Você está na página 1de 29

ATLANTIS: The Second Age

Contents
Chapter One
What Is Atlantis?

Twelve Revelations 

Atlantis Time Line

Chapter Two
The Heros Journey 

Character Creation
Attributes

The Root Races Of The Antedeluvian World


Step One: Choose A Race
Races
Ahl-At-Rab
Andamen
Atlanteans
Humans
Jinn
Lemurians
Nethermen

Step Two: Choose A Culture

Cultural Packages
A View Of The World From Atlantis

Chapter Three
Magic

4
4

12

18

Traditions

132

Places Of Power
Calendar

143
145

Alchemy

151

67
69
77

Creating Enchanted Items

168

83
88
90
92

Chapter Four

19

19
20

22
24

24
24
26
36
38
40
44
46

48

48
51

Step Four: Walk Life Paths

67

Step Five: Other Details


Other Details
Hero Points
Disadvantages
Indulgence

58
58
60
62
64

83

The Heroes Journey

92

Skills

97

Destiny
Fate 
Great Works

Overview:
Skill Descriptions

Improving Characters

92
93
94
97
98

106

Attack
Illusion
Influence
Kinetic
Manifest
Manipulate
Sensory
Shield
Summoning
Sample Spells

Vril And Ley Lines, And Telluric Technology


Other Telluric Devices
Alchemical Materials
Elixirs
Medicinal Mixtures
Narcotics
Poisons
Potions
Powders
The Enchantment
Time & Enchanting

The Gods

Worship
Votives And Sacrifices
Holy Places
Using A Gods Dominion
Dominions

119
121
123
124
125
126
127
128
130
140

146
149
151
157
158
159
163
164
166
169
171

174
175

175
175
178
178
179

The Pantheons

192

Sample Pantheons

203

The Anatomy Of A God


The Atlantean Pantheon
The Orixa
The Gods Reflections
The Cults Of Baal
The Cults Of Set
Sprits In The Material World
The Veddan Gods
The Turani Gods
The Tharshi Gods

111
111
111
112
113
114
115

119

58

Life Paths
Previous Adventures
Specific Events

111

Modes

Step Three: Choose A Profession


Professions
The Slayers
The Takers
The Shapers
The Teachers

What Is Magic?
The Price
Perception Of Magic
About Traditions & Modes
Using Magic Powers
Magic Mishaps
The Mental Fatigue Penalty

110

192
193
193
199
200
201
202
203
207
210

ATLANTIS: The Second Age

Chapter Five
Equipment

Coin Of The Realm


Wealth Other Than Coin
Buying Services
Wealth Rating
Buying & Selling Goods
Item Quality

Weapons

Bladed Weapons
Hafted Weapons
Spears & Polearms
Ranged Weapons
Other Weapons
Lemurians Weapons
Vril Weapons

214
215

215
215
215
215
217
218

219

219
221
223
225
227
228
229

Armor

230

Equipment Master Lists

234

Conveyances
Specialized Equipment 

Chapter Six
Core Rules

The Results Table


Abilities Related To Attributes
Rules And Tips For The Game Master

Combat

Damage & Protection


Combat At A Glance
Combat In Detail
Combat Tactics
Attack
Defense
Movement
Stunts
Scale

231
233

240

241

241
245
249

250

251
252
252
254
254
258
259
261
263

Character Life And Death

264

Chapter Seven

272

Healing
The Environment

Game Masters Section

What Do I Do With This Game?


Creating Adventures
Game Masters Characters
Starting The Adventure
Scene Framing
Setting The Scene
Giving Options
Surprise And Misdirection
The Respite Phase

Great Works

Suggested Great Work Action Guide

Chapter Eight
Adversaries

Attributes

288

289

289

Adversary Creation

302

The Dogs Of Jhunn

310

Step One
Step Two
Step Three
Step Four
Example Monster Creation
Quick Adversaries
The She Dogs Of Jhunn

Chapter Nine
Atlantis History

The Iron Age


The Golden Age
The Dark Age
The Modern Age

302
303
303
304
308
309
311

316
317

317
317
318
319

Atlantis

319

The City Of Atlantis


Atlantis Map Location Key
Cultures Of The
Post-Cataclysmic World
Index

334
344
346
346
356

Amphisea
Autochthea 
Azae
Diaprepea
Elassippea
Eudea
Gadirea
Mestea
Mnesea
Olokunia

328
328
329
330
330
331
331
332
333
333

265
266

273

273
273
275
275
276
278
278
279
280

282

285

ATLANTIS: The Second Age

Prelude to Adventure
What Is Atlantis?
Inspirations
Below is a list of inspirational
media that helped in the formation
of ATLANTIS.
Influential Writers
Below is a list of the writers
that most influence the Atlantis
RPG game youre holding.
Clark Ashton Smith: The writer
of four very important sword
and sorcery series; Averoigne,
Hyperborea, Mars, Poseidonis,
Zothique. Smith, along with
Howard are the fathers of fantasy
that ATLANTIS is trying to
emulate.
Robert E. Howard: The creator of
Conan, Kull, Solomon Kane, and
Bran Mak Morn.
Fritz Leiber: Creator of Fafhrd and
the Gray Mouser series.
Michael Moorcock: Creator of Elric
and the concept of the Eternal
Champion.
Comic Books:
Warlord: a sword and sorcery comic
book published by DC Comics.
Created by Mike Grell and infused
with just enough nutty super
heroic to make it outstanding.
Savage Sword of Conan: the
black and white Marvel Comics
magazine that exploded my brain
as a kid. I think I learned to read
with this magazine.
Age of Bronze: Eric Shanowers
epic retelling of the Trojan War,
produced by Image comics.

ATLANTIS is a sword and sorcery game that takes place thousands of years before our own
time, in a place where cosmic terrors were bargained with for arcane power and eldritch lore.
ATLANTIS depicts the tales of a time when heroes solved problems through wits and cunning
and with a strong sword arm. In antediluvian times, otherworldly gods bestowed miracles with one
hand and wrought dread curses with the other. The Player Characters are Heroes, living in a new
age, and a new world, where humanity is in its infancy and the elder races cling to life as they gaze
into their own twilight. The Heroes will live and triumph. The Heroes suffer and eventually die.
Atlantis is the record of how they lived, and the stories they leave behind. That is whats important.
ATLANTIS is inspired by early fantasy fiction, before things became codified and boggeddown with convoluted world-building. It takes its cue from fiction that was more interested in
the deeds of Heroes rather than how the world around them worked. ATLANTIS is not a fantasy
novel, but a role-playing game. The world presented in the following pages is here to facilitate new
fiction that springs from the collective imagination of those sitting around a table.

twelve revelatiOnS
1.) What is Atlantis about?
This is a game about the fictional, antediluvian pre-history of our own world. A world filled
with savage warriors, powerful magic and cosmic horrors. This is a sword-and-sorcery fantasy game
in the vein of the old TOR and DAW books. The game owes a lot to R.E. Howard, C.A. Smith,
Moorcock, and Lieber.
2.) What do the characters do in Atlantis?
Atlantis is about the personal journeys of the Player Characters. They each have stories to tell,
some of which are secret and self-serving, while others are grandiose and world-shattering. While
some protagonists in Atlantis are driven to save the world, most are driven by their own ambitions
a desire for fame, power, and wealth but all have one thing in common, while some are petty
and some are noble, all are driven.
3.) What is the resolution mechanic of ATLANTIS?
Atlantis incorporates the Omega System, which uses a D20.
4.) How does Character Creation in Atlantis reinforce
what the game is about?
The game uses a lifepath system to construct a back story on which the players can build
a foundation to tell their stories. All characters in the game are Heroes, and the lifepath helps
reinforce this fact with unique, but random, story elements that flesh out the Hero. A lifepath
also helps the player to determine his Heros ambitions, goals, and personality. Character creation
determines how the Hero fits into the game world and the play group.
5.) How do players contribute to the ATLANTIS story?
The players and Game Master collaboratively create extraordinary stories as they adventure
through the world of ATLANTIS. Using the rules within these pages, players are able to actively
add to the story and react to elements the GM throws at them. NO story happens in Atlantis
without the focus being centered on the Heroes. Because character creation infuses each character
with multiple plot hooks, the players becomes proactive as well as reactive to the Game Masters
plots. The Heroes are the story of Atlantis.
6.) How does ATLANTIS setting reinforce what the game
is about?
The setting models a fictional antediluvian pre-history of earth with many cultures, races, and

ATLANTIS: The Second Age


creatures. The world is familiar enough to understand, but strange and wondrous enough to feel
new, enthralling previous players of Atlantis or Arcanum. The setting is full of strange lands, ancient
fallen civilizations, and supernatural wonders that make the world a dangerous, terrifying, and
exciting landscape in which to play. Along with character creation, the setting helps to illustrate
who and what the players are.
7.) What should ATLANTIS make the players feel when
playing?
Players should get a sense of empowerment and accomplishment while playing their Heroes.
Once their adventures are complete, the players should feel that they were the primary (and most
important) element in the story. To support this, their characters actually have access to mechanics
that allow for permanent change in the game world.
8.) What types of behaviors/styles of play does ATLANTIS
encourage?
Player Characters are made in the vein of classic sword-and-sorcery Heroes; there is a tragedy
for every triumph. Players are encouraged not only to succeed at their goals, but to bring their
disadvantages into play. Renown is the primary source of character improvement, and therefore
should serve to make the players proactive rather than reactive. To attain Renown, the Player
Characters must accomplish goals or undertake daring exploits that catch the attention of their
peers and the common man.
9.) Where does ATLANTIS take the players that other games
dont?
ATLANTIS is a front-loaded game, where the Heroes are accomplished and competent from
the moment play begins. The goal of the game is not to amass power and skill but to use their
existing skill to realize their goals and affect change in the world. The game is not interested in the
amassing of wealth, but the accumulation of the renown tied to great or infamous deeds.
10.) What does ATLANTIS do to engage the players
attention; why should they care?
The Player Characters are the central stars of the game. Nothing of importance happens without
the characters involvement. It is impressed upon the players that they are the movers and shakers
in the game world, and that they have the potential to literally change the course of events as they
unfold. There are subsystems that allow the characters to manipulate and change the social well
being of an entire country. Furthermore, players are motivated by the promise of Renown and
the calling of their own destinies to move their characters forward. Proactive play is rewarded; the
penalty for idleness is no Renown-gain and a forgotten life for their character.
11.) What are the publishing goals for ATLANTIS?
To produce a finite number of books that further detail and expand the game. The line is
envisioned as a three-book set, detailing the world, its creatures, and the Player Heroes.
12.) Who is ATLANTIS target audience?
Goal-driven individuals who favor creative storytelling in a new fantasy world not tied to the
Dungeon & Dragons fantasy tropes. ATLANTIS is not made in opposition to D&D or games later
derived from it. Instead, it is intended as an alternative play environment (and play style) for those
looking for something different. In ATLANTIS, Renown takes the place of gold and the Heros
deeds take the place of their loot.

