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ATLANTIS: The Second Age

Contents Chapter Three 110


Magic 111
What Is Magic? 111
Chapter One 4 The Price 111
What Is Atlantis? 4 Perception Of Magic 111
Twelve Revelations 4 About Traditions & Modes 112
Atlantis Time Line 12 Using Magic Powers 113
Magic Mishaps 114
The Mental Fatigue Penalty 115
Chapter Two 18 Modes 119
The Hero’s Journey 19 Attack 119
Character Creation 19 Illusion 121
Attributes 20 Influence 123
The Root Races Of The Antedeluvian World 22 Kinetic 124
Step One: Choose A Race 24 Manifest 125
Races 24 Manipulate 126
Ahl-At-Rab 24 Sensory 127
Andamen 26 Shield 128
Atlanteans 36 Summoning 130
Humans 38 Traditions 132
Jinn 40 Sample Spells 140
Lemurians 44 Places Of Power 143
Nethermen 46 Calendar 145
Step Two: Choose A Culture 48 Vril And Ley Lines, And Telluric Technology 146
Cultural Packages 48 Other Telluric Devices 149
A View Of The World From Atlantis 51 Alchemy 151
Step Three: Choose A Profession 58 Alchemical Materials 151
Professions 58 Elixirs 157
The Slayers 58 Medicinal Mixtures 158
The Takers 60 Narcotics 159
The Shapers 62 Poisons 163
The Teachers 64 Potions 164
Step Four: Walk Life Paths 67 Powders 166
Life Paths 67 Creating Enchanted Items 168
Previous Adventures 69 The Enchantment 169
Specific Events 77 Time & Enchanting 171
Step Five: Other Details 83
Other Details 83
Hero Points 88 Chapter Four 174
Disadvantages 90 The Gods 175
Indulgence 92 Worship 175
The Heroes’ Journey 92 Votives And Sacrifices 175
Destiny 92 Holy Places 178
Fate  93 Using A God’s Dominion 178
Great Works 94 Dominions 179
Skills 97 The Pantheons 192
Overview: 97 The Anatomy Of A God 192
Skill Descriptions 98 The Atlantean Pantheon 193
The Orixa 193
Improving Characters 106
The Gods’ Reflections 199
The Cults Of Ba’al 200
The Cults Of Set 201
Sprits In The Material World 202
Sample Pantheons 203
The Veddan Gods 203
The Turani Gods 207
The Tharshi Gods 210

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ATLANTIS: The Second Age

Chapter Five 214 Chapter Eight 288


Equipment 215 Adversaries 289
Coin Of The Realm 215 Attributes 289
Wealth Other Than Coin 215 Adversary Creation 302
Buying Services 215 Step One 302
Wealth Rating 215 Step Two 303
Buying & Selling Goods 217 Step Three 303
Item Quality 218 Step Four 304
Weapons 219 Example Monster Creation 308
Bladed Weapons 219 Quick Adversaries 309
Hafted Weapons 221 The Dogs Of Jhunn 310
Spears & Polearms 223 The She Dogs Of Jhunn 311
Ranged Weapons 225
Other Weapons 227
Lemurians Weapons 228 Chapter Nine 316
Vril Weapons 229 Atlantis History 317
Armor 230 The Iron Age 317
Conveyances 231 The Golden Age 317
Specialized Equipment 233 The Dark Age 318
Equipment Master Lists 234 The Modern Age 319
Atlantis 319
Amphisea 328
Chapter Six 240 Autochthea 328
Core Rules 241 Azae 329
The Results Table 241 Diaprepea 330
Abilities Related To Attributes 245 Elassippea 330
Rules And Tips For The Game Master 249 Eudea 331
Combat 250 Gadirea 331
Damage & Protection 251 Mestea 332
Combat At A Glance 252 Mnesea 333
Combat In Detail 252 Olokunia 333
Combat Tactics 254 The City Of Atlantis 334
Attack 254 Atlantis Map Location Key 344
Defense 258 Cultures Of The 346
Movement 259 Post-Cataclysmic World 346
Stunts 261 Index 356
Scale 263
Character Life And Death 264
Healing 265
The Environment 266

Chapter Seven 272


Game Master’s Section 273
What Do I Do With This Game? 273
Creating Adventures 273
Game Master’s Characters 275
Starting The Adventure 275
Scene Framing 276
Setting The Scene 278
Giving Options 278
Surprise And Misdirection 279
The Respite Phase 280
Great Works 282
Suggested Great Work Action Guide 285

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ATLANTIS: The Second Age

Prelude to Adventure
What Is Atlantis?
ATLANTIS is a sword and sorcery game that takes place thousands of years before our own
time, in a place where cosmic terrors were bargained with for arcane power and eldritch lore.
ATLANTIS depicts the tales of a time when heroes solved problems through wits and cunning
Inspirations and with a strong sword arm. In antediluvian times, otherworldly gods bestowed miracles with one
Below is a list of inspirational hand and wrought dread curses with the other. The Player Characters are Heroes, living in a new
media that helped in the formation age, and a new world, where humanity is in its infancy and the elder races cling to life as they gaze
of ATLANTIS. into their own twilight. The Heroes will live and triumph. The Heroes suffer and eventually die.
Atlantis is the record of how they lived, and the stories they leave behind. That is what’s important.
ATLANTIS is inspired by early fantasy fiction, before things became codified and bogged-
Influential Writers
down with convoluted world-building. It takes its cue from fiction that was more interested in
Below is a list of the writers the deeds of Heroes rather than how the world around them worked. ATLANTIS is not a fantasy
that most influence the Atlantis novel, but a role-playing game. The world presented in the following pages is here to facilitate new
RPG game you’re holding. fiction that springs from the collective imagination of those sitting around a table.
Clark Ashton Smith: The writer
of four very important sword Twelve Revelations
and sorcery series; Averoigne,
Hyperborea, Mars, Poseidonis, 1.) What is Atlantis about?
Zothique. Smith, along with This is a game about the fictional, antediluvian pre-history of our own world. A world filled
Howard are the fathers of fantasy with savage warriors, powerful magic and cosmic horrors. This is a sword-and-sorcery fantasy game
that ATLANTIS is trying to in the vein of the old TOR and DAW books. The game owes a lot to R.E. Howard, C.A. Smith,
emulate. Moorcock, and Lieber.
Robert E. Howard: The creator of
2.) What do the characters do in Atlantis?
Conan, Kull, Solomon Kane, and
Bran Mak Morn. Atlantis is about the personal journeys of the Player Characters. They each have stories to tell,
Fritz Leiber: Creator of Fafhrd and some of which are secret and self-serving, while others are grandiose and world-shattering. While
some protagonists in Atlantis are driven to save the world, most are driven by their own ambitions
the Gray Mouser series.
— a desire for fame, power, and wealth — but all have one thing in common, while some are petty
Michael Moorcock: Creator of Elric and some are noble, all are driven.
and the concept of the Eternal
Champion. 3.) What is the resolution mechanic of ATLANTIS?
Atlantis incorporates the Omega System, which uses a D20.
Comic Books:
Warlord: a sword and sorcery comic 4.) How does Character Creation in Atlantis reinforce
book published by DC Comics. what the game is about?
Created by Mike Grell and infused The game uses a lifepath system to construct a back story on which the players can build
with just enough nutty super a foundation to tell their stories. All characters in the game are Heroes, and the lifepath helps
heroic to make it outstanding. reinforce this fact with unique, but random, story elements that flesh out the Hero. A lifepath
Savage Sword of Conan: the also helps the player to determine his Hero’s ambitions, goals, and personality. Character creation
black and white Marvel Comics determines how the Hero fits into the game world and the play group.
magazine that exploded my brain
as a kid. I think I learned to read 5.) How do players contribute to the ATLANTIS story?
with this magazine. The players and Game Master collaboratively create extraordinary stories as they adventure
Age of Bronze: Eric Shanower’s through the world of ATLANTIS. Using the rules within these pages, players are able to actively
epic retelling of the Trojan War, add to the story and react to elements the GM throws at them. NO story happens in Atlantis
produced by Image comics. without the focus being centered on the Heroes. Because character creation infuses each character
with multiple plot hooks, the players becomes proactive as well as reactive to the Game Master’s
plots. The Heroes are the story of Atlantis.

6.) How does ATLANTIS’ setting reinforce what the game


is about?
The setting models a fictional antediluvian pre-history of earth with many cultures, races, and

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ATLANTIS: The Second Age
creatures. The world is familiar enough to understand, but strange and wondrous enough to feel
new, enthralling previous players of Atlantis or Arcanum. The setting is full of strange lands, ancient Movies and
fallen civilizations, and supernatural wonders that make the world a dangerous, terrifying, and Television:
exciting landscape in which to play. Along with character creation, the setting helps to illustrate Conan the Barbarian: the movie
who and what the players are. adaptation of Robert E. Howard’s
classic hero.
7.) What should ATLANTIS make the players feel when Fire and Ice: Who could forget
playing? this Frank Frazetta inspired sword
Players should get a sense of empowerment and accomplishment while playing their Heroes. and sorcery adventure. This movie
Once their adventures are complete, the players should feel that they were the primary (and most packs in a lot of high action
important) element in the story. To support this, their characters actually have access to mechanics adventure and very iconic imagery.
that allow for permanent change in the game world.
Krull: A group of Heroes band
together to fight impossible odds.
8.) What types of behaviors/styles of play does ATLANTIS
The Never Ending Story: Wonderful
encourage?
fantasy adventure with many
Player Characters are made in the vein of classic sword-and-sorcery Heroes; there is a tragedy sword and sorcery elements filtered
for every triumph. Players are encouraged not only to succeed at their goals, but to bring their
through a child’s story book.
disadvantages into play. Renown is the primary source of character improvement, and therefore
should serve to make the players proactive rather than reactive. To attain Renown, the Player Deathstalker: This 80’s fantasy
Characters must accomplish goals or undertake daring exploits that catch the attention of their movie is like watching a car wreck.
peers and the common man. You know it’s horrible but you just
can’t stop watching.
9.) Where does ATLANTIS take the players that other games The Sword and the Sorcerer: Who
don’t? didn’t have a tri-sword in the D&D
ATLANTIS is a front-loaded game, where the Heroes are accomplished and competent from game after seeing this movie?
the moment play begins. The goal of the game is not to amass power and skill but to use their
existing skill to realize their goals and affect change in the world. The game is not interested in the Music:
amassing of wealth, but the accumulation of the renown tied to great or infamous deeds.
Tyler Bates (300 soundtrack)
Jeff Beal (Rome: The HBO Series
10.) What does ATLANTIS do to engage the players’
attention; why should they care? soundtrack)
James Horner (Krull, Troy,
The Player Characters are the central stars of the game. Nothing of importance happens without
the characters’ involvement. It is impressed upon the players that they are the movers and shakers Braveheart soundtracks)
in the game world, and that they have the potential to literally change the course of events as they James Newton Howard
unfold. There are subsystems that allow the characters to manipulate and change the social well (Unbreakable soundtrack)
being of an entire country. Furthermore, players are motivated by the promise of Renown and Basil Poledouris (Conan the
the calling of their own destinies to move their characters forward. Proactive play is rewarded; the Barbarian soundtrack)
penalty for idleness is no Renown-gain and a forgotten life for their character.

11.) What are the publishing goals for ATLANTIS?


Roleplaying Games:
To produce a finite number of books that further detail and expand the game. The line is
Arcanum: The original game that
envisioned as a three-book set, detailing the world, its creatures, and the Player Heroes.
started it all for Atlantis
12.) Who is ATLANTIS’ target audience? Talislanta: The most significant and
original fantasy role-playing game.
Goal-driven individuals who favor creative storytelling in a new fantasy world not tied to the
Sorcerer and Sword by Ron
Dungeon & Dragons fantasy tropes. ATLANTIS is not made in opposition to D&D or games later
derived from it. Instead, it is intended as an alternative play environment (and play style) for those Edwards. The concepts in this
looking for something different. In ATLANTIS, Renown takes the place of gold and the Hero’s game will blow your mind. Ron is
deeds take the place of their loot. a genius.
GURPS Atlantis by Steve Jackson
Games
What Do I Need to Play? Conan by TSR. This game is
To play this game, you need this book, some paper, something to write with, some twenty-sided deceptively fun. Its compact but
dice, a lot of imagination, and a group of people, one of whom is willing to be the guiding force in the very well done for a game of its
game. This person is called many things, but “Game Master” serves well as shorthand for someone period
who presents information about the game, setting, and obstacles the other players encounter; who
takes the part of the people the players’ characters interact with; and who adjudicates the rules. The
rest of the group, simply called “the players,” takes on the roles of major characters in the stories that
they and the Game Master create together. These stories are called “adventures,” or “scenarios.” Very
short adventures, usually encompassing only one or two obstacles to a simple goal, are referred to as
“encounters.” A series of encounters can become an adventure, while a series of adventures can turn
into a campaign. This book contains a chapter on how to come up with adventures.

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Lessons of the Past
“Tell us a story of the past; tell us of when Atlantis ruled the world.”

The children, scions of the great Atlantean houses, gathered around cross-legged in
the ruins of the open-air theatre that served as Agathon’s school. The old man rubbed
the rheumatism from his knee with one hand, waving the children into silence with the
other. The morning sun had yet to rise above the ruins and the air still held the memory
of night’s chill.

“Very well, we shall start the lesson today with ‘The Story of the World’, which is,
as you should know by now, the story of Atlantis.”

Agathon looked at his audience; these children would grow up to be statesmen,


generals, and magi. He offered a silent prayer to the gods that they would remember
the lessons of the past.

The Age of Unreasoned Sleep


“The oldest spirits speak of a dimly remembered time, called the Age of Unreasoned
Sleep. This was the beginning of everything, when existence flowed from the dreams of
the Elder Gods.”

“Who were the Elder Gods?”

Agathon looked down at the student. “A wise question, Eridis. The Elder Gods were,
and are, the source of all things, from the air that surrounds us to the time that I waste
answering questions that my students should know I will get to soon enough.” The
old man gave a mock scowl, and then chuckled at the solemn look on the child’s
face. “Patience, Eridis, everything comes with time. Now, if I may continue without
interruption?” Eridis nodded eagerly.

“The Elder Gods were beings out of time, endless creatures beyond our feeble
capacity to reason or comprehend. The dreams of these sleeping titans were enough
to ignite suns and set time flowing in its proper order. It was a time of wonders and
horrors beyond comprehension; it was also the birthplace of the race we now call the
Jinn. Today, we know the Jinn as mercurial beings with shifting allegiances and powerful
magic. Back then, they were something different. Born from the eyes of a fiery titan,
they built whole civilizations in the very flesh of the Elder Gods themselves.”

Agathon paused; the children had seen Jinn before but none had dreamed of their
true antiquity. The old man could spot the looks on some of their faces, and envied
them their sense of wonder.

“Yes, the Jinn are a very old race; perhaps the first, perhaps not. Since the ages of
time we know are but the pale remembrances of beings that, while immortal, only
stretch back to the beginning of the Age of Unreasoned Sleep, we may never know
the answer. Who knows what other things, or entire cycles of time existed before that?
Perhaps the universe has existed countless times before?” Agathon shrugged — it was
too early for a philosophy lesson.

“The spirits tell us that, as the Age of Unreasoned Sleep declined, something awoke.
Perhaps this entity was an Elder God, perhaps it was their collective consciousness
given form, or maybe it was just an emissary, the reverse of a dream, sent to our
plane of existence by the sleeping titans. The being named itself Olódùmarè, and chose
“Demiurge” as its title. By this act, it gave itself form and purpose. Olódùmarè became
fascinated by the myriad wonders of existence and set itself the impossible task of

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cataloguing each and every thing dreamt by the Elder Gods. It was Olódùmarè that
forged order into the universe and gave purpose to all things. This was the greatest of
times, but sadly, as is the way with the world, the peace was not to last.”

The Age of Screams and Fire


“Olódùmarè was only the first being to awaken, and the most beneficent. By laying
down rules for the universe, Olódùmarè inadvertently woke the Elder Gods. These
timeless beings did not like what they saw, and set about returning the world to its
primeval state through death and fire. The Jinn, warned by Olódùmarè, persevered
themselves by hiding beneath the earth in jars of amberglass and orichalcum.”

Agathon grinned as he thought of all those gardens that were going to be sacrificed
tonight in the name of finding lost Jinn-jars. As a child, he had earned a terrible beating
for digging up most of his mother’s vegetable patch while seeking the ancient wonder
he knew in his heart was lurking under the next cabbage.

“The wrath of the Elder Gods was terrible, and when they were done, all that
remained was blackened stone and ash. As their rage subsided, a great weariness
overcame the titans, and Olódùmarè sang an ancient song that lulled them back to their
ageless slumber. With the Elder Gods asleep once more, Olódùmarè set about restoring
the world. But the wrath of the Elder Gods was not so easily put aside; it had become
a distinct entity. It took the name Nemesis, and burned through the world, slaughtering
the new life that Olódùmarè seeded. The Demiurge would not be so easily defied,
however; Olódùmarè captured Nemesis in a box made from the scorched wood of the
last tree in creation.”

“Is that the box that Pandora found?”

A chorus of hisses worthy of an Ophidian opera shushed the questioner into silence.

“No, child,” smiled Agathon. “That was an entirely different box, one I will tell you
about some other time, if you ever let me finish.”

The child huddled down silently, doing a very good impression of a Jinn hiding in
a bottle.

“Olódùmarè kept the box under his tongue, and after a time his voice seeped into
the box, changing the Nemesis into something new. One day, Olódùmarè awoke to
find two small beings creeping out of his mouth; he named them Set and Ba’al, and
gave them the task of aiding him in rebuilding the world. The three worked ceaselessly
to repopulate the world with all manner of flora and fauna. Much of the life we know
today came to us from the hands of these three.”

“It was during this time that Olódùmarè discovered the Jinn, hiding beneath the
earth and set them free. It pleased the ancient god that some part of the former age
still walked the Earth. Inspired by the Jinn, Set strove to create a race of his own, a race
with mind and purpose. Set poured his soul into these beings; gifting them with limitless
ambition so that they might surpass the Jinn and a belief that they were superior to all
others. This race he called the Ophidians and molded their form to match his own. The
Ophidians proved fruitful and spread across the Earth, founding great kingdoms and
forging Empires.”

Agathon sighed. “Set’s gifts would prove to be curses on the Ophidian race; leading
them to war with the peaceful, to enslave those that wished nothing but friendship, and
to sunder their own bloodlines to weed out perceived weakness.”

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A hand shot up — Eridis again — and the group let out a collective moan. Agathon
smiled, “Yes, Master-Questioner?”

“Forgive me, Master,” the child said, eyes darting from the hostile looks of his
classmates to his indulgent instructor, “but I thought the dragons came before the
Ophidians?”

The old teacher shook his head, “No, though this is a common mistake propagated
by a dozen or more writers throughout antiquity. The dragons and the Ahl-At-Rab were
spawned much later; the latter by the Ophidians, and the former … well, I’m getting
to that.”

“Ba’al saw Set’s creations and grew jealous. Unable to fashion life from nothing,
Ba’al took some of the Jinn and warped their mercurial forms into shapes he considered
beauteous. These creatures became known as the Sons of Ba’al, and rose to terrorize the
world, feeding on Jinn and Ophidians alike. The very presence of a Son of Ba’al was
enough to poison the soil and corrupt animal life.”

“Olódùmarè saw Ba’al’s hateful, corrupt children and grew angry, banishing them
from the world. Ba’al, enraged, conspired with his brother Set to take Olódùmarè’s
power and become the ultimate creative force of the universe.”

“Ba’al and Set led an army of their creations to attack Olódùmarè while he lay at rest
on the moon. The battle raged for untold ages, scouring all life from the moon’s surface.
Finally, through trickery and the sacrifice of countless minions, the wrathful twins were
able to shatter Olódùmarè’s form into a thousand pieces. Set tore out Olódùmarè’s
heart-shard and threw it down to the Earth, where it sank into the rich red soil of a river
delta. This was not enough to kill Olódùmarè. His head survived, and the thousand
shattered pieces were gathered by the eldest of the Jinn, who bound them into the same
glass jars that had saved them from the Elder Gods.”

“The shards of Olódùmarè, now beings in their own right, reworked the jars into
mirrors to reflect the spark of the divine in all things. Naming themselves Orixa — a
name meaning ‘reflections of Olódùmarè’ — they confronted an exhausted Set and Ba’al
as they argued over what to do with Olódùmarè’s head. The Orixa took vengeance in
Olódùmarè’s name, banishing Ba’al and Set to prisons deep beneath the earth. Ba’al was
imprisoned in a city of brass with his children. Since brass is painful to the touch for Ba’al
and his children, the city is a place of eternal torment.”

“The Orixa tore Set limb from limb, and threw his serpentine form into the deepest
hole they could find. Set thrashes and rages against his prison to this day; when we feel
his fury we call it an earthquake. The blood from Set’s torn limbs was given form by his
rage and desire to escape, birthing terrible, furious creatures bent on destruction.”

Agathon looked expectantly at Eridis who supplied an awed, “Dragons.”

“Yes,” the teacher confirmed. “The dragons, the blood of Set, rose from the darkness,
buoyed by Set’s own rage, spreading misery in their wake. While the dragons raged,
the Orixa focused on shoring up the damage to creation wrought by the battle among
Olódùmarè, Ba’al, and Set. With the Jinn too scattered and weak from saving the Orixa,
the Ophidians ruled the earth.”

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The Age of Water and Reason
Agathon looked around at the sea of faces. A few servants sat at the back, sent by
the parents to make sure their children behaved. The servants seemed as engrossed in
the lesson as the children; no doubt they would return to their own offspring tonight
and retell the tale.

Agathon picked up the ewer that lay at his feet and splashed water onto the dusty
ground. “From the mating of earth and water came a race both bestial and noble.” The
old man cupped his hands either side of the wet earth and brought them together to
form a small mound of damp soil.

“On the Island of Lemuria, from an egg of amber, rose a figure of mystery: the
Lawgiver. He was first of the Lemurians, and father of their race. The Lawgiver was born
immortal, but sacrificed this gift to the apes of the island, raising them above the other
beasts; bestowing on them sentience and so much more: an understanding of the natural
world unparalleled by any species that walks the earth today, and the responsibility to
use that knowledge to protect and preserve. The truth of the Lawgiver’s origin is lost
to the mists of time, and he did not stay long. He told his people he would soon be
leaving them, and they took to grieving. Before he left, he wrote his knowledge in a
single tome, said to hold the answer to every question that will ever be asked. Copies
of these tomes are closely guarded secrets and even our scholars long for a look at the
treasures within.”

“Though the Lemurians possessed knowledge beyond imagining, they thirsted for
more. This gluttony became their fatal flaw and they traveled the world, seeking greater
and greater wisdom. The Ape-men created great works of art, built cities that existed in
total balance with nature, and grew to be masters of harmony, living in total alignment
with the natural world. Wherever they went, the Lemurians brought peace, until they
encountered the Ophidians.”

“Have any of you ever seen a snake in the wild?” Agathon asked abruptly. Several
children nodded. “And what was your first reaction?”

“I took up a rock and killed it. They’re dangerous,” said one of the older scions. The
other children murmured agreement.

“This is exactly what happened when the Lemurians met the Ophidians for the first
time. The two races had an instinctive hatred for each other that was beyond all reason.
Slaughter and reprisal defined the relationship between the two races. The Lemurians
used their understanding of the natural world to set it against the serpent-folk, while the
Ophidians bred with dragons to spawn their Ahl-At-Rab soldiers. ”

“The war continued for centuries until the two races exhausted their resources, and
open warfare gave way to a seething cold war.”

Agathon paused, raising an eyebrow. Eridis’ hand was up. “But Master, what about
the Atlanteans? My father says that our first Empire blossomed while the apes and
serpents fought?” The child’s brow furrowed as he tried to reconcile the two accounts.

“Quite so,” Agathon replied “Sometime during the Golden Age of Lemuria, the
Atlanteans emerged, fully formed, from a river bank in Gondwana. The Atlanteans built
a civilization there, unnoticed by the warring Lemurian and Ophidian peoples.”

“The Atlanteans are a noble people. Finding another race similar to our own east of
our lands, we took them under our tutelage, instructing and guiding them as I do you.

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This race was Humanity, given life, it is said, by the breath of Olódùmarè himself. Some
humans regard this time as a period of slavery, where the Atlanteans dominated them,
but our relationship was beneficent and much of their culture and technology came
from us. Gondwana had barely been explored before the Serpent Wars. Because it had
gone almost completely untouched, Humans and Atlanteans were free to expand and
develop their civilizations.”

“It was during the lull in the Serpent War that the Ophidians first became aware of the
Atlanteans. Scouts from the Eastern Ophidian Empire, seeking new resources to restart
the war, encountered the human civilizations in Eastern Gondwana. A massive Ophidian
army marched on Gondwana, hoping to enslave humanity, unaware the humans were
under Atlantean protection. The Ophidians had some early successes, overrunning
the human’s coastal settlements and enslaving the populations. The Atlanteans were
outraged. Our people raised an army and struck back, hard. The Ophidian forces, used
to combating the patient Lemurians, were not prepared for the speed of the Atlantean
strikes and quickly retreated from Gondwana, never to return.”

A small cheer rose from the assembled children. Agathon gave a grim smile; Atlantean
thoughts went easily to the glories of the past, living as they did in the crumbling cities
their ancestors built when Atlantis ruled the world.

“Now, we turn back to the Lemurians. The gentle Ape-men were in the midst of
rebuilding their civilization when disaster struck. A terrible, disastrously virulent plague
all but annihilated the Lemurian people. Entire cities were scoured of life, and the few
remaining Ape-men fled back to Lemuria, abandoning their outposts and colonies.”

The Rise of Atlantis


“With the Lemurians gone and the Ophidians recovering from centuries of warfare,
the Atlanteans were able to stride beyond Gondwana unhindered. Early in their
explorations, the Atlantean scouts discovered a rich and fertile land like nothing they
had seen before. It took less than a century for the entire Atlantean population to
migrate to this vast continent. We named this promised land, Atlantis.”

“Not content with seeding their homeland, the Atlanteans became traders and
conquerors, spreading their empire throughout the world. It wouldn’t be long before
Atlantis came into conflict with the remnants of the Ophidian Empire. Although greatly
diminished, the Ophidians were well-versed in the ways of war, had massive slave
armies, and possessed potent black magics. The Ophidians called upon the Sons of Ba’al
for aid, and the demons willingly answering the Serpent-men’s call, if only to escape the
torment of the City of Brass. Countless Atlanteans lost their lives as cities burned, and
whole colonies were sacrificed to Set.”

The Beast Wars


“For a time, it looked like the Ophidians would overrun Atlantis itself. As things
seemed their blackest, Atlantis’ great sorcerer-scientists uncovered the secrets of Alchemy
and Vril. The Atlanteans used these twin powers to create the Nethermen. These savage
monster-men repelled the Ophidian invaders from the shores of Atlantis, though it
quickly became apparent that they could not be controlled. A mass Nethermen rebellion
cost Atlantis dearly, and forced us to drive away or slay every Netherman on Atlantis.”

“The sorcerer-scientists returned to their laboratories, this time giving life to the
Andamen; a race born of the mixture of animal and human. The Andamen could be
given a host of different forms to suit any given terrain, allowing the Atlanteans to
deploy their troops anywhere. The Andamen were more intelligent than the Nethermen,
and revered the Atlanteans as their makers. The Andamen also lacked the fecundity of

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the Nethermen; meaning that they were unlikely to breed in massive numbers and
overcome their Atlantean masters.”

“The Atlanteans bred entire legions of Andamen, sending them into battle against
the Ophidian’s Ahl-At-Rab and dragons. The hosts of Atlantis won the day and the
Ophidians retreated from their strongholds, hiding in the farthest regions of the Earth.
Never again would the Ophidians rise to threaten Atlantis.”

Another cheer welled up from the listeners, but Agathon ignored it and continued.

The Golden Age


“For five centuries, Atlantis’ star rose until it shone over the entire Earth. Vril pyramids
captured the Earth’s lifeblood and channeled it for the glory of Atlantis. Flying ships and
Vril-gates carried Atlantean explorers, even armies, to the farthest corners of the world
and beyond. Great glass roads connected Golden Cities and no Atlantean wanted for
anything.”

“As with all Empires, there came a time when the fires of exploration and conquest
burnt low, and the smoke of politics and corruption rose in thick clouds. So it was that
after five centuries of burning bright, the fires of Atlantis became embers and ash.”

The Fall of Atlantis


The faces of the children grew solemn and sorrowful. They all knew the next part of
the tale, of the paranoia of kings, the immorality of the people, and the twisted will of
the sorcerer-adepts.

“In the last century before the great Cataclysm, the Atlantean people fell to corruption
and madness. The high magic that created the Andamen was perverted to create all
manner of twisted creations and monstrosities. The sorcerer-scientists experimented
on the populations with impunity, and only those of pure Atlantean blood were free
from their meddling. Those not of Atlantean blood were little more than slaves, and
treated worse than animals. Atlanteans indulged in the darkest depths of depravity; no
perversion was too great.”

“While the laboratories of the sorcerer-scientists spewed forth horrors, the slave
pits and gladiatorial arenas ran red with the blood of innocents. The princes of Atlantis
grew increasingly paranoid as assassination and border wars replaced diplomacy.
Great weapons were constructed in the name of peace, armies were trained, and vast
armament stockpiles created. Suspicions grew with each weapon forged, with each
warrior recruited. Spies fermented rebellion. Finally, one of them succeeded in the city
of Antilla. This seemingly minor revolt was the beginning of the end.”

Agathon trailed off. Everyone knew the rest of the story. They knew that the gods
had punished the Atlanteans for their hubris. Autochthea had sunk beneath the waves
and the Vril, the lifeblood of Atlantis, had turned against them, ravaging the land. High
Atlantean sorcery became unstable, and brought only destruction. Finally, just as Atlantis
crawled its way out of a centuries-long Dark Age, the Hesperians launched an invasion
that came close to destroying the Atlanteans once and for all. Nobody wanted to hear
that story.

The sun rose above the lip of the ancient amphitheatre. Soon, the heat would be
unbearable. “Enough for today,” the old teacher called. “Tomorrow we shall discuss
what happened in the wake of the Cataclysm.”

11
ATLANTIS: The Second Age

Atlantis Time Line same drive fuels their ingenuity and they build the first great ships,
taking to the sea to court adventure.
Because of its aggressive colonization, most civilized lands use
the Atlantean calendar to date events. The calendar starts at the -887 A.E.
beginning of the Atlantean Empire, when the 10 tribes of Atlas
Exhausted by centuries of war, the Ophidians and Lemurians
unified under the great Sorcerer King Atlas Amanhene, over four
reach a tenuous truce. Both sides reclaim lost colonies and rebuild
thousand years ago.
their societies.
Epochs are marked by the events that define them; for example,
A.E. after the establishment of the great Atlantean Empire. After the
Great Cataclysm, dates are recorded as ‘after the fall’ (a.f.) or M.K. -400 A.E.
(Meta Kataklysmos). A great plague spreads across Lemuria, killing thousands. The
children of the jungle become isolationists, seldom leaving the
protective embrace of their home.
-? A.E. (estimated by the great scholar
Petranova) -100 A.E.
The God War The Atlanteans find a lush continent free of civilized inhabitants.
Set and Ba’al turn upon Olódùmarè and dismember him. The They name it Atlantis, making it their own.
Orixa spring forth from the shattered body of their master after it
tumbles to the earth. Eons of war fold in upon themselves as the -1 A.E.
god-magic creates a great flux. Time ripples out, and lifetimes of The tribes of Atlantis are unified under the Sorcerer King Atlas
war condense into the blink of an eye. The two dark usurpers are Amanhene after a ten-year battle. He builds a great golden throne
banished. called the Sika ɗwa, and rules as king with ten mighty Sorcerer-
Princes who serve under him.
-7,000 A.E.
The jungle’s bosom heaves, expelling the Giving Breath; the
Lawgiver springs from the Amber Egg. The Lemurians awaken. Founding Of Atlantean Empire

-6,875 A.E. 957 A. E.


Seeking to share the Lawgiver’s gift, the Lemurians expand their King Atlas Amanhene dies on the morning of what should have
sphere of influence, looking for new lands to explore and colonize. been the first day of his thousandth year. Lightning splits the sky in a
single bolt, big enough to be seen anywhere on the continent. Violet
-5,000 A.E. (estimated by the great rain falls for seventeen hours and every bird in the empire coos the
scholar Petranova) same mournful notes. He is the longest-lived Atlantean.
After dreaming of hunger and lust, the first Atlantean awakens
along a forgotten river on the coast of Gondwana. The bottomless 960 A.E.
void inside her cries out to be filled. The first Atlantean civil war.
The Atlantean princes march to claim the Sika ɗwa and the
-2,000 A.E. power it represents. The war lasts for 20 years and ends on the Day
The Lemurians encounter the Ophidians. War erupts, spreading of Scars. The war produces a line of succession that is not broken for
across the world, engulfing all of their colonies. thousands of years.

-1,500 A.E. (estimated by the great 1,000 A.E.


scholar Petranova) Atlanteans design the first pyramids and circles to collect and
Humans emerge from Gondwana, and quickly spread across the redirect Vril energy. The Lands of Atlantis shine like emerald stars at
world. Primitive and the least powerful of the races, none take notice night, fueled by the Vril energies.
of them except the Anunnaki and Atlanteans. Both take humans as
pets and slaves, but theses “children” learn from their masters. Later, 1,200 A.E.
they will take that knowledge, as well as the determination tempered The Atlanteans come into conflict with the Anunnaki when their
by their captivity, and use it as a tool to forge their own nations. empire encroaches upon their colonies in eastern Gondwana.
War breaks out between the serpentine Anunnaki and the
-1,000 A.E. Atlanteans. The superior Anunnaki army wins many of the early
Vice draws the Atlanteans from their river valley, creating small conflicts, but soon the world erupts into war as the Atlanteans
pockets of civilization. Looking for ways to quench the fire inside, summon the full strength of their scattered peoples, and they battle
they explore their new surroundings. They find knowledge hidden the Ophidians for world dominance.
in the old ruins of Lemurian and Anunnaki cities, increasing their
power in proportion to their lust. The tribes soon find the sea; the

12
ATLANTIS: The Second Age
1,210 A.E. travel between the colonies increases, allowing even the least of
The Atlantean savant-adepts create the Nethermen to fight the their race to experience the outer reaches of the empire. Atlantean
dark sorcery of the Anunnaki. Though a useful tool, the Nethermen sorcerer-merchants control the Vril Gates; their wealth grows. Lesser
prove hard to control. For the next 20 years, a battle of attrition merchants and humans still conduct trade over land and sea.
is fought on both land and sea. Countless human civilizations are The gates are soon dismantled when scholars discover that
consumed in the process. the space traveled between gates is actually the dreamstuff of the
Elder Gods. Most of those who traveled through the gates manifest
deformities of the mind and body. Though the council apprehends
1,235 A.E.
and slays most of these abominations, some escape into the wilds.
The savant-adepts create a new race of beastmen, Andamen,
easier to control, and specialized to the task at hand. Within five 3,535 A.E.
years, the first legion of beastmen takes the field of battle.
With the Beast Wars concluded and their enemies crushed, the
Atlanteans disband their Andamen forces and delve deeper into the
1,267 A.E.
mysteries of Vril.
The war drags on for 32 years, Atlantis wresting many of its
former colonies from the hands of the Ophidians. The war moves 3,950 A.E
at a glacial pace as the Atlanteans push back the Ophidians to the
shores of their homeland, Mu. The Atlanteans burn every settlement The Great Sorcerer King closes the doors to his throne room
with Ophidian influence, killing millions of Serpent-men and and never comes out. His court is held in secret. Those few of his
their human thralls. The war ends with the Anunnaki “Empire” in inner council allowed to leave the throne room do so shaken and
shambles. disturbed. The King sees his council only once a year from this point
on.
1,300 A.E.
3,975 A.E.
The last of the first-generation Atlanteans fall into a deep sleep,
only waking every one or two hundred years. The succeeding The Ophidians begin rebuilding their great city on the island of
generations of Atlanteans are not the godlike, eternal beings their Mu.
fathers were. Their new lifespan is a mere heartbeat, lasting only a
few hundred years. Many of the younger Atlanteans seek ways to 3,979 A.E.
extend their life. The Sorcerer King is assumed dead, as the doors to his throne
room have not opened at their appointed time.
1,862 A.E.
The Golem War: The Great Sorcerer Mal’Sorkumar investigates 3,980 A.E.
the weird properties of fallen metals. Infusing the metals with his Seers spread tales of the Elder Gods’ return and tell any who will
own power, he is able to capture the souls of the dead. Creating listen to expect a “great reaping”.
golems to hold the souls, he uses them as his slaves. Shut away for
years at a time, furthering his alchemical and necromantic research, 3995 A.E
Mal’Sorkumar draws the suspicion of the Atlantean council. He
is accused of black sorcery and a great battle takes place between Prince Quetzlan sinks the rebellious island of Antilla beneath the
the golems and the Atlanteans. The war lasts three weeks before waves. Distrust spreads among the Atlantean Princes.
Mal’Sorkumar escapes to what is now the Black Forest. The golems,
not so easily driven off, are put to sleep and buried in a vault, deep 3996 A.E / 0 M.K.
in the mountains of a nameless and deserted island. The Great Cataclysm. Autochthea floods. Earthquakes, tsunami,
and floods wrack the lands touched by the Atlantean Ocean.
2,460 A.E.
The Second Beast War:
The Atlanteans break their treaties with the Lemurians and take THE GREAT CATACLYSM
colonies in Jambu. In retaliation, the Lemurians attack, regaining
the colonies from the Atlantean usurpers. This proves devastating for 1 M.K. / 3997 A.E.
the Ape-men as the might of the Atlantean war machine obliviates
Tritons inhabit the sunken lands of Antilla, driving out the
their forces. Only civil unrest, both on the Atlantean continent
Makara.
and abroad in their colonies, saves the Lemurian homeland from
destruction. The Lemurians once again embrace inner reflection and
isolationism. 77 M.K.
Jaguar tribe taken over in northern Tamoanchan.
2,950 A.E
The Vril Gates of Atlantis 105 M.K.
Atlantean sorcerers create the first Vril Gates, allowing travel Comanch tribe invades Aztlan.
between any two of the massive, orichalcum structures. Trade and

13
ATLANTIS: The Second Age
505 M.K.
106 M.K. The year of the Sky Fire and the Season of Ash.
Coyolxuahqui, last Atlantean Queen of Aztlan, dies. On the first day of Wayeb, a bright new star appears in the sky.
For over a year, the star grows in intensity, looming brighter every
113 M.K. night. Some say it is the coming of a new god. Others preach doom
and despair. Both are proven correct when, one year to the day,
Founding of Dardanus School by the Grey Council.
streaks of light blaze across the nighttime sky and the Hordelands of
Eria explode into flame. Sleeping families wake and run outside to
136 M.K.
investigate the rumbling earthquakes as far away as Aztlan. For six
Tehuantl takes over the Timeri months, the skies above Eria stagnate, choked with ash. Thousands
die of starvation as crops fail and sickness spreads, brought on by the
206 M.K. falling star.
Manuan warriors begin their great conquest of the Elysium Sea.
The Erian Plague
264 M.K. Months after the Season of Ash many unfortunate souls in Akela
and as far away as Tamerac, are gripped by a cruel and aggressive
Rise of the Lotus Cult in Dabba. plague that leaves large weeping boils on the skin. Those touched
with the sickness die within three days. The healthiest last for a week.
278 M.K. Many flee from the interior of Akela, only to be turned away by
Great Kazak Horde drives a vast band of Nethermen from the their neighbors. For a year, most of Akela is isolated by a de facto
east into the Mongalan Desert. quarantine. They are left to die.

298 M.K. The Golden Box


The Cabal of the Crystal Skulls arrives in Ecua. Twelve boxes are delivered to twelve kings across the known
world. The King of Atlantis receives a box followed by the Queen
of Sheba, the Pharaoh of Khemit, The Erlking of the Black Forest,
341 M.K.
the Queen of Hesperia, then the kings of Ophir, Tharshesh, Khitai,
The Hesperan Empire embarks on an expansive series of Veda, Nazca, Quechua, and Aztlan. The boxes feel warm to the
conquests in Gondwana. touch. Gilded and encrusted with precious gems, they draw praise
from all who behold them. Inscribed on the side of each box, written
372 M.K. in Ænochian, shine the words “and so his time shall pass”. Atop the
Quetzacohuatl comes to Quechua. box sits a small mechanical time piece, assumed to open the box at
the appointed time. No known form of scrying can penetrate the
box and, if forced open before the time runs out, as in Tharshesh,
423 M.K.
fire burns the contents. Several kings have called for the best thieves
Gorgon Civil War begins in the Hesperan Empire. in their realm to open the box but none have yet been successful.

426 M.K. 506 M.K.


Armies of Khem halt Hesperan advances. Battle of the Serpent Kingdom
Jambu gives its call to arms, seeking heroes to rid a mountain in
427 M.K. the Mongalan desert of an underground kingdom of serpents. The
End of the Hesperan Empire, as her armies are called home to fortress city in the mountain is under siege for two years before a
defeat the Gorgons. group of young adventurers finds a secret passageway inside, allowing
an army of men to enter. Every Ophidian — man, woman, and
504 M.K child — is killed. The army finds a large store of Formorian weapons
inside, linking the Ophidians to the northern giants.
Red Tide
Because of increased piracy in the Mediterranean, the nation
The Black Circle Conflict
of Khemit sends ships to capture and sink every rogue vessel in
In Awalawa, rumors of a powerful sect of black magicians called
the sea. When it finds that the sea nation of Minoa is funding the
the Black Circle surfaces and a horde of Nethermen seethe from
Sea People’s raids, in order to weaken the navel strength of their
the interior of the jungle, infused with demonic power. The king
Gondwanan rivals, Khemit goes to war. The conflict lasts for eight
of Ophir mobilizes his army and calls upon Hesperia for help. The
months and eventually draws in the nations of Hellas and Tharshesh
Nubian mercenaries, known as the Lions of Kandake, move to stand
on the side of the Minoans, with the Hesperians backing Khemit.
against the Black Horde and their Diabolist masters. A call goes out
The war ends in a stalemate when the Sea People use the opportunity
to the heroes of every nation to help stop the threat. In a shining
to pillage unchecked through Europa and Gondwana.
moment of unity, many answer.
Quick and bloody, the war culminates with the destruction of
the demonic master’s Black Bone Tower. Before the world can catch

14
ATLANTIS: The Second Age
its breath, the demonic menace that controlled the Black Circle The Last Beast War
rises from the rubble of the former tower, devouring the souls of the Zal and his army land on the northern coast of Atlantis and
unlucky few too near the desolation. Sorcerers and shaman work the last Great Beast war begins. His large feral army, bolstered with
countless spells, binding the demon into a large tree, and impale itFormorian mercenaries, clashes with the Atlanteans. The Atlanteans
with bronze spikes. The Nubian mercenaries pledge to watch over do not send their own Andamen for fear that they will turn and
the tree, allowing none to pass their wall of thorn and stone. fight with The Usurper. The battle lasts for five months as Zal pushes
towards the capital. The city of Atlantis prepares for a siege, but Zal
The Boy Usurper and his forces suddenly board their great barge and leave the field
Zal, an albino boy from Turan, claiming to be a born of true of battle traveling east. The Formorian mercenaries are left to fend
Atlantean blood and raised by wild animals, emerges from the desert for themselves. Most are captured or killed. Zal’s current location is
wastes. The boy is always in the company of an Owl-woman called unknown.
Simurgh the Watcher and her coven of Owl-women disciples. Zal
commands an army of varied Andamen. He makes himself known The Disappearance of the Makara
by seizing the Tharshesh outpost of Tarsharon, outside of Joppa The Tritons report the abandonment of several underwater
in Zin. The boy-general is possessed of almost godlike power and settlements belonging to the Makara. Traders at sea report seeing
arcane magics beyond his apparent 11 years of age. Every Beast-man a great migration of sea devils going towards the continent of Mu.
he encounters falls to his knees and swears and oath of allegiance.
The boy and his army travel in a large and ancient barge that moves 509 M.K.
across both land and sea with ease.
The Current Day
The Pirate Queen
Zenobia, a renegade princess of Sheba, harasses trade ships along
the Gondwanan coast near Ophir and Tharshesh in Europa. So
successful is her pirate enterprise that sailors and traders alike give
her the title “Queen of the Pirates.” The traders of Tharshesh offer
a bounty on her head large enough to make a man a king. So far,
the elusive Pirate Queen has managed to elude capture and send the
heads of the bounty hunters to the Tharshesh merchant guilds that
employed them.

507 M.K.
Battle of the Abyss
Atlantean sailors recently lost near the Netherrealm report seeing
a First Age city, perfectly preserved in glacial ice, on the coast. Its
pyramid still functions and its wealth sits on display, frozen on the
bodies of strange creatures that litter the city streets. Sheba, Atlantis,
Tharshesh, Khitai, and Khemit send fleets to pillage the city and
take its treasures back home. Battle soon erupts between the fleets,
lasting for two weeks. Gelatinous creatures rumble up from beneath
the city indiscriminately killing every living thing in the ancient city
and sink several boats before the fleets can make their escape. The
frozen dead animate and attack those remaining in the ancient city.

508 M.K.
The Great Darkness and the Coming of the Worm
A new foe and his legion of undead walk from the Hordelands of
Eria, exalting the name Wormwood. The legion of bloated corpses
and foul beasts overrun many small trading outposts and villages,
filling their ranks with the newly fallen. Several of the ghouls are
captured and examined by wisemen in the area. They discover a
horrifying truth: the corpses of the dead are being consumed and
controlled from the inside by large, white maggots. The undead
legion calls itself the Conquering Worm. They threaten not only
Gondwana, but the entire world. Atlantis sends an elite force from
the Kadesh academy to meet and dispatch the Worm. A line is
drawn.

15
Chapter 1: Amphisea

T he jungle sun burned through the morning haze, causing the copper-decorated
cranes at Ampator’s docks to blaze to life. Even at this early hour, the portside
hummed with life as hundreds of longshoremen, mostly humans and Nethermen,
threaded their way to and from the trade vessels carrying impossibly heavy loads.
The place reminded Agathon of an anthill, with the stevedores as workers feeding the
queen— Amphisea’s greedy merchant district.

Glancing over his shoulder, Agathon saw the Palace of Emulsive Delights, home to
the Prince of Amphisea, towering over the city from its hilltop perch. The clink of metal
on stone dragged the scholar’s mind back to the present, and looking around he spotted
three people approaching: the mercenaries Agathon hired to help him in his endeavor.
Villains kidnapped the boy Edris, one of his students, the day before, just as he left
Agathon’s makeshift schoolhouse. The child’s father, a powerful merchant, made it clear
that Agathon bore the responsibility to recover the boy. This still puzzled Agathon;
surely a wealthy merchant could find someone better suited to the role of rescuer than
an ailing scholar-priest?

It mattered little now; a few enquiries uncovered the kidnapper’s identity: Musodo
Anaboa, notorious relic-hunter and criminal. Authorities from Atlantis to Sheba wanted
the Lemurian for questioning, not that any of them had been smart enough to capture
the giant. Everywhere he went, legends flooded the marketplaces and bars of Anaboa’s
mastery of Lemurian science, his puissance in the alchemical arts, and his total lack of
morality when it came to achieving his obscure goals.

Anaboa’s ship left the harbor an hour after the kidnapping, bound for Diaprepea,
or at least that what the seer Agathon engaged claimed. The old Atlantean didn’t know
what to expect, so he prepared for the worst; hiring mercenaries and a fast ship with
the bag of gems Edris’ father had practically thrown at him. The mercenaries came with
sterling reputations but Agathon wondered; they looked more like pirates and thieves
than heroes to his aging eyes.

Striding out in front, came a Nubian warrior in full battle dress, long of limb, sheathed
in hard muscle, and bearing the spear favored by his people. The smile that split his face
would have looked a little quirky on a lesser man, but on the Nubian it just added
to his intimidating presence. The warrior extended his hand to Agathon, who took it
reluctantly and immediately regretted it as his arthritic bones crunched in the Nubian’s
iron grip. “Donobey, till iron release me, I am yours,” the warrior said, in a ritualistic
manner that Agathon recognized as a Nubian oath-contract.

“My thanks. May the iron that releases you be mine,” Agathon replied, sealing the
contract.

Donobey grinned even wider in appreciation and gestured to his companions. The
pair presented a study in contrasts: a massive Lemurian and a slim-figured Triton woman.
The Triton’s liquid-black eyes gave away nothing, but her assured stance and scarred
stomach bespoke her experience. The Lemurian stood impassively, tinkering with one
of the many belts that crisscrossed her chest while Agathon tried to puzzle out her facial
expression, wishing he’d spent more time in the company of Lemurians so he might read
them better.

“The tall one calls herself Caerwyn. I like to call her Ironjaw; I saw her take a troll
fist to the face without blinking. She claims to be a scholar but I’ve never seen a scholar
snap a man’s neck before.” Donobey’s introduction seemed to make the Lemurian
uncomfortable, but she managed to nod before the Nubian continued. “The green-skin
is Thalmia; she’s a decent sorceress but don’t let on I told you that.” The Triton quirked
her lips, just a shadow of a smile, and raised a hand in silent greeting.

16
Agathon gave a brief nod to the gathered companions. “We’d best be off, I can
explain our task on board the ship.” The Atlantean led the way onto a small ocean-
going sailing ship, barely noticing the name; Shango’s Price.

17
ATLANTIS: The Second Age

Chapter Two
Hero Creation

18
ATLANTIS: The Second Age

The Hero’s Journey


Character Creation
To be a god
First I must be a god-maker: What Players are
We are what we create. creating
James Oppenheim, Players are creating a Hero
that is favored to achieve his
destiny and hopefully escape his
Creating a Hero in ATLANTIS is a bit different than in most games that use the Omega system.
fate. The player characters are
In keeping with the feel of Sword and Sorcery fantasy that ATLANTIS is trying to emulate, the special in some way, a cut above
system has been geared to give the game and the characters a more Sword and Sorcery-inspired feel. the rest and a paragon of what it
Heroes all have at least one thing in common: they are, in some way, touched by greatness. This means to be a Human. The Hero
touch may be favoritism by the gods, an auspicious birth, or a burning drive to achieve immortality is unique. He is not like Batman™,
through the fame of one’s deeds. Whatever the case, the characters are a step above normal, everyday Doc Savage™, a Ninja, Han Solo,
folk, and their backgrounds and histories reflect that, setting them apart from the rest. a Cleric, or a Fighter; he is a
Sword and Sorcery Hero.
First-time character creation may take quite some time as the players, as a group, are collectively
The characters should be
creating a history and shared narrative. painted with broad colorful
strokes, leaving the subtle details
Hero Creation to be filled in during play. The Life
Paths may look daunting, but they
Step One: Choose a Race
are there to give your characters
• The first step in creating an ATLANTIS player character is to select the character’s race. a bit of shared history between
This choice will determine the character’s general worldview. Additionally, each race will them.
have a list of base Attribute ratings and innate racial abilities. These serve to differentiate Create a character that is truly
the races and cultures from each other. deserving of the mantle, a “Hero`”
who brings Renown to you and
the gods. It is your destiny!
Step Two: Choose a Culture
• Where is the Hero from? What part of the world? The Hero’s land of birth will determine Character Creation as
his base skills and possibly influence his outlook on life. a group activity
The character creation method
Step Three: Choose a Profession presented is more fun when not
done in a vacuum. All interested
• What does the Hero do for a living? There are four core professions on which a character parties should sit together and
may be built. Once he has his general profession, it is encouraged that a Hero be discuss who and what they want
embellished a bit to make him unique. to play. This will give everyone
a chance to talk about how and
why their characters know one
Step Four: Walk Life Paths
another.
• Where has the Hero been? What has he done and seen in his time before the start of the
game? By randomly rolling on the Life Paths charts, the player will further enhance and The Life Path is the
enrich the Hero with events, dramas, and tragedies that will round out and help define player’s muse.
the Hero. Hearing where the Life Paths
take a character will give everyone
Step Five: Other Details at the table ideas. Suggestions will
start flying as to how to intertwine
• Next, the Hero will spend a 30 Customization Points to build the character he envisions character histories. There are
and make him his own. hundreds, if not thousands, of
• Finally, once the Customization points are spent, the player determines his Hero’s Hero twists and turns the paths can
Points, Hit Points, name, and age. take, and connections can be
made anywhere along the path.
For example, a player character
may have met one of the other
characters long ago if they by
chance roll the same life event.

19
ATLANTIS: The Second Age

Glossary Attributes
These definitions provide you Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS.
with a general idea of what each
term means; they are described Intelligence (INT)
in more detail within the book. A measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor
Terms italicized within each whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps,
definition refer to another entry dialects, or writings; appraise the relative value of goods; solve puzzles and mysteries; and so forth.
within this glossary. -8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf ), -3: Dolphin, -2: Simpleton, +0:
Average Human, +3: Genius, +5: Polymath
Action: A task that the
character undertakes, or something Perception (PER)
that the character does; like give a
speech or climb a wall. A measure of the individual’s sensory awareness, taking into account the abilities of sight,
hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents.
Attributes: Attributes
Perception is the deciding factor whenever an individual attempts to detect unseen presences or
represent natural abilities, such as
ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in
strength, intelligence and dexterity.
surroundings, or utilize any sensory ability.
Character: A player’s in-game
-5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl
persona; also referred to as the
Hero. PER WIL
Combat Difficulty: A number Will (WIL)
representing how challenging it is A measure of the individual’s willpower,
to attack someone or something; determination, faith, and wisdom. Will Rating
equal to the active defense value determines how well a character is able to INT CHA
or the passive defense value resist temptation, bribery, seduction, torture,
(usually the opponent’s Evade Skill coercion, interrogation, or influence.
Rating). -3: Human Child, +0: Most Animals,
Critical Failure: A result +2: Stubborn or Tenacious Wild Animals,
represented by a 1 or lower on the +3: Dedicated Philosopher, +5: Oracle DEX CON
Result Table roll, which indicates
something bad has occurred. Charisma (CHA)
Critical Success: A result of MR
A measure of the individual’s powers of
20 or more on the Result Table persuasiveness, including such intangibles as leadership STR SPD
roll that indicates something good and the ability to command the respect of others. Charisma
has happened. Rating affects a character’s ability to lead or persuade other
Customization Points: Points individuals, make a favorable impression, negotiate, bargain, or
used when designing a character, haggle.
to purchase Attributes, skills, or -5: Repellent Boor, -3: Sullen Introvert, +0: Average Human, +3:
other features that represent the Natural Diplomat, +5: Inspiring National Leader
character’s abilities, experience,
and background. CR
Strength (STR)
D20: An abbreviation for
“twenty-sided die.” The D20 is A measure of an individual’s physical power. Strength Rating determines how much weight a
the only polyhedron die used in character can carry or lift, how much damage a character does with a hand-held weapon, and so
ATLANTIS. forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a
Damage Rating (DR): The door, and restrain other characters or creatures.
basic amount of damage a person -8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5:
or item can do before modifiers Lion, +8: Bull
such as armor effect value.
Damage Total: A number Dexterity (DEX)
representing how much injury or A measure of the individual’s agility, coordination, and maneuverability. Dexterity Rating is
destruction something has caused an important factor in most physical skills and determines how well a character can perform acts
after modifiers. of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object.
Defaulting to an Attribute: -3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7:
Using the Attribute when the Squirrel
character doesn’t have the needed
skill.
Difficulty: A number
representing how challenging it is

20
ATLANTIS: The Second Age
Constitution (CON) to perform an action.
A measure of the individual’s endurance, stamina, and durability. Constitution Rating Degree of Difficulty (DoD):
determines how well a character can resist the effects of disease, wounds, poisons, toxins, exposure, The bonus or penalty that modifies
hunger, and thirst. the D20 roll.
-4: Phthisis (“Consumption”) Sufferer, -2: Indolent Epicurean, +0: Average Human, +2: Athlete, Hero: The Player Character in
+4: Wild Boar, +5: Champion Marathon Runner, +8: Elephant a game of ATLANTIS.
Hero Point (HrP): A bonus
Speed (SPD) representing a surge of adrenaline
A measure of how swiftly an individual is capable of moving, either on land, in the water, or that extra luck the main
through the air, or by other means. Speed Rating determines initiative in combat, as well as attempts characters of a story seem to have.
to pursue others or escape pursuit. Hero Points allow the player to
-5: Immobile, -4: Tortoise, -2: Mouse, +0: Average Human, +3: Serpent, +5: Champion add additional points to his D20
Sprinter, +7: Fox, +10: Horse, +12: Deer, +14: Hare roll.
Hit Points (HP): The amount
of injury a character can sustain,
Combat Rating (CR)
listed as a number. The damage
A measure of a character’s natural ability in combat situations. It reflects a combination of total is subtracted from the
physical and mental attributes, cultural and social factors, biological traits, and personal inclination. character’s current Hit Point total.
Combat Rating serves as the modifier for most combat-related skills. Combat Rating affects a Intent: Intent is a player’s
character’s ability to attack as well as defend. description of what his or her
Hero hopes to accomplish by a
Magic Rating (MR) particular action.
A measure of a character’s natural ability to sense and manipulate the flows of magic in the Golden Lotus (gl): The
world. It reflects a combination of mental attributes and physical senses, as well as cultural and standard monetary unit of the
psychological factors. Magic Rating serves as a modifier for magic-related skills and powers. The ATLANTIS setting.
Attribute unlocks the inner power of the Hero to manipulate the universe. Modifier: A number that is
added or subtracted from another
number to represent anything
atypical in a typical situation.
Opposed Action, Opposed
Difficulty, Opposed Roll:
Whenever a character attempts an
action that is directly opposed by
another individual or creature, the
opponent’s ability rating is used as
the Degree of Difficulty (DoD).
Protection Rating (PR): A
number representing the amount
of protection a defensive covering
provides.
The Shakers of the Renown: The quantified glory
World of a Hero, measured in points. The
The following rules are not more points of Renown, the better
meant to create the normal recognized the Hero.
and mundane people of the Result Table: The universal
antediluvian world (the NPCs),
table used to determine the success
but the Movers and Shakers who
or Failure of an action.
alter the world and leave change
in their wake. Round: A unit of time, equal
Mundane peoples of a to six seconds in the game world.
particular race do not have all the Figuring out what happens in a
special abilities noted under the round can take longer.
races, and are described in the Scale: A game mechanic used
Adversary chapter. to represent how opponents of
vastly different sizes can affect each
other differently in combat.
Skill: Skills are abilities
acquired through training and
practice.

21
ATLANTIS: The Second Age

The Root Races of the


Antedeluvian World
“History is a hungry beast that sates its boundless appetite with the blood of beings long since
passed from this world.” -Petranova, Atlantean Scholar.

A thousand years ago, Ulithis, the mad oracle of Amphisea, pronounced that there were to be
seven root races, each destined to rule the world for a time. The arrival of the last would herald the
beginning of a new cycle. Part of the seer’s crazed ramblings can be found in the Scrolls of Neberin
and are a cause for much debate amongst scholars and philosophers alike.
What’s in a name? There is little doubt as to the identity of some of the races; the Jinn, the Lemurians, the
The Ophidians go by many Ophidians, and the Atlanteans are all considered to be root races. The Humans, Nethermen,
names; they are called Anunnaki,
Andamen, Makara, and Ahl-at-Rab all vie for consideration, and there are philosophers who believe
Ophidians, Naga, Saurians, and
Serpent Men by outsiders. It is that there are yet unknown races who will come from the stars to claim their place in the world.
said that Set has a special name
for his children that forces them
to obey the speaker. Of course, The First Root Race
anyone who discovered this
name would likely die a very quick “Shaped in fire, born of chaos, and doomed to fade, their empires shall rise and fall before the
and unexplained death. moon holds a cradle.” -Ulithis, the mad oracle of Amphisea

The first root race was shaped by the Elder Gods, birthed from the primordial cosmic energies
of the planet. Wild and malleable in nature, this race was not easily destroyed in the chaos of the
time before time. These beings existed in the folds and crevices of the Elder Gods as they slept
and fed on the dream-potential of these cosmic dreamers. In their time on earth, these “Endless
Ones,” as they were called, created many wondrous things and infused much with their mercurial
potential. Today these “endless” beings are known as Jinn.

The Second Root Race


“Nothing but a tool, an artifice born of jealously and rage, the second ones shall never walk the
Earth but will rule over all again and again.” -Ulithis, the mad oracle of Amphisea

There are several very distinct sub-species of the second root race, which grew from Set’s power
on the continent of Mu. The Ophidians were the first, dark lords with limitless ambition and a
thirst for domination.
Set seeded the seas with the dread Makara, while the Ophidians ruled the land of Mu. During
the thousands of years they controlled the earth, they warred against one another and played with
dark magic, perverting the abundant Vril energies.
They would still rule to this day, if not for the God Wars that took the greatest toll on the
Saurians. During the wars, the Ophidians were slaughtered by the thousands, first by Olódùmarè
and later by the Orixa. The rise of the next race would put an end to the Saurian domination of
the Earth.

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ATLANTIS: The Second Age
The Third Root Race
“Children of the one, born of sacrifice, and gifted of beasts. Lords of metal and wood, but eaten
from within as the maggots do an imperfect rose.”-Ulithis, the mad oracle of Amphisea

The first of the third root race is said to have hatched from an amber egg on the continent of
Lemuria. The Lawgiver, as he was called, watched over the rest of his race as they came out of the
trees and became a race of great apes that spread out and colonized the other continents, creating
pockets of civilization on all the corners of the earth. The Lemurians warred against the Ophidians
and their thrall race, the Ahl-At-Rab, and tried in vain to exterminate the Makara who preyed upon
their sea colonies. Unable to match the Ophidian’s use of Vril and magic, the Lemurians eventually
turned toward technology that utilized powerful energies, and became potent adversaries. In the last
days of their dominance on the earth most of the great apes were wiped out in a plague that killed
thousands, including the Great Lawgiver. Devastated, the Lemurians isolated themselves on their
island and now look inward, studying their technology and philosophies in seclusion.

The Fourth Root Race


“Lords, brash, and flush with power. Gods in their minds, yet children in their souls. Flawed
miracles that undo themselves with arts beyond measure.” -Ulithis, the mad oracle of Amphisea

The fourth root race was born amidst the God War and rose to prominence while the Lemurians
and Ophidians battled each other. The Atlanteans appeared whole along a forgotten river that
empties out into the ocean off the eastern coast of Gondwana. They built many cities there before Though some scholars argue
moving on to the island of Atlantis, and it is from this rich fertile land that they grew an empire over the specifics of the Root
that expanded and created colonies throughout the world. races, few can truly dismiss that
For a thousand years, the sea empire expanded in the face of the waning Lemurian and Ophidian the world is not as it once was.
Empires. During the time of the first Beast War, the concerted effort of the Saurians pushed the Though much has been built and
Atlantean colonies back and cooled their ambitions, but this would only last until they focused preserved, much has also been
their attention elsewhere. With the advent of the fifth root race, the Atlanteans began to expand lost. Or, perhaps worse, it was
again, and during the second and third Beast Wars the Atlanteans cemented their place in the simply forgotten and left to fester
world, and ruled unchecked for a thousand years. They created several slave races to serve their in the dark.
needs, even as the humans slowly rebelled. They were ultimately unseated by their own hubris, Caerwyn, Lemurian Scholar
magical experimentation, and civil war.

The Fifth Root Race


“Favoured of fate, fecund, and gifted with the keys to their own demise. Their time draws ever
close but never arrives.” -Ulithis, the mad oracle of Amphisea

The youngest race in the antediluvian world and the one with the most promise, the humans
have sprung up and spread across the world with amazing speed. They seem to be the least connected
to other root races, but shared many common traits with the Atlanteans, who first embraced and
later abused them. The humans soon found the yoke of an Atlantean master unbearable, bringing
about several slave revolts and finally freedom.
The humans seem destined to rule the world as those before them have, especially as the older
races slowly die or fade into memory. The other races wonder why this small young race has the
ability to dominate all four corners of the world, and some believe that this is just a passing age
where they too will ascend and fall spectacularly from grace. Only time will tell….

The Sixth and Seventh Root Races


Ulithis has this to say about the last two races:

“No shape of man nor walker be, they shall flourish in the angles lost to others. Their lies shall
undo the ills of the world, their truth shatter the soul.”
“The last have always been and wait in silent places for us to listen. Whence they came I cannot
say for they have seen me and taken it from me.”

23
ATLANTIS: The Second Age

Step One: Choose a Race


RACES
Below is a list of the races available and the special talents attributed to them. Note that these
are just general overviews of the race, and that many different variations exist throughout the world.
There are many human cultures, for example, and not all of them look or behave identically.
Each race is described in more detail on the pages that follow.
►► Ahl-At-Rab
►► Andamen
►► Atlanteans
►► Humans
►► Jinn
►► Lemurians
►► Nethermen

Ahl-At-Rab
(A.K.A. Lizard Men, Snake Men, Saurians)
Ahl-At-Rab (sometimes called “Sand Devils”) are a warlike species of Saurians who
populate certain deserts and barren wastelands. They are a nomadic race and
continually move from place to place in search of food. They are believed to be
distantly related to the sea-dwelling Makara and are known to have been the one-
time slaves of the Naga.
Although they are not builders, the Ahl-At-Rab are fairly skilled at making
weapons and crude implements, mostly of copper or obsidian. Some tribes
have succeeded in domesticating certain types of reptiles, such as vipers,
sand boas, and the ponderous lizards the Ahl-At-Rab call “sand dragons.”
The Ahl-At-Rab use these giant creatures as steeds and burden beasts, and
often train them to fight along with their riders. Mounted on their sand
dragons, Ahl-At-Rab are able to travel up to twenty miles per day
through most types of desert or barren terrain.
The Ahl-At-Rab live for combat, and will attack even large
groups of armed men without hesitation. Though they possess
ample natural weaponry, the Ahl-At-Rab usually prefer
using spears, obsidian clubs, and war whips made of sand
dragon hide in battle. Both their spears and clubs function
as missile weapons, as well as hand-held weaponry. The
Ahl-At-Rab occasionally use copper or reptile-hide shields
and breastplates, and sometimes affix such protective
devices on their sand dragons. Unless they are hopelessly
out-classed or outnumbered, Ahl-at-Rab will fight to the
death. As they are carnivorous creatures, Ahl-At-Rab
usually devour those they slay in battle, but will not
stop to do so until all fighting has been resolved. They
will take prisoners, both for use as slaves and as a hedge
against times when food becomes scarce. For the latter
reason, prisoners of the Ahl-At-Rab are usually not
mistreated unless they are believed to be spies.
Though once quite numerous, the Ahl-At-Rab are
believed to be a dying race. Few existing tribes
number greater than forty to fifty warriors, plus a
like number of females, young, and old ones. On
rare occasions, two or more tribes will join forces
and travel en masse, but most of the time the Ahl-
At-Rab tribes are too busy warring against each
other to bother with treaty-making.

24
ATLANTIS: The Second Age
The Ahl-At-Rab love the beauty and honesty of violence in all its aspects and some even elevate it
to an art form. Some consider the Ahl-At-Rab brutish but they perform very elaborate plays during
ceremonies and religious gatherings. The plays are gut-wrenching tales of tragedy, unrequited love,
and black betrayals. Many great works of the antediluvian world are believed to be taken from these
plays and re-imagined by other races.

Physical Description:
Humanoid in form, Ahl-At-Rab are slow-moving but powerful creatures. They average about
2m in height, though 2.25m males are not uncommon. All have scaly hides, which range in color
from black to green and tan to dark brown. A fin-like crest runs from the center of the forehead to
the base of the neck, and is believed to help maintain body temperature. Females of the race have
a fan of brightly colored feathers starting at their temples and stopping at the back of their necks.
Like all reptiles, Ahl-At-Rab are cold-blooded creatures. Because of their often violent lifestyle, Ahl-
At-Rab generally live about 45 years.

Personality: It is very difficult to say what


will provoke an Ahl-at-Rab; I’ve
The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat,
seen one spit acid in the face of
a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none
a merchant simply for asking if
for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and
he could offer assistance. They
a dead rival a good life, hoping that when they meet their end it will be upon a heap of broken
are an alien people, the last
enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do
remnants of an age-long past.
not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever
Some communities kill them on
opponent they face into the abyss with them.
sight rather than risk an incident.
Racial Attributes:
Thalmia, Triton Sorceress
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +0 +0 +2 +0 +3 -1 +1 -1
Hit Points: 20

Racial Abilities
Cold Blooded
Ahl-At-Rab need very little water to survive and are almost immune to extreme heat. Ahl-At-
Rab characters receive a bonus of triple their CON (minimum of +3) to any CON resistance check
for heat exposure. Versus cold exposure and cold-based attacks, the Ahl-At-Rab suffer a penalty of
-3 to resist and a penalty to their SPD of -3 for 7-CON rounds.
Acute Sense of Smell
Ahl-At-Rab smell by using their forked tongues to collect airborne particles. When making a
Perception check based on smell an Ahl-At-Rab may add triple their PER to the roll (minimum of
+3).
Natural Weapons
(If it’s the Hero’s first attack in the round, the Ahl-At-Rab may use his claws to attack twice without
a multiple action penalty)
Ahl-At-Rab Heroes are born with fearsome fangs and clawed hands. Bite DR 3, Claws DR 3
(armor piercing).
Poison Spray
Ahl-At-Rab may spit a burning poison at a foe, blinding them for a number of rounds equal
to the Hero’s CON minus their opponent’s DEX (minimum of one round). The foe will suffer a
penalty to all actions that require sight equal to the Ahl-At-Rab’s CON (minimum of minus one).
The Ahl-At-Rab must make a successful to-hit roll using the Athletics Skill + CR for the poison
to land, and if the target is wearing a helmet of some sort, the amount of time the poison is active
is reduced by the PR of the helm. The range of this attack is equal to the Hero’s STR in meters.
Example: An Ahl-At-Rab with a CON +4 spits at a target with a DEX +0. The venom
would normally blind the target for 4 rounds but fortunately for the victim he has a helmet
with a PR 2 protection. The target would only be blinded for 2 rounds.

25
ATLANTIS: The Second Age

Andamen
(A.K.A. Beastmen, Werebeasts, Chimeras)
The Andamen are a race of humanoids created long ago by the Atlantean sorcerers of the First Age
to fight the Beast Wars against the Naga. Once said to be quite numerous, the so-called “Beast-
men” are now considered a dwindling race. Each race was formed for a certain task and used as
slaves and soldiers for their eldritch masters. When the Atlanteans saw no need for the Beastmen,
they were abandoned and left to fend for themselves. Some embraced their bestial nature while
others formed societies and civilizations of their own.
There are several distinct sub-species of Andamen, each created through numerous attempts at
cross-breeding and magical experimentation. The include the lion-men (Nemeans), jackal-men
(Anubim), wolf-men (Asena), jaguar-men (Balam), owl-men (Uluka), gillmen (Tritons), and
bull-men (Taurans or Minotaurs). Regardless of type, all Andamen are
physically altered to suit the needs of their Atlantean creators and are
physically distinct from their baseline human source.
Though most Andamen choose to make their home in wilderness regions,
some have no qualms about living amongst civilized folk. Accordingly, it
is not especially uncommon to find small groups of Andamen living in or
nearby certain larger cities and settlements. Due to their natural abilities,
Andamen are in demand in some regions, where they are sought after as
skilled guides, scouts, hunters, and so on.
The Andamen all share a common origin but have since then become quite
unique in their thinking and philosophy. Below are listed the largest and
most common groups of Beast-men.

Blood of the Andaman


The blood of an Andaman is potent with the magics that first lifted
them from all fours to walk like men. When the blood is mixed in sufficient
quantities with milk and fed to animals, it gives the Andaman a bond with
the beast. This makes the animal loyal to the Andaman and pliable to
taming and training. The blood will only work to make the beast loyal
to the giver of the blood, and only beasts that are of the same ilk as the
Andaman may be enthralled so. An Owlman could never tame a lion and a
wolf could never be tamed by a Triton.
Enough blood must be administered (5 hp a day) for a week to tame the
beast (giving a bonus of +10 to animal handling roles). Once the animal is
tamed the beast will consider the Andaman its friend.

Silver Allergy
Because of their alchemical nature all Andamen suffer from an allergy to
silver. Handling silver items will cause irritation and discomfort resulting in
a -5 penalty to all actions while in prolonged contact (more than 2 rounds).
Silver weapons cause double damage and leave blistering injuries that take
twice as long to heal.

26
ATLANTIS: The Second Age

27
ATLANTIS: The Second Age
Anubim (the Jackal-Men)
Used as guards and enforcers for the Atlantean generals during the Beast Wars, the Anubim
were loyal and quick to action. Standing over 1.5m tall with a wiry, lean build and the heads of
jackals, Anubim are covered in short, fine fur ranging in color from jet black to a dusky gold. Most
Anubim adorn themselves in gold and lapis jewelry that contrasts their fur.
Personality:
I like the Anubim, they are wise Anubim are serious and even-tempered individuals who do what they say and always keep their
and the most predictable of the word. Anubim are loyal to those they call friends and would lay down their life for a loved one
Andamen, and I include my own without hesitation. If an Anubim considered you a brother you know that he will follow you to the
race in this. ends of the world and expect the same from you.
Thalmia, Triton Sorceress Anubim are also the most clever and wise of the Beast-men and were used as assistants to the
Atlantean magi they served. In that time, they quietly learned the ways of magic in secret, hiding
this from their masters.
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +2 +0 +0 +0 +0 +0 +1 +1 +0
Hit Points: 18

Racial Abilities
Natural Weapons
Anubim are born with fearsome fangs. Bite DR 4.
Beast Language
Anubim have the ability to communicate with jackals,
dogs, wolves, and similar creatures to a limited degree.
This gives them a bonus equal to the CHA +3 (minimum
of +3) to Animal Handling Skill rolls involving wolves
and dogs.
Acute Sense of Smell
Anubim have an enhanced sense of smell. When
making a Perception check or Tracking roll based on
smell, the Hero may add double their PER to the roll
(minimum of +2).
Man’s Best Friend
Of all the Andamen, the Anubim are the most closely
allied with humans. When acting in a coordinated effort,
the human (non-humans gain only half the bonus round
up) and the Anubim both gain a bonus equal to triple the
Hero’s PER (minimum +3). The bonus only applies to the
first dice action in a given round for everyone involved
(maximum number of participants equal to twice the
Hero’s INT, minimum of 2). The coordination lasts only a
number of rounds equal to the Hero’s PER +5 (minimum
of 5 rounds) and may be used only once per day.

28
ATLANTIS: The Second Age
Asena (Wolfmen)
The wolfmen range in colors from black and dark brown to pale gray and white (the rarest).
Standing 1.8m tall and weighting over 115kg the Asena are powerful trackers and warriors.
Personality:
The Asena are relentless when angered and will hold a grudge until the sun burns out. The
Asena are a practical people who live in societies based on strength and cunning. The largest and
most powerful wolf must also be the most clever in order to lead. Asena do not respect weakness
and only lament the dead for an instant when a loved one is lost.
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +0 +1 +0 +1 +2 +2 -2
Hit Points: 20

Racial Abilities
Natural Weapons
(If it’s the Hero’s first attack in the round, the Andaman may use his claws to attack twice
without a multiple action penalty)
Asena are born with fearsome fangs and claws. Bite DR 3, Claws DR3 (armor piercing)
Relentless
When pursuing quarry, the Asena will endure and keep going. Once per game, the
Asena may add triple their WIL (minimum of +3) to any roll as long as it pertains to their
target.
Acute Sense of Smell
Asena have an enhanced sense of smell. When making a Perception check or Tracking
roll based on smell, the Hero may add double their PER to the roll (minimum of +2).
Wolf Pack
The Hero fights best in a group of like-minded individuals. When a Hero is with a
group that it considers its “pack,” he may provide a bonus (if he is the Alpha or leader)
equal to twice his PER (minimum of +2) to all damage done to a single target. The
group must be surrounding the target and make a concerted effort at attacking
it and the Hero must be the first to act.

The Asena come in two


flavors: those that still trust the
Atlanteans and those that believe
they were betrayed by them. You
don’t want to meet the latter
group; they are like rabid dogs
and should be treated as such.
Thalmia, Triton Sorceress

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ATLANTIS: The Second Age
Balam (Jaguar Men)
Large and powerfully built, the spotted bodies of the warrior Balam stand over 1.8m tall,
weighing 80 to 90kg. Most males wear necklaces made from the teeth or bones of dead ancestors.
In some families, prized or great ancestors’ bodies are stripped at death for the sacred bones.
Personality:
Balam are crafty and clever people, constantly on the lookout for ways to better their situation.
Incurably selfish, the Balam focus almost entirely on their needs and wellbeing. Quick to anger,
they solve most of their problems with physical force; fools and the weak are never suffered.
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +1 +1 +1 +2 +2 -2
Hit Points: 18

Racial Abilities
Natural Weapons
(If it’s the Hero’s first attack in the round, the Andaman may use his claws to
attack twice without a multiple action penalty)
Balam are born with fearsome fangs and claws. Bite DR 3, Claws DR3
(armor piercing)
Cat Prowess
Balam have the ability to leap a number of meters into the air
equal to their STR + SPD.
When falling, the Hero has the natural ability to fall on her
feet, and subtracts her DEX in meters (minimum of 2 meters) for
the purpose of determining falling damage.
Night Vision
The Hero’s eyes amplify existing ambient light, allowing
him to see well in conditions of darkness. Normal penalties
for darkness are halved and the Hero receives a bonus to
Perception rolls equal to triple his PER (minimum of +3).
In pitch darkness the Hero is as blind as anyone else.
Climber
Balam are excellent climbers and user their claws
and natural deftness to make easy work of most vertical
surfaces. When climbing, a Balam may add twice his DEX
(minimum of +2) to the Athletics rolls.

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ATLANTIS: The Second Age
Owlmen (Birdmen, Flyers, Uluka)
Used as aerial forces, the Owlmen closely resembled normal Atlanteans in the beginning,
with dark skin and large powerful wings on their backs. Soon, the magics that created them
took hold tightly and formed them closer to the beasts they were bred with. Now Uluka
are covered in a light coat of feathers ranging in color from black to brownish red. The
Owlmen are lithe and wiry standing 1.5 to 1.75m tall, typically weighing 45 to 50kgs.
The Uluka took the last of the Atlantean’s sky fortresses as their home and built and
expanded the keep into a small city held together by adamantine chains and connected
by ornate rope bridges. The magic that keeps the city afloat is slowly failing and all know
that soon the drifting city will fall to the ground. Currently the Uluka are looking for a
place to settle their city high in the mountains.
Personality:
The Uluka are a quiet and introspective people who are honest and plain-spoken. They are
always clear in how they feel and straightforward in how they express it. Other races find this
troubling or off-putting since the ugly truth is sometimes hard to stomach.
The Owlmen are a peaceful people, but this does not mean they are pacifists. They will pursue
every avenue to a non-violent solution, but when all corridors to peace are blocked they will fight
with a furor and savagery that would make a Nethermen ashen with fright.
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +1 +0 +0 +0 +0 +2 +0 +0
Hit Points: 18

Racial Abilities
Lords of the Sky
The Uluka are winged creatures who are at home in the sky. When flying Uluka move at triple
their SPD (minimum of +6).
Silent Flight
When in flight an Uluka is very silent and may add triple her DEX (minimum of +3) to any
stealth roll.
Beast Language
Uluka have the ability to communicate with birds to a limited degree. This gives them a bonus
equal to the CHA +3 (minimum of +3) to Animal Handling Skill rolls involving avian life.
Owl Perception
The Hero has incredible perception and may hear and see at greater than normal distances with
amazing clarity. The Hero receives a bonus to sight- and sound-based Perception checks equal to
triple their PER (minimum of +3). All sight-based range penalties are reduced by one range step
when targeting with a ranged weapon.
Rarified Air
The Owlmen are used to operating in very thin air and do not suffer as badly as others in
such environments. In thin atmospheres the Owlman may operate normally and when holding his
breath may do so for twice as long as a normal person.

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ATLANTIS: The Second Age
Nemeans (Lion Men, Kings of Beasts, Feral Lords)
The generals of the Beast-men armies during the war with the Naga, the Nemeans are almost
always gold in color but occasionally a rare instance of a black-furred Nemean is seen. Both males
and females are fierce warriors of this species and all are known for their commanding roar and
how the other Beast-men defer to them (perhaps something imbued in them by the Atlantean
masters). Nemeans are known for their arrogance and demand that they be considered first in
status. Nemeans stand 1.75 to 2.25 tall and weight 95 to 130kgs.
Personality:
The Nemeans are born with an innate sense of entitlement and assume that other Andamen will
defer to their regal nature. Haughty and full of themselves, the Lion-men are quick to anger when
they are crossed but are patient enough to wait for the right moment to exact their revenge. Their
regal and conceited nature is repellent to most but Lion-men see this as jealousy at their inborn
greatness. To a friend the Nemeans are loyal and will do everything, including sacrificing their life,
to help.
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +1 +2 +1 +0 +1 +0 +2 -2
Hit Points: 20

Racial Abilities
Natural Weapons
(If it’s the Hero’s first attack in the round, the Andaman may use his claws to attack twice
without a multiple action penalty)
Nemeans are born with fearsome fangs and claws.
Bite DR 4, Claws DR3 (armor piercing)
Lord of the Beast-men
Among the Andamen the Nemeans are kings. All
social interactions with other Beast-men has a bonus
of triple the Hero’s CHA (minimum of +3).
Beast Language
Nemeans have the ability to communicate with any
canine, feline, aquatic, or avian life to a limited
degree. This gives them a bonus equal to
the CHA (minimum of +1) to Animal
Handling Skill rolls involving many
Character Creation:
Step One creatures.
Will is sitting down to make Lion’s Roar
a character for Marie’s Atlantis The roar of a Nemean is used both
game. Looking over the races to inspire allies and strike fear into
and their capabilities, he decides enemies. When used to inspire the roar
that he is going to make an gives the Hero’s allies a bonus to one dice
Andaman, specifically a Nemean.
roll (designated by the Hero) equal to twice
On a piece of paper, he jots down
the Nemean racial package for his CHA (minimum of +2).
Attributes and Special Abilities. When used to instill fear, those opposed
Already his Nemean is strong to the Hero must make a WIL roll with a
of will, charismatic, strong, DoD equal to triple the CHA (minimum of
and sturdy. As a Lion-man he +3). If they fail, they suffer a penalty equal
has claws and fangs, can talk to the Hero’s CHA for a number of rounds
to animals, lords over other equal to the Hero’s CON+1
Andamen, and has a ferocious
The Lion’s Roar is taxing and may
roar.
only be used (in either capacity) a number
of times of day equal to his CON (minimum
of once a day).

32
ATLANTIS: The Second Age
Taurans (Minotaurs)
The large bull-men are feared for their great strength and infinite rage. Standing 2.25–2.5m tall
and weighing 136–181kgs the Taurans are the largest of the Beast-men and are known as bullies
and blowhards. All Taurans have horns and the larger the horns the more prestige they enjoy in their
society. Tauran horns are adorned with many rings (the more the better), and they wear gold horn-
rings, ear-rings, nose-rings, and torcs as a sign of status. The saying, “Neck as strong as a bull” comes
from the fact that Taurans wear so much gold that a normal neck would snap under the weight.
Personality:
Boastful and lusty, the Taurans live life to the fullest and expect those around them to do so
as well. Taurans eat, drink, slay, and love with equal zeal and never a day goes by that they do
not do one of these things in excess.
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +4 +0 +2 +0 +2 -2
Hit Points: 25

Racial Abilities
Natural Weapons
Taurans are born with prodigious Horns. Horns DR5.
Bull Charge
Taurans may attack an enemy by charging at him with his horns. The attack suffers a
-5 penalty above what is needed to hit but if successful he hits his opponent for 15 Points
+ STR and knocks his opponent off his feet. The target must spend an action to regain his
footing.
If the Tauran fails in the attack he loses an action next round and on a Critical Failure he
hits something hard with his head and must make a CON roll with a DoD-10. If he fails he
suffers a -2 penalty for 6-CON rounds (minimum of one round).
Strong as a Bull
Tauran strength and stamina is legendary. The Hero may take damage that would kill another
being (zero Hit Points) and continue to stay on his hooves and be active for a number of round
equal to twice his CON (minimum of 2 rounds).

33
ATLANTIS: The Second Age
Tritons (Gillmen, Mermen)
Used in the Beast Wars to fight against the Naga leviathans and Makara forces, in the beginning
the Tritons resembled closely the normal humans from which they were birthed, but the alchemical
magics soon twisted them into the form they hold today. Now unsuited for the surface world,
Tritons must wear special apparatus at their necks to breathe out of water.
Tritons stand 1.5–1.8m and weight 68–90kgs. Their skin ranges in color from green to blue,
with accents of reds and gold on scales that shimmer with a metallic sheen. Their large, black eyes
The Tritons may be the most
are well-suited for the aquatic depths they reside in.
overlooked of all the Andamen.
Personality:
Though they cannot truly travel
far from the water for long, The Tritons are clear and even-tempered thinkers that act in the best interest of their society.
beneath and atop the waves they They are never eager for violence but act with efficiently when presented with hostility. Triton
are the masters of the sea. diplomats and tacticians are sought after all over the world.
Caerwyn, Lemurian Scholar
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +0 +1 +0 +0 +1 +0 +2 +0 -1
Hit Points: 18

Racial Abilities
Aquatic
The Tritons are born of the water and are at home in the crushing and cold depths
of the sea. In water, the Triton may move at triple his SPD (minimum of +3) and may
breathe freely. When on dry land, the Triton is awkward and unaccustomed to land
movement, acting as if her SPD is -1 (only for distance moved and not initiative).
Tritons may only survive outside of water for CON + 1 hours (minimum of 1 hour)
before suffocating. To counter this all Tritons are given a small water bladder apparatus
that fits to their neck. The device must be refilled every 4 hours to work properly and
with it a Triton may stay out of water indefinitely.
Beast Language
Tritons have the ability to communicate with aquatic life to a limited degree. This
gives them a bonus equal to the CHA +3 (minimum of +3) to Animal Handling Skill rolls
involving sea life.
Night Vision
The Hero has the ability to amplify existing ambient light allowing him to see. Normal
penalties for darkness are halved and the Hero receives a bonus to Perception rolls equal to
triple his PER (minimum of +3). In pitch darkness the Hero is as blind as anyone else.

34
ATLANTIS: The Second Age

35
ATLANTIS: The Second Age

Atlanteans
(Little Gods, God-Kings, Noble Creators, Lords of the Earth, Man Shapers)
Though they are but the fourth root race of seven, to hear the Atlanteans speak it is as if they
are greater than all the others before them. They were not a construct of any of their predecessors,
instead seeming to come into existence on their own (an oft-spoken and oft-denied rumor is
that they came from some other world or dimension, escaping some great cataclysm or other).
They did not experience an early period of growth or evolution — physical, mental, or social
— but instead always were exactly what they are: a confident, arrogant race that presumes
themselves superior to all others, and has generally had the talent and strength to back up
such claims.
The Atlanteans are known for many things, all of them done seemingly without any
sense of humility, shame, or fear of failure. And when seeming defeat has come their way,
the Atlanteans have always been quick to argue it was all part of the plan. When they chose
to create an empire, it spanned the world and rivaled all others before or since, and when that
empire was gradually pushed back, it was done with a sense that such a tactical retreat was in the
Atlantean interest.
Although they no longer hold the position of superiority they once did — that mantle belongs
now to humans — the Atlanteans still argue that the future is theirs to grasp. Some claim that they
are already constructing yet a new slave race to help them recapture what was once theirs; others
say that humans are in fact that race, secretly being manipulated from behind the scenes by these
cunning taskmasters. Whether or not this is the case, and whether or not the Atlanteans truly
believe any of it — or are merely pretending — is unknown; just how they like it.

Physical Description:
With skin the color of polished mahogany or deep bronze, the statuesque Atlanteans stand above
all other men on earth. They wear their kinky hair in long wavy locks, oiled with exotic fragrance
and sprinkled in gold and silver flakes. Their eyes are the color of gold or emeralds (sometimes
a mixture of both) and their inviting lips the color of pitch. The Atlanteans are all beautiful and
gracefully built; the idea of perfection in a primitive world. All Atlanteans stand at least 1.8m tall,
weighing around 68 to 90kgs.
Whenever possible, Atlanteans wear fine clothing made from exotic fabrics from far-off lands,
arms, hands, legs, and feet adorned with precious metals and gems.

Personality:
Most other cultures think the Atlanteans arrogant, cold, and condescending, always looking
down their noses at the other races as if they are beneath them. The Atlanteans would say this is
Atlanteans, masters of land true and that most other races are like children to them, lost in the world and likely to remain so
and sea, what else is there to without their seneschals to look after them.
say? I still get the urge to throw The Atlanteans believe it is their destiny to rule, a right given them by their god. What some see
myself to the ground when I as cruelty, they see as compassion and a steady hand.
meet one. Some residual mental Most of the races see them as depraved and hedonistic but the Atlanteans see the world as
conditioning, no doubt. something to be explored and brought low before its rightful masters. Sex is casual and meant to
Thalmia, Triton Sorceress be explored, drugs expand the mind and enlighten the soul, and food and wine is to be consumed.
The world is their paradise.

Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +1 +0 +0 -1 +0 +0 +0 +0 +4
Hit Points: 20

36
ATLANTIS: The Second Age
Racial Abilities
Aura of the Gods
Atlanteans get bonuses in social situations because the world has been conditioned to deal with
them. They receive a bonus equal to double their CHA to Leadership rolls.
Unearthly Beauty
They can never be mistaken for anything but an Atlantean. They are always in some way
beautiful. The Hero adds double his CHA (minimum +2) to any social situation where physical
beauty may be an advantage.
Vril Masters
They alone can control Vril to its maximum effects.
Vril items add the Hero’s MR rating (minimum of +2)
to the Vril item’s effective rating. The Hero chooses
one Attribute and may augment it in some way.
Example: A weapon may increase the
DR, reduce the STR needed, or increase
the accuracy. A vehicle could be made to
move faster by increasing the SPD, a suit
of armor may have its PR increased,
etc. The GM and player should
decide how the item’s enhanced.
When drawing power from a Vril-
enriched area the Atlantean Hero may
double his MR for the sake of the
amount of Hero Points drawn.
Beast Lore
Because they were the original
seneschals of the earth, they know
the names of every beast that crawls,
swims, or flies (INT roll with a DoD
determined by the GM). This also
gives them some slight authority over
the Beast-men they created. When
encountering an Andaman they will
be the last to ever be attacked and in
social situations they gain a bonus
of 2 + CHA (minimum of 2, does
not stack with the Aura of the Gods
ability).
Vice
All Atlanteans have some sort
of vice that holds them in its thrall.
Vice is a practice or a behavior or
habit generally considered immoral,
depraved, or degrading in the
associated society. Some indulge in
drinking or another intoxicant, while
others embrace the pleasures of the
flesh. The Hero must indulge in his
vice once per day to keep his soul
sated. If he cannot, his mind becomes
addled and his disposition becomes
foul. The Hero’s INT, WIL, MR,
and CHA are penalized by -1 per
day that the Hero must go without.
Once he has quenched his “thirst,”
his Attributes revert to normal.

37
ATLANTIS: The Second Age

Humans
(Men, the Earth Children, Children of Edom)
Humans work the land in every nation, comprising the majority of the world’s population.
They are slaves and serfs, beggars and bandits. They are alchemists and scholars, nobles and kings.
Many humans harbor hatred or mistrust for the “lesser” races and monsters. In some nations,
this attitude is more pronounced than in others, just as such a demeanor often depends on a
person’s education, religious beliefs, or social rank. In all things, humans are a race most affected
by the events around them. Just as the highest king or queen deals in war and the intricacies of the
courts, so does the lowest peasant listen for news of a coming battle or seek signs to indicate the
quality of a harvest. Humans are unique among the races, for they are not shut away from world —
they are the world. Kingdoms rise and Empires fall by the actions of all men and women.

Physical Description:
Human adults generally range between 1.5–1.8m in height, weighing between 56–60kg,
although there are many larger and smaller, lighter and heavier humans. Those who live without
the need for toil or effort are often prone to corpulence and fatness, while a peasant who works
hard and a soldier that practices with the blade will be able to keep themselves reasonably healthy
for their whole lives, short of suffering injury or illness.

Personality:
The diversity among humanity varies among the nations of the Second Age. The Atlanteans and
other humans such as those of Khemit, Minoa, or Khitai live fairly safe lives. They want for little,
save ever-increasing wealth and power. Others, not fortunate enough to be born in such civilized
places, must struggle simply to survive; they are one drought or monster raid away from starvation
and death. The nations of men and women battle each other just as often as they stand united.

Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Hit Points: 20

Racial Abilities
Inheritors of the Earth
Some say that the humans will eventually inherit the earth. To represent this, human Heroes
may allot their 5 points in Attributes anywhere they see fit. They may also reduce an Attribute to
negative numbers and add the points to another Attribute as a positive number (up to a maximum
of -2). Once this is done the human receive an additional +2 to add to any Attribute as a gift from
the gods. This gives humans a total of +7 to add to Attributes or a +9 if negative Attributes are
taken.
Zeal
All humans are born with a fire in their belly and a drive to succeed where others would fail The
Hero may add double his WIL (minimum of +2) to a number or rolls per adventure equal to his
CON (minimum of once).
Tyche
Being the favored of the gods (at least at present), humans are allowed in a small way to enforce
their personal will upon the universe. They can force a re-roll of any dice action that affects them
directly, a number of times a game session equal to their WIL (minimum once per game). The
roll need not be made by the Hero and may affect rolls made by the GM or other players when
it pertains to the character. The re-roll must affect the Hero and may not manipulate fate for the
benefit of others.

38
ATLANTIS: The Second Age
Note: The ability to affect rolls only applies to the Hero and never the group when a situation
occurs that could affect more than one person.
Example: The Hero may affect the throwing roll of a fireball when an adversary makes an
attack, but all others must use the original roll and gain no benefit from the Hero’s Tyche ability.

I’ve heard it said that humans


were the Lemurians’ version of
Nethermen. Not that I’d ever
say that to a human; they get so
touchy about their origins.
Thalmia, Triton Sorceress

39
ATLANTIS: The Second Age

Jinn
(The Elders, the Children of Fire, Chaos Folk, the Others, Moon Children, The People
Under the Mound)
To try and define what the Jinn are, is to try and define creation itself, for the Jinn are, quite
literally, the stuff from which the world was shaped by the Elder Gods; the first root race. To them
the world is full of nothing but possibility, just as they are. In some ways, it is easier to define what
they are by defining what they are not.
The Jinn never ruled over the earth like many of the other races, nor did they ever seek to do so.
How can one rule over something that one is a part of? And to what purpose? The machinations of
the Atlanteans in particular were both amusing and confusing to the Jinn. What would you do with
the world once you had it in your grasp?
The Jinn have also not engaged in massed warfare like many of the other races. This is not to
say that they are incapable of violence, but rather that they have little inclination to try to take from
others by force. If there are desirable things, there are much better ways of grasping those things;
warfare is easy in the short term, but pointless in the long, and the Jinn are in no hurry.
The Jinn are a disappearing race. In the Golden Age, a Jinn was a common sight, but now fewer
and fewer Jinn are seen in the world. Some say that they are all going back to the safety of their jars,
while others say that the race is slowly vanishing and being forgotten like the wild dreams they are.
Now, Jinn are a sight seen perhaps once in a lifetime for most and a large group of 20 or so is very
rare indeed. On the continent of Atlantis, scholars estimate the population at a little over a 1,000
and the global population at one million.

Physical Description:
Jinn Life Spans
Jinn have been around since Jinn have skin the color of old parchment or coal, and hair of any and all colors imaginable;
the beginning of time, but they sometimes all at once, and usually worn long and braided, bound with hoops and pins. Their skins
retain an undying curiosity about appear to be covered in tattoos. They are, in actuality, eldritch writings recording the mad murmurs
the world in which they live. They of the Elder Gods given a physical pallet. These writings tell the history of the pre-world before the
appear to live somewhat normal gods fell into slumber, and if all the writings could be collected and codified, would tell the world’s
life spans, aging as humans do story from creation to today. When a Jinni dies, his words vanish, lost until another Jinni is born.
as years wear on. This is because
Some say a Jinni’s beauty or ugliness stems from what is written upon his skin. Some of the things
every so often (the time appears
random from Jinni to Jinni), their
scribed across their bodies are the terrible imaginings of cosmic entities, gibbered and chattered
life essence returns to its jar to during the prehistory of the universe.
rejuvenate. A Jinni may live for a All Jinn are born with a single horn growing from a random location on their head. No Jinni
hundred years and appear to die will ever have the same type of horn on the same location. While two Jinn may have a horn jutting
as an old wise man, only to be from the center of their forehead, one might resemble the thick horn of a rhinoceros and the other,
reborn a thousand years later a the sharp, curling horn of an ibex. Twins share the same horn and must be broken apart at birth,
young woman with striking looks the Jinn with more horn is honored and considered the elder child. Jinn are said to grow from their
and no memory of her sagacious
horns, and many take great care in ornamenting them with rings, jewel inlays, piercings, or gold
past. The only link Jinn retain to
their past selves are their names,
caps. Wisps of black smoke issue from their mouths when they speak; above their head burns a
which are filled with all power of small, perpetual flame which gives off no heat, but changes colors, as do their eyes, depending on
their collected lives. These names their mood (blue for extreme elation, black for hate, red for rage, and green for all other emotions).
are written on the inside lid of their Jinn vary in height, from 1.25–2.13m, and weigh anywhere between 35–90kgs. One notable
secret jars. Some say every scrap oddity of the Jinn is that their shadow is only cast in moonlight and seems to move independently.
of knowledge a Jinni learns over
its many lifetimes are written on
the inner walls of their jars, which
it why it takes them so long to be Personality:
reborn and why they seem to be The Jinn live and speak as if in a lucid dream. When expressing themselves, they will sometimes
so wise. A Jinni whose life is taken trail off a sentence into a smile and a hand flourish assuming the other knows what they mean, or
may never be reborn. begin a conversation with the end of a thought as if they have already spoken the beginning. To
the outside world, they may seem mad, as they mumble, giggle, whimper, cry, or dance without
provocation; but to a Jinni, the world is an ever-shifting realm of colorful smoke and disjointed
harmonies. Most Jinn try to accommodate the younger races and speak in a coherent but often
cryptic manner, but some simply don’t bother to fit in.
The Jinn enjoy dancing, singing, and any form of creation that requires an expression of the
soul. Even bad performances are something appreciated by the Jinn who find valid enjoyment in
a perfectly executed dance or the wailing of a newborn child. The Jinn will watch with the same
fascination the slow torture and execution of a thief or the lovemaking of a couple in a spring rain.

40
ATLANTIS: The Second Age
Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +1 +2 +0 -1 +0 +0 +0 +0 +3

Hit Points: 20

Racial Abilities
Child of Fire and Ash
The Jinn are ever-changing creatures of fire, smoke, and possibility. The Hero builds a large fire
and lays in it telling the story of the new person that she will become. The fire will not burn her, and
as she dozes off to sleep, she slowly changes into the person she dreams of. The metamorphosis takes
a month. During that time, the Hero may rearrange her Attribute points into a new configuration.
At the end of the month, the fire will die down; from the ashes, the new Hero will emerge.
The Hero still looks the same, physically, but her Attributes will change and, sometimes, her
personality.
The Hero may do this three times during her lifetime. After the third change her Attributes
are set forever. When changing Attributes, the Hero simply switches the numbers between the
Attributes. The numbers may only be moved or switched, but the total may never change.
Example: A Hero lays down in a lonely desert cave and sleeps.
INT PER WIL CHA STR DEX CON SPD CR MR
+2 +1 +3 +0 -1 +0 +0 +0 +0 +4
During his slumber, his body and soul shift and morph to better suit the Hero’s
ideas and dreams.
When the Hero awakens, he is a new person; changed physically and mentally.
His new configuration looks like:
INT PER WIL CHA STR DEX CON SPD CR MR
+0 +0 +0 -1 +3 +2 +1 +0 +4 +0
The compassionate magic-user into a bloodthirsty warrior.

Metal Allergy
Because of their Mercurial Nature, the Jinni’s body is disrupted by orichalcum and iron
metals. The touch of these metals will stop Jinni from changing shape or revert them back
if they are already in another form, and weapons made of the substance will do additional
damage as if it was a Strength 5 poison.

Soul Names
As the eldest of races, the Jinn were given secret names at the world’s beginning. These
names hold power over their personal reality. Because of this, the Jinn hide their true names
and take personal monikers or epithets that describe them but give away nothing.
A person who knows the personal name of a Jinni can manipulate them in ways that no
other being can. The speaker of the name can lower one Attribute by 5 points for a number of
rounds equal to their WIL (minimum of one round). The Jinni must hear his name being said
and, once he does, he is vulnerable. This may be done once a week.
Because the name is tied to the magic of the world the Jinni may use it to alter reality in his
favor. Once per week, the Jinni may call his name and do the impossible. When this is done the
Jinni adds 2D20 + WIL to any one roll or to a damage rating (DR). This is very taxing and once
done the Jinni must rest for 7 days – CON (minimum of one day).If the Hero resists the slumber
he takes a -2 penalty to all actions for each day he has not rested.
Example: A Hero who would sleep for 5 days decides that it is more important to keep
going and complete the task at hand. He would suffer a -10 penalty. If he rested for one day
he would have a -8 penalty.
Once his name is invoked, the world around the Jinni becomes overly saturated with
colors, making the mundane more vivid and sounds exceptionally clear and precise, allowing
everyone to see the world the way the Jinn do. During his time of rest, the Jinni will become
cold and lifeless, his skin becoming the color of gray ash.

41
ATLANTIS: The Second Age
Chaos Speech
The Jinn speak with other Jinn in a “speech” that is incomprehensible to others. The Jinn can
communicate complex ideas and have whole conversations that seem chaotic and nonsensical. By
using a combination of words, the colors of the environment around them, smells wafting through
the air, and the sounds in the background, a Jinni can illustrate and convey ideas. No other race
can understand the language unless they are suffering from dementia, inebriated, or at the climax
of ecstasy. The speech takes as long as normal conversation to convey an idea but cannot be
understood and sounds like gibberish accompanied with senseless movements.

Mercurial Nature
The Jinn, Children of Chaos, are in a constant state of flux. They may shape-change once
per day into any living creature as small as a mouse up to their normal size. They may keep the
form until the rising or setting of the sun (This is not a set 12-hour period, but a literal setting
or rising of the sun. If a Jinni takes a new shape an hour before dawn he may hold that shape for
an hour, conversely if he waits an hour and takes a new shape after the sunrise he may hold that
shape until the sun sets). The Jinni may shift back to his natural state at will. The only tell that
the new shape will have is that its eyes will always be green. The Jinni will have only the most
basic natural abilities of the animal and all are subject to the GM’s approval.
As a drawback of their mercurial natures, the Jinn are susceptible to strong magics and
magical fields. Magic directed at the Jinni, such as an attack with a total effect of 13 (the DoD
of the spell being cast) or greater, may activate the effect.
Example: A caster holding the Jinni in place using a spell that has a total level of 15 would
activate the mercurial nature while a spell level of 8 would not.
When strong magics act upon the Hero, they must make a WIL roll with a DoD equal
to the amount over 13.
Example: A Hero is struck by a mage’s level-15 bolt of lightning. After the Hero takes the
damage he must then roll a WIL roll with a DoD-2.
Magic fields such as Stone Circles and Vril lines will also have the same effect if
their level is 3 levels above the Jinni’s CON attribute. Again the Hero must make a
WIL roll with the DoD being the difference between his CON and the magic field’s
level.
A Jinni with a CON of +0 could stand in a Stone Circle of level 1–2 without effect
but if the Circle is 3 or greater he would be affected and have to make a WIL roll with a
DoD-0. If the Stone Circle was level 5 then the roll would have a DoD-2.
The Jinni’s body suffers instability and alters randomly.
Critical Failure The Hero Rolls on Chart B and the effect is permanent
Failure The Hero rolls on Chart A
Partial Success The Hero roll on Chart A but suffers for half the listed time
Success Nothing happens
The Hero is unaffected by the magics and gains a bonus of
Critical Success
+3 to his next resistance roll this adventure

42
ATLANTIS: The Second Age
GMs roll on the chart below.
Chart A (effects last for 12 – WIL hours. Chart B (all effects last for a number days Chart C (all effects are permanent unless
Minimum of an hour unless otherwise stated) equal to her CON unless otherwise stated) otherwise stated)
Those in a 5m radius of the Jinni cannot stop
1 Roll on Chart C Roll on Chart A
laughing. -1 on all actions.
The Jinni’s skin rips off and flies away. The Jinni
Laughter heals the Jinni (2 HP for each bout The Jinni must drink human blood from a
2 will grow a new skin once the duration has
of laughter). living body to survive.
ended.
Jinni’s legs shrivel up and she grows a dolphin Blood is now fire. Those that draw blood must
The Jinni takes the wounds of his closest friend
3 tail. Movement on dry land is reduced to a drag make a Evade roll with a DoD equal to the
(a party member).
and crawl. Water movement +2 SPD. damage done or suffer a DR5 fire splash.
The Jinni’s smile causes sickness in others.
The sun burns the skin of the Jinni (2 HP for
4 All foods spoil within a kilometer of the Hero. Randomly choose a disease and those affected
each round of exposure).
make a roll of CON versus the Jinni’s CHA.
The Jinni glows as bright as a bonfire and gives All four-legged creatures hate and attack the
5 Gain 1 Fate Point
off as much heat. Jinni.
All liquids dry up in a radius equal to the Jinni’s
6 Body shrinks to a quarter of its size. Lose one Fate Point
WIL in meters.
Those in a 5m radius of the Jinni cannot stop Can only subsist on strong tea made from Jinni’s body becomes invisible and can only be
7
weeping. aniseed. seen in moonlight.
The Jinni gains an aura of fear that extends
Reduce one Attribute by 3. Use D20: 1–2:
out to WIL in meters. All in his presence must
STR, 3–4: CON, 5–6: DEX, 7–8: SPD, 9–10: The Jinni emits a foul gas every time a word
8 make a WIL roll with a DoD equal to his
CR, 11–12: MR, 13–14: INT, 15–16: PER, ending in “Y” is spoken or read in his presence.
CHA. Friends become immune after several
17–18: CHA, 19–20: WIL
days.
A nimbus of flame emits from the top of the
Lightning will strike (DR7) randomly around Jinni’s head. Increase one Attribute by 3 and
the Jinni once every hour. All within 5m radius reduce one by 4. Use D20: 1–2: STR, 3–4:
9 All birds hate and will attack the Jinni.
must make Evade rolls with a DoD equal to the CON, 5–6: DEX, 7–8: SPD, 9–10: CR, 11–
Jinni’s WIL. 12: MR, 13–14: INT, 15–16: PER, 17–18:
CHA, 19–20: WIL
Laughter caused the Jinni pain (2 HP for each
10 Jinni goes blind for 1D20 – CON rounds. Gain +2 MR.
bout of laughter).
Fall madly in love with the next viable person
The Jinni’s tongue will only speak the truth
The moonlight burns the skin of the Jinni (2 you see. If they love you back lose 2 Fate
11 and will burn the Hero’s mouth if he tells a lie
HP for each round of exposure). Points. If they do not love you, gain 2 Fate
(20DR).
Points.
All latches, locks, and buckles open in a 5m The Jinni sweats honey that solidifies into hard The Jinni gives birth to a baby monster every
12
radius around the Jinni. sweet amber. full moon.
The Jinni coughs up small garden snakes when The Jinni grows a sixth finger and toe on every The Jinni’s skin becomes hard polished
13
he speaks. hand and foot. obsidian (PR 5), -2 DEX.
Howl that kills. Spend Hit Points to do damage
Body grows to twice its size and turns to an odd
14 The Jinni breathes fire when he talks (DR5). on a 1-for-1 basis. Howl can be directed at one
color.
target.
Increase one Attribute by 3. Use D20: 1–2:
STR, 3–4: CON, 5–6: DEX, 7–8: SPD, 9–10: The Jinni’s hands fall off and his arms end in Hands become detachable and can move and
15
CR, 11–12: MR, 13–14: INT, 15–16: PER, tentacles. act under the command of the Jinni.
17–18: CHA, 19–20: WIL
The Jinni’s clothes start to scream and whine,
All glass shatters in his presence. The radius is
16 telling all of the Jinni’s dirty little secrets, habits, The Jinni permanently grows .5m taller.
equal to the Jinni’s WIL in meters.
and foibles (but never his true name).
The Jinni grows usable wings that allow him to Jinni splits in two with the doppelganger being
17 The Jinni’s teeth turn to small pieces of butter.
fly at SPD +2. evil and hateful.
The Jinni’s thumbs turn backward (Rolls The Jinni’s touch turns items to smoke for the Prolonged touch (2 rounds) of the Jinni’s skin
18
requiring hands are made at DEX -4). duration. will burn flesh that touches it (DR5).
The colors of the Jinni’s surroundings will drain The Jinni speaks all the languages he knows at Jinni’s body becomes that of a random creature
19
away and gather in his skin and clothes. once, making him hard to understand. from the bestiary.
The Jinni speaks in riddles, making him hard If the Jinn’s shadow is cast by sun- or
The Jinni’s sight burns any he looks upon
20 to understand (INT versus Jinni’s CHA to moonlight, it causes damage to anything it
(DR5).
understand). touches (DR 20).
NOTE: Magics shaped by a Jinni and used on his own body do not have the same effect. She may freely use magic without the side effects,
since it is she who is enforcing her will on reality.

43
ATLANTIS: The Second Age

Lemurians
(Ape-men, the Tree Folk, The Lawgiver’s Children, Lemures)
The Lemurians are far older than the Atlanteans, a fellow root race, but born an epoch before,
and they have essentially ruled the world in their own time. Although this era is long past them, the
Lemurians have never looked back, nor bemoaned their fate. They instead choose to look inward
and onward, shaping their own individual destinies. In this way, they are perhaps most akin to the
humans, and enjoy their company more than that of any race outside of their own.
The Lemurians are noted for being rather reserved emotionally and even peaceful, but they
have engaged in, and sometimes still do engage in, actions that others might deem unseemly. For
example, Lemurians are known for riding rhinoceroses into battle, but have not done much to
ensure the safety of the species, even as their numbers dwindled; turning instead to technological
means to reanimate or replace their steeds. Lemurians are also known for keeping Nethermen as
slaves, and while many would see the Nethermen as perhaps most deserving of this fate, there are
some who oppose slavery in all forms. The Lemurians care not for what others think.
This seemingly unconcerned selfishness somewhat explains the fact that most currently seclude
themselves in a large tree-cities in the mountains of Lemuria to study and philosophize. Knowing
it to be one of the most secure locations in the world, various other races have, at times, sought
refuge there and been coldly refused; no matter how urgent the plea. Scholars, heroes, and those
who are of use or interest to the Lemurians might enter, but simple need is no concern of theirs. It
was others that ruined the world, and those others can deal with it.

Physical Description:
The great Ape-men stand over 1.8m tall and weigh between 90–136kg. Most have dark brown
or black fur with some being born with gold or white fur. Most common eye colors are black or
brown, but hazel and blue are not uncommon.

Personality:
The Lemurians are very stoic and reserved when dealing with others not of their race. Most
blame the Atlanteans and their foes, the Anunnaki, for the problems that the world faces. Though
peaceful by nature, the Lemurians know the ways of war and have spent much time in the recent
years creating weapons that keep their home island and colonies safe. Because their technology is so
sought after, the Lemurians are very guarded about with whom they share their secrets.

Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
+3 +0 +0 +0 +3 +1 +0 +0 +0 -2
Hit Points: 20

The Lemurians have so much


potential but squandered it
Racial Abilities
on looking inward. Much as
the Atlanteans did by their Primordial Might
constant drive to dominate. The Hero can perform great feats of strength. This allows the Hero to make a roll involving
If the two could have worked Strength with a bonus equal to five times their WIL (minimum of +5). The Hero may perform a
together things might have been number of such feats per game session equal to his CON (minimum of once).
different but their differences are Masters of the Natural World
irreconcilable. The Lemurians are in complete balance with the natural world. They do not have a supernatural
Thalmia, Triton Sorceress advantage, but an exact understanding of how the natural world works and the harmony between
earth, air, fire, and water. To this end, when in a natural setting, Lemurians have an advantage
and excel at their chosen vocation. At character creation, Lemurians choose an Attribute (CR and
MR included) that is attuned to the world. When in a natural environment of his choosing, the
Attribute may be doubled. This can only be used once a day and requires the Hero to focus and
concentrate for one round. Once the Lemurian has centered himself, the Attribute is doubled for
the entire scene. The environment is chosen at character creation and is usually the area or locale
the Lemurian was raised in. Desert, ocean, forest, savannah, tundra are all acceptable locations.

44
ATLANTIS: The Second Age
As an added bonus, the Hero understands how plants grow and may grow them twice as fast
and four times as large (or small). The Hero may add double his INT (minimum of +2) to any
Lore (agriculture) roll.
When crafting or working with wood, the Hero may add double his INT (minimum of
+2).
When climbing, jumping, running, or evading in the Lemurian’s chosen environment
, the Hero gains a bonus equal to his INT (minimum of +2).
The Flow of Heavenly Water
Lemurians may redirect or change the flow of Vril energy along what they call
“Heavenly Water.” They may redirect a ley line by a number of meters equal to 100x their
INT. It takes 5 hours per 100m moved and requires nothing more than the movement
of rocks, pruning of trees, and damming or releasing the flow of springs and rivers. Once
done the ley line will be moved where the Hero sees fit.
Logic of the Lawgiver
Precepts handed down from the Lawgiver are ingrained into the thinking of every
Lemurian. The laws of science and the natural world allow the Lemurian to use his prodigious
intellect to overcome any type of problem. The Hero may add double his INT to a number of
rolls per adventure equal to his WIL (minimum of once per game).

45
ATLANTIS: The Second Age

Nethermen
(Brutes, Throwback , the Misshapen)
Nethermen are not a true race of beings, but the sad product of the Atlanteans’ first try at creating
a nation of slaves and soldiers for their conquest and wars. The Atlanteans intended to create a
strong, hardy warrior that could be easily manipulated, but what they got was a bloodthirsty
brute that was immune to most of their magics. Frightened by the monstrosities they
created, all were rounded up and marched onto a great barge, hopefully to be lost at sea.
Nethermen have a fairly short life span. As they are not a true species, over half
of both the males and females are sterile, unable to reproduce. For this reason the
Nethermen, like the Andamen, seem slowly headed toward extinction. Despite this, a
number of nomadic clans still exist in various regions throughout the known world. All
are warlike in nature, though not all are hostile to humans. For this reason, Nethermen
are tolerated in many areas of human civilization.
Though most Nethermen clans are nomadic by nature, some few build permanent
villages and settlements in certain wilderness areas. Such villages tend to be small and
crudely built, often having stockade or earthen walls surrounding them. Those Nethermen
who choose to live amongst humans are most often employed as mercenary soldiers, caravan
guards, or general “muscle.”

Physical Description:
Nethermen basically resemble humans in stature, but have a tendency to be more muscular
and less agile than their human cousins. They stand taller than men and have heavily scarred and
mottled brown skin. The deep-set eyes are startling to look upon and have “reverse” eye coloration
(black with white pupils).

Personality:
In a word, Nethermen are psychopaths. They are incapable of feeling emotions such as fear or
love, although they are experts at feigning both to get their ways, and with a short lifespan — both
individually and as a race — they are prone to fulfilling their own needs and desires with little
concern for what others might want or need. Their ruthless nature makes them excellent at many
tasks, and many could easily be great generals or leaders if they so choose; however, the fact that
they care for themselves above all else could easily mean that they would march their army into the
sea if it suited their whims.

Racial Attributes:
INT PER WIL CHA STR DEX CON SPD CR MR
-1 +0 +0 +0 +3 -1 +2 +0 +2 -2
Hit Points: 25

Racial Abilities
Magic Immunity
Because of the alchemical process used to make the Nethermen, they have a slight immunity
to magic effects. A Netherman may add double his CON to any resistance roll pertaining to
magical effects, and damage done by magic (and magic weapons) is reduced by twice the CON of
the Netherman Hero (only the magical enhancement of the weapon and not the base DR of the
weapon).
Eaters of the Dead
Nethermen may eat the heart of the dead and gain an aspect or ability possessed by them.
The being must have been dead for no longer than a few hours, but once the heart is eaten, the
Netherman may gain one of their innate abilities at a level equal to their CON. It usually take 5
minutes per point of Con of the victim to eat completely.
The Hero may use the ability a number of times equal to his CON before it is expended from
his system. Any vice, physical malady, or physical/mental disadvantage that the dead may have had
is also transferred.
Example: A Netherman (CON+2) eats the heart of a dead Atlantean and gains the ability

46
ATLANTIS: The Second Age
of Vril Master at +2 but since the Atlantean was a drunk the Netherman gains that vice as
well. On another occasion, he eats a Triton’s heart and gains the ability to breathe underwater
but on land he suffocates without the special apparatus. In both cases the Hero would have
access to the ability for 2 uses.
Too Dumb to Die
The brutish Nethermen blaze with life when their ire is up, fighting beyond the point of death if
need be. A Hero may automatically succeed at all Death Saves and ignore critical hit penalties for a
number of rounds equal to three times his CON. The Hero must still make the initial rolls but may
ignore the results for the allotted amount of time. The Hero may use this ability once per adventure
for every -1 he has in INT (minimum of once per adventure). Half Breeds
At some point during the
game, a player may be tempted to
play a mixture of two races. This
is possible to an extent but most
of the races will breed true.
As a rule, a root race can
breed with the root race below
them. The union will produce
a member of the newest race.
The child may have some of the
features of both parents but only
the abilities of one parent.
Example: A human can
breed with an Atlantean
and is considered human for
game purposes. An Atlantean
and Lemurian can breed but
the union only produces an
Atlantean.
The Andamen and the
Nethermen can breed with only
humans, and of those unions, only
sterile Andamen or Nethermen
will be produced.

47
ATLANTIS: The Second Age

Step Two: Choose a Culture

Cultural Packages
Not all individuals in a race are the same. They come from many different cultures and creeds
throughout the world. The Cultural Package determines what skills your Hero knows, depending
on the land he comes from. All the skills listed with the package are common to Heroes from that
particular land.

Strangers in a Alba & Iber


Strange Land
Alba (Alba): The Avalon and the Ys people
You may notice that there
are no racial packages and Literacy (High Speech) +3, Lore (etiquette) +3, Lore (player’s choice) +3, Resolve
Skills
that is intentional. A Lemurian +1, Speak Language (Alban) +10
raised in Ophir will have different
Attribute +1 WIL
belief and social mores than a
Lemurian born on the island of
Zinn. To reflect this, the cultures Aboric (Alba): The Abor
are all racially neutral. Animal Handling +2, Athletics +2, Deception +1, Influence +1, Speak Language
Skills
(Alban) +10, Stealth +2, Weapon (player’s choice) +2
Attribute +1 STR

Cymbri (Alba): The Cymbrians


Deception +3, Pilot (boat) +2, Speak Language (player’s choice) +3, Speak
Skills
Language (Alban) +10, Stealth +2
Attribute +1 DEX

Havar (Europa): The Havaran


Animal Handling +2, Handicraft (player’s choice) +2, Literacy (Alban) +2, Lore
Skills
(Alban theology) +2, Medicine +2, Speak Language (Alban) +10
Attribute +1 INT

Picts (Iber): The Pictish people


Handicraft (player’s choice) +2, Lore (survival) (forest) +2, Instinct +1, Speak
Skills Language (Alban) +10, Stealth +2, Unarmed Fighting +1, Weapon (player’s choice)
+2
Attribute +1 CR
Character Creation:
Step Two Skara (Alba): The Skara
For his next step, Will looks
over the various nations. He’s Handicraft (player’s choice) +2, Instinct +1, Lore (survival) (Skara moors) +2,
been told that the game will be Skills Resolve +1, Speak Language (Alban) +10, Tracking/Shadowing +2, Weapon
set in Gondwana, so that’s where (player’s choice) +2
he focuses his attention. After
Attribute +1 CON
some time, he decides on the
nation of Kush. Looking up the
Cultural package for Kush, he Skye (Alba): The Ska
adds several Skills to his notes. Handicraft (player’s choice) +2, Instinct +1, Lore (survival) (forest) +2, Speak
One of them, Perform, even Skills
Language (Alban) +10, Tracking/Shadowing +3, Weapon (player’s choice) +2
allows him to make a specific
choice of sub-skills. He makes a Attribute +1 CON
note of that as well.
Uallach (Iber): The Uallach
Animal Handling +2, Handicraft (player’s choice) +2, Influence +1, Lore (Alban
Skills theology) +1, Medicine +2, Performance (player’s choice) +2, Speak Language
(Alban) +10
Attribute +1 CHA

48
ATLANTIS: The Second Age
Atlantean Elysium Ocean
Atlantis (Atlantis): The Atlantean people Elysium (Elysium Ocean): Elysium Tritons
Literacy (High Speech) +2, Lore (etiquette) +3, Athletics +4, Handicraft (player’s choice) +1, Lore
Skills Lore (player’s choice) +2, Mode (players choice) +2 Skills (navigate) +3, Speak Language (Elysi) +10, Weapon
Resolve +1, Speak Language (Atlantean) +10 (melee) +2
Attribute +1 MR Attribute +1 PER

Atlantis (Atlantis): The Atlantean people (non-Atlantean racial Manua (Elysium Ocean): The Manuan tribes
types) Athletics +2, Influence +1, Instinct +1, Lore
Handicraft (player’s choice) +3, Literacy (player’s Skills (navigate) +1, Pilot (boat) +1, Speak Language
choice) +1, Lore (etiquette) +1, Lore (player’s (Elysi) +10, Weapon (melee) +4
Skills
choice) +3, Resolve +2, Speak Language (Atlantean) Attribute +1 CR
+10
Attribute +1 INT Munark (Elysium Ocean): The Munark tribes
Athletics +1, Handicraft (player’s choice) +1, Lore
Skills (navigate) +3, Pilot (boat) +4, Speak Language
Antilla (Elysi) +10, Weapon (melee) +1
Antilla (Antilla): The Antillan people Attribute +1 DEX
Athletics +3, Investigate/Search +3, Literacy
Skills (Atlantean) +3, Speak Language (Atlantean) +10, Ogata (Elysium Ocean): The Ogaramango tribes
Weapon (player’s choice) +1
Athletics +4, Evade +2, Speak Language (Elysi)
Attribute +1 SPD Skills
+10, Weapon (melee) +4
Attribute +1 CON

Ogata (Elysium Ocean): The Temuah tribes


Athletics +1, Handicraft (player’s choice) +4,
Skills Lore (player’s choice) +3, Pilot (boat) +2, Speak
Language (Elysi) +10
Attribute +1 CHA

Ogata (Elysium Ocean): The Salawati tribes


Handicraft (player’s choice) +1, Lore (navigate)
Skills +1, Lore (agriculture) +4, Pilot (boat) +3, Speak
Language (Elysi) +10, Weapon (melee) +1
Attribute +1 INT

Tora (Elysium Ocean): Rapa Nui, Matua, Tamaka, and Orongo


tribes

Athletics +3, Evade +2, Handicraft (player’s choice)


Skills +1, Lore (navigate) +1, Pilot +1, Speak Language
(Elysi) +10, Weapon (melee) +2

Attribute +1 DEX

Vanua (Elysium Ocean): Vanuan tribes


Lore (navigate) +1, Lore (theology) +1, Speak
Skills Language (Elysi) +10, Stealth +2, Tracking/
Shadowing +3, Weapon (melee) +3
Attribute +1 CON

49
ATLANTIS: The Second Age

50
ATLANTIS: The Second Age

A View of the World from Atlantis


The Islands of Alba, Iber, and Ys Lemuria
The lands of Alba and Iber are heavily forested hills dotted with Birthplace of the Lemurian civilization and possibly the race itself,
mountains and cliffs. Wild and dangerous, there are few people who this land is now overrun by primordial jungles and impenetrable
live here and, though there are exceptions, the nations of these lands swamps. Perhaps in ages past, when the Lemurians grasped the
are relatively primitive and xenophobic. Ancient tribes of Jinn also world, this place was different, but now it has fallen back into the
make these islands their home and claim to have ruled Alba, Iber, hands of nature itself.
and Ys since the world began.
Mu
Antilla A brutal and uncivilized land, Mu is a harsh realm dominated by
The sunken continent of Antilla is renowned as the current deserts, jungles, and volcanoes. There are some who claim that the
center of the Tritons, although there are some scattered bands of slumbering dreams and nightmares of the gods walk the world in
outsiders who also sail this region and call it home. The submerged Mu, but whether such tales are meant to frighten, to warn, or simply
plateau still bears Atlantean ruins from before the Cataclysm, but were dreamt up by themselves is unknown.
most are out of reach of modern man.
The North Sea Islands
Elysium Ocean The icy bounds of the chilled polar region are held by a strong
Dotted with small islands, this region is home to a variety of and relentless westward current that carries icebergs and worse
peoples. Powerful shamans, vicious sea serpents, and ancient around the globe. The tribes of the North Sea are fierce and strong,
mysteries hidden away in the thick jungles are all part of the legends for too few of the weak live to be prosperous.
and lore of this isolated region. Even should one travel to this far-off
and distant place, there is little to recommend to those at home. Tamaonchan
When the Atlanteans reached the shores of Tamaonchan, it was
Eria apparent that the Annunaki and Lemurians had already spent a great
Rich in resources, wild and untamed, much of Eria is a mystery to deal of time there. Powerful nations exist along the coasts, and the
outsiders. Mega-fauna abound and the tribal nations that exist across interior mountains and jungles are littered with the ruins of the past
the varieties of Erian terrain depend upon them to survive. Never and barbaric tribes who are as likely to attack explorers as they are to
fully explored nor conquered, nonetheless, remnants of Atlantean war with one another.
influence extend along the coasts while relics of Annunakian origin
dot the swamps and lowlands.

Europa
A vast but thinly populated land, Europa comprises a variety of
terrains and climates. The center of the continent is dominated by a
powerful magician known as the Erlking and many of its coasts have
long histories influenced by Atlantean rule. As a result, most of the
Europan civilizations are war-like, hardened by histories of battle.

Gondwana
Though the center of Gondwana is still a land of fierce jungles
and impassable mountains, the lush coasts and plains of this land
are the birthplaces of civilizations and empires. Much of the world’s
population, culture, and history touch Gondwana. All the races are
represented amongst its nations and tribes, and its major cities are
home to many wise and powerful individuals.

Jambu
Largely considered unexplored by modern scholars, great empires
and civilizations remain in the lands of Jambu. The Annunaki once
held sway over much of this land and are still revered in some
nations. The great mountains of central Jambu divide the continent
into separate regions and inhibit travel amongst its people, but many
great sailors ply its coastal waters and the ruins of the past watch its
haunted shores.

51
ATLANTIS: The Second Age
Eria Tamarac (Eria): The Kawanna people
Akela (Eria): The Akelan people Athletics +2, Handicraft (artisans) +2, Lore
Skills (survival) (forest) +2, Pilot (canoe) +2, Speak
Animal Handling +1, Athletics +1, Lore (folklore)
Language (Tamerac) +10, Tracking/Shadowing +2
+1, Lore (survival) (player’s choice) +2, Ride
Skills Attribute +1 STR
+2, Speak Language (Akealan) +10, Tracking/
Shadowing +2, Weapon (Melee) +1
Attribute +1 CON Tamarac (Eria): The Croatoan people
Athletics +2, Deception +1, Evade +2, Lore
Akwatuk (Eria): The Kutchin people and the Seal Hunters Skills (survival) (forest) +2, Speak Language (Tamerac)
+10, Tracking/Shadowing +2, Weapon (melee) +1
Animal Handling +3, Athletics +1, Handicraft
(player’s choice) +2, Lore (survival) (player’s choice) Attribute +1 DEX
Skills
+2, Speak Language (Akealan) +10, Tracking/
Shadowing +2 Tamarac (Eria): The Timuacuan people
Attribute +1 CON Deception +3, Evade +2, Lore (survival) (swamps)
Skills +2, Pilot (canoe) +1, Speak Language (Tamerac)
Aquaga (Eria): The tribes of the Axte, Eque, Shepaug, and the +10, Weapon (melee) +2
Quinetu Attribute +1 CON
Animal Handling +2, Athletics +2, Handicraft
(artisan) +2, Lore (survival) (savannah) +1, Speak
Skills
Language (Tamerac) +10, Tracking/Shadowing +2,
Weapon (melee) +1
Attribute +1 DEX

Aztlan (Eria): The Aztek people


Athletics +1, Handicraft (player’s choice) +2,
Skills Literacy (Tamerac) +2, Mode (player’s choice) +3,
Speak Language (Tamerac) +10
Attribute +1 MR

Gava (Eria): The Aesir people


Lore (Navigate) +3, Perform +2, Pilot (longship)
Skills +2, Speak Language (Tamarac) +10, Weapon
(melee) +3
Attribute +1 CON

Hordelands (Eria): The Beezh-Yeel tribesmen


Athletics +1, Instinct +2, Resolve +2, Speak
Skills Language (Akealan) +10, Tracking/Shadowing +2,
Weapon (ranged) +1, Weapon (melee) +2
Attribute +1 STR

Kulugmiut (Eria): The Tunit people


Animal Handling +2, Handicraft (player’s choice)
Skills +3, Lore (navigate) +3, Pilot (kayak) +2, Speak
Language (Akealan) +10
Attribute +1 CON

Tamarac (Eria): The Tamarac people


Athletics +1, Influence +1, Handicraft (artisans)
Skills +2, Literacy (Tamarac) +2, Lore (folklore)+2, Speak
Language (Tamerac) +10, Tracking/Shadowing +2
Attribute +1 INT

52
ATLANTIS: The Second Age
Europa Hellas (Europa): The Hellenes
Aragana (Europa): The Aragani Influence +2, Literacy +2, Lore (theology) +1,
Speak Language (player’s choice) +2, Speak
Instinct +1, Influence +2, Resolve +1, Lore Skills
Language (Hellene) +10, Unarmed Fighting +1,
(survival) (mountains) +2, Speak Language (Alban)
Skills Weapon (player’s choice) +2
+10, Tracking/Shadowing +2, Weapon (player’s
choice) +2 Attribute +1 STR
Attribute +1 CON
Minoa (Europa): The Minoan people
Galacea (Europa): The Arac Influence +3, Literacy +2, Lore (theology) +2,
Skills Speak Language (Hellene) +10, Speak Language
Deception +3, Evade +2, Handicraft (player’s
(player’s choice) +2, Weapon (player’s choice) +1
choice) +1, Sleight of Hand +1, Speak Language
Skills Attribute +1 STR
(Alban) +10, Stealth +2, Weapon (melee or thrown)
+1
Attribute +1 DEX Scythia (Europa): The Kurgans
Animal Handling +2, Lore (Europan folklore)
Ku (Europa): The Ku +1, Lore (survival) (savannah) +1, Ride +3, Speak
Skills
Animal Handling +2, Handicraft (player’s Language (Hellene) +10, Unarmed Fighting +1,
Skills choice)+2, Influence +1, Lore (agriculture) +2, Weapon (melee) +2
Pilot (boat) +3, Speak Language (Alban) +10 Attribute +1 CR
Attribute +1 PER
Tharshesh (Europa): The Tharshi
Broceliande (Europa): The Celanus Instinct +2, Influence +2, Lore (Europan
Handicraft (player’s choice) +2, Literacy (Alban) +2, Skills geography) +2, Speak Language (Thashi) +10,
Lore (folklore) +2, Lore (herb lore or agriculture) Speak Language (player’s choice) +2, Trading +2
Skills
+2, Speak Language (Alban) +10, Weapon (melee Attribute +1 INT
or ranged) +2
Attribute +1 CHA Vir (Europa): The Vir
Animal Handling +2, Athletics +2, Instinct +1,
Oggia (Europa): The Ogi People
Skills Resolve +1, Speak Language (Hellene) +10,
Deception +2, Evade +1, Lore (Europan folklore) Tracking/Shadowing +1, Weapon (melee) +3
+2, Mode (Sensory) +1, Performance (player’s
Skills Attribute +1 STR
choice) +2, Sleight of Hand +2, Speak Language
(Alban) +10
Sea People (Europa): The Sea People
Attribute +1 CHA
Athletics +2, Lore (Europan Geography) +2, Lore
Otesium (Europa): The Otesi (navigate) +2, Perform +1, Pilot (boat) +1, Speak
Skills
Language (Hellene) +10, Speak Language (player’s
Animal Handling +2, Handicraft (artisan) +2, Lore
choice) +2
(Europan folklore)+1, Lore (agriculture) +2, Lore
Skills Attribute +1 CON
(survival) (forest) +3, Speak Language (Tharshi)
+10,
Attribute +1 PER

Saturnia (Europa): The Saturnians


Animal Handling +2, Instinct +1,Lore (Europan
folklore) +1, Lore (survival) (forest) +3, Mode
Skills
(player’s choice) + 1, Speak Language (Tharshi) +10,
Stealth +2
Attribute +1 WIL

53
ATLANTIS: The Second Age
Gondwana Nubia (Gondwana): The Nubian people
Dabba (Gondwana): The Dabban people Athletics +1, Evade +1, Instinct +1, Lore (survival)
Athletics +2, Deception +2, Evade +2, Influence Skills (savannah) +1, Parry +2, Speak Language (Khem)
Skills +2, Perform (player’s choice) +2, Speak Language +10, Weapon (melee) +4
(Atlantean) +10 Attribute +1 CR
Attribute +1 CHA
Ophir (Gondwana): The Ophirite people
Dar (Gondwana): The Darian people Influence +2, Investigate/Search +1, Lore (player’s
Animal Handling +1, Handicraft (artificer) +3, choice) +3, Lore (theology) +2, Mode (player’s
Skills
Lore (agriculture) +2, Medicine +1, Pilot (wagon) choice) +1, Speak Language (Ophiran) +10,
Skills
+1, Speak Language (Atlantean) +10, Tracking/ Trading +1
Shadowing +2
Attribute +1 MR
Attribute +1 WIL
Okala (Gondwana): The Okaloan people
Dardanus (Gondwana): The Dardanus Institute
Animal Handling +1, Influence +1, Lore (mining)
Influence +1, Handicraft (player’s choice) +2, +2, Lore (tactics) +2, Lore (survival) (savannah) +2,
Literacy (player’s choice) +1, Lore (player’s choice) Skills
Skills Speak Language (Ophiran) +10, Weapon (player’s
+2, Mode (player’s choice) +2, Mode (player’s
choice) +2, Speak Language (Atlantean) +10 choice) +2

Attribute +1 MR Attribute +1 DEX

Gorgos (Gondwana): The Gorgon people Okala (Gondwana): The Tamaran

Athletics +2, Handicraft (weapons) +3, Influence Athletics +2, Deception +2, Lore (theology) +1,
Skills +1, Lore (tactics) +2, Speak Language (Atlantean) Skills Speak Language (Atlantean) +10, Stealth +3
+10, Weapon (player’s choice) +2 Weapon (player’s choice) +2

Attribute +1 CR Attribute +1 CR

Kush (Gondwana): The Kushite people Pemba (Gondwana): The Pemban people: Avakuli, Okwilu, Kota

Animal Handling +1, Handicraft (artificer) +2, Animal Handling +1, Evade +1, Handicraft (bower/
Lore (survival) (savannah) +2, Perform (player’s fletcher) +2, Lore (herb lore) +2, Lore (Pemba
Skills Skills
choice) +2, Pilot (wagon) +1, Ride +2, Speak Geography) +2, Lore (survival) (jungle) +1, Speak
Language (Khem) +10, Language (Ophiran) +10, Weapon (ranged) +1
Attribute +1 INT Attribute +1 SPD

Magan (Gondwana): The Magani people Khemit (Gondwana): The Khem people
Animal Handling +3, Handicraft (artisan) +1, Lore Influence +1, Literacy (Khem) +2, Lore (player’s
(agriculture) +2, Pilot (wagon) +1, Speak Language choice) +1, Lore (theology) +1, Mode (player’s
Skills Skills choice) +1, Ride 1, Speak Language (player’s
(Massawa) +10, Tracking/Shadowing +2, Trading
+1 choice) +2, Speak Language (Khem) +10, Weapon
(player’s choice)+1
Attribute +1 WIL
Attribute +1 INT
Marhashi (Gondwana): The Marhashi people
Samu (Gondwana): The Acholi people
Animal Handling +1, Handicraft (player’s
choice)+4, Influence +1, Mode (player’s choice) Athletics +1, Evade+1, Handicraft (weaponsmith)
Skills +2, Lore (herb lore) +2, Lore (Samu geography)
+1, Mode (player’s choice) +1, Speak Language Skills
(Massawa) +10, Trading +2 +2, Lore (survival) (jungle) +1, Speak Language
(Massawa) +10, Weapon (melee) +1
Attribute +1 MR
Attribute +1 SPD
Massawa (Gondwana): The Massawan people
Turan (Gondwana): The Turani people
Animal Handling +1, Influence +1, Lore
(agriculture) +2, Lore (tactics) +2, Lore (survival) Animal Handling +1, Handicraft (artisan) +1, Lore
Skills
(savannah) +2, Speak Language (Massawa) +10, Skills (survival) (desert) +2, Ride +4, Speak Language
Weapon (player’s choice) +2 (Turani) +10, Weapon (melee) +2
Attribute +1 DEX Attribute +1 CON

54
ATLANTIS: The Second Age
Joktan (Gondwana): The Joktani people Jambu
Animal Handling +2, Handicraft (artisan) +1, Baluchis (Jambu): The Baluchi people A.K.A the Aryans
Skills Lore (law) +1, Lore (survival) (desert) +2, Ride +3,
Athletics +2, Instinct +2, Influence +1, Lore
Speak Language (Turani) +10, Weapon (melee) +1
(survival) (alpine) +2, Speak Language (Mongolan)
Attribute +1 SPD Skills
+10, Tracking/Shadowing +1, Weapon (player’s
choice) +2
Sheba (Gondwana): The Sheban people Attribute +1 STR
Influence +1, Literacy (player’s choice) +1, Lore
(player’s choice)+2, Mode (player’s choice) +2, Damalawa (Jambu): The Damalawan people
Skills
Speak Language (Turani) +10, Speak Language
Athletics +2, Influence +1, Lore (engineering) +2,
(player’s choice) +2, Trading +2
Skills Lore (navigate) +1, Pilot (boat) +2, Speak Language
Attribute +1 INT (Khitan) +10, Trading +2
Attribute +1 SPD
Yalak (Gondwana): The Yalaku People
Influence +1, Handicraft (player’s choice) +1, Dravidia (Jambu): The Dravidian peoples
Literacy (player’s choice) +1, Lore (player’s choice)
Skills +2, Lore (agriculture) +1, Speak Language (Turani) Evade +2, Handicraft (bower/fletcher) +2, Lore
+10, Speak Language (player’s choice) +2, Trading (herb lore) +2, Lore (Dravidia geography)+2, Lore
Skills
+2 (survival) (jungle) +1, Speak Language (Veddy)
+10, Weapon (ranged) +1
Attribute +1 WIL
Attribute +1 SPD
Zin (Gondwana): The Zinnite people
Himvati (Jambu): The Kazak people
Animal Handling +1, Handicraft (player’s choice)
+1, Literacy (Tharshi) +1, Lore (agriculture) +1, Influence +2, Perform +1, Ride +2, Speak Language
Skills (Mongolan) +10, Lore (survival) (alpine) +1, Lore
Lore (player’s choice) +2, Lore (survival) (desert) Skills
+2, Ride +2, Speak Language (Turani) +10, (survival) (desert) +1, Unarmed Fighting +2,
Weapon (ranged) +1
Attribute +1 PER
Attribute +1 CON
Punt (Gondwana): The Puntian
Himvati (Jambu): The Xinjiang people
Animal Handling +1, Handicraft (alchemy) +1,
Handicraft (player’s choice) +3, Literacy (Massawa) Animal Handling +2, Evade +2, Handicraft
Skills Skills (artisan) +2, Lore (folklore) +2, Lore (survival)
+1, Lore (player’s choice) +2, Ride +2, Speak
Language (Massawa) +10 (alpine) +2, Speak Language (Khitan) +10
Attribute +1 PER Attribute +1 DEX

Himvati (Jambu): The Himvatian people


Hesperia Animal Handling +1, handicraft (artisan) +1,
Hesperia (Hesperia): The Hesperian people Literacy (Khitan) +2, Lore (folklore) +2, Lore
Skills
(theology) +2, Mode (sensory) +2, Speak Language
Athletics +2, Influence +2, Lore (theology) +1, (Veddy) +10
Skills Speak Language (Atlantean) +10, Unarmed
Fighting +3, Weapon (player’s choice) +2 Attribute +1 MR

Attribute +1 CR
Khitai (Jambu): The Khitan people
Animal Handling +1, Athletics +2, Handicraft
(player’s choice) +2, Influence +1, Literacy (Khitan)
Skills
+1, Mode (player’s choice) +1, Trading +2, Speak
Language (Khitan) +10
Attribute +1 WIL

55
ATLANTIS: The Second Age
Kota (Jambu): The Kota peoples: Isam, Khamar, Muong, Shan Tamala (Jambu): The Tamalan people
Animal Handling +2, Handicraft (player’s choice) Athletics +2, Handicraft (artisan) +1, Lore
Skills +2, Influence +2, Lore (Jambu Folklore) +2, Lore (folklore) +2, Lore (navigate) +1, Pilot (kayak) +1,
Skills
(theology) +2, Speak Language (Khitan) +10 Speak Language (Mongolan) +10, Lore (survival)
Attribute +1 CHA (arctic) +1, Tracking/Shadowing +2
Attribute +1 CON
Kota (Jambu): The Tampan Mountain folk
Athletics +2, Deception +2, Lore (survival) Vedda (Jambu): The Veddan people
Skills (mountains) +3, Resolve +1, Speak Language Influence +2, Handicraft (player’s choice) +2,
(Khitan) +10, Weapon (player’s choice) +2 Skills Literacy (Veddy) +2, Perform +2, Speak Language
Attribute +1 CON (Veddy) +10, Trading +2
Attribute +1 CHA
Meluhha (Jambu): The Meluhan people
Animal Handling +1, Athletics +1, Handicraft
(artificer) +2, Literacy (Khitan) +1, Lore Lemuria
Skills
(agriculture) +2, Pilot (wagon) +1, Speak Language Lemuria (Lemuria): The Lemurian people
(Veddy) +10, Trading +2
Athletics +1, Handicraft (player’s choice) +2,
Attribute +1 CHA Handicraft (player’s choice) +2, Literacy (Lemurian)
Skills
+2, Lore (player’s choice) +1, Lore (player’s choice)
Molodo (Jambu): The Molodan people +2, Speak Language (Lemurian) +10
Animal Handling +3, Athletics +2, Pilot (wagon) Attribute +1 INT
+1, Handicraft (artisans) +2, Lore (agriculture) +1,
Skills
Speak Language (Veddy) +10, Trading +1
Attribute +1 CON Mu
Curracurrang (Mu): The Uluka
Mongala (Jambu): The Mongalan people Athletics +3, Handicraft (player’s choice) +2,
Animal Handling +2, Riding +6, Speak Language Perform (player’s choice) +2, Speak Language
Skills
Skills (Mongolan) +10, Weapon (ranged) +2 (Atlantean) +10, Stealth +2, Weapon (player’s
choice) +1
Attribute +1 CR
Attribute +1 SPD
Mongala (Jambu): The Tu-Holon tribes
Deception +1, Lore (Survival Desert) +3, Resolve
+1, Speak Language (Mongolan) +10, Stealth +1, North Sea
Skills
Tracking/Shadowing +1, Weapon (player’s choice) Cimmeria (North Sea): The Cimmerian people
+3 Athletics +2, Instinct +2, Lore (survival) (alpine)
Attribute +1 STR Skills +2, Resolve +2, Speak Language (Hyperborean)
+10, Weapon (melee) +2
Sala (Jambu): The Salan people Attribute +1 CR
Animal Handling +1, Athletics +1, Handicraft
(artificer) +2, Literacy (Khitan) +1, Lore Haloga (North Sea): The Vanir
Skills
(agriculture) +2, Pilot (wagon) +1, Speak Language Athletics +2, Instinct +1, Lore (Navigate) +1,
(Veddy) +10, Trading +2 Skills Lore (survival) (alpine) +2, Pilot (boat) +2, Speak
Attribute +1 CON Language (Hyperborean) +10, Weapon (melee) +2
Attribute +1 STR
Sarawa (Jambu): The Sarawan people: the Akh, Lahtu, Lishun, and
Kane Rhiphaen Mountains (North Sea): The Svarten Vanir
Animal Handling +1, Handicraft (player’s choice) Athletics +2, Lore (mining) +3, Lore (survival)
+3, Lore (survival) (player’s choice) +2, Lore Skills (mountains) +2, Speak Language (Hyperborean)
Skills
(player’s choice) +3, Speak Language (Veddy) +10, +10, Weapon (melee) +3
Weapon (player’s choice) +1
Attribute +1 STR
Attribute +1 DEX

56
ATLANTIS: The Second Age
Thule (North Sea): The Scritifi people Birama (Tamaonchan): The Briaman Tribes
Animal Handling +1, Athletics +2, Lore (Theology) Athletics +2, Lore (survival) (jungle) +2, Speak
Skills +1, Lore (survival) (desert) +2, Speak Language Skills Language (Tamarac) +10, Stealth +2, Unarmed
(Hyperborean) +10, Stealth +3, Weapon (melee) +1 Fighting +2, Weapon (player’s choice) +2
Attribute +1 CON Attribute +1 DEX

Birama (Tamaonchan): The Pachamama peoples


Tamaonchan Animal Handling +2, Lore (survival) (swamps) +1,
Aconcagua (Tamaonchan): The Chono tribes Skills Ride (crocodile) +3, Speak Language (Tamarac)
+10, Stealth +2, Weapon (player’s choice) +2
Athletics +2, Lore (folklore)+1, Lore (survival)
Skills (jungle) +3, Speak Language (Quechuan) +10, Attribute +1 CON
Stealth +2, Weapon (Melee) +2
Attribute +1 CON Ecua (Tamaonchan): The Ecuan people
Influence +1, Handicraft (player’s choice) +2,
Literacy (Quechuan) +2, Lore (player’s choice) +2,
Skills
Aigua (Tamaonchan): The Uraguan people Lore (theology) +2, Speak Language (Quechuan)
+10, Weapon (melee) +1
Athletics +2, Evade +1, Handicraft (artisan) +2,
Skills Lore (folklore) +1, Lore (survival) (jungle) +2, Speak Attribute +1 INT
Language (Quechuan) +10, Weapon (ranged) +2
Attribute +1 DEX Nazca (Tamaonchan): The Nazcan people
Influence +1, Handicraft (player’s choice) +2,
Awok (Tamaonchan): The Choma people Skills Literacy (Nazcan) +2, Lore (theology) +2, Speak
Language (Nazcan) +10, Weapon (melee) +3
Athletics +2, Handicraft (artisan) +2, Lore
(folklore)+1, Lore (survival) (jungle) +2, Speak Attribute +1 CR
Skills
Language (Quechuan) +10, Stealth +1, Weapon
(ranged) +2 Oguanabara (Tamaonchan): The Oguanan people
Attribute +1 DEX Athletics +2, Lore (survival) (jungle) +3, Speak
Skills Language (Quechuan) +10, Weapon (melee) +3,
Awok (Tamaonchan): The Timed people Weapon (ranged) +2
Athletics +1, Handicraft (artisan) +2, Lore Attribute +1 STR
(agriculture) +1, Lore (Tamoanchan folklore)
Skills
+2, Lore (survival) (jungle) +2, Speak Language Paragua (Tamaonchan): The Uakari people
(Quechuan) +10, Weapon (player’s choice) +2 Athletics +2, Lore (herb lore) +2, Lore (survival)
Attribute +1 CON Skills (jungle) +2, Speak Language (Quechuan) +10,
Stealth +3, Tracking/Shadowing +1,
Aricagua (Tamaonchan): The Timeri people Attribute +1 DEX
Athletics +2, Lore (folklore) +1, Lore (Aricagua
geography) +2, Lore (survival) (jungle) +2, Speak Quechua (Tamaonchan): The Quechuan people
Skills
Language (Quechuan) +10, Stealth +1, Weapon Influence +1, Handicraft (player’s choice) +2,
(ranged) +2 Literacy (Quechuan) +2, Lore (player’s choice) +2,
Skills
Attribute +1 SPD Lore (theology) +2, Speak Language (Quechuan)
+10, Weapon (melee) +1
Birama (Tamaonchan): The Hoac People Attribute +1 INT
Lore (demonology) +1, Lore (survival) (jungle)
+2, Speak Language (Tamarac) +10, Stealth Taracua (Tamaonchan): The Taracuan people
Skills
+1, Unarmed Fighting +2, Weapon (melee) +2,
Influence +1, Literacy (player’s choice) +1, Lore
Weapon (ranged) +2
(player’s choice) +2, Mode (player’s choice) +2,
Attribute +1 CR Skills
Mode (player’s choice) +2, Speak Language
(Atlantean) +10, Trading +2
Attribute +1 MR

57
ATLANTIS: The Second Age

Step Three: Choose a Profession


Professions
You are what you do.
Pick a template for the Hero, taking all the skills, talents, gear, and money listed under the
Character profession. A Hero may only have one profession.
Creation: Step Three
In Step Three, Will gets to
choose a Profession. While the The Slayers
Slayer Scout looks interesting The slayers are Heroes who use the might of their sword arm to make their way in the world.
and fits with his current idea Some are brutal warriors who live for battle; others are laconic scouts who work in the world’s
of a Nemean who roams the armies. The common thread for all slayers is that they use their martial prowess and excel in the art
savannahs, he’s not sure that of killing.
he wants to go the pure combat
Scout
route. After some time thinking,
he instead goes with the Shaper
There are always frontiers to be explored, and Scouts are generally the first ones there, discovering
profession and chooses Martial
new lands and creatures, clearing the way for those that follow. Some search the far reaches of the
Wizard. The Martial Wizard gives frozen tundra, while some plumb the depths of the sea. They climb the highest mountains, dive to
him more Skills, and he puts them the bottom of the deepest oceans, and explore the darkest underground caverns.
into his notes. More importantly, INT PER WIL CHA STR DEX CON SPD CR MR
it gives him several Modes, or +1
magical ranges of power, as well
Athletics +2, Evade +8, Influence +2, Language (Atlantean) +3, Parry +4,
as one Weapon category. He also
gets a Talent. Will writes these Skills Profession (guide) +10, Stealth +5, Tracking/Shadowing +5, Weapon (player’s
down along with a note as to what choice) +10, Weapon (player’s choice) +4
they do. Bonus Talents Advanced Missile Training
Taking stock of what he has Lightweight Full Suit, Weapon of choice, Bow, and horse, Travelers
so far, Will decides to go ahead Starting Gear
Gear
and narrow the focus of some
of his innate Skills. He chooses Starting WR +1
Oratory for his Performance skill
taken from his Culture. From his Soldier
Profession skills, he chooses Most nations require military service of some sort, and all citizens — poets, politicians, and
Theology for his Lore specialty
priests alike — serve in some capacity. Professional soldiers, however, make a career out of serving
and Artificer for his Handicraft,
in military forces. Some are mercenaries, moving from country to country as need dictates, but
since it adds to his Cultural
many serve with a standing force of one sort or another, returning occasionally to fulfill the terms
Handicraft. Under Literacy, he
of their contracts.
puts down Atlantean, since he
is already literate in his native INT PER WIL CHA STR DEX CON SPD CR MR
tongue of Khem. For his Weapon +1
Skill, he chooses Melee. He Athletics +2, Influence +3, Instinct +2, Evade +8, Language (Atlantean) +3,
envisions using a large, heavy
Skills Parry +6, Profession (soldier) +10, Ride +5, Weapon (player’s choice) +10,
spear. For his three Modes, he jots
down Influence, Manipulate, and
Weapon (player’s choice) +4
Shield. He also needs to choose Bonus Talents Advanced Militia Training
a Magical Tradition, and decides Heavy Leather full suit of armor, Two weapons of choice, bow,
to go with Animism. Will decides Starting Gear
spear, and horse, Travelers Gear
that the notion of a Totem animal
Starting WR +1
can play into his Andamen nature
and abilities nicely. His Nemean
is becoming a more solid concept Warrior
— a tough warrior-shaman who Warriors are the most dedicated to the martial crafts. All are masters of their chosen weapons
roams the plains of Gondwana, and focus so narrowly on the art of war that they know no equal in the art of murder.
dispensing justice.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Athletics +3, Evade +8, Instinct +4, Language (Atlantean) +3, Parry +4,
Skills Profession (slayer) +10, Unarmed Fighting +7, Weapon (player’s choice) +10,
Weapon (player’s choice) +4
Bonus Talents Cleave
Medium full suit of armor, two weapons of choice, and horse,
Starting Gear
Travelers Gear
Starting WR +1

58
ATLANTIS: The Second Age

Pirate/Brigand
Brigands are fighters who make a living by taking things from others, often by force but
occasionally by stealth and trickery as well. The prime targets of brigands are the myriad ships that
travel from port to port, but some choose to prey on certain specific nations or lands.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Athletics +2, Evade +8, Influence +2, Investigate/Search +2, Language
(Atlantean) +3, Lore (Navigation) +3, Parry +4, Pilot (player’s choice) +2,
Skills
Profession (criminal) +10 , Unarmed Fighting +3, Weapon (player’s choice)
+10, Weapon (player’s choice) +4
Bonus Talents Second Wind
Light half suit or armor, weapon of choice, dagger, and horse,
Starting Gear
Travelers Gear
Starting WR +1

Talents of Those That Slay


Advanced Militia Training
This training improves upon the basic training that all hoplites/warriors receive
concerning personal defensive techniques.
Benefit: The Hero may double his STR (minimum of +2) when determining armor
penalties because of weight. This talent does not make the Hero stronger; just able to
wear heavier armor with fewer penalties.
Example: A Hero with a STR +1 is wearing a suit of armor with a STR minimum
of +3. Normally the Hero would have a -2 to his DEX. With Advanced Militia
Training, the Hero has an effective STR of +2 and his DEX penalty is only a -1.

Advanced Missile Training


You have been trained in the effective use of various types of missile weapons.
Benefit: The Hero may attack a number of times with his range weapon equal to his DEX
+3. The Hero may do this a number of times per day equal to his CR (minimum of once).
When the Hero aims for at least one action, he may add triple his PER (minimum +3) to any
one ranged attack roll. The Hero must aim in round one and use the bonus in the next round.

Cleave
The Hero has the ability to swing his melee weapon and cleave through multiple opponents.
Benefit: If the Hero successfully hits and does at least half the DR of his weapon’s damage to
an opponent, he may hit another who is within range. The Hero’s original attack roll is used
to determine if he hits the next opponent and if the roll is a success (only a full success counts;
partials count as failures), he hits doing half his normal damage and continues on. Critical Hits
only affect the first target and the remains opponents suffer damage normally. The Hero may hit a
number of additional opponents equal to his CR attribute. This ability is taxing and hard to execute
therefore a Hero may only use this ability a number of times equal to his CR per day.
Example: A Hero with a Melee Skill of +7 and a CR+5 (total Skill Rating of +12) is
fighting a group of 12 opponents led by a leader. The leader has a total DoD of -10 to hit and
his subordinates have a DoD-7. The Hero attacks the opponents as they move in to assail him.
He strikes at the first soldier with his sword and gets a full success and does 10 points of damage.
He moves on hitting the second target with the same attack roll and does 5 points of damage
and continues on again hitting a third for 5 points of damage. The fourth opponent happens to
be the leader and the Hero’s initial roll would have only achieved a Partial Success, therefore he
does not hit the leader and his cleave stops.
If the Hero’s roll would have been high enough to successfully hit the leader he could have
continued on and hit a total of 5 opponents.

Second Wind
When things seem dire you can reach into your soul for reserves of energy.
Benefit: Once per day, the Hero may recover a number of Hit Points equal to 5 plus triple his CON
(minimum 5 Hit Points). This may only be done when the Hero has 5 Hit Points or below. This
talent will not increase the Hero’s Hit Points beyond his full normal total.

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ATLANTIS: The Second Age

The Takers
These are the Heroes who choose to take, and make their way through the world by stealing,
thievery, and other larcenous acts of chicanery. Those who take are often unscrupulous people
looking for either the easiest and more expeditious way to wealth or unfortunate souls who know
no better and make their way with what tools they have.

Assassin
The law cannot resolve all issues, and that is where you come in. Yours is a secret art and one
not suited to all men. Long have you studied, and harsh has been your training. Others may not
understand your art, but that matters not.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
Why Fighters, Mages, Skills Language (Atlantean) +3, Profession (assassin) +10, Stealth +10, Unarmed
Priests, and Thieves? Fighting +5, Weapon (player’s choice) +7
Archetypically, these were the
most common types of heroes Bonus Talents Shadow Walking
in Sword and Sorcery fiction. Lightweight full suit of armor, weapon of choice, vial of poison,
The templates are just vague Starting Gear
bow, and horse, Travelers Gear
sketches of what the character
can do. A Hero with the Soldier Starting WR +2
template could be anything
from a mounted horseman to a
warrior poet to a battle-hardened Burglar
foot soldier depending on how Burglars are thieves whose province of expertise is breaking and entering places they do not
she embellishes the character belong. Most are deft at evasion and hiding.
with other talents, skills, cultural INT PER WIL CHA STR DEX CON SPD CR MR
backgrounds, and racial abilities.
The templates also provide +1
a bit of “niche protection” for the Athletics +4, Deception +4, Disable Mechanisms +4, Evade +4, Influence +2,
player, making him better, but not
Skills Investigate/Search +5, Language (Atlantean) +3, Profession (criminal) +10,
necessarily the best, in a certain
field. Warriors will usually be Stealth +10, Tracking/Shadowing +5, Weapon (player’s choice) +2
better at murder. A thief will, in Bonus Talents Great Escape
most cases, be better in stealth.
Certain combinations will Lightweight half suit of armor, weapon of choice, dagger, thieves
Starting Gear
be better for some races than tools, horse, Travelers Gear
others, and that’s intended to Starting WR +1
help promote the themes and
overall narrative of Atlantis. This
doesn’t mean that all Atlanteans Swindler
must be magic-users and all Swindlers come in many varieties. Some are good-natured liars, others are vile thieves, but most
Nemeans must be warriors; just want the easiest and shortest route to wealth and comfortable living. Most swindlers go from
and playing against type is
day to day drifting through life, depending on their luck and quick wits to get what they want.
encouraged.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Athletics +4, Deception +9, Disable Mechanisms +4, Evade +4, Influence
+2, Language (Atlantean) +3, Literacy (player’s choice) +2, Lore (Etiquette)
Skills
+1, Perform +2, Profession (criminal) +10, Stealth +10, Weapon (player’s
choice) +2
Bonus Talents Misdirection
Lightweight half suit of armor, weapon of choice, dagger, cards,
Starting Gear
dice, Travelers Gear, and horse.
Starting WR +1

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ATLANTIS: The Second Age

Thug
Also known as the “heavy,” the thug is the bully who takes things by force of arms. Not as
accomplished as a warrior, the thug is the criminal who operates using intimidation and the little
martial ability he learned growing up in crime-ridden environments.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Athletics +5, Deception +4, Disable Mechanisms +4, Evade +5, Influence +2,
Skills Language (Atlantean) +3, Profession (criminal) +10, Stealth +7, Unarmed
Fighting +6, Weapon (player’s choice) +7
Bonus Talents Amazing Dodge
Lightweight half suit of armor, weapon of choice, dagger, club,
Starting Gear
Travelers Gear, and horse.
Starting WR +1

Talents of Those that Take


Amazing Dodge
You have a remarkable ability to avoid being hit in melee combat.
Benefit: The Hero may add triple his DEX (minimum of +3) to any Evade roll (the
Hero must use an action to actively evade). This may be done a number of times a
day equal to his DEX +3 (minimum of 3).

Great Escape
The Hero has a remarkable ability to escape any situation.
Benefit: The Hero may add triple his INT or PER (minimum of +3 and
player chooses Attribute) to any roll involving escape. The Hero may do
this a number of times per game equal to his DEX (minimum of once).

Misdirection
The Hero has the ability to deceive an audience by making them focus
on one thing to pull attention away from another. When trying to
deceive or con a person the Hero may add either triple his DEX
or CHA to Influence or Sleight of Hand rolls.
Benefit: The Hero may add triple his DEX or CHA (minimum
of +3) to any Sleight of Hand or Influence (Con) roll. This may be
done a number of times a day equal to his DEX (minimum of 3).

Shadow Walking
Those that Take must move like shadows and can quickly gain access to
places as if by magic.
Benefit: The Hero receives triple his DEX (minimum of +3) to rolls pertaining to
Stealth. This may be done a number of times a day equal to his DEX (minimum
of 3).

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ATLANTIS: The Second Age

The Shapers
These Heroes are those that shape reality by using their magical ability. The shapers meld and
manipulate the world’s magic in ways that are incomprehensible to most. Feared for their eldritch
abilities, the shapers are reclusive and sometimes mad individuals who are touched by the strange
powers of the universe. Shapers must choose a Magical Tradition that defines and influences their
Modes.

The Sorcerer
You have a strong ability to coax spirits, demons, or even your ancestors to do your bidding. You
understand the cosmic powers that permeate the universe and how to use them.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Handicraft (player’s choice) +4, Influence +3, , Language (Atlantean) +3,
Literacy (player’s choice) +2, Lore (player’s choice) +2, Lore (player’s choice)
Skills
+2, Mode (player’s choice) +10, Mode (player’s choice) +8, Mode (player’s
choice) +5, Mode (player’s choice) +4, Profession (Sorcerer) +10
Bonus Talents The Gift
Lightweight half suit of armor, dagger, noble quality robes (two
Starting Gear
sets), Travelers Gear, and horse
Starting WR +2

I once came across a series


of villages in the mountains of The Martial Wizard
Tamochan where everyone could The martial wizard is just as competent with a spell as he is with a spear.
work some form of magic. Not INT PER WIL CHA STR DEX CON SPD CR MR
one of them had the Gift, but
+1
nearly everyone used minor
incantations in everyday life. Evade +5, Handicraft (player’s choice) +4, Language (Atlantean) +3, Literacy
When I asked about it they (player’s choice)+2, Lore (player’s choice)+2, Mode (player’s choice) +10,
Skills
said they’d been taught by the Mode (player’s choice) +8, Mode (player’s choice) +4, Profession (Mage) +10,
mountain spirit who found it Weapon (player’s choice) +5
pleasing to have magical servants. Bonus Talents Fast Cast
What the spirit meant by this was
Medium half suit of armor, weapon of choice, dagger, noble quality
it liked to dine on those who had Starting Gear
robes, Travelers Gear, and horse
the Gift; teaching these minor
magics was its way of finding its Starting WR +1
next meal.
The Charlatan
Thalmia, Triton Sorceress A magician who uses deception and trickery, as well as some magics.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Deception +3, Evade +4, Handicraft (player’s choice) +4, Language
(Atlantean) +3, Literacy (player’s choice) +2, Lore (player’s choice)+2, Mode
Skills
(player’s choice) +10, Mode (player’s choice) +8, Mode (player’s choice) +4,
Profession (Grifter) +10, Sleight of Hand +3
Bonus Talents Tradition
Lightweight half suit of armor, dagger, playing cards, divination
Starting Gear
bones, Travelers Gear, and horse
Starting WR +1

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ATLANTIS: The Second Age

Shaman
A magi and holy man who gives guidance and help with the use of magic.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Handicraft (player’s choice) +4, Influence +5, Language (Atlantean) +3, Lore
Skills (player’s choice)+2, Medicine +3, Mode (player’s choice) +10, Mode (player’s
choice) +8, Mode (player’s choice) +4, Perform +4, Profession (Shaman) +10
Bonus Talents The Gift
Lightweight half suit of armor, dagger, animal companion (dog,
Starting Gear
cat, or other small animal) , Travelers Gear, and horse
Starting WR +1

Talents of Those that Shape


Familiar
The Hero has a small creature that he has imbued with some
of his magical might. The animal is friendly to the Hero and will
perform simple tasks for the magic-user.
Benefit: The Hero has a traveling and working companion and
may store a number of spells equal to his INT+1 (minimum of
one) in the creature. The spell may be summoned forth later and
used by the spellcaster. The spell must have originally been cast
successfully (no partials) by the caster and may be stored for a
number of days equal to the WIL of the beast (minimum of one
day). To benefit from this advantage the familiar must be within
20m of the spellcaster.

Fast Cast
The Hero is particularly adept at shaping an offensive
spell and attacking with it in the same round.
Benefit: The Hero can work a spell and attack with it in the
same round without suffering multiple action penalties.

The Gift
The Hero has the gift of true magic and may cast spells
beyond simple cantrips and minor magics. Without this
talent a magic user may only cast spells with a Spell Level of
5 or less.
Benefit: The mage may cast spells beyond Spell Level of 5.

Tradition
The Hero has access to a tradition beyond his starting
philosophies.
Benefit: The Hero has access to an additional magic tradition.

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ATLANTIS: The Second Age

The Teachers
Those who teach are all learned men and women who share their knowledge with the common
man. Always held in very high regard by their communities, those who teach are usually town
elders, lorekeepers, or doctors. Heroes who choose the path of the teacher never cease in their quest
for knowledge and the wisdom that such learning imparts to others. The teachers educate in many
fields such as the will of the gods, ancient lore, the medical field, or diplomacy.

Emissary
Emissaries are political officials who are responsible for representing a group’s interests
before other like groups. Ambassadors might serve a group as small as a few hundred people (a
neighborhood), a city, or an entire nation. Emissaries are frequently able to negotiate with even the
most hostile enemies without being attacked.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Deception +3, Influence +6, Investigate/Search +4, Language (Atlantean) +6,
Skills Language (player’s choice) +5, , Literacy (player’s choice ) +6, Lore (player’s
choice ) +4, Medicine +4, Perform +5, Profession (Emissary) +10
Bonus Talents Righteous Words
Lightweight half suit of armor, a dagger, several pieces of jewelry
Starting Gear (worth +4 Treasure), 3 robes (all noble quality), travelers gear, and
a horse
Starting WR +2

Priest/Priestess
Priests directly serve one of their people’s gods. While they are not reimbursed monetarily,
they do receive specialized training, room and board, and additional protections and rights that
other citizens never realize. Most Priests serve at a temple or monastery, but there are also countless
smaller shrines and temples that require the services of a dedicated Priest.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Influence +4, Investigate/Search +4, Language (Atlantean) +3, (player’s
Skills choice ) +4, Literacy +4, Lore (theology ) +10, Medicine +4, Perform +5,
Profession (Priest) +10, Resolve +5
Bonus Talents God’s Ear
Several religious texts, light half suit or armor, a dagger, Travelers
Starting Gear
Gear, a holy relic (worth +4 Treasure), and a mule
Starting WR +1

Saint
Saints are the chosen of the gods to carry their power and enforce their will upon the world. The
saints are given access to a small portion of the god’s prodigious powers and abilities in exchange for
being a willing servant who will embody and express the mandates of the gods.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Influence +6, Instinct +2, Language (Atlantean) +3, Literacy (player’s choice
Skills ) +4, Lore (player’s choice ) +10, Lore (theology ) +3, Medicine +4, Perform
+5, Profession (Holy Man) +10, Resolve +3, Unarmed Fighting +3
Bonus Talents Dominion Access
A symbol of your faith, a holy relic (worth +4 Treasure), a staff, and
Starting Gear
a dagger, Travelers Gear
Starting WR +1

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ATLANTIS: The Second Age

Scholar
Scholars study that which is not yet known, in order to increase their own knowledge, as well
as that of their people. The definition of Science is quite broad for the humans and often crosses
over into Philosophy. A Scholar might dedicate herself to studying geology, the biology of the sea
races, the practicality of the existence of the gods, the nature of being, and other issues that might
seem to be beyond the bounds of normal reasoning. Scholars might be employed by an institution
(religious, civil, military, or otherwise), or they might work for themselves, selling what they know
to survive.
INT PER WIL CHA STR DEX CON SPD CR MR
+1
Influence +4, Instinct +4, Investigate/Search +7, Language (Atlantean) +8,
Skills Literacy (player’s choice ) +4, Lore (player’s choice ) +4, Lore (player’s choice)
+2, Medicine +5, Perform +5, Profession (scholar) +10
Bonus Talents Alchemical Scientist
Several tomes of scholarly work, a dagger, Ancient trinkets or
Starting Gear
collectables (worth +4 Treasure), Travelers Gear, and a horse
Starting WR +1

Talents of Those that Teach


Alchemical Scientist
The Hero has studied and is a master of the protoscience of transmuting and creating
semi-magical substances through science and formula.
Benefit: The Hero has the knowledge and the ability to create the four basic substances;
Bhūmi, Pavan, Jala, and Iosis. The Hero also possesses a basic workshop and Athanor
allowing him to study and make alchemical concoctions.

Blessing
The Hero may bestow her spiritual energy to another by touching their head and
saying a small prayer. The recipient must share the same faith or at least acknowledge
the power of the god.
Benefit: The Hero may bestow a bonus equal to triple her WIL to another (minimum
of +3) or half as many to a group (round down). She may not spend her personal Hero
Points while the Blessing is active. The Hero may do this a number of times per game equal
to his WIL (minimum of once).

Dominion Access
The Hero is favored by the gods and may ask for favors from them from time to time.
Benefit: The Hero may pray and ask for favor from their pantheon of gods. See the
chapter on Gods.

God’s Ear
The Hero is good at making sacrifices that please his god.
Benefit: The Hero receives double the Hero Point yield from any sacrifice or votives
she successfully performs. The Hero may do this a number of times per game equal to his
CHA (minimum of once).

Righteous Words
The Hero’s words are spoken with vigor and certainty because of the fervor she feels in
her heart. When speaking aloud with conviction there is nothing the Hero or his followers
will fear.
Benefit: The Hero and those of his group gain a bonus to anyone ONE action equal
to double the Hero’s CHA (minimum of +2). The bonus will stay in effect until the task is
completed or the Hero stops speaking. The bonus only applies to the first action taken by a
character in a round. The Hero may use this ability a number of times a day equal to his WIL
(minimum of once).

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ATLANTIS: The Second Age
Non-Profession Based Talents
The talents listed below may be taken with no cost penalty.

Hardiness
You are tougher and able to withstand more damage than most of your peers.
Benefit: The Hero may add 5 + triple his CON (minimum +8) to his Hit Points at Character
Creation. This talent may be selected up to 3 times.
NOTE: This talent may only be taken if the Hero has a CON of +0 or above.

Status
The Hero is in some way well-regarded by the common man. He may be a noble, an army
captain, a high priest, a master criminal, or a village chieftain.
Benefit: The Hero receives triple his CHA (minimum of +3) to rolls as it pertains to social situation
where the particular status may be applicable. The Hero must define the type of status he has when
the talent is purchased.
In most matters he is asked his opinion and in some cased deferred to when an impasse is
reached.

Wealthy
You have either been blessed by being born into a wealthy family or shrewd business dealings.
Benefit: If taken at Character Creation the Hero’s WR is increased by +3 with one additional use.
The talent may be purchased multiple times with each time increasing the Hero’s WR by +3 and
an additional use.
NOTE: The talent may be purchased only at Character Creation and increasing wealth after the
start of the campaign can only be done through role-playing and the story narrative.

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ATLANTIS: The Second Age

Step Four: Walk Life Paths


Life Paths
This is where the Hero’s journey begins. Players do not have to complete the Life Paths that
follow, and can just move on to assigning points to the character, but we strongly encourage the use
of Life Paths. Once a player has completed this section, he will have been given a series of events
that will make up his background. It is up to the player to take these events and shape them into
the Hero he wants to play.
Certain combination of results may seem contradictory. In these cases, the GM and player may
choose to create a plausible explanation or reroll the result.

Upbringing
How and where was the Hero raised? Was he born in the brutal wilds of Atlantis (savage
upbringing), the farmlands outside of an Ophiran city (rural), or the bustling city of Tartessos
(civilized)?
A lot can be determined by where the Hero was raised, and these sources can influence his
outlook on life. Character Creation:
First, the Hero receives 2 Skills that are common to the upbringing and then he will roll on the Step Four
chart below. Players are encouraged to embellish and create stories surrounding their upbringing to Will now begins to work on
further bring the Hero to life. the Life Paths for his character.
This section includes lots of
Civilized Rural Savage charts and necessitates a d20.
Literacy Skill +2, Language Animal Handling +2, Unarmed Fighting +2, Pulling out his lucky die, Will
Base starts in. He decides that life
+3 Instinct +3 Instinct +3
in Kush was a rural setting. He
Roll jots down the two Skills he gets
Mother was a teacher of Raised by hunters in from this background and then
Child of a village elder. rolls on the chart. His result is a
1–2 noble children. Gain +1 the wilderness. Taught
Gain +1 Influence 12, which reveals that he was
Lore Tracking/Shadowing +1
born the son of a rural priest.
Child of a merchant. Gain Raised as an orphan on a Born a slave. Gain +1 in So, his mother or father is a
3–4 god-speaker. He gets a point of
+1 Trading farm. Gain +1 in any Skill any Skill
Lore and adds it to his existing
Parents were laborers. Bastard child raised by Lore (Theology) total. Moving on,
Parents were aristocrats.
5–6 Gain +1 Handicrafts tribe. Gain +1 Unarmed he rolls twice on the Childhood
Gain +1 Influence
(engineering) Fighting Encounter table. Will’s rolls
Parents were artisans. Parents were tribal show that as a child he was lost
Child of a country doctor. for 18 months in the Jungles of
7–8 Gain +1 Handicraft Shaman. Gain +1 Lore
Gain +1 Medicine Awalawa. Will takes a moment to
(player’s choice) (player’s choice) look over the map of Gondwana
Child of a highly sought Child of tribal healers. and thinks that this is a fairly cool
Born a slave. Gain +1 in development. Moving on, he rolls
9–10 after courtesan. Taught +1 Gain +1 Performance
any skill for his family’s status. It turns out
Influence (player’s choice)
that they are loved by the people
Parents were artisans. of Kush and have many allies
Child of thieves. Gain +1 Child of rural priest. Gain
11–12 Gain +1 Handicraft amongst the populace.
Stealth +1 Lore (player’s choice)
(player’s choice)
Parents were artisans.
Born a slave. Gain +1 in Born in a prison. Gain +1
13–14 Gain +1 Handicraft
any Skill Lore (survival)
(player’s choice)
Father was a cleric to a
Child of a herdsman. Child of a slaver. Gain +1
15–16 noble. Taught +1 Lore
Gain +1 Animal Handling Intimidation
(player’s choice)
Child of a retired Hero. Child of a retired Hero. Child of a retired Hero.
17–18
Gain +1 in any Skill Gain +1 in any Skill Gain +1 in any Skill
Parent was a city guard
Parents were laborers. Child of a Warband
19–20 to a noble. Taught +1
Gain +1 Lore (agriculture) leader. Gain +1 Influence
Weapon

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ATLANTIS: The Second Age
Childhood Encounter
Someone visited the Hero or he encountered some special event as a child. The encounter touched the child in a lasting way that
changed his life forever and set him on the path of the Hero.
Roll D20
(1–7) You met someone (8–13) You saw something (14–20) You did something
Met your cousin who would later become a Hero Witnessed the birth of a great beast. Hid in a dragon’s lair for 1D20 days and escaped to
1 (perhaps a fellow player). tell about it.
Met a Hero from the past and told a story of things Witnessed the death of a sibling you were helpless Lost for 1D20 months in the jungles of Awalawa.
2 to come. to stop.
Met someone you believed to be a god in a grove of Witnessed a great battle and almost died during the Kidnapped by bandits for 1D20 months.
3 trees. He told you a story of your future. fight.
Met a great philosopher whose teachings changed Witnessed an Atlantean use his mighty magic to You eloped with what you thought was the love of
your life. destroy his foes your life (perhaps a fellow player character). You spent
4 several weeks on the run but finally decided it was best
to go home to your families.
Met the love of your life. Saw the sun stop in its tracks and the sky weep Traveled to the jungles of Awalawa with your uncle to
5 blood. the Great Tree Lord to ask for wisdom and an answer
to a great dilemma.
Met an ancient Atlantean who slept in a cave. He Escaped from a city being burned to the ground by Was instrumental in stopping a coup.
6 took a liking to you and gave you a book in an a great flying dragon.
ancient language.
Met a young person who grew up to be a fellow Saw a star fall from the sky and found its remains. Helped carry the remains of a Hero to its final resting
7 Hero (one of the players). place.
Met a spider who tricked you into stealing from Witnessed the death of a parent you were helpless Your cousin (perhaps a fellow player character) and
8 your mother to stop. you had a perilous adventure in the forest seeking
refuge from a wild beast.
Met a great Hero in a market. She took a liking to Witnessed the death of a great Hero you were Switch places with a prince and asked to rule in his
9 you and gave you a small trinket and told you to helpless to stop. stead. After 1D20 months the prince returned and
hold it safe. You never saw her again. took his rightful place
Helped an old hermit on the side of the road. They Witnessed a Kraken devour a ship whole. Ran the Amazon mazes of Hesperia.
10 blessed you and called you a future king. You never
saw this person again.
Met a strange creature in a cave while lost. Instead Saw an undead hoard sweep through a city and kill Helped Anansi trick a lion into a pit. Anansi thanked
of eating you it tasked you with solving a puzzle. everyone in it. you, the lion cursed you.
11 When you completed the task it let you go. You
never saw this creature again and no one believes
your tale.
Met and mentored by a wizened slave who claimed Stood at the tomb of a great Hero and watch him Helped a wounded Lemurian and nursed her back to
to be a king of a faraway land. He gave you his only revived and restored to full health by a sorcerer. health. Later you realized she was a decorated general.
12 possession, a small trinket, and told you it would
make you king.
13 Met a ghost that told you of your tragic fate. Witnessed a great miracle by a god. Stopped an assassination attempt on your family.

Mentored by a great Hero of a different race as a Witnessed the birth of a fellow Hero (perhaps a Retrieved a stolen Vril crystal and brought it to its
14 child. fellow player character) rightful owners
Met your lifelong rival. Toured the world as a child and saw many strange Outwitted a King during a hunt and stole the prize
15 things deer.
Met a spirit on the side of the road who asked you Stood at the deathbed of a great Hero and watched You and another young person (perhaps a fellow
to feed him. He asked you to wash his sore feet, and a god take his soul to the afterworld. The Hero player character) were kidnapped and escaped. You
you did. The spirit asked you to watch over him as looked backed ant you and winked. spent several weeks lost on a remote island in the
16 he slept and you agreed. The next day he was gone Saharan Sea.
and you found in your possession a jewel worth
1,000 pieces of gold.
Your real father returned to claim his rightful place. Looked upon the body of great animal spirit as it Found the 7 iron-bound books of Skellos and
17 died. It sang a song of its own death to beckon the presented them to the university of Ophir.
animals of the forest to carry its body away
Family cursed by an evil priest. Parent caught in scandalous infidelity by you. They Taken by your parents and dipped in sacred waters on
18 begged you to keep the secret but the choice was a deserted island in the Elysium sea.
yours.
Found out who your mother/father really is. Father stole great wealth from nobles who later Went to Kush to climb the highest mountain and
19 discovered the theft and persecuted the family. touch the sky. You didn’t make it to the top but did
meet a baboon that told you a secret.
Met Anansi and given a cape spun from his web. Watched a god renew his life force in a Vril pool. Helped escort the god Nyame’s golden caravan to
Gain a cloak of Masterwork quality. When you looked upon his true form and began Sheba. There you met the Queen and was given a
20 to burn, the god took mercy on you and saved you golden and ivory necklace as a gift. Gain +5 Renown.
from the awesome sight. Gain +1 MR

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ATLANTIS: The Second Age
Family Status
How is your family looked upon by their peers and the gods? Roll D20.
1–2 Family is under a curse of some kind
3–4 Entire family killed in a great war
5–6 Family is well loved by the people and has many allies
7 Family power is in decline because of machinations of a rival
8 Family is corrupt and evil but hides under an exterior of benevolence
9 Family lost all wealth through betrayal or mismanagement
10 Family status is on the rise but tenuous
11 Family imprisoned by a rival and you alone escaped
12 Family is reviled for some past deed
13 Family is blessed by the gods for some past deed done by your ancestors
14 Family is split and opposed to one another in a feud
15 Family enslaved by harsh, evil masters
16 Family is poised for greatness or unbelievable failure
17 Family is feared because of some advantage or great power
18 Family is revered and guarded by the community
19 Family is hunted and on the run
20 Family is destitute and powerless. You are their only hope

Previous Adventures
Life Paths
The next part of the Life Path details the character’s life and adventures in his chosen profession.
The character will have unique adventures while traveling through life, and the templates represent
the skills and talents they gain during those travels.
The Hero first receives a bonus Skill for his time on the adventure, then rolls on the
first chart, General Event, and follows the result. The bonus skill can never take the
Hero over +10 in a skill and if it does so the player may put the point in another
skill comparable to the original skill. Skills gained because of a Life Path result are
not bound by the Skill Level limit and may raise a skill over +10.
First roll on the GENERAL EVENT Chart, continue down to find the second
chart that details each specific event. Life Paths may be taken multiple times to
represent years and years of service in a chosen field but at a cost to the character’s
age. Characters start the path at the beginning of adulthood and may take up to a
total of 5 paths, mixing and match as they please.
Example: A Hero may spend some time soldiering in the army
(Warrior calling), spend time aboard a merchant ship in the Stygian
Sea (Sailor calling), and finally devote his life to the temple at Olympia
(Priest calling).
Each time a path is taken, the character is aged a number of years found
on the chart below. The Hero’s INT is added (if it is a positive number or
subtracted if it is a negative number) from the roll and the Hero is aged the
resulting years.
Example: a Hero with an INT+2 rolls a 9 on the D20. The
result is 11 (2+9) and the Hero is aged 3 years.
Adventure Time Note: The Game Master and players
may have realized that this creates
-0 7 Years
characters that are not balanced against
1-5 5 Years one another, and that is fine. Characters
6-10 4 Years of all ages and walks of life populate the
11–15 3 Years world of ATLANTIS.
16-19 2 Year
20+ 1 Year

69
ATLANTIS: The Second Age
High Adventure
You are a world traveler and have seen much in your many misadventures. Some travel for glory,
others for wealth, but you traveled and adventure to see what lay over the next horizon.
NOTE: High Adventure cost double the number of years that the other Previous Adventures do.

High Adventure Path Bonus Skill


General Event
Pick any one skill at +1
1–2 Scholarly Pursuits
3–4 Enemy High Adventure Special Event
5–6 Battle Three gods reveal themselves to you and ask you to decide a dispute for them. Roll D20:
7–10 Relationship 1–2 on a 1–10 you decided fairly and gain +4 Renown; on 11–20 you make the matters worse,
lose 6 Renown and gain a god as an enemy.
11-12 Great Fortune!
Found a lost city in the mountains of Jambu and absconded with a great treasure. +1
13-15 Battle 3–4
permanent WR
16–18 Tragedy! Offered the hand of a Zinnite Prince/Princess and their dowry of territory on a far-away
5
High Adventure Special land.
19–20
Event Journeyed to the center of the earth, battling dragons and Nethermen. Earned the enmity
6 of the Great Dragon but gained a friend in the form of a Nethermen tribe. Gain the Status
talent.
Ventured to the top of a great bellowing volcano and watched two gods make love in
7 the fiery tempest. The coupling blasted your mind, but gave you great insight into the
universe. +1 MR
Forced to dine at the table of a great and terrible cannibal king in the Utgard forest. The
8 king promised you great power if you ate or a slow death if you refused. Since then you
have been cursed, roll on the Tragedy Table, but gain +1 STR.
9 Called upon to settle a dispute between two kings. Roll 1D20: on a 1–10 you decided
fairly and gain +2 Renown; on 11–20 you made the matters worse and lose 5 Renown.
Found the halo of a demon king and realized it would open a portal to the Elder gods.
10 For several weeks you were pursued by hounds that finally cornered you in the jungles of
Paragua. You escaped with your life but gained an enemy.
Greeted by a witch who lived in a hut, carried on a giant’s back. She took a liking to you
11
and held you in a cage like a bird, making you sing. Gain +1 Performance (singing).
12 Took a role of leadership in a trade dispute. Gain +1 in CHA.
13 Mistaken for a king and played the part for a year and a day. Gain the Status talent.
14 Led an army of orphans in revolt against a coven of cannibal witches. Gain +1 Influence.
Traveled with a group to the fabled mountain of Meru and opened the eye of a sleeping
giant. What you saw in his dreaming eye made you weep for 14 days and laugh with a
15
manic elation for three times that. When you regained your senses you never saw the world
the same again. Gain +1 PER
Carried on a cyclone beyond the Elysium sea to the fabled sky city of Vultan where you
16 feasted with King Blessed the Mighty. The food in the city gave you unearthly vigor. Gain
+1 CON.
Journeyed to the roof of the world and found a silver bridge that touched the moon.
Halfway up the bridge you met three women who commanded you to return to the earth.
17
As a consolation, they gave you three strands of spun twilight. Gain 2 additional Hero
Points.
18 Caroused with the daughters of kings at the Olympic games. Gain +1 in Influence.
Found a forgotten prison in the wild jungle of Gondwana. Inside, a very ancient evil was
19
held. You know its secret name and how to summon it. Be wary of how you use it….
20 Became the ruler of your birth country!

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ATLANTIS: The Second Age

The Mage
The Hero either traveled with, or was involved with, a magi during his early adventures and saw
many wonderful and awe-inspiring sights.

The Mage Path Bonus Skill


+1 Mode skill (Player’s Choice)
General Event
Mage Special Event 1–2 Battle
Stumbled upon an imp in a bottle and accidently set it free. From time to time, it 3–7 Enemy
1 appears before you and plagues you unless you guess its riddle. The riddles become 8–9 Relationship
more difficult each time and he has promised to take you to his home if you fail.
10–12 Scholarly Pursuits
2–3 Visited by a spirit who told you of things to come. Gain +1 INT.
13–14 Great Fortune!
4–5 Viewed magical writing on a Vril-infused wall. Gain +1 Lore (Arcane).
15–16 Tragedy!
6–7 Allowed to study the sacred tomes in the great library at Veddashud. Gain +1 Lore.
17–20 Mage Special Event
Watched a Wizard-duel that lasted several days and spanned two continents. Gain +1
8–9
Mode.
Listened to the whispered murmurs of the sleeping giant on Mount Meru. Gain +1
10–13
WIL.
Followed by an owl who sometimes speaks in the language of the Hellenes. It loves
14–15
strong drink and the occasional taste of human flesh.
Bargained with a being from another world that was trapped in a mirror in your
master’s sanctum. You were offered great rewards of power and service if you break the
16–17
mirror and free the thing. Of course, this will put your master in danger and perhaps
the rest of the world. The being awaits your answer….
Rescued a Nubian princess from the Death Cults of Sheba. As a reward she performed
18–19
the fabled “Pleasure of Kings” dance for you. Gain +10 Renown.
In a dream, the Hero was visited by ten dead Atlantean kings and shown forgotten
rituals and practices used when the world was young. The next day, scholars around
20 the world found your name and a drawing inscribed in all their magical tomes. In the
drawing, you held in one hand a rod of deep green and in the other you held a bolt of
lightning. Gain one 30 Renown and a Magical Tradition talent of your choice.

71
ATLANTIS: The Second Age

The Priest
The pious live their lives in the service of the gods. Trained to see the active hand of the gods in
everything, the Priests are wise.

Priest Path Bonus Skill


+1 Lore skill (Theology)

Priest Special Event


1 Plagued by the ghosts of the dead. Gain one spirit who acts as a servant.
2–3 Visited by a spirit who told you of things to come. Gain +1 PER.
Gave hospitality to a diseased beggar and was rewarded with a story of the past. Gain
4–5
+1 Lore (Arcane).
General Event
6–7 Allowed to study the sacred tomes of Aesculapius. Gain +1 Medicine.
1–2 Battle 8–9 Solved the problems of a King. Gain +3 in Lore (player’s choice).
3–7 Enemy 10–13 Favored by the gods for your service. Gain the Second Wind Talent.
8–9 Relationship 14–15 Blessed (cursed?) by the gods with the ability to see the future.
10–12 Scholarly Pursuits Fate Eater. You are blessed (or cursed) by the gods to take the fate of another upon
13–14 Great Fortune! yourself, relieving the other of the burden. The Hero may ritually eat a meal that
15–16 Tragedy! 16–17 includes some aspect of the other. When finished, he may relieve the other of a number
of points of Fate Points equal to his WIL. The Hero must take half the Fate points as
17–18 Scholar Special Event his own while the remainder are scattered to the winds.
19-20 Priest Special Event Traveled to the Underworld, and begged the god of Death for the soul of a loved one.
18–19 The dark god took pity on you and your gloomy story, and allowed you to leave with
the loved one. Gain +10 Renown.
Looked upon the true visage of a god and burned your soul. The Hero’s hair falls out
20 and never grows again, and chilled air flows from his mouth when he speaks. Gain
one 30 Renown.

72
ATLANTIS: The Second Age
The Rogue
The good-natured rogue or rapscallion tries his hardest never to do an honest day’s work.

The Rogue Path Bonus Skill


+1 Stealth
General Event
Rogue Special Event
1–2 Scholarly Pursuits
You’ve crossed one too many people in your day and now someone is on your trail
1 3–7 Battle
looking to even the score. Roll on the Enemy table.
2–3 You have become incredibly nimble evading the city guards. Gain +1 in Evade. 8–9 Enemy
4–5 You stole what could not be stolen, and lived to tell the tale. +2 Renown. 10–12 Relationship
You have in your possession something beyond a king’s ransom. You have kept it 13–14 Great Fortune!
6–7 hidden from the day the old man gave it to you. It frightens you but you believe that 15–16 Tragedy!
it also keeps you safe from harm. It is important, you know it!
17–20 Rogue Special Event
Through study you have become quite an adept rogue. Gain +3 in either Disable
8–9
Mechanism or Stealth, pick one.
Crime does pay. You have spent 4 years in prison and learned from the best criminal
10–13 masterminds the known world has seen. Gain +1 in any skill you see fit. Instead of
rolling for age, add four years.
14–15 Living on the streets has given you wiles and acumen. Gain +1 in Lore (Streetwise)
You have gained a friend who is a high-ranking crime boss. He treats you as he would
16–17
a member of his own family.
Stole the Destiny of another! The Hero may disregard the first 2 Fate Points that he
18–19
receives (may only do this once per character).
Stole a great artifact of significant Renown or power. Receive 10 Renown and then
20 roll on the Enemy Chart to find out who you stole if from. They plan to kill you and
reclaim their item.

73
ATLANTIS: The Second Age
The Sailor
The pilots of Atlantis and beyond, these intrepid souls are the ones that ply the seaways and
navigate the perils of the oceans.

The Sailor Path Bonus Skill


+1 Pilot (sailing vessel)
General Event
1–2 Scholarly Pursuits The Sailor Special Event
3–7 Battle While lost on the open seas, you have seen the shores of the underworld and returned
1–2
8–9 Enemy to tell the tale. Gain +4 Renown.
10–12 Relationship Fell in love with a Siren. You were held by your shipmates but you long for her
3–7
embrace. Gain +1 to piloting (boat).
13–14 Great Fortune!
8–9 You have been given small sailing boat for your service to your king.
15–16 Tragedy!
10–12 You have traveled the entire world twice over. Gain +2 in Lore (Navigation).
17–20 Sailor Special Event
You have a lover in every port… (+2 Renown to the first person to snicker) +2
13–14
Influence skill. Roll on the Romance chart.
Served with Sorat Youbdi, the famous Tharshesh trader. Gain Lore skill of your choice
15
+3.
16 Won a trading boat in a game of chance.
You’ve spent a lot of time in aboard a ship. In that time you have learned quite a bit
17
about the inner workings of your craft. Gain +1 in Lore (Navigation).
You have seen many things, met many people, and experienced many different
18
cultures. Gain +5 in any one language. Roll on the Relationship chart.
During your travels, you saved the life of a travelling poet and he has written a very
19
popular song that regales your exploits. The song is overblown and most of the facts
are untrue but it always gets you free drinks in any tavern you enter. Gain +5 Renown.
While in port you encountered a god who requested you travel with her. The adventure
20 took you beyond time and space, allowing you to touch the fabric of reality. You may
disregard the first 2 Fate Points you receive (may only do this once per character).

74
ATLANTIS: The Second Age

The Scholar
Your life is consumed with questions and their answers. You are a philosopher, a playwright,
and a physician. You are one of the learned. You know thyself. You are one that travels the world,
telling and keeping the stories of the gods and their champions. The Scholar may be the playwright,
academic, or historian that is the keeper of the arcane knowledge of the city-state.

The Scholar Path Bonus Skill General Event


+1 Lore or Handicraft Skill (player chooses) 1–2 Tragedy!
3–6 Enemy
The Scholar Special Event
7 Battle
You helped a friend by writing a sonnet for his lover. The truth became known and
8–12 Scholarly Pursuits
1 now he or she loves you. Roll on Romance Chart A. The friend feels betrayed, Roll
on Enemy Chart. 13–14 Relationship
You were the student of a great scholar. He taught you a great many things during 15–16 Great Fortune!
2–3
your time with him. Gain +2 Renown and +1 INT. 17–20 Scholar Special Event
You have cataloged many things while traveling and written many books on the
4–5
subjects. Gain +1 in any one skill of your choice.
6–7 You have written a great play, loved by people on your country. Gain +5 Renown.
8–9 You have discovered a little known fact during your academic studies. +5 in any Lore.
For a few years you were the traveling companion of an Atlantean Hero. You
10–13 experienced many things and witnessed a great many wonders. Gain +1 in any one
skill of your choice.
You have traveled the world in search of knowledge and the truth. Gain +1 in any two
14–15
skills of your choice.
During your studies at a temple, you spoke to what you believe was a god. He/She told
16–17 you things that expanded your consciousness to the far corners of the universe. Gain
+4 Renown and +1 INT.
Solved a math equation that unlocked the untapped recesses of the mind. Gain +1
18–19
MR.
You stumbled upon the web of fate and rearranged your own destiny. The Hero may
20
disregard the first 2 Fate Points that he receives (may only do this once per character).

75
ATLANTIS: The Second Age
The Warrior
You have chosen to live your life as a protector of the weak. Your prowess and skills know no
equal.

The Warrior Path Bonus Skill


+1 Weapon Skill (player chooses)
General Event
1–2 Scholarly Pursuits The Warrior Special Event
3–6 Relationship You participated in the killing of an Atlantean champion! Gain +2 Renown and +1 in
1
7 Enemy any weapon skill.
8–12 Battle You have proven yourself in battle and, for a while, captained a group of Nubian
2–3 mercenaries. The group has never forgotten you and counts you as one of their
13–14 Great Fortune!
brothers.
15–16 Tragedy!
You saved the life of young boy and he has pledged to follow you anywhere and repay
17–20 Warrior Special Event 4–5
his debt to you. He learns at your feet and respects you for your prowess.
You trained at the military academy in Hellas. There they focused your mind and
6–7
hardened your body. Gain +1 in STR.
Many battles have honed your martial skills to a razor’s edge. Gain +1 in any one
8–9
combat skill.
You defeated a Turani noble and took his wife as your prize. She is stunningly beautiful
10–13
but very stubborn and prideful. Gain +4 Renown.
A god of war was impressed with you for a battle you participated in. He has blessed
14–15 you with an exceptional steel weapon with +1 DR per point of CHA the Hero has
(Determined when character creation is done)
Told to walk into a cave under an ancient tree by an elderly priest. He told you that
you did not need any weapon there and you agreed. Inside you met and bested a dark
16–17 version of yourself, gaining a new insight into who you are. From that day on, your
purpose in life has been clear. The Hero may disregard the first 2 Fate Points that he
receives (may only do this once per character).
18–19 Spent times guarding a famous ambassador. Gain +2 in Parry skill.
20 Studied with a great weapons master. Gain +1 CR.

76
ATLANTIS: The Second Age

Specific Events
Battle
A warrior’s life is hard, and fraught with many martial challenges. The battle is where you win
Renown and test your mettle against the enemy.
Fought as a mercenary in the jungles of Awalawa, against the forces of the Back Circle.
1 You were noticed by the great Nubian general Niankhe, taken under his wing, and
taught how to command men during battle. +1 Influence Skill.
2 Fought with the Minoans during the Red Tide. During the battle, you made an enemy
of an Acheron commander named Ahmes Ahmose. He has vowed to kill you.
Involved in the storming of the Black Tower during the Great Darkness. There you
3
witness the binding of the Demon Baal. Gain +1 WIL.
You helped defend a Sheban priest during the Battle of the Serpent Kingdoms. You
4 delivered the priest safely, but became emotionally involved during the journey. Roll
on Romance chart A.
5 Killed the Formorian chieftain, Nungo, during the Beast War. Gain +4 Renown.
Fought in the slave pits of Yallock and won your freedom after a year of slavery. Gain
6
+1 Resolve.
Dueled the pirate queen, Zenobia and lost 4 fingers on your left hand. So pleased with
7
the feat, she wears them on a necklace around her neck. She seeks to complete the set.
Fought revenant forces near the Tharshesh border and threw the spear that brought
8 down the fiery wickerman behemoth. Not only did you turn the tide of the battle, you
now have the enmity of all revenants. Gain +1 in Thrown Weapons skill.
9 Spent time as a mercenary; fairly uneventful. Gain +1 to any one fighting skill.
Wrestled a Nubian champion at a local bar and won! Gain +5 Renown and +1 in
10
Unarmed Fighting.
Battled alongside the great Nubian warrior Shabataka. He taught you the art of
11
misdirection and evasion. Gain +1 Evade.
Fought pirates in the Saharan Sea. During the melee, you threw a spear through ten
12 men…or at least that’s how the story goes. Gain +1 in either STR or CON, choose
one.
Fought alongside the Amazons during the last Beast War. You learned quite a bit from
13
the fierce woman warriors. +1 Weapon skill (ranged).
Fought bravely during the Great Darkness War and killed many revenants. +2 Renown
14
and gain a full suit of Heavy Armor.
Worked as a private soldier for a noble. Your duties included security while hunting
15
and personal body guarding of him and his family. +1 Lore (Etiquette)
The Battle of the Abyss. During a battle with pirates in the Sargasso sea, your ships
16 wrecked on a deserted island. There you fought not only the pirates, but Harpies as
well.
You placed second in the gladiatorial games of Tamaonchan. +5 Renown and a horrible
17
and distinct scar somewhere on your person.
Tore the tongue from the mouth of Etor the Glib. He and his band of mercenaries
18
now seek your death.
Battle at the Well of Madness. You stood at the lip of the well and fought the horrors
that issued forth. The psyche and soul were blasted, and forever changed by the
19
antediluvian horrors that you saw. +3 Resolve skill and now the pupils of your eyes
are different colors.
You were instrumental in the downfall of the Naga King in the battle of the Serpent
20
Kingdoms.

77
ATLANTIS: The Second Age
The Enemy
Along the way every Hero will meet new friends and make black-hearted enemies. This enemy
will do almost anything to see you ruined in some way, and in some cases they will want you dead.
The Hero may now take the enemy as a disadvantage that reoccurs during the course of play. She
has complete authority as to what priority she wants to assign to the enemy.
1 A God
2–3 A Parent
4–5 A Sibling
6–7 Another player’s Relationship Disadvantage
8–9 A King or noble
10 A Professional rival
11 A Close Friend that harbors a secret hatred
12 A Priest
13 A Son or Daughter that you never knew you had
14–15 A Monstrous Creature
16–17 An Ex-lover
I as a great man am defined
by my great enemies. There are 18 An Atlantean
kings in Vedda and merchants in 19 A Naga
Tharshesh that want to feed my
manhood to dogs. In my life I 20 Pick two and combine them
have vexed both the highest and
lowest born and built my name They are your enemy because…
on those deeds. Do not fear the 1 You ruined their life or caused them to lose status.
ire of an enemy — embrace it!
2 You foiled their insidious plot and were hailed as a Hero.
Donobey of Nubia
3 They have an unrequited love for you that has turned to anger.
4 They hate what you stand for or who your family is.
5–8 You’re fated to kill them.
9 Caused the other to lose face or status.
10 Caused the loss of a lover, friend, or relative.
11 Accused the other of cowardice or some other personal flaw.
12 Turned down other's offer of job or romantic/sexual involvement.
13 Caused a major social humiliation or loss of Renown.
14 Was a romantic rival.
15 Ran afoul of the other's social or status prejudices.
16 You took something special from them.
17 Deserted or betrayed the other in a dangerous situation.
18–19 Had a rivalry on the battlefield that continued after the conflict.
20 Caused a physical disability.

What do they plan to do about it?


1–5 They want your life ruined.
6–10 They want you dead.
11–15 They will ruin the lives of those around you to make you suffer.
16–20 They will work with your other enemies to kill you.

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ATLANTIS: The Second Age
Relationships
The Hero will make friends and fall in love along his journey.
1–3 Go to Romance Chart A.
4–5 Create a close friendship with a Noble.
6–7 Befriend a wild beast and it becomes your pet.
8–9 Create a close friendship with a Priest.
10–11 Befriend a contact in a random city (perhaps a player character).
12–13 Create a close friendship with a sailor.
14–15 Befriended a Nubian warrior king.
16–17 Create a close friendship with a Warrior.
18–19 Go to Romance Chart B.
20 Fall in love with a God (Roll on Tragedy Chart).

How strong is your relationship?


1 They would betray you at the first sign of trouble.
2–5 They have a love/hate relationship with you.
6–10 They are as friendly to you as you are to them.
11–15 You are extremely close, lifelong friends.
16–19 They are secretly in love with you and would die for you.
They have promised to lay their life down to appease the fates to allow you to live.
20 Your Hero may escape death once but somewhere in the universe this friend will fall
dead.

Romance Chart A
You have found the love of your life.
1 The lover is ill and will die soon if they do not get a unique medical treatment.
The love is unrequited because they are in love with another player character, and they
2–3
see you as a friend.
4–5 You are in love with someone who doesn’t know you exist (perhaps a player character).
6–7 Your lover is missing.
In love with the person, but their father/mother wants you to complete a task before
8–9
you can ask for his/her hand.
You are in a love triangle. They are torn between you and another (perhaps a player
10–11
character).
You have met and married the person of your dreams. Roll on Romance Chart B and
12–13
gain 2 Renown.
You made a big mistake and married the worst person in the world. They become an
14–15
enemy. Roll on Romance Chart B.
They are completely devoted to you and the relationship has borne you children. Roll
1D20 to see how many:
16–17
1–5: one child (gain 2 Renown), 6–10: two children (gain 4 Renown), 11–19: three
children (gain 6 Renown), 20: twins (gain 5 Renown)
18–19 You are in a love triangle. She is torn between you and your worst enemy.
You and your lover are gifted by the gods to live your lives together. Roll 1D20 to see
how many children the union brings
20
1–5: one child (gain 2 Renown), 6–10: two children (gain 4 Renown), 11–19: three
children (gain 6 Renown), 20: twins (gain 5 Renown)

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ATLANTIS: The Second Age
Romance Chart B
The relationship has borne you children. Roll 1D20 to see how many:
1
1–5: one child (gain 2 Renown), 6–10: two children (gain 4 Renown), 11–19: three
children (gain 6 Renown), 20: twins (gain 5 Renown)
You love the person more than they love you. They have betrayed your trust countless
2–3
times.
The relationship soured and they left, taking the children. Roll 1D20 to see how many:
4–5 1–5: one child (gain 2 Renown), 6–10: two children (gain 4 Renown), 11–19: three
children (gain 6 Renown), 20: twins (gain 5 Renown)
6–7 The lover is accidentally killed by your hands.
The lover turns out to be related to you — perhaps a long-lost sister that you didn’t know
8–9
you had.
Lover has fallen into the arms of your enemy (if the Hero has no enemy, roll on enemy
10
chart).
11 Lover is kidnapped and ravished by a relative (parent or sibling).
12 Lover has fallen in love with one of your siblings or parents.
13 A god is jealous of the love you have and curses the lover to be a horribly disfigured beast.
14 A personal goal or vendetta came between you.
15 The lover was somehow related to you and brought dishonor upon you. -2 Renown.
In many ways we are defined
The lover was somehow related to you and what’s worse is that the union bore fruit.
by our connections — those we
16 1–5: one child (-4 Renown), 6–10: two children (-8 Renown), 11–19: three children (-12
cannot help but love and those
we cannot help but hate. Such ties Renown), 20: twins (-10 Renown)
often pull us in ways that would 16 Lover imprisoned or exiled.
otherwise be incomprehensible 18 Lover killed by your enemy (if the Hero has no enemy, roll on enemy chart).
to others. Invisible connections,
like the very lines of vril that bind 19 Your lover is already married.
this world together, are what 20 Lover is found dead, bottle of poison in hand.
unite us all for good or ill.
Caerwyn, Lemurian Scholar
Great Fortune!
The Hero has seen and experienced many things in her travels.
1 Saved the child of a rich and noble king. Gain +2 Renown and a reward of +4 Treasure.
Solved a Sphinx’s riddle on an adventure to Khemit. The riddle gave you great insight into
2–3
the universe. Gain +1 PER.
Stopped a war between two countries and was rewarded by both governments. +4
4
Renown, and a home in one of the rival cities.
The Hero discovers he is the offspring of a noble with all the benefits and all the
5
responsibilities. Gain the Status talent.
Became lost in the Nether Regions and found a derelict Atlantean ship. There, you found
6
some untold treasure +8 to Treasure.
Made the teacher and mentor of a child who will one day be king/queen. The child and
7
the parent hold you in high regard.
8 A heroic deed of some sort. Gain 1 permanent Hero Point.
Found one of the seven ancient Rings of Kings. The wearer is said to hold dominion over
9 one of the seven lost kingdoms of the Anunnaki. While wearing the ring you gain a bonus
+2 to any CHA roll regarding leadership or nobility.
10 Befriended by a Veddan prince and given one of his fastest horses. (+4 to its SPD)
Went on a quest and found a wondrous artifact that saved the king’s son. In gratitude, the
11
king gave you lands to use as your own.

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ATLANTIS: The Second Age

Roll on one of the following (roll 1D20):


1: High Adventure Special Event Chart, 2–5: Priest’s Special Event Chart, 6–10: Rogue’s
12
Special Event Chart, 11–15: Scholar’s Special Event Chart, 16–19: Sailor’s Special Event
Chart, 20: Warrior’s Special Event Chart
13 Your retired uncle gives you his old — but well taken care of — merchant ship
14 Met and befriended a Nubian Noble. They offer you the hand of their sibling!
15 Found a device (of the player’s choice, but GM’s approval) worth +8 Treasure Character Creation:
Step Four pt2
Encountered a group of Sea People who gave you a special map. All your travel times on
16 In the Previous Adventures
the open sea are reduced by 20%. section of the Life Paths, Will
17 A god has taken a liking to you and rewards you with the Dominion Access Talent has to make a roll to determine
how long each path lasts. Since
18 Found a jar of Ambrosia. he already has a +1 in INT he
19 Befriended a wolf in the Black Forest. You now have a wolf traveling companion. will modifier the roll by one.
Looking over them, Will decides
Saved a hermit while traveling. He befriended you and taught you the ways of the ancient to take three, rolling on the
20
Atlanteans. Gain one Mode of your choice at +5. Warrior, Mage, and Priest paths.
After a brief time spent rolling
and consulting the charts, Will
Scholarly Pursuits learns that his Nemean spent 1
year on the Path of the Warrior
During the Hero’s travels he saw things, spoke to people, and learned at the feet of great masters. where he saw many battles and
Studied at the feet of a great Himvati philosopher and learned the secrets of the mind. honed his skill in combat. He
1 then spent 3 years on the Path of
+1 MR.
the Mage, during which time he
Witnessed the universe through the eyes of a dying Jinn. This experience changed your explored the depths of Awalawa
2–3
view of the universe and now you seek some truth you glimpsed. +1 MR. with a group and chronicled the
story. Spending two years on
Brought before the Agora of Atlantis to speak on a subject in which you have expertise.
4 the Path of the Priest, he earned
Gain +5 Renown. the ire of a Naga from whom he
Found a golden, mechanical bird that whistles bits of wisdom. He’s become your constant stole something of value. Now,
5 the Naga wants his Nemean’s
companion and grants you +4 to any ancient history lore roll when he is around.
life ruined. From each of these
6–7 Solved a great Khitain riddle and won the respect of a Khitain noble. As a reward you Paths, Will makes a note of
were given free passage in Khitai until the end of his days. several Skill bonuses: +1 to a
Weapon skill, +1 to a Mode,
8–9 Was allowed to study for a week at the great library in Ophir. +1 INT.
and +1 to Lore (Theology). As a
A fellow academic out-spoke and disgraced you at a symposium. The scandalous things result of his rolls, he also gets an
10
she said besmirched your good name and even now the lies follow you. Lose 4 Renown. additional +1 to a Weapon skill
and +5 to his Renown. For those
Tutored the child of a great leader and earned the child’s respect and loyalty. Gain Status new Weapon skills, he puts them
11
talent. into Weapon (Thrown), but his
Studied at a small temple in the Mediterranean Sea for a year and learned at the feet of a bonus point in a Mode goes into
12 his lowest magical skill — Shield.
wise old woman. +4 in any one INT skill.
Almost finished, he looks
Spoke at the funeral of a great leader and immortalized him in the hearts of her people. at the age chart for Andamen,
13
Gain +5 Renown. noting that prior to Life Paths, he
just became an adult at age 16.
Professed your love publicly to the person you love with a poem of unequaled greatness.
14 Adding the 6 years from his Life
Gain +10 Renown. Roll on the Romance Chart A.
Paths and subtracting 3 years
15 Spent several weeks in intense study at the universities of Ophir. +1 in any one INT skill. for his INT, he’s now 19 years
old. It’s younger than Will had
Gained an academic enemy during a debate at a symposium. He was so disgraced that he envisioned, but he doesn’t mind.
16
swore vengeance upon you, your sons, and their sons.
Explored the deepest reaches of the jungles of Awalawa with an intrepid group of Heroes
17
and chronicled their adventures. Gain +5 Renown.
On a pilgrimage to Zin, you lost a trusted friend in a boating mishap. His ghost now
18
haunts you until his body (lost in the sea) is laid to rest.
Found a book of an obscure First Age philosopher in a run-down book store. Gain +1 in
19
INT, PER, or CHA Attribute. Choose one.
Wrote a great poem to a romantic relationship that became famous in your local area. +5
20
Renown. Roll on Relationship Romance chart A.

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ATLANTIS: The Second Age
Tragedy
Not only do Heroes reach unparalleled heights of renown, but they also reach the dismal bowels
of despair.
1 A limb is ruined in a battle or accident. Lose 1 DEX.
2 Loss of an eye in an accident. Lose 1 PER.
Through a tragic mishap, you are responsible for the death of a Noble’s only son. Lose 4
3
Renown and gain the noble as a new enemy.
4 You become sick with a rare and almost fatal illness. Lose 1 STR.
5 A friend is killed by your enemy.
You are the cause of a war or conflict where many innocents suffered and died. Everyone
6
knows of your burden and shame; lose 10 Renown.
During one of your many battles, you are left with a terrible scar. (If the Hero gets this
7
result two times his CHA score is reduced by 1).
8 A parent or sibling dies, killed by a travelling companion (choose a player character).
Incurred the wrath of a shaman who was a lover. The lover cursed you with unnatural
9 eyes, like black marbles that weep blood. The curse will end when the lover is appeased
Character Creation:
Step Five or killed.
All that’s left are his 10 A friend dies by your hands. Lose 4 Renown.
Customization points. He gets
30 of them. He decides to You publicly fail at an important task resulting in the death of a player character’s loved
11
spend 20 points increasing his one. Lose 4 Renown.
Attributes. He puts +1 in CON, A romance goes terribly wrong. The lover kills the children that you had between you and
+2 in MR, and +1 in STR. The 12
then commits suicide.
remaining 10 points he spends
on Skills. He puts an additional 13 Broken in a horrible interrogation. Lose 1 WIL.
+2 in to Weapon (Melee), +3 14 Watched a loved one waste away of a horrible disease.
into Weapon (Thrown), +2 into
his Lore (Theology), and +3 into Lover committed suicide because of some miscommunication from you. Gain one Fate
15
his Perform (Oratory). Will goes Point.
on to note the character’s Hit
16 Lost an eye in a quarrel with a lover. Lose 1 PER.
Points, Hero Points, and WR. All
that is left are his Disadvantages. Mistakenly accused a friend’s lover of infidelity and the person was killed in a jealous rage.
Looking them over, he decides
17
Lose 4 Renown.
to put a 2 into Relationship, a 2
into External, and the remaining 18 Accidentally crippled a loved one in a riding mishap. Gain one Fate Point
1 point into Internal. Will doesn’t Sold into slavery where you toiled for years (double the time spent) and branded on your
want his Relationship to be his 19
face as a slave.
Naga enemy, however, so he jots
down that his mother’s people in Watched your family sacrificed in a horrible magical ritual. Their souls scream for a brief
20
Kush still look up to him and as a moment anytime a fire is lit and at noon each day the shadow you cast also includes them.
result he has a duty to aid them
whenever he can. His External
disadvantage is the noticeable
golden-white coloration of his
skin and mane. Not only is does
it stand out, but he also dislikes
being in the sun for too long. His
Internal Disadvantage is a Code
of Honor. He reveres Olódùmarè
and, like the Great Old God, he
is sometimes beneficent even
when it means letting evil survive.
Finally, Will names his character,
Tafari.

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ATLANTIS: The Second Age

Step Five: Other Details


Other Details
Spending CUSTOMIZATION POINTS
Once the Hero finishes the Life Path, the player now has 30 Customization points to spend on
Attributes, Skills, and talents to further customize his Hero.

Attributes
Attributes cost = 5 points per +1
During Character Creation the Hero may purchase Attributes at a cost of 5 Customization
points per +1 rank
Example: A Hero with a starting STR of +1 from character creation wants to buy his STR
up to +3. This would cost the Hero 10 points; 5 to buy it to + 2, and 5 more to buy it up to +3.
Buying Down an Attribute
An Attribute may be lowered to gain additional Customization points. For each point that a
player reduces his Hero’s Attribute he gains an additional 2 Customization points. An Attribute
may only be bought down to -5.
Example: A Hero with an INT of +1 wants his Hero to be a bit slower than average. He
wants to reduce the Hero’s INT to -1. The player would gain 4 Customization points for the
2-point reduction.
Racial Attribute Maximums
To raise an attribute above the racial maximum cost 10 Customization points.
Example: a Human with a STR +5 would need 10 points to raise his STR to +6.
Attribute Benchmarks
Most normal Humans have Attributes in the -5 to +5 ranges, with zero being the “average.”
Attributes greater than +5 are considered “superhuman” and Attributes below -5 indicate a serious
disability of some kind. There will also be instances where a particular Attribute is not applicable
or is missing altogether. An example might be a tree’s SPD or a non-corporeal spirit’s STR. Races
have different racial maximums, with Attributes that may exceed the normal Human maximum.
Consult the chart below.
Racial Maximums
INT WIL STR CON PER CHA DEX SPD CR MR
Anubim +4 +5 +5 +5 +5 +4 +6 +5 * *
Asena +4 +5 +6 +5 +5 +4 +5 +5 * *
Balam +4 +5 +5 +5 +5 +4 +5 +6 * *
Owlmen +4 +5 +5 +5 +7 +4 +5 +5 * *
Nemeans +5 +5 +6 +6 +5 +5 +5 +5 * *
Taurans +4 +5 +7 +7 +5 +3 +5 +5 * *
Tritons +4 +5 +5 +5 +6 +5 +5 +6 * *
Ahl-At-Rab +3 +5 +5 +5 +5 +5 +5 +5 * *
Atlanteans +5 +5 +5 +5 +5 +5 +5 +5 * *
Jinn ** ** ** ** ** ** ** ** * *
Humans +5 +5 +5 +5 +5 +5 +5 +5 * *
Lemures +7 +5 +5 +5 +5 +4 +5 +5 * *
Nethermen +2 +4 +7 +7 +5 +2 +5 +5 * *
* = There is no racial upper limit for Combat or Magic Rating
** = different for each Jinn. Roll 1D20 for each Attribute. 1–5 =+3, 6–10 = +4, 11–15 =+5, 16–18
= +6, 20 = +7

83
ATLANTIS: The Second Age
Age
All Heroes are assumed to start their heroic career at the age of adult (18 years for a Human).
The time gained through the character’s Life Paths will add onto this with the outcome being the
Hero’s starting age.
Adolescent Adult Elder Venerable
Andamen 1–15 16–49 50–89 90
Ahl-At-Rab 1–11 12–35 36–71 72
Atlanteans 1–17 18–50 51–149 150–200
Jinn* 5+1D20 10+2D20 30+3D20 50+8D20
Humans 1–17 18–50 51–80 81–115
Lemures 1–17 18–70 71–100 101–120
Nethermen 1–12 13–25 26–40 50–60
* = The ever-shifting Jinn age at different rates and roll at character creation to determine what their
age categories are. Roll for adolescents and then add the result for adulthood. Once you have that
result then roll and add the age for Elder and so on.
Adolescent
The period from infancy to early adulthood. Adolescent characters cannot have more than
a single background Life Path. All Adolescent characters take the following adjustments to their
Attributes: +1 STR, +1 DEX, -1 INT, -1 WIL. All characters begin play at their maximum
adolescent age minus 3 years.
Adult
The period when characters have reached full physical maturity; the term, “Adult,” is used here
to denote physical maturation, not social status, which is subject to cultural mores and traditions.
There are no Attribute adjustments required for Adult characters.
Elder
A period of gradual physical decline tempered somewhat by the acquisition of wisdom and
Renown as Character experience. Elder characters take the following adjustments to their Attributes: -1 STR, -1 CON,
Advancement -1 PER, +1 INT, +1 WIL, +1 CHA. +1D20 Renown
Instead of using standard
experience points, ATLANTIS Venerable
uses Renown to gauge how As per the latter category, though physical decline is more pronounced over time. Venerable
accomplished a Hero is. characters take the following adjustments to their Attributes: - 2 STR, -2 CON, -2 DEX, -2 SPD,
The more Renown a Hero has, -2 PER, +2 INT, +2 WIL, +1 CHA. +2D20 Renown
usually the more powerful she is.
Renown is the prime motivator Note: The above Attributes are not cumulative.
in the game and helps push the
Heroes to greater heights.

Skills
Skill cost = 1 point per +1
Skills at Character Creation cost one point per +1 added to the Skill.
Note: A player may have a maximum of up to +10 (except for languages) in a Skill at Character
Creation. If a Skill already has 10 or more levels (from Life Paths) the Hero may not spend any
Customization points to increase it further.

Talents
Talent cost = 5 or 10 points per Talent
Talents at Character Creation cost five points each for talents in one’s Profession or 10 points
for those in another Profession.

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ATLANTIS: The Second Age
Hit Points (HP)

T POINT
Hit Points = CON + Racial Hit Point Total
This is a measure of a character’s ability to sustain injury before dying. The average number of HI

S
Hit Points an individual or creature possesses is determined by race (and may be further modified
through the selection of Talents). This total is modified one time only for beginning characters by
adding or subtracting a number of points equal to the individual’s Constitution Rating. Thereafter,
Hit Points do not increase unless the Hero’s Constitution increases through experience expenditure
or extraordinary circumstances. Hit Points are not used as an Attribute Modifier nor are they used
to make rolls.

Renown
A Hero’s Renown encompasses his deeds and reputation throughout the Known World. This
value represents his deeds, special abilities, attitude, and all the other subtle acts that together
represent her stature in the eyes of individuals. Heroes earn Renown as they adventure across the
earth.
Below is a benchmark list of what Renown is
1–10 A Hero known in a local town
21–30 A Hero known in one major city It is sometimes hard to
31–40 A Hero known in one province or state region understand how one’s story can
travel faster than one’s own feet.
41–50 A young Hero known on one country And yet, it is undeniable that
51–100 A known Hero in one continent word of a hero’s great or terrible
101–150 A Hero known on several continents deeds travels ahead of them
through the world like afire upon
151–200 A Hero known all over the world the savannah.
A Hero whose deeds have become legend. Recognized throughout the world and Caerwyn, Lemurian Scholar
300+
whose actions have been deified
The more Renown that a Hero possesses, the better he is known in civilized areas. Depending
on what his deeds are, he will either be regaled or reviled by the common folk. The character will
amass Renown as a reward given by the GM when he has performed noteworthy deeds.
Renown has a benefit in combat and social situations. When the GM’s characters encounter
a player’s Hero, they may roll against his Renown to see if he is known by the individual. The
more Renown that the Hero possesses, the easier it is to recognize him. This can be a benefit and
sometimes a bane, as people will have heard stories of the Hero’s deeds, losses, weaknesses, and
foibles. To know of someone’s legend the person must make an INT roll with a DoD determined
by the amount of Renown the Hero possesses. If a player wants to know more in-depth information
about someone, the DoD goes up one level.

Example: Iolaus (150 Renown) wants to impress a nymph with his greatness. With 150
Renown she needs to roll DoD+2 to have heard of the great Iolaus.

RENOWN
Renown Difficulty
1–10 -7
21–30 -6
31–40 -5
41–50 -2
51–100 0
101–150 +2
151–200 +3
300+ +5

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ATLANTIS: The Second Age
Social Affairs
In social situations, Renown adds a bonus of +1 per 50 points of Renown to any social dice roll
situation where your name is heard. In some cases it will act as a penalty.
Example: Iolaus (150 Renown) is seeking an audience with the King of Argos. While
speaking to the palace’s Major-Domo, Iolaus says, “I am Iolaus of Thebes, son of Iphicles. I
would like to speak to the great king of this house.”
Iolaus rolls his CHA with an added bonus of +3 (150/50 = 3). He rolls a success!
Since the Major-Domo knows of Iolaus and his great deeds he rushes to his king to tell him
of the great Hero that stands outside his doors. If, on the other hand, the Major-Domo had a
reason to hate the Hero or his father, then the Renown would act as a penalty of -3.

NOTE: Always give Earning Renown


Renown right on the spot. Do For Renown rewards of 1–5, it doesn’t matter if the Hero succeeds or fails; all that matters is
not treat Renown like Experience that he tried. For such acts of heroism the character receives the full reward. For Renown acts of
Points that are doled out at the 10–20 the character gets a full reward for success and only half for Failure (in these cases failure
end of the game. The immediate usually means death).
reward emboldens the players
to continue to strive for more Example: Donobey saves three innocents while defeating a beast. Donobey receives 5
Renown. Renown points.

Example: While helping with a disastrous flood in the port city of Acheron, Donobey sees
that a retaining wall is about to give way. Knowing that if the wall fails the area will be flooded
and hundreds, if not thousands will die; Donobey braces his back against the wall and pushes.
The Game Master decides that the task will be a Legendary feat of Strength and calls for a STR
+ Athletics roll. Donobey will either live to tell the glorious tale or die and have songs sung of
his heroism, but either way the situation will garner him 16 Renown points.

Situation Renown Earned


Fighting naked (without armor) and with abandon 2 points
Fighting in Hand-to-Hand combat 2 points
Fighting with Style and Heroics 2 points
A Very Difficult Skill-level attempt in a time of crisis 2 points
An Extreme Skill-level attempt in a time of crisis 5 points
A Beyond Extreme Skill-level attempt in a time of crisis 8 points
As a boy I killed a lion with
Legendary Skill-level (DoD-20) attempt in a time of crisis 16 points
nothing more than dagger and
sinew, and I was known for it. Saving a nation from destruction with the help of the group 25 points
As a young man I fought along Slaying a great villain or creature 50% of Renown
side mercenaries during the Red
Falling in love and winning a paramour’s affection 10 points
Tide and killed many, and I was
When multiple Renown awards are applicable they stack, yielding a larger award.
known for it.
Example: A naked Hero fighting and killing a 100 Renown opponent in hand-to-hand
I was the first in the line to take
combat would receive 54 Renown.
the blood of the Black Circles
minions, and I was known for it. NOTE: That Skill attempts assume that no Hero Points are being used to augment the roll. In cases
where Hero Points are used, lower the Renown award by one level.
I am known for many things
now and the stories travel before Deeds that are a collaborative effort of an entire group are tallied and divided evenly among
me and praise my deeds. the group.
Donobey of Nubia Example: The group defeats a band of pirates and saves a small fishing community. The
GM decides that the entire ordeal is worth 75 Renown. There are five Heroes in the group and
they all receive 15 Renown.
More information can be found in the Game Master Section for determining the amount of
group Renown award.

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ATLANTIS: The Second Age
Losing Renown
Conversely, a Hero can do something that would bring dishonor to his name. This will cause
the Hero to actually lose Renown. Imagine when confronting a hydra that is about to attack a small
town the Hero loses his resolve and turns to run. If survivors live to tell the tale they will cry that
the Hero was a coward.
It’s much easier to lose Renown than to gain it, and the worlds love to see the glorious fall or
blunder. Dishonorable deeds spread much faster than the honorable ones; therefore, a Hero loses a
larger proportion of honor than he gains.
The GM is the final arbiter of the reduction of Renown and once it is gone it cannot be atoned
for. A Hero may fix the problem later but the damage is already done. He may even gain Renown
from fixing the problem but the die is cast and the blemish still stands.

Below are several examples.


Situation Renown Lost
Looking foolish or acting dishonorably in front of the common man. 2 points
Losing a lover because of personal negligence. 2 points
Allowing oneself to be bamboozled by a small-time criminal. Disregarding the
4 points
pleas of the helpless.
Allowing an insult to go unanswered. Not defending the honor of one’s
6 points
companions.
Allowing a great injustice to go unanswered or running in the face of defeat. 7 points
Allowing a companion to die because of one’s incompetence or cowardice. 10 points
Turning one’s back on a helpless city or nation and allowing them to be destroyed
25 points
because of one’s inaction.

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ATLANTIS: The Second Age

What does the Hero Points


Element represent? Hero Points = 5+ (Charisma Attribute)
Air Hero Points represent the cosmic luck that all Heroes have in fiction — that little bit extra that
Thought, perception, gets him through the harrowing ordeal. There is always something different about a Hero which
the focused mind and helps him stand apart from his more mundane counterparts. He is able to climb the mountain no
imagination. sane person would; he can fight, and best, a lion, barehanded; he can endure an injury that would
This element represents lay a common man low. This is illustrated by the Hero spending Hero Points.
the Hero’s reasoned mind and Your Hero starts the game with a pool of points which can be used to affect the outcome of
the ability to think and convey dice rolls or damage taken. The maximum amount of Hero Points a character may have in her Pool
concepts and high ideas. The is equal to 5+ her CHA Attribute (minimum of 5 Hero Points). This amount goes up as the Hero
element is used to communicate gains Renown.
and think analytically. Example: A newly minted Hero with a CHA +1 would have 6 Hero Points to start.
Applicable Uses: A Hero is
capable of thinking things Hero Point Ātman Allocation
through in order to get things
Once the Hero has determined how many Hero Points he has, he then arranges them as he sees
done. She calls upon her Air
fit among his Ātman elements. The Hero may arrange the points how he sees fit, putting points in
to solve riddles, inspire those
all his elemental Ātman, or focusing on just one element. The Ātman represents aspects of the Hero,
around her, and perform great
and help define his personality. When a Hero uses the Hero Points, they work normally; but if he is
works.
performing an action which corresponds to an attached element, the Hero Points offer double the
effect. The Ātman are Empyrean, Void, Earth, Fire, Water, and Air.
Earth
Example: The Hero decides that he will allocate his Hero Points evenly among the elements
Resistance, passive with one in each Ātman.
power, strength
Earth governs a
What the Ātman Elements represent
Hero’s resistance to outside
forces and personal courage. She The universe and all inside the great sphere are composed of several elements. These elements in
is “grounded”, practical, and not balance make a fine work of art, a pleasant tea, and a great Hero. What makes a thing stand above
easily tricked or fooled. A Hero its common counterparts are the elements and how they are arranged and focused. Not enough
with control over her emotions earth or fire, and too much water will make a poor tea. A man with too much fire and not enough
is often seen as being very brave air is a wild savage, and if oppositely arrange makes a man who thinks too much and never acts.
or stoic when confronted with All the elements combined compose a Hero’s Ātman; his self or being. No element is inherently
horrors and danger. bad or good, but too much of anything can twist a person into an extreme paragon of that element.
Applicable Uses: A Hero is The Hero’s personality, passions, ambitions, goals, and personal drives are represented by
capable of holding in their the Ātman; there is no literal fire in his belly or air in his head. There is no physical outward
emotions in order to get things representation of the elements. A happy person is a balanced person, but what fun is that in a role-
done. She calls upon her Earth playing game filled with drama and pathos?
to resist the effects of fear,
mental control, or pain. Your character can use Hero Points for a variety of things:
►► Players may spend Hero Points to increase a roll by +2. Hero Points may be spent after the
Fire roll is made.
Passion, rage, anger, ►► One Hero Point may be used to negate a mishap or Critical Failure.
mania ►► One Hero Point will add +4 to damage inflicted.
A Hero’s fire ►► Hero Points may be spent to negate 4 points of damage per point spent. The Hero can
represents his active spend up to his maximum amount of Hero Points in this way
self and the ability to act, and Example: Donobey is fighting a giant Lemurian machine construct on an archipelago
emote. in the Elysium Ocean. At his disposal are three Hero Points. The machine shoots a gout of
Applicable Uses: A Hero flame at the nimble Hero, hitting him for 30 points of damage! Donobey is in the pursuit of a
may use his fire to attack or Diomedean bridle and decides this would be a good time to use his Hero Points to negate the
make love to a person. Her fire damage. Donobey’s player spends all three Hero Points and negates 12 points of damage.
represents her wild primal self. ►► Two points will give the Hero one extra action for one round of combat without any multi-
action penalty.
Water ►► Two points can be spent to negate the unconsciousness effects of a critical hit.
Compassion, wisdom,
change, fluidity, deception. Hero Points; Ātman Focused
A Hero’s water
Hero Points may be used as the Hero sees fit and all give the same bonus to rolls or negating/
presides over his compassion and
enhancing damage but when they are used in actions that pertain to the element, the Hero Points
sensitivity. In some, it manifests
give double the benefit.

88
ATLANTIS: The Second Age
Example: Dayn, with 8 Hero Points distributed over his Ātman like so: Empyrean 2, Void
1, Earth 2, Fire 2, Water 1, and Air 0, is in the middle of a fierce struggle with two Nethermen as the ability to understand his
bandits. The Hero wants to hit the largest one, but he doesn’t believe his sword skill is adequate fellow man, while another Hero
and spends 1 Hero Point from Fire to augment his roll. Normally, the Hero Point would give might be seen as a kind and
the Hero a +2 to his roll but since Fire is active and commonly associated with strong emotions generous ruler. It is the key to
or attack, the Hero Point gives him a +4! Later in the battle Dayn is all out of Hero Points understanding another’s plight
except for one that he has in his Water Ātman. He is struck by a ferocious axe blow that does 12 and a willingness to help when
points of damage! Dayn uses the last Hero Point to negate 4 points of the damage. If the Point needed.
had been an Earth Ātman it would have negated 8 points instead. Applicable Uses: When helping
another. When trying to
Hero Point Limit per roll understand or come to some sort
of amicable agreement or when
Whenever a player makes any roll (Attribute, Skill, damage, power, and so on), she may spend moving in a defensive manner.
Hero Points to increase the total. She may use Hero Points up to a maximum based on the Hero’s
Renown score. Use the following chart to determine the allowable number of Hero Points.
Empyrean
Renown Score Hero Point Max Per Roll Example: A Hero with
Ambition,
20 Renown may only spend 2
1–49 2 quintessence, Aether, the
Hero Points during an action,
higher self.
50 4 while his much more famous
It is the Hero’s inner passion
100 5 friend with 150 Renown can
to find fulfillment that pushes
spend up to 7.
150 7 them to greater and greater
HERO heights. Such drive is not purely
200 10
POINTS selfish, however; synonymous
300+ Any with Aspiration or a Drive to
achieve and succeed.
Giving another Hero Points Applicable Uses: An ambitious
A Hero may give any or all of his available Hero Points Hero is filled with a fire to do
to another by clasping hands and wishing the other luck. what he considers a good work,
This takes one round, and during this time the two Heroes to change the world, to make
may do nothing else other than reaffirm their friendship and things better. A Hero will call
willingness to help one another. A Hero may only be “gifted” a upon her Empyrean element to
number of Hero Points equal to 3 times his normal amount. The protect innocents, to save a loved
gifting Hero will not regain his normal amount until the “gift” is one, or overcome a hardship.
used or given back.
The Hero Points are available until used and must be used first before their own personal pool is The Void
used. If the gifting Hero dies before the Hero Points are used the receiving Hero gains 2 Fate Points Despair, intuition,
because of grief and guilt. emptiness, gloom, darkness,
madness, the unknown
Regaining Spent Hero Points The void is not evil; it is an
element possessed by every living
Hero Points are used throughout the course of the adventure and only reset at the beginning thing. It is the voice in your
of a new adventure. An adventure may be more than one game session long, so players should use head that says, “don’t go into
the points wisely. the cave” or that sense of dread
when a kindly old woman offers
Renown and Hero Points you tainted sweets. A Hero’s
The more Renown the Hero possesses, the more Hero Points the Hero will eventually have at Void allows her to know that
his disposal. When a Hero attains a certain levels of Renown, they may add two points to their the world has become dark and
permanent Hero Point total. A Hero adds these points at 50pt, 100pt, 150 pt, 200pt, 250pt, and dangerous.
the 275pt level of Renown. The new Hero Points may be allocated to any of the elemental Ātman Applicable Uses: A Hero may
the Hero chooses. use Void to know that she
Example: Donobey (with 5 Hero Points) reaches 50 Renown. He may add 2 points to his is surrounded by danger or
Hero Points for a total of 7 points. He puts one point in his Earth and the other in his Fire strangeness. She trusts very few
Ātman. and sees threats everywhere. She
can call upon her Void to save
Other ways to get Hero Points herself from danger, even though
she knows that such an escape is
Below are the other ways a Hero can get Hero Points in the game. Each way has its own benefits temporary.
and risks involved but do not suffer from the constraints of Renown. The player is in total control
of how each of the following systems is used and if they are willing to pay the price, the Points are
theirs.

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ATLANTIS: The Second Age

Disadvantages
Disadvantages are the disabilities, quirks, and weakness that the Hero has developed over the
span of his lifetime. No Hero is without a blemish and these are what define the Hero. ATLANTIS
does not use a standard list of disadvantages that you might find in other products, but instead
lets the player to choose what is right for his character, allowing him to customize his Hero’s
Gaining more Hero imperfections as he sees fit.
Points during Play Each Hero must have three disadvantages that are rated in levels. The player has five levels to
A Hero can gain more Hero distribute between the disadvantages with no more than three in one and no less that one in any of
Points during play a number of them. The more levels in the disadvantage the more serious a hindrance it is.
ways. During the course of play, the player may want to change the order of the disadvantages and
►► Activate a disadvantage that is fine as long as there is a logical reason for the switch in priorities.
►► Pray to or blaspheme the NOTE: Players are encouraged to draw upon elements from their life paths to create disadvantages,
gods (This is covered in especially tragic events.
the section of the gods)
►► Offer sacrifice or votives to Disadvantage types
the gods (This is covered Disadvantages come in three varieties: Relationships, Internal, and External Problems.
in the section of the gods)
Players have five levels to allocate between three disadvantages. No more than 3 levels in one
►► Indulgence
disadvantage, no less than one level in a disadvantage.
►► Using Fate
Relationship Internal External Problems
Relationships are This type of disadvantage This category catches all
disadvantages that involve one represents some type of quirk the disadvantages that aren’t
or more other people. If the or mental limitation that makes relationships or internal
Hero has a needy lover that it hard for others to interact Personality quirks. Examples
always wants attention, then that with a character, or some type include:
is a relationship disadvantage. of psychological disability that ►► Poverty
Examples include: makes certain actions more ►► A physical limitation
►► An enemy who wants difficult. Examples include: such as one eye, or
to see the Hero suffer ►► Anger problems missing an arm
or dead ►► Vows, or codes of ►► Bad luck
►► An elderly mother conduct ►► A terrible secret
who needs constant ►► Flashbacks or night ►► Debt
attention terrors ►► Young or old age
►► A social obligation ►► Depression or paranoia ►► Strange appearance
to a group of people ►► Long-winded or ►► A vulnerability to a
who depend on her for overconfident substance
protection ►► Pathological lying ►► Being a fugitive
►► A scorned lover ►► Substance abuse
Who am I? ►► Police record or shady
►► A beautiful girl who ►► Low self esteem background
This is one of the questions
doesn’t know you exist ►► Cowardice
Ātman tries to answer in the
game. It’s a personality mechanic but you admire from ►► A religious fanatic, or
that helps define who the Hero afar and protect from atheist
is during her travels. When a trouble
►► Narcissism
Hero is freshly made, she may ►► A lover who’s trapped
►► Greed
look completely different from in the underworld, and
the Hero she becomes near the you’re expected to get
end, changing as she goes. As her back
the Hero journeys though life, she
will change, making her name Iolaus’ Sample Disadvantages
and deeds known to the world. As a young Hero fresh off his home country, Iolaus’ disadvantages look like this
Doing so will require the Hero to
Type Level Notes
define who she is and how she
approaches the world. Hesperos the butcher. The butcher is a pirate ringleader who sold
Relationship 2
Iolaus into slavery with the Zannite years ago
Personality 1 Hot-blooded. Iolaus is quick to anger when challenged or crossed
Indebted. Iolaus owes a debt to Strategus Dylon for saving his life.
External 2 Sometimes Dylon uses the debt to bend Iolaus to his will making
him do things he would normally not do

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ATLANTIS: The Second Age
What do I do with them?
Disadvantages are brought into play by the player for a few reasons:
►► It makes the game more interesting and allows the player to inject a bit of drama
►► It spotlights an aspect of a character that a player would like to explore
►► It gives a player Hero Points to add to rolls in the scene equal to the level in the disadvantage.
The player is in total control of when and if the drawback is used. If the player never uses the
disadvantages during the course of the game that is his option — but what fun is that? One, his
character will never grow, and two he will never get to take advantage of the bonus points the
disadvantages give him.

When can the Disadvantage be used?


Hero Points are the
The player may call upon the disadvantage in any situation. The GM must approve it but when
cornerstone of the
activated the Hero is essentially bringing down the pain upon his own character, creating drama in
game.
the plot. Because he is in some way causing trouble for himself he gets disadvantage points that he Beyond the actions of the
may bank and use at a later date. These Disadvantage levels act in the same way as Hero Points but players, the Hero Point system
they must be used before the end of the game or they are lost. is the one thing that makes the
The Hero may activate a disadvantage only once per game and no more than 5 Hero Points per Heroes impressive and dynamic
game can be acquired in this way. forces in the game world. The
Example: Iolaus is at a symposium during the course of the adventure and his player, Tyrone player characters are powerful to
begin with. Hero Points enforce
Bigums, decides that this might be the perfect time to garner some Hero Points for use later in
this fact and allow them to break
the game. Tyrone decides that Iolaus runs into his archrival Hesperos (Relationship level 2). the rules of the game. This
The GM approves the actions and starts to play out the scene of Hesperos’ entrance and eventual aspect of the game is in the hand
confrontation with Iolaus. The scene is role-played to everyone’s satisfaction, ending with Iolaus of each and every player, GM
garnering 2 Hero Points for later use. included.
Once the disadvantage Hero Points are used they are gone and can only be replenished if the GMs shouldn’t be afraid that
Hero activates the disadvantage again. The player may do this again later with his other disadvantages the players have so much power
and receive disadvantage bonus until he hits his Max (5 levels), calling on his 1-level disadvantages in their hands. Embrace the fact
to max out his limit of five level per adventure. Disadvantage bonus must be spent during that that the players have the ability
adventure or they are lost and must be activated again during later adventures. to dominate the setting with Hero
GMs may try to activate a disadvantage because of plot developments, and if the player agrees Points.
to his disadvantages being activated he receives the disadvantage bonus (up to his max). If the player Coupled with Renown, a Hero
doesn’t want the disadvantages activated he may spend points out of his Disadvantage bonus pool will enter a feedback loop that
to buy off the activation. If the Hero does not have points to spend he may either spend actual Hero starts with using Hero Points to
Points or take one Fate Point. accomplish task, getting Renown
These disadvantages are what help define who and what your Hero is, and should be role-played for their actions, which allows
when activated. Since there is no mechanic for what these disadvantages do, it is up to the player them to use more Hero Points
and the GM to define how they limit or hinder the player. The Disadvantage levels are a good to do greater things, etc... Once
benchmark for how serious the problem is. If a Hero decides that his Sworn Enemy (Relationship) the players realized they aren’t
constrained, but can try any
is worth 1 then he is not much of a hindrance compared to his alcohol addiction 3 (Personality).
action the game is blown wide
In this latter case, the GM may decide that the Hero has -3 to all rolls unless she is drinking or
open.
completely wasted on cheap wine. No matter what the case, the disadvantage should be role-played.
Some GMs fear this much
power in the hands of a player
When can I use these Points? but ATLANTIS tries to embrace it
The disadvantage bonus may be used any time after the disadvantage is activated. The points and lets the dice fall where they
may be used in part or whole as the player sees fit. If the player has managed to activate 4 levels may.
worth of disadvantages, he may use the four points all on one roll or may split the points up evenly
between four individual rolls, or any combination thereof.

Changing Disadvantages
During the course of several adventures some disadvantages will become more important, while
others will become less so or even irrelevant. If this occurs the player may shuffle the priorities or
even change the disadvantages to new ones. This should be discussed with the GM and role-played
to a satisfying conclusion.
It is perfectly acceptable to have more than 3 disadvantages but Heroes only receive points for
the top three most pressing disadvantages in their lives. If a player wants, and the GM approves, a
Hero can have multiples of a type of disadvantage.

Example: Iolaus wants to switch his disadvantages around. He decides that he will have
two Relationship disadvantages (Sworn enemy Hesperos 2, and a Dysfunctional Love Affair
with a young princess, Pelagia 2, and Hot-blooded 1)

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ATLANTIS: The Second Age

Indulgence
Indulgence is another way of getting extra Hero Points when you need them. Of all the different
ways to get extra points this is, in some ways, the most fun and potentially most true to the genre
of ATLANTIS.
Heroes in Sword and Sorcery fiction are constantly indulging in some sort of debauchery. In
ATLANTIS you get Hero Points for it. If the Hero needs Hero Points, she may decide she is
spending the night out on the town drinking and making merry. Another Hero may decide that
a particular courtesan needs his full attention, while the third may spend the night reflecting on a
sonnet that he is composing to his lover, the king. All are legitimate and all the Heroes are entitled
Nothing reinvigorates my soul to receive Hero Points from their Indulgence.
more than a night of strong drink A Hero receives a number of Hero Points as dictated by the table below. If the indulgence goes
and wild dance. To focus my poorly, the Hero may actually be worse off then when he started his night.
mind on things other than battle
-3 versus the Hero’s INT for intellectual pursuits, CON for physical pursuits,
reaffirms who I am and why I do Standard DoD
or CHA for social pursuits.
this.
Donobey of Nubia Critical Failure: Things go horribly wrong that night, leaving the Hero shaken and in some
sort of pinch. Gain one Fate Point
Failure: The night didn’t go as planned, leaving the Hero frustrated.
The Hero gets his CHA in Hero Points for his night’s efforts (Minimum of
Partial Success:
one Hero Point).
The Hero gets CHA +3 (minimum of 3 Hero Points) for his night’s efforts
Full Success:
and maybe has a story to tell.
The Hero gets twice his normal amount of Hero Points back and gains 5
Critical Success:
Renown.
Example: Dayn is spent after his last encounter with the towns guards (zero Hero Points).
Dayn decides that what he needs is some strong drink and the comfort of a beautiful woman.
The GM decided this will be a social indulgence and will use Dayn’s CHA attribute. Dayn’s
player rolls, gets a Partial Success, and receives 2 Hero Points and has a few good stories to tell
of the night of drunken songs that ended with his purse being stolen by a young street urchin.
NOTE: If the Indulgence also involves a Wealth Roll, the Hero may be entitled to Renown as well.
See Wealth Rating for Details.

Indulgence Uses
A Hero may pursue an Indulgence once per adventure.

This is the Hero’s


story. Live it! The Heroes’ Journey
Every player should ask how The Epic Endgame
her character will change the
world. What makes the character
a hero? What makes her a cut
above the rest? What makes her
Destiny
special? The Heroes in Atlantis
“The only person you are destined to become is the person you decide to be.”
are not mundane in any way, and -Ralph Waldo Emerson
their travels through character A character’s destiny can be any effort; worthy of a Hero, grand enough to inspire the help of
creation will give them plenty of a god. The Heroes’ efforts are intended to change the face of the world, leaving their mark on the
grist for the idea mill. land and their names upon the lips of all mortals.
A character without a destiny A Hero’s destiny is an aspect of Olódùmarè’s divine spark. When a Hero achieves her Destiny,
is a character without motivations she is helping Olódùmarè, the Demiurge, move and shape the world.
or a reason to play. The Hero’s The Hero’s destiny, chosen by the player, should be something great, which sets the Hero above
destiny is the most important the mundane mortals of the world. Each Hero in Atlantis is meant for better things.
aspect of her character. Without Sample Destinies include:
it, the character will wander ►► Become king of Atlantis
aimlessly through the world,
►► Slay the great Conqueror Worm and free the people of Eria
meant for something greater, but
never able to achieve it.
►► Bring prosperity to the people of Dabba
►► Defeat the Sons of Ba’al and bar the demons from reaching the world.
Once a Hero has achieved her Destiny, she is done and taken out of play. She has won the game,
and either goes about refining her great work or settling down to even greater things. Either way,
this is not the purview of the game. This is her “happy ending”.
Example: Renee decides that her Hero, Monev, an Ahl-At-Rab assassin, will become Queen
of Assassins, infamous around the world.

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ATLANTIS: The Second Age

Fate
“You often meet your fate on the road you take to avoid it.”
-Goldie Hawn
All great Heroes have a Fate, most often a tragic one. A Hero’s Fate is tied to the horrible and
unreasoned dreams of the sleeping Elder Gods. The stuff of horror and nightmare are the normal
state for the elder gods. Their dreams manifest when mortal greatness rivals their own, drawing Does a Destiny have
those motes of bright light to their oblivion. The nail that sticks up must be hammered down; such to be a good and noble
is the purpose of Fate. Normal, mundane mortals go about their lives walking down the middle thing?
road. They die in obscurity, but the higher a person climbs, and falls far if she fails. No. Olódùmarè’s will is
Most Heroes discover their fate in some way during their many adventures. The Fate of a great strange and sometime capricious.
What final form the earth is
Hero can become part of her legend; known far and wide.
intended to take lies in the mind
A player chooses her own Fate at character creation, and if she does not accomplish enough of the Demiurge, and is beyond
before she reaches the zenith of 325 Renown, she is embraced by the Elder Gods’ dark dreams and the speculations of mortals.
somehow claimed by oblivion. A person’s Destiny may seem
Sample Fates include: horrible or counterproductive to
►► Die alone in squalor beneath the window of the King of Atlantis those looking on, but may later
reap some great reward one
►► Becomes a thrall of the great Conqueror Worm, and helps subjugate the people of Eria
hundred or a thousand years
►► Destroy the people of Dabba later. The heroes are the agents
►► Open the gates to the brass City and unleash Hell on Earth of this great change on earth and
If, by 325 Renown, a Hero has more Fate Points than she does Great Works, then she fails their Destinies may be filled with
herself and loses. The Player and the GM work out a way that the character exits the game using a noble and ignoble effort. Only
the Fate as a guide. Perhaps the Hero’s last adventure involves her death or fall into obscurity. Olódùmarè knows why a particular
path is chosen for a hero to walk,
Example: Monev the Ahl-At-Rab Assassin does not achieve her Destiny, but succumbs to
and only Olódùmarè’s may judge
her Fate. She is betrayed and killed by a trusted friend in a dirty back alley and all but her if a great effort is worthy.
palms are eaten by wild dogs. Monev dies forgotten and is lost to history. Her many great deeds
are eventually forgotten.
Fate
Fate Points
A Hero may “Tempt” Fate by using the Elder Gods’ own will against them. When a Hero
“Tempts” Fate, she may use up to six fate points on a single roll. Each point acts as a normal Hero
Point usable on any roll at any time, until they expire. She may do this an unlimited number of
times during the game. The Fate Points can be used in any way standard Hero Points may be used.
Example: Dayn is trying to convince a guard that he actually belongs at the dinner party he
is trying to infiltrate. The Influence roll will be difficult to make and Dayn decides to “Tempt”
Fate to gain a few more Hero Points. He may tap up to six of ten Fate Points but decides that
he will only need an additional 2 Hero Points to make the roll a success.
Fate is enticing and easy to use, but ultimately leads to the Hero’s demise. If any of the Fate
Points are used and the end result is a Failure, or the die rolls a natural Failure (a roll of 1–5 on the
D20), even if the end result is a success, then the Hero marks off a number of Fate Points equal to Why would I ever
half the amount of points used (round up). If Fate Points are used to negate damage, the Hero takes Tempt Fate?
a number of Fate Points equal to half the number of points used automatically. No roll is made. The repercussions of tempting
Once the Hero has 10 Fate Points, she has caught the attention of the sleeping Elder Gods who Fate can seem harsh and self-
enact their dark designs upon him. defeating; despite the greater
Example: A Hero is trying to disarm a trap on a door, so that she and her companions can Hero Point yield and the number
move through before a horde of enemies arrive. The Hero decides to Tempt Fate, and receives of times it can be used. Heroes
tend to Tempt Fate, because
6 Hero Points. The modified roll is a success, but the D20 rolled a 4. The Hero manages to get
doing so allows the impossible
through the door, but not without much screaming, pounding and utter frustration. Her Fate
to happen, or ensures they won’t
goes up by 3 points, moving him closer to the dark designs of the sleeping Elder Gods.
falter during their moment in the
NOTE: The use of Fate must be declared before the roll is made. spotlight. It’s seductively easy to
use.
Succumbing to One’s Fate It’s also fun to gamble with
When a Hero reaches 10 Fate Points her time is up, no matter the how much Renown she has. your own destiny, and Heroes
The Hero succumbs to her Fate and suffers the dark destiny dreamt of by the Elder Gods. are constantly taking risk they will
Theoretically, a Hero can succumb to her Fate in one game session if she foolishly uses Fate as someday regret.
her own personal Hero Point faucet.
The only thing that may save a Hero is having more Great Works than Fate Points. If a Hero has
10 Fate Points and 11 Great Works before she reaches 325 Renown, she does not die, but reduces
her Fate down to 5 and loses one Great Work, starting with the most recent and working her way
backward.

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ATLANTIS: The Second Age

Great Works
Great Works are smaller motivations for a character to complete during his travels. Where Destiny
is the overarching motivation of the Hero, the Great Works are the small individual motivations that
keep him going day to day; when gathered together, the total of a Hero’s Great Works culminate
into that Hero’s Destiny. Great Works can be used as motivational tools during play and give the
characters a bit more direction and purpose.
Share Goals A Hero may have up to three Great Works that he is working towards at a time and the Great
Characters can share the Works can be almost anything the Hero can come up with.
same goals or aspirations,
but that makes for a rather What makes a Great Work?
uncomplicated story; and I don’t
mean that as a compliment. Is the goal achievable? Does it present a problem the character must take action to resolve?
It’s more interesting if at least Achievable goals immediately drive your character to action.
some goals within the party are Does it have dramatic importance?
at odds. If Character A wants In theory, a Great Work is something a character is willing to risk his or her life over. Achieving
to crush the people of X Village the goal of a Great Work should force a character to make important, weighty decisions, or to grow
under his heel out of revenge and as a person. Sure, “get milk and diapers on the way home from work” is an achievable goal, but it
Character B wants to educate probably doesn’t have much dramatic impact, and the character likely won’t grow as a person from a
and convince the people of X quick stop at the grocery store. Give the Great Work a name and a face that can be used in the game.
Village to put an end to their What Great Works are not
terrible, bloodthirsty ways… Great Works can never be anything that can be bought with character points such as a Talent. A
Voila! Drama. Great Work to become wealthy should not be easily bought as an advantage. A Great Work to take
the wealth of the corrupt king, Tuthusmos and rule his land benevolently is a worthy one.
This checklist ensures that all Great Works will be specific enough to be interesting. “Find my
brother, Darion, and avenge myself upon him for the death of our father!” is a good Great Work. “Kill
all my enemies!” is not, since it doesn’t involve a specific character, even if it is (arguably) achievable.

Sample Great Works include:


Bad Good

To marry a woman of my dreams Rescuing the priestess Aerope from the depraved merchant Krion.

Find a cure to the curse of madness cast by the sorceress Elakshi


To quell a large unruly mob
upon the people of Vedda.
I want to find the one who betrayed the Prove that the Necromancer Gorka is behind the plague that’s
Arcanum causing sickness in the kingdom.
Find and take my revenge upon Xeresi the Turani, the murderer
Find my sister’s killer
Great Works are a of my sister.
GM’s Friend Impress King Hicteon so that I can have the hand of his daughter,
Marry a princess
Great Works are a love letter the fair and lovely Megio.
to the GM begging to be used. Retrieve the Black Cloak of War and bring it before the corrupt
When a player writes down a Do great deeds and become king
priest Mernegrus and earn my rightful place as king.
Great Work, he is asking for that
to be used in the game somehow. Find a cure for my mother’s illness Steal apples from the private orchard of the Erlking, a cure for my
Have multiple player Great ailing mother’s sickness.
Works show up in the game.
Make some of them easy for Changing Great Works
the group to work towards and Because of the mercurial nature of a game and the happenstance of life in general, the Hero may
then throw in a few that are change the focus of his Great Work during moments of introspection. In some cases something that
diametrically opposed. What if was incredibly important may seem trivial when the Hero is presented with something more dire or
one Hero wants a golden cloak weighty than his intended goals.
worn by a dead king and another
Example: While on a journey to stop the Erlking, Dayn is captured and thrown in a cell with
Hero’s Great Work is to destroy
a blind man named Selemnos. Selemnos tells the young Hero the location of the fabled bridle of
said cloak? Drama!
With Great Works, Destiny,
the firebird Vash. The bridle would control the terrible creature and stop is mad rampage in the
and player Disadvantages,
neighboring kingdom. Dayn pledges an oath to the man that he will find this fabled artifact and
the plots will start to write
stop the firebird’s rampage.
themselves. Dayn can always come back to the Great Work of the Erlking but decides that the carnage and
misery in the neighboring kingdom weighs heavily on his shoulders. Dyan’s player decides to change
one of his Great Works (Stop the Erlking) to “Finding the fabled bridle of the Firebird Vash.”

The Benefit of Great Works


Each Time a Great Work is realized, the Hero notes this on his character sheet. The more Great
Works the betters because it is ultimately used to stave off Fate and achieve one’s Destiny.

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ATLANTIS: The Second Age
Wealth Rating (WR) th Rati
al

We

ng
Wealth Rating = Determined by profession
In ATLANTIS, wealth is represented much like an Attribute. When a Hero wants to make a
u re
as
purchase of any kind, the GM compares the difficulty amount to the Hero’s Wealth Rating and

e
Tr
evaluates if he may purchase it or he may allow the Hero to roll his Wealth versus an assigned DoD.
Wealth does not represent an actual money value; rather, it represents a Hero’s ability to pay
for and acquire the things that he needs. Each character thus gets a Wealth rating, which represents
the amount of money the character can get without too much trouble on a regular basis because of
work or investments. Include any modifiers to rating due to Disadvantages or Advantages.
Uses of the Wealth Rating
A Hero may make a number of Wealth checks each game equal to his INT +3. A Hero and his Money
Many times in Sword and
When to use WR Sorcery fiction, a Hero and his
wealth are soon parted. They will
Buying a loaf of bread or a drink at a bar should not cost a Hero with an average wealth a Wealth
have huge piles of treasure at
roll. The GM should just allow the Hero to have it and move the narrative along. If however the the end of one adventure only to
Hero buys the entire bar a round of drinks or a poor neighborhood enough loaves to feed them for begin the next broke and on the
a day, a Wealth roll is in order. run from the law.
Heroes live life to the fullest
Wealth Rolls and DoD and aren’t always prudent
investors of wealth. A large
When a Hero wants to purchase something, she uses her Wealth rating with a DoD equal to windfall could mean the addition
the item’s price. All prices are rated in difficulty modifiers. A very inexpensive, relatively easy-to-find on the barn back home or a wild
item may be represented as a bonus to the roll, where very expensive item may have a very high night of drinking and philandering
penalty. with complete strangers.
Example: A loaf of bread may have a price of +5 while a large sailboat may have a rating When a Hero spends
of -15. Treasure Points in this manner,
stories are told. The night the
Jewel of Acheron provided
Example: A Hero with a WR +4 wants to purchase an item with a price DoD-9. The Hero dozens with drink, food, and lotus
would roll with a penalty of -5 to his roll. bliss is something people will
Critical Failure The Hero loses one point of WR for the remainder of the adventure talk about for years to come. For
each Treasure Point discarded
Failure The Hero may try again with a cumulative penalty of -1 in this manner the Hero gains 2
Partial Success The Hero fails to make the purchase, but may try again at no penalty points of Renown.
Example: Dayn has just stolen the
Success The Hero purchases the item or service Eye of Acheron from the Temple of the
Critical Success The Hero purchases the item or service, and does not waste a WR use Moon Goddess. The Eye is worth a
+8 Treasure Points. While in a colony
of Tharshesh he trades the jewel for
Failed Wealth Rolls a night of fun with a tavern full of
A Hero who has failed a wealth roll to purchase an item may try again with a -1 penalty. This newfound friends. The night is wild
penalty increases further with each additional roll. and full of bawdy tales of lechery and
drinking. The next day, Dayn wakes
Example: A Hero with a Wealth Rating of +2 is trying to purchase an item with a price of
in a nearby marsh with other half-
-4. She rolls the dice and fails the roll but would like to try again. The new DoD is now -5 and dressed rabble-rousers, 2 emu, and a
if she fails and tries again the price DoD is now -6. half-empty drum of candle wax. The
Hero Points and Wealth stories told of that night follow Dayn
Hero Points may never be used to modify a wealth roll or mitigate a Critical Failure. for years to come, leaving him with
16 additional Renown.

Treasure Points
When a Hero finds treasure, it is represented as Treasure Points.
Example: A group of Heroes finds a buried box of jewels worth +10.
The treasure can be divided how the Heroes see fit, evenly or otherwise.
Example: The three Heroes involved divide the treasure evenly, with the remainder going
to the person who originally found the treasure. Two Heroes get 3 points while the last gets 4
points.
The points of treasure are spent just like Hero Points, with one point adding +2 to a Wealth
Roll. Once the points are used they are gone and may not be used again.
Example: A Hero with a WR +3 is in town and looking for a new suit of armor (DoD-7).
In his recent travels he found a small bag of jewels worth 4 Treasure Points. Once the merchant

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tells the Hero how much the armor will be he counts his coins (his WR attribute) and then
adds a few of the jewels (treasure points). The Hero decides to add two Treasure Points to his
roll, giving him a total of +7 to his roll versus a DoD-7. Once the points are used they are
gone forever.
Treasure Points can also mitigate a Critical Failure of a Wealth Roll just as a normal Hero
Points do and may be spent after the roll and do not have to be declared beforehand.
Treasure Points can be saved until used.

Summary of Treasure
►► Adds +2 to any Wealth Roll and can be declared after the roll is made.
I have had more gold pass ►► May negate a Critical Failure of a Wealth Roll.
through my hands than any king ►► Two may be spent to gain one additional Wealth Roll beyond the normal limit.
of Ophir! I was never meant to be
rich or live a comfortable life like Combining Wealth Rolls
some civilized Tharshesh merchant. A number of Heroes may combine their Wealth Rating and attempt to make a purchase.
My ravenous appetites require me When doing so the Hero with the highest WR makes the roll and may add a +1 to his roll for
to spend the treasure I’ve earned as every two points of WR contributed. The contributing Hero loses a use of his wealth for each
fast as I take it. Asking me to save point contributed, up to his WR rating.
money is like asking a thirsty man
Example: Four Heroes want to pitch in and purchase a large ship for use during their
to save the water he has cupped in
adventures. The first Hero has a WR +5 the second a WR +2, the third has a WR +4, and
his hands.
the last a WR +3. The Hero with the WR+5 will take the lead and the other three all throw
Donobey of Nubia in two points of Wealth Rating each for a total of +6. The Hero with the WR+5 makes the
roll with a bonus of +6 from his friends, (+11 total) to his roll.

Permanent gains in Wealth Rating


The only way to raise a Hero’s WR is through roleplaying and the expenditure of Treasure
Points. It takes 5+ the new WR in Treasure Points to raise the Wealth Rating.
Example: A Hero with a WR +2 has just found a large amount of treasure (15 points).
He decides that he will raise his wealth by one point and spends 8 of the Treasure Points (5
plus the new WR of 3). The Hero now has a permanent WR +3.
There should always be a good reason as to why the Hero has gained permanent wealth. He
may have invested the wealth into land that provides steady income or an inn on the docks of a
port town. The player and the GM should come to some sort of reasonable conclusion.

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Skills
There are many different types of Skills available to characters. These range from combat skills to
practical skills like climbing and swimming (Athletics) to social skills like diplomacy and etiquette
(Influence), and Heraldry (Lore). Specific skills are covered in detail later in this section.

Skills
OVERVIEW: Athletics
Animal Handling
Deception
PROCEDURE FOR SKILL ROLLS
Disable Mechanism
Anytime a character uses a Skill to determine the result of an attempted action, use the following Evade
procedure:
Handicraft (Specific)
1. Player states Intent (which Skill is to be used, and what the character is trying to accomplish)
Influence
2. GM determines bonuses or penalties (based on the character’s Skill Rating, Degree of
Instinct (specific)
Difficulty, and opposing factors, if any)
Investigate/Search
3. Player rolls to attempt the action
Language
4. GM judges result
Literacy
Lore
SKILL ROLLS
Medicine
1. Stating Intent Mode
Before rolling on the Results Table to use a Skill, the player needs to state his character’s Intent. Parry
Tell the Game Master which Skill you’re using, and what it is you’re trying to accomplish. Don’t Perform
forget: Skill Rating (Skill level + Attribute modifier) is always used for any type of Skill roll.
Pilot (Specific)
Profession (Specific)
2. Determining Bonuses and Penalties
Resolve
After the player indicates which skill is being used and describes the character’s Intent, the
Ride
Game Master determines if any bonus or penalties will be applied. This is done before the player
Sleight of Hand
rolls on the Results Table.
Stealth
Apply the character’s Skill Rating as the modifier for the attempted action. Then, determine
Tracking/Shadowing
the Degree of Difficulty (DoD). If the character’s action is being opposed by another individual
or creature, decide which of the opponent’s abilities will be used as the DoD. If it is a Skill, the Trading
opponent’s Skill Rating is used for this purpose. If it is an Attribute, the opponent’s Attribute Unarmed Fighting
Rating is used as the DoD. Weapon
If the action is unopposed, then the Degree of Difficulty (DoD) is based on how simple or
difficult it will be for the character to achieve his or her stated intent. For example, if a character is
trying to pick a lock, the complexity and condition of the lock determine the DoD.
Comparing Skill Rating and DoD, the GM arrives at a single figure. This is the modifier that
will be applied to the player’s Results Table Skill roll.

3. The Skill Check


To determine whether the Skill is used successfully or not, the player rolls a d20 on the Results
Table, applying the GM’s modifier to the die result.

4. Judging the Result


The GM interprets the result, taking into account the modified die roll total, the player’s stated
intent, and any other relevant factors.

USING SKILLS THAT YOUR CHARACTER DOESN’T HAVE


When a character attempts to use a Skill that he or she does not know, there are two different
ways the GM can handle the situation.
1. Let the character use a similar, related Skill in place of the required Skill.
The GM will assess an additional Degree of Difficulty penalty based on how related she thinks
the two Skills are. This is called the Substitution Penalty.
Dayn has been cornered by two ruffians who think he stole their purses. Dayn has no
weapon but has picked up a large stone from the ground and wants to defend himself with it.
Dayn does not have the Weapon (Thrown) skill, but he does have Weapon (Melee) at +5. The

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GM decides that this is close enough and lets Dayn’s player use the Melee Skill with only a -2
penalty.
2. Let the character attempt the action as if they had the Skill at level zero.
The GM may assess additional penalties if she feels that the Skill requires a great deal of training
or experience to even attempt.
Example: Dayn wants to sneak aboard a ship while it is docked. Dayn does not have the
Stealth Skill. The GM lets Dayn’s player roll on the Results Table as if Dayn had a Stealth Skill
of zero. Dayn’s player rolls with a +2 modifier (Stealth 0 + Dexterity rating of +2 = +2). The
GM rules that since sneaking around is a simple task, only a -3 substitution penalty is necessary.
Later on, Dayn encounters a locked chest that he wants to open. Dayn does not have the
Disable Mechanism Skill but he wants to try to pick it anyway. Once again, the GM lets Dayn’s
player roll on the Results Table as if he had a Disable Mechanism Skill of zero. However, the
GM rules that lock-picking is a very precise and sophisticated skill that requires training (not
just nimble fingers) so Dayn takes an additional penalty of -10.

Skill Level vs. Skill


SKILL BENCHMARKS
Rating
Skill Level is the level of the Like Attributes, Skills are more than a collection of numbers to be manipulated and optimized.
Skill without the Attribute added. Skills are the most fundamental way of describing a character — even more so than Attributes.
Skill Rating is the Attribute “Stealth +5” is not just a number to be used with the Results Table. It’s an aspect of the character,
plus the Skill Level. and it tells a lot without ever rolling dice or assessing modifiers.
Example: Iolaus has a The Skill Benchmarks section below is provided to help players and GMs better understand how
Combat Rating (CR) of +4.
their character’s Skill Ratings correspond to more familiar levels of ability. For example, a character
He has a Weapons (Melee)
Skill of +6. He would have a with a +10 Skill can be expected to know most things a professional in that field would know, have
Skill Level of +6 and a Skill contacts with other professionals in the field, and be up-to-date on the latest developments and
Rating of +10 theories.

COOPERATIVE EFFORTS
Skill Rating Description
If two or more characters both have ranks in a given
1–2 Novice Skill, they may be able to work cooperatively to achieve
3 Apprentice a shared goal. More often than not, this will give the
4-5 Competent character some benefit as long as they are near the same
level of competence (+/- 5) and working toward a common
7–9 Adept goal, but always keeping mind the old adage: “Too many
10 Professional cooks spoil the stew.” When two characters work together
using the same Skill, allow the player with the higher Skill
15 Expert
Rating to make the Results Table roll, but award a bonus
20 Master to that roll equal to 1/3 of the relevant Skill Ratings of the
30 Grandmaster characters assisting.
In many cases, a character’s help won’t be beneficial,
or only a limited number of characters can help at once.
When a cooperative effort may be useful is always at the
discretion of the GM.

SKILL DESCRIPTIONS
Skill Format
Several special terms are used in the following skill descriptions. These terms are defined below:
Skill Name
Skill description is found in this section.
Training Time (TT)
Before a player may take his first rank in some Skills, he must have spent at least this amount of
time in training and practice. Subsequent ranks do not require this training.
Training time assumes that a character is practicing the Skill four or more hours a day with
competent instruction. No instructor or exceptional schooling can alter this time.
Modifier (Mod)
The Attribute used to modify your Results Table roll using this Skill.

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Athletics TT: 24wks Disable Mechanism TT: 12wks


Mod: DEX Mod: DEX
This skill covers general physical activity ranging from The ability to foil locks, traps, vehicles, and other
a game of ball to rock climbing. The Attribute used varies mechanisms, typically with the use of some type of tools.
depending on the type of athletic activity selected. The Characters may spend more than one round attempting
Hero uses Athletics when swimming (SPD), climbing to open a particular lock or otherwise disable a device; for
(DEX), balancing (DEX), flying (SPD), jumping (STR), each additional minute (specified in advance), add a +1
rope climbing (DEX), running (SPD), or with strength modifier (up to a maximum of +10). On the subject of
feats (STR). CON is used when a test of endurance is lock-picking (likely the most common use of this skill),
needed, such as holding one’s breath or running over long characters can attempt to open a lock that they have
distances. previously failed to open, with a -5 modifier for each
previous failed attempt. This skill may also be used to
TT: 6wks design and install lock mechanisms, traps, secret doors, or
Animal Handling
passageways, etc., although the Handicraft (artificer) skill
Mod: WIL is required to construct such mechanisms.
The ability to capture, tame, train, and/or breed
domestic animals or wild beasts. Taming takes one week
Evade TT: 6wks
per every three Ability Levels of the creature; training to
perform a single task on command, such as carrying a rider, Mod: DEX
attacking, or guarding, requires an additional four weeks Evade is the ability to avoid being struck by an attack,
or longer if the beast is particularly fierce or stubborn in such as a blow from a handheld weapon, arrow, sling bullet,
nature. The Intelligence of a beast typically determines the or a fire bolt.
limits as to how much a creature can learn.
The Hero may keep a number of animals equal to his Handicraft TT: 8wks
WIL and teach them a number of commands equal to (Specific)
his Skill level plus their INT Attribute (minimum of one
command). Mod: varies
Example: A Hero with a Skill level of +7 is Like the Lore, Perform, and Science skills, Handicraft
teaching a wild dog (INT -5) a few tricks. The Hero is actually comprised of a number of sub-skills. These sub-
can teach the dog 2 commands. He teaches him to skills are all tracked separately so you could have several
attack and to fetch. Handicraft skills each at different ranks.
The various Handicraft skills are used whenever you
need or want to create an item. The Degree of Difficulty
Deception TT: 10wks depends on the item to be created. If you succeed with
Mod: CHA (deception), INT (disguise) a Critical Success, you have created a masterpiece. This
The ability to deceive other individuals without exceptional item is then worth from 150% to 300% its
arousing their suspicion and win their trust by deceitful normal value and/or it will convey a bonus to anyone
means. Deception includes the use of various scams, rigged using it (usually +1 to +5 for weapons, armor, or tools).
games, and the like; also includes the ability to disguise The Handicraft skill is also used to repair items. A Partial
one’s background, profession, and so forth. A Deception Success is required to repair a broken item.
check DoD is usually the target’s Investigate/Search A few examples of Handicraft sub-skills are included
(Deduce Motive) Skill Rating. below and GMs are encouraged to create new ones as
Disguise (INT) needed in their campaigns:
Disguise is a form of Deception used by characters who
wish to change their appearance in some manner, usually Alchemy
involving some form of costume and possibly makeup and Skill in the making of potions, solvents, and dust. Alchemy
prosthetic devices. Your Results Table roll determines how also provides a basic knowledge of alchemical lore, and
good the disguise is, and the level of the skill is the DoD of practices, including the ability to read alchemical ciphers,
others’ PER check results. If you don’t draw any attention prepare and preserve ingredients, identify mixtures through
to yourself, others do not get to make PER checks. If you testing, and utilize alchemical apparatuses.
come to the attention of people who are suspicious (such Modifier: INT
as a guard who is watching commoners walking through
a city gate), the Disguise check is immediately opposed. Armorer
You get only one Disguise check per use of the skill, even Skill in the fashioning of protective apparel and gear using
if several people are making PER checks against it. The hide or metal. Type of material and style of armor is usually
Disguise check is made secretly, so that you can’t be sure dictated by region, culture, and availability of goods.
how good the result is.
Modifier: STR

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Artificer Vehicles
Skill in the making of useful and decorative wares and items Skill in fashioning and modifying vehicles specializing in
from crystal, stone, wood, bone, clay, silver, gold, copper, one or more of the following: ground, air, or water vehicles.
brass, orichalcum, iron, gemstones, fine fabrics, needlework, The Hero may learn how to build one type of vehicle per
glass, and ceramics. The artificer may learn how to work with +5 ability in this skill.
one type of material per +5 ability in this Skill. Artificers can Modifier: INT
identify their own and their competitors’ handiwork, and
appraise any item that they can produce. Weaponsmith
Modifier: DEX Skill in the fashioning of quality weapons using metal. This
includes such weapons as swords, axes, and flails. The Hero
Artisan may learn how to build one type of weapon per +5 ability
Skilled builders and craftsmen specializing in one or more of in this skill.
the following: carpentry, masonry, wheelwright, cartwright, Modifier: STR
etc. The artisan may learn how to build one type of device per
+5 ability in this skill. Note: The Handicraft skill is generally used whenever
Modifier: DEX a character wishes to build or construct relatively simple
items. More complex items (like internal combustion
Bowyer/Fletcher engines and electronic items) require the relevant
Skill in the manufacture of arrows, crossbow bolts, bows, Engineering skill. Other items, like chemical compounds,
crossbows, and some siege equipment such as ballistae. explosives, and such may be created using the relevant Lore
Modifier: DEX skill.

Brewer/Vintner
Skill at brewing, distilling, or concocting one type of alcoholic
or non-alcoholic beverage per +5 ability in this skill.
Modifier: INT

Engineer (Vril)
The Skill used in designing and creating Vril systems of various
complexities. These systems could run from basic lighting,
to audio systems, alarm systems, and even advanced airship
systems.
Modifier: INT

Engineer (Mechanical)
This Skill allows the character to design and build mechanical
devices and systems from simple pumps and locks to
complex automata devices.
Modifier: INT

Engineer (Structural)
This Skill allows a character to build wooden,
concrete, or metal structures from scratch, including walls,
houses, bridges, and so forth. When building a structure
from scratch, the character describes the kind of structure he
or she wants to construct; then the Game Master decides if
the structure is simple, moderate, complex, or advanced in
scope and difficulty. This skill encompasses both technical
knowledge like architecture as well as the ability to physically
build this type of object.
Modifier: INT

Fine Arts
Skill and natural talent of creating works of arts. These
could include paintings, sculpture, drawings, modern art,
photography, writing, etc.
Modifier: DEX

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Influence TT: 16wks Instinct (specific) TT: 8wks


Mod: CHA, INT, PER, or STR Mod: PER or SPD
Ability to influence by charm, seduction, suggestion, fast There are two sub-skills of Instinct: Intuition (PER), and
talk, and sex appeal. This is the ability to convince someone Initiative (SPD). The player chooses at character creation.
to allow you to have what you want. The skill can legitimately Intuition (PER)
be used to get someone to give you a ride to the market as well Intuition allows a Hero to make a leap of faith in
as a supply you with a night of carousing. Influence can be situations, acting on a hunch or a belief to take action. The
used in place of Deception or Etiquette in certain situations. Skill acts as a sixth sense in dangerous situations where the
Command (INT) Hero may make an assumption by just observing the area.
Ability to organize, coordinate, and direct groups of This allows a Hero to use the Skill in situations where he may
trained NPC combatants. Individuals with this skill can be ambushed or a trap has been set. If successfully used, the
personally command up to 10 combatants or one lower-level Skill allows the Hero to be ready for the encounter
sub-commander per level of ability. Each sub-commander In social situations, the Skill can be used to deduce
can in turn direct 10 combatants or one subordinate per level, another’s motives and sense whether someone is being
thereby establishing a hierarchy of command. truthful, bluffing, or to notice hidden meaning and innuendo
Diplomacy (PER) in a conversation. A successful check lets the Hero avoid being
Knowledge of the finer points of protocol, oratory, and bluffed (see the Deception Skill).The Skill can also determine
negotiation. Individuals with this talent may seek positions as when something odd is going on or to assess someone’s
ambassadors, mercantile representatives, public officials, and trustworthiness.
so forth. The Diplomacy skill is used to change the attitudes Initiative (SPD)
of others, including negotiations of all types. Debates and In combat, the Skill is used to determine who goes first
arguments are resolved using opposed Diplomacy checks. in a given conflict and allows him to act with greater clarity,
Changing another’s attitude using Diplomacy takes at least giving her a better chance at survival. When rolling for
one minute to accomplish (usually longer). initiative the Hero may add the Skill to the total.
Intimidate (STR)
You are adept at using words, whether clever rhetoric or Investigate/Search TT: 8wks
harsh insults, to demoralize and berate others into acting
in a manner you choose. A physically impressive Hero may Mod: PER (Deduce Motive), CHA or INT
intimidate an opponent using his size alone (STR). You can (Investigation), PER (Search)
change another’s behavior with a successful check, with the Proficiency in the time-honored art of acquiring
Results Table result determining the degree to which you information. The Investigate skill is used in place of PER
succeed. for rolls to listen in on conversations, gather rumors and
An intimidated target suffers a penalty to attack the Hero innuendo, and otherwise quietly acquire information
equal to half the target’s CHA (round up, minimum of -1) about a specific topic. A Partial Success will get you general
for a number of rounds equal to his CHA (minimum of one information about a person, place, or commonly known
round). news and trivia. A full or Critical Success is required for
more detailed information. The detail of the information
sought, how common the knowledge is, and whether having
this information is dangerous will all affect the Degree of
Difficulty.
Deduce Motive (PER)
This skill is used to sense whether someone is being
truthful, bluffing, or to notice hidden meaning and innuendo
in a conversation. A successful check lets you avoid being
bluffed (see the Deception Skill).You can also use this Skill
to determine when something odd is going on or to assess
someone’s trustworthiness.
Search (PER)
Search is the practiced and studied use of Perception.
Search is used when carefully looking for traps, secret doors,
and other details that may be hidden or concealed. You
generally must be within 3 meters of the object or surface to
be searched.

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Language TT: 12wks


Mod: INT
The ability to understand and be understood in a certain
language. Characters are rated in their proficiency with a
language on a four-tiered scale, as follows: Advanced, Native,
Fluent, or Basic. A speaker who is at least +10 (Native) on
this scale can pass himself off as a native. Below are the major
spoken languages are;
►► Akealan (Eria)
►► Alban (Europa)
►► Ænochian (Atlantean High Speech)
►► Atlantean (low speech, or Common Tongue)
►► Dabban (Gondwana)
►► Elysi (The Elysium Islands)
►► Hellene (Europa)
►► Hyperborean (Hyperborean)
►► Khem (Gondwana)
►► Khitan (Jambu)
►► Lemurian (Lemuria)
►► Massawa (Gondwana)
►► Mongolan (Jambu)
►► Nazcan (Tamoanchan)
►► Ophiran (Gondwana)
►► Quechuan (Tamoanchan)
►► Saurian (ancient Saurian language)
►► Tamerac (Eria)
►► Tharshi (Europa)
►► Turani (Gondwana)
►► Veddy (Jambu)

Skill Rating Language Proficiency


+0 to +3 Basic
+4 to +9 Fluent
+10 Native
+11 or greater Advanced

Language roots
All the languages of the known worlds have their roots
in the languages of the First Races. Some languages share
things in common making them easier to speak (even if you didn’t purchase the language).
The diagram shows how the languages are linked and the difficulty to speak a language that
is connected. A penalty to the skill level of -5 is attributed to a language per step away from the
language spoken when the line is solid or -10 if the line is dotted. If the skill is reduced to zero (0)
or a negative then the language is not known well enough to speak or is not known.
Example: A Hero with the Khem language at +12 can speak Atlantean at +7 (Khem
12 – 5 = 7). The same Hero could speak Turani at +7 or Veddy at +2. A Hero who can speak
Ænochian at +15 can speak Atlantean at +10, Alban at +5, or Lemurian at +5.

Literacy TT: 30wks


Mod: INT
A Hero has basic understanding of a chosen language in the same manner as languages (See
Language Skill Proficiency Chart). With basic literacy the Hero can muddle through a text or write
simple phrases to convey an idea. A character who is fluent or better in a particular written language
(see Language skill) will generally have little difficulty reading any but the most in-depth tomes on
a particular topic.

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The major written languages are: cycles, etc.
►► Akealan (Eria) ►► Navigate: used to find his or her way to a distant
►► Alban (Europa) location without directions or other specific
►► Ænochian (Atlantean High speech) guidance.
►► Atlantean (low speech, or Common Tongue) ►► Region: like Local but an overview of a particular
►► Dabban (Gondwana) village, trade routes, major towns, or nation
►► Elysi (The Elysium Islands) ►► Science: knowledge of one or more of the physical
►► Hellene (Europa) sciences. These include: Astronomy, Biology, Botany,
►► Hyperborean (Hyperborean) Chemistry, Geology, Mathematics, Medicine,
Metallurgy, Physics, Xenobiology, Zoology, etc.
►► Khem (Gondwana)
►► Streetwise: urban culture, local underworld
►► Khitan (Jambu)
personalities and events
►► Lemurian (Lemuria)
►► Survival: the ability to survive in a specific, wild,
►► Massawa (Gondwana)
untamed area
►► Mongolan (Jambu)
►► Tactics: tactical and strategic theories of warfare
►► Nazcan (Tamoanchan)
►► Theology: the knowledge of one religious practice, its
►► Ophiran (Gondwana) customs, and practices
►► Quechuan (Tamoanchan)
►► Saurian (ancient Saurian language) General knowledge in a particular sub-skill requires only a
►► Tamerac (Eria) Partial Success in most cases. More obscure knowledge could
►► Tharshi (Europa) require a better Results Table result. GMs are encouraged to
►► Turani (Gondwana) create their own lore skills as required by their campaigns.
►► Veddy
Medicine TT: 40wks
Lore (Specific) TT: 8wks
Mod: INT
Mod: INT Basic First Aid
Like Handicraft, Lore actually comprises a number of sub- Heroes with this skill are able to identify and utilize
skills. Lore skills cover academic knowledge and information common remedies, provide aid and comfort to sick and
on a specific topic. wounded individuals, and serve as midwives. The Hero rolls
There are myriad potential Lore skills. Some examples versus a DoD equal to the number of Hit Points lost from
follow: the wound.
►► Agriculture: planting, producing, and harvesting Example: A Hero with an INT of +3 and a total
various crops and livestock Skill Rating of +9 is trying to heal a patient with 15
►► Arcane Arts: priestly orders, ancient lore, arcane Hit Points of damage. The total loss comes from 3
symbols wounds, one for 7 point, one for 3 points, and the last
►► Engineering: construction techniques, architecture, for 5 points. The Hero decides to heal the most grievous
aqueducts, bridges, fortifications wound of 7 Hit Points so his DoD is -7.
►► Etiquette: knowledge of proper protocol and A successful First Aid check will restore up to twice INT
custom for specific situations within a given culture. (minimum of two) Hit Points or an amount equal to the
Characters may use their Etiquette skill rather than wound (whichever is less) to a character if performed shortly
their CHA rating when rolling for reaction from after the damage is received.
those of similar cultures Example: A Hero with an INT of +3 and a total
►► Folklore: myths, folk beliefs, and legends Skill Rating of +9 is trying to heal a patient with a
►► Forgery: the ability to make and identify counterfeit 7 Hit Point wound. On a successful use of the skill
documents he could heal 6 points of damage. If the wound were
►► Gambling: the ability to play and win at games of 4 points of damage then the Hero would only heal 4
chance points.
►► Heraldry: armorial bearings, genealogy Prolonged Medical Attention
►► Herb Lore: medicinal, edible, and poisonous plants The proper use of the Medicine Skill will restore up to
twice the Skill Rating to wounded characters, providing the
►► Geography: cartography, physical geography
physician has sufficient equipment, medicines, and time. A
►► History: conflicts, historic figures, major battles full Medicine Skill check requires 12 Skill-Level hours of time
►► Law: laws and customs of at least one land (minimum of one hour) and has a DoD equal to the total
►► Local: customs and important figures and places in damage done.
a given locality Example: A Hero with a Medicine Skill Rating
►► Mining: mining techniques, metallurgy, gem-craft, of +9 is trying to heal a patient with 15 Hit Points
etc. of damage. The DoD for the Skill use is -15 and if
►► Nature: flora and fauna, weather patterns, seasonal successful the Hero would need 3 hours and heal 18
points of damage.

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The Skill also has the added benefit of increasing a amount is determined by the Game Master and is dependent
patient’s natural healing rate by +3 Hit Points per day with on a number of specific factors. Example professions include:
a successful Skill roll versus a DoD-5 (those reduced to 75% carpenter, laborer, miner, clerk, lawyer, salesman, etc.
HP), -10 (for those reduced 50%), or -15 (for those reduced
75% or more). TT: 6wks
Resolve
Mod: WIL or CON
Mode (Specific) TT: 24wks
Iron Will (WIL)
Mod: MR Resolve is the ability to withstand psychic assaults such
Modes are a special type of skill used solely for Magic. As as intimidation, torture, or other attempts at influencing the
such, the various Mode skills are fully described in the Magic Hero. Resolve + WIL is used as the passive mental defense.
chapter later in this book. Resistance (CON)
Resolve can also be used when resisting poison, diseases,
Parry TT: 6wks and other maladies that could cripple or hurt the body.
Resolve + CON is used when making a resistance roll of this
Mod: CR
type.
You are trained in multiple methods of deflecting an
attack. Some item is required to effectively use the Parry
Skill, be it a shield, another weapon, or a specialized parrying Ride TT: 8wks
weapon. Mod: DEX or CR
The ability to ride a steed, such as a horse or camel.
Perform TT: 8 to 52 wks This skill does not allow a character to take advantage of a
steed’s abilities in combat, which is covered under Mounted
Mod: DEX or CHA (see above)
Combat.
You can impress audiences with your talent and Skill.
Mounted Combat (CR)
Like Handicraft and Lore, Perform is actually comprised of
The ability to fight from the back of a mount (such as
several sub-skills. The various sub-skills are: Dance (DEX),
a rhinoceros, horse, or whale) without penalty. Mounted
Musicianship (drum, harp, flute, etc.) (DEX), Juggling
combat enables a character to direct a mount to take an
(DEX), Acting (acting, mime, etc.), (CHA), Oratory (CHA),
action in combat without incurring a multiple action penalty
and Singing (CHA).
to the character’s own actions. Steeds can be directed to move
at their normal SPD, or to attack or evade attacks at their
Pilot (Specific) TT: 50wks Ability Level.
Mod: DEX Characters can, alternatively, engage in a charging attack,
Ability to operate an air-, land-, or seacraft of some type. adding the mount’s STR and SPD as damage modifiers in
This ability does not include Lore (Navigation) skills or other place of the character’s own STR. When attacking from a
detailed knowledge, which may be covered under a Lore skill. mount, use the lesser of the Weapon Skill and the Ride Skill
to resolve the action.
Example: A warrior with a Weapon Skill of +6
Profession (Specific) TT: 52wks
and a Ride Skill of +4 would attack from a mount
Mod: Variable at +4.
This Skill covers a variety of sub-skills much like the
Handicraft, Lore, or Perform Skills. A Profession Skill reflects Sleight of Hand TT: 12wks
a character’s ability to perform the various tasks required of
a particular profession. Other Skills may be required to do Mod: DEX
the job, but this Skill covers all the other esoteric knowledge The ability to perform various tricks and legerdemain,
one must have to perform the duties and tasks required. The including card tricks, palming (concealing small objects in
Profession Skills are the combination of Lore and Etiquette the hand), passing or switching small objects without being
Skills for one’s job. detected, picking pockets, and so on. Individuals with this
Example: A warrior with the Soldier Profession skill can employ it to cheat or “fix” games of chance (DEX)
would have to take certain Weapon Skills to attack, but or to detect cheaters (PER). Knowledge of the game to fix is
the Profession Skill would give him other small abilities required.
that a Weapons Skill doesn’t cover. A soldier would
know when and who to salute, what certain terms Stealth TT: 12wks
mean, and where the biggest military installations
Mod: DEX
are. A Hero with the Guide profession would know
naturally dangerous areas to be avoided, or what The ability to move silently, hide in shadows, and
specific equipment would be useful in crossing a given otherwise avoid detection. Normally Stealth is opposed by a
terrain. character’s PER roll. Note that using this skill in an unfamiliar
environment may entail a penalty of -1 to -10, based on the
Characters with a Profession Skill may earn a set amount
DoD involved (GM’s ruling).
of wealth per game month not spent adventuring. This

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ATLANTIS: The Second Age

Tracking/Shadowing TT: 10wks


Mod: PER or DEX
Tracking is the ability to read and follow tracks and traces left by creatures or beings. A tracker
can identify and estimate the age of such tracks and often determine under what conditions (flight,
exhaustion, heavy encumbrance, etc.) they were made. The surrounding terrain and the age and
overall condition of the traces affect the Degree of Difficulty for this skill. Tracking is more difficult
to use outside a natural environment or in urban areas. In such cases, the DoD is much greater.
Shadowing is used when following a target undetected (DEX). With a successful roll (DoD
determined using the target’s PER), the Hero may follow a target undetected. Note that using this
skill in an unfamiliar environment may entail a penalty of -1 to -10, based on the DoD involved
(GM’s ruling).

Trading TT: 10wks


Mod: INT (appraising), CHA (haggling)
The ability to haggle for and appraise goods. When used in a marketplace, the haggler is
attempting to get the best price and the DoD of haggling is the Trading Skill of the other party
involved.
You can appraise common objects with a Partial Success or greater. Appraising a rare or
unfamiliar item requires a full success or higher. If the check is successful, you estimate the value
correctly; a Failure means you are unable to even venture a guess at the item’s value or you make a
mistake and value the item at 50% to 150% of its actual value.

Unarmed Fighting TT: 44wks


Mod: CR
Proficiency in unarmed fighting, a style of weaponless combat. Basic moves include punches,
snap kicks, double leaping-kicks (employed versus two opponents at close range, with no penalty
for two attacks), head-butts, throws, and various disabling blows.
An unarmed stylist inflicts a Damage Rating (DR) of 4 (+STR) while unarmed. Targets struck
with a Critical Success must make a CON roll (minus the attacker’s STR) or be stunned for 2 +
STR rounds (minimum of 2 rounds). Stunned characters suffer as per the stun rules.

Weapon (specific) TT: 20wks*


Mod: CR
* = 20 weeks for the first weapon and 4 weeks for additional weapons
Proficiency with any single category of weapon. Weapon skills are used for both attack and
defense. Game Masters are free to create new or unique weapon groups as required by their
campaigns. For example, unique and exotic weapons may be weapons groups unto themselves.
There are many Weapon skill sub-categories. Some examples follow:
►► Melee (sword, knives, spears, maces, clubs)
►► Ranged (longbows, short bows, slings, slingshots)
►► Heavy Weapons (ballistae, catapults, cannons)
►► Guns (pistols, muskets)
►► Thrown (knives, axes, rocks, grenades, spears)
►► Vehicle Weapons (any weapon mounted or controlled by a vehicle)

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ATLANTIS: The Second Age

Improving Characters
Characters in Atlantis are improved through an abstract use of Renown. The more famous a
Hero is the more capable she becomes.
When a Hero achieves a certain level of Renown he gains enough experience to raise or purchase
Skills, Attributes, or talents. This is done to cut out much of the bookkeeping (and let’s face it, the
game has enough to keep track of ) and adds incentive to do great deeds.

Renown Improvement
50 10 Points
100 10 Points +1 point attribute increase of player’s choice except for CR & MR
150 10 Points
200 10 Points +1 point attribute increase of player’s choice except for CR & MR
WHAT!!! Why not 250 10 Points
just use Experience 300 10 Points
Points like everyone
else?
The Hero may pick one of the following combinations to use the 10 points on.
Yeah, I know it may look like
a gimmick or me just trying to ►► Buy or raise a number of Skills by a total of 10 points (no more than 3 points in a given
be clever but I assure you that skill)
isn’t the case. What the system ►► Buy or raise a number of Skills by a total of 5 points (no more than 3 points in a given skill)
is trying to do is incentivize the and raise one Attribute by one point
acquisition of Renown. There ►► Buy or raise a number of Skills by a total of 5 points (no more than 3 points in a given skill)
are no experience points or just and gain one new professional talent
showing up and rolling the dice ►► Raise two attributes by one point or raise one Attribute by two points
a few times. The Heroes must do ►► Raise one Attribute by one and gain a professional talent.
things that earn them Renown. ►► Gain 2 professional talents
As they play and the GM doles ►► Gain one talent outside your chosen profession
out Renown, the Heroes will
Example: Dayn finally has 50 Renown and has the opportunity to improve himself. He
increase in power and capability
and it will happen in real time.
decides to raise several Skills. He adds 3 points to his Evade Skill, 2 points to his Influence Skill,
Since Renown is given out at the 2 points in his Melee Skill, buys a new Skill of Trading, putting 2 points in it, and finally
table at the time an incredible act increasing Athletics by one point.
happens, they will feel like their Example Two: Dayn has 150 Renown and decides to this time increase an Attribute by one
characters are growing. point and buy a new talent.
Still not convinced? Haven’t
drunk the kool-aid yet? That’s fine;
call me a jackass — I deserve it
on more than one level. All I ask is
Character Creation Sample Finale
that you try it and see how well it Tafari
works and how proactive it makes Kushite Nemean Martial Wizard
the players.
INT PER WIL CHA STR DEX CON SPD CR MR
+1 +0 +1 +2 +1 +0 +2 +0 +2 +1
Hit Point Hero Points Renown WR
22 5 5 +1
Animal Handling +3, Evade +5, Handicraft (Artificer) +6, Instinct
(Initiative) +3, Literacy (Atlantean) +3, Lore (Survival: Savannah)
+2, Lore (Theology) +6, Mode (Influence) +10, Mode (Manipulate)
Skills
+8, Mode (Shield) +5, Perform (Oratory) +5, Pilot (Wagon) +1,
Profession (Mage) +10, Speak (Khem) +10, Speak (Atlantean) +3,
Weapon (Melee) +7, Weapon (Thrown) +4
Talents The Gift
Medium Half Suit of Armor, Dagger, Spear, Noble quality
Starting Gear
Robes, Horse.
Beast Language, Lions Roar, Lord of the Beast-men, Natural
Racial Abilities
Weapons

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ATLANTIS: The Second Age

107
Chapter 2: Diaprepea

T he wreckage of the Shango’s Price rolled wildly on the ocean. Thalmia


tried not to enjoy the feeling of freedom too much; focusing instead
on finding a large enough piece of wreckage for her companions to cling
to. Poor Caerwyn in particular looked miserable. Of them all, she fared
worst in the water, looking particularly bedraggled with her drenched
fur. Locating a chunk of decking, Thalmia guided each of her allies in
turn to its flat wooden surface. Donobey, difficult to shake, didn’t seem
fazed; the Atlantean took being sunk better than the Thalmia would have
expected.

Shango’s Price’s captain had claimed his vessel was the fastest on the seas. He
neglected to mention he was not averse to a little piracy. An Atlantean warship
chased them for two days, until an undersea ruin gutted the pirate ship’s hull and
the Atlantean’s Vril cannon finished the job. Thalmia felt pleasantly surprised
when they didn’t hunt down the survivors.

Seaweed choked the water below, and it took Thalmia a few minutes to
realize that the rocky protrusions that broke the water here and there were
actually man-made. They floated above the ruins of an inundated city. “Does
anyone know where we are?” Thalmia enquired. “There are signs of some kind
of underwater ruin”.

Caerwyn looked up at the evening sky and squinted at the few stars already
making their presence felt in the cloud-stained sky. “I’d say about two hours
from the Diaprepean coastline, directly due south.”

Donobey coughed, “I know this place. I heard about it in a tavern tale; we’re
in Domanu, city of the Drowned!”

Hearing what sounded like genuine fear in the massive Nubian’s voice
surprised Thalmia. “I’ve heard a little about it,” she said “it’s a haven for Makara.
We need to get out of here quickly.” Too late she saw shark fins breaking the
water, and the tell-tale eddies made by the Makara’s’ hunting-eels. Memories
flashed. The Makara would come from below and drag them down. The scar on
her stomach ached as she remembered the last time she’d felt a Makara hook.

Donobey followed her gaze across the murky surface and scrunched his eyes
against the fading twilight. “Blast it all, Sorceress. We need light,” the Nubian
bellowed, standing on the crude raft, spear in hand. Thalmia complied, chanting
in the high tongue and tracing the nine portals that brought light into the world
onto the ocean’s surface. Light erupted from everywhere; the sudden burst
illuminating half a dozen Makara only inches from the surface.

108
Donobey let slip a battle cry loud enough to wake the Kraken itself, plunging
his spear downwards over and over again. Blood blossomed across the water as
the Nubian pieced the tops of two Makara skulls from his lofty position. A third
Makara dove beneath the platform trying to unseat Donobey, while another
two headed for Thalmia. Seeing the ungainly Lemurian as an easy target, the
remaining Makara came straight at Caerwyn. A sharp crack split the air and
the Makara dropped dead with a tiny hole in his forehead. Caerwyn and her
lawgiver sought out a new target.

Flashbacks to her last encounter with Makara hunters filled Thalmia’s mind,
rooting her to the spot. The creatures grinned, pure malevolence, and advanced
on the slender Triton.

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ATLANTIS: The Second Age

Chapter Three
MAGIC

110
ATLANTIS: The Second Age

MAGIC
What is Magic?
Magic is the stuff of dream and unshaped reality.
Magic, and the ability to shape it, comes from the slumbering elder beings that sleep at the
center of the earth. They emanate half-shaped thoughts, unformed ideas and twisted nightmares,
partially seen by the feverish mind of the magician who catches and uses them for his own needs.
When summoned and captured, these unwoven pieces of reality coalesce into malleable forms
that can be used by the mage to create reality-altering effects. The earliest magics were used by the
Saurian mages who captured dream spirits and used their powers to reshape reality.
Those foolish enough to traffic in the unripe thoughts of slumbering cosmic entities call these
foul imaginings spirits, demons, ancestors, or angels. Some believe the magics they work are
actually untamed energies, and don’t realize that the forces they beckon are semi-sentient entities of
premature, primordial potential.
The truth, realized by the Atlanteans, is that all magic in the antediluvian world is nothing
more than the summoning of the half-formed motes of discarded dream potential of an unaware,
slumbering god.

The Price
All magic has a cost; thus it is exacted on those who manipulate the unconscious potential of
the Endless Dreamers. The magician must coax the entities into their flesh, and then they can be
filtered through the mortal mind and issued forth as a magical work.
This process takes its toll on the psyche of the caster and, over time, twists and ruins her.
Imagine the magician as a filter for the spirits it rousts from the slumbering depths of reality. Over
time, the filter becomes dirty and tainted as it performs its tasks. Eventually, the magician’s mind
folds under the weight of so much infernal stress.

Perception of Magic
Magic is something every household has seen, experienced, and believes in. It’s not so
common that there are magic shops down the street from the local tavern (except in Atlantis), but
it is present. This does not mean that people embrace magic, or even that they are comfortable
with it. Most magicians are shunned by the normal populace and most live forlorn lives, far away
from mundane society.
When a magic-user comes into town, people cross the street. Old women ward themselves
against the evil eye. Those who must deal with him show pause. This is not to say that some magic
practitioners aren’t respected or liked, just that people are wary of them and the power they posses.
Most people consider the magician a wise man that is learned in fields that lesser men would not
be foolish enough to delve into. On the other hand, most people know that the magic-user has
powers beyond the scope of normal men and can send a demon to smother them in their sleep, or
cause lightning to streak from the heavens and smite them where they stand.
Social interactions
Magic-users gain a +2 to any Intimation rolls and receive a -2 to any other social interaction
roll because of their eldritch and arcane nature.
The Population
Unless one is near a big city, practitioners of magic are rare and hard to find. One percent of
the population may dabble in the arts, with half that number actually being knowledgeable of true
magic and what it can offer. Most rural regions know of a reclusive shaman or wizard who lives in
the wilderness a day or two away from their village. Magic is powerful, but very, very rare.
The price of prolonged use of magic
Over the course of time, the magic the wizard uses subtly changes his personality and appearance.
Most old magic-users are gnarled, hunched-over, wild-eyed men and women.
For every Skill level of 15 or above, the magic-user gains one of the traits below at Skill level
20 and beyond the trait becomes more pronounced. The affliction is gradual and doesn’t happen
all at once.

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ATLANTIS: The Second Age
The Price of Power Magic Chart
Trait Trait
Grow an eye someplace on your body
that the Elder Gods may peer through One of your eyes turns white. The other
1 11
and a mouth that sometimes jibbers is demonic and red
madness
Sitting liquids start to slowly swirl The magic-user has the voice of the
2 12
counterclockwise in your presence opposite sex
3 Animals bay in your presence 13 Roll twice and take both results
Your body becomes hunched and
4 14 Your lips and turn black
twisted
Your breath smells of smoke and
5 Others are always cold in your presence 15
The miens of magic brimstone
The social modifiers for
Tongue becomes forked and serpent- Your hair grows your body length every
magic are most often associated 6 16
like 12 hours. Must be cut twice per day
with a strange feeling common
people get when in the presence Webs form where you lay or sit for
of a user of magic. Tapping the Milk curdles and water becomes salty in
7 17 prolonged periods of time, as if to hold
unknowable and using it also has your presence
you there
physical effects on the practitioner
as well in the form of physical When the mage speaks, an echoed
Skin becomes unnaturally pale or ashen,
deformities. Nothing that touches 8 18 whisper can be heard just behind the
like that of a corpse
the Elder Gods comes away listener’s ear
unscathed and even the smallest
Music and laughter sounds duller in the
brush with the minds of these
entities leaves things tainted and 9 Your nails grow long and turn black 19 presence of the magic-user. Crying and
alien. dirges are more expressive
Below is a list of suggested A colored ball of light orbits your head
reasons why the magic-user is 10 Your hair turns white 20
(gain +1 MR)
known as a practitioner of the
mystical arts, broken down by
magical traditions.

Sorcerers
About Traditions & Modes
The tips of their hair are Traditions
constantly burnt or burning. A Tradition is a particular school of thought on magic. Members of the same Tradition tend to
Wet footprints where ever observe similar rituals and practices.
they walk
All Magic-aware Heroes start the game with a single Tradition but may learn more through
Hair moves in an unseen
wind
adventure or experience.
Skin is constantly caked with
earth. Modes
The smell of seawater, fire,
A Mode is essentially an effect, such as Attack (lightning bolt, an ethereal spirit raking the flesh
earth or ozone.
with its etheric claws), Influence (the mind trick, the beguiling smoke that clouds men’s minds),
or Sensory (augury or seeing distant scenes through a pool of water). Modes are used as a basis for
Dark Arts
Eyes are red or bloodshot
creating original Magic powers, as the player or GM so desire.
Skin takes on a sallow or
greenish complexion
Teeth become sharp and Limitations of Magic
predator-like
Fingers become, long, Magics are neither freeform nor spontaneous. Rather they are precise, metaphysical procedures
gnarled, and skeletal that involve memorization, physical discipline, and mental formulae. The Magic that the player
The smell of rot, decay, or invents must fit within the style of the Hero’s Tradition, the game mechanics of the chosen Mode,
sulfur and the practical restrictions of Magics determined by the GM for the game world.
Magic cannot:
►► Return the dead to life
►► Create intelligent life
►► Affect time or causality
►► Utilize more than one Magic at a time, or blend two magics together (use two Modes at
once)

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ATLANTIS: The Second Age

Using Magic Powers


MR + Mode versus a DoD determined by the level and difficulty of the effect.

1. Stating Intent
Decide what kind of Magic you want to use, based on the Modes your Hero knows; if your Animism
Hero doesn’t know the Mode, you can’t use the power of that type. Keep in mind, your Hero’s Odd patches of fur or
Tradition, how its members use their Magic abilities, and whether or not they use rituals of any feathers on skin,
sort. Once you’ve done this, you can describe the type of Magic Power the Hero is using and its Hair full of insects or small
intended effect. Is the power attacking something nearby? Is she waving her arms and chanting? vermin
The eyes or teeth of an
The important thing is to state your Intent clearly, so the GM and other players can picture your
animal
action in the scene.
A vestigial tail or wings
The smell of wet fur or a deep
musky odor
2. Choosing Power Level
Each time a Magic Power is used, the player must decide how much mental energy his Hero Witchcraft
Black gums, discolored
will invest in it. In game terms, the quantity of energy behind a Magic Power is known as its Power tongue, or lips
Level. Magic-users can usually activate a Magic Power at any level desired. However, the higher the Long, unnaturally colored
Power level, the more difficult the Magic Power is to activate, and the greater the chance of a Magic nails
mishap. Eyebrows or facial hair thick
and coarse (men and women)
The smell of upturned earth
or a stagnant mud pool
3. Determining Bonuses and Penalties Pronounced blue or black
After the player has described the Magic Power and desired effect, the GM must determine veins just under the skin
if any bonus or penalty will be applied. This is done before the player rolls to activate the Magic
Power.
Use the Hero’s modified Skill Rating in the chosen Mode as the primary modifier. Then apply
a penalty of -1 per level of the Magic Power that is to be used as the Degree of Difficulty. Compare
the two figures to get the modifier that will be applied to the player’s Action Table roll.
Example: Thalmia the Triton has a MR of +5 and a Skill Rating of +7 in the Kinetic
mode, and wants to use her Magic to float off the deck of a ship (a Kinetic Mode Magic Power
at Level 6). Her final Action Table modifier is +6 (12 – 6 = 6).

4. The Magic Power Roll


To determine whether the Magic Power is successful or not, the player rolls a d20 on the Action
Table, applying the GM’s modifier to the die result.

5. Judging the Result


After the player rolls, the GM interprets the Action Table result, taking into account the specific
circumstances surrounding the action and other factors, as follows:
The Power fails, with potentially disastrous consequences (see Mishap
Mishap:
Chart below).
Failure: The Power fails.
The Power has half the intended effect, range, duration, or potency
Partial Success:
(GM’s ruling based on the type of Power used).
Success: The Power works as intended.
The Power is activated as efficiently and effortlessly as possible. This
Critical Success: Power does not contribute to the magic-user’s Mental Fatigue Penalty
for the day.

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ATLANTIS: The Second Age

Magic Mishaps
A mishap when using a Magic Power can be catastrophic to the Hero, and may lead to one or more of the following effects:
Roll the D20 and add the amount by which the roll was missed by.
Mishap
1–5 The mage sweats primordial ooze or exhales some foul organic odor.
6 The caster is stunned for a number of rounds equal to the amount he missed the roll by, minus his WIL (minimum 1 round).
7 Magic Power strikes an unintended target (random direction).
8 Reverse Magic Power effect (rebounds upon magic-user).
9 Magic backlash. Magic-user takes a -1 penalty to MR for double his INT in rounds.
10–11 Reverse Magic Power effect (random direction).
12 The magic-user is Stunned for a number of rounds equal to his MR.
The magic-user vomits flies from his mouth, blinding everyone within a radius equal to his MR x 10m. The flies stay in the area for a number
13 of rounds equal to the magic-user’s MR.
The murmurs of the Elder Gods spill from the mouth of the magic-user, maddening all who can hear him. Everyone takes a penalty to any
14 action equal to the mage’s MR for his WIL+1 rounds
15 Milk curdles in an radius around the magi equal to his MRx10 kilometers.
All metal becomes too hot to hold or wear. Anyone who wants to act normally while in possession of metal must make a WIL roll with a
16 DoD equal to the magic-user’s MR. If the roll is a Failure, the person must spend the round trying to get rid of the heated metal. The mishap
lasts for a number of round equal to the mage’s MR.
The magic-user’s teeth are pushed out of his mouth and replaced by pieces of obsidian. The transformation causes the magic-user 5 points of
17 damage. The obsidian will eventually fall out and his teeth will grow back over the course of 7-CON weeks.
18 Wine turns to vinegar and water becomes slightly brackish in a radius around the magus equal to his MRx10 kilometers
All doors, locks, belt buckles, knots, and straps become undone or open and cannot be closed for a number of 9-WIL hours. This affects
19 everything within a radius equal to the mage’s MR x 1 kilometers.
20 MR reduced by the amount missed by for 2 hours.
All infants born in the next week will have some minor birth defect in a radius around the mage equal to his MR x 10 kilometers. The mage
21 rolls on the Price of Power Magic chart.
The powerful arcane energies used by the mage push him into the body of another. The mage switches bodies with a random living being
22 within a range of his MR x 5m. While the souls are switched, the mage will have the physical Attributes of the other. The effects last for
7-WIL rounds.
The mage opens his soul totally to the eldritch power that permeates the universe and allows the Elder Gods to act through him. The Hero
23 will act to strike down anyone with a higher Renown than the mage (friend or foe). During this time the mage will have his MR augmented
by +10. The Elder Gods will exist in the mage for 6-WIL rounds (minimum of one round). The mage rolls on the Price of Power magic chart.
Arcane symbols written in blood appear on the magic-user’s face. They weep when the sun rises and scab over when the sun sets. -2 CHA
24 permanently.
The mage gains a +20 to his favored mode of magic. Each time he uses the bonus to cast a spell he loses one point of CHA permanently and
25 must roll on the Price of Power magic chart. The mage has access to the bonus for 13 months.
The mage’s belly swells and he /she feel life stir within the bulge. In 13 months the child will be born. The magi rolls on the Price of Power
26 Magic chart.
Eldritch energy is expelled from the mage’s body inflicting damage (DR equal double the mage’s MR) upon everything within a radius of MR
27 x 20m. Everything that was damaged glows for a number of hours equal to the mage’s MR.
Smoke will issue from the mage’s ears as his mind starts to burn with arcane knowledge. Lose 1 WIL and 1 CHA as blood constantly weeps
28 from the mages ears.
The mage’s skin rips from his body and runs away to find an innocent to smother. When the innocent is dead, the skin will cover the
victim and become a doppelganger of the mage with all his abilities and skills, but an opposite disposition. The skin will become the mage’s
29 archenemy and seek to destroy him. The mage will take damage equal to his MR from the mishap and his skin will grow back, imperfectly,
in several minutes; the mage looks as though he has survived a terrible fire. Permanent loss of 2 CHA.
The mage’s body is turned inside out as a demon is loosed upon the earth. The sight is so horrific that any who fails a WIL roll with a DoD
30 equal to twice the mage’s MR will drop anything they hold and run for their life and sanity for a number of rounds equal to the mage’s MR.
The mage will takes a number of hit points equal to double his MR. The magi rolls on the Price of Power Magic chart.
The magic-user permanently loses one point of INT and bursts into flames, taking twice his MR in damage. Howling spirits rush from his
mouth and eyes, escaping to the darkest corners of the earth. Those with a WIL of +0 or lower are stunned for a number of rounds equal to
31 the mage’s MR.
The mage rolls on the Price of Power magic chart.
A minor demonic entity will tear through to this reality and randomly attack any and all that it sees. Once it has drawn blood, it will take
32 on the visage of the magic-user and fly away to commit unspeakable acts in his name. Every full moon, the magic-user loses 1D20 Renown
until the demon is stopped.
Dreams of the Elder Gods issue from the mouth of the magic-user, driving all with the vicinity mad. All who can see the magic-user lose 1
33+ point of WIL permanently and all pregnancies in a 13-kilometer radius become stillborn prematurely.

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ATLANTIS: The Second Age

The Mental Fatigue Penalty


Using Magic Powers is mentally exhausting; Magic itself is draining. A Magician can use his
powers a number of times equal to his MR Attribute +1 before feeling tired. After this number
of uses the Hero incurs a cumulative penalty of -1 on further Magic Power die rolls for that day.
Critical successes do not count toward the number of uses. A minimum of eight hours of rest is
required to recover normal Magic abilities. “Rest” includes sleep, meditation, or any other form of
relaxation.
Example: A Hero with MR + 5 could use his Magic Modes six times before the mental
fatigue penalties start. On the sixth try he would have a normal roll, and on the seventh he
would incur a -1 penalty, eight would incur a -2, etc.

The Tell
Magic always leaves its mark when used, and nothing goes untainted by the dreamers when Spell Levels vs.
their essence touches mundane reality. In some cases, it may be subtle as a light breeze and, in other Effect Levels
cases, as mind-shattering as rocks that laugh with the voices of small children. Spell Levels and Effect levels
All magicians have some sort of tell when using magic, and it is encouraged that players come share a lot in common when
up with some sort of unique effect that follows the casting of their magics. It should incorporate the describing spells but are actually
Hero’s personality as well as the tradition they use. two different things.
The tell only manifests on spells with a level of 15 or more and last for a number of minutes Spell Level
equal to the caster’s Magic Rating (MR). Spell level is the Degree of
Difficulty (DoD) when casting
Example: A Hero (MR + 5) with the Sorcery tradition cast an attack spell. The mage
a spell. It is the sum of all the
invokes the elemental spirits of fire to attack his opponent. Shooting from the air above is a modifiers that go into shaping a
blazing bird of fire and smoke that screeches down and strikes the foe. If the spell was a level-12 spell from its effect, duration, and
attack spell, then the damage would be done and no further embellishment would occur. If the range.
spell was a level 15 or higher, once the damage was done glowing feathers made of ash and Example: An Attack spell that
embers would drift in whirling eddies of smoke around the blasted area for five minutes. does DR5 (-5), and has an Area
of Effect of 3m radius (-9), has a
Perceptible Versus Imperceptible Effects total spell level of -14. The spell
In some cases, it may be prudent to hide this effect; with great concentration, most Magicians caster would have a DoD-14 to
can. cast that spell.
To hide the perceptible effects of using a Mode, a Magician increases the difficulty of the effect
by +4. Effect Levels
Effect levels are the active part
of the spell, the core of the spell,
the parts that actually affects the
outside world in any meaningful
way.
Example: The Effect Levels of
the Attack spell mentioned earlier
is -5; the Damage Rating of the
I will never understand how
spell For Attack spell mentioned
one shapes reality, it seems
above the Effect Level is the actual
horrible and taxing. I have seen
damage the spell does (in this case
a witch cast a spell that left him
5). The duration, Area of Effect,
drowsy and drunk, a shaman
and Range have no bearing on the
whose life force was taken as
Effect Level.
payment, and an Atlantean who Range, Duration, and Area of
gave the color of her hair as Effect never factor into the actual
bargain to a demon. There are Effect Level of a spell.
too many prices and I will stay
a simple man who relies on his
spear.
Donobey of Nubia

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Taking Extra Time
A Hero may try and take his time when shaping powerful magics. A Hero may receive a bonus
to his roll up to the level of his skill. The Hero must spend time preparing and performing a ritual
equal to twice the bonus he wishes to receive (+1 per 2 minutes taken). The Hero can only receive a
maximum bonus equal to his skill level with the Mode. During this time, the practitioner must use
the physical components of his tradition and perform some sort of elaborate ceremony. The player
must explain what’s occurring during the extra time taken.
Example: A Hero with an Influence Mode +15 can only benefit from taking an extra half-
hour of time (bonus +15 to his roll).

Magic Dabblers Action Penalties


Those without the Gift
Casting/shaping a Magic counts as an action and is subject to all multi-action penalties. A Hero
talent no matter how skilled they
who wants to use the Attack Mode to cast a Magic and shoot it at a target in the same round would
are may not cast magic with
a Spell Level higher than a 5. use two actions.
Only those who truly understand
the cosmic forces at play may
truly manipulate them with any Holding Magic Effects for later use
effectiveness.
A Hero may cast a Magic in one round for use in a later round. A Magic may be held with
no degradation for a number of rounds equal to the level of the Mode. After that time limit, the
Magic’s effects are reduced by one level for each round beyond its limit. If the Hero is struck or
otherwise distracted, the power may be lost (the Hero must make a WIL + Resolve roll to keep his
composure. DoD equal to the damage received). Loss of consciousness automatically means the
Magic is lost.
Also, a Hero is further limited to the number of spells he can hold in reserve by his MR
attribute. A Hero may hold a maximum of MR spells in his mind at a given time.
NOTE: Each time a Hero unleashes a Magic, it counts an action and is subject to the normal multi-
action penalty.

Delayed Magic Effect


A Hero may want to have a Magic go off at a certain time as if it had a “fuse.” The Hero must
give the Magic a duration and inform the GM that his Intent is that the Magic activates once that
duration is met. The magic effect takes place at a certain time and place and, once placed, cannot
be changed or altered.
Example: Petranova is being pursued through a temple by an angry cultist. She runs into
a room and bolts the door. The mage places an area effect attack spell on the doorway that will
go off in 5 rounds. She escapes through the window opposite door and climbs down the wall.
Thirty seconds later she hears the loud roar of the fire elemental blazing into the room and the
screams of the cultist.

Cooperative Effort
A Hero may help another Hero with a Magic effect if he has the same Mode with a level equal
to at least half the Skill level of the Hero he is assisting. Cooperative effort allows a group of Heroes
to distribute the burden of a high-level Magic equally over a group of people.
The DoD is divided equally among the group with any remainders attributed to the lead
Magician. All involved must make their roll with a full success. Any failure means the entire group
fails, and one partial will mean the entire group gets a partial. To get a Critical Success on the
Magic effect would require the entire group to roll a critical. If a participant rolls a Critical Failure,
everyone fails miserably, rolling on the Magical Mishap chart and adding the number of participants
to the mishap roll.
A group may pool their Hero Points for greater effects when shaping the Magic.
Cooperative efforts take time to coordinate and the level of the Magic plays a big role, referenced
in the table below.

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Magic level 1–25 A number of rounds equal to the level of the Magic
26–40 A number of minutes equal to the level of the Magic
41+ A number of hours equal to the level of the Magic
Example: During a major battle, the dark sorcerer Vibun Khole has cast a magical darkness
over the battlefield. Thalmia wants to give her squad of soldiers the ability to see heat signatures
(increased PER). The total Manipulate Mode DoD is -35. She is accompanied by three Acheron
warriors who also possess the Manipulate Mode of Magic. Thalmia has the Manipulate Mode
at +12, and warriors have Skill levels at +7, +6, and +3. Two warriors may help but the last,
with only a Skill level of +3, cannot.
Thalmia and the two warriors coordinate their actions, which takes 35 minutes, and
distribute the burden of the Magic as equally as possible between them. The two warriors have
a DoD-11 and Alcmene has a DoD-13. They must all succeed at their rolls to make the motes
of half-formed dreams heed their call to allow the soldiers see in the darkness.

Hero Point Enhancements


Hero Points can be used in the usual manner where magics are concerned or they may be used
to drastically enhance the effects, allowing a skilled Magician to manipulate forces on a cosmic scale.
If a Hero spends 10, 20, 30, or 40 Hero Points, she can increase one aspect of the Magic by a
factor of x10, x20, x30, or x40! The Hero Points must be spent all at once before the roll, but an
unlimited number of Hero Points may be spent in this manner as long as the Hero has the Hero
Points to spend and meets the Renown prerequisite.
Example: Thalmia needs to lift a fallen cargo wagon off of a worker. The wagon weights
250kg, far beyond her ability to lift. If she spends 10 Hero points on the Magic, it allows her
to lift 500 kilograms instead of 50kg.
Example 2: Petranova wants to erect a force bubble to protect her body from a blazing gout
of dragon’s breath. Usually a level-10 shield would have a PR of 20, but with the 10 Hero
Point expenditure the shield’s PR is magnified to PR 200! Sadly, against an ancient dragon of
the First Age, this still may not be enough.
The Skill roll must still be made, but if successful the effect is magnified. If the roll is a Failure
the Hero Points spent are lost.
NOTE: A Hero is still required to abide by the Renown limitation on the expenditure on Hero
Points. This limit will keep all but the most experienced from using this enhancement.

Rituals, Sacrifice, and Bloodletting


See the sacrifice rules in the Gods section. Change the Roll from a CHA roll to a MR roll and
may only be used with living creatures.

Soul Power
The Hero may use his own life-force to cast a spell. The Hero must permanently reduce his
CON Attribute by 1 for level 1–10 spells, by 2 for 11–20 level spells, by 3 for 21–30 and minus 4
for any spell beyond level 30. Once he has made the personal sacrifice the spell is cast as if the spell
roll was a success; No Roll is made, the spell is an automatic success.
All the Hero need do to use this benefit is promise a portion of his soul to the sleeping Elder
Gods. Once the spell is cast, the Hero must roll on the Price of Power Magic chart.

Counterspells
Any spell or magical effect can be dispelled by casting a counterspell of the same Mode. If the
counterspell is of a different Tradition than the original spell, the spellcaster takes an additional -5
penalty to his casting roll. Counterspells have the same range and duration as regular spells of the
same Mode.
First, the spellcaster must successfully cast the counterspell (follow the normal spellcasting
procedure). Then compare the level of the counterspell to the level of the spell to be countered. Use
the level of the counterspell as a positive modifier and the level of the spell or magic to be countered

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as the Degree of Difficulty then roll on the Action Table. Full or Critical Success means the spell
has been countered, and its effects negated. Partial Success means the spell’s level and its effects have
been reduced by half (round up). Failure means the counterspell has no effect, while a Mishap may
actually strengthen or extend the duration of the target spell (GM’s ruling).
Example: Abanda the Ophiran casts a Level-9 spell that creates a Wall of Winds between
him and his rival, Alkan the Stormlord. However, Alkan is proficient in this Mode (Ward),
and is of the same Tradition as Abanda. He successfully casts a counterspell at Level 8, hoping
that this will be sufficient to dispel his opponent’s magic. After his spellcasting roll, Alkan’s
player rolls again at a penalty of -1 (his level-8 counterspell minus ’Abanda’s level-9 spell = -1).
He rolls a 17, for a result of a full success. ’Abanda’s barrier sputters and dissolves before his eyes.

Unintended Effects
Magic often has logical side effects not explicitly stated in the spell description. The party enters
an Atlantean mausoleum. The GM asks what source of light they’re using. The warrior says he’ll
draw his enchanted sword for light. Does it shed light? If so, how bright is it? This is an example of
how side effects can come into play. What constitutes a side effect is up to the individual GM, but
in no case should it be used to add additional magical effects to a spell.
Side effects are not magical in nature. They are the natural results of certain effects. A loud noise
can deafen, a glowing spell sheds light, a fiery spell may ignite combustibles... those effects are not
magic. You cannot, for example cast an illusion of a hypnotic effect and thereby charm a group of
Magic is dangerous, like holding enemies, claiming the side effect rules.
a slumbering viper in one hand To determine the level of effect of any side effect, use one-third the spell level.
with no foreknowledge of when Example: The side-effect level of a level-9 spell would be 3.
it will awaken. The Lawgiver set If a side effect is sense-affecting (such as shedding light), treat the side effect as an Illusion with
out certain rules and order for the the effect rating becoming levels. In all cases, side effects are up to the GM to determine, using
world, yet magic seems to bend common sense.
and subvert those laws. Better
to study something sensible
and predictable like alchemy or
weather-prediction than to waste
Attack Mode vs. Other Modes
one’s breath in pursuit of a beast Ideally, Attack is the Mode of choice for violence. Conceivably, other modes might be used
that cannot be tamed. to cause harm or damage an opponent. Other modes, however, may be used to indirectly cause
Caerwyn, Lemurian Scholar damage, like manifesting molten lead above a person’s head, or hurling rocks at an opponent using
the Kinetic Mode. When a Mode is used in this manner, the spell does as much damage as an attack
spell of one-third the spell level.
Example: A Manifest spell used to create a stone slab that falls on an opponent (level 12)
would do damage as if it were a level-4 attack spell.

Magic power creation


Magicians have at their disposal the forces of the universe. In ATLANTIS, it is assumed that
Magicians have learned a large number of Magical abilities. Instead of writing each down, it is far
better to assume that if the Magician knows the Mode, he has great ability in it, and has certain
skills in it. There is no need to write down every possible variation of an Attack Power or every
iteration of an Influence effect, just as it makes no sense for a warrior to write down every maneuver
he may do with his sword or spear.

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MODES
Every Magic Power employed in the game has one primary effect, or Mode. This idea holds true
regardless of the outward form the Magic Power takes. Does the Magic Power cause injury? Does it
move an object? Once you know the Magic Power’s primary effect, you know its Mode, and how it
works in the game. The following is a list of Modes; each is described in detail later in this chapter.

Attack Like all other skills, though, Modes can be improved.


Illusion When a Hero learns a new Mode, they are actually
Influence learning many different concepts and theories of how to
Kinetic manipulate their Magic ability in the particular function
Manifest of the Mode in question.
Manipulate Magic-users never refer to Modes by name. Instead
Sensory they discuss specific Magic Powers and their effects, such
Shield as telepathy or ESP.
Summoning

Attack
DoD Mod
Damage Does damage to target’s Hit Points -1 per Hit Point damage
Example Uses of
Attack Bonus A bonus to the attack roll -1 per +1 bonus
the Attack Mode
Area May do area damage -3 per meter radius “I channel arcane energy in
Range 20m base -1 per additional 3m the form of a screeching, flayed
skull to inflict harm upon my
-1 per round or -3 per round for attackers.”
Duration Instant for most attacks
“Burning” attacks
The Mode of Attack is a literal unleashing of destructive Magical energy to harm or destroy “I speak Words of Power and
another being or object. Once used, Attack Magic Powers have an instant duration and their Hit throw handfuls of liquid flame to
splash over my enemies.”
Point damage amounts are equal to the level of the Magic Power being used (e.g. a level-4 Attack
Magic Power inflicts 4 Hit Points of damage). “I hurl a bolt of pure, divine
Ranged Attacks energy to destroy the undead
Most Attack effects are ranged attacks and are subject to the modifiers and adjustments based creature that dares return to the
on the range and position of the intended target (see Ranged Attacks in the Combat Chapter). world of the living.”
Attack Magic is dodged normally, whether it’s a ranged attack or a melee/close attack. The Hero “I cast a powerful sense of
uses his CR + Mode skill versus a DoD equal to the target’s DEX + Evade Skill to hit. agony in his mind, hoping the
Example: Thalmia wants to hit an opponent with a bolt of pure light as the battle rages pain will render him unconscious
around her. She has the Attack Mode at level 12 and wants to hit her opponent who is 12m long enough for me to make my
away for 10 points of damage. She must first cast the Magic and has a DoD equal to the level escape.”
of the Magic, which is -10. She rolls a success and the Magic is now ready to throw at her
opponent. She rolls her CR + Attack Mode -5 for her second action penalty to hit her opponent,
who uses his DEX + Evade as the DoD to hit. If she is successful hitting her opponent, then he
will take 10 points of damage.
Close Combat Attacks
Close-combat magics are also within the purview of this Mode, such as magic-generated melee
weapons of pure energy. These effects last for a number of rounds as determined by the duration
added to the spell. Damage is determined as normal with each level adding one point of damage.
When using such magics in combat, the Magician applies his CR + Unarmed Fighting or Melee
Skill versus the target’s DEX + Evade Skill to hit.
Example: Thalmia infuses her sword with the spirit of a fiery elemental. She must determine
how much damage she wants the blade to do (in addition to its normal damage). She decides
that an additional 5 points of damage should be sufficient (-5 to the roll). She then determines
the duration of the spell and decides that 5 rounds should be enough time (-1 for each round of
duration). The total DoD of the spell is -10.
Area Effect
Area-effect Attack Magics can also be created with this Mode (windstorms, fiery explosions,
etc.), and deliver damage equivalent to a standard ranged Magic of the same level. Area-effect spells

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are treated just like grenade attacks (see the rules in combat for grenade throws and Evades) and
are resolved using CR + Attack mode versus a normal grenade throw difficulty. Those in the area of
effect must make an active Evade roll or be hit by the damage.
Example: Thalmia wants to rain earth down on a group of ruffians. She decides that she
would like to do 10 points of damage (DoD-10), to everyone within a 4-meter radius (DoD-
12). The total DoD of the spell is -22.
Duration
Most durations attached to spells are used on close combat attacks (see above); however, it can
be used in a number of ways.
Ranged Attacks
A normal ranged attack may have a duration incorporated into the spell. This usually represents
a spell that has been cast and can be used to attack a number of times. The spellcaster must still hit
with the spell every time she wants to use it, but it’s already available and doesn’t need to be recast
until the expiration of the duration.
Example: Thalmia creates small orbs of flame to attack her foe. The spell will do ten points
of damage (-10), and has a duration of three rounds (-3). The total DoD is -13. The small
balls of flame are successfully created and may be used to attack with for 3 rounds. Each attack
is done separately and uses her CR + Attack mode to accomplish.
Area effect
Area effect spells may have a duration attached to them to represent an area that is on fire or
filled with poisonous gas. The spell will continue to do damage to anyone within the area of effect,
until the end of the duration.
Example: Thalmia creates an acidic gas cloud in a doorway. It eats away at unprotected
skin, doing ten points of damage (-10) in a four-meter radius (-12) for three rounds (-3). The
total DoD to cast the spell is -25. Anyone in the area of effect will take 10 points of damage and
the cloud will exist there for 3 rounds.
Burning
Attacks spells can be made to hit once but do damage over several rounds, like the prolonged
effect of poison, or fire continuously burning a foe. When the Duration is used in this way the
spellcaster casts and attacks with the spell once. If it hits, the spell does damage for a number of
rounds equal to the duration. Any damage not mitigated by protection continues to affect the target
until the duration of the spell is over.
Example: Thalmia creates a magical poison dart and launches it at a foe. The spell does
ten points of damage (-10) and has a duration of three rounds (-9). She successfully cast and
hits the foe with the magic dart. The target is wearing light armor (PR4) and takes 6 points
of damage from the attack the first round. For an additional 3 rounds the target will take 6
points of damage (Armor mitigates no further damage, since this is the amount that initially
got through).

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ILLUSION
DoD Mod
Base Illusion Level one -1 per level
Features: For each feature the spell possesses -3 per Feature
Range 20m base -1 per additional 3m
Duration 10 rounds base -1 per additional 1 round
The Illusion Mode is used to create and detect artificial sensory input, such as phantasmal
images or illusory sounds. These illusionary effects will appear real, though they lack substance. The
standard level-1 Illusion effect will register to a single sense (i.e. sight, but not touch, smell, taste,
or hearing), but has no motion capabilities. For each +3 effect levels, the effect can include another
feature, from the following list:
►► Sensory Enhancement: Illusions can be enhanced by the addition of other sensory
elements, such as sight, sound, taste, touch, and sound. Like all aspects of the Illusion effect,
these sensory enhancements may seem real to others but will lack any actual substance.
►► Motion: A visual effect can also be made to move. The Magician must be within the effect’s
range and be able to sense the effect in order to control its motion. An Illusion effect may
also be tied to an object or being so that it moves with the target; for instance, a Magician
could wear an illusory cloak.
►► Details: The base illusion is relatively detailed, but only to a point. With this enhancement,
the Illusion effect may take on a new depth of vivid detail, such as reproducing the exact
features of a complex map, enhancing the perceived value and quality of an item, or
perfectly copying the features of someone’s face.
Example Uses of
Example: Alcmene wants to create the illusion of a deer in the woods. To do so is a DoD-
the Illusion Mode
1. If she wants the illusion to make sounds, such as crushing leaves or twigs breaking as it “I bend light away from
walks, that requires a Sensory Enhancement (-3). If she wants it to have a musky smell, that’s myself, altering the flow of what
an additional Sensory Enhancement (-3). If she wants those who see the deer to be able to is perceived by those around me,
physically touch it, that an additional Sensory Enhancement (-3). If she would like it to move rendering myself invisible.”
freely around the forest, that’s a Motion feature increasing the DoD again (-3). If she wants that
deer to pass a detailed inspection she would have to add the Details feature for an addition -3 “I make the hidden gesture,
to the DoD. The total DoD for the forest deer is DoD-16. pointing at my assailants and
opening their eyes to the ‘truth’
that they hold not swords, but
Magnitude serpents!”
The sound, volume, brightness, and apparent size of the Illusion effect can be enhanced by increasing
its magnitude. Each level of magnitude increases the DoD by one. “I create the illusion of my
face resembling the Baron’s, so
►► 1 Magnitude added: as loud as a shout, as bright as a torch, as big as a humanoid.
I can infiltrate the party without
►► 2 Magnitudes added: as loud as a trumpet, as bright as a campfire, as big as a horse. suspicion.”
►► 3 Magnitudes added: as loud as a cheering crowd, as bright as a bonfire, as big as a wagon.
►► 4 Magnitudes added: as loud as thunder, as bright as a lightning flash, as big as a house.
►► 5 Magnitudes added: as loud as a hurricane, as bright as the sun, as big as a ship.
Example: Thalmia wants to create a crowd of people that run through the streets rioting.
The illusion requires motion and sound for a total of DoD-7 so far. If she wants the ruckus
caused by the illusion to be loud she must add a Magnitude to the spell. She determines that a
Magnitude 3 is in order, making the DoD-10.

Resisting Illusions
The Hero must have some inkling that an illusion is being used before he is allowed to detect if
the phantasm is real or not.
Magicians can detect and resist any Illusion effect by using their PER + Illusion Mode skill, with
the Effect level of the spell being used as the Degree of Difficulty for the attempt.
Beings without the Illusion Mode must rely on their wits and observation to determine if
something is real or not. This is accomplished by having the Hero make a PER + Investigation roll
versus the Illusion’s Effect Level as the DoD. Success indicates that the viewer suspects the Illusion
effect to be unnatural or artificial in some way.

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Invisibility
The Illusion Mode can be used to render a target invisible. Invisibility is a very complex effect,
as it must exactly mimic the environment around the target. Invisibility for a single, stationary
individual is a level-10 effect (1 level for the basic illusion plus 9 levels of complexity). If the Hero
wants to stay invisible while moving, add 3 levels for a total of 13. Every order of magnitude allows
the Hero to cloak two additional man-sized people or one large creature.

Making Light
Illusion effects can also be used to produce illumination. A small, stationary globe of light is a
simple, level-1 Illusion. By adding 3 levels, the ball of light will move with the Magician. This light
can be used to blind enemies by directing it into their eyes. To accomplish this, the Magician must
make a ranged attack roll using her CR + Illusion Mode with an additional penalty of -7 for aiming
at a small target (the eyes). If successful, targets are blinded for three rounds, +3 rounds for each
magnitude feature added to the effect. Illusions can be produced anywhere within the range of the
effect, and can also be activated while scrying, in which case the range of the effect is unlimited.

Phantasmal Visage
Illusions can be useful tools when attempting to fool or trick another. Charlatans and others
may use illusory creations to gain a slight bonus to their attempts to fool or influence others.
When appropriate, an illusory effect may provide a bonus; it does so at a rate of +1 Skill per 3 spell
Effect Levels. Influence and Deception are the Skills most commonly affected by such a bonus, but
creative players may find other ways to utilize the Illusion Mode.

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Influence
DoD Mod
Mental Attribute: Increase or decrease INT or WIL -3 per +/- 1 INT or WIL
Resistance WIL+ Resolve vs Effect Level
Area Single target base -1 per additional target
Range Line of sight
Duration 1 round base -1 per additional 1 round
Magic Powers that effect and manipulate a being’s thoughts and emotions fall within the sphere
of the Influence Mode. The subject of an Influence effect will obey a single command from the
magic-user, such as “Halt where you are,” “Sleep,” or “Tell me your name.” The command is sent Example Uses of
into the subject’s mind, and need not be spoken aloud, unless the magic-user so desires. The subject the Influence
will attempt to carry out the instruction to the best of its ability until the duration of the Magic Mode
Power elapses. “I psychically weaken his
No subject can be ordered to accomplish an instruction that contradicts its basic nature or desire to search everywhere in
abilities. the room; he will lose the will to
search before checking the barrel
Example: A person cannot be commanded to fly.
where the bloodstained sword is
Dangerous actions, such as attacking an enemy, can be commanded and obeyed, but blatantly hidden.”
harmful or suicidal actions will suffer penalties (at GM’s discretion). This includes instructions to
attack a being many times more powerful than the subject; commanding an unarmed civilian to “I speak words of arcane
attack an armored patrol might warrant a -10 penalty, while an experienced soldier would do so at commanding to the ghost, and
only -1. demand that it serve me.”
Resisting the Influence Effect
“I alter the summoned beast’s
The target of an Influence effect can resist being controlled by making a Resolve Skill roll with rage so that it desires only to
a DoD equal to the Effect Level. attack my foes.”
Example: Thalmia is at a symposium investigating a corrupt noble there. She shadows him
to his private room and confronts the guards outside. As she walks past the guard she waves
her hand and tells the guard “You did not see me.” Thalmia decides that the Effect Level will
be 12 and makes her roll, getting a success. The guard now has a DoD-12 to resist the Magic.

Note: Levels of duration do not factor into the difficulty to resist the Influence.

Altering Mental Attributes


Additionally, a magic-user may alter a target’s scores in any mental- or social-type Skill or
Attribute. For example, a Magic Power that would see the target become forgetful or scared might
have the same effect as lowering the target’s INT or WIL ratings.
Example: Later, in the corrupt noble’s room, Thalmia confronts the noble and asks where
he is keeping the daughters of the peasants he is holding hostage. He refuses to answer, but once
again Thalmia uses her Magic power to loosen his tongue. She reduces his WIL by three points.
The DoD of this is -9. She is again successful and the noble’s resolve erodes and his tongue starts
to wag.
The subject of an Influence effect recalls the events that occurred while under the Magic Power’s
control. If the magic-user attains a Critical Success on the Magic Power roll, the target will believe
the actions undertaken were his own idea and not suspect the influence of Magic, no matter how
strange or uncharacteristic the deeds were.

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Kinetic
DoD Mod
STR: STR+0. May lift 50 kilograms -3 per STR+1
SPD: Base SPD-4 that allows 10m per round movement -3 per SPD+1
Area 0m radius base -3 per 1m radius
Range 20m base -1 per extra 3m
Duration 1 minute base -1 per additional 1 minute
This is the Mode for any Magic Power effects that move, levitate, or manipulate objects and
beings without the magic-user physically touching the target. Levitation and all similar effects made
possible by the Kinetic Mode require the magic-user’s full attention and concentration to maintain.
It is not possible to use other Magic Powers while levitating upward or while manipulating a target,
though it is possible to leave the item or being suspended motionless in the air without canceling
the Magic Power while the magic-user turns his or her attentions to creating another effect. To
initiate a Kinetic effect, a magic-user must have line of sight with the target, though his vision can
be augmented mechanically or magically.
A Kinetic Magic Power at level 1 can affect up to 50kg (STR +0), and allows the Magic Power
user to control the target range up to 20 meters (base range). For each 3 levels of the Magic Power
(starting at level 3) the effect gains a +1 STR rating, and adds 50kg to the total weight allowance.
Objects or creatures manipulated with this Mode travel at a default SPD of -4 and can be moved
anywhere within the Magic Power’s effective range. The focus of the power can be made to move
faster by increasing the SPD level of the Magic. For every +3 difficulty the SPD increases by +1.
Example: Thalmia is escaping the symposium across a rooftop with a group of guards and
an angry, corrupt noble in pursuit. She comes to the edge of a building and needs to make it
across to the next. Alcmene is a slightly built Triton and weighs only 50kg, so there is no penalty
for her weight. However, she wants to move quickly across and at a SPD of +0 instead of the
standard SPD-4; this is a -12 to the roll. The total DoD for the Magic roll is -12.
The Triton causes the air under her to solidify as she moves across to safety.
Holding and Lifting an Object
The STR rating of any Kinetic effect must be divided between holding and lifting the target.
For example, the magic-user may wish to prevent a foe from fleeing his presence. A level-9 Magic
Power would allow the magic-user to hold his opponent with a STR rating of +3. If the Hero also
wished to levitate the target off the ground, he would have to add 6 more Effect Levels for a lifting
STR of +2 (enough to lift 75kg).
Example: Later that day, in the mountains above the town, Thalmia finds the kidnapped
peasant and flees with him. While escaping the corrupt noble, the peasant falls into a chasm
and Thalmia uses her Magic to catch and pull him up. The peasant is a large boy weighing
100kg (DoD-3 for the additional 50kg), and additional -6 DoD for the STR+2 to lift the
young man back up. If she wanted to make him move faster, she could also add -6 to increase
the SPD from -4 to -2.
When lifting multiple objects, the total weight of all the objects lifted must be accounted for.
When any of them fall beyond the range of the spell, they begin to fall normally.
Example: While in the forest, Thalmia searches for a dropped hand axe. She knows the
general area, so she calls upon the local spirits through her magic to lift everything in the area.
Spreading the 50 kg weight across a 20m radius, all of the vines and leaves and fallen branches
slowly start to lift into the air. While they float, Thalmia crouches and catches a glimpse of light
off of metal. She runs through the floating debris, snatching the axe as she runs.
Distant Manipulations
Distant manipulations are certainly possible, such as pulling a lever from across the room,
or slamming and bolting a door from several meters away. These actions use the same rules for
STR Rating as lifting or otherwise manipulating targets, and can also be used to wield a weapon
or employ a physical ability, such as juggling or writing. In this case, the magic-user’s Skills or
Attributes are used to determine the success or Failure of the manipulation.
Example: A Magician using a Kinetic effect to unlock a door must make a Disable
Mechanism roll after the Magic Power is activated.

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Grappling Attack
An action to grapple an opponent from a distance is possible using the Kinetic Mode. The Hero
must first make a CR + Kinetic attack to hit the opponent. If successful, the level of the power being
used acts as the STR, determining the DoD to later break the grapple. While grappled, the target
is rendered immobile, or moves at a SPD of -4. This same method would also be used to choke an
opponent; first, they must be grappled, and once that is successful, then they can be deprived of air
until they fall unconscious.

Manifest
DoD Mod
Mass: 10kg -1 per 10kg
Complexity: Simple objects (knives, cups) -2
Complex objects (furniture, door and frame) -5
Simple device (a water clock) -10
Complex device (a working automaton, a gear-driven
-15
timepiece, an automated Antikythera mechanism)
Material: Mundane materials (rock, water, air, etc.) -0
Dangerous material (poison, acid) -10
Precious materials (gold, silver, emeralds) -10
Magical materials (Orichalcum, Quicksilver) -15
Range 20 meters base -1 per additional 3m
-1 per additional
Duration 1 minute base
minute
Manifest effects create non-living materials and objects from the primordial dream stuff of the
Elder Gods and make them appear at the Magician’s disposal. The Magician must be familiar with
the object or material to be created, though simple shapes such as bricks, timber, bows, and swords
require no special training or foreknowledge.
Example: Thalmia wants to create a number of weapons for a group of slaves she has
recently freed. She casts a spell creating 20kg of material (-2), and shapes them into swords
(-2). She wants the swords to last for 10 minutes (-9). The total DoD of the spell roll is -13.
The creation of exact replicas or finely detailed pieces incurs a -1 to -10 DoD on the casting roll
and may require the spellcaster to have the appropriate Handicraft Skill, at the GM’s discretion. Example Uses of
Example: Thalmia wants to make a small golden clock to impress a sultan in Turan. The the Manifest
difficulties of the casting are as follows: 10kg of gold (1 for the mass, -10 for the material), Mode
the item is very complex, with many moving parts (-15 for a complex device). She leaves “I speak with the spirits of
the duration for one minute and the total DoD is -25. The GM also requires her to make a the earth and demand that they
manifest small round stones
Handicraft (artisan) roll to make the machine work properly.
under the feet of my foes to make
When the duration of the Magic ends, the item disappears, unless it has been consumed or movement difficult.”
mixed with another material. Manifested water still quenches a being’s thirst even after the duration
of the Magic has ended, and manifested metals mixed with others in a forge will remain alloyed “I summon forth a wall of
after the Magic has expired. flames to repel my attackers.”
Reverse / Dematerialize
A Hero may want to make an amount of material disappear for a time. When using the Mode
in this manner the Hero can create holes in walls or make an opponent’s weapon vanish from his
grasp. When the item is held by an opponent, the Magician must add the user’s Resolve Skill Rating
to the final DoD to cast the power. Once the Magic is cast, the Hero must then target and hit the
item using his CR + Manifest Mode level versus the target’s DEX + Evade. If successful, the item is
removed from the opponent for the duration of the effect. Again, this Mode does not apply to living
matter. A Sorcerer cannot make a man’s heart or eyes simply disappear.

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Manipulate
DoD Mod
Level Required: See description.
Subject: One object/person -1 per additional subject
Range: Normally touch -1 per meter
Duration: 1 minute base -1 per minute
The Manipulate Mode covers all effects that alter the physical forms of objects and beings.
The level of the Magic required depends on the changes that the Magician wishes to wreak upon
the target. Minor or cosmetic changes will fall under the purview of low-level Magics, while high-
level effects can temporarily warp a form into another shape completely, or alter one creature into
another. Manipulate usually affects the physical. For manipulations of the mind, the Influence
Mode should be used instead.
This mode is primarily used to alter Attributes, abilities, and Skills as follows:
Increased/Decreased Skill Rating:
+1/-1 in Skill Rating per power level.
Example: Finally, in the woods, Thalmia and the peasant boy use stealth to move away
unseen from the pursuing guards. Thalmia, a rogue, has no trouble sneaking away, but the boy
is clumsy, with little ability (Stealth+2). Thalmia uses her vast abilities to increase the boy’s
skill, giving him an additional +6 to his skill, increasing it to a +8. This use of her powers has
a DoD-6 to her roll.

Increased/Decreased Attribute:
+1/-1 in Attribute per 3 power levels (PER is changed using the Sensory Mode instead).
Example: Thalmia realizes that they cannot hope to outrun the guards who are dogging
their trail. She may be doomed, but the boy does not have to be. Thalmia stops and enhances
the boy’s speed so that he may escape. She increases the boy’s SPD+0 to +4 with her ability. This
results in a DoD-12. The boy thanks and blesses her, and moves off at a great speed through
the woods.

Alter Protection/Damage Rating:


The PR of the magic-user’s skin can be enhanced +1 per 3 power levels. The same DoD is used
for increasing the DR of mundane or natural weapons (such as the teeth or claws of the Andamen)
Example: Thalmia, tired of running, turns to face her pursuers. She draws her thorn blade
and with sheer force of will, hardens her skin, covering it with coral. She gives her skin PR4
armor (DoD-12) of living coral, and slowly walks toward her hunters.

Minor Manipulation (Level 5):


Alters facial features of living beings, or the form of small objects (no larger than a small child).
Changing the scale of a living being by one level.

Significant Manipulation (Level 10):


Alters one humanoid to another humanoid species, provides unnatural alterations such as
feathers or grass instead of hair, or changes the form and material of objects no larger than an
average adult human.

Major Manipulation (Level 15):


Alters one species into any other; transforms 5m x 5m of any one non-living object into any
other substance; i.e. stone to metal, metal to wood, or soil to water.

Complete Alteration (Level 20):


Alters any living being in any way imaginable; flesh to stone, etc. Also alters 20m volume of any
non-living material into any other — even living — substances. This is the only way in which life
can be created magically, short of divine intervention.

The modifiers and effects of Manipulate Magics always stack. A Magician turning himself into
an eagle would be activating a Major Manipulation (Level 15). If he wished to enhance the DR of

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his talons by +1, he could activate the Major Manipulation at Level 18, including the +3 Magic
levels required to enhance or reduce DR ratings by 1 point.
Beings altered into other species maintain their Attributes and usable Skills unless the Magic
specifically reduces the scores.
If the subject was injured before any transformation effects, he or she remains damaged
afterwards. Activated as a countermagic, Manipulate effects can restore objects or beings affected by
Manipulate Magics back to their original forms.

Sensory
DoD Mod
PER Increase or decrease PER Attribute -1 per +/-2 to PER
Scrying Range: Used for seeing at a distance -1 per 1km
Scrying Time Range Used for seeing through time -1 per hour into the past or future
Range 20m base -1 per extra 3m
Duration 1 minute base -1 per additional minute
The Hero uses this mode to enhance his or others’ Perception abilities. Perception is not limited
to what the Hero can see, hear, smell, or touch, but could also be used to enhance a person’s
empathy, allowing him to discern how a person is feeling or if they are telling the truth. Twice the
level of the Magic is added to the Hero’s PER when trying to sense.
Example: Thalmia knows that she is talking to a liar and wants to get at the truth. She uses
her Sensory mode to detect lies. She successfully cast the Magic at level 5 and may now add +10
to her PER + Investigate/Search (Deduce Motive) when trying to root out the lie.
Example: Thalmia is in a dark cave and has a sight penalty of -6 to any sight-based actions.
She uses her Sensory Mode to enhance her night vision, giving +6 to negate the darkness penalty.

Locate Object/Person
The Sense Mode is used to divine the location of specific people, objects, and creatures. The
Hero uses his Magic to add to his PER in order to find a person, place, or thing.
Example: Thalmia is in a forest looking for an entrance to an underground waterway. The
GM decides that the metal grate is hidden under a pile of leaves 25m away and gives Thalmia
a DoD-8 to find it. She reaches out with her Sensory ability with a range of 32m and an
enhancement of +20 PER. The total DoD to cast the Magic is -14. Since the grate is within
range, the GM allows her to roll her PER +20 versus the DoD-8. If the grate had been 50m
away she would not be able to use her bonus, since it was outside her range.

Scrying
Perhaps the most useful Sensory effect is clairvoyance — the ability to see into other locations
via magical vision. The range of a clairvoyant Magic Power is limited to one kilometer per power
level. Only the five standard senses are effective within a clairvoyant Magic Power.
Example: Thalmia is out at sea and wants to spy on a group of pirates in a port 10
kilometers away. She casts a spell in a bowl of water and asks the elemental spirits there to show
her what the pirates are doing. She needs to see 10km away and has a spell DoD of -9 (the first
kilometer is free) and enhances her PER by +8 to find the pirates (-4). The total DoD to see
into the port is -14.
Reverse: Obscure
The reverse of the Sensory Mode is Obscure, and it conceals objects, beings, and locations from
both magical and mundane detection.
Use the Obscure Magic Power as the Difficulty Modifier against any attempts to divine what
is being hidden. Obscure effects cannot be deployed to make anything truly invisible; rather, they
make them go unnoticed.
Example: Thalmia has the stolen amulet, and is trying to get past a checkpoint where
guards are searching travelers’ belongings. Thalmia uses the Sensory Mode to obfuscate the
amulet with a penalty of -8. When the guards search her things, they have a -8 penalty to do so.
Example: Thalmia is lying to the guard about where she is headed but doesn’t trust her own
abilities at hiding the truth. She uses the Sensory Mode to add a penalty of -6 to the guard’s
ability to deduce her motives.

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Shield
DoD Mod
Hit Point Rating: -1 per 2 HP
PR Rating: Used for Barriers -3 per 1PR
DoD Rating: Used for Wards -1 per -2 DOD
Single target (aura) or a 2m radius for Barriers or -3 per additional
Area:
Wards meter
Range Touch
-1 per additional
Duration 1 minute base
minute
Shield Mode Magics come in three varieties: auras, barriers, and wards. All Magics of this Mode
have 2 Hit Points per Magic Level. All damage that would be done to a target protected by an aura,
barrier, or ward beyond its PR will be absorbed by the Magic itself. For example, a level-12 barrier
has a Protection Rating of 4 and 24 Hit Points. If an enemy hits the barrier for 10 HP damage,
the barrier takes 6 and has 18 HP remaining. A ward, being more specific, has a much higher
Protection Rating, but anything other than the type of damage to which it is attuned will pass
through the ward unaffected.

Auras
Auras cover a single individual or item with a protective energy. The composition and appearance
of an aura depends on the user, but the appearance of a Shield effect is always visible and apparent
for what it is.
Unless an Illusion effect is cast to conceal it, an aura is always visible to normal senses. Auras are
air- and light-permeable, allowing the Magician to breathe and see. For this reason, these Magics
do not protect against blinding lights or harmful gasses.
The aura also moves with the Magician. Only a single protective aura may be worn at a time. If
a second aura is cast on the same target, only the aura offering the greater protection remains. Auras
have 2 Hit Points per Magic Level. All damage from attacks on the wearer of an Aura is subtracted
from the Aura itself. Once an Aura is reduced to zero Hit Points, all further damage is done to the
Hero.
Example: A Hero creates a level-10 Aura of Protection. The aura provides the Hero with 20
points of protection. During the battle, the Hero suffers 12 points of damage from a spear hit.
The Hero’s aura absorbs the 12 points of damage, leaving the shield capable of taking only 8
more points. In the next attack the Hero suffers another 12 points of damage. The shield negates
the first 8 points but the other 4 points of damage break through the shield, doing damage to
the Hero.
While protected by an Aura, a Hero is immune to the special effects of critical hits in combat,
since there is no way to “go around” an aura to hit a vulnerable spot, this also negates “called shots”
to unarmored portions of the body. Non-damaging attacks, such as grapples, disarms, and other
stunts take their normal effect on a success.

Barriers
Barriers create a stationary, two-dimensional shield of energy that can take whatever simple
shape the caster desires. Like personal auras, their appearance depends on the Hero. A barrier can
be a wall of ice, a shield of arcane force, or a column of swirling winds, for example.
Barriers have a Protection Rating equal to one-third the Magic Level and 2 Hit Points per level.
Thus a level-9 barrier would have a PR of 3 and 18 Hit Points. Once damage is done to reduce the
Barrier to zero Hit Points, the Barrier is shattered.
Barriers are immobile once created; they cannot be moved. The spell caster may pass freely
through the barrier or allow others to pass.

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Wards
Wards, unlike barriers and auras, protect against certain, specified threats or maladies instead
of “all damage.” Wards can be cast upon living creatures or inanimate objects such as doors, locks,
shields, etc. Ward Magics can be cast to protect against (but not limited to) the following effects
and conditions:
►► A particular type of weapon: swords, bows, or claws (not weapons in general).
►► An elemental or environmental effect: heat, cold, electricity, acid, drowning.
►► A Skill: Disable Mechanism, Deception, Tracking, etc....
►► A disease or plague.
►► A single Mode: choose between the Modes, though it is not possible to create a Ward effect
against Ward Magics. Casting Ward Magic against the Attack Mode effectively functions
as protection against Magic damage.
►► Any single type of creature: insects, avians, natural predators, monsters, demons, etc. A
Ward effect cannot be raised against overly broad categories, such as all humanoids or
summoned entities; it must be more specific.
An individual or item cannot be protected by more than one Ward of the same type. For
example, it is not possible to be protected by a Ward vs. fire and Ward vs. ice. There is no restriction
against the simultaneous use of different types of Wards, such as a Ward vs. fire and a Ward vs. the
Influence Mode.
Wards do not protect like an aura or a barrier, but make it more difficult for the thing warded
against to affect the Hero. For every Effect Level, the Hero gains a bonus +2 to any difficulty to
affect him.
Example: a person using a sword to attack a person with a level-10 ward versus swords
would have an additional -20 to hit the person. If the person decided to sheathe his sword and
use an axe, the warded person would be vulnerable since an axe is not a sword.
Example: Petranova is searching for Chimera eggs below the city of Argos. Knowing that
she will encounter the foul creatures in the labyrinth of caves below the metropolis, she creates a
Magical Ward level 12, protecting against Chimeras. She finally finds a cave choked with eggs,
but also encounters the clutch’s mother. The Ward provides -24 to any Chimera that attacks her.
If Petranova stumbles upon a blind cave troll in her travels would have no additional defense
against that beast since it is not what the ward is dedicated to protecting against.

Reverse: Curse
When Ward effects are reversed and cast with malicious intent in order to render a being or item
more susceptible to harm, the Magic is known as a Curse. These are cast in an identical manner to
Ward, though rather than protecting the target against the named criteria, the Magic renders the
being or item vulnerable, ensuring that the target suffers extra damage (+1DR per 3 Magic Levels)
from the threat or malady. In the case of Curses that do not inflict damage, they inflict the target
with a penalty of some sort equal to -1 per level.
Curses may be resisted with a successful WIL + Resolve roll.

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Summoning
DoD Mod
Base DoD: Determined by the Ability Level of the creature summoned Ability level
Base 10 minutes +1 minute per spell level. This may be -1 per minute
Casting time:
reduced reduced
-2 for WIL in minutes, -5 for WIL in hours, -10 for WIL in
Duration: days, -20 for WIL in months, -35 for a permanent summons.
All have a minimum of 1 time increment
NOTE: Those with very low WIL attributes usually do not make good Summoners. A
magic-user with a low WIL attribute may not be able to summon a creature and hold it for
every long.
The Summoning Mode is used by spellcasters wishing to interact with extra-dimensional entities,
Example Uses of
such as bringing demons to Earth and speaking with the dead. It is no surprise that Summoning is,
the Summoning
perhaps, the most dangerous and unreliable of the Modes, involving great risk when used at high
Mode
levels of power.
“I summon the demon Uthuk
A’Lan to rise from hell and do my The primary effect achieved with this Mode is the direct summoning of powerful beings,
bidding.” transporting a creature from where ever it happens to be, and bringing it to the summoner. The
type of creature summoned is decided by the caster, though each of the Orders has restrictions on
“I whisper the names of my the types of beings it can summon. The level at which a Summoning spell is cast determines the
ancestors and pray that they level of the creature that responds to the call.
attend me now and hear my Example: Petranova wants to summon a horse to ride to the next city to meet a contact. The
need.”
Ability level of the horse is 7 and she decides she will need the mount for a few days. She has a
“I summon an animal spirit to
total DoD-17 (-7 for the ability level and -10 for the duration). All this requires 27 minutes
watch over me while I work my to accomplish (base of 10 minutes, plus the DoD of the spell).
rituals.” If the Summoning spell is cast correctly, the intended subject will appear at once. Constrained
by the forces of the spell, it will be unable to do harm to the caster or move without his permission.
In return for the caster’s promise to release it, the creature can be compelled to answer up to three
questions, or to perform a single, specified service. This it will do to the best of its capabilities.
Summoned beings can only provide useful answers to questions they are likely to know. For
example, the spirit of a murder victim may be able to name its killer, assuming it saw the murderer.
The GM is the final judge of what the summoned being does and does not know.
If a spellcaster summons a creature for which there are no direct corresponding statistics, the
GM must determine the game mechanics of the entity based on those of a similar creature.
Example: The summoned ghost of a long-dead human would have similar statistics to those
he had in life: those of a normal human warrior.
Summoned creatures may have additional special abilities, such as flight or immunity
to weapons, as determined by the GM. As with all summoned entities, the ability level of the
summoned creature is equal to the level of the spell.

Servitude
The summoned creature will serve the summoner for the duration of the spell. It may not want
to serve but will be compelled to do so to the best of its ability. Once the duration is over the being
will go back to its home wherever that may be.
Certain enchanted items can be used to imprison summoned creatures in gemstones, crystal
orbs, brass lanterns, and so forth. If the being is not restrained, it vanishes instantly when the spell
ends.

The Offering
A spellcaster may try to entice the entity or creature into service by bribing it with wealth, food,
and — in dire circumstances — souls. If offering tangible goods, a spellcaster must make a Wealth
Rating roll and for every -1 on the DoD the Hero gains a bonus of +1 (maximum of +10). If doing
a blood offering, the Hero gets a +1 bonus for ever one Ability Level of the creature being sacrificed.
Example: Thalmia is summoning a powerful elemental to do her bidding and the
summoning roll has a DoD-25. She decides to offer the being rare incense to entice the creature.
She decides she wants a +5 to her roll. Before she can summon the elemental, she must make a
Wealth roll with a DoD-5 and get a full success. If she succeeds, then she gets a +5 to her roll.

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Example: Malikar the Wicked is trying to summon a demon from the City of Brass and
also has a DoD-25.To do so, the mage brings in 4 slaves, each with an Ability Level +2. After
completing his grizzly blood sacrifice, he gains +8 to his roll.

Results for summoning spells


A summoning spell may result in the occurrence of any of the following circumstances:
The spellcaster has failed to correctly inscribe both the circle and the
triangle. The summoned creature will appear, but will not be restrained in
any way. In this case, the caster may be in grave danger, for the summoned
Mishap:
creature will be free to act as it chooses. Malign beings may seek to enslave,
slay or, in the case of demons, possess the caster’s physical form. Less evil
creatures will usually simply return to their home planes.
The summoned creature will appear momentarily, and then vanish back to
Failure:
its own plane. The spell failed.
The spell succeeded in summoning the desired creature, but because of
Partial Success: some flaw in the spell formula, the creature summoned is granted a +5
bonus to resist all attempts to force it into a pact.
Success: The spell performs as expected although the caster must still seal a pact.
Not only was the spell cast successfully but the creature summoned receives
Critical Success:
a -5 penalty to resist a pact being forced upon it.

Battle of Wills
Once the creature is summoned, the spellcaster must impose herself upon the creature in a
battle of wills. The Hero uses his WIL+ Summon versus a DoD of the being’s WIL.
If successful, the summoned being is forced into servitude and will do the bidding of the
summoner for the prescribed amount of time, and will not try and foil or attack him. If the roll is
a Partial Success, the being will try at every turn to free itself from bondage and may try to sour the
Summoner’s plans. A Failure means the creature is not bound and may leave at its convenience. A
Critical Failure could mean the creature attacks the summoner, trying to kill him. This depends of
the disposition of the creature summoned.

Reverse: banishment
Cast in reverse, the Summoning Mode is the Mode of Banishment, and returns any summoned
creature to its plane of existence. Attempts to banish entities are made with a Degree of Difficulty
(DoD) penalty equal to the creature’s overall ability level. Like Summoning, Banishment effects
take 10 minutes per Ability Level to cast. A spellcaster can use the Banishment Mode on entities
that he cannot summon, but takes a -5 penalty on the casting
roll when doing so.

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Traditions
Most Second Age spellcasters are exposed to only one kind of magic in their lifetimes and know
little, if anything, about other styles. Cultural traditions, taboos, and local mythology all shape
magical practice in a given region. It is for this reason that certain styles of spellcasting are peculiar
to particular peoples or regions, and have spread little in the centuries since the end of the First Age.
These styles are referred to by Second Age scholars as Traditions.
Magic Traditions At character creation a magic-user picks one tradition for free. If he wishes to practice magic in
and their another style, he must purchase the tradition with the Tradition Talent. Only the most powerful
Modifiers sorcerers know more than one tradition and most mages focus on becoming a master of one
The bonuses and penalties
tradition.
received from a tradition do not
stack with bonus or penalties
from another tradition. When Traditions Format
using a tradition of magic, the Each tradition is described according to the following format:
Hero is required to follow all the
limitations and penalties if he
wants to receive the benefits. Name of Tradition
Description of the Tradition: its history, and/or practices
Example: A hero with both Advantages: special advantages of this Tradition
Animism and Witchcraft wants to Limitations: disadvantages or limits of the Tradition
use a Manipulate spell. To do so,
Modes: bonuses or penalties for certain types of Modes and N/A for modes not available for the
he would have to use his Animism
tradition and practice magic as a
tradition
shaman would and gain a bonus Enchantment: typical types of enchanted items made by members of this Tradition
of +3 to his roll. If the same Hero Example Spells: examples of spells that might be used by members of this Tradition. The example
wanted to use Influence he would spells are categorized into three different difficulty levels: Basic (or beginner) spells, Advanced
not receive both the bonus from Spells, and Master Spells
Witchcraft and Animism but would
have to pick how he wanted to
create the spell and then take that
tradition’s bonus. Animism
(Medicine Men, N’anga, Houguns, Inyanga, Mystic, Witchdoctors)
Animism is the magic of spirit and dream. By connecting with his unconscious dream-self, an
Animist can interact with the spirit-gods of the Dreamrealms, known as Totems. Totems are the
spiritual representation of all the primal energies that inhabit the world. For example, the Eagle
Totem embodies the spirits of all great eagles, the wise hunter. The specific creatures and qualities
represented by the Totems vary from region to region.
Most Animists see spirits in abundance in the world. Every natural form is an extension of
one Totem or another. Oak trees are simply manifestations of the many-armed of the Giver-of-
Life; the crow is the embodiment of Raven. When in communion with a Totem spirit, a Animist
may either seek the spirit’s council or take on the powers and aspects of the Totem. Attaining the
dream-like state necessary to commune with the Totems often requires the ingestion of herbs,
mushrooms, or other naturally psychotropic substances. Some Animists also train themselves to
visit the Dreamrealms while sleeping or meditating.
Like Witchcraft, Animism is an oral tradition, without scrolls or spellbooks. Shamanic initiates
are usually chosen by their instructors and trained in private. In tribal communities, the Shaman is
often the leader or chief counsel to the tribal head. Animism can be found throughout the world,
but is rarely practiced in civilized realms.

Components
Animism relies on complex chants, gestures, or dances, and specific natural fetishes. For
example, to summon up an Avian-Totem, the Animist might cry out like a raven or hawk, flap his
arms like wings, and brandish a fetish made of feathers.

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Advantages
►► Every Animist has a specific totem animal that guides them in the Spirit World. When
casting spells appropriate to their totem, the Animist receives a casting roll bonus of +3.
The player may pick one Mode that this bonus applies to, according to the nature of the
chosen totem. For example, a Hawk totem might give a bonus to Sensory spells (due to the
animal’s keen perception). An Animist will never be attacked or threatened by an animal of
the type that corresponds to his totem.
►► An Animist who spends extra time reaching an ecstatic state (Taking Extra Time) and In my experience most Shamans
makes a Performance skill roll with a DoD equal to the spell level will receive double the do not like to see other magicians
benefit. arriving in their locale. Shamans
are often the central figures in
►► Animist magic doubles their MR for the sake of Magic Fatigue.
spiritual life and having another
being that can use magic in a
Limitations totally different way dilutes the
►► An Animist must first attain an ecstatic state to cast his spells. This can be accomplished by locals’ belief in the Shaman and
ingesting a natural hallucinogen such as opiates, or other psychotropic herbs or mushrooms his spirit totems.
or by careful meditation, dance, singing, or the performance of music. Without these Thalmia, Triton Sorceress
benefits the Animist suffers a casting roll penalty of -5.

Modes
Attack -2 Manipulate +3
Illusion +1 Sensory +3
Influence +2 Shield -2
Kinetic N/A Summoning +0
Manifest -5

Sample Animist
Choden, an Uluku Shaman from Himvati, wants to call on the spirits of the
great eagles so that he can clearly see down into the river valley from his hidden
camp on the cliffs above. Knowing if the moving figures are enemies or allies
is very important.
(Choden wants to increase his PER so that he can see detail from a
distance.)
Choden sits and wafts some of the sacred smoke from an incense stick
over his head. He sways gently, quickly dropping into a trance. He hears
the cry of one of the great eagles in his mind and when his eyes snap
open, they are the deep golden-brown of an eagle.
(Choden gains the sight of an eagle as well as a +3 to his
PER score.)
He peers over the edge of the cliff and spots the dark skin of
his Nubian ally Donobey. Breathing a sigh of relief, he shakes
himself free of the trance and begins gathering his belongings.

Enchantment
Animists rarely practice complex enchantment, though
they are known to create simple fetishes or charms.
►► A feather-charm for commanding avians (Influence)
►► A claw-fetish for tracking prey in the wilderness
(Sensory)
►► A blood-tattoo for resisting poisons (Shield)

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The Dark Arts
(Necromancers, Diabolist, Demonologist, Thakathi, Mambabarang)
The Dark Arts deal with the power of death, decay and destruction. Practitioners of the Dark
Arts believe they can gain power by interacting with and controlling entities from the lower
dimensions. Many also seek to gain temporal power by overcoming death, something that none
but the most powerful adherents ever gain.
The Dark Gods Because of its morbid applications, practitioners of the Dark Arts accumulate knowledge of
and their minions anatomy, physiology, and the general workings of the body. Due to cultural taboos regarding the
Ba’al and Set employ many dead across the Antediluvian world, Dark Arts practitioners are among the only experts in this field
minions in their prisons deep (one major exception being Khem Priests).
within the earth. Most of these
Dark Arts spellcasters learn their spells by studying the magical writings of ancient black-
horrors are misshapen, vile
manifestations of the two dark magicians, and by communing with devils and demonic powers. Aspirants need a great number
deceivers’ own corrupt hearts of corpses and living beings to practice on; another reason why this Tradition is unpopular in
and repugnant ambitions. No “civilized” lands. Dark Arts spellcasting is usually unpleasant in some way. Spells can be painful for
two demons are alike and all the caster, the subject, or both. Bizarre and gruesome fetishes must be used to focus spells. In some
are horrible and to behold. Only extreme cases, actual death or suffering must be inflicted to empower the magic ritual.
through illusion and trickery will
a demon ever look pleasing to
Components
the eyes of mortals. Most steal
their forms from the Elder Gods’ A practitioner of the Dark Arts must be able to gesture with both hands and speak aloud in
horrible dreams; therefore seeing order to cast spells. Certain necromantic devices and fetishes are also required, such as a necklace of
one brings lesser men to their bones, a bag filled with corpse-dust, a preserved skull, etc.
knees, screaming in madness, The chief component of all dark magicians is the demon that serves them. All magic is done
begging for their eyes to be
through the demon. In most cases, the demon is quiet and hidden, but when its master is angered,
plucked out.
Ba’al frequently allows
it will show itself. The demon is a part of the diabolist and hides in shadows near the magic-user, or
his servitors to be bound to sometimes in the shadows of his heart. Most of the time, the demon is intangible and invulnerable
Diabolists because this is the to physical or magical attack. Typically, it only manifests when the magic-user wants something
easiest way to allow them to done.
gain access to the mortal world. The demon or evil spirit has a known name (given by the player) and a true name that it holds
His nihilistic goals are furthered secret, but is known by the magic-user. The true name is what gives the dark magician his power
by unwitting humans who play over the demon. The demon is not a likable servant and is never happy with its subservience to the
with powers beyond their small
mage. He may be argumentative and combative or tries to lull the mage into a false sense of security,
understandings.
Set usually only allows his
but will usually relent and perform the tasks of the magician.
minions to be bound by those
with power to shape the human Advantages
world, and his demons are ►► Death and pain are not only the subjects of the Dark Arts — they are also its ally. The vast
never in the employ of small-
majority end up spending eternity enslaved to a demon or some other dark spirit, but a few
minded men. Set seeks dominion
over the mortal world so that, are able to cheat death. Upon their demise, a Dark Arts practitioner has one opportunity to
ultimately, he might rule. escape his final fate. A single D20 is rolled by the player. On a roll of 13, the character dies
as expected but is resurrected as an undead creature within 24 hours. The form of undead
assumed is purely at the discretion of the GM and should reflect the overall power and
experience of the spellcaster at his time of death. This undead creature remains under the
control of the player, but suffers a loss of 5 Skill Levels from all Skills known as a result of
the horrific transformation (to a minimum of +0).
►► The mage of the Dark Arts gains twice the normal benefit from bloodletting when a living
creature is sacrificed.

Limitations
►► Those who practice The Dark Arts are universally regarded with fear and suspicion by most
decent folk. They are welcome in few lands. Nature spirits and other benevolent entities
will not willingly cooperate with spellcasters of this Tradition, whom they consider cruel
and vile. The mage gains an additional +2 to all Intimidation rolls, and in social situations
suffers a penalty of -4 in addition to any social modifiers he may already have.
►► Manipulate Effects: Dark Arts practitioners are able to manipulate many qualities, most
commonly physical strength and power. In all cases, uses of the Manipulation Mode by a
Dark Arts spellcaster manifest as a demonic appearance in the recipient’s augmentations
in some way.
►► Summoning Effects: Dark Arts adherents specialize in dealing with otherworldly entities,

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ATLANTIS: The Second Age
but generally not of the benign type. Dark Arts summonings are always of demons and
other malign spirits.
►► Those who know the true name of a Dark Arts practitioner’s demon gain a +5 to resist any
magical effect that targets them.
►► If a Critical Failure is rolled on any Mode Skill roll the demon may escape and cause some
sort of mayhem for a time. The demon usually targets the magic-user’s friends and loved
ones, in the hopes that it can make the magic-user suffer.
►► High-level spells taint the area with a malignant odor when cast. If the spell Effect level is Many Dark Arts practitioners
15 or higher, a taint is left in the area. The radius is equal to the 1m per point of MR and are adept at hiding their powers,
those in the area suffer a -1 penalty to all actions. The area will be tainted for a number of either pretending to be mundane
days equal to the levels above 15 (minim of 1 day). or another type of magician.
Never trust a magician that
Modes reeks of perfume—they’re hiding
something. Many practitioners
Attack +1 Manipulate +1 of the Dark Arts started out on
Illusion +1 Sensory +1 other paths and fell prey to the
lure of power.
Influence N/A Shield +0
Thalmia, Triton Sorceress
Kinetic -5 Summoning +3
Manifest -3

Sample Diabolist
Asha Khum, a necromancer of Acheron, is displeased with a servant who has failed him.
(Asha Khum wants to burst the servant’s heart with an attack spell)
Asha calls the name of his demon, and the diabolic entity shambles forth from the shadows
behind him. Asha commands that the heart of the man be brought to him. Before he can finish his
request, the demon is upon the man, savaging him with its gibbering mouths and gnarled fingers.
(Asha does 15 points of damage to the man, killing him)
The demon rips the beating heart from the servant’s chest, and throws it at the feet of its master.

Enchantment
Common enchanted items created with the Dark Arts include:
►► Talismans that ward away or control undead (Ward or Influence)
►► Weapons or items enchanted with disease-causing spells (Manipulate)

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ATLANTIS: The Second Age
Sorcery
(Mages, Magi, Sorcerers, Elementalist, Wizards, Kashaph, Invokers, and Astrologers)
The invocation of elemental spirits through the use of arcane symbols, expressions, and concepts
to provoke the entities to do his bidding.
Sorcery was discovered and “perfected” by First Age Atlanteans, but its practice can now be
found throughout the civilized world due to Atlantean colonial ambitions of the past. While still
most common in the Atlantean sphere of influence, local traditions of sorcery have sprung up in
such diverse lands as Marhashi, Tharshesh, Taracua, Khitai, Minoa, Sheba, and Avalon.
Through experimentation and scholarly pursuit, the Atlanteans filled many books with the
knowledge of invocation and their magic tradition is considered the most effective and versatile of
all the known traditions.
Because of their knowledge of the natural world, the Atlanteans were able to make bargains,
enslave, or coax through blackmail or threat the very elemental forces that compose the natural
world. By no means were the elementals happy with this, but through pacts made long ago a mutual
agreement was reached. The life essence of the universe would be allowed to flow in abundance and
the elemental Lords would allow their minions to do the bidding of the Atlanteans.
The elementals and Atlantean sorcerers created a complex language of high concepts and ideas.
Powerful bits of this codified, arcane language later became known as “spells” and are now used by
sorcery to coax, compel, or trick the elementals into performing acts in the material world.

Components
Those who practice Sorcery must gesture with both hands and speak arcane phrases aloud in
order to invoke and direct the elemental spirits. Devices or components composed of one or more
of the elements are sometimes used.

Advantages
►► The Atlantean school of magic is much more disciplined than the other traditions
because of the laws that govern agreements made between the elementals and the ancient
Atlanteans. Ritual is very important to the sorcerer and any extra time taken doubles the
bonus received.
►► The Sorcerer may pick one Mode to represent the type of spells she regularly practices. The
sorcerer must have one mode that is not available to her, one mode with a penalty of -5,
and my allocate a total of 5 points to the other modes as she sees fit. They may also reduce
a mode to negative numbers and add the points to another mode as a positive number (not
the N/A mode or the -5 mode)up to a maximum of -3.

Limitations
►► Spells of Atlantean Sorcerers are always accompanied by an effect defined by the type of
spell being cast and the entities involved in the magic. An elemental summoned to throw
a fireball may smell of brimstone and sulfur, and howl as it streaks towards the target. An
Influence spell may manifest in the form of a bird composed of air that sings into the ear
of a person to be seduced.
►► Spells of Sorcery are always accompanied by some combination of glowing green Vril lights,
an electrical charge in the air, or strange sounds. Anyone nearby that makes a successful
PER roll with a bonus equal to half the spell level will be aware that magic is being used
and will be able to discern its source. Because of this, subtle illusions that are meant to
appear “real” are very difficult to accomplish with this Tradition. Likewise, anyone affected
by a spell of Sorcery (magical influence, protection) will have a noticeable elemental aspect.

Modes
Attack * Manipulate *
Illusion * Sensory *
Influence * Shield *
Kinetic * Summoning *
Manifest *

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ATLANTIS: The Second Age
Sample Sorcerer
The Triton Thalmia is a practiced sorceress. When she casts a spell to move a set of keys from a
guard belt to her hands, she invokes the name of the Empress of the Twelve Winds, Yansan.
(Thalmia cast a level-8 Kinetic spell)
In the invocation, she recites the name of the 10 Atlantean bargainers who originally made the
pacts, and asks the Empress to send aid in her endeavor. The air around Thalmia swirls into a small, The Elemental
vaguely human, shape. The small form wisps toward the keys, lightly tugs them from the sleeping Lords
guard’s belt, and bring them to the waiting hands of the sorceress. There are four Elemental
lords that are invoked when
Enchantments performing sorcery.
Ruwa Bhūmi Lord of the
• A ring housing a wind elemental that allows the wearer to produce a wall of wind to Earth, and all that crawl and
negate damage a number of times per day. (Shield Mode) slither on it.
• A shirt made with the spirit of an earth elemental lord bound inside. The shirt allows the Yansan Pavan Empress of
user to invoke the strength of the lord a number of times. (Manipulate Mode) the Air and all that fly in it.
Jala Uthlanga Mistress of the
Waters and all that swim in it.
Qamata Iosis Sovereign of
Fire and all things burning.
The four lords were realized
and given awareness in the
early times by Olódùmarè to
help in his task of ordering the
universe. After Olódùmarè’s
dismemberment, the Elemental
Lords and their progeny were
imprisoned by Ba’al and Set near
Mount Meru.
Thousands of years past,
and the Atlanteans soon
discovered the Elementals
Lords. The Sorcerers controlled
and harnessed Vril (the primal
elemental energy), forging a way
to release the Elemental lords
and their kin back into the world
for an exchange of services. The
Elemental Lords saw these little
favors as a small price to pay for
their freedom, and agreed. To the
Atlanteans, it was a windfall; but
to the Elemental Lords it was a
pittance.

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ATLANTIS: The Second Age
Witchcraft
(Witch, Warlock, Mamba, Druids, Sangoma)
The magic of the natural world is subtle, mysterious, and in harmony with its environment. The
spellcasters that practice this tradition are similarly at peace with their surroundings and are known
in most civilized lands as Witches (both male and female casters). Looked down on by most casters
of more scholarly traditions, Witches are more common in primitive and rural places than in cities
and civilized lands. There are a few exceptions; in the lands of Havar, for example, the ruling class
is comprised of practitioners of this tradition, known collectively as Druids.
Unlike the sorcery of the Atlanteans, witchcraft comes from a tradition of stewardship and
communing with the spirits of nature. One should not be fooled by its placid appearance, however.
Nature has fury and strength; it should not be trifled with.
Witchcraft relies heavily on physical components for its spells to work. A connection must
always be made between the witch, the materials of the spell, and the target. This connection is
often metaphorical — a witch may break a handful of twigs to symbolize the breaking of bones, for
example — but the spell will work so long as the metaphor has meaning for the witch. The act of
association connects practitioner, component, and end goal as if they were one. The most powerful
spell components are personal effects owned by a subject or, better yet, discarded parts of the target;
for example, a splinter from a wagon-wheel or a lock of hair.
The magic of witchcraft is about relationships, not power. If a witch wants to break a stone in
two, he does not hurl destructive energy at the stone. Rather, he associates the stone with a bit of
clay, and breaks that instead. To bring a curse on someone, the witch might obtain an article owned
by the victim and cast his magic upon it, thereby doing harm to the intended victim. Witchcraft
is one of the most subtle forms of spellcasting, often having none of the obvious external effects of
other Traditions, such as lights or loud noises.
In most realms Witchcraft is passed down by oral tradition. In addition, aspiring Witches must
be “right” for the teachings to work for them. Overly violent or destructive attitudes conflict with
this Tradition, making the magic ineffective.

Components
A witch must have both hands free and be able to speak aloud in order to cast spells. Some sort
of a symbolic object must also be used, and is often destroyed as part of the magic ritual. The player
is free to improvise appropriate metaphors for the spell components.

Advantages
►► Witches possess the power of Binding, allowing them to work their magic across any
distance, provided they have a strong mystical connection to their target. Any object that
has been on the target’s person for three or more days, or a physical piece of the target (such
as hair, fingernails, or blood) will suffice. This material can be used for a single ritual only,
and is consumed as the spell is cast. Spells that incorporate the power of Binding act as if
the witch is touching the target.
►► Practitioners of witchcraft who use Cooperative Effort with other members of the
Witchcraft Tradition add +2 to the final level of the spell being cast for each member in the
“circle” beyond the first. This bonus does not add to the difficulty of the spell.

Limitations
Witches suffer a casting roll penalty of -0 to -5 while using their magic in cultivated areas, such
as cities or settlements.

Modes
Attack -3 Manipulate +1
Illusion +0 Sensory +1
Influence +4 Shield +2
Kinetic +0 Summoning -5
Manifest N/A

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Sample Witch
The Lemurian Chaska, a wandering witch-woman of Tamoanchan, poles through one of
the swamps in a low, dugout canoe. She spies some local tribesmen on the shore, but they are
Nethermen. Seeing that they have bows, she calls to the spirits, chanting to herself. Finally, she
drives a bone needle into the palm of her hand. As her blood wells, red and rich, she makes a fist
around it.
(Chaska wants to cast a protective spell to shield herself from the arrows.)
Her canoe sails past the Nethermen tribesmen, and their arrows seem to halt just above her skin
before falling harmlessly into the canoe.

Enchantment
►► Wooden staves or wands enchanted with spells of Witchcraft (Attack, Shield, etc.)
►► Medallions or brooches that protect from harm (Shield)
►► Rings or stones that render a subject invisible to scrying (Sensory - Obscure)
►► Crystals or mirrors for viewing distant locales (Sensory)

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Sample Spells Flow like Water


Sorcery Shield, DoD-12
Thalmia’s Ivory Tome 24 HP for 1 Minute (10 rounds)
With this spell, Thalmia surrounds herself with swirling
streams of water drawn from nearby or condensed from the air.
Icy Winds
These streams and flows of water intercept incoming attacks from
Sorcery Attack, DoD-14 opponents, stopping them until 24 points of damage are absorbed.
DR 5 for two rounds The spell also makes her slightly more supple and able to avoid
Range: 2-meter circle within 20 meters of caster attacks (+4 to Evade attempts).
Calling upon Jala Uthlanga and Yansan Pavan, the caster of this Spell Construction: -12 (damage absorbed), secondary
spell causes a freezing wind filled with shards of ice to swirl through effect at 1/3 level (level 12 divided by 3 = 4. Level 4
an area. The winds last but a few moments but continue to freeze Manipulate effect = +4 to Skill)
anything caught in its swirling winds. While this spell is in effect,
the caster’s eyes glow green and they too are surrounded by winds
that swirl and catch at their clothing and hair. Asha Khum’s Obsidian Tome
Spell Construction: -5 (DR) + additional radius (-6) +
burning (-3)
Claim the Heart’s Blood
Winds of Thought Dark Arts Attack, DoD-15
DR 15
Sorcery Influence, DoD-14
Range: 20 meters
Area: 1 Target in line of sight
With an intonation and gesture to focus the diabolic energies,
Duration: 5 rounds
Asha Khum can send forth a summoned diabolic creature. The
Her words, given strength and quickness by Yasan Pavan, are
hideous fiend flies shrieking toward a target where it unerringly
used in this spell to bend the mind of another to her will. While
strikes the victim’s chest, attempting to pierce through to reach the
winds whisper with the echoes of her words, the target of this spell
heart. The caster must still roll an attack roll to direct the vicious,
will do as she commands. The target can resist her commands with
blood-drinking fiend.
a WIL + Resolve roll, DoD-10.
Spell Construction: -15 (DR)
Spell Construction: -10 (command) + additional
duration (-4)
Dead Visage
Walk the Sky Dark Arts Illusion, DoD -13
Duration: 1 minute (10 rounds)
Sorcery Kinetic, DoD-13
By smearing his face with blood and ash, Asha Khum can
Lift: 50 kg invoke a demonic servitor to change his appearance to that of
SPD: +0 a dead and rotting human corpse. The illusion is convincing,
Range: 20 meters complete with the smell of rotting flesh and a subtle masking of
Duration: 1 minute (10 rounds) his natural breathing. When using it to hide, posing as a corpse,
Calling upon the spirits of the air to bear her aloft, Thalmia can Asha Khum has a +2 to his Deception attempts. If instead he poses
use this spell to cross a span of open air. Though she cannot move as a shambling, articulate undead monstrosity, he can instead gain
a +2 to his attempts at Intimidation. Oft times, the vision of the
rapidly, the air spirits will keep her in the air as if she were walking
dead face takes on demonic overtures in addition to the undead
on a flat and level surface. Alternately, she can ask them to lift an appearance.
object nearby and move it at the same slow walking speed. Spell Construction: -1 (illusion) + sensory enhancements
Spell Construction: -1 (lift) + increased Speed (-12) (smell, motion; -6) + phantasmal visage (-6)

Infusion of Vril Strength Beyond Measure


Sorcery Manipulate, DoD-17 Dark Arts Manipulate, DoD-24
Area: Up to three individuals Subject: Caster or single target
Duration: 1 minute (10 rounds) Duration: 10 minutes (100 rounds)
By calling upon the old Atlantean masters and the elemental By aligning himself with Ba’al’s aching hunger for destruction
gods, Thalia can clasp her hands with two others, directing some and allowing one of Ba’al’s demonic servitors to temporarily inhabit
small measure of the local flows of Vril into all three of them. For his body, Asha Khum can increase his Strength Attribute by +5.
a short time after, each individual will crackle with bolts of green While so enhanced, Asha Khum’s body swells with energy. His
aetheric energy during which time each gains the benefit of +5 to muscles bulge as if they will tear through his skin. His skin becomes
PR as the flows of Vril turn aside any incoming attacks. feverishly hot, turning a diabolic and disturbing shade of red as if
he burns with an internal fire. Sometimes the gut-wrenching form
Spell Construction: -15 (PR modifier) + additional
of the possessing demon can be seen crawling below his skin, across
targets (-2) his now mighty arms and chest.
Spell Construction: -15 (STR modifier) + duration (-9)

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ATLANTIS: The Second Age
Grave Ash Pyre of those they loved who have since died. The voices exhort them to
Dark Arts Shield, DoD-19 be strong in the face of danger. Bolstered by his chants, those five
individuals each have their WIL raised slightly (+2 to WIL)
PR 3, Wall HP 18
Spell Construction: -6 (WIL modifier) + duration (-4)
5 meter wall
+ area (-4)
Duration: 2 minutes (20 rounds)
By crushing a piece of ash and grave dirt in his hands and
Walking the Road of Dreams
calling upon the powers of the Children of Ba’al, Asha Khum can
call forth a huge wall of burning bone and infernal fire within Animism Manipulation, DoD-29
which small demonic forms cavort and caper. The wall stretches Area: Caster
across 5 meters. Through the flames and beneath the crackling of Duration: 10 minutes (100 rounds)
the burning bones, it is possible to hear the cries and screams of the This spirit-working requires intense mental preparation. Falling
dead, and the mad whispers of their demonic tormentors. into a trance aided with burning herbs and incense, it is possible
Spell Construction: -9 (PR and damage absorbed) + for the shaman to shift much of their body into the Dreamrealms.
additional area (-9) + additional time (-1) When this is done, the shaman’s body on Earth becomes intangible.
It is still visible as a ghostly after-image, but no physical harm can
Call Forth the Djay’mut come to it. The shaman can rise up and walk around, even passing
through solid objects at their normal SPD. However, they cannot
Dark Arts Summoning, DoD -20
interact with physical objects themselves for the duration of the
Summons a Djay’mut
spell. While in this intangible state, the shaman does get a bonus
Duration: Caster’s WIL in days of +18 to PER rolls to perceive spirits in her immediate area (20m
Casting time: 20 minutes radius).
By means of this spell, Asha Khum can call up a djay’mut, a Spell Construction: -20 (transmutation) + duration
type of demonic undead, and bind it to his service. The djay’mut is (-9), secondary effect at 1/3 level (level 29 divided by 3 = 9.
generally sullen and cannot bear the presence of holy symbols, but Level 9 Sensory effect = able to see spirits, PER bonus)
as a fighter, a scout, or an assassin it thrives.
Djay’mut, demonic undead Dream Vision
Int 0 Wil -2 Per +2 CHA -2 MR -1
Animism Sensory, DoD-23
Str +3 Dex +1 Con +2 Spd +3 CR +4
Scrying Range: 10 km
AL 10 HP 22 HrP 10 Rn 22 Scale: M TL: Troublesome
Duration: 10 minutes (100 rounds)
Dagger-like Claws DR 7
By entering a trance and calling upon the Berkhut, the
Chitinous, bony shell PR 8
great Eagle of the Mountains, Choden’s senses temporarily leave
Armor-piercing claws, Flight, Intangible, Invisible
his body. He feels as if he flies with Berkhut and can move his
Spell Construction: -10 (level of summoned creature) +
perceptions anywhere within the radius. His senses are sharpened,
duration (-10)
giving a +8 to rolls involving PER through the spell. He can move
his perceptions from place to place within the range quite rapidly,
though all of it seems to be through a slight haze of mist or smoke.
Choden’s Ancestral Chants Spell Construction: -4 (PER modifier) + distance (-10)
+ duration (-9)
Claws of Berkhut
Animism Attack, DoD -16 Footsteps of Dreams
DR +6 Animism Shield, DoD-18
Duration: 1 minute (10 rounds) Ward vs Tracking
Entering a trance and communing with Berkhut, the great Duration: 10 minutes (100 rounds)
Eagle of the Mountains, Choden’s hands take on the semblance By slipping into a trance, Choden can then walk as if in a dream
of great talons. His physical hand-to-hand attacks are stronger, and the tracks he leaves behind are instead left in the Dreamrealms
capable of rending through flesh and hide. Such attacks gain +6 to rather than upon the base Earth. This greatly increases the difficulty
their DR for the duration of the spell. of anyone attempting to track the Uluku (-18 to opponent’s
Spell Construction: -6 (DR) + duration (-10) Tracking rolls).
Spell Construction: -9 (strength of ward) + duration
Voice of the Ancestors (-9)
Animism Influence, DoD-14
Area: Small group (5 individuals all within line of sight)
Duration: 5 rounds
While in a trance, Choden can call on the ancestors that served
a totem, relaying their strength and resolve to a small group nearby
for a short period of time. While Choden chants, his voice takes
on an echoing quality. Five individuals nearby can hear the voices

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Chaska’s Bloodied Leaves Bloodied Hands
Witchcraft Shield, DoD-10
Curse the Name 20 HP
Witchcraft Attack, DoD-18 Duration: 1 Minute (10 rounds)
3 DR + 3DR per round By gesturing to gain the attention of the spirits and then
pricking the palm of her hand, Chaska can create an aura of
Duration: five rounds
eldritch energy that absorbs incoming attacks. The blood in her
By fashioning a crude fetish image of a victim, usually with
palm signifies her life-force, and when she closes her hand into
local vegetation plus some of the victim’s hair or clothing, Chaska
a fist, she forms a barrier between that life-force and the outside
can smear the fetish with her own blood and then rend the fetish
world. So symbolized, the aura forms and works to absorb the
apart (with a targeted attack roll). The victim represented by the
next 20 points of damage that Chaska would otherwise suffer from
fetish, no matter where they are, suffers wracking pain for half a
weapons or spells.
minute as their bones twist and organs bleed.
Spell Construction: 10
Spell Construction: -3 (DR) + burning duration (-15)

The Shadows Speak


Witchcraft Influence, DoD-24
Single target within line of sight
Duration: 1 minute (10 rounds)
By coating her lips with blood and holding a small piece of silver
under her tongue, Chaska can speak words that the spirits carry
into the mind of someone nearby. She is able to issue commands,
suggestions, or otherwise erode their resolve in such a manner.
Targets can attempt to resist with a WIL + Resolve roll, DoD-15
Spell Construction: -15 (command) + duration (-9)

The Crush of Serpents


Witchcraft Manipulate, DoD-24
Single target
Duration: 10 minutes
By fashioning a crude fetish image of a victim, usually with
local vegetation plus some of the victim’s hair or clothing, Chaska
can wrap her powerful hands around the fetish and begin to crush
it, grinding her palms together. Wherever the victim may be, they
feel the air pushed from their lungs and their body squeezed by
phantom bands of force. So imprisoned, the victim suffers a penalty
of -5 to all of their CON rolls for the next 10 minutes.
Spell Construction: -15 (CON modifier+ duration (-9)

The Baleful Eye of Chaska


Witchcraft Sensory, DoD-10
Range: 20 meters
Duration: 1 minute (10 rounds)
Calling on the spirits, Chaska pricks a finger and smears her
eyelids with blood. The spirits enter her eyes, turning them a
wretched and ghastly opaque green. However, while her eyes are so
enchanted, she is able to sense the subtle twists and elements of an
individual’s soul, giving her a bonus of +20 on PER + Investigate/
Search (Deduce Motive) rolls.
Spell Construction: -10

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ATLANTIS: The Second Age

Places of Power
Scattered throughout the globe (and the universe) are numerous places of cosmic power
known as Vril energy. These can aid the determined (or lucky) Hero who finds them by offering
an additional source of power. How much power depends on how often its source renews it, how
the stars and moon are aligned, the time of day, the weather conditions, and so on. Places of power
include ley lines, nodes (convergences of ley lines), standing stones, stone circles, ancient tombs,
certain temples and sacred sites, prehistoric crossroads, unusual natural formations (of trees, rocks, Places of power are almost
or similar material), and other sites of significance to ancient, primitive, spiritual civilizations.
never unguarded. Spirits,
Similarly, ley tracks — which can take the form of straight lines between landmarks, geometric magicians, and monstrous beings
shapes, grids, radiating lines from a common center, animal and avian forms, zigzags, and other all covet these locations and even
symbols — may have mystical significance, though not all of them do. Some of these are still in use the most beneficent of them will
today, and thus receive regular recharging, while others have become weak and difficult to ferret make you pay for the power
out. within. I’ve paid tithes of blood
to a vampiric entity in Iber, a
What are the points? pouch of gold to an Atlantean
The energies pulled from Points of Power are represented as temporary Hero Points and may sorcerer, and plucked a flower
be used as Hero Points are used. They may only be stored for later use for a time period of minutes from a tall mountain for a spirit
equal to twice the WIL of the Hero (minimum of two minutes). in Tamochan.
Thalmia, Triton Sorceress
The Game Master determines the exact amount, but most mystical places provide at least 2
Hero Points worth of power.

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ATLANTIS: The Second Age
Finding a Place of Power
Finding a Vril Site MR + Investigation/Search vs. a varying DoD
Anyone may try and find a place of power. The difficulty to find the site depends on the how
well the location is hidden, how strongly Vril emanates from the place, and how far from the
character’s current location it is. Use the MR + investigation/search skill modified by the aspects
below. The base DoD to locate a place of power is -2.
Example: Nadeera is fighting two adversaries, one known as Dispater the wicked and the
other an Ophinite named Mongo the bloody. Knowing that she is outmatched, Nadeera ducks
into a barn and hides. She opens her mind, feeling the flow of ambient Vril energy around
her; seeking a ley line or other place of power. The GM decides that there is a well 50m away
in the back of the barn that holds 16 Hero Points of power (DoD-8. Nadeera rolls her MR +
Investigate/Search and gets a success, enough to find the power charged well.

Circumstance (base DoD of -2) Investigation Roll Modifier


During a Solstice or holy day +2
Tiny (a rock outcropping or well) -4
Small (size of a small house or cave) +0
Medium (the size of a foothill or small cemetery) +2
Large (the size of a small forest grove) +4
Huge (a mountain range or large forest) +6
Distance Modifier
1 meter +4
5m +2
+0 0
20m–49m -2
50m–100m -4
Every additional 100m -1
1km -10
+4 difficulty for every additional kilometer
Energy Stored Modifier
2 Hero Points of Stored Energy -6
4-–6 Hero Points of Stored Energy -2
8–14 Hero Points of Stored Energy 0
16–22 Hero Points of Stored Energy +2
24–30 Hero Points of Stored Energy +4
+2 difficulty for every 10-point increment

Tapping the Flow of VRIL


WIL versus a DoD-6 or GM-assigned difficulty
Once a site has been found, the energy may be tapped and used. A Hero may pull a number of
bonus points per round equal to his MR Attribute +1 (minimum of +1). The Hero uses her WIL
versus a DoD-6 to siphon the energy.
Die Roll Result
The Hero loses MR +1 Hero Points. If he has none available, he loses Hit
Critical Failure
Points
Failure The Hero draws nothing from the source
Partial Success The Hero may draw half his MR +1 points from the source
Success The Hero may draw his MR +1 points from the source
Critical Success The Hero may draw double his MR +1 points from the source

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ATLANTIS: The Second Age
Since there is only a finite amount of energy per site, some rolls are contested as two or more
beings are siphoning at the same time. When this happens, the opponents pull the points in
initiative order rolling against their normal DoD.
A place of power has a finite amount of power and when it is used up it must be replenished. A
place of power recharges 3 points per week.

Calendar
The Atlantean calendar is divided into 13 months; 12 months with 30 days each and a final
month with only 5 days. Each month is subdivided into 5 weeks of 6 days.
The months begin at the first visibility of the New Moon and are identified by the day number
followed by the name of the month.
At the end of the year, there are the 5 evil days. On these days it is said that the boundaries
between the spirit world and our own are blurred, allowing things from beyond to slip into our
reality. It is customary on these days to paint one’s face or dress as an undead or demonic entity to
fool the spirits.

Holy Days
Holy days are recognized on the 1st, 7th, and 15th of each month. All devotees spend the day
paying tribute. In some regions all conflicts stop with both sides taking respite in recognition of
the gods.
Feast Days
Whether the Atlantean Empire
Every month has two feast days; one on the 15th and one on the 30th. The feast days are usually was good or ill, I leave for other
family gatherings, where the extended family can meet and talk about the happenings of the month. historians to decide. However,
Months Elemental Force the unification of the world
Nisanu The beginning of the new year Air under one calendar is a benefit
that few men appreciate.
Ayaru Water Caerwyn, Lemurian Scholar
Simanu Equinox on the 20th day of Simanu Fire
Du’uzu Earth
Abu Air
Ululu Summer solstice on the 21 day of Ululu
st
Water
Tashritu Fire
Arakhsamna Earth
Kislimu Equinox on the 22 day of Kislimu
nd
Air
Tebetu Water
Shabatu Fire
Adaru. Winter solstice on the 21 day of Adaru
st
Earth
Wayeb 5 ill-fated days and the end of the year The Void

Magic and the time of year


Different magic users work differently depending on the season or month. The differences
depend on the month or season, and are explained below, but all work the same way. A Hero using
their traditions will automatically gain a bonus to their spell casting equal to twice the Hero’s CHA
score. To activate this benefit, the Hero must spend 1 Hero Point.
Example: A Hero with a CHA +3 and Attack Mode of +10 is trying to cast a spell with
a DoD-18. Normally the hero would have a -8 to his roll but during the dark month he may
add +6 to his roll if he spends 1 Hero Point.

The Solstices
During the solstices and equinoxes, magics performed in the Witchcraft and Animism Traditions
have increased potency and brim with extra power.

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ATLANTIS: The Second Age
The month of Wayeb
During this wicked month, the forces of darkness are set upon the earth, enhancing and helping
their mortal allies with the Dark Arts.

Sorcery and the Months of the Year


The Atlantean sorcerers are some of the most potent practitioners of magic on the planet. As a
benefit, the player may pick 4 months where they receive a bonus to their magic.

Lunar Eclipse
When the moon passes into the shadow of the earth and the sun, earth, and moon align,
powerful forces affect the world. All traditions (except the Dark Arts) gain a bonus to all spell
casting equal to 5x their CHA. Conversely, the Elder Gods sleep soundly in the darkness created by
the Earth’s shadow and the world is safe for a time. Dark Arts practitioners receive a penalty equal to
twice their WIL to all spells cast during this time. To activate this benefit or negate the disadvantage
the Hero must spend 1 Hero Point.

Solar Eclipse
During these inauspicious (for most) occasions, the dark powers of the world gather in strength
and the Elder Gods dream more potent horrors. All who practice the Dark Arts tradition double
their magical effects (a level 5 spell is now a level 10). To activate this benefit, the Hero must spend
1 Hero Point.

The Great Conjunction


Every 500 years, the Great Conjunction happens. All six planets and the moon gather imperfect
alignment with the sun. When this occurs, great and powerful magic can be worked. Geomantic
upheavals occur and the Vril in ley lines and Circles double. Those with an MR rating of at least +2
or higher have prophetic visions, see the spirit world, and double the potency of any spell cast (a
level 6 spell works as if it’s a level 12 spell). The next conjunction will happen soon….

Vril and Ley Lines, and Telluric Technology


Atlantis owes much of its continuing political and mercantile might to their many First Age
relics and the remaining First Age technologies they have learned to use, and occasionally, even
duplicate. Atlantis is the most technologically advanced nation of the Second Age. It leads the
Vril is the life-blood of the world in both magical and mundane technologies.
world. It unites the physical
and the spiritual; it crosses
the boundaries between the
Vril
dreaming shores and the banks of
reality. It is power immeasurable. Vril flows through the universe, forming invisible rivers of power. Powerful fluxes of energy
The Lawgiver taught us how to connect everything: star to moon, sun to mountain, plain to river to lake. Vril energy flows in certain
bend and shape and use vril. We predictable patterns, shifting with creative energy and telluric tides. The areas around these flows
tried to do so wisely. of energy tend to benefit, as long as they flow properly. In such cases, plants are more productive;
animals are larger and healthier. This fertile area extends outward in a band just a few yards wide
Caerwyn, Lemurian Scholar (1–10 meters). At the intersection of two or more lines, the energy increases at an exponential rate,
extending outwards in a rippling surge (10–100 meters).
In some cases, these flows of energy can be tapped — in Vril collectors — to be used for the
benefit of civilizations. Alternately, the ley lines of Vril can be polluted, twisted, or stopped. They
can grow stagnant and dangerously fetid, poisoning the land around them and causing the animals
in the area to give birth to monsters.

Vril Collectors
One of the wonders of the First Age was the invention of Vril collectors. These huge, magical
constructs are located at upwellings and nexus points of the telluric currents of Vril energy that flow
through the Earth. Although the basic techniques of construction were identical, there are several
types of Vril collectors. Additionally, while the Atlanteans worked wonders in crystal and glass, the

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ATLANTIS: The Second Age
older civilizations worked with different materials. The dragons and their saurian masters worked in
huge blocks of stone — basalt, granite, marble, and limestone. The Lemurians who rose to power
after the God Wars cultivated vegetative constructs, gargantuan trees, or earthwork mounds that
functioned in much the same way. When the Atlanteans rose to power and established their own
empire after the Beast Wars, they reconstituted the bonds that ran through some of the old ley line
roads by reconstructing ancient pyramids, covering them in Vril-glass, layers of orichalcum, and
Atlantean Letters
crystal, painstakingly re-aligning and repairing them.

Vril Pyramids
Vril pyramids are large, even mountainous. They may be constructed as either step pyramids or
geometrically perfect straight-sided pyramids. They transmit their power to specially made crystal
matrices and are usually found at the center of large, thriving cities. Every modern Atlantean city
has a collector pyramid in the center although only a handful work properly if at all. Because of the
vast power of the telluric currents, each pyramid can power an almost limitless number of crystal
matrices. The power is geographically restrictive, however, and any crystal matrix that is taken more
than 33km from a Vril pyramid instantly ceases to work until it is brought back within range. Each
crystal matrix can only hold a limited amount of power drawn from the collector. Large devices may
require multiple crystal matrices to operate. Unfortunately, more than half of these collectors were
destroyed during the collapse of the First Age. Many of the remaining matrices have failed over the
centuries since the First Age due to wear or vandalism. Modern Atlanteans long ago abandoned the
large cities that lack Vril pyramids. On Atlantis, only three working pyramids exist and one of them
periodically goes dormant and will soon falter and fail.
During their time of dominance, the Lemurians constructed large earthworks, sometimes
resembling large hills in various geomantic patterns that functioned as Vril pyramids, but many of
these have since been overgrown or have fallen dormant.

Drawing Vril from a Pyramid


Drawing power from an area with a Pyramid is almost impossibly difficult to do. The First
Age Atlanteans built the devices to efficiently pull the telluric energies so that they could fuel the
matrices. Siphoning power if difficult and dangerous (imagine trying to drink from a fire hose or
charging your phone from a live power line).
Vril Pyramids have no upper limit on the power they can provide and refresh almost immediately
when working properly.
Drawing power from Vril Pyramids has a base WIL vs. DoD-15 plus any GM-assigned
modifiers. Roll and consult the chart below.
Die Roll Result
The Hero cannot absorb or release the torrent of energy fast enough and
Critical Failure
takes 80-MR damage.
The Hero draws nothing from the source and suffers a Vril burn, suffering
Failure
40-MR damage (no armor mitigation).
The Hero may draw half his MR +10 points from the source and suffers a
Partial Success
Vril burn, taking 20-MR damage (no armor mitigation).
The Hero may draw his MR +30 points from the source and suffers a Vril
Success
burn, taking 10-MR damage (no armor mitigation).
The Hero may draw double his MR +60 points from the source and suffers
Critical Success
a Vril burn, taking 5-MR damage (no armor mitigation).

Vril Circles
Vril circles are large, hemispherical crystals, between three and five meters across, surrounded
by a large circle of Menhir (standing stones). The Menhir are connected along their tops by long,
narrow stones that form a ring. The Menhir are between 2m and 4m high, and all are identical.
The Atlanteans long ago found that the Menhir absorb and direct the Vril energy with astounding
accuracy. Most of the Menhir are now long dead, but 41 circles still exist on Atlantis. Most circles
found outside Atlantis are formed of normal stone, carved to look like the Menhir.

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ATLANTIS: The Second Age
Lemurians constructed special groves that function as Vril circles. Usually these have a diameter
of 10 to 25 meters; with concentric rings of trees surrounding an open area from which the sky can
be seen.
The Atlanteans discovered a way to tap Vril circles and tie them to matrices, enhancing the
abilities of nearby pyramids and extending the range at which any matrix can be used. As long as a
circle is working properly, and lies within the active range of power of a pyramid, a matrix can be
used within 11km of that circle.

Drawing Vril from a Circle


The circles are a less dangerous source from which to draw energy, but house less raw potential.
All circles are built upon sites that store at least 16–22 points of power, usually more, and are easy
to draw from (+1 on WIL when tapping the power source).
Most are attuned to a certain time or auspicious day of the year, as noted on the calendar.
During this time, the metaphysical fluidity of a circle can wax and wane, causing the amount of
power to fluctuate. No matter the amount of Vril in the site, it is always easier to tap the power
giving anyone who tries to call for the energy a +1 on their WIL rolls.
Die Roll Result
The Hero loses a number of points equal to twice his MR. If he doesn’t
Critical Failure have the points, he suffers a number of Hit Points of damage equal to the
amount.
Failure The Hero draws nothing from the site.
Partial Success The Hero may draw half his MR+1 points from the source.
The Hero may draw his MR+10 points from the source, up to the
Success
maximum in the site.
The Hero may draw double his MR+10 points from the source, up to the
Critical Success
points currently held in the site.

Stone Alignments
Unlike stone circles, alignments are lines of stones; rather than rings. They serve a similar
purpose, covering greater areas. Usually the product of earlier civilizations, these alignments
sometimes run in multiple, parallel lines and can sometimes create artificial ley line nodes. In some
cases, they were used to unnaturally redirect ley lines, diverting them from their paths. Because of
this, they must be constantly maintained and tended in the same way as the Menhirs from which
they are constructed.
The Lemurians built similar tools, constructing great avenues of tall trees that funneled the
telluric energy in ways beneficial the local landscape. The Atlanteans, by and large, found the
alignments too delicate and temperamental. Few of them still exist in Atlantean territory, but they
can be found in wilder areas. Many of them are in poor condition, having been left untended for
centuries. Unlike other Vril collectors, individuals cannot tap alignments for points. While Vril can
be drawn from the area in the normal way, alignments merely redirect and funnel the natural energy
toward a destination and do not store it up.

Menhir
A Menhir is a standing stone that can tap the power of a ley line or junction. These stones
function like a partial dam, causing the pulsing flows of energy to expand and spread much further
than normal (100 to 1000 meters). However, in order for them to function properly, they must be
appropriately tended. Generally, Animist or witches perform this duty, usually by painting powerful
symbols on the stone (with ink, clay, or blood) or performing powerful rituals at the appropriate
times.
On some occasions, the Atlanteans used these less intensive methods of cultivating power to
create huge, ornate obelisks in accordance with strict geometric and geomantic rules. The Lemurians
did so as well, planting and tending a specific tree in a specific place.

Drawing Vril from a Menhir


The Menhir actually stores relatively little power. Primarily, a Menhir’s function is to redirect
and control the flow of Vril along a ley line. Like stone circles, they are easy to draw power from (+1

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ATLANTIS: The Second Age
on the WIL roll when tapping the power source), but they only store 10–15 points of Vril.
As with circles, most are attuned to a powerful time of day or a day of the year on which the
veil between the physical and spirit worlds is thin. During the prescribed time, the power at a
circle may fluctuate. No matter the amount of Vril in the site, it is always easier to tap the power,
giving anyone who tries to call for the energy a +1 on their WIL rolls.
Die Roll Result
The Hero loses a number of points equal to twice his MR. If he doesn’t
Critical Failure have the points then he suffers a loss of a number of Hit Points equal to
the amount.
Failure The Hero draws nothing from the site.
Partial Success The Hero may draw half his MR+1 points from the source.
The Hero may draw his MR+5 points from the source, up to the total
Success
currently held in the site.
The Hero may draw double his MR+5 points from the source, up to what
Critical Success
is currently held in the site.

Other Telluric devices


Crystal Matrices
Second Age Atlanteans have lost the skills to create crystal matrices. In a bygone era the
Atlanteans artificers could produce as much light as a 150-watt light bulb, generate as much heat as
a campfire, pump and purify water, or lift and propel vehicles (assuming the vehicle runs on one of
the specially made ley line roads). Unfortunately this time has passed. Remaining matrices used in
the Second Age may have one of these four functions. Ironworkers and potters in Atlantean cities
use several heat-producing matrices to power their forges and kilns.
I’ve heard tell of a Master
In every Atlantean city with a working pyramid, crystal matrices set on tall, bronze poles light Matrix that can control any other
the city streets at night. Others provide clean water to public fountains and private dwellings. At matrix within a mile or more of
least one matrix providing light or heat can be found in the dwellings of successful merchants and it. If someone were to get hold
shopkeepers, while the houses of the wealthy all have running water and, at night, they shine with of such a device, they could cause
Vril light. much pain and suffering.
Unfortunately, the science of creating new matrices has been lost and no one has yet discovered Thalmia, Triton Sorceress
how to duplicate them. Other types of matrices do survive, including ones that can provide both
lift and propulsion for the rare flying palanquins. The matrices are old now and falter often, usually
with horrible side effects. Some of the light-emitting lamps have been known to randomly throw
bolts of raw Vril energy, harming or killing citizens. Heat-producing kilns have abruptly and
drastically increased heat production, baking artisans like bread; or sucked the heat from an area,
creating a terrible cold that flash-freezes the smith, as well as the buildings in the surrounding area.

Ley Line Roads


Among the wonders of the First Age, were the ruler-straight ley-line roads that stretched from
one city to another. Ley lines are currents of Vril energy that flow through the earth, from one
magical nexus point to another. Since both Vril pyramids and Vril circles are built on magical
nexus points, each one is connected to the other nearby nexus nodes by ley lines. During the First
Age, savant-adepts discovered how to tap into ley-line energies by building roads on top of them.
Although the secret of creating new Vril collectors has been lost, the knowledge of how to create
and use ley-line roads remains.
Ley-line roads are made from an almost-indestructible opal glass, known as Vril-glass. Although
alchemists can still create small amounts of this substance, it is far easier for them to work and
shape existing pieces. The vast majority of the material used in Second Age ley-line roads is actually
fragments of damaged or destroyed Vril-glass gathered on the remnants of roads dating from before
the Cataclysm. Vril-glass channels telluric currents, so that the roads produce energies that shield
everyone on them from precipitation and extreme temperatures. The roads also glow softly at night,
gradually pushing inanimate debris to the side.

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ATLANTIS: The Second Age
Vril-glass roads were based on older technologies used by the Serpent Empires in the First Age.
The old serpent-paths of distant Jambu were built of jade, silver, and gold. Many of them were
scavenged to uselessness after the empires of the East began to fall. Few of the old serpent-paths
exist outside of the largest cities of Khitai, and some remote mountain paths guarded by mystics
and monks.
Today, the largest streets of Atlantean cities are paved with Vril-glass. In addition, most Atlantean
cities are connected to their neighboring cities by ley-line roads. Vril chariots are used to travel,
both inside cities and between them. While ordinary citizens must walk or ride horses (or similar
animals), the wealthy transport themselves in these floating vehicles.

Windships
The Atlantean navy was, and still is, the marvel of the known world. Their Windships, so called
because they sail with an unseen wind in their sail, and hover a few meters above the waves, keep
Atlantis one of the top naval forces in the world.
Today, Atlantis has only 29 of these powerful vessels. Although Atlantean sorcerers, alchemists,
and engineers can usually repair damaged levitationals, and can rebuild portions of these vessels,
if a levitational is lost or destroyed, no one knows how to create another. The knowledge is simply
gone. As a result, all levitationals are considered treasures of the Sea Lord, who personally chooses
brave merchant-adventurers or heroic naval captains to command these fabulous ships. During
wartime, all ships are transformed into naval vessels. In peacetime, the Sea Lord normally gives 20
of the ships to the best captains in the Atlantean Navy. The remaining 9 are assigned to the finest
merchant captains in the nation. Most of these merchant captains are drawn from the ranks of
captains who have already been awarded the use of a matrix-powered sea vessel.

Vril Weapons And Other Independent Matrices


A handful of others independent, matrix-powered vehicles also survive. In Atlantis, the most
widely known are the 11 small Vimanas. Hesperia also has a handful of each of these vehicles.
However, the most famous and feared of the independent, matrix-powered devices are the deadly
Vril weapons. The deadliest were handheld Vril cannons that could level city walls with a gesture.
These are all thought to be lost or destroyed during the Cataclysm, and in the following Dark Age.
However, more than a hundred lesser weapons still survive, and dozens more may still lie buried in
ancient ruins. Although a few unique weapons survive, the vast majority are either Flame Spears or
Crystal Swords (see the Equipment Chapter).

Building And Repairing Atlantean Technology


Much of the knowledge of how and why Atlantean technology works was lost during the
Cataclysm and subsequent Dark Age. Modern Atlanteans have rediscovered some of the basic
theories of First Age technology, but most of these wonders are still beyond modern techniques.
While simple crystal matrices for lighting and irrigation can be produced, the more advanced
matrices, and the all-important Vril Pyramids and Circles, are still a mystery to modern Atlanteans.
Those who spend their lives studying lost, First Age science are known as Technomancers.
Technomancers are essentially specialty alchemists; for the scientific mind of the alchemist serves
those interested in technology very well. Along with alchemical skills, the Technomancer requires
advanced skill in the handicrafts, such as Handicraft (artisan) and Handicraft (artificer).
When attempting to construct or repair First Age Technology, characters must successfully
make two rolls: one against a DoD set by the GM using their Alchemy, and the other, a relevant
Handicraft skill. The Degree of Difficulty is set by the GM and should reflect the overall complexity
of the device.
Example: A simple light crystal matrix would have a DoD of -3 while a non-functional
Vril Pyramid would have a DoD of -40 or more.

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ATLANTIS: The Second Age

ALCHEMY
Alchemy is the ancient equivalent of modern chemistry. Though based on metaphysical
principles, this skill is not a magical field of study like spellcasting or enchanting. That is, while
alchemical creations often have magical effects, they are not enchanted, per se. An important
precept of alchemy is that the characteristics of living creatures and inanimate substances can, in
some sense, be distilled from their physical components. Therefore, alchemy is often considered a
magical science.
Basic knowledge of alchemical lore and practices includes the ability to read alchemical ciphers,
prepare and preserve ingredients, identify mixtures by test, and utilize alchemical apparatus.
Someone skilled in alchemy can, therefore, use it to deduce the makeup of a substance, discuss
alchemical theory, or use it along with Handicraft to attempt repairs at First Age technology.
Alchemists can also concoct, forge, or otherwise create the categories of substances listed below.
►► Alchemical Materials
►► Elixirs
►► Medicinal Mixtures
►► Narcotics
►► Poison
►► Potions
►► Powders

Specific substances are described in detail later, including Degree of Difficulty, ingredients,
creation time, and cost of materials.
Alchemists spend long hours studying the properties of herbs, metals, gemstones, and various
animal parts and byproducts. Alchemists frequently hide their discoveries and notes in layers of
cryptic text, diagrams, and veiled allusions. This is, in part, to protect proprietary knowledge
gleaned from years of research and work, but also to protect the world at large from the things they
have learned.
Stories and rumors circulate amongst alchemists and their texts that, during the First Age,
Artificers melded alchemy, art, construction, sculpting, and Vril through chemistry and other,
darker, arts. Their complex experiments involved everything from the hybridization of living things
(such as the creation of the Andamen) to technological wonders such as the Vril pyramids; and
even stranger things, such as living statues and submersible sea-craft. Modern alchemists, however,
lack the skill or knowledge (or both) for such wonders and are confined to smaller, simpler works.
The creations listed here are examples of the more common products of alchemy. Players
and GMs should work together to develop additional items using the examples as models. As
an alchemist progresses, they learn and master a variety of formulae. A character should know
a number of formulae equal to their Alchemy Skill Rating (Handicraft (Alchemy) Skill + INT
Attribute). As their skill goes up, characters should be allowed to learn more formulae, or upon
finding older texts, be able to learn new, lost lore and increase their own skill.

ALCHEMICAL MATERIALS
Alchemical materials are items used by most alchemists. Some of them seem very similar to
enchanted items, but these items are non-magical in nature. Since they are non-magical, but require
a great deal of time and effort to create, most are considered to be of Superior Quality.

So as not to bog down the game, ingredients needed for alchemical concoctions have been
simplified. Most items may need a myriad number of components to create, and it is assumed that
most are easily available to the Hero. However, there are a few ingredients that are expensive, and
at least four that the alchemist must create to use.

How to use Alchemy


The Handicraft (Alchemy) Skill is needed, plus a workshop and an Athanor
►► The alchemist must pay the cost to gather the ingredients (a successful WR roll)
►► The alchemist must then roll using the Creation DoD

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Something went horribly wrong. An explosion destroys the area around


Mishap: where the concoction was brewing, ruining it and damaging everything
within 20 meters, possibly even killing the alchemist.
The concoction is a failure. All of the materials used in its production are
Failure:
ruined.
Partial Success: Failure to create the concoction, but half the ingredients are salvageable.
Measurements
for Alchemical Success: All of the ingredients blend perfectly, and the alchemist is successful.
Creations The blend is perfect and has an unforeseen benefit. Add a number of points
For the sake of simplicity, Critical Success:
equal to the Hero’s MR to the Attributes of the item.
measurements are provided
using the abstraction of units.
Example: a recipe that The Workshop
requires 5 Pavan. The quality of the Hero’s workshop, or lack thereof, will affect the speed and precision at which
• 10 units = 1 kilogram (kg) or the character will create his wonders. Someone in a cave is going to have a much more difficult time
1 Liter (l) creating his decanter of Vril-light than an Atlantean in her laboratory.
• 1 unit = 1 dose (liquid or The adjustment modifiers to DoD for creating alchemical concoctions are listed below. Also
solid) listed are the costs to purchase increasing levels of sophistication in a workshop. The workshop only
need be purchased once. It is stationary and cannot be moved.
Workshop Quality DoD Mod. Wealth DoD
No workshop. Working on a tavern table -5 +0
Standard Workshop +0 -2
The workshop is considered excellent, with good equipment and
+5 -5
a large, clean work area.
First Age laboratory. A workshop stocked with antiquarian
+10 -12
books and operational equipment

The Athanor
The alchemical oven is 1 meter tall, composed of stone and brass, and coated on the inside with
obsidian glass. The oven is used to cook and infuse many of the alchemical substances coveted by
would-be alchemists.
Most Athanors are stationary and kept in the alchemist workshops, but traveling ovens are also
available. Travel Athanors are not as stable or efficient as the larger, stationary models and give a
penalty of -3 to any Alchemy roll.
Creation DoD: None
Ingredients: None
Wealth DoD: -5 for a stationary model, -4 for a travel oven

The Four Basic Substances


Most alchemical works use one or more of the four basic substances that follow. Each takes a
week to make in an Athanor. To attempt to make the substances, the Hero must have the Alchemical
Scientist talent (see character creation).
Each is described below.
Creation DoD: -4
Ingredients: Varies, see below
Wealth DoD: -2
Time: 7 days
Manufactured: 100 units of usable powder
Bhūmi – The black powder known as Bhūmi is made from crushed obsidian, cave salt, and tar.
Pavan – A white powder made from crushed silver topaz, ground feathers, and mountain salt.
Jala – The blue power is created from crushed blue/green fluorite gemstone, sea salts, and coral.
Iosis — This crimson powder is made using sulfur, red rose petals, and blood from a living creature.

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Materials
Orichalcum
A semi-magical alloy of copper, gold, and iron resulting in a metal of superior strength.
Weapons made from orichalcum are said to be capable of damaging all manner of corporeal or
extra-dimensional creatures, even if they are not enchanted. A forge and metal-worker’s tools are
required to undertake the alchemical production of orichalcum.
When crafted into items, orichalcum’s enhancing abilities allow those who wield the item to
add double their WIL to a specific type of roll. If made into jewelry, it adds the bonus to a type of
Skill roll.
Example: A Hero (WIL +3) with an orichalcum pendant may add double her WIL (+6)
to an Influence roll. A ring may add double the WIL to a magic-casting roll (a specific mode).
When forged into armor the metal adds additional PR equal to double the user’s WIL
Example: A Hero (WIL +3) with a suit of orichalcum armor PR 6 would add +6PR to the
armors protection for a total PR of 12
Weapons add either to the accuracy of the weapon or the damage. This is chosen when the
weapon is forged.
Example: A Hero (WIL +3) with a sword DR9 could add an additional +6 to the DR or
have an accuracy +6 with the weapon.
Creation DoD: -10
25 Iosis, 10 Pavan, 5 each- powdered copper, iron, Quicksilver, 5 gold, and
Ingredients:
1 powdered diamond.
Wealth DoD: -4
Time: 12hrs
Manufactured: 10 units of Orichalcum

Amberglass
Amberglass is a unique material that can be used to contain alchemical and magical mixtures,
essences, spell energies, and even certain creatures of a magical nature. This substance does radiate
a faint aura of Vril energy, and as such is detectable as magical in nature. While alchemy is used to
create raw spheres of amberglass, shaping it into usable items requires additional work, using a skill
such as Artisan or Handicraft.
Any fluid put in an amberglass vial will last almost indefinitely. It is said that some prisoners in
the first age were encased in the substance and made to suffer for hundreds of years before they died.
Most alchemists store their alchemical creations in amberglass precisely because of this preservative
property.
Creation DoD: -5
Ingredients: 11 powdered amber, 5 powdered glass, and 1 clear water.
Wealth DoD: -2
Time: 6 hours
Manufactured: Four amberglass bottles with a one dose holding capacity

Quicksilver
This liquid metal is coveted for its use in the making of vials for holding vitriol, but has use
in other alchemical operations as well. It is poisonous if swallowed or inhaled. Some alchemical
treatises describe it as having animate properties as well.
Creation DoD: -5
Ingredients: 7 powdered silver, 1 powdered diamond, 2 Jala powder, 5 Iosis powder
Wealth DoD: -1
Time: 1 day
Manufactured: 10 units of quicksilver

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Alkahest
This single substance is a perfect blend of all solvents, distilled to retain the most potent
properties of each and, thus, may dissolve anything.
A single dose is sufficient to dissolve up to 30 cubic centimeters of substance in approximately
three rounds. There is no alchemical solvent for amberglass; as such, amberglass vials are commonly
used to store solvents of all kinds. A direct hit with a dose of Alkahest will deal DR 75 to any it
touches in the first round and DR 40 for two rounds after that.
Creation DoD: -8
Ingredients: 3 vitriol, 30 Iosis, 30 Jala, 1 mothers’ tears
Wealth DoD: -2
Time: 2 days
Manufactured: 2 doses

Vitriol
Vitriol is a powerful acid. Three doses are capable of dissolving a cubic meter of any non-
magical substance. Vitriol is usually contained in vials of dense amberglass. A direct hit with a dose
of vitriol will deal DR 35 to any living creature.
Creation DoD: -10
Ingredients: 5 quicksilver, 30 Iosis, 30 Bhūmi
Wealth DoD: -2
Time: 2 days
Manufactured: 4 doses

Vril-light
This alchemical liquid is frequently used as a source of illumination. It can be created to radiate
light in a variety of hues and patterns. It does not radiate heat, nor produce smoke. Each batch of
Vril-light can serve to illuminate a 6-meter radius and lasts for 3–5 months.
If swallowed, the imbiber must make a CON roll DoD-4. If the roll is a Failure, the person
Though most modern
takes 10 Hit Points of damage. If successful, they start to glow slightly and may discern magic items
concoctions of vril-light only last and creatures. They may look at an item and see if it is enchanted, detect a magical or magically
for a few months before losing altered creature, and see through magical illusions. The effects of the Vril-light last for 10-CON
their potency, I personally have rounds (minimum of one round)
found centuries’ old glass orbs
Creation DoD: -5
filled with a substance that bears
the same properties, waiting only 30 powdered amber, 6 clear water, 1 powdered diamond. Additionally, 1
to be shaken into vibrant use Ingredients: unit of different types of powdered gemstones can be added to affect hue
once more. and pattern.
Caerwyn, Lemurian Scholar Wealth DoD: -1
Time: 5 days
Manufactured: 5 doses

Regent’s Wax
This powerful adhesive can be used to bond organic or inorganic materials of any sort, except
for quicksilver. Thus, it can only be stored in vials lined with this alchemically produced metal. It
hardens in one minute (10 rounds), creating a virtually unbreakable bond. Only alkahest or magic
will serve to dissolve this glassy substance. Each alchemical production of Regent’s Wax produces
about 16 doses of the adhesive, enough to cover one square meter.
Creation DoD: -7
25 Bhumi, 15 of Jala, 1 Iosis, 8 various common animal product, 1 liter
Ingredients:
of clear water
Wealth DoD: -2
Time: 3 days
Manufactured: 10 doses

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ATLANTIS: The Second Age
Aqua Vitae
Known to some as the Waters of Life, Aqua Vitae is a mysterious substance that is very difficult
to create in the laboratory. It requires expensive and rare ingredients, and the process of distilling
it can be fatal.
A dose of Aqua Vitae is powerful enough to regenerate lost limbs, heal wounds completely
in the blink of an eye, and cure any known disease. Once imbibed, the glowing liquid works
immediately and leaves the user with a golden glow for 10 minutes.
Creation DoD: -25
20 (units) assorted rare herbs, 30 various animal ingredients, 10 powdered
Ingredients: diamond, 1 pearl, 2 powdered iron, 1 powdered orichalcum, 1 powdered
jade, 1 alkahest, 50 units each of Bhumi, Pavan, Jala, and Iosis
Wealth DoD: -3
Time: 30 days
Manufactured: 2 doses

Vril Glass
Vril Glass is a unique material that can be used to contain the Vril energy of the earth. The opal-
like glass glows when full of Vril and pushes gently away from living flesh. Very wealthy Atlanteans
wear crowns or tiaras with Vril glass jewels that float above their heads, attached to orichalcum or
gold chains.
One unit of Vril Glass may hold 5 Hero Points drained from a place of power or infused from a
living being. The user does nothing, but wills the energy into or out of the glass requiring no action.
Heroes may store the Hero Points for a number of days equal to their WIL +1 (minimum of one
day), after which the Vril leaks back into the universe.
Creation DoD: -15
25 powdered amber, 100 Bhūmi, 20 Jala, 10 powdered glass, and 100 clear
Ingredients:
water.
Wealth DoD: -2
Time: 2 days
Manufactured: 10 units of Vril Glass

Homunculus
Only the most advanced alchemists attempt to deal in (even the most basic) First Age alchemical
hybridization techniques. Once performed regularly by First Age artificers, much of this ancient
science has been lost, though a few alchemists have scavenged enough knowledge to create an
autonomous, semi-magical creature known as a homunculus.
The artificer must carefully prepare and mix the many ingredients into the base of Aqua Vitae
in exact proportions. As a final step, a small figurine (usually clay, but sometimes constructed from
vines and twigs, stone, crystal, or even orichalcum) must be created, usually with the Handicraft
skill.
The base difficulty to create a homunculus is -15. This standard creature has the attributes listed
below:
INT PER WIL CHA STR DEX CON SPD CR MR
-5 +0 +0 +0 +0 +0 +2 +3 +0 -5*
Hit Points 20
*A homunculus may never use magic, and magical artifacts become inert in their hands.

These base scores may be increased, but doing so alters the difficulty to create the homunculus
by -2 for every +1 to an Attribute. Additionally, the ingredients used should reflect the type of
homunculus sought. For example, a homunculus with increased Strength might require the liver of
a giant or the heart of a lion. A dexterous one might need the brain of a rare monkey or the hides
from several poisonous serpents.
The whole process takes one month of uninterrupted preparatory work and another two

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ATLANTIS: The Second Age
months for the homunculus to “‘grow” and mature. At the end of this period, the artificer may roll
his Alchemy skill against the total Degree of Difficulty.
Something went horribly wrong. An explosion destroys the area around
Mishap: where the homunculus was growing, ruining it and damaging everything
within 20 meters, possibly even killing the artificer.
The homunculus never awakens, and remains inert. All of the materials
Failure:
used in its production are ruined.
A homunculus has been created, but not in the manner intended. The
GM randomly determines the creature’s Attributes. The homunculus is
impossible to control. Many such creations go berserk, destroying anything
Partial Success:
they come upon, and attacking others at random. Some bear the face or
voice of their creator, causing all manner of trouble before they can be
captured and dismantled.
All of the ingredients blend perfectly and the alchemist’s Projection of Will
Success:
is successful. The homunculus is created as designed.
Not only does the homunculus turn out as planned but it is exemplary in
Critical Success:
some fashion. The GM assigns it an additional +1 to any Attribute.

An alchemist-artificer can control a number of homunculi equal to their CHA Attribute at any
one time, though the number they may create is limited only by their wealth and time. Successfully
created homunculi will follow commands to the best of their abilities. Alchemists may also teach
their creations skills as if they were learning the skill themselves.
Creation DoD: -15
10 powdered orichalcum, 2 powdered diamond, a gemstone of Superior
Ingredients: quality, 1 unit each of 8 different animal ingredients relevant to the desired
homunculus, 3 alkahest, 1 vitriol, 2 aqua vitae
Wealth DoD: -6
Time: 30 days
Manufactured: 1 homunculus

GOLEMS
Much like homunculi, golems are alchemical creations given a semblance of life. Much larger
and stronger than homunculi, golems tend to be vaguely humanoid, but largely featureless. Many
are crafted (using the Handicraft (artificer) Skill) from mud or clay, but there have been recorded
instances of golems formed primarily of vines and twigs, accumulations of bone, pyre ash and
grave earth, or of copper, bronze, or iron. While some may occasionally confuse a golem with an
elemental creature, golems tend to be slower and far less intelligent, while at the same time being
more obedient and durable. Due to the cost and difficulty involved, very few golems are created in
this age. Instead, older golems are unearthed, studied, and repurposed. Golems typically contain
a simple set of instructions; sewn into silk-cloth, carved into a clay tablet, etched into orichalcum,
or painted with calligraphy onto vellum. These instructions require great skill (use Handicraft
(artificer), DoD-10) to create, despite their simple words. This item is then placed within the golem
before it is finished; sometimes under a crude tongue within the golem’s head, or inside of its chest
where the heart would reside.
The base difficulty to create a golem is -30. This standard creature has the attributes listed below:
INT PER WIL CHA STR DEX CON SPD CR MR
-5 +0 +0 +0 +5 +0 +5 +0 +0 -5*
Hit Points 50
* = A Golem may never use magic and magical artifacts become inert in their hands.

These base scores may be increased, but doing so alters the difficulty to create the golem by -2
for every +1 to an Attribute. Additionally, the ingredients used should reflect the type of golem
sought.
The whole process takes two months of uninterrupted preparatory work and another month for

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the golem to “‘grow” and mature. At the end of this period, the artificer may roll his Alchemy skill
against the total Degree of Difficulty.
Something went horribly wrong. An explosion destroys the area around
Mishap: where the golem was maturing, ruining it and damaging everything
within 20 meters, possibly even killing the artificer.
The golem never awakens and remains inert. All of the materials used in
Failure:
its production are ruined.
A golem has been created, but not in the manner intended. The GM
randomly determines the creature’s Attributes. The golem is impossible
to control. Many such creations go berserk, destroying anything they
Partial Success:
come upon, and attacking others at random. Some bear the face or
voice of their creator, causing all manner of trouble before they can be
captured and dismantled.
All of the ingredients blend perfectly, and the alchemist’s Projection of
Success:
Will is successful. The golem is created as designed.
Not only does the golem turn out as planned but it is exemplary in some
Critical Success:
fashion. The GM assigns it an additional +1 to any Attribute.

An alchemist-artificer can control only one golem at a time. However, golems can be created
and then control turned over to another, as is usually the case. Accepting control of a golem requires
a WIL roll, DoD-10, and approximately five to ten minutes of concentration. An uncontrolled
golem will either continue at the last task it was given, stand idly, or in rare cases go on a rampage
destroying inanimate objects within its reach.
Creation DoD: -30
16 powdered orichalcum, 2 powdered diamond, a gemstone of Superior
Ingredients: quality, a clay tablet with the golems primary instruction engraved, 5
alkahest, 2 vitriol, 5 aqua vitae, 10 units of Jinni blood
Wealth DoD: -7
Time: 90 days
Manufactured: 1 golem

ELIXIRS
Elixirs, much like potions, are quasi-magical alchemical creations. Most of them are solutions
suspended in either water or alcohol. Most can be stored in simple glass vials, but many alchemists
opt for amberglass, just in case. Variations on these formulas can be found in most lands.

Habibi
This concoction promotes feelings of desire. The imbiber’s WIL is reduced by CON -5
(minimum of 1). Each dose lasts for one hour. During this time, the drinker is easily persuaded and
very suggestible.
Creation DoD: -3
Ingredients: 1 crushed flowers, 1 Lotus narcotic, 1 pulped heart of hare, 5 Pavan, 5Jala
Wealth DoD: -1
Time: 2 days
Manufactured: 4 doses

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Wesh
Removes hair on contact, frequently used by priests and religious adherents, as well as some
gladiators. The effects last for 1–10 weeks.
Creation DoD: -1
Ingredients: 5 crushed plant (various types)
Wealth DoD: +0
Panacea is one of the most
sought-after elixirs. Finding an Time: 6 hours
Alchemist willing to part with his Manufactured: 2 doses
stock for less than a king’s ransom
can be a challenge. Panacea
Thalmia, Triton Sorceress
Panacea is a healing elixir that restores 10 HP when swallowed. Pain is dampened and wounds
begin to knit closed within ten minutes. Skilled healers quickly learn that the individual to be
healed first needs their body relatively still and hopefully patched up before the elixir is consumed
in order to avoid poorly set bones. Scars are a common result, unless the individual is tended to
prior by someone with the Heal Skill. When used to treat disease, the Panacea gives the imbiber a
new resistance roll with a bonus +10 to the roll.
Creation DoD: -5
Ingredients: 16 powdered Amber, 10 powdered silk worm, 10 Pavan, 5 Iosis
Wealth DoD: -2
Time: 3 days
Manufactured: 4 doses

Sal Amun
Rids the body of parasitic organisms and ingested poisons within an hour after copious vomiting
(and other expellations). The patient is advised to rest and drink plenty of liquids.
Creation DoD: -7
Ingredients: 8 powdered dung, 3 powdered amber, 5 Bhumi, 5 Pavan, 5 Iosis, 1 Panacea
Wealth DoD: +0
Time: 4 days
Manufactured: 2 doses

Endymion
Causes the imbiber to fall into a deep slumber, lasting 10-CON hours (minimum of one hour),
unless a successful CON roll is made to resist. Even a success on the CON roll leaves the subject
groggy with a 6-CON (minimum of -1) penalty to all actions. Unless an antidote is employed, it
will not be possible to awaken the sleeper while the elixir remains in effect.
Creation DoD: -8
Endymion has a very distinctive
and pleasant taste. I’ve heard of Ingredients: 1 Kem Narcotic, 5 powdered amber, 1 powdered gold
“sleepy feasts” where vials are Wealth DoD: -1
added to six-gallon barrels of
Time: 3 days
water and drunk for relaxation
and the taste. At worst, the Manufactured: 4 doses
feasters feel a little drowsy.
Thalmia, Triton Sorceress
MEDICINAL MIXTURES
Concoctions in this category include tonics, serums, balms, ointments, salves, and various
other medicants commonly used by healers, charlatans, and wandering wisemen. Such mixtures
are generally able to treat only a single, specific malady: fever, itch, nausea, insomnia, depression,
minor wounds (3 HP or less), burns, and so forth. Unfortunately, medicine in the Atlantean world
is occasionally burdened with superstition, specious theories, ignorance, and more than a little
quackery. A Hero can learn medicinal mixtures as an entire category instead of learning individual
recipes.

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Creation DoD: -3
Ingredients: Varies according to locale, customs, and particular malady
Wealth DoD: 0 to -3
Time: 3-12 hours
Manufactured: 4 doses

NARCOTICS
Many narcotics suffer varying degrees of illegality, depending on one’s locale. Furthermore,
long-term and repeated use of these substances can produce addiction in the user that must be
resisted with a CON roll, using the Narcotics difficulty as a modifier. Narcotics come in a variety
of forms, from powders, which can be inhaled or sprinkled into drinks, to crushed collections of
leaves that must be smoked, to strangely colored liquids that are injected on the tips of needles or
plant spines.

Adroa
This chalky soup is used in many Gondwanan rituals when communing with higher-order
spirits. It is dark purple in color, salty in taste and very spicy (this is usually to cover the bitterness)
Adroa is consumed while it is still boiling, along with as much wine or beer as the imbiber can hold.
Soon after the soup is digested, the user falls into a deep sleep that lasts for 5-CON hours and
travels to the outermost planes of existence, where she may commune freely with her god(s). When
the user awakens from her fevered dream, she may call upon her god for a favor with a bonus of +5
to the roll, and reduce the Hero Point cost by her CHA (minimum of 1 point reduction or cost).
So taxing is the soup that it may only be imbibed safely once per week. If used more often,
there is a chance that the user may poison herself. Each dose per week, beyond the first, must be
resisted by a CON-5. If the roll is a Failure, the user still gets the benefit, but suffers as if she has
been Poisoned (Strength 10).
Creation DoD: -5
Ingredients: 10 (units) roots and herbs, 2 Jala, 2 Bhumi
Wealth DoD: -1
Time: 2 hours
Manufactured: 4 doses

Euphoria
Created from the pollen of certain plants, this highly popular drug affords the partaker a feeling
of pure pleasure; true bliss. During this period, the user experiences such intense emotions and
physical delights that she will see and hear nothing of the outside world. Euphoria will allow the
user to speak to beings beyond the normal world, giving them a bonus number of Hero Points
equal to 3xCHA (minimum of +3) that last duration of the drug, or until spent. While under the
influence, the user will be aloof and detached from the real world reducing their PER and INT by
-2.
A single dose lasts for up to two hours. Characters must roll WIL every CON-10 doses to resist
addiction. Highly sought after in Atlantis and Hesperia, the highly addictive Euphoria is little
known in other lands.
Creation DoD: -4
Ingredients: 3 powdered herbal extract, 2 crushed lotus leaf, 5 Pavan
Wealth DoD: +0
Time: 3 hours
Manufactured: 2 dose

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Guruhi Gum
Very popular in western Gondwana and used by Nubian mercenaries, this dried lump of chewy
tar is kept in the cheek and absorbed into the mouth. It leaves the mouth and tongue blue for
several hours after use. The drug heightens the user’s awareness and keeps them alert for long
periods of time. Some also say that the drug slows down time for the user, making danger easier to
see and avoid.
The drug gives the imbiber SPD +5 for the sake of initiative and PER +2 bonus to Evade rolls.
The effects last for 10-CON hours, and afterward the imbiber will be sluggish, tired, and
dehydrated, suffering a -5 to all actions until they get a good night’s sleep.
Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative
-1 penalty per use.
Creation DoD: -4
Ingredients: 3 powdered herbal extract, 2 crushed lava stone, 15 Bhumi, 5 Pavan
Wealth DoD: +0
Time: 3 hours
Manufactured: 6 doses

Kem
(Red lotus)
The powder of the lotus plant possesses powerful mind-expanding (and narcotic) properties. It
bestows upon the user the powers of clairvoyance and clairaudience. However, users find themselves
in a mental fugue for hours afterwards, their bodies caught between a state of placidity and bliss.
The imbiber receives the Sensory mode at level 15 + PER for pre- or postcognition only (this benefit
does not add to an existing skill level in Sensory).
Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative
-1 penalty per use. A single dose lasts for up to an hour.
Creation DoD: -10
Ingredients: 5 powdered red lotus flower, 1 crushed amber, 2 crushed leaves and vines
Wealth DoD: +0
Time: 6 hours
Manufactured: 4 doses

Iritu
(Purple Lotus)
This narcotic is derived from the pollen of the purple lotus plant. It is a popular drug in Atlantis,
Europa, and Gondwana, reportedly offering the partaker a sensation of heightened pleasure. During
this time, the user is in an extreme state of euphoric bliss, and is never frightened or worried.
Anyone touching the user will feel the same strong physical pleasures as the imbiber, and must
make a WIL roll DoD 0 or become engrossed in the user’s bliss.
Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative
-1 penalty per use. A single dose lasts for up to two hours.
Some Atlanteans keep attractive slaves in their employ who use the drug for them so that they
may “leech” the high off of their affected minds.
Creation DoD: -5
Ingredients: 10 Purple lotus pollen, 5 Jala
Wealth DoD: -2
Time: 2 hours
Manufactured: 4 doses

Hashish
Made from the resinous buds of the hemp plant, this narcotic is popular in Gondwana and
the Tuaranian sub-continent. A single dose heightens the user’s perception (PER +4) and produces

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ATLANTIS: The Second Age
a sense of euphoria that lasts for several hours (7-CON hours). However, it also dulls the reflexes
(DEX -1) and impairs judgment (INT -2).
Imbibers of the drug must succeed at a CON DoD +0 roll to resist addiction, with a cumulative
-1 penalty per 5 uses. A single dose lasts for up to two hours.
Creation DoD: -3
Ingredients: 10 hemp bud, 1 powdered amber, 1 clear water
Wealth DoD: +1
Time: 1 day
Manufactured: 10 doses

Padma
(White Lotus)
The most common (and least insidious) of the lotus narcotics, Padma is found in the homes of
those wishing for a mild, long-lasting sense of euphoria. The drug relaxes the user, but heightens
awareness; allowing him to focus on a single subject. Mages use the drug to help alleviate the
burden of channeling the unshaped dream energy of the Elder Gods. When used, it allows magic-
users to add their INT to the their MR when determining magic fatigue.
Imbibers of the drug must succeed at a WIL roll DoD +0, to resist addiction, with a cumulative
-1 penalty per 5 uses. A single dose lasts for up to two hours.

Creation DoD: -7
Ingredients: 2 units of White lotus seeds, 5 Pavan
Wealth DoD: -0
Time: 4 hours
Manufactured: 10 doses

Opium
An insidious drug derived from the seeds of a certain variety of poppy found throughout
southern Jambu, originally cultivated by the Anunnaki. When smoked, it enables the user to see
visions of the near-future. The imbiber receives the Sensory Mode at level 15 + PER for precognition
only (this benefit does not add to an existing skill level in Sensory).
Other effects of the drug include delusions of grandeur, dulled reflexes (DEX -2), and a general
feeling of euphoria. Both intensely pleasurable and extremely addictive; users who experiment with
it even once may find themselves dependent upon it . Imbibers of the drug must succeed at a WIL
roll DoD-2, to resist addiction, with a cumulative -1 penalty per 5 uses. A single dose lasts an entire
day.
Creation DoD: -4
Ingredients: 2 poppy seed, 1 Pavan
Wealth DoD: +0
Time: 4 hours
Manufactured: 10 doses

Tascela
(Black Lotus)
This narcotic is derived from the pollen of the powerful, and highly illegal, lotus plant. It
is highly sought after, yet hard to acquire, even in the roughest den of iniquity. The black lotus
reportedly heightens the partaker’s sense of physical pleasure and mental stimulation to the extreme.
Tascela is the hardest of the lotuses to cultivate, and was originally grown by Anunnaki alchemist-
priests for dark and horrible rituals.
Those who use the drug fall into a slack-jawed stupor and experience a feeling of cosmic
awareness beyond any other, save those touched by the dreaming gods themselves. Users enter,
directly, the far-off dreams of the Elder Gods. The user must make a WIL roll versus a DoD-10 or
be flung headlong into oblivion for several days. During this time, all the pleasures of depravity,

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ATLANTIS: The Second Age
every torture and conceivable horror all intermingle into one powerful sensation. They fill not only
the mind, but the soul, pumping both full of sensation until they overflow. When they awaken,
their body is marked by the scars and bruises of their rough handling at the hands of the Elder
Gods. These marks will fade in 20-CON days.
Imbibers of the drug must succeed at a CON roll DoD+0 to resist addiction, with a cumulative
-1 penalty per use. A single dose lasts for up to 8 hours.
With a successful WIL roll DoD-4 the Hero does not fall into the stupor, but experiences
the sensations while lucid and awake. The sensations will wash over the Hero in waves as long
as the drug is in her system. As an additional bonus to resisting falling into the stupor, the Hero
may rearrange their Attributes as they see fit and gain an additional 4 Attribute points. Once the
duration is over, the user’s Attributes return to normal. The effects last for MR +4 hours (minimum
of 4 hours).
Creation DoD: -10
Ingredients: 10 Black Lotus pollen, 5 Jala, 10 Pavan
Wealth DoD: -2
Time: 2 hours
Manufactured: 2 doses

Yaje
A bitter, pungent liquid made from crushed vines and other substances, Yaje is a secret known
to tribal shamans and wisemen of Tamaochan. A single dose allows a trained individual to see and
communicate with invisible and astral presences. Some individuals can use the narcotic to enter
other planes of existence, or so it is said. Tribal shamans are loathe to share this valuable substance,
or the vine from which it is made (also called Yaje), with outsiders. As a result, this narcotic is highly
valuable in other lands and among those seeking forbidden experiences. The imbiber receives the
Sensory Mode at level 20 +PER for scrying only (this benefit does not add to an existing Skill level
in Sensory) and is good for one use.
Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative
-1 penalty per 5 uses. A single dose lasts for up to two hours.
Creation DoD: -10
Ingredients: 6 Yaje syrup, 6 powdered bone, 10 Bhumi
Wealth DoD: -1
Time: 7 days
Manufactured: 6 doses

Coca Resin
Derived from the crushed leaves and beans of the coca plant, alchemists extract base salts and
mix them with the raw beans. Sometimes brewed into a thick, dark liquid, sometimes made into
a paste and chewed, sometimes spread across other coca leaves and smoked, the coca resin delivers
feelings of exhilaration (SPD +5 for initiative purposes only) and then a precipitous crash that can
dull user’s senses (DEX and PER -2) or, send them into hour-long slumbers.
Imbibers of the drug must succeed at a WIL roll DoD +0 to resist addiction, with a cumulative
-1 penalty per 5 uses. A single dose lasts for up to two hours.
Creation DoD: -5
Ingredients: 5 crushed coca leaf, 3 powdered coca bean, 10 Bhumi
Wealth DoD: +1
Time: 7 hours
Manufactured: 4 doses

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POISONS
Like narcotics, poisons and their use suffer from varying degrees of illegality, dependent upon
locale. Victims of poison may roll their CON, with the difficulty of the poison as a modifier to resist
its effects. Furthermore, poisons come in a variety of formats; some are ingested, some injected (by
being coated on a weapon), some are absorbed through the skin.

Meug
When ingested, causes severe hallucinations (-5 to all actions) and lasts for about 30 minutes;
if resisted, the hallucinations still occur, but only last for 1 minute. To resist, the victim must make
a CON roll with a DoD-3
Creation DoD: -7
Ingredients: 12 powdered black mushroom, 1 powdered amber, 15 Bhumi
Wealth DoD: -1
Time: 1 day
Manufactured: 2 doses

Kefa
When injected, Kefa causes paralysis lasting up to one hour; if resisted, the victim is rendered
sluggish (-3 on all actions) for one minute. To resist, the victim must make a CON roll with a DoD
-3.
Creation DoD: -2
Ingredients: 12 spider venom, 2 crushed vine, 1 crushed amber
Wealth DoD: -1
Time: 1 day
Manufactured: 2 doses

Yamma’s Blood
This formula produces enough sticky, tar-like toxin to coat either one edged weapon, twelve
arrows, or four darts, daggers, or knives with one dose. Larger weapons require two doses to be
effective. Yamma’s Blood behaves like a normal STR 15 poison and is only good for one successful
strike.
Creation DoD: -8
Ingredients: 9 snake venom, 1 powdered serpent fang, 5 Iosis, 5 Jala, 1 crushed charcoal
Wealth DoD: -1
Time: 9 hours
Manufactured: 2 doses

Dragon Venom
Derived from various poisonous lizards, Dragon Venom causes pain sufficient to incapacitate a
victim for 5 rounds (-10 on all actions). If successfully resisted, the venom’s effects can be ignored.
To resist, the victim must make a CON roll with a DoD-4
Creation DoD: -8
Ingredients: 9 viper’s blood, 2 powdered amber, 10 Iosis, 5 Jala, 2 powdered lizard skin
Wealth DoD: -1
Time: 1 day
Manufactured: 4 doses

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ATLANTIS: The Second Age
Dragon’s Breath
When concocted, yields a very strong, noxious gas that fills an area of 4m per dose (doses can
be combined to increase the area). The gas will burn exposed skin, causing blisters and rashes and
burning the eyes. Those in the area will suffer CON -10 points of damage, plus a penalty to all
physical actions equal to their DEX -5. The cloud last for 2 rounds and then settles on the ground
as an inert red crystal powder. The damage effects are immediate, but the penalty last for CON -5
rounds.
Creation DoD: -15
9 powdered poison oak, 20 (units) ground toad bones, 2 powdered amber,
Ingredients:
1 Yamma’s Blood, 5 Iosis
Wealth DoD: -2
Time: 2 days
Manufactured: 5 doses

POTIONS
Potions tend to be liquid concoctions intended for consumption. The various mixtures
are commonly mixed with either water or strong alcohol before being stored in amberglass or
metal vials. Occasionally, an alchemist will concoct a potion meant for a physical item instead of
consumption. In such cases, the potion is often left as a thick paste or salve to be smeared over the
surface of the item.

Kaldrwid
This unfreezable wonder bestows immunity to cold and ice (up to DR 10); lasts for MRx 5
hours (minimum of 5 hours) per dose. Even magically summoned frost or elemental spirits have
difficulty penetrating the effects of this potion.
Creation DoD: -5
Ingredients: 10 powdered yeti tooth, 1 amberglass, 5 Iosis, 5 Pavan
Wealth DoD: -1
Time: 3 days
Manufactured: 4 doses

Kaidwid
Vials of Kaidwid are constantly warm to the touch. It confers a resistance to heat and flame (up
to DR 10), whether magic or mundane in nature. A dose lasts for MRx 5 hours (minimum of 5
hours).
Creation DoD: -5
Ingredients: 2 powdered ruby, 1 Ahl-at-Rab blood, 10 Jala, 10 Iosis, 5 Bhumi
Wealth DoD: -1
Time: 3 days
Manufactured: 4 doses

Merkoma
This potion causes the imbiber to become infatuated with a specified individual (sometimes the
first individual whose name he or she hears spoken, or whose hair and nails are used in the mixture),
unless they make a WIL DoD +0 roll to resist. Even a success on the roll means that the imbiber is
distracted by the infatuation, if not overcome by it. Lasts for 12 hours.
Creation DoD: -8
Ingredients: 40 purple lotus pollen, 10 Pavan, 5 Jala
Wealth DoD: -2
Time: 6 days
Manufactured: 4 doses

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ATLANTIS: The Second Age
Fehakhet
This quasi-magical potion causes the drinker to be reduced to one-half their normal size. The
effects of this drastic change last for MRx 5 hours (minimum of 5 hours). Multiple doses will not
further shrink the drinker, but will instead extend the duration.
Creation DoD: -10
Ingredients: 10 shrinking violet, 10 Jinn blood, 5 Quicksilver
Wealth DoD: -2
Time: 4 days
Manufactured: 4 doses

Qamata Water
The imbiber of this bright orange, cinnamon-tasting liquid will move with the alacrity of
Qamata Iosis. The user becomes immune to magical flames and increases her SPD by MR +4.
The effect last for MR x4 minutes (minimum of four minute).
Creation DoD: -5
Ingredients: 10 burnt and powdered salamander, 1 amberglass, 20 Iosis, 5 Pavan
Wealth DoD: -1
Time: 3 days
Manufactured: 4 doses

Ruwa liqueur
This thick, syrupy, brown liquid has the harsh taste of aniseed and bestows the strength of the
earth, giving him STR +4 and skin as hard as ebony wood (PR4).
The effects last for MR x4 minutes (minimum of four minute).
Creation DoD: -5
Ingredients: 10 burnt and powdered stag penis, 1 amberglass, 20 Bhūmi, 5 Jala
Wealth DoD: -1
The Elemental Potions —
Time: 3 days
Qamata, Ruwa, Uthlanga, and
Manufactured: 4 doses Yasan — are said to be easy
enough to create and certainly
Uthlanga Milk do not cost a great fortune.
This thin, white, milky liquid tastes of salty honey. The potion allows the user to breathe any However, I can never seem
liquid as if it was air and to swim with a SPD +4. to find anyone who has more
The effect last for MR x4 minutes (minimum of four minute). than a few at any given time.
It makes me wonder if perhaps
Creation DoD: -5 the Elemental Lords might have
Ingredients: 10 burnt and powdered crab shell, 1 amberglass, 20 Jala, 5 Pavan some influence over even such a
Wealth DoD: -1 mundane task as potion-mixing.
Caerwyn, Lemurian Scholar
Time: 3 days
Manufactured: 4 doses

Yasan Wine
The imbiber of this crystal blue liquid will become light as air and able to fly at her normal SPD.
During this time, cold will have no effect upon the user.
The effect last for MR x4 minutes (minimum of four minute).
Creation DoD: -5
Ingredients: 10 bottled incense smoke, 1 amberglass, 5 Quicksilver, 20 Pavan, 5 Iosis
Wealth DoD: -1
Time: 3 days
Manufactured: 4 doses

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ATLANTIS: The Second Age
Sumugan Wine
The potion was created using fragments of older First Age Atlantean text on the creation of the
Andamen. The syrupy, green liquid is injected directly into the neck of the user and opens a conduit
to the primal beast lords created by Olódùmarè.
The potion allows the user to change into any beast, as long as the proper ingredients are used.
The duration is equal to 10-CON hours, at which time the Hero is the creature with all the skills
and abilities of the Hero but the physical characteristics of the animal. The physical transformation
back to his original form is brutal and causes 15-CON Hit Points of damage and leaves him
incapacitated for 10-CON minutes.
Creation DoD: -5
20 flesh of the creature to transform into, 5 Quicksilver, 5 Pavan, 5 Iosis,
Ingredients:
20 Bhūmi, 5 Jala
Wealth DoD: -2
Time: 5 days
Manufactured: 1 doses

POWDERS
Powders consist of a range of substances, reduced down to primal mixtures and salts. These
powdered substances are brushed over skin, sprinkled over a substance, or blown into the air to be
Sumagan Wine...this liquid inhaled.
makes me wonder about my
own people’s origin. Where does Nefer Powder
the humanoid part of our being These powders can be used to change the color of an individual’s skin or hair. They are sold
come from? If we came from in small kits containing enough powder to cover an average-sized person from head to feet.
men, were they volunteers or Enhancements come in a variety of brilliant (and sometimes garish) colors. The effects last for 24
slaves forced into the role? hours, or until removed by magic or altered by additional enhancements.
Thalmia, Triton Sorceress
Creation DoD: -2
Ingredients: 1 powdered chameleon skin, 7 powdered glass
Wealth DoD: -1
Time: 6 hours
Manufactured: 6 doses

Muhraq
This powder ignites upon contact with air. When poured out, or exposed by more violent
means, it creates fire (DR 10) and dense smoke (3m radius). Normally stored in amberglass vials
or spheres for safety, it can instead be placed inside much more fragile glass containers and used as
a volatile projectile.
Creation DoD: -10
Ingredients: 6 powdered ruby, 2 powdered serpent fang, 50 Iosis, 10 Bhumi, 5 Pavan
Wealth DoD: -1
Time: 5 days
Manufactured: 5 doses

Istilqa
This substance causes victims to fall into a stupor lasting up to one hour per dose. Unless an
antidote is employed, it will be impossible to awaken the sleeper until the powder’s effects wear
off. Often, this creation is used to sedate hostile beasts, intruders, and other threats. If successfully
resisted with a CON roll DoD+0, the powder instead causes drowsiness (-1 to all actions) for 10
rounds.

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Creation DoD: -7
Ingredients: 12 powdered Kem narcotic, 1 powdered amber
Wealth DoD: -2
Time: 2 days
Manufactured: 2 doses

Anen
This powder neutralizes the effects of any type of poison, alchemical waste, or toxin; whether
ingested or dispersed into the air or soil. The maximum area that a single dose can affect is a 3-meter
diameter circle.
Creation DoD: -10
Ingredients: 2 powdered amber, 2 powdered moss, 1 Alkahest, 5 Jala, 10 Bhumi
Wealth DoD: -1
Time: 3 days
Manufactured: 2 doses

Alaqa
This powder is primarily formed of tiny spores that are put into a state of hibernation through
alchemical means until they are exposed to air. At that point, the organisms begin to feed on any
organic material with which they come into contact (DR 2 per round for ten rounds); very little
can remove these spores aside from fire, alkahest, or acid. Sale of this substance is illegal in many
regions.
Creation DoD: -12
Ingredients: 10 ground Ganzer spores, 1 Vitriol, 2 Iosis, 1 Bhumi, 1 Pavan
Wealth DoD: -3
Time: 4 days
Manufactured: 2 doses
The varieties and extensive
properties of alchemical
Dakhana powders are almost as varied
When exposed to air, a dose of this powder is sufficient to create a volume of dense blue smoke, and wondrous as the pollens
2 meters in radius. The smoke is non-toxic and disperses in about 10 minutes (100 rounds), or less and spores from the plants of
if used outdoors in windy conditions. Any sight-based Perception roll made within the cloud has Lemuria. Such wonders the world
a penalty of -10. contains!
Creation DoD: -3 Caerwyn, Lemurian Scholar

Ingredients: 10 incense, 1 powdered glass


Wealth DoD: +0
Time: 6 hours
Manufactured: 4 doses

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Creating Enchanted Items


Enchantment is the process of investing items with lasting magical power. Enchanted items
continue to produce their effects without the need for further spellcasting. For example, a stone
could be enchanted to give off a soft light when a command word is spoken, allowing it to be used
as a source of illumination whenever it is needed.
In game terms, Enchanting and Spellcasting are very similar. The Modes and magical traditions
The Aiza are used in the same way and the actual game mechanics are nearly identical. The big difference
An Aiza is the heart
between the two is time. Enchantment takes considerably longer to perform than Spellcasting and
of any enchanting laboratory.
Aizas are quasi-magical forges,
is much longer lasting. Enchantment also requires an investment in specialized and costly materials.
fashioned to focus and withstand
the rigors of magical energies. Enchanting consists of the following steps:
Typically constructed with various 1. Choose what you want to enchant and with what effect.
alchemical substances, such
as orichalcum and amberglass, 2. Arrange or purchase a place to do the enchanting. This is typically a once-off cost.
the Aiza is an expensive set of 3. Create or purchase the physical item you want to enchant.
equipment, typically adorned with 4. Spend the time and resources required to enchant the item.
ritual elements and set in precise 5. Make the enchanting roll.
locations.
Most Aiza are stationary and
kept in the enchanter’s workshop
due to the extremes of heat and
strange emanations of magical Creating/Purchasing the Object to be Enchanted
energy, but traveling models do
exist. Intent Example: I want to create a superior quality ring
Most Common Roll Handicraft (artificer) vs Creation DoD

Quality: The work and materials that go into the making of the item.
Creation DoD: The difficulty for making the item.
Creation Time: The amount of time it takes to make the item.
WR Mod: The Wealth Roll modifier for purchasing the material to make the item.
Enchantment DoD Modifier: The modifier added or subtracted from the final enchantment spell
roll.
The better the quality of the item, the easier it is to enchant. You have an easier time enchanting
a wand forged in the heart of a volcano than a pair of slippers you stole from your uncle’s garage…
unless your uncle is named Gale and the slippers belonged to his great aunt Dorothy. The artificer
must make the item (this does not have to be the enchanter) using the chart below.
Example: Thalmia wants to create a ring that allows the user to produce a defensive shield
of elemental wind. She must first create or contract the creation of the ring. She can use any
Some Sorcery schools on material but the better the material the better the ring. She decided that the total Spell Level
Atlantis require their students to will be 10 and wants the ring to be of superior quality. The ring will take 20 days to create
create enchanted items as part properly. The DoD of the Handicraft (artificer) roll is -16. A normal ring would require a
of their final tests. The items Wealth roll with a DoD+0 but since it is of superior quality the DoD is now -4
become the property of the Enchantment
school, so many of these devices, Quality Creation DoD Creation Time WR Mod
DoD modifier
some of them horribly flawed,
rest in vaults beneath the magical Below Average 2 Half Spell level in weeks +2 DoD +4 Modifier
academies. Days equal to the half +0 to the
Average 4 Normal
Thalmia, Triton Sorceress Spell Level enchantment roll
Days equal to the Spell
Excellent 8 -1 WR -2 Modifier
Level
2x Days equal to the
Superior 16 -2 WR -4 Modifier
Spell Level
4x Days equal to the
Masterwork 24 -4 WR -6 Modifier
Spell Level

A Partial Success on the creation roll means the item is considered one step down. A Critical
Success gives a bonus +1 to the enchantment roll.

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The Enchantment
The Workshop
The quality of an enchanter’s workshop, or the lack thereof, affects the speed and precision at
which the character can create his masterworks. Someone in a cave is going to have a much more
difficult time creating an enchanted sword than a master smith with a bellows and forge at their Pulling out all
disposal. the Stops
The DoD modifiers for enchanting an item are listed below along with the cost to purchase Items forged in unusual
such a workshop. The DoD is bonus or penalty applies only to the enchantment roll and not to circumstances or with components
of particular (appropriate) potency
the artifice roll. The workshop only need be purchased once and is a stationary item that cannot be
can give an additional 1–5 point
moved unless you pay extra for the mobile version. To buy a mobile version of a workshop, increase bonus to the enchantment DoD
the Wealth DoD by 4. For example, a mobile, high-quality workshop has a wealth DoD of -8. at the GM’s option. For example,
Workshop Quality DoD Modifier Wealth DoD enchanting a staff intended to
allow the user to fly is easier if
No workshop. Working on a tavern table -5 +0 you the tail feathers of a Roc
plucked while flying through a
Standard workshop +0 -2 thunderstorm.
High-quality workshop. The workshop is considered
excellent with good equipment and a large, clean work +5 -4
area
First Age laboratory. A workshop stocked with the best
+10 -6
tools and equipment

Enchantment Types
There are two types of enchantments: Limited and Continuous. Both modify the enchantment
roll.

Limited
Enchantments function three times per day. A magic item invested with a Limited enchantment
may recharge itself every day, or may need to be recharged manually by some means (prayer, ritual,
exposure to moonlight, or whatever). Examples include a wand that shoots lightning bolts, or a ring
that gives the power of flight.
DoD Modifier -10
2 weeks (80 hours) per Spell Level (one and a half weeks if the item must Materials to make
Time Required
be recharged manually) an item
If an item made using alchemy
Continuous is being imbued with magic or
the Heroes just need to buy and
Enchantments function all the time, unless their magic is somehow disrupted, and never make an item, a quick and easy
need to be recharged. Examples include an amulet that confers continuous protection from fire way to do this is to use the unit
or magically enhanced weapons and armor. Continuous enchantments take considerably longer measurements found in the
to make than limited enchantments and require finer, more expensive materials. Modes with an alchemy section.
“Instant” duration cannot be incorporated into continuous enchantments. It takes 20 units of metal to
make a sword or other medium-
DoD Modifier -15 sized weapon, half as much or
Time Required 6 weeks (240 hours) per Spell Level less to make a smaller weapon,
and twice as much or more to
make a larger weapon.
To make a ring or other piece
The Candle that Burns Twice as Bright of jewelry it takes 2 units of
One-shot items are common throughout the world. These items are expended when used but material.
are often carry potent effects. One-shot items are cheap to make (+2 DoD for WR), and fast
to construct (1 day to build the item), though they don’t modify the enchanting roll. One-shot
items with multiple effects activate all their effects when used. Typical examples of one-shot items
include magic acorns that turn targets into stone when thrown, glass balls that produce sounds
when shattered, and origami objects that become real when set on fire.

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ATLANTIS: The Second Age

DoD Modifier -5
Time Required 8 hours per Spell Level

Creating Triggered Enchanted Items


Example Items If desired, any enchanted item can be made so that it will be activated by a specific circumstance,
The following are some or “trigger” (for example, a ring of levitation might activate when the wearer falls more than 3m).
examples of enchanted items, Creating an enchanted item with a trigger adds an additional week to the time required.
illustrating the Mode used in their
creation, their Level and Type, and Saving Time – Non-Permanent Items
their cost in time and materials.
Sometimes getting something done quickly is more important that quality. Any item can be
Slyph Ring enchanted as a “rush job”. Doing so quarters the enchantment time, but every time the item is used
Item: A Wind Elemental bound it is constantly in danger of the magic inside it unraveling and the item becoming forever non-
into a ring that produces a swirling magical. The user must make an activation roll every time the item is used, rolling a 6+ on a D20.
aura of winds, allowing the wearer A roll of 1–5 means the item’s magical investment is spent and the item becomes useless. One-shot
to negate damage. The wind items cannot be made non-permanent.
elemental envelops the caster in
whirling mist and wind, stopping 20
hp worth of damage, up to three
times per day. Enchantments per Item
Tradition: Sorcery An enchantment item can hold up to ten different enchantments. Each enchantment must be
Mode: Shield put in separately as if they were a single item taking the allotted amount of time.
Spell Level: 10
Type: Limited
Example: A ring that has a Shield spell level 10 that has limited uses would take 20 weeks
Time Required: 20 weeks, 1 to enchant. If a Levitate (Kinetic) spell were added at level 5, it would take an additional 10
superior quality orichalcum ring weeks for a total of 30 weeks.
Each spell is rolled separately when the time comes to make the enchantment roll.
Bane Blade of D’Gath A user can only access a number of enchantments equal to his WIL (minimum of one), and
Item: A weapon, enchanted to only in the order in which the enchantments were imbued.
house the spirits of the dead that Example: A magic sword has +5 damage (Alter) and +3 accuracy (Alter), which emits
howl and provide an unearthly light (Illusion), and can shoot fireballs (attack). The sword has 4 enchantments in it and can
chill to the blade. The blade,
be accessed in the order it was enchanted. A hero with a WIL of +3 could access the extra
blackened by the ash and soot of
a funeral pyre, seems to reflect damage, accuracy, and light spell but not the fireball. A hero with a WIL+0 could only access
spectral faces contorted in horror. the +5 damage.
The blade is enchanted to do an Lesser heroes will never be able to fully utilize some of the world’s most powerful artifacts.
additional 5 DR to living beings
that it touches.
Tradition: Dark Arts
Mode: Manipulate
The Enchantment Die Roll
Spell Level: 5 Stating Intent for Enchantment
Type: Continuous
Just as in stating Intent for spellcasting, the player decides what spell-effect (Mode) the item will
Time Required: 30 weeks, 1
high quality long sword, 1 funeral have and its spell level. The player also decides whether the item will have a Limited or Continuous
pyre and accoutrements Enchantment. If the enchantment is Limited, the player must decide whether it must be recharged
manually and, if so, by what means.
Eagle Marks Intent Example: I want to imbue this ring with a protective aura.
Item: A scarification tattoo
that allows its wielder to use Most Common Roll Shield Mode Skill Rating vs the DoD of the Spell level
totemic senses. A series of scars,
some rubbed with pigment and Determining Bonuses or Penalties for Enchantment
herbs during healing to alter their
After reviewing the requirements for the enchanted item, the GM must determine if any bonus
color, over the owner’s brow and
temples. With concentration, the or penalty will be applied. This is done before the player rolls to enchant the item.
bearer can focus their sight to Example: Thalmia decides that the ring will have limited uses and recharge everyday by
that akin to eagles, gaining a +5 singing to the air elemental in the morning. The Spell Level is 10 and is modified with the
to their PER attribute, out to Limited use Modifier (-10) for a total DoD of -20. Since the ring that will be imbued is of
superior quality (-4), and is being enchanted in an average workshop (-0), the final DoD is
-16. The ring will take a total of 20 weeks to imbue with the elemental energies to create the
shield.

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Time & Enchanting


Unlike Spellcasting, Enchanting does not need to be performed all at once. Many enchanters
work on more than one item at a time, spacing out their work over many months. More than one
enchanter may work on an item to complete it more quickly. As long as all the enchanters make
their Enchantment roll, the item will be a success. Regardless of how many magicians are working
on an item, only 24 hours of work can be put into it in a single day.
Once the allotted amount of time is up, the enchanter makes a single Enchantment roll using a distance of 35 meters,
their Mode Skill Rating vs. the determined DoD. for up to 5 minutes at a
time. He can do this three times
per day before the strain of the
Judging Results
energies wears out and must
Equal to a Critical Failure, and may yield disastrous consequences. be recharged by a drug-induced
Mishap: Some of the worst magical mishaps have occurred as a result of failed slumber.
Tradition: Animism
attempts at Enchantment.
Mode: Sensory
The enchantment did not take hold, and the item and all materials were Spell Level: 10
Failure:
ruined. If the character wants to try again he must start from scratch. Type: Limited, manual
recharge
The enchantment failed to take hold, but the item and all materials Time Required: 8 weeks, jars
survived intact and can be used again. To do so, the character must of pigments and unguents, ritual
Partial Success:
repeat the "Time Required" segment of the procedure, then roll again knife
and check the results.
Success: The item has been enchanted and works as planned. The Laurel of
Harmony
The item has been enchanted, and it functions even better than intended. Item: A carved circlet of ivy
Critical Success: Possibilities include: the item functions at a higher level than planned, and bone that smoothes the
works more times per day, does not have to be recharged, etc. words of the wearer. When
addressing a single target,
the words of the wearer of this
ivy crown are almost hypnotic
Using Enchanted Items and impossible to ignore. By
Anyone can use an enchanted item, provided they know how the device functions. Some addressing a single target, the
enchanted objects require precise command words, or must be physically manipulated in wearer can concentrate and
a particular way in order to function. Others are always active (like most enchanted weapons, expect a single reasonable
protective amulets, etc.), may be activated by touch, or by a specific trigger of some sort. command to be obeyed. Victims
can roll WIL against a difficulty
If an enchanted item must be aimed to work properly, the character can use any Ranged
of -10 to resist the command.
Combat skill. The ivy crown only works three
times per day, its leaves curling
and seeming to wilt slightly upon
Identifying Magic Items each use.
Tradition: Witchcraft
Magicians can divine the operation of an unfamiliar enchantment by studying it for one hour Mode: Influence
and making a successful Investigation/Search +MR roll, using the item’s spell level as the Degree of Spell Level: 20
Difficulty. The magician is allowed three attempts to identify a given item; if unable to do so, the Type: Limited
magician will have to seek the help of another spellcaster. Time Required: 120 weeks,
freshly picked vines of ivy,
collection of bones and antlers,
powdered herbs
Enchanted Weapons And Armor
Most magical weapons carry enchantments that enhance their basic Damage Rating. The
Manipulate Mode is used to accomplish this effect. Attack spells are sometimes enchanted into
normal weapons, staves, or wands, allowing the wielder to fire the spell from the item. Attack
enchantments never add to the base damage of a weapon, and cannot be combined with a normal
attack.
Enchanted armors typically have enhanced Protection Ratings or carry a Ward that repels
certain types of damage, such as fire, cold, or Attack spells.

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Chapter 3: Galecea

C aerwyn took shallow breaths, hoping not to destabilize the loose soil and cut
stone which encased her almost completely. Slowly she worked her limbs back and
forward, sensing the movement of the soil, trying to support it with her body so that the
remaining earth in the tunnel wouldn’t come crashing down on her.

Out of the corner of her eye, she could see the void of the ruin’s main Vril chamber,
so close yet out of her reach. Years of fieldwork had not prepared her for burial beneath
an unspeakably ancient underground ruin. Such things lay just a little outside her purview.
Alien faces mocked her from the surviving parts of the vaulted ceiling; tiny rivers of
dust flowed from them like tears. That Musodo’s attempt to bury them alive with a Vril
blacklash hadn’t succeeded testified to the ancient builders’ skill.

Their misadventures in Domanu had paid off handsomely. Donobey pinned one of the
Makara to their crude raft with his spear and, in exchange for its life, the creature revealed
that Musodo Anaboa had come to Domanu only a few days before. The Lemurian
alchemist had terrorized the Makara into leaving his group alone before diving down
to Domanu’s sunken Vril pyramid and performing some kind of arcane rite there. The
Makara fumed as he spoke of Musodo removing a glowing thurible from the pyramid.
The description teased some faded memory stuck in the back of Caerwyn’s brain, but she
could not call it to mind despite hours of meditation. Not that it mattered; the Makara
had given them the course Musodo’s ship had taken and they’d followed him here to a
subterranean ruin in the heart of Galecea.

Caerwyn closed her eyes and focused; though she would work her arm and shoulder
free shortly, t something heavy, probably a lintel, pinned her hips, slowly crushing her
organs. “With patience, the ant can move the world”, she said, quoting the Lawgiver.
Painful memories from a lifetime ago came crashing back; she remembered Musodo
Anaboa, her friend, lover, and classmate. Now, Anaboa walked a different path from
hers, his mind a raging storm obsessed with restoring their people’s power and glory.
At this point Musodo didn’t care if his people wanted it or not; Lemuria would rule the
Earth once again.

Tears born of pain, or so Caerwyn told herself, ran down her face and anger gave
her a new, terrible strength. Roaring with effort, the Lemurian tore free of her prison,
diving into the Vril chamber accompanied by a rain of rock. She shook her head to clear
it, then looked around. Violet light emanating from a clear crystal column in the center
illuminated the chamber.

The column, the heart of this strange Vril-powered complex, flicked wildly, its light
almost going out. Caerwyn walked around the column and saw Musodo holding an
odd brass thurible before him, smiling as it siphoned off a small portion of the collector’s
energy. The thurible hummed as Musodo tucked it into a satchel at his side. The sight of
the alchemist struck Caerwyn speechless; she hadn’t spoken to or seen him in nearly a
decade. Time had riven deep paths on his face and body; scars both physical and mental
were drawn plainly for her to see.

Musodo looked up. Seeing Caerwyn, he smiled kindly. “Caerwynithulenith, it was


you. I wasn’t sure when I saw you in the darkness before.” His use of her full name felt like
a bucket of water in the face, she hadn’t heard it since she left Lemuria; humans tended to
be in such a rush that even a name had to be short. She waged a constant battle to stop
them from calling her “Caer” most of the time.

“What are you doing here Musodo?” she asked, deliberately using his short name.
“You’ve taken a human child. You need to return him to us unharmed.”

172
“Is that what this little pursuit is all about? Some ungrateful Atlantean broodling?”
Musodo smiled again, “trust me dear one, he’s not worth worrying about. If it makes
you feel better, I’ll even return him when I’m done.”

Caerwyn snarled, she didn’t mean to but it came out, “You’ll return him now and
give up whatever crazed scheme you’re up to.”

“Not possible dear one,” Musodo smiled, this time showing his teeth, “I need him
for at least a little while longer. That little boy is going to help me bring back the grand
Lemurian Empire. You could help me too, you know…”

Caerwyn rolled her eyes, “That again? Have you totally taken leave of your senses?
There will be no rebirth. Our time is done. Any sane Lemurian knows better than to
try dominating this earth again!” Her voice brimmed with a combination of frustration
and anger. Musodo hurt her badly in the past, and she felt rage begin to take over. The
alchemist’s eyes flickered to her right and she spun in time to see a savage man-like
spider thing hurl itself toward her.

She grabbed the creature’s extended arm, noting the twin-bladed knife, and threw
him over her shoulder so that he sailed through the air and crashed into the crystal
column. A dozen more of the creatures stood before her, each bearing a net and one
of the strange knives. Recognizing the arachnid masks, not spider-things, but masks,
Caerwyn’s fevered mind identified them: the Arac, human natives of this region and
jealous protectors of the ruins.

Turning to run, Caerwyn saw no sign of Musodo, and cursed his name as a dozen
sticky nets blanketed her. Echoing through the tunnels, she heard the alchemist’s laughter
mocking her.

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Chapter Four
The Gods

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The Gods
Divinity is a complicated matter in the Atlantis setting. Nations hold to different faiths, which
often overlap and clash in contentious areas with the beliefs of people of other regions. Little in the
way of organized religion exists anywhere in the world.
The religious habits of most Atlanteans fall somewhere between common sense and opportunism.
The Atlantean people are aware of the various gods and their divine influence over certain aspects of
the world; therefore the mortals worship and pray to whichever god best suits the situation at hand.
It is therefore common for someone to offer blessings to several gods over the course of any given
week, be it for luck in business dealings, for help in overcoming sickness, for a good harvest and
so on. In this manner, the gods receive approximately equal worship from the people of Atlantis.
Conversely, it is actually considered the mark of a poor lifestyle to continually call upon the
favor of many gods in the space of too short a time. While each is likely to pray to all of the various
deities over the course of his life, Atlanteans have a strange condescension for those that seem to
abuse the generosity of the gods by changing from one deity to another too frequently. Exactly
what the balance between “healthy” and “too frequent” changes in worship depends on the groups
and the gathering in question, and the concept of inconstant worship is often a petty slur hurled
between political or social opponents.
While this overall dedication to the pantheon is the prevalent attitude that most Atlantean
citizens hold in regard to religion, a significant minority of the populace dedicate their lives to
the worship of one deity or a single belief system. These sectarian groups are occasionally frowned
upon by the various tiers of society, but seem to draw membership equally from all social levels;
aristocracy, tradesmen and paupers alike.

Worship
All the gods in Atlantis are worshipped on equal terms and given equal respect, very few worship
only one god. All the gods are given their due, even if a Hero favors or closely identifies with a
certain one. For the most part, there is no animosity towards others for their religious view and
only in the most extreme cases will zealots focus worship on one god at the expense of the others.

The Gods are real


The gods of Atlantis do not reside in some other-dimensional realm, but right on the same
planet as their worshippers. The places they call home may not be hospitable to a normal human,
but if a Hero is intrepid enough, he may travel to their homes and look upon them in all their glory.

Looking upon the visage of a God


Those foolish enough to look upon the true nature of a god are in danger of being consumed
by the divine energies that comprise them. Those that see a god in its true form must make a WIL
+Resolve versus a DoD-20. If the roll is a partial or success the Hero sees the god as he actually
is, and gains 2 permanent points of WIL. A critical will give twice the amount. A failed roll will
result in the Hero losing a point. A Critical Failure will result in the Hero being consumed by the
empyrean flames that burn in the eyes of all gods and is reduced to ash.

Votives and Sacrifices


Votives are generally given to the gods to garner divine favor for some future event or endeavor,
such as before a great voyage, a wedding, or some other favor the Hero is seeking. However, votives
might also be given when a Hero feels that they need to show piety for a past transgression against
a god, or to atone for a crime against another.
Votives
Votives might be anything — jewelry, weapons, prized possessions, statues, and money are just
some examples. Large votives are sometimes given by organizations or even countries looking for
favor with the gods, and their size and value scales to match. One thing they all have in common,
however, is that they are kept on display in the god’s sanctuary or temple for a set period of time,
and then ritually discarded by a priest or priestess, or given to some charity.

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Sacrifices
Sacrifices are also gifts to the gods, and usually take the form of bloodless offerings such as
cereals, oils, grains, cheese, or other foodstuffs. Blood offerings are also made in some parts of the
world, and usually consist of prized animals or, in some extreme cases, a living sentient being. In
either form, sacrifices cannot be reclaimed or discarded like votives — the item or thing being
sacrificed is always ritually destroyed, such as by burning on a raised altar, or dumped into the
deepest sea.

The value of the sacrifice


Sacrifice rewards are based on what’s given to the god. A small trinket sacrificed is not worth as
much as a prized bull or needed workhorse.
Use the chart below to determine what a particular votive or sacrifice is worth and how many
Hero Points are gained.
Wealth
This represents an initial Wealth roll required to purchase a sacrificial item. If a Wealth roll is
expended successfully then that amount of wealth may be sacrificed.
Ability Level
Anyone may call upon the
This represents the Ability Level of the live offering killed for the gods as a blood sacrifice.
gods for aid. Anyone! Though
the devoted followers, priests, Wealth Ability Level Hero Points Gained
and chosen of the gods are 1-2 1-2 3+CHA Hero Points
more likely to cull their divine
4-5 3-5 4+CHA Hero Points
attention, anyone can offer
sacrifice. Though the price asked 6-7 6-10 8+CHA Hero Points
by the gods in return for their 8-9 11-15 12+CHA Hero Points
favor may be high, and though
the prayers and rituals may take 10+ 15+ 16+CHA Hero Points
some time, those who earnestly Example: a Hero with a CHA+2 makes a sacrifice of a common goat (Ability Level 2). If
call upon the gods for aid are he is successful in his plea the god will give him 5 Hero Points.
seldom truly ignored.
Caerwyn, Lemurian Scholar The Effects of Votives and Sacrifices
Once the votive or sacrifice is made, the Hero makes a CHA or Influence roll to please the gods.
The DoD of this roll is at least -5, and may sometime be more depending on the circumstances.
The offering decays in front of the Hero’s eyes, the sky fills with black clouds, and
Mishap:
babies start to cry (or something equally sinister).
Failure: Nothing occurs, but the gods are pleased.
Partial: The Hero receives half the Hero Points to spend as the Hero sees fit.
Success: The Hero receives the full number Hero Points to use as she sees fit.
Critical: The Hero receives twice as many Hero Points to use as she sees fit.
The blessing may be saved for a number of days equal to the Hero’s CHA. After the allotted
time the blessing is lost.

Time
Votives and sacrifices take time to prepare properly. Rites have to be performed, rituals have to
be observed and proper offerings have to be cleaned and prepared.
It usually takes 2 hours to properly perform a sacrifice. During this time the Hero is prepping
the item or thing and praying for the blessing. If the sacrifice is interrupted then the Hero must start
over from scratch with an entirely new offering.
The time required can be reduced by 5 minutes per additional -1 DoD. Extra time will not gain
the Hero any additional benefit.

Needy Worshipers
Gods do not like the constant whining and begging of their worshipers; constantly asking for
favor will eventual have a diminishing return.
A Hero may make a sacrifice expecting a blessing a number of times per week equal to their
CHA attribute (minimum of once per week). After that, the DoD of any sacrifice becomes higher

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(-5 DoD per additional sacrifice beyond the CHA limit).
The Hero also receives less Hero Points for each sacrifice as well. The number is reduced by 2
Hero Points per sacrifice over the CHA limit

The Price
A Hero will always have to pay a price for the assistance of a god. The minds of these cosmic
entities are unknowable, and the price can be as simple as “move six pebbles across a stream” or
something as outlandish as “drink the blood of the Hyperboreans’ prince”.
Any time a god is asked for something, there is a price to be paid. No matter the outcome, the
god will have its due. It doesn’t matter if the Hero was successful in offering a sacrifice or begging
for a favor. Just calling the gods’ names and asking for some type of service is enough to invoke the
price. The only guideline is that the Price should somehow fit the granted benefit.
Those that disregard or fail to do the service requested are never struck down right away, but
their access to their Hero Points is restricted if they are not in active pursuit of their gods will to 1
per adventure making the Hero rely on his Disadvantages for Hero Points.

Blasphemy
During the course of the Hero’s journey, he may feel abandoned or slighted by the gods, so
much so that he curses them. It may be in a fit of rage or despair, but this usually occurs when the
Hero is upset. The slight may travel all the way to the home of the gods. If a god hears the curse, it
may act to punish the Hero in some way. The god will never directly act against the Hero, but he
may find that his life becomes more difficult or trying. The Hero must atone for his transgression
in some way to divest himself of the god’s ire. The Hero loses access to all his divine abilities, if the
god cursed was also the one who favors him.
As a roleplaying bonus, those who curse the gods during a roleplaying situation may receive
Hero Points equal to double their CHA (minimum of two) for one action. These points must be
spent before the end of the adventure or they are lost.

Swearing Oaths in the Gods’ Names


A Hero may, at times, feel so passionate about a subject that they will swear an oath by a god.
Oath-taking is not a trivial matter and may catch the ear of the god in question. Heroes know that
a god-sworn oath is the heaviest burden with which a person can saddle themselves; thus most
only swear make such dire proclamations when they feel their heart is true, or when overtaken by
passions in the heat of the moment.
A sworn oath is a small ambition that is defined by the player and GM, and must have a small
and attainable goal.
A Hero who swears an oath does so to the appropriate god, and then gains a bonus to one skill
(chosen by the player at the time of the swearing) equal to his WIL+1. The bonus will be in effect
only when the Hero is in pursuit of the finishing the oath. When not in pursuit of the oath the
bonus turns into a penalty equal to twice his WIL (minimum of one). The oath must be something
the Hero can do alone and without the help of another, and, if helped, will lose the bonus. If the
Hero fails the oath, he immediately loses 20 Renown and receives one Fate Point; the god is not
pleased that you swore an oath in his name and failed.
If the oath is completed successfully, the Hero receives 5 Renown.
Trivial oaths sworn to a god will anger them and result in the Hero losing 10 Renown.

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Holy Places
A god can be more easily enticed to provide favor if the Hero is in a Holy Place dedicated to the
god. All bonuses to difficulties in the holy place are determined by its size and sanctity.

Use the chart below


Size of the Holy Place DoD Mod
Small (a small shrine the size of a closet or single room) +2
Medium (A shrine the size of a home) +4
Large (a large temple) +8
Gargantuan (a sacred mountain or region of the sea) +16

Renown and the Gods


The gods favor those who have proven through their acts and deeds that they are worthy of such
gifts and favor. The more renown the Hero has attached to their name, the more inclined the gods
are to listen to their petition for assistance.
The Hero may add any social modifiers from Renown to a roll beseeching a god’s assistance.

Using a God’s Dominion


All gods have a mastery over an aspect of creation. These masteries are represented by their
Dominions. Some very powerful deities have multiple dominions, representing their greater
authority and power. Those who have the Dominion Access Talent may even entreat the gods for
their favor and a small aspect of their abilities.

Devotion
A Hero with Dominion Access may devote himself to a particular god of a pantheon. That god
is his “Primary”.
For every 5 skill levels of Lore (theology), the Hero may have another god upon whom he may
call. The first two beyond his primary are considered secondary and any after that are considered
Tertiary. A Hero may have a maximum of 8 gods that he may call upon (at +40 skill levels).
All these Hero Example: Metnu Resha is an Atlantean priest with a Lore (Theology) skill level of +12 and
Points the Dominion Access talent. As his primary focus of worship, which he gets for free with the
Looking at the many different talent, Metnu has chosen Ochumare, as his secondary he has chosen Obatala and Oya.
ways to get Hero Points, one
may say that the DoD of a roll Asking for Favor from the gods
doesn’t really matter. That a roll
can be made because a nearly- A Hero may ask for a use of one of the god’s abilities, chosen from his major powers. The
infinite amount of Hero Points are difficulty of the Lore (Theology) roll as well as the Hero Point cost is determined by the priority the
available to Heroes. This is true, Hero has placed on the god.
sort of. A Hero must make the theology roll and pray out loud for a number of minutes, entreating the
A Hero is still restricted on god for his favor (longer for secondary and tertiary gods). The Hero can choose to take less time,
the number of points that he can but the difficulty increases by +2 per minute reduced. Extra time may be taken to reduce the roll.
spend per actions as it relates to
Every additional 10 minutes spent pleading adds a +1 bonus to the roll. A roll can never be reduced
his Renown. You may be boiling
over with Hero Points, but if you below a DoD of -2.
can only spend 2 per action, it Hero Points must also be spent as cosmic currency to lure the god’s attention.
doesn’t mean much. Priority Favor DoD Cost Time
Primary -15 6 Hero Points 15-WIL in minutes
Secondary -18 12 Hero Points 30-WIL in minutes
Tertiary -24 18 Hero Point 60-WIL in minutes

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Result of the Religion Roll
The god is angered at the lackluster plea and takes all available Hero
Critical Failure
Points from the Hero.
Failure The God does not listen. Nothing happens and no Hero Points are lost.
The Hero is granted the power at half its effect but must pay the full
Partial Success
Hero Point cost
Success The power is granted and the Hero Point cost is paid
The power is granted and the Hero may double the duration of the
Critical Success
favor.
Example: Metnu Resha is a priest with a total lore (theology) skill rating of +12, a WIL of
+4, and 9 Hero Points. Metnu prays for 11 minutes to Ochumare for the favor of changing
the weather in a region plagued by draught. Since Ochumare is his primary devotion, he must
roll his Lore (Theology) skill with a DoD-15. He is successful in his entreaty for the favor, and
spends the 6 Hero Points. The clouds above Metnu roil and swell with water and soon release
large drops of rain on the parched earth.
Example: Metnu sits in a dark underworld cavern and prays to Obatala for the ability to
illuminate the area and shed light on the evil that lies within. Since Obatala is a secondary
focus of Metnu the DoD to receive the favor is -18 and costs 12 Hero Points.

Duration of the Favor


Unless otherwise stated, the Hero may hold the favor for a Day. If a Hero wishes to hold a favor
longer. he must pay half the amount of Hero Points originally spent.

Favor from other Pantheons


Gods are not exclusive to one persona and a Hero may petition, pray to, or beg from a god of I admit it, these God-callers
another pantheon. scare me. I don’t think they know
Doing so is done as if the god where a tertiary god with a DoD -24. really what they are invoking.
Who in their right mind makes
demands of a God?
Thalmia, Triton Sorceress
Dominions
All dominions have a major set of abilities that allow the Hero to perform astounding feats,
powered by their god.

Anatomy of a Dominion
Major: The major abilities the god can bestow upon his devout follower. Most powers, unless
otherwise stated, have a number of uses equal to twice their CHA (minimum of two), and must be
used within a day of entreating the favor from the god.
Example: Metnu Resha is using the Sky Dominion and has successfully begged his god for
the ability to strike his foes with lightning. Metnu has a CHA of +2 and may use the god-given
ability 4 times.
Minor- Special abilities that a Hero gains from his primary devotion only. The minor abilities can
be used any time, without having to make a plea roll and are part of the Hero as long as he is in
good favor with the god. If the god has more than one Dominion, the Hero must chose which
Dominion’s minor abilities he has. Once chosen, they cannot be changed.
Example: Metnu Resha is devoted primarily to Ochumare. The sky god Ochumare has three
dominions that Metnu can choose from. Metnu choose the minor ability of the Sky Dominion
and is never affected by weather and may predict the movement of the clouds, and the weather
contained within.
Aspects- Examples of what happens when a Dominion is used by a Hero.
Example: Metnu calls upon the favor of changing the weather. All around him birds take
to the air and begin to sing, a breezes swirls around his feet and in the distance thunder cracks
and lightning strikes.

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Air
Clouds, Wind, Speech, Flight, Howls, Breath
Wind Gust: The Hero can create a strong gust of wind in a radius equal to his WIL+5m, or a fan-shaped area emanating
from his outstretched arms, with a range equal to his WILx10m. Those caught in the gust must make DEX rolls with a
DoD equal to the Heroes CON, or be knocked back a distance equal to WILx5m. If the opponents strike anything in their
path as they are blown back, treat the damage as if they were falling.
Flight: the Hero can fly at SPD+10. The Hero may use this ability for a number of hours equal to twice his CHA.
Wind Message: The Hero can whisper a message into the winds, and it will find the intended target, no matter the
distance, as long as the wind can touch her ears. The recipient may reply with a message.
Stolen Breath: the Hero can remove breathable air from an area causing a foe to suffocate. The area created has a radius
equal to the Hero’s CONx5m, and may be centered where the Hero likes, but once designated the area is locked. Those
in the area must make CON rolls with a DoD equal to twice the Hero’s CON. If they are successful, they may keep their
Major breath and continue to act. If they fail, the air is stolen from their lungs and they are stunned for a number of rounds equal
to twice the Hero’s CON. They cannot speak, and reduce their CON, DEX, STR, and SPD by a number of points equal
to the Hero’s CON+1 (minimum of one) while in the area. The area last for a number of rounds equal to WILx5.
Breath of Life: The Hero may breathe into a target’s mouth and revive him to full Hit Points. The Hero also loses one
Fate Point.
Air Bubble: The Hero may create an area of clean, pure, breathable air. The area has a radius centered on the Hero, equal
to their WIL+3m. The area lasts for a number of hours equal to the Hero’s WIL+3.
Control Winds: The Hero may make winds calm and breezy ,or whip the air into windstorms. Any thrown or ranged
weapon gains a bonus (or suffers a penalty) to hit equal to the Hero’s CHA+5 (the Hero decides). She may manipulate the
winds in a radius of CHAx10m centered on herself. When trying to manipulate air elementals the Hero receives a bonus
to influence skill roll of +10.
Hold breath for a number of minutes equal to their CON+5, Hearing and smell based PER checks +5, Never chilled by
Minor
the wind, May reduce falling damage by a number of points equal to their WIL+5. May talk to birds once per day.
Cool/warm breezes, strong gust of wind, foul smells, wind eddies and confused thought. Birds singing, wind chimes,
Aspects
howling wind,

Animal
Animals, Hunting, Tracking, Healing
Control Animals: The Hero can control a pack of animals equal to his WILx10. The animals will do whatever the Hero
asks, and will fight for him to the death.
Animal Summoning: the Hero can summon one type of creature from the surrounding area. The number that arrives is
equal to the Hero’s CHAx20. The summoned creatures will arrive with two hours -30minutes per point of WIL and stay
in the Hero’s presence for CHAx4 hours.
Animal Mimicry: the Hero may mimic a number of abilities equal to his INT+1. The abilities can be natural weaponry,
special defenses or special abilities of a creature in the area around him. The Hero possesses the abilities for a number of
hours equal to double his WIL.
Major
Hunters Eye: The Hero may track any creature as long as it leaves a trail and is in range. The trail could be scent, footprints,
a wake in water, etc. If the creature somehow teleported, the Hero must find the trail another way. The range of the
tracking is equal to the Hero’s PERx10km.
Beast Lord: The Hero can breed any mundane animal into a larger, more powerful, primal version. The animal, when
born, will grow at its normal rate to maturity; when it reaches adulthood, the animal will be larger and more powerful than
a normal specimen. The animal will be considered Dire (see adversary section) and will be sentient; speaking the language
of whatever region it was reared in. The Hero will not have control of the beast but if it is nurtured properly it will consider
the Hero its parent. This favor may be used once per request.
Minor Receive a bonus of +10 to all animal handling rolls. With an INT roll DoD-3 the Hero can speak with any animal.
Animals become quiet or loud in his presence, animals stare at or even bow to him, animalistic musk, leaves different
Aspects
animal tracks as he walks, people act more animalistic around him.

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Craft
Skill, Technique, Expertise
Celestial Method: The Hero has learned directly from his god a skill or ability known only by divine entities and Elder
gods. The skill can be any the Hero chooses and it will function perfectly a number of times equal to the Hero’s CHAx2.
When the skill is used it will always be a Critical Success no matter how difficult.
The Good Work: The Hero is bestowed with the ability to create some work or item that will help or plague a group
of people. The work will take a number of months equal to 12- Hero’s Empyrean to create. Once done the surrounding
community will receives a bonus equal to the Hero’s INT or suffer an equal penalty. The affects of the work will last for
a number of months equal to the Hero’s WIL or years with the permanent expenditure of 2 Hero Points. If the Hero
Major
permanently spends 5 Hero points the work stays in effect until the Hero’s name is forgotten by everyone who knew him.
Talent: The Hero can make any Handicraft or Performance skill in a 10km radius a Critical Failure or success. The favor
last for a number of hours equal to CHAx2.
Divine Creation: At the cost of 1 permanent Hero Point, the Hero can create a work that will be remembered for a 100
years per point of the appropriate skill rating. The item will be a Master Work. The item will be obviously divine and
glow with a divine light. When the Hero’s name is spoken in the presence of the work or item, it will shine with heavenly
illumination. Once created, the Hero must abandon the item to be found by another.
The Hero is an expert at a certain skill. The Hero chooses one skill at character creation and that skill becomes his expertise.
When the Hero rolls the skill he may move it up one quality. A Critical Failure becomes a normal Failure. A partial
Minor
becomes a success, and a success becomes a Critical Success. The Hero may do this a number of times per game session
equal to his INT (minimum of once). A skill to implore the god for help can never be augmented by this ability.
All things created by mortal hands become more vibrant, plays become more real, the written word carries additional
Aspects
weight or gravitas, and painted or sculptured art imparts exactly the part of the soul the creator wanted to display.

Death
The Underworld, Death, Life, Resurrection, Plague, Sickness, Shadow, Sleep, Oblivion, Completion
Wraith Like: The Hero can be intangible and may pass through any barrier, magical or mundane. The Hero is unaffected
by the material world while in this state and may stay this way for a number of hours equal to CHAx2. It takes one full
turn to transition between a tangible and intangible state. During this time the Hero may do nothing but pray to his god.
Resurrection: The Hero can resurrect a dead creature as long as it has not been dead longer than WILL+3 days. The Hero
reduces his Fate Points by one.
Sleep: The Hero can put any living creature to sleep within a radius equal to 1km per point of WIL (minimum of 1km).
The targets must make a WIL roll with a DoD equal to the targets’ WIL +2. Those that fail are put to sleep for a number
of hours equal to the Hero’s WIL+2. Those that get a partial are sluggish and suffer a penalty to all dice actions equal to
Major
the Hero’s WIL (minimum of -1). Any intended harm will give the sleeper a chance to wake up (a WILL with DoD-0).
Sickness: The Hero can cure any disease in a radius equal to his INT +1 in kilometers. Conversely, the Hero may bring
a plague down on the same area but receives 1 Fate Point. The disease is determined randomly, and sits in the area for a
number of days equal to the Hero’s WIL. This favor may be used once per request.
Forgetfulness: The Hero can make a group of people forget one occurrence or person with a wave of her hand. The Hero
can affect a group of people equal to his WIL X100. Those wanting to resist must make a WIL roll with a DoD equal to
twice the Hero’s WIL. The subject will be forgotten for a year and a day, unless it is presented to those under the affect; in
which case they receive another WIL roll with a DoD-0 to remember. This favor may be used once per request.
The Hero may kill an animal and take its life force to heal another. The Hero may transfer a number of Hit Points (formerly
Minor held by the Creature) to another, or divide it among a group. Unnerve an animal with a baleful stare using Intimidation
+WIL versus a DoD equal to the animal’s WIL
Colors mute and creativity is deadened. Work and other tasks are completed. A sense of Finality. Awareness of one's own
Aspects mortality, a need to tell the people you love that you love them, sleepiness, small illnesses, fatigue, fatal accidents and near
misses, smell of death and lilies.

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ATLANTIS: The Second Age
The Dead
The Undead, The Corpses of Things Once Living. Decay, Rot, Unlife
Animate Dead: The Hero can animate and control a number of corpses equal to his WIL X100. Animated dead behave
just like normal zombies. This favor may be used once, but its duration is equal to twice the Hero’s CHA in days.
Speak with Dead: The Hero may go to the area of a being’s death, summon his spirit, and speak to him. The dead will
answer (perhaps not honestly)a number of questions equal to the Hero’s CHA+2.
Rot: The Hero can rot anything he touches, causing inanimate items to rust, decay, or simply fall apart. The Hero does his
Major CON x5 (minimum of 5) DR to anything he can successfully touch. Dead things are not affected by the touch.
Vampirism: The Hero may sup from the life force of others. If a Hero successfully touches his victim, he may take a
number of attribute points equal to his CON +3 and add them to his own for a duration of WIL+2 hours.
Control Undead: The Hero can control a number of animated dead beings equal to his CHA X50 (minimum of 50).
Those under his thrall will follow his commands to the best of their ability for a number of hours equal to his CHA +2
(minimum of one hour)
Unnerve an animal with a baleful stare, using Intimidation +WIL versus a DOD equal to the animal’s WIL. Can cause 1
Minor kilogram per point of CHA+1 of wholesome food to rot. Is rested and invigorated with one hour of rest on a grave or in a
grave yard. Make a baby cry with your laughter and all colors mute in your presence.
Animals and plants sicken and die, shadows deepen, cold grips people, unaccountable feeling of fear (death), A terrible
Aspects
rotting smell, Decay, Unseen moaning, the rattling of chains. Emanations of cold,

Earth
The Earth, Fertility, Crops, Plants
Burrowing: The Hero can burrow through any earthen substance at SPD+10. He may take followers with him, but moves
at SPD+2. The Hero creates a tunnel through the earth that closes behind him as he passes. The Hero may use this favor
for a number of hours equal to his CHAx2.
Earth Quake: The Hero can create an earthquake that centers on his body and radiates out to a distance of WILx5km.
Structures must make resistance roll with DoD equal to the Hero’s CON+1. Those that fail are toppled to the ground.
Fortified structures, such as castles, have a +5 to their roll. Large buildings have a +3, medium buildings +2, small homes
+0.
Mountainous Strength: As long as the Hero is in touch with the earth he has a STR+10, can never be knocked down, and
heals CON+3 Hit Points per minute. The Hero may use this favor for a number of hours equal to his CHAx2.
Plant Growth: the Hero can grow plants from a seed to maturity with a whisper and kiss to the earth. All plants in a radius
Major of 2km per point of the Hero’s CHA will sprout and fully bloom over night. This favor may be used once per request.
Earthen Allies: the Hero can call upon the earth, or the plants that rest there, to grapple or attack an opponent. The
attack requires an action and does DR5+CHA. This is an area attack that requires an active evade to escape. The grapple is
an action which uses the Hero’s Unarmed fighting skill, and he may grapple a number of opponents equal to his DEX+2
(minimum +2). The grapple has a STR+10. The ability may be used a number of times equal to the Hero’s CHAx2. When
trying to manipulate earth elementals, the Hero receives a bonus to influence skill roll of +10.
Open Path: The Hero can move unseen and unimpeded while traveling on uncultivated earth. Trees and underbrush will
not hinder him and boulders and large rocks will seem to move out of his way. When moving this way, the Hero moves
at SPD+10, or SPD+2 if traveling with a group. Those pursuing the Hero will suffer a reduction of movement equal to
the Hero’s CHA+5 as the earth moves to obstruct them. The Hero may use this favor for a number of hours equal to his
CHAx2.
Never leave foot prints, if desired, reducing tracking rolls by -10. Earthen works created by the Hero are twice as strong
Minor
and are of an artistic quality only matched by masters.
Earthquakes, rumbling, rampant growth of plants, cracks in the earth, a general feeling of solidity (either in him or in
Aspects
things he touches), a scent of fresh soil. Sounds like the creaking of stone against stone might follow him.

182
ATLANTIS: The Second Age
Fertility
The Home, Women, Crops, Harvest, Food
Children: The Hero can make any female fertile or man virile so that their next encounter will produce a child. The Hero
may affect a number of people equal to her PERx10. This favor may be used once per request.
Bountiful Pot: The Hero can make every pot containing food or drink produce twice as many servings. All pots within
a radius equal to the Hero’s CON+1 x10 Kilometers may receive this bounty. This favor may be used once per request.
Bountiful Harvest: The Hero can make every field that produces crops yield twice as much bounty. All fields within a
radius equal to the Hero’s CONx10 Kilometers (minimum of 10 km) may receive this bounty. This favor may be used
once per request.
Saint of Women: the Hero can give all females in a 10 kilometer radius protection equal to PR2 x the Hero’s
CON+2(minimum of 2). The favor stays in active for CHAx2 hours.
Major Speak with Plants: the Hero can speak with any plant a number of times equal to his CHA+3. The plants will speak
intelligently and be forthcoming with any and all information they have.
Sustenance: the Hero can change any inedible matter into something wholesome and edible. The Hero can create enough
to feed 100x CON (minimum of 100 people). The food will last for a number of days equal to his WIL before changing
back to its original state. This favor may be used once per request.
Sanctified ground: The Hero can create an area that heals those standing in it. The area must be unworked earth and away
from civilization. Those who stand in the area are healed a number of Hit Points equal to the Hero’s WIL x5 (minimum of
5 HP). Once the wave of healing has subsided, field provides nothing but an area of calm and relaxation. Those suffering
from a sickness or disease get a resistance roll with a bonus equal to the Hero’s WIL+5 to shirk off the ailment. The area
affected has a radius equal to the WILx10 (minimum of 10) meters and a duration of days, equal to the Hero’s WIL+5.
Can always make a good bowl of soup. Can always make a child smile or stop crying. Can heal a number of points of
Minor damage equal to his WIL x10 to anything each day. Once a week the hero can declare a home a place of refuge where no
violence can occur. All inside will be safe and unharmed for a number of days equal to the hero’s WIL+1.
A sense of safety, spontaneous pregnancy, food smells better, crops grow quickly and healthy, always seems to have a healthy
Aspects
snack to hand.

Fire
Fire, Blacksmithing, The Home, Health, Light
Rain of Fire: The Hero may call down fiery motes from the sky which burn everything in the area. The radius is centered
on the Hero, and extends a number of kilometers equal to the Hero’s CHA (minimum of one kilometer). Those caught
in the fiery deluge (including the hero) must make an Evade roll with a DoD of 10+ the hero’s CHA. The damage is
DR10+CON and ignites any flammable thing it touches. The rain last for a number of rounds equal to the Hero’s WIL+2.
This favor may be used once per request.
Fire Immunity: The Hero can bestow immunity upon any person or structure she smears with soot and ash. The Hero
may bestow this gift to a number of things or people equal to his PER+5. Those imbued with the gift have a PR10+WIL
versus heat or fire attacks. The favor stays active for a number of hours equal to the Hero’s CHAx2.
Empyrean Flame: The Hero can create a blue burning fire in a campfire, forge, or hearth that burns with the power of
divinity. Any weapon forged in the flames is considered a master work and normal weapons bathed in such a flame gain
+5 to DR and +5 to accuracy for a number of attacks equal to the Hero’s INT+5. The fire may be created once per request
Powers only last long enough to forge one weapon.
Fire Cloak: The Hero may cover her body in soot and ash that ignites into a fiery sheath which covers her body. The Hero
ignites any flammable thing she touches and those who touch or grapple her suffer DR10 burns. The cloak may be used 3
+Con times per day and last for minutes equal to twice his CHA.
Control Flames: The Hero may make fires burn as bright as bonfires or as low as a candle. She may manipulate fires in a
radius of CHAx10m centered on herself. When trying to manipulate Fire elementals, the Hero receives a +10 bonus to her
Influence skill roll. The Hero may use the gift 3 times a day with a duration of CHA+3 rounds. The favor stays active for
a number of hours equal to the Hero’s CHAx2.
Flame Jet: the Hero can emit a jet of flame from her hands which causes DR10+CON damage. The range of the attack
is 10m per point of WIL and causes anything flammable it touches to ignite. The Hero uses his throwing skill to hit with
the attack and, if the roll is a critical the target is set aflame and burns for a number of rounds equal to the Hero’s WIL+1,
suffering half the damage originally taken.
Clothes never burn, emits heat so that those around him are never cold. May put out camp fires or smaller with a whisper.
Minor
Create a flame on the end of her finger. Move at SPD+10 3 times per day
Aspects Burning, soot, heat, scorch marks or burning footprints, a smell of incense or wood smoke, smoky air.

183
ATLANTIS: The Second Age
Fortune
Luck, Catastrophe, Generosity, Fate, Destiny
Luck: the Hero can bestow luck (good or bad) upon a group. The Hero can affect a group of people equal to his CHA
(good luck) or WIL (bad luck) x10 (minimum of 10). This allows them to reroll one failed roll per point of CHA and take
the best roll or if bad luck was bestowed reroll a successful roll and takes the lowest roll (GM decides adjudicates bad luck
reroll). This favor may be used once per request.
The Smile of Fortune: A Hero may make one important roll no, matter the difficulty or penalty involved. The Hero
must possess the skill or ability to perform the action. If she does, the action will be a success. The ability may be used in
reverse as well, making any task performed a failure. A targeted opponent they may resist with a WILL roll (DoD equal
to the Hero’s WIL). If they succeed, they only suffer a -10 penalty to the roll. A Partial Success on the Resistance roll is
considered a Failure.
Curse: a Hero may cause a person or area to suffer misfortune or bad luck for a number of days equal the Hero’s WIL+10.
Powers While under the curse, any time a 13 is rolled naturally, the result is a Critical Failure. Victims suffer the worst possible
outcome. If done over an area, it is centered on the Hero and radiates out a number of kilometers equal to the Hero’s CHA
(minimum of one kilometer). When done as an area effect, the duration is reduced to a number of hours. This favor may
be used once per request.
Right Place at the Right Time: The Hero, or a person of his choosing, is blessed with being where she needs to be at that
particular moment in time. The Hero will make a number of successful rolls, or resist a number of attacks equal to the
CHA of the Hero(minimum of one).
The Road Less Traveled: The Hero may help someone towards their Fate or Destiny by looking at them and speaking their
name. The Hero may bestow upon the target a Great Works (first box) or a Fate Point by giving one of their away or taking
a Fate Point himself. Those wishing to resist must make a WIL+Resolve Roll versus a DoD equal to the hero’s WIL+2. If
the power is resisted the Hero takes 2 Fate points. This power may never be used for the Hero’s benefit.
Reroll one die per point of CHA+1 each game. Always find a full bottle of wine. Always has a coin in his pocket and a full
Minor
belly no matter the circumstances.
The sound of rolling dice, falling coins, or pouring wine. After a storm, a rainbow appears over the Hero. Lanterns seem
Aspects to glow red. Seven birds fly overhead. A falling star is seen. Companion’s boots turn red, permanently. An innocent’s wish
is granted.

Law
Being Just; Righteousness, Equitableness or Moral Rightness, Upholding the Law, Stability
Detect Guilt: Know the guilt of a group PER x 10 (minimum of 10) of people by looking into their eyes. The Hero knows
what the person has done and why they performed the transgression. A Hero may use this ability a number of times equal
to their PERx2.
Make a Rule: The Hero can make one rule that all the players (GM included) must use for one scene in the game. The
rule can be no larger than 10 words in length.
Detect Truth: The Hero can detect the truth of a situation and know what parts are false or true and why the deception,
if any, was caused. This power allows a Hero to see through disguises, where something is hidden and even settle paternity
disagreements. The favor may be used a number of times equal to the Hero’s PERx2.
Major
Summoning: The Hero may summon a person or group of people (who are guilty) to sentencing. If summoning one
person, the target may resist by making a WIL roll with a DoD-15, a group may resist with a WIL roll DoD-5. The size of
the group that can be summoned is equal to the WIL+10(minimum of 10) of the Hero.
Sentencing: A Hero may use this power to enact justice on a guilty person or people. If sentencing one person, the target
may resist by making a WIL roll with a DoD-15 a group may resist with a WIL roll DoD-5. The size of the group that
is able to be sentenced is equal to the WIL+10 (minimum of 10) of the Hero. If the target fails to resist, he relents to the
punishment that fits the crime. If the punishment is death, the Hero takes 2 Fate Points. If he gives the guilty a reprieve,
he loses one Fate Point.
Always know the laws of a region and the rules to any game. When enacting the law, a Hero has a bonus equal to his
Minor
WIL+1 on all rolls. Can open any door unlawfully barred to him; one per day.
Justice without compassion. Blind adherence to the law, uncreative thought. Numbers always add up. Nicely folded or
Aspects
creased clothes. Dice roll from lowest to highest number, cards drawn in ordered suits. Books are all alphabetized.

184
ATLANTIS: The Second Age
Love
Lovers, Deception, Beguilement, Children
Children: The Hero can make any female fertile or man virile, so that their next encounter will produce a child. The Hero
may affect a number of people equal to her PERx10.
Know the Heart: The Hero can know the deepest desire in a person’s heart and where and how to get it.
Child Saint: The Hero can give all children in a 10 kilometer radius protection equal to PR5x the Hero’s CON (minimum
of 5) This favor may be used once per request.
Beguiling: The Hero can lure or make a person alluring to another. The target of the beguiling must make a WIL roll with
a DoD-12+ the hero’s CHA. If they fail, they will fall hopelessly in love with the Hero or individual. The beguiling last for a
number of weeks equal to the Hero’s WIL+5. This favor may be used once per request.
Luck: Those with love in their hearts gain a number of dice rerolls equal to the Hero’s CHA+3. The benefit affects a number
of people equal to the Hero’s WILx10. This favor may be used once per request.
Full Heart: A Hero may put love in another’s heart, quelling the rage and making it more difficult to do harm. Those trying
Major to do harm in anyway (physical or emotional) will suffer a penalty equal 5x the hero’s CHA (minimum of -5) and may not use
Hero Points at all.. The Hero can affect a number of people equal to her CHAx10. This favor may be used once per request.
Language of Love: The Hero can give everyone in a 10 kilometer radius, who is earnestly seeking understanding, the ability
to speak the same language and understand one another perfectly. This favor may be used once per request.
Reprieve: The Hero can save one person from certain death if they are truly loved by at least one living person in the world.
The target will be made whole and healthy. ,Afterwards, the Hero will fall into a deep sleep for a number of days equal to the
CON+5 of the target. This favor may be used once per request.
When Two are as One: The Hero can create a link between two people, fusing their souls together. The two may act in
unison, gaining a bonus to any action equal to their combined CHA+2. During this time, they share one pool of Hit Points
and Hero Points that each may take from, freely. When linked, the two may communicate over any distance, and each always
knows the whereabouts and status of the other. If the two happen to be in love, the bonuses are doubled. The ability lasts for
a number of hours equal to the Hero’s PER+1 (minimum of one hour). This favor may be used once per request.
Always well kept and never disheveled. Always the last to be attacked in a group. Always shown mercy, if asked for. Never
Minor harmed if he or his companions offer no harm, offense, or transgression.Can heal a number of points of damage equal to his
WIL x10 to anything each day.
Love blossoms around her, people become lustful or friendly, random small lies pop up in conversation, a smell of roses,
Aspects
flowers bloom, and the sound of small children laughing and playing in the background.

Magic
Reasoning, Thought, Mathematics, Creativity, Music, Artistry
Manic Wonder: The Hero can make those in a 10km radius manic with new ideas. Those in the radius are possessed with
creative thinking and problem solving, allowing all to make handicraft and lore rolls with a bonus equal to the Hero’s INT x2
(minimum of 2). This favor may be used once per request.
Possibility Manipulator: The Hero can Increase/stunt the flow of creative energy in a radius of INT x10Km. (minimum of
10) Those in the area suffer a penalty, or gain a bonus/penalty equal to the Hero’s WIL+2 (minimum of 2) on all rolls (magic
rolls gain/suffer double this). The duration is hours equal to WIL.
Augury: The Hero may ask the GM a number of questions equal to his INT+5. Those question are answered as honestly and
directly as possible
Read the thought of others: the Hero can look into another’s mind and read it like an open book. Each mind reading allows
Powers the Hero to know one thing with certainty. He may use this power a number of times equal to his PER+3.
Teleport. The Hero may teleport himself and a number of others equal to his CON+2 (minimum of 2) a number of
kilometers equal to his SPD x10 (minimum of 10). This favor may be used once per request.
Farseeing: The Hero may look into a bowl of water and see a distance equal to his PERx10 in kilometers. This allows the Hero
to see only into places he knows but can be anywhere within range.
Comprehend Language: the Hero can read, write, and speak any language that has ever been or will ever be created. He has
this ability for a number of days equal to his INTx2 (min. 2 days)
Magic Negation: A Hero can make himself immune to any one mode of magic as if he had a Ward spell cast upon him at
Level 20. He may include a group of people equal to his CON+10 (minimum of 10) but the resistance for all (including the
Hero) is only equal to the Hero’s WIL+5
The Hero receives a +10 bonus to solve any math problem or puzzle. The Hero receives a bonus equal to his INT (minimum
Minor
of +1) when doing any sort of handicraft or lore (excluding theology). Know any magical effect for what it is.
Strange music playing in the background, created images move and animate in his presence, people are inspired to create
Aspects
things, natural optical illusions and mirrors, sidewalk and graffiti art appearing in his wake.

185
ATLANTIS: The Second Age
Moon
Madness, Secrets, Evasion, Prophecy, Sleep, Shadows
Darkness Manipulation: The Hero can cast a shadow in a radius equal to his CHA (minimum of 1) in kilometers that
last for WIL hours. The darkness is absolute and only the Hero and his allies will be able to see normally.
Astral Projection: The Hero can travel to any place in the real world or the horrifying dreamscape of the elder gods. The
Hero can travel at a rate of WIL x1000kph while in this wraithlike form and cannot be seen or affected by any means except
magic or other godly powers. While in the astral form, the Hero cannot affect the material world in any way. It takes a full
round to move from the astral to the material world and during this time the Hero may do nothing; his body is completely
vulnerable. The Hero may use this ability a number of times to shift back and forth equal to his CHA+3 and remain in
the astral state for WIL+3 hours.
Possession: The Hero may possess a living being or inanimate object at a range equal to his WILx2km. The Hero must
know where the person or thing is located, then he may control its actions and speak through it. The Hero must make an
influence roll with a DoD equal to twice the being’s WIL (or -5 if it’s an inanimate object). Objects will move if they have
the ability to do so. All will speak with the Hero’s voice.
Sleep: The Hero can put any living creature within a radius equal to 500m per point of CHA (minimum of 500m) to sleep.
The target must make a WIL roll with a DoD equal to the hero’s CHA +2. Those who fail are put to sleep for a number
Major
of hours equal to the Hero’s WIL+2. Those who get a partial are sluggish and suffer a penalty to all dice actions equal to
the Hero’s WIL (minimum of -1). Any intended harm will give the sleeper a chance to wake up (a WIL roll with DoD-0).
Secrets: The Hero can learn the secret of anything touched by the silver light of the moon. Each use allows the Hero to
know one fact about a subject or thing no matter how obscure or hidden the thing is.
Post &Precognition: May see a number of years into the past or future in a particular spot. The Hero can look PER x10
years into the future and past and see event with clarity. Future event may change because of a Hero’s actions. 2 Hero Points
spent will increase the range to PERx100 and 5 Hero Points increase the range to PERx1000 years.
Moon-cast Shadows: The Hero can walk into any moon-cast shadow and travel to any place that is currently casting a
shadow by the moon’s light. The Hero simply walks into one moon-cast shadow and walks out of another, range is no
issue. The Hero may do this a number of times equal to their WIL+3 by himself but if he takes companions with him he
may only do this a number of times equal to his WIL (minimum once).
Confusion: The Hero can addle the minds of his foes in a 5 km radius. Those affected will suffer a penalty (equal to the
Hero’s WILx2) to all efforts that require a strong, focused mind. May be resisted with a WIL+ Resolve roll versus the hero’s
WILx2 (minimum of -2). The penalty lasts for a number of hours equal to the Hero’s CHAx2.
Always know the quality of any piece of silver. See in any darkness with no penalty. Know one secret per game session. The
question must be phrased in such a way that it can be answered with a Yes or No answer. Never blinded by bright light,
Minor
magical or otherwise. Those with the Sun Dominion may try and blind her, but she receives a bonus to resist equal to her
WIL+3.
Uncanny shadows, fatigue, scent of out-of-doors at night, sound of crickets, déjà vu, sounds of crashing waves. Madness,
Aspects
insanity. Slight glow in darkness. A need to kiss or make love.

Sky
The Sky, Thunder, Rain, Storms
Change Weather: The Hero can change the weather in an area causing a sunny day to become a raging tempest or vice
versa. The Hero can manipulate a radius equal to his WIL+3 kilometers. The weather lasts for a number of hours equal to
the Hero’s CHAx2.
Thunder: The Hero can create a clap of thunder that can be heard for a number of kilometers equal to the Hero’s CON
+3. The thunder also has the benefit of stunning all foes (not allies) in a radius around the Hero, equal to CONX3m. The
opponents must make a successful WIL roll with a DoD equal to the Hero’s CON+1 (minimum of 1). If they fail, they
are stunned for a number of rounds equal to the Hero’s CON+1 (minimum 1 round)
Majors Lightning. The Hero may hurl a number of bolts of lightning equal to his WILX2. The bolts do WILx10DR and suffer
no scale penalties. The bolts may be hurled a number of kilometers equal to the Hero’s PER.
Wind Gust: The Hero can create a strong gust of wind in a radius equal to his WIL+5m, or a fan-shaped area emanating
from his outstretched arms, with a range equal to his WILx10m. Those caught in the gust must make DEX rolls with a
DoD equal to the Heroes CON, or be knocked back a distance equal to WILx5m. If the opponents strike anything in their
path as they are blown back, treat the damage as if they were falling.
Flight: the Hero can fly at SPD+10 for CHAx2 hours. The Hero may allow a number of others equal to his WILx2 to
share the ability, but the entire group moves at SPD +5, and for only half the normal duration..
Predict weather on a PER check DoD-0. Weather has no effect on the Hero. He can see and hear just was well in a snow
Minor
storm as he does on a clear day. The Hero may speak freely with any bird once per day.
Fresh breezes, clouds and mist, feelings of dizziness and acrophobia, lightning and ozone. Corrupted sky gods may have
Aspects
hurricane force winds and smoggy clouds.

186
ATLANTIS: The Second Age
Storytelling
Recall, Legends, Entertainment, Teaching and Messengers
Phantasms: The Hero can create an incredible illusion of light and sound, which can be seen and heard by everyone within
an area of 1km per point of CHA (minimum one kilometer). The illusion is obvious and not real, but can convey any
information or ideas the Hero wishes, and changes at his whim. Anyone who sees it will understand the message, no matter
who they are or what language they speak. The phantasm will last for 1 hour per point of the Hero’s INT
Comprehend Language: The Hero can read, write, and speak any known language ever created, or that will ever be
created. He has this ability for a number of days equal to his INTx2
Read the thought of others: The Hero can look into another’s mind and read it like an open book. Each mind reading
Major
allows the Hero to know one thing with certainty.
Confusion: The Hero can addle the minds of his foes in a 5 km radius. Those affected (failing a WIL roll versus a DoD
equal to the Hero’s WIL+3) will suffer a penalty to all efforts that require a strong, focused mind equal to the Hero’s
CHA+2. The Affects last for a number of hours equal to the Hero’s WILx2.
Dupe: The Hero may deceive a group of people equal to his CHAx10. Those tricked will believe the deception for the
Hero’s WIL+5 hours, as long as the Hero does not contradict his lie. If the deception is compromised, the duped receive
a PER roll first with a penalty equal to the Hero’s CHA to figure out the truth. This favor may be used once per request.
Once per day, the Hero can tell a story that will enthrall an audience. As long as he speaks uninterrupted the crowd will
listen. Those wishing to resist may make a resolve roll with a DoD equal to the Hero’s CHA+ Performance skill rating.
Minor
After a number of hours equal to the Hero’s WILL+1 the Hero will have to make a CON roll DoD-2 to continue to speak,
the next hour the DoD goes up to -4, then -8, etc. The Hero always knows the most popular local folklore.
Unintelligible speech, echoing speech, Those who hear you repeat the words you say, Reverb in one’s voice, vivid dreams
Aspects
and hallucinations. Always understood.

Sun
the sun, light, healing, excellence
Light Manipulation: The Hero can dim or brighten any light source in an area equal to his CHA x5km. Undead suffer a
penalty equal to the Hero’s CHAx2 when bathed in the light
Boost: The Hero can use the energy of the sun to enhance an attribute or ability (chosen when the power is granted). The
Hero may enhance the ability by a number of points equal to his CHA+1(minimum of 1). The Hero affects allies in a
radius around him equal to his WIL x5km (minimum of 5). The benefit last for a number of minutes equal to the Hero’s
WILx2. Those so imbued glow, radiating a golden aura.
Healing: The healing rays of the sun may heal everyone within a radius equal to his WIL x10m (minimum of 10).
Everyone within the glowing radius heals a number of Hit Points equal to the Hero’s CHA x2 (minimum of 2) while
Major
undead or demons suffer the same amount as damage. This favor may be used once per request.
Flash Attack: The Hero may emit a burst of energy that blinds all his foes, causing them a penalty, equal to the Hero’s
CONx3, to all sight based actions for a number of rounds equal to his CON+3. The attack may be resisted with a PER+
Evade roll, versus a DoD equal to the Hero’s DEX+ Influence skill. The Hero may use this power a number of times equal
to his CHA+5. Undead suffer double the effect.
Sun Beam: The Hero may fire from his eyes, a beam of pure sunlight. To hit an opponent with the beams, the Hero uses
his PER+ Throwing skill. This may be evaded per normal combat rules. The beam does DR10+CHA in damage, and may
be used WIL+5 times. Undead suffer double the damage
Always know the time of day. The Hero may always see as if the sun was over his head and no darkness, normal or
Minor otherwise, may prevent this (except for the Moon Dominion, which may be overcome with a test of PER versus a DoD
equal to the opposing person’s WIL).
Bright smile, light always catching him at the right angle, difficult to stare at, feeling of vitality and well-being, minor
Aspects
illnesses and complaints vanish, feeling inspired to work, warmth

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Time
The Caretaker of the Past, Present and Future. Cycles with a Beginning and End.
Time Manipulation: The Hero can speed up or slow down the flow of time in a radius equal to his INT (minimum of
1) in kilometers. While the power is in effect, the Hero always wins initiative, gains a bonus to his evade and attack rolls
equal to SPD+1 (minimum of 1). Outside of combat, tasks are performed at five times their normal speed. The Hero may
control time for WIL+D20 hours
Paralyze: A Hero may freeze a group of people in time equal to his WIL X10(minimum of 10). Those who wish to resist
may make a WIL roll with a DoD equal to double the Hero’s WIL. The paralysis lasts for a number of hours equal to the
Hero’s CON +2(minimum of 2). If any harm could potentially come to the paralyzed, the effect is broken, and targets
may move freely.
Major
Post &Precognition: The Hero may see a number of years into the past or future in a particular spot. The Hero can look
PER x10 years into the future and past and see event with clarity. Future events may change because of a Hero’s actions.
Change Seasons: The Hero can change the season in a 20 kilometer radius. The season will stay in effect for a number of
weeks equal to the Hero’s WIL +2 (minimum of 2). This favor may be used once per request.
Age: The Hero may take or add WIL x1D20 years to a living creature. The target may resist the change with a WIL
+ Resolve roll versus the Hero’s WIL+3 as the DoD. The change last for a number of weeks equal to the hero’s CON
(minimum of one week), but can be made permanent with the permanent expenditure of 1 Hero Point. This favor may
be used once per request.
Always know the time of day. Know when an item was made. +10 on history lore rolls. Never late. Know how old a person
Minor
is by the wrinkles on their hands. Has the initiative a number of times a day equal to his PER+2 (minimum of twice).
Aspects Temporal fugues, clocks running faster or slower, plants and inanimate objects decay, hair growth or recession. Déjà vu

Travel
Movement, Journeys, Voyage, Adventure
Opening Doors: No door is barred to the Hero and he may come and go as he pleases. Others traveling with the Hero
may also benefit for a cost of one Hero Point per additional traveler.
The True Path: The Hero knows the location of any real destination spoken of or ever traveled to. The Hero will know the
quickest route (not necessarily the safest) to the location. This favor may be used once per request.
A Hop, Skip, and a Jump: The Hero may travel to any place in the world as long as he knows the location, or has seen or
read about it. The travel time is instant, but when he arrives he must find a place to rest for a night. The Hero may take
a number of additional travelers equal to his CON+2 (minimum of 2) with him, but must sleep an additional night for
each person. The Hero only has an hour to find a safe haven to rest his head and after that he falls into a sleep from which
he cannot be roused.
Safe Travel: A Hero may ask for a number of days of safe travel equal to his CHA (minimum of one day). During this
Major time, the Hero and any traveling companions will be safe and unmolested as long as they take no malicious actions toward
another. This gift may be reversed, cursing someone with days of travel plagued by terrible events. This cost 2 additional
Hero Points. This favor may be used once per request.
Summons: A Hero can speak a person’s name, and they will be compelled to travel to his location to meet him. The Hero
must know the name of the person, and succeed with a full success (partials count as failures) at a WIL + Influence roll
with a DoD equal to the target’s WIL + Resolve. If successful, the target will travel as best they can to the Hero. For each
day they resist, they suffer Hit Point Damage equal to the Hero’s WIL. This favor may be used once per request.
The Long and Winding Road: The hero may stop a person from traveling or moving far from a location. The person may
move freely but will never reach their destination, and always find themselves at their starting location at the end of the
day. The Hero may affect a group (no larger than 100 x PER people) with the expenditure of 5 Hero Points. The affect
last for a number of days equal to twice the Hero’s WIL (minimum of two days). This favor may be used once per request.
The Hero moves twice as fast as his SPD attribute would normally allow. Always finds a means of travel to whatever
Minor
destination he wishes (although maybe not the safest or most comfortable).
The Hero’s body seems to blur with movement and motion. Items around the Hero vibrate and move on their own. The
Hero must keep moving, and can never stay in the same place for more than a number for days equal to twice his WIL
Aspects (minimum of two days). If the Hero does stay in a location over his time limit then he takes 1D20 damage per day. The
Hero may leave the location for a time and return after 24 hours but he must stay in motion and constantly moving. If on
a boat or other conveyance, he is safe as long as it’s moving.

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Trickster
Guile, Speed, Thievery, Money/Materials Goods, Trade
Dupe: The Hero may deceive a group of people equal to his CHAx10. Those tricked will believe the deception for a
number of hours equal to the Hero’s WIL+5 hours, as long as the Hero does not contradict his lie. If the deception is
compromised, the duped receive a PER roll with a penalty equal to the Hero’s CHA to realize the truth. This favor may
be used once per request.
Shape Shift: The Hero can turn himself or another person or thing into something else. When done to himself, the change
is total and complete, and can only be discerned by a PER roll -12. The item or person must be something the Hero has
seen before and cannot be created out of their imagination. When done to another, the change is perfect if the target is
willing. It may be resisted with a WIL roll DoD equal to the Hero’s WIL+5. The change lasts for 10+WIL minutes for a
willing subject, or half as long for unwilling victims.
Possession: The Hero may possess a living being or inanimate object at a range equal to his WILx2km. The Hero must
know where the person or thing is located. He may control its actions and speak through it. The Hero must make an
influence roll with a DoD equal to twice the being’s WIL (-5 if it’s an inanimate object). Objects will move if they have the
ability, to but all will speak with the Hero’s voice.
Major
Seven League Stride: The Hero can move 38.5km with one step. The Hero may do this a number of times equal to his
CHAx2.
Babel Tongue: The Hero may make anyone in an area who can hear his voice understand the same language, or completely
garble communication for a number of hours equal to CHAx2. The Hero must speak out loud to activate this gift.
Sticky Fingers: The Hero may take any item he can see. The item disappears from its original spot and appears in the
hands of the Hero. The Hero must be able to lift or carry the item and any item he cannot carry he will be stuck, unable
to move. The Hero may do this a number of times equal to his DEX +3 (minimum of 3)
Takes one to know one: The Hero knows who all the thieves, and what was stolen, in a radius of PERx2 kilometers. He
will know what and when something was stolen, and the name of the person who did it. The knowledge will be available
to the Hero for 12 hours. This favor may be used once per request.
Step in a pit and Die: The Hero can make a hole that one of will automatically fall in. The foe may make a PER
+investigation roll versus a DoD equal to the Hero’s WIL+ Performance. If they fail the step into the whole and take the
5X the Hero’s Void rating in damage. This favor may be used once per request.
Always the last to fall into a pit. May redirect one fumbled roll to another player three times per game. Gains a temporary
Minor
Hero point when the player makes another player laugh.
Any other aspect, a trickster should rarely appear "unmasked". A feeling of being duped, a sense of confusion, a forgettable
Aspects
face.

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War
War, Combat, Competition, Anger, Blood
Killing Field: The Hero may make one attack that hits a number of opponents of equal ability level or less. The Hero must
attack one opponent with a Full Success. Those standing in a radius of STRx3m will also take damage from the attack as
well, if they could have been hit. The damage done is equal to the original damage, minus any armor. This favor may be
used, or bestowed upon a number of others, a number of times, both equal to the Hero’s CHAx2.
Heart of the Lion: The Hero may strengthen the resolve of all allied combatants, giving them a bonus equal to their
CHAx2 for a number of attacks equal to his WIL+5. Everyone allied with the Hero on the field of battle gains this benefit.
This favor may be used once per request.
Warriors Broth: The Hero boils a pot of milk mixed with his blood and creates a boiling broth that imbues any who drink
it with the essence of the warrior. Those who drink, gain a skill or CR possessed by the Hero for a number of hours equal
to the Hero’s CON+1. The benefit given must be stated at the time of the broth’s creation, and does not stack with the
Major imbiber’s own skills or CR. There is enough broth for CONx10 drinks and must be consumed within 10 minutes of it
reaching its boiling point. Any broth not used at the time of creation is lost.
Invulnerability: The Hero may ignore a number of critical hit rolls equal to his CON+5. This ability may be bestowed
upon a number of others equal to the Hero’s WIL+3, but it only allows them to disregard 3 critical hit rolls.
Full of Rage: A Hero may put rage in another’s heart making him more impressive in battle. The hero can supercharge the
anger and bloodlust in a person’s heart, making their attacks either more accurate or more prodigious. The Hero can add
a bonus to damage or accuracy equal to his double his CHA (minimum of +2). He may imbue a number of people equal
to his 5XCHA (minimum of 5) for a number of rounds equal to 5x WIL (minimum of 5 rounds).
Strategy: The Hero knows all the rules to any conflict or game, and uses it to his advantage. In any sort of competitive
activity, if the Hero takes an action to assess the situation, she gains a bonus equal to her PER+5. Those on her side or
“team” gain a bonus of +3 to any one action that round.
Always know the leader of any war party. At the beginning of any combat, the Hero can strike first. Know the location of
Minor
any nearby battle. Always know what weapon made what wound.
Arguments break out around him, people become more competitive, statues bleed from broken pieces as if they were
Aspects
wounds, fake weapons become real, the stench of death, drinks turn to blood, smell of gunpowder.

Water
The Sea, Rivers, Lakes
Control Waters: The Hero may part a body of water, creating a path through. The path will be CHA+10km long and half
as wide. The ability may also be used to change the course of a river, moving it CHA+10m in any direction. The control
will last for CHAx10 minutes after which time the waters will move to their proper place. When trying to manipulate
water elementals, the Hero receives a bonus to influence skill roll of +10. This favor may be used once per request.
Water Jet: The Hero can emit a jet of water from her hands, causing DR10+CON. The range of the attack is 10m per
point of WIL. The Hero uses his Throwing skill to hit with the attack and, if the roll is a critical, the target is enveloped in
a bubble of water. Victims drown for a number of rounds equal to the Hero’s WIL+1 and suffer half the damage originally
taken.
Holy Spring: The Hero can strike a rock and create a gushing spring of cool, drinkable water that produces CHAx300
Major
liters per minute. The Spring last for CHA+2 hours. This favor may be used once per request.
Soothing Waters: The Hero can create a number of potions that heal equal to her INT+3. The potions heal 15+INT
points of damage when consumed.
Water Horse: The Hero may move any vehicle that rests on the water at three times its normal speed, while boats pursuing
the vessel have their speed reduce to half. The speed boost last for WILx5 hours. If the hero is in pursuit of another vessel,
the power may be reversed.
Amphibious: The Hero may bestow the gift of water survival on a number of people equal to his WIL+5. Those who
receive the gift may move, see, and speak freely at any depth in water. They do not suffer from the cold, even if swimming
in the frozen waters of the north. The ability lasts for a number of hours equal to CHAx2.
The Hero may swim with a SPD+10, the Hero may purify any liquid once per day. The Hero may survive submerged in
Minor
any liquid for a number of minutes equal to his CON+5. May talk to any creature that lives in the water once per day.
Excessive sweating of pure water, sounds of dripping water, leaking pipes/taps, dampness, smell of damp or fresh water,
Aspects
liquids in containers subtly attracted to the Hero.

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The Pantheons
Pantheons may be many things: a loose confederation of gods that have banded together for
mutual protection, or a cosmic family that has taken a particular region as its own. A follower of a
particular god will still have access to their gods when abroad, and are not limited by region.
Below are the pantheons of the Antediluvian world.

The Anatomy of a God


Dogma and Precepts
Almost all the religions of the known world have rules and sacred beliefs to which they adhere.
Nothing from the gods is ever freely. They require sacrifice, literal and metaphoric.
To be in good standing with the gods, the Hero must follow the tenets of the pantheon and the
individual gods.

Dogma
The overall tenets of the pantheon. The dogma of the god helps define her and sets the tone of
the religion. Who or what is the god or pantheon about? This is defined by their dogma. Breaking
these tenets is a sin (see precepts below).

Precepts
For each Domain that a god possesses, they must have a Precept; a rule or principle prescribing
a particular course of action or conduct. A Precept has three acts or behaviors considered a sin and
two that are considered duties.
All belief systems have them, and priest and the devoutly religious follow them without
reservation. Each precept encompasses things that are restricted to the follower and things that the
follower must do, or from which they must abstain .

Sinning: The breaking of a precept.


Each Precept has three points that are forbidden and considered a sin.
When a Precept is broken, the Hero suffers a penalty of -3 to the DOD of any Favor roll.
Multiple broken Precepts (sin) equal multiple, stacking penalties.

Duties: The functions and responsibilities of the devout.


Each precept has two behaviors which must be done on a regular basis. If the Duties aren’t
performed, the follower is considered to have sinned.

Attributes of a God.
Persona:
Who or what the god is and how he relates to the world or his followers.
Symbols:
The item, animal, icon, or design that represents the god.
Realm:
The god’s usual land or country of residence.
Dominions:
All gods have a Dominion. Some are more powerful and may have secondary and tertiary
purviews of power that they rule over. The Secondary Dominion bestows half the listed effects and
the Tertiary (if available) grants the Dominion’s abilities at only a quarter of their listed power.

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The Atlantean Pantheon


Below is a list of the gods worshiped in the great obsidian mirrors of Atlantis. When Atlantis
sailed the seas and took their culture to the primitive humans, they brought their gods as well.
These gods were accepted by the humans, but the forms in which they understood them were less
refined, more primitive than the high mined Atlanteans. The nebulous and sometimes ambiguous
Orixa were shaped and codified by the primitives into the gods, worshiped around the world in
the current age. Olukun became Oceanus to the Hellenes, or Nudons to the people of Iber as an
example.

Dogma
►► Bury the dead under the earth within a day of death, with a necklace of shells (preferably
snail) to announce their arrival.
►► Recite the 256 secrets of life at the beginning and ending of each day
►► Tend to graves, bury the dead and allow the souls to move on.
►► Never consort with the unclean things of the city of Bronze
►► Never turn your back on a serpent for it will rear up and bite at your heels.

Symbol
All Orixa share the same symbol; the Obsidian Mirror.

Realm
The Orixa are all said to reside in the grand obsidian shard resting in the Great Temple of the
Orixa in the city of Atlantis.

The Orixa
(uh-REE-shuh)

Manifestations of the first god.


Each and every god that exist in the hearts and minds of the antediluvian people are aspects
of the Elder Gods’ Demiurge; Olódùmarè. When Olódùmarè’s was shattered, the powerful pieces
of the proto-reality that composed his body carried a bit of his divine spark. The original pieces of
Olódùmarè exist as the gods known as the Orixa and every younger god or manifestation that came
after have been pale reflections of his grandeur and prowess.
►► Who are the gods of Antediluvian world? Reflections of the Orixa upon whom they are
based.
►► Who are the Orixa? They are the aspects that composed Olódùmarè.
►► Who is Olódùmarè? The active hand of the sleeping Elder Gods or perhaps an awakened
Elder God. None know for sure.
►► Note that the Orixa are the aspects of the Demiurge and are exempt from the rules that
govern other gods pertaining to the number of dominions possessed and the precepts they
have. They are the essence of all the gods and none are more potent than the Orixa, since
their power comes directly from Olódùmarè.

Shards of the Broken Mirror


The way we understand progeny does not hold true for the Orixa. None are truly fathers or
sons of the other. What has actually occurred is that the shard that makes up an Orixa has shattered
or broken creating a new entity. This is what is meant when an Orixa is said to be the daughter or
son of another.

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The Temples of Mirrors
The Great orichalcum and obsidian Temple of the Orixa stands in the city of Atlantis. The
temple is kept dark at all times, and is lit only by a set of frankincense-scented candles at the base
of each Orixa mirror. The mirrors are kept in their own 10m deep, 5m wide alcove draped with a
white silk cloth. The walls and floor are polished basalt rock with inlaid designs of lapis, orichalcum,
gold, and obsidian. Many statues representing the gods line the causeway to the great mirrors, all
gilded with gold and precious stones.
The only entrance into the temple is through a set of 10m high doors, made of a black glass
mosaic of the Orixa. The doors are kept close at all times so that light will never reflect from
obsidian mirrors showing the true face of the gods and burning all that see them alive.

Aganju Volcanoes and Wealth Ochosi Divinity of Law


Anansi Stories and Myths Ochumare Guardian of Children
Babalu Aye Divinity of Sickness Ogou Warrior and Metal Worker
Erinle Divinity of Health Olukun Divinity of the Deep Ocean
Caretaker of the Roads and
Exú Orunmila Wise Divinity
the Dead
Sacred Twins; Protectors of the
Ibeji Oshún Divinity of Rivers
Young
Warrior and Guardian of the
Iemanja Divinity of the Calm Sea Oya
Door of the Dead
Oba Divinity of Femininity Ozain Harvester of the Earth
Obatala Ruler of the Orixa Shango Divinity of Strife and War

Aganju
The Shaking Ground; The Sighing Desert; The Rising Mountain; Fiery Volcano. These are the
names and purviews of Aganju the Orixa. Aganju is said to be the father of Shango and a vastly
important Orixa. Aganjú is a force that is essential for growth, as well as a cultivator of civilizations.
Like the volcano with which he is associated, he forms the foundation upon which societies are
built, and is the catalyst for the production of all wealth and commerce. He is Advancement. He
is Development. He is most revered for his willingness to assist in overcoming barriers, physical as
well as psychological. His priests believe that, with Aganju as their intercessor, no task is impossible.
It is said that upon his back, the people of the world breed and multiply.
Dominion Earth, Fire, and Fortune
Vows taken are never broken. All things promised will be fulfilled.
Create wealth by investing in others
Precepts
A wealthy man carries his wealth in his heart, a greedy man holds wealth in a
clenched hand.

Anansi
The Trickster God; Teller of Tales; Imparter of Wisdoms, both divine and absurd; Spinner of
Enigmas. Olódùmarè kept this aspect in his mouth before the usurpers dismembered him. As a
speaker, Anansi held all the stories of the world that have ever been or will ever be told. Some
stories are true, some are lies; some are hard, blunt truths,, some are sublime metaphors. Anansi’s
stories may be a lot of things, but they are never frivolous and all hold weight. They carry meaning
pertaining to the world and the human condition. Anansi has the ability to speak a thing and make
it true. His word can make a concept important or ridiculed. When angered or bored, Anansi will
play a trick to teach a lesson, or to show the object in a different light. His observations and satirical
commentary often wash away the fear of the unknown and present things in a different light.
Anansi is easy going and always has a smile to share. He is wise, witty and clever but a sore loser
if he himself is tricked.

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Dominion Trickster, Storytelling, and Animals


Never tell what you can show.
All stories have a beginning, middle, and end. Never leave a story unfinished,
Precepts
never begin a task that you will not complete.
Never disregard a story

Babalu Aye
Divinity of Disease and Illness (Smallpox and Leprosy are his favorite); Champion of Plague;
also, the Orixa of Healing and the Earth. The physical wellbeing of all living is the domain of this
Orixa. Babalu Aye is the son of Iemanja and has authority over the bodies of all living things. As
an aspect of Olódùmarè, he was the life-giving breath blown into all things. Babalu Aye delivers
punishment, at the behest of the other divinities, to all that transgress against the Orixa in the form
of slow, wasting diseases, or quick deaths. Babalu Aye also holds Dominion over the prosperity of
all things living, and is bestows health or wealth upon the deserving. His mirrors often reflect the
actual, metaphysical health of an individual.
Dominion The Dead, Fertility, and Fortune
At sunrise, sweep the earth and all that it carries from your door.
Keep one’s face and hands covered at all times, unless in the presence of relatives.
Precepts
Wear a necklace of snail shells.
Wash at sunrise and sunset

Erinle
The Physician; Keeper of Secret Medicines; The Orixa of Healing Drinks, Alcohol and Foods
that Comfort. As a spirit of abundance, he is believed to serve as both a healer and the patron of
homosexuality. Erinle provides succor to all who need it. When the bodies’ needs have been met he
ferments ideas in minds. His essence guides artists of all kinds to do great works and his whispered
words hide in every meal, waiting to grow into fiery inspiration in the belly.
Dominion Magic and Craft, and Death
Never harm another.
Give medicinal aid to any in need.
Precepts
Teach any who are willing to learn.
Practice a craft before sleep.

Exú
Between; Caretaker of Roads, and the Dead; Psychopomp. It is Exú who leads the recently
deceased to the underworld. He is the messenger who brings the divine word to the mortal world.
Every road that’s crosses the earth, and every footstep taken in travel is known to Exú. This Orixa
educates mortals frequently by leading them to temptation, and possible tribulation, in the hopes
that the experience will lead ultimately to their maturation. In this way, he is a difficult teacher, but
nearly all find, in the end, that he is the best.
Dominion The Dead, Travel, and Craft
Tend to graves, bury the dead and allow the souls to move on.
Precepts Give aid and hospitality to travelers
The removal of items from the dead without permission is forbidden.

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Ibeji
The Sacred Twins; The Guardians; Hope and Wonder. This Orixa, two entities as one, represent
vitality and youthful exuberance. The twins represent magic, the wonder of the world around us,
the sacred union between two lovers, and the complexity of one’s personal identity. The twins share
one name and are considered to be two aspects of a greater whole; the physical and the spiritual.
When both are in harmony the whole is healthy.
Dominion Fortune, Love, and Magic
Protect children through your actions.
Precepts Attain balance in all things.
Bring harm to no one, lest you harm yourself.

Iemanja
Blue Lady; Calm Ocean; Obatala’s Daughter; Duality. She is the wife of Aganju and the divinity
of the calm sea. Iemanja represents the healing touch of water and the sensitivity or rage of the
heart. She is the moon and the mysteries that it holds. Her name means “Mother whose children
are like fish.” This represents the vastness of motherhood, her fecundity and her reign over all living
things. Iemanja often delivers the faithful to safe harbors and, in extreme instances, drowns them,
taking them to her paradise at the bottom of the sea. There, the faithful experience wonders and
delights before being reborn on a strange shore with new insight and wealth beyond their wildest
dreams. She is invoked during childbirth and when healing the sick.
Dominion Water, Moon, and Love
Protect children through your actions.
Precepts Revere and respect the wisdom of a mother or daughter.
Never deny a person food

Oba
The Embodiment of Marriage; Loyalty and Devotion; Domesticity. Equally at home at the
hearth or the battlefield, Oba, the daughter of Iemanja, is the embodiment of femininity, beauty
and intelligences. She is the giver of life and fortune to those who stay true to their word and
their soul. Commitments made by Oba are never broken, and those who worship her follow her
example. As the wife of Shango, she is loyal and committed to his every endeavor and supports him
in every cause. Generals of armies keep a priest of Oba in their retinue for guidance and wisdom
that only they can provide. Oba is the calming influence of her husband, Shango.
Dominion Love, Fertility, and Fortune
Vows taken are never broken. Things promised will be fulfilled.
Precepts Never make an enemy of a potential friend.
Revere and respect the wisdom of a mother or daughter

Obatala
The Keeper of Light, The All King, Ruler of the Orixa. Obatala is moral uprightness and purity.
He is associated with the sun, cleanliness and, the triumph of the human soul. Obatala owns every
soul and his hands helped shape the earth as an aspect of Olódùmarè. He is very active, in the
shaping and reshaping the world, and his hands are said to have built the island of Atlantis from the
very last piece of primordial clay. During the time of the great creation, Orunmila recited the name
from the sacred Ifá and Obatala spoke the name to make it real. Obatala lead the battle against
the unclean usurpers Ba’al and Set and laid claim to all the souls of the world, once the battle was
over. Obatala is the paragon of clarity, and anyone that peers into his mirror see a reflection of who
they truly are.

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Dominion Sun, Law, and Love


Help those in need. All with souls are connected and brothers
Uphold the law of the land, even for those you deem unjust. Obatala is the final
arbiter.
Precepts
The truth is purity. Impurity of body, mind, and soul are a sin.
Prostrate yourself before the rising and setting sun
Never touch blood, as it is unclean and bury any dead within a day of death.

Ochosi
The Three; Chimera; Primordia; The Lattice Ochosi has three aspects or faces. The aspects that
fell from Olódùmarè are said to have cracked into three, but never broke. Any mirror representing
Ochosi is cracked three ways and each casts a different reflection. The Orixa is the seeker of swift
justice, the master of all hunting, and finally the patron and protector of all animals. Ochosi was
responsible for the creation of all creatures that populate the world and he alone understands their
wild, and sometimes savage ways. Andamen of all types revere Ochosi above all others and in return
he favors them in their times of need.
Dominion Animal, Law, and Air
Never start a pilgrimage at midday
Never hide the truth
Precepts
Help bring those deserving to justice
Respect all animals that crawl, walk, or fly. Revere them before taking their flesh.

Ochumare
Guardian of Children; Duality; Epicene. At times, Ochumare is the Orixa of childbirth, the safe
home, nurturing parents; at others, of movement, soothing rains and rainbows that signify hope.
Ochumare is male half the year and female the other half. This divinity is said to still be in touch
with the Demiurge, Olódùmarè or some aspect of him. The Orixa respect and hold Ochumare in “Father Ogou, we open our
very high regard, because of this rapport with their greater self. Ochumare is the mouth piece that hearts to you.
all Orixa speak through when ideas must be conveyed to mortals. Master of Metal, Fire, and the
Forge,
Dominion Magic, Love, and Sky
Master of the Machete!
Never speak an untruth Show each of us the source of
Always seek balance in body, mind, and spirit. our Inner Power
Precepts
Protect hope and exact retribution with love. And help each of us to
Never poison a heart with your own ignorance or fears. understand how best to wield
it.”
As my father taught me, I say
Ogou this before every great battle.
Warmind; The Builder and the Destroyer; The End. Ogou is the great warrior deity of the The power of that litany is a
Orixa. The patron of metalworking, blades, iron, bronze, and blood sacrifice. During the time testament to the continued
before, he was the bloody right hand of Olódùmarè. It was Ogou who smote the unclean creations beating of my heart.
of the usurpers. He is a killer without mercy, and an enemy to all snakes and things which crawl Donobey of Nubia
on their bellies. Ogou is arrogant beyond measure, and his mirrors all show the viewer the ideal of
what they want to become, not truly what they are.
Dominion Craft, War, and Fortune
Never destroy a work of art or a craft.
Make something new each day at sunrise. Try and perfect it by nightfall.
Precepts
Kill cleanly and only with iron or bronze.
Deliver your enemy with reverence to the afterlife.

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Olukun
Bountiful Void; Madness; Deepwater; Unknowable One. Olukun is the divinity of the deep
oceans, and the black abyss beneath the waves. In his dark eyes, he keeps unfathomable wisdom
and holds secrets taken by the world’s oceans. Olukun is the unsuspected wisdom hidden in the
heart of all people. He is the Orixa that is prayed to when safe travel upon the sea is needed and
the patron of all sea-going people. Olukun keeps secrets in the sea, and holds them until such time
as he deems them needed, then he washes them upon the shore for all to see. All secrets eventually
come to Olukun, as all rivers run into his great oceans. Without the rise and ebb of his chest, the
waters of the oceans would stand still.
Dominion Water, Storytelling, and Moon
Take time to learn and understand what you can.
Prostrate yourself before a pool of water and sing Olukun's praise.
Precepts
On the night of the full moon, bathe in waters that hold the image of the moon.
Never willingly withhold knowledge

Orunmila
The Old One; Wisdom; Keeper; The Logician Orunmila is the oldest and wisest of all the
Orixa, as his shard was the eyes and ears of Olódùmarè during the shattering. He is the keeper of the
sacred Ifá, a sacred system of divination and philosophy spoken to divine the universe. He shares
this knowledge freely with anyone who is willing to learn, but warns that those who look must be
strong enough to such knowledge inside them. Once his secrets are learned, his disciples scribe
them on palm nuts. When cast and properly read, the nuts open the user to all facets of creation.
Dominion Time, Magic, and Fortune
Take time to learn and understand what you can.
Respect elders and those who have gone before you.
Precepts
Speak freely of things you know; help those that don’t.
Never act with a mind clouded with emotion.

Oshún
Mother River; Water of Life and Love; She Who Has Ears; The Aspect. Oshún is the divinity
of rivers, love, feminine beauty, deceit, diplomacy, wealth, and art. She is one of Shango’s three
lovers and beloved of Ogou. Oshún is very vain and petulant at times. When roused to anger, she
can never be stopped or halted. When calm, Oshún is the force of harmony which we see as beauty,
feel as love, and experience as ecstasy. Oshún is the beautiful weeping goddess who laments the
world for not loving her enough, or realizing how beautiful the world can be. Those who pray to the
goddess know her as “She who has ears” because, of all the Orixa, she is the most likely to answer
a prayer.
Dominion Fertility, Water, and Fortune
Revere and honor every seed you plant and the soil that it grows in.
Precepts Never allow women to suffer at your hands or the hands of others.
Quench every thirst with, or in water

Oya
Gatekeeper; Mistress of Darkness; The Open Hand; Warbeauty. Oya is the divinity of soldiers,
as opposed to warriors. She is guardian of the door to the underworld. Her heart, just as the hearts
of young men gone to war, is a mercurial and ever-changing tempest of passion. Oya is a powerful
being capable of great destruction when roused to anger, causing tornadoes, fires, earthquakes.
Just as an army on the march, she is capable of unlimited destruction. Beyond destruction, Oya is
the spirit of change, transition, and the ordered chaos that often brings it about. Her association
with the marketplace, and more specifically with the gates of cemeteries (as opposed to the entire

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underworld), reveals her in her aspect as facilitator of transition. She is passionate and greedy,
taking what she wants when she wants. By force, she took Shango as her lover even as he rebuked
her. Eventually he saw the effort as pointless and relented to her passion.
Dominion Death, Earth, and Fortune
Experience all the pleasures the world has to offer.
Take what you want and defend what is yours.
Precepts
Never let a slight go unpunished; weakness is a sin.
Let the dead sleep and do not disturb their home

Ozain
Bountiful Harvest; Cultivator; The Green; Maker. Ozain is the Orixa of the bountiful harvest
and the natural world. His aspect is seen in the tallest tree and the smallest blade of grass. He is the
maker of all seeds, in the ground or the living body. Ozain owns the Omiero, a holy liquid consisting
of many herbs, the liquid through which all saints and ceremonies have to proceed. Ozain is the
keeper and guardian of herbs, and is a natural healer. He sometimes appears as a beautiful wood
spirit, when in female form. He is sometimes a capricious being, and grows wholesome foods next
to the deadliest poisons. Ozain is also a peacemaker and arbitrator of disputes, particularly those
that involve women.
Dominion Earth, Fertility, and Craft
Only eat the material bounty of the earth and moving water. Nothing that bleeds
should pass your lips.
Precepts
Never speak, eat, or drink after sundown.
Seek balance. The middle way is always true

Shango
Thundermouth; Heart-Fire; Consumer; Flamewind. The Great Shango, Divinity of War,
Thunder, and Fire. Shango is the manifestation of male sexuality, power and will. Shango is
passionate, and quick to action, taking what he wants by guile or force. He is the patron of all
kings and rulers. Thunder is the sound of his drums beating and lightning strikes where his gaze
touches. He is the embodiment of aggression, force of will, and unbridled passion. Shango is active
and constantly moving to conquer, reap, and dominate. His passion is struggle and his reward is
triumph. He was the beating heart of Olódùmarè before the shattering and continues to play that
role now. All who seek to prevail at a game or accomplish a goal look to Shango for inspiration.
Dominion Sky, Fire, and War
Always have means to defend one’s self
Never let anyone steal from your mind, body, or soul.
Precepts
Show dignity and respect to all things but never bow to a lesser.
Eat, drink, love and kill with equal passion.

The gods’ reflections


The Orixa are the original divinities that helped shape and guard the world. They have many
names and appearances all over the world and, like reflections in a mirror; they bear a resemblance
to the original, but not the power. The many cultures of the world see the Orixa through the eyes of
their respective cultures and, therefore, the divinities/gods manifest as they believe.
The genders and appearances may change but all share a common origin in the form of
Olódùmarè, the original demiurge of the sleeping elder gods.

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Cults
‘Cult’ is a perfect term to describe the breakdown of the Atlantean religious factions from
a secular perspective. Independent cells of believers operate their own rites and rituals, creating
religious observations (or inheriting them from another group) and performing acts of worship to a
single deity, or in increasingly more common instances, acts of reverence to a single code of belief.
A “cultist” is a common enough term for one Atlantean to use when describing another, for
Player involvement though these cells of faithful citizens are sometimes frowned upon as untraditional and regarded as
in the cults of Set distastefully close to fundamentalism, it is no crime to dedicate oneself to religion in this manner.
and Ba’al Each cult has its own particular view on how best to worship the divine patrons, and the rites
It’s a bad idea. and practices of one sect dedicated to a certain god might appear completely different to another.
No, really, it’s a very bad idea.
Such is the nature of mortal worship, and the myriad beliefs that arise from faith in divinity.
There may be a player or
two who think playing the guy
with the evil god is a “cool idea”. Cults and secret societies
In most cases I would agree, but Many covert religious and fraternities (political and magical), exist in the Atlantean world.
Ba’al and Set are villains through
While the majority of these factions are relatively insignificant, some few are known to possess a
and through. In other games
the gods take a back seat and substantial degree of influence in the regions in which they operate. The following is a list of known
are unknowable, but the gods of organizations which fall into this latter category:
Atlantis actively move and interact
with the Heroes of the story. Ba’al
and Set are not going to sit idly
by and allow the Hero to use The Cults of Ba’al
any divine gift without some sort
Symbol Fire, Lightning, inverted pentagrams, goats
of horrific price. They will want
the other party members killed, Realm The pit of Sheol in Zin, near the plain of Megido
actively sabotaged, and generally
Dominion Air, Sky, the Dead, and War
made to suffer at every turn.
These guys don’t play and will pull
a Darth Vader throat crush on the The following are cults associated with Ba’al and his ambitions to bring about the destruction
first failure or sign of weakness. of the world.
They won’t listen to reason, or Even novice cultists of Ba’al are all corrupt in some small way. Long-standing members are
cut the Hero any slack. Both ruined. This is represented by rolling on the Price of Prolong use of Magic found in the magic
are diabolic nihilists who have a
chapter.
slightly different world view.
Also, think of the party and
the dynamic this will create. This Who is Ba’al?
isn’t just a little PVP between the Ba’al is the most primal and base emotions and urges a mortal being can have. He is lust, greed,
chaotic good and lawful good
anger, fear, and gluttony—a maelstrom of primal power. At one time, Ba’al represented the storms
character; this is the devil asking
a party member to eat babies with of change, but lost his way and became chaos; destruction for its own sake.
his mouth open while the others Ba’al is a nihilistic god, greedy only interested in his own self-gratification, in all its most
pass the salt. depraved forms. Ba’al is a brute, without creative thought. He constantly boils with anger and
Just my two cents… hate. Long ago, Ba’al tried to create. Lacking some fundamental quality, he turned to reshaping
that which already existed, but quickly realized that his imitations paled in comparison to what
Olódùmarè had already done. His misshapen jinn coalesced into the twisted, demonic entities
which now live in the Brass City.
Ba’al’s Agenda
Ba’al is impotent on a cosmic level; unable to create anything except death and misery. This
deficiency angers the dark god, and now he rages against all creation. Nothing touched by Ba’al is
ever whole or pure again, and will always be tainted by his black hand. Ba’al wants the earth, and all
living things, as his playthings. He believes that he was denied the world by his former master, and
is now motivated to pervert and twist what he could not create.
Order of the Black Circle
A secret society of black magicians and necromancers, the Order of the Circle has its greatest
following in Sheba. Its members revere the evil entity known as Baal, arch-demon of elemental
power. Once very powerful, the cult is now believed to be dying out, several factions having
abandoned the Order’s once-fanatical devotion to necromantic ritual in favor of the practice of
witchcraft. The highly secretive Black Druid cult of Europa, about which little is known, may be
associated in some way with the Black Circle.

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Abara Witch Cult
A black magical order of the most primitive sort, the Abara Witch Cult is based in Oguanabara,
in Tamoanchan. The cult is led by witchdoctors of the Abara tribe, a violent people who engage
in the practice of headhunting. Its members enjoy a number of gruesome practices, including the
creation of necromantic fetishes, such as shrunken heads, hands of glory and monkey paws. Despite
its primitive and savage nature, the Abara Witch Cult is said to have secret adherents in some of the
more civilized regions of the world.

The Leopard Men


A secret society of dark and sinister purpose, the Leopard Men cult has followers throughout
much of the Gondwanan continent. Its members meet only at night, when they don leopard skin
costumes and clawed gloves. Keeping to the shadows, the Leopard Men prowl for victims, whom
they kill and cannibalize. Some say that the leaders of this vile cult actually possess the ability to
assume the form of werecats. Despite its extensive and widespread following, the Leopard Men are
without any real form of organization. As such, the cult’s power is quite limited. Even so, the cult
thrives in rumor and ghost story anywhere it operates.

The Cults of Set


Symbol The serpent, reptiles, fangs
Realm The Great Viper’s nest in Kush
Dominion Death, Earth, Magic, and Moon

Who is Set
Set is the evil, conniving instigator of Olódùmarè’s death. Where Ba’al moves with reckless
abandon, Set moves with slow certainty and surgical precision. He is a dark liar; a deceiver who
plots and waits for his time. Unlike Ba’al, whose sole objective is to take this world, Set’s ambitions
Many associate the Ahl-at-Rab
are infinite and he is prepared not only to conquer this world, but the resting place of the Elder
and the Serpent Empires with the
Gods.
Cult of Set with good reason.
Set’s Agenda However, not all of the Ahl-at-
Set wants to rule the universe and order it in the way of his choosing. Set wants to continue Rab are part of the Cult. Or, if
the work of Olódùmarè, but with his own skewed vision of reality. His desire is to dominate the they are, then some of them are
universe and have it pay tribute to his superior intellect and vision. very good at hiding it.
Still, I treat every Ahl-at-Rab
Below are cults that associate with Set, the serpent. Most serpent cults are known by a small with caution until I learn whether
branding or tattoo of some type of serpent hidden on their bodies. The mark is unmistakably the or not they do serve Set. The
mark of Set and is worn openly, only by the most devout followers of this dark god. ones that do bow to that black
god I kill with my bare hands to
The Cult of Ouroboros ensure that they are truly dead.
Caerwyn, Lemurian Scholar
This secret fraternity is based in the city of Acheron, in Khemit. Its members, primarily
wizards and necromancers, are all followers of the serpent god, Set. Greatly feared throughout the
surrounding region, the Serpent Cult’s activities are cloaked in secrecy; rumors tying the cult to
the most grisly necromantic rituals, including human sacrifice and demon worship, continue to
persist. Within the labyrinthine passageways of the cult’s pyramid temples are said to be vast stores
of stolen riches, guarded, some claim, by giant serpents and creatures hideous beyond imagining.
The Serpent Cult has followers in Nubia, and in various places throughout Gondwana and Europa.
Many believe the cult is associated with the Cult of Sefar, and possibly the various non-human sects
associated with the evil entities known as Tiamat and Jormungandr. The objectives of the Serpent
Cult are not known.

sect of Sefar
This black magical order came into prominence during Hesperia’s Golden Age, when its
followers nearly succeeded in bringing down the Hesperian Empire. Based in Gorgos, only Gorgon
females are allowed within the order. Most of the cult’s members are warriors, warrior/priestesses,

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or dark arts acolytes. The cult’s avowed purpose is to expand Gorgon influence in the Europan/
northern Gondwanan region and to bring about the demise of the nation of Hesperia. The Cult of
Sefar has been known to launch terrorist attacks against Hesperian colonial settlements and ships.

The Jormungand Society


This secret religious sect of magicians is based in northern Europa, with many cells all around
the world. The society invests heavily in local infrastructure and insinuates itself into local religious
organizations. The society’s agendas are to strengthen their hold on a region by controlling the
resources and religious practices of a local people and slowly converting them to serpent worship.
The society members are all masters of poison creation and each member is required to carry a
small vial, for defense or suicide, if ever captured. High-ranking members all have tattoos of snakes
or coiled rope encircling their wrist to represent their willing bondage to Set.
The Society is aware of the Arcanum and their agendas and actively works to stop them. The
two organizations have fought many conflicts through their proxies and the two prepare for an all
out war that will decide the fate of the world.

Sprits in the Material World


The World of Atlantis is full or spirits from the time before. Most are escaped dreams that
survived by incorporating their essence into an item or creature. There are spirits in the trees,
swords, the gentle brook, houses, and even such insignificant items as a woman’s hairbrush.
Most of these spirits are not strong enough to make a difference, but have just enough essence
to exits by their defining quality. A spirit in a comb will be nothing more than a comb. Some of
these spirits become stronger when additional “essence”, or strong belief is infused within them.
These spirits become strong enough to enact their will upon the world. Most of their actions
and personalities are colored by the circumstances of the infusion of potential energy released. A
temple where a horrible murder took place will taint the energies there, making the temple spirit
malevolent and violent. A grove of trees where marriages are performed will infuse spirits with
elation and happiness.
Most people will never know that Olódùmarè built the world from this cosmic potential and
that such a thing could, given the right circumstances and enough energy, become sentient.
Mortals can feel this untapped potential when using, or in the presence of. such an item or
place. Stories of haunted woods, a sinister axe used by an executioner, or brooks with waters that
soothe the soul, are all manifestations of the sprits in those areas or items.
When an item is infused with enough potential essence, the sprits may actually manifest
physically. A grove may be inhabited by a nymph, a sword may speak, or a boats be populated by
a phantom crew.
Some sprits are directed worship and the energy focused on them by many devout people may
grant them some minor abilities that, to some, look like divinity. Most can be killed or destroyed
when the item or area is destroyed, changed, or repurposed therefore most guard their anchor here
in the material world.

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Sample Pantheons
The Veddan Gods
All the gods of the Veddan people are bold and beautiful, possessing four arms and skin the
color of marbled lapis lazuli. Above their heads burns the divine flame of Waruna in the center of
a white lotus.
Waruna rules the pantheon with his wife and lover Aditi from their sacred mountain in Vedda
called Akasa.
Aditi Mother of the gods Saranya Goddess of the dawn
Aranyani Goddess of the wilds Saraswati Goddess of wisdom
Chaya Moon wife Surya The living sun and beauty
Murukan War god Tarksya The great bird
Nirriti Keeper of the dead Tvashtri The god of trade
Revanta Patron of horses and hunters Waruna The all-powerful king

Dogma
►► All must bow before the gods
►► Hospitality is a virtue
►► Burn the dead
►► Never trust a snake
►► Eat only thing provided by the earth. Things that crawl or walk are your brothers

Aditi
Aditi is queen of the universe and the mother of all living things. She is called “Celestial Mother”
because she is the source, from which all things flow. She embodies the virtues of love and devotion
as the wife of Waruna, the all powerful god of the universe. Aditi loves all of creation, and bestows
Vāc, the blessings of speech and reason, upon anything with a soul from her palace in the sky, where
she is surrounded by her sacred animal, the dove, which she rides to earth on the rare occasions she
descends.
Symbol An ivory triangle; the Peacock
Realm Mount Akasa
Dominion Storytelling and Water
Speak freely, as it is my gift
Teach freely, as it is your responsibility
Precepts
Keep good company as your friends mark your character
Never sit with demons, or those of them, for they lust after your soul

Aranyani
The youngest of all of Aditi’s children, and closest to all mortal things, she is queen of all that
has not yet been sullied by “progress”. Aranyani is the woodland goddess of the Veddy people. She
appears covered in floating rose and lotus petals that shift and change color with her mood. Because
her words shape the world around her, she rarely speaks, and is called, The Quiet Goddess. Bagha,
the tiger upon whose back she rides, is also her mouthpiece, speaking her wishes aloud. Aranyani
is always accompanied by a score of golden monkeys who do her bidding; they are also known to
answer the prayers of her worshippers; those she blesses are those who show kindness to others. As
is fitting, she is the patron of all Andamen.
Symbol The Tulasi plant; The Tiger
Realm The Sacred Woods of Mandir
Dominion Earth
Keep the Tulasi sacred and with you at all time, for I dwell in each blossom.
Precepts All are equal in my eyes. All.
Avoid greed, for this is the fall of man and an affront to me.

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Chaya
Chaya is goddess of the moon and all things hidden from her lover and master, Surya, the sun.
She receives him when he ends his travels and returns home at the end of the day. She comforts
him, serves him and makes him ready for his next. In doing so, she provides an example for all
wives; providing support but retaining her power. Once her husband is asleep, she follows the tracks
of that day’s journey on the back of a silver-feathered owl. She is Saranya’s twin sister, who stands
in her shadow in the presence of Suya. She is Surya’s second wife, and the mother of Ravanta and
Nirriti.
Symbol A silver coin; the Owl
Realm The cave of Tabir
Dominion Moon and Magic
Steal as many secrets as one can carry. They are sacred to me.
Use secrets as power. This is tribute to me.
Precepts
Never let your true nature be seen. Your secrets are to be shared with me alone.
Cover your face, or be burned by the sun.

Murukan
The young, elephant-riding war god of the Veddy people wears only a garland of colorful flowers
that sparkle and burn with his divinity. He carries Vhel, a divine spear tipped with a spark of the
sun, in his left hand and a blooming branch of the Babul tree in the other. Behind him trails 100
hounds, each a different color, with glowing golden eyes and teeth of orichalcum.
Murukan is arrogant and selfish, wanting only glory for himself. Enemies are killed quickly and
left to rot on the battlefield, or to be eaten by his dogs.
Symbol A black dog
Realm Empitir, the first Warground
Dominion War
Strike first, in war and in love, as I do.
Demons and, those who traffic with them, offend me. They should die.
Precepts
Do not speak with spirits of those you have slain. I look down on those who look
back.

Nirriti
A dark and terrible figure with black skin and glowing red eyes, Nirriti is the stuff of nightmares.
She rides through the visions of prophets on the back of a flame-scaled crocodile. She revels in the
deprivation and suffering of all living things. She is the goddess of destruction, death, and decay
and delights in bringing souls to the afterlife. Even when enraged, Nirriti is the most beautiful of
all the Veddy goddesses, this great beauty has made her vain and easily pacified. Only bribery, in
the form of humble and frequent offerings and loving praise will keep her attention away from her
duties. It is said that wise men praise her so that they may never have to look upon her beauty.
Nethermen pray to her above all others, singing the praises of the black goddess.
Symbol A skull, A crocodile
Realm The alley of the dead in the city of Veddashud
Dominion Death and the Dead
Dance when you see the dead, for they delight me.
Preserve the bodies of the mighty who fall, for they are chief among my servants.
Precepts
Bury the dead within 3 days of death. Do not make me wait for my due.
Take nothing from those who belong to Nirriti, what they have is mine.

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Revanta
A forest deity who is the patron of warriors and horses, Revanta is a great hunter sometimes
encountered in the forest, riding an antelope with horns like orichalcum sabers, where he protects
the unwary from any troubles that lurk there. Revanta is the Master Hunter. He is the defender of
the innocent, the righteous and the pious. Embodying these two roles, he sometimes hunts those
who prey on his charges.
Revanta is the tallest of all the Veddan gods, (except Warunna who touches the sky with his
head) and enemy of all Asura, since the beginning of time. Revanta carries a black bow with a single
golden arrow in his right hand and a great whip on his belt, made from the stars in the sky.
Symbol The claws of a great cat; the Antelope
Realm The Great Veddan hall of Heroes in the city of Veddashud
Dominion Animals
Show your best side. My warriors must show pride in themselves.
Let all know who you are. My warriors are not meek.
Precepts
Eat only things you kill. My warriors serve themselves.
Only bare your teeth when you plan to bite. My warriors do not posture.

Saranya
Saranya is the wife of Surya, and a goddess of the dawn, the clouds, agriculture and the changing
seasons. The beating wings of the great hawk on whose back she rides create the monsoon season
winds that pollinate crops and bring the rain. She is the twin sister of Chaya and lovely to behold.
She is the caretaker of all mortal life that walks the earth. Saranyu precedes her husband in the
morning, heralding his arrival for the coming day.
Symbol A burning dawn; the great hawk
Realm The eastern horizon as seen from the coast of Veddy
Dominion Fire and fertility
Protect the family; they are the foundation that supports us all
Obey your lord; in this you mirror my actions
Precepts Speak well of all; in doing so you spread my light.
Never let a false thing pass your lips for lies are darkness and my light will reveal
the truth.

Saraswati
The goddess of wisdom and creativity rides upon the back of a giant metallic peacock, streaming
fire from its wings. In one of her four hands. she holds a golden peacock feather used for writing;
in another, a brilliant piece of hammered gold on which she writes. Her long, black hair is braided
into raven ropes that stream to the far horizons. Her eyes glow gold with divine knowledge.
Saraswati is the bringer of knowledge, poetry, and all forms of artistry to the people of Jambu.
Those on whom she gazes are blessed with immaculate knowledge, and burn with divine powers of
creations until their great works are done.
Symbol A black iron key; the peacock
Realm The floating gardens of Imvasol
Dominion Craft
All knowledge should be free; this is my gift.
Never take what you can make by your own hands; this makes me proud.
Precepts Learn to make all things; then I will forever smile upon you.
Be the best at what you do; then you will be one of my greatest disciples.
Always be a student for my gifts are ever-coming.

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Surya
Surya, immutable and majestic is the living sun whose divinity touches the faces of all mortals,
every day. Surya is the indomitable will that burns in all mortal bellies, the wise words on every
tongue, and the compassion that moves every heart. Surya is wisdom, strength and beauty personified
in a singular radiant truth. He rides a black horse. Flashes of brilliant light and heavenly sound issue
from his hooves when they strike the ground. Surya embodies everything that is beautiful in human
strength and will.
Symbol The sun, the horse
Realm The eastern horizon, as seen from the coast of Veddy
Dominion Sun
Speak the truth. Deceit is for others, not my people.
Always stand tall and never bow to the wicked. You are strong when bathed in
Precepts my light. Act thusly.
Be righteous in your actions, for in this you emulate me.
Peace is an ally that will never fail you. The light of peace is my gift to you.

Tarksya
A giant divine birdman, and father of all birds great and humble. He is the Vahana, divine
mount, of the gods and when called upon can take them at incredible speeds to any part of the
universe. From his back, sprouts wings of gold and red fire and around his waist and wrists he
wears the skins of the first Naga kings. His face is pale white and his neck and chest are covered in
scintillating feathers made of emeralds and sapphires.
He is the scourge of all snakes and their offspring.
Symbol A bird of crimson and gold
Realm None
Dominion Air
Protect your master. This duty is a duty we share. Staying true to it likens you to
me.
Stay true to any oath. Lies are unclean things. I detest them.
Take your burden and carry it until death. Bear the weight of your responsibilities
Precepts
as I bear mine.
Bondage is for animals that crawl on their belly. Remain free and unfettered, as
I am.
Nagas are your enemy as they are mine.

Tvashtri
Tvashtri is the shrewd boy-child of Waruna and Aditi. He is the creator of all divine weapons
and tamer of all the Vahana (divine mounts of the Veddan Pantheon), though he is no smith or
breaker of beasts. He simply tells stories of the stable or the forge, and then it simply is. Because of
this he is the gods’ scribe and keeper of all records. He involves himself in all trade and commerce
of the Vedda people, because he finds mortal occupation endlessly fascinating.. Around his head
spin great orbs of silver and gold, inlaid with every precious stone known to exist. In his bejeweled
hands, he holds an orichalcum fan and in the others a cup, a pitcher of Soma, and a plate weighed
down with fruit. He rides a mouse called Tavì, said to be as clever as his master.
Symbol A gold coin in a bowl of water ; the mouse
Realm The great market shrine in Veddashud
Dominion Fortune and Storytelling
Say what you mean plainly. Riddles waste precious time.
Your fortune is your families fortune. Blood is an unbreakable bond.
Precepts
Greed is master of the wicked. My servants are stronger than that.
Each one teach one. This is our sacred purpose.

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Waruna
The lord and ruler of all the gods of Vedda, Waruna resided in a great lotus in the sky that sails
over the great southern ocean. The universe was born from his breath, as he cupped his hands to sip
from the great cosmic sea. It is said that with one exhalation he created the universe and with his
next inhalation the universe will cease to exist. He is the giver of all laws that mortals live by, and
he rules of the sky, the sea, and the underworld. Nothing lives without Waruna’s approval. He rides
a great, unblinking turtle who watches all his master’s creations. Some say it’s upon it’s the entire,
impermanent, world exists.
Symbol The white Lotus with a burning flame at its center; the turtle
Realm Mount Akasa
Dominion Sun, Law, and the Sky
Praise none above me
Stay true and honorable to your word your word is your bond
Precepts Speak only the truth; my breath is not to be used on untruth
Protect the weak as if they were your children; for you are weak, and you are my
children.

The Turani Gods


The gods of Turan live in the dry cities of the desert nations, or upon a large mountain that spits
flame and soot into the air. The mountain has no other name but the House of God.
Atargatis Mistress of the Desert Eshmoun The Desert Breeze
Athirat Queen of the Oceans Resheph God of Woe and Death
Eloah God of Creation Shed Lord of Salvation

Dogma
►► Avenge slights to your house and home
►► Obey your wife in matters of the heart
►► Never strike a foe with an indifferent hand
►► Above even the gods, love thy family
►► Pray at midday and give thanks
►► Strong drink is the enemy of a sound mind

Atargatis
In Turani, her name translates as “Courtesan of Heaven”, the great mistress of the Northern
lands is a beguiling goddess of comfort, love and wealth. She resides in every pool of standing water
and stories abound of Atargatis emerging from the pond at the center of a lush oasis to lie beside a
lone, young herdsman, or wading from a reflecting pool and demanding the love of a mighty sultan.
Upon her head rest the rising sun and between her legs is the moon; she is beauty, pleasure, and
elegance in all it manifestations.
Symbol The desert gazelle
Realm The sacred temple of Silver Water near the northern coast of Turani.
Dominion Fertility and Moon
Show hospitality to all
Precepts Drink deeply of any you love
Kill only when hospitality has failed

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Athirat
Athirat’s name means “Walker of the Sea”. She is the goddess of all oceans, and appears as a
great-bronze scaled woman, with the lower body of a great fish. From her streams all the bounty
of the seas; in her bosom, she cradles those lost in the dark depths of her home. She is patron to
all Triton and revered by sea–goers. She lives in every churning lake, running river and the tide of
every ocean.
Symbol The great fish of the Red Sea
Realm The Howling Cave on the coast of the Read Sea
Dominion Water
A bountiful harvest is a feast for all
Precepts Water is Athirat’s gift to all
Those killed in the water belong to Athirat

Eloah
Eloah is the all-powerful god of reason, creation and effort. With his first shrug, the world
existed. A blink of his eye created all mankind. With his first utterance, reason entered the mind of
man; language was born. He is every story ever told, and every thought every ever conceived. Form
him, all things spring. His worshippers know a mote of Eloah’s power infuses every word; knows
this is what gives language meaning. Many are gifted advisors, storytellers and lorekeepers. Some,
often militant, zealots leave their lives of solitary asceticism to write their own stories, in his honor.
Symbol The crooked staff
Realm The great stone of Eternity
Dominion Storytelling, Magic, and Time
Never take more than you need
Help all who help themselves
Precepts
Eat only what the body needs, and never take poison into your belly
Always offer an upturned palm, but strike with a clenched fist.

Eshmoun
Eshmoun is the cool breeze that blows on the desert sands. He is master of the storm clouds and
master of the hundred different thunders. In his wrath, he rides in a chariot pulled by one thousand
white horses. They create canyons where they’ve tread and shake the rain from the sky. In times of
solitude he puts light and sound to rest, and sits in an endless moment of perfect, silent darkness.
Eshmoun is the keeper of the beating heart of the world and protects it with his twin swords Barack
and Rham.
Symbol The White Horse of Turan
Realm The plains of Arabea
Dominion Sky and Sun
Treat your horse as family
Precepts Those not of your tribe are never to be trusted.
Show only a bare face and head to God. To all others be modest.

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Resheph
The older brother of Shed, Resheph is the mutilated and bloody god of war, destruction, and
plagues. His warrior poets call him Twilight. All others call him Death. All things dying or killing
have entered the domain of the black god known as Resheph. Riding a large black horse, he is
always preceded by a plague of ravenous locusts. Carrion birds flock in his wake. In his right hand,
he holds a great, black axe which drips fire and moans with screams of the recently dead as it cuts
the air. In his left hand, he clutches the heads of Lotan, the seven-headed serpent of the Anunnaki.
Symbol A black stone
Realm The battlefield of Shamar
Dominion War and The Dead
Take all things from your enemy
An unsheathed sword should taste blood
Precepts
Before battle, scream my name
Never refuse a fight

Shed
The son of Eshmoun and the brother of Resheph, Shed is the golden son of salvation and peace.
Shed is a dark-haired boy, naked and holding a jar of pure water. Those who drink from the jar are
free from all troubles and worries of the world. Shed forgives all those who earnestly wish it and
protects all those in need. A carpet of wild desert flowers bloom before him and stay for three days
after. Any woman who gives birth in this magical, temporary garden, have strong, healthy babies
and survive childbirth without complication.
Outsiders cannot believe Shed and Resheph are brothers. Those who worship them know they
are simply two sides of a coin. Together they represent, ultimately, all that matters in the mortal
spectrum: The giving of life, and the taking of it.
Symbol A white stone or a clay jar
Realm The apple tree in the great court of the beggars
Dominion Love and Fertility
Show mercy to all who ask
Never kill a thing that can bleed
Precepts
Bury ALL dead before the setting or rising sun
The bond of love is sacred. Once vowed to another, do not stray.

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The Tharshi Gods


The Tharshi gods are typically cunning and secretive. Mortals find them hard to look upon
— their faces and forms are generally obscured by stinging smoke or blinding golden light. In
Tharshesh their priests and priestesses are commonly called the “weeping saints.” The Tharshi gods
rule over their worshippers from a variety of temples in the cities of Tharshesh, as each of them
tends to be jealous and paranoid of the others.
Tharvan The Golden One Ahbra Sister of the Depths
Sagura Mother of the Waves Hatlimpoco God of Betrayal
Heron God of Wisdom and Knowledge Tartessa Mistress of Merchants

Dogma
►► All must give offerings to the gods whether coin or sacrifice.
►► Give travelers thanks and welcome them to your bosom.
►► Never give your trust without payment in kind.
►► Always pay your debts to friend and foe alike.
►► Every bruise, every insult, every coin, every favor must be met in time.

Tharvan
The highest power in the Tharshi pantheon, Tharvan is the god of currency and wealth. Some
see him as a god of luck, but his favor is capricious, easily bought with sacrifices and tithes, or so
his priests claim. He is commonly depicted as a corpulent man, wrapped in silks, and bedecked in
jeweled chains of office.
Symbol A spinning, golden coin
Realm The Temple-Vault at the Harbor of Tartessos
Dominion Fortune and Trickster
Avoid poverty for wealth provides for all.
Precepts Pay your debts to both friend and foe.
Always keep your word for it is the gold of your heart.

Sagura
Called the Mother of the Waves, Sagura is worshiped by shipwrights, sailors, and mothers alike.
Some foreigners to Tharsheh occasionally mistake Tharshi sailors for common pirates, and thus
stories calling Sagura the Bloodied Bride of the Sea also circulate amongst distant ports. She gives
birth to storms as well as favorable seas; passionate and ever-changing, she can be wooed, but never
won.
Symbol A cresting wave or foaming surf
Realm The Great Stone Harborhouse at Garanada
Dominion Water and Love
Give the dead to the sea, for all must come back to me in time.
Precepts Family and honor are like waves, ever-constant. Heed them.
Always welcome a guest.

Heron
Created by Jackson Nederveen
The Fount of Wisdom and Knowledge, Heron is a whimsical and pragmatic god, who is also
somewhat subdued. He prefers to give hints, clues, or messages rather than direct aid. His temple
at Cadaza sits atop a huge library. Every tome, text, scroll, or written work that is brought into a
Tharsheh port is copied; the originals are donated to Heron, and the copies returned to the former
owner.
Symbol A striding heron, a closed book, or a rolled-up scroll.
Realm The Great Library at Cadaza
Dominion Magic and Time

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Knowledge, like coin, is power. Spend it sparingly, gather ceaselessly.
Precepts Secrets are worthless: kept, they are meaningless; spent, useless.
Seek out all sides before choosing.

Ahbra
The Sister of the Depths is the beloved of miners and misers alike. Foreign merchants often
claim that Tharshi merchants must all worship this goddess who advocates jealously clinging to
every scrap of wealth. Miners seek to pry open her hidden ways with generous sacrifices and those
who hold wealth seek her protective embraces over their hidden stores of coin as well.
Symbol A darkened cave, a closed chest, or crossed arms.
Realm The Ever-dark Depths of the Mines of Tara
Dominion Earth and Fortune
One can never have too much; gather what wealth you can.
Bury sacrifices to Ahbra each new moon.
Precepts
Take nothing from the dead.
Embrace darkness and extinguish fire.

Hatlimpoco
Created by Chris Gunning
A god of betrayal and lies, Hatlimpoco is actually a transplanted god from distant shores. Once
worshiped in far Tamoanchan and even in Diaprepea as a god of subterfuge and brutality, he was
in the past known as the Traveled One or the Mask of Blood. Carried to Atlantis by worshippers
brought to the island-nation’s gladiatorial and slave pits, his worship spread despite being repeatedly
quashed by Atlantean priests. A new Cult of Masks has arisen in Tharshesh. Hatlimpoco’s followers
are a competitive lot who place as much value in the battlefield as they do the confines of society.
Hatlimpoco wishes to ultimately supplant the Orixa and the wealth of Tharshesh might take him
there.
Symbol A crimson mask, a bloodied fist, or a coiled serpent.
Realm The Mount of Spears in Targrim
Dominion War and the Dead
Avenge all slights and insults.
Be wary and cunning; never strike head on.
Precepts If you must submit, defy your oppressors at every turn.
Blood pays all debts.
Wash your sins away with the blood of those who sinned against you.

Tartessa
Whereas Tharvan is the Lord of Gold, Tartessa is the Mistress of Merchants, the Opener of
Ways, and the Finder of Fortune. Rivals to the Lotus Cult in the south, Tartessa’s temples are as
much places of worship as they are both centers of commerce and hothouses of vice. Tartessa woos
the other powers of the Tharshesh pantheon throughout the year as their powers wax and wane in
a constant bid to surpass, but never displace, Tharvan.
Symbol A bag of coin, an open doorway, and crossroads.
Realm The Great Market of Tartessos
Dominion Travel and Storytelling
Everything has a price.
Freedom is worth any amount of coin.
Precepts All are slaves to something higher.
Always obey your master.
Always watch over your property.

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Chapter 4: Otesium

P etranova leapt back and forth across the River Eridanus, a feat that would have
been incredible a few days travel south, but here in the foothills, at its birth, the
river flowed as a narrow torrent, cutting a deep channel into the rock. The Atlantean
sorceress hopped across this small canyon, barely the width of a man, wearing a wide
grin on her face.

“What are you doing?” asked Dayn, the tomb-robber that Anaboa hired to crack
open any vaults he couldn’t burn through with his alchemical arts. “If Anaboa comes back
he’ll crack your skull open with a rock.” Dayn could smell the stink of lotus and brandy
from ten yards away; Petranova had started early this morning. Anaboa tolerated the
erratic Atlantean because of her power, but ever since the near brush with their pursuers
in Galecea the Lemurian had become increasingly punitive.

Petranova turned and, distracted, teetered at the canyon’s edge. “Dayn, my poor
little human friend,” she said, pin-wheeling her arms to stay upright, “Anaboa’s too
worried about finding his silly rock to worry about what I’m doing. Besides, I’d cook
that ape in his own skin if he dared lay a finger on me.” The Lemurian had left a few
hours ago, scouting ahead to locate a specific stone that he believed lay close to the
river’s source.

Dayn shook his head, trying not to let Petranova’s constant patronizing bother him.
Instead, he glanced over to the boy Edris; the child had barely said a word since they’d
kidnapped him. Anaboa must have slipped some drug or other to the boy; no child was
that quiet by choice This job did not sit well with Dayn; he did not care for the trace
of the fanatic about Anaboa, a trace that was growing stronger by the day. A couple
of weeks ago, the thief got up the nerve to ask the alchemist about his work. Anaboa
said nothing, but a day later he’d poisoned an Asena who stumbled on their camp; and
while the Andaman died, writhing silently on the ground, the Lemurian had stared at
Dayn, as if daring the human to question his authority.

Petranova came up behind Dayn, her hands snaking across his belly. “Maybe I could
find a better way to occupy myself.”

Dayn dragged himself from her arms, “Not while the child is watching.”

“Oh, my poor little pet, it would be an education for him, besides, it’s better
when someone’s watching.” Dayn turned and tried to stare the sorceress down, rather
unsuccessfully; her dark lips held the hint of a smile but her golden eyes were filled with
fire and he knew he couldn’t resist.

A feral growl cut the air, as Anaboa announced his presence. “Breed on your own
time, Wretches,. I have what I need and we’re moving on.”

Petranova scowled, shoving Dayn to the ground as she stalked towards the massive
white Lemurian. “I’ve had enough of your attitude, you overgrown monkey,” her eyes
narrowed and Anaboa’s fur bristled “you give me one more order like that and I’ll
melt the fat from your worthless bones and make soap from it. I’m an Atlantean, your
better, not some gutter-swilling human slave you can order to pick the lice from your
stinking hide.” Dayn could have sworn that Petranova had grown a foot or more, her
anger surrounding her like thunder embracing lightning. He had to check an instinct to
lie prostrate on the ground.

212
Anaboa roared, baring his massive canines, and raising his arms over his head,
radiating a primeval menace. Dayn’s gut screamed at him to flee as these two primordial
beings faced each other. Then he heard it. Caught up in their struggle for dominance,
Anaboa and Petranova stayed oblivious, but Dayn, senses burning with terror, heard the
crashing of breaking scrub as something charged directly towards them.

The underbrush less than a hundred meters away burst asunder, disgorging a howling
mass of Asena. The Andaman horde surged forward, accompanied by dozens of wolves,
forming an endless wave of fur, fury, and fang. Already numbed by his companions’
showdown, Dayn reacted swiftly, calling a warning before drawing his kukri and falling
back to the camp. The thief cursed Anaboa; his murderous act days earlier had drawn
this doom upon them.

Anaboa reacted with uncanny speed, plucking a strange flask from one of his many
bandoliers and hurling it at the onrushing storm. The flask flew true and exploded with
a hiss into a cloud of yellow-white vapor. The wolves dove away the mist but it was
too late. Animal screams filled the air and Dayn watched in horror as Andaman flesh
dissolved into a bloody mess. The remaining wolves and Andamen surged forward,
straight toward Anaboa, who bellowed a challenge and drew forth a vial from his belt.

Petranova drew power into herself ,relishing the way the magic interacted with the
lotus she’d taken this morning, heightening the euphoria, and giving her a feeling of
invincibility. This is how the Orixa must feel she thought to herself, as she called upon
the prime elemental forces. Petranova’s fingers carved arcane symbols in the air, and her
voice cut through the clearing, issuing commands in the arcane tongue, demanding the
world conform to her whim. The magic burned like good brandy as it burst forth from
the orichalcum rod she used to focus her power.

Dayn braced himself as an Asena leaped at him. Rolling to the side, he brought his
kukri in a wide arc, following his body’s motion. The glittering steel, pulled by the
weight of his whipping arm, sliced deep into the Asena’s neck, leaving the Andaman
to die in gurgling mess. Rolling to his feet, he saw Petranova finishing a spell; a ghostly
white Atlantean woman’s face appeared in front of the sorceress, opened its mouth,
and began to scream. Dayn clamped his hands over his ears but the scream was already
inside his skull. The thief’s eyesight blurred and black spots dotted his vision; a second
or two later he passed out.

Dayn awoke to see Anaboa standing above him, holding an empty vial. A taste of
rot and pomegranate filled his mouth. “What happened?” he gasped, coughing and
spitting the foulness from his mouth.

“The sorceress saved our lives, her banshee stunned the beasts long enough for me
to slit their throats,” the large Lemurian rumbled. “Sadly, she didn’t make it.One of the
creatures managed to land a killing blow and I wasn’t awake in time to save her.”

Dayn sat speechless. He could see Petranova’s broken form lying on the ground
nearby, her neck distorted and clearly broken, though the skin remained uncut. His gaze
slid unbidden to the long claws and teeth of the Asena before flicking back to meet the
challenge in Anaboa’s black eyes. The thief shuddered involuntarily while behind him,
unseen, the child Edris smiled coldly.

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Chapter Five
Equipment

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Equipment
Coin of the Realm
A wide variety of currency is used throughout the world, from the shell coins of the Elysium
Tritons to the amber shards of Haloga. Buying Services
The most common coin in circulation is the Atlantean Golden Lotus (gl). A gold lotus is worth Below is a list of professions
10 silver petals (sp). Each silver petal is worth 10 copper slates (cs). In addition to copper, silver,
that could be enlisted to work for
and gold coins, there are also a wide variety of other metals used in coinage, from platinum to tin the Heroes. The professional will
to lead. have a skill listed at +5, +10, or +15
To make the economics of the Second Age easier for the GM, all prices of goods and services are depending on this quality. Obviously,
given in Atlantean currency or abstracted for the Wealth Rating system. the higher the level of skill, the more
expensive the services are.
The salaries listed are for a Poor/
Average/Highly trained person of that
W ealth O T
ther han oin C type per day of service. It is assumed
Merchants commonly exchange trade goods without using currency. In fact, in many areas of that the person has all the equipment
the world, currency is not even recognized. Folk from these regions rely on barter as a means of needed to work.
trade. In these cases, trade goods, weapons, armor, tools, gems, or other such items may be required
Profession WR DoD
for trade. Substitutes for standard metal coins also exist, such as the Vanir’s hacksilver bracelets
that are wound around the arm and chopped up for trading. Some portions of the East even use Ambassador +0/-1/-3
intricately carved clay chits or powdered gold, measured by weight, as their currency. Artisan, Crafter,
Entertainer, +1/+0/-1
The Average Wealth of a Person Playwright
Below is a simple benchmark of a person’s income per month. Most of what a person earns is Assassin +0/-1/-3
spent on lodging, food, and other day-to-day necessities.
Athlete +1/+0/-1
Class Earnings Average Wealth Rating
Bounty Hunter +0/-1/-3
Helots or Indentured Servants earn 100 silver petals (10 Gold
+0 Chauffeur +1/+0/-1
(Poor) Lotuses) or less per month
Free laborer, guard, teamster 25 Gold Lotuses per month +1 Courtesan +1/+0/-1

Artisans, Craftsmen, and Merchants Creature Handler +1/+0/-1


50 Gold Lotuses per month +2
(Middle Class) Doctor +0/-1/-3
Aristocrats and Noblemen (Rich) 100 Gold Lotuses or more per +5 Engineer +0/-1/-3
Herald +0/-1/-2
Bodyguard +1/+0/-1
Wealth Rating House/Ship Servant +1/+0/-1
A Hero’s Wealth Rating is an abstraction of the amount of money a Hero has on hand at any Mechanic +0/-1/-2
given time and doesn’t represent a hard number of coins in his purse. A Hero’s WR represent
Pilot +0/-1/-2
monies earned during the course of his adventures and allows him to live day-to-day.
GMs should only allow/require rolls on things that may actually affect the game or adventure. Priest/Priestess +1/+0/-1
WR rolls for a slice of cheese or a new pair of socks bogs the game down; if the Hero could Scientist +1/+0/-1
realistically purchase the item the GM should just allow it.
Scout +1/+0/-1
Tactician +0/-1/-2
Teacher +1/+0/-1
Thief +1/+0/-1
Trader +0/-1/-2
Travel Guide +1/+0/-1
Whore (per hour) +1/+0/-1
Worker/servant +2/+1/+0

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What do the Modifiers Mean?
The modifiers represent how expensive something is. A positive modifier represents something
that is cheap, while a high negative modifier represents something very expensive. The modifiers do
not represent exact amounts of money, but a broad general difficulty. Below is a guide for the cost
of things and should give the GM and players a general idea of how to use Wealth Rating modifiers
when making a purchase.
Cost of Item or Service DoD Cost DoD
One Silver Petal or less, why roll at all? +5 4,000 gl -7
A Hero and his 5 Silver Petals +3 8,000 gl -8
Wealth 1 Gold Lotus -0 16,000 gl -9
The Wealth System is an
abstraction, and in most cases 50 gl -1 32,000 gl -10
favors the Hero. In most games 200 gl -2 50,000 gl -11
this shouldn’t be a problem.
Buy an item, make a roll, 400 gl -3 100,000 gl -12
and move on. Some players will 800 gl -4 200,000 gl -13
see this as their opportunity to
buy everything and abuse the 1,000 gl -5 400,000 gl -14
system. When this occurs, the 2,000 gl -6 1 million gl -15
GM is encouraged to break every
purchase into its own roll and
not allow them to bundle and The cost of an item or service can be further modified by other factors.
purchase. This will control how Item or Service Is... Modifier
much a Hero can buy at one time
with his Wealth Rating. Common; average quality 0
Very common; local market is flooded;
of slightly lower technological complexity +3
than commonly available
In high demand; limited availability;
of slightly higher technological complexity -1
than commonly available
Not generally available to the public;
of significantly higher technological complexity -5
than commonly available
Unusually high quality -3
Damaged or low quality +3
Relationship with Seller Modifier
Has dealt with rarely or never 0
Pays on time; frequent customer; +1 or more
no complaints by seller
Rarely pays on time; problem buyer -1 or more

Buying More than One Thing


Determining wealth rolls is not so simple as just adding difficulties together. This would produce
rolls where DoD represents a far greater amount of wealth than was intended.
Some items will not raise the difficulty much if at all and should be subsumed into the original
DoD of the purchase.
Example: A Hero wants to buy an item that is 30 gl (-2) and an item that is 25 gl (-2).
The total cost of the items is 55 gl, no where near the threshold of 100 gl to make the DoD -3.
The difficulty of the total purchase is -2.
►► When adding items and “bundling” purchases, only a maximum of three like items may be
purchased with one Wealth Roll.
►► When adding items, always start with the most expensive item and add the price of the
other two items.
Example: A Hero wants to buy an item that is 800gl (-4), 400 gl (-3), and 50 gl (-1). The
total DoD is -5 and not -8 because the price does not exceed the DoD of a -5 difficulty.

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Buying & Selling Goods


In general, a character can sell something for half its listed price. Trade goods are the exception
to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged
almost as if it were cash itself.
This section covers the many types of goods and equipment available in the Second Age, and
includes information on:
►► Weapons & Armor: descriptions of weapons and armor from both primitive and civilized
nations.
►► Conveyances: descriptions of Second Age land, sea, and airborne conveyances.
►► Specialized Equipment: descriptions of items used by particular Second Age cultures.
►► Trade Goods & Natural Resources: descriptions of wares from many nations.
►► Magical Equipment: magical mechanisms and enchanted items.
►► Alchemical Creations: elixirs, medicinal mixtures, narcotics, poisons, potions, and powders,
along with alchemical ingredients.
►► Equipment Master List: complete information on prices, weights, weapon & armor
ratings, and so on.

Metallurgy of the Second Age


The most common metal used in the Second Age is bronze. Bronze is an alloy of copper and tin,
making these two metals among the most valuable resources of the time. Unless otherwise noted,
all metal weapons and armor are assumed to be made of bronze.
The First Age Atlanteans also mined iron and did manufacture many weapons and tools from
superior metals. Though knowledge of iron smelting is still known on Atlantis, most other areas of
the world have not yet reached this level of metallurgy.
One of the highest achievements in Atlantean metallurgy was the First Age discovery of
Orichalcum, an alchemical alloy of copper and gold. Weighing the same as normal bronze weapons
and armor, Orichalcum is much stronger than normal bronze. It is highly sought after and the
Atlanteans strictly guard the secrets of its manufacture. The Traveler’s Gear
Finally, there is steel. This incredibly strong refined metal has only recently been rediscovered It’s assumed that all player
by Atlantean metallurgists (though some other regions have retained the knowledge of it). The characters are equipped with
hardest metal known to Second Age men, steel is very rare but makes incredibly durable weapons the Traveler’s Gear A.K.A the
and armor. “Adventurer’s Kit”. The kit has
W R all the essentials that any self-
Material Weapon Mod. Armor Mod. respecting adventurer would have.
Mod.
►► Bedroll
Iron +1DR +1 PR -1
►► A change of undies
+2DR or ACC per point of WIL( +2 PR per point of ►► 2 changes of culturally
Orichalcum -5
minimum of +2) WIL( minimum of +2) appropriate clothing
+1 PR negates armor ►► 2 torches
Steel +1DR Ω piercing unless if by -3 ►► Waterskin
steel weapons. ►► Wax paper for holding food
Demons are vulnerable to brass, taking ►► 3m pole
Brass Treat as normal armor -1
double damage. ►► 15m of rope
Andamen and certain supernatural ►► Flint and tender
creatures are vulnerable to silver, taking ►► Backpack or large bag
Silver -2 PR -2 ►► One large blanket or sheet
double damage. Reduce DR by 2 to a
minimum of one point (for sleeping or making a
lean-to)
Undead take double damage from
►► One apple
weapons of obsidian. There is a 50%
Obsidian No usable as armor +0
chance of breaking on an attack’s Critical
Success or Failure

Other substances are also used in the manufacture of weapons and armor, including wood,
hide, shark teeth, and stone. Non-standard components are further explained under the relevant
weapon or armor description.

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ATLANTIS: The Second Age

Item Quality
Below Average
Items of this quality level are manufactured quickly and cheaply using substandard materials.
Items of this quality are not only cheap but look cheap and are never mistaken for items of better
quality unless the trader is exceptionally skilled at “polishing” his wares.
Average
The item is of standard quality and can be readily
purchased anywhere.
Excellent
The item is of high quality and is
usually purchased in high-end shops.
Note on Breaking Excellent items may not be flashier,
For the sake of speed of game but are usually built to a higher
play and unless otherwise noted, specification than average items.
Equipment needs 7 points of damage Superior
to disable (meaning it no longer Only the best materials go into
functions as it was meant to) and
items of this caliber. These items
15 points of damage to destroy
completely. The GM may wish to
are sold in specialty shops and are
modify these numbers depending on expected to look finely appointed.
the item, its size, and its manufacturer. Ornate is usually a feature of items at
this quality level. Items at this level give
the user a +2 bonus in the appropriate
social situations.
Masterworks
These are one-of-a-kind items made
by a master craftsman who works toward
unparalleled perfection. Ornate and
Resilient are usually features of these
unique works of art. Items made at
this level are famous in their own
right and have a chance of being
recognized. Items at this level
give the user a +4 bonus in the
appropriate social situations.

WR
Quality Clothing Equipment Weapon Armor Vehicles
Mod
Half normal
Half PR. Critical hit No Attribute above
bonus. Breaks Half DR. Breaks on +2
Below Average -2 Penalty on armor ruins it, +1, SPD at 50%
on natural roll of natural roll of one. DoD
reducing PR to zero. normal.
one.
Off the Rack.
Average Normal effect. No bonus. No bonus. No Bonus. Normal
No Bonus
+1 to PR +1 to any one
High Fashion. +2 or 10% to
Excellent +1 to DR or ACC. requirement. Weight Attribute or +10 to -1 WR
+2 Bonus item’s effect.
is 75% normal. SPD.
+1 to PR or -1 to
+1 to DR and +1 to any two
Noble Wear. +4 or 20% to STR requirement.
Superior ACC, or -1 STR Attributes or +15 -2 WR
+4 Bonus item’s effect. Weight is 75%
requirement. SPD.
normal.
+1 to any three
+2 to PR or -1 to
+2 to DR and +1 Attributes or +20
Godlike. +6 +6 or 30% to STR requirement.
Masterwork ACC, or -2 STR to SPD. One -4 WR
Bonus item’s effect. Weight is 50%
requirement. additional Hard
normal.
Point.

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ATLANTIS: The Second Age

Weapons
Weapon Modifier Icon Key
Some weapons have added benefits when used. The icons below are used to detail this.
Weapon Key
Armor Piercing Notation = Ω
Each entry below includes one
This weapon ignores half the target’s armor (round up).
or more of the following elements:
Accuracy (ACC): The bonus
Bleeding Notation =  or penalty the Hero takes to his
This weapon leaves nasty wounds that bleed profusely once damage is taken. Those hit by the attack roll when using the weapon
weapon lose 4-CON Hit Points (minimum one point) for 3 rounds after the initial hit. because of balance or handiness.
Damage Rating (DR): The
Bulky Notation = b minimum damage the weapon
inflicts upon a successful attack.
The weapon is large and cumbersome. In combat, if a natural 1–5 is rolled, the Hero must
spend an action to ready the weapon before using it again. Strength Minimum (STR):
Characters receive a -2 penalty
to Combat Skill Rating for each
Fast Notation =  point by which their STR falls
The weapon is extremely fast in combat situations. The weapon gives the user a +3 bonus to his short of the weapon’s minimum
Initiative rolls in combat. STR requirement; characters using
missile weapons suffer a -4.
Impaling Notation =  Rate of Fire (RoF): The weapon
The weapon is very good at running a foe through. On a critical hit, the target is impaled by the uses the Rate of Fire rules in the
weapon and is stuck. The user has the option of pinning the target to the ground or a wall. While combat section of the rules. Not
impaled, the target suffers a penalty to his DEX of -3. The user must then take an action to pull it applicable to most melee weapons
out. Pulling the weapon from the victim causes additional damage equal to half the weapon’s DR Ammunition (Ammo): The
(no armor). number of times the weapon
can be used before needing to be
reloaded. Not applicable to most
Parry Notation = † melee weapons
The weapon is very good as a parrying weapon. When making an active parry action against Range (Rng): The Range at which
another melee weapon the Hero receives a +4 to his roll. the weapon can be used without
suffering any range penalties. Not
Quick Notation =  applicable to most melee weapons.
The weapon is very well balanced and easy to use. The weapon may be used to make one The abbreviation THR(throwing)
additional attack with the multi-action penalty reduced by 3. means hat the weapon’s range is
equal to the hero’s throwing range
(usually 15m+3m per +1 STR).
Two-Handed Notation = 2H
Wealth Rating Degree of
This weapon requires both hands to wield properly and if used one-handed the Hero takes a
Difficulty (WR DoD): The DoD
penalty of -6 to hit.
against which the Hero rolls
when making a Wealth check to
purchase the item.
Bladed Weapons
Dagger WR DoD +0
Acc DR WT STR RoF AMMO Rng
+2 6† .9kg +0 - - -
Unlike the knife, the dagger is a rugged and intended for combat and hunting. It consists of a
short metal blade, sharpened on both sides.

Gladius WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 8 1.8 kg +0 - - -
Originally an Atlantean weapon, the Gladius can now be found in almost all lands. It is a short
sword with a double-edged blade.

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ATLANTIS: The Second Age

Great Sword (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 12 b 9.7kg +3 - - -
The large (2m) two-handed sword commonly found among
the Ska and Starrans of Alba. Only the strongest warriors may
wield this massive weapon,

Haladie WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 6† .4kg +0 - - -
A Meluhan double dagger with curved blades. These weapons are often
used in both hands and can be quite deadly against unarmored foes.

Katar WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 6 .9kg +0 - - -
The katar is a punching dagger, consisting of a double-edged blade affixed
to a hilt. When held, the blade juts out from the user’s fist. This weapon may
be used with the Unarmed Fighting skill.

Khopesh WR DoD -2
Acc DR WT STR RoF AMMO Rng
- 9† 2.3kg +0 - - -
The traditional sword of Khemit, the Khopesh is a sickle-sword made
of bronze, used by elite warriors. The Sapara is another sickle-sword similar
in design to the Khopesh. It most commonly found among the Turanian
nomads and the tribes of Zin.

Knife WR DoD +1
Acc DR WT STR RoF AMMO Rng
- 5 .25kg +0 - - 9m
A simple weapon consisting of a short, single-edged blade attached to
a wooden haft. Knives are used more for cutting and eating than they are
in combat however some knives are specially balanced for throwing and are
deadly in the hands of an experienced knife-fighter.

Kukri WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 7 .9kg +0 - - -
A type of fighting knife common in central Jambu. The Kukri has a single
sharpened edge and a curved blade.

Sword WR DoD -2
Acc DR WT STR RoF AMMO Rng
- 10 4.5kg +0 - - -
The sword represents any number of blades, from sabers and scimitars to
longswords and broadswords. These swords all share a simple design with a
double-sided blade and a simple crossbar separating blade from hilt.

Mong WR DoD -4
Acc DR WT STR RoF AMMO Rng
- 8† 2.3kg +1 - - -
The Mong is a strange weapon found most commonly in Gondwana
(particularly among the Nubian tribes). It is an oddly shaped metal weapon
normally of bronze, though iron Mongs are known. Shaped like a large Pinga,
it is normally used as a melee weapon.

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ATLANTIS: The Second Age

Tjaluk WR DoD -2
Acc DR WT STR RoF AMMO Rng
- 6† .7kg +0 - - -
A knife with a curved blade and knuckle guard. It is most commonly found in Jambu and
Gondwana.

Hafted Weapons
When attacking, if the attack roll is a critical hit the attacker has knocked his opponent down.
If knocked down, the opponent must spend an action getting back up.

Aclys WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 8 1.4kg +0 - - THR
A wooden throwing club usually with metal spikes of studs attached. The haft of the aclys is
attached to the thrower’s wrist by way of a leather cord or thong. The aclys can be retrieved by
means of the cord in one round.

Ball and Chain WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 9b 3.6kg +1 - - -
A ball and chain is just what it sounds like: a heavy metal ball attached to a chain. Sometime the
ball is spiked or studded and often the chain is affixed to a wooden haft. The ball is swung around
to give it increased impact.

Battle Axe WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 10 4.5 +1 - - -
A battle axe is a large double-bladed combat axe often found in Hyperborea and northern
Europa. Similar axes are also to be found among the peoples of Jambu.

Club WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 6 2.7 +0 - - -
There are many varieties of clubs in use in all nations of the Antediluvian Earth. Clubs can be
solid pieces of wood or may have stone heads attached for more weight. Maces have a round or
pear-shaped head made of bronze. The hilt is usually wrapped with a cord for a better grip.

Flail WR DoD -2
Acc DR WT STR RoF AMMO Rng
- 9b 2.3kg +1 - - -
Flails were originally derived from the tools used to thresh grain. They consist of a metal club
attached to a wooden haft by a short chain. The additional leverage makes them deadly in combat
but more difficult to wield than a normal club. Those trying to parry a club suffer a penalty of -5.

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ATLANTIS: The Second Age

Hammer WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 8 2.7kg +0 - - -
Another tool-turned-weapon, the hammer consists of a heavy square or
rectangular head mounted on a wooden or metal haft.

Ja-Dagna WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 8 1.8kg +0 - - -
An ironwood club used by the Akelan tribes of Eria. The Ja-dagna has a
polished, round striking edge.

Mace WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 8 2.7kg +0 - - -
Maces have a round or pear-shaped head made of bronze. The hilt is
usually wrapped with a cord for a better grip.

Maquahuitl WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 9 1.8kg +0 - - -
A common weapon in Tamoanchan, also found around Aztlan in Eria.
It consists of a wooden club covered in shards of obsidian (a type of volcanic
glass). Since most warriors in these regions wear little to no armor, these
weapons are particularly devastating to bare skin and cloth. If a Critical
Failure is rolled there is a 50% (roll of 1–10) chance the obsidian will shatter,
reducing the DR 6 and removing the bonus of Bleeding () from the weapon.

Maul (2h) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 12b 7.3kg +3 - - -
A maul is a heavy hammer normally made of wood and wielded two-
handed. They require considerable strength to wield effectively. Knockdown
has double the effect if a critical is rolled.

Oncin (2h) WR DoD -1


Acc DR WT STR RoF AMMO Rng
- 9 5.6kg +2 - - -
A type of pick specifically designed for use in war rather than stonework.
The oncin can be devastating even to heavily armored opponents as it
automatically bypasses 2 points of an opponent’s PR on a successful hit.

Pacho WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 7 1.8kg +0 - - -
This wooden club from the Elysium Ocean region has dozens of shark
teeth lashed to its surface.

Tebutje (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 11 b 3.2kg +2 - - -
The Tebutje is the two-handed version of the Pacho. It is
found most commonly in the Elysium Ocean region.

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ATLANTIS: The Second Age

Tomahawk WR DoD +0
Acc DR WT STR RoF AMMO Rng
+1 7 1.8kg +0 - - THR
The traditional fighting axe of the Erian tribes. The axe head is normally
bronze although stone heads are also used. The weapon may also be thrown
as a ranged weapon.

Tonfa WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 6† 1kg +0 - - -
The Tonfa consists of a wooden block about .5m in length with a handle
jutting out from one end at a right angle. It can be used like a club but more
importantly is used to parry blows by resting its length along the forearms.
These weapons are commonly used in pairs.

Warhammer (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 10 4.5kg +2 - - -
The warhammer is a two-handed hammer designed specifically for
combat. It consists of a heavy metal head with a stout wooden handle.

Spears & Polearms


Polearms all have the benefit of helping the user go first during the first round of any melee
combat. In the first round of combat, the polearm adds +4 to the user’s initiative total for that
round. In subsequent rounds, the speed reverts to its normal listing. The bonus is applicable when
fighting anyone with a shorter-reach weapon than the polearm, but does not bestow this benefit
when combating someone with a ranged weapon.

Khitan Halfmoon (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 9b 6.4 +1 - - -
A polearm consisting of a crescent-shaped blade affixed to a 2.2m pole.
The weapon is used in great sweeping arc and can devastate unarmored or
lightly armored opponents.

Maki (2H) WR DoD -3


Acc DR WT STR RoF AMMO Rng
- 10 6.8kg +1 - - -
The Maki is a weapon from Jambu that blurs the line between polearm
and sword. Averaging 2m in length, the Maki’s blade is half the length of
the weapon. It is wielded two-handed and it borrows techniques from both
sword and polearm use.

Mancatcher (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 3 5.4 +1 - - -
A forked polearm with a spring-loaded mechanism that closes around the
hapless victim requiring a full success STR roll versus a DoD-3 to break free.

Poleaxe (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
- 10 b 8.2 +3 - - -
The poleaxe is exactly what it sounds like — an axe head mounted on a
pole. It is often used by city guards in a crowd-control capacity.

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ATLANTIS: The Second Age

Quarterstaff WR DoD +2
Acc DR WT STR RoF AMMO Rng
- 5† 1.8 +0 - - -
A simple length of wood, normally oak or some other hardwood. A simple
traveler’s weapon.

Sarissa WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 10b 6.4 +1 - - -
The Sarrissa is an extremely long form of spear used by Atlantean,
Hesperian, and Tharshi armies against massed cavalry. Double the effect of
Impaling when this weapon hits with a Critical Success.

Sjang Sutai WR DoD -1


Acc DR WT STR RoF AMMO Rng
- 8 3.6 +1 - - -
This type of polearm is most frequently found in Khitai. It
is essentially a bladed staff with a circular metal guard separating
the blade from the shaft..

Spear WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 10 2.7 +1 - - 1/2 THR
A simple weapon consisting of a wooden shaft and a sharpened
end. More sophisticated versions exist with metal blades instead of
simple sharpened sticks.

Tepoztopili WR DoD +0
Acc DR WT STR RoF AMMO Rng
- 8 3.2 +1 - - -
Similar to the Maquahuitl, this weapon is a wooden spear with
a triangular head covered in obsidian. It most commonly found in
Tamoanchan and southwestern Eria.

Trident WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 9† 3.6 +0 - - 1/2 THR
The favored weapon of the Triton people, many humans also find the
weapon an excellent choice. It is essentially a three-pronged spear normally
made of metal.

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ATLANTIS: The Second Age

Ranged Weapons Arrow Heads:


There are several different types
Atlatl WR DoD +0 of arrows used with bows in the age
Acc DR WT STR RoF AMMO Rng of Atlantis. Listed below are the most
common.
+1 +STR .5kg +0 1 1 THR +6m
An atlatl is not a weapon per se but Acc DR
rather is used in throwing short javelins. Armor-Piercing -1 7Ω
The leverage of an atlatl extends the range A heavier arrowhead that pierces
of a thrown javelin by 6m and increases the physical armors, using the standard
damage done by the user’s STR. armor-piercing rules. The arrow has
half the normal range.
Blowgun WR DoD +0
Acc DR WT STR RoF AMMO Rng Acc DR
+2 2 .5 +0 1 1 17m Barbed -1 5
Found primarily among more primitive These arrows have many barbed
cultures, the blowgun is most often used in points instead of one arrowhead.
hunting but can also be used in war. While the As well as doing normal damage,
darts of a blowgun do a negligible amount of removing a barbed arrow does
damage; what makes the weapon dangerous is the fact that most of these darts are coated in poison. 4-CON points of additional damage
(minimum of one point). Barbed
arrows are most often found in
Bola WR DoD +0 Tamoanchan and the Elysium Ocean
Acc DR WT STR RoF AMMO Rng regions but are not unknown on Eria
and Jambu as well.
- 5 .5 +0 1 1 THR
Bolas are found in various cultures around the world, most notably
some tribes of Tamoanchan and the Owlmen tribes of Mu. A bola Acc DR
consists of stones attached to each other by means of a flexible cord. Blunt -2 6
Like a sling, the bola is swung above the head before being released. A Blunt arrows are generally used
bola grants the user a +4 bonus when attempting to trip an opponent. when hunting for small prey but can
also be used in combat. Blunt arrows
Boomerang WR DoD +0 do stun damage and only half the
damage taken by the target is actually
Acc DR WT STR RoF AMMO Rng
real. Hit points are recovered with 10-
- 5 .5 +0 1 1 THR CON rounds of taking damage.
A type of throwing stick most often found in southern Gondwana and
parts of Lemuria. Because of its unique shape, a boomerang will return to Acc DR
the hand of its thrower the round after it is thrown if the attack missed and
the roll was not a Critical Failure. Poison -1 7
An arrow that is coated with a
small amount of poison. The poison
Bow, Composite (2H) WR DoD -2
has a base DR 4 and is only half-
Acc DR WT STR RoF AMMO Rng effective if the victim makes a CON
- - 2.7 +0 1 1 60m at DoD-4 roll to resist the poison.
A composite short bow designed by the Kurgan horse nomads of the The arrow has half the normal range.
Scythian steppes. It makes an excellent horse bow and is superior to most other
short bows. Acc DR
Standard Tip 0 8
Bow, Long (2H) WR DoD -3 The standard arrowhead.
Acc DR WT STR RoF AMMO Rng
- +2 b 3.5kg +1 1 1 90m
A typical bow that is tall (roughly equal to the height of the person who uses
it); this will allow its user a fairly long draw, at least to the jaw. The bow is well
liked for its power and longer range. The bow adds an additional +2DR to the
damage of any arrow shot from the bow.

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ATLANTIS: The Second Age

Bow, Short (2H) WR DoD -2


Acc DR WT STR RoF AMMO Rng
+1 - 2.7 +0 1 1 40m
A typical bow found in many cultures around the world. Although normally made from wood,
primitive versions made of bone or horn are also manufactured by some cultures.

Bow, Stone (2H) WR DoD -1


Acc DR WT STR RoF AMMO Rng
+1 5 3.2 +0 1 1 20m
Similar to a short bow, but with a leather patch placed on the bow string. Like sling, a rock is
placed in this patch and then fired like an arrow.

Chakram WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 6 .5 +0 1 1 9m
The chakram is a throwing disk most often found in Vedda, Meluha, Sheba, and Joktan. It is a
flat, bronze or iron ring about 30 centimeters across with a sharpened edge.

Javelin WR DoD +0
Acc DR WT STR RoF AMMO Rng
+1 8 1.8 +0 1 1 THR
A typical throwing spear. The javelin is used more often than bows in Atlantean, Khem, and
Hellenic armies. Javelins aren’t intended as melee weapons and suffer a -4 on all melee attacks with
them.

Pinga WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 6Ω 1 +1 1 1 10m
The Pinga, also called the tree blade because it resembles the trunk and branches of a tree.
The Pinga is a throwing weapon consisting of a handle and a blade that branched at odd angles
into many additional blades of differing sizes and widths. The weapon can be used to hack at an
opponent or thrown in a spinning fashion, allowing the multiple blades to dig into targets.

Sling WR DoD +2
Acc DR WT STR RoF AMMO Rng
- 6 .01kg +0 1 1 20m
A sling consists of a small patch of leather attached to two cords or thongs on either side. A rock
or other small heavy item is placed in the leather pouch and the entire thing is swung in a circle to
build up speed before the stone is released.

Throwing Stick WR DoD +3


Acc DR WT STR RoF AMMO Rng
- 6 .5 +0 1 1 12m
Perhaps among the first ranged weapons used by humans, the throwing stick is simply a
weighted club used for ranged combat. There are dozens of regional variants.

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Other Weapons
Cestus WR DoD -1
Acc DR WT STR RoF AMMO Rng
- +3 .5 +0 - - -
A cestus is a brawling weapon that consists of leather and linen wraps quilted with bronze, iron,
and other heavy substances. The weapon gives more weight to normal punches, adding +3 to the
punching damage and allows the wearer to parry melee weapons with little or no harm to their
hands.

Garrote WR DoD +1
Acc DR WT STR RoF AMMO Rng
- - - +0 - - -
A garrote is simply a cord or wire used for strangulation. They normally have short wooden
handles, making them easy to hang onto while a victim struggles. A garrote grants a +2 bonus to
rolls when attempting to choke an opponent and allows the user to double their STR bonus where
damage is concerned. May require a successful Stealth roll to get into a position to use.

Net WR DoD -1
Acc DR WT STR RoF AMMO Rng
- - 4kg +0 - - -
A net is used to entangle enemies. On a Full Success with a net, the victim is entangled (Evade
and Parry at half Skill Level) and must make a STR + Athletics roll against a DoD-6 to try and
break free.

Sap WR DoD +2
Acc DR WT STR RoF AMMO Rng
-1 2 - +0 - - -
This weapon is difficult to use, with a penalty of -1 to the attack roll, but excellent at knocking
an opponent unconscious when used correctly. Usually the sap is employed by sneaking up behind
an opponent and striking them in the back of the head or neck. With a successful attack, the target
must make a CON roll with a DoD equal to the attacker’s STR+2 or be rendered unconscious. On
a Partial Success the target is stunned and at a penalty of -5 on all actions for one round.

Whip WR DoD -1
Acc DR WT STR RoF AMMO Rng
- 2 1kg +0 - - -
A whip is a length of woven leather or hide usually used on animals or slaves. In the hands
of some, it can also make a formidable weapon against unarmored foes. Users receive a +4 bonus
to rolls when attempting to trip or entangle an opponent and +2 when attempting to disarm an
opponent.

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Lemurians Weapons
The Lemurians are masters of technology, and have created several wondrous weapons. The
process of their manufacturing is a closely guarded secret. Only a select few non-Lemurians are
allowed to purchase or even posses them. The items may only be purchased from Lemurians on
their home continent.
Because the weapons are so rare, they are highly sought after and prized by collectors. However,
since the devices are so complicated, they are prone to breaking down and becoming useless in the
hands of a non-Lemurian. Every week of use the weapon’s user (Only non-Lemurians) must make a
Handicraft (gunsmith) roll with a DoD-2. If successful the weapon continues to work. On a partial
the weapon starts to break down because of low maintenance, working at half its normal attributes
and now needs a roll with a DoD-6 to keep at this level. On a Failure the weapon ceases to function
and a Handicraft (Gunsmith) roll must be made at -12 to repair. On a Critical Failure the weapon
is broken beyond repair.

NOTE: Only Lemurians may purchase these items at character creation.


WR DoD listed is for non-Lemurians. Lemurians may purchase these items with a bonus +2
versus the WR DoD
Gas Cartridge WR DoD -1
A single cartridge of ammo plus the gas cartridge.
NOTE: Gas cartridges are very hard to come by outside of Lemuria- dominated areas. When
looking for restocks of ammo the Hero may make a roll for availability. The ammo is available on a
roll of 1–8 on a D20 in any major city. The roll should be modified depending on location and size
of the settlement the resources are sought in.

The Lawgiver (Gas Pistol) WR DoD -5


Acc DR WT STR RoF AMMO Rng
- 8 3kg +0 1 6 20m
The least complicated weapon is the gas pistol used by the Lemurian militia on their home
continent. The weapon uses a gas cartridge to propel a small bronze ball at its target. The pellets
come in a premade cartridge that slides into the back of the gun.

Storm Cloud Gas Rifle WR DoD -5


Acc DR WT STR RoF AMMO Rng
- 9 3kg +1 2 12 40m
The larger bolt-action rifle version of the Gas Pistol. The rifle shoots a hail of smaller bronze
pellets at a target. Those standing next to the intended target (1m) may be hit by the cloud of pellets
and must make a Evade roll DoD-5. If successful they take no damage, but if they fail the roll or
choose not to make it take 4 DR.
Death bellows (2H) WR DoD -6
Acc DR WT STR RoF AMMO Rng
- 7Ω 9.5kg +4 3+STR 20 40m
A bulky rifle that shoots thin bronze spikes. Twenty spikes come in a cartridge and are shot as
fast as the hand crank at the back of the gun can be turned. The rate of fire is determined by adding
3 to the user’s STR, up to a maximum of 10 or a minimum of one. On a natural roll of one (even
if the modified roll was a success) the weapon jams and the Hero must spend a round realigning
the ammo and gas cartridges.
The weapon is large and bulky and makes a loud, cracking noise when shot.

Thunder Lance (2H) WR DoD -6


Acc DR WT STR RoF AMMO Rng
+2 12Ω 3kg +2 1 1 130m
The weapon has a long barrel of wood and bronze and stands over 2.25m in length. The
Lemurians use these weapons for hunting and, in dire situations, assassination. The weapon shoots
a long (.3m) barbed bronze dart made for flight. The cartridge used for the rifle is oversized and
makes a loud pop when discharged.

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ATLANTIS: The Second Age

Vril Weapons
Although they are constructed from crystals and other innately delicate materials, Vril weapons
were subjected to potent enchantments that render them stronger and sturdier than the finest
mundane spear or sword. Even the hardest usage will not crack them or dull their edge. Also, because
of the great power of Vril fire, armor provides only half its normal protection (round down) against all
attacks by these weapons. Most surviving Vril weapons are powered by Vril pyramids and can only be
used near them. However, several dozen are powered by linked matrices, and around a hundred use
independent matrices.

Personal Vril Weapon


Most hand-held Vril weapons do damage determined by the user’s mind rather than brawn.
Example: A Hero with a WIL +2 and a Crystal Sword (DR7+WIL) will do 9 points of
damage.
The stronger the WIL of the Hero the more potent the weapon.

Crystal Swords WR DoD -6


Acc DR WT STR RoF AMMO Rng
- 8+WILΩ 3kg +0 - - -
Crystal Swords are enchanted blades carved from flawless crystals of quartz, with guards, hilts, and
inlay work of golden orichalcum. When held be a living wielder, the blade coruscates with brilliant
white Vril-fire and a transparent, faintly glowing shield of energy emanates from the hilt, protecting
the wearer from all attacks from the front and sides. This shield is the equivalent of 6 PR armor for
any attack that does not come from behind the wielder. Also, this shield is wide enough that a person
standing within 1m of the wielder, on either side, is also fully protected. This shield does not in any
way impair the wielder or slow his attacks or movements.

Vril Cannon* WR DoD -12


Acc DR WT Crew RoF AMMO Rng
-5 40 500kg 3 1 3 1km
NOTE This is a scale 3 weapon
These ancient weapons are relics of the Golden Age
— although a few savants can repair them, no one in the
Second Age knows the secrets of their manufacture. A few
independently powered ones may lie buried in lost ruins,
but all the ones in use today are powered by Vril pyramids
or Vril circles. A Vril cannon is a vast cylindrical quartz
crystal set in a base of orichalcum. Most are approximately
2.5m long and one and .5m in diameter. These weapons
must recharge for 3 rounds before they can be used again.
Because they are both rare and impossible to duplicate, they are never sold. It takes at least three
people to operate one of these deadly weapons. Nearly every major Atlantean port has at least one of
these weapons mounted on a tower to defend the port.

Flame Spear WR DoD -6


Acc DR WT STR RoF AMMO Rng
+2 8+WILΩ 2.7kg +1 4 4 25m
While more powerful Vril weapons could once strike flying ships from the sky and breech the walls
of the mightiest fortress, these far more modest weapons are still exceptionally deadly. Flame spears
are all made in the form of ordinary short spears, with 1.25m long orichalcum shafts surmounted by
a blade made of the finest quartz crystal. In addition to being useful as an ordinary short spear, as long
as a living wielder touches one of several thumb-sized rubies mounted on the side of the shaft, the
blade is surrounded by ice-white Vril-fire. Simply touching this crystal allows the wielder to use this as
an exceptionally deadly and powerful spear. However, if the user touches the crystal and commands it
to fire at a distant target, the spear can also shoot forth a jet of Vril-fire, capable of striking any target
within 25m. The spear regains a single “charge” for every six hours it is not in use.

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ATLANTIS: The Second Age

Armor
Many types of armor are used and manufactured in the antediluvian world. Armor functions
by effectively reducing the amount of damage done by any successful attack made against the
character. All armor has a Protection Rating (PR). This is the amount of damage that the piece of
armor absorbs for any given attack.

Donning Armor
Putting on armor is not a quick activity. If surprised, a Hero will have a hard time putting on
armor while an adversary is attacking him. Many players will want their Hero completely armored
up before every combat; this is possible if they spend every waking moment in their armored suits,
but hardly practical.
For ease of explanation, it takes 1 round (6 seconds) to don 1 PR point of armor except for
helmets, which take only an action during combat.
Example: A mail medium half suit (PR 5) takes 5 rounds to properly fasten and equip.

ARMOR
Armor is divided into lightweight, medium, and heavy types. The armor can be worn as is or be
modified using the different armor types.
Protection Rating (PR): The amount of damage the armor negates.
Weight (WT): The base weight of the armor.
Strength (STR): The minimum Strength required to wear the armor. If the Hero does not meet
the minimum required STR, then he suffers a penalty of -1 per point required to all DEX- and
SPD-based actions.
Cost: The cost of the item.
PR WT STR COST
CUIRASS (half-suit)
Lightweight Cuirass (vest) 2 2kg +0 -1
Medium Cuirass (chest and shoulders) 5 3kg +1 -2
Heavy Cuirass (full upper body) 7 10kg +2 -3
Full Suit (cuirass, broad belt, apron, and legs)
Lightweight 5 6kg +1 -2
Medium 8 10kg +3 -3
Heavy 10 20kg +6 -4
HELMET
Lightweight (skullcap, -0 PER) 1 1kg +0 -1
Medium (head, -1PER) 2 2kg +0 +0
Heavy (full face, -2 PER) 3 4kg +1 +1
Example: A Hero with a medium half-suit of armor and a medium helmet has a total PR
of 7 with a STR requirement of +1.

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ATLANTIS: The Second Age
Shields
Type: The general size and durability of the shield.
Weight (WT): The weight of the shield when carrying it.
Maximum Damage (MD): The maximum damage the shield can withstand in a single attack
without breaking. If the damage is exceeded, the shield’s ability to parry is reduced by one. Once
the shield’s Parry bonus is reduced to zero, the shield is useless and falls apart.
Strength (STR): The minimum Strength required to employ the shield. If the Hero does not meet
the minimum required STR, then he suffers a penalty of -1 per point required to all DEX- and
SPD-based actions.
Cost: The cost of the item.
TYPE WT MD STR COST
Light (-1 DoD/+1 to Shield Parry) 2kg 15 +0 +0
Medium (-1DoD/+2 to Shield Parry) 5kg 25 +1 +1 Why would any warrior travel
without a shield? Some say they
Heavy (-2DoD/+4 to Shield Parry) 10kg 35 +2 +1
are too heavy, some say to
cumbersome. I say they are fools.
My shield has turned blows away
C onveyances and saved my life countless times.
A shield makes my arm larger and
Most of the conveyances listed here are self-explanatory. A few, however, are unique to the
able to push aside assaults, and
Atlantean world and require some description.
hides the machinations of my
spear attacks until it is too late.
Aquanos
Donobey of Nubia
The Aquanos is a true wonder from the First Age. Through the wonders of alchemy and sorcery,
the First Age Atlanteans were able to create a marvelous vessel that could travel under the surface
of the seas and was self-propelled with Vril energy through independent matrices. The secrets to
the manufacture of these magnificent vehicles have been lost to Second Age men and there are
currently no more than nine functioning Aquanos known to exist (and all but one are in the hands
of Atlantean Kings, the other being held by the Queen of Sheba).
Size: Up to 30.5m in length.
Speed: Cruise at +8 (33kph); top speed +15 (54khp).

Dragonship
Like the Aquanos, the Dragonship is a wonder of the First Age of Atlantis. Atlantean artificers,
alchemists, and sorcerers perfected the use of Vril energy to propel a ship across the water. Powered
by rare crystal matrices, Dragonships have neither sails nor banks of oars. They are propelled by a
crystal mounted firmly below the water level at the stern of the ship. Constructed of brass, they gain
their name from the fact that most have large dragon-heads carved or mounted onto their bows.
Several of these ships have Vril-powered weapons mounted into these dragon-heads.
Size: Up to 37m in length.
Speed: Cruise at +8 (33kph); top speed +15 (54khp).

Galley
Galleys are sturdy, ocean-going ships that have one or two masts for sails but are more commonly
propelled by two banks of slaves at oars (40–80 slaves) Galleys can normally haul 80 tons of cargo
or accommodate approximately 100 passengers.
Size: Up to 36.5 in length.
Speed: Cruise at +5 (24khp); top speed +12 (45kph).

Sailing Ship
With a narrow hull and from one to three masts, the sailing ship is not very common in the
Second Age. Since most sailors fear to sail beyond the sight of land, galleys are far more common on
the seas. Only a skilled crew can handle a sailing ship properly so that it can achieve its top speed.
Sailing ships are often armed with light ballista.
Size: Up to 36.5m in length.
Speed: Cruise at +10 (39khp); top speed +14 (51khp).

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ATLANTIS: The Second Age
Trireme
These vessels are propelled both by sails and humanoid slaves, rowing in three banks on each
side of the ship. The prow of the trireme is often fashioned in the likeness of a giant face. The vessels
are armed with heavy fire-throwers and other weaponry.
Size: Up to 53.3m in length, 12.2m in width.
Speed: Cruise at +6 (27khp); top speed +12 (45khp).
Conveyances
Vimanas
Type WR SPD
Vimanas are small, exceedingly swift flying vessels. Except for those now hidden in ruins, less
Aquanos -15 +8 than 30 of these vessels survive; 11 of which are now in Atlantis. Vimanas are ovular or circular
Cargo barge -7 +2 disks surrounded by a low railing, to prevent passengers from falling off. Each vehicle can carry up
Carriage (fancy) -2 -2* to seven people and their gear. Most remaining Vimanas are made in the form of manta rays that
are 3m long , 4m wide, and .3m thick.
Cart, small +2 -1* The surface of the Vimana is configured so that there are seven low seats — two rows of three
Chariot -5 +0* seats, with a single pilot seat in front. Behind the seats is a depression for storing up to 114kg of
Dragonship -14 +8 cargo. The pilot controls the vessel by directing the flows of Vril, moving her hands over a series
of six colored crystals — different hand movements can cause the Vimana to rise, land, hover, or
Galley -8 +5 move at various speeds. Vimanas move over the earth at a height of 10m and emit a slight humming
Palanquin noise.
-1 +0
(curtained) When activated, the Vimana rises into the air, and is surrounded by a transparent, faintly
Pleasure barge -13 +3 glowing bubble that protects passengers from wind and rain and prevents them from falling off
when the vehicle is flying. This sphere also acts as 2-point armor to all passengers and cargo.
Raft +3 +0 Size: Up to 3m in length and 4m in width.
Reed boat +2 +5 Speed: Cruise at +25 (84khp); top speed +30 (99khp).
Sailing Ship -9 +10
Vril Chariot
Trireme -10 +6
Vril chariots can only be used on ley-line roads. They are most common in Atlantis, but a
Wagon (enclosed) -1 -2*
few can be found in Hesperia where a few of the ancient Vril collectors and ley line roads remain.
Wagon (open) -0 -2* Although some of these vehicles are elaborate conveyances specially built for the use of vain nobles,
War chariot -7 -1* their basic form is nothing more than a platform between 1 and 3m wide and 1.5m and 8m long.
In the front is mounted a spherical crystal matrix the size of a human skull. This matrix provides
Vimana* -14 +25
both lift and propulsion to the Vril chariot. The driver need only touch this sphere in specific places
Vril Chariot -10 +1 to cause it to float, land, turn, or move forward at different speeds.
Windship* -14 +14 Vril chariots can be commanded to float up to 1 meter above the road and can travel at speeds
of up to 12 kph. Vril chariots can travel up to 144 kilometers per day. However, when used on the
Windship of war* -15 +14
crowded ley-line roads within cities, they rarely move faster than 6 to 12 kph.
* This SPD rating is added to the Size: Up to 3m in length.
SPD of the animal or animals pulling
Speed: Cruise at +1 (12khp); top speed +6 (27khp).
the conveyance.
Windship
These magnificent vessels were originally created by the Atlanteans of the First Age as a means
of traveling to their far-flung holdings. In modern times, the secret of their construction is lost and
much care goes into maintaining the fleet that survived the Great Cataclysm. Windships are far from
common, and the costs entailed in their maintenance are prohibitive. These vessels navigate the sky
with an unseen wind in their sails, hovering a few meters above the waves. Although windships
can travel great distances in a single day, they can be difficult to maneuver and land, and their
lightweight construction leaves them somewhat fragile, with minimal cargo capacity. Accordingly,
windships are considered frivolous and extravagant by most people.
Size: Up to 15m’ in length.
Speed: Cruise at +14 (51khp); top speed +18 (63khp).

Windship of War
These vessels are the largest windships in existence. The ships are equipped with six masts, four
light ballistae, and four heavy ballistae. The hull is constructed in four levels, with sufficient space
to house a crew of over one hundred and fifty. Only four such vessels are currently known to exist,
all in the service of the Atlantean Kings.
Size: Up to 53m in length, 12.2m in width.
Speed: Cruise at +14 (51khp); top speed +18 (63khp).

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ATLANTIS: The Second Age

Specialized Equipment
Alchemical Test Kit
This is a pouch, containing glass vials, pipettes, and other items used to test and identify
mixtures or substances of various sorts. A skilled alchemist can use this kit to identify potions,
powders, poisons, dusts, and other substances. Each kit contains enough materials for ten tests.

Crystal Matrix
The energy derived from Vril pyramids and Vril circles can be used in a multitude of ways.
Though much knowledge was lost during the Dark Ages, modern Atlanteans know how to create a
handful of different types of crystal matrices. These matrices can be used to power Vril weapons, for
use on Vril chariots, to create Vril light or to be used as water pumps. A crystal matrix is a delicate
30cm by 30cm web of crystals that weighs between 1 and 2.5 kilograms. It functions as long as it
is within range of a Vril pyramid, or has been attuned to a Vril circle.

Lens Cusps
These specially constructed lenses fit over the wearer’s eyes and grant them better close vision.
Cusps will increase a character’s PER score by +2 when used to identify or locate small items.

Ship Matrix
Whether used on ordinary ships, or exotic ice- or sand-going vessels, these spherical, 60cm in
diameter, linked matrices can propel the vessel they are mounted on at cruising speeds of up to 19
kph. Such vessels can briefly attain speeds of 45 kph, but can only maintain this speed for a quarter
of an hour. Merchant ships powered by ship matrices can travel up to 190 kilometers per day and
the swiftest war galleys can travel up to 225 kilometers per day. In storms and other bad weather,
these distances are sometimes reduced by as much as half.

Spy Glass
This device consists of two lenses, one affixed to either end of a hollow tube. A Spy Glass may be
used to increase the range of a character’s vision. It grants the user a +4 bonus to all PER rolls when
attempting to view objects of creatures 60m away or more with a maximum range of 2 kilometers.

Vial, Glass
Glass vials are used for holding alkahest and other alchemical substances.

Vial, Quicksilver
These vials are lined with quicksilver and used for holding vitriol.

233
ATLANTIS: The Second Age

Equipment Master Tack and Harness

Lists
Type Cost
Barding *
The following is a complete list of equipment and supplies
available in the antediluvian world, including information such as Battle rig (thunder lizard) -5
price, weight, etc. Descriptions of unusual goods and items can be Battle tower (elephant) -5
found at the beginning of this chapter. Prices listed here reflect the Harness (any steed) +0
average price for goods of standard quality, as found in regions where
such goods are in abundant supply. Prices may be adjusted as follows: Saddle bag +0
Sedan chair (elephant) -1
►► Half-price for shoddy or used goods Yoke (per burden beast) +3
►► Double the price or more for goods of superior quality or * Based on the price comparable to a humanoid’s armor. Add-1
material to the cost for horse or camel mounts, -3 for larger animals.
►► -2to -5 WR DoD modifier in areas where such goods are
rare or illegal
►► +1 to +2 DOD modifier for tariffs on imported goods Traveler’s Equipment
Type Cost
Beasts Backpack/traveler’s satchel +0
Type Cost Bandolier belt -1
Baboon (tamed) -2 Bedroll +3
Camel -1 Chest, large (10,000 coins) -1
Cat, house +3 Chest, small (1,000 coins) +0
Cheetah (tamed) -2 Coin purse (50 coins) +5
Chicken +3 Fan +5
Cow +0 Flask, copper (1 pint) +5
Dog, guard +0 Flask, pottery (1 pint) +5
Dog, hunting -1
Gourd (w/stopper; 1 quart) +5
Donkey/Mule +0
Lantern +0
Elephant (tamed) -6
Lantern oil (pint; one hour) +0
Elephant, war -7
Map Case (bone) +0
Falcon, hunting -2
Goat +3 Mirror, crystal -1
Horse, riding -1 Mirror, metal +0
Horse, draft -1 Pouch, belt (100 coins) +2
Horse, war -3 Pouch, shoulder (500 coins) +0
Lion (tamed) -4 Rope, hemp (15m) +1
Monkey, small -1 Rope ladder (15m) +0
Ostrich (riding) -2 Sack, cloth (1,000 coins) +3
Ostrich (tamed) -1 Sack, hide (1,500 coins) +2
Ox +0 Strongbox, large (10,000 coins) -1
Parrot -1 Strongbox, small (1,000 coins) +0
Parrot (talking) -2
Tallow (burns one hour) +5
Pig +2
Tent +0
Pigeon, homing +0
Tinderbox +3
Pony +0
Torch (burns four hours bought in groups of 4) +1
Rhino (tamed, riding) -3
Walking stick +5
Sheep +3
Songbird -1 Waterskin, large (1 liter) +4

Thunder Lizard (tamed) -6

234
ATLANTIS: The Second Age
Clothing Clothing
Clothes come in a variety of colors and makes throughout Type Cost
the world. Some clothing is bought off the rack, while others are Boots +0
fashioned by the world’s top artisans. Region also plays an important
factor in what society wears. The people of Dabba have a completely Cap +3
different fashion sense from those inhabiting Atlantis. Cape +2
There are several levels of quality for clothing that will determine Cloak +2
the price, style, and hardiness of the clothing.
Gloves +2
The clothing is made to be worn and
Utility worked in. It is very durable and will +1WR Harness (leather) +0
most likely last quite a long time. Headband +3
Clothing bought from the local markets. Hooded cloak +0
Off-the- Normal
It tries for a bit of style at an affordable
Rack cost Loincloth +5
price.
Ritual vestments -1
The outré and highly extravagant
fashion of the Known World. Most Robe +0
clothing at this level is very well made Sandals/slippers +0
High but not as durable as standard fashion.
-1 WR Smock/dress +3
Fashion They are made to be worn and seen
at parties and other functions where a Toga +0
person’s station is defined by the quality Tunic/breeches +0
of the fabric they wear.
Noble-wear clothing is hand-woven and
dyed. They are durable and extremely
Noble comfortable and elegant. The clothing
-2WR
Wear is also very ostentatious and will garner
a lot of attention when worn anywhere
but a wedding or coronation.

Social Bonus
Clothing may provide a bonus to any social interaction skill,
such as Influence, Deception, or Performance. Most people are
disarmed by a well-dressed and groomed person, allowing for better
interactions. Those who constantly wear armor and look as though
they are ready or itching for a fight receive penalties (-2 DoD where
appropriate). In situations where it is appropriate, the wearer of fine
clothing can receive a benefit to their rolls, determined by the quality
and style of their clothing.
The bonus is only received for the highest quality piece of
clothing and is not cumulative for several pieces. The penalties for
visible armor and weapons do stack, so a Hero with a weapon on his
hip, wearing heavy armor, receives a -6 in social situations, unless the
weapons and armor are ceremonial and created for social occasions.
Clothing Quality Social Skill Bonus
Nudity Add bonus equal to double CHA
Utility -
Off the Rack +1
High Fashion +2
Noble Wear +4
Visible Weapons -2
Visible Armor -4

235
ATLANTIS: The Second Age
Tools and Professional Equipment Alchemical and Magical Equipment
Item Cost Item Cost
Abacus +4 Alchemical test kit +0
Adze +5 Alembic +0
Navigation Clock (Atlantean) -3 Apothecary jars (12) +0
Barrel, large (10 liters +3 Bellows +1
Barrel, small (1 liter) +5
Blowtube (alloy) +0
Cage, metal (1 cubic meter) -1
Blowtube (silver) +0
Cage, metal (1 cubic meter) +0
Brazier +0
Chain (7m) +0
Censer +0
Chart, navigational -1
Chart, astrological -1 Crucible +0

Clockwork tool kit -1 Crystal ball (not enchanted) -1


Costume (fool/jester) +0 Furnace -2
Costume (for stage) +0 Hour glass +0
Crowbar +5 Incense +5
Glass worker’s tools -1 Ink, sepia (per ounce) +5
Grapnel +2 Inkwell (crystal) +5
Iron maiden/rack -2 Inkwell (pottery) +5
Jeweler’s tools -1 Mirror (obsidian) -2
Juggler’s pins (each) +4 Mirror (silver) +0
Crystal matrix engineer’s tools -2
Mortar and pestle +0
Lens cusps +0
Piping/tubing per 1m +1
Locksmith’s tools -1
Prism +0
Logbook/ledger +1
Quill pen +5
Loom +0
Mallet +5 Retort +0

Manacles +0 Scroll (hide) +5


Metalworker’s tools -1 Scroll (parchment) +0
Net, dredging +0 Scroll case (bone) +0
Net, fishing/throwing +5 Scroll case (hide/wood) +3
Notebook/folio +4 Ship matrix -12
Oil cloth 1 square meter +1 Scroll case (silver) -1
Performer’s make-up kit +0 Spell book (iron-bound) -1
Pick/shovel +5 Spell book (leather-bound) +0
Saw +5 Spell book (silver-bound) -2
Seal (to stamp documents) -1
Vial (12) +0
Sharpening stone +5
Vial, amberglass (each) -1
Slave’s collar +5
Vial, quicksilver (each) -1
Spy glass -1
Spikes/pitons (10) +5
Stone worker’s tools +0
Thieves’ tools +0
Veil, silk (dancer’s) +0
Winch +4
Woodsman’s axe +5
Woodworker’s tools +0

236
ATLANTIS: The Second Age
Trade Goods Food & Lodging
These prices assume that the buyer is purchasing in bulk Type Cost
from dealers rather than buying small amounts from retailers.
Beer, mug +4
A standard bolt of cloth is one meter wide and five meters long.
Type Unit Cost Coffee, cup +0
Ale liter +1 Mead, mug +4
Amberglass kilogram -3 Meal, inn, full +0
Coffee kilogram +0 Meal, inn, simple +2
Copper 10 kilograms +0 Night’s lodging (simple) +3
Cotton bolt +0 Night’s lodging (quality) +0
Dung, cattle ton -1 Rations, travel (one week) +3
Dung, elephant ton -1 Stable fees (per night) +4
Gauze square meter +1 Tea, cup +5
Glass, clear kilogram +0
Whiskey, shot +4
Glass, colored kilogram +0
Wine, glass +4 to +0
Gold 10 kilograms -3
Hide/fur 20 pelts +0 to -6
Iron 10 kilograms +0
Steel 10 kilograms +0
Ivory kilogram +0
Linen, common bolt +5
Linen, fine bolt +0
Mead liter +5
Mahogany board meter +0
Musk 20 drams -3
Oak board meter +3
Oranges/lemons ton -1
Orichalcum 10 kilograms -1
Produce/grain ton -1
Sackcloth bolt +5
Sambucan (Hellas liquor) liter +0 to -1
Silver 10 kilograms -1
Silk bolt +0
Spices kilogram +0 to -3
Sulfur ounce +5
Tea, Khitan kilogram +0
Tea, Meluhan kilogram +0
Timber, common board meter +5
Timber, hardwood board meter +5
Yew wood board meter +5
Whiskey liter +0
Wine, Atlantean liter +0
Wine, common liter +0
Wine, Hellene liter +0
Wine, Hesperian liter +0
Wine, Sheban liter +0
Wool bolt +0

237
Chapter 5: Gorgos

D onobey strode through the moonlit fields of Cassava plants, enjoying the warm
breeze that rode in off the nearby ocean, listening to the crash of distant waves.
The Nubian walked alone through the Gorgos plantation while Thalmia negotiated
with their hostess, Mel’tifa, in the estate house, trying to arrange passage through the
dark magician’s lands.

The matriarchal Gorgos refused to deal with Agathon, leaving the Atlantean
dependent on Thalmia’s diplomatic skills, or lack thereof. To make matters worse, the
Triton had confided in them that she was wanted by a cult in Gorgos, so they’d had to
avoid the main cities and deal with the ruler of an estate who was known to be at odds
with the Cult of Sefar. Donobey was waiting patiently for everything to fall apart, his
walk an excuse for a scouting expedition for when things went horribly wrong.

Angry words drifted on the air from a nearby gazebo where Agathon and Caerwyn
fought bitterly over a small mountain of arcane notes and maps. The Atlantean and
Lemurian had figured out some pattern to Musodo Anaboa’s movements, something
about Vril lines, samples of crystalized Vril, and other things that made Donobey want
to put a spear through his ears. It sounded like there was still some work to do on the
details.

On a whim, Donobey headed toward the coastline, his long gait eating up the
distance. The farmland gave way to a tangle of vines and palm trees, and then to a
sandstone-dominated, rocky shoreline. The surf pounded relentlessly against the stone,
as if some ocean god were trying to claw his way onto land. Donobey reveled in the
cooling spray, happy that he’d been forced to leave his iron spear behind at the estate
house. Walking along the shoreline, he came across a startling sight: a massive sheet of
rock angling down into the water, carved with an image of hundreds of intertwined
serpents, each one easily six times the length of a man. The stone sheet ran along the
coast for as long as Donobey could make out in the dying light. The Nubian had heard
of cyclopean ruins buried in the Gorgos jungle but hadn’t dreamed of anything like this.

A gravelly voice called from behind the Nubian, “You’re a long way from home little
human, dealing with Mel’tifa will get you killed you know.”

Donobey spun around, using his foot to flick a rock into his hand. “Show yourself,
Spirit, or I’ll dash your brains out!”

Something shifted at the edge of the jungle. “I don’t like threats, Little Man. Be
careful of who you choose to make enemies.”

Donobey twitched. Used to looking even the tallest Atlanteans right in the eyes,
being called little irritated him. “Then show yourself, One-Who-Stands-So-High-His-
Hair-Scrapes-The-Heavens.” Raising his rock, the Nubian squinted to get a better look at
his conversation partner.

A strange noise that Donobey took to be a laugh filled the air, “I surrender to your
rock, oh mighty man-child, please don’t slay me with your lump of stone.” From the
darkness stepped a terrifying sight: a hulking being, over seven feet tall, with a spiny
crimson crest that made him seem even taller, a skin of tan-colored scales, and long
ivory claws that gleamed in the moonlight.

238
“Raptoran,” Donobey spat, using his people’s name for the Ahl-At-Rab, “what do
you know of Mel’tifa?” The Ahl-At-Rab grinned and spat on the ground in return; the
phlegm bubbled and hissed where it struck the Earth. “Enough that I wouldn’t deal with
her unless you were to hit me on the head with that rock seven or eight times” he said,
moving his arms apart and showing his palms in a gesture of peace. It was then that
Donobey noticed the blood dripping from the Ahl-At-Rab’s claws.

“Mel’tifa is a devout Cultist of Sefar, despite what you may have heard, the Cult finds
it useful to let people believe she’s a rogue in order to lure fools such as yourselves to
their doom.” The hulking creature gestured to the ground behind him, where Donobey
could make out the shape of a dead snake of epic proportions. “They sent this serpent to
kill you. If not for me, you’d be lying dead in the waters below. You owe me man-child.
You can pay your debt and service yourself at the same time by slaying the witch; she’s
already captured your fish-girl and has the others are surrounded.”

Donobey growled “You offer insult and aid in equal measure. Be assured that the
next time we meet I’ll pay back each threefold.” With that, the Nubian sprinted back
through the palm trees toward the gazebo, tearing a fence-post from the earth on the
way as a crude club. The man-sized Cassava plants hid Donobey’s approach from the
Gorgos. Looking between the leaves, he spied at least twenty warriors surrounding the
Gazebo, Mel’tifa in the center of their lines wearing a cloak made of snakeskin, and
little else.

Caerwyn held aloft a flask which Donobey recognized as Agathon’s personal liquor
bottle,threatening to break it, clearly attempting some kind of ruse. Agathon seemed
to have been injured. Donobey saw him standing behind Caerwyn, clutching his chest.
Donobey could have sworn the old Atlantean looked right at him, though that seemed
impossible.

Donobey’s heart sank as Caerwyn’s ploy lost momentum and Mel’tifa ordered her
people forward. Heeding his natural instincts, the Nubian screamed a blood-curdling
battle cry and flung himself to the attack. If luck smiled on him, maybe he’d take out
Mel’tifa. Hope died when he saw her turn and glimpsed the rotting remains of her body
without the illusions she’s used when they first met; she was a very powerful magician
indeed to show such marks of favor from the dark powers. Even her soldiers appeared
to be rotting husks of what had been men.

With a gesture, a whirlwind of screaming souls leapt from Mel’tifa’s hand, lifting
Donobey off the ground, suspending him in mid-air in ethereal hands colder than ice,
while her soldiers shambled forward to grab his defenseless friends. Then Agathon caught
the Nubian’s eye once again, standing straight and looking at him, while making a fist
with his right hand. Donobey felt like screaming in frustration, and then subconsciously
echoed the Atlantean’s gesture, feeling the rock in his hand. One try, what were the
odds that a single rock could end the dark power this witch wielded? Not one to bet
the odds, Donobey hefted the rock once and threw it with a powerful overhand swing.

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Chapter Six
Game System

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ATLANTIS: The Second Age

Core Rules
The game employs a straightforward ruleset that utilizes a single D20 roll to resolve actions. The
following section explains how to apply the rules to combat and non-combat situations.

The Results Table


All actions in the game are resolved by the following procedure:
1. Determine the Degree of Difficulty
(DoD). The DoD represents the relative
ease or difficulty of an action. A positive
DoD represents an easy action while a
negative DoD represents a difficult action.
2. Add the character’s Skill or Attribute
Rating to the DoD.
3. Take the result (a positive number, a
negative number, or zero) and add it to a
D20 roll.
4. Consult the Results Table for the
result.

That’s all you really need to know. All


the rules in this book are just variations of
the above procedure. Players contribute by
describing the Intent of their characters’
actions to the GM. Then it is the GM’s job
to interpret the outcome on the Results
Table, and how it affects the particular
scene the player characters are involved in.
Guidelines and tips for interpreting these
rolls are covered later.

Results Table Key


Not only does the attempted action fail, but it fails miserably. There
may be additional negative consequences, such as accidental damage
to the character attempting the action, the opposite outcome of the
Critical Failure:
intended effect, etc. It is the GM’s job to determine the actual results
of any Critical Failure, based on the circumstances surrounding the Results Table
attempted action. Modifiers
The action fails to achieve the intended result. There is no further Results Table die rolls may be
Failure:
negative impact. subject to bonuses or penalties for
any of the following modifiers:
The action is only moderately successful, achieving part but not all of
Partial Success: the intended effect (such as half-damage from an attack or partial effect ►► Attributes
from Magic). ►► Skill Ratings
►► Intent
Full Success: The action achieves the intended result.
►► Degree of Difficulty
The action is even more successful than intended, achieving the player’s ►► Opposing Attributes or
stated intent and also yielding additional benefits of some sort (an Skills
Critical Success: attack causes a Critical Wound that disables the opponent, there is an ►► Multiple Actions
increased effect from Magic, etc.). It is the GM’s job to determine the ►► Non-unskilled Proficiency
actual results and extent of any Critical Success. Penalty

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ATLANTIS: The Second Age
Attributes And Attribute Rolls
Attributes represent natural abilities, such as Strength, Intelligence, or Dexterity. Each has a
numerical value, referred to as its Attribute Rating. The Attribute Rating for a Human of “average”
ability is “0.” An attribute rating of +1 or greater is above average, while a rating of -1 or lower is
below average.
Attributes can be used as modifiers to specific skills by adding the Attribute’s numerical value
to the level of the skill (the total is referred to as the Skill Rating; see the section on skills in the
Character Creation chapter). Attributes can also be used to determine the results of actions for
which there are no correlating skills.
Example: Lifting a heavy object is a function of the Strength (STR) Attribute. Trying to
locate a lost item is a function of the Perception (PER) Attribute.

Skill Rating
Rounding Numbers
Sometimes a number will Skill Rating = Skill Level + Attribute
have to be divided because of a Skills are abilities acquired through training and practice. There are two terms used to describe
Partial Success or some other
skills: Level and Rating. Skill Level indicates the character’s degree of training, with “+1” representing
reason. When rounding numbers,
always round UP to the next
a Spell Construction: of proficiency.
whole number. A skill’s Level can be improved over time through training (see Improving Skills, in this section).
Skill Rating is the combination of a character’s training (Skill Level) and natural ability (a related
Attribute). Each skill has an Attribute that acts as its modifier; for example, the modifier for the
skill “Sleight of Hand” is Dexterity. To determine your overall Skill Rating, add the level of the skill
plus its Attribute modifier. Whenever a skill is used for a Results Table die roll, always use its Skill
Rating.
Example: Dayn, with a DEX of +1 and an Evade skill of +5, would have a Skill Level of
+5 and a Skill Rating of +6.

Some skills have two related Attributes. In such cases, the GM will decide which of them is to
be added to the Skill Level, depending on the context in which they are being used. In rare cases, a
situation may call for a roll that incorporates a skill paired with an entirely different Attribute. Such
cases are rare and should always be approved by the GM.
Example: Dayn wishes rolls his INT + Melee to determine where a warrior was trained by
observing his fighting style.

Intent
Intent is a player’s description of what his or her character hopes to accomplish through a
particular action, and the crux of the entire system. Players can help the Game Master by offering
specific information on their character’s Intent before rolling on the Results Table. This helps the
Game Master determine the chance of success for the attempted action, as well as its actual outcome.
It is very important to try and determine what skill will be used, and what the desired outcome
of the skill use will be. Embellishing details and explanations are welcome and considered very
important when trying to “sell” the action to the GM. Intent in game-play is essential, as it helps
the GM set modifiers for the roll, and helps when interpreting the roll on the result table. A Hero
whose intent was to put out a fire using Sleight of Hand may only put out half the fire with a Partial
Success.
Example: A Hero with the Evade skill is trying to use the skill for more than just a dodge.
His intent is to backflip toward an opponent, leading the archer’s aim in that direction, and at
the last minute move out of the way and cause the archer to shoot his own ally. The GM decides
this is a tricky prospect and adds additional DoD to the Hero’s roll. If the Hero fails, the GM
determines the Hero will be hit by the arrow. If he gets a Partial Success he is nicked on the way
past, and on a full success his clever use of Evade is rewarded with his intended result.

Example: A Hero wants to shoot a sandbag hanging from the rafters so that it falls on an
opponent, making him collapse to the ground. His intent is not to do damage but to slow his
enemy down.

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ATLANTIS: The Second Age
If the player informs the Game Master beforehand of the character’s Intent, the GM will be
better prepared to interpret the outcome according to the Results Table. Intent is also important in
helping the GM establish an action’s Degree of Difficulty.

Degree Of Difficulty (Dod)


Degree of Difficulty (DoD) is a modifier determined by the Game Master. It is based on the
GM’s appraisal of how hard or easy it would be for an individual with an Attribute or Skill Rating
of “0” to attempt a given action. The Degree of Difficulty modifier typically falls between +10
and -10, with easy actions given a bonus (+1, +2, etc.) on the Results Table die roll, and difficult
actions given a penalty (-1, -2, etc.). The character’s Intent and any extraordinary circumstances
surrounding the proposed action are also factored in determining Degree of Difficulty.
Example: A Hero has a +3 to his roll but has a DoD-4 (penalty). He would have a net
penalty of -1 to his roll.
A Hero has a +3 to his roll and a DoD+2 (bonus). He would have a net bonus of +5.

Opposed Actions
Whenever a character attempts an action that is directly opposed by another individual or
creature, the opponent’s ability rating is used as the Degree of Difficulty. In such cases, the Degree
of Difficulty will either be the opponent’s Skill Rating or an Attribute Rating, whichever is most
appropriate.
Example: Dayn the thief wants to use his Stealth skill to sneak past a watchman. Because
this is an Opposed Action, the Degree of Difficulty is the watchman’s ability to detect the thief.
The watchman has a Perception of +3 and an Investigate/Search skill of +3 for a total of
+6. Dayn’s Stealth Skill Rating is +9. Dayn’s player rolls a D20 and adds +9 Versus a DoD of
-6 (the watchman’s Perception + skill) as a penalty.

Multiple Actions
Every character is allowed to take one action per round, but may take more if the player desires.
If a player chooses to take more than one action per round, they suffer a penalty. For each action
already performed during the round, characters suffer a cumulative -5 Results Table penalty. Extra
actions can be performed during a character’s turn, or later in the round as responses to the actions
of other characters. The GM decides what constitutes an “action” and what doesn’t. Simple things
like quickly looking around a room or dropping an item probably aren’t actions that would add to
the multiple action penalty. If an action requires a roll, it always adds to the multiple action penalty;
some actions that do not require die rolls (activating certain abilities, for example) may add to the
penalty as well.
More complex procedures, like drawing a weapon or exiting a vehicle probably would count
as extra actions. In some cases, the GM may ask the player to make a skill or Attribute roll to
determine the success of ordinary tasks performed as part of a multiple action sequence (a DEX roll
to quickly throw off a bulky cloak and still make an attack, for example).
Example: Ahera the serving wench wants to throw her empty mug at a rude male across
the bar, then stand up and punch him in the face. First, Ahera’s player makes an attack roll to
hit with the mug. This is a normal attack roll since it is Ahera’s first action during the round.
Next, Ahera’s player rolls to see if she punches the male. This attack roll suffers a -5 penalty (in
addition to any other modifiers) since Ahera has already acted once during this round. If Ahera
wanted to then take a third action, her player would roll for this with a penalty of -10.
Note that a result of Critical Failure on any Multiple Action die roll prevents any additional
action from being taken in that round.
Example: If Ahera’s first die roll results in a Critical Failure, she does not get to attempt the
second action.

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ATLANTIS: The Second Age
Multiple Actions and Carry Over
Sometimes, a Hero will perform an action and then another action that doesn’t require a dice
roll, such as shooting a gun (an action) and then reloading (an action). When this occurs, the
penalty for that action carries over as a penalty to the Hero’s initiative equal to twice the normal
action penalty.
Example: A Hero fires his weapon (an action), evades (an action at -5 penalty), and reloads
his weapon (an action without a dice roll). The last action would normally have a penalty of
-10 but no roll was involved.
When the Hero rolls initiative next round he instead takes a penalty of -20 to his roll
ensuring he will go last.

SPD Modifier
A Hero’s SPD attribute modifies the amount of the multi-action penalty. Every +1 lowers the
penalty for a multi-action penalty by one. A Hero with a SPD of -1 or below adds to the DoD.
Example: A Hero with a SPD of +2 takes 3 actions in a round. His first action has no
multi-action penalty. His second action suffers a penalty of -3 (SPD of +2 – 5 = -3). His third
action suffers a penalty of -8 (normally a -10, but again offset by his SPD+2). If the Hero
decided to take a fourth action it would be at a penalty of -13 instead of -15.
NOTE: The SPD modifier is used only to negate penalties and excess SPD over a penalty is never
used as a bonus to a roll.

Cooperative Efforts
If two or more characters both have ranks in a given skill, they may be able to work cooperatively
to achieve a shared goal. More often than not, this will give the character some benefit as long as
they are near the same level of competency (+/- 5) and working toward a common goal, but always
keep in mind the old adage: “Too many cooks spoil the stew.” When two characters work together
using the same skill, allow the player with the higher skill rank to make the Results Table roll, but
award a bonus to that roll equal to 1/3 of the relevant skill ranks of the characters assisting.
In many cases, a character’s help won’t be beneficial, or only a limited number of characters
can help at once. When a cooperative effort may be useful it is always at the discretion of the GM.

Other Modifiers
Combat, Magic, and some of the more complicated skills have additional rules and modifiers
that the Game Master and players should know about. For more information see the corresponding
chapters in this book.

Time In The Game


One Round = 6 seconds
Time is measured in individual units, called rounds. A round is roughly six seconds long,
enough time for a character to trade blows with an opponent, create a magic effect, or do anything
else that can be accomplished in six seconds or less.
Except in combat and similarly critical situations, it is usually not necessary for the Game
Master to keep such strict track of time. For example, a day’s ride can be covered by the GM in
a single sentence, if nothing special is planned for that day. The Game Master should feel free to
take a flexible approach to time in the game and use detailed round-by-round descriptions of the
action only as needed. Similarly, the Results Table can be used to cover a few seconds of action, or
an entire day of warfare.

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Abilities Related to Attributes


Reaction Rolls
Reaction Roll = CHA Attribute + applicable Skill
The first impression that a character makes on any new acquaintance is determined by making
a Reaction roll on the Results Table. Normally, a Reaction roll is based on the sum of a character’s
CHA + Skill (Influence) and modified by Renown. Failure indicates an unfavorable or even hostile
reaction; success indicates acceptance (or at least ambivalence), while Critical Success will always
yield the most favorable response possible under the prevailing circumstances. At the Game Master’s
discretion, Reaction rolls can be employed for encounters of almost any sort. In some situations,
skills such as Etiquette or Diplomacy can be used in lieu of Reaction rolls, depending on the nature
of the individuals being encountered, their native culture, and other factors.

Perception Checks
Perception Checks = PER Attribute
When a Hero is called upon to see something interesting or important, he makes a perception
check using his PER Attribute with a DoD determined by the GM. Sample DoD modifiers are
listed below.
Situation DoD Modifier
Light smoke/fog -1
Thick smoke/fog -3
Very thick smoke/fog -6
Poor light, twilight -2
Moonlit night -4
Complete darkness -10

Resistance Rolls
Physical Resistance = CON
Mental Resistance = WIL
Physical resistance rolls are used to defend against the effects of poison, disease or other ailments
that might affect a Hero physically. The Hero uses his CON Attribute with a DoD equal to the
strength of the poison or disease. If successful, the Hero suffers no ill effects; on a partial the Hero
suffers half the normal DR of the poison or the listed partial effect of the disease, if any. All other
physical resistance rolls follow the same procedure.
Examples: A Hero ingests a Strength 7 poison. The Hero must make a CON roll DoD-7 or
suffer the DR of the toxic concoction.
Example: A Hero is traveling through a particularly dangerous jungle and is bitten by an
insect that carries a virulent disease. The strength of the malady is 4. The Hero must make a
CON roll with a DoD-4.
Mental resistance rolls follow the same procedure and are used when defending against a mental
assault or social reaction roll.

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ATLANTIS: The Second Age
Movement
Standard Movement = 30m (for Humans with SPD+0) per round
Individuals and creatures can move up to 15 meters in one round’s time, twice this if sprinting,
triple this if running, or quadruple this if moving at an all-out pace.
Movement beyond the standard 15m move requires a SPD roll with a DoD modifier equal to
the amount moved and the terrain moved over. Failure means the Hero stumbles, loses his footing,
or cannot move for some reason. A partial means he only moves half. A Critical Success means the
Hero moves twice the intended distance.
A Hero will find that it is more difficult to perform any other actions while moving at greater
speeds. This is represented by the action penalty attributed to movement rates, in addition to any
multi-action penalty.
NOTE: While a normal Human moves at SPD+0 per round, other non-Humans may move faster
or slower.
Action
Movement Distance DoD
Penalty
Short (Normal rate) -0 -0
Medium (Sprinting, x2 rate) -3 -4
Long (Running, x3 rate) -5 -8
Extreme (All-Out, x4 rate) -7 -12
Terrain Modifiers
Easy terrain (flat surface, smooth water, using a ladder, light breeze, light
-+0
rain, or fog), no movement penalty
Moderate terrain (uneven surface, small obstacles, choppy water, climbing a
-2
tree, strong winds, heavy rain or fog)
Rough terrain (large but negotiable obstacles, strong undercurrent, climbing
-4
a rough wall, unyielding obstacles — pillars, trees — to flight)
Very rough terrain (dense and large obstacles, stormy weather, a few airborne
-6
hazards, hail)
Example: A Hero wants to move at triple his normal movement over moderate terrain. The
Hero rolls his SPD with a DoD-7.
A SPD Rating of -6 indicates an immobile creature or object. The Speed table should cover any
possible living creature, as well as ground, naval, and flying vehicles.
Jumping
A character’s total leaping distance (vertically and horizontally) from a standing position equals
one-quarter of his Move in meters (rounded up). Increasing the rate traveled increases the difficulty
as with all movement.
Climbing
A Hero can climb a distance equal to half his normal movement rate in a round. Increasing the
rate traveled increases the difficulty, as with all movement.
Swimming
A Hero can swim a distance equal to half his normal movement rate in a round. Increasing the
rate traveled increases the difficulty, as with all movement.

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ATLANTIS: The Second Age
Speed Table
SPD M/rd KPH SPD M/rd KPH SPD M/rd KPH SPD M/rd KPH
-6 .12 .07 31 170 102 68 355 213 105 540 324
-5 .25 .15 32 175 105 69 360 216 106 545 327
-4 .5 .3 33 180 108 70 365 219 107 550 330
-3 1 .5 34 185 111 71 370 222 108 555 333
-2 5 3 35 190 114 72 375 225 109 560 336
-1 10 6 36 195 117 73 380 228 110 565 339
0 15 9 37 200 120 74 385 231 111 570 342
1 20 12 38 205 123 75 390 234 112 575 345
2 25 15 39 210 126 76 395 237 113 580 348
3 30 18 40 215 129 77 400 240 114 585 351
4 35 21 41 220 132 78 405 243 115 590 354
5 40 24 42 225 135 79 410 246 116 595 357
6 45 27 43 230 138 80 415 249 117 600 360
7 50 30 44 235 141 81 420 252 118 605 363
8 55 33 45 240 144 82 425 255 119 610 366
9 60 36 46 245 147 83 430 258 120 615 369
10 65 39 47 250 150 84 435 261 125 640 384
11 70 42 48 255 153 85 440 264 150 765 459
12 75 45 49 260 156 86 445 267 175 890 534
13 80 48 50 265 159 87 450 270 200 1,015 609
14 85 51 51 270 162 88 455 273 250 1,265 759
15 90 54 52 275 165 89 460 276 300 1,515 909
16 95 57 53 280 168 90 465 279 350 1,765 1,059
17 100 60 54 285 171 91 470 282 400 2,015 1,209
18 105 63 55 290 174 92 475 285 450 2,265 1,359
19 110 66 56 295 177 93 480 288 500 2,515 1,509
20 115 69 57 300 180 94 485 291 550 2,765 1,659
21 120 72 58 305 183 95 490 294 600 3,015 1,809
22 125 75 59 310 186 96 495 297 650 3,265 1,959
23 130 78 60 315 189 97 500 300 700 3,515 2,109
24 135 81 61 320 192 98 505 303 750 3,765 2,259
25 140 84 62 325 195 99 510 306 800 4,015 2,409
26 145 87 63 330 198 100 515 309 850 4,265 2,559
27 150 90 64 335 201 101 520 312 900 4,515 2,709
28 155 93 65 340 204 102 525 315 950 4,765 2,859
29 160 96 66 345 207 103 530 318 1000 5,015 3,009
30 165 99 67 350 210 104 535 321 2000 10,015 6,009
Speed of Sound = 1,236 KPH
(To determine Kilometers per hour, multiply the meters per round by .6)

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ATLANTIS: The Second Age
Encumbrance
Encumbrance = Hero’s body weight + 50kg per +1STR, or - 25kg per -1STR
The game system does not concern itself with detailed encumbrance rules where players are
forced to calculate and recalculate the weights their characters are bearing, as these rules slow down
play and go counter to the epic feel of the narrative. Instead, players and GMs alike are encouraged
to use common sense and visualization when determining what a given character or creature can
comfortably carry before suffering a –5 penalty on all Results Table die rolls related to movement of
any sort (including all combat and skills that require movement or gestures).
Players should bear in mind that truly Heroic characters do not overburden themselves with
an abundance of items, attempting to account for every eventuality. GMs may freely impose
appropriate penalties to character actions in such cases, as the character clatters around festooned
in gear that gets in the way and potentially causes a lot of unwanted noise.
If it becomes truly necessary to know how much a character can lift, such as in cases where a
foe is grappled and lifted bodily, the maximum amount that can be dead-lifted is equal to their own
body weight, plus 50 kilograms per each additional +1 Strength Rating, or minus 25 kilograms per
-1 Strength Rating.

Travel Rates
All figures listed here represent the average rate of movement in kilometers per day (assuming 10
hours of travel time, not including rest periods or stopovers) or, in some cases, kilometers per hour
(KPH). The Game Master may modify these figures as necessary, according to game circumstances.

Overland Travel
Method Distance KPH
Walking 32 kilometers 3.2
March, militia 37 kilometers 3.7
March, trained soldiers 45 kilometers 4.5
Mounted, riding horse 45 kilometers 4.5
Mounted, elephant 32 kilometers 3.2
Caravan 18 kilometers 1.8

Roads, especially the many surviving First Age highways, increase movement by up to 10% and
negate the penalty due to inclement weather such as rain. Roads have no effect on extreme weather
or snow and ice. The bonus for road movement somewhat negates the penalty for bad terrain.
Rugged terrain includes hills, light woodlands, broken terrain, etc., and reduces movement by up
to 25%. Movement speed while mounted or with wagons is limited to 50%. Very Rugged terrain
includes mountains, swamps, deserts, etc. and reduces movement by up to 75%; movement in such
terrain while mounted or with wagons is generally impossible, though mounts may be led at the
walking speed. Inclement weather conditions may reduce rates by 50% or more in addition to the
above terrain restrictions.

Waterborne Travel
Vehicle Distance KPH
Dragonship 314 26
Galley 232 19
Aquanos 175 15
Longboat 310 26

Halve listed figures for unfavorable winds/currents, navigational hazards, etc. Crafts without
oars have an effective speed of ‘0’ if becalmed. Crafts with oars will normally move at 25% of their
speed when under oar. Dragonships and Aquanos require neither oar nor wind for propulsion and
always travel at full speed unless there is a problem with its crystal matrix.

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Airborne Travel
Airborne travel rates can be figured by the hour. Use the ship’s SPD rating and listed KPH total
in favorable conditions. In unfavorable conditions (high winds, storms, etc.), reduce the figure by
1/2 or more, depending on the severity of the prevailing conditions.

Combat Damage
Combat Damage = Weapon DR + STR Attribute
Damage totals for physical melee attacks employing any sort of weaponry, natural or otherwise,
are modified by adding the attacker’s Strength Rating to the weapon’s Damage Rating (DR).
Example: A Hero with a STR+2 and a sword (DR8) would do 10 points of damage on a Get Creative
successful hit (2 + 8 = 10). Use the player’s intended
result as the basis for your
Damage totals for device-propelled missile weapons, such as arrows, are not modified by the
description.
user’s Strength, although hand-thrown weapons, such as javelins, are.
Example:
Player: “I approach the
guard, attempting to capture his
attention with my outrageous
Rules and Tips for the Game Master costume and conspiratorial
The game uses a simple rule system based on the Results Table. All actions in the game are demeanor. Hopefully, his back
resolved by the same procedure: first, add the character’s skill or Attribute Rating to the Degree of will be turned long enough for
Difficulty. Next, take the result and add it to a D20 roll. Then, consult the Results Table for the Dayn to lift the keys from his
result. belt.”
GM: “Okay. Roll on the
Players contribute by describing the Intent of their character’s actions to the GM before rolling Results Table and add your
on the Results Table. The GM combines the character’s Intent with the Results Table die result Deception skill, I’ll use the guards
to interpret the outcome of the attempted action. With a few variations pertaining to the use of PER as the DoD for the action.”
Combat, Magic, and skills, these are the basics of the rule system. Make sure you have a good grasp Player: “Hmmm. A 10: Partial
of how the rules work before starting to play. Take it slowly, and don’t be too concerned if you or Success.”
your players make mistakes at first. Once everyone becomes acquainted with the rules and their GM: “The guard is not really
respective roles, the game will run much more smoothly. fooled by your act, and seems
very suspicious. He can’t help but
look your way, however, giving
Dayn the chance he needs.
Interpreting Results Table He’d better be careful with those
Here are some tips for interpreting the Results Table: magic fingers now that the guard
is on the alert.”
Describe the result in terms of how close the character came to their stated Intent. When the
If the Results Table result is
player describes her character’s action in the scene, picture what could happen if: associated with a number (such
...the character performs extremely well (Critical Success) as damage in combat) try to
...the character performs at their skill level (Full Success) include a bit of description as
...the character barely succeeds (Partial Success) well, adding color to the scene.
For example: Instead of
...the character fails in the attempt (Failure)
saying, “You take 6 hit points
...the character bungles the action (Critical Failure) of damage,” try something like,
“The bandit’s serrated blade bites
into your upper arm, drawing a
Don’t Forget The Environment jagged line of blood across your
sleeve.”
Characters don’t always fail due to a lack of skill. Sometimes things just don’t go their way.
When a Hero fails at a task that they ordinarily could accomplish (striking an inferior opponent,
for example, or scaling a simple wall), you can describe their failure as a result of unforeseen
circumstances or unfavorable conditions.

Examples:
“The villain’s shield does not buckle as you anticipated, but instead deflects your expertly
placed blow.”
“The brick you were using as a foothold crumbles just as you place your weight on it.”

Be careful with this technique, though. Too much of it and the game quickly becomes slapstick
comedy.

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ATLANTIS: The Second Age
DETERMINING DEGREE OF DIFFICULTY (DoD)
Setting the Degree of Difficulty (DoD) for a given action is another important GM job. For
many actions, the rulebook provides guidelines for selecting difficulty numbers. In combat, for
example, the DoD to hit a foe is equal to the Evade Skill Rating of the defender. Not all actions are
so cut-and-dried, however.
As a tool for the harried GM, a sliding scale of Difficulty numbers is provided below. Remember
that DoD is always based on how hard it is for an average “novice” (0-rating) practitioner to
accomplish the action.

Difficulty Modifier
No chance of failure No need to roll
Any fool could do it +10
Very Easy +7
Easy +5
Simple +3
Routine +0
Tricky -3 to -6
Difficult -7 to -10
Very Difficult -11 to -15
Extreme -16 to -20
Beyond Extreme -21 or more
For any given action, no matter how unusual, ask yourself: “Would this be Difficult for the
average-skilled practitioner? Very Difficult? Routine?” When you have your answer, you have your
Degree of Difficulty and you’re ready to roll. Or not to roll, as the case may be.

To Roll Or Not To Roll


There’s no need to call for a Results Table roll for each and every action. Sometimes simply
knowing the character’s trait rating is enough to judge the outcome of an action.
Example: Dayn is wandering through an open market while visiting the city. Dayn’s
companion, Saul, is somewhere in the sea of humanity, frantically searching for Dayn.
Frustrated, Saul stands on a cart and begins yelling and waving his arms, “Dayn! OVER
HERE!” The GM decides that Dayn is quite a distance away, and is entranced by collection
of pottery. Still, there is no need to roll in this case. With his +6 Perception, Dayn is one of the
most observant beings on the continent. He hears Saul’s vulgar hooting and begins moving in
the opposite direction.
Only during stressful or unusual situations is a roll required to accomplish an ordinarily simple
task. Just be consistent about what does and does not require a die roll in your game.

Combat
Combat can be a very deadly affair. Although drawing your sword or bow should be considered
a last resort when more sensible means of settling a dispute fail, there will inevitably be those
instances where it is necessary. When this occurs, a familiarity with this section will greatly increase
your character’s chance of survival.
Like all actions in the game, combat results are determined by rolling a D20 on the Results
Table. However, the level of detail required to simulate combat in the game is significantly greater
than for skills or Attributes.
As with all skills, Combat Skills also have an Attribute Modifier, which is called Combat Rating
(CR, for short). The term Combat Skill Rating always refers to the combination of a Combat Skill’s
level plus the character’s CR modifier.
Combat Rating (CR): The Hero’s Attribute
Combat Skill Rating: The total of the Combat skill and the Combat Rating

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ATLANTIS: The Second Age
Combat Rounds And Turns
During combat, time is measured in rounds. A round is roughly six seconds long: enough time
for combatants to draw weapons and exchange attacks or move up to the maximum allowable
distance based on their movement. During a combat round, each character is given a chance to act.
A single character’s action within a round is called a turn, as in: “it’s Dayn’s turn to attack.” Once
all characters involved in the combat have taken their turn, the round is over.

Damage & Protection


Weapons and other forms of attack do a set amount of damage based on their Damage Rating
(DR) and the Results Table die roll. Protection Rating (PR) describes the protective value of armor.

Damage Rating (DR)


A weapon’s Damage Rating (DR) is equivalent to the maximum number of Hit Points it is
capable of doing in the hands of an individual or creature of “average” (+0) Strength.
Example: A long sword with a DR of 8 will do eight HP damage in the hands of an average
human.
When using handheld weapons, combatants add their Strength Rating (STR) to the Damage
Rating total.
For example, a Hero with a STR of +2 will do a maximum of 10 HP damage with that
same long sword (DR8 plus STR+2 = 10).
Remember that damage totals for most ranged weapons, such as bows, are not modified by
the user’s STR, although many hand-thrown weapons like javelins are. Details are provided in the
Equipment chapter.
The roll on the Results Table indicates how much of the total DR a weapon does on a given
attack, as follows:
Critical Failure: Critical Failure means no damage and possibly a terrible mishap!
Failure: No Damage (sword DR8 + STR+2 = DR10. Failure means no damage)
Half the total DR (sword DR8 + STR+2 = DR10. Partial Success means
Partial Success:
5 points of damage)
Full Damage Rating (sword DR8 + STR+2 = DR10. Success means 10
Full Success:
points of damage)
Full DR + Critical Wound (sword DR8 + STR+2 = DR10. Critical
Critical Success: Success means 10 points of damage. Target must make a CON roll
DoD-10 as per Critical Wound rules)
A complete list of Damage Ratings for weapons can be found in the Equipment chapter.

Miscellaneous Damage Ratings


Body Slam DR3 + STR
Choke DR2 + STR per round
Kick DR2 + STR
Punch DR1 + STR
Head Butt DR1 + STR
Shield Bash DR3 + STR
Burning DR4 per round
Drowning DR2 per round
Falling DR2 per 1 meter drop. (max of 60 DR)
Thirst DR2 per day
Hunger DR1 per day
Exposure up to DR10 per hour

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ATLANTIS: The Second Age
Protection Rating (PR)
Armor is rated according to its ability to absorb and reduce damage, which is referred to as its
Protection Rating (PR).The PR of any type of armor is equivalent to the amount of damage it will
absorb in Hit Points from each successful hit.
Example: Armor with a Protection Rating of +3 will reduce the damage of an attack by
three Hit Points.
This will apply to most attack forms, but there may be some exceptions (detailed in the
appropriate chapter). Heavier types of armor usually have a higher PR, but will cause the wearer to
suffer a penalty for Encumbrance unless he or she is strong enough to carry the additional weight.
Detailed information on the Protection Rating of various types of armor can be found in the
chapter on Equipment.

Shields
Handheld shields provide additional protection by making the bearer harder to hit. Shields
increase the DoD to hit the user in combat (-1 modifier for light or medium shields, -2 modifier
for heavy) and also provide a bonus when used to parry. Specific penalties to DoD and bonuses to
Parry are covered under the equipment chapter.
Example: A Hero has a DoD-10 to hit an opponent. If the opponent had a medium shield,
the Hero would have a DoD-11 to hit the opponent.
When used to parry, the shield provides a bonus to the roll determined by the size of the shield.
Example: The Hero has a Shield Parry skill total of +10; with a medium shield his total
is +12.

Combat at a Glance
Anytime a character (PC or NPC) engages in combat, use the following procedure:
1. Combatants roll for Initiative.
2. Player/GM states Intent.(The GM states the Intent for NPCs)
3. GM determines bonuses or penalties.
4. Player/GM rolls to attempt the action. (The GM rolls for NPCs)
5. GM judges result.

Combat in Detail
My father once told me a story
of two bulls on a hill overlooking 1. Combatants Roll For Initiative
a pasture of grazing cows below. At the beginning of any combat situation, each combatant makes a SPD Attribute roll. This is
The young bull said to the older, called rolling for Initiative. This roll is not judged on the Results Table but is simply the sum of the
“Let us quickly run down there D20 roll + the Hero’s SPD and Instinct skill, if applicable.
and ravish one of those cows.”
The character with the highest Initiative total is allowed to act first. The combatant with the
The older bull smiled at the next highest total goes next, and so on until all the combatants have taken their turns. In the case
younger and said “No, let us walk of a tie those involved acts simultaneously.
down there and ravish them all.”
Have the combatants roll for Initiative each round of combat, to establish who goes first, second,
Striking first is good, but and so on. Then have all opponents proceed in turn for the remainder of the fight.
delivering the final blow is better.
Example: Dayn is fighting two opponents. The Hero has a SPD+2, the first opponent has
Never rush headlong into a battle
a SPD+0, and the last opponent has a SPD+3. They all roll a D20 and add the result to their
when caution will win the day.
SPD Attribute. Dayn rolls a 7 and adds his SPD+2 for a total of 9. The first opponent rolls an
Donobey of Nubia 11 and adds his SPD+0 for a total of 11, and the last opponent rolls a 9 and adds his SPD of
+3 for a total of 12.
The order of the combat round is second opponent, first opponent, and then Dayn.

2. Player/GM States Intent


Before rolling for a combat action, the player or GM must state his character’s Intent. The GM
states Intent for his NPCs. This is done by choosing a weapon or Combat Skill, and a Combat
Tactic.

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ATLANTIS: The Second Age
There are four categories of Combat Tactics: Attack, Defend, Movement, and Stunt.
Each has a number of variations, as described in the section on Combat.
Example: A character’s Intent might be to throw a spear, parry with a shield, retreat, or try
to trip or distract an opponent.
The winner of the Initiative roll can choose to declare Intent first or wait until other combatants
have done so, in order to anticipate their opponents’ moves and act accordingly. Either way, the
individual who has the Initiative rolls first.

3. GM Determines Bonuses Or Penalties


After the player/GM indicates the weapon and tactic being used and describes the character’s
Intent, the Game Master determines if any bonus or penalty will be applied before the player/GM
rolls on the Results Table.
Apply a bonus based on the Combat Skill Rating that corresponds with the player’s/GM’s
Intent. To save time during the game, it’s a good idea to have players figure their characters’ modified
Combat Skill Ratings in advance and record these numbers on their Character Sheet.
Apply a modifier based on the Degree of Difficulty. If the Combat tactic is being opposed by
another individual or creature, the Degree of Difficulty is always based on the defender’s abilities.
Decide which ability is most appropriate, based on the following considerations:
►► The DoD to hit a an opponent in combat is usually equal to the target’s DEX + Evade skill.
Example: Dayn has a Melee Weapon Skill Rating of +10. His opponent has an Evade Skill
Rating of +6. Dayn has a DoD+4.
►► If the opponent is actively parrying, the DoD is equal to the opponent’s CR + Parry skill
(See Defense Rules).
Example: Dayn has a Melee Weapon Skill Rating of +10. His opponent has a Parry skill
of +12. The Hero has a DoD-2.
If the attack is unopposed, then the Degree of Difficulty is based on how simple or difficult it MISCELLANEOUS
will be for the character to achieve his or her stated Intent.
COMBAT MODIFIERS
Example: If Dayn is trying to hit an unwary opponent with an arrow, the Degree of On occasion, circumstances
Difficulty would be based on such factors as the target’s range and degree of cover, not the will have an effect on combat,
opponent’s combat abilities. resulting in a penalty or bonus
Compare applicable bonuses and penalties, and use the total as the modifier that will be applied to the combatants’ Results Table
to the player’s Results Table Combat roll. die rolls.
►► Here are some examples:
4. Player/GM Rolls To Attempt The Action ►► Attacking from above: +2
To determine whether the Combat action is successful or not, the player/GM adds his Combat ►► Defending from below: -2
Skill Rating to the DoD and rolls 1D20, adding it to the result. ►► Mounted vs. unmounted
Example: Dayn wants to shoot the unaware opponent. Dayn’s player rolls the D20 and gets opponent: +3
a result of 15. The roll is modified by the DoD (Degree of Difficulty) of -3. The final number ►► Limited visibility*: -1 to -10
is 12 (15 – 3 = 12), a Success. ►► Unstable footing: -1 to -10
►► Using an off-hand: -5
5. GM Judges Result ►► Attacking from a moving
vehicle: -5
After the player/GM rolls, the GM interprets the Results Table result, taking into account the
specific circumstances surrounding of the action, and other factors. Combat actions intended to
cause damage will produce one of the following results:
The attack fails due to a mishap of some sort; the attacker stumbles and falls, hits
Critical Failure:
an ally, hits an unintended target, breaks the weapon being used, etc. (GM’s ruling)
Failure: The attack misses the intended target.
The attacker scores a glancing blow that only does half the attack form’s total Damage
Partial Success:
Rating (rounded-up to the nearest whole number).
Full Success: The attack does its full Damage Rating.
The attack does full Damage Rating. The victim suffers a Critical Wound, and must
make CON roll with a DoD equal to the damage taken. Partial Success means the
Critical Success: victim suffers a penalty of -5 on all further actions until healed of the Critical Wound.
Failure or Critical Failure means the victim is incapacitated until healed. See the
section on Combat for more information of Critical Wounds.
Example: Dayn gets a full success with his roll of 12 and does full damage with his arrow.
If the roll had a DoD of -8 the final result would have been a 7 (15 – 8 = 7), a Partial Success
doing half-damage.

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ATLANTIS: The Second Age

COMBAT TACTICS
In a game where a character’s stated Intent can dramatically affect the chances of success or
failure, the choice of tactics plays an important role. For example, why stand toe-to-toe with a much
larger opponent and risk getting flattened when you can attack from a safe distance with a bow, or
use your quickness to dodge the big brute until he’s too worn out to hit you?
There are four basic categories of tactics available to characters: Attack, Defend, Move, and
Stunt. Each counts as a single action; using more than one Tactic in a single round of combat
requires the attacker to take the standard penalty for Multiple Actions (see Rules section). Attacks,
Movement, and Stunts can only be performed during the character’s turn. Defensive tactics can
Hitting an
be used at any time during the round. The following section contains descriptions of each of these
opponent in Combat
The difficulty to hit an tactics and their most common variations.
opponent is:
The attacker’s CR+ weapon
skill – Target’s Defense Skill Attack
Rating An attack can be defined as any action intended to injure, restrain, stun, or otherwise hamper
A Defense Skill Rating can be: an opponent. There are four kinds of attacks: Close Attacks, Ranged Attacks, Grappling Attacks,
►► DEX + Evade skill (usable and Subdual Attacks.
versus all attacks.)
►► CR + Parry skill (usable versus Close Attacks
all attacks if a shield is used.)
Intent Example: I will move in and stab my opponent with my dagger.
►► CR + Parry skill (usable versus
hand-to-hand attacks if melee Most Common Roll Attacker’s CR+ Skill vs. DoD (DEX + Evade)
weapons are used. If attacked A Close Attack is a maneuver that attempts to cause damage to an opponent at close range. Any
by a range weapon, default to type of hand-to-hand combat, with or without weapons, is considered a Close Attack. Unless the
Evade skill) intended target is unaware or incapable of defense, a Close Attack is considered an Opposed Action.
►► See defense for more detail. To simulate a Close Attack, the attacker rolls on the Results Table, adding the Skill Rating for
the attack form (Melee, Unarmed) being employed. The defender’s Skill Rating (Evade or Parry) is
used as a negative modifier (see Defense, q.v.).
A Close Attack can be used against multiple targets, at the standard penalty for Multiple Actions
(cumulative -5 per extra target). Alternately, a single target can be hit multiple times with a “rapid
fire” attack, with the same penalties being applied. “Rapid fire” attacks can be dodged or parried as
if they were a single attack.
Example: Dayn the Beggar stabs at a city guard who is attempting to evict him. Dayn has
a Skill Rating of +17 with Melee Weapons (the appropriate attack skill in this case). The guard
defends with his DEX + Evade of +9. The total attack roll modifier is +8 (17 – 9 = 8). Dayn’s
player rolls a 10, for a total of 18: Full Success. The GM describes how the knife cuts into the
lightly armored abdomen of the guard.

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ATLANTIS: The Second Age
Ranged Attacks
Intent Example: I will take my dagger and throw it at the man escaping on foot.
Most Common Roll Attacker’s CR+ Skill vs. DoD (DEX + Evade)
A Ranged Attack is any attempt to hit an opponent or target from a distance. Common Ranged
Combat attacks include shooting with a projectile weapon, such as a bow or crossbow, firing a
catapult or other siege weapon, using a Vril-powered fire-thrower, or using hand-hurled weapons
like javelins, rocks, or knives.
If the intended target is unaware of the Ranged Attack or is immobile, the Degree of Difficulty
is based on the target’s range and availability (size, visibility, degree of cover, etc.). If the defender is
actively trying to evade a Ranged Attack, the Degree of Difficulty is based on range and availability
plus the defender’s modified defensive Combat Skill or Attribute Rating. Penalties for range and
availability are as follows:
►► Target is within the effective range: no penalty
►► Target is double the normal range: -4
►► Target is triple the normal range: -6
►► Target is quadruple the normal range: -10
►► Target is moving at double movement rate: -1
►► Target is moving at triple movement rate: -2
►► Target is moving at quadruple movement rate: -4
►► Target is protected by cover: -1 per 10% cover
►► Target is smaller than man-sized: -1 to - 10
►► Target is larger than man-sized: bonus of +1 to +10
All penalties for range and availability are cumulative.
Example: If a target is double the weapon’s normal range and moving at triple movement
rate, the DoD penalty would be -6.
The standard penalty for Multiple Actions applies to Ranged Attacks as well. Ranges and firing
rates for all missile weapons can be found in the chapter on Equipment.
Example: Dayn is firing his bow (Ranged Skill Rating + 10) into a group of assassins while
the noble he is protecting tries to make her escape. The lead assassin is a mere 25 meters away, Range Attack
which is within the effective range of Dayn’s bow. The assassin knows he is about to be shot at, Melee Combat
so he rolls to one side as he moves in (Evade Skill Rating +8). Dayn has a DoD-8 to his Bow Shooting a bow or throwing
Skill Rating roll of +10. Dayn’s player rolls the D20 and gets a result of 7 and adds his +2 to a javelin is difficult to do
the roll for a total of 9; a Partial Success. The arrow grazes the approaching assassin, doing half accurately at the best of times
the normal damage of the arrow. and almost impossible when
someone is swinging a sword
at your belly (Unless you’re
in a Peter Jackson movie).
Throwing Distances Ranged combatants suffer a
penalty of -5 when attacking
Throwing Range 15m plus 3m per +1 STR someone while engaged in
Most Common Roll Attacker’s CR + Thrown vs. DoD (DEX + Evade) melee combat.
The effective range for hand-thrown weapons is 15m plus 3m per +1 STR.

Grenade Throws
I pick up a bottle of the strongest liquor, push a rag into the neck, and
Intent Example: light it. I wait for the pirates to show up and then throw the explosive
spirits at their feet.
Most Common Roll Attacker’s CR + Thrown vs. DoD (DEX + Evade)
Since the attacker isn’t targeting a particular opponent but an area, the roll is handled a bit
differently. Throwing at half of one’s effective range is a DoD of -3, at normal range the DoD is -5,
-10 for long, and -15 for beyond long range.
A Partial Success means that the grenade lands 10 – skill level meters (minimum of 1m) away
from the intended location. A Failure means the grenade lands in some location but detonates
without doing any harm. A Critical Failure means the grenade lands at the thrower’s feet and
explodes.

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ATLANTIS: The Second Age
Grappling Attacks
Since I threw my dagger into the fleeing man’s back, I will grab the assassin
Intent Example:
in front of me and hold his weapon arm.
Most Common
Attacker’s CR + Unarmed Fighting vs. DoD = DEX + Evade
Roll
Atlantis Example A Grappling Attack is any attempt to grab, restrain, or throw an opponent through the use
of Play of strength, leverage, or special grappling weapons. Grappling Attacks are handled as per Close
Jerry and some friends are Attacks. However, a defender who has been grabbed or restrained may take no further actions until
sitting down to play a session of he attempts to escape. If the defender’s escape attempt is unsuccessful, on the next turn the attacker
Atlantis: the Second Age. They can either throw or choke the defender without the need for a second attack roll. A thrown defender
are picking up from a previous can be hurled up to 2 meters away (+1 meter per +3 STR), and/or body slammed (DR 3 + STR).
session wherein their characters Choking causes STR+4 DR per round until the defender escapes or is rendered unconscious.
were being pursued by a group
Grappling Attacks cannot be used against multiple targets. A single target can be both grabbed
of assassins tied to the Dogs
and choked or grabbed and thrown in the same turn, at a -5 penalty for the extra action. While
of Jhunn. The game starts with
engaged in a Grappling Attack, the attacker has a -5 penalty to his defensive Skill Rating and the
the Heroes huddled in a tavern
victim has an effective defensive Skill Rating of zero.
room cut off from the port where
their ship awaits. Somewhere Example: Dayn is having a few drinks in a bar and has had the misfortune of drawing the
on the streets below, a group of attention of the local tough, Skelos the Unclean. Dayn knows that Skelos, who is far larger and
assassins stalks. stronger than he, will try to get him in a hold and choke him. Dayn, who is faster, decides to
make the first move. He jumps on the back of the brawny Skelos and attempts to apply a choke
Doug wants his Lemurian hold. Dayn ‘s Unarmed Fighting Rating is +14 while Skelos’ is +8 (modifying Dayn’s skill to
to head onto the balcony. His +6).
intent is to attempt to spot the The GM decides that since Dayn is attempting a very daring maneuver (tumbling through
assassins. Renee, the GM, asks Skelos’ defenses to get at his back) he receives a -3 to his Results Table roll (modifying the
if Doug’s character, Caerwyn, is Unarmed Fighting Skill further to +3). Dayn’s player rolls a 7 and adds the modifier of +3 for
also intending to hide. Doug says a result of 10: Partial Success. The GM rules that Dayn has successfully grappled Skelos but his
no, that his priority is spotting the chokehold causes no damage.
threat. Because of their unusual nature and wide variety of effects, Grappling Attacks have different
This is fairly straightforward Results Table results than standard Close Attacks as follows:
contested skill roll. Caerwyn
is attempting to spot some When Making a Grapple Attack:
hidden assassins, so Renee has
The attacker has twisted himself into an awkward position and failed
Doug roll Perception against a
Critical Failure: to effectively hold his opponent. The opponent receives a +5 bonus on
difficulty of the Assassins’ Dex
their next attack vs. the grappler.
+ Stealth. Doug has a total of
+4, but he has to subtract the Failure: The attacker fails to grab the defender.
Assassins’ skill rating of +12 as The attacker gets a partial hold but has little leverage. No choke or
a difficulty modifier, so Doug is Partial Success: throw attacks may follow this attack. The defender gets a +5 bonus to
rolling a d20 with a modifier of his or her attempt to escape this hold.
-8. Luckily, he gets a 17. That
modifies down to a 9, so he has The attacker achieves the hold they were attempting. They may throw or
Full Success:
a Partial Success. choke the defender with their next action, or simply continue to hold.
Caerwyn spots where two The hold is especially well-placed and strong. The defender takes an
of the assassins lie in wait in an Critical Success:
additional -5 penalty to any escape attempts.
alleyway across from the tavern.
Kieran’s character, Thalmia, is
concerned because there were When Escaping:
at least five of the assassins To escape the victim must make a CR + STR (or Unarmed Fighting) versus a DoD equal to the
pursuing them before. Thalmia grappler’s CR + STR (or Unarmed Fighting).
wants to try to remember as
much as she can about the Dogs The defender twists himself into an even worse position. He takes an
of Jhunn in the hopes that she’ll additional -5 penalty to any further escape attempts.
Critical Failure:
recall something that might help. Note that further Critical Failure results do not add to this penalty. The
Kieran’s intent is to maximum is -5.
remember some bit of Lore that Failure: The defender remains in the hold.
might help. Thalmia has the The defender slips partway out of the hold. Add +5 to his next escape
skill Lore: Arcane Arts Partial Success:
attempt.
Full Success: The defender escapes the grapple.
The defender performs a perfect reversal. The defender may make an
Critical Success: immediate attack on his opponent at full skill, flee, or perform any other
action.

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ATLANTIS: The Second Age
Subdual Attacks
I want to keep the assassin for questioning so I will bludgeon him on the
Intent Example:
head with a bottle to try and knock him out.
A Subdual Attack is an attempt to knock out an opponent by non-lethal means. This tactic
requires the use of a blunt weapon (such as a club, staff, mace, punch, kick, etc.), and can be used
as part of any attack. and wants to use it to call
Damage from a Subdual Attack is tallied the same as for other forms of attack. However, if a up some knowledge about
Subdual Attack causes an opponent to be reduced to 0 HP, the victim is merely rendered unconscious the Dogs of Jhunn, a degenerate
for 1–20 rounds(1D20) minus the victim’s CON (minimum of one round). Hit Points lost as a cult. Renee decides that the Dogs
result of a Subdual Attack are restored shortly after the victim regains consciousness (1–10 minutes, are widespread but secretive and
or with a successful CON roll against Difficulty 10, per the GM’s ruling). sets the Degree of Difficulty at a
-15. Kieran adds Thalmia’s Lore
Rating, which is her Intelligence
Off-Handed Weapon Use + Lore: Arcane Arts, of +17 to
that DoD and rolls a d20. The
Since my right hand is trapped under the rock, I want to use my left hand dice shows a 14, so the final
Intent Example:
to grab the dagger and stab the beast. result is a 16 — a success.
A Hero may suffer a wound that renders her weapon hand useless or she may be using two Renee tells the group that the
weapons at once. When the Hero uses her off-hand, she suffers a penalty of -5. Dogs of Jhunn work for a servant
of Bhaal, can be blood-thirsty,
and typically have little remorse.
Thalmia knows that there are also
Non-proficient Weapon Use several packs of the Dogs and
that they somehow communicate
Even though I don’t know how to use the bow, I pick it up and fire, hoping with one another across vast
Intent Example:
for the best. differences in order to coordinate
When a Hero uses a weapon type that he is not proficient (less than 1 rank in the appropriate attacks.
skill) in, he suffers a penalty of -4 to the DoD of any attack.
Jerry decides that his
character, Donobey, has had
enough of this skulking and
Improvised Weapons hiding, and plans on attacking.
I quickly look around the room and spy a chair. I grab it and hit the thug He just has to get his warrior
Intent Example: down to the assassins first. He
over the head with it!
stands up at the table, lifting one
Sometimes objects that were never intended for violence see use in combat. Because such objects hand high, and loudly announces
are not designed for this use, they suffer a -4 penalty on attack rolls. To determine the appropriate that Donobey is going to grab
damage for an improvised weapon, compare it to something of relative size and damage on the list his spear, cast aside his shield,
of weapons in the Equipment chapter. Usually, improvised weapons break after a number of uses, take a running sprint across the
since they aren’t designed to stand up to the rigors of combat. An improvised weapon may be used upstairs room so that he can leap
a number of times equal to half its attributed Damage Rating (DR). from the balcony, clear the street,
and spear at least the first one
Example: A Hero uses a chair to bash the head of a thug. The Hero suffers a -4 attack
before the other has time to react.
penalty and the chair is treated as a club with a DR 6. The chair can be used three times before Renee, a bit aghast, asks Jerry to
it falls to pieces. clarify that his intent is to Charge
one of the assassins and then
attack. Yes, Jerry says. A charge
attack, on foot, by leaping off of a
balcony from the other side of the
street. Right, Renee says. Let’s
do this.
Renee says that Jerry needs
to roll for the Charge with
Speed + Athletics and then, as a
second action, he’ll be attacking
the Assassin who will only be
using a passive defense since
the attack is unexpected.

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ATLANTIS: The Second Age

Defense
Defense is any action intended to avoid or block an attack. A defensive action differs from the
passive defense added to the DoD of rolls made against the character. The passive defense represents
a character’s normal defensive instincts and combat training. A defensive action represents an all-
out defense where the character focuses on defending himself as a top priority.
Jerry decides that he’s There are two types of defense tactics: Dodge and Parry. An opponent does not need to have
going to spend some Hero Initiative to either Dodge or Parry an impending attack. To do so, the defender must declare the
Points. Since Donobey’s Renown Intent to defend before the opponent rolls for the attack.
is currently a 90, Jerry can only The procedure for defense is the same as for attacks. The defender rolls on the Results Table,
spend a max of 4 Hero Points adding their defensive Skill Rating and subtracting the attacker’s Skill Rating. Read the Results
per roll. However, he wants to Table for the outcome of the defensive tactic. Note that in the case of a full or critical defensive
not only succeed, but also do as success, there is no need for the attacker to roll to hit.
much damage as he can. Jerry
decides to spend 2 Hero points on
the Charge and then 2 more on Dodge
the attack. Donobey’s Athletics
Rating (SPD + Athletics) is a Dayn sees the last assassin approaching from behind and wants to move
Intent Example:
+8. With the addition of 2 Hero out of the way of the swinging blade.
Points, Jerry has a +12 to the Most Common Roll Defender’s DEX + Skill vs. DoD = CR + Skill
roll. Renee says that the DoD for Dodging is a defensive maneuver that moves the character out of harm’s way. This may be as
the leap across the street is going simple a maneuver as ducking, or as complex as a backflip.
to be at a -10. Jerry easily makes Dodging is effective against close, ranged, and grappling attacks. Any of the following skills or
the roll. Donobey sprints across Attributes can be used for a dodge attempt:
the room and launches himself ►► Evade Skill Rating
into the air. The assassins are ►► Athletics Skill Rating at -5
watching the door to the inn, so ►► Unarmed Fighting Skill Rating at -3
this attack will be against one
►► Dexterity Rating or Combat Rating (as per rules for substituting Attributes for skills)
of the Assassin’s passive defense
Example: Dayn manages to disable all but one of the assassins before they reach the fleeing
(his Dex + Evade, a +10). It is
Senator. The last assassin leaps aboard the wagon that Dayn is in, tearing at him with his dirty
also Jerry’s second action for the
knife. Not wanting to lower himself to fighting like an animal (or risk being dragged from the
turn, so there is an additional
back of the wagon), Dayn elects to dodge the assassin‘s attack. Dayn’s Evade Skill Rating is
-5 to the roll. Jerry’s Weapon
+10. The assassin’s Melee Skill Rating is +9. Dayn rolls with a +1 bonus (10 – 9 = +1) and
Rating (CR + Weapon: Melee)
gets a final result of 8: Partial Success. The evasive maneuver doesn’t entirely avoid the assassin’s
is a +16, so he decides he’s going
attack, so Dayn will take 1/2 damage if the assassin’s attack roll succeeds.
to spend 2 Hero Points on the
attack roll. Renee has Jerry roll
his Weapon Rating, modified by
a -15 for the opponent’s passive Evading Grenades or Area-effect Attacks
defense. Jerry is also spending The young rogue realizes what’s bounced to his feet is a crackling bottle of
Hero Points to modify the roll Intent Example: some alchemical mixture. Thinking quickly, Dayn leaps out of the blast
as well. That will mean that he’s area and tumbles to safety.
rolling d20+5 to hit. He gets a
17 on his die which means a Most Common Roll Defender’s DEX + Evade vs. DoD = -3 per 1m radius
total of 22! A Critical Success! Grenades are usually never thrown directly at a Hero but at the area he is standing in.
Donobey brings the spear The Hero must actively dodge out of the area with an Evade roll. The DoD is usually equal to
crashing down along with all -3 per 1m radius of the area of effect (minimum of -3). A Partial Success means the Hero takes only
of his weight into the assassin’s half-damage/effect from the attack.
shoulder. Example: An attacker throws a grenade with a blast radius of 4m at Dayn. Dayn decided
Jerry is already going to to spend an action and actively dodge out of the area. The DoD is -12. If he fails the roll he
be doing his normal damage takes full damage, if he gets a Partial Success he takes only half, and for a full success he manages
(DR10 + STR) and some to leap out of harm’s way and takes no damage.
additional damage from the
Charge (Donobey’s SPD+1).
However, he also wants to Parry
Quickly pulling his dagger from the back of the foe he’d just slain, he
Intent Example:
parries the next sword blow.
Most Common Roll Defender’s CR + Skill vs. DoD = CR + Skill

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ATLANTIS: The Second Age
A Parry is a defensive maneuver that interrupts an attack by putting something in the attacker’s
path, such as a shield or weapon. Shields are designed expressly for this purpose, and give defenders
who have a shield a +2 bonus when used for Parrying (or +1 for individuals who don’t have Parry
skill and are attempting this tactic). This maneuver is known as a Shield Parry. Any of the following
skills or Attributes can be used as the modifier for a Parry attempt:
►► Parry Skill Rating
►► Weapon Skill Rating at -5 spend some Hero Points
►► Unarmed Fighting (no penalty if parrying a Unarmed Fighting attack; penalty of -5 if on damage as well, but
parrying a weapon attack) currently he has no more Hero
►► Combat Rating (substitution) Points available. However,
he does have the Internal
Disadvantage of Reckless and the
Ranged Attacks can also be parried with melee weapons, but at an increased Degree of Difficulty
GM decides that this warrior’s
(penalty of -10) shields do not suffer this penalty. Attacks by exceptionally large and powerful
leap certainly qualifies. Jerry
opponents that overwhelm the defender cannot be parried, such as a falling boulder or a charging
taps that Disadvantage and uses
elephant.
the additional 2 Hero Points
Note that a result of Critical Failure when attempting to Parry means that the defender is not from it to fuel the damage from
only hit by the attack, but whatever was being used to parry has been damaged or destroyed (GM’s this upcoming attack. His total
ruling). DR is going to be 10 (Spear)
After Dayn’s attacks, the guard decides to hit back with his fists. Dayn chooses to actively + 3 STR + 2 SPD +1 Charge
defend against this attack by parrying with his knife. Dayn’s melee weapon Skill Rating is +17. movement +8 Hero Points;
He does not have the Parry skill and so uses his weapon skill at -5 to parry, and the guard’s a total of DR 24. With his
Unarmed Fighting Skill Rating is 10. However, Dayn has already performed one previous Critical Success on the attack,
action in the round, so he takes an additional -5 to his Parry roll for a total modifier of -3 Donobey would have pinned
(17 – 5 – 10 – 5 = -3). Dayn’s player rolls a D20 and gets a 14 for a total of 11: Full Success. the Assassin to the cobbles of
Dayn will take no damage from the soldier’s attack and there’s no need to roll to see if it hits. the alley, but with the 24 points
NOTE: Area-effect attacks cannot be parried, only evaded. of damage, the unarmored
Assassin is already dead.
Mental Defense The attack succeeds as
Donobey had planned! Renee
Intent Example: The guard tries to intimidate Dayn. rewards Donobey with an
Most Common Roll Defender’s WIL + Resolve vs. DoD = WIL+ Skill additional 5 Renown on the
spot. Caerwyn gives up a great
Used when one person is trying to intimidate, coerce, or influence another. If, for instance, a bellowing cheer while Thalmia
Hero is trying to intimidate a target, he rolls his STR + Influence (Intimidate) versus a DoD equal shakes her head at Donobey’s
to the target’s WIL + Resolve skill. antics. The Lemurian’s roar does
serve to notify all of the assassins
that they have become the
Movement hunted. Renee tells everyone that
Movement is a tactic intended to increase or close the distance between attacker and defender. the element of surprise is lost and
There are three variations: Retreat, Flee, and Advance. Note that in all three cases, rugged or difficult an Initiative roll is in order. Dice
terrain can decrease the maximum distance that can be covered in a round, and may even require begin to roll.
SPD or skill rolls to navigate safely.
While Caerwyn and Thalmia
speed their way down to street
level, Donobey is stuck in an
Advance alleyway with a surprised assassin
from the Dogs of Jhunn. Renee
Dayn moves with caution toward his opponent, assessing the situation says that his opponent, shocked
Intent Example:
as he advances. by the sudden attack, is lashing
Most Common Roll Hero’s SPD + Athletics out with abandon, poison already
dripping from his blade. Jerry says
An Advance is an attempt to close with an opponent at his normal Movement Rate or less. This that his Intent in the next round is
tactic allows the individual to attack or defend while moving without penalty (no multiple-action to put Donobey’s back to a wall
penalty). It is also possible to use this tactic to Advance under cover, making it more difficult for and keep the assassin at bay with
opponents to target the advancing individual with Ranged Attacks (q.v.). his spear; in effect, parrying to
keep the assassin away.
The Assassin has a
Charge
Dayn moves at twice his normal speed toward his opponent, hoping to
Intent Example:
use the added momentum to drive his blade home.
Most Common Roll Hero’s SPD + Athletics

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ATLANTIS: The Second Age
A high-speed Advance is called a Charge (double normal movement). This tactic allows
the individual to move quickly, though at the expense of any attempts at defense. Charging is
considered an action for the sake of action penalties and while doing so the hero only benefits from
half his Defense.
When making Close Attacks while Charging, additional damage is determined by how fast the
Hero was moving. The Hero may add, in addition to his STR, his SPD+1 for double movement,
Weapon Rating of +25. SPD+3 for triple movement, and SPD+6 for quadruple movement (see movement for details on
Donobey, however, only difficulty of the action).
has a Parry Rating (CR + Parry) Example: Dayn (STR+1, SPD+2) runs with abandon toward his opponent and uses his
of +14. Jerry says that he’s going forward momentum to drive his sword deeper into his opponent’s chest. Dayn must first make
to Tempt Fate; he spends 6 Hero a move roll with a DoD-4, which he succeeds at with no problem.
Points to add +12 to his roll. His SPD of +2, +1 for moving double his movement, is added to the DR of the weapon
Jerry rolls his Active Defense (sword DR8). If Dayn is successful in his attack (remember he has a -5 multi-action penalty),
(d20 + 14 Parry Rating + he will do 12 points of damage (DR8 of the weapon +1 for STR, +2 for SPD, and +1 for his
12 from Hero Points) against movement rate).
a difficulty of his opponent’s See the Combat Skill or Mounted Combat sections for additional modifiers.
Weapon Rating (-25). With
only a +1 to his roll, Jerry hopes
Flee
that he succeeds…
In the kitchen, Dayn sees the back door open and decides to make a
Bursting out from the door Intent Example: run for it before he is overwhelmed. He turns and makes haste past the
of the tavern, leaving a wake of incoming cook.
startled patrons who flock to the
front windows, Caerwyn raises a Most Common Roll Hero’s SPD+ Athletics
Lemurian thunder lance rifle to her Fleeing is an attempt to disengage from an attack without regard for defense or attack. Instead,
shoulder and takes aim at one of the main goal is to escape as quickly as possible. A Fleeing opponent can move up to his full
the Dogs of Jhunn who is sprinting Movement Rate per round, but may not attack or defend while doing so. Attempting to Flee
down the street. Doug says that while engaged in Close Combat of any type exposes the fleeing opponent to one attack (opponent
his Intent is to shoot the assassin
receives half their defense) from each opponent within range. A successful Dodge or Parry will allow
before the attacker can reach
the alleyway where Donobey an individual to Flee on the following round without being exposed to a Close Attack.
is fighting. Unfortunately, the If a Fleeing character is being pursued, both the character and pursuer(s) must make Attribute
assassin spots the Lemurian and Rolls vs. their respective SPD once for each round of pursuit. Compare Results Table die rolls and
starts to duck and weave his way Speed Ratings to see if the Fleeing individual escapes or gets caught, using the following guidelines:
down the street.
Critical Failure: Stumble and fall; you’re injured and cannot continue next round.
Caerwyn’s target is within
range, but is moving at a full Failure: Stumble and fall; you can get up and continue next round.
run. The assassin’s Dexterity Partial Success: Move up to half your maximum Movement Rate.
+ Evade is a +10, which acts
Full Success: Move up to your maximum Movement Rate.
as a penalty to Caerwyn’s roll.
The assassin’s Speed is another Maximum Movement Rate plus you gain an additional 15m on
Critical Success:
-4 penalty. Caerwyn only has opponent.
a total of +11 with her CR + Note: for Mishaps and Failures that occur during aerial or aquatic pursuits, substitute stumbles
Weapon: Ranged, so Doug is for collisions, unfavorable wind/water currents, and/or crashes as applicable.
rolling a d20-3. The die comes
up a 15; the total is a 12, which Retreat
is a hit. The rifle does DR 12 to
the assassin. Doug says that he’s Dayn sees that the tavern is becoming crowded with attackers and moves
Intent Example:
going to spend two Hero Points back through the kitchen door.
to boost the DR by another Most Common Roll Hero’s SPD + Athletics
+8. A total DR of 20 should A Retreat is an attempt to disengage from a melee attack in a cautious and measured manner. The
be enough, he hopes, to kill the retreating opponent can move up to half her normal Movement Rate per round while continuing
assassin. to fight or defend against attack.
Thalmia, coming up from When fighting the Hero only receives half her normal bonus to hit since she is backpedaling to
behind Caerwyn, surveys the
get away. The benefit of retreating is that the Hero receives a bonus of her SPD+3 to her defense
street. Kieran asks Renee if
there’s any water out on the
rolls versus her opponent.
The Hero subtracts her SPD from her opponent’s and the difference is the number of rounds
she must retreat before being considered disengaged (minimum of 1 round).
Example: Dayn (SPD+1) is fighting a patron of the bar (SPD+3). To retreat without
allowing a free unopposed attack, Dayn must retreat for two rounds (3 – 1 = 2). If the
Opponent had a SPD+0 Dayn would only have to retreat for one round.

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ATLANTIS: The Second Age

Stunts
A Stunt is any type of unconventional maneuver attempted during the course of combat. This
tactic includes such flamboyant maneuvers as leaping from high places, swinging from ropes or
chandeliers, vaulting over opponents, and the kind of daredevil moves that are commonly seen
in most action-adventure movies. It also covers “dirty tricks,” like tripping, throwing dirt in an
opponent’s eyes, and so on.
Any applicable skill or Attribute can be used as a modifier for a stunt; though most actions street. So far no mention
of this sort carry a stiff penalty to their Degree of Difficulty (GM’s ruling applies in all cases). has been made of rain or
Characters that possess Unarmed Fighting, Acrobatics, and certain performing skills generally fare water, but Renee says that Kieran
better at stunts than those who do not have such specialized abilities. can spend a Hero Point to add a
detail about water. Kieran marks
Under certain circumstances, a stunt can be combined with another tactic without incurring
off the Hero Point and says that
a penalty for Multiple Actions. For example, leaping over a bar counter and kicking an enemy can
since this district is near the port,
be accomplished in one fluid action, and need not entail any added penalty for multiple actions.
that there’s a lot of sea water
However, leaping over a rail, swinging from a chandelier, and kicking an enemy who was across the
that washes up from beneath the
room would count as an additional action, resulting in the standard -5 penalty.
streets, through drains and onto
Since every stunt is different, there is no exhaustive list. It’s always up to the GM to determine the cobbles during high tide. A
what the Degree of Difficulty is for any given stunt, based on the specific circumstances and how high tide, like right now. Kieran
“cinematic” she wants the game to be. It’s usually a good idea for the GM to tell her players ahead says that Thalmia wants to reach
of time just what sorts of stunts will be allowed. down and touch the salty seawater
Example: Dayn cuts a rope with a thrown knife, bringing down a bazaar stall on the heads to call up on the elemental spirits
of two guardsmen. (Weapons (Thrown): Difficulty -10 for a small target). present, so that she can get an
Example: Alcmene the thief whirls her cloak in the rushing guardsmen’s faces as she jumps idea where each of the Assassins
behind the bar. Hopefully, the cloak will momentarily stun and blind the guards, allowing are with a spell. Renee says that
Alcmene to seemingly vanish. (Acrobatics: Difficulty -15 to confuse all three guards). it sounds like Kieran’s intent is to
use the Sensory Mode to boost
Aimed Shots, Disarming, and Bypassing Armor Thalmia’s Perception.
Kieran wants to boost
An aimed shot is an attack intended to hit a very specific target and/or cause a very specific
Thalmia’s PER by +10, which
effect. Almost any Combat Tactic can be used in conjunction with an Aimed Shot. A Ranged
Attack intended to cut a ship’s sail, disable a moving vehicle, or knock a weapon from an opponent’s will mean a minimum of a
hand is an Aimed Shot. So is a Close Attack intended to disarm an opponent by striking his hand, level 5 spell. Renee says that
or a Shield Parry used to deflect a missile in a specific direction. The ability to temporarily stun the immediate area of streets
or subdue an opponent with a single blow, a staple of the action-adventure genre, can also be surrounding the tavern that the
accomplished with an Aimed Shot. Heroes can clearly see is about
Aimed Shots are handled much like other Combat Tactics, the main difference being that 30 meters diameter, which
maneuvers of this sort usually carry a severe penalty to their Degree of Difficulty — not surprising, means that Kieran will have
given the fact that an Aimed Shot is by its nature much more difficult to accomplish than a standard to boost the range of Thalmia’s
attack. spell by 12 meters —another
Aiming for Accuracy -4 to the roll. The spell itself
A Hero may aim a shot or take extra time for added precision. Doing this gives the Hero a should be easy as Thalmia’s MR
bonus to his roll but takes one full round to accomplish. If the Hero forgoes any other action that + Sensory is a +12. The DoD of
round, he receives a bonus of +5 to his next action. During that round the Hero must remain steady -9, 5 for the level and 4 for the
and only receives half his defense vs. attacks.
range enhancement, means that
Kieran is rolling d20+3. The
Disarming a Weapon die result is a 19, which means
The DoD for disarming an opponent is equal to their Weapon Skill Rating and may have an a total of 22. Since the roll is
additional penalty of -2 to -10 depending on the size of the weapon and how it is being handled. a Critical Success, Thalmia
doesn’t take any additional
Bypassing Armor Mental Fatigue Penalty for the
Aimed Shots can also be used to hit the small parts of an opponent that are not covered by their day.
armor, and thus ignore its Protection Rating. The additional Degree of Difficulty penalty for this With a bonus of +10 to
tactic is equal to the total base PR of the armor type worn.
Thalmia’s PER, Kieran rolls
Example: Dayn is trying to strike through a seam of an opponent’s medium set of full plate. a d20 + 10 from the sorcery
The opponent’s Evade is 10 so normally Dayn would have a DoD-10 to hit him. When we spell and a +2 for Thalmia’s
add in the penalty for trying to bypass armor (full suit of medium armor base PR7) the final natural PER. The assassins have
DoD is -17. a DEX + Stealth total of +12
NOTE: Some armor PRs are further customized by racial modifiers. The added PR is not which acts as a penalty to
factored into the protection Rating, just the base PR of the armor type.

All Aimed Shots need a FULL success.


A Success or Critical Success on the Results Table is required to achieve the intended effect; for
Aimed Shots, a result of Partial Success is the same as Failure.

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ATLANTIS: The Second Age
Firearms & Automatic Weapons
Although humans prefer hand-to-hand combat, firearms will likely come into play at some
point. High rate-of-fire guns and automatic weapons — whether they fire slugs, bullets or lasers —
are handled a bit differently than single-shot ranged weapons such as bows, crossbows, and slings.
Firearms like handguns, sub-machine guns, and assault rifles can fire at a much higher rate of
Thalmia’s PER roll. Since fire than muskets and bows. The Multiple Action rule is applied differently to rapid-fire firearms.
this is Thalmia’s second Characters are able to fire a number of shots per round up to the weapon’s listed Rate of Fire (RoF)
action of the round, there’s an as a single action; this is handled with a single roll. These shots must be fired at a single target. In
additional -5 penalty. The total the case of shotguns and similar area-effect weapons, shots must be fired into a single ten-foot target
modifier for Kieran’s roll is area. If a character changes targets, the Multiple Action rule applies.
currently a -5. Kieran decides Rate of Fire Penalty
that he’s going to spend three When shooting a weapon with a rate of fire, the Hero suffers an additional penalty to his attack
Hero Points that will allow roll equal to the rate of fire when firing multiple shots.
him to add another +6 to his Example: When shooting a weapon with a RoF of 3 the Hero suffers a-3 to his attack roll.
roll. A total bonus of +1 isn’t
much, but it’s what he’s got at Damage Done from Rate of Fire Weapons
the moment. He rolls a d20 and The damage done is equal to the Damage Rating (DR) of the weapon multiplied by the Rate
gets a 14. That gets modified up of Fire (RoF).
to a 15, and it is good enough. Example: a weapon with a DR of 8 and a RoF of 3 would do 24 points of damage on a
Kieran describes how Thalmia successful attack.
shapes the eldritch energies with
Atlantean sorcery, calling on the
elementals of the water. Renee Ammo Use
reveals the remaining three Automatic weapons can obviously fire more than two, three, or even ten bullets in a single
assassins on a quickly sketched round; however, this is abstracted in that it is assumed a large number of bullets are being fired
map, saying that the elementals but only the number up to the RoF will possibly strike a target. For the purposes of tracking the
in the saltwater reveal where amount of ammunition used, the actual number of bullets fired by an automatic weapon is equal
they are. Thalmia calls out the to three times the RoF.
assassin’s locations to Caerwyn
For the purposes of determining the amount of damage done, consult the Results Table
and the Lemurian takes aim
again. The weapon jams. The Hero must spend 5-INT rounds (minimum of
Critical Failure
one) un-jamming the weapon.
Failure The attack misses completely; uses 3x ROF ammo
Partial Success: The attack does standard DR of weapon, uses 3x ROF ammo
Full Success Multiply DR by the Rate of Fire; uses 3x ROF ammo
Critical Success Multiply DR by the Rate of Fire; uses half as much ammo

Spraying an Area
Sometimes there may be a need to spray an area in the hopes of hitting multiple targets. The
Hero determines the area in meters he wants to shoot into and takes that as a penalty to his roll.
Everyone in the area has a DoD equal to his modified skill total to evade the attack. If the attack is
successful, those who fail to evade are hit by a single round of ammo. Normal rate of fire rules apply
for the expenditure of ammo.
Example: A Lemurian soldier (Gun +9) is the rearguard of a retreating group. A troop of
enemy soldiers are in pursuit, and he turns and fires his weapon at a 3-meter area, hoping to
hit all five. The soldier has a penalty to his roll of -3, making his total modified skill +6. The
advancing soldiers would have to Evade as normal not to be hit. If they fail their roll and the
soldier succeeds, then he would hit the pursuers for normal damage.

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ATLANTIS: The Second Age

Scale
Occasionally, objects of vastly different sizes get involved in combat. The scale modifier accounts
for the fact that bigger items are easier to hit than smaller ones. Use the accompanying chart as a guide
for determining the appropriate value for the two combat participants.
At Human-level, scales do not make a difference and damage is not modified. It is assumed that
larger animals and constructs have Attributes built in such a way to define how big they are and the
difficulty to hit or be hit by them. An elephant, for example, is large and lumbering, represented by
a low DEX attribute; but hits incredibly hard when it does, represented by its much greater STR
attribute.
The chart below shows the difference in scale and the bonuses or penalties applied when trying to
attack the target.
►► If the attacker is larger than the defender, then the scale modifier is subtracted from the
attack.
►► If the attacker is smaller than the defender, then the scale modifier is added to the attack.
Scale Modifiers
Scale -2 -1 0 +1 +2 +3
-2 (Tiny) 0 +2 +4 +6 +8 +10
-1 (Small) -2 0 +2 +4 +6 +8
0 (Medium) -4 -2 0 +2 +4 +6
+1 (Large) -6 -4 -2 0 +2 +4
+2 (Colossal) -8 -6 -4 -2 0 +2
+3 (Gargantuan) -10 -8 -6 -4 -2 0
Example: A scale 0 opponent trying to hit a scale +3 opponent would receive a bonus of +6
to hit his opponent.
Example: A scale +3 opponent is attempting to attack a scale -1 opponent. He would suffer
a -8 penalty.

Scale And Damage


The scale modifier is either subtracted (minimum of one point of damage) or added to the damage.
Once the damage is modified, the armor’s PR further reduces the damage.
-2 -1 to +1 +2 +3
-2 +0 -5 -10 -20
-1 to +1 +5 +0 -5 -10
+2 +10 +5 +0 -5
+3 +20 +10 +5 +0
Example: A scale +0 opponent (with a DR12 weapon) trying to hit a scale +2 opponent
would receive a bonus of +4 to hit his opponent and would suffer a 5-point reduction in damage.
Example: A scale +3 opponent (with a DR12 weapon of the same scale) is attempting to
attack a scale +0 opponent. He would suffer a -6 penalty, but if he does hit he would do +10
points of additional damage.

Grappling opponents of different scale


There may be some instances where a hero may want to grapple a larger opponent and restrain
him.
When grappling take the bonus for hitting that opponent and double it as a penalty to the attack
roll.
Example: a scale zero (0) opponent is trying to grapple a scale 2 opponent. His attack roll
would suffer and additional penalty of -8.
When trying to break free a larger opponent has a bonus equal to double his penalty to hit the
small.
Example: A scale 2 beast is trying to break the grip of a scale zero opponent would receive a
benefit of +8 to his roll.
Smaller opponents are easier to hold on to so that when they try and break free they suffer a
penalty equal to twice the bonus to hit the larger opponent.
Example: A scale zero hero is in the clutches of a scale 2 opponent. He would suffer a -8 to
break the grapple.

263
ATLANTIS: The Second Age

Character LIFE AND DEATH


Hit Points (HP)
This is a measure of how much injury a character can sustain before dying. This total is modified
one time only for beginning characters by adding or subtracting a number of points equal to the
individual’s Constitution Rating. Thereafter, Hit Points only increase with a raise in the Constitution
Attribute. Hit Points are not used as an Attribute Modifier or to make Results Table rolls.
Heroes and major NPCs calculate Hit Points differently than minor characters and run-of-the-
mill rent-a-goons/minions. Since minions and minor NPCs aren’t integral to the story, they are
treated like cannon fodder for the Heroes to wade through and are thought of as a minor obstacle
or the bridge to the greater drama in the story.
NOTE: Minions and other minor NPCs do not have bonuses for CON added to their Hit Point
totals.

Stun
A Hero who is stunned loses an action that round. He may still act that round, but has a multi-
action penalty as if he has already performed an action.

Death & Dying


Individuals or creatures reduced to zero or less Hit Points are rendered unconscious and on the
verge of death. Should this happen the Game Master should immediately roll on the Results Table,
using the victim’s CON versus a DoD equal to the number of points he is below zero Hit Points.
The total will yield one of the following results:
Critical Failure The character is dead.
Things are looking grim. The victim is fading fast and will need to
make another CON roll every minute at a cumulative penalty of -1
per minute. A result of Failure or worse on any of these subsequent
CON rolls results in death. A result of Partial Success or better, and
the victim gets to live for another minute. At best, the victim will
Failure
suffer a permanent injury of some kind (as per a result of Partial
Success). The need for the CON roll can be negated if someone with
the Heal or Medicine skill stabilizes the Hero with a roll versus a
DoD equal to the number of Hit Points below zero. This roll will not
restore Hit Points; only stop the need for further rolls.
The victim will recover, but will suffer some sort of permanent injury.
Possibilities include disfiguring scars, a 1-point reduction of one of
Partial Success: the victim’s Attributes, amnesia, or some other disability appropriate
to the circumstances surrounding the victim’s “near-death experience”
(GM’s ruling).
The victim will recover completely, with or without medical attention,
and suffer no permanent damage. These rules should be reserved only
Full or Critical Success
for PCs or important NPCs. Any other individual reduced to 0 HP
or less can simply be considered dead at once.
Example: Dayn (CON+1) has taken damage that has reduced him to -5 Hit Points.
His CON roll DoD is -4. He rolls the D20 and gets a Partial Success, meaning that he will
eventually recover with some sort of scar or permanent wound.

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CRITICAL WOUNDS
Any attack that is made with the intent to kill or injure that yields a Results Table result of
Critical Success will cause a Critical Wound. Assuming the victim has not been reduced to zero or
less Hit Points, he must make a roll vs. his CON Rating (minus the DR of the attack) to determine
the extent of the injury, as follows:
Victim is incapacitated and rendered incapable of movement,
regardless of actual Hit Point total. No further actions can be
taken until the Critical Wound damage is healed with a Medicine
Failure/Critical Failure
skill roll. In the case of minor NPCs, a critical hit can cause
instant death or knockout (GM’s ruling) without the need for
a CON roll.
Victim can continue, but suffers a penalty of -5 on all die rolls
Partial Success: until the Critical Wound damage is healed (by magic or non-
magic healing, or through rest and recuperation).
Full/Critical Success Victim can continue without penalty.
Example: a Hero swings his sword and critically hits his opponent. The opponent takes 5
points of damage after armor reduction. The opponent must make a CON roll with a DoD-5
(the damage taken). The opponent rolls a 14 and gets a success to carry on fighting as normal,
but with a particularly nasty wound.
Later that same battle, the Hero again scores a critical hit on his opponent who must again
make a CON roll. This time the opponent gets only a partial and continues to fight, but now
with a penalty of -5 to ALL his actions.

Mooks’ Death and Critical Hits


The critical hit rules are only used for Heroes and important NPCs. A mook or henchman (or
any other character not central to the story) dies or is otherwise rendered unconscious and out of
combat when they reach zero Hit Points and may not roll on the Death and Dying Chart. When a
mook is hit with a critical hit they automatically fail and are taken out of the combat.
Example: Dayn is fighting a crime lord and his two henchmen. The henchmen intercede
between Dayn and the crime lord and try and protect their master as he escapes. Dayn stabs his
dagger into the first henchman and rolls a Critical Success, and the henchman goes sprawling to
the floor (no roll versus his CON is made). The other henchman swings and hits Dayn with a
critical hit of his own, doing 5 points of damage. Dayn must make a CON roll with a DoD-5
to stay up and active (he does and play moves on). Dayn stabs again with his dagger and reduces
the henchman to zero Hit Points. Normally a Hero would make a Death and Dying roll at
zero Hit Points but a mook is not offered this benefit and dies on the spot. Dayn now moves on
to finish the Crime Lord….

Healing
Natural Healing = 5 Hit Points per day + CON Attribute
Healing occurs at the rate of 5 Hit Points per day, plus one additional point of healing per +1
Constitution Rating. Individuals with negative Constitution Ratings heal at the rate of 5 HP per
day, minus one point of healing per -1 CON Rating (the minimum rate of healing is 1 HP per
day). These healing rates assume reasonably good conditions and treatment, as well as no strenuous
activity. Note that specific injuries, such as broken bones, may take longer to heal than simply
regaining the Hit Points lost. This is left to the GM’s discretion.
Example: Dayn with a CON+1 is convalescing at his home. He lays in bed for 5 days and
recovers 30 Hit Points — 5 points plus 1 for CON per day for 5 days (5 x 6 = 30).
Individuals who have suffered a Critical Wound, a permanent injury, or a close brush with
death may require a period of convalescence. If the victim receives immediate magical or medical
healing, he or she may be fully recovered after just a few hours of sleep. Otherwise, recovery time
could range from a day or two to a week, several weeks, or even longer. The amount of time required
to make a full recovery in such instances is up to the GM to decide, based on the nature and extent
of the victim’s injuries.

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THE ENVIRONMENT
A GM should always keep the character’s environment in mind. The environment can come into
play in a number of ways. Is it raining? If so, perhaps a penalty for wet and slippery surfaces should be
applied to combat. Is there a considerable amount of noise and confusion? If so, Concentration and
skills like Disable Mechanism may require negative penalties.

Extreme Temperatures
Most importantly, severe environmental factors like extreme heat or cold could actually cause
damage to those not equipped to deal with these extremes.
Heroes who find themselves in the deep desert may take damage from the extreme heat as well
as from possible thirst. Those who are shipwrecked on the icy shores of a frozen wasteland without
adequate protection will take damage from exposure and hypothermia.
The amount of damage dealt by extreme temperatures is at the discretion of the GM, but should
generally range from 1 to 10 DR per hour of exposure. Thirst and hunger will likewise cause characters
to take damage. When a Hero is exposed to the elements, he must make a CON resistance roll.
The Hero suffers full damage and temporarily loses one point of CON
Critical Failure until he is removed from the element and can convalesce for a number
of hours equal to CON+2.
Failure The Hero suffers full damage.
Partial Success: The Hero suffers half damage or effect of exposure.
Full/Critical Success The Hero suffers no penalty.

Drowning
A character can normally hold his breath for up to one minute plus 1 round for each point of CON,
or minus 1 round for each negative point of CON. When the character succumbs and starts to drown,
he takes 2 DR per round.

Fire
Lighting a person on fire causes DR4 per round of contact. Adjust this value based on the size and
intensity of the fire; the damage rating for a blazing campfire is 8 points for each round of skin contact.

Poison
The resistance, Damage Rating, and time for a poison to have an effect depends upon its toxicity.
The Damage Ratings listed here are for doses lethal
to the averagehHuman, which may vary from a Poison Poison STR & DR
few drops (cyanide) to several ounces (ammonia). Black Widow Bite 3
For poisons that are ingested or inhaled, the Hero Ammonia 3
takes the damage until he makes a successful CON
Mandrake 5
resistance roll and thus flushes the toxin out of his
system. Armor and Protection powers do not help Hydrochloric Acid 7
against poison. Timely administration of an antidote Botulism 8
gives the resistance roll a +10 modifier. Arsenic 9
For acids and contact poisons, which do damage Cobra Venom 10
as soon as they touch the correct surface, the Hero
Cyanide 30
does not make a resistance roll. Instead, he takes
Example: Dayn drinks a cup of wine
damage until he washes off the poison (armor may
tainted with a STR 8 poison. To resist the
protect in this instance).
effects, Dayn must make a CON roll with
Poisons can do more or less harm depending on
a DoD-8. If he fails, he takes 8 points
their quantity, though the DoD to resist will always
of damage and must make another CON
be the same.
roll to resist next round.

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Radiation
The Damage Rating for a fatal dose of radiation is 5–15 points per round of contact, minus the
Hero’s CON depending on the amount and source. The amount and type of the radiation alters
this value. At your discretion, the radiation may have additional effects.

Vacuum
After three rounds in a vacuum, a Hero must make a CON roll versus a DoD-6 needing a
FULL success. If successful the Hero is safe that round and must make another the next round. If
he fails the roll he suffers a reduction of 50% of his Hit Points, suffering excruciating pain as air
bubbles form in his bloodstream (no PR protection). If the Hero misses two rounds of CON rolls
he is on the brink of death as he suffers from aeroembolism, losing another 50%.
After the Hero has failed two CON rolls he makes one final CON roll, and if he fails he falls
unconscious and dies.

Diseases And Afflictions


The following is a list of ailments common to the known world. Included are various folk-
remedies and other treatments known (or at least believed) to be of some effect in curing or abating
these maladies. This list is by no means exhaustive and there are dozens if not hundreds of other
diseases that player characters may encounter in their adventures.

Diseases and Affliction Resistance


Normally, an ailment is resisted by succeeding on a CON roll with the DoD equal to the level There are many afflictions of
of the of the malady. Only one roll is made to resist and, if successful, no other roll need be made. the body throughout the known
This does not make the Hero immune to the affliction and she may later encounter the affliction world. The gods and goddesses
again, requiring another roll. of disease and suffering are
If the CON roll is a Failure, the Hero succumbs to the disease and suffers the full effects. If a seldom restrained or lazy. All
Partial Success is rolled, the Hero suffers the effect of the affliction at half-strength. must work at avoiding their ire…
or at cultivating the friendship
of trusted healers and respected
The Ague (Malaria) Level 7 alchemists.
Caerwyn, Lemurian Scholar
A parasitic disease spread by mosquitoes, the ague causes shaking chills, then severe fever and
headache. After several hours, the victim begins sweating profusely, whereupon the headache and
fever disappear. Attacks recur every two to three days. Also causes weakness and some anemia.
Notes: The ague is rarely fatal with proper attention paid to the fever. While under the effects
of the disease, characters suffer a -2 penalty to all Attributes due to fever and shakes. Normally, the
infection runs its course in two to three weeks.

Gonorrhea Level 10
A bacterial infection of the genital tract, transmitted through sexual contact, with an incubation
period of 2–8 days. After incubation, characters suffer an urgent and burning sensation on urination,
with profuse discharge of pus. Inflammation of the prostate and seminal vesicles may lead to fever
and difficulty urinating. If infection spreads to the upper tract, there is acute fever and abdominal
pain. Bacteria may invade the bloodstream and produce infections in other parts of the body, most
commonly arthritis; the sufferer then develops fever and hot, swollen, painful joints. In males,
symptoms normally subside in three to six weeks; in females, in a month or two. Serious infections
may result in infertility for both males and females. Sufferers may remain infectious for several
months following infection. Known colloquially as the Clap, this disease is rarely fatal, -1 CON for
duration, -5 to any Diplomacy or CHA rolls made on the Results Table where the target knows of
the character’s infection.

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Influenza Level 10
An acute, extremely contagious viral infection of the upper respiratory tract spread by inhalation
or contact, with an incubation period of only 1–2 days. Those afflicted suffer a sudden onset of
chills and fever, headache, general body pain and overall malaise; weakness, nausea, eye pain, and
mental confusion.
After 1–5 days, the respiratory symptoms increase: dry or sore throat, cough, runny nose.
Serious complications include bronchitis and bacterial pneumonia.
The disease can last a few months maximum. Afflicted characters take -2 CON for the duration.
If pneumonia results, a further -1 CON per week is suffered until death occurs at -5 CON.
Notes: Because influenza is very contagious, it often forms epidemics, generally occurring in the
winter or early spring.

Leprosy Level 5
A bacterial infection transmitted by respiration or contact, leading to disfigurement and
eventually death, with incubation sometimes lasting years. Those afflicted will see their facial
features begin to coarsen while their voice becomes hoarse. Pale spots appear on the skin and eyes
turn into red, raised, blister-like nodules. Skin spots are insensitive to cold, touch, and pain. Hands
and feet lose feeling. Eventually muscle weakness and paralysis sets in, usually in the extremities.
Secondary infections of lesions or unnoticed wounds often become gangrenous and lead to further
complications. In most cases, blindness occurs after several years. In time, the nose, fingers, and
toes decay and rot, and the hands become clawed. Sufferers take -1 CON and -1 CHA per year of
infection until death occurs at -5 CON.

Measles Level 7
A mild, highly contagious viral disease transmitted via respiration with an incubation period of
7–14 days. The first signs are cold-like symptoms (runny nose, dry cough, high fever, aching), plus
inflamed and sensitive eyes. After three days of initial symptoms, red spots appear in the mouth,
followed quickly by a red rash that starts on the face and spreads over the rest of the body. Most
symptoms disappear after only a few days. Those afflicted take -1 to CON and -1 INT for duration
due to fever.

Plague Level 15–25


A bacterial infection transmitted by flea bites (or occasionally by respiration), the disease has
several forms.
Bubonic (level 15): After 2–6 days, necrosis of the flea bite and heat and swelling in the nearest
lymph nodes (neck, groin, or armpit); buboes can be as large as an orange and extremely painful.
Symptoms include headache, fever, and delirium. Approximately one in five will go on to develop
the pneumonic form.
Pneumonic (level 15): Less common but more infectious. Involves a lung infection with coughing
and sneezing.
Septicemic (level 25): Rare, the infection spreads throughout body in the bloodstream; death
occurs too fast (within hours) for buboes to form.
In all cases, the victim suffers -1 CON per day after symptoms appear until death occurs at -5
CON. Survivors are generally immune for years after.

Smallpox Level 12
A severe, highly contagious viral disease transmitted by inhalation, has an incubation period of
12 days. Those infected suffer high fever, chills, severe headache and backache, and general malaise.
Hemorrhages (bleeding) may occur in lungs or other organs. After 4 more days, a distinctive itchy
rash of red lesions appears on face, arms, legs, and sometimes the trunk. The bumps soon become
pus-filled blisters and, if secondary infections do not occur, they break and begin to dry up in about
one week. Victims take -2 CON and -2 STR for duration. Survivors have a 45% chance of suffering
a permanent -1 CHA due to scarring.
Notes: Varies in severity from a mild form with few skin lesions to a highly fatal hemorrhagic
form. The majority of deaths occur in the second week of the disease.

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Swamp Fever Level: 10
Swamp fever is a disease believed to be transmitted through contact
with rats; drinking water tainted by these noxious creatures may
also lead to the contraction of this malady. Swamp fever causes
permanent insanity, perhaps in as short a time as two days. Most
humanoid creatures appear to be susceptible to the disease,
which can sometimes be treated via the ingestion of a mixture
of crushed cleric’s cowl root and vinegar. Some folk claim
that immersion for 12 hours in a trough of fresh elephant’s
dung is a more certain cure, though madness might be
deemed preferable to such a malodorous treatment.
The symptoms of swamp fever are irrational behavior,
a constant thirsting, and a tendency to lean to the
left while walking, standing, or running. Victims
rendered insane by the disease typically evince the
strangest behavior imaginable: prancing, capering,
laying on the ground and rolling about, speaking
in gibberish, emitting loud yelps and hoots, and so
forth.

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Chapter 6: Gorgos

A gathon’s arm strained as he hung from the slick, subterranean ledge; his muscles, softened
by years of easy living, hummed with pain and trembled uncontrollably. He almost
wished he hadn’t given Orunmila’s blessing to Donobey, allowing the Nubian’s simple rock
to bypass Mel’tifa’s wards and crush her skull. The slave pens might have hurt less. Caerwyn
hung carelessly beside him, unconcerned with the 100-foot drop or the fact that they’d been
climbing sideways along this slippery cave wall for nearly an hour.

The murmur of chanting rose and fell, and in the darkness below, Agathon saw the
guttering torches which marked the trail the Sefar cultists used to get to the complex’s central
chamber. The air stank of sulfur and his lungs burned. The Atlantean silently cursed Anaboa,
wishing all manner of unlikely misfortunes to infest his life…the cursing made his muscles ache
a little less.

Agathon and Caerwyn puzzled out part of Anaboa’s plan from scattered notes discarded
beneath an Asena corpse at a campsite in Otesium. Agathon wondered how such a smart
individual could have made such a mistake, but his devotion to Orunmila prevented him
from questioning good fortune overmuch. The Lemurian seemed bent on taking samples
of Vril energy from ancient sites across the world and storing them within the crucible that
Caerwyn had seen him use in Galecea. What purpose this served, they could not guess, but
they knew two things: firstly, that the boy Edris still lived, and second that Anaboa’s targets
followed a predictable pattern.

And so here they were, in a labyrinth of caves in the depths of the Gorgos jungle, trying
to steal some kind of Vril-infused crystal from the Cult of Sefar before the Alchemist could
do the same thing. If everything went as planned, they could trade the crystal for Edris and
Agathon could go back to Atlantis and enjoy his retirement.

After what seemed like an eternity, the ledge finally broadened enough to walk on, and
Agathon gratefully scrambled up. Caerwyn swung up with practiced ease, while Donobey
grunted softly as he too reached the top. Thalmia smirked, hovering with one hand trailing
on the wall, suspended mid-air by her sorcery, trailing tiny motes of light. Agathon tried
unsuccessfully to choke back his anger, “Are you insane?” he hissed “If one cultist looks up,
we’ll be been neck-deep in serpents.”

Thalmia tilted her head back with a slight sneer, “Humans never look up, it’s a weakness
you Atlanteans share with them; lack of three-dimensional thinking. Besides, the cultists wear
hoods; they can’t see anything above the horizon.” Agathon’s opened his mouth, but before
he could say a word the sorceress sighed, stepped onto the ledge, and ended her spell.
“Apologies master teacher, this place is not for me, I need the open sky or sea.” Agathon
nodded slowly, remembering the Triton’s reluctance to enter the caves, and noting how her
hand traced the scars on her stomach, a gesture he’d learned to interpret as anxiety. Nervous
people made mistakes; the Atlantean hoped that this would be her last for today.

“This ledge should take us to a point above the central chamber” Caerwyn interrupted,
logical as ever. “If I’ve read the disruptions to the ley lines in the Jungle above correctly, the
object we seek should be there.” Donobey nodded and made to move along the ledge, but
Thalmia held up a hand

“There’s something else. That chanting isn’t just simple worship, and the path below is
thronged with people. I think we’ve stumbled onto some kind of ritual.”
Donobey rolled his eyes and groaned, “Whoremongering, goat-faced, snake-lickers,”
he hissed.”Why can’t they stick with ritual orgies and drugs like any decent cult?”
Agathon’s mouth twitched in an involuntary smile as he followed the silently cursing Nubian
along the slick ledge.

“I’m not surprised,” Donobey whispered as he looked down on the orgy of violence less
than twenty feet below. The ledge overlooked a massive circular chamber filled with dozens
of naked, blood-drenched, chanting Gorgon priests. In the center of the cave, atop a low
altar, lay the remains of what might have been a giant snake or drake of some kind, the bones
already slick with blood and gore.

270
Drugged slaves shambled into the room in a zombie-like procession. As they approached
the center, the priests took it in turns to rush forward and rip the hapless slave’s throats out
with their teeth. The chanting rose in pitch each time a slave died. Dozens of bodies lay all
around the chamber, discarded husks surrounded by pools of blood. As Agathon watched,
the blood on the ground began to rise as a mist, making it difficult to see the chamber floor.

“There,” Caerwyn hissed, “the fang in the dead drake’s mouth. That’s the crystal we’re
looking for.” Squinting, Agathon could just make out the glimmer of blue light that had
caught Caerwyn’s attention.

“Let’s get down there and get the blasted thing then” he said, “Thalmia, can you seal the
chamber while we get down there and deal with the cultists?”

The sorceress nodded, “I’ll bring the overhang over the door down, but you’ll have to
deal with the cultists.”

“Fine. Donobey, you’re with me, clear a path to the drake, Caerwyn, shoot anyone who
looks like they’re going to cast a spell.” Agathon looked around briefly and, seeing everyone
indicate their readiness, turned his thoughts inward. “Orixa, Orunmila, turn your face to us
in this endeavor,” the Atlantean called softly, drawing upon the favor granted to him that
very morning. Then, in a single motion, he and Donobey dropped to the ground below,
accompanied by the clink of coins falling on stone.

Agathon and Donobey hit the ground running, the impact lessened by a pile of discarded
robes they hadn’t noticed earlier. The cultists reacted slowly, impossibly thick roots ripping
the stone above the chamber entrance lose, sealing them in. Donobey’s spear found two
throats and a heart before the women finally turned en-masse toward him. The bloody
mist fell to the ground as rain, making the floor slick while the hissing crack of Caerwyn’s
gas rifle sent cultist after cultist to meet their lord Set. Then things seem to turn all at once,
a trio of Gorgons dragged Donobey’s spear from his grasp, and pulled him to the ground.
The slick, bloody floor doing most of their work for them. High above, Agathon could hear
the Lemurian curse as her rifle misfired. He could only hope that Thalmia was still there to
watch his back.

Agathon ran to the drake, but a tall Gorgon blocked his path. Naked and drenched in the
blood of innocents, teeth sharpened to points, she presented a terrifying figure. “Little avatar
thinks he can steal what belongs to my lord Set does he?” she hissed, licking the blood from
her teeth with her ritually-split tongue. She lifted her hand to reveal the crystal fang from the
drake-bones, “Master says no.”

Agathon cursed, he could feel the foul power coursing from this woman; a priestess, a
servitor like himself. Unlike Agathon, she stood in her place of power, filled with the dark
energies of human sacrifice and backed by her cult. Reality warped around the priestess
forcing Agathon to fumble his dagger to the floor. His world shrank to just her face. “Master
says thieves must die.”

The priestess clamped one hand around Agathon’s throat, his attempts to resist thwarted
by waves of corrupted reality that threatened to shred his physical form. The Gorgon used
her thumb to expose his neck and bent her head to tear the Atlantean’s throat out with her
teeth. A sickening crack and a spray of warm wetness drew Agathon’s eyes to the priestess’
now-ruined face, her forehead staved in. Everything shifted into focus as her dark power
waned. Agathon looked around for answers to find a grinning Donobey standing directly
behind him. The Nubian hefted a gore-splattered rock in his hand. “It’s my lucky rock. I’m
thinking of naming it snake-smasher” he said, winking at a stunned Agathon. “Never take
a man’s weapon from him, you can never tell what devilish invention he’ll come up with
instead to do you harm.”

Agathon glimpsed around the chamber. The cultists lay dead, slain by stone, spear, and
spell. Caerwyn and Thalmia threw a rope down while Donobey picked up the crystal fang.
“Best you take this, Atlantean,” he said, “maybe you can make use of it on the way out.”
Agathon groaned.He’d forgotten they’d have to climb back out of this trice-forsaken pit.

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Chapter Seven
Game Mastery

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Game Master’s Section


What do I do with this game?
According to Aristotle, every great story (“mythos”) should have a beginning, middle, and an
end. Unlike many Roleplaying Games, which focus on a brief beginning and an eternal middle,
Atlantis was conceived from its inception to consist of a finite number of books that help tell a
cohesive story of the characters and their Heroic destiny.
What is a Player’s
The metaplot of this game takes place at the dawn of the Atlantean Second Age. The characters Responsibility in
grow, some passing away and others becoming triumphant. Atlantis?
Atlantis includes several key adventures designed to move the game along. As one might expect, The players are given the
it is suggested that the campaign starts with the introductory adventure. Each of these adventures responsibility to be proactive in
happens during a particular year of the game; in between these adventures, the GM is free to create their game world. The players
other stories and plots for his group to partake in. have characters to whom they
Each adventure presented is formatted to give the GM a basic skeleton or premise to customize have given destinies; with
to his liking. No two GMs will run the Atlantis campaign the same, and each will be as unique as ambitions to achieve and fates to
cheat. Once a player realizes that
the person running and playing in the game.
he has the power to change the
Each Adventure gives a Who, When, and Where, and several hooks to get the players involved. world, he should use that power.
This format will do the preliminary work for the GM, and allow him to focus on creating the high The player is not a pawn to be
drama associated with epic adventures. moved around on a board, but
the person moving the pieces.
Through their actions, histories
will be made. Ultimately, the
The Players are the Heroes responsibility of the player is to
Nothing happens without player involvement. The Heroes are the most important aspect of the help create a story that the entire
game and should be considered the movers and shakers of the world. Their destiny is tied inexorably group can enjoy.
to the fate of the world in some way. If a story does not involve the players, then it isn’t important
enough to tell. If the players don’t care about something in the game, then it isn’t important to What if my players
deal with it. stray from the path?
The players should be made aware of their stature and importance in the game. In most game Players are a very
unpredictable lot. If they do stray
settings, the PCs revolve around the setting, or react to the events as they are thrown at them. In
from the course of an event or
ATLANTIS, the characters are involved in the events, and the world around them reacts to them find other events more interesting
like a ripple in a pond. If a Hero slays a monster and gains renown for it, he will arrive at the next to them, then go with it. Be
city and hear songs sung about the deed. Great kings will seek out the advice and talents of the flexible. There are several ways
players, and great warriors and high-ranking officials will look to the Heroes to determine their a group of Heroes can get to
actions. There are no “first-level fighters” in Atlantis; all Heroes exert some type of influence on the key moments in the Atlantis
their environment. campaign, and several outcomes
once they get there. Every
outcome in the game will be an
honest outcome, predicated upon
Creating Adventures the actions of the players. There
are no right and wrong results in
As in most games, the PCs must overcome a series of obstacles to reach a final goal. That roleplaying one’s character.
combination of obstacles and goals, called an adventure, takes on the same structure as a story, and The world of Atlantis might
should follow as closely as possible the dramatic ideals lain down by Aristotle. According to him also grow in unpredictable ways
(speaking of tragedy but in terms that apply to most stories), a plot should have four characteristics. based on the inaction of the
►► The plot should be “whole.” The plot starts with a beginning (incentive moment) that players. If a group decides to
triggers a cause-and-effect chain that leads the story into its middle. The middle of the story bypass one of the key events
should lead to a climax of events, which ultimately spill over into an end, or resolution, entirely, that’s fine too; it’s
their choice. Each key gives
somehow resolving the problem created at the beginning. The events that take place
an outcome if the group isn’t
between the beginning and the climax are called the desis, a word that means “tying up”. successful.
The events which take place from the climax to the resolution are called the lusis, a word This is their world; let them
that means “unraveling”. Try to think of the story as a package that you carefully tie up decide what to do with it.
with string and wrapping paper; at the end of the story, the PCs will get a chance to tear it
open and see what’s inside.
►► The plot should be complete and self-contained, with every event taking place within the
context of the elements of the story. Moments of “Deus ex Machina” where the narrator has
to rescue the characters from outside the story should be avoided. Likewise, self-contained
episodes that do not link to one another in a larger context are unwise; in other words,
don’t send your players into a new random dungeon every week. Every piece of the story

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ATLANTIS: The Second Age
should tie somehow to the piece before it and the piece after it.
►► The plot should be of a worthy magnitude or greatness, both in length and complexity as
well as thematically. Characters should not be asked to clean a stable, pick weeds, or kill
boars; they should be sent to clean the Stables of the Gods in one night, fetch the Golden
Apple from the Atlantean king’s private gardens, or kill Nischak the Hellfire Boar.
►► The plot should be complex if possible. Complex plots involve surprises, including moments
of peripeteia and anagnorisis. Peripeteia is a “reversal of intention,” when a character tries
to do something and ends up producing the opposite effect. Anagnorisis is the unexpected
“discovery” of the true nature of a character, an often emotional movement from ignorance
to understanding.
For inspiration, you should feel free to use movies, television shows, novels, or comic books
to come up with ideas for adventures. Heroic archetypes have remained the same for thousands of
years, and just about any story you pick up will have echoes of the past.
Always remember that the players get to decide how their characters react to any given obstacle,
so be prepared for them to deviate from the course you have in mind. However, you choose the
hurdles the characters must deal with. You are the Game Master, and in this manner you can make
their story interesting, no matter what direction they choose to follow. You merely provide a goal,
and once the characters begin a path toward that goal, you can unveil a series of problems that
prevent them from reaching that objective. The hindrances can take a variety of forms, depending
on the particular circumstances of the adventure through which the players’ characters are working.
In overcoming those obstacles, Heroes are made.

Types of Adventures
The simplest way to create an adventure is to select the goal first. Once you know how the
story should end, you can more easily decide what types of obstacles will make it interesting for the
characters to reach the goal. Some examples include:
Caught in a Tight Spot: Escape from a situation that could cause some type of harm to the
characters or their allies.
Contest: Accomplish a predetermined goal more quickly or more efficiently than everyone else
involved.
Guard Duty: Protect someone or something from harm.
Foil a Plan: Stop someone else from accomplishing their goal. Generally, the plan to be foiled has
something to do with the destruction of a person, place, or thing of importance to the characters,
a nation, or to the entire world.
Mystery: Discover the truth about a person, thing, or event.
The Quest: Locate and retrieve an object or person at the behest of another. It could be a stolen
object, a person kidnapped, or a criminal who has escaped justice.

Types of Obstacles
Once you’ve determined the type of adventure you want to create, you should divide it up
into smaller chunks called “scenes,” each containing one or two obstacles. A scene is triggered by
the characters’ arrival at a given location, or by the passage of time. Once the characters overcome
or bypass the obstacle, they move on to the next scene and are one step closer to the goal of the
adventure. Here are a few examples:
Adverse Conditions: Weather, terrain, and hostile nobles/farmers/tax collectors can hamper the
characters’ ability to accomplish the goal.
GM’s Characters: The people that the characters meet come in handy for all sorts of situations, so
much so that there’s a whole section on them later in the book.
Combat: In order to continue forward or get to something, the characters first must defeat a
creature or villain.
Diversions: Include extraneous details in descriptions or when the characters talk to other people.
The details will offer many interesting roleplaying opportunities and give your players a chance to
alter their characters’ course in the process.
Information: The characters often need to obtain information, and you can make this more
challenging by making it harder to find (two officials to convince instead of one), missing (part of a
needed tablet has been destroyed), in the form of a puzzle or riddle, or from a questionable source,

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or by giving the characters what seems like a right lead but ends up sending them to the wrong
place. However, make sure that the information the characters seek really is attainable. Be careful
not to force the characters to go through an enormous amount of trouble based on clues and hints
you’ve given them only to find that their efforts were wasted.
Multiple Goals: Typically for experienced players; adding the rumor of a new goal can force the
characters to rearrange their priorities.
Restrictions: The characters can’t use some of routine and useful equipment or must be certain to
perform certain rituals, or there will be dire consequences.
Time Limits: There’s nothing like a time limit to speed up a scene. This kind of obstacle can
take the form of limited supplies, limited ammunition, or a set amount of time before something
horrible occurs.

Game Master’s Characters


During their adventures, the player characters will encounter various allies, enemies, and
neutrals who serve to shape the story, establish the setting, or help or hinder the characters at critical
moments. Without these characters, nothing much would happen.
However, you don’t have to create enough characters to fill the entire world. Save yourself work
and carefully choose which ones play the most pivotal roles in your adventure, then design them
in detail. Next, select the less-important characters and determine most of their background and
personality, and so on until you come down to the nameless characters who need nothing more
than a brief mention.

Assigning Characteristics
Once you’ve come up with the overall concept for a character, you should decide on his game
statistics. Skim through the “Character Creation” chapters for some ideas, jotting down whatever
details are important for the character in the context of the adventure and what’s needed to use him.
There’s no need to follow the character creation rules exactly; instead, give each character what you
think he needs to play his part in the story.

Hero Points
Cannon-fodder villains, such as army troops, henchmen, and merchants, typically have no
Hero Points. Minor villains whose survival isn’t dependent upon the adventure’s plot, may have one
to three Hero Points. Continuing villains, such as those who may be used for several adventures or
who are subordinate to the main villain, may have several Hero Points. Major villains who might
be used over the course of a campaign and are integral to an adventure should have at least 11 or
more Hero Points.

Starting the Adventure


Once you’ve got the goal and a few obstacles, you’ll need to give the Heroes a reason to go on
the adventure. Often called the hook, here are a few examples.
Hero Goals: The group, or even just one of the Heroes, gets information that could help get them
closer to a long-term goal.
Informant: Someone lets the Heroes know about the goal and gives them just enough information
to get to the first obstacle. The information could be provided as a letter, an announcement in the
public square, or an anonymous source.
In Medias Res: Start the game in the middle of an explosive or suspenseful event. Such fast starts
put the players on their toes, thrusting their Heroes into the action before they even know it. Once
they’ve dealt with their immediate problem, they’re thoroughly enmeshed in the story.
Mission Briefing: The organization in which the Heroes are involved calls a meeting and sets the
goal (though, of course, not how to accomplish it!).

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Running Adventures
You’ve successfully brought the Heroes into the adventure. Now you have to keep them focused
and enthralled with the plot. If you see their eyes start to wander, or they fall into a conversation
about the last game (or worse, what they watched on television last night), you know something’s
gone wrong. This section should help you maintain an involving story and a sense of “really being
there.”

Scene Framing
Rather than simply reciting a list of events and descriptions, the GM is encouraged to invite the
input and participation of the players in setting the scene. This allows players to feel more engaged
in the tale, and helps everyone visualize the scene more vividly. This also takes some of the burden
off of the GM and passes it on to the players.
Once the GM has set the scene and described what is going on, the players in the group
should each get a turn to (if they wish) add some minor detail or flavor to the scene. This can be
anything that would be appropriate for the scene, taking into account the setting, NPCs present,
etc. The details need not be beneficial to the players, and in some cases may even hinder them or
play to their disadvantages, but they might also be helpful. Players who constantly add features
to the scene that benefit their characters should not be chastised, but encouraged to continue
participating. However, if a player seems to be taking advantage of the trappings, the GM should
always remember that he is the final arbiter of how anything added to the scene will be used or
function. For example, just because a crate of bear traps is sitting on the desk does not mean they’re
all functional; they could be duds or booby-trapped.

Play Example:
Setup: The Heroes have been captured, stripped of their belongings, and brought before their arch-
nemesis, Bazmodius, Dark Sorcerer of Acheron.
Jerry the Game Master (GM): You are all escorted in chains to the tower before the diabolist
Bazmodius. He stands with his back to you, looking out of the windows as the sunrise breaks
over the city below. At his side, armed with a spear and shield, stands his Andaman bodyguard,
Eurydices.
Would anyone like to add anything?
Eric: Yeah, we notice a large map showing troop and ship movements around the area.
Jerry: Yes, and the map is inlaid on the floor so you can walk on it. A few acolytes fiddle over it and
talk among themselves about what’s going on.
Renee: I bet the tower is dark and foreboding. Like the only light in the tower from the smokey
candles hanging from the ceiling.
Jerry: Very cool, I like it.
Rex: Are there other doors besides the one we entered? There must be another way out of this room.
Jerry: Yes. There are two other doors, one on other side; one guarded by another Andaman, and
one archway that leads to a hallway.
Robert: Are our weapons here? My sword is too valuable to be left where we were captured. It has
to be in the tower, somewhere.
Jerry: Sure. You see the ornate sword hanging from the side of Bazmodius. Turning his head, he sees
you checking it out and smiles at you, as if daring you to grab for it.

For groups that are not used to sharing such descriptive responsibilities, it may be helpful to
remember some of the unofficial rules of improvisation:

►► Never say “No, but...”; always say “Yes, and...”. Good participation means that everyone
involved is actively building on the contributions of others. Players may add to a scene,
and to the additions of others, but they should never try to counteract someone else’s
contributions, or subtract something from the scene. Once it’s been added, it’s been added.
No retconning.
►► Be subtle, simple, and specific. Don’t try for odd contrivances, over-the-top additions, bad
humor, sight gags, or the like. Let any humor, excitement or drama arise from the situation.
Don’t TRY to be funny, showy or dramatic.
►► Respect the other players. Anything you add to a scene — whether through roleplaying or

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round-the-table scene additions — should be for the benefit of everyone in the scene in
some way, even if only descriptively. Adding a toxic cloud of gas to the room that only your
character can breathe in is not helpful.
►► Don’t trap other players or the GM into a corner by adding things that directly impact
other characters or NPCs. For example, don’t say “Renee’s character is standing next to a
book that flips open. I wonder what it says.” because this statement forces Renee to react
to your addition instead of giving her freedom to add as she pleases.
►► Pay attention to everything going on. Know what’s been added, and react to the scene as a
whole. based on your character’s function in that scene.
►► Everyone gets a chance to contribute. There’s nothing saying that each player can only
add one thing, or that each player must add one thing. However, everyone should get the
chance. A good tactic is to proceed clockwise from the GM, allowing each player in turn
the opportunity to add something or pass. If someone wishes to add more, they can wait
until their turn comes around again.
►► Be aware of pacing. Don’t hog the spotlight adding something that requires ludicrous
explanation or description, and don’t feel compelled to add seven things to every scene.
Doing so will cause the game to drag. Be terse.

Player Changes to the Environment


Hero Points can also be used to change the environment around you in some narrative way. The
Hero spends the points and adds something to the narrative that wasn’t there before. The change
can not be something that would completely change the campaign but can be something that
benefits the player, or makes the game interesting or creates better drama.

Example: A Hero is lost on the frozen plains of Hyperborea and is slowly freezing to death
in the icy waste. He knows that he cannot take much more of this and decides to spend a Hero
Point to insert a small cave into the story that allows him to take shelter.

Example Two: The Hero is speaking to a local priest about the woman he loves. He waxes
poetic about the color of her eyes and the fullness of her lips and states his undying love for her.
He spends the Hero Point to have her show up at the temple coincidentally to make an offering
and overhear him.

Example Three: A Hero is fighting a savage battle on the rooftop of a multistory tower. In
the scuffle, he is pushed off the building and plummets to his death. Spending a Hero Point
allows for a flagpole to be just below the roof. He grabs the pole, uses his Athletics skill and
swings back into the fight.

Bad Example: The Hero is cornered in an alley by thugs of the local crime boss. He is
unarmed and outnumbered. The player spends a Hero Point and legions of well-armed soldiers
arrive and kill all the thugs but one so the Hero can question him.

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Setting the Scene


Your first job is to depict a vivid scene unfolding before the characters’ eyes, ears, noses, etc.
Where are they? Who else is there? What’s happening? These are the questions you must answer
immediately.

Description
The key here is to engage the players’ senses, just like a good movie, novel, or television show.
Try to use evocative words to give the players a clear and vivid view of their characters’ environment.
The best way to learn how to provide such lifelike descriptions is to picture the scene in your mind
and do whatever you can to convey that same scene to your players. You may incorporate movie
or television footage you’ve taped, maps and diagrams you copied out of library books, or even
illustrations you’ve drawn yourself. Sound effects, CDs especially, can help you set the stage for the
characters, as long as you don’t overdo it.
Just remember that your players have five senses. Don’t just rely on the sense of sight. Describe
what your characters hear, smell, touch, and (sometimes) taste. The following example engages
several senses.
Game Master: “You step off the barge and onto the soggy ground with a squish. The thick, musty
smell of the swamp immediately washes over you. From all around, you can hear the screeching
chirps of birds and small animals. Humidity settles against your skin like a blanket of moisture as
you walk toward the nearby jungle. The gangly gray trees scattered in small stands reach upward
into the mist, and you get the distinct feeling that something out there is watching you.”

Believable Characters
Other than the setting, the players’ characters will also encounter other people who live in the
game world. Your job is to make sure that these people appear real to the players. Their words and
actions must seem appropriate in the context of their histories, personalities, and ambitions. If a
stoic military officer suddenly took off his helmet and started joking around, the players would
probably just stare at you for a minute as the game came crashing to a halt.
Play each character to the best of your ability. Make sure he does everything in his power to
achieve his goals, whether he’s trying to thwart the characters or earn a hefty sum of credits. This
does not mean that each of the Game Master’s characters should act in an obvious or overt fashion.
Part of his goal may be to achieve his objective undetected, or to make it look like someone else was
responsible. The idea is simply that the character should use all of his resources — his skills, allies,
finances, and so on — to accomplish his immediate as well as his long-term goals.

Exciting Locales
Try to make each place the characters visit seem different than the others. By doing this, you can
make these sites engaging and memorable for the players.

Personal Stake
Every once in while, you should ask to see the players’ character sheets. Look for background
information and personality traits that might lend themselves to a personal stake. If a player has
written that her character is extremely competitive, for example, you could create a rival group that
seeks to outdo the player characters at every turn. The players will do everything in their power to
make sure their characters succeed more often and more quickly than the newcomers.

Giving Options
Don’t constantly force your players to follow the prescribed path of the adventure. They may
have devised an alternate scheme for success not covered by the scenario, and you shouldn’t penalize
them for their creativity. Instead, you’ll have to use your judgment to run the remainder of the
adventure.
If the players feel that they never have a choice, that you have predetermined what their
characters will do and say — and therefore, how the adventure will turn out — they’re not going to
have any interest in playing. Part of the fun of a roleplaying game is the almost unlimited possible
reactions to any given situation. Take that away, and you’ve lost much of the reason for participating
in this type of game.

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Sometimes the characters will have only a few choices — or at least, a few obvious choices
— and that’s fine if it makes logical sense in the context of the scenario and doesn’t seem like an
attempt by you as the Game Master to dictate their characters’ paths.
Reward creativity. Give the players a reason to exercise their brains. The more freedom they
have, the more they’ll enjoy the adventure. When their characters make a mistake, they have no one
else to blame it on, and when their characters succeed, they feel a genuine sense of accomplishment.
Rewards
Part of the fun of roleplaying
Surprise and Misdirection is watching characters improve
If the players can correctly guess the conclusion of an adventure while they’re progressing and develop. Game Masters
have plenty of options for helping
through the first encounter, the ensuing encounters won’t provide as much excitement as they
that along, though of course no
should. This is where the art of surprise and misdirection comes in. single option should be overused,
One way to keep the players (and their characters) guessing and revising those guesses through or the players will have no reason
the whole adventure is to use misdirection. You can do this in small ways: make die rolls, smile for to continue adventuring.
a moment, and then don’t say anything about it; have the characters roll Perception checks, ask for Talents and Disadvantages
their totals, and then just continue with the encounter; ask a player for detailed information on how Look through the list of
her character is going to close a door (“Which hand are you using?” “Do you have a weapon in your Talents for some reward ideas.
hand?”), but then have the portal close uneventfully. Typically, when a Game Master
You also have the option of throwing in major red herrings. If a character starts tracking the allows access to a Talent, it’s
a one-shot deal, especially for
Heroes, the players will immediately attempt to mesh this new person’s presence with the rest of
particularly powerful Talents,
the adventure. In reality, however, he’s just a common thief looking for an easy mark, or he thinks such as being owed a favor by
that one of the characters looks familiar but doesn’t want to say anything until he’s sure he’s not a tyrant. If the characters want a
mistaking that character for someone else. more permanent access to this
Keep in mind what Aristotle called peripeteia and anagnorisis — surprise your players with kind of Talent, they will have pay
sudden turns of fortune, and changes in the nature of their understanding of other characters, and for it.
each other. Let the drama unfold in unexpected ways. Your players are going to surprise you. Learn Equipment and Other Loot
to surprise them back. Depending on the
circumstances of the present
Allowing the Characters to Fail adventure and the Game
It’s that chance of failure that gives excitement to a roleplaying game, so sometimes characters Master’s ideas for future
need to fail. If they roll poorly, are simply outclassed, or, most importantly, if they play poorly, their adventures, a GM may allow
characters will not accomplish their goals. the players’ characters to keep
Yet with each defeat, the characters (and players) should learn something. They may learn a equipment, gear, and treasure
better way to approach a situation or they may stumble upon a tool or gadget that will help them that they find in abandoned
in the future. It should take perseverance and dedication, but learning from mistakes will eventually temples or acquire from a villain’s
lair. Game Masters may even
lead to success.
want to plant various items in
Getting Feedback the adventure for the players’
Sometimes an adventure doesn’t thrill the players like you expected it to when you were first characters to locate, whether to
reading or creating it. As you run a scenario, you should pay attention to the players’ reactions fulfill a character’s dream or help
to the various scenes. Did they stand up and all try to talk at once during the chase? Did they go the group in a future scenario.
comatose when they reached the puzzle-solving encounter? Gauge their reactions to your judgment Should the equipment or other
material cause the players’
calls and improvisation. The players’ words and actions can convey a great deal of information
characters to become too
about which parts of the adventure they enjoyed and which parts put them to sleep. powerful, too quickly; remember
Ask the players what they did and didn’t like. You could even have them write you an anonymous that things can break, become
note with a list of their favorite and least favorite scenes. the object of desire by more
View player reactions and comments as hints for what you can do in the next adventure that powerful personages, or get
will keep them on the edge of their seats. Don’t take any negative responses as criticism. It takes a lot stolen.
of work to plan and run a game, and you can’t always please everyone no matter what you do. Just Funds
don’t forget to listen to what your players have to say. They may want to take the game in a different Characters might choose to
direction than you do. Compromise. Make sure you and your players have fun. If not, either you sell some of their loot.
or your players will eventually give up and find something else to do during those precious spare Information
moments. While not tangible,
information could be useful for
drawing the characters into
another adventure, or helping
to fulfill a character’s goal (such
as discovering details about her
mysterious past).

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The Respite Phase


A Return to the Ordinary World
The Hero does not spend every waking hour of every day with the other Heroes in the pursuit
of adventure and renown. In every Hero’s life there must be a period of “down” time for the Hero
to rest and reflect upon his deeds. During this time, the Heroes disband and go their separate ways
for a time to take care of personal concerns and pursue personal agendas. This time is called the
Respite Phase.
The Respite Phase represents time the Hero spends not in notable heroic endeavors. During this
time, the Hero is usually not fighting for his life or doing things that call for songs of immortality.
Although it is called the Respite Phase, this does not mean that the character has to go home and
rest. Simply, he is pursuing other things that fall between his great adventures or participating in
events that spark the larger adventures or quests. The Hero rolls on the chart below to determine
what occurs during that time period.
The Respite Phase also gives the player a chance to assess his character and make changes, or
change the focus of their disadvantages.

Event that Occurs during the Respite


Roll Result Attribute
1–2 Family intrigue PER
3–4 Tragedy WIL
5–6 A small adventure DEX
7–8 A romance or affair or a visit by someone important CHA
9–10 A mystery or riddle requiring illumination INT
11–12 A test or vigor and physical prowess STR
13–14 Chased or pursuing something or someone important SPD
15–16 Struck by a hardship or sickness CON
17–18 A battle was fought CR
19–20 A moment of clarity or introspection MR

Once the hero has discovered what the hand of Fate has dealt him, he may decide just how the
event affected him and flesh out exactly what the event was. If the player and the GM feel up to it,
the episode can be roleplayed out to their satisfaction.
After the player has decided what the hero has done in the allotted time, he rolls the appropriate
attribute (no bonuses or modifiers allowed) and consults the chart below.

Attribute rolled Renown Gained


Critical Failure One Fate Points
Failure Nothing gained
Partial Success Attribute used +2
Full Success Attribute used +4
Critical Attribute used +6

The amount of Renown is immediately added to the hero’s Renown total or, if he rolled badly,
one or two Fate Points may be awarded. Note that if this takes the hero to 10 Fate Points, this may
trigger that hero’s impending death, and the GM and player should discuss plans for it.

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Time Spent during the Respite
Roll Time Roll Time
1 1D20 months 11 5 years+1D20 months
2 2D20 months 12 5 years+2D20 months
3 3D20 months 13 5 years+3D20 months
4 4D20 months 14 5 years+4D20 months
5 5D20 months 15 5 years+5D20 months
6 3 years+1D20 months 16 7 years+1D20 months
When does the
7 3 years+2D20 months 17 7 years+2D20 months
Respite occur during
8 3 years+3D20 months 18 7 years+3D20 months the game?
9 3 years+4D20 months 19 8 years+3D20 months The Respite Phase should
occur between story arcs,
10 3 years+5D20 months 20 9 years+3D20 months usually every 3–6 adventures.
This helps time pass, allows the
The Adversaries’ Machinations characters to age, and creates
an epic quality to the campaign.
During their time of respite, the Heroes’ enemies aren’t sitting around and waiting for things to Depending on how ambitious the
happen. The world around them is still moving during the upheaval of the Second Age. GM and players are, the Respite
Once the Heroes figure out what they did during the Respite Phase, the GM rolls on the chart Phase can happen as little as 3
below and tells the Heroes what events occurred while they were busy with their own lives. The times or as many as 10 times.
GM only rolls once for the entire group and allows the group to help flesh out what the event was The Game Master rolls to see
exactly, while incorporating plot elements and story hooks. The players do not have to act on these how many months are spent in
the Respite Phase for the entire
events, but they are an added tool to help both the GM and players become more involved with
group.
the game.

Roll Machinations
1 A great Kraken cuts off a busy sea route.
2 A leader on a random nation is assassinated.
3 A close ally of the Hero is missing or dead.
4 A city close to a random player is under martial law or suffers civil unrest.
5 A random nation cuts off all contact to the outside world.
The Enemy is silent but a random Hero has vivid dreams of a beleaguered pesant in a
6
random nation in great danger.
7 A random Hero’s city falls sick to a mysterious plague and is quarantined.
8 A pirate fleet savages a port city looking for something.
9 A large city falls to famine.
10 A relative of a random Hero joins the enemy.
11 A huge battle is being fought over a peaceful nation in a distant land.
A boy claiming to be a god takes a distant nation as his own. He shows many fantastic
12
abilities and powers. He also eats the flesh of 12 virgins every full moon.
13 A temple is besieged by an enemy.
14 A nation/city is decimated and the inhabitants all disappear.
15 A coup happens on a random city involving a Hero’s relatives.
A lost ship rises from the ocean, floating aimlessly. None can seem to every reach or
16
board it.
17 A Hero’s Enemy calls him out.
18 A Hero is impersonated and vile acts are committed in his name.
19 A ruler has gone mad and executes a person close to the Hero.
20 An outlying settlement peopled by distant relatives of the Hero vanishes.

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Great Works
The Hero’s ability to change the world.
The system below is used when a Hero is pursuing his great works as he moves towards his
destiny.
The Heroes are the active hand of change in the world and many of their deeds will have
lasting effects on the people and places they encounter. All Heroes want to leave their mark and be
remembered in song and art for as long as the stars shine in the heavens. In ATLANTIS, a Hero
can actively change his environment for better or worse through his deeds and actions, and the
meta-system known as Great Works.
The Great Works system allows the player to actively pursue plots that will change one or more
aspects of a region, a continent or even the world of ATLANTIS.

Anatomy of a Community
Just like any other character in ATLANTIS, a community is an entity with attributes. These
attributes define what the community is like and how it reacts in certain situations. Imagine a
highly religious community, meeting a great Hero for the first time, who happens to be agnostic,
or the situation that occurs when the Heroes try and smuggle a young prince out of a city with a
high Earth trait.

Treat the Assigning Traits


community as a The first six traits are rated from -5 to +5, with +0 being the average.
character. The numbers are usually derived by the GM who determines what a society will look like. If the
By looking at the community GM wants to roll randomly to decide the traits, use the chart below.
as a character, the Heroes can,
through attrition or aggressive Roll 1D20 Traits
action, take down a tyrannical Air
despot or change the religious 1 -5
outlook of a place while in play. The trait that defines a people’s education, self-awareness,
2–3 -4
and civic role in society. A high level means a well-educated
4–5 -3 and reasonable people while a low level defines a lowly, cruel
6–7 -2 people devoid of any higher refinement or thought.

8–9 -1 Earth
10–12 +0 This represents the community’s ability to defend itself,
13–14 +1 security of its environs and the order of the society. Earth
represents community and family. A high Earth represents
15–16 +2 the community’s ability to come together and withstand
17–18 +3 adversity.
19 +4 Fire
20 +5 This attribute represents the drive and vigor of the society.
A high attribute level may mean a society that is passionate
and constantly moving forward. A low level may mean a
languid society with a high level of ennui.

Water
This trait represents the common person’s ability to get necessities such as food, medicine, and
education. A high level could mean a society well taken care of with many social programs that help
the average person. A low level could mean a society with homelessness, famine, and very few or
no social programs.

Empyrean (EMP)
This attribute represents the cities high minded ideas and openness of the community. A high
attribute may equate to lots of bright individuals striving for the greater good of the community.

Void
This represents the lowly attributes of the city like crime, violence, and depravity. A high Void
may mean that the community is a wicked and corrupt place where the locals will shut the doors at
the approach of the heroes and one which is full of closed-minded small thinkers.

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Governmental Modifiers
A society’s government will modify the society’s traits. After a society’s traits are determined,
modify them using the chart below. The modifier is added before the quality of life is calculated.
NOTE: These modifiers may take the trait under or over the -5/+5 limits.
Government Modifier
-5 Air, -2 Water -3 Fire,
Anarchy* No Ruling party. Each individual has absolute liberty.
-7 Earth
Rule by an elite class who holds power by means of
Aristocracy +1 Earth, +1 Water
hereditary right.
Autocracy +1 Air, +1 Earth Rule by a single elected individual.
Rule by the people, either directly or through elected
Democracy +2 Air, +1 Water
officials.
Rule by the wealthy, at the expense of the populace, to
Kleptocracy -2 Water
gain more personal wealth.
Rule by judges based on ideas of equal justice and
Kritarchy +2 Earth, +1 Air
natural rights.
Rule by judges who make decisions based on personal
Kritocracy +1 Earth, +1 Water
interpretation and opinion.
Rule by those deemed most worthy of ruling (though
Meritocracy +1 Air, +1 Fire
not necessarily most capable).
Rule by a single individual from one of several noble
Monarchy +2 Earth
families.
Oligarchy +1 Earth, -1 Water Rule by a few individuals chosen by the masses.
Rule by the wealthiest people in a society, for the benefit
Plutocracy +2 Water
of the people.
Rule by those who are most technically skilled and
Technocracy +3 Air
qualified.
Rule by a God or deity, generally through a selected
Theocracy +2 Fire
representative of that deity.
Rule by those who own property, with classes or castes
Timocracy +1 Earth
based on property production.
Rule by an individual who has seized power, often with
Tyranny +2 Earth, -1 Fire
the blessing of the people.
* = Not a form of government but an added modifier when available

How to Affect Traits and achive a Great work


When Heroes set foot in a particular society, whether it be a small town, a sprawling metropolis,
or a nation, it has traits. The system allows the Heroes to affect the society on a micro or macro
level.
When a hero wants to affect a particular aspect of a society, she does so by completing certain
tasks, or meeting certain guidelines set forth by the GM. For each completed task, the targeted
trait is increased by a certain amount. Traits accumulated from one society are never carried over to
another, and are lost if they can not be used.

Raising Traits
To raise a trait, the Hero or group needs a number of points equal to DOUBLE the next highest
rank they want to achieve.
Example: A group wants to move Air from a +3 to a +4. They would need to accumulate
8 points. If the group wanted to raise the Air from a +3 to a +5 they would need 18 points.
To raise a negative trait “up” to a positive cost, double the existing trait.
Example: Raising a -3 to a -2 cost 6 points.

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Lowering Traits
To reduce a trait, double the number of points for the current trait is needed to lower it one
step.
Example: To reduce Earth +4 to +3 the Heroes would have to accumulate and spend 8
points.
A trait can be affected any number of times and is only limited by how far the Heroes want to
go.
To lower a negative trait to a lower negative number cost double the new trait level.
Example: To lower a trait from a -3 to a -4 costs 8 points.

Example: The Mining Colony of Tarbadar: A level One Great Work


Dayn has a level one Great work about changing the crime ridden colony of Tarbadar
that he grew up in. The GM takes the concept of the Great Work, and works something up for
the heroes. The small colony is plagued by a cult of Ba’al called the Night Diamos who extort
payment from the miners and who are currently fighting a rival serpent cult called the Sons of
Yig, for total control.
The colony has considerable wealth but must pay a tithe to one or both the rival cults to keep
the peace. The local law is all dead and the supervisor of the colony is frightened into submission
by his son, who is involved heavily with one of the cults.
The rating for the colony is illustrated below:

AIR EARTH WATER FIRE EMP VOID


+2 +0 +4 +0 +0 +2
The Fire in this instance represents the station supervisor being relatively weak and
ineffectual. The Void represents the strength of the roving cultists that harass and strong-arm the
simple miners of the colony.
The Heroes want to get rid of the cults and generally improve the wellbeing of the people
in the colony.
The GM makes out the guidelines for what must be done to change the traits. He sees that
the Void of the colony needs to be targeted to lower the criminal and the dangerous aspects of the
colony and raise Earth to strengthen the community element.
The Heroes may complete any of the tasks below to receive the points:
►► Talk the colony officials into taking firmer action against the ruffians = 2 pts
►► Talk the citizens into standing up for themselves = 2 pts
►► Convince young Tilmion to leave the Sons of Yig and go home to his father, the colony’s
governor = 1 pt
►► Defeat the leader of the Night Diamos = 1 pt
►► Destroy the Night Diamos = 3 pts
►► Defeat the leader of the Sons of Yig = 1 pt
►► Destroy the Sons of Yig = 3 pts
During the course of the adventure, the Heroes accomplish everything on the list! They get
a total of 13 points. Amazing!
The hero’s decided that they will reduce the Void attribute by two points, using six of their total
points and raise the Earth attribute by two, using another six. The reaming one point is not used
and lost.
AIR EARTH WATER FIRE EMP VOID
+2 +2 +4 +0 +0 +0

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Changing Governments
This can have a significant impact on the quality of life for the people living in an area. Changing
the government types is listed on the chart below.
Government Cost
From another government to Democracy 10 pts
From another government to Theocracy 10 pts
All others 5 pts
Anarchy to any Government 15 pts
Government to Anarchy 10 pts

Scale Modifier
As stated previously the Great Works system can be used to change things at different levels of
magnitude. To affect change on a larger scale, it will cost more but gain the Heroes more Renown.
Scale: Represents the magnitude of what the Heroes are trying to change.
Multiplier: The amount of points needed to change a trait is multiplied by this amount.
Renown Award: The Heroes receive this standard award for EACH point changed.
Scale Multiplier Renown Award
The change affects a community or a small
Local X1 2
group of people.
The change affects a large group of people
Regional X2 5
or a nation.
Global The change is felt by the entire world. X5 8

Suggested Great Work Action Guide


A suggestion of a guide on granting Great Work points for actions:
An Easy test represents using a skill with a DoD-5, or fighting an Ability Level opponent of +5
of more.
A Moderate test represents using a skill with a DoD-10, or fighting an Ability Level opponent
of +10 of more.
A Difficult test represents using a skill with a DoD-15, or fighting an opponent with an Ability
Level of +15 or more.
►► A successful Easy non-combat skill test (Influence, Perform, Handicraft): 1 pt
►► A successful Moderate non-combat skill test (Influence, Perform, Handicraft): 3 pts
►► A successful Difficult non-combat skill test (Influence, Perform, Handicraft): 5 pts
►► A successful Easy combat:1 pt
►► A successful Moderate combat: 3 pts
►► A successful Difficult combat: 5 pts

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Chapter 7: Anostos

T halmia coughed uncontrollably; the ash and fumes that filled the air scoured her
lungs with every breath. If it weren’t for their captors submerging their cage every
few minutes, she would have died by now. Her companions crouched beside her in the
bloodwood cage, still shivering from their last dunking. Volcanic vents heated the sea to
a degree that felt unnatural, especially to her sensitive skin, but the frigid air immediately
dusted their sopping clothing with frost. Caerwyn looked on her with concern in her
dark eyes, “how long can you survive without your breathing apparatus?” Thalmia just
shook her head, too breathless to speak.
Their cage hung suspended from a boom over a sea cliff; below them the
snarling ocean leapt and tore at the air. Every so often one of their Fomorian
captors would loosen a rope and the cage would sink into the waters for a minute
or so. A clatter of stone above announced the presence of one of the great grey-
skinned giants and Thalmia braced herself for the fall. Instead, the cage lurched
upwards. The companions exchanged glances and Donobey gripped a dagger
he’d managed to conceal from the giants’ rather clumsy search.
The cage reached the top and a hulking Fomorian with only one arm dragged
the cage to the center of the cliff-top village, saying nothing as he did. The cage
passed dozens of massive huts, skillfully crafted from bloodwood, yet still filthy
and stinking. Swarms of insects buzzed around the human heads that hung above
every door. Human slaves shuffled between the huts carrying improbably heavy
loads of food or refuse. “A lot of these huts look abandoned,” Thalmia whispered
“there can’t be more than a dozen giants in the whole place.” Caerwyn nodded
mutely, she had been to Anostos before with Donobey; neither of them were
happy to be back.
The plan seemed simple: sneak onto the island, locate Musodo Anaboa and
cut a deal with him to release the boy. Instead they’d blundered into the middle
of a Fomorian war party about to go raiding. The fight ended before it began;
the Fomorians threw some kind of poison gas bomb at them and they awoke
stripped and hanging from a crow’s cage.
The one-armed giant dragged them to the edge of a deep, wood-lined pit and
unceremoniously tipped them out of the cage. Wooden stumps served as seats for
the two dozen giants that sat around the pit, drinking, eating, and abusing each
other in their guttural language. Thalmia, still trying to untangle her limbs from
those of her allies, froze as the giants emptied a second cage into the arena. This
one disgorged the Lemurian Anaboa, the boy Edris, a scrawny human male, and
a hulking Netherman.
The largest giant, wearing a crudely hammered gold crown, bellowed down
to them, “I am Sengann, king of Fomorians. You fight for me, the loser is dinner!
Now fight!” Around his neck, like a torc, Sengann wore Thalmia’s metal breathing
apparatus. A quick glimpse between Anaboa and Agathon, and the two men to
came to an unspoken agreement. The Lemurian and Atlantean crossed their arms,
and faced the giant, who would towered over both of them even if they had not
been standing beneath twenty foot high pit walls.
The Fomorian king grinned wickedly and gestured, three giants bearing massive
javelins stepped up to the edge of the pit and took aim. The intent was clear, fight
or be slaughtered. At the same time, the crowd began to pelt them with objects.
It took almost no time for Thalmia to recognize these items as their clothing,
equipment, and weapons. The two groups split apart quickly, scavenging the rain
of debris to find weapons.
Anaboa and Caerwyn began a rapid fire conversation in their own language,
to Thalmia it sounded more like a song or duet than the tense negotiation it really

286
was. The giants roared in approval as Caerwyn grabbed her rifle, mistaking it for
a club in their ignorance. Thalmia snatched up her orichalcum focus, but the effort
sent her into another wracking coughing fit, forcing her to her knees. She needed
her breathing apparatus back.
Caerwyn and Anaboa made a few passes at each other, landing a few
convincing blows, while Donobey and the Netherman, unaware of the Lemurian’s
negotiation, had given up on weapons and seemed intent on strangling each
other. Another time, Thamia might actually have enjoyed the sight of two naked
men wrestling, but this wasn’t the time. Eyes streaming from the fumes in the
air the Triton sought out the last of Anaboa’s men. Lithe and strong, he carried
himself like an athlete. He and Agathon made a great show of missing each other
with their blades while Edris ducked between them, seeking out something on
the arena floor.
Thalmia dashed toward the boy, if she could keep him safe they could be back
in Atlantis in time for the reef festival in Amphisea. The thought of her home kept
her going as she hacked up more blood from her shredded lungs. Edris looked
up as she approached, a small satchel in his hand and his head tilted in curiosity.
Thalmia tried not to cough her lungs up onto the arena floor. As she got closer, the
Triton felt the ground heave beneath her, the compacted sand wich made up the
arena floor erupted all around her and she felt herself hurled into the air to land
on the edge of the pit, barely managing to hang onto the lip.
The giants burst into chaos as a massive brass spike ripped through the arena
floor, spearing Sengann through the chest. A host of thumb-sized flies erupted
from the hole, filling the air with a maddening drone and making it almost
impossible to see. Donobey, Agathon, and the rest dashed up the spike using it
as a ramp to exit the pit. Thalmia crawled toward the dead body of the king,
her ribs, broken in the fall, added to the agony of each rasping breath. Anaboa
hurled folded paper packages that exploded into clouds of thick black smoke
while Caerwyn’s rifle fired again and again. Agathon and Anaboa’s thief ducked
in and out between the Fomorians, using the smoke to cover their movements,
their blades finding tendons and arteries with uncanny accuracy. Thalmia lost sight
of Edris but she spotted Donobey, spear in hand, standing atop of a heap of dead
Fomorians, bellowing challenges.

Anaboa watched the Triton’s progress towards her breathing apparatus, still
hanging around the neck of the impaled Fomorian king. The Lemurian couldn’t
afford to have the sorceress join the fight; her magic would tip the scales against
the Fomorians to be sure, but once the giants perished he’d rather deal with
Agathon’s people without sorcerous support. Anaboa shook his head; he rarely
killed needlessly. Why had he murdered Petranova when she was still useful? He
had no time to think about it; he needed to get Edris and leave now. A touch on
his elbow revealed the boy, who silently handed Anaboa the satchel containing
the Vril samples, and the crystal fang to which Agathon’s people had beaten him.
The Lemurian grinned; time to leave.
Caerwyn pulled Thalmia’s breathing apparatus around her neck, adding a
purifying concoction of her own devising to the water mix. A few moments later
Thalmia’s eyes opened. “What happened?” she asked.
“Anaboa used more smoke bombs to cover his escape; it would seem the fumes
were too much for you” replied the Lemurian.
“Did we get the boy?”
Caerwyn shook her head. “No, Anaboa, Edris, and the other human got away
with the crystal fang. The Netherman managed to get himself killed, but everyone
else is well.” Thalmia bowed her head; the reefs of Atlantis would have to wait,
who knows where they the tide would pull them next.

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Chapter Eight
Bestiary

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Adversaries
The antediluvian world is filled with harrowing entities, the enemies of all mortals. They wait
in the shadows, plotting. They rule the unexplored reaches. To them, all are prey. Other beings, less
extraordinary, but just as sinister lurk on every city street, in backwater villages, and even in the
temples. A Hero must be forever on guard while adventuring in the known world.
Do I need all the
The NPC creatures, criminals, and challenges that follow are formatted in such a way as to give
creatures’ attributes?
only their pertinent skills and abilities; it is not intended to be a comprehensive list of every skill No. The attributes are there
and advantage each NPC may have. Game Masters are encouraged to create other abilities and just to be thorough for a “just in
skills, to customize them, and tailor them for their NPCs, to make the game a unique experience.. case” moment. You only really
need to know the Ability level,
damage, armor and special
abilities of a creature. Most of the
Attributes time, the actual attributes wont
Adversaries aren’t built like players characters. This is done for speed and simplicity. The stat be used, but in some cases it’s
good to know what the creature’s
block for an adversary is abbreviated, and in some cases changed completely.
PER is, or exactly how strong a
The Attributes listed are for the most common type of adversary encountered and should be creature is.
modified for more or less powerful opponents. Some attributes are unique to Adversaries and are The short of it is; it’s there if
listed below: you need it.
Ability Level (AL): The Ability Level of the adversary
Hit Points (HP): The amount of damage the adversary can take before it’s dead.
Hero Points (HrP): The number of Hero Points the adversary possesses. The number of Hero
Points an adversary can use is restricted by the amount of Renown it has, just like a player character.
Scale (Scl): The scale and size of the adversary.
Renown (Ren): The amount of Renown the adversary has.
Threat Level (TL): The threat level of the adversary; used to make more or less
potent opponents.

Skill ratings for creatures


In Atlantis, creatures use a simplified system for determining the
extent of their abilities. In place of the assortment of skills that PCs and
NPCs possess, creatures are rated according to the overall Ability Level,
which is used as a modifier for almost every situation. Additionally,
Constitution Ratings have already been added to Hit Point totals, and
Strength Ratings have been factored into Damage Ratings. Creatures
do not have Combat Ratings or Magic Ratings, since all fighting or
magic abilities are based on Ability Level.

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Mundane Animals Cat
Alligator/Crocodile INT PER WIL CHA STR DEX CON
INT PER WIL CHA STR DEX CON -4 +4 +0 +2 -4 +5 -1
-5 +1 +0 -5 +5 +0 +3 SPD HP HrP Scl Ren TL AL
SPD HP HrP Scl Ren TL AL +3 4 5 -1 15 0 1-5
Att/Dam Claw DR2+STR (2)
+1 13 5 0 15 0 1-5
Abilities Enhanced Perception (sight)
Att/Dam Bite DR4+STR (9)
Armor
Abilities Swimming
Weakness
Armor Hide PR2
Suggested Extra Abilities
Weakness
Dire, Speak like a Man, Sundering, Stunning, Tough
Suggested Extra Abilities
Dire, Tail Attack, Rending, Armored Hide Cobra
INT PER WIL CHA STR DEX CON
Ape
-5 +1 +1 -2 -3 +3 +0
INT PER WIL CHA STR DEX CON SPD HP HrP Scl Ren TL AL
-3 +0 +0 +0 +5 +0 +3 +5 5 5 -1 30 0 1-5
SPD HP HrP Scl Ren TL AL Att/Dam Bite DR2+STR (2)
+0 13 5 0 15 0 1-5
Abilities Poison x2 (STR 6)
Att/Dam Punch DR2+STR (7)
Armor
Abilities Knock Down
Weakness
Armor Pelt PR2
Suggested Extra Abilities
Weakness
Armor Piercing, Dire, Ranged Attack, Speak like a Man, Spell
Suggested Extra Abilities
Ability, Stunning, swift, Tough
Dire, Speak like a Man, Sundering, Stunning, Tough
Dog, Jackal
Boar
INT PER WIL CHA STR DEX CON
INT PER WIL CHA STR DEX CON
-4 +4 +0 +2 -1 +0 +2
-9 +0 +3 -1 +3 +1 +3
SPD HP HrP Scl Ren TL AL
SPD HP HrP Scl Ren TL AL
+2 12 5 0 15 0 1-5
+1 18 0 0 9 0 5-7
Att/Dam Bite DR2+STR (2)
Att/Dam Tusk DR2+STR (5)
Abilities Knock Down, Sundering Abilities Pack Animal
Armor Pelt PR2 Armor Pelt PR2
Weakness Weakness
Suggested Extra Abilities Suggested Extra Abilities
Dire, Speak like a Man, Sundering, Stunning, Tough Dire, Speak like a Man, Enhanced Perception (Smell), Tough

Brown /Black Bear Eagle


INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-5 +3 +1 +1 +5 +1 +7 -5 +5 +2 +1 -1 +1 +0
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+2 36 10 0 30 0 6-10 +5 5 5 -1 30 0 1-5
Att/Dam Claw DR2+STR (7), Bite DR2+STR (7) Att/Dam Bite DR2+STR (2)
Abilities Grapple, Sundering Abilities Enhanced Perception, Flight
Armor Fur PR2 Armor
Weakness Weakness
Suggested Extra Abilities Suggested Extra Abilities
Dire, Speak like a Man, Sundering, Stunning, Tough Dire, Rending, Speak like a Man, Tough

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Elephant Lion
INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-1 +0 -1 +0 +8 -2 +8 -4 +0 +0 +3 +3 +2 +4
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+1 89 10 1 84 1 6-10 +2 27 10 0 45 1 6-10
Att/Dam Tusk DR DR8+STR (16) Att/Dam Claw DR2+STR (5), Bite DR2+STR (5)
Abilities Tough, Trample Abilities Pack Animal, Howl
Armor Thick Hide PR4 Armor Fur Pelt PR2
Weakness Weakness
Suggested Extra Abilities Suggested Extra Abilities
Armored Hide, Dire, Trample, Stunning, Howl Aura of Fear, Dire, Drag Down, Grapple, Knock Down, Speak
like a man, Rending, Tough
Elk
Ostrich, Riding
INT PER WIL CHA STR DEX CON
-5 +1 +0 +0 +3 +1 +5 INT PER WIL CHA STR DEX CON
SPD HP HrP Scl Ren TL AL -4 +0 +0 -1 +2 +2 +1
+0 15 5 0 515 0 1-5 SPD HP HrP Scl Ren TL AL
Att/Dam Antlers Gore DR2+STR (5) +5 11 5 0 15 0 1-5
Abilities Armor Piercing Att/Dam Claw DR2+STR (4)
Armor Pelt PR2 Abilities Swift
Weakness Armor Plumage PR2
Suggested Extra Abilities Weakness
Dire, Rending, Tough Suggested Extra Abilities
Armor Piercing, Dire, Flight, Tough, Trample
Horse, Riding
INT PER WIL CHA STR DEX CON
-5 +0 +0 +0 +4 +0 +2
SPD HP HrP Scl Ren TL AL
+4 12 5 0 15 0 1-5
Att/Dam Kick DR2+STR (7)
Abilities Swift
Armor Pelt PR2
Weakness
Suggested Extra Abilities
Dire, Flight, Trample, Tough

Hyena
INT PER WIL CHA STR DEX CON
-4 +2 +1 -5 -1 +1 +4
SPD HP HrP Scl Ren TL AL
+2 14 5 0 15 0 1-5
Att/Dam Bite DR2+STR (1)
Abilities Pack Animal
Armor Fur Hide PR2
Weakness
Suggested Extra Abilities
Aura of Fear, Drag Down, Dire, Grapple, Poison, Rending,
Tough

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Rat Rhinoceros
INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-5 +2 +0 +0 -5 +5 -1 -5 +0 +2 -3 +7 +0 +7
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+3 1 5 -1 15 0 1-5 +3 46 10 1 75 1 6-10
Att/Dam Bite DR2+STR (1) Att/Dam Horn DR2+STR (9)
Abilities Swarm Abilities Trample, Sundering
Armor Armor Hide PR2
Weakness Weakness
Suggested Extra Abilities Suggested Extra Abilities
Armor Piecing, Dire, Tunneling, Tough, Wall Crawling Armor Piecing, Dire, Tough

Raven Shark, Great White


INT PER WIL CHA STR DEX CON INT PER WIL CHA STR DEX CON
-3 +5 +2 -2 -5 +2 -1 -5 +5 +4 -5 +6 +2 +6
SPD HP HrP Scl Ren TL AL SPD HP HrP Scl Ren TL AL
+7 4 5 -1 15 0 1-5 +5 65 15 1 60 2 11-15
Att/Dam Beak Peck DR2+STR (1) Att/Dam Serrated Teeth DR4+STR (10)
Abilities Flight Abilities Armor Piercing, Rending, Swimming
Armor Armor Hide PR2
Weakness Weakness
Suggested Extra Abilities Suggested Extra Abilities
Armor Piecing, Dire, Speak like a Man, Swarm, Tough Aura of Fear, Dire, Swallow, Tough

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Thunder Lizard( Carnivore)
INT PER WIL CHA STR DEX CON
-5 +2 -5 +0 +8 +0 +7
SPD HP HrP Scl Ren TL AL
+3 101 10 +2 99 1 6-10
Att/Dam Teeth DR8+STR (16)
Abilities Tough, Swallow
Armor Very Leathery Hide PR PR4
Weakness
Suggested Extra Abilities
Dire, Howl, Rending, Sweep attack

Thunder Lizard( Herbivore)


INT PER WIL CHA STR DEX CON
-5 +0 -5 +0 +10 +0 +10
SPD HP HrP Scl Ren TL AL
+0 141 10 +2 99 1 6-10
Att/Dam Tail Sweep DR8+STR(18)
Abilities Tough, Trample
Armor Very Leathery Hide PR PR4
Weakness
Suggested Extra Abilities
Dire, Speak like a Man, Swallow, Sweep attack

Wolf
INT PER WIL CHA STR DEX CON
-4 +4 +0 +0 +1 +2 +1
SPD HP HrP Scl Ren TL AL
+1 11 5 0 15 0 1-5
Att/Dam Bite DR2+STR (4)
Abilities Pack Animal
Armor Pelt PR2
Weakness
Suggested Extra Abilities
Dire, Speak like a Man, Enhanced Perception (Smell), Tough

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Beasts of the island of Atlantis
The following creatures are all indigenous to Atlantis and its surrounding islands.

Crypt Keepers
In ages past, the Atlantean nobles where entombed with not only their riches
but their most beloved and trusted slaves. These slaves suffered terribly and
died horrible deaths, buried alive beside those they faithfully served. Their
restless and hungry souls are now twisted and guard the tombs of their
former masters, killing any interloper that is unfortunate enough to
open their place of resting.
INT PER WIL CHA STR DEX CON
+3 +6 +4 -5 +5 +0 +4
SPD HP HrP Scl Ren TL AL
+3 89 20 0 60 3 16-20
Att/Dam Claws DR2+STR (7)
Aura of Fear, Drain Life Force DR4, Howl,
Abilities
Spell Ability
Armor Leathery Hide PR 4
Weakness
Suggested Extra Abilities
Grapple, Regeneration, Tough, Tunneling

Gryphon
Griffons are hybrids created long ago through the magical experimentations of First Age
Atlantean sorcerers. They have the body, hind quarters, and tails of a lion and the forelegs, visage,
and wings of a giant eagle. Like eagles, griffons make their lairs in high places such as sheer cliffs,
mountainsides, etc. They build sturdy nests of roots, branches, and such odds and ends as they can
scavenge from the surrounding countryside. Such nests may be as large as 4m in diameter, with
“walls” as high as 2m. A mated pair of griffons will generally have 1 - 4 young fledglings, eggs, or
some combination thereof. Adult griffons will never leave a nest untended; either the male or
female will always remain in the nest to guard their young.
Griffons are fierce predators who will take almost any type of prey, up to the size
of a full-grown horse. Their preferred method of attack is to swoop down on their
chosen victim from above, inflict a grievous wound with either talons or hooked
beak, and carry the prey back to its lair. They are strong flyers, and when not
encumbered are capable of maneuvering with swiftness and agility.
INT PER WIL CHA STR DEX CON
-2 +2 +0 +0 +5 +0 +5
SPD HP HrP Scl Ren TL AL
+5 45 15 1 75 2 10-15
Att/Dam Beak DR4+STR (9), Claw DR2+STR (7)
Flight x2 (flight SPD 15, +30 with the Swift
Abilities ability), Armor Piercing (Claws), Enhanced
Perception (Sight), Swift
Armor Dense feathers PR4
(-5) Soothing Bane (calming music), (-5)
Weakness
Avarice (gold and jewels)
Suggested Extra Abilities
Dire, Speak like a Man, Toughness, Swift

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Juggernauts
These large creatures reside in the northern mountains of Atlantis living peaceful lives. When
threatened, the beasts are dangerous and unstoppable. Originally bred as beasts of burden, the
anteater-like Juggernaut soon proved to be too ornery and intelligent to tame with any certainty,
and would often “accidently” kill their handlers. After the cataclysm, the remaining bands
of Juggernauts moved into the northern mountain to live unfettered by the Atlanteans.
INT PER WIL CHA STR DEX CON
-2 -1 +1 +0 +8 +0 +12
SPD HP HrP Scl Ren TL AL
-1 182 15 2 105 2 11-15
Fist DR2+STR (10), Tail Sweep DR8+STR
Att/Dam
(16)
Abilities Tough, Knockdown, Trample
Armor Thick Hide PR4
Weakness
Suggested Extra Abilities
Dire , Howl, Multiple Heads, Speall Ability

Keenings
(For a 100 bird swarm)
Named for the sharp tips of their feathers and high pitched song, the Keenings are terrors in
large flocks. The small, white finches move in orchestrated maneuvers and take down larger prey
by sweeping past them, cutting them severely. The death by a thousand cuts can bring down even
the largest of foes.
Keenings are attracted to brightly colored objects and will often attack a merchant caravan and
try and carry off any baubles that pique their interest.
INT PER WIL CHA STR DEX CON
-5 +0 +0 +0 +0 +0 -2
SPD HP HrP Scl Ren TL AL
+5 6 5 -2 24 0 3-7
Att/Dam Wing Tips DR8+STR and Swarm bonus (6)
Abilities Flight, Flurry, Swarm, Armor Piercing
Armor None
(-5) Fear of Loud Noises, Avarice for bright
Weakness
colored things
Suggested Extra Abilities
Sweep Attack, Swift

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Loving Dead
A skeletal undead that sleeps within a large sarcophagus, this creature slinks from its
resting place at night, seeking company. It attacks by staring at a person, transfixing
them with its gaze and bringing the person back to its spot, where it suffocates them
in its embrace over the course of hours.
INT PER WIL CHA STR DEX CON
+0 +0 +2 +0 +1 +1 +0
SPD HP HrP Scl Ren TL AL
+1 10 5 0 33 2 11-15
Att/Dam Claws DR 4 +STR (5)
Abilities Beguile, Expert x2
Armor Specially Mummified Bones PR4
(-5) Allergy (Destroying the creatures pot
Weakness
kills it immediately)
Suggested Extra Abilities
Aura of Fear, Drain Life-force

Skull Spiders
Skull Spiders live in the First Age ruins near the southern volcanoes of
Atlantis. Most make their homes in the skulls of the unburied dead which
litter the abandoned cities. Skull Spiders are the size of a large rat or a small
dog, and are fond of eating or laying eggs in the skulls of magic-using creatures.
It is reasoned that the spiders were originally familiars of Sothern Atlanteans who
considered it fashionable to keep them as pets. After the cataclysm, the arachnids
escaped and began to breed in the wild, losing their domesticity.
The spider usually attacks using its webs, which it can spit at a foe, causing
damage and entangling them.
The Spiders see only magical auras around a creature, which can be
obscured by the oil of the Amphisean Palms that grow in the region. Those
covered in it become almost invisible to the spiders.
INT PER WIL CHA STR DEX CON
-1 +0 +0 -1 +0 +5 -2
SPD HP HrP Scl Ren TL AL
+9 10 10 -1 51 1 6-10
Fangs DR2+STR (2), Webspit DR3 (ranged
Att/Dam
Attack)
Ranged Attack, Spell Ability, Entangle x2,
Abilities
Wall Crawling
Armor None
Weakness (-5) Magic Allergy, Soothing Bane
Suggested Extra Abilities
Aura of Fear, Camouflage, Speak like a man

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Southern Mountain Sloth
The Mountain Sloth is a huge, solitary creature that roams the dense rainforest of southern
Atlantis. Unlike its smaller, more docile cousins, the Mountain Sloth is an aggressive meat eater
that hunts during the day and sleeps in mountain caves at night.
When encountered, the sloths will try to ambush and then attack its prey, choosing the largest
or plumpest target to attack and bring back to its lair.
INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 99 2 11-15
Att/Dam Claws DR4+STR (12)
Immunity (fire), Poison (STR 11),
Abilities
Sundering, Wall Crawling
Armor Fur Covered Hide PR8
Weakness Achilles Heel (soft underbelly)
Suggested Extra Abilities
Armored Hide, Armor Piecing, Camouflage, Stunning

Troll, Hill
Hill Trolls are the most common species of Trolls, an evil and
dangerous breed of creatures feared for their great strength and cruelty.
Hill Trolls are the smallest of Troll-kind, but also the cleverest. As
cleverness is relative, however, even Hill Trolls are, by human terms,
brutish and stupid.
Most Hill Trolls stand between 2-3m in height, are brawny, over-
muscled and extraordinarily ugly. Their skin is greyish in color and
their bodies are hairless. Hill Trolls have flat-featured faces, with low
foreheads, and broad noses. Their ugly ruined mouths are wide and
filled with long, sharp teeth.
INT PER WIL CHA STR DEX CON
-2 +1 +0 -2 +7 +1 +6
SPD HP HrP Scl Ren TL AL
+0 43 20 +1 30 1 6-10
Fist DR2+STR (9), Maul DR12b+STR
Att/Dam
(19b)
Armored Hide, Knock Down, Stunning,
Abilities
Sweep Attack
Armor Armored Hide PR5
Weakness Allergy (Fire)
Suggested Extra Abilities
Camouflage, Dire, Multiple Heads, Regeneration, Tough

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Demons
Contrary to popular belief, there are not myriad types of demons. Ba’al had trouble enough
making one life form; dozens of subspecies would have been completely beyond him. This does not
mean all demons are alike. The Jinn’s mercurial nature still exists in every demon, allowing each
demon to choose its own form, cultivate its own strengths. Demons are forbidden from taking
humanoid form and always appear as wild, undulating masses of flesh, smoke and fire. Gibbering
mouths, chattering teeth, unripe eyes, and wagging tongues are the natural form of demons.
Some will themselves into more pleasing shapes (if they posses s the shape change ability),
but always revert back at the touch of brass.
One thing all demons have in common is that they are malicious; hating all
non-demonic life. Most demons feel disdain, rather than outright hatred for the
Jinn, whom they consider primitive and inferior cousins. Demons share the
language of the Jinn and communicate freely with their distant cousins. All
demons have secret names, but all begin with the name of their god and
master, Ba’al. Some renowned demon names are Ba’al Zebub, Ba’al
Shamin and Ba’al Hadad. Though everyone knows these names, and
they are indicative of the demons’ nature, it’s not enough to tether
their souls. No demon will ever reveal its name and most simply go
by the name Ba’al to convolute and confuse matters.
No two demons are ever identical, but all share a few common
traits and abilities listed below.
INT PER WIL CHA STR DEX CON
+0 +0 +5 +0 +5 +0 +5
SPD HP HrP Scl Ren TL AL
+0 45 15 +0 60 2 11-15
Att/Dam Black, gnarled nails DR2+STR (7)
Abilities Aura of fear, Flight, Damage Aura, Rending
Armor Hide like leather PR 2
Weakness Allergy (brass), Achilles Heel (True Name)
Suggested Extra Abilities
Beguile, Damaging Aura, Spell ability, etc.

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Sample demon

Ba’al Shathar a.k.a. Baaluku the Black


A demon that roamed the streets of Khaffir, in the country of Ophir, during the night;
gaining power. Soon he seized control of the criminal underworld there. Ba’al Shathar
goes by the name of Baaluku the Black, and lives in the impoverished warrens outside
the gleaming capital. When he appears in public, he is a tall man with jet black
skin, hollow eye sockets, and jagged, coral-like teeth.
Ba’al Shathar does most of his work through minions and intermediaries in
the city, pulling the strings of wealthy nobles from the shadows. Ba’al Shathar’s
ultimate goal is to bring the worship of Ba’al to the city, making it a den of

depravity.
INT PER WIL CHA STR DEX CON
+0 +0 +5 +0 +5 +0 +5
SPD HP HrP Scl Ren TL AL
+0 45 15 +0 75 2 16-20
Att/Dam Fists like iron DR2+STR (7)
Aura of fear, Flight, Damage Aura, Spell
Abilities
Ability, Shape Changing, Expert
Armor Hide like leather PR 2
Weakness Allergy (brass), Achilles Heel (its true name)
Suggested Extra Abilities
Howl, Regeneration, Beguile

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Adversary Creation
The following system is recommended for creating unique, special monsters. The system can
also be used to modify existing foes encountered by the heroes during the course of the game. The
creatures of Atlantis are not standard, and the GM is encouraged to make the adversary suit the
heroes and setting of the adventure.

Step One
Basic Adversaries
Adversaries are easily created using the basic list below. These are the primary building blocks
for an adversary.

Threat Level (TL)


There are five levels for an adversary that will help determine how powerful the creature or
person is, and how much of a threat it poses to the heroes.
Attribute Points (AP)
The number of points distributed among the creature’s attributes. More points may be added if
attributes are reduced below zero on a one for one basis. A maximum of 10 points may be garnered
in this way.
Hit Points (HP)
The base number of Hit Points the adversary has.
Hero Points (HrP)
Instead of giving the adversary a complete fate track and disadvantages to pull from, adversaries
have an increased number of Hero Points. You may notice that adversaries have quite a few more
Hero Points than the average hero. This is to help the GM manage all the NPCs at his disposal
without bogging the system down with minutia.
Adversaries may spend Hero Points in the same manner as a Hero, and are restricted to 10
Points per action, regardless of its Renown.
Renown (Rn)
The adversary’s base amount of Renown.
Ability Level (AL)
The competency level of the adversary. This is the adversary’s basic ability level.
Additional Abilities(A+)
The number of abilities a basic adversary starts with. The adversary may have additional abilities,
depending on Threat Level

TL AP HP HrP Rn AL A+
Mundane (0) +5 10+CON 5 15 1-5 1
Troublesome (1) +10 15+CONx3 10 30 6-10 2
Difficult (2) +15 20+CONx5 15 45 11-15 3
Fierce (3) +20 25+CONx10 20 60 16-20 4
Dangerous (4) +25 30+CONx15 25 75 21-25 5
Nightmarish (5) +33 40+CONx20 50 105 31-35 6

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Step Two
Scale
The Scale attribute determines how big the adversary is. Use the Scale rules and Size Scale Rn HP CON
modifiers in “Combat”, found on page 263 in the “Rules” chapter.
Tiny -2 0 -10* -1
RN
The additional Renown the adversary has Small -1 0 -5 +0
HP Medium 0 0 +0 +0
The modifier to the creature’s base Hit Points. This number is added or subtracted Large +1 10 +10 +1
from the adversary. If the modifier becomes a negative number, assume the creature
has one Hit Point. Colossal +2 15 +30 +2
CON Gargantuan +3 20 +100 +5
The modifiers to the creatures CON attribute. *= Minimum of 1 Hit Point

Step Three
Attack Form and Protection
Most creatures will use natural weapons to attack. These attacks are rated like any weapon held
in a heroes hand. The larger or more lethal the weapon, the more damage (DR) the creature can
do and the more Renown (Rn) it will posses. Armor or Protection Rating (PR) the adversary has is
similarly rated, to illustrate the type of protection a creature may have.
Hand Held Weapon
The adversary uses mundane weapons, such as swords or spears. The adversary gains no This table is meant to
added Renown for this weapon type. lend itself to narration, assisting
the GM with descriptions of
Claws/Bite DR Rn Notes adversaries. A swamp witch
Note: All beasts with a claw attack may attack twice with no action penalty. DR does the clawing at a Hero’s throat should
minimum damage regardless of the adversary’s STR. do so with “nails like black
daggers”, rather than “really,
Standard Nails or teeth DR2+STR 0 Normal animal claws seriously sharp nails”.
Like Daggers DR4+STR 9
Like Swords DR8+STR 15 Must be Scale 2+
Like Poleaxes DR12+STR 30 Must be Scale 3+
Tail Sweep DR Rn Notes
A successful tail sweep may knock an opponent down if he fails a STR+ Athletics roll with a DoD
equal to the creatures STR.
Like a whip 4 9 May hit one opponent
May hit a number of opponents equal
Like a mighty oak 8 15
to the beast’s CON. Must be Scale 2+
May hit a number of opponents
Like a tidal wave 12 30 equal to the beast’s CON+2. Must be
Scale 3+
Natural Armor PR Rn
Furry or leathery hide 2 0
Heavy Fur or Thick,
4 9
Pebbly Hide
Chitinous shell or Dense,
8 15
Hard hide
Dragon Scale or Similar 16 30

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Step Four
Abilities Those wishing to see it must make a PER roll
with a DoD equal to its ability level. If spotted,
All creatures (and some humanoid types)
it is targeted as normal. Becoming invisible or
may have a number of abilities as determined
visible takes an action.
by their Threat Level and 2 additional abilities
for every Weakness they have.
Add +15 Renown for every ability the Damaging Aura
creature has beyond its allotted amount. Some The adversary is enveloped in a nimbus
creatures have unique special abilities not listed of fire, acid, buffeting air, ice, thorns, etc.
here. Those are noted in the description of the Anything touching it that can be damaged or
particular creature. injured, suffers DR 4+CON damage. Its own
Abilities melee attacks add DR 4 damage. The ability
Armor Piercing The list below details common abilities for
most creatures. can be purchased additional times to increase
Armored Hide
the DR by +3.
Aura of Fear
Beguile Armored Hide
Camouflage Dire
The creature’s hide is armored like
Damaging Aura The Creature is larger than most of its ilk.
Cimmerian steel, or its existing armor is
Dire Each use of the ability increases the scale of the
Drag Down
unusually tough. Add +5 PR to the creature for
each time this ability is purchased. Weapons adversary by +1, up to a maximum of scale 3.
Drains Life-force The adversary’s STR and CON also modified
Enhanced Perception (X) that strike the creature with a natural roll of
one (1) break against its hide. by the Scale chart.
Entangle
Expert
Flight Armor Piercing Drag Down
Flurry The beast latches on to the prey and
The creature’s melee attack is very keen and
Grapple immobilizes it while the rest of the pack can
Howl disregards half the PR of any armor.
move in and kill the victim. For each beast that
Immunity (X) makes a successful grapple attack, the target
Intangibility Aura of Fear
looses 2 points of SPD and DEX. When either
Knock-Down The adversary has a terrible mien that
Miasma attributes reaches -6 the victim is unable to
strikes fear in the hearts of those who see it. move. Targets may break free from the beast
Multiple Heads Everyone within 5m radius of the adversary
Pack Animal (bonus for more using the normal grappling rules.
must make a WIL+ Resolve roll DoD-5. Those
animals) This ability may only be taken by creatures
Poison (X) who fail suffer a -5 penalty to all actions the
with a scale of -1 or higher.
Ranged Attack first round and -2 each round thereafter. Those
Regeneration who critically fail run in fear for a number of
rounds equal to their WIL-5 (minimum of one Drains Life-force
Rending
Shapechange round). The ability can be purchased additional The creature consumes the very essence of
Speak like a Man times to increase the DoD by an added -2, or one’s soul, leaving the victim a dried husk. The
Spell Ability increase the radius by an additional +5m. feed can take the form of blood-drinking, flesh
Spit Venom eating, or just a powerful energy drain, but
Stunning the results are the same. On a successful (full
Sundering Beguile
success, partials count as failures) attack, the
Swallow The creature has the ability to cause a target
target is drained of a number of CON points
Swarm to enter a trance, from which he cannot wake
equal to the creatures WIL+5. The victim
Sweep Attack without outside assistance. The victim rolls its
Swift reduces the amount drained by a number
WIL+Resolve with a DoD equal to double
Swimming of points equal to his WIL, but still takes a
the creatures WIL; if the victim fails, they
Terrain Immunity minimum of one point from the attack if it was
are transfixed and will not react to anything
Tough successful. When the target reaches -5 CON,
Trample
the creature does.The effect can be broken
he falls to the ground dead. The damage may
Tunneling by calling the victim’s name, destroying the
be mitigated by Hero Points as normal.
Wall Crawling creature or shaking the person violently. The
victim can break free at any time by making
a WIL+Resolve roll versus the Ability level of Enhanced Perception (X)
the creature. One of the beast’s perceptions is enhanced
or different, beyond that of normal humans.
Scent, hyper-sensitive hearing and night vision
Camouflage
are all examples. This provides the beast with a
The creature has the ability to change
PER bonus equal to half its Ability Level when
its appearances so that it blends in with its
using the sense in question.
surroundings, becoming effectively invisible.

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Entangle Immunity (X) the pack loses the bonus to its offensive ability.
The adversary may entangle an opponent The creature is immune to an item or Also, one adversary in the pack is considered
in a web, tentacles, additional arms, tail, etc, type of attack, such as bashing weapons, the Alpha. When the Alpha is killed, the
as an additional attack. Once this is done, the fire, knives, cold weather, etc. The immunity pack as a whole make a WIL roll (DoD-2,
entanglement is broken by a grapple roll with reduces any damage taken by half. If the minus one additional for every pack member
a DoD equal to half the adversary’s Ability same Immunity is taken three times, it killed) or lose its resolve and stop the attack,
Level. This ability may be taken additional indicates complete immunity to the attack so that they may retreat and regroup. Only
times, increasing the base DoD by an added form, meaning it never inflicts damage on one WIL roll is made for the entire pack. No
+2. the creature. individual rolls are made.
NOTE: The offensive ability level is only an
Expert Intangibility increase to attacks. The DoD to hit a creature
The adversary is more accomplished and The creature can become ghost- or wraith- in a pack is not increased.
skilled than its common counterpart and like and thus immune to normal physical
gains +5 to its ability level. The ability can attacks. The adversary may pass through Poison (X)
be purchased additional times to increase the solid barriers without penalty, moving at The creature can inject a poison into its
Ability Level by an additional +5. their normal SPD; but cannot interact with target with an appropriate (bite, sting, etc.)
the world in a physical way. Transforming successful melee attack. The poison has a
Flight between the tangible and intangible takes one STR equal to the CON of the creature +3
The creature can fly at its normal SPD+5. full round, and while doing so the adversary (minimum of STR 3), and either causes
Additional purchases of the Flight ability can do nothing else. damage or induces paralysis for a number of
increases the flight SPD by +5 rounds equal to its Strength if not resisted.
Knock-Down For each time this ability is taken, add an
Flurry If a melee attack is successful, the target additional +3 to the poison strength.
The adversary is able to assault an is sent sprawling to the ground. The target
opponent with a quick flurry of attacks. The must spend an action to return to a standing Ranged Attack
adversary may attack a number of times in position. This ability can only be taken by The creature has some sort of ranged
one round equal to his SPD+2 with no action creatures scale +0 or larger. attack, such as fiery breath or the ability to
penalty. It may do this three times per day. shoot a volley of quills. The attack does DR5
Additional purchases of the ability increases Miasma + CON (minimum of 1 point) with a range
the number of times it may use the ability The creature emits a noxious gas or is of 10m per +1PER (minimum of 10m). Each
by +1. surrounded by some sort of supernatural time this ability is taken, add an additional
cloud of evil that debilitates those engulfed +5DR or 20m range.
Grapple in it. The miasma may affect either the
The adversary is adept at grabbing and breathing, or sight of the victim and must Rending
holding an opponent. When held, the target be chosen when the ability is taken. Those The adversary’s main attack is vicious,
has an additional penalty of -5 to escape the in the miasma suffer a penalty equal to half causing massive tearing or splitting of the
hold. If the Adversary has a bite attack, it may the creatures Ability Level minus the victims subject’s skin and body. Wounds continue to
use it unhindered unless it uses its mouth to CON to all action. The affects may be bleed for 2 rounds, causing the victim to take
grapple. mitigated by either keeping one’s eyes closed half the damage suffered in the initial attack.
or holding their breath (depending on the
Howl type of cloud). Regeneration
The creature has some sort of howl or The cloud has a radius equal to the The adversary gains the ability to swiftly
battle cry that unnerves its opponent. The creatures Ability Level in meters. The ability regenerate damage. It automatically heals
howl is mind-numbing and strikes at the very can be purchased additional times to increase CON+2 Hit Points per round, unless the
soul of the victim. It can be heard clearly for
radius by half the Ability Level. wound is caused by fire or caustic substances
a number of meters equal to the creature’s
CON+10. Those in the area must make a such as acid. Limbs may be reattached and
WIL+Resolve roll with a DoD penalty equal Multiple Heads poisons run their course very quickly, allowing
to the creatures 5+CHA or be shaken with The creature has an extra head. It gains the adversary an additional resistance roll per
fear, losing the use of a number of Hero an extra attack at no penalty, and +2 to PER. round. If the adversary is killed (Hit Points
Points equal to the creatures CON+3. The This ability may be taken more than once and reduced to zero or less and a failed Death
effect does not stack with other uses and once for each additional head the creature gains an Save), the regeneration stops. The ability may
a victim has heard the howl he cannot loose additional attack and +1PER. be purchased additional times to increase the
further Hero Points from additional howls.
amount regenerated each round by +3.
The loss lasts for as long as the creature is in
the presence of the victims, and only return Pack Animal (bonus for more animals)
once the creature is no longer an immediate The creature travels in a pack and Shapechange
threat. This ability may be used 3 times a day. coordinates its attacks to better take down The creature has the ability to change its
Additional purchases of the ability increases prey. The pack’s offensive ability is increased shape and appearance at will. The creature
the number of times it may use the ability by +1 for every additional member of the can only assume the shape beings or items of
by +1. pack. When an animal in the pack is killed, roughly the same size or smaller. To discern

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the creature through its disguise, the hero Swarm Swimming
must make a PER+ Investigate/Search roll The adversary attacks as a swarm. For The creature is amphibious and supremely
with a DoD equal to half the creatures ability every 100 in the swarm, the Hit Point total at home in the water. It can hold its breath
level. To change, the creature must spend a is increased by 5, the DR of the swarm by+2, or breathe underwater and swims at full
round in concentration and may do nothing and the Attack Ability Level is increased by SPD. Additional purchases of the Swimming
else. +2. Likewise, every time the Hit Point total ability increases the SPD by +5
is reduced by 5, the swarm loses the same
Speak like a Man amount from the increased scores. This Terrain Immunity
They adversary can speak and ability may only be taken by creatures of The adversary is not hampered by a type
communicate like a man and is easily Scale -1 or lower. of terrain and may move without obstruction.
understood in its regional language of origin. This can be explained as moving around the
Sweep Attack terrain with deftness while other adversaries
Spell Ability The adversary may make one melee attack may simple move through the obstacle as if
The adversary has the ability to cast and hit multiple opponents. The number it wasn’t there. The terrain must be narrowly
spells at their ability level. The GM should of targets that can be hit is equal to the specified when taken. Examples include
determine what spellcasting tradition most adversary’s DEX. The adversary must hit the forest, rocks, prison walls, lakes, etc.
closely resembles the types of spells cast. Spell target with the highest defense of the group
Ability may also be used as a way to replicate and, if successful, all take normal damage. Tough
the innate, natural abilities of a creature. A Those caught in the sweep must make active The beast is very tough and hard to kill.
creature that can create illusions may not Evade rolls to dodge out of the way. This Add 5x the creatures CON to the base Hit
know a spell, but may have an innate ability ability may be taken multiple times, adding Points (minimum of+10). This Advantage
to make illusions that work similarly to the 2 additional targets to the base. This ability may be taken up to 3 times.
spell mode. Spell Ability may be the easiest may only be taken by adversaries that are
way to create abilities that go beyond the Scale 3 or more. Trample
scope of the ones listed here. The adversary may run roughshod over
Swift its opponent, attacking with its feet as it
Spit Venom The adversary is astoundingly fleet. moves over. The target is allowed to make
A creature with the Poison ability can take Double it’s SPD (minimum of +2) for the a STR roll with DoD versus the adversary’s
this ability to enable it to spray a stream of purpose of movement. If selected more than STR. If successful, they take normal damage
venom at a creature nearby. This has a range once, add +2. from the attack, but if they fail they take an
of 10m per +1 PER (minimum of 10m), additional amount of damage equal to the
though used at range the poison only has half Swallow adversary’s STR+CON. This ability can only
its normal Strength. If taken a second time, The creature is so large that it may be taken by creatures scale +0 or larger.
this ability increases the effect of the poison swallow an opponent whole. To use this
to its full Strength and increases the range by ability, the adversary must make an attack Tunneling
an additional 20m. against the normal defense of his opponent, The creature can tunnel through the
adding in an additional modifier equal to earth in some manner at its normal SPD.
Stunning the targets STR+CON. If successful, the Additional times the tunneling advantage is
The creatures is so strong that is dazes target is swallowed whole and is deposited taken increases the SPD by +5
the target with its powerful attacks. On a in the adversary’s belly. Trapped targets take
successful attack that does at least 1 point damage equal to twice the targets CON and Wall Crawling
of damage, the target is considered stunned all physical actions are hampered with a -5 The creature can move across any surface
for one round. Additional purchases of the penalty. A target may try to hack his way out, at its normal SPD. Additional purchases of
Stunning ability increases the duration by and doing so cause double normal damage to the Wall Crawling ability increases the SPD
one additional round. the beast, no armor mitigation.
by +5.
This ability can only be taken by creatures
Sundering scale +2 or larger.
Other Abilities
The creature’s melee attacks rend and
Some adversaries have unique abilities
destroy non-magical armor and shields. Each
that are not represented here. Those abilities
successful attack reduces the PR of a shield or
are explained individually, under each
suit of armor by 2, destroying the shield first
adversary’s Special Abilities.
(if any) before beginning to damage worn
armor.

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Weakness
Some of the adversaries have noted weaknesses.
All heroes have a chance to know the weaknesses of a creature they encounter using the
adversaries Renown Attribute. To know of an adversary’s weakness, the hero must make an INT
roll with a DOD determined by the amount of Renown the adversary possesses.
Renown DoD
1–10 -5
21–30 -2
31–40 0
41–50 +2
51–100 +3
101–150 +5
151–200+ +10

Achilles Heel
The adversary has a weakness or soft spot on its body that can be exploited by an opponent.
The vulnerability is usually hard to target (an additional -5 DoD to an attack roll), but if successful,
causes double damage.

Allergy (X)
The adversary is vulnerable to a substance. When touched, it causes damage to the adversary.
The substance causes extreme pain, doing double damage if it’s a weapon or 10 points of damage if
it’s just a raw substance, whichever is greater. This weakness may be taken multiple times, causing
an additional 5 points of damage.

Avarice (X)
The adversary is greedy, or finds a particular subject or item all-consuming. The
adversary must a make a WIL roll (DoD-5) to keep its wits about it. If the roll is a
Failure, then the adversary will attempt to posses the object of its avarice.

Fear (X)
The adversary fears something to the point of disaster. When the
adversary is presented with the object of its fear, it suffers a reduction -5 to
its combat Ability level. This weakness may be taken multiple times, each
time reducing the combat Ability Level by an additional -5.

Prey Ban (X)


The creature absolutely will not attack a given type of creature or
individual under any circumstances, even if magically compelled.

Soothing Bane (X)


The creature is calmed by the presence of an unusual
element in its surroundings such as a gentle song, the presence
of a virgin, or someone carrying violet orchids. While it is
within 10m or clear earshot of the element, it remains placid
and approachable, only attacking if hurt or otherwise clearly
threatened.

Ward (X)
The creature cannot physically approach within 10m
of a given thing, be it a natural material, herb, or symbol
of some variety, and can even be held at bay if presented
with such.

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ATLANTIS: The Second Age

Example Monster Creation


Step One
The GM decides that he wants to create a large beast that inhabits the southern jungles of
Atlantis. A giant mountain sloth that inhabits the black volcanic mountains of the south sounds
cool, and the GM starts with the first step of monster creation.
The creature will be a Threat Level 2 adversary. The attribute points are distributed below. For
the Free ability, the GM decides to assign the Mountain Sloth the Poison Ability. The sloth has one
poison filled claw on each paw. Living near the harsh southern volcanoes also bestows an immunity
to fire to the beast.
INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 45 2 11-15
Att/Dam
Abilities Immunity (fire), Poison (STR 11)
Armor
Weakness

Sep Two
The Mountain Sloth is as large as a man, so the scale is medium +0.
INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 45 2 11-15
Att/Dam
Abilities Immunity (fire), Poison (STR 11)
Armor
Weakness

Step Three
Now we add offensive and defensive capabilities to the sloth.
Since it’s so large, its claws are like daggers and its dense fur turns away the harsh climate of the
fiery southern volcanoes.
This adds an additional +24 Renown
INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 69 2 11-15
Att/Dam Claws DR4+STR (12)
Abilities Immunity (fire), Poison (STR 11)
Armor Fur Covered Hide PR8
Weakness

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ATLANTIS: The Second Age
Step Four
Now we can look at adding more abilities to the creature if we so choose. The GM decides to
add Sundering and Wall Crawling to the creature’s abilities, but must also take a Weakness.
For the weakness, the GM gives the sloth an Achilles Heel, stating that the beast has a very soft
underbelly that isn’t covered in fur. The two additional abilities also give the beast 30 more Renown.
When all is said and done the creature looks like the following

Giant Atlantean Mountain Sloth


INT PER WIL CHA STR DEX CON
-5 +4 +3 -1 +8 +0 +8
SPD HP HrP Scl Ren TL AL
-2 68 15 0 99 2 11-15
Att/Dam Claws DR4+STR (12)
Immunity (fire), Poison (STR 11),
Abilities
Sundering, Wall Crawling
Armor Fur Covered Hide PR8
Weakness Achilles Heel (soft underbelly)

Quick Adversaries
Most encounters do not call for an NPC with a completely realized character sheet. Most
situations, including a combat with a group of no-name “mooks” can be done with an abbreviated
character stat block listed below.
The NPCs listed below are written with the bare minimum information one would need to run
an encounter. There are three levels of NPCs;

Mooks Bodyguard
(A.K.A rent-a-goons, mauls, stooges, The highest level NPC before he gets a
cronies) name and becomes truly dangerous.
A no-name goon, barely competent enough Ability Levels 10-12
to hold a sword.
Hit Points 20
Ability Levels 1-5
Hero Points 0
Hit Points 15
Weapon Sword DR11
Hero Points 0
Armor PR5
Weapon Sword DR8
Armor None

Henchman
A higher-level mook with sense enough to
run when the going gets tough.
Ability Levels 5-8
Hit Points 15
Hero Points 0
Weapon Sword DR9
Armor PR2

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Enemies of Atlantis The Dogs of Jhunn
Antia dragged herself from
The Dogs of Jhunn are a small band of mercenaries who roam the Seas of Atlantis for
the waters of Promeus Bay
mysterious purposes. Their common routes extend west from Atlantis to Ecua in Tamoanchan and
and onto the decks of the small
east to Tharshesh in Europa. There are many stories told about the Dogs of Jhunn: they are pirates
ship. While she gasped for air,
searching for a cursed treasure; they have all taken a vow to one another, pledging their hearts to
a Balam padded quietly over
Bhaal; they work for the Gorgons and serve Set’s will; they labor to destroy the throne of Atlantis.
to her. The Balam kneeled
There are actually several “packs” of Dogs, each of whom operate in different regions.
over the small blonde woman,
green eyes staring down into
In truth, the Dogs serve one of the old True Atlanteans. Jhunn was a competent and powerful
blue. Antia’s kind face crinkled
sorcerer and practitioner of the dark arts. Though he spent much of his time in a crystal sarcophagus,
in a smile. “It’s done, Itzel,” she
he lost everything during the Great Cataclysm when Autochthea sank beneath the waves — his
gasped. “Tell Xoco we can leave
lands, his family, his treasures, his slaves. His body, still interred in the crystal sarcophagus, has
port whenever she wishes. The
since been moved. Through demonic servitors, sorcerous illusions, and brief spells of wakefulness,
Harbormaster won’t notice.”
Jhunn has manipulated events around his body, moving his sarcophagus from the ruined seafloor
The Balam lifted her gaze to
of Autochthea to the Acuan Sea, back to Atlantis on the island of Diaprepea, and eventually to the
the wooden piers dotted with light.
husk of a ship anchored off the coast of Tharsheh near Tartessos.
“So that old screw is dead, is he,”
she said. It wasn’t a question;
Antia’s skill with a blade seemed Jhunn’s pacts and bargains with several dark entities allow him to pass information along to the
to grow every year. While she Dogs. Jhunn’s latest bargains involve deals with two of the deities in the Tharshi pantheon: Heron
wasn’t as skilled as Itzel yet, and Hatlimpoco. He hopes to use the knowledge of one and the brutal ferocity of the other to find
she was much less noticeable vengeance against the current royal line of Atlantis. Scions of his own line were passed over for the
than the Balam, especially in throne in ages past, and the destruction of Autochthea only cemented Jhunn’s paranoia and hatred
some of the Atlantean ports. Her against the throne.
gazed dropped back down to
the muscular woman who had
just crawled from the sea. “And The Dead Sorcerer Jhunn
the gems? The emeralds,” she Atlantean undead and servant of Ba’al.
purred.
Antia nodded before rolling to INT PER WIL CHA STR DEX CON
her feet. +5 +5 +5 +4 -2 -3 +6
In the aft castle, the pale slim SPD HP HrP Scl Ren TL AL
form of Xoco stood poring over
a set of maps and documents -4 38 25 0 300 4 +25
speared to the table by various Crystal Shard Spears (Range Attack) DR16,
Att/Dam
knives and daggers. As Antia 70m range
entered, she made a rude Aura Fear, Ranged Attack (x3), Spell Ability,
gesture towards the tall, obsidian Abilities Stunning (used with ranged attack), Sweep
mirror behind the Jinn. “Must you Attack (use with ranged attack)
keep that thing uncovered, Xo?”
Antia’s Tharshi accent slurred Armor Crystal Shard Sarcophagus PR16
the diminutive of Xoco’s name. Avarice (Power Hungry), Avarice (Vengeance
The Jinn shrugged without Weakness on Atlantis), Achilles Heel (The Black
looking up. “I can put a cloak Crystal Flaw)
over it if you’d like, but we’re
Notes
still going to deliver back to
your homeland.” She stabbed a Jhunn is always accompanied by Demonic entities that he has
finger down on the map before summoned for various services.
looking up. “We should be able Jhunn also has Dominion Access and is blessed by Ba’al
to make for Mneseopolis in
Mnesea in short order. We’ll use
the emeralds to bribe the over-
stuffed governor there. His wife
has an overwhelming fondness
for them. We can sell this tub
and make for Lascia before the
moon is full.” She paused, as if
listening to some unseen melody
on the wind. “The mountain’s

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ATLANTIS: The Second Age

The She Dogs of Jhunn song is mournful, but we shall


The roaming pack of Dogs known as the She Dogs is comprised of a trio of women who sail turn it to a martial drum.”
from ports of dubious legality around Atlantis. They are held in high esteem amongst the Dogs due Days later, in the port of
to the innumerable successes they have had in tracking down and eliminating those who oppose Mneseopolis, the three women
the Dogs of Jhunn. met with a cloaked Atlantean in
a dockside tavern. “The Dogs
The three lieutenants have been augmented and transformed by the dark alchemical arts of the of Jhunn,” the man sneered
sorcerer Jhunn, twisting their minds as well as their bodies. All bear the mark of Jhunn on their from within his hood. Antia
palms — a black skull — and all wear collars of orichalcum studded with dark opals. tensed, ready for a fight.
Xoco put a restraining
hand on the younger woman’s
Itzel arm. “Yes. You have heard
of us, and though there be
Itzel by Aislinn Bramlett many soldiers here, the song
Female Timeri Balam Assassin of blood does not yet sing for
INT PER WIL CHA STR DEX CON their children. Jhunn was one
of you,” she crooned. “Once.”
+0 +0 +0 +0 +2 +1 +1 The man’s hood dipped slowly
SPD CR MR HP HrP WR Ren in a nod. The bag of gems, still
crusted with salt from the sea,
+3 +2 -1 19 11 +3 200 slid across the table towards
Attack/ Damage him, and he slid a large bronze
key back towards the women.
Short Bow DR8, Macuahuitl DR9 Xoco smiled.
Armor
Lightweight full suit of Leather PR 5
Skills
Athletics +6, Deception +4, Disable Mechanism +5, Evade +5,
Influence +2, Instinct +6, Lore (Tamoanchan Folklore) +3, Lore
(Aricagua Geography) +2, Lore (Jungle Survival) +3, Profession
(Assassin) +10, Speak (Quechan) +10, Speak (Atlantean) +6,
Stealth +18, Mode (Dark Arts Attack) +6, Mode (Dark Arts
Shield) +5, Weapon (Melee) +17, Weapon (Ranged) +3,
Unarmed Fighting +7
Racial Abilities/Talents
Balam Racial Abilities, Amazing Dodge, Shadow Walking, The
Gift, Fast Cast
Special Abilities
Rending, Flurry
Weakness
Allergy to brass, Prey Ban (the sorcerer Jhunn)
Gear
Vials of poison, Collar of Jhunn (allows the user to use the
Sensory Mode at level 20 to communicate telepathically with
others. Useable 3 times per day)
Itzel’s mother was a Jinn and her father a Balam she never knew.
Her mother raised her to be a fighter, stalking her prey through both jungle and city. Her mind
honed in the arts of death by her mother, she was taken into the confidence of the Dogs of Jhunn
by her younger sister. She serves the Dogs because it keeps her close to her sister, and she sees her
Pack as an extended family. Jhunn has promised her the knowledge to free the Timeri from the dark
curse they labor under, and Itzel hopes to one day sire a family.
Tainted by Jhunn’s embrace, Itzel’s claws resemble obsidian, and when she attacks it is often
with a savage fury during which times her fur seems to smolder and burn. The smoke from her
smells of sulfur and burnt flesh.

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ATLANTIS: The Second Age
Antia
Antia by Andy Kitkowski
Female Tharshi Human Scout
INT PER WIL CHA STR DEX CON
+0 +2 +3 +0 +0 +0 +2
SPD CR MR HP HrP WR Ren
+2 +2 +0 33 11 +2 200
Attack/ Damage
Spear (orichalcum) DR 10, Steel Gladius DR8 Short Bow DR8
Armor
Lightweight full suit of Leather PR 5, Medium Shield
Skills
Athletics +2, Evade +8, Influence +4, Instinct +2, Literacy +2, Lore
(Europan Geography) +2, Mode (Dark Arts Sensory) +5, Mode (Dark
Arts Summon) +3, Parry +12, Profession (Guide) +10, Speak (Alban)
+3, Speak (Quechan) +5, Speak (Atlantean) +5, Speak (Tharshi) +15,
Stealth +6, Tracking/Shadowing +7, Trading +2, Weapon (Melee)
+10, Weapon (Thrown) +4, Weapon (Ranged) +14
Racial Abilities/Talents
Human Racial Abilities, Advanced Missile Training, Hardiness, The
Gift
Special Abilities
Regeneration
Weakness
Allergy to brass, Prey Ban (the sorcerer Jhunn)
Gear
Horse, Collar of Jhunn (allows the user to use the Sensory Mode at
level 20 to communicate telepathically with others. Useable 3 time
per day)
Antia’s life is driven by loyalty. Once she had a loving family, but
something happened. In desperation and sorrow, Antia turned to the
Dogs of Jhunn, particularly Xoco and Itzel, in order to track down
those that destroyed her family. After taking her revenge, Antia became
a faithful follower of Jhunn. While she could be mistaken for a young
man in the dark, the muscular young woman is adept with tracking
and close combat. Jhunn’s servants have endowed her with supernatural
endurance and healing. She frequently uses her slight stature to gain the
element of surprise, and she is tenacious and enduring in her pursuits.
On an average day, she might appear the fair-haired but homely and
friendly girl in the marketplace, but she is so utterly loyal to the Bitches
that she will gladly kill for either of them in a heartbeat.

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ATLANTIS: The Second Age
Xoco
Xoco by Rowan Bramlett
Female Ecuan Jinn Pirate
INT PER WIL CHA STR DEX CON
+1 +1 +2 +1 -1 +0 +1
SPD CR MR HP HrP WR Ren
+0 +1 +4 21 12 +2 200
Attack/ Damage
Dagger (orichalcum) DR10, Short Bow DR8
Armor
Light leather half-suit
Skills
Athletics +2, Evade +8, Handicraft (Flower Arranging) +7,
Influence +12, Investigate/Search +4, Literacy (Quechan) +4,
Lore (Theology) +5, Lore (Tamoanchan Folklore) +3, Mode
(Dark Arts Summon) +5, Lore (Navigation) +6, Parry +4, Pilot
(Small ship) +7, Profession (Pirate) +10, Speak (Quechan) +10,
Speak (Atlantean) +9, Weapon (Melee) +12, Weapon (Ranged)
+7, Unarmed Fighting +3
Racial Abilities/Talents
Jinn Racial Abilities, Second Wind, Advanced Missile Training,
The Gift
Special Abilities
Spit Venom, Poison
Weakness
Allergy to brass, Prey Ban (the sorcerer Jhunn)
Gear
Small sea-chest with books and scrolls, Collar of Jhunn (allows
the user to use the Sensory Mode at level 20 to communicate
telepathically with others. Useable 3 time per day)
Xoco is the child of a fair-skinned Jinn necromancer. Raised
in the cities of Tamoanchan, she was brought up to flow through
their cities and palaces with grace and decorum. She seems to
know everyone, from queens to urchins to demonic powers, but
her true loves are the seas and waterways of the world. It was she
that found Jhunn’s crystal sarcophagus in the Acuan Sea, retrieving
it from a band of Makara. Jhunn spoke to her through dreams
and summoned servitors, promising her a nation of her own. She
has taken the talent and power from Jhunn and the Dogs to aid
other orphaned women when she can, but her ultimate goal is to
rule over others. Xoco frequently scouts targets that the Dogs have
been directed to kill. Sometimes, she leaves a calling card — black
roses, white lilies, or a pale lotus — as a signifier that the target has
been marked for death.

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Chapter 8: Tharshesh

M usodo Anaboa stood on the prow of the merchantman, the creek of oars and
screaming of gulls filling his ears. The stink of humans hung in the sea air, staining
it. The pungent aroma of rotting fish warred with the gag-inducing reek of the cities’
sewers which pumped directly into the harbor. Beside the Lemurian, the ship’s captain
breathed in deep “That’s the goodly scent of honest toil. Get a snoutfull of that, My
Friend.”

Anaboa snarled, his skull buzzing from the headache he’d been nursing since Anostos.
“Honest toil? It’s a filthy hole in the ground, a cancerous sore on the armpit of the world,
depraved and primitive as its inhabitants; nothing more than maggots feasting on the
rotting corpse of the Atlantean usurpers.” The captain retreated from the infuriated
Lemurian, muttering something about docking arrangements. Anaboa couldn’t care less
about docking; the pain grew daily. It may have been some side-effect of carrying the
crystallized Vril for so long, but at this point, it didn’t matter. He only needed the vessel
and he’d finally have what he needed to restore the glory of his people. Yes, that’s all
that mattered now.

Across the deck, Dayn watched Anaboa with concern. He could not even guess
at what went on in the giant white Lemurian’s head; even the slightest thing set him
off. They’d managed to salvage a small sailing boat from Anostos which Edris had
piloted with surprising skill into a major shipping lane. Dayn had heard the Atlanteans
were born to the sea, but he had never seen such a thing before. They’d come across
this Tharsheshi vessel after a week at sea and Anaboa had bargained their passage in
exchange for some rare alchemical draft or other.

Now they approached the port of Tartessos, capital of Tharshesh,in search of a man
called Deimos. Dayn gazed on Tartessos with, he’d seen the Atlantean ports with their
orderly rows of ships, but never a port like this; a heaving mass of ship-borne chaos
with hundreds of ships at rest in seemingly random births. Wooden moorings sprouted
like vines from the towering Atlantean docks, each stone arm giving rise to dozens of
floating sub-docks. Dayn couldn’t count the number of ships at birth and a steady stream
of vessels flowed in and out of the port. Proud trading ships from Sheba and Atlantis
drifted alongside Hesperian slave-galleys, Hyperborean longships, and Cymbrian pirate
sloops. The sight overwhelmed him.

Dayn had heard of Deimos; he sometimes heard rumors that he had masterminded
three of the last eight attempts to establish a thieves’ guilds in the city; a determined
character and a sly one, able to evade or pay off the authorities again and again.

Dayn expected a troublesome trip through the city but the pickpockets and thieves
sensed something about the group, and choose to keep well away. Just as well, Anaboa
had the physical strength to snap a man in two and it took little to provoke the alchemist
to violent extremes. Their journey ended in the Oldport district, a place built upon
the silted-up land created by the collapse of several docks during the cataclysm. Later
residents built many of the larger structures around the hulks of Atlantean merchant
vessels; by and large the place was a slum, and a dangerous one at that.

Dayn couldn’t guess how Anaboa knew where to find Deimos; the Lemurian hadn’t
mentioned previously knowing the man. It was as if some force pulled the Alchemist
towards the master thief’s lair. . A burly fishmonger stood outside their destination, a
rotting shack splattered with fish guts, his bare chest a testament to the torturers art.
The peasant used a cleaver to behead a black-finned fish just as they arrived, spattering
Anaboa in fish blood and brine. A second later the cleaver rested in the man’s neck. The
street emptied like someone had pulled a giant plug, all the human refuse just swirled
down some invisible drain.

314
Anaboa pushed Dayn inside the rancid hut, the stench so strong it could have battled
in the gladiatorial pits of Atlantis. Dayn tripped over something in the darkness and
plummeted down a hole to land on what felt like a mattress three meters or so below.
Anaboa dropped down into the dark with Edris in his arms, Dayn only just managing
not to be crushed underfoot.

“What is this place?” Dayn wondered aloud.

“A sewer,” Anaboa replied, “one that hasn’t been used in a hundred years or more.”
The place smelled of sweet incense, and a dim light came from up ahead illuminating
a massive, marble-lined corridor. “When Atlantis collapsed, many of their public works
were forgotten, no doubt this sewer once serviced the homes of great lords, now long
dead. Now it serves as a bolt hole for a new breed of rat.” Anaboa’s voice sounded
different as he continued to recite facts about Atlantean architecture. The Lemurian
sounded a lot like the man that had hired Dayn all those months ago; the sane one.

The light grew brighter and they came out into a palatial chamber; once a major
junction room, now a testament to the profitability of criminal activity in Tartessos.
Atop a pile of silk cushions, seemingly alone and unconcerned at their intrusion, sat
a slim man, his parchment skin painted in swirling green writing and his long hair the
color of a summer sky. A bright green light burned above his head. Smoke poured from
his mouth as he spoke, “Master Anaboa, you come with many visitors; perhaps you’d
kindly explain your intrusion upon the halls of Deimos?” Dayn looked around for more
people, but found only Edris, Anaboa and himself. He shrugged. Perhaps Deimos wasn’t
used to visitors, after all, he lived in a sewer.

“Lord Deimos, Master of Lights, and kindliest of Those Who Walked Before,” Anaboa
began “I have need of a certain vessel that rumor tells me that you possess.”

Deimos’ tattoos began to glow softly, giving him the appearance, to Dayn’s eyes
at least, of an ancient moss-covered tree. “I know of that which you seek, but what
prize do you offer in return for such a treasure? I know you are smarter than to offer
me violence, so you must have some great gift for me?” Anaboa nodded, took a small
object from his satchel, and held it out.

A small scroll sat in his gargantuan hand. “I copied this scroll from its mate in the
great library of Atlantis. It contains your true name. With it I could force the location
of the vessel from you or slay you in a heartbeat.” Deimos seemed both angered and
terrified, his eyes riveted to the scroll. “I propose neither, and offer you this notion:
when I copied this name a sorcerer in my employ bonded this scroll to the one in
Atlantis. If I destroy this scroll, the one in Atlantis shares its fate and you might once
again return to the home of your ancestors.” Anaboa paused for effect, “give me the
Mercurial Nemesis and I’ll destroy the scroll.”

Deimos stood and smiled, as if at a private joke. “Your words strike truth master
Anaboa. I agree to the bargain, so let us both be bound to our word.” The air between
the two creatures grew warm and Dayn felt again like a bug beneath the foot of
some great giant. Anaboa grinned and hurled the scroll into a nearby brazier, where it
burned to naught but ash. Deimos smiled again, “follow the passage you came in by,
the Nemesis lies docked at the end. Your reputation is touted overmuch lord Lemurian,
for I have gotten the better of you. The vessel’s controls are locked and none now alive
can puzzle them out. Believe me, I have tried.”

Anaboa’s shoulders slumped as he walked from Deimos’ chamber. “What do we do


now?” asked Dayn.

“We get our vessel, Little Lock Pick,” the Lemurian replied, straightening up and
grinning, eerily unwholesome. “I have it on authority that the vessel’s controls are
locked using the same coding that you managed to defeat when you broke into the
Tombs of Ptolius the Engineer last year in Amphisea.” Anaboa continued walking in
silence, his large hand falling possessively onto Dayn’s shoulder.

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ATLANTIS: The Second Age

Chapter Nine
The Modern World

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ATLANTIS: The Second Age

Atlantis History
Physically, the islands of Atlantis stretch across part of the northern hemisphere, resulting in
disparate climates from one end of the great island-continent to the other. Mountains, plains, and
woodlands are spread across her, with the cold island-kingdom of Mestea in the north and the
almost tropical island-kingdoms of Azae and Diaprepea in the south. Winding across the continent,
father to the smaller islands off of Atlantis’s coasts, is a mountainous divide.
The greatest of these peaks is Mount Atlas, which towers over the kingdom of Olokunia.
Stretching out to the southwest from the foothills of the mountain chain is the Plain of Obatala
(Oh-bah-TAH-lah) — a fertile, rolling tableland that once served as the source of a great deal of
Atlantean farming. These plains are outlined in parts by large, cut-stone irrigation canals. Some of
these are still lined with copper, but many of them have fallen into disrepair, some choked by weeds,
others dry and nearly filled with dirt, others hidden as channels beneath swift rivers.
There are several large forestlands across Atlantis, though each is distinct with differing local
vegetation. The jungles of Eseasar stretch across the southern kingdom of Amphisea, while thick
stands of deciduous trees cover the hills of Eudea, and the dark evergreen forests of Kalpataru
blanket parts of northern Elassippea.
Atlanteans divide their culture’s history into four distinct periods: the Age of Iron when they
still dwelled in Gondwana and began to forge an empire; the Golden Age when they settled the
islands of Atlantis and their Empire rose to prominence in the world; the Dark Age following the
Great Cataclysm when their colonies were lost, their cities in ruin, and then rebuilding their Empire
from the ashes; and finally, the Modern Age.

The Iron Age


The years of Atlantean growth in Gondwana are largely lost to history. Many of the earliest
histories have been lost to time, passed down instead as legends and lore. Sometimes, this age is
known to Atlantean historians as the Age of Serpents in recognition of their ancestors’ continued
battles with the serpentine races of the Anunnaki. The Atlanteans were some of the first on
Gondwana to produce iron in great quantities, and the use of iron weapons and armor made their
troops the terror of the battlefield.
The Age of Iron came to a close as the Atlantean alchemists discovered the secrets of how
to forge orichalcum. In time, this shining metal came to replace both bronze and iron in the
belongings and gear of Atlantean heroes, particularly those who sailed from Gondwana’s shores to
explore the distant world. Past the Hesperian islands, the early Atlantean explorers found the islands
of Atlantis. Colonies were established, and eventually, the First Kingdoms arose on the island.
Ruled by Atlanteans, many humans came with the ships from Gondwana and made up a second
class of slaves, servants, and freed men in the Atlantean kingdoms.

The Golden Age


The Golden Age of Atlantis, sometimes known as the First Age, in deference to the First Kingdoms,
was a time of Atlantean glory, expansion, and domination. Unfortunately, the descendents of the
First Kings of Atlantis grew to believe that their great power meant that they could twist and mold
nature in any way they wished, without thought of fear or consequences. Their increasing power
and majesty also bred many vices, including a lust for greater and greater power. From time to time,
they fell to fighting amongst themselves as one scheme or another came to light.
In their efforts to prove the nearly endless reaches of their power, Atlantean sorcerers and
alchemists transformed and bred animals into new and terrible forms. When war came to the
shores of Atlantis, the savant-adepts created armies, first of the foul Nethermen and later the
bestial Andamen, to fight the serpentine Anunnaki. Even during times of peace, the Atlanteans
treated others living on their shores as little more than chattel-slaves. Worse still, the savant-
adepts frequently ordered many non-Atlanteans to become the subjects of their various vile and
blasphemous experiments, twisting them, still living, into new and horrendous forms.
The worst of these horrors preceded the time of the Great Cataclysm. Though the cause of the
Great Cataclysm remains largely unknown to the inhabitants of the Modern Age, some claim that
Olokun, angered at the degeneracy of his mortal charges, caused the seas to rise up and drown the
land. Others claim that the Atlanteans brought about their own destruction through the misuse of

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ATLANTIS: The Second Age
magical forces beyond the ability of mortals to control.
Perhaps it is most accurate to place the blame for the Great Cataclysm lies with the savant-adepts
working for Prince Quetzlan of Elassippea. Ordered to create a weapon of power, the savant-adepts
attempted to focus the entire power of Elassippea’s Vril-collectors into a single devastating weapon.
Prince Quetzlan turned the weapon upon what he deemed a rebellious and recalcitrant city in
Antilla whose Prince had slighted him at a banquet the previous year. However, when the weapon
was turned upon the city of Arintichlan, the entire island sank beneath the waves, shattered by an
While the Atlanteans remember earthquake and inundated by the sea. The earthquakes were echoed amongst the Vril-collectors that
this time with horror, we Tritons powered the weapon, sending surges of power along the ley-lines.
see things just a little differently. The other Atlantean rulers were shocked, afraid, and jealous. They demanded that the Kingdom
For us, the fall of Atlantis of Elassippea turn over the knowledge and the weapon, but Prince Quetzlan worried that he might
heralded the age of freedom. become the target of a similar attack. After ordering his cadre of savant-adepts slain, it is said he
Prince Quetzlan was our savior. turned the weapon upon the Atlantean armies massing in Autochthea. The result, some historians
Thalmia, Triton Sorceress claim, was the Cataclysm. Again, earthquakes and floods shattered the lands of Atlantis, and
Autochthea sank beneath the waves just as Antilla had done before. The capital city of Attalus was
destroyed in an instant, her walls tumbled, the sea flooding the streets. The echoing of Vril energy
back along the ley-lines also caused massive earthquakes in Diaprepea, though that land was spared
the devastating flooding of the sea. The raw Vril rippled outwards, and in moments the magics that
had sustained the Empire’s military might were destroyed as crystal matrices overloaded and began
to explode. With the destruction of Attalus as well as the ruling nobility of many of the Empire’s
kingdoms, the Empire itself was no more.
Whatever the cause may have been, the suddenly unpredictable nature of the Vril network in
the cities of Atlantis, and ultimately around the globe, were an almost insurmountable disaster
as great as the sinking of both Antilla and Autochthea. All over the Empire, from its cities to its
colonies, servants and slaves took advantage of the chaos, rose up, and slaughtered their masters.
Blood literally ran in the streets, and across colonies many symbols of Atlantean power were pulled
down and destroyed. Armies of Nethermen, tribes of Andamen, as well as scores of twisted creatures
of Atlantean creation fled their powerless overseers and walked away from civilization.

The Dark Age


The period following the collapse of the Atlantean Empire and the Great Cataclysm was one of
chaos across the Atlantean world. Known to some scholars as the Age of Sorrow, it was during this
time that many of the survivors fell to warring among themselves, struggling to survive with the
barest scraps of what had once been so readily available.
The knowledge and culture of the First Golden Age of Atlantis were spurned, and in some
places forgotten, as what had once been subject populations turned back to their native customs.
Atlantean colonies struggled to remake themselves in the absence of power. In time, larger tribes
began to settle again along coastal regions long thought haunted by the specters of past Atlantean
I heard that the Amazon Queen
conquests. Client-states which once paid tribute to the great Empire suffered from the collapse of
reached forth what she called the
trade and the rise of lawlessness. For many, after a time, the Atlantean Empire became a nightmarish
hand of friendship to the Tritons
memory that only lived on in the tales of their storytellers and elders. But the marks of Atlantis
living near Hesperia, hoping
remained on many cultures which evolved into modern day powers. From Khemit to Hellas, from
they would fight for her. She lost
Tamoanchan’s coasts to Europa’s seas, the legacies of the Atlantean Golden Age lived on, half-
a dozen ships and twice as many
remembered, filtering into architecture, culture, and language.
diplomats before she got the
message. Into the vacuum of power left behind by the Cataclysm, the Amazons of Hesperia soon rose
to superiority in northern Gondwana. Retaining more fragments of magical knowledge than other
Thalmia, Triton Sorceress
nations in the region, the sorcerous prowess and fierce militaristic spirit drove the Hesperians to
expand. Within the span of a few decades, the Hesperians conquered and colonized much of the
northwest of Gondwana. Khemit and Ophir resisted the Amazons, bringing their expansion to a
standstill. The Hesperians turned their eyes towards Atlantis.
Their own histories contained stories of how a Hesperian queen of old had once aided a colony
of Atlanteans. Furthermore, there had been centuries of trade during the Atlantean Golden Age.
The lack of Atlantean warships in the seas combined with the history of recent successful campaigns
led the Amazonian military to turn its eyes towards Atlantis. The once-mighty Atlanteans, still
struggling to rebuild their shattered kingdoms, proved no match for the Amazons. Coming up
from the south, Amazon forces advanced, repulsing the now-weaker Atlantean army at every turn,
coming almost to the walls of the new capital, Atlantis, in Olokunia.

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ATLANTIS: The Second Age
However, just when it seemed that victory would go to the Amazons, the Hesperian Empire was
weakening from within. Internal squabbles with the Gorgons, a sect of snake-worshipping cultists,
and a declining ability to maintain order in their Gondwanan colonies stretched and drained
Hesperia’s resources. The Atlantean Campaign had over-extended the reach of the Amazons.
Sensing weakness, Ophir and Khemit launched strikes against the Hesperia’s easternmost colonies.
As a result, a civil war erupted within the Hesperian Empire and, for a time, all of her troops were
recalled to quell the rebellion. As the war raged on, Hesperia lost control of many of its conquered
lands and ports, trade collapsed, and Hesperia’s own golden age came to an end. Though it was
brief, less than a century, the Hesperians had managed to bring a portion of the world back into
contact, forcing many of them to relearn the arts of diplomacy, warfare, and at times, magic. After
its own internal war with the Gorgons, the rulers of Hesperia turned their focus as much inward as
they did outward. While Hesperia kept several of its Gondwanan colonies, it lost everything it had
held in Atlantis as well as a large part of northern Gondwana and ports near to Europa.

The Modern Age


The fall of the Hesperian Empire signaled a second era of Atlantean growth. Known as the
Modern Age to Atlantean scholars, many Atlantean emissaries call it the Second Age, hinting (and
hoping) that a new Golden Age is dawning. The invasion of their island home by the Amazon
armies caused many of the Kingdoms to set aside differences which had grown during the Dark
Ages, banding them together and rousing the Kingdoms from their post-Cataclysm torpor. The
past centuries have seen the fleets of the Kingdoms sailing out on the open seas once more, striking
deals and alliances, opening trade and imposing Atlantean power and rule with the rest of the
world. Unlike Atlantis’s Golden Age, however, there are now new powers in the world to rival her
greatness: Hesperia, Ophir, Tharshesh, Khemit, Sheba, and Khitai have all established themselves
as imperial forces and major powers.
Ruins of the Golden Age left by Atlantean colonists are said to exist in many wilderness regions Fear of the Iron Mask
throughout the world. Some have been found to hold wondrous treasures and artifacts; others have It is indeed true that many in
yielded nothing, their contents long since ransacked by thieves and adventurers. foreign lands feel strongly about
Of the abominations created by past Atlantean savant-adepts, few such creatures are believed to the Atlanteans and their empire.
still exist. However, the same cannot be said for the Nethermen and Andamen races, many of whom The most recent empire to spread
survived the Great Cataclysm and the Dark Ages that followed. Though less numerous than other its influence across much of the
races, tribes and villages of both are still found throughout the world. globe, and the attendant wars
Even in the lands now lost to them, the marks of Atlantean culture still peek through the that accompanied it, affected
histories and civilizations of modern day powers. Less noticeable, perhaps, is a more subtle legacy many of the indigenous peoples
of superstition and fear. Many savage tribes dwelled in lands conquered by the Atlanteans. In around the world. Those same
such places, the Atlanteans were seen as devils, wearing hideous masks of iron, bronze, gold, and people now greet the Atlanteans,
orichalcum, speaking in incomprehensible tongues, slaying all who opposed them. Stories of these or indeed any who seem to
powerful invaders, twisted over the course of countless retellings and centuries of fading memories, bear imperial designs, with fear
have themselves becomes part of the folklore and mythology of many lands who view the distant and loathing or with hope and
horizon of the sea with trepidation and strangers with fear. admiration, depending on how
their ancestors were themselves
treated.

Atlantis Caerwyn Ironjaw, Lemurian


Scholar

World View
Atlanteans today see the world through their own storied history. The glories of the past are
all around them and evidence of their empire stretches across the horizons. Even after the Great
Cataclysm, evidence of tribute from the four corners of the Earth were still visible around them.
Boats straining under the weight of gold and iron, slaves and jewels, fabulous beasts and fierce
monstrosities, and rare plants and herbs all reached Atlantean ports. Little was forbidden to the
Atlanteans, and their desires and whims were sated by servant nations, armies of slaves, and chests
of gold. Each Atlantean was treated with respect and adoration or fear and terror, but they were
obeyed.
They still are.
Atlanteans tend to view other races and nations as subservient to their own needs and desires.
Rarely are things asked; terms are instead couched as demands. Some see the Atlanteans as arrogant

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in this age, when so much has been lost. But the Atlanteans view the Cataclysm as a setback and
are ready to stride the world from horizon to horizon once more. Atlanteans raised far from their
island homes tend to be more pragmatic, working with those around them rather than simply
demanding that their will be done. Nonetheless, Atlanteans are born with an innate sense of their
own superiority and cannot help but indulge it.

Atlanteans in the
World The Root Races
There are, of course, The Atlanteans see themselves as the culmination of centuries of trial and error by the world and
Atlanteans who do not live its gods. The other races, they believe, are failed dreams of what the Atlanteans are; pale shadows,
within the bounds of the anemic reflections, and childish shapings of the great stature the Atlanteans would exhibit. The
Empire, surrounded by
Jinn are viewed with curiosity and respect, but their capricious nature is seen as their undoing. The
the races that their peers
so despise. The Satrap of Jinn never managed to unite to build an empire, at least not in recent memory. The Ophidian races
Olokunia has said that such are loathed for their crudeness. Though they built empires, they did not rule beyond the fist and
scions are welcome at home, club. The Lemurians are respected as mere intelligent beasts that are able to plan beyond rutting
but many of these individuals and hunger, but are looked down upon for their animalistic form. The Andamen and Nethermen
are more than happy where are seen as pets no longer wanted and thus no longer loved. And finally, the recent humans are seen
they are. The Satrap of Azae as a degeneration of what the Atlanteans truly are. They are considered as little more than a failing
has derided these scions as scion of the Atlantean race.
the “petty little emperors of a
thousand far-flung nations,” a
sentiment shared by many of
the Empire’s traditionalists. Foreigners In Atlantis
Living in the largest city of the world, no matter how cosmopolitan, most Olokunians are
unwilling to consider that other cultures might be, in any way, superior to their own. Prejudice
against the other races is exceptionally common. Many Atlanteans consider foreigners to be little
more than savages who should be grateful that they were not simply killed and who should be
pleased with their rightful lot of servitude. When faced with powerful, eloquent, and wealthy
members of other races, few Atlanteans feel any kinship with them, but most will at least grudgingly
admit to a modicum of respect and occasionally envy the physical prowess others possess. Non-
Atlanteans who have grown up in the Empire are afforded a bit more respect and tolerated just a bit
more, as long as they are loyal in their service to the state and its masters.
Ambassadors and other important dignitaries are treated extremely well by everyone of
importance, but comments, jokes, rumors, and insults commonly follow them in private. Amongst
the non-noble Olokunians, reactions to outsiders such as Andamen and Lemurians are a mixture
of curiosity, distrust, and bigotry. The only non-Atlanteans who are sheltered in any way from such
prejudices are the Tritons.
Ambassadorial
Atlantean sailors consider all Tritons to be good-luck charms and are willing to share drinks
Duties
Of course, there are things
with them, as well as rough up anyone who speaks ill of, insults, or harms a Triton in their presence.
that even Ambassadors in the This closeness has given rise to a tradition of dockside bars in Atlantis known locally as “wet and
most cosmopolitan city in the drys” owing to their accommodation of both human sailors and Tritons. Built right up against the
world can not easily get access docks, some as far as a block from the harbor, and situated above tunnels or narrow canals that
to nor publicly do. Always end in small, narrow pools inside the taverns, these establishments are one of the places where it is
capable of finding a niche, possible to find members of several races, even several nations, all joined in conviviality. Still, it is
human merchants and rogues, worth noting that many True Atlanteans consider the Tritons to be little more than intelligent lap-
and those with professions dogs, well-trained aquatic animals who serve an important function to the Empire.
less easy to pin down, have
Olokunians make little distinction between foreign races and foreign cultures. A human from
slipped into society to take care
of such needs. One day, they Khemit, a Jinn from Ys, or an Nemean from Hyperborea: they are all odd-looking foreigners with
may be finding a new source of strange, exotic, and barbaric customs. During the Golden Age, Atlantean scholars, explorers, and
narcotics; the next, they might priests carried civilization to what they saw as the far reaches of the globe. After the Great Cataclysm,
be tasked with finding a very Atlantean refugees left behind in these lands were eventually absorbed by the native populations.
specific slave in the employ of Thus, many people have borrowed Atlantean myths and legends, customs and mannerisms. Perhaps
an Atlantean noble. unsurprisingly, modern Atlanteans consider such cases as lesser and highly derivative versions of
their own past glories and are often subtly, sometimes openly, patronizing to such people. Those
people from regions that were never conquered nor colonized by the Atlanteans are often considered
to be little more than savages who lack all traces of proper civilization. Many Olokunians are
knowledgeable about the history of their land and regularly talk as if the Golden Age never truly
ended. Foreigners must learn to ignore the subtle common prejudices; those who do not frequently
gain a reputation for being uncivilized or at least ungrateful for the all the wonders that Atlantis has
bestowed upon the world.

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Not all Olokunians, nor even all Atlanteans, are necessarily so closed-minded. There are many
who are deeply interested in foreign cultures and all that they offer: foreign dress, religions, exotic
foods. From rebellious youths to erudite scholars, there are always a few Atlanteans who have a deep
respect for foreign customs, but even they put such mores second to those of their home.

Sea Trade And Travel


While it once boasted a vast fleet and is now much reduced in these latter days, Atlantis remains I once had my head patted when
the preeminent ocean-going power. Atlanteans still speak of their nation ruling the oceans, but even visiting Olokunia…I’m now
at their height, their control was not absolute. The numerous lands whose waters border those of barred from entering the city
the Atlantean Empire – Europa, Gondwana, Anostos, Eria, and Tamoanchan – all existed under again. The Olokunian Tritons are
Atlantean influence of some degree. The further shores of Jambu, Mu, and Lemuria are almost a very tolerant lot. My people
legendary places, stories of which are filled with as many genuinely told lies and exaggerations as provide the Atlantean navy with
they are solid truths. an edge that no other group
outside of the Makara can match.
Nevertheless, Atlantis remains an important sea-power, even if her great fleets and ports are
much diminished. Atlantean crystal matrices still fuel some vessels and Atlantean technology Thalmia, Triton Sorceress
and knowledge serve her other ships nearly as well. During the Great Cataclysm, over half of the
Atlantean ports were destroyed and much of her fleets sunk or lost at sea, but Atlantean sailors
maintain the traditions of their past proudly and are still some of the greatest sailors in the world.
Their ships carry goods around the globe. Shrewd Atlantean traders sell complex clockwork toys,
printed books, and other wonders in exchange for cloth, medicinal herbs, exotic pets, unique
foodstuffs, and other foreign goods to adorn the tables and homes of all Atlanteans, rich and poor
alike. While great fortunes are occasionally made and sometimes lost in the buying and selling of
goods such as furs, gemstones, gold, silver, and spices, the vast bulk of the Empire’s vessels carries
far more mundane goods such as ingots of bronze or iron, timber, grain, and pottery.

The Economics Of Trade


While expensive commodities like spices are often the province of individual ship captains
making deals with wealthy merchants and nobles in Europa, Gondwana, and Tamoanchan, the
bulk trade of timber, foodstuffs, ores, furs, and other common commodities that make up the Law of the Sea
majority of shipped goods involve government-controlled monopolies granted to individual Whether from Atlantean
shipping companies. Many of these deals go back centuries, traditions held by various noble houses navies, fishermen from far
and families. As a reward for services performed or in return for bribes that would beggar some Jambu, merchant-seamen
nations, the Empire occasionally gives out the exclusive right to trade in a single commodity coming from Tamaochan, or Antillan
pirates, there is one constant
from a single nation.
amongst those who spend
Enforcement of such traditions is largely more a matter of societal pressure than government their lives upon the waves of
intervention. Too, companies that fail to deliver the expected amounts of these goods for the hungry the Atlantean world – leave
markets of Atlantis can find their monopolies revoked or handed off to rivals. Similar to trade no man to face the open sea
monopolies, the government regulates the number of active ship matrices sailing from its ports. alone.
The matrices are all under governmental control; Olokunian marines can frequently be seen in the Some say it is simply
various harbors of the city of Atlantis, inspecting ships to ensure that they are being maintained. mercy against the endless
Tavern tales even claim that the Olokunian marines have ventured as far as eastern Gondwana to waves and ship-shattering
storms. Others relate stories
retrieve a missing ship and its Vril matrix.
of the Makara, of devil-sharks,
There are a few dozen independent ship captains who have earned the right to use a ship matrix of sea serpents; the pious
either in their own ship or in one leased from the crown. Such individuals are often at odds with claim that it is the will of the
the larger merchant families who own the vast majority of such ships. The independent captains gods of sea and storm, of life
often resent the power and wealth of the large trading fleets, while the merchant-princes consider and death upon the waves.
the independent captains to be dangerously reckless swashbucklers and pirates. Tensions between Whatever the reason, it
the two groups often reach a peak before the yearly Festival of Olokun on Sea Day, when the Lord is custom among those who
of All Seas reviews the Great Roster and assigns ships and matrices. Grants to the various ships and sail the waves to rescue those
stranded upon the sea, even
their linked matrices are given to those who have performed some exemplary service to the Sea Lord
in times of war.
and the Empire. In the case of such heroes, grants are made for life unless the matrix is captured or
destroyed. Half of the existing roster is always reserved for the Atlantean navy, and what remains
after heroes and the military have been rewarded is divided amongst the merchant families.
Merchant companies that are selected must still pay for the use of the Empire’s technology and
largess. Some captains who work for the merchant families are offended that there are adventurers
who need not pay for their ships who receive their grants for life. Though it has rarely been proven,

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there have been cases before the Atlantean courts accusing merchant captains of hiring mercenaries
and pirates to seize ship-matrices in foreign ports and returning them to Olokunia to increase the
listings on the Great Roster.

Politics And Government


The Atlanteans reserve the The Empire of Atlantis is controlled from Olokunia. It is here that the Lord of All Seas, advised
title Merchant Prince for those and assisted by a Royal Council, governs. The Royal Council consists of Satraps from all of the
who can afford to control Atlantean kingdoms. Each of these Satraps is appointed by the ruler of their respective kingdom,
monopolies. There are several of under the direction and authority of the Lord of All Seas. While they serve their individual kingdoms
these men and woman in each in Olokunia, they are also in turn courted by various merchant houses, mercenary captains, seers,
kingdom and the power they sages, and priests in an attempt to sway their opinion or earn their good favor. While the Lord of
wield is almost unimaginable. All Seas has vast power, if two-thirds of his council goes against his wishes, they can overrule his
They also have the nicest toys, if edicts and decisions. If the Royal Council unites, together they can unanimously depose any of
you are feeling a little larcenous. the Atlantean monarchs, including the Lord of All Seas. Historically, this has only occurred once
One of them, Prince Naha with the execution of Toltan II, known as Toltan the Mad. The first Lord of All Seas after the
Sabor of Amphisea, is a known Hesperian War, Toltan II gradually went mad, becoming increasingly harsh in his interpretations
supporter of the Arcanum. of law and tradition. After decades of executions and imprisonments, widespread corruption, and
Thalmia, Triton Sorceress royal excess, the Council unanimously voted to remove Toltan from power by any means necessary.
His subsequent assassination was eventually widely celebrated and remains a dark bit of political
history debated still by scholars and priests.
The Lord of All Seas personally appoints the Satrap of Olokunia, and can traditionally depose
a single Satrap per year without question. A further change to the Royal Council requires at least
some evidence that the Satraps are deliberately betraying Atlantis or working against the Empire’s
interests. Armed with such evidence, the Sea Lord can dismiss the Satraps and demand a new
council be formed.
Rulership of the Empire, and therefore also of Olokunia, passes through the female line. The
Lord of All Seas chooses his or her successor from among their children if female, or the children
of their sisters if male. Tradition holds that the child should be at least thirteen years of age so that
their true character can be known. Once the heir has been chosen, he or she is brought before the
Royal Council for approval. If the Lord of All Seas dies before selecting a successor, the existing
Royal Council selects the new heir. If the heir is not yet an adult, the Royal Council rules both
Olokunia and the Empire as joint regents until the heir reaches maturity.

The Politics of Trade


With fortunes and lives hinging Daily Life In Atlantis
on getting goods to market in
a timely manner, the yearly Life in the city of Atlantis can vary greatly depending on one’s wealth and status. Land near the
lottery for Vril matrix-equipped city is extensively used for farmland and vineyards. Manor houses dot the nearby hills and slaves
ships, as well as the more work in relative security. Further from the capital, however, the land is untamed and overgrown.
mundane threats of storms, Herdsmen and foresters, hunters and bandits are more common in these areas. The ley-line roads
sea monsters, and foreign ensure some measure of protection from the elements, but not from outlaws and opportunistic
politics, the machinations and bandits. Within the city, a similar dichotomy exists splitting along lines of race and class. Atlanteans
maneuverings of the Atlantean and wealthy foreigners are largely immune to hardships, while the lower classes, slaves, and the
merchant-princes are as cut- destitute find daily life to sometimes be a struggle even in the world’s largest city. There are few
throat and complicated as any gardens, and so all food must be imported either from the farms outside the city or from distant
others in the world. nations. Thus, many of the lower classes spend a sizable portion of their earnings on food and drink,
and food shortages can devastate the poor.
Sometimes it is a wonder to me
that they were able to supplant
us so thoroughly.
Caerwyn Ironjaw, Lemurian Wilderness Areas
Scholar As in other Atlantean kingdoms, the wilderness areas beyond the city of Atlantis in Olokunia
are largely untamed. An area around each city, particularly cities with an active VVril pyramid
and stone circles, is tamed and heavily farmed in order to feed the inhabitants of the cities, but
during the Dark Ages the once-populous kingdoms all diminished. With no one to oversee the
countryside, much of it has been reclaimed by nature.
Criminals attempting to avoid capture or detection sometimes flee the Empire by ship, but all
too often they simply vanish into the wilds between the cities. On occasion, abandoned manor
houses, sorcerer’s towers, or even entire villages can be found hidden in valleys or on hillsides far

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ATLANTIS: The Second Age
from the active ley-line roads. Stories of bandit-kings or strange monsters surround such places,
but most of these are simply legends or exaggerations clinging to the ruins like overgrown vines.
Olokunia does not lack for such stories despite being the shining crown of the Empire, though such
tales are more often scoffed at in the city of Atlantis than taken as truth.

Travel Through The Wilderness


The Atlanteans enjoy a much
Most Atlantean cities are either located on the coast, on the banks of rivers, lakes, or canals, reduced rate of taxation, making
or connected to one another by means of ley-line roads. It is due to this fact that much of the it easy for them to live well while
wilderness remains untamed during this Modern Age as the Atlanteans would rather avoid the the other races labor under rates
dangers and privation of the wilderness for the safety, speed, and comfort of traditional means of of tax that range from draconian
transport. Travel by sea from one city to another is relatively inexpensive, if occasionally slow. The to merely harsh. Then again,
ley-line roads predate the Cataclysm, but their Vril-glass construction is seemingly immune to wear. the running water, brightly lit
Modern Atlanteans have repaired some of the damaged roads along the coasts. as the most skilled streets, and sanitation make up
or wealthy have created a few extensions of their own, largely by recycling Vril-glass from roads for this in most respects. Wealthy
that no longer lead to inhabited locations. Wealthy Atlanteans travel in Vril-powered chariots along Atlanteans often sponsor public
the ley-line roads, speeding their journey as much as possible. Others utilize carriages, horses, or works; they see it as a point of
carts, and travel in well-armed caravans to dissuade attacks from bandits. Across the skies, hot air pride. Personally I don’t see the
balloons occasionally drift slowly from place to place, but they are generally seen as unreliable or attraction of having a sewer
the purveyance of the exceedingly wealthy or the ostentatiously insane. Windships, held aloft by named after you.
magical means and powered by crystal matrices are not unheard of, but are rare enough to cause
Thalmia, Triton Sorceress
comment when they do appear.
After the Cataclysm, thousands of Andamen and Nethermen escaped into the wilderness as did
beasts bred for war or crafted for ancient gladiatorial games. Alchemical and magical workshops,
hidden away by distrustful masters, were wrecked or breached. Ley-lines were tangled, stone circles
toppled, and magical energies ran rampant while earthquakes and floods washed across the land.
During the Dark Ages, those tainted magical emanations mixed with alchemical waste fouled the
land and the escaped brutes that lived upon it. Today, tribes of Nethermen and Andamen inhabit
the remote reaches, exotic and deadly creatures lurk in the forests, and blasted ruins exist behind
the hills. Most civilized Atlanteans, particularly those in Olokunia, regard these wild tribes as little
more than savage beasts at worst and a seemingly inexhaustible supply of slaves or indentured
servants at best. Atlantean slave-takers from Olokunia regularly capture individuals or small groups
and ship them to the city of Atlantis to be displayed in the arena or sold off as slaves. Such slave-
takers regularly listen for reports of caravan attacks, striking off to mete out justice, capturing the
bandits and forcing them into indentured servitude in order to make restitution for their crimes.

Life In The Wilderness


Although life in the wilderness can be dangerous, there are civilized Atlanteans as well as others
who do live away from the cities. Miners, trappers, and herb collectors that sell gems, metals, furs,
and rare plants to wandering merchants and farmers who cannot afford the taxes imposed near the
Vril pyramids all live in small villages and towns. Some of these are surrounded by walls to provide
protection from bandits and wild beasts, but most simply make do with what they have.
Citizens in the city of Atlantis mostly consider such rustics to be desperate individuals who
live in constant danger, and there is some small truth to that belief. Furthermore, most Atlanteans
find life away from civilization of their cities to be a poor shadow; their vices seldom allow for such
rustic and rural banalities. As a result, most of those living in the wilderness tend to be humans,
Andamen, and Nethermen. By being willing to deal with one another, most of these far-flung
villages have loose alliances with the other settlements near them. Though they can call on their
Atlantean Kings and Satraps for aid, medicine, tools, and the like, on occasion it is easier to simply
deal with issues on a local level rather than wait for support that may not come.

Ancient Ruins
Ruins from ages past continue to fascinate scholars and sorcerers, and the ones as yet unfound
naturally all exist in the wilds. On occasion, an Atlantean family will awaken one of their slumbering
True Atlantean ancestors and sometimes learn of family holdings long forgotten. Expeditions to
such ruins are intermittently sponsored by the Lord of All Seas, an Atlantean king, or one of the

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Satraps, but such official sponsorship is generally only granted to the wisest scholars, most powerful
sorcerers, or most popular heroes. Other explorers may find funding from one of the universities,
wealthy merchants, or on occasion the scions of an Atlantean family. While some such journeys are
intent on re-discovering a scrap of lost knowledge of the past, or at least finding magical artifacts
that can be studied, recreated, or at least put to good use, such rewards are difficult to come by.
Scholars who achieve even some moderate success still gain substantial wealth and acclaim. Even
managing to uncover some ancient cache of spare windship parts, Vril weapons, or crystal matrices
I took part in an expedition in can bring members of an expedition wealth to live well for a year or more. As a result, despite the
Amphisea that used underground dangers involved, such expeditions are popular with daring laborers, impoverished scholars, and
rivers to gain passage into a bored Atlanteans.
hidden valley deep in the jungle. Unfortunately, the risks involved in such journeys can indeed be quite high. In addition to
I barely got out with my life. the physical dangers of traveling the untamed wilderness, wandering around unstable ruins,
The underground waterways and exploring buildings that could collapse at any moment, the lost cities of the Atlantean past
of Atlantis are to be avoided at sometimes contain more active and serious threats. The savant-adepts of the Golden Age knew
all costs: there are things lurking countless methods of drawing on the vast power of the telluric currents, and some experimented
there that have not felt the light wildly with storing and channeling Vril. Sometimes devices are discovered that still command
of the sun since the Jinn first significant powers such as magical constructs and augmented golems that defend sanctums and
walked the Earth. streets from intruders, searing flesh and blasting the minds of unwary explorers. Also, there are
Thalmia, Triton Sorceress some devices that may have originally been harmless, but upon which centuries of wear have altered
their fragile and delicate alignment of their crystals and the structure of their orichalcum settings.
Some of these may explode the instant they are jostled, whereas others may perform dangerously
twisted versions of their original functions, such as medical crystals that now bond living flesh to
anything it touches instead of merely closing wounds.

True Atlanteans
A subject of great consternation and embarrassment amongst the Atlantean population is that
of the purity of the Atlantean bloodlines. Many of them have grown weak or polluted, some claim,
over the course of this great people’s history. During the Dark Ages, some Atlanteans took human
wives. Others were savages and did all manner of despicable things during those chaotic years.
In any case, most Atlanteans agree that what is considered Atlantean today is not what the once
glorious race was in antiquity. Most do not talk about the subject, but many parents closely monitor
whom their sons and daughters marry in an effort to keep their bloodlines from becoming baser
and baser.
Treasures of the Past
At one time, the Atlanteans reportedly boasted lifespans of centuries with the oldest recorded
Made New
Atlantean being 978 years old. No one knows why the Atlanteans grow older quicker in these
Inevitably, some adventure- much diminished days, nor why their once potent blood is now less substantial. But it is known
seeking charlatan finds one of that the decline started even before the Great Cataclysm and the Dark Ages. Efforts to counter
the old ruins yet unbreached, this aging resulted in the creation of an alchemical potion called Ilmarinen that allowed them to
makes their way through age very slowly. Ilmarinen was successful in halting the aging process; however, the side effect of
whatever security system may this was a constant slumber from which it was immanently difficult to awaken them. So while
have survived, and emerges with the Atlanteans could arrest aging, many of their brightest minds began to slumber through the
a treasure of magical significance, decades and centuries. Like the Elder Gods, the old Atlanteans now sleep for scores upon scores of
tomes of ancient secrets, or the years before awakening. The older one becomes, the more Ilmarinen is needed, and the longer the
like. Some of these individuals postponement between waking. Some Atlanteans hold centuries of knowledge but unfortunately
cannot be roused to speak of it. When they are awakened, they often speak in cryptic prophesies,
will attempt to pass of their finds
mumble curses, or scream magical incantations that blast or vaporize those gathered to listen to
as their own creations whereas them and welcome them back. Atlanteans lucky enough to have sleeping ancestors still accessible to
others will simply attempt to sell them after the Dark Ages built great mausoleums and necropolises for the ancient ones to rest in,
them to the highest bidder. More complete with powerful magical wards to keep out looters and kidnappers.
fools, they, who accept such Those slumbering Atlanteans have the purest blood, many believe, unpolluted by interbreeding
devices of unscrupulous origin. with humans. Considered the ‘True Atlanteans’ by those modern Atlanteans descended from them,
Caerwyn Ironjaw, Lemurian they are storehouses of lore and wisdom of ages past.
Scholar
Culture In Atlantis
The island nations of Atlantis are vast and sprawling. They are not a single monolithic and
homogenous culture, but rather a group of nations bound by a common past, blood, and strife.
Though each Atlantean kingdom differs from its neighbors, all Atlanteans share the following
commonalities.

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ATLANTIS: The Second Age
Language
The language of the Atlanteans is taken very seriously and its most formal versions are never
spoken in the manner of the other races. There is very little slang or colloquialism in the Atlanteans’
native language. It is a direct and subtle lexicon of words that build upon one another in complex
grammatical constructions. Other races that have learned the Atlantean tongue sometimes make
the mistake of thinking that since they speak the language of their masters, such skill is appreciated.
However, many Atlanteans would rather speak in the tongues of savages and barbarians instead of
hearing their native words butchered by the swollen tongues of slaves. The noble Atlantean houses
have a dirty little secret: they use
When speaking to those of a higher station, most Atlanteans will use the High Atlantean tongue
their True Atlantean ancestors
and when speaking to equals, the common version. Non-native speakers (those with the Atlantean
to improve the purity of their
Language skill at 9 or less) will be looked down upon and suffer a -3 to all social interaction rolls
bloodlines. Ritual orgies are a
with Atlanteans. The highest compliment that can be paid to an Atlantean by a foreigner is to speak
common part of the awakening
the language of the Sea Kings as if they are native-born. Similarly, to be addressed in High Atlantean
ritual for male Ancients. These
is a great honor afforded to few foreigners.
events can go on for days with
rival houses often attempting to
use this time to make off with a
Birth And Funerary Rites ‘sample’.
At birth, all Atlanteans are presented with the seed of a great blackwood tree. These trees live for Thalmia, Triton Sorceress
over a thousand years and grow to immense size. Upon the child’s first birthday, their seed is planted
in the city of their birth, in a great plaza or in groves within the city’s walls. As the child ages, so
does their tree. Some Atlanteans reserve great pride for the tree that bears their name, seeing its life
and health as a signifier of their own achievements. Upon death, Atlanteans are buried in ornate
sarcophagi made from the wood of their birth tree.

Art
Atlantean homes of any merit all contain painted murals, either fresco or secco, in a style known
as adrar. This style always uses the same three colors: a stark harsh black, a golden and ochre-
influenced orange, and a vibrant blue reminiscent of the sea or sky. Usually depicted are stories and
scenes of the household’s ancestors. The depictions are usually simple, showing dynamically drawn
figures in profile with borders of repetitive keys surrounding the work. Atlantean homes that can
afford it have walls carved with relief sculptures and then painted in the adrar style. Some sculptures
are also gilded with orichalcum and encrusted with lapis or obsidian for a greater effect.
The Atlanteans are great appreciators of poetry and song. Most homes have at least an instrument
or two for entertaining both household members and guests. All children are taught to sing as part
of their schooling, and the arts are held in high regard. Even art produced by the lesser races are held
up as examples of what others can accomplish. Operas in particular are important to the Atlanteans, The Cataclysm
and there are two long running and constantly evolving operas — “The House of Atreyu” and Groves
“Klytus the Fool” — that have been performed nightly for the past five decades. Those who miss When the Cataclysm struck,
an evening’s operatic performance rarely have to worry, for the events are retold and embellished by and on occasion during the
criers in the plazas of major cities the next day, and sometimes for weeks after. It is not uncommon Dark Ages, there were simply
to find a pair of Atlantean men debating the finer points and minutiae of their favorite works. In not enough morticians and
the Great Library in Atlantis, there is an ever-expanding volume of examples of the latest operas as cerements to perform all of the
well as critiques to accompany them. While any of the learned may borrow them for reading, there necessary burials. As such, there
is currently an extensive waiting list. are large groves of blackwood
trees dotting the islands of
Atlantis and occasionally in
Schooling lands where the Atlanteans
All Atlanteans who can afford it are allowed to attend public universities. From the age of once ruled. Some say that these
reasoning, around 5 years old, any Atlanteans without criminal record or extensive debt may learn ancient groves are haunted by
and are given access to the great libraries and Atlantean masters that teach there. This privilege is the shades of Atlanteans angry at
only provided to Atlanteans, and in some areas it is considered a crime to allow non-Atlanteans to never having received the proper
learn at one of these centers of knowledge. However, given that many Atlanteans bring slaves with rites.
them, it is hard to say how much knowledge is the preserve of Atlanteans alone.

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ATLANTIS: The Second Age
Gladiatorial Games
Although there are successful free men and women who become gladiators for the chance at
wealth and fame, the vast majority of gladiators in Atlantis are indentured servants and slaves. There
are a few who remain gladiators after their term of indenture is over, but most gladiators rarely
emerge unscathed from the sands of battle. Nethermen and Andamen make up the majority of
gladiatorial slaves, but gladiators can be of any race and from nearly any nation, although Atlanteans
and Jinn are exceedingly rare.
A few critics decry the games as cruel, but the vast majority of Atlanteans find them both
exciting and trendy, occasionally exceeding chariot races and opera in popularity. Some events even
combine these other pastimes, featuring combats on the sands of the arena while singers perform on
raised stages above the fray. Most games ostensibly involve two or more individuals fighting to the
death, but in practice the games are far less lethal. Gladiators are taught to avoid killing blows and
The Symbol of will give quarter to a fallen gladiator, allowing all to live to fight another day. Truly lethal games do
Atlantis occur with some frequency as convicted criminals, slaves taken in battle, or those who have amassed
It is known far and wide massive debts each gamble their lives on a shot at the freedom of a one-way passage from the shores
that the great black bull with of the Empire. The ostensible winners of such blood sports, scarred and wounded, are allowed
the sun blazing between its passage to some foreign port, though they are usually chained for the duration.
large upturned horns represent
Atlantis. The bull is known as
Slavery
Osorapis and represents the
virile and strong island nation Slavery is a part of the natural order of the world as far as the Atlanteans view it. Those that are
of Atlantis while the sun disk born to serve or who allow themselves to serve should be provided a place to work in the manner
represents the power and that the world intended. Why should an Atlantean do the work that a beast can do? If that beast
might of Olódùmarè residing happens to be an Andaman or a Human, then so be it. The Atlanteans do not consider themselves
overhead. When the sun shines to be cruel with their slaves, and most grow fond of a long-serving slave or three that are treated
on the great obsidian mirrors, as part of the family, in the same way that others would consider a beloved pet as being part of
every aspect of Olódùmarè can the household. Slaves can be freed if they serve their house well, and some are awarded with some
be seen in the Orixa’s light that amounts of wealth on their own. It is not uncommon for an Atlantean approaching death to free a
is reflected. favored slave. There are tales that one of the Atlantean kings of the Golden Age gave an entire island
kingdom in Elysium to a favored slave.
Slaves in Atlantis are given rights under Atlantean law and masters who treat their slaves with
cruelty are frowned upon. A slave may be beaten for a transgression, but never in excess. Killing
a slave is only justifiable if the slave committed egregious acts against his master or his kingdom,
or if an Atlantean child was harmed. Many Atlanteans who sire children with slaves my claim the
children as their own or allow them to be raised by their non-Atlantean parent. Slave children are
never considered True Atlanteans because Atlantean law states that it is illegal for Atlanteans to be
slaves. In any case, most of these children more closely resemble their non-Atlantean parent.
Indentured servitude also exists in the city of Atlantis. In order to pay off debts, to gain a
moderate sum of money, or as punishment for certain crimes, citizens of Olokunia can temporarily
place themselves into indentured servitude for a period of up to seven years. For the duration of
this time, the individual can be bought and sold as freely as slaves are in other parts of the world.
However, since tradition prevents Atlanteans from being slaves and many view indentured servitude
as little more than legal slavery, the majority of indentured servants are criminals, impoverished
crafters, or former soldiers seeking a way back out of poverty.

Marriage
Many an adventurer has made
Most Atlantean marriages are arranged by the heads of the family to ensure that the bloodlines
his name providing a rare or
stay true. Family names and lineage are important to the Atlanteans, and some among them claim
unusual delicacy to an Atlantean
that they can trace their lines back to the shores of Gondwana. Many Atlanteans take a husband or
lord. There are treasures other
wife, but then also indulge in many affairs on the side. A blind eye is turned to this practice as long
than gold and good steel.
as the unions do not sire non-Atlantean children that dilute the bloodline or endanger inheritance.
Thalmia, Triton Sorceress
All wealth and inheritances are passed on to the firstborn Atlantean child no matter the gender.
In the case of twins, common for Atlantean births, the one with the brightest eyes inherits the bulk
of the family fortune. Most marriages try to produce as many children as possible, and a large family
is looked upon with great esteem. If for some reason one of the members of the marriage cannot
produce children, a divorce is frequently granted. Otherwise, Atlantean marriages are forever.
Those children who do not immediately inherit are encouraged to make their own fortune. The
world is wide and there is nothing that the Atlanteans cannot build from it.

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ATLANTIS: The Second Age
Religion
The Orixa are seen as the only thing greater than the Atlanteans, and are paid their due in
tribute in the great dark temples built to house their mirrors. Every home has a small shrine to the
gods, usually with a particular Orixa given a place of prominence as a household patron. Mirrors are
ubiquitous in an Atlantean home and usually the gilded obsidian mirrors are in every room. Most
foreigners who do not worship or understand the Orixa believe the Atlanteans are just vain because
of the number of mirrors in their home.
Atlantean Slavery
All of the gods are given a place of honor at their table, and in religious homes a portion of every
Slavery in the Atlantean
meal is given to the gods as a votive. On holy days, the entire country pays homage to the Orixa
Kingdoms may be traditional,
with great public offerings of animal sacrifices.
and the Atlanteans may speak
with fondness of specific slaves,
Food but the life of a slave for many is
Atlanteans love a variety of foods, and are very cosmopolitan in their eating habits. Having once no life at all. There are horrors in
ruled the world, and still enjoying trade with ports across the seas, the Atlanteans have imported the Atlantean slave pens that are
many exotic dishes from distant lands. All Atlantean food tends to be spicy, hot, and full of potent rarely spoken of by light of day,
flavors. An Atlantean diet mostly consists of different types of seafood, spiced with powerful herbs and many Atlantean criminals are
and salts. Many types of beans and lentils are often eaten along with several exotic pastries flavored only called such because escaping
with chocolates, honey, and spices. to freedom is a crime against the
Honey steeped in water is the preferred drink of the island, sometimes augmented with other state.
spices or teas. Atlanteans prefer wines, shunning meads and beer as drinks for lesser races. Atlantean Caerwyn Ironjaw, Lemurian
wines are often sweet, sometimes tart, with most made from the large red cranberries found on the Scholar
northern part of the island.

Fashion
For the Atlantean, cloth and clothing is an important indicator of wealth and status. Most
Atlantean clothes are made from cotton or silks, and make use of muted colors with white, pale-
blue, and faint-orange dominating the color palate. At least one garment of any ensemble will have
an intricate pattern unique to the family upon it. This pattern is woven with orange thread, or
actual gold or orichalcum thread if the family is wealthy. Most clothes consist of long, layered robes,
divided at the waist with a large embroidered belt, and a light shawl that can be worn as a cloak.
Women dress simply, but do not wear the belt as it is considered masculine.
Footwear usually consists of simple sandals or slippers made from leather or hemp, tied with
leather or hemp laces.

Jewelry
All Atlanteans, no matter their status or wealth, wear earrings. These tend to be gold, but
wooden or obsidian jewelry is not unheard of. Glass and pearl beads are commonly woven into the
hair along with brightly colored wooden loops. Women adorn their heads with strings of gold or
amber beads infused with bright colors. These beads hang from the tops of their heads, dangling in There’s a lot more than
the center of the forehead usually with a large jewel. Nose rings, hoops, and lip piercings are also songbooks in the Great Library.
commonly seen. The deep vault, situated half
Atlanteans adorn their fingers with as many rings as possible, some even topping their fingertipsa mile beneath the library,
with golden caps. Many of these rings carry some significance to their owners, purchased or given contains books of lore the
after notable successes or victories. ancient Atlanteans considered
The only metal that an Atlantean will never wear is silver, as it was the metal most closely worntoo dangerous to use but too
and associated with the reptilian races. While it is used as wealth, it is never used for adornment. important to simply discard.
Grostanian, the chief librarian,
Cosmetics is extremely paranoid and more
Male and female Atlanteans wear cosmetics, primarily around their eyes. The palette is typically than a little mad.
black, blue, or orange with metallic flakes of gold or orichalcum worn by the wealthy. The eyes are Thalmia, Triton Sorceress
heavily adorned with the colors, painted mask-like around the eyes with a single stripe running
down their noses.
Arms, hands, and feet are frequently decorated with henna in dots and swirling lines reminiscent
of ocean waves.

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ATLANTIS: The Second Age

Amphisea
(Am-Fih-SEE-A)
The jungle kingdom of Amphisea lies on the most southerly point of Atlantis proper. Amphisea’s
steaming jungles teem with life but are ravaged by regular earthquakes and ferocious thunderstorms.
The sky here is marred by ash clouds thrown up by the chain of volcanoes that dots the central
mountain range.
Shiploads of wild animals depart daily from the capital city of Ampator, destined for
amphitheaters and menageries all across Atlantis. The people here are skilled animal handlers,
training all manner of beasts as pets and guardians. The inhabitants even train baboons to pick fruit.
The Amphisian jungle hides the ruins of several Golden Age cities. Only the foolish or desperate
seek to plunder them as these ruins harbor monstrous beings born of sorcery and unquiet spirits
The Vril lines no longer run seeking vengeance on the living. The ley-line roads that once led to these ancient ruins are now
to the ancient workshops and little more than animal trails and assorted rubble. Human, Andamen, and Nethermen tribes prey
laboratories in central Amphisea, on unwary jungle travelers and more than one tribe has cannibalistic tendencies.
for those places once birthed Because of the constant heat and humidity, Amphiseans wear little clothing and almost all of it
horrors that were used against is made from the lightest linen. Those from colder climes may find themselves embarrassed by the
the enemies of the Atlanteans. Amphiseans’ lack of modesty. Jewelry signals status to the Amphiseans, so much so that there are a
Though the Atlanteans do not yet series of popular jokes surrounding the amount worn by their high-ranking nobles.
know it, the Vril lines in Amphisea
Civilization clings to the coastline where the temperature and humidity are more bearable.
have been shifted on purpose.
Ley-line roads link together the port cities of Caprar (KA-prahr), Likong (LEE-kong), Marena
There is some concern about the
(ma-REE-na), with the capital, Ampator (AM-pa-tor), home of the prince of Amphisea. A number
devastation these changes may
of small resort towns capitalize on the hot springs common to the land.
wreak on the inhabitants of the
island, but at least there may be
Ampator, The Living City
fewer monstrosities born there.
Caerwyn Ironjaw, Lemurian The massive port city Ampator is the capital of Amphisea. The city gained its nickname because
Scholar of the vines that coat every building and form a canopy over many of the streets.
The entire city gives the impression that it is part of the jungle. The vines are not natural but
instead are carefully planted and tended for their insect-repelling properties.
The Palace of Emulsive Delights serves as the prince’s seat of power and consists of hundreds of
rooms, each with its own special bathing area. Even the corridors and service rooms have pools of
various temperatures with different combinations of bath salts and other soaks.
Twenty years ago the city was struck by a plague brought in by sailors from Diaprepea. Since
then, the city has some of the strictest customs inspections in Atlantis; they go so far as requiring
health checks for the crews. The harbor has two Vril cannons that have been used more than once
to destroy vessels suspected of trying to land while bearing plague.

Autochthea
(aw-tow-CHEE-a)
(The Sea Of Lost Souls)
Though it is still listed in the rolls of the Atlantean kingdoms, the land of Autochthea, home to
the Golden Age capital of Attalus, was destroyed during the Cataclysm. The remnants of this once
fabulous kingdom now lie at the bottom of the Sea of Lost Souls.
In its day, Autochthea was renowned as the most important trading center in the world. Into its
ports came ships laden with the spoils of the Golden Age Atlantean conquerors. The coffers of its
cities overflowed with such incredible riches that many of its buildings were plated with precious
metals.
When Prince Quetzlan’s weapon struck Autochthea, the Barrier Ridge that guarded the low-lying
valley kingdom crumbled and the waters of the Atlantean Ocean rushed through the gap to drown
the unfortunate land. What the weapon didn’t annihilate, the ocean drank up and hid from the
sight of mortal men.
The Sea of Lost Souls is now a cauldron of terrible, necromantic energies tainted by the deaths of
millions of men, women, and children. Those that die on or near the Sea are destined to rise up
again to haunt the living. The sky above the sea is permanently shrouded in dark clouds and strange
lights are seen over and around the black waters. Sailors from Eudea and Elassippea, who sometimes
dredge the shallow sea in the hopes of finding lost treasures, speak of a ship made of seaweed and
crewed by ghosts that protects these waters.

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ATLANTIS: The Second Age
Attalus’ three great Vril pyramids survived the cataclysm, but were terribly damaged. They now
spew raw Vril from cracks in their stonework. The Vril energy flows upwards, boiling the sea around
the pyramids, and forming Vril-infused water spouts that have unpredictable effects on anything
they encounter.
The Atlantean government pays a fortune to Triton tribes to scavenge the lesser cities surrounding
Attalus for lost lore and other treasures. Originally, the Tritons were paid to loot Attalus itself but
none of their expeditions returned and now they simply guard the city gates, turning away those
foolish or evil enough to want to enter. The Tritons that guard the
The last expedition to enter the city was lead by the legendary Jinn sorceress Mei-ha-tari; the party gates of Attalus are a dour breed,
consisted of dozens of powerful Triton warriors and a number of their shaman. Mei-ha-tari returned volunteers that serve so that their
alone to the waiting ship almost insane with terror, whispered to the captain that “the beginning all families can gain the rich rewards
things” lived in the city, and then transformed into water, never to reappear. offered by the Atlanteans. The
The restless dead are common around the Sea of Souls, but once a year, on Wayeb, the situation duty is considered a suicide
becomes much worse. For five days the ocean level dips by about three to five meters and the dead mission, with most of the
rise up to plague the land. Some of these hapless creatures are little more than figments of memory guards simply vanishing, either
given form, still trying to escape the disaster that killed them centuries ago. Others are much more wandering off in madness or
dangerous, wrathful and filled with malicious intent; these wraiths seek fresh victims to add to dragged down by the ghosts that
their ever-growing army of the undead. Olokunia, Elassippea, and Eudea station troops at their haunt this region. Their tribes
borders at this time though the situation is getting worse by the year and the farmland around the are well compensated by the
borderlands is showing signs of a strange rotting disease. Atlanteans but the loss of life is
staggering.
Thalmia, Triton Sorceress

Azae
(A-ZAY)
Directly south of the main Atlantean continent is the island of Azae. Similar in climate and
terrain to Hesperia, Azae is the most active of the satellite island kingdoms of Atlantis. Due to
the convergence of winds and currents, it is easier for sailors from Tamoanchan and the southern
reaches of Gondwana to sail to Azae than other Atlantean ports.
Because Diaprepea to the south is so sparsely populated, Azae is the southernmost center of
Atlantean power and one of its largest naval centers. Its naturally deep harbors teem with ships,
including permanent squadrons from Atlantis charged with guarding merchant traffic on the
various surrounding sea lanes. All of this makes Azae an important economic center.
Most Azaeans work closely with the sea. Professions such as dock workers, merchants, fishermen,
and service in the Atlantean navies are all commonplace. Four port cities dot the Azaean coastline:
Gaharba (ga-HAR-ba), Korva (kor-VA), Mamura (ma-MU-ra), and Karkanna (kar-KAN-na).
Warehouses, shops, inns, and taverns do brisk business in these cities. Both Mamura and Karkanna
have dock areas that are actually larger than their respective cities and rival some of the major Unseen Cargos
seaports of Olokunia. Azae’s military governors and
Because of the near-constant ship traffic, which has almost reached a level equal to the Golden tax collectors frequently take
Age, non-Atlanteans make up the bulk of the population of Azae. Taxes on these “foreigners” go their coin directly from ships that
to fill the Azaean Queen’s coffers. Traditionally, True Atlanteans pay no taxes in Azae, but instead enter the harbor and occasionally
must serve in the kingdom’s navy for five years or pay for a mercenary substitute. Other revenues are from those who are leaving.
generated through port fees and tariffs. Most merchants tolerate these fees, which can sometimes Since crews change frequently,
be exorbitant in comparison to other lands, because of the reputation the kingdom enjoys when they are seldom noticed, and
it comes to the safety and security of its sea routes. Citizens proudly boast that no corsair has ever thus it is possible for enterprising
successfully penetrated the net of Azaean warships patrolling the nearby seas. In truth, however, the individuals to find passage into
Azaean monarchy issues letters of mark to enterprising captains and their vessels. As long as they and out of Azaean ports without
ply their illicit trade far from Azaean waters, they can sell off loot and have their vessels serviced in being seen simply by being out in
Azaean ports. Because of this, organized crime and petty theft are exceedingly common in the four the open.
Azaean port cities. Caerwyn Ironjaw, Lemurian
Unlike the other four cities, the capital of Azae, Surkan (sur-KAN) is located inland. It is less Scholar
commercialized than the ports with smaller populations, but it does contain a pair of Vril circles in
the nearby countryside. Surkan also hosts a small naval garrison in the large lake neighboring the
city. These vessels patrol the wide river that descends to the coast and frequently serve to display
the monarchy’s might.

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ATLANTIS: The Second Age

Diaprepea
(dee-ah-PREP-ee-ah)
Diaprepea is one of Atlantis’s satellite island kingdoms. Immediately south of Azae, it is a
relatively poor kingdom. Much of its arable land and several Golden Age cities were lost in the
deluge of the Great Cataclysm. Only one notable city remains, spared due to its location on the
island’s highlands. Mehedra (meh-HED-ra) sits atop a ridge overlooking the southeastern seas,
with steep cliffs dropping away from the city’s walls to prevent attack on three sides. Mehedra’s sole
Kadesh produces good warriors
Vril pyramid was damaged in some way during the Dark Ages. Ever since, it has been sporadically
that some say rival the fighting
failing, but it does illuminate some of the night sky with a brilliant jet of emerald flame that reaches
men and women of my beloved
high into the air above the city.
homeland. All lies! It’s more
Atlantean propaganda to shore The Diaprepeans are renowned for their martial prowess, a tradition dating back to the Golden
up the egos of a declining people. Age, and one that the citizens are very proud of. While few merchant ships visit this small island,
I would pit my sword arm against military vessels can frequently be found in its waters patrolling, escorting Gondwanan merchantmen,
Atlantean-bred warriors any day. or hiring marines and other troops. Tradition holds that the Diaprepean monarch must have served
in the Atlantean military (army or navy) for at least a decade. Like in Olokunia, Eudea, and Azae,
Donobey of Nubia
both men and women serve in the military and treat one another as equals. Elite units of the
Diaprepean infantry often serve as members of the Royal Guard in the capital city of Atlantis.
A large military academy is based in Mehedra, but conducts classes across the entirety of the
island. Currently run by a former Diaprepean monarch and his Nemean captain, the Academy of
Kadesh (kah-DESH) is open to anyone willing to serve. Kadesh squadrons are renowned for being
some of the finest mercenaries in the region, and its commanders are sought after for military advice
around the world. A second Diaprepean academy, the Academy of Halule (ha-LOOL) lies lost
somewhere in the heavy jungles of the island’s interior. Legend has it that Halule was working on a
third great warrior race for the Atlanteans to replace the failures of the Nethermen and Andamen,
but the work was interrupted by the Great Cataclysm. Stories claim that the ruins of Halule are
a veritable tomb of horrors from whence all sorts of monstrosities occasionally still emerge. There
are several bands of Nethermen in the jungle interior, sometimes joined by cast-offs or failures
of Kadesh, that will band together to launch raids against Mehedra or one of the minor ports.
Infrequently such raids are accompanied by monsters, possibly from Halule, but the Diaprepeans
have, thankfully, always repelled such attacks.
The island holds several Golden Age ruins. The majority of these are actually situated off the
The Arcanum Diaprepean coast in open waters, their tops breaching the waves and coral formations now guarding
Starting originally as a their submerged entrances. The infamous City of the Drowned, Domanu (doh-MAN-oo) rests
cabal of scholars hoping to find off the island’s southernmost point. Despite stories that the towers of Domanu are dry and secure
lost Golden Age artifacts and
beneath the waves, the emanations of its half-submerged pyramid have also drawn a colony of
lore, the Arcanum has become
much more. In the year 10 M.K. Makara who fiercely guard the sunken city as if it were their own.
the Arcanum’s mandate was
to find the eldritch knowledge
lost in the cataclysm and to
restore the island nation to its Elassippea
former stature. Some of that (el-ah-SIP-pee-ah)
found knowledge shocked and The rolling hills of Elassippea were a great center of Atlantean culture during the Golden Age. A
disturbed the scholars, who pastoral countryside dotted with several large and important cities, Elassippea was a center of trade,
quickly recognized that what
horse-breeding, ship-building, and agriculture. However, when the Cataclysm swept over these
was let loose upon the world
was far darker than they had lands, it took with it all the best that the Elassippeans had built. The Dark Ages hit the kingdom
imagined. The wars of the harshly, leaving much of the land undeveloped and under-populated. Much of the region today is
Atlanteans inadvertently stirred divided between herders, nomadic hunters, and the occasional farmstead.
the dreaming gods who will The original royal family, the Line of Elassippus, who traced their lineage back to Gondwana,
soon awake and cleanse the perished long before the end of the Golden Age. Legends dating back to that time claim that
world of their errant dreams. a rebelling band of nobles assassinated the royal family because of their infamous excesses. As
It was evident that it had a result, there is a tradition amongst the nobles of Elassippea of struggle against tyranny and
already started with the new
authoritarianism. The irony that the Atlantean nobles themselves are seen as tyrants by some of
supernatural threats that seem
to spring whole and complete their subjects is frequently lost or ignored. Servants who speak out are quickly silenced.
into the world. Many new Wooly mammoths roam the hills of Elassippea today. While there are always wild herds, most
Continue on next page of these majestic beasts are bred to be used as beasts of burden; turning waterwheels, dragging
immense plows, and the like. Contingents of them have also been trained to serve the Elassippean
military as beasts of war.
The capital of Elassippea is Zarzis (ZAR-zis), a port on the Sea of Lost Souls. Still a center of
trade and commerce, it boasts a handful of Vril circles dotting the neighboring farmlands. The royal

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ATLANTIS: The Second Age
palace in Zarzis sits unoccupied. Built by the original royal family, tradition in Elassippea since their
fall has been that while the reigning monarch now rules from the buildings of state in Zarzis, they
live in their own manor, wherever that may be. Stories that the ghosts and shades of the assassinated
family still haunt the royal palace are not dismissed, but only spoken of in nervous whispers.
Five other notable locales exist in Elassippea; all of them build upon the sites of older Golden
Age cities. Two of these, Chaha (CHA-ha) and Suso (SU-soh), sit upon the western shore amidst the
cleared rubble of ancient cities. Collapsed Vril pyramids mark the shallow harbors where merchants
and traders come to meet with nomads and shepherds. Two other locations, Paria (pah-REE-ah)
and Motua (mo-TOO-ah), are focal points for ranchers and huntsmen. Built directly upon the
ruins of the past, these two cities bear pyramids which were ruined during the Cataclysm. They
occasionally emit strange noises and disturbing lights that cause fear among the natural creatures of
the area. Paria is also notable for its population. Comprised mostly of Andamen who have carved
out an existence relatively free from direct Atlantean rule, the Parians have begun to push for
recognition as a separate and legitimate kingdom, or at least city-state, of their own. The fifth site, creatures crept from the
Helioselen (HEE-lee-OH-see-len), is the largest and most intact of Elassippea’s ruins. However, it is wilderness and unspeakable
infamous as a hideout for brigands, where bandits ally themselves with monsters and worse. power became available to
necromancers from dark, half-
dreamt voices. Compounded
with the machinations of both
Eudea Ba’al and Set, the world would
(YOO-dee-ah) be consumed from both ends
by cosmic horrors with agendas
Situated on a peninsula that juts out toward the Sargasso Sea, Eudea is one of the smaller that could only spell doom for
Atlantean kingdoms. The kingdom suffered great losses during the Dark Ages, including its the unsuspecting races of the
only active pyramid, but has recovered economically due to a series of calculated decisions by its world.
monarchs. Terraced gardens and vineyards provide a scenic backdrop for the wealthy capital city of At first they tried warn the
Goldar (GOL-dar), renowned in modern days for being a supplier of a variety of herbs and plants, populace of the impending
many of which are useful in the preparation of alchemical mixtures. The fabled Marble Towers of dooms they had discovered
Goldar are also home to a number of renowned sorcerers, tolerated by the populace and welcomed but those warnings fell on deaf
by the traditions of the monarchy. Due to the collection of magical knowledge that resides here, ears. The cold truth was that
what they knew to be true, no
alchemical and magical materials tend to be sold at a lower cost than elsewhere, a fact that only
one would believe.
serves to draw others interested in the arcane arts. Since the end of the Dark Ages, the Prince The scholars set in motion
of Eudea has traditionally been at least a novice when it comes to alchemy so that they might a plan to save the world from
understand the benefits and dangers of such merchandise. itself by recruiting from the
Eudea’s only other major city is Valum Chivum (VAL-uhm CHEE-vuhm), a trading port that is varied peoples of the world—
frequented by vessels heading to and from Eria, Tamoanchan, and Antilla. Atlantean warships pay the best and brightest, not
visits to the port, but few remain for long for the port is well-fortified against sea attack. Bands of just scholars but warriors and
Makara sea-devils instead attack homesteads along the coast, while bands of Tritons visit the port to sorcerers. Realizing that the
trade with merchants. Navigators, seamen, cartographers, and mercenary guards are all sought after task of finding and obtaining the
lost lore, physical or otherwise,
in Valum Chivum because of the number of expeditionary forces that periodically depart for the
was one better suited for more
lands of the far west. Eudea offers contracts to such individuals trading outfitting gear in exchange rugged and adventurous sorts,
for first purchase rights to the wonders successful explorers bring back: maps, trade goods, exotic the Arcanum gave way to what
plants, and especially artifacts from the Golden Age. it is today.
All of this results in merchants from Valum Chivum to Goldar, supplying a great deal of rare This secret army operates
and exotic merchandise from alchemical products to Vril-powered items to purported maps of First in the open under the disguise
Age cities lost in the Cataclysm. of a university looking to restore
the grandeur of the Atlantean
people, but its real agenda is
to find the evil that stirs in the
Gadirea shadows and root it out.
The Elder Gods could
(ga-DEER-ee-a) never, must never, wake.
The mountain realm of Gadirea is second only to Olokunia in strength and stability, having retained
much of its Golden Age power and prosperity. The kingdom’s western border is the line of the Atlas
Mountains, which largely isolate it from the rest of Atlantis.
The kingdom is famed for its mineral resources. This vast wealth, mined from the eastern banks
of the mountain range, has made Gadirea one of the most powerful kingdoms in the empire. The
Cataclysm was a double-edged sword to the Gadireans, as the heaving mountains exposed new
mineral veins while simultaneously destroying most of the existing mining operations.
Gadirea has the second largest population of the Ten Kingdoms. The largest city is Kabir (ka-
BEER), the capital. Kabir is an inland city that dominates the major junction of ley-line roads. The

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ATLANTIS: The Second Age
second major city, and Gadirea’s only port, is Cardigiawn (kar-DIG-e-awn), located on the Bay of
Dyved (di-VED). Because of the multitude of rocky shoals near this harbor, landing at Cardigiawn
is exceedingly dangerous when the winter winds set in. As a result, much of Gadirea’s trade is carried
south along the ley-line roads, to the port of Atlantis.
The foreign population in Gadirea is large and diverse, making the food here some of the most
interesting in Atlantis. The climate in the Gadirean Mountains is cold and harsh, and clothing
tends to be heavier. Furs are common, with bear, deer, ram, and griffon being popular. Long, heavy
Valum Chivum is one of the linen tunics are worn by most, and thick cotton robes are also considered fashionable. Gadireans
few air-breather cities in which I tend to be wary and don’t give their friendship easily; once you win one over, however, you can
feel comfortable walking around. expect them to give their life for you.
Tritons are very common here Numerous tales are told of Gadirea’s mountains, from stories of lost mines, chilling accounts of
and nobody gives us a second cannibal ghosts, and rumors of hidden cities with walls of gold. Prospectors speak of finding a
glance. The Merchant Princes of hidden valley where hundreds of giant humanoid statues stand in rows, each one with a massive
Eudea have a generous standing hole in their chests over the heart. One of the greatest mysteries surrounds Mount Hazred, the
offer to any Triton tribe that tallest peak in the Atlas Mountains. This lonely mountain stands apart from its fellows and is
wants to set up a colony, but permanently shrouded in thick fog banks. Unearthly screeching noises regularly echo through the
my people are aware that this is mists. Numerous mining expeditions have failed to return from Mount Hazred and it is widely
simply a ploy: they hope that we regarded as cursed.
will fight the Makara for them.
Thalmia, Triton Sorceress

Mestea
(mess-TEE-ah)
The island kingdom of Mestea is the northernmost point of the Atlantean Empire. Few Mesteans
travel the interior of the rocky and forested island, instead keeping to the ley-line road that circles
the coast from the fishing port of Promeus (pro-ME-us) in the north to the capital city of Klymeus
(kli-ME-us) on the southern coast.
Promeus is primarily inhabited by fishermen who ply the seas nearby, amber-miners who dredge
the local marshes and swamps, and woodsmen who bring in fallen timber, furs, and hides, as well as
the merchants who trade in all their wares. A disreputable city, known as something of a last stand
for fugitives from Atlantean justice, smugglers of contraband and stolen merchandise, corsairs, and
pirates frequently pay visits to the port. The few Atlantean warships that travel this far north would
rather be somewhere else and rarely stay any longer than it takes to make a show of
force and reestablish Atlantean superiority.
In contrast, Klymeus is an active city situated on a hill, overlooking a large port.
The Saros observatory, renowned since the Golden Age, perches atop the highest
peak in the city. This ancient facility survived the Cataclysm, but sat largely dormant
during the Dark Ages. During the early years of the Dark Age, extensive repairs and
additions were conducted at the Saros Observatory. It now boasts a pair of large
telescopes with polished orichalcum mirrors and crystal lenses, as well as a variety
of other astronomical instruments. All of these find frequent use as astrologers( and
the occasional magician) from various lands come here to study the movements of
the stars and planets in the heavens, in the hopes of predicting the course of future
events.
Foreign dignitaries, nobles, and other notables often visit Klymeus seeking the
advice and counsel of its sages regarding events in both the past and future. Scribes,
chart-makers, and scholars all live and work in the village in hopes of one day
working in Saros. The astrologer-priests who maintain the Observatory are said
to have found evidence of past battles in the scars and craters of the moon, but
whispers in the ports claim that the holy seers have spotted something dangerous
looming in the future.
A ruined Golden Age city, Minoeus (min-OH-ee-us), sits deep inland.
Destroyed before the Cataclysm, Minoeus was never repaired. Stories hold that
the ruins are now overgrown and crumbling. Nonetheless, the towers and mines
below the ruined city are called home by a large group of diseased and afflicted
humanoids. Many of these lepers are simply ill, but an increasing number of them
bear the marks of alchemical mishaps and sorcerous mistakes. Tales from Promeus
claim that there are even a number of unconventional individuals who have chosen
to dwell in Minoeus so that they can conduct unorthodox experiments undisturbed.

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Mnesea
(ne-SEE-ah)
Opposite Gadirea in the Atlas Mountains, Mnesea is a land of mines. Iron, tin, gold, silver,
and copper are all commonly found in Mnesea and much of the local economy is based on mining
and metalworking. Most of these raw materials and worked ores are used within the Atlantean
kingdoms instead of being shipped abroad. Mnesea’s coasts boast no large bays or harbors, and
few settlements. The coast is largely choked by the Sargasso Sea or filled with treacherous reefs
I’ve heard rumors that a new
and shoals. The local trading fleets are smaller than other Atlantean kingdoms because this land
power has arisen in Lascia. This
possesses no Vril circles or pyramids.
power is alternatively described
The only sizable city in the kingdom is the port of Mneseopolis (ne-SEE-ah-PO-lis). The as a brutal Netherman imprisoned
remaining settlements are mining and agricultural towns spread throughout the mountains and for mass murder, a necromancer
valleys, linked by a tenuous network of fading roads. A single ley-line road connects Mneseopolis whose undead minions tunneled
with Kabir across the mountains and Chaha further down the coast. into the prison, or a dark spirit
All Atlantean Mneseans serve in the kingdom’s military for a period of no less than five years. of despair that arose from the
During the Dark Ages, the monarchy forbade the use of hired mercenaries in place of noble service, amalgamation of a thousand
and since then the Mnesean military has risen in prominence. Mnesean mountaineers served notably damned souls. I hope that bronze
in both of the Amazon Wars, both against the Amazonian empire, and later against the Gorgos. door is very thick.
Now that there is little need for an active military in Mnesea; the government and monarchy uses Thalmia, Triton Sorceress
her troops as mercenary soldiers throughout the hemisphere. Mnesean military units tend to serve
together. Military rank is a source of pride and prestige among Mnesean Atlanteans, even after
active duty is completed, and a significant portion of the citizenry make a lifelong career out of
military service.
As many of its citizens spend a great deal of time in pursuit of martial prowess, the kingdom
relies heavily upon a human merchant class and a numerous slave population. Andamen slaves
toil in the mines, and are occasionally preyed upon in the dark depths by unseen things. Escaped
Nethermen form tribes and bandit circles in the mountain passes, at least until they are cleared
away by Mnesean infantry patrols. Uprisings and revolts amongst the slaves in various mines are a
periodic occurrence, and one that is a continual worry to the other Atlantean kingdoms who rely
heavily upon the substantial mineral resources of Mnesea.
The mountain peak known as Lascia (la-SEE-ah) once produced a great deal of ore during the
Golden Age. As its veins, tunnels and excavations yielded less and less ore, it was gradually turned
into an improvised prison. Criminal refuse of the empire was sent to toil in Lascia, locked away and
forced to toil unceasingly. A guarded tunnel at the base of Lascia winds over a kilometer into the
mountain and ends at a great bronze door fifteen meters tall and ten meters wide. Generations of
slaves, criminals, and failed experiments have passed through those doors, forgotten by the Empire,
never to be seen again.

It is so very easy for a Triton


to travel around Olokunia —
Olokunia the vast network of irrigation
(OL-O-kun-E-ah) canals, plentiful rivers, and deep
Traditionally regarded as the most prestigious of the Atlantean kingdoms, Olokunia is considered lakes make this place a haven on
a great and powerful nation in its own right, that it is also the center of the Atlantean Empire is a land. It’s also really easy to make
jewel in its crown. In many ways it is the heart of the Empire, a center of trade, culture, and learning your escape after a second-story
with traditions echoing back to past ages. job…if you take my meaning.
The Plain of Obatala remains the heartland of Atlantean farming. Plantations owned by nobles The wilderness areas are no less
and small farming villages populated by slaves dot fertile valleys across the plain; though large areas plentiful or deadly than any
have now reverted to wilderness, grazed by herds of wild animals and haunted by outcasts and other kingdom, however, and
bandits. you should swim with care.
Thalmia, Triton Sorceress
Four great cities circle Lake Kivu (kee-VU), built on and from the ruins of Golden Age cities.
Findias (FIN-dee-ahs), Gorias (GORE-ee-ahs), Murias (MOO-ree-ahs), and Falias (FAL-ee-ahs)
have been largely rebuilt to their Golden Age splendor, each replete with plazas, gardens, monuments,
and amphitheatres built in Atlantean architectural styles. Many of these recent constructions have
reused the very stones of the past, salvaging marble and granite, obsidian, and iron where they can.
Largely reduced in population from their height in past ages, each of these cities tolerates piles of
rubble and ruins either nearby or sometimes within the very heart of their boundaries. These ruins
occasionally shelter runaway slaves or host illicit meetings.
Greater than all of these cities is the city of Atlantis (at-LAN-tis), capitol of the kingdom as

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ATLANTIS: The Second Age
well as capitol of the Empire. Described as the foremost wonder of the world at its height, Atlantis
still clings to prominence, holding tight to its traditions while spreading its influence far and wide.
The regent of Olokunia traditionally resides in a prodigious tower of black stone, Vril-glass, and
orichalcum built during the height of the Golden Age. This same sovereign is also the ruler of the
Atlantean Empire and in that capacity is known formally as the Lord of All Seas. Olokunia is the
The Osorapeans most populous of all the Atlantean kingdoms, and home to the largest foreign population as well.
(The Black Guard, the
Osors, the Dark Sons)
The capital city of Atlantis
is guarded by an elite guard The City Of Atlantis
known as the Osorapeans. Despite the widespread devastation caused during the Great Cataclysm, the city of Atlantis
Dressed in steel and black managed to survive, though it was not unscathed. In the ages since, some locations have been
leather with the symbol of
rebuilt or restored, while other parts of the city seem to be in a state of arrested decay. Sprawling
Osorapis on their helmets,
the Osorapeans are the best
and massive, the city remains one of the largest in the world and it frequently inspires awe in visitors
trained, best equipped fighting who see it for the first time.
force in the city. Above all, Atlantis boasts a sizable port district that is, in turn, supported by a wonder of the past: the vast
the Black Guard’s mission is Canal of Olokun. Many hundreds of kilometers long, still lined in places with polished marble,
to see to the well-being of all the Canal of Olokun was originally constructed to allow the passage of ships from the ocean to
Atlanteans in the city, and to Atlantis and further inland to Lake Kivu, as well as provide additional irrigation to the surrounding
keep the peace. They are given countryside. Dotted with locks along its length, the flow of the canal controls the passage of
wide latitudes when pursuing freshwater out toward the sea as well as allowing ships powered by either oars or crystal matrices to
these goals and covert
travel in either direction.
operations are not unheard of
when dealing with some of the Many of the ancient city’s major structures are built of finely hewn blocks of stone. The circular
less savory characters dwelling walls surrounding the city, and important islands within it, are all plated with various metals: brass,
in the jewel of the Atlantean tin, copper, and orichalcum. The walls of the more important government buildings are plated with
Empire. the same materials, but are also etched with whisping, geometric designs that appear to scintillate
No one dares to make a when the sun hits them from the correct angle. Newer structures tend to mimic the older ones in
stand or even confront the Black architectural style, and the wealthiest Atlanteans build in traditional materials, but constructions of
Guard and it is best to leave the wood and clay can be found away from the main thoroughfares.
city if one harms or actually kills
one of their members. Before
Spread over several islands, connected by the waterways of the Canal of Olokun, Atlantis has
one can wear the helm of an several notable districts. Wealthy Atlanteans travel in stately fashion through the city aboard boats
Osorapean, they must train on powered by Vril or poled by servants. The poorer citizens of the city may hire such craft on occasion,
the island of Diaprepea at the but, like slaves in the city, they travel by foot around and across the veritable maze of bridges,
academy there for two years. streets, and alleyways.
Once the training is done, the Dominating the city’s skyline is the Hill of the Orixa (uh-REE-shuh). The primary and most
man or woman is considered sacred site in the city, the pinnacle of this mount supports a large Vril pyramid. Built of polished
near-nobility and may pass
white marble and inlaid with patterns of orichalcum, the pyramid is visible from a great distance
along some of the benefits to
their firstborn child.
by day and is lit by Vril-light and torches by night. The entire hill is surrounded by a high wall,
All Osorapeans are guarded to prevent admittance to any but the extensive royal family, and the priests and nacaals
considered equal, and this who perform sacred ceremonies. During festival days, the gates to the temple grounds are open
is one of the only ways non- and the populace is free to pay their respects to the Orixa in the grandest temples upon the globe.
Atlanteans can achieve some The inner harbor or “Royal Harbor” is situated in the center of the Royal District where the
sort of status in the city. Tower of the Sea Lord overlooks much of the city. In addition, palaces for each of the other kingdoms
Housing is provided in a district house the extended families of the nobility of the Empire. Elaborate gardens, the dwellings of nacaals
close to the harbors for the and high priests, and the more modest homes of lesser nobles fill the remainder of the island’s space.
Black Guard and their families,
Only authorized visitors are allowed into this district, which tends to be heavily patrolled by honor
and they are well protected and
looked after. Some fear that the guards from each kingdom. Frequent ornate balls, exclusive operatic performances, and fanciful
Guard are amassing too much dinner parties are held here, and on such occasions both the canals and bridges into the district are
political power and will and are filled with the riches of the Empire. Heroes of the Empire are also allowed residence, particularly
looking into ways of bringing during the most important festival of Olokun, Sea Day. The Royal District is said to have suffered
down the force. Those caught the least since the Golden Age and it is a constant source of pride for all Atlanteans.
in the middle should beware. Another notable harbor is the Heroes Harbor. This anchorage is surrounded by the Garden
District. An ancient Atlantean university occupies a significant portion of the land here. Parts of
it were destroyed after the Cataclysm, and in the Modern Age many of its buildings have been
appropriated for other uses, such as art galleries and foreign embassies. Still, its tradition and
prestige are strong enough that young priests, wizards, alchemists, and scholars continue to come
here to be trained in the knowledge of the world. Anyone may visit here during daylight hours,
but guardsmen patrol by night to ensure the safety of the treasures kept here. Tavern tales say that
there are locked rooms in the University that hide forgotten laboratories and alchemical workshops.

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ATLANTIS: The Second Age

Though such tales may be little more than fanciful rumor, the waters around Heroes Harbor are a
constant source of pollution for nearby waterways as the effluvia of alchemical work unceasingly
seeps into the canals.
The Great Harbor is the largest public harbor in the city of Atlantis. Wealthy merchants and
heroes from around the seas come here to unload their wealth and wonders. Vril-lights shine
here day and night, both above and below the water. Warehouses and port facilities, fishermen
and shipwrights, all make this area home. Adjoining the Great Harbor are sections of the city
containing hostels, inns, tenements, and apartments for the poor and working class visitors, sailors,
itinerant peddlers, and journeymen crafters. This Wharf District is poorly maintained and little of
the Empire’s wealth has been spent to make any repairs here. Buried inside the Wharf District are
large portions of the old city, half-submerged from the time of the Cataclysm. Amongst the rotting
and slowly sinking buildings are a number of infamous gambling dens, saloons, drug dens, and
ale houses. Petty crime tends to be rampant here and the city guard rarely investigates the thefts,
burglaries, and muggings that occur unless an Atlantean is victimized. Stories of travelers, vagrants,
and others who will not be missed vanishing from their beds or being abducted off of the nighttime
streets and alleyways to be sold off as rowers or slaves in foreign lands are commonplace.
A large ley-line concourse curves around one end of the Wharf District linking the Great
Harbor at one end to the Garden District at the other. Known formally as the Boulevard of Dreams,
the strip of businesses and manors along this Vril-glass road are called the Silver Ring. Merchant- I’ve traveled to the city of
princes, minor nobles whose fortunes are in decline, foreign princes whose status is on the rise: all of Atlantis several times during my
these and more live along the Silver Ring. Trapped between the opulence of the Garden District and journeys and each visit makes me
the desperation of the Wharf, a ruthless and competitive spirit fills these courtiers and merchants, hate the city and those that live
and rumors of their complex betrayals, trade wars, and the occasional murder plot fill every tavern. there more and more. If not for
Near the external wall of the city is a district known as the Foreigner’s Quarter. The majority my companions prying my fingers
of foreigners and non-humans who are neither slaves nor gladiators live in this section of the city. from around his neck, I would
Though there are no laws that forbid foreigners from living elsewhere, anyone who does not hold to have killed the condescending
Olokunian customs and styles of dress finds it difficult at best to rent or purchase housing anywhere merchant who scoffed at selling
else in the city. Within the Foreigner’s Quarter is a second neighborhood. called the Haunted Ward. “a foreign brute a sword made of
Comprised mainly of ruins, unrepaired since the Cataclysm, as well as countless years of refuse and Atlantean steel”.
rubbish, the Haunted Ward is shunned by the sane and healthy. Eerie noises and strange lights Donobey of Nubia
occasionally emanate from the area at night, and during the day it is unnaturally silent.

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ATLANTIS: The Second Age

Names Names
Atlanteans and Hesperan Atlanteans and Hesperan
Male Female Male Female
Abidemi Abeni Olamilekan Lelia
Abiodun Abimbola Olanrewaju Lenore
Abioye Adebowale Olufemi Ligia
Adegoke Adetokunbo Olufunmilayo Lycoris
Adisa Alaba Olujimi Lydia
Afolabi Anthea Olukayode Mojisola
Agesilaus Aspasia Olumide Monifa
Agis Asta Oluwaseun Myra
Amadi Ayo Opeyemi Nerissa
Antiochus Ayomide Peder Olamide
Antipater Bolanle Qualyn Olayinka
Ayodele Cybele Thamyris Olubunmi
Ayokunle Dada Thanos Olufunke
Ayotunde Dayo Theodosios Olufunmilola
Babajide Delbin Theophile Oluwasegun
Babatunde Delphoine Thespis Omolara
Bamidele Demeter Titos Oni
Borchuka Eniola Todor Pelagia
Bosede Eudosia Uranus Phaedra
Busiris Eugenie Vasilis Simisola
Callimachus Evadne Wymaz Temitope
Cassander Folami Xenophanes Titilayo
Cheech Gaea Xenophon Yejide
Cimon Galatea Yolo Yewande
Darmanu Gbemisola Zephyrus Yewande
Demosthenes Grette Zotikos Zari
Ekundayo Helen
Enitan Helia
Euthydemus Hera
Femi Hesper
Halyu Ife
Idowu Ige
Ikantha Jacinthe
Jeru Jocasta
Kayin Kaia
Kayode Kairos
Lanre Kalcya
Lekan Kalonice
Metnu Kama
Naul Lalage
Olabode LanaLeda

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337
Chapter 9: The Bottom of the
Forgotten Sea

C aerwyn crouched low and tried to hide from Anaboa’s stiletto-wielding lackey. She
could hear the human picking his way through the maze of brass-lined caverns,
expecting her to leap out and attack at any moment. Not likely to happen, Caerwyn
thought bitterly, as she tried to stem the flow of blood from her leg and arm; too much
blood and no sign of Thalmia, Donobey, or Agathon to lend a hand.

They’d spent nearly two weeks on the wastelands of Anostos gathering materials
to build a raft. Agathon had called upon the Orixa for aid, offering his own blood as
sacrifice every morning. The offerings worked, the raft held together, the unnaturally
clement weather guided them to a tribe of friendly tritons who’d seen them to a friendly
port.

Caerwyn and Agathon spent most of the voyage trying to figure out Anaboa’s
scheme. The answer hadn’t been easy to find; materials all gathered from points which
held geomantic significance, each one a confluence of lay lines and a potent source
of Vril. Donobey, with his knowledge of his native land’s witchcraft, finally stumbled
on the answer. The Vril samples Anaboa had taken would serve as sympathetic foci,
enabling the Lemurian to tap the power of the ancient sites and focus it into some kind
of ritual. This troubled Caerwyn deeply, not only did it smack of sorcery, something
Anaboa never had an interest in before, but this type of gross manipulation of ley lines
went against everything the Lemurians stood for.

Once they figured out what Anaboa meant to do, a simple calculation led them to
the geomantic focal point needed for his next step. And so here they sat, in an undersea
complex of unknown origin, at the bottom of the Forgotten Sea. A variant of the
Triton breathing apparatus allowed them access to the ocean’s floor; Thalmia’s magic
providing illumination in the dark depths. The local Triton tribes knew of the hidden
entrance. They gave dire warnings of monsters guarding the site. Shredded corpses
littered the water-filled entrance tunnel; some undead, others creations of sorcery and
science. The group felt no surprise when they emerged from a moon pool to find an
Atlantean-designed Aquanos, heavily battle-scarred but still functioning, and of course,
empty.

The brass-walled complex made a labyrinth, filled with arcane runes and polished
mirrors. Within minutes of entering the maze, the walls shifted. This happened again
and again at seemingly random intervals, cutting off from each other. After minutes, or
an eternity, of study, Caerwyn discovered a mathematical sequence in the openings and
made her way to the center. This turned out to be a mistake.

Caerwyn found a smiling Edris, standing in a coffin-like brass framework, seemingly


made just for him, in the middle of a circular room lined with brass and orichalcum
panels. Musodo’s Vril crystals hung mounted high on the walls at each compass point,
with pivoting matrices attached to them, sending a steady stream of energy into the
boy. Musodo and his human ally stood to one side, their faces blank, as if in a trance.
Caerwyn hadn’t had a chance to raise her rifle before the human hurled a stiletto at her,
pinning her arm to her thigh. She only just had time to escape back into the maze before
he’d reached for a second blade.

The human hunter stalked closer. Caerwyn used one of her bandoliers as a crude
tourniquet for her leg. The arm didn’t seem to be bleeding as much; her fur combined
with the clotting agent she’d used slowed her loss. The Lemurian reached for a bottle of
“aquis volatile” to relieve her dizziness just as the wall behind her slid almost soundlessly
into the floor, tipping Caerwyn onto her back. “Don’t move, Ape,” said a cold, inhuman
voice. The stiletto pointed at her eye punctuated the sentence. Caerwyn froze in place

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as the human stood over her, his face twitching and covered in perspiration. She saw
the conflict on his face, as if he were not in full control of his actions.

Then it all made sense: Musodo acting out of character for months, though
dangerous and determined to bring glory to his people, he had always operated by
a code. Someone else sat at the reins of his mind. But whom? Edris now seemed the
most likely choice; no simple child or kidnap victim, but what? She needed to find
out. Caerwyn batted the stiletto aside and at the same time crushed the vial of “aquis
volatile” in her left hand, throwing the remains into the human’s face. The human
needed a dose of ammonia, broken glass, and lavender oil in his nostrils, it seemed; he
looked on Caerwyn with new eyes.

“W—what happened?” he asked, trying to clear his face of the stinking mess.

“I broke Edris’ control over you.” Caerwyn said. “I’m not sure how long the effect
will last. What can you tell me about what’s going on here, Human?”

The man shook his head, raining glass from his hair. “I’m Dayn, Edris isn’t what he
seems, he’s a Child of Ba’al. Actually, I think he’s more than one.”

Caerwyn’s brow rose quizzically, “Some of what he knows passed to me when he


controlled me. He’s some kind of living demon bottle, made to contain a dozens of
them. He couldn’t access his full powers so he used Anaboa to do it. He could influence
the mind over time, not fully control it, but some kind of subtle influence. He used
Anaboa’s desire to bring about a new Lemurian Empire as a lever to control him.”
Caerwyn shook her head, poor Anaboa, a victim of his own quest for power.

“Edris is using the power of the ley lines to rip open his prison. He plans to tear open
a gate to somewhere called the City of Brass, one that demons could use to escape it
permanently.”

Caerwyn remembered seeing references to the City of Brass in her studies. They
had to stop Edris. “Enough talk,” she snarled, “we need to find the others now.” Dayn
nodded mutely, following the Lemurian as she stalked away.

Minutes later, Donobey, Agathon, and Thalmia joined Caerwyn and Dayn. While
the maze held demons in flesh readily enough, mere mortals did not agree with its
tastes. “I have a plan,” said Agathon. “The crystals are the means by which Edris plans
to open the gate. We must distract Anaboa, rip out the crystals, and run.”

“Um, won’t that mean that Edris will just hunt us down for the crystals or get some
new ones?” Dayn asked.

“I don’t think he will be able,” said Agathon. “From what you told me, he had
Anaboa carry him in here, correct?”

Dayn looked confused, “Yes, but–“

“I don’t think he’s able to navigate this maze on his own.” said Agathon. “I believe
that this maze was built to prevent him entering or exiting it without help. All we need
to do is get the crystals before he can transform into this demon gate, and collapse the
entrance outside so nobody else can get to it. That should hold him for a few millennia.”
The teacher looked around as everyone nodded assent. “Let’s get moving, Caerwyn,
can you pull off the same trick on Anaboa that you did on Dayn?”

Caerwyn shook her head, “I don’t think it would work, he’s too far under the
influence it would distract him at best. We might be able to overpower him however. If
Donobey, Dayn, and I work together we could drag him from the chamber.”

339
“Wait, what?” Dayn interrupted. “He’s a madman who killed my friend in cold
blood. Why not just kill him?”

Caerwyn faced Dayn, bristling with anger. “Because he’s my blood, Human, and he
deserves more than a watery tomb, especially since he’s been under the influence of a
demon all this time. And also because you can bet he’s trapped the Aquanos controls
and we need its firepower to collapse the cave.”

Dayn backed away from the Lemurian, holding his hands wide. Donobey put an
arm around Dayn’s shoulders. “Don’t worry, Little Man, I’ll protect you from the big,
bad Lemurians.” The Nubian grinned again and Dayn couldn’t help but smile. Caerwyn
called Thalmia aside while Agathon called upon the Orixa for inspiration.

Standing at the entrance to the Vril-focusing chamber, a thousand screams of pain


assaulted their ears. Edris’ face grew manic as Dayn stepped inside, hurling a stiletto
straight at the demon-child. The blade exploded into flame and molten metal before
it reached Edris. The boy threw his head back, laughing. Things crawled beneath the
demon-child’s skin, clawed hands and devilish faces pushed out from the inside, all the
while, bright green Vril energy flowed into him.

A moment later, Agathon, Donobey, and Caerwyn entered the room, moving toward
Anaboa. Edris smiled again and winked at Agathon. “Mine!” he said looking at Dayn.
Without warning, the human spun around and hurled himself at Agathon. Donobey
and Caerwyn launched themselves at Anaboa, but the child hurled them back, his tiny
muscles fueled by demonic strength. Dayn, Anaboa, and Edris smiled in concert, their
voices speaking in concert, “Did you really think that you were going to defeat me, you
pathetic fools? You were nothing but a backup plan in case Anaboa got himself killed.”

Donobey flung his dagger at Anaboa, who caught it. midair and flung it back,
catching the Nubian in the gut, driving him into the wall near one of the Vril matrixes,
where he slumped to the ground. “That wasn’t very nice, was it?” Edris teased. “Don’t
bother trying anything else, here they come.” The demon-child puffed out his chest and
a horrible ripping sound filled the air.

Caerwyn stood up and staggered toward Anaboa, Edris’ mocking laughter ringing
in her ears. As she passed Agathon lying on the ground, Dayn on top of him throttling
the Atlantean, she roared, an ear-splitting howl of animal rage that made the demonic
screams sound like a distant infant’s cries. In that instant, as one coordinated unit, the
group sprang into action. Agathon shoved a fistful of ground peppers into Dayn’s face
and, whispering a prayer to Orunmila, tossed a single Atlantean coin at the nearest
Vril matrix. Caerwyn hurled a similar mixture at Anaboa, leaping onto the spluttering
Lemurian’s shoulders, batting the Vril matrix to one side on its pivot, so that it faced
away from Edris and directly at the next one in line. From nowhere, a previously-
invisible Thalmia used her focusing rod to tip the matrix on the far side of the room,
sending its beam directly at the next crystal in line. Agathon’s coin flew out of control,
hit the ceiling and rebounded against yet another matrix, sending its energy stream to
the next matrix in line.

Three of the matrices now sent their power into the fourth, which burned with the
power of the sun. Edris cackled with glee, “Yes! Yes! More power!” A mass of writhing
tentacles tore free of the boy’s chest. In the center rose a stalk made of eyes topped by
a blazing flame, an embodiment of hate. “Fools, you’ve just hastened your doom.”

“I think that is my cue,” Donobey grinned as he casually slapped the forth matrix,
the one he’d “happened” to fall near, with his spear tip. The circle complete, the crystal
matrices began to overload, one by one, in a chain reaction. In succession, each Vril
crystal exploded. For a second, the room went dark and silent. Then came a hellish
scream as the brass framework around Edris turned molten, and the demongate’s form

340
became a living candle. The demonic tentacles twitched spasmodically as they too burnt
to a cinder.

“Just demon enough for the brass to have the appropriate effect,” said Agathon with
a sigh, from under a now unconscious Dayn.

“Are they ok?” Thalmia asked, poking Anaboa’s silent form with a webbed toe.

Caerwyn nodded. “I think so. I’d imagine getting a demon ripped out of your
mind is probably traumatic. We should probably leave here quickly though,” she said,
pointing at the bubbling, demonic mass on the floor. “I don’t think it’s quite so easy
to kill whatever the hell Edris is.” Gathering their wits, their wounded, and their fallen
enemies, the allies turned away from the demongate, and set their sights on Atlantis.

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Atlantis Map Location Key


The locations presented below are bare bones’ descriptions to use as plot hooks for GMs. These locations can be as involved as the GM
wants and are listed to add a little flavor to an existing game.
1: Pool of the Sky Mammoths 10: The City of Bones
In the rolling hills of Mnesea lies a large cave complex holding Built around and on the remains of the petrified bones of the last
a large pool of water. The pool is used by the Atlantean mammoths true giant is the City of Bones. Founded by a Tauran after the First
as they migrate south during the rainy seasons. Andamen shamans Beast War, the skeleton now houses over a hundred stone buildings
believe a great moth spirit resides at the lake and imparts wisdom tocarved out of the cyclopean remains scattered over a 10km range.
those that listen. Fifty years ago the entire community died of a virulent plague in a
2: Cave of the Talking Heads single night.
A small network of caves at the base of the Nujomo Mountain 11: Bosedes’ Gullet
Range in Amphisea. Sitting in the roughhewn alcoves of the cave are A great underground river that spills into the Sea of Lost Souls.
the mummified heads of a First Age order of sorcerers. The heads are For years pirates have made the Gullet their haven and used it to
said to speak to only the most worthy of souls. attack settlements and villages further inland where the river opens.
3:Tower of the Necromancer In recent years the authorities have tried to patrol the underground
The twisted black tower sits in the blasted and crumbling river but have encountered resistance in the form of subterranean
courtyard of Mal’Sorkumar the Necromancer. The land and the Nethermen tribes.
crumbling ruins are patrolled heavily and considered forbidden 12: Ochosi’s Rock
ground to any but those given permission by the ruling body of A large obsidian stone near the Zarzis in Elassippea. Those
Atlantis. Strange lights dance at the top of the tower when the moon wronged and seeking justice leave offerings here for the god of justice
is obscured. to take up their cause.
4: Hill of the Howler 13: The Bloody Coast
Site of an ancient First Age battle, the hill can be seen for miles So named for the red sands and coral that mark this southern
on the plains of Eudea. A lone ancient spear juts from the hill, stretch of Atlantean coastline, the Bloody Coast also serves as a
covered in tatters of banners and keepsakes of the fallen. The lone tribute of sorts to those citizens of Autochthea lost during the
spear belongs to a forgotten warrior and legends say that he was Cataclysm. Some carry vials of the red sand when traveling far from
the last of his regiment, and with his trusted hound held the hill home as a reminder of past loss, while others claim that the vials
for three days against a legion of opponents before he fell, his spear serve as a means to ward off spirits.
the only remaining artifact of his passing. Warriors that are dying 14: The Impossible Academy
ask that their bodies and belonging be buried on the hill with the This school for magicians clings to Jaddress Island, a tiny rock
forgotten warrior. Grave robbers and some unfortunates who stray spur in the River Olukun. The master of Jaddress is a fearsome
too close to the hill hear the guttural wail of the howler, a spectralindividual by the name of A-Thuk Dwar. Master Dwar is said to be
beast that protects those interred there. half-demon and drinks the blood of a fallen god to keep young. The
5: Valley of the Ibeji price for attending the academy is ten slaves a year; these slaves are
The valley lies deep in the Garderian mountain range and sits brought to the great vault beneath the island, never to be seen again.
between two small mountains known as the twin Ibeji. At the very 15: Resurrection Rock
center of the valley is a small ancient well with cool dark waters at In the Mount Hazred mountain range is a rock formation said
the bottom. to be stained with the blood of Olódùmarè. Legends say that the
6: The Road of Kings righteous dead can be laid to rest on the red peak and be restored
Once the Vril road touched every city on Atlantis but now the to life within nine days. Those deemed not worthy roam the
broken green-and-gold road stretches only 20 miles from Atlantis surrounding area as revenants hungry for the souls of the living.
and winds north. 16: Ba’al’s Throat
7: The Temple of the Nameless One Used by a secret sect of religious assassins following twisted
Two hundred years ago, escaped slaves from Gondwanna built precepts of the demon Ba’al. This unmarked cave system begins
a crude temple to a forgotten wilderness god in the jungles of Azae. with a lengthy descending tunnel that opens into a massive cavity of
Atlanteans sent to retrieve the slaves laid siege to the temple for deadly hot pools of sulfur water and magma, deafened by continuous
100 days before finally breaking in and slaughtering everyone. The roaring from the depths of the planet. The abundant Vril-infused
temple was torn down but the ruins still hold many secrets. magma is used to make all the assassins’ masterwork weapons, which
8: Salt Marshes of Erinle are regarded as some of the finest in the land. A second tunnel ascends
A dangerous salt marsh off the western coast of Eudea. The wild into an enclosed meadow of unparalleled beauty. The forefathers of
roots and plants that grow here are eagerly sought after by alchemists. the assassins’ guild developed the meadow into a garden of paradise.
At the center of the marsh are the petrified remains of a behemoth. They use the cave system to initiate potential students, drugging
Its bones rise above the marsh, forming an unnatural island. them with hallucinogens and taking them to witness the promised
rewards of a “heavenly repose.” Those who fail or betray the guild
9: Black Cage Canyon
(or accidentally stumble upon this secret place) are cast into “the fire
The site of the first Nethermen rebellion and home to several and flame of hell.”
Nethermen tribes. The Nethermen here belong to some of the first
ever created and they take pride in the fact.

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Cultures of the
Post-Cataclysmic World
Alba and Iber
►► These are savage lands plagued by monsters and barely touched even in the Golden Age
due to their lack of natural resources. The native peoples lack knowledge of iron and many
cannot even make bronze. Iber is home to dangerous Jinn with a small human kingdom
in Uallach to the north. The few humans in the south are tribal warriors called Picts. The
Tharshi have a colony at Tara that is constantly under siege.
►► Alba is home to the barbaric Abor, the pirate nation of Cymbri, and the Druids of Havar.
Don’t bring Andamen to Havar, they are locked in a war with the Asena that populate the
Qaerym, do you consider land and don’t trust any Andamen.
this crime against science as
►► The Skara and Ska are sophisticated stoneworkers but lack the knowledge to craft bronze
an acceptable discourse on the
people and places of the world and iron. The Ska have taken to piracy while the Skara are known as land-bound raiders.
outside our borders? I will be
speaking to your parents about
this slovenly approach to your Antilla
studies. I pray to the Orixi that
you have simply handed in your ►► A fallen Atlantean kingdom sunk beneath the waves during the Cataclysm. Antilla is home
notes by mistake. This piece to dozens of Triton tribes who passively resist Atlantean rule. Avoid the Sargasso Sea; it is
work is biased, dismissive, and held by powerful Makara tribes.
condescending to cultures that
have existed for thousands of
years. Come back to me when
you’ve produced something Elysium Ocean
worthy of Luden’s Geographica An expanse of ocean dotted with islands and said to be home to a thousand tribes. The people
and I may consider a letter of here are crude, uncouth, and lack even basic metallurgy.
introduction to the Hergratic ►► The Ogata peoples practice farming though they lack metal implements. The Ogata resist
Academy.
Manuan expansion, but they might be fighting a losing battle. The Tora islanders are nearly
all exiles, either political refugees, taboo breakers, or the children of such people. The Tora,
despite their origins, are a paranoid and xenophobic people.
►► The Munark tribes wander the ocean, never staying too long in a single place. They know
more secret places and hidden islands than anyone, except perhaps the Elysium Tritons.
The Vanuan Nethermen slay all who dare to set foot on their island home — why they do
so is unclear, but who needs a reason when you are a mindless brute?
►► Beware the fierce Manuans, warriors unconquered by even the lords of Atlantis! The
Manuan tribes are the largest military force in the region and are almost fearless when it
comes to battle. Their crude shortbows are made with human sinew, no other animal in the
region being large enough to provide the required material.

Eria
More savages, never considered important enough to fully place under Atlantean control, or
intelligent enough to share our technology with. The people lack metal implements except for what
they have managed to steal or trade for.
►► The Akelan people are nomadic hunters who follow their bison herds. Horse masters who
live in the saddle.
►► The Kutchin and Seal-Hunter peoples of Akwatuk are a study in contrasts. The Kutchin
are pragmatic and xenophobic while the Seal-Hunters are warm and welcoming.
►► The Aquagan tribes are mostly hunter-gatherers but some do practice agriculture. They are
suspicious of strangers (particularly those tribes living near the sea) but warm to visitors
with time.
►► The Azlek people rule over the only Atlantean city on the continent. The former Atlantean
masters were overthrown around the time of the Cataclysm and replaced by native warlords.
The Azlek are a powerful people with magic and knowledge of metallurgy. They could one
day be a threat to Atlantis itself.
►► The Aesir people of Gava are no-doubt related to the peoples of the North Sea region.

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Their height and general appearance points to their origins. worse lie between would-be tomb robbers and their goal.
►► The Beezh-Yeel tribesmen haunt the Hordelands, the ►► The bloodthirsty Kurgan horse-nomads of Scythia could be
western mountains of Eria. These Nethermen, Andamen, the terror of the continent if they ever choose to go to war.
and Humans work together to raid the surrounding lands. Instead, the Kurgan raid and hunt with equal relish, but
►► The Tunit people of northern Eria follow animal totems their threat is ever-present.
and are masters at living in this harsh polar wilderness. ►► Tharshesh is a blight on the Europan continent, a nation
►► The Tamarac people work copper and build mounds that filled with corruption and dishonesty. This is a place where
channel vril. These technologies may have come from thieves call themselves merchants. Tharshesh has no culture
Lemurian interference in the distant past. beyond the coin and spear, and while their fleets roam far
►► The Kawanna people are hunter-gatherers who trade and wide they do not fight open wars, relying instead on the
jewelry with their neighbors and sometimes make war on the assassin’s blade and the blackmailer’s trade.
violent Timuacuan Ahl-At-Rab of the coastal swamplands. ►► The Vir are a stone-age people dwelling in the land of the
►► The nomadic Croatoan tribe ravages the eastern seaboard. same name. These simple people trade goods with nearly
Consisting mostly of Nethermen, the tribe is led by a demon every civilized people in Europa and are regarded as fair and
called, predictably, Croatoan. Legend says that the Croatoan truthful merchants.
has some arrangement with the Makara, guaranteeing safe ►► The Sea People of Europa are a sad lot, said to be cursed in
harbor for his people. the ancient past for some forgotten crime so they can never
settle down. These wanderers of the seas and waterways of
Europa are attacked on sight by some naval powers. The Sea
Europa People are a mongrel breed; a mixture of dozens of cultures
and races.
Europa is a small region, yet its rich lands have led to dense ►► The blood of Atlantis runs strong in the Minoan people.
populations. In ages past, Atlantis kept the Europan peoples firmly Though they lack our purity they are an example to all
under its boot but today these savages run wild with little regard for their kind. Minoan magi still practice high magic and their
their former masters. culture and arts are second to none outside of Atlantis itself.
►► The Aragani are olive-skinned barbarians with limited ►► Broceliande is the city of Celanus and Celanus is
technology and a druidic religion. They are fiercely Broceliande. The city is a Golden Age Atlantean city that
xenophobic and rarely trade with outside groups. The survived almost completely intact during the Cataclysm.
mysterious humans of the Citadel of Namtu provide the The humans of Celanus hate sorcery with a passion and are
Argani with a few of the metal tools and weapons they crave. quick to act against perceived threats; two traits that stood
►► The Arac of Galacea worship the Orixa Anansi; these them well during the Dark Age.
bronze-using people are the self-proclaimed defenders of the
ruins that dot the Galacean landscape. Their spider-worship
is the source of rumors of “spider-folk” living in the region.
►► The Hellenes are concentrated in their city-states and
Gondwana
while they share a common culture they can’t seem to It is said that Gondwana birthed the Atlantean people countless
agree on anything. Wars are common but their culture and millennia ago. Since then nothing much of note has occurred on
technology is such that they could control most of Europa this continent.
if they took a mind to do so. The Orixi are known to take ►► The Dabban people are a fallen breed; most of them are
an “interest” in Hellene women for some reason and divine hopelessly addicted to a drug created from lotus leaves.
children are not uncommon. Those that aren’t addicts work as city administrators or high-
►► The Ku of Northern Europa are fishermen and miners who ranking members of the lotus cults. The whole country is a
trade amber, tin, and other goods all through Europa. They stinking hive of depravity.
seem blissfully unaware of the twin dangers of Draconea ►► The Darian people are simple farmers with a gift for pottery
and the Black Forest that lie waiting at their borders. that elevates it to an art form. Much of the economy is
►► The Ogi of Oggia are a strange, clan-based culture that based around providing food to the Dardanus Institute. The
wander the wilds of their land and beyond. It is said that Darians lack a central government and rely on the Dardanus
they have sworn an oath to do no physical harm to others Institute for protection and guidance.
but this hasn’t stopped them from tricking their way into ►► The Gorgons of Gorgos are an offshoot of the Hesperian
vast fortunes. The Ogi seem to be a displaced people, culture; these warrior women are dangerous in the extreme,
perhaps refugees from some ancient war that never settled and have a history of attacking their neighbors. The cult of
down again. Set flourishes openly here.
►► Otesium is home to the Otesti, a long-lived and peaceful ► ► The Joktani people are tall and fair to behold, with light-
people whose extended lifespans have led many to their brown skin and straight, black hair. They have a strong
deaths seeking a well of youth somewhere within their lands. agrarian economy and export strangely resilient clay that is
►► Saturnia is a land of thick forests and dark primordial terrors. so hard it can even be used for armor.
The few people who dwell here do so under the protection ►► Mostly humans with reddish-brown skin, black hair, and
of their druidic masters and outsiders are discouraged. Ruins dark eyes, the Khem emulate much of the architecture and
of Atlantean cities lie deep in the forests but monsters and customs of Atlantis. The nation traditionally has strong

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borders that have weakened in recent years due to a series cannibalistic Nethermen tribe bent on destruction.
of plagues. ►► Punt is often called land of the small giants, inhabited by a
►► The Kushite people of Kush are a wealthy and stable nation. race of pygmies. Skin color is dark brown and the people of
While the nation has extensive mineral wealth it lacks Punt have lean athletic builds. Facial hair is virtually non-
significant farmland and is therefore heavily reliant on food existent, but the black, kinky hair on their heads is worn
imports. Kush is ruled by a hereditary matriarch called the long and in a variety of intricate dreadlock styles. Personal
Candace. Kush has significant Andamen and Ahl-At-Rab ornamentation is used to suggest social standing and
populations. occupation. Punt is extremely wealthy and civilized nation,
►► The Magani are tall and ebony-skinned. They shave their the envy of every other region in Gondwana.
heads, paint their faces with white pigments, and wear ►► The Acholi tribe of Samu are a decent people under the
elaborate headdresses of cowrie shells and lions’ manes. They heel of the Aftoki “ghouls”, a group of Nethermen dark
are said to treat strangers with hospitality. Most Magani magicians. The Acholi are short and slender, averaging
reside in tribes or small villages, but the city of Zimba is 1.6m and 55kg. Their skin is an olive brown, but is usually
supposed to be a wonder to behold. covered with grey mud (an effective deterrent against biting
►► Marhashi is a land of great wealth ruled over by a ruling insects). They wear only a strip of leather as a loincloth
class of “witches”. These witches can be men or women and adorn their stiff, straight, black hair with colorful bird
and are all magical practitioners but do not necessarily feathers. Their weapons are crude, the most popular being a
practice the art of witchcraft. Slaves make up the bulk of sharpened variety of throwing stick.
the population and periods of slavery are nearly the only ►► The Shebans are a tall, black-skinned folk believed to be
punishment for crimes. descended from the Nubians of Gondwana. Most wear
►► The people of Massawa are tall, black-skinned humans. colorful, loose-fitting kaftans, sandals, and long flowing
They prefer bright, single-colored cotton robes worn over capes. Sheba is the foremost power of the Turanian
one shoulder, and wear their hair in long, elaborate braids. subcontinent, a nation of traders that has extended its
Most people in Massawa are either cattle herders or members contacts from Gondwana and even Atlantis to the distant
of the nation’s massive army. The Massawa lack metallurgy shores of Jambu.
so most items are made from stone and bone. ►► The Turanians are slim, dark-skinned, and black-haired
►► Nubians are tall (rarely less than 1.8m in height and often humans related to the neighboring peoples of Zin. These
as much as 2.2m tall), with ebony skin and close-cropped, desert nomads usually wear turbans and loose, layered
kinky black hair. Their clothing is distinguished by the clothing. The Turanians are an aggressive, independent, hot-
common use of necklaces of hammered copper plates or tempered people, ruled over by a Sultan who dwells in the
disks and colorful silk or dyed cotton headdresses copied city of Ispahan.
from the Khemiti style. They also wear loincloths and loose ►► The Yalaku are brown-skinned and black-haired, slender
robes or tunics, depending upon their immediate needs. in build, and of average height. They wear simple robes —
Nubians are great warriors and are highly sought after as brown or green being the favored colors. Little is known
mercenaries. Most Nubians enjoy a peaceful hunter-gatherer about the Yalaku, because they avoid contact with outsiders
lifestyle. as much as possible. The Yalaku dwell in massive fortress-
►► Okala is a nation that is moving from a pastoral lifestyle cities that lack gates or easy means of egress.
to a city-based one. New ports bring merchants into the ►► The Tribes of Zin are all related peoples, but few are
land to buy items crafted by Okaloan gem-cutters. The friendly to each other or outsiders. Most are constantly
nation is ruled by a Shaman-king, with Shamans ruling each engaged in feuds with rival tribes. The natives are swarthy of
individual tribe. complexion, dark-haired, and of average height and build.
►► The human inhabitants of Ophir are a black-skinned The men are nearly always bearded, and carry long, curved
people, nearly as tall as Nubians. They wear loose-fitting daggers of excellent quality. Turbans, cloaks, and other
white kaftans and elaborate burnooses. Most citizens wear apparel best suited for the desert are most popular.
a great deal of jewelry, especially gold and copper, on their
arms, ankles, and necks. Trade with such nations as Atlantis,
Okalo, and Marhashi ensure a variety of ideas and cultural Mu
exchanges as well. The people of Ophir are some of the most
►► Hidden amidst the western cliffs of Curracurrang are the
educated in the world.
eyries of the winged Andamen, called the Uluka (Owlmen).
►► Primarily living in the northern half of Pemba north of
This area represents the only large Uluka settlement outside
Dkawala, the Avakuli have chocolate-brown skin and
of their flying city. The Andamen are a peaceful lot and
kinky black hair, usually dyed in several colors. They wear
are markedly sensitive to the needs of the very young, old,
little if any clothing, decorating themselves with brightly
and infirm. The Uluka operate a hunter-gatherer existence
colored body paint and the occasional piece of jewelry. They
and are very careful in managing their food supply and
are a migratory people, following small herds of cattle or
population.
game. The Okwilu roam across the southern half of Pemba,
occasionally trading with their neighbors to the south or
raiding them when trade goods are lacking. Both tribes
war with each other but dread the coming of the Kota; a

348
ATLANTIS: The Second Age
North Sea Khitai have a sophisticated culture strongly influenced both
by Atlantis and Mu.
►► The Cimmerians are a rugged, dark-haired people. They
know little of agriculture, but are skilled hunters and ►► Kota is a nation of four distinct peoples: the Shan of the
trappers. Like some of the northern Europans (from whom northwest, the Muong of the northeast, the Isam of central
it is believed they are descended), the Cimmerians have Kota, and the Khamar of the south. All are of average height,
domesticated both the wild dog and the goat. Cimmerians have dark-brown skin, black hair, and almond-shaped eyes.
are independent by nature, and have no official leaders. In The Kotans are generally quite religious and most believe in
times of trouble, a skillful warrior usually provides leadership, a multitude of gods and spirits. Little is known of the fierce
but otherwise each band governs itself by council. Tampan mountain folk who raid the other nations for food
and slaves.
►► The Vanir are a fair-skinned race, most having blond or
reddish hair. Both the men and women wear their hair ►► Meluhans are below average height, with deep-brown skin,
long, usually done up in a single braid bound with strips of dark eyes, and black hair. Although the poor who make up
leather. All adult males wear beards, of which they are quite the majority of Meluha’s population dress in little more than
proud. An aggressive and warlike people, the Vanir revel in loincloths or saris of poor cotton gauze, the wealthy dress
battle and frequently raid other nations. in colorful robes, turbans, and capes of silk and velvet, and
adorn themselves with gold and silver, costly perfumes, and
►► The Scritifi eke an existence from the sparse forests in the
scented oils.
center of the island of Thule. They wear crude animal skins
and feed their babes not with mother’s milk, but with the ►► The Molodons are of average height with brown skin and
bone marrow of wild beasts. The Scritifi are primitive and coarse, black hair. They dress in rough-spun wool garments,
worship dark gods that may be demons. They offer human layered for protection against the harshness of the upper
sacrifices up to these dark powers. altitudes when they must travel there. The Molodons have
a tribal culture.
►► Mongalans are a sallow-skinned group of human nomadic
hunters and herdsmen. Mongalans are fierce fighters who
Jambu have a reputation as the finest riders and horse archers on
►► The Baluchi are light-skinned, dark-haired people, fierce the continent.
and known for attacking strangers on sight. They honor ►► The Tu-Holon tribes consist of Nethermen led by Andamen
bravery in battle above all else, believing that only those chieftains. They are extremely violent and rumored to be the
strong enough to take what they need are worthy of life. remnants of a lost Atlantean legion.
As such, many of the Baluchi tribes fight amongst one ►► The Salan people form a loose confederation of tribes that
another, raiding neighboring villages and lands. Amongst dwell in villages along the coast and grasslands of their land.
the Baluchi, cowardice is a crime punishable by death. They are a secretive folk and are believed to worship totem
►► Damalawans are somewhat short in stature with dark- spirits, possibly corruptions of ancient Ophidian sacred
brown skin and black hair. Despite their small size, they are texts.
considered to be quite fierce and are known to engage in the ►► Sarawa is home to four tribes, the Kane fishermen, the Akh
torture and mutilation of captured foes. The Damalawan farmers, the Lahtu, and the drug-using Lishun. These tribes
engage in the practice of chewing betel nuts that stain and each have unique cultural identities but are ruled over by
blacken their teeth. They are master woodworkers. the Kane.
►► The Dravidians are a dark-skinned people whose villages ►► The fire-worshipping Tamalan people dwell in the tundra
are hidden amongst the trees to provide some defense and lack metallurgy. They hunt whales, seals, and caribou
against intruders. The Dravidians are ruled by Lemurians from their hide and bone houses. Lack of food sometimes
who remained in the area after the Great Plague. Dravidian drives them to raid other nations along the Jambu coastline.
architecture and villages are modeled after the Lemurian ►► The Veddans resemble the Meluhans, but Veddans wear
style of building in trees high off the ground. only the lightest of garments possible as well as staining
►► The Xinjiang are a reclusive people who practice an agrarian most of their exposed skin with henna, which results in
lifestyle. The Xinjiang trade with outsiders sometimes and tones of deep reds, oranges, and browns. The Veddans are
are known to record their history in chanted poems. ruled by a monarch known as the Raja; below the Raja,
►► The Kazak are skilled horsemen who are fond of strong society is divided into a strict caste system. Mistreatment of
drink, wrestling, and games of chance. Their culture is the lower castes and the great disparity of wealth means that
similar to the Mongalan horse-lords, though the Kazaks a rebellion may not be far away.
tend to be more aggressive.
►► The Himvati typically live along the foothills, but they
preserve knowledge of all of the passes across the mountains, Tamaonchan
keeping records of when certain passes are open and
watching for the coming of ice and snow. The Himvati see ►► Noted for their shamans, the Chono tribes are made
themselves as a noble people with ancient traditions. up largely of taupe-skinned Nethermen who live fairly
►► Khitai is the largest and most powerful nation on the harmoniously with nature. Clever and talented, the shamans
continent of Jambu. They are ruled by an emperor that of the Chono create large rock-wall paintings as part of their
traces his lineage back to the “dragon kings” of old. The worship of the New Gods. The Chono defend themselves
against invaders from the mainland, but by and large they

349
ATLANTIS: The Second Age
are not aggressively warlike. disquieting reputation. The Abara are known to shrink the
►► The Uragua live in caves and valleys in the mountains, heads of those they defeat in combat.
where they tend flocks of domesticated rhea. Metalworking ►► In the tiered canopies of the tropical jungle of Paragua,
is largely unknown to the Uragua, though they do know a tribe of Lemurians known as the Uakari live and thrive.
how to work lead taken from their mountain into primitive The warriors of this clan shave their heads, and then dye the
shapes, mainly cups, bowls, and simple tools. Their society skin red and black in fearsome visages. Believing that the
has strong gender-defined roles. Great Plague was engineered by the Anunnaki, the Uakari
►► The Choma are a wild, primitive, animistic people who retreated higher and higher above the forest floor. They have
worship animal gods and prowl the jungle in a bestial adopted a fierce isolationist culture, but are rarely violent.
existence. They live and hunt as the animals that they ►► The Quechua are a tall, bronze-skinned group of humans and
worship do, and shun interaction with other peoples. They Ahl-at-Rab. The Quechua claim social and spiritual descent
often flee initial encounters, only to return later in force to from the Annunaki who ruled much of Tamoanchan in past
investigate trespassers. Many of the Choma are shamans, or millennia. Religion dominates all aspects of Quechuan life
exhibit some small ability to speak with the spirit world. and human sacrifice is commonplace and accepted.
►► The Timed people live a precarious existence of hard ►► The Taracuan people are a city-based culture of great vigor
work, using slash-and-burn agriculture to keep back the and sophistication. The Taracuans grow crops, work metal,
encroaching jungle and eke out an existence with simple and engage in trade with far-off lands. Art, and sculpture in
farming, hunting, and fishing. Women are responsible for particular, are very important to the Taracuan and examples
hunting while men do the farming.The Timeri people are of their work can be found in the hands of collectors across
mostly Balam Andamen. Known as the “Jaguar-people” to the world.
surrounding lands, they are feared not only for their ferocity,
but also for the frequent raids on neighboring settlements to
steal women and slay warriors.
►► The Hoac of Birama are Nethermen warrior-cannibals
responsible for many of the stories that Birama is infested
with demons. The Hoac are friends to none, often attacking
strangers on sight. Though they do take captives, they also
drag off the bodies of those they kill for food. Brown-
skinned and short of stature, the Hoac make extensive use
of facial and body scarring as ornamentation.
►► The Pachamama are a large, matriarchal tribe of Ahl-at-
Rab led by a sorceress queen who fights for dominance in
the region against the Hoacans and the scattered bands of
Biraman Andamen. She rules a subterranean and half-
submerged city at the edge of the northern swamps, called
Karmaq. The Ahl-at-Rab occasionally sell their services as
mercenaries to other nations in Tamaonchan.
►► The other Briaman tribes that live in this region are nomadic
in an attempt to avoid the predations of the Hoac. Their
cultures are in tatters from years of attacks and more closely
resemble scattered bands of refugees than actual tribes. A
good proportion of these tribes are Andamen, perhaps the
remnants of some Golden Age legion.
►► The Ecuan civilization is fairly sophisticated, centrally
organized, and based around a concept of perfection. The
people are short in stature with swarthy skin and straight,
black hair. Their culture is supported by agriculture and
magical knowledge, but hunting is a traditional pastime
that displays individual strength, cunning, and prowess.
►► The Nazcan people call themselves the Falcon People
after their ancient tribal totem. Members of the Nazca
distinguish themselves by elaborate facial tattoos resembling
falcons, and by wearing falcon-feather capes. The Nazca
have a strong military and are likely to start a war sometime
soon as they require more land and resources to continue
expansion.
►► The Abara are a tall and dark-skinned race thought to
be related to the distant Nazca. Feared for their hostile
demeanor and grisly practices, the Abara give Oguanabara a

350
ATLANTIS: The Second Age

351
Chapter 10: Amphisea

A gathon rubbed liniment into his knees, and relished the heat of the Amphisea
summer sunlight on his old bones. The sun barely rose above the edge of the ruins
where he taught his school, and soon the children would arrive. He had almost enjoyed
the quiet trip back to Amphisea, until Anaboa drugged them all in their sleep and
made off with the Aquanos, selling them to a slaver from Punt. Fortunately the slaver,
an old “friend” of Donobey, agreed to set them free for a price just below extortion.
They’d even managed to find a Sheban vessel to take them directly to Diaprepea, where
Donobey, Dayn, and Caerwyn found work, and Thalmia joined a group of Tritons,
heading to some annual celebration in the reefs outside of Amphisea. Agathon had
managed to book passage to Amphisea on a trading galleon, making it home without
further misadventure.

Agathon’s meeting with Edris’ father went better than he expected. A little gentle
threatening got the man to admit that the boy wasn’t his. Unable to have children, the
merchant and and his wife had visited an oracle who, in exchange for her weight in
gold, told the poor woman that she’d find a child, a son, buried in some long forgotten
temple. They’d engaged Anaboa to excavate the temple, but soon after the child came
to them, they’d come under his influence, forced to obey his commands.

They’d employed Anaboa again, at Edris’ direction, to find the crystals and bring
the boy to the cavern under the Forgotten Sea. In the meantime, Edris used Agathon’s
school to learn more of the world. He’d been imprisoned under the temple for a very
long time, perhaps even as far back as the appearance of the first Orixa, and wanted to
know more of the world. As Edris had stated, he considered Agathon a fallback plan, in
case Anaboa failed. He had no idea that Agathon would bring such strong allies, or that
the Orixa possessed such power.

The merchant promised Agathon wealth and power, if only he would keep quiet.
Agathon turned the man’s offers down. After all, the demon had used them all as his
pawns. He did, however, take a small bag of coin to purchase the ruined amphitheater
where he taught his school. After all, it wouldn’t do for the city guard to throw such an
esteemed teacher out on the street for squatting. Agathon smiled to himself as he heard
his students gathering outside. No, that would not do at all.

END

352
THANK YOU
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ATLANTIS: The Second Age

Based on the works of Stephan Michael Sechi, Vernie Taylor, and Ed Mortimer

Written by Thanks to the following


Doug Bramlett, Kieran Turley, and Jerry D. Grayson. Doug Bramlett
My wife for putting up with me, Jerry for the opportunity to
Additional writing, concept and ideas by write for Atlantis, SMS for his original work, and RPG.net for
Colin Chapman, Ron Edwards, and Tony Robertson, occasional inspiration.

Editing Kieran Turley


My wife and kids (Ruth, Mia, and Chloe) for putting up with the
Jennifer Seiden crazy.

Art Jerry D. Grayson


Nate Marcel, Yoann Boissonnet, Olli Hihnala, Nathan Rosario, Desi My loving family, extended family and any one I have personally
Conrad, Chris Swall, Renee Grayson, Jerry D. Grayson, called friend. Frank Frazetta, John Buscema, Haile Selassie I,
Conan the Barbarian in all his iterations, and Jack Kirby.
Cover art by This journey was like piloting War Rocket Ajax into Ming’s
Nathan Rosario wedding (if you don’t get the reference that’s cool, if you do rock
on!). Special thanks to several people who went the extra mile in
trying to make this thing a success. Renee for keeping the wheels
Layout
on and believing in me, and Kieran, Doug, for all their help and
Jerry D. Grayson keeping me honest. Luke W. and John K for their enthusiasm and
online pushing to make people aware. Jeff S. for going above and
Contributions and Playtesting beyond.
Jeff Scifert, Aakin Patel, Tony Robertson, Janet Nelson, Eric Durcan,
Colin Chapman, Dave Thrush, Loretta Thrush, Craig Sisco, Gabriel ISBN 0-9842500-9-3
Grayson, Reggie Sanders, Josh Johnson, Aislinn Bramlett, Desi
Conrad , Renee Grayson, Clea Grayson, Matthew Bottiglieri, Dirk Check us out on the web
Cjelli, Stephan Delear, Judd M. Goswick , John M. Kahane and
Matthew Slepin WWW.ATLANTISRPG.COM

The contents are TM and © 2013 Khepera Publishing. The


Khepera Scarab and the Atlantis logo are ® Khepera publishing.
No portion of this book may be reproduced by any means without
written consent from the publisher, except for review purposes.
Any resemblance to persons living or dead is purely coincidental
or used for the expressed purpose of parody.

“Omega System” and the Omega System logo are Trademarks


owned Khepera Publishing.

354
ATLANTIS: The Second Age

Thank you. You’re helping the world.


“I want to help change the world” I thought one day. I don’t have any awesome skills like
engineering or medical training so for a while I was lost. Then it occurred to me that I write RPGs
and through that maybe I could do my part to help make the world a better place. I’ll never get
rich from doing these little niche hobby books but I can put some of this effort to good use. If I
could produce something of merit that you enjoy and are willing to pay for I could translate that
into my Good Work. I’ve been blessed with a wonderful family and a decent quality of life. I’m
not rich by any stretch but I consider myself very fortunate.

What’s a Good Work?


It’s something we should all be doing. Something that helps makes society better. A good
Work could be as grand as finding a cure to a terrible disease or as subtle (but equally important)
as raising compassionate children that are tolerant of others and seek to help where they can.
My Good Work is to help at least one person have a better quality of life, to touch someone in a
meaningful way and leave the world a little better than I found it.

Along with my personal donations a portion all profits from the Atlantis line is donated to the
charities below. This is something important to me and I hope you find value in it too. You’ve
helped by buying this book but if you want to take an extra step check out the sites below. One
person can make a difference.

Jerry D. Grayson

GiveWell
www.givewell.org
GiveWell is a nonprofit dedicated to finding outstanding
giving opportunities and publishing the full details of our analysis
to help donors decide where to give.

Against Malaria Foundation


www.againstmalaria.com
AMF provides long-lasting insecticide-treated nets (for
protection against malaria) in bulk to other organizations,
which then distribute them in developing countries.

355
ATLANTIS: The Second Age

Index C Earth
Fertility
182
183
Influence
Intelligence (INT)
123
20
Calendar 145 Fire 183 Intent 21, 242
A Chaos Speech 42 Fortune 184 Item Quality 218
Character 20 Law 184
Action 20 Character Creation 19 Love 185 J
Advanced Militia Training 59 Charge 259 Magic 185
Advanced Missile Training 59 Charisma (CHA) 20 Jackal-Men 28
Moon 186 Jaguar 30
Adversaries 289 Charlatan 62 Sky 186
Adversary Creation 302 Cleave 59 Jambu 55
Storytelling 187 Jinn 40
Age 84 Climbing 246 Sun 187
Ahl-At-Rab 24 Close Attacks 254 Jumping 246
The Dead 182
Aimed Shots 261 Clothing 235 Time 189 L
Airborne Travel 249 Combat 250 Travel 189
Alba & Iber 48 Combat Damage 249 Trickster 190 Lemuria 56
Alchemical Scientist 65 Combat Rating (CR) 21 War 191 Lemurians 44
Alchemy 151 Combat Rounds 251 Water 191 Lemurians Weapons 228
Alchemy Workshop 152 Combat Tactics 254 Donning Armor 230 Ley Line Roads 149
Amazing Dodge 61 Constitution (CON) 21 Drowning 266 Ley Lines 146
Amphisea 328 Conveyances 231 Life Path: Battle 77
Andamen 26 Cooperative Efforts 98, 244 E Life Path: Family Status 69
Animism 132 Core Rules 241 Life Path: Great Fortune! 80
Anubim 26, 28 Counterspells 117 Elassippea 330 Life Path: High Adventure 70
Anunnaki 22 Creating Adventures 273 Elixirs 157 Life Path: Relationships 79
Ape-men, 44 Critical Success 20 Elysium Ocean 49 Life Paths 67
Area-effect Attacks 258 Critical Wounds 265 Emissary 64 Life Path: Scholarly Pursuits 81
Armor 230 Crystal Matrices 149 Encumbrance 248 Life Path: The Enemy 78
Donning Armor 230 Cults 200 Equipment 215, 234 Life Path: The Mage 71
Protection Rating (PR) 230 Cults of Ba’al 200 Equipment Lists 234 Life Path: The Priest 72
Asena 29 Cults of Set 201 Eria 52 Life Path: The Rogue 73
Assassin 60 Culture 48 Eudea 331 Life Path: The Sailor 74
Athanor 152 Culture: Alba & Iber 48 Europa 53 Life Path: The Scholar 75
Atlantean Pantheon 193 Culture: Antilla 49 Evade 258 Life Path: The Warrior 76
Atlanteans 36 Culture: Atlantean 49 Evading Grenades 258 Life Path: Tragedy 82
Atlantis 319 Culture: Elysium Ocean 49 Experience Points 106 Lion Men 32
Atlantis, city of 334 Culture: Eria 52 F
Atlantis History 317 Culture: Europa 53 M
Atlantis Map 344 Culture: Gondwana 54 Familiar 63 Magic 111
Attack 254 Culture: Jambu 55 Fast Cast 63 Action Penalties 116
Attack Mode 119 Culture: Lemuria 56 Fire 266 Cooperative Effort 116
Attribute Racial Maximums 83 Culture: Mu 56 Firearms 262 Counterspells 117
Attribute Rolls 242 Culture: North Sea 56 Flee 260 Delayed Magic Effect 116
Attributes 20, 83 Culture: Tamaonchan 57
G Magic Mishaps 114
Charisma (CHA) 20 Customization Points 83
Mental Fatigue Penalty 115
Combat Rating (CR) 21
D Gadirea 331 Modes 112, 119
Constitution (CON) 21
Gladiatorial Games 326 Perception of Magic 111
Dexterity (DEX) 20 D20 20 Gods 175 Taking Extra Time 116
Intelligence (INT) 20 Damage 251 God’s Ear 65 The miens of magic 112
Magic Rating (MR) 21 Fire 266 Golden Lotus (GL) 21, 215 The Price 111
Perception (PER) 20 Poison 266 Gondwana 54 Using Magic Powers 113
Speed (SPD) 21 Radiation 267 Grappling Attacks 256 What is Magic? 111
Strength (STR) 20 Damage Rating (DR) 20, 251 Great Escape 61 Magic Mode: Attack 119
Will (WIL) 20 Damage Total 20 Great Works 282 Magic Mode: Illusion 121
Auras 128 Dark Arts 134 Grenade Throws 255 Magic Mode: Influence 123
Autochthea 328 Death & Dying 264 Magic Mode: Kinetic 124
Azae 329 Defense 258 H Magic Mode: Manifest 125
B Degree of Difficulty (DoD) 21, Magic Mode: Manipulate 126
Hafted Weapons 221
243, 250 Magic Mode: Sensory 127
Hardiness 66
Ba’al 200 Dexterity 20 Magic Mode: Shield 128
Healing 265
Balam 26, 30 Diaprepea 330 Magic Mode: Summoning 130
Hero Creation 19
Beastmen 26 Disarming 261 Magic Powers 113
Hero Points (HrP) 21, 87
Beasts 234 Diseases 267 Magic Rating (MR) 21
Hesperia 55
Beasts of the island of Atlantis295 DoD 21, 243, 250 Manifest 125
Hit Points (HP) 21, 85, 264
Birdmen 31 Dodge 258 Manipulate 126
Holy Places 178
Bladed Weapons 219 Dogma 192 Martial Wizard 62
Humans 38
Blasphemy 177 Dogs of Jhunn 310 Medicinal Mixtures 158
Blessing 65 Dominion Access 65 I Menhir 148
Burglar 60 Dominions 179 Mental Defense 259
Buying & Selling 217 Air 180 Iber 48 Mental Fatigue 115
Buying Services 215 Animal 180 Illusion 123 Mermen 34
Bypassing Armor 261 Craft 181 Improving Characters 106 Mestea 332
Death 181 Improvised Weapons 257 Metallurgy 217

356
ATLANTIS: The Second Age
Minotaurs 26, 33 Scholar 65 Profession (Specific) 104 Tritons 34
Misdirection 61 Protection Rating (PR) 21, 230, Resolve 104 Turani Gods 207
Mnesea 333 252 Ride 104 Twelve Revelations 4
Modes 112, 119 Skill Format 98
Modifier 21 Q Sleight of Hand 104 U
Mooks 265 Quick Adversaries 309 Stealth 104 Upbringing 67
Movement 246, 259 Tracking/Shadowing 105
Mu 56 R Trading 105 V
Multiple Actions 243 Unarmed Fighting 105
Mundane Animals 290 Race: Ahl-At-Rab 24 Weapon (specific) 105 Vacuum 267
Race: Anubim 28 Skills cost 84 Votives 175
N Race: Asena 29 Slavery 326 Vril 144, 146
Race: Atlanteans 36 Soldier 58 Vril Circles 147
Naga 22 Race: Balam 30 Vril Collectors 146
Narcotics 159 Race: Humans Sorcerer 62
38 Sorcery 136 Vril Pyramids 147
Nemeans 32 Race: Jinn 40 Vril Weapons 150, 229
Nethermen 46 Race: Lemurians Soul Power 117
44 Spears & Polearms 223
Non-Profession Based Talents 66 Race: Nemeans 32 Speed (SPD) 21 W
Non-proficient Weapon Use 257 Race: Nethermen 46
North Sea 56 Race: Owlmen Speed Table 247 Wards 129
31 Spells 140 Warrior 58
O Race: Taurans 33 Spending Customization Points 83 Wealth Rating (WR) 95, 215
Race: Tritons 34 Status 66 Average Wealth of a Person 215
Obscure 127 Racial Attribute Maximums 83 Strength (STR) 20 Buying More than One Thing
Off-Handed Weapon Use 257 Radiation 267 Stun 264 216
Olódùmarè 193 Ranged Attacks 255 Stunts 261 Cost of Item or Service 216
Olokunia 333 Ranged Weapons 225 Subdual Attacks 257 Wealthy 66
Ophidians 22 Reaction Rolls 245 Swimming 246 Weapon Modifier Icon Key 219
Opposed Actions 243 Renown 21, 85 Swindler 60 Weapons 219
Orixa 193 Resistance Rolls 245 Willpower (WIL) 20
Other Weapons 227 Respite Phase 280 T
Windships 150
Owlmen 31 Results Table 21, 241 Witchcraft 138
Retreat 260 Tack and Harness 234
P Talents 84 Wolfmen 29
Righteous Words 65 Worship 175
Advanced Militia Training 59
Pantheons 192 Rituals 117
Advanced Missile Training 59
Atlantean Pantheon 193 Root Races 22
Alchemical Scientist 65
Cults of Ba’al 200 Round 21, 244
Amazing Dodge 61
Cults of Set 201 S Blessing 65
Tharshi Gods 210 Cleave 59
Turani Gods 207 Sacrifices 117, 175 Dominion Access 65
Veddan Gods 203 Saint 64 Familiar 63
Perception Checks 245 Sample Spells 140 Fast Cast 63
Perception of Magic 111 Saurians 22 God’s Ear 65
Perception (PER) 20 Scale 21, 263 Great Escape 61
Pirate/Brigand 59 Scholar 65 Hardiness 66
Places of Power 143 Scout 58 Misdirection 61
Poison 163, 266 Second Wind 59 Non-Profession Based Talents66
Potions 164 Secret Societies 200 Righteous Words 65
Powders 166 Serpent Men 22 Second Wind 59
Power Level 113 Set 201 Shadow Walking 61
Precepts 192 Shadow Walking 61 Status 66
Previous Adventures 69 Shaman 63 The Gift 63
Priest/Priestess 64 Shields 231, 252 Tradition 63
Professions 58 Skill Check 97 Wealthy 66
Profession: Shapers Skill Rating 98, 242 Talents cost 84
Charlatan 62 Skills 21, 97 Tamaonchan 57
Martial Wizard 62 Animal Handling 99 Tapping the Flow of Vril 144
Shaman 63 Athletics 99 Taurans 26, 33
The Sorcerer 62 Deception 99 Telluric Technology 146
Profession: Slayers 58 Disable Mechanism 99 Tharshi Gods 210
Pirate/Brigand 59 Evade 99 The Gift 63
Scout 58 Handicraft (Specific) 99 Throwing Distances 255
Soldier 58 Influence 101 Thug 61
Warrior 58 Instinct (specific) 101 Time In The Game 244
Professions: Takers 60 Investigate/Search 101 Time Line 12
Assassin 60 Language 102 Traditions 63, 112, 132
Burglar 60 Literacy 102 Animism 132
Swindler 60 Lore (Specific) 103 Dark Arts 134
Thug 61 Medicine 103 Sorcery 136
Professions: Teachers Mode (Specific) 104 Witchcraft 138
Emissary 64 Parry 104 Traveler’s Equipment 234
Priest/Priestess 64 Perform 104 Travel Rates 248
Saint 64 Pilot (Specific) 104

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ATLANTIS: The Second Age

HELLAS Core Books HELLAS: Wine Dark Void


MSRP: $30.95
Product number KHP018
ISBN 0-9842500-5-0
144 pages Hard Cover full color (8”x11”)
The second major supplement to the original HELLAS Core Rules! With this
expansion to the HELLAS Core Rules, you will at last be able to sail the cosmic all sea
in search of adventure and glory. Will you be immortalized among the stars?
The 144 page book includes:
BB Full color illustrations of 40+ detailed ships.
BB Ship modification and construction rules.
BB Slipspace phenomena. An in-depth look into the wine dark void known as
the Panthalassa; the cosmic all sea
BB Slipspace encounters. A detailed look at the strange denizens that ply the
slipspace trade routes preying on the weak
BB A detailed look at the planet Korinthos. A mega city sprawl that covers the
entire planet.
BB New Metousia rules. A clear look at the
BB player’s ability to change the world around them.
BB Planetary Consumer/Trade scores for all the known worlds.
BB A detailed look at the goddess Aionisia and her temple moon.
BB Vehicle space combat and chase rules.

HELLAS: Swords and Sandals


MSRP: $30.95
HELLAS: Worlds of Sun and Stone Product number KHP019
ISBN 0-9842500-6-9
Second Edition revised and expanded. 144 pages Hard Cover full color (8”x11”)
MSRP: $49.99 The third major supplement to the original HELLAS Core Rules! With this
Product number KHP020 expansion to the HELLAS Core Rules, you will at last be able to experience the largest
ISBN 0-9842500-7-7 and most famous retail catalog in the Known Worlds.
340 pages Hard Cover full color (8”x11”) The Biggest Equipment Catalog in the Universe!
In ancient times, the spacefaring Hellenes and their Gods defeated an empire The Empori Piraeus has been shipping equipment to intrepid heroes for over
that threatened the entire galaxy. Now, after centuries of darkness, their enemies have 150 years. From all corners of the Known Worlds, the Empori provides you with the
returned for a final reckoning, and only a chosen few -- wielding the power of the mundane to exotic, always of the highest quality.
Gods -- stand between them and certain destruction. This book contains:
Hellas is an exciting fusion of high drama, action-adventure, romance, BB Over 150 pieces of equipment to be used in any HELLAS game.
mythology-infused space opera and science fiction that features: BB Food recipes for the discerning Hellene palette.
BB Extensive history and character background set in the world of Hellas
BB New armor types and rules.
BB A style sheet for life in the galaxy of the Hellenes
BB New weapon types.
BB Over 30 pre-constructed star ships
BB Symposium rules. Now you can throw your own dinner party!
BB Seven thoroughly explored factions and alien races: Amazorans, Goregons,
BB The Adventures of the Brazen Bull! A full-length graphic novel.
Hellenes, Nephelai, Nymphas, Kyklopes, and Zintar
BB The history of the Delphoi Legion.
BB Awesome Godly Powers and Feats befitting a champion of the galaxy
BB New sinister Atlantean equipment.
BB Clear and concise rules for the gift of the Gods of legendary power.

HELLAS: Princes of the Universe


MSRP: $30.95
Product number KHP012
ISBN 0-9842500-0-X
160 pages Hard Cover full color (8”x11”)
The first followup to the original HELLAS Core Rules is coming soon! The blood
of kings and gods runs through your veins! Now strike a blow for the future of your
world!
This book contains:
BB A dozen killer queens, kings and princes of the universe, complete with
intertwining stories and statistics on their home systems and armies.
BB Customized lifepaths for characters of non-Hellene ancestry, allowing players
to create more specialized backgrounds.
BB Two brand new races -- the ancient and mystical Zorans, and the newly-
discovered Pandorans, children of the Atlanteans.
BB Mass combat rules to lead your armies and space armadas in to glorious
battle
BB A supplemental Honor system that works alongside the HELLAS Glory
system.
BB Planetary calendars, Zoran deities, and much more!

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ATLANTIS: The Second Age

HELLAS Adventures Books


HELLAS: Fire in the Blood
Adventure Supplement
MSRP: $8.95
Product number KHP011
ISBN 0-9842500-6-9
45 pages Black and white (5.5”x8.5”)
"Long ago, in a galaxy far, far away, a brave Hellenic explorer named Telemikus unlocked one of the secrets of the
universe with the aid of his Machina servants. Mistrustful of his assistants, he locked the secrets away in a hidden archive,
and buried the key where none would find it for thousands of years."
Fire in the Blood is the first of five adventures in the Legacy of the First Age series. It contains an exciting and mysterious
4-Act storyline, new creatures and enemies, and five pregenerated characters to get started right away. This scenario can
be run either as a stand-alone adventure, or as just the first step on an epic adventure across the Worlds of Sun and Stone.

HELLAS: Shades of Aegis


Adventure Supplement
MSRP: $8.95
Product number KHP013
ISBN 0-9842500-0-X
45 pages Black and white (5.5”x8.5”)
HELLAS: Shades of Aegis is the second of five adventures in the Legacy of the First Age series.

HELLAS: Frozen twilight


Adventure Supplement
MSRP: $8.95
Product number KHP014
ISBN 0-9842500-1-8
45 pages Black and white (5.5”x8.5”)
HELLAS: In Frozen Twilight is the third of five adventures in the Legacy of the First Age series.

HELLAS: Threads of Fate


Adventure Supplement
MSRP: $8.95
Product number KHP015
ISBN 0-9842500-2-6
45 pages Black and white (5.5”x8.5”)
HELLAS: Threads of Fate is the fourth of five adventures in the Legacy of the First Age series.

HELLAS: Immortal Memory


Adventure Supplement
MSRP: $8.95
Product number KHP016
ISBN 0-9842500-3-4
45 pages Black and white (5.5”x8.5”)
HELLAS: Immortal Memory is the fifth and final adventure in the Legacy of the First Age series.

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Special Thanks to Jeff Scifert for his generosity.
shannon lewis (order #5646193)
shannon lewis (order #5646193)
shannon lewis (order #5646193)

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