(see rat, except score of 1–3 disease is terminal) body is legless; this portion can rear up like a cobra
and unfold large, wing-like frills that extend from its
frightening head, which is remarkable for its black,
bulbous eyes and gaping, fang-toothed maw.

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HYPERBOREA

Remorhaz dwell in the vast tundras of Hyperborea Roper: #E 1d2 | AL CE | SZ L | MV 10 | DX 11


where they feed on bears, deer, giant elk, lions, mam- AC 0 | HD 10 | #A 6/1 (lash ×6) | D nil | SV 12 | ML 9
moths, and other beasts—not excluding humans, of XP 2,500 | TC Q, R | Special:
course. Aggressive, solitary, and territorial, though
they are sometimes encountered in mating pairs. Of- ‘ Immunity: Immune to electrical attacks.
ten these mates make their lair in an icy cave, where ‘ Resistance: Sustains ½ damage from cold.
the female lays a single, brown-spotted blue egg valued ‘ Sorcery Resistance: 15-in-20 sorcery resistance
at 5,000 gp. Ancient Hyperborean texts suggest that versus spells, magical abilities, and all sorcerous
remorhaz are reputed to be the progeny of Yikkorth, devices. Sorcery resistance should be checked
“The Ashen Worm.” before a saving throw is rolled.
‘ Surprize: Chance to surprize increased by 1-in-6.
Remorhaz: #E 1 (1d2) | AL N | SZ L | MV 40 | DX 17 ‘ Tentacle: A tentacle hit causes no damage, but
AC 0 | HD 10 | #A 1/1 (bite) | D 5d6 | SV 12 | ML 11 secretion requires death (poison) save or victim
XP 2,650 | TC F | Special: is weakened, losing 1d4 points of strength for
1d6 turns. Victims ensnared by at least two
‘ Infrared Vision: Infrared vision (as the spell) tentacles are dragged at 10 MV to the maw of
to 240-foot range. the monster, which then bites one victim per
‘ Sorcery Resistance: 9-in-20 sorcery resistance round for 5d4 hp damage. Escaping the roper’s
versus spells, magical abilities, and all sorcerous grasp requires an extraordinary feat of strength,
devices. Sorcery resistance should be checked success indicating the tentacle is broken; alter-
before a saving throw is rolled. natively, one may sever a tentacle with a blade,
‘ Spine Ridge: When incited, the spine ridge but it must suffer 8 hp damage to break. A held
becomes white-hot; any non-magical weapon victim is at a disadvantage, suffering −4 “to hit.”
striking the remorhaz has a 3-in-6 chance to melt ‘ Vulnerabilities: Vulnerable to fire (−4 on saves).
immediately. Touching the spine ridge causes For every 8 hp damage sustained, the roper loses
3d10 hp damage. the function of one tentacle.
‘ Swallow Whole: On a natural 20 attack roll, a
Small or Medium victim is swallowed whole, the
heat inside the beast causing immediate death;
note that this action effectively ends the trilling
of a remorhaz (see below).
‘ Trill: Once per day can emit a trilling song that
charms all within 60 feet who hear it, unless
sorcery saves are made; the saves are modified
by willpower adjustment, if applicable. Charmed
individuals stand dumbly, allowing the remor-
haz to swallow whole a single target, but this
attack effectively breaks the spell for any other
charmed victims.

ROPER
These sinuous, pale-yellow monsters are shaped like
tapered pillars, up to nine feet tall and three feet in
diameter, with four-foot-diameter bases. Radiating
from their bodies are six sticky tentacles of five-foot
length, though capable of stretching to 50 feet. Ropers
strictly dwell in lairs subterranean where they prey
upon most animals, including humans. Often, they
hide in limestone caverns, able to hang like stalactites
or protrude like stalagmites. From such a concealed
position, a roper extends its sinewy tentacles (which
are coated in a poisonous secretion) and draws prey
to its fang-toothed, circular maw, above which stares
its single, cyclopean eye. N.B.: A roper oft holds gems
in its gizzard; hence treasure class Q, if scored, will be
within the beast, not about its lair.

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RUST MONSTER
These large, armadillo-like creatures consume rust,
which they cause by way of rapid, magically induced ox-
idization. They average from three to four feet in length
and weigh as much as 165 pounds. Rust monsters each
have a pair of long antennæ that radiate up to three feet
from their heads; these “feelers” seek out iron or steel,
which they infect with rust on contact. They then attempt
to consume that which they rust. If attacked, they defend
themselves by ramming their heavy plated bodies against
their opponents (i.e., an overbear attack) but they much
prefer to steal away after satiating themselves.

Rust Monster: #E 1 (1d4) | AL N | SZ M | MV 40


DX 12 | AC 2 | HD 5 | #A 1/1 (lash) | D nil | SV 14
ML 7 | XP 175 | TC Q (×10) | Special:

‘ Rust: When contact with metal is made, rust


effect is immediate. Ferrous metal armour
(iron, steel) and weapons are at once oxidized to
complete disrepair. Magical armour and weapons
have a 1-in-6 chance per “plus” to not be affected;
e.g., a +2 short sword has a 2-in-6 chance to
resist the effect. Such magic items are not rusted
immediately if the check fails; rather they lose
one “plus” per successful hit that is not resisted.

SALAMANDER, GIANT
A giant, serpentine amphibian of legend with ties to the elemental spirits of fire and ice.

109
HYPERBOREA

FIRE SALAMANDER: The fire salamander is a ter- The mystic and recondite scorpioid society is matri-
restrial species of fire elemental, serpentine in form archal. Female scorpioids choose their mates for their
(though four-legged), with the head and limbs of a liz- strength and ferocity. Shortly after an agonizing and
ard. The beast is up to 15 feet long and has bright red nigh interminable mating ritual, the male scarcely can
scales banded orange, black, and yellow. Fire salaman- avoid cannibalization by the dominant female. Once a
ders typically dwell near volcanoes, though sometimes brood is born (typically consisting of six young), the
in deserts, too. They are semi-intelligent, malicious offspring cling to their mother’s body for as long as
creatures, capable of great cruelty, and they attack ice six weeks.
salamanders on sight.
Scorpioids have their own language of clicks, keens,
Fire Salamander: #E 1d6 | AL CE | SZ L | MV 40 and whistles, and numerous meaningful components
DX 11 | AC 2 | HD 8 | #A 3/1 (claw/claw/bite) of this language lie outside the realm of human sens-
D 1d6/1d6/2d6 | SV 13 | ML 8 | XP 840 | TC F | Special: es. Scorpioid females also are likely to speak any of the
Hellenic or Thracian dialects of Hyperborea and/or
‘ Emit Heat: Emits intense heat; any creature the Common tongue, but their complex maxillofacial
within 20 feet suffers 1d8 hp damage per round. architecture and the resonant chambers within their
‘ Immunity: Immune to heat and fire. chitin do not impart inflexion to human words.
ICE SALAMANDER: The ice salamander is a ter- Outside of Xin, scorpioids scarcely are observed except
restrial species of water elemental, serpentine in in subterranean mazes or perhaps the spiral towers of
form (though six-legged), with the head and limbs of Khromarium’s “Old City,” where they are said to seek
a lizard. The beast is up to 18 feet long and has bright sacred mysteries; they possibly make use of adventur-
blue scales banded yellow and white. Ice salamanders ers to further their clandestine schemes. In extremely
typically dwell in glaciated regions, carving their lairs rare cases, atypical scorpioids of Xin have been known
out from ice. When they fight, they rear up on their to tolerate and even impart their secrets to human
hind legs to attack with four claws and a bite. Ice sal- monks. Such scorpioids are reputed to be monks them-
amanders are semi-intelligent, and they attack fire selves, some adopting the Neutral alignment.
salamanders on sight.

Ice Salamander: #E 1d4 | AL N(L) | SZ L | MV 40


DX 11 | AC 3 | HD 9 | #A 5/1 (claw×4/bite)
D 1d6 (×4)/2d6 | SV 12 | ML 8 | XP 1,100 | TC F
Special:

‘ Emit Cold: Emits intense cold; any creature


within 20 feet suffers 1d8 hp damage per round.
‘ Immunity: Immune to cold.

SCORPIOID OF XIN
Scorpioids are giant scorpions with humanoid fore-
parts. They stand from eight to nine feet tall, and their
torsos are mostly covered in hard, black chitin. Scorpi-
oids inhabit the plateau of Xin and are associated with
the deity Aurorus. How they serve this god of Chaos
is unknown, but haunted-looking travellers tell of wit-
nessing scorpioids’ inhuman rites and revels on nights
when auroræ light the sky above Xin.

Scorpioids are known to employ arms that they hone


from the pincers of their fallen kin. These black chi-
tinous blades are sharpened to scimitar-like weapons.
They also attack with their terrible pincers and deadly
tail stingers, a veritable onslaught of attacks for the
unprepared.

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Scorpioid of Xin: #E 1d4 (5d8) | AL CE (or N) | SZ L SEA SERPENT
MV 50 | DX 16 | AC 4 | HD 5 | #A 5/1 (blade/blade/ This massive, snakelike leviathan of the sea is up to
pincer/pincer/sting) | D 1d8/1d8/1d4/1d4/1d6 | SV 14 100 feet in length, with shimmering blue-green scales
ML 9 | XP 350* | TC N (females); F, I | Special: and several spiny fins. They are notorious for taking
down small vessels, wrapping their bodies around
‘ Immunities: Immune to the fear effect and kill- and capsizing them to devour the people overboard;
ing wail of banshees; in fact, scorpioid lairs oft or they simply lunge and snatch prey from the deck.
are found near the haunted zone of a banshee. Sea serpents are held to congregate at the Rim of the
‘ Scorpioid Monk: Some scorpioids adopt the World where the seas spill eternal.
monk class. They can advance to 9th level; for
each level beyond 5th, they add 1 hit die (d8) to Sea Serpent: #E 1 (1d4) | AL N | SZ L | MV 0 (swim 50)
their base 5 HD. DX 8 | AC 5 | HD 16 | #A 1/1 (bite) | D 3d12 | SV 9
‘ Stinger Bonus: If both pincers hit, stinger ML 9 | XP 5,400 | TC nil | Special:
attack is made at +2 “to hit.”
‘ Venomous: Stinger delivers deadly venom ‘ Constrict Ship: Can wrap around a small ship
unless death (poison) save is made, causing and constrict for 3d4 points of hull damage per
immediate loss of speech, paralysis 1 round later, round.
and death in 2d4 rounds. Female scorpioids can ‘ Swallow Whole: On a natural 19–20 attack roll,
lessen the concentration of their venom; in such the monster swallows whole its victim, inflicting
cases, a failed save results in deathlike catalepsy 1d6 hp damage per round thereafter. Swallowed
for 2d6 turns. prey can cut its way out with a WC 1–3 blade,
‘ Vulnerability: When sorcerous ultraviolet with an attack penalty equal to the weapon class.
vision is in effect, a scorpioid takes on a phos- If 18 hp damage is inflicted from within, a large
phorescent glow; all attacks against it are at +1 enough rent is cut for escape.
“to hit.”

* Refer to Table 201 for classed individuals.

SCORPION, GIANT
This arachnidan monstrosity is about 10 feet long
(including tail), with massive pincers, four pairs of tal-
oned legs, and a great metasoma that is barbed with
a deadly stinger. These nocturnal creatures are black
or yellow in colour and dwell in caves, dungeons, des-
erts, steppes, and old ruins. The mother giant scorpion
bears a dozen live young that cling to her for as long
as two weeks.

Giant Scorpion: #E 1d6 | AL N | SZ L | MV 50


DX 17 | AC 2 | HD 4 | #A 3/1 (pincer/pincer/sting)
D 1d6/1d6/1d4 | SV 15 | ML 7 | XP 180 | TC D Special:

‘ Stinger Bonus: If both pincers hit, stinger


attack is made at +2 “to hit.”
‘ Venomous: Stinger delivers deadly venom
unless death (poison) save is made, causing
immediate loss of speech, paralysis 1 round later,
and death in 2d4 rounds.
‘ Vulnerability: When sorcerous ultraviolet
vision is in effect, a giant scorpion takes on a
phosphorescent glow; all attacks against it are at
+1 “to hit.”

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SHADOW SHAMBLING MOUND


These intelligent, incorporeal undead creatures dwell in These slimy, 8- to 10-foot-tall, vaguely humanoid mon-
the illimitable depths of the Black Gulf. They are known sters appear to be composed of sopping wet, rotting
to enter Hyperborea during Fortean events, though vegetable matter bound by pale roots and thick, gnarly
sometimes they are conjured. They appear as humanoid tendrils. Shambling mounds dwell in swamps, marshes,
shadows (such as that which might be cast behind a per- subterranean caverns, or other places where moisture is
son under a gibbous moon), though they can alter their abundant. They are omnivores with insatiable appetites
shapes. Hateful and malicious, these extra-dimension- for organic matter (plant or animal), and they fearlessly
al creatures enjoy draining the living of their vitality, attack with their ropy arms, latching on to prey. Sham-
transforming their victims into fellow shadows. bling mounds are possessed of primitive intelligence;
their brains are phosphorescent masses of green fibres
Shadow (Undead Type 4): #E 1d4 | AL CE | SZ M located in their midsections, which upon removal can be
MV 30 | DX 10 | AC 7 | HD 3+2 | #A 1/1 (touch) used as light sources (10-foot radius) for 1d6 hours fol-
D 1d4 | SV 15 | ML 12 | XP 135 | TC F | Special: lowing extraction. N.B.: Esquimaux legends speak of an
intelligent and empathic shambling mound that roams
‘ Immunities: Immune to cold, fear, paralysis, the wetlands north of Abbicca’s Mere.
and poison. Immune to mundane weapons; Shambling Mound: #E 1 | AL N | SZ L | MV 20
harmed only by silver and magical weapons. DX 5 | AC 0 | HD 10 | #A 2/1 (lash/lash) | D 2d8/2d8
‘ Strength Drain: Drains 1 point of strength on SV 12 | ML 12 | XP 2,050 | TC B, T, X | Special:
successful hit, a weakness that lasts 24 hours. Any
creature drained to 1–2 ST becomes a crippled ‘ Electricity Heals: Electrical attacks heal
invalid. At 0 ST, the victim becomes a shadow in shambling mounds, providing a 1d8 hp boost.
thrall to the one that caused the transformation. ‘ Immunity: Immune to fire.
‘ Surprize: Chance to surprize increased by 2-in-6 ‘ Resistances: Cold attacks cause ½ damage.
against most opponents. Weapon attacks inflict ½ damage.
‘ Strangle: If both attacks strike the same target,
victim is entangled by roots that squeeze and
suffocate, causing 4d8 hp damage per round. The
shambling mound will attempt to walk away with
such a victim in its grasp, refusing to release
unless killed. An extraordinary feat of strength
allows one to break free.
‘ Vulnerability: Vulnerable to plant-related spells
(saves at −2 penalty).

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SHARK Shoggoth (otherworldly): #E 1 | AL CE | SZ L
Several small, inoffensive shark species are found in MV 50 (swim 60) | DX 16 | AC 5 | HD 12
the Hyperborean Sea, but those that are aggressive #A 1/1 (pummel) | D 6d6 | SV 11 | ML 12 | XP 2,900
range from nuisance to deadly. TC nil | Special:

DOGFISH SHARK: Most dogfish shark species ‘ Corrosion: Corrodes leather and metal on
are inoffensive fish that prey upon smaller fish. One contact in 2d4 rounds (including weapons and
species, however, is more aggressive, and will attack armour, though magical metal survives 1 extra
humans, seeking a chunk of flesh. Attracted to shallow round per “plus”).
waters, this grey-brown shark is noted for its charcoal ‘ Fission: When a shoggoth is struck by weapons
grey spots. Mature dogfish sharks measure from four- or lightning, a smaller one is created (e.g., a
to five feet in length, and their scales are coated with 4-HD shoggoth that deals 2d6 hp damage),
venomous slime that larger predators find unpalatable. whilst the main body quickly regenerates, its
capacities not reduced. N.B.: The small, 4-HD
Dogfish Shark: #E 2d4 | AL N | SZ M | MV 0 shoggoth also can be split by a weapon or light-
(swim 40) | DX 15 | AC 7 | HD 1+4 | #A 1/1 (bite) ning, but it does not produce a new shoggoth;
D 1d6 | SV 16 | ML 8 | XP 24 | TC nil | Special: rather, it reforms in a flash.
‘ Immunity: Immune to cold. Harmed only by
‘ Rip: Successful hit followed by 1d4 hp damage fire; other spells may adversely affect it, but
per round from ripping and shaking prey. Once those that are not fire-related and that normally
the total damage equals 8 hp or more, the inflict physical harm merely split the creature in
dogfish flees with its chunk of flesh. twain as noted above.
‘ Melt Stone: Enzyme release allows it to heat
GREAT WHITE SHARK: The largest and deadliest
and transform stone or earth into a tarry,
shark of Hyperborea. These carnivorous killers are
quicksand-like substance within which it can
identified by their prominent dorsal fins. Thriving in cold
hide or retreat.
waters, the great white shark has established itself as one
of the top predators of the sea. Great whites have been
reported to achieve lengths of up to 30 feet and attack
vessels of any size, tearing to shreds the thickest hulls.

Great White Shark: #E 1 (2d6) | AL N | SZ L | MV 0


(swim 60) | DX 14 | AC 4 | HD 6 | #A 1/1 (bite)
D 4d8 | SV 14 | ML 8 | XP 300 | TC nil | Special:

‘ Rip: Successful hit followed by 2d8 hp damage


per round from ripping and shaking prey.

SHOGGOTH (Formless One)


Shoggoths present as gargantuan, amorphous crea-
tures of fœtid black iridescence. These shapeless beings
bubble with disgusting pustules of greenish light from
which a multitude of temporary “eyes” glisten. They
move with great plasticity, rolling, oozing, and slithering
their enormous bulk (as large as 25 × 25 × 25 feet of
protoplasmic matter) as fluidly as a python. They thrive
on land as well as in the deepest ocean depths.

In epochs past these unhallowed beasts were created by


the elder things, genetically engineered to serve as a
slave race that could perform multitudinous tasks. For
untold ages their wicked, otherworldly masters believed
the shoggoths were bereft of individuality, even after
they had been evolved to perform the most intricate and
complex of enterprises. Alas, the shoggoths rebelled
against their masters; wars raged betwixt them for un-
told ages, over land, sea, and even the cold blackness
of space. At length both races were nearly extinct, and
surviving specimens regressed to utter savagery.

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HYPERBOREA

SKELETON Large Skeleton (Undead Type 2): #E 1d6 | AL CE


Animated and conjured to service by the baleful sorcery SZ L | MV 30 | DX 9 | AC 6 | HD 3 | #A 1/1 (claw
of magicians, clerics, and the like, these are the bones of or weapon) | D 2d6 (claw or weapon) | SV 15 | ML 12
humans or humanoids, undead creatures typically found XP 47 | TC Q (×2) | Special: (see skeleton)
in crypts, dungeons, and other forsaken locales. Often,
they are charged with guardianship of a person, place, Giant Skeleton (Undead Type 3): #E 1d4 | AL CE
or thing, and they can wield weapons and shields (adjust SZ L | MV 40 | DX 7 | AC 5 | HD 6 | #A 1/1 (claw or
AC accordingly, if so). As undead they can be harmed weapon) | D 4d6 (claw or weapon) | SV 14 | ML 12 XP
by holy oil/water. They also can be turned by clerics and 380 | TC Q (×4) | Special: (see skeleton)
the like, but otherwise they fight until destroyed.
SLITHERING SLIME
Large skeletons might be the animated bones of This three-inch-thick, three-foot-diameter pool of slime
albino apes, carnivorous apes, mountain apes, mi- absorbs the fluids of other organisms through proto-
notaurs, or the like. Giant skeletons might be the an- plasmic fingers on its underside. The slithering slime is
imated bones of fire giants, frost giants, hill giants, a transparent dungeon dweller; often it comes upon its
or the like. N.B.: Regardless of whether they use their quarry by surprize, paralyzing with its touch and then
claws or a weapon, large skeletons and giant skeletons draining its victim dry. Once it smells prey, it will follow
deliver 2d6 and 4d6 hp damage, respectively. for several hours and wait to attack when the target is
asleep, sensitive to breathing patterns. It can squeeze
through small openings, under doors, and so forth.

Slithering Slime: #E 1d2 | AL N | SZ S | MV 30


DX 7 | AC 5 | HD 5 | #A 1/1 (touch) | D 1d6 | SV 14
ML 9 | XP 300 | TC C | Special:

‘ Paralyze: Touch paralyzes for 2d6 turns unless


death save is made. Creature then drains fluids
from paralyzed victim at a rate of 1d6 hp per round;
typically, it is sated after draining 1d20+20 hp.
‘ Surprize: Transparency increases chance to
surprize by 2-in-6.

Skeleton (Undead Type 1): #E 2d4 (10d20) | AL CE


SZ M | MV 30 | DX 11 | AC 7 | HD 1 | #A 1/1 (claw
or weapon) | D 1d6 (or per weapon) | SV 16 | ML 12
XP 16 | TC Q | Special:

‘ Immunities: Immune to cold, fear, paralysis,


and poison.
‘ Resistances: Edged and piercing weapons inflict
½ damage to skeletons (damage dice halved,
with bonuses added afterwards), but blunt
weapons inflict normal damage.

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SLOTH, GROUND (Megatherium) Giant Slug: #E 1 | AL N | SZ L | MV 20 | DX 5
This enormous herbivore is about 20 feet long, weigh- AC 7 | HD 12 | #A 1/1 (bite) | D 1d12 | SV 11 | ML 10
ing as much as 6,000 pounds. The ground sloth has mas- XP 2,300 | TC nil | Special:
sive bones, a powerful tail, and coarse, reddish-brown
fur. It stands up to nine feet at the shoulder and rears ‘ Immunity: Immune to blunt weapon attacks
up on its hind legs to browse trees. Ground sloths walk (e.g., clubs, hammers, maces) unless magical;
on the sides of their front feet, owing to their non-re- edged and pointed weapons are effective.
tractable claws of one- to two-foot length. ‘ Spew Acid: Corrosive acid spit once per round,
as missile attack to range of 60. If acid hits,
These creatures are considered docile and slow-wit- victim must make death (poison) save or die at
ted. They will defend themselves, but otherwise ignore once; even if save succeeds, victim suffers 3d10
potential predators (of which few are known). For hp damage, which includes massive scarring,
instance, if a pair of desperate sabre-tooths were to a 2-in-6 chance of blindness, and consequent
approach a ground sloth, all it would need do is rear up armour and equipage ruination.
on its hind legs and display its enormity.
SNAKE
Ground Sloth: #E 1 (2d4) | AL N | SZ L | MV 30 Several snake species inhabit Hyperborea. The asp,
DX 6 | AC 4 | HD 12 | #A 2/1 (claw/claw) or 1/1 (tail) python, rattlesnake, spitting cobra, and viper are
D 2d8/2d8 or 3d4 | SV 11 | ML 7 | XP 1,500 | TC nil some of the more eminent varieties. They typically
Special: hibernate during the winter years, except perhaps on
the warmer outer islands, such as New Amazonia and
‘ Propel: Tail lash lifts and propels smaller prey The Lemurian Remnant.
1d20+20 feet in the air; additional damage is
caused upon landing (1d6 for every 10 feet). ASP: A dark, narrow-hooded cobra of from two- to
five-foot length. Its venom is quite deadly, a prized tox-
SLUG, GIANT in for the most notorious of assassins.
In the depths of the subterranean underworld lurk
these enormous, slimy molluscs. They can be up to Asp: #E 1 (2d4) | AL N | SZ S | MV 40 | DX 10
30 feet long and 10 feet in diameter, though they can AC 7 | HD 2 | #A 1/1 (bite) | D 1 | SV 16 | ML 7
squeeze through openings one-third their size. They XP 60 | TC nil | Special:
are of pale grey colour, with white or yellow underbel-
lies and eye stalks that extend up to five feet. ‘ Venomous: Bite injects venom thrice per day.
Victim must make death (poison) save or die at
Giant slugs can burrow through hard-packed earth and once; even if save is successful, 3d6 hp damage
chew through wood with their acidic saliva. They are is sustained (a terrible blood-burning sensation).
voracious eaters of animal and vegetal material, and Site of wound is purple and swollen; may become
they leave slimy, noxious trails in their wake. Giant slugs septic if victim survives (cure disease heals).
pursue prey for several hours to sate their hunger.
PYTHON: The python ranges 11–20 feet in length,
with scales of alternating colours and patterns
(oft spiroid) depending on its native environment
(e.g., forests, grasslands, swamps). The python
bites, constricts, and then swallows whole its prey.

Python: #E 1 | AL N | SZ M or L | MV 30 (swim 20)


DX 8 | AC 7 | HD 3 | #A 1/1 (bite) | D 1d4 | SV 15
ML 9 | XP 101 | TC nil | Special:

‘ Constrict: Upon successful bite, python con-


stricts prey for 2d4 hp damage per round. Victim
can attempt to escape via extraordinary feat of
strength or dexterity. Otherwise, allies whose
strength totals at least 60 can remove snake in
1d4 rounds. Whilst constricting prey, python
suffers a −2 AC penalty (AC 9).
‘ Infrared Vision: Infrared vision (as the spell)
to 30-foot range.

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RATTLESNAKE: The rattlesnake ranges from four to SNAKE, GIANT


eight feet in length, with reticulated black, brown, green, Snakes of great size inhabit the dark corners of Hy-
red, tan, and/or white scales, oft diamond-patterned. It perborea; whether their prodigious length is a natural
dwells in deserts or dungeon depths. To ward off ene- development or the result of sorcery is a matter of con-
mies, a rattlesnake shakes the scaly white rattle in its tail, jecture. Except on some islands at the Rim of the World,
though it might not do so before attacking. Because of its these reptiles are less active during the winter years.
swiftness, the rattlesnake strikes twice per round.
GIANT ASP: This is a dark, narrow-hooded cobra of
Rattlesnake: #E 1 (2d4) | AL N | SZ S | MV 40 about 12-foot length. These dungeon-dwelling reptiles
DX 15 | AC 6 | HD 2 | #A 2/1 (bite/bite) | D 1d2/1d2 are notorious for their deadly venom. In the darkest
SV 16 | ML 7 | XP 64 | TC nil | Special: pits they congregate up to a score, writhing together.

‘ Infrared Vision: Infrared vision (as the spell) Giant Asp: #E 1 (5d4) | AL N | SZ L | MV 40 | DX 9
to 30-foot range. AC 5 | HD 6 | #A 1/1 (bite) | D 1d6 | SV 14 | ML 9
‘ Venomous: Bite injects venom twice per day. XP 500 | TC nil | Special:
Victim must make death (poison) save or suffer
additional 2d6 hp damage, dying in 1d6 turns. ‘ Venomous: Bite injects venom thrice per day.
Site of wound is purple and swollen; may become Victim must make death (poison) save or die at
septic if victim survives (cure disease heals). once; even if save is successful, 6d6 hp damage
is sustained (a terrible blood-burning sensation).
SPITTING COBRA: A five- to six-foot-long, pale grey Site of wound is purple and swollen; may become
snake capable of firing a stream of venom. A spitting septic if victim survives (cure disease heals).
cobra usually attacks only when startled or threat-
ened, rearing up and releasing a jet of virulent spittle. GIANT PYTHON: This is an enormous snake of from
Spitting cobras also can bite, their venom potentially 20- to 40-foot length, with scales of alternating colours
deadly. They cannot shoot venom and bite in the same and patterns (oft spiroid), depending on its native
round. environment. They will bite and latch on to their prey
and then constrict the victim until it ceases to struggle.
Spitting Cobra: #E 1 (1d6) | AL N | SZ S | MV 30 Many have a taste for human flesh. N.B.: A pale grey-
DX 15 | AC 7 | HD 1 | #A 1/1 (bite) | D 1 | SV 16 white variety with blue and yellow markings is said to
ML 7 | XP 43 | TC nil | Special: thrive in wintery conditions.

‘ Spit Venom: Once per day can spit venom to Giant Python: #E 1 | AL N | SZ L | MV 30 (swim 20)
range of 15, aiming for target’s eyes. If venom DX 8 | AC 6 | HD 5 | #A 1/1 (bite) | D 1d6 | SV 14
hits, victim must make death (poison) save or ML 8 | XP 425 | TC nil | Special:
be blinded. Only cure blindness restores sight.
Great helm (typically included with field plate ‘ Constrict: Upon successful bite, giant python
and full plate) blocks venom on 3-in-6 chance. constricts prey for 2d6 hp damage per round.
‘ Venomous: Bite injects venom twice per day. Victim can attempt to escape via extraordinary
Victim must make death (poison) save or die in feat of strength or dexterity. Otherwise, allies
1d6+6 turns (worsening sickness throughout). whose strength totals at least 75 can remove
snake in 1d4 rounds. Whilst constricting prey,
VIPER: A venomous snake of three-foot length, with a giant python suffers a −2 AC penalty (AC 8).
broad head and large fangs. Vipers present in various ‘ Infrared Vision: Infrared vision (as the spell)
colours, typically yellow, orange, or pink, with dark pat- to 60-foot range.
terns of brown, green, or black diamond-shaped blotches. ‘ Swallow Whole: On a natural 20 attack roll, a
Small or Medium victim is swallowed whole on a
Viper: #E 1 (3d10) | AL N | SZ S | MV 40 | DX 10 bite attack, inflicting 1d6 hp damage per round
AC 6 | HD ½ | #A 1/1 (bite) | D 1 | SV 17 | ML 8 thereafter. A swallowed person can cut their way
XP 27 | TC nil | Special: out with a WC 1–3 blade, with an attack penalty
equal to the weapon class. If 12 hp damage is
‘ Infrared Vision: Infrared vision (as the spell)
inflicted from within, a large enough rent is cut
to 30-foot range.
for escape.
‘ Venomous: Bite injects venom once per day.
Victim must make death (poison) save or suffer
additional 1 hp damage per round for 3d4 rounds.
Site of wound is purple and swollen; may become
septic if victim survives (cure disease heals).

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GIANT SPITTING COBRA: This is a solitary crea- GIANT WATER SNAKE: This a huge black reptile
ture up to 30 feet long and nearly exclusive to dungeon of up to 30-foot length that thrives in fresh water or
depths. The scales of these monstrous reptiles are hard brackish marshes. Water snakes emerge to breathe
as iron. They are reputed to possess quasi-intelligence; about once per six hours. Their bite injects slow-acting
some sages posit they are former Ixian priests of Yig paralytic venom. Often a snake will retreat after biting
(Apep) transmogrified. a victim and lurk nearby, awaiting the poison to take
Giant Spitting Cobra: #E 1 | AL N | SZ L | MV 30 effect so it then can consume its prey.
DX 12 | AC 3 | HD 8 | #A 1/1 (bite) | D 1d6 | SV 13
ML 9 | XP 1,080 | TC nil | Special: Giant Water Snake: #E 1 | AL N | SZ L | MV 30
(swim 40) | DX 8 | AC 6 | HD 3 | #A 1/1 (bite) | D 1d6
‘ Spit Venom: Once per day can spit venom to SV 15 | ML 6 | XP 95 | TC nil | Special:
range of 30, aiming for target’s eyes. If venom
hits, victim must make death (poison) save or ‘ Venomous: Bite injects venom thrice per day.
be blinded. Only cure blindness restores sight. Victim must make death (poison) save or become
Great helm (typically included with field plate numb-skinned after 1d6 rounds; face muscles also
and full plate) blocks venom on 3-in-6 chance. fail to actuate, and speech is garbled. Paralysis
‘ Venomous: Bite injects venom thrice per day. takes effect 1d4 turns later and lasts 1d6+6 turns.
Victim must make death (poison) save or die in
1d6+6 rounds.

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SNAKE-MAN
Long before mankind struggled
up from the lowly depths of ape-
dom, this semi-anthropoid race
of reptiles ruled the continent of
Hyperborea. They built vast cities
of crystal and stone, and through-
out millennia they knew conflict
with the crab-men, elder things,
fish-men, Great Race, and mi-
go. Whither the snake-men, not
even the wisest of sages can say,
for their epoch ended long before
the rise of the Hyperborean race
of Old Earth. They slithered to the
bowels of Underborea, like worms
of the earth, and for untold ages
went unseen. But lo, in the most
unhallowed corners of Hyper-
borea, the hated snake-men have
materialized, taking the guise of
sages and assuming advisory posi-
tions to knights and nobles, kings
and overlords.

In their true forms, snake-men


have vaguely human bodies (upper
torso), though with snake heads
and long tails on which they am-
bulate; too, they are covered in re-
ticulated scales of variable colour.
They may ambulate as humans do,
though with awkward, swaying
gaits, but are faster when they
drop to their bellies and slither.
Snake-men are highly intelligent,
and they speak in a sibilant tongue
that humans cannot duplicate; only
with specially concocted potions
can snake-men speak the languag-
es of mankind whilst in their natu-
ral form. Snake-men are acclaimed
as brilliant scientists, sorcerers,
dweomercræfters, and toxicolo-
gists. Most are held to venerate
Yig, “The Great Serpent.” ‘ Alter Self: Can alter self at will (as the spell).
‘ Command Serpents: Snakes and giant snakes
N.B.: Most snake-men adopt a class; typical exam- obey the will of snake-men without question;
ples include magician, illusionist, necromancer, monk, thus snake-men oft have asps, spitting cobras,
priest, and assassin. They can advance to 11th level; for or vipers in their presence.
each level beyond 2nd, they add 1 hit die (d8) to their ‘ Infrared Vision: Infrared vision (as the spell)
base 2+2 HD. to 60-foot range.
‘ Venomous: Bite delivers venom; make death
Snake-Man: #E 1 (2d12) | AL LE | SZ M | MV 20 (poison) save or suffer additional 1d6 hp damage,
(slither 40) | DX 10 | AC 6 | HD 2+2 | #A 1/1 (bite with paralysis occurring within 1d4 rounds for a
or weapon) | D 1d4 (or per weapon) | SV 16 | ML 9 duration of 2d6 turns.
XP 107* | TC A, S, T | Special:
* Refer to Table 201 for classed individuals.

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SPECTRE virginal maidens to devour, or perhaps no more than


These malevolent, incorporeal undead beings are em- the answer to a riddle. Those who meet the price will
powered by the negative energy of the Black Gulf. Ap- unfailingly find the answers they seek, albeit proba-
pearing as ghostly manifestations, spectres haunt un- bly couched in the form of yet another riddle, but the
hallowed crypts and tombs and like places of desolation. sphinx will not hesitate to feast on the innards of any
They despise life almost as much as sunlight, and with who do not satisfy its rapacious demands.
their chilling touch they are notorious for sating them-
selves on the life energies of humans and humanoids. Sphinx: #E 1 | AL LE | SZ M | MV 40 (fly 60) | DX 12
AC −1 | HD 8 | #A 2/1 (claw/claw) | D 2d4/2d4
Spectre (Undead Type 9): #E 1 (1d4) | AL CE | SZ M SV 13 | ML 8 | XP 1,480 | TC R, T, X | Special:
MV 50 (fly 80) | DX 11 | AC 2 | HD 7+4 | #A 1/1
(touch) | D 1d10 | SV 13 | ML 11 | XP 1,080 | TC Q ‘ Immunities: Immune to charm, hold, sleep, and
(×2), X, Y | Special: other mind-affecting sorcery.
‘ Insect Plague: May exhale a cloud of poisonous
‘ Constitution Drain: Touch drains constitution locusts and flesh-eating scarab beetles once per
(CN) unless a death save is made. If the save fails, day. This acts as an insect plague spell centered
the victim is drained 2d4 constitution. If drained on the sphinx, inflicting triple the usual damage
to CN 1–2, the victim is withered and sickly, to those caught in the swarm. The sphinx itself
unable to move or talk, barely able to swallow soft suffers no damage from the swarm, nor is its
food. At CN 0 or less, the victim is dead and will vision impaired.
rise as a spectre in 1d6 turns. Note that multiple ‘ Read Magic: Can read magic as a magician.
touches have a cumulative effect. Constitution ‘ Sorcery Resistance: 8-in-20 sorcery resistance
returns at a rate of 1 point per day with complete versus spells, magical abilities, and all sorcerous
bed rest; all except the final point, which is a per- devices. Sorcery resistance should be checked
manent loss unless the restoration spell is cast. before a saving throw is rolled.
‘ Immunities: Immune to cold, fear, paralysis, ‘ Spells: Can cast the following spells once per day
and poison. Immune to mundane weapons; each: clairaudience, clairvoyance, contact oth-
harmed only by magical weapons. erworldly being (no chance of insanity), decipher
‘ Vulnerability: Spectres are helpless in daylight, language, detect invisibility, detect magic, dispel
unable to attack or defend. A raise dead spell magic, divination, legend lore (with immediate
automatically kills a spectre. results), locate object, remove curse, tongues.

SPHINX
Though smaller in stature than
the fabulous beast of legendry
from Old Earth, the Hyperborean
sphinx is natheless puissant and
fearsome. These sorcerous crea-
tures usually dwell in trackless
deserts and desolate hills, though
some few have been known to
make their lairs in the highest
parts of the Ixian ziggurats. The
Hyperborean sphinx appears as
a small, winged lion with the cru-
elly-beautiful face and bosom of
a woman; some sages aver that
this beast, regardless of its less-
er size and greater perspicacity,
must bear some relationship to
the manticore. The sphinx is filled
with dark wisdom and the gloomy
secrets of the cosmos, but will
share these only if its price is met.
This price will vary depending on
what hungers torment a particular
sphinx; it might demand beautiful
gems and jewellery, rare beasts or

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SPIDER, GIANT GIANT OGRE-FACED SPIDER: An eight-foot-long
Spiders of prodigious size are recorded throughout arachnid renowned for its face, which is reminiscent
Hyperborea’s wilderness and cavernous depths. of a mountain ape—specifically its disturbingly large
Known species include the giant black widow, giant eyes, one twice the size of the other. From trees, crags,
crab spider, giant ogre-faced spider, giant trapdoor or abandoned buildings, it hangs by a strand of dry
spider, and giant wolf spider. Most sages concur that silk, holding its web net with its four front legs. As
these unusually sized arachnids are “natural” in all prey passes below, it stretches open the net, casting it
respects and that their gargantuan size is likely the over and enveloping the prey.
product of sorcery from a bygone age.
Giant Ogre-Faced Spider: #E 1d6 | AL N | SZ L
GIANT BLACK WIDOW: A six-foot-long arach- MV 30 | DX 10 | AC 6 | HD 3 | #A 1/1 (bite) | D 2d4
nid, black with a red or orange “hourglass” mark on SV 15 | ML 7 | XP 167 | TC D | Special:
the abdomen. These spiders weave tangled webs of
100 × 100 feet or more. A black widow can sense when ‘ Cast Web: Cast web net over a single Small or
a living creature touches its web and at once move in Medium victim. If victim is surprized, success is
for the kill. Encountered black widows are always fe- automatic; if not surprized, avoidance save is al-
male; males are the size of an apple and unaggressive. lowed to evade. If entrapped in a web, a person can
break free in a number of rounds equal to 19 minus
Giant Black Widow: #E 1d4 | AL N | SZ M | MV 30 their strength score; e.g., 3 rounds with 16 ST.
DX 12 | AC 6 | HD 3 | #A 1/1 (bite) | D 2d6 | SV 15 ‘ Surprize: Chance to surprize increased by 1-in-6
ML 7 | XP 161 | TC A | Special: when attacking from above.
‘ Venomous: Bite victim experiences extreme
‘ Venomous: Bite victim must make death swelling and skin ulcerations, coupled with
(poison) save or be paralyzed, dying in 1 turn. intense joint pain that limits physical activity
Wound becomes necrotic in any event, with 3-in- (½ MV; −2 penalty to attack rolls, damage, and
6 chance of infection unless cure disease is cast. saving throws). Death ensues in 6d6 turns unless
After 30 days victim must make another save or death (poison) save is made; swelling subsides in
die; otherwise, infection subsides. 1d4+6 hours.
‘ Web: If entrapped in a web, a person can break
free in a number of rounds equal to 19 minus
their strength score; e.g., 3 rounds with 16 ST.

GIANT CRAB SPIDER: A five-foot-long arachnid


that does not use webs to capture prey; rather, it lies
in wait and pounces. Crab spiders’ bodies are some-
what flat, and (unlike most spiders) their front legs
angle outward, giving them the appearance of crabs;
too, they can move sidewise and backwards as easily
as forwards. Their chameleonic ability allows them to
blend with their environs.

Giant Crab Spider: #E 1d4+1 | AL N | SZ M | MV 40


DX 12 | AC 7 | HD 2 | #A 1/1 (bite) | D 1d8 | SV 16
ML 7 | XP 32 | TC C | Special:

‘ Nimble: Can move across walls and ceilings at


normal MV.
‘ Surprize: Chameleonic ability increases chance
to surprize by 2-in-6.
‘ Venomous: Bite victim must make death (poison)
save or suffer additional 1d8 hp damage.

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GIANT TRAPDOOR SPIDER: A seven-foot-long


arachnid that digs a burrow in the ground, which it
covers with a lid or trapdoor built of mud and silk, some
folding open from the middle. When prey passes, the
spider springs out to attack. Its bite delivers venom
that may be deadly. Giant trapdoor spiders’ burrows
are tubular and can be 75 feet long. They are lined with
silk webs and may have branches that serve as extra
hiding places; inside the burrows are also their nests.

Giant Trapdoor Spider: #E 1d6 | AL N | SZ L


MV 30 | DX 13 | AC 6 | HD 3+2 | #A 1/1 (bite)
D 1d8 | SV 15 | ML 7 | XP 105 | TC C | Special:

‘ Surprize: Chance to surprize increased by 2-in-6


when pouncing from trapdoor nest.
‘ Venomous: Bite victim must make death
(poison) save or suffer 1 hp damage per round
for 2d6 rounds.
‘ Web: If entrapped in a web, a person can break
free in a number of rounds equal to 19 minus
their strength score; e.g., 3 rounds with 16 ST.

GIANT WOLF SPIDER: A nine-foot-long arachnid that


thrives in various environs. Aggressive hunters, these spi-
ders are notorious for chasing down and pouncing on prey
after emerging from trees, or from under rocks or shrubs.
They are brownish in colour, with long, stout, hairy legs SPORE-MAN
and four pairs of eyes, one set being much larger than the Spore-men present as humans, cave-men, ape-men,
others. They have large, powerful jaws with paralytic ven- orcs, or other mammalian humanoids. However, they
om. A female might be seen carrying on its back a large, have been infected by the spores of the russet mould,
grey-white silk sac filled with hundreds of eggs. a highly intelligent fungus of otherworldly origin able
to endure the cold vacuum of the Black Gulf, traversing
N.B.: Whether it be the result of foul sorcery or dæ- the cosmos on comets and meteors. When a mammal
monic corruption, intelligent giant wolf spiders are steps within five feet of the russet mould, it releases
reputed to exist, almost always female. These talking rust-coloured spores. The target must make a death
spiders are Evil creatures that derive sadistic pleasure (poison) save or suffer infection; cure disease is effec-
in cruelty, and some exhibit a lust for treasure. Often, tive if cast within 48 hours.
they are bound to the task of guardianship of a place
or thing. Too, these abominations are amongst the few Aggressively the spores multiply and release an en-
wolf spiders that weave nests, some as large as 100 × zyme that breaks down flesh, muscles, and organs, all
100 feet or more quite painful and debilitating. This necrosis kills most
mammals after 48 hours, but with humans and other
Giant Wolf Spider: #E 1d6 | AL N (or CE) | SZ L mammalian humanoids, the spores form a symbiotic re-
MV 50 | DX 14 | AC 5 | HD 4 | #A 1/1 (bite) | D 2d6 lationship, controlling the host like a puppet. The spores
SV 15 | ML 8 | XP 255 | TC C | Special: cover the victim in lumpy russet mould, joining with the
skin and hair and leaving two dead white eyes. Notwith-
‘ Venomous: Bite victim must make death (poison)
standing, the victim still can be saved and revived via
save or be paralyzed in 1d2 rounds, lasting 2d6
a cure disease spell from a CA 6 or greater sorcerer;
turns. Wound becomes necrotic in any event, with
survival also requires a trauma survival check.
3-in-6 chance of infection unless cure disease is
cast. After 30 days victim must make another Spore-men reserve the highest esteem for Yug and
save or die; otherwise, infection subsides. Azathoth. They often assume positions of leadership
‘ Web: If entrapped in a web, a person can break in the societies of cave-men (their primary host spe-
free in a number of rounds equal to 19 minus cies), selectively infecting their leaders. Spore-men are
their strength score; e.g., 3 rounds with 16 strong, intelligent, cruel, and manipulative. From their
ST. N.B.: Most giant wolf spiders are not web hands they can form sickle claws of three-foot length,
builders; rather, they are chasers/pouncers. composed entirely of spores as hard and sharp as steel.

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Spore-Man: #E 1d3 | AL LE | SZ M | MV 40 | DX 9 ‘ Crippled Arm: An arm struck for 16 hp damage
AC 6 | HD 3+2 | #A 2/1 (claw/claw) | D 1d8+1/1d8+1 is severed or rendered useless (the only means of
SV 15 | ML 9 | XP 165 | TC J, K, L, M | Special: breaking free of their grasp). A crippled arm does
not detract from the monster’s overall hp total.
‘ Exhale Spores: Once per day can exhale spores ‘ Ink Cloud: If the colossal squid loses five or
in a cone 20 feet long and 10 feet wide at the more arms, it jets away at ×3 movement whilst
terminus. Target must make death (poison) save releasing a cloud of ink that fills a 200 × 200 ×
or suffer russet mould infection, as noted above. 200-foot cube of water behind it.

SQUID, GIANT SQUIRREL


The giant squid is a 60- to 120-foot-long leviathan of Small herbivorous mammal with a slender body, bushy
the deep. The largest specimens (colossal squids) are tail, and large eyes. Squirrel fur is soft and silky, though
amongst the most feared beasts of Hyperborea. These much thicker in the colder regions of Hyperborea. The
cephalopods are notorious for attacking and sinking coat colour is highly variable; observed colours include
ships. Also, they lurk beneath crafts, anchor two arms black, brown, grey, red, and white. N.B.: A less common
to the hull, and then attack with eight arms, snatching species of flying squirrel, native to New Pictland and
seamen to snack upon. The most powerful of these the Savage Boreal Coast, can glide from limb to limb.
beasts are known to have crushed ships in their arms.
Squirrel: #E 1d6 | AL N | SZ S | MV 40 (glide 30*)
Giant Squid: #E 1 (1d4) | AL N | SZ L | MV 0 DX 16 | AC 6 | HD ¼ | #A 1/1 (bite) | D 1 | SV 17
(swim 60) | DX 8 | AC 3 (body), 7 (arms) | HD 12 ML 4 | XP 5 (or 7*) | TC nil | Special:
#A 8/1 (arms ×8) | D 1d8 (×8) | SV 11 | ML 9
XP 3,700 | TC A | Special: ‘ Nimble: Can climb and move along trees and
other rough climbing surfaces at normal MV.
‘ Bite: If two or more arms enwrap the same
creature, victim is pulled to the beaked mouth of * Applies to flying squirrels only.
the beast for its bite attack for 2d8 hp damage.
‘ Capsize Vessel: If a giant squid attacks a small STIRGE
ship and hits with six or more arms, it will This hated magical beast is the result of sorcery: a
capsize and sink the vessel in 2d4 rounds. small, feathered, bird-like monster up to 12 inches in
‘ Constriction: A successful hit is followed by length, with a long, bloodsucking proboscis (not unlike
2d6 hp damage per round from constriction and that of a massive mosquito) and batlike wings. They
toothed suckers. For each attached arm, the are egg-bearing creatures, feeding on the blood of their
victim suffers −1 “to hit.”
‘ Crippled Arm: An arm struck for 8 hp damage
is severed or rendered useless (the only means of
breaking free of their grasp). A crippled arm does
not detract from the monster’s overall hp total.
‘ Ink Cloud: If five or more arms are lost, it jets
away at ×3 movement whilst releasing a cloud
of ink that fills a 100 × 100 × 100-foot cube of
water behind it.

Colossal Squid: #E 1 | AL N | SZ L | MV 0 (swim


60) | DX 6 | AC 0 (body), 5 (arms) | HD 18 | #A 8/1
(arms ×8) | D 2d8 (×8) | SV 8 | ML 9 | XP 9,250
TC Z | Special:

‘ Bite: If two or more arms enwrap the same


creature, victim is pulled to the beaked mouth of
the beast for its bite attack, which causes 4d8 hp
damage.
‘ Capsize Vessel: If a colossal squid attacks a ship
(any size) and hits with six or more arms, it will
capsize and sink the vessel in 2d4 rounds.
‘ Constriction: A successful hit is followed by
4d6 hp damage per round from constriction and
toothed suckers. For each attached arm, the
victim suffers −1 “to hit.”

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victims (typically mammals) and regurgitating it onto During hours of darkness in a haunted area (usually no
their eggs. They are attracted to blood and sweat, the more than one square mile), swinish shades manifest as
scent of which they can detect half a mile away. When a foul wind that plucks and tears at the bodies of the
they strike, they plunge their proboscises into their living and torments their souls. Those who listen closely
prey and proceed to drain blood until sated. Stirges oft might perceive a sound like the squealing and shrieking
are found in forests and swamps, particularly where of myriad pigs. Although naturally invisible, if swinish
ground sloths and thew waggons dwell, but they also shades are revealed through true seeing or a like abili-
are encountered in cavernous dungeon depths. ty, they present as an indistinct cloud of darkness with
scores of burning eyes, portions of the mass occasionally
Stirge: #E 2d6 (4d6) | AL CE | SZ S | MV 10 (fly 60) coalescing into the leering faces of dæmonic pigs. When
DX 10 | AC 7 | HD 1 | #A 1/1 (bite) | D 1d3 | SV 16 few swinish shades are present, this wind can but annoy
ML 8 | XP 19 | TC D | Special: and harass (e.g., extinguish torches or lanterns, move
‘ Aggressive: +2 “to hit” on initial attack roll. small objects), but when many such entities exist, they
‘ Drain Blood: Drains victim for 1d4 hp damage per can present a real danger to life and limb.
round; after about 12 hp, the sated stirge flies away. Swinish Shade (Undead Type 1): #E 1d20×10
AL CE | SZ S | MV 50 | DX 12 | AC −3 | HD ¼
SWINISH SHADE (1 hp each) | #A nil | D nil | SV 17 | ML 12 | XP 15
It is well known amongst savants that orcs are the TC nil | Special:
spawn of fleshly humans and dæmons, given life by the
fell bargains of desperate folk in ancient times. What ‘ Haunted: During hours of darkness, living beings
is less known is that the dæmonic essence lingers even in a place haunted by swinish shades suffer −2 “to
after foul orcish flesh is buried, burnt, or (oftest) eat- hit,” damage rolls, and saving throws.
en by fellow orcs. In a place where many orcs died in ‘ Immunities: Immune to most sorcery. Protection
a short time, such as a great battlefield or an orcish from evil prevents swinish shades from affecting
settlement whose inhabitants were massacred, these those so warded. Dispel evil cast within their
unseen swinish shades can be numerous enough to af- area of manifestation destroys all swinish shades
fect the world of the living. present. Immune to mundane weapons; harmed
only by magical weapons.
‘ Single Entity: During hours of darkness, swinish
shades can work as one entity, engulfing a single
victim and exerting a strength score (ST) equal
to 1 per 10 shades present (18 maximum). This
strength manifests as a physical force against the
victim. If the victim is of equal or greater strength,
it suffers −4 “to hit,” damage, and saving throws.
Weaker victims are overpowered and helpless,
dragged at 50 MV toward a pit, precipice, or some
other deadly position. This final push can be evad-
ed through an avoidance save; however, the shades
relentlessly continue to push every round (possibly
requiring subsequent avoidance saves).
‘ Swinish Sickening Living beings that remain
in an area haunted by swinish shades eventually
sicken and die. These unfortunates will be unable
to sleep and will recover neither hit points nor
spells. After spending 24 hours in such an area,
they must make death saves or suffer 1d4 hp
damage. In subsequent 24-hour periods, this
damage is automatic, with no saves permitted.
‘ Vulnerabilities: An attacker with true seeing
or like means to penetrate invisibility receives
+4 “to hit” versus swinish shades. When swinish
shades are massed as a single entity (see above),
every hit point of damage inflicted upon them
destroys one shade (e.g., a single strike from
a magical sword causing 5 hp damage would
eliminate five swinish shades).

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TENTACULAR HORROR
This otherworldly parasite is transmitted to a host (typi-
cally mammal) through contact with infected fæcal mat-
ter. The digestive system of the host is attacked, proving
fatal within 24–48 hours. Dogs, wolves, and (especially)
blink dogs can sense an infected victim and will howl
and bristle in response. Tentacular horrors fear and
loathe blink dogs, which are immune to affliction.

Upon death, the host sprouts six legs of eight-foot length,


similar to those of a daddy longlegs; typically, these legs
burst from the ribcage of the host. From the back or
shoulders of the victim emerge two powerful tentacles
of 12-foot length, edged with sharp horns. The tentacles
are coated with a paralytic enzyme. Paralyzed victims
are consumed by the tentacular horror host’s mouth, be
it that of a human, dog, horse, lion, bear, or the like.

Tentacular Horror (otherworldly): #E 1 | AL CE


SZ L | MV 50 | DX 15 | AC 7 | HD 5 | #A 2/1
(lash/lash) | D 2d4/2d4 | SV 14 | ML 8 | XP 250
TC D | Special:

‘ Paralyze: Tentacles paralyze on contact for 2d6


turns unless death save is made. Cure disease
can alleviate affliction during incubation period.
‘ Vulnerability: Cure disease can kill a tentacular
horror outright unless a death save is made.

THEW WAGGON
Thew waggons are 8- to 12-
foot cubes of dense, corrugat-
ed muscle that weigh as much
as 4,000 pounds. Small of brain
and sluggish of temperament,
these swamp-dwelling be-
hemoths bristle with barbed
quills of up to 12-inch length.
They ambulate by rotating
their underbelly muscles. In
the bogs of Hyperborea, en-
terprising people have tamed
thew waggons to serve as
transports. First, onto the end
of the beast’s snout is attached
a large syrup sack that con-
tains decayed vegetal matter
laced with ground lotus petals;
in effect, this fragrance pla-
cates the beast. Next comes
quill extraction, a painstaking
process that must be repeated
with some regularity.

Once properly tamed, the


thew waggon is fitted with a
harness system, which secures

125
HYPERBOREA

a carriage house atop its back and fastens a tow bar TIGER
to extend from the beast’s posterior. Next, the “leg” Tigers are the largest extant cat species of Hyper-
muscles are made to grip heavy wooden axles to which borea. Tigers are recognizable for their dark vertical
massive wheels are set. This entire process yields a stripes on orange-brown fur with a lighter underside,
most uncanny freight engine with torque unmatchable. whilst sabre-tooths are thickly furred with spots.
The “driver” sits in the carriage and employs a long Tigers are apex predators, primarily preying on red
iron rod, pressing it between the folds of muscle that deer, boar, and musk ox, though some species take on
line the beast’s back and touching nerves that stimu- much larger prey. Tigers are territorial and generally
late specific responses: stop, go, left, right, and so forth. solitary, but they will cooperate as social predators.
They oft compete with bears and wolves for territory.
Thew waggons are herbivores; they feed on decayed
plant matter using the tubular snouts that extend from TIGER: A great striped cat that inhabits the grass-
their anterior masses. These beasts fear little, but if lands and woodlands of Hyperborea. White-coated
threatened, they shake their quills, slam their bulks tigers with black or brown stripes are the norm in the
against the ground, and release nauseating musk. Suf- grasslands and tundra, whereas tigers of yellow-brown
ficiently this behaviour drives away all but the most coats and black stripes roam the woodlands. Adult
tenacious predators. During Nightfall, thew wagons males typically measure eight feet long (plus tail) and
will shimmy until their bulk is buried in muck. There weigh as much as 650 pounds; adult females are about
they will hibernate until Helios next shows his face. three-quarters this size.

Thew Waggon: #E 2d6 | AL N | SZ L | MV 20 | DX 4 Tiger: #E 1 (1d4) | AL N | SZ M | MV 50 | DX 14


AC 4 | HD 10 | #A 1/1 (slam) | D 1d10 | SV 12 | ML 8 AC 6 | HD 6 | #A 3/1 (claw/claw/bite) | D 1d6/1d6/2d6
XP 1,300 | TC nil | Special: SV 14 | ML 8 | XP 420 | TC nil | Special:

‘ Musk: Can release musk thrice per day; nau- ‘ Rake: If both claw attacks hit, the cat automat-
seates and burns the eyes, nose, and throat of ically rakes with its two rear claws for 2d4 hp
any within 30 feet, unless death (poison) saves damage each.
are made. Victims suffer −4 “to hit” and saving ‘ Surprize: Superior stalker; chance to surprize
throws for 1d4 turns. increased by 2-in-6.
‘ Quills: Bodily contact with barbed quills inflicts
3d4 hp damage.

TICK, GIANT
These parasitic arachnids lurk in forests, caves, and
caverns. They are oval in shape, measure up to three
feet in diameter, and possess strong exoskeletons.
They lurk in branches, under foliage, or on cavern ceil-
ings, waiting to lurch or drop upon their warm-blooded
victims. Their bite is venomous.

Giant Tick: #E 1d6 (3d12) | AL N | SZ S | MV 20


DX 5 | AC 3 | HD 3 | #A 1/1 (bite) | D 1d4 | SV 15
ML 12 | XP 107 | TC nil | Special:

‘ Drain Blood: Tick remains attached once bite


is established, draining blood for 1d6 hp damage
per round until either victim or tick is dead.
‘ Surprize: Chance to surprize increased by 1-in-6
when dropping from a tree or another suitable
hiding place.
‘ Venomous: Bite transmits venom; make death
(poison) save at +2 bonus or suffer paralysis for
1d2 turns.
‘ Vulnerability: Can be driven off with fire; 3-in-6
chance it releases if already attached.

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SABRE-TOOTH TIGER (Smilodon): An enormous SABRE-TOOTH TIGER SUPERIOR (Smilodon Su-
and powerful cat built for strength; it has short limbs, perior): The largest of the great cats. This six-legged
a thick, powerful body, and curved canine teeth of 10- beast has stout limbs and a thick, heavily muscled
inch length. The hindquarters are striped, the front back. Adults measure up to 12 feet long (plus tail) and
thickly furred with spots. Adults measure up to 10 feet 5 feet at the shoulder, weighing 1,200 pounds. Their
long (plus tail) and 4 feet at the shoulder, weighing 800 coats are tan and spotted, and their canine teeth are
pounds. Hunters of giant elk, woolly mammoths, and 12 inches long. These are the most feared predators
musk oxen, these great cats range over plains and of the Hyperborean steppes, taking down the largest
tundra, scarcely finding humans worth their efforts, herbivores—as well as other carnivores. Usually they
but they will attack if desperate or incited. ignore humans, unless desperate or threatened. They
typically rear up on their hind legs when fighting,
Sabre-Tooth Tiger: #E 1 (1d4) | AL N | SZ L | MV 50 rending with their front four claws.
DX 14 | AC 6 | HD 8 | #A 3/1 (claw/claw/bite)
D 1d6+1/1d6+1/2d8 | SV 13 | ML 8 | XP 840 | TC nil Sabre-Tooth Tiger Superior: #E 1 | AL N | SZ L
Special: MV 40 | DX 15 | AC 5 | HD 10 | #A 5/1 (claw×4/bite)
D 1d8+2(×4)/2d10 | SV 12 | ML 9 | XP 1,300
‘ Rake: If both claw attacks hit, the cat automat- TC nil | Special:
ically rakes with its two rear claws for 2d4 hp
damage each. ‘ Surprize: Superior stalker; chance to surprize
‘ Surprize: Superior stalker; chance to surprize increased by 2-in-6.
increased by 2-in-6.

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HYPERBOREA

TOAD, GIANT whether these are mates, siblings, or colleagues re-


Giant toads are enormous, man-eating amphibians mains open to conjecture. (If a pair is met, the female
that have stout legs and thick, warty skin. They weigh generally will be somewhat friendlier and more solic-
as much as 700 pounds and are up to 10 feet in length. itous of “lesser beings.”) When slain, a transmundane
They can shoot their sticky tongues up to 18 feet, and disappears within a few moments, leaving behind the
their skin is poisonous to the touch. These creatures smell of sweet spices.
also possess camouflage and have a taste for human
flesh, which they can swallow whole. They dwell in cav- The transmundane come to Hyperborea for diverse
erns, dungeons, forests, and swamps; a white variety purposes, not all of which are comprehended easily by
also thrives in arctic environments. the learned. Oftest, their actions seem to be in direct op-
position to the diabolical schemes of dæmons and such
Giant Toad: #E 1d6 | AL N | SZ L | MV 20 (hop 50) inimical aliens as the Great Race and the mi-go. To
DX 10 | AC 5 | HD 3+2 | #A 1/1 (bite) | D 1d6 these ends they put their formidable mental powers,
SV 15 | ML 6 | XP 195 | TC nil | Special: as well as the strength of people whose loyalty has
been purchased by strange gems found nowhere else
‘ Poisonous: If the toad’s skin is touched, a death in Hyperborea. Despite their frequent warfare against
(poison) save must be made or the victim suffers the minions of Thaumagorga, most transmundane are
1d8 hp damage. Unless the secretion immediately best classified as Lawful Evil, little caring how many
is wiped away (with something suitable, as a cloth), humans suffer or die in pursuit of their lofty goals. A
damage persists every round at 1 hp less than the rare few seem to be Lawful Good, and these will take
previous round (i.e., if the initial damage is 7 hp, some care to minimize human casualties in the course
then the next round is 6 hp, followed by 5 hp, and of their eldritch conflict with the dæmons—but even
so forth), until the result is 0 hp damage. N.B.: 1-in- the most benevolent transmundane will suffer neither
6 giant toads has deadly toxin; a failed save results questioning nor disobedience from the “lesser beings”
in paralysis followed by death in 1 turn. that they generously allow to serve as soldiers in their
‘ Surprize: If lying in wait, camouflage increases invisible war.
chance to surprize by 1-in-6.
‘ Swallow Whole: On a natural 20 attack roll, the
tongue reels in and swallows a Small or Medium
victim whole, inflicting 1d6 hp damage per round
thereafter. A swallowed person can cut their way
out with a WC 1–3 blade, with an attack penalty
equal to the weapon class. If 6 hp damage is
inflicted from within, a large enough rent is cut
for escape.

TRANSMUNDANE
The transmundane are members of a powerful and
enigmatic race whose place of origin is unknown, but
which certainly lies beyond Hyperborea. A transmun-
dane looks much like a six- to seven-foot-tall handsome
man or woman, typically clad in the dress and hairstyle
of classical Greece and bearing an Hellenic name such
as Hypnos or Kressida. The flesh, clothing, and hair
of these beings are shades of gold and silver, making
the transmundane look not unlike animated statues, or
perhaps cunning automata; appearances notwithstand-
ing, they do seem to be living creatures. Their voices
are high and melodious, and they are surrounded by a
pleasing scent of exotic blossoms, but their personali-
ties are most haughty and imperious.

The transmundane understand even the most ad-


vanced technology (such as that of ancient Atlantis)
and have been known to use such devices in their cryp-
tic schemes. They may bear any weapon, but rarely
deign to do so. Generally, either one transmundane is
encountered, or a pair comprising a male and a female;

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Transmundane (otherworldly): #E 1d2 | AL LE Transtellarial (otherworldly): #E 1 (2d6) | AL N
SZ M | MV 40 | DX 13 | AC 3 | HD 7+7 | #A 2/1 SZ L | MV 30 | DX 9 | AC ˗5 | HD 14 | #A 1/1 (weapon)
(weapon) | D (per weapon +2) | SV 13 | ML 11 D 9d6 | SV 9 | ML 9 | XP 6,500 | TC V | Special:
XP 1,640 | TC Q (×3) | Special:
‘ Disintegration: Emit a 60-foot-long disintegra-
‘ Immunity: Immune to mundane weapons; tion ray from eyes, as per the disintegrate spell,
harmed only by magical weapons. usable once per day.
‘ Sorcery Resistance: 14-in-20 sorcery resistance ‘ Electrical Discharge: Emit a 75-foot-long
versus spells, magical abilities, and all sorcerous electrical discharge from the chest for 12d6
devices. Sorcery resistance should be checked damage, avoidance save for half damage. This
before a saving throw is rolled. power can be emitted 4 times per day, but the
‘ Spells: Can cast the following spells at will second release is for 9d6 damage, the third for
(though only one at a time): advanced spectral 6d6 damage, and the fourth for 3d6 damage.
phantasm, charm person or beast, detect evil, ‘ Explode: Destruction of a transtellarial causes it
dimension door, discern lie, extrasensory to explode in a 40-foot-diameter blast of white-
perception, hold monster, invisibility, tongues. hot flames, causing 10d6 damage (avoidance
save for half damage) and leaving naught but
TRANSTELLARIAL melted slag behind.
Transtellarials are a race of fewer than 100 other- ‘ Immunities: Immune to disease, paralysis, and
worldly beings whose origins are mired in mystery. In poison. Also immune to charm, fear, sleep, and
their natural form, these fully armoured giants stand other mind-altering effects. Immune to mundane
40 feet tall, though they can double their size or re- weapons; harmed only by magical weapons.
duce themselves to as small as 10 feet tall. Although ‘ Spells: Can cast dimension door, plane shift,
it is generally believed that a humanoid form exists and teleport (without error) at will.
beneath the sealed armour of a transtellar-
ial, some Ixian sages aver that these alien
beings may be entirely composed of raw
energy from the stars. Typically, they wield
great maces or other bludgeoning weapons,
but these are unusable by other creatures,
as their function is directly connected to the
aliens’ armour.

Transtellarials are said to have frequented


Old Earth during the age of the snake-
men, and they may have played a key role
in the development of mankind from apish
brutes to evolved thinkers and innovators.
It is furthermore believed that subsequent
visitations, spaced over millennia, were un-
dertaken to study the development of man-
kind. They largely concern themselves with
the state of the multiverse, experimenting
with space, time, matter, and energy. Some
believe that they are arbiters of the balance
between positive and negative energy, the
very stuff of the cosmos; conversely, some
druids postulate that transtellarials are
cosmic avatars who strive to maintain the
balance between Law and Chaos out in the
nameless depths of the Black Gulf.

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TREE-MAN (Treant) in family groups of mostly adults, with one old tree-man
Sometimes considered a type of wood elemental, these for every six, and one ancient tree-man for every twelve.
strange beings typically dwell in ancient forests. Nearly
all observed examples are conifers (e.g., fir, pine, spruce). Adult Tree-Man: #E 1 (2d12) | AL C (Good or Evil)
SZ L | MV 40 | DX 8 | AC 2 | HD 8 | #A 2/1 (claw/claw)
TREE-MAN: Tree-men are reputed to be the progeny D 2d6/2d6 | SV 13 | ML 9 | XP 600 | TC Q (×5)
of humans and a race of intelligent trees. Although they Special:
present as trees of vaguely humanoid countenance, they
are quite ambulatory, with long, sinuous arms that open ‘ Vulnerability: Vulnerable to fire; +2 hp per die
to claws. Most tree-men are indifferent to the affairs of of damage.
mankind, though some are known to take up proactive
Old Tree-Man: #E 1 (1:6) | AL C (Good or Evil) | SZ L
causes for Good or Evil, depending on their individual
MV 40 | DX 7 | AC 1 | HD 12 | #A 2/1 (claw/claw)
proclivities. They can converse both in the various
D 3d6/3d6 | SV 11 | ML 10 | XP 1,500 | TC Q (×5)
tongues of humanity and their own ancient language.
Special: (see adult tree-man)
Tree-men are found in three basic age groups, deter-
Ancient Tree-Man: #E 1 (1:12) | AL C (Good or Evil)
mining the tree-man’s size and total HD: An 8-HD adult
SZ L | MV 40 | DX 6 | AC 0 | HD 16 | #A 2/1 (claw/claw)
tree-man is 9–12 feet tall, a 12-HD old tree-man is
D 4d6/4d6 | SV 9 | ML 11 | XP 3,000 | TC Q (×5) Spe-
12–16 feet tall, and a 16-HD ancient tree-man is 16–24
cial: (see adult tree-man)
feet tall. Tree-men typically are encountered alone, or

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TREE-MAN CRAWLER (Pinophytal Horror, Sail- ‘ Rootacle Reel: If a Medium creature is struck
back Treant): These carnivorous tree-men of from by two or more rootacles, the crawler pulls the
20- to 30-foot height do not walk upright in a bipedal victim to its maw and bites automatically for 3d8
fashion; rather, when they uproot themselves to am- hp damage. Also, attached rootacles will continue
bulate, they tip over and place their trunks parallel to to constrict for 2d6 hp damage per round. Auto-
the ground. Next, they use their branches to crawl as matic bites continue each round that two or more
centipedes—except for the branches on the topside of rootacles remain attached. Escaping the crawler’s
the trunk, which are raised like a sail (hence the name grasp requires an extraordinary feat of strength,
“sailback treants”). Once parallel to the ground, a tree- success indicating the rootacle is broken; alterna-
man crawler will utilize large knots on opposite sides of tively, one may sever a rootacle with a blade, but
its trunk to see; these weird, wooden oculi evince the it must suffer 10 hp damage to break (separate
cold, dead stare of a doll’s eyes. from the main body’s hp total). A held victim is at
a disadvantage, suffering −4 “to hit.”
When in ambulatory form, a tree-man crawler un- ‘ Sweep: The largest tree-man crawlers (those of
leashes its four tentacle-like roots (“rootacles”) to 55 or more hit points) are long enough that they
attack prey (typically mammals), lashing and drawing may use the last four to six feet of their lengths
victims to its terrible maw. Like most other tree-men, to sweep opponents off their feet. A successful
tree-man crawlers are conifers; consequently, their sweep attack deals 2d6 hp damage and knocks
rootacles are covered in sap and adhere to whatever prone Small or Medium creatures. A successful
they touch. In fact, resin suffuses these creatures in- avoidance save halves the damage and allows
side and out, hence their vulnerability to fire. the subject to remain standing.
‘ Vulnerability: Vulnerable to fire: +2 hp per
Tree-man crawlers typically are found in high-eleva- die of damage, −2 saving throw penalty. ML
tion glaciated regions, and they tend to be territorial: reduced to 8 in presence of fire.
Adults rarely stray more than 100 yards from their
home grounds, and they attack on sight any perceived
threat within that range. Saplings, after reaching
about one foot in height, scurry away to find new
grounds where they can root themselves; they oft are
mistaken for giant centipedes during such journeys.
In the hoary depths of the Savage Boreal Coast, leg-
ends persist of enormous redwood horrors standing
over 400 feet tall, capable of devouring whole a woolly
mammoth. Esquimaux, Half-Blood Picts, and Tlingit
sages and shamans aver that these beings originally
grew from eggs shed by Kraken (Khalk-Xu).

Tree-Man Crawler: #E 1d3+1 | AL N | SZ L | MV 40


DX 12 | AC 2 | HD 10 | #A 5/1 (lash×4/bite)
D 2d6 (×4)/3d8 | SV 12 | ML 11 (8) | XP 1,300
(1,450 if hp 55+) | TC Q (×5) | Special:

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TREE-MAN, ACCURSED STUMP (Togunbo): Cen- TROGLODYTE


turies ago, when a Tlingit prince (nephew of a chieftain) Troglodytes are reptilian humanoids of primitive intel-
was sentenced to death by his tribe’s witch-doctor, the ligence, capable of weapon use and simple technology.
prince uttered terrible maledictions to all who partic- They are violent creatures who despise people and
ipated in and witnessed the treacherous act. After the attack on sight. They dwell in subterranean caverns
execution, the prince was interred in a box of cedar. All or dungeons, and they see in the dark through bulging,
the while, Raven “The Trickster” watched from afar. lamp-like eyes.
Impressed by the unvarnished venom and spite in the
late prince’s maledictions, Raven flew down from the Troglodytes have scaly skin, long legs, short tails, and
trees to the burial site. He plucked out one of his own spiny combs that protrude from head, neck, and back;
pin feathers and drove it into the sand, puncturing the smaller combs protrude from the backs of their arms.
coffin. A spirit of vengeance was born! The cedar box The digits of their hands and feet are webbed, and they
joined with the dead prince, forming a vaguely human- are superior swimmers, able to hold their breath for as
oid stump with bark as hard as iron. Thus the togunbo long as two hours. These creatures also possess natural
was born, killing all in its path. By the seaside it shed chameleonic abilities and can emit a musk scent that
seedlings that floated to various corners of Hyperborea; nauseates other creatures. For every 20 troglodytes,
now more hateful stumps kill people in an unquenchable there will be 1 troglodyte chieftain, an exceptional
thirst for vengeance. Accursed tree-men are of 5- to beast with overlapping, chitinous scales.
7-foot height and of vaguely humanoid shape. They are
known to grab their prey with branch-like claws and Troglodyte: #E 2d4 (1d6×10) | AL CE | SZ M | MV 40
then slam them into their trunk. Then, they slowly gnaw (swim 50) | DX 10 | AC 5 | HD 2 | #A 3/1 (claw/claw/
on their victims, which typically is not nearly as harmful bite) or 1/1 (weapon) | D 1d3/1d3/1d4 (or per weapon)
as the initial slam; in fact, escapees are reputed to say SV 16 | ML 9 | XP 32 | TC J; A | Special:
that the bark of the togunbo is worse than its bite.
‘ Musk: Nauseating musk odour surrounds them
Accursed Stump Tree-Man: #E 1 (1d3) | AL CE in 10-foot radius; make death (poison) save or
SZ M | MV 20 | DX 7 | AC −2 | HD 5 | #A 2/1 (claw/ suffer −2 “to hit” for 1d6 rounds.
claw) | D 1d6/1d6 | SV 14 | ML 11 (8) | XP 1,300 ‘ Surprize: Chameleonic ability increases chance
TC Q | Special: to surprize enemies by 2-in-6.

Troglodyte Chieftain: #E 1:20 | AL CE | SZ M


‘ Hug and Bite: If same
MV 40 (swim 50) | DX 12 | AC 3 | HD 5 | #A 3/1
victim is struck by both
(claw/claw/bite) or 1/1 (weapon) | D 1d3/1d3/1d4
claw attacks, the tree-man
(or per weapon +1) | SV 14 | ML 10 | XP 225
automatically hugs for
TC M (×2) | Special: (see troglodyte
troglodyte))
an extra 2d4 hp damage.
Unless an extraordinary
feat of strength is used
to break free, or if fire
is used as a deterrent, it
will proceed to gnaw on
victims for 1d3 hp damage
per round.
‘ Vulnerability: Vulnerable
to fire: +2 hp per die of
damage, −2 saving throw
penalty. ML reduced to 8
in presence of fire.

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TROLL
These repulsively emaciated humanoids stand 8–10
feet tall, with huge noses and beady black eyes. Their
hairless, rubbery, wart-riddled skin is of jaundiced or
glaucous complexion. They are perhaps the ugliest of
humanoids, and their ways are equally cruel. Trolls
speak the Common tongue of mankind. Typically, they
dwell in caves and dungeons, though they might lurk in
old forests and other places of desolation. They enjoy
preying on humans, taking sadistic delight in capturing
and tormenting their quarry before devouring it.

Troll: #E 1d4 | AL CE | SZ L | MV 40 | DX 8 | AC 4
HD 6+2 | #A 3/1 (claw/claw/bite) | D 1d6/1d6/2d6
SV 14 | ML 9 | XP 870 | TC D | Special:

‘ Olfaction: Acute sense of smell; can scent prey


within one mile, unless upwind.
‘ Regeneration: Regeneration begins 3 rounds
after sustaining damage, healing wounds at a
rate of 3 hp per round, save fire or acid damage.
Even if killed they will regenerate to life (unless
all damage is via fire or acid), limbs reattaching
or re-growing as necessary.

UNDEAD ANIMAL
These are the risen skeletons of animal carrion, raised
to serve the vile purposes of some wicked necromancer.
They are fearless in their guardianship, but their com-
prehension of directives is dubious at best. They will
attack using a means standard to their type, though
limited to one such attack per round; too, undead an-
imals no longer retain special abilities such as flight,
musk, venom, and so forth. For more information, re-
fer to the spells animate carrion, animate carrion II,
and animate carrion III.

Small Undead Animal (Undead Type 0): #E 1 (1d6)


AL CE | SZ S | MV 30 | DX 10 | AC 8 | HD ½
#A 1/1 (claw, bite, etc.) | D 1d4 | SV 17 | ML 12
XP 9 | TC nil | Special:

‘ Immunities: Immune to cold, fear, paralysis,


and poison.
‘ Resistances: Edged and piercing weapons cause
½ damage against them (damage dice halved,
with bonuses added afterwards), but blunt
weapons inflict normal damage.

Medium Undead Animal (Undead Type 1): #E 1


(1d6) | AL CE | SZ M | MV 30 | DX 10 | AC 7 | HD 1
#A 1/1 (claw, bite, etc.) | D 2d4 | SV 16 | ML 12
XP 16 | TC nil | Special: (see small undead animal)

Large Undead Animal (Undead Type 2): #E 1


(1d6) AL CE | SZ L | MV 30 | DX 9 | AC 6 | HD 5
#A 1/1 (claw, bite, etc.) | D 3d4 | SV 14 | ML 12
XP 200 | TC nil | Special: (see small undead animal)

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VAMPIRE does not regenerate unless vampire returns
This notorious undead monster is a cursed human aris- to its coffin for 24 hours. If reduced to 0 hp in
en from the grave to prey on the weak and drink their sunlight, vampire disintegrates. To otherwise kill
blood. Vampires take many forms, some being incorpo- a vampire, wooden stake must be driven through
real manifestations that haunt locales of unfortunate its heart when reduced to 0 hp; body must be
occurrences. The most common vampires are those placed in a coffin and sealed, and decapitated
oft told of in folklore: malevolent corpses that dwell in head buried elsewhere.
cursed tombs, ruins, and other desolate places, where
* Refer to Table 201 for classed individuals.
they slumber in coffins, sarcophagi, or like receptacles.
Vampires are perhaps the most feared undead because
of their brutal power and ability to command both the
living and the dead. They are as clever and resourceful
as they are sadistic and cruel; to conquer a vampire is
no easy task. Rare is the vampire that retains a class
from its mortal life (oftest a magician or cleric), with
abilities as high as 9th level, but no additional HD.

Vampire (Undead Type 11): #E 1 (2d4) | AL E (Lawful


or Chaotic) | SZ M | MV 40 (fly 80) | DX 16 | AC 2
HD 9+2 | #A 2/1 (pummel/pummel) | D 2d6/2d6 | SV 12
ML 10 | XP 2,650* | TC F | Special:

‘ Ensorcel and Drain: Once per victim per day,


can ensorcel a human with its gaze; must make
sorcery save at −2 penalty or acquiesce to
vampire’s will. The save is modified by willpower
adjustment, if applicable. A vampire then can
bite its victim’s neck to drain blood for 1 point of
constitution per round. Those drained to 1 or 2
CN become vampire thralls; those drained to 0
CN are slain. Survivors regain lost CN at 1 point
per day of complete bed rest.
‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to mundane weapons;
harmed only by magical weapons.
‘ Regeneration: Regenerates 3 hp per round;
if reduced to 0 hp, assumes gaseous form and
returns to its coffin, where it regenerates at 3 hp
per turn.
‘ Shapechange: At will, can assume the shape of a
bat, giant bat, or wolf, or gaseous form (as the
potion).
‘ Summon: Once per day can summon 3d6 giant
bats, 6d6 rats, 2d12 giant rats, 2d6 wolves, or
1d8 dire wolves, which arrive 1d4 rounds later.
‘ Vulnerabilities: Will not cross running water
unless secured in its coffin; stagnant water
(ponds, swamps, etc.) are not an impediment.
Strong odour of garlic repels unless death
(poison) save is made. Even if turning is not
possible (or if turn attempt fails), vampires will
recoil from the boldly presented holy symbol of
a Lawful Good cleric, priest, or paladin; momen-
tarily (1 round) opponents gain a +2 “to hit” the
vampire. Disintegrated by direct sunlight, unless
death save is made, in which case creature is
burnt for 1d6 hp damage per round; this damage

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HYPERBOREA

VHUURMIS (Beast-Man)
The vhuurmis are a degenerate race of quasi-men that
stand some six feet in height and are covered in shag-
gy, umber-coloured fur. Their faces are fur-hedged as
those of baboons, except they are disturbingly human,
with bright blue eyes, smooth ruddy skin, and pointed
ears. They wield primitive weapons, and they commu-
nicate via a complex barking and howling language.
Typically, they lair in caves that pock the faces of sheer
mountain walls and are generally inaccessible to most
other creatures.

