TEXT: S T E V E N  S .  L O N G
  
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions is a trademark of Cryptic Studios, Inc. Used with permission. 
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Atlantean Age © 2008 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Danger International, Western 
  Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 226 E. 54th Street, #605, New York, NY  10022-48541.
  First printing May 2008. Printed in Canada
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO515
  ISBN: 978-1-58366-110-9
  http://www.herogames.com
  a setting book for fantasy hero
  Author:  Steven S. Long
  Editing and Developing: Darren Watts
  Layout & Graphic Design: Andy Mathews
  Cover Illustration: Storn Cook
  Interior Illustration:  Mitch Byrd, Storn Cook, Keith Curtis,  
  Brendon and Brian Fraim, Fredd Gorham, Aaron Jefferson, Elizabeth Jones,  
  Sam Kennedy, Ted Kim, Patrick McEnvoy, Cara Mitten, Greg Smith  
  Cartography:  Keith Curtis. John Lees
  
  TAble oF ConTenTS
  INTRODUCTION ............................................. 4
  CHAPTeR one:  A HISToRY oF 
  THe ATlAnTeAn AGe
  A HISTORY OF ATLANTIS ............................... 6
  The Ten BroThers ..................................... 6
  The Age of explorATion ........................... 6
  The Age of ConquesT ............................. 10
  The Anger of The gods .......................... 13
  The firsT lemuriAn WAr ......................... 13
  reign of The ATlAn ................................. 14
  CHAPTeR TWo:  THe PeoPleS 
  oF THe ATlAnTeAn AGe
  THE ATLANTEANS........................................ 16
  other Atlantean races ............................. 16
  lemuriAns ............................................... 18
  empyreAns .............................................. 18
  deoghArAns ........................................... 19
  hAzAriAns ............................................... 20
  KAphTorAns ............................................ 20
  norThlAnders ........................................ 21
  pelAsgArAns .......................................... 22
  sArAvonAns ............................................ 22
  TellATs .................................................... 22
  CHAPTeR THRee:   
  lAnDS AnD ReAlMS oF  
  THe ATlAnTeAn AGe
  ATLANTIS .................................................... 24
  ATlAn’elos .............................................. 24
  VONDARIEN, ATLAN OF ATLANTIS................ 28
  AnThele ................................................... 31
  ArAToliA .................................................. 31
  Argolis.................................................... 32
  evoiA ........................................................ 33
  lAConiA ................................................... 34
  messAniA ................................................. 35
  pAros ...................................................... 36
  sephAilios ............................................... 36
  zAnThinus ............................................... 37
  mounT oerAnos...................................... 38
  LANDS OF THE DOMINION ........................... 38
  The pelAsgArAn dominion ..................... 39
  The sAngoBArAn dominion .................... 43
  The souThern dominion ......................... 46
  BEYOND THE DOMINION .............................. 49
  The empire of hAzAriA ........................... 49
  KAphTor .................................................. 51
  The empire of TellAT .............................. 53
  THE EMPIRE OF LEMURIA ........................... 56
  lemuriA, The lAnd BeneATh The WAves .....56
  lemuriA’s empire .................................... 59
  The lands of deoghar ............................. 59
  The lands of saravon .............................. 60
  CHAPTeR FoUR:   
  DAIlY lIFe In ATlAnTIS
  ATLANTEAN LIFE ......................................... 64
  The CAlendAr ......................................... 64
  fAmily life ............................................... 65
  soCiAl life .............................................. 66
  governmenT And lAWs .......................... 67
  TeChnology And mAgiC ......................... 68
  TrAde ....................................................... 68
  ATLANTIS AT WAR ....................................... 69
  ATlAnTeAn forCes .................................. 69
  WeApons And Armor .............................. 70
  riding BeAsTs And vehiCles ................... 72
  CHAPTeR FIVe:  ATlAnTeAn 
  CHARACTeR CReATIon
  PACkAGE DEALS ......................................... 78
  BACKground pACKAge deAls ................. 78
  professionAl pACKAge deAls ............... 79
  priest package deals ............................... 79
  rogue package deals .............................. 81
  Warrior package deals............................. 83
  Wizard package deals ............................. 86
  miscellaneous package deals .................. 87
  GAME ELEMENTS ........................................ 89
  ChArACTer CreATion .............................. 89
  ChArACTerisTiCs ..................................... 89
  sKills ...................................................... 89
  perKs ....................................................... 90
  TAlenTs ................................................... 90
  disAdvAnTAges ........................................ 90
  EqUIPMENT ................................................. 92
  CHAPTeR SIX:  THe GoDS
  THE GODS OF ATLANTIS .............................. 94
  Cosmology .............................................. 96
  religion .................................................. 97
  THE GODS OF OTHER LANDS ...................... 99
  lemuriA ................................................... 99
  hAzAriA .................................................... 99
  KAphTor .................................................. 99
  The serpenT-men .................................... 99
  TellAT .................................................... 100
  CHAPTeR SeVen:   
  MAGIC In THe ATlAnTeAn AGe
  ATLANTEAN MAGIC ................................... 102
  The BAsiCs of ATlAnTeAn mAgiC .......... 102
  ATlAnTeAn mAgiC in gAme Terms ........ 102
  oriChAlCum .......................................... 105
  ATlAnTeAn spells ................................. 106
  spells of Air .......................................... 106
  spells of earth ...................................... 110
  spells of fire ........................................ 113
  spells of Water ..................................... 115
  spells of light ....................................... 117
  spells of order ...................................... 119
  spells of Arcane .................................... 121
  Atlantean divine magic .......................... 122
  ATLANTEAN ENCHANTED ITEMS ............... 124
  WeApons ............................................... 124
  Armor ................................................... 127
  oTher enChAnTed iTems....................... 128
  OTHER TYPES OF MAGIC ........................... 129
  lemuriAn mAgiC .................................... 129
  lemurian enchanted items ..................... 130
  KAphTorAn mAgiC ................................. 131
  TellAT mAgiC ......................................... 131
  oTher mAgiCs ....................................... 132
  CHAPTeR eIGHT:   
  GAMeMASTeRInG THe  
  ATlAnTeAn AGe
  THE LATER HISTORIES .............................. 134
  SHARNA-GORAk THE DESTROYER ............ 136
  GAMEMASTERING THE ATLANTEAN AGE ... 138
  ATlAnTeAn Age CAmpAigns ................... 138
  ATlAnTeAn ComBAT ............................... 139
  THE GM’S VAULT ....................................... 140
  Arcadia ................................................. 142
  LEMURIA AT WAR ...................................... 144
  lemuriAn soldiers ............................... 145
  lemuriAn soldier ................................. 145
  mole-mAn ............................................. 146
  lemuriAn WeApons And Armor ........... 147
  personal Weapons And Armor ................ 147
  Battle magiconstructs ............................ 149
  Chala-lion ............................................ 149
  Crystallocolossus ................................... 150
  lemurian golem .................................... 151
  lemurian vehicles ................................. 152
  flynq-shark .......................................... 152
  gullop-steed ......................................... 153
  hepatizon giant ..................................... 154
  mole-man Tunneler................................ 155
  ornithopter ........................................... 156
  piscireme .............................................. 157
  quattropede .......................................... 158
  CHAPTeR nIne:  ATlAnTeAn 
  ADVeRSARIeS
  villAins ................................................. 160
  hAliris TAl ............................................. 160
  gerilAh nAsK ........................................ 163
  CormAr The mighTy .............................. 165
  ATlAnTeAn monsTers ........................... 169
  The AnTheleAn Worm ........................... 169
  TellAT BATTledon ................................. 171
  ATlAnTeAn drAgon ............................... 172
  elemenTAl demons .............................. 174
   Air demon ........................................... 175
   eArTh demon...................................... 176
   fire demon ......................................... 177
   WATer demon ..................................... 178
   ChAos demon ..................................... 179
   shAdoW demon .................................. 180
   ArCAne demon ................................... 181
  TellAT WAr-Ape ..................................... 182
  
  4 
  Hero System 5th Edition Revised
  M
  any have heard the story 
  of Atlantis, the island that 
  sank beneath the waves, 
  whose people have ever 
  since lived underwater. But few know of 
  the time before the Cataclysm, when the 
  Dominion of Atlantis used its powerful 
  enchantments to rule most of the world, 
  and its armies clashed with those of the 
  rival empire of Lemuria. It was a time of 
  magic high and deep, when wizards were 
  like unto gods and the gods themselves 
  mingled with mortal men.
  But for all its wonders, this is still a 
  world in need of heroes. Powerful magic 
  begets powerful monsters, and only a true 
  hero can hope to oppose and slay them. 
  The Lemurian Empire plots and schemes, 
  hoping to steal the magical secrets of 
  Atlantis for itself and wrest control of the 
  world away from Atlan Vondarien and 
  his nine brothers. Demons and dark gods 
  view the world from without, hoping to 
  corrupt or conquer it. Without heroes, the 
  Atlantean Age may quickly crumble from 
  the heights of mystical power and sophis-
  tication into ruin and despair.
  The Atlantean Age describes this 
  wondrous setting for your Fantasy Hero 
  games. Chapter One, Before The Cata-
  clysm:  A History Of The Atlantean Age, 
  discusses how the Dominion of Atlantis 
  evolves from the year 35000 BC, when 
  the god Poseidon gives the island to his 
  followers Evenor and Leucippe, until the 
  year 32098, when Vondarien takes the 
  throne for good.
  Chapter Two, The Peoples Of The 
  Atlantean Age, covers not just the Atlan-
  teans, but the other races that inhabit 
  the world:  the dangerous Lemurians; 
  the dark men of Kaphtor; the Hazari-
  ans and the Tellat, who maintain their 
  own empires in defiance of Atlantis; the 
  swarthy Saravonans; the fur-clad North-
  landers; and more.
  Chapter Three, Lands And Realms 
  Of The Atlantean Age, reviews the world 
  Atlantis rules (or at least dominates). 
  First it describes Atlantis itself, in all its 
  glory and wonder. Next it describes the 
  lands of the Dominion. Then it goes on 
  to cover the other empires that exist in 
  the world, and to describe the distant 
  frontier lands that even the Atlanteans 
  barely know about.
  Chapter Four, Life In The Atlantean 
  Age, discusses what it’s like to live in 
  Atlantis in the year 32098 BC — casual 
  but important details about family and 
  social life, technology, and more. It 
  includes a lengthy section about how 
  Atlantis fights and the military devices it 
  uses to maintain its empire.
  Chapter Five, Atlantean Character 
  Creation, reviews the HERO System 
  game elements you need to create an 
  Atlantean character. It has Package 
  Deals, notes on Skills and Disadvan-
  tages, and a section on equipment.
  Chapter Six, The Gods Of Atlantis, 
  discusses the ten major gods wor-
  shipped by the Atlanteans, and their 
  religious customs and practices. In a 
  world where the gods sometimes inter-
  fere in the affairs of mortals, proper 
  worship is a must!
  Chapter Seven, Atlantean Magic, 
  presents a comprehensive description of 
  Atlantean magic, which is the founda-
  tion of Atlantis’s power. In addition to 
  the system itself, it includes dozens of 
  spells and enchanted items for Atlan-
  tean characters. The second section 
  of the chapter covers the magic of the 
  Lemurians, the Kaphtorans, and other 
  civilizations.
  Chapter Eight, Gamemastering The 
  Atlantean Age, is for the GM only. It dis-
  cusses the history of Atlantis after 32098 
  C (including Atlantis’s decline, Cormar’s 
  rebellion, and the war between Sharna-
  Gorak and Atlan Vondarien that leads to 
  the Cataclysm), provides a “GM’s Vault” 
  of secret information for GMs, and has 
  suggestions and advice on running cam-
  paigns in the Atlantean Age setting.
  Chapter Nine, Atlantean Adversar-
  ies, provides the GM with character 
  sheets for Atlantean villains and mon-
  sters to challenge the PCs with.
  So get ready for magic and wonder 
  unlike any you’ve ever experienced in 
  a Fantasy Hero campaign. It’s time to 
  enter... The Atlantean Age!
  INTRODUCTION
  
  CHAPTER ONE
  A HISTORY OF THE ATLANTEAN AGE
  
  6  Before The Cataclysm: A History Of The Atlantean Age 
  Hero System 5th Edition Revised
  I
  n 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 empires to come. Valdoria’s wiz-
  ards possessed much power and lore, yet 
  far less than those who had once trod 
  the world and those who would tread 
  it in later years. Its priests worshipped 
  many gods, but those gods were cold 
  and distant powers who did little to help 
  their followers.
  All things must pass, and over 
  the course of years Valdoria’s power 
  weakened. The world became a place 
  of petty kingdoms and cruel tyrants. 
  But despite these mean circumstances, 
  a wondrous thing began to occur — 
  magic slowly but surely arose in the 
  world once more. No Man knew it at 
  the time, but the gods did.
  One of the most powerful gods 
  of that time was Poseidon, a sea-god 
  worshipped by a small cult that lived 
  in a distant land. Poseidon decided 
  the time had come to reward his fol-
  lowers for their devotion. He appeared 
  before the leaders of the cult — a 
  farmer named Evenor and his wife 
  Leucippe — and bade them accom-
  pany him. With bowed heads and 
  humble hearts, they agreed, and in a 
  rush of power Poseidon whirled them 
  up and away from their homes.
  When at last they could see and 
  hear again, they were on the shore of 
  a green and wondrous land of rolling 
  hills, deep forests, and sun-dappled 
  fields. The very air smelled sweet, 
  and game was plentiful. “This island 
  I have created for you,” Poseidon 
  said. “Here you will dwell for long 
  and long, and worship me. Gifts of 
  wondrous power shall be yours, and 
  if you use them aright great power in 
  the world shall follow. Remain true 
  to the gods, and fortune shall be your 
  constant companion.”
  THe Ten bRoTHeRS
  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 para-
  disical land, raising or hunting the food 
  they needed. They discovered the mysti-
  cal metal orichalcum and learned some 
  of its properties.
  Sadly, Evenor and Leucippe died 
  not long after Cleito reached adult-
  hood. Bereft, and all alone on the 
  island, she called upon Poseidon to 
  help her. The god responded... and 
  when he saw how beautiful she was, 
  he instantly fell in love with her and 
  proposed marriage. When she agreed, 
  he used his powers to create a home 
  for them on a small hill several miles 
  from shore. He raised up hills and 
  lakes around the house to ensure 
  some measure of privacy (and protec-
  tion from wild beasts), and he created 
  two freshwater springs — Thernos, 
  whose water was always hot, and 
  Krios, whose water was always icy 
  cold. Today those springs exist still, 
  at the center of the city of Thermiom, 
  and are one of the most sacred places 
  on all of Atlantis.
  At Poseidon’s command, abundant 
  crops sprang from the Earth to feed 
  him and his bride, and soon they had 
  a rich and pleasant household. But a 
  house without children is a sad place, 
  and so Poseidon and Cleito filled their 
  home with offspring. They had five 
  pairs of twin sons, each a strong war-
  rior and commander. Their first pair 
  was Vondarien and Gadrius; the second 
  pair Ampheres and Euaemon, the third 
  Mneseus and Autochthon, the fourth 
  Elasippus and Mestor, and the youngest 
  twins Azaes and Diaprepes.
  Each of Poseidon’s sons grew to 
  be tall and handsome, and a master of 
  whatever interested him. Vondarien, the 
  eldest and greatest of the Ten Brothers, 
  seemed skilled in all things, but particu-
  larly leadership; Mestor and Diaprepes 
  were great scholars; Autochthon a 
  farmer and miner; Ampheres a hunter; 
  Azaes and Elasippus warriors; Euaemon 
  a mariner and trader; Mneseus a smith. 
  As the sons of Poseidon, each was 
  mighty, far stronger and more powerful 
  than other Men. They could wield pow-
  erful magics, and were immortal.
  Poseidon made Vondarien King 
  over all the others, though each received 
  a tenth of the island as his birthright. 
  Their word for “first among equals” was 
  Atlan, and so the island became known as 
  Atlantis, “the land ruled by the Atlan.” But 
  in those early days, there was little need 
  for kingship. Poseidon brought the other 
  cultists from the distant land to Atlantis, 
  that his sons might have wives and fol-
  lowers, but there were still few people on 
  the island. For centuries the Ten Brothers 
  hunted the wild beasts and monsters of 
  the island, and studied those things that 
  interested them; each also took several 
  wives and sired children. They mastered 
  the use of oricalchum, and using the mys-
  terious metal built weapons and devices 
  powered by their own divine energies 
  and the mighty magics Poseidon himself 
  taught them before Cleito died and he 
  once again departed the mortal world.
  THe AGe oF  
  eXPloRATIon
  But in time even the wonders of 
  fair Atlantis paled, and the Ten Broth-
  ers 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 
  wide world had to offer. Even Vondarien 
  himself traveled the world, appointing 
  one of his brothers (usually Mestor) to 
  serve as Atlan in his stead for decades 
  or centuries. Even today, tales of the Ten 
  Brothers’ adventures in the lands before 
  the coming of the Dominion are told 
  reverently around hearths and camp-
  fires throughout the Atlantean realms. 
  Some of the best-known include:
  VONDARIEN AND THE CLEVER 
  QUEEN
  During one of his many journeys of 
  exploration, Vondarien came to a land 
  ruled by a queen tall and proud. Esharra 
  was her name, and her beauty was sur-
  passed only by her guile and wit. Yet she 
  was not the most lovely woman in the 
  land, for she had a daughter, Alita, more 
  beauteous still than she.
  When Vondarien presented himself 
  to the queen as a suitor for her daughter’s 
  hand, Esharra scorned him. “Never have 
  I heard of this “Atlantis” that you claim to 
  rule, adventurer. I see little about you that 
  suggests the nobility of a king, only the 
  trappings and bluster of a wanderer.”
  A HISTORY 
  OF ATLANTIS
  
  Atlantean Age  Chapter One 
  7
  Now at that time, Vondarien had 
  not yet come into his full power, but 
  even then he was mighty enough to 
  destroy the queen’s palace and every-
  one in it as repayment for her inso-
  lence and foolery. Yet he knew if he 
  did that, Alita would nevermore look 
  upon him with favor. So he bethought 
  himself of another way to win through 
  to his goal. “If you doubt me, majesty, 
  set for me tasks, that I may prove my 
  value to you and my worthiness for 
  your daughter’s fair hand.”
  The queen gave some thought to 
  this. Many monsters and perils men-
  aced her land, defying the efforts of her 
  mightiest warriors. Surely this outlander 
  could do no better! And even if he did 
  succeed, other ways could be found to 
  dispose of him. “Very well, if you insist 
  on meeting your doom in my lands. 
  Three tasks I will set you, each more 
  difficult than the last. An you complete 
  them all, my daughter’s hand in mar-
  riage you shall have.”
  The Task Of The Sharakkian Ram
  “The first task is this:  go forth 
  from this place, to the mountains 
  of the north, and capture alive the 
  Sharakkian Ram and bring him back 
  to my herds.” Vondarien scoffed when 
  he heard this, for how difficult could it 
  be to catch one mountain-ram? He set 
  out with a will, and reached the moun-
  tains in but two days. Nor did he have 
  to hunt long for the Ram, which soon 
  sensed his presence and came against 
  him. Gigantic it was, with terrible 
  round horns and sharp-edged hooves. 
  Casting aside his sword, for to kill the 
  Ram was not his desire, Vondarien 
  leapt forth to grapple the beast and 
  bring it to ground. Great was his sur-
  prise when the fearsome beast threw 
  him aside like a dog shaking water 
  from its fur, and then charged him!
  For the rest of that day, Vond-
  arien and the Ram fought, neither 
  able to defeat or elude the other. The 
  beast resisted both strength and spell 
  alike, but Vondarien’s cleverness and 
  speed kept it from scoring a telling 
  blow against him. As night fell the two 
  parted, knowing they would rejoin 
  battle the next day.
  As he rested by his campfire that 
  night, Vondarien had a visitor:  the 
  Princess Alita! “Listen carefully,” she 
  said, “for I have not much time. As 
  you now know, the Sharakkian Ram 
  is a magical creature, created by the 
  gods of these mountains. To defeat 
  it, you must have a special magic.” 
  She pressed into his hand a length of 
  ribbon, slender and fragile-looking. 
  “Use this, which I have taken from 
  my mother’s hoard. Cast it about the 
  Ram’s neck and it shall bend readily to 
  your will.” With that she departed and 
  returned to her home.
  The next morning Vondarien arose 
  early and went once more in search of 
  the Ram. When he found it, it charged 
  him, eager to destroy him once and 
  for all. But he deftly stepped out of the 
  path of the charge and threw the ribbon 
  over the Ram’s neck. Instantly the Ram 
  became tame and docile, ready to obey 
  his commands.
  Vondarien was well-satisfied, but 
  he knew he could not bring the Ram 
  to Queen Esharra this way, lest she 
  learn her daughter had given him the 
  ribbon. So he built himself a forge, 
  melted down his orichalcum sword, 
  and crafted from the metal a set of 
  heavy chains. Then he crafted himself 
  a chariot from the wood of nearby 
  trees, placed the chains on the Ram, 
  and removed the ribbon. As power-
  ful as it was, the Ram could not break 
  orichalcum chains... and so Vondarien 
  forced it to pull his chariot all the way 
  back to the queen! “Here, my lady, is 
  the Ram that you requested, for the 
  betterment of your herds. I await your 
  next task.” And standing next to her 
  mother’s throne, Princess Alita smiled 
  a secret smile.
  The Task Of Slaying The Giant
  “As your second task,” said Queen 
  Esharra, “you must slay the three-
  headed Giant of Naxonnath, who has 
  ravaged the southern parts of our realm 
  for many years.”
  
  8  Before The Cataclysm: A History Of The Atlantean Age 
  Hero System 5th Edition Revised
  Since he had melted down his 
  sword to form the Ram’s chains, Vond-
  arien took his spear and shield and went 
  in search of the monster. After he jour-
  neyed south for several days, he came 
  upon the desolation wreaked by the 
  giant. Following the trail of destruction 
  and death he found a cave, and he could 
  hear within the cave a loud snoring. He 
  banged his spear upon his shield and 
  shouted, “Come forth, come forth, fell 
  Giant, and meet thy doom!”
  Out from his lair the Giant lum-
  bered. Four times as tall as a man, he 
  was wearing the heaviest armor Vond-
  arien had ever seen, and his weapon was 
  a gargantuan axe. The two joined battle, 
  and Vondarien quickly found himself 
  in peril. The Giant’s armor and leathery 
  skin were enough to turn aside even his 
  enchanted spear, and his own magics 
  were potent enough to thwart most of 
  Vondarien’s spells. Several times that 
  day the Giant’s axe came within a hair’s-
  breadth of lopping off one of Vondar-
  ien’s limbs, or even his head. As dusk fell 
  the two retired from the field, agreeing 
  to fight again in the morning.
  As he nursed his wounds by his 
  campfire, Vondarien had a visitor:  the 
  Princess Alita! “Listen carefully,” she said, 
  “for I have not much time. As you now 
  know, the Giant is so well-protected that 
  you cannot harm him. But I have heard 
  tales that say the weakest part of his 
  armor is the top of his helmets, since he 
  has no fear of being attacked by anyone 
  taller than he. Use this knowledge to your 
  advantage.” With that she departed and 
  returned to her home.
  The next morning Vondarien 
  arose early and joined the Giant on the 
  field of battle. As the Giant charged, 
  his axe whistling in the wind, Vondar-
  ien executed a mighty leap, and as he 
  passed over the Giant he drove his spear 
  down into the middle head and into the 
  Giant’s body. The Giant fell over dead. 
  Vondarien used the Giant’s own axe to 
  chop off his three heads to take back to 
  the queen as proof of his deed. “Here, 
  my lady, are the heads of the Giant you 
  bid me slay. I await your next task.” And 
  standing next to her mother’s throne, 
  Princess Alita smiled a secret smile.
  The Task Of The Heart’s Desire
  “The third task is the hardest of 
  all,” said Queen Esharra. “If you would 
  win the hand of my daughter, you must 
  bring me... my heart’s desire!”
  Vondarien despaired, for he had 
  no way of reading the cold queen’s heart 
  and knowing what she desired the most. 
  He searched the land for the most beau-
  tiful flowers, but the Queen just shook 
  her head. He dug in the mountains for 
  the largest, prettiest gemstones, but the 
  Queen just shook her head. He crafted 
  works of art beautiful enough to make a 
  man weep, and even enchanted items of 
  power for her, but all she would do was 
  shake her head.
  As he sat glumly by his campfire, 
  trying to think of another gift he could 
  try, Vondarien had a visitor:  the Prin-
  cess Alita! “Listen carefully,” she said, 
  “for I have not much time. The thing my 
  mother desires most is obvious to all but 
  yourself:  your death!”
  “But how can I accomplish that, and 
  still win your hand?” Vondarien said.
  “You cannot... or at least, you 
  cannot alone. Together we can defeat 
  her. Take this,” she said, pressing a small 
  phial into his hand. “There is a woman 
  at court who is a witch, and she has 
  made me this potion. Drink it, and you 
  shall be as one dead for an hour. When 
  you awaken, you can claim me as your 
  bride-to-be.” With that she departed 
  and returned to her home.
  Dubious of the weak and petty 
  magic of a non-Atlantean, Vondarien 
  realized he had no choice. He went to 
  a place in the palace where he knew 
  someone would find him and drank 
  the potion. Soon word reached the 
  queen that the great hero was dead! 
  Her servants brought Vondarien’s 
  body into the throne room, and she 
  crowed with delight to see her nem-
  esis laid low. But when one hour had 
  passed, Vondarien awakened and 
  arose. “You have had your heart’s 
  desire, though it lasted but an hour,” 
  he said. “Now grant me mine — the 
  hand of your daughter fair and wise.”
  Gritting her teeth in anger, the 
  queen realized she had no choice. To 
  Vondarien she gave the Princess Alita in 
  marriage. Vondarien took her back with 
  him to noble Atlantis, where she was 
  one of his favorite wives for many years 
  and bore him many fine children.
  MESTOR AND THE SUNFIRE 
  DEMON
  During those times when he 
  explored the world, Mestor the Scholar 
  was ever looking for new lore, new 
  spells, and greater wisdom. No subject 
  was small enough to avoid his gaze.
  One day in a distant land he heard 
  tell of a wizard said to be skilled at the 
  conjuration of demons from the Nether 
  Realms, and he determined to visit this 
  man and learn from him. He set out in 
  the direction of the wizard’s town, walk-
  ing as he preferred to do. Several days 
  later, as he approached his destination, 
  he saw a plume of smoke in the sky. Not 
  long after, groups of men and women 
  began hurrying past him, running away 
  from the smoke.
  He stopped one of the fleeing men 
  and asked him what had happened. 
  “Our wizard’s tower was destroyed in a 
  mighty blast of flame!” the man cried in 
  fear and anguish. “A terrible demon is 
  there now, and it will slay us all if we do 
  not escape!” With that he tore himself 
  loose from Mestor’s grasp and contin-
  ued running.
  Mestor hurried onward and soon 
  came to the remnants of a town. Most 
  of the buildings were burned or burn-
  ing, and the large stone tower in the 
  very center of the town was shattered. 
  And at the top of the tower, burning 
  like the flame at the tip of a candle, 
  was the largest fire demon Mestor had 
  ever seen.
  Before he could move, the fire 
  demon saw him and swooped down on 
  him. “Ho, ho, little manling!” it said in 
  a voice like the crackling of flames. “It 
  seems that you were too foolish not to 
  flee, and now I shall roast you and feed 
  on your essence!”
  “Perhaps,” said Mestor. “But you may 
  find out you have bitten off more than you 
  can chew. Where is your master?”
  Taken aback by Mestor’s con-
  fident air, the fire demon snarled, 
  “Dead! Dead like all others who have 
  dared to stand against me!”
  “You are indeed the mightiest of 
  your kind that I have ever seen. Are you 
  a prince among demons?”
  “Never before, but I shall be soon! 
  The wizard who lived here called me 
  up to do his bidding. All was going as 
  planned — and then Lord Helios care-
  lessly dropped one of his sunbeams, and 
  it fell into me! I became too strong for 
  the old wizard to hold, and he died for 
  his insolence. Now I am stronger than 
  any fire demon has ever been, and I 
  will destroy you and any others who get 
  in my way!” With that the fire demon 
  lashed out at Mestor — only to find its 
  blast blocked by Mestor’s protective 
  magics! With a fiery snarl the demon 
  struck again and again, but Mestor’s 
  power thwarted it every time.
  For hours the battle raged, nei-
  ther able to gain the upper hand. 
  Night came, and fair Selene the moon 
  began her journey across the sky. 
  Knowing that moonlight would be the 
  opposite of sunlight, beseeched her:  
  “Lady Selene, father-sister, illuminator 
  in the darkness, give now this demon 
  one of your beams as Lord Helios did 
  earlier to-day!”
  
  Atlantean Age  Chapter One 
  9
  Hearing his plea, and finding it 
  good, the Lady Selene hurled one of her 
  beams at the fire demon. It struck him, 
  and the power of Helios’s sun-fire with-
  ered. Reduced in stature to an ordinary 
  fire demon, the creature was no match 
  for Mestor’s magics.
  EUAEMON AND THE  
  TREACHEROUS LEMURIAN
  One of the most peripatetic of the 
  Ten Brothers was Euaemon, called the 
  Mariner for his love of sailing, explo-
  ration, and trade. His greatest joy was 
  new seas and new lands, hearing and 
  learning a tongue that was strange to 
  him, and meeting the other peoples 
  of the world. But once his wanderlust 
  nearly spelled his doom, when he was 
  the first Atlantean to meet a son of the 
  Lemurian Empire.
  Euaemon and his crew had sailed 
  far to the West, into the sea now called 
  the Tellaric, and had made port at a city 
  none of them had ever visited before. 
  As they mingled with the strange 
  people and ate their strange food, a man 
  approached Euaemon. Handsome he 
  was, with a noble bearing, and he intro-
  duced himself as Voralus of Lemuria, a 
  merchant. “I see that you have come to 
  port with a large ship that rides low in 
  the waves. I am a trader, the richest in 
  all this land, ever eager for new goods 
  to offer my customers. As newcomers 
  to this land I think you must have won-
  drous things no one here has ever seen, 
  and I will offer you the best price for 
  them in trade.”
  Flattered by his kind words, Euae-
  mon took the man on a tour of his hold, 
  showing him the goods he’d brought 
  from Atlantis for trade — wines, furs, 
  delicate craftworks, and much more. 
  Suitably impressed, Voralus quickly 
  concluded a deal to exchange cloth, 
  some fine drink, and two books of lore 
  for Euaemon’s wine.
  That night Euaemon and his crew 
  celebrated at a nearby hostel, where 
  they spent the night to escape the rock-
  ing of the waves. But when they went 
  down to the docks the next morning, 
  a horrible sight greeted them:  their 
  ship had sunk into the water! Euaemon 
  struggled aboard to discover his hold 
  entirely empty, and a large hole cut in 
  the side. It took little thought to real-
  ize what had happened:  Voralus the 
  Lemurian had used some magic spell 
  or device to open the hull and steal all 
  the goods, knowing from his tour of 
  the hold where best to enter!
  Enraged, Euaemon went in 
  search of Voralus, only to discover 
  
  10  Before The Cataclysm: A History Of The Atlantean Age 
  Hero System 5th Edition Revised
  that he’d set sail in the middle of the 
  night. Returning to his damaged ship, 
  Euaemon used his magical powers 
  to lift the vessel out of the water and 
  then repair the hole in its side. He and 
  his men rushed aboard and set out in 
  pursuit of the treacherous Lemurian.
  Euaemon called down the winds 
  to fill his sails, sending his ship over the 
  waters with the speed of an arrow. In 
  just a few hours the Lemurian ship was 
  in sight. As the Atlanteans’ ship closed, 
  Voralus commanded his crew to fire 
  their Pyrobombards. But their fiery mis-
  siles were not enough to stop one of the 
  Ten Brothers. Euaemon’s power flung 
  the fireballs aside. Then he called forth 
  a gigantic hand of water that grabbed 
  the Lemurian ship and held it fast. The 
  Atlanteans swarmed aboard, slaughter-
  ing the Lemurians who dared to resist 
  them and driving the others overboard. 
  Euaemon himself slew Voralus, who 
  proved to be no mean sorcerer, and 
  pinned his corpse to the deck with a 
  harpoon. After the Atlanteans emptied 
  the Lemurian ship’s cargo hold, Euae-
  mon placed a spell of homeseeking on 
  it so that the Lemurians would see the 
  folly of tricking or attacking Atlanteans. 
  And then he sailed for home, bring-
  ing a rich cargo and warning word of 
  a people who would become Atlantis’s 
  greatest foe.
  AZAES AND THE TARANTH
  Though not so great a hunter as 
  his brother Ampheres, Azaes always 
  enjoyed the chase, and in his travels 
  always sought for beasts that could chal-
  lenge him. One day while traveling in 
  the lands east of Atlantis he heard from 
  an old man about a fearsome monster 
  known as the taranth. “As large as a 
  house it is,” the old man said. “Its body 
  is that of a bull, with the scales, neck, 
  head, and wings of dragon. Its feet have 
  claws instead of hooves, and its tail is 
  a venomous serpent. It belches forth 
  poisoned vapors to blind and stun its 
  foes, and then tears them to shreds and 
  devours their flesh. Beware!”
  Azaes could not resist such a chal-
  lenge and went in search of the monster, 
  asking everyone he met where it might 
  be found. Soon he came near its lair and 
  heard the sound of its bellowing, louder 
  than a brass gong. Following the sound, 
  he approached a cave. Not wanting to 
  fight the monster in there, he began to 
  hurl large stones inside. Soon the mon-
  ster lumbered forth to do battle.
  The taranth was even larger and 
  more fearsome than Azaes had heard, 
  but his heart did not quail. With a great 
  battle cry he leaped forward, raising 
  his sword high and slashing down on 
  the monster’s neck to cut off its terrible 
  head. But its dragons’ scales were proof 
  even against an orichalcum blade forged 
  in fair Atlantis, and Azaes’s attack was 
  thwarted. He leaped aside as the mon-
  ster clawed at him. They battled back 
  and forth, neither able to gain advantage 
  over the other... and then the taranth 
  breathed forth its poisonous vapors! 
  Blinded and in pain, Azaes barely 
  escaped the monster’s clutches, vowing 
  to return the next day and finsh what 
  he’d started.
  Realizing he needed to use clev-
  erness as much as strength, Azaes 
  bethought him of a cunning strat-
  egem:  his sword could not pierce the 
  monster’s scales... but what about its 
  own claws and fangs? And if vulner-
  able to its own fangs, might it not 
  also be vulnerable to its own venom? 
  He went out to confront the monster 
  once more. This time after he threw 
  stones into its cave, he ran up and 
  stood above the cave’s mouth. When 
  the taranth came forth he leaped 
  down upon its back and grabbed its 
  tail. Terrible was the struggle, pitting 
  Azaes’s muscles against the monster’s 
  mighty thrashing, but the hero pre-
  vailed, dragging the tail down and 
  stabbing the taranth in the back with 
  it. The serpent’s fangs pierced its 
  scales easily, and the monster’s roar of 
  pain told Azaes that the venom was 
  doing its work. He leaped clear of the 
  monster and watched as it stumbled 
  and clawed at itself, wounding itself as 
  it tried to get rid of the agony. At last 
  it crashed to the ground, dead. Azaes 
  sawed off its head for a trophy and 
  continued on his journeying.
  THe AGe  
  oF ConQUeST
  In time the Ten Brothers’ explora-
  tions 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 much in their 
  travels that they deemed wrong:  impov-
  erished peoples oppressed by petty 
  tyrants; the terrible power of Lemuria; 
  folk who lived in fear of monsters and 
  beasts. The light and enlightenment of 
  Atlantis needed to shine out upon the 
  world.
  THE EAST
  First the Brothers turned their 
  eyes eastward, to the forested, moun-
  tainous lands of western Pelasgar. 
  When they landed their fleet of a 
  dozen ships on the shores of the land 
  now known as Kartalia, they met a 
  king who scoffed at them, for his army 
  was ten times the size of theirs. But 
  size is not power, as the king learned 
  to his grief when Atlantean warriors 
  capparisoned in enchanted armor and 
  wielding magical blades and spears 
  slaughtered his men like a farmer 
  scything wheat.
  Word soon spread of the might 
  and power of the Atlanteans, and the 
  benevolent terms of their rule. Some 
  kings in that region opposed them, 
  such as the rulers of the stubborn 
  Regnarian tribes, and had to be taught 
  their error at the point of a spear. 
  Others recognized the folly of fighting 
  and sought terms, becoming Atlantean 
  vassals in exchange for keeping some 
  measure of their former power. Soon 
  western Pelasgar had become the first 
  part of the Dominion of Atlantis, with 
  native warriors flocking to Atlantean 
  banners and the common folk shout-
  ing paeans of praise for the Ten Broth-
  ers.
  The Battle Of Tardanian Pass
  Having seen how easy conquest 
  was, several of the Brothers and many 
  of their warriors returned home to 
  Atlantis, leaving further tasks of war 
  to those who enjoyed them the most:  
  Elasippus, Azaes, Ampheres, Mneseus. 
  But overconfidence nearly cost them 
  dearly in the Tardanian Pass, when 
  they strove to push the Dominion into 
  eastern Pelasgar.
  The kings and lords of that region 
  had heard tales of the Atlanteans, and 
  while they had little liking for each 
  other had even less desire to be ruled 
  
  Atlantean Age  Chapter One 
  11
  by outlanders. They banded together, 
  creating an alliance able to field an army 
  thousands strong. Knowing the Atlan-
  teans would have to come through the 
  Pass, the army marched for it to hold 
  them there.
  A small force of Atlanteans — the 
  four Brothers and a handful of their 
  best warriors — found themselves 
  confronted by an army that outnum-
  bered them several hundred to one. 
  Yet they did not fear or falter. Crying 
  “For Atlantis! For Vondarien!” they 
  charged forward. Now seasoned in 
  battle after several campaigns in the 
  west, they fought with greater skill 
  and power than ever. Though thou-
  sands were arrayed against them, their 
  enchanted arms and armor, plus the 
  magical powers of the Brothers, made 
  them unstoppable. After several hours 
  of terrible slaughter, the Pelasgaran 
  army broke and ran, abandoning its 
  commanders and kings to their fate. 
  The Brothers rounded them up and 
  beheaded them.
  It took a few months for the 
  Brothers to overcome other opposi-
  tion, put down new petty kings, and 
  stop banditry, but in time peace came 
  to eastern Pelasgar. Looking over 
  the nobles of each land, the Brothers 
  chose the wisest and bravest to be the 
  new princes of those lands, holding 
  them in the name of Atlantis and obe-
  dient to the Atlan’s laws.
  THE SOUTH
  Their desire for conquest tem-
  porarily sated, the Ten Brothers set to 
  the task of learning about and admin-
  istering their new lands. But even an 
  immortal cannot maintain his interest 
  in such things very long, when there are 
  new lands to conquer, new challenges to 
  face, and more injustices to end. Little 
  more than two centuries passed before 
  the Ten Brothers and their soldiers grew 
  restless. This time the warm lands of the 
  South drew their attention, and once 
  more the war-fleets of Atlantis set sail.
  But the second wave of con-
  quests did not go so easily as the first. 
  Having seen how easily Pelasgar fell, 
  the kings of the South had marshalled 
  their resources in succeeding years, 
  and prepared for inevitable war. Their 
  wizards had worked hard to develop 
  magics to blunt the Atlanteans’ mystic 
  power — they couldn’t wholly stop 
  or contain the Ten Brothers and the 
  arcane armaments of their soldiers, 
  but they could stand against them 
  with some hope of victory.
  Ras Shamra
  The Ten Brothers first came 
  against Ras Shamra, a small empire in 
  the northern part of the continent of 
  Tel’Ramas. Long had Atlantean galleys 
  visited there for trade, so Atlanteans 
  were familiar with the area and its 
  peoples. The emperor mounted a val-
  iant defense, and at first he thwarted 
  the Atlanteans with a combination 
  of power and guile. But his soldiers 
  were not numberless, and Atlantean 
  magic seemed to know no limits. 
  Within a few months his armies were 
  worn down to almost nothing, just a 
  small garrison endeavoring to hold 
  the royal palace in a last, desperate bid 
  for victory. But it was not to be. The 
  Atlanteans swarmed into the palace, 
  slaying the defenders with ease. Ela-
  sippus himself killed the emperor in 
  single combat, and then with one blow 
  of his mighty fist smashed the man’s 
  throne into flinders. At his command 
  the imperial capital was razed to the 
  ground, not a single stone left stand-
  ing on another, to show the world the 
  price of defying Atlantis. Appointing 
  as prince from among the Shamran 
  nobles one who’d come over to Atlan-
  tis’s side early, the Lord Choresh, the 
  Atlanteans departed, the Dominion 
  now even larger.
  The Wise King Of Karshemish
  Elasippus and Azaes turned 
  their armies east, riding over the 
  fields of Ras Shamra into Karshem-
  ish. An ancient land of much lore and 
  wisdom, Karshemish was ruled by a 
  king named Arvand. Having seen how 
  easily his brother to the west was dis-
  patched by the Atlantean army, small 
  though it was, he had no desire to see 
  the same thing happen to him. Gath-
  ering his soldiers to him, he put on his 
  finest regalia and went out to meet the 
  foe. As the two armies neared, he rode 
  out ahead of them, accompanied by 
  his leading nobles and court wizards. 
  Gadrius, Autochthon, and Elasippus 
  went out to meet them. “Noble Atlan-
  teans!” King Arvand said when the 
  two parties came within speaking dis-
  tance, “I desire parley with you.”
  “Speak,” said Gadrius, intrigued.
  “Assembled before me is the Atlan-
  tean army, and mighty it is! But not so 
  mighty that my own cannot give it a 
  strong fight, and perhaps win through 
  to victory. Many of my men and your 
  own will die before the day is done, 
  if fight we must. But I seek a different 
  course! Make me prince of this land, 
  leave my rule undisturbed, and I will 
  join your Dominion about bloodshed.”
  Recognizing intelligence and 
  insight when they saw it, and having 
  no desire to spill blood needlessly, the 
  Brothers agreed, and King Arvand 
  became Prince. Many of his soldiers 
  willingly joined the Atlantean forces, 
  and some of his people went to live in 
  Atlantis itself. Gadrius took the king’s 
  eldest daughter as his wife. And to 
  this day, Karshemish remains one of 
  the most loyal and important parts of 
  the Dominion.
  Eshuna
  The Atlanteans spent a few years 
  absorbing their new conquests into the 
  Dominion, then continued the path of 
  conquest. South and east of Karshemish 
  lay the land of Eshuna where, legend 
  claimed, men had lived in the city of 
  Mursali for thousands of years. It was 
  said the Eshunans possessed chronicles 
  of the times when Lemuria still existed 
  above the waves and creatures stranger 
  than the monsters slain by the Ten 
  Brothers regularly stalked the land.
  Knowing he could not oppose the 
  Atlanteans with force of arms, the king 
  of Eshuna turned to his wizards for a 
  solution. Working together they cast 
  a mighty spell that thrust the entire 
  kingdom forward one second in time, 
  creating an unbreachable barrier around 
  the land. For nearly two years the Atlan-
  teans battered themselves against that 
  wall, and fought the armies of strange 
  conjured creatures that the Eshunan 
  wizards somehow sent out against them. 
  Then finally Diaprepes discovered the 
  secret behind the time-spell and broke 
  it, dragging Eshuna one second back 
  in time to match the rest of the world. 
  Knowing he had failed to save his king-
  dom, the king surrendered. The Atlan-
  teans beheaded him for his defiance, but 
  to honor the humility of his surrender 
  spared his kingdom.
  The priests of Orikailos god of 
  magic cast an augury to determine who 
  should become prince of Eshuna. The 
  spell led them to Herromdeshi, a simple 
  farmer. Astonished to see a delegation 
  of the Atlantean army at his farm, Her-
  romdeshi was even more surprised to 
  learn why they’d come. Dressing him in 
  rich robes, they escorted him to Mur-
  sali and installed him on the throne. 
  His line served Atlantis as the princes 
  of Eshuna for nearly a thousand years, 
  and are accounted some of the greatest 
  rulers in the land’s history.
  
