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Sorcery » Horn of Valhalla » 5/18/2020 5:57 pm

I have a question about the magic item, Horn of Valhalla (pg. 477). Are these wild Berserkers magical beings like spirits, like those old ghosts who fight for Aragorn in Return of the King? Or are they actual men who are somehow magically just dropped in the middle of wherever the horn is blown, and immediately content fighting for their caller?

I know that the ones called in the Runegraver ability are of course real men from their description. But the Horn of Valhalla seems to work immediately, and the mention of the berserkers “fading” after combat further leads me to believe them to truly be arriving from Valhalla.

Bestiary » Understanding Rust Monsters » 5/08/2020 3:54 pm

I know that a rust monster can devour your weapons and armor, leaving you defenseless in a dark dungeon, but in what case will they actually harm a man, and how? I’m sure when cornered or attacked they’d surely bite back. But from what I’ve read, they’re pretty harmless.

If a PC is wearing armor, and the rust monster tackles the PC to consume said armor, might its mandibles damage the PC as it does so, until it’s done eating?

And what do they eat when there’s no natural metals and no adventurers roaming in the dungeons? It seems like they stay hungry for a while, and maybe that’s why they’re so likely to rush any source of sustenance.

Hyperborea » The God Rel » 5/05/2020 7:33 pm

I know the literary origins of deities like Xathoqqua and Yig, and the real-world origins of Apollo and Artemis. Where does Rel come from? I’d like to learn more about him but google doesn’t provide much suggestion. I see the mention of Hermes and Teutates, but I don’t know if there’s another obvious source I’m missing.

I’m also interested in Raven. He seems like a good thief god for Vikings.

Sorcery » Long-range communication magic? » 4/28/2020 6:19 pm

I'm writing an adventure for my party, and the evil NPC (a 5th level runegraver) the party is pursuing is on an island in the middle of the sea near New Vinland, where he was dropped off with his apprentice by ship. There wouldn't be enough manpower for he and his apprentice to leave on a ship of their own if they had one. If this character were to successfully get the distance needed to escape said island with only his apprentice, how could he do so? He has a contact across the sea in Brigand's Bay. Is there a low enough level spell or magic item in the book, or elsewhere that you know of, that he could use to call this contact to come and rescue him?

Swordsmen & Sorcerers » Cleric Spells Starting and Onward » 12/26/2019 9:05 pm

DMPrata wrote:

There are two different lists at work here. Clerics begin play with knowledge of three level 1 spells. Of these, they can cast but one spell per day.* Upon attaining 2nd level, a cleric adds three more level 1 spells to his list of known spells, for a total of six known spells. He now can cast two spells per day.*

*Plus a possible bonus spell for high WIS.

 
Oh, so the area on the table is the Spells Cast Per Day. That helps a lot. So by that rationale, they start learning level four spells at level 7? And does that mean they can just keep learning level 4 spells at each level gain after that, if they wanted, with no limitation?

Swordsmen & Sorcerers » Cleric Spells Starting and Onward » 12/26/2019 8:22 pm

In the 2e tome, I’m having trouble understanding the Cleric spell gain process. The table shows one Level 1 spell to begin and at each level advancement, but the paragraph below for Sorcery describes three Level 1s and three more at each gain. I had a few ideas but many others like the Warlock  match up in their sections. How does cleric Sorcery work and spell advancement work? Thanks from a neophyte DM

Hyperborea » Status of the Hyperborean Race? » 6/28/2019 12:56 pm

We just gained our first Hyperborean PC, and I was wondering how the race fits in with the rest of the population. In Khromarium and elsewhere. I’d always assume the Hyperboreans hold themselves up in their old properties and away from the lower races of man, but there’s no indication of this in the game. Or any mention of locations. It does mention though that they populate Khromarium. Do they have their own secluded areas in the city? I just personally have trouble envisioning them even to this day willingly mingling and doing business with the races of humans that now form the majority of the continent. How do you view this in your campaigns?

Adventures » Mystery at Port Greely » 6/22/2019 6:37 pm

Revengeancer
Replies: 33

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Hey guys, question here. Spoilers ahead, of course. But I figure if you’re in this thread you already don’t care!

