• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

1. GAME PLAY NOTES & IMPORTANT THINGS

In the following you will find things to be aware of as the rule set for the Original Hyperborea game was a bit (largely in places!) different from the 5E SRD. So I have attempted work arounds for most things to try to keep the balance.

###WARNING### ANY LORE TITLE MARKED WITH 'x' AT THE BEGINING OF THE FILE NAME HAS SPOILERS. UP TO YOU WETHER YOU READ IT OR NOT OR WHEN YOU FIND OUT ABOUT THINGS ASK FRANZ TO DO A RESEARCH FOR YOU.

IT IS ADVISED YOU KEEP TRACK OF THE FOLLOWING THINGS:

Proficiency Bonus: All Subclass's have the same PB as per their principle class i.e. Fighter/ Magician/ Cleric/ Thief. Character Level/ Proficiency Bonus= 1st - 4th/+2; 5th - 8th/+3; 9th - 12th/+4; 13th - 16th/+5; 17th - 20th/+6.

Spells Availability: Only Spells marked with a "+" at the start of the spells name are used. Some 5E SRD spells do not fit the world per se. Its best if you leave the include SRD function OFF as all Items/Spells etc are supplied.

Cantrips: There are NO CANTRIPS available. The existing cantrips that slotted with the game where put into the spells available. FRANZ: ALL CANTRIPS ARE NO LONGER SPELLS.

Spell Casting: Some Subclass's don't get to learn or cast spells till 7th level. So that's when their Caster Level Starts. This is important to keep track of in spells eg A 7th Paladin is casting a 1st level spell and it states ?dice per level then that means in the spell you cast it as a 1st level spell at 1st level. I have done my best with the system to reflect this.

Spell Slots: The F&F system starts to give you spell slots from 1st level and their amount doesn't reflect things correctly, so its up to you either roll play their use or take OP advantage! Again, I have done my best with the system to reflect this. All spell casters classes are set to the KNOWN setting as this was the only way I found to accurately represent the amount of casting spell slots that characters have in the system.

Caster Level: In instances where the casters level adds to a certain part of the spell you must manually adjust this in your spell/prayer books spell description as your character advances in level. e.g. The spell adds +1 to damage per caster level etc. ONLY ADJUST IT ON YOUR CHARACTER SHEET SPELLS. ALSO I WOULD ADVISE PUTTING A EXTRA IDENTIFYING CHARACTER (+-*# etc) IN THE SPELLS NAME SO THE SYSTEM DOESNT OVERWRITE THE ORIGINAL SPELL.

Spell Listings: At the beginning of each spell description you will find the following - Level: School of sorcery and spell level, where mag = magician, cry = cryomancer, ill = illusionist, nec = necromancer, pyr = pyromancer, wch = witch, clr = cleric, and drd = druid. Note that some spells may be of different spell levels for different schools.

e.g. +Remove Curse Level: mag 4, nec 4, wch 3; clr 3 | Range: touch | Duration: special This spell permanently removes a curse afflicting a creature. It does not affect magical enchantments on items like weapons or armor. The reverse spell, Bestow Curse, lasts 1 round per caster level and requires a saving throw.

So you see Magicians and Necromancers can cast the spell at 4th level whereas Clerics and Witches can at 3rd level. You should change this only in your spell/prayer book once you have the spell.

Spell Books & Prayer Books

The easiest way, I have found, to get around some of the deficiencies of the platform is to go back to basics.....like in the day we used to write our characters spells on our character sheets.

This is where the Spell & Prayer Books come in. If you personalise your characters spell/prayer book with a name or a volume number so it makes it a unique item and record the spells you learn as you go up levels within it you can manually restore your spell casting list on your character sheet after a Long Rest of study/prayer.