  12  Before The Cataclysm: A History Of The Atlantean Age 
  Hero System 5th Edition Revised
  Parinda
  A few years after the conquest 
  of Eshuna, the land of Parinda, a 
  patchwork of several small kingdoms, 
  petitioned Atlantis for entry into the 
  Dominion. The Parindan kings had 
  taken note not only of how easily 
  Atlantis had conquered nearby realms, 
  but of how becoming part of the 
  Dominion had enriched those realms 
  through trade and Atlantean magic. 
  Atlan Mneseus (who held the throne 
  at that time while his brother Vond-
  arien was off adventuring) accepted 
  their petition, with one proviso:  they 
  must choose one from among their 
  number to serve as prince.
  The situation threatened to turn 
  ugly, with each king prepared to go to 
  war to earn the title of prince, when 
  King Shulgur suggested a different 
  way:  an athletic competition. All of 
  the kings would compete in a series of 
  athletic events; the overall winner would 
  become prince, and the other kings his 
  nobles. Each of the kings consented and 
  the games began... and to the surprise of 
  no one who knew him well, clever Shul-
  gur won. During his reign the Parindan 
  Games became an annual event; they’re 
  held to this day in the late spring of 
  every year, and the Atlan and other 
  rulers from around the world shower 
  the winners with prizes.
  Kalla’har And Kaphtor
  Several decades after absorbing 
  Parinda into the Dominion, Atlan-
  tis again began to harbor designs of 
  conquest. Diaprepes, Mneseus, and 
  Azaes landed in Parinda and marched 
  south, into the land known as Kalla’har. 
  But almost as soon as they entered it, 
  something felt... wrong. A shadow lay 
  over the land, growing ever darker the 
  further south they went. All the Atlan-
  teans could sense it; Diaprepes, with his 
  wizardly perceptions, was particularly 
  hard-struck by the shadow and soon fell 
  ill because of it. Some of the command-
  ers and soldiers wanted to press on, but 
  most felt it wasn’t worth it, and soon the 
  expedition returned to Atlantis — the 
  first, but not the last, time the armies of 
  the Dominion would be thwarted.
  Tellat
  Atlantis suffered the next set-
  back to its plans of empire a few years 
  later when it crossed the Dardessos 
  River to conquer the Empire of Tellat. 
  They met the Tellat army on the field 
  expecting an easy victory like the 
  ones they’d achieved so many times 
  before... only to find that the Tellats 
  had power. While most Tellat soldiers 
  were ordinary footmen, horsemen, or 
  archers, more than a few of the Tellat 
  warriors possessed magical powers 
  and weapons rivaling those of the 
  Atlanteans, and the Tellat wizards 
  were skilled at countering Atlantean 
  magics, or even twisting Atlantean 
  spells to their own ends. The battle 
  shifted back and forth over the course 
  of the day, neither side gaining a sub-
  stantial advantage for every long. But 
  when evening fell and the armies sep-
  arated, Elasippus decided to withdraw 
  from Tellat rather than risk the lives of 
  more of his soldiers. The Ten Brothers 
  would have to learn the secret of Tel-
  lat’s power before attacking it again.
  THE WEST
  For over a thousand years, Atlan-
  tis remained quiescent. The Dominion 
  danced a wary dance with the Empire 
  of Lemuria, whose own lands extended 
  into the continent of Sangobar and thus 
  came near the western side of the Great 
  Island. But by about the year 33100 BC the 
  momentum had shifted in the Domin-
  ion’s favor. As Atlantis continued to grow 
  in learning and wealth, while Lemuria 
  remained essentially stagnant, more and 
  more realms began to see the benefits of 
  belonging to the Dominion.
  Many of these lands, beginning 
  with the northerly realms of Hernicia, 
  Varinia, and Avaria, joined the Domin-
  ion much like Parinda had, through 
  voluntary petition. Known as the 
  Bloodless Conquest, this period brought 
  most of eastern Sangobar into Atlantis’s 
  
  Atlantean Age  Chapter One 
  13
  fold. The Hazarian tribes, then as now, 
  remain stubbornly independent.
  The southwestern lands of Darvilos 
  and Gardarica were tougher nuts to crack. 
  After absorbing Ystria, Atlantis gazed 
  greedily over the mighty Ractoris River 
  at the green and prosperous lands to the 
  west. A series of minor clashes between 
  Atlantean and Lemurian forces in the 
  33000-32860 BC resulted in those two 
  kingdoms breaking away from Lemuria 
  and becoming part of the Dominion... 
  though a sometimes fractious and reluc-
  tant part.
  THe AnGeR  
  oF THe GoDS
  In 32615 BC Atlantis experienced 
  a tragedy far worse than anything in 
  her history. A major trade and diplo-
  matic expedition to Tellat set out from 
  Thermiom, but in their haste to make 
  the tide the priests accompanying the 
  expedition skimped many of the neces-
  sary sacrifices and rites, including some 
  to Poseidon himself, and performed 
  others badly. Fury filled Mt. Oeranos, 
  and the gods proceeded to demonstrate 
  their displeasure in ways the Atlante-
  ans would never, ever forget. First they 
  raised a terrible storm that destroyed 
  the expedition and ravaged the south-
  ern coasts of Atlantis... but that was just 
  the beginning.
  For the next twenty-five years 
  Atlantis suffered the gods’ wrath. 
  Magical powers and weapons were 
  weakened, leaving Atlanteans around 
  the world vulnerable to their enemies. 
  Crops failed, and widespread famine 
  was only narrowly averted through 
  clever use of what magics remained 
  to Atlantean wizards. Plague stalked 
  the land, leaving lucky Atlanteans 
  bedridden for a week and putting 
  the unlucky and weak ones in their 
  graves. Earthquakes, landslides, and 
  tidal waves were frequent.
  In 32590 BC a young hero named 
  Rihardos, who’d lost both his parents 
  and nearly all of his siblings to
  the plague and other woes, visited 
  the Vasaran Oracle to seek a way to 
  appease the gods. Many had tried this 
  before, and all had failed, so great 
  was the gods’ anger. But the goddess 
  Erestaia was at last moved to take pity 
  on men, and she sent a vision to the 
  priestesses. “Seek ye the chest of the 
  captain who led the ships to Tellat, 
  and take it to the Deathbringer’s Bed.”
  Taking with him only the 
  enchanted sword, spear, and armor 
  forged for him by his father, Rihardos 
  set out on his quest. He could find no 
  vessel willing to take him in search of 
  the lost ships, for everyone believed 
  them cursed, so he swam for many days, 
  untiring and unafraid. When at last he 
  came to the spot where he believed the 
  ships went down, he dove and dove, 
  searching great spans of the sea floor 
  for his prize. At long last he found it... 
  but it was not unguarded. A terrible 
  sea-monster, like unto a gigantic serpent 
  with the legs of a lizard and claws so 
  large and sharp they could effortlessly 
  slice through a ship’s hull, lived among 
  the cursed wreckage. Long they fought, 
  and hard, and the monster battered 
  and clawed Rihardos badly. But he per-
  severed as all true heroes will, and in 
  time the monster faltered and left itself 
  exposed. Rihardos drove his sword up 
  through the sea-serpent’s lower jaw and 
  into its brain, killing it.
  With the chest in hand, Rihar-
  dos returned to Atlantis. But now his 
  path was not so clear — who was the 
  Deathbringer, and where was his bed? 
  He thought and he pondered — where 
  would the creator of all of death and 
  despair Atlantis had suffered sleep? He 
  finally realized the prophecy referred 
  to the god Ares, whose sobriquet was 
  Thanofer, or “Bringer of Death.” Atlan-
  tean legends claimed that Ares often 
  bathed and slept in a small, isolated 
  glade deep in the Kaladorian Forest. 
  Rihardos took the unopened chest 
  there, left it in the center of the glade, 
  and departed. Their mysterious mandate 
  fulfilled, the gods forgave the Atlanteans, 
  and prosperity and power returned once 
  more to the Great Island.
  THe FIRST  
  leMURIAn WAR
  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 enjoyed in the world. It 
  started skirmishes it would never have 
  dared essay before, spread foul rumors 
  about citizens of the Dominion, waylaid 
  Atlanteans, and prepared for war.
  It got its wish. In 32500 BC, 
  Atlantis felt it had regained enough 
  of its strength and power to strike 
  back. Atlanteans would later call this 
  struggle the First Lemurian War, and 
  it lasted a hundred years. During most 
  of that time the conflict was con-
  fined to economic warfare and minor 
  battles in the Tellaric Sea and the 
  land surrounding it, but a few major 
  campaigns and battles did occur. The 
  Lemurians pitted their pisciremes, 
  ornithopters, ophidothopters, hepati-
  zon giants, crystallocolossi, and other 
  mighty magiconstructs of war against 
  the Atlanteans’ sky-ships and spells. 
  At times the battles rocked the very 
  ground they were fought upon and set 
  the sky itself on fire with power.
  The most devastating engagement 
  of the war was fought on the southern 
  tip of Sangobar and pitted nearly half of 
  the Lemurian forces against an equiva-
  lent Atlantean force. By the time the 
  three-day battle was done, the delta of 
  the Ractoris River had been obliterated; 
  even today the river flows over what 
  amounts to a small cliff directly into a 
  bay. The Lemurians won that fight, but 
  barely, and in nigh-Pyrrhic fashion. 
  After the Battle of Ractoris, they slowly 
  but steadily lost influence and had to 
  give ground on the seas and in the skies. 
  Atlantean forces even raided into key 
  areas of the Lemurian Empire on Sara-
  von and Deoghar on several occasions.
  The climactic confrontation of the 
  war, in 32398 BC, was the Battle of Mt. 
  Akontios on Tel’Ramas. The Lemurians 
  had allied with the Empire of Tellat, which 
  was willing to make common cause with 
  the Lemurians in the hope of taking Ras 
  Shamra or even Karshemish for itself. 
  Fought near, on, under, and around Mt. 
  Akontios, the second-highest peak in the 
  world, it was a titanic clash that at one 
  point literally cracked the mountain; even 
  today the faultline created by a particu-
  larly powerful Atlantean spell can still be 
  seen. After nearly twelve hours of furious 
  fighting that saw tens of thousands war-
  
  14  Before The Cataclysm: A History Of The Atlantean Age 
  Hero System 5th Edition Revised
  riors die, Atlantean magical might won 
  the day, destroying so many Lemurian 
  magiconstructs that the Lemurians had 
  no choice but to withdraw or suffer anni-
  hilation. Still, it was a near thing, and but 
  for several acts of heroism by brave Atlan-
  tean warriors and wizards, the Lemurians 
  and Tellats might have swept the lifes-
  blood of the Dominion from the field.
  After Mt. Akontios, both sides 
  were all too willing to have peace. After 
  several weeks of negotiation, the Lemu-
  rians agreed to give up their lands in 
  western Tel’Ramas; the Tellat Empire, 
  as punishment for its involvement, also 
  ceded some land. The Dominion cre-
  ated the principality of Chagaria out of 
  these two pieces, and both sides retired 
  to lick their wounds... and plan for 
  another day.
  The Prophecy Of The Thrones
  From an Atlantean perspective, one 
  of the most remarkable things about 
  the First Lemurian War is that it was 
  the first conflict where none of the Ten 
  Brothers directly participated as a com-
  mander or warrior. As Atlantis prepared 
  for war, the Ten Brothers planned to 
  join them and wield their awesome 
  magics and enchanted weapons against 
  the enemy. But before the Atlantean 
  forces could leave the island, a group 
  of three priests from the Temple of the 
  Ten Flames approached them. “Woe 
  unto you, sons of Cleito,” the priests 
  intoned. “We bring words from the gods 
  themselves, who descended from Mt. 
  Oeranos to appear in the eternal flames 
  of our temple. Nevermore, they say, 
  may the Ten Brothers go adventuring or 
  to war. If ever you leave your thrones, 
  weakness shall befall you, and never 
  again shall your powers return. Listen, 
  and obey.” Then they departed without 
  saying another word or taking so much 
  as a morsel of food.
  Ever since that day, Vondarien 
  and his brothers have remained on 
  Atlantis. Some of them believe the 
  Prophecy of the Thrones is further 
  punishment from the gods, while 
  others wonder if perhaps the gods fear 
  that they will become too powerful... 
  but none of them have dared try the 
  truth of the priests’ pronouncement.
  ReIGn oF THe ATlAn
  Today it is 32098 BC. Vondarien 
  is Atlan of the Dominion of Atlantis, 
  the mightiest empire of the world. 
  To comemmorate the Battle of Mt. 
  Akontios he has established a new 
  calendar declaring this the first year. 
  Atlantis enjoys a golden age, her 
  mystic power matched by her political 
  strength. But the world is not as calm 
  as many Atlanteans would believe. The 
  Lemurian Empire remains powerful, 
  Atlantis’s chief enemy and rival. The 
  ambitious Tellats ever seek ways to 
  augment their prestige and power, and 
  in dark Kaphtor sinister magics are at 
  work. It is a world in need of heroes... 
  heroes such as you.
  
  CHAPTER TWO
  THE PEOPLES OF THE ATLANTEAN AGE
  
  16  The Peoples Of The Atlantean Age 
  Hero System 5th Edition Revised
  T
  he Atlanteans are the pre-
  dominant people of the Age 
  named for them — a chosen 
  people gifted by the gods 
  with a wondrous home, the capac-
  ity for immense magical power, and 
  personal attributes that are the envy of 
  all other humans. Compared to ordi-
  nary humans, Atlanteans have longer 
  lifespans and are, on the average, 
  more athletic, smarter, and better-
  looking. Ironically, they’re not even a 
  majority on their home island, thanks 
  to influxes of immigrants from con-
  quered lands... but there’s no question 
  that they’re firmly in control, socially, 
  politically, and economically. Non-
  Atlanteans are very much second-class 
  citizens on the Great Island — but 
  even allowing for that, life is so good 
  on Atlantis that many people want to 
  go live there.
  Atlantean males are usually 5’10” 
  to 6’6” tall; the women range from about 
  5’6” to 6’0”. Both genders tend to be slen-
  der, with well-proportioned figures.
  Atlanteans have blonde, brown, 
  or black hair (though in some times 
  and places Atlantean women magi-
  cally color their hair in all sorts of 
  exotic shades, such as purple and 
  teal). Women typically keep their 
  hair long (often waist length, or even 
  longer), sometimes binding it up in 
  elaborate coifs held in place with jew-
  eled pins, delicate bone or shell hair-
  combs, or the like. Both genders tend 
  to have blue, green, or hazel eyes; dark 
  eyes (which are common in all other 
  parts of the world, including Lemuria) 
  are regarded in Atlantean culture as a 
  sign of low character and a reason to 
  distrust that person.
  Atlantean men usually wear a 
  mid-thigh length, short-sleeved tunic, 
  shoulderpieces from which hang a 
  cloak, bracers, pants, and boots; some 
  add a headband or other headwear to 
  keep the hair out of the eyes. Atlan-
  tean women typically wear a two-
  piece garment called a vakiri. The top 
  part covers the breasts, shoulders, and 
  upper arms, and often has a plunging 
  neckline. If she wishes to wear a cape, 
  brooch-like clasps fit on either side of 
  the neck to hold it. The bottom part 
  is an ankle-length skirt held at the 
  waist with a sash. (Thus, her midriff is 
  bare, as is most of her arms.) On her 
  feet she has elegant sandals. She often 
  adorns herself with several pieces of 
  delicate, beautifully-made jewelry.
  other Atlantean Races
  The Atlanteans share their island 
  with three native species who are suit-
  able as player characters for some Atlan-
  tean Age campaigns:  the winged Alarii; 
  the centaurs; and the satyrs.
  THE 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 
  (sing. Alar). Regarding them as children 
  of the gods, the Atlanteans treated them 
  with kindness and respect. In time an 
  alliance was formed, and today many 
  Alarii serve Atlantis in its armies and 
  other special jobs.
  THE ATLANTEANS
  ATLANTEAN 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  1 
  +1 STR
   
  3 
  +1 DEX
   
  2 
  +1 CON
   
  3 
  +3 INT
   
  3 
  +3 PRE
   
  1 
  +2 COM
   
  2 
  Atlantean Longevity:  Life  
  Support (Longevity:  400-year 
  lifespan)
  Total Cost Of Package Abilities:  15
  ALARII  
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  2 
  +2 STR
   
  6 
  +2 DEX
   
  4 
  +2 CON
   13 
  Wings:  Flight 10”;  
  Restrainable (-½)
  Total Cost Of Package Abilities:  25
  
  Atlantean Age  Chapter Two 
  17
  Alarii look more like ordinary men 
  than Atlantean men, though they tend 
  to be tall and slender. Their hair and 
  eyes are both usually dark; members of 
  both genders generally keep their hair 
  cut short. Large, feathered wings sprout 
  from their shoulderblades, allowing 
  them to fly.
  Alarii tend to dress in layers so 
  they can protect themselves against the 
  chill of the upper airs but strip down 
  to light clothing when on the ground 
  during warm weather. Both genders 
  typically wear leather pants, soft (but 
  durable) cloth shoes, light shirts, a 
  vest, and a leather coat. When near the 
  ground in warm weather men typically 
  wear nothing but pants, women pants 
  and a light sleeveless shirt.
  The Alarii are a reclusive folk who 
  prefer to remain in their own commu-
  nities, only venturing into the lands of 
  men when duty calls or they need some-
  thing. But their preference for privacy 
  doesn’t mean they’re unfriendly or hos-
  tile; they’re happy to welcome Atlantean 
  visitors when circumstances require.
  THE CENTAURS
  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 nor-
  mally be. They’re large, heavy, strong, 
  and can run with great speed, but their 
  form makes some tasks difficult. For 
  example, they have trouble climb-
  ing narrow or winding staircases, and 
  cannot sit in chairs or climb trees.
  As with the Alarii and the satyrs, the 
  Atlanteans first encountered the centaurs, 
  who live in the meadowlands and fields of 
  parts of the Great Island, during the early 
  years of exploration. In those early days 
  centaurs were far more bestial than they 
  are now, and far more dangerous to the 
  Atlanteans. Through centuries of contact 
  the centaurs gradually came to learn and 
  adopt the Atlanteans’ ways and establish a 
  true society. They’ll never be as “tame as a 
  two-legs” (as they call humans), for even 
  today their culture involves a lot of rough 
  behavior:  sports challenges (particularly 
  wrestling and racing); insult competitions; 
  accepting and completing dangerous 
  dares; drinking to excess (they particularly 
  enjoy wine, and easily get drunk on it); 
  and more. But they have become civilized 
  enough to interact with the Atlanteans in 
  a friendly and diplomatic manner.
  More than a few centaurs serve as 
  heavy cavalry or scouts in the Atlantean 
  army. As fighters they prefer the bow, 
  the heavy spear, and the battle-axe. To be 
  given a bow by the centaurs is a mark of 
  their great favors, though centaur bows 
  have such heavy pulls that only the great-
  est human heroes can actually use them.
  THE SATYRS
  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 began explor-
  ing Atlantis, the satyrs avoided them, 
  fearing they were dangerous. As their 
  fear slowly wore away, they began play-
  ing pranks on men. When they discov-
  ered the wondrous man-created deli-
  cacy that is wine, they revealed them-
  selves and began trading for it. Like the 
  centaurs, over time they emulated the 
  Atlanteans, developing a society more 
  akin to theirs than the freewheeling 
  satyr lifestyle of old.
  Even compared to the Alarii and 
  the centaurs, the satyrs are reclusive. 
  They tend to live together in bands of 
  no more than a dozen; many are loners. 
  The stereotypical satyr prefers a life 
  of indolence and ease, wandering the 
  woodlands, playing music, eating fruits 
  and nuts and small game, and some-
  times working magic. (Though satyrs 
  are rarely powerful wizards, they are 
  inherently magical creatures and often 
  have a knack for spellcasting.) But occa-
  sionally one decides to join human soci-
  ety and becomes an entertainer, soldier, 
  adventurer, or the like.
  lemurians
  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 
  short and stylish beards and moustaches 
  are common. Lemurian women, like 
  their Atlantean counterparts, favor long 
  hair kept under control with stylish 
  arrangements.
  The typical fashion for Lemurian 
  males is a knee-length, long-sleeved 
  tunic that buttons down the center to 
  the belt. Compared to an Atlantean 
  tunic it’s made of sturdier material and 
  most often comes in dark colors, such as 
  burgundy or navy blue. Matching pants 
  and a set of high leather boots complete 
  the outfit, but as an added touch high-
  ranking Lemurians wear a sword and 
  dagger most of the time. Warfare among 
  Lemurian houses is not uncommon, so 
  a wise man is prepared to protect him-
  self. If possible the swords are decorated 
  and enchanted, for example the hilts 
  might be gold and display a martial 
  motif (like a hawk’s head for a pommel, 
  or a guard in the shape of a serpent).
  Lemurian women dress more 
  simply and elegantly. The standard 
  garment is a single-piece ankle-length 
  gown in a muted color (like mist green, 
  pale blue, or dove grey) that leaves her 
  arms bare; it’s belted at the waist with a 
  decorative cord or sash. Sandals serve as 
  footwear, and she accentuates the whole 
  with a few pieces of jewelry (usually 
  not so fine or valuable as those worn by 
  Atlantean women).
  CENTAUR  
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   10 
  +10 STR
   
  6 
  +2 DEX
   
  8 
  +4 CON
   
  8 
  +4 BODY
   10 
  Horse’s Legs:  Running +5”
   
  6 
  Heavy:  Knockback  
  Resistance -3”
   
  7 
  Kick/Rear:  HA +2d6; Hand-
  To-Hand Attack (-½)
  Total Cost Of Package Abilities:  55
  Disadvantages
  Value 
  Disadvantage
   
  5 
  Physical Limitation:  Large 
  (4m; -2 DCV, +2 to PER Rolls 
  to perceive) (Infrequently, 
  Slightly Impairing)
   
  5 
  Physical Limitation:  Prone To 
  Intoxication (-3 on CON Rolls 
  to resist drunkenness) (Infre-
  quently, Slightly Impairing)
   
  5 
  Physical Limitation:  Unusual 
  Form (makes some tasks dif-
  ficult or impossible) (Infre-
  quently, Slightly Impairing)
  Total Value Of Package Disadvantages: 15
  SATYR  
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  3 
  +3 STR
   15 
  +5 DEX
   10 
  +5 CON
   
  5 
  +5 PRE
   
  4  
  Goat’s Legs:  Running +2”
   
  9 
  Perceptive:  +3 PER with all 
  Sense Groups
   
  5 
  Satyr’s Eyes:  Nightvision
  Total Cost Of Package Abilities:  51
  
  18  The Peoples Of The Atlantean Age 
  Hero System 5th Edition Revised
  LEMURIAN REPTILIAN  
  THROWBACKS
  On rare occasions, a Lemurian 
  child is born who’s a throwback 
  to the time before the “great spell” 
  (page 56). Instead of looking human, 
  they’re reptilian. At the very least they 
  have scaly skin and serpentine eyes; 
  some “regress” even further and have 
  claws, fangs, tails, or the like. Typi-
  cally they’re physically powerful, and 
  many possess other strange reptilian 
  or mystical powers. A few even have 
  the old Lemurian power of shapeshift-
  ing. While they don’t like to look at 
  them, regular Lemurians consider the 
  throwbacks to be important members 
  of their society and often groom them 
  for leadership positions in the military 
  or other important institutions.
  empyreans
  The Empyreans — the immortal 
  residents of the hidden city of Arca-
  dia — are described on page 142 (and 
  in even more detail in Hidden Lands). 
  They sometimes leave their beloved 
  City of Gold to mingle in disguise 
  with humanity, whether to learn, to 
  spy, to trade, or for some other pur-
  pose. Therefore it’s possible that in 
  some games the GM might allow a 
  player to play an Empyrean character 
  (though this means raising the point 
  totals for all other PCs, or allowing 
  one PC to be built on more than 350 
  points, since the Empyrean Package 
  Deal is worth 377 points all by itself).
  Empyreans have no particular 
  stereotypical appearance (other than 
  “extremely good-looking”) — in many 
  ways they’re the ultimate individual-
  ists. Some could pass for Atlanteans, 
  other favor bizarre hair and eye colors 
  that set them apart from everyone 
  else on the planet; some dress like 
  humans, others have their own unique 
  fashion sense.
  EMPYREAN POWERS
  The following templates, each 
  containing 100 Real Points’ worth 
  of abilities, represent some “typi-
  cal” Empyrean power suites. Every 
  Empyrean is distinct, with powers that 
  often relate to his special interests, so 
  you should tailor or customize these 
  as you see fit. But they’re a good way 
  to quickly create Empyrean NPCs if 
  necessary. Most Empyreans have other 
  powers as well; see Hidden Lands for 
  many examples.
  LEMURIAN 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  2 
  +1 CON
   
  1 
  +1 INT
   
  3 
  +3 PRE
   
  2 
  Lemurian Longevity:  Life 
  Support (Longevity:  300-year 
  lifespan)
  Total Cost Of Package Abilities:  8
  LEMURIAN 
  REPTILIAN 
  THROWbACK 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   10 
  +10 STR
   
  9 
  +3 DEX
   20 
  +10 CON
   
  5 
  +5 PRE
   10 
  +10 PD
   
  8 
  +8 ED
   
  9 
  Reptilian Skin:  Damage Resis-
  tance (10 PD/8 ED)
   
  5 
  Reptilian Eyes:  Nightvision
  Total Cost Of Package Abilities: 76
  Disadvantages
   Value 
  Disadvantage
   10 
  Distinctive Features
  Total Value Of Package Disadvantages: 10
  options
   Cost 
  Power
   10 
  Claws:  HKA ½d6 (up to 1d6+1 
  with STR)
   
  5 
  Fangs:  HKA 1 point (up to 
  ½d6 with STR)
   20 
  Venomous Bite:  Drain CON 
  2d6, Delayed Return Rate 
  (points return at the rate of 5 
  per Hour; +1), NND (defense 
  is appropriate Life Support 
  [Immunity]; +1), Personal 
  Immunity (+¼); Fangs Must 
  Do BODY (-½), Extra Time 
  (onset time begins 5 Minutes 
  after victim is bitten; -2), Grad-
  ual Effect (15 Minutes; 1d6/5 
  Minutes; -¾), 4 Charges (-1) 
  plus RKA 1d6, NND (defense 
  is appropriate Life Support 
  [Immunity]; +1), Does BODY 
  (+1), Personal Immunity (+¼); 
  No Range (-½), Fangs Must Do 
  BODY (-½), Extra Time (onset 
  time begins 5 Minutes after 
  victim is bitten; -2), Gradual 
  Effect (15 Minutes; 1d6/5 
  Minutes; -¾), Linked (to Drain 
  CON; -½), 4 Charges (-1)
   24 
  Shapechanging:  Shape Shift 
  (Sight, Hearing, and Touch 
  Sense Groups, any humanoid 
  shape), Imitate; Affects Body 
  Only (-½)
  
  Atlantean Age  Chapter Two 
  19
  BIO-ENERGY EMPYREAN
  Cost Power
  15 
  +5 DEX
  10 
  +10 ED
  60 
  Bio-Energy Powers:  Multipower, 
  60-point reserve
  6u 
  1) Bio-Energy Blast:  Energy  
  Blast 12d6
  6u 
  2) Bio-Energy Field:  Force  
  Wall (12 PD/12 ED)
  3u 
  3) Bio-Energy Storm:  Energy Blast 
  6d6, Explosion (+½), Personal 
  Immunity (+¼); No Range (-½)
  Total cost:  100 points
  MENTAL EMPYREAN
  Cost Power
  5 
  +5 INT
  20 
  +10 EGO
  60 
  Mental Powers:  Multipower, 
  60-point reserve
  6u 
  1) Mindblast:  Ego Attack 6d6
  6u 
  2) Mental Control:  Mind  
  Control 12d6
  3u 
  3) Mindscapes:  Mental  
  Illusions 7d6
  Total cost:  100 points
  STRONG EMPYREAN
  Cost Power
  20 
  +20 STR
  10 
  +5 CON
  10 
  +5 BODY
  10 
  +10 PD
  10 
  +10 ED
  10 
  Increase Empyrean Toughness  
  to Damage Resistance  
  (20 PD/20 ED)
  2 
  Increase Empyrean Physiology to 
  Lack Of Weakness (-5)
  10 
  Knockback Resistance -5”
  18 
  Leaping +18”
  Total cost:  100 points
  SWIFT EMPYREAN
  Cost Power
  27 
  +9 DEX
  10 
  +5 CON
  5 
  +5 PD
  20 
  +2 SPD
  38 
  Increase Flight to Flight 30”
  Total cost:  100 points
  TELEKINETIC EMPYREAN
  Cost Power
  60 
  Telekinetic Powers:  Multipower, 
  60-point reserve
  6u 
  1) Telekinesis:  Telekinesis (40 STR)
  5u 
  2) Precise Telekinesis:  Telekinesis 
  (30 STR), Fine Manipulation
  5u 
  3) Telekinetic Blast:  Energy  
  Blast 10d6
  4u 
  4) Telekinetic Spear:  RKA 3d6
  20 
  Telekinetic Shield:  Force Field  
  (10 PD/10 ED)
  Total cost:  100 points
  TRANSMUTER EMPYREAN
  Cost Power
  100 
  Transmutation:  Major Transform 
  3d6+1 (anything to anything, 
  heals back through another appli-
  cation of this or a similar power), 
  Improved Results Group (+1)
  Total cost:  100 points
  HUMAN CHILD OF EMPYREAN 
  PARENT PACKAGE DEAL
  Empyreans can mate with Humans, 
  but this does not result in low-powered 
  “crossbreeds.” One such birth in a thou-
  sand is an Empyrean (what the Empyre-
  ans refer to as the “Third Generation”). 
  The other 999 are ordinary Humans — 
  though they almost always are remark-
  ably attractive, healthy, and intelligent.
  Deogharans
  Deoghar is a mostly tropical/sub-
  tropical continent (though its furthest 
  reaches and mountainous areas can 
  become quite cold during the winter 
  months). As a result, the average Deogha-
  ran tends to be shorter and duskier-
  skinned than the typical Atlantean or 
  Lemurian. A Deogharan male usually 
  stands 5’6” to 5’10” tall. In the warmer 
  climes his clothing often consists of just a 
  loincloth and headcloth, though in cooler 
  weather (or if wealthy) he favors robes in 
  a variety of styles and colors. He keeps his 
  black hair short and is more likely clean-
  shaven than not, though certain classes, 
  professions, or religions prefer (or require) 
  beards. His eyes are dark.
  Deogharan women have black hair, 
  dark eyes, and dusky skin like Deogha-
  ran men, though they let their hair grow 
  to shoulder length. It’s characteristically 
  straight, and only rarely curly (either 
  by nature or design). If lower class, she 
  wears a knee-length skirt, plus a simple 
  band of cloth around her breasts; she 
  doesn’t have any footwear or head-
  wear. Women of higher class or greater 
  means may change the cut or style of 
  these garments, but still retain the basic 
  two-piece arrangement. Their jewelry 
  typically runs to simply necklaces or 
  bracelets of silver or gold; standard sizes 
  of these items are often used as a form 
  of currency.
  EMPYREAN 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   20 
  +20 STR
   30 
  +10 DEX
   20 
  +10 CON
   10 
  +5 BODY
   
  5 
  +5 INT
   10 
  +5 EGO
   10 
  +10 PRE
   
  5 
  +10 COM
   10 
  +1 SPD
   37 
  Flight:  Flight 15”, Reduced 
  Endurance (½ END; +¼)
   46 
  Empyrean Physiology:  Life 
  Support  (Diminished Eating:  
  only has to eat once a month; 
  Immunity:  all terrestrial dis-
  eases and biowarfare agents, all 
  terrestrial poisons and chemi-
  cal warfare agents; Longevity:  
  Immortal; Safe Environments:  
  High Pressure, High Radiation, 
  Intense Cold, Intense Heat, 
  Low Pressure/Vacuum; Self-
  Contained Breathing)
   10 
  Empyrean Toughness:  Damage 
  Resistance (10 PD/10 ED)
   
  3 
  Empyrean Physiology:  Lack 
  Of Weakness (-3) for Resis-
  tant Defenses
   10 
  Empyrean Physiology:  Power 
  Defense (10 points)
   10 
  Empyrean Mental Shield-
  ing:  Mental Defense (10 + 
  (EGO/5)) points
   
  3 
  Lightsleep
   20 
  Universal Translator 
   18 
  Contact:  The Empyre-
  ans (very useful Skills or 
  resources, very good relation-
  ship, organization) 11-
   100 
  Powers Template (see below)
  Total Cost Of Package Abilities: 377
  Options:  Many Empyreans spend more 
  points on some of their abilities to fly 
  faster, lift more weight, be more resistant 
  to injury, and so on. A few have lesser 
  natural abilities to compensate for more 
  powerful abilities of other sorts.
  HUMAN CHILD 
  OF EMPYREAN 
  PARENT  
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  3 
  +3 STR
   
  3 
  +1 DEX
   
  6 
  +3 CON
   
  5 
  +5 INT
   
  3 
  +3 PRE
   
  2 
  +4 COM
  Total Cost Of Package Abilities:  22
  
  20  The Peoples Of The Atlantean Age 
  Hero System 5th Edition Revised
  Hazarians
  The people of the Empire of Haz-
  aria 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 tend to be 
  strong, sturdy, and healthy. They have 
  white skin, similar to that of Atlanteans.
  A Hazarian male is usually around 
  six feet tall, broad-shouldered, and 
  barrel-chested. His hair is most likely 
  blonde, though brown is also common 
  (and red regarded as a sign of good or 
  bad fortune, depending on the person’s 
  date of birth), and it’s usually cut short 
  in a simple style. He wears a well-
  tanned, long-sleeved leather tunic with 
  laced thongs up the front half of the 
  chest; if he’s of the upper classes or well-
  off, it will have fine embroidery along 
  the hems and cuffs. He also has equally 
  well-made leather pants and boots, and 
  in inclement weather a fur cape.
  The Hazarian female is a little 
  shorter — 5’7” to 5’10” — and usu-
  ally considered attractive. She has 
  the same color hair (though blonde 
  is by far the most common shade for 
  her) that she usually wears loose and 
  unstyles. It’s most often straight, but 
  someone women do have a bit of curl 
  and bounce to their hair. She wears a 
  single-piece, long-sleeve dress of fine 
  linen with an attractive decolletage, 
  plus hard-soled slippers on her feet. 
  During cold weather she adds a sort 
  of fur overcloak, and may wear pants-
  like leggings underneath her dress for 
  addtional warmth.
  THE BORALANS
  Possibly related to the Hazarians, but 
  possibly a distinct people of unknown 
  origins, the residents of the Borala Islands 
  look much like their Hazarian neighbors. 
  However, their skin tends to be rud-
  dier, they’re on average an inch or three 
  shorter, and their faces tend to be round-
  er-looking (and their bodies generally just 
  a bit more prone to pudginess).
  Kaphtorans
  The people of Kaphtor (and to 
  a lesser extent the similar people of 
  Kalla’har) are widely regarded with sus-
  picion. It’s said that Kaphtorans practice 
  strange, unwholesome rites to propitiate 
  their dark gods, that their mages are 
  masters of strange shadow magics, and 
  that Kaphtoran assassins are the most 
  skilled killers in the world (though the 
  poisoners of Ka’lesh loudly dispute the 
  latter claim). Few people venture into 
  Kaphtor willingly; the Kaphtorans must 
  travel from their homeland if they wish 
  to trade. Fortunately for them, they have 
  many goods desired by people of other 
  lands (see page 51).
  The average Kaphtoran male is 
  about 5’8” tall. He has dark skin, darker 
  even than that of a Deogharan. His hair 
  is short and black; so are his beard and 
  moustache (very few men are clean-
  shaven, and beards are sometimes dyed 
  unusual colors, especially by mages). 
  His typical garb is a dark-colored robe 
  with a flared collar and long, wide 
  sleeves, plus a wrapped headcloth. He 
  usually wears one of the distinctively 
  wavy-bladed Kaphtoran daggers on 
  one hip... and only he knows how many 
  other daggers he might have hidden on 
  his person.
  Kaphtoran woman are slightly 
  shorter than the men — 5’2” to 5’5”, 
  typically. They have the same skin 
  tone and black hair as the men, but by 
  HAzARIAN 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  1 
  +1 STR
   