What Do I Need to Play?


To play this game, you need this book, some paper, something to write with, some twenty-sided
dice, a lot of imagination, and a group of people, one of whom is willing to be the guiding force in the
game. This person is called many things, but Game Master serves well as shorthand for someone
who presents information about the game, setting, and obstacles the other players encounter; who
takes the part of the people the players characters interact with; and who adjudicates the rules. The
rest of the group, simply called the players, takes on the roles of major characters in the stories that
they and the Game Master create together. These stories are called adventures, or scenarios. Very
short adventures, usually encompassing only one or two obstacles to a simple goal, are referred to as
encounters. A series of encounters can become an adventure, while a series of adventures can turn
into a campaign. This book contains a chapter on how to come up with adventures.

Movies and
Television:
Conan the Barbarian: the movie

adaptation of Robert E. Howards


classic hero.
Fire and Ice: Who could forget
this Frank Frazetta inspired sword
and sorcery adventure. This movie
packs in a lot of high action
adventure and very iconic imagery.
Krull: A group of Heroes band
together to fight impossible odds.
The Never Ending Story: Wonderful
fantasy adventure with many
sword and sorcery elements filtered
through a childs story book.
Deathstalker: This 80s fantasy
movie is like watching a car wreck.
You know its horrible but you just
cant stop watching.
The Sword and the Sorcerer: Who
didnt have a tri-sword in the D&D
game after seeing this movie?
Music:
Tyler Bates (300 soundtrack)
Jeff Beal (Rome: The HBO Series

soundtrack)

Horner
(Krull,
Braveheart soundtracks)

Troy,

James
James

Newton

Howard

(Unbreakable soundtrack)
Basil Poledouris (Conan
Barbarian soundtrack)

the

Roleplaying Games:
Arcanum: The original game that
started it all for Atlantis
Talislanta: The most significant and
original fantasy role-playing game.
Sorcerer and Sword by Ron
Edwards. The concepts in this
game will blow your mind. Ron is
a genius.
GURPS Atlantis by Steve Jackson
Games
Conan by TSR. This game is

deceptively fun. Its compact but


very well done for a game of its
period

Lessons of the Past


Tell us a story of the past; tell us of when Atlantis ruled the world.
The children, scions of the great Atlantean houses, gathered around cross-legged in
the ruins of the open-air theatre that served as Agathons school. The old man rubbed
the rheumatism from his knee with one hand, waving the children into silence with the
other. The morning sun had yet to rise above the ruins and the air still held the memory
of nights chill.
Very well, we shall start the lesson today with The Story of the World, which is,
as you should know by now, the story of Atlantis.
Agathon looked at his audience; these children would grow up to be statesmen,
generals, and magi. He offered a silent prayer to the gods that they would remember
the lessons of the past.

The Age of Unreasoned Sleep


The oldest spirits speak of a dimly remembered time, called the Age of Unreasoned
Sleep. This was the beginning of everything, when existence flowed from the dreams of
the Elder Gods.
Who were the Elder Gods?
Agathon looked down at the student. A wise question, Eridis. The Elder Gods were,
and are, the source of all things, from the air that surrounds us to the time that I waste
answering questions that my students should know I will get to soon enough. The
old man gave a mock scowl, and then chuckled at the solemn look on the childs
face. Patience, Eridis, everything comes with time. Now, if I may continue without
interruption? Eridis nodded eagerly.
The Elder Gods were beings out of time, endless creatures beyond our feeble
capacity to reason or comprehend. The dreams of these sleeping titans were enough
to ignite suns and set time flowing in its proper order. It was a time of wonders and
horrors beyond comprehension; it was also the birthplace of the race we now call the
Jinn. Today, we know the Jinn as mercurial beings with shifting allegiances and powerful
magic. Back then, they were something different. Born from the eyes of a fiery titan,
they built whole civilizations in the very flesh of the Elder Gods themselves.
Agathon paused; the children had seen Jinn before but none had dreamed of their
true antiquity. The old man could spot the looks on some of their faces, and envied
them their sense of wonder.
Yes, the Jinn are a very old race; perhaps the first, perhaps not. Since the ages of
time we know are but the pale remembrances of beings that, while immortal, only
stretch back to the beginning of the Age of Unreasoned Sleep, we may never know
the answer. Who knows what other things, or entire cycles of time existed before that?
Perhaps the universe has existed countless times before? Agathon shrugged it was
too early for a philosophy lesson.
The spirits tell us that, as the Age of Unreasoned Sleep declined, something awoke.
Perhaps this entity was an Elder God, perhaps it was their collective consciousness
given form, or maybe it was just an emissary, the reverse of a dream, sent to our
plane of existence by the sleeping titans. The being named itself Oldmar, and chose
Demiurge as its title. By this act, it gave itself form and purpose. Oldmar became
fascinated by the myriad wonders of existence and set itself the impossible task of

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

The Age of Screams and Fire


Oldmar was only the first being to awaken, and the most beneficent. By laying
down rules for the universe, Oldmar inadvertently woke the Elder Gods. These
timeless beings did not like what they saw, and set about returning the world to its
primeval state through death and fire. The Jinn, warned by Oldmar, persevered
themselves by hiding beneath the earth in jars of amberglass and orichalcum.
Agathon grinned as he thought of all those gardens that were going to be sacrificed
tonight in the name of finding lost Jinn-jars. As a child, he had earned a terrible beating
for digging up most of his mothers vegetable patch while seeking the ancient wonder
he knew in his heart was lurking under the next cabbage.
The wrath of the Elder Gods was terrible, and when they were done, all that
remained was blackened stone and ash. As their rage subsided, a great weariness
overcame the titans, and Oldmar sang an ancient song that lulled them back to their
ageless slumber. With the Elder Gods asleep once more, Oldmar set about restoring
the world. But the wrath of the Elder Gods was not so easily put aside; it had become
a distinct entity. It took the name Nemesis, and burned through the world, slaughtering
the new life that Oldmar seeded. The Demiurge would not be so easily defied,
however; Oldmar captured Nemesis in a box made from the scorched wood of the
last tree in creation.
Is that the box that Pandora found?
A chorus of hisses worthy of an Ophidian opera shushed the questioner into silence.
No, child, smiled Agathon. That was an entirely different box, one I will tell you
about some other time, if you ever let me finish.
The child huddled down silently, doing a very good impression of a Jinn hiding in
a bottle.
Oldmar kept the box under his tongue, and after a time his voice seeped into
the box, changing the Nemesis into something new. One day, Oldmar awoke to
find two small beings creeping out of his mouth; he named them Set and Baal, and
gave them the task of aiding him in rebuilding the world. The three worked ceaselessly
to repopulate the world with all manner of flora and fauna. Much of the life we know
today came to us from the hands of these three.
It was during this time that Oldmar discovered the Jinn, hiding beneath the
earth and set them free. It pleased the ancient god that some part of the former age
still walked the Earth. Inspired by the Jinn, Set strove to create a race of his own, a race
with mind and purpose. Set poured his soul into these beings; gifting them with limitless
ambition so that they might surpass the Jinn and a belief that they were superior to all
others. This race he called the Ophidians and molded their form to match his own. The
Ophidians proved fruitful and spread across the Earth, founding great kingdoms and
forging Empires.
Agathon sighed. Sets gifts would prove to be curses on the Ophidian race; leading
them to war with the peaceful, to enslave those that wished nothing but friendship, and
to sunder their own bloodlines to weed out perceived weakness.

