HYPERBOREA
STEP 3: DETERMINE BATTLE RESULTS
Once the basic warfare rating has been determined, and all applicable modifiers have been calculated, each side
in the battle must face off in a series of d% rolls. The following procedure determines the winner.
1. Each side rolls d% and adds the result to its MORALE CHECK (Referee’s Option)
modified warfare rating. The side with the If the difference on Table 281 was 101 or greater, the
higher total is victorious. referee may call for the losing side to make a morale
check. The leader’s reaction/loyalty adjustment ap-
2. Subtract the losing side’s total from the winning plies to the roll.
side’s total. Using the difference, refer to
Table 281 to determine casualties. Table 282: Army Morale
3. Determine battle length. A battle has its own 2d6 Army Morale
phases that can play out over a day or two, Result
or perhaps even a week or more. Each battle
phase lasts 1d4+1 hours. The battle may 3 or less Routed: force flees battle
continue, or each side temporarily may retreat,
possibly to resume the next day. Fatigue should 4–5 Shaken: will not engage in another bat-
be considered if proper rest and recuperation tle phase unless reinforcements arrive
are not taken betwixt battle phases.
6–8 Unsteady: −10 modified warfare rating
4. Before the next phase of the battle commences,
the basic warfare rating for each side must be 9–10 Valiant: willing to face perilous danger
recalculated (see Table 279). Next, each side
must recalculate circumstantial modifiers 11 or more Fearless: will fight to the end
(see Table 280).
SIEGE EQUIPMENT
Table 281: Warfare Casualties Siege equipment typically is utilized when attacking
or defending a fortification. Unlike in naval combat,
Difference Casualties siege equipment in Warfare and Siege (i.e., ballistæ,
catapults, and the like) is handled in the abstract.
Winner Loser Siege equipment impacts the modified warfare rating
(Table 280). No other statistics are necessary in this
0–20 20% 20% regard, but accounting for equipment and ammunition
costs is crucial; otherwise, the bonuses derived from
21–40 20% 30% siege equipment cannot be realized.
41–60 20% 40%
61–80 10% 40% Table 283: Siege Engine Costs
81–100 10% 50% Ammunition
Cost per
101–120 10% 60% Siege Engine Machine
Cost Battle Phase
121–140 10% 70% 100 gp
—
141–160 10% 80% Ballista 150 gp —
Battering Ram* 100 gp 200 gp
161–180 5% 80% 500 gp 300 gp
Bore* 250 gp 400 gp
181–200 5% 90% Catapult, Light 350 gp
Catapult, Heavy 500 gp
201+ 5% 100%
Trebuchet
Casualties: Most casualties reflect actual deaths;
the remainder are seriously wounded, captured, or * Bolsters modified warfare rating only if laying siege to a
otherwise incapacitated. To subtract casualties from fortification.
an army with more than one troop type, simply dis-
tribute losses as evenly as possible; e.g., if an army of Each machine is listed with a capital cost and an am-
300 heavy infantry, 200 cavalry, and 200 longbow- munition cost per battle phase. The latter is another
men suffers 10% casualties, simply eliminate 30 heavy abstraction. As noted in Step 3: Determine Battle
infantry, 20 cavalry, and 20 longbowmen. Similarly Result, each battle phase requires from two to five
reduced is any siege equipment. hours to resolve. During this time, a ballista will use
100 gp in ammunition, a light catapult will use 200 gp
in ammunition, and so on.
300
Volume II: Referee’s Manual a
Siege Engine Descriptions: the time at which the PC engages the enemy may not
be straight away, as a single phase of battle can last
Ballista: Large crossbow mounted on a wheeled from two to five hours.
carriage; fires arrows of four- to five-foot length. PCs have a chance to impact the outcome of a battle by
other means. They may find a way to attack the lead-
Battering Ram: Long (10-foot minimum), heavy er of the enemy force, or perhaps eliminate a horrific
log with end shod in metal, exclusively used dæmon that provides +10 to the enemy’s basic warfare
to attack a fortification. The log is supported rating. Scouts and rangers, for example, might be able
by chains gripped by each person wielding the to provide special intelligence, compelling the referee
weapon. to grant the PC’s side a +5 or +10 circumstance bo-
nus to its modified warfare rating. A PC might wield
Bore: Long, heavy log supported by a cradle and some potent magical weapon, item, or artefact that has
housed within a vehicle. At the end is a cork- a weighty impact on the ebb and flow of the battle. Such
screw used to drill into fortification gates. employments should be brought to the referee’s atten-
tion, who may, upon consideration, allow for a modified
Catapult: Large wooden framework with a warfare rating bonus of from +5 to +20.