  4 
  +2 CON
   
  2 
  +1 BOD
  Total Cost Of Package Abilities:  7
  Hazarians
  Deogharans
  
  Atlantean Age  Chapter Two 
  21
  religious and social custom must wear 
  their hair long (at least just below the 
  shoulder, and waist length or longer is 
  not uncommon). Her clothing, which 
  is usually in much brighter colors than 
  men’s clothing, is a two-piece outfit sim-
  ilar to that of Atlantean women but even 
  more revealing most of the time. Kaph-
  toran women are sometimes regarded 
  as exotically beautiful by men of other 
  lands, but anyone who goes to Kaphtor 
  in search of a bride is taking his life into 
  his own hands — the men of Kaphtor 
  do not respond pleasantly to efforts to 
  “steal their women.”
  northlanders
  “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 Skray-
  thans in the Northlander category.
  Northlanders are often thought to 
  be similar to or related to Hazarians, 
  but in truth there seem to be more than 
  enough differences to distinguish the 
  two. A Northlander man is about 5’8” to 
  5’11” tall on average. His build is a sort 
  of cross between the Atlantean and the 
  Hazarian — not as broad-shouldered 
  and deep-chested as the Hazarian, but 
  moreso than the Atlantean. He has 
  black or brown hair usually worn no 
  longer than shoulder length, and a full 
  beard. His skin has a slightly sallow 
  tone, and his face is a touch rounder 
  and flatter than that of the Hazarian. 
  His clothing is a simple, but effective, 
  heavy leather tunic and pants, plus a 
  hooded full-length cloak and leather 
  boots; the boots and cape are fur-lined. 
  He usually carries a hand axe or a knife 
  tucked into his heavy leather belt.
  The Northlander woman is 5’6” 
  to 5’10” (nearly as tall as the man), but 
  her frame is a little more heavyset and 
  rounded. Her hair is dark brown or 
  black and typically cut short. Her cloth-
  ing is a sort of two piece ensemble:  a 
  long-sleeved, ankle-length dress show-
  ing little decolletage, over which she 
  wears a tabard-like garment in a com-
  plementary color. In colder weather she 
  adds a hooded cloak.
  KAPHTORAN 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  1 
  +1 INT
   
  2 
  +2 PRE
  Total Cost Of Package Abilities:  3
  NORTHLANDER 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  3 
  +1 DEX
   
  2 
  +1 CON
   
  2 
  +1 BODY
  Total Cost Of Package Abilities:  7
  northlanders
  Kaphtorans
  
  22  The Peoples Of The Atlantean Age 
  Hero System 5th Edition Revised
  Pelasgarans
  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 con-
  tinent with many peoples who do not 
  all speak the same language or share the 
  same customs, though they do seem to 
  have the same basic appearance. Most 
  Atlanteans lump them all together on 
  that basis, though a man of Khirbet is 
  different in many important ways from, 
  say, an Amorian or a Therek.
  The stereotypical Pelasgaran 
  male is 5’8” to 5’10” tall with short, 
  dark hair, a simple dark beard and 
  moustache, dark eyes, and a skin tone 
  somewhat darker than an Atlantean 
  but not nearly as dark as Deogharan 
  (much less a Kaphtoran). Fashions 
  vary slightly across the continent, 
  but the characteristic clothing is a 
  long tunic (reaching to mid-calf), a 
  cloth or leather belt, boots, and a vest. 
  The vest often matches the belt, and 
  among the upper classes both articles 
  may have complementary embroidery 
  or other decorations. Southern Pelas-
  garan men often wear short-brimmed 
  hats to keep the fierce equatorial sun 
  off their heads; northern Pelasgarans 
  are less likely to need headwear.
  The typical Pelasgaran female is 
  5’3” to 5’6” with dark hair (usually at 
  least shoulder length, though some 
  families or clans favor short hair), dark 
  eyes, and the same skin color as the 
  male. She typically wears a wide, frilly 
  blouse that falls unbelted to mid-thigh 
  (short-sleeved or long-sleeved depend-
  ing on the weather) plus a long skirt and 
  slippers (sometimes sandals). Jewelry 
  is uncommon compared to some other 
  cultures (though more common in 
  southern Pelasgar than the north), but 
  lace, embroidery, and the like are often 
  used to accentuate the clothing. Women 
  in western Pelasgar sometimes adopt a 
  more Atlantean style of clothing.
  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 skin tones, from a 
  white just a little darker than that of an 
  Atlantean or Hazarian to duskier shades 
  about like those of the Deogharans.
  A Saravonan man is of average 
  height (about 5’6” to 5’10”) and usually 
  has dark hair and eyes, though lighter 
  shades of hair are common in some 
  areas and a few peoples sometimes 
  have lighter eyes as well. Facial hair 
  varies from land to land, but beards and 
  moustaches are more common than 
  not. Clothing styles also vary; the most 
  common, seen in most parts of Khen-
  dai, Udongar, and Vastam, is a loose 
  shirt, pants, boots, and a vest. Com-
  pared to the clothing worn by men in 
  other lands, Saravonan clothing tends to 
  be brightly-colored.
  Saravonan women are a few inches 
  shorter than their men on the aver-
  age, but are more likely than they to 
  have brown or blonde hair. Long hair is 
  usually bound up in simple styles held 
  in place with wooden or ivory sticks 
  or ivory combs. In warm weather, the 
  typical garb is a calf-length skirt and a 
  loose blouse; in colder weather the skirt 
  lengthens, and both pieces of clothing 
  become heavier.
  THE SERPENT-MEN 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 of the body trails off into 
  a tail. Their heads are entirely serpent-
  like, with reptilian eyes and a fanged 
  mouth. Their clothing (if they wear any 
  at all) is a simple robe worn loose.
  The Tellats
  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 white skin and brown 
  or blonde hair (darker shades are far 
  less common). His garment primarily 
  consists of a long strip of cloth wrapped 
  around the body (similar to an Earth 
  toga, though it doesn’t look exactly like 
  one). The style of wrapping and the 
  fineness and color of the cloth indicate 
  social status and/or wealth.
  The Tellat woman is about 5’5” to 
  5’8” tall; her hair is blonde or brown (or, 
  more rarely, black or red) and usually 
  worn below shoulder length (though 
  elaborate hairstyling may conceal this). 
  Her main garment is a long, unbelted 
  dress (long- or short-sleeved depending 
  on the weather), plus a cloth wrapping 
  similar to the male’s but which only 
  covers her upper body and upper arms. 
  Cloth headcoverings are often worn to 
  indicate modesty, and jewelry is rela-
  tively uncommon in public but often 
  lavish at private functions.
  SERPENT-MAN 
  PACKAGE DEAL
  Abilities
   Cost 
  Ability
   
  4 
  +2 CON
   
  4 
  +2 BODY
   
  4 
  +2 EGO
   
  3 
  +3 PRE
   10 
  Fangs:  HKA ½d6
   
  2 
  Serpent-Man Skin:  Damage 
  Resistance (2 PD/2 ED)
   
  5 
  Tail:  Extra Limb, Inherent (+¼); 
  Limited Manipulation (-¼)
   
  1 
  Swimming +1”
  Total Cost Of Package Abilities:  33
  
  CHAPTER THREE
  LANDS AND REALMS OF THE ATLANTEAN AGE
  
  24  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  T
  he 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 at 
  its widest point north-south and 700 
  miles at its widest extent east-west 
  (making it a little larger in area than 
  present-day Alaska).
  In its earliest days Atlantis was 
  mostly magical wilderness, a place 
  where the Ten Brothers could grow 
  into their power, satisfy their earliest 
  stirrings of wanderlust, and learn to be 
  heroes. As they have aged and more 
  people have come to live on the Great 
  Island, it’s become far less wild and 
  much more settled, though many dark 
  forests, treacherous mountains, deep 
  lakes, and rushing rivers still exist as 
  homes for great beasts, monsters, and 
  other threats. An Atlantean hero-to-be 
  need not leave his homeland to begin 
  his life of adventure!
  The Ten Brothers long ago divided 
  Atlantis into ten kingdoms or provinces, 
  one for each of them. Atlanteans often 
  argue long and hard about which realm 
  is the best or most pleasant, but in 
  truth all are wondrous places, and their 
  inhabitants the envy of all other peoples 
  of the world.
  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 with lamps made from dia-
  monds the size of a man’s head, that its 
  citizens fly instead of walking, that deli-
  cious food and drink are available for 
  any who want it. While none of this is 
  true, Atlan’elos is a city of wonders and 
  magic unlike any in the world.
  LAYOUT
  Atlan’elos is arranged as a perfect 
  circle with a five-mile radius. A series of 
  three additional walls separate the city 
  into districts one mile wide (referred to 
  as the First, Second, and Third Stathoi, 
  or Rings, respectively) and a central dis-
  trict two miles in diameter (the Kaintro, 
  or City Center). Running through the 
  center of each “ring” is a broad paved 
  road; smaller roads, some paved and 
  some not, branch out from these “ring 
  roads” to shops, houses, and neighbor-
  hoods. Additionally, four major roads 
  bisect the city north-south, east-west, 
  northwest-southeast, and southwest-
  northeast, passing through ornate 
  arches cut in the interior walls. Thus, 
  viewed from above Atlan’elos looks 
  vaguely like a pie cut into eight equally-
  shaped pieces.
  Cutting northwest through the city 
  from Atlan’s Hill, through the Outer 
  Wall, and then onward to the sea is 
  Poseidon’s Well, a mighty river created 
  by the god’s power. By the power of the 
  Atlan’s magic, water from Poseidon’s 
  Well is sent through pipes to most 
  buildings in the city, providing free run-
  ning water to anyone who wants it.
  Most of the city is relatively flat 
  and featureless, though there are out-
  croppings of stone here and there that 
  Atlantean sculptors long ago turned into 
  works of art. But as one goes further 
  into the city, the land gradually slopes 
  upward until it rises sharply to form 
  Atlan’s Hill in the very center.
  The Outer Wall
  Atlan’elos’s protective Outer Wall 
  is itself a wonder to behold. One hun-
  dred feet (15”) tall and 32 feet (5”) 
  thick, they’re made primarily of an 
  orichalcum-infused alloy (and thus 
  could, in time of dire need, serve the 
  city’s wizards as a source of mystical 
  “fuel” for their spells, though doing this 
  would weaken the wall). Vondarien 
  himself created them with the help of 
  some friendly giants who were sons of 
  Phestos, god of the forge.
  The Outer Wall has four entrances, 
  one at each cardinal point of the com-
  pass, and each can be sealed with a 
  mighty outer gate and a series of inner 
  gates nearly as large. Additionally, there 
  is a series of river gates where Poseidon’s 
  Well passes through the barrier. At most 
  times all of these gates are left open 
  even at night, for what power would 
  dare to challenge Atlantis in the very 
  heart of the realm?
  The Stathoi
  Each of the three Stathoi, or ring 
  districts, has its own distinct character, 
  inhabitants, and “feel” despite being 
  part of greater Atlan’elos and its overall 
  culture. The First Ring, the one that 
  abuts the Outer Wall, includes barracks, 
  houses, and training facilities for the 
  Atlantean military, similar facilities for 
  the City Guard, and storage buildings 
  for military vehicles and equipment. 
  Non-military personnel who live there 
  tend to be either retired soldiers or 
  people who serve the military in some 
  capacity, such as by running a tavern 
  that caters to soldiers.
  The Second Ring is mostly residen-
  tial, though it also features some shops, 
  schools for parents who can afford to 
  send their children to one, and similar 
  facilities. Generally speaking, the more 
  north and west one goes, the larger, 
  more ostentatious, more mystical, and 
  more valuable the houses become... 
  though even the poorest districts still 
  seem luxurious compared to the way 
  most non-Atlanteans live elsewhere in 
  the world.
  The Third Ring includes most of 
  the city’s shops, businesses, and other 
  commercial facilities. The heart of it is 
  the Grand Marketplace, which occu-
  pies all of the east-southeast eighth 
  of the Ring. Sellers from all over the 
  world set up booths and compete to sell 
  their wares in a cacophony of shouted 
  sales pitches and oily blandishments. 
  The Ring features other marketplaces 
  devoted to specific types of wares (such 
  as the Farmers’ Marketplace, which only 
  sells foodstuffs), but only in the Grand 
  Marketplace can you find it all.
  The Kaintro And Atlan’s Hill
  The Kaintro, or central area of 
  Atlan’elos, is the heart of the city, and at 
  its very center is a rocky rise known as 
  Atlan’s Hill. Compared to the rest of the 
  city the Kaintro is relatively open and 
  uncrowded. It contains many fora where 
  citizens can assemble in public to con-
  duct meetings, hold debates, or listen to 
  speeches, various government buildings, 
  a large hippodrome for horseracing and 
  similar events, athletic fields where the 
  Atlantean Games are held every other 
  autumn, and several open-air audito-
  riums where plays and musical perfor-
  mances can take place.
  Atlan’s Hill features several gov-
  ernment buildings, but is dominated 
  by the enormous structure at the very 
  ATLANTIS
  
  Atlantean Age  Chapter Three 
  25
  
  26  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  top:  the Maglorenos, the temple-
  palace of Atlan Vondarien. The widest, 
  largest staircase in the world leads up 
  to two grand entrances. The one to 
  the left leads to the Temple of Posei-
  don, where Poseidon’s Well begins 
  as a large, ever-bubbling fountain 
  whose waters flow out to become the 
  mighty river. Even the most cynical 
  or jaded man cannot but be moved by 
  the sacred tranquility and awesome 
  beauty of the Temple’s interior, which 
  often moves the faithful to tears of joy. 
  The right-hand entrance leads into the 
  Atlan’s palace proper, and is designed 
  to evoke feelings of awe instead of 
  worshipfulness. Every column, every 
  fresco, every piece of furniture seems 
  to echo the Atlan’s power and majesty. 
  His throne room, where Vondarien 
  sits on an enormous throne that looks 
  down on the room from a high dais, 
  is so large that people can (and often 
  do) fly inside it. (See Chapter Nine for 
  more information on Vondarien.)
  STYLE
  In terms of its architectural style 
  and look, Atlan’elos is like no other city 
  in the world, and perhaps not even in 
  world history. Atlanteans design their 
  buildings as “works of art” and expres-
  sions of power and wealth as much as 
  utilitarian things. The style reflect the 
  intensely magical nature of Atlantis, 
  its people, and its society. Buildings 
  tend to feature columns, rounded and 
  pyramid-like domes, large impressive 
  doors, and tall, thin towers. Many build-
  ings feature structures impossible under 
  THe WIZARDS’ FAIR
  Perhaps the most spectacular event 
  to grace the fora and auditoriums of 
  the Kaintro is the Wizards’ Fair, held 
  at the height of summer every year. 
  At this time wizards from around 
  Atlantis, and some even from other 
  parts of the world whom the Atlan 
  will permit to enter his city, come to 
  buy and sell the appurtenances of the 
  arcane. Enchanted items, books of 
  lore, powerful demons bound to ser-
  vice, spell-inscribed tablets of long-
  lost ages, relics of the gods, and a 
  thousand other marvels are put up for 
  sale by wizards turned merchant, and 
  sums worth a king’s ransom exchange 
  hands for their purchase. At night the 
  visiting wizards often put on dis-
  plays of their power for the people 
  of Atlan’elos, and the most acclaimed 
  sometimes earn the right to enter-
  tain the Atlan and earn rewards and 
  favors from him if their performance 
  is particularly impressive.
  
  Atlantean Age  Chapter Three 
  27
  conventional engineering which are 
  made possible by magic, such as “hang-
  ing garden” patios projecting from an 
  upper story with no columns or braces 
  to support them. Even ordinary build-
  ings like warehouses are often ornate in 
  their own way, and palaces, government 
  buildings, and shops are lavishly deco-
  rated with scrollwork, gargoyles, fres-
  coes, mosaics, and similar features.
  The interior rooms of build-
  ings, particularly the residences of the 
  wealthy and powerful, are equally as 
  baroque. To an Atlantean, a room is 
  as much a work of art as a place to be, 
  so rooms tend to have high ceilings, 
  murals and tapestries on the walls, 
  wooden or marble floors, elaborate fur-
  niture, lots of artwork, and so on.
  Compared to every other city of 
  the Atlantean Age, Atlan’elos is remark-
  ably green — the builders and citizens 
  have not filled every available space 
  with roads, towers, and buildings. Small 
  lawns and patches of trees are common, 
  and every ring has its share of parks.
  While they’re not made of diamonds, 
  Atlan’elos has many magical lamps placed 
  on streetcorners and other prominent 
  places. They automatically light up when 
  darkness falls, giving the city a wondrous 
  faerie glow at night. The Atlan can alter 
  the color of the lamps for holidays and 
  other festive occasions.
  FAMOUS PLACES AND  
  LANDMARKS
  The philosopher Aginor once 
  famously observed, “In Atlan’elos, all 
  places are landmarks.” While that’s not 
  strictly true, no one can deny that the 
  City of Crowns holds many marvels that 
  people travel from all over the world to 
  see. Some of them include:
  The Phantom Falls
  One of the fora in the Kaintro fea-
  tures a wondrous fountain whose source 
  is four waterfalls that appear out of thin 
  air fifty feet above the ground. The water 
  cascades over several statues and sculp-
  tured rocks that also float unmoving in 
  midair, so that when it finally hits the 
  ground it makes relatively little noise. 
  Many citizens enjoying coming to the 
  Phantom Falls on hot days to bask in 
  the cooling sprays of water droplets.
  The Growing Tower
  In the Third Ring, centuries ago 
  the wizard Kalomaki began growing 
  a wondrous tower as if it were some 
  gigantic tree. Today the beautiful tower 
  is over fifty feet tall, and the very top 
  of the front door has finally cleared 
  the ground. In just a few more years 
  Kalomaki can go inside (the magics that 
  create the tower prevent anyone from 
  entering before it’s fully grown). Some 
  wizards and oracles have darkly opined 
  that the tower may contain something 
  dangerous, but Kalomaki seems confi-
  dent that there will be no trouble.
  Monument To The Lemurian War Dead
  To honor the brave Atlantean sol-
  diers who gave their lives in the Lemu-
  rian war, an enormous monument was 
  created in the Kaintro. It consists of a 
  sunken plaza ringed by statues of the 
  greatest heroes of the war. Every day at 
  noon, thousands of miniature Atlantean 
  and Lemurian soldiers made of stone 
  and animated by wizardry stream out 
  onto the plaza and recreate the battle 
  in precise detail. Citizens can stand 
  around the edge of the plaza and watch 
  as Atlantean magic and might drive the 
  Lemurians from the field.
  The Adagagio
  Of all of Atlan’elos’s fine schools, 
  none is so highly acclaimed as the Ada-
  gagio, in the Second Ring. Boasting 
  the finest teachers and most demand-
  ing curriculum in the city, it likewise 
  commands the highest tuition, so only 
  wizards, nobles, and wealthy merchants 
  can afford to send their children there. 
  Education at the Adagagio is regarded 
  as an Atlantean’s first step into power 
  and prestige; most graduates of its ten-
  year program of study go on to careers 
  in Dominion government or the Atlan-
  tean military. The academy also offers 
  introductory courses in wizardry for 
  those who intend to pursue the Secret 
  Sciences (usually wizards’ children who 
  will then apprentice with their parents).
  Azaes And The Taranth
  One of the parks in the Second 
  Ring features a hundred foot-tall statue 
  of Azaes fighting the monstrous taranth 
  
  28  Lands And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  VONDARIEN
  Atlan Of Atlantis
   Val Char Cost Roll notes
   60 STR 
  80 
  21- Lift 100 tons; 12d6 HTH damage [6]
   25 DEX 
  45 
  14- OCV:  8/DCV:  8
   40 CON 
  80 
  17-
   20 BODY 20 
  13-
   30 INT 
  20 
  15- PER Roll 15-
   25 EGO 
  30 
  14- ECV:  8
   40 PRE 
  40 
  17- PRE Attack:  8d6
   30 COM 10 
  15-
   25 PD 
  18 
   
  Total:  25 PD (20 rPD)
   25 ED 
  22 
   
  Total:  25 ED (20 rED)
   6 SPD 
  35 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  0
   150 END 
  70
   70 STUN 0 
  Total Characteristics Cost:  470
  Movement: 
  Running: 
  20”/40”
   
  Swimming: 
  10”/20”
   
  Leaping: 
  12”/24”
  Cost Powers 
  enD
  — 
  The Lesser Powers:  Variable Power Pool (Atlantean Lesser Powers Pool),  
  30 base + 15 control cost, No Skill Roll Required (+1) 
  var
  30 
  Air Spells Multipower:  Multipower, 300-point reserve
  12 
  All twelve spells described in Chapter Seven
  30 
  Earth Spells Multipower:  Multipower, 300-point reserve
  10 
  All ten spells described in Chapter Seven
  30 
  Fire Spells Multipower:  Multipower, 300-point reserve
  9 
  All nine spells described in Chapter Seven
  30 
  Water Spells Multipower:  Multipower, 300-point reserve
  8 
  All eight spells described in Chapter Seven
  60 
  Light Spells Multipower:  Multipower, 300-point reserve
  9 
  All nine spells described in Chapter Seven
  60 
  Order Spells Multipower:  Multipower, 300-point reserve
  7 
  All seven spells described in Chapter Seven
  150 
  Arcane Spells Multipower:  Multipower, 300-point reserve
  6 
  All six spells described in Chapter Seven
  17 
  Cure Blindness (see Chapter Seven) 
  24
  8 
  Cure Illness (see Chapter Seven) 
  24
  15 
  Heal Wounds (see Chapter Seven) 
  24
   
  Martial Arts:  Atlantean Spearfighting
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Block 
  +2 
  +2 
  Block, Abort
  5 
  Jab 
  +1  
  +3 
  Weapon Strike
  5 
  Overhand Skewer 
  -2 
  +1 
  Weapon +4 DC Strike
  4 
  Slash 
  +2 
  +2 
  Weapon +2 DC Strike, Must Follow Block
  4 
  Thrust 
  +0 
  +2 
  Weapon +2 DC Strike
   
  Martial Arts:  Wrestling
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Choke 
  -2 
  +0 
  Grab One Limb; 2d6 NND(2)
  4 
  Escape 
  +0 
  +0 
  75 STR vs. Grabs
  3 
  Hold 
  -1 
  -1 
  Grab Two Limbs, 70 STR for holding on
  4 
  Reversal 
  -1 
  -2 
  75 to Escape; Grab
  3 
  Slam 
  +0 
  +1 
  12d6 +v/5; Target Falls
  3 
  Take Down 
  +2 
  +1 
  12d6 Strike; You Fall, Target Falls 
   
  Martial Arts:  Pankration
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Bend Joint 
  -1 
  +1 
  2d6 NND(7)
  4 
  Break Bone 
  -2 
  +0 
  HKA ½d6 (1d6+1 with STR)
  4 
  Crush 
  +0 
  +0 
  16d6 Crush, Must Follow Grab
  3 
  Kick/Punch 
  +1 
  +0 
  14d6 Strike
  3 
  Legsweep 
  +2 
  -1 
  13d6 Strike; Target Falls
  by the famed sculptor Athansios. Depict-
  ing Azaes on the monster’s back, grap-
  pling with its tail and trying to stab it, 
  the statue looks so real that people some-
  times expect it to come to life.
  The Grand Library
  Piercing the wall that separates 
  the Third Ring from the Kaintro, this 
  massive domed building is the largest 
  library in the world. Atlantis is a far 
  more literate society than any other in 
  the world, but most Atlanteans own 
  just a few books and scrolls at most — 
  they come to the Grand Library if they 
  want to read.
  Upon going through the doors of 
  the Grand Library, a visitor enters an 
  enormous open-air rotunda that goes up 
  a dozen floors to the building’s enormous 
  domed roof. Painted on the inside of 
  the dome are murals depicting the gods 
  (particularly Orikailos, god of learning, 
  wisdom, and magic). Surrounding the 
  rotunda on each level are rooms contain-
  ing shelves of scrolls, books, tablets, and 
  other reading materials. The top two 
  levels contain the Library’s enormous 
  collection of grimoires and other magical 
  tomes; only wizards who have received 
  special dispensation may study here, and 
  they may not remove any books or mate-
  rials from the building.
  VISITING ATLAN’ELOS
  Atlan’elos is open to all citizens of 
  the Dominion, though the city guards 
  are quick to turn away anyone who looks 
  suspicious or like he might cause trouble. 
  They’re also prone to asking potential 
  visitors who they know in the city, or 
  what their business in Atlan’elos is, and 
  forbidding entrance to anyone who can’t 
  provide a satisfactory answer.
  Visitors who don’t have friends 
  or family to stay with can find lodging 
  at one of the city’s inns, most of which 
  are in the Second Ring or parts of the 
  Third Ring. They’re an important part of 
  the city’s social life, since most of them 
  feature a tavern that serves food and 
  drink in addition to rooms. The cheapest 
  Atlan’elos inns are comfortable and cozy 
  by world standards; the most expensive 
  are sybaritically luxurious. A visitor with 
  enough money can dine on the finest 
  foods, be waited on hand and foot by 
  lovely servant girls, and sleep on soft 
  silken sheets.
  
  Background/History:  See Chapter One.
  Personality/Motivation:  Vondarien is 
  uniquely suited to be ruler of half the 
  world. As the eldest son of Poseidon he 
  has the bearing, wisdom, strength of will, 
  tolerance, and diplomacy to be a great 
  ruler. But beyond that he has a great 
  love for his people (many of whom are 
  his descendants, albeit very, very distant 
  ones) and his homeland. He feels the 
  burdens of rulership strongly and often 
  pushes himself to do more, more, more 
  for them even when it would be better 
  for him to rest or to delegate responsibili-
  ties. The Prophecy of the Thrones angers 
  and upsets him, since it prevents him 
  from visiting or serving the distant parts 
  of his realm, and since it fell upon him 
  he’s become shorter-tempered and more 
  easily frustrated than he previously was.
  quote:  “Let the word go forth, from 
  Atlan’elos to the furthest corners of the 
  world, that the might of Atlantis stands 
  as a bulwark between the safety and 
  prosperity of her people, and all those 
  who would threaten them.”
  Powers/Tactics:  As the firstborn son 
  of Poseidon and Cleito, Vondarien is 
  the most powerful of the Ten Brothers, 
  and probably the most powerful man 
  in the world (though the Prophecy of 
  the Thrones prevents him from leav-
  ing Atlantis with his powers intact). His 
  divine heritage makes him immensely 
  strong and fast, difficult to hurt, and 
  competent at many pursuits. He’s one of 
  the most powerful and learned wizards 
  in Atlantean history, and has also been 
  given divine powers and other gifts by 
  his father.
  If he doesn’t want to rely on his 
  own powers, Vondarien has many 
  weapons he can wield in battle. The 
  first two are his symbols of office, the 
  Orichalcum Crown (which is made 
  with several talloi) and the Staff of Rule 
  (an enchanted staff that grants him 
  many powers which are rare in Atlan-
  tean magic, such as Mind Control, Ego 
  Blast, and Telekinesis). When he knows 
  he must fight, he usually sets those 
  objects aside, dons his Orichalcum-
  Chased Armor, and picks up his weap-
  ons:  the sword Æntos, considered one 
  of the most powerful magical items 
  in the world; the Kingspear, forged 
  for him by his uncle Phestos; and the 
  shining Dominion Aegis. He also 
  owns two large talloi, and many of the 
  orichalcum talismans and other items 
  he wears function as sairoi (once con-
  sumed they crumble to dust as usual, 
  but court servants replace them as soon 
  as possible).
  The Atlantean Age  Chapter Three 
  29
  53 
  Orichalcum Crown:  Aid Characteristics 4d6, all Characteristics at once  
  (+2), Delayed Recovery Rate (points fade at the rate of 5 per Hour; +1);  
  OAF (-1), 4 Charges (-1) 
  [4]
  40 
  Orichalcum Crown:  Endurance Reserve (400 END, 40 REC) for magic  
  powers/spells; OAF (-1) 
  0
  45 
  The Staff Of Rule:  Multipower, 90-point reserve; all OAF (-1)
  4u 
  1)  Command:  Mind Control 18d6; OAF (-1) 
  9
  4u 
  2)  Conquer:  Ego Attack 9d6; OAF (-1) 
  9
  4u 
  3)  Control:  Telekinesis (60 STR); OAF (-1) 
  9
  4u 
  4)  Crush:  Energy Blast 14d6, Indirect (always from above; +¼); OAF (-1) 
  9
  112 
   Æntos, Blade Of Vondarien:  Multipower, 225-point reserve; all OAF (-1)
  4u 
  1)  The Blade:  HKA 6d6 (7d6+1 with STR), Reduced Endurance  
  (0 END; +½); OAF (-1), STR Minimum (40; -1) 
  0
  4u 
  2)  Power-Blast:  RKA 6d6; OAF (-1) 
  9
  4u 
  3)  The Atlan’s Power:  STR +40 and CON +25; OAF (-1) 
  4/0
  5u 
  4)  Field Of Shining Light:  RKA 2d6, Area Of Effect (8” Radius; +1),  
  Continuous (+1), Personal Immunity (+¼), Reduced Endurance  
  (½ END; +¼); OAF (-1), Concentration (½ DCV throughout use; -½),  
  Gestures (must hold sword overhead throughout; -½), Lockout (-½), No  
  Range (-½) plus Sight Group Flash 6d6, same Advantages and Limitations 
  8
  8u 
  5)  Stabbing The Earth:  Energy Blast 18d6, Explosion (-1 DC/3”; +1),  
  Personal Immunity (+¼), Reduced Endurance (½ END; +¼); Extra Time  
  (Full Phase; -½), Only Affects Targets On The Ground (-¼), Only Does  
  Knockdown, Not Knockback (-0) 
  10
  28 
  The Kingspear:  HKA 3d6 (4d6+1 with STR), Range Based On STR (+¼), 
  Reduced Endurance (0 END; +½); STR Minimum (40; -1) plus Stretching 1”, 
  Reduced Endurance (0 END; +½); Always Direct (-¼), No Noncombat  
  Stretching (-¼), Only To Cause Damage (-½), No Velocity Damage (-¼) 
  0
  27 
  The Dominion Aegis:  Sight Group Flash 8d6, Area Of Effect (9” Cone; +1);  
  OAF (-1), No Range (-½), 8 Charges (-½) 
  [8]
  30 
  Tallos:  Endurance Reserve (300 END, 30 REC); OAF (-1) 
  0
  20 
  Tallos:  Endurance Reserve (200 END, 20 REC); OAF (-1) 
  0
  8 
  The Dominion Aegis:  Multipower, 25-point reserve; all OAF (-1), STR  
  Minimum (40; -1)
  1u 
  1)  Defense:  +5 DCV; OAF (-1), STR Minimum (40; -1)
  1u 
  2)  Shield Bash:  HA +5d6; OAF (-1), HA (-½), STR Minimum (40; -1), Side 
  Effects (OCV penalty equal to DCV bonus, always occurs; -½)
  18 
  The Dominion Aegis:  Force Field (10 PD/10 ED/10 Power Defense),  
  Reduced Endurance (0 END; +½); OAF (-1), Only Versus Limited Type  
  Of Attack (magic; -½)
  61 
  Orichalcum-Chased Armor:  Armor (14 PD/14 ED) (see page 127) 
  0
  20 
  Mystic Spells Of Protection:  Damage Resistance (20 PD/20 ED) 
  0
  50 
  Favored Son Of Poseidon:  Life Support (Total, including Longevity:   
  Immortality) 
  0
  15 
  Favored Son Of Poseidon:  Mental Defense (20 points total) 
  0
  20 
  Favored Son Of Poseidon:  Power Defense (20 points) 
  0
  10 
  Eyes Of Helios:  Sight Group Flash Defense (10 points) 
  0
  10 
  Fearless:  +20 PRE; Only To Protect Against Presence Attacks (-1) 
  0
  7 
  Swift Healing:  Healing 1d6 (Regeneration; 1 BODY per Turn), Reduced  
  Endurance (0 END; +½), Persistent (+½); Extra Time (1 Turn; -1¼),  
  Self Only (-½) 
  0
  38 
  Swiftness Of Aeraeia:  Running +14” (20” total) 
  3
  10 
  Swiftness Of Poseidon:  Swimming +8” (10” total) 
  1
   
  Perks
  10 
  Atlantean Wizard
  56 
  Contact:  Poseidon 11- (very useful Skills/resources, good relationship with  
  Contact, Spirit Contact)
  5 
  Grand Library Access
  20 
  Lordship:  Atlan of the Dominion of Atlantis
  15 
  Money:  Filthy Rich
  20 
  Orichalcum Supply (4,000 END worth of sairoi per month)
  12 
  Reputation:  ruler of Atlantis and the most powerful man in the world (through-
  out the world) 14-, +4/+4d6
  
  30  Lands And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  Campaign Use:  As the Atlan of Atlantis, 
  Vondarien is most likely to interact 
  with your PCs as a patron — someone 
  who asks them to undertake missions 
  on his behalf and lavishly rewards them 
  when they succeed. If they somehow 
  become opposed to Atlantis, they’ll 
  find him an implacable enemy.
  Vondarien is probably the most 
  powerful man in the Atlantean world, so 
  you shouldn’t have to change him much. 
  If he doesn’t measure up to that standard 
  for the campaign you have in mind, keep 
  improving him until he does.
  Although he can’t leave Atlantis 
  himself, Vondarien commands the 
  Atlantean army and the Atlantean spy 
  corps, so taking him as a Hunted is 
  a dangerous thing to do. If he truly 
  becomes focused on capturing or kill-
  ing someone, odds are he’ll succeed.
  Appearance:  Vondarien, Atlan of 
  Atlantis, is the very epitome of immor-
  tal Atlantean royalty. Six and a half feet 
  tall, he’s got rugged, handsome good 
  looks and a head of ash-blonde hair. 
  When conducting official business he 
  wears the royal robes of Atlantis, a gor-
  geous garment in scarlet, royal purple, 
  gold, and blue sewn with many gem-
  stones of inestimable wealth and talis-
  mans forged of the purest orichalcum. 
  The chief symbol of his office is the 
  fabulous Orichalcum Crown. He car-
  ries the Staff of Rule, a magical artifact 
  of great power made in the same style 
  as the Crown.
   
  Talents
  20 
  Animal Friendship
   
  Skills
  20 
  +2 Overall
  32 
  +4 with All Combat
  3 
  Breakfall 14-
  3 
  Deduction 15-
  10 
  Defense Maneuver IV
  3 
  Fast Draw (Common Melee Weapons) 14-
  3 
  High Society 17-
  3 
  KS: Atlantean History And Culture 15-
  3 
  Oratory 17-
  3 
  Persuasion 17-
  3 
  PS: Emperor 15-
  3 
  Stealth 14-
  3 
  Tactics 15-
  4 
  TF: Equines, Atlantean Aerial Animals, Atlantean Aerial Vehicles
  4 
  WF: Common Melee Weapons, Common Missile Weapons
  Total Powers & Skills Cost:  1,467
  Total Cost:  1,937
  300+ Disadvantages
  20 
  Hunted:  enemies of Atlantis 14- (Less Pow, NCI, Capture/Kill)
  15 
  Physical Limitation:  bound by the Prophecy of the Thrones (Infrequently,  
  Fully Impairing)
  20 
  Psychological Limitation:  Burdens Of Rulership (see text; Very Common, 
  Strong)
  15 
  Psychological Limitation:  Atlantean Honor (Common, Strong)
  1,567 Experience Points
  Total Disadvantage Points:  1,937
  
  Atlantean Age  Chapter Three 
  31
  AnTHele
  Anthele, located on the southern 
  half of Atlantis’s eastern peninsula, is 
  the domain of Euaemon. From his capi-
  tal city of Eleukas, one of the busiest 
  ports on the world, Atlantean ships fare 
  forth to trade with Pelasgar, Angatar, 
  and Tel’Ramas, bringing back to the 
  Great Island all that is best in those 
  parts of the world. Compared to most 
  other Atlantean cities, Eleukas is a cos-
  mopolitan place where tongues other 
  than Atlantean are often heard... and it’s 
  the only city in Atlantis with a major 
  temple to Nomismon, god of commerce.
  Anthele is a pleasant land of roll-
  ing fields, small forests, and many birds. 
  Narrow, shallow rivers flow down from 
  the hills, and the river-gods who inhabit 
  them jealously protect their beautiful 
  naiad daughters from Atlantean youths 
  who try to win them as wives. The quar-
  ries of the Porphyryan Hills supply Atlan-
  tean sculptors with porphyry of a rich 
  purple-red hue that’s seen in monuments, 
  statues, and fountains throughout the 
  Great Island.
  THE ANTHELEAN WYRM
  The great Mitiline Forest and 
  swamp on the northeastern frontier 
  of Anthele is home to a fearsome 
  monster, the Anthelean Wyrm (see 
  page 169). Favored by Ares, the Wyrm 
  is powerful and wily, and has so far 
  evaded all attempts to bring it to bay, 
  trap it, or slay it. Every year it kills 
  dozens of Antheleans and Evoians, 
  slaughters herds of cattle, and with-
  ers crops with its foul breath. Afraid 
  of drawing the wrath of Ares down 
  on his head, King Euaemon awaits a 
  hero brave and bold enough to finally 
  destroy the monster.
  KING EUAEMON
  One of the oldest of the Ten 
  Brothers, Euaemon is also one of the 
  most practical. He got over the love of 
  adventuring much earlier than most of 
  his brothers. His great love is explora-
  tion and trade, so the Prophecy of the 
  Thrones has fallen on him hard; he 
  chafes under his “confinement” and 
  sometimes wonders if it wouldn’t be 
  worth the loss of his powers to walk 
  the world once more. In the mean-
  time he contents himself with meeting 
  traders from far lands and discussing 
  the events of the day with them. It’s 
  well-known throughout the world that 
  anyone who first brings news of inter-
  est or import to King Euaemon can 
  expect a rich reward!
  Euaemon is an accomplished 
  linguist said to have learned every lan-
  guage spoken in the world (unlike his 
  brothers, who usually use translation-
  spells, he has actually learned the 
  languages he knows in the mundane 
  manner). His magic is not particularly 
  powerful compared to some of his 
  brethren... but even a weak Brother is 
  more than a match for any non-Atlan-
  tean sorcerer!
  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 Ara-
  tolian people are known as olive-grow-
  ers, sheep- and goat-herders, and expert 
  potters, but under the tutelage of Mestor 
  more than a few of them have grown up 
  to become powerful wizards.
  On behalf of Atlan Vondarien, 
  Aratolia jointly controls the orichalcum 
  mine in the Olegandros Mountains 
  with Sephailios. They maintain a care-
  ful guard on the place, since the lands 
  between them and Atlan’elos are some-
  thing of a frontier and inhabited by wild 
  beasts and monsters, some of whom lust 
  for the magical ore. (Aratolian heroes 
  often earn their fame by slaying one of 
  these creatures.) To make transporta-
  tion of the orichalcum easier and safe, 
  King Mestor long ago used his spells 
  to bore an enormous tunnel through 
  from the mines to the southern edge of 
  the mountains. From there sky-wagons 
  manned by Aratolian soldiers transport 
  the ore to Thermiom.
  THERMIOM, THE SACRED CITY
  King Mestor’s seat is Thermiom, 
  one of the most sacred places in Atlantis. 
  It was here that Poseidon built a house 
  for Cleito, and created the cool spring 
  Krios and the hot spring Thernos, and 
  where the Ten Brothers were all born. 
  The royal palace, built almost entirely 
  of marble and carved with detailed 
  sculptures, is a sort of U-shape around 
  an open paved courtyard where the two 
  springs bubble peacefully. Citizens and 
  visitors may come to the courtyard to 
  be bathed in the springs by an order of 
  priests of Poseidon who dwell in the city. 
  This washing-ritual is a part of many pil-
  grimages and holy quests; sinners seek-
  ing absolution from the gods undergo 
  it, as do many adventurers and soldiers 
  who are leaving the Great Island to seek 
  fortune and fame abroad.
  Located near the royal palace is the 
  Street of the Temples, a crescent-shaped 
  boulevard lined with temples to the ten 
  major gods of the Antlantean pantheon, 
  as well as many lesser gods. Poseidon’s 
  temple is the largest, though Orikailos’s 
  is scarcely smaller due to the king’s 
  generous patronage. Near the lore-god’s 
  temple is the Academos Mnomera, a 
  famous school. The artist-philosopher 
  Kantro teaches there, as does the sculp-
  tor Belphides.
  KING MESTOR
  Mestor, known as the Wise for his 
  keen insight and sage counsel, is one of 
  the most scholarly of the Ten Brothers, 
  and likewise one of the most mystically 
  powerful. It’s generally acknowledged 
  among the Ten that he’s the most 
  powerful wizard of them all, though 
  Diaprepes sometimes disputes that con-
  tention, and Vondarien’s overall power 
  dwarfs Mestor’s. The evidence of his 
  mystic might is writ plain on the world:  
  he created the Mestorian Canal with a 
  single spell and bored a tunnel through 
  the Olegandros Mountains. The tale is 
  often told of how he was once offended 
  by a haughty noble of Karshemish, and 
  in retaliation summoned a flock of birds 
  so large that it blotted out the sun. With 
  his people freezing and starvation a 
  threat, the nobleman humbled himself 
  and begged forgiveness, and Mestor sent 
  the birds on their way.
  Mestor wields Ashlarn Arexes, the 
  Staff Without Peer, a magical weapon 
  so potent that some compare it to 
  Vondarien’s sword Æntos. It looks like a 
  six foot-long rod of purest orichalcum 
  topped with a fiery red crystal, but this 
  deceptively simple appearance cannot 
  mask its power to anyone with wizard’s 
  sight. Should Mestor choose to unleash 
  its full power, it could reduce a moun-
  tain to rubble, reverse rivers in their 
  course, or destroy a fleet of ships with a 
  rain of fire.
  
