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Swordsmen & Sorcerers » New Character Classes: » 10/25/2017 4:26 pm

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Good call on the armor!

Swordsmen & Sorcerers » New Character Classes: » 10/18/2017 8:40 pm

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I really like the Chronicler class as well as the Horselord. I think I will run the Chronicler with just two small changes (adding leather armor and short sword to their respective areas) and this presents a Black Company type annalist from the Glen Cook series.

General Discussion » How many are starting a new campaign with the 2nd edition? » 10/12/2017 4:19 pm

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If I get it in time (gnomes willing) I will run it at the local game store for Halloween. Otherwise I will kick off a home campaign as it comes.

Announcements » Second Edition AS&SH Hardbacks Have Arrived! » 10/12/2017 4:09 pm

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Caveman wrote:

"Death to Gnomes!"

Fear of a Gnome Planet....

Announcements » Second Edition AS&SH Hardbacks Have Arrived! » 10/08/2017 6:34 pm

bat
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It is never too late for gnomes! NEVER! WHAAAAAAAAAAAA!

 

General Discussion » The problem with a one-off of AS&SH...... » 8/16/2015 2:00 pm

bat
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It is going to happen. We all like AS&SH now, just add a few demi-humans and run!

General Discussion » The problem with a one-off of AS&SH...... » 8/10/2015 3:37 pm

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....is that the players want more! 
I set up Chasm of the Faceless King and took my S&W player's character's and transferred them into AS&SH and used the GM screen in this particular forum as a suggestion of what to expect. I weirded things out a little added a fright and had them running for their lives (a favorite manoever of mine) and in the end, wanting to play again.

The illustrations in the books are really inspirational for jazzing up the weird and I introduced an old evil that I hadn't even sprung on this group.with the addition of a bipedal elephant-man demigod that detested the wooly mammoths that were being used as travel, a group of stone monkeys that were almost unstoppable and their master, a hideous creature that they only caught glimpses of and started to panic and run from.

 

Swordsmen & Sorcerers » Did someone say more? (just kidding) Belusan (Hyperborean Goblin) » 8/10/2015 3:12 pm

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Belusan (Hyperborean Goblin) The orc lieutenant scowled at the bird-headed creature that stood half its height.'It makes no sense to me to retreat,' growled the leader.The belusan sighed heavily and pointed.'That is water, the fish-men will come from there, if we are too near the beach they will keep coming. If we retreat then they may follow us and we can determine their numbers and then we know if we should keep fighting them or not,' replied the goblin.The lieutenant looked at another orc that nodded silently in agreement.'Okay, sounds good, little birdling, but no treachery or no pay,' the lieutenant grunted.'Absolutely, listen to me, we win and we take the treasure of the fish-men,' the belusan replied, hoping the dull-witted orc leader finally understood the plan.Belusan (Hyperborean Goblin)No. Enc.: 3d12 (2d100)Alignment: Neutral or Chaotic (Neutral of Chaotic Evil in AS&SH)Movement: 90' (30’) (30, Fly 60 in AS&SH)Fly: 150' (50') Flying is only if applicableArmor Class: 5Hit Dice: 2Attacks: 2 (special, see below)Damage: 1d4 or by weaponSave: F2 (Saving Throw 13 in AS&SH)Size: S (3'-3 ½ ' feet tall on average)Morale: 10Hoard Class: VII (XVIII) (Treasure Type M x5, O, Qx2 in AS&SH)XP: 55
 An ancient race, perhaps one of the first races, the belusan, or Hyperborean Goblin is a small, gangly creature that varies wildly in appearance due to the random nature of the various Lords and Ladies of Chaos and Disorder. Mercurial as a way of life, all belusan have a Chaos attribute or two-some have wings, others dog-like heads with protruding fangs, some large eyes and larger claws on the ends of their long fingers. Regardless of the Chaos gift(s) that a goblin has, they all receive two attacks per round, one standard and one using their Chaos gift, like a beak attack, bite, additional claw, etc. Unlike creatures like the doff or bird-man, the belusan does not make itself a servitor race, in

Swordsmen & Sorcerers » Doff (flymen) race » 8/04/2015 3:07 pm

bat
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Thank you. As easily dealt with low level monsters these creatures can be as pesky as their smaller, dumber counterparts.