A hand shot up Eridis again and the group let out a collective moan. Agathon
smiled, Yes, Master-Questioner?
Forgive me, Master, the child said, eyes darting from the hostile looks of his
classmates to his indulgent instructor, but I thought the dragons came before the
Ophidians?
The old teacher shook his head, No, though this is a common mistake propagated
by a dozen or more writers throughout antiquity. The dragons and the Ahl-At-Rab were
spawned much later; the latter by the Ophidians, and the former well, Im getting
to that.
Baal saw Sets creations and grew jealous. Unable to fashion life from nothing,
Baal took some of the Jinn and warped their mercurial forms into shapes he considered
beauteous. These creatures became known as the Sons of Baal, and rose to terrorize the
world, feeding on Jinn and Ophidians alike. The very presence of a Son of Baal was
enough to poison the soil and corrupt animal life.
Oldmar saw Baals hateful, corrupt children and grew angry, banishing them
from the world. Baal, enraged, conspired with his brother Set to take Oldmars
power and become the ultimate creative force of the universe.
Baal and Set led an army of their creations to attack Oldmar while he lay at rest
on the moon. The battle raged for untold ages, scouring all life from the moons surface.
Finally, through trickery and the sacrifice of countless minions, the wrathful twins were
able to shatter Oldmars form into a thousand pieces. Set tore out Oldmars
heart-shard and threw it down to the Earth, where it sank into the rich red soil of a river
delta. This was not enough to kill Oldmar. His head survived, and the thousand
shattered pieces were gathered by the eldest of the Jinn, who bound them into the same
glass jars that had saved them from the Elder Gods.
The shards of Oldmar, now beings in their own right, reworked the jars into
mirrors to reflect the spark of the divine in all things. Naming themselves Orixa a
name meaning reflections of Oldmar they confronted an exhausted Set and Baal
as they argued over what to do with Oldmars head. The Orixa took vengeance in
Oldmars name, banishing Baal and Set to prisons deep beneath the earth. Baal was
imprisoned in a city of brass with his children. Since brass is painful to the touch for Baal
and his children, the city is a place of eternal torment.
The Orixa tore Set limb from limb, and threw his serpentine form into the deepest
hole they could find. Set thrashes and rages against his prison to this day; when we feel
his fury we call it an earthquake. The blood from Sets torn limbs was given form by his
rage and desire to escape, birthing terrible, furious creatures bent on destruction.
Agathon looked expectantly at Eridis who supplied an awed, Dragons.
Yes, the teacher confirmed. The dragons, the blood of Set, rose from the darkness,
buoyed by Sets own rage, spreading misery in their wake. While the dragons raged,
the Orixa focused on shoring up the damage to creation wrought by the battle among
Oldmar, Baal, and Set. With the Jinn too scattered and weak from saving the Orixa,
the Ophidians ruled the earth.

The Age of Water and Reason


Agathon looked around at the sea of faces. A few servants sat at the back, sent by
the parents to make sure their children behaved. The servants seemed as engrossed in
the lesson as the children; no doubt they would return to their own offspring tonight
and retell the tale.
Agathon picked up the ewer that lay at his feet and splashed water onto the dusty
ground. From the mating of earth and water came a race both bestial and noble. The
old man cupped his hands either side of the wet earth and brought them together to
form a small mound of damp soil.
On the Island of Lemuria, from an egg of amber, rose a figure of mystery: the
Lawgiver. He was first of the Lemurians, and father of their race. The Lawgiver was born
immortal, but sacrificed this gift to the apes of the island, raising them above the other
beasts; bestowing on them sentience and so much more: an understanding of the natural
world unparalleled by any species that walks the earth today, and the responsibility to
use that knowledge to protect and preserve. The truth of the Lawgivers origin is lost
to the mists of time, and he did not stay long. He told his people he would soon be
leaving them, and they took to grieving. Before he left, he wrote his knowledge in a
single tome, said to hold the answer to every question that will ever be asked. Copies
of these tomes are closely guarded secrets and even our scholars long for a look at the
treasures within.
Though the Lemurians possessed knowledge beyond imagining, they thirsted for
more. This gluttony became their fatal flaw and they traveled the world, seeking greater
and greater wisdom. The Ape-men created great works of art, built cities that existed in
total balance with nature, and grew to be masters of harmony, living in total alignment
with the natural world. Wherever they went, the Lemurians brought peace, until they
encountered the Ophidians.
Have any of you ever seen a snake in the wild? Agathon asked abruptly. Several
children nodded. And what was your first reaction?
I took up a rock and killed it. Theyre dangerous, said one of the older scions. The
other children murmured agreement.
This is exactly what happened when the Lemurians met the Ophidians for the first
time. The two races had an instinctive hatred for each other that was beyond all reason.
Slaughter and reprisal defined the relationship between the two races. The Lemurians
used their understanding of the natural world to set it against the serpent-folk, while the
Ophidians bred with dragons to spawn their Ahl-At-Rab soldiers.
The war continued for centuries until the two races exhausted their resources, and
open warfare gave way to a seething cold war.
Agathon paused, raising an eyebrow. Eridis hand was up. But Master, what about
the Atlanteans? My father says that our first Empire blossomed while the apes and
serpents fought? The childs brow furrowed as he tried to reconcile the two accounts.
Quite so, Agathon replied Sometime during the Golden Age of Lemuria, the
Atlanteans emerged, fully formed, from a river bank in Gondwana. The Atlanteans built
a civilization there, unnoticed by the warring Lemurian and Ophidian peoples.
The Atlanteans are a noble people. Finding another race similar to our own east of
our lands, we took them under our tutelage, instructing and guiding them as I do you.

This race was Humanity, given life, it is said, by the breath of Oldmar himself. Some
humans regard this time as a period of slavery, where the Atlanteans dominated them,
but our relationship was beneficent and much of their culture and technology came
from us. Gondwana had barely been explored before the Serpent Wars. Because it had
gone almost completely untouched, Humans and Atlanteans were free to expand and
develop their civilizations.
It was during the lull in the Serpent War that the Ophidians first became aware of the
Atlanteans. Scouts from the Eastern Ophidian Empire, seeking new resources to restart
the war, encountered the human civilizations in Eastern Gondwana. A massive Ophidian
army marched on Gondwana, hoping to enslave humanity, unaware the humans were
under Atlantean protection. The Ophidians had some early successes, overrunning
the humans coastal settlements and enslaving the populations. The Atlanteans were
outraged. Our people raised an army and struck back, hard. The Ophidian forces, used
to combating the patient Lemurians, were not prepared for the speed of the Atlantean
strikes and quickly retreated from Gondwana, never to return.
A small cheer rose from the assembled children. Agathon gave a grim smile; Atlantean
thoughts went easily to the glories of the past, living as they did in the crumbling cities
their ancestors built when Atlantis ruled the world.
Now, we turn back to the Lemurians. The gentle Ape-men were in the midst of
rebuilding their civilization when disaster struck. A terrible, disastrously virulent plague
all but annihilated the Lemurian people. Entire cities were scoured of life, and the few
remaining Ape-men fled back to Lemuria, abandoning their outposts and colonies.

The Rise of Atlantis


With the Lemurians gone and the Ophidians recovering from centuries of warfare,
the Atlanteans were able to stride beyond Gondwana unhindered. Early in their
explorations, the Atlantean scouts discovered a rich and fertile land like nothing they
had seen before. It took less than a century for the entire Atlantean population to
migrate to this vast continent. We named this promised land, Atlantis.
Not content with seeding their homeland, the Atlanteans became traders and
conquerors, spreading their empire throughout the world. It wouldnt be long before
Atlantis came into conflict with the remnants of the Ophidian Empire. Although greatly
diminished, the Ophidians were well-versed in the ways of war, had massive slave
armies, and possessed potent black magics. The Ophidians called upon the Sons of Baal
for aid, and the demons willingly answering the Serpent-mens call, if only to escape the
torment of the City of Brass. Countless Atlanteans lost their lives as cities burned, and
whole colonies were sacrificed to Set.

The Beast Wars


For a time, it looked like the Ophidians would overrun Atlantis itself. As things
seemed their blackest, Atlantis great sorcerer-scientists uncovered the secrets of Alchemy
and Vril. The Atlanteans used these twin powers to create the Nethermen. These savage
monster-men repelled the Ophidian invaders from the shores of Atlantis, though it
quickly became apparent that they could not be controlled. A mass Nethermen rebellion
cost Atlantis dearly, and forced us to drive away or slay every Netherman on Atlantis.
The sorcerer-scientists returned to their laboratories, this time giving life to the
Andamen; a race born of the mixture of animal and human. The Andamen could be
given a host of different forms to suit any given terrain, allowing the Atlanteans to
deploy their troops anywhere. The Andamen were more intelligent than the Nethermen,
and revered the Atlanteans as their makers. The Andamen also lacked the fecundity of

10

the Nethermen; meaning that they were unlikely to breed in massive numbers and
overcome their Atlantean masters.
The Atlanteans bred entire legions of Andamen, sending them into battle against
the Ophidians Ahl-At-Rab and dragons. The hosts of Atlantis won the day and the
Ophidians retreated from their strongholds, hiding in the farthest regions of the Earth.
Never again would the Ophidians rise to threaten Atlantis.
Another cheer welled up from the listeners, but Agathon ignored it and continued.

The Golden Age


For five centuries, Atlantis star rose until it shone over the entire Earth. Vril pyramids
captured the Earths lifeblood and channeled it for the glory of Atlantis. Flying ships and
Vril-gates carried Atlantean explorers, even armies, to the farthest corners of the world
and beyond. Great glass roads connected Golden Cities and no Atlantean wanted for
anything.
As with all Empires, there came a time when the fires of exploration and conquest
burnt low, and the smoke of politics and corruption rose in thick clouds. So it was that
after five centuries of burning bright, the fires of Atlantis became embers and ash.

The Fall of Atlantis


The faces of the children grew solemn and sorrowful. They all knew the next part of
the tale, of the paranoia of kings, the immorality of the people, and the twisted will of
the sorcerer-adepts.
In the last century before the great Cataclysm, the Atlantean people fell to corruption
and madness. The high magic that created the Andamen was perverted to create all
manner of twisted creations and monstrosities. The sorcerer-scientists experimented
on the populations with impunity, and only those of pure Atlantean blood were free
from their meddling. Those not of Atlantean blood were little more than slaves, and
treated worse than animals. Atlanteans indulged in the darkest depths of depravity; no
perversion was too great.
While the laboratories of the sorcerer-scientists spewed forth horrors, the slave
pits and gladiatorial arenas ran red with the blood of innocents. The princes of Atlantis
grew increasingly paranoid as assassination and border wars replaced diplomacy.
Great weapons were constructed in the name of peace, armies were trained, and vast
armament stockpiles created. Suspicions grew with each weapon forged, with each
warrior recruited. Spies fermented rebellion. Finally, one of them succeeded in the city
of Antilla. This seemingly minor revolt was the beginning of the end.
Agathon trailed off. Everyone knew the rest of the story. They knew that the gods
had punished the Atlanteans for their hubris. Autochthea had sunk beneath the waves
and the Vril, the lifeblood of Atlantis, had turned against them, ravaging the land. High
Atlantean sorcery became unstable, and brought only destruction. Finally, just as Atlantis
crawled its way out of a centuries-long Dark Age, the Hesperians launched an invasion
that came close to destroying the Atlanteans once and for all. Nobody wanted to hear
that story.
The sun rose above the lip of the ancient amphitheatre. Soon, the heat would be
unbearable. Enough for today, the old teacher called. Tomorrow we shall discuss
what happened in the wake of the Cataclysm.