  32  Land And Realms Of The Atlantean Age 
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  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. 
  ANAPHLION AND AGLÆRIA
  Unlike every other Atlantean 
  kingdom, Argolis boasts two major 
  cities. The largest, and the king’s seat, is 
  Anaphlion, the westernmost city on the 
  Great Island. Like Eleukas, it’s an active 
  port, though it trades mostly with lands 
  to the west and southwest of Atlantis. 
  The entrance to its harbor is flanked by 
  peninsulas of rock. At the end of each 
  peninsula is a three hundred-foot tall 
  statue carved by King Gadrius himself. 
  Each depicts a fierce Atlantean war-
  rior gazing out over the sea — an open 
  warning to Lemuria and her ilk not to 
  trouble Atlantis. Some claim the statues 
  can come to life to protect Anaphlion if 
  necessary.
  Aglæria, at the mouth of the Nausa 
  River, is a quieter, sleepier city than 
  bustling Anaphlion. It grew from what 
  was once a cattle- and horse-trading 
  post, and even today it’s known for the 
  quality of its animal market (including 
  exotic animals from around the world, 
  such as Dushaanian golden leopards). 
  Aglæria also has a fine hippodrome, 
  where horse races are held weekly for 
  generous prizes.
  THE TEMPLE OF THE TEN 
  FLAMES
  One of the holiest places in all 
  Atlantis is in Argolis — the Temple 
  of the Ten Flames, on the shore of the 
  Lake of Swans. Nestled into the roll-
  ing, lightly-forested hills surrounding 
  the lake is a large temple complex. 
  The main temple, which has a central 
  circular structure with several “wings” 
  projecting off it on the sides, occu-
  pies a small cliff directly overlooking 
  the lake. From the marble “porch” 
  overlooking the lake a small, beauti-
  ful waterfall that starts as a fountain 
  deeper within the temple falls into the 
  waters of the lake. Surrounding this 
  main temple on the various hills and 
  outcroppings around it are other build-
  ings — dormitories, dining halls, a 
  library, pilgrims’ quarters, and the like. 
  All of the buildings, no matter how 
  pedestrian their purpose, are beauti-
  ful and ornate, with columns, domes, 
  porches, and similar structures.
  
  Atlantean Age  Chapter Three 
  33
  The temple takes its name from 
  the fact that it is dedicated to all of the 
  major gods of Atlantis, not just one like 
  most temples. The central room is enor-
  mous and perfectly circular. About one-
  fifth of the way in from the walls (which 
  are decorated with mosaics depicting 
  tales of the triumphs of the gods over 
  monsters and demons) is a circle of 
  large, equidistantly-spaced, ornately 
  carved columns. The circle of columns 
  breaks in two places:  at the front of 
  the room (where people enter through 
  two massive doors); and exactly oppo-
  site this, where the room opens into a 
  roofed “porch” overlooking a beautiful 
  lake surrounded by rolling hills.
  In the center of the room is 
  a large object that’s sort of a cross 
  between an altar and a fountain. Like 
  the other altars in the room, it has a 
  large eternal flame burning on top of 
  it, but immediately behind the altar 
  a large, beautiful fountain rises. It 
  creates a pool of water around the 
  altar, and then runs down a precisely-
  sculpted channel out the back end of 
  the room, over the “porch,” and into 
  the lake. This altar/fountain is dedi-
  cated to Poseidon, god of water and 
  the sea. Spaced around the room, four 
  to the right of the central altar and 
  five to the left, are nine other altars. 
  Each has its flame, and is dedicated 
  to one of the other nine gods; none of 
  these other altars (which are all equal 
  in size) has a fountain.
  The priests who serve at the Temple 
  of the Ten Flames are among the most 
  devout in all of Atlantis. Many of them 
  are accomplished wizards and healers 
  as well. Since they typically prefer to 
  remain at the temple complex, anyone 
  seeking their aid must travel to them, 
  such as when the hero Xylon came to 
  them so they could heal the festering 
  wound in his thigh caused by the enven-
  omed spine of the Locarian Hydra.
  The Lake of Swans itself is also 
  sacred, and the birds that give it its 
  name are said to be protected by the 
  gods. Killing one of them, even by acci-
  dent, is a sin that the gods will punish 
  by sending misfortune and anguish. 
  At its western end it pours out into the 
  rocky, swift-flowing river called Ara-
  thon’s Bed after the temperamental, 
  irrascible river-god who lives there.
  KING GADRIUS
  Eldest of the Ten Brothers save 
  for Vondarien himself, Gadrius is a 
  kind-hearted and often jovial soul who’s 
  allowed his looks to gradually age so 
  that he looks like a handsome, rugged 
  middle-aged man heading into his 
  golden years. His passion is Art, in all 
  its forms, and he can both appreciate it 
  and create it. He’s a master sculptor, a 
  skilled painter and mosaicist, a superb 
  musician and singer, and a gifted poet. 
  He is the patron of many an artist, and 
  their works adorn Anaphlion, making 
  it one of the most beautiful cities in 
  Atlantis. Artists from all over the world 
  flock to his city hoping to earn his favor. 
  He’s also an insightful philosopher, and 
  often has long, rollicking conversations/
  debates with Mestor and Diaprepes 
  about the nature of Man, Life, Truth, 
  Justice, and Honor.
  Although he’s no match for Vond-
  arien generally, for Mestor as a wizard, 
  or for Azaes and Elasippus as warriors, 
  Gadrius is enormously powerful, as 
  befits the second son of Poseidon and 
  Cleito. He takes after his father strongly, 
  and commands Water magics that are as 
  powerful as Mestor’s. He enjoys spend-
  ing time under the sea and has visited 
  their father’s court more often than any 
  of his brothers.
  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 many parts of the king-
  dom perfect for growing wine-grapes. 
  Sold in distinctively-shaped long, 
  two-handled pottery jugs, Evoian wine 
  is shipped all over Atlantis (and even 
  beyond) and is often considered the best 
  in the world.
  Arapathos, the king’s seat of Evoia, 
  is known as the “City of Palaces” thanks 
  to King Azaes’s penchant for building 
  (see below). Even the poorest sections 
  of the city are full of well-made stone 
  buildings, and the domains of the 
  wealthy and powerful are some of the 
  largest, most elaborate, most rococo 
  residences in all of Atlantis. Legend says 
  that the moonlight reflecting off all of 
  the white marble used in the city shines 
  back into the heavens so brightly that 
  the gods can see it from Mt. Oeranos.
  Evoia controls one of Atlantis’s three 
  main orichalcum mines. King Azaes pro-
  tects it with with walls, guards, and mystic 
  wards almost as strong as those that 
  defend the Atlan’s palace!
  LAKE APYTHMYNOS
  Many of the rivers and streams 
  of western and southern Evoia flow 
  not into the sea, but into mighty Lake 
  Apythmynos, the largest body of fresh 
  water in Atlantis. Many Evoians fish 
  its rich waters, while others hunt the 
  shorebirds that cluster along its banks. 
  Several centuries ago a flock of mon-
  strous raptors, the Geraxian Hawks, 
  plagued the lake and nearby commu-
  nities by preying on birds, livestock, 
  and even small children. A noble hero 
  named Kreusos devised a cunning 
  plan whereby he lured the wicked 
  birds into a trap, killing nearly twenty 
  of them and driving the survivors 
  away for good. The Geraxian Hawks 
  have never been seen again.
  At its southern end Lake Apyth-
  mynos’s waters pour over a massive cliff 
  to form the most spectacular waterfall 
  in the world, the Cataracts of Vorond. 
  The sound of the falls can be heard ten 
  leagues distant, and is so loud close-up 
  that no conversation can be conducted 
  within a mile of them. Waters taken 
  directly from the falls (typically with the 
  help of a levitation-spell) are considered 
  both delicious and especially healthy.
  KING AZAES
  Azaes is ruler over Evoia. 
  Renowned in song and legend as a 
  mighty warrior, he’s said to be the 
  strongest of the Ten Brothers. Stories 
  claim that he can hurl a spear farther 
  than any ballista, kill an ox with a 
  single blow from his massive fist, 
  and pick up gigantic boulders and 
  fling them at his enemies the way a 
  common soldier slings stones. His 
  sword Gevarus is so large most men 
  can’t swing it, and his shield Gesteron 
  so heavy they can’t even lift it!
  Like his brother Euaemon Azaes 
  has found the ban of the Prophecy of 
  the Thrones troubling... though not so 
  troubling that he’d risk losing his powers 
  and birthright by leaving Atlantis. No 
  longer able to make war or go on adven-
  FIReMAW MoUnTAIn
  Located near the eastern end of the 
  Kopani Mountains is Firemaw Moun-
  tain, the largest volcano on Atlantis. 
  Centuries ago it posed a terrible threat 
  to the Great Island with its eruptions 
  and the clouds of noxious vapors it 
  sometimes belched into the sky. Deter-
  mined to protect his kingdom from 
  this danger, Atlan Vondarien worked 
  a mighty spell that “leashed” the vol-
  cano. Now Firemaw can no longer 
  erupt (though pools of lava still bubble 
  at its top), and the heat from it is magi-
  cally carried to the Atlan’s palace to 
  warm it in cool weather.
  
  34  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  tures, he’s turned his considerable gifts 
  to architecture, earning the sobriquet 
  “Azaes the Builder.” Partly through ordi-
  nary means and partly through his own 
  magic and strength, he’s built hundreds 
  of buildings, ranging from sturdy, func-
  tional warehouses on Arapathos’s water-
  front to shining, many-towered palaces 
  for his nobles. He gives buildings as gifts 
  to those he favors the way other kings 
  give jewelry or weapons.
  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 mon-
  sters dwell. The most infamous of these 
  was the Aulean Serpent, a gigantic, poi-
  son-spitting snake with fangs and scales 
  of adamant. It was slain centuries ago by 
  the hero Dereus, but in recent years some 
  Laconian hunters have reported seeing 
  a creature suspiciously like the Serpent. 
  Perhaps before its death it sired a brood 
  that has only now grown to adulthood; if 
  so, Laconia will soon find itself in need of 
  heroes once more.
  Beyond the hills, Laconia softens into 
  a land of meadows and streams. Many of 
  its people live simple lives as herders of 
  sheep and goats. The king’s seat of Eny-
  deos is relatively isolated (it has a small, 
  poor harbor) and considered something 
  of a “backwater” among the snootier ele-
  ments of Atlantean society.
  THE HIPPOLOUS RIVER
  The Hippolous River forms the 
  border between Laconia and Sephailios. 
  At its headwaters in the Ikarian Moun-
  tains it starts slow and shallow, and it 
  stays that way for many miles until the 
  Cataracts of Vorond feed into it. From 
  the waterfall all the way to the ocean the 
  Hippolous is wide, deep, swift, and often 
  turbulent. Nowhere is it bridged, and 
  crossing it without the aid of magic is a 
  difficult task; the crossers often end up 
  far downriver from their starting point.
  The Hippolous gets its name — 
  “Birther-of-Horses” — from an old 
  legend. It’s said that as the Ten Brothers 
  explored Atlantis in their youth, one day 
  Elasippus and Mestor came upon the 
  fast-flowing river. They feared to cross, 
  lest they be swept under and drowned. 
  Suddenly a strong, handsome horse leapt 
  out of the water. “I am a gift from the god 
  of the waters to whosoever of you can 
  tame and ride me.” For three days the 
  two brothers tried to catch and tame the 
  mighty beast, Elasippus using his athletic 
  skills and speed, and Mestor his magics 
  and cleverness. In the end it was Elasippus 
  who succeeded by getting close enough to 
  leap onto the horse’s back and then hold-
  ing on until it calmed down. When he 
  had triumphed, the horse said, “Now I am 
  yours, and I shall bear you wheresoever 
  you wish to go.” That was how Elasippus 
  won his horse Ernakus, who can run over 
  the water or through the sky as if they 
  were level ground. And to this day, horses 
  who graze along the banks of the Hip-
  polous are especially strong and fit.
  THE FOREST OF THE  
  SINGING TREES
  Along the river near Laconia’s 
  northern border is a marvelous wood, 
  the Forest of the Singing Trees. Many 
  years ago there lived near the Forest a 
  handsome young wizard named Hylos, 
  who loved a beautiful maiden named 
  Perigone, who scorned him. For many 
  years he tried to win her favor, bringing 
  her gifts and doing whatever seemed 
  to him most likely to please her. It was 
  all for naught, until one day he crafted 
  for her a wonder. Near her house was a 
  grove of trees where she liked to walk in 
  twilight and listen to the wind beneath 
  the branches. Hylos enchanted the 
  trees, giving them a semblance of true 
  life and the power to “sing” in harmony 
  with the breezes, and even create their 
  own gentle melodies. So astonished 
  was Perigone by what he had done for 
  her that her heart at last melted, and 
  she became his wife. Though Hylos 
  and Perigone are long dead, the Forest 
  remains, and is often visited by Atlan-
  teans in love. Many weddings are held 
  there, particularly in the summertime.
  
  Atlantean Age  Chapter Three 
  35
  THE PARSALIAN CLIFFS
  The tallest cliffs in Atlantis are 
  on the Laconian coast. Along much 
  of its southern and southeastern coast 
  Laconia’s landscape rises, rather than 
  descending to gentle beaches. At the 
  Parsalian Cliffs it towers hundreds of 
  feet over the waves, creating a sight 
  that sailors and wizards go out of their 
  way to see. Every few decades a person 
  in the grips of misfortune and despair 
  commits spectacular suicide by hurling 
  himself from the top of the Cliffs to the 
  jagged rocks below.
  KING ELASIPPUS
  King Elasippus is a tall, noble-look-
  ing man with a nose and steely gaze that 
  suggests to many an eagle or a hawk. 
  Quick-witted and observant, he seems 
  to notice everything going on all around 
  him and to be able to pay close atten-
  tion to three different things simultane-
  ously. He has no trouble keeping track 
  of all the petty intrigues at his court in 
  Enydeos, and often seems to know more 
  about what various conspirators plan to 
  do than they do themselves!
  Like his younger brother Azaes, 
  Elasippus earned great fame as a warrior 
  and adventurer, though his strengths lie 
  in different areas. Compared to Azaes 
  he’s not quite as strong or sturdy, but 
  he’s a gifted tactician who can command 
  armies better than any of the Ten save 
  Vondarien himself. An extremely skilled 
  spearfighter, he wields the enchanted 
  spear Rekselon (“Far-Hurler”) that can 
  pierce any armor and returns to his 
  hand after being thrown. The spear, and 
  his glittering golden armor, were forged 
  for him by the god Phestos himself as a 
  present for his 20th birthday.
  Since he’s no longer able to lead 
  Atlantis’s armies (unless Lemuria or 
  some other enemy were foolish enough 
  to attack the Great Island directly), Ela-
  sippus has found other ways to satisfy 
  his love of conflict. Twice a year he and 
  King Azaes hold a gigantic mock battle 
  on the shores and waters of Lake Apyth-
  mynos. Their soldiers are protected by 
  spells that prevent them from suffering 
  any injury, but which simulate the pain 
  and effects when they’re struck so that 
  a soldier knows when he’s been “killed” 
  or “hurt.” Over the years it’s become 
  an immense, glorious spectacle that 
  attracts spectators from all over Atlantis; 
  some years other Brothers bring their 
  armies and join in the fun. The last sol-
  dier standing at the end of each battle 
  wins a rich prize from both kings.
  MeSSAnIA
  Between the Livadian Mountains 
  and the Trobas River lies Messania, a 
  land of forested hills, cloudy weather, 
  and much rain. Many Atlanteans con-
  sider Messania “gloomy” compared 
  to the sunnier southern regions of the 
  Great Island, but Messanians often tell 
  you they wouldn’t want to live anywhere 
  else. To keep the chill off they’re fond of 
  drinking sagona, a sort of mulled wine 
  they claim promotes health, longevity, 
  wakefulness, and virility.
  Messania has many thick wood-
  lands, including the Skodian Forest 
  where King Mneseus often hunts the 
  quick and canny Skodian deer and the 
  large, fearsome redtusk boar. Sometimes 
  one of the animals grows to such size 
  and power that it becomes a monster 
  and ravages the countryside until some 
  hero lays it low.
  Messania’s capital is Tenairum, 
  known as the “City of the Flyers.” Cen-
  turies ago it became fashionable there 
  to have one’s palace or house floating 
  in the sky rather than resting on solid 
  ground. Even today many new buildings 
  are lofted into the air by magic. As a 
  result, it’s difficult (at best) to get around 
  and get things done if one doesn’t have 
  a levitation-spell or a sky-chariot. Those 
  who live in the floating buildings often 
  scorn Tenairians who can only travel on 
  the ground, calling them ontikoi (liter-
  ally meaning “rats,” because they spend 
  their days scurrying around in the shad-
  ows created by the floating buildings).
  THE MESSANIAN JEWELERS
  While it may not possess one of the 
  island’s three main orichalcum mines, 
  Messania is otherwise rich in mineral 
  wealth. The gold, silver, and iron mines 
  of the Livadian Mountains keep Atlan-
  tean metalworkers well-supplied, and 
  the superb gemstones dug out of other 
  parts of the peaks have made Atlantean 
  jewelry the envy of all other lands. Every 
  year the jewelers compete to craft the 
  most beautiful, precious item of jewelry. 
  These items are presented to the queen 
  (i.e., whichever of King Mneseus’s wives 
  is currently his favorite), who picks the 
  winner, which then becomes part of her 
  jewelry collection. King Mneseus gives 
  the other entrants away as gifts through-
  out the course of the year. The winning 
  jeweler receives a prize and becomes the 
  Royal Jeweler until the next competi-
  tion, a prestigious post that brings much 
  attention and business.
   THE FACES TO THE NORTH
  One of the most spectacular won-
  ders of Messania is a length of three 
  dozen miles of rocky seaside cliffs on its 
  northernmost coast. Hundreds of years 
  ago an enigmatic wizard named Epra-
  pontes came to Messania preaching a 
  message of doom from the northern sea. 
  Sometimes he claimed an oracle had 
  described this to him, at other times he 
  said he’d seen it in a dream... but what-
  ever the source, he was convinced of the 
  danger. Unable to persuade others, he 
  traveled to the coast to do what he could 
  to protect Atlantis from the threat. For 
  a year and a day he stood there, casting 
  a mighty spell, and when he was done 
  hundreds of large stone faces sprouted 
  out of the cliffs. They remain there to 
  this day, unchanging and unweathered. 
  No two faces are alike, though all have 
  large, prominent, unblinking eyes. 
  Though they resonate with powerful 
  magic, their true purpose and nature 
  cannot be discerned even by Atlan 
  Vondarien himself. But if the menace he 
  feared ever does come, Eprapontes will 
  not see it:  so potent was his spell that 
  the casting of it drained the very life 
  from him.
  KING MNESEUS
  The ruler of Messania is King Mne-
  seus, the fifth of Cleito’s sons. Unlike 
  his brothers he was never much one 
  for travel or adventuring; though he 
  did see some of the world when he was 
  younger, he was the first to come home 
  to stay, and is the only one who cares 
  little about the effects of the Prophecy 
  of the Thrones. His main interest lies in 
  the arts and crafts of the working man, 
  particularly blacksmithing. A gifted 
  wizard as well as smith, he’s forged most 
  of the enchanted weapons used by his 
  brothers, sons, nephews, and other 
  Atlantean heroes. Even today you’re 
  as likely to find him in his forge — the 
  largest and best-equipped in all of 
  Atlantis — as in his throne room.
  Thanks to long hours in the forge, 
  Mneseus is nearly as strong as his 
  younger brother Azaes, and he looks 
  even tougher and burlier. He’s got a 
  short black beard and hair, his skin 
  often has the grime of the smithy on it, 
  and when he’s angry his eyes glow like 
  embers in a fire. In battle he wields the 
  enchanted hammer Thrægos, which he 
  forged himself.
  
  36  Land And Realms Of The Atlantean Age 
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  PARoS
  Paros, sometimes referred to by 
  Atlantean poets as “the Northwest King-
  dom,” 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 Well. 
  Much of it is perfect land for farming 
  and herding, making Paros the bread-
  basket of Atlantis.
  The Parosian royal seat of Meka-
  ria, at the mouth of Poseidon’s Well, 
  is Atlantis’s main port of call for trad-
  ers from northern Sangobar, and even 
  northern Pelasgar (since Tenairum is 
  a poor harbor). The Well can be sailed 
  almost all the way to Atlan’elos, making 
  it easy for Mekarian merchants to send 
  goods inland for a tidy profit.
  THE BONES OF VARKOLAK
  One of the most amazing sites in 
  Paros — or indeed, all the world — are 
  the bones of a gargantuan dragon. Three 
  centuries ago the monster Varkolak 
  attacked Atlantis. None know from 
  whence he came. Some say he was a 
  thing bred by the Lemurians, a last des-
  perate stab at the Great Island after their 
  defeat in the war; others believe Varko-
  lak is the spawn of a Kaphtoran god or 
  some fiend in reptilian form escaped 
  from Ares’s underworld domain. What-
  ever his source, he came against Atlan-
  tis, and the Atlanteans trembled. So vast 
  was his body that it blotted out the sun, 
  and his claws were as long as ships; the 
  fire of his breath could char a forest.
  Vondarien and his brothers 
  Azaes and Elasippus met the beast 
  in the skies above Paros. Long and 
  fierce was the battle, and none of the 
  three walked away from it unscarred. 
  But in the end the Atlan’s power 
  and magic prevailed, and Varkolak 
  crashed lifeless from the sky, creat-
  ing an enormous crater. Today his 
  remains — nothing but bones — lie 
  there still. A tribe of Alarii makes its 
  home among the highest reaches of 
  the monster’s skull and ribcages. If 
  asked politely the winged men may 
  carry an Atlantean up with them so he 
  can see the countryside for dozens of 
  leagues around from the curved top of 
  Varkolak’s spine.
  THE KALADORIAN SHADOW
  Just outside Paros’s borders is the 
  hilly Kaladorian Forest, where since 
  time immemorial the kings of Atlantis 
  have gone to hunt. The animals of the 
  Kaladorian are larger and fiercer than 
  most on the Great Island and give 
  fine sport for huntsmen. According to 
  legend the most terrible of these was 
  the Kaladorian Panther, a ferocious 
  cat slain by King Autocthon himself 
  over a millennia ago.
  In recent years the number of mon-
  strous beasts has increased, much to the 
  delight of hunters but the concern of 
  wizards. They sense a shadow growing 
  within the Kaladorian hills, though they 
  know not its true form or nature and 
  cannot precisely locate it. Autocthon 
  and his advisors keep a close eye on the 
  place even though it’s not part of Paros 
  strictly speaking.
  KING AUTOCTHON
  King Autocthon is a handsome 
  man with the burly, athletic, raw-
  boned sort of look one often associ-
  ates with people who spend a lot of 
  time outdoors — which he does. Like 
  his twin Mneseus, Autocthon likes to 
  work with his hands. First and fore-
  most he’s a farmer, able to clear, plow, 
  and plant ground faster than any ten 
  ordinary men put together. Under his 
  tutelage the Parosians have learned 
  how to raise larger crops more quickly 
  and easily than any other Atlanteans. 
  But he also enjoys assisting the miners 
  of the Kopani with their mining, his 
  herdsmen with their herding, and his 
  builders with their building. He cares 
  little for formality or pomp, prefer-
  ring an honest day’s labor or the joy of 
  hunting to the drudgery of court.
  SePHAIlIoS
  The land of Sephailios is wedged 
  in between Atlan’elos, the Hippon-
  ous 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 than any of 
  the other eight; many’s the night they’ve 
  stayed up late drinking wine, playing 
  akaki (Atlantean chess) and discussing 
  matters of kingship.
  Geographically Sephailios is part 
  of the great Atlantean plain that starts 
  in Paros and comes down through 
  Atlan’elos into this region and on into 
  parts of Aratolia and Laconia. Farming 
  and herding are the primary occupa-
  tions of the working classes. It tends 
  to be a little dry except in the regions 
  adjoining the mighty Hipponous River.
  About a thousand years ago 
  King Diaprepes and his brother King 
  Mnestor got into a heated argument 
  about some point of mystical lore (nei-
  ther of them can remember what it was 
  anymore). The argument eventually 
  spilled over into other areas, including 
  a longstanding quibble about the exact 
  boundary between their two kingdoms. 
  To enforce his views on the subject, 
  Diaprepes cast a mighty spell that raised 
  out of the ground a line of sculpted pil-
  lars dozens of miles long. The argument 
  has long since been forgotten, but the 
  Diapran Pillars remain to mark where 
  one kingdom ends and another begins.
  THE SEPHAILION
  For many Atlanteans, the greatest 
  attraction of Sephailios is the Sephail-
  ion, a prestigious academy of learning 
  founded by King Diaprepes in the early 
  years of his rule. Located on a beautiful 
  hillside overlooking the Hipponous, it 
  attracts students from all over Atlan-
  tis. The teachers there are among the 
  wisest in the world, and more than a 
  few are accomplished wizards to boot; 
  the King himself sometimes teaches an 
  especially promising group of students. 
  It also boasts a library larger than any 
  in the world save for the Grand Library 
  in Atlan’elos. Non-students may come 
  to study at the library, but only with the 
  direct permission of the King.
  KING DIAPREPES
  The youngest of the Ten Brothers, 
  Diaprepes doesn’t look quite like any 
  of his kin. He and Azaes are unques-
  tionably twins, but over the years 
  they’ve aged differently thanks to their 
  different interests and pursuits. Azaes 
  is a warrior and builder who remains 
  fit and muscular despite having lived 
  for millennia. Diaprepes is a scholar, 
  and as time has passed has become 
  thin and a touch pallid. He’s still quite 
  handsome, just like his brothers, but 
  it’s the handsomeness of the aesthete 
  and man of refinement, rather than 
  that of the warrior or nobleman.
  Diaprepes considers the respon-
  sibilities of kingship something of a 
  burden, since they tend to keep him 
  away from his precious books and 
  scrolls. He’s prone to griping and com-
  plaining about it all, but usually in a 
  good-natured sort of way. In his heart of 
  hearts he enjoys being king and feels a 
  strong sense of responsibility toward his 
  people and Atlantis.
  
  Atlantean Age  Chapter Three 
  37
  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 east-
  ern half tends to be cooler and wetter, 
  with the rains turning into streams and 
  rivers that become tributaries of the 
  Well and water the western farmlands 
  nicely. Forests are primarily evergreen; 
  the largest is the great Aranikos Forest 
  that fills much of the eastern plateau.
  The royal seat, Castania, overlooks 
  Poseidon’s Well, but not for any reason 
  of commerce (though it’s well-situated 
  for that). King Ampheres chose the 
  site for its appearance, and had the city 
  designed and built to complement the 
  natural attractiveness of the region. It 
  is a city of leisure, where a large upper 
  class of powerful, handsome nobles are 
  served by countless slaves. Art, gossip, 
  games, and all sorts of idle diversions 
  keep the nobles occupied. Many Atlan-
  teans consider the place at least slightly 
  decadent and don’t like going there.
  THE PETANAOS
  Ironically, the kingdom known 
  for its sybaritic capital also has one 
  of the most sacred places in all of 
  Atlantis. Built on the rocky coastline 
  near the northern end of the Livadian 
  Mountains, the Petanaos (“Place of 
  the Stone”) was built where the priest 
  Anstiss saw an enormous stone fall 
  from the heavens in a shower of flame. 
  He believed it to be a gift from the 
  gods, and that they wanted him to 
  build a temple where it fell. And so 
  he did, after persuading the priest-
  hood in Atlan’elos of the veracity of 
  his vision.
  Despite its isolated (and often 
  rainy) location, the Petanaos has 
  become second only to the Temple of 
  the Ten Flames in importance as a site 
  of the worship of all the gods. The sky-
  god Astranar receives special attention, 
  since it was he who sent the star-stone, 
  but all of his godly kin are propitiated at 
  the Petanaos. Kings and nobles journey 
  from all over Atlantis to pray there and 
  bring gifts to the priests.
  The star-stone has become an 
  important resource for the Petanaos. 
  Smiths use it to make holy relics for 
  the temple, but many a wizard comes 
  to the temple to bargain for some of it, 
  since it’s the perfect (and sometimes 
  required) metal for forging enchanted 
  weapons and other objects. The stone 
  is about half the size it was when 
  it fell, and the priests have become 
  increasingly careful (or some would 
  say greedy) about who they’ll give 
  some of the metal to, and why.
  THE ORACLE OF VASARAS
  At the southern end of the Livadian 
  Mountains, at the headwaters of the 
  Trobas River, a strange cleft splits earth 
  and stone. So deep that no one has ever 
  found its bottom, the cleft from time 
  to time emits strange-smelling vapors. 
  Most people simply find them unpleas-
  ant, but in some people they induce 
  prophetic visions (see page 90). It was in 
  one of these visions that the name of the 
  place, Vasaras, was learned; it’s a word 
  that has no meaning in any language 
  known to any scholar of Atlantis.
  Over the years an order of priests 
  has built a small temple complex 
  next to the cleft. These priests (and 
  priestesses) are all people who receive 
  visions from the vapors. Some only 
  receive visions of certain things — 
  warfare, crops, love, trade — while 
  some can foresee almost anything 
  about anyone. The wealthy, power-
  ful, and simply desperate come to 
  the oracle of Vasaras and petition the 
  priests for aid, usually bringing lavish 
  gifts to “persuade” them to help. If 
  the chief priests look favorably on 
  the request, they choose the priest 
  or priestess who seems most suited 
  to answer the petitioner’s question. 
  That priest(ess) exposes himself to the 
  vapors at the next opportunity... and, 
  if the gods are willing, the petitioner 
  soon has his answer. Unfortunately 
  
  38  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  the priests’ visions are rarely as clear 
  as the petitioners would like; they’re 
  usually delivered in strange rhym-
  ing couplets that are often difficult to 
  interpret except in hindsight.
  KING AMPHERES
  Ampheres king of Zanthinus is the 
  third eldest of the Ten Brothers. From 
  his earliest days exploring the island he 
  found the region to his liking and was 
  quick to choose it when the Ten divided 
  Atlantis among themselves. A strikingly 
  handsome blonde, short-bearded man 
  who looks like he’s in his early thir-
  ties, he’s a great lover of wine, women, 
  and song and has more wives (and 
  children!) than any of his other broth-
  ers. But he’s no soft sybarite; his great-
  est pleasure is hunting, and he spends 
  many a day by himself in the fields and 
  forests of Zanthinus stalking dangerous 
  wild game singlehandedly. Back when 
  he could leave Atlantis he was known as 
  a great slayer of monsters; his feasting-
  hall in Castania is lined with the heads 
  of many of them, including the Amor-
  ian Boar, the Four Truscoran Hinds, the 
  Pelasgian Kraken, and the Karshemish 
  Horror (which is covered up during 
  feasts to prevent sensitive people from 
  fainting).
  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 very pinnacle 
  of the mountain stands the Haegalos, 
  their meeting-hall. Custom dictates that 
  no man, not even the Atlan, may climb 
  Mt. Oeranos to commune with the gods 
  unless they request it, nor may any man 
  fly near the mountain. Those for whom 
  custom holds no sway are kept away 
  by common sense, for it’s well-known 
  that the gods do not take kindly to men 
  who would trespass on their domain. 
  All Atlanteans have heard the story of 
  Chalkos of Sephailios, a wizard who 
  decided one day that he was worthy 
  to visit the gods unasked. As he flew 
  toward the summit of the mountain, 
  Astranar took aim and flung one of his 
  lightning-spears at the arrogant mage, 
  instantly killing him. The spot where 
  Chalkos’s body landed can still be seen; 
  nothing ever grows there.
  A
  tlantis rules over half of the 
  civilized world. Its terri-
  tory 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 king-
  dom, whether through force of arms or 
  a simple show of force, it chooses one 
  prominent person in that kingdom — 
  the current king, a powerful nobleman, 
  a noteworthy soldier, or the like — to 
  rule. Besides competence to rule, the 
  main quality it looks for is a willingness 
  to be loyal and deferential to Atlantis 
  (qualities the Atlanteans can test for 
  with magic). The chosen ruler, who has 
  the title Prince, answers to an “overlord” 
  — one of the Ten Brothers (other than 
  Vondarien). The Brothers have parceled 
  the world among themselves, ensuring 
  that each of them has whatever degree 
  of say he wants in the governing of the 
  Dominion. Some Brothers are actively 
  involved; others barely participate.
  A foreign ruler has wide latitude in 
  governing his people, provided that:
   he enforces the Atlantean code of 
  laws. With his overlord’s permission he 
  can declare illegal things that are legal 
  on Atlantis, but he cannot make legal 
  things the Atlanteans outlaw.
   unless he has permission from his 
  overlord to keep them, he removes the 
  walls from around all cities in his land
   he obeys the commands of his overlord
   he protects Atlanteans visiting or 
  living in his realm from native crime 
  and similar threats. If he fails to do 
  so, his overlord often requires him to 
  recompense the victims out of his own 
  pocket.
   he provides all necessary assistance 
  to the Atlantean military and Atlantean 
  diplomatic envoys (which can become 
  quite expensive)
   he gives preferential treatment to 
  Atlantean traders (such as not charg-
  ing them certain tariffs or taxes), and 
  adopts Atlantean coinage as the cur-
  rency of the realm
   he and his realm adopt the Atlantean 
  religion
  A prince of the Dominion who 
  satisfies these obligations might 
  govern for years without receiving 
  any direct orders from his overlord. 
  As long as things run smoothly the 
  Ten Brothers prefer not to interfere in 
  “local matters.” But if something goes 
  wrong, or word reaches an overlord 
  that his “vassal” is not doing his job 
  properly, woe unto the prince. More 
  than one prince has simply commit-
  ted suicide rather than face Atlantis’s 
  wrath over some failure.
  “Ruling” his brother overlords as 
  “emperor” is Atlan Vondarien him-
  self. Typically the Ten Brothers can 
  reach agreement on Dominion matters 
  among themselves, but by millennia-old 
  custom all issues not settled that way are 
  decided by the Atlan.
  Atlantean attitudes about the 
  Dominion vary. Some Atlanteans con-
  sider any part of the world other than 
  their island to be a barbarian backwa-
  ter populated by fools or savages (pos-
  sibly both). At the opposite end of the 
  political spectrum are Atlanteans who 
  believe Atlantis should use its power 
  and wealth to make all of its subject 
  peoples as educated and sophisticated 
  as Atlanteans themselves. Some of the 
  latter group are hawkish enough to 
  argue that Atlantis should continue 
  its long-dormant campaigns of con-
  quest and take over the rest of the 
  world. The middle ground is occupied 
  by Atlanteans who find the “outside 
  world” fascinating and full of oppor-
  tunities for trade and adventure (this 
  includes most traders, explorers, and 
  heroes), and a large group of Atlante-
  ans who just don’t think or care about 
  the Dominion too much.
  The current lands of the Domin-
  ion aren’t always the same as they 
  were when first conquered. Some 
  (like Karshemish) are identical; in 
  other cases the Atlanteans have reor-
  ganized things as they saw fit, break-
  ing some kingdoms in two, combin-
  ing parts of several lands into a new 
  kingdom, and so on.
  LANDS OF THE 
  DOMINION
  
  Atlantean Age  Chapter Three 
  39
  THe PelASGARAn 
  DoMInIon
  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, which is 
  mostly plains and steppes, enjoys more 
  freedom from Atlantis’s influence; the 
  rainier western half, a green and for-
  ested land, is the most “Atlanteanized” 
  part of the Dominion.
  AMORIA
  Overlord:   
  Azaes
  Prince:   
  Geldon
  Capital:   
  Andermott
  Languages:   Amorian
  Resources:   Farming, fishing, trade,  
  craftwork
  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 Atlan-
  tis. The Amorian princes — currently 
  Geldon the Foresighted, a canny and 
  clever man said to have glimpses of the 
  future in his dreams — encourage this 
  by sponsoring marketplaces and fairs, 
  and keeping taxes low.
  The Amorians are well-known 
  for the quality of their woodcarving, 
  cabinetmaking, and furniture-making. 
  In their land grows a type of tree 
  found nowhere else, the Amorian 
  oak, whose wood is not only hard and 
  durable, but easily stained to achieve a 
  wide range of colors (from an almost-
  white blonde to a rich dark brown). 
  Functional and decorative items from 
  Amorian woodcarvers’ shops grace 
  many an Atlantean home.
  AVARIS
  Overlord:   
  Diaprepes
  Prince:   
  Margano
  Capital:   
  Tamyr
  Languages:   Avarin
  Resources:   Fishing, trade, hunting
  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 eastern half, particularly in 
  and around the prince’s seat, Tamyr. The 
  capital was once little more than a fish-
  ing camp that had grown into a town as 
  trade across the Sea of Allakh increased. 
  Wanting a central trading point on the 
  lake, the Ten Brothers used their magic 
  to raise an entire city out of the ground 
  overnight. Originally the new Tamyr 
  had a distinctively Atlantean style and 
  look to it, but over the centuries the 
  Avarins have added buildings of their 
  own and redone others to suit their 
  preferences so that now the city has a 
  strange, eclectic look not quite like any 
  other place in the world.
  Avarins who don’t reside in or 
  near Tamyr usually live in small com-
  munities, or isolated, round-roofed 
  houses known as jurets which are sunk 
  partly into the ground for protection 
  against wind, storms, and cold. They 
  usually survive through a combination 
  of farming and hunting the rakats, a 
  large herd animal whose meat is deli-
  cious and whose fur and hide make 
  excellent clothing.
  The current ruler of the Avarins is 
  Prince Margano, who answers to King 
  Diaprepes. He was born in a small west-
  ern town and as a young man joined the 
  Avarin Guard, which protects the realm 
  from Sakasian and Skraythan raiders. 
  He did well and rose through the ranks,  
  and when the old prince died without 
  heirs Diaprepes saw him as a worthy 
  successor. So far he’s proven his overlord 
  right with a firm but fair style of rule.
  BALTARIA
  Overlord:   
  Azaes
  Prince:   
  Torvo
  Capital:   
  Regava
  Languages:   Baltarian
  Resources:   Lumber, hunting, craftwork, 
  fishing
  Baltaria is a small, almost backwa-
  ter realm between the mountains, 
  Truscoran lands, Larasa, and the Anget-
  tor River. Originally its people were 
  semi-nomadic tribes, but they quickly 
  fell to the might of Atlantis. The Atlan-
  teans forced them to settle down, build 
  towns and villages, and learn farmwork, 
  timber harvesting, crafts, and other 
  civilized pursuits. Even today, centuries 
  later, there are Baltarians who hear sto-
  ries of “the way things used to be” that 
  have been handed down through their 
  families for generations and come to 
  resent the Atlantean yoke.
  The Baltarians lead a sort of split 
  existence. In the late spring and summer 
  they farm, hunt, cut timber from the 
  Spressorian Greatwoods, and prepare 
  for the coming cold weather by salting 
  away as much meat, vegetables, and fish 
  as they can. (Baltarian cuisine does not 
  enjoy a good reputation among most 
  other peoples, but the Baltarians them-
  selves love the saltiness of it.) During 
  the long, harsh winters they stay inside 
  as much as possible and create craft-
  works they can sell. They’re particularly 
  known for the quality of the illuminated 
  books they produce (almost entirely 
  for the Atlantean market) and for their 
  finely-woven baskets.
  Regava, the Baltarian capital, is 
  shared with the kingdom of Larasa. 
  A small river runs down the center of 
  the town, dividing it into two districts. 
  The Baltarian and Larasan residents 
  often compete with one another in the 
  name of district pride, though both 
  princes usually stop things before any 
  violence results.
  Prince Torvo of Baltaria is an 
  educated and diplomatic man who 
  studied history, literature, and magic 
  in Atlantis before succeeding his 
  father on the throne. While he’s no 
  match for an Atlantean wizard he 
  commands significant powers; once 
  he diverted a tremendous rainstorm 
  away from Regava to save the town 
  from being flooded.
  DALASIA
  Overlord:   
  Elasippus
  Prince:   
  kendern
  Capital:   
  Oravos
  Languages:   Tardanian
  Resources:   Mining, herding, farming
  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 and herders, though 
  they do some mining in the mountains.
  Dalasia has a wealth of natural 
  springs, mostly cold but some hot. The 
  waters of a few of them are thought to 
  have magical properties and are sought 
  by wizards in need of materials to help 
  with water demon-summoning spells 
  and the like. Some of the springs are 
  guarded by water-gods, nymphs, or 
  monsters who aren’t always well-dis-
  posed toward menfolk.
  The local ruler, Prince Kendern, 
  is a somber man somewhat at odds 
  with his court, which enjoys a certain 
  amount of pomp and spectacle despite 
  being the nobles of a relatively small, 
  poor realm. The only thing that truly 
  seems to awaken his interest is magic, 
  for which he has no gift himself despite 
  many years of study. A wizard who 
  comes to his court and works wonders 
  will earn a lavish reward as well as 
  
