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Tell me your fable


A fable
A fable
A fable that will never end
And now, I dream
----Fable, Robert Miles

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ABOUT THE RULE SET
Ultimately it is up to the individual Game Master on what books
to use and not to use. For this book the assumption is to use the
following books:
• Advanced Old School Essentials Players Tome
• Advanced Old School Essentials Referee’s Tome
 Carcass Crawler Inaugural Issue
 Carcass Crawler #1

SOURCE MATERIAL
This is some of the source material from which many of the
ideas for this book came from, not including the various
iterations of many rpgs.

WRITINGS
Conan Complete Collection
1979 Ace Books
The Elric Saga
Michael Moorcock, Books 1-6 Berkly 1985
H.P. Lovecraft: The Complete Fiction
Barnes & Noble Collectible Editions 2011
Dark Dungeons
Chick Tract
Origins of Marvel Comics
Stan Lee 1974 Fireside

MOVIES&TELEVISION
Kiss Meets the Phantom of the Park
1979 TV movie
Kolchak: The Night Stalker
1974-1975(TV series)
Land of the Lost
1974-1977 (TV Series)
Otherworld
(1985) (TV Series)
Once Upon a Time
2011-2018 (TV Series)
Logan's Run
1976 Movie

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Logan's Run
(1977) (TV Series)
Phantasm
(1979) Movie
Space:1999
TV Series

MUSIC
Dreamland
Robert Mills
Donovan’s Greatest Hits
1969 Epic Records
Led Zepplin IV
1971 Atlantic Records
Phantasm Soundtrack
Fred Myrow, Malcolm Seagrave - Kathy Lester
Xanadu Soundtrack
1090 MCA Records

THANK YOU
I want to thank Gary Allgeier, Guts, Kroob, Savagecornholio,
Cerebral Helix for coming along for the ride.

ART
https://www.freepik.com

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Cincinnati, Ohio October 26th, 1979, 11:55 pm
Paula and Zoso started franticly to climb the small but difficult
rocky cliff. They reached the top, where they found their friend,
they were searching for.
He stood, with back turned, wearing the wizard robe his
mother sewed for him for their Saturday night game.
“Gene!” Paula belted out while catching her breath. She held
up a letter half crumpled from her mad dash “This letter Gene.
What is this about? We’re worried for you.”
“Don’t be.” Gene said in a calm voice. He turned to them and
both saw the necklace he was wearing “Soon I will ascend.”
Zoso noticed right away that the necklace looked exactly like
the one Gene had drawn up for their game, called the Pearl
of Infinite Dreams.
Gene grabbed the Pearl and said “Yes! I have it, thanks to the
Shadow Lord, I can now enact my dream.”
“Gene” Paula thought carefully at what she was to say. Her
friend was obviously unhinged. “The Shadow Lord and the
necklace are just things you made up for our game. They’re
not real. Please. Get away from the cleft and come back
home with us.”
“Gene, does this have something to do with your brother going
missing? Zoso and Paula walked closer, now being in arms
reach.
“He’s no longer here. He’s become the Shadow Lord.” A single
tear ran down Gene’s face. “He’s lost to the Shadow, but with
this (he grabbed the pearl) with this I’m going to create
Evermore.”
The two stood there not knowing what to do. It was obvious to
that the game had made his mind snap.
Gene closed his eyes and appeared to be concentrating on
the pearl in his hand. It was then that the Pearl started to glow
with a bright light. Both of Gene’s friends were shocked, but
Gene opened his eyes and was filled with joy.
“Look! It’s working!” Gene exclaimed.
The air about them started to stir and the three looked around.
What happened next was the proof of what he was saying.
Behind Gene a hole ripped open in the very fabric of reality
showing a vast, starry expanse.
“I told you! I told you! Gene yelled out.

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His friends were frozen in disbelief, but Paula found the strength
to talk.
“Gene, if this is true and he’s now the Shadow Lord then
Jeremy has been consumed by the Shadow and can’t be
trusted.” She grabbed his arm in a gentle way to reassure him.
“If he gave you the Pearl then you know there are strings
attached to it. Strings that will devour your very soul.”
Gene looked at them both and then to Paula and said, “The
Shadow Lord didn’t give me the Pearl; I stole it from him.”
The revelation shook both of his friends. Paula released his
arm, a fear for her friend started to overtake her.
“I must do this” Gene said, his sanity seeming to come back to
him. I’ve wanted this for so long.” He looked at them both “I
love you both so much. Remember me” and with that he
entered the portal before either of his friends could stop him.
Zoso and Paula looked into each other’s eyes looking for an
indication of what to do next.
They had both known Gene for all their lives. Both had loved
and been in love with Gene at one time or other. The look in
their eyes answered what they were to do. They walked
through the portal, hand in hand, to find their friend.
As they finished walking through, the portal closed behind
them, on the ground a photo Gene had dropped. It was of
him, Zoso, Paula and Jeremy, sitting around the table playing
their Saturday night game. The picture betrayed the makeup
of the group and was an indicator of what was to come.

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CLASSES OF EVERMORE
The classes presented here supplement and, in some cases,
replaces certain classes. It is ultimately up to the Game Master
to decide what to use and not to use.
This list of classes are the ones currently available by Necrotic
Gnome. The classes in bold are the ones that fit the most and
are used for this setting.
An * Indicates the class has been assumed by a class in this
book. Ask the Game Master if you can play it.
AFPT: the Advanced Fantasy Player’s Tome
DOD: Demihumans of Dolmanwood
CCI: Carcass Crawler Inaugural Issue
CC#1: Carcass Crawler #1

Acolyte CC#1 6 Grimalkin DOD 6


Acrobat AFPT 28 Half-Elf AFPT 54*
Arcane Bard CCI 6 Halfling AFPT 56*
Assassin AFPT 30 Half-Orc AFPT 60*
Barbarian AFPT 32 Hephaestan CC#112
Bard AFPT 34 Illusionist AFPT 62*
Beast Master CCI 8 Kineticist CC#114
Blooded LDOA Knight AFPT 64
Changeling 10* Mage CCI 14
Chaos Knight CCI 12 Magic-User AFPT 66
Cleric AFPT 36 Moss Dwarf DOD10
Dream Sovereign LDOA Mutoid CCI 16
Drow AFPT 38 Mycelian CCI 18
Druid AFPT 40 Paladin AFPT 68
Duergar AFPT 44 Ranger AFPT 70
Dwarf AFPT 46 Svirfneblin AFPT 72
Elf AFPT 48 Thief AFPT 74
Fairy Elf DOD4 Warden CCI 20
Fighter AFPT 50 Woodgrue DO
Gnome AFPT 52

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BLOODED
Requirements INT 9, CHA 9
Prime requisite CHA
Hit Dice D6
Maximum level 10
Armor Any, including Shields
Weapons Any
Languages Common, Language of supernatural ancestor

Blooded are those born of the union of humans and a


supernatural being.
Changelings are descended from Fae.
Nephilim from Angels, Demons, Devils etc.
Dragon Born are those that descend from the various true
dragons.
Elemental Kin from Noble Elementals, Genie etc.
Blooded look mostly human with only vestiges of their
supernatural ancestor.
Depending on the circumstance of their birth, reaction to
Blooded can be mixed. Some are ridiculed or scorn by the
society they are born into, while others are revered or even
worshiped, the society seeing the birth as divine.
Blooded are a mixed bag when it comes to worship, some are
devout cultist while others hate the gods and some take on
the mantle themselves forming cults of personality.
Infravision. Blooded have infravision to 60’ (see Darkness
under Hazards and Challenges, In the AFPT).
Magic. See Magic in the AFPT for full details on magic.
The spell list used by blooded depends on their ancestry.

Ancestry List
Changeling Illusionist
Dragon Born Magic-User
Nephilim Cleric
Elemental Kin Druid

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Spell casting: Blooded cast spells by the blood flowing
through them. They do not need to carry spell books and in
fact cannot use them.
The level progression table shows both the number of spells
known and the number they may cast, determined by the
character’s experience level. Thus, a 1st level blooded has one
spell they can cast, selected by the referee (who may allow
the player to choose). Blooded cannot gain spells by finding
them. They gain spells as they advance in level, unlocking the
power within.
Use Magic Items: Blooded can use magic items that
correlate to the spell table they use and those items usable by
all classes and their supernatural ancestor (See Two Spirit)
Two Spirits: For all effects related to race, blooded are
considered to be human AND their Supernatural ancestor.
Tables: Blooded use the Level Progression, Spells and Saving
Throws tables of the elf in AFPT.

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DREAM
SOVEREIGN
Requirements None
Prime requisite CHA
Hit Dice D4
Maximum level 14
Armor None
Weapons Dagger, Staff
Languages Common and one other of player’s choice.

While anyone can try to understand their own dreams and


learn to control them through Lucid Dreaming, only the Dream
Sovereign has transcended the barrier between the realms of
the living and dreams.
Dream Companion
The Sovereign gains a Dream Companion which has hailed
from the realm of Dream. The Companion could be from the
Sovereign’s dreams, another’s or might have been found
wondering the Dream Realm.
Dream Companions can be of any concept, from a One eye,
One horn, Flying purple people eater to the Sovereign’s own
mother.
The Companion might mirror very personal things that the
sovereign shared with the actual being if present in life.
For example, the Dream Companion Mother would remember
shared events and might even still be mad
at the Sovereign if they fought before she died.
Dream Companions have all the traits of Shadows though they
don’t do Strength Drain.

