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charles hernandez (order #1273846) 71.


charles hernandez (order #1273846) 71.
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charles hernandez (order #1273846) 71.


Table o f Contents J

. .. . .
Introduction . . . . . . . . . . . . . . , ....
. -. U..ULL.LCLLY -..A Equipment . .2 3
Part I : Atlantis and the .
Race . . . . . . . . .... . . . . . . . . . . .2 6
.
Ancient World . . . . . . . . . . . . . . . .5 Atlnnteans . . . . . . . . . . . . . . . . . .2 6
. . . .
T h e Legend . . . . . . . . . . . . . . . - 5 Noble Atlanteans . . . . . . . . . . . . .27
T h e Creation . . . . . . . . . . . . . . . . .5 ..
Half-Atlnnteans . . . . . . . . . . . .2 S
Poseidon and Cleito . . . . . . . . . . . .6 .
Bascai . . . . . . . . . . . . . . . . . . . . .2 8
T . . . . . . . . . . . . . . . . . .6 . . .
Prestigc Classes . . . . . . . . . . . . .29
T Explore . . . . . . . . . . .7 Articicer . . . . . . . . . . , . . . . . . . . .30
1he kounding of a Nation . . . . . . .8 .
O r p h e m . . . . . . . . . . . . . . . . . .3 I
T h e Empire . . . . . . . . . . . . . . . . . .c) Resonant . . . . . . . . . . . . . . . . . . .32
Corruption and Decay . . . . . . . . . I o .
Spellbane . . . . . . . . . . . . . . . . . .34
T h e nJar for Atlantis . . . . . . . . . . I I S e \ v Skills . . . . . . . . . . . . . . . . . . . . 3 6
T h e End . . . . . . . . . . . . . . . . . . .11 .
S e w Feats . . . . . . . . . . . . . . . . . . . 3 6
Atlantis & the Cl'issical LVorld . . . . .I4 Classicid \Ve.ipons . . . . . . . . . . . , . .37
Atlantis . . . . . . . . . . . . . . . . . . . . I 4 MaSical Equipment . . . . . . . . . . . .38 .
T h e Kingdoms . . . . . . . . . . . . . . . I 6 . .
S e w Spells . . . . . . . . . . . . . . . . .40
: . . . . . . . . . . . . . . . . .I 6
. . . . . . . . . . . . . . . . . . 17
ure . . . . . . . . . . . . . . . I S Part 3 : Atlnntenn Campaigns , . . . . .44
\,;izens . . . . . . . . . . . . . . I 8 Getting Started . . . . . . . . . . . . . . . .44
Family . . . . . . . . . . . , . . . . . . . . .I8 Ibcidl Concerns . . . . . . . . . . . . . .44
Childhood . . . . . . . . . . . . . . . . . . I (> h r c l . . . . . . . . . . . . . . . . . . . . . .4 5
..
Marriage . . . . . . . . . . . . . . . . . I 9 .
Cl;1ss . . . . . . . . . . . . . . . . . . . . .45
De . . .45
Re1 f . .45
Lai . . .45
Sla
SO(
Clc
Arc

Art ........................ 22
Worldview . . .. . .
. . . . . . . . . . . .22
.. .
Magic . . . . . . . . . . . . . . . . . .2 3

charles hernandez (order #1273846) 71.


as a lost continent, an ancient adversary, a sunken
civilization, the site of alien colonization, and the home
of super heroes. Despite its various expressions, however,
Atlantis is typically portrayed as something unknown or
Introduction different. Modern storytelling frequently finds Atlantis
Before the Romans, before Alexander, before history being rediscovered or rising o u t of the waves.
was even truly recorded, a race of people founded the TWILIGHT
OF ATLANTIS,however, offers a chance to
mightiest empire ever known. They ruled the entirety explore what it might have been like before it collapsed
of the Atlantic and dominated Africa thousands of during one cataclysmic night. Rather than assuming the
years before Moses would bring Egypt t o its knees. role of explorers discovering the lost island or soldiers
They spawned a great culture, with a wealth of battling against a monolithic evil, this book casts player
knowledge exceeded only by the tragedy of their characters as the Atlanteans themselves. It offers players
demise. These were the Children of Poseidon. These a glimpse at what the citizens of Atlantis might have
were the people of Atlantis. been like and what might have caused their downfall.
TWILIGHT OF ATLANTISis a setting for your d20 TWILIGHT OF ATLANTISis divided into three sections.
System campaign. It places the action before Atlantis’ T h e first, “Atlantis and the Ancient World,” tells the
cataclysmic fall beneath the waves, allowing your story of Atlantis, detailing its creation, the formation
characters to become scions of the Empire, desperately of its culture, its conquest of most of the known world,
attempting to stave off the inexorable decay of their and its eventual destruction at the hands of Poseidon.
culture and its loss of world dominance. T h e Athenians. Everything you need to know about Atlantis, its culture,

4
charles hernandez (order #1273846) 71.
and its people is given here. This section also includes
Part I : Atlantis and
information on the Classical World, notes on its
technology, and where Atlantis fits in it. the Ancient World
PART2 gives rules for Atlantean characters. There are
new prestige classes, new spells, new feats, and new races The Legend
for use in the campaign. Game information for playing T h e legends of Atlantis originate with the Greek
in a Classical setting instead of the usual medieval fantasy philosopher, Plato. His works, Critias and Timaeus, tell
one is also provided. All the material in this section is of a fallen civilization thousands of years before his
Open Content. Finally, PART3 contains game mastering time. It is the story o f an empire both old and majestic,
tips and ideas for running an Atlantean campaign plus spanning the seas and possessing a knowledge and
some adventure seeds to get you started. power now forgotten.
Plato tells the history of Atlantis and its founding in
Mythic History Critias. H e presents a civilization established by the
children of Poseidon and Cleito, a mortal woman. It
Despite this being a fantasy product, it is set in a
relates how their five sets of twin sons came t o rule an
mythic time period pre-dating our own recorded history.
empire. H e describes their government, the structure of
TWILIGHT OF ATLANTISis drawn from the writings of
the society, and the land itself. H e speaks o f their fall
Plato and is based on the legends of Ancient Greece.
into corruption and decadence and of the great war that
T h e saurian Lemurians, bestial Mue, and feline Bastai
would destroy their empire.
(see PARTI ) , are mythical creatures that do exist within
the context of this setting, and the Atlanteans themselves Timaeus recounts Atlantis’ fall and eventual
are the offspring of Poseidon. However, the predominant destruction. Atlantis is presented as the enemy of
race of people throughout the world is human. The action Ancient Athens, one side o f a great and yet forgotten
takes place here on Earth, albeit a mythical Earth where war that spanned the known world. In this account,
many of the legends about which we read are actually Plato details the final destruction of the island and its
true. Consequently, there are no elves, dwarves, or other fall beneath the waves.
fantasy races t o which players might be accustomed
except for those explicitly laid out in this book. The Creation
Further, the technology of the Classical World was in I n the beginning, the sea god, Poseidon, controlled
most respects inferior to that which is typically available t h e reaches o f the Great Western Ocean. H e desired
in a fantasy RPG. Thus, some equipment may not be a land o f his own and used his divine power t o raise
available. See PART2 for restricted equipment as well as the ocean floor around a series o f islands. H e created
a discussion of bronze, the chief metal of the time. In this land from the islands and the exposed ocean
every case, these differences accurately reflect the time floor, and he named i t Atlantis. As time passed and
period in question. the land adapted t o t h e surface, Poseidon watched i t
become a beautiful country, fair and rich, possessing
verdant hills, noble mountains, and windswept
plains. Frequent storms swept t h e island, and rich
oceanic soil covered the plains so t h e land was lush
and green, and beneath t h e earth, he sensed a great
source o f power: a mystical metal unique t o the
island that had been drawn upwards along with the
land. Small groups o f humans started dwelling with-
in his country, leading simple lives as farmers and
fishermen. Poseidon was pleased, for they were a fair
and hardy folk.

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Poseidon and Cleito To provide for the needs of his love, he created twin
pure springs in the center o f the mountain: one hot
Near the fertile plain on a small, lone mountain, Poseidon
and one cold. H e then populated the mountain, the
happened upon the home of the mortal man, Evenor,
surrounding plains, and the rest of the island with all
his wife, Leucippe, and their daughter, Cleito. Becoming
manner of plants and animals. T h e mountain itself he
enamored with Cleito’s strong will, fair features, and
graced with the richest bounty the world had t o offer.
radiant spirit, Poseidon manifested before her and asked
Here were gardens in which a mortal could live with
her to be his bride. Having a profound respect for the
n o cares or worries, surrounded by the finest and most
sea and knowing it would be a great honor, she consented.
succulent fruits and the enchanting fragrance of exotic
Desiring to protect his newfound love, Poseidon created flowers. H e raised a shrine of white marble in the
barriers of water around the mountain. Shipping was center of the garden t o serve as both a home for Cleito
unknown a t that time, and, thus, the waves made an and her family and as a resting place for his own
effective blockade. The sea god shaped the earth, digging divine form. H e gave Cleito his trident - the emblem
three deep, circular channels around the mountain. H e of his office - as a symbol of their bond.
excavated another conduit from these rings t o the
ocean, letting the waters of his domain rush into the
depressions, thereby creating a series of three ring-shaped
The Twins
canals enclosing the mountain with portions of land In the years that followed, Cleito bore Poseidon five
between them. pairs of twin sons, their names being Atlas and
Gadeirus, Ampheres and Evaemon, Mneseus and
Autochthon, Elasippus and Mestor, and finally Azaes
and Diaprepes. Partly divine, these children possessed
a power and grace beyond that of mortal humanity.
They grew slowly b u t from their earliest days were
blessed with great physical power and strength of
mind. They also possessed their mortal mother’s
humanity and temperance o f character. Cleito taught
them the ways o f t h e land, sea, and sky and
instilled in them a need t o better both themselves
and the world.
As they grew older, they discovered that their physical
and mental strength was matched by their mystical
power. T h e secrets o f magic came easily t o them, and
before long they were weaving spells and dwelling
upon the mechanisms of the arcane arts. By their
twentieth birthdays, each possessed power greater
than that of any human magician. As the years passed,
it also became evident that their natural life spans
were greatly extended, for, although having reached
maturity, they remained both fit and youthful in aspect.
Cleito herself changed from long exposure t o her
husband’s divine nature and the unearthly purity
contained in Poseidon’s gardens. While her features did
not match the majestic beauty of her children, she too
came t o possess strength of body and mind unrivaled
among the mortal world, and the rigors of time ceased
t o trouble her. Her parents, benefiting from the gardens
but not from such close proximity t o the god himself,
experienced greatly extended lives but eventually passed
from the world.

charles hernandez (order #1273846) 71.


The Brothers Explore brothers found people both different and strange, and
they began learning the ways of civilization.
As the children of Poseidon reached adulthood, they
began t o look beyond their mountain home. They used From the reptilian Lemurians in their empire south of
arcane arts to traverse the length and breadth of the Asia, Mneseus learned the secrets of crafting stone
island where they found small pockets of humanity buildings larger than the tallest tree. Autochthon
thriving on the bounty of the land. These mortals soon wrested the craft of metallurgy, including the secrets
revered them, for the twins wielded unmatched power. of bronze, from the dark half-men of Mu. Elasippus
T h e young sons of Poseidon set themselves up as kings stayed for some time in the growing acropolis of
among the people, each choosing a portion of the Athens and acquired the arts o f shipbuilding, but
island as his own. They chose women from among their the goddess, Athena, eventually expelled him for
subjects and raised children with them. This second attempting t o bring the land under his control.
generation also displayed the marks of divinity, though For several centuries they traveled, enjoying their
not quite so strongly as their fathers. freedom and the breadth of the world, but eventually
Eventually the brothers grew bored with the simple life the brothers tired of the long voyages. Longing for
in their kingdoms and began searching for something home, the kings returned t o Atlantis. They discovered
new beyond the confines of the island. They again upon their return that a civilization had arisen from
turned t o their arcane power t o travel across the oceans the seeds they had sown as youths long ago.
to lands far distant. There, they separated, each exploring Generations had passed, and their offspring had
as the winds of fate would take him. While abroad, the spread the divine bloodline throughout the people,

charles hernandez (order #1273846) 71.


settlements, the culture had barely
grown. Having experienced t h e
wonders o f the outside world, the
returning kings found the simple
The Stoy of Orpheus hovels and farms primitive and base.

In the years prior to the Great Expansion, there lived a renowned


musician, Orpheus, grandson of Evaemon. His music was celebrated The Fotmding of a Nation
throughout the nation, able to call birds from the trees and to make even
the hardest heart weep. The happiest day of his life was his marriage After taking counsel with Cleito,
to his love, Euridice. Tragically, on the day following their marriage, they decided t o build on the island a
she was bitten by a viper while running through the gardens of their civilization to rival and surpass
home and succumbed to the poison.
anything encountered during their
Orpheus refused t o accept the death of his beloved. H e started
journeys. They spent a year in the
studying the arts of magic, seeking some method of freeing her from
death. Eventually, he was able to use his arcane arts to open a gateway garden examining their discoveries
to the bowels of the Underworld. Presenting himself before the god, and sharing among themselves their
Hades, he sang about his love and his loss. So moved was he, the God accumulated lore before leaving for
of the Underworld consented to allow Orpheus to leave his domain
with Euridice. However, he placed a challenge before the great musician their individual kingdoms. Quickly
and wizard. Orpheus would leave the Underworld on foot, and Euridice re-establishing their authority, the
would follow. The famed musician could not look back at her for the ten sons of Poseidon began t o teach,
entirety of his trip, or she would be drawn back into the Underworld,
showing their people the secrets of
there to dwell forever.
sea travel, construction, bronze, and
Orpheus traveled forth. Tired and weary, he nevertheless persevered.
It was only at the end of the trip as he beheld the exit from the magic. They commanded the people
labyrinthine tunnels and the warmth of the sun before him that he t o build towns and cities and t o use
began to doubt. Fearing betrayal, he glanced back, only to watch as the this knowledge t o reshape the land
spirit of his wife was pulled down into the gloomy depths.
as Poseidon himself had done. They
Overcome by sorrow and cursing Hades with every breath, he
created great canals throughout the
stumbled out of the depths of the Earth and began to sing. So resonant
was his song, so full of the ache in his heart, the very ground began central plain, transforming it into
to shake, the air rippled, and the trees crackled with energy. Eventually rich farmland. They tamed the
noticing the impact of his song, he stopped in amazement and watched creatures of the island, using oxen
as the effects faded away. Even after, an aura of great power hung in
and elephants as beasts of burden
the air.
and construction. They raised
Quickly returning home, he began to study the changes his music
had wrought. H e discovered that his song had resonated with the very structures of stone and clay, creating
fabric of the world, and that everything possesses a natural harmonic sprawling towns joined by an
that joins together the essence of life, magic, matter, and thought. It intricate system of roads.
was through his efforts that the principles of the Resonance came to
be known, and, through them, he found a way to spite Hades, trapping Two of the kings, however, had
souls in the world of the living and giving them new life in the form found special purpose. Azaes, one of
of an Orphean.
the youngest, busied himself with a
strange, red metal he had discovered
durine some excavations for usable
stone. Naming it “orichalcum,” he
found it possessed mystical properties
unlike any before seen. It was capable
of channeling raw magical forces,
leaving all the inhabitants of the island with touches purifying and containing them. This made the metal a
of Poseidon’s heritage. While not possessing the perfect material for magical construction. Azaes pre-
sheer might of the first few generations, their sented his findings t o his brothers, and the kings made
descendents still bore the marks of power, including plans for great mines t o acquire the rare metal. Azaes’
long life and an aptitude for the arcane. Yet the twin, Diaprepes, took charge of this task, for his
returning sons were appalled. Despite the change in domain was mountainous and rich in natural resources.
the nature of the people and the number of their
The eldest son, Atlas, gathered his people together and

charles hernandez (order #1273846) 71.


brought them t o the water-encircled mountain home of a stopover for traveling vessels and a repository for
his mother. H e and his children began to build what supplies. From there, they spread up and down the
would become the greatest city in the world: the City of coast, charting the waters and securing new territory.
Atlantis. Using their arcane arts in addition t o calling T h e Empire of Atlantis grew by leaps and bounds. The
upon the divine power of their father, Atlas and his people of Poseidon claimed vast stretches of Africa,
people bridged the canals with great arches o f stone. creating settlements throughout its verdant interior and
They conjured the finest building materials from the subjugating the natives. Even the conflict with the cat
ground, using them to construct homes and temples, worshippers of the Nile, who wielded mighty elemental
libraries and shipyards, roads and walls. They interlaced sorcery, was quickly overcome by the creation of the
the city with veins of orichalcum, creating a network Bastai cat warriors. T h e Empire spread so quickly that
of arcane power, for they intended their capital t o serve the entirety of the Atlantic Ocean and its bordering
not only as the political and economic center of their civ- lands was soon under their dominion.
ilization but as its mystical heart as well.
Ventures into the Mediterranean, however, were much
In the following centuries, the Children of Poseidon more problematic. Northern Africa quickly fell under
shaped the land, building a civilization unmatched in Atlantean control, and the empire planted colonies
scope. They cultivated vast farms on the fertile plain, eas- along the southern coast of what would eventually
ily feeding their growing populace. The mines grew ever become Spain and France and on the western coast of
deeper, claiming vast quantities of precious and useful Italy. But when explorers continued further onward,
minerals, including the fabled orichalcum, as well as pro- they encountered a civilization that gave even the might
viding stone for their great constructions. The City of of Atlantis pause. T h e city of Athens, while paling in
Atlantis itself grew enormous. Sprawling across the comparison t o Atlantis, possessed the power t o hold
landscape, it contained universities, temples, markets, off Atlantean expeditions. Never had the burgeoning
and shipyards. There, a great fleet was constructed empire faced a people with strength comparable t o their
utilizing the channel t o the sea for passage and mooring own. Atlantis possessed great arcane power, but it was
at the docks within t h e protected rings of ocean evenly matched against the divine magic of the Athenians,
surrounding the holy mountain. for Athena and the other Olympians held Athens in
T h e Atlanteans researched arts both arcane and divine high regard and favored its denizens with their blessings.
and began unraveling the patterns of the world. They Additionally, the neighboring Spartans possessed martial
discovered secrets for manipulating life energy as well skills beyond any the Atlanteans had thus far encountered,
as the weather. T h e great scholar, Orpheus, discovered surpassing even the greatest Orpheans (the resurrected
the principles of resonance linking the physical, spiritual, arcane warriors of
and arcane worlds. Combined with the metal, orichalcum, Atlantis; see PART2)
the Atlanteans’ mystical power gave the growing nation and Bastai in the ar
a strength and a vision unrivaled on the Earth. They of war.
reshaped the land as they saw fit. They created beings Unsure how to
of stone and magic t o labor and fight, leaving them contend with this
more time for study and the advancement o f their new threat t o their
society. They brought the very elements under their way of life, the
control, governing the weather just as they governed Atlanteans decided
the land around themselves. t o isolate the
Athenian region
The Empire from the rest of
Perhaps inevitably, the people began t o look outside their territory.
their island home. The Atlanteans began sending o u t Seven of the
expeditions t o explore the world, using their arts of greatest Atlantean
weather control and seafaring t o propel their vessels at weather workers,
great speed. They spread out upon the waves, quickly drawing upon
crossing the vast gulf of ocean t o the coast of Africa, great magic, created
where they established the seaport of Cyrago. T h e the eternally
great port was constructed in under a year t o serve as swirling maelstrom

charles hernandez (order #1273846) 71.


the confines o f the Eastern
Mediterranean.
T h e Atlantean Empire prospered
and grew despite challenges from
Egypt the Lemurian Empire t o the east of
For many years, the Atlantean conquest ground to a halt in the northern Africa and the wizards of wind and
lands of Africa. Around the great northern river that would come to be
known as the Nile, the explorers encountered a tribe of humans able to
fire of the Fertile Crescent. By the
control the elemental forces of magic to a degree surpassing even that end of the Great Expansion, the
of Atlantis. Empire of Atlantis controlled nearly
Excited by the prospect of assimilating this newfound power, the Atlantean all of Africa, more than half of
explorers attempted to make peaceful contact with the Egyptians. They Europe, and much of Central and
were shocked when the natives were not cowed into submission by
their superior technology and arcane power. The insular tribe stopped South America. No enemy could
the Atlanteans from entering their land, refusing to even speak with truly challenge this great nation of
them, and, when the explorers tried to force the issue, the natives called the waves. T h e empire’s deadliest
on their elemental powers to drive away the newcomers. The invaders
enemy would prove t o be itself.
found themselves stymied, not only by native warriors but also by the
very land and sky. Sandstorms arose and blasted their encampments.
The river flooded and swept away their ships. Bolts of fire and sand were
launched from the shadows of the jungle, decimating the foreigners.
Corruption and Decay
Yet the Atlanteans needed control of these lands so that they might make Years passed like days for the great
use of the mighty river to continue their expansion.
people of Atlantis. Lifted above the
Abandoning diplomacy, the Atlanteans attempted to invade and take the cares and worries of ordinary mortals,
lands by force. Teams of Atlantean war-wizards assailed the natives with
their arcane power. Orphean warriors engaged the native defenders, but they spent their lives enjoying the
the power of the Egyptian sorcery and the sheer ferocity of its warriors richness o f the world. Some
drove the Atlanteans back. For over a year, the Empire found itself at absorbed themselves in arcane study.
a standstill, suffering from the natives’ covert tactics. The Egyptians
Others devoted uncountable hours to
lurked in the grasses and the jungle during the day while their shamans
called upon the land and sky. Then they would strike hard at night perfecting the minute details of
when the invaders were at rest, sinking their ships, poisoning their food sculpture and painting. Years were
and water, and blasting them in their sleep with elemental sorcery. spent creating patterns for tapestries.
Finally, finding their continuing losses unacceptable b u t refusing t o With the wealth of the Empire at
acknowledge defeat, the Atlanteans chose a new course of action. Their
their disposal and the power granted
spies discovered that the Egyptians revered cats as servants of their
goddess, the mighty Bast. Drawing upon this knowledge, the generals of by their advanced studies, the
the Atlantean armies sent a request back to the wizards of their island Atlantean people surrounded
home. The spell-weavers used their awesome life magic to create a race of themselves in luxury.
cat-warriors loyal to the Atlanteans. The first of the Bastai were born.
Humanoid in form yet possessing a feline aspect, the Bastai were both In time, however, the People of
graceful and deadly. Quickly growing t o maturity, they were trained from Poseidon forgot what it was like t o
an early age in the arts of war and became masters of personal combat.
live a life of toil. Surrounded by such
Egypt fell to the Atlanteans soon afterwards, for the natives refused to
opulence, i t was easy t o forget the
fight beings bearing the visage of their goddess. The Bastai, looking
upon the Atlanteans as their parents and serving as their protectors, struggles and ambition that had
enabled the Atlanteans to finally meet with the natives and bring them brought them t o their lofty position.
into the fold of the Empire. Where the people once took pride in
both themselves and their Empire,
they began t o take their positions for
granted. Successive generations saw
no further need t o press onward,
challenging themselves and the world
of Charybdis opposite the great beast, Scylla, thus for the glory of their people and their sire, Poseidon.
forming a channel of destruction that few ships could The people of Atlantis began to squabble amongst
face. Further, Gadeirus’ daughter, the powerful sorceress, themselves. Factional politics came to rule the society
Circe, was charged with keeping a watchful eye on the with citizens vying for prestige and grasping for the
Athenian People and with Preventing them from leaving approval of one or more of the Ten Kings. Even the

IO

charles hernandez (order #1273846) 71.


sons of Poseidon fell victim t o the decadence that had began moving against them. The Athenians, with the
begun t o permeate their society. Where once they saw prompting and blessing of their patron deity, raided
each other as compatriots, they began t o compete with Atlantean shipping, disrupting trade throughout the
one another, each feeling his vision to be the best for Eastern Mediterranean. Atlantean warships sent t o deal
the Empire. Tension grew between the kings, pulling with the problem failed before the might of the
the nation’s loyalties in different directions. Athenian Fleet and its divine magic. The Atlanteans did
With the people’s focus lost and their attention diverted not respond to this threat with the combined focus seen
by petty squabbles, Atlantean culture began t o decay. in the past. Atlantean naval commanders, fearing for
Laws were made to benefit whomever had the lawmaker’s their stations, kept the truth of their failure from their
ear a t the moment. Armies of servants set out to war on superiors at home. Thus, the beginning of the war was
isolated tribes merely t o further commanders’ political completely unknown t o the people of Atlantis.
aspirations. Seeing themselves as above reproach, Atlantean Within a year, the militaristic Spartans joined the
wizards explored realms of arcane lore shunned even by Athenian cause. T h e combination of their martial
the gods. Their arrogance angered the Olympians. Athena expertise and the Athenians’ naval skill created an alliance
in particular found the Atlantean pride offensive. actually capable of threatening Atlantean rule. The
combined forces spread outward, quickly conquering
Tyrrhenia and the island of Crete. The sorceress, Circe,
The Warfor Atlantis
attacked the Athenian fleet as it
While the Adantean people attempted t o navigate past the
turned inward upon
themselves, the

I1
charles hernandez (order #1273846) 71.
Athenians used the opening presented
by the Egyptians t o sail along the
N o r t h African coast, dodging
Charybdis and Circe t o pursue the
An Atlantean Timeline retreating Atlantean fleet.
Year Event
Upon reaching the Pillars of Atlas,
21,000 BC Poseidon raises the Island of Atlantis from the ocean. the fleeing Atlanteans found the way
15,300 BC Poseidon weds the human woman, Cleito, and the home barred by Egyptian sorcerers
Ten Kings are born. who rained fire and lightning down
The island is remade by the power of Poseidon. from the cliffs, sinking ships and
15,150 BC The Ten Kings journey abroad. sending troops t o watery graves.
T h e Egyptians, having long since
14,801 BC The kings return home.
overcome their reverence of the
14,800 BC Construction begins on the City of Atlantis. feline form, even slaughtered the
14,182 BC The City of Atlantis is completed. cat-like Bastai. Having n o other
Cyrago is completed.
option, the Atlanteans continued
13,940 BC
the assault and attempted t o land
13,273 BC Orpheus discovers the Resonance.
troops t o re-take the cliffs.
13,117 BC The Bastai are created, and Egypt is conquered.
T h e arrival of the Athenian armada
13,074 BC Charybdis is created. caught the Atlantean forces in the
8,701 BC The Olympian Gods turn against Atlantis. midst of another landing. Beset from
both sides, the Atlanteans quickly
8,697 BC Egypt revolts, and the Atlantean Fleet is destroyed a t
the Pillars of Atlas.
collapsed. The victors spared no
one, putting the entire army to the
8,696 BC Cyrago is captured.
sword in an orgy of vengeance. Only
8,694 BC Poseidon destroys Atlantis, and the Great Flood a few Atlantean warships managed
begins. End of prehistoric civilization.
to force their way through the pillars
and out into the open ocean, the sole
survivors of the devastating defeat.
Gadeirus, who had been watching
events through divination magic,
was flabbergasted that mere humans
people of the Nile had not been idle during the years of had destroyed an entire armada of Atlantean ships. H e
occupation, though. Their best sorcerers had studied called upon his brothers t o give him control of the rest
Atlantean wizardry and incorporated some of its of the Atlantean Fleet t o crush this uprising. Politics,
knowledge into their own arts. Egyptian warriors however, had come t o rule the council, and the other
watched the Bastai during their practice sessions and kings denied him, discounting his reports. They refused
learned much of their martial artistry. t o believe that a coalition of humans could rival the
When the conflict escalated in the north, much of the might of Atlantis and accused him of bearing false tidings.
Atlantean garrison was drawn into the conflict as Even if it were true, they held, the Empire would be
reinforcements. The Egyptians took advantage and better served by keeping the fleet at home, protecting
rebelled, finally unleashing their skills in sorcery and the island that was the center of their civilization.
combat upon the token force of remaining Atlanteans. Cleito’s opinion differed from that of her sons. She
The oppressors were quickly destroyed, and the Egyptians believed Gadeirus. Being human herself, she did not
once again controlled the lands of the Nile. possess the arrogant attitudes of her children and the
The Egyptians next sent ships t o the west along the Atlantean People and saw the Alliance as a grave threat.
She had met Egyptian sorcerers and knew the extent of
northern coast of Africa t o seize the Pillars of Atlas,
blocking the entrance t o the Mediterranean Sea. With their power. She had studied accounts of Spartan martial
prowess and the might of the Athenian priests. The
their supply lines cut, the Atlanteans retreated. T h e

I2
charles hernandez (order #1273846) 71.
Atlanteans had grown too degenerate and self-serving, The End
she realized, t o truly combat this new danger.
What happened next is somewhat unclear. T h e Alliance
Cleito began preparing a means by which the people of attacked the port city of Cyrago and placed it under
Atlantis could be saved. Utilizing the power of the siege. Athenian warships blockaded the harbor, and
sacred trident her husband had entrusted t o her, she Spartan foot soldiers surrounded the city. Egyptian
created gateways that could transport her people t o sorcerers countered the defenders’ magic and began
distant countries. She contacted the colonies scattered pummeling the city walls with arcane force. Still, the
across the lands far t o the west and instructed them t o gates held, and the city endured
construct great mystical arches o f stone that would
At the same time, the Trident o f Poseidon was somehow
serve as exits for the fleeing populace, thus placing
stolen from the temple in the heart of the city of Atlantis
them far beyond the reach o f the Alliance.
and spirited away t o Cyrago. T h e siege held for several
In the meantime, the fleets of the Alliance, now having more days until Alliance agents managed t o slip inside
added Egyptian sorcery t o their might, rolled outward the city and open the gates. Cyrago fell quickly, but
from the pillars into the ocean. They quickly overcame during the fighting Atlantean warriors recovered the
the token forces on the mainland of Spain and trident and brought the sacred relic home.
Northern Africa. With their supply lines cut and no
Soon afterwards, the Atlantean fleet met the Athenian
hope of reinforcement, the Atlantean garrisons fled,
armada on the high seas. In a pitched battle that lasted
traveling northward t o the cold reaches of Akadius and
for days, the Atlantean navy was destroyed, and Alliance
inland into the verdant heart of Africa.
troops landed on the island of Atlantis itself. Storytellers

charles hernandez (order #1273846) 71.


say that Gadeirus wished to employ the trident of his
father t o repel the invaders, while Cleito wanted to use
it t o power the gateways that would allow the
Atlantean people to escape. T h e two quarreled, and
during the argument Cleito was slain by the trident.
New Monster: Lemurian
Seeing his bride killed by his own icon, Poseidon went
Challenge Rating I insane with fury. H e appeared at the site of his beloveds
Size: Large (Humanoid -
demise, grabbed the trident, and snapped it over his
Aquatic, Reptilian)
knee. With the power that held it on the surface broken,
Hit Dice: j d 8 - 3 ( I O hit points)
the island plummeted downward, carrying the City of
Initiative: + 2 (Dex)
Atlantis, the people of the greatest nation in the
Speed: 30 ft.
world, and the besieging army beneath the waves forever.
AC: 17 ( + 5 Natural, + 2
Dex) or 24 (4-5 Natural, T h e raw forces unleashed by Poseidon’s fury were so
+ 2 Dex, + 5 Breastplate, great that the world was rocked with cataclysm. T h e
+2 Large Wooden Shield)
fleets of the Alliance were swept away. A wave miles
Attacks: Bite +4 melee
( I d 6 + 2 ) or Great
high crushed the city of Athens and scatterd its remnants.
Trident +4 melee Floodwaters covered the world for more than a lunar
(3d4+2) cycle. In a single stroke, the grief-stricken God of the
Facemeach: 5’ by 5’/10’ (15’ with Sea smashed human civilization, which would not arise
Great Trident)
again for several thousand years.
Saves: Fort +O, Ref + 5 ,
Will + I
Abilities: Str 14, Dex 15, Con 9, Atlantis and the Classical World
Int 12, Wis 11, Cha 8
Because it dominated most of the known world at the
Alignment: Usually Neutral
time, Atlantean culture both influenced and was
Skills: Craft: Stonemasonry
shaped by the ideals of the Ancient World. Presented
Jump 7
4 or Profession: below is a look at Atlantis, its people, their worldview,
Swim 8 and how these relate t o the tenets of Classical Culture.
Architect 4
Balance 8
Feats: Ambidexterity Atlantis
Dodge or Phalanx Atlantis is an unnatural island raised and kept on the
Fighting
surface by the divine power of the god, Poseidon. It
The lush, volcanic land of Lemuria rises out of the was formed from a chain of islands 600 miles long
ocean between Africa and Australia. Its inhabitants,
from north to south, and 400 miles wide. T h e sea
a majestic race of intelligent saurians, were among the
first truly advanced cultures Atlantean explorers discov- floor that had lain between the islands became the
ered during their travels. Though early encounters Great Central Plains. Mountains cover the northern
with the Lemurians were peaceful exchanges of knowl- quarter of the teardrop-shaped island, and another
edge, the rise of Atlantis eventually led to tension.
chain runs down the western coast. A cluster of hills
Lemurians are tall, powerfully built humanoids,
occupies the southeastern corner, forming a shielded
standing on average eight feet in height. They have
saurian heads, resembling those of monitor lizards, flood plain within the interior of the island that
heavy, long tails, and bodies covered with green or drains into the great Samure River, which empties into
bronze scales. Lemurians use their tails for balance and the ocean in an enormous river delta in the northeast.
to propel them through the water at great speeds.
They are excellent swimmers and can hold their T h e island has a balmy climate: hot and humid in the
breath twice as long as a human can. Though they summer, cool and damp in the winter. Tropical storms
are warm-blooded, the Lemurians lay eggs and
are frequent b u t usually turned aside by the Atlantean
require warm places to incubate them.
weather-workers. Lighter showers are allowed to pass
over, keeping the farms of the central plains well-waterec
Plants and animals of every description populate the
island. Herds of elephants roam the undeveloped

14

charles hernandez (order #1273846) 71.


portions of the interior amid wild vines, berries, and
huge flowers. Jungles in the south teem with monkeys
and exotic birds. Woodlands cover the mountains,
which are never snow-capped, Wheat, barley, grapes, and
tree-fruit are the primary produce of the farms. Coral
New Monster: Lemurian (cont,)
reefs to the south make for rich fishing and supplement These giant reptilians are renowned as master
builders and architects. They craft their cities out
the already abundant crops of the island, easily feeding
of volcanic rock, sometimes carving them out of
the Atlantean populace. the sides of mountains. All Lemurian homes have
In the southeast, alongside the cluster of hills and complex basements that descend several stories below
the ground. Connected to thermal vents and hot
touching on the central plains, lies the majestic City of
springs, these vaults protect eggs until a new gen-
Atlantis. The metropolis is built around the small eration is ready t o hatch.
mountain where Poseidon originally took Cleito as his Lemurians mature quickly by Atlantean standards,
bride and the Ten Kings were born. O n top lies a large reaching adolescence at 20 and adulthood at 30.
marble shrine that is home t o Cleito and is the central They are long-lived with middle age not coining
until 70, and old age setting in at about 100.
temple of Poseidon. Though her parents are long dead,
Venerable members of the race average 150-years
Cleito still resides within, serving as chief priestess of old, and some Lemurians can live to be over ZOO.
the temples throughout the Empire. It is said Poseidon Lemurians wear very little in the way of clothing,
himself occasionally takes material form and resides in but many own large collections of well-crafted
the shrine with his wife. Within are the vast gardens jewelry, which they seem to love. They are an
advanced people who craft bronze weapons and
Poseidon created before the birth of the Empire. So armor, practice a powerful, animistic form of
rich is the mystical fruit, that those who partake of it divine magic, and maintain an efficient, well-
age slowly and rarely become ill. organized citizen-militia.
Lemurian government is traditionally divided
The base of the mountain is surrounded by the first of
between the spiritual and the secular with females
three canals of seawater. The city itself is built on the choosing the former and males the latter.
divided circles of land formed by these great waterways. Typically, secular authority is concerned with the
Cleito’s mountain occupies the innermost circle of land. day-to-day operation of the state, and the advice
of spiritual leaders is highly respected.
The next ring outward houses the leaders of the Empire.
Enormous estates dominate this region, and, from here, Combat Lemurians are fierce fighters, particularly
when their communities are threatened. Armed
councils decide the fate of the Empire. Within this circle Lemurians typically wear bronze breastplates and
also lies the estate of King Atlas, lord of the city. fight with Great Tridents. Many are trained to fight
in phalanxes, and a group that does so makes a
Businesses and craft houses dominate the outer ring.
The city’s massive port lines its edges, and within it sits Those that are unarmed use the natural advantages
the University of Atlantis. The homes and businesses of of their reptilian form. Lemurians are fast and
the common people blanket the surrounding countryside, dodge blows easily. They will pummel opponents
forming the largest community in the Empire. with their fists, attempting t o move close enough
to bite with their strong jaws.
Connecting the three watery channels is a large canal Skills and Fears. Due t o the balance afforded them
that runs out t o the ocean. Sea walls have been built by their tails, Lemurians gain a +6 Racial Bonus
around the rings t o prevent flooding during high to Jump, Swim, and Balance checks. They are also
steeped in the knowledge of building. Thus,
tides. The outermost wall is covered in bronze, the
Lemurians have either the Craft: Stonemasonry or
middle in gold, and the innermost in hammered the Profession: Architect skill. Additionally, all
orichalcum. Beneath the city streets is a vast web of Lemurians are ambidextrous, thereby gaining that
orichalcum that channels magical energies inward,
causing the city t o throb with its power. Magic within Favored Class Lemurians are a deeply spiritual people
with a reverence for the things around them. Females
the outermost ring is enhanced, and any Arcane Spell cast
thus tend towards the Cleric class, in keeping with
there automatically has maximum effect. T h e massive the gender split of Lemurian Society, while males
fluctuations of power, however, prevent teleportation gravitate towards Fighter. The Lemurian race adds
into the city itself, causing such spells t o misfire and two class levels t o any character.
drop the recipient elsewhere.

15
charles hernandez (order #1273846) 71.
The Kingdoms
The Island of Atlantis is divided into ten kingdoms,
each ruled by one of the ten sons of Poseidon and
New Monster: Mue Cleito. Atlas rules the City of Atlantis itself and the
Challenge Rating: 1 surrounding countryside. Widely considered the most
Size: Medium (Humanoid) noble of the brothers, he continually strives t o make
Hit Dice: 2d8 (9 hit points) his land hospitable and beautiful.
Initiative: f 2 (Dex)
Gadeirus oversees the region to the south of the city.
Speed: 30 ft.
AC: 18 (+2 Dex, + 5 H e considers Atlantis the pinnacle of civilization, and
Breastplate, +
I Small believes that Atlantean conquests must continue or else
Wooden Shield) the islands civilization will turn in upon itself and grow
Attack: Bite + 2 melee (Id+) or stagnant. Disappointed that his people have put aside
Bronze Battleaxe +2
+
melee (1d8 I ) or Javelin
their expansionist desires, he is the greatest proponent
of military action among the kings.
+ I ranged (1d6+ 1)
Facemeach: 5’ by 5’/5’ Ampheres and his twin Evaemon govern the northern
Saves: Fort f j , Ref $2, Will - I reaches of the interior plain. Both excel in matters of
Abilities: Str 12, Dex 1 3 , Con 11, agriculture and continually search for better methods
Int 12, Wis 8, Cha 9
of providing for the needs of the people.
Alignment: Usually Neutral
Skills: Craft: Blacksmithing 4 or Mneseus, who originally brought the arts of Lemurian
Craft: Armorsmithing architecture to the island, reigns over the hills t o the
4 or east of the capital. His domain holds many of the
Craft: Weaponsmithing 4
Balance 4
greatest estates and vineyards of the Empire.
Intimidate 4 Autochthon is in charge of the southern reaches of the
Tumble 4
western mountains. His lands contain the mighty
Feats: Power Attack
forges of the Empire, within which orichalcum and
Special Qualities: Fire Resistance 5
other metals are purified and shaped. His brother,
The Nation o f Mu lies in the highlands and moun- Elasippus, rules the southern reaches of the Central
tains of South Central Asia. The denizens of this
Plain t o the west of the capital, where the many beasts
land, the bestial Mue (moo-ay), are an ancient people.
It was from these strange creatures that Autochthon of burden that carry the weight of the great food
wrested the secrets of metalworking, knowledge caravans are indigenous. His land is a rolling tapestry
the Mue hold sacred. Atlanteans are not welcome of open plains, ranches, and cattle yards.
in Mu and are killed (and sometimes eaten) on sight.
Mue are short, powerfully muscled humanoids, aver- Mestor controls the river delta in the northeast. His
aging 4’9” in height. They are very broad-shouldered kingdom provides most of the fruit consumed within
and walk with a hunched-over posture. Their bodies the nation.
are covered in deep brown, almost black, short fur,
and their faces are flat and feral with gleaming, yellow Finally, Azaes and Diaprepes share the northern mountain
eyes and sharp, fang-like teeth. Though the Mue walk chain. Azaes’s land is covered in lush forests and is the
on two legs, they often use their long arms to touch greatest source of usable timber for the island. Diaprepes’s
the ground and help their balance when they run much
like a gorilla does. Clothing consists of furred animal
territory is dotted with mines and provides the island
skins tied to the body for warmth and strips of tree with stone and metal, including the mystic orichalcum.
bark lashed to the soles of their feet for protection.
The people of Mu live in small tribes secluded in
the rifts and valleys of their mountain home. Mue
The Empire
communities live in vast warrens of caves and squat Beyond the borders of the island itself lies the vast
huts made of mortar and stone. They worship the
Atlantean Empire. It spans much o f the known
fire god, Posakh, whom they believe created them
and granted them the secrets of metallurgy. Tribal world, channeling its wealth back to the island. Over
leaders are priests of Posakh and are the chief one million subjects live within its borders, giving
smiths o f the tribe. Atlantis rule over the largest single collection of
people on Earth.

16

charles hernandez (order #1273846) 71.


Most of Africa - from the stormy southern islands
t o the Pillars of Atlas - is under Atlantean control. O n
the northwestern coast, 800 miles southwest of the
Pillars of Atlas, lies the port city of Cyrago. All Atlantean
trade and shipping passes through this metropolis.
Its harbor can hold over one hundred ships, and its
warehouses store enough food and supplies to feed the
entire island for a decade.
Atlantis also governs the coastal lands of Europe. It
has charge of the rich fields and hills of what will
eventually become Spain and France, and reigns over
Tyrrhenia, the western coast of the Italian peninsula.
To the south lies the great maelstrom of Charybdis,
blocking Athenian travel into Tyrrhenian waters.
Colonies exist in the far north on the snowy lands of
Akadius, even though they are covered in glaciers.
Small settlements have also been placed in the lands
far to the west across the Atlantic. T h e voyage is too
far to make continual travel possible, though, making
these satellites sparse and by necessity self-sustaining.

Foes
Atlantis has several enemies able to stand u p to its
might. T h e city-state of Athens possesses shipbuilding
and sailing expertise Atlantis can only match with a
great deal of magical manipulation. In addition, the
entire Olympian Pantheon other than Poseidon holds
the city in high regard, giving it awesome divine power.
A warrior society with skills no Atlantean can match
lives to the south of Athens at Sparta.
Far to the east, around the southern tip of Africa, the
Lemurian Empire thrives. Inhabited by a lizard-like
race, they were already an ancient people when Atlantis
first rose from the depths of the ocean. Lemurians are
the best stone-crafters in the world, possessing masterful
carving techniques and an ability to tunnel through
the hardest of rock. Much of their empire lies beneath
the towering spires they construct on the surface.
Finally, within the interior of Asia exists the Nation of
Mu. Populated by strange beast-like people, they possess
metalworking skills far beyond any found elsewhere in
the world. They are exceptionally hostile t o outsiders,
eating any humans or Atlanteans they happen upon. In
addition, they wield a shadow-magic undetectable by
Atlantean senses, which makes them a very dangerous
enemy and discourages the Empire from reaching into
their lands.

charles hernandez (order #1273846) 71.


from ordinary. They are well educated, urbane, and
proud. They lead lives of luxury and comfort, spending
their days in pursuit of knowledge, pleasure, and politics.
Each is expected t o be a master of some trade or craft,
whether it be architecture, art, or arcane spell weaving. For
the most part, an Atlantean’s value in society is determined
by personal expertise and past accomplishments, not
profession. Arcane mastery is the exception to this, being
a highly respected career.
The largest group of citizens is those with n o trace of
Poseidon’s blood. These people are foreigners - usually
human - brought into the fold during the Great
Expansion and their descendants. In either case, they
are now full citizens of the Empire. When native peoples
were encountered during the Expansion, they quickly
came under the rule of the more sophisticated Atlanteans.
Force was rarely required. Atlantean explorers simply
displayed the wonders of the Empire, both magical and
Atlantean Culture mundane, to the natives and offered t o teach them.
Awestruck acquiescence usually resulted. The best and
Atlantean ideas and values have influenced a large portion
brightest of the conquered peoples were brought back
of the Classical World. Likewise, many ideals of those
t o Atlantis t o be educated in the ways of the Empire.
the empire has subjugated have been incorporated into
its own culture. Below is a look a t how the people o f Education, however, did not come for free. Newcomers
Atlantis view themselves and the world in which they live. to Atlantis were expected not only t o learn but also t o
teach. In this way, Atlantis continued t o grow and
evolve. Moreover, when the newcomers returned home,
Atlantean Citiqns they were placed in positions of authority. Within a
Atlantis can be divided into four distinct groups of human generation or two (a short time for the Children
citizens. The Noble Atlanteans, characterized by very of Poseidon), the native culture became Atlantean.
close blood-ties to Poseidon, are the smallest but most Thus, while foreign humans are not Atlantean by birth,
noteworthy set. The Ten Kings and their close descendants they nevertheless had an important role t o play in the
make up this group almost exclusively. Closer t o gods growth of the Empire. Many chose t o return to the
than to mortals, their life spans can be measured in island later in life, and their offspring now make up the
thousands of years. They are the backbone of the culture, majority of the labor force of Atlantis.
serving both as defenders of the Atlantean way of life and
Half-bloods are the final group of citizens. Having one
as reminders of the divine origin of its people. Nobles
Atlantean and one human parent, they are accepted as
hold almost all top positions of power within the Empire.
part o f Atlantean society, yet live largely apart from it.
They are expected to be paragons of wisdom and
Their shorter life spans preclude the years of study
strength, a position to which they are uniquely suited.
enjoyed by ordinary Atlanteans. As a result they lead
Though not above the law, they possess a great deal o f
much more dynamic lives. They frequently travel
influence within society, and their word bears much
abroad, serving as emissaries t o the outside world.
heavier weight than that of any other citizens.
Closer racially to humans, they are less likely t o be
Common Atlanteans are the descendants of the original seen as alien.
inhabitants of the island and comprise the second-largest
group of citizens. Their divine blood is much more
diluted, making them mortal though still long-lived in
Family
comparison t o humans. They possess more delicate Atlantean society is based on the extended family. T h e
features than normal humans and typically higher eldest member, called the Si’an, leads the household and
intelligence. These are the ordinary citizens of the governs day-to-day affairs. The Si’an declares the food fit
island. By outside standards, however, their lives are far t o eat at meals, decides all marriage requests, and governs

I8

charles hernandez (order #1273846) 71.


all large expenditures of money. Resolving interfamily family. Apprentice labor is cheap and the quality of
conflicts is his or her responsibility in addition t o university education is high enough that students are
representing the family t o the rest of society. Since the rarely rejected. In fact, prospective masters often query
Si’an is often quite old, a younger member of the university faculty for the identities of particularly
household is appointed as intermediary. This Si’ai promising students t o approach when their schooling
passes on any larger issues facing the family. A Si’an is is finished. Students who are not accepted by any
rarely encountered outside the family compound, leaving master must travel until they can find one, even if
such affairs t o the more youthful Si’ai. Generally, Si’an that means leaving the island. At this point some
are given great respect and treated like nobility. Atlanteans join the armed forces and begin training
for a life of war.

Childhood An apprenticeship is traditionally 20 years long, during


which apprentices are expected t o follow their master’s
Atlantean childhood is a long, drawn o u t affair. By
every dictate. The first few years are spent in hard labor,
tradition, the first two decades of an Atlantean’s life
doing menial work the master is not willing t o perform.
are spent at home, enjoying the pleasures of youth.
This treatment, while seemingly harsh, forces the pupil
Children are expected t o master reading and writing,
t o develop patience, discipline and self-reliance. As time
the daily prayers, and to be able to tend t o their own
wears on, the master relates more and more of the trade
grooming during the first decade. In the second half of
until at last the young adult is worthy of being known
childhood, they begin taking part in the chores of the
as a journeyman.
household: preparing and serving meals, cleaning the
walkways, airing the bed linens, running messages, and When the apprenticeship ends, the youth is expected t o
doing simple shopping in the marketplace. Mastery of spend the next 3 0 years abroad, traveling and learning
the basic etiquette and customs of Atlantean society is just as the ten sons of Poseidon did. The growing
also expected. Atlantean wanders the breadth of the Empire, learning
its secrets and the ways of its people. Those who joined
O n the morning of their twentieth birthday, the Si’an
the military, however, do not travel so freely. They are
tells the children that they represent the family t o the
stationed abroad t o learn the arts of war in the
world and their behavior and performance reflect upon
Empire’s garrisons.
the household. This is the first time in his or her young
life that the Si’an acknowledges a child’s existence, a T h e fully educated children return home o n their one
momentous occasion. A party honoring the child is hundred and tenth birthdays. T h e Si’an personally
thrown that evening t o accept him or her as part of the greets the wanderer at the door with the warmest affection.
family. The young Atlantean receives gifts of clothing Another party, larger than the last so long ago, welcomes
and jewelry, and partakes of the finest food and drink the new adult and signifies his or her official inclusion
the family can provide. in the family, Members of other households are invited
since the event is a point of pride and provides a chance
The next day, the child packs his or her belongings
t o show off the new member t o the community. Even
and leaves for one of the fine Atlantean universities.
those in the armed forces are given special leave t o
The next twenty years are dedicated t o the study of a
return home. Afterwards, soldiers choose whether t o
wide variety of subjects. History, spell-craft, religion,
return t o the military or t o stay home. Most go back,
philology, cartography, and literature are all part of the
having made friends and become accustomed t o that
curricula in addition to basic trade skills such as carpentry,
way of life. Those returning from non-militaristic travels
pottery, stonework, and weaving. The arts of war are also
usually set up businesses as masters and take apprentices
included; the growing Atlantean acquires rudimentary
of their own.
knowledge of weaponry, tactics, and strategy. At the end
of this tutelage, the Atlantean has acquired experience
in a wide selection of fields and, hopefully, has shown Marriage
talent in one of them. Marriage is an occasion seldom celebrated in Atlantean
After attending university, Atlanteans are expected t o society, as Atlanteans enter into lifelong commitments
find a master and t o petition for apprenticeship. with the greatest of caution. Most wander through a
Though some t r y t o return home, they are turned string of lovers over the course of their lives,
away and told they are not yet ready t o rejoin the remaining attached for years but separating when the

charles hernandez (order #1273846) 71.


relationship starts t o sour. Children created by these is considered holy, and every Atlantean is expected t o
trysts are always considered part of the mother’s family bathe in it a t least once a year,
and are raised as such without prejudice as t o their While they acknowledge the existence of other gods,
father’s identity. Relationships within a family are Atlanteans do not pay them homage, Prayer to other gods
common, though never between siblings or parents is allowed on the island, but only temples to Poseidon may
and children. Marriage within a single household is be erected. Small shrines t o ancestral deities within the
strictly forbidden. homes of immigrant humans are allowed and respected,
Among those who do marry, adultery is nearly unknown but the Cult of Poseidon is the national religion.
because the penalty for such behavior is permanent exile
of both offenders and their spouses from the island.
Law
Who was unfaithful doesn’t matter, for any failing in
the marriage is considered the fault of both parties.
The Atlantean legal system is straightforward. Each
Marriages are highly respected, and both individuals year, the Ten Kings gather in the Garden of Cleito to
discuss any issues that have arisen during the past year
gain great status for the commitment. Thus, any damage
t o the relationship and its institution is a great sin.
that may require the creation of new laws. Generally
After all, it reflects badly on the entire family. speaking, within the borders of Atlantis, those acts
causing direct harm to the personal welfare of another
are illegal. Thus, murder, rape, arson, burglary, assault,
Death and other forms of violence and theft are crimes under
Death is taken very seriously by the long-lived Atlanteans. Atlantean law. Chief temple priests serve as judges and
Funerals are solemn affairs in which the whole of the the Ten Kings resolve the highest order of disputes.
deceased’s family is expected t o participate. At a temple, Penalties usually follow the “eye-for-an-eye’’ formula,
the body of the departed is ritually anointed by priests making the judgment suit the crime. Murder is punished
of Poseidon and then laid out on a pyre. The corpse’s by the execution of the perpetrator, theft is penalized by
hands are placed around a meticulously crafted trident a period of service t o the victim in addition t o the return
of select wood, and the body is wrapped in the finest of the goods or recompense for their value, and so forth.
linen embroidered with prayers t o Poseidon. The Si’an When a dispute arises between two uncompromising
comes forward and speaks of the deeds of the fallen, individuals of different families, it falls t o their Si’an
reviewing his or her life in detail. Great emphasis is placed to meet and resolve the problem. If the Si’an cannot
on accomplishments both large and small. The character resolve the issue, a Chief Priest of Poseidon is called.
and personality of the deceased are not mentioned Should this also fail to resolve the situation t o the
because those impressions are considered very personal satisfaction of the parties involved, it may be redirected
and subjective, and their disclosure would affect the to a higher-ranking priest. T h e chain continues t o one
memories of those assembled. As final words are spoken, of the Ten Kings, who have final authority t o resolve
the Si’an lights the pyre. T h e assembled are expected t o disputes. For the most part, it is in the best interest of
stay until the fire dies, after which the ashes are carried both parties t o resolve it before a King is consulted
t o the sea and deposited there. Mourning lasts one day because, while both parties must agree t o a priest’s
for every ten years the departed was alive. settlement, a King’s judgment is final and requires no
approval of those involved. In addition, refusing to
ReZig ion accept the decision of a priest reflects badly on both
parties (and consequently, their families). When an
Given that they are the direct descendants of a god,
individual lacks a Si’an, a priest is automatically consulted.
Atlanteans are predictably a very religious people. They
Generally, true Atlanteans are held in greater esteem in
view Poseidon as more than just their deity; he is their
the eyes of the law and tend t o receive more favorable
forefather. Throughout the day, Atlanteans pay homage
judgments, much t o the regret of humans.
to him in myriad ways. A cool sea breeze causes an
Atlantean to pause and give thanks. One greets a stranger
by offering him or her water. At the evening meal, the Slavery
head of the table is always left vacant, though a Place is Slavery is legal within the Adantean Empire and serves
set, and a few drops are deliberately spilled from a serving as a major source of basic labor. The condition of slavery
of water or wine to return t o the sea. The ocean itself

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charles hernandez (order #1273846) 71.


is never inherited, though. Children are automatically of years of experience, their natural talents place them
considered free of their parents’ obligations because above nearly everyone else.
slavery is a penalty given t o an individual for failure t o The long-lived Atlanteans generally fill the second rank
pay debts, as a judgment for a crime, or as punishment of the social structure, having the expertise of several
for sedition. However, those possessing the blood of human lifetimes at their disposal. Humans fill the
Poseidon cannot be committed to slavery. Thus, Noble and lowest rung, although there have been a few unusual
Common Atlanteans are exempt from this punishment, humans with sufficient natural talent t o rank higher.
which is reserved for humans and other lesser races. These individuals are highly respected for their
A master must provide for slaves’ basic needs, and their accomplishments despite their race. Bastai and other
physical well-being must be maintained, Married slaves created races remain separate from the ordinary social
cannot be separated from their spouses, and children order of the Empire since they tend to remain aloof
cannot be taken away. and disengaged from the rest of the community.

Clothing and Fashion


Atlantis is, in very many ways, a meritocracy. Citizens Atlantean clothing styles are rich b u t loose and
are judged not by what they do, but how well they do comfortable, befitting the island’s balmy climate. Males
it. This reflects the Atlantean drive for perfection and favor ornately embroidered vests that leave the chest
control. Those who produce the highest quality work exposed, loose leggings, and sandals. Woman wear long,
and are true masters of their craft are given greater flowing gowns hung from the shoulder, which are often
respect. For this reason, Noble Atlanteans usually hold tied with a sash around the waist and slit partly up the
the highest positions. N o t only do they possess hundreds side of the leg for ease of movement and comfort. In
colder weather, women wind long sashes of warmer fab-
rics around their limbs to form a skin-tight garment, and
.
men add a sleeved undershirt to their usual ensemble.
Vibrant blues and greens are the favored colors of
leisure, with earthy browns used for work
clothing. Reds, purples, and yellows are

sometimes even orichalcum thread in


the designs. Such enhancements typi-
cally feature eye-pleasing patterns
rather than images.
Footwear consists of thin hardwood
sandals, carved and shaped to fit the
sole of the wearer’s foot. A simple pad
of leather provides a buffer between the
skin and the wood of the sandal. Long
ribbons or leather straps that often
run all the way up the calf tie the
shoe to the wearer’s foot. Intricate
swirls and whirls are etched in the
bottoms to provide traction.
Atlantean footwear is designed t o
keep feet comfortable and cool while
not interfering with swimming.

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charles hernandez (order #1273846) 71.


Jewelry is very common and worn during everyday life. formal affairs. Most of the best Atlantean chefs are also
Rings and amulets featuring polished metal and gem- skilled herbalists and serve as doctors when not cooking
stones are favored, though earrings are not uncommon. since they believe most illness is due t o improper food
Intricate clasps and pins ordain Atlantean hairstyles, preparation and an unhealthy diet. Skilled cooks are in
which tend to be straight and shoulder-length among very high demand since the measure of a house is often
both men and women. Tattoos are also popular, typical- determined by the quality of the table it sets.
ly in the form of small, patterned designs that enhance
the natural flow and fall of clothing styles. Most are
Art
drawn with deep black ink. Facial and head tattoos are
commonly worn by those in the military, incorporating Atlanteans are a very artistic people. Ornate paintings
any scars acquired in the line of duty. and carvings adorn the walls within their homes. These
designs usually depict the sea, mountains, and other
natural scenes, making the interior seem larger than it is.
Architecture Buildings are constructed with alcoves and wall niches
Atlanteans build structures t o endure. As a people for for statuary, and every curve and angle of the structure
whom a generation can span a century, a single lifetime is shaped and polished t o please the eye.
can outlast the buildings of normal humans. Atlanteans Artistic tastes favor complex designs that suggest the
prefer t o build with stone, primarily marble and other subject to the viewer rather than boldly tell it. Atlanteans
hard rock. When wood is used, only the hardest will suffice. believe that art should require careful attention to convey
Atlantean homes are designed t o be very open. A its meaning. Simple images and carvings are scorned as
household consists of a single, multi-storey central being too pedestrian, easily forgotten, and ignored. A
structure connected t o numerous outbuildings through work of art should capture the eye and give new meaning
covered walkways. The dwellings themselves have a central with each viewing.
meeting hall and work areas on the first floor. Bedrooms Atlantean musicians favor the flute and harp as well as
are on the second and higher stories. Arched windows a five-stringed instrument called the halista. Played with
abound, allowing the free movement of air throughout a bow, it is well known for the resonant, yet haunting
the dwelling. During colder seasons, ornate curtains are sound it produces. Many o f the great Atlantean
hung throughout the house, covering doorways and compositions are written for a quartet of flute, harp,
windows t o trap heat within. halista, and a single vocalist. T h e music itself is flowing
In larger cities, massive aqueducts flow overhead. T h e and melodious, reminiscent of ocean waves cresting upon
upper floors of many taller houses have access t o these the shore, remarkably complex and intricately layered.
sources of water. In some cases, an aqueduct runs straight
through the house. Solid waste is carried away each
Worldview
morning in large clay urns, while liquid waste is emptied
into covered sewer channels that run in alleys behind T h e descendants of Poseidon see themselves as masters
the structures. Periodically, these channels are flooded of their world. They are driven to control and shape every
with water from the aqueducts, keeping them clean and aspect of their lives. An architect is willing t o chop down
free of obstruction. a forest just to improve the view from a new structure.
The world is moldable clay, a suitable base from which one
can craft what one needs, rather than a complete creation.
Food Having traces of divinity running in their veins,
Saltwater fish are considered the most perfect of food, Atlanteans view themselves as the pinnacle of civilization
coming as they do from the domain of Poseidon, and a and culture. This is not t o say that they see no value in
prayer of thanks is given before partaking of their meat. that which is not Atlantean in origin. Rather, they believe
No part of an ocean fish is wasted. Atlantean cooks such things should be assimilated into their culture and
have numerous recipes for preparing every part. Even then perfected as only Atlanteans are capable. Atlanteans
the bone is ground up and combined with several other place great value on study, for only through understanding
spices and flour t o make a rich bread called macah. can the proper way of accomplishing a task be found.
Food is delicately seasoned with an emphasis on salt and The struggle for perfection exemplifies Atlantean culture.
garden-grown herbs. Imported spices are reserved for True mastery of an art or craft is not only a worthy

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charles hernandez (order #1273846) 71.


goal, i t is all that is worth doing. They are the ultimate Orichalcum, the mystical metal indigenous only to Atlantis,
tool-users, continually developing new methods for has a strange property that naturally stabilizes and
shaping the world. Life itself is a tool, as evidenced by channels resonant energies, making it a perfect material
the creation of the Bastai and the Orphean warriors. for magical construction. By crafting orichalcum into an
Atlanteans have n o need t o struggle with a task when item, a skilled artisan can cause it t o draw upon the
they can create a tool t o accomplish it, freeing more natural energies of the environment. In addition, carefully
time for important studies. They are a proud, even structured webs of the metal can create closed loops of
egotistical people - it is difficult t o impress a race power, trapping arcane energies and life forces, which makes
for whom twenty years of experience is seen as an the creation of the Orphean warriors (see below) possible.
apprenticeship. Their superior attitude, though often Crystals have peculiar resonant properties. A carefully
justifiable, creates tension with ordinary humans, who shaped crystal can be attuned to a particular Resonance
are often treated as pretentious children. pattern to focus spellcasting. While not as powerful as
Atlanteans are very image-conscious. They will go t o orichalcum, precisely cut, high quality crystals can serve as
great lengths t o make every aspect of their lives pleasing temporary reservoirs of arcane power, storing a particular
t o the eye and a wonder t o behold. Buildings are works spell pattern for future use.
of art with sweeping curves and angles that draw the Finally, divine power is wielded by some Atlanteans,
eye t o the best aspects of the construction. Swords are though it is not given the same emphasis as the arcane.
intricately embossed with designs and glyphs. Scars are Priests of Poseidon possess a large degree of power,
surrounded by complex tattoos with the flow of the blemish especially over the sea and weather. However, Atlanteans
worked into their design. Atlanteans pride themselves believe that Poseidon expects them t o be self-supporting
on their refusal to accept imperfection; pre-existing and that he does not tolerate weakness. They feel divine
flaws are seen merely as tools with which t o work. power makes people rely upon their god too much,
worshipping out of need rather than respect and devotion.
Magic Atlanteans believe that Poseidon gifted his children with
T h e civilization of Atlantis is built upon the mystic arts. their talents. To rely upon him for power is t o scorn
Messages are relayed across the Empire through a magical what he has already given. Thus, priestly might is
network, and powerful spellcasters ride the waves in uncommon and rarely called upon for tasks other than
glistening chariots of force and water. City streets pulse healing and weather control.
with arcane power. Atlantean magic manipulates and
controls the environment in ways that inspire awe in
foreign mages but are taken for granted by those that
reside there. Buildings of impossible construction are
held together by arcane might.
With their innate intelligence and long lives, Atlanteans
have achieved a mastery of magic unmatched in the
Classical World. They possess a natural affinity for it,
and can sense the presence o f magical auras if they
focus properly. Practically every citizen has some minor
arcane implement that aids his or her daily life. Part 2: Characters
A large part of Atlantean magical power is based on the
and Equipment
principles of the Resonance. T h e famed scholar and
musician, Orpheus, discovered that everything in the Role-playing in Atlantis offers some unique challenges
world, both magical and physical, is attuned t o a certain and benefits for player characters. To recreate the Classical
resonant vibration. By manipulating and channeling this World, TWILIGHT OF ATLANTISimposes certain racial and

vibration, Atlantean spellcasters can shape their spells equipment restrictions, provides some additional skills and
t o work in time with the natural resonance o f the target, feats, and presents several new prestige classes unique to
making the casting much easier and the spell more the Atlantean setting. All of this information is detailed
powerful. Life energy can also be altered through the below. All of the text in Part 2 is designated Open Game
Resonance, as demonstrated by the powerful arts used Content for license purposes, not just the material in the
t o create the Bastai cat-warriors. special Open Content sidebars.

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charles hernandez (order #1273846) 71.


. .

charles hernandez (order #1273846) 71.


charles hernandez (order #1273846) 71.
Race
Characters in TWILIGHT OF ATLANTIS
may choose from five races. T h e first
is human, using the standard human
racial traits. T h e remaining four are
detailed below.

Atlanteans
The Atlanteans are descended from a
union between mortal and god.
Consequently, they are a calm, orderly
people that rarely display extremes of Low Light Vision. Atlanteans can see twice as far as a human in
poor lighting and can still distinguish colors.
emotion, befitting their impressive
Magic is an integral part of the Atlantean way of life. All Atlanteans
longevity. They are naturally curious may take Knowledge: Arcana and Use Magic Device as class skills.
and often amused at the actions of Atlanteans whose classes already have access to those skills gain a +2
short-lived outsiders. Though others Racial Bonus to all skill checks with them.
may mistake the Atlanteans’ demeanor f2 Racial Bonus for Listen, Search, Spot, and Swim checks. Atlanteans
for laziness, they are, in fact, quietly are highly observant and often notice details that others miss.

intense. When pursuing a goal, such as Atlanteans have the innate ability to speak with aquatic animals as per
the Speak with Animals spell. This is an Extraordinary Ability.
an important mission or a complex
Automatic Languages: Atlantean. Bonus languages include Aquan and
all human languages.
Favored Class: Wizard. Atlanteans are natural scholars. Their long
lives and superior intellect make them well suited to arcane studies.

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charles hernandez (order #1273846) 71.


short life spans, but they admire the
humans’ intensity and believe that
their own civilization has made their
human neighbors something more
than the outsiders who now threaten
+ 2 Constitution, + 2 Charisma
their very existence.
+ 1 Natural AC Bonus
+ 2 Racial Bonus to All Saving Throws
+ 2 Racial Bonus to Gather Information, Knowledge: Arcana, Noble Atlanteans
Knowledge: Nature, and Swim skills
T h e passage of time has diluted
Noble Atlanteans can Water-walk at will as a Supernatural Ability.
most of Poseidon’s influence on
They can also employ Water-breathing at will as an Extraordinary
Ability. Atlantean blood. Though they have
Low Light Vision. Nobles can see twice as far as normal humans extremely long lives, Atlanteans are
in poor lighting and still distinguish colors. still mortal. A few, however, remain
Acid, Cold, and Electricity Resistance 5 blessed by their divine blood. Noble
T h e Noble Atlantean race adds 1 class level to the character, thereby Atlanteans rule the island with
gaining an additional hit die (d8). Thus, a loth Level Noble wisdom and skill gained through
Atlantean Wizard is actually an 1 1 t h Level character. centuries of practice. Due t o the
Nobles’ longer life spans, many
humans believe these plane-touched
rulers t o be truly immortal. Noble

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charles hernandez (order #1273846) 71.


Middle age is approximately 60, and
old age sets in by 95. Those who reach
125 are considered venerable and can
live as many as 5 0 more years. Because
Table 2-3: Half-Atlantean Racial Traits they age more slowly than humans,
Medium Size. Half-Atlanteans usually appear younger
Base speed of 30’ than their human peers.
Detect Magic at Will. This is a Spell-like Ability with the Caster
Level I.
Bastai
Low Light Vision. Half-Atlanteans can see twice as far as humans can
in poor lighting conditions and can still distinguish colors. Atlantean explorers often returned home
Half-Atlanteans have sharp senses. They gain a + I Racial Bonus to with bits of foreign cultures assimilated
Listen, Search, and Spot checks. into their own beliefs. O n one such
Automatic Languages: Atlantean and one Human Language of their expedition, they encountered humans
choice. Bonus languages include all human languages. who venerated a powerful cat-goddess.
Favored Class: Any. Half-Atlanteans are adaptable like their human These people proved t o have an innate
parents. When determining whether a multiclass Half-Atlantean suffers
experience penalties, the highest-level class does not count. understanding of arcane energies. Their
sorcerers prevented Atlantean attempts
at further contact for decades and even

Half-Atlanteans
Sometimes, Atlanteans and humans conceive children.
colonies. In
Though such relationships usually end quickly, they
leave behind half-breed children as a reminder. The lives
Atlanteans
of these offspring are often difficult since they
are not truly at home in either of their parents’
worlds. Those born on Atlantis do not live long
enough t o learn the intricacies of Atlantean society,
though, like all citizens, they are judged by their
abilities and expected t o contribute t o the well-
being of the island nation. As a result, many native
half-breeds push themselves relentlessly, seeking to
live up to their Atlantean heritage. A few have even
become great heroes.
Those raised among humans must often deal with
prejudice. They are frequently shunned because of
their obviously inhuman appearance and slower physical
growth. Though human-raised Half-Atlanteans may
find their way t o Atlantis, most remain in human
lands, feeling like outsiders throughout their lives.
Half-Atlanteans always look foreign. To human eyes,
they appear alien, and t o Atlanteans they seem too
human. They average between 5’ and 6’ tall and
weigh between 90 and 180 pounds. Men are taller
and heavier than women, although the difference is
less obvious than in humans. Half-Atlanteans mature -
more slowly than humans. Puberty does not begin
until 16, and they don’t reach adulthood until 25.

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charles hernandez (order #1273846) 71.


the Bastai for the dual purpose of
helping to control these humans and
protecting Atlantis against magically
powerful enemies.
Table 2-4 Bastai Racial Traits
Uplifted from the hunting cats that -2 Constitution and Intelligence, + 2 Dexterity and Wisdom. The Bastai
roam the wilderness o f N o r t h Africa, are graceful and better suited to bursts of energy than feats of endurance
the Bastai are humanoid felines. They and are more inclined to rely on instinct than intellect.
have golden eyes with slit pupils and
coats of fur that range from tawny t o
solid black. They have humanoid hands Bastai have claws, giving them a + 2 Racial Bonus to Climb checks if
and feet for manipulating tools, sharp they are barehanded and barefoot. Bastai can also choose to use their
claws and teeth in unarmed combat, giving them the option of doing
teeth and claws for a natural edge in lethal slashing damage instead of subdual without suffering the -4
combat, and long tails and whiskers for attack penalty. Bastai may purchase the Multiattack Feat.
balance and awareness. Bastai dress in a Low Light Vision. Bastai can see twice as far as a human in poor lighting
modified Atlantean fashion. They favor and can still distinguish colors.
light, loose fabrics that don’t rub against Bastai are natural hunters, instinctively adept a t stalking prey. They
their fur, and wear only the minimum gain a + 2 Racial Bonus t o Balance, Hide, Jump, Move Silently, and

required by propriety. They have tough


Acute senses and highly tuned whiskers allow cat-warriors to detect
pads o n the palms of their hands and
the presence of creatures that would normally be concealed.
soles of their feet, and thus rarely wear Consequently, Bastai gain the Blind Fighting Feat for free.
gloves or shoes. Enchanted handwear Bastai take half damage from any fall if they succeed in a Reflex Save
and footwear for Bastai usually take the with a D C of Io + 1 per 10’ fallen.
form of wraps that leave their fingers Because they rely on their whiskers for many of their exceptional abil-
and toes exposed and their claws free. ities, if they are ever severed, the Bastai loses its innate Blind Fighting
ability and suffers two points of Dexterity damage. Severed whiskers
Bastai are built heavier than Atlanteans
regenerate once the Dexterity damage is fully healed.
but lighter than humans. O n average,
Automatic Languages: Atlantean. Bonus languages include Aquan and
they have a build similar t o the Half- all human languages.
Atlanteans. They mature quickly by Favored Class: Monk. Like their wild ancestors, Bastai are patient and
Atlantean standards and have a normal determined, well suited to the study of complex martial sciences. They
human life span. have developed their own combat forms and practice them wlth the
same devotion the Atlanteans bring t o their magical studies. Bastai
The Bastai have adapted the culture of attack movements are graceful and fluid, often invoking images of
Atlantis t o suit their own needs. T h e
felines understand t h e Atlantean
aloofness and often keep their own
counsel. They accept their role as pro-
tectors of Atlantis and tend t o view
their creators as elders t o be respected
and watched over. In return, they enjoy the admiration Bastai sometimes see themselves as better than their
of the Atlantean people, who treat them with a combi- creators owing t o their reliance o n their natural gifts
nation of pride in their handiwork and awe at the phys- rather than tools and magic.
ical grace with which the Bastai seem t o be born.
The cat-warriors get along well with Half-Atlanteans, Prestige Classes
who sometimes view them as kindred spirits. T h e Bastai
Atlantis is a land of magic. Immortal blood flows in the
don’t understand the common Half-Atlantean desire t o
veins of its people, and they aspire to emulate the world-
be closer to their Atlantean parents. For themselves, they
shaping abilities of their divine ancestor, Poseidon. Atlantean
like the distance the Atlanteans keep from other races.
wizards are widely regarded as the greatest in the world
It suits their own natures, and although neither the Bastai and with good reason. They have gone t o great lengths
nor the Atlanteans admit it, the separation prevents
t o improve their mastery of the magical arts. These
personality conflicts. Some Atlanteans, particularly
prestige classes offer more options for Atlantean characters.
Nobles, view the felinoids as well-trained pets, and the

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charles hernandez (order #1273846) 71.


Artificer Level Wizard/and Level Artificer casts spells as an I I t h
Level Wizard. Characters with multiple spellcasting
T h e art of enchanting is one o f the noblest magical
classes must choose t o which class their Artificer levels
pursuits for Atlantean wizards, for it is they who create
add.
many o f the powerful magic items that the Atlanteans
use t o forge and protect their empire. Artificers are Craft Bonus (Ex): T h e Artificer may add half his or
masters of enchantment. Their specialized skills reflect her class level (round down) to all Craft skills, and may
a deeper understanding of the intricate workings of also attempt Craft checks in areas in which the charac-
magic items that sets them apart from lesser ter is n o t trained.
enchanters. Identify Item (Ex): By examining a magic item care-
Requirements: Any Craft skill (10 Ranks), Feats (Four fully, the Artificer can attempt t o gain insights about
Item Creation Feats), Spellcasting (Seven Enchantment its purpose and general function. T h e character
spells, at least one of which must be 3rd Level). makes a Spellcraft check against D C 20 for a very
powerful i t e m o r artifact, 2 5 f o r a moderately
Hit Die: d4
powerful magic item, o r 3 0 for a minor or petty one.
Skill Points: 2 + Int Bonus per level If successful, the character learns some general infor-
Class Skills: Alchemy, Appraise, Concentration, Craft, mation regarding the object in question. No specific
Knowledge (Any), Spellcraft, Use Magic Device. details (such as a weapon’s attack bonus) are revealed,
Weapon and Armor Proficiency: Artificers gain no addi- b u t the ability does allow the item’s relative power t o
tional weapon o r armor proficiencies. be gauged.

Class Features: An Artificer benefits from the class fea- Transfer (Ex): T h i s ability allows the Artificer t o have
tures described below. T h e character gains these advan- another person share the experience cost of creating a
tages a t a rate indicated on Table 2-5. magic item, typically the person who commissioned its
creation. T h e maximum amount is half the number o f
Arcane Understanding: T h e Artificer continues t o study
required experience. T h e other person must be willing
the arcane arts. T h e character’s Artificer level adds t o
t o d o so and may not be under any form of magical o r
the class level of his or her prior spellcaster level for
mundane compulsion.
determining spell access and caster level. T h u s a 9 t h

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charles hernandez (order #1273846) 71.


Reforge (EX):With a successful Craft check at DC 25, hours after death. This requires a successful Alchemy
the Artificer can alter magic items without disrupting check at DC 20. T h e body must then be returned to
the enchantment. T h e character could, for example, Atlantis, where it spends one month within the Temple
alter a pair of magical boots t o resize them for a new of Poseidon and one month within the Temple of
wearer. T h e D C assumes minor alterations t o the item Cleito. During these two months, Atlantean necro-
in question. Major alterations, such as changing those mancers reconstruct the body, replacing damaged flesh
same boots into ankle wraps for a barefoot Bastai cat- and bone with orichalcum. Then they weave an orichalcum
warrior, increase the DC t o 30. wire mesh - designed both to hold the spirit within
Enhance (Ex): T h e Artificer can add additional abilities the body and t o magically sustain the new Orphean -
t o a magic item for only a 10%increase in cost rather into the skin to prepare the body t o accept its spirit
than the usual double. once again. At the end of this two-month period, the
character’s soul is magically summoned back into his
Eflicient Enchantment (Ex): Spells count as one level
or her body.
lower (minimum zero) for the purposes of determining
costs when enchanting an item. Requirements: Base Attack Bonus of +7 o r greater.
Hit Die: d10
Orphean SKiZZ Points: 2 + I n t Bonus per level
N o t all Atlanteans follow the wizard’s path. Some are Class Skills: Climb, Concentration, Jump, Listen,
dedicated warriors and devoted protectors of the island Search, and Spot.
nation. T h e world is a harsh place, and violence is often Weapon and Armor Proficiency: Orpheans are proficient
necessary to solve problems. For this reason, some of with all armor, simple and martial weapons, and the
the greatest soldiers o f Atlantis are called back from the Great Trident.
afterlife to continue to serve as Orpheans - magically Orphean Changes: Necromancy doesn’t leave the character
sustained, deathless warriors. unchanged from how he o r she was in life. As with all
To become an Orphean, the character must die in battle, things, there are good and bad aspects t o this.
and his or her body must be preserved with a special Orpheans benefit from a + 2 gain in their Constitution
mixture of herbs and orichalcum salts no more than 24 scores, and they no longer need t o eat or breathe.

charles hernandez (order #1273846) 71.


However, they suffer a -2 loss t o their Charisma scores Deuthless (Su): Death Magic n o longer has any effect
and have a -IO penalty t o all Swim checks. o n the character.
Immune to Futigue (Ex): T h e character is immune t o Timeless (Su): T h e Orphean ceases to suffer the penalties
the effects of Fatigue. for aging and has a 700-year natural life span.
Fortification z (Ex): T h e Orphean is more resistant t o
the effects of critical hits or special abilities such as a Resonant
Rogue’s Sneak Attack. Whenever such a hit is scored,
Magic is a science t o the Atlanteans. I n many ways, it
the character has a 25% chance t o ignore the special effects
defines their perception of reality. Atlantean wizards
of the attack. In such cases, roll damage normally.
study the magic inherent in many disciplines. Only a
Great Fortitude (Ex): T h e character gains the Great rare few, however, possess the depth of understanding
Fortitude Feat for free. needed t o reach out t o touch the Resonance: the current
Fortification 2 (Ex): As Fortification I , except that now of magic itself. By understanding the Resonance, such a
the chance t o resist is 75%. character learns t o affect it directly.
Spell Resistance (Su): T h e Orphean can now begin t o Resonants are most famous for their ability t o produce
resist the effects of spells cast at him or her. T h e character metaprisms - single-use magic items that allow
gains the Spell Resistance ability at 15 + his o r her trained spellcasters t o enhance the effects of their
Orphean class level. T h u s , a 6 t h Level Orphean has spells. Each metaprism can store a single application of
Spell Resistance 2 I . any Metamagic Feat that the Resonant knows. A spell-
Enhanced Strength (Ex): T h e Orphean gains a +2 caster equipped with such a device can expend its power
Racial Bonus to Strength. as a free action. Doing so applies the stored Metamagic
Feat t o the caster’s next spell without raising the effec-
Iron JMZ (Ex): T h e Orphean gains the Iron Will Feat
tive level of t h e spell. Although any spellcaster can use
for free.
a metaprism with the proper training, only Resonants
Immune to PuraZysis (Ex): T h e character may now have the necessary understanding of magical theory t o
automatically resist any effect that would Paralyze create them. For more on metaprisms and their construc-
him or her. tion, see below.

charles hernandez (order #1273846) 71.


Requirements: Craft: Gemcutting (5
Ranks), Knowledge: Arcana (IO Ranks),
Spellcraft ( I O Ranks), Feats (Craft
Wondrous Item, Resonant Spellcasting
[see below], two Metamagic Feats),
Spellcasting (Seven Transmutation
spells, a t least one of which must be
3 rd Level).
Hit Die: d4
+
SkiZZPoints: 2 Int Bonus per level
Class SkilZs: Alchemy, Concentration,
Craft, Knowledge: Arcana, Scry,
Spellcraft, and Use Magic Device.
Weapon and Armor Proficiency:
Resonants gain n o additional weapon
o r armor proficiencies.
Arcane Understanding: T h e
Resonant’s understanding of the
arcane arts enhances his or her ability
t o cast spells. T h e character’s
Resonant level adds to the class level
character must expend additional memorized spells t o
of his or her prior spellcaster level for determining
match the increased level of the spell. Thus, a Resonant
spell access and caster level. T h u s a 5th Level
could cast a Maximized Fireball by expending one casting
Wizard/3rd Level Resonant casts spells as an 8th Level
of Fireball and three other spell levels for a total of six
Wizard. Characters with multiple spellcasting classes
spell levels. Casting spells with Improvised Metamagic
must choose t o which class their Resonant levels add.
is a full action. Only Resonants who prepare spells in
Create Metaprism (Ex): T h e character begins his or her advance can use this ability.
study of the Resonance by learning t o lock it into a
Prepare Spell (Su): By fixing particular segments of the
particular form. T h e Resonant follows the same process
Resonance in his or her mind, a sorcerer can store them
as if he or she was creating a new magic item. T h e cost
t o help shape spells more quickly. Consequently, the
for crafting a Metaprism is 25 gold x Caster Level x
character may set aside one daily spell slot and use it t o
Effect Level. Effect Level is equal t o the number of levels
prepare a single casting of a metamagic-enhanced spell,
by which the Feat increases the spell. Thus, a Quicken
but the slot must account for both the level of the spell
Spell metaprism would have an Effect Level 4.
and the Effect Level. Thus, a Resonant could devote a 6th
Therefore, a 5th Level Wizar43rd Level Resonant creating
Level spell slot t o a Maximized Fireball. Preparing a spell
a Quicken Spell Metaprism would use the following
takes one minute per total spell level. Casting that spell
formula t o determine the cost: 2 5 gold x Caster Level
is a standard action. Only Resonants who d o not prepare
(8) x Effect Level (4) = 800 gold. Creating a
spells in advance can use the Prepare Spell ability.
Metaprism is no mean feat, and requires a certain level
of understanding t o pull off effectively. Thus, the caster Spell Prism (Su): T h e character can now craft a small
must be of certain minimum levels t o create a gem that can be attuned t o the Resonance, thereby
Metaprism at each Level of Effect. Table 2-8: enhancing Metamagic Feats. To do so, the Resonant
Metaprism Caster Level Requirements details the minimum selects of number o f Metamagic Feats he or she knows
caster level necessary t o create a Metaprism of any for adjustment. T h e number of Feats chosen cannot
given Effect Level. exceed the character’s Resonant class level. Once
attuned, the Metamagic Feat’s spell level increase is
Improvised Metamagic (Su): T h e Resonant can apply
reduced by one. No increase can be reduced t o less than
Metamagic Feats t o spells o n the fly, however, it is n o t
0, so those Feats that do n o t add spell levels cannot
without some cost. To use Improvised Metamagic, the
benefit from a Spell Prism. Attunement lasts for a

33
charles hernandez (order #1273846) 71.
number of hours equal t o the Resonant’s class level, Spellbane
after which the effects wear ofL Creating a prism
Arcane spellcasters are not the only ones who have
requires a gem valued at 5000 gold per spell level
learned t o harness the power o f the Resonance. As part
stored. T h u s a Spell Prism capable of storing I O levels
of their role as guardians of Atlantis, a few magically
of Metamagic would require a gem worth 50,000 gold.
talented Bastai studied the nature of the Resonance and
T h e caster must hold a Spell Prism for him o r her to
discovered that it touched not only arcane magic but
benefit from its magic.
also the mystical abilities of the Bastai Monks as well.
Suspend Magic (Su): T h e Resonant can prematurely end Some of them discovered that it could be a powerful
the duration o f any spell he o r she has cast simply by weapon against spellcasters, and these elite masters
withdrawing the support of the Resonance. T h u s , the developed a body of martial techniques designed t o
character could end a Wall of Fire spell before its duration deprive spellcasters of their unnatural powers.
had expired even though this is normally impossible.
T h o u g h the purpose of this discipline is t o defend
Superior Counterspelling (Su): T h e Resonant can strip Atlantis from magical threats, the Bastai have not made
away the magical energy that supports an incoming spell their discovery widely known, fearing the wrath of
by driving away the Resonance for a brief instant. To d o those Atlanteans who would see it as a threat t o their
so, the character counters with a spell that is one or more power. Thus, only a handful of Bastai and Half-Atlantean
levels higher and is of the same school as the target spell. Monks know that this path exists, and even fewer are
Improved Spell Prism (Su): T h e duration and maximum invited t o walk it.
capacity of the Resonant’s Spell Prism is doubled, and Requirements: Bastai or Half-Atlantean, Base Attack
it no longer needs t o be held for the caster to draw o n Bonus +4,Feats (Improved Unarmed Strike, Great
its benefits. It must be somewhere o n the Resonant’s Fortitude, Improved Initiative), Evasion ability,
person, however. Concentration (8 ranks), Knowledge: Arcana (5 ranks).
Disrupt Magic (Su): T h e Resonant can create a barrier H i t Die: d8
Skill Points: 4 + Int
of pure magical energy that turns aside the spells of
Bonus per level
other casters. As long as he or she concentrates, the
character can grant Spell Resistance of 15 +his or her Class Skills: Balance, Climb, Concentration, Craft,
Diplomacy, Escape Artist, Hide, Jump, Knowledge: Arcana,
Resonant class level t o any creatures within 30’.

34

charles hernandez (order #1273846) 71.


Listen, Move Silently, Perform, Profession, Swim, struck makes a Fortitude Save instead of Will. If the
and Tumble. Saving Throw fails, the target character suffers a 50%
Weapon and Armor Proficiency: T h e Spellbanes completely spell failure penalty for the next 2d4 rounds. Unless
eschew weapons and armor in favor of physical training. otherwise specified, all spell failure chances stack.
They gain n o additional armor o r weapon proficiencies. Throat Strike (SU):This ability works exactly the same
Class Features: Spellbanes have the following abilities, as Disrupting Attack, but the result o f a failed Saving
which are gained at a rate indicated on Table 2-9. Throw is that the target magician is struck mute for
one round. Like Nerve Strike, creatures that are
Martial Training: Spellbanes are Monks, though their
immune to critical hits are unaffected.
study of the Resonance focuses their energy in different
ways. Thus, they may add their Monk and Spellbane Great Leap (SU): By channeling the Resonance into his
class levels together for the purpose o f determining the or her own body, the character can jump great distances.
Attack and Unarmed Attack Bonuses, Unarmed T h e Spellbane adds ten times his or her Wisdom bonus
Damage, AC Bonus, Stunning Attacks, Saving Throws, t o all Jump rolls.
and Unarmored Speed of that class. For example, a 6 t h Ki Strike (SU): As the Monk ability of the same name.
Level Monk/3rd Level Spellbane is treated as a 9th Spirit Bane (Ex): T h e character’s mastery of the
Level Monk for purposes o f determining Monk class Resonance now allows him or her t o reach outside the
bonuses. Characters of other classes are treated as Monks material plane of existence. T h e Spellbane can see and
of the same level as the character’s Spellbane level. strike ethereal creatures with his or her Unarmed Attacks.
Dispelling Attack (Su): By drawing upon the Resonance D i a d SOUZ(SU):As the Monk ability of the same name.
to scatter magical energy, the Spellbane can attempt t o
Improved Disrupting (Su): T h e Spellbane may add his
dispel enchantments with Unarmed Attacks. Once per
o r her Wisdom bonus t o the effective caster level of the
round, the character may declare a Dispelling Attack.
Dispelling Attack ability.
This must be done before the attack roll. T h e Dispelling
Attack does normal damage and works exactly like a True Sight (SU): So keen is the Spellbane’s vision into
targeted Dispel Magic spell cast by a Cleric of caster the Resonance that he or she can now see objects and
level equal the character’s Monk level. T h e character’s creatures protected by illusory effects like Invisibility,
Spellbane level is the maximum number of times a day Mirror Image, o r Displacement and may attack them
this ability can be used. without the usual penalties.

Nerve Strike (SU): Knowledge of the Resonance and Negate Magic (Sp): Once per day, the character may create
how it is tapped can also be used t o harm those who an Anti-Magic Field. T h e effective caster level is equal
use it. By scattering magical energy, the Spellbane can t o the character’s Spellbane level.
strike the nerve clusters of an enemy spellcaster. Once
I L

per round, the character may declare a Nerve Strike.


This declaration must come before the attack roll is
made, and the target must be a spellcaster. If successful,
the victim must make a Will Save at DC I O + the
attacker’s Spellbane level + the attacker’s Wisdom
bonus t o avoid having his o r her arms Paralyzed for one
round in addition t o suffering normal damage from the
attack. N o spells that have somatic components can be
cast and the target loses his or her Dexterity bonus
while under the effect of the Nerve Strike. T h e maximum
number of times per day the Spellbane can employ this
ability is equal t o his o r her class level. Creatures
immune to critical hits are unaffected by Nerve Strike.
Disrupting Attack (SU): Spellbanes canalso use their
knowledge of the Resonance to interfere with a spellcaster’s
ability t o channel magical energy into spells. This ability
works exactly like Nerve Strike except that a spellcaster

35

charles hernandez (order #1273846) 71.


New Skills Imbue Tattoo [Item Creation]
In addition t o the usual list of skills, characters may Prerequisites: Craft: Tattoo (8 ranks), Brew Potion,
also purchase Charioteering. Craft Wondrous Item
Benefit: Atlanteans are very fond of tattoos. They
Charioteering (Dex) consider them a way to enhance the body’s natural
grace and believe tattooing t o be high art, which some
Before the development of stirrups made heavy cavalry
have taken t o a new level by crafting magical tattoos.
a viable option, the armored chariot was the fast-attack
Creating magical tattoos is similar t o crafting any other
method of choice o n the Classical battlefield. A
magic item, b u t there are some differences. First, the
character with this skill is capable o f driving a chariot
caster must mix special paints consisting of orichalcum
pulled by two light horses. Rolls are not required for
powder, a bit of the recipient’s blood, and exotic herbal
normal riding, but may be needed for extraordinary
dyes. Finding the right mixture takes up most of the
actions such as those presented on Table 2-10.
enchanting time. T h e final step involves painting the
Chariots are available for a cost of I O 0 gold. T h e
tattoo o n the recipient’s body and imbuing it with
typical chariot can hold one driver and one passenger,
magical power. T h e new tattoo sinks into the skin,
usually an archer or spellcaster. Charioteering is a
becoming permanent. T h e caster must use enough
Class Skill for Fighters, Clerics, and Rogues.
orichalcum t o completely pay the experience point cost
of the enchantment, and the tattoo’s magical abilities
New Feats may only affect the recipient. Because tattoos d o n o t
Close Quarters Fighting [General] occupy an item slot, the enchanting cost is doubled.

Prerequisites: Base Attack Bonus + I, Weapon


Proficiency: Hafted Reach Weapon Elemental Independence [Metamagic]
Benefit: Bastai and Half-Atlantean warriors developed Prereqwisites: Spellcraft (8 ranks), Knowledge: Arcana
this fighting style t o help overcome the weaknesses of (8 ranks)
long weapons that arise once an opponent gets inside Benefit: Atlantean spellcasters credit Orpheus with the
the weapon’s reach. As a free action, characters with development o f this technique, which allows them t o
this feat can shift their grip o n a hafted weapon such as strip away the elemental aspects of certain damaging
a glaive or longspear and attack an adjacent opponent, spells and replace them with pure magical force. T h i s
suffering only a - I penalty t o attack rolls instead o f technique is very useful for battling celestial, elemental,
being unable t o attack at all. and fiendish creatures, which are often immune t o one

36

charles hernandez (order #1273846) 71.


o r more types of elemental damage. A spell modified Phalam Formation [General]
with Elemental Independence uses up a slot two levels
higher than the actual level.
Prerequisites: Base Attack Bonus +
I , Weapon
Proficiency: Hafted Reach Weapon, Shield Proficiency:
Tower Shield)
Focus E n e r - [Metamagic] Benefit: Originally developed by Greek generals and
Prerequisites: Enlarge Spell, Empower Spell since adopted by other Mediterranean cultures including
Benefit: This spell allows a caster t o concentrate the Atlantis, the phalanx is a powerful formation that relies
elemental energy of certain spells t o a tightly focused on closely packed ranks of foot soldiers with tower
beam. Any attack spell that does elemental damage shields and long thrusting weapons such as longspears.
over an area of effect and allows a Reflex Saving Throw This Feat allows a character t o wield a longspear in one
t o reduce damage, such as Burning Hands o r Lightning hand and t o ignore cover penalties for attacking from
Bolt, may be converted t o a ray spell. Instead of auto- behind friendly combatants.
matically hitting and granting a Reflex Save, the new
ray spell is cast as a ranged touch attack which can only Resonant Spellcastin. [General]
affect a single target, but grants n o saving throw. Focus
Prerequisites: Arcane Spellcasting, Spellcraft (5 ranks),
Energy increases a spell’s effec-
Knowledge: Arcana (5 ranks)
tive level bv one.
Benefit: T h e famous bard, Orpheus, is believed t o be
the first t o discover the power of the Resonance.
Characters with this Feat have the ability, though
unrefined, t o briefly touch the Resonance in order t o
boost their magical power. Once per day, the character
may spend a move equivalent action t o open himself
o r herself t o the Resonance. T h e next arcane spell he
or she casts is powered by the Resonance itself and
does not count against the caster’s daily spell allotment.
Wizards d o n o t lose the prepared spell, and Bards and
Sorcerers do n o t expend a spell slot. Channeling the
Resonance without the proper training is dangerous.
When this feat is used, the caster must make a Fortitude
Save vs. a D C of I O + t h e level o f the spell being
powered by t h e Resonance. A failure deals I point of
damage t o the caster for each level of the spell.

Classical Weapons
T h e Classical World featured some unusual weapons.
One, the Great Trident, is listed below as a new
weapon. T h e others are given equivalencies for other
more common weapons.

Great Trident
(Exotic Weapon, Cost 3 0 gold, Damage 3 d4
[Piercing], Crit 20 [x3], Weight 15 lbs.)
This large polearm consists of a long shaft with a hefty
trident head mounted on the end (see cover illustration).
Longer than the standard trident, this two-handed
weapon provides a IO’ reach and is a favorite of the
regular armies of Atlantis.

37
charles hernandez (order #1273846) 71.
Bronq
Bronze was still the metal of choice for tools and weapons when Plato began telling stories of
Atlantis. The typical soldier wore a bronze cuirass, helmet, and greaves, and carried a bronze
sword and bronze-tipped spear. Bronze fittings reinforced his shield, and bronze tools helped
farmers cultivate the fields that kept him fed.
Bronze is an alloy of copper and tin. It is easy to work into a variety of shapes, but it is very
soft compared t o iron or steel. This does not mean that bronze weapons were ineffective,
however. Mediterranean smiths forged weapons to compensate for the frailties of their medium.
Bladed weapons were kept short because long swords would bend or break too easily. T h e
leaf-shaped blade of the hoplite’s sword and the heavy, reverse curve of the falcata were designed
to add force to a swing. They were every bit as deadly as their iron and steel successors, simply
not as durable.
A properly forged bronze weapon is a perfectly serviceable instrument of war. A soldier trained in
the use of a hoplite sword or falcata is fully capable of delivering terrible blows with deadly accuracy.
Therefore, Classical bronze weapons (as opposed to bronze versions of medieval ones) impose
no attack or damage penalties. However, bronze is a soft metal that breaks easily. Bronze objects
have only 2/j the hardness and hit points of their steel counterparts. This also means that bronze
is easy to work. Forging items from bronze grants a +2 Circumstance Bonus t o Craft checks.

Fa l a t a Atlantean Scale Armor


This one-handed sword has an inward curving blade Veteran soldiers are often gifted with this suit of magi-
that delivers a tremendous cutting blow capable of cally enhanced scale mail as a reward for their dedicated
splitting shields and armor. It is equivalent t o a longsword. service t o Atlantis. Atlantean Scale Armor is master-
work scale mail that grants a +4 Deflection Bonus t o
Kopesh +
AC, a 30 bonus t o Swim checks, and the Spell-like
Abilities Freedom of Movement (when underwater),
This heavy, curved blade is commonly used by the peo-
Water Breathing, and Water Walking. Each individual
ple of the Nile valley and is designed t o deliver brutal
scale is painstakingly etched with orichalcum runes that
chopping attacks. It is equivalent t o a greatsword.
tell the story o f the owner’s deeds, so no two suits o f
Atlantean Scale Armor are alike. Many are even further
Pike enchanted by their owners, making each suit a truly
A long spear that is used in deadly formations called unique work o f magical craftsmanship.
phalanxes. It is the equivalent t o a longspear.
Caster Level: 8th
Prerequisites: Craft Magic Arms & Armor, Freedom o f
Magical Equipment Movement, Shield, Water Breathing, Water Walking
Atlantis is a civilization based on the mastery of arcane
Market Price: 97,000 gold
magic. Consequently, magic is much more common in
everyday life than in other cultures. T h e use of orichal- Cost to Create: 48,500 gold (the orichalcum used in
cum makes simple magical items available t o the citi- the armor negates the experience cost of creation).
zens of Atlantis for a reasonable price. Rods that cast
Prestidigitation or stones that magically heat water to a
boil are popular items. Following are some examples of
the Atlanteans’ more esoteric equipment.

38
charles hernandez (order #1273846) 71.
Cat’s Eye Bracelets
T h e feline Bastai find gloves and boots uncomfortable,
so some have devised magical items t o replace them.
These fine silver bracelets are adorned with a cat’s eye
stone cut to resemble the slitted eyes of the Bastai. When
worn as a pair, they grant a +4 Enhancement Bonus to
+
Dexterity and a I Luck Bonus t o unarmed attack and
damage rolls. T h e Luck Bonus is not considered an
Enhancement Bonus and, thus, does n o t count towards
breaching damage reduction.

Caster Level: 9th


Prerequisites: Craft, Craft Wondrous Item, Cat’s Grace,
Divine Favor
Market Price: 26,000 gold
Cost to Create: I 3,000 gold and 560 experience.

Metaprisms
Created by Atlantean Resonants, these small gems help
spellcasters tap into the Resonance, the underlying
currents of magic that permeate the Ancient World.
Each metaprism holds a single use of a metamagic feat.
Spellcasters may discharge the energy in the metaprism
as a free action right before casting a spell. This applies
the metamagic feat stored within the gem t o the spell
without raising its effective level or requiring the use
of a higher level spell slot. Information on the creation
of metaprisms can be found in the description of the
Resonant prestige class. Characters with the Craft

Wondrous Item Feat can recharge used metaprisms


by paying the experience cost of t h e specific
metaprism in question.

Orichalcum
This rare metal, found only in mines deep beneath the
surface of Atlantis, is reddish-gold in color. It is as easy
t o work as bronze b u t much harder in consistency.
Orichalcum’s true value is in its innately magical nature.
Atlantean enchanters refine the metal in the item creation
process t o reduce the personal cost in experience that
they pay when creating magic items. Every 5 gold
worth of refined orichalcum worked into the item
counts as I experience point of the enchanting cost.
Orichalcum is also used in the creation of Orpheans.

39
charles hernandez (order #1273846) 71.
highly detailed maps worth at least IOOgold each. For
the duration of the spell, anyone on board the vessel
will see a trail of brightly-lit stars, which leads unerringly
t o the voyage’s destination. These stars remain visible
under any weather conditions and during the day. Astral
Guide gives the crew a + 2 O Insight Bonus to all rolls
to avoid getting lost and to stay on course.

W
W
Chariot of Poseidon
Evocation (Water)
Level: Cleric 4,Travel 3 , Water 3
Components: Verbal, Somatic, Focus
Casting Time: I action
Range: See text
New Spells Area ofEflect: See text
Atlantean research into the arcane arts has produced the
Duration: I hour per caster level
following new spells. Unless otherwise indicated, they
are all arcane in nature. Saving Throw: Reflex negates (harmless)
Spell Resistance: No

0
W
Casting this spell causes a large chariot to rise out of
the sea. Though made of seawater, it is sturdy and dry.
It will safely carry the caster and one other passenger
W
per three caster levels over the waves as if they were
Astral Guide gentle, flat terrain, parting waves harmlessly as it approaches.
Evocation (Light) A team of four horses, also made of seawater, draws the
chariot at a base speed of 90’. T h e chariot and horses
Level: Bard 2 , Sorcererrnizard 2, Travel 2 are a single unit with a Damage Reduction of LO/+ I
Components: Verbal, Somatic, Focus and take half damage from all weapons due to their
Casting Time: I hour fluid nature. They have an Armor Class of I O + caster
level and hit points and Saving Throws equal to the
Range: Touch
caster’s. Chariot of Poseidon is a Divine Spell.
Target: I vehicle
Duration: I day per level
Saving Throw: None (harmless)
Spell Resistance: No
Atlantean spellcasters developed this spell to help
guide their ships across the open sea without relying Choir of Orpheus
on landmarks for navigation. T h i s simple spell has
enabled Atlantean explorers to cross vast stretches of
Transmutation
open sea without fear of getting lost. Combined with Level: Bard 3, Sor/Wiz 3
their knowledge of advanced mathematics and cartog- Components: Verbal, Somatic, Focus
raphy, this spell has had a significant impact on Casting Time: 1 action
Atlantean expansion.
Range: See text
Under a clear night sky, the caster must plot the vessel’s
Area ofEflect: See text
course with the spell’s foci: an astrolabe and a set of
40
charles hernandez (order #1273846) 71.
Duration: Concentration this spell enabled Atlantean ships t o escape becalmed
Saving Throw: Will negates (harmless) seas. Enterprising captains soon discovered that under
normal conditions, the spell actually made their ships
Spell Resistance: Yes (harmless)
move faster. Casting this spell requires a pinch of sea
This spell was developed t o allow Atlantean war wizards salt, which the caster blows into a ship’s sails. If there
t o rally around a powerful spellcaster and lend their is no wind when the spell is cast, the ship may move
own reserves of inner strength by touching the normally for the spell’s duration. If there was already
Resonance and using i t t o link all involved. Casting this sufficient wind, the ship’s speed increases by IO% per
spell requires five spellcasters: four who must know caster level t o a maximum of LOO%.
this spell and one who is designated as the focus. T h e
four casters must surround the focal wizard, standing
exactly five feet away at the cardinal directions. They
must reach their positions at the same time. This
means that each participant in the spell must hold an
action (through the Ready o r Delay action) until the
caster with the lowest initiative gets t o act. Once in Curse of Helios
position, the casters each strike a chime with a different Evocation (Light)
note. T h e final chord touches the Resonance and forms Level: Sor/Wiz 3 , Sun 3
the magical link, surrounding all five spellcasters in a
Components: Verbal, Somatic, Focus
nimbus of blue light.
Casting Time: I action
T h e chord persists audibly as long as the four casters
maintain their concentration. While the spell is active, Range: Medium (100’ + 10’per caster level)
the focal character - usually an arcane spellcaster of Area: Sphere, 20’ radius
greater power - may draw upon the magical energy of
Duration: Instantaneous
the four t o fuel his or her spells, drawing power from
one or more of the other participants. T h u s , if the
Savin. Throw: Reflex for half damage, Fortitude
negates blindness
focal spellcaster was casting an 8th Level spell, he or
she could draw eight spell levels from one participating Spell Resistance: Yes
caster, four from two, o r two from each of them. T h e By magically amplifying the ambient light within the
focal spellcaster may also use his o r her own reserves of area of effect, Atlantean spellcasters are able t o sear their
magical energy b u t may not combine them with those foes and blind them for a short period of time. This spell
of the other four participants. inflicts Id4 points o f damage per level of the caster as
the intense light burns all those caught within the area
of effect. A successful Reflex Save halves the damage.
Any characters within the area of effect must alsomake
a Fortitude Save t o avoid being blinded for 2d4 rounds.

Cleito’s Guiding Hand W


Conjurut i on
Level: Sor/Wiz 2 , Travel 2
Components: Verbal, Somatic, Material
Casting Time: I minute
555
Fires of Etna
Range: Close (25’ + 5’ per 2 levels) Transmutation
Target: I vessel Level: Sor/Wiz 6
Duration: I hour per caster level Components: Verbal, Somatic, Material, Focus

When Atlantean explorers first began to travel over the Casting Time: See text
open seas, they often found themselves at the mercy of Range: Touch
fickle winds. By creating magical wind and water currents, $Effect: onemasterwork metal item

charles hernandez (order #1273846) 71.


Duration: Permanent devised a way t o incapacitate a foe by vastly amplifying
Saving Throw: N o the sense of hearing. A victim of this spell is so sensitive
t o sounds that even the beating of his or her own heart
Spell Resistance: N o
causes tremendous agony. Affected creatures are considered
Named after the mountain where Haphaestus forges Deafened and take subdual damage for any actions
tools of the gods, Atlanteans use this magical ritual t o performed for the duration o f the spell. A free action
magically harden their metal tools. Many Orpheans inflicts I d 6 subdual, partial actions cause 2d6, standard
believe that this spell formed the basis for the magical and move equivalent actions deal 3d6, and a full round
rites that enable the deathless warriors t o return from action inflicts 4 d 6 subdual damage. This spell does n o t
the Underworld t o fight again. function where all sound has been suppressed such as
Casting this spell requires a special forge lined with inside the range of a Silence spell.
orichalcum (cost IO,OOO gold) and 100 gold of
orichalcum powder per pound of metal t o be treated. 0
P
T h e caster must heat the desired item in the special
forge, slowly feeding the powdered orichalcum into the
flames. T h e process takes one hour per pound of metal
thus treated. T h e flames must be constantly maintained
and require the caster’s complete attention. T h e treated Hermes’ Cup
item becomes harder and more durable, gaining I point
Evocation
of Hardness and 2 H i t Points per three caster levels.
Weapons and armor treated with this spell are highly
Level: Bard 3, Clr 4,Sor/Wiz 4
prized for their extra durability and often fetch high Components: Verbal, Somatic, Focus
prices on the black market. T h e orichalcum used in the Casting Time: I minute
spell gives bronze items a distinctive reddish tint, making
Range: See text
magically treated weapons and armor a status symbol
among non-Atlanteans. This spell works a physical Target: O n e specially prepared vessel
change that does not interfere with further enchantment Duration: I minute/level
and may not be magically dispelled. Saving Throw: None
Spell Resistance: N o
Outsiders say the Atlanteans think themselves the equal
of gods. Their fascination with stories where mortals
best the gods tends t o support this view. A popular
Atlantean story tells o f how Ganymede, the mortal boy
taken t o Olympus t o be the cupbearer of the gods,
Furies’ Scream outwitted the messenger god, Hermes. Shortly before a
Transmutation great gathering on Olympus, Zeus neglected t o invite
Level: Bard 6, Sor/Wiz 6 his brother Poseidon. H e asked Hermes t o fetch the sea
Components: Verbal, Somatic, Focus god t o avoid a snub. Ganymede offered t o take the
message faster than even Hermes could carry it. T h e
Casting Time: I action
gods laughed at their servant and sent Hermes on his
Range: Close (25’ + 5’ per two caster levels) way. When the fleet-footed messenger arrived at
Target: I Creature Poseidon’s home, he found the god already had the
message and was ready t o go. While Hermes raced
Duration: I round per caster level
down Olympus, Ganymede spoke into a magical cup
Saving Throw: Will negates and caused his image t o appear inside Poseidon’s goblet.
Spell Resistance: Yes By the time Hermes arrived, the gods’ cupbearer had
T h e legendary Furies are the servants of the gods who already delivered the invitation. Ganymede eventually
bring harsh justice t o wrongdoers. Inspired by the gave the cup to Hermes, who used it t o talk with
sound of their soul-chilling shrieks, Atlantean wizards Poseidon from then on.

charles hernandez (order #1273846) 71.


This spell allows two people t o speak t o each other over determine the Difficulty Class of the Saving Throw.
long distances through large, specially prepared orichalcum T h e material component of the spell is a tiny trident
cups. By concentrating over such an instrument, the carved from a piece of blue topaz (worth at least 500
caster can create an image o f himself o r herself in any gold), which is cast into the sea upon completion of
other properly prepared vessel of which he o r she the ritual. Each member of the ritual team must have
knows. T h e caster can see o u t of the cup, b u t the view the material component.
is limited. Anyone who sees the caster’s image can

9
converse with him or her by speaking t o it.

Song of Orpheus
Sea King’s Wrath Abjuration
Evocation (Water) Level: Bard 6, Magic 7,Protection 6, Sor/Wiz 7
Level: D r d 3 , Sor/Wiz 3, Water 3 Components: Verbal, Somatic, Focus
Components: Verbal, Somatic, Material Casting Time: I full round
Casting Time: I O minutes Range: Personal
Range: Long (400’ + 4.0’per caster level) Area OfEflect: 30’ radius
Area OfEflect: I wave Duration: I minute per caster level
Dwation: Instantaneous Saving Throw: Will negates (harmless)
Saving Throw: Reflex for half damage, see text Spell Resistance: Yes (harmless)
Spell Resistance: No Atlanteans credit t h e legendary O r p h e u s with the
discovery of the Resonance and believe that he was the
Teams of Atlantean spellcasters use this powerful spell
first t o harness its power. In his honor, this spell is
t o lash out at their enemies with their patron’s unstoppable
named for him. By taking one full round t o concentrate
fury. From the safety of an Atlantean warship, a caster
and focus his breathing, the wizard touches the
can call forth a wave to batter armies and drown coastal
Resonance and draws it forth in the form of an eerie
cities. After establishing naval superiority, lone
chord that centers o n the caster. For the duration of
Atlanteans may summon small waves t o clear the way
for an amphibious assault. Acting in concert, they can
the spell, the caster may grant Spell Resistance I 2+
Caster Level t o any creatures inside the area of effect.
devastate the landscape. A single caster can create a wave
T h e focus for this spell is an orichalcum chime worth
IO’ wide by 2’high per caster level t o a maximum of
1000 gold, which the caster must ring t o produce the
100’ wide by 20’ high. O n impact with the shoreline,
proper tone.
the magical wave breaks, dealing I d 6 damage per caster
level (maximum IOd6) over an area o f effect equal t o
the wave’s size.
When multiple casters combine their efforts, the awesome
power of this spell becomes apparent. Working the ritual
together, a team of casters can dramatically increase the
size and destructive power of the wave. Each additional
caster increases the spell’s casting time by another I O
minutes, but the combined level of the entire ritual team
determines the wave’s size. For example, I O casters
working for 100 minutes could create a single wave
u p t o 1000’ wide by 200’ high t h a t would deal
IOOd6 damage t o everything in the area of effect. Take
the average ability modifier for the entire group t o

43

charles hernandez (order #1273846) 71.


Part 3: Atlantean Campaigns Putting your players’ characters at the center of it
might make for interesting adventuring.
A Bronze Age Atlantean campaign is slightly different
from a standard Iron Age fantasy one. This section is Whether the Atlanteans are the good guys or the villains
aimed at giving you some tips on how t o accommodate is up to you. Just keep in mind that the decision you
the differences. make here will affect the types of characters you’ll want
t o include.

Getting Started Racial Concerns


You’ll want t o give a little thought t o exactly how you Remember that this campaign is set in the mythical history
want t o run your campaign. TWILIGHT OF ATLANTIS is of our own Earth. Thus, while Atlanteans and the Bastai
designed with Atlantean characters in mind, b u t there’s are not human, most people in the world are. There are
no reason you have t o approach it that way. You could no elves or dwarves o r other fantasy races t o which you
just as easily have your PC’s be Athenians o r Spartans may be accustomed. T h e Mue and the Lemurians are best
fighting against the Empire. They could also be encountered only in their homelands o r perhaps Atlantis.
Egyptians attempting to overthrow the Atlantean garrison,
Where you set your campaign might have some influence
including the Bastai cat-warriors.
o n what races you allow as well. Atlantis and Cyrago are
It’s also possible t o set the game in Atlantis, but, fairly cosmopolitan in terms of the races you can find
instead of the usual high adventure campaign, you there, b u t other cities are not. It’s extremely unlikely
could run a court intrigue. After all, there is a great you would see a Noble Atlantean in Athens, and Bastai
deal o f politicking currently splintering the Empire. might be rare outside of the Nile River Delta.

44

charles hernandez (order #1273846) 71.


Keep in mind too that each race looks o n the Atlanteans South America. It makes little sense t o encounter one
(and therefore interacts with them) differently. Half- in Egypt. Likewise, place your minotaurs in Crete, not
Atlanteans attempt t o live u p t o their divine heritage, Spain. Monsters that are appropriate t o their location
pushing themselves hard and constantly wishing t o be will n o t only give each location a more exotic feel
like their Atlantean parents. Bastai tend t o be more aloof (since they each have their own unique creatures) but
and thus may interact with other races much less. T h e will lend your campaign a sense of authenticity.
Atlanteans look upon themselves as closer to perfect Remember too that, except in places like Atlantis and
than other races. This can cause tension in a racially mixed Cyrago, strange creatures are unlikely t o be tolerated.
group of characters. None o f this is bad, b u t you might Even the civilized Lemurians and Bastai will be looked
want to think about such things before allowing a player upon as monsters in most human communities. T h e
t o have a character of any race he or she likes. archetypal fantasy bar with numerous races of creatures
all gathering together is not a proper part of the setting,
Level especially given the xenophobic nature of humanity.
An Atlantean campaign can feature characters of any level. However, it is entirely appropriate for an adventure t o
However, you may wish t o consider having characters begin be set around a monster that occupies or threatens a
at mid- t o high-level. T h e prestige classes unique t o the human community such as a sea serpent that is
setting will require advanced characters. Further, Atlantis blockading a port.
is a nation ruled by powerful wizards and sorcerers.
Such opponents may easily overcome weaker characters. Adventure Seeds
Still, there is no reason why you can’t start at 1st Level Presented below are some ideas t o get your campaign
and have your PC’s work themselves u p t o this stature. started. Each is a little different, and all of them may not
work for the type of game you’d like t o run. They should
Class get you started thinking in the right direction, however.
While there are n o class restrictions, remember that
Atlanteans prefer t o rely on their own gifts rather than Orichalcum Heist
any god. They revere Poseidon, b u t they consider it
Characters: Atlantean Heroes
wrong t o appeal t o him for aid. Thus, Clerics may not
be appropriate in your campaign, or you could consider
Goal: Recover a stolen cache o f orichalcum
restricting their Domains. Setup: An enormous shipment of orichalcum has been
heisted from the Northern Mines. T h e precious metal
has been traced t o Atlantis itself, b u t from there it has
Designing Adventures
disappeared. King Diaprepes’s agents believe that the
There are n o specific rules for designing adventures for thieves are headed for Cyrago, where they will hand the
the Classical World, but there are some sources you could material over t o the enemies of the Empire for use
plunder for guidelines. A review of Greek Mythology against them. King Atlas asks the PC’s t o find the
will give you a good idea of the sorts of exploits that stolen goods and bring them back t o Atlantis before
are germane t o the setting. I n particular, quests t o defeat they fall into the wrong hands.
dread monsters (such as Perseus’s conquest of Medusa)
Involving the PC’s in this adventure is simple. Just
or for fabulous treasure (like Jason’s pursuit of the Golden
have Atlas hire them for the task. They could, however,
Fleece) are highly appropriate. T h e aforementioned
be employees of King Diaprepes, continuing their
court intrigue makes for engaging entertainment as well.
search. While Atlantean agents are reasonably certain
that the cargo is headed for Cyrago, they can’t be sure
Monsters exactly who the recipient is, which makes i t difficult for
When placing monsters in your campaign, try t o keep the port officials t o simply intercept when it comes in.
some mytho-historical perspective. A great many of the T h e characters will have t o trace the shipment based
monsters in the game are drawn from human legends, on the information they receive at Cyrago from the
but they are all mixed together. Try t o place foes in Port Authority.
their culturally correct locales. A couatl makes a fine T h e big questions are who stole the orichalcum, and
opponent for your PC’s, b u t only if it is found in what d o they intend t o do with it? Perhaps a cell of

45
charles hernandez (order #1273846) 71.
Egyptian revolutionaries plans t o overthrow the However you set this adventure up, you’ll want t o
Atlantean garrison, and then use the resonant qualities make sure that Arcos is somehow neutralized. Force the
of the mysterious metal t o enhance their own elemental PC’s to save him (and themselves and the villagers) so
magic t o keep the Atlanteans out. Maybe the Athenians, that they are at the center of the action, despite the
through their patron goddess, Athena, have unlocked motivations of the major NPC’s.
the secret of creating their own Orpheans and need the
orichalcum t o complete the process. O r perhaps some
The Underwater Railroad
madman is planning to give it t o the M u e metallurgical
Characters: Human adventurers
masters as part of a larger scheme.
Goal: Rescue a slave
American Anguish Setup: T h e Greek general, Hippolites, has been
defeated in battle. T h e Atlantean government, rather
Characters: Atlantean Heroes or Wandering Adventurers
than simply execute him, has sentenced him t o slavery
Goal: Prevent the destruction of an Atlantean colony in - he who would destroy the Empire will now spend
South America the rest o f his life serving it. T h e PC’s have been
Setup: Acrimon, a Half-Atlantean Wizard/Resonant hired by Hippolites’s family t o liberate him. Such a
of great power, has always struggled t o live u p t o t h e daring ploy would n o t only free him from a life of
ideal o f his Atlantean father, Arcos. It seems that hard labor b u t also strike a blow t o the prestige of
Arcos was perfectly willing to mate with a human, Atlantis. Unfortunately, the great general is impris-
b u t always considered them a lesser species. H i s oned within Atlantis itself, making this a very danger-
Half-Atlantean son was regarded no higher. Acrimon ous mission indeed.
spent his whole life attempting t o perform deeds t h a t Obviously, this adventure calls for anti-Atlantean player
would please his father b u t could never seem t o come characters. Most of the party should, therefore, be human,
up his standards. Even his mastery of the Resonance though there could be a disaffected Half-Atlantean o r
seemed not t o matter. Now, spurned one t o o many sympathetic Bastai in the group t o aid with the penetration
times, he has decided that the only way t o impress his of the island. T h e characters can get in easily enough,
father is t o offer the greatest demonstration of his but they will have t o find a way t o break Hippolites o u t
power that he can: specifically, he, a puny Half- of bondage and then spirit him away. You could extend
Atlantean, is going t o kill his Atlantean father. this adventure by creating a harrowing series of chases
Unfortunately, his madness demands that he d o it in as from Atlantis all the way back t o Athens.
spectacular a manner as possible, and that’s going t o
cost innocent lives. H i s father has come t o South
America in what will one day be Rio de Janeiro t o see
the farthest reaches o f the Empire. A small Atlantean
colony there serves as his current wayside. Acrimon
intends t o trap his father in the village and then
destroy it utterly.
How the PC’s get involved depends o n the type of
campaign you are running. They could be servants o r
friends of Arcos on tour with him. They might also be
young Atlantean journeymen, out seeing the world prior
t o being accepted back into the family. They could also
be a group of adventurers that just happen to be in the
same part of the world when this occurs. Whatever the
situation, they are in the wrong place at the wrong
time. T h e good news is that Acrimon is so focused o n
his father that he won’t pay them any attention initially.
T h e bad news is that once they attempt t o interfere, he
will turn the full force of his mystical might upon
them for attempting t o deny him his revenge.

46

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