“spoon” affixed with tension ropes. The spoon is Player characters never should be killed outright using
loaded with shot that is fired when the tension the Warfare and Siege rules. Death should occur only
ropes are released. as a result of melee combat. If a PC elects to join the
front-line infantry, and his or her side is wiped out, the
Trebuchet: Large wooden frame that features a PC might be considered seriously injured or captured,
wooden bar with sling affixed to one end. Using or perhaps he or she has suffered some other ruinous
seesaw momentum, the shot is fired at a high fate as imagined by the referee.
trajectory.
ROLE OF THE PCs IN WARFARE AND SIEGE
Often player characters become enmeshed in conflicts
of warfare and siege. They might be soldiers (fighters,
cataphracts, rangers, or scouts); clansmen of a bar-
barian horde or berserker shock
troops; or perhaps sorcerers who
stand back from the fray, throwing
lightning from the sky or weaving
great illusions to bewilder and con-
fuse the opposition. Countless such
possibilities exist. Through cam-
paign development, other player
characters will rise to positions of
leadership, enjoying pivotal roles in
the outcome of a battle or war.
PC involvement can be tricky. Often
the referee will need to adjudicate
with reason. Say, for example, your
Anglo-Saxon fighter has mastery in
the longbow, and he intends to stand
with 500 fellow longbowmen, firing
a volley of arrows at the enemy. If
the PC’s side suffers 20% casual-
ties, imposing a 20% chance that he
has suffered injuries from enemy
fire may be fair.
Some players may wish to play their
characters actively during such a
battle, engaging in melee combat
with specific or nonspecific enemies.
This approach is fine, but melee
results will not sway the outcome of
a battle that involves hundreds or
even thousands of warriors. Also,
301
HYPERBOREA
APPENDIX E:
OGL STATEMENT
This printing of HYPERBOREA, also known as Astonishing Swordsmen & Sorcerers of No terms may be added to or subtracted from this License except as described by the
Hyperborea, is done under version 1.0a of the Open Game License and the System License itself. No other terms or conditions may be applied to any Open Game Content
Reference Document by permission from Wizards of the Coast, Inc. distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
Designation of Product Identity: The following items are hereby designated as Product acceptance of the terms of this License.
Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any 4. Grant and Consideration: In consideration for agreeing to use this License, the
and all HYPERBOREA or Astonishing Swordsmen & Sorcerers of Hyperborea logos, Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
identifying marks, and trade dress; all proper nouns, monster names, NPC names, the exact terms of this License to Use, the Open Game Content.
geographic terms, capitalized terms, italicized terms, boldfaced terms, artwork, maps, 5. Representation of Authority to Contribute: If You are contributing original material as
symbols, depictions, and illustrations, except such elements that are derived from the Open Game Content, You represent that Your Contributions are Your original creation
System Reference Document. and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
Designation of Open Content: Subject to the Product Identity designation above, all License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
NPC, creature, and trap statistics are designated as Open Game Content (OGC), as well You are copying, modifying or distributing, and You must add the title, the copyright
as spell names, monster names, weapon statistics, and other elements that are derived date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open
from the System Reference Document. No art or illustration is Open Content. Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
Some of the portions of this book that are delineated OGC originate from the System indication as to compatibility, except as expressly licensed in another, independent
Reference Document and are Copyright 2000 Wizards of the Coast, Inc. The remainder Agreement with the owner of each element of that Product Identity. You agree not to
of the OGC portions of this book are hereby added to Open Game Content and, if so indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
used, should bear the COPYRIGHT NOTICE “HYPERBOREA” “Astonishing Swordsmen conjunction with a work containing Open Game Content except as expressly licensed
& Sorcerers of Hyperborea,” Copyright 2022, North Wind Adventures, LLC; Author: in another, independent Agreement with the owner of such Trademark or Registered
Jeffrey Talanian” Trademark. The use of any Product Identity in Open Game Content does not constitute
OPEN GAME LICENSE Version 1.0a a challenge to the ownership of that Product Identity. The owner of any Product Identity
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 used in Open Game Content shall retain all rights, title and interest in and to that Product
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Identity.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 8. Identification: If you distribute Open Game Content You must clearly indicate which
have contributed Open Game Content; (b)”Derivative Material” means copyrighted portions of the work that you are distributing are Open Game Content.