The vhuurmis are amongst the more ancient races na-


tive to Hyperborea. When the decadent empire of the
snake-men fell, it was the vhuurmis who, from their
cliff-side palaces, ruled the Hyperborean mainland
for ages; they rose to power and then degenerated to
savagery. The first humans followed: Hyperborean
witches and warlocks who wrested control and hunted
the vhuurmis. The dwindling vhuurmis retreated to
Mount Vhuurmithadon, a treble-peaked volcano deep
in the Spiral Mountain Array. Then came the Green
Death. Mankind was driven to nigh extinction, and in
the subsequent Dark Age, the vhuurmis rebounded.
Presently their savage tribes populate mountain lairs
all about the realm.

Vhuurmis: #E 2d6 (5d6) | AL N | SZ M | MV 50


DX 11 | AC 4 | HD 3+2 | #A 1/1 (weapon) | D (per
weapon +1) | SV 15 | ML 8 | XP 105 | TC B | Special:

‘ Climb: Climb on 11-in-12 chance of success, at


full movement rate.
‘ Resistance: +2 bonus to saves versus cold-relat-
ed attacks.
GIANT WEASEL: Giant weasels are nocturnal ani-
WEASEL (Ermine, Stoat) mals eight feet long, sleek, swift, and powerful. Their
Opportunistic carnivores renowned as pests to man- fur colour depends on species and environment, typ-
kind yet valued for their beautiful pelts. They primarily ically black, brown, or golden. In winter, their coats
eat mice, rats, voles, squirrels, and rabbits. Sometimes moult to a brilliant snow white. Giant weasels are
they will eat birds, bird eggs, snakes, frogs, and in- vicious creatures that, although omnivorous, are espe-
sects. Two species are extant throughout Hyperborea: cially fond of human flesh. They latch on to prey and
the common weasel and the giant weasel. Both are siphon blood from their victims. Giant weasel pelts can
renowned for their terrible musky odour, which they fetch as much as 25 gp, and if quality is high, winter
use to mark their territory and discourage predators. pelts can fetch as much as 100 gp. N.B.: Intelligent gi-
ant weasels have been reported, these being rare and
WEASEL: Weasels are common in Hyperborea. During reclusive creatures of Evil alignment.
the winter years, their pelts turn from black or brown to
snow white. When they do, such pelts are said to fetch Giant Weasel: #E 1 (1d6) | AL N (or CE) | SZ M
as much as 20 gp in certain towns and cities; otherwise, MV 50 | DX 13 | AC 2 | HD 4+3 | #A 1/1 (bite)
they can fetch as much as 5 gp if the quality is high. D 1d8 | SV 15 | ML 7 | XP 200 | TC nil | Special:

Weasel: #E 1d2 | AL N | SZ S | MV 40 | DX 16 | AC 6 ‘ Drain Blood: Latches on to prey upon success-


HD ¼ | #A 1/1 (bite) | D 1 | SV 17 | ML 5 | XP 7 ful hit, draining blood for 1d8 hp damage per
TC nil | Special: round. Whilst draining, giant weasel’s AC is
penalized (increased) by 2.
‘ Morph Coat: Pelt turns white in winter years; ‘ Morph Coat: Pelt turns white in winter years;
camouflage provides 9-in-12 chance to hide in snow. camouflage provides 9-in-12 chance to hide in snow.

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WHALE Narwhale: #E 1 (1d4) | AL LG | SZ L | MV 0
Marine mammals oft of prodigious size. Many lurk (swim 70) | DX 8 | AC 6 | HD 9 | #A 1/1 (gore)
close to coastline of mainland Hyperborea during sum- D 2d6 | SV 12 | ML 10 | XP 1,300 | TC nil | Special:
mer years and migrate close (sometimes perilously) to
the Rim of the World during winter years. ‘ Charge Attack: If incited (e.g., pups threatened),
can deliver a charge attack for treble damage dice
BLUE WHALE: The blue whale is the largest marine (6d6), though with an AC penalty of 2.
mammal of Hyperborea. It reaches lengths of 100 or
more feet and has speckled blue-grey or white skin. It WIGHT
feeds on krill and will not seek human prey but might This dreadful creature is formed when a negative-en-
swallow a lone swimmer if hungry enough. If harpooned ergy spirit inhabits a cadaver. The result is an undead
the blue whale can be quite deadly, overturning the larg- thing that feeds on positive energy (i.e., life). Pallid of
est vessels. Typically, they feed in the shallow waters of countenance, with long, talon-like nails and broken,
coastal Hyperborea during summer years and breed jagged teeth, wights walk with a stoop and carry the
near the Rim of the World during winter years. stench of death and decay. They never desist from at-
tempting to feed.
Blue Whale: #E 2 (1d4+1) | AL N | SZ L | MV 0
(swim 60) | DX 4 | AC 5 | HD 18 | #A 1/1 (bite) Wight (Undead Type 5): #E 1d6 | AL CE | SZ M
D 4d6 | SV 8 | ML 8 | XP 5,500 | TC nil | Special: MV 30 | DX 7 | AC 5 | HD 4 | #A 1/1 (claw) | D 1d4
SV 15 | ML 12 | XP 195 | TC B | Special:
‘ Swallow Whole: If bite attack hits by a margin of
4 or more, or on a natural 20, victim is swallowed ‘ Constitution Drain: Touch drains constitution
whole, inflicting 1d6 hp damage per round there- (CN) unless a death save is made. If the save fails,
after. Swallowed prey can cut its way out with a the victim is drained 1d4 constitution. If drained
WC 1–3 blade, with an attack penalty equal to the to CN 1–2, the victim is withered and sickly,
weapon class. If 20 hp damage is inflicted from unable to move or talk, barely able to swallow soft
within, a large enough rent is cut for escape. food. At CN 0 or less, the victim is dead and will
rise as a wight in 1d6 turns. Note that multiple
KILLER WHALE (Orca): The killer whale is a black touches have a cumulative effect. Constitution
and white hunter of the sea, up to 30 feet long and returns at a rate of 1 point per day with complete
weighing as much as 30,000 pounds. Killer whales prey bed rest; all except the final point, which is a per-
on fish, mammals, and other whales. Of course, they manent loss unless the restoration spell is cast.
will devour humans, too. ‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to mundane weapons;
Killer Whale: #E 1 (1d4) | AL N | SZ L | MV 0
harmed only by silver or magical weapons.
(swim 80) | DX 8 | AC 5 | HD 6 | #A 1/1 (bite) | D 3d6
SV 14 | ML 9 | XP 500 | TC nil | Special:

‘ Swallow Whole: On a natural 20 attack roll,


a Small or Medium victim is swallowed whole,
inflicting 1d6 hp damage per round thereafter.
Swallowed prey can cut its way out with a WC
1–3 blade, with an attack penalty equal to the
weapon class. If 20 hp damage is inflicted from
within, a large enough rent is cut for escape.

NARWHALE: The narwhale is a grey, spotted,


20-foot-long mammal prized for its great spiral horn
of from 8- to 10-foot length (valued at 2,000 gp), found
only on the males of the species. Peaceful and intelli-
gent, these “unicorns of the sea” scour glacial waters
for prey and will molest a human only if threatened—
except in the case of fish-men, which they attack on
sight. Narwhales are believed to communicate via
telepathy. Legends speak of an Atlantean paladin who
tamed a narwhale to become her sacred mount.

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WILL-o’-WISP
These haunting creatures manifest during nocturnal
hours, appearing as phosphorescent balls of light (e.g.,
yellow, green, saffron, violet) in bogs, swamps, marsh-
es, or other places of desolation; too, they might be en-
countered in dungeon labyrinths. Always encountered
solitarily, each will-o’-wisp comprises from one to six
balls of light that range from one to two feet in diame-
ter. A will-o’-wisp flits about playfully, feigning to be a
jovial færie and throbbing lovely colour displays whilst
emitting a peaceful hum. It will lure a victim to a pit,
quicksand, or another trap; then it attacks, discharg-
ing powerful electricity that drains the victim of life.

Will-o’-Wisp: #E 1 | AL CE | SZ S | MV 0 (fly 60)


DX 17 | AC −6 | HD 8 | #A 1/1 (touch) | D 2d8
SV 13 | ML 7 | XP 1,080 | TC Z | Special:
‘ Immunities: Immune to sorcery, save protec-
tion from evil, which drives it away, and magic
missile. Even a spell such as sanctuary will not
stop a will-o’-wisp.
‘ Surrender: If reduced to 6 hp or fewer, the crea-
ture turns pale blue and leads its conqueror(s) to
its lair, which might contain its treasure.
WOLF
WINTER WOLF The wolf is a wild, carnivorous animal that lives and hunts
The winter wolf is an Evil, semi-intelligent, supernat- in packs. Two of these canine species are extant through-
ural beast that inhabits the most forbidding arctic re- out Hyperborea, the common wolf and the dire wolf.
gions. These wolves have pure-white coats, stand from
five to six feet at the shoulder, and weigh as much as WOLF: Wolves are found in caves and wilderness
750 pounds. They can release terrible howls that dis- alike; forest species are thinner and longer-limbed,
charge blasts of cold, freezing to the bone their prey, tundra species stockier and of denser coat. Captured
which they then crush in their horrible jaws. They are wolf pups might be trained much as dogs, though the
believed to have their own strange language. Winter possibility exists of unfortunate incident upon matura-
wolves fear and loathe the men of Leng, and they leap tion. Every pack has an alpha male, which might be a
in wild, howling fervour when Ythaqqa walks amongst specimen of maximum hit points.
them or sends his frigid wind.
Wolf: #E 2d4 (1d12+6) | AL N | SZ M | MV 60
Winter Wolf: #E 1 (2d4) | AL LE | SZ L | MV 60 DX 11 | AC 7 | HD 2+1 | #A 1/1 (bite) | D 1d6
DX 9 | AC 5 | HD 6 | #A 1/1 (bite) | D 2d4 | SV 14 SV 16 | ML 7 | XP 35 | TC nil
ML 9 | XP 500 | TC I | Special:

‘ Breathe Frost: Frost blast once every 6 rounds;


blast is 10 feet long and 10 feet wide at its termi-
nus, causing 4d6 hp damage, with an avoidance
save allowed for ½ damage.
‘ Immunity: Immune to cold.
‘ Vulnerability: Vulnerable to fire: +1 hp per die
of damage.

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DIRE WOLF: The dire wolf is a larger, heavier, more
ferocious wolf, as large as five feet at the shoulder and
500 pounds, seemingly possessed of semi-intelligence.
Typically, dire wolves range across most wilderness en-
virons, though their lairs usually are located in caves.
It is said that abominable snow-men have devised a
means of training these savage animals to pull their
war sleds. Every pack has an alpha male, which might
be a specimen of maximum hit points.

Dire Wolf: #E 1d6 (1d6+6) | AL N | SZ L | MV 50


DX 10 | AC 6 | HD 4+1 | #A 1/1 (bite) | D 2d4
SV 15 | ML 8 | XP 150 | TC nil

WOLVERINE
The wolverine is a stocky, short-legged, carnivorous
mammal known for its dark, shaggy coat, bushy tail,
and renowned for its ferocity, strength, and odious
stench. Some wolverines present with lighter-coloured,
banded fur; hence, the coat can be of value to hunters.
Two species are extant in mainland Hyperborea: the
common wolverine and the giant wolverine.

WOLVERINE: Typical wolverines are about four feet


long and weigh as much as 70 pounds. They are robust
creatures of nasty temperament, with semi-retract-
able claws and powerful teeth, and they carry an odi- WOOLLY MAMMOTH
ous musk stench. They are held to possess intelligence The woolly mammoth is the only member of the elephant
slightly above that of other animals, and they dwell in family known to thrive in Hyperborea. Two species of
boreal forests and tundra regions, hunting deer, elk, these massive, shaggy-furred herbivores are extant: the
and even other predators. Wolverines chase down their woolly mammoth and the woolly mammoth superi-
prey, pounce on it, and drag it to the ground. They de- or. Mammoth ivory, which is a rich yellow, is prized by
spise humans and will attack on sight. some cultures, and tusks can fetch 100–600 gp apiece.

Wolverine: #E 1d2 | AL N | SZ S | MV 40 | DX 17 WOOLLY MAMMOTH: Woolly mammoths are mas-


AC 5 | HD 3 | #A 3/1 (claw/claw/bite) | D 1d4/1d4/1d6 sive, lumbering beasts up to 15 feet at the shoulder and
SV 15 | ML 9 | XP 53 | TC nil | Special: weighing as much as 14,000 pounds. They have thick,
shaggy fur and enormous, yellow tusks up to 15 feet
‘ Ferocious: All attack rolls made at +4 “to hit.” long. If raised from a calf, a mammoth can be used
‘ Musk: Offensive musk odour; death (poison) as a beast of burden; in Hyperborea, mammoths pull
save for any creature within 10 feet or suffer great waggons with wheels eight feet high. They also
−2 “to hit” due to burning and watering eyes. can be used in war, driven by trained riders to trample
enemy troops. When encountered in the wild, woolly
GIANT WOLVERINE: The giant wolverine is a
mammoths are either solitary or in family groups, but
bearlike beast that measures up to six feet long and
when the great herds gather, hundreds will assemble.
three feet at the shoulder, weighing as much as 400
pounds. In addition to the prey noted above, a giant Woolly Mammoth: #E 1 (1d6+6 or 4d6×10) | AL N
wolverine will hunt musk oxen and even small woolly SZ L | MV 40 | DX 7 | AC 3 | HD 12 | #A 2/1 (gore/
mammoths. Giant wolverines are beasts of higher in- trample) | D 2d6/4d6 | SV 11 | ML 8 | XP 1,700
telligence, capable of speech and aligned with Chaotic TC nil | Special:
Evil. They despise humans.
‘ Berserk: When struck for damage, 2-in-6 chance
Giant Wolverine: #E 1d2 | AL CE | SZ M | MV of going berserk, attacking at +2 “to hit” and
50 DX 18 | AC 4 | HD 4+5 | #A 3/1 (claw/claw/bite) damage for the remainder of the fight (and
D 1d6/1d6/1d8 | SV 15 | ML 11 | XP 225 | TC Q, Y equally dangerous to their human masters, if
Special: (see wolverine) applicable). N.B.: A bull in musth is always in a
berserk state, as above; furthermore, it has
ML 12 and relentlessly will pursue its target(s).

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WOOLLY MAMMOTH SUPERIOR: In Hyperborea’s WORM OF YMIR (Worm of the Dirt)


remotest regions dwells the woolly mammoth superior. These runtish, vaguely humanoid beings stand from
These behemoths stand some 18 feet at the shoulder and three to four feet tall. They have broad, flat heads (sans
have four great tusks. Intractable beasts, they cannot be noses) and large, reptilian eyes that scarcely blink.
tamed and will chase down humans on sight. They are hairless, and their pale, mottled skin ripples
like the segments of a worm. Their arms are long, with
Woolly Mammoth Superior: #E 1 | AL N | SZ L oversized, club-like fists; their legs short and stubby.
MV 40 | DX 7 | AC 2 | HD 16 | #A 2/1 (gore/trample) Worms of Ymir are subterranean creatures. Some have
D 2d8/4d8 | SV 9 | ML 9 | XP 3,300 | TC nil | Special: burrowed to the infernal depths of Underborea, where
(see woolly mammoth) dæmons dwell. Others ever lurk close to the surface,
emerging under the cloak of night to perform nefarious
deeds, causing hardship and misery to mankind.

The origin of this vile species is mired in conjecture. Vi-


king skalds say that they are the failed progeny of Ymir:
maggots that failed to metamorphose to dwarfs, trapped
in some intermediate stage of development. Thus, they
refer to them as worms of Ymir. Pictish sages maintain
a different opinion. They refer to this species as worms
of the dirt, a hated enemy race of mankind against whom
they warred for untold centuries. Ultimately, the Picts
drove their adversaries to the bowels of the earth, and
there they devolved to their current state, wallowing in
clay and burrowing like moles.

Worm of Ymir: #E 3d4 (1d12×10) | AL CE | SZ S


MV 30 (slither 20) | DX 10 | AC 7 | HD 1 | #A 1/1
(pummel) | D 1d4+1 | SV 16 | ML 8 | XP 13 | TC P, R
Special:

‘ Group Mind: Multiple worms of Ymir share an


uncanny empathetic connexion, able to move and
react as one.
‘ Infrared Vision: Infrared vision (as the spell)
to 120-foot range.
‘ Vulnerability: −2 “to hit” when exposed to
WOOLLY RHINOCEROS
bright light.
These massive animals grow to 15 feet long and 8 feet
at the shoulder, weighing as much as 7,500 pounds.
Their enormous heads are adorned with pairs of mas-
sive horns that project from the anterior of their skulls.
Woolly rhinoceroses are covered with plates, whence
grows dense, shaggy fur (usually white). They thrive
in the least hospitable of Hyperborean climates, using
their massive horns to dig out vegetation from under
the snow and ice. Woolly rhinos are temperamental and
aggressive; when they see humans, they charge to kill,
for they are savvy to the spears and arrows of hunters.

Woolly Rhinocerous: #E 1 (3d4) | AL N | SZ L


MV 40 | DX 6 | AC 0 | HD 10 | #A 2/1 (gore/trample)
D 2d8/4d6 | SV 12 | ML 10 | XP 1,300 | TC nil | Special:

‘ Charging Trample and Gore: Can charge and


trample from one to four enemies (assuming
each is within five feet of one another), whilst
goring one with its horn for double damage dice
(trample damage is standard).

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WRAITH WYVERN
This incorporeal, extra-dimensional undead entity This is the two-legged dragon of myth and legend, with
presents as the pale apparition of a human, translucent large bat-like wings, ruddy grey scales, red eyes, and a
and misty of form. Wraiths are composed of negative long, barbed tail. Wyverns range from 15−30 feet long,
energy of sepulchral stench. They hunger to take their with half that length being the tail, and they weigh up
provender of positive energy—sentient life such as to 1,200 lbs. They possess limited intelligence, their
Hyperborea supports—and from the Black Gulf they communication slightly more advanced than normal
arrive. They dwell in shadows, nocturnal hunters of reptiles. This beast attacks with a venomous tail sting,
life. Often wraiths are servants to a higher power or poisoning its victims before devouring them. Wyverns
otherworldly master. thrive in many environments, including the deepest
dungeons and subterranean caverns. They are most
Wraith (Undead Type 7): #E 1d4 | AL LE | SZ M active during the sunless days and nights of Nightfall.
MV 40 (fly 60) | DX 10 | AC 3 | HD 5+4 | #A 1/1
(touch) | D 1d6 | SV 14 | ML 12 | XP 540 | TC E Wyvern: #E 1 (1d6) | AL N | SZ L | MV 30 (fly 90)
Special: DX 16 | AC 3 | HD 7+4 | #A 2/1 (bite/sting)
D 2d8/3d6 | SV 13 | ML 10 | XP 1,080 | TC E | Special:
‘ Constitution Drain: Touch drains constitution
(CN) unless a death save is made. If the save fails, ‘ Venomous: Tail sting delivers venom; make
the victim is drained 2d4 constitution. If drained to death (poison) save or suffer instant paralysis,
CN 1–2, the victim is withered and sickly, unable followed by death in 2d4 rounds.
to move or talk, barely able to swallow soft food.
At CN 0 or less, the victim is dead and returns as
a wraith in 24 hours. Note that multiple touches
have a cumulative effect. Constitution returns at a
rate of 1 point per day with complete bed rest; all
except the final point, which is a permanent loss
unless the restoration spell is cast.
‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to mundane weapons;
harmed only by silver or magical weapons.
‘ Vulnerability: Powerless in direct sunlight.

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ZOMBIE ‘ Immunities: Immune to cold, fear, paralysis,


This is the undead, corporeal revenant created through and poison.
the reanimation of a human, humanoid, or quasi-man ‘ Overbear: Multiple zombies will attempt to
corpse. The most prevalent example is the standard overbear victims.
zombie, but strange variations have been recorded, such ‘ Resistances: Arrows and bolts inflict but 1 hp
as the gloom-eater zombie and the intestine zombie. damage (plus bonuses, if applicable); other pierc-
ing/thrusting weapons cause ½ damage (damage
ZOMBIE: These undead humanoids are the soulless dice halved, with bonuses added afterwards).
corpses of humans, humanoids, or quasi-men animated ‘ Slow: Always attacks last on initiative; no
by witchcræft, necromancy, or a netherworldly curse; running movement allowed.
in other cases, the affliction of zombiism is akin to ‘ Vulnerabilities: Cure disease destroys zombie.
disease transmission. Zombies are often tasked with Any natural 19 or 20 attack roll versus a zombie
guardianship of a person, place, or thing. Requiring no is considered a “head shot” inflicting maximum
sustenance, they can stand silent and motionless until damage, regardless of weapon type; this me-
a prescribed condition is met, though they move slowly chanic supersedes the optional critical hits rule.
and rely on trapping or surprizing their opponents.
Zombies typically pummel their opponents to death GLOOM-EATER ZOMBIE: These undead human-
and then feast on their flesh, entrails, and brains. oids, oft referred to as “gloom-eaters,” are the soulless
corpses of humans or humanoids animated by witch-
Zombie (Undead Type 2): #E 1d6 (4d6) | AL CE cræft, necromancy, or a netherworldly curse. They
SZ M | MV 30 | DX 3 | AC 8 | HD 2 | #A 1/1 (pum- feed on the vitality of people through their baleful bite.
mel or bite) | D 1d8 or 1d3 | SV 16 | ML 12 | XP 64 Like other zombies, gloom-eaters oft are tasked with
TC J, K, L, M | Special: guardianship of a person, place, or thing. Requiring no
sustenance, they can stand silent and motionless until
‘ Diseased Bite: 1-in-4 chance of bite attempt per a prescribed condition is met, though they move slowly
round; otherwise, pummel attacks apply until and rely on trapping or surprizing their opponents.
the zombie drops its foe, which it then attempts Gloom-eater zombies use their strength-draining bites
to eat. Bite infects victim with the zombiism to sap the vigour from their prey before feasting on
disease (no saving throw allowed). Infection their flesh, entrails, and brains.
manifests 1 turn after bite and begins with
intense fever, followed by loss of consciousness Gloom-Eater Zombie (Undead Type 2): #E 1d6 (4d6)
1d6+6 turns later. Within 1d10+2 hours the vic- AL CE | SZ M | MV 30 | DX 3 | AC 8 | HD 2
tim dies; 1d6 turns thereafter the victim rises as #A 1/1 (pummel or bite) | D 1d8 or 1d3 | SV 16 | ML 12
a zombie. Cure disease can disrupt and alleviate XP 64 | TC J, K, L, M | Special:
this process if cast before victim’s death.
‘ Draining Bite: 3-in-6
chance of bite attempt per
round. Bite drains victim’s
strength by 1d4 points (no
saving throw allowed). A
victim drained to 1–2 ST
is crippled, unable to walk,
barely able to crawl (5
MV). A victim reduced to
0 ST has been tainted by
the gloom and will become
a gloom-eater zombie
in 1d4 turns unless cure
disease is cast. Strength
can be restored at a rate
of 1 point per 24 hours of
rest.
‘ Immunities: Immune to
cold, fear, paralysis, and
poison.
‘ Overbear: Multiple
zombies will attempt to
overbear victims.

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‘ Resistances: Arrows and bolts inflict but 1
hp damage (plus bonuses, if applicable); other
piercing/thrusting weapons cause ½ damage
(damage dice halved, with bonuses added
afterwards).
‘ Slow: Always attacks last on initiative; no
running movement allowed.
‘ Vulnerabilities: Cure disease destroys zombie.
Any natural 19 or 20 attack roll versus a zombie
is considered a “head shot” inflicting maximum
damage, regardless of weapon type; this me-
chanic supersedes the optional critical hits rule.

INTESTINE ZOMBIE: Originally created by the Ix-


ian necromancer Yileenda, intestine zombies pres-
ent as common zombies. Within 30 feet, however,
illuminance (and a careful eye) may reveal a large,
stitched seam running from neck to waist—and
serpentine writhing beneath the abdominal
skin. At about 20 feet distance from its victim,
the intestine zombie’s abdominal seam bursts
open, releasing foul, bile-oozing intestines that
unravel through the air to entangle foes with unnat-
ural strength. Once entangled, the victim is strangled
slowly until passing out. An unbound intestine zombie
then devours its incapacitated foe, but if under the
command of a master, it may carry off its victim for
unspeakable atrocities.

Intestine Zombie (Undead Type 3): #E 1d6+5 | AL CE


SZ M | MV 30 | DX 3 | AC 7 | HD 3 | #A 1/1 (whip,
pummel, or bite) | D 1d4+1 or 1d8 or 1d3 | SV 15
ML 12 | XP 53 | TC J, K, L, M | Special:

‘ Immunities: Immune to cold, fear, paralysis,


and poison.
‘ Intestine Strike: Intestine zombies always
attempt to engage enemies from a distance
with their intestines’ 20-foot reach. Following
the initial damage of a successful attack, the
bile-covered intestine curls around the throat
of the victim, strangling for 1d6 hp damage per
round, starting the next round. Intestines struck
for 10 hp damage are severed or rendered
useless; this damage does not detract from the
monster’s overall hit point total. Alternatively,
intestines can be broken with an extraordinary
feat of strength.
‘ Resistances: Arrows and bolts inflict but 1 hp
damage (plus bonuses, if applicable); other pierc-
ing/thrusting weapons cause ½ damage (damage
dice halved, with bonuses added afterwards).

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ZUVEMBIE
The zuvembie is the result of a woman imbibing a black brew. The resultant transformation is a free-willed undead
creature: a provocatively beautiful yet frightening zombie, immortal as a vampire and nearly as keen. The zuvembie
retains no memory of its past, forever changed and inscrutable in disposition. It cannot speak, but it can vocalize
weird and haunting melodies. With its song it can control small animals and oft maintains unlikely combinations of
such creatures in its vicinity (typically old towers, abandoned farms, ruins, caves, and the like).
Zuvembies oft walk naked in moonlight, staring at the ‘ Haunting Song: Can sing a haunting song
stars through cadaverous eyes and pondering inhuman that charms any human males within 60 feet
thoughts; too, one will stand for hours or days in the who hear it, unless sorcery saves are made; the
hollow of a tree, in the closet of an old house, or under a saving throws are modified by willpower adjust-
stair. When opportunity presents, it sings its enchanting ment, if applicable. Charmed individuals stand
song to lure a man to its cold embrace, taking him as dumbly and gaze into the eyes of the zuvembie,
a lover and then eating his entrails. Zuvembies are re- allowing the beast to exact its grisly will.
nowned for animating their lifeless lovers shortly after ‘ Immunities: Immune to cold, fear, paralysis,
killing them and controlling their corpses like puppets. and poison. Immune to mundane weapons;
harmed only by silver or magical weapons.
Zuvembie (Undead Type 7): #E 1 (1d3) | AL CE | SZ M ‘ Spells: Can cast the following spells at will
MV 50 | DX 16 | AC 4 | HD 7 | #A 3/1 (claw/claw/bite) (though only one at a time): danse macabre,
D 1d6+1/1d6+1/1d4+1 | SV 13 | ML 12 | XP 1,110 darkness (through which it can see), witch fire.
TC E | Special: ‘ Summon Animals: Once per week, can summon
3d6 small animals. Typical summoned creatures
‘ Climb: Climb on 11-in-12 chance of success, at include bats, gulls, rats, ravens, or squirrels.
full movement rate. Each summoning conjures one animal type that
‘ Diseased Bite: Bite inflicts disease (reverse of remain in the zuvembie’s vicinity for 1d4 weeks,
cure disease spell). warning and protecting their master.
k

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BEAST AND MONSTER ENCOUNTERS IN HYPERBOREA
The following tables, arranged in order of increasing hit dice, are provided as a resource for referees who might
choose to design their own encounter tables.

Table 202: <1 HD Creatures Table 203: 1 to 1+ HD Creatures Table 204: 2 to 2+ HD Creatures
Beast or Monster HD Beast or Monster HD Beast or Monster HD
Bat ¼ Bee, Giant Queen 1 Bandogg 2
Hare ¼ Bird-Man 1 Bat, Giant 2
Glass Snail ¼ Dæmon, Lesser, Class i 1 Dæmon, Lesser, Class iv 2
Gull ¼ Dæmon, Lesser, Class ii 1 Dæmon, Lesser, Class v 2
Ice Toad ¼ Deer, Red 1 Deer, Reindeer 2
Rat ¼ Dog, Hunting/Sled 1 Dog, War 2
Raven ¼ Dog, Wild 1 Ghoul 2
Squirrel ¼ Dragonfly, Giant 1 Green Slime 2
Swinish Shade ¼ Human, Bandit 1 Horse, Donkey/Mule/Pony 2
Weasel ¼ Night-Gaunt Youngling 1 Horse, Riding/Wild 2
Archæopteryx ½ Oon 1 Mummy, Ice, Thrall 2
Bee, Giant ½ Orc 1 Mustard Mould 2
Cat ½ Skeleton 1 Orc Lieutenant 2
Centipede, Giant Black ½ Snake, Spitting Cobra 1 Snake, Asp 2
Centipede, Giant Brown ½ Stirge 1 Snake, Rattle- 2
Centipede, Giant Pink ½ Undead Animal, Medium 1 Spider, Giant Crab 2
Eagle ½ Worm of Ymir 1 Troglodyte 2
Falcon ½ Beetle, Giant Fire 1+1 Zombie 2
Fox ½ Cave-Man 1+1 Zombie, Gloom-Eater 2
Hawk ½ Dæmon, Lesser, Class iii 1+1 Beetle, Giant Bombardier 2+1
Owl ½ Ferret, Giant 1+1 Camel, Dromedary 2+1
Pegomastax ½ Fish-Man Hybrid 1+1 Leaper Camel 2+1
Rat, Giant ½ Ape-Man 1+2 Lizard-Man 2+1
Snake, Viper ½ Human, Wild Berserker 1+4 Wolf 2+1
Undead Animal, Small ½ Shark, Dogfish 1+4 Automaton, Crystal 2+2
Brown Jenkin 2+2
Camel, Bactrian 2+2
Cœlurus 2+2
Deep-Water Tendril 2+2
Fangfish 2+2
Fish-Man 2+2
Hyæna-Man 2+2
Snake-Man 2+2
Horse, Light War- 2+3

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HYPERBOREA

Table 205: 3 to 3+ HD Creatures Table 206: 4 to 4+ HD Creatures


Beast or Monster HD Beast or Monster HD
Crab, Giant 3 Ant, Giant 4
Dæmon, Lesser, Class vi 3 Ant, Giant Radioactive 4
Dæmon, Lesser, Class vii 3 Aurochs 4
Frog, Giant 3 Blink Dog 4
Fungus, Shrieker 3 Dæmon, Lesser, Class ix 4
Fungus, Violet 3 Dæmon, Lesser, Class x 4
Harpy 3 Deer, Giant Elk 4
Horse, Draught 3 Gargoyle 4
Human, Bandit Lieutenant 3 Gelatinous Cube 4
Hyæna 3 Ghast 4
Lycanthrope, Wererat 3 Lycanthrope, Werewolf 4
Mountain Lion 3 Mummy, Ice 4
Mummy, Bog 3 Night-gaunt 4
Musk Ox 3 Scorpion, Giant 4
Orc Captain 3 Spider, Giant Wolf 4
Skeleton, Large 3 Wight 4
Snake, Python 3 Wolf, Dire 4+1
Snake, Giant Water 3 Ape, Albino 4+2
Spider, Giant Black Widow 3 Eagle, Giant 4+2
Spider, Giant Ogre-faced 3 Hippogriff 4+2
Tick, Giant 3 Lizard, Giant Draco 4+2
Wolverine 3 Lizard-Man Sub-Chief 4+2
Zombie, Intestine 3 Weasel, Giant 4+3
Boar 3+1 Abominable Snowman 4+4
Man of Ash and Coal 3+1 Ape, Mountain 4+4
Dwarf 3+2 Centaur 4+4
Shadow 3+2 Fish-Man Sub-Chief 4+4
Spider, Giant Trapdoor 3+2 Gibbering Mouther 4+4
Spore-Man 3+2 Gorgon 4+4
Toad, Giant 3+2 Hyæna-Man Leader 4+4
Vhuurmis 3+2 Wolverine, Giant 4+5
Bear, Black 3+3
Cave-Man Sub-Chief 3+3
Crab-Man 3+3
Dæmon, Lesser, Class viii 3+3
Horse, Heavy War- 3+3
Jackalope 3+3
Pegasus 3+3
Pterodactyl 3+3
Ape-Man Alpha 3+4
Grey Ooze 3+4
Human, Wild Berserker Sub-Chief 3+6

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Table 207: 5 to 5+ HD Creatures Table 208: 6 to 6+ HD Creatures
Beast or Monster HD Beast or Monster HD
Ape, Carnivorous 5 Beetle, Giant Stag 6
Cockatrice 5 Cloaker 6
Crocodile 5 Dæmon, Lesser, Class xiv 6
Dæmon, Lesser, Class xi 5 Dæmon, Lesser, Class xv 6
Dæmon, Lesser, Class xii 5 Lizard, Giant Tuatara 6
Dæmon, Lesser, Class xiii 5 Lotus Woman 6
Deathvine 5 Lycanthrope, Werewolf Superior 6
Electric Eel 5 Manticore 6
Gnagana 5 Shark, Great White 6
Hell Hound 5 Skeleton, Giant 6
Human, Bandit Captain 5 Snake, Giant Asp 6
Hyæna, Giant 5 Tiger 6
Hydra, Aqua- 5 Whale, Killer 6
Hydra, Pyro- 5 Winter Wolf 6
Leech, Giant 5 Lizard-Man Chieftain 6+2
Lion 5 Troll 6+2
Lizard, Giant Chameleon 5 Abominable Snow-Man Alpha 6+4
Lycanthrope, Wereshark 5 Basilisk 6+4
Man of Leng 5 Mummy 6+4
Ochre Jelly 5 Crab-Man Overlord 6+6
Orc Chieftain 5 Elder Thing 6+6
Owl Bear 5 Gorgon, Greater 6+6
Rust Monster 5 Mi-Go 6+6
Scorpioid of Xin 5 Minotaur 6+6
Slithering Slime 5 Nightmare 6+6
Snake, Giant Python 5 Succubus 6+6
Tentacular Horror 5 Table 209: 7 to 7+ HD Creatures
Tree-Man, Accursed Stump 5 Beast or Monster HD
Troglodyte Chieftain 5
Banshee 7
Undead Animal, Large 5
Griffin 7
Phase Spider 5+4
Hydra, Aqua- 7
Wraith 5+4
Hydra, Pyro- 7
Bear, Brown 5+5
Lizard, Giant Komodo 7
Cave-Man Chieftain 5+5
Mummy, Ice, Noble 7
Human, Wild Berserker Chieftain 5+8
Otyugh 7
Zuvembie 7
Automaton, Scythe 7+2
Spectre 7+4
Wyvern 7+4
Bear, Polar 7+5
Fish-Man Chieftain 7+7
Transmundane 7+7

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HYPERBOREA

Table 210: 8 to 8+ HD Creatures Table 212: 10 to 10+ HD Creatures


Beast or Monster HD Beast or Monster HD
Aboleth 8 Black Pudding 10
Dæmon, Greater, Class I 8 Centipede, Monstrous Green 10
Dæmon, Greater, Class V 8 Colour out of Space 10
Elemental, Air, Class I 8 Dæmon, Greater, Class III 10
Elemental, Earth, Class I 8 Ghost 10
Elemental, Fire, Class I 8 Giant, Frost 10
Elemental, Water, Class I 8 Giant, Hill, Chieftain 10
Giant, Hill 8 Great Race 10
Gnoph-Yikk 8 Remorhaz 10
Invisible Stalker 8 Roper 10
Octopus, Giant 8 Shambling Mound 10
Salamander, Fire 8 Thew Waggon 10
Snake, Giant Spitting Cobra 8 Tiger, Sabre-Tooth Superior 10
Sphinx 8 Tree-Man Crawler 10
Tiger, Sabre-Tooth 8 Woolly Rhinoceros 10
Tree-Man, Adult 8 Automaton, Bronze 10+2
Will-o’-Wisp 8 Night-Gaunt Queen 10+2
Ape, Albino, Superior 8+4 Minotaur Superior 10+6
Bear, Cave 8+5
Table 213: 11 to 12 HD Creatures
Table 211: 9 to 9+ HD Creatures Beast or Monster HD
Beast or Monster HD Dæmon, Greater, Class IV 11
Babi-Ngepet 9 Giant, Fire 11
Chimæra 9 Automaton, Clay 11+2
Dæmon, Greater, Class II 9 Aerial Minion 12
Hydra, Aqua- 9 Behir 12
Hydra, Pyro- 9 Crocodile, Giant 12
Lamia 9 Cyclops 12
Salamander, Ice 9 Elemental, Air, Class II 12
Whale, Nar- 9 Elemental, Earth, Class II 12
Automaton, Flesh 9+2 Elemental, Fire, Class II 12
Vampire 9+2 Elemental, Water, Class II 12
Phoongh 9+3 Lich 12
Ghul 9+6 Naga 12
Shoggoth 12
Sloth, Ground 12
Slug, Giant 12
Squid, Giant 12
Tree-Man, Old 12
Woolly Mammoth 12

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Table 214: 13 to 18 HD Creatures
Beast or Monster HD Elemental, Air, Class III 16
Dæmon, Greater, Class VI 13 Elemental, Earth, Class III 16
Giant, Frost, Jarl 14 Elemental, Fire, Class III 16
Purple Worm 14 Elemental, Water, Class III 16
Transtellarial 14 Sea Serpent 16
Automaton, Stone 14+2 Tree-Man, Ancient 16
Crab, Monstrous 15 Woolly Mammoth Superior 16
Crab, Monstrous, Four-Clawed 15 Automaton, Iron 16+2
Dæmon, Greater, Class VII 15 Squid, Colossal 18
Giant, Fire, Jarl 15 Whale, Blue 18

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HYPERBOREA

Note that treasure classes are associated with “lair

chapter 13 numbers” of the monster type; i.e., the figure enclosed


in parentheses following the Number Encountered
(#E) statistic for each creature. Of course, an indi-
vidual creature (i.e., not in its lair) might have some
portion of the lair treasure nearby or, in some cases,
on its persons.

Each treasure class is listed hereafter on Table 215,


which is followed by secondary tables and subsequent
descriptions. Note the following:

TREASURE cp = copper pieces (50 pieces = 1 gp)


sp = silver pieces (10 pieces = 1 gp)
TREASURE DETERMINATION ep = electrum pieces (2 pieces = 1 gp)
gp = gold pieces
As noted in Chapter 14: Bestiary, each creature pp = platinum pieces (each piece = 5 gp)
type has an associated treasure class (TC). This It is the purview of the referee to modify treasure
taxonomy signifies the typical wealth that they results to suit his or her campaign; alternatively, the
have stored or hidden about their lairs. In some referee may assign specific items as desired. In this
cases, findable treasure might be in a creature’s author’s opinion, preselecting an item or two is fine,
lair because, sadly, adventuring folk have met but it’s never a match for what random determination
their unfortunate demise there. can produce.
Table 215: Treasure Classes
cp sp ep gp pp
Class Gems Jewellery Magical Treasure
×100 ×100 ×100 ×100 ×10
3d10 3d10 3d10 5d10 2d10
3d10 3d10
A Any 3 (30%)
(25%) (30%) (25%) (40%) (25%)
(40%) (50%)
4d10 3d10 2d10 2d10 2d4 1d4 1 armour (15%); 1 shield (15%);
B —
(50%) (25%) (25%) (25%) (30%) (25%) 1 sword (15%)
3d20 3d10 2d10 1d6 1d4
C — — Any 2 (20%)
(20%) (30%) (10%) (30%) (25%)
4d10 3d20 4d10 3d10 1d12 2d4 Any 2 (20%);
D —
(10%) (15%) (15%) (50%) (30%) (25%) 1 potion (25%)
5d10 3d20 3d10 4d10 2d6 2d4 Any 3 (25%);
E —
(10%) (25%) (25%) (25%) (15%) (10%) 1 scroll (25%)
5d20 3d20 3d20 2d10 3d10 1d12 Any 3, except weapons (30%); 1
F —
(20%) (15%) (40%) (35%) (20%) (10%) scroll (30%); 1 potion (30%)
2d100 5d10 3d6 1d10
G — — — Any 4 (35%); 1 scroll (35%)
(50%) (50%) (30%) (30%)
3d6×10 5d10×10 2d10×10 3d10×10 2d10×10 1d10×10 1d4×10 Any 4 (15%); 1 scroll (20%);
H
(25%) (40%) (40%) (55%) (20%) (50%) (50%) 1 potion (20%)
7d6 2d10 2d6
I — — — — Any 1 (20%)
(35%) (60%) (50%)
4d6
J — — — — — — —
coins*
4d4
K — — — — — — —
coins*

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Table 215: Treasure Classes (continued)


cp sp ep gp pp
Class Gems Jewellery Magical Treasure
×100 ×100 ×100 ×100 ×10
3d4
L — — — — — — —
coins*
1d8
M — — — — — — —
coins*
1d4+1
N — — — — — — —
coins*
2d10 3d6
O — — — — — —
(25%) (20%)
3d10 3d4
P — — — — — —
(30%) (20%)
1d4+1
Q — — — — — — —
(50%)
4d10 3d6×10 3d10 2d6
R — — — —
(40%) (45%) (60%) (45%)
S — — — — — — — 2d4 potions (40%)

T — — — — — — — 1d4 scrolls (50%)


2d4×10 3d10 1 of each magic**,
U — — — — —
(90%) (80%) except scrolls and potions (70%)
2 of each magic**,
V — — — — — — —
except scrolls and potions (80%)
3d6×10 2d10 2d4×10 2d20
W — — — 1 scroll (map) (60%)
(60%) (15%) (60%) (50%)
1 potion (60%);
X — — — — — — —
1 miscellaneous magic (60%)
2d100
Y — — — — — — —
(70%)
3d6 2d10 2d10 2d10 3d10 1d6×10 3d10
Z Any 3 (55%)
(20%) (25%) (25%) (30%) (30%) (50%) (50%)

* Indicates the number of coins per individual; i.e., no multiplying factor is involved. These treasure classes allow for a lair
to have a set amount of treasure stored or hidden and for individual occupants to own personal coinage.
** Roll for each category of magical treasure as listed on Table 220, except scrolls and potions.

How to Use the Treasure Classes Table: The forego-


ing table can produce mixed results; some monsters
will be wealthy, some empty-handed, and others rang-
ing somewhere in the middle. The easiest way to ex-
plain the use of Table 215 is by example. For instance,
if a monster type is noted for treasure class C, then it
has a 20% chance to have 3d20×100 cp, a 30% chance
to have 3d10×100 sp, a 10% chance to have 2d10×100
ep, a 30% chance to have 1d6 gems, a 25% chance to
have 1d4 jewellery pieces, and a 20% chance to have 2
magical treasures. Each treasure type is checked indi-
vidually, so a treasure horde might include copper and
electrum, but no silver, depending on the dice results.

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MONETARY TREASURE When determining treasure, the referee might replace


hundreds of coins with ingots, bars, or “bricks” of
Monetary treasure includes coins, gems, and jewellery. 100-piece value. Thus, an ingot of gold is worth 100 gp,
and an ingot of silver is worth 100 sp.
COINS AND INGOTS
The major coin types in Hyperborea are platinum (pp), GEMS
gold (gp), electrum (ep), silver (sp), and copper (cp). Gems as treasure are valued as shewn in the following
Using a gold piece as the standard for measuring the table. If more than one gem is determined to be present
exchange rate, 50 cp equal 1 gp, 10 sp equal 1 gp, 2 ep (in the monster lair or elsewhere), the referee might roll
equal 1 gold piece, and 5 gp equal 1 pp. once for each gem, or roll twice or thrice, dividing the
cache of gems in halves or in thirds, respectively. For
Coins are approximately two or three pennyweight, example, if 9 gems are discovered, the referee might roll
so a single piece typically weighs 1/100th of a pound. three times, with three of each type present.

Table 216: Gems


d% GP
Type Properties
Result Value
01–03 Azurite Deep blue 10
04–06 Banded agate Multi-coloured bands and swirls 10
07–09 Blue quartz Pale blue 10
10–12 Eye agate Multi-coloured with concentric “eyes” 10
13–15 Hematite Grey-black 10
16–18 Lapis lazuli Deep blue 10
19–21 Malachite Green, banded 10
22–24 Moss agate Cream with green “mossy” speckles 10
25–27 Obsidian Deep black to blackish green 10
28–30 Rhodochrosite Pink or red with white stripes 10
31–33 Tiger-eye Golden and red-brown stripes 10
34–36 Turquoise Greenish blue 10
37–38 Bloodstone Dark green with red flecks 50
39–41 Carnelian Orange to brownish red 50
42–43 Chalcedony White to grey, or greyish blue 50
44–46 Chrysoprase Apple-green to olive 50
47–48 Citrine Yellow, orange, or brown 50
49–51 Jasper Red, yellow, brown, green, and/or blue; spotted, speckled 50
52–53 Moonstone Pearly blue, green, pink, grey, or white 50
54–56 Onyx Black with white bands 50
57–58 Opal Blue-green to blue 50
59–61 Rock crystal Clear 50
62–63 Sardonyx Red with bands of black and/or white 50
64–66 Smoky quartz Brownish grey 50
67–68 Star rose quartz Pale pink to rose red with white “star” centre 50
69–71 Zircon Clear with pale blue to blue-green hints 50
72–73 Alexandrite Green by daylight, red or purplish red by incandescent light 100
74–75 Amber Yellow, orange, to golden brown 100
76–77 Chrysoberyl Pale green to yellow 100
78–79 Coral Reddish pink to deep red 100

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13
Table 216: Gems (continued)
d% GP
Type Properties
Result Value
80–81 Garnet Red, brown-green, or green 100
82–83 Jade Green, yellow, or white 100
84–85 Jet Deep black, sometimes streaked brown 100
86–87 Pearl White, pink, silver, cream, yellow, golden; iridescent 100
88–89 Spinel Pink, rose, red, blue, green, yellow, or brown 100
90–91 Tourmaline Dark yellow, brownish black, and/or black 100
Roll again:
Blue to blue-green 500
92–93 01–50 Aquamarine
51–00 Black pearl Charcoal grey to black; iridescent 500
Roll again:
Deep blue to violet 500
94–95 01–50 Deep blue spinel
51–00 Peridot Olive-green 500
Roll again:
Golden brown to yellow 500
96–97 01–50 Topaz
51–00 Violet garnet Deep blue to violet 500
Roll again:
Blue-green to green 1,000
01–25 Emerald
98 26–50 Fire opal Fiery red, orange, or yellow 1,000
51–75 Black opal Black with multi-coloured speckles 1,000
76–00 Oriental amethyst Deep purple 1,000
Roll again:
Golden orange to yellow 1,000
01–25 Oriental topaz
99 26–50 Sapphire Pale to deep blue 1,000
51–75 Star ruby Deep red with white “star” centre 1,000
76–00 Star sapphire Pale to deep blue with white “star” centre 1,000
Roll again:
Black with white “star” centre 5,000
01–20 Black star sapphire
21–40 Diamond Clear blue-white with colour hints 5,000
00
41–60 Jacinth Fiery reddish orange 5,000
61–80 Oriental emerald Light to dark green 5,000
81–00 Ruby Light to deep red 5,000

Most gems in Hyperborea are pebble-sized cabochons Table 217: Gem Value Variability
(shaped and polished as opposed to faceted). The result- 2d6 Value Variability
ing form is usually a convex obverse with a flat reverse. Result
Some gems are faceted by gem cutters and jewellers.
Finely faceted gems can increase the value of the stone. 2 Flawed/damaged stone, −50% value
Imperfect craftsmanship,
Gem value is determined by type, size, cut, and other 3–4
−10% to −40% value (roll 1d4)
factors. So, a semiprecious stone that is finely cut and 5–9 Base value unchanged
polished may be worth more than a precious stone of
rough craftsmanship. Likewise, an enormous gem may Fine craftsmanship,
10–11
be worth as much as ten times its listed value. Also, the +10% to +40% value (roll 1d4)
history of a gem may influence its worth. Utilize the Roll a d6: 1–5 result = Master craftsman-
12
Table 216 above for set values of the various stones or ship, +100% value; 6 = +500% value
use Table 217 to introduce value variability.

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JEWELLERY Table 219: Jewellery Composition and Value


These are bracelets, brooches, crowns, diadems, ear- d%
rings, necklaces, pendants, rings, and the like, worn for Composition GP Value
Result
ornamental, religious, and sorcerous reasons. Typically,
they are crafted of precious metals, elaborately de- 01–08 Pewter 1d10×5
signed, engraved, and/or set with gems. Jewellery value 09–16 Pewter with gem(s) 1d10×5*
is determined by size, material(s), craftsmanship, and 17–24 Bronze 1d10×10
so forth. When a piece is set with more than one gem,
25–32 Bronze with gem(s) 1d10×10*
it is generally assumed that the stones are of similar
type; of course, the referee is at liberty to adjust this. 33–40 Copper 1d10×10
The history of a jewellery piece also might factor into its 41–48 Copper with gem(s) 1d10×10*
worth: The golden diadem of a queen, even if somewhat 49–54 Silver 1d10×20
tarnished, might be considered of great value.
55–60 Silver with gem(s) 1d10×20**
N.B.: At the discretion of the referee, the category 61–66 Yellow ivory 4d10×10
“jewellery” might be used for other objets d’art; exam-
67–72 Electrum 5d10×10
ples include gold- or silver-chased armour, candelabra,
chalices, drinking horns, furs, idols, paintings, plaques, 73–78 Electrum with gem(s) 5d10×10**
rugs, bejeweled scabbards, scroll cases, statuettes, 79–84 Gold 10d10×10
tapestries, vases, gem-adorned weapons, and so on. 85–90 Gold with gem(s) 10d10×10**
To determine randomly the type of jewellery found, 91–93 Jade 1d10×100
first roll d20 on Table 218 to find the object type. Next 94–96 Coral 1d12×100
roll d% on Table 219 to decide its value and composi-
97–98 Platinum 2d10×100
tion. Disregard incongruous results.
99 Platinum with gem(s) 2d10×100**
00 Star Metal 1d10×1,000 gp
Table 218: Jewellery Type
d20 Weight * The referee may roll on
Object Table 216 to determine the
Result (lbs.)
exact gem or gems present
1 Anklet — in the piece, rerolling results
2 Armband 1 of 92–00. The gem value is
added to the total.
3 Bracelet — ** The referee may roll on
4 Bracer 1 Table 216 to determine the
exact gem or gems present
5 Brooch — in the piece. The gem value is
6 Chain 1 added to the total.
7 Circlet 1 N.B.: The referee is at
8 Comb — liberty to add multiple
9 Crown 4 gem types to certain items
set with gems, increasing
10 Diadem 2
their value appropriate-
11 Earring — ly. For example, a gold
12 Girdle 3 crown set with 4 spinels
and 1 ruby implies a
13 Locket —
+7,000 gp value to the
14 Mask 1 piece. Furthermore, some
15 Medallion 1 pieces may be studded
16 Necklace 1 with several “tiny” gems
that together equal the
17 Orb 2 value of a single peb-
18 Pendant — ble-sized gem.
19 Ring —
20 Sceptre 3

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MAGICAL TREASURE Table 221: Magical Armour (p. 165)
d% Magical XP GP
Magical treasure consists of armour, shields, Result Armour Type Value Value
weapons, scrolls, potions, rings, wands, and other 01–05 Leather +1 300 1,500
enchanted sundries. This category also includes
technological items of Atlantean, Lemurian, Mu, 06–10 Leather +2 1,000 6,000
or alien manufacture; note that these too will reg- 11–15 Leather +3 1,750 17,500
ister as “magical” when detect magic is cast. 16–20 Studded +1 400 2,000
Roll d% and consult Table 220 to randomly deter- 21–25 Studded +2 1,250 7,500
mine the category of “Any” magical treasure from 26–30 Scale Mail +1 500 2,500
Table 215. Once a category is established, refer to 31–35 Scale Mail +2 1,500 9,000
the corresponding sub-table to determine the spe-
cific item. If a particular magical treasure is noted 36–40 Chain Mail +1 600 3,000
(e.g., treasure class S calls for potions), then refer 41–45 Chain Mail +2 1,750 10,500
directly to the appropriate sub-table. Also, where 46–50 Chain Mail +3 2,000 20,000
exclusions are noted (e.g., treasure class F has no
51–55 Laminated +1 600 3,000
weapons), simply reroll if necessary.
56–60 Laminated +2 1,750 10,500
Each magic item is assigned suggested values for 61–65 Banded Mail +1 700 4,200
experience points (XP) and gold pieces (gp). An
item’s XP value is intended as an award for earn- 66–70 Banded Mail +2 1,750 17,500
ing or discovering it. If the PC party elects to sell 71–75 Splint Mail +1 700 4,200
an item, the gp value is the typical sum derived 76–80 Splint Mail +2 1,750 17,500
from the sale. No additional XP are awarded for
81–82 Plate Mail +1 800 4,800
the sale of magic items.
83–84 Plate Mail +2 2,000 20,000
Table 220: Magical Treasure 85–86 Plate Mail +3 3,000 30,000
d% 87 Field Plate +1 1,500 15,000
Magical Treasure Category
Result
88 Field Plate +2 3,000 30,000
01–10 Armour (see Table 221)
89 Full Plate +1 3,000 30,000
11–20 Shields (see Table 223)
90 Full Plate +2 5,000 50,000
21–30 Swords (see Table 225)
Special
31–40 Other Melee Weapons (see Table 227) 91–00 — —
(see Table 222)
41–50 Missile Weapons (see Table 229)
51–65 Scrolls (see Table 231) Table 222: Special Magical Armour (p. 165)
66–80 Potions (see Table 232) d% Special Magical XP GP
Result Armour Type Value Value
81–85 Rings (see Table 233)
01–19 Atlantean Shell Armour 1,250 12,500
86–90 Rods, Staves, & Wands (see Table 234)
20–38 Cursed Armour — 100–1,000*
Miscellaneous Magic Items
Roll a d6: 39–57 Dæmon’s Bane Harness 5,000 50,000
1 = see Table 235-A 58–76 Dagon’s Harness 1,000 5,000
2 = see Table 235-B 77–95 Warlock’s Harness 5,000 50,000
91–00
3 = see Table 235-C
4 = see Table 235-D 96–00 Zirconium Suit 10,000 100,000
5 = see Table 235-E * Leather (100-gp value), chain mail (500-gp value), plate mail
6 = see Table 235-F (1,000-gp value).

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Table 223: Magical Shields (p. 167) 55–60 Sword, Broad +1 450 2,250
d% XP GP 61–62 Sword, Broad +2 800 4,800
Magical Shield Type
Result Value Value
63 Sword, Broad +3 1,500 15,000
01–20 Small Shield +1 275 2,750
64–69 Sword, Long +1 450 2,250
21–35 Small Shield +2 475 4,750
70–71 Sword, Long +2 800 4,800
36–45 Small Shield +3 750 7,500
72 Sword, Long +3 1,500 15,000
46–65 Large Shield +1 350 3,500
73–78 Sword, Bastard +1 500 2,500
66–80 Large Shield +2 700 7,000
79–80 Sword, Bastard +2 850 5,000
81–90 Large Shield +3 1,000 10,000
81 Sword, Bastard +3 1,600 16,000
91–00 Special (see Table 224) — —
82–87 Sword, Two-handed +1 600 3,000
Table 224: Special Magical Shields (p. 167) 88–89 Sword, Two-handed +2 1,000 6,000
d% Special Magical XP GP 90 Sword, Two-handed +3 1,800 18,000
Result Shield Type Value Value
91–00 Special (see Table 226) — —
Small Shield −1,
01-15 — 1,000
Missile Attraction Table 226: Special Swords (p. 169)
16–35 Small Shield +1, Hurling 750 7,500 d% Special Magical XP GP
Small Shield +1, Result Sword Type Value Value
36–55 500 5,000
Missile Blocker 01–05 Cursed Sword −2 — 1,000
Large Shield +2, 06–10 Dagger of Eyes 750 7,500
56–70 1,500 15,000
Sea Turtle 11–15 Dagger of Venom 750 7,500
71–85 Large Shield +3, Aegis 2,500 25,000 16–20 Death Soldier’s Muster 1,000 10,000
Large Shield +3, 21–23 Defender 3,000 30,000
86–00 2,000 20,000
Ullr’s Siege
24–27 Flame Tongue 1,500 15,000
Table 225: Magical Swords (p. 169) 28–31 Frost Brand 1,500 15,000
d% XP GP 32–33 Holy Avenger 4,000 40,000
Magical Sword Type
Result Value Value 34–35 Howling Dervish 4,500 45,000
01–06 Dagger +1 250 1,250 36–39 Laser Dagger 1,000 10,000
07–08 Dagger +2 500 3,000 40–42 Laser Sword 2,000 20,000
09 Dagger +3 1,000 10,000 43–46 Quickthorn 1,000 10,000
10–15 Falcata +1 350 1,750 47–50 Selene’s Crescent 1,500 15,000
16–17 Falcata +2 650 4,000 51–55 Serpent Sword 1,200 12,000
18 Falcata +3 1,250 12,500 56 Soul Drinker 5,000 50,000
19–24 Scimitar, Short +1 350 1,750 57–59 Sun Blade 3,000 30,000
25–26 Scimitar, Short +2 650 4,000 Sword +2,
60–67 1,200 12,000
27 Scimitar, Short +3 1,250 12,500 +4 vs. Dæmons
28–33 Scimitar, Long +1 450 2,250 Sword +2,
68–75 1,200 12,000
34–35 Scimitar, Long +2 800 4,800 +4 vs. Lycanthropes
36 Scimitar, Long +3 1,500 15,000 Sword +2,
76–83 1,200 12,000
+4 vs. OtherworldlyBeings
37–42 Scimitar, Two-handed +1 600 3,000
Sword +2,
43–44 Scimitar, Two-handed +2 1,000 6,000 84–91 1,200 12,000
+4 vs. Reptiles
45 Scimitar, Two-handed +3 1,800 18,000
Sword +2,
46–51 Sword, Short +1 350 1,750 92–99 1,200 12,000
+4 vs. Undead
52–53 Sword, Short +2 650 4,000 00 Vorpal Sword 5,000 50,000
54 Sword, Short +3 1,250 12,500

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Table 227: Other Magical Melee Weapons (p. 172) 63 Quarterstaff +2 500 3,000
d% Magical Melee XP GP 64–65 Sickle +1 250 1,250
Result Weapon Type Value Value
66 Sickle +2 500 3,000
01–02 Axe, Hand +1 300 1,500
67–68 Spear, Short +1 450 2,250
03 Axe, Hand +2 600 3,600
69 Spear, Short +2 800 4,800
04 Axe, Hand +3 1,200 12,000
70 Spear, Short +3 1,500 15,000
05–06 Axe, Battle +1 450 2,250
71–72 Spear, Long +1 450 2,250
07 Axe, Battle +2 800 4,800
73 Spear, Long +2 800 4,800
08 Axe, Battle +3 1,500 15,000
74–75 Spear, Great +1 500 2,500
09–10 Axe, Great +1 600 3,000
76 Spear, Great +2 900 5,400
11 Axe, Great +2 1,000 6,000
77–78 Spiked Staff +1 500 2,500
12 Chain Whip +2 800 4,800
79 Spiked Staff +2 1,000 6,000
13–14 Club, Light +1 200 1,000
80–81 Tonfa* +1 250 1,250
15–16 Club, War +1 300 1,500
82–83 Trident*, Hand +1 250 1,250
17–18 Flail, Horseman’s +1 300 1,500
84 Trident*, Hand +2 500 3,000
19–20 Flail, Footman’s +1 450 2,250
85–86 Trident, Long +1 500 2,500
21 Flail, Footman’s +2 800 4,800
87 Trident, Long +2 1,000 6,000
22–23 Halberd +1 500 2,500
88–89 Whip +1 250 1,250
24 Halberd +2 900 5,400
90 Whip +2 500 3,000
25–26 Hammer, Horseman’s +1 300 1,500
91–00 Special (see Table 228) — —
27–28 Hammer, War +1 450 2,250
* Typically discovered in pairs.
29 Hammer, War +2 800 4,800
30 Hammer, War +3 1,500 15,000 Table 228: Special Melee Weapons (p. 172)
31–32 Hammer, Great +1 600 3,000 d% Special Magical XP GP
33 Hammer, Great +2 1,000 6,000 Result Melee Weapon Type Value Value
34–35 Javelin +1 400 2,000 01–05 Axe, Hand +2, Hurling 750 7,500
36 Javelin +2 750 4,500 Axe, Battle +2,
06–08 5,000 50,000
Decapitator
37–38 Lance +1 600 3,000
Axe, Great +3,
39 Lance +2 1,200 7,200 09–11 5,000 50,000
Dæmon’s Thirst
40–41 Mace, Horseman’s +1 300 1,500
Cæstuses +2,
42–43 Mace, Footman’s +1 450 2,250 12–16 750 7,500
Dæmon Hide
44 Mace, Footman’s +2 800 4,800 Chain Whip +2,
17–20 2,000 20,000
45 Mace, Footman’s +3 1,500 15,000 Scorpion Sting
46–47 Mace, Great +1 600 3,000 Club, War +1,
21–24 2,000 20,000
Shadow Rattle
48 Mace, Great +2 1,000 6,000
Club, War +1,
49–50 Morning Star +1 450 2,250 25–28 1,000 10,000
Spider God’s
51 Morning Star +2 800 4,800
Flail, Footman’s +2,
52 Morning Star +3 1,500 15,000 29–32 1,500 15,000
Disarmer
53–54 Pick, Horseman’s +1 300 1,500 Hammer, Great +2,
33–36 1,000 10,000
55–56 Pick, War +1 450 2,250 Fomorian Mattock
57 Pick, War +2 800 4,800 37–40 Hammer of Thunderbolts 2,500 25,000
58–59 Pike +1 500 2,500 41–45 Javelin of Lightning (×2d4) 300 ea. 3,000 ea.
60 Pike +2 1,000 6,000 46–50 Javelin of Piercing (×2d4) 300 ea. 3,000 ea.
61–62 Quarterstaff +1 250 1,250 Lance +2,
51–54 2,000 20,000
Cataphract’s Tether

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Table 228: Special Melee Weapons (continued) (p. 174) 59–63 Sling +1 200 1,000
d% Special Melee XP GP 64–66 Sling +2 400 2,400
Result Weapon Type Value Value
67–71 Arrow +1 (×2d12) 25 ea. 125 ea.
55–58 Mace +2, Disruptor 1,750 17,500
72–74 Arrow +2 (×2d8) 50 ea. 300 ea.
Quarterstaff +3,
59–61 2,500 25,000 75–76 Arrow +3 (×2d6) 75 ea. 450 ea.
Telescopic
77 Arrow +4 (×2d4) 100 ea. 1,000 ea.
62–64 Sickle +3, Reaper’s 4,000 40,000
78–82 Bolt +1 (×2d20) 25 ea. 125 ea.
65–68 Spear +2, Backbiter — 1,000
83–85 Bolt +2 (×2d10) 50 ea. 300 ea.
Spear, Long +4,
69–72 2,000 20,000 86–90 Bullet +1 (×1d10+10) 20 ea. 100 ea.
Cold-Iron
Spiked Staff +2, 91–00 Special (see Table 230) — —
73–76 1,500 15,000
Lightning * 2-in-6 chance that bow is composite.
Spiked Staff +2,
77–80 1,500 15,000 Table 230: Special Missile Weapons (p. 175)
Propulsive
d% Special Magical XP GP
Tonfa +2,
81–84 750 7,500 Result Missile Type Value Value
Defender of the Faith
01–06 Arrow, Orbiter — 1,000
Trident, Hand +2,
85–88 750 7,500 Arrow +3, Dæmon
Bullseye 07–12 300 ea. 3,000 ea.
Slaying (×1d3)
Trident, Long +3,
89–92 2,000 20,000 Arrow +3, Lycanthrope
Fish Commander 13–18 300 ea. 3,000 ea.
Slaying (×1d3)
93–96 Whip +2, Shocking 1,000 10,000
Arrow +3, Otherworldly
Whip +3, 19–24 300 ea. 3,000 ea.
97–00 2,000 20,000 Being Slaying (×1d3)
Honest Scourge
Arrow +3, Undead
25–32 300 ea. 3,000 ea.
Table 229: Magical Missile Weapons (p. 175) Slaying (×1d3)
d% Magical XP GP 33–38 Arrow +3, Yig’s (×1d3) 300 ea. 3,000 ea.
Result Missile Type Value Value 39–42 Arrows, Apollo’s Golden 5,000 30,000
01–03 Bola +1 250 1,250 Boomerang +2,
43–46 1,500 15,000
04 Bola +2 500 3,000 Flawless Returning
05–07 Boomerang +1 250 1,250 47–48 Bow +3, Eldritch Energy 5,000 50,000
08–10 Boomerang +2 500 3,000 Bullet +2, Tathlum Shot
49–54 200 ea. 1,000 ea.
11–15 Bow*, Short +1 500 2,500 (×3d4)
16–18 Bow*, Short +2 800 4,800 55–56 Crossbow, Laser 4,000 40,000
19 Bow*, Short +3 1,500 15,000 57–60 Crossbow, Repeating +1 1,000 10,000
20–24 Bow*, Long- +1 600 3,000 61–64 Crossbow, Repeating +2 1,500 15,000
25–27 Bow*, Long- +2 900 5,400 65–68 Crossbow +3, Accuracy 1,800 18,000
28 Bow*, Long- +3 1,800 18,000 69–72 Frost Ray Gun 2,500 25,000
29–33 Crossbow, Light +1 500 2,500 Hooked Throwing Knife
73–76 1,500 15,000
+2, Flawless Returning
34–36 Crossbow, Light +2 800 4,800
Hooked Throwing Knife
37 Crossbow, Light +3 1,500 15,000 77–80 2,000 20,000
+2, Witchwere’s Hand
38–42 Crossbow, Heavy +1 600 3,000
81–84 Lasso +2, Golden 1,500 15,000
43–45 Crossbow, Heavy +2 900 5,400
85–88 Pistol, Paralyzing 2,500 25,000
46 Crossbow, Heavy +3 1,800 18,000
89–92 Pistol, Radium 2,000 20,000
47–51 Dart +1 (×2d6) 75 ea. 375 ea.
Radiation Grenade
52–54 Dart +2 (×2d4) 125 ea. 750 ea. 93–96 200 ea. 1,000 ea.
(×5d4)
55–57 Hooked Throwing Knife +1 250 1,250 97–00 Sling +2, Giant Killer 600 6,000
58 Hooked Throwing Knife +2 500 3,000

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13
Table 231: Magical Scrolls (p. 180) 80–82 Potion of Levitation 250 500
d% XP GP Potion of
Magical Scroll Type 83–85 450 900
Result Value Value Super-heroic Action
01–05 Cursed Scroll — 1,000 86–88 Potion of Super-Speed 250 500
06–15 Map — — 89–91 Potion of Tree-Man Syrup 250 500
16 Protection: Animals 500 2,500 92–94 Potion of Water Breathing 400 800
17 Protection: Dæmons 2,000 10,000 95–97 Slade’s Black Sorcerer Stout 300 600
18 Protection: Elementals 1,500 7,500 98–00 Witch’s Decoction 50** 100**
19 Protection: Lycanthropes 1,250 6,250
* See description for individual values.
20 Protection: Magic 1,000 5,000 ** Per casting ability (CA) of witch who brewed decoction.
21 Protection: Otherworldly 2,500 12,500
Table 233: Magical Rings (p. 184)
22 Protection: Petrifaction 2,000 10,000
d% XP GP
23 Protection: Plants 500 2,500 Magical Ring Type
Result Value Value
24 Protection: Poison 1,000 5,000 01–04 Ichthyic Ring 2,000 12,000
25 Protection: Undead 1,250 6,250 05–09 Ring of Animal Command 1,000 6,000
500 + Ring of Elemental
26–00 Spell Scroll 100* 10–11 5,000 30,000
100* Command (Air)
* Per spell level Ring of Elemental
12–13 5,000 30,000
Command (Earth)
Table 232: Magical Potions (p. 181)
Ring of Elemental
d% XP GP 14–15 5,000 30,000
Magical Potion Type Command (Fire)
Result Value Value
Ring of Elemental
01–07 Antidote 200 400 16–17 5,000 30,000
Command (Water)
08 Black Brew 750 1,500 Ring of Elemental
18–19 5,000 30,000
09 Elixir of Longevity 500 5,000 Command (Wood)
10–12 Love Potion 300 600 20–24 Ring of Feather Falling 1,000 6,000
Pill of the 25–29 Ring of Feather Walking 1,000 6,000
13–15 400 800
Serpent’s Tongue 25–29 Ring of Fire Resistance 1,000 6,000
16–22 Poison — 25–2,000* 30–34 Ring of Free Motion 1,000 6,000
23–25 Potion of Climbing 300 600 Ring of the
35–36 5,000 50,000
26–32 Potion of Cure Disease 300 600 Hyperborean Kings
33–35 Potion of Delusion — 250 37–40 Ring of Invisibility 1,500 15,000
36–38 Potion of Diminutiveness 300 600 41–45 Ring of Khromarium 150 900
Potion of 46–50 Ring of Lightning Resistance 1,000 6,000
39 750 1,500
Extraordinary Growth 51–52 Ring of Protection 4,000 40,000
Potion of 53–54 Ring of Regeneration 5,000 50,000
40–46 400 800
Extraordinary Healing
55–58 Ring of Shooting Stars 3,000 18,000
47–49 Potion of Fire Breath 300 600
59–62 Ring of Spell Storing 2,500 25,000
50–52 Potion of Fire Protection 250 500
63–67 Ring of Sustenance 500 3,000
53–55 Potion of Flying 500 1,000
68–71 Ring of Telekinesis 2,000 12,000
56–58 Potion of Gaseous Form 300 600
72–76 Ring of Warmness 1,000 6,000
59 Potion of Giant Power 500 1,000
77–81 Ring of Water Walking 1,000 6,000
60–66 Potion of Healing 200 400
82–86 Ring of Weakness — 1,000
67–69 Potion of Heroic Action 300 600
91–96 Ring of Wind 500 3,000
70–72 Potion of Invincibility 350 700
97–98 Ring of Wizardry 4,000 40,000
73–79 Potion of Invisibility 400 800
99–00 Ring of X-Ray Vision 4,000 40,000

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Table 234: Magical Rods, Staves, & Wands (p. 188) Table 235-A: Misc. Magic Items (d6, 1) (p. 194)
d% Magical Rod, Staff, XP GP d% Miscellaneous XP GP wt
Result or Wand Type Value Value Result Magic Item Type Value Value (lbs.)
01–03 Atlantean Lightning Rod 2,000 10,000 Amulet,
01–04 200 1,000 1
04–06 Ophisimian Rod 7,000 35,000 Laudatory
07–09 Rod of Absorption 8,000 40,000 Amulet of
05–08 1,250 7,500 1
Mind Protection
10–12 Rod of Cancellation 3,000 15,000
09–12 Amulet of Nyx 1,500 9,000 1
13–15 Rod of Iron Detection 1,500 7,500
Amulet of Proof
16–18 Rod of Lordly Might 5,000 25,000 13–16 against Detection 4,000 20,000 1
19–21 Rod of Resurrection 6,000 30,000 and Location
22–24 Rod of Rulership 8,000 40,000 Amulet of
17–20 200* 500* 1
25–27 Rod of Smiting 4,000 20,000 Undead Turning
28–30 Rod of Suffocation 4,000 20,000 21–24 Anti-Grav Belt 1,500 9,000 3
31–33 Staff of Curing 6,000 30,000 Apparatus of
25–26 8,000 40,000 500
the Atlanteans
34–36 Staff of Healing 4,000 20,000
Apparatus of the
37–39 Staff of Life Essence 6,000 30,000 27–30 1,000 6,000 7
Dark Kimmerians
40–42 Staff of the Magus 15,000 75,000
Armband,
43–45 Staff of Necromancy 8,000 40,000 31–34 1,000 10,000 1
Golden Ouroboric
46–48 Staff of Power 12,000 60,000 Armband of
35–38 250 1,500 1
49–51 Staff of the Seeker 5,000 25,000 the Housecarls
52–54 Staff of the Snake 7,000 35,000 39–42 Bag of Devouring — 1,000 —
55–57 Staff of Striking 5,000 25,000 43–46 Bag of Holding 5,000 25,000 —
58–60 Staff of Stygian Purpose 4,000 20,000 Bead of Force
47–50 250 ea. 1,250 ea. —
61–63 Staff of Withering 8,000 40,000 (×1d4+1)

64–66 Wand of Fear 3,000 15,000 51–54 Beast Mannikin 300 1,500 2

67–69 Wand of Fireballs 4,000 20,000 55–56 Boat of Folding 8,000 40,000 8

70–72 Wand of Freezing 6,000 30,000 57–60 Boots, Boreal 1,500 9,000 1

73–75 Wand of Illuming 2,000 10,000 61–64 Boots, Winged 2,000 20,000 1

76–78 Wand of Lightning Bolts 4,000 20,000 65–68 Boots of Dancing — 3,000 1

79–85 Wand of Magic Detection 2,500 12,500 Boots of


69–72 2,000 12,000 1
Levitation
86–88 Wand of Magic Missiles 4,000 20,000
73–76 Boots of the Shark 2,500 25,000
89–91 Wand of Paralysis 3,500 17,500
77–80 Boots of Speed 2,500 25,000 1
92–94 Wand of Phantasms 4,000 20,000
Boots of Striding
95–97 Wand of Polymorphing 4,000 20,000 81–84 2,500 25,000 1
and Springing
Wand of Secret Door Bracers,
98–00 5,000 25,000 85–88 600** 3,000** 2
& Trap Location Defensive
Bracers of
89–92 — 1,500 2
Defencelessness
Bracers of
93–96 3,500 17,500 2
Undeath
Brazier of
97–00 500 2,500 5
Sleep Smoke
* Per level
** Per AC below 9; e.g., defensive bracers AC 7 = 1,200 XP
and 6,000 gp if sold

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Table 235-B: Misc. Magic Items (d6, 2) (p. 198) Table 235-C: Misc. Magic Items (d6, 3) (p. 202)
d% Miscellaneous XP GP wt d% Miscellaneous XP GP wt
Result Magic Item Type Value Value (lbs.) Result Magic Item Type Value Value (lbs.)
01–04 Broom of Flying 2,000 10,000 3 Enchanting
01–04 500 2,500 —
05–06 Carpet of Flying 6,000 30,000 15 Castanets
07–08 Chaos Harp 5,000 50,000 5 Eversmoking
05–08 500 2,500 1
Bottle
Circlet of
09–10 3,500 35,000 1 09–12 Eyes of the Eagle 3,000 18,000 —
Invulnerability
Claw of the 13–16 Fish-Man Coin 400 800
11–14 3,000 18,000 10
Crab-Men 17–18 Flamethrower 4,500 45,000 65
15–16 Cloak, Aurochs 3,000 30,000 2 Flask of
19–22 700 3,500 2
17–18 Cloak of Arachnida 3,000 30,000 2 Plenteous Water
Cloak of 23–26 Fortunate Still 1,000 6,000 5
19–22 3,000 18,000 2
Displacement Gauntlets of
27–30 1,000 10,000 —
Cloak of Dextrousness
23–26 — 2,000 2
Poisonousness Gauntlets of
31–34 1,000 10,000 2
Cloak of Ogre Power
27–30 1,000* 10,000* 2
Protection Gem of
35–38 2,000 20,000 —
31–32 Cloak of Shadow 3,000 30,000 2 Brightness
Cloth of Girdle of
33–36 300 1,500 — 39–42 — 1,250 3
Two Faces Gender Reversal
Compulsive Girdle of
37–40 4,000 20,000 18 43–46 2,000 20,000 3
Chariot Giant Power
41–44 Crystal Ball 1,000 10,000 7 Girdle of Golden
47–50 2,500 25,000 3
Serpents
Dæmon’s Bane
45–48 Lotus Petal 300 ea. 600 ea. — Girdle of the
51–54 3,000 18,000 3
(×1d4+1 petals) Mountain Lion
Diadem of Golden Cone
49–52 500 5,000 1 55–58 500 ea. 1,000 ea. —
Strength (×1d6)
53–56 Diadem of Wisdom 500 5,000 1 Helm,
59–62 1,500 9,000 5
Dark-vizored
Dust of Appearance
57–61 250 ea. 500 ea. — 63–66 Helm, Rat 1,000 5,000 5
(×1d4+1 doses)
Dust of Death 1,000 67–70 Helm, Wolf 1,000 5,000 5
62–66 500 ea. —
(×1d2 doses) ea. Helm of
71–72 5,000 50,000 5
Dust of Disappear- Brilliance
67–71 ance (×1d4+1 doses)
300 ea. 600 ea. —
Helm of
Dust of Madness 73–76 2,000 10,000 5
72–76 450 ea. 900 ea. — Judgement
(×1d2 doses)
Helm of Opposite
Dust of Night- 77–80 — 1,000 2
Alignment
77–81 mares and Visions 100 ea. 200 ea. —
Helm of
(×1d4+1 doses) 81–84 3,000 30,000 2
Telepathy
Dust of Paralysis
82–86 400 ea. 800 ea. — Helm of
(×1d4+1 doses) 85–88 3,000 30,000 2
Teleportation
Dust of Sleepiness
87–91 300 ea. 600 ea. — Horn, Everlasting
(×1d4+1 doses) 89–92 700 3,500 1
Drinking
Dust of Sneezing
92–96 and Choking 350 ea. 700 ea. — 93–96 Horn of Blasting 1,000 10,000 1
(×1d2 doses) 97–00 Horn of Fog 450 4,500 1
Egg of Ouranos
97–00 300 ea. 600 ea. —
(×1d4+1)
* Per “plus”
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Table 235-D: Misc. Magic Items (d6, 4) (p. 205) Table 235-E: Misc. Magic Items (d6, 5) (p. 212)
d% Miscellaneous XP GP wt d% Miscellaneous XP GP wt
Result Magic Item Type Value Value (lbs.) Result Magic Item Type Value Value (lbs.)
01–04 Horn of Valhalla 1,000 10,000 1 Mask of the
01–04 2,000 12,000 1
Horseshoes Plague Doctor
05–08 2,000 12,000 4
of Speed 05–08 Mask of Spirit Sight 1,000 5,000 —
Horseshoes of 09–12 Medallion of ESP 900 9,000 1
09–12 1,500 9,000 4
the Zephyr Mirror,
13–16 2,000 20,000 6
Hyperborean Kraken’s Reach
13–16 500 5,000 1
Compass Mirror of
17–20 2,000 20,000 50
Incense of Life Trapping
17–22 100 ea. 1,000 ea. —
Meditation (×2d4) Mirror of
21–24 3,000 30,000 40
23–26 Infinity Key 1,000 6,000 — Magic Detection

27–28 Instant Fortress 7,000 70,000 — Mirror of


25–26 4,500 45,000 40
Mental Prowess
IOUN Stone
29–32 500 ea. 5,000 ea. — Moon Tea
(×1d3) 27–30 100 ea. 500 ea. —
(×2d4 packets)
Iron Toad of
33–36 500 2,500 5 Necklace,
Sudden Fate 31–34 1,500 15,000 1
Copper Skull
37–40 Knots String 700 3,500 — Necklace of
41–44 Leng Fodder 300 600 8 35–38 1,250 12,500 1
Adaption
Lens of Necklace of
45–48 900 5,400 — 39–42 50* 250* 1
Infrared Vision Missiles
Lens of Necklace of
49–52 900 5,400 — 43–46 — 1,000 1
Ultraviolet Vision Strangulation
Lenses of the Nizbit’s Handy
47–50 250 1,500 1
53–56 Hyperborean 1,250 7,500 — Boot Dressing
Householder 51–54 Orb, Overseer’s 1,250 12,500 6
57–60 Lotus Diadem 2,000 10,000 — Orb of Water
61–64 Luckstone 3,250 32,500 — 55–58 Elemental 500 1,000 1
Summoning
65–68 Lucky Hat 1,500 15,000 —
59–62 Pearl of Power 250** 2,500** —
Lunaqqua’s
69–72 1,000 6,000 — 600 or 6,000 or
Comb 63–66 Pearl of Wisdom —
(—)*** 1,000***
Lute of Forbidden
73–74 5,000 50,000 5 67–70 Periapt of Health 1,000 10,000 —
Knowledge
Lyre of Time Periapt of Proof
75–76 6,000 60,000 5 71–74 1,500 15,000 —
against Poison
and Space
Periapt of
Mantle of 75–78 1,250 12,500 —
77–80 3,000 18,000 4 Wound Closing
Yoon’Deh
Phylactery of
Manual of 79–82 3,000 18,000 —
Yig’s Favour
81–84 Automaton 3,500 35,000 3
Creation Pipes of
83–86 2,000 10,000 —
the Sewers
Manual of
85–88 4,500 45,000 3 87–90 Portable Hole 4,000 40,000 —
Exercise
89–92 Manual of Health 4,500 45,000 3 Quill of Never-
91–94 200 1,000 —
ending Ink
Manual of
93–96 4,500 45,000 3 95–98 Ray of Helios 500 2,000 —
Quickness
Robe of
97–00 Mask, Heliot 1,250 12,500 1 99–00 6,500 65,000 2
the Archmagi
* Per HD of each missile
** Per max. spell level; e.g., level 1–3 = 750 XP and 7,500 gp
*** If reversed effect
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Table 235-F: Misc. Magic Items (d6, 6) (p. 216) MAGICAL ARMOUR
d% Miscellaneous Magic XP GP wt
Result Item Type Value Value (lbs.) Magical armours are stronger and more durable than
01–04 Robe of Blending 3,250 32,500 2 their mundane equivalents. They are often crafted of
rare, valuable, and exotic materials; a suit of magical
05–06 Robe of Eyes 4,500 45,000 2 plate mail, for instance, might be gold-chased steel,
Robe of and magical chain mail might be crafted of pure cop-
07–10 2,500 25,000 2
Scintillating Colours per. Each magical “plus” improves (decreases) armour
11–14 Rope of Climbing 1,000 10,000 3 class, so +1 chain mail provides AC 4 instead of the
standard AC 5. Magical armour feels lighter and more
Rope of
15–18 1,250 12,500 3 comfortable than comparable non-magical armour, but
Entanglement
this does not relax armour restrictions associated with
19–22 Scarab of Death — 2,000 — character class.
23–26 Scarab of Protection 2,500 25,000 —
SPECIAL ARMOUR DESCRIPTIONS
27–30 Shining Effigy 2,000 10,000 10
Skin of the Atlantean Shell Armour: Neither metal nor bone but
31–34 3,000 30,000 2 lighter and suppler than either, the iridescent material
Snake-Men
of this armour most closely resembles mother-of-pearl.
Skullcap of
35–38 1,500 9,000 2 The secret of its making is lost with the super-science
Arachnid Reverie
of ancient Atlantis. A suit of Atlantean shell armour
Slippers of consists of a cuirass, greaves, and vambraces, though
39–42 900 9,000 —
Spider-climbing variations exist. It protects as chain mail (AC 5, DR 1),
43–46 Spear-cast Sail 5,000 35,000 — but can be worn freely by those classes permitted only
Sphere of light armour.
47–48 4,000 40,000 —
Annihilation
Cursed Armour: Three types of cursed armour are
49–52 Sphere of Blackness 3,500 35,000 — known. Roll a d6 to determine the type:
Spoon of Never-
53–56 500 2,500 — Table 236: Cursed Armours
ending Gruel
Stone of the d6 Result Cursed Armour Type
57–60 1,000 5,000 —
Bear’s Heart 1–2 −2 leather armour
Thaumagorga’s 3–4 −2 chain mail
61–66 —* 500 —
Bloodstone
5–6 −2 plate mail
Tome of
67–68 5,000 50,000 3
Clear Thought Regardless of the type, movement is slowed to 20 MV.
Tome of Greater If identify is cast, magical armour appears to be of
69–70 5,000 50,000 3 beneficial sort—indeed, seemingly of opposite prop-
Dæmon Summoning
erties, so −2 chain mail is perceived as +2 chain
Tome of Leadership mail. Once donned cursed armour cannot be removed,
71–72 5,000 50,000 3
and Influence unless the victim is struck by a natural 20 blow from
Tome of a melee weapon, which will destroy the armour and in-
73–74 5,000 50,000 3
Understanding flict treble damage dice (with any applicable modifiers
75–84 Torch, Electric 1,000 5,000 2 added afterwards; this treble damage supersedes the
optional critical hit system, if used) to the wearer. It
85–88 Torch, Green-Flame 400 800 1
is unaffected by dispel magic or remove curse spells;
89–92 Vacuous Grimoire — 1,000 3 sorcery that imparts otherworldly wisdom, however,
93–96 Wind Fan 500 3,000 — may reveal that one day an enemy combatant might
destroy the armour.
97–00 Wings of Flying 800 8,000 2
* 300 XP for Thaumagorga followers

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Dæmon’s Bane Harness: This magnificent yet fright- Dagon’s Harness: This iridescent +1 scale mail fea-
ening looking suit of +2 plate mail may be worn tures a breastplate emblazoned with a rainbow-scaled
only by one who is of Lawful Good alignment; it will fish. Dagon’s harness provides water breathing (as the
unbuckle, fall from, and refuse to be donned by those spell, at CA 9 capacity) once per day. This armour iden-
of any other alignment. Additionally, violation of the tifies the wearer as a follower of Kthulhu to his cultists,
precepts of the Lawful Good alignment will cause the fish-men, and other ichthyoids; they may shew mercy
harness to fall off of the wearer. When combatting or respect to the wearer. However, the wearer also
dæmons, dæmon’s bane harness functions as +4 plate suffers a curse that inspires fealty to Father Dagon
mail, and the wearer gains a +4 to all saving throws (and ultimately Kthulhu); furthermore, the wearer will
related to the sorcery of dæmons. Furthermore, when refuse to allow others to don the armour.
the wearer slays a dæmon (must be the final blow),
that one’s nefarious soul is sucked into the armour, un- Warlock’s Harness: This midnight blue +2 scale mail
able to escape to netherworldly realms. As this occurs, features fine, overlapping steel scales sewn onto sup-
the previously entrapped, tormented souls will screech ple sheepskin. Affixed to golden epaulettes stylized to
and howl with rage and glee. A dæmon’s bane harness portray lion heads, a midnight blue velvet cape hangs
is noted for the disturbingly realistic dæmonic visages to ankle length (adjusts to the height of the wearer).
painted all about the armour – evil eyes, toothy maws, Also, a four-inch-diameter, turquoise cabochon veined
porcine snouts, and so forth. If one stares at these long with copper is embedded in the centre of the breast,
enough, slight movement may be observed. set in gold. When the warlock’s harness is worn by a
warlock (or any derivation thereof), its true potential
is realized. For these spell-swords, the following spell-
like powers can be invoked once per day, matching the
warlock’s casting ability (CA) :

‘ Enlargement (self only)


‘ Light
‘ Mirror Image
‘ Fly (self only)

If the wearer of warlock’s harness is struck by a natu-


ral 20 attack roll, there is a 1-in-6 chance that the blow
strikes the turquoise cabochon, breaking the stone and
eliminating the sorcerous powers of the armour; effec-
tively, it is reduced to +2 scale mail.

