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Published by Capn_Ragnar, 2022-10-07 12:39:35

HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual - Vol. 2

Keywords: TTRPG,OSR,D&D

swords, sorcery, and weird science-fantasy

hype RBOrEa
®

VOLUME II:
referee’s Manual

by Jeffrey P. Talanian

®

Swords, Sorcery, and Weird Science-Fantasy

HYPERBOREA VOL. II:
REFEREE’S MANUAL

by Jeffrey P. Talanian

W W W. H Y P E R B O R E A . T V

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

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

Volume II: Referee’s Manual

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

HYPERBOREA

chapter 10 Hyperborea is a “micro-setting”; i.e., it is of limited ge-
ography. It is designed for use on its own or in conjunc-
tion with another setting of the referee’s choice; indeed,
Hyperborea might be just beyond the North Wind of
any campaign setting, published or home-brewed. When
adventurers cross the veil that is the North Wind, the
traits of Hyperborea manifest: a giant red sun clinging
to the horizon, two moons, falls at the edge of the sea,
and so forth. For those adventures that do not begin in
Hyperborea, some means of admittance must be estab-
lished. Consider the following suggestions:
INTRODUCTION
‘ A sea vessel on an arctic voyage crosses the
fabled North Wind, which sweeps the adventur-
ers to far-flung Hyperborea.
BEYOND THE NORTH WIND ‘ In a blizzard-swept mountain pass, the adven-

“Of the fairest glories that mortals may attain, turers enter a mystical portal and emerge in
to him is given to sail to the furthest bound. Hyperborea.
Yet neither ship nor marching feet may find ‘ A weird and seemingly sentient aurora is
the wondrous way to the gatherings of encountered. Its green and vermillion streamers
the Hyperborean people.” —Pindar descend on the adventurers and transport them
to Hyperborea.
‘ In the nameless depths of a mad wizard’s castle
Hyperborea is a Late Middle English term derived and dungeon complex, an artefact teleports the
from the Late Latin hyperboreanus, which in turn seekers to Hyperborea.
arose from the Greek huperboreos: huper (“be-
yond”) and boreas (“north wind”); quite literally it
means “Beyond the North Wind.” According to the However you choose to build your version of Hyper-
ancient Greek religion, the Hyperboreans were a borea is your prerogative. You can draw from whatever
mythical race who lived 1,000 years and worshipped resources inspire you most, working with and expand-
Apollo and Artemis. They were noted by Herodo- ing the framework established herein. Indeed, you are
tus in the fifth century BC (although the “Father the architect of the game.

of History” cites earlier sources, including Hesiod ARCHITECT OF THE GAME
and Homer). The Hyperboreans were reputed to
dwell “beyond the north wind” in a paradisal land
of sunshine and plenty. Refereeing a game of HYPERBOREA can be a labour
of love: challenging, time-consuming, and requiring
The Hyperborea of this game is inspired by the old careful preparation. However, the rewards can exceed
Greek myths and legends, but perhaps more so by the effort, because the scenarios that you develop for
the weird and fantastic fiction of Robert E. Howard, game play—whether they be published or created by
H.P. Lovecraft, and Clark Ashton Smith; the works you—can facilitate terrific fun and memorable experi-
of Edgar Rice Burroughs, Fritz Leiber, Abraham ences for all the game’s participants.
Merritt, Michael Moorcock, Jack Vance, Karl
Edward Wagner, and others have informed the The rules and guidelines presented in HYPERBOREA
author’s way of thinking. Equally inspirational is are intended to supply a foundation from which you are
the brilliant synergetic medley of myths, legends, encouraged to build and maintain entertaining milieux.
beasts, monsters, artefacts, and fantastic milieux Modifications to rules and procedures are welcome,
though should be exercised with consideration. HY-
masterfully assembled under the direction of PERBOREA is derived from rules and methods origi-
E. Gary Gygax. Drawing from these nally conceived by Gary Gygax and Dave Arneson, the
and other muses, the Hyperborea progenitors of fantasy role-playing games (and later
setting sprang to life, a pastiche “advanced” by Gygax et al). This game does not seek
intended to provide an entertain- to “clone” the original or advanced systems devised
ing experience for fellow gaming
enthusiasts.

4

Volume II: Referee’s Manual

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

5

HYPERBOREA

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

USING THIS BOOK

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

CHAPTER 10: INTRODUCTION
The introduction to this work presents Hyperborea in
historical and fictional contexts. It also explains some
of the responsibilities of the game referee.

CHAPTER 11: REFEREEING
This chapter contains suggestions on refereeing
HYPERBOREA. Also, experience point distri-
bution methods are discussed.

CHAPTER 12: BESTIARY
This chapter is filled with beasts, dæmons,
monsters, otherworldly beings, and un-
dead creatures that might populate your
Hyperborea.

CHAPTER 13: TREASURE
This chapter covers monetary and magical
treasure found in Hyperborea: coins, gems,
jewellery, magical armour, shields, weapons,
potions, rings, staves, wands, and more.

CHAPTER 14: GAZETTEER
The Gazetteer provides key information on the
setting, including Hyperborea’s place in the stars,
its unique calendar, its history, climate and seasons,
flora and fauna, and people. Political and geograph-
ical divisions are also discussed, as well as the mar-
vels and wonders of the realm. Lastly, the various
religions are detailed.

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

6

Volume II: Referee’s Manual

Author’s Note: Players, take notice! This book includes a substantial
amount of information intended solely for the eyes of the referee. A player
looking up a monster’s statistics or a magic item’s properties during game
play is not only in poor taste, but also will incite the fury of Xathoqqua.

7

HYPERBOREA

chapter 11 e.g., William enjoys running his campaign full of ac-
tion, intrigue, and political/religious machinations,
REFEREEING whilst Susan enjoys running her game full of eldritch
horrors, lycanthropic pandemics, zombie-filled ruins,
The rules of HYPERBOREA are largely contained and human futility. When the group switches from Wil-
in the pages of Vol. I: Player’s Manual; notwith- liam’s game to Susan’s game, the tone is different, the
standing, there are some intangibles to refereeing expectations are different, and each experience is fun
an effective campaign that are worthy of discussion. and unique.
Drawing from over 30 years of experience, here follow
REFEREEING HYPERBOREA some of this author’s general thoughts on the craft of
refereeing a traditionally styled RPG such as HYPER-
Your job as referee is to provide a challenging and BOREA. This advice is highly subjective. Utilize what
entertaining experience for your players. Every you will and ignore that which does not accord with your
player group is comprised of diverse individuals own tastes, for you are indeed the master of your game.
who are entertained in different ways for different
reasons. For instance, during a game session, one MAKE THE GAME FUN
of your players might want to role-play his thief
conversing with numerous NPCs about town, gath- Having fun is the primary objective of playing tabletop
ering useful information in relation to adventure RPGs like HYPERBOREA, and the burden of “fun”
hooks that you’ve provided; another player might largely falls on the shoulders of the referee. Try to as-
want her fighter to forget the information hunt and sess the mood of your game in the midst of play to de-
go straight into the skeleton-infested catacombs termine if the players are having fun. Body language
beyond the town’s walls; a third player might want reveals a lot. Are they engaged? Bored players might
his magician to spend time working on a new scroll gravitate to casually thumbing through their books,
and researching a rumour about a dæmon locked in engaging in side conversations, staring at their phones,
the basement of a local temple. You must strive to and so forth. Attempt to re-engage them by increasing
adjudicate the game in a way that best entertains your own energy level. Stand up and raise your voice
the entire group yet nudges them along. Ideally, (or whisper!) for dramatic effect. Make something un-
every player should be provided a chance to shine expected occur! Even the finest referees can lose the
as an individual and as a group member. This as- attention of their players, but it is never too late to reel
pect of game management is not always as easy as them back in by presenting an unexpected adversary
it sounds, but if you prepare well, you will be in an or a dramatic turn of events.
excellent position to entertain all participants. Combat is a favorite element of the game for many
Like the game’s players, referees come from a vari- players. Flashing swords, enchanting spells, and
ety of backgrounds; thus, each one will have a distinct strange artefacts discharged against foes whose aims
sense of style and taste. This uniqueness has an effect are incongruous with the survival of the PCs: Such en-
on how the game feels and plays, because the referee counters are exciting and memorable! They can be oc-
has creative authority to assert his or her personal casions for glory and jubilation, or humility and defeat.
But enjoyment is lessened when you throw encounter
playstyle. Such differences in creativity are gen- after encounter at your players. Such repetition can
erally accepted by the game’s participants; wear down the group and discourage players from
further exploration, because they begin to assume that
the risk is not commensurate with the reward. Even
the most combat-oriented players derive greater en-
joyment when their characters have an opportunity
to explore, investigate, ask questions, plan, and so
forth. Indeed, the greatest fun may be derived when
the players take on difficult or deadly challenges, coop-
erate, experiment, devise schemes, expend resources

8

Volume II: Referee’s Manual

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

9

HYPERBOREA

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

10

Volume II: Referee’s Manual 11

role of the referee, but it can be tricky. Try not to fall in that everyone should have an equal opportunity to 11
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 Maintain your focus. Every referee has sessions that
information that a player’s character would know, but he or she thinks could have gone better. More often
that the player might not. Q: “Is it safe for my fighter than not, you are being your own worst critic, because
to dive into the bay with his chainmail on? His second- while you are lamenting a poor performance, your
ary skill is fisherman.” A: “You’re pretty certain that it players might be thinking about what a great time
is a very risky action.” 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
problem players. They come in various forms. Certain THE SHORT-FORM CAMPAIGN
players, whether by intention or not, are prone to The short-form campaign might entail the running of
hogging the spotlight. They want to do the most, say a specific adventure over the course of one or more
the most, or role-play the most fiercely. At times, this sessions of play. The adventure might be an official
spectacle can be fun and entertaining, worthy of a few HYPERBOREA publication, an adventure published
chuckles. But it is your responsibility to remind them for another (albeit similar) fantasy role-playing game,
or one that is made up by you, the referee.