  40  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  much praise. For example, the Atlantean 
  wizard Korathos recently used a spell 
  to renovate the Prince’s castle, making 
  it even more beautiful and comfortable 
  than before, and the Prince granted him 
  a Dalasian noble title and lands to show 
  his favor!
  KARTALIA
  Overlord:  
  Elasippus
  Prince:   
  Saronno
  Capital:   
  Roslan
  Languages:   kartalian
  Resources:   Fishing, farming, craftwork
  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 the Dominion. 
  Atlanteans who have to live there use 
  spells to cool their houses and spare 
  themselves the worst of the heat.
  Kartalia is known throughout 
  the world for the quality of its glass-
  ware, both decorative and practi-
  cal. Some of the Kartalian beaches 
  have particularly fine sand that the 
  kingdom’s glassblowers use to make 
  beautiful, delicate glass objects. The 
  glass market in Roslan attracts buyers 
  from all over the Dominion, though 
  a knowledgeable trader or collector 
  develops a direct relationship with 
  one or more skilled artisans.
  Prince Saronno of Kartalia is a 
  large man, once known as a skilled 
  hunter and warrior but now far too 
  plump for such activities. He spends 
  much of his time at feasts or entertain-
  ments, leaving his strong-willed wife 
  Princess Andra to run the affairs of the 
  kingdom. King Elasippus isn’t entirely 
  happy with this state of affairs, but as 
  long as Andra keeps the kingdom on an 
  even keel he won’t object.
  KHIRBET
  Overlord:   
  Euaemon
  Prince:   
  Hamurran
  Capital:   
  Areshken
  Languages:   khirbetan
  Resources:   Mining, herding
  The highland kingdom of Khirbet 
  occupies a plateau between the south-
  ern 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 route 
  from Therek, often known as “the Khir-
  bet Stair.” There’s also a narrow pass 
  through the hills from Mitania, though 
  this is a dangerous route not only 
  because of the potential for rockslides 
  but because several monsters live nearby 
  and prey on unwary travelers. The worst 
  of these is a gigantic, monstrous eagle 
  named Rudara, who can carry away 
  objects as large as a horse in a single 
  enormous talon. As intelligent as a 
  
  Atlantean Age  Chapter Three 
  41
  man and seemingly gifted with magi-
  cal powers of invisibility, Rudara has 
  eluded all attempts to kill it or drive it 
  away. Lastly, there’s a route from Saskia 
  through a gap between the mountains 
  and the hills, but few travelers use this 
  wilderness route.
  The Khirbets are a small, quiet 
  people who prefer to keep to them-
  selves; most of them don’t seem to care 
  for visitors, not even traders. Typically 
  they farm during the short growing 
  season and herd long-haired goats the 
  rest of the year. Atlantean legends claim 
  that the Khirbets were once mighty 
  wizards with a unique style of magic 
  that involved calling on demons the 
  sorcerers called lamsara, but the invad-
  ing Atlanteans crushed the Khirbets so 
  forcefully that knowledge of lamsara 
  magic was lost forever.
  After the conquest, the Atlanteans 
  appointed a tractable noble from the 
  House of Khat to rule in the Atlan’s 
  name. (Khirbet nobility is organized 
  into dozens of groups the Atlanteans 
  call “houses,” but a better term would 
  be “network” since a House is linked by 
  marriage and commercial relationships, 
  not just blood ties.) The Khat princes 
  have ruled ever since, making theirs the 
  longest dynasty in Pelasgar. The current 
  Prince, Hamurran, is a proud and arro-
  gant man who does as little as possible 
  to attract the attention of King Euaemon 
  so that he doesn’t have to be directly 
  reminded of the fact that he must follow 
  the orders of another man.
  LARASA
  Overlord:   
  Azaes
  Prince:   
  Vandaris
  Capital:   
  Regava
  Languages:   Larasan
  Resources:   Lumber, fishing, herding
  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 with them (see 
  above). Many Larasans won’t even refer 
  to the city as Regava, which is a Baltar-
  ian word; they think of “Regava” as the 
  eastern half of the city that belongs to 
  the Baltarians, and call their western 
  half Saramra (a Larasan word meaning 
  simply “Our City”).
  Unlike his Baltarian counterpart, 
  Prince Vandaris seems to enjoy foment-
  ing competitions between his subjects 
  and the Baltarians, and loudly supports 
  his subjects until the point where it 
  looks like things might turn ugly. Then 
  he quickly backs off so that King Azaes 
  can’t blame him for causing trouble, 
  leaving his people to mutter about his 
  inconsistent and cowardly ways.
  The Larasan people mainly sup-
  port themselves through fishing in their 
  land’s many small rivers and streams, 
  woodcutting, and raising herds of 
  pigs. The herds descend from the wild 
  boars that live in the western part of 
  the Spressorian Greatwoods, which are 
  especially large, strong, and fierce and 
  thus an attractive quarry for hunters.
  MITANIA
  Overlord:   
  Elasippus
  Prince:   
  kalvahr
  Capital:   
  Tornat
  Languages:   Mitanian
  Resources:   Fishing
  Mitania is a sleepy kingdom of fisher-
  folk 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 often helps 
  out on a friend’s fishing-boat or project. 
  His loyalty to Atlantis is strong because 
  the Atlanteans do such a good job main-
  taining the peace so he doesn’t have to 
  deal with anything unpleasantly serious.
  In recent years Mitania has had 
  a problem with sea-monsters, who’ve 
  been attracted to the area by all the 
  defenseless fishermen plying their 
  trade. Several times an Atlantean hero 
  has come to the area and slain one... 
  but inevitably another arrives to take 
  its place. Prince Kalvahr has come 
  to believe there’s some sinister force 
  behind the attacks, and he’d give a lavish 
  reward to anyone who could prove his 
  theory and stop the attacks.
  REGNARIA
  Overlord:   
  Mneseus
  Prince:   
  Carlen
  Capital:   
  Salacar
  Languages:   Northlander
  Resources:   Fishing, herding, horses
  Regnaria is a cold and often storm-
  wracked peninsula with a short growing 
  season. Known to Atlanteans as “the 
  civilized Northlanders,” the Regnar-
  ians were once tribesmen who lived by 
  fishing, herding, and warring with the 
  neighboring Truscorans and Larasans 
  (and at times with each other). The 
  Atlantean invasion unified the tribes, 
  but all for naught; it took less than an 
  hour for the Atlan’s soldiers to utterly 
  crush all opposition. Initially the Reg-
  narians resisted becoming part of the 
  Dominion, but centuries of effort by 
  Atlantis have transformed it into a rela-
  tively peaceful place and a complacent 
  member of Atlantis’s empire.
  To most Atlanteans, Regnaria is 
  known as a land of horse-breeders. 
  The Regnarian steed is built for size 
  and power, not swiftness like Atlantean 
  horses, and thus makes a superb war-
  horse for a rider strong enough to keep 
  it under control. Regnarian horses are 
  known to be temperamental and prone 
  to biting, but some warriors consider 
  that an asset rather than a problem.
  Prince Carlen of Regnaria is a big, 
  bluff, larger-than-life sort of fellow whose 
  windburned face shows how many wintry 
  days he’s spent out at sea and gnarled 
  fists show how many brawls he’s been in. 
  He’s established a good relationship with 
  King Mneseus and can generally do as he 
  pleases when it comes to governing his 
  people, provided he doesn’t go overboard 
  skirmishing with Truscoran raiders. He 
  has three wives and somehow keeps them 
  all happy and contented, a feat more than 
  one Atlantean king envies him for.
  SAKASIA
  Overlord:   
  Diaprepes
  Prince:   
  Administrator Menessipus
  Capital:   
  Camp Tarases
  Languages:   Sakasian
  Resources:   Herding
  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:  herd-
  ing a horned sheep called a corun; and 
  raiding other Sakasians and other peoples 
  to steal their goods. Repeated attempts by 
  the Atlanteans to pacify the Sakasians as 
  they did the Regnarians and Truscorans 
  have only partly succeeded. The Sakasians 
  acknowledge Atlantean rule... as long as 
  there’s an Atlantean army in the vicin-
  ity. Once the army leaves they return to 
  their ancient ways. On several occasions 
  the Atlanteans have arrived in force and 
  slaughtered thousands of Sakasians to 
  force them to obey, and it usually works 
  for a decade or two. Then the Sakasians go 
  back to raiding.
  The Atlanteans have never found 
  the right man to make prince over 
  the Sakasians, so instead they have 
  appointed an administrator:  Menes-
  sipus, an Atlantean noble with the blood 
  of Ampheres in his veins. No one’s quite 
  sure why Menessipus, a minor wizard 
  and skilled dramatist, was given such a 
  thankless assignment, but whatever the 
  reason he strives to do his best to civi-
  lize the Sakasians. He’s pretty sure he’ll 
  die of old age before he succeeds.
  
  42  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  SKRAYTHA
  Overlord:   
  Diaprepes
  Prince:   
  Arnza
  Capital:   
  N/A
  Languages:   Skraythan
  Resources:   Herding
  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 bar-
  riers of the Markalena River and Sea 
  of Allakh prevent the Skraythans from 
  posing as much threat to the rest of 
  the Dominion as the Sakasians, Atlan-
  tis simply doesn’t worry about them 
  much — as long as they acknowledge 
  the overlordship of Diaprepes and don’t 
  cause serious trouble, they can live their 
  lives the way they want to.
  The Skraythans have been 
  embroiled in a long and bitter conflict 
  with the eastern Truscora for as long as 
  anyone alive can remember. The Skray-
  than religion centers on the deer-god 
  Avinus, and they only capture or kill the 
  great northern deer (see below) with his 
  permission following the performance 
  of special rituals. The Truscora, on the 
  other hand, hunt the deer whenever 
  they please, which the Skraytha find 
  blasphemous and offensive. As a result 
  the two peoples are constantly fighting.
  The Skraytha do not use horses; 
  instead, they know secret ways to tame 
  captured northern deer, which are as 
  large as horses and make good riding 
  animals for them. When preparing for 
  battle the Skraythan sharpen their deers’ 
  horns and decorate them with twists of 
  gold and silver wire. (In game terms, use 
  Horse character sheets for the deer, but 
  give them an HKA 1d6 representing 
  their horns.)
  TARDANIA
  Overlord:   
  Ampheres
  Prince:   
  Adigon
  Capital:   
  Stalden
  Languages:   Tardanian
  Resources:   Mining, trade, farming
  Tardania is a large, temperate realm 
  between the Angettor and Varbad rivers 
  and the Sharakkian Mountains. It pos-
  sesses an abundance of game, a gener-
  ous growing season, and many other 
  natural resources. Its capital, Stalden, 
  sits at one end of the Tardanian Pass, 
  giving Tardania the lion’s share of trade 
  from eastern Pelasgar.
  Early in its history, Tardania wasn’t 
  a single realm but a patchwork of small 
  kingdoms united in a loose confederacy. 
  The Atlanteans found it relatively easy 
  pickings because they could exploit 
  longstanding grudges between the 
  various kings. Seeing this prompted the 
  Avarin rulers and nobles to the west to 
  band together more effectively, lead-
  ing to the Battle of Tardanian Pass (see 
  Chapter One). The Tardanians tried to 
  revolt and join the battle by attacking 
  the Atlanteans from behind, but the 
  small garrison of soldiers the Ten Broth-
  ers left behind in what was then the 
  town of Stalden was enough to crush 
  the nascent rebellion before it could 
  accomplish anything. As an eternal 
  reminder of the folly of defying Atlantis, 
  they heaped the bodies of the rebels into 
  a pile and then transformed them to 
  stone. That “pyramid” now stands in a 
  courtyard in Stalden; the expressions of 
  agony on the faces of the bodies can still 
  be seen quite clearly.
  Today Tardania is a well-pacified 
  realm and a staunch member of the 
  Dominion. Trade with Atlantis has 
  enriched it, creating a powerful upper 
  class of merchants and nobles. The 
  Prince, Adigon, is one of the wealthiest 
  men in the land despite a well-deserved 
  reputation for lavish generosity and 
  throwing sumptuous feasts and elegant 
  balls on a regular basis. He’s also a lover 
  of music and an accomplished lyre-
  player himself.
  Tardania’s most famous trade-
  good is marble quarried from the 
  Sharakkians. Tardanian marble is used 
  by master sculptors around the world, 
  but particularly in Atlantis, where its 
  even, creamy white color is considered 
  particularly appealing.
  THEREK
  Overlord:   
  Euaemon
  Prince:   
  Emanngol
  Capital:   
  korrag
  Languages:   Therekian
  Resources:   Fishing, herding, mining
  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 low-
  landers farmers or fishermen.
  Although it fell to Atlantis quickly 
  millennia ago, Therek has been some-
  thing of a “problem child” within the 
  Dominion ever since. The Thereks have 
  long accepted most of the dictates of 
  the Atlan, but have stubbornly refused 
  to give up their own gods — Hranos 
  the sky-god and Hagari the earth-
  goddess — in favor of the Atlantean 
  pantheon. In public the Thereks pay lip 
  service to Atlantis’s gods, but in private 
  many of them still perform ceremonies 
  in honor of Hranos and Hagari. Peri-
  odically the Atlanteans root out a nest 
  of these “pagans” and have them pub-
  licly executed, but this seems to have 
  little effect.
  The current prince, Emanngol, is 
  an unpopular ruler. The Atlanteans put 
  him on the throne over a decade ago 
  when they discovered that the former 
  prince was a Hranos-worshipper and 
  killed him by slow torture. The people 
  consider Prince Emanngol a puppet of 
  Atlan’elos and a pathetic bootlicker, and 
  obey him only because they have to. 
  King Euaemon is keeping a close eye on 
  the situation and would have no qualms 
  about replacing the Prince if a more 
  suitable candidate whose loyalty could 
  be assured came along.
  TRUSCORA
  Overlord:   
  Mneseus
  Prince:   
  High Chief Gronar
  Capital:   
  N/A
  Languages:   Northlander
  Resources:   Horses
  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 their 
  chief source of food and goods. They 
  don’t build cities; at best they have tem-
  porary encampments to wait out the 
  worst of the winter weather.
  The Truscorans are generally 
  divided into two types, eastern and 
  
  Atlantean Age  Chapter Three 
  43
  western. The two types are largely simi-
  lar, but speak slightly different dialects 
  of the Northlander tongue and have 
  a few other cultural differences. Both 
  groups have adopted the Atlantean 
  pantheon, though filtered through their 
  own world-view so that they exalt a 
  few gods (Ares as god of hunting, Hip-
  parchus god of horses) over all the 
  others. The western Truscora, who trade 
  with the Regnarians and Baltarians, are 
  considered somewhat more “civilized” 
  than the eastern Truscora, who are 
  mainly known for their longstanding 
  conflict with the Skraythans (see above).
  As “prince” over all Truscorans the 
  Atlanteans have created a “High Chief” 
  position that’s mostly hereditary but 
  can be won from the current holder by 
  a combat challenge. The current High 
  Chief is Gronar, a powerful brute of a 
  warrior whose crude manner masks an 
  intelligent, insightful mind... as his foes 
  find out too late.
  THe SAnGobARAn 
  DoMInIon
  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 north-
  western corner of the continent acts as a 
  countering influence.
  Sangobar lacks any major moun-
  tain ranges, though it does have some 
  high hills and small mountains in the 
  farthest north. The land tends to be 
  low-lying and is often prone to flood-
  ing, especially along the Ractoris River. 
  There are no cities along the Ractoris, 
  save for Anskar at its very mouth; the 
  river-folk live in villages and towns built 
  on high ground or with buildings on 
  pilings so they don’t get flooded out. 
  They ship trade-goods down the river 
  by raft and boat, and from Anskar they 
  can be sent anywhere in the world.
  AVARIA
  Overlord:   
  Autocthon
  Prince:   
  Caluvar
  Capital:   
  Neibel
  Languages:   Hazarian
  Resources:   Farming, fishing
  Avaria is one of three northern realms 
  founded by the Hazarian tribes mil-
  lennia ago. Exposure to Simbrian, and 
  later Atlantean, ideas and technolo-
  gies led them to abandon the original 
  Hazarian lifestyle in favor of a more 
  “civilized” life. Avaria was created by 
  the mighty warrior Avar, who claimed 
  the lands along the Shulgar River and 
  built a village, Neibel, that later grew 
  into a sizable town and the seat of the 
  Avarian prince.
  Avaria’s early history mainly 
  revolves around skirmishes and minor 
  wars with Hernicia, with whom it’s 
  often disputed borders and other mat-
  ters. But ultimately the two kingdoms 
  had much in common, and were driven 
  closer together when the Lemurians 
  conquered most of Sangobar. With 
  Varinia they stubbornly resisted Lemu-
  rian rule as best they could, though they 
  could not stand against the Empire in 
  a pitched battle. As Lemuria’s fortunes 
  and influence waned, the three Hazarian 
  kingdoms looked around them and saw 
  the rising threat of Hazaria to the west, 
  and the growing power of Atlantis to the 
  east. Realizing one or the other would 
  likely overwhelm them one day, they 
  decided to choose the lesser of two evils. 
  Recognizing Atlantis’s sophistication, 
  wealth, and might as the greater and 
  more beneficial, they sent a delegation 
  to Atlan’elos to petition for admittance 
  into the Dominion. The Atlan granted 
  their request, naming their royal fami-
  lies as hereditary lines of princes.
  Since then Avaria has been a 
  relatively peaceful and prosperous 
  place, though it must occasionally 
  call on Atlantis for help to resist some 
  scheme or incursion from Hazaria. Its 
  people mostly farm and fish, though 
  Neibel has become a trade center of 
  minor importance since the Shulgar 
  is navigable by large ships all the way 
  up to it. The current Prince, Calu-
  var, is a practical-minded man who’s 
  always looking for ways to increase his 
  wealth and influence while keeping a 
  relatively low profile.
  Onitrios Keep
  To protect Avaria and Hernicia 
  from Hazarian aggression, several hun-
  dred years ago the Atlantean general 
  Onitrios, of the line of Azaes, built an 
  enormous keep on the borderlands. 
  Although its primary purpose is still 
  defensive, over the years a bustling 
  little town has grown up around it 
  and it’s become a sort of trading post 
  between the Dominion and the Hazar-
  ian Empire.  Despite this, much of the 
  land around it remains wild and beast-
  infested, and to the west are many dan-
  gerous Hazarian tribes, so visitors must 
  remain wary.
  DARVILOS
  Overlord:   
  Gadrius
  Prince:   
  Rastado
  Capital:   
  Anskar
  Languages:   Darvilan
  Resources:   Fishing, 
  The southernmost land of Sangobar 
  is Darvilos, a humid tropical/sub-
  tropical 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 
  also not stupid enough to do any more 
  work during the heat of the day than 
  they have to. Many of them live like 
  night owls, sleeping through the day-
  time and working at night.
  The Darvilan capital of Anskar 
  is a relatively young city. The original 
  Anskar was further south and was 
  destroyed during the Battle of Rac-
  toris in the First Lemurian War. The 
  Atlanteans rebuilt the city on the edge 
  of the cliff over which the Ractoris 
  River now poured. To keep the city 
  a viable port, it built a large series of 
  docks at the water’s edge below. The 
  docks are shielded from the falls’ tur-
  bulence with magic, and Atlantean 
  wizards crafted an enchanted Levi-
  tating Platform to carry goods and 
  people up and down the cliff face. By 
  edict of the Atlan use of the Levitating 
  Platform is free; none may tax it or 
  charge for it. The current Prince, Ras-
  tado, is a greedy, calculating man who 
  chafes under this law but doesn’t dare 
  to break it.
  Many Darvilans are fishermen, 
  particularly along the western coast, 
  where the Darvilan Reefs create a 
  home for some of the most varied 
  marine life in the world. Most fish 
  using traditional methods, but a spe-
  cial class of fishermen, the achtharons, 
  have chosen a different route. Using 
  strange magical spells which they 
  guard jealously, they give themselves 
  the power to breathe underwater for 
  a short time, fish-like fins instead of 
  feet to make swimming easier, and 
  the power to see clearly beneath the 
  waves. Armed with special harpoons, 
  they hunt the reefs for the most valu-
  able fish and resources, such as the 
  gold-and-red-scaled uturu-fish whose 
  meat is so loved by Atlantean chefs. 
  Most prized of all are the enormous 
  pearls created by the reef’s giant clams, 
  but only the cleverest and most skilled 
  achtharons can retrieve a pearl without 
  falling victim to the clam’s crushing 
  grasp or mysterious hypnotic powers.
  
  44  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  GARDARICA
  Overlord:   
  Gadrius
  Prince:   
  Zarmos
  Capital:   
  Nystria
  Languages:   Gardarican
  Resources:   Farming, fishing, craftwork
  Like Darvilos, Gardarica was essentially 
  conquered away from Lemuria and into 
  the Dominion. Until the late 32000s it was 
  a province of Lemuria, one of the under-
  sea empire’s main sources of certain types 
  of food, including wheat. Eager to aug-
  ment its own holdings and harm Lemuria, 
  Atlantis fought a series of minor wars in 
  western Sangobar with its ancient enemy. 
  Spirydon’s Chasm is but one of many rem-
  nants of those wars still visible today.
  After inflicting several telling defeats 
  on the Lemurians, the Atlanteans gave 
  the Gardaricans and Darvilans a choice:  
  join the Dominion or suffer the same fate 
  as the Lemurian armies. The Darvilans 
  hemmed, and hawed, and tried to negoti-
  ate, but in the end capitulated. The Gard-
  aricans were even more reluctant. “The 
  luck of battle can go to either side,” they 
  said, “and it may be that next time the 
  Lemurians will defeat you, and punish us 
  harshly if we acquiesce to your demands. 
  Prove to us that the greater power is yours, 
  that Lemuria cannot hope to defeat you, 
  and we will judge your demands just.”
  Without saying a word, Elasippus, 
  who commanded the Atlantean forces, 
  left the king’s hall and strode to the shore. 
  He raised his arms and began casting a 
  mighty spell. The ground rumbled and 
  shook, and waves lashed the shore... and 
  at his command, a new island rose above 
  the waters just off the Gardarican coast. 
  The earthquakes and enormous waves 
  that resulted greatly damaged Nystria, but 
  never again did the Gardaricans question 
  the power of Atlantis. Today the island is 
  the site of a large temple to Poseidon.
  Since joining the Dominion, Gard-
  arica has been loyal, though at times 
  something of a thorn in King Gadrius’s 
  side. The Gardarican princes, such as 
  the current ruler Prince Zarmos, have a 
  tendency to question, quibble, and com-
  plain. They do not disobey commands, 
  but they have a knack for interpreting 
  them in ways that favor themselves.
  The Gardaricans are known to be 
  great lovers of music. The public perfor-
  mances sponsored every month by the 
  Prince (or a notable noble) often attract 
  Atlantean listeners, and more than one 
  Atlantean player has proudly used a fine 
  Gardarican instrument. Some folk claim 
  that a skilled Gardarican bard can weave 
  spells with his songs, but others dismiss 
  this as nonsense.
  HERNICIA
  Overlord:   
  Autocthon
  Prince:   
  Larinos
  Capital:   
  Arnica
  Languages:   Hazarian
  Resources:   Fishing, farming, craftwork
  The history of Hernicia largely parallels 
  that of Avaria (see above). 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 of the 
  Lemurians and the Hazarians, Hernicia 
  chose to protect itself by petitioning the 
  Dominion for admittance.
  Like Avaria and Verinia, Hernicia 
  has adopted many aspects of Atlantean 
  culture in place of its original Hazar-
  ian customs. For example, among the 
  people in general and the noble classes 
  in particular, Atlantean names have 
  largely replaced Hazarian ones, and 
  even though Hazarian remains the 
  standard language most people speak 
  at least some Atlantean. Walking down 
  the streets of Arnica one sees as many 
  people wearing Atlantean-style clothing 
  as traditional Hernician garb.
  Prince Larinos exemplifies this 
  trend to an extreme. Something of a 
  fop, he wears only clothing imported 
  from Atlantis, and he refuses to speak 
  any language but Atlantean in his 
  court. Many of his nobles have a poor 
  opinion of him, but no one dislikes 
  him so strongly that they’d disobey 
  him or start a revolt.
  SIMBRIA
  Overlord:   
  Gadrius
  Prince:   
  Cyriac
  Capital:   
  Eradon
  Languages:   Simbrian
  Resources:   Farming, herding, fishing, 
  craftwork
  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 Dominion.
  Unlike the realms to its north, 
  Simbria did not join the Dominion as 
  part of the Bloodless Conquest. After 
  absorbing the three Hazarian kingdoms, 
  Atlantis began to look south. In 33080 
  BC it sent an envoy to the king’s court at 
  Eradon with the thinly-veiled message 
  that Simbria should join the Dominion, 
  or it would be made to join. The proud 
  Simbrians decided to fight, and their 
  army met the Atlanteans at the Fields 
  of Korav. The overconfident Atlanteans 
  were lured into a trap and several dozen 
  of them killed by Simbrian spears and 
  magic. Enraged, Azaes and Mestor 
  unleashed the full extent of their powers 
  and obliterated most of the Simbrian 
  army. Awed and humbled, Simbria 
  immediately surrendered and joined 
  the Dominion. To commemorate the 
  sacrifice made by the brave Atlantean 
  warriors who were slain, Mestor used 
  his magic to gather up their arms and 
  armor and form them into a large metal 
  obelisk. The Koravian Obelisk stands 
  there to this day, untarnished.
  Today Simbria is a much more 
  peaceful land and valued member of the 
  Dominion. The current Prince, Cyriac, 
  is the latest scion of a family that took 
  the throne nearly four centuries ago and 
  has held it ever since due to the quality 
  of their rule. While Prince Cyriac is not 
  without his pride and arrogance, he’s an 
  insightful man who’s well-versed in the 
  arts of diplomacy and negotiation. He’s 
  skilled at keeping the various factions 
  in his kingdom happy... or at least not 
  disgruntled.
  Simbrian society is strongly 
  divided along class lines. By ancient 
  traditions members of various profes-
  sions are segregated into the lower, 
  middle, or upper class depending upon 
  how valuable or distasteful society 
  considers that profession. Someone 
  born into a particular class doesn’t get 
  to leave it, and must marry within it. 
  Most people accept this, but as time as 
  gone on more have come to question 
  it. In particular merchants and certain 
  craftsmen, who tend to rank at the low 
  end of the “middle class” but who some-
  times become immensely wealthy, have 
  agitated in recent years to be elevated in 
  society. Whether anything will come of 
  this unrest remains to be seen; neither 
  Prince Cyriac nor King Gadrius seem 
  particularly sympathetic to their pleas.
  VARINIA
  Overlord:   
  Autocthon
  Prince:   
  Arhons
  Capital:   
  kolari
  Languages:   Hazarian (Varinian dialect) 
  Resources:   Fishing, herding, craftwork
  The history of Varinia largely parallels 
  that of Avaria (see above). A break-
  away kingdom from what would in 
  time become the Empire of Hazaria, 
  much of its early history involves fend-
  ing off attacks from Hazarian tribes 
  and armies. Since no rivers, hills, or 
  other natural barriers shield Varinia 
  from Hazaria, it was a natural target 
  for raiding and attempts at reconquest. 
  
  Atlantean Age  Chapter Three 
  45
  Facing the threats of the Lemurians and 
  the Hazarians, Varinia decided it pre-
  ferred to join the Dominion, and it was 
  responsible for convincing Hernicia and 
  Avaria to do the same.
  Living as they do at the “roof of 
  the world” (as they say), the Varin-
  ians are a hardy folk accustomed to 
  self-reliance and stoicism. “Hard as 
  a Varinian winter, hard as a Varinian 
  heart,” the Atlantean philosopher and 
  world traveler Attricus once put it, 
  and many others have echoed his sen-
  timents. Despite this, if one can break 
  through their outer shell, Varinians 
  can become deeply loyal friends and, 
  in their own quiet way, fun-loving. 
  Their favorite recreations seem to 
  be drinking kispa, an amber-colored 
  alcoholic beverage, and playing filec, 
  a semi-oracular game using a variety 
  of carved stone pieces thrown like 
  dice. They speak Hazarian like their 
  neighbors to the south, but with a 
  heavy dialect that sometimes makes it 
  difficult for other Hazarian speakers 
  to understand.
  Most Varinians do a little farm-
  ing, a little fishing, and a lot of herd-
  ing of the shaggy Varinian cattle and 
  domesticated deer. They spend the 
  long winter indoor hours working on 
  some sort of craft like woodcarving, 
  weaving, or the like. They worship the 
  Atlantean pantheon, but pay far more 
  attention to a few minor gods, such 
  as Heinara goddes of winter, than to 
  the main gods favored by the Atlan-
  teans themselves. Their ruler, Prince 
  Arhons, is a quiet man with few bur-
  densome duties since his people are so 
  self-disciplined and tradition-bound.
  YSTRIA
  Overlord:   
  Ampheres
  Prince:   
  Jarahal
  Capital:   
  Boruhan
  Languages:   Ystrian
  Resources:   Farming, fishing, craftwork
  Ystria was the last realm to join the 
  Dominion as part of the Bloodless Con-
  quest. 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.” Most Ystrians were 
  quick to adjust, though the Atlanteans 
  did have to brutally suppress some 
  efforts to maintain the worship of the 
  vast and diverse traditional Ystrian pan-
  theon. But that was centuries ago and 
  for nearly all Ystrians totally forgotten. 
  Today Ystria is a loyal province of the 
  Dominion, and its ruler, Prince Jarahal, 
  
  46  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  is well thought of in the halls of power 
  in Atlantis.
  To many Atlanteans, Ystria is 
  known as the “Land of Perfumes.” It has 
  a wide variety of beautiful, sweet-smell-
  ing flower species that have become 
  the basis for an industry of perfumers. 
  The perfumers in turn have discovered 
  various fish oils and other substances 
  they can use in their quest for ever more 
  exotic, intoxicating scents. Shipped 
  in small, distinctively-shaped bottles, 
  Ystrian perfumes can be found in the 
  boudoirs of many an Atlantean woman.
  THe SoUTHeRn 
  DoMInIon
  Although it does not exercise 
  total control over either Tel’Ramas or 
  Angatar, Atlantis has significant hold-
  ings on both continents. It keeps a 
  careful eye on these lands, and many 
  soldiers stationed there, since Lemu-
  ria’s always eager to regain lost ter-
  ritory, the Empire of Tellat is always 
  ambitious, and the shadowy land of 
  Kaphtor always causes concern.
  CHAGARIA
  Overlord:   
  Gadrius
  Prince:   
  Ashader
  Capital:   
  Istakhar
  Languages:   Atlantean, Tellat
  Resources:   Fishing, trade, farming, 
  mining
  The Dominion province of Chagaria was 
  once two separate realms:  Chaghanda, 
  a land north of the Akontine River con-
  trolled by Lemuria; and Eltaria, the land 
  south of the Akontine, which was part of 
  the Empire of Tellat. After Lemuria and 
  Tellat were defeated at the Battle of Mt. 
  Akontios, Atlantis forced them to cede 
  these lands to the Dominion. By decree 
  of the Atlan they were combined into a 
  single realm, Chagaria. Their former capi-
  tal cities were razed to the ground and a 
  new seat, Istakhar, built at the mouth of 
  the Akontine by Atlantean engineering 
  and magic.
  Chagaria is something of a work-
  horse province for the Dominion. Its 
  sturdy, hardworking people farm, fish, 
  and labor in the mines to provide food 
  and goods for other parts of the Domin-
  ion, and it’s one of the main trade chan-
  nels between the Sangobaran lands and 
  Tellat. Every day, it seems, a caravan 
  leaves Istakhar to make the sometimes-
  dangerous journey through the Erixian 
  Hills to Tardanum. Despite the best 
  efforts of Atlantean heroes and adventur-
  ers, the Hills remain unusually plagued 
  with monsters and fearsome beasts. The 
  current prince, Ashader, was once one of 
  the traders who made that trip; he was 
  chosen for the throne based on his nigh-
  proverbial honesty after his predecessor 
  died childless in a riding accident.
  Since taking over this land, the 
  Dominion has ruthlessly suppressed any 
  use of the Lemurian tongue. It forced the 
  people to learn Atlantean, and as of 32098 
  BC Lemurian isn’t spoken anywhere in 
  Chagaria. However, some people in the 
  southern part of the land still speak Tellat 
  as well, in part because doing so makes it 
  easier to trade with Tellat merchants.
  ESHUNA
  Overlord:   
  Mestor
  Prince:   
  Heshekem
  Capital:   
  Mursali
  Languages:   Eshunan
  Resources:   Farming, trade, fishing,  
  craftwork
  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-born-
  ing. It fell to the conquering armies 
  of Atlantis when they overcame its 
  powerful magics (see Chapter One), 
  though for many years thereafter 
  pockets of rebellion existed. One by 
  one the Atlanteans found them and 
  crushed them, and now, over two mil-
  lennia later, it has become a firm and 
  loyal part of the Dominion without 
  losing its unique culture.
  The capital of Eshuna is Mursali on 
  the Sivrek River, thought by some wiz-
  ards to be the oldest continually-inhab-
  ited city in the world. Dominating the 
  elaborate (and sometimes confusing) 
  cityscape is the Great Tower at the city’s 
  center, seat of Eshuna’s government 
  and palace of its prince. The Tower is 
  enormous, as big at its base as a city 
  block, and rises up and up until its pin-
  nacle cuts the clouds. The higher one’s 
  office or chambers, or the higher one is 
  allowed to climb in the Tower, the more 
  powerful or favored one is.
  Prince Heshekem, the current 
  ruler, is an intelligent and capable 
  man, though it’s sometimes said his 
  fondness for women and wine is a 
  bit too strong for his own good. He 
  spends most of his time in the Great 
  Tower, rarely venturing outside.
  Most Eshunans are farmers or fish-
  ermen, but trade is an important part 
  of the province’s economy. Goods from 
  all the lands around the Gulf of Eshuna 
  come to Mursali and are then trans-
  ported overland by caravan to western 
  ports, where they are put on ships that 
  sail to the Inland Sea of Khotar and 
  thence to Tel’Ramas or Atlantis. Eshuna 
  produces many goods of its own, and 
  is particularly known for its distinctive 
  jewelry, which comes into fashion in 
  Atlantis every few decades.
  While they’re rarely as powerful as 
  Atlantean mages, Eshunan wizards have 
  a well-deserved reputation for learn-
  ing, wisdom, and skill. Their arcane 
  lore dates back millennia and is usually 
  recorded in large scrolls that are passed 
  from master to favored apprentice over 
  the generations. Compared to Atlantean 
  magic, Eshunan magic focuses on the 
  THe olICAn ISlAnDS
  South and east of Atlantis, astride the 
  very equator, lies a small archipel-
  ago, the Olican Islands. Renowned 
  for their warmth, wide beaches, and 
  crystal blue seas, the Olicans are a 
  favorite “vacation destination” for 
  wealthy Atlanteans. Typically visi-
  tors bring magical accomodations of 
  some kind, since there are no houses 
  or other structures there. Atlanteans 
  not interested in swimming can hunt 
  the island’s large wild boars.
  The Olicans are also known for 
  having an enormous population of 
  beautifully-plumed birds. No Atlan-
  tean scholar has ever cataloged them 
  all, for it seems that each trip into the 
  jungle uncovers new species. Atlan-
  tean tailors often hunt the birds, cap-
  turing them with small nets so they 
  can be safely killed and their feathers 
  harvested for use in clothing.
  
  Atlantean Age  Chapter Three 
  47
  conjuration of monsters and demons, 
  and on spells that require inscribed 
  talismans (i.e., an Expendable Focus) 
  to unleash their power. Eshunan wiz-
  ards often use rings to hold spells and 
  enchantments; it’s not uncommon for 
  an accomplished wizard to have two or 
  more rings on all ten of his fingers.
  Zhargond’s Vortex
  Nearly 300 years ago wizards all 
  over the world felt a strange distur-
  bance, like a snap in the arcane energies 
  surrounding them. Responding to this 
  feeling, several of them were able to 
  trace it to a source in southern Eshuna. 
  Where once had stood the tower of 
  the wizard Zhargond, an accomplished 
  practitioner of Eshunan wizardry, now 
  stood a swirling purple vortex of mystic 
  energies. It wasn’t spreading and it 
  wasn’t hurting anything, but its exact 
  cause was (and remains) a mystery. Sev-
  eral wizards tried to stop it or contain 
  it; none succeeded, and several were 
  injured when their spells backfired on 
  them. To this day spells cast in the vicin-
  ity of the Vortex sometimes fail to work 
  properly, often to the caster’s detriment. 
  And Zhargond himself has not been 
  seen since that day, though oracles differ 
  as to whether he died or left Atlantis’s 
  plane of reality.
  Atlan Vondarien has decreed that 
  no one may approach closer to the 
  Vortex than five miles without permis-
  sion from him. A series of stone mark-
  ers has been placed warning the curious 
  not to go further in.
  Anzir
  Concerns about Kaphtoran 
  schemes and evil have plagued Eshuna 
  for centuries. To guard its border with 
  the shadowy kingdom to the east, 
  Eshuna constructed the fortress Anzir 
  (which means “the Mighty One” in 
  Eshunan). Built on top of (and into) 
  a bluff that can easily be approached 
  only from one side, Anzir stands as 
  a silent but unmistakeable warning 
  to the Kaphtorans. A small town has 
  grown up near it to cater to the needs 
  of the soldiers assigned there.
  KARSHEMISH
  Overlord:   
  Mestor
  Prince:   
  Arvandall
  Capital:   
  Ekbatahn
  Languages:   Shem
  Resources:   Farming, trade, fishing,  
  craftwork
  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 vari-
  ous tribes who spoke similar tongues 
  but often fought with one another. The 
  mighty warrior Baldir arose, defeated 
  all who stood against him, and made 
  himself king over the Shems. To this 
  day the rulers of Karshemish (as well 
  as many Shem nobles) claim to be 
  descended from Baldir, though pri-
  vately they have to admit there’s no 
  actual proof of an unbroken lineage 
  extending over the millennia.
  Karshemish was the first realm 
  to enter the Dominion voluntarily, 
  thanks to the wisdom of King Arvand, 
  who became its first prince (see Chap-
  ter One). Aside from the Urguts (see 
  below), the Shem are loyal citizens of 
  the Dominion who have adopted much 
  of Atlantean culture but blended it with 
  their own ancient ways. For example, 
  the Shem style of architecture runs to 
  large but short structures that impress 
  the onlooker with their size and gran-
  deur; they’re not quite like anything else 
  in the world. In centuries past they built 
  ziggurat-like temples to the Shem gods, 
  and even now when they worship the 
  Atlantean pantheon their holy buildings 
  look more like the ones of old than their 
  counterparts on Atlantis.
  The seat of Karshemish is Ekba-
  tahn, a relatively young city that was 
  built on the shores of the Mestorian 
  Canal after King Mestor created it. As 
  the gateway to trade with the southern 
  lands, Ekbatahn is a cosmopolitan place 
  with a marketplace to rival Atlan’elos’s 
  own and inns famed for the crisp Shem 
  ale they serve. Despite the best efforts 
  of the Prince’s men and King Mestor’s 
  soldiers, thievery is rampant, with rival 
  gangs of burglars and pickpockets com-
  peting to see who can acquire the most 
  illicit wealth.
  Karshemish’s other major city is 
  Biltis, at the mouth of the Zosar River 
  in the east. A much quieter place, it’s the 
  center of the Shem weaving industry. 
  Shem cloth is renowned for its fineness 
  and rich colors, and many a noble of 
  other lands proudly boasts of having a 
  tunic or cloak from Karshemish.
  The Mestorian Canal
  About a thousand years ago, Atlantis 
  found itself frustrated by the slow pace 
  of trade from the southern lands. At the 
  same time it was dealing with the latest in 
  a long series of border disputes between 
  Ras Shamra and Karshemish. Mestor 
  decided to solve both problems at once.
  Traveling to Tel’Ramas, he went to 
  the place where the two provinces were 
  fighting. Ordering the armies to with-
  draw, he cast a mighty spell. The power 
  of his magic began digging a channel a 
  hundred yards wide and deep enough for 
  the heaviest ships. It started where he was 
  standing, at the shore of the Inland Sea of 
  Khotar, and continued northward. It took 
  two days, but eventually the force of the 
  spell reached the Atlantean Sea... and the 
  Mestorian Canal was born. Ever since, 
  trade has flowed freely from the south 
  to Atlantis, and neither Ras Shamra nor 
  Karshemish has raised any concerns about 
  their border.
  The Urguts
  The Maradin Mountains on the 
  eastern border of Karshemish are home 
  to a tribe called the Urguts. They prey 
  on travelers going through the aptly-
  named Urgut Pass and are known to 
  commit atrocities against their victims, 
  whom they regard as sub-human. Often 
  victims are kidnapped and then sacri-
  ficed to the Urgut gods in bloody, tor-
  turous ceremonies.
  After Karshemish entered the 
  Dominion, Atlantis sent a military expe-
  dition to wipe out the Urguts. But as the 
  soldiers approached the mountains they 
  began to feel ill, and the closer they got 
  the worse they felt. Eventually a priest 
  accompanying the expedition revealed 
  to the commander that the gods had 
  spoken to him and declared that the 
  Urguts must be spared. Those whom 
  they attacked could fight back, but any 
  army or heroes that came against them 
  would suffer the same debilitating ill-
  ness. So to this day the Urguts remain a 
  thorn in Karshemish’s side.
  