It’s mainly about demons in general, but specifically the one in the esoteric order church attic. He’s been freed from his bonds, but disappeared into the corner of the attic and forgotten about when the party was immediately forced to flee the temple because of the townies. I plan on bringing him out to assault Merlokk, who will attempt to flee from the Temple of the Deep Dwellers, and make his way back to Port Greely to lead a final cleansing against the humans of the town.

How do demons fare in direct sunlight? A large scale battle between the servants of Kthulhu and the humans of the town (surprisingly backed up by the tipped off  Khromari army) will be the adventure’s climax. Perhaps Merlokk could back up to the front of the church to go on a tirade, and be snatched into the church, or away into the sky, or elsewhere, by Azaxas.

I almost might have it storm. For dramatic effect, and to give the fish people a little advantage with the water only bothering the humans. Perhaps this blocking out of the sun could help Azaxas move freely as well. Thoughts?

Adventures » Solo/One-on-One Adventures » 1/22/2019 10:38 pm

Does anyone know of any solo modules, classic or OSR, that could be converted to fit Hyperborea? As the only AD&D/Hyperborea DM among my community that I know of, it’s a lonely life not being able to play loud characters without adding too much bias and ruining the balance of the group. I’ve seen MV1, it seems pretty cool for a different setting, which I’ll probably run it under. One-on-one (one DM, one player) adventures would be fun too. I’d like running one of my players through a solo story, and maybe I can convince a player to run one for me.

Thanks for the suggestions, guys!

Campaign » Starting a New Campaign: Chapter 1 - Rites of Passage » 1/22/2019 10:28 pm

This all looks very interesting!! I love the way you’ve weaved your party. I’m a big fan of homogeny- having all the characters come from the same place and know each other makes things simple, and it also looks cool.

Adventures » Taken From Dunwich » 12/26/2018 1:42 pm

Revengeancer
Replies: 10

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Brock Savage wrote:

I imagine the title as the lowest possible kind, basically the PC is a landowner and can tax peasants. If the PC starts being shitty to the peasants they will appeal to the local lord who will take action.
 

Does anyone know what title this might be? Chief maybe? Especially as a Kelt in a Keltic property.

Adventures » Taken From Dunwich » 12/19/2018 2:51 pm

Revengeancer
Replies: 10

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*SPOILERS AHEAD*

Hey guys, my party is about to begin Taken From Dunwich, and I have a few questions for you, mainly about the reward of land and title to be granted by the druid.

For those who have run the campaign, how have you explained or viewed this area, the abandoned Viking settlement. Are there already folks living there? Or is it just a rural property? What are the living conditions like for the person it’s handed over to? I’d imagine it’s a fixer-upper for sure.

Also, how do you feel about that reward as a whole? I think it’s cool, but it (namely the lordship over the 4 mile area) seems like a bit much in power (and responsibility) for a level 4 or so who just so happened to lead a search party to find 20 people. It would need a steward as well, assuming the level 4 who gained it isn’t just settling down and staying there.

If the property is given to the whole party and not just one player, how do you approach that?

Sorry for all the questions, I’m just really excited about the adventure, and that payoff seems really fun.

General Discussion » Introduction Thread » 12/19/2018 2:31 pm

Revengeancer
Replies: 560

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Falconer wrote:

Greetings… fellows!

There’s nothing better than falcons at your wrist! Welcome! One of us.

General Discussion » Ship maps » 12/17/2018 9:03 pm

DMPrata wrote:

By sheer coincidence, the forthcoming adventure module Rats in the Walls and Other Perils will feature deck plans for a galley called Berg Breaker.

Planned on getting it anyway to start some new level 1s!

The coaster is a 10-man ship. I’m trying to figure out how to describe it.

General Discussion » Ship maps » 12/17/2018 4:15 pm

Does anyone have any personal illustrations or graph paper work of the ships and boats found in the AS&SH source book? My players just bought a coaster.

Hyperborea » The Keltic God Nodens? » 12/17/2018 12:47 am

Q-sub wrote:

When I hear the name Nodens, I envision an imposing fellow (indeed Kelt-like) with steely eyes and hoary beard, careening across the wintry plains in a strange sort of chariot drawn by hardy boreal critters...