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
Ideally, the short-form campaign is more direct in its series of episodic adventures that comprise several
presentation by you, the referee. The player characters sessions of play. It can last for months or even years.
are given a quest, a mystery to solve, a rescue mission Over time, these sessions play out like the chapters
to complete, justice to be exacted, or something sim- of a book or the episodes of a television show. The
ilar. Of course, sometimes the greatest fun is derived adventures that you run in the long-form campaign
when it is simply adventuring for adventure’s sake. might include official HYPERBOREA publications,
The short-form campaign has a beginning, middle, and adventures published for another fantasy role-playing
end, and if not all the PCs survive, then it has been a game, adventures that you create, or any combination
suitably challenging experience for the game’s partic- thereof.
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
Pacing is an integral component of the short-form cam- subclass. However, it can be just as rewarding to embrace
paign. It should be relatively fast-paced, exciting, and class theme—a party of thieves, for instance. If the play-
filled with dangers, mysteries, challenges, and puzzles. er group is small (three or fewer participants), a few hire-
Extraneous information, overly wrought descriptions, lings and a wardog or two can bolster their firepower, es-
and extensive role-playing should be minimized or pecially early on. In some cases, players in a small group
avoided when possible. Simply provide some informa- might each run two PCs, but this can become difficult
tion and hooks that are pertinent to the completion for novices. Regardless, surviving first level and earn-
of the adventure. Don’t allow the game to get bogged ing additional levels of experience is no easy feat in the
down in minutia. If the intent is to run an adventure harsh, merciless world of Hyperborea. Survival requires
in three sessions of play, keep things moving, and get no small amount of skill, patience, resource management,
them to the main gist straight away. and to be frank, luck. The more your players’ characters
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 In the gazetteer of this volume, all timelines point to
be dependent on your commitment to record keeping. the current year as 576 CÆ. That is the default launch-
Keep track of time, dates, places, and names or people ing point for any campaign, unless you decide elsewise.
by jotting notes—especially when you have to come up Remember, despite all the resources contained in this
with a name on the spot—and you will be better pre- game as pertains to its cultures, histories, religions,
pared for the long-form campaign. When one of your lands, and so forth—you are the master of your game.
players says that she wishes her cataphract to speak Whatever does not suit your tastes, simply remove
with Shila the village laundress, your mastery of the and substitute with your own materials. The setting of
game may come into question if you have no memory Hyperborea is barebones enough for you to develop,
of this NPC that you created on the spot two months and there are plenty of open spaces for you to create
ago. 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
The territory around the settlement that you choose to establish this rhythm of world development, and once
develop is crucial to adventuring life. What mysteries you garner the investment of your players, you will
lie hidden in the surrounding environs – the shrouded witness your group becoming increasingly more eager
forests, misty swamps, craggy hills, and gravelly des- to play again, to participate in and collaborate on the
erts? One of the remarkable features of Hyperborea’s growth of this grand theatre of the mind. And that is
what I call a successful campaign, gentle reader.

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HYPERBOREA

EXPERIENCE AWARDING EXPERIENCE POINTS
The following table is a referee’s guideline to XP dis-
Player characters that brave unknown dangers, over- tribution. Tastes and styles vary; thus, each referee
come deadly challenges, and survive the trials and will settle into a preferred system of XP awards.
tribulations of adventuring life gain experience. With
experience comes improvement and the development Table 199: Awarding Experience Points
of new skills. It is within the purview of the referee
to determine the influence of experience on the game Achievement Suggested XP Value
through the distribution of experience points.
Slaying Monsters Variable per monster type
EXPERIENCE POINTS (XP)
To become eligible to advance to the next level, a PC 1 point of experience per gp value
must accumulate a set amount of experience points Gaining Treasure (coins, gems, jewellery, etc.);
(XP). Each class has a different schedule; i.e., a fighter magic items variable per item
requires 2,000 XP to advance to 2nd level, and 4,000 XP
for 3rd level; whilst a magician requires 2,500 XP to ad- Clever Use 25–50 XP
vance to 2nd level, and 5,000 XP for 3rd level. Players are of Ability
expected to keep careful track of their XP, because as
XP accumulate, eligibility for gaining new levels of ex- Problem Solving 100–500 XP
perience will be attained. XP are tracked as a running
total throughout the character’s career. Adventure/ 500–1,000 XP
Attaining the next level of experience is ultimately de- Campaign Goals
cided by you, the referee. You may require characters
to train (with or without a master) in order to advance, Actual Death 100–500 XP
or you may allow characters to “level up” in the midst Experience
of game play. If you feel that the level gain is not justi-
fied, you might assign the completion of a quest for the Attendance 25–50 XP per hour, per player
character to be truly eligible for advancement.
Awarding Experience Points Table Defined:

‘ Slaying Monsters: XP are gained when mon-
sters are killed. Each monster is assigned an XP
value. If you modify a monster or design one of
your own, refer to Table 200.

‘ Gaining Treasure: Coins valued at 1 gold piece
(1 gp, 2 ep, 10 sp, 50 cp) are worth a single expe-
rience point each if they are won through adven-
turing. Each mundane treasure item is worth as
many XP as its gp value; e.g., a 1,000-gp diamond
is worth 1,000 XP. Each magic item is assigned an
XP value. N.B.: On occasion, treasure may seem
to fall into the adventurers’ laps; XP for such
gains should be minimized or even negated.

‘ Clever Use of Ability: When a character
exercises a spell or an ability in a way that is
exceptionally clever or innovative, bonus XP
may be awarded.

‘ Problem Solving: The referee might award XP
for overcoming a challenging trick, trap, puzzle,
or riddle, where problem solving, logic, and
teamwork are applied.

‘ Adventure/Campaign Goals: Some adventures
may entail long-term goals or quests; bonus XP
might be awarded when certain criteria are met.

‘ Actual Death Experience: When an adventurer
is slain whilst adventuring, and that adventurer
is later returned to life via reincarnation,
resurrection, or like means, that character may
be awarded 100–500 XP. Having crossed the veil
and seen the other side—even if it is retained as
no more than a hazy dream—provides valuable
experience.

‘ Attendance: Some referees may provide bonus
XP per hour of active game participation for
each player.

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

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HYPERBOREA

DETERMINING NEW/MODIFIED XP FOR CLASSED CHARACTERS
MONSTER XP VALUES During adventure, NPCs may be encountered and de-
feated, resulting in an XP award schedule that differs
To calculate the XP value of monsters newly created or from Table 200. Furthermore, it is not uncommon for
modified by the referee, consider the following procedure, two player characters to come to blows. Willingly slay-
in which a base value is established and then potentially ing a fellow PC (i.e., not under enchantment) generally
modified by minor and/or major abilities. In many cases is frowned upon; notwithstanding, XP may be awarded
minor and major abilities will be evident, but in other if the referee deems it appropriate. Abstracted XP
instances a judgment call or modification must be made. awards for such characters are shewn in Table 201,
(For example, the sting of the giant bee was valued at below; as well, many NPCs possess an assortment of
half a major ability, because the bee dies once it stings.) magic items which also may provide XP to the vic-
tor(s), per referee discretion. N.B.: Some monsters are
Table 200: XP for Monsters considered classed individuals, thus netting XP from
Table 201 in addition to their standard XP values.
Creature’s Base XP Minor Ability Major Ability
Hit Dice (HD) Value Addend Addend

<1 5 2 20 Table 201: XP for Classed Characters

1 10 3 30 Level XP Value

1+ to 2 20 4 40 1 20

2+ to 3 35 6 60 2 30

3+ to 4 75 15 90 3 50

4+ to 5 150 25 125 4 100

5+ to 6 300 40 200 5 200

6+ to 7 450 60 300 6 400

7+ to 8 600 80 400 7 800

8+ to 9 800 100 500 8 1,200

9+ to 10+ 1,000 150 600 9 1,500

11 to 12+ 1,500 200 800 10 2,000

13 to 14+ 2,000 250 1,000 11 2,500

15 to 16+ 3,000 300 1,200 12 3,000

17 to 18+ 4,000 375 1,500

19 to 20+ 5,000 500 2,000

XP for Monsters Table Defined:

‘ Creature’s Hit Dice: The monster’s hit dice
(HD) total, plus bonus hit points (if applicable).

‘ Base XP Value: XP award for defeating a
monster of the given HD, assuming no special
ability modifiers.

‘ Minor Ability Addend: A modifier attributed to
abilities that enhance the monster: 3–5 attacks
per round, blood drain, flight, gore, hug, immunity
to mundane weapons or certain spells, missile
discharge, poison (damaging), saving throw bonus,
sorcery (spell levels 1–3, or equivalent spell-like
abilities), surprize enhancement, weapon mastery.

‘ Major Ability Addend: A modifier attributed
to abilities that significantly augment the power
of the monster: 6+ attacks per round, breath
weapon, attribute drain, paralysis, petrifaction,
poison (deadly or paralytic), sorcery (spell levels
4–6, or equivalent spell-like abilities), sorcery
resistance, summoning, swallowing whole.

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17

HYPERBOREA

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

BESTIARY MOVEMENT (MV)
How fast the monster can ambulate in feet per round.
The beasts, dæmons, monsters, otherworldly beings, Some creatures have multiple forms of locomotion.
and undead creatures presented in this chapter are Most monsters can double their movement; typically,
not intended to be in full attendance in your version this increased speed is in short bursts, but referee
of Hyperborea; rather, they are for you to situation- discretion might allow for an extended period. When
ally utilize and implement as you see fit. Conversely, reckoning the average miles per day a creature can
the list is not intended to be exhaustive. New HY- travel, use the following formula:
PERBOREA adventure modules oft include new
monsters; likewise, referees are encouraged to come (MV ÷ 10) × 6 = miles per day
up with their own unique creatures. Selecting which So, a 50 MV monster can achieve about 30 miles per
monsters populate your Hyperborea or creating new day, whilst an 80 MV flyer can achieve about 48 miles
creatures allows you to put your personal stamp on per day. Of course, environment, weather, impedi-
the setting, making it your own, if you would. ments, and other factors can affect this figure.

BEAST AND MONSTER DEXTERITY (DX)
STATISTICS The monster’s typical dexterity score. This value is
used to break initiative ties; it is not intended to mod-
Each monster’s entry has a list of statistics perti- ify armour class, fighting ability, or saving throws. In
nent to its capabilities in combat and otherwise. some cases, the referee may have to generate dexter-
Explanatory text includes a physical description, ity on the fly by rolling 3d6 or 4d6 (drop low); if the
behaviour, habitat, and, in some instances, his- monster is obviously slow or plodding, 4d6 (drop high)
torical notes. might be rolled instead.
NUMBER ENCOUNTERED (#E)
The suggested number of creatures that may be ARMOUR CLASS (AC)
encountered. Higher ranges (parenthesized) are The monster’s capacity to absorb, avoid, divert, and
intended for monsters encountered in their lair, withstand blows. It is based on the toughness of the
or amongst the pack, pride, or tribe. monster’s hide, its elusiveness, and other capabilities.
ALIGNMENT (AL) For some humanoids, this value may represent armour
The typical ethos of the creature encoun- worn.
tered; exceptions are possible. Unintelligent Damage Reduction (DR): Applicable only to humans,
beasts and monsters usually are Neutral. humanoids, and quasi-men who gird themselves in me-
Alignments are abbreviated as follows: dium to heavy armour, this number is subtracted from
CE = Chaotic Evil, CG = Chaotic Good, damage rolls inflicted upon the creature via physical
LE = Lawful Evil, LG = Lawful Good, and attacks.
N = Neutral.
HIT DICE (HD)
The number of dice rolled to determine the monster’s
hit points (hp). Typically, a d8 hit die type is used,
though exceptions are possible. Some monsters have
bonus hit points added to the base HD total; e.g.,
“4+2” equals the sum of 4d8, plus 2 extra hit points.