Zirconium Suit: This artefact of an age undreamt ap-


pears to be an extraordinary suit of full plate armour
composed of thinly plated, silver-grey metal. Every
joint of the 50-pound zirconium suit is finely articulat-
ed, sealed airtight with black leathery material of alien
manufacture; even the great helm with its tinted glass
visor has no openings. The zirconium suit is stylized to
appear as a heavily muscled man, though with peculiar
bosses and odd ridges.

On the back of the left hand is a triangular box from


which a small, red crystalline knob projects. To don
the suit, a trio of buttons under the chin of the helm
must be depressed. This action causes the back to split
open, allowing a person to step within before pressing
the buttons to re-close the armour, which mechanically
conforms to the wearer’s shape. The zirconium suit has
the following special qualities:

‘ Armour Class −2
‘ Damage Reduction 3: Physical damage beyond 3
hp on any individual blow implies that the impact
of the blow harmed the wearer but has not
penetrated the suit.

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‘ Critical Hit Vulnerability: The suit can withstand
50 perfect (natural 20) blows, which must be
tracked. On the 50th such blow, the suit will
rupture, lace with fissures, and fall apart.
‘ Energy Absorption: The suit provides its wearer
with immunity to radiation and a +4 saving
throw bonus versus fire and electricity.
‘ Acid Vulnerability: Corrosive acid can destroy the
suit (item saving throw; treat suit as metal, hard).
‘ Movement: The suit weighs 50 pounds (weight
class heavy), though allows for medium-weight
movement (MV 30).
‘ Anti-Gravity: Float up/down at 20 MV, bearing
an additional 500 pounds of weight.
‘ Air-/Watertight: The suit is airtight and water-
tight, allowing the wearer to survive in the frigid
vacuum of the Black Gulf or as deep as 1,000 feet
underwater. Also, the suit provides oxygen so
that the wearer may breathe comfortably for up
to eight hours. The suit recharges its air supply
at a rate of one hour per hour of disuse.
‘ Hydration and Climate Control: The suit cools
and hydrates the wearer so that drinking water
is unnecessary; also, the suit provides a cool,
semi-dry temperature.
‘ Strength: The suit provides its wearer with 18
strength.
‘ Claws: If the fist of the right gauntlet is dou-
ble-clenched, a trio of 15-inch-long blades of blue
steel project from the knuckles. These claws
crackle with electricity and may be used to rake
opponents at +2 “to hit” and 1d6+2 hp damage,
plus a further 1d6 hp electrical damage.
‘ Energy Blast: Once per turn the wearer can
tap the left-hand crystalline knob and release a
blast that is 30 feet long and 5 feet wide at the
terminus. Those in the area of effect suffer 3d6
hp damage (avoidance save for ½).

MAGICAL SHIELDS
Magical shields are stronger and more durable than unless the victim is struck by a natural 20 blow from
their mundane equivalents. Oft they are crafted of a melee weapon, which destroys the cursed shield and
rare, valuable, and exotic materials; a +2 small shield, inflicts treble damage dice (with any applicable modifi-
for instance, might be composed entirely of polished, ers added afterwards; this treble damage supersedes
reflective silver. Each magical “plus” improves (de- the optional critical hit system, if used) to the bearer.
creases) armour class, so a +1 large shield decreases The cursed shield is unaffected by dispel magic or re-
melee AC by 3. Magical shields weigh the same as move curse spells.
comparable non-magical shields.
Small Shield +1, Hurling: This small, round, blue
SPECIAL SHIELD DESCRIPTIONS steel shield functions as a +1 small shield for defence,
but may be used as a hurling weapon that inflicts 1d6+1
Small Shield −1, Missile Attraction: If identified, hp of damage to a range of 50 (feet indoors, yards out-
this shield will be revealed as a +1 small shield; in doors). Furthermore, if the hurling shield strikes true,
sooth, it is a −1 small shield that curses its bearer it will ricochet back to the hand of the hurler at the end
with treble the normal chance to be targeted by ran- of the same round it was thrown, so long as the hurler
dom missile fire. Once wielded it cannot be removed, makes the slightest attempt to catch it.

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Small Shield +1, Missile Blocker: This small heat-


er shield is emblazoned with a symbol of Apollo: two
arrows crossed over a crimson orb. It functions as a
normal +1 small shield, but versus missiles, it func-
tions as a +4 small shield.

Large Shield +2, Sea Turtle: Crafted from the shell of


a sea turtle, this magical shield offers an additional +2
bonus to armour class (AC). If a human, humanoid, or
quasi-man straps the shield to their back, he or she will
be transfigured into an anthropomorphic sea turtle with
MV 30 (swim 30) and a base AC 5 (cannot wear armour).
The bearer can move and fight normally underwater
(negating the usual −4 “to hit” penalty). Although the
bearer cannot breathe water, lung capacity is greatly
increased, necessitating a test of constitution but once
per hour whilst submerged. The bearer can remove
the shield and return to normal form at will but risks
a cumulative 1-in-20 chance per consecutive day of use
that the change is permanent. In this instance, the car-
apace fuses to the bearer’s vertebrae, and their skin
takes a glaucous pigmentation.

Large Shield +3, Aegis: This round, goat-skin cov-


ered iron shield is dyed with a red symbol of Helios. Large Shield +3, Ullr’s Siege: These Viking war
From the edge of the shield hang tassels of gold thread. shields are worked with the arrows and runes of Ullr.
Once per day the first attack that would normally hit Any hurled or propelled missile that misses the bearer
the bearer will automatically miss. This also applies by a margin of 1 or 2 on the attack roll is returned to its
to aimed, targeted spells, but not area of effect spells. source at full speed, striking at the FA of the bearer of
Otherwise, it functions as a +3 large shield. Ullr’s siege (a “to hit” roll simply using the FA).

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MAGICAL SWORDS
Most magical swords are forged of steel, some of bronze, and others of rare or exotic materials, such as silver,
gold, crystal, or meteoritic rock. They are extraordinarily balanced and honed. Each “plus” is applied both to
attack and damage rolls. Many magical blades radiate light (10-foot radius for daggers, 20-foot radius for swords);
typically, the sword must be unsheathed for its light to be shed, though some might remain lightless until a specific
command word is spoken or a stud in the hilt is depressed.

INTELLIGENT MAGICAL SWORDS


Some magical swords are possessed of intelligence, ego, and purpose. Intelligent swords can communicate audi-
bly, telepathically, and/or through vague empathetic connexions. Some intelligent blades command a small selec-
tion of spell-like powers (such as a 10d6 fireball or lightning bolt once per day if the sword is pointed, or perhaps
protection from evil any time the blade is brandished). Any such powers are best determined by the referee.

Many intelligent swords are aligned with Law or Chaos, Good or Evil, or Neutrality; indeed, a sword might
contain the soul of a dæmon, benevolent spirit, or some other agent. A sword is an instrument of death;
hence, some intelligent swords might crave the death of all creatures whose alignment is in opposition to
their own, whereas others might be more specific, such as a sword with the purpose to slay ape-men or orcs.
Even in the hands of a compatible wielder, if the purpose of an intelligent sword is ignored or postponed for
an unreasonable period, the sword will find a way to acquire a new “master.”

Some intelligent swords are strict in their ethe, punishing with electric shocks wielders of dissimilar align-
ment who are foolish enough to unsheathe them. Furthermore, they might urge their wielders to dissociate
from or even destroy allies whose alignments are opposed to the swords’. Some swords may complain about,
protest, or even forbid the use of other weapons or magic items. In extreme conditions, an intelligent sword
might turn on its master, forcing its master to strike him- or herself, or an ally.

SPECIAL SWORD DESCRIPTIONS The moment it is wielded in combat, the sword’s curse
is realized. The weapon imposes a −2 penalty “to hit”
Cursed Sword −2: This blade is revealed as a +2 mag- and damage (minimum of 1 hp damage on a hit). Fur-
ical weapon if identified; in truth, it is cursed. To deter- thermore, the user can wield no other weapon until
mine a cursed blade type roll a d10 on the following table: the cursed sword is destroyed—no other sword, mis-
sile weapon, or the like may be employed. The sword
Table 237: Cursed Swords will seem to spring to the hand of the accursed, who is
d10 Result Cursed Sword Type forced to fight with it when a threat presents. Spells
1 dagger cannot be cast, nor may the user take any other action
that does not involve immediately fighting with the
2 falcata
cursed blade in a combat situation.
3 short scimitar
4 long scimitar This cursed blade can be dropped quickly following a
remove curse spell. Also, it is destroyed if an opponent
5 two-handed scimitar scores a natural 20 attack roll versus the wielder. The
6 short sword blade will attract this critical blow, and the wielder of
7 broad sword the cursed blade is not be harmed by the blow. Struck
thusly, the cursed weapon will explode into dozens
8 long sword
of shards, causing one last deleterious effect: 3d6 hp
9 bastard sword damage to all within a 20-foot radius, with no saving
0 two-handed sword throws allowed.

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Dagger of Eyes: This +2 dagger has a hilt carved Flame Tongue: The blade of this +2 broad sword is
with images of open eyes. When the dagger strikes an forged of red star metal, its hilt of blue steel. Its wield-
opponent on a natural 19 or 20 attack roll, the victim er is protected as if wearing a ring of fire resistance.
must make a sorcery saving throw. If the save is failed, When a command word is spoken, the blade will ignite,
the victim’s eyes immediately wither in their sockets, sheathed in tongues of fire. These flames can be used to
causing blindness; directly, another eye appears on the ignite oil, burn webs, or light other combustibles such
dagger’s hilt. Blind creatures always lose initiative and as cloth, paper, parchment, and wood. The weapon’s
suffer −4 “to hit,” armour class, and saving throws. fire delivers an extra 1d6 hp damage, or an extra 1d8
Cure blindness or remove curse will reverse the effect. hp damage versus cold-based creatures and undead.

Frost Brand: The blade of this +2 broad sword ap-


pears to be carved of ice, its hilt of copper and set with
a white or blue sapphire. It sheds a pale blue lumi-
nance when unsheathed, the radius of which extends to
60 feet in subfreezing temperatures. The frost brand
functions as a ring of warmness when held. Also, at
Dagger of Venom: This double-edged +2 dagger fea- the will of the wielder, it can absorb any normal fire
tures a bronze hilt that is hollowed and may contain within 60 feet; when the sword is plunged into a mag-
six doses of penetrative poison. On a successful hit, ical fire, such as a wall of fire, the fire likewise is dissi-
the poison is released from the blade’s tip. To replace pated. The weapon provides an additional +6 damage
the poison, the wielder must unscrew the pommel to versus fire-based creatures.
access the hollow. Whilst the efficacy of penetrative
poisons is finite when coated on other blades, in the Holy Avenger: The blade of this magical +2 long
dagger of venom, its efficacy is preserved. sword is of polished steel, its hilt of gem-encrusted
gold. In the hands of a paladin, it is a +5 long sword
Death Soldier’s Muster: This razor-sharp +1 falcata
that inflicts double base damage versus Chaotic Evil
has a bone hilt, and from its lower grip a talon projects
opponents (with modifiers applied afterwards). Fur-
from a thumb-like extension. The blade is grooved with
thermore, when a paladin wields a holy avenger a
deep fullers that never are completely free of dried
five-foot radius of sorcery resistance is provided. This
blood. The death soldier’s muster is a +1 weapon, but
resistance is on a chance-in-20 equal to the paladin’s
when wielded by a death soldier (a necromantic war-
level of experience and functions versus spells, magical
lock), it performs as a +2 falcata and adds 3 to the
abilities, and all sorcerous devices. Sorcery resistance
death soldier’s dexterity for determining who strikes
should be checked before a saving throw is rolled.
first when initiative is tied. Any human killed with this
blade by a death soldier will rise in 1 turn as a zombie
Howling Dervish: The blade of this +3 two-handed
that serves for 24 hours before crumbling and decaying.
scimitar is of polished steel, its hilt of bronze, and its
pommel set with lapis lazuli. After this sword is used in
melee combat for 3 consecutive rounds, it will leap from
the hand of the wielder, dancing in midair and continu-
ing to fight on its own for 3 rounds. Once the sword be-
gins to dance its dervish, the wielder at once may draw
another weapon and continue to fight; the howling der-
vish always stays near the wielder, attacking the same
targets as its master at an identical attack rate. It will
Defender: This adamantine weapon functions as a +4 whirl about, howling wildly for 30 seconds (3 rounds),
broad sword. Its blade is graven with ancient, magical and then drop to the ground with a rueful sigh.
runes that spell “DEFENDER.” The weapon’s “to hit”/
damage bonus can be allocated to defence when wielded Laser Dagger: This weapon of ancient Atlantean
against opponents bearing melee weapons (axes, flails, origin appears as a bladeless dagger hilt composed
hammers, maces, spears, swords, etc.). Each round the of light, durable metal and set with geometrically ar-
defender is employed, the user may subtract from the ranged crystals. The hilt has a triggering mechanism
attack and damage bonus and apply that subtraction (button) that causes a 12-inch beam of solid energy
to AC (e.g., a fighter wielding a defender may use the to spring forth. The laser dagger provides a +2 “to
sword as +2 “to hit” and damage, +2 to AC; or perhaps hit” and inflicts 2d6 hp damage. It is effective versus
+1 to attack and damage, +3 to AC). The user must opponents damaged only by magical weapons. These
declare the preferred usage before initiative is rolled. weapons are created with 100 charges; each successful
Defenders are intelligent blades aligned with Law. hit drains 1 charge.

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Laser Sword: This weapon of ancient Atlantean origin Soul Drinker: The black blade of this +3 two-handed
appears as a bladeless sword hilt composed of light, sword appears to be forged of the very stuff of the
durable metal and set with geometrically arranged terrifying Black Gulf, a slice of the night sky within
crystals. The hilt has a triggering mechanism (button) which can be glimpsed the winking of distant stars and
that causes a 24-inch beam of solid energy to spring haunting nebulæ. The hilt is forged of dull grey star
forth, equivalent to a short sword. The laser sword metal that is cold to the touch. When a natural 20 is
provides +2 “to hit” and inflicts 2d10 hp damage. It is rolled, the victim’s body (if living) will wither as their
effective versus opponents damaged only by magical soul is sucked into the blade; furthermore, the victim’s
weapons. These weapons are created with 100 charges; remaining hit points will be transferred to the sword
each successful hit drains 1 charge. On a natural 20 at- wielder (a temporary boost if the transferral results
tack roll, the target must make an avoidance saving in more hit points than the wielder normally would
throw or lose an extremity. For humans, humanoids, possess). After draining 666 victims, the blade breaks
and quasi-men, roll a d8 to determine the effect: apart, the contained souls wailing as they stream forth
to the Black Gulf. The referee must determine how
1–4 = hand removed, 5–6 = arm removed at elbow, many souls have been drunk previously by the respec-
7 = leg removed at knee, 8 = head removed tive black blade. Soul drinkers are intelligent blades
aligned with Chaos, though indifferent to Good or
For other targets, the referee should devise similar Evil. They may speak in dæmonic, grating whispers,
probabilities, which might include tails, tentacles, and extolling entropy, violence, and destruction.
so forth; note that limb removal is not applicable versus
some creatures (e.g., elementals, green slimes, grey Sun Blade: This +2 bastard sword has a ruby-studded
oozes). Obviously, most decapitated victims are killed bronze hilt and a blade of red gold (copper and gold al-
outright; otherwise, limb removal causes an additional loy). The sun blade is said to be blessed by Helios. When
2d10 hp damage. wielded against creatures composed of negative energy,
shadow, the stuff of the Black Gulf, or versus undead
Quickthorn: This +2 short sword is composed of a rare creatures, it becomes a +4 weapon that delivers double
wood, strong as steel, originating from Saturn. Its pommel base damage (with other bonuses added afterwards).
is set with green meteoritic iron. When melee is engaged, Furthermore, when this weapon is swung, it sheds
the quickthorn wielder always makes the first attack scarlet light, illuming a 10-foot radius around the
regardless of initiative results. In the case of a wielder wielder and spreading 5 feet per round for as long
with multiple attacks, this boon applies only to the first as the sword is swung, until it reaches a maximum
swing. One-in-six of these weapons is a falcata. radius of 60 feet. After 1 turn, the light will fade.
Selene’s Crescent: This silver filigreed +2 long This power may be used thrice per day; during sub-
scimitar shines with the pale radiance of Selene sequent battles, the sword radiates ruddy light, but
when full, providing moonlight in a 25-foot radius. only in a five-foot radius.
If used to sacrifice an aurochs to Lunaqqua un- Sword +2, +4 vs. Dæmons: The blade of this long
der the fullness of Selene, it gives the wielder sword is composed of goshenite (a clear crystal),
a +2 bonus on all saving throws until Selene its hilt of gem-encrusted silver. In the presence
next is darkened (approximately 23 days); if of dæmons (120-foot range), the sword glows
the sacrifice is conducted during the festival crimson.
week of Bealltainn, this benediction persists
for one full year. In either case, the bonus is Sword +2, +4 vs. Lycanthropes: The blade of this
forfeit if the wielder parts with the weapon. long sword is composed of silver, the pommel of its
copper hilt set with a moonstone. In the presence
Serpent Sword: This gold filigreed +2 long sword of lycanthropes (120-foot range), its moonstone
has a straight, narrow, double-edged blade etched to glows.
portray a snake. The serpent sword is blessed by Yig.
Once per day, on its first successful strike, the blade— Sword +2, +4 vs. Otherworldly Beings: The
in a nearly imperceptible flash—will take the form of a entirety of this long sword is forged of star
snake, delivering venom with its “bite.” The target must metal (meteoritic iron). Its black blade is
make a death (poison) saving throw or suffer an addi- etched with strange geometric shapes and curvi-
tional 3d6 hp damage. If the first successful strike is on linear designs, and its pommel is set with a rune-grav-
a natural 19–20 attack roll, then the target must make a en ball of lead. In the presence of otherworldly beings
death (poison) saving throw or instantly be paralyzed— (120-foot range), the sword vibrates and drones.
flesh bloating and blueing, froth foaming at the lips, and
finally, death 1d3 rounds later. Subsequent successful
attacks on the same day are as a normal +2 long sword.

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Sword +2, +4 vs. Reptiles: The blade of this long sword head. Dæmon’s thirst is a conduit to a dæmon-haunted
is composed of red copper with a curious patina of green netherworld of uncertain proportions, where the souls
veins. The pommel of its silver hilt is set with a blood- of the foulest and most depraved individuals languish.
stone. In the presence of dangerous reptiles (120-foot On a natural 20 attack roll, the victim must make a
range), the bloodstone glows. This warning also applies death saving throw at a −3 penalty, or their body will
to lizard-men, snake-men, troglodytes, and the like. be surrounded by a coruscating field of electricity that
discharges from the axe. This energy channels a pur-
Sword +2, +4 vs. Undead: The rune-graven blade and ple stream of cackling dæmonic visages that rip out the
hilt of this long sword are composed of cold iron. In victim’s soul and suck it through the axe to the Hadean
the presence of undead (120-foot range), its runes glow netherworld, leaving behind a withered husk of a body;
purple. no resurrection or reincarnation is possible.
Vorpal Sword: This steel blade appears as a normal Cæstuses +2, Dæmon Hide: This pair of dull grey,
+3 broad sword. Its true power is realized when a dæmon hide thongs will wrap themselves around the
natural 20 is rolled, for the target of such a blow is hands of the wielder and graft themselves to the palm
beheaded cleanly if their neck is within reach of the and knuckles via netherworldly sorcery. Dæmon hide
blade. Obviously, most decapitated victims are killed cæstuses provide a +2 “to hit” and damage to pum-
outright; some creatures, however, will prove unaf- melling attacks, a form of unarmed combat. (The dam-
fected by such a blow (e.g., automata, elementals, age bonus subsumes the standard +1 damage bonus
grey oozes, shoggoths). Vorpal swords are intelligent associated with cæstus wielding.) When a successful
blades aligned with Law, though indifferent to Good punch is landed, they also deliver an electrical shock to
or Evil. They may speak (some verbally, some tele- the target for an additional 1d4 hp damage. A remove
pathically), extolling the virtues of eliminating Chaos, curse spell causes the cæstuses to fall from the hands
protecting Law, and seeking justice. of the wielder. If the pair is broken up, they cease to
function, each one shrinking and decaying.
OTHER MAGICAL
Chain Whip +2, Scorpion Sting: This glossy, black,
MELEE WEAPONS nine-foot-long chain features a smooth ebony handle at
one end and a heavy, pyramidal, black stone dart at the
Magical melee weapons are extraordinarily balanced other end. In the hands of a skilled wielder, once per
and honed. Each “plus” is applied to both attack and day the first successful hit delivers a sting not unlike
damage rolls. Most are forged of steel, some of bronze, that of a giant scorpion, requiring a death (poison)
and others of rare or exotic materials, such as silver, save. Failure results in an immediate loss of speech
gold, crystal, or meteoritic rock. Few will emanate (if applicable), followed by paralysis 1 round later, and
magical light, and if so, the radius is usually no greater finally death in 2d4 rounds. The scorpion sting takes 24
than 10 feet; fewer still present with intelligence, ego, hours to recharge its mystical venom.
and purpose, similar to intelligent magical swords.
Club, War +1, Shadow Rattle: This fearsome totem
SPECIAL MELEE WEAPON DESCRIPTIONS is comprised of a blackened skull mounted upon a stout
shaft of oak. The skull’s eyes are stopped with obsidian
Axe, Hand +2, Hurling: This +2 hand axe is and lead, and a horn of unknown provenance is mount-
composed entirely of steel, perfectly balanced and ed in its centre. Inside the empty brain case, bits of
razor-edged. It can be hurled to a range of 60 with no bone and stranger substances rattle to ancient inhu-
penalty to the attack roll; at its maximum range, how- man rhythms that chill the blood and threaten to strip
ever, it halts in midair and simply drops to the ground. away the thin veneer of human meaning that covers a
Axe, Battle +2, Decapitator: This weapon appears as more ancient, uncaring world.
a normal +2 battle axe (though 1-in-6 is a great axe). The shadow rattle functions as a +1 war club for most
Its true power is realized on a natural 20 attack roll, for wielders; it is a +2 war club for any shaman. Once per
the target of such a blow is beheaded cleanly. Obviously, day any wielder can shake the rattle to cast darkness
most decapitated victims are killed outright; some crea- with a 60-foot range (120 feet if used by a shaman). Once
tures, however, will prove unaffected by such a blow per day a shaman can use the shadow rattle to summon
(e.g., automata, elementals, grey oozes, shoggoths). 1d6 shadows that take the shape of his or her totem
Axe, Great +3, Dæmon’s Thirst: This rare weapon animal. They serve for the duration of one combat, but
appears as a great axe bound to an ironbound haft of if the shadows do not completely drain one human or
dark, alien wood. It is double-bitted on one side (sin- humanoid of strength and take the new shadow back
gle cheek with two perpendicular bits), opposed by to their realm, then the shaman must submit to being
a flaring, spiked butt, and is topped by a stout spear drained 1 point of strength from each surviving shadow.

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If the shaman is reduced to 0 ST, then he or she will be- of 60 (with no range penalties) and will slay any moun-
come a shadow and will be taken back to the darkness. tain ape, cyclops, fire giant, frost giant, or hill giant
on contact, with no saving throw allowed. When hurled,
Club, War +1, Spider God’s: In their deep forests and the hammer sounds a thunderclap upon striking an en-
hidden canyons, the debased tribes of Picts that worship emy, stunning all within a 20-foot radius of the stricken
Tlakk-Nakka craft these war clubs at the height of their creature unless transformation saves are made.
vile rituals. The savage weapons are constructed of hu-
man bones bound with the webs and chitin of the giant The hurled hammer will return to its wielder in 1 round,
ogre-faced spider. On a natural 20 attack roll, the club so it may be hurled every other round. However, the
will wrap a Small or Medium opponent in a sticky web wielder will be exhausted after three such hurls and
net. Escaping requires a number of rounds equal to 19 must attempt an extraordinary feat of constitution. If
minus the ensnared creature’s strength (ST) score. successful, the wielder may make another throw; ad-
Against Large opponents, the web causes the subject ditional extraordinary feats may be rolled thereafter,
to be hindered for 1d4 rounds. N.B.: The referee must each at a cumulative −8% penalty. If an extraordinary
determine the strength of certain monsters and NPCs; it feat fails, the wielder must rest for a minimum of 1
may be assigned or diced for using 3d6, or 4d6 (drop low). turn, panting, exhausted, no running possible.

Flail, Footman’s +2, Disarmer: This weapon appears Javelin of Lightning: This rune-graven copper jav-
to be a normal +2 footman’s flail; however, it is spe- elin can be hurled as far as 80 feet. Upon release it
cially enchanted to rip melee weapons from enemy transforms into a 5 × 30-foot bolt of lightning. It af-
hands. On a natural 17–20 attack roll (that also quali- fects all in its path to its terminus, delivering 6d6 hp
fies as a hit) the target’s weapon is ripped away unless damage, with avoidance saves allowed for half dam-
a test of strength is made. If the opponent is disarmed, age. If a wall, tree, or other obstacle prevents the bolt
the weapon will fly 6d6 feet away in a random direc- from reaching its terminus, it will rebound, striking
tion. N.B.: The referee must determine the strength the same targets—and possibly the hurler, if they are
of certain monsters and NPCs; it may be assigned or foolish enough to hurl this dangerous weapon in tight
diced for using 3d6, or 4d6 (drop low). quarters. This weapon disappears after one use. Jave-
lins of lightning are discovered in sheaves of 2d4.
Hammer, Great +2, Fomorian Mattock: The pitted
iron head of this crushing pick-adze is bound to a shaft Javelin of Piercing: This weird weapon is not hurled; the
of solid oak marked by proto-Keltic runes that damn wielder merely points at the desired target and speaks
the works of mankind. The smell of turned earth and a command, and the javelin of piercing launches itself
shattered stone surrounds the enormous mattock. (usually from some type of quiver) to a range of 60 (with
Horses and birds will avoid whomever carries the fo- no range penalties). It attacks at the fighting ability (FA)
morian mattock, shying away or fleeing in terror. of its wielder with a +6 bonus, and it inflicts 1d6+6 hp
damage. The weapon can be launched in any direction
Employing this artefact requires a minimum 16 (vertically, horizontally, or diagonally). It withers to ash
strength. It functions as a normal +2 great hammer. on a successful hit; otherwise, it can be recovered normal-
Once per week, in one mighty blow, the wielder can ly. Javelins of piercing are discovered in sheaves of 2d4.
breach or knock down one structure no larger than a
small house, such as a gate, a menhir, a statue, a wall, Lance +2, Cataphract’s Tether: This 12-foot steel
or a shrine. After this use, the wielder will enter a lance of superior craftsmanship is bedecked with
berserk rage (see Vol. I, Chapter 4: Classes, berserk- the feathers of flightless birds from the Kimmerian
er)—however, in the absence of enemies, the chance of steppes. For most wielders it functions as a normal
attacking allies is 2-in-6. After the berserk rage ends, +2 lance. Only a cataphract can evoke its true powers:
the wielder must rest for 6d4 turns, unable to do any- a base damage of 1d10, rising to 1d12 when wielded
thing but stare at his or her hands in utter confusion from atop a heavy warhorse.
and despondency; berserkers are subject only to their
normal recovery period. Moreover, the cataphract’s tether weaves its subtle
enchantment over a cataphract’s mount. So long as the
Hammer of Thunderbolts: This +3 great hammer lance is carried, the warrior’s horse will be protected
is so large and heavy that it can be wielded only by a if left behind (outside a dungeon or cave, for example).
fighter (or fighter subclass) of 18 strength. Forged by No wandering monsters will assail the mount, fodder
dwarfish slaves of Ymir, this magical hammer delivers will be plentiful, and horse thieves will wander fruit-
double damage dice on any hit (i.e., 4d6 plus any appli- lessly elsewhere. When the cataphract emerges, his or
cable modifiers). If the wielder wears gauntlets of ogre her horse will be nearby and comes when called. The
power and a girdle of giant power (qq.v.), further ef- cataphract must carry the lance, though, and cannot
fects are realized: The hammer can be hurled to a range stow it as baggage during the underground sojourn.

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Mace +2, Disruptor: This +2 footman’s mace Forged from star stones that pounded Old Earth in
(1-in-6 is a great mace) may be wielded only by one of the epoch of the snake-men, this artefact appears to
Good alignment. A Neutral or Evil creature attempting be nothing more than a 10-inch-long, 2-inch-diameter
to use it will be shocked for 3d6 hp damage per round. bar of crudely formed iron that is graven in the Old
The disruptor mace possesses minimal intelligence Norse tongue to read Valkyrieström. In the hands of
and conveys through empathy its relentless desire to a Viking woman (minimum 50% Viking blood), when
slay the undead and dæmonkind. On a hit against such the word “Valkyrieström” is uttered, the cold-iron bar
a creature (though only once per creature per day), the transforms to a +4 long spear that grants the ability to
weapon attempts to turn undead with TA 12 capacity. invoke control winds (CA 9) once per day, as the spell.
Even if such a target is not turned or destroyed, the The spear has a lozenge-shaped head and an 8½-foot-
disruptor mace inflicts double damage dice against long shaft that is composed of a fine-grained ash. In its
these creatures. fully realized form, further runes on the shaft describe
the unquenchable fury of Ymir’s Valkyries.
Quarterstaff +3, Telescopic: This silver-shod
+3 quarterstaff of six-foot length emanates sil- Spiked Staff +2, Lightning: This great spiked staff
very-green light in a 10-foot radius. Per the will of the is made of oak and blued steel, deeply etched with
wielder, the quarterstaff can shrink to an 18-inch ba- runes of power sacred to Boreas, the mad north wind;
ton with all the properties of a +3 boomerang or can some of the power of that god is bound within it.
extend to an unbreakable yet flexible 10-foot pole—a Thrice per week the end of this weapon can be struck
must for any seeker. firmly against the ground to generate a lightning bolt
(as the spell) from the jagged spike at the tip, at a
Sickle +3, Reaper’s: This enchanted weapon severs casting ability equal to the wielder’s level (min. CA 5).
heads like so much chaff. When a natural 20 is rolled,
the target is beheaded cleanly; in the hands of a nec- Spiked Staff +2, Propulsive: This spiked staff of
romancer, death soldier, shaman who practices necro- ebony, shod with a single iron spike, appears to be a
mancy, or a cleric or priest of Mordezzan, a natural 19 normal +2 weapon. However, if the wielder scores a
or 20 suffices. Obviously, most decapitated victims are natural 19 or 20 (and such a roll qualifies as a hit), the
killed outright; some creatures, however, will prove target—no matter what size—is propelled 1d20+10
unaffected by such a blow (e.g., automata, elemen- feet away. If a tree, a wall, or another firm obstruction
tals, grey oozes, shoggoths). This baleful weapon lies betwixt the target and the destination point, an
sends the souls of decapitated victims to the service additional 1d6+2 hp damage is suffered. In any case,
of Mordezzan, the lord of dead, for the sickle whispers all such victims must make avoidance saving throws
his name as beheading transpires. or fall prone for 1 round as well.

Spear +2, Backbiter: This cursed short spear appears Tonfa +2, Defender of the Faith: Carved from the
to be a +2 weapon upon identification, and indeed it heartwood of a dead tree-man and infused with holy
does function as such. However, each time it is used, ghosts, these white, wooden tonfa with distinctive
the referee must make a secret d8 roll. If a 1 is rolled, grain patterns function as +2 magical weapons for
the weapon will fly from the wielder’s hands and pen- most combatants. However, in the hands of a cleric
etrate his or her back for 1d10+10 hp damage. Fur- or cleric subclass, when two defenders of the faith
thermore, the spear will be embedded and cannot be are actively wielded, they also impart a +4 AC bonus
loosed unless a remove curse spell first is cast on the (this magical bonus subsumes the standard +1 AC
victim; subsequently removing the spear causes an bonus versus melee attacks). These weapons typically
additional 2d6 hp damage. Remove curse, however, will are found in pairs.
not harm the cursed spear; it must be cast in lava to be
destroyed. For every 24 hours this cursed weapon re- Trident, Hand +2, Bullseye: Typically discovered
mains lodged, the victim must make a trauma survival in pairs, these rune-graven silver weapons function
check or go into shock and die; on day two, this check is as +2 hand tridents when wielded alone. When du-
made at cumulative −5% penalty per day. al-wielded (requires 13 DX; see Vol. I, Chapter 9:
Combat, advanced combat actions) versus humans,
Spear, Long +4, Cold-Iron (Valkyrieström): In the humanoids, quasi-men, or giants, however, their true
hoary depths of Underborea, vile and odious dwarfs potential may be revealed: a natural 20 attack roll
will sometimes adjourn from their routine debauchery results in automatic assassination, a vital organ pene-
to work impossible forges, cræfting weapons and ar- trated and severed; instant death.
mour of wondrous properties. Cold-iron spears were
long ago cræfted for Ymir’s fiercest shield maidens, Trident, Long +3, Fish Commander: This +3 long
the Valkyries, but in post-Green Death Hyperborea, trident is especially useful on sea and underwater
most examples are lost. expeditions. Any aquatic creature (e.g., fish, reptile,

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water-breathing mammal) of animal intelligence with- SPECIAL MISSILE WEAPON DESCRIPTIONS
in 60 feet of the wielder must make a sorcery saving
throw or become completely docile. Such creatures will Arrow, Orbiter: This cursed missile appears to be a
not attack the wielder or anyone else. They are under +2 arrow if identified. It is often found mixed with
the empathic command of the wielder; i.e., the wielder other, beneficial magical arrows. When shot, it always
can convey emotions such as anger, fear, hunger, or misses its target and appears to be gone. The arrow
sadness. Furthermore, one can compel the creatures continues on an orbital path, entering the Black Gulf
to move in any direction desired. Even creatures that and circling the whole of the realm. Twenty-four hours
make their saving throws will not come within 10 feet later, the arrow will strike the shooter (so long as he or
of the wielder. The fish command power can be used no she is still in the same dimension), delivering 3d6+2 hp
more than 20 times, after which the weapon becomes a damage. Once removed, it crumbles to splinters.
simple +3 long trident.
Arrow +3, Dæmon Slaying: This cold iron +3 arrow
Whip +2, Shocking: These 15-foot, black leather is fletched with vulture feathers, its shaft engraved
whips once were wielded by Atlantean taskmasters, with a death rune designed to slay dæmons. If the ar-
though it is believed they were invented and employed row hits a dæmon, the creature is at once slain, and the
by the snake-men ages before. Shocking whips are arrow destroyed.
charged with potent electrical energy. When a hit is
scored, the whip causes a bonus 3d6 hp of lightning Arrow +3, Lycanthrope Slaying:
damage, with no saving throw allowed. If, however, the This silver +3 arrow is fletched with
electrical discharge scores the maximum 18 hp dam- hawk feathers laced with wolfsbane, its
age, the whip fizzles to ash, and the wielder sustains a shaft engraved with a death rune designed
jolt of 1d6 hp damage. to slay lycanthropes. If the arrow hits a ly-
canthrope, the creature is at once slain, and
Whip +3, Honest Scourge: These copper-handled the arrow destroyed.
whips are relics from the height of the sorcerous sci-
ence once practiced on the Floating Island of Paradox- Arrow +3, Otherworldly Being Slaying:
on. The twisted leather lash is braided from the skins This hemlock +3 arrow is fletched with
of eldritch horrors that drift from the Black Gulf onto goose feathers, its shaft engraved with a
that strange island. The distilled power of these beasts death rune designed to slay otherworldly be-
forms invisible barbs that line the scourge. ings. If the arrow hits an otherworldly being,
the creature is at once slain, and the arrow
If the honest scourge is used to entangle a foe, all destroyed.
attempts to escape entanglement are considered ex-
traordinary feats of strength or dexterity. Further, a Arrow +3, Undead Slaying: This ivory +3
paladin wielder can ask an entangled creature as many arrow is fletched with eagle feathers, its
as three questions. The creature is compelled to tell shaft engraved with a death rune designed
the truth, though a device saving throw allows the to slay the undead (Undead Type 0–12).
target to answer evasively or incompletely; the save is If the arrow hits an undead monster, the
modified by willpower adjustment, if applicable. creature is at once slain, and the arrow de-
stroyed.

MAGICAL MISSILE WEAPONS Arrow +3, Yig’s: This magical arrow does
not appear to be an arrow at all; rather, it
These weapons provide a bonus both to attack and dam- appears as a snake that is thin as an arrow
age rolls. Many are crafted of rare or exotic materials, and unnaturally stiff. If Yig’s arrow strikes
such as alien wood or metal, crystal, gold, ivory, or silver. its victim, it releases a deadly venom. The
In cases where the launcher is magical and the missile victim must make a death (poison) saving
mundane, the attack still qualifies as magical when throw or die instantly. If the save is made,
considering those creatures harmed only by magical the venom still inflicts 2d6 hp damage. If the
weapons. Enchanted arrows and bolts magically con- arrow misses its target, it transforms into a
form themselves to the optimal size and weight for the shadowy serpent that slithers back to the
mechanism that fires them, but magical ammunitions are shooter.
considered single-use items; they are destroyed on a suc-
cessful hit. If the target is missed, magical ammunition Arrows, Apollo’s Golden: In the aftermath of the Green
might be recovered on a 3-in-6 chance, though common Death, when the tribes of mankind warred over the lands
sense should prevail: Recovering a magical sling bullet abandoned by the Hyperboreans, Apollo gifted sets of
outdoors is impossible short of a detect magic spell. these golden arrows to his champions. But Chaos, death,

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and the torpor of Xathoqqua were the only true victors, ly that it may be thrown every round. Furthermore,
and the champions of Law were cut down and lost in it can be hurled to its maximum range of 60 without
the far reaches of the Hyperborean lands. In tombs and suffering range penalties.
caves, atop windswept cairns, and lost in the towers of
Khromarium, sets of Apollo’s holy missiles still persist. Bow +3, Eldritch Energy: This weapon, restricted to
fighters (and their subclasses), appears as an unstrung
Each set of Apollo’s golden arrows is imbued with the composite longbow crafted of yew, mammoth sinew,
power of the golden god: one each of death, distance, and aurochs horn. When the wielder motions their
terror, and awe. Each arrow can be fired but once, draw hand in the manner that would normally nock an
its power then dispersed back to the god. Each arrow arrow, a glowing yellow string appears, as well as an
gains an additional +2 “to hit” if fired by a paladin, arrow seemingly composed of energy. The eldritch en-
cleric, or priest dedicated to Apollo. ergy bow is a +3 weapon that shoots arrows of 1d6+3
hp damage; strength bonuses never apply to damage
Arrow of Death: Acts as a +4 weapon. Any creature from these magical bows. Because they do not require
struck by the arrow must make a death saving throw reloading, they are also faster to discharge than nor-
with a −4 penalty. A failed save spells instant death mal bows, increasing the archer’s rate of fire by one
for the victim, consumed from within by the god’s step; i.e., 3/2 = 2/1, 2/1 = 5/2, 5/2 = 3/1. The eldritch
overwhelming light. Even if the save is successful, the energy bow conforms to the same range categories as
arrow of death inflicts double base damage (i.e., 2d6 a normal composite longbow; each energy arrow dis-
hp, with modifiers added afterwards). appears at the 240 long-range maximum.
Arrow of Distance: Functions as a +2 weapon and un- Once per day, an eldritch energy bow can shoot an en-
erringly will teleport the shooter to wherever the arrow ergy rope of up to 60-foot length. The end entwines
hits, depositing him or her in the most advantageous around a targeted object, persisting for 6 turns (1
position. That is, if the arrow is shot at a narrow ledge hour). This rope also can be used to subdue an enemy
on a sheer cliff, the shooter will be teleported to a safe target of Small or Medium size. The target must be
position atop it; if shot at the tossing spar of a ship, the within 60 feet, and no other energy arrows can be shot
shooter might be sitting athwart the beam. If it is fired on the same round. On a natural 16–20 attack roll (that
at a creature, the arrow causes damage as normal and also qualifies as a hit), the target is bound for 6 turns
brings the shooter into immediate melee range, with au- (1 hour), unless it makes a successful avoidance saving
tomatic initiative on the following combat round. Only throw. Only a dispel magic spell can free the ensnared.
the shooter is affected by the arrow’s power.
Bullet +2, Tathlum Shot: These large sling stones
Arrow of Terror: Functions as a +2 weapon. Upon were crafted by the Kelts when they came to Hyper-
impact, wherever it strikes, the arrow will unleash borea and were used to drive away the Evil giants that
the overwhelming terror of mortals confronted by the sought to force the early Kelts from the Gal Hills. The
divine. This effect is similar to the spell fear, though it tathlum shots were made from the brains of the Kelts’
fills a 30-foot radius. All creatures of 6 or more HD in enemies and wrought with powerful enchantments. A
the area of effect are allowed sorcery saving throws, successful hit instantly slays any cyclops, or scores
modified by willpower adjustment, if applicable; oth- double damage against dæmons, giants, and other-
erworldly beings receive a +4 bonus. worldly beings. A natural 20 attack roll results in an
explosion that causes 2d4 hp damage to all in a 50-foot
Arrow of Awe: Meant to be fired straight up into the radius (or 4d4 hp damage versus the aforementioned
air, this arrow strips away the veil before the eyes of enemies of the ancient Kelts). Typically, 3d4 tathlum
mortals and exposes them to the chastening power of shots are found in a soft leather pouch.
the god. All creatures within 60 feet of the shooter will
be overwhelmed by awe. Creatures of 6 or more HD Crossbow, Laser: Originally of alien design, this metal
are allowed sorcery saving throws, modified by will- crossbow later was reproduced by Atlantean and Am-
power adjustment, if applicable; otherworldly beings azon engineers, though presently its manufacture is a
receive a +4 bonus. This awe effect elicits an immedi- lost science. It looks much like a light crossbow, except
ate reaction roll at a +4 bonus in regard to the shooter; that it lacks a string and is not loaded with traditional
any result of 12 or more acts as a charm monster spell, crossbow bolts. A magazine is loaded into the hollow
though no further saving throws are permitted. butt of the stock. Each magazine contains 30 charges.
Boomerang +2, Flawless Returning: This +2 boo- These weapons have a range of 225 feet, regardless of
merang is carved of yellow ivory and graven with environment, with no range penalties applicable. They
shamanic runes. When hurled, the boomerang always are equipped with laser scopes that grant a +4 “to hit”
returns to the hurler (even if a hit is scored) so rapid- bonus, a small red dot marking the target. They can be

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fired at a 3/1 attack rate, each laser inflicting 1d6+6 hp Hooked Throwing Knife +2, Witchwere’s Hand:
damage (considered fire damage). A laser crossbow is These hooked throwing knives have centres made of
not a magical weapon; notwithstanding, it can damage blackened, rune-scored wood and flanges composed of
creatures only harmed by such. N.B.: Typically, one or the petrified severed fingers of witches. A witchwere’s
two spare magazines are found in the weapon’s proximity. hand bonds with a new owner over the course of one
full night (i.e., sunset till sunrise)—a long process in-
deed during the lightless year of Nightfall. During this
period, it will not allow itself to be hurled.

Upon striking a target, the witchwere’s hand remains


embedded in its victim. Each round thereafter it inflicts
an additional 3 hp damage as the taloned fingers dig and
twist in the wound. Furthermore, the wound quickly
puffs and oozes pus; it cannot be healed unless cure dis-
ease is cast. The victim can spend a round attempting to
wrest the malefic weapon from the wound. This attempt
Crossbow, Repeating +1: This magical weapon has a requires a device saving throw at a cumulative −1 penal-
12-bolt magazine and provides +1 “to hit” and dam- ty per round embedded; e.g., after 2 rounds, the saving
age. This weapon never jams. throw is rolled at a −2 penalty. Neither the victim nor
anyone but the owner can wield the witchwere’s hand;
Crossbow, Repeating +2: This magical weapon once dislodged, the hand will roll and flop obscenely as
has a 12-bolt magazine and provides +2 “to hit” and it makes its way back to its keeper.
damage. This weapon never jams.
Lasso +2, Golden: Created by the Amazons of a for-
Crossbow +3, Accuracy: This crossbow provides +3 gotten age, this 25-foot-long lasso is woven from the
“to hit” and damage rolls. Furthermore, all ranges are mane of the fabled golden aurochs. It has the look of
considered short range; i.e., no range penalties apply. pure gold and the feel of silk. The golden lasso sheds a
Most of these weapons are light crossbows; 1-in-6 is a 15-foot radius of golden light and can be used to rope
heavy crossbow. creatures of any size (save the truly gargantuan). Fur-
thermore, it can augment certain extraordinary feats
Frost Ray Gun: This armament of ancient Atlantean
of strength (as deemed appropriate by the referee) at a
manufacture is composed of transparent crystal within
+12% chance of success. The golden lasso can be sev-
which runs a coil of thin copper tubing. The weapon
ered neither by brute strength nor mundane weapons;
can be wielded with one hand and fired at a 1/1 attack
however, magical edged weapons have a 10% chance
rate. When the trigger is squeezed, the gun releases a
per “plus” to cut and thus destroy it. It is immune to
frosty blue ray that is 30 feet long and 10 feet wide at
mundane fire but is subject to magical fire (see item
the terminus. This ray of cold delivers 3d10+3 hp dam-
saving throws) at a +4 saving throw bonus.
age to any creature in its path, with avoidance saves
allowed for half damage. If shot, fresh or salt water
freezes solid to the ray’s limit.

Modern sorcerer-scientists have failed to unlock the


riddle of the frost ray gun’s creation. This weapon,
which is prized by cryomancer societies, can be fired 66
times before crumbling to crystal shards and copper
bits. The referee may roll 1d6×11 to determine how
many charges a found ray gun contains.

Hooked Throwing Knife +2, Flawless Returning:


This hooked throwing knife has a distinctive star
shape. It features five curved, bladeless prongs that
radiate from a central hub forged of rune-graven
bronze. When the centre of the hub is depressed, five
curved blades spring from the prongs, each blade of
five-inch length. When hurled, the missile always re-
turns to the hurler (even if a hit is scored) so rapidly
that it may be thrown every round. Note that standard
range penalties apply.

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Pistol, Disintegration: This armament of mi-go man- Radiation Grenade: This bomb is of a forgotten age.
ufacture is crystalline with a 12-inch-long barrel of Its proliferation was at one time significant, but the
1-inch diameter. The pistol’s laser beam is quite narrow, device is impossible to replicate today (a lost science,
requiring a standard attack roll. If the beam hits, the as it were). Cases of 5d4 bombs may be discovered, the
target must make a death save or be disintegrated to a encasements etched with Atlantean runes. A radiation
smoking pile of ash; if the save is successful, damage is grenade is a two-pound, egg-shaped metal cylinder
3d6 hp (a grazing shot). A typical mi-go disintegration topped by a stem through which a small lynchpin is
pistol holds a 28-charge clip (when full). inserted. When the pin is pulled free, the wielder must
hurl the bomb within 1 round or it will detonate in hand;
Pistol, Paralyzing: This armament of ancient Atlan- i.e., it explodes on impact if hurled, but if gently placed
tean manufacture is composed of transparent crystal or held, a 1-round delay elapses before it detonates.
housing a network of tightly wound copper wires and
tiny, glowing filaments. The weapon can be wielded
with one hand and fired at a 1/1 attack rate, with a +1
“to hit.” When the trigger is squeezed, the entire gun
glows orange and then releases a spherical spark of
energy, about three inches in diameter, to a maximum
range of 60. If the spark strikes its intended target, the
victim must make a death saving throw or be paralyzed
for 1 turn. If the saving throw is successful, the victim
is slowed (as the spell) for 1d4 rounds. This weapon
contains a maximum of 18 charges; the method by
which it is recharged is a lost science.

Pistol, Radium: This armament of ancient Atlantean


manufacture features a 12-inch-long barrel of steel-
blue metal, a crystal gun sight, and an energy cell
magazine that slots into the handle. A typical magazine
holds 20 charges. The weapon can be wielded with one
hand and fired at a 1/1 attack rate. When the trigger
is squeezed, the gun releases a radioactive blast 50 A radiation grenade can be thrown to range 30/60/90.
feet long and 10 feet wide at the terminus. The blast The wielder must designate a target or target area. If
delivers 5d6 hp damage (avoidance save allowed for the target is missed, the bomb lands 3 feet away for
half damage). N.B: When discovered, a radium pistol every point missed on the d20 attack roll; the direc-
might have 1d3 spare magazines in its proximity; too, tion should be determined randomly by the referee.
the loaded magazine holds 1d20 charges. A radiation grenade issues a 20-foot-radius blast that
causes 5d4 hp damage to all within the area of effect
(avoidance saves allowed for half damage). Even if
saves are made, exposure to the blast also poisons its
victims: Make death (radiation) saves or suffer a wast-
ing disease that kills victims in 1d12+12 days, unless
cure disease or neutralize poison is cast. This weapon
also can be used to blast open doors, destroy small
structures, and so forth; inanimate objects require
item saving throws to avoid destruction.

Sling +2, Giant Killer: This weapon appears to be


nothing more than a frayed strap of aurochs leather. In
fact, it is a +2 sling that, when used against a moun-
tain ape, cyclops, fire giant, frost giant, or hill giant,
has a chance to kill on any successful hit. The target
must make a death saving throw or drop dead from a
perfect blow that strikes the centre of the forehead,
then penetrates the skull and pierces the brain.

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MAGICAL SCROLLS possibly magical—of the


referee’s device. The map
Most scrolls are contained in cylinders of bone, crystal, may reveal secret or con-
ivory, metal, or wood. They oftest are writ on paper, cealed doors and other
parchment, or the skin of some exotic creature, even a mysteries, but it may con-
dæmon. In other instances, a scroll might be graven on tain inaccuracies. Some
a clay or stone tablet, or perhaps a piece of bark. maps may lead to a trap or
other misfortune.
N.B.: Cursed scrolls and protection scrolls are not
created by player characters. The former generally Protection Scroll: These scrolls can be utilized by a
are associated with dæmons, NPC witches, and their literate character of any class and level. They are at
ilk, and the latter are gifts from benevolent deities and once identifiable, even by non-sorcerers, because they
spirits. are writ in the Common tongue of mankind. Each pro-
tection scroll creates a circle of defence that radiates
MAGICAL SCROLLS DESCRIPTIONS 10 feet around the reader and lasts for 6 turns (1 hour).
Some proscribe a specific effect type, such as magic or
Cursed Scroll: This item’s curse is invoked the mo- petrifaction. Other scrolls prevent a specified creature
ment the first word, rune, character, diagram, or type from entering the circle’s radius; likewise, none
geometric shape is glimpsed or traced. The reader is of the specified creature’s powers can penetrate the
cursed, similarly to the bestow curse spell (the reverse circle. If such creatures are within a 10-foot radius of
of remove curse). Roll a d10 on Table 238 to determine the reader when the scroll is invoked, they are pushed
which effect is unleashed: away. (Exception: non-hostile animals and plants are
unaffected.)
Table 238: Cursed Scrolls
d10 ‘ Animals are defined as natural wildlife (bears,
Curse lions, rats, sharks, etc.), including giant forms.
Result
‘ Dæmons include all greater, lesser, and sublu-
Victim transformed into a frog, mouse, nary dæmons, hell hounds, and nightmares.
1
pig, or like inoffensive animal ‘ Elementals and lycanthropes include all variet-
50% chance to drop held items per round ies described in Chapter 12: Bestiary.
2
of combat ‘ Magic prevents all spells and spell-like abilities
3 All attack rolls at −4 “to hit” from penetrating the circle; however, spells
cannot be cast from within the circle, either.
4 −4 penalty to all saving throws
‘ Otherworldly beings include all varieties de-
5 Armour class penalized (increased) by 2 scribed in Chapter 12: Bestiary. (This scroll
6 One attribute reduced to a score of 3 evokes the mystic sigil of a flaming eye in a
Victim reduced to a drooling imbecile pentagram.)
7 ‘ Petrifaction defends against being turned to
(intelligence 1)
stone by a basilisk, cockatrice, or gorgon, as
Disease manifests, deadly after 1d8 weeks well as the flesh to stone spell (reverse of stone
8
unless death save made to flesh), but it does not prohibit those creatures’
9 Explosive runes (as the spell) other attack forms.
Reader and all within 10 feet transport- ‘ Plants include all vegetal monsters, as well as
0 ed to Saturn, Yuggoth, or the cavernous sorcery like the entangle spell.
depths of Underborea ‘ Poison defends against all forms of poison and
venom.
Most effects are permanent unless a remove curse ‘ Undead includes all creatures of Undead Type
spell is cast. Curses #6 and #7 also can be reversed 0–12, but not Undead Type 13 (dæmons).
with a restoration spell, and curse #8 with cure dis-
ease. Curses #9 and #0 effect their mischief instan-
taneously and are not subject to negation. Of course,
the referee is encouraged to devise his or her own
diabolical curses as deemed appropriate, expanding or
replacing the above list as desired.

Map: This is a dungeon or wilderness map, scrawled


on paper or parchment, that shews the location (or
perhaps former location) of a valued treasure item—

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Spell Scroll: Eight different magical spell schools are
used in Hyperborea, each with its own distinct runic al- SPELL BOOKS
phabet, diagrams, and weird geometric shapes. How- It is conceivable that the player characters re-
ever, similarities and overlap do exist, so practitioners cover a spell book (or prayer book that contains
of one school might be able to utilize the spell scroll spells) during the course of adventure. The gold
of another school. For example, a magician’s ice storm piece value of such books might be as much as
scroll can be utilized by a cryomancer, because the spell 500 gp + 100 gp per spell level, but this value is
is on the cryomancer’s list. This overlap, however, ex- contingent on finding a buyer who practices the
tends only to the two larger divisions of sorcery: thau- type of sorcery contained in the tome. XP value
maturgical and ecclesiastical. Thaumaturgical scrolls is another matter. In this author’s opinion, the
(magician, cryomancer, illusionist, necromancer, discovery of a spell book should not result in an
pyromancer, witch) are unlike ecclesiastical scrolls XP award. If a sorcerer recovers a spell book, and
(cleric, druid). A cleric, for example, cannot utilize the he or she later goes on to successfully learn new
light scroll of a magician, but she can utilize the light spells from said book, an award of 100 XP per spell
scroll of a druid, as they are both ecclesiastical practi- level might be provided, per referee discretion.
tioners of sorcery. Regardless, a sorcerer must employ
the scroll use ability to comprehend the contents of a
spell scroll. When randomly generating a scroll, roll MAGICAL POTIONS
a d% to determine the scroll type, as indicated in the
below table. Potions generally are contained in ceramic, crystal,
glass, or metal phials; unless otherwise indicated, each
Table 239: Spell Scroll Type contains a single dose. The potions noted hereafter are
d% Result Spell Scroll Type but a small sample of possibilities. Unless differently
01–20 Magician (thaumaturgical) noted, a potion’s standard duration is as follows:

21–30 Cryomancer (thaumaturgical) ‘ 1d4+6 turns if fully quaffed


31–40 Illusionist (thaumaturgical) ‘ 1d4 turns if half quaffed
41–50 Necromancer (thaumaturgical)
Identifying a potion can be tricky business.
51–60 Pyromancer (thaumaturgical) Magicians, magician subclasses, warlocks,
61–70 Witch (thaumaturgical) and legerdemainists can identify a potion
71–90 Cleric (ecclesiatical) by taste alone, but this practice can be
hazardous. Other classes might fathom
91–00 Druid (ecclesiatical)
a vague idea of a potion’s properties fol-
Next, determine the spell level by rolling a d10. lowing a taste, but accurate identification
is a dubious proposition.
Table 240: Spell Scroll Level
d10 Result Spell Scroll Level
PILLS AND AMPOULES
1–3 Level One Esteemed as the most advanced alchemists of
4–5 Level Two Hyperborea, the abhorrent snake-men have
6–7 Level Three developed lozenge-shaped pills that contain all
the properties of potions. Some specialists have
8 Level Four
learnt the painstaking methods involved with this
9 Level Five sub-science of alchemy; notwithstanding, discover-
0 Level Six ing such a pill is a rare occurrence. The snake-men
also concoct highly concentrated potions contained
The precise spell contained in a scroll must be selected in ampoules, tiny, sealed glass capsules, which can
or randomly determined by using Tables 93–100. Unless be injected subcutaneously with a syringe. If an
the referee decides otherwise, the default casting ability ampoule is drunk, the imbiber must make a test of
(CA) of a spell scroll is the sum of 2d6, or 1 level above constitution or vomit violently, ejecting the liquid
that required to cast the spell, whichever is greater. before its properties take hold; if successful, the
potion is effective. N.B.: Although but one pill is
N.B.: A shaman casts both thaumaturgical and ec- presented in the potions section of this chapter, the
clesiastical spells, so the referee should be careful to referee may turn just about any potion into pill or
distinguish between their cleric/druid scroll spells and ampoule form, if desired.
their magician/necromancer scroll spells.

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MAGICAL POTION DESCRIPTIONS gains a +2 bonus to any reaction rolls whilst under
the pills’ effects. Alas, this dosage is mildly hazardous
Antidote: This putrid-smelling potion is green and to humans, requiring a death (poison) saving throw to
clumpy. It functions as the neutralize poison spell, stave off headaches and nausea for 1d4 days thereafter.
detoxifying a poison victim. The entire potion must be
imbibed for the antidote to prove efficacious; this task Poison: This highly toxic liquid comes in two basic
may prove challenging if the sufferer is incapacitated. forms: penetrative and ingestible. For a complete
understanding of poison types and their application,
Black Brew: This gruesome swill typically is concoct- refer to Vol. I, Chapter 7: Sorcery, alchemy. To de-
ed by a witch or shaman. It consists of tannin-rich bog termine which poison type is discovered, roll d%; gold
water that contains ground rattlesnake bones, bat’s piece value accords with poison type.
blood, dew from a nighthawk’s wings, black lotus pol-
len, and mushrooms grown from the corpse of a sor- Table 241: Random Poisons
cerer. These ingredients must be stirred in a copper d% Result Poison Type GP Value
vessel whilst a forbidden incantation (passed down
orally) is sung aloud. 01–20 penetrative I 25
21–30 penetrative II 50
Any male who dares drink this potion must make a 31–35 penetrative III 100
death (poison) saving throw or die instantly, his jellied
brain melting out his ears, nose, and mouth. A female 36–40 penetrative IV 500
who drinks the brew becomes a bizarre form of free- 41–45 penetrative V 1,000
willed zombie known as a zuvembie. If a black brew is 46–65 ingestible I 50
administered to a woman who is unwilling to become
a zuvembie, she must make a transformation save to 66–80 ingestible II 100
resist conversion; otherwise, the change occurs over 81–90 ingestible III 500
the next 1d6 turns (death followed by undeath). 91–95 ingestible IV 1,000
Elixir of Longevity: Drinking this entire potion 96–00 ingestible V 2,000
reduces one’s age by 2d6 years. However, a 1-in-20
Potion of Climbing: This potion allows the drinker to
chance exists that the opposite occurs. Additionally, if
climb with ability commensurate to the spider climb
more than one such potion is quaffed in one’s lifetime,
spell, except using the standard potion duration.
the chance-in-twenty increases by one (+1), cumula-
tively; thus, the third such potion consumed carries a Potion of Cure Disease: This potion is hard to swallow,
3-in-20 chance of the opposite effect. burning and tingling the imbiber from toes to finger-
tips and causing profuse sweating. It remedies nearly
Love Potion: This potion causes the drinker to be-
all forms of illness if fully consumed. The subject is
come charmed (as the charm person spell) by the first,
alleviated of all debilitating effects within 1d6 rounds.
or most prominent, intelligent creature viewed. If the
object of the drinker’s adoration is of similar race or Potion of Delusion: To even the most discerning tast-
species, the drinker will become completely enam- er, this potion appears to be a potion of healing or
oured of that individual. The charm effect persists for extraordinary healing. In fact, it does nothing of the
the standard potion duration; however, if the drinker sort, though the imbiber will believe they are healed. A
becomes enamoured, the effect is permanent unless potion of delusion is revealed for what it is if an iden-
dispel magic is cast. tify spell is cast. The referee must inquire subtly as to
what the player thinks his or her character’s hit point
Pill of the Serpent’s Tongue: Alchemists without peer,
total is after drinking it. For instance, a fighter with 9
the insidious snake-men craft these lozenge-shaped
hp drinks what she believes to be a potion of healing
capsules to empower themselves to speak the languag-
and so believes she has gained 7 hp, for 16 hp total. If
es of mankind. Swallowing one of these pills grants
that fighter later suffers 9 or more hp damage, she will
a human, humanoid, or quasi-man the benefit of a
in sooth be rendered unconscious (or worse).
tongues spell for 1d4+6 turns. The effect is imperfect,
however: The speaker’s accent may betray him or her Potion of Diminutiveness: When half this potion is
as an outlander, and always there are certain words consumed, the drinker and all gear are reduced to
and phrases unpronounceable to alien maxillæ. 50% of normal size. If the entire potion is quaffed, the
Swallowing two of these pills endows the consumer drinker is reduced to six inches in height. An unwilling
with the ability to prevaricate, as the indiscernible lie imbiber is allowed a sorcery saving throw to resist the
spell (reverse of discern lie). The consumer further effect.

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Potion of Extraordinary Growth: Drinking half this damage bonuses. Furthermore, tests of strength are at
potion grows the imbiber to a height of 1d4+11 feet. a 5-in-6 chance, and extraordinary feats of strength at
Such a person gains all the benefits associated with a a base 40%. This potion cannot be “stacked” with other
potion of giant power. A nonhuman creature admin- strength-enhancing sorceries.
istered half this potion grows to 150% size and inflicts
×1.5 damage (as the enlarge spell). Consuming the en- Potion of Healing: Drinking half this potion re-
tire potion enlarges the imbiber to a height of 1d6+24 stores 1d4 hp. If the entire potion is quaffed,
feet. Such a person gains the same +3 attack bonus 2d4+2 hp are restored.
as for a potion of giant power, but all attack damage is
4d6. Enlarged monsters are doubled in size and inflict Potion of Heroic Action: This potion is effective sole-
double damage dice, though an unwilling imbiber is ly on fighters (and their subclasses) whose level is less
allowed a sorcery saving throw to resist the effect. than 10th, including 0th-level mercenaries. It increases
the drinker’s fighting ability (FA) on a sliding scale ac-
Potion of Extraordinary Healing: Drinking this en- cording to level, as shewn below. Hit dice and hit points
tire potion restores 3d8+6 hp. Alternatively, it can be also are increased temporarily (using the appropriate
consumed in thirds for 1d8+1 hp of healing per dose. HD type); any damage sustained is subtracted from
the temporary total first.
Potion of Fire Breath: This scarlet, swirling potion
effuses a sweet, cinnamon scent, but it is not for 0th level = +4 FA/HD
drinking; rather, it is stored in one’s cheeks and blown 1st through 4th level = +3 FA/HD
out in a burst of vermillion flames equivalent to the 5th through 8th level = +2 FA/HD
breathe fire spell. Much like the spell, if the potion is 9th level = +1 FA/HD
not expelled in 1 turn (10 minutes) it will explode in the
mouth of the imbiber. Drinking this potion is a death Potion of Invincibility: This potion is useable only by
sentence, for it will explode in the imbiber’s stomach, fighters (and their subclasses). The entire potion must
vermillion flames erupting from every possible orifice be consumed. It provides the drinker with invulnera-
and melting the imbiber’s innards to bubbling goo. bility versus opponents of 3 HD or fewer unless such
Each potion has enough liquid for two applications. opponents wield magical weapons. Furthermore, it
provides a +2 AC bonus and a +2 bonus to all saving
Potion of Fire Protection: This potion provides the throws. This potion lasts but 3d6 rounds.
drinker with invulnerability to normal heat and fire.
Against magical fire, the imbiber gains a +4 bonus on Potion of Invisibility: Drinking this potion produces
all saving throws; furthermore, any damage sustained an effect identical to the invisibility spell, except using
from magical fire is reduced by −2 per die the standard potion duration.
(potentially negating all damage). Potion of Levitation: Drinking this potion produces
Potion of Flying: This potion allows an effect identical to the levitate spell, except using the
the drinker to fly as the spell, except standard potion duration.
using the standard potion duration. Potion of Super-heroic Action: This potion is effec-
Potion of Gaseous Form: This potion tive solely on fighters (and their subclasses) whose
transforms the imbiber and all gear level is less than 12th, including 0th-level mercenaries.
into a transparent and insubstantial It increases the drinker’s fighting ability (FA) on a
gas able to drift at 20 MV. The gaseous sliding scale according to PC level, as shewn below. Hit
form can see, hear, and smell, but cannot com- dice and hit points also are increased temporarily (us-
municate. It can slip through tiny cracks and holes, ing the appropriate HD type); any damage sustained is
under doors, and so forth. The gaseous form can be subtracted from the temporary total first.
propelled by a strong wind, but otherwise can slip 0th level = +6 FA/HD
around or through a light breeze. 1st through 4th level = +5 FA/HD
Potion of Giant Power: This potion provides the 5th or 6th level = +4 FA/HD
drinker with the raw strength of a hill giant. 7th or 8th level = +3 FA/HD
In melee combat, the drinker gains +3 “to 9th or 10th level = +2 FA/HD
hit” and damage (not cumulative with the 11th level = +1 FA/HD
drinker’s ST attack modifier and damage Potion of Super-Speed: Drinking this potion produces
adjustment, if applicable), and base weapon an effect identical to the haste spell, including ageing
damage is 2d6 for WC 1 weapons or 3d6 for the drinker by one year. The duration is but 5d4 rounds.
larger weapons. Weapon mastery and/or
magical weapons may enhance attack and

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Potion of Tree-Man Syrup: This sweet, minty, aro- MAGICAL RINGS


matic potion is brown and sticky. Brewed from the sap
of tree-men and the dust of star stones, quaffing this Magical rings typically are crafted of copper, silver,
potion grants the drinker barkskin for 6 hours (half gold, or platinum; others are of crystal, stone, wood,
bottle consumed) or 24 hours (full bottle consumed). or animal materials. They are often etched with tiny
runes (command words, in some cases) and set with
Potion of Water Breathing: Drinking this foamy,
gems of great worth. Other magical rings are deceiv-
pearly blue potion produces an effect identical to the
ingly simple in appearance, such as a plain band of
water breathing spell. This potion has three doses; for
copper or tarnished silver. Magical rings will fit them-
each third consumed, the duration is 1d4+6 turns.
selves exactly to the wearer’s finger. Only one may be
Slade’s Black Sorcerer Stout: When consumed, this worn on each hand. Except for the ring of wizardry,
refreshing brown beer heals 1d8+1 hp and increases the all rings can be worn by any character class.
imbiber’s strength by +1 for 24 hours. If the strength
score is already 18, an additional +1 “to hit” bonus is
gained, as well as an additional +8% chance of success
for extraordinary feats of strength. (Strength bonus not
cumulative if more than one stout is imbibed.)

Witch’s Decoction: This is a decoction typically


brewed by a witch. Roll a d6 to determine the type.

Table 242: Witch’s Decoction


d6 Result Decoction
1 hallucinogen LOST AND MISLAID RINGS
A peculiarity is known to bedevil many possessors
2 nauseate
of magical rings: Despite the most fastidious at-
3 opaakkigen tention and care of their owners, many rings have
4 paralytic a penchant for becoming lost, even if worn. The
referee is encouraged to implement, on occasion,
5 philtre
a 1-in-20 chance that any given magical ring pos-
6 soporific sessed by a character becomes lost.

Next, determine the CA of the witch who brewed the


decoction by rolling 2d8−4 (minimum result of 1). Last- MAGICAL RINGS DESCRIPTIONS
ly, for the decoction’s proper description, refer to Vol.
I, Chapter 4: Classes, witch. N.B.: A philtre can have Ichthyic Ring: Wearing this ring
interesting results because the subject becomes enam- of silver fish scales enables the
oured of the brewer of the decoction if the save fails. owner to breathe and move nor-
mally underwater. The wearer can
swim at full normal MV and may
use any weapon without restriction.

Ring of Animal Command: This ring is fashioned from


rune-etched leather. It allows the wearer to control un-
intelligent animals (normal and giant) totalling no more
than 20 HD. These creatures must be from the animal
kingdom, neither monsters nor supernatural beasts;
furthermore, animals of elevated intellect are unaffected.

The animals must be within 120 feet of the wearer, who


simply points the ring and issues mental commands of
simple meaning. The animals will obey without question,
even to their deaths if so directed. The ring wearer must
continuously concentrate on directing the beasts (i.e., no
fighting or other actions besides basic movement and
brief words); otherwise, they will resume their normal
activity, wander off, or potentially become aggressive.

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Ring of Elemental Command (Air): This silver ring Ring of Elemental Command (Wood): This ring
is set with a blue sapphire. When it is worn, air ele- is carved of ash wood. When it is worn, shambling
mentals and their kin cannot attack or approach with- mounds, tree-men, and like vegetal monsters cannot
in 10 feet of the wearer. However, the wearer’s saving attack or approach within 10 feet of the wearer. How-
throws versus gases (poisonous or otherwise) are at ever, the wearer’s saving throws versus fire are at
−2 penalties. The wearer can invoke the following −2 penalties. The wearer can invoke the following
spell-like powers, one at a time, each at CA 12 capacity: spell-like powers, one at a time, each at CA 12 capacity:

‘ fly (1/per day) ‘ entangle (1/per day)


‘ gust of wind (1/per day) ‘ tree shape (1/per day)
‘ invisibility (1/per day) ‘ wall of thorns (1/per day)
‘ wall of force (1/per day) ‘ warp wood (1/per day)
‘ wind wall (1/per day) ‘ liveoak (1/per week)
‘ control winds (1/per week) ‘ repel wood (1/per week)

Ring of Elemental Command (Earth): This ring is Ring of Feather Falling:


composed of marble and studded with tiny diamonds. This silver ring is engraved
When it is worn, earth elementals and their kin cannot with a pair of feathered wings.
attack or approach within 10 feet of the wearer. However, When worn, it automatically
the wearer’s saving throws versus petrifaction effects activates a feather fall spell at
are at −2 penalties. The wearer can invoke the following CA 10 capacity if the wearer
spell-like powers, one at a time, each at CA 12 capacity: falls five or more feet.

