ASTONISHING SWORDSMEN and SORCERERS of Hype Rborea TM

ASTONISHING SWORDSMEN and SORCERERS of Hype Rborea TM

ASTONISHING SWORDSMEN AND SORCERERS OF hype RBOrEa TM Sample file A Role-Playing Game of Swords, Sorcery, and Weird Fantasy Sample file Sample file ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA™ A Role-Playing Game of Swords, Sorcery, and Weird Fantasy A COMPLEAT REFERENCE BOOK PRESENTED IN SIX VOLUMES Sample file www.HYPERBOREA.tv iv A ROLE-PLAYING GAME OF SWORDS, SORCERY, AND WEIRD FANTASY CREDITS Text: Jeffrey P. Talanian Editing: David Prata Cover Art: Charles Lang Frontispiece Art: Val Semeiks Frontispiece Colours: Daisey Bingham Interior Art: Ian Baggley, Johnathan Bingham, Charles Lang, Peter Mullen, Russ Nicholson, Glynn Seal, Val Semeiks, Jason Sholtis, Logan Talanian, Del Teigeler Cartography: Glynn Seal Graphic Embellishments: Glynn Seal Layout: Jeffrey P. Talanian Play-Testing (Original Edition): Jarrett Beeley, Dan Berube, Jonas Carlson, Jim Goodwin, Don Manning, Ethan Oyer Play-Testing (Second Edition): Dan Berube, Dennis Bretton, John Cammarata, Jonas Carlson, Don Manning, Anthony Merida, Charles Merida, Mark Merida Additional Development (Original Edition): Ian Baggley, Antonio Eleuteri, Morgan Hazel, Joe Maccarrone, Benoist Poiré, David Prata, Matthew J. Stanham Additional Development (Second Edition): Ben Ball, Chainsaw, Colin Chapman, Rich Franks, Michael Haskell, David Prata, Joseph Salvador With Forewords by Chris Gruber and Stuart Marshall ACKNOWLEDGEMENTS The milieux of Astonishing Swordsmen & Sorcerers of Hyperborea™ are inspired by the fantastic literature of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Other inspirational authors include Edgar Rice Burroughs, Fritz Leiber, Abraham Merritt, Michael Moorcock, Jack Vance, and Karl Edward Wagner. AS&SH™ rules and conventions are informed by the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. DEDICATION Dedicated in fond memory to E. Gary Gygax. SPECIAL THANKS Thank you to my wife, Erica, for her constant love and support; to my parents, Bob and Pat, for their love and encouragement; to my dear friend Jimmy Curran, for introducing me to the world’s most popular fantasy role-playing game; to Chainsaw and Morgan Hazel for their candour and advice; to David Prata for his hard work and persistence; to Ian Baggley, Daisey Bingham, Johnathan Bingham, Charles Lang, Peter Mullen, Russ Nicholson, Glynn Seal, Val Semeiks, Jason Sholtis, Logan Talanian (my son, aged 15, in his professional debut), and Del Teigeler, for their creativity and vision; and to my Samplegaming group, the “Knights of Next Tuesday”, for countless hours of fun, gaming, fileand camaraderie. NWA201 ISBN 978-0-9851476-6-2 © 2017 North Wind Adventures, LLC. Made in the USA. “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. v ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA An Evening in Hyperborea Sample file vi A ROLE-PLAYING GAME OF SWORDS, SORCERY, AND WEIRD FANTASY SECOND EDITION FOREWORD Welcome to Astonishing Swordsmen & Sorcerers of Hyperborea Second Edition! What you’re holding is as distinctive an entryway into a pulp fantasy gaming world as has yet been imagined. Inspired by pulp era authors as diverse and innovative as Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith, this is a game system that combines the pioneering brilliance of the original fantasy role- playing game with the gritty, dark, and realistic fantasy elements that are the hallmark of the very best pulp adventures. I’ve been a fan of the pulps—specifically the wonderful of the modern sword-and-sorcery tale, “The Shadow stories written by the aforementioned masters—since Kingdom”, written by Robert E. Howard. Finally, I say the early 1980s. In that time, I have marveled at the legendary because it spawned or directly inspired breadth and scope of their personal artistic visions: countless movies, books, comics, and RPGs, of which the dreamy and luxuriant prose of Smith, the elaborate Astonishing Swordsmen & Sorcerers of Hyperborea is the and ornate phrasings of Lovecraft, and the genre- latest adaptation—and a superb one at that. What I’m splicing brilliance of Howard’s defiant heroes. Each trying to say here is that without Weird Tales there’d be of these writers was more than a mere storyteller; no Astonishing Swordsmen & Sorcerers of Hyperborea, or they were creators of dauntless and enduring heroes, at least it would look and feel profoundly different, and manufacturers of lost ages, and exceptional world- from where I sit as a gamer deeply invested in his own builders who brought an originality to their work that AS&SH campaign, that’s a dreadful thing to consider. has stood the test of time. But don’t take my word for it! In his wonderful I’ve been trying to re-create the sense of awe and foreword to the original