Swordsmen & Sorcerers » Doff (flymen) race » 8/01/2015 11:25 am

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Doff  'Ready to go!' one of the fly-men said. 'All the supplies are packed.''Thank you, Norg, we will be leaving shortly then,' replied Jalviss Vonge.'How can you tell them apart? Those things all look the same to me!' snorted Raffis the Vehement.'I'm not sure if I get it right half the time, but they never complain,' said Jalviss.The doff secured most of the baggage, leaving a knot here and there loose on purpose, grumbling.
 DoffNo. Enc.: 1d8 (2d20)Alignment: NeutralMovement: 120' (40’) (40, Fly 70 in AS&SH)Fly: 180' (60') Armor Class: 5Hit Dice: 1+4Attacks: 1 Damage: 1d6 or by weaponSave: F2 (Saving Throw 13 in AS&SH)Size: S (3'-4' feet tall on average)Morale: 6Hoard Class: VII (Treasure Type L, C, O, Q in AS&SH)XP: 45
 Devious, sneaky and slippery, the doff are short humanoid fly people that are fairly common in civilized areas. Not physically strong, the doff have allowed themselves to be a servant race to anyone who will protect them from harm-it is not uncommon for some houses to have two or three doffs working diligently for little pay, as long as they are protected and feel safe they will keep their word. Adventurers and explorers often hire doffs as cheap labor, as porters, spies and scouts. While loyal to those who protect them, all doffs will heed the summons of their deity, Overlord Fly, a mysterious and sinister character.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: These shifty and weird little beings can be a player option with the following modifications:
Healthy: +2 to Constitution, Quick: +1 to Dexterity. Disease resistant-+2 on rolls to avoid diseasesClass: Unlimited advancement as Thief or any thief subclass, Level 8 in Fighter or Any appropriate Fighter subclass, Level 5 in any other class or subclass.

Swordsmen & Sorcerers » Dodalize (Hyperborean Halfling) » 7/29/2015 7:39 pm

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Dodalize (Hyperborean Halfling) Valbus the sorcerer counted out a couple of dozen silver coins and handed them to the short creature.'Now this is a safe crossroads?' the sorcerer inquired.'Oh yes!' replied the sprightly dodalize.'Well then, I bid you farewell and many thanks!'With a nod the small half-man turned his pony back into the small grove.A few moments later a trio of short hooded figures approached, all brandishing knives menacingly.'No!' shouted Valbus. 'You are supposed to be kindly people!''Not all of us,' whispered one of the dodalize.
 Dodalize (Hyperborean Halfling)No. Enc.: 1d4 (2d10)Alignment: Chaotic Good (Neutral tendencies)Movement: 90' (30’) (30 in AS&SH)Armor Class: 5Hit Dice: 1+1Attacks: 1 Damage: 1d6or by weaponSave: MU3 (Saving Throw 14 in AS&SH)Size: S (3 ½ feet tall on average)Morale: 7Hoard Class: VIIx2 (Treasure Type L, C, O, Q (x3) in AS&SH)XP: 50
 Unlike many other demi-humans in Hyperborea, the Dodalize are, for the most part, dedicated to Good and often act like wee points of Light in a bizarre world. The Hyperborean Halflings are very magically inclined and favor magical classes over even the stealthier classes of thieving. All dodalize, regardless of class, can cast Auditory Glamour and Dancing Lights once per day in addition to any other spells (these do not count against spell total). The dodalize tend to live under knolls and hillocks in small underground communities that are well hidden from the casual observer. While Good by nature the odd Hyperborean Halfling of Lawful or Chaotic Evil outlook is a menace that can appear totally harmless.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: As little points of Light these beings can be a player option with the following modifications:
Stout: +1 to Constitution, Quick: +1 to Dexterity. Clever: +1 to Intelligence or +1 to WisdomClass: Unlimited advancement as mag

Swordsmen & Sorcerers » Velderag: Hyperborean Elf » 7/28/2015 11:28 am

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Velderag (Hyperborean Elf) Merlak the Kimmerian fighter struck the velderag again harshly.'Talk, elf!' he demanded as blood trickled out of the creature's mouth. Silence.'This is not good,' said Jorn the Kelt. 'Leave him be.'The Kimmerian turned to the Kelt.'I want to know if there are more of these things slinking around.'Eerie music suddenly could be heard on the breeze. Jorn stepped away from the Kimmerian and the velderag. Three arrows suddenly whirred from the cover of the forest, all striking Merlak with deadly precision. A cold blade was at Jorn's throat.'You live, but be party to this again and you will die,' a voice hissed in his ear.
 Velderag (Hyperborean Elf)No. Enc.: 1d6 (2d12)Alignment: Neutral Movement: 90' (30’) (40 in AS&SH)Armor Class: 7Hit Dice: 1+2Attacks: 1 Damage: 1d6 or by weaponSave: F4 (Saving Throw 15 in AS&SH)Size: M (slight build, average height around 5'4”)Morale: 10Hoard Class: VII (Treasure Type A in AS&SH)XP: 65
 The Velderag are rarely seen, many believe these creatures are legends until they see a shimmering light deep in the woods at night and foolishly choose to see what is creating that ominous glow. The Hyperborean Elf lives in heavily wooded areas, their buildings are cleverly hidden in the foliage. Thought to have once been a great race, now these humanoids just want to be left alone and do not like intrusions. Adventurers are outcasts, spies or learning about the outside world.Special: +2 save versus magic, Infrared vision, as the spell, 60' radius, notice traps (5-6 on 1d6), +1 to hit with missile weapons, +1 to Move Silently.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: These strange elves can be a player option with the following modifications:
Physically weak: -1 to Strength, Sharp mind: +2 to Intelligence, +1 to WisdomClass: Unlimited advancement as Magician or Thief or any subclass, Level 7 in Cleric or Any Cleric s

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/27/2015 1:14 pm

bat
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Oh no, all ideas should be given a fair shake and be discussed! No bizarre digressions do I see!