‘ feather fall (1/per day) Ring of Feather Walking:


‘ passwall (1/per day) This pewter ring is etched with
‘ stone shape (1/per day) a repeating feather motif. When
‘ wall of stone (1/per day) worn, it allows the wearer to move
‘ move earth (1/per day) silently at a base 8-in-12 chance, though armour re-
‘ stone to flesh (1/per day) strictions apply (see Vol. I, Chapter 4: Classes, thief).
If worn by a character who has the move silently abil-
Ring of Elemental Command (Fire): This ring pres- ity at this level or better, then the chance-in-twelve is
ents as a simple brass band etched with a fire rune. When improved by one (+1).
it is worn, fire elementals and their kin cannot attack
or approach within 10 feet of the wearer. However, the Ring of Fire Resistance: This golden ring is set with
wearer’s saving throws versus cold and water are at −2 a prominent ruby and etched with tiny runes that
penalties. The wearer enjoys the protection of a ring of symbolize fire and the deity Helios. The wearer is un-
fire resistance (q.v.) and can invoke the following spell- harmed by heat or normal fire. The wearer also gains
like powers, one at a time, each at CA 12 capacity: a +2 saving throw bonus versus magical fire and sus-
tains −1 hp per die of magical fire damage (potentially
‘ burning hands (1/per day) negating all damage).
‘ flaming sphere (1/per day)
‘ pyrotechnics (1/per day) Ring of Free Motion: This ring is crafted of eel skin.
‘ wall of fire (1/per day) It provides the wearer with freedom of action. Any
‘ flame strike (1/per week) spell that would hinder or inhibit movement (e.g., en-
tangle, forest of bones, hold person, slow) is ineffective.
Ring of Elemental Command (Water): This bulky The wearer can pass through dense growth unimped-
ring is carved of jade. When it is worn, water elemen- ed. Furthermore, in water, the wearer is as slippery as
tals and their kin cannot attack or approach within 10 an eel, able to move freely and use any weapon without
feet of the wearer. However, the wearer’s saving throws restriction; the ring does not, however, provide wa-
versus electricity are at −2 penalties. The wearer is ter-breathing capability.
provided with constant water breathing (as the spell)
and can invoke the following spell-like powers, one at a Ring of the Hyperborean Kings: This golden ring is
time, each at CA 12 capacity: set with a large, brilliant-cut ruby. Once per week it
can be used to summon elemental (as the spell) at CA
‘ air-like water (1/per day) 10 capacity. If the ring is worn by a non-Hyperborean,
‘ create water (1/per day) the summoned creature will turn against the wearer
‘ wall of ice (1/per day) on a base 1-in-8 chance. If the wearer is Hyperborean,
‘ water walk (1/per day) the elemental never betrays the summoner, and con-
‘ control water (1/per week) centration is not required to maintain control. If the

185
HYPERBOREA

ring is worn by a true Hyperborean sorcerer whose Ring of Shooting Stars:


casting ability is 7 or greater, the summoned elemental This ring is forged of ore
will be class II; if the wearer’s CA is 10 or greater, the extracted from a star stone.
elemental will be class III. Its dweomers are rare and
peculiar. In the outdoors,
Ring of Invisibility: This ring is but a simple gold during the darkness of night,
band. When placed on the finger, it functions as per it provides the following spell-like
the invisibility spell at CA 10 capacity. It can be used powers (at CA 10 capacity, where relevant):
once per day.
‘ ball of lightning: Once per day release one to
Ring of Khromarium: Those born amidst the four balls of lightning, the number selected
time-haunted towers and teeming slums of Khrom- by the wearer. Each ball can strike one target
arium are marked invisibly and indelibly with the within 120 feet. Targets gain device saving
strange and eldritch history of that city. An indefinable throws for half damage. If four balls are fired,
élan marks the meanest beggar, shiftiest footpad, or each inflicts 2d4 hp damage; if three are fired,
cruellest sorcerer as a child of Khromarium, another each inflicts 3d4 hp damage; if two are fired,
link in the ancient chain that binds and protects that each inflicts 5d4 hp damage; and if one ball is
haunted place. A portion of that essence is distilled fired, it inflicts 4d12 hp damage.
and enchanted into this silver signet ring. The ring of ‘ dancing lights (1/per day)
Khromarium serves to indicate to all Khromari that ‘ moonlight (1/per day)
the bearer is also from there. All reaction rolls with ‘ ultraviolet vision (1/per day)
denizens of Khromarium are made at a +2 bonus for ‘ shooting star: Once per week release a shooting
the bearer. Further, by a combination of uncanny luck star, a quasi-meteor of fire with a 75-yard range.
and accommodating connexions, the ring halves the It strikes its target for 1d12+24 hp damage,
time needed for all research tasks in Khromarium. with a device saving throw allowed for half
damage. Creatures within 10 feet of the target
Ring of Lightning Resistance: This ring is wrought
are in the burst radius, so they too sustain 24
of cold iron. The wearer is unharmed by normal elec-
hp damage each, though are also allowed device
tricity or lightning. The wearer also gains a +2 saving
saving throws for half damage (i.e., 12 hp).
throw bonus versus magical electricity and sustains
−1 hp per die of magical electricity damage (potential- In lightless or dimly illumed subterranean environs, the
ly negating all damage). ring can be used at any time of day, but its powers are
different (likewise at CA 10 capacity, where relevant):
Ring of Protection: This ring is forged of polished steel,
its inner surface etched with a pentagram set within a ‘ færie fire (1/per day)
magic circle. If donned, it encircles the wearer with a ‘ infrared vision (1/per day)
field of eldritch energy equivalent to +1 plate mail (AC ‘ spark shower: Once per day emit a shower of
2, DR 2). Furthermore, all saving throws are provided a sparks in a 20-foot-long cone, 10 feet wide at the
+1 bonus. The benefits of this ring cannot be “stacked” terminus. Any creatures in the area of effect
with any other armour or magical protection. sustain 2d4 hp damage (no saving throw allowed),
or 4d4 hp damage if clad in metal armour.
Ring of Regeneration: This large ring is carved of
‘ starlight (1/per day)
hematite, roughly hewn and at first uncomfortable and
unwieldy. If worn, it heals the wearer of 1 hp damage
Ring of Spell Storing: This rune-graven silver ring is
per turn until fully restored. It also regrows lost limbs
set with a tiger-eye stone. The ring contains 1d4+1 ma-
and even raises the dead, so long as the deceased was
gician spells, which the wearer can cast once per day as
not slain by fire, acid, poison, or disease (the effects of
a CA 7 sorcerer. First, determine how many spells the
which cannot be regenerated). Despite the benefits of
ring contains. Next, for each spell, roll a d6 on the table
this ring, it also comes with a curse of sorts: The wearer
below to ascertain what spell levels are contained with-
cannot remove the ring. It bonds with one’s finger bone
in. Once the spell levels are known, the referee may se-
and must be destroyed by a crushing blow if removal is
lect appropriate spells, or randomly roll for them. N.B.:
desired. A ring of regeneration can be recovered from
1-in-10 of these rings instead contains illusionist spells.
a previous wearer only if that one perished of natural
causes, fire, acid, poison, or disease.

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Table 243: Ring of Spell Storing Ring of Wind: Oft referred to as the “mariner’s ring,”
d6 Result Spell Contained this magical ring is carved of smoothly polished coral
and graven with symbols of the deity Boreas. When
1–3 level 1 magician spell pointed at the sails of a vessel, its enchantment causes
4–5 level 2 magician spell them to belly with power equivalent to a strong breeze
6 level 3 magician spell (+33% MV, 5% chance of torn sail and/or fouled rig-
ging). Use of this item can be exhausting, however, for
Ring of Sustenance: The wearer of this unembellished the wielder is affected by kickback pressure and must
brass ring can survive without food and water for as long struggle to keep the ring arm steady.
as seven days. Too, the wearer requires little sleep; a
mere two hours’ repose per night provides refreshment For every point of constitution, the wielder can main-
(of mind and body) equivalent to eight hours of normal tain this dweomer for 3 turns (½ hour). For every ad-
rest. After seven days, the wearer must eat heartily ditional 3 turns, an extraordinary feat of constitution
and then sleep for 18 uninterrupted hours; if not, the must be rolled. Furthermore, the user must rest for an
ring’s dweomer will not function, and the wearer will be amount of time equal to the time used, or suffer pen-
haggard, suffering −2 penalties “to hit,” damage, and alties of −4 “to hit,” damage, and saving throws. N.B.:
saving throws. A ring of sustenance must be worn for Try as they might, allies cannot buttress the stamina
one week before its benefits are realized. If removed for of the ring wearer.
any reason, this stricture again must be observed. Ring of Wizardry: This
Ring of Telekinesis: This ring is carved of amethyst. shining golden ring may
It contains the power of telekinesis (as the spell), ex- be wielded by magicians
cept with a pre-set maximum weight limit. Roll a d6 to and their subclasses. It
determine the maximum weight moved. The ring may doubles the base number
be used twice per day. of spells one can memorize
per day (not including bonus
Table 244: Ring of Telekinesis spells). One or more spell levels are affected. To
determine, roll a d10 on the following table:
d6 Result Weight Moved
1–2 25 lbs. Table 245: Ring of Wizardry
3–4 50 lbs. d10 Result Spell Level(s) Doubled
5 100 lbs. 1–3 level 1 spells
6 250 lbs. 4–6 level 2 spells
7–8 level 3 spells
Ring of Warmness: This golden ring is set with a fire
opal. To its wearer it confers warmth so that one never 9 level 1 and 2 spells
grows cold—even in subfreezing temperatures. It also 0 level 1, 2, and 3 spells
provides a +2 bonus on all saving throws related to
cold damage, and it reduces each die of cold damage by Ring of X-Ray Vision: This ring is crafted of ruby.
−1 (potentially negating all damage). When pointed at a door, wall, floor, or ceiling, the wear-
er can see through as if the obstruction were transpar-
Ring of Water Walking: This silver ring is set with ent and normal (red) light were present on the opposite
an aquamarine. When worn, it functions as the water side. The range is 10 feet, and a 10-foot circular view-
walk spell at CA 10 capacity. ing area is provided; i.e., if the wearer wishes to see
through a stone wall, he or she must approach within
Ring of Weakness: If a sorcerer casts identify on this 10 feet of said wall and point the ring. The ring of x-ray
ring, it will be revealed as a strength enhancer. It may vision cannot penetrate more than three feet of wood,
be fashioned of any precious metal and may be set with one foot of stone, or three inches of metal; neither can
a precious stone. Roll a d10: 1–9, the ring is cursed, it pierce any thickness of lead or gold. This ring may
decreasing strength by 50% (round down, min. 3); 0 be used once per day, for a maximum of 1 turn. After
indicates a reversed, non-cursed version, providing a using the ring, the wearer will experience dizziness
50% strength increase (round down, max. 18). Neither and nausea; if combat occurs within 1 turn, the wearer
version can be taken off unless remove curse is cast. suffers −2 “to hit” and saving throws.
The ring of weakness can function differently for each
wearer; i.e., if either version is removed from one’s
finger, and another person dons it, a d10 again must
be rolled.

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HYPERBOREA

MAGICAL RODS, MAGICAL ROD, STAFF,


AND WAND DESCRIPTIONS
STAVES, AND WANDS
Atlantean Lightning Rod: This three-foot-long, slightly
Rods, staves, and wands are magical devices, each with tapered device is composed of a curious blue metal with
their own distinctions. Invoking one of these devices a ribbed finish. A knoblike protuberance surmounts the
may require one or more spoken or mental command tip, and a faint seam transects the rod’s circumference at
words, though for some the activation is physical, such about the midpoint. The thicker half of the rod is treated
as pressing a stud or tracing a rune. Rods, staves, and with a warm, spongy, tacky substance that moulds to the
wands are of finite existence, fashioned with 1d20+40 user’s grip. The rod sounds and feels hollow.
charges; the referee is at liberty to reduce this total
as judged appropriate, because discovered items may Twisting the knob at the tip anticlockwise activates the
have seen extensive use. rod, whereupon it emits a faint hum. By pointing the rod
at a target within 40 feet and flicking one’s wrist (as if to
Rod: Rods are wrought of metals such as brass, bronze, crack a whip), the wielder can discharge from the rod’s
copper, gold, iron, platinum, silver, and steel, typically tip an arc of electrical current that strikes the target for
of three- to four-foot length and ½-inch thickness. Oft 2d6 hp damage. A device saving throw is allowed for half
they are topped with skulls (stylized or real), animal damage. Each such usage drains 1 charge. Turning the
head sculptures, or alternate designs; other rods might knob clockwise returns the rod to quiescence.
be set with gems, crystals, or meteoritic stones. Rods
typically weigh 3–5 pounds. Additionally, if both halves of the rod are gripped and
the entire upper portion turned widdershins, a sharp-
Staff: Staves are carved of rare woods, typically of five- ened metal point extends from the rod’s tip, converting
to six-foot length and 1½-inch thickness. Their lengths the whole into a well-balanced javelin. Twisting the
may be straight or twisted, smooth or gnarled, stained weapon clockwise retracts the javelin tip and returns
or natural; they might be shod in bronze, iron, steel, or it to rod form. The javelin form can be wielded in melee
perhaps a precious metal. Some are etched or burnt combat as a +1 javelin.
with runes, symbols, and geometric shapes; some also
are tipped with crystals or gems. Staves shod in metal If hurled, the javelin transforms into a 5 × 30-foot bolt
may be treated as quarterstaves for purposes of com- of lightning (cf. javelin of lightning). Base damage to
bat; if not shod in metal, however, they deliver but 1d4 all in the bolt’s 80-foot path is 1 hp per charge remain-
hp damage. Staves typically weigh 3–5 pounds. ing in the device (e.g., a fully charged rod hurled in
javelin form would inflict 60 hp damage to each crea-
Wand: Wands are of about 1- to 1½-foot length and ¼-inch ture it strikes). Avoidance saves are permitted for half
thickness. Typically, they are crafted of bone, ivory, or damage. This usage irrevocably destroys the rod.
wood, and their tips are set with crystals or gems. Some
wands are designed elaborately, whereas others appear Ophisimian Rod: These sorcerous artefacts demon-
quite plain. Wands typically weigh about ½ pounds. strate Hyperborean contempt for other intelligent
species. The ophisimian rod is made of lead shaped to
the form of an amphisbæna and worked with titanium
details. From one leaden serpent mouth emerges the
head and torso of a screaming great ape; from the oth-
er, the ape’s squat and bowed legs.

Activating the power of the rod discharges a narrow,


60-foot coppery beam that changes any simian into a
snake of the same hit dice, or vice-versa; a device sav-
ing throw is allowed to resist this transfiguration. For
most normal snakes and apes, this effect also stuns for
1d4 rounds. For ape-men and snake-men, however,
the change of form also evokes a new and fully formed
personality with class, abilities, levels, memories—and
seething anger. The ophisimian rod’s power can be
activated only once per day; each use drains 1 charge.

When they made these devices of cruel humour, the


Hyperboreans had yet to consider the other races of
humanity worthy of passing notice. The rod was meant

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13
to chastise actual pretenders to intelligence, as the Rod of Absorption: This rod is useable by magicians
Hyperboreans saw them. Therefore, its effects on hu- and clerics (and their respective subclasses). The rod
mans are unpredictable. Any human targeted by the of absorption draws hostile sorcery into it, in effect
ophisimian rod is entitled to a device saving throw with nullifying and storing each spell. The holder of the rod
a +2 bonus. If the save fails, roll d8 and consult the must be the target of the enemy spell, or within its area
following table. of effect. Each absorbed spell level costs 1 charge, so a
level 3 spell would drain 3 charges.
Table 246: Ophisimian Rod
d8 The wielder of the rod of absorption knows at once
Effect the level of the spell being cast in their presence. The
Result
player must announce the invocation of the rod right
Polymorph other into (roll d10): away. After the spell is absorbed, the wielder knows
1–2 = albino ape; 3 = albino ape superior; exactly what the spell is, including at what CA level it
1
4–5 = carnivorous ape; 6–7 = mountain ape; was fired. The wielder of the rod then can discharge
8–9 = ape-man; 0 = ape-man alpha a stored spell at a time of their choosing; this latter
Polymorph other into (roll d10): function costs no charges.
2 1–2 = asp; 3–4 = python; 5–6 = rattlesnake;
7–8 = spitting cobra; 9–10 = viper Rod of Cancellation: This rod may be wielded by any
Polymorph other into (roll d10): character class. When touched to another magic item,
1 = naga; 2–3 = giant asp; 4–5 = gi- it permanently drains all the properties of that item.
3 To make contact, an attack roll versus the opponent’s
ant python; 6–7 = giant spitting cobra;
8–9 = giant water snake; 0 = snake-man armour class must succeed, with a +2 “to hit” bonus due
to the magical properties of the rod. If successful, the
One arm is transformed into the mighty rod drains the item and is itself destroyed; if the attack
thews of a carnivorous ape, burly and hairy; misses, additional attempts may be made.
the other becomes a snake (see result #2,
and roll d10 to determine snake type). The Rod of Iron Detection: This heavy rod of dull black
4 ape arm can claw for 1d6+1 hp damage or iron has a knobby, mace-like head and a narrow, cross-
grasp with 17 strength, but it cannot use tools hatched haft of 18 inches. It is useable by any character
or weapons; the snake arm has no intrinsic class. The rod functions as a +1 footman’s mace. At
loyalty to the victim, but if it is venomous, the the top of the handle is a single button. If the button is
victim is immune to its poison. pressed, the rod can detect the presence of iron and/or
Face and head become that of a carnivorous steel to a depth of 50 feet. The head of the rod begins to
ape (−4 charisma); hair becomes a mass of shake and then points in the direction of the metal for 1
venomous snakes like that of a gorgon, but turn. The rod will not distinguish a single small object,
5 but it will locate a mass of such. When its final charge is
these snakes have no intrinsic loyalty to the
victim (who is mercifully immune to their expended, the rod disintegrates to rust particles.
poison).
Subtle pheromonal changes make the target
anathema to simians and ophidians alike.
6 Unintelligent kinds will attack the target
immediately; those of higher intellect will
hate and plot to destroy the victim.
Target grows obvious fangs that function
like those of a viper (−2 charisma) and must
7 eat only live food (e.g., birds, frogs, lizards,
rodents), engorging on such at least once
per week.
Target becomes an albino ape, gaining that
creature’s size, AC, and natural attacks, but
retaining HD and class abilities; likewise,
intellect and personality are retained, but
8
the victim is subject to the black moods of
the beast from time to time. This transfor-
mation is not a polymorph effect and cannot
be dispelled.

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Rod of Lordly Might: This rod, useable only by fight- ‘ Button #6: Activates rod to indicate magnetic
ers (and their subclasses), is wrought of heavy, alien north, the rod pulling until pointed in correct di-
ore. It is four feet long and two inches thick, capped rection. In Hyperborea, the rod points to Mount
by a flanged ball. The haft is lined with six small studs Vhuurmithadon, the true centre of the realm.
that function as buttons. In its natural form the rod of This button also allows the wielder to intuit an
lordly might is equivalent to a +2 great mace, with accurate approximation of underground depth.
spell-like, at-will functions:
The rod of lordly might does not disintegrate upon
‘ Paralysis: Requires successful melee attack, expenditure of its final charge; rather, it loses all its
with device save allowed to resist. The effect spell-like functions noted above, and buttons #1–5
persists for 2d6 turns. A hit costs 1 charge; no cease to function, in effect leaving a +2 great mace
charge is expended if the attack roll misses. that indicates magnetic north in the wielder’s mind.
‘ Hit Point Drain: Requires successful melee
attack; no saving throw allowed. The rod Rod of Resurrection: This rod can be used only by a
drains the victim of 2d4 hp and confers them cleric (or cleric subclass). It allows the wielder to resur-
to the wielder. Hit points beyond the wielder’s rect any deceased person, so long as they have not been
maximum are temporary; once subtracted, they dead for more than 100 years. The remains (bones, ash-
cannot be restored. A hit costs 2 charges; no es, or the like) must be touched by the rod. Of course,
charges are expended if the attack roll misses. the resurrected person must make a trauma survival
‘ Circle of Fear: Rod must be raised prominently. check. Each use of this item drains 1d4 charges. If the
All viewers within 50 feet of the wielder must rod is drained to 0 charges, it will wither; if it is drained
make device saves or flee in panic for 2d4 rounds; to negative charges, the wielder must make a death sav-
the saves are modified by willpower adjustment, ing throw or permanently lose one point of constitution
if applicable. This function costs 3 charges. (unless undone by a restoration spell).

Rod of Rulership: This rod of bronze with stylized sa-


bre-tooth head can be wielded by any character class.
When the wielder grips the item with two hands, holds
it high overhead, and shouts “Obey!”, (1d4+1)×100 hit
The six buttons are numbered with Hellenic numerals. dice of creatures within 120 feet will succumb to the
Each one has a different function: rod wielder’s rulership. Creatures with 15+ intelli-
gence and/or 9+ HD are allowed device saving throws
‘ Button #1: Transforms rod into flame tongue
to resist; the saves are modified by willpower adjust-
(a magical broad sword, q.v.).
ment, if applicable.
‘ Button #2: Transforms rod into +3 battle axe.
‘ Button #3: Transforms rod into +2 short spear, Those vulnerable to the effect will obey the wielder,
+2 long spear, or +3 great spear, depending on treating him or her as a worthy overlord to whom they
how long button is depressed. are loyal vassals. Commands are obeyed without ques-
‘ Button #4: Transforms rod into iron ladder tion. Even allies within range are subject to the wielder’s
capable of extending up to 50 feet in length will. The effect persists for as long as the wielder grips
(depending on how long button is depressed). the rod with two hands, at a cost of 1 charge per turn.
If the rod is held against a wall when this func-
tion is used, spikes emerge at five-foot intervals, Rod of Smiting: This iron rod is the equivalent of a
allowing for a stable, vertical ladder drilled +3 footman’s mace and may be used by any character
into a surface area as hard as granite. Button class able to employ such a weapon; it does not look like a
#4 remains at the bottom of the device. If the mace, but rather a heavy iron sceptre topped with a styl-
button is pressed again, the ladder shrinks until ized skull. When the rod of smiting strikes an automaton
reverting to rod shape. (or other like construct), the target must make a device
‘ Button #5: Makes the ladder extend down saving throw or be destroyed; no saving throw is allowed
as opposed to extending up. After the ladder on a natural 20 attack roll. If the automaton makes its save,
extends, button #5 remains at the top of the treble damage is delivered (damage dice trebled, with
ladder. With button #4 at the bottom and button modifiers added afterwards). Likewise, when a natural 20
#5 at the top, the wielder may extend the ladder attack roll is scored against any other creature, the rod au-
up or down and then collapse it once the desti- tomatically delivers treble damage. A charge is expended
nation is achieved. N.B.: Either button #4 or any time an automaton is struck by this item and any time
button #5 can be used to force open a door with a natural 20 attack roll is achieved versus other creatures.
18-strength capacity. Once all charges are spent, the rod of smiting is reduced to a
+3 footman’s mace with no additional properties.

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Rod of Suffocation: Pressing the bronze Staff of the Magus: This staff can be wielded by magi-
stud at the base of this sleek, grey-black cians (and their subclasses). It provides a +2 bonus on
metallic rod releases two silver coils that fly sorcery saving throws and has the following spell-like
toward the mouth of a targeted human, hu- powers, each cast at CA 12 capacity and useable but once
manoid, or quasi-man target within 30 feet. per day. Note that each spell permitting a saving throw
Directly the wriggling coils cut into the vic- uses the device category, regardless of spell description.
tim’s face and fill their mouth and throat,
cutting off the oxygen supply. The victim ‘ detect magic (0 charges)
may make a device saving throw (modified ‘ enlargement (0 charges)
by defence adjustment) to avoid suffocation. ‘ hold portal (0 charges)
Once the coils are attached, the victim suffers ‘ light (0 charges)
1d8 hp damage per round. After 3 rounds, ‘ protection from evil (0 charges)
the victim must make a test of constitution or ‘ dispel magic (1 charge)
asphyxiate, sustaining further cumulative dam- ‘ fireball (1 charge)
age. Once a victim lapses into unconsciousness, ‘ invisibility (1 charge)
the coils slither back to the rod and reinsert ‘ knock (1 charge)
themselves. (A clever victim may win freedom ‘ lightning bolt (1 charge)
by playing dead.) The victim and/or a nearby ‘ pyrotechnics (1 charge)
ally may make an extraordinary feat of strength ‘ web (1 charge)
to tear the coils away. This desperate measure ‘ ice storm (2 charges)
deals 2d4 hp damage to the victim and renders ‘ passwall (2 charges)
the coils inert until they are reinserted manual- ‘ summon elemental (2 charges)
ly into the rod. Each use of this rod drains 1d4 ‘ telekinesis (2 charges)
charges; if insufficient charges remain for the ‘ wall of fire (2 charges)
final usage, then the wielder becomes the tar- ‘ control winds (3 charges)
get. For this reason, the referee should never
reveal the precise charges of the rod. Strike of Retribution: To invoke this terrible power, the
sorcerer must with great purpose snap the staff over
Staff of Curing: This staff can be wielded by his or her knee, releasing a 30-foot-radius globe of de-
clerics (and their subclasses). It contains curative spells, struction. The power of this globe is predicated on how
though it can be used but once per person per day: many charges the staff has remaining. All creatures
within 10 feet suffer 8 hp damage per remaining charge;
‘ cure blindness (1 charge) creatures within 11–20 feet suffer 6 hp damage per re-
‘ cure deafness (1 charge) maining charge; and creatures within 21–30 feet suffer 4
‘ cure disease (3 charges) hp damage per remaining charge. A device saving throw
‘ cure madness (3 charges) halves the damage sustained. The sorcerer who breaks
Staff of Healing: This staff can be wielded by clerics the staff has a 3-in-6 chance to be teleported to Saturn; if
(and their subclasses). By touch, it heals 2d4 hp damage not, he or she is incinerated by the explosion.
per charge. It can be used only once per day on a partic-
Staff of Necromancy: The exterior of this gnarled, twist-
ular creature, so the amount of charges expended must
ed staff is charred black, its top formed about the skull of
be announced in advance; e.g., 3 charges for 6d4 healing.
the human sacrifice used to craft the device. It is useable
Staff of Life Essence: This seven-foot-long wooden by magicians, clerics, necromancers, witches, priests, and
staff looks to be a large, twisted branch with the small- shamans, of Neutral or Evil alignment; Neutral charac-
er branches chopped away and each end shaved to a ters will exhibit Evil tendencies with prolonged use. A
dull point. It may be wielded offensively as an over- Good character who touches the staff suffers a jolt of neg-
sized +1 quarterstaff, +3 vs. undead by anyone of ST ative energy for 5d4 hp damage. The staff of necromancy
13 or higher. Steeped in shamanistic potions, the staff has the following powers, all exercised at CA 11 capacity.
also has the following spell-like powers, usable only by Note that each spell permitting a saving throw uses the
clerics (and their subclasses) at CA 11 capacity: device category, regardless of spell description.

‘ cure light wounds (1 charge) ‘ cudgel of bone (0 charges; staff transforms)


‘ cure disease (3 charges) ‘ detect undead (1 charge)
‘ perform exorcism (4 charges) ‘ ray of enfeeblement (1 charge)
‘ vampiric touch (1 charge)
When the final charge is expended, the staff crumbles ‘ animate dead (2 charges)
to rotted wood shavings. ‘ gelatinize bones (3 charges)
‘ finger of death (5 charges)

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HYPERBOREA

Staff of Power: This seemingly unspectacular oaken Staff of the Snake: This wavy, six-foot staff of green
staff is shod in iron. In the hands of a magician (or ma- yew is carved to the likeness of a python. It can be
gician subclass), it functions as a +2 quarterstaff and wielded by clerics, cleric subclasses, and necroman-
provides a +2 bonus to AC and saving throws. When cers. Although unshod, it is treated as a +2 quarter-
the staff is used as a melee weapon, the wielder can staff. Upon delivering a successful attack, the wielder
choose to expend 1 or 2 charges upon a successful at- can release the staff whilst commanding it to transform
tack roll, respectively doubling or trebling the damage into a quasi-python. At once the snake will coil around
dice (with bonus damage added afterwards). a victim of Small or Medium size; this usage costs 1
charge. The victim is allowed a device saving throw. If
This staff has an array of spell-like powers, each re- the save fails, the victim is taken to the ground, trapped
leased at CA 11 capacity, though some must be ran- for 1d4 turns unless the wielder commands the snake
domly determined in advance of the item’s discovery. to let go. When the duration is met, the snake will slith-
Note that each spell permitting a saving throw uses er back to the wielder. If attacked, the snake has AC 5,
the device category, regardless of spell description. HD 6, and 30 hp, though it does not fight back. If the
Furthermore, this device shares the strike of retribu- snake form is destroyed, the staff is broken. If the staff
tion power of the staff of the magus. runs out of charges, it will not wither to dust; rather, it
reverts to a snake and slithers away.
‘ cone of cold (d6: 1–4) or fireball (5–6) (1 charge)
‘ continuous light (1 charge) Staff of Striking: This rune-graven staff can be
‘ darkness (1 charge) wielded by magicians and clerics (and their respective
‘ levitate (1 charge) subclasses). It functions as a +3 quarterstaff. When
‘ lightning bolt (d6: 1–2) or magic missile (3–6) a hit is scored, the wielder may use 1 charge to double
(1 charge) the damage dice, or 2 charges to treble the damage
‘ paralyze (1 charge) dice (with bonus damage added afterwards). When
‘ ray of enfeeblement (1 charge) the final charge is expended, the staff reverts to a
‘ shield (1 charge) +3 quarterstaff with no special powers.
‘ globe of invulnerability, lesser (2 charges)
‘ globe of invulnerability, greater (3 charges)

Staff of the Seeker: This straight, five-foot staff of


shore pine is stained with the blood of succubi. It can
be wielded by magicians (and their subclasses). When
the staff is discharged at a single opponent within 60
feet, a blue-green ball of energy (the “seeker”) shoots
forth. The seeker has a streaming, curling tail that
emits firefly-like motes of energy. Cunningly it will
seek its prey, circling around allies, obstacles, or other
hindrances until striking its target. Its effects, howev-
er, are variable; roll a d6 on the table below.

Table 247: Staff of the Seeker


d6
Seeker Effect
Result
inflict blindness (see cure blindness)
1–2
(1 charge)
3–4 inflict deafness (see cure deafness) (1 charge)
5 paralyze (2 charges)
6 disintegrate (3 charges)

Each effect functions at CA 11 capacity. Note that


each spell permitting a saving throw uses the device
category, regardless of spell description. If an effect is
evoked that costs more charges than the staff contains,
the staff will function, but then explodes, causing 2d6
hp damage to the wielder, scorching hands and blister-
ing skin. Otherwise, if drained to 0 charges, the staff
crumbles to burnt pine shavings.

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Staff of Stygian Purpose: This staff is crafted from a vice. In the hands of a pyromancer, every 1 result on
perplexing, glistening black stone, always cold to the the damage dice can be rerolled once. This wand can
touch, even in oppressive heat. Nauseous to behold, be used once per turn; each use costs 1 charge.
the staff has a perturbing, unearthly geometry. Eerily,
those in the same room oft feel scrutinized by an un- Wand of Freezing: This sapphire-tipped wand can be
seen watcher, inducing mild paranoia. The owner of the used by magicians (and their subclasses). It contains
staff, if a magician or cleric (or one of their respective the cone of cold spell, released at CA 9 capacity, except
subclasses) can wield the following powers at CA 6 ca- the saving throw for half damage is versus device. In
pacity (CA 9 if the wielder is a witch): the hands of a cryomancer, every 1 result on the dam-
age dice can be rerolled once. This wand can be used
‘ darkness (1 charge) once per turn; each use costs 1 charge.
‘ detect undead (1 charge)
‘ levitate (2 charges) Wand of Illuming: This wand is tipped by an amethyst
‘ ray of enfeeblement (2 charges) brilliant. It can be used by magicians (and their sub-
‘ vampiric touch (3 charges) classes). It has the following powers, invoked at CA 9
capacity, each useable once per turn. Refer to the appro-
The staff emanates an overwhelmingly hateful and priate spell for the first four powers; the fifth is unique.
repellent presence to any characters not of Neutral or
Evil alignment. The staff also is cursed, and anyone who ‘ continuous light (1 charge)
claims it never will wish to part with it. During Saturnalia, ‘ dancing lights (1 charge)
at the moment of twin totality, anyone touching the staff ‘ light (1 charge)
must make a device saving throw (modified by willpower ‘ pyrotechnics (1 charge)
adjustment, if applicable) or succumb to madness. ‘ burst of sunshine: Invoked is a sudden eruption
of luminous, blue-green light that emanates blaz-
ing, golden-orange rays. Burst of sunshine has
a 120-foot range and occupies a 40-foot-diameter
area of effect. Undead caught in the burst sustain
6d6 hp damage, with no saving throws allowed.
Creatures within or facing the burst must make
device saves or be blinded and stunned for 1 round.
Staff of Withering: This thin staff of rhododendron This function drains 3 charges.
wood appears charred and weak. However, in the
hands of a cleric, cleric subclass, necromancer, or witch, Wand of Lightning Bolts: This rune-graven copper
it functions as a +1 quarterstaff. When a successful wand can be used by magicians (and their subclasses).
hit is scored, the wielder may expend 2 charges to age It contains the lightning bolt spell, released at CA 9
the target by 13 years; a device saving throw must be capacity, except the saving throw for half damage is
made to resist the sorcerous ageing. If 3 charges are versus device. This wand can be used once per turn;
expended, a randomly determined limb withers to a each use costs 1 charge.
shrivelled, charnel thing, likewise pending a device
saving throw. Ageless creatures, dæmons, and undead Wand of Magic Detection: This golden wand can be
are unaffected by this item. Each function may be used used by magicians (and their subclasses). It contains
once per day. Once the final charge is spent, the staff the detect magic spell. This device can be used as oft as
crumbles to dust. preferred; each use costs 1 charge.

Wand of Fear: This wand can be wielded by magicians Wand of Magic Missiles: This silver wand can be used
and clerics (and their respective subclasses). When by magicians (and their subclasses). It contains the
the command word is spoken, a cone emanates, 60 feet magic missile spell, released at up to CA 9 capacity;
long and 30 feet wide at the terminus. Creatures in the i.e., the wielder can opt to release 1, 2, 3, 4, or 5 magic
area of effect must make device saving throws or flee in missiles. This device can be used as oft as preferred;
panic for 1d3 turns; the saves are modified by willpow- each missile costs 1 charge.
er adjustment, if applicable. The victims run as swiftly
as possible, and any held items are dropped. This wand Wand of Paralysis: This wand, carved from the rib of
can be used once per turn; each use costs 1 charge. a dæmon and topped with a black sapphire, is useable
by magicians (and their subclasses). It emits a ray that
Wand of Fireballs: This carnelian- or ruby-tipped is 60 feet long and 10 feet wide at the terminus. Crea-
wand can be used by magicians (and their subclasses). tures in the area of effect must make device saving
It contains the fireball spell, released at CA 9 capacity, throws or become paralyzed for 2d6 turns. This wand
except the saving throw for half damage is versus de- can be used once per turn; each use costs 1 charge.

193
HYPERBOREA

Wand of Phantasms: This pearl-tipped brass wand Amulet of Nyx: This palm-sized, round golden amulet
can be used by magicians (and their subclasses). It contains a large, embedded gem that swirls with black
contains the spectral phantasm spell, released at CA bile. The amulet usually is worn on a chain around the
9 capacity, except the saving throw is versus device. neck, providing protection from physical attacks. It pro-
This wand can be used once per turn; each use costs vides a +2 AC bonus to the wearer. Further, any blow
1 charge when used by an illusionist, or 2 charges for the wearer sustains shatters the gem on a 1-in-4 chance,
other sorcerers. unleashing two spell effects: darkness (as the spell, but
with a 30-foot radius centred on the wearer) and conta-
Wand of Polymorphing: This wand of carved soap- gion, affecting the one responsible for breaking the gem.
stone can be used by magicians (and their subclasses). Even after the gem is broken, the amulet retains its other
When invoked, it emits a green ray, thin as a finger, protective qualities
with a 60-foot range. The target is surrounded by
motes of green-blue sparks and must make a device
saving throw or become polymorphed into a tiny, inof-
fensive creature such as a frog, mouse, newt, snail, or
toad, as the polymorph other spell. The transmogrifi-
cation includes any gear carried. N.B.: The victim is
subject to a trauma survival check if reverted to its
natural shape via sorcery or other means.

Wand of Secret Door and Trap Location: This wand


may be wielded by any character. When held, it glows
green and points in the direction of any concealed or
secret doors within 20 feet, or it glows red and points in
the direction of any trap (magical or mundane) within Amulet of Proof against Detection and Location:
20 feet. For every concealed/secret door or trap detect- This golden, gem-encrusted amulet protects the wear-
ed, 1 charge is expended. er from any species of sorcery that mentally would
detect or locate their presence, including the spells
clairaudience, clairvoyance, extrasensory perception,
and mirror, mirror, as well as crystal balls or any oth-
er scrying devices.

Amulet of Undead Turning: This silver amulet is


MISCELLANEOUS MAGIC ITEMS anathema to the undead. When worn, it glows blue
when undead are within 30 feet of the wearer, unless
This grouping is reserved for various items that do not one inch of lead or five feet of stone obstructs such
fit in any of the prior categories. Unless otherwise noted, creatures from the wearer. It also provides the wearer
these devices can be used by any character. Short of an with the ability to turn undead as a cleric. However,
identify spell, the properties of individual items must be amulets are of variable potency; roll a d8 to determine
discovered through research, use, and experimentation. turning ability (TA):

Amulet, Laudatory: Fashioned of withered flesh and Table 248: Amulet of Undead Turning
twisted herbs, this talisman instils in its bearer unflag-
d8 Result Turning Ability
ging confidence. In combat situations, the bearer gains
the benefit of a bless spell (i.e., +1 bonuses “to hit,” 1–2 TA 3
morale checks, and saving throws vs. fear effects). The 3–4 TA 4
amulet may be invoked thusly only thrice. The fourth
5 TA 5
time it is called upon, the bearer is wracked with self-
doubt, suffering a blight instead (i.e., −1 penalties “to 6 TA 6
hit,” morale checks, and saving throws vs. fear effects); 7 TA 7
thereafter the amulet is useless. 8 TA 8
Amulet of Mind Protection: Shaped like an open hand, The wearer need not speak the commandments of
this pewter pendant depends from a simple iron chain. their faith as a cleric would; rather they simply must
Despite its nondescript appearance, it is a powerful ward hold aloft the amulet. If this amulet is worn by a cleric
against sorcery. The amulet provides its wearer a +4 (or a subclass with the turn undead ability), the higher
bonus to saving throws against charm person spells and turning ability is used; at some point the amulet will
similar forms of beguilement, fear, and mind control. not be of use to the advanced cleric.

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Anti-Grav Belt: This wide belt of ancient Atlantean Apparatus of the Dark Kimmerians: These con-
manufacture is composed of dun-grey metal squares traptions serve the subterranean Kimmerians in the
hinged together, each set with a black oval stone from exploration of their dangerous, benighted realm. A
Yuggoth. The buckle is a metal clasp with two crys- harness clings to the wearer’s shoulders, supporting
tal buttons, vertically aligned. When the top button is a tight-fitting, metal-and-leather helm in the shape of
pressed, the wearer floats up at a rate of 30 MV; when a horse’s head. Held by a stiff mane atop the helm is a
the bottom button is pressed, the wearer floats down at small cage in which dwells a most uncanny “canary.”
the same rate. The wearer can carry up to 300 pounds
of additional weight; any more will ground him or her. The bird’s feathers house symbiotic algæ said to origi-
nate from Ganymede, which glow with strong but ghast-
Apparatus of the Atlanteans: This item presents as ly green radiance and provide effective light in a 20-foot
a large bronze barrel of curious make. In æons past, radius. These algæ completely protect the bird from not
Atlantean explorers used these devices to probe the only thirst and hunger, but also the extremes of heat and
ocean depths. A secret button opens a hatch at the aft cold (excluding sorcerous effects). If exposed to toxic
end, allowing for the entrance of one or two passen- gases, the tiny creature will die, but this event triggers
gers. Within are 10 small levers, each of which controls the apparatus to clamp shut its equine jaws. The wearer
a function of the device: will be able to breathe stale, recycled air for a full day
cycle before needing to replenish the apparatus’ stores.
‘ Extend/retract legs and tail (The bird’s corpse continues to provide illuminance for
‘ Open/close port porthole one day.) The Guild of the Pierced Breast in Krimmea
(10-inch-diameter, heavy glass window) can replace the bird and restore the apparatus of the
‘ Open/close starboard porthole dark Kimmerians to full functionality.
(10-inch-diameter, heavy glass window)
‘ Extend/retract two sets of pincers Armband, Golden Ouroboric: This blessed artefact
‘ Turn and squeeze pincers of Yig, a golden armband intaglioed to the likeness of
‘ Move forwards (left, right, straight) snake, must be clasped around one’s upper arm. The
‘ Move backwards (left, right, straight) tail must be snapped into the head; at once the armband
‘ Open “eyes”: round, 10-inch-diameter, heavy firmly grips the wearer’s upper bicep. It cannot be re-
glass windows that project 120-foot light beams moved whilst the wearer lives, unless remove curse is
‘ Ascend or descend (underwater), up or down cast. The armband provides most wearers with a +1
‘ Open/close aft hatch damage bonus on melee attacks; on the arm of a fighter
(or fighter subclass), however, it provides a +2 damage
The device can descend to an ocean depth of 1,000 feet bonus. This boon comes at a price: The wearer will not
and can provide six hours of air for one person, or three attack snakes or willingly do anything that would bring
hours for two. As the thing moves about, it appears to harm to a snake or snake-man. The wearer need not be
be a giant, mechanical lobster with a barrel-like body. so zealous as to defend ophidians, however. This restric-
The lobster-like pincers can extend up to five feet; they tion does not stop ophidians from attacking the wearer.
can be used to attack with FA 6 capacity, each pincer
delivering 2d6 hp damage. They also can be utilized for
fine manipulation underwater by a skilled user.

The apparatus travels at 30 MV (land or sea) and is


AC 0. Once it has sustained 90 hp damage, it will spring a
leak, if underwater; passengers have 2d4 turns to escape.
If the device sustains 120 hp damage, a whole side caves
in, and the device implodes, destroyed beyond repair.

195
HYPERBOREA

Armband of the Housecarls: These wrought-gold Beast Mannikin: These 10-inch-tall, articulated dolls
armbands are Viking work and imbued with their of amber are carved to resemble the bestial vhuurmis.
powerful runes. Deep in the cunning patterns of gold Once the vhuurmis ruled the lands beyond the North
work, two warriors can be discerned standing back-to- Wind, but by the time the Hyperborean sorcerers rose
back, swords raised. The various curls and branches of to their eldritch power, the vhuurmis had sunken to
gold that partially obscure these figures can be broken degenerate bestiality, only distantly recalling their
off as hack gold and given to henchmen and hirelings lost glories. It was cruel delight in this fallen state that
to improve their loyalty. When initially donned, the prompted the Hyperboreans to craft and enchant the
armband shews as many golden gifts as the wearer’s beast mannikins to mock those they had displaced.
maximum number of henchmen (see charisma). Each
bit of hack gold would be worth only 20 gp normally This item may be used once per day. When tossed to the
but will fetch 100 gp for the retainer to whom it is gift- ground, it will begin to flop and tumble, for 12 rounds
ed. Further, the base loyalty of the retainer increases (2 minutes) executing flips and rolls with affecting pa-
by one step on the Henchmen and Hireling Loyalty thos—indeed, an adventurer in dire need easily could
table (see Vol. I, Player’s Manual: Table 124). When pick up a few coppers entertaining a festival crowd
all useable pieces have been removed, the magic leaves with the mannikin’s antics. But for the vhuurmis, the
the armband, but it can be sold for about 1,000 gp. tumbling construct evokes the distant memory of the
majesty they have lost. All vhuurmis within 30 feet of an
Bag of Devouring: This cursed bag appears to be a active beast mannikin are affected as per the confusion
normal large sack. It radiates magic, and if peered spell for 1 turn (device saving throw negates), with all
within or identified, it will seem to have all the prop- effects of that spell accompanied by hooting wails and
erties of a bag of holding. However, it contains an gnashing of their bestial teeth. The flip-flops do have
extra-dimensional beast that sages posit might have one other useful effect: The dolls always gravitate to
some relation to Kraken. This beast consumes anything true north, cavorting toward Mount Vhuurmithadon.
placed within, a process that requires 2d6 turns. Only
magical fire can destroy a bag of devouring, essentially Boat of Folding: This item presents as a small wood-
closing the portal to the otherworldly creature beyond. en box, measuring approximately 12 × 6 × 6 inches.
With a command, it can unfold to become a boat.
Bag of Holding: This seemingly ordinary leather sack, A different command word will fold the boat back into a
if peered within, holds extra-dimensional space allowing box, ejecting any additional cargo beyond the contents
for the stowage of 25,000 coins, or items that would oc- listed below. Two varieties exist; roll a d6 to determine
cupy a 10 × 10 × 10-foot area. Filled to capacity, the bag which boat of folding is discovered.
weighs but 25 pounds. The bag holds air for 1 turn if emp-
ty; otherwise, this time is decreased as determined by the If the d6 result is 1–4, then the boat is 10 feet long,
referee. If the bag is kept open, air will flow freely within, 4 feet wide, and 2 feet deep, including an anchor, a
but items (and creatures, if such is the case) are expelled mast, a lateen sail, and a pair of oars. This boat can
after 1 turn; i.e., the bag of holding is not ideal as a shel- accommodate four persons. If the d6 result is 5–6, then
ter. Furthermore, any sharp objects placed within have a the boat is 24 feet long, 8 feet wide, and 6 feet deep.
1-in-6 chance per day to perforate the bag, destroying its This boat is decked, with five rowing seats, five sets of
sorcery and causing the contents to erupt from within. oars, an anchor, a steering oar, a mast, a square sail,
and a small deck cabin; it can hold about 15 persons.
Bead of Force: This is a small black ball about ¾ inch-
es in diameter and as dense as lead. One can be hurled Boots, Boreal: The wearer of these mammoth-fur bus-
to a range of 30, and if it strikes its target, a blast of kins can travel across snow and moderate ice at normal
force erupts, causing 5d4 hp damage to any creature movement rate, or slick ice at half speed. A command
within a 10-foot radius of the target. (To determine the causes skis to extend from the soles, allowing the wearer
attack roll needed, refer to Vol. I, Chapter 9: Combat, to ski cross-country or down a snowy slope. A second
flask hurling). A miss indicates the bead rolls away command causes crampons to extend, allowing for glacier
without detonating (quite possibly lost). Creatures in and mountain climbing. The wearer of the boreal boots
the area of effect are allowed sorcery saving throws. If never leaves tracks behind (in snow and ice), whether
their saves are successful, they still suffer the damage, walking or skiing. Also, the boots provide warmth to the
but they are thrown from the blast area. Those who fail wearer as per the ring of warmness (q.v.).
their saves are encapsulated in a spherical force field
and trapped for 2d6 rounds; the only known means of Boots, Winged: These bronze-shod, aurochs-hide
escape are via a disintegrate spell, a teleport spell, or boots appear strong and durable, though somewhat
a rod of cancellation; even dispel magic will not af- worn. When donned they conform perfectly to the
fect the force field. Typically, 1d4+1 beads of force are foot size of the wearer. Once per day, when the heels
found in a pouch; each is a single-use item. are clicked together twice, the boots will sprout white

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feathered wings of one-foot length. The wearer may Boots of Striding and Springing: These black leath-
use these to fly (as the spell) for as long as four hours. er boots are soft, flexible, and durable. They magically
Winged boots require time to master; at first, the in- conform to the foot size of any wearer and convey a
experienced user spins about randomly, out of control. +1 AC bonus. The boots impart striding ability, a base
movement rate of 40 MV regardless of armour worn
Boots of Dancing: These finely crafted boots appear (though encumbrance may reduce this rate). Tirelessly
just as boots of levitation (q.v.) and do indeed possess and without pause, this speed can be maintained for 12
the same power. When the wearer is engaged in melee hours per day if conditions are favourable, so 36 miles
combat, or attempts to flee such, the true curse of these per day may be achieved. (Normally a person will trav-
boots is realized: The wearer begins to shuffle and tap el no more than 8 hours per day after rest breaks, for
their feet, heel to toe, dancing in triplet patterns, and 24 miles per day.) Such long-distance striding increas-
cavorting about like a fool. The wearer can do naught es food and water requirements: The strider must eat
but dance, edging closer to enemies, and any attempt and drink twice as much as an ordinary person or suf-
made to speak will instead result in the wearer whis- fer dramatic weight loss. These boots also allow one to
tling a happy tune. The armour class of the accursed is spring with preternatural ability. A forward leap of 30
penalized (increased) by 4, all saving throws automati- feet can be achieved, as can one of 10 feet backwards or
cally fail, and one cannot fight, use a shield, cast spells, 15 feet vertically. If jumping back from melee combat,
or exercise innate abilities. The wearer must continue the leaper avoids the free attack normally associated
to dance until either killed or enemies vanquished with fleeing but must make an avoidance saving throw
(presumably by allies). The boots can thereafter be re- or land on their backside; in such a case, the leaper is
moved if a remove curse spell is cast, but they cannot effectively stunned for 1 round.
be destroyed unless immersed in lava.
Bracers, Defensive: This is a pair of metal forearm
Boots of Levitation: These soft leather boots con- bracers (vambraces), composed of bronze, copper,
form to the foot size of the wearer. When the heels gold, iron, platinum, silver, or steel. They may appear
are tapped together thrice, they impart the ability to ornamental or plain. When donned, they conform
levitate (as the spell) at CA 10 capacity. The power of perfectly to the forearm of any person, endowing the
these boots may be invoked thrice per day. wearer with magical protection akin to armour. The
benefits of this protection do not “stack” with actual
Boots of the Shark: Crafted from the skin of a great armour, though other magic items, such as a cloak of
white shark and powdered narwhale horn, these en- protection, may be used in conjunction. Roll a d8 to
chanted boots enable the wearer to breathe water, determine the AC imparted:
swim at 60 MV, and move freely underwater. The boots
must be soaked overnight in salt water at least once Table 249: Defensive Bracers
per week or they will fail to activate.
d8 Result Bracers
Boots of Speed: These fine leather boots conform to 1–2 AC 8
the foot size of the wearer. When donned, they provide
3–4 AC 7
supernatural speed comparable to the haste spell. The
wearer can move at double the normal rate and make 5 AC 6
twice as many attacks per combat round: 6 AC 5

‘ 1/1 = 2/1 7 AC 4
‘ 3/2 = 3/1 8 AC 3
‘ 2/1 = 4/1
‘ 5/2 = 5/1 Bracers of Defencelessness: These cursed items
‘ 3/1 = 6/1 appear exactly as defensive bracers, and if identified
they are revealed as such. However, once donned, they
And so on. The boots also impart a +2 AC bonus. Sor- actually reduce the wearer to AC 9, regardless of other
cery (spells and magical devices) is not hastened in any protections (magical or mundane) or natural abilities,
way, and the power of these boots cannot be “stacked” such as dexterity. This effect is not realized until the
with other hastening sorceries. Utilizing these boots wearer is in mortal combat. From that point forwards,
does not age the wearer but does risk a potentially the bracers can be removed only if remove curse is
deadly side effect: If worn for more than 1 turn (10 min- cast. Furthermore, the bracers cannot be destroyed
utes), the wearer must make a trauma survival check unless steeped in corrosive acid or lava.
or suffer heart failure and die. For every turn thereafter
additional checks must be made, each at a cumulative
penalty of −5%. This item may be used once per day.

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Bracers of Undeath: Woven from the bones and dried pounds and can be rolled up tightly. It responds to the
sinew of ghouls, these disturbing vambraces bond with voice of its owner and seems to possess minimal intelli-
the radii and ulnæ of the wearer’s forearms. They gence. For practical purposes, the carpet of flying may
can be removed only via dispel magic, remove curse, be treated as AC 7 with 18 hp. It cannot fly if reduced
or the death of the wearer. The bracers provide AC 4, to 9 hp, and it is destroyed at 0 hp. This item cannot be
as defensive bracers. Bracers of undeath may be used repaired via simple stitching. Spells such as cure light
by any class, but the negative energy with which they wounds must be employed; too, a potion of healing
are imbued comes at a cost: horrible nightmares for may be rubbed into the fabric, effecting positive results.
the wearer. These troubled dreams result in healing a
maximum of 1 hp per night’s rest; sorcerers may re- Chaos Harp: This handheld harp may be used by bards
gain but half their normal spells. Excepted from these alone. Any other handlers must make device saving
penalties are those who cast spells from the necroman- throws or suffer a confusion effect (as the spell), wan-
cer school of study (necromancers, death soldiers, and dering away unresponsively for 9 rounds; the saves are
some shamans). Such a character experiences vivid modified by willpower adjustment, if applicable. If the
and inspiring dreams, allowing for a reroll of any hit wielder of the chaos harp is not of Chaotic alignment
point recovery roll of 1. Additionally, the sorcerer may (Good or Evil), they soon gravitate to it. If one does not
memorize one extra necromancer spell per day. submit to Chaos, yet insists on keeping the instrument,
he or she will go mad, suffering 1d3 forms of madness.

The harp is carved of yellow ivory, graven with signs


and portents of Chaos; its strings are wound of lamia
hair. It produces haunting vibrations pulled from the
very centre of the universe, where dwells Azathoth, the
burning bedlam spoken of in hushed and frightened
whispers. Any creature within 40 feet of the harp-pluck-
ing bard must make a device saving throw or suffer the
effects of fear (as the spell); alternatively, the bard may
subject all within such range to a hold monster effect (as
the spell), unless device saving throws are made. In both
Brazier of Sleep Smoke: When the enchanted coals cases the saves are modified by willpower adjustment,
of this 12-inch-diameter bronze brazier are lit, the if applicable. Each of these spell effects may be used
one lighting them has 1 round to flee. After 2 rounds, once per day, as if by a CA 11 sorcerer. Allies in range
the brazier emits a deep green smoke, and all within are subject to the same effects if they are not instructed
30 feet must make device saving throws or fall into a to stuff their ears with cloth or wax.
magical slumber, from which it is impossible to emerge
unless dispel magic or remove curse is cast. The coals Circlet of Invulnerability: Ages before Atlantean
remain lit for 1 full turn, so any newcomers also are scientists developed technological weapons and other
subject to the effect. This item may be used six times wonders, they were dweomercræfters of no small abil-
before the coals burn out, and the dish melts to sludge. ity. During the age when their kingdom was ruled by
barbarian warlords, the Atlanteans carved, smoothed,
Broom of Flying: This seemingly normal broom and enchanted gemstones with great power. Black
is enchanted with flight when a command is issued. opals, blue opals, and fire opals were set in circlets of
This command usually is engraved somewhere on the gold, to be worn by warrior chieftains in times of war.
broom. It has 80 MV if it bears one person of 250 pounds A circlet of invulnerability can be worn by a fighter (or
or less; it can carry two people whose total weight does fighter subclass) whose charisma is 15 or greater. The
not exceed 500 pounds, but speed is reduced to 60 MV. user cannot wear a helm.
This broom is unintelligent, not bonded with its cre-
ator as a witch’s magic broom; it cannot fly unless its The circlet is said to induce ancestral dreams, glimpses
commander sits upon it. The broom of flying functions into the trials and travails of the wearer’s forebears.
but thrice per day, for a maximum of 6 turns (1 hour) This device grants its wearer immunity to the first
per use. It requires 1 turn to recharge between uses. blow sustained during a battle. Furthermore, the de-
vice has a 1-in-6 chance to absorb each subsequent
Carpet of Flying: This dense, finely woven rug mea- blow. In each such instance, the attack appears to be
sures 6 × 4 feet, of ¼-inch thickness. It can bear two a blow to the head that should crush the skull of the
unencumbered people (or 500 pounds) and fly at 60 MV. wearer; rather, it is absorbed entirely by the circlet.
At 600 pounds, its speed is reduced to 30 MV, and any-
thing heavier will ground it. The carpet itself weighs 15

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Claw of the Crab-Men: Gifted sometimes to those Cloak of Arachnida: This cloak appears to be made
dæmon-haunted Esquimaux who please their of tattered webbing and reputedly is sewn of fibres
crab-man masters—and sometimes simply left for generated by Tlakk-Nakka. It provides the wearer
the unwary—these chitin-covered limbs will bond with the ability to spider climb (as the spell) at will.
instantly to any human arm inserted into the hollow The wearer is immune to web attacks—consider any
shaft, effecting a biological and sorcerous fusing. Once web-related saving throw an automatic success—and
per round the wearer can attack with the claw for 2d4 once per day can cast a double-sized web spell. Lastly,
hp damage, perhaps in addition to a weapon attack(s) any death (poison) saving throws versus spider bites
with the other hand, or use it as a defensive shield, are made at +2 bonuses.
providing +2 AC. A claw of the crab-men cannot be re-
moved except by casting remove curse, which must be Cloak of Displacement: This eel-skin cloak bends
done within six months; otherwise, the only recourse light waves, making the wearer appear as though one
is amputation. Wearers of the claw are compelled to to two feet away from their actual position. In combat,
obey the commands of crab-men, this item a form of this effect provides the wearer with a +8 AC bonus
submission to those otherworldly masters. versus the first attack in an encounter (though not an
entire attack routine) to which the wearer is subject;
for all subsequent attacks, the wearer enjoys a +2 AC
bonus. Spells and other magical effects (e.g., devices,
innate abilities) that are aimed precisely at the wearer
are subject to a +2 saving throw bonus. This latter
benefit does not apply to area effect spells; typically, it
pertains to gaze attacks, breath weapons, and ray- or
cone-shaped spells, abilities, and devices.

Cloak of Poisonousness: This woollen cloak radiates


magic if detected; if identified, it is revealed as a deadly,
cursed thing. If the cloak is donned, the fibres of the
cloak prick the skin of the wearer, introducing a highly
potent toxin. The wearer must make a death (poison)
saving throw at a −5 penalty or instantly die, frothing
and convulsing. The cloak can be removed via a remove
curse spell, which destroys this cursed item. A victim
of this cloak might be saved only if the aforementioned
remove curse spell is followed by neutralize poison
and then raise dead.

Cloak of Protection: This cloak is fashioned of vari-


able materials (e.g., fur, leather, wool) and may be
hooded or cowled. It is enchanted with a protective
dweomer of variable potency. Roll a d6 to determine
which type is found:

Table 250: Cloak of Protection


d6 Result Cloak

Cloak, Aurochs: This voluminous cloak is made of the 1–2 Protection +1


hide and horns of an aurochs. It can be worn only by tall 3–4 Protection +2
people (6 feet or taller). The thick black fur, imbued with 5 Protection +3
the fierce spirit of the aurochs, provides a +1 bonus on
6 Protection +4
all saves and renders the wearer immune to non-magi-
cal cold. When worn without armour, it provides a fur-
This magical protection applies to both armour class
ther +1 bonus to AC without hampering class abilities.
(AC) and saving throw (SV) scores. A cloak of protec-
Fighters, fighter subclasses, runegravers, and bards
tion can be worn with defensive bracers, but cannot
can avail themselves of the massive horns that crown
be combined with other magical protection enhance-
the hood, forgoing weapon attacks to make two gore at-
ments, such as a scarab of protection. The AC bonus
tacks for 1d10 hp damage each at one or two opponents
is not cumulative with the bonus provided by magical
within 10 feet of each other. Other classes must develop
armour; rather, the better AC bonus applies. For in-
this weapon skill per the usual process.

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stance, if a thief wears +2 leather armour and a +1 another device saving throw—at a −2 penalty—or the
cloak of protection, he gains the cloak’s SV bonus but viewer goes permanently mad. Such saving throws are
not its AC bonus; if he wears +1 leather armour and modified by willpower adjustment, if applicable.
a +2 cloak of protection, he receives the cloak’s +2 AC
and SV bonuses, but not the +1 AC bonus from the
armour (i.e., in either case, he is AC 5 before shield
and/or dexterity adjustments, if any).

Cloak of Shadow: This black leather cloak with cowl


functions as a +2 cloak of protection—and some-
thing more. Once per day, when the cowl is lifted over
the wearer’s head, he or she becomes as a shadow. In
the dark the wearer is invisible; in the light the wearer
presents as no more than a shade. Incorporeally the
wearer may flit about at 30 MV and can seep through
small spaces. The shadow form is immune to physical
attacks. It is subject to area effect spells such as fire- Each viewing can be as long as 1 turn. Continuing
ball, though not necessarily a spell such as entangle; beyond 1 turn is considered a second use; anything
referee judgment is required. The shadow form may beyond 2 turns counts as a third use. One-in-six crys-
be maintained for up to 1 turn unless the wearer re- tal balls also have the power of clairaudience (as the
moves the cowl sooner. spell); in no event, however, can other spells be cast
through a crystal ball. N.B.: Sorcerers (magicians and
Cloth of Two Faces: This mundane-looking, eight- magician subclasses), dæmons, otherworldly beings,
inch-square cloth is brown on one side and white on the and other intelligent magical creatures gain device
other. When rubbed against the face, the brown side saving throws to intuit that they are being observed
effects an illusion that beautifies the user, yielding a from afar; these saving throws also are modified by
+2 bonus to all reaction rolls for 1 turn. The white side willpower adjustment, if applicable.
defaces the user: Their skin and facial bones vanish,
leaving brain, eyeballs, nasal cavity, veins, arteries, Dæmon’s Bane Lotus Petal: Each of these dried pet-
and tendons exposed in a most frightening display. The als of the golden lotus has been laced with dæmon’s
effect is identical to the scare spell. There is a 1-in-6 blood; usually 1d4+1 petals may be found together.
chance that the properties of the cloth will be reversed Burning one creates a cloud of uncanny smoke that
after each use, making this item risky to use. wards off Evil creatures for one hour (as the spell pro-
tection from evil, 15ˊ r.).
Compulsive Chariot: The enchantment on this foot-
long miniature chariot is activated when any two ani- Diadem of Strength: This thin bronze crown is set
mals of ordinary sort are placed near the shafts and with a small ruby. The wearer gains 1 point of strength
attached to the traces. The latter will grow or shrink to (18 maximum) but must wear it for at least 48 hours
fit the beasts, as the chariot’s bed expands to accommo- before deriving any benefit. If this item is worn by one
date from one to four persons (as much as 600 pounds). whose strength score is already 18, then the wearer
The animals are compelled to pull the chariot and pas- gains an additional +1 “to hit,” and extraordinary
sengers for a full day before the enchantment ends, and feats of strength are improved by +8%.
no matter what animals are employed, their strength
suffices to achieve 40 MV. The compulsive chariot can Diadem of Wisdom: This thin bronze crown is set with
cover 24 miles in a normal day’s travel, or 48 miles in a a small sapphire. The wearer gains 1 point of wisdom
forced day-and-night journey (though this latter effort (18 maximum) but must wear it for at least 48 hours
will kill the animals at the end of their service). before deriving any benefit. If this item is worn by one
whose wisdom score is already 18, then the wearer
Crystal Ball: This 6- to 12-inch glass globe can be used gains an additional +1 willpower adjustment.
by magicians (and their subclasses). Thrice per day it can
be utilized to view a familiar person or thing, or a nearby Dust of Appearance: This golden powder is held in a
place (within 500 miles); unfamiliar objects or distant small cloth pouch. When the dust is hurled in the air,
places are glimpsed for but a moment before the glass all invisible or otherwise hidden creatures in a 10-foot
turns foggy. A 120-foot diameter around the subject is radius are revealed. The exposed are covered in gold-
sighted. The first use each day bears no risk. A second en glitter for 3d6 turns. This dust also reveals mirror
use requires a device saving throw, or the viewer goes images and projected images, and it counteracts dust
mad (see madness) for 2d6 weeks. A third use requires of disappearance.

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Dust of Death: This is the powdered form of sun-dried sumed by a victim, it causes instant waking paralysis
black lotus petals, deadly if inhaled. When a dose is that lasts for 1d4 days, with no saving throw allowed.
packed dry in a narrow tube of bone, ivory, or wood and If the dust is mixed with a liquid and then poured on a
subsequently blown in the face of a target, the subject spearhead (or as many as three arrowheads), it may be
must make a death (poison) save or die in 1d4 rounds. used to pierce a victim within 6 turns (1 hour) before
The victim’s face turns ashen grey, followed by a hor- evaporating. Similarly, the dust of paralysis might be
ribly frothing, tongue-choking, eye-bulging demise. packed dry in a narrow tube of bone, ivory, or wood
N.B.: The pollen of this lotus is a primary ingredient and then blown in the face of a target. These applica-
of many poison types, both ingestible and penetrative. tions are less effective than drinking, allowing a death
(poison) saving throw to resist paralysis.
Dust of Disappearance: This enchanted silvery pow-
der is held in a small cloth pouch. When hurled in the Dust of Sleepiness: This dust is derived from the pol-
air, it causes all creatures and items within a 10-foot len of the russet lotus. When flung in the air, all crea-
radius to disappear, in effect becoming invisible. So po- tures within 10 feet must make death (poison) saving
tent is this invisibility that even the detect invisibility throws or slumber as per the sleep spell; those who
spell will not discern the affected; however, dust of ap- save become sluggish, as though affected by a slow
pearance can counteract this dust. The effect typically spell cast by a CA 9 sorcerer. One who wields this pow-
lasts for 3d6 turns; if, however, the dust is not hurled, der as a weapon must cover their face with a wet cloth
but carefully sprinkled on one person or thing, then the before flinging it in the air; one also may pack a dose
disappearance persists for 6d6 turns. N.B.: Unlike the into a long, hollowed tube (at least three feet long) and
invisibility spell, attacking or committing some other blow the dust in a 20-foot-diameter cloud that begins
act of aggression does not cause the dweomer to cease. five feet away from the dust blower. When a thimbleful
of dust of sleepiness is mixed with wine and consumed
Dust of Madness: This dun-grey dust is derived from by a victim, it causes an instant sleep effect that per-
the pollen and ground petals of the smoky lotus, a flow- sists for 1d2 days, with no saving throw allowed.
er known to grow in swamps where tar pits are pres-
ent. If a dose is introduced to a liquid and consumed, Dust of Sneezing and Choking: This dust is composed
the concoction causes permanent madness, with no of finely ground, white-speckled blue lotus petals. When
saving throw allowed (see madness; roll or select 1d3 flung in the air, all creatures within 10 feet must make
insanity types). If introduced to resin, sap, tar, or an- death (poison) saving throws or sneeze, choke, and gag,
other sticky substance and then applied to a spearhead suffering 1d4 hp damage per round until death; those
(or as many as three arrowheads), it may be used to who save will suffer similar consequences, except the
pierce a victim within 6 turns (1 hour) before evapo- damage persists for but 5 rounds. Delay poison or
rating. Similarly, the dust of madness might be packed neutralize poison spells both are effective against this
dry in a narrow tube of bone, ivory, or wood and then dust in the usual manner, though a victim cannot cast
blown in the face of a target. These applications are any spells. One who wields this powder as a weapon
less effective than drinking: The victim must make a must cover their face with a wet cloth before flinging it
death (poison) saving throw or suffer confusion (as the in the air; one also may pack a dose into a long, hollowed
spell) as though cast by a CA 9 sorcerer; the save is tube (at least three feet long) and blow the dust in a
modified by willpower adjustment, if applicable. 20-foot-diameter cloud that begins five feet away from
the dust blower. N.B.: This dust is a primary ingredient
Dust of Nightmares and Visions: This is the pollen of of many poison types, both ingestible and penetrative.
the black lotus mixed with a small amount of pine sap.
It may be burnt as incense by a solitary magician or Egg of Ouranos: These “eggs” oft are found in mete-
cleric (or a respective subclass thereof). The user expe- orite-scarred glacial ice of the Spiral Mountain Array.
riences nightmares and visions of a most potent species; Sages posit that they originate from Ouranos, that
the effect is akin to a see spell, in which the images are mysterious blue-green star whose position anomalous-
perceived in the smoke that ebbs from the incense. The ly traverses the firmament. The eggs are blue-green
vision is interlaced with nightmares of a personal sort, in colour and measure no more than a half inch in di-
taxing to the viewer. The entire affair requires 6 turns ameter. They are found in clutches of 1d4+1 eggs. An
(1 hour) to complete, after which the user must rest for egg of Ouranos must be placed in the mouth. The user
eight hours or suffer extreme lethargy (−2 penalties to must then take a deep breath, crack the egg with his or
attack rolls, damage, and saving throws). her teeth, and exhale sharply. This action results in a
release of frigid air equivalent to the breathe frost spell.
Dust of Paralysis: This fine dust is derived from the If a user is wounded whilst holding an egg in mouth, an
dried and ground seeds of the violet lotus. When a avoidance save must be made or the egg prematurely
thimbleful of the dust is mixed with any liquid and con- breaks, causing internal frostbite for 27 hp damage.

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Enchanting Castanets: These convex shells are carved round; an avoidance save halves all damage. Fuel can
from the driftwood of a long-lost ship that grounded be replaced with 700 gp (i.e., 20 flasks) of incendiary oil
upon the jagged rocks of The Eyries. All aboard are (Greek fire), but refuelling must be conducted by a mas-
believed to have perished, lured to their doom by the ter alchemist, or consequences can be deadly.
seductive calls of the islands’ harpies. When played by
a witch of 5th level or greater whilst engaging in a dance Flask of Plenteous Water: This seemingly normal
of beguilement, the enchanting castanets impose a −2 stopped flask contains a quart of fresh, clean water (d6:
penalty to observers’ saving throws. 1–5) or fine red wine (6). When drained, it refills at once.
The water version can be drained 12 times per day, pro-
Eversmoking Bottle: This brass or copper urn must viding three gallons of water. The wine version can be
be unstopped to function. This action causes thick drained four times per day, providing one gallon of wine.
black smoke to billow out, filling 10,000 cubic feet
(e.g., 20 × 50 × 10 feet) per round until a maximum of Fortunate Still: This delicate construct of wood, glass,
120,000 cubic feet (e.g., 200 × 60 × 10 feet) are filled, and strange metals was the product of adventurous At-
which effectively empties the bottle; i.e., the urn holds lantean alchemists who explored the deadly caverns of
12 rounds of smoke, but may be stopped again by the their new world. It resembles a wood-mounted alem-
wielder at any time. Regardless of the volume released, bic. Any two potions—even poison—can be poured
the smoke remains for 1d3 turns if the air is calm; oth- into the still to produce, in 2d6 rounds, one potion of
erwise, it disperses sooner (referee’s discretion). healing. On a 1-in-10 chance, the fortunate still pro-
duces a potion of extraordinary healing instead; this
Eyes of the Eagle: These small, clear lenses are placed chance increases to 1-in-6 if either of the potions used
over the eyes, allowing one to see 10 times farther than as ingredients was brewed by a witch.
normal, so objects 1,000 feet away will appear as clear
and distinct as though they were 100 feet away, and so Gauntlets of Dextrousness: These thin calfskin
on. On occasion, a single lens is discovered instead of gloves magically fit any hands perfectly, as though
a pair. If but one lens is worn, the user will experience tailor-made for the individual. They increase mis-
headache, nausea, and vertigo for 1d2 hours; from then sile-shooting capacity, providing a +1 “to hit” magical
on, the lens may be used to good effect, but only if the enhancement. Progressive thief abilities that involve
other eye is covered. dextrous manœuvring—manipulate traps, open locks,
and pick pockets—are resolved as if the wearer were a
Fish-Man Coin: This small 3rd-level thief, or 2 levels higher than their actual level
steel coin is imprinted with a (to 12th-level maximum ability) for thieves and related
fish on the obverse and a sea- subclasses. Of course, thieves’ tools are required, save
weed bed on the reverse. The for the pick pockets skill.
coin tingles softly when held.
When the bearer grips it Gauntlets of Ogre Power: These steel gauntlets are
tightly underwater, the bear- crafted by degenerate dwarf slaves to the highest Vi-
er and all carried equipment will king immortal, Ymir. They provide the wearer with all
shapechange (as a druid) into a the benefits of 18 strength, and the carrying capacity
great barracuda: MV 0 (swim 60); AC 6; #A 1/1 (bite); of a mule. If these gauntlets are donned by one whose
D 2d4. All other statistics are unchanged. The bearer strength score is already 18, the wearer gains an
will remain a fish until leaping out of the water back additional +1 attack bonus, and extraordinary feats
onto land. For every full day as a fish, the user risks of strength are improved by +8%. This superhuman
a cumulative 2% chance of permanent transformation. strength, however, cannot be enhanced further by the
Usage consumes the coin. strengthen spell.

Flamethrower: This device of ancient science consists


of a metal shoulder harness to which a five-gallon tank
is affixed. From the bottom of the tank extends a short,
corrugated metal hose that terminates with a gun-like,
triggered nozzle. A flamethrower weighs 65 pounds
when the tank is full, or 45 pounds when empty. The tank
holds a maximum of 60 seconds (6 rounds) of fuel, which
is sprayed and ignited simultaneously when the trigger
is depressed, releasing the burning fuel in a cone-shaped
jet of fire 60 feet long and 20 feet wide at its terminus.
The flames inflict 6d8 hp damage to any creature within
range, followed by 3d8 hp residual damage the following

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Gem of Brightness: This prism-shaped gem (of any Girdle of the Mountain Lion: This wide leather belt
sort) has 50 charges. It has three functions, activated has a large iron buckle fashioned to resemble a moun-
at will by the wielder: tain lion’s head. When worn, the girdle provides pro-
tection equivalent to armour class 5 (not cumulative
‘ Light Beam: A pale beam emanates (matching the with other armour or magical devices). It also enables
colour of the gem), 25 feet long and 5 feet wide at the wearer to shapechange (as a druid) into a moun-
the terminus. This function costs no charges. tain lion once per day for 1 turn.
‘ Dazzling Beam: A bright beam of light (50 feet
long, 2 feet in diameter) can be aimed at a single
enemy’s eyes. The target must make a device
saving throw or be blinded for 1d4 rounds. This
function costs 1 charge.
‘ Blinding Beam: A blinding cone of light
emanates, 30 feet long and 5 feet wide at the
terminus. Any creature in the area of effect must
make a device saving throw or be blinded for 1d4
rounds and thereafter suffer a permanent −1 to
−4 “to hit” penalty due to lasting eye damage
(roll a d4 to determine). A cure blindness spell
can repair any temporary blindness, but to re- Golden Cone: These pinecones are coloured a deep
pair permanent damage, a heal spell is required. golden hue. Some trees within the ancient conifer for-
This function costs 5 charges. ests of Hyperborea—those growing atop lines of power,
saturated with ancient magic, and/or tended by secre-
Girdle of Gender Reversal: This broad leather belt is tive agencies older than mankind—produce these gold-
stamped with magical runes of strength, courage, and en cones. For a human, each cone is a source of succour.
power. Its true nature is revealed if an identify spell Each pinecone bears 3d12 petals which serve as nour-
is cast, or if the belt is donned. At once the wearer’s ishing food; each one is equivalent to a day’s fine rations.
gender is reversed (and the belt’s magic is drained, the The heart of each cone acts as a potion of extraordinary
runes disappearing). The transformation is permanent healing (q.v.), though consuming the heart destroys the
unless undone by a restoration spell. power of any remaining petals. Adventurers might find
1d6 of these pinecones in wild shrines, growing from
Girdle of Giant Power: This iron-studded, au- trees of power, or in the tombs of those granted favour
rochs-hide belt is crafted by dwarf slaves of Ymir. It by the supernatural forces of the wild woods.
provides the wearer (excluding magicians and their
subclasses) with the raw power of a giant. In melee Helm, Dark-vizored: These ornate bronze helmets
combat, the wearer gains a +3 “to hit” and damage are remarkable for their smoky quartz eye shields.
bonus (not cumulative with wearer’s ST bonuses, if These shields protect the eyes of the wearer from
applicable); weapon damage is a base 2d6 for WC 1 unfavourable light effects (i.e., the attack on visual or-
weapons or 3d6 for larger weapons. Weapon mastery gans version), blinding light, cause blindness, glitter-
and/or magical weapons can further enhance attack dust, and other spells or enchantments that damage or
and damage bonuses. Lastly, tests of strength are at a impede vision. Also, the helmet has two nearly imper-
5-in-6 chance, and extraordinary feats of strength are ceptible studs on each side of the vizor. The left stud,
at a base 40% chance. when pushed, grants infrared vision for 6 turns, whilst
the right stud grants ultraviolet vision for 6 turns.
Girdle of Golden Serpents: These broad, gem-en- Dark-vizored helms are an appropriate accessory for
crusted belts of gold are fashioned to the likeness of characters able to wear medium or heavy armour; oth-
twin cobras facing each other. They are the dweomer- ers should be prohibited and/or penalized accordingly.
cræft of snake-men, as legend has it. If the snakes’
eye gems are depressed, the girdle of golden serpents
provides its wearer with the power of a greater globe
of invulnerability for 6 turns (1 hour). After the first
time the belt is used, there is a 1-in-6 chance, if activat-
ed again, that it ceases to function for that particular
wearer; indeed, it will fail to clasp and (seemingly of its
own volition) will slip from the wearer’s waist. For this
reason, these belts—rare as they are—have changed
hands many times.

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Helm, Rat: This bronze great helm is formed in the


visage of a hissing rat. It grants the wearer +1 to
avoidance saving throws and the ability to understand
the screeching speech of rats. It also allows one to
identify wererats on sight, regardless of form.

Helm, Wolf: This black iron great helm is formed in


the visage of a snarling wolf. It grants the wearer +1
AC and the ability to understand the wild speech of
wolves. It also allows one to identify werewolves on
sight, regardless of form.

Helm of Brilliance: This helm presents as a steel great


helm of normal sort; it does, however, radiate a faint Helm of Judgment: This ornate bronze helm is cast
dweomer if detect magic is cast. If donned, the true in the shape of a remorhaz skull, with two translucent
nature of the helm is revealed: It becomes a +2 great amber gems that fill the eye sockets. Anyone wearing
helm (improving overall AC by +2) composed of plat- the helm gains infrared vision (as the spell) and a
inum-limned, polished steel. The helm of brilliance is +2 bonus to sorcery saving throws, in addition to the
crown-like, spiked, and set with 100 gems: 40 opals, alignment-specific effects below. Whenever the helm is
30 fire opals, 15 rubies, and 15 diamonds. When light removed, the wearer suffers 3d6 hp damage, regard-
touches this jewelled helm, it scintillates with utter less of alignment.
brilliance. Each jewel is enchanted; if removed, they
‘ Lawful Wearers: Helm glows a blazing yellow
function as follows:
and deals 1d6 hp damage to the wearer. It then
‘ Opal: As the spell dancing lights when bounced increases the wearer’s strength and wisdom
on the ground. scores by 1 point each (18 maximum) so long as
‘ Fire Opal: As the spell fireball when tossed at the helm is worn.
the desired target area, where it explodes. ‘ Chaotic Wearers: Helm glows a burning red
‘ Ruby: As the spell wall of fire when tossed and deals 2d6 hp damage to the wearer. It then
where the wall is to form. increases their dexterity and intelligence scores
‘ Diamond: As the spell rainbow pattern when by 1 point each (18 maximum) so long as the
waved and gesticulated with. helm is worn.
‘ Neutral Wearers: Helm has no additional effects
Each stone’s dweomer is released at CA 9 capacity, and (save those described above).
only one can be used per round. When target saving
throws are applicable, they are made versus device, Helm of Opposite Alignment: Donning this cursed
regardless of spell description. Once a jewel is used, it steel helm causes a Lawful Good person to become Cha-
cannot be used again; when the final jewel is exhausted, otic Evil, a Chaotic Good person to become Lawful Evil,
the helm crumbles to rust. Until that time, the helm of and vice versa. A Neutral person will take actions that
brilliance has the following additional powers: defy neutrality. The helm can be removed following a
remove curse spell; however, the wearer will not coop-
‘ Aura: Helm glows blue when undead are within erate, believing his or her new beliefs to be a change for
30 feet, unless five feet of stone, one foot of met- the better. N.B.: The transition to opposite alignment
al, or one inch of lead obstructs such creatures may be subtle; a superior role-player gradually will alter
from the wearer. Undead suffer 1d6 hp damage their character’s behaviour over a few sessions of play
per round from this glow. before allies cognize that something is seriously amiss.
‘ Fiery Blade: Once per day the wearer may
command any wielded blade to become sheathed Helm of Telepathy: This helm is composed of pure
in flames, causing an additional 1d6 hp damage crystal. Wearing it provides a +3 willpower saving throw
on a successful hit (1d8 hp damage versus cold- adjustment (charms, illusions, etc.). It also allows the
based creatures and undead). The flames persist wearer to read the thoughts of any creature within 90
for 2 turns. feet, unless blocked by five feet of stone, one foot of metal,
‘ Fire Protection: The wearer is unharmed by heat or one inch of lead. If the wearer is more intelligent than
or normal fire and gains a +4 saving throw bonus the creature whose thoughts are being read, he or she
versus magical fire. This ability does not “stack” may be able to impress his or her will on the subject. In-
with other magical protections versus fire. telligent humans and monsters are allowed device saving
throws, modified by willpower adjustment, if applicable;
unintelligent beasts make these saves at −2 penalties.

