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Tell me your fable

A fable

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

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

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.

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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

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BLOODED
Blooded are those born of the union of humans and a
supernatural being.
Blooded look mostly human with only vestiges of their
supernatural ancestor.
Possible creatures a blooded can be descended from
include Angels, Demons, Devils, Fae, Dragons, Giants,
Noble Elementals are the most commonly known.
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.

Prime requisite: CHA


Hit Dice:D6
Maximum level: 10
Armor: Any, including Shields
Weapons: Any
Languages: Common Trade, Language of supernatural
ancestor

Arcane Magic: See the section of magic for further


information.

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Magical research: Blooded of any level may spend time
and money on magical research. This allows them to add
new spells to their spell book and to research other magical
effects. When a blooded reaches 9th level, they are also
able to create magic items.
Spell casting: Blooded carry spell books containing the
formulae for arcane spells. The level progression table
(opposite) shows both the number of spells in the blooded’s
spell book and the number they may memorize, determined
by the character’s experience level. Thus, a 1st level
blooded has one spell in their spell book, selected by the
referee (who may allow the player to choose).
Using magic items: As spell casters, blooded are able to
use magic scrolls of spells on their spell list. They can also
use items that may only be used by arcane spell casters
(e.g. magic wands).
Infravision: Blooded have infravision to 60’.
Two Spirit: For all effects related to race, blooded are
considered to be human AND their Supernatural ancestor.
Mark of Sin: Blooded have vestigial markings that show
their supernatural ancestry. While magic and other means
can hide these markings for a while, they can never be rid
of them on a permanent manner.
Tables: Blooded use the Elf Tables.

CLERIC
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Advanced Old School Essentials Players Tome pg.36

The clerics of Evermore enjoy an exalted position among


the general population, being the mouthpiece of the gods.

Divine Intervention

DREAM
SOVEREIGN
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

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realms of the living and dreams. For further information
see the Other things section.

Prime requisite: CHA


Hit Dice: D4
Maximum level: 14
Armor: None
Weapons: Dagger, Staff
Languages: Common Trade and one other of player’s
choice.

Dream Companion: The Sovereign gains a Dream


Companion, a Dream Folk that is loyal (though not always
agreeable) to the Sovereign.
It is up to the player and game master to determine what If
anything else the Companion knows or can do. Examples
of Dream Companions are in the Other Things section.
Lucid Dreaming: While anyone can dream lucidly, only a
Dream Sovereign is the ultimate controller of dreams. A
person who is not a Dream Sovereign can only do the
following things in their own dreams and not others.
Furthermore they can only do so on a roll of 1in6.
Lucid Dreaming can only be used while in the Dream
Realm. Below are some of the things a Sovereign can do
thorough Lucid Dreaming.
• 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 one person per level, with you into the
Dreamlands
• Leave the Dreamlands

Level Dice Roll


1-5 2in6
5-10 4in6

9
11-14 5in6

Phantasms: Phantasms are not spells, but dreams of the


Sovereign made real in the Waken world.
Rules for Phantasm are found in the Dreams and Magic
Section.
At 9th level the Sovereign can create Dream Tokens.
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 tables of the
Illusionist class.

FIGHTER
Advanced Old School Essentials Players Tome pg.50
Savage barbarians, Noble Knights, Man at Arms and a
pheasant that has taken up arms for an adventuring life are
all examples of Fighters.
Fighters are the first front defenders of the group.

New Class Feature: Fighter Options


The Fighter gains Fighter Options. These options can be
used to create fighter concepts that when combined with
Role playing.
The Fighter gains a Fighter option at 1st level, 5th, 10th
and 15th levels.
 Cleave When in melee with multiple foes, if the fighter
strikes a killing blow, they may immediately make another
attack against a second foe.
 Leader Mercenaries or retainers under the fighter’s
command and within 60’ gain a +1 bonus to
morale/loyalty. All the fighter’s allies within 60’ gain a +1
bonus to saves against fear effects.

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 Main gauche When fighting with a dagger in the offhand
(in place of a shield), the fighter may choose each combat
round to gain a +1 bonus to AC or to attack rolls.
 Slayer The fighter gains a +1 bonus to attack and damage
rolls when in combat with foes of a specific type. The type
of enemy must be chosen when this option is selected.
(Examples: undead, clerics, dragons, giants, etc.)
 Tough The Fighter gains 3 hit points to their total. This
option can be taken more than once.
 Two Weapon Fighting When you engage in two-
weapon fighting, you can add your ability modifier to the
damage of the second attack.
 Weapon Specialization The fighter is an expert with a
specific type of weapon chosen by the player (e.g. maces,
two-handed swords, longbows, etc.). They gain a +1 bonus
to attack and damage rolls using this type of weapon
 Unarmored Defense: When not wearing armor of any
kind, the fighter can add their Dexterity and Constitution
bonus to their armor class.