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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,
Most monsters attack at a fighting ability (FA) that whereas creatures of the highest morale
equals their HD. Monsters of less than 1 HD are con- (12) never surrender. To make a morale check,
sidered FA 0. As fighting ability caps at 12, creatures roll 2d6.
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
character class attacks at an FA equal to its base HD, monster’s morale score, then it will continue
or the FA granted by its class and level, whichever is fighting, pursuing, or engaging in whatever ac-
greater. For example, a snake-man priest is FA 2 at 1st tion it had been before the check, undaunted.
level and FA 3 at 7th level. ‘ If the result is greater than the monster’s
morale score, then it will attempt to flee or
ATTACK RATE (#A) surrender.
The monster’s number of physical attacks per round.
Following the attack rate is a parenthetical listing of EXPERIENCE POINTS (XP)
the attack forms; e.g., claw/claw/bite. Many monsters The XP award for a killed or otherwise defeated
possess special attacks, too. monster.

DAMAGE (D) TREASURE CLASS (TC)
Hit points of damage rendered via standard physical Letter code(s) indicating the treasure typically lo-
attacks. These ranges are organized to match the at- cated (or hidden) in the monster’s lair. In some cas-
tack types: If a monster has a 3/1 attack rate (claw/ es, treasure classes are divided by a semicolon. The
claw/bite), and damage is listed as “1d4/1d4/2d4”, then value(s) before the semicolon is for treasure found
the first two damage ranges are for claw attacks, and on the individual monster; the value(s) after the
the third damage range is for the bite. For some weap- semicolon is for treasure in the lair. In other cases, a
on-wielding creatures (particularly those of Large TC type is multiplied (e.g., ×5, ×3, ×2). For more
size), the listed damage is an abstraction intended to information on treasure class, refer to Chapter
convey high strength and massive weapon size. Other 13: Treasure, treasure determination.
damage types are detailed under Special where appli-
cable; e.g., a monster may have a bite that causes 1d6 SPECIAL
hp damage, and under Special, a death (poison) save Breath weapons, disease transmission, immu-
may be noted that, upon failure, results in additional nities, poison, resistances, vulnerabilities, and so
damage or death. forth. In some cases, an ability is akin to a spell that
the referee may need to reference. Unless other-
SAVING THROW (SV) wise stated, spell-like abilities function at a cast-
The score needed to avoid, resist, or reduce harm- ing ability (CA) equal to the monster’s HD, to
ful effects, both magical and mundane, based on the a maximum of CA 12.
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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HYPERBOREA

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

BEASTS AND MONSTERS

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

Aboleth (otherworldly): #E 1 (1d4) | AL LE | SZ L
MV 10 (swim 60) | DX 11 | AC 4 | HD 8 | #A 4/1
(lash ×4) | D 1d6 (×4) | SV 13 | ML 10 | XP 1,880
TC F | Special:
‘ Illusion: At will, to a range of 240 feet, effect a

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

20

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ABOMINABLE SNOW-MAN (Yeti) AERIAL MINION

These despicable, flesh-eating humanoids inhabit the This semi-intelligent species of air elemental is con-
coldest, least hospitable regions. They stand eight feet jured by clerics or cryomancers of no small power (see
tall, weigh 350–400 pounds, and are covered in shaggy, summon aerial minion spell). They are naturally in-
grey-white fur. From the centre of this humanoid’s head visible; even if revealed by sorcery or otherwise, they
protrudes a single horn. Its hands are enormous taloned appear as dim, nebulous shapes of eight-foot height
paws suitable for rending flesh and bone. The pelt of an somewhat conforming to anthropoid dimensions. When
abominable snow-man is considered a hunter’s prize. bound to service they will not fight, for their function is
Abominable snow-men speak their own primitive to find and retrieve; they are strong and quick, able to
tongue, can craft simple stone tools, and are known bear as much as 1,000 pounds and move unencumbered.
to tame leaper camels, much like their feared nem- If bidden to retrieve a creature of Small or Medium size,
eses, the men of Leng. As no females of the species the aerial minion attempts to seize its quarry with force
exist, abominable snow-men must take human women (a grapple attempt). Typically, an aerial minion attacks
as their mates. This tragic, unspeakable union always only when it must defend itself, or if it is bewildered by
results in the birth of an abominable snow-man infant its assignment, the latter case causing it to become in-
and the death of the mother. sane and return to kill its summoner.
In the wild, small groups of abominable snow-men are Aerial Minion: #E 1 | AL N | SZ M | MV 0 (fly 80)
encountered. In their mountain cave lairs, larger tribes DX 18 | AC −1 | HD 12 | #A 1/1 (pummel) | D 4d8
abide together, finding strength in unity and raiding SV 11 | ML 12 | XP 2,700 | TC nil | Special:
human settlements for mates. For every 8 abominable ‘ Invisibility: Natural invisibility grants 3-in-6
snow-men there is 1 abominable snow-man alpha, a
500-pound brute. bonus to surprize and +4 “to hit” on all attack
Abominable Snow-Man: #E 1d6 (6d6) | AL CE rolls. If a target is not surprized, their hackles
SZ M | MV 50 | DX 10 | AC 4 | HD 4+4 | #A 2/1 rise, perceiving the unseen threat, but the attack
(claw/claw) or 1/1 (weapon) | D 1d6+1/1d6+1 (or per bonus remains.
weapon +1) | SV 15 | ML 9 | XP 175 | TC D | Special: ‘ Strong Grappler: Only an extraordinary feat of
‘ Bear Hug: If both claw attacks hit, squeeze strength can break its grapple hold.
‘ Track: Can follow any trail no more than two
victim for extra 2d6 hp damage. weeks old.
‘ Resistance: +2 bonus to saves versus cold-relat- ‘ Vulnerabilities: An attacker with true seeing or
like means to penetrate invisibility receives a +4
ed attacks. “to hit.” Destroyed by dispel magic versus the
‘ Surprize: In snowy terrain, surprize chance summoner’s CA.

increased by 2-in-6.
‘ Vulnerability: Suffer +2 hp per die of fire

damage.
Abominable Snow-Man Alpha: #E 1:8 | AL CE
SZ M | MV 40 | DX 8 | AC 3 | HD 6+4 | #A 2/1
(claw/claw) or 3/2 (weapon) | D 1d8+2/1d8+2 (or
per weapon +2) | SV 14 | ML 10 | XP 510 | TC F
Special: (see abominable snow-man)

21

HYPERBOREA

ANT, GIANT Giant Radioactive Ant: #E 2d4 (3d6) | AL N | SZ M
MV 60 | DX 13 | AC 3 | HD 4 | #A 1/1 (bite) | D 1d8
Giant, segmented insect with pronounced antennae, SV 15 | ML 8 | XP 180 | TC Q (×4) | Special:
a tough exoskeleton, and a complex social order. Both ‘ Radiation Sting: Upon successful mandible bite,
species are considered the byproduct of sorcerous aug-
mentation. 2-in-6 chance the creature arches its metasoma to
GIANT ANT: Giant ants are black-and-red insects sting the target at +2 “to hit.” If this attack hits,
from five- to eight-feet in length. They are omnivorous it causes 1d3 hp damage and delivers a lethal dose
and insatiably hungry for organic material (plant or of radiation; make a death (radiation) save or die
animal, with a preference for flesh). Typically, they lair in 1d6 turns. Even if death is averted, the victim
in underground nests and emerge to attack en masse, suffers complete loss of hair within 24 hours;
but encountering a solitary soldier returning to the recurrent nausea results as well.
nest is not unusual. ‘ Warble: Warbling whistle can be used to commu-
Giant Ant: #E 1 (3d6) | AL N | SZ M | MV 60 | DX 12 nicate with other giant radioactive ants within
AC 3 | HD 4 | #A 1/1 (bite) | D 1d8 | SV 15 | ML 8 two miles, or it can be modified to mesmerize a
XP 90 | TC Q (×3), S | Special: single mammal within 240 feet. The target must
‘ Sting: Upon successful mandible bite, 2-in-6 make a sorcery save, modified by willpower
adjustment, if applicable. If the save fails, the
chance the creature arches its metasoma to sting victim enters a trance, dropping anything held
the target at +2 “to hit.” If this attack hits, it caus- and blindly walking toward the warbler, present-
es 1d3 hp damage and delivers venom; make death ing a defenceless target to be devoured.
(poison) save or suffer additional 2d8 hp damage.
GIANT RADIOACTIVE ANT: Giant radioactive ants APE, ALBINO (White Ape)
are giant ants that have been irradiated by green dia-
monds. They present with pale grey, translucent exo- The albino ape is a massive white simian dwelling in
skeletons, under which their internal organs glow iri- caves and caverns. Adult males grow up to seven feet
descent green, most notably the metasoma (posterior). high and weigh as much as 600 pounds; females are
Giant radioactive ants are carnivorous and insatiably slightly smaller. Nocturnal and carnivorous, these
hungry. They also display limited intelligence, com- gorilla-like beasts demonstrate limited intelligence
municating over vast distances via a warbling whistle through primitive tool use.
emitted by their vibrating antennæ. This sound also Typically, they live in groups of 7–10, with one alpha
can produce a mesmerizing effect (see below). Giant ra- male, two or three females, and the remainder young;
dioactive ants oft congregate in threes, head-to-head, otherwise, adult males live solitarily, though a sibling
antennæ taking to a brighter, pulsating green glow. pair is possible. If approached, the apes will pound
The significance of this activity is not yet understood. their chests and roar. One who carefully backs away
might escape (3-in-6 chance); otherwise, the apes react