11

ATLANTIS: The Second Age

Atlantis Time Line

same drive fuels their ingenuity and they build the first great ships,
taking to the sea to court adventure.

Because of its aggressive colonization, most civilized lands use


the Atlantean calendar to date events. The calendar starts at the
-887 A.E.
beginning of the Atlantean Empire, when the 10 tribes of Atlas
Exhausted by centuries of war, the Ophidians and Lemurians
unified under the great Sorcerer King Atlas Amanhene, over four
reach a tenuous truce. Both sides reclaim lost colonies and rebuild
thousand years ago.
their societies.
Epochs are marked by the events that define them; for example,
A.E. after the establishment of the great Atlantean Empire. After the
-400 A.E.
Great Cataclysm, dates are recorded as after the fall (a.f.) or M.K.
A great plague spreads across Lemuria, killing thousands. The
(Meta Kataklysmos).
children of the jungle become isolationists, seldom leaving the
protective embrace of their home.
-? A.E. (estimated by the great scholar
Petranova)

-100 A.E.

The Atlanteans find a lush continent free of civilized inhabitants.


The God War
Set and Baal turn upon Oldmar and dismember him. The They name it Atlantis, making it their own.
Orixa spring forth from the shattered body of their master after it
-1 A.E.
tumbles to the earth. Eons of war fold in upon themselves as the
god-magic creates a great flux. Time ripples out, and lifetimes of
The tribes of Atlantis are unified under the Sorcerer King Atlas
war condense into the blink of an eye. The two dark usurpers are Amanhene after a ten-year battle. He builds a great golden throne
banished.
called the Sika wa, and rules as king with ten mighty SorcererPrinces who serve under him.
-7,000 A.E.
The jungles bosom heaves, expelling the Giving Breath; the
Lawgiver springs from the Amber Egg. The Lemurians awaken.

Founding Of Atlantean Empire

-6,875 A.E.

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

-1,500 A.E. (estimated


scholar Petranova)

by

the

great

1,000 A.E.

Atlanteans design the first pyramids and circles to collect and


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

12

ATLANTIS: The Second Age


1,210 A.E.
The Atlantean savant-adepts create the Nethermen to fight the
dark sorcery of the Anunnaki. Though a useful tool, the Nethermen
prove hard to control. For the next 20 years, a battle of attrition
is fought on both land and sea. Countless human civilizations are
consumed in the process.
1,235 A.E.
The savant-adepts create a new race of beastmen, Andamen,
easier to control, and specialized to the task at hand. Within five
years, the first legion of beastmen takes the field of battle.
1,267 A.E.

travel between the colonies increases, allowing even the least of


their race to experience the outer reaches of the empire. Atlantean
sorcerer-merchants control the Vril Gates; their wealth grows. Lesser
merchants and humans still conduct trade over land and sea.
The gates are soon dismantled when scholars discover that
the space traveled between gates is actually the dreamstuff of the
Elder Gods. Most of those who traveled through the gates manifest
deformities of the mind and body. Though the council apprehends
and slays most of these abominations, some escape into the wilds.
3,535 A.E.
With the Beast Wars concluded and their enemies crushed, the
Atlanteans disband their Andamen forces and delve deeper into the
mysteries of Vril.

The war drags on for 32 years, Atlantis wresting many of its


former colonies from the hands of the Ophidians. The war moves
3,950 A.E
at a glacial pace as the Atlanteans push back the Ophidians to the
The Great Sorcerer King closes the doors to his throne room
shores of their homeland, Mu. The Atlanteans burn every settlement
and
never comes out. His court is held in secret. Those few of his
with Ophidian influence, killing millions of Serpent-men and
inner
council allowed to leave the throne room do so shaken and
their human thralls. The war ends with the Anunnaki Empire in
disturbed.
The King sees his council only once a year from this point
shambles.
on.
1,300 A.E.

3,975 A.E.
The last of the first-generation Atlanteans fall into a deep sleep,
The Ophidians begin rebuilding their great city on the island of
only waking every one or two hundred years. The succeeding
Mu.
generations of Atlanteans are not the godlike, eternal beings their
fathers were. Their new lifespan is a mere heartbeat, lasting only a
3,979 A.E.
few hundred years. Many of the younger Atlanteans seek ways to
extend their life.
The Sorcerer King is assumed dead, as the doors to his throne
room have not opened at their appointed time.
1,862 A.E.
3,980 A.E.
The Golem War: The Great Sorcerer MalSorkumar investigates
the weird properties of fallen metals. Infusing the metals with his
Seers spread tales of the Elder Gods return and tell any who will
own power, he is able to capture the souls of the dead. Creating listen to expect a great reaping.
golems to hold the souls, he uses them as his slaves. Shut away for
years at a time, furthering his alchemical and necromantic research,
3995 A.E
MalSorkumar draws the suspicion of the Atlantean council. He
Prince Quetzlan sinks the rebellious island of Antilla beneath the
is accused of black sorcery and a great battle takes place between
waves.
Distrust spreads among the Atlantean Princes.
the golems and the Atlanteans. The war lasts three weeks before
MalSorkumar escapes to what is now the Black Forest. The golems,
3996 A.E / 0 M.K.
not so easily driven off, are put to sleep and buried in a vault, deep
in the mountains of a nameless and deserted island.
The Great Cataclysm. Autochthea floods. Earthquakes, tsunami,
and floods wrack the lands touched by the Atlantean Ocean.
2,460 A.E.
The Second Beast War:
THE GREAT CATACLYSM
The Atlanteans break their treaties with the Lemurians and take
colonies in Jambu. In retaliation, the Lemurians attack, regaining
the colonies from the Atlantean usurpers. This proves devastating for
1 M.K. / 3997 A.E.
the Ape-men as the might of the Atlantean war machine obliviates
Tritons inhabit the sunken lands of Antilla, driving out the
their forces. Only civil unrest, both on the Atlantean continent
Makara.
and abroad in their colonies, saves the Lemurian homeland from
destruction. The Lemurians once again embrace inner reflection and
77 M.K.
isolationism.
Jaguar tribe taken over in northern Tamoanchan.
2,950 A.E
105 M.K.
The Vril Gates of Atlantis
Atlantean sorcerers create the first Vril Gates, allowing travel
between any two of the massive, orichalcum structures. Trade and

Comanch tribe invades Aztlan.

13

ATLANTIS: The Second Age


505 M.K.
106 M.K.
Coyolxuahqui, last Atlantean Queen of Aztlan, dies.
113 M.K.
Founding of Dardanus School by the Grey Council.
136 M.K.
Tehuantl takes over the Timeri
206 M.K.

The year of the Sky Fire and the Season of Ash.


On the first day of Wayeb, a bright new star appears in the sky.
For over a year, the star grows in intensity, looming brighter every
night. Some say it is the coming of a new god. Others preach doom
and despair. Both are proven correct when, one year to the day,
streaks of light blaze across the nighttime sky and the Hordelands of
Eria explode into flame. Sleeping families wake and run outside to
investigate the rumbling earthquakes as far away as Aztlan. For six
months, the skies above Eria stagnate, choked with ash. Thousands
die of starvation as crops fail and sickness spreads, brought on by the
falling star.

Manuan warriors begin their great conquest of the Elysium Sea.

The Erian Plague


Months after the Season of Ash many unfortunate souls in Akela
264 M.K.
and as far away as Tamerac, are gripped by a cruel and aggressive
Rise of the Lotus Cult in Dabba.
plague that leaves large weeping boils on the skin. Those touched
with the sickness die within three days. The healthiest last for a week.
278 M.K.
Many flee from the interior of Akela, only to be turned away by
Great Kazak Horde drives a vast band of Nethermen from the their neighbors. For a year, most of Akela is isolated by a de facto
quarantine. They are left to die.
east into the Mongalan Desert.
The Golden Box
Twelve boxes are delivered to twelve kings across the known
The Cabal of the Crystal Skulls arrives in Ecua.
world. The King of Atlantis receives a box followed by the Queen
of Sheba, the Pharaoh of Khemit, The Erlking of the Black Forest,
341 M.K.
the Queen of Hesperia, then the kings of Ophir, Tharshesh, Khitai,
The Hesperan Empire embarks on an expansive series of Veda, Nazca, Quechua, and Aztlan. The boxes feel warm to the
conquests in Gondwana.
touch. Gilded and encrusted with precious gems, they draw praise
from all who behold them. Inscribed on the side of each box, written
372 M.K.
in nochian, shine the words and so his time shall pass. Atop the
box sits a small mechanical time piece, assumed to open the box at
Quetzacohuatl comes to Quechua.
the appointed time. No known form of scrying can penetrate the
box and, if forced open before the time runs out, as in Tharshesh,
423 M.K.
fire burns the contents. Several kings have called for the best thieves
Gorgon Civil War begins in the Hesperan Empire.
in their realm to open the box but none have yet been successful.
298 M.K.

426 M.K.
Armies of Khem halt Hesperan advances.

506 M.K.

Battle of the Serpent Kingdom


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

14

ATLANTIS: The Second Age


its breath, the demonic menace that controlled the Black Circle
rises from the rubble of the former tower, devouring the souls of the
unlucky few too near the desolation. Sorcerers and shaman work
countless spells, binding the demon into a large tree, and impale it
with bronze spikes. The Nubian mercenaries pledge to watch over
the tree, allowing none to pass their wall of thorn and stone.