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Those affected understand the thoughts and directives Horn of Fog: When blown, this small brass bugle is-
of the helm wearer (even if language is a barrier) and sues a low, sputtering vibration. Flowing from the horn
are compelled to obey unless a directive is completely is a fog cloud (as the spell), invoked at CA 10 capacity.
contrary to their nature. For example, a creature will The horn has 100 charges and may be used at will.
not jump off a cliff, but it might drink poison if told
that it is wine. The link betwixt helm wearer and victim Horn of Valhalla: This appears to be a drinking horn
must be maintained through constant concentration, fashioned from the horn of an aurochs and graven with
which can be exhausting for the helm wearer. The images of valkyries and einherjar. Once per week it
wearer must take 1 turn of rest for every round spent can be blown to summon 1d4×10 wild berserkers who
using the mind control powers of the helm or suffer −4 will fight for the horn blower. The enemy must be an
penalties “to hit,” damage, and saving throws; intense immediate and obvious threat, or the wild berserkers
headaches and nausea also are common side effects. instead wreak havoc for 1d6 turns. They remain until
Simply wearing the helm to gain the willpower saving the foe is vanquished or they are slain; in the former
throw bonus incurs no such penalties. case, once the threat has been eliminated, any remain-
ing wild berserkers fade away.
Helm of Teleportation: This helm is found in various
makes and styles. It allows the wearer to teleport once Horseshoes of Speed: These four iron horseshoes dou-
per day (as the spell) as though a CA 9 sorcerer. ble the speed of any horse, but the horse then requires
twice the amount of water and nourishment. There is
Horn, Everlasting Drinking: This bronze-stopped a 5% chance per day of use that a shoe is thrown, re-
drinking horn contains a pint of good, bitter beer. It ducing speed to ×1.5 of normal MV. If a second shoe is
may be drained twelve times per day, each time magi- thrown, the enchantment is lost.
cally refilling. After the twelfth emptying, it will not fill
again until the next day. Horseshoes of the Zephyr: These four magical horse-
shoes cause a horse to gallop a few inches off the ground,
Horn of Blasting: This is a magical hunting horn allowing the equine to travel over water as if on land.
worn about the neck. It is embossed with a pair of Old
Norse runes, one on either side, which represent the Hyperborean Compass: Mount Vhuurmithadon, a tre-
archaic Æsir deities Heimdallr and Thor. These runes ble-peaked, black crystal mountain rising in terrible and
glow softly when traced with a finger. The horn can be frozen splendour from the centre of the Spiral Mountain
sounded as normal; when blown whilst tracing one of Array, is the geographic and geomantic centre of the
the runes, it also has the following powers: realm. From it radiate ley lines and invisible systems of
power and dark energy; to it all creatures of Hyperborea
‘ Heimdallr: The horn emits a conical sonic blast are subtly and invisibly drawn. It is the secret at the
120 feet long and 30 feet wide at the terminus. centre of the silence, the untouched mystery of troubled
Those in the area of effect must make device sav- time, the first and last place in each celestial cycle to know
ing throws or suffer 2d4 hp damage, be stunned the light of Helios. All that happens in Hyperborea is said
for 2 rounds, and be deafened for 4 rounds. If the to be a function of Mount Vhuurmithadon’s radius.
saves are successful, no damage is sustained, but
victims are stunned for 1 round and deafened A stylized representation of Mount Vhuurmithadon oc-
for 2 rounds. A deaf creature is surprized on a cupies the middle of this strange metal compass, and a
4-in-6 chance and suffers an individual initiative needle of black iron points eternally north, to the centre
penalty of −2 (i.e., the deaf creature may lose of Hyperborea. Around the rim of the compass, other
initiative despite its allies winning). indicators shew the positions of the moons and planets
‘ Thor: A wave of infrasonic vibrations issues and point to symbols that indicate the year of the cycle
from the horn, a pulse 1 foot wide and 100 feet and the proportion of time each day that Helios rides
long. The infrasonic wave causes 6d6 hp damage above the Rim of the World. Even in Underborea or
to living creatures, with device saves for half realms removed in time and space, the black iron needle
damage. If directed at a structure of wood or will point infallibly to Mount Vhuurmithadon, oft shew-
stone, the pulse can weaken materials, or even ing the most direct route back from these far spheres.
cause them to fall apart if weak points exist.

Whichever function is used, the horn of blasting can


be blown safely but once per day. If used more than
once, there is a cumulative 1-in-6 chance that the horn
explodes (i.e., 1-in-6 on the second use, 2-in-6 on the
third use, and so on), causing 5d10 hp damage to the
wielder and all within a 10-foot radius.

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Incense of Meditation: This block of sweet-smelling in- Instant Fortress: This is an iron cube with three-inch
cense can be used by clerics (and their subclasses). When sides. Tiny runes are etched on four of the faces, re-
the incense is burnt for eight hours, a sorcerer is able vealing command words. One command unfolds the
to discharge daily spells with utmost efficacy; i.e., cure cube, forming an iron tower 30 feet high and 20 feet
spells will heal for maximum hit points, spells of variable square (a three-storey structure with interior stairs);
range and/or duration are cast at their maximum effect, additionally, a 10-foot foundation penetrates the
and so on. Also, opponent saving throws suffer −1 penal- ground. Each side of the tower is lined with arrow slits,
ties when such spells are cast. Monks who utilize incense and the roof includes a machicolated battlement. The
of meditation deliver maximum damage on empty hand tower has a small iron door that opens when the wield-
attacks. All benefits remain in effect for 24 hours. Typi- er issues a second command; a third command closes
cally, 2d4 blocks of incense are discovered. the door, which cannot be opened by anything short of
a knock spell. The fourth command word collapses the
Infinity Key: When this “key” (an uncanny length of fortress into a small cube.
pink crystal) is held or worn, the wearer can control per-
sonal teleportation effects or any other type of transdi- The walls of the fortress are impervious to harm from
mensional movement. The wearer becomes cognizant of, mundane missiles, except the brute force of a catapult
and in control of, the destination. The destination must or trebuchet (these inflicting 1d4+2 hp of structural
be known; i.e., the wearer must be able to see the target damage per hit against AC 3). The fortress can sustain
destination or be “very familiar” with it. Anything less, a total of 200 hp damage from such siege weaponry.
and the infinity key fails to function. This damage cannot be repaired; once the tower is de-
stroyed, it decays to rust.
Use of this item is subject to the limits of the source
spell or effect. For example, if the infinity key wearer N.B.: The formation of the instant fortress is potential-
casts the blink spell, the jumps are not randomly deter- ly deadly. If it opens within 10 feet of any creature, that
mined; rather, the wearer can select each blink location, one must move quickly out of the way; refusal (or in-
yet still within the 15-foot range of the spell. From the ability) to do so results in 1d10×10 hp damage, unless
perspective of the infinity key wearer, time is paused in an avoidance saving throw is made. Also, if the instant
an auroral “in between” place, allowing the wearer to fortress is opened at an unwise location (e.g., unstable
choose amongst infinite possible destinations. ground, a space too small to house it), the results are
subject to the referee’s discretion.

IOUN Stone: These magical stones are enigmas to


even the most sagacious sorcerers. Their power might
be derived from forces elemental, spiritual, or alien,
and the means of their manufacture are either a lost
science or an undiscovered mystery; some sages posit
they originate from a ring of Saturn. IOUN stones are
found singly or in groups of 1d3 stones, oft in the most
unlikely locations. Most are useable by any class, save
the pure white and vibrant purple stones.

These tiny stones, once grasped by a human or human-


oid, float in the air overhead like a halo; when walking,
the stones will swirl in the possessor’s wake, never
more than three to five feet away. Thereafter the pos-
sessor may take them and stow them somewhere, but
doing so prevents their benefits from being derived. Of
course, one may attempt to grab an IOUN stone from
the orbit of a possessor, but this feat is quite difficult:
Consider the stones AC −5 and with 12 hp for such
purposes. To determine which stones are discovered,
roll a d20 and consult the following table:

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13
Table 251: IOUN Stone ‘ Incandescent Blue: Provides +1 wisdom (18 max).
d20 ‘ Indigo Blue: Confers ability to levitate, per the
Stone Colour Stone Shape spell, at a CA equal to the possessor’s CA or HD
Result
(whichever is greater).
1 clear spindle ‘ Iridescent: Possessor does not need to breathe;
2 cyan ovoid unaffected by water immersion, vacuum, poison
3 deep purple rhomboid gas, and so forth.
‘ Lavender and Green: Any spells directed at the
4 deep red sphere
possessor can be absorbed by the stone on a 4-in-
5 dusty rose prism 20 chance. Does not apply to devices, sorcerous
6 fulvous yellow pyramid abilities, etc. The possessor can through willpow-
7 incandescent blue sphere er mute the stone to receive beneficial spells.
‘ Mauve: Allows the possessor to alter self, as the
8 indigo blue ellipsoid spell, once per day.
9 iridescent spindle ‘ Pale Blue: Provides +1 wisdom (18 max).
10 lavender and green ellipsoid ‘ Pale Green: The possessor enjoys all the benefits
of being 1 level higher than their actual level, in-
11 mauve ellipsoid cluding hit points, saving throws, fighting ability,
12 pale blue rhomboid casting ability, turning ability, class abilities that
13 pale green prism improve with level gains, spells cast per day, and
so on. The referee should note the false hit point
14 pearly white spindle
boost in case the stone is lost.
15 pink rhomboid ‘ Pearly White: This stone functions much as a ring
16 pink and green sphere of regeneration (q.v.) but may not be combined
17 pure white pyramid with said ring to derive double the benefits. This
stone must be possessed for seven days before
18 scarlet and blue sphere its benefits are realized; i.e., sharing this stone is
19 transparent red ovoid impossible.
20 vibrant purple prism ‘ Pink: Provides +1 constitution (18 max).
‘ Pink and Green: Provides +1 charisma (18 max).
IOUN Stone Descriptions: ‘ Pure White: This stone must be possessed for
seven days before its benefits are realized. The
‘ Clear: This stone must be possessed for seven user (must be one who casts ecclesiastical spells)
days before its benefits are realized. The user no may cast cure light wounds thrice per day, but
longer requires food and water. If the possessor pocketing or stowing the stone prematurely
pockets the stone, it takes seven days before prevents its use for seven days.
becoming effective again. ‘ Scarlet and Blue: Provides +1 intelligence (18 max).
‘ Cyan: This stone reincarnates the possessor (if ‘ Transparent Red: This stone allows the user
killed) in 1 turn. See the reincarnation spell. to see in the infrared spectrum, as the infrared
The stone then rockets away to another part of vision spell. The stone must be pocketed to turn
Hyperborea. off infrared sight.
‘ Deep Purple: This stone must be possessed for ‘ Vibrant Purple: This stone is useful to spell
seven days before its benefits are realized. The casters alone. It allows a sorcerer to memorize
user becomes immune to disease. If the possessor extra spells per day, storing them in the stone;
pockets the stone, it takes seven days before if the stone is pocketed or stowed, the spells are
becoming effective again. lost. Each stone can contain 3d4 spell levels. So,
‘ Deep Red: Provides +1 dexterity (18 max). if a 6th-level magician comes into possession of
‘ Dusty Rose: Provides a +1 bonus to AC and a seven-spell-level stone, she can, for example,
saving throws but cannot be “stacked” or com- memorize two extra level one spells, one level two
bined with other protection devices (cf. cloak of spell, and one level three spell per day.
protection).
‘ Fulvous Yellow: Confers warmth, so that one nev- Legends speak of a Lemurian machine that can per-
er grows cold—even in subfreezing temperatures. manently embed an IOUN stone into the forehead of
the possessor, directly into the frontal bone of the skull.

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Iron Toad of Sudden Fate: When closing one eye and peering through the device,
These idols to Xathoqqua the wearer sees in infrared vision (as the spell). Usage
are crafted disturbingly of is unlimited, but more than 3 turns per day may cause
black iron and black fur, and headaches and nausea, ultimately resulting in −2 “to
a strange echo of life seems hit,” damage, and saving throws, and a 1-in-6 chance
to inhere within them. Their of spell failure. These penalties persist for 1d4 hours.
original function is lost, as is
whether they were made by Lens of Ultraviolet Vision: This thin, brass-edged,
the vhuurmis before their mauve-coloured crystal is three inches in diameter and
degeneration or were a prod- depends from a light brass chain, not unlike a monocle.
uct of decadent Hyperborean When closing one eye and peering through the device,
religion. All that is known is the wearer sees in ultraviolet vision (as the spell). Us-
that the supplicant must kiss age is unlimited, but more than 3 turns per day may
and caress the idol, only thus cause headaches and nausea, ultimately resulting in −2
stimulating it to strain the “to hit,” damage, and saving throws, and a 1-in-6 chance
warp and weft of probability. of spell failure. These penalties persist for 1d4 hours.

The user’s senses expand, invaded by a conscious- Lenses of the Hyperborean Householder: When the
ness alien and disdainful, one that sifts the vagaries Hyperboreans ruled the land, every sorcerer was a king
of chance as one might separate fruit from pit. This or queen, reigning with absolute power within their de-
unholy mingling allows the use of certain powers mesnes, and the “sub-men” and beasts that served them
of perception, though perhaps not in the way that were chattel, bred to serve their masters’ dark whims.
Xathoqqua may have intended. Each activation of the Even as their decadence waxed and the Green Death
iron toad lasts for 3 turns and effectively acts as a more began to kill without regard to race or power, the Hy-
powerful version of find traps, revealing any trap in perborean sorcerers crafted devices of great skill and
the user’s field of vision. Indoors or underground, the cruelty to maintain their limpid force. The lenses were
idol also makes its user aware of the direction and rel- devised to protect the households from disease, allowing
ative propinquity of the most powerful nearby threat. the Hyperborean rulers to diagnose and purify any af-
flicted slave or visitor. Two lenses, the dextral of emerald
Of course, these powers are stolen from the god’s in- and the sinistral of diamond, are housed in an armature
human power, and each use of the iron toad carries a of gold and brass that is secured over the wearer’s eyes
1-in-20 risk of attracting Xathoqqua’s notice. Stirring by straps of dæmon leather and the silver-black thews
in his torpor, the sloth-toad enforces a geas on the of night-gaunts. The emerald lens is worth 1,000 gp,
sneak thief through the idol, which then sprouts wings and the diamond 5,000 gp.
and flies away. The appointed task might be anything
at all, though it oft demands that the user disarm and Gazing through the emerald lens reveals the presence
proceed at once to the nearest deadly peril, offering and severity of disease in any creature viewed; 1 round
himself up with Xathoqqua’s compliments. later, the diamond lens effects a cure (of sorts) by
means of a disintegration ray with a range of 30 feet.
Knots String: This item appears to be a simple string The subject may make a death save to avoid dissolution.
that holds a maximum of seven knots. Untying a knot This power is triggered automatically when disease is
on the deck of a sailing vessel bellies its sail(s) and in- detected by the emerald lens and cannot be activated
creases its speed (i.e., its “knots”) to a rate equal to a by any other known means. Each time the lenses are
strong breeze (+33% MV, 5% chance of torn sail and/ utilized, there is a 1-in-8 chance that reflexion of the
or fouled rigging) for 24 turns (4 hours). Dropping the disintegration ray destroys the item; furthermore,
sail(s) cancels the effect, however. the wearer must make an avoidance save or lose an
eye, burnt from its socket. Whether these lenses were
Leng Fodder: This compressed animal feed is made of
effective against the Green Death is unknown; most
the grasses, winds, madness, songs, and sightless gulfs
sages are cynical of such.
of the Leng Plateau. Any mount that consumes it will
become the equivalent of a tamed leaper camel for one Lotus Diadem: These slender headbands are made
day, with no ST requirement to control; at the end of of braided silk of all colours, woven together in pat-
that day, the mount dies. Enough fodder will be found terns that tug at the edges of consciousness. A nod-
for 1d3+1 days. ule at the front of each band holds what seems to be
a single lotus blossom against the wearer’s forehead.
Lens of Infrared Vision: This thin, brass-edged,
In sooth it holds a single petal from each known lotus
red-tinted crystal is three inches in diameter and de-
variety, bound together with dark enchantments and
pends from a light brass chain, not unlike a monocle.
forged into an object of fell power by the necromantic

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sorcery-science of the Ixians. The petals contain the Lunaqqua’s Comb: These combs, wrought of bone,
concentrated essence of the blossoms from which they coral, silver, and pearls, are rumoured to belong to Lu-
were harvested. Each is useable only a single time naqqua’s wayward daughters, marine lamiæ who lure
before it withers and crumbles, though the petal dust to their wyrds the sailors of Hyperborea. Indisputably,
might be of value to alchemists and enchanters. Note though, the transformative power of that lunatic god is
that the wearer of the lotus diadem is immune to all its infused deeply into the combs. When dragged through
effects. the sodden hair of any drowned corpse, the comb ef-
fects a speak with dead spell that further compels the
‘ Black Petal: One target within 10 feet must drowned to reveal truthfully the location of any nearby
make a death (poison) saving throw or die in sunken treasure if asked. This power can be used once
agony within 1d4 rounds. per day. When raked through the hair of one drowned
‘ Golden Petal: In one target within 10 feet, cures within the past hour, the comb effects a raise dead
madness (as the spell) and negates any mind-affect- spell and then crumbles to dust. The raised person will
ing enchantments, such as the charm person spell. not return from Lunaqqua’s realm untouched: Align-
‘ Russet Petal: All creatures within 10 feet must ment changes to Neutral, and when Selene rises full
make death (poison) saving throws or slumber as above the Rim of the World every 45½ days, the raised
per the sleep spell; those who make their saving person must bathe by night in the waters of the sea or
throws become sluggish, as a slow spell cast by a lose 10% of all experience points (XP).
CA 9 sorcerer.
‘ Smoky Petal: All creatures within 10 feet must
make death (poison) saving throws or suffer confu-
sion (as the spell) as though cast by a CA 9 sorcerer.
‘ Violet Petal: All creatures within 10 feet must
make death (poison) saving throws or suffer
instant, waking paralysis that lasts for 1d4 days.
‘ White-speckled Blue Petal: All creatures within
10 feet must make death (poison) saving throws
or sneeze, choke, and gag, suffering 1d4 hp
damage per round until death; those who make Lute of Forbidden Knowledge: In the hands of a
their saving throws suffer similar consequences, bard, this magical instrument provides its player with
except the damage persists for but 5 rounds. De- special perspicacity. Other classes are unable to utilize
lay poison or neutralize poison spells are both its enchantments; if they make repeated attempts,
effective against this dust in the usual manner, they become subject to an inflict madness effect (as
though a victim cannot cast any spells. the spell) as though laid by a CA 12 illusionist. The lute
of forbidden knowledge must be plucked or strummed
Luckstone: It is said that these small, unspectacular
before the open casement of a door or window, beneath
river stones have been blessed by the trickster god
a stone trilithon, or through timbers arranged thusly.
Rel. When kept in one’s pocket, the luckstone provides
Haunting vibrations issued by the instrument create
a +1 bonus to all saving throws. This bonus may be
a portal of sorts, a window to an otherworldly or ex-
“stacked” with other sorcerous protections, as it is
tra-dimensional place. The lute of forbidden knowl-
simply good luck.
edge has the following spell-like powers, each of which
Lucky Hat: These wide-brimmed, floppy hats are can be used once per day at CA 11 capacity:
blessed by Rel, and they convey his favour when worn
‘ augury (1 charge)
by thieves (or any subclass with progressive thief abili-
‘ clairaudience (1 charge)
ties). The lucky hat increases by one (+1) the wearer’s
‘ clairvoyance (1 charge)
chance-in-twelve to hide, move silently, open locks, or
‘ contact otherworldly being (3 charges)
pick pockets (to a maximum of 11-in-12); it grants a +1
‘ divination (3 charges)
bonus to saving throws that occur in a thieving context
‘ find the path (3 charges)
(such as to avoid the poisoned needle in a lock); and it
confers a +1 bonus on reaction rolls in like situations The lute is of finite existence; it begins with 100 charges.
(such as attempting to talk one’s way past a suspicious There is a 1% chance per use that the lutenist is sucked
guard). Further, the base chance for an assassin’s or through the portal, swallowed by the swirling chaos
scout’s disguise to be penetrated is reduced to 1-in-8 that is Azathoth or hurtled to the terrible void where
if this hat is worn. Other situations where the bonus dwell Kraken and his kin. In either case, the lutenist’s
might apply are at the discretion of the referee. life is an insignificant morsel at once extinguished, a
candle in a hurricane.

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Lyre of Time and Space: In the hands of a non-bard, Manual of Automaton Creation: These tomes contain
this small, 10-string lyre is but a curiosity. When the the secret sorcery-science rites and forumale (magical
strings of this instrument are strummed by a bard, vi- and scientific) associated with the creation of autom-
brations resonate through time and space, allowing for ata. Seven different manuals are known; d% must be
a variety of potent sorceries to be wielded. The instru- rolled to determine which manual is discovered:
ment is of finite existence, having no more than 100
charges. Each of the following powers can be invoked Table 252: Manual of Automaton Creation
once per day at CA 11 capacity: d% Result Manual Type
‘ blink (1 charge) 01–15 Bronze Automaton Creation
‘ passwall (2 charges) 16–30 Clay Automaton Creation
‘ teleport (2 charges) 31–45 Crystal Automaton Creation
‘ plane shift (3 charges)
‘ temporal acceleration (3 charges) 46–80 Flesh Automaton Creation
81–85 Iron Automaton Creation
In the hands of a 9th-level bard or
higher, this instrument’s teleport and 86–90 Scythe Automaton Creation
plane shift powers can be combined 91–00 Stone Automaton Creation
to transport the lyrist and
as many as six allies to the Automaton Creation Descriptions:
bizarre planet Saturn, or
to distant Yuggoth, where ‘ Bronze Automaton: May be created by a magi-
ancient cities of the Great cian or magician subclass of at least 11th level.
Race endure. First, a hollow minotaur statue and a massive
weapon must be cast by a master metalsmith;
Mantle of Yoon’Deh: Made also, a mechanical clockwork heart of gold must
of the hide and horns of a great be fashioned and sealed within the chest cavity.
deer and worked with symbols of A ritual sacrifice of 85,000 gp (gold, gems, and
potency sacred to Yoon’Deh, these the like) must be made to complete the process,
mantles impart to their wearers the which requires nine months. Once the golden
fire affinity ability of druids, grant- heart is placed, it must be infused with a geas
ing a +2 bonus on all saving throws spell. However, the heart might not prove com-
versus fire, magical or mundane. To patible with the bronze automaton; indeed, it is
wearers of 5th level or higher, they also the heart that animates the construct to life. The
impart the druid’s charm immunity. chance of the heart functioning is 3% per point
To druids, the mantle of Yoon’Deh grants of the sorcerer’s intelligence; otherwise, it melts
the ability to cast charm person or beast and corrodes. If the heart fails, a new heart may
once per day. It further allows the druid to be fashioned at a cost of 10,000 gp, requiring no
enchant one basically natural (though pos- less than three months to complete. This time
sibly giant) beast of no more than 9 HD as a the heart has a 4% chance to function per point
of intelligence; if this one does not take, then the
loyal companion or mount, allowing full communication
entire construct melts to sludge.
betwixt druid and beast (cf. befriend animals spell).
‘ Clay Automaton: May be created by a cleric,
These charmed creatures will journey loyally with the
druid, priest, or shaman of 9th level or greater;
druid, though they will not enter dungeons, portals to
each level lower risks a cumulative 10% chance
other realms, temples to the gods of mankind (except
of failure. First, the sorcerer must obtain 1,000
Yoon’Deh), or other unnatural places.
pounds of fine clay from the bed of a river or
bottom of a pond. Next, the clay must be mould-
ed, dried, and baked to form a statue. Then,
by using the sacred incantations found in the
manual and making a 65,000-gp sacrifice (gold,
gems, and the like), the construct is animated
to life, and the manual is destroyed. The entire
process requires six months to complete and
must be undertaken on consecrated ground.
‘ Crystal Automaton: May be created by a ma-
gician or magician subclass of at least 9th level;
each level lower risks a cumulative 10% chance

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of failure. A human-like crystalline statue must Manual of Exercise: This magical tome can be read by
be fashioned by a master gem cutter, at a cost any person. Perusing it requires 24 total hours, which
of 20,000 gp. A willing donor must be placed in a may be spaced over a span of 7–10 days. Upon comple-
cataleptic or cryonic state to transfer their con- tion, the reader must undertake a secret and mystical
sciousness into the construct, which is actuated regimen of diet and exercise over 28 days, whereupon 1
with a lightning bolt. The entire process requires point of strength is gained (18 maximum), and the book
three months to complete, after which the manual crumbles to dust. A person can read one of these man-
is destroyed, and the creature animates. uals and perform these exercises but once in a lifetime.
‘ Flesh Automaton: May be created by either a
magician or necromancer of at least 9th level; Manual of Health: This magical tome is as the manu-
each level lower risks a cumulative 10% chance of al of exercise, except that it increases constitution by
failure. The assembled corpses of five powerful 1 point (18 maximum).
humans must be charged with electricity (mun-
dane or magical) that would otherwise inflict at Manual of Quickness: This magical tome is as the
least 50 hp damage over a two-minute (12-round) manual of exercise, except that it increases dexterity
period. Gems and/or gold of 50,000-gp value must by 1 point (18 maximum).
be sacrificed, absorbed by the eldritch sorceries Mask, Heliot: This mask of bronze and red gold is
of the manual. The entire process requires six sacred to Helios, the ancient red sun that rolls along
months to complete, after which the manual is the rim of Hyperborea, shedding its dimming light on
destroyed, and the creature animates. the cold lands and keeping at bay the boreas and the
‘ Iron Automaton: May be created by a magician eternal nothingness of the Black Gulf. The wearer of
(only) of 11th level or greater. To craft this the mask touches a part of Helios’ power and gains
construct, a hollow iron statue must be cast by fire resistance and infrared vision (as the spells)
a master smith. A cloudkill spell must be sealed whilst wearing the mask. But too, a part of the wear-
within the construct as the incantations in the er’s soul is touched by the ancient sun god and shares
manual are executed. The entire process re- dim memories of the timeless horror and cruelty he
quires nine months and a sacrifice of 100,000 gp has observed in his unending rounds at the Rim of the
(gold, gems, and the like). Once the automaton is World. The wearer of a Heliot mask gradually becomes
complete, the manual is destroyed. bloated, cold, and scarlet, a living reminder of the thin
‘ Scythe Automaton: May be created by a magi- edges that separate life from the Black Gulf. Also, the
cian, necromancer, or witch of 9th level or great- wearer loses 2 points of charisma after possessing the
er. To craft this construct, a thin, nine-foot-tall, mask for one year. Even if the mask subsequently is
metallic statue with scything blades extending lost or destroyed, these points cannot be regained ex-
from the forearms must be cast by a master cept through the restoration spell.
smith. The entire process requires six months
and a sacrifice of 35,000 gp (gold, gems, and
the like). The final incantation must involve a
lightning bolt to actuate the construct. Once the
automaton is complete, the manual is destroyed.
‘ Stone Automaton: May be created by a magician
(only) of at least 11th level. The statue must
be carved by an expert sculptor. The process
requires nine months and a sacrifice of 80,000 gp
(gold, gems, and the like), necessitating too the
casting of a geas spell. Once the automaton is
complete, the manual is destroyed.

During the creation process, any adventuring or other


lengthy interruptions will ruin the entire procedure,
and the material costs must be met anew. The sorcerer
oft becomes obsessed with automaton creation to the
point of physical and mental illness. Upon completion
of an automaton, the text in the manual fades away,
and the manual deteriorates to dust.

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Mask of the Plague Doctor: This peaked hat with ture within 30 feet, as indicated by the mirror’s user;
beaked mask marks the uniform of those charlatans who a creature with 9 or more HD is permitted an avoid-
peddled fraudulent cures as the Green Death ravaged ance saving throw. The fate of those taken through is
Hyperborea. For some of these dealers in false hope, the unknowable (probably for the best). There is a 1-in-6
gods took notice, and Mordezzan claimed them as his chance the tentacle takes away one additional random
own. Their masks grew to be part of them, and no matter creature, and if no other creature is present, it will take
the desperate, disease-riddled settlement in which they the mirror’s user. Each time the mirror is used, there is
tarried, the plague doctors knew no sickness. Many were a cumulative 1-in-20 chance that the tentacle also pulls
the last survivors in the towns of mankind, alone amongst the mirror itself back into the blackness beyond.
the corpses until, from the dark and charnel abysses of
the earth, the undead crept forth to sate their hunger. Mirror of Life Trapping: This four-foot-square mir-
ror with frame of wood or metal is a protective device
A mask of the plague doctor cannot be removed unless used by magicians (and their subclasses); such sor-
remove curse is cast followed by a successful transfor- cerers are immune to the mirror’s effects. The mirror
mation saving throw. The wearer, though, is completely contains 1d10+10 extra-dimensional compartments
immune to all disease (including zombiism) and receives behind its surface. Any creature that passes within
a +2 bonus on all poison and radiation saving throws. 30 feet of this mirror (assuming it is properly hung)
A charnel smell clings to the wearer, and ghouls and and looks at it must make a device saving throw or be
ghasts view him or her with affinity; they will never at- sucked into it and deposited into one of the compart-
tack the wearer, though this protection does not extend ments within. Size is irrelevant; any creature can be
to companions. Moreover, there is a 1-in-4 chance that contained within a cell. Any creature that actively tries
anyone killed by the wearer rises a day later as a ghoul. not to look at the mirror has a 3-in-6 chance to avoid
Such casualties are drawn to follow the mask wearer, if the same fate; if one is aware of the mirror’s power, the
able, attempting to hunt down any companions and free chance to avoid it improves to 5-in-6.
their master from the stink of the living.
The possessor may at any time call forth a victim to con-
Mask of Spirit Sight: These fur caps crowned with verse with, interrogate, or perhaps mock the captive,
tufts of feathers drape loops and tassels of leather whose image appears on the surface of the mirror. Also,
and furs over the wearer’s eyes. The wearer gains the the possessor may free any prisoner as chosen. Whilst
limitless ability of infrared vision and can cast detect in the mirror, the victim neither ages nor hungers. Once
undead and færie fire (both at CA 7) once per day each. the mirror’s full capacity is met, it simultaneously ejects
The wearer of the mask, though, cannot see other hu- a random prisoner whilst entrapping a new one. If the
mans at all. (Certain monks and shamans consider this mirror is broken, the referee must roll a d6 for each en-
feature to be an extra power rather than a drawback.) trapped victim: 1–3 results in the victim being ejected
back to reality precisely where the mirror was broken;
Medallion of ESP: Thrice per day this enchanted 4–6 results in the entrapped victim being sucked into
bronze medallion provides the power of extrasensory the violent dimension where Kraken dwells.
perception (as the spell) at CA 9 capacity; however,
there is a 1-in-6 chance per use that the medallion mal- Mirror of Magic Detection: This 3 × 6-foot oval
functions and a crack forms. After nine such failures, looking glass oftest is framed in metal. If a magic item
the medallion snaps, its sorcery lost. is placed within five feet of it, its reflexion glows; the
more powerful the dweomer, the stronger the radiance
Mirror, Kraken’s Reach: The surface of this en- (referee’s discretion). Unfortunately for the enterpris-
chanted, 13 × 10-inch oval mirror seems to be made ing seeker, the mirror is unsuitable for adventuring
of endlessly deep, murky liquid, as if it were a window life, being both delicate and unwieldy.
looking into the depths of the Hyperborean Sea—or
some even darker water. The mirror’s frame is made Mirror of Mental Prowess: This seemingly normal
of bones (human and other), deeply marked with runes 5 × 2-foot mirror possesses exceptional qualities that
of power and fell import. A black mallet of cold iron, may be used by a magician (or magician subclass). The
also rune-graven (and strangely light) is linked to the possessor forges a link with the mirror and can issue
frame of the mirror by a length of night-gaunt sinew. mental commands of sorcerous content:
The user “shatters” the surface of the mirror with the
mallet to call forth its power. ‘ Read Thoughts: Comparable to the extrasensory
perception spell, the mirror’s owner can read the
From the depths of the Kraken’s reach mirror, a great thoughts of any creature within 120 feet whose
tentacle stretches forth, dripping with tenebrous slime image is reflected on the glass.
and coruscating with ultramundane colours. This ten- ‘ Scry: The mirror can be used as a crystal ball
tacle will encircle and drag into the mirror one crea- with clairaudience.

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‘ Inquiry: Once per week, when using the scry Table 253: Necklace of Missiles
function, the mirror can be asked a question d%
about a person, place, or thing observed, with a Missiles
Result
4-in-6 chance the mirror answers truthfully.
‘ Door to Saturn: Once per year the mirror can 01–20 CA 3 fireballs (×2); CA 5 fireball (×1)
be invoked to form a portal to Saturn. The portal CA 2 fireballs (×2); CA 4 fireballs (×2);
21–40
remains open until the mirror’s possessor re- CA 6 fireball (×1)
turns; other companions may go back and forth. CA 3 fireballs (×4); CA 5 fireballs (×2);
41–60
CA 7 fireball (×1)
Moon Tea: These slivers of moon rock, small pieces
of Selene, are imbued with the transformative power CA 2 fireballs (×4); CA 4 fireballs (×2);
61–80
of Lunaqqua. When dissolved in boiling water, the re- CA 6 fireballs (×2); CA 8 fireball (×1)
sultant brew is potently restorative. Drinking it is the CA 3 fireballs (×2); CA 5 fireballs (×2);
81–90
equivalent of a full night’s comfortable rest, allowing CA 7 fireballs (×2); CA 9 fireball (×1)
the drinker to memorize spells and recover hit points. CA 4 fireballs (×4); CA 6 fireballs (×2);
2d4 packets will be found. 91–95
CA 8 fireballs (×2); CA 10 fireball (×1)
Necklace, Copper Skull: This copper chain is fitted CA 3 fireballs (×2); CA 5 fireballs (×2);
with a small grinning skull pendant. Any magician (or 96–00 CA 7 fireballs (×2) CA 9 fireballs (×2);
magician subclass) wearing the necklace can recall one CA 11 fireball (×1)
spell previously cast on the same day (cf. mnemonic
If the wearer of this device is subjected to a magical fire
enhancer)—but the skull feeds on people’s life forces.
attack and fails a saving throw, each missile has a 2-in-6
Each time it is invoked, a random person within 10 feet
chance to discharge, the explosion centred on the wearer.
of the sorcerer must make a sorcery saving throw or
lose 1d10 hp; if no one else is nearby, then the sorcerer Necklace of Strangulation: If detect magic is cast on
must make the save. this golden necklace, it shews a minor enchantment;
if identified, the necklace is revealed as a cursed item.
When donned, at once it constricts around the wearer’s
neck, strangling for 6 hp damage per round. The victim
will choke and gasp until slain, unable to draw a single
breath or speak. Only remove curse allows the chain to be
removed; otherwise, little hope remains for the wearer.
Oft these chains are discovered on the necks of skeletons.

Nizbit’s Handy Boot Dressing: The secret of making


this sticky polish was lost with its creator, one Nizbit,
who, for the pleasure of a strange and briefly flourish-
ing domestic cult, employed it in his labours construct-
ing towers from stone sections that were looted from
Necklace of Adaption: This chain of gold, silver, or ancient Hyperborean cities. Scraps of legend suggest
platinum imbues its wearer with resistance to all that a charismatic interloper brought about Nizbit’s
harmful gas attacks (poison or otherwise), including end through chicanery, oafishness, and turpitude. The
any cloud spells. Also, it allows the wearer to breathe sticky aromatic oil is meant to be spread on one’s boot;
underwater or survive in airless space for 10 days. it does not function otherwise. The boot then can be
used to increase the buoyancy of objects by kicking
Necklace of Missiles: This necklace with pendant them, the force of the kick somehow converting into a
appears to be nothing more than costume jewellery. negation of mass. A single kick completely negates an
When it is donned, however, the wearer will perceive object’s mass, making it neutrally buoyant in regular
its true nature. The necklace and pendant shine with air. A second kick makes an object actively buoyant, as
golden radiance, and hanging from the pendant are a balloon filled with lifting gas. A third blow shoots an
small spheres, missiles useable only by the wearer. object upwards as if it were falling in reversed gravity.
The user may hurl these missiles to a range of 70. When All buoyancy effects last for 1 turn.
they reach their intended distance, they will explode The boot dressing affects only inorganic matter, though
as fireballs. The potency of each missile is known to the armour of an opponent certainly qualifies as such.
the wearer and made obvious by its size. To determine A successful attack roll is required to kick an oppo-
the number of missiles on the necklace, as well as their nent, of course. Such an opponent is allowed a device
power, roll d% and consult the following table: saving throw to resist the effects. A single application

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to a boot allows for three successful kicks, though its Pearl of Power: This seemingly normal pearl may be
efficacy fades after 12 turns (2 hours). A pot of Nizbit’s used by magicians (and their subclasses). If retained
handy boot dressing contains 1d10+10 applications. for 28 days, it allows the sorcerer to recall one spell
N.B.: Applying the boot dressing to both of one’s boots cast already on the same day. To do so, the wielder
could be extremely dangerous. must grip the pearl betwixt thumb and forefinger
and concentrate for 1 round. The spell level recalled
Orb, Overseer’s: Though the domination of the depends on the strength of the pearl. Roll a d12 to de-
snake-men over Hyperborea ended before the rise termine which kind is found:
of mankind, still in their secret caves and cities the
ophidian sorcerers made slaves of those humans un- Table 254: Pearl of Power
lucky enough to fall into their clutches. These thralls, d12 Result Spell Level Recalled
subjected to dark experiments, were ruled by fear and
sorcery. The overseer’s orb is one of the snake-men’s 1–3 Level 1
control devices. The orb is a sphere of deep purple, nei- 4–6 Level 1–2
ther glass nor stone, encased in an armature of metal 7–8 Level 1–3
bands of unknown alloy. When the prong at the top is
depressed, the bands of metal unfold, and a low hum- 9–10 Level 1–4
ming emanates from the orb. The device then exerts 11 Level 1–5
its power, infinitely prolonging the sleep of all people 12 Level 1–6
within the radius of its power.
Pearl of Wisdom: This magical pearl may be used by
This insidious enchantment will affect a unit of what- a cleric (or cleric subclass). If retained for 28 days, it
ever size is appropriate in the context: a room, a dor- grants the possessor 1 point of wisdom (18 maximum),
mitory, a ship, a house, a building, a wing of a palace, but the pearl must be forever retained, or the point
or a level of a tower. Whilst the orb hums, nothing will is lost. One-in-twenty of these pearls produces an ad-
awaken those under its sway. Thus did the snake-men verse result, causing a 1-point wisdom loss, after which
forge a weapon from a weakness they did not share the pearl turns to dust. This attribute loss proves per-
with humanity: its need of deep sleep. The overseer’s manent unless a restoration spell is cast.
orb has a cumulative 3% chance to shatter per use.
Periapt of Health: This golden charm provides im-
Orb of Water Elemental Summoning: This small, munity to all forms of disease, magical and mundane
rounded glass bottle (usually sealed with wax or melt- alike, including such potent curses as lycanthropy and
ed tin) is filled with swirling blue liquid. If the bottle zombiism. This charm cannot be placed on one already
is unstopped, the liquid begins whipping into a small, suffering from an ailment; to be effective it must be
spiralling whirlpool; the same effect can be achieved worn prior to exposure.
by hurling the bottle at a hard surface. In either case,
a class I water elemental will manifest within 1d4 Periapt of Proof against Poison: When this magical
rounds and attack any creature within 20 feet (typi- silver charm is worn, it provides a +3 bonus to all
cally selecting the closest). The magic is insufficient death (poison) saves, even versus poison that normally
to sustain the summoned elemental; after 3d4 rounds, does not permit a saving throw. This charm cannot be
the elemental vanishes, leaving behind only a five-foot- placed on one already suffering the ill effects of poison;
wide puddle with a faint magical aura. to be effective it must be worn prior to poisoning.

Periapt of Wound Closing: This magical crystal


charm prevents wounds from bleeding, such as those
associated with negative hit points, convulsions, and
so forth. This protection also applies to other forms
of continuous hit point loss related to bleeding, such
as limb loss, giant leech bites, and the like. Too, the
periapt allows one to heal +2 hp per day.

Phylactery of Yig’s Favour: Manufactured amidst


obscene rites in the deepest catacombs of IX, these
phylacteries contain powerful prayers to Yig, the ser-
pent god. Each phylactery is crafted from the mummi-
fied head of a serpent. Clutched in the serpent’s fangs
is an obsidian bead worked with orisons and imbued
with the eldritch power of Ixian necromancers. Any-

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one wearing the phylactery receives a +2 bonus on all It delivers smooth letters and never drips or leaks.
death (poison) saving throws and reaction rolls with These quills are, of course, quite delicate.
unintelligent serpents. When worn by a necromancer,
though, the full dark powers granted by Yig are awak- Ray of Helios: This glass phial contains a narrow
ened in the phylactery: The wearer can cast serpent beam of vermilion light bouncing around inside. If the
charm once per day, hypnotizing double the usual light is released so as to strike a body, its effects de-
number of snakes (i.e., 2 HD per CA level). Once per pend on the nature of the target.
week, the necromancer can summon a giant skeletal
cobra (as a large undead animal) to rise up from the ‘ If released on a wounded person, the light heals
earth and serve. The undead serpent will obey the 4d8 hp, as a cure critical wounds spell.
simple instructions of the necromancer (essentially ‘ If released on an unwounded person, the light
one-word commands) and unquestioningly follow un- bestows the halo of Helios: The target’s head
less either slain or turned; the dispel magic spell also is surrounded in a coruscating scarlet corona
nullifies the connexion betwixt the sorcerer and the that illumes a five-foot radius. The next time
undead serpent. The wearer may have no more than an attack reduces the target below 0 hp, he or
three of these creatures at any time. she receives a brink of death spell 1 round later,
after which the halo of Helios vanishes.
Pipes of the Sewers: These magical panpipes require ‘ If released on a dead person, the light will res-
the possessor to practice for 1d4 weeks before discov- urrect him or her (subject to a trauma survival
ering the secret tune that musters rats to serve him. check), as a rod of resurrection.
Once the tune is learnt, a piper may summon 4d10 rats ‘ If released on an undead creature or a dæmon,
or 2d6 giant rats; in the hands of a bard, however, the the light will turn undead at TA 12 capacity
results are 6d10 rats or 3d6 giant rats. In either case, ‘ If released on an inanimate object, or with
1d4 rounds elapse before the rats arrive. The ensor- no viable target, the light streaks upwards to
celled rats obey the will of the piper, who must contin- firmament and is lost.
ue playing to maintain control; the music itself compels
the rats to heed. The moment the piper stops playing, In any event, the ray of Helios is a single-use item.
the rats return to their lairs. These pipes must be used Robe of the Archmagi: These robes are aligned with
in a city, large town, dungeon, or other location where Law, Chaos, or Neutrality. Each robe can be worn by a
rats are populous; otherwise, results may be severely magician (or magician subclass) of similar bent (Lawful
reduced, per referee discretion. Good or Lawful Evil; Chaotic Good or Chaotic Evil; or
Portable Hole: Woven of phase spider webs, laced Neutral). The consequences of wearing a robe of differ-
with strands of negative energy from the Black Gulf, ent alignment are significant: 1d4×10 hp damage and
and bound with alien fabric from Yuggoth, this device loss of (4d4+2)×1,000 experience points. Should the
appears to be a black velvet cloth or handkerchief. On wearer elect to keep such a robe, he or she will undergo
a flat surface it can be unfolded to a six-foot-diameter gradual conversion to the nearest compatible alignment
circle, revealing an extra-dimensional space that is 10 (e.g., a Lawful Good magician donning a Chaotic robe of
feet deep, within which may be stored items or treasure. the archmagi would become Chaotic Good, whereas a
This “hole” can be gathered from inside or out, or lifted Lawful Evil magician would become Chaotic Evil).
from its edges, and folded as the possessor sees fit. It When discovered, this average-looking robe has a tan
can be folded back to the shape of a simple handkerchief, or dun-coloured appearance. Careful inspection will
yet it will contain anything that was placed in the hole, reveal a tiny magical rune sewn under the collar, indi-
whilst never weighing any more than a handkerchief. cating Law, Chaos, or Neutrality. The robe’s true colour
The space is uniquely extra-dimensional and impervious manifests once it is donned: purple (Law), red (Chaos),
to harm. Living creatures that require oxygen cannot re- or blue-grey (Neutral). It grants the following powers:
main in the hole for more than 1 turn before suffocating, ‘ Armour: Fabric has the stregnth of chain mail
though nothing prevents a creature from pulling the lid (AC 5, DR 1).
open and emerging; hence, the portable hole is not a suit- ‘ Hardiness: +1 bonus to all saving throws.
able prison. If a bag of holding is placed in the portable ‘ Sorcery Resistance: 6-in-20 sorcery resistance.
hole, or vice versa, a rent is torn in the fabric of reality. ‘ Cause Vulnerability: When the wearer casts
Beyond lies Kraken’s dimension, and woe to the people of spells, enemy targets suffer −1 penalties to their
Hyperborea should one of his kin discover the tear. sorcery saving throws. Furthermore, when spells
Quill of Never-ending Ink: Created from the tail or other sorceries (devices, etc.) are directed at
feather of a cockatrice and the ink of an octopus or a an opponent with sorcery resistance, that foe’s
squid, this quill pen contains an endless supply of ink. resistance is reduced by 4-in-20.

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Robe of Blending: This magical robe allows the wear- Robe of Scintillating Colours: This multicoloured
er to camouflage with any surroundings, blending with robe can be utilized by a magician (or magician sub-
grass, leaves, a rock, a wall, or the like. The effect is class) of intelligence 15 or greater, or by a cleric (or
one of preternatural capacity, similar to a thief ’s hide cleric subclass) of wisdom 15 or greater. Once per day,
ability or a magician’s invisibility spell. Of course, the the wearer can will the robe to glow with cascading
wearer must remain perfectly still or the dweomer is colours of dazzling effect, shifting waves of sparkling
far less effective. hues as only the most blessed cultists of Aurorus might
glimpse. The scintillating colours flow from the robe
Robe of Eyes: This tattered grey robe may be worn after a 1-round delay. After 2 rounds, the colours en-
by magicians (and their subclasses). It is sewn and compass the wearer in a 40-foot radius.
stitched with hundreds of “eyes.” When donned, they
take a disturbingly realistic quality, empowering the Any creature hostile to the wearer must make a device
wearer thusly: saving throw, modified by willpower adjustment, if ap-
plicable, or become completely transfixed by the colours
‘ Constant detect invisibility (as the spell) to for 1d4+1 rounds; in effect such victims are stunned.
240-foot range. Even after this period of transfixion ends, those affected
‘ Constant infrared vision and ultraviolet vision are unable to attack unless they make additional device
(as the spells) to 120-foot range. saving throws. Opponents who make their saving throws
‘ Omnidirectional sight; chance to be surprized suffer −4 “to hit” penalties against the wearer for as long
reduced by 1-in-6. as the colours persist. Of course, the wearer must contin-
ue to concentrate, causing the colours to flow throughout
The robe of eyes is sensitive to sorcerous light: A light each round; hence, no other actions can be taken. If for
spell cast at the wearer blinds the robe for 1d6 turns, any reason the wearer ceases to concentrate on produc-
temporarily nullifying its magical properties. ing the scintillating colours, all effects end.

Rope of Climbing: This ½-inch-thick, 60-foot-long rope


can support 3,000 pounds. The rope can be commanded
to snake in any direction at 10 MV. It can fasten and un-
fasten itself at the command of its controller; too, it can
be made to tie knots along its length at desired intervals.

Rope of Entanglement: This ½-inch-thick, 60-foot-long


rope can be cast forth 20 feet to entangle eight or few-
er Medium creatures, so long as they are adjacent to
one another. (If the targets are larger or smaller than
Medium size, referee discretion must be abided.) Each
subject is allowed an avoidance saving throw. If entan-
gled, no brute force can break the magical hold. Edged
weapons, however, can cut victims free. Accessibility of
an edged weapon must be approved by the referee; i.e.,
drawing a belt dagger or hand axe might be possible,
but a long sword strapped to one’s back might well be
out of reach. The rope of entanglement is AC −2 with
22 hp. If reduced to 0 hp, the rope is destroyed; lesser
damage regenerates after 6 turns (1 hour).

Scarab of Death: This golden scarab, which is identi-


fied as a scarab of protection, might be found in a box
of hardwood, ivory, metal, or stone. If donned, held, or
placed within one foot of a human, humanoid, or qua-
si-man, the cursed scarab transforms into a horrible
beetle that burrows into the victim’s flesh and eats its
way to the heart. If wearing no armour or light armour,
the victim will die in 1 round; such a victim has but one
chance to hurl the thing away, requiring a successful
avoidance saving throw. If the victim wears medium or
heavy armour, he or she has two such chances, as the
burrowing process requires 2 rounds.

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Scarab of Protection: This golden scarab set with she can exert control over such arachnids, like a ring
cat’s-eye may be affixed to any garment. It provides of animal command (q.v.). Over time, any wearer
the wearer with a +2 protection bonus to armour class will experience indistinct dreams and visions whilst
and saving throws. Furthermore, when a spell does wearing the skullcap, wherein they are touched by the
not normally afford a saving throw, the scarab of pro- consciousness of Tlakk-Nakka. If the spider goddess is
tection will provide one, though the subject must roll not already revered, the wearer must make a sorcery
a natural 19 or 20 to resist the spell’s effects. Lastly, save each month (modified by willpower adjustment,
this item absorbs nine death sorcery and/or attribute if applicable) or suffer a random form of madness.
draining attacks; after the ninth such instance, the Thereafter, the wearer will not wish to remove the
scarab crumbles to dust. skullcap unless remove curse is cast.

Shining Effigy: This three-faced statue sacred to Au- Slippers of Spider-climbing: These magical slippers
rorus is shaped of cold iron and meteoritic stone. Light are made of silk, delicate and unable to withstand nor-
reflects from its surfaces at unpredictable angles, bend- mal wear and tear. If donned, they conform to the foot
ing and turning according to truths unknown by man- size of any person, allowing one to scale sheer surfaces
kind. Once per day, the effigy can be used to effect a speak as per the spider climb spell.
with dead spell that functions irrespective of language.
The soul of the being so contacted gathers around the Spear-cast Sail: When Ullr first graced Erik the
effigy and, as the questioning continues, is transmuted Red’s lost Vikings who had crossed the North Wind,
into coruscating patterns of light that shoot upwards to he instructed his new priests in the making of these
join the mind of Aurorus when the spell ends. Once per enchanted sails. These dark fabrics are woven of the
month, an intelligent creature can be sacrificed to the thoughts of gulls and the winds that lash Mount Ymir;
effigy, which then allows the owner to commune directly as such, the spear-cast sail is light as gossamer and can
with Aurorus, with standard chances for insanity. be folded to an eight-inch square. Worked in silver on
these black shrouds is the arrow of Ullr, whose might
Skin of the Snake-Men: These high-collared, hooded powers the ships that hoist these sails.
robes are made of the sloughed skins of snake-man
hatchlings, stitched together with spider silk and the Any vessel that raises a spear-cast sail moves with the
nerves of witches, and worked with runes of power to speed of a drekar running before gale winds (i.e., 225
the Hyperborean gods. Anyone wearing a set of these feet per round or 135 miles per day). This travel can be
robes can understand the hissing of serpents and the in one direction only; a ship under the spear-cast sail
language of snake-men. Drawing up the hood disguises cannot turn or deviate without furling the sail. Further,
the wearer as a snake-man, even translating all utter- the ship gains a +3 bonus to its AC, regardless of type.
ances into that species’ sibilant tongue. If the wearer of Mounting or furling the spear-cast sail takes 1 turn;
this robe keeps the hood drawn for more than 1 turn, he after it has been lowered, its power cannot be used
or she must make a transformation saving throw or per- again for a full week.
manently transform into a snake-man, with personality
and alignment changing as appropriate. After 2 turns, Sphere of Annihilation: This two-foot-diameter globe
another save must be made, at a −1 penalty; this pen- of utter blackness is actually a tear in the multiverse,
alty cumulatively increases each turn, with subsequent a powerful void created by beings that engage in
saving throws required. The semblance granted by the trans-dimensional travel. Any matter that comes in
robes lies somewhere betwixt illusion and transforma- contact with the sphere of annihilation is sucked into
tion. Many detection spells will register the presence the globe and utterly destroyed, with no saving throw
of some kind of enchantment: Magic, illusion, and body allowed. Only the incredibly brave or foolish would
heat all would be revealed by the appropriate spells. A tamper with this object.
clever and suspicious sorcerer might note also the ab- The sphere is a stationary body, though it can be willed
sence of venom or Evil if either of those is detected. to move by sorcerers of extraordinary mental capaci-
ty and notable power (i.e., high levels of experience).
Skullcap of Arachnid Reverie: This close-fitting A 7th-level magician (or magician subclass) of 16 intel-
leather helm with feathered tassels reputedly is a relic ligence or greater can issue a mental command from
of a Pictish shaman—some say Ptarmigan himself— within 30 feet, repositioning the sphere at 10 MV; this
and imbued with a fragment of his spirit. In a waking manipulation places great strain on the mind of the ma-
trance, the wearer empathically can comprehend and gician, a physically and mentally taxing effort. Control
communicate the base impulses of arachnids (e.g., of the sphere is checked each round and is predicated
scorpions, spiders, ticks), as the speak with animals on the magician’s level:
spell. If the wearer is a cleric, priest, or shaman, he or

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Table 255: Sphere of Annihilation smooth and crudely shaped to the form of a crouch-
Magician’s ing bear. It is etched with fine Esquimaux runes that
Chance of Control betoken confidence, vigour, and fortitude. Swallowing
Level
this stone imbues one with the effects of a potion of
7th 20% (16 IN), 25% (17 IN), 30% (18 IN) invincibility, combined with immunity to sorcerous
8 th
30% (16 IN), 35% (17 IN), 40% (18 IN) fear. The consumer also receives the benefits of cold
9th 40% (16 IN), 45% (17 IN), 50% (18 IN) protection and fire protection spells (as a recipient, not
the caster; i.e., immunity to normal cold/fire, +4 save
10th 50% (16 IN), 55% (17 IN), 60% (18 IN)
bonus vs. magical cold/fire). These boons persist until
11 th
60% (16 IN), 65% (17 IN), 70% (18 IN) the consumer passes the inert stone 1d3 days later; i.e.,
12 th
70% (16 IN), 75% (17 IN), 80% (18 IN) each is a single-use item.

If the magician fails to control the sphere, it floats to- Thaumagorga’s Bloodstone: This hemispherical
ward him or her at 10 MV until it touches and absorbs stone is blessed for those who worship Thaumagorga
the sorcerer. Inexorably it will follow the magician until but cursed for all others. For each day that a non-fol-
at least 90 feet separate the magician and the sphere. lower of Thaumagorga possesses the stone, the char-
If two magicians vie for control of a sphere on the same acter must make a sorcery saving throw (modified by
round, the higher-level sorcerer will wrest control; if willpower adjustment, if applicable)
they are of equal level, ties are broken by intelligence. or suffer a random form of
(If these, too, are equal, a stalemate is effected, and the madness. A remove curse spell
sphere will not move.) will end the madness. In the
possession of a Thaumagorga
Only one item is known to destroy a sphere of anni- disciple, the bloodstone can be
hilation: a rod of cancellation. If these two come in used to invoke the spell sum-
contact, an explosion of immense power results. Any mon dæmon I. Three such stones
creature within 60 feet suffers 2d6×10 hp damage, and can be used to cast summon dæmon II, and five for
any creature within 120 feet is knocked down by the summon dæmon III. Such usage causes the stone(s) to
force of the explosion, which effectively destroys both melt to thick, oily blood.
sphere and rod.
Tome of Clear Thought: This magical tome can be
Sphere of Blackness: Some sages speculate that this read by any character class. Perusing it requires 24
two-inch sphere of pure blackness is in fact a form of total hours, which may be spaced over a span of 7–10
IOUN stone, though others aver it might have some days. Upon completion, the reader must undertake in-
relation to the dreaded sphere of annihilation. Re- tense mental exercises over 28 days, whereupon 1 point
gardless, the sphere of blackness is a lively black mote of intelligence is gained (18 maximum), and the book
that is attracted to sorcerers. It floats around the head crumbles to dust. A person can read one of these tomes
or swirls in the wake of a sorcerer who takes command and perform these exercises but once in a lifetime.
of it, continuing to do so until he or she perishes—un-
less a dispel magic spell is cast against the item, and it Tome of Greater Dæmon Summoning: This for-
is then taken by force. The sphere is of finite existence, bidden work, bound from the hide of a hell hound
initially a 100-charge item. It imparts the following and written in succubus blood, contains explicit in-
powers, each of which may be structions and incantations for calling and binding a
used once per day as though greater dæmon. It is useable by magicians (and their
cast by a CA 9 sorcerer: subclasses) of CA 7 capacity or greater; however, the
less experienced the sorcerer, the more dangerous the
‘ black hand (1 charge) summoning. Use of this tome has strict requirements:
‘ darkness (1 charge) It must be pored over in isolation for at least two unin-
‘ wall of shadow (1 charge) terrupted weeks (i.e., no adventuring or travelling, no
‘ black tentacles (3 charges) significant disruptions, minimal sleep). Amongst other
blasphemous and unspeakable instructions, the sorcer-
Spoon of Never-ending Gruel: This spoon is carved of er is directed to draw in chalk and/or salt a seven-point-
ivory or horn. If placed in an empty bowl, cup, or like ed star enclosed by a magic circle of 13-foot diameter;
vessel, the container fills with warm, nourishing gruel, this illustration can be done indoors or out. A lit taper
enough to feed four persons per day. must be placed at each point of the star. When the pen-
ultimate incantation is read aloud, a greater dæmon is
Stone of the Bear’s Heart: In the Esquimaux tongue, called from the abyss, rising in a plume of smoke and
this item is called Nanukupuummanupuyagaka. This brimstone from the centre of the seven-pointed star.
small piece of reddish-brown hæmatite is polished Roll d% to determine the dæmon type summoned:

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Table 256: Tome of Greater Dæmon Summoning Torch, Electric: This 12-inch-long, cylindrical device is
d% Greater Dæmon the equivalent of a modern-day flashlight, with a 90-foot
Result Summoned beam that terminates in a 20-foot-diameter spotlight.
It uses a regenerative battery cell with a 72-hour life,
01–40 Class I of which one hour is recharged per hour of sunlight ex-
41–60 Class II posure (save under heavily overcast skies). The electric
61–75 Class III torch is made of a strong and durable metal, able to
withstand extreme heat and cold; too, it is submersible.
76–85 Class IV
86–95 Class V Torch, Green-Flame: These devices are two-foot-long,
96–98 Class VI hollow metal rods, two inches in diameter. They emit
light in a 20-foot radius from eerie, greenish flames that
99–00 Class VII produce a gentle heat. These “flames” cannot be extin-
Once the dæmon arrives, the final incantation must be guished; they even burn underwater. Green-flame torch-
read aloud. This is the hex that potentially binds the es are alchemical devices produced by the snake-men.
netherworldly beast into service, a task chosen by the Each is filled with an unknown compound of ingredients
summoner that the beast may or may not obey. The that, once lit with normal spark, burns for 24 days.
referee must make a secret reaction roll, applying the
sorcerer’s reaction/loyalty adjustment as necessary Vacuous Grimoire: This book appears to contain a
(see charisma), as well as the following modifiers: wealth of scholastic knowledge. If detect magic is cast
on it, a minor dweomer will be noted. If identify is cast,
‘ −1 for every CA level less than 12 the book appears to enhance both intelligence and wis-
‘ +1 if Phobos is full dom. On the contrary, the book is cursed, and after 10
‘ +1 if Selene is full pages of material are read, the reader must make two
sorcery saving throws: The first is to determine if 1
Most dæmons (especially class I, II, and III dæmons) point of intelligence is lost; the second is to determine
physically and vocally demonstrate an attitude that if 1 point of wisdom is lost. The victim’s attributes can
is consistent with the reaction roll result. Others are be recovered by a remove curse and a restoration spell
clever liars and deceivers. This is a dangerous game, cast in succession. This book is destroyed easily by fire.
one which some sorcerers choose not to take the next
step, thereby leaving the dæmon entrapped for an in- Wind Fan: This is a small hand fan composed of wrin-
determinate period of time. kled parchment, imprinted with symbols of the deity
Boreas. Once per day it can be used to generate a
For weal or woe, there is but one way to set the beast gust of wind effect (as the spell), at CA 5 capacity. If
free: Carefully pluck the candles from each point of the used more than once per day, it has a cumulative 1-in-6
seven-pointed star, one at a time, whilst walking back- chance to break apart; i.e., 1-in-6 chance on the second
wards, widdershins. Next, all seven points of the star use, 2-in-6 chance on the third use, and so on.
must be defaced, in effect opening them. Once this task
is accomplished, an unnatural cold ebbs forth, pluming Wings of Flying: This appears to be nothing more
out like a low fog. than a plain and tattered black cloak. Once per day,
when a command is spoken, the cloak transforms into
Directly the beast emerges, and fate takes its usu- giant, membranous bat wings that span 20 feet, provid-
al course. The referee is encouraged to consider the ing flight for one person who bears no more than 500
reaction result and play the dæmon accordingly. Will pounds. The wearer can fly at 60 MV for 6 turns, 50
it obey the summoner, attack, or prove disinterested? MV for another 3 turns, and 30 MV for a final 3 turns.
No matter the consequences, a dæmon will have been The device is vulnerable to fire and lightning; if the
let loose on Hyperborea, and unless it is killed or ban- wearer fails a saving throw versus such an attack, then
ished, it comports itself in a manner incongruent with the wings of flying are destroyed. N.B.: One-in-six of
the well-being of mankind. these items is grey-white in colour; when the command
is spoken, the cloak will transform into white feathered
Tome of Leadership and Influence: This magical wings not unlike those of an eagle.
tome is as the tome of clear thought, except that it
increases charisma by 1 point (18 maximum).

Tome of Understanding: This magical tome is as the


tome of clear thought, except that it increases wis-
dom by 1 point (18 maximum).

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HYPERBOREA

MAGIC ITEM CREATION


With the exceptions of scrivenery and alchemy, the manufacture of magic items is largely a lost science in Hy-
perborea. During the long-lasting reign of the true Hyperboreans, before the realm was excised from Earth,
dweomercræft was widespread. Indeed, history tells of an age when every Hyperborean sorcerer wielded his or
her own magical wand, ring, and blade as commonly as the Atlantean wielded the laser pistol and other devices
of technology (the secrets of which were said to be the product of connexions with alien beings). Then came the
Ashen Worm, and Hyperborea was clenched in ice and torn from its tethers, vaulted through time and space. The
Hyperboreans never truly recovered from this deity-spawned ice age. Then the Green Death swept across the
realm, and the world moved on.

Glancing back further still, during the æons that preceded mankind’s rise from the lowly depths of apedom, one
must consider the reign of the snake-men, dweomercræfters and toxicologists of astonishing capacity. Indeed,
many artefacts wielded by Hyperborean sorcerer-kings were a consequence of research and experimentation
into artefacts of that bygone age of reptilian rule. Likewise not to be disregarded are the dwarfs of Underborea,
a race of cruel, misshapen humanoids whose proclivities are abominable. These loathsome spawn of Ymir are
responsible for the proliferation of a great many magical weapons and armours found across the realm. Still do
the dwarfs forge, but sadly, these arts scarcely are understood by the barbaric races of mankind risen to power in
the aftermath of the Green Death; they have no faculty for it.

Lastly, consider too the earliest


æons of Earth, when the planet was
a steaming rock with roiling seas of
green. Eldritch races such as the
elder things, fish-men, Great Race,
and mi-go roamed the young plan-
et, exploiting the world for its re-
sources and pursuing unfathomable
objectives. Too, their artefacts are
sprinkled throughout Hyperborea,
though their alien technology defies
comprehension by mankind—even
Atlanteans. Presently, in an age
when the swollen, scarlet sun burns
the last of its fuel, and the glim-
mering stars fade to dust, much is
lost. But as dreaming Kthulhu stirs
and the Great Old Ones rise from
their ages-long slumber, strange
and otherworldly devices weird and
magical begin to surface, and ever
is mankind too curious an ape to let
them alone…

N.B.: As evinced in the preceding


text, the creation of magical armour,
weapons, and other items is not, short
of divine or otherworldly assistance,
the purview of player characters in
this “dying earth” milieu. Should the
referee decide to allow the creation
of such items, he or she must devise a
method deemed fair, including avail-
ability and cost of materials, time of
research, chance of failure, and so on.

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HYPERBOREA

chapter 14 HYPERBOREA referees are encouraged to mould this


work to suit their personal tastes: change boundaries,
incite wars, cause disasters (natural and magical), in-
stigate alien invasions, and so forth. What is presented
in this chapter is not intended to remain static. The
referee should effect changes on both a local and global
scale to keep the campaign fresh and invigorating for
its participants and to stave off stagnation.

The reader will no doubt note that several villages, is-


lands, lakes, rivers, and large stretches of land remain
GAZETTEER unnamed on the map. These are intended to facilitate
individual creativity, or “making it your own.” The con-
cept is to provide the referee ample breathing room to
Being a treatise on the hexagonal plane and
create and expand.
former component of Old Earth as chronicled by
the Sages’ Guild of Khromarium and compiled
in the Common Æra 576 by Kleitos Herodotus, HYPERBOREA IN RELATION
Eminent Senior Historian and Scientist. TO OLD EARTH AND
THE CELESTIAL BODIES
FOREWORD TO GAZETTEER
Hyperborea is a flat, hexagonal plane, though astron-
This chapter functions as a gazetteer and ency- omers, astrologers, and other mathematicians who
clopædia of Hyperborea as seen from the view- measure the stars suggest the realm to be somewhat
point of a sage in the City-State of Khromarium, concave. At the Rim of the World where the Black
albeit tabular information is enumerated in a Gulf is met, the North Wind (boreas) blows. The deity
manner that is consistent with the foregoing text. Boreas is said by some to dwell within those intermina-
This work is intended to accompany the map of ble winds; others submit he is imprisoned there.
Hyperborea, which has a diameter of about 3,000
miles (roughly the extent of Earth’s Arctic Circle). OLD EARTH
The map is marked with lines of latitude and longi- Sages aver that the whole of Hyperborea was once an
tude. Longitudinal lines align with the Great Obe- arctic landmass on Old Earth; prior to this time, it was
lisks and converge at Mount Vhuurmithadon, the a land of sunshine and plenty, a blessed place. Assump-
treble-peaked epicentre of the realm. Moving tions regarding its separation are but speculative.
toward Mount Vhuurmithadon is north and mov- Connexions to Old Earth remain intermittent, oftest
ing away from it is south. associated with convergent manifestations of the au-
rora borealis or the crossing of the boreas. Incomers
Latitudinal lines technically begin at an imag- from Old Earth originate from various times and plac-
inary circle that touches each of the six Great es; of note nearly two millennia have elapsed since a
Obelisks; effectively this circle is 0° latitude. Latitu- large-scale cultural migration has occurred.
dinal lines progress north from the Great Obelisks,
so 18°N, 36°N, 54°N, and 72°N are displayed. Mount SUN (Helios)
Vhuurmithadon is the 90°N mark, the geographic Helios is a giant red sun that sheds little warmth. It
North Pole of the realm. East and west are rela- lingers at the Rim of the World, never ranging more
tive to one’s position when facing north; in gener- than 25° above or below the horizon, and bathing Hy-
al, if north is faced, east is to the right and west is perborea in variegated tones ranging from fulvous to
to the left. The sun lingers on the horizon and is sanguine; indeed, it reaches its zenith during High
ever westering; to follow the path of the sun is to Summer Waxing and High Summer Waning. As
travel west. the two moons (Phobos and Selene) also cling to the
horizon, all three objects appear to chase one another
as the days pass. The deities Apollo and Helios are
associated with the sun; in fact, Helios is held to be

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THE PLANETS
the deific representation of the sun itself. Dire portents The planetary objects recorded by the ancestors
surround the sun, as sorcerers, poets, and madmen say of the Hyperborean race are not the same as those
it is dying. Intermittent flickering of the sun appears recorded by modern scholars. Treated here are those
to corroborate these omens. bodies that do not obey the laws of firmament and
are observed from Hyperborea with the naked eye
MOONS or by use of arcane devices.
Hyperborea is attended by two ellipsoid moons, one of
slow orbit, the other quick. The moons spiral around GANYMEDE: This planet clings closest to Helios.
the horizon, each dipping and rising as its respective It is purported to be occupied by a semi-intelligent
orbit dictates. These motions are consistent with the race of spore-based beings that do not require breath-
Old Earth arctic perspective from which the realm is able air. Rare tales and verse opine that sentient crea-
derived. Full moons coincide every 91 days. tures from an unseen world called Fomalhaut mine
Ganymede for its unique ores and conglomerates.
PHOBOS: The smaller of the two moons, Phobos re-
quires seven days to complete a circuit. This irregular- SATURN (Kyranos): Saturn (called Kyranos by
ly shaped object shews ruddy brown hues and never Xathoqquans) is oft in Hyperborea’s sky, faintly vis-
rises or falls more than 30° above or below the horizon. ible by day, vivid by night. Many of Saturn’s moons
Phobos is associated with fear, horror, and bloodshed. are likewise visible, these held to be the dwelling
Although not formally recognized as a deity person- places of dæmons and otherworldly species. Saturn
ified, warriors and druids sometimes offer bloody is significant to Hyperborean priests, sages, and
sacrifices to Phobos. Some say that the deity Artemis scholars. It is regarded as a former dwelling place of
dwells on that strange moon Phobos. the toad god, Xathoqqua, and presently it is reputed to
house many of his kin. In æons past, when most people
SELENE: The larger of the two moons, Selene has of Old Earth first learnt to wield fire and fashion tools
an orbit of 45½ days. This irregularly shaped object of stone, the “true” Hyperboreans are believed to
shews a breathtaking aquamarine hue and never rises have visited the ringed planet.
or falls more than 35° above or below the horizon. Se-
lene is associated strongly with the deity Lunaqqua, OURANOS: This planet is visible as a blue-green
the moon goddess; indeed, some followers simply refer star. Whether it is inhabited by intelligent life or
to Lunaqqua as Selene, for they are viewed as one and not is a matter of conjecture, but certain sorcer-
the same. ous rituals are believed to invoke preternatural
powers from this distant place.

POSEIDENOS: Visible but few times per year, this


enormous ocean planet is said to house beings from
without; furthermore, it is held that intelligent hor-
rors from Yuggoth mine the planet’s ocean floor
for ores not elsewhere found. Some sages suggest
that the crab-men may have originated from Po-
seidenos, or at least inhabited the ocean planet at
some point in their mysterious history.

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HYPERBOREA

ASTRONOMICAL PHENOMENA
Celestial spectacles oft are observed in Hyperborea,
including auroræ, eclipses, and falling objects. Bards,
sages, and madmen posit that such occurrences beto-
ken transformations that accord with their respective
philosophies.

AURORÆ: Auroræ oft manifest about Hyperborea,


cascading from the heavens in rippling curtains of ful-
vous red, fiery amethyst, verdurous green, and royal
purple. Auroræ are said to presage the arrival or de-
parture of otherworldly beings and like travellers of
time and space. Some learned people suggest that au-
roræ are in fact living entities that capture the souls of
dæmons and humans; others say auroræ are spiritual
manifestations of the deity Aurorus, “The Shining One.”

ECLIPSES: Because of the sheer size of Helios, so-


YUGGOTH: This mysterious dark orb cannot be ob- lar eclipses do not occur beyond partial occultations;
served with the naked eye; its existence is accepted by Phobos, for example, transits the sun often, a mere
most sages, for it has been viewed by both sorcerous spot passing across, and Selene is hardly more signif-
means and the impossible machines of the nearly ex- icant. When a lunar eclipse occurs (the shadow of Hy-
tinct Atlantean race. Yuggoth lies at the outermost perborea passing over a moon), Phobos briefly turns
edge of the sun’s influence. Indeed, when viewed from blood red; this manifestation is said to presage murder
Yuggoth, Helios appears only slightly larger than most foul for the civilized and cannibalism amongst
other stars; this remoteness is said to suit Yuggoth’s the savage. When Selene is eclipsed, sages attempt to
inhabitants, who require neither light nor warmth. measure Hyperborea’s shape, which is betrayed as flat
and hexagonal.
Cyclopean windowless cities rise from the surface of
Yuggoth: tiers upon tiers of terraced towers, pyramids, FALLING OBJECTS: Ofttimes do comets blaze
and spheres carved from black stone and joined by across the Hyperborean sky, believed to augur dire
massive skywalks. Rivers black as pitch are said to flow portents. Likewise, dazzling meteor showers light the
across this alien world, winding through its metropo- sky in a rain of fire; when these occur during Nightfall,
lises and cutting across dark, unforgiving landscapes. anarchy and chaos consume the realm. Indeed, leg-
The mi-go are said to inhabit Yuggoth, their schemes ends speak of a black comet that burns across the sky
unfathomable to even the most erudite of sages. during Nightfall, though it is known only by sages, sor-
cerers, and madmen. From time to time, strange and
THE BLACK GULF otherworldly objects, such as sky ships, are purported
This is the Stygian abyss, the cosmic void of space to drop out of the heavens from realms unseen.
traversed by otherworldly beings such as the mi-go.
Frigid, black, and airless, the Black Gulf cannot be
survived by mortals without aid of the most potent
dweomers. Where Hyperborea meets the Black Gulf,
the Rapids at the End of the World cascade to oblivion.

NORTH WIND (Boreas)


The North Wind (or boreas) is where Boreas the deity
dwells (though some sages suggest it is not merely his
dwelling place, but rather his prison). The boreas lash-
es around the hexagonal realm, just beyond the Rapids
at the End of the World. Sages theorize that this force
seizes the cascading water and returns it to Hyper-
borea’s atmosphere. The desert peninsula Sharath is
the only land mass to meet the Rim of the World; here
the boreas makes ingress to Hyperborea, blasting the
land with stardust and admitting extraordinary ob-
jects from the illimitable Black Gulf.

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225
HYPERBOREA

HYPERBOREAN CALENDAR Table 259: Monthly Calendar


Standard Hyperborean Month
A Hyperborean day is about 24 hours long (23:55),
Sun Earth Sea Moon Star Sky Saturn
and a single revolution around Helios equals about
13 Old Earth years. Long have the sages measured 1 2 3 4 5 6 7
weeks in 7-day periods, months in 28-day periods, 8 9 10 11 12 13 14
and years in 364-day (13-month) periods—though 15 16 17 18 19 20 21
a true sidereal year is 4,732 days. Intercalation 22 23 24 25 26 27 28
(e.g., a leap year) is not deemed necessary by the eru-
dite because timekeeping resets midway through High YEARS OF THE CYCLE
Summer Waning (sun sets for first time, 2½ minutes The axis on which Hyperborea spins is cause for long
to midnight) and again on the first day of Genesis (sun periods of midnight sun and polar night; each 13-year
rises for first time, 2½ minutes to noon). cycle includes one year of perpetual light and one year
of perpetual darkness. Death and madness reign when
DAYS OF THE WEEK the sun sets for the last time in Coda (Year 12, Fox), for
A standard week is catalogued by the following days. Nightfall (Year 13, Bat) is a frightful time. Chaos holds
In most civilized societies, typical activity is as indi- sway and mere survival is fundamental. The weather
cated on the below chart. In regions where barbarism is harshest (as cold as −40°F), monsters prowl, and
prevails, hardship demands a life of little respite; typ- otherworldly races work their nefarious schemes and
ically, no day of rest is recognized, and worship oft is stratagems. The arrival of Genesis (Year 1, Bear) is a
observed on Moon Day, when Phobos is full. slow rebirth of sorts, and festivals are held by many
cultures, civilized and barbaric alike.
Table 257: Days of the Week
Day Activity Likewise bewildering is the year of light, beginning
midway through High Summer Waxing (Year 6, Ti-
Sun Worship ger) and ending midway through High Summer Wan-
Earth Work ing (Year 7, Crab). For many people, the passage of
Sea Work days is lost in a blur as the swollen crimson sun wheels
perpetually just above the horizon. This phenomenon
Moon Work
can be as taxing as a year without light.
Star Work
Sky Work Table 260: Cyclical Calendar
Common Esoteric
Saturn Rest Year
Denomination Denomination
Season

MONTHS OF THE YEAR 1 Bear Genesis


Winter
Each year is divided into 13 months, each comprising
4 weeks (28 days). The months are named using ancient 2 Fish Renaissance
Latin terms for the observed constellations of Old Earth.
3 Wolf Vernal Equinox Spring
Table 258: Months of the Year 4 Hare Tempest
Month Denomination Festival Week 5 Elk Deluge
I Aries 1 to 7th (Apollonalia)
st 6 Tiger High Summer Waxing
Summer
II Taurus — 7 Crab High Summer Waning
8 Eagle Drought
III Gemini —
9 Whale Tranquillity
IV Cancer 8th to 14th (Saturnalia)
10 Aurochs Autumnal Equinox Fall
V Leo —
VI Virgo — 11 Mammoth Twilight
VII Libra 15 to 21 (Bealltainn)
th st
12 Fox Coda Winter
VIII Scorpius —
13 Bat Nightfall
IX Ophiuchus —
X Sagittarius 22 to 28 (Plutonia)
nd th Common denominations are employed by common-
ers, frontiersmen, and barbarians, whilst esoteric
XI Capricorn — denominations are employed by sages, sorcerers, and
XII Aquarius — other learned folk. Seasons are reckoned by changing
XIII Pisces — sunlight, temperature, and weather conditions.