22

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violently. Albino apes are known to emerge in the black Carnivorous Ape: #E 1d8 | AL CE | SZ M | MV 40 23
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*
The albino ape superior is a rare specimen, always TC C | Special:
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
weighs as much as 1,100 pounds. These apes are much by 1-in-6.
as their cousins, though they can manipulate weapons ‘ Rend: If both claw attacks hit one opponent,
and are possessed of slightly elevated intelligence (and
no small amount of wickedness); some have learnt to rends for additional 1d8+1 hp damage.
speak the Common tongue of mankind. They oft as- * Applies to winged types only.
sume leadership of albino apes, brooding ape-kings.
Albino Ape: #E 1d2 (1d4+6) | AL N | SZ M | MV 40 APE, MOUNTAIN (Ogre)
DX 10 | AC 5 | HD 4+2 | #A 2/1 (claw/claw)
D 1d6+1/1d6+1 | SV 15 | ML 9 | XP 175 | TC C These massive, humanoid brutes of repulsive counte-
Special: nance and abhorrent odour stand 8–10 feet tall and
‘ Scent: Acute sense of smell; chance to be weigh as much as 1,000 pounds. Their torsos are thick
with black or red fur, but their arms and bowed legs
surprized reduced by 1-in-6. are as those of cave-men; their misshapen heads are
Albino Ape Superior: #E 1 | AL CE | SZ L hairy of mane and beard, and their noses large and
MV 30 | DX 8 | AC 4 | HD 8+4 | #A 4/1 (claw ×4) broad. Mountain apes typically wield clubs, stone
or 2/1 (weapons) | D 1d8+2 (×4) or 4d4/4d4 | SV 13 axes, or stone-tipped spears, though some acquire the
ML 10 | XP 1,400 | TC Q | Special: weapons of mankind. Others will hurl stones, or simply
‘ Scent: Acute sense of smell; chance to be pound with their fists.
Mountain apes are greedy and oft store their wealth
surprized reduced by 1-in-6. in cave lairs, though some fear leaving their treasure
‘ Strangle: If all four claw attacks strike one for others to plunder and so will carry it in large sacks.
Most are thoroughly Evil, though a simpleminded,
opponent, strangulation ensues the next round, good-natured sort is not impossible. They often dwell
causing 1d8+2 hp damage per round. An extraor- alone and are wont to kidnap human children (whom
dinary feat of strength can break the ape’s grasp; they enslave and/or eat).
serious damage also may compel the beast to let Mountain Ape: #E 1 (1d6) | AL CE | SZ L | MV 30
go. Rare victims who survive this attack have DX 8 | AC 5 | HD 4+4 | #A 1/1 (pummel or weapon)
been known to lose their voices forever. D 1d4+3 (pummel) or 1d10+3 (weapon) | SV 15
ML 9 | XP 200 | TC M (×10); Q, R, S | Special:
APE, CARNIVOROUS Hurl Stone: Hurl a large stone to a range of 50 for
1d10+3 hp damage.
These are massive, 400-pound, seven-foot-tall,
flesh-eating gorillas of brutish and cunning intelli-
gence. They have large fists with black-taloned fingers.
Carnivorous apes often dwell in hidden places, such as
caves, dungeons, or forests deep. They take great plea-
sure in eating the raw flesh of humans and are keen
to their scent; likewise, they hate and prey upon other
ape species, though they rightly fear the four-armed
albino ape superior. Carnivorous apes are notorious
for their keen eyesight, hearing, and olfaction; they
use these enhanced senses and their shrewd cunning
to stalk enemies.
A rare variation of the carnivorous ape is said to dwell
in the remote peaks of the Spiral Mountain Array.
These simians conform to carnivorous ape appearance,
except they have hollow bones and great, membranous
bat wings. Clever and intelligent, these brutes revel in
cruelty. They are said to capture human females and
convey them to their wicked lairs.

HYPERBOREA

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

Ape-Man: #E 1d6 (6d6) | AL N or LE | SZ M | MV 30 Archæopteryx: #E 1 (1d6) | AL N | SZ S | MV 20 (fly
DX 10 | AC 8 | HD 1+2 | #A 1/1 (weapon) | D (per 60) | DX 10 | AC 6 | HD ½ | #A 3/1 (claw/claw/bite)
weapon +1) | SV 16 | ML 9 | XP 24* | TC L; C, Q D 1/1/1d2 | SV 17 | ML 5 | XP 9 | TC nil | Special:
(×2), S | Special: ‘ Rend: If both claw attacks hit one opponent,
‘ Climb: 11-in-12 chance of success, at full move-
rend for an additional 1d2 hp damage.
ment rate.
‘ Shamanism: Ape-man shamans can advance as

high as 5th level; for each level beyond 1st, they
add 1 hit die (d8) to their base 1+2 HD.
* Refer to Table 201 for classed individuals.

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AUROCHS Bronze Automaton: #E 1 | AL N | SZ L | MV 30
DX 9 | AC 2 | HD 10+2 | #A 1/1 (gore or weapon)
This massive species of ox stands six feet at the shoul- D 2d8 or 4d6 | SV 12 | ML 12 | XP 2,200 | TC nil
der, weighs as much as 2,000 pounds, and is renowned Special:
for its wide spread of forwards-turning horns. Most ‘ Charging Gore: Can deliver charging gore
aurochs have black fur, which is shaggier during cold
periods. Temperamental and aggressive, these bovines attack at +2 “to hit” and double damage.
will charge down a human or humanoid, including those ‘ Fire Heals: Fire attacks heal the monster
who attempt to avoid them. Castrated bulls, if taken as
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
Aurochs: #E 1 (4d6) | AL N | SZ L | MV 30 | DX 9
AC 5 | HD 4 | #A 1/1 (gore or trample) | D 1d10 or lightning, which functions as slow spell for
1d6+1 | SV 15 | ML 6 | XP 90 | TC nil | Special: 3 rounds. Immune to mundane weapons;
‘ Charging Gore: charge attack at +2 “to hit” and harmed only by magical weapons.
CLAY AUTOMATON: A clay automaton is a hu-
double damage. manoid statue eight feet tall. The clay automaton is
‘ Double Gore: Gore attack two adjacent foes on under its creator’s command; typically, the creature
is appointed a task, such as guardianship. N.B.: Clay
a single attack roll. automata are prone to possession by dæmons.
Clay Automaton: #E 1 | AL N | SZ L | MV 20
AUTOMATON (Golem, Living Statue) DX 5 | AC 7 | HD 11+2 | #A 1/1 (pummel) | D 3d10
SV 12 | ML 12 | XP 2,700 | TC nil | Special:
Automata are humanoid constructs of mad sorcerers ‘ Immunities: Immune to all sorcery, except
and their ilk, the formulæ for the creation of which for disintegrate and transmute rock to mud,
trace back to a bygone age when Atlanteans, Hyper- either of which necessitates a death save or
boreans, Lemurians, and the Mu commingled sorcery the creature is destroyed. Unharmed by edged
and science. Strange wires, conduits, batteries, cells, or pointed weapons of all types (magical and
and circuits are installed in many of these creations, mundane); only blunt weapons (flail, hammer,
though no two manuals of automaton creation de- mace, etc.) of magical nature are effective.
scribe precisely identical processes; alternative meth- ‘ Permanent Damage: Damage from attacks
ods of creation were engendered by the ancients, but cannot be healed, save by the sorcery of a
this is a lost science in rapidly decaying Hyperborea. cleric or priest of 9th level or greater; otherwise,
damage inflicted is permanent, unless a remove
BRONZE AUTOMATON (Minotron): A bronze curse spell is cast.
automaton is a massive 10-foot construct built to re-
semble a minotaur. Often referred to as a minotron, a
typical bronze automaton is fashioned to wield a great
spear, halberd, or long trident, composed entirely of
bronze. The bronze automaton is ever obedient and

under the
command of
its creator,
though
it only
responds
to clear
and loudly
vocalized
commands.
N.B.: The
golden heart
of a felled
bronze
automaton,
if extracted,
has a 12,000-
gp value.

25

HYPERBOREA

CRYSTAL AUTOMATON: A crystal automaton is a FLESH AUTOMATON: A flesh automaton is built
human-shaped limpid construct, its smooth, faceless from the corpses of at least five humans. Though the
exterior shewing crackling, bluish-white energy with- creature is impervious to most harm (unless magical),
in. Unlike most automata, this creature exhibits sen- the creator might yet gird an automaton in armour.
tience, oftest housing the consciousness of a learned The flesh automaton obeys the will of its creator; com-
individual. Some ancient Atlantean scientists employed mands must be simple, for the brute retains limited
such forms to achieve a measure of immortality; the intelligence.
secret of their creation has been lost as the Atlantean Flesh Automaton: #E 1 | AL N | SZ M | MV 30
race has declined. These creatures cannot speak, but DX 7 | AC 7 | HD 9+2 | #A 2/1 (pummel) | D 2d8/2d8
can communicate telepathically, usually in the Hellenic SV 12 | ML 11 | XP 1,600 | TC nil | Special:
(Atlantean) and Hellenic (Hyperborean) dialects. ‘ Electricity Heals: Electrical attacks heal the
Crystal Automaton: #E 1 | AL any | SZ M | MV 30
DX 9 | AC 0 | HD 2+2 | #A 2/1 (pummel/pummel) monster instead of damaging it.
D 1d6/1d6 | SV 16 | ML 10 | XP 101 | TC nil | Special: ‘ Immunities: Immune to charm, hold, sleep, and
‘ Immunities: Immune to acid, cold, electricity,
other mind-affecting sorcery. Immune to mun-
fire, gas, poison, and all sorcery. Immune to mun- dane weapons; harmed only by magical weapons.
dane weapons; harmed only by magical weapons. ‘ Loss of Control: Each round of combat, 1-in-10
chance of losing control, attempting to kill all in
sight. It attacks at +2 “to hit” and damage rolls
and then flees after 2d6 rounds. It thereafter
wanders aimlessly, avoiding civilization; rehabil-
itation is no simple matter. Some flesh automata
are said to manifest rudimentary intelligence
and emotion after such episodes.

26

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27

HYPERBOREA

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

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

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

29

HYPERBOREA

BANSHEE (Baobhan Sith) BASILISK

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

30

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BAT BEAR 31

Nocturnal, flying mammal with membranous wings. Four species of these powerful mammals are known to
BAT: A bat is the typical brown, black, red, or sil- be extant in Hyperborea. Each species has a favoured
ver-haired variety that might be encountered in for- environment. Bears are often hunted for their meat
ests, caves, caverns, dungeons, and ruins. During ex- and fur, though only the brave or foolish would dare
tended periods of complete daylight, such as the years hunt the larger species.
of summer, many species hibernate. BLACK BEAR: The black bear is the smallest of bear
Bat: #E d% (1d10×100) | AL N | SZ S | MV 10 species, a swamp and woodland dweller that measures
(fly 80) | DX 15 | AC 5 | HD ¼ | #A 1/1 (bite) | D 1 up to six feet long and weighs as much as 500 pounds.
SV 17 | ML 5 | XP 9 | TC nil | Special: These scavengers are notorious for wandering into
‘ Diseased Bite: 1-in-4 are diseased. A bite victim civilization to plunder food stores. They run quickly
and are skilled tree climbers. This species is known to
must make a death (poison) save or suffer pain hibernate for approximately 6½ months of Nightfall.
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.
Continental species present copper-brown fur during hug for 2d4 hp damage. It may continue to hug
high summer and white fur for the remaining calendar for 1d4 rounds, unless an extraordinary feat of
years; island species usually remain copper perennial- strength or dexterity is achieved.
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
Giant Bat: #E 1d10 (1d10×10) | AL N | SZ S 600 pounds. Brown bears are aggressive, temperamen-
MV 10 (fly 70) | DX 12 | AC 6 | HD 2 | #A 1/1 (bite) tal creatures with long claws that they use to dig out
D 1d4 | SV 16 | ML 7 | XP 64 | TC nil | Special: prey and to fight. This species is known to hibernate
‘ Diseased Bite: see bat. for approximately 6½ months of Nightfall.
‘ Paralyze: Bite causes paralysis for 1d10 rounds Brown Bear: #E 1 (1d6) | AL N | SZ L | MV 50
unless death save is made; bat then drains victim DX 10 | AC 6 | HD 5+5 | #A 3/1 (claw/claw/bite)
of blood, causing 1d4 hp damage per round for D 1d4/1d4/1d8 | SV 14 | ML 8 | XP 380 | TC nil
2d4 rounds, before flying away. If victim sur- Special:
vives, disease also must be checked, as above. ‘ Hug: If same victim is hit with both claw attacks,
hug for 2d6 hp damage. It may continue to hug
for 1d4 rounds, unless an extraordinary feat of
strength or dexterity is achieved.
CAVE BEAR: The cave bear is an enormous brown-
or grey-furred bear that lairs in seaside caves and
cavernous dungeons. Cave bears measure up to 15 feet
in length and weigh as much as 1,400 pounds. They are
ferocious carnivores with a taste for human flesh. Some
have been known to exhibit rudimentary intelligence,
wandering to ancient shrines of Xathoqqua to howl and
roar, their fur bristling.
Cave Bear: #E 1 (1d4) | AL N | SZ L | MV 40
DX 9 | AC 5 | HD 8+5 | #A 3/1 (claw/claw/bite)
D 1d10/1d10/2d6 | SV 13 | ML 9 | XP 1,000 | TC nil
Special:
‘ Hug: If same victim is hit with both claw attacks,
hug for 2d10 hp damage. It may continue to hug
for 1d4 rounds, unless an extraordinary feat of
strength or dexterity is achieved.