material including derivative works and translations (including into other computer 9. Updating the License: Wizards or its designated Agents may publish updated
languages), potation, modification, correction, addition, extension, upgrade, versions of this License. You may use any authorized version of this License to copy,
improvement, compilation, abridgment or other form in which an existing work may modify and distribute any Open Game Content originally distributed under any version
be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, of this License.
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 10. Copy of this License: You MUST include a copy of this License with every copy of the
Game Content” means the game mechanic and includes the methods, procedures, Open Game Content You Distribute.
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specifically excludes Product Identity. (e) “Product Identity” means product and product License with respect to some or all of the Open Game Content due to statute, judicial
line names, logos and identifying marks including trade dress; artifacts; creatures order, or governmental regulation then You may not Use any Open Game Material so
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, affected.
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 13. Termination: This License will terminate automatically if You fail to comply with all
and graphic, photographic and other visual or audio representations; names and terms herein and fail to cure such breach within 30 days of becoming aware of the
descriptions of characters, spells, enchantments, personalities, teams, personas, breach. All sublicenses shall survive the termination of this License.
likenesses and special abilities; places, locations, environments, creatures, equipment, 14. Reformation: If any provision of this License is held to be unenforceable, such
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and provision shall be reformed only to the extent necessary to make it enforceable.
any other trademark or registered trademark clearly identified as Product identity by the 15. COPYRIGHT NOTICE
owner of the Product Identity, and which specifically excludes the Open Game Content; Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System
(f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
a Contributor to identify itself or its products or the associated products contributed Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and
to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to Dave Arneson. “HYPERBOREA,” “Astonishing Swordsmen & Sorcerers of Hyperborea,”
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative “AS&SH,” and all other North Wind Adventures product names and their respective
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2. The License: This License applies to any Open Game Content that contains a
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of this License. You must affix such a notice to any Open Game Content that you Use.
k k
302
Volume II: Referee’s Manual I
INDEX 303
#A (attack rate) 19 becalmed 287, 292 City in the Clouds 248
#E (number encountered) 18 bee, giant 32 clay automaton 25
Abbicca’s Mere 275 beetle, giant 32 climate 234
aboleth 20 behir 33 cloaker 39
abominable snow-man 21 bird-man 33 cockatrice 40
AC (armour class) 18 black bear 31 cœlurus 40
accursed stump tree-man 132 black flies 289 coins and ingots 152
aerial minion 21 Black Forest 243 cold, extreme 289
air elemental 65 Black Forest Inlet 243 colour out of space 40