edition of this game, Stuart wonder I felt each time I read one of their stories ever Marshall noted that Astonishing Swordsmen & Sorcerers since. Sadly, I’ve come up short more often than not. of Hyperborea could easily have been called, “Weird That’s not to say I haven’t enjoyed reading new authors Tales: The Roleplaying Game”, and that is as spot on or appreciated new gaming systems; it’s just that they an assessment of this game as any I could produce. were always lacking the weird element I enjoyed so Understanding the influence Weird Tales and its roster much and seemed able only to find in old reprints of the of amazing authors had on this project is important pulp magazines. for two reasons: It helped inspire the mood, setting, and tone of the world in which your adventurers will You might be asking, “What is this pulp you speak of be forging their destinies, while also paying homage and what does it have to do with this game?” Glad you to the unique character archetypes that helped inspire asked! While the term pulp fiction covers an extensive tabletop role-playing games in the first place. Try to province of genre-spanning literature to include—well, recall your first experience reading about heroes like just about everything—what most modern readers Conan the Barbarian, Kull, Elric of Melniboné, Fafhrd understand to be “classic pulp” stories are those that and the Grey Mouser, Jirel of Joiry, Eibon the sage, emphasize realistic adventure, action, and heroism and the many other characters featured in the pages set within worlds of surreal horror and beauty. What of Weird Tales, and you’ve got an idea of the kind of we’re talking about here is weird fiction, that unusual adventurer needed to survive the otherworldly horrors concoction of setting and atmosphere that relies of Talanian’s imagined land of Hyperborea. on the eerie and bizarre to add color to stories that might otherwise be recognizable as (but are easily And what a world! Whenever I enter Talanian’s distinguished from) straight horror, action, or the expression of Hyperborea, whether as referee or player, supernatural. Prime examples of this kind of story I am reminded of Clark Ashton Smith’s wonderfully would be Robert E. Howard’s “Worms of the Earth”, decadent description of the planet Xiccarph in his H.P. Lovecraft’s “The Call of Cthulhu”, or Clark Ashton prose poem, “To the Daemon: An Invocation”: Smith’s “The Maze of Maal Dweb”. “Tell me of the vaster blossoms within whose It is generally accepted that this type of story was first printed within the pages of a now-legendary cradling chalices a woman could sleep; magazine called Weird Tales. I say legendary because of the seas of fire that beat on strands of during its heyday in the 1920s and ’30s, Weird Tales was ever-during ice; of perfumes that can give responsible for publishing some of the most innovative eternal slumber in a breath; of eyeless titans Sampleand enduring fantasy work ever written. I say legendary file also because it possessed the intuition to publish what that dwell in Uranus, and beings that is now widely regarded as the first recognized example wander in the green light of the twin suns of azure and orange.” vii ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA Talanian conjures a similar, if much bleaker, world in Whether facing a horde of snake-men with naked steel his creation called Hyperborea. Described as a “flat- in hand or casting a spell that summons an elemental earth realm”, Hyperborea is essentially a mysterious to do my bidding, I can finally be the type of hero I chunk of icy rock spinning in the void of space around wanted to be while growing up. (Queue up the Conan the a bloated and dying sun. It seems to exist as an echo Barbarian soundtrack composed by Basil Poledouris…) of its own past, a prisoner of both time and place, Gone are the elves, dwarves, pixies, and halflings that watching helplessly as its oceans spill over the rims of dominate other systems. Now don’t get me wrong, I its horizons and into the surrounding cosmos, there enjoy games that revolve around that kind of high- to be swept away by the mysterious and mystical fantasy milieu, but in Hyperborea humans are the sole boreas. Like Smith’s Xiccarph, Hyperborea contains character race—and with good reason. That’s because both beauty and danger. Alien horrors abound on this Hyperborea is an antediluvian nightmare world that dying “planet”, and the gods that remain seem twisted provides your hero with an atavistic glimpse of our and spiteful, indifferent to the plight of the surviving universe as it was before mankind crawled from the humans who make this inhospitable world their home. primordial slime to challenge the unheeding and And that right there is why I love playing this game.

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