  48  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  PARINDA
  Overlord:   
  Euaemon
  Prince:   
  Tavidra
  Capital:   
  konra
  Languages:   Parindan
  Resources:   Farming, herding, craftwork
  Like other southern lands, Parinda has 
  been inhabited for millennia, before 
  even the creation of Atlantis. As dis-
  cussed in Chapter One, it was once a 
  region of many small kingdoms that 
  traded, competed, and sometimes 
  fought with one another. Ancient 
  Parindan chronicles, written in books 
  with pages made of thin, finely-tooled 
  leather, describe countless battles and 
  wars using the elegant, flowery Parin-
  dan script.
  Since the Atlanteans unifed the 
  region into a single province ruled by a 
  prince, the former tiny kingdoms have 
  become administrative districts. To 
  help them oversee their vast popula-
  tion, the Parindan princes have over the 
  centuries created a large and efficient 
  bureaucracy that starts with the nobility 
  and runs all the way down to legions of 
  scribes. This machinery of government 
  usually works well, but not quickly; 
  “swift as a Parindan bureaucrat” is a 
  common saying for “slow.”
  The current Prince is Tavidra, 
  known as “the Golden” for his love of 
  lavish displays of wealth. In his youth 
  a fit, active man and accomplished 
  warrior, he’s aged into a paunchy, good-
  natured fellow whose joie de vivre is 
  most often expressed at the feasting-
  table. The elaborate meals he puts on, 
  particularly on holidays, have become 
  legendary; even the Atlan has graced his 
  dining hall a time or two.
  The Parindan people are quite 
  numerous; they believe that having large 
  families honors the gods. As a result 
  the kingdom often flirts with starvation 
  when the harvest isn’t large, disease 
  takes the herds, or the schools of fish 
  find other waters to enjoy for awhile. 
  On two occasions in the past 500 years 
  the Atlan has personally intervened by 
  using the magic of the Ten Brothers to 
  create enormous amounts of food to 
  tide the Parindans over until their situ-
  ation improved. He doesn’t like to do 
  this, since he wants his provinces to be 
  self-reliant, but he doesn’t want to see 
  tens of thousands of his subjects dying 
  of starvation... particularly the subjects 
  who form so much of the bulwark 
  against potential Kaphtoran aggression.
  The Black Needles
  Forming a long line across Parinda 
  are three large obselisk-like structures 
  that seem to be made of featureless 
  obsidian. They’re called the Black 
  Needles (Abnusalai, in Parindan). No 
  one knows where they came from or 
  who created them; they’re mentioned in 
  the earliest Parindan histories. What is 
  known is that they emit potent magical 
  energies. Parindan mages have devised 
  spells to “tap” those energies, and cast 
  their other spells by drawing on the 
  Needles’ power. This makes Parindan 
  mages very strong in their own land but 
  very weak anywhere else. (See Chap-
  ter Seven for more information about 
  Parindan magic.)
  The Tombs Of Gastu Vahno
  One of the old Parindan king-
  doms (now administrative districts) 
  was Gastu Vahno, in the southern end 
  of the country, north of the Red Forest 
  and east of Lake Girpali. Unlike most 
  Parindans, whose custom is to burn 
  their dead on pyres (the wealthier or 
  more noble the deceased, the more 
  elaborate the pyre), the Vahnans 
  buried theirs in underground cham-
  bers. The Tombs of Gastu Vahno is 
  the largest surviving necropolis from 
  the old days. It’s a series of under-
  ground hallways lined with thousands 
  of chambers holding the remains 
  and grave-goods of the early Vahnan 
  nobles. Elaborate traps and magics 
  often protect the bodies, and due to 
  his concern about the Tombs being 
  used by Kaphtoran shadow-mages 
  Atlan Vondarien has established a 
  special group of a dozen Atlantean 
  soldiers, the Vahana Guard, to pro-
  tect the Tombs and see to the general 
  security of the region.
  RAS SHAMRA
  Overlord:   
  Mestor
  Prince:   
  Choresh XVII
  Capital:   
  Rhidassa
  Languages:   Shamran
  Resources:   Farming, herding, craftwork
  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 certain types of 
  agriculture, and for herding cattle and 
  goats. Its people tend to live in villages 
  or small towns.
  Rhidassa, the prince’s seat of 
  Ras Shamra, is a large, bustling city 
  built after the Atlantean conquest that 
  attracts traders from all over the world. 
  Its merchants are known for their 
  cleverness and wiles; few outsiders can 
  ever claim to have gotten the better of 
  a Rhidassan merchant! But they’re also 
  known for their greed; a few rumors 
  even claim that some Rhidassan mer-
  chants regularly traffic with Lemurian 
  traders despite the fact that regular con-
  tact with the subjects of the Empire is 
  frowned upon by the Dominion.
  The other major city in Ras 
  Shamra is Daraghan, at the mouth 
  of the Darag River. It conducts a 
  lively trade with southern Sangobar 
  and even some parts of Saravon. It’s 
  knowns as the “City of Doors” because 
  the local custom is to decorate one’s 
  door with beautiful carvings and 
  bright colors both as a way of welcom-
  ing visitors and of displaying one’s 
  prosperity to the world.
  Prince Choresh, the seventeenth 
  ruler of Ras Shamra to bear that 
  name since the conquest, is one of the 
  Dominion’s most colorful rulers. In 
  his youth he was infamous for riding 
  his beloved horse Hasikar everywhere 
  (even indoors). As prince he’s occa-
  sionally made courtiers come to court 
  in costume, formed his pet monkeys 
  into a special military unit complete 
  with uniforms, and once decreed a 
  national day of mourning for dead 
  
  Atlantean Age  Chapter Three 
  49
  hopes and dreams. Many people, 
  including several of the Ten Brothers, 
  are convinced that he’s totally insane... 
  and yet he seems to be quite gifted 
  at running Ras Shamra. For all of his 
  tomfoolery he keeps the government 
  functioning smoothly and makes dif-
  ficult decisions well. Atlan Vondarien 
  considers him merely “eccentric” and 
  has chosen to ignore his behavior as 
  long as he continues to rule properly.
  The Ruined Temple Of Bel’hamasa
  When Atlantis conquered Ras 
  Shamra, Elasippus had the entire Ras 
  Shamran capital razed to the ground. 
  However, one building, the Great 
  Temple of Bel’hamasa, defied the efforts 
  of both his engineers and his wizards 
  thanks to the potent spells of protection 
  placed upon it by the Shamran gods. In 
  deference to their (now weakened and 
  ultimately doomed to “die”) heavenly 
  brethren, the gods of Atlantis told Ela-
  sippus to cease his efforts, and so the 
  Temple was abandoned forever.
  In the thousands of years since, 
  time and the elements have done what 
  the Atlanteans could not. The protec-
  tive spells have gradually failed, and the 
  temple has slowly but surely fallen to 
  ruin. Stories whispered around Sham-
  ran campfires and in the taverns of Rhi-
  dassa claim that strange beasts warped 
  by the lingering magics and monsters 
  drawn by the place’s ancient power and 
  wealth dwell there now, a dire peril to 
  all who would explore the ruins of the 
  vast temple complex.
  b
  eyond the boundaries of the 
  Dominion lie several other 
  empires and realms that have 
  long stood against Atlantis 
  or avoided its attentions. Today all 
  pose some threat to Atlantis, or offer it 
  opportunities in the years to come.
  THe eMPIRe  
  oF HAZARIA
  Ruler:   
  Emperor Areld Halfhanded
  Capital:   
  Vastrond
  Languages:   Hazarian
  Resources:   Farming, herding, craftwork, 
  mining
  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 Lemu-
  rians. Though it has never succeeding in 
  expanding beyond its present borders or 
  retaken the lands it lost when the three 
  kingdoms to its east joined the Domin-
  ion, its people still stand proud, ready to 
  face their enemies with heads held high 
  and swords at the ready.
  HISTORY
  The Hazarians are a loose group-
  ing of four closely-related tribes who 
  each speak basically the same lan-
  guage:  the Drondor; the Gelkings; the 
  Agdorons; and the Alvdars. In early 
  Hazarian history these four tribes 
  occupied all the northern lands of 
  Sangobar, roughly from west to east in 
  the order listed. The Alvdars were the 
  most numerous, but were eclipsed in 
  fighting prowess by both the Drondor 
  and the Gelkings.
  In time the tribes grew larger and 
  more powerful, and warfare between 
  them more frequent. Some Hazari-
  ans reveled in warfare, but cooler 
  heads realized the senseless slaughter 
  could be avoided. The Hazarian volo 
  (wizard) Engbur, wise in all things, 
  counseled the leaders of the four 
  peoples and convinced them to form a 
  compact. Thus united, under the rule 
  of a high king, they could accomplish 
  far more and leave their children a 
  better world to grow up in. Swayed by 
  his eloquence and wisdom, the four 
  chieftains agreed. One of them, Helget 
  of the Gelkings, was chose by Engbur 
  to become high king, and the other 
  three agreed... though not without 
  some grumbling.
  Under the rule of Helget and his 
  successors, tribal warfare diminished 
  considerably (though it never ceased) 
  and the Hazarian civilization began 
  to rise and flower. Freed from the 
  demands of fighting, the Hazarians 
  were able to develop their technol-
  ogy, art, and culture to unheard-of 
  levels. Many of the great Hazarian 
  sagas and epic poems, telling tales of 
  heroes and monsters and wars in the 
  heavens, date from this time. The high 
  king, seeing that he ruled over many 
  peoples and lands, changed his title to 
  Emperor (a title that some, including 
  many Atlanteans, still scoff at).
  Eventually, though, schisms 
  arose. The Alvdars were never happy 
  at not ruling the Hazarians, since 
  there were more of them than any 
  other tribe, and over the years their 
  trade with Simbria and lands further 
  south had exposed them to new ideas 
  and beliefs. Under the leadership of 
  the mighty warrior Avar, the lands 
  now known as Avaria, Hernicia, and 
  Varinia declared themselves free of 
  Hazarian rule.
  Years of warfare followed, but for 
  once the powerful Hazarian soldiers 
  were thwarted. The eastern lands 
  won their freedom for true, leaving 
  Hazaria to lick its wounds and hope 
  for a better result next time. Unfortu-
  nately, the Hazarian Empire has never 
  achieved that result — but nor has it 
  lost anything else. For some reason 
  the Atlanteans have never tried to 
  conquer it, though it seems they easily 
  could if they so chose. The Lemuri-
  ans have made several half-hearted 
  attempts, but the mighty Hazarian 
  knights have fought them and their 
  magiconstructs off each time. No one 
  knows what the future may hold, but 
  for now Hazaria is safe and secure.
  HY-AUSTRAloS
  Far to the south lies the land of Hy-
  Australos, which is so inhospitable no 
  one lives there or claims it. Hy-Aus-
  tralos is bitterly cold and perpetually 
  covered in ice and show. Winds that 
  can freeze a man’s beard solid whistle 
  down off tall, jagged mountain peaks. 
  The only things that live there are seals, 
  walruses, and waterfowl inured to the 
  cold, and a species of enormous white 
  bear that preys on them. Atlantean 
  hunters sometimes venture to Hy-
  Australos in search of walrus ivory or 
  bear pelts, but that’s more so they can 
  brag about having been there than for 
  the value of such things.
  beyond the 
  dominion
  
  50  Land And Realms Of The Atlantean Age 
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  GEOGRAPHY
  Hazaria occupies the northwest 
  corner of Sangobar; to its south is 
  Gardarica, its east the three “Hazarian 
  kingdoms” of the Dominion, and its 
  north the endless hyperborean wastes. 
  Most of its land is northern grasslands 
  and hills, broken up here and there by 
  small, swift, cold rivers and patches of 
  forest. Many of the trees are evergreens, 
  but a few hardy oaks and other decidu-
  ous trees also exist. Aside from the Haz-
  arians’ domesticated horses and cattle, 
  the major animals are a large species of 
  deer (similar to the one that exists in 
  northern Pelasgar) and an equally-large 
  species of wolf that often terrorizes 
  Hazarian homesteads but also serves the 
  Hazarian military (see below).
  Vastrond
  The capital of the Hazarian Empire 
  is Vastrond, which straddles the ice-cold 
  Ivling River at its mouth. An often grey 
  and depressing place of dirty streets 
  and squat brown and white buildings, 
  it brightens up considerably when the 
  flowers bloom during the short Hazari 
  summers. The city’s center is located on 
  an island in the middle of the river that 
  can only be reached by two bridges, one 
  to each shore. The bridges are designed 
  so the Hazarians can easily block or cut 
  them to defend the Imperial Palace, 
  which occupies the hill at the center of 
  the island.
  The biggest and tallest building in 
  the city, the Palace is a confusing mass of 
  towers, wings, and alcoves that’s a testa-
  ment to the number of rulers who’ve 
  occupied it. Each emperor added his own 
  “personal touch” in the form of a new 
  structure, tearing down an old part of the 
  building and replacing it, or the like. Since 
  no central plan was ever followed, it’s easy 
  for almost anyone, even someone who’s 
  visited it many times, to get lost.
  The centerpiece of the Palace is 
  the Throne Room, which becomes the 
  Feast Room on high state occasions. A 
  long, rectangular room, it has a mez-
  zanine where archers stand guard over 
  the Emperor whenever he’s there; the 
  columns supporting the mezzanine are 
  carved in the shape of famed Hazarian 
  heroes, monsters of legend, and the like. 
  The wooden floor is inlaid with an enor-
  mous copy of the symbol of the Empire, 
  a sword inside a sunburst.
  The Boralan Islands
  To the west of the Empire are the 
  Boralan Islands, inhabited by a people 
  known as the Boralans who may be 
  related to the Hazarians (see page 20). 
  The Hazarians conquered the islands 
  easily centuries ago, for the Boralans are 
  not a warlike race. But the rocky, wind-
  swept islands have little to offer, and 
  so the Hazarians leave them and their 
  people alone... provided the emperor 
  receives his annual tribute of walrus 
  ivory and other goods.
  CULTURE
  The former tribal society of the 
  Hazarians has evolved into a more 
  sophisticated clan structure of extended 
  families (though disagreements and 
  feuds between clans, mirroring the 
  tribal conflicts and clashes of old, are 
  not uncommon). A typical Hazarian 
  family lives in a wooden house with a 
  central fire-pit for warmth and cooking. 
  Related families live nearby, forming a 
  loose sort of “town” in which everyone’s 
  related as part of a small clan. Clans get 
  together with other nearby clans several 
  times a year for socializing, trading, and 
  entertainment. Marriages are usually 
  arranged at these events by the respec-
  tive parents, with the wife joining her 
  husband’s family after the wedding. 
  The newlyweds live with the husband’s 
  family for a few months until their own 
  house can be built.
  The Hazarians divide jobs and 
  duties between the genders along strict 
  lines. Men do the farming, hunting, 
  fighting, guard duty, building, and 
  other heavy labor, and are generally 
  considered “head of the family” with the 
  power to speak for it in legal matters. 
  Women take care of domestic chores, 
  cooking, raising children, gardening, 
  and the like, and quite often have far 
  more say in what a family does and says 
  than any husband is willing to publicly 
  admit to. Children typically have only a 
  few chores (at most) to do until age 10, 
  at which point they undergo the “adult-
  hood ceremony” and start to become 
  a much more important part of overall 
  family life, with various duties and 
  responsibilities.
  ECONOMY
  The Hazarians trade extensively 
  among themselves. Typically the south, 
  which has a longer growing season and 
  better farmland, trades foodstuffs to the 
  north for herd animals, furs, amber, and 
  other goods. Most trades involve barter, 
  but the Hazarians do have a currency in 
  the form of small silver bars about the 
  size of an adult man’s middle finger. (The 
  Hazarian silver bar is worth about half 
  an Atlantean boullios, or gold coin, and 
  thus equal to five Atlantean drakahms 
  [silver coins].) Hazarian merchants often 
  travel beyond their empire’s borders to 
  trade in Deoghar and northern Sangobar. 
  They usually carry ivory, amber, furs, 
  Hazarian ale, and gemstones from the 
  northwestern mountains, which they 
  exchange for fine Atlantean cloth, wine, 
  musical instruments, jewelry, and other 
  high-priced luxury items that the Hazar-
  ian nobility desires.
  GOVERNMENT
  The ruler of the Hazarian Empire is 
  Areld Halfhanded, who earned his nick-
  name when he lost two fingers on his 
  left hand to a Lemurian’s sword during a 
  skirmish in his youth. Like many Hazar-
  ian emperors, he came to the throne by 
  killing his predecessor in a challenge 
  combat. He hopes to leave it to his son, 
  also named Areld and known as “the 
  Red” for the color of his hair, but it’s 
  possible some ambitious nobleman will 
  try to take the empire from the younger 
  Areld by combat as well.
  Although he holds the title 
  “Emperor,” Areld doesn’t really have 
  any more power or wealth than a typi-
  cal Atlantean prince (or even many 
  Dominion nobles). He rules mainly 
  by edict, with little in the way of a 
  court or bureaucracy to assist him. 
  Like most Hazarian rulers he’s learned 
  to be wary of establishing new laws 
  or policies, since the Hazarians are 
  an independent-minded folk who 
  don’t take too well to having their 
  government try to actually govern 
  them too closely. As long as Emperor 
  Areld doesn’t overstep his traditional 
  bounds and properly enforces the 
  existing laws, his people will respect 
  him (even if they don’t necessarily 
  always like him); if he goes beyond 
  those bounds, feuds, vendettas, and 
  even rebellion could result.
  The Hazarian nobility consists of 
  the heads of the larger clans (and even 
  some important extended families). 
  By longstanding custom they are the 
  de facto rulers of the region they live 
  in, despite the absence of a traditional 
  feudal system or the like. Since tend-
  ing to their administrative duties often 
  makes it difficult for them to farm or do 
  other work, they often get by on gifts 
  from people seeking their favor... which 
  creates a delicate balancing act of inter-
  ests and perceptions.
  Despite their reputation for feud-
  ing and settling matters with duels, 
  the Hazarians are actually a people 
  of laws. They have a lengthy and 
  often elaborate legal code that’s writ-
  ten down in large books kept at the 
  Emperor’s court. Local nobles are 
  expected to know the law (or to have 
  
  Atlantean Age  Chapter Three 
  51
  an advisor who does) and to hold 
  court at least once a month to resolve 
  legal disputes. Anyone not satisfied 
  with a noble’s ruling can appeal to 
  the Emperor, who holds court for one 
  week every three months. The Emper-
  or’s decision is final, and if necessary 
  will be enforced by his army.
  MILITARY
  Hazaria doesn’t maintain a large 
  military force anymore, since it’s given 
  up on trying to retake Avaria and the 
  other kingdoms to its east by force, and 
  Lemuria rarely threatens it with military 
  force any more. But the Emperor needs 
  soldiers to enforce his will and protect 
  the land from monsters and other perils, 
  and so an army exists.
  Rather than having a large body 
  of lightly-armored infantry, Hazaria 
  relies on a small army of highly-trained, 
  heavily-armored warriors that can be 
  considered “knights” (though they 
  don’t follow any code of chivalry, just 
  their own general code of honorable 
  conduct). Hazarian knights are unusual 
  in two respects. First, they’re more 
  heavily armored than other warriors 
  of the Atlantean Age. Unlike, say, an 
  Atlantean or Tellat fighter, who wears a 
  breastplate, greaves, vambraces, and a 
  shield, the Hazarian knight wears what 
  amounts to plate armor. Second, instead 
  of riding horses, Hazarian knights ride 
  semi-domesticated giant Hazarian 
  wolves. Managing one of these brutes 
  is difficult (in game terms, it requires 
  TF: Hazarian Riding Wolf) and tends 
  to involve brute strength and blows to 
  the animal’s head rather than soothing 
  words and treats. In the heat of battle, 
  an injured or weakened knight may find 
  his wolf turning on him! But despite 
  these risks, the Hazarians prefer wolves 
  to horses because (a) to them the abil-
  ity to “tame” and ride a wolf indicates 
  manliness and skill, and (b) the sight of 
  wolf-mounted cavalry tends to terrify 
  the opposition.
  MAGIC
  The Hazarian volo, or wizard, prac-
  tices a style of magic not quite like any 
  in the world. Mainly involving lengthy 
  rituals instead of easily-cast “combat 
  magic,” Hazarian wizardry involves 
  drawing out the ambient magical ener-
  gies in certain substances and materi-
  als, such as ivory, amber, gold, blood 
  (human or otherwise), fangs and claws, 
  certain flowers and herbs, oddly-shaped 
  stones, and the like. The volo gathers up 
  the substances that relate to the type of 
  spell he wants to cast — such as gold 
  for a spell of luck, or blood for a spell 
  to make a man brave — and prepares 
  them, often by tying them together with 
  special cords he weaves himself. Hard, 
  durable substances like ivory may be 
  carved with arcane sigils to heighten 
  their power. Once all the materials are 
  prepared, the ritual is performed. In 
  most cases this involves casting the spell 
  right then and there in a process that 
  destroys the substances (typically by 
  burning them or throwing them into a 
  body of water). But in some cases the 
  volo “charges” the item(s) with magical 
  energy for use at a later time, creating 
  a sort of one-use “fetish” that can affect 
  his foes in battle.
  KAPHToR
  Ruler:   
  Priest-king Modaroc III
  Capital:   
  Regethon
  Languages:   kaphtoran
  Resources:   Farming, trading, craftwork, 
  mining, herding
  “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 
  and other kingdoms trade extensively 
  with Kaphtor because of its unique 
  and highly-desired goods.
  HISTORY
  The early history of Kaphtor 
  is not well-known; the Kaphtorans 
  themselves aren’t very forthcoming 
  with other peoples, and few scholars 
  have cared to venture into Kaphtor to 
  learn more for themselves. What is 
  known (or at least surmised) is that 
  Kaphtor’s early history was marked 
  by struggles between various tribes 
  and petty kingdoms. One day, without 
  warning, a gigantic purple crystal, now 
  known as the Noctis Shard, appeared 
  in midair over the castle of one of the 
  petty kings, Nirblis. He interpreted this 
  as a divine revelation and sign of favor 
  from one of the gods — the god the 
  Kaphtorans worship today, and whom 
  they do not name. Abandoning the 
  worship of all other gods, he recruited 
  to his side both priests and warriors, 
  and a crusade began.
  A thousand years later, the petty 
  kingdoms were no more, and Kaph-
  tor and Kalla’har as they exist today 
  had come into being. United under 
  the rule of Priest-King Nirblis, and 
  watched over by its unnamed dark 
  god, the land became more power-
  ful and prosperous than ever. In time 
  Nirblis’s descendants abandoned his 
  seat and built a new capital, Regethon, 
  on the coast to make trade easier. But 
  the Noctis Shard remains, watching 
  over the Kaphtorans and giving power 
  to their wizards. Some say as long as it 
  stays there, Kaphtor cannot fall... but 
  if it ever disappears, or is destroyed, 
  Kaphtor will soon follow suit.
  GEOGRAPHY
  Located well beneath the equa-
  tor, Kaphtor is a temperate land with 
  warm springs and summers, and cool 
  autumns and winters. Snowfall tends 
  to be heavy during the winter months; 
  many Kaphtoran wagons are built so 
  that wheels can easily be replaced with 
  runners to turn them into sleighs if 
  necessary.
  Most of Kaphtor is lightly-forested 
  grasslands ideal for both farming and 
  raising herd animals; water (in the form 
  of small rivers and lakes) is plentiful 
  and the soil fertile. To the west are the 
  Antalya Mountains where the Kaph-
  torans mine valuable ore and quarry 
  stone; to the northeast is the vast Red 
  Forest, full of quality timber and game 
  animals... and more than a few monsters 
  for Kaphtoran heroes to slay.
  Kalla’har
  Kalla’har, to the north of Kaphtor, 
  is nominally a separate kingdom ruled 
  by King Gerenshar. In truth it’s really 
  just a province of Kaphtor, provid-
  ing the Priest-King and his followers 
  with foodstuffs and other goods in the 
  form of tribute. King Gerenshar does 
  nothing important until he consults 
  with the Priest-King, and always does 
  as the Priest-King instructs. Aside 
  from his own personal guard he has 
  few soldiers; instead “military advi-
  sors” from Kaphtor provide him with 
  any fighting men he happens to need.
  Regethon
  The royal seat of Kaphtor is a 
  city of dark grandeur. Perhaps in an 
  attempt to emulate the Atlanteans, 
  the builders of Regethon favored 
  large structures, tall towers, and open 
  plazas. Of particular note is the great 
  temple at the very heart of the city, 
  where the noble and wealthy come to 
  worship the Kaphtoran god at weekly 
  ceremonies. Lower-class folk must 
  stay in the plaza outside and wor-
  ship from afar. This pattern repeats 
  throughout Regethon again and again, 
  with the lower classes barred from 
  many places.
  
  52  Land And Realms Of The Atlantean Age 
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  CULTURE
  Kaphtoran society is rigid and 
  oppressive. The Priest-King and his 
  priests are the greatest power in the land, 
  with spies and influence everywhere. 
  Anyone who does not comply with their 
  wishes — which include devout worship 
  of the unnamed god and attendance at all 
  scheduled worship services — soon finds 
  himself dragged inside the inner recesses 
  of a temple... and no one ever hears from 
  or sees him again.
  Ranked below the priesthood 
  is the nobility, which includes pos-
  sessors of hereditary titles, wealthy 
  men who’ve bought their way into 
  power, and heroes who’ve performed 
  services for the Priest-King and been 
  awarded noble rank. Typically a noble 
  is in charge of some place or project 
  assigned to him by the Priest-King. 
  One might rule over all the people 
  in a particular district or city of the 
  kingdom, another might lead part of 
  the army, while a third is in charge 
  of all trade expeditions to Tel’Ramas. 
  A noble who can’t perform his duties 
  satisfactorily will soon find himself 
  replaced (and few displaced nobles 
  survive for long).
  Below the nobles are a middle 
  class of valued craftsmen and other 
  professionals. After them comes the 
  vast mass of the Kaphtoran people, 
  the lower classes. Doomed to a life 
  of poverty and oppression, they have 
  little to look forward to and often live 
  a worse life than the slaves who serve 
  the nobility. Slaves, who are common 
  and often horribly abused, are the 
  lowest rung on the Kaphtoran social 
  ladder. By law any nobleman or crafts-
  man can kill a slave for any reason, 
  and the only penalty he has to pay is 
  recompense to the slave’s owner.
  Kaphtoran women generally 
  occupy a position not much better 
  than that of slaves. In Kaphtor women 
  are subservient to men of equal social 
  rank. A woman cannot marry without 
  her father’s consent, cannot leave the 
  house without her husband’s consent, 
  cannot own property, and has no real 
  say in society. Particularly among the 
  lower classes women basically exist to 
  serve the whims of their men, leading 
  to short, miserable lives. Men can have 
  multiple wives and can divorce a wife 
  at will with no penalty; women cannot 
  initiate divorce.
  Among the upper classes, 
  favor-currying, influence-peddling, 
  intrigue, and assassination are com-
  monplace. In Kaphtor two people 
  having a serious difference tend to 
  hire assassins to settle the matter. 
  Sometimes all that’s required is for 
  an assassin to show the target that he 
  can get to him; the smart target then 
  backs away from the situation. In 
  other cases the dispute ends only with 
  the death of one of the parties. When 
  someone is assassinated, all his assas-
  sination contracts immediately expire, 
  thus sparing his enemy (assuming 
  word of this reaches the other assas-
  sin in time). By the “code of honor” 
  Kaphtoran assassins follow, an assas-
  sination has to be obvious; there’s no 
  such thing as “making it look like an 
  accident”... though that doesn’t neces-
  sarily mean the identity of the assassin 
  or his employer will be obvious.
  ECONOMY
  Ordinarily Kaphtor would find 
  itself in difficult economic straits 
  because few people like to visit it. 
  However, Kaphtor possesses several 
  unique trade-goods desired by the 
  folk of other lands. Typically the 
  Kaphtorans still have to mount trade 
  expeditions to go to other lands; it’s a 
  brave or greedy merchant who’ll come 
  to Regethon to trade.
  Besides typical items like food-
  stuffs and furs, Kaphtor has three 
  trade items that are difficult or 
  impossible to find anywhere else. 
  First, miners in the Antalya Moun-
  tains occasionally find lupek stones. 
  Lupek is a high-quality gemstone that 
  ranges in color from a sort of teal to 
  a rich blue-purple; it’s unlike any-
  thing else in the world, and prized for 
  its beauty and value. Second, other 
  miners quarry shertaf stone from the 
  mountains. Shertaf is a marble-like 
  stone that comes in a variety of colors 
  and is desired for interior flooring, 
  decor, and artworks. Lastly, in parts 
  of the Red Forest grow the trees that 
  
  Atlantean Age  Chapter Three 
  53
  give it its name:  the Kaphtoran cedar, 
  treasured for its pleasant odor, rich 
  luster, and carvability. Items made of 
  Kaphtoran cedar, from small decora-
  tive boxes to large pieces of furniture, 
  grace many an Atlantean home.
  GOVERNMENT
  The ruler of Kaphtor is Priest-
  King Modaroc III, who’s the head of 
  the priesthood as well as the secular 
  government. His chief advisor is High 
  Priest Yogen, who oversees most 
  day-to-day temple business and com-
  mands the priesthood. Modaroc’s 
  other assistants include nobles who 
  serve as court functionaries, various 
  courtiers who curry favor and create 
  a social life for Regethon, and so 
  forth. The Priest-King’s word is law, 
  enforced as needed as needed by the 
  priesthood or his soldiery.
  The laws in Kaphtor are strict and 
  harsh, as many a visitor has learned 
  to his regret. Evildoers, people who 
  incite trouble, blasphemers, and 
  those who openly worship other gods 
  are usually put to death after being 
  captured. Those who are spared the 
  headsman’s axe end up with a lifetime 
  of slavery to look forward to.
  MILITARY
  The Priest-King maintains a large 
  and well-trained army, despite the cur-
  rent lack of external threats to his king-
  dom. For the most part they serve as 
  guards in his cities, patrol the roads to 
  prevent banditry, collect taxes, and see 
  to it that the people remain docile.
  The typical Kaphtoran soldier 
  wears a chainmail hauberk and gaunt-
  lets plus boots and a helmet, and also 
  carries a shield. Most soldiers favor 
  the sword, but battle-axes, maces, and 
  other weapons aren’t unknown. Addi-
  tionally most soldiers carry a spear 
  that can be thrown or used as a melee 
  weapon. Cavalry wears a lighter hau-
  berk and has a longer, heavier spear. 
  Archers wear studded leather armor 
  and stay as far back from the main 
  fighting as they can, since they only 
  have a short sword or dagger in addi-
  tion to their compound bows.
  It’s said the Priest-King has an 
  enormous corps of spies who keep a 
  close eye on his people and on other 
  lands. Some of these spies come from 
  the ranks of Kaphtor’s vaunted assas-
  sins and can do more than just gather 
  information. Others are masters of 
  disguise, possibly even students of 
  Dushaanian shapechanging magic (see 
  page 132).
  MAGIC
  Kaphtoran magic is similar to 
  Atlantean in most respects, but with 
  some important differences in terms of 
  which spells Kaphtoran mages can cast 
  and how they cast them. See Chapter 
  Seven for specifics, but there are two 
  primary differences. First, Kaphtoran 
  mages have easier access to Shadow and 
  Chaos spells. Second, they depend on 
  enchanted staffs to help them cast their 
  spells; deprived of his staff, a Kaphtoran 
  mage is significantly less powerful.
  THe eMPIRe  
  oF TellAT
  Ruler:   
  Emperor Doracantos
  Capital:   
  Tardanum
  Languages:   Tellat
  Resources:   Farming, craftwork, trading, 
  herding, mining
  Occupying half of the continent of 
  Tel’Ramas, the Empire of Tellat has been 
  a persistent source of trouble for Atlan-
  tis. Unable to conquer the southern 
  upstarts, the Dominion must now con-
  front the fact that Tellat may choose to 
  ally with Lemuria, giving the undersea 
  realm new life and power.
  HISTORY
  Unlike present-day Hazaria, 
  Tellat is a true empire. Its begin-
  nings lie with two peoples, the Erixo 
  and the Ventani (or Ventanians), 
  who controlled the lands south and 
  north of the Sinessa River, respec-
  tively. Although linked by trade and 
  a common language, the two peoples 
  often fought with one another for ter-
  ritory, over some slight real or imag-
  ined (raids across the river for cattle 
  or women being the most common 
  spark), or to obtain a trade advantage.
  It came to pass that both peo-
  ples were led by kings of exceeding 
  wisdom:  Berreket of Erixo and Tagal 
  of Ventani. After one particularly 
  vicious conflict, both men realized 
  the situation could not be allowed to 
  continue. With most of their noble-
  men dead in the fighting, both were in 
  a position to exert great power within 
  their lands. Working at first in secret, 
  but later in the open, they began to 
  negotiate an end to the hostilities. It 
  was agreed that Berreket’s daughter 
  would marry Tagal’s son, and their 
  son would rule a united land. They 
  called this land Tellat, a word in their 
  language taken from the term for 
  “union” or “coming together.”
  The peace lasted — barely — long 
  enough for old hatreds to die away 
  with those who’d held them and new 
  generations to grow up having never 
  known anything but Tellat. Jokes were 
  still made about “filthy Erixians” and 
  “barbaric Ventani,” but in effect the two 
  people had become one. Within a few 
  decades they were beginning to come 
  into their power and cast covetous eyes 
  eastward. The Lucanians, who dwelt 
  in the lands east of the Sinessa, were 
  the first people to “join” Tellat, and the 
  overproud Tellat King Ammicar wasted 
  no time declaring himself “Emperor.”
  Nor were the Lucanians the last 
  people absorbed into the Empire. When 
  the vicious Askari held out against the 
  Tellat armies in their mountain high-
  lands, the Ardanians to their south and 
  Volscarans further east were unable to 
  resist Tellat strength. Turning north, 
  the Tellat armies next took Apperia, 
  destroying so many Apperian towns and 
  villages that for years the region was a 
  virtual wasteland.
  With the other nearby lands 
  pacified, Tellat returned to the thorny 
  problem of the Askari, sending so many 
  troops against them not even the fierce 
  mountain folk could hope to hold out 
  for long. One by one the Askari strong-
  holds fell, though none easily and none 
  without price for the Tellats. In the 
  final conflict of the war, the Tellat army 
  confronted a much smaller Askari force 
  that it had pinned against the edge of 
  a precipice along with many Askari 
  women and children. As the Askari war-
  riors slowly gave ground, the women 
  and children willingly leaped off the 
  cliff to give their men more room to 
  fight. When all were dead the anguished 
  soldiers threw themselves at their oppo-
  nents with renewed fury, but for all their 
  boldness they were swiftly cut down.
  Though the main work of con-
  quest was done, it took centuries for 
  the conquered peoples to become 
  truly pacified. Revolts flared occasion-
  ally, and the Tellat emperors put them 
  down. To keep soldiers in fighting 
  trim, expeditions were mounted to 
  conquer the lands northwest of the 
  Erixian hills and north of the Dard-
  essos, though with mixed results at 
  best and no permanent holdings for 
  the most part. At times the Empire 
  expanded, and later it contracted 
  back, but it never lost its core lands.
  During the First Lemurian War, 
  Tellat allied with Lemuria, one of its 
  strongest trading partners. The Tellats 
  had long been envious of Atlantean 
  power and prestige and hoped for the 
  
  54  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  chance to humble them. They very 
  nearly did at the Battle of Mt. Akontios 
  (page 13), but ultimately the Atlanteans 
  won the battle despite the Lemurian 
  magiconstructs and Tellat counterma-
  gics. As the price for its defeat Tellat 
  was forced to cede its lands west of the 
  Erixian Hills. At the time many Tellats 
  were glad that price was so small, but 
  today more and more of them wonder 
  if there might not be a way to turn that 
  long-ago defeat into a victory and take 
  the place of both the Atlanteans and the 
  Lemurians as the chief actors on the 
  world stage.
  GEOGRAPHY
  The Empire of Tellat encom-
  passes all the lands east of the Erixian 
  Mountains and Hills and south of the 
  Daressos River and the Inland Sea of 
  Khotar. Most of the land is flat, fertile 
  grasslands, though around the two 
  mountain ranges and to the far north 
  along the river there are ranges of wild 
  hills where few men live; wild beasts 
  and even monsters dwell there, some-
  times coming down into the civilized 
  lands to wreak havoc. For example, 
  just a few decades ago a gigantic ser-
  pent left the hills near the Apperians, 
  lured by the succulent taste of Tellat 
  sheep... and Tellats! Its foul breath 
  and steel-hard scales made it nearly 
  impossible to kill; over a dozen sol-
  diers and heroes died trying. Finally 
  the hero Hodesh, skilled in archery, 
  slew it by firing an enchanted arrow 
  down its gullet.
  Tardanum
  Built at the confluence of the 
  Sinessa and Ventana Rivers, the Tellat 
  capital of Tardanum is effectively 
  landlocked since a series of turbulent 
  rapids makes the Sinessa unnavigable 
  by ships all the way to the city. Known 
  simply as “the City” to Tellats, it’s also 
  called the City of Bridges because 
  Tellat engineers have built so many 
  spans over the city’s two rivers.
  The heart of Tardanum is the 
  Great Plaza just to the north of where 
  the two rivers meet. Ringed by the 
  Imperial Palace, the Hall of Council-
  lors, and the Temple of Maritra, it’s 
  where all important official business 
  takes place. When the weather is fine 
  most of the city’s movers and shakers 
  can be found there, debating policy or 
  transacting business; in foul weather 
  the conversations and deal-making 
  move indoors.
  North of the Great Plaza is where 
  the wealthiest and influential citizens 
  live. Across the rivers, and the fur-
  ther south one goes, the poorer and 
  and more squalid the neighborhoods 
  become. The wealthy rarely venture 
  into those parts of the city without an 
  armed guard.
  Other Cities
  The Empire has two other major 
  cities of note (as well as many other 
  smaller cities, towns, and villages). 
  Mendria sits at the mouth of the Sinessa 
  River, on its west bank (the east bank is 
  much lower and swampier; the swamps 
  provide waterfowl and fish for the city). 
  Since trading ships can’t sail upriver 
  to Tardanum, Mendria is the Empire’s 
  chief trading port. From its northern 
  gate caravans carry goods to the capital 
  and elsewhere.
  The other two cities — Telamon, 
  on the coast between Ardania and 
  Volscara, and Ventanium, on the Inland 
  Sea — are also important ports, but 
  more limited in scope. Telamon mainly 
  sees trade from Kaphtor and Eshuna, 
  whereas Ventanium is the port that 
  gets traders who come from the north 
  through the Mestorian Canal. Atlantean 
  visitors who arrive in Tellat by ship usu-
  ally disembark in Ventanium.
  The Decana Islands
  Off the coast of Volscara lies a 
  small archipelago, the Decanas, that 
  the Empire claims. Although not par-
  ticularly hospitable (especially during 
  the long, cold winters), the Decanas 
  are home to Tellat settlers because 
  of the silver mines there. For some 
  reason the silver mined from these 
  islands is magically “potent,” and thus 
  perfect for use in crafting enchanted 
  items. It’s not unknown for a powerful 
  wizard to visit the islands to person-
  ally choose exactly which silver ore 
  or vein he wants because of the way it 
  “feels” to him mystically.
  CULTURE
  The Tellats are known as a proud, 
  even arrogant, people. Many of them 
  believe their Empire is destined to 
  rule the world, though there seems to 
  be little chance of this ever happen-
  ing and the Emperor isn’t planning 
  any campaigns of conquest. They 
  tend to look down on other peoples, 
  even Atlanteans, as “barbaric” to some 
  extent.
  Perhaps related to that trait, the 
  Tellats are great talkers, debaters, and 
  thinkers. It sometimes seems as if every 
  Tellat has an opinion on each issue, 
  and that no two opinions agree! Many 
  famous philosophers are from Tellat, 
  and the Tellats have a rich body of 
  legend, song, and poetry. More than one 
  skilled versifier has earned enormous 
  sums of money as gifts from wealthy 
  Tellats who enjoyed his work.
  In contrast to many societies of 
  the Atlantean Age, Tellat is mostly 
  gender-neutral. While a woman 
  cannot rule as sole Empress, women 
  can own property, participate in 
  public debates, have a say in who 
  they will marry, and initiate divorce 
  proceedings. Even Atlantean women 
  sometimes envy them their freedoms.
  ECONOMY
  The Tellat Empire enjoys a broad-
  based economy that’s able to provide 
  most of its own needs. Its copious, fer-
  tile farmlands provide so much food 
  that it can export grain and animals 
  to other lands if necessary; its mines 
  produce most of the ore it needs, and 
  it has many other natural resources 
  to draw upon. It most often trades 
  for lumber (which it has relatively 
  little of) and luxury items. Its potters, 
  sculptors, and swordsmiths are highly 
  thought of and their products often 
  traded for.
  Tellat trades extensively ties with 
  Lemuria. Having a common enemy in 
  Atlantis has brought the two empires 
  closer together, and that’s led to a lot of 
  exchange. For example, Lemuria is Tel-
  lat’s chief market for surplus foodstuffs.
  GOVERNMENT
  The Tellats are ruled by an 
  emperor who supposedly has unques-
  tioned authority. The current ruler, 
  Emperor Doracantos, is an accom-
  plished man skilled in the arts of 
  war, diplomacy, and remembering 
  the names and birthdates of his 26 
  children. Its said he yearns to expand 
  the borders of the Empire, but neither 
  Chagaria, nor Eshuna, nor Kaphtor 
  presents a particularly enticing target.
  Assisting the Emperor is the 
  Council of Nobles, which meets 
  monthly (and sometimes daily) in 
  the Hall of Councillors. The Coun-
  cil is supposed to advise and assist 
  the Emperor in the running of the 
  Empire, but in practice it sometimes 
  goes beyond that. There have been 
  periods in Tellat history when the 
  Council, not the Emperor, really ran 
  things. This is not one of those peri-
  ods, though the Council is powerful 
  and popular enough that Doracantos 
  can’t simply ignore or circumvent it.
  MILITARY
  Tellat maintains a large army and 
  navy, though given the current state of 
  world affairs the military mostly per-
  
  Atlantean Age  Chapter Three 
  55
  forms guard duty, accompanies trading 
  expeditions, and the like. Like Atlantean 
  soldiers, Tellat soldiers typically wear 
  a breastplate, greaves, vambraces, and 
  a helmet, and carry a spear, sword, 
  and shield. But stylistically the two are 
  different, no one could ever mistake a 
  Tellat warrior for an Atlantean one.
  To augment their soldiery the 
  Tellats employ battle-beasts. Some are 
  species native to the Tellat lands that are 
  trained (and sometimes armored) for 
  fighting, while others are tamed mon-
  sters or specially bred by Tellat wizards. 
  Examples include the battledon (a crea-
  ture like a large, multi-horned, spined, 
  reptilian rhinoceros), the skréa-hawk, 
  armored war-wolves, the Tellat battle-
  hound, and the warvoren (a dragon-
  like creature about the size of a chariot 
  with needle-sharp fangs and talons, a 
  venomous sting in its tail, and a vicious 
  disposition). A specially-trained soldier 
  known as a beastmaster controls each 
  battle-beast.
  MAGIC
  Tellat mages practice a style of 
  magic that’s similar to Atlantean wiz-
  ardry, though generally weaker and 
  with one important difference:  for 
  reasons the Atlanteans cannot discern 
  (possibly something to do with their 
  god Maritra), Tellat mages can learn 
  and cast Arcane spells more easily 
  than their Atlantean brethren. Among 
  other things, they’ve used this to 
  develop an elaborate body of counter-
  magics and spell-stealing spells. This 
  gives them the mystic clout to take on 
  Atlantean wizards even though they 
  otherwise lack the raw power to do 
  so; often the Atlantean wizard finds 
  that his spells won’t work... or are 
  being used against him!
  