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Dream Tokens
You pull wisps of dream material from the realm of Dream to
create objects.
The object created must be no larger than a 5- foot cube, and
the object must be of a form and material that you have seen
before.
The duration depends on the object's material. If the object is
composed of multiple materials, use the shortest duration. The
Sovereign can have only one Dream Token manifested at a
time.
Material Duration
Vegetable Matter 12 hours
Stone or Crystal 1 hour
Gems 10 minutes
Metal 1 minute

Lucid Dreaming
Lucid Dreaming can only be used while in the Dream Realm
and can do the following:
• Realize you are dreaming
• Change one aspect of your personal dreamscape
• Change one aspect of another's dreamscape (contested
Wisdom rolls)
• Change your personal appearance
• Depart one dreamscape for another
• Depart a dreamscape for the Dreamlands
• Pull another with you into the Dreamlands
• Leave the Dreamlands

Level Dice Roll


1-5 2in6
5-10 4in6
11-14 5in6

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Phantasms
Dream Sovereigns do not cast spells but instead enact
“Phantasms” the dreams of the Sovereign made real in the

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reality of the Flesh. Other than this, they resemble and work as
Illusionist spells do and in fact are reskinned Illusionist spells.
Dream research: A Sovereign of any level may spend time on
Dream research. This allows them to add new phantasms to
their dream journal and to research other dream effects.
When a Sovereign reaches 9th level, they are also able to
create dream relics. Researched phantasms, effects, and
dream relics must be within the scope of the dream sovereign
class as judged by the Game Master.
Enacting Phantasms: Dream Sovereigns carry dream journals
recounting the dreams and studies of the dreams of the
Sovereign.
The level progression table shows both the number of
Phantasms (spells) in the Sovereign’s journal and the number
they may enact per day , determined by the character’s
experience level. Thus, a 1st level illusionist has one spell in their
spell book, selected by the referee (who may allow the player
to choose).

Use magic items


As Dreamers, Sovereigns are able from time to time surpass the
limitations of using magical items.
They have a chance of using any magical item regardless of
origin.
Level Dice Roll
1-5 2in6
5-10 3in6
11-14 4in6

After 11th level: Upon reaching 11th level the Sovereign


can claim a place in the Dream Realm to create a Dream
Fortress. 1-6 Dream Folk will man the Fortress.
Tables: The Dream Sovereign uses the Illusionist progression
tables and Spell list.

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KEMONO Requirements Minimum DEX 9
Prime requisite DEX
Hit Dice D6
Maximum level 8
Armor Any (Must be made to fit the
Anthropomorphic form
Weapons Any
Languages Common, Kemono, Animal Species

Kemono are ageless Dreamfolk made real who have taken on


the form of intelligent, shape changing animals. Taking on
either of the forms cost the Kemono it’s turn.
The vast majority of them live solitary lives in the wild where
they can occasionally be found among normal animals of their
kind. Once in a while the Kemono’s curiosity gets them and
they look to observe and interact with humans.
Kemono are one race, though many species of Kemono exist.
Most species get along, but many do not and in fact war with
each other. No matter their species, all kemono share a fun
loving, prankster side at best, or a thieving, conniving one at
worst. Kemono do not worship gods but hold the Animal Lords
in reverence. Kemono are mostly seen in the eyes of humans
with acceptance, though humans are well aware of their
trickery.
Animal Form
In this form the Kemono is a regular animal of its species but
keeps it’s Intelligence, Wisdom and Charisma scores and hit
points. When Kemono sleep, are unconscious or dead they
revert to animal form.
While they can understand any language they know in this
form, they can only communicate as an animal in this form.
All items the Kemono was wearing in its Anthropomorphic Form
is subsumed into the animal form. Items subsumed cannot be
used, including magical items.

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Anthropomorphic Form
This form is more animal than human in look and shows the
Kemono for what it is. They get the special abilities and actions
of the animal form if the form allows it. They stand about 5-6
feet in this form.
They speak all languages they know in this form and can use
armor and weapons in this form.
Combat
In their animal form the Kemono has the attack capabilities of
its form. In the Anthropomorphic Form they can wear armor as
long as it was made to fit them. They can use all weapons in
anthropomorphic form.
Spilling your guts
Like that famous carrot eating rabbit that asks what’s up, the
Kemono are able to draw out secrets the target may be
keeping. The Kemono must be casually talking to the target
when asking the question(hence Spilling your guts cannot be
used in combat. The target makes a save vs Spells. If they save,
they are immune to spilling your guts for the next hour. If they
fail, they will blurt out the answer and the kemono cannot use
spill your guts on that individual for the next 24 hours.
Tables
The Kemono use the Level Progression Tables of the Halfling
Class.

KEMONO SPECIES
Each species has a Birthright that they can use in either form.
Avian
• In anthropomorphic form Avian Kemono cannot fly.
Kenku (Raven)
Birthright: Mimicry
After having heard a sound for one round, the Kenku can
duplicate it. A Wisdom roll is needed to perceive the
deception.

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Hakuchō (Swan)
Birthright: Feathered Beauty
An Hakuho’s Charisma is always considered to be no lower
than 14 when dealing with looks.

Aquatic
• All Aquatic can breathe air or water in their
Anthropomorphic Form.
• All items carried while in their Anthropomorphic and animal
Forms stays dry when completely submerged in water.

Koi (Carp)
Birthright: Fate for Luck
Once per day, per person, the Koi can grant Fate for Luck. The
person automatically succeeds on their next roll, but the
Kemono will fail on their next.

Tako (Octopus)
Birthright: Alien Mind
The Tako really are not of this world. They gain a +4 on all saves
vs mind affecting spells and affects.

Insect
The animal form of an incest Kemono is a swarm. In this form
the kemono can only speak the language of their insect type.
In their anthropomorphic form they cannot fly. As long as one
member of the swarm is alive, the Kemono lives no matter how
many hit points lost it sustains.

Batafurai (Butterfly)
Birthright: Fluttering Grace
Once per day the Batafurai can succeed at any one non-
combat social situation.

Kumo (Spider)

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Birthright: Creeping Fear
The Kumo can paralyze a person with fear. This acts as the
Hold person spell but it can only be used on one person at a
time and only last a turn. Once used, that particular target is
immune until the next sundown.

Mammal
• In both forms, the mammal kemono can take a bite OR claw
attack as an attack action. Those with more than one attack
can do both.
Kitsune (Fox)
Birthright: 9 Tails
When the Kitsune takes it’s Anthropomorphic Form they show
their multiple tails. Starting at first level the Kitsune gains an
extra tail. For each tail the kitsune gains it receives a +1 on
Intelligence, Wisdom, Dexterity or Charisma. The Score for
these abilities cannot exceed 18.

Tabaxi /Bubasti (Cat)


Birthright: 9Lives
When reduced to 0 hit points the Tabaxi/Bubasti comes back
to life with one hit point. This can be done nine times, but each
time the cat loses 2 points of Constitution (which may affect hit
point total) and they must switch alignment, being determined
randomly between the other two.

Nousagi (Hare)
Birthright: Escape Artist
Once per day Nousagi can escape any restraint or prison.

Tanuki (Racoon)
Birthright: Thievery
Tanuki have the Thief Skill of Pick Pocket of the same level.

Ōkami (Wolf)
Birthright: Pack Leader

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When the Okami is in charge of a group, his charges receive a
+1 on all attack rolls during one combat per day. The Okami
himself takes a -1.

Reptile
Reptiles must be very careful of extreme temperatures since
they are cold blooded. They also have a connection to a
“Genetic Memory” they share with the Dream Realm. Once
per day a Reptile can learn one piece of information about a
person (dead) place or thing.

Hebi (Snake)
Birthright: Lying Tongue
Once per day the Hebi can successfully
tell one lie to one induvial.

Tortle (Tortoise)
Birthright: Rock of Ages
The Tortle, because of his shell, receives a +2
to armor class. Also once per day they can
Slow poison on themselves as the spell.

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MANIKIN Requirements Minimum CON 9
Prime requisite CON
Hit Dice D8
Maximum level 8
Armor Any but might need to be custom
made to fit form
Weapons Any
Languages Common, Any other one known by
its creator, enemy or used to fulfill
purpose

Manikins are Living constructs. that may or may not remember


their creation.
Manikins can come from a wide range of origins. They were
created for a special purpose, though most pc manikins have
set out adventuring to find more out of life.
They tend toward the Neutral alignment as they are somewhat
detached from humanity though most seek to learn from it.
There are though very virtuous and evil individuals.
The Scarecrow that spontaneously came to life to escape
torture from the crows that perched on it all day,
the clockwork person created by the Tinker to help around the
house and the ventriloquist dummy that was brought to life by
dark magic are all examples of manikins.
Durable Construction
Manikins are made of durable material. This and the fact that
they lack vital organs among other things gives manikins a
base Armor Class of 12 instead of 10.
Living Construct
Though manikins were created and not born, they are sentient,
autonomous beings.
• They are subject to magic like all living beings are, including
things like sleep and Raise Dead.
• While they don’t need to eat or drink, they can if they want
to.

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• Manikins do not need to breath and never need to take rest
unless a spell or similar magic makes them.
• Mankins regain hit points at the same rate as other classes
but gain them back by being repaired (or by magic).
• All manikins know how to repair themselves if they are
conscious.
Structural Integrity
All manikins have a Strong and a weak spot in their
construction. For example a scarecrow takes half damage
from blunt damage like say a mace, but double damage
from fire. Talk with the Game Master to determine the
character’s Strong and Weak spots .
Stronghold
The manikin can establish a stronghold at any time. This
Stronghold will usually have a purpose or need and will
attract 1-4 supernatural beings and up to 12 mundane ones.
Tables
The Manikin uses the Level Progression tables of the Dwarf
class.

