Tag: Background

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  • Origins

    [ Back to [[History of Atlantis]] ] In a time beyond time, long before the Earth took its modern form, magic existed in the world. The greatest empire of this time was the realm of Valdoria, though it was but a small thing compared to the far greater …

  • The Ten Brothers

    [ Back to [[History of Atlantis]] ] Soon Leucippe gave birth to a daughter, Cleito, whose beauty outshone that of all other women in the world. The small family lived easily in the paradisiacal land, raising or hunting the food they needed. They …

  • The Age of Exploration

    [ Back to [[History of Atlantis]] ] But in time even the wonders of fair Atlantis paled, and the Ten Brothers began to wonder what lay beyond the shores of their island home. They went forth on voyages of exploration and adventure, to experience what …

  • The Age of Conquest

    [ Back to [[History of Atlantis]] ] In time the Ten Brothers’ explorations ceased, and they began instead to think of conquest and power. Their own kingdoms on Atlantis were prosperous and secure, but elsewhere things were not so well. They had seen …

  • The Anger of the Gods

    [ Back to [[History of Atlantis]] ] In 32615 BC Atlantis experienced a tragedy far worse than anything in her history. A major trade and diplomatic expedition to Tellat set out from Thermiom, but in their haste to make the tide the priests accompanying …

  • The First Lemurian War

    [ Back to [[History of Atlantis]] ] With Atlantis still (comparatively) weak, the Empire of Lemuria increased the pressure on the Dominion, hoping to regain not only the lands it had lost in recent centuries, but the prestige and fear it had once …

  • History of Atlantis

    Within these scrolls lays the History of our fair realm, passed down from priest to priest, so that we may never forget where we came from, nor why we rule the world. a) [[Origins]] b) [[The Ten Brothers]] c) [[The Age of Exploration]] d) [[ …

  • Races of Atlantis

    [[Atlantean]] Rulers of the Dominion, and the most blessed citizens. Low in number, but great in power. [[Alarii]] Winged humanoids. Reclusive and mysterious. [[Aslani]] A feline people, from the far east of the World. [[Centaur]] Equinoids …

  • Atlantean

    The Atlanteans are the predominant people of the Age named for them — a chosen people gifted by the gods with a wondrous home, the capacity for immense magical power, and personal attributes that are the envy of all other humans. Compared to ordinary …

  • Alarii

    During their early exploration of the forests and mountains of the Great Island, the Atlanteans encountered a race of winged men known as the Alarii (singular: Alar). Regarding them as children of the gods, the Atlanteans treated them with kindness and …

  • Centaur

    Centaurs are half-man, half-horse creatures; they have the upper torso, arms, and head of a man projecting from the front of a horse’s body where the horse’s neck and head would normally be. They’re large, heavy, strong, and can run with great speed, but …

  • Satyr

    Satyrs are creatures with the upper bodies of men, the legs of goats, and short goat’s horns growing from their heads. They usually have dark skins and short, pointed beards. They inhabit the light woodlands and fields of parts of Atlantis. When men first …

  • Lemurian

    The Lemurians, a proud and ancient people, often seem like a dark mirror image of the Atlanteans. They average about 6’0” to 6’2” for the males, and 5’4” to 5’10” for the females. They tend toward black or brown hair and dark eyes. Among men, hair is kept …

  • Empyrean

    Empyreans are far too high powered for a PC to play, without raising the whole campaign to "Superheroic" levels. The base Package Deal for an Empyrean is a whopping 377 Points! (and is therefore not included here. However, the Children of an Empyrean …

  • Deogharans

    Deoghar is a mostly tropical/subtropical continent (though its furthest reaches and mountainous areas can become quite cold during the winter months). As a result, the average Deogharan tends to be shorter and duskier skinned than the typical Atlantean or …

  • Hazarian

    The people of the Empire of Hazaria are a sometimes-fractious group of clansmen linked by a common ethnicity, language, and religion. They’re similar to, though apparently not related to, the Northlanders of Pelasgar. Compared to average humans Hazarians …

  • Kaphtoran

    The people of Kaphtor (and to a lesser extent the similar people of Kalla’har) are widely regarded with suspicion. It’s said that Kaphtorans practice strange, unwholesome rites to propitiate their dark gods, that their mages are masters of strange shadow …

  • Northlander

    “Northlander” is an Atlantean term for the men who live in the northern parts of Pelasgar. For the most part it refers to the Regnarians and Truscorans (especially the latter), though some Atlanteans include Larasans, Baltarians, and even Skraythans in …

  • Pelasgaran

    The Atlantean term “Pelasgaran” refers to the peoples of Pelasgar south of the Northlands, though it’s something of a misnomer. Pelasgar is a large continent with many peoples who do not all speak the same language or share the same customs, though they …

  • Serpentmen of Vangkor

    The most unusual inhabitants of Saravon are the Serpent-Men of Vangkor — ophidian humanoids who have occupied these lands for as long as Lemurians and Atlanteans can remember. They look like thick-bodied serpents with slender arms and legs; the lower part …

  • Saravonans

    Despite its location relatively far from the equator, Saravon is warmed by some significant oceanic currents (and in Vangkor, by magic as well), giving it a climate more like that of Deoghar than many people expect. Saravonans display a wide variety of …

  • Tellat

    The people of the Empire of Tellat are a proud, even arrogant, race who seem to think it’s their destiny to rule the world despite having had no success achieving that goal since the Empire was declared. The Tellat male is upwards of 6’0” tall with …

  • Atlantean Zodiac

    The following Package Deals represent the qualities and attributes a character obtains from the star-sign under which he’s born. To Take a Zodiac Package, the character *MUST* have been born in the Atlantis Dominion. Obviously a character can only have …

  • The Atlantean Advantage

    The following three *Background Package Deals* are for *Atlantean* characters only. They don’t apply to characters of other races, not even if those characters were born and raised on Atlantis by parents who immigrated to the Great Island. a) [[Demigod …

  • Demigod

    As every Atlantean knows, there are times when the gods walk among mortals... and perhaps even fall in love with them. All the gods have on occasion sired or given birth to children conceived with mortal lovers, and those children often possess a bit of …

  • Descendant of the Ten

    While it’s not quite as useful as being the child of a god, being the son, daughter, or descendant of one of the Ten Brothers also provides a character with abilities and advantages not available to most Atlanteans... not to mention the potential for …

  • Atlantean Nobleman

    Atlantean nobles are among the wealthiest, most sophisticated, and most educated people in the world. Although many of them are content to while away their days in idle luxury, others serve their kingdom by joining the military, hunting fierce beasts and …

  • Gods of Atlantis

    *The Ten Gods* [[Ares]], God of War, Hunting and Death [[Astranar]], God of the Sky, Storms and Air [[Eordica]], Goddess of Earth, Agriculture and Fertility [[Erestaia]], Goddess of Home, Hearth, Family, Children and Women [[Helios]], God …

  • Ares

    Ares is the Great Warrior, the god of the fighting man, the irresistible soldier. He usually appears to his worshippers as a gigantic warrior wearing Atlantean-style armor and wielding his spear Skorazon, which can shatter mountains in a single blow, and …

  • Astranar

    Astranar rules over the sky and all that exists within it or falls from it: air, clouds, rain, snow, the stars, and storms in general. It is to him that Atlantean farmers pray when they want rain... and soldiers pray when they don’t want rain. Relatively …

  • Eordica

    While she’s not often thought of often by city-dwellers, Eordica is one of the most important members of the Atlantean pantheon to farmers and herders. It is she who quickens the earth so that crops flourish, who makes plants and trees grow strong and …

  • Erestaia

    If Ares in his strength, power, and bluster can be considered, in some respects, the god of men-folk, his opposite number is Erestaia, the Atlantean goddess of women, home, family, and domestic matters in general. She radiates calm and tranquility; not …

  • Helios

    Magnificent Helios, handsomest of the gods, brings the lifegiving rays of the sun to man. Every morning Helios rises and, after receiving permission from Astranar to walk in his realm, puts on the Sun Crown and treads across the sky. At the end of the day …

  • Orikailos

    Wisest and most learned of the gods is Orikailos, who wields magic more awesome and powerful than that of any god or mortal. Some say it is he, and not Tikarion, who truly rules the heavens, for who can resist the spells of the All-Knowing God? Atlantean …

  • Phestos

    Fire is the earliest of man’s tools, and man owes its knowledge of fire, and indeed of all goodly crafts and arts, to the god Phestos, who gave it them as a gift and sign of his good grace. Appearing to men as a kindly old smith of immense strength, he …

  • Poseidon

    Most revered of all the gods on Atlantis is Poseidon the sea-god, who gave Atlanteans two great gifts: the island of Atlantis itself; and the horse, bearer of burdens and carrier of men into battle. He protects Atlantis and Atlantean ships from storms and …

  • Selene

    As Helios ends his journey each day, his silvery sister Selene arises from her couch, dons her crescent-shaped Moon Crown, and with Astranar’s permission starts her own journey through the night sky. Her travels only end when she reaches the other side of …

  • Tikarion

    The eldest of the gods, and their king, is Tikarion the Justice-Bringer, who gave to the Atlanteans the laws that are the foundation of their society. It’s said by some that Tikarion looks on Atlan Vondarien with as much favor as if he were the god’s own …

  • Cosmology

    According to what the gods have told the Atlanteans, the world was once nothing but a vast nothingness filled with Chaos-stuff and a gigantic blue egg. The eggshell cracked, and from it emerged Tikarion and the other gods. Looking about themselves they …

  • Background Skills

    Background Skills represent different kinds of information or knowledge a character possesses. Typically, characters acquire them by growing up in a certain society, studying under a teacher, or through their life experiences. Background Skills help …

  • Knowledge Skills

    *Background Skill* *Cost:* 2 Character Points for an 11 - roll, or 3 Character Points for an INT-based Roll; + 1 to roll per + 1 point This very general and flexible Background Skill includes knowledge of certain groups, places, people, and things — …

  • Language

    *Background Skill* *Cost:* 1-5 Character Points (see table) This Background Skill represents a level of fluency in, and knowledge of, a language. Each character knows his native language for free (at the 4-point level as described in the Fluency Table …

  • Professional Skills

    *Background Skill* *Cost:* 2 Character Points for an 11 - roll, or 3 Character Points for a Characteristic-based Roll (usually based on INT); +1 to roll per + 1 point This Background Skill gives a character the ability to perform certain professions, …

  • Science Skills

    *Background Skill* *Cost:* 2 Character Points for an 11 - roll, or 3 Character Points for an INT-based Roll; + 1 to roll per + 1 point This Background Skill gives a character a solid grasp of and working knowledge of a particular field of science ( …

  • Transport Familiarity

    *Background Skill* No roll required *Cost:* 1 Character Point per TF This Background Skill allows characters to drive or pilot specific types of vehicles, or ride a living mount, under routine conditions. It does not include combat maneuvering (that …

  • Amoria Package

    Thanks to its proximity to eastern Atlantis, Amoria has been enriched by trade with the Great Island. Inland realms such as Baltaria and Tardania send goods down the Angettor River to Andermott, which sits at its mouth, so they can be shipped onward to …

  • Avoris Package

    Between the Markalena and Saka Rivers lies the land of Avaris, a windswept and often chilly land of prairies and scrub forests. Its western regions are more hilly as it approaches the mountains, but few people live there; most Avarins cluster in the …

  • Baltaria Package

    Baltaria is a small, almost backwater realm between the mountains, Truscoran lands, Larasa, and the Angettor River. Originally its people were semi-nomadic tribes, but they quickly fell to the might of Atlantis. The Atlanteans forced them to settle down, …

  • Dalasia Package

    Cooler than Kartalia and Therek due to its higher elevation, but not as wet as the lands north of the Tardanian Pass, Dalasia is a pleasant land where many Atlanteans take “rustic vacations” from time to time. The Dalasians themselves are mostly farmers …

  • Kartalia Package

    The southern realm of Kartalia is a warm, in some places subtropical, land inhabited by a simple people who raise crops and livestock. The capital Roslan, at the mouth of the Harelga River, is considered one of the most humid and uncomfortable cities in …

  • Khirbet Package

    The highland kingdom of Khirbet occupies a plateau between the southern Sharakkian Mountains and a range of hills and cliffs that create a natural border with Mitania and Saskia. There are only three ways to reach it by land. The most common is the upland …

  • Larasa Package

    Larasa is a northwestern Pelasgaran kingdom little known among Atlanteans or most other peoples. In the past the Larasans were a minor tribe that warred frequently with the Baltarians to the northeast, and even today resent having to share a capital city …

  • Mitania Package

    Mitania is a sleepy kingdom of fisherfolk and boat-builders that’s never attracted much attention from anyone — even Sakasian raiders usually ignore it, since it doesn’t have much worth stealing. Compared to his peers, Prince Kalvahr is a simple man who …

  • Sakasia Package

    The plains and fields of Sakasia would make superb land for farming... if the Sakasians were farmers. Unfortunately they’re a semi-nomadic people whose culture revolves around two things: herding a horned sheep called a corun; and raiding other Sakasians …

  • Regnaria Package

    Regnaria is a cold and often stormwracked peninsula with a short growing season. Known to Atlanteans as “the civilized Northlanders,” the Regnarians were once tribesmen who lived by fishing, herding, and warring with the neighboring Truscorans and …

  • Skraytha Package

    The Skraythans are, if anything, even more intractable than the Sakasians, though they have at least had a prince appointed to “rule” them, the great chieftain Arnza. Since the natural barriers of the Markalena River and Sea of Allakh prevent the …

  • Tardania Package

    Tardania is a large, temperate realm between the Angettor and Varbad rivers and the Sharakkian Mountains. It possesses an abundance of game, a generous growing season, and many other natural resources. Its capital, Stalden, sits at one end of the …

  • Therek Package

    The southernmost land of Pelasgar, Therek ranges from relatively cool uplands near the Sharakkian Mountains to swelteringly hot lowlands in the south. Uplanders are generally miners and herdsmen, midlanders and lowlanders farmers or fishermen. Although …

  • Truscora Package

    Related to the Regnarians, the Truscorans have never really settled down the way they did. They’re a nomadic people who live on the steppe/tundra of the far north, riding their heavy, shaggy-haired horses in pursuit of the great northern deer that is …

  • Avaria Package

    Avaria is one of three northern realms founded by the Hazarian tribes millennia ago. Exposure to Simbrian, and later Atlantean, ideas and technologies led them to abandon the original Hazarian lifestyle in favor of a more “civilized” life. Avaria was …

  • Darvilos Package

    The southernmost land of Sangobar is Darvilos, a humid tropical/subtropical land where, so the Atlantean stereotype has it, most people seem to devote their energies to avoiding work. The Darvilans aren’t actually any lazier than anyone else, but they’re …

  • Gadarica Package

    Like Darvilos, Gardarica was essentially conquered away from Lemuria and into the Dominion. Until the late 12000s it was a province of Lemuria, one of the undersea empire’s main sources of certain types of food, including wheat. Eager to augment its own …

  • Hernicia Package

    The history of Hernicia largely parallels that of Avaria. A breakaway kingdom from what would in time become the Empire of Hazaria, much of its early history revolves around minor conflicts with Avaria (and to a lesser extent Varinia). Facing the threats …

  • Simbria Package

    Located between the Ractoris and the sea in the midsection of Sangobar, Simbria is a pleasantly temperate land of lightly wooded fields and low hills. Its long growing season and copious natural resources have made it a wealthy land and a mainstay of the …

  • Varinia Package

    The history of Varinia largely parallels that of Avaria. A breakaway kingdom from what would in time become the Empire of Hazaria, much of its early history involves fending off attacks from Hazarian tribes and armies. Since no rivers, hills, or other …

  • Ystria Package

    Ystria was the last realm to join the Dominion as part of the Bloodless Conquest. After seeing how Simbria fared in its attempt to stand against Atlantis, when the Atlan’s envoys approached the King of Ystria he was quick to agree to their “proposals”. …

  • Chagaria Package

    The Dominion province of Chagaria was once two separate realms: Chaghanda, a land north of the Akontine River controlled by Lemuria; and Eltaria, the land south of the Akontine, which was part of the Empire of Tellat. After Lemuria and Tellat were …

  • Eshuna Package

    The ancient land of Eshuna is a place of exotic legends, mysterious lore, and a civilization that accounted itself old when the Dominion was just a-borning. It fell to the conquering armies of Atlantis when they overcame its powerful magics, though for …

  • Karshemish Package

    Some wizards believe the Karshemish civilization is nearly as old as Eshuna’s, though it’s never been as stable — based on historical records and the visions of seers, until about 4,000 years ago the region was inhabited by various tribes who spoke …

  • Parinda Package

    Like other southern lands, Parinda has been inhabited for millennia, before even the creation of Atlantis. It was once a region of many small kingdoms that traded, competed, and sometimes fought with one another. Ancient Parindan chronicles, written in …

  • Ras Shamra Package

    Ras Shamra, the only southern realm to field an army against Atlantis, is a warm, dry land of plains and fields. It has few large stands of forest and no large inland bodies of water. Despite occasional problems with drought the climate is well-suited for …

  • Hazaria Package

    Occupying the northwest corner on maps produced in Atlantis, the small but doughty Empire of Hazaria has remained free despite occasional threats from both the Dominion and the Lemurians. Though it has never succeeding in expanding beyond its present …

  • Kaphtor Package

    “Dark Kaphtor, where shadows lie/Even when Helios rides the crest of sky,” wrote the poet Domikos, neatly summarizing most Atlanteans’ opinion of the land to the far south. Despite their low opinion of the land, its people, and its customs, the Atlanteans …

  • Tellat Package

    Occupying half of the continent of Tel’Ramas, the Empire of Tellat has been a persistent source of trouble for Atlantis. Unable to conquer the southern upstarts, the Dominion must now confront the fact that Tellat may choose to ally with Lemuria, giving …

  • Chadir Package

    The northernmost and coolest land of Deoghar, Chadir has a higher elevation than most of the continent. This makes it less prone to flooding and better for various types of crops and herd animals (cattle in the lowlands, goats and sheep in the southern …

  • Dazhvan Package

    Dazhvan, in the southwestern corner of Deoghar, is a land of grassy plains an small forests. Both in the Empire and the Dominion it’s known as a land of herdsmen and weavers. The Dazhvani raise a special species of shaggy goat whose long hair is ideal for …

  • Dushaan Package

    Dushaan is a low-lying land bordered by the Serpent Hills, the U’tan River, and the great central jungle. For years it’s disputed control of the eastern part of the jungle with Ka’lesh, but circumstances, military force, and the Lemurian governors have …

  • Kalesh Package

    Located in the western-central part of Deoghar, Ka’lesh competes with Subatar to be the most prosperous realm on the continent. Much of its wealth derives from controlling the large central jungle (which it calls the Ka’lesh Jungle). However, the …

  • Nikarkar Package

    Nikar’kar, in the southeastern corner of Deoghar, is a marshy lowland suitable for agriculture and the breeding of disease-bearing insects. Most Nikarese are farmers, fish in the swamps or sea, or herd water buffalo. However, Nikar’kar is also known for …

  • Subatar Package

    Subatar is a large, prosperous realm. Its land makes it ideal for farming and herding, it controls rich mines in the Ogat Mountains, and its capital Ab’dahn is the continent’s main port for trade with Sangobar. Unfortunately it’s also a restless land. …

  • Bulhan Package

    Bu’lhan is a land divided in two. Toward the south and west, as one approaches the Altalai Mountains and the hills running off them, it’s a plateau where the people tend to live as herders and farmers. But about halfway through the country the plateau …

  • Khendai Package

    North of the turbulent Shangkam River lies the land of Khendai, said to be one of the most ancient and mysterious of lands. The Khendai people are secretive and quiet (at least among outsiders), and their language is extremely complex and difficult to …

  • Udongar Package

    A green, temperate land between the Banag and Shangkam Rivers, Udongar is a tranquil place where the people — mostly farmers and fishermen — live their lives much as their ancestors did centuries and millennia ago. It’s most noted for its wines; Udoni …

  • Vangkor Package

    Vangkor is unique in the world as the only realm held by non-humans. Its inhabitants are the Serpent-Men, reptilian people who’ve lived there ever since either the Lemurians or Atlanteans can remember. When the Lemurians first began to conquer the lands …

  • Vastam Package

    Vastam is a long “strip” of grasslands between the Altalai Mountains and the sea. It’s home to a nomadic people, the Vasta, known for their skill at riding horses and herding the semi-domesticated sheep that are the foundation of the land’s economy. A …

  • Atlantis Itself

    Atlantis rules over half of the civilized world. Its territory is known simply as the Dominion of Atlantis, since it doesn’t control its client realms the way empires like Lemuria and Tellat do. When Atlantis conquers a foreign kingdom, whether through …

  • The Pelasgaran Continent

    The Dominion is strongest on the eastern continent of Pelasgar, which it controls entirely. The main geographic feature of Pelasgar is the Sharakkian Mountains, which effectively split the continent in two. The drier, windier eastern half of the continent …

  • The Sangobaran Continent

    The lands of Sangobar came to the Dominion later than those of Pelasgar, but as with Pelasgar their proximity to Atlantis has allowed Atlantean culture to take firm hold through trade and intermingling. However, the presence of the Empire of Hazaria in …

  • The Southern Continent

    Although it does not exercise total control over either Tel’Ramas or Angatar, Atlantis has significant holdings on both continents. It keeps a careful eye on these lands, and many soldiers stationed there, since Lemuria’s always eager to regain lost …

  • Empire of Lemuria

    Atlantis’s chief rival, and at times enemy is the Empire of Lemuria. Once the most powerful realm in the world, Lemuria is slowly but surely being eclipsed by the Dominion... but it remains mighty, and the final outcome of the struggle between the two is …

  • Deoghar

    Deoghar straddles the equator, making it a mostly tropical/subtropical continent that fades to temperate in its northern and southern reaches, though the peaks of the Ogat Mountains are very cold even at the height of summer. Away from the mountainous or …

  • Saravon

    Located far south of the equator, Saravon is an often cold and inhospitable place. Nevertheless, men — and one other species — have found ways to live and thrive here. Areas contained within the Saravonian Contient: [[Bulhan Package|Bu'lhan]] [[ …

  • Atlan'Elos

    At the very center of the island of Atlantis sits its capital, Atlan’elos, the City of the Crown, seat of the Atlan and his tenth of the island. It’s said in other parts of the world that the streets of Atlan’elos are paved with marble and lit at night …

  • Atlantis Package

    The island of Atlantis, seat of the Dominion and center of the world, occupies the north-central body of water known as the Atlantean Sea almost equidistantly between the continents of Pelasgar, Sangobar, and Tel’Ramas. It’s approximately 400 miles across …

  • Anthele

    Anthele, located on the southern half of Atlantis’s eastern peninsula, is the domain of Euaemon. From his capital city of Eleukas, one of the busiest ports on the world, Atlantean ships fare forth to trade with Pelasgar, Angatar, and Tel’Ramas, bringing …

  • Aratolia

    Aratolia, the domain of King Mestor the Wise, is the southernmost part of Atlantis. Compared to some other parts of the island it can be rocky, hilly, and a little dry, but nevertheless possesses great natural beauty. The Aratolian people are known as …

  • Argolis

    The largest of the ten Atlantean domains, Argolis is ruled by Vondarien’s twin Gadrius, who enjoys the Atlan’s special favor. It’s also one of the most beautiful, with rolling green hills, grassy plains, thick forests, and rivers teeming with fish. * …

  • Evoia

    Evoia is a green and fruitful land of light forests, broad meadows split by streams and shallow rivers, and low hills. It has a slightly cool climate and gets lots of rain, especially in the spring and autumn. Evoian farmers have found that this makes …

  • Laconia

    Between the mighty Hippolous River and the Atlantean Sea is Laconia, a hilly and in some places rocky land. Some of the hills are deep and wild, with caves where fearsome wild beasts or even monsters dwell. The most infamous of these was the Aulean …

  • Messania

    Between the Livadian Mountains and the Trobas River lies Messania, a land of forested hills, cloudy weather, and much rain. Many Atlanteans consider Messania “gloomy” compared to the sunnier southern regions of the Great Island, but Messanians often tell …

  • Paros

    Paros, sometimes referred to by Atlantean poets as “the Northwest Kingdom,” is a sun-dappled land of plains, streams, and small forests. It starts with the high elevations of the Kopani Mountains to the south, and gradually slopes downward to Poseidon’s …

  • Sephailios

    The land of Sephailios is wedged in between Atlan’elos, the Hipponous River, and Aratolia. Its royal seat, Tarkailia, is closer to Atlan’elos than any other, creating strong ties between them. Atlan Vondarien is more apt to visit his brother Diaprepes …

  • Zanthinus

    Occupying the lands between the Lividian Mountains and Poseidon’s Well, Zanthinus is mostly elevated. The eastern half of the country is a sort of plateau that eventually slopes down sharply to the river. As a result the eastern half tends to be cooler …

  • Mount Oeranos

    Located in the wilderlands between Argolis, Aratolia, and Atlan’elos, Mt. Oeranos is the home of the gods. High atop its cloud-shrouded peaks they have built their glittering palaces (though some, such as Poseidon, have other homes as well), and at the …

  • Coinage

    The coinage of Atlantis is representative of its power and mentality. The price list has prices primarily in Silver Princes (SP), however, certain items may be priced in Orichalcum Crowns (OC), Gold Kings (GK), Copper Lancers (CL), and Iron Spears (IS) …

  • Lordship

    The Lordship Fringe Benefit represents a character’s position in, and authority deriving from, a government or other rulership hierarchy. In the Atlantean World societies have political structures similar to the feudal governments of Eastern Europe and …

  • Membership

    *Membership* represents the benefits that accrue to a character from belonging to a large and/or powerful organization — the Church of Poseidon, the Lancers, a powerful Mercantile family, a trade guild, etc. The character can call on the group’s resources …

  • Military Rank Perk

    In some settings, military ranks are a part of being a noble (i.e., of the [[Lordship]] Fringe Benefit), but in the Atantean World the privilege of commanding an army, navy, or part thereof is separate from [[Lordship]]. Some commoners can rise far …

  • Religious Rank Perk

    Characters who belong to large religious organizations — churches, temples, cults, and the like — need a form of Membership, 'Religious Rank', to reflect that. The accompanying table gives suggested values based on Atlantean and Lemurian religions; there …

  • Guild Rank Perk

    Trade guilds flourish in many cities of the Atlantean World, and equivalent organizations exist elsewhere. There are many variants upon this concept, including Thieves’ Guilds, Assassins’ Guilds, Mages’ Guilds, and the like. Belonging to a guild …

  • Talents

    Talents are unusual abilities some characters possess. They include weird or unique attributes, bizarre skills, and a variety of effects that aren’t common among normal folk, but are sometimes possessed by heroes and their enemies. Think of Talents as …

  • Absolute Range Sense

    A character with this [[Talents|Talent]] can detect the distance between himself and any object within his Line Of Sight accurately without the aid of any external measuring devices. He still suffers the Range Modifier to Attack Rolls and Skill Rolls, …

  • Absolute Time Sense

    A character with this [[Talents|Talent]] can gauge the passage of time accurately without using a watch, the sun, or other external means. This [[Talents|Talent]] can be useful when timing or coordinating assaults and infiltrations, estimating distance …

  • Ambidexterity

    This [[Talents|Talent]] allows the character to use either hand to perform tasks with no penalty. Normally, a character using a weapon or performing certain [[Skills]] with his off hand (the left hand for right-handers, and vice-versa) suffers a - 3 OCV ( …

  • Bump of Direction

    A character with this [[Talents|Talent]] has an innate sense of direction. He can always tell direction without reference to visual clues, and can also tell if he is above or below the local ground level (Bump Of Direction applies in three dimensions, not …

  • Combat Luck

    This [[Talents|Talent]] represents a character’s ability to avoid damage in combat due to luck, skill, training, or some similar reason. Although referred as Combat Luck, it can indicate a character’s skill at dodging attacks (it’s sometimes known as the …

  • Combat Sense

    This [[Talents|Talent]] gives a character the innate ability to fight effectively even while in darkness or blinded. Combat Sense costs 15 Character Points for a base 9 + (INT/5) or less roll, + 1 for 1 Character Point. A successful Combat Sense roll …

  • Danger Sense

    A character with this [[Talents|Talent]] has a sixth sense about danger. At its most basic level, Danger Sense prevents the character from being surprised in combat; at more powerful levels, Danger Sense alerts the character to any threat to his person, …

  • Eidetic Memory

    A character with this [[Talents|Talent]] has a photographic memory. He can remember images and other sensations which he’s studied (including written pages) with near photographic exactness. This doesn’t mean he remembers everything that happens …

  • Environmental Movement

    A character with this [[Talents|Talent]] can move easily and without restrictions in environments which hamper most characters. For example, walking or fighting on ice without slipping is difficult, as is doing just about anything underwater. A character …

  • Double Jointed

    A character with this [[Talents|Talent]] has unusually flexible joints. Double Jointed gives a bonus of + 1 to + 3 to [[Contortionist]] rolls (and sometimes [[Breakfall]] rolls as well), depending on the circumstances. [ Return to [[Talents]] ] [ …

  • Lightning Calculator

    A character with this [[Talents|Talent]] has the innate ability to perform mathematical operations mentally with startling speed. Multiplying four-digit numbers takes a Full Phase; more complex calculations might take up to a full Turn. This is a handy …

  • Lightning Reflexes

    A character with this [[Talents|Talent]] can act before other characters with higher DEXs. A character with Lightning Reflexes has an increased effective DEX only for the purpose of acting earlier in a Phase. Lightning Reflexes doesn’t affect CV, Figured …

  • Lightsleep

    A character with this [[Talents|Talent]] sleeps lightly, and therefore is rarely surprised while asleep. Normally a character must make Hearing PER Rolls at - 6 to wake up when someone enters the room, leans over his bed, makes an unusual noise, or the …

  • Perfect Pitch

    A character with this [[Talents|Talent]] can tell the exact pitch of a musical tone by listening; no roll is necessary. Perfect Pitch also adds a +1 to any music-related Skill Roll. [ Return to [[Talents]] ] [ Return to [[Character Creation]] ]

  • Resistance

    Resistance represents a character’s ability to resist interrogation and torture through self-hypnosis, meditation, pure stubbornness, or the like. Resistance has no effect on Mental Powers or Pushing. Resistance costs 1 Character Point for each + 1 to …

  • Simulate Death

    This [[Talents|Talent]] allows a character to slow his metabolism down to the point where he appears completely dead (although a thorough medical investigation would reveal signs of life). For 3 Character Points, a character can simulate death; he …

  • Speed Reading

    This [[Talents|Talent]] allows a character to read books and documents up to ten times faster than normal. A book that takes three hours to read can be read in twenty minutes with Speed Reading. When combined with [[Eidetic Memory]], Speed Reading …

  • Universal Translator

    A character with this [[Talents|Talent]] can understand any form of communication — from verbal speech, to gestures and body language used as part of a deliberate process of speaking (such as sign language), to written text — and communicate back in a …

  • Combat Spellcasting

    The character is adept at casting a particular spell in battle. He has practiced with that spell extensively to increase his accuracy with it. He chooses one Spell when he buys this [[Talents|Talent]], and receives + 3 OCV with it (this costs 6 Character …

  • Combat Focus

    Trying to use certain Skills in combat conditions, or other high-stress crisis situations, imposes a - 1 to - 3 penalty on the Skill Roll. A character with this [[Talents|Talent]] does not suffer that difficulty; he knows how to keep his head and focus on …

  • Combat Archery

    A character with this [[Talents|Talent]] is an expert at firing arrows into melee — he can do so with much less risk of accidentally hitting a friend or ally. In game terms, this [[Talents|Talent]] provides + 5 OCV with Bows that only serves to prevent …

  • Berserk Fury

    The character has the ability to work himself into a bloodthirsty rage while in combat. When he becomes berserk, his Strength increases and he feels less pain, but he also loses the ability to distinguish friend from foe; he simply attacks the person …

  • Beast Speech

    Like Dr. Doolittle, the character can “talk to the animals.” This doesn’t guarantee they’ll respond, be amicable, or comply with his requests, but it often helps to establish friendly relations... particularly if the character offers the animal some food. …

  • Animal Friendship

    The character has an innate bond with animals, or a mystical ability to make animals like and respect him. Whenever he encounters an animal, he can make a PRE Roll at + 3 to gain that animal’s friendship (the GM may impose penalties for fierce or angry …

  • Divine Favour

    A god or gods looks out for the character, blesses him, and protects him from harm... at least some of the time, and only as long as the character serves the god’s purposes. To represent this “protection,” the character has the equivalent of Luck 3d6. …

  • Fascination

    A character with this [[Talents|Talent]] has such a melodious voice, or such talent for speaking or singing, that he can almost instantly attract an audience. He has a harder time getting the attention of distracted people (people who are in the middle of …

  • Fearless

    The character possesses such great courage that virtually nothing can terrify him — not even fear-spells or demonic fear-auras. In game terms, this counts as 20 points of Mental Defense (plus EGO/5) and Power Defense that only apply against fear- …

  • Follow-Through Attack

    A character with this [[Talents|Talent]] is accomplished at striking down multiple foes in combat. After he kills one enemy, he may immediately make another attack against any enemy in HTH Combat range. He does not have to use this [[Talents|Talent]], he …

  • Inspire

    The character’s voice inspires courage and confidence in his allies and those he protects, giving them the ability to withstand fear. He must spend a Full Phase to use this [[Talents|Talent]], and when doing so must focus on it so thoroughly that his DCV …

  • Mounted Warrior

    A character with this [[Talents|Talent]] is an expert at fighting from horseback (or while riding any other sort of mount). When he buys it, he selects either HTH Combat or Ranged Combat. He does not suffer the standard -2 OCV penalty for fighting from …

  • Rapid Archery

    This [[Talents|Talent]] allows a character to fire arrows much more quickly than normal — three per Phase, instead of one. He can make all attacks against the same target, or against two or three different targets. To hit with multiple attacks, the …

  • Trackless Stride

    The character can move so stealthily and lightly that he leaves no tracks upon the ground (not even on sand or snow), and does not trigger ground-based traps involving pressure (such as many deadfalls or pit traps). He cannot move very fast while doing …

  • Crippling Blow

    A character with this [[Talents|Talent]] knows how to strike blows that cripple, or inflict other potentially long-lasting harm on, his targets. By hamstringing an enemy, he can reduce that enemy’s ability to walk or run. By striking a blow to the arm, he …

  • Deadly Blow

    The character’s skill with weapons allows him to strike highly accurate and deadly blows, though usually only in limited circumstances (such as against specific types of foes, only with a specific type of weapon, or only when the target is Surprised). …

  • Disadvantages

    Characters have weaknesses as well as strengths — both are necessary to create an interesting, well-rounded individual. In the HERO System, the personal complications, hindrances, and drawbacks a character has to confront during his adventures are …

  • Accidental Change

    A character with this Disadvantage has at least two forms or identities and sometimes accidentally or involuntarily changes between them. Accidental Change is most often used in the horror and comic book superhero genres. It is *not* appropriate for …

  • Age

    This Disadvantage, which only characters subject to [[Normal Characteristic Maxima]] can buy, represents the effects on a character of being younger or older than normal. A character with Age is not at the peak of his physical capabilities due to the fact …

  • Dependence

    A character with this Disadvantage is dependent on a certain substance or item. If he cannot get it, he suffers negative effects, possibly even injury or death. You can use this Disadvantage to simulate drug addictions and other chemical dependencies, …

  • DNPC

    A character with this Disadvantage has a nonplayer character friend, companion, or associate who often gets into trouble, requiring the character to protect or save him. You can also use Dependent Non-Player Character (DNPC) to simulate fans, villainous …

  • Distinctive Features

    A character with this Disadvantage has some easily recognizable feature(s) that are difficult to conceal. *WHAT MAKES A FEATURE DISTINCTIVE* Distinctive Features could be such things as bright red hair, a facial scar, unusual height (large or small), …

  • Enraged

    A character with this Disadvantage tends to become extremely angry and lose control of himself when confronted by certain situations or stimuli. (Alternately, despite this Disadvantage’s name, it can reflect things other than anger — panic, enthusiasm, …

  • Hunted

    A character with this Disadvantage is pursued by some person or group. The Hunter may show up during adventures and attempt to do something to the character. This can range from monitoring his activities, to interrogating him, to arresting him, to trying …

  • Physical Limitation

    A character with this Disadvantage has a physical problem that hampers him, such as blindness or a weak leg. _Physical Limitations are rare among Atlantean characters. Most long-term/permanent physical maladies can be cured by priestly magic... or, for …

  • Psychological Limitation

    A character with this Disadvantage has a mental quirk or impairment regarding a given thing or situation. The character defines how often the condition affects him and the degree of impairment he suffers. Th e accompanying Psychological Limitation table …

  • Reputations

    A character with this Disadvantage is viewed in an unfavourable light; also, people may know something harmful or disadvantageous about him. Sometimes a Reputation can be useful, but usually it should cause problems for the character — people run …

  • Rivalry

    A character with this Disadvantage is engaged in a not-so-friendly rivalry, whether professional, romantic, or both, with another character. The character always attempts to outdo his Rival, though the extent to which he’ll go to do this depends on the …

  • Social Limitation

    This Disadvantage means the character’s ability to interact with society and/or other people is somehow limited, restricted, more difficult than usual, or dangerous to him. Examples include keeping an important secret (such as a secret identity or the …

  • Susceptibility

    A character with this Disadvantage takes damage from objects or effects that are harmless to most people. It is not appropriate for _normal_ characters in the Atlantean World, though it may be used to represent a rare "curse" or "displeasure of the gods …

  • Vulnerability

    A character with this Disadvantage takes extra damage from a particular attack form. It is not appropriate for _normal_ characters in the Atlantean World, though it may be used to represent a rare “curse” or “displeasure of the gods”. The value of this …

  • Unluck

    Improbable and unlucky things happen to a character who has Unluck. The GM should require an Unluck Roll when the character is winning easily in a fight, depending on a sure thing, succeeding easily, taking a simple task for granted, and so forth. …

  • Atlantean Code of Honour

    The Atlanteans have their own conception of “honour” and a code to enforce it, and many Atlantean characters take this as a [[Psychological Limitation]]. The precepts of Atlantean honour include: * treat foes with the respect and courtesy due a …

  • Code of the Wandering Hero

    This [[Psychological Limitation]] (and its counterpart, [[Code of the Assassin]]) signifies a character who maintains a professional code of honor. If someone asks him for help, and he agrees to help them, he becomes absolutely loyal to that person. He …

  • Hazarian Code of Honour

    The code of honour followed by Hazarian “knights” dictates: * your actions reflect not just on yourself, but on your family, clan, and leaders; do not shame them by acting in an ignoble, selfish, or cowardly manner. * never ask for quarter, but give …

  • Code of the Assassin

    This [[Psychological Limitation]] (and its counterpart, [[Code of the Wandering Hero]]) signifies a character who maintains a professional code of honour. If someone hires him to do a job, he becomes absolutely loyal to that employer. He does his best to …

  • Hatred of Lemurians

    Atlanteans have hated and distrusted Lemurians since literally the very first time the two empires met. Lemurians 'proved' themselves to be underhanded and untrustworthy, and that has stayed as part of the Atlantean mentality ever since. *Distrust of …

  • Fear of Magic

    In the Atlantean World, a Fear of Magic isn't a phobia. A phobia is an irrational fear of something, and with the sheer power that Atlantean and Lemurian wizards can throw around, a fear of it is completely rational. This limitation is occasionally …

  • Atlantean Superiority Complex

    Atlanteans are a blessed people, direct descendants from the God Poseidon, and rulers of more than half of the World. And whilst the true Atlanteans are low in number, they know their special abilities make them far more than those around them. An …

  • Lemurian Superiority Complex

    Lemurians a cold people, descended from reptiles and almost as distant. Unlike Atlanteans, Lemurians are relatively commonplace, at least in the Undersea Kingdom and see themselves as far more important than the myriad squabbling mammals that surround …

  • Casual Killer

    This Limitation is most oft en taken by criminals and villains; it’s not really appropriate for most PCs. It signifies a person who has no compunctions about killing, and who’s prone to using lethal force to resolve problems. He can kill quickly and …

  • Vengeful

    Also sometimes defined as "Wants Revenge On...", these [[Psychological Limitation|Psychological Limitations]] apply to a character who’s out to get someone else. A Vengeful character tends to be revenge-minded; he wants to wreak vengeance on any NPC …

  • Hunting

    For whatever reason — hatred, a desire for revenge, a need to capture or kill him — the character is Hunting another character, or even an entire organization (such as the Lemurian Guard or Atlantean Lancers). He feels compelled to try to track his quarry …

  • Aslani

    The Aslani are a race mixing the features of humans and cats. Soft fur covers their bodies. They may all have the same general body type, or they may vary among themselves much as great cats do, leading to tall, lean, fast cheetah-folk, broad-shouldered, …

  • Insectare

    The Insectare are a humanoid race rumoured to be the result of Lemurian experimentation with humans and insects. Whatever the truth of their origins, they appear as bipedal creatures with a mix of insectoid and mammalian traits. Their head, body, arms …

  • Lupinal

    As Aslani are to great cats, Lupinals are to wolves, hunting dogs, and other large canines. Shaggy fur covers their bodies, and fangs fill their mouths; sometimes they have claws on their fingers as well. Lupinals tend to live in small tribes in …

  • Basics of Atlantean Magic

    Atlantean magic involves the manipulation of the four classical elements — Air, Earth, Fire, and Water — plus some other elements and raw arcane power (though the latter are rare, and often viewed with suspicion). Spells are divided into the simple, …

  • Orichalcum in Game Terms

    In HERO System terms, raw orichalcum functions as an Endurance Reserve that can power spells, magical vehicles, and the like. Sairoi (spherical) orichalcum has relatively little END and no REC — once it's used up, it crumbles to inert powder. Talloi ( …

  • Orichalcum

    The key to the power of Atlantean magic is orichalcum, a mystical metal. Minuscule fragments of orichalcum infuse the rock and soil of the entire island of Atlantis, giving the realm and its people a foundation for their mystical might. More importantly, …

  • Restrictions on Atlantean Magic

    Though powerful, Atlantean magic is not without its weaknesses and limitations. These include: *Gesturing And Incanting* Almost all Atlantean spells (and certainly all powerful ones) require the Limitations Gestures and Incantations. Other common …

  • Endurance and Greater Powers

    Typically, Greater Powers spells cost a lot of END. During a sustained battle, it's more END than any wizard, no matter how powerful, can muster — if a wizard tried to pay all the END costs with his personal END, he'd quickly use up all his END and STUN …

  • Impromptu Spells

    Due to their profound understanding of mystic forces and their consummate skill, Atlantean wizards do have some ability to create and cast spells in battle or crisis situations without having previously researched and developed them. This is referred to …

  • Using Atlantean Spells

    Characters are allowed to make multiple-power attacks with two or more spells in the same Multipower if they have a sufficiently large reserve to do so. However, the spells from one Multipower cannot add to or modify the spells in another power, per the …

  • Greater Atlantean Magic

    The second category is the _Arkanoi Segalos_, or "Greater Powers". These are spells of much greater power than the _[[Lesser Atlantean Magic|Arkanoi Legoteros]]_ — often vastly greater power. A sufficiently accomplished wizard can devastate the world …

  • Lesser Atlantean Magic

    Atlantean wizards divide their magic into two types of spells. The first, and least powerful, are the _Arkano Legoteros_, or "Lesser Powers". These are a wide variety of spells of minor power — or at least "minor power" as Atlantean wizards define the …

  • Atlantean Magic in Game Terms

    To learn Atlantean magic, a character must first be an Atlantean — that is, he must take the Atlantean Package Deal from Chapter Two. Non-Atlanteans cannot learn Atlantean magic (or at least, not without the GM giving them a way to... which comes with " …

  • Magic Section

    The foundation of Atlantis's power in the world is its magic. Long ago the gods revealed special arcane secrets to the Atlanteans, and so Atlantean mages have become the most powerful in the world, and magic a fundamental part of Atlantean society. Even …

  • Atlantean Spells

    Atlantean magic involves the manipulation of the four classical elements — Air, Earth, Fire, and Water — plus some other elements and raw arcane power (though the latter are rare, and often viewed with suspicion). [[Spells of Air]] [[Spells of Earth …

  • Divine Magic

    Here are some examples of the typical healing powers conferred on certain priests by the gods. Others are possible, but rare. They all have the Limitation Only When Serving The Gods’ Purposes (-½), meaning that if the gods (or even a single god, in some …

  • Maps of Atlantis

    ["World Map":https://the-pirates-of-atlantis.obsidianportal.com/maps/6040360403] [[City of Atlanelos|City of Atlan'elos]] [[Atlantis Island Map]] [[Sangobaran Dominion Map]] [[Pelasgaran Dominion Map]] [[Lemurian Empire Map]] [[Kaphtor and …

  • Drugs and Toxins

    Toxins and Poisons fall broadly under two types. Phylotoxins (poisoned derived from plants) and Zootoxins (poisons derived from animals). Other kinds exist, but these are by far the most common of them. Toxins are also categorised by how they are …

  • Lemurian Magic

    The Lemurian magic practiced by Lemuran "true sorcerers" is basically the same as Atlantean magic. It involves manipulation of the same elements and uses many of the same spells. However, there are some important differences. First, Lemurian sorcery …

  • Elemental Substances

    Lemurian mechano-mysticism is responsible for the wonders Lemurian sorcerers have created over the millennia. Everything from magi-constructs, to war machines, to the personal weapons of its warriors have their power because of the four elemental …

  • Kaphtoran Magic

    The Kaphtorans practice the same style of magic as the Atlanteans, with a few important differences. First, the Kaphtorans access spells differently. Some they generally don't know at all, and they don't have a "Lesser Powers" VPP. Second, they learn …

  • Tellat Magic

    Tellat magic is similar to Atlantean, but with some important differences. First, the Tellats lack orichalcum or any other substance they can reliably draw on to provide END to fuel their spells. To compensate for this, they've developed a system of …

  • Dushaanian Magic

    The basic shapechanging power of Dushaanian serpentdancing is a part of the appropriate Package Deal. Beyond that, you should use Sorcery spells from _The Fantasy Hero Grimoire_, with an emphasis on spells of illusion and trickery rather then mental …

  • Hazarian Magic

    Hazarian spells tend to involve enhancing or augmenting the personal attributes of the subject, ranging from mundane things like strength and quickness to more abstract abilities like "luck". Outright combat magic, like that practiced by Atlantean, …

  • Parindan Magic

    In Parinda magic is known as _Abnusalaivari_, meaning "fruit of the Black Needles", since Parindan spellcasters' power derives from the three large, mystically powerful obelisks in their land. In game terms, Parindan magic is like Kaphtoran magic, …

  • Serpent-Man Sorcery

    The magic of the Serpent-Men is best represented in game terms they buy spells from _The Fantasy Hero Grimoire_ (and _Grimoire II_), with the categories of Elemental Magic, Sorcery, Thaumaturgy, and Wizardry being the most common. They may buy their …

  • Shamanism

    Some peoples of the Atlantean World, such as the Skraythans, Truscorans, Urguts, and Vasta, practice what amounts to shamanism. You can use the Shamanism spells from _The Fantasy Hero Grimoire II_ for them, perhaps seasoned with a bit of Witchcraft or …

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