The Last Beast War


Zal and his army land on the northern coast of Atlantis and
the last Great Beast war begins. His large feral army, bolstered with
Formorian mercenaries, clashes with the Atlanteans. The Atlanteans
do not send their own Andamen for fear that they will turn and
fight with The Usurper. The battle lasts for five months as Zal pushes
towards the capital. The city of Atlantis prepares for a siege, but Zal
and his forces suddenly board their great barge and leave the field
The Boy Usurper
Zal, an albino boy from Turan, claiming to be a born of true of battle traveling east. The Formorian mercenaries are left to fend
Atlantean blood and raised by wild animals, emerges from the desert for themselves. Most are captured or killed. Zals current location is
wastes. The boy is always in the company of an Owl-woman called unknown.
Simurgh the Watcher and her coven of Owl-women disciples. Zal
commands an army of varied Andamen. He makes himself known The Disappearance of the Makara
by seizing the Tharshesh outpost of Tarsharon, outside of Joppa
The Tritons report the abandonment of several underwater
in Zin. The boy-general is possessed of almost godlike power and settlements belonging to the Makara. Traders at sea report seeing
arcane magics beyond his apparent 11 years of age. Every Beast-man a great migration of sea devils going towards the continent of Mu.
he encounters falls to his knees and swears and oath of allegiance.
The boy and his army travel in a large and ancient barge that moves
509 M.K.
across both land and sea with ease.
The Current Day
The Pirate Queen
Zenobia, a renegade princess of Sheba, harasses trade ships along
the Gondwanan coast near Ophir and Tharshesh in Europa. So
successful is her pirate enterprise that sailors and traders alike give
her the title Queen of the Pirates. The traders of Tharshesh offer
a bounty on her head large enough to make a man a king. So far,
the elusive Pirate Queen has managed to elude capture and send the
heads of the bounty hunters to the Tharshesh merchant guilds that
employed them.
507 M.K.
Battle of the Abyss
Atlantean sailors recently lost near the Netherrealm report seeing
a First Age city, perfectly preserved in glacial ice, on the coast. Its
pyramid still functions and its wealth sits on display, frozen on the
bodies of strange creatures that litter the city streets. Sheba, Atlantis,
Tharshesh, Khitai, and Khemit send fleets to pillage the city and
take its treasures back home. Battle soon erupts between the fleets,
lasting for two weeks. Gelatinous creatures rumble up from beneath
the city indiscriminately killing every living thing in the ancient city
and sink several boats before the fleets can make their escape. The
frozen dead animate and attack those remaining in the ancient city.
508 M.K.
The Great Darkness and the Coming of the Worm
A new foe and his legion of undead walk from the Hordelands of
Eria, exalting the name Wormwood. The legion of bloated corpses
and foul beasts overrun many small trading outposts and villages,
filling their ranks with the newly fallen. Several of the ghouls are
captured and examined by wisemen in the area. They discover a
horrifying truth: the corpses of the dead are being consumed and
controlled from the inside by large, white maggots. The undead
legion calls itself the Conquering Worm. They threaten not only
Gondwana, but the entire world. Atlantis sends an elite force from
the Kadesh academy to meet and dispatch the Worm. A line is
drawn.

15

Chapter 1: Amphisea

he jungle sun burned through the morning haze, causing the copper-decorated
cranes at Ampators docks to blaze to life. Even at this early hour, the portside
hummed with life as hundreds of longshoremen, mostly humans and Nethermen,
threaded their way to and from the trade vessels carrying impossibly heavy loads.
The place reminded Agathon of an anthill, with the stevedores as workers feeding the
queen Amphiseas greedy merchant district.
Glancing over his shoulder, Agathon saw the Palace of Emulsive Delights, home to
the Prince of Amphisea, towering over the city from its hilltop perch. The clink of metal
on stone dragged the scholars mind back to the present, and looking around he spotted
three people approaching: the mercenaries Agathon hired to help him in his endeavor.
Villains kidnapped the boy Edris, one of his students, the day before, just as he left
Agathons makeshift schoolhouse. The childs father, a powerful merchant, made it clear
that Agathon bore the responsibility to recover the boy. This still puzzled Agathon;
surely a wealthy merchant could find someone better suited to the role of rescuer than
an ailing scholar-priest?
It mattered little now; a few enquiries uncovered the kidnappers identity: Musodo
Anaboa, notorious relic-hunter and criminal. Authorities from Atlantis to Sheba wanted
the Lemurian for questioning, not that any of them had been smart enough to capture
the giant. Everywhere he went, legends flooded the marketplaces and bars of Anaboas
mastery of Lemurian science, his puissance in the alchemical arts, and his total lack of
morality when it came to achieving his obscure goals.
Anaboas ship left the harbor an hour after the kidnapping, bound for Diaprepea,
or at least that what the seer Agathon engaged claimed. The old Atlantean didnt know
what to expect, so he prepared for the worst; hiring mercenaries and a fast ship with
the bag of gems Edris father had practically thrown at him. The mercenaries came with
sterling reputations but Agathon wondered; they looked more like pirates and thieves
than heroes to his aging eyes.
Striding out in front, came a Nubian warrior in full battle dress, long of limb, sheathed
in hard muscle, and bearing the spear favored by his people. The smile that split his face
would have looked a little quirky on a lesser man, but on the Nubian it just added
to his intimidating presence. The warrior extended his hand to Agathon, who took it
reluctantly and immediately regretted it as his arthritic bones crunched in the Nubians
iron grip. Donobey, till iron release me, I am yours, the warrior said, in a ritualistic
manner that Agathon recognized as a Nubian oath-contract.
My thanks. May the iron that releases you be mine, Agathon replied, sealing the
contract.
Donobey grinned even wider in appreciation and gestured to his companions. The
pair presented a study in contrasts: a massive Lemurian and a slim-figured Triton woman.
The Tritons liquid-black eyes gave away nothing, but her assured stance and scarred
stomach bespoke her experience. The Lemurian stood impassively, tinkering with one
of the many belts that crisscrossed her chest while Agathon tried to puzzle out her facial
expression, wishing hed spent more time in the company of Lemurians so he might read
them better.
The tall one calls herself Caerwyn. I like to call her Ironjaw; I saw her take a troll
fist to the face without blinking. She claims to be a scholar but Ive never seen a scholar
snap a mans neck before. Donobeys introduction seemed to make the Lemurian
uncomfortable, but she managed to nod before the Nubian continued. The green-skin
is Thalmia; shes a decent sorceress but dont let on I told you that. The Triton quirked
her lips, just a shadow of a smile, and raised a hand in silent greeting.

16

Agathon gave a brief nod to the gathered companions. Wed best be off, I can
explain our task on board the ship. The Atlantean led the way onto a small oceangoing sailing ship, barely noticing the name; Shangos Price.

17

Chapter Two
Hero Creation

ATLANTIS: The Second Age

The Heros Journey


CharaC
hara ter CreatiOn
To be a god
First I must be a god-maker:
We are what we create.
James Oppenheim,

Creating a Hero in ATLANTIS is a bit different than in most games that use the Omega system.
In keeping with the feel of Sword and Sorcery fantasy that ATLANTIS is trying to emulate, the
system has been geared to give the game and the characters a more Sword and Sorcery-inspired feel.
Heroes all have at least one thing in common: they are, in some way, touched by greatness. This
touch may be favoritism by the gods, an auspicious birth, or a burning drive to achieve immortality
through the fame of ones deeds. Whatever the case, the characters are a step above normal, everyday
folk, and their backgrounds and histories reflect that, setting them apart from the rest.
First-time character creation may take quite some time as the players, as a group, are collectively
creating a history and shared narrative.

Hero Creation
Step One: Choose a Race

The first step in creating an ATLANTIS player character is to select the characters race.
This choice will determine the characters general worldview. Additionally, each race will
have a list of base Attribute ratings and innate racial abilities. These serve to differentiate
the races and cultures from each other.

Step Two: Choose a Culture


Where is the Hero from? What part of the world? The Heros land of birth will determine
his base skills and possibly influence his outlook on life.

Step Three: Choose a Profession


What does the Hero do for a living? There are four core professions on which a character
may be built. Once he has his general profession, it is encouraged that a Hero be
embellished a bit to make him unique.

Step Four: Walk Life Paths


Where has the Hero been? What has he done and seen in his time before the start of the
game? By randomly rolling on the Life Paths charts, the player will further enhance and
enrich the Hero with events, dramas, and tragedies that will round out and help define
the Hero.

Step Five: Other Details



Next, the Hero will spend a 30 Customization Points to build the character he envisions
and make him his own.
Finally, once the Customization points are spent, the player determines his Heros Hero
Points, Hit Points, name, and age.

What Players are


creating

Players are creating a Hero


that is favored to achieve his
destiny and hopefully escape his
fate. The player characters are
special in some way, a cut above
the rest and a paragon of what it
means to be a Human. The Hero
is unique. He is not like Batman,
Doc Savage, a Ninja, Han Solo,
a Cleric, or a Fighter; he is a
Sword and Sorcery Hero.
The characters should be
painted with broad colorful
strokes, leaving the subtle details
to be filled in during play. The Life
Paths may look daunting, but they
are there to give your characters
a bit of shared history between
them.
Create a character that is truly
deserving of the mantle, a Hero`
who brings Renown to you and
the gods. It is your destiny!

Character Creation as
a group activity

The character creation method


presented is more fun when not
done in a vacuum. All interested
parties should sit together and
discuss who and what they want
to play. This will give everyone
a chance to talk about how and
why their characters know one
another.

The Life Path is the


players muse.

Hearing where the Life Paths


take a character will give everyone
at the table ideas. Suggestions will
start flying as to how to intertwine
character histories. There are
hundreds, if not thousands, of
twists and turns the paths can
take, and connections can be
made anywhere along the path.
For example, a player character
may have met one of the other
characters long ago if they by
chance roll the same life event.