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14
MOON PHASES ‘ The Amazon metropolises Pandoros and City in
As previously noted, Hyperborea’s two moons, Phobos the Clouds observe the festival weeks by paying
and Selene, are irregularly shaped ellipsoids. Observ- homage to Artemis and honouring the sacrifices
ing their phases is unlike observing the spherical moon of their foremothers.
that was known to circuit Old Earth. Indeed, each moon ‘ In New Pictland, no festival weeks are observed,
presents a variety of characteristics during each phase. but twin illumination is honoured with bloody
Because Phobos displays all its phases in one week, it sacrifices made to the spider god, Tlakk-Nakka;
appears to be ever changing, displaying a fascinating meantime, the Half-Blood Picts of the Savage
interplay of light and shadow whilst waxing and wan- Boreal Coast hold rites that celebrate bestial and
ing. Conversely, because Selene takes 45½ days to orbit ancestral spirits, with Raven honoured, too.
Hyperborea, its transitional phases are more subtle, ‘ In the Viking capital of Erikssgard, twin illumina-
yet wondrous to behold. Consult the below table for tion is celebrated with banquets that culminate in
each moon’s primary phases. When both moons are full sacrifices made to Ullr and Ymir; these offerings
(every 91 days), festivals are observed. are usually beasts, but can be thralls or criminals.
‘ Ixian priests and necromancers of Fazzuum,
Table 261: Moon Phases sequestered deep within the fastnesses of their
Month Moon Date: Moon Phase pyramidal temples, hold terrible rites honouring
4: , 7: , 11: , 14: the snake god, Yig (Apep).
I–XIII (All) Phobos ‘ On the isle of Mu Minor, priests are said to shave
18: , 21: , 25: , 28:
their heads and engage in a strange ritual involv-
I (Aries) Selene 4: , 27: ing starfish that culminates with the summoning
II (Taurus) Selene 21: of a sea monster to which a sacrifice is made.
III (Gemini) Selene 16: ‘ The underground city of Krimmea is reputed
to be unconcerned with the moon cycles or the
IV (Cancer) Selene 11: festival weeks; sages say the subterranean
V (Leo) Selene 6: , 28: Kimmerians of this city no longer reckon the
VI (Virgo) Selene 23: motions of the heavenly bodies.
‘ The ways of the ape-men of Kor and the orcs of
VII (Libra) Selene 18:
Orcust scarcely are understood, but undoubtedly
VIII (Scorpius) Selene 13: they too hold their own degenerate celebrations.
IX (Ophiuchus) Selene 7:
APOLLONALIA: The roots of this festival trace back
X (Sagittarius) Selene 2: , 25: to when the Hyperboreans emerged from the Spiral
XI (Capricorn) Selene 20: Mountain Array to reclaim Khromarium, the jewel of
XII (Aquarius) Selene 14: their erstwhile empire. Even before the first 13-year
orbital cycle had been observed, the wisest of the sor-
XIII (Pisces) Selene 9: cerer-kings and witch-queens already had ratiocinated
= full moon the period of a single revolution. Too, they calculated the
= new moon orbital paths of the moons and the motions of the stars.
After the Hyperboreans endured their first Nightfall,
FESTIVALS when the earliest light of Genesis shone on the twisting
Festival weeks coincide with twin illumination (i.e., towers of their ancient city, and the moons demonstrated
when both Phobos and Selene are full), celebrations twin illumination, they established a festival in honour of
typically occurring from three days before to three the god of light who once walked amongst them: Apollo.
days after the event. Festival weeks are observed by
many races and cultures spread about Hyperborea. Apollonalia was at first a Hyperborean festival held
every 13 years, during the first week of Genesis; in
‘ The City-State of Khromarium is of course the due time it became a popular annual celebration for
centre of civilization and erudition—the most civilized and barbaric people alike. Absence of light
heavily populated and culturally diverse city in all notwithstanding, Apollonalia even is celebrated during
of Hyperborea; here all the festivals are observed. Nightfall (Year 13, Bat); the theme is different in that
‘ Port Zangerios, “The City of Masks,” is likewise it is regarded as an homage to light, with sacrifices
diverse, for it fosters an entire culture predicat- made in honour of its return in one year (the next Apol-
ed on pretence; here the festivals are celebrated lonalia). The festival is celebrated with roasted boar,
with unmatched panache. pomegranate wine, rejoicing, promiscuity, and sacrifice.
‘ In Yithorium, where the Witch-Queen rules through Celebrants wear white gowns and mistletoe garlands.
terror and fear, the festivals are a time of disenthral- Some hold that the deity Apollo attends the most ex-
ment, the Queen herself said to join in the revelry. travagant of these fetes, but always in anonymity.

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HYPERBOREA

SATURNALIA: This annual extravaganza was initiat- Bealltainn celebrants oft paint their naked bodies red,
ed by Xathoqquans to celebrate their god’s arrival from green, or yellow; tint their hair copper, silver, or gold;
Saturn (Kyranos). Saturn is ever prominent in the night and wear garlands of mistletoe and holly leaves. They
sky, and since it remains the dwelling place of many of beat drums, dance wildly, and engage in salacious acts
Xathoqqua’s kin, it is regarded with great reverence. fuelled by wine, lotus, and religious fervour. The music
Too, the Hyperboreans are said to have history on the is intensely rhythmic, its vibrations permeating far and
ringed planet, where antemundane secrets and the arts wide, and it is not unusual for the most feverish of these
of dweomercræft once were revealed to them. This fes- celebrations to be met by lightning storms. Of all the fes-
tival is not commemorated by the Hyperboreans alone, tivals, Bealltainn may be the most intense and dangerous,
however, for Xathoqqua’s adherents know no racial, as entire villages are said to have been consumed by fire.
cultural, or taxonomic barriers; indeed, certain scholars
aver that even beasts observe this festival. PLUTONIA: This sombre festival commemorates
death, darkness, the all-consuming void, the mysteries
Saturnalia is celebrated by indulging in excess: feasts, of the unseen planet of Yuggoth, and the woeful arrival
orgies, wild music, sacrifices, lotus chewing, and snake of Yug. It is marked by parades in which the marchers
handling. It is a time of utter Chaos, when restrictions are garbed in black, their faces stained with soot; too,
are relaxed and impulsiveness is embraced; Saturnalia stylized silver jackal masks are worn by the clergy.
is never without unfortunate deaths (including murder) Torches are borne, and chants are droned; flagella-
and destruction, causing some to deplore this festival. tion also is observed, with higher-ranking individuals
(Mothers hide their children and so forth.) The revelry lashing those randomly selected of lower station. Rit-
culminates with the full illumination of both moons, ual fasting and sleeplessness occur on the day of the
when extravagantly profligate midnight banquets are twin illumination when human and animal sacrifices
held; this time is followed by a general waning of cel- are made to appease otherworldly and netherworldly
ebration over the next three days. Celebrants oft will spirits. Morbid death dances are performed as the two
wear masks, hats that bristle with feathers, and loose, moons climax; in these slow-step affairs, celebrants
colourful garments (such as saffron yellow, burnt take a series of calculated paces, pause, and shake
orange, and crimson red); nakedness (excepting the their bodies (inhuman spasms to the casual spectator).
mask and/or hat) is not uncommon on the fourth night,
when the full moons climax and wantonness prevails. In general, Plutonia enjoys less pomp and circumstance
during seasons in which the hours of darkness are lim-
BEALLTAINN: Although this holiday is rooted in ited; more intense festivals happen from Coda (Year 12,
Keltic and Pictish traditions, its present form has Fox) to Genesis (Year 1, Bear), with the ghastliest oc-
evolved. Bealltainn is the most significant festival to curring during Nightfall (Year 13, Bat). Some Plutonia
pyromancers, witches, druids, and shamans, a celebra- celebrations culminate with the appearance of the aurora
tion of fire, rebirth, atonement, cleansing, fertility, and borealis; witches and shamans draw many portents from
purification. It is marked by plenteous imbibing of wine, these phenomena. Lastly, certain poets and sages posit
lotus chewing, and the lighting of great sacrificial bon- that Plutonia awakens the dead and inspires lycanthropy.
fires, in which animals and people (criminals or thralls,
typically) are immolated. The popularity of this festival HOURS OF DAYLIGHT
has spread throughout the realm, though its druidic Charted below are the hours and minutes per day that
significance is not necessarily embraced by all peoples; the sun is visible, reckoned by the week, month, and
subtle meanings are altered to fit the respective culture. year. There is no smooth graduation of daylight; in
sooth, daylight changes occur rather radically in weekly
five-minute shifts. Prior to the Green Death, ancient At-
lantean theorists suggested that Hyperborea wobbles
on its axis due to powerful magnetism, possibly through
a connexion with Saturn. Modern sages temper such
wild speculation with a more modest explanation: The
Great Obelisks at the Rim of the World are imbued with
antediluvian sorcery that shifts the tilt of Hyperborea
like the tipping of a great scale.

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14
Table 262: Daylight Calendar
Month, Week Year 1 Year 2 Year 3 Year 4 Year 5 Year 6 Year 7 Year 8 Year 9 Year 10 Year 11 Year 12 Year 13
I, Wk. 1 00:05 04:25 08:45 13:05 17:25 21:45 23:55 21:40 17:20 13:00 08:40 04:20 00:00
I, Wk. 2 00:10 04:30 08:50 13:10 17:30 21:50 23:55 21:35 17:15 12:55 08:35 04:15 00:00
I, Wk. 3 00:15 04:35 08:55 13:15 17:35 21:55 23:55 21:30 17:10 12:50 08:30 04:10 00:00
I, Wk. 4 00:20 04:40 09:00 13:20 17:40 22:00 23:55 21:25 17:05 12:45 08:25 04:05 00:00
II, Wk. 1 00:25 04:45 09:05 13:25 17:45 22:05 23:55 21:20 17:00 12:40 08:20 04:00 00:00
II, Wk. 2 00:30 04:50 09:10 13:30 17:50 22:10 23:55 21:15 16:55 12:35 08:15 03:55 00:00
II, Wk. 3 00:35 04:55 09:15 13:35 17:55 22:15 23:55 21:10 16:50 12:30 08:10 03:50 00:00
II, Wk. 4 00:40 05:00 09:20 13:40 18:00 22:20 23:55 21:05 16:45 12:25 08:05 03:45 00:00
III, Wk. 1 00:45 05:05 09:25 13:45 18:05 22:25 23:55 21:00 16:40 12:20 08:00 03:40 00:00
III, Wk. 2 00:50 05:10 09:30 13:50 18:10 22:30 23:55 20:55 16:35 12:15 07:55 03:35 00:00
III, Wk. 3 00:55 05:15 09:35 13:55 18:15 22:35 23:55 20:50 16:30 12:10 07:50 03:30 00:00
III, Wk. 4 01:00 05:20 09:40 14:00 18:20 22:40 23:55 20:45 16:25 12:05 07:45 03:25 00:00
IV, Wk. 1 01:05 05:25 09:45 14:05 18:25 22:45 23:55 20:40 16:20 12:00 07:40 03:20 00:00
IV, Wk. 2 01:10 05:30 09:50 14:10 18:30 22:50 23:55 20:35 16:15 11:55 07:35 03:15 00:00
IV, Wk. 3 01:15 05:35 09:55 14:15 18:35 22:55 23:55 20:30 16:10 11:50 07:30 03:10 00:00
IV, Wk. 4 01:20 05:40 10:00 14:20 18:40 23:00 23:55 20:25 16:05 11:45 07:25 03:05 00:00
V, Wk. 1 01:25 05:45 10:05 14:25 18:45 23:05 23:55 20:20 16:00 11:40 07:20 03:00 00:00
V, Wk. 2 01:30 05:50 10:10 14:30 18:50 23:10 23:55 20:15 15:55 11:35 07:15 02:55 00:00
V, Wk. 3 01:35 05:55 10:15 14:35 18:55 23:15 23:55 20:10 15:50 11:30 07:10 02:50 00:00
V, Wk. 4 01:40 06:00 10:20 14:40 19:00 23:20 23:55 20:05 15:45 11:25 07:05 02:45 00:00
VI, Wk. 1 01:45 06:05 10:25 14:45 19:05 23:25 23:55 20:00 15:40 11:20 07:00 02:40 00:00
VI, Wk. 2 01:50 06:10 10:30 14:50 19:10 23:30 23:55 19:55 15:35 11:15 06:55 02:35 00:00
VI, Wk. 3 01:55 06:15 10:35 14:55 19:15 23:35 23:55 19:50 15:30 11:10 06:50 02:30 00:00
VI, Wk. 4 02:00 06:20 10:40 15:00 19:20 23:40 23:55 19:45 15:25 11:05 06:45 02:25 00:00
VII, Wk. 1 02:05 06:25 10:45 15:05 19:25 23:45 23:55 19:40 15:20 11:00 06:40 02:20 00:00
VII, Wk. 2 02:10 06:30 10:50 15:10 19:30 23:50 23:55 19:35 15:15 10:55 06:35 02:15 00:00
VII, Wk. 3 02:15 06:35 10:55 15:15 19:35 23:55 23:50 19:30 15:10 10:50 06:30 02:10 00:00
VII, Wk. 4 02:20 06:40 11:00 15:20 19:40 23:55 23:45 19:25 15:05 10:45 06:25 02:05 00:00
VIII, Wk. 1 02:25 06:45 11:05 15:25 19:45 23:55 23:40 19:20 15:00 10:40 06:20 02:00 00:00
VIII, Wk. 2 02:30 06:50 11:10 15:30 19:50 23:55 23:35 19:15 14:55 10:35 06:15 01:55 00:00
VIII, Wk. 3 02:35 06:55 11:15 15:35 19:55 23:55 23:30 19:10 14:50 10:30 06:10 01:50 00:00
VIII, Wk. 4 02:40 07:00 11:20 15:40 20:00 23:55 23:25 19:05 14:45 10:25 06:05 01:45 00:00
IX, Wk. 1 02:45 07:05 11:25 15:45 20:05 23:55 23:20 19:00 14:40 10:20 06:00 01:40 00:00
IX, Wk. 2 02:50 07:10 11:30 15:50 20:10 23:55 23:15 18:55 14:35 10:15 05:55 01:35 00:00
IX, Wk. 3 02:55 07:15 11:35 15:55 20:15 23:55 23:10 18:50 14:30 10:10 05:50 01:30 00:00
IX, Wk. 4 03:00 07:20 11:40 16:00 20:20 23:55 23:05 18:45 14:25 10:05 05:45 01:25 00:00
X, Wk. 1 03:05 07:25 11:45 16:05 20:25 23:55 23:00 18:40 14:20 10:00 05:40 01:20 00:00
X, Wk. 2 03:10 07:30 11:50 16:10 20:30 23:55 22:55 18:35 14:15 09:55 05:35 01:15 00:00
X, Wk. 3 03:15 07:35 11:55 16:15 20:35 23:55 22:50 18:30 14:10 09:50 05:30 01:10 00:00
X, Wk. 4 03:20 07:40 12:00 16:20 20:40 23:55 22:45 18:25 14:05 09:45 05:25 01:05 00:00
XI, Wk. 1 03:25 07:45 12:05 16:25 20:45 23:55 22:40 18:20 14:00 09:40 05:20 01:00 00:00
XI, Wk. 2 03:30 07:50 12:10 16:30 20:50 23:55 22:35 18:15 13:55 09:35 05:15 00:55 00:00
XI, Wk. 3 03:35 07:55 12:15 16:35 20:55 23:55 22:30 18:10 13:50 09:30 05:10 00:50 00:00
XI, Wk. 4 03:40 08:00 12:20 16:40 21:00 23:55 22:25 18:05 13:45 09:25 05:05 00:45 00:00
XII, Wk. 1 03:45 08:05 12:25 16:45 21:05 23:55 22:20 18:00 13:40 09:20 05:00 00:40 00:00
XII, Wk. 2 03:50 08:10 12:30 16:50 21:10 23:55 22:15 17:55 13:35 09:15 04:55 00:35 00:00
XII, Wk. 3 03:55 08:15 12:35 16:55 21:15 23:55 22:10 17:50 13:30 09:10 04:50 00:30 00:00
XII, Wk. 4 04:00 08:20 12:40 17:00 21:20 23:55 22:05 17:45 13:25 09:05 04:45 00:25 00:00
XIII, Wk. 1 04:05 08:25 12:45 17:05 21:25 23:55 22:00 17:40 13:20 09:00 04:40 00:20 00:00
XIII, Wk. 2 04:10 08:30 12:50 17:10 21:30 23:55 21:55 17:35 13:15 08:55 04:35 00:15 00:00
XIII, Wk. 3 04:15 08:35 12:55 17:15 21:35 23:55 21:50 17:30 13:10 08:50 04:30 00:10 00:00
XIII, Wk. 4 04:20 08:40 13:00 17:20 21:40 23:55 21:45 17:25 13:05 08:45 04:25 00:05 00:00

229
HYPERBOREA

A BRIEF HISTORY OF HYPERBOREA


Of the æons before the rise of the Hyperboreans, little is known. Rare, forbidden tomes suggest that extradimen-
sional beings arrived at Old Earth shortly after the dawn of time, when the oceans roiled and meteors pounded the
young planet. Evidence shews that these otherworldly races (the elder things, Great Race, and mi-go) engaged
in countless wars over untold ages.

More apparent, as demonstrated by ruins scattered The rise of the Hyperboreans is mired in the embel-
about the realm, is the ascendancy of the snake-men. lished myths and legends of its people. Allegedly, this
For unrecounted ages before mankind rose from the race of gaunt, pale-skinned sorcerer-kings and witch-
lowly depths of apedom, these reptilian humanoids queens are the progeny of the Boreads. This trio of su-
ruled the Hyperborean continent and beyond. Extant pernaturally gifted giants engendered a paradisal land
carvings suggest a prevailing tropical climate during of eternal spring and sunshine beyond the North Wind.
the epoch of the snake-men. Sages deduce that these su- The Boreads are held to have taken mortal wives and
per-intelligent creatures commanded sorceries and sci- so begot the Hyperboreans, a precocious race esteemed
ences scarcely since achieved. The reason for the fall of for their preternatural aptitudes and uncanny longevity.
the snake-man empire has yet to be deciphered, though
evidence suggests lengthy conflicts with the fish-men. Some sages discount tales of the Boreads; indeed, they
posit that the Hyperboreans, much like the vhuurmis
The vhuurmis or “beast-men,” a race of quasi-men before them, may have been impelled by unearthly spon-
whose origins are traced to the Spiral Mountain Array, sors. Most Hyperboreans vehemently reject this notion.
were next to rise to prominence. Some suggest that an Regardless, Hyperborea became the most powerful
otherworldly race catalyzed the vhuurmis from bestial realm of the antediluvian kingdoms, accepting tributes
obscurity to semi-intelligence and technological profi- from coevals such as Atlantis, Lemuria, and Mu.
ciency. Regardless, for an unaccountable period these
apish humanoids dominated the realm. Ultimately they The Hyperboreans knew not war, famine, disease, hard
regressed to their savage roots and betook themselves toil, or the ravages of age, and they venerated Apollo,
to the hoary depths of the Spiral Mountain Array. who was said to walk amongst them. Their empire was
peerless, and they disparaged and trivialized the “lesser”

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races of mankind; whilst the Hyperboreans perfected A bloated red sun that shed little warmth wheeled
their arts, sciences, and sorceries, most other humans around the horizon in a 13-year circuit. Also, Hyper-
floundered in various states of savage primitivism. borea now was attended by two ellipsoid moons, one
Over time the most puissant Hyperborean sorcerers large and aquamarine, the other small and ruddy
were shewn the eldritch secrets of Xathoqqua, an oth- brown. Saturn was discernibly larger than any of the
erworldly émigré dwelling in the heart of the Spiral stars in the firmament, all of which shone dimmer, as
Mountain Array. Xathoqqua sent select Hyperboreans though glimpsed through a smoky lens.
on sojourns to Saturn and beyond, and in due course
his glorification prevailed throughout the realm. After the ice thawed, seeds took root, and newly re-
leased pollens floated on the wind. Soon forests bristled
The sibyls of Hyperborea long had presaged the advent and poppy fields swelled. Then stirred the beasts and
of the Ashen Worm through geomancy, hydromancy, monsters. Some materialized from the ice or emerged
and hepatomancy. When all the portents of the Worm’s from subterranean depths; others arrived via mysti-
arrival were satisfied, and when at length it rose from cal portals. Hither came the savage races of mankind,
the sea in its citadel of ice, the sorcerer-kings and non-Hyperboreans originating from Old Earth. They
witch-queens fled to their fastnesses beneath the Spiral crossed the veil and colonized the pristine continent,
Mountain Array. Soon the Worm effected thaumaturgy their respective arrivals oft associated with the manifes-
that mantled the once-winterless realm in glacial ice. tation of the aurora borealis or the blowing of the boreas.
Hyperborea was swallowed, a lost continent soon joined
by its contemporaries, Atlantis, Lemuria, and Mu. When at length the Hyperboreans emerged from their
sanctuaries below the Spiral Mountain Array, they
Æons later, when the ice thawed and the mists parted, beheld the astonishing changes to the world they once
Hyperborea’s connexion to Old Earth was no more had known: the giant red sun, two ellipsoid moons, and
than a mystical abstraction. Hyperborea found itself soaring mountains. The race of sorcerers and witches
an isolated realm, its icy sea terminating in waterfalls descended to reclaim the jewel of their empire of old:
that cascaded to infinity. Beyond the world’s rim lay the Khromarium. Along the way they noted the advent of
North Wind, and beyond the North Wind, the Black terrible beasts and monsters, as well as the infiltration of
Gulf: airless, black as pitch, and colder than any winter. savages; these latter were paid no more heed than apes
or dogs to be slaughtered or enslaved as whims dictated.

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In the spiral towers of Khromarium, the Hyper- heavens descended a silvery-green comet that burned
boreans reassumed their power and station, and they across the Hyperborean sky for two score days and
languished in their superiority. No effort to expand nights. In its wake fell showers of dust and particles
the old Hyperborean kingdom was engendered; for that blanketed the whole of the realm in a putrid
sooth, the sorcerous race seemed content to remain greenish hue; on trees and earth, hills and mountains,
in Khromarium, unconcerned and unheeding of what plains and tundra, and even on the surface of the water,
transpired without. They entered an age of inestima- the eldritch dust was omnipresent.
ble decadence and hedonism; they took to chewing
lotus leaves and indulged in pleasures unspeakably At length the dust faded, but soon after arose the plague
perverse. To wit, the Hyperboreans stagnated as the known as the Green Death. It swept across the realm,
“savages” beyond the gates progressed. extinguishing savage and civilized people alike. Khro-
marium, for instance, was left a lifeless husk, and few
Many generations later there came to pass a phenome- amongst the ancient race of lotus-chewing sorcerers es-
non that was presaged, albeit ignored (or forgotten) by caped to their old shelters in the Spiral Mountain Array.
the lotus-chewing Hyperboreans. From the dimly lit

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Countless ruins were left in the plague’s wake: Pictish The Green Death, having taken its toll a millennium ago,
fortresses, Viking colonies, Keltic towns, Esquimaux is the measuring stick by which modern Hyperborean
fishing villages, and more. Nomadic tribes such as the history is traced; the bulk of pre–Green Death history,
Kimmerians carried the disease with them across the as illustrated by the brevity of this treatise, is a casualty
Hyperborean plains, and Amazon trading ships brought of a bygone age. Furthermore, the intervening centuries
it back to their island nation. Sages suggest that per- betwixt the plague years and recovery are widely regard-
haps ninety percent of mankind was wiped out by the ed as a Dark Age. The plague’s impact on the bestial and
Green Death. Centuries later, barbarian refugees were otherworldly races of Hyperborea is nebulous. Little
amongst the first to rebound; they claimed Khromarium, doubt exists that these creatures have proliferated about
and presently their descendants rule it as a city-state. the realm, perhaps emboldened by mankind’s regression
or, more frighteningly, wholly irrespective of its position.

COMMON ÆRA CHRONOLOGY OF HYPERBOREA


After mankind endured the plague years of the Green Death and the ensuing Dark Age, a new age of enlighten-
ment commenced. The Common Æra (CÆ) calendar was adopted by the most distinguished sages, who esteemed
the work of Old Earth’s Dionysius Exiguus. The first year was reckoned as Genesis (Year 1, Bear), and years prior
to CÆ years were accounted as BCÆ (Before Common Æra). So began the rebirth of learning and civilization of
which Khromarium is the cradle; in sooth, it is no coincidence that Common Æra chronology first was reckoned
upon the formation of the Sages’ Guild of Khromarium, when the learned came together to collate and preserve
the erudition of the ancients.

Table 263: Common Æra Chronology


Year Notable Event(s)
c. 425 BCÆ Green Death nearly annihilates mankind. Plague ushers in a Dark Age.
c. 300 BCÆ Half-Blood Picts procreate with dæmons of Skarag Coast. Orcust established.
c. 225 BCÆ Barbarians claim lifeless city of Khromarium.
c. 200 BCÆ Ape-men claim lifeless city of Kor.
c. 125 BCÆ Pirates and freebooters wrest control of Zangerios Islands.
c. 110 BCÆ Witch-Queen assumes control of Yithorium.
c. 50 BCÆ Vikings resettle New Vinland. Petty kingdoms of Brigand’s Bay established.
c. 40 BCÆ Amazon faction claims Floating Island of Paradoxon.
c. 20 BCÆ Reports of Crab Archipelago natives emulating their alien masters.
Sages’ Guild of Khromarium forms. Dark Age ends.
1 CÆ (Genesis)
Common Æra timeline and Hyperborean calendar established.
27 CÆ (Genesis) Khromarium oligarchy forms.
203 CÆ (Drought) Keltic city of Gal established.
385 CÆ (Drought) Vikings invade Gal City.
Kelts retake Gal City from Viking invaders. Grand Temple of Artemis rebuilt in
386 CÆ (Tranquillity)
Amazon city Pandoros.
485 CÆ (Tempest) Port Tinsaar re-established.
495 CÆ (Genesis) Kimmerians of lost Krimmea emerge from their hidden city.
532 CÆ (Twilight) Apollonians settle valley region of Larchmere Yys.
536 CÆ (V. Equinox) Kthulhu priest establishes settlement of Wold Phellora.
542 CÆ (Tranquillity) Diamond Desert mining outpost destroyed by purple worms.
559 CÆ (Nightfall) Barbarians sack Swampgate and raid streets of Khromarium.
572 CÆ (Nightfall) Barbarians sack Swampgate but are repelled at Khromarium wall.
573 CÆ (Genesis) Port Greely ceases trade with Khromarium and other neighbouring settlements.
575 CÆ (V. Equinox) Vikings brutally raid Khromarium; Erikssgard claims raid was unsanctioned.
576 CÆ (Tempest) Gazetteer of Hyperborea completed by the Sages’ Guild of Khromarium.

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HYPERBOREA

CLIMATE AND SEASONS this frigid period, the coastal mainland sees highs of
35°F and lows of −5°F. Temperatures in the interior of
OF HYPERBOREA the Spiral Mountain Array scarcely climb above 0°F,
and typical lows are about −30°F. Many rivers, lakes,
As earlier treated, Hyperborean years are accounted and wetlands freeze; glaciers groan and swell; ice
in periods similar to those utilized by the ancients: 364 sheets consume bays and inlets; countless beasts (and
days divided into 13 months of 28 days each. Of course, some monsters) hibernate; and even great coniferous
these are not true sidereal years, for Hyperborea re- forests shed their leaves. Only by luck or circumstance
quires 4,732 days (13 years) to complete one full circuit do the weak survive the dark Hyperborean winter.
around Helios (the sun). Thus, the four seasons are
spread across the 13-year cycle, as previously charted.
FLORA AND FAUNA
SPRING OF HYPERBOREA
Spring emerges from mid-Renaissance (Year 2, Fish)
to Tempest (Year 4, Hare). Temperatures are cool, with Here follows a treatment of the most traversable en-
coastal mainland highs of 50°F in late spring, though vironments of Hyperborea, including native plant and
temperatures in the interior of the Spiral Mountain wildlife species. There is little need to examine moun-
Array seldom climb above freezing. Hyperborean tains and glaciated terrain, despite their frequency; like-
springs are wet and humid, and during this period the wise, mainland Hyperborea’s numerous tar pits are haz-
great conifers bloom, the poppy fields emerge, and the ards to be avoided by even the most stalwart wayfarer.
wetlands thaw. Spring thunderstorms are common, as
are floods, mudslides, and other natural disasters; too, Note that the following expositions do not include su-
icebergs break from coastal glaciers, pulling vessels to pernatural or otherworldly inhabitants, humanoids,
their doom beneath the sea. dæmons, undead, and the like. For purposes of general
presentation, normal and quasi-normal wildlife types
SUMMER consistent with Old Earth are discussed; the remainder
Summer occurs from Deluge (Year 5, Elk) to Drought is deemed unnatural and invasive. However, because it
(Year 8, Eagle). Temperatures peak during this time, is a matter of conjecture as to whether giant species are
with highs of 70°F on the coastal mainland. The interior a natural progression or the result of sorcerous manipu-
is always cooler, and in the Spiral Mountain Array tem- lation, they are included for sake of completeness.
peratures rarely rise above 40°F. Hyperborean sum-
mers are mostly humid, though trending drier by late DESERT (Sandy)
summer (hence the designation of Drought). Storms Here lie the most barren regions of Hyperborea,
brew on the Hyperborean Sea to assail the coast, and where little precipitation falls and mankind scarcely
with glacial melting the rivers flow more strongly. dwells. Sand covers 10–25% of such land; gravel-cov-
ered plains, rocky hills and plateaus, dry lake beds,
FALL dry stream channels, and salt flats encompass the re-
Fall follows from Tranquillity (Year 9, Whale) to mainder. Sharath is the exception to this norm, with
mid-Twilight (Year 11, Mammoth). Temperatures begin sand and dust comprising more than 65% of the land.
to plummet during this season, with coastal mainland Much of the desert landscape is carved by wind. As
highs of 40°F; in the interior of the Spiral Mountain Array, noted, rainfall is meagre, but when storms gather, or if
temperatures infrequently rise above 20°F. These are the summer heat releases a torrent of glacial water, floods
years when light dwindles and winter’s dreaded arrival is may occur (particularly on the Leng Plateau).
nigh at hand; preparation for survival begins. Some flora
dies during this period, which is typically dry, though the In the sandy desert regions grow cacti (many of which
occasional storm is not unusual, especially at sea. present brilliant flowers), grasses, herbs, and stunted
shrubs. Flowers blossom, too, though mostly they will
WINTER bloom in startling profusion following rains and/or flood-
Winter is the defining season of Hyperborea, owing ing. Grasses are more abundant in the semi-arid regions
to the dreaded lightless year of Nightfall (Year 13, where sandy deserts transitions to steppes or plains.
Bat). Winter stretches from mid-Twilight (Year 11,
Mammoth) to mid-Renaissance (Year 2, Fish). Tem- Desert wildlife includes a variety of insects, spiders,
peratures plummet during this time, the ice thickens, reptiles, birds, and mammals. Boars, deer, wild dogs,
and katabatic winds descend relentlessly from the gla- wild horses, wolves, and great cats scour the desert in
cier-gripped slopes of Mount Vhuurmithadon. search of food, especially following heavy rains. Other
species, such as foxes, hares, pegomastax, rats, and
Hyperborean winters are remarkable for their unre- weasels, thole an existence of hardship, whilst avian
mitting winds, freezing human and beast alike. During opportunists, such as eagles, falcons, hawks, owls, and

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ravens, wheel above. The desert is also home to giant of the Pictish Channel, and other factors. In addition to
species of ants, bees, beetles, centipedes, hyænas, liz- the usual forest fauna, rain forests are known to support
ards, rats, scorpions, spiders, and weasels. archæopteryx, giant centipedes, cœlurus, crocodiles,
giant dragonflies, pterodactyls, and thew waggons.
DESERT (Steppe)
The steppe is a cold, dry grassland with short grasses HILLS
(the tallest being 4½ ft.) and plant life that in general Scholars aver that these low extrusions of land prop-
resembles sandy deserts. Fires periodically devastate erly are distinguished from mountains for being gen-
the steppes throughout High Summer Waning and tler and less than 1,000 feet above the Hyperborean
Drought. Mundane wildlife is similar to that found in Sea. Hills oft demonstrate an ecosystem similar to
sandy deserts, also including bears, camels, wild horses, the surrounding terrain, and in some circumstances
musk oxen, squirrels, wolverines, woolly mammoths, this environment is subsumed by other terrain types.
and woolly rhinoceroses. The desert steppe is also For instance, a forest (q.v.) may grow atop low hum-
home to giant species of ants, bees, ferrets, hyænas, mocks. Many hills are blanketed with grasses, heather,
lizards, scorpions, snakes, spiders, and weasels. and furze, as well as a variety of colourful flowers,
herbaceous plants, shrubs, and stunted coniferous
FOREST trees. Others are dry, rugged, and rocky, with sparse
The predominant woodland type of Hyperborea is the vegetation (including glaciated hills, which seldom are
boreal forest, which may cover hilly terrain and low- to traversed). In general, most hills support wildlife quite
mid-elevation mountain slopes; higher elevations oft similar to plains (q.v.), though larger populations of
shew stunted conifers and shrubs. Precipitation varies, foxes and hares oft are observed.
depending on the season and the altitude. Boreal forests
can withstand Hyperborea’s cool summers and long, PLAINS
dark winters. Because of snowmelt and low tempera- This environment comprises both coastal grasslands
tures, little evaporation occurs, so typically the lowlands and prairies. The coastal grassland is met by the sea
are boggy by summer though frozen by winter. and so endures heavy winds and salt spray; these
conditions foster and support a rich variety of grass
Coniferous trees are dominant here: firs, hemlocks, types that several herbivore species prefer. An abun-
pines, and spruces. Broadleaf deciduous types are few- dance of herbaceous plants and shrubs may be found,
er: birch, maple, oak, and so forth. All these species too. Wildfires are less common in the moister coastal
are adapted to the lengthy and exceptional seasons of grasslands, but not unusual during late summer. Many
Hyperborea. Notable plant species include bog blue- coastal grasslands transition to forest or wetlands.
berries, bog rosemary, sedges, and wild roses, as well
as ferns, horsetails, lichens, and mosses. Prairies are rolling grasslands (flat or with gentle
hills) that tend to have higher grasses, some species of
Countless animal species exist, including amphibians, which grow taller than a man; these oft are buried in
birds, fish, mammals, and reptiles, as well as worms, snow and ice come winter. Prairies might have shaded
molluscs, insects, and spiders. Common types en- river valleys, within which may thrive trees and other
countered include frogs and salamanders; chickadees, plants. Precipitation in prairie grasslands is moderate,
ducks, eagles, falcons, hawks, jays, owls, pheasants, supporting hundreds of species of flowers, including
ravens, turkeys, and woodpeckers; bass, trout, and enormous sunflowers and daisies; vast expanses of
salmon; apes, aurochs, bats, black bears, beavers, prairie can appear painted in colours brilliant.
boars, cats, chipmunks, deer, elk, hares, foxes, lions,
mice, rabbits, raccoons, rats, sloths, squirrels, tigers, Plains are inhabited by all manner of insects (grass-
weasels, wolves, and wolverines; and lizards, snakes, hoppers most common), spiders, amphibians, birds,
and turtles. The forest is also home to giant species mammals, and reptiles. Birds include blackbirds, eagles,
of ants, bats, bees, beetles, frogs, lizards, rats, snakes, falcons, grouse, gulls, hawks, meadowlarks, quail, and ra-
spiders, ticks, toads, and weasels. vens. Commonly seen mammals include aurochs, boars,
deer, wild dogs, ferrets, wild horses, hyænas, lions, woolly
RAINFOREST mammoths, mice, musk oxen, rabbits, skunks, tigers (in-
Rain forests primarily occur at various islands at the cluding sabre-tooths), voles, weasels, and wolves. Giant
Rim of the World. Likewise, the Savage Boreal Coast species include ants, bees, beetles, ferrets, frogs, hyænas,
sustains a more temperate coniferous rainforest. Here, lizards, snakes, spiders, and weasels.
significant precipitation supports the growth of cedars,
massive redwoods, and other species elsewhere unseen, TUNDRA
particularly several flower types and enormous ferns. This category encompasses the cold, dry, treeless
This region enjoys a milder climate, perhaps because of lands of Hyperborea, where the ground is perma-
the shielding Barrier Mountains, the warmer currents nently or semi-permanently frozen. The centre of the

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Spiral Mountain Array and also the Plain of Leng are LOTUS SPECIES OF HYPERBOREA
notable tundra regions. Precipitation is minimal; not- Alchemists and dweomercræfters oft harvest the
withstanding, some hardy plants emerge from spring deadly and magical properties of several lotus species.
to summer: mosses, dwarf shrubs, and wildflowers Here the term lotus does not refer to a specific genus
such as club moss, forget-me-not, saxifrage, and sever- but rather any plant with pollens and/or powdered
al species of poppy. Vast fields of lichens grow as well. blossoms that effect death, madness, or other delete-
rious outcomes. The sun-dried blossoms of lotus plants
The tundra is inhabited by apes, aurochs, bears, leaper painstakingly are powdered or mixed with other toxins
camels, reindeer, elk, ermines, foxes, hares, lemmings, to produce poisons, potions, and other substances of
woolly mammoths, musk oxen, woolly rhinoceroses, preternatural effect.
ground sloths, squirrels, sabre-tooths, wolves, and wolver-
ines. Migratory bird species such as ducks, geese, sand- When chewed, raw lotus leaves (not the blossoms) oft
pipers, snowy owls, and terns are temporary inhabitants produce mild hallucinogenic effects that are highly
of the alpine and tundra regions; they oft use these biomes addictive. Some sages propose that the Hyperborean
as breeding grounds during the summer years. Rare is race stagnated at the same time lotus chewing became
the bird that permanently dwells in the Hyperborean fashionable; indeed, for a time, outsiders referred to
tundra (though a few species of grouse are noted). At the the city of Khromarium as “Lotusland.” Others sug-
lower alpine elevations, where glacial ice does not mantle gest that Viking and certain non-Viking berserkers
the vales and mountainsides, stunted firs and pines grow, chew lotus leaves to effect a state of fearlessness, un-
oft transitioning to boreal forest environments. bridled rage, and unflagging will.

WETLANDS BLACK LOTUS: Savages oft presume this species


Here the lands are perpetually saturated with fresh, of lotus to possess quasi-intelligence because its char-
salt, or brackish water. In winter, this enviroment may coal-grey blossoms tilt and bob at the approach of
remain frozen for as long as four years. Wetlands are warm-blooded creatures. The erudite, however, equate
subdivided into bogs, fens, marshes, and swamps. this behaviour with insectivorous plant species that
display similar qualities. Regardless, the black lotus
Great diversity of plant life is seen in wetlands, in- thrives in the temperate rainforest of the Savage Bo-
cluding submerged (e.g., eelgrass), floating (e.g., lily real Coast, except during the years of Coda (Year 12,
pads), and emergent types (e.g., cattails, papyrus, Fox) to Genesis (Year 1, Bear). When a mammal draws
reeds). Algæ, moss, and lichens prevail throughout all within five feet of the black lotus, the plant slowly nods
wetlands types. Peat (partly decomposed vegetable and turns its blossom toward the creature’s face; next
matter) is found in acidic bogs; this valuable resource it will release a burst of pollen. The hapless victim
is harvested throughout the realm and utilized as heat- must make a death (poison) save or die in 1d4 rounds.
ing fuel. Carnivorous plants grow in wetlands; most
prey on insects, but others on amphibians, birds, and The black lotus is considered a holy plant by the Half-
even mammals (including people). Blood Pictish shamans of the Savage Boreal Coast,
and non-shamans are forbidden to handle it. Some
Every animal type inhabits wetlands. Some of the shamans dare to harvest the plant, using techniques
more commonly observed include bats, beavers, bears, developed by maternal Tlingit ancestors. The blos-
deer, elk, frogs, otters, rabbits, raccoons, rats, skunks, soms are sun-dried and ground to a deadly powder,
sloths, snakes, squirrels, thew wagons, and weasels. the feared (yet coveted) dust of death. This powder
Reptiles lurk in wetlands, including crocodiles, lizards, is a valuable commodity for many villages along the
pterodactyls, snakes, and turtles. Several fish and Savage Boreal Coast who sell or trade it to foreigners
shellfish thrive in marshes, including bass, eels (in- from all about the realm.
cluding electric), flounder, and trout, as well as clams,
crayfish, and oysters. For centuries, Ixian raiders from across the sea would
take the plant by force, though the frequency of these
Birds prosper here too, feeding, nesting, and raising raids has reduced of late. This reprieve leads some to
their young all within the confines of the wetlands. speculate that the dusky-skinned race of priests and
Common types include ducks, eagles, falcons, geese, necromancers at long last have cultivated the plant
gulls, hawks, songbirds, and wading birds. Countless successfully in their secret gardens; or the fecundity
species of insects and spiders also inhabit wetlands. of the Half-Bloods has resulted in bolstered defence.
Giant species include bats, bees, beetles, centipedes, Regardless, the Ixians are reputed to have developed
crabs (marsh only), ferrets, frogs, leeches, lizards, a variant use of the black lotus, mixing its pollen with
snakes, spiders, ticks, toads, and weasels. certain gums or saps to produce the dust of nightmares
and visions.

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GOLDEN LOTUS: In fertile hills and valleys grows go tone. A violet lotus produces about a dozen trilateral
the golden lotus, which greatly resembles the mari- seed pods, each of which contains 300–400 feathery
gold. It blooms from earliest spring until the end of seeds. Ingested seed pods cause paralysis within 10–60
summer. When the blossoms are sun-dried, powdered, minutes; herbivores that graze in fireweed fields (ex-
and then added to wine, enchantments and charms are cepting the more enormous sorts, such as mammoths
dispelled, and madness is cured—even that produced and ground sloths) are likewise subject to this effect.
by the smoky lotus (q.v.). About 100 ground and powdered pods are needed for
a sorcerer or an alchemist to produce a single dust of
RUSSET LOTUS: Oft confused with chrysanthe- paralysis dose, a process mastered by the Ixians.
mums, this species of lotus thrives in any environment
where volcanic activity is notable, including geysers,
hot springs, steam vents, and so forth. This species too
will turn its blossom to face an approaching mammal,
loosing a burst of pollen that does not kill but produces
a potent soporific effect. As a consequence, victims oft
are preyed on by opportunistic predators, scavenging
birds, and the like. The reddish-brown blossoms of the
russet lotus unfurl from late spring to late summer,
so from Tempest (Year 4, Hare) to Drought (Year 8,
Eagle); its leaves (which chewed produce an halluci-
nogenic effect) are generally available except during
Nightfall (Year 13, Bat), for the plant is quite hardy.
Sorcerers and alchemists use the russet lotus to pro-
duce dust of sleepiness.

SMOKY LOTUS: This is a type of floating lily, with


blossoms of light greyish-brown to nigh black. The
smoky lotus grows in ponds where tar pits prevail, such
as Esquimaux Bay, the Lug Wasteland, and Skarag
Coast; too, a profusion of the smoky lotus is said to be
in the pools that dot the meadows north of Erikssgard,
Vikland. Like other water lilies, the smoky lotus has
large, floating green leaves, above which rises the
flower stalk, typically 6–12 inches above the water’s
surface. The flowers bloom during daylight; thus, they
never are seen during Nightfall (Year 13, Bat) and
scarcely during the years of Coda (Year 12, Fox) and WHITE-SPECKLED BLUE LOTUS: These lotus-
Genesis (Year 1, Bear). es grow on the cadavers of humans and beasts. They
resemble a crop of poppies, with lilac-blue blossoms
The smoky lotus presents the semblance of ambu-
dappled white. They grow in tight profusion, mantling
lation. Although it is rooted in the muck below the
the body in which they take root. When a lotus-covered
surface of the ponds, it will “walk” to a warm-blooded
body is approached within five feet, a cloud of blue pol-
target (quite slowly) and then release its thick pollen
len releases. At once the victim will fall to a fit of cough-
spray; this cloud inspires unbridled, frothing madness
ing and sternutation, identical to the effect produced
in the victim. When cultivated and gathered (always
by dust of sneezing and choking; death is inevitable.
a risky proposition), the collected pollen and ground
petals are used by sorcerers and alchemists to produce White-speckled blue lotus blossoms must be gathered
dust of madness. The floating leaves of this plant also when the flower closes, from an hour after sunset to an
are utilized. For example, berserkers are introduced to hour before sunrise. (This condition of course implies
raw smoky lotus leaves even before they are weaned certain periods when the flowers never close and are
from the teat, exciting an innate species of ferocity thus practically impossible to collect.) Gathered blos-
unmatched throughout the realm. soms must be sun-dried and ground to produce dust of
sneezing and choking. Rumours persist that a human
VIOLET LOTUS: This form of lotus is almost indistin-
killed by the white-speckled blue lotus becomes host to
guishable from fireweed (willow herb), which grows in
an alien intelligence that can animate his or her corpse
grasslands, meadows, and the periphery of wetlands.
and ambulate to a new locale; this effect is not known
The violet lotus shares the same wand-like shape as
to manifest in victims of dust of sneezing and choking.
the fireweed, but its flowers shew a deeper, almost indi-

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THE PEOPLE OF HYPERBOREA Most written languages in Hyperborea employ alpha-
bets comprising runes or letters. Other writing systems
The people of Hyperborea are classified by race, which are composed of pictographs (hieroglyphs); i.e., symbols
the learned define as cultural and ethnic groupings that represent entire words or phrases.
with shared physical traits, social characteristics (e.g.,
MAJOR LANGUAGES
language, customs, dress), and common geographic
Sages agree that six major language groups are spo-
origins—most of which can be traced back to various
ken throughout Hyperborea, each with its own distinct
regions of Old Earth. Twelve races of Hyperborea are
dialects. Within each language group, speakers of the
considered primary (comprised of notable to diminish-
various dialects are generally understandable to one
ing populations) and twelve are considered ancillary
another, though simple misunderstandings can be
(on the brink of extinction or not properly surveyed).
cause for tragic consequences.
Of the twelve primary races, nine are considered
COMMON TONGUE: Most people have at least some
“pure,” which is to say they scarcely breed with or
understanding of the Common tongue, if not complete
(in two cases) are sexually incompatible with other rac-
fluency. It is the most universally understood language
es: Amazons, Atlanteans, Esquimaux, Hyperboreans,
of the realm. The Common tongue prevails in the City-
Ixians, Kelts, Kimmerians, Picts, and Vikings. Primary
State of Khromarium and Port Zangerios; consequently,
hybrid races include the Kimmeri-Kelts and Half-Blood
it is the language of commerce. The Common tongue is
Picts, both oft disparaged by their respective parent
a bastardized language that primarily includes Hellenic,
races; however, the erudite dismiss such denigrations
Keltic, and Old Norse elements, but also has evolved into
as lacklustre and frivolous, particularly in light of post–
its own quite extensive lexis. The written form of the
Green Death survival. The most populous primary race
Common tongue utilizes the same Old Greek alphabet of
is “common,” a term intended to imply an admixture
the Hellenic language, which is derived from Phoenician.
of ancestries. Indeed, the tides of war and migration
are well known for effecting racial admixtures, and in ESQUIMAUX TONGUE: Over the centuries the Es-
larger centres of commerce such as Khromarium and quimaux language has split into two divergent dialects:
Port Zangerios, interbreeding is commonplace. The Coastal dialect is spoken in the region of Esquim-
aux Bay, and the Tundra dialect is spoken on the Plain of
Of the twelve ancillary races, ten are considered “pure”:
Leng. The former is influenced by regular contact with
Anglo-Saxons, Carolingian Franks, Greeks, Lapps, Le-
other seafaring peoples, whereas the latter is influenced
murians, Moors, Mu, Romans, Tlingits, and Yakuts. Of
by the absorption of the Lapp and Yakut cultures. Both
the two remaining races, Esquimaux-Ixians are consid-
forms are comprehensible to each other. The written
ered a somewhat recent hybridization, and the Oon are
form of Esquimaux is comprised of a runic alphabet that
deemed a consequence of otherworldly tampering.
shares some features with Keltic and Old Norse.
Twenty-four races are reckoned to survive in Hyper-
HELLENIC TONGUE: This is the root language of
borea. In sooth, even amongst the most accounted for
the ancient Greeks of Old Earth. Outside of the Com-
people, ambiguities are widespread, and census num-
mon tongue, it is perhaps the most frequently spoken
bers are lacking; i.e., none can say with any certainty
in Hyperborea, though the various dialects can be
how many Kimmerians live in the subterranean city
cause for miscommunication. Hellenic dialects include
of Krimmea, except for the Kimmerians themselves;
Amazon, Atlantean, Greek, Hyperborean, and Kim-
likewise for the “Half-Blood” tribes sequestered in the
merian. For one who speaks only the Common tongue,
rain forest deeps of the Savage Boreal Coast. In clos-
Hellenic dialects are perhaps the easiest languages
ing, other races unbeknownst to the sages may hide
to learn. The written form of Hellenic utilizes the Old
in remote corners of the realm, whilst others might
Greek alphabet, derived from Phoenician.
unexpectedly arrive in numbers small or large; such
being the mystical nature of the boreas. KELTIC TONGUE: Two major dialects of the Keltic
tongue are spoken in Hyperborea. These include the
ANCIENT AND Goidelic dialect, the roots of which are shared by Old
Earth’s Scottish, Irish, and Manx ancestors, and the
CONTEMPORARY LANGUAGES Pictish dialect of the Picts. Enough parallels exist for
both groups to comprehend each other, but misunder-
Despite its relatively diminutive size, Hyperborea standings are common. Interestingly, Pictish wise folk
boasts an unusual variety of languages. This is owed insist that their dialect is its own separate tongue, but
to the fact that Hyperborea is peopled largely by rac- sages in Khromarium and elsewhere agree that fun-
es and ethnicities that crossed the veil known as the damental similarities are present. The written form
boreas, or North Wind, at different times of different of Keltic is comprised of a runic alphabet that shares
eras. As such, language variations are notable. some features with Esquimaux and Old Norse.

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HYPERBOREA

OLD NORSE TONGUE: The traditional language MUAT: 814-word language exclusively spoken by the
of Hyperborea’s Viking race is Old Norse, a North people of Mu. Evidence suggests the Mu once had a
Germanic language of Old Earth. Old Norse is spoken complete language system that they later reduced (or
in several non-Viking settlements as a consequence of replaced) for cultural and religious reasons. Its written
the Vikings’ lengthy occupations. Although multiple form is comprised of strangely arranged lines and dots.
dialects of Old Norse may have been spoken on Old
Earth, only one form is commonly spoken on Hyper- OONAT: Unique, limited language that has no mark-
borea, though an Anglo-Saxon dialect remains in use ing of the interrogative status (of yes/no questions,
by its nearly extinct people. The written form of Old etc.) by question particle, intonation, tone, or other
Norse is comprised of a runic alphabet that shares method. The written form of Oonat is not unlike cune-
some features with Esquimaux and Keltic. iform, a complex series of wedge-shaped characters,
though also using uncanny geometric shapes.
THRACIAN TONGUE: This ancient tongue compris-
es two spoken dialects: The Ixian dialect spoken by the TLINGIT: Rare language spoken by the Tlingit of the
Ixians of Scythium, and the Kimmerian dialect, an eso- Barrier Mountains and some Half-Blood Picts of the
teric variation spoken by the Kimmerians who seques- Savage Boreal Coast. It is believed to be a dying lan-
ter themselves in the underground city of Krimmea. guage. Tlingit has no written form.
Evidence suggests that the Thracian language may
have been more widespread during the centuries prior URALIC: Language with two dialects: one spoken by
to the Green Death and may have included dialects no the Lapps of the Plain of Leng and one spoken by the
longer extant. The written form of Thracian employs Yakuts of the Plain of Leng. Both dialects are nearly
a pictographic (hieroglyphic) writing system, though extinct. Some tundra Esquimaux retain knowledge of
there are several glyphs unique to both the Ixians and this tongue. Uralic has no written form.
the subterranean Kimmerians of Krimmea. RARE AND SECRET LANGUAGES
MINOR LANGUAGES A number of rare and secret tongues are recognized
Several languages have a limited number of native throughout the realm. These remain unclassified and
speakers due to war, catastrophes, and the devasta- are reserved for secret societies.
tion known as the Green Death. Some of these dying DRUIDIC: The secret tongue of druids. Its written
languages have been preserved by the Sages’ Guild of form is even more secret, forbidden to all save the
Khromarium, though some may die with their speakers. most venerable druids.
BERBER: The nearly extinct language spoken by HYPERBOREAN ESOTERIC: The clandestine lan-
Moors who endure in hidden places. Aspects of this guage of Hyperborean sages and sorcerers, who refuse
language have been absorbed into the Esquimaux to teach it to other people (though sages of Khromar-
(Tundra) dialect. The written form of Berber is com- ium seek to decipher it). It shares commonalities with
prised of 13 consonants in the form of glyphs; the read- no other language and is believed to contain certain vo-
er must infer the vowel sounds based on context. calizations that non-Hyperboreans are unable to dupli-
ESQUIMAUX-IXIAN: A new language, a peculiar cate; naturally, the disdainful Hyperboreans attribute
Esquimaux pidgin that contains a smattering of Thra- this inability to the underdevelopment of the “sub-hu-
cian (Ixian dialect) and Common terms. This language man” savages. The written form of Hyperborean Eso-
has no written form. teric language is said to employ pictographs.

LATIN: Nearly extinct language spoken by Carolin- SORCEROUS WRITING: The written forms of
gian Franks, Romans, and select sages in Khromari- sorcery employed by thaumaturgists and the like are
um and elsewhere. This language is preserved by the clandestine, mysterious, and extremely abstruse; es-
Sages’ Guild. Latin has its own unique alphabet that sentially these writings are unintelligible to the unini-
shares some features with the Hellenic alphabet. tiated, and even the initiated must tax themselves to
decipher such scripts.
LEMURIAN: Esoteric language spoken by the Lemu-
rians of the Lemurian Remnant, though uncorroborated THIEVES’ CANT: The secret language of the under-
evidence suggests a larger population of native speakers world (including many signs and gestures); pirates are
than earlier suspected. The written form of Lemurian is known to have their own variation. It has no written
comprised of graceful characters and pictograms. form, though it is suggested that there may be manuals
that portray some of the more common hand signals.

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241
HYPERBOREA

CIVILIZED AND BARBARIC tion of humanity by the Green Death, far fewer cities
remain than once did, and of course the political and
POPULATIONS EXAMINED cultural landscapes have changed. Many present-day
cities are not occupied fully, as humanity has failed to
In most regions, human populations are centred in the recuperate properly from the great plague.
village, town, or city, although notable exceptions apply.
Nomadism is a strong component of the more tradition- Most cities are heavily fortified and on the whole dom-
al Kimmerians and likewise the Kimmeri-Kelts. When inated by a single race; exceptions to this norm include
Esquimaux society was more prevalent, its constitu- the City-State of Khromarium and Port Zangerios,
ents embraced a lifestyle of semi-permanent habitation where racial admixtures prevail. Furthermore, two
based on seasons and the tendencies of prey. Now, as cities are occupied by malign humanoids: Ape-men rule
the Esquimaux have been reduced to smaller numbers, the ancient Hyperborean City-State of Kor, and orcs, an
they embrace a more sedentary lifestyle. Hence, it can abominable race of dæmon-blooded Picts, rule Orcust.
be assumed that, with few exceptions, the settlement is Of course, some cities no longer are accounted for, com-
the standard model for communal survival. pletely devastated by the plague and thus fallen to ruin.
SETTLEMENT POPULATIONS FORTIFICATIONS: Fortified manors, fortresses, and
Sages acknowledge that the surveys of the ancients castles protect the nobles and sovereigns from hostile
do not accord with present-day examinations; indeed, incursions. In some cases, an entire settlement is a fortifi-
pre–Green Death surveys would not qualify a settle- cation intended to protect the lord and the lord’s populace
ment of fewer than 10,000 individuals as a city, but in from not just enemies, but the horrors without. When
the Common Æra, qualifications have been modified. independent lords construct fortresses in the hoary
‘ Village: 100–500 persons wilderness, each generally is regarded as his or her own
‘ Town: 500–2,000 persons village or town, depending on the population supported;
‘ City: 2,000+ persons oft these strongholds remain unmarked on maps.

VILLAGES AND TOWNS: Most villages and towns POPULATION COMMUNICATIONS


are located on seashores, waterways, or roads. As As previously noted, most Hyperborean roads have
Hyperborea suffers rapid decay, many old roads have fallen to disuse, scarcely utilized since the Green
fallen to disuse, causing some towns and villages to lose Death. Land communications are not as they were, but
regular contact with the larger centres of population; in the means remain much the same: Horses and camels
sooth, smaller settlements must become self-reliant, or are the primary means of conveyance, though dog sleds,
they too shall pass. Many towns and villages are walled, leaper camels, thew waggons, and woolly mammoths are
for Hyperborea is rife with predatory beasts and mon- noted alternatives. In recent years the enthralment of
sters. Rare is the non-walled community that survives; the bird-men has effected aerial communications; too, ru-
of course, small island villages are notable exceptions. mours persist of sky ships streaking through the air from
time to time. Still, the major mode of travel and commu-
CITIES: Cities are where the bulk of humanity takes nication remains nautical, with vessels of all sizes and
shelter from the horrors without. Since the nigh extinc- makes plying the seas and waterways of Hyperborea.

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POLITICAL AND Atlanteans of Atlantica present the most advanced
(or regressed, by some points of view) aquatic traits:
GEOGRAPHICAL DIVISIONS neck gills, webbed digits, and clammy skin. Atlantica is
reputed to be rich in iron ore deposits and dense mag-
Here follows the diplomatic, oceanic, and topograph- netic stones of grey-black colour.
ic demarcations of Hyperborea as constituted in the
Common Æra 576. Though delineations may not be BARRIER MOUNTAINS
precise, they have been correlated and delimited This glaciated arm of the Spiral Mountain Array rises
painstakingly by some of the finest cartographers of sharply to peaks of 18–20,000 feet that separate the
Khromarium. Lesser bodies of water (lakes and rivers) cold and dry Black Waste from the moist and teeming
are treated afterwards. Savage Boreal Coast. From the heights of the Barri-
er Mountains, one can see New Pictland and beyond.
ALUS MERCURY Legends say that in days of yore, cities of perplex-
This small, mountainous island is dominated by an ex- ing design were carved into the cliffs of the Barrier
tinct volcano for which the island is named. Presently, Mountains. Ages ago glacial tongues slipped over
Alus Mercury is renowned best for its profusion of them, forever shrouding whatever eldritch secrets
yellow, white, and purple poppies, which thrive from they reserved. Oft regarded as an extinct race, the
mid-Renaissance to mid-Twilight. In days of yore, descendants of Tlingit refugees are said to survive in
when Hyperborea was still a mystical continent be- the Barrier Mountains, hidden in cave lairs supported
yond the North Wind of Old Earth (and contemporary by totem pole columns. They live a strict, private life,
with Atlantis, Lemuria, and Mu), here lay a fabulous hidden from the Half-Blood Picts of the Savage Boreal
city of marble and stone where throve the ancient Hy- Coast below them, while avoiding their enemies of old,
perborean race. the Esquimaux and the Picts. They are reputed to re-
ject all foreign visitations, including from Half-Bloods,
It is told that the sorcerer-king of Alus Mercury over-
and they live a rigid lifestyle that their elders believe
saw construction of a grand temple to Hermes, despite
preserves the purity of their moiety culture.
the admonitions of other Hyperborean kings who had
abandoned such faith in favour of the sloth-toad god, BLACK FOREST
Xathoqqua. Legends say that when the temple was The estuary called Black Forest Inlet is met by an an-
completed and the first service held, the volcano erupt- cient coniferous forest that is remarkable for its 300-
ed, killing every Hyperborean man, woman, and child foot spruces. Mythic beasts are reputed to dwell within
who there dwelt. Learned people say this disaster was the confines of this primæval woodland: chimæras,
amongst the first portents presaged by the sibyls of Hy- cockatrices, griffins, harpies, hippogriffs, lamiæ, na-
perborea, who warned of the advent of the Ashen Worm. gas, owl bears, stirges, and wyverns. Too, apes, bears,
The ruins of the old city are said to be buried under the elk, mammoths, sloths, tigers, giant weasels, and other
basalt, a subterranean maze of untold mysteries. animals inhabit the region.
ANLATES ISLES Tales speak of wild cannibals who roam the Black
These small, lush islands are home to hundreds of ren- Forest, living naked as beasts do; sages posit their
egade Amazons (and, as some purport, Ixians), wholly behaviour to be consistent with certain lotus chewers,
submitted to savagery. Naked they live as beasts do, for their madness is punctuated by bouts of extreme
roaming the wild, wroth and terrible to behold. The melancholia. In olden times the Viking King Omo con-
bestial howling of these lunatics can be heard from the quered this region; some sages suggest the madmen of
decks of ships miles offshore. Sages of Fazzuum have the Black Forest to be descendants of his people.
suggested the people of the Anlates Isles to be infect-
ed with a contagious species of madness, or perhaps a BLACK FOREST INLET
rare form of lycanthropy. The Black Forest Inlet is renowned for its treacher-
ous shoals and abundance of great white sharks. It is
ATLANTICA treacherous to penetrate, as it is significantly glaciat-
This trio of islands lies at the edge of the realm and is ed, icebergs breaking off with regularity.
perhaps the last place in Hyperborea where Atlanteans
congregate. A dying race, most Atlanteans have moved BLACK GULL BAY
on to other locales, such as the City-State of Khrom- Regarded as a notable water feature of the greater
arium and Port Zangerios, heedless of their sexual region known as Skarag Coast (q.v.), Black Gull Bay is
incompatibility with other races. The wizardry of their renowned for its shallow waters and silty sandbars rich
ancients, the sorceries and sciences, are all but lost to with mundane and peculiar clam species. Whales are
the modern Atlanteans of Atlantica, and the people wont to beach in the shallows of the bay, whilst black
live as humble fisherfolk and whalers. Furthermore, gulls circle overhead, issuing their sardonic cries.

243
HYPERBOREA

THE BLACK WASTE such ruins have been reclaimed by the forest, though
Betwixt the Barrier Mountains and the Leng Plateau small family groups of Carolingian Franks are reputed
lies the Black Waste. This blasted heath of ash and to build on these ruins.
soot is riddled with craters, within which stand oblong
star stones said to be the menhirs of a cyclopean race Calencia: This village of about 500 persons is built
of otherworldly supermen. Presently the windswept on 40-foot stilts from which the inhabitants remain
Black Waste is no home to mankind, though certain ever vigilant to the threat of ape-men. It is peopled by
Half-Blood Pictish tribes exile criminals to this merci- mixed-blooded Picts no longer associated with either
less desert; even the hardiest Kimmerian scarcely can the Half-Blood tribes of the Savage Boreal Coast or
survive such a death sentence. Half-Blood Pictish wise the pure-blooded Picts of New Pictland. The people
folk say the Black Waste is home to lost spirits and of Calencia are expert weavers and rope makers. Al-
banshees, for when night settles, a cacophony of howl- though their customs (particularly their eating habits)
ing voices sound; too, liches of indistinct purpose are are rather eccentric, they generally are regarded as
said to wander the ashen desert of the Black Waste. hospitable folk, though their religion is black: They
Where the Black Waste meets the Plain of Leng, the pay obeisance to Khalk-Xu (Kraken), “The Dimension-
ice is grey-black; here dwell fearsome arctic monsters. al Dweller.” His octopodous effigies are found all about
the village, from stone idols, to drinking mugs, to war
BRIGAND’S BAY canoe prows, to the totem poles that hem in the cove.
This inlet is lined with the petty holdings of thieves,
outlaws, and other villains. These holdings emerged CRAB ARCHIPELAGO
at the end of the Dark Age, which followed the Green This chain of islands is populated by crab-kin, people
Death. Each is its own fortress of some 500–1,000 in- who idolize and are vassals to the subaqueous, oth-
dividuals. Each is walled, mounted with siege engines, erworldly species known as the crab-men. Crab-kin
and boasts two or more warships. The rulers fancy behave guardedly in the presence of other people. In
themselves dukes or kinglets, but the ruling elite of general, they are disgusted by the ignorance of those
Khromarium scoff at such conceits. who refuse to acknowledge and submit to the suprem-
acy of their alien overlords.
Territorial disputes are bloody and frequent. History
shews that single dukes have managed to assume au- Crab-kin aspire to emulate their otherworldly mas-
thority of two or even three holdings; such dominions ters. With pigments they dye their skin red or blue
scarcely endure, and never have all the holdings of (typical crab-man colours), and they gird themselves in
Brigand’s Bay been united under one banner. Unscru- all manner of eccentric embellishments so as to appear
pulous people both of Khromarium and of Port Zange- more crustaceous. Figures of authority (the foremost
rios maintain business connexions with Brigand’s of seven crab-kin ranks) are empowered to wear the
Bay; they traffic in all manner of stolen goods, illegal moulted shells of adolescent crab-men. Such figures
commodities, slaves, and so on. Racial diversity is the also are granted the right to journey to the subaque-
norm in Brigand’s Bay; hence, admixtures are quite ous cities of the crab-men for further enlightenment.
common, with strains of Kelt, Viking, Pict, Kimmerian,
Esquimaux, and Lapp evidenced. Various towns and villages dot the archipelago. At the
base of the chain, these villages are composed of Pic-
BROKEN COAST tish crab-kin; those at the end of the chain comprise
This region is noted for its deep fjords carved as the Esquimaux crab-kin. Of course, each race believes
Ashen Worm spawned glaciers. Here the glaciers itself superior. Regardless, the towns and villages of
appear to rise from the sea like the walls of an other- the Crab Archipelago mine copper, iron, and gems,
worldly castle. Largely barren of human occupation, and they engage in other menial labour that serves the
this coast is hazardous to navigate; icebergs break off requirements of their alien overlords. Crab-men might
with great tumult, and shoals lie under the water’s sur- be found amongst the villages, typically to oversee the
face. During the winter years, ice sheets extend into progress of their human subjects.
the sea, a cause for further navigational concern.
Kren-Fak: The Esquimaux crab-kin of this village dye
CAPE CALENCIA their skin red to resemble their crab-man masters.
This high-bluffed horn consists of a predominantly co- They also adorn themselves in chitinous titivations.
niferous forest that includes impressive redwoods and When not raiding Pictish crab-kin villages toward the
several stream-cut gorges. The remnants of Hyper- base of the Crab Archipelago, the locals fish, whale,
borean settlements can be found about the cape. These and oversee slaves in copper mines on the nearby is-
ruins are from immemorial times long before the ad- lands. The villagers view travellers suspiciously, but
vent of the Ashen Worm, the rise of the orthodoxy of they will tolerate visitors so long as they bring goods
Xathoqqua, and the arrival of the barbaric races. Most to trade, tributes for the crab-men, or important news.

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DAGON BAY DEATH VALLEY
Few villages dot this coastal region. The people who dwell Sages posit that this cold, dark rent in the realm is bot-
here are of dubious ancestry: Some sages suggest hints tomless and in fact opens to the illimitable Black Gulf.
of Lapp or Yakut blood, whereas others argue that the Ecclesiastics suggest it is an adit to netherworldly
inhabitants present traits wholly inconsistent with any Underborea, where dwell fire giants, salamanders, and
race of mankind. Regardless, the customs of the people dæmons—and perhaps the great Dæmon Lord, Thau-
of Dagon Bay are strange. Many folk exhibit physical de- magorga. On occasion, netherworldly agents emerge
formities unspeakably repulsive; a similar phenomenon from the depths of this place; in other instances they
is manifest at Port Greely, many leagues distant. appear to be coughed up or rejected. Thus, Death
Valley and its surrounding terrain rightly are feared.
Dagon Bay is bountiful with fish and shellfish; however, Tales persist of adventurers who have sojourned into
the waters are known to house fearsome sea monsters Death Valley. Most never return, and others are afflict-
(enormous hydræ, octopuses, and squids). Poets and ed with a strange species of madness, but a scant few
madmen insist that the subaqueous cities of the fish-men emerge victorious, stealing away with untold riches.
(“deep ones”) lie
below the waters
of this bay, but no
concrete proof has
been shewn. Fur-
thermore, some
even suggest that
sleeping Kthulhu
lurks in those im-
possible deeps, ever
dreaming in lost
R’lyeh.

245
HYPERBOREA

DIAMOND DESERT return. Whilst the crew rightly praised the creature,
This coastal desert region boasts the highest-swelling the mariner responded most untowardly: He shot it
sand dunes in all of Hyperborea, some rising as high with his crossbow. Still went the mariner’s ship on a
as 1,000 feet. The desert teems with horrifying beasts, red-painted sea. When his crew began to succumb to
such as the giant scorpion, the sting of which is amongst hunger and thirst, they forced the mariner to bear the
the deadliest in the entire realm. Here purple worms dead reptilian bird on a chain from his neck. Then the
congregate; in fact, sages posit that this desert serves mariner was cursed to watch his crew die, one after
as the mating ground for these massive creatures. one, under Hyperborea’s star-dogged moons.

Diamond Desert is named aptly, for it contains the FIELDS OF VOL


richest diamond deposits in the realm. Natheless, min- These grassy plains teem with wildlife, including au-
ing operations almost always come to unfortunate ends rochs, boar, deer, and wild horses; too, monsters of
(particularly when greed overcomes good sense). Ev- terrible sort rove here. It is not unusual for a herd of
ery attempt at establishing a permanent settlement in woolly mammoths to traipse across the region, and in
Diamond Desert has failed, owing to the blasting sand the boggier locations, thew waggons also are observed.
and aggressive monsters.
The Fields of Vol are roamed by tribes of Kimmeri-Kelts,
The region also is believed to be haunted by spirits of hybrid barbarian nomads. These tribes, which can num-
the damned, for its coastline is a graveyard of ship- ber from 250 to 1,000 individuals, are known to engage in
wrecks recent and archaic. Some ancient hulks even generations-long blood feuds. This internecine warfare
are reputed to exist in the desert depths. These latter is fortunate for civilized folk, for should these savages
lead some sages to believe that much of this desert ever come together, they could pose a significant threat
was once part of the Hyperborean Sea, or perhaps an to Khromarium and its holdings.
inland lake that evaporated.
The Lug Wasteland forms a natural barrier against
ESQUIMAUX BAY the Fields of Vol, as travel through the bogs is treach-
This coastal region is inhabited by the Esquimaux, erous (particularly in the spring and summer years).
amongst the first to arrive in the realm after the great Discord with the full-blooded Kimmerian tribes to the
ice mantle spawned by the Ashen Worm began to thaw. north sufficiently constrains the hybrids from rising
At Esquimaux Bay they fish, dig clams, and embark on against civilization. Likewise, the ape-men beyond the
grand whaling expeditions; too, they venture inland to River Vol pose a constant threat to these barbarians.
hunt deer, elk, and mammoth. Esquimaux engage in Regardless, Kimmeri-Keltic prophecies speak of a sav-
vigorous trade with other cultures, selling fish, whale age warrior who one day will unite the tribes under a
oil, furs, and their distinctive sculptures of yellow ivory. single banner. For these reasons and more, borderland
In recent years, people of the Zangerios Islands have patrols north of Swampgate must remain ever vigilant.
hired Esquimaux carvers to fashion elaborate masks.
City-State of Kor: This ancient city is located beyond
Ostensibly, the Esquimaux present as a quaint, hard- the River Vol, at the shore of Trog Inlet. It originally
working people, but in sooth they reserve a dark secret: was inhabited by the Hyperboreans, who abandoned
They are the descendants of certain Kthulhu cultists of it in days of yore when the Ashen Worm mantled the
Old Earth’s Greenland and were shunned by other indig- realm in ice. Kor remained a dead, haunted city for
enous tribes. Still they abide their old ways, performing countless centuries, even during the more prosperous
unspeakable rites, cavorting about massive pyres, and age preceding the Green Death. At some indistinct
offering bloody sacrifices to their dreaming deity. Some point during the Dark Age, as mankind struggled to
Esquimaux of this region also supplicate Xathoqqua. emerge from the plague, savage ape-men wandered
into the ghost city. With workmanlike purpose they
THE EYRIES rebuilt and repaired, exercising skills and technologies
This wind-blasted island group is laired by a plethora deemed beyond their ken.
of legendary beasts: chimæras, gorgons, griffins, har-
pies, hippogriffs, manticores, minotaurs, pegasuses, It is estimated that some 5,000 ape-men dwell within
sphinxes, stirges, and wyverns. Only the brave or fool- the limits of Kor, and it is believed they retain nearly
ish would dare set foot on the shores of these islands. half that number in human slaves. The ape-men are be-
Notwithstanding, tales speak of a weathered old her- lieved to answer to a mysterious overlord sequestered
mit who dwells here. Those who make his acquaintance below the city; though speculation varies, most sages
soon are beguiled by his rime and verse concerning aver that the overlord is not an ape-man. Regardless,
a mariner of Old Earth whose vessel crossed the Kor is not friendly with any human kingdoms, except
North Wind into lost Hyperborea. A most beneficent perhaps Scythium, as trade ships from Fazzuum have
creature (an archæopteryx) shewed the way to safe been espied leaving its port.

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HYPERBOREA

FLOATING ISLAND OF PARADOXON GAL HILLS


This large island floats in the Black Gulf just beyond These fertile mounds and grasslands bloom with
the Rim of the World and is visible from Thauma- heather, sedge, and poppies. Many Keltic towns and
gorga’s Teeth. It shares the uncanny physical geogra- villages are spread about the Gal Hills, though none
phy of Hyperborea: a flat plane, the topside supporting number more than 1,800 inhabitants. Each settlement
breathable air, with lush, boreal rainforests and grass- has its own blood king (chieftain), some of whom claim
lands of curious colour. The periphery of the Floating (through dubious lineages) to be the rightful over-king.
Island of Paradoxon is met by the Black Gulf, which The druids are the spiritual leaders of the Kelts who
is essentially airless. Notwithstanding, as the North populate the Gal Hills, but to many outsiders (particu-
Wind lashes betwixt the island and Hyperborea prop- larly the ubiquitous Xathoqquans) their religion is held
er, streams of breathable air form to open temporary in low esteem. Menhirs, henges, and ancient barrows
connexions. are spaced throughout the Gal Hills and regarded with
uniform reverence, clan conflicts notwithstanding.
Long was the Floating Island of Paradoxon the do-
minion of Amazons. Here their sorcerer-scientists The people of the Gal Hills raise sheep for food and
built sky ships, laser weapons, and other technologies wool. They manufacture and export a large amount of
largely considered Atlantean innovation. How came clothing to other towns and cities, such as Khromari-
the Amazons into possession of such intelligence is a um. This industry goes through the Keltic city of Gal,
matter of conjecture. Regardless, the Green Death though the roads to Gal can be treacherous: The more
was ruinous to Paradoxon; its entire population was successful their clothing industry, the more sheep they
eliminated by the plague. Some suggest the Amazons raise. The more sheep they raise, the more predators
of the Floating Island judged themselves untouchable are lured, including all manner of lion, tiger, bear, and
and as a consequence paid the ultimate price. wolf; too, giant wolf spiders thoroughly are reviled.

Centuries later, during the latter part of the Dark Age, Bogrest: This small village lies on the north bank of
a barbaric faction of Amazons laid claim to Paradoxon the slow-moving River Maedbh. It was founded some
and soon declared themselves an autonomous state. two centuries ago to extract iron ore from the sur-
Eventually they unearthed surviving texts, and over rounding bogs. The people of Bogrest smelt the ore,
time they knew enlightenment. At length they adopted forge it into bars, and trade the iron to the Keltic clans
the ways of Old Paradoxon, rejecting barbarism and who live along the river and beyond.
reaccepting Law as their canon. The Floating Island of
Paradoxon at present is resourceful and fully self-suf- Dunwich: This small frontier village is perhaps the
ficient; its timbering, mining and crop harvesting are remotest settlement of the Gal Hills. The Kelts of Dun-
successful. No doubt this culture is amongst the more wich are an industrious people. In the foothills of the
isolated of the realm, but it does engage in trade; its Spiral Mountain Array, they herd sheep, hunt musk
unique spices, herbs, nuts, and silks are coveted in oxen, and mine for precious metals and gems.
Khromarium and elsewhere.
Gal City: This is amongst the smaller cities of the
City in the Clouds: On a flat-topped mountain in realm, with a population of some 5,000 individuals
the centre of Paradoxon lies the City in the Clouds, (mostly Kelts). Gal arose in the aftermath of the Green
a metropolis of marble and glass. Here flourishes a Death and its ensuing Dark Age. The city holds no true
matriarchal society, ruled by an iron-fisted monarch authority over the many villages of the Gal Hills (i.e.,
who refuses to bow to the Queen of New Amazonia. Gal City is not the capital of the Gal Hills), but it does
The City in the Clouds once housed more than 30,000 tax those who funnel business through it. Indeed, the
Amazons; now some 4,000 dwell within its limits. The city’s prosperity is predicated almost entirely on its
wilderness below the City teems with savage beasts cloth and fur exports; too, candles, glue, and soap are
and loathsome monsters, some of which arrive via the manufactured within its walls.
Black Gulf from elder worlds and exterior dimensions.
The Kelts of Gal City accept outsiders as permanent
Recent rumours speak of sky ships restored in the or semi-permanent denizens; excepting rulership,
City in the Clouds. Sages of Khromarium reckon this they are afforded nearly all the same opportunities
development (if true) to be the product of otherworldly and privileges as any Kelt. The city is walled and well
support. In the Queen’s castle also is said to be a mys- equipped with siege weapons. In times past Viking
tical looking glass. This curio allows her to observe all raiders invaded, burned, and eventually conquered
of Hyperborea, its two moons, Saturn, and countless Gal—but in a stunning turnaround, the Keltic hillmen
other marvels housed within the vault of the heavens. united and took back the city. After dozens of subse-
quent Viking–Kelt conflicts, the Kelts of Gal City and
the Vikings of Vikland presently observe a truce.

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GIBBERING FIELDS River Okeanos: The Hyperborean Sea is moderately


These grasslands are renowned for their poppy and windy. Prevailing air currents tend to circulate betwixt
lotus fields, steam vents, and violent geysers. The Gib- the 18th and 36th parallels, an effect referred to as River
bering Fields are grazed by aurochs and woolly mam- Okeanos. Here the winds flow in opposing belts, loop-
moth herds; these herbivores attract fearsome beasts, ing and crisscrossing at different junctures depending
including giant hyænas, sabre-tooths, and dire wolves. on seasons and other conditions.
Too, hyæna-man tribes roam these grasslands; their
hysterical, gibbering laughter is cause for fear and These wuthering airstreams are a navigational night-
madness. The Gibbering Fields reputedly are haunted mare to most. Veteran mariners (viz. Amazons, Ixians,
by malevolent spirits. Tales speak of weird, iridescent, Vikings, and Zangeriosans) understand the River
vampiric clouds rising from the boggy meadows. Old Okeanos and use it to their advantage. In Tempest
standing stones, crumbling foundations, and dried wells (Year 4), River Okeanos is plagued by deadly whirl-
have been found in the grasslands, the ruins of a better pools. Sea ice forms from Coda (Year 12) to Genesis
age before the Green Death devastated the realm. (Year 1), and icebergs are a constant threat.

HYPERBOREAN SEA ISLANDS OF THE APE-MEN


Oral legends of the Esquimaux and Half-Blood Picts Most ape-man tribes populating these isles exhibit the
speak of an age when the Hyperborean Sea was man- ability to create stone tools, including spears, arrow-
tled almost entirely in ice; mainland Hyperborea, too, heads, and other implements. They also appropriate
was covered by massive ice sheets. The Esquimaux, weapons of iron and steel, but the science behind
Lapps, Tlingit, and Yakuts are reckoned to have been their founding, the riddle of steel, remains a mystery
amongst the first peoples to migrate mystically from analogous to sorcery in their savage minds. Individual
Old Earth. These resilient folk clung to survival in tribes number as many as 200 ape-men and usually
those few coastal regions where the ice did not flow. include a shaman, from whom they glean the wisdom
Over the ages the ice melted, and the other races be- of Xathoqqua or Yug.
gan to emerge, but by then the Esquimaux nearly had
wiped out the Lapps and Yakuts and were at war with The ape-men of these islands are notoriously hostile to
the Tlingit. humans and to one another. Terrible blood feuds erupt,
provoked by circumstances scarcely understood by
Much has been postulated regarding humanity’s posi- people. In their tribes, a dominant male almost always
tion in the hierarchy of intelligent life on Hyperborea. enjoys all mating privileges. Note that during the win-
Although it is generally agreed that mankind main- ter years (mid-Twilight to mid-Renaissance), a land
tains a semblance of authority on the surface world, the bridge of ice may form betwixt the main continent and
depths of the sea are an entirely different matter. It is these islands. At such times the ape-men will venture
understood that fish-men (“deep ones”) once populated as far as the Kimmerian Steppe and the Fields of Vol,
vast underwater metropolises, and likewise the elder raiding and pillaging as is their wont.
things. Evidence suggests that the artificial species
known as shoggoths turned against their otherworldly ISLE OF GHUL
masters, the elder things, and may have effected their This cursed, desert island is the domain of a heretical
ruin. Whether these races have persevered over the necromancer who purportedly commands a horde of
æons, and at what level of success, is largely a specu- undead minions. The isle is surrounded by reefs and
lative exercise. Certainly, the crab-men who dwell in shews high cliffs from which rise granite towers. A
the depths near Crab Archipelago are more actively spire of basalt ascends from the island’s centre, said to
involved in the affairs of mankind. They oversee the be dwelling place of the dread necromancer. Doomed
activities of certain Picts and Esquimaux (the so-called are the vessels that maroon on the Isle of Ghul.
“crab-kin”). ISLES OF MAEDSID
Regardless, the Hyperborean Sea teems with life. The main three isles of this archipelago rise some 300
Seals and whales ply these waters rich with plankton, feet above the sea. Due to tempestuous winds and tur-
cod, and haddock. Also, halibut and crabs lurk in the bulent waters of the River Okeanos, jagged shoals, and
shallows. Amongst the feared sea creatures are the impossible cliffs, the Isles of Maedsid are avoided by
giant crab, giant crocodile, giant octopus, sea serpent, most mariners. Too, they are said to be inhabited by an
great white shark, giant squid, and killer whale. eccentric sect of druids unaffiliated with the mainland
hierarchy.