HYPERBOREA

POLAR BEAR: The polar bear is a large white bear Giant Queen Bee: #E 1 | AL N | SZ S | MV 10
that inhabits glacial regions. Excellent swimmers, po- (fly 30) | DX 7 | AC 5 | HD 1 | #A 1/1 (sting) | D 1d6
lar bears hunt fish and seals, but usually will not attack SV 16 | ML 12 | XP 43 | TC nil | Special:
a human unless provoked. They measure up to 12 feet ‘ Repeat Stinger: Giant queen bee can sting
in length and weigh as much as 1,100 pounds.
Polar Bear: #E 1 (1d4) | AL N | SZ L | MV 40 (swim repeatedly.
40) | DX 9 | AC 6 | HD 7+5 | #A 3/1 (claw/claw/bite) ‘ Venom: Sting victim must make death (poison)
D 1d8/1d8/2d6 | SV 13 | ML 8 | XP 760 | TC nil
Special: save or suffer additional 2d6 hp damage, plus
‘ Hug: If same victim is hit with both claw attacks, 2-in-6 chance of death in 1 turn due to intensely
painful inflammation and organ failure.
hug for 2d8 hp damage. It may continue to hug
for 1d4 rounds, unless an extraordinary feat of BEETLE, GIANT
strength or dexterity is achieved.
Insects of prodigious size; each may be the product of
BEE, GIANT sorcerous tampering.
BOMBARDIER BEETLE: The bombardier beetle
These incredibly aggressive, one-foot-long killer bees is a five-foot-long insect that inhabits swamps and
attack without provocation any individual within 50 woodlands, feeding on carrion and dung. It uses the
feet of their nest. The giant queen bee is a two-foot- latter to build its nest, a dung tower of 30-foot height
long creature that largely remains in the nest. Giant with a 30-foot-diameter base. It does not attack unless
bees hibernate during the winter years. surprized or threatened; if so, it turns to release its
Giant Bee: #E 1d6 (5d8) | AL N | SZ S | MV 10 terrible vapour bomb (see Special).
(fly 50) | DX 10 | AC 7 | HD ½ | #A 1/1 (sting) | D 1d3 Bombardier Beetle: #E 1d4 (4d6) | AL N | SZ M
SV 17 | ML 12 | XP 17 | TC nil | Special: MV 30 | DX 9 | AC 4 | HD 2+1 | #A 1/1 (bite)
‘ Venom: Sting victim must make death (poison) D 1d10 | SV 16 | ML 7 | XP 95 | TC nil | Special:
‘ Vapour Bomb: Once per day can release from
save or suffer additional 2d6 hp damage, plus
2-in-6 chance of death in 1d4 turns due to its posterior a noxious, 10 × 10 × 10-foot vapour
intensely painful inflammation and organ failure. bomb. The cloud is acidic and inflicts 2d6 hp
‘ Self-Destruction: Giant bee dies shortly after it damage. Furthermore, the release is coupled with
stings, the stinger torn from its body, resulting a sonic boom that stuns any creature within 20
in abdominal rupture. feet unless it makes​ a transformation save. If the
saving throw fails, the victim is stunned for 1d6
rounds and deafened for an additional 1d6 turns.
A deaf creature is surprized on a base 4-in-6 chance
and suffers an individual initiative penalty of −2.
FIRE BEETLE: The fire beetle is a giant insect of
3- to 3½-foot length, with large, serrated pincers.
Fire beetles
are found in
two distinct
types: one,
subterranean;
the other,
aboveground,
nocturnal
bog dwellers.
(The latter oft
are referred
to as “jigs”
because of the
male’s strange
mating rituals:
It stands erect
on its hind legs
and performs

32

Volume II: Referee’s Manual 12

a dance to attract females.) Two brightly glowing When hunting, the behir will bite and then enfold its
glands are located above the fire beetle’s eyes, with prey, constricting as a python and thrashing. When
a third by the abdomen. For the subterranean type, facing fighting humans or other creatures capable of de-
these glands radiate red light in a 10-foot radius; fending themselves, the behir rears up and attacks with
surface-dwellers present a more fulvous phosphores- six claws and its bite. It also can discharge a powerful
cence. If a fire beetle’s glands are extracted carefully, lightning bolt from its open maw. Behirs are often en-
they continue to glow for 1d6 days. countered alone, unless a mating pair is chanced upon.
Fire Beetle: #E 1d6 (2d6) | AL N | SZ S | MV 40 DX 9 Behir: #E 1 (1d2) | AL CE | SZ L | MV 50 (swim 60)
AC 4 | HD 1+1 | #A 1/1 (bite) | D 2d4 | SV 16 DX 10 | AC 4 | HD 12 | #A 7/1 (claw ×6/bite)
ML 7 | XP 20 | TC nil D 1d6×6/2d6 | SV 11 | ML 9 | XP 2,900 | TC Q (×10),
STAG BEETLE: The stag beetle is the most enor- V | Special:
mous of giant beetles, with a body of 12-foot length ‘ Constriction: If bite and at least two claw
and horns that project another 8–10 feet. Heavily ar-
moured and given little cause to fear most predators, attacks hit a single target, victim is wrapped
these enormous insects are the bane of crop farmers, and squeezed for additional 2d4 hp damage per
oft consuming an entire harvest in one night (though round. If the behir is damaged to 50% of its total
they attack humans only if incited). They typically hit points, it releases the victim either to fight or
travel alone or in pairs. retreat (subject to a morale check). Otherwise,
Stag Beetle: #E 1d2 | AL N | SZ L | MV 20 DX 7 an extraordinary feat of strength or dexterity
AC 3 | HD 6 | #A 3/1 (gore/gore/bite) | D 1d10/1d10/2d8 might allow one to escape.
SV 14 | ML 7 | XP 340 | TC nil ‘ Immunities: Immune to electricity and poison.
‘ Lightning Bolt: Once per day can discharge a
BEHIR 30-foot-long lightning bolt that inflicts 6d6 hp
damage, with avoidance saves allowed for ½
This 40-foot-long, serpentine dragon has 12 legs and a damage.
large, crocodilian head. It can fold its legs against its
flanks to slither like a massive snake or to swim. The BIRD-MAN
monster has thick scales of blue or blue-green, with a
pale blue underbelly. Bird-men have small, featherless heads, stout yellow
beaks, and inquisitive black eyes. They stand upright and
average seven feet tall, two feet of which comprise their
long, featherless necks; however, because their necks
droop, their full height scarcely is realized. Bird-men
have long, scaly legs that end in three-toed talons, narrow
upper bodies feathered in black, and powerful wings that
span eight or more feet. Their wings are plumed in black,
white, and brown (females) or red (males).
This race of semi-intelligent, humanoid birds rarely
lives in autonomy; primarily, they exist in servility to
other intelligent beings. This arrangement suits them
so long as they are sheltered and fed (grains and small
lizards, fish, or amphibians). Typically, a small flock (in-
cluding mated pairs) serve a master. Solitary bird-men
oft refuse to eat and will die of starvation, unable to
carry on without the companionship of the flock.
Bird-men are notorious for both their cowardice and
their incessant garrulity, for they speak the Common
tongue of mankind. They can be obstinate (oft refusing
to complete tasks), lazy, argumentative, and insulting
(especially to one another), but when motivated they
can be trained to fly collectively a basket of cargo that
weighs no more than 200 pounds per bird-man. They al-
most always flee violence; however, the threat of violence
from their masters rarely inspires them to cooperation.
Almost nothing can convince them to fly over the ocean.
In short, bird-men are a quirky, intractable species.

33

HYPERBOREA

Bird-Man: #E 3d4 | AL N | SZ M | MV 50 (fly 120) ‘ Corrosion: Corrodes leather on contact and
DX 15 | AC 9 | HD 1 | #A 1/1 (bite) | D 1d4 | SV 16 metal in 2d4 rounds (including weapons and
ML 3 | XP 13* | TC J, K | Special: armour, though magical metal survives 1 extra
‘ Shamans: Rumours speak of shamanic bird-men round per “plus”).

in the untamed wilds of the Spiral Mountain ‘ Fission: When black pudding is struck by
Array. These can advance as high as 7th level; for weapons or lightning (neither of which harm it), a
each level beyond 1st, they add 1 hit die (d8) to smaller one is created (e.g., a 3-HD black pudding
their base 1 HD. that causes 1d8 hp damage), whilst the main body
* Refer to Table 201 for classed individuals. quickly regenerates, its capacities not reduced.

‘ Immunities: Immune to cold. Harmed only by
fire-related sorcery; other spells and magical devic-
es may adversely affect it, but those that are not
fire-related and that normally inflict physical harm
merely split the creature in twain as noted above.

