Hyperboreans are extremely tall men (c. 7-foot males, 6½-foot females) of milk-white skin, golden hair, and violet eyes; rare females shew silky, blue-black hair. Reputed to live 200 or more years. Also reputed to be sexually incompatible with normal humans.
Most take a dim view of the other races, deeming them “savages”, “apes”, or “sub-men”. Like Atlanteans, they are a race in decline.
Only half-breeds (Hyperborean Value 0) are appropriate as Player Characters.
All Hyperborean classes require a minimum Intelligence, Wisdom, and Charisma of 9 or better. (In general, non-degenerate Hyperboreans should possess above-average scores in all abilities.)
Class Category Values
Arcane: Any build points allocated to the Arcane Value stack with build points allocated to the Hyperborean value for purposes of determining the class’s spellcasting ability (see below). Because of their innate magical power, the XP Cost of the Arcane Value is reduced by 125 XP for characters with a Hyperborean Value of 1 or more.
Value Hyperborean XP Cost 4 Hyperborean + Mage 2500 3 Hyperborean + ⅔ Mage 2000 2 Hyperborean + ½ Mage 1375 1 Hyperborean + ⅓ Mage 750 0 Hyperborean Half-Breed 150
When building a Hyperborean custom class, assign between 0 and 4 build points to the class’s Hyperborean Value. All Hyperboreans gain the following custom powers:
- Ancient Pacts: Before the Ashen Worm, the lords of Hyperborea ensorcelled the dark powers of the world in pacts of service and obedience. Some creatures still remember these pacts and will aid Hyperboreans when commanded. Hyperboreans gain a +2 bonus to reaction rolls (+1 for half-breeds) when encountering intelligent chaotic monsters. Intelligent chaotic monsters suffer a -2 penalty to saving throws penalty to saving throws against any charm spells cast by Hyperborean (-1 against half-breeds).
- Uncanny Senses: All Hyperboreans detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection.
- Overcasting: Hyperborean Mages can cast extra spells beyond those they are normally allotted each day. However, an Overcasting Success throw is required for each attempt – and there is a chance of Arcane Calamity on a failed roll. (Overcasting rules are fully described in Axioms Issue 1.)
- Longevity: Hyperboreans enjoy a lifespan longer than that of normal men. Half-breeds (Hyperborean 0) can live to see 130 – use the ‘Halfling’ entry from ACKS p.250 for age categories. True Hyperboreans are ageless and enjoy a lifespan of 260 years or more; they are also immune to ghoul paralysis.
- Hyperborean Tongues: In addition to fluency in Common, half-breeds speak Old Hyperborean and one other language of choice (usually Hellenic). True Hyperboreans may also select two additional languages; these can include lost or esoteric tongues.
“Hyperborean 0” represents an extremely rare half-breed. Although tall, thin, and pale; the character may pass as almost normal amongst other men. At higher Hyperborean Values, the character’s inhumanity becomes obvious:
- Inhumanity: At Hyperborean 1 and higher, the character suffers a -1 penalty to the reactions, loyalty, and morale of humans. The character gets an equivalent bonus to the reactions, loyalty, and morale of fellow Hyperboreans.
Additional points allocated to the Hyperborean Value stack with points allocated to the Arcane Value for purposes of spellcasting, magical research, strongholds, and magic item usability. Add the two values to find the class’s effective spellcasting abilities. (Latter-day Hyperboreans cannot exceed an arcane spellcasting value of 4, though it is said that the ancient masters transcended these limits.)
All Hyperborean spellcasters (including half-breeds) can cast spells wearing whatever armour they are permitted to use.
Experience Point Progression
Hyperboreans increase the amount of experience required to gain each level after 8th by 50,000 XP (25,000 XP for half-breeds).