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METAMOPRH Requirements Minimum DEX 9, CHA 9
Prime requisite CHA and DEX
Hit Dice D6
Maximum level 8
Armor Leather, no shields
Weapons Any
Languages Common, True Atlantean

Sometime in the distant past the True Atlanteans mated with


the human slaves they subjugated and produced offspring.
Over time they have become a true race, though one that
hides from the fear they inspire. Though they hail from an alien
race of slavers, metamorphs are on the whole more Neutral
than Chaotic or Lawful.
Alein Mind
The metamorphs True Atlantean ancestry gives them alien
minds. They receive a +4 on all mind affecting spells and
affects.
Back Stab
When attacking an unaware opponent from behind, a
metamorph receives a +4 bonus to hit and doubles any
damage dealt.
Combat
Because of their need for stealth and free movement,
metamorphs cannot wear armor heavier than leather and
cannot use shields. They can use any weapon.
Metamorph Skills
Changelings can use the following skills, with the chance of
success is the same as a Thief of the same level.
Hear noise: In a quiet environment (e.g. not in combat), a
metamorph may attempt to listen at a door or to hear the
sounds of something (e.g. a wandering monster) approaching.
Hide in shadows: Requires the metamorph to be motionless—
attacking or moving while hiding is not possible.

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Move silently: A metamorph may attempt to sneak past
unnoticed.
Shape Changing
A metamorph can alter their form to exactly mimic another
person. The metamorph must have been within 20’of the
person to be impersonated to mirror the image and must have
heard them say at least a single word to sound like them.
Duration: The metamorph remains in the new form for up to ten
minutes per level. Afterwards the metamorph must change
back and cannot change into another form for another ten
minutes. The metamorph changes back to its true self if they
become unconscious or dies.
Stats: The metamorph retains their own intelligence, hit points,
saving throws, and attack probabilities.
Capabilities: Physical capabilities of the new form (e.g. strength,
physical attack forms, modes of movement) are acquired.
Non-physical special abilities: (e.g. immunities, spell casting) are
not acquired.
Clothing and
gear: Items
visibly worn or
carried by the
victim are
copied. Copied
items do not
possess any
magical
properties of the
original and
vanish if
dropped.
Tables
The Metamorph
uses the Level
Progression
table of The
Thief.

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SIDHE
Requirements Minimum CHA 9,
DEX 9, INT 9
Prime requisite CHA
Hit Dice D6
Maximum level 10
Armor Any
Weapons Any
Languages Common, Sylvan
The sidhe were created at the dawn of time, when Elfland itself
came about. There are no sidhe children, instead they are
created during great cosmic events.
Being the embodiment of nobility, sidhe have aloft dispositions.
There is an air of sadness that seems to hang about them.
They appear as tall, slender, perfectly formed humans with full
bodied hair of offset colors and intense blue, purple or grey
eyes with very large pupils.
Their ears are long, pointed and tapered at the end.
Combat
Sidhe are naturally talented warriors and may use any
weapons and armor.
Immortality
Sidhe can be killed but do not die naturally. They are immune
to the mundane illnesses of mortal-kind but are affected
normally by diseases of magical origin (e.g. cause disease,
lycanthropy, the touch of a mummy). Sidhe also cannot die of
thirst or starvation, though a lack of sustenance drives them
insane and sadistic
Unearthly beauty
Sidhe—both benevolent and wicked—are beautiful, by mortal
standards. For Charisma tests based purely on physical
attractiveness, a sidhe is always treated as having a Charisma
score of at least 16.

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Eyes of the Night Jar
Sidhe have a 4-in-6 chance of noticing passages to Alfheim.
Furthermore, the cloak of night does not affect them.
Their eyes perceive night as if it were day and even the darkest
dungeon as if they were seeing it by moonlight. Eyes of the
Night Jar does not work in magical darkness.
Sidhe are also able to see through visual illusions, gaining a +4
to do so.
Read magic
Given an hour of solitude, a sidhe may read arcane magical
scripts and runes, as if by the magic-user spell read magic.
Magic items
Sidhe can use magical items usable by all but Clerics. Divine
magic is foreign to them.
Glamours
Sidhe are able to make use of a number of magical abilities
known as glamours. They gain glamours at every two levels
beginning at first level and can pick the glamour they want.
Glamours may be used any number of times per day but can
only be used one at a time per turn.
Seeming, 1st level: Subtle features (e.g. eye color, hair
color) may be switched in a moment. More dramatic changes
take a turn of concentration to effect, possibly making the
sidhe look even human. It is not possible to duplicate the
appearance of another using this glamour.
The sidhe may also make their garb appear as they wish.
Seeming can even extend to any one object they are
carrying, making it appear as something else of similar
dimensions. In all though Seeming is only visual and is dispelled
by touch.
Fae Bewitchment 3rd level: The sidhe’s words have great
power over mortal minds. A single mortal, addressed by a
sidhe using this glamour, must save versus spells or believe the
sidhe’s words, if only for a moment. When the moment has
passed, it is immediately obvious that a magical deception has
occurred.
The Sidhe can also use Fae Bewitchment to communicate with
any being, including dumb animals. This ability may only be

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used to talk with one other being at a time. Switching
languages takes a turn. The Sidhe does not “learn” the
language but can use it during conversation only. Nor can
they read or write in the language.
The Gloaming: 5th level The Sidhe can disappear from the
sight of another for one round. The Glamour may be used on
any individual once per day.
There is a 2in6 chance that the Sidhe can walk through a
shadow or similar area of non-magical darkness of at least
10x10 area and come back out one round later in a random
direction within 60’.
Noble Returns: 7th level The sidhe, being the fae nobles
they are, have a certain protection against magic and can
reflect any spell that has been cast on or at them. On the next
turn after being targeted by a spell the Sidhe can direct the
spell back at the person who cast it. Once done so, that
particular person is not affected by Noble Returns until next
Sunrise.
Kiss of Morpheus: 10th level Being the embodiment of
noble dreams, Sidhe are able to alter reality through their
dreams. Once per day a sidhe can enact Manifest Dreams as
the spell. The drawback is that upon awaking the sidhe
receives -4 on all rolls until the sidhe next sleeps.

Weaknesses
Cold iron: As fae, Sidhe are vulnerable to iron weapons,
suffering double damage on a successful hit. Their Glamour
does not work if on or if in contact with Cold Iron.
Resistance to divine aid: There are no gods in Elfland
and the gods of mortals are loath to aid its folk. If a sidhe is the
subject of a beneficial divine spell, there is a 2-in-6 chance of it
having no effect on the sidhe
Reaching 9th Level
Upon reaching 9th level, a sidhe may establish a stronghold
and domain in either the mortal world or Alfheim. Sidhe and
other fae in the region may come to live under the character’s
rule
Tables

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Sidhe use the Level advancement and saving throws of the elf
found in AFPT.

Race Separate from Class


Blooded
Ability Modifier: +1 CHA, -1 Con

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Infravision. Blooded have infravision to 60’ (see Darkness
under Hazards and Challenges, In the AFPT).
Two Spirits: For all effects related to race, blooded are
considered to be human AND their Supernatural ancestor.

Kemono
Ability Modifier: +1DEX, -1 WIS
Animal Form
In this form the Kemono is a regular animal of its species but
keeps it’s Intelligence, Wisdom and Charisma scores and hit
points. When Kemono sleep, are unconscious or dead they
revert to animal form.
While they can understand any language they know in this
form, they can only communicate as an animal in this form.
All items the Kemono was wearing in its Anthropomorphic Form
is subsumed into the animal form. Items subsumed cannot be
used, including magical items.
Anthropomorphic Form
This form is more animal than human in look and shows the
Kemono for what it is. They get the special abilities and actions
of the animal form if the form allows it. They stand about 5-6
feet in this form.
They speak all languages they know in this form and can use
armor and weapons in this form.

Manikin
Ability Modifier: +1CON, -1 CHA
Living Construct
Though manikins were created and not born, they are sentient,
autonomous beings.
• They are subject to magic like all living beings are, including
things like sleep and Raise Dead.
• While they don’t need to eat or drink, they can if they want
to.
• Manikins do not need to breath and never need to take rest
unless a spell or similar magic makes them.
• Mankins regain hit points at the same rate as other classes
but gain them back by being repaired (or by magic).

28
• All manikins know how to repair themselves if they are
conscious.
Structural Integrity
All manikins have a Strong and a weak spot in their
construction. For example a scarecrow takes half damage
from blunt damage like say a mace, but double damage
from fire. Talk with the Game Master to determine the
character’s Strong and Weak spots .

Sidhe
Ability Modifier: +1CHA, -1 CON
Immortality
Sidhe can be killed but do not die naturally. They are immune
to the mundane illnesses of mortal-kind but are affected
normally by diseases of magical origin (e.g. cause disease,
lycanthropy, the touch of a mummy). Sidhe also cannot die of
thirst or starvation, though a lack of sustenance drives them
insane and sadistic
Unearthly beauty
Sidhe—both benevolent and wicked—are beautiful, by mortal
standards. For Charisma tests based purely on physical
attractiveness, a sidhe is always treated as having a Charisma
score of at least 16.

Human
Ability Modifiers: +1 CHA, +1 CON.
Blessed
When rolling hit points (including at 1st level), the player of a
human PC may roll twice and take the best result.

Decisiveness
When an initiative roll is tied, humans act first, as if they had
won initiative. If using the optional rule for individual initiative
(see Combat in Core Rules), humans get a bonus of +1 to
initiative rolls.
Leadership

29
All of a human’s retainers and hirelings
gain a +1 bonus to loyalty and morale.

Suggested House Rules


The Last Days of Atlantis can be used as the Game Master sees
fit, but there are assumptions taken, including Race as Class.
The following are my own house rules and options I’ve used
over the years.
Bard
A variation of Divine Bard is found in LDOA.
Bards of Balen are divine bards that use the illusionist spell list.