BLACK PUDDING BLINK DOG

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

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Blink Dog: #E 1d6 (1d10+10) | AL LG | SZ S CAMEL 35
MV 50 | DX 17 | AC 5 | HD 4 | #A 1/1 (bite) | D 1d6
SV 15 | ML 9 | XP 120 | TC C | Special: A camel is an even-toed ungulate known for distinctive
‘ Blink: In combat they blink in front of their fatty “humps” on its back.
BACTRIAN CAMEL: The bactrian camel is a two-
enemies, bite, and then blink 1d6×10 feet away. humped pack or riding animal also used for its milk,
Attacking a blink dog requires precise timing; meat, wool, and hide. Bactrians are shaggy, large-
one first must make a successful test of dexterity boned camels able to withstand the least forgiving
to time a blow. Hyperborean climes.
‘ Disappear: When faced with unassailable odds, Bactrian Camel: #E 1 (5d6) | AL N | SZ L | MV 40
entire packs can disappear to parts unknown. DX 8 | AC 7 | HD 2+2 | #A 1/1 (kick) | D 1d4 | SV 16
‘ Enhanced Ferocity: When combating Chaotic ML 6 | XP 35 | TC nil
Evil, they gain +4 damage bonuses. DROMEDARY CAMEL: The dromedary camel is a
‘ Perspicacious: Keen to the presence of other- one-humped pack or riding animal, similar to the bac-
worldly horrors and the undead; will howl in trian, though faster, lighter-boned, and less furry.
their presence, even if unseen (or disguised). Dromedary Camel: #E 1 (5d6) | AL N | SZ L
MV 60 | DX 7 | AC 7 | HD 2+1 | #A 1/1 (kick) D 1d4
BOAR SV 16 | ML 5 | XP 35 | TC nil

This is a wild pig with large tusks and ferocious tem- CAT
perament. Omnivorous and typically nocturnal, adults
stand four feet high at the shoulder and weigh as much Small, carnivorous mammal with soft fur and retract-
as 500 pounds. During periods of extended darkness, able claws. Domesticated or feral. Colour patterns
these creatures enjoy a population explosion, a bane to vary considerably.
travellers and outland settlements. Cat: #E 1 (2d6) | AL N (or LE) | SZ S | MV 50
Boar: #E 1d6 (2d6) | AL N | SZ M | MV 50 DX 15 | AC 7 | HD ½ | #A 2/1 (claw/claw) | D 1/1
DX 10 |AC 7 | HD 3+1 | #A 1/1 (gore) | D 2d4 | SV 15 SV 17 | ML 5 | XP 7 | TC nil | Special:
ML 9 | XP 90 | TC nil | Special: ‘ Evil: Certain black cats are known to exhibit
‘ Charging Gore: Initial gore as charge attack at
Evil; sages posit that these felines are possessed
+2 “to hit” and double damage dice. by dæmons or ghosts.
‘ Stalker: Cats are superior stalkers; chance to
surprize opponents increased by 2-in-6.

CAVE-MAN

These are quasi-men of robust physicality, with squat,
muscular bodies, thick bones, and apelike countenanc-
es of receding foreheads and pronounced brow ridges.
Cave-men are well adapted to cold climes, but thrive in
all environments. They possess rudimentary language
skills (proto-Keltic) less refined than those of humans,
and their technology (tools and weapons) is notably
inferior or even primitive by comparison.
Hunting parties may be encountered, but typically
cave-men live in tribal groups, dwelling in caves, stone
huts, or tents manufactured from animal skins; the last
might be nomadic groups that follow animal herds. For
every 10 cave-men, there will be 1 sub-chief, and for
every 30 cave-men there will be 1 chieftain. A large
tribe (such as those found on the isles of Narath and
Tarath) likely will have one dominant chieftain, so oth-
er “chieftains” have a lesser tribal rank, or they might
be considered sub-chiefs with chieftain statistics.

HYPERBOREA

Cave-men are more sophisticated than appearances Centaur: #E 2d4 (4d6) | AL N | SZ L | MV 50
would indicate, with complex behavioural rules, re- DX 10 | AC 5 | HD 4+4 | #A 2/1 (hoof/hoof) or 3/2
ligion, art, and social conventions. Cave and nomadic (weapon) | D 1d8/1d8 (or per weapon +2) | SV 15
tribes alike employ stone-tipped spears, stone or crude ML 9 | XP 225 | TC Q, X | Special:
iron axes, slings, and short bows with flint-headed ar- ‘ Shield Use: Some carry large shields; such
rows. In recent times, cave-men occasionally wander
into human settlements to trade, but generally they centaurs have AC 3.
are not allowed in taverns, inns, and the like. ‘ Sorcery: Can cast the following spells at will
Cave-Man: #E 1d6 (6d6 or 10d6) | AL CE | SZ M
MV 30 | DX 10 | AC 8 (or per armour) | HD 1+1 (though only one at a time): charm person or
#A 1/1 (weapon) | D (per weapon +1) | SV 16 | ML 8 beast, færie fire, find plants, goodberry, pass
XP 20* | TC L; C, Q (×10), S | Special: without trace, sanctuary from animals, starlight.
‘ Shaman: Cave-man shamans (male or female) ‘ Weapon Mastery: Mastery of two weapons.
Most favour the longbow and long spear.
can advance as high as 6th level; for each level
beyond 1st, they add 1 hit die (d8) to their base
1+1 HD.
* Refer to Table 201 for classed individuals.
Cave-Man Sub-Chief: #E 1:10 | AL CE | SZ M
MV 30 | DX 10 | AC 8 (or per armour) | HD 3+3
#A 3/2 (weapon) | D (per weapon +2) | SV 15 | ML 9
XP 90 | TC M×5 | Special:
‘ Mastery and Strength: +1 “to hit” and +2 to
damage via weapon mastery and high strength.

Cave-Man Chieftain: #E 1:30 | AL CE | SZ M
MV 30 | DX 12 | AC 8 (or per armour) | HD 5+5
#A 3/2 (weapon) | D (per weapon +3) | SV 14 | ML 9
XP 340 | TC M×10 | Special:
‘ Mastery and Strength: +2 “to hit” and +3 to

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

CENTAUR

A centaur has the head, arms, and torso of a human,
but the body of a thick-boned mountain horse. The
equine portion is covered in shaggy grey fur, matched
by a massive shock of hair that forms a dense and tan-
gled protective mane. Protruding from the head of a
male centaur is a pair of stout, yellow horns, which he
uses for sparring (possibly to establish mating rights).
Centaurs of Hyperborea typically dwell in the coldest
and harshest environments, in the heart of the Spiral
Mountain Array; scarcely do they reside elsewhere.
They oft venerate Aurorus and Ythaqqa and make
clandestine pilgrimages to Mount Vhuurmithadon. By
and large, centaurs are wary of humans and typical-
ly seek to avoid them. If encountered, however, they
speak a dialect of proto-Hellenic that is about 65%
compatible with the Kimmerian dialect. They are not
immediately hostile unless threatened; however, they
take a resentful viewpoint of Apollo and Artemis.

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CENTIPEDE GIANT PINK CENTIPEDE: This giant centipede is
noted for its bright pink colouration and green spots.
Giant centipedes are multi-segmented arthropods, The venom of its pincer bite is potentially deadly.
typically up to 2½ feet long and narrow, with a pair Giant Pink Centipede: #E 2d4 (4d4) | AL N | SZ S
of legs projecting from each segment. They typically MV 20 | DX 13 | AC 9 | HD ½ | #A 1/1 (bite) | D 1d2
inhabit mild, moist environments, as well as caverns SV 17 | ML 7 | XP 45 | TC nil | Special:
and dungeons deep. Many varieties of giant centipede ‘ Venomous: Bite delivers venom; make death
exist (some of which are edible).
GIANT BLACK CENTIPEDE: This giant centipede (poison) save or suffer blindness immediately
is noted for its glossy black colour, banded orange and and paralysis 1d6 turns later. In 1d2 days, an
yellow. The venom of its pincer bite is potentially deadly. 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
long that dwells in the deepest subterranean caverns
(poison) save or suffer an additional 2d6 hp of Hyperborea. Its large mandibles inflict crushing
damage—a painful, blood-boiling sensation. 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
Giant Brown Centipede: #E 3d4 | AL N | SZ S blood, ejecting any other remains in a spherical pile.
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)
‘ Venomous: Bite delivers venom; make death D 3d6+3 | SV 12 | ML 10 | XP 1,750 | TC J, K, L, M,
(poison) save or suffer an additional 1d4 hp N, Q | Special:
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.

37

HYPERBOREA

38

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CHIMÆRA In vast subterranean caverns, as many as 100 cloakers 39
may roost like bats, but typically only one is encoun-
These horrific, treble-headed magical beasts are four tered. A single cloaker may be discovered in a dungeon,
feet at the shoulder and weigh as much as 700 pounds. detected as a magical cloak, and even perhaps identified
A chimæra has the forequarters of a lion, the hindquar- as a cloak of protection. Cloakers can effect symbi-
ters of a goat, the membranous wings (25-foot span) of otic relationships with humans, humanoids, or other
a giant bat, and the reticulated tail of a serpent. quasi-men. If unsuspectingly “donned,” they latch on,
The central head of the beast is that of a black-maned manipulating and feeding off their hosts.
lion, with eyes reflecting wicked intelligence. The Cloaker (otherworldly): #E 1 (1d10+10) | AL CE
lion head is flanked by a goat’s head and the serpen- SZ M | MV 10 (fly 50) | DX 13 | AC 3 (1) | HD 6 | #A 2/1
tine head of a hydra. Chimæras lair alone in cliff-side (tail lash/tail lash) | D 1d6/1d6 | SV 14 | ML 9
caves, woodland hills, and even dungeons. They speak XP 460 | TC C | Special:
an ancient tongue of the underworld, but they also can ‘ Aware: Never surprized.
converse in the Common tongue of mankind. ‘ Blend: AC 1 when in darkness or shadows.
Chimæra: #E 1 | AL CE | SZ L | MV 40 (fly 60) ‘ Cloak: If unwittingly donned, a cloaker gently
DX 13 | AC 4 | HD 9 #A 5/1 (claw/claw/lion bite/
hydra bite/goat horns) | D 1d6/1d6/2d6/1d10/2d4 pricks its claw-like “hands” into the victim’s neck.
SV 12 | ML 9 | XP 1,900 TC F | Special: The referee should roll a secret sorcery save for
‘ Breathe Fire: Thrice per day, breathe from its the victim, modified by willpower adjustment,
if applicable. If the save is successful, the victim
lion head a cone of fire 50 feet long and 20 feet realizes a monster has attached itself; pulling it off
wide at the terminus, for 4d6 hp damage (avoid- causes 1d4 hp damage. If the save fails, the victim
ance save for ½ damage). is unaware, and the cloaker will control and ma-
nipulate the character’s actions (ideally via notes
CLOAKER passed betwixt referee and player). The victim
and any allies will believe the cloaker is but a fine
These weird monsters of extra-dimensional origin dwell magical cloak conferring a +1 AC bonus. If the
in deep dungeons and caverns. Possessed of alien intel- victim receives any sorcerous healing, the cloaker
ligence, they speak their own sibilant tongue that some (if wounded) always takes 1 hp of healing for itself.
sorcerers can learn; also, they communicate via telepathy. ‘ Envelop: If both tail lashes hit, the cloaker
They are called “cloakers” because of their shape and ap- envelops its victim and bites for 2d4 hp damage.
pearance, resembling cowled cloaks, black on the outside It continues to bite every round, hitting automat-
and pale grey on the inside. A cloaker has two hidden, ically. If the wrapped cloaker is attacked, damage
claw-like appendages edging the “cowl” and a forked tail is split evenly between the monster and its victim
(as a tuxedo) with barbed ends. A horizontal “seam” in- (though area effect spells harm both normally).
side the cloak is actually a fang-filled maw, above which The victim can break free with a test of strength.
can open two eye slits of crimson red. On the back of the
cloak are 12 black “buttons” that are in fact eyes.