  56  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  A
  tlantis’s chief rival, and at 
  times enemy, during the 
  Atlantean Age 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 by no means certain. 
  Not even the Vasaran oracles can pre-
  dict what will ultimately come to pass in 
  this titanic conflict.
  leMURIA, THe lAnD 
  beneATH THe WAVeS
  The heart of the Lemurian Empire 
  is, of course, Lemuria itself. Once a 
  land like any other, it now exists deep 
  beneath the waves of the Tellaric Sea.
  HISTORY
  Relatively little is known of Lemu-
  rian history, for the Lemurians are a 
  private, even secretive, people who 
  don’t necessarily want outsiders to 
  know about them or their land. What 
  chronicles do exist tend to contradict 
  one another on various points, and 
  often make claims so outlandish that no 
  reputable scholar can credit them.
  Nevertheless, one who studies 
  what is available can create what seems 
  to be a plausible, consistent outline of 
  Lemurian history. Thousands of years 
  before Poseidon gave the new land 
  of Atlantis to Evenor and Leucippe, 
  Lemuria was founded by a powerful 
  sorcerer named Falarlem. Falarlem was 
  a great philosopher and scientist who 
  discovered the four basic foundations of 
  Lemurian elemental magic, the mystic 
  substances ignaetium, corusqua, crystal-
  los, and fulminor. Using them to fuel an 
  army of soldiers and a fleet of ships, he 
  conquered the archipelago that he chris-
  tened Lemuria.
  With the power of the four mystic 
  substances behind it, Lemuria’s fortunes 
  rose. In the centuries after its founding, 
  Lemuria went on to conquer much of 
  the known world:  Saravon, Deoghar, 
  Sangobar, western Tel’Ramas. It would 
  have extended its reach further, but 
  hubris and ambition led to a number of 
  disasters that weakened or stymied the 
  Lemurians. First, the chronicles speak 
  of a “great spell” intended to give all 
  Lemurians immortality and vast mystic 
  powers. But something went wrong with 
  the working of it, and the Lemurians 
  were crippled instead (though they did 
  succeed in extending their lifespans). 
  Exactly how they are crippled is unclear, 
  but their anguish over the results of the 
  “great spell” comes through in every 
  chronicle and record available to Atlan-
  tean scholars.
  Apparently the taste of immortality 
  they received only whetted the Lemuri-
  ans’ appetite, for soon they went to war 
  with the gods themselves to obtain the 
  secret of life eternal! In their fiery work-
  shops the sorcerer-scientists of Lemuria 
  built vast magiconstructs designed to 
  let them storm the citadels of heaven 
  itself. One assault after another was 
  repulsed, until at last the Lemurians 
  designed the greatest weapon the world 
  had ever seen:  the Mandragalore. The 
  nature and purpose of the Mandraga-
  lore are uncertain, but it seems it was 
  designed to shake the land of the gods 
  and destroy it, much like an earthquake 
  or great storm ravages the earth. But 
  such power was not meant for mortal 
  hands. The Lemurians activated the 
  super-weapon and prepared to rejoice 
  in the downfall of their enemies... but 
  something went wrong. Waves of arcane 
  energy exploded from the device, rav-
  aging Lemuria itself as the Lemurians 
  had meant to ravage heaven. Then the 
  Mandragalore detonated, scattering 
  pieces and fragments of itself all over 
  the world. The explosion was so power-
  ful that it killed thousands of Lemurians 
  and shattered their largest island.
  But that was not the worst of it. 
  Lemuria’s sorcerers soon realized the 
  explosion had destabilized the archi-
  pelago and that it was beginning to sink 
  beneath the waves! They tried to halt 
  the disaster, but their spells were not 
  strong enough to overcome the effects 
  of the Mandragalore. Soon they turned 
  their attention not to saving Lemuria, 
  but preserving it. They erected vast 
  domes of crystallos over the Lemurian 
  capital and ignaetium mines so that the 
  Lemurians could live and thrive beneath 
  the waves.
  It took several centuries for Lemu-
  ria to overcome the effects of the disas-
  ter and learn to live beneath the waves. 
  During that time many parts of its 
  empire broke away from it to chart their 
  own course in the world. When Lemuria 
  was once again ready to assert itself in 
  the world, its first task was to reconquer 
  those lost lands. This it did swiftly and 
  harshly, cruelly punishing those who’d 
  dared to turn away from it in its time 
  of troubles. When the reconquest was 
  complete, Lemuria marched on to take 
  new lands.
  Had things continued in that 
  wise, Lemuria would no doubt rule 
  the world today, despite having to 
  cope with the difficulties of living 
  underwater. But a new power arose in 
  the world — Atlantis, whose mystical 
  might was a match for Lemuria’s own. 
  Since then Atlantis’s power in the 
  world has waxed and that of Lemuria 
  has waned; the Lemurian Empire has 
  contracted, with the lost lands becom-
  ing part of the Dominion of Atlantis. 
  But the struggle between the two is 
  far from over, and Lemuria has many 
  weapons at its disposal that could 
  spell doom for the Great Island and 
  her people.
  GEOGRAPHY
  Lemuria itself is an undersea 
  kingdom protected from the crushing 
  weight of the Tellaric waters by magical 
  domes made of crystallos. While living 
  underwater imposes many difficulties 
  on the Lemurians, it also offers them 
  unprecedented security. No Atlantean 
  spy has ever succeeded in getting close 
  to penetrating the Lemurian dome, 
  nor could any existing army or navy 
  bring significant force to bear against it 
  without employing magic on a level that 
  even the Atlanteans have never tried.
  The main Lemurian dome is a 
  full 10 miles in diameter and contains 
  all the buildings and facilities the 
  Lemurians need for daily life, includ-
  ing magical engines that draw oxygen 
  from the water. Extending off from the 
  main dome are tunnels to some smaller 
  domes that protect the ignaetium mines 
  or farming areas. Within the dome 
  the buildings have an unusual style, 
  one that would strike modern human 
  eyes as being a sort of combination of 
  Baroque and Art Deco styles — onion-
  shaped domes, intricate mosaics, lots of 
  carved stone, many buildings sheathed 
  in bronze, brass, or copper plating. 
  the empire 
  of lemuria
  
  Atlantean Age  Chapter Three 
  57
  Important features include the palaces 
  of each noble house (see below), the 
  immense palace of the Priest-King, the 
  four ziggurat temples of the Lemurian 
  gods (see below), and the Amphitheater, 
  where the “fossilized” skeletons and 
  clothing of the nobles who witnessed 
  the Mandragalore’s destruction sit in 
  mute testimony to the weapon’s power.
  Aside from Lemuria itself, the 
  Lemurians control a surface empire 
  that as of 32098 BC is confined to the 
  continents of Saravon and Deoghar. 
  See below for more information on 
  the empire.
  LEMURIAN SOCIETY  
  AND CULTURE
  Lemurian society consists of two 
  groups:  the Lemurian nobles and the 
  Mole-Men. These two populations live 
  very different lives. Lemurian nobles 
  devote themselves entirely to whatever 
  pursuit they choose — typically sorcery 
  or warfare, but sometimes sports, phi-
  losophy, or the like. They live lives of 
  ease and pleasure.
  The Mole-Men, subhuman ser-
  vants descended from the people who 
  originally inhabited the Lemurian 
  archipelago, only stop toiling to eat and 
  sleep. They are the ultimate slaves, never 
  questioning or rebelling, just working, 
  working, working without complaint. 
  They live underneath Lemuria in exten-
  sive warrens which also contain much 
  of the magicomachinery that ensures 
  Lemuria’s continued existence.
  To a Lemurian, a Mole-Man is 
  not a sentient being. He is a thing, a 
  golem of flesh and blood, and pos-
  sesses much less value than a magi-
  construct (after all, a Mole-Man is 
  ugly and not the creation of Lemurian 
  sorcery). Any behavior that hints of 
  a Mole-Man’s conduct, even minor 
  things such as traveling underground, 
  is beneath a Lemurian noble — he 
  would rather die than act that way.
  The Noble Houses
  Lemurian society revolves around 
  the noble houses, of which there are 
  said to be nearly fifty. Each is named for 
  one of the founders or early notables 
  of Lemurian history. A patriarch (or 
  matriarch) leads each House, and only 
  he can take the name of the house as 
  his surname (all other members take a 
  diminutive or altered form as their sur-
  name). For instance, Kerevar Shorg is 
  the patriarch of the House of Shorg, and 
  no other member of the House could 
  use the name, Shorg, in his own name 
  until Kerevar is no longer the patriarch.
  The patriarch is often the oldest 
  member of the family, but sometimes 
  he’s one of the elder members with the 
  most prestige, influence, or power. The 
  Priest-King must approve all appoint-
  ments to patriarch, but the actual deci-
  sion is made by vote of the adult mem-
  bers of the family. The patriarch holds 
  great power, not only over his own 
  House but Lemurian society, for the 
  members of the Council of Patriarchs 
  serve as the chief advisors to the Priest-
  King and often sway his opinion.
  Lemurian marriages are arranged 
  entirely by the House patriarch and 
  elders (often certain women in par-
  ticular); they have nothing to do with 
  love, and love rarely results from the 
  unions. Often marriages are arranged 
  to seal economic or social deals. The 
  woman becomes a part of her hus-
  band’s House and moves to its palace, 
  though her true loyalty may remain 
  with her birth-House.
  A House usually only has five 
  or six traditional given names for its 
  children. Since a House consists of 
  dozens of individuals, the members 
  use epithets (either ones they choose, 
  or ones given to them) to differentiate 
  themselves from others of their House 
  with the same name. A House raises 
  children communally — the idea of a 
  discrete set of parents raising a child 
  is alien to the Lemurians; a child is 
  the son or daughter of the House as a 
  
  58  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  whole, not two individuals.
  Each House has a reputation 
  among its fellows, both for the great 
  feats of their ancestors and more often 
  for the infamous ones. For example, the 
  House of Shorg is known for producing 
  great warriors... but the story most often 
  told of them is the ignoble and disgust-
  ing death suffered by Tregon Shorg at 
  the Battle of Mt. Akontios.
  Conflicts and conspiracies between 
  nobles Houses are not uncommon. 
  Duels and assassination resolve some 
  of the difficulties quickly, while other 
  rivalries and hatreds fester for decades 
  or centuries.
  Daily Life
  Nearly all Lemurian nobles pursue 
  either the arts of war or sorcery, and 
  typically they devote every day to the 
  task of perfecting these skills. Few 
  Lemurians create art, write poetry, or 
  dedicate themselves to hobbies. To the 
  Lemurian mind, only two fields of activ-
  ity — sorcery and war — are worthy of 
  a Lemurian’s time. Doing anything else 
  is considered aberrant and even dis-
  graceful, so it takes a strong personality 
  and a willingness to endure scorn to 
  choose other endeavors.
  The warrior spends his day drill-
  ing, observing the construction and 
  repair of war machines, and reading 
  the histories of past military cam-
  paigns. Occasionally warriors go 
  hunting in the surface realms or hold 
  war games, usually recreations of 
  historical battles the Lemurians won, 
  using Mole-Men as troops.
  A the sorcerer’s day is much more 
  bookish — he spends most of his time 
  in a library, either his House’s or that 
  of another. Other days he spends in his 
  estate’s workshops, conducting experi-
  ments. What experiments he chooses 
  to perform and avenues of research he 
  chooses to follow are up to him, but 
  usually his House, not to mention the 
  Priest-King, will have “suggestions” 
  about the best ways he can spend his 
  time. Unlike a stereotypical surface 
  world wizard, who prefers to horde his 
  knowledge and guards it jealously from 
  his own kind, most Lemurian sorcerers 
  love to discuss magic with their fellow 
  Lemurians. However, the communal 
  nature of Lemurian sorcery sometimes 
  gives rise to the cabals and conspiracies 
  that plague Lemuria’s internal history.
  All of a House’s members gather 
  for dinner in the palace’s grand hall at 
  six o’clock, where they discuss the day’s 
  doings and goings-on. If a House member 
  misses the dinner he must explain why 
  and make apologies to the House’s patri-
  arch as soon as possible — missing dinner 
  is considered disgraceful. The only rea-
  sonable excuses for missing dinner are 
  serious illness and being outside Lemuria 
  entirely. A dinner is solely for House 
  members; other Lemurians, including the 
  Priest-King, are never invited.
  Masks
  When outside their palaces or 
  receiving guests, all Lemurian nobles 
  wear masks — either a half-mask 
  covering the upper part of his face 
  or a full one covering his entire face. 
  Each House has a Lemurian heraldic 
  demon or creature for its symbol, and 
  the mask is typically a stylized repre-
  sentation of that symbol. The masks 
  are always fierce in appearance, with 
  sharp fangs, horns, or like attributes. 
  The most ancient masks possess mys-
  tical properties. Materials vary greatly, 
  but the oldest are often of materials 
  Lemurians rarely use in their metal-
  working, such as black iron and steel.
  Lemurian Religion
  The Lemurian religion has four 
  gods, one for each of the alchemi-
  cal marvels that form the backbone 
  of Lemurian mechano-mysticism:  
  Nolor-Khan, Dweller in Smoke, lord 
  of fulminor; Rareesha the Scorched 
  Goddess, queen of the pantheon and 
  goddess of ignaetium; Manteen, Lord 
  of the Shard, god of crystallos (and thus 
  by extension of protection and security, 
  since crystallos domes preserve Lemuria 
  underwater); and Og-Slyntal, the Voice 
  of Lightning, god of corusqua.
  The Priest-King is the head of the 
  Lemurian church, though his duties 
  are mostly ceremonial. The priesthood, 
  which is small in number compared to 
  most other societies of the Atlantean 
  Age, is divided into four groups, one 
  devoted to each of the gods. Bicker-
  ing and rivalries between the four are 
  commonplace, sometimes escalating to 
  vicious mischief or even gangs of dis-
  guised priests who corner a rival priest 
  on the street and beat him. Typically the 
  priests remain in their respective zig-
  gurats, endlessly performing rituals to 
  propitiate their god; they also conduct 
  magical research involving their god’s 
  element, since many priests are also 
  sorcerers.
  ECONOMY
  The Lemurian economy mostly 
  involves trade among the various 
  provinces of the Empire, which supply 
  Lemuria with most of the goods and 
  services it needs. In effect Lemuria uses 
  its Empire as a vast storehouse and cap-
  tive market. External trade is mostly 
  conducted with Tellat and Kaphtor, 
  since Atlantean merchants usually deal 
  warily with Lemurians and the Empire 
  of Hazaria doesn’t have much that 
  Lemuria desires. Sometimes Lemurian 
  merchants disguise themselves so they 
  can obtain more favorable terms with 
  Atlanteans, or work through intermedi-
  aries so the Atlanteans don’t know the 
  ultimate recipient of the trade-goods.
  Internally, the Lemurian economy 
  involves barter among the noble 
  Houses. They don’t buy things from 
  one another with money (which is used 
  only for transactions in the surface 
  world). Trades most often involve ser-
  vices (“If you’ll repair my ornithopter, 
  I’ll send 100 of my Mole-Men to assist 
  with your construction project”), since 
  the Houses treasure their possessions 
  (many of which have thousands of years 
  of history) and rarely dispose of them. 
  To some extent a House’s Mole-Men 
  serve as a sort of ad hoc currency, used 
  most frequently in gambling, but the 
  exchange of Mole-Men is mostly sym-
  bolic since to a Lemurian noble Mole-
  Men have no value at all.
  GOVERNMENT
  Lemuria is an empire with a rigid, 
  autocratic system of government. The 
  leader of all Lemurians and ruler of the 
  empire is the Priest-King, Kalagar Lorr. 
  The ruler retains the title “Priest-King” 
  in deference to Lemurian tradition, 
  even though “Priest-Emperor” would be 
  more accurate. The Priest-King’s word 
  is law, and to defy him is to risk exile, 
  execution, or whatever other punish-
  ment he deems fit.
  Assisting the Priest-King are two 
  organizations. The first is a vast bureau-
  cracy made up partly of nobles and 
  partly of priests. They see to the day-to-
  day running of the empire. Nobles are 
  usually involved as governors ruling the 
  various provinces of the empire, gener-
  als commanding its armies, or similar 
  important positions. Priests serve as 
  the day-to-day bureaucrats; they keep 
  records, assist governmental officers, 
  and in general keep the machinery of 
  government running smoothly. Rival-
  ries between the four factions of priests 
  sometimes disrupt the government for 
  this reason, which is why the Priest-
  King does his best to keep any conflicts 
  from getting out of hand.
  The second is the Council of Patri-
  archs, a sort of senate composed of the 
  patriarchs of all the noble Houses. Techni-
  cally the Council has a purely advisory 
  role, but sometimes its power eclipses that 
  of the Priest-King and its “suggestions” 
  
  Atlantean Age  Chapter Three 
  59
  virtually have the effect of law. When Kal-
  agar Lorr came to the throne the Council 
  was in a period of ascendancy, and he’s 
  struggled hard over the decades to regain 
  some of his office’s traditional power. As 
  of 32098 BC, power has become evenly 
  balanced between the two, but the politi-
  cal momentum seems to be in the Priest-
  King’s favor.
  Lemurian Laws
  Lemuria has no legal code. The 
  only crimes are embarrassing one’s 
  House or the Priest-King, and usu-
  ally this embarrassment results from 
  failure. The only punishments are 
  ostracism, exile, and execution. A 
  House patriarch sentences a noble to 
  ostracism, and he lets the family know 
  of his judgment at the House dinners. 
  The patriarch always sits at the head of 
  the table; a Lemurian’s status dictates 
  how near he sits to the patriarch. An 
  ostracized House member sits alone 
  at the very end of the table. To further 
  embarrass a member of his House, a 
  patriarch can give the noble a epithet 
  that serves as a reminder of his shame.
  Only the Priest-King can sentence 
  a Lemurian to exile or execution. He 
  does so at his discretion (or whim, as 
  the case may be).
  MILITARY
  Lemuria maintains a large and 
  powerful military that it uses to keep 
  peace throughout its empire... and 
  hopefully in time to extend the borders 
  of that empire once more. The backbone 
  of Lemurian military might is magi-
  constructs, ranging from large vehicles 
  (like ornithopters, ophidothopters, and 
  pisciremes), to personal craft (Gullop-
  Steeds and Flynq-Sharks), to individual 
  weaponry and armor (ignaetiors and 
  caraprixes, for example), to massive war-
  engines that dominate the battlefield 
  (such as hepatizon giants and crystal-
  locolossi). The massed Lemurian army 
  or navy is an awe-inspiring sight that 
  literally glows with the power of all the 
  magic involved.
  See page 144 for more information 
  about the Lemurian war machine.
  MAGIC
  Lemurian sorcery primarily involves 
  control and use of four mystical elements 
  (ignaetium, corusqua, crystallos, and ful-
  minor). Through various alchemical and 
  mystico-engineering processes, Lemu-
  rian sorcerer-scientists draw the power 
  out of these elements and use it to cast 
  spells or power magiconstructs of every 
  shape, size, and function. See Chapter 
  Seven for more information.
  leMURIA’S eMPIRe
  Lemuria controls the continents 
  of Deoghar and Saravon. At one time 
  its empire was much larger, but it’s lost 
  ground to Atlantis. Lemuria’s noble 
  warriors are ever-eager for another 
  chance to clash with the Dominion, 
  and hopefully to regain some of the 
  empire’s lost territories.
  The lands of 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 hilly 
  areas the land tends to be low-lying, or 
  even swampy.
  CHADIR
  Ruler:   
  Governor Hogrem (House 
  Gryz)
  Capital:   
  Coromen
  Languages:   Chadiri
  Resources:   Farming, herding, mining
  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 hills).
  Hogrem, of House Gryz, rules 
  Chadir from the country’s only major 
  city, Coromen. An amibitious man of 
  unflinching bravery, he gazes hungrily 
  across the sea at Sangobar and wishes 
  he could convince the Priest-King to 
  invade and conquer it... with, of course, 
  himself as general of the triumphant 
  armies. His most prized possession 
  (besides his weapons and armor, of 
  course!) is the Amberstar Talisman, 
  an ancient necklace of his House that 
  protects the wearer against magic. (In 
  game terms, it provides a Force Field 
  (15 PD/15 ED/15 Mental Defense/15 
  Power Defense, Invisible Power Effects 
  (Fully Invisible), 0 END; OAF [Personal 
  Focus, but works for any member of 
  House Gryz].)
  DAZHVAN
  Ruler:   
  Governor kosarhd (House 
  Lort)
  Capital:   
  Naihat
  Languages:   Dazhvani 
  Resources:   Farming, herding, craftwork
  Dazhvan, in the southwestern corner of 
  Deoghar, is a land of grassy plains and 
  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 making 
  thread and cloth. The robes, tapestries, 
  and carpets created by Dazhvani weav-
  ers are valued throughout the world, 
  whether designed for function or as 
  works of art.
  Most of the textile trade takes place 
  in the capital, Naihat, located on the 
  southern bank of the Op’tai River at 
  its mouth. A busy cloth market is held 
  outdoors in a large plaza every week, 
  and the shops of tailors and weavers 
  ring the plaza. Overseeing all this trade 
  is Governor Kosarhd, of the House Lort. 
  A military man of precise bearing, he 
  makes sure his men oversee all aspects 
  of the cloth trade and that the Priest-
  King receives every last bit of tax money 
  due him. Tax cheats and other criminals 
  are executed on the first of every month 
  in an elaborate ceremony.
  DUSHAAN
  Ruler:   
  Governor Tregad (House 
  Enek)
  Capital:   
  Vra’dor
  Languages:   Dushaani
  Resources:   Farming, fishing
  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 all favored 
  Ka’lesh. Dushaani peasants must 
  content themselves with chopping 
  wood illegally and poaching game. In 
  other parts of the country, fertile soil 
  and plentiful rainfall make farming 
  rice and certain other crops success-
  ful. The infamous Dushaani golden 
  leopard, a large predatory cat, makes 
  herding difficult in some places, but 
  provides good hunting for Lemurian 
  nobles interested in such things.
  Dushaan is known for its wiz-
  ards, who practice a type of magic 
  they call serpentdancing. It involves 
  shapechanging and similar trickery, 
  making it very different in style and 
  tone from other forms of magic prac-
  
  60  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  ticed in the Atlantean Age. Many spell-
  casters, particularly Lemurian ones, 
  would dearly love to learn the lore of 
  serpentdancing, but by nature serpent-
  dancers are secretive, difficult to find, 
  and even more difficult to coerce.
  Governor Tregad, scion of House 
  Enek, is an unhappy man. He dislikes 
  being sent away from Lemuria and 
  considers it a punishment (though for 
  what he can’t find out). The heat and 
  humidity are oppressive, the women are 
  ugly, the food is bad, and no one can 
  play a decent game of Lemurian chess. 
  He rarely leaves the governor’s palace in 
  Vra’dor, and even more rarely the city. 
  He’d welcome just about any sort of a 
  distraction, even a troublesome one.
  KA’LESH
  Ruler:   
  Governor Chored (House 
  Myrt)
  Capital:   
  Johorr
  Languages:   kaleshi
  Resources:   Farming, fishing, herding, 
  craftwork
  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). How-
  ever, the woodcutters, fruit-pickers, and 
  hunters who make their living in the 
  jungle must always be wary, for even 
  today many dangerous beasts and mon-
  sters dwell beneath the emerald canopy.
  The capital of Ka’lesh is Johorr, the 
  largest city on the continent. Built on a 
  cliffside in the middle of the jungle, it 
  overlooks a large, impressive waterfall. 
  The Op’tai River is navigable almost to 
  the falls; from the stopping point goods 
  are carried by cart, porter, or beast 
  of burden into the city. The city itself 
  is a warren of squat buildings with 
  rounded, dome-like roofs. There are 
  only a few large, easily-used roads, and 
  only here and there does a tower or 
  large building serve as a landmark to 
  help travelers. Despite the best efforts 
  of the often-exasperated Governor 
  Chored, thieves are commonplace in 
  the city; wise visitors keep a very close 
  eye on all their possessions.
  Like Kaphtor and Lemuria, Ka’lesh 
  is a society where assassination is 
  regarded as an acceptable (if not pleas-
  ant) method of resolving differences and 
  climbing the ladder. Ka’leshi assassins are 
  masters of poisons and venoms, scorning 
  less subtle methods of killing. A deft poi-
  soning often earns the assassin not the 
  anger of society but a subdued admira-
  tion for the quality of his work.
  NIKAR’KAR 
  Ruler:   
  Governor Belizor (House Zren)
  Capital:   
  Goregon
  Languages:   Nikarese
  Resources:   Farming, herding, fishing, 
  craftwork
  Nikar’kar, in the southeastern corner of 
  Deoghar, is a marshy lowland suitable 
  for agriculture and the breeding of dis-
  ease-bearing insects. Most Nikarese are 
  farmers, fish in the swamps or sea, or 
  herd water buffalo. However, Nikar’kar 
  is also known for the quality of its craft-
  works. These include lacquered wood 
  panels and boxes (the lacquer is made 
  from a special type of mangrove sap) 
  and the elaborate calligraphy used to 
  write Nikarese, which in the hands of 
  a master scribe can turn a simple letter 
  into a work of art.
  Belizor of House Zren serves as gov-
  ernor here. He rules with a firm but fair 
  hand, and compared to most Lemurian 
  governors is popular with his people. 
  Some of this may have to do with the fact 
  that he has a crescent moon-shaped birth-
  mark on the back of his right hand, which 
  the Nikarese regard as a sign of good for-
  tune and power.
  SUBATAR
  Ruler:   
  Governor Lamrican (House 
  Stonn)
  Capital:   
  Ab’dahn
  Languages:   Suba
  Resources:   Farming, mining, trade, fishing
  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. Resentment has lingered for 
  centuries over the many atrocities the 
  Lemurians committed in conquering 
  the proud, stubborn Suba people, and 
  even today Governor Lamrican often 
  finds himself confronted with subtle... 
  or not so subtle... signs of disrespect. It 
  might not take much of a spark to light 
  the fires of rebellion here.
  The lands of Saravon
  Located far south of the equator, 
  Saravon is an often cold and inhospi-
  table place. Nevertheless, men — and 
  one other species — have found ways to 
  live and thrive here.
  BU’LHAN
  Ruler:   
  Governor Tereghar (House 
  Drex)
  Capital:   
  Dzangtep
  Languages:   Lhanese
  Resources:   Farming, herding, fishing
  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 descends 
  sharply, in some places through chains 
  of cliffs (like the Fire Cliffs, so named 
  for their reddish stone), and the low-
  lands begin. Here the people live as 
  farmers (with different crops than 
  the uplands) and fishermen. Tension 
  between the needs of the uplanders and 
  the needs of the lowlanders has fueled 
  many conflicts and civil wars over the 
  centuries, particularly since the rulers of 
  Bu’lhan, based at the lowland capital of 
  Dzangtep, tend to favor the lowlander 
  point of view.
  The Lemurian conquest put an end 
  to most of these sectional quarrels, since 
  the Lemurians wouldn’t tolerate unrest 
  and put it down quickly and viciously. 
  To this day the governors assigned 
  to Bu’lhan keep a tight hand on the 
  reins of power. The current Governor, 
  Tereghar of House Drex, is bitterly 
  hated, largely because of his tendency 
  to take any beautiful Lhanese women 
  he sees back to Dzangtep to serve as 
  “palace slave girls.”
  Although they’ve been forced to 
  worship the Lemurian gods, the Lha-
  nese once had a strange religion that 
  involved worship (or more accurately, 
  placation) of various demons rang-
  ing from minor troublesome spirits 
  to devil-princes. It’s said that Lhanese 
  wizards are experts at summoning and 
  controlling demons due to knowledge 
  of thousands of years’ worth of Lhanese 
  devil-lore.
  
  Atlantean Age  Chapter Three 
  61
  KHENDAI
  Ruler:   
  Governor Helkaen (House 
  Jyln)
  Capital:   
  Siahan
  Languages:   khendai
  Resources:   Farming, fishing
  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 learn, so few people have ever 
  become familiar with Khendai society 
  and culture. The Lemurian governors, 
  such as the current Lord Helkaen of 
  House Jyln, typically ignore the placid 
  populace and amuse themselves with 
  whatever pursuits they prefer. In Hel-
  kaen’s case, that tends to be hunting the 
  large, dangerous Khendai black-furred 
  bear. Sometimes these bears grow to 
  monstrous size; Helkaen yearns to hunt 
  such a bear, not caring that it would kill 
  dozens of Khendai and possibly destroy 
  villages and towns before he got to it.
  The northern part of Khendai is 
  a hilly peninsula, and the people who 
  live there are known as the Hill-Men. 
  A particularly fierce and independent 
  group, they’ve never acknowledged the 
  overlordship of Lemuria. Periodically 
  the Lemurians send an expeditionary 
  force into the hills to destroy them, 
  but the Hill-Men simply abandon their 
  villages and fade into the landscape 
  they know so well. Their highly-skilled 
  archers, who have the magical power to 
  transform their arrows into darts of fire, 
  can then pick at the Lemurians until 
  the Lemurians decide it’s not worth the 
  effort and leave.
  UDONGAR
  Ruler:   
  Governor Temgath (House 
  Reng)
  Capital:   
  Baroda
  Languages:   Udoni
  Resources:   Farming, fishing, craftwork
  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 wines grace 
  many a Lemurian table and are even 
  sold and consumed in Atlantis.
  Governor Temgath is one of the 
  highest-ranking nobles of House Reng 
  and noted in Lemurian society for his 
  wit, grace, and good looks. He was 
  exiled to Udongar after he accidentally 
  offended another noble who was a 
  close friend of the Priest-King. He and 
  his friends back home are constantly 
  scheming to get him back to Lemuria. 
  Currently he’s focusing his efforts on an 
  ancient Udoni legend that the earliest 
  Udoni people, whom they call the Great 
  Fathers, possessed great treasures and 
  awesome magical powers that were lost 
  long ago. He believes he may find some 
  of these treasures, and the power they 
  contain, in the forested hills to the west, 
  and has begun searching them eagerly.
  VANGKOR
  Ruler:   
  Vaash-la Taa’thess
  Capital:   
  Srithshal
  Languages:   Serpent-Man
  Resources:   Mining, craftwork
  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 around their archipelago, the 
  Serpent-Men sought alliance with 
  them, and for reasons unclear to the 
  rest of the world received it. Alone of 
  all the provinces of the Empire they 
  have a large measure of self-rule. They 
  must answer to the Priest-King, obey 
  his orders, and send him a yearly 
  tribute, but otherwise can see to their 
  own affairs. In all the years since they 
  joined the Empire, they’ve remained 
  its loyal and helpful subject, often 
  lending their mystic power and insidi-
  ous cleverness to ensure the success of 
  its enterprises.
  Ordinarily the Serpent-Men 
  would prefer lands nearer the equator, 
  but for some reason have settled in 
  and refuse to leave chilly Vangkor. To 
  make their land more comfortable for 
  them, they have used powerful spells 
  to tap sources of underground heat to 
  warm Vangkor. Crossing the border 
  into Vangkor one can easily notice the 
  sudden increase in temperature and 
  humidity. The Vangkoran concept of 
  
  62  Land And Realms Of The Atlantean Age 
  Hero System 5th Edition Revised
  “hell” is a high place of eternal cold 
  and snow; the Serpent-Men do not 
  care for mountains.
  The Serpent-Men have a rich and 
  ancient culture. They organize society 
  into many different classes, and class 
  distinctions are prominent, rigid, and 
  usually unwavering. A Serpent-Men 
  born into a high class has the unques-
  tioned right to abuse, give orders to, and 
  in some cases even kill lesser-ranking 
  Serpent-Men with impunity. The nobles 
  entertain themselves with many strange 
  pastimes, including gladiatorial combats 
  pitting purchased or captured slaves 
  (which are common in Vangkor) against 
  one another or beasts.
  The Serpent-Men are known to 
  possess great magical power. Their 
  sorcerers usually wear distinctive skull-
  caps, and robes of a dull yellow (a color 
  restricted by law to their use) marked 
  with the symbol of their brotherhood, a 
  five-branched rune whose true meaning 
  is known only to them. Most of them 
  are solitary, but a few work in groups 
  of two to seven on a regular basis, and 
  annual conclaves are held in major cities 
  to share lore and fellowship. Circles 
  needed for ritual castings assemble 
  whenever and however the initiating 
  sorcerer can manage it. Sorcerers have 
  high rank within Serpent-Men soci-
  ety, and are usually feared by ordinary 
  Serpent-Men.
  The Serpent-Men are ruled by 
  a Vaash-la, a word in their language 
  which translates roughly as “priest-
  king.” The vaash-la is the political 
  leader, war chieftain, and high priest of 
  his people; most of his bureaucrats, gov-
  ernment officials, and military officers 
  are priests (or at least have some strong 
  connection to the temple). Substantial 
  “donations” to the temple (and thus ulti-
  mately to the vaash-la in most cases) are 
  necessary if an individual Serpent-Man 
  wants to transact significant business 
  with the government (for example, to 
  get the vaash-la’s permission to finance 
  and lead a trade expedition or a slave 
  raid). The current Vaash-la, Taa’thess, 
  is an exceedingly clever Serpent-Man 
  who’s constantly scheming and conniv-
  ing to obtain greater power, wealth, and 
  influence for himself.
  VASTAM
  Ruler:   
  Governor Gelledan (House 
  Felv)
  Capital:   
  None (see text)
  Languages:   Vasta
  Resources:   Herding
  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-domes-
  ticated sheep that are the foundation 
  of the land’s economy. A Vasta man’s 
  days are occupied by hunting, herding, 
  skirmishing with rival clans, and similar 
  pursuits. Twice yearly the Vasta assem-
  ble at great conclaves to trade, conduct 
  business, resolve disputes without 
  bloodshed, and arrange marriages.
  The Lemurians conquered Vastam 
  easily, since few of the clans are willing 
  to work together for long, and even as 
  a united people the Vasta couldn’t have 
  held off the Lemurian army. However, 
  Vastam has little of value to Lemuria, 
  so the Lemurians are content to leave 
  the Vasta to their traditional lifestyle 
  provided they pay a monthly tribute 
  of sheep to the Governor (currently 
  Gelledan of House Felv). Since the Vasta 
  do not build cities (or even permanent 
  villages), the Lemurians constructed 
  Governor’s Tower (actually more of a 
  keep) at a defensible position in the 
  hills. Other than occasional patrols to 
  ensure all is well, the Lemurians stay in 
  the Tower and hope to be re-assigned to 
  a better posting soon.
  THe bARbARIAn FRonTIeR
  Far away from Atlantis, on the oppo-
  site side of the world, lie other lands, 
  strange lands barely known to either 
  the Atlanteans or Lemurians. Both 
  have visited these lands — two small 
  continents and several large islands 
  — to explore and to trade, but rarely 
  go there anymore. Lemuria claims 
  them, (Atlantis has neither disputed 
  nor acknowledged that claim), but 
  has only sent a few governors there 
  since its early campaign to conquer 
  the many petty, squabbling kingdoms. 
  Both of the continents contain many 
  ruins, indicating that they once sup-
  ported thriving and perhaps powerful 
  civilizations, but whatever they were 
  like those civilizations fell long ago.
  The northern continent, called Abzin 
  from its most prominent kingdom, 
  is mostly plains and prairies, though 
  there’s a large region of jungles and 
  swamps to the east and two prominent 
  mountain ranges. The southern conti-
  nent is drained by several large rivers, 
  and at their mouth is a decrepit village 
  named Alweer that sits amid the ruins 
  of what must have once been a great 
  and powerful city. Alweer is a common 
  destination for Lemurian and Atlan-
  tean ships that come to trade; so is Etha, 
  the seat of the kingdom of Abzin.
  
