Description
Swords, Sorcery, and Weird Science-Fantasy. This “flat earth” realm is hemmed by the mystical boreas (“North Wind”), and under the scarlet light of a bloated, dying sun, its roiling seas spill eternal over the world’s rim. Looming, Saturn and its moons oft in sky, as are Aurorae. Hyperborea presents a broad range of evident environments including the fantastic. Hyperborea is in a perpetual state of decay, populated by disharmonious men, hostile monsters, eldritch creatures and alien beings.
Author's Note
R18 WARNING THIS GAME IS FOR 18yo+ INDIVIDUALS SOME MAMMARY GLANDS;MATURE CONCEPTS;GORE; DEMONIC POSSESSION & SOME B&W MAPS!!! LOL DONT EVEN BOTHER ASKING YOUR PARENTS!! [400+Spells/ 600+Monsters/ 1000+Items/ 30+Classes/ 97+Pages of Lore/ +MORE & +More Coming! MAYBE?!] Hyperborea is a Late Middle English term derived from the Late Latin hyperboreanus, which in turn is derived from the Greek huperboreos, from huper (“beyond”) and boreas (“north wind”); quite literally it means “Beyond the North Wind”. According to the ancient Greek religion, the Hyperboreans were a mythical race who lived up to 1,000 years and worshipped Apollo and Artemis. Noted by Herodotus in the fifth century BC (although the “Father of History” cites earlier sources, including Hesiod and Homer), the Hyperboreans were reputed to dwell “beyond the north wind” in a paradisal land of sunshine and plenty. This Hyperborea is inspired by these myths and legends, but perhaps more so by the weird and fantastic fiction of Clark Ashton Smith, Robert E. Howard, and H.P. Lovecraft; furthermore the works of Jack Vance, Fritz Leiber, Michael Moorcock, Edgar Rice Burroughs, et al have informed the original author’s way of thinking. Equally inspirational is the brilliant synergetic medley of myths, legends, beasts, monsters, artefacts, and fantastic milieux masterfully assembled by and under the direction of E. Gary Gygax. The RPG was originally designed for use on its own or in conjunction with another setting of the referee’s choice; indeed, Hyperborea might be just beyond the North Wind of any campaign setting. For those adventures that do not begin in Hyperborea, some means of admittance must be established. Consider the following suggestions: A sea vessel on an arctic voyage crosses the fabled North Wind, which sweeps the adventurers to Hyperborea/ In a blizzard-swept mountain pass, the adventurers enter a mystical portal and emerge in Hyperborea/ A weird and seemingly sentient aurora is encountered. Its green and vermillion streamers descend on the adventurers and transport them to Hyperborea/ In the nameless depths of a mad wizard’s castle and dungeon complex, an artefact teleports the seekers to Hyperborea. When the adventurers cross the veil that is the North Wind, all the functions of Hyperborea manifest: the giant red sun that clings to the horizon, the falls at the edge of the sea, the two moons, and so forth. The heroes of this Weird-Fantasy world delve dungeons filled with horrifying monsters, lethal traps, and bewildering puzzles; they explore savage wilderness frontiers and hostile borderlands; they probe ancient ruins and investigate cursed tombs; they match steel against sorcery, and sorcery against steel; and both against weird-science and untold horrors and alien beasts; and they plunder for gold, gems, and magical/ weird-science technology treasure. Only the most soul hardy heroes will carve out a place for themselves and go down in the annals of history.
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