Campaign Setting

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To boldly botch where no one has rolled before!

Introduction

Where did all of this come from, and what is this campaign setting’s purpose?

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Chapter 1: Lore

This section will eventually have more content than the rest of the book combined, but for now there’s only some rudimentary background information.

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Chapter 2: Game Feel

Hyperion Voyages uses a number of variant systems (some of which are heavily inspired by other sources) that are pervasive to this campaign setting and should not be removed. Exceptions and clarifications to each imported variant are written into their descriptions to fit in with rebalancing and so that they mesh well with eachother and the setting.

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Chapter 3: Races

Creatures of every sort are abundant in this setting, including many obscure playable races and a few new LA+0 templates.

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Chapter 4: Classes

There are a few new classes unique to Hyperion Voyages, and a number of classes gain fixes or changes which improve their flavor and utility.

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Chapter 5: Skills, Feats, and Flaws

New character options are available.

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Chapter 6: Magic

Hyperion Voyages may be psionics-heavy, but there’s a number of new forms of magic available too.

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Chapter 7: Psionics

Psionics got some major upgrades.

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Chapter 8: Technology

It’s been 3000 years since the standard D&D setting, and innumerable technological advancements have been made.

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Chapter 9: New Creatures

New life is out there, and not all of it is friendly.

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Chapter 10: Appendices

The character sheet, glossary, etc.

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Campaign Setting

Hyperion Voyages Ternal Ternal