30
Cleric
Clerics can use the weapon favored by its deity.
Fighter
Fighters use the Combat Options found in CC#1.
Thief
Thieves use the D6 Thieves skills rules and Thieves rules found in
CC#1
Armor Class
Ascending armor class has been used for a very long time and
is most favored by newer players.
Individual Initiative
A personal choice, each player, NPC bosses roll individual
initiative. Groups of npcs make one initiative roll for the whole
group.

31
THE WORLD
OF
EVERMORE
The Edge of Dreams, October 26th, 1979,
11:56 pm, One year later
They stood on a small, floating mass of land overlooking the
Dreamlands. A year had gone by since the three of them
entered the portal and now only the two of them stood. Gene
was looking out into the vast space, the Pearl of Infinite Dreams
around his neck.
Besides him stood Zoso, now dressed in robes indicating an
arch-mage.
“The Grand Ritual has been enacted. The next part will
happen soon” Gene said in a matter of fact way.
Zoso looked over to his friend and said “It doesn’t have to. You
can still stop it.
“But I won’t” Gene turned his head to look into Zoso’s eyes. The
two young men looked at each other, knowing that he was
not going to change his mind.
“This will Kill you” Zoso said.
“This will transform me” Gene grabbed the pearl and started to
focus his mind.
Zoso put his hand on his friend’s shoulder and in a weaken
voice said “Please Gene, don’t...”
Gene took the hand and held it to his lips in a long kiss.

32
“I know you’re still angry about what happened to Jenny but
believe me when I tell you the three of us will be together
again, as if none of this had happened.
Zoso wrapped his arms around his friend in a last-ditch effort for
one more hug, but Gene pulled them separate.
“You must go. If you stay the Great Rite will tear you apart.“
“But what will I do while waiting for your return?? I’ll be dead
by the time you come back.”
Gene smiled and gently kissed his friend on the lips and said: “I
give to you, Zoso, Master of the Magical Arts, the stewardship
over all the Realm of Evermore, and the immortal life that goes
with it.”
Zoso’s eyes showed he was going to say something else, but
Gene cut it short by saying “Begone now! The Great Rite is
here!” and with that, Zoso was teleported out of harm’s way.
The nebula of dream and matter created by the Great Rite
had expanded and now was upon Gene.
He kept holding the Pearl and his lips moved with no sound
escaping them as he finished the Great Rite.
As the cloud took over, Gene’s atoms started to break away
and scatter into the cloud. The pain was unmeasurable, but
Gene didn’t bat an eye as his whole being scattered and
mixed into the Great Nebula.
What happened next only took minutes but was eons in the
making as the Realm of Evermore formed and transformed,
and the life on its surface and deep within along with it.
Minutes later, the world of Evermore was formed.

Evermore
Evermore is a demiplane that borders The Dreamlands. There
are many such Dream Demiplanes in existence, Evermore is
just one of many, but is one of the largest ones. Many would
say even being its own full plane. Most of these Dream
Demiplanes have come into existence by a very powerful
magical item called The Pearl of Infinite Dreams. There is
always one such Pearl in existence at any one time, with its
appearance looking different time to time.

Calendar

33
The current calendar used today in the Twelve Kingdoms
came about right after the Great Cataclysm. Though it was set
up by the early Church of Sol Invictus, it is like many things of
Evermore, a reflection of Earth’s calendar right down to the
number of days in a week, month and year. Even names of the
days of the week reflects Earth’s. There are of course other
calendars used on Evermore, most being found East of the
Spine of Tiamat. But to those who live West of the Spine this
calendar is the only one used. Even in Thule, where resistance
to be absorbed by the church are under way, the Calendar of
Sol Invictus is used.

Seasons
Evermore has four seasons as does Earth.
Spring
Summer
Autumn
Winter

Languages
Note This setting does away with the concept of “Alignment
Tongue” and it is not mentioned elsewhere in this book.
Common Trade: This is the language spoken by most not only in
Avalon but all of Evermore. It is one of the oldest languages still
being spoken and hails from Earth being derived from
American English, the tongue of The Creator. Those who make
way to Earth are often surprised that the people of Earth shares
a language with them. Being a living language, Common
Trade, while being English, has evolved somewhat and
communication with Earthlings can be difficult at times.
High King’s Tongue: This Tongue is far different from Common
Trade and is only taught to the noble families. It is forbidden for
those not of noble birth to speak it. The punishment is a lifetime
in the noble’s dungeons.
Hyperborean: To the people of Avalon, Hyperborean sounds
like babble and is best left for the barbarians that live East of
the Great Spine of Tiamat
Silent Tongue: This is a system of communication that came
down from House Pendragon at the beginning of the founding

34
of the houses. It, like many things in Evermore, is derived from
Earth and in fact is a derivative of American Sign Language. It
is common among the nobility being almost a necessity for
Noble Houses that drip with intrigue. It is also known by many
Assassin and Thief guilds.

Laws of Reality
The World of Evermore for the most part follows the rules of
science concerning the world. The atmosphere is like that of
Earth’s (though free of smog) Gravity works the same as on
Earth and so on.

Atlantis
No other place in all of Evermore draws up images of great
romance and danger. The True Atlanteans, those that built the
City State of Atlantis, are long gone. Even so, many of their
belongings and places of worship still survive. People from all
over the world sail to Atlantis to see its wonders and to trade
City of Atlantis: The city of Atlantis is a vast, old city that has a
long history of siege and wonderment. Today it stands as the
crown jewel of the world. A large portion of the city shows the
remnants of the True Atlanteans and their architectural
wonderment. The city is under control of a large
Atlanteans: Those people who now call themselves Atlanteans
are a long way from being those who originally claim the
name. In fact, many scholars think that the people who now
call themselves Atlantean were once the original Atlanteans’
slaves. When talking of Atlanteans, there are those that live in
the City State of Atlantis and those that live outside of the City
State, on the continent of Atlantis. The City State Atlanteans
are mostly of the noble class where those living outside are
lower class. No matter the class they come from, most
Atlanteans are arrogant, similar in the same vein of the
Straiten, Most are olive to pale in skin color with very dark hair.
No other civilization (save for the Striation) has such a high level
of magickal understanding then the Atlanteans. Many
speculate this is because so many artifacts of the Ancients had
been found here. But that would be a wrong assumption for
the very fact that Atlantean artifacts are not magickal (at least
not in the same way as

35
Bubasti: Under the city of Atlantis there is a secret society of
creatures who are thieves and occultist doing unspeakable
things. They are the Kemono known as the Bastet and they are
an ancient species of kemono. They claim direct ancestry from
the Goddess Bast, which in their eyes makes them superior to
all others. Their anthropomorphic forms are tall, slender and
graceful with long tails, giving a resemblance to the cat
goddess herself. In their cat form they are solid black short hairs
with large ears.
The Legion of Shadowmen: This band of rogues founded by the
notorious Thalmere Bleak, have an elaborate network that is
ran in the sewers of Atlantis. While Bleak himself has been
running around with a group of powerful explorers, his legacy
lives on.

Avalon
Avalon makes up most of the “civilized” world. It consists of the
Twelve Kingdoms. These kingdoms are feudal. Religion is
dominated by the Church of the Sol Invictus. Even so, there
are holdouts throughout the 12 Kingdoms of older gods being
worshiped.
To the eyes of those living within the Twelve Kingdoms, they are
the center of the civilized world. To the East is the Spine of
Tiamat, which divides the civilized world from hordes of
Barbarians and various horrors beyond the imaginings of the
people of the Twelve Kingdoms.
Each Kingdom is ruled by a noble family that can trace itself to
one of the 12 Knights of the Round Table
Nobility, Serfdom and The Church
When Evermore came into existence it was a world that
imprinted on the Creator’s experiences, thoughts and feelings.
At first there were on humans in Evermore until Zoso himself
brought people to Evermore to populate it. These people it
seems took to this “imprinting” and many things mirrored the
myths and stories of Earth.
The 12 Kingdoms reflects the stories of Camelot down to its
codes of Chivalry and it’s structure of society of nobility,
serfdom and church.
Twelve Great Houses of Pendragon

36
When the Creator made Evermore, he imprinted his vast
knowledge of myths and stories from Earth. Among this was the
stories of King Arthur and his Cout of Knights.
Haunted Forest: This vast forest stretches most of the 12
Kingdoms outlined along the Spine of Tiamat. While trade
routes outline the forest, very few go through it. The reason for
this is the belief that those that die in the forest are destined to
wander it as ghosts trapped forever in the forest. The second
and most important reason is that the Haunted Forest is ruled
by the Iron claw of Black Agnes, a green hag of demi-goddess
status. All who live or even passes through the Forest are under
her rule, like it or not
Knights of the Celestial Vault: This Knightly Order has a very
strange history. According to the Vault, five peasants, while
working, almost were struck by a meteor that felled to
Pangaea while titling the fields. The meteor gave off a strange
energy that gave the five the gift of prophecy. The Five saw a
plot to kill the King. When they had stopped receiving the
vision, the Five automatically decided to go and stop the
assassination. In the ensuring events the Five stopped the killer
and were rewarded with the title of Knighthood by the King. All
did not end well though for the Five had kept the source of
their information secret. When word got out to the King on how
they had come upon the information he demanded the Five
to turn over the meteor to him for he feared the meteor. Now
why this was and why the Five decided to keep it a secret in
the first place depends on who tells the story. But in the end
the result was the Five breaking away from the King (after a
bloody battle) and forming a knightly order of their own. This
order was never very numerous to begin with. While the exact
number worldwide. While they are on good terms with the
major Orders (for those who have heard of them) they are
seen at best as being quaint. Being very traditional and old
fashioned, they do on allow women into the ranks. Even so, this
group of knights do not suffer from a machismo attitude one
would expect from a group that does not allow women. In
fact, they are known to work with women outside the order
when on assignments.