HYPERBOREA

COCKATRICE corpses at their touch, and plants wilt to brown, dry,
lifeless things. The very sight of a colour out of space is
At first glance, these small, magical creatures appear to reputed to effect madness in the viewer. N.B.: In Hy-
be nothing more than large roosters; their serpentine, perborea, human sacrifices have been made to colours
reticulated tails of some two-foot length, however, be- out of space, believed to bring blessings from Aurorus,
tray them as something else. Too, their flight ability far “The Shining One.”
outmatches that of a normal cock, their aerial speed sig- Colour Out of Space (otherworldly): #E 1 | AL CE
nificant. Despite their small size, their beaks are quite SZ L | MV 20 | DX 12 | AC 9 | HD 10 | #A 1/1 (touch)
powerful, rending flesh as efficiently as a spear, and with D 1d6 | SV 12 | ML 12 | XP 2,350 | TC nil | Special:
deadly sorcerous consequences—for their touch (much ‘ Constitution Drain: Touch drains constitution
like that of the basilisk) can turn one to stone.
Cockatrice: #E 1 (1d6) | AL N | SZ S | MV 30 (fly 60) (CN) unless a death save is made. If the save fails,
DX 15 | AC 6 | HD 5 | #A 1/1 (bite) | D 1d6 | SV 14 the victim is drained 3d4 constitution. If drained
ML 7 | XP 300 | TC D | Special: to CN 1–2, the victim is withered and sickly,
‘ Petrifaction: On a successful hit, victim must unable to move or talk, barely able to swallow soft
food. At CN 0 or less, the victim is dead, a grey,
make transformation save or be turned to stone. shriveled husk. Note that multiple touches have

CŒLURUS

The cœlurus is a dinosaur that averages six feet in
length and around three feet in height. It moves about
on its long rear legs and has short grasping arms
in front, ending with sharp claws. The carnivorous
cœlurus hunts in packs, which act similarly to flocks of
birds. Cœlurus have camouflaged skin colouring, which
makes them excellent ambushers. The snake-men tame
cœlurus and use them as humans use dogs. Primarily
found in the Lemurian Remnant, this species has been
introduced to other locations near the Rim of the World,
quickly establishing itself as an effective predator.
Cœlurus: #E 2d4 (4d4) | AL N | SZ S | MV 60
DX 12 |AC 7 | HD 2+2 | #A 3/1 (claw/claw/bite)
D 1d4/1d4/1d6 | SV 16 | ML 8 | XP 47 | TC D
Special:
‘ Surprize: Camouflage provides 1-in-6 bonus to

surprize.

COLOUR OUT OF SPACE

These vampiric phenomena originate from unearthly
dimensions, typically arriving via meteor. When the
meteorite breaks open, the colour emerges, presenting
as a thousand or more points of unhallowed phospho-
rescence, a multi-coloured swarm of dancing lights
exuding palpable, nameless Evil. The colours dance
like corpse-fed fireflies, touching living things and
withering them, drawing their life essence.
That these creatures possess intelligence is undis-
puted by sages, but their motives are unfathomable to
even the most learned of sages. Typically, they hide by
day in dark, wet places and emerge by night to feed,
flowing like sickening, auroral clouds of 10–40 cubic
feet in volume. They prefer to dwell in swamps or ver-
dant woodlands where organic material is abundant.
People, animals, and monsters are reduced to withered

40

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a cumulative effect. Constitution returns at a rate of 1 point 41
per day with complete bed rest; all except the final point,
which is a permanent loss unless the restoration spell is cast.
‘ Fear: Sight of this monster causes fear; make sorcery save
or flee its presence, babbling, cursing, and frothing. The
save is modified by willpower adjustment, if applicable.
This effect lasts for 2d6 turns, though it is permanent for
0th-level characters.
‘ Immunity: Immune to mundane weapons; harmed only by
silver or magical weapons.

CRAB

Clawed crustaceans of prodigious size lurk about Hyperborea,
including caverns deep. They could be the product of sorcerous
mutation.
GIANT CRAB: Giant crabs are crustaceans with shells spanning
as much as five feet in diameter. Typically, they are red, green, or
blue. Although aquatic, they thrive on land as well as in water (fresh
or salt), digging shallow burrows. Giant crabs are voracious eaters
and have a taste for warm-blooded creatures, rending them with
their powerful claws. Although they lack intelligence, giant crabs
sometimes are trained by crab-men to serve as guardians and
trackers. Usually, they are encountered at a sandy beach, swamp,
or river delta.
Giant Crab: #E 1d4 (4d4) | AL N | SZ M | MV 30 | DX 11
AC 2 | HD 3 | #A 2/1 (pincer/pincer) D 2d4/2d4 | SV 15 | ML 9
XP 41 | TC nil | Special:
‘ Surprize: When burrowed, 1-in-6 bonus to surprize.
MONSTROUS CRAB: Monstrous crabs, with shells that span
15–20 feet in diameter, have been reported. Such horrors are
believed to be hundreds of years old, and always they are encoun-
tered singly. They have been come upon in vast subterranean
lakes, the ocean deeps, and beneath glacial ice.
Monstrous Crab: #E 1 | AL N | SZ L | MV 20 DX 6 | AC 0
HD 15 | #A 2/1 (pincer/pincer) D 3d6/3d6 | SV 9 | ML 9
XP 3,000 | TC nil
FOUR-CLAWED MONSTROUS CRAB: This enormous, red
crustacean is 10 feet tall and 20 feet in diameter. They have 20
legs and are renowned for their four razor-sharp claws.
Four-Clawed Monstrous Crab: #E 1 | AL N | SZ L MV 20
DX 6 | AC 0 | HD 15 | #A 4/1 (pincer ×4) | D 3d6 (×4) | SV 9
ML 9 | XP 4,500 | TC nil | Special:
‘ Remove Extremity: On a natural 20 attack roll, the target

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

HYPERBOREA

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

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CROCODILE CYCLOPS 43

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
CROCODILE: Crocodiles oft dwell in or near water as well, typically with a single horn, but sometimes
(fresh or salt) and submerse themselves so as to sneak with two. Cyclopes fight with massive clubs or spears,
up on prey. Typical specimens are of about 20-foot though they are also expert rock hurlers.
length. Cyclopes usually live alone or in small family groups,
Crocodile: #E 1d6 | AL N | SZ L | MV 30 (swim 40) oft in a cave or on an island. Although of low intelli-
DX 10 | AC 3 | HD 5 | #A 1/1 (bite) | D 2d8 | SV 14 gence and naïve to the tricks of humans, they can raise
ML 7 | XP 275 | TC nil | Special: cattle and grow vegetables. Most speak a proto-Hel-
‘ Death Spin: On any successful bite that delivers lenic dialect and/or the Common tongue.
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 ‘ Hurl Boulder: Can hurl a boulder to a range of
or greater, the victim risks drowning. Escaping
a death spin requires an extraordinary feat of 100 (or to 200 at −2 “to hit”) for 3d8 hp damage.
strength
GIANT CROCODILE: Giant crocodiles of 50-foot
length lurk in the sea, though sometimes in coastal
marshlands. They are notorious for tearing open the
hulls of ships.

Giant Crocodile: #E 1 | AL N | SZ L | MV 40
(swim 50) | DX 9 | AC 0 | HD 12 | #A 1/1 (bite)
D 3d12 | SV 11 | ML 9 | XP 2,300 | TC nil | Special:
‘ Swallow Whole: On a natural 19 or 20 attack

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

DÆMONS

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

DÆMON, GREATER

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

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 knowledge of the specific dæmon’s true name, the
tall, this horrific, heavily muscled dæmon has a thick, beast at once seeks to slay the summoner; otherwise,
wrinkled hide and a wolfish head from which project it will listen to the summoner, though not necessarily
two goat horns. Class III greater dæmons have four obey, perhaps performing a service if the reward is
arms. Two are massive and gorilla-like, emerging from substantial.
the typical shoulder area; these arms terminate in
great lobster-like pincers. The secondary set of arms
emerges from the pectoral area; these end in taloned
hands. Class III greater dæmons are more intelligent
than their class I or II kin. They dwell in mankind’s
world because someone (or something) has beckoned
them forth, or because they scheme to effect Evil.
Class III Greater Dæmon (Undead Type 13): #E 1d3
AL CE | SZ L | MV 30 | DX 11 | AC −4 | HD 10
#A 5/1 (pincer/pincer/claw/claw/bite) | D 2d6/2d6/
1d4+1/1d4+1/1d6+1 | SV 12 | ML 10 | XP 3,100
TC D | Special:
‘ Beckon: Once per day, can attempt to beckon

another dæmon to fight alongside it (as reverse
of dismissal), with 2-in-6 chance of success; roll
1d3 to determine if a class I, class II, or class
III greater dæmon is beckoned. Alternatively,
it can attempt to summon 1d4 class iii lesser
dæmons or 1d3 class iv lesser dæmons, with
4-in-6 chance of success.
‘ Resistances: Cold, electricity, fire, and gas attacks
inflict ½ damage, or ¼ damage if save is made.
‘ Sorcery Resistance: 11-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): cause fear (reverse
of remove fear), darkness, detect invisibility,
infrared vision, levitate, polymorph self, pyro-
technics, telekinesis, teleport (without error).
CLASS IV GREATER DÆMON: Massive and fear-
some, these dæmons stand 10–12 feet tall and weigh as
much as 1,000 pounds. They are quite furry, and their
body shapes are vaguely gorilla-like, though with por-
cine countenances. They stand upon the heavy hooves
of a boar, and from their shoulder blades project a pair
of small, feathered wings that appear too small to pro-
vide the power of flight, yet do natheless.
Class IV greater dæmons are highly intelligent,
though they possess the same appetite for human flesh
as other dæmons. These scheming dæmons dominate
their inferior kin, and in the netherworlds within which
they dwell (such as Underborea), they oft dominate.
Rarely do class IV greater dæmons dwell in mankind’s
world unless they are beckoned, commanded by a more
powerful dæmon, or plot on their own. N.B.: If one at-
tempts to beckon a class IV greater dæmon without