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ISLES OF THUR Most tribes of the Kimmerian Steppe number from


These volcanic islands are inhabited by Vikings whose 500 to 1,000 individuals. Three of the largest tribes
ancestors were exiled from Vikland for their refusal to have semi-permanent villages in the arm of the Spi-
submit to Ullr and Ymir. The Vikings of Thur live a ral Mountain Array that penetrates the Kimmerian
harsh existence, shunned by kinsmen and gods alike. Steppe. The barbarians, despite their lack of formal
Worse still, the isles’ volcanoes are active, and at least education, comport themselves well when dealing with
once in their history, nearly all the exiles were wiped outsiders. Kimmerian saddlers and armourers are the
out; too, the Green Death did not treat them kindly. most highly regarded throughout the realm; a suit of
gold-chased Kimmerian plate mail, for instance, can
Still, 500 or more Vikings persevere here, fiercely inde- fetch thousands of gold pieces.
pendent, despite Vikland’s decree that they may build
ships no larger than a færing. Essentially this con- Krimmea: This vast underground city is ruled by an
straint precludes the inhabitants of Thur from crossing eccentric subculture of Kimmerians who closed off all
that hazardous stretch of the Hyperborean Sea known relations with other people—including their steppe
as River Okeanos. Thurssonns (as they oft refer to nomad kinsmen—when the Green Death ravaged the
themselves) view this stricture as intolerably unjust, realm. In the last century, these catacomb dwellers
citing the threat posed by the nearness of Minotaurios. have emerged to engage their cousins of old, trading
rare ores and edible fungi. During the intervening age,
IX they evolved in ways their surface-dwelling kin neither
At the Rim of the World lies the fabled isle of IX, where understand nor appreciate. Notwithstanding, these
the most precocious Ixian sorcerers observe forbidden strange, brooding people are less savage than their
rites and practice unspeakable atrocities. Here the surface-dwelling kin.
walking dead are said to outnumber the living, witches
hold terrifying covens, and the ruling necromancers The people of Krimmea do not admit outsiders into
are infected with a species of incalculable madness. IX their underground city. Their numbers are unknown,
is cradled by the Black Gulf, for the Rim of the World is for none can fathom how acutely they were impact-
fractured around this wicked isle, and a cold, dreadful ed by the Green Death. Some suggest the catacomb
wind blows perpetually across the island’s summit. dwellers to be in league with creatures of otherworldly
or netherworldly origin.
Ominously from the sea rises the island, 200-foot cliffs
of black gneiss atop which grows sparse and wan veg- Mount Forp: Kimmerian oral legends speak of an age
etation. Squat stone towers and bastions are carved when their race, driven by their enemies of old, the
in the mountainous cliff sides, and manors carved of Scythians, entered a foggy vale within the Caucasus
the same black stone stand atop the isle. The island Mountains of Old Earth. Their traditions say the fog
is surrounded by wind-blasted black shoals on which took sentience, becoming a glowing, sparkling entity.
many a ship has been wrecked. The fate that befalls Within the confines of those eldritch mists sounded a
the passengers and crew of such vessels is unfathom- terrible piping that effected potent vertigo, to which
able to the sane. they each and all succumbed. When at length the Kim-
merians stirred, they found themselves in lost Hyper-
KIMMERIAN STEPPE borea, at the summit of this impossible, snow-capped
This cold, grassy region is roamed by large herds of peak of glittering black gneiss. Witches, poets, and
aurochs, camel, and wild horse. Musk oxen, woolly madmen suggest that Mount Forp remains an umbili-
mammoths, and woolly rhinoceroses are plentiful too, cal cord to other worlds and times, but only when the
so it is a strong resource for ivory and furs. It is es- stars are right.
timated that a dozen nomadic tribes of Kimmerians
range the Kimmerian Steppe, each with its own hered- KITASION ARCHIPELAGO
itary chieftain. These horsemen are esteemed as the Few villages dot this vast island chain, for it is home
finest cataphracts in the realm, their thunderous onset to terrible monsters of legendry, including harpies
nigh unstoppable. and manticores (and, in the deeps of seaside caves,
basilisks and gorgons). Passing betwixt the islands
Prior to the Green Death, Kimmerians controlled the is a risky proposition for any vessel; to wit, the most
Fields of Vol, but that region is now dominion of the feared threat is the cyclopes: savage, one-eyed giants.
Kimmeri-Kelts, a hybrid race whom Kimmerians view Notwithstanding, some hardy folk eke out a meagre
with disdain. As a consequence, the borderlands be- existence here.
twixt the Kimmerian Steppe and the Fields of Vol are
hotly contested, the wars bloody and easily provoked. LARCHMERE YYS
Furthermore, Kimmerians cling to generations-old Four and two-score years ago, this frontier valley region
blood feuds and oft war with one another. betwixt the Spiral Mountain Array and Dagon Bay was

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14
settled by a sect of Apollonian pilgrims. Fleeing cultural with lean bodies and long arms. Their skin ranges from
and religious persecution in the City-State of Khrom- a light tan to a jaundiced complexion, and their hair is
arium, they built their village along the River Yys and straight and dark. The eyes of Lemurians are slant-
fenced it with massive larch timbers. The people of ed and likewise dark. Men oft wear long moustaches,
Larchmere Yys Village (pop. 300) are successful crop goatees, or beards, notoriously thin and wispy. They
farmers and righteously religious, unwavering in their are assayed to worship many deities unknown to the
conviction that theirs is the true Hyperborean faith. rest of Hyperborea, but years of trade reputedly have
introduced the ubiquitous Xathoqquan orthodoxy.
In recent years these folk have engaged in trade with
the residents of a small, reindeer-herding village of LENG PLATEAU
Esquimaux discovered upriver, whom they hope to This vast, hostile, desert plateau is deemed uninhabitable.
convert to Apollo. Conversely, the Apollonians have Reputedly it is frequented by the enigmatic men of Leng,
avoided the uncanny folk who inhabit the fishing vil- whose leaper camel sojourns to the region are ill under-
lages of Dagon Bay, for the latter are of an unsettling stood. On the highest windswept tables, they blow their
breed with dubious religious practices. Tensions with haunting pipes, singing the terrible “Song of Azathoth.”
these Dagonites have escalated of late, a consequence
of missing persons and other suspicious affairs. Some of Hyperborea’s largest herbivores (musk oxen
and woolly rhinoceroses) inhabit the Leng Plateau.
THE LEMURIAN REMNANT They attract fearsome predators, including all manner
The Lemurian Remnant consists of a large island sur- of bear, tiger, and wolf. People scarcely visit the Leng
rounded by a number of smaller keys, which sit at the Plateau, though Esquimaux, Lapp, and Yakut tribes
very edge of the world. The archipelago exists within a chase game here; oft they will halt at the foot of the
spatial anomaly: The Remnant seems to encompass a plateau region, fearful of its otherworldly inhabitants.
hexagonal space no more than 24 miles across. Howev-
er, once ships pass through the surrounding tempests LIZARD COAST
to enter Lemurian waters, they find themselves in a These coastal marshlands are inhabited by reptilian
tropical island region 180 miles wide. humanoids known as lizard-men, though how they re-
fer to themselves in their own sibilant tongue cannot be
The Lemurian Remnant is said to be populated with flora vocalized by humans. These creatures are intelligent
and fauna unlike anywhere else in the realm. Of the cit- but not particularly advanced. They are presumed not
ies, towns, and other sites of relative importance, little is to have solved the riddle of steel, yet nearly every tribe
known; in sooth, even the finest seafarers of Hyperborea protects its semi-aquatic lair with modern weaponry.
prefer to avoid the region. Notwithstanding, Lemurian Too, many lizard-men of this region ride giant draco
traders have visited Khromarium, bringing their valu- lizards, which they fit with saddles.
able jade, emeralds, pearls, rare silks, and fruit wine.
Lizard Coast is inhabited by many species of aquatic
Somewhat similar to the people of Mu, Lemurians are and semi-aquatic monsters, especially giant snakes and
a small people, averaging just over five feet in height the oft-sought thew waggons. Massive species of giant
elk dwell here, too. Lizard Coast is
notorious for several deadly forms of
lotus, which nefarious people seek for
various diabolical schemes. Other re-
ports mention deadly plants and trees
perhaps tainted by Evil, as well as
restless spirits and like horrors.

Expeditions into Lizard Coast are no


doubt perilous, for although lizard-men
typically avoid people, they can become
violent upon intrusion. Whether the
lizard-men make war on one another is
unconfirmed. They are understood to
engage in ancestor worship and vener-
ate Xathoqqua, whose ancient shrines
are scattered about the coast.

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LUG WASTELAND a ghost city soon mantled in ice hundreds of feet thick.
This vast stretch of boggy peatland and coastal marsh Millennia later the ice thawed, and the Hyperboreans
is a breeding ground for lumbering beasts, enormous emerged to reclaim the jewel of their erstwhile empire.
insects, and gargantuan monsters. Notwithstanding,
doughty folk harvest peat, hunt big game, and prospect At length they discovered that their realm had lost its
for resources here. In winter, from mid-Twilight (Year connexion to Old Earth and that it was crawling with
11, Mammoth) to mid-Renaissance (Year 2, Fish), this the savage races of mankind. Regardless, they re-
entire region freezes solid. The spring years are re- claimed the ancient city and once again basked in their
markable for fire beetles (oft called jigs) that cavort physical and intellectual supremacy. They took the less-
about the bogs. Scores upon scores emit their fulvous er races of mankind for slaves, arena gladiators, and
phosphorescence, as the standing males “jig” on their test subjects for scientific and sorcerous experiments.
hind legs in most ostentatious displays.
Over time, the Hyperboreans took to chewing lotus
Perhaps the most treacherous region of the Lug leaves and yielded to unspeakable perversities. Too,
Wasteland is its expanse of bubbling tar pits, where they even experimented in druidism, as they esteemed
dwell formless abominations that feed on the flesh of the heathenism of the barbaric Kelts strangely attrac-
warm-blooded creatures, including humans. Aban- tive. The Hyperboreans had become a lax and deca-
doned shrines of Xathoqqua lie here, tangled, over- dent people, consumed by their own devices. As the
grown, and haunted by all accounts. Hot springs also Hyperboreans of Khromarium lolled in stagnation, the
can be found amongst the tar pits; certain druids and barbarians without progressed.
shamans claim these pools possess supernaturally re-
storative and rejuvenescent properties. Then came the Green Death. The Hyperboreans had
ignored the prognostications of their last remaining sib-
City-State of Khromarium: Once regarded as the yls; hence, few families escaped the city before the great
jewel of the Kingdom of Hyperborea, the City-State of plague took its toll. Khromarium was left a lifeless husk.
Khromarium demonstrates a history that predates the Centuries later, during the Dark Age that followed the
rise of mankind. Little doubt exists that this is the oldest Green Death, barbarians claimed the lifeless city. The
city in the realm. Indeed, sages posit that Khromarium’s barbarians multiplied, fortified, and grew in power; they
spiral towers of black gneiss were not carved by human were the antecedents of the more civilized folk of today,
hands. Neither were they intended to accommodate the likes of whom chronicle this very gazetteer. When
bipedalism, but rather something altogether inhuman. the last of the Hyperborean race emerged yet again,
they were powerless to reclaim authority, a cultural
Regardless, for untold millennia Khromarium served as curiosity in the city whence they once ruled an empire.
the capital city of Hyperborea. Here reigned the Hy-
perboreans, a human race that ascended to sorcerous, Presently Khromarium is a dismal, seedy place, choked
scientific, and cultural heights theretofore unseen. As by the smoke of its factories. Some 30,000 or more indi-
the Hyperboreans rose to prominence, they drove back viduals reside in the city. As poverty and homelessness
the former rulers of the continent, the savage vhuurmis. are alarmingly high, reckoning an accurate census is
difficult; estimates of 10,000 itinerants and vagrants
Whilst Hyperborea was still just beyond the North are not deemed hyperbole by the wise.
Wind of Old Earth, deities such as Apollo and Artemis
frequented this paradisal land of endless summer. The Regardless, the bulk of Khromarium’s populace dwells
Hyperborean kingdom was vast and powerful, and at the south side of the city, close to the harbour. Twist-
from coevals Atlantis, Lemuria, and Mu it accepted ing towers of black gneiss dominate the north side of
tributes. In that bygone age, Khromarium was regard- Khromarium. This district is called the “Old City”;
ed as the premier cosmopolitan city of the world. here large groups live on the streets in tents and ram-
shackle dwellings, afraid to enter the towers (which
The Hyperboreans delved in mysteries, arts, and sci-
commonly are held to be haunted).
ences scarcely essayed by lesser folk. They unearthed
Yothic manuscripts and learnt of the terrifying lost Khromarium is ruled by an oligarchy comprising the
races that had descended from the stars in primordial city’s most powerful knights, nobles, and guild masters.
times. Eventually they came to glorify the Old One At present (576 CÆ) Gill Sampatose, Master of the
known as Xathoqqua, who taught the most erudite Mariner’s Guild, serves as Lord Mayor. Khromarium’s
Hyperborean sorcerers the eldritch secrets of Saturn. populace is largely Neutral, though many lean toward
In time the sibyls of Hyperborea presaged the advent of Chaos. Although the city is not without the influence
the Ashen Worm. After all the portents of its arrival were of Law, justice seldom is served with any semblance
met, the Hyperboreans fled to their fastnesses beneath of equality; i.e., the accused had best have the proper
the Spiral Mountain Array. Khromarium was abandoned, connexions or potentially suffer abuse, shame, or death.

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Khromarium has the largest harbour in the realm, the ner of contests and blood sports are engaged during
greatest population of any city, and the broadest repre- festival weeks. Temples and fanes are scattered across
sentation of racial diversity. It is perhaps the only city in the city, most being dedicated to Xathoqqua, of course.
the realm where all the races of humanity might be met,
though this heterogeneity does not diminish the enmity Nominally, the City-State of Khromarium holds do-
some races reserve for one another; e.g., it is not unusu- minion over the whole of the Lug Wasteland, including
al for a Kimmerian to bury his axe in the skull of a hated the towns of Port Greely, Stonebrook, and Swampgate.
Ixian should the two meet in a back alley. The Xatho- These towns are ruled independently, however, and in
qquan orthodoxy dominates the city, and toad-sloth sooth the city exerts little authority over its holdings.
effigies are found in many homes and establishments. Portions of the Lug Wasteland are farmed, and the
Other cults and mystery societies are spread about the peat-harvesting industry provides fuel for the city,
city. Druidism is disfavoured, for many associate the old particularly during the lean years of winter dark.
Keltic religion with the coming of the Green Death.
Port Greely: This fishing town of some 1,200 or more
From coast to coast, like a great semicircle, Khromari- inhabitants has in recent years withdrawn from trade
um is walled, protecting it from the beasts and horrors with other folk. The people of Port Greely are believed
of the Lug Wasteland and the savage barbarian nations to engage in clandestine practices hidden from the eyes
farther north. All manner of siege engines are mount- of outsiders. Too, they have become increasingly noc-
ed on the walls, and where the walls and towers meet turnal; by day the town may seem all but abandoned.
the sea, these weapons may be unleashed on enemy
vessels. The watch has been doubled in recent years, Before the strange times commenced, Port Greely was re-
and patrols increased, for Viking raiders have vic- nowned for its fishing industry. The people of Port Greely
timized various Khromarium establishments. (These primarily gathered shellfish at Greely Shoals, a small clus-
raids officially are “unsanctioned” by the Over-King in ter of islets to the south of the town. Though the village
Erikssgard.) Furthermore, during Nightfall (Year 13, once boasted several taverns and at least two popular
Bat) of recent cycles, Kimmeri-Kelts of the Fields of inns, they presently are believed to be closed to outsiders.
Vol have traversed the frozen Lug Wasteland to assail In the last century, an uncanny trend began to mani-
the city. These invasions have been repelled, but sub- fest, which may or may not have contributed to Port
stantial cause for concern remains, as the Northerners Greely’s isolationism. The people exhibit strange and
reserve an irrational contempt for civilized folk. disconcerting abnormalities: Their heads have taken
In immemorial times, the city of Khromarium doubt- to an odd shape, their necks thick and folded, their
less was met by many roads. Presently much of the eyes bulging. With each passing generation, these mal-
old North Road remains betwixt the city proper and formations appear more pronounced. Ugliness alone,
Swampgate; all other roads have been scraped away by however, is not cause for such seclusion; sages posit
glaciers or swallowed by the bogs. Overland conveyanc- that something more sinister is at work in Port Greely.
es include horses, camels, woolly mammoths, and thew Stonebrook: This town is located at the foot of a
waggons. Natheless, overland travel is but a secondary castle that stands on a high bluff above the open sea.
mode of transport, as most commerce is engaged by sea. Stonebrook is the hereditary holding of a line of dukes
Commercial enterprises from the cities of Erikssgard, and duchesses, also including lands radiating 20 miles
Fazzuum, Gal, Pandoros, and Port Zangerios access this from the town and castle. Traditionally the nobility of
massive port, as do countless towns and villages. Stonebrook is accorded all the rights and privileges of
Khromarium’s ruling oligarchy, but not official seats.
The Khromarium harbour is lined with factories, ware-
houses, taverns, inns, bawdy and gambling houses, Stonebrook is home to nearly 2,000 individuals, though
shops, and services (craft and merchant). These busi- its numbers slowly have decreased in recent years ow-
nesses largely are controlled by the ruling elite: the ing to a series of untoward events surrounding its noble
knights, nobles, and guild houses. Of these latter, three lineage. The architecture of the castle, its catapults and
are notable: The Thieves’ Guild has its hands in sev- ballistæ, and the sheer height of the cliffs afford Stone-
eral operations; the Sorcerers’ Guild is a clandestine brook nigh-impregnable defence from attack. Further-
organization with tangential political influence; and more, the town is high walled in stone to shield itself
the Sages’ Guild, a politically neutral society, consists from landward incursion.
of the finest, most erudite people in the entire realm.
Swampgate: Ostensibly this township of some 1,000
The Khromarium shipyard is the largest in Hyperborea, inhabitants is under the protection of the City-State
and the expert technologies of the Vikings, Amazons, of Khromarium. Here dwell farmers, loggers, hunters,
and Esquimaux are employed with success. The inner herders, miners, and peat cutters. The town is high
city boasts the greatest arena in the realm, and all man- walled with a wooden pallisade. Rangers patrol the

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hostile borderland, holding the frontier from savage Khromarium. The minotaurs of Minotaurios are the
tribes of Kimmeri-Kelts (who have abused these good, hereditary enemies of mankind hunted to nigh extinc-
simple peat farmers for reasons absurd), and protect- tion ages ago. However, they proved immune to the
ing it from the otherworldly horrors that dwell in the horrors of the Green Death; hence whilst mankind
shadows of the Lug Wasteland. floundered, the minotaurs flourished. These humanoid
monsters are not without culture; indeed, they are
MINOTAURIOS renowned for crafting elaborate suits of armour and
Lairing within the subsurface of these volcanic islands some of the finest earthenware in the realm. Despite
is the largest-known concentration of minotaurs. In their notoriety as merciless slavers and eaters of hu-
seaside caves they maintain appropriated vessels: man flesh, the minotaurs of Minotaurios engage in
Viking longships, Amazon carracks, and galleys from trade with humans when it suits them.

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MU MINOR settlements for men deemed proper breeding stock.


In ages past this tiny island was about ten times its They developed a culture predicated on the tenets of
present size. When the Hyperborean sorcerer-kings Law. At length, their kingdom spread to the Floating
and witch-queens were at the height of their power (ere Island of Paradoxon, where spectacular sorcery-sci-
the coming of the Ashen Worm), the isle was settled by ences were developed (or, as some sages would suggest,
people from mystical Mu. The men of Mu paid tribute rediscovered). Over time, clandestine factions formed,
to Khromarium and sought the incalculable wisdom of Amazon cults that refused to comport themselves to
the Hyperborean sages. However, shortly before the the rigidity of Amazon society.
whole of the realm was mantled in ice, a volcanic erup-
tion destroyed most of Mu Minor. Survivors were few. The Green Death did not spare the Amazons despite
their remoteness; pockets of survivors endured, but by
Presently a small village of descendants endures, a and large their society was decimated. For many Am-
diminutive, ebony-skinned people with broad noses, azons, the precepts of the founding mothers were lost
slanting eyes, and straight black hair. The men and to a bygone age. Presently the rulers of New Amazonia
women of Mu Minor garb themselves in long, dun-co- vigorously endeavour to reform their kingdom of old,
loured smocks, and both sexes crop their hair identi- but much remains to overcome. Their population is a
cally. They are a reclusive people who speak a secret fraction of its former self, and the Amazons who have
tongue (Muat, a language of 814 words) and abide re-established the Floating Island of Paradoxon refuse
strange customs. They do not favour foreign visita- to recognize the authority of the Amazon Queen.
tions, and they do not savvy the Common tongue of
mankind. Furthermore, the island is difficult to locate, In New Amazonia, a form of gender discrimination ex-
for the blasting winds of the River Okeanos carry ves- ists in which men largely are considered second-class
sels far off course. citizens, and many are treated as slaves (albeit priv-
ileged slaves). Most Amazon men accept this status
NARATH AND TARATH as natural; they seem to favour the Amazon gynarchy.
These two islands are inhabited by cave-man tribes New Amazonia boasts some unique trade goods, such
whose subterranean lairs are held to be unassailable. as fruits, nuts, saps, gums, and exotic spices. Too, its
Their numbers are unknown, though their population copper, iron, and gold mines are productive, and its
seems to swell and recede in cycles that mirror the 13- woodlands contain a unique tree species, the fibres of
year calendar. During the time of perpetual darkness which make for resilient ropes. The Amazons’ most bit-
they appear to thrive, emerging from the subsurface to ter enemies are the Ixians, whom they have detested
bay at the stars and wage bloody wars against one an- from the times of Old Earth.
other (Narath versus Tarath). The savages of Narath
(south) and Tarath (north) are regarded as servants of Pandoros: This is the capital city of New Amazonia,
Yug and Azathoth, and their sorcery-wielding shamans a society of Law ruled by an autocratic queen. Her
are esteemed formidable opponents. 10,000 Amazons worship Artemis, whose shrines and
fanes are found within the city and without. The Grand
NEW AMAZONIA Temple of Artemis is most notable amongst these, built
This gynarchic nation was founded by lost Amazons of marble, with fluted pillars that stand some 67 feet in
from Old Earth’s Caucasia. In Hyperborea they arrived height. Apollo also is acknowledged, but not in a posi-
at a wild coniferous coast (possibly Black Forest or tive light; indeed, he appears to be an object of ridicule
somewhere along Dagon Bay). Here the displaced Am- in plays, poems, and songs.
azons built a trio of warships and set out to find home.
Pandoros’ markets are rich of fruits, herbs, spices, and
On the icy Hyperborean Sea they were assailed by rare woods, and travellers come from far and wide to
leviathans. By land they were greeted by the brightly patronize these. Cultivating the fibres of its unique
feathered arrows of warlike savages (possibly the Tlingit indigenous trees, the city boasts some of the finest
of the Savage Boreal Coast). For a year they sailed, until ropewalks in the realm,. Pandoros also is renowned for
at length they sought the fabled Rim of the World. When its shipbuilding techniques, perhaps surpassed only by
doom seemed certain, they chanced upon the lush islands the Vikings of Erikssgard. Pandoros conducts vigor-
they would settle and come to call New Amazonia. ous trade with Erikssgard, Gal, and Khromarium, but
less often with Port Zangerios, as the Amazons take a
The Amazons had established a new home, but they dim view of the Zangeriosan lifestyle.
needed mates, so they raided Hyperborean mainland

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NEW PICTLAND
When the Picts of Old Earth’s Caledonia were swept Fidib is remarkable for its massive, black stone temple
to Hyperborea by the sorcery of their ancient sha- dedicated to Tlakk-Nakka. The citadel’s harbour is
man, they arrived at the main isle of an archipelago filled with war canoes. The people of Fidib brook not
they called New Pictland. Here the Picts throve, the visitations of non-Picts, as they consider them-
eradicating small pockets of Esquimaux and Tlingit selves at war with the world.
whose presence on the island was limited. Over time
this once-small cult of tattooed diabolists exploded into Across the Pictish Channel, most Pictish tribes of the
a populous race that spread all about New Pictland Savage Boreal Coast no longer pay tribute to the High
(though some travelled abroad as well). A kingdom was King. These Half-Bloods are considered enemies of
founded and a king was chosen. He ruled the kingdom New Pictland; indeed, even those who continue to offer
from the city of Fidib, and he took his counsel from the fealty are regarded with distaste by the High King and
ancient shaman, called Ptarmigan. his many kinglets. Other Picts who have made lives for
themselves outside of Pictdom oft are regarded as ren-
The Picts of New Pictland waged a long, brutal war with egades, too, even if their initial pilgrimages were out of
the Tlingit of the Savage Boreal Coast, across the Pic- interest to expand New Pictland. The High King feels
tish Channel. It is said to have lasted more than three these émigrés are too far removed from his influence;
centuries, but the Picts prevailed. Systematically they in many cases his assessment is likely true.
began to eradicate the native Tlingit population, but
then a fascinating phenomenon was discovered: When- Ptarmigan Rock: This village of some 400 Picts is
ever unfortunate unions betwixt Pictish conquerors and noted for the sacred rock on which the original Pictish
Tlingit women transpired, the progeny were twins. The immigrants mystically arrived from Old Earth. Ptarmi-
rulers of Fidib concluded that the best way to ensure the gan Rock thus became the first colony of New Pictland,
colonies’ prosperity was to execute or castrate Tlingit but at length its popularity was supplanted by the more
men and assign Tlingit women as wives to the Pictish favourably located Fidib. Notwithstanding, Ptarmigan
conquerors. The strategy was a success, but a species of Rock remains a significant religious and cultural site.
contempt soon grew for these “Half-Blood” Picts.
Ages ago, long before the Green Death swept across
When the Green Death struck, the Picts proved the realm, the rock’s apex was carved in the likeness of
amongst the most resilient of races; their population Ptarmigan, the white-bearded shaman who led the Picts
merely halved. Sages suggest environment, diet, and to Hyperborea. The image shewn on this effigy has long
sorcery as potential explanations. Presently many since faded, though some say that the stone transmits
tribes and fortress villages are found throughout New mystical protections to full-blooded Picts. Lastly, Ptar-
Pictland; each has its own kinglet, but in the walled migan Rock is a rookery for a most peculiar breed of
citadel of Fidib resides the high king. seasonally camouflaged grouse able to mock human
speech. Pictish shamans esteem these birds sacred, to
New Pictland is a land of significant resources. It be sacrificed to forest spiders when both moons are full.
may well have the most plenteous mines of electrum
and silver in the realm. Likewise, the islands produce NEW VINLAND
furs and rare woods. The Picts are not active traders, New Vinland is a land of rolling hills rich with wheat,
however, for they believe they are the supreme race of elderberries, and blackberries, though it is perpet-
the realm. Notwithstanding, clandestine cults are said ually vulnerable to stormy weather off the Hyper-
to exist in New Pictland whose members subscribe to borean Sea. This peninsula and extending islands have
druidism, a forbidden religion. The islands’ woodlands switched hands amongst Vikings, Kelts, dispossessed
are reputed to be festooned with webs, and astonish- sea reavers, and ultimately Vikings again. History
ingly massive spiders have been reported; the latter shews that the Vikings were first to settle the region
are regarded with disturbing reverence. after a series of conflicts with local skrælings (loosely,
“foreigners”); sages believe these may have been Es-
Fidib: This massive citadel of wood and stone with ad- quimaux, Lapps, Tlingit, or Yakuts.
joining city is the capital of New Pictland (pop. 12,000).
Here rules the High King, a savage, intractable war- In that bygone age after the ice thawed, yet before
rior whose thirst for domination will not be slaked. His the Hyperboreans emerged from their mountain fast-
chief advisor is a seemingly ageless, white-bearded nesses, the Vikings built their sturdy longhouses in the
shaman known as the Ancient One; some dare whisper hills. By all accounts they throve. When the Vikings
that this is Ptarmigan himself, undying. made inland forays and were met by the Kelts, numer-
ous skirmishes ensued, and the races became bitter en-
emies. Unfortunately for New Vinland, Vikland lacked
the resources to support the colonies continuously.

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At length, the Kelts were victorious, overthrowing the New Vinland elderberries and blackberries are popu-
Viking settlements of New Vinland. The Kelts bred lar trade products, oftest used for wine and jelly; too,
cattle in New Vinland and harvested its wheat and the Vikings harvest bountiful wheat crops. They also
fruit. Druidism flourished in the region, and menhirs raise goats, pigs, sheep and domesticate aurochs. Last-
were erected all about the hills. Then came the Green ly, a few copper and silver mines also are worked.
Death, and the Kelts of New Vinland were annihilated.
Sea-Wolf Island: Sea-Wolf Island is dominion of Ragnarr
Centuries later, bands of reavers settled the penin- the Sea-Wolf. It has two small forests, which are utilized
sula and islands. Theirs was a lawless, bloody society, for their timber and other resources (game, etc.), and a
predicated on murder and robbery. When they sought copper mine that yields significant copper and a lesser
to control the waters surrounding their lands, a recu- amount of other precious metals. In addition to the typical
perating Vikland would not suffer their aggression. resources of New Vinland, whaling is a sporadic resource
A short-lived war ensued, the Vikings driving off the for the Vikings who inhabit this island.
unorganized reavers. It is believed that many of the
surviving reavers settled the Brigand’s Bay region. Ragnarrheim: This town is ruled by the feared and be-
loved Viking warrior Ragnarr the Sea-Wolf. The jarl’s
Presently New Vinland prospers again, with five steading is hemmed in by walls of timber and stone,
longhouse villages, each of 800–1,200 inhabitants. and it boasts a prominent longhouse within which the
Each town is its own petty kingdom, owing fealty to Sea-Wolf presides. Ragnarrheim is home to some 850
the Over-King in Erikssgard, for New Vinland is con- or more Vikings: thewy, broad-chested men, long-
sidered an annex of Vikland. Relations with the local limbed women, and hardy children. Ragnarrheim over-
Kelts are better, and healthy trade proceeds. looks a small bay where the jarl’s drekar (longships)
lie moored. Smaller farmsteads dot the island, bringing
another 150 or more Vikings under the Sea-Wolf ’s rule.

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ONJA COT suggest that Kthulhu dwells in a lost city deep below
This small, forested island lies within the confines of the frozen Plain of Leng.
that most treacherous belt of ocean currents known as
the River Okeanos. Named after its seemingly immor- RED DESERT
tal shaman, Onja Cot is the dwelling place of Pictish This vast, cold wasteland is composed of dry, rocky,
cannibals whose abominable customs are shunned even sandy terrain with patches of steppe. Humans are not
by the Picts of New Pictland. Naked but for masks wo- known to settle the Red Desert, but iron, lead, and salt
ven of leaves and grasses, these savages file their teeth mines are established from time to time; these oft come
to points and roam as beasts do; notwithstanding, they to unfortunate ends. Other people seek the rare forms
are cunningly intelligent. of lotus reputed to grow amongst the steppe scrub.

The savages of Onja Cot produce fine war canoes that Wild asses, camels, goats, and horses dwell in the Red
they use to pillage mainland Hyperborea, abducting Desert. Reptiles of many species inhabit the desert,
men, women, and children for their unspeakable rites. including giant lizards, snakes, and crocodiles (where
They are said to grind the flesh of their victims, de- the two major rivers flow). Tribes of hyæna-men are
vouring it raw after mixing in dried lotus leaves and said to roam the Red Desert, and packs of blink dogs
other spices. This engorgement excites them to re- have been reported.
ligious fervour as they cavort about their island and
engage in terrible orgies, all under the watchful eye of SAVAGE BOREAL COAST
their living god: the shaman Onja Cot, whose coffers This temperate evergreen rainforest is rich of firs, hem-
are said to be laden with ivory and gold. locks, pines, and ancient redwoods (the tallest in the
realm at 400 feet), with an understory of ferns, mosses,
PLAIN OF LENG and shrubs. The area is perpetually foggy and presents
Excepting the lofty heights of the interior Spiral Moun- the most precipitation in the realm, conditions attribut-
tain Array, no place in Hyperborea is colder than the ed to the position of the Barrier Mountains. The Savage
Plain of Leng, for the winds are relentless. This frigid Boreal Coast originally was settled by the Tlingit, who
tundra is considered uninhabitable by most people, found the region sufficiently familiar to their tastes.
except the doughtiest Esquimaux, Lapps, and Yakuts. They built plank-house villages fronted by brilliantly
The Plain of Leng is roamed also by musk oxen, woolly carved and painted totem poles. Oft they skirmished
rhinoceroses, and woolly mammoths. with Esquimaux, but most disputes were internecine.

Dog-sledding tribes (mostly Esquimaux) herd rein- Then came the wild, tattooed, red-haired savages from
deer and hunt mammoth on the tundra, and oft they across the sea: the Picts. In a long and brutal war that
give chase to the elusive black fox, the pelts of which lasted three centuries, the Picts systematically crushed
fetch rich sums. The tribespeople also ice fish through- the Tlingit. The conquerors soon concluded that the
out winter years. They are known to build igloos or expansion of their empire could not succeed without
erect tents framed by mammoth tusks and covered in Tlingit manpower. Thus, Tlingit males were castrated
mammoth and musk ox skins. They trade furs, skins, and enslaved, or put to the sword, and Tlingit women
fish, and ivory; on occasion they harvest gems. were taken as wives; consistently and unfailingly these
unions produced twins. So was born the hybrid race
On the Plain of Leng, Esquimaux, Lapp, and Yakut present in the region today, a race that has recovered
alike are said to leave offerings to Ythaqqa, the god from the Green Death more quickly than others: Half-
of the abominable snow-men. After centuries of blood- Blood Picts.
shed, unassailable diseases, and general misfortune,
the Lapps and Yakuts have largely been conquered by Predictably, a cultural divide grew betwixt the Picts
the Esquimaux, but small family groups of these races of New Pictland and the Picts of the Savage Boreal
are said to thole dreary existences. Coast. The Half-Bloods were influenced by their ma-
ternal ancestry and learnt to carve totem poles, masks,
Astounding creatures thrive in this waste, from fear- and elaborate war canoes. The Picts of New Pictland
some tundra beasts, to roving abominable snow-men, were interested solely in the war canoes and at length
to perhaps the most enigmatic species of all: the men of forbade totem poles.
Leng. Whether the men of Leng are of Earthly origin
or not is a matter of conjecture. They are a nomadic In due time many coastal tribes of the Savage Boreal
race of satyrs who communicate via music and empa- Coast renounced their ties to New Pictland. Presently,
thy. On their leaper camels, they traverse the sheeted few continue to pay tribute to Fidib, where the brood-
plains (and likewise the Leng Plateau). It is said they ing High King reserves great contempt for the Half-
follow winds that produce spectral harmonies, the Bloods. War is inevitable but unnecessary so long as
terrible “Song of Azathoth.” Some poets and madmen the savage Half-Bloods continue to battle one another.

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lands known as The Tors, that rise to the center of


Many Half-Blood Pictish-ruled villages subsist the island into a low mountain range comprising three
throughout the Savage Boreal Coast. These are high- notable peaks: Shaa Ch’aak’ (Mount Eagle), Shaa
walled affairs because of the constant threat of forest Gooch (Mount Wolf), and the central Shaa Yéil (Mount
monsters. Most contain 800–1,200 individuals (or some- Raven).
times more). They still venerate the spider goddess
Tlakk-Nakka, but many pay obeisance to Xathoqqua SCYTHIUM
as well. They also revere the totem spirits of animals This sickle-shaped isle at the Rim of the World is home
(most notably Raven) and their ancestors. Too, clan- to Ixians. They are ruled by necromancers and priests
destine cults are said to offer human sacrifices to “The of the snake god, Yig (Apep), though some exalt Mor-
Dimensional Dweller” known as Khalk-Xu (Kraken). dezzan or Tlakk-Nakka, too. Ixian slaver galleys are
feared and renowned about the realm, as they always
Because the Half-Blood Picts of the Savage Boreal Coast
carry sorcerers who enchant and ensorcel the unwary.
have no common king, they tend to keep themselves in
With the exception of slaves and concubines, non-Ix-
check, as tribal warfare is prevalent. To the Sages’ Guild
ians are forbidden to roam the island of Scythium; they
of Khromarium they are deemed to be volatile savages,
may visit Fazzuum, however.
dangerous by all accounts. Notwithstanding, the Half-
Bloods are more apt to trade with outlanders than are The island is semiarid and imports much of its wood
their cousins across the Pictish Channel, who consider from other isles, though most structures are built of
themselves at war with the world. The Half-Bloods’ sandstone. Fields of wheat and rye thrive on the is-
region is bountiful with bear, crab, salmon, and seal, land, which is also rich in mineral resources, such as
and the bordering mountains rich with gold, electrum, copper, electrum, iron, and platinum. Several species
silver, copper, and gems. Lastly, in the foggy depths of of lotus are cultivated throughout Scythium, utilized
the Savage Boreal Coast, where loathsome monsters by sorcerers who create deadly powders from the pol-
lair, thrives the most potent plant species of the realm: len and dried, ground petals of these plants.
the black lotus.
Fazzuum: This is the capital city of Scythium, home
Wolf ’s Head Island: This island has the distinct shape to some 15,000 freemen and an estimated 2,000 slaves
of a wolf ’s head facing south; thus, some Half-Blood of various racial derivations. The city is noted for its
Pictish tribes and most outsiders call it Wolf ’s Head massive ziggurats dedicated to Yig (Apep). Fazzuum
Island. The island’s geography is a mix of thick tem- trades spices, lotus leaves, platinum, and slaves. Its
perate boreal rain forests, amid boulder strewn hill merchants visit cities such as Khromarium and Port

Zangerios; too, they might be the only


humans to engage the ape-men of Kor
and the orcs of Orcust.
Non-Ixian visitors are permitted in Faz-
zuum, but the city is regarded as danger-
ous (particularly at night). Owing to the
frequency of disappearances, travellers
are advised to arrange for safe lodgings
and abstain from impairment. Travel
beyond the city limits is forbidden to
foreigners.

Fazzuum is ruled by a mysterious cabal


of powerful sorcerers said to be descen-
dants of Green Death survivors. Many
received their sorcerous instruction on
the fabled isle known as IX; to have sur-
vived this ordeal is a testament to their
aptitude, dedication, and power. These
unseen rulers issue decrees from sub-
terranean depths below the ziggurats;
here lurk the deadliest and most colossal
snakes in all of Hyperborea.

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SHARATH descendants. Villages were established, but relentlessly


This cold desert peninsula is one of the least forgiving were they assailed by beasts and unspeakable horrors.
regions in all of Hyperborea. Here, at the Rim of the
World, terra firma converges with the illimitable Black The settlers were hard-pressed but soon gained the
Gulf. At the very precipice, one of the six Great Obe- succour of strange, corpulent humans of pink skin
lisks rises some 555 feet from the ground—the only and porcine countenance. The unsightly people com-
Great Obelisk that emerges from land, not sea. manded power and respect in the hostile wilderness,
and thus they readily were accepted. So too were their
Sharath is blasted relentlessly by the boreas, which gods, netherworldly beings of no uncertain power.
here finds a singular point of ingress to Hyperborea.
The winds blast down like an interminable maelstrom. The strange, porcine people were not quite people at
As a consequence, Sharath is coated with the grey all; in sooth, they were swine dæmons able to assume
dust of corroding planets and the black ashes of ex- the quasi-appearance of men. In short order they took
tinguished suns. Orb-like formations rise from the rip- as wives the daughters of Half-Blood Pictish settlers;
pled and cratered desert landscape; sages posit these so was born the abominable orc race. The young wom-
to be half-buried star stones. en bore litters of from three to six creatures; their vi-
olent deliveries oft killed the human mothers of those
Sharath long has served as an interstellar port of call earliest generations.
for arrivals from Saturn, Yuggoth, other worlds (and
netherworlds), and extra-dimensional planes. Too, Presently orcs control the majority of the Skarag
dæmons, night-gaunts, and other nameless horrors Coast, except for the tar pits (the domain of brutally
arrive at Hyperborea via Sharath. Sharath’s black, violent, cannibalistic cave-men). Notwithstanding,
dust-impregnated soils support small forests of mutat- Skarag Coast generally is considered dominion of Or-
ed scarlet cacti. Likewise, patches of leprous lichens cust. Under the iron fist of their king, the orcs of the
and other strange, russet-coloured vegetation some- Skarag Coast mine iron, copper, and lead.
times are harvested by Ixian necromancers.
City-State of Orcust: This stark city of timber and
In days of yore, Sharath was traversed by the first stone is home to some 8,000 orcs who uniformly vener-
Ixian arrivals, sorcerers who sought to achieve lost ate the Dæmon Lord, Thaumagorga, and the dæmon
Hyperborea. For many generations the Ixians called princes who serve that dark fiend. The orcs of Orcust
Sharath their home. They built high-walled citadels are a violent, despicable race constantly at war with
that enclosed massive ziggurats, but ultimately the mankind, raiding, murdering, and raping. Their weap-
land proved too hostile, so they abandoned Sharath in onsmithing and shipbuilding techniques are inferior to
favour of Scythium. The cities were swallowed by the those of humanity, but what they lack in craftsmanship,
dust, and those who remained behind were entombed. they offset in brutality, industriousness, and fecundity:
The orcs breed as animals do, producing litters that
Presently Sharath is a haunted land. The cold, swollen grow to maturity in short years (usually a decade).
sun presents as a nebulous, ruddy glow, for the land
is ever aswirl in a miasmal haze. When the howling The City-State of Orcust is known to engage in trade
boreas quavers and undulates over Sharath, its vibra- with Ixian city of Fazzuum. Sages of Khromarium
tions can be heard in distant lands. Certain bards of posit that under the rule of the right leader, Orcust
esoteric learning are acute to this phenomenon; they eventually could rival any of the last great nations of
call it the “Song of Azathoth.” Hyperborea. Fortunately for humanity, infighting and
disorganization thus far have precluded this develop-
When people venture to Sharath (usually not of their
ment. Presently Mag Nor is the orc king of Orcust, a
own accord), most never are seen again. A few return
massive humanoid who eats the raw flesh of his ene-
withered, white-haired, and wild-eyed, babbling of
mies and any servants (or family) who instigate him.
nameless horrors, immemorial cities, and massive gem
formations said to glisten beneath the dust. Poets and Wold Phellora: Betwixt Skarag Coast and the Dia-
madmen tell of liches aimlessly drifting across the mond Desert lies a river-fed bay hemmed in by misty
dust-thick deserts of Sharath. fens. Here on the banks of the River Vhuurmis can
be found the secluded village Wold Phellora, found-
SKARAG COAST
ed some two-score years ago by a priest of Kthulhu
During the Dark Age that followed the Green Death, the
named Guthlak. This tall, sallow-skinned ecclesiastic
Half-Blood Picts of the Savage Boreal Coast migrated
led his followers here, to the site of an outré, green-
east and founded new villages in a region the Tlingit
black stone sculpture. The effigy is carved to portray a
called Skarag Coast. In their oral tradition, the Tlingit
bloated, corpulent, octopodous being set on an oblong
regarded this region as dæmon-haunted, but this super-
pedestal etched with indecipherable characters.
stition would not dissuade their venturesome Half-Blood
(continued)

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The wicked people of Wold Phellora are said to harvest Mount Vhuurmithadon: This colossal, treble-peaked,
a strange brown mould, the spores of which they intro- extinct (or dormant) volcano rises from the epicentre of
duce to their food and wine. In high concentrations this the Spiral Mountain Array. Largely composed of black
infusion produces an hallucinogenic effect that intensi- gneiss and rising some 40,000 feet in elevation, Mount
fies their dream-quests to liberate Kthulhu. Presently, Vhuurmithadon is named for its extensive population
inbreeding in Wold Phellora is cause for some disturb- of vhuurmis, though many seekers refer to it as the
ing deformities; hence, the cultists are reputed to ab- Black Crown of the North. The vhuurmis, humanoid
duct outsiders so as to preserve their abominable ways. beast-men, lair in caves that pock its black, glassy face
at lower to middle elevations.
SPIRAL MOUNTAIN ARRAY
The most prominent geographical feature of Hyper- All meridians intersect at Mount Vhuurmithadon;
borea, the Spiral Mountain Array is named aptly for hence it is not only the centre of the Spiral Mountain
its shape, a central axis from which appurtenant arms Array, but the very axis of the entire realm. Notwith-
extend. In the centre of Hyperborea the mountains are standing, the Black Crown of the North is not found
highest, averaging 25–30,000 feet in elevation and com- easily. Contained within the impossible undermoun-
posed largely of granite and black gneiss. Here exist tain depths of Mount Vhuurmithadon lies a cyclopean
the most powerful and frigid winds, with blasts cold mega-dungeon of Underborea where dwell gods, mon-
enough to freeze a person solid on contact. sters, and otherworldly races. Here may be found un-
told mysteries and treasures beyond comprehension.
Glaciers grip the axis of the Spiral Mountain Array,
forming a polar cap. Substantial glaciation also extends STRIPED GULF
along the arms of the range, with icebergs breaking off The Striped Gulf is renowned for its bounty of striped
where the glaciers touch the sea. The limits of the polar bass and shellfish. Esquimaux tribes and the crab-kin
cap flex with the seasons, expanding during the winter of the Crab Archipelago ply these waters; thus, con-
years, stagnating during the spring and fall years, and flicting territorial claims sometimes result in blood-
shrinking during the summer years. Hyperborean shed. In the subaqueous depths of the Striped Gulf,
history asserts that the polar cap was spawned by the crab-men are said to breed giant crabs.
coming of the Ashen Worm in that bygone age when
the continent was part of Old Earth. THAUMAGORGA’S TEETH
This extinct volcano chain emerges from the waters
The extent of the Spiral Mountain Array is evinced by at the Rim of the World. Barren cones rising sharply
the island chains that extend from the Hyperborean from turbulent waters, they are named after the cruel
mainland all the way to the Rim of the World. Signif- Dæmon Lord, Thaumagorga. Some dare whisper that
icant volcanic activity persists throughout the Spiral the Dæmon Lord himself maintains a secret lair with-
Mountain Array; violent detonations shake the entire in; too, legend tells of him holding conclave here with
realm and sometimes mantle the atmosphere in vast the six dæmon princes.
clouds of ash for weeks, months, or longer.
Many unfortunate vessels have been driven to Thauma-
In the icy depths of the Spiral Mountain Array dwell gorga’s Teeth, to certain doom. Through the ages, many
some of Hyperborea’s most enigmatic species. These a captain has confronted a difficult choice: fall off the
creatures of otherworldly origin have laired under Rapids at the End of the World, or face shipwreck and
ice and stone since times immemorial; their purposes eventual starvation on these barren slopes. Pterodac-
remain unfathomable to even the most sagacious folk. tyls seem to favour this impossible region, building their
Only the peerless Hyperboreans are known to have eyries high on the cliffs; the winged lizards fly down to
plumbed the antediluvian depths of these mountains. pick the bones of castaways or feed them to their young.
Legend has it that ancient cities lay hidden under the
ice of the Spiral Mountain Array, the work of other- THORGUNNA’S ISLAND
worldly builders. These elder beings arrived from the This shunned, volcanic isle is the domain of a feared
Black Gulf long before mankind arose from the lowly and maligned Viking völva (witch), Thorgunna, and
depths of apedom, when Old Earth was but a steaming her naked horde of lotus-chewing wild berserkers.
morass bombarded by meteors. This odd mix of Vikings and Kelts regard her as their
goddess. She is reputed to have dwelt on this isle since
before the first Vikings arrived in Hyperborea.

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TINSAAR attempt to descend these impossible cliffs, believing


Essentially, Tinsaar is a piece of rock thrust from the sea. the floor to be a few hundred feet below, but usually re-
The isle is blasted by high winds, for it lies on the verge of signing to failure after no bottom is achieved. A bard’s
River Okeanos. It supports no forest, soil is minimal, and song tells of a bubbling lake at the bottom of the valley
the grasses are scraggly. Notwithstanding, it serves as whence the mists are birthed. Half-Blood Pictish sha-
a key port of call for Amazons and those who trade with mans say that a god called Khalk-Xu dwells below the
New Amazonia. Consequently, Tinsaar is loosely under mists. Descriptions of this god and his appalling appe-
the ægis of the Amazons, despite its independence. tites suggest him to be one and the same as Kraken,
“The Dimensional Dweller.” His worship in this region
Port Tinsaar: This port once served a pirate outpost, is traced back to people of Yakut lineage, considered
the formidableness of which proved unassailable. Hun- nearly extinct, though recent reports indicate tribes of
dred-foot cliffs surround Port Tinsaar, which made it nigh Yakuts convening at this site when both moons are full.
impenetrable to invasion; too, the pirates set the cliffs
with catapults and ballistæ. Regardless, the Green Death VIKLAND
accomplished what no warships could—wiping out the This island group is regarded as the heart of the Vi-
entire population of the island. During the last century, king kingdom in Hyperborea. Here is where the lost
Port Tinsaar has been resettled by a mix of merchants, ships of Erik the Red’s fleet touched land after being
traders, expatriates, and rogues. Mostly these are racial swept away by the North Wind. Those 350 men, wom-
admixtures, with a decent amount of Viking and Amazon en, and children called it Vikland, and here they settled
blood in the mix. Fewer than 1,000 permanent settlers and built their longhouses. They named their village
dwell here, one-third of whom comprise the militia. Erikssgard after their lost (presumed dead) leader.

TROG INLET Soon the Vikings were graced by the presence of Ullr,
This narrow firth is considered hostile waters, con- the exiled god who once sat on Hliðskjálf, the throne
trolled by the ape-men of the City-State of Kor. The of Odin. The Vikings offered to him their handsom-
gnarled humanoids patrol these waters on their crude est daughters in return for his favour. Ullr walked
war canoes. Too, the ape-men range the coastline of amongst those early Vikings for a time, and they soon
Trogos, and from their wooden towers they send vol- learnt that he paid tribute to Ymir. Thus it came to be
leys of arrows, bolts, and sling stones at trespassers. that the frost giant god became their supreme deity,
During the winter years, Trog Inlet freezes solid, and the precepts of the Æsir were abandoned.
thawing by mid-Renaissance (Year 2, Fish).
Eventually the Vikings struck afar to víking, raiding
TROGOS the villages of the Esquimaux and Half-Blood Picts
This forest is cut by deep slot canyons where streams (both of whom they called skrælings). They avoided
and waterfalls flow. Ferns and stunted evergreens line the old ghost cities, such as Khromarium, still vacant
the moist walls of these impossible gorges, whence rise since the coming of the Ashen Worm. When at length
rolling mists that fill the whole of the forest Trogos. the Hyperboreans returned to reclaim the jewel of
Rare woods and strange herbs are cultivated in the their former empire, the Vikings largely kept their
surrounding woodlands. distance. Then came the Green Death. The Viking race
was devastated by the plague, yet they persevered.
Besides roving bands of ape-men from the City-State
of Kor, no settlers live in the forest Trogos, at least not Vikland is on the cusp of the River Okeanos, a span of
since the immemorial time prior to the Green Death. latitudinal degrees within which hazardous whirlpools
In the canyon streams, however, some prospectors manifest and strong belts of wind persist. The Vikings
have made their fortunes panning for gold. No one have mastered these winds and use them to their ad-
ever has accounted fully the abysmal depths of the slot vantage, circling the realm in their drekar (longboats)
canyons of Trogos, whence terrifying creatures are and then veering landward to targeted destinations.
reputed to issue—particularly the lamp-eyed troglo- Shipbuilding is a major vocation in the kingdom, and
dytes. Other reports speak of the Oon, a strange sub- shipyards are found in nearly every village and town,
terranean race, emerging from the canyons. It is said all of which are ruled by jarls who answer to the Over-
that surface-roaming Oon oft are preyed upon by the King in Erikssgard. The woods teem with wild beasts,
otherworldly, insectan phoongh. so furs and skins are valuable commodities, too. Lastly,
Vikland is an excellent source of iron, copper, silver,
VALLEY OF MISTS gold, and gems; mining operations are extensive.
Hemmed in by glaciated mountains and volcanoes, this
massive chasm billows a steady flow of frigid vapours. Erikssgard: This is the capital city of Vikland, whith-
The valley’s black gneiss slopes fall precipitously; too, er all Vikland jarls pay tribute. It boasts a population
they glitter with tongues of solid ice. People sometimes of some 11,000 Vikings, all derived from the initial

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350 settlers, and perhaps 2,000 more thralls. It is es- settlements are here, though hunting trips are encour-
timated that some 40,000 inhabited this city before aged (and sometimes the god himself deigns to join the
the Green Death. The city is 95% pure Viking stock. hunt). Viking sages and shamans take long sojourns
Non-Viking men are forbidden to have relations with here—sometimes never to return, other times returned
Viking daughters; failure to abide this law results in the wiser. To maintain his favour, jarls and riddere
the guilty being shackled to a wall as an axe-hurling (knights) send Ullr the fairest of their daughters.
target. Likewise, Viking men known to have relations
with non-Viking women face exile. XENADON
This small, lush island is the domain of the witch-wom-
Erikssgard is not viewed favourably by other cities an Lur, a red-haired, green-eyed vixen of freckled,
and towns due to persistent, “unsanctioned” Viking milk-white skin. Astonishingly comely, the witch-wom-
raids. Notwithstanding, the city engages in trade with an is ever immune to the ravages of time and ageing.
Gal, Khromarium, Pandoros, and Port Zangerios. The She commands a league of renegade Amazons, as well
finest shipbuilders in all of Hyperborea call Erikss- as a host of savage beasts reputed to intuit her will. In
gard their home. immemorial times, a prosperous city of Xathoqquans
throve on the island of Xenadon, but now it lies in ruin,
Mount Ymir: This island is the dwelling place of the swallowed by the snake-infested forest.
god Ymir, most hallowed amongst the Vikings, but also
venerated by some Kelts and Kimmerians. The island XIN
features one enormous peak, which rises some 20,000 This windswept, arctic plateau is hostile and uninhabit-
feet above the sea and to which cling no fewer than ed, a place where whispering winds, howling banshees,
20 glaciers. The whole of the island is gripped by ev- and frightening, scorpion-like humanoids preside. Xin
er-shifting ice and is constantly aswirl with lashing, frig- is renowned as a place where monks (of Law, Chaos,
id winds. The coast is locked by ice sheets from which and Neutrality alike) journey for spiritual illumina-
great bergs detach. Even the sturdiest of icebreaking tion. Some indeed return enlightened, albeit aged and
vessels cannot achieve three miles of the coast. weathered, whereas others return raving lunatics;
others still are seen neither hide nor hair of again. It is
Somewhere within Mount Ymir dwells the brooding, said that the most brilliant of auroræ spring from Xin,
irascible god himself, who seldom condescends to va- leading some religious scholars to posit that this place
cate his fastness. Few people have seen Ymir’s terri- is favoured by Aurorus, “The Shining One.”
ble face, but the god Ullr is known to ski Mount Ymir
to receive the frost giant’s decrees. Some whispers YTHAQQA PLATEAU
suggest that Ymir takes counsel from a cabal of elder This frozen, wind-blasted tableland is inhabited by
things that he thawed from antediluvian ice. abominable snow-man tribes. These despicable hu-
manoids bring female human captives to their canyon
Ullr’s Island: This wild and pristine isle is the dwelling cave lairs. Here unspeakable atrocities occur, resulting
place of the god Ullr. Per Ullr’s decree, no permanent in the births of further abominable snow-men—always
male, and always
killing their hapless
bearers.

White apes and other


horrors that share the
uncanny capacity to
withstand the frigid,
relentless climate are
said to lurk here, too.
Esquimaux legends
say the deity Ythaqqa
abides here. Weath-
erworn effigies of
the god lay scattered
about the region, as
well as strange totem
poles carved from
black gneiss.

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ZAKATH DESERT overland trade ensured the continuous flow of wealth


This windswept waste is dry and cracked, dotted with into the city, resulting in impressive innovations and
patches of scrub. Within scattered, spring-fed oases grow astonishing insights. Contrastingly, only the inner
the finest pomegranates in the realm (popularly used to quadrants of the town now are occupied; the insatiable
make wine). Rich deposits of rubies and sapphires are desert sands never rest in their consumption of the
sprinkled throughout the Zakath Desert, buried beneath local plains (and thus the ancient city).
the hard-packed sand. Renegade nomad tribes roam the
region; they are the bane of all mining outfits, sabotaging Most Xambaalan buildings are drab and dust-coloured,
operations and destroying equipment. These tribes are constructed of mud-baked brick with a plastered
largely said to be of mixed ancestry, though horse-riding exterior. Older structures reflect the city’s wealthy
Moor tribes have been reported. antiquities; they are assembled of stone (oft marble)
and tiling. Homes of the affluent are decorated with
City-State of Yithorium: The City-State of Yithorium frescoed walls and painted using locally sourced dyes.
(pop. 8,000) is ruled by the iron fist of a witch-queen
who is as cruel as she is beautiful and voluptuous. Fed The crumbling outer districts of Xambaala are re-
by natural underground springs, Yithorium was origi- served for the enslaved. This broad area comprises
nally a lush oasis settlement in the centre of the Zakath ruins: dwellings of long-dead families, governmental
Desert. It was a place of commerce where people could buildings, monuments, academies, forums, crypts, and
find sanctuary from the horrors of the desert. marketplaces. Here the slaves erect crude shacks and
excavate old buildings to occupy as squalid homes.
No one knows what hands built the original structure
discovered in the centre of the oasis. The hundred-foot ZANGERIOS ISLANDS
tower carved of grey-black alien stone featured ar- These isles are renowned for their bounty of shell-
chitecture unlike anything theretofore seen, and its fish and cod. Fishermen of indistinct lineage first
interior divisions betrayed a race undoubtedly alien. settled here ages ago. They were esteemed humble,
Still, the place was vacant, so people occupied and hard-working people, but they reserved a dark secret,
built around it. Over time, bloodshed erupted, and the as demonstrated by the lewd and nameless stone-
settlement underwent several shifts of authority. Then carved effigies recently unearthed.
came a ruinous earthquake, followed by the Green
Death. Yithorium was a dead city. Regardless, for countless generations the fisherfolk of
the Zangerios Islands throve—until the Green Death
During the Dark Age that followed the Green Death, swept through, nearly decimating their population.
the ruins were claimed by a doughty band of merce- In the subsequent centuries, the island people slowly
naries led by the ageless beauty now known as the recovered. At length, though, their society was over-
Witch-Queen of Yithorium. Still she dwells in that im- run by a steady influx of pirates and freebooters who
memorial tower. On occasion, when it suits her whim, ultimately assimilated the customs of the natives.
she takes a lover, but never do these puppets long sur-
vive, so tales speak. Today the people of the Zangerios Islands embrace an
eccentric tradition of mask wearing, which stretches
The City-State of Yithorium nominally controls the back to the centuries-long Dark Age that followed the
breadth of the Zakath Desert and oversees all mining plague years. Indeed, the citizenry wear upper face
operations. Independent prospecting is encouraged, masks on all public and most private occasions; don-
but the Witch-Queen requires ample remuneration. ning a domino (loose cloak) is an optional embellish-
The City-State considers the desert nomads enemies ment in most circumstances. To go without one’s mask
to be slain or enslaved. is considered an act of indecency (particularly in Port
Zangerios) and is punishable by flogging and public
Xambaala: This large town has a population of ap- humiliation (pillories and stocks).
proximately 2,000 persons, more than half of whom are
slaves. It is governed as a satrapy, being part of the Zangeriosans possess a multiplicity of masks for a
expansive and outlying territories of the City-State of variety of occasions; they effectively shew mood, in-
Yithorium. Xambaala once was renowned for its exten- tent, festivity, religion, social caste, affiliation, and/or
sive wealth and affluence; now, decadence and decay occupation. The most elaborate masks are carved of
depict the town more accurately. mammoth ivory or moulded of precious metal and set
with valuable gems, rare feathers, and so forth. Out-
Prior to the Green Death, Xambaala was a cosmopoli- siders likewise must abide this eccentric tradition and
tan city filled with the sage knowledge of its prodigious thus are instructed to wear masks that indicate them
occupants: architects, astronomers, mathematicians, as foreigners; typically, these are provided before pas-
scholars, and sorcerers. Widespread seagoing and sengers alight.

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Port Zangerios: Oft called the “City of Masks,” this NOTABLE RIVERS AND LAKES
small, overcrowded port of some 20,000 inhabitants
is regarded as wild, lawless, and corrupt. Thickets of Numerous rivers and lakes variegate the Hyper-
masts routinely crowd the harbour; a hundred or more borean landscape, almost all the result of expanding
tall ships of all makes can be moored here at any time. and receding glaciers. Rivers oft freeze during the
From these, Port Zangerios can call upon a formidable winter years and begin to thaw by early, middle, or
navy of privateers, some of whom are sanctioned by the late spring. Many lakes present as cloudy, mineral-rich
governor to make “appropriations” when duty calls. bodies; they too are subject to winter freezing. Most
Hyperborean rivers and lakes are abundant with salm-
The city is a haven for cutthroats, gamblers, lotus
on, trout, and crayfish, attracting predators mundane
chewers, prostitutes, slavers, thieves, and traffickers
and supernatural alike.
of all manner; the mask-wearing tradition seems to
exacerbate current trends. Violence on the streets
RIVERS
can erupt at any time, and competing leagues, associa-
tions, and guilds vie for control of the city. Power shifts
Black River Yleil: This dark watercourse, fed by the
can occur overnight; the seat of governor is never long
Barrier Mountains, cuts across the Black Waste and
tenured and oft esteemed unenviable.
ultimately feeds the River Leng. Numerous beasts and
Port Zangerios is reputed to monsters frequent the Black River Yleil, but where it
be a favourite dwelling place cuts through the Leng Plateau, the river is deemed
of the god Rel, who is said haunted. The ancient Hyperborean King Yleil is said
to enjoy the revelry of the to roam the banks of the river, a lich of uncertain pow-
city’s culture with its many er, yet ever lost in the bottomless depths of his own
doxy and gaming houses. black thoughts. Notwithstanding, he has galvanized
The deity himself is said to other restless beings: ghasts, ghosts, ghouls, skele-
don a variety of elaborate tons, zombies, and other liches, all of whom await King
masks. These visitations, Yleil’s bidding. Soothsayers presage a time when King
however, do little to impinge Yleil will emerge from his preoccupations to gather his
on the otherwise prevalent undead horde and lay waste to mankind.
Xathoqquan orthodoxy of
Port Zangerios.

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Bloody River: The Bloody River is born high in the that flock to its banks throughout Tempest (Year 4) of
Spiral Mountains and crawls slowly across a bleak and every cycle. These degenerate quasi-men are conjec-
dreary landscape before emptying into Black Gull Bay. tured to journey from their cliff-side lairs in Mount
Along the west bank of the river rise rocky hills, where Vhuurmithadon out of some instinctual racial memory
sanguinary mists are wont to cling long after Helios that they are compelled to obey. (Some assert that the
has risen each day, whilst from the swampy east bank beast-men are urged to trek to their traditional mating
stretch fields of sickly yellow grasses that are gradual- grounds.) Regardless, even in Wold Phellora, the dis-
ly overgrown by dark and gloomy pine forest. The riv- turbing vocalizations of these degenerates can be heard
er’s surrounding landscape is nigh-silent, save for the for several months of Tempest.
droning of misshapen insects and the sardonic cries of
the black gulls circling endlessly overhead. River Vol: This river forms a boundary between the
barbaric Kimmeri-Kelts who roam the Fields of Vol
Nod’s Chain: From the hoary heights of the Spiral and the ape-men who rule the City-State of Kor. The
Mountain Array to the glaciated foothills below, Nod’s river is named after a bloody Kimmerian chieftain who
Chain is a winding waterway, each bend likened to once conquered his rivals and for a time ruled the sur-
the links of a chain. From Deluge (Year 5) to Drought face-dwelling Kimmerians.
(Year 8) of the 13-year cycle, the river flows freely and
feeds Lake Nova, from which massive trout (as much River Yys: This cold, mineral-rich river is fed by the
as 200 lbs.) migrate to spawn. During the intervening Spiral Mountain Array. It cuts through the valley re-
years, the surface of Nod’s Chain remains frozen. gion known as Larchmere Yys and ultimately feeds
Kimmerian hunters and trappers sometimes prowl the Dagon Bay.
frozen hills through which Nod’s Chain runs. However,
eerie lights, uncanny footprints, windborne whispers, LAKES
and weird piping are cause for even the doughtiest Abbicca’s Mere: This broad, shallow lake is enclosed
barbarians to avoid the cold banks of Nod’s Chain. by hills, fens, and ancient woodlands. Steam wisps
River Leng: This, the longest river in the realm, be- from its tepid waters, and sometimes the water boils;
gins in the reaches of the Spiral Mountain Array; Ice too, geysers are said to erupt most unexpectedly and
Lake and Black River Yleil serve as major tributaries. spectacularly. Abbicca’s Mere is named after the im-
The northern half of the River Leng, where it cuts mortal witch Abbicca, who is said to protect the lake
across the Plain of Leng, is ever frozen except from and the beasts that inhabit it.
Deluge (Year 5) to Drought (Year 8). Ultimately the Some say Abbicca is not human, but of some forgotten
River Leng empties into the Striped Gulf. antediluvian race of reptilian humanoids; others sug-
River Maedbh: This slow-moving river empties into gest she is of otherworldly origin. Regardless, Abbicca
a fjord-etched firth of New Vinland. It generally is is reputed to dwell on a small, lush island hidden in the
viewed as the western boundary of the Gal Hills. The mists, her whims unpredictable. Indeed, local Esquim-
Keltic village of Bogrest lies on its bank. aux routinely avoid Abbicca’s Mere, ever fearful of the
witch’s caprice.
River Omo: Viking legends speak of Old King Omo, a
warrior-king who settled mainland Hyperborea in olden Ice Lake: The area surrounding this frozen lake is pop-
times. The enemy of skrælings (presumed to be Esqui- ulated by five semi-nomadic Esquimaux tribes. Many
maux, Lapps, Tlingit, or Yakuts), Old King Omo was generations ago these Esquimaux abandoned the pre-
renowned as a bloody crusader who annihilated local cepts of their Kthulhu-worshipping cultish ancestors.
tribes. He was heralded as a champion by fellow Vikings Here they adopted a simpler life, where Ice Lake (and
and denounced as a brutal murderer by others. By his other local lochs) is a primary resource for survival.
axe Old King Omo repelled Keltic raids for untold de- However, they never were able to escape their occult
cades. Several sagas attest that he reigned more than roots; eventually they began to make offerings to the
100 years; even Keltic verses speak of his astonishing extra-dimensional being known as Kraken.
longevity. When Old King Omo finally fell (in battle, of Ice Lake thaws for the two years of High Sum-
course), legends say the tears of his people formed the mer Waxing (Year 6) and High Summer Waning
River Omo, which feeds the Black Forest Inlet. (Year 7), but is always bountiful with fish. When the
River Vhuurmis: The upper reaches of this river are lake is frozen, the locals bore into the ice to fish its
frozen throughout the winter years but thaw by early depths. In recent years, the tribes have expanded to
spring, flowing freely from Vernal Equinox (Year 3) to include some people of Half-Blood Pictish ancestry,
Autumnal Equinox (Year 10). River Vhuurmis is noto- which is cause for further racial admixture.
rious for its preponderance of vhuurmis, “beast-men”

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Lake Nova: The surface of this bountiful lake thaws NORTH WIND (Boreas)
from Deluge (Year 5) to Drought (Year 8), though is In immemorial times it was the North Wind (boreas)
frozen throughout the remaining years. Lake Nova is that hemmed in Old Earth’s realm of Hyperborea.
fed by Nod’s Chain and drains into Brigand’s Bay of Upon crossing its frigid currents, one entered a mythic
the Hyperborean Sea. The lake supports several boggy, land of endless summer. Here the people were a bless-
wooded islands. Lake Nova is rich with enormous trout ed race of nigh-immortal, preternaturally gifted sor-
and catfish. However, attempts to ply its waters typical- cerer-scientists known as the Hyperboreans. Gods and
ly result in disaster, for the lake is inhabited by a colony heroes visited the realm, for Hyperborea was deemed
of aquatic hydræ of extremely aggressive temperament. the finest nation in the world, taking tributes from its
coevals Atlantis, Lemuria, and Mu. Then came Yik-
A legend regarding Lake Nova dates back to the cen- korth, “The Ashen Worm,” and all was changed. The
turies-long Dark Age that followed the Green Death. how and why are left to speculation.
It speaks of a saucer-shaped sky ship that burned
down from the firmament and here crashed. A group of Presently the North Wind roars beyond the edge of
intrepid adventurers from Khromarium is rumoured the realm, several miles outside the six corners delin-
recently to have located the crash site on one of the eated by the Great Obelisks, past the Rapids at the
islands. It is told they unearthed terrible weapons that End of the World. Indeed, the North Wind is met by
unleash death rays of fire. the great vacuum that is the Black Gulf. Unceasingly
it lashes around the realm in two opposing hexagonal
MARVELS AND WONDERS belts. It often ushers in people, monsters, dæmons, and
otherworldly beings from various times and places. It is
OF HYPERBOREA said to house the deity Boreas (though some religious
scholars posit that in sooth the god is imprisoned within
Hyperborea abounds with ultramundane topographi- the North Wind). Also, the North Wind is reputed to be
cal phenomena that both astonish and terrify. home to other beings; specifically, hordes of night-gaunts
are said to glide its endless streams.
GREAT OBELISKS
These pillars of black stone stand at the six corners RAPIDS AT THE END OF THE WORLD
of the world, each marking 0° latitude at the edge of Loci of fear and veneration to seamen, the Rapids at
the Black Gulf. Each Great Obelisk stands 555 feet in the End of the World are where the waters of the Hy-
height and measures 55 feet along each of its four sides perborean Sea spill from the Rim of the World to the
at the base. The sides taper as they rise 500 feet to infinite Black Gulf. Within 12 miles of the edge, these
the base of the pyramidion (small pyramid at the top falls pull with unmatchable power, sucking any vessel
of the pillar). Each side of the pyramidion measures to her doom. Vessels are tugged at about 10 knots,
34 feet, and each pyramidion rises 55 feet to its apex. which means the doomed have about one hour to con-
sider their mortality.
Five of the Great Obelisks obtrude from the sea at the
verge where the Rapids at the End of the World spill. Whither goes all the water that cascades off the edge of
Each is believed to stand on a pedestal of stone with a the world, none can say with any certitude. Some sages
flat top at sea level. The sixth Great Obelisk rises from suggest the North Wind captures the water and pulls
the dusty desert peninsula of Sharath. it up into the Hyperborean atmosphere to at length
The Great Obelisks are composed of otherworldly fall as precipitation. Others suggest that it curls to the
black stone consistent with minerals derived from underside of the realm, an airless land of volcanoes,
Yuggoth. Each is graven with curvilinear designs and acidic oceans, and constant earthquakes, where dwell
strange geometric patterns. Native Hyperboreans dæmons and other nameless horrors. The water that
claim that these ancient enigmas are not amongst Old seeps up through this hostile area purportedly pushes
Earth’s marvels and must have risen when (or shortly through the Hyperborean Sea, though also feeds the
after) the Ashen Worm laid its icy curse. underground lakes and seas of Underborea. Little evi-
dence corroborates these suppositions.
Sages, sorcerers, poets, and madmen alike concur that
the six Great Obelisks were produced by otherworldly
or extra-dimensional beings. Amongst them, the elder
things, Great Race, and mi-go oft are held culpable
for the creation of these astonishing constructions.
Whether or not the pillars are hollow remains a matter
of conjecture; if so, these structures conceivably could
harbour beings of otherworldly origin.

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HYPERBOREA

R’LYEH UNDERBOREA
Forbidden texts aver that this loathsome city æons ago This is the mythic realm of legendry, a vast subterra-
was fashioned by colossal, shapeless beings from other nean kingdom where dwell gods, dæmons, monsters,
dimensions. Certain Pnakotic fragments suggest that and netherworldly beings. Poets and madmen relate
R’lyeh is a metropolis of nightmares, with cyclopean wild tales of vast cities and impossible cavernous
vaults housing slimes, oozes, and other amorphous depths populated by untold races. Learned folk find
life forms. Most notably, it is the dwelling place of wholesale acceptance of these claims troubling. They
the dreaming deity Kthulhu, where he sequesters his can agree, though, that evidence supports the exis-
unspeakable hordes of aboleths, fish-men, and more tence of subterranean societies of indeterminate ori-
otherworldly horrors. gins, including the uncanny ghost-men called the Oon.
But perhaps the most storied portion of Underborea is
For millennia, tracing back to Old Earth, the following that which exists beneath Mount Vhuurmithadon, the
phrase has been repeated by Kthulhu’s raving cultists: Black Crown of the North.
Ph’nglui mglw’nafh Kthulhu R’lyeh wgah’nagl fhtagn.
Loosely translated, this apophthegm means, “In his
house at R’lyeh, dead Kthulhu waits dreaming.” In
days of yore, it was held that R’lyeh lay hidden be-
neath the South Pacific Ocean of Old Earth, but other
locales have been reported. In Hyperborea, where the
scarlet sun bloats thicker and sheds less warmth, and
as the stars grow dimmer, R’lyeh is rumoured to lie in
the ocean deeps of Dagon Bay. However, certain Es-
quimaux shamans insist it lies within a black reservoir
beneath the ice sheets of the Plain of Leng.

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RELIGIONS OF HYPERBOREA
As a component of faith, some religions seek to organize through the establishment of fanes and temples. Others
erect menhirs and megalithic stone circles. Others still perform sacred ceremonies in tree rings or sites of his-
torical significance—perhaps where a star stone fell from firmament, or where a great king perished in battle.
Some make offerings at the foot of a mountain, or even the mouth of a volcano. Priestly raiment varies according
to religion from simple to elaborate. Too, variety is found in holy symbols, mask-wearing customs, body paint,
incense use, holy oils or waters, and so forth. Traditions are limitless.

The deities of Hyperborea do not comprise a pantheon; we the Sages’ Guild are largely uninformed, we have
rather, they are a disparate group whose connexions to elected to include the only one of which we have been
one another vary. Some are reputed to have dwelt in adequately apprised. Several deities are derived from
Hyperborea since an age when Earth was a steaming Old Earth, whilst others are of alien or extra-dimen-
morass of primordial soup. Some are said to have risen sional origin. Dæmon worship also is known, though
to prominence before and during mankind’s ascension typically manifesting in the form of a clandestine cult.
from the lowly depths of apedom. Furthermore, other Of course, not all deities are tangible entities that pro-
deities watch from outré dimensions and nether places vide gifted adherents with sorcerous powers. Indeed,
afar, or planetary bodies in relatively close proximity. savages have been encountered who will venerate an
The gods are not without their conflicts and struggles idol, a stone, a tree, or a mountain; too, some will view
with one another, but these affairs scarcely involve their king or chieftain as divine.
mankind.
APOLLO
The deities oft are esteemed to be aligned loosely with This deity of Law is associated with light, the sun,
Law, Chaos, or Neutrality, and thus they are present- healing, archery, swordsmanship, music, and poetry.
ed with such attributions. Most sages agree that the He is the twin brother of Artemis and is said to walk
moral strictures and principles of mankind (right and amongst mankind, oft feigning mortality as a gold-
wrong, Good and Evil) are largely alien to them. In en-haired youth whose wont is to join the ranks of com-
sooth, even the attributions of Law, Chaos, and Neu- mon soldiery. When depicted with bow in hand, Apollo
trality may well be dubious distinctions. is identified with death, distance, terror, and awe;
when depicted with the lyre he is identified with music,
Each deity is associated with shapes, forms, states, poetry, and dance. Some scholars posit that Apollo has
events, and other sundries. These associations are taken many mortal women as his lovers and that his
neither exhaustive nor exclusive. Individual cults and demigod progeny are scattered about Hyperborea.
religions will have unique interpretations of deific
agendas; so too will opposing races of humanity and ARTEMIS
the various subhuman and inhuman species. This deity of Law is associated with hunting, forests,
hills, chastity, fertility, and independence. She is said
Chief amongst objects of worship in Hyperborea is to manifest as a regal warrior-woman and is reputed to
Xathoqqua, whose faith reassumed prominence in the favour huntsmen and matriarchal societies. The twin
aftermath of the Green Death. Kthulhu is likewise sister of Apollo, Artemis is said to dwell amongst the
significant, for his Chaos cults flourish as the centu- forests of Hyperborea, especially those of New Amazo-
ries dwindle and the cold, scarlet sun deepens and nia and the Floating Island of Paradoxon. Some believe
swells. Although most people of Hyperborea worship she watches Hyperborea from Phobos, the smaller of
Xathoqqua, this overarching orthodoxy does not pre- Hyperborea’s moons.
clude the veneration of other deities in lieu of or in
addition to the toad god. For example, the Esquimaux AURORUS, “The Shining One”
chiefly worship Kthulhu, but when sledding across the This deity of Chaos is associated with auroræ, stars, me-
Plain of Leng, they might pay tribute to Ythaqqa to teor showers, comets, sorcery, and witchcræft. Aurorus
spare themselves of his hunger. Vikings almost always is reputed to be a formless goddess who typically mani-
pay tribute to both Ymir and Ullr. People who worship fests as a swirling, sparkling mist. A commonly held be-
Artemis oft worship Apollo, too—though most Ama- lief is that Aurorus dwells within the most shimmering
zons are reputed to regard Apollo as a fool. of auroræ that oft fill the Hyperborean sky. Three-faced
effigies are carved to represent Aurorus, but these
The following deities do not comprise an exhaustive are nothing more than imagined representations. She
list. Other divinities are worshipped in various corners speaks with a tripartite female voice and grants knowl-
of the realm; indeed, in the remote Lemurian Rem- edge in exchange for animal and human sacrifice.
nant, several deities are said to be worshipped, but as

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HYPERBOREA

AZATHOTH HELIOS, “The Sun”


This deity of Chaos is associated with confusion, en- This deity of Neutrality is quite literally the sun.
tropy, infinity, insatiable hunger, madness, vibrations, Helios is associated with light, warmth, fire, rebirth,
ceaselessly beating drums, and haunting flutes. Aza- righteousness, blood, and power. He oft is depicted
thoth is reputed to exist outside the ordered universe, as a scarlet-skinned giant with a beard of fire, and in
a blasphemous, amorphous blight of bubbling Chaos. artistic renditions he also is portrayed riding a golden
It is said to dwell at the centre of infinity, beyond time chariot pulled by a team of flame-hoofed horses. Some
and space, ever gnawing and ever hungry. Azathoth sages posit that Helios is but another aspect of Apollo,
represents mindless, unspeakable horror and is be- though Helios’ mystery cults reject this notion. Oth-
lieved to infect with madness the psyches of those who ers suggest that Helios (cold, scarlet, and bloated) is a
invoke it; the wise speak not its name except in hushed dying god, whose fate is dictated by forces he is pow-
tones. Notwithstanding, certain bards and shamans erless to command. Of course, his followers refute this
tap into mystical vibrations associated with this Sultan view, too, for they believe Helios one day will assert his
of Chaos through use of percussive instruments and power and consume all in unquenchable fire.
flutes. These techniques oft are learnt from the enig-
matic men of Leng. KRAKEN (KHALK-XU), “The Dimensional Dweller”
This deity of Chaos is associated with extra-planar
BOETZU, “The Celestial Serpent” travel, outré dimensions, cosmic hunger, energy ab-
The ancient Lemurian deity of Law, Boetzu is associ- sorption, human sacrifice, time travel, illusion, duality,
ated with the sun, light, law, agriculture, society, pro- and reincarnation. Kraken dwells in a negative dimen-
tection, duty, enlightenment, and the circle of life. The sion and is said to manifest as a colossal octopus when
philosophy of Boetzu includes ideas about filial piety, invoked by his high priests. When a human sacrifice
hierarchy, stoicism, loyalty, and proper government. is chained to Kraken’s altar, a mauve tentacle reaches
Boetzu is said to manifest in the guise of a gargan- forth from elsewhere to touch the sacrifice, at once
tuan, serpentine dragon, or as a grizzled old sage in absorbing it. Frighteningly, Khalk-Xu might in sooth
the garb of an itinerant monk. Lemurian ecclesiastics be one of many Krakens, an entire race of deific ex-
claim that Boetzu’s celestial dwelling lies in the three tra-dimensional beings whose worship may have been
mythical Shamballa Mountains. Scholars of mainland introduced by the Yakuts.
Hyperborea purport that these mountains are none
other than the treble-peaked Mount Vhuurmithadon. KRIMMR
This deity of Chaos is associated with horses, volca-
BOREAS, “The North Wind” noes, smoke, ash, courage, bloodlust, iron, and steel. It
This deity of Chaos is associated with arctic blasts, is told that Krimmr is a gigantic, bearded warrior with
the North Wind, blizzards, and captivity. Boreas man- massive thews of stone and eyes that bleed lava. He is
ifests as a bearded, massively built warrior swathed said to dwell in a magma-filled hall of stone and deigns
in swirling winds and wielding a spear. Legends say to shew himself only to those followers who have been
he is cursed and controlled by Yikkorth, “The Ashen slain in unwinnable battle. Krimmr favours the bold
Worm”; some Amazons aver that he was slain by Ar- and despises the weak; those who beg his favour are ei-
temis and now exists as a mindless entity of perpetual ther ignored or levied with a curse. Kimmerian proph-
wind. Boreas is believed to dwell within the confines ecy speaks of Krimmr one day mounting his enormous
of the North Wind, whipping about the perimeter of steed of black granite to battle insurmountable foes.
Hyperborea in a hexagonal pattern. Once he dwelt in
the Hyperborean Mountains, which at length came
to be called the Spiral Mountain Array. He might be
glimpsed by those who journey to Hyperborea from
elsewhere, or whose ships are pulled to their doom by
the inexorable Rapids at the End of the World.

Apollo Artemis Aurorus Azathoth Boetzu Boreas

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KTHULHU RAVEN
This deity of Chaos is associated with sorcery, nec- This deity of Neutrality is associated with trickery,
romancy, deviltry, witchcræft, nightmares, madness, creation, gluttony, healing, hunger, licentiousness,
exhilaration, destruction, and havoc. He presents as light, selfishness, sorcery, and transformation. He
a winged octopodous being, immense in size. Through changes form frequently, but usually manifests as a
nightmare visions he is reputed to whisper to his cult- giant raven with a 17-foot wingspan. To be subjected
ists, particularly those who handle his idols or engage to a Raven prank—or to be lured into one of his mis-
in ritual drum dances around great sacrificial bonfires. chievous escapades—is considered a rare blessing.
Poets and madmen speak in tales and verse of Kthulhu Raven chiefly is observed in the region where he most
dwelling in a lost city in the ocean depths of Dagon is celebrated in totemic sculpture: the Savage Boreal
Bay; others suggest a black reservoir beneath the Coast. Some shamans there recount stories of two
frozen Plain of Leng. There he is said to slumber, wait- Ravens, brothers of opposite temperament: One is
ing for the bloated red sun to cool. Kthulhu cults are wise and powerful (“Creator”), the other childish and
scattered across the realm and seem to be growing; wicked (“Trickster”). This notion further is attested by
Xathoqquans, too, oft honour Kthulhu, viewing the Thurssonns, exiled Vikings of the Isles of Thur, who re-
dreaming god as part of their distinct orthodoxy. port visitations by Odin’s ravens, Huginn (“thought”)
and Muninn (“mind”).
LUNAQQUA
This deity of Neutrality is associated with moons, REL, “God of Thieves”
moths, cycles, time, tides, seafaring, lunacy, lycanthro- This demigod of Neutrality is associated with thievery,
py, and sorcery. Lunaqqua is said to manifest as a vo- banditry, swindling, gambling, deception, backstab-
luptuous naked woman with glowing blue skin, yellow bing, ale, beer, luck, and gems and gold gained by
hair, and lambent white eyes; or, if enraged, as a colos- means stealthy and nefarious. Rel is said to assume
sal moth of frightening visage. Lunaqqua is notorious many faces, usually male, though sometimes female.
for ignoring her followers, though she is believed to He is reputed to have been granted immortality after
divert them from disaster at sea. It is commonly held impressing Xathoqqua with an impossible theft; others
that she dwells on the larger of Hyperborea’s moons, suggest him to be the by-blow of Apollo. Rel presents as
Selene; in fact, the association is so strong that some a swarthy, handsome sort. He wears a broad-brimmed
devotees refer to Lunaqqua as Selene. hat and winged sandals that he uses to fly at impossible
speed; the latter lead some sages to posit that Rel is
MORDEZZAN in fact Hermes, messenger of the gods. Amongst the
This deity of Neutrality is associated with death, Kelts (particularly druids) he has been called Teutates.
graves, charnel houses, dogs, ghouls, ghuls, hyænas, Rel is a “god of the people” and is said to dwell amongst
hyæna-men, jackals, and carrion. Mordezzan presents mortal humans, oft in underworld societies posing as
as a giant, emaciated, ghoul-like being with obsidi- a common thief of no great repute. Presently, Rel is
an-coloured skin and eyes like burning coals. From believed to favour Port Zangerios.
his elongated arms extend skeletal talons shaped like
scimitars. Mordezzan is said to manifest in catacombs
beneath the charnel houses where his worship thrives.
There he takes as his provender the cadavers of people
prepared by his most puissant priests.

Helios Kraken Krimmr Kthulhu Lunaqqua Mordezzan

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HYPERBOREA

THAUMAGORGA XATHOQQUA
This deity of Evil is associated with Hades, dæmonism, For human and beast, this deity of Chaos is the princi-
torture, slavery, violence, war, bellicosity, and blood- pal being of worship in all of Hyperborea. Xathoqqua’s
letting. Thaumagorga manifests as a massive, heav- worship is incalculably older than mankind, for this
ily armoured dæmon-warrior who wields a flaming deity landed on Hyperborea when Old Earth was but a
two-handed scimitar. He wears a great horned helm steaming morass with a single, algæ-covered continent.
that obscures his features in blackness, save a pair of Xathoqqua is reputed to dwell within the deeps of the
flaming coals for eyes. Notorious as the most potent Spiral Mountain Array, specifically the hoary depths of
of all dæmonkind, Thaumagorga sits upon a throne of Mount Vhuurmithadon, a treble-peaked extinct (per-
human bones in the nameless depths of Underborea. hpas dormant) volcano. Religious scholars—through
He is said to be lord and master of six powerful dæmon painstaking translation of sacred mystery texts—re-
princes. Druids sometimes advocate his worship, con- veal that Xathoqqua arrived via Saturn, where some
vinced that he was once the Keltic deity Cernunnos of his relatives may yet remain. Prior to this time, his
(the “Horned One”); sages from Khromarium associ- origin is extra-dimensional. Xathoqqua is associated
ate him with Ares, the God of War; and fell paladins with life, death, reincarnation, pestilence, disease,
regard him as a paragon of the Lawful Evil aligment. luck, misfortune, cruelty, savagery, mischievousness,
and sardonicism. He is reputed to communicate di-
TLAKK-NAKKA rectly with his followers through oracles and animated
This deity of Neutrality is associated with spiders, idols or statues. He sometimes binds his supplicants
death, poison, predation, murder, witchcræft, dreams, with irrevocable contracts that oft seem nonsensical:
and fate. Tlakk-Nakka is an arachnid goddess reput- Some are incredibly generous, others grossly unfair.
ed to beguile her followers into obeisance. She is said To his servitors (oft identified as Xathoqquans), he will
to manifest as an enormous spider with the head of a grant antemundane secrets from outlying planets and
crowned, raven-haired woman shewing jewel-black realms extra-dimensional. Xathoqqua is portrayed as
eyes. It is told that Tlakk-Nakka dwells in the impos- a colossal, sloth-bodied toad covered in brown-black
sible depths of Mount Vhuurmithadon, the dead, tre- fur. From his broad back projects a pair of massive,
ble-peaked volcano that rises from the centre of the membranous wings that he may utilize to glide across
Spiral Mountain Array. There she eternally weaves, the gelid winds of the Black Gulf. In sculpture his bul-
taking her provender from that which finds itself en- bous, sleepy eyes are stylized as narrow slits. Oft he
snared in her webs, be it human, beast, dæmon, or god. is depicted with an enormous tongue and sometimes
other attributes deemed offensive or obscene to those
ULLR of delicate sensibility.
This deity of Chaos is associated with Viking long-
ships, skis, shields, swordsmanship, bows of yew, N.B.: Some of the most furtive and ferocious beasts
rune sorcery, wolves, bears, sabre-tooths, piracy, and are said to frequent Xathoqqua’s ashen altars lost
raiding. Ullr is reputed to favour Vikings and those in the nameless depths of the wilderness. Here they
who praise Ymir, for he himself pays tribute to the grunt, howl, sibilate, or whine their inarticulate suppli-
all-powerful frost giant. He inhabits an ancient castle cations. Examples include apes, aurochs, bats, bears,
on Ullr’s Island, Vikland. Ullr oftest presents as a boars, crocodiles, dogs, elk, frogs, hyænas, lizards,
Viking berserker, and he has been known to join the woolly mammoths, pterodactyls, rats, woolly rhinocer-
Vikings’ most daring raids. For them, Ullr is the last oses, sloths, sabre-tooths, toads, weasels, wolves, and
remaining deity of the Æsir. This waning does not stop wolverines.
them from passing down tales of the old gods such as
Baldr and Thor. However, Ullr has been known to slay
skalds who weave tales extolling Odin, for he reserves
no small enmity for the erstwhile Viking god supreme.

Raven Rel Thaumagorga Tlakk-Nakka Ullr Xathoqqua

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YIG (APEP), “The Great Serpent” YOON’DEH
This deity of Law is associated with snakes, reptiles, This deity of Neutrality is associated with aurochs, elk,
sorcery, necromancy, resurrection, and reincarnation. mammoths, migration, nature, wine, wild passion, and
Yig is a cruel, serpentine god reputed to bless his fol- sacrifice (animal and human). Yoon’Deh is the princi-
lowers with forbidden knowledge. He is fabled to grant pal deity of the druids. She is said to manifest as an
his most puissant priests the ability to shed their skin elk, a mammoth, or an antlered nymph, appearing
and assume the forms of terrifying snakes. Yig is said in sacred groves or henges when both moons are full
to manifest as an enormous python that traverses the and her altars are wetted with blood. Just prior to the
gargantuan tunnels of Underborea; some say that he Green Death, the worship of Yoon’Deh overshadowed
gnaws these tunnels himself. Xathoqqua’s, but not so in the aftermath. Yoon’Deh is an
anthropomorphic goddess reputed to be a former wife
YIKKORTH, “The Ashen Worm” of Cernunnos (the “Horned One”). Some sages identify
This deity of Neutrality is associated with glaciers, Yoon’Deh with Cybele, the ancient Phrygian mother
icebergs, and cataclysms. Yikkorth presents as a gi- goddess, or sometimes Demeter, the Greek goddess of
gantic, pale white, wormlike god that delegates its will grains. Druids say Yoon’Deh traverses Hyperborea’s
through a cabal of sorcerer-priests. It is said to dwell forests, hills, and grasslands in bestial form, though she
in a great hall of ice within the confines of an impossi- ever remains elusive to even her most devout followers.
bly massive iceberg. Yikkorth is reputed to exert dom-
inance over other deities, including Boreas, Ymir, and YTHAQQA, “The Wendigo”
Ythaqqa; in fact, non-Viking sages posit that Yikkorth This deity of Neutrality is associated with abominable
begot Ymir. The Ashen Worm is notorious for spawn- snow-men, arctic winds, tundra, doom, ill fate, hope-
ing the cruellest of winters and instigating the most lessness, lost travellers, and misbegotten fools. Ythaqqa
unforgiving ice ages. It also is reputed to impregnate manifests as a gigantic, hairy, vaguely humanoid creature
glacial ice with dæmonic forces that, when unleashed, with glowing red eyes. Bloodthirstily it preys upon the
prey upon mankind. Yikkorth is held culpable for one lost and the damned, ever prowling the Plain of Leng
of the most devastating curses levied against Hyper- and the Ythaqqa Plateau. Ythaqqa’s cultists oft leave sac-
borea: In preternatural ice it once mantled the whole rifices to appease the god, as well as stone-carved idols
of the realm. Ages later, when the ice thawed, Hyper- intended to honour it. Ythaqqa sometimes is regarded as
borea’s connexion to Old Earth was no more. The sun an ice dæmon vassal of Yikkorth, the “Ashen Worm.”
was no longer yellow and the sea spilled from the rim
of a world hemmed in by the blasting North Wind. YUG (YOG)
This otherworldly deity of Chaos is associated with
YMIR darkness, void, cannibalism, shapeless spawn (ooz-
This deity of Chaos is associated with mountains, snow, es, slimes, jellies), and like mutable forms (moulds,
ice, mists, blizzards, and unbridled rage. Ymir is said spores, and other fungi). Reputed to roam the illimit-
to manifest as a blue-bearded frost giant with a tre- able depths of the Black Gulf, Yug manifests as a dark,
mendous axe of ice-blue steel. Non-Viking religious protean mass, a nebulous cloud of yellow-brown spores
scholars posit that Ymir is the offspring of Yikkorth, that can swallow worlds. Yug is said to be the progen-
“The Ashen Worm.” Viking skalds reject this notion itor of the primordial material from which shoggoths
as absurd; in fact, they espouse Ymir as the primæval and other amorphous beings were formed; some as-
deity who created the world from which Hyperborea sert that he is the originator of all life. Yug (sometimes
is derived. Ymir is believed to dwell in the depths of called “Yog”) is suggested by some religious scholars
Mount Ymir, near Vikland, though scarcely does he to be supreme amongst the deities, and likewise that
deign to shew himself. Xathoqqua and Kthulhu serve as his high priests.

Yig Yikkorth Ymir Yoon’Deh Ythaqqa Yug

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a
APPENDIX A:
WEATHER IN HYPERBOREA
Hyperborea is a flat, hexagonal plane that revolves around a giant red sun.
A single revolution requires 13 Old Earth years to complete; during this circuit are one year
of complete light and one year of utter darkness. These circumstances, geography, and other
dynamics contribute to Hyperborea’s weather, as illustrated hereafter.

The referee may use this appendix to determine temperature, conditions, and wind force.
These factors are presented in broad strokes for the following four latitudinal ranges: in-
terior mainland, coastal mainland, River Okeanos, and Rim of the World. However, certain
parts of the realm (Abbicca’s Mere, IX, Sharath, and the Valley of Mists) are exceptions to
the norm. These areas are warmer or colder than their latitudes would suggest; their condi-
tions and winds likewise are anomalous. Alternatively, the referee may select temperature,
conditions, and wind force to suit his or her campaign.

TEMPERATURE
To determine the base temperature, cross-reference the
current year with location, and then roll as indicated. Note
that wind force (see Table 268) can decrease the effective
temperature.

Table 264: Base Temperature


Latitudinal Range

Year Interior Coastal River Rim of


Mainland Mainland Okeanos the World
(~72°N) (~54°N) (~36°N) (~18°N)
1 (2d20)−35°F (2d20)−10°F (1d20)+30°F (1d20)+60°F
2 (2d20)−25°F (2d20)−5°F (1d20)+40°F (1d20)+65°F
3 (2d20)−15°F (2d20)°F (1d20)+45°F (1d20)+70°F
4 (2d20)−10°F (2d20)+10°F (1d20)+50°F (1d20)+70°F
5 (2d20)°F (2d20)+20°F (1d20)+55°F (1d20)+75°F
6 (2d20)+5°F (2d20)+30°F (1d20)+60°F (1d20)+75°F
7 (2d20)°F (2d20)+25°F (1d20)+60°F (1d20)+75°F
8 (2d20)−5°F (2d20)+15°F (1d20)+55°F (1d20)+70°F
9 (2d20)−15°F (2d20)+5°F (1d20)+45°F (1d20)+70°F
10 (2d20)−25°F (2d20)°F (1d20)+40°F (1d20)+65°F
11 (2d20)−35°F (2d20)−5°F (1d20)+35°F (1d20)+60°F
12 (2d20)−40°F (2d20)−10°F (1d20)+30°F (1d20)+60°F
13 (2d20)−45°F (2d20)−15°F (1d20)+25°F (1d20)+55°F

Latitudial Range Examples:

‘ Interior Mainland: Barrier Mountains, Death


Valley, Plain of Leng, Spiral Mountain Array, etc.
‘ Coastal Mainland: Lizard Coast, Lug Wasteland,
Skarag Coast, Zakath Desert, etc.
‘ River Okeanos: Crab Archipelago, Kitasion
Archipelago, Mu Minor, Zangerios Islands, etc.
‘ Rim of the World: Atlantica, Isles of Thur,
New Amazonia, Scythium

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HYPERBOREA

CONDITIONS
Precipitation conditions in Hyperborea are predicated
by the seasons, which stretch for years at a time in the
13-year cycle. The seasons are defined as follows:

‘ Low Precipitation: Years 8 to 11½


‘ Moderate Precipitation: Years 6 to 7; 11½ to 2½
‘ Heavy Precipitation: Years 2½ to 5

Use Tables 265, 266, and 267 to determine low, mod-


erate, and heavy precipitation. If the temperature is
below freezing (32°F or less), precipitation is snow. If
the temperature is above freezing (greater than 32°F),
precipitation is rain. If the temperature is on the mar-
gin of freezing, precipitation could consist of sleet or
freezing rain.

Table 265: Low Precipitation Season


d%
Precipitation Effects
Result
clear, partly cloudy,
01–75 None
cloudy, foggy
1d6 hours of
76–80 Light
light precipitation
1d6 hours of
81–85 Mild
mild precipitation
1d4 hours of
86–90 Heavy
heavy precipitation
1d4 hours of
91–95 Stormy
stormy precipitation
96–00 Extreme Refer to Table 269

Table 266: Moderate Precipitation Seasons Table 267: Heavy Precipitation Season
d% d%
Precipitation Effects Precipitation Effects
Result Result
clear, partly cloudy, clear, partly cloudy,
01–55 None 01–35 None
cloudy, foggy cloudy, foggy
2d6 hours of 3d6 hours of light
56–65 Light 36–50 Light
light precipitation precipitation
2d6 hours of 3d6 hours of mild
66–75 Mild 51–65 Mild
mild precipitation precipitation
2d4 hours of 4d6 hours of heavy
76–85 Heavy 66–75 Heavy
heavy precipitation precipitation
2d4 hours of 4d6 hours of stormy
86–95 Stormy 76–95 Stormy
stormy precipitation precipitation
96–00 Extreme Refer to Table 269 96–00 Extreme Refer to Table 269

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WIND FORCE
Wind force is variable during calm and stormy weather. To determine wind force, roll a d12 on the table below. If
the weather condition is heavy precipitation, add 1d2 to the roll. Add +2 if it is stormy precipitation.

Table 268: Wind Force


Modified
1d12 Wind Force mph Effects
Result
1–2 Becalmed 0–2 —
3–5 Light breeze 3–12 —
Moderate
6–7 13–21 —
breeze
8–9 Strong breeze 22–31 Missile fire at −2; flying creatures at ½ MV unless moving with wind
10–11 Gale 32–46 No missile fire; flying creatures grounded
10% chance per hour of 3d4 hp damage (avoidance save negates);
12 Strong gale 47–63
10% chance of damage to structures
15% chance per turn of 3d4 hp damage (avoidance save negates);
13 Storm 64–73
25% chance of damage to structures
20% chance per turn of 3d4 hp damage (avoidance save negates);
14 Hurricane
74–136 50% chance of damage to structures

For winds of moderate breeze or greater, the referee is at liberty to lower the effective temperature (wind chill)
as deemed appropriate. For winds of strong gale force or greater, the referee is at liberty to impose structural
damage to any buildings, vehicles, and vessels as deemed appropriate.

EXTREME WEATHER
Extreme weather condition is determined by rolling a d%. Depending on location, environment, and season, other
extreme weather situations may occur, such as avalanches, flash floods, tidal waves, and so forth.

Table 269: Extreme Weather


d% Extreme
Effects
Result Weather
01–20 Cold/Heat Add or subtract 20°F. For potential effects of extreme cold/heat, see Appendix B.
Hail/ Intense hail or ice falls for 1d10 turns. Exposed creatures sustain 1d3−1 hp dam-
21–30
Ice storm age per turn; DR from armour applies.
31–35 Hurricane See Table 268 for hurricane wind effects.
Thunder and lightning occur for 1d4 hours. On a 5% chance per turn, lightning
strikes nearby. If so, chance to be struck is 10% if wearing non-metal armour, 15% if
36–80 Thunderstorm wearing metal armour, and 20% if wielding a length of metal (rod, sword, etc.). Bolt
causes 6d8 hp damage (no saving throw). During a thunderstorm, wind force (see
Table 268) is determined by 1d10+4 in place of the standard method.
Tornado manifests at random time of day for 1d12 minutes. Creatures of 1–2 HD in
its path must make avoidance saves or be swept away, suffering 3d8 hp damage, be-
81–90 Tornado
ing hurled 1d10×10 feet in the air, and falling for another 1d6 hp damage per 10 feet.
Creatures of 3 HD or more must make avoidance saves or sustain 3d8 hp damage.
Nearest volcano erupts or earthquake opens at random time of day, preceded by
Volcano/ 1d3 tremors at 1d10-minute intervals. Make avoidance save or fall prone if within
91–98
Earthquake three miles. Volcanic eruption blankets all in thick ash, potentially suffocating its
victims. Earthquakes can cause tsunamis.
Examples include rain of acid, blood, or frogs; unnaturally coloured, toxic snow;
radioactive fog; eerie lights (ghostly invasion); howling aurorae; ball lightning;
99–00 Fortean event
falling meteors or spacecraft; or “frozen air” that causes asphyxia when inhaled.
Referee creativity and deviousness are encouraged.

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APPENDIX B:
HAZARDS OF HYPERBOREA
Described hereafter are several examples of the environmental perils adventurers may con-
front whilst traversing trackless wildernesses. Note that extreme cold/heat can be generated
using Appendix A: Weather of Hyperborea. The referee is at liberty to place other hazards as
deemed appropriate to the environment, perhaps at a 1-in-6 or 1-in-12 chance per day of travel.
The referee likewise is encouraged to devise new dangers unique to his or her campaign.

BLACK FLIES MUD/TAR PITS AND QUICKSAND


In all seasons save winter, in the wilderness and some- These hazards can be actively detected by charac-
times in cities and towns, a cloud of biting, swarming ters with the wilderness survival ability (barbarians,
pests can harass mammals for a period of 2d6 turns huntsmen, and rangers) on a 2-in-6 chance of success,
(20 to 120 minutes). During this time, attacks are made or 3-in-6 for characters of 16+ wisdom. Otherwise, on
at a –1 “to hit” penalty. a standard surprize roll, a character will blunder into
the hazard and begin to sink; note that the chance to
EXTREME COLD be surprized is reduced by 1-in-6 for those subclasses
At an effective temperature of 0°F or lower, exposed possessing the alertness ability: barbarians, huntsmen,
characters must make tests of constitution at pre- rangers, and scouts. If a character slips into ample mud,
scribed intervals or lose 1–4 hp. Note that effective tar, or quicksand, he or she will completely submerge in
temperature implies actual temperature and wind 5 rounds and begin to drown. Stranded characters can
chill. The intervals are as follow: be pulled out with a rope or branch by a companion with
13 or greater strength. Unless safety measures are tak-
‘ At 0°F, once per hour en (such as several allies chaining together), the rescuer
‘ At −20°F, once per half hour risks a 1-in-6 chance to slip in as well.
‘ At −40°F, once per turn
‘ At −60°F, once per five minutes STEAM VENTS
‘ At −80°F, once per minute Volcanic regions are replete with apertures that emit
‘ At −100°F or lower, once per round scalding gasses. If a steam vent erupts near a PC, an
avoidance saving throw must be made or 1d6, 2d6, or
The referee may roll damage randomly on a d4 or sim- 3d6 hp damage is sustained. The referee can either se-
ply assign a damage number based on the degree of lect the intensity of the eruption or dice for it. Exposed
exposure. (A brazen barbarian in a loincloth will suffer characters must also make a death (poison) saving throw
more damage than his companion clad in heavy furs.) or suffer intense coughing and burning eyes: −2 penal-
Such damage simulates the effects of frostbite and hy- ties “to hit,” damage, and saving throws for 2d6 rounds.
pothermia; more specific injuries might be assigned, N.B.: A barbarian, huntsman, ranger, or scout has a
per referee discretion. 1-in-6 chance to notice the hazard before it erupts,
granting a +4 bonus to the initial avoidance save.
EXTREME HEAT
Though extreme heat seldom is experienced in the frig- SWAMP GAS
id Hyperborea interior, high temperatures sometimes Trapped within the soft mud of some boggy terrain are
are observed amongst the lush tropical islands near the pockets of deadly vapours. Should a PC traverse such
Rim of the World. For such eventualities, the following ground, this swamp gas might be released in a 10 × 10-
rule is suggested: At temperatures of 100°F or higher, foot area; a base 1-in-8 chance per hour of travel through
physically active characters must make tests of consti- such terrain is suggested, should the referee wish to
tution once per hour. An armoured PC makes these place swamp gas in a region of boggy terrain. The gas
checks at a penalty to the chance-in-six equal to the DR will persist for 3 rounds before dispersing. Characters
of their armour (e.g., a −1 penalty in chain mail). A fail- caught in the gas must make death (poison) saving
ure indicates the character is stunned from heatstroke. throws or fall unconscious for 1d4 rounds. Even if saves
The character may continue exerting him- or herself are successful, the characters will become nauseated for
(at half MV) but must thereafter pass an extraordinary 1 turn, incurring −2 penalties “to hit” during that time.
feat of constitution for each additional hour of activity Unconscious victims will suffer the same effects after
or collapse from exhaustion, effectively defenceless. awakening. The sound of the PCs’ retching may attract
nearby predators, at the referee’s discretion; further-
more, some predators are savvy to the effects of swamp
gas; these opportunistic feeders oft lurk nearby.

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APPENDIX C:
WATERBORNE EXPEDITIONS
Hyperborea’s roiling seas are unpredictably windy and teem with frightful leviathans. The realm is flat, its seas
perpetually spilling off the edge of the world in massive falls. Ice sheets consume many bays and inlets during winter;
icebergs present more often in spring; and in summer, storms at sea are more frequent. The following guidelines
are presented for the referee to utilize during waterborne expeditions. Accounted for herein are water vessels, wind
at sea, man overboard!, icebergs, whirlpools, lost at sea, encounters at sea, naval combat, and underwater combat.

In Hyperborea the enormous red sun never rises to a true zenith; rather, it wheels around the horizon, rising and
falling in subtle degrees. Measurements are taken by employing a type of sextant, subtle differences in the sun’s
position relative to the horizon indicating heading (although skilled seamen can find their bearings without need
of an instrument). On the open sea, celestial navigation generally is easier, though no less hazardous.

WATER VESSELS Water Vessels Table Defined:


Several types of vessels may be found in Hyperborea.
Typically, they are available for purchase in port towns ‘ Type: The basic vessel name; full description
and cities. Of course, an Esquimaux fishing village may and cost included in Vol. I, Player’s Manual,
sell only canoes and kayaks, and a Viking settlement Chapter Six, transportation.
may only sell Viking vessels, but the City-State of Khro- ‘ Movement (MV) per Round: Speed by the
marium will have almost all types available. Viking and round may come into play when attempting to
Amazon ships are esteemed the finest by most seamen; pursue or evade another vessel or perhaps an
hence their technology oft is imitated by other cultures. aquatic beast. Where two values are listed
(separated by a virgule), the first value is for row-
Table 270: Water Vessels ing, and the second for sailing (assumes sailing
MV per MV per with or across the wind in a light or moderate
Hull
Type Round Day AC breeze; see wind, hereafter). Note that backwater
Points
(Feet) (Miles) speed (reversing oars) is at ½ movement.
Amazon Carrack 90/150 21/90 7* 5d6 ‘ Movement (MV) per Day: Where two values
Barge, River 30 12 9 1d6 are listed (separated by a virgule), the first value
Boat, River, Sailing 60 36 7 3d4 is for rowing, and the second for sailing (as-
Canoe 60 24 7 1d4 sumes sailing with or across the wind in a light
Canoe, War, Large 60 24 8* 7d4 or moderate breeze; see wind, hereafter).
Canoe, War, Small 60 24 8 5d4 N.B.: Rowers are assumed to rest 1 turn
(10 minutes) for every 5 turns spent rowing.
Coaster 150 90 7 4d6
‘ AC: The vessel’s armour class if attacked by a
Cog 120 72 8 6d6
ram, catapult, or ballista; likewise, certain spells,
Esquimaux Kayak 90 36 6 1d2 hazards, and of course leviathans of the sea are
Esquimaux Umiak 60 24 7 1d2 capable of damaging a ship’s hull.
Galley, Large 90/120 18/72 8 6d6 ‘ Hull Points: Similar to hit points, hull points
Galley, Small 90/150 18/90 8 5d6 represent how much damage a ship can sustain
Galley, War 60/120 12/48 8* 7d6 before the hull is breached and the vessel takes
Lifeboat (of galley or cog) 30 16 7 1d2 in water. When a ship reaches 0 hull points, it
will sink in 3d6 rounds. Also, at 0 hull points, a
Raft 30 12/24 7 1d3
ship no longer can move or use any of its mount-
Rowboat 30 12 7 1d4
ed weaponry. As concerns giant sea beasts, treat
Viking Færing 60/90 18 7 1d6 every 4 hp damage inflicted as 1 hull point.
Viking Sexæring 60/90 18 7 1d8
Viking Knarr 60/120 18/90 9 5d4 Few water vessels are appropriate for open sea expe-
Viking Longship, Large 90/150 21/90 7* 7d4 ditions. The finest include the Amazon carrack and the
Viking Longship, Small 90/180 21/90 7* 6d4 large Viking longship (drekar); other sizeable vessels
such as the cog and galley are fine seaworthy ships,
* Vessel gains +1 AC bonus if captain is 1st to 4th level, though usually do not operate on the that portion of the
+2 AC if 5th to 8th level, or +3 AC if 9th to 12th level. Other Hyperborea Sea known as the River Okeanos.
vessels might be afforded similar bonuses if outfitted for war.

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WIND AT SEA ‘ Strong gale: Heavy impact, tumbling waves,


The movement values for sailing vessels in Table 270 foam; heavy airborne spray reduces visibility.
are for light to moderate breeze winds. When winds be- Sailing movement is doubled. 10% chance of torn
calm, galleys and longships will be dead in the water sail and/or fouled rigging; 10% chance of man
and must switch to oars. Stronger winds may increase overboard (q.v.); 5% chance of broken mast and/
sailed movement; extreme winds can capsize a vessel or or beams; 2% chance of capsizing.
spin it out of control. Roll a d8 for wind direction at sea: ‘ Storm: Considerable waves and significant
foam; severe airborne spray reduces visibility.
Table 271: Wind Direcion at Sea 45% chance of torn sail and/or fouled rigging;
d8 Result Wind Direction 50% chance of man overboard (×1d2);
1 North 25% chance of broken mast and/or beams;
20% chance of capsizing.
2 Northeast ‘ Hurricane: Tremendous waves; blinding
3 East airborne spray. 65% chance of torn sail and/or
4 Southeast fouled rigging; 70% chance of man overboard
(×1d2); 45% chance of broken mast and/or
5 South beams; 40% chance of capsizing.
6 Southwest
7 West MAN OVERBOARD!
A man overboard has a 1-in-20 chance of drowning if
8 Northwest unarmoured, 4-in-20 if clad in light armour, 16-in-20 if
clad in medium armour, and a 19-in-20 chance if clad in
Wind direction can shift at the referee’s discretion.
heavy armour. If one’s armour is magical, the chance of
Furthermore, wind direction can enforce vessel move-
drowning is decreased by three (−3) for every “plus,”
ment, or, as best judged by the referee, hinder move-
to a minimum 1-in-20 chance. Each wind category
ment if tacking to windward (sailing into the wind).
above strong breeze increases the chance-in-twenty of
Next, roll 3d6 to determine wind force. N.B.: When
drowning by a cumulative +4, so +4 for gale, +8 for
a vessel is betwixt the 18th and 36th parallels (River
strong gale, and so on, to a maximum 19-in-20 chance
Okeanos), reroll any 1s.
of drowning. (A natural 20 always permits survival,
Table 272: Wind Force at Sea conditions notwithstanding.)
3d6 A swimmer has a 5-in-6 chance to remove light armour
Wind Force mph
Result before drowning, a 4-in-6 chance for medium armour,
3 Becalmed 0–2 and a 2-in-6 chance for heavy armour. Of course, any
4–6 Light breeze 3–12 bulky items such as backpacks, longbows, large weap-
7–12 Moderate breeze 13–21 ons, and the like also must be removed to tread water.
13–14 Strong breeze 22–31 Swimming for 6 turns (1 hour) requires a test of con-
15 Gale 32–46 stitution; swimming for two or more hours requires an
16 Strong gale 47–63 extraordinary feat of constitution for each additional
hour.
17 Storm 64–73
18 Hurricane 74–136 The chance of drowning must be checked every turn
until the swimmer is rescued or gains purchase on a
Wind Force at Sea Table Defined:
suitable flotation device. These checks assume the
‘ Becalmed: No sailed movement. swimmer has basic natatorial knowledge.
‘ Light breeze: Sailing at normal movement;
ICEBERGS
more attention to trimming (sail adjustments)
The Hyperborean Sea is scattered with icebergs, in-
required.
credibly dangerous hazards with which mariners must
‘ Moderate breeze: Sailing at normal movement.
contend. Icebergs may present as single mountains of
‘ Strong breeze: Sailing at +33% movement if
floating ice, or as 1d10+10 smaller masses clustered
moving with or across the wind. 5% chance of
together and breaking away in pieces. In regions
torn sail and/or fouled rigging.
where the coast is glaciated, a ship has a 1-in-6 chance
‘ Gale: High waves with breaking crests; con-
per day to encounter an iceberg; otherwise, the chance
siderable airborne spray. Sailing is at +50%
on the open sea is 1-in-10.
movement if moving with or across the wind.
10% chance of torn sail and/or fouled rigging. Even if a lookout is posted, an iceberg surprizes on a
base 5-in-6 chance; with no lookout, impact is unavoid-

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able. If an iceberg is espied, and contact is imminent, at a range of 300–500 yards, depending on conditions;
the captain may circumvent this hazard by rolling his in the thickest of fog, a ship may not be espied until it is
or her wisdom score or lower on 3d6; for every five within 50 yards. Many sea monsters, per referee discre-
years’ experience at sea, increase the captain’s effec- tion, may be viewed at 4d6×10 yards distance; however,
tive wisdom score by one (+1). Icebergs that are not giant squids and the like might emerge from below.
evaded cause 1d6 points of hull damage. Each hull
point of damage effects a 1-in-10 chance that a hole SURPRIZE: A ship can be surprized by monsters be-
is punched into the hull. (Treat as warship ramming low on a typical d6 surprize check, a 1 or 2 indicating
damage; i.e., 7d4 hull points.) surprize. Unless a ship is immersed in fog and gliding
quietly over the water, one ship usually cannot surprize
WHIRLPOOLS another on open water.
Betwixt the 18th and 36th parallels (River Okeanos)
of the Hyperborean Sea, whirlpools can form at any EVASION: Evading a sea encounter is quite possible,
time, quite unpredictably. Many ships are swallowed particularly when a well-built craft seeks to escape the
by these hazards, never to be seen again. On the River approach of pirates or the like. The likelihood of evad-
Okeanos, a whirlpool manifests near a vessel on a 1-in- ing a pursuer is predicated on the difference betwixt
6 chance per day. Roll a d4 to determine whirlpool size: vessel speeds. This chance, however, may be modified
by wind and/or visibility, as adjudicated by the referee.
Table 273: Whirlpool Size
Table 275: Evasion at Sea
d4
Whirlpool Size Movement Difference Chance of
Result
per Round Evasion
small whirlpool
1–3 Pursued vessel is
(will swallow vessels up to 50-foot length) 19:20
61+ MV per round faster
large whirlpool
4 Pursued vessel is
(will swallow any vessel) 18:20
31–60 MV per round faster
The captain may avoid this hazard by rolling his or her Pursued vessel is
16:20
wisdom score or lower on 3d6; for every five years’ ex- 1–30 MV per round faster
perience at sea, increase the captain’s effective wisdom Pursued vessel is
score by one (+1). 12:20
same MV per round as pursuer
LOST AT SEA Pursued vessel is
10:20
Unless a coastline is in sight, a ship lacking a proper 1–30 MV per round slower
captain or master stands a 2-in-6 chance per day to Pursued vessel is
8:20
become lost at sea. Notwithstanding, even the sharp- 31–60 MV per round slower
est old salt still is subject to a 1-in-6 chance of failure Pursued vessel is
without use of a sextant, or if stormy conditions pre- 7:20
61–90 MV per round slower
vail. If indeed a vessel loses its way, the referee should Pursued vessel is
roll a d6 on Table 274 to determine deviation from the 5:20
91–120 MV per round slower
intended course. Such deviation will progress for one
day before a new check may be made to either correct Pursued vessel is
2:20
the course or continue in error. 121+ MV per round slower

Table 274: Course Deviation (Waterborne) Evasion at Sea Table Defined:

d6 Result 1 2–3 4–5 6 ‘ Movement Difference per Round: The move-


Deviation 90° left 45° left 45° right 90° right ment rate difference betwixt the pursuer and the
pursued. Be certain to account for sailing versus
ENCOUNTERS AT SEA rowing, when applicable, and the effects of wind
Encounters at sea may involve other ships (including and weather.
ghost ships manned by skeletal pirates) or the beasts ‘ Chance of Evasion: The chance a vessel has to
of the sea; too, otherworldly species such as the fish- elude its pursuer. If evasion is successful, the
men (“deep ones”) inhabit the sea, as well as other target has escaped the sight of the pursuer. Of
eldritch horrors. course, this chance assumes the pursued and the
pursuer each have a capable captain and crew;
VISIBILITY: In general, land can be seen at a distance otherwise, the referee is at liberty to adjust the
of 24 miles with the naked eye. Fog or rain can severely probability.
limit visibility. Another vessel typically can be sighted

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NAVAL COMBAT To determine a catapult hit, make an attack roll using


On rivers, lakes, and sea, combat with other ships or the fighting ability (FA) of the weapon’s finest artiller-
aquatic beasts is a strong possibility. Combat with ist (e.g., whilst a 9th-level fighter may be present on a
damaging spells and giant sea beasts is adjudicated vessel, if he has no skill or training with naval catapults,
normally, treating every 4 hp damage inflicted as 1 hull and a 5th-level fighter/artillerist is present, FA 5 applies,
point. When naval combat involves one or more oppos- as logic should prevail). An artillerist who is a fighter
ing vessels, the following guidelines are suggested. (or fighter subclass) may develop catapult mastery,
in which case the typical +1 “to hit” and damage rolls
MISSILES: Missile fire typically occurs prior to applies, but neither the increased rate of fire nor the
ramming/boarding. Depending on the missile weapon point-blank range category apply. Since most attacks
and vessel, more than 1 round of missile fire may be affect a 10 × 10-foot area, the attack roll may apply to
exchanged prior to vessel convergence. N.B.: Missile multiple adjacent targets. Weather and wind can penal-
fire in naval combat might suffer a −1 to −4 “to hit” ize or even preclude the use of catapult fire, per referee
because of rough seas. discretion. Catapult damage is as follows:
Bows, Crossbows, Slings: Once an enemy vessel or ‘ Hurled stones: Affect a 10 × 10-foot area,
monster moves into range, handheld missile launchers inflicting 3d6 hp damage versus humans and
may be fired as normal, using outdoor ranges (i.e., monsters and 4 hull points versus ships.
measured in yards). ‘ Flaming pitch: Affects a 10 × 10-foot area,
causing 3d6 hp damage, +1d6 hp per round for
Ballistæ: Large crossbows built on pivoting mounts 3 rounds; also, it inflicts 1d6 hull points damage
that shoot arrows of four- to five-foot length to a range per round for 3 rounds, and 1 hull point per round
of 150/300/450 yards (short/medium/long), at the typi- for a further 3 rounds. On average, 5 people can
cal range penalties of ±0/−2/−5. Ballistæ cost 150 gp extinguish a pitch fire in 5 rounds, 10 people can
to build. Rate of fire is determined by the number of douse the pitch fire in 3 rounds, and 15 people
people working the ballista: can quench the pitch fire in 1 round. If the target
Table 276: Ballista Crew Efficiency vessel’s sails are lowered, they will ignite on a
2-in-6 chance, destroying them in 1d4+1 rounds
Crew Size 4 3 2 unless doused as noted above (or, the referee may
Rate of Fire 1/2 1/4 1/6 call for a class 10 item saving throw). A single
shot of flaming pitch costs 150 gp to acquire and is
The d20 attack roll uses the ballista shooter’s fighting a hazard to store on any ship.
ability (FA) and missile attack modifier, if applicable.
The ballista inflicts 1d6+6 hp damage to enemy com- RAMMING: The war galley is outfitted with a ram,
batants, or 1d3 hull points of damage versus a vessel. It though other galleys (or even a carrack) also may be
is possible for a fighter (or fighter subclass) to master equipped thusly. A war galley will have a built-in ram
the ballista, gaining the typical +1 “to hit” and damage or a lowerable mast that functions as a ram. Rams can
rolls; point blank damage applies, but rate of fire is not be used to attack other ships or even the leviathans of
improved. the sea. An attack roll is made as an FA 1 combatant;
note that weather can cause a −1 to −4 “to hit,” de-
Catapults: Light catapults (or stone-hurling ballistæ) pending on severity. Damage is as follows:
mounted on ships can hurl stones or flaming pitch to
distances of 150 to 300 yards. The catapult features Table 278: Ramming Damage
a large wooden framework with a “spoon” affixed by Damage vs. Damage vs.
tension ropes. The spoon is loaded with shot that is Vessel Type
Sea Monsters Other Vessels
fired when the tension ropes are released. A catapult Galley, Large* 5d6 hp damage 6d4 hull damage
cannot be used to target close targets (hence the 150-
yard minimum range); neither can it be used to target Galley, Small 4d6 hp damage 5d4 hull damage
a sea monster, unless the creature is the size of a ship Galley, War 6d6 hp damage 7d4 hull damage
and is surfacing. A crew of six is required for the great-
* or Amazon carrack outfitted with a ram
est efficiency; four is the smallest possible crew. Light
catapults cost 300 gp to build. A small or large galley stands a 2-in-6 chance to sus-
tain 2d4 hull points of damage if it delivers a successful
Table 277: Catapult Crew Efficiency
ramming attack; a war galley has a 2-in-6 chance to
Crew Size 6 5 4 sustain 1d6 hull points of damage. Regardless of the
Rate of Fire 1/4 1/6 1/8 outcome, the ramming ship must backwater (back up
at ½ oared MV) at once, or risk going down with a sink-
ing target (2-in-6 chance).

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GRAPPLING AND BOARDING: When both vessels ‘ Hafted weapons (axes, clubs, flails, hammers,
wish to do so, grappling is automatic, though may re- maces, etc.) are extremely difficult to swing, im-
quire 1d4 rounds. If one ship tries to grapple and board posing an additional −8 “to hit” penalty and halved
whilst the other attempts to evade, grappling stands a damage dice (modifiers applied afterwards).
2-in-6 chance of success. Grapple attempts may be made ‘ Spears and other spear-like weapons (pikes,
each round so long as the two vessels are adjacent. pole-arms, long tridents, etc.), as well as
thrusting weapons such as short swords and
Once grappling is established, melee combat ensues as daggers, suffer no additional penalties (beyond
normal. However, those in the act of boarding suffer the standard −4 “to hit” penalty incurred by all
−2 penalties “to hit” and armour class. These modi- surface dwellers).
fiers apply only to the round in which boarding takes ‘ Missiles are ineffective except when launched
place, not subsequent rounds. outside of water into water, in which case their
penetrative thrust is reduced to half of their
OAR SHEARING: When any vessel passes alongside shortest range (in feet), and a −5 “to hit” penal-
an oared vessel, the latter’s oars on that side will be ty applies. N.B.: Some undersea denizens might
sheared. From 10% to 40% (1d4×10) of the applicable have specially engineered missile weaponry.
oarsmen will be lost as a result; if the oarsmen are ‘ Spells cannot be cast unless some dweomer
slaves chained to their oars, casualties will be 50%. If allows the caster to clearly speak the incanta-
both vessels are oared, each will suffer the same con- tions. Spells associated with air and wind, or fire
sequences unless the oars are shipped. and heat, are ineffective regardless, but spells
SHIP DAMAGE AND REPAIR: The damaged hull that are allowed may have enhanced, reduced, or
of a vessel can be repaired at a rate of 1 hull point per alternative results as adjudicated by the referee.
hour per five crewmen. Only half of the hull damage For example, a lightning bolt might spread in a
can be repaired at sea, with full repairs typically occur- radius away from the caster, not unlike a fireball.
ring at port. The cost of full repairs might total 10–40% Referees should take a moment to consider the
of the ship’s price. Other considerations are as follows: environment and the spell cast, and judge with
logic and fairness.
‘ Loss of Crew: A ship that loses a significant
portion of its crew cannot maintain normal
movement rate.
‘ Loss of Oars: A vessel that loses half its oars
will be dead in the water for 3 turns; afterwards,
it may row at half speed. A vessel that loses all
its oars must depend on sails for movement.
‘ Loss of Sail: If a ship loses its sail, it will be
dead at sea unless it is oared. Stranded thusly,
the fate of the ship and her crew will depend on
the tides.

UNDERWATER COMBAT
The realms of possibility in games of sword-and-sor-
cery are nigh infinite, and so too are the stages on
which battles may take place. Fighting underwater is
difficult, though not impossible. Such battles may be
as brief as a person can hold their breath, or as long as
any land-based combat if sorcery obviates the need to
breathe air. Consider the following guidelines:

‘ Surface dwellers suffer −4 “to hit” when fight-


ing underwater. This penalty may be reduced
over time if the campaign features extensive
underwater adventuring.
‘ Swords (other than short swords) are difficult
to use. They suffer an additional −4 “to hit”
and reduced damage dice: d8 becomes d6, d10
becomes d8, and so on.

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HYPERBOREA

APPENDIX D:
WARFARE AND SIEGE
Although HYPERBOREA is derived from the original fantasy role-playing game, which in turn evolved from
miniatures wargaming, it is not intended to be a full-fledged wargame that accounts for all the strategies, tactics,
and variables appropriate to such play. Notwithstanding, determining the results of large-scale battles in this
milieu may become necessary. Presented herein is a simple and robust system designed for just that purpose.

Warfare and Siege is designed to resolve large-scale battles. It can work with any number of troops, particularly
when melee combat resolution is too cumbersome for the referee to manage; typically, this method is recommend-
ed when opposing forces each exceed 20 combatants. This system requires the use of a pencil and paper; too, a
calculator can be useful, though not necessary, as the arithmetic is simple. Warfare and Siege is predicated on (but
not limited to) the following assumptions:

‘ Capability: Experience (of leader and troops), ‘ Health: Sustenance, fatigue, and troop morale
outfitting (e.g., armour, weapons, mounts), and all factor into the effectiveness of an army.
special abilities (e.g., flight, sorcery, science) ‘ Luck: Sometimes luck can decide a battle.
all contribute to capability. The sheer size of an
army is also a factor in its capability. N.B.: This is a simple system mostly handled in the
‘ Environment: Terrain and weather can dra- abstract. It does not require players to have special
matically impact battles—and particularly troop knowledge of strategy and military tactics. Once all
movement. Defending a castle can be effected the relevant factors are calculated, the dice (i.e., the
with a much smaller force, for example. luck factor) have the final say.

STEP 1: CALCULATE BASIC WARFARE RATING

To determine the basic warfare rating of an army, use a pencil and paper to calculate the follow-
ing simple formula:
A + B + C + D = ——————

Table 279: Basic Warfare Rating Calculator


A. Leader: (Level/HD + reaction/loyalty adjustment) × 2
A = ———
B. Average HD of Army:
+20 if force has average HD <1
+30 if force has average HD 1–2
+40 if force has average HD 3–4
+55 if force has average HD 5–6
+65 if force has average HD 7–8
+75 if force has average HD 9+
B = ———
C. Army Composition:
+10 if force comprises 20% or more cavalry (+15 if heavy)
+10 if force comprises 10% or more flyers
+10 if force comprises 20% or more heavy infantry
+10 if force comprises 20% or more missile shooters (+15 if longbowmen)
+10 if force comprises 20% or more pikemen
+5 for each sorcerer or sorcerous monster of levels/HD 5–8
+10 for each sorcerer or sorcerous monster of levels/HD 9+
C = ———
D. Average Maximum Weapon Damage:
D = ———

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Basic Warfare Rating Calculator Table Definitions: straction that assumes these combatants exercise their
abilities, whether hurling offensive spells, casting other
Leader: A feared and/or respected PC or NPC. If the spells that may enhance their allies, or the like. PCs
leader should fall, his or her portion of the basic war- may participate in individual combats within the larger
fare rating must be subtracted, as well as any morale battle (see the role of the PCs in warfare and siege).
modifiers. In some instances, a new leader might at
once assume the role. Sometimes this change effects Average Maximum Weapon Damage: This figure is
an improvement: Consider an insufferable general calculated easily by taking the maximum damage of
killed on the field to be replaced by a captain, a barbar- each of the army’s weapon types and averaging them.
ian warlord who inspires his people to greatness. Example: A force of 950 soldiers has 300 longbowmen
(max. damage = 6), 325 spearmen (max. damage = 6),
Average HD of Army: Simply add all the troop HD and 325 pikemen (max. damage = 8). The following
types and average their levels. Example: An army with steps should be resolved:
500 troops of ½ HD, 600 of 2 HD, and 300 of 4 HD equals
2,650 HD total. Divide the HD total by the number of 1. Multiply each troop type by its maximum
troops (1,400): 2,650 ÷ 1,400 ≈ 1.89. This quotient qual- weapon damage:
ifies for HD 1–2 (+30 basic warfare rating). 300 longbowmen × 6 = 1,800
325 spearmen × 6 = 1,950
Army Composition: These numbers are cumulative, so 325 pikemen × 8 = 2,600
if the army comprises 20% or more heavy infantry and 2. Total the weapon damage:
20% or more pikemen, +20 is added to the basic war- 1,800 + 1,950 + 2,600 = 6,350
fare rating. In regards to NPC sorcerers and monsters 3. Divide the weapon damage by the total number
with magical capabilities, specific spells and abilities are of troops: 6,350 ÷ 950 ≈ 6.68
not used to affect the outcome of the battle; rather, the 4. Round to the nearest whole number; hence,
respective bonus to the basic warfare rating is an ab- average maximum damage for this army = 7
k

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HYPERBOREA

STEP 2: DETERMINE CIRCUMSTANTIAL MODIFIERS

The basic warfare rating is a baseline figure that is modified further. Use the following formula to
determine any circumstantial modifiers that may affect either force involved in the battle:

E + (F or G) + H + I = ——————

Table 280: Modified Warfare Rating


E. Troop Ratio:
+20 if ratio is at least 3:2
+40 if ratio is at least 2:1
+50 if ratio is at least 3:1
+60 if ratio is at least 4:1
+70 if ratio is at least 5:1
+80 if ratio is at least 6:1
+90 if ratio is at least 7:1
+100 if ratio is at least 8:1
+125 if ratio is at least 9:1
+150 if ratio is at least 10:1
E = ———
F. Environment / Terrain: (open battlefield only)
+10 if battlefield environment is favourable
+25 if battlefield environment is exceptionally favourable
−10 if battlefield environment is unfavourable
−25 if battlefield environment is exceptionally unfavourable
F = ———
G. Siege Warfare: (one side defends from advantageous position)
+20 if defending on higher ground (e.g., hill, mountain)
+40 if defending against a foe that must ford a deep river or stream
+50 if defending a bottleneck (e.g., bridge, defile, pass)
+10 if defending a holding (e.g., low-walled village, fort)
+50 if defending a stronghold (e.g., castle, fortress) with moat and 10-ft.-thick walls
(+60 if well-stocked with ballistæ, catapults, and trebuchets)
+2 for every 1,000 gp in siege equipment (used for attack or defence)
+10 if attacking a stronghold and equipped with 20+ ladders
G = ———
H. Fatigue:
−10 if force is fatigued (e.g., long march, hard labour)
−30 if force is seriously fatigued (e.g., forced march, brutal labour)
−10 if provisions are rationed to less than full normal amount
−20 if provisions are severely limited
H = ———
I. Morale:
+10 if force is defending or fighting to regain native domain
+10 if force has defeated this foe before
+10 if leader is renowned or venerated for past deeds/victories
−10 if force comprises 20% or more mercenary troops
−15 if force comprises 20% or more levied troops (semi-regulars)
−25 if force comprises 20% or more levied peasants
−20 if renowned or venerated leader is killed or captured
I = ———

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Modifed Warfare Rating Definitions: tle may be held for weeks, but once food supplies are
exhausted, the defenders must storm out from their
Troop Ratio: The ratio of one army to the other must holding to attack, or starve to death. Siege warfare
be calculated. The result can increase the modified also may incorporate siege engines. To derive the mod-
warfare rating of the larger force. Example: A force of ifiers associated with siege engines, all equipment and
4,600 barbarians faces a force of 1,675 knights and bow- ammunition costs must be maintained. Refer to siege
men: 4,600 ÷ 1,675 ≈ 2.75. This quotient corresponds equipment hereafter for more information.
to a ratio of at least 2:1 (but less than 3:1), providing a
+40 modified warfare rating. Fatigue: How well-rested and well-fed an army is.

Environment/Terrain: Environment and terrain Morale: Fervent troops fight with increased valour and
impact warfare on an open battlefield. The referee ferocity, and demoralized troops fight with decreased
must adjudicate what constitutes favourable or unfa- courage. Troops of poor training or troops apathetic to
vourable conditions. Example: If an army of horsemen a cause (levied peasants and the like) similarly degrade
confronts an army of lizard-men in shallow, marshy army morale. Conversely, troops emotionally invested
terrain, the lizard-men might enjoy exceptionally in a cause and troops who venerate their leader enjoy
favourable circumstances (+25), whilst the horsemen certain advantages; so, if a renowned or venerated
might suffer unfavourable circumstances (−10). How- war leader is killed, not only is the +10 bonus he or
ever, if in hills suited to a barbarian horde, the barbar- she provided lost, but also a −20 penalty is suffered.
ians might enjoy favourable conditions (+10), whilst
their enemies might not realize any modifiers. Referee Other Warfare Rating Modifiers: In worlds of sword-
discretion is required. and-sorcery and weird science-fantasy, any number of
other factors can modify an army’s basic warfare rating.
Siege Warfare: Battles in which one side protects a Largely these modifiers must be determined by the ref-
defensible position. The referee is at liberty to adjust eree, using the foregoing guidelines as a basis for adjudi-
the defence rating of a castle. Perhaps it has succes- cating the unpredictable. Imagine, if you would, a force
sive walls and a massive moat or is set in an unassail- of mammoth-riding Esquimaux driving to meet a small
able position; or perhaps its walls are crumbled, and army of Viking barbarians on a frozen plain. Depending
it has no moat. Regarding unusually long sieges, the on how many mammoths are involved, the referee might
provisions of the besieged must be considered; a cas- assign a +40 circumstance modifier to the Esquimaux.

299
HYPERBOREA

STEP 3: DETERMINE BATTLE RESULTS

Once the basic warfare rating has been determined, and all applicable modifiers have been calculated, each side
in the battle must face off in a series of d% rolls. The following procedure determines the winner.

1. Each side rolls d% and adds the result to its MORALE CHECK (Referee’s Option)
modified warfare rating. The side with the If the difference on Table 281 was 101 or greater, the
higher total is victorious. referee may call for the losing side to make a morale
2. Subtract the losing side’s total from the winning check. The leader’s reaction/loyalty adjustment ap-
side’s total. Using the difference, refer to plies to the roll.
Table 281 to determine casualties.
3. Determine battle length. A battle has its own Table 282: Army Morale
phases that can play out over a day or two, 2d6
Army Morale
or perhaps even a week or more. Each battle Result
phase lasts 1d4+1 hours. The battle may 3 or less Routed: force flees battle
continue, or each side temporarily may retreat, Shaken: will not engage in another bat-
possibly to resume the next day. Fatigue should 4–5
tle phase unless reinforcements arrive
be considered if proper rest and recuperation 6–8 Unsteady: −10 modified warfare rating
are not taken betwixt battle phases. 9–10 Valiant: willing to face perilous danger
4. Before the next phase of the battle commences,
11 or more Fearless: will fight to the end
the basic warfare rating for each side must be
recalculated (see Table 279). Next, each side
SIEGE EQUIPMENT
must recalculate circumstantial modifiers
Siege equipment typically is utilized when attacking
(see Table 280).
or defending a fortification. Unlike in naval combat,
Table 281: Warfare Casualties siege equipment in Warfare and Siege (i.e., ballistæ,
catapults, and the like) is handled in the abstract.
Casualties Siege equipment impacts the modified warfare rating
Difference
Winner Loser (Table 280). No other statistics are necessary in this
0–20 20% 20% regard, but accounting for equipment and ammunition
21–40 20% 30% costs is crucial; otherwise, the bonuses derived from
41–60 20% 40% siege equipment cannot be realized.
61–80 10% 40%
Table 283: Siege Engine Costs
81–100 10% 50%
Ammunition
101–120 10% 60% Machine
Siege Engine Cost per
121–140 10% 70% Cost
Battle Phase
141–160 10% 80% Ballista 150 gp 100 gp
161–180 5% 80% Battering Ram* 100 gp —
181–200 5% 90% Bore* 500 gp —
201+ 5% 100% Catapult, Light 250 gp 200 gp
Catapult, Heavy 350 gp 300 gp
Casualties: Most casualties reflect actual deaths;
the remainder are seriously wounded, captured, or Trebuchet 500 gp 400 gp
otherwise incapacitated. To subtract casualties from * Bolsters modified warfare rating only if laying siege to a
an army with more than one troop type, simply dis- fortification.
tribute losses as evenly as possible; e.g., if an army of
300 heavy infantry, 200 cavalry, and 200 longbow- Each machine is listed with a capital cost and an am-
men suffers 10% casualties, simply eliminate 30 heavy munition cost per battle phase. The latter is another
infantry, 20 cavalry, and 20 longbowmen. Similarly abstraction. As noted in Step 3: Determine Battle
reduced is any siege equipment. Result, each battle phase requires from two to five
hours to resolve. During this time, a ballista will use
100 gp in ammunition, a light catapult will use 200 gp
in ammunition, and so on.

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a
Siege Engine Descriptions: the time at which the PC engages the enemy may not
be straight away, as a single phase of battle can last
‘ Ballista: Large crossbow mounted on a wheeled from two to five hours.
carriage; fires arrows of four- to five-foot length.
‘ Battering Ram: Long (10-foot minimum), heavy PCs have a chance to impact the outcome of a battle by
log with end shod in metal, exclusively used other means. They may find a way to attack the lead-
to attack a fortification. The log is supported er of the enemy force, or perhaps eliminate a horrific
by chains gripped by each person wielding the dæmon that provides +10 to the enemy’s basic warfare
weapon. rating. Scouts and rangers, for example, might be able
‘ Bore: Long, heavy log supported by a cradle and to provide special intelligence, compelling the referee
housed within a vehicle. At the end is a cork- to grant the PC’s side a +5 or +10 circumstance bo-
screw used to drill into fortification gates. nus to its modified warfare rating. A PC might wield
‘ Catapult: Large wooden framework with a some potent magical weapon, item, or artefact that has
“spoon” affixed with tension ropes. The spoon is a weighty impact on the ebb and flow of the battle. Such
loaded with shot that is fired when the tension employments should be brought to the referee’s atten-
ropes are released. tion, who may, upon consideration, allow for a modified
‘ Trebuchet: Large wooden frame that features a warfare rating bonus of from +5 to +20.
wooden bar with sling affixed to one end. Using
seesaw momentum, the shot is fired at a high Player characters never should be killed outright using
trajectory. the Warfare and Siege rules. Death should occur only
as a result of melee combat. If a PC elects to join the
ROLE OF THE PCs IN WARFARE AND SIEGE front-line infantry, and his or her side is wiped out, the
Often player characters become enmeshed in conflicts PC might be considered seriously injured or captured,
of warfare and siege. They might be soldiers (fighters, or perhaps he or she has suffered some other ruinous
cataphracts, rangers, or scouts); clansmen of a bar- fate as imagined by the referee.
barian horde or berserker shock
troops; or perhaps sorcerers who
stand back from the fray, throwing
lightning from the sky or weaving
great illusions to bewilder and con-
fuse the opposition. Countless such
possibilities exist. Through cam-
paign development, other player
characters will rise to positions of
leadership, enjoying pivotal roles in
the outcome of a battle or war.

PC involvement can be tricky. Often


the referee will need to adjudicate
with reason. Say, for example, your
Anglo-Saxon fighter has mastery in
the longbow, and he intends to stand
with 500 fellow longbowmen, firing
a volley of arrows at the enemy. If
the PC’s side suffers 20% casual-
ties, imposing a 20% chance that he
has suffered injuries from enemy
fire may be fair.

Some players may wish to play their


characters actively during such a
battle, engaging in melee combat
with specific or nonspecific enemies.
This approach is fine, but melee
results will not sway the outcome of
a battle that involves hundreds or
even thousands of warriors. Also,

301
HYPERBOREA

APPENDIX E:
OGL STATEMENT
This printing of HYPERBOREA, also known as Astonishing Swordsmen & Sorcerers of No terms may be added to or subtracted from this License except as described by the
Hyperborea, is done under version 1.0a of the Open Game License and the System License itself. No other terms or conditions may be applied to any Open Game Content
Reference Document by permission from Wizards of the Coast, Inc. distributed using this License.
Designation of Product Identity: The following items are hereby designated as Product 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any acceptance of the terms of this License.
and all HYPERBOREA or Astonishing Swordsmen & Sorcerers of Hyperborea logos, 4. Grant and Consideration: In consideration for agreeing to use this License, the
identifying marks, and trade dress; all proper nouns, monster names, NPC names, Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
geographic terms, capitalized terms, italicized terms, boldfaced terms, artwork, maps, the exact terms of this License to Use, the Open Game Content.
symbols, depictions, and illustrations, except such elements that are derived from the 5. Representation of Authority to Contribute: If You are contributing original material as
System Reference Document. Open Game Content, You represent that Your Contributions are Your original creation
Designation of Open Content: Subject to the Product Identity designation above, all and/or You have sufficient rights to grant the rights conveyed by this License.
NPC, creature, and trap statistics are designated as Open Game Content (OGC), as well 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
as spell names, monster names, weapon statistics, and other elements that are derived License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
from the System Reference Document. No art or illustration is Open Content. You are copying, modifying or distributing, and You must add the title, the copyright
Some of the portions of this book that are delineated OGC originate from the System date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open
Reference Document and are Copyright 2000 Wizards of the Coast, Inc. The remainder Game Content you Distribute.
of the OGC portions of this book are hereby added to Open Game Content and, if so 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
used, should bear the COPYRIGHT NOTICE “HYPERBOREA” “Astonishing Swordsmen indication as to compatibility, except as expressly licensed in another, independent
& Sorcerers of Hyperborea,” Copyright 2022, North Wind Adventures, LLC; Author: Agreement with the owner of each element of that Product Identity. You agree not to
Jeffrey Talanian” indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
OPEN GAME LICENSE Version 1.0a conjunction with a work containing Open Game Content except as expressly licensed
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 in another, independent Agreement with the owner of such Trademark or Registered
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Trademark. The use of any Product Identity in Open Game Content does not constitute
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have contributed Open Game Content; (b)”Derivative Material” means copyrighted used in Open Game Content shall retain all rights, title and interest in and to that Product
material including derivative works and translations (including into other computer Identity.
languages), potation, modification, correction, addition, extension, upgrade, 8. Identification: If you distribute Open Game Content You must clearly indicate which
improvement, compilation, abridgment or other form in which an existing work may portions of the work that you are distributing are Open Game Content.
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any other trademark or registered trademark clearly identified as Product identity by the breach. All sublicenses shall survive the termination of this License.
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to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and
agreement. Dave Arneson. “HYPERBOREA,” “Astonishing Swordsmen & Sorcerers of Hyperborea,”
2. The License: This License applies to any Open Game Content that contains a “AS&SH,” and all other North Wind Adventures product names and their respective
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k

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I
INDEX
#A (attack rate) 19 becalmed 287, 292 City in the Clouds 248
#E (number encountered) 18 bee, giant 32 clay automaton 25
Abbicca’s Mere 275 beetle, giant 32 climate 234
aboleth 20 behir 33 cloaker 39
abominable snow-man 21 bird-man 33 cockatrice 40
AC (armour class) 18 black bear 31 cœlurus 40
accursed stump tree-man 132 black flies 289 coins and ingots 152
aerial minion 21 Black Forest 243 cold, extreme 289
air elemental 65 Black Forest Inlet 243 colour out of space 40
AL (alignment) 18 Black Gulf 224 combat, mass 296
albino ape 22 Black Gull Bay 243 combat, naval 294
alignment (AL) 18 black pudding 34 combat, underwater 295
Alus Mercury 243 Black River Yleil 274 conditions (precipitation) 286
Anlates Isles 243 Black Waste 244 crab 41
ant, giant 22 blink dog 34 crab-man 42
ape, albino 22 Bloody River 275 Crab Archipelago 244
ape, carnivorous 23 blue whale 137 crocodile 43
ape, mountain 23 boar 35 crystal automaton 26
ape-man 24 boarding, grappling and 295 currency exchange rate 150
Apep 283 Boetzu 280 cycle 226
Apollo 279 bog mummy 94 cyclops 43
Apollonalia 227 Bogrest 248 D (damage) 19
aqua-hydra 82 bombardier beetle 32 dæmon 43
archæopteryx 24 Boreas (deity) 280 dæmonic familiar 56
armour, magical 157, 165 boreas (North Wind) 224, 276 Dagon Bay 245
armour class (AC) 18 Brigand’s Bay 244 damage (D) 19
Artemis 279 Broken Coast 244 damage, ship 295
asp 115 bronze automaton 25 damage reduction (DR) 18
astronomical phenomenon 224 brown bear 31 day 226
Atlantica 243 brown jenkin 56 daylight, hours of 228
attack rate (#A) 19 Calencia 244 Death Valley 245
aurochs 25 calendar 226 deathvine 62
Aurorus 279 camel 35 deep-water tendril 62
automaton 25 camel, leaper 84 deer 62
Azathoth 280 campaign 11 deity 279
babi-ngepet 56 Cape Calencia 244 desert dæmon 57
bactrian camel 35 carnivorous ape 23 dexterity (DX) 18
ballista 294, 300 cat 35 Diamond Desert 246
bandit 80 catapult 294, 300 dire wolf 139
bandogg 29 cave bear 31 divisions, geographical and
243
political
banshee 30 cave-man 35
dog 63
Barrier Mountains 243 celestial body 222
dogfish shark 113
basilisk 30 centaur 36
donkey 79
bat 31 centipede (giant) 37
DR (damage reduction) 18
Bealltainn 228 chimæra 39
dragonfly, giant 63
bear 31 chronology of Hyperborea 233

303
HYPERBOREA

draught horse 80 frost giant 73 giant toad 128


dromedary camel 35 fungus 70 giant trapdoor spider 122
Dunwich 248 gaining levels of experience 15 giant tuatara 86
dwarf 64 Gal City 248 giant water snake 117
DX (dexterity) 18 Gal Hills 248 giant weasel 136
eagle 64 gale 287, 292 giant wolf spider 122
earth elemental 66 Ganymede 223 giant wolverine 139
eel, electric 65 gargoyle 70 Gibbering Fields 250
elder thing 64 gelatinous cube 71 gibbering mouther 74
electric eel 65 gem 152 glass snail 74
elemental 65 geographical divisions 243 gloom-eater zombie 142
enchantress dæmon 60 ghast 71 gnagana 58
encounter at sea 293 ghost 72 gnoph-yikk 58
environmental hazard 289 ghoul 72 gorgon 75
Erikssgard 270 ghul 57 grappling and boarding 295
Esquimaux Bay 246 giant 72 Great Obelisk 276
evasion (at sea) 293 giant ant 22 Great Race 76
exchange rate, currency 150 giant asp 116 great white shark 113
expedition, waterborne 291 giant bat 31 greater dæmon 43
experience 14 giant bee 32 green slime 77
experience points (XP) 14, 19 giant beetle 32 grey ooze 77
extreme cold 289 giant black centipede 37 griffin 77
extreme heat 289 giant black widow 121 ground sloth 115
Eyries 246 giant brown centipede 37 gull 78
FA (fighting ability) 19 giant chameleon 85 hare 78
falcon 67 giant crab 41 harpy 78
fangfish 67 giant crab spider 121 hawk 78
fauna 234 giant crocodile 43 hazard (environmental) 289
Fazzuum 264 giant draco lizard 85 HD (hit dice) 18
ferret, giant 67 giant dragonfly 63 heat, extreme 289
festival 226, 227 giant eagle 64 heavy warhorse 80
Fidib 260 giant elk 62 Helios (deity) 280
Fields of Vol 246 giant ferret 67 Helios (sun) 222
fighting ability (FA) 19 giant frog 69 hell hound 79
fire beetle 32 giant hyæna 81 hill giant 73
fire elemental 66 giant komodo dragon 85 hippogriff 79
fire giant 72 giant leech 84 history of Hyperborea 230
fire salamander 110 giant octopus 99 hit dice (HD) 18
fish-man 68 giant ogre-faced spider 121 horse 79
fish-man hybrid 69 giant pink centipede 37 hours of daylight 228
flaming pitch 294 giant python 116 human 80
flesh automaton 26 giant radioactive ant 22 hunting dog 63
Floating Island of Paradoxon 248 giant rat 107 hurricane 287, 292
flora 234 giant scorpion 111 hyæna 81
four-clawed monstrous crab 41 giant slug 115 hyæna-man 81
fox 69 giant spitting cobra 117 hydra 82
frog, giant 69 giant squid 123 Hyperborea, chronology of 233
giant tick 126

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Hyperborea, history of 230 lizard-man 86 Mount Forp 252
Hyperborean Sea 250 lost at sea 293 Mount Vhuurmithadon 268
Ice Lake 275 lotus species 236 Mount Ymir 271
ice dæmon 58 lotus woman 87 mountain ape 23
ice mummy 95 Lug Wasteland 254 mountain lion 94
ice salamander 110 Lunaqqua 281 movement (MV) 18
ice toad 83 lycanthrope 88 Mu Minor 258
iceberg 292 magic item creation 220 mud pit 289
intestine zombie 143 magic items, miscellaneous 162, 194 mule 79
invisible stalker 83 magical armour 157, 165 mummy 94
iron automaton 28 magical armour, special 157, 165 musk ox 96
Islands of the Ape-Men 250 magical melee weapons, other 159, 172 mustard mould 96
Isle of Ghul 250 magical melee weapons, special 159, 172 MV (movement) 18
Isles of Maedsid 250 magical missile weapons 160, 175 naga 97
Isles of Thur 252 magical missile weapons, special 160, 175 Narath and Tarath 258
IX 252 magical potions 161, 181 narwhale 137
jackalope 83 magical rings 161, 184 naval combat 294
jewellery 156 magical rods, staves, and wands 162, 188 New Amazonia 258
Khalk-Xu 280 magical scrolls 161, 180 New Pictland 260
Khromarium, City-State of 254 magical shields 158, 167 New Vinland 260
killer whale 137 magical shields, special 158, 167 night-gaunt 97
Kimmerian Steppe 252 magical swords 158, 169 nightmare 99
Kitasion Archipelago 252 magical swords, special 158, 169 Nod’s Chain 275
Kor, City-State of 246 magical treasure 157 North Wind (boreas) 224, 276
Kraken 280 mammoth, woolly 139 number encountered (#E) 18
Kren-Fak 244 man of ash and coal 90 oar shearing 295
Krimmea 252 man of Leng 91 ochre jelly 99
Krimmr 280 man overboard 292 octopus, giant 99
Kthulhu 281 manticore 92 Old Earth 222
Kyranos (Saturn) 223 mass combat 296 Onja Cot 262
lake 275 melee weapon, magical 159, 172 Oon 101
Lake Nova 276 mi-go 92 orc 101
lamia 59 minotaur 93 Orcust, City-State of 266
language 239 Minotaurios 257 other magical melee weapons 159, 172
Larchmere Yys 252 miscellaneous item, magical 162, 194 otherworldy 20
leaper camel 84 miscellaneous magic items 162, 194 otyugh 102
leech, giant 84 missile weapon, magical 160, 175 Ouranos 223
Lemurian Remnant 253 ML (morale) 19 owl 103
Leng Plateau 253 moderate breeze 287, 292 owl bear 103
lesser dæmon 49 monsters by hit dice 145 Pandoros 258
lich 84 monstrous crab 41 pegasus 104
light breeze 287, 292 monstrous green centipede 37 pegomastax 104
light warhorse 80 month 226 phase spider 104
lion 85 moon 223 Phobos 223
lion, mountain 94 moon phase 227 phoong 105
Lizard Coast 253 morale (ML) 19 Plain of Leng 262
lizard, giant 85 Mordezzan 281 planet 223

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HYPERBOREA

Plutonia 228 sabre-tooth tiger 127 spider, giant 121


polar bear 32 salamander, giant 109 spider, phase 104
political divisions 243 Saturn (Kyranos) 223 Spiral Mountain Array 268
pony 79 Saturnalia 228 spitting cobra 116
Port Greely 256 Savage Boreal Coast 262 spore-man 122
Port Tinsaar 270 saving throw (SV) 19 squid, giant 123
Port Zangerios 274 scorpioid of Xin 110 squirrel 123
Poseidenos 223 scorpion, giant 111 stag beetle 33
potion, magical 161, 181 scroll, magical 161, 180 staff, magical 162, 188
precipitation 286 scythe automaton 28 steam vent 289
Ptarmigan Rock 260 Scythium 264 stirge 123
pterodactyl 106 sea serpent 111 stone automaton 29
purple worm 106 season 226, 234 Stonebrook 256
pyro-hydra 82 Sea-Wolf Island 261 storm 287, 292
python 115 Selene 223 Striped Gulf 268
quicksand 289 settlement 242 strong breeze 287, 292
R’leyh 278 shadow 112 strong gale 287, 292
race 239 shambling mound 112 sublunary dæmon 56
Ragnarrheim 261 Sharath 266 succubus 60
ramming 294 shark 113 sun 222
Rapids at the End of the World 276 shield, magical 158, 167 surprise (at sea) 293
rat 107 ship damage 295 SV (saving throw) 19
rat dæmon 58 ship repair 295 swamp gas 289
rattlesnake 116 shoggoth 113 Swampgate 256
raven (bird) 107 shrieker fungus 70 swine dæmon 56
Raven (deity) 281 siege 296 swinish shade 124
red deer 63 siege equipment 300 sword, magical 158, 169
Red Desert 262 size (SZ) 18 SZ (size) 18
reindeer 63 Skarag Coast 266 tar pit 289
Rel 281 skeleton 114 TC (treasure class) 19, 150
religion 279 sled dog 63 temperature 285
remorhaz 107 slithering slime 114 tentacular horror 125
repair, ship 295 sloth, ground 115 Thaumagorga 282
rhinoceros, woolly 140 slug, giant 115 Thaumagorga’s Teeth 268
riding horse 80 snake 115 thew waggon 125
ring, magical 161, 184 snake, giant 116 Thorgunna’s Island 268
river 274 snake-man 118 tick, giant 126
River Leng 275 snow-man, abominable 21 tiger 126
River Maedbh 275 sorcery resistance 19 Tinsaar 270
River Okeanos 250 special magical armour 157, 165 Tlakk-Nakka 282
River Omo 275 special magical melee weapons 159, 172 toad, giant 128
River Vhuurmis 275 special magical missile weapons 160, 175 training 15
River Vol 275 special magical shields 158, 167 transmundane 128
River Yys 275 special magical swords 158, 169 transtellarial 129
rod, magical 162, 188 special (monster ability) 19 treasure class (TC) 19, 150
roper 108 spectre 120 treasure determination 150
rust monster 109 spell book 181 tree-man 130
sphinx 120

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tree-man crawler 131 waterborne expedition 291 woolly rhinoceros 140
Trog Inlet 270 weasel 136 worm of Ymir 140
troglodyte 132 weather 285 wraith 141
Trogos 270 week 226 wyvern 141
troll 134 wererat 88 Xambaala 272
Ullr 282 wereshark 88 Xathoqqua 282
Ullr’s Island 271 werewolf 90 Xenadon 271
undead animal 134 whale 137 Xin 271
undead 20 whirlpool 293 XP (experience points) 14, 19
Underborea 278 wight 137 year 226
underwater combat 295 wild berserker 81 Yig 283
Valley of Mists 270 wild dog 63 Yikkorth 283
vampire 135 wild horse 80 Yithorium, City-State of 272
vessel, water 291 will-o’-wisp 138 Ymir 283
vhuurmis 136 wind at sea 292 Yoon’Deh 283
Vikland 270 wind force 287 Ythaqqa 283
violet fungus 70 winter wolf 138 Ythaqqa Plateau 271
viper 116 witch dæmon 59 Yog 283
visibility (at sea) 293 Wold Phellora 266 Yug 283
wand, magical 162, 188 wolf 138 Yuggoth 224
war dog 63 wolf, winter 138 Zakath Desert 272
warfare 296 Wolf ’s Head Island 264 Zangerios Islands 272
water elemental 67 wolverine 139 zombie 142
water vessel 291 woolly mammoth 139 zuvembie 144

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astonishing swordsmen & sorcerers of hyperborea

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308
Astonishing Swordsmen & Sorcerers of Hyperborea ™

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