HYPERBOREA Referee's Manual
HYPERBOREA Referee's Manual
hy pe RB Or Ea ®
VOLUME 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
HYPERBOREA is a registered trademark of North Wind Adventures, LLC | Made in the USA 3
HYPERBOREA
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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.)
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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.
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.
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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.
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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
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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.
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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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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.
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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.
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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,
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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.
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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.
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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.
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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.
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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:
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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.
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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).
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.
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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.
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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.
CAT
Small, carnivorous mammal with soft fur and retract-
able claws. Domesticated or feral. Colour patterns
vary considerably.
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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).
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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.
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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.
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.
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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.
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
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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: #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:
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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HYPERBOREA
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.
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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).
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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.
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HYPERBOREA
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.
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HYPERBOREA
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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HYPERBOREA
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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HYPERBOREA
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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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:
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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.
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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.
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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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DEER
Hoofed, herbivorous mammals that dwell in a variety
of environments, such as forests, plains, and tundra.
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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.
DOG
Carnivorous mammal capable of domestication.
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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.
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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.
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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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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).
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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:
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.
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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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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.
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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.
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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.
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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.
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:
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HYPERBOREA
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.
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:
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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.
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.
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.
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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.
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.
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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:
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: #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:
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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.
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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.
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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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.
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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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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)
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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.
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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.
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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.
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.
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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.
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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.
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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:
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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.
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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.
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.
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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
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.
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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.
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:
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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:
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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.
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.
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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
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.
SALAMANDER, GIANT
A giant, serpentine amphibian of legend with ties to the elemental spirits of fire and ice.
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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.
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.
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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.”
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.
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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.
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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.
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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.
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HYPERBOREA
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.
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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.
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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.
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.
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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.
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.
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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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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.
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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.
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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).
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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:
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.
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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.
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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.
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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:
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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.
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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.
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.
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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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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.
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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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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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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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* 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.
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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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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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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
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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
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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) :
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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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.
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.
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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.
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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.
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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:
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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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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:
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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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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).
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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.
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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)
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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.
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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.
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.
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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.
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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.
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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).
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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.
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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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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.
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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.
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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.
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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.
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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.
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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.
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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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13
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).
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HYPERBOREA
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.
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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.
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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.
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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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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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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
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HYPERBOREA
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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HYPERBOREA
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.
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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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HYPERBOREA
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.
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HYPERBOREA
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.
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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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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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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.
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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.
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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.
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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.
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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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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.
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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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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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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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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.
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HYPERBOREA
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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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.
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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.
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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.
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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.
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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:
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.
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.
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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.
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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.
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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
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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:
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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.
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 = ——————
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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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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 = ——————
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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.
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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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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.
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
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who a challenge to the ownership of that Product Identity. The owner of any Product Identity
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.
be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 9. Updating the License: Wizards or its designated Agents may publish updated
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open versions of this License. You may use any authorized version of this License to copy,
Game Content” means the game mechanic and includes the methods, procedures, modify and distribute any Open Game Content originally distributed under any version
processes and routines to the extent such content does not embody the Product of this License.
Identity and is an enhancement over the prior art and any additional content clearly 10. Copy of this License: You MUST include a copy of this License with every copy of the
identified as Open Game Content by the Contributor, and means any work covered Open Game Content You Distribute.
by this License, including translations and derivative works under copyright law, but 11. Use of Contributor Credits: You may not market or advertise the Open Game
specifically excludes Product Identity. (e) “Product Identity” means product and product Content using the name of any Contributor unless You have written permission from the
line names, logos and identifying marks including trade dress; artifacts; creatures Contributor to do so.
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes License with respect to some or all of the Open Game Content due to statute, judicial
and graphic, photographic and other visual or audio representations; names and order, or governmental regulation then You may not Use any Open Game Material so
descriptions of characters, spells, enchantments, personalities, teams, personas, affected.
likenesses and special abilities; places, locations, environments, creatures, equipment, 13. Termination: This License will terminate automatically if You fail to comply with all
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and terms herein and fail to cure such breach within 30 days of becoming aware of the
any other trademark or registered trademark clearly identified as Product identity by the breach. All sublicenses shall survive the termination of this License.
owner of the Product Identity, and which specifically excludes the Open Game Content; 14. Reformation: If any provision of this License is held to be unenforceable, such
(f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by provision shall be reformed only to the extent necessary to make it enforceable.
a Contributor to identify itself or its products or the associated products contributed 15. COPYRIGHT NOTICE
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
notice indicating that the Open Game Content may only be Used under and in terms logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
of this License. You must affix such a notice to any Open Game Content that you Use. © 2022 North Wind Adventures, LLC.
k
302
Volume II: Referee’s Manual
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
304
Volume II: Referee’s Manual
I
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
305
HYPERBOREA
306
Volume II: Referee’s Manual
I
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
307
astonishing swordsmen & sorcerers of hyperborea
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Astonishing Swordsmen & Sorcerers of Hyperborea ™
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