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KEMONO
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.

Prime requisite: DEX


Hit Dice: D6
Maximum level: 8
Armor: Any (Must be made to fit the Anthropomorphic
form. Includes shields.
Weapons: Any
Languages: Common Trade , Kemono, Animal Species

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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.
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 tables of the Halfling class.

Kemono Species
Each Kemono specie has a birthright that they can use in
ether form. Also, each species has a complete culture that
they share with each other including a common name such
as Kenku for ravens.

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Avian
Avian species cannot fly in their Anthropomorphic Forms.
Raven (Kenku)
Birthright: Mimicry
The Kenku are known to be able to perfectly mimic anyone
they have heard in the past.

Swan (Hakuchō)
Birthright: Feathered Beauty
For purposes of social interactions to looks, swans
charisma is considered to be no lower than a 16.
Furthermore, all social rolls involving looks are rolled
twice by the swan, taking the best of the two.

Aquatic
Items worn by aquatic kemono in their anthropomorphic
form remain dry even when submerge. Also said items do
not slow down swim speeds.
Carp (Koi)
Birthright: Fate for luck
The koi can trade fate for luck. Once per person, per day
the Koi allows a person that has been touched by the koi to
succeed at their next roll. Unfortunately the Koi will lose
their next roll.

Octopus (Tako)
Birthright: Alien Mind
The Tako are the strangest of all kemono. Their minds are
so alien that it becomes harder to affect them.

Mammal
Mammals have one bite or one claw attack in either form.
The damage is 1d4.
Cat (Tabaxi, Bubasti )
Birthright: 9 Lives (Tabaxi)
Whenever a Tabaxi dies (up to a total of 9 times) they
instead go back to one hit point. Each time the Tabaxi must

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change its alignment, randomly determining which two it
changes to. Also they lose one point of constitution which
might affect hit point total.
Birthright: Occultist (Bubasti)
The Bubasti stand apart from other Kemono. They claim to
be descended from the goddess Bast and not the Animal
Lords. Their birthright is Occultist. The Bubasti can roll to
recall arcane knowledge as a magic-user can. Furthermore
they can create magic items as a magic-user at 8th level,
though they cannot cast spells.

Fox (Kitsune)
Birthright: 9 Tails
Starting at first level the kitsune gains a tail every level,
ending with nine of them at 8th level. Each time they gain a
level, they receive an increase in one ability score. Ability
Scores cannot be increase over 18.

Hare(Nousagi)
Birthright: Speedster
Nousagi are quick. They can keep their movement rates no
matter the terrain(except for water). Also, their running rate
is tripled, instead of doubled.

Racoon (Tanuki)
Birthright: Thieving Hands
Tanuki, being the little bandits they are, They have the
Thief’s skills of Hide in shadows, Move Silently and Pick
Pockets of the same level.

Wolf (Ōkami)
Birthright: Pack Leader
When the Okami are in charge of a combat scene, he gives
those friendly to him a +1 to hit. All receiving this bonus
must be able to see the Okami and to hear it. The Okami
himself does not receive this bonus.

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Reptile
Reptiles are cold blooded and must regulate their body
temperature. They are the longest living of the Kemono,
some living several centuries.
Snake (Hebi)
Birthright: Forked Tongue
The Hebi are natural liars. Once per day the Hebi can
successfully lie to one individual. Snake characters are
non-venomous snakes.
Tortoise(Tortile)
Birthright: Stoic Defense
The Tortoise’s shell grants it a +1to armor class. Also once
per day they can slow poison in them as if Slow Poison was
casted on them.

MAGIC-USER
Advanced Old School Essentials Players Tome pg.66

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MANIKIN
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.

Requirements Minimum CON 9


Prime requisite CON
Hit Dice: D8
Maximum level: 12
Armor: Any, including shields
Weapons: Any
Languages: Common, Any other one known by its creator,
enemy or used to fulfill purpose

Living Construct: Though manikins were created and not


born, they are sentient, autonomous beings.

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• 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).
• 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.

THIEF
Advanced Old School Essentials Players Tome pg.50

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New Class Feature: Expertise
Base chance of success: All skills begin with a 1-in-6
chance of success.
Expertise points: Thieves gain expertise points to improve
their chance of success with their skills. Each point
allocated to a skill improves the chance of success by 1-in-
6. Multiple points may be allocated to a skill, further
increasing the chance of success.
For example, if 2 points are allocated to a skill, the chance
of success is raised to 3-in-6 (from the base 1-in-6 chance
of success).
At 1st level: At character creation, a thief has 4 expertise
points to allocate.
Gaining levels: A thief gains 2 additional
expertise points to allocate.
Maximum chance of success: No skill
may be raised above 5-in-6.