  CHAPTER FOUR
  DAILY LIFE IN ATLANTIS
  
  64  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  L
  ife in Atlantis moves according 
  to rhythms and social customs 
  laid down over centuries. 
  Thanks to their power and 
  wealth, the Atlanteans have had the 
  opportunity to develop their culture to 
  an unprecedented level. To the average 
  Atlantean, this is just the way things are; 
  to an outsider, the Atlanteans live in a 
  land of wonders.
  THe CAlenDAR
  The Atlanteans (and the provinces 
  of their Dominion) measure time with 
  a calendar of twelve months of 30 days 
  each, plus a five-day period at the end of 
  the year known as the “Gods’ Time” (see 
  Holidays And Festivals, below). Each 
  month is named after the sign of the 
  zodiac visible in the center of the sky 
  during that time. See the accompanying 
  table for more information.
  The Atlanteans put great store in 
  astrology and the significance of the 
  signs of their zodiac. Most wizards have 
  a firm grasp of the subject, and many 
  ordinary people have more than a pass-
  ing knowledge of it. See page 79 for 
  Package Deals reflecting a character’s 
  birth-sign if you want to incorporate 
  this into character creation.
  Atlantean Holidays  
  And Festivals
  Thanks to the fact that magic and a 
  dominant position in the world give them 
  lives of (relative) ease and luxury, Atlan-
  teans have a lot of festivals, holidays, and 
  other annual events that everyone looks 
  forward to. These include:
  The Feast Of The New Year:  The Atlan-
  tean year starts around the vernal 
  equinox (at the beginning of Loso), 
  and celebration of it caps the general 
  festivities of the Gods’ Time (see below). 
  Atlanteans celebrate by holding enor-
  mous, sumptuous feasts for family and 
  close friends. The wealthy and power-
  ful compete to hold the biggest, most 
  lavish feast (and thus to be the talk of 
  Atlan’elos for days afterward). Being 
  invited to the Atlan’s New Year feast is 
  one of the most prized honors in the 
  entire Dominion.
  The Adoration Of Helios:  On the summer 
  solstice the Atlanteans attend special 
  worship ceremonies in honor of the 
  sun-god, praising him for blessing them 
  with sunshine for the past year and 
  asking that he continue to send his gifts 
  of light and warmth throughout the 
  coming year. After the ceremony street 
  festivals and feasts are held in all the 
  cities of Atlantis, often accompanied by 
  athletic competitions.
  The Wizards’ Fair:  See page 26. While 
  not strictly a holiday, and not exactly 
  “open to the public,” this event does 
  attract plenty of onlookers.
  Tribute Day:  Under the terms of most 
  Atlantean treaties, provinces of the 
  Dominion and other tributary enti-
  ties must send their annual tribute to 
  arrive on a day in late Araxos. Much 
  of the population of Atlan’elos gathers 
  in the Kaintro to watch the procession 
  of tribute-bearing delegations and see 
  what they brought for the Atlan. A gen-
  eral day of rest from work is declared 
  throughout Atlantis.
  The Adoration Of Poseidon:  At the end 
  of Siklos Atlantis holds a series of spe-
  cial worship ceremonies and festivals 
  to honor its forefather and greatest 
  patron god, Poseidon, lord of the seas 
  and waters. Throughout Atlan’elos and 
  other Atlantean cities, all fountains and 
  running water stop operating at five 
  minutes before noon, then resume at 
  the very stroke of noon in a splendor-
  ous cascade of cool water. Water-based 
  events, such as races by swimmers and 
  boats, are common, as are feasts where 
  no wine is drunk, only water.
  The Atlantean Games:  Every other year 
  at in mid-to-late Delpha Atlantis holds 
  the Atlantean Games, which attract 
  athletes from all over the world (though 
  the vast majority of participants, not to 
  mention victors, are Atlantean). Track 
  and field events, wrestling, and chariot 
  races are among the events.
  Harvest Festival:  Toward the end of 
  Skotari Atlantis holds an island-wide 
  festival to commemorate the just-
  completed harvest and thank the gods 
  for the bounty they’ve showered on 
  the Great Island. The priests offer the 
  first fruits of the crops to the gods as 
  sacrifices, and after the ceremony is 
  finished the rest of the day is spent in 
  glorious feasting. Some communities 
  host wine competitions.
  Day Of Remembrance:  In mid-Raikonos 
  the Atlanteans set aside a day to honor 
  the departed. They visit the family cem-
  etery, clean it, polish the gravestones 
  and mausoleums, and tell fond stories 
  of deceased loved ones and legendary 
  family ancestors.
  The Gods’ Time:  The Atlantean year ends 
  with five days of festivities honoring the 
  gods. The deeply devout celebrate primar-
  atlantean life
  THe ATlAnTeAn CAlenDAR
  Name 
  Modern Correspondence 
  Significance
  Mikna, The Swan 
  January/Capricorn 
  Calm, serene, stick-in-the-mud
  Arathos, The Runner 
  February/Aquarius 
  Quixotic, flexible, socially adept
  Aiklos, The Eagle 
  March/Pisces 
  Proud, stubborn, martial
  Loso, The Lion 
  April/Aries 
  Cunning, cruel, predacious
  Akontios, The Spear 
  May/Taurus 
  Temperamental, aggressive, bold
  Kionos, The Pillar 
  June/Gemini 
  Steadfast, responsible, calm
  Araxos, The Spider 
  July/Cancer 
  Sly, clever, tricky
  Siklos, The Sickle 
  August/Leo 
  Curious, pious, insightful
  Delpha, The Oracle 
  September/Virgo 
  Smart, wise, bookish
  Skotari, The Shield 
  October/Libra 
  Just, loyal, honest (to a fault)
  Raikonos, The Dragon 
  November/Scorpio 
  Strong-willed, stubborn, passionate
  Skathos, The Ship 
  December/Sagitarrius 
  Venturesome, wanderlust, eager
  
  Atlantean Age  Chapter Four 
  65
  ily by attending temple ceremonies, but 
  most Atlanteans go to parties and feasts — 
  often unusual or even raucous ones. These 
  five days of excess segue into the Feast of 
  the New Year... and then the whole cycle 
  begins all over again.
  other Calendars
  The Lemurian calendar is a classic 
  example of Lemurian precision. It’s similar 
  to the Atlantean but even more accurate 
  because it’s based on measurements taken 
  by Lemurian sorcerer-scientists over 
  millennia. Since the Lemurians can no 
  longer easily view the sky, they rely on 
  an elaborate magiconstruct, the Shadow 
  Gnomon, to keep track of the passage of 
  time. (Some Lemurians do use viewing-
  devices to see the night sky, but it’s said to 
  be a poor experience compared to study-
  ing them out of doors.)
  The Hazarians have a lunar cal-
  endar with 13 months. It doesn’t syn-
  chronize with the Atlantean calendar, 
  so a given day in the Hazarian year 
  “migrates” through the Atlantean calen-
  dar over the course of centuries. Many 
  Hazarian clans have a large, carved “cal-
  endar stone” to help them keep track of 
  the weeks and months.
  In Kaphtor the astrologers long 
  ago devised a calendar with eight 
  months of 45 days each, divided into 
  nine five-day weeks. Typically every 
  third five-day is a week of leisure... at 
  least for those who can afford such 
  things. At the end of the year (which 
  occurs at the summer solstice), there’s 
  a period of five days which are consid-
  ered “capricious.” Luck goes awry and 
  none can predict what will happen, 
  save that the results will be extreme. 
  Usually this means extremely bad 
  luck, but sometimes a Kaphtoran has 
  extreme good fortune in a venture 
  that takes place during the Endyear. 
  It’s a favorite time for gamblers to “go 
  for broke.”
  In the Empire of Tellat they use a 
  twelve-month calendar similar to the 
  Atlantean, but without a five-day period 
  at the end. Instead the first, third, fifth, 
  seventh, and ninth months have an 
  extra day at the end, giving them 31 
  instead of 30. Exactly why it was set up 
  this way no one seems to know.
  FAMIlY lIFe
  The family is one of the most 
  important institutions in Atlantis — 
  after all, the very forefathers of the 
  Atlanteans are a large family of broth-
  ers! The typical Atlantean family has 
  one to three children, but larger families 
  aren’t uncommon, particularly among 
  the wealthy who can afford them.
  Most Atlanteans maintain close 
  ties with their extended family, which 
  in smaller communities often leads to 
  there being just three to four “super-
  families” to which all citizens belong. 
  Relationships through the mother’s 
  side are traditionally considered stron-
  gest and most important, so children 
  are more likely to be close to (and 
  spend time with) their cousins on their 
  mother’s side than on their father’s. But 
  the distinction is usually trivial; most 
  extended families have a firm bond 
  regardless of who comes from which 
  part of the family.
  By Atlantean custom and law, a 
  child is considered an adult at age 14. 
  Most families have elaborate adulthood 
  ceremonies to welcome the former child 
  to the world of grown-up responsibility 
  and privilege.
  COURTSHIP AND MARRIAGE
  Among all classes of Atlantean 
  society, marriage typically occurs when 
  the husband is 18-20 and the wife is 
  16-18. Marriage at an earlier age is not 
  unheard of, particularly among nobles 
  and the wealthy who use marriages 
  to seal deals or cement alliances. A 
  woman who remains unmarried by age 
  20 without good reason is considered a 
  problem; a man who’s still single at 24 is 
  usually urged to go into the priesthood 
  to avoid continuing to shame his family. 
  Marriages are arranged by the parents 
  of the prospective bride and groom, 
  often with the help of “matchmakers” 
  — busybody old women who know a 
  lot of people and claim to have a knack 
  for knowing who makes a good fit with 
  whom. The potential couple often aren’t 
  consulted at all, or at best only cursorily. 
  Despite this, more than a few marriages 
  end up becoming loving relationships 
  after the couple’s gotten to know one 
  another well.
  Once a couple becomes betrothed, 
  there’s an elaborate series of social cus-
  toms and rituals that follows, beginning 
  with a first meeting for the two of them. 
  Various parties and other events over 
  the course of six months to a year help 
  to prepare the couple for their wedding 
  ceremony and life together. The cer-
  
  66  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  emony itself is a feast, as elaborate a one 
  as the two families can afford,  at which 
  a priestess of Erestaia symbolically ties 
  the couple’s hands together with a con-
  secrated red leather cord and has them 
  drink from the same winecup. Atlan 
  Vondarien has been known to “drop in 
  on” weddings unexpectedly to wish the 
  newlyweds good fortune. This is con-
  sidered highly auspicious and a sign of 
  imperial favor, though in truth he usu-
  ally never sees the couple again.
  EDUCATION
  The Atlanteans are a learned people 
  and consider education important. Even 
  the children of the poorest families receive 
  three to six years of basic schooling at 
  various academies established and funded 
  by the Atlan. Students who show promise 
  at these academies often receive “scholar-
  ships” to go on for further schooling.
  Middle and upper class families pay 
  for their children to attend private acad-
  emies, which feature better instructors 
  and a broader, more rigorous curriculum. 
  Some of these schools are extremely 
  expensive and have some of Atlantis’s 
  most famed naturalists and philosophers 
  as instructors. A student who excels at 
  one of these institutions can usually look 
  forward to a career in government, as an 
  academic, or even as a wizard.
  BURIAL CUSTOMS
  Among all but a few Atlanteans in 
  whom the blood of the Ten Brothers runs 
  strong, death from old age comes eventu-
  ally, even if it takes much longer to reach 
  them than it does the other peoples of the 
  world. The Atlantean custom is to cremate 
  the body on a large funeral pyre — the 
  wealthier or more important the deceased, 
  the more impressive the pyre. The ashes 
  are then collected in a special bronze urn 
  which is placed in the family mausoleum 
  (for wealthy and noble families) or an 
  Atlantean gravestone (which has niches 
  carved into it for this purpose).
  The traditional mourning period 
  in Atlantis is two years for a husband, 
  one year for a wife, and six months for a 
  child or sibling. (A person may also go 
  into mourning for other relatives, such 
  as aunts, grandparents, or cousins, in 
  which case the period usually lasts six 
  months.) During this time the mourner 
  dresses in somber clothing, avoids most 
  forms of entertainment and socializa-
  tion, and eats and drinks modestly. 
  Some older Atlanteans complain that 
  modern Atlanteans have begun skimp-
  ing on these rituals, shortening mourn-
  ing periods, and generally not respect-
  ing the deceased as they should.
  SoCIAl lIFe
  Atlantis enjoys a rich, varied, and 
  thriving social life.
  THE SOCIAL HIERARCHY
  Like most societies Atlantis divides 
  into classes, though due to the general 
  prosperity class distinctions aren’t 
  nearly as pronounced or rigid as they 
  are in other parts of the world. At the 
  top of the social ladder is the impe-
  rial family:  Atlan Vondarien; his nine 
  Brothers; their immediate families and 
  favored descendants. Over the centuries 
  the Ten Brothers have had so many chil-
  dren by so many wives that they simply 
  can’t keep track of all of their great-
  great-great-great-ad nearly infinitum 
  relations. Many Atlanteans have some 
  connection to the imperial family, per-
  haps even a fairly close one, but aren’t 
  actually “part” of it (though their blood 
  ties to the Atlan may make it easier to 
  gain a royal audience; see the Imperial 
  Bloodline Perk in Chapter Five). The 
  only ones who can be considered “part 
  of the imperial family” are those whom 
  the Ten know about and particularly 
  favor for some reason.
  One step down from the imperials 
  is the nobility, which mostly consists 
  of two types of people:  descendants 
  and relatives of the Ten Brothers (by 
  far the largest part); and lesser Atlan-
  teans who’ve raised themselves up into 
  the noble ranks. The latter category 
  includes mostly merchants who’ve 
  become extremely wealthy, and accom-
  plished wizards. Nobles perform all 
  sorts of functions in Atlantean society. 
  Many of them serve as officers in the 
  Atlantean army or navy, while others 
  are ambassadors, hold some sort of 
  imperial office, or otherwise assist with 
  the administration of the Dominion. 
  Nearly all of them are wealthy to some 
  degree, and even the poorest Atlantean 
  noble tends to be fabulously rich by 
  the standards of the rest of the world. 
  As such, many of them don’t work very 
  hard (if they have a job at all); they 
  simply enjoy a life of indolent luxury 
  and idle entertainments.
  The largest class in Atlantis is what 
  modern-day humans would call the 
  “middle class”:  the merchants, shopkeep-
  ers, craftsman, and prosperous farmers 
  who form the backbone of society. A few 
  of them look enviously at the nobility and 
  wish they had more wealth and power, but 
  most of them are well aware of how good 
  their lives are compared to people in the 
  rest of the world and are perfectly content 
  with their lot in life.
  Atlantis’s lower class is small, and 
  by the standards of any other society in 
  the world would be considered “middle 
  class” or better. There’s no true poverty 
  or squalor in Atlantis; no Atlantean 
  citizen goes hungry. The lower classes 
  just don’t have as much property as the 
  middle classes, or work at jobs which 
  are not well thought-of (such as tanning 
  leather and certain types of farm work).
  Slavery
  However, the lower classes are not 
  the bottom level on Atlantis’s social 
  hierarchy. That position belongs to the 
  ADVenTUReRS  
  AnD ADVenTURInG 
  Adventurers — usually referred to 
  simply as “heroes” once they become 
  known for some great deed — are 
  a fact of life in the Atlantean Age. 
  While they’re not common, there are 
  more than a few of them in the world. 
  Inspired by the legends of his ancestors 
  and the Ten Brothers, many a young 
  Atlantean nobleman (or occasionally 
  noblewoman) has left Atlantis behind 
  to seek fame, glory, and perhaps for-
  tune as a wandering adventurer. The 
  average Atlantean probably sees or 
  meets adventurers several times in his 
  life; the average non-Atlantean may 
  meet one or two. (Obviously some 
  people, such as innkeepers, are much 
  more likely to encounter heroes.)
  While they often praise them, espe-
  cially after they’ve saved the local 
  village from some horrible monster, 
  most people are a little wary of heroes. 
  These are people of great power and 
  great destiny, who often do things that 
  perhaps mortals never should (like 
  speaking with or even fighting the 
  gods). However good their intentions 
  may be, they often bring trouble with 
  them, or stir up trouble that might 
  otherwise lie quiet. While they can do 
  much good for a community, they can 
  also kill people (often with impunity) 
  and wreak other forms of havoc. One 
  mis-cast Fire spell and the entire vil-
  lage may go up in flames! That’s why 
  everyday folk often look askance at 
  adventurers, and even take pains to 
  avoid them. While adventurers may 
  find a warm welcome in cities and 
  inns that want their coin, or in places 
  where some of their fellows once saved 
  the land, in many other villages and 
  towns they may get a cold reception. 
  For Atlantean heroes this is particu-
  larly true when they travel in lands 
  controlled by rivals or enemies like 
  Lemuria and Tellat, who automatically 
  suspect Atlanteans of being spies or 
  soldiers for the Atlan.
  
  Atlantean Age  Chapter Four 
  67
  slaves, of which Atlanteans own many 
  (though not as many as in Lemuria, 
  Tellat, or some other realms). Atlantean 
  slaves are typically either (a) prisoners 
  of war, or (b) citizens from other parts 
  of the Dominion who have agreed to 
  work as slaves for a chance to live in 
  Atlantis. In both cases, a slave typically 
  earns his freedom after 20 years of labor, 
  at which point he’s an Atlantean citizen 
  and may continue to live on the Great 
  Island. The only slaves who remain 
  slaves for life are those sentenced to 
  slavery for some crime (and crime is 
  rare in Atlantis).
  Atlantean slaves enjoy legal rights 
  and protections not available to slaves 
  outside the Dominion. While they are 
  considered the property of their owner, 
  and thus can be bought and traded, 
  they cannot be deliberately harmed or 
  abused (though they can be forced to 
  work at dangerous jobs, such as some 
  types of mining). They have the right 
  to bring a legal complaint against their 
  owner (or anyone else) before Atlantean 
  officials, and can own a small amount of 
  property (though not their own slaves). 
  Their owner must feed, clothe, and 
  house them. And they have the right at 
  any time to buy themselves out of slav-
  ery if they can somehow earn enough 
  money.
  LEISURE AND ENTERTAINMENT
  Atlanteans have a lot of time to 
  enjoy themselves, and have many 
  favored leisure pursuits.
  Art
  First, Atlanteans are active patrons 
  of the arts. Every city has at least one 
  amphitheater where plays are per-
  formed almost nightly; many cities have 
  multiple amphitheaters that compete to 
  attract the most attention. Playwrights 
  and actors alike can become famous and 
  wealthy, sometimes almost overnight if 
  a new play happens to catch the public’s 
  fancy. As of 32098 BC, the most popu-
  lar dramatists in Atlantis are Hyraeus, 
  Koros the Scribe, Meleander, and Xylon. 
  Meleander and Hyraeus are bitter rivals 
  who on more than one occasion have 
  gone so far as to try to sabotage each 
  others’ plays.
  If the play’s not the thing, music 
  also holds many charms. On any given 
  night, and even during the day, Atlan-
  tean bards and choruses can be found 
  performing everywhere from the nicest 
  amphitheaters to the lowliest taverns. 
  The lyre, aulos, and pipes are the most 
  popular instruments, and most playing 
  includes vocal accompaniment either by 
  the bard himself or a companion singer. 
  Many nobles have “house bards” who 
  play for them at meals, parties, feasts, 
  and other occasions. The greatest of 
  these, and the most renowned bard in 
  all Atlantis, is the Atlan’s personal musi-
  cian, Telegon of the Silver Tongue.
  Atlanteans also enjoy displays of 
  works of art. The main static art form 
  in Atlantis is sculpture, whether it’s 
  freestanding statues or carvings on the 
  sides of buildings. The unveiling of a 
  new work by a noted sculptor, such as 
  Danaeos of Anthele, can attract nearly 
  as much attention as Tribute Day.
  Sports And Games
  But Atlanteans don’t just define 
  leisure as sitting and being passively 
  entertained; they also enjoy sports 
  and games that they can actively par-
  ticipate in. Personal honor dictates 
  that no magic be used by people play-
  ing sports and games; all competitors 
  must rely solely on the strength and 
  speed of their bodies.
  The favored Atlantean sports are 
  what modern humans would call “track 
  and field” events, such as footraces over 
  distances up to and including 50 miles, 
  hurling the discus and javelin, and 
  distance leaping. These events are the 
  centerpiece of the Atlantean Games and 
  most other athletic competitions.
  Horse and chariot racing are 
  almost as popular as footracing (and 
  in some places, more popular). In 
  cities with a hippodrome, a winning 
  chariot racer can become a major 
  “celebrity,” asked to attend feasts at the 
  homes of the rich and powerful nearly 
  every night.
  Many Atlantean men wrestle or 
  box as a way of keeping in shape (and in 
  the case of soldiers, keeping in practice). 
  Skilled fighters can go on to compete at 
  the games and perhaps win rich prizes. 
  (In game terms, for Atlantean wrestling 
  buy the Wrestling Martial Arts package, 
  and for boxing buy the Pankration Mar-
  tial Arts package; you can find both in 
  The Ultimate Martial Artist.)
  Among the nobility, hunting is a 
  favorite pastime. Deer and boar are the 
  most common quarries, but the fierce 
  Atlantean lion is also pursued at times. 
  Some dedicated hunters even travel to 
  other lands in search of more difficult 
  or dangerous prey... and the truly skilled 
  and daring pursue monsters.
  Atlanteans of more sedentary dis-
  position favor board, riddle-, or guess-
  ing-games. The most popular of these is 
  sokaki, which is comparable to modern 
  chess in most respects. Lemurian chess, 
  guranda, is also popular in some circles.
  GoVeRnMenT  
  AnD lAWS
  Although it calls itself a “Domin-
  ion,” Atlantis is unquestionably an 
  empire — it controls over half of the 
  civilized world and has imposed much 
  of its laws and culture on the lands it has 
  conquered or absorbed into its sphere. 
  While it conducts imperial affairs dif-
  ferently, and in most cases with a lighter 
  hand, than Lemuria, in the final analysis 
  it is still an imperial government.
  The ruler of the Dominion is Atlan 
  Vondarien, whose word is law. However, 
  he rarely makes important decisions 
  by himself, partly out of respect for his 
  nine Brothers and partly because he’s 
  wise enough to realize that no man 
  knows or understands everything. On 
  crucial matters he consults with one or 
  more of his Brothers to seek their coun-
  sel. In the end he may follow his own 
  mind, but the others know he listens 
  carefully to what they say.
  As described in Chapter Three, 
  each of the Atlan’s nine Brothers rules a 
  part of Atlantis and the greater Domin-
  ion. Within his kingdom and lands, he 
  rules absolutely, subject only to having 
  the Atlan countermand him (which 
  almost never happens). However, in all 
  Atlantean realms the people have the 
  means to bring matters to their king’s 
  attention. All of the nine hold days of 
  “open court,” when any of their subjects 
  can bring a grievance to their attention. 
  If enough people favor some course of 
  action, it’s not unknown for them to 
  assemble in a mob outside the royal 
  palace and shout for what they want. 
  The kings rarely respond to such provo-
  cations directly, but knowing of the 
  peoples’ strong support for something 
  may sway their own thinking.
  The laws laid down by the Atlan 
  are recorded by scribes in large books. 
  The original is kept in the imperial 
  palace, and copies are made and dis-
  tributed throughout the Dominion. 
  Atlantis has a large (and often detailed) 
  body of laws which scholars and 
  philosophers study and argue about. 
  Atlantean soldiers serving as guards-
  men enforce the laws and patrol the 
  streets to ensure public safety.
  
  68  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  TeCHnoloGY  
  AnD MAGIC
  Atlantis has some of the most 
  advanced technology in the world — 
  though it’s not truly “technology” in the 
  modern sense of the word, or even in 
  the Lemurian sense of magiconstructs 
  and alchemical engineering. Instead the 
  Atlanteans use magic to improve their 
  standard of living and their ability to 
  get things done. This is more common 
  in Atlan’elos and the other major cities 
  than it is in the countryside, and it’s 
  not pervasive — most Atlanteans work 
  the same way other people do, by the 
  strength of their arms and the sweat of 
  their brows. It’s just that sometimes they 
  have a little help from Atlantean magic. 
  Examples include:
   many Atlanteans, particularly the 
  noble and wealthy, own flying chariots 
  or carts that make travel easy, fast, and 
  safe. At any time of the day in Atlan’elos 
  you can look into the sky and see sev-
  eral air-chariots whisking their owners 
  away on some errand or to a meeting. 
  One of the dreams of many middle-
  class Atlanteans is to somehow save up 
  enough money to have a sky-chariot 
  enchanted for them (and then to afford 
  the orichalcum to fuel it).
   all Atlantean cities have at least some 
  districts where the streets are lit at night 
  by enchanted lamps, and the houses 
  have a constant supply of running water 
  due to Water magics.
   most Atlanteans of at least the middle 
  class, and more than a few of lower 
  classes, know a few trivial spells to ease 
  the day’s work. For example, house-
  wives can heat water with a simple Fire 
  cantrip, and laborers can lift heavier 
  than normal loads without difficulty 
  thanks to an Earth spell. Farmers 
  often know many short invocations to 
  improve the crops and enhance the fer-
  tility and health of herd animals.
   any Fire wizard can create a pyrostone, 
  a fist-sized rock that emits enough heat 
  to warm up an entire room when the 
  owner speaks a command word.
   spells placed on most major cities by 
  wizards diminish the chance of a house-
  fire starting, and significantly decrease 
  the chance that it will spread to other 
  buildings.
  TRADe
  Atlantis enjoys the largest, most 
  active economy in the world, dwarfing 
  even that of much-older Lemuria. Its 
  fields and mines are extremely produc-
  tive, its goods are desired all over world, 
  and it receives enormous amounts of 
  tribute from its provinces and those 
  who wish it well. Atlantis typically 
  exports craftworks, wine, and some 
  foodstuffs; it imports craftworks, vari-
  ous raw materials (fur, cloth, lumber), 
  luxury items, and some foods it cannot 
  produce itself.
  Atlantean emaeroi, or trad-
  ers, travel throughout the world in 
  search of new goods and the best 
  deals. Adventuresome souls who love 
  seeing new sights and discovering new 
  places, they bring Atlantean culture 
  and goods to the far corners of civili-
  zation, and beyond.
  ATLANTEAN CURRENCY
  Atlantis uses three coins, each 
  made of a different metal with a depic-
  tion of the Atlan in profile on one 
  side and Atlantis’s symbol, the flame-
  shrouded trident, on the other. The 
  lowest denomination is a bronze coin, 
  the aesk; next is the silver coin, or 
  drakahm; and the most valuable of all is 
  the gold coin, or boullios. Each coin is 
  worth ten of the previous coin, so 100 
  aesk = 10 drakahm = 1 boullios. Most 
  transactions involve drakahms or aesks; 
  boullioi are usually saved for large com-
  mercial deals or major purchases. Many 
  Atlanteans go their entire lives without 
  ever seeing a boullios.
  Other Currencies
  The Lemurian currency, which 
  they use only in dealings on the surface 
  world and not among themselves, is a 
  large gold coin called a róka and a small 
  silver coin called a tisfa. It takes 100 tisfa 
  to make one gold róka.
  The Hazarians use small silver 
  bars about the size of an adult man’s 
  middle finger as their currency. Each 
  is worth five Atlantean drakahms, or 
  half a boullios.
  Tellat uses a complex system of 
  currency that features (from lowest to 
  highest value) tin, bronze, iron, silver, 
  and gold coins, plus an even rarer and 
  more valuable special gold coin set 
  with a smaragd. The values of these 
  coins tend to fluctuate based on supply, 
  demand, and the general whims of 
  the merchant class; periodically the 
  Emperor issues an edict that “locks” 
  the value of all the coins for a few years 
  until the whole process starts again. 
  Typically a Tellat gold coin has about 
  two-thirds the value of an Atlantean 
  boullios, and a Tellat silver coin about 
  half that of an Atlantean drakahm.
  The Kaphtorans use both silver and 
  gold coins, with the silver coins being 
  large and roughly half the value of the 
  smaller gold coins. Both are stamped 
  on each side with the likeness of the 
  Priest-King who minted them. Some 
  priest-kings’ coins are widely regarded 
  as being of better (or worse) quality due 
  to the metal used and other factors, and 
  thus have a slightly hire value in day-to-
  day transactions even if “officially” all 
  the coins are the same.
  
  Atlantean Age  Chapter Four 
  69
  A
  lthough as of 32098 BC Atlan-
  tis is not at war with any other 
  realm and has no specific 
  plans to engage in further 
  campaigns of conquest, it maintains 
  what most people consider to be the 
  most powerful military in the world. 
  Its might derives not from numbers — 
  Atlantis actually has a much smaller 
  number of soldiers than Lemuria or 
  Tellat — but from magic, which makes 
  each soldier extremely powerful com-
  pared to his opponent.
  ATlAnTeAn FoRCeS
  Atlantis maintains both an army 
  and a navy. The army consists of troops 
  who fight on the ground, including 
  spear- and sword-armed infantrymen 
  and archers. The navy includes both 
  seagoing vessels and Atlantis’s “air force” 
  of sky-cavalrymen who ride pegasi, sky-
  chariots and -ships, and war-dragons. 
  Compared to the forces of Lemuria and 
  Tellat, Atlantis uses little in the way of 
  engines of war or battle-beasts; it relies 
  on the strength and skill of its human 
  warriors and wizards.
  See Chapter Five for a Package 
  Deal for Atlantean soldiers.
  THE ARMY
  The Atlantean army primarily 
  consists of soldiers known as loga-
  loi (roughly translated, “lancers” or 
  “spear warriors”). Many of them are 
  the sons of noble or middle-class fam-
  ilies seeking a way to nobly serve and 
  defend their homeland, or just looking 
  for a taste of adventure in what would 
  otherwise be a routine life.
  An Atlantean young man (virtu-
  ally all soldiers are men, though there’s 
  no law forbidding women to join the 
  army) enrolls in the army at age 14, 
  when he becomes an adult. Except in 
  times of war when the need for rein-
  forcements is great, he spends a full two 
  years training, practicing, and learning 
  his craft. His training includes the use 
  of his weapons, basic riding and/or use 
  of flying vehicles (and advanced train-
  ing for cavalry troops), how to fight 
  multiple opponents at once, wrestling 
  maneuvers in the unlikely event he’s 
  disarmed, small- and large-unit tactics, 
  and other information.
  One other reason an Atlantean 
  soldier’s “basic training” lasts so long is 
  that throughout the process each sol-
  dier is subtly molded, transformed, and 
  improved by Atlantean magic. When 
  training is done, the soldier can lift four 
  times as much as a normal warrior and 
  is also much swifter and tougher... not 
  to mention skilled with weapons and 
  other accouterments of Atlantean war-
  fare.
  The Atlantean soldier is armed 
  with, at a minimum, an Atlantean 
  Warriorblade, an Atlantean Fire-
  Spear, a suit of Golden Armor, and 
  a Trident Aegis (see below for more 
  information on all of this equipment). 
  A warrior who can afford to provide 
  better gear for himself is welcome 
  to do so unless his commander feels 
  this would cause problems. Because 
  they’re so well-equipped all Atlantean 
  soldiers are the equivalent of heavy 
  infantry (or cavalry); there’s no light 
  infantry or peasant levies among the 
  Atlantean forces. However, there are 
  units of archers, though they comprise 
  a relatively small percentage of the 
  overall army.
  The end result of this training, 
  magical augmentation, and enchanted 
  equipment is that a single Atlantean 
  soldier tends to be a match for a large 
  number of ordinary opponents. The 
  historical chronicles are full of incidents 
  in which a mere handful of Atlantean 
  spearmen held off or defeated much 
  larger enemy forces.
  Unit Organization And Tactics
  For most conflicts the Atlantean 
  kings and commanders organize their 
  soldiers into 20-man units known 
  as kivotoi, literally meaning “boxes” 
  (because they often march into battle in 
  a four-by-five formation that looks like 
  a box). Each kivoto is subdivided into 
  four five-man squads if necessary.
  Because they’re trained to fight 
  more than one opponent at a time, 
  Atlantean soldiers generally don’t fight 
  in formation the way most of their 
  enemies do. They approach the foe in 
  their kivotoi, but once they’re reason-
  ably close they break ranks and charge, 
  shouting their fearsom ulueloi battle-cry 
  that by itself has caused more than one 
  army to break and run from them. (In 
  game terms, the battle-cry is a Pres-
  ence Attack intended to scare away the 
  enemy, and it’s often highly effective.) 
  When they reach the enemy they simply 
  leap in among him and begin hewing 
  and stabbing. It’s not uncommon for 
  an experienced soldier to kill an enemy 
  with every swing of his sword or thrust 
  of his spear.
  THE NAVY
  Atlantis prefers to fight on land, 
  but its existence as an island nation, the 
  need to protect its shipping, and the fact 
  that its main foe is located underwater 
  have driven it to create a powerful navy. 
  Though it has fewer ships than one 
  might expect, each of those ships is an 
  orichalcum-fueled powerhouse worth 
  a dozen ordinary warships (see Riding 
  Beasts And Vehicles, below). Addition-
  ally, the Atlantean Navy includes the 
  Great Island’s aerial forces:  “sky caval-
  rymen” riding sky-chariots, pegasi, and 
  war-dragons, plus sky-ships manned by 
  specially-trained archers.
  Atlantean sailors are well-trained, 
  but not as magically-augmented or 
  well-equipped as their brethren on 
  land. Typically they wear magically-
  enhanced light leather armor and 
  carry a sword (they do not use shields 
  or spears); their bodies are improved 
  with magic during their basic training 
  but not to the same extent as soldiers’. 
  However, many ships do have one or 
  more squads of archers on board.
  WIZARDS IN WARFARE
  While the Atlantean army doesn’t 
  have a “corps” of military wizards or 
  anything of the sort, it’s a rare Atlantean 
  fighting force that doesn’t take to the 
  field without a wizard or three to help 
  it. First, many military commanders 
  have some training in spellcraft and can 
  bring their powers to bear against the 
  enemy. Second, many wizards regard a 
  battle as the one place where they can 
  really cut loose, show what they can do, 
  and maybe even experiment a bit. Third, 
  if the Atlanteans believe the enemy 
  intends to employ magic/wizards of its 
  own, it will definitely make sure that it 
  has enough arcane firepower to coun-
  teract (and if possible overwhelm) the 
  enemy’s sorceries.
  atlantis at war
  
  70  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  WeAPonS  
  AnD ARMoR
  Standard equipment
  Here’s what the standard equip-
  ment carried by logaloi looks like in game 
  terms. See the Enchanted Items section of 
  Chapter Seven for other magical weapons 
  and armor they might have.
  ATLANTEAN WARRIORBLADE
  Effect:   
  HkA 2d6
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   0
  Breakability:   9 DEF
  STR Min.:   
  10
  Description:  This is the standard 
  enchanted blade issued to Atlantean 
  soldiers and guardsmen who don’t pos-
  sess a better weapon or the means to 
  acquire one. It’s as long and large as a 
  greatsword, but thanks to the magics 
  placed upon it can be wielded with one 
  hand by an ordinary fighting man. The 
  blade and furniture are often fancifully 
  designed or decorated; it’s rare for two 
  Warriorblades to look exactly alike.
  Game Information:  HKA 2d6 (up 
  to 4d6 with STR), Reduced Endur-
  ance (0 END; +½) (45 Active 
  Points); OAF (-1), STR Min (10; 
  -½). Total cost:  18 points.
  ATLANTEAN FIRE-SPEAR
  Effect:   
  HkA 2d6 + Stretching 1”
  Target:   
  One character/Self
  Duration:   
  Instant
  Range:   
  No Range/Self
  END Cost:   0/4
  Breakability:   9 DEF
  STR Min.:   
  13
  Description:  This is the standard Atlan-
  tean enchanted spear, which gets its 
  name because the enchantments on it 
  make its head glow as if on fire.
  Game Information:  HKA 2d6 (up 
  to 4d6 with STR), Reduced Endur-
  ance (0 END; +½) (45 Active 
  Points); OAF (-1), STR Minimum 
  (13; -½) (total cost:  18 points) plus 
  Stretching 1”, Reduced Endurance 
  (0 END; +½) (7 Active Points); 
  OAF (-1), Always Direct (-¼), No 
  Noncombat Stretching (-¼), Only 
  To Cause Damage (-½), No Veloc-
  ity Damage (-¼) (total cost:  2 
  points). Total cost:  20 points.
  
  Atlantean Age  Chapter Four 
  71
  GOLDEN ARMOR
  Effect:   
  Armor (10 PD/10 ED) on 
  various parts of the body, plus 
  Armor (+2 PD/+2 ED) overall 
  if all pieces are worn
  Target:   
  Self
  Duration:   
  Persistent
  Range:   
  Self
  END Cost:  
  0
  Breakability:  12 DEF
  Description:  Atlantean soldiers wear this 
  suit of armor:  a helmet, solid breastplate, 
  vambraces, and greaves made of bronze 
  but laced with orichalcum in such a way 
  that they end up with a beautiful golden 
  sheen. Each piece protects part of the 
  body, and if all six are worn, they generate  
  an additional field of mystic energy that 
  protects the entire body.
  Atlantean helmets cover the entire 
  head, but have an opening in the front for 
  the eyes, nose, and mouth (targeting this 
  opening is an OCV -10 penalty). Some 
  have elaborate crests or combs on top as 
  a way of setting their wearers apart. Simi-
  larly, some soldiers have their chestplates 
  shaped to show designs or even scenes 
  of battle. (However, in both cases, any 
  soldier who can afford to have distinc-
  tive armor made can probably also afford 
  better enchanted armor than the standard 
  Golden Armor.) Underneath the armor 
  the soldier wears a tunic in the distinctive 
  Atlantean blue.
  Game Information:
  Cost Power
  9 
  Golden Armor — Helmet:  Armor 
  (10 PD/10 ED) (30 Active Points); 
  OIF (-½), Activation Roll 8- 
  (covers Hit Locations 3-5; -2)
  12 
  Golden Armor — Breastplate:  (10 
  PD/10 ED) (30 Active Points); 
  OIF (-½), Activation Roll 11- 
  (covers Hit Locations 9-13; -1)
  9 
  Golden Armor — Vambraces:  
  Armor (10 PD/10 ED) (30 Active 
  Points); OIF (-½), Activation Roll 
  8- (covers Hit Locations 7; -2)
  9 
  Golden Armor — Greaves  Armor 
  (10 PD/10 ED) (30 Active Points); 
  OIF (-½), Activation Roll 8- 
  (covers Hit Locations 15-16; -2)
  4 
  Golden Armor — Full Suit Enchant-
  ment:  Armor (+2 PD/+2 ED) (6 
  Active Points); OIF (character must 
  wear all six pieces of armor; -½)
  Total cost:  43 points.
  Options:
  1)  Atlantean Sailor Armor:  Reduce the 
  Armor of all pieces to 5 PD/5 ED. Total 
  cost 4 + 6 + 4 + 4 + 4 = 22 points.
  2)  Atlantean Archer Armor:  Reduce the 
  Armor of all pieces to 6 PD/6 ED. Total 
  cost 5 + 7 + 5 + 5 + 4 = 26 points.
  TRIDENT AEGIS
  Effect:   
  DCV +3; HA +3d6
  Target:   
  Self/One character
  Duration:   
  Constant/Instant
  Range:   
  Self/No Range
  END Cost:   0/1
  Breakability:   Unbreakable
  STR Min.:   
  20
  Description:  A Trident Aegis is a large 
  round shield bearing the device of Atlantis, 
  the Fire-Shrouded Trident. It offers a high 
  degree of protection to the wielder, and 
  also allows him to perform shield-bashes. 
  Additionally, once per day the wielder can 
  cause the fire depicted on the outside of 
  the shield to flare up and blind his foe.
  Game Information:
  Cost Power
  5 
  Trident Aegis:  Multipower, 
  15-point reserve; all OAF (-1), 
  STR Minimum (20; -1)
  1u 
  1)  Defense:  +3 DCV; OAF (-1), 
  Real Armor (-¼), