Before the dawn of the current age, other civilizations walked the world, filled with races alien to us now, and they worshiped other gods. They wielded strange magics and fought with strange technologies. They rose, they loved, they feuded, and in the end, as is the way of things, they fell. Those other societies, those other people, those other deities, are now dust particles scattered by the fickle winds of history.
Yet some small remnants survive. We know that these cultures did exist and that these tales and legends did happen. Some, at least, were based on small kernels of fact. What we have are their greatest creations, cruel and wonderful but made to last.
This book introduces the idea that powerful items come with complications. No one can possess such an artifact or relic without drawing attention to themselves. Someone else will desire that power and want to take it from the player characters. Cults will be devoted to the item or its original possessor. Secret societies may exist that are constantly on the lookout for the item, either to recover it or destroy it. Almost all great power comes with a great price. The gamemaster should feel free to explore these plot hooks and develop them as best suits their campaign.
A hippogryph combines the elegance of a giant eagle with the stability of a horse. It is a hybrid of two things that cannot logically go together. Somehow the unlikely remix produces something that elevates both of its antecedents. The Hippogryph system pairs foundational fantasy roleplaying tropes with the creativity and flexibility of story gaming. Its toolkit approach allows you to design characters, worlds, and adventures the way you choose.
- from the publisher's blurb