37
Nimbus: The Nimbus are a people who live in great cities in the
clouds. They are arrogant, literally looking down on those who
walk the face of Evermore.
The Nimbus wear loose fitting robes of white draped around
their frames and sandals that range from the foot to knee high.
The vast majority of them have at least some knowledge of
magic and many of them have rings of flying or levitation. The
vast majority of Nimbus people are frail looking with pale skin
and light hair colors.

Barbarian Hordes
At The northern reaches of Hyperboria is the area known as the
Wild Lands or on many maps known as simply as The Barbarian
Hordes. These vast permafrost plains stretch for miles and miles
and woe to those who find themselves stranded out in this vast
wilderness. Large tribes of brutal barbarians roam the area and
called it home.

Caliphate of the Mad Jinn


Also known as the Kingdom of Sand, The All-Seeing Jinn rules
this area of Evermore with an Iron Fist. He enforces horrible rules
upon the peoples living under his thumb for the sole purpose of
keeping power to himself.

Thule
The Green lands, home of the Fey, Stone Circles and Druids.
Evermore’s almost as untamed as Hyperboria. In the lowlands
you have the Pict, who are great fighters that make war in the
nude, made up in tattoos that magically protects them. In the
Highland mountains kilt wearing clansmen war against each
other, only joining together to combat outside threats. The
Church of Sol Invictus has tried to “educate” the “savages”
much to the dismay of the Invictus ministers as their heads are
put upon sticks as warnings to others.
Children of the Golden Oak: This small, but powerful Fey Circle
has branched out from Evermore and can be found popping
up in various unexpected places. The Children are a Fey circle
that has become corrupted by evil.

38
Kingdom of Jade
Remote and cut off to the known world, The Kingdom of Jade
is an esoteric and exotic land. The people there are gracious
to a fault and have an elaborate system of honor foreign to
the Twelve Kingdoms. Divided up into large Providences.
Samurai bow before their Daimyo. Monks sequester themselves
in monasteries high up in the mountains learning the ancient
martial arts.
The Seven Golden Vampires: The vampires of the East are very
different than the ones found in the Twelve Kingdoms. For
example, they are able to walk about in the sunlight. Each of
the 7 Providences of the Kingdom of Jade has a vampire that
claims control. These “7 Golden Vampires” do not have actual
control over the Providences as does the Celestial Emperor.
Instead they conduct underhanded Yakuza activity that
reverberate throughout the Kingdom of Jade.

Kingdom of Ivory
The Kingdom of Ivory is covered with dense forests and
savanna plains. An abundance of wildlife is found here as is
many forgotten things. Vast, ancient cities are found deep in
the Jungles of the Kingdom.
Gwangi Valley: Tucked away from the world in the heart of the
Kingdom of Ivory sits the Valley of Gwangi. Actually, much
larger than a valley, Gwangi is a lost world of dinosaurs and
other ancient creatures. A strange, highly evolved group of
lizard men make their home here.

Hyperboria
Hyperboria is the land of intrigue, danger and adventure. It is a
land of desolation filled with great wonders. Filled with brutal
civilizations, it’s also a land with a vast number of barbarian
tribes that fight tooth and nail for dissolute land. It’s a land filled
with cults dedicated to all kinds of strange gods that demands
blood sac
Amazons: The Kingdom of the Amazons rests firmly in
Hyperboria and is nestled away from the outside world. The
Amazons are a society made up of women only. These women

39
not only believe that the female sex is superior, but that men in
general are not to be tolerated, and except to bred, killed.
Bron: No other society of humans are more despised or feared
then the Bron. Complete barbarians, the Bron have survived
with only their blood lust and the dark magics they practice.
Dragon Graveyard: The Dragon Graveyard is a large desolate
area littered with the boney remains of dragons of all ages and
sizes. The area is picked over by scavengers of all types, but
care must be taken for it is well known that living dragons visit
the Graveyard sporadically and they do not like non dragons
there.
Griffin Riders of the Great Spine: High above the spire of the
Spine of Tiamat resides a knightly Oder of warriors who guards
the West of Avalon from the many horrors east of the Great
spine. Each knight is given a griffin for a mount. The Knight has
taken the year it takes for the creature to grow up and be
trained.
Spine of Tiamat: This vast mountain range stretches the full
length of the continent separating Albion and Hyperboria.
Legends say the mountains are the actual spine of the dragon
Tiamat and were formed when the gods created the world
from her corpse.
Vault of the Creator: Located far from prying eyes, the Vault of
the Creator is well hidden. It is said to house the body of the
Creator himself and house many great, powerful magical
items.

Sunkissed Ocean
The vast Sunkissed Ocean of Evermore holds many secrets and
dangers. On the other hand, it also holds many lost treasures
and long lost civilizations. While there are established routes
that sailors travel by, they are nowhere safe.
Isle of the Dead: This is the home of the god Donn. It is where all
who die goes. It is more of a way station to the afterlife than a
final destination.
Shattered Islands: A vast stretch of islands that range many
miles in the Sunkissed Ocean. These Islands are home to a
large variety of societies and individuals who wish to leave
society behind for many reasons

40
 The Black Idol The small island of Tor is home to a sinister
structure called The Black Idol. This statue towers over the
Island and looks like a statue of a sinister figure in black
obsidian. The purpose of its existence is unknown since no one
has returned from exploring it.
 Deviant Island This Island is home to Deviants created by an
Atlantean Mage using True Atlantean magics. The Deviants
were enslaved by the Mage until a group of adventures
invertedly freed them.
 The Lasarus Initiative Ten Islands were settled by humans from
Earth a decade ago. It would seem that they are no longer
there, having abandoned the settlements long ago. What was
the Initiative and how they got there and what happened to
them all remains a mystery.
Stone Titans: Far out in the Sunkissed Ocean standing alone as
sentries of for reasons unknown are five statues of what appear
to be human males. The statues are all male, with one of them
broken off diagonally in its stomach area it’s top half laying on
the ocean floor. They are so tall that they stand on the ocean
floor and they stick out at chest level from the surface.

41
OTHER….
…THINGS
London, England, December 1969
The snow had started just as the sun went down. Robert
wanted to get his son home before it got too late. They had
been shopping all day and both of them were tired. It took a
lot of work, but Robert was able to buy the early Christmas
present without his son seeing it. They sat at the bus stop
waiting for their ride. Robert watched his son take in the
Christmas Lights and a great sadness overtook him as he
remembered that his wife was not there to share the
experience. The two of them had been through so much in the
last two years.
It was bad enough that his wife, his son’s mother, disappeared
under strange circumstances or that the police thought Robert
had something to do with it.
“You know what?” Robert said, rousing his son out of his
fascination with the lights.
“what Dad?”
“I think this great day calls for an early Christmas present” he
looked down to see the wide grin on his son face. Robert took
out a brand new 45 record of the Beatles yellow submarine /
Eleanor Rigby. The two of them and Donny’s mother saw the
movie the year before and Donny loved it.
Donny’s eyes sparked as he thanked his dad over and over for
the gift.
Later, as they gotten home, Donny went right to his room to
play the record. As the time drew near for bedtime, the child
had played the Yellow Submarine song four times.
Robert walked into the room knowing it was going to be
difficult to tell him he had to go to bed.

42
“Donny, it’s time for bed son.” Robert tried to be as serious as
he could.
“But Dad...” Robert cut his son off. “No son. Off to bed” he
turned the covers down and motioned his son to bed. Donny
obeyed but was clearly not happy about it.
“I’ll tell you what. I’ll play it one last time so you can listen to it
while you go to sleep.” Donny smiled and said “Thanks Dad” as
he pulled the blankets over him and closed his eyes. Robert
turned off the lights and closed the door leaving it just slightly
ajar since he too wanted to listen to it one more time.
Years later, after Donny’s dad died, that 45 would be one of
the very few things he had to remember his father, and to
some extent his mother, by.
As he drifted to sleep, Donny, short for Donavan, dreamed. He
dreamt of going on a grand adventure with the Beatles in the
Yellow Submarine. The dream was so real that Donny felt he
was in the dream because he was. For though he was just a
child, Donavan Jones was already becoming a very powerful
Dreamer without knowing it. For that night Donovan’s dreams
where not just dreams, but dreams that would one day forge
one of the most powerful Dream Relics known.

Dreamfolk
The world of Evermore rests side by side with the Dreamlands,
a fact that is brought home when parts of Dream break away
and form “living” embodiments of dreams. Many of the
monsters known to the people of Evermore are in fact dream
folk that have over time, become real. The Bete are a fine
example of this.
Dream Folk can really be anything, though player character
dream folk are always humanoids. Many times dream folk
might be birthed from the dreams and desires of players and
can take the form of dead love ones, enemies, or friends. They
can take the form of a childhood imagined friend or a famous
warrior of old. They can even be birthed from other realms, like
Earth and have found their way to Fable.
Dream Folk are the embodiments of dreams and so they might
be very close to the idea or far from it. A man’s mother is
embodied, and she acts just like she did in life, even having the
memories of her time with her son. Another man’s wife is

43
embodied but she’s not the same. She hates her husband and
wishes him nothing but pain. Most Dream Folk walk about
without no on knowing they are around since they are more
often than not mere phantoms. Rarely will they manifest to the
one that birthed them
There are no set stats for Dream Folk. Feel free to assign
whatever stats you feel they need.

