300 HYPERBOREA Table 182: Moorish Personal Names – Female d% Result Name 01–04 Aisha 05–08 Amena 09–12 Baya 13–16 Hadada 17–20 Illi 21–24 Kahina 25–28 Kella 29–32 Lella 33–36 Lemta 37–40 Lundja 41–44 Markunda 45–48 Muli 49–52 Rayshabu 53–56 Safiyya 57–60 Sekkura 61–64 Tanelhir 65–68 Tanloubouh 69–72 Thula 73–76 Tintfsut 77–80 Tioueyin 81–84 Tuftifawt 85–88 Tufent 89–92 Wertenezzu 93–96 Zegiga 97–00 Zahara Table 183: Moorish Personal Names – Male d30 Result Name d30 Result Name d30 Result Name 1 Ahmedu 11 Dassin 21 Munatas 2 Amergiw 12 Ehenkouen 22 Sidi 3 Antal 13 Ehenu 23 Sufian 4 Asmil 14 Idir 24 Tariq 5 Azawakh 15 Ilou 25 Udad 6 Aziouel 16 Izil 26 Wagguten 7 Baragsen 17 Khyar 27 Yabdas 8 Beddis 18 Lamine 28 Yuba 9. Bekketa 19 Masgaba 29 Yugerten 10 Brahim 20 Massena 30 Ziri MOORISH NAMES Moorish names are largely derived from various Berber tribes of Old Earth’s North African region. To determine a female personal name, roll a d%, and to determine a male personal name, roll a d6 followed by a d10. Like many other cultures, Moors use a patronymic when greeted by fellow Moors; otherwise, they go by their personal names. Moorish Patronymics: Moors use the unmodified name of their father as a patronymic, preceded by either ult- (daughter of) or ag- (son of). Examples: Thula, daughter of Yuba, would be called Thula ult-Yuba, and Ziri, son of Tariq, would be called Ziri ag-Tariq. MU NAMES Mu names originate from a time before they adopted their current 814-word language. Their names are genderless, except for unmarried females. To generate a Mu name, roll a d6 followed by a d20. Unmarried females whose names end in the vowel “a” are given a suffix of -sha. If their name ends in another vowel or any consonant, the suffix of -asha is added. Upon marrying, or when an adult female denounces such attachments in favour of unwedded life, the suffix is removed at a renaming ceremony. Examples: Bora will be called Borasha; Genzebo will be called Genzeboasha. Table 184-A: Mu Names (d6, 1–2) d20 Result Name d20 Result Name 1 Batu 11 Darbu 2 Bagada 12 Dubano 3 Bahareko 13 Dzogoshi 4 Baijata 14 Gabata 5 Baliti 15 Gasani 6 Bisku 16 Gatifan 7 Bora 17 Ged-ahini 8 Bortegana 18 Genzebo 9 Dangata 19 Guri 10 Darbohanshati 20 Gurlu
301 Volume I: Player’s Manual Table 184-B: Mu Names (d6, 3–4) d20 Result Name d20 Result Name 1 Habura 11 Kulugmat 2 Hadzi 12 Kushta 3 Kaibiri 13 Lakha-ta 4 Kalati 14 Lambano 5 Kashin 15 Mangatinuh 6 Kidzi 16 Mertematakalbano 7 Kitshaki 17 Mizgita 8 Kiwak 18 Mogatooti 9 Kokaodi 19 Munatenorma 10 Korumi 20 Nagaikota Table 184-C: Mu Names (d6, 5–6) d20 Result Name d20 Result Name 1 Nuh-ni 11 Tin-ako 2 Okuhnti 12 Tinteganzabu 3 Ramun-auni 13 Tirgɑtɑ 4 Shida 14 To-ra 5 Sho-kaia 15 Toko-na 6 Shuaxota 16 Tshoma 7 Shuo 17 Tso-nakau 8 Ta-mita 18 Tukahe-da 9 Tæhata 19 Wu-rakatubat 10 Tashana 20 Zilanka OON NAMES Oon begin their lives as slaves to the mi-go and are not provided names; rather, they are assigned a numerical designation that typically consists of nine digits. Upon liberation, Oon will take up a name that is popular in the area they settle. Sometimes they select the name of the first person to treat them kindly. Rare is the Oon who retains their numerical designation as an actual name. PICTISH NAMES Picts utilize several traditional names and modified names (with traditional elements) in post-Green Death New Pictland. To generate a Pictish female name, roll a d20. To generate a Pictish male name, roll a d6 followed by a d20. Males sometimes use a patronymic, whilst females do not. Table 185: Pictish Personal Names – Female d20 Result Name d20 Result Name 1 Barita 11 Huctia 2 Bodicca 12 Liggagh 3 Cartimandua 13 Luann 4 Cobblaith 14 Luncetta 5 Cunoarda 15 Nectudagh 6 Cunovinda 16 Scáthagh 7 Drusstic 17 Tea 8 Elpia 18 Ventissa 9 Eithni 19 Verctissa 10 Eurgeinn 20 Verica Table 186-A: Pictish Personal Names – Male (d6, 1–3) d20 Result Name d20 Result Name 1 Argentocoxos 11 Cintusmos 2 Arviragos 12 Cogidubnos 3 Bodiccios 13 Commios 4 Brigomaglos 14 Crotos 5 Cacumattos 15 Cunittos 6 Calgacos 16 Cunobarros 7 Caratacos 17 Cunobelinos 8 Catavignos 18 Cunopectos 9 Ceanatis 19 Cunovindos 10 Cingetorix 20 Dubnovellaunos a
302 HYPERBOREA Table 186-B: Pictish Personal Names – Male (d6, 4–6) d20 Result Name d20 Result Name 1 Enestinos 11 Saccios 2 Ivomagos 12 Segovax 3 Litugenos 13 Senorix 4 Lugotorix 14 Setibogios 5 Mandubracios 15 Tancorix 6 Matugenos 16 Taximagulos 7 Morirex 17 Togodumnos 8 Motios 18 Uepogenos 9 Nectovelios 19 Venutios 10 Rianorix 20 Vindex Pictish Patronymics: Although Pictish inheritance is traced through the mother’s line, Pictish men oft use a patronymic based on their oldest uncle’s name. nepos: “nephew of ” The uncle’s name is modified in the patronym based on its ending, as follows: Table 187: Pictish Patronymic Modifications Ending Modification -ex -egis -is -is -ix -igis -os -i Example: Cunovindos, nephew of Lugotorix, might introduce himself as Cunovindos nepos Lugotorigis, or simply Cunovindos when outside of his culture. PICT (Half-Blood) NAMES As the Half-Blood Picts rejected their Pictish masters (and consequently their paternal ancestry), they began to rediscover their maternal Tlingit heritage. Thus, they adopted Tlingit names and moieties. Now, only a few HalfBlood loyalists continue to use Pictish names. Half-Blood Picts should refer to the Tlingit list in almost all cases; otherwise, they