Why, just put a red robe on him and he can be the main NPC in my upcoming holiday module http://cdn.boardhost.com/emoticons/devious.png

🎶 Jolly old Saint Nodens, now you dear Old One! 🎶

Hyperborea » Why worship Xathoqqua? » 12/13/2018 2:46 pm

I’m a big fan of Xathoqqua. From the CAS figure especially, I’ve always loved him. I think he’s the most charming and entertaining out of all of the Old Ones. And the fact that he’s just kind of loafing around in some subterranean cavern in our plane makes it even better. So I’ve been planning on implementing more of the Xathoqquan orthodoxy as a force in Hyperborea.

But why is Xathoqqua so highly venerated? I know his worship is as old as the continent itself, and that even subhumans and animals wander to his altars. I remember reading something once about bears coming to his altar and just making noise. So there’s some sort of visceral draw to worshipping him. But what is gained from it? Do the human laypeople believe they derive a benefit to crops or fertility from him in some invisible way, just like any other god? Or is it some subconscious attempt at appeasing his loathsome self for self-preservation? Both?

In one CAS story, he’s an important master to a certain wizard who gets transported to Saturn to escape an inquisition, which is a former home of the big sloth-toad. I guess he talks to those he deems worthy. So many sorcerers like him. But why the common folk?

Furthermore, how do you handle the ruling Xathoqquan religion if you have one? I’d imagine they view worshippers of Yoon’Deh or others as “heathens” and such. I always assume places where another religion dominates, there’s still little idols of Xathoqqua sitting around in homes. He’s quite a goofy little old one in the right portrayal.

Swordsmen & Sorcerers » Druids- Do they have to be vegan? » 12/10/2018 6:58 pm

Alright. MAYBE that thread title was bait. But how do you imagine the druids interacting with animals like rabbits or aurochs, that they'd usually eat? Do you think it's kind of a, "No man, I get it. Natural order. You're a man. I'm a rabbit. Just don't eat me right now and I'll talk." deal?

On another note, I'm really wanting my Keltic huntsman to befriend a Treant, or a group of them. I've even been considering dual-classing him as a druid, just to gain the Mantle of Yoon'Deh (p.482) to do so. Thoughts on relationships with the woods and the elements as a huntsman? What kind of interactions with the treants have you guys had? So far I haven't noticed any encounters with them in any adventures I own.

Hyperborea » The Keltic God Nodens? » 12/01/2018 8:51 pm

Great answers, fellas. Upon reading the initial responses, I looked into the Transmundanes, and noticed their typical distaste for Mi-Gos, Yithians, and the sort, and their behavior towards humans, and it matches Nodens pretty perfectly. You guys definitely pointed me in the perfect direction.

I'll definitely be writing him into my world as a Keltic sort of otherworldly cult hero. If I write some actual write-up for him, a dossier like most of the Hyperborean gods have, I'll post it here.

Swordsmen & Sorcerers » Kimmeri-Kelt monk? » 11/30/2018 4:49 pm

One of my new players, who isn't quite familiar with Hyperborea and related media, decided on a Kimmeri-Kelt monk, and will probably need help shaping it How would you envision this character lorewise?

I know the core book mentions Krimmr not having much of a priesthood, since it's not viewed as a very masculine or necessary job. I assume if there is some kind of clergy, it's on a very part-time basis. Kinda like Rexor's role as the snake priest in the 1981 Conan movie. I'm having trouble identifying the role of the ascetic monk in Kimmerian culture, and not having too much luck in the druidic Keltic culture either.

My best ideas are pretty much those showing the characters as sort of warrior-monks, perhaps minus the ascetic side:

-A bloodlusty zealot of Krimmr, obsessed with proving his fealty and worthiness before the god in battle, praying and making sacrifices at other times. He may even see his slain enemies as sacrifices themselves.

-A former temple or henge guard.

I can't see much of a Keltic monk community without it just looping back around to being a druid. Maybe a sort of druid's assistant by career? Something similar to the role of the deacon to the priest in the Christian Church.

Of course this can all be circumvented if said player is only ethnically Kimmeri-Kelt, and was raised or lived elsewhere, or converted to a foreign religion. It could also have something to do with not the racial religions, but the Xathoqquan community in the area, since it seems Xathoqqua's worship permeates most of the continent's cultures, whether in a major or minor way.

Of course imagination is key, and anything is possible. I'm just a stickler for lore and solidarity. It's sort of a curse sometimes.

I'd love to hear your thoughts and ideas on this, guys!

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