Favored of Kyuss
Recently the Demigoddess Kyuss was defeated by a small
group of adventurers, her goal of world domination ruined by
them. But a single worm escaped and now a small but
growing number of her more ‘favored” children are spreading
across the world. So far they are contained on a island in the
Shattered Island region.
When, not if, they escape the world will be faced with a
horrible event. Kyuss was the wife of Orcus when he was a
necromancer in Atlantis. When Orcus became corrupted and
turned into a demon, he “blessed” his wife with the curse of
Undeath.

True Atlantean
The best kept secret in Atlantis is the fact that those who call
themselves Atlanteans are in fact descendants of the slaves of
the True Atlanteans who all are believed to be long dead. How
and why the True Atlanteans perished is unknown. But they
have left behind great monuments to their past presence. No
one knows what the True Atlanteans looked like or what their
presence here on Evermore was for. It is thought that they hail
from a Prime Material Plane like Evermore. Atlantis the city is
the center of these great monuments.
Rumors
Theories abound as to who the True Atlanteans were and why
they visited Evermore. A few theories include:
Fallen Gods
The devices of the Atlanteans are strange and beyond
anything found on Evermore. Certainly, they are things that
only the gods can create. The real question for this theory is
where they malignant or benign?
Crash Landed

44
This theory states that the True Atlanteans were from a place
past the stars and that their coming here was an accident.
One theory says that the moment they stepped out, the world
itself was so foreign to them that they died.
Sinister Motive
The people that repeat this story say that the True Atlanteans
came here with dark motives. They point out that the weapons
of the True Atlanteans are horrible indicators of a people here
to take over the world. The following is the typical True
Atlantean, but rumors tell of Atlanteans that can even use
magic.

Sword of the Shadow Lord


Long ago, when the Realm of Shadows first came into being,
the darkness threaten to take over all of creation.
The gods, fearing this would happen, forged a sword of
darkness and tethered it to the plane of shadow. But there was
a catch. Someone would have to be bound to the sword.
The powers of this artifact is unfathomable and can only be
guessed at. It’s the ultimate of magical weapons -with a price.

Yellow Submarine
Perhaps second only to the Pearl of Infinite Dreams, this dream
token was crafted subconsciously by the most powerful of
Dream Sovereigns, Donovan when he was a small child. The
Yellow Submarine is smaller on the outside and vast on the
inside. While it looks like a vehicle that can travel only in the
water, it in fact

Pearl of Infinite Dreams


The most powerful of Dream Relics, The Pearl of Infinite Dreams
can create a whole world from the desire of one being.
It is said that when this artifact is used it is consumed in the
ritual but another one takes its place for someone else to use it.
Another reported aspect of the relic is that only a being of
demigod status or higher can use it.
The Creator, the last individual known to use it, being mortal,
had his atoms scattered when enacting its power.

45
GODS OF
EVERMORE
Outside the Eastern Gates of Rome, 20 B.C.
Marcus was just under a league away from the gate but he
couldn’t take another step. His arm was broken and the pain
overtook him. He fell to the ground yelling out in pain. No one
was around to hear him but the gang of thieves that had been
hounding him for some time. He lay on the ground trying to
catch his breath, trying to grasp that THIS was how it was going
to die, a victim to lowly thieves.
He could hear the jeering of the thieves from far off when he
looked up and saw a menacing shadow move across the tree
in front of him, moving as if it had a life of its own, created by
no man, but having the shape of a man and as Marcus
watched, started to become a man.
The sight was a horror to behold. The man was white as chalk
and wore a robe and cloak. But it was the gladius he held that
stood out the most. The sword was completely black save for
the word “Limerick” etched in bright blue light.
The man smiled while looking toward the sounds of the thieves
that were fast approaching.
He spoke softly and said, “Ah it would seem that your fate
comes closer every minute”. He smiled as he said it.
Marcus looked up and said “What manner of creature are
you? A strige, a Lemure?
The figure looked down still grinning and said “ I am none of
and all of those and more. “ He bowed and said, “I’m Limerick,
The Shadow Lord” he stood upright and said, “I’m here to save
you from the clutches of Pluto.”
Marcus gritted his teeth and said, “ Oh how do I feel that it is
not as simple as it sounds?”

46
Limerick squatted down to Marcus and said, “Oh but it is
Marcus.” The thieves were now upon them. One of them yelled
out “Over here! He’s over here!”
The group ran up only to find that Marcus was no longer alone
and they stopped in their tracks for the pale man’s features
frightened them.
Limerick said “I’m here to give you the gift of Power Marcus. All
you have to do is take it” and with that Limerick held up his
hand and summoned a dark wave of Shadow that
enveloped the thieves. Instantly they were fixed where they
were and their lifeforce started to drain from them. They
shriveled up and became like old men. As their bodies fell to
the ground, Limerick turned back to Marcus and said “ All this
and more can be yours. No longer will you be limited by your
mortal shell. You will gain immortality of the gods themselves.
Limerick looked down at Marcus and saw that he was still
suffering from fatigue and a broken arm. With but a wave he
healed Marcus of all his afflictions.
Marcus stood up not certain what to say or do. After seeing
what Limerick just did to the men he was scared to even
speak.
“Worry not! I plan your fate to be much different.” Limerick said
as he sat on a large stone. “For you I’m giving immortal life and
power beyond belief.”
“And just what do I have to do to get all this?” Marcus asked.
“Why kill me with this” he said as he presented the gladius he
was carrying.
Marcus looked confused. “I don’t understand” Marcus said.
“Oh it’s very simple” Limerick said. “I’m tired of this putrid
existence and want to end it all, but It doesn’t want me too”
he said as he held up the gladius. “So I’m going to have you
do the job.”
“I’ll not help you to commit suicide” Marcus said “I’ll not be a
part of it. “
Limerick came up to Marcus and forced the gladius into
Marcus’s hands saying “Oh you will. Because if you don’t, I’ll kill
that little family of yours. You wife, two daughters and that
poor little cripple lad”.
Marcus stared in disbelief “How do you know about them??”
“I’m the Shadow Lord. I know MANY things my friend.”

47
Marcus snapped at the thought of this monster coming to his
family at night and killing them. He thrust the sword into
Limerick’s chest.
A look of shock went across the Shadow Lord’s face and then
a laughing fit overtook him as the reality of it all hit him.
What looked like a shadowy Ink came out of Limerick and
made its way toward Marcus, who let go of the sword and
backed off. But it only speed up the Shadow Ink and it forced
its way into Marcus’s mouth. His eyes turned jet black and his
hair and skin pale white. Limerick dissolved into nothing ness
and the name on the sword changed from the Limerick’s to
Marcus’s .
Marcus picked up the sword and knew what he had to do. The
sword teleported him to the Realm of Shadows, to the front
door of the Keep of the Shadow Lord. On the path to the
Keep, on both sides were all the previous Shadow Lords who
had come before him. All with their cloaks drawn up to hide
their shame. They all started calling out in whispers to push him
to finish the process of becoming the Shadow Lord, “Take the
power” “Take the throne” , “ Take it! It’s yours”.
Marcus walked up to the door and it opened on its own. Inside
the Iron Throne sat waiting for him.

Sol Invictus
God of the Sun, Chivalry and Law
Also known as The Unconquered Sun, Sol Invictus is a human
god that teaches a righteous path to his followers from sacred
texts that he has passed down to his prophets centuries ago.
All of Albion is under the control of The Church of Sol Invictus.
The church endorses the Divine Right of Kings and so is not a
pure Theocracy.
Favored Weapon: Long Sword(used by paladins of the faith )
Mace (used by the clergy of the faith).
Symbol: The Sun Rampant
His Clerics: The Church of Sol Invictus shares rule with the
various High Kings of Albion. The church endorses the rule of
Kings, making relationships between church and state sway
back and forth depending on who’s in charge on either side of
the coin. Clerics are expected to be chaste and do not marry.
Females are expected to either marry or become nuns

48
49
The 8 Million Gods
To the church of Sol Invictus all the other “gods” are to be
ridiculed for their vast numbers and seemingly rag tag
cohesion.

Amaterasu Omikami
Goddess of the Sun
This goddess is barley known in The Twelve Kingdoms where her
worship is heretical since her portfolio crosses over with Sol
Invictus. In the Kingdom of Jade she rules supreme.
Favored Weapon: Katana
Symbol: Octagonal mirror
Her Clerics: Very few of Amaterasu’s clerics are found outside
of the Kingdom of Jade. Those that are lead small cults
dedicated to her, who worship in secret since her religion is
heresy in the 12 Kingdoms.

Animal Lords
Demigods of Animal kind
Each type of animal has an embodiment of its kind called an
Animal Lord and all of its species gives knee to them. The vast
majority of Kimono that worship a being worship the animal
lord of their specie.
Favored Weapon: Fangs or Claws
Symbol: Claw Marks
Their Clerics: The animal lords have no human worshipers of any
notable numbers. Almost all of their worshippers are animals
they represent. They have no formal clergy.

Balen
Demigod of Buffoonery. The Clown Prince, The Divine Fool
The Clown Prince is rumored to have begun as a human that
advanced to godhood. His three aspects are Buffon, Divine
Fool and Madman.
Favored Weapon; Mallet (Mace)
Symbol White circle with red dot in the center

50
His Clerics; His clergy dress as clowns and jesters. They spread
cheer and madness, across the world of Evermore. There are
no churches for daily worship, but temples where the clergy
live are known. There are three branches of the Clergy,
dedicated to the three aspects of Balen. These branches are
not in competition with each other and see the others, as
necessary.
The Order of Mirth is dedicated to making the masses happy
through Buffoonery that is light and happy.
The Order of the Divine Fool focuses on the art of Divination
through seeing the Chaos in the world. They stand as a bridge
between the Order of Mirth and the Order of The Mad Buffoon.
Order of the Mad Buffoon are stark raving mad, so much so
that even the other Orders know to stand clear of them.

Bast
Goddess of cats, protection and Fertility
Bast’s center of worship is Atlantis, but her cult has spread the
world over. Her worship is centered in the City State of Atlantis.
She appears as a human woman with the head of a cat,
usually a domestic one but at times one of the great cats
especially a lions. Bast is the sworn enemy of the World Serpent
Jormungandr
Favored Weapon: Whip
Symbol: Cat
Her Clerics: Clerics of Bast hold high station in the city of
Atlantis. Male Clerics shave their heads and female wear their
hair long and straight. Temples dedicated to the goddess are
refuge for cats of all types that are taken care of by the clergy.
The Clergy are required to seek retribution, either financial,
legal or by death of anyone harming a cat. Her clergy will
sacrifice themselves for the protection of cats of all types.

Black Agnes
“The Dark Mother” Green Hag Demigoddess
Very few outside of the Haunted Forest have either heard of or
follow the one known as “Little Grandmother”. But all who live
in the Haunted Forest pay homage to her if they know what’s
good for them. Black Agnes primary concern is only to things

51
that happen in her own backyard and no one else giving her a
respect from other divine beings not seen by most.
Favored Weapon; Dagger (Poisoned)
Symbol: A green clawed hand clutching a human heart.
Her Clerics: Though all in the Haunted Forest pray to Black
Agnes, there is no formal worship and no clergy. There are few
if any followers of hers outside of the Haunted Forest.

Donn
God of Death, “The Grim Reaper”
While he has no clergy (for he wants none) many invoke the
name of Donn and wish for his embrace.
Donn is only concerned with death and it’s natural place in the
world. He rules over the Isle of the Dead, where all who die on
Evermore goes before being separated out to their
perspective afterlife’s in The Seven Heavens or Nine Hells.
He has several appearances. In person he appears as a man
with bone white skin and deer antlers on his head. In popular
art he is depicted as a skeleton in a black robe holding a
Scythe.
Favored Weapon: Battle Axe (Fighters) or Scythe(Clerics)
Symbol: Human Skull
His Clerics: Donn’s clerics preside over funeral rites and take
care of all the details of the departed’s needs at death
including embalming and other preparations.
Upon death, it is custom to place a silver piece over each eye
for payment so that Donn’s ferryman Charon will transport the
soul to the Isle of the Dead. This custom has been all but
eradicated in the 12 Kingdoms of Albion, where the Church of
Sol Invictus as forbidden it.

Loviatar
Demigoddess of Hurt "Maiden of Pain"
Loviatar, is a beautiful cold maiden, usually dressed in white
silks. When she speaks a cold wind blows. Her main concern is
the inflicting of pain. She owns a dagger of ice that makes her
immune to all magical spells. When she is attacked or magic is
used against her, the attacker will once again re-experience

52
the worst pain he or she has ever suffered. Her worship is
centered around The City State of Iltar.
Favored Weapon: Scourge
Symbol: Drop of Blood
Her Clerics: The Clergy of Loviatar ingrained themselves under
harsh tyrannical rulers, or in the case of societies that enjoy
great amounts of freedom, they worm their way into the
intellectuals and anarchist circles

Ishtar
Demigoddess of Luck, Fortune and Prostitution
The child of Ares and the nymph Daphne, Ishtar is barely a
demigoddess, but her worship is worldwide and can be found
in every major city. Her clergy are temple prostitutes, both
women and men since Ishtar presides over all loving acts.
Favored Weapon: Man Catcher
Symbol: A Gold Coin with the face of the goddess
Her Clerics: The clergy of this demigoddess are all sacred
prostitutes whose acts of prostitution are used to fund temple
functions. The clergy of Ishtar are predominantly female,
though a sizable amount of men are also members of the
clergy since all acts of love are seen as equal in Ishtar’s eyes.

Jormungandr
The Midgard Serpent, Demigod
Because he was partly divine, the North Gods could not kill
Jormungandr upon his birth so they threw him into The
Sunkissed Ocean where he grew until he circled the world. His
offspring are the Yuan Ti, and his followers are various
underground snake cults the world over.
Favored Weapon: Snake Fang Dagger
Symbol: Ouroboros
His Clerics: The followers of this demigod consists of cults spread
throughout the world. They are in direct opposition to The
Church of Sol Invictus and Bast.

Orcus

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Demon Prince of The Undead
Legend has it that Orcus was a great arch mage in the city of
Atlantis before it was taken over by the True Atlanteans. His
desire for power was so great that he bargained with things
that were best left alone. Necromancers and powerful undead
and crazed cultists make up the bulk of his worshipers.
Favored Weapon: Mace
Symbol: Goat’s Head
His Clerics: Worship of Orcus, like all demons, is done in secret.
While few, Orcus’s cults are very powerful.

Princes of Elemental Evil


Princes of the Elemental Planes
The evil Elemental Princes have several hidden cults
throughout Evermore though their power is very small
compared to even some angels and devils
Favored Weapon: Wavy Dagger
Symbol: The four arcane elemental symbols
Their Clerics: These powerful elementals have opposing cults
that work against each other though recent rumors stat that
there is one temple where they have decided to work
together.

54
OTHER
REALMS
All Souls Hospital, San Francisco, California, 1984
Zoso walked quickly through the Infectious Diseases ward. His
time on Earth was short and there was much to get done.
He passed a nurse with the name “Samantha” on her uniform
and gave her a look. The nurse tilted her head to Room 312.
Zoso stood in the doorway looking at the horrible sight. Laying
in front of him was his High School Lover Dennis, ravaged by
AIDS.
Dennis seemed only half aware, looking like he weighed no
more than 80 lbs. His face was ghost white with Kaposi’s
Sarcoma markings adorning his face.
“Dennis” Zoso said in a low voice. He had to talk but felt like he
was intruding. Dennis looked up; his face showed confusion.
“Jacob. Is that you?” his head started ever so gently to twitch
uncontrollably.
“It is.” Zoso said as he walked gently across the room to the
side of his bed.
Dennis’s hand reached up to Zoso who took it into his own.
“But how? The four of you disappeared. Where did you go?
They looked for you for so long...”
“That’s not important now my friend. I’m here and I’m going to
help.”
Dennis started to laugh, or at least tried to. He was so for gone,
even that little reaction was too much.
Zoso sat on the bed, he lay his hand on Dennis’s neck and took
out what looked like a small bottle and held it up. “Look. I got
you a Potion of Healing” Dennis looked up through his cloudy
eyes and closed them “I don’t understand. Like in your
games?” Dennis remember the four of them, Gene, Paula,

55
Jacob, and Jeremy playing every Saturday. Dennis himself
played a few games. His character was a Knight.
“Yes. Like in the game. Only now it’s real. Gene made it real.
Evermore is real.”
All of it was too much for Dennis to take in. He started
coughing. Zoso got closer and using his voice to focus said:
“Dennis I need you to drink this. Trust me. Just open your
mouth.”
Dennis opened his mouth very slightly and Zoso poured it in.
The second Dennis swallowed he felt a flood of energy
overtake him and in an almost instant he was healthy and
strong again with no sign he was ever sick. He looked at Zoso
and around the room.
He leapt out of the hospital bed and went to the mirror. The
sight of his blemish free face made him cry. He turned to Zoso
and said “It’s true. You created your world. But how?
Before Zoso could answer, Nurse Samantha came to the door
with a very angry face “why the fuck don’t you just use a blow
horn she said to Dennis. “I’ve been out here all this time
making certain no one interrupted you but there is only so
much I can do” Though the uniform didn’t change, the nurse’s
form changed into a man’s body, but the face shocked
Dennis. The face looked washed out with a thin layer of skin
over it. “what the fuck? Dennis belted out.
Zoso stood between the men and said “This is Charade, a
metamorph. My lover”
“This can’t be happening” the sentence escaped Dennis’s
mouth just as he looked back over to the nurse, this time he
looked like Bette Davis in “Whatever Happen to Baby Jane”.
Charade belted out “But it is Blanche! It is! And then he
changed back into Nurse Samantha.
Zoso was pissed. His lover was being jealous. “Charade go
back out. We’ll be there in a minute.”
The Metamorph left. Zoso looked Dennis in the eye “Look, I
know it’s a lot to take in, but we have to act fast. The magics I
have placed here will be gone soon. All will be explained later,
but I need your help and I need to know if I can count on the
most handsome knight in all the realms.” Zoso smiled.
Dennis was speechless but nodded yes. “Good!” Zoso said. My
stays here on Earth are limited for now. I need you here to help

56
me out. The first two things I need you to do is open a bank
account and buy a Lake House in Cincinnati for me.” As he
was telling Dennis all this, Zoso opened the closet and took out
a plastic bag that had the clothes Dennis came in with. He
gave them to Dennis, who took them and started getting
dressed.
“Jacob, do you have more…Healing Potions? I know so many
who are dying...” Zoso cut him off saying “I’m afraid not.
Potions like that are hard to come by even for one such as
myself.”
As he was putting on his shoes, Dennis said “what about
Resurrection? Can you bring someone back? Patrick, my
Lover, died two months ago.” He looked up to Zoso with
pleading eyes. Zoso came over and put both hands on his ex’s
shoulders and said “It’s possible, but Dennis it’s a life for a life. I
know how you feel but believe me the dead should stay
dead.” There was a very short but pregnant silence broken up
by Charade entering the room again as Nurse Samantha, only
to change into a black middle-aged woman. “She’s coming
around the corner and almost saw me”.
“Ok let’s go! Zoso said as he took Dennis’s hand and lead him
out of the room. The three men casually walked out the door,
passing the real Nurse Samantha along the way. Dennis and
the nurse looked directly at each other, but she didn’t even
bat an eye.
“Yea about that, I had to make it so that all who knew you
have forgotten you. I can’t have someone looking into how a
man with a terminal illness suddenly got cured. “
Dennis shook his head. “It doesn’t matter. All my friends died in
the last few months”.
“Not all Dennis. Our Saturday night gaming group is still alive,
just held…prisoner for the time being. But we’re going to free
them.”
Dennis looked bewildered by it all as they walked out to the
parking lot. “But how am I going to do the things you want? Do
you have the money? “Zoso smiled at this and took out a
velvet pouch and opened it. Inside were golden coins, minted
with a face Dennis had seen before. “Are those Atlantean
coins? Like in the game?? “