Seasons

You will ned to keep track of the seasons if you want the realism to keep going. If you look under Lore in Calendar and Seasons you will see when they start and finish. So you can simply say to Franz in the chat the season is now SUMMER, WINTER etc then he should keep that going till you change it. Plus the seasons are years long so you wont need to change it that often unless you fast forward. This is his CI = Begin each message with Msg #, 🍂, ⌛, 🌅 #, POI and Area (Bold header). The 3 ⌛ slots are Morning: Aurdias☀️, Afternoon: Miðlē🌄, Night: Nóskói🌙. Advance to the next day number in the morning or if a player prompts to do so. Use other times only when contextually needed, stick to the 3 Times outside of this. Player controls Season changes of Summer, Winter, Spring, Fall, in their first message and only changed by them. 🗓️ of the 📅 — ☀️ + 🏃 = ☀️, 🙏 🌍, 🔨 🌊, 🔨 🌙, 🔨 ✨, 🔨 ☁️, 🔨🪐, 💤

THE MAPS

COLOUR MAP: The Cover Image is an actual colour map it is for your reference only.

B&W ROUGH MAP (Central Map): This represents a map the PC may procure in game. It is NOT to scale. However, I have placed POI Map Pins to indicate where the main AREAS (Maps around it) are located geographically. Specifically your character may use it the same way for tracking their travels.

IMPORTANT NOTE: WHEN LOOKING AT A POI ALWAYS ALWAYS LOOK TO THE FACTION FIRST BEFORE READING ANYTHING AS THIS WILL TELL YOU IF YOU WILL RUIN YOUR JOURNEY. IF IT SAYS SPOILERS DONT READ IT.....UNLESS YOU LOVE META GAMING OF COURSE IN WHICH CASE KNOCK YOURSELF OUT! READ ON FOR FURTHER EXPLAINATION.

Non Faction Map References: I have taken the liberty to use some of the Faction Markers to indicate certain things on the maps as follows:

ANY MAP PINS WITH THE OFF WHITE COLOUR ARE FACTION: SPOILER ALERT. SO IT IS ADVISED IF YOU DONT WISH TO SPOIL YOUR FUN THAT YOU DONT EXPLORE THEM UNTIL YOU RECIEVE THE QUEST LINE OR YOU ACCIDENTLY COME ACROSS THEM IN YOUR TRAVELS.

ANY BLACK MAP PINS ARE FACTION: UNKNOWN POI. SO AGAIN TO NOT SPOIL YOUR FUN WAIT UNTIL YOUR CHARACTER LEARNS OF THEM/ TRAVELS TO THEM. YOU CAN THEN CHANGE THEM TO ORANGE BELOW TO HELP YOU KEEP TRACK.

ANY MAP PINS OF THE STANDARD DEFAULT ORANGE COLOUR ARE FACTION: KNOWN POI. SO THESE ARE CONSIDERED PLACES THE PC MAY NOW OF OR THEIR GENERAL LOCATION. ALTHOUGH IF YOU REALLY WANT TO OSR RP THEN WAIT TILL YOU TRAVEL TO THEM. YOUR CHOICE.

BLACK AND WHITE MAPS: The black and white perimeter maps are to scale and I used them for OSR feel. I felt that I would make the AREA and POI images in colour to add to the feel of the characters vision and with keeping to the B&W maps I feel it adds to that character mapping of old times. I have fleshed out a fair bit of the main starting area (Khromarium/ Lug Wasteland and surrounds) map but will flesh out more (including QUESTS*) if people play the setting and there is interest as I myself play through. I will also add more to scale area maps if that be the case after fleshing out the Blackmarsh** (Grey Peninsula) Area Maps.

*You can DM me if you would like me to put up a template/prompt that works well specifically for Hyperborea in Generating QUESTS in a LLM or for Franz to use.

** These areas are another PLOT line for the game which lead on after the Khromarium Plot Line.

QUEST LINE POI's: ANY MAP PINS WITH THE BLIND (DONT LOOK) ICON ARE A QUEST LINE POI SO YOU SHOULDNT EXPLORE THEM UNTIL YOU ARE ACTUALLY DOING THE QUEST AND ARRIVE AT THEM THROUGH THE QUEST STEPS.

CURRENT POSITION ROOM/AREA (ITEM PINS): DUE TO THE FACT THAT YOU GET TO SEE THE WHOLE MAP OF A MULTI ROOM/LEVEL/AREA THESE PINS REPRESENT WHICH ROOM ETC THAT THE PARTY IS CURRENTLY IN.