19

ATLANTIS: The Second Age


Glossary
These definitions provide you
with a general idea of what each
term means; they are described
in more detail within the book.
Terms italicized within each
definition refer to another entry
within this glossary.
Action: A task that the
character undertakes, or something
that the character does; like give a
speech or climb a wall.
Attributes: Attributes
represent natural abilities, such as
strength, intelligence and dexterity.
Character: A players in-game
persona; also referred to as the
Hero.
Combat Difficulty: A number
representing how challenging it is
to attack someone or something;
equal to the active defense value
or the passive defense value
(usually the opponents Evade Skill
Rating).
Critical Failure: A result
represented by a 1 or lower on the
Result Table roll, which indicates
something bad has occurred.
Critical Success: A result of
20 or more on the Result Table
roll that indicates something good
has happened.
Customization Points: Points
used when designing a character,
to purchase Attributes, skills, or
other features that represent the
characters abilities, experience,
and background.
D20: An abbreviation for
twenty-sided die. The D20 is
the only polyhedron die used in
ATLANTIS.
Damage Rating (DR): The
basic amount of damage a person
or item can do before modifiers
such as armor effect value.
Damage Total: A number
representing how much injury or
destruction something has caused
after modifiers.
Defaulting to an Attribute:
Using the Attribute when the
character doesnt have the needed
skill.
Difficulty: A number
representing how challenging it is

20

Attributes

Below are the 10 Attributes used to determine the abilities and prowess of a Hero in ATLANTIS.
Intelligence (INT)

A measure of the individuals intellect and powers of reason. Intelligence is the deciding factor
whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps,
dialects, or writings; appraise the relative value of goods; solve puzzles and mysteries; and so forth.
-8: Insect, -7: Most Animals, -5: Social Predator (e.g. Wolf ), -3: Dolphin, -2: Simpleton, +0:
Average Human, +3: Genius, +5: Polymath
Perception (PER)
A measure of the individuals sensory awareness, taking into account the abilities of sight,
hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents.
Perception is the deciding factor whenever an individual attempts to detect unseen presences or
ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in
surroundings, or utilize any sensory ability.
-5: Mole, +0: Average Human, +4: Most Herbivores, +6: Fox, +8: Owl
Will (WIL)

WIL

PER

A measure of the individuals willpower,


determination, faith, and wisdom. Will Rating
determines how well a character is able to INT
resist temptation, bribery, seduction, torture,
coercion, interrogation, or influence.
-3: Human Child, +0: Most Animals,
+2: Stubborn or Tenacious Wild Animals,
+3: Dedicated Philosopher, +5: Oracle
Charisma (CHA)

CHA

CON

DEX
MR

A measure of the individuals powers of


STR
persuasiveness, including such intangibles as leadership
and the ability to command the respect of others. Charisma
Rating affects a characters ability to lead or persuade other
individuals, make a favorable impression, negotiate, bargain, or
haggle.
-5: Repellent Boor, -3: Sullen Introvert, +0: Average Human, +3:
Natural Diplomat, +5: Inspiring National Leader
Strength (STR)

SPD

CR

A measure of an individuals physical power. Strength Rating determines how much weight a
character can carry or lift, how much damage a character does with a hand-held weapon, and so
forth. It is also the deciding factor in attempts to bend or break objects; force open or hold shut a
door, and restrain other characters or creatures.
-8: Mouse, -6: Domestic Cat, -4: Eagle, -2: Preadolescent Human, +0: Wolf, +3: Donkey, +5:
Lion, +8: Bull
Dexterity (DEX)
A measure of the individuals agility, coordination, and maneuverability. Dexterity Rating is
an important factor in most physical skills and determines how well a character can perform acts
of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object.
-3: Domestic Cattle, -1: Domestic Sheep, +0: Average Human, +2: Athlete, +4: Gymnast, +7:
Squirrel

ATLANTIS: The Second Age


Constitution (CON)
A measure of the individuals endurance, stamina, and durability. Constitution Rating
determines how well a character can resist the effects of disease, wounds, poisons, toxins, exposure,
hunger, and thirst.
-4: Phthisis (Consumption) Sufferer, -2: Indolent Epicurean, +0: Average Human, +2: Athlete,
+4: Wild Boar, +5: Champion Marathon Runner, +8: Elephant
Speed (SPD)
A measure of how swiftly an individual is capable of moving, either on land, in the water,
through the air, or by other means. Speed Rating determines initiative in combat, as well as attempts
to pursue others or escape pursuit.
-5: Immobile, -4: Tortoise, -2: Mouse, +0: Average Human, +3: Serpent, +5: Champion
Sprinter, +7: Fox, +10: Horse, +12: Deer, +14: Hare
Combat Rating (CR)
A measure of a characters natural ability in combat situations. It reflects a combination of
physical and mental attributes, cultural and social factors, biological traits, and personal inclination.
Combat Rating serves as the modifier for most combat-related skills. Combat Rating affects a
characters ability to attack as well as defend.
Magic Rating (MR)
A measure of a characters natural ability to sense and manipulate the flows of magic in the
world. It reflects a combination of mental attributes and physical senses, as well as cultural and
psychological factors. Magic Rating serves as a modifier for magic-related skills and powers. The
Attribute unlocks the inner power of the Hero to manipulate the universe.

The Shakers of the


World

The following rules are not


meant to create the normal
and mundane people of the
antediluvian world (the NPCs),
but the Movers and Shakers who
alter the world and leave change
in their wake.
Mundane peoples of a
particular race do not have all the
special abilities noted under the
races, and are described in the
Adversary chapter.

to perform an action.
Degree of Difficulty (DoD):
The bonus or penalty that modifies
the D20 roll.
Hero: The Player Character in
a game of ATLANTIS.
Hero Point (HrP): A bonus
representing a surge of adrenaline
or that extra luck the main
characters of a story seem to have.
Hero Points allow the player to
add additional points to his D20
roll.
Hit Points (HP): The amount
of injury a character can sustain,
listed as a number. The damage
total is subtracted from the
characters current Hit Point total.
Intent: Intent is a players
description of what his or her
Hero hopes to accomplish by a
particular action.
Golden Lotus (gl): The
standard monetary unit of the
ATLANTIS setting.
Modifier: A number that is
added or subtracted from another
number to represent anything
atypical in a typical situation.
Opposed Action, Opposed
Difficulty, Opposed Roll:
Whenever a character attempts an
action that is directly opposed by
another individual or creature, the
opponents ability rating is used as
the Degree of Difficulty (DoD).
Protection Rating (PR): A
number representing the amount
of protection a defensive covering
provides.
Renown: The quantified glory
of a Hero, measured in points. The
more points of Renown, the better
recognized the Hero.
Result Table: The universal
table used to determine the success
or Failure of an action.
Round: A unit of time, equal
to six seconds in the game world.
Figuring out what happens in a
round can take longer.
Scale: A game mechanic used
to represent how opponents of
vastly different sizes can affect each
other differently in combat.
Skill: Skills are abilities
acquired through training and
practice.

21

ATLANTIS: The Second Age

The Root Races of the


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

Whats in a name?

The Ophidians go by many


names; they are called Anunnaki,
Ophidians, Naga, Saurians, and
Serpent Men by outsiders. It is
said that Set has a special name
for his children that forces them
to obey the speaker. Of course,
anyone who discovered this
name would likely die a very quick
and unexplained death.

A thousand years ago, Ulithis, the mad oracle of Amphisea, pronounced that there were to be
seven root races, each destined to rule the world for a time. The arrival of the last would herald the
beginning of a new cycle. Part of the seers crazed ramblings can be found in the Scrolls of Neberin
and are a cause for much debate amongst scholars and philosophers alike.
There is little doubt as to the identity of some of the races; the Jinn, the Lemurians, the
Ophidians, and the Atlanteans are all considered to be root races. The Humans, Nethermen,
Andamen, Makara, and Ahl-at-Rab all vie for consideration, and there are philosophers who believe
that there are yet unknown races who will come from the stars to claim their place in the world.

The First Root Race


Shaped in fire, born of chaos, and doomed to fade, their empires shall rise and fall before the
moon holds a cradle. -Ulithis, the mad oracle of Amphisea
The first root race was shaped by the Elder Gods, birthed from the primordial cosmic energies
of the planet. Wild and malleable in nature, this race was not easily destroyed in the chaos of the
time before time. These beings existed in the folds and crevices of the Elder Gods as they slept
and fed on the dream-potential of these cosmic dreamers. In their time on earth, these Endless
Ones, as they were called, created many wondrous things and infused much with their mercurial
potential. Today these endless beings are known as Jinn.

The Second Root Race


Nothing but a tool, an artifice born of jealously and rage, the second ones shall never walk the
Earth but will rule over all again and again. -Ulithis, the mad oracle of Amphisea
There are several very distinct sub-species of the second root race, which grew from Sets power
on the continent of Mu. The Ophidians were the first, dark lords with limitless ambition and a
thirst for domination.
Set seeded the seas with the dread Makara, while the Ophidians ruled the land of Mu. During
the thousands of years they controlled the earth, they warred against one another and played with
dark magic, perverting the abundant Vril energies.
They would still rule to this day, if not for the God Wars that took the greatest toll on the
Saurians. During the wars, the Ophidians were slaughtered by the thousands, first by Oldmar
and later by the Orixa. The rise of the next race would put an end to the Saurian domination of
the Earth.

22

ATLANTIS: The Second Age


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

The Fourth Root Race


Lords, brash, and flush with power. Gods in their minds, yet children in their souls. Flawed
miracles that undo themselves with arts beyond measure. -Ulithis, the mad oracle of Amphisea
The fourth root race was born amidst the God War and rose to prominence while the Lemurians
and Ophidians battled each other. The Atlanteans appeared whole along a forgotten river that
empties out into the ocean off the eastern coast of Gondwana. They built many cities there before
moving on to the island of Atlantis, and it is from this rich fertile land that they grew an empire
that expanded and created colonies throughout the world.
For a thousand years, the sea empire expanded in the face of the waning Lemurian and Ophidian
Empires. During the time of the first Beast War, the concerted effort of the Saurians pushed the
Atlantean colonies back and cooled their ambitions, but this would only last until they focused
their attention elsewhere. With the advent of the fifth root race, the Atlanteans began to expand
again, and during the second and third Beast Wars the Atlanteans cemented their place in the
world, and ruled unchecked for a thousand years. They created several slave races to serve their
needs, even as the humans slowly rebelled. They were ultimately unseated by their own hubris,
magical experimentation, and civil war.

Though some scholars argue


over the specifics of the Root
races, few can truly dismiss that
the world is not as it once was.
Though much has been built and
preserved, much has also been
lost. Or, perhaps worse, it was
simply forgotten and left to fester
in the dark.
Caerwyn, Lemurian Scholar

The Fifth Root Race


Favoured of fate, fecund, and gifted with the keys to their own demise. Their time draws ever
close but never arrives. -Ulithis, the mad oracle of Amphisea
The youngest race in the antediluvian world and the one with the most promise, the humans
have sprung up and spread across the world with amazing speed. They seem to be the least connected
to other root races, but shared many common traits with the Atlanteans, who first embraced and
later abused them. The humans soon found the yoke of an Atlantean master unbearable, bringing
about several slave revolts and finally freedom.
The humans seem destined to rule the world as those before them have, especially as the older
races slowly die or fade into memory. The other races wonder why this small young race has the
ability to dominate all four corners of the world, and some believe that this is just a passing age
where they too will ascend and fall spectacularly from grace. Only time will tell.

The Sixth and Seventh Root Races


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

23

ATLANTIS: The Second Age

Step One: Choose a Race


raCeS
ra

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

ahl-a
at-r
rab

(A.K.A. Lizard Men, Snake Men, Saurians)


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

24

ATLANTIS: The Second Age


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

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

Personality:
The Ahl-At-Rab are a serious and stoic people who assess every living thing as either a threat,
a pack mate, or food. The language of the Ahl-At-Rab has seventeen words for survival but none
for friendship. The Ahl-At-Rab are harsh in their dealings with others, and consider a full belly and
a dead rival a good life, hoping that when they meet their end it will be upon a heap of broken
enemies. The Ahl-At-Rab do not fear death but accept it as the logical conclusion to living; they do
not run from death but advance towards it hissing battle cries in defiance, hoping to drag whatever
opponent they face into the abyss with them.
Racial Attributes:
INT

PER

+0
+1
Hit Points: 20

WIL

CHA

STR

DEX

CON

SPD

CR

MR

+0

+0

+2

+0

+3

-1

+1

-1

It is very difficult to say what


will provoke an Ahl-at-Rab; Ive
seen one spit acid in the face of
a merchant simply for asking if
he could offer assistance. They
are an alien people, the last
remnants of an age-long past.
Some communities kill them on
sight rather than risk an incident.
Thalmia, Triton Sorceress

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

25

ATLANTIS: The Second Age

Index
A
Action
20
Advanced Militia Training
59
Advanced Missile Training
59
289
Adversaries
Adversary Creation
302
Age
84
Ahl-At-Rab
24
Aimed Shots
261
249
Airborne Travel
Alba & Iber
48
Alchemical Scientist
65
Alchemy
151
Alchemy Workshop
152
61
Amazing Dodge
Amphisea
328
Andamen
26
Animism
132
Anubim
26, 28
22
Anunnaki
44
Ape-men,
Area-effect Attacks
258
Armor
230
230
Donning Armor
Protection Rating (PR)
230
29
Asena
Assassin
60
Athanor
152
193
Atlantean Pantheon
Atlanteans
36
319
Atlantis
Atlantis, city of
334
Atlantis History
317
344
Atlantis Map
Attack
254
119
Attack Mode
Attribute Racial Maximums
83
Attribute Rolls
242
20, 83
Attributes
Charisma (CHA)
20
21
Combat Rating (CR)
Constitution (CON)
21
Dexterity (DEX)
20
20
Intelligence (INT)
Magic Rating (MR)
21
Perception (PER)
20
Speed (SPD)
21
Strength (STR)
20
Will (WIL)
20
Auras
128
Autochthea
328
Azae
329

B
Baal
200
Balam
26, 30
Beastmen
26
Beasts
234
Beasts of the island of Atlantis295
Birdmen
31
Bladed Weapons
219
Blasphemy
177
Blessing
65
Burglar
60
Buying & Selling
217
Buying Services
215
261
Bypassing Armor

356

C
Calendar
Chaos Speech
Character
Character Creation
Charge
Charisma (CHA)
Charlatan
Cleave
Climbing
Close Attacks
Clothing
Combat
Combat Damage
Combat Rating (CR)
Combat Rounds
Combat Tactics
Constitution (CON)
Conveyances
Cooperative Efforts
Core Rules
Counterspells
Creating Adventures
Critical Success
Critical Wounds
Crystal Matrices
Cults
Cults of Baal
Cults of Set
Culture
Culture: Alba & Iber
Culture: Antilla
Culture: Atlantean
Culture: Elysium Ocean
Culture: Eria
Culture: Europa
Culture: Gondwana
Culture: Jambu
Culture: Lemuria
Culture: Mu
Culture: North Sea
Culture: Tamaonchan
Customization Points

145
42
20
19
259
20
62
59
246
254
235
250
249
21
251
254
21
231
98, 244
241
117
273
20
265
149
200
200
201
48
48
49
49
49
52
53
54
55
56
56
56
57
83

D
D20
20
Damage
251
Fire
266
Poison
266
Radiation
267
Damage Rating (DR)
20, 251
Damage Total
20
Dark Arts
134
Death & Dying
264
Defense
258
Degree of Difficulty (DoD)
21,
243, 250
Dexterity
20
Diaprepea
330
Disarming
261
Diseases
267
DoD
21, 243, 250
Dodge
258
Dogma
192
Dogs of Jhunn
310
Dominion Access
65
Dominions
179
Air
180
Animal
180
Craft
181
181
Death

Earth
Fertility
Fire
Fortune
Law
Love
Magic
Moon
Sky
Storytelling
Sun
The Dead
Time
Travel
Trickster
War
Water
Donning Armor
Drowning

182
183
183
184
184
185
185
186
186
187
187
182
189
189
190
191
191
230
266

E
Elassippea
Elixirs
Elysium Ocean
Emissary
Encumbrance
Equipment
Equipment Lists
Eria
Eudea
Europa
Evade
Evading Grenades
Experience Points

330
157
49
64
248
215, 234
234
52
331
53
258
258
106

F
Familiar
Fast Cast
Fire
Firearms
Flee

331
326
175
65
21, 215
54
256
61
282
255

H
Hafted Weapons
Hardiness
Healing
Hero Creation
Hero Points (HrP)
Hesperia
Hit Points (HP)
Holy Places
Humans

221
66
265
19
21, 87
55
21, 85, 264
178
38

I
Iber
Illusion
Improving Characters
Improvised Weapons

123
20
21, 242
218

J
Jackal-Men
Jaguar
Jambu
Jinn
Jumping

28
30
55
40
246

L
Lemuria
56
Lemurians
44
Lemurians Weapons
228
Ley Line Roads
149
146
Ley Lines
Life Path: Battle
77
Life Path: Family Status
69
Life Path: Great Fortune!
80
Life Path: High Adventure
70
79
Life Path: Relationships
67
Life Paths
Life Path: Scholarly Pursuits 81
Life Path: The Enemy
78
71
Life Path: The Mage
Life Path: The Priest
72
73
Life Path: The Rogue
Life Path: The Sailor
74
Life Path: The Scholar
75
76
Life Path: The Warrior
Life Path: Tragedy
82
32
Lion Men

M
63
63
266
262
260

G
Gadirea
Gladiatorial Games
Gods
Gods Ear
Golden Lotus (GL)
Gondwana
Grappling Attacks
Great Escape
Great Works
Grenade Throws

Influence
Intelligence (INT)
Intent
Item Quality

48
123
106
257

Magic
111
Action Penalties
116
Cooperative Effort
116
117
Counterspells
Delayed Magic Effect
116
114
Magic Mishaps
Mental Fatigue Penalty
115
Modes
112, 119
111
Perception of Magic
Taking Extra Time
116
The miens of magic
112
The Price
111
Using Magic Powers
113
What is Magic?
111
Magic Mode: Attack
119
Magic Mode: Illusion
121
Magic Mode: Influence
123
Magic Mode: Kinetic
124
Magic Mode: Manifest
125
Magic Mode: Manipulate
126
Magic Mode: Sensory
127
Magic Mode: Shield
128
Magic Mode: Summoning
130
Magic Powers
113
Magic Rating (MR)
21
Manifest
125
Manipulate
126
Martial Wizard
62
Medicinal Mixtures
158
Menhir
148
Mental Defense
259
Mental Fatigue
115
Mermen
34
Mestea
332
Metallurgy
217

ATLANTIS: The Second Age


Minotaurs
Misdirection
Mnesea
Modes
Modifier
Mooks
Movement
Mu
Multiple Actions
Mundane Animals

26, 33
Scholar
65
61 Protection Rating (PR) 21, 230,
333
252
112, 119
21 Q
265 Quick Adversaries
309
246, 259
56 R
243
24
290 Race: Ahl-At-Rab
Race: Anubim
28
N
Race: Asena
29
Race: Atlanteans
36
Naga
22 Race: Balam
30
Narcotics
159 Race: Humans
38
Nemeans
32 Race: Jinn
40
Nethermen
46 Race: Lemurians
44
Non-Profession Based Talents 66 Race: Nemeans
32
Non-proficient Weapon Use 257 Race: Nethermen
46
North Sea
56 Race: Owlmen
31
33
Race: Taurans
O
Race: Tritons
34
83
Obscure
127 Racial Attribute Maximums
267
Off-Handed Weapon Use
257 Radiation
255
193 Ranged Attacks
Oldmar
225
333 Ranged Weapons
Olokunia
245
Ophidians
22 Reaction Rolls
21, 85
243 Renown
Opposed Actions
245
Orixa
193 Resistance Rolls
280
Other Weapons
227 Respite Phase
21, 241
31 Results Table
Owlmen
Retreat
260
P
65
Righteous Words
117
Pantheons
192 Rituals
22
Atlantean Pantheon
193 Root Races
21, 244
Cults of Baal
200 Round
Cults of Set
Tharshi Gods
Turani Gods
Veddan Gods
Perception Checks
Perception of Magic
Perception (PER)
Pirate/Brigand
Places of Power
Poison
Potions
Powders
Power Level
Precepts
Previous Adventures
Priest/Priestess
Professions
Profession: Shapers
Charlatan
Martial Wizard
Shaman
The Sorcerer
Profession: Slayers
Pirate/Brigand
Scout
Soldier
Warrior
Professions: Takers
Assassin
Burglar
Swindler
Thug
Professions: Teachers
Emissary
Priest/Priestess
Saint

201 S
210
207 Sacrifices
203 Saint
245 Sample Spells
111 Saurians
20 Scale
59 Scholar
143 Scout
163, 266 Second Wind
164 Secret Societies
166 Serpent Men
113 Set
192 Shadow Walking
69 Shaman
64 Shields
58 Skill Check
Skill Rating
62 Skills
62
Animal Handling
63
Athletics
62
Deception
58
Disable Mechanism
59
Evade
58
Handicraft (Specific)
58
Influence
58
Instinct (specific)
60
Investigate/Search
60
Language
60
Literacy
60
Lore (Specific)
61
Medicine
Mode (Specific)
64
Parry
64
Perform
64
Pilot (Specific)

117, 175
64
140
22
21, 263
65
58
59
200
22
201
61
63
231, 252
97
98, 242
21, 97
99
99
99
99
99
99
101
101
101
102
102
103
103
104
104
104
104

Profession (Specific)
104
Resolve
104
Ride
104
Skill Format
98
104
Sleight of Hand
Stealth
104
Tracking/Shadowing
105
Trading
105
Unarmed Fighting
105
105
Weapon (specific)
Skills cost
84
326
Slavery
Soldier
58
Sorcerer
62
136
Sorcery
Soul Power
117
Spears & Polearms
223
Speed (SPD)
21
Speed Table
247
140
Spells
Spending Customization Points 83
Status
66
Strength (STR)
20
Stun
264
Stunts
261
257
Subdual Attacks
Swimming
246
Swindler
60

T
Tack and Harness
234
Talents
84
Advanced Militia Training 59
Advanced Missile Training 59
Alchemical Scientist
65
61
Amazing Dodge
Blessing
65
Cleave
59
65
Dominion Access
Familiar
63
63
Fast Cast
Gods Ear
65
Great Escape
61
66
Hardiness
Misdirection
61
Non-Profession Based Talents66
Righteous Words
65
Second Wind
59
Shadow Walking
61
Status
66
The Gift
63
Tradition
63
Wealthy
66
Talents cost
84
Tamaonchan
57
Tapping the Flow of Vril
144
Taurans
26, 33
Telluric Technology
146
Tharshi Gods
210
The Gift
63
Throwing Distances
255
Thug
61
Time In The Game
244
Time Line
12
Traditions
63, 112, 132
Animism
132
Dark Arts
134
Sorcery
136
Witchcraft
138
Travelers Equipment
234
Travel Rates
248

Tritons
Turani Gods
Twelve Revelations

34
207
4

U
Upbringing

67

V
Vacuum
Votives
Vril
Vril Circles
Vril Collectors
Vril Pyramids
Vril Weapons

267
175
144, 146
147
146
147
150, 229

W
Wards
129
Warrior
58
Wealth Rating (WR)
95, 215
Average Wealth of a Person 215
Buying More than One Thing

216
216
Cost of Item or Service
Wealthy
66
Weapon Modifier Icon Key 219
Weapons
219
20
Willpower (WIL)
Windships
150
Witchcraft
138
29
Wolfmen
Worship
175

357

ATLANTIS: The Second Age

HELLAS Core Books

HELLAS: Wine Dark Void


MSRP: $30.95
Product number KHP018
ISBN 0-9842500-5-0
144 pages Hard Cover full color (8x11)
The second major supplement to the original HELLAS Core Rules! With this
expansion to the HELLAS Core Rules, you will at last be able to sail the cosmic all sea
in search of adventure and glory. Will you be immortalized among the stars?
The 144 page book includes:
BB Full color illustrations of 40+ detailed ships.
BB Ship modification and construction rules.
BB Slipspace phenomena. An in-depth look into the wine dark void known as
the Panthalassa; the cosmic all sea
BB Slipspace encounters. A detailed look at the strange denizens that ply the
slipspace trade routes preying on the weak
BB A detailed look at the planet Korinthos. A mega city sprawl that covers the
entire planet.
BB New Metousia rules. A clear look at the
BB players ability to change the world around them.
BB Planetary Consumer/Trade scores for all the known worlds.
BB A detailed look at the goddess Aionisia and her temple moon.
BB Vehicle space combat and chase rules.

HELLAS: Swords and Sandals


HELLAS: Worlds of Sun and Stone
Second Edition revised and expanded.

MSRP: $49.99
Product number KHP020
ISBN 0-9842500-7-7
340 pages Hard Cover full color (8x11)
In ancient times, the spacefaring Hellenes and their Gods defeated an empire
that threatened the entire galaxy. Now, after centuries of darkness, their enemies have
returned for a final reckoning, and only a chosen few -- wielding the power of the
Gods -- stand between them and certain destruction.
Hellas is an exciting fusion of high drama, action-adventure, romance,
mythology-infused space opera and science fiction that features:
BB Extensive history and character background set in the world of Hellas
BB A style sheet for life in the galaxy of the Hellenes
BB Over 30 pre-constructed star ships
BB Seven thoroughly explored factions and alien races: Amazorans, Goregons,
Hellenes, Nephelai, Nymphas, Kyklopes, and Zintar
BB Awesome Godly Powers and Feats befitting a champion of the galaxy
BB

Clear and concise rules for the gift of the Gods of legendary power.

HELLAS: Princes of the Universe


MSRP: $30.95
Product number KHP012
ISBN 0-9842500-0-X
160 pages Hard Cover full color (8x11)
The first followup to the original HELLAS Core Rules is coming soon! The blood
of kings and gods runs through your veins! Now strike a blow for the future of your
world!
This book contains:
BB A dozen killer queens, kings and princes of the universe, complete with
intertwining stories and statistics on their home systems and armies.
BB Customized lifepaths for characters of non-Hellene ancestry, allowing players
to create more specialized backgrounds.
BB Two brand new races -- the ancient and mystical Zorans, and the newlydiscovered Pandorans, children of the Atlanteans.
BB Mass combat rules to lead your armies and space armadas in to glorious
battle
BB A supplemental Honor system that works alongside the HELLAS Glory
system.
BB

Planetary calendars, Zoran deities, and much more!

362

MSRP: $30.95
Product number KHP019
ISBN 0-9842500-6-9
144 pages Hard Cover full color (8x11)
The third major supplement to the original HELLAS Core Rules! With this
expansion to the HELLAS Core Rules, you will at last be able to experience the largest
and most famous retail catalog in the Known Worlds.
The Biggest Equipment Catalog in the Universe!
The Empori Piraeus has been shipping equipment to intrepid heroes for over
150 years. From all corners of the Known Worlds, the Empori provides you with the
mundane to exotic, always of the highest quality.
This book contains:
BB Over 150 pieces of equipment to be used in any HELLAS game.
BB Food recipes for the discerning Hellene palette.
BB New armor types and rules.
BB New weapon types.
BB Symposium rules. Now you can throw your own dinner party!
BB The Adventures of the Brazen Bull! A full-length graphic novel.
BB The history of the Delphoi Legion.
BB New sinister Atlantean equipment.

ATLANTIS: The Second Age

HELLAS Adventures Books


HELLAS: Fire in the Blood
Adventure Supplement
MSRP: $8.95
Product number KHP011
ISBN 0-9842500-6-9
45 pages Black and white (5.5x8.5)
"Long ago, in a galaxy far, far away, a brave Hellenic explorer named Telemikus unlocked one of the secrets of the
universe with the aid of his Machina servants. Mistrustful of his assistants, he locked the secrets away in a hidden archive,
and buried the key where none would find it for thousands of years."
Fire in the Blood is the first of five adventures in the Legacy of the First Age series. It contains an exciting and mysterious
4-Act storyline, new creatures and enemies, and five pregenerated characters to get started right away. This scenario can
be run either as a stand-alone adventure, or as just the first step on an epic adventure across the Worlds of Sun and Stone.

HELLAS: Shades of Aegis


Adventure Supplement
MSRP: $8.95
Product number KHP013
ISBN 0-9842500-0-X
45 pages Black and white (5.5x8.5)
HELLAS: Shades of Aegis is the second of five adventures in the Legacy of the First Age series.

HELLAS: Frozen twilight


Adventure Supplement
MSRP: $8.95
Product number KHP014
ISBN 0-9842500-1-8
45 pages Black and white (5.5x8.5)
HELLAS: In Frozen Twilight is the third of five adventures in the Legacy of the First Age series.

HELLAS: Threads of Fate


Adventure Supplement
MSRP: $8.95
Product number KHP015
ISBN 0-9842500-2-6
45 pages Black and white (5.5x8.5)
HELLAS: Threads of Fate is the fourth of five adventures in the Legacy of the First Age series.

HELLAS: Immortal Memory


Adventure Supplement
MSRP: $8.95
Product number KHP016
ISBN 0-9842500-3-4
45 pages Black and white (5.5x8.5)
HELLAS: Immortal Memory is the fifth and final adventure in the Legacy of the First Age series.

363

Você também pode gostar