45

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
‘ Attack Bonus: All attack rolls at +2 “to hit.” attempt to summon 1d4 class iv lesser dæmons
‘ Beckon: Once per day, can attempt to beckon or 1d3 class vi lesser dæmons, with 5-in-6
chance of success.
another dæmon to fight alongside it (as reverse ‘ Immunity: Immune to mundane weapons;
of dismissal), with 4-in-6 chance of success; roll harmed only by magical weapons.
1d4 to determine if a class I, class II, class III, ‘ Resistances: Cold, electricity, fire, and gas attacks
or class IV greater dæmon is beckoned. Alter- inflict ½ damage, or ¼ damage if save is made.
natively, it can attempt to summon 1d4 class iii ‘ Sorcery Resistance: 14-in-20 sorcery resistance
lesser dæmons or 1d3 class v lesser dæmons, versus spells, magical abilities, and all sorcerous
with 5-in-6 chance of success. devices. Sorcery resistance should be checked
‘ Immunity: Immune to mundane weapons; before a saving throw is rolled.
harmed only by magical weapons. ‘ Spells: Can cast the following spells at will
‘ Resistances: Cold, electricity, fire, and gas attacks (though only one at a time): cause fear (reverse
inflict ½ damage, or ¼ damage if save is made. of remove fear), charm person, darkness (20-ft.
‘ Sorcery Resistance: 12-in-20 sorcery resistance radius), decipher language, detect invisibility,
versus spells, magical abilities, and all sorcerous infrared vision, levitate, polymorph self, project
devices. Sorcery resistance should be checked image, pyrotechnics, teleport (without error).
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): cause fear (reverse of
remove fear), darkness, decipher language, detect
invisibility, detect magic, improved phantasm,
infrared vision, levitate, polymorph self, pyro-
technics, telekinesis, teleport (without error).
CLASS V GREATER DÆMON: Unspeakably cruel
and domineering, this six-armed dæmon has the lower
body of a reticulated snake, surmounted by the naked,
curvaceous torso of a woman with a hauntingly beau-
tiful face. Often these dæmons adorn themselves in
jewellery of no less than 2,000-gp value. Class V great-
er dæmons stand from seven to eight feet tall, though
their tails can extend to a length of 15–20 feet. With
their six long arms they wield long scimitars.
Less powerful dæmons—even class IV—rightly fear
class V greater dæmons, for they are incredibly intel-
ligent and manipulative. In netherworldly realms such
as Underborea, they are served by hosts of class I, II,
and III greater dæmons—and perhaps one or more
class IV greater dæmons. Only the most powerful
(or foolish) of sorcerers would dare beckon a class V
greater dæmon.
Class V Greater Dæmon (Undead Type 13): #E 1
(1d3) | AL CE | SZ L | MV 40 | DX 14 | AC −7
HD 8 | #A 7/1 (long scimitar ×6/tail whip) D 1d8+2(×6)/
2d6 | SV 13 | ML 10 | XP 2,840 | TC U | Special:
‘ Attack Bonus: All attack rolls at +2 “to hit.”
‘ Beckon: Once per day, can attempt to beckon
another dæmon to fight alongside it (as reverse
of dismissal), with 3-in-6 chance of success; roll
1d12: 1–3, a class I greater dæmon is beckoned;

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CLASS VI GREATER DÆMON: When (rarely) in Class VI Greater Dæmon (Undead Type 13): #E 1 47
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 ‘ Beckon: Once per day, can attempt to beckon
a ridged brow. However, these beings prefer anonymi-
ty and oft take other forms. another dæmon to fight alongside it (as reverse
Class VI greater dæmons each usually wield an Evil- of dismissal), with 4-in-6 chance of success; roll
aligned +3 long sword, battle axe, or war ham- 1d6: 1–4, a class IV greater dæmon; and 5–6,
mer, which may have other properties (per referee a class V greater dæmon. Alternatively, it can
discretion). In its other hand, the dæmon carries a attempt to summon 1d3 class xi lesser dæmons
barbed, nine-tailed whip. When it fights, the dæmon or 1d2 class xv lesser dæmons, with 5-in-6
immolates itself, flames radiating nine feet around it; it chance of success.
uses its whip to drag opponents into this fiery radius. ‘ Immmolation: Per will, fiery radius causes 3d6
Six class VI greater dæmons are known to exist, each damage per round (no save) to any creature within
reputed to dwell in such locations as Saturn (or its 9 feet. Any successful hit with whip draws target
moons), the netherworld of Underborea, and of course into dæmon’s flames. Victim can escape entrap-
Hyperborea. Each is regarded as a dæmon prince ment with a test of strength or dexterity; otherwise,
in its own right, answering only to Thaumagorga. In the dæmon continues to burn the victim each
æons past the dæmon princes warred against one an- subsequent round whilst attacking with its other
other, but at length held a conclave and forged a non- weapon or using other abilities. Whilst immolating,
aggression pact. Although they have distinct agendas all normal missiles fired at dæmon incinerate, even
and personalities, each is prone to greed, vanity, and a if the launcher (bow, crossbow, etc.) is magical.
thirst for power. If beckoned, a class VI greater dæmon ‘ Immunity: Immune to mundane weapons;
might join an adventuring party to obtain wealth or harmed only by magical weapons.
power, but it will seek to usurp control and eliminate ‘ Resistances: Cold, electricity, fire, and gas attacks
opposition. Humans who take orders from the dæmon inflict ½ damage, or ¼ damage if save is made.
in short order become Evil themselves. ‘ Sorcery Resistance: 14-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): cause fear (reverse
of remove fear), darkness, decipher language,
detect invisibility, detect magic, infrared vision,
polymorph self, pyrotechnics, suggestion,
telekinesis, teleport (without error). Can dispel
magic thrice per day.
CLASS VII GREATER DÆMON: These greater
dæmons typically present as ape-men of large size,
standing nine feet tall and heavily thewed. When
(rarely) appearing in their true forms (typically when
instigated or wishing to present an ostentatious dis-
play), they stand 14 feet tall, with the upper body of
an enormous, four-armed ape and a sinuous, snail-like
lower body that terminates in a series of short-taloned
appendages. Perhaps most disturbingly, the abdomen
of these netherworldly horrors is lined with articulat-
ed talons that surround a snapping, beaked maw.
It is postulated that at least five class VII greater
dæmons exist—or, rather, five have been recorded.
They are said to reside in the nethermost depths of
Underborea, save perhaps one, which is believed to be
the true overlord of the City-State of Kor. It is said that
significant rancour exists betwixt the class VII greater
dæmons and the Dæmon Lord, Thaumagorga, but the

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.
Class VII Greater Dæmon (Undead Type 13): #E 1 This manœuvre is resolved with a single attack
AL CE | SZ L | MV 40 | DX 14 | AC −7 | HD 15 roll that results in eight actual hits if contact is
#A 4/1 (claw ×4) | D 3d6 (×4) | SV 9 | ML 11 achieved, rendering 16d6 hp damage.
XP 8,700 | TC H | Special: ‘ Immunity: Immune to mundane weapons;
‘ Abodominal Claws: If all four claw attacks harmed only by magical weapons.
‘ Resistances: Cold, electricity, fire, and gas attacks
strike a single opponent, the victim is drawn inflict ½ damage, or ¼ damage if save is made.
immediately to the abdominal claws, which ‘ Sorcery Resistance: 14-in-20 sorcery resistance
automatically pierce him for an additional 4d4 versus spells, magical abilities, and all sorcerous
hp damage. This impalement is followed by devices. Sorcery resistance should be checked
an automatic, venomous maw bite for 1d6 hp before a saving throw is rolled.
damage which requires a death (poison) saving ‘ Spells: Can cast the following spells at will
throw to avert immediate death. (though only one at a time): cause fear (reverse
‘ Beckon: Once per day, can attempt to beckon of remove fear), darkness, decipher language,
another dæmon to fight alongside it (as reverse detect invisibility, detect magic, infrared vision,
of dismissal), with 4-in-6 chance of success; roll polymorph self, pyrotechnics, suggestion,
1d6: 1–4, a class III greater dæmon ; and 5–6, telekinesis, teleport (without error). Can dispel
magic thrice per day.

48

Volume II: Referee’s Manual 12

DÆMON, LESSER Class ii Lesser Dæmon (Undead Type 13): #E 1d8
(4d6) | AL CE | SZ S | MV 40 | DX 8 | AC 6 | HD 1
Less potent dæmons, bidden and unbidden, are known #A 1/1 (bite) | D 1d6 | SV 16 | ML 7 | XP 46 | TC nil
to haunt Hyperborea. These foul abominations disgust Special:
and revolt, visiting nightmares on those whom they ‘ Leap: At will, can make powerful leaps as per
encounter. Lesser dæmons are the most likely to be
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
not reborn in their netherworldly realm as greater inflict ½ damage, or ¼ damage if save is made.
dæmons are; rather, they are terminated. ‘ Sorcery Resistance: 3-in-20 sorcery resistance
CLASS i LESSER DÆMON: The least of all dæmon-
kind, this creature appears as a pale, mandibulate versus spells, magical abilities, and all sorcerous
grub from two to four feet in length, glistening with devices. Sorcery resistance should be checked
reeking slime. It is rather stupid and tends to attack before a saving throw is rolled.
anything not warded by a protection from evil spell. It CLASS iii LESSER DÆMON: This four-foot-long
is said that Underborea is honeycombed with the slimy horned lizard is of deep red colour and sulphurous reek,
tunnels excavated by these horrors. with caustic spittle that can be directed with great ac-
curacy from the narrow tube that serves as its mouth.
Class i Lesser Dæmon (Undead Type 13): #E 1d8 In battle it continually fades in and out of reality in the
(4d6) | AL CE | SZ S | MV 30 | DX 8 | AC 6 | HD 1 manner of a blink dog, and an especial hatred seems to
#A 1/1 (bite) | D 1d4 | SV 16 | ML 7 | XP 46 exist betwixt these creatures. These fiends are known to
TC nil | Special: lair in lava tubes and barely dormant volcanoes, whence
Resistances: Cold, electricity, fire, and gas attacks they sally to gather the human hearts they prize above
inflict ½ damage, or ¼ damage if save is made. all other provender.
Slippery Hide: Cannot be grappled, lassoed, or net- Class iii Lesser Dæmon (Undead Type 13): #E 1d8
ted; likewise unaffected by ensnaring spells such as AL CE | SZ M | MV 40 | DX 11 | AC 5 | HD 1+1
entangle or web. #A 2/1 (claw/claw) | D 1d4/1d4 | SV 16 | ML 7
Sorcery Resistance: 3-in-20 sorcery resistance ver- XP 108 | TC nil | Special:
sus spells, magical abilities, and all sorcerous devices. ‘ Blink: In combat they blink in front of their
Sorcery resistance should be checked before a saving enemies, claw, and then blink away (1d4+1) ×10
throw is rolled. feet. Attacking a class iii lesser dæmon requires
CLASS ii LESSER DÆMON: This lowly dæmon precise timing; one first must make a successful
resembles a three-foot-long deformed lizard of glossy test of dexterity to time a blow.
burnt umber colouration. Its powerful legs allow it to ‘ Resistances: Cold, electricity, fire, and gas attacks
make prodigious leaps, often in unexpected directions. inflict ½ damage, or ¼ damage if save is made.
With intent to devour, it attacks any unprotected liv- ‘ Sorcery Resistance: 3-in-20 sorcery resistance
ing creature. If unleashed on Hyperborea, a swarm of versus spells, magical abilities, and all sorcerous
these dæmons will pick a region entirely clean of flesh. devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spew Acid: Thrice per day, can spew to a range
of 50 a glob of acid that causes damage equal to
the dæmon’s current hit points (avoidance save
for ½ damage).

49


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