AL (alignment) 18 Black Gulf 224 combat, mass 296
albino ape 22 Black Gull Bay 243 combat, naval 294
alignment (AL) 18 black pudding 34 combat, underwater 295
Alus Mercury 243 Black River Yleil 274 conditions (precipitation) 286
Anlates Isles 243 Black Waste 244 crab 41
ant, giant 22 blink dog 34 crab-man 42
ape, albino 22 Bloody River 275 Crab Archipelago 244
ape, carnivorous 23 blue whale 137 crocodile 43
ape, mountain 23 boar 35 crystal automaton 26
ape-man 24 boarding, grappling and 295 currency exchange rate 150
Apep 283 Boetzu 280 cycle 226
Apollo 279 bog mummy 94 cyclops 43
Apollonalia 227 Bogrest 248 D (damage) 19
aqua-hydra 82 bombardier beetle 32 dæmon 43
archæopteryx 24 Boreas (deity) 280 dæmonic familiar 56
armour, magical 157, 165 boreas (North Wind) Dagon Bay 245
armour class (AC) 18 Brigand’s Bay 224, 276 damage (D) 19
Artemis 279 Broken Coast 244 damage, ship 295
asp 115 bronze automaton 244 damage reduction (DR) 18
astronomical phenomenon 224 brown bear 25 day 226
Atlantica 243 brown jenkin 31 daylight, hours of 228
attack rate (#A) 19 Calencia 56 Death Valley 245
aurochs 25 calendar 244 deathvine 62
Aurorus 279 camel 226 deep-water tendril 62
automaton 25 camel, leaper 35 deer 62
Azathoth 280 campaign 84 deity 279
babi-ngepet 56 Cape Calencia 11 desert dæmon 57
bactrian camel 35 carnivorous ape 244 dexterity (DX) 18
ballista 294, 300 cat 23 Diamond Desert 246
bandit 80 catapult 35 dire wolf 139
bandogg 29 cave bear divisions, geographical and
banshee 30 cave-man 294, 300 political 243
Barrier Mountains 243 celestial body 31 dog
basilisk 30 centaur 35 dogfish shark 63
bat 31 centipede (giant) 222 donkey 113
Bealltainn 228 chimæra 36 DR (damage reduction) 79
bear 31 chronology of Hyperborea 37 dragonfly, giant 18
39 63
233
HYPERBOREA
draught horse 80 frost giant 73 giant toad 128
dromedary camel 35 fungus 70 giant trapdoor spider 122
Dunwich 248 gaining levels of experience 15 giant tuatara 86
dwarf 64 Gal City 248 giant water snake 117
DX (dexterity) 18 Gal Hills 248 giant weasel 136
eagle 64 gale 287, 292 giant wolf spider 122
earth elemental 66 Ganymede 223 giant wolverine 139
eel, electric 65 gargoyle 70 Gibbering Fields 250
elder thing 64 gelatinous cube 71 gibbering mouther 74
electric eel 65 gem 152 glass snail 74
elemental 65 geographical divisions 243 gloom-eater zombie 142
enchantress dæmon 60 ghast 71 gnagana 58
encounter at sea 293 ghost 72 gnoph-yikk 58
environmental hazard 289 ghoul 72 gorgon 75
Erikssgard 270 ghul 57 grappling and boarding 295
Esquimaux Bay 246 giant 72 Great Obelisk 276
evasion (at sea) 293 giant ant 22 Great Race 76
exchange rate, currency 150 giant asp 116 great white shark 113
expedition, waterborne 291 giant bat 31 greater dæmon 43
experience 14 giant bee 32 green slime 77
experience points (XP) 14, 19 giant beetle 32 grey ooze 77
extreme cold 289 giant black centipede 37 griffin 77
extreme heat 289 giant black widow 121 ground sloth 115
Eyries 246 giant brown centipede 37 gull 78
FA (fighting ability) 19 giant chameleon 85 hare 78
falcon 67 giant crab 41 harpy 78
fangfish 67 giant crab spider 121 hawk 78
fauna 234 giant crocodile 43 hazard (environmental) 289
Fazzuum 264 giant draco lizard 85 HD (hit dice) 18
ferret, giant 67 giant dragonfly 63 heat, extreme 289
festival 226, 227 giant eagle 64 heavy warhorse 80
Fidib 260 giant elk 62 Helios (deity) 280
Fields of Vol 246 giant ferret 67 Helios (sun) 222
fighting ability (FA) 19 giant frog 69 hell hound 79
fire beetle 32 giant hyæna 81 hill giant 73