might use the Pict list. ROMAN NAMES The full three-part Roman name, which is by no means universally used, is known as the tria nomina. It consists of a prænomen (personal name), nomen (family name), and perhaps a cognomen (nickname). On Old Earth the cognomen was sometimes hereditary within families (referring to the deeds or appearance of an illustrious ancestor), but in Hyperborea, the cognomen is always a personal nickname. Due to the disordered state of Roman society and family bonds in Hyperborea, many Romans there are known only by a prænomen, or in extreme cases, only by a cognomen. Roman women are sometimes known only by their nomen, with terms such as “Major” and “Minor” used to distinguish between sisters of different ages, but this is not a universal practice either. Given the lack of consistency amongst Hyperborean Romans, the player or referee could reasonably generate only a prænomen for a character of either gender. To generate a Roman name, roll a d% for the prænomen, and a d% for the nomen. Table 188: Roman Female/Male Prænomen (personal name) d% Result Name d% Result Name d% Result Name 01–04 Appia/Appius 37–40 Marcia/Marcus 69–72 Quinta/Quintus 05–08 Aula/Aulus 41–44 Mettia/Mettius 73–76 Septima/Septimus 09–12 Decima/Decimus 45–48 Nona/Nonus 77–80 Servia/Servius 13–16 Fausta/Faustus 49–52 Numeria/Numerius 81–84 Statia/Statius 17–20 Gaia/Gaius 53–56 Octavia/Octavius 85–88 Tiberia/Tiberius 21–24 Gnæa/Gnæus 57–60 Paulla/Paullus 89–92 Tulla/Tullus 25–28 Hosta/Hostus 61–64 Procula/Proculus 93–96 Vibia/Vibius 29–32 Lucia/Lucius 65–68 Publia/Publius 97–00 Vopisca/Vopiscus 33–36 Mania/Manius
303 Volume I: Player’s Manual Table 189: Roman Female/Male Nomen (family name) d% Result Name d% Result Name d% Result Name 01–04 Acilia/Acilius 37–40 Gabinia/Gabinius 69–72 Ovidia/Ovidius 05–08 Æmilia/Æmilius 41–44 Geminia/Geminius 73–76 Petronia/Petronius 09–12 Calpurnia/Calpurnius 45–48 Horatia/Horatius 77–80 Pontia/Pontius 13–16 Claudia/Claudius 49–52 Hortensia/Hortensius 81–84 Rubellia/Rubellius 17–20 Didia/Didius 53–56 Iulia/Iulius 85–88 Sextia/Sextius 21–24 Domitia/Domitius 57–60 Licinia/Licinius 89–92 Titinia/Titinius 25–28 Equitia/Equitius 61–64 Maria/Marius 93–96 Ulpia/Ulpius 29–32 Fabia/Fabius 65–68 Numicia/Numicius 97–00 Valeria/Valerius 33–36 Flavia/Flavius Roman Cognomen: Ideally, the player or referee should choose a character’s cognomen, perhaps based on a secondary skill or a physical characteristic such as hair color, but this can also be randomized. If the female cognomen differs from the male, it is given in parentheses. Roll a d% for the cognomen. Table 190: Roman Cognomen (nickname) d% Result Name d% Result Name 01–02 Aculeo – “surly” 51–52 Flavus (Flava) – “yellow haired” 03–04 Agricola – “farmer” 53–54 Fullo – “fuller” 05–06 Albinus (Albina) – “pale” 55–56 Gemellus (Gemella) – “twin sibling” 07–08 Albus (Alba) – “fair skinned” 57–58 Helva – “brown haired” 09–10 Aquilinus (Aquilina) – “like an eagle” 59–60 Laterensis – “lives in the hills” 11–12 Arvina – “fat” 61–62 Longus (Longa) – “tall” 13–14 Asina – “like an ass” 63–64 Lupus (Lupa) – “like a wolf ” 15–16 Atellus (Atella) – “dark haired” 65–66 Lurco – “glutton” 17–18 Bassus (Bassa) – “plump” 67–68 Macer (Macra) – “thin” 19–20 Bestia – “like an animal” 69–70 Mergus (Merga) – “like a gull” 21–22 Bibulus (Bibula) – “drunk” 71–72 Mus – “like a mouse” 23–24 Brutus (Bruta) – “stupid” 73–74 Naso – “big nosed” 25–26 Bubulcus (Bubulca) – “cattle drover” 75–76 Natta – “artisan” 27–28 Bucco – “fool” 77–78 Niger (Nigra) – “dark haired” 29–30 Buteo – “like a vulture” 79–80 Pavo – “like a peacock” 31–32 Cæpio – “grocer” 81–82 Pictor (Pictrix) – “painter” 33–34 Calidus (Calida) – “hot headed” 83–84 Pulcher (Pulchra) – “good looking” 35–36 Calvus (Calva) – “bald” 85–86 Purpureo – “purplish complexion” 37–38 Caninus (Canina) – “like a dog” 87–88 Quadratus (Quadrata) – “stocky” 39–40 Canus (Cana) – “light haired” 89–90 Rufus (Rufa) – “red haired” 41–42 Celsus (Celsa) – “tall” 91–92 Salinator (Salinatrix) – “salt miner” 43–44 Corvinus (Corvina) – “like a crow” 93–94 Taurus (Taura) – “like a bull” 45–46 Crassus (Crassa) – “fat” 95–96 Varus (Vara) – “bow-legged” 47–48 Crispus (Crispa) – “curly haired” 97–98 Verres – “like a pig” 49–50 Figulus (Figula) – “potter” 99–00 Vitulus (Vitula) – “like a cow” a
304 HYPERBOREA Table 191-A: Tlingit Personal Names (d6, 1–3) d20 Result Name d20 Result Name 1 Chʼáak 11 Góon 2 Chʼaal 12 Kéet 3 Cháatl 13 Kóon 4 Ch’eet 14 Kʼóox 5 Chéx̱ʼi 15 L’ook 6 Dís 16 Sʼáx 7 G̱agaan 17 Sʼeek 8 G̱aÿéis 18 Shaa 9 Gijook 19 Shisʼg̱i 10 G̱ooch 20 Sitʼ Table 191-B: Tlingit Personal Names (d6, 4–6) d20 Result Name d20 Result Name 1 Taan 11 X̱aay 2 Tax̱ʼ 12 Xʼátgu 3 Tleilu 13 Xeitl 4 Tóos 14 X̱ík 5 Tsiskʼw 15 Xíxchʼi 6 Tukká 16 Xóots 7 Wéix̱ 17 Ÿaaw 8 X’aan 18 Ÿaaÿ 9 Xaas 19 Yéik 10 Xáatl 20 Yéil TLINGIT NAMES Traditionally, the Tlingit (and Half-Blood Picts by extension) belong in one of two moieties (social groupings): G̱ooch (Wolf) or Yéil (Raven). These moieties also function as surnames. Following tradition, these matrilineal groups require marriages to be between opposite moieties. To determine a Tlingit or Half-Blood Pict name, first roll a d6 to determine moiety (1–3 = G̱ooch; 4–6 = Yéil). Next, for personal names, roll a d6 followed by a d20. Personal names are considered genderless. Examples: Cháatl G̱ooch, Kóon Yéil.
305 Volume I: Player’s Manual Table 192: Viking Personal Names – Female d% Result Name d% Result Name d% Result Name d% Result Name 01 Álfhildr 26 Gíslaug 51 Hildigerdr 76 Ragnfrídr 02 Arnbjörg 27 Gróa 52 Hildigunnr 77 Ragnhildr 03 Arndís 28 Gunna 53 Hildr 78 Rannveig 04 Arnfridr 29 Gunnfrídr 54 Hlíf 79 Sigbjörg 05 Arngerdr 30 Gunnheidr 55 Hlífhildr 80 Signý 06 Arngunnr 31 Gunnhildr 56 Hólmfrídr 81 Sigrídr 07 Arnlaug 32 Gunnlaug 57 Hólmgerdr 82 Sigrún 08 Ásbjörg 33 Gunnvör 58 Hólmlaug 83 Sigthrúdr 09 Ásfrídr 34 Gyda 59 Hrefna 84 Snælaug 10 Ásgerdr 35 Halla 60 Inga 85 Steinbjörg 11 Ásgunnr 36 Hallbera 61 Ingibjörg 86 Steinfrídr 12 Ásný 37 Hallbjörg 62 Ingigerdr 87 Thúrídr 13 Ástrídr 38 Halldís 63 Ingileif 88 Thyri 14 Dís 39 Hallfrídr 64 Ingirídr 89 Úlfhildr 15 Eybjörg 40 Hallgerdr 65 Jófrídr 90 Ulla(*) 16 Eydís 41 Hallthóra 66 Jórunn 91 Ullgerdr(*) 17 Freydís 42 Hallveig 67 Ketillaug 92 Ullgunnr(*) 18 Freygerdr 43 Heimlaug 68 Ketilrídr 93 Ullhildr(*) 19 Freygunnr 44 Helga 69 Mær 94 Ullunn(*) 20 Frída 45 Herdís 70 Magnhildr 95 Ullvé(*) 21 Geira 46 Herfrídr 71 Mundgerdr 96 Ullvör(*) 22 Geirbjörg 47 Hergerdr 72 Oddbjörg 97 Unna 23 Geirhildr 48 Hergunnr 73 Oddfridr 98 Unnr 24 Geirlaug 49 Herthrúdr 74 Oddný 99 Véfrídr 25 Geirrídr 50 Hildibjörg 75 Ragnbjörg 00 Végerdr VIKING NAMES Vikings are more likely to go by their full name, including the patronymic, especially when dealing with other Vikings; however, many are known to go by an epithet (see Table 194) in place of a patronymic. To generate a Viking name, roll a d%. (*) Note that all Viking personal names that begin with “Ull” (honoring Ullr) should be replaced with “Thor” when creating an outcast Viking from the Isles of Thur. a
306 HYPERBOREA Table 193: Viking Personal Names – Male d% Result Name d% Result Name d% Result Name d% Result Name 01 Aghi 26 Björn 51 Grímkell 76 Oddi 02 Alfarr 27 Björnkell 52 Grímr 77 Óleifr 03 Arnfastr 28 Brandr 53 Gunnr 78 Orri 04 Arngrímr 29 Brandulfr 54 Gunnkell 79 Ragnarr 05 Arnhallr 30 Broddr 55 Gunnleifr 80 Rúni 06 Arnhvatr 31 Brúnkell 56 Gunnvidr 81 Sigmundr 07 Arnkell 32 Dagr 57 Hafr 82 Sigtryggr 08 Arnsteinn 33 Dagvidr 58 Haki 83 Sigurdr 09 Arnvidr 34 Einarr 59 Hákon 84 Snæbjörn 10 Ásbrandr 35 Eiríkr 60 Hallbjörn 85 Snorri 11 Ásgeirr 36 Eldgrímr 61 Hallgrímr 86 Sölvi 12 Áskell 37 Eybjörn 62 Hallr 87 Steinn 13 Ásmarr 38 Fastmundr 63 Haukr 88 Stigr 14 Ásulfr 39 Fastulfr 64 Helgi 89 Sunnvidr 15 Audbjörn 40 Fjölmódr 65 Hermundr 90 Úlfr 16 Audgrímr 41 Frakki 66 Hólmfastr 91 Ullbjörn (*) 17 Audkell 42 Freygeirr 67 Hólmkell 92 Ullbrandr (*) 18 Audulfr 43 Freyrikr 68 Hrólfr 93 Ulldr (*) 19 Audsteinn 44 Freyvidr 69 Ingi 94 Ullfredr (*) 20 Audvidr 45 Fródi 70 Ívarr 95 Ullgeirr (*) 21 Baggi 46 Gedda 71 Jöfurr 96 Ullgrímr (*) 22 Balli 47 Geirfastr 72 Ketill 97 Ullir (*) 23 Bergr 48 Geirleifr 73 Knútr 98 Ullvaldr (*) 24 Bersi 49 Geirmodr 74 Lodinn 99 Vedr 25 Bjartr 50 Geirr 75 Magnus 00 Vígmadr Viking Patronymics: Both male and female Vikings use a patronymic based on their father’s name, adding -son (son) or –dóttir (daughter) respectively. The father’s name is modified slightly, however, depending on its ending as follows: Table 194: Viking Patronymic Modifications Ending Modification -björn -biarnar -dr -ar -i -a -ir -is -ll -ls -nn -ns -rr -rs -r -s Examples: Einarr, son of Hallr, would be Einarr Hallsson. Ástrídr, daughter of Kvígbjörn, would be Ástrídr Kvígbiarnardóttir. Hergrímr, son of Geirmundr, would be Hergrímr Geirmunarson.
307 Volume I: Player’s Manual Table 195: Yakut Personal Names – Female d12 Result Name 1 Ayta’da 2 Kaskilaana 3 Künney 4 Lur 5 Nariyanaa 6 Nyur’da 7 Saskulaana 8 Saya’da 9 Sayii’da 10 Tuskulaana 11 Tuya’da 12 Uruy’da Table 196: Yakut Personal Names – Male d12 Result Name 1 Ayaal-xu 2 Aysen-xu 3 Aytalanu 4 Elleyanu 5 Karak-xu 6 Kaskil 7 Michilanu 8 Nyurganu 9 Sirk-xu 10 Tibur 11 Uygulaan 12 Yodin YAKUT NAMES Yakut names can be traced to Khalk-Xu (Kraken) cultist ancestors of Old Earth, who modified their traditional names and invented new ones to match the precepts of their faith. Yakuts of Hyperborea do not use surnames. To generate a name, roll a d12. EPITHETS The Anglo-Saxons, Carolingian Franks, Kimmerians, and Vikings of Hyperborea oft apply epithets in place of patronymics or matronymics; on other occasions, an individual may earn an epithet through his or her behavior, appearance, or reputation. Whilst a player or referee may invent an appropriate epithet, the below table offers descriptors determined by the throw of dice. To follow the latter path, roll d66 (2d6, but instead of adding the results, place them side by side). For example, a 3 and a 1 yields 31, “the Learned.” Table 197: Epithets d66 Result Epithet d66 Result Epithet d66 Result Epithet 11 the Ravenous 31 the Learned 51 Star-Blessed 12 the Unyielding 32 Oathbreaker 52 the Cautious 13 the Hideous 33 the Callous 53 the Resilient 14 the Volcanic 34 Beast-Friend 54 the Pale 15 the Mesmerizing 35 the Shattered 55 the Even-Handed 16 the Undaunted 36 the Steadfast 56 the Gruesome 21 the Blooded 41 the Passionate 61 the Matchless 22 the Ageless 42 the Prophet 62 the Unnatural 23 the Toothsome 43 the Ill-Tempered 63 the Keen 24 the Apt 44 Wind-Born 64 Bone-Breaker 25 the Lusty 45 the Ungainly 65 the Shiftless 26 the Coward 46 the Vengeful 66 the Sacred N.B.: Although an epithet may appear derogatory, the truth may be otherwise. A tremendously brave warrior might be jokingly called “coward” by his compatriots after a significant battle; because the term is so opposite the truth, it sticks. Thus, Rúni “the Coward” is an extremely bold and fearless combatant. Ingunde “the Shattered” may have had both arms broken by thieves, but now she’s the most accurate archer in her tribe. A player or character might relish such ironic naming. a
308 HYPERBOREA LORDSHIP Upon attaining the 9th level of experience, characters are considered lords eligible for feudal superiority and the right to dominion. The politics, rights, and military responsibilities involved with attaining this eligibility are oft determined through role-play. For example, land and title might be granted to lower-level adventurers should they complete a quest or deed, but their reputations as lords usually will not occur until 9th level is achieved. Other instances may arise in which a lord whose reputation is established in a city such as Khromarium or Port Zangerios might be granted a city block within which a tower or fortified manor house is built or taken. As a lord granted land and title within the confines of the city, or perhaps outside the walls yet within its domain, certain rights and privileges may be granted. This contract is a form of feudal tenure in which the landholder is granted knighthood or barony, which may or may not include heritable rights but almost always includes military responsibility. If a stronghold is taken or built in the hostile wilderness, the lord is not necessarily subject to local approval. Beyond the borderlands, in the savage wilds, one may become an independent lord, perhaps choosing to be referred to as “king,” or “queen,” or whatever title suits him or her. In Hyperborea, however, wilderness strongholds are oft beset by bestial horrors and countless other threats—some of otherworldly or netherworldly origin. Regardless, once the stronghold is established, the lord must assert control over his or her dominion. Control can be established militarily, politically, spiritually, through sorcery, or some combination of these factors, typically reckoned by the expectations of the lord’s alignment and character class. Once control is established, additional personnel are automatically attracted to serve. 0th-level NPCs: Several references are made to 0th-level characters serving the lord of the stronghold. Such characters will always have a lower hp range than the norm for their developing class. This total is replaced by a new hp total at 1st level, should the character advance. 0th-level characters will always have a fighting ability (FA) of no greater than zero, and their saving throw (SV) is always a base 17. APPENDIX B: LORDSHIP AND STRONGHOLDS Any character with proper funds can arrange for the construction of a castle, fortified manor, tower, wilderness fortress, or the like. Without sufficient experience and reputation, however, one may lack the right to build and the wherewithal to resist opposition. With sufficient experience, resources, and commitment, a character can become a lord, oversee the construction of a stronghold (or take one, possibly by force), and attract the service of dedicated followers. In alternative instances, a character might usurp control of an existing stronghold. Depending on the circumstances, this arrogation could lead to angry villagers or even a local revolt—though if the inhabitants had been oppressed, abused, or heavily taxed by the former regime, they might well embrace new leadership.
309 Volume I: Player’s Manual With referee approval, 0th-level characters may have a smattering of nascent abilities indicative of their developing class. For example, a 0th-level longbowman (fighter) may be in the early stages of longbow weapon mastery, and so gains +1 “to hit” but not +1 damage; a 0th-level thief may have developed the skills hide and pick pockets, but all other abilities remain in the early stages of development; a 0th-level monk may have developed the skills block missile and controlled fall, but all other abilities remain in progress; and so forth. FIGHTER LORD At 9th level, a fighter lord who builds or assumes control of a castle, citadel, fortified manor, or fortress becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 40 longbowmen (studded armour, longbows, short swords) 20 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 40 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 40 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, the common inhabitants of the fighter’s domain are expected to provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. MAGICIAN LORD At 9th level, a magician who builds or assumes control of a castle, dungeon, fortified manor, or tower becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 15 longbowmen (studded armour, longbows, short swords) 15 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, magician, or warlock. If the reputation of the lord is favourable, further troops may be attracted. Men-atarms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the magician’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. CLERIC LORD At 9th level, a cleric who builds or assumes control of a shrine or temple will attract followers, commoners who support the cleric’s cause. If the temple is part of a castle or fortified manor, the cleric also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 12 longbowmen (studded armour, longbows, short swords) 12 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 12 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 12 halberdiers / pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or cleric (of like faith). If the reputation of the lord is favourable, further troops may be attracted. Men-atarms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the cleric’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. THIEF LORD At 9th level, a thief who builds or assumes control of a suitable headquarters (e.g., fortified manor, dungeon, tower) will attract a band of reprobates: 1d2+12 thieves of 0th level and 1d4 hp each. They will serve without pay; in fact, they will remunerate 50% of their earnings to the thief lord. The thief also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 10 shortbowmen (studded armour, short bows, short swords) 10 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or thief. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the thief ’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. N.B.: If the thief lord’s headquarters are established in the vicinity of a thieves’ guild, and an agreed percentage of all earnings is not being paid to said guild, then the thief lord is guilty of subversion; repercussions are likely. a
310 HYPERBOREA BARBARIAN LORD (Fighter Subclass) At 9th level, a barbarian lord who builds or assumes control of a wilderness fortress becomes eligible to attract a body of tribesmen, 0th-level fighters and/or barbarians of 1d8 hp each. Here follows a typical troop: 40 longbowmen (studded armour, longbows, long swords) 40 footmen (studded armour, small shields, long spears, battle axes) 20 horsemen (scale mail, lances, composite short bows, horseman’s flails; light warhorses) Attracted units include one officer, a 5th-level fighter or barbarian. If the reputation of the lord is favourable, further tribesmen may be attracted. For their service, barbarian soldiers must receive pay, which might include the finest furs and skins, game, steel, and other resources; officers are awarded the first pick of all such awards as granted by the lord. In general, the common inhabitants of the barbarian’s domain are expected to provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. BERSERKER LORD (Fighter Subclass) At 9th level, a berserker lord who builds or assumes control of a wilderness fortress becomes eligible to attract a body of warriors, 0th-level fighters and/or berserkers of 1d8 hp each. Here follows a typical troop: 20 longbowmen (studded armour, longbows, long swords) 40 footmen (studded armour, small shields, long spears, battle axes) Attracted units include one officer, a 5th-level fighter or berserker. If the reputation of the lord is favourable, further warriors may be attracted. For their service, these warriors must receive pay, which might include the finest furs and skins, game, steel, and other resources; officers are awarded the first pick of all such awards as granted by the lord. In general, the common inhabitants of the berserker’s domain are expected to provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. Next, the berserker lord can venture into the hoary wilds to release a bestial howl that attracts 40 wild berserkers (the “monster,” not the class). These feral warriors will arrive over the course of 1d4 days and will follow their lord until death, so long as their lives comprise violence, bloodshed, drink, and revelry. Summoning wild berserkers can be done but once every 5 years. N.B.: A berserker of Good alignment will summon a horde of similar ethos. CATAPHRACT LORD (Fighter Subclass) At 9th level, a cataphract lord who builds or assumes control of a castle, citadel, fortified manor, or fortress becomes eligible to attract a body of men-at-arms, 0th-level fighters and/or cataphracts of 1d8 hp each. Here follows a typical troop: 20 longbowmen (studded armour, longbows, short swords) 60 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 40 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 20 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or cataphract. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, the common inhabitants of the cataphract’s domain are expected to provide 5 sp (or an equivalent value in trade goods) in taxes per person per month.
311 Volume I: Player’s Manual HUNTSMAN LORD (Fighter Subclass) At 9th level, a huntsman lord who builds or assumes control of a wilderness fortress attracts a body of menat-arms, 0th-level fighters and/or huntsmen of 1d8 hp each. Here follows a typical troop: 40 longbowmen (studded armour, longbows, short swords) 40 wilderness warriors (studded armour, long spears, short swords) Attracted units include one officer, a 5th-level fighter or huntsman. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. Common inhabitants of the huntsman’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. PALADIN LORD (Fighter Subclass) At 9th level, a paladin who builds or assumes control of a castle, citadel, fortified manor, or fortress becomes eligible to attract a body of men-at-arms, 0th-level fighters and/or paladins of 1d8 hp each. Here follows a typical troop: 30 longbowmen (studded armour, longbows, short swords) 40 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 30 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 20 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or paladin. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, the common inhabitants of the paladin’s domain are expected to provide 5 sp (or an equivalent in trade goods) in taxes per person per month. RANGER LORD (Fighter Subclass) At 9th level, a ranger who builds or assumes control of a wilderness fortress becomes eligible to attract 80 woodsmen (studded armour, longbows, long swords), 0th-level fighters and/or rangers of 1d8 hp each. These woodsmen include one officer, a 5th-level fighter or ranger. If the reputation of the lord is favourable, further troops may be attracted. Woodsmen each receive 10 gp per month for their service, plus 100 gp for the officer. In general, the common inhabitants of the ranger’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. WARLOCK LORD (Fighter Subclass) At 9th level, a warlock who builds or assumes control of a castle, citadel, fortified manor, or fortress becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 20 longbowmen (studded armour, longbows, short swords) 10 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 20 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 30 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, magician (strong, militant), or warlock. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the warlock’s domain will provide 5 sp (or an equivalent in trade goods) in taxes per person per month. a
312 HYPERBOREA CRYOMANCER LORD (Magician Subclass) At 9th level, a cryomancer who builds or assumes control of a castle, dungeon, fortified manor, or tower becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 15 longbowmen (studded armour, longbows, short swords) 15 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, cryomancer, or warlock (ice lord). If the reputation of the lord is favourable, further troops may be attracted. Menat-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the cryomancer’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. ILLUSIONIST LORD (Magician Subclass) At 9th level, an illusionist who builds or assumes control of a castle, dungeon, fortified manor, or tower becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 15 longbowmen (studded armour, longbows, short swords) 15 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or illusionist. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the illusionist’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. NECROMANCER LORD (Magician Subclass) At 9th level, a necromancer who builds or assumes control of a castle, dungeon, fortified manor, or tower becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 15 longbowmen (studded armour, longbows, short swords) 15 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, necromancer, or warlock (death soldier). If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the necromancer’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. PYROMANCER LORD (Magician Subclass) At 9th level, a pyromancer who builds or assumes control of a castle, dungeon, fortified manor, or tower becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 15 longbowmen (studded armour, longbows, short swords) 15 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, magician, or warlock (fire lord). If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the pyromancer’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month.
313 Volume I: Player’s Manual WITCH LORD (Magician Subclass) At 9th level, a witch who builds or assumes control of a castle, dungeon, fortified manor, or tower becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 15 longbowmen (studded armour, longbows, short swords) 15 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or witch. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the witch’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. DRUID LORD (Cleric Subclass) At 9th level (assumes rank challenge was successful), a druid who builds or assumes control of a shrine or temple, will attract followers, commoners who support the druid’s cause. If the temple is part of a castle or fortified manor, the druid also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 12 longbowmen (studded armour, longbows, short swords) 12 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 12 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 12 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter or druid. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the druid’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. N.B.: In many instances the druid lord assumes the holdings of the vanquished druid. MONK LORD (Cleric Subclass) At 9th level, a master monk who builds or assumes control of a monastery becomes eligible to attract 1d12+12 initiates, 0th-level monks of 1d4 hp each. These initiates seek to serve and emulate their lord, whom they consider a paragon. The monastery might be in a city, town, or village; set atop a mountain; hidden in a forest; or otherwise. PRIEST LORD (Cleric Subclass) At 9th level, a priest who builds or assumes control of a shrine or temple will attract followers, commoners who support the priest’s cause. If the temple is part of a castle or fortified manor, the priest also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 12 longbowmen (studded armour, longbows, short swords) 12 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses) 12 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 12 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, cleric, or priest (of like faith). If the reputation of the lord is favourable, further troops may be attracted. Men-atarms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the priest’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. a
314 HYPERBOREA RUNEGRAVER LORD (Cleric Subclass) At 9th level, a runegraver lord who builds or assumes control of a wilderness fortress becomes eligible to attract followers, commoners who support the runegraver’s cause, and a body of warriors, 0th-level fighters and/or berserkers of 1d8 hp each. Here follows a typical troop: 20 longbowmen (studded armour, longbows, long swords) 40 footmen (studded armour, small shields, long spears, battle axes) Attracted units include one officer, a 5th-level fighter, berserker, or runegraver. If the reputation of the lord is favourable, further warriors may be attracted. For their service, these warriors must receive pay, which might include the finest furs and skins, game, steel, and other resources; officers are awarded the first pick of all such awards as granted by the lord. In general, the common inhabitants of the runegraver’s domain are expected to provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. Next, the runegraver lord can venture into the hoary wilds to release a bestial howl that attracts 40 wild berserkers (the “monster,” not the class). These feral warriors will arrive over the course of 1d4 days and will follow their lord until death, so long as their lives comprise violence, bloodshed, drink, and revelry. Summoning wild berserkers can be done but once every 5 years. N.B.: A runegraver of Good alignment will summon a horde of similar ethos. SHAMAN LORD (Cleric Subclass) At 9th level, a shaman lord who builds or assumes control of a wilderness fortress becomes eligible to attract followers, commoners who support the runegraver’s cause, and a body of tribesmen, 0th-level fighters and/or barbarians of 1d8 hp each. Here follows a typical troop: 20 longbowmen (studded armour, longbows, long swords) 20 footmen (studded armour, small shields, long spears, battle axes) 15 horsemen (scale mail, lances, composite short bows, horseman’s flails; light warhorses) Attracted units include one officer, a 5th-level fighter, barbarian, or shaman. If the reputation of the lord is favourable, further tribesmen may be attracted. For their service, the shaman lord’s soldiers must receive pay, which might include the finest furs and skins, game, steel, and other resources; officers are awarded the first pick of all such awards as granted by the lord. In general, the common inhabitants of the shaman’s domain are expected to provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. ASSASSIN LORD (Thief Subclass) At 9th level, an assassin who builds or assumes control of a suitable headquarters (e.g., fortified manor, dungeon, tower) will attract a band of murderous reprobates: 1d6+6 thieves and 1d6+6 assassins of 0th level and 1d4 hp each. They will serve without pay; in fact, they will remunerate 50% of their earnings to the assassin lord. The assassin also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 10 shortbowmen (studded armour, short bows, short swords) 10 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, thief, or assassin. If the reputation of the lord is favourable, further troops may be attracted. Men-atarms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the assassin’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. N.B.: If the assassin lord’s headquarters are established in the vicinity of an assassins’ guild (or a thieves’ guild that subsumes a contingent of assassins), and an agreed percentage of all earnings is not being paid to said guild, then the assassin lord is guilty of subversion; repercussions are likely. BARD LORD (Thief Subclass) At 9th level, a scholar bard who builds or assumes control of a college becomes eligible to attract a troupe of 1d12+12 literati, 0th-level bards of 1d4 hp each. These aspiring pupils seek to serve and emulate their master, whom they consider a paragon. The college might be in a city, town, or village; hidden in the wilderness; located in a dungeon; or otherwise.
315 Volume I: Player’s Manual LEGERDEMAINIST LORD (Thief Subclass) At 9th level, a legerdemainist who builds or assumes control of a suitable headquarters (e.g., fortified manor, dungeon, tower) will attract a band of reprobates: 1d12+12 thieves of 0th level and 1d4 hp each. They will serve without pay; in fact, they will remunerate 50% of their earnings to the legerdemainist lord. The legerdemainist also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 10 shortbowmen (studded armour, short bows, short swords) 10 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, thief, or legerdemainist. If the reputation of the lord is favourable, further troops may be attracted. Menat-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the legerdeminist’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. N.B.: If the legerdemainist lord’s headquarters are established in the vicinity of a thieves’ guild, and an agreed percentage of all earnings is not being paid to said guild, then the legerdemainist lord is guilty of subversion; repercussions are likely. PURLOINER LORD (Thief Subclass) At 9th level, a purloiner who builds or assumes control of a suitable headquarters (e.g., fortified manor, dungeon, shrine, tower) will attract a band of reverent reprobates: 1d12+12 thieves of 0th level and 1d4 hp each. They will serve without pay; in fact, they will remunerate 50% of their earnings to the purloiner lord. The purloiner also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 10 shortbowmen (studded armour, short bows, short swords) 10 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, thief, or purloiner. If the reputation of the lord is favourable, further troops may be attracted. Men-atarms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the purloiner’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. N.B.: If the purloiner lord’s headquarters are established in the vicinity of a thieves’ guild, and an agreed percentage of all earnings is not being paid to said guild, then the purloiner lord is guilty of subversion; repercussions are likely. SCOUT LORD (Thief Subclass) At 9th level, a scout who builds or assumes control of a suitable headquarters (e.g., fortified manor, dungeon, tower) will attract a band of reprobates: 1d6+6 thieves and 1d6+6 scouts of 0th level and 1d4 hp each. They will serve without pay; in fact, they will remunerate 50% of their earnings to the scout lord. The scout also becomes eligible to attract a body of men-at-arms, 0th-level fighters of 1d8 hp each. Here follows a typical troop: 10 shortbowmen (studded armour, short bows, short swords) 10 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords) 10 halberdiers/pikemen (splint mail, halberds or pikes, hand axes) Attracted units include one officer, a 5th-level fighter, thief, or scout. If the reputation of the lord is favourable, further troops may be attracted. Men-at-arms receive 10 gp per month for their service, plus 100 gp for the officer. In general, common inhabitants of the scout’s domain will provide 5 sp (or an equivalent value in trade goods) in taxes per person per month. N.B.: If the scout lord’s headquarters are established in the vicinity of a thieves’ guild, and an agreed percentage of all earnings is not being paid to said guild, then the scout lord is guilty of subversion; repercussions are likely. a
316 HYPERBOREA STRONGHOLD CONSTRUCTION Building a stronghold is an involved and expensive proposition. Before construction begins, the land must be cleared of all monsters, which may imply either destroying indigenous beasts and monsters, or simply driving them away. Once the land has been cleared, construction may begin; only after construction is complete will eligible character classes attract settlers and, in many cases, men-at-arms. The following table is provided as a guideline to construction costs: Table 198: Stronghold Construction Costs Structure Type Cost Ballista (large crossbow mounted on a wheeled carriage; fires arrows of four- to five-foot length) 150 gp Barbican (two 20-ft.-diameter, 30-ft.-high towers; includes drawbridge, gatehouse) 40,000 gp Bastion (10-ft.-thick, 30-ft.-diameter semi-circular or angled projection) 10,000 gp Building, Stone (120-ft. perimeter; two 10-ft. storeys, attic, cellar; two doors per floor) 3,000 gp Building, Wood (120-ft. perimeter; two 10-ft. storeys, attic, cellar; two doors per floor) 2,000 gp Catapult (large wooden framework with a “spoon” affixed with tension ropes) (light/heavy) 250/350 gp Ditch (100 ft. long, 20 ft. wide, 10 ft. deep) 500 gp Dungeon Corridor (10 × 10 × 10 ft., dug to 50-ft. depth; stone walls, stone flagged) 500 gp Fortress, Wooden (60 × 60 × 80 ft.) 30,000 gp Gatehouse (20 × 20 × 30 ft.; includes gate, portcullis) 7,500 gp Keep, Quatrefoil, Stone (90-ft. diameter, 50-ft. height; four-leaf clover shape) 90,000 gp Keep, Round, Stone (60-ft. diameter, 80-ft. height) 80,000 gp Keep, Square, Stone (60 × 60 × 80 ft.) 80,000 gp Moat (100 ft. long, 20 ft. wide, 10 ft. deep) 1,000 gp Tower, Round (20-ft. diameter, 30-ft. height; 3-ft.-thick walls, machicolated battlement) 20,000 gp Tower, Round (30-ft. diameter, 30-ft. height; 3-ft.-thick walls, machicolated battlement) 30,000 gp Tower, Square(30 × 30 × 30 ft.; 3-ft.-thick walls, machicolated battlement) 30,000 gp Trebuchet (large wooden frame that features a wooden bar with sling affixed to one end; shot is fired at a high trajectory) 500 gp Wall, Stone, Curtain (100 ft. long, 20 ft. high, 10 ft. thick, splayed; stairs, battlement) 5,000 gp Wall, Wooden, Stockade (100 ft. long, 20 ft. high, 2–3 ft. thick; stairs, catwalk) 1,500 gp CONSTRUCTION TIME Construction times may vary based on acquisition of labourers and materials and the distance between the materials and the construction site. On average, construction requires about one day per 400 gp spent. CONSTRUCTION LABOUR For every 75,000 gp or fraction thereof spent in the construction of a stronghold, one engineer must be hired (see Chapter 8: Adventure, hirelings and henchmen). The fees for all other labourers (masons, roofers, woodworkers, et al.) are subsumed in the cost of the project. If, however, one seeks to commission statues, fountains, and so forth, extra fees will apply. PURCHASING PRE-EXISTING STRUCTURES Whether procuring a structure small or large in a town or city, or a stronghold outside of the settlement’s walls, the sale price should be within 20% of the costs noted on Table 195. Of course, if one purchases not only a structure, but a thriving business, the expenditure may double or treble based on prevailing circumstances, as best determined by the referee. STRONGHOLD PERSONNEL Lords must retain the services of several worker types within and without the walls of the stronghold. Their number and composition may vary, depending on location. A stronghold in New Pictland is likely comprised of Picts, but a stronghold within the domain of the CityState of Khromarium likely comprises personnel of heterogeneous lineage or mixed-lineage (common race). FREE SETTLERS When a sufficient land area has been cleared of threats, and when the landowner improves the area, settlers may be attracted. Settlers bring a host of skills and professions of which the landowner may take advantage. Some may seek to reside within the stronghold itself, whilst others might live without—some even establishing a small thorp or village. Settlers become the backbone of the local economy, for they are the farmers, fishermen, hunters, millers, shoemakers, and so forth. Note that these are free persons who buy or rent and pay taxes to the lord (typically 5 sp per person per month).
317 Volume I: Player’s Manual HIRELINGS The personnel of the stronghold comprise a variety of professions, from common workers to specialists. Examples are as follows: Animal trainer; armourer; atilliator; baker/cook; barber/dentist; bar-/innkeeper; black-/metalsmith; boat-/shipwright; bookbinder; bowyer/fletcher; brewer/ vintner; butcher/salter; carpenter; cart-/wainwright; chandler; charcoaler/peatman; clothier/dyer; cobbler/ shoemaker; cooper; engineer; farmer; fisherman/ whaler; fuller; furrier/skinner; gaffer/glazier; gaoler/ turnkey; gardener; gem cutter/jeweller; grocer; guard watchman; herdsman/pack handler; hunter/trapper; labourer/yardman; leatherworker/saddler/tanner; limner/painter/sculptor; linkboy/messenger; locksmith; logger/woodcutter; mason/slater; merchant/ monger; miller; miner; minstrel/musician; mortician; navigator; potter; riverman/waterman; roofer/thatcher; roper; sailor/seaman; scribe/scrivener; stabler; stevedore; sword-/weaponsmith; tailor/weaver; teamster; tinker; wheelwright; wire drawer Some of the above occupations are noted in the hirelings portion of this work (see Chapter 8: Adventure, hirelings and henchmen), including wages, from which the referee may extrapolate to derive salaries. PEASANT WORKERS Peasant workers are neither slaves nor free people. They are bound to the lord and typically do not earn money; they work (up to 12 hours per day) to provide shelter for their families, though the most productive examples sometimes earn enough extra money to buy their freedom. In many cases, the sons and daughters of peasants become peasants themselves unless they are fortunate enough to apprentice under master craftsmen. Most peasants plant, fertilize, and harvest crops; others herd animals. Just lords will continue to provide food and shelter to their peasant workers during the lightless year of Bat, as well as the nigh lightless years of Fox and Bear. It is during these leanest and most desperate years that people often are forced to indenture themselves to a lord. SLAVES Slavery, including farm workers, ship rowers, and domestic servants, is not uncommon in Hyperborea. The practice varies from culture to culture. For instance, in the City-State of Khromarium, slavery is legal, but frowned upon; in Scythium, slavery is commonplace; and in New Amazonia, it is forbidden. In Viking culture (Vikland, New Vinland), a thrall is a kind of slave or serf who is among the lowest ranking class in that culture: a debtor, prisoner of war, criminal, or one who was born into the class. Despite having limited rights, a thrall can eventually buy or earn freedom. RESOURCES The dominion of a lord may generate income through diverse resources: mining (e.g., salt, copper, iron, lead, silver, gems, gold), hunting and fishing, farming (e.g., produce, poultry, dairy), herding, logging, milling, ship building, vinifying, and so forth. Swelling the coffers of the lord and notable subordinates certainly is possible, but perhaps not the stuff of heroic sword-and-sorcery gaming. It may suffice to say the stronghold’s economy is prosperous, deficient, or breaking even. The details and figures, if deemed enjoyable for game play, may be developed by the referee; however, the referee may be disinclined to delve into this sort of minutiæ, preferring instead to gloss over the particulars. ANGRY VILLAGERS AND MILITARY COUPS When the lord is oppressive, taxes the people to penury, and/or is held responsible for famine, war, or other loss of life, the citizenry may foment rebellion. If, for example, the lord is a magician who has invoked the wrath of a dæmon, one who proceeds to torture and torment the local populace, the people may revolt. In other instances, unrest may occur due to plague, natural disaster, violence, or corruption. Typically, the military will seek to protect the lord from malcontents, but when morale begins to slip, and the military views the actions of the lord as atrocious or unforgivable, a full-blown military coup might come to pass. MERCENARIES AND SOLDIERS As previously noted, the lord will attract men-at-arms (or the like). Other soldiers and mercenaries must be sought and hired (see Chapter 8: Adventure, hirelings and henchmen). Players and referee should together determine how many will reside within and how many will reside without the walls of the stronghold. Of course, in the hoary wilderness of Hyperborea, instances will arise in which outside villages are infeasible; for safety, all must live within or just beyond the walls of the fortress. a
318 HYPERBOREA APPENDIX C: COOPERATIVE GAMING Role-playing games are cooperative efforts in which the participants include one referee (or game master), who creates and/or organizes the game’s materials, enforces its rules and procedures, and arbitrates what is unclear. The other participants, the game’s players, control the actions of their player characters in a “theatre of the imagination.” The rules of HYPERBOREA help govern many possibilities. The referee is burdened with the task of balancing it all: creating the environment, adventure, and campaign milieu; imparting present-tense events (e.g., “You see baleful eyes staring at you from the darkness of the bush…”); pacing the flow of the game in an exciting, up-tempo manner (and likewise slowing it down when necessary); and applying the rules to maintain control and consistency. Notwithstanding, the very openness of imaginative pen-and-paper role-playing games oft necessitates improvised or arbitrary rulings by the referee. Ideally these are rendered with a sense of logic, fairness, and reason that strives to conform to the basic framework of the game’s rules. The referee must judge his or her game with even-handedness and consistency; to do anything less may result in an unsatisfactory player experience and possibly the failure of the game. Likewise, the players must understand that the referee works diligently to create, manage, and build campaign milieux that are enjoyable for all participants. This endeavour may entail making rulings that appear to be misinterpretations or misapplications; furthermore, some rulings might be deemed “unfair” or even “unrealistic” to the players. When such opinions surface, and a player feels compelled to address them, disagreements should be handled diplomatically. A tasteful approach is to not debate or argue with one’s referee in the midst of game play; rather, discussing the issue after the gaming session or before the next one may be preferable. Cooperation amongst all the game’s participants should be always striven for; players should avoid arguing with one another. For example, if one player is bending a rule, failing to follow a rule, or conveniently ignoring a rule, fellow players should respectfully inform the offender of the potential oversight—not blurt it out to the referee during play. HYPERBOREA is intended to be a challenging and evocative role-playing game for all its participants. The primary goal, fellow gaming enthusiasts, is to have fun gaming with friends and/or family. t t
319 Volume I: Player’s Manual This printing of HYPERBOREA, also known as Astonishing Swordsmen & Sorcerers of Hyperborea, is done under version 1.0a of the Open Game License and the System Reference Document by permission from Wizards of the Coast, Inc. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all HYPERBOREA or Astonishing Swordsmen & Sorcerers of Hyperborea logos, identifying marks, and trade dress; all proper nouns, monster names, NPC names, geographic terms, capitalized terms, italicized terms, boldfaced terms, artwork, maps, symbols, depictions, and illustrations, except such elements that are derived from the System Reference Document. 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Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. “HYPERBOREA,” “Astonishing Swordsmen & Sorcerers of Hyperborea,” “AS&SH,” and all other North Wind Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. © 2022 North Wind Adventures, LLC. APPENDIX D: OGL STATEMENT k k a
320 HYPERBOREA INDEX AC (armour class) 18 acquiring new spells 162 action declaration 266 action resolution 266 advanced combat actions 273 adventure preparation 248 adventuring party 248 age 121 agile * AL (alignment) 124 alchemist 251 alchemy (class ability) * alchemy (general) 156 ale horn 88 alertness * alignment (AL) 124 Amazon 115 ambusher * Anglo-Saxon 116 animate broom 74 appropriating a prayer/spell book 163 area of effect 164 armour 134 armour class (AC) 18 armour class modifiers 264 arrow setting 273 assassin (specialist) 251 assassin (thief subclass) 94 assassinate (backstab) 95 Atlantean 116 attack modifier (melee) 15 attack modifier (missile) 15 attack rate, melee 261 attack roll 264 attack roll modifiers 264 attribute 14 attribute, generating 14 attribute, prime 25 attribute check (mental) 255 attribute check (physical) 255 attribute requirement 25 avoidance saving throw 279 backstab * barbarian 38 bard 98 barding 152 base of operations 248 becoming lost 258 bed rest 280 berserk rage 41 berserker 41 berserker horde 89 bestial form 42 blind 264 block missile 80 brew decoction 72 CA (casting ability) 18 caller 248 candle 70 Carolingian Frank 116 casting ability (CA) 18 casting of lots 88 cataphract 44 cellular adjustment 80 CH (charisma) 17 charge attack 269 charisma (CH) 17 charm immunity 77 cleric 31 cleric spell list 173 cleric’s bonus spells cast per day 17 cleric’s chance to learn new spell 17 climb * climbing 253 climbing check 253 clothing 150 CN (constitution) 16 coloured globe 63 combat, mounted 270 combat, unarmed 271 combat actions 262 combat actions, advanced 273 combat matrix 265 combat sequence 267 combat steps 265 command undead (see also turn undead) 67 common 115 complete bed rest 280 complexion 122 component 164 concealed, missile target 264 concealed door 253 concentration check 164 conservative fighting 273 constitution (CN) 16 controlled fall * cooperative gaming 318 copying spells 162 countersong 98 course deviation 258 critical hit 277 critical miss 278 cryomancer 60 cryomancer spell list 167 curare 158 curing lycanthropy 282 d6 task resolution 255 dæmonwrack 83 damage 280 damage, falling 280 damage, special 282 damage adjustment (melee/ hurled) 15 damage reduction (DR) 135 dance of beguilement 74 death 281 death saving throw 279 decipher script * defence adjustment 15 defenceless 264 defensive ability 80 deity 128 deity, priest abilities by 84 delay action 266 detect secret doors * determine depth and grade 111 device saving throw 279 dexterity (DX) 15 dice 9 disarm 273 discern noise * disguise * divine protection 50 dodge 273 dodge, running 274 donning armour 134 * See respective class or subclass entry.
321 Volume I: Player’s Manual I door 253 double arrow shot 273 double feint 273 DR (damage reduction) 135 draw poison * drink (see also equipment, provisions) 155 druid 76 druid spell list 174 druidic hierarchy 78 Druidic tongue 77 dungeon movement 256 duration 164 DX (dexterity) 15 dying 281 effigy 74 empty hand 80 encounter 262 encumbered 256, 264 encumbrance 256 enlist henchmen * epithet 307 equipment (clothing) 150 equipment (general) 148 equipment (provisions) 151 equipment (religious) 151 Esquimaux 116 Esquimaux-Ixian 116 evasion 262 evil command of undead 33 exchange rate, standard 134 experience points (XP) 12 extraordinary (class ability) * extraordinary feat of strength 15 eye colour 122 FA (fighting ability) 18 falling damage 280 familiar * familiars table 29 favoured weapon 25 fell paladin 50 fighter 26 fighting, conservative 273 fighting, reckless 274 fighting, two-weapon 276 fighting ability (FA) 18 fighting withdrawal 269 fire, indirect 274 fire, recumbent 274 fire, saddle 275 fire/heat affinity * fire/heat vulnerability 60 firing into melee 264 firing march 274 first strike 266 flanking 264 flask (grenade) hurling 269 fleeing 264 folklore 99 food (see also equipment, provisions) 155 general equipment 148 grand mastery 27, 261 grapple 271 grave runes 86 Greek 117 grenade hurling 269 hair colour 122 hardy * harvest venom * HD (hit dice) 18 healing 280 healing hands 51 heavily encumbered 256 264 height 121 henchman 252 henchmen, maximum number of 17 heroic fighting 26 hide * higher ground 264 hindered 264 hireling 249 hit, critical 277 hit dice (HD) 18 hit point (hp) 18 hit point adjustment 16 hit points, negative 281 holy oil/water 269 honour * horsemanship * hp (hit point) 18 huntsman 47 Hyperborean 117 Hyperborea primer 10 ice/cold affinity 60 ice/cold vulnerability 70 icicle 61 illusionist 63 illusionist spell list 168 IN (intelligence) 16 incendiary oil 158, 269 indirect fire 274 ingestible poison 158 initial combat matrix * initiative 266 inspirit allies 99 intelligence (IN) 16 invisible 264 item saving throw 279 Ixian 117 Kelt 117 Kimmerian 117 Kimmeri-Kelt 118 lamp oil (as weapon) 269 language 126 languages (intelligence) 16 Lapp 118 last strike 266 leap * legerdemainist 102 Lemurian 118 level-gain checklist 12 light 254 listening 254 livestock 151 locked door 253 locksmith (specialist) 251 lodging 155 long range 262 longevity * lord 308 lordship (class ability) * lordship (general) 308 lost, becoming 258 loyalty 252 lycanthropy 282 lycanthropy, curing 282 madness 283 magic (combat action) 262 magic item use (class ability) * magician 28 magician spell list 165 * See respective class or subclass entry.
322 HYPERBOREA magician’s bonus spells cast per day 16 magician’s chance to learn new spell 16 manipulate traps * mapper 248 maximum number of henchmen 17 medicine man 91 medium range 262 melee (combat action) 262 melee (firing into) 264 melee attack rate 261 melee expert * melee weapon 136 memorization, spell 163 mercenary 250 mesmerize 99 missile rate of fire (ROF) 261 missile target concealed 264 missile target engaged with ally 264 missile weapon 145 missiles (combat action) 262 ML (morale) 267 modifier, attack 264 money 134 monk 79 Moor 118 morale (ML) 267 morale (henchmen and hireling) 252 mounted charge (cataphract ability) 45 mounted charge (combat option) 270 mounted combat 270 move silently * movement (combat action) 262 movement (MV) 256 movement, armour 135 movement, combat 263 movement, dungeon 256 movement, wilderness 256 Mu 119 multiple attacks 267 MV (movement) 256 name 286 “natural” die roll 9 natural identifications 77 necromancer 66 necromancer spell list 169 negative hit points 281 new weapon skill * new weapon skill, acquiring 260 nithing pole 89 nonstandard actions 255 off-hand weapon parry 274 oil, incendiary 158, 269 oil, lamp (as weapon) 269 Oon (Ghost-Man) 119 open locks * otherworldly enemies 55 overbear 271 overland travel 256 paladin 50 parry, off-hand weapon 274 parry and block 274 party, adventuring 248 penetrative poison 158 perceive illusion 64 physique 121 pick pockets * Pict 119 Pict (Half-Blood) 119 poison 157, 284 poison manufacture 96 poison resistance 96 poison use 96 poison/radiation adjustment 16 pommel strike 274 potion 156 prayer book, appropriating a new 163 predator 48 priest (cleric subclass) 82 priest (specialist) 251 priest abilities by deity 84 prime attribute 25 progressive thief abilities 36 prone 264 provisions (equipment) 151 pummel 271 purchasing pre-existing structure 316 purloiner 106 push 271 pyromancer 69 pyromancer spell list 170 quivering palm 80 race 114 range, missile 145 range, spell 164 ranger 54 rate of fire, missile (ROF) 261 reach 136 reaction (encounter) 262 reaction (hireling) 249 reaction/loyalty adjustment 17 read magic * read scrolls * ready shooter 274 rear attack 264 reckless fighting 274 recumbent fire 274 reincarnation 281 religion 128 religious equipment 151 rest 254 resurrection 281 reversed spell 164 righteous wrath 51 ROF (rate of fire) 261 Roman 120 room and board 155 round 256 run (class ability) * rune 88 runegraver 86 running 262 running dodge 274 sacred mount 52 saddle casting 274 saddle fire 275 saving throw (SV) 279 saving throw, item 279 saving throw modifier 25 scout (specialist) 251 scout (thief subclass) 110 scroll, using to research a new spell 163 scroll spell, casting 164 scroll spell failure 164 scroll use * scroll writing * secondary skill 132 secret door 253 sense evil 51 * See respective class or subclass entry.
323 Volume I: Player’s Manual sense magic 39 services, food and drink 155 services, room and board 155 services, transportation 155 shaman 90 shapechange 77 shield 136 shield bash 275 shield bind 275 shield cover for ally 275 shield sacrifice 45 shield splitter 275 shield wall 275 simulate death 81 skilful defender 45 skill, secondary 132 skill, weapon 260 sleep 254 sniper attack 95 sorcerous distrust 39 sorcery (class ability) * sorcery saving throw 279 speak with nature 81 spear charge 276 spear setting 276 special ability (general) 254 special damage 282 specialist 250 specialized faith 83 spell, cleric’s chance to learn new 17 spell, copying 162 spell, magician’s chance to learn new 16 spell, reversed 164 spell book 161 spell book, appropriating a new 163 spell casting 163 spell definition 164 spell memorization 163 spell research 162 spell stacking 164 spells, cleric 173 spells, cryomancer 167 spells, druid 174 spells, illusionist 168 spells, magician 165 spells, necromancer 169 spells, pyromancer 170 spells, starting * spells, witch 171 spells cast per day * spells cast per day, cleric’s bonus 17 spells cast per day, magician’s bonus 16 ST (strength) 15 standard exchange rate 134 starting money * starting pack (equipment) * starting spells * strength (ST) 15 stronghold construction 316 stronghold personnel 316 stuck door 253 stunned 264 subdue animal 48 superior willpower 81 surprize 266 SV (saving throw) 279 TA (turning ability) 18 tack and harness 152 terrain 257 thick skin 42 thief 35 Thieves’ Cant * throw and attack 276 time 256 Tlingit 120 totem 92 touch spell 164 track * track concealment 55 transformation saving throw 279 transport (movement) 257 transportation services 155 trap 254 traps, manipulate * traps, wilderness 49 trauma survival 16 travel, overland 256 traverse overgrowth * turn 256 turn undead * turning ability (TA) 18 two-weapon fighting 276 unarmed combat 271 unbreakable willpower (see also berserk rage) 45 undead, command (see also undead, turn) 67 undead, turn * undead turning adjustment 17 unskilled weapon attack penalty 260 valiant resolve 51 vehicle 152 vessel, water and sea 153 Viking 120 vizard 64 warlock 57 water and sea vessel 153 WC (weapon class) 136 weapon, favoured 25 weapon, melee 136 weapon, missile 145 weapon, unskilled attack penalty 260 weapon class (WC) 136 weapon mastery (class ability) * weapon mastery (general) 260 weapon skill 260 weapon skill, new * weight 121 weight, coin 134 werewolf slayer 49 wilderness movement 256 wilderness survival * wilderness traps 49 willpower adjustment 17 wisdom (WS) 17 witch 72 witch spell list 171 WS (wisdom) 17 XP (experience points) 12 Yakut 120 * See respective class or subclass entry. I
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