DREAMS & MAGIC


Phantasms
Enacting phantasms: Dream Sovereigns enact phantasms
through memories of dreams they have had. They may

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enact any Phantasm (Illusionist spell) on the list that they
are high enough level to enact.
Reversing Spells
Divine spell casters can cast the reversed
version of a spell by speaking the words
and performing the gestures backwards
when it is cast.

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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.

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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.
“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,

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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
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. Each season is
controlled by the faerie courts which brings them head to
head with various divine beings.
Geological Features
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

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same as on Earth and so on. The circumference of
Evermore is 74,800.00 miles. It has a sun called Sol and
three moons called Luna, Calypso and Sin
Languages
Note This setting does away with the concept of
“Alignment Tongue” and it is not mentioned elsewhere in
this book.
Atlantean: This tongue is spoken mostly by the nobles and
traders of the city of Atlantis.
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
Kemono: The tongue of Kemono may be understood by
humans, but can only be spoken by Kemono due
Silent Tongue: This is a system of communication that
came down from House Pendragon at the beginning of the
founding 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.
True Atlantean: True Atlantean is a “dead tongue” that
hasn’t been spoken for over a thousand years. Even so, it
has survived and
is used by many who know of it through ancient study or
having a connection to the True Atlanteans.

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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
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

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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 no 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: 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.

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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.
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.

28
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.

Kingdom of Jade

29
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

30
women 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.

31
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
Ape Island: This strange island is covered by a strange
green energy field similar to the Arora Borealis. This field
stops all magics -both arcane and divine-from working.
Magical items still work though. One of the more strangest
things about Ape Island is the fact that it’s ruled by
intelligent apes and the humans that live there are like
dumb animals.
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.

32
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

33
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.
“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.

34
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 Kemono are a fine example of this.
Dream Folk can really be anything. Many times dream
folk might be birthed from the dreams and desires of
players and can take the form of dead loved 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
Evermore.
Most Dream Folk walk about without no one knowing they
are around since they are wisps of dream. Though more
powerful ones can take form for a while.
There are no set stats for Dream Folk. Feel free to assign
whatever stats you feel they need.
Dream Companions

AC 7 [12], HD 2+2* (11hp), Att by weapon type if any


(1d4 only in Dream Realm), THAC0 17 [+2], MV 90’
(30’), SV D12 W13 P14 B15 S16 (2), ML 12, AL any , XP
35, NA 1d8 (1d12),
 Surprise: On a 1–5.
 Mundane damage immunity: Can only be harmed by
magical attacks.
 Spell immunity: Unaffected by charm
and sleep spells.

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

35
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: 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.

36
Parliaments of Dreams, Nightmares and
Prophetic dreams
The Realm of Dreams is a vast, untamed region. Even so it
has three institutionalized bodies of government, one of
them, The Parliament of Prophetic Dreams only recently
being enacted by the Sovereign Donovan.
The Parliaments presides over different aspects of the
Realm. Above them is Lord Morphius, who is more a
mediator than ruler over the parliaments.
Before the Parliament of Prophetic Dreams was created
there was a great rivalry between the other two. While this
is still somewhat the case, the rivalry has lessen greatly.

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.

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

37
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

38
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?”

39
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,

40
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.”
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.

41
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

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.
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.

42
The vast majority of Kimono that worship a being worship
the animal lord of their specie.
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.
Symbol White circle with red dot in the center
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.
The 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

43
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

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 that happen in her own backyard
and no one else giving her a respect from other divine
beings not seen by most.
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.

44
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.
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 the worst pain he or she has ever
suffered. Her worship is centered around The City State of
Iltar.
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

45
found in every major city. Her clergy are temple
prostitutes, both women and men since Ishtar presides over
all loving acts.
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.
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
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.
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 Good/Evil


Princes of the Elemental Planes

46
The evil Elemental Princes have several hidden cults
throughout Evermore though their power is very small
compared to even some angels and devils
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.

Thalmere Bleak
Quasi God
Recently Thalmere Bleak, who at one time was in charge
of the League of Shadowmen, has ascended to godhood by
consuming the divine fish egg of the demigod known as
Pharoh.
His mantle of godhood is too recent to take form yet. He as
of now has no followers though this may change soon.

47
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.

48
“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, 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.

49
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 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”.

50
“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?? “
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

51
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 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

52
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
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

53
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.
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

54
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

55
and now for centuries magic for the most part does not
exist.

Elemental Planes
The elemental planes, when combined, make up the Prime
Material Plane. There are also the
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

56
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

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 and
neutrality.
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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