57
Zoso laughed saying “They certainly are and there are many
more of those for you. You’re going to take those to a collector
I know and he’s going to give you a good amount for them.
They got up to the car and as they were getting in Dennis
asked “You said they are prisoners. Who imprisoned them?
Zoso’s face turned serious for just a second and said “Jeremy”
Dennis didn’t know exactly what that all entailed, but he was
not surprised to learn this. The twins, Gene and Jeremy, were
always at odds

Alfheim
Alfheim, also known as Faerie, or Elfland, is a realm of eternal
twilight, with slow lanterns bobbing in the gentle breeze and
huge fireflies buzzing through groves and fields. The sky is alight
with the faded colors of the setting, or perhaps rising, sun. But
in fact, the sun never truly sets or rises; it remains stationary,
dusky and low in the sky. Away from the settled areas of the
Seelie Court, the land is a tangle of sharp-toothed brambles
and syrupy fens—perfect territory for the Unseelie to hunt their
prey.
For every day spent in Faerie, a week passes on the Material
Realm. Time lost on the Realm of Faerie catches up with the
traveler.
Non-natives who spend time in Faerie and then return to a
realm with the normal time trait instantly “catch up.” Those
affected may be ravenous if they have not eaten in weeks as
measured by Material Realm time. A visitor who stays a long
time on the Realm of Faerie may die if “catching up” with
Material Realm time takes her beyond her normal life span.
The natives of Faerie are unaffected by this phenomenon, and
only the most astute natives mention it to visitors from the
Material Realm.
The Realm of Faerie is coexistent with the Material Realm and
can be reached without passing through the Astral Realm. It is
a separate realm from the Transitive, Inner, and Outer Realms.
It follows the topography of the Material Realm closely; should
two portals to the Realm of Faerie be a mile apart on the
Material Realm, they will similarly, be a mile apart on the Realm
of Faerie. Portals to the Realm of Faerie only appear at certain
times, such as during a new moon, at the equinoxes, or once

58
every ninety days. Such portals often exist within standing
stones or pools on the Material Realm. Because the Realm of
Faerie doesn’t connect to the Astral Realm, the Ethereal
Realm, or the Realm of Shadow, spells that use those realms do
not function on the Realm of Faerie.

Dream Realm
The Dream Realm is alongside any realm that has inhabitants
who dream. The easiest method of reaching The Dream Realm
is through the Portal of Sleep, which living creatures the
multiverse over access without conscious thought while they
slumber.
When sleep claims a living mind, the consciousness of the
sleeper comes to the Realm of Dreams, and the dreamer
enters into his or her own dreamscape. The body remains on
the Material Realm, but the mind wanders as a discrete entity
within a dreamscape.
When the sleeper wakes, the mind returns to the body, and the
dreamscape usually fades into undifferentiated dream-stuff.
Sometimes dreamscapes linger and pass into the Dreamlands,
taking on a more permanent reality. For every 10 minutes in
Dream, only 1-minute passes on the Material Realm. But the
nature of the realm makes time spent on the realm less real.
No matter what visitors’ experience, only memories remain
when they leave Dream. Spells cannot truly be cast or learned,
nor items won or lost, nor experience points earned when
dreaming.
Dream Sovereigns —frequent visitors to the Dreamlands— can
enter Dream through the Portal of Sleep like any dreamer, or
they can pass bodily into dreams. There are also spells known
by powerful spellcasters and Mages that do this also.
All manner of creatures are found in The Dream Realm,
ranging from small animals to abominable nightmares.
Those who dream run the gamut as well, though dreamscapes
of similar creatures are generally clustered together like
archipela-goes in a sea of wild dreamstuff.
Movement within a dreamscape is often like that on the
Material Realm. But the rules can vary from dreamscape to
dreamscape. In one dreamscape, every creature might fly

59
from place to place, and in the next, swimming might be the
only mode of transport.
When an average dreamer enters The Dram Realm, he retains
all of his abilities and even gains dream-stuff equivalents of
carried or worn items. Likewise, his hit points, ability scores, and
all other values are exactly as they were before he fell asleep.
For example, if he is a 5th-level Spellcaster with a wand of
lightning, he can use both his spells and his wand in Dream.
When he wakes up, he’ll find that he neither cast any
prepared spells nor expended charges from her wand. If a
dreamer or Dream Sovereign dies in a dreamscape, he wakes
immediately with a hammering heart but is otherwise
unharmed. A dreamer or Dream Sovereign pulled slain in the
Dreamlands also dies on the Material Realm. Worse, their spirits
are snared forever at the heart of Dream, so raise dead and
resurrection spells don’t work.
Dreamscapes
Many dreamscapes are small—no more than two or three
rooms in a drab building, a small clearing in a storm wracked
forest, or a mist- shrouded rural crossroads.
Other dreamscapes extend for miles and contain all manner of
oddities, architecture, and inhabitants. However, all
dreamscapes share one feature: the dreamer.
The dreamer’s unconscious mind forms the dreamscape,
which the dreamer then moves through, usually unconscious of
the fact that he is dreaming at all. The dreamer alters large or
small aspects of his personal dreamscape, though he never
does so consciously unless trained in Lucid Dreaming.
Dreamscapes usually burst when the dreamer awakens,
although occasionally dreamscapes linger or survive
permanently under unusual circumstances or magic.
The Dreamlands
The dreamscapes, in all their infinite numbers, are only the
edge of Dream. They border the Dreamlands, a realm where
those who dream can die. The outer Dreamlands are a rolling
boil of dream-born landscapes that melt, burn, grow, and
dissolve without any rhyme or reason. Balls of fire, pockets of
air, chunks of earth, and waves of water battle against each
other. Amid the chaos, half dreams. There are also spells
known by powerful spellcasters and Mages that do this also.

60
All manner of creatures are found in The Dream Realm,
ranging from small animals to abominable nightmares.
Those who dream run the gamut as well, though dreamscapes
of similar creatures are generally clustered together like
archipela-goes in a sea of wild dreamstuff.
Movement within a dreamscape is often like that on the
Material Realm. But the rules can vary from dreamscape to
dreamscape. In one dreamscape, every creature might fly
from place to place, and in the next, swimming might be the
only mode of transport.
When an average dreamer enters The Dram Realm, he retains
all of his abilities and even gains dream-stuff equivalents of
carried or worn items. Likewise, his hit points, ability scores, and
all other values are exactly as they were before he fell asleep.
For example, if he is a 5th-level Spellcaster with a wand of
lightning, he can use both his spells and his wand in Dream.
When he wakes up, he’ll find that he neither cast any
prepared spells nor expended charges from her wand. If a
dreamer or Dream Sovereign dies in a dreamscape, he wakes
immediately with a hammering heart but is otherwise
unharmed. A dreamer or Dream Sovereign pulled slain in the
Dreamlands also dies on the Material Realm. Worse, their spirits
are snared forever at the heart of Dream, so raise dead and
resurrection spells don’t work.

Earth
The vast majority of inhabitants of Evermore don’t have even
the most basic concept of the possibility of a Realm like Earth
let along the fact that one of its inhabitants actually created
their realm. The Creator, The arch mage Zoso, The Queen of
Light and the Shadow Lord all hail from there. Even for those
that know of it, Earth is mostly cut off from Evermore for the
simple fact of a strange aspect it has called The Veil of Reason.
This “Veil” prevents most magic from existing in the Earth
Realm. Theory states that at one time Earth was not unlike
Evermore, having magic. But something long ago changed
and now for centuries magic for the most part does not exist.

Elemental Planes

61
The elemental planes, when combined, make up the Prime
Material Plane. They are also fh
Air
Earth
Fire
Water

Mirror Realm
The Realm of Mirrors is a fast, but dangerous way of traveling
quickly. But beware. Many a mage has used the realm as a
prison for their enemies and coming across one of these
people can mean the end to a traveler as they will do
anything to get back to Evermore.

Shadow Plane
Also known as the Shadowfell

Way Outs
A place out of time and space, many strange and utterly
horrifying things come out from the Way Outs including Old
Gods whose names are best forgotten. Travel to the Way Outs
is dangerous at best. Those few that come back from there are
changed with no hope of being what they once were.

Wonderland
Unlike Evermore which has a stronger connection to reality,
Wonderland is more dream than reality and as such is a much
more dangerous place to be. Here all kinds of strange animals
roam including the Jabberwock and Bandersnatch. Here one
can have his head cut off, put on a pedestal and watch his
own body play crochet. The Queen of Hearts rules here with
an Iron Fist and she does NOT like outsiders invading her realm.

Oz
Evermore has very little contact with Oz for various reasons until
recently. The Witch

62
Planes of Alignment

Seven Heavens
The plane of Law, The Seven Heavens are Seven celestial
spheres that are home to the Gods and other beings of Law.
Celestial Vault
The Celestial Vault is home to various Angels and other beings
of absolute Law, including Deva ,Planetars and Solars.

Nirvana
Nirvana is home to the Modrons, beings of pure logic.
Mechanus
They work in the City of Mechanus where they are regulated
by a being known as Primus.

The Nine Hells


The stronghold of the Devils.
The Abyss
The Abyss is the abode of Demons

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