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/27/2015 10:45 am

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For my mostly fantasy games I go for dark and eerie, and these gnomes are inspired by the William Allingham poem, 'The Faeries'-
"Up the airy mountain,Down the rushy glen,We daren't go a-huntingFor fear of little men;"

Now my science fantasy game is like this: I took Warriors of the Red Planet as the core engine and added bits from the Games Workshop Realms of Chaos books and the Mutant: Year Zero game. My demihumans there are certainly twisted, in place of gnomes there are Doffs, short humanoid fly people with a leaning towards shadow magic (WofRP has a sorcerer class) and while an independent race, all must heed the call of Overlord Fly, one of 21 gods awakened by a diplomatic mission that was actually a ritual and prophecy from 300 years before.
 

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/26/2015 4:48 pm

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And I like your dwarfs-twisted and very Norse, using magic. I was planning on elves next, making them different from Tolkien elves by making them Silmarillion type elves, which are fiercer and stranger with a few other touches, and halflings would pretty much be a walking food source unless they had a specialty. Plus I would like to incorporate a couple of other options, although are many humanoid options in opening up the Bestiary.

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/26/2015 2:12 pm

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Thank you very much for the welcome and yes, that is what the internet should be about! I always pepper my games with the work of authors like Dunsany, Leiber or CAS or Glen Cook and even they hinted at weird little things here and there in the corners. 

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/26/2015 1:35 pm

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I am always a bit timid around some quarters of our hobby because some people do get offended. I get not liking some things, but AS&SH is too awesome not to run, but I need demi-humans myself. I love the classes as is, the setting is superb, I just really love the game, I wish I had found it sooner!

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/26/2015 1:12 pm

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Thank you! Problematically, Ghul is responsible for a game that stands above a lot of others and has an awesome presence. So I am not making these to be a jerk, but because I am adding them to my game of AS&SH. If others use them, feel free to tweak as needed, but please let me know if they see action in your game.

Swordsmen & Sorcerers » Nasarong (Hyperborean gnome) » 7/26/2015 12:48 pm

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With the disclaimer, 'Not by demand'  so nobody would accuse you guys of wanting it.Nasarong (Hyperborean Gnome) The ragged group entered the shabby tavern on the edge of the Striped Gulf.'We don't allow their kind in here!' barked the innkeeper as he jerked a dirty thumb towards the shortest member of the group.
'This little man here took down an orc warband by himself, he has earned his right to drink with us,' one of the men said, a wizard of some sort by the looks of it.
The innkeeper grumbled then finally nodded. The six adventurers found a table and later room in the common area for the night.The innkeeper slept well, drunk on his better mead. He didn't notice the tiny footsteps as the Nasarong crept up to him.'I destroyed the orc warband by killing their war-boss in his sleep!' hissed the eerie gnome. The innkeeper opened an eye just as the poisoned dagger plunged into his chest.
 Nasarong (Hyperborean Gnome)No. Enc.: 1d4 (1d10)Alignment: Neutral (Lawful Evil tendencies)Movement: 120' (40’) (50 in AS&SH)Armor Class: 6Hit Dice: 1Attacks: 1 Damage: 1d4 or by weaponSave: F3 (Saving Throw 14 in AS&SH)Size: SMorale: 8Hoard Class: XIV (Treasure Type Cx2 in AS&SH)XP: 55
 Very rare are the Hyperborean Gnomes, known as Nasarong, shifty and clever, these diminutive creatures plague many a town and adventuring group alike. With a bit of coaxing and the promise of a decent reward a Nasarong will work with a group of dungeon explorers. These weird little men have a natural ability to spot anomalies, traps/weak areas and veins of precious metals or gems 65% of the time while underground. In addition, Nasarong can teleport once per day up to 60' away, either alone or with up to 120' lbs of non-living material (i.e. cannot teleport others). Their location does not need to be visible, but the Hyperborean gnome must have been to the location they are 'landing' in.

As Player Characters in Astonishing Swordsmen & Sorc

Artistic Inspirations » Sidney Syme » 7/26/2015 12:09 pm

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Awesome!Sime is one of my favorite illustrators of all time and Dunsany a favorite writer, good call!

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