fire elemental 66 giant komodo dragon 85 hippogriff 79
fire giant 72 giant leech 84 history of Hyperborea 230
fire salamander 110 giant octopus 99 hit dice (HD) 18
fish-man 68 giant ogre-faced spider 121 horse 79
fish-man hybrid 69 giant pink centipede 37 hours of daylight 228
flaming pitch 294 giant python 116 human 80
flesh automaton 26 giant radioactive ant 22 hunting dog 63
Floating Island of Paradoxon 248 giant rat 107 hurricane 287, 292
flora 234 giant scorpion 111 hyæna 81
four-clawed monstrous crab 41 giant slug 115 hyæna-man 81
fox 69 giant spitting cobra 117 hydra 82
frog, giant 69 giant squid 123 Hyperborea, chronology of 233
giant tick 126
304
Volume II: Referee’s Manual I
Hyperborea, history of 230 lizard-man 86 Mount Forp 252 305
Hyperborean Sea 250 lost at sea 293 Mount Vhuurmithadon 268
Ice Lake 275 lotus species 236 Mount Ymir 271
ice dæmon 58 lotus woman 87 mountain ape 23
ice mummy 95 Lug Wasteland 254 mountain lion 94
ice salamander 110 Lunaqqua 281 movement (MV) 18
ice toad 83 lycanthrope 88 Mu Minor 258
iceberg 292 magic item creation 220 mud pit 289
intestine zombie 143 magic items, miscellaneous 162, 194 mule 79
invisible stalker 83 magical armour 157, 165 mummy 94
iron automaton 28 magical armour, special 157, 165 musk ox 96
Islands of the Ape-Men 250 magical melee weapons, other 159, 172 mustard mould 96
Isle of Ghul 250 magical melee weapons, special 159, 172 MV (movement) 18
Isles of Maedsid 250 magical missile weapons 160, 175 naga 97
Isles of Thur 252 magical missile weapons, special 160, 175 Narath and Tarath 258
IX 252 magical potions 161, 181 narwhale 137
jackalope 83 magical rings 161, 184 naval combat 294
jewellery 156 magical rods, staves, and wands 162, 188 New Amazonia 258
Khalk-Xu 280 magical scrolls 161, 180 New Pictland 260
Khromarium, City-State of 254 magical shields 158, 167 New Vinland 260
killer whale 137 magical shields, special 158, 167 night-gaunt 97
Kimmerian Steppe 252 magical swords 158, 169 nightmare 99
Kitasion Archipelago 252 magical swords, special 158, 169 Nod’s Chain 275
Kor, City-State of 246 magical treasure 157 North Wind (boreas) 224, 276
Kraken 280 mammoth, woolly 139 number encountered (#E) 18
Kren-Fak 244 man of ash and coal 90 oar shearing 295
Krimmea 252 man of Leng 91 ochre jelly 99
Krimmr 280 man overboard 292 octopus, giant 99
Kthulhu 281 manticore 92 Old Earth 222
Kyranos (Saturn) 223 mass combat 296 Onja Cot 262
lake 275 melee weapon, magical 159, 172 Oon 101
Lake Nova 276 mi-go 92 orc 101
lamia 59 minotaur 93 Orcust, City-State of 266
language 239 Minotaurios 257 other magical melee weapons 159, 172
Larchmere Yys 252 miscellaneous item, magical 162, 194 otherworldy 20
leaper camel 84 miscellaneous magic items 162, 194 otyugh 102
leech, giant 84 missile weapon, magical 160, 175 Ouranos 223
Lemurian Remnant 253 ML (morale) 19 owl 103
Leng Plateau 253 moderate breeze 287, 292 owl bear 103
lesser dæmon 49 monsters by hit dice 145 Pandoros 258
lich 84 monstrous crab 41 pegasus 104
light breeze 287, 292 monstrous green centipede 37 pegomastax 104
light warhorse 80 month 226 phase spider 104
lion 85 moon 223 Phobos 223
lion, mountain 94 moon phase 227 phoong 105
Lizard Coast 253 morale (ML) 19 Plain of Leng 262
lizard, giant 85 Mordezzan 281 planet 223
HYPERBOREA
Plutonia 228 sabre-tooth tiger 127 spider, giant 121
polar bear 32 salamander, giant 109 spider, phase 104
political divisions 243 Saturn (Kyranos) 223 Spiral Mountain Array 268
pony 79 Saturnalia 228 spitting cobra 116
Port Greely 256 Savage Boreal Coast 262 spore-man 122
Port Tinsaar 270 saving throw (SV) 19 squid, giant 123
Port Zangerios 274 scorpioid of Xin 110 squirrel 123
Poseidenos 223 scorpion, giant 111 stag beetle 33
potion, magical 161, 181 scroll, magical 161, 180 staff, magical 162, 188
precipitation 286 scythe automaton 28 steam vent 289
Ptarmigan Rock 260 Scythium 264 stirge 123
pterodactyl 106 sea serpent 111 stone automaton 29
purple worm 106 season 226, 234 Stonebrook 256
pyro-hydra 82 Sea-Wolf Island 261 storm 287, 292
python 115 Selene 223 Striped Gulf 268
quicksand 289 settlement 242 strong breeze 287, 292
R’leyh 278 shadow 112 strong gale 287, 292
race 239 shambling mound 112 sublunary dæmon 56
Ragnarrheim 261 Sharath 266 succubus 60
ramming 294 shark 113 sun 222
Rapids at the End of the World 276 shield, magical 158, 167 surprise (at sea) 293
rat 107 ship damage 295 SV (saving throw) 19
rat dæmon 58 ship repair 295 swamp gas 289
rattlesnake 116 shoggoth 113 Swampgate 256
raven (bird) 107 shrieker fungus 70 swine dæmon 56
Raven (deity) 281 siege 296 swinish shade 124
red deer 63 siege equipment 300 sword, magical 158, 169
Red Desert 262 size (SZ) 18 SZ (size) 18
reindeer 63 Skarag Coast 266 tar pit 289
Rel 281 skeleton 114 TC (treasure class) 19, 150
religion 279 sled dog 63 temperature 285
remorhaz 107 slithering slime 114 tentacular horror 125
repair, ship 295 sloth, ground 115 Thaumagorga 282
rhinoceros, woolly 140 slug, giant 115 Thaumagorga’s Teeth 268
riding horse 80 snake 115 thew waggon 125
ring, magical 161, 184 snake, giant 116 Thorgunna’s Island 268
river 274 snake-man 118 tick, giant 126
River Leng 275 snow-man, abominable 21 tiger 126
River Maedbh 275 sorcery resistance 19 Tinsaar 270
River Okeanos 250 special magical armour 157, 165 Tlakk-Nakka 282
River Omo 275 special magical melee weapons 159, 172 toad, giant 128
River Vhuurmis 275 special magical missile weapons 160, 175 training 15
River Vol 275 special magical shields 158, 167 transmundane 128
River Yys 275 special magical swords 158, 169 transtellarial 129
rod, magical 162, 188 special (monster ability) 19 treasure class (TC) 19, 150
roper 108 spectre 120 treasure determination 150
rust monster 109 spell book 181 tree-man 130
sphinx 120
306
Volume II: Referee’s Manual I
tree-man crawler 131 waterborne expedition 291 woolly rhinoceros 140
Trog Inlet 270 weasel 136 worm of Ymir 140
troglodyte 132 weather 285 wraith 141
Trogos 270 week 226 wyvern 141
troll 134 wererat 88 Xambaala 272
Ullr 282 wereshark 88 Xathoqqua 282
Ullr’s Island 271 werewolf 90 Xenadon 271
undead animal 134 whale 137 Xin 271
undead 20 whirlpool 293 XP (experience points) 14, 19
Underborea 278 wight 137 year 226
underwater combat 295 wild berserker 81 Yig 283
Valley of Mists 270 wild dog 63 Yikkorth 283
vampire 135 wild horse 80 Yithorium, City-State of 272
vessel, water 291 will-o’-wisp 138 Ymir 283
vhuurmis 136 wind at sea 292 Yoon’Deh 283
Vikland 270 wind force 287 Ythaqqa 283
violet fungus 70 winter wolf 138 Ythaqqa Plateau 271
viper 116 witch dæmon 59 Yog 283
visibility (at sea) 293 Wold Phellora 266 Yug 283
wand, magical 162, 188 wolf 138 Yuggoth 224
war dog 63 wolf, winter 138 Zakath Desert 272
warfare 296 Wolf ’s Head Island 264 Zangerios Islands 272
water elemental 67 wolverine 139 zombie 142
water vessel 291 woolly mammoth 139 zuvembie 144
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astonishing swordsmen & sorcerers of hyperborea
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Astonishing Swordsmen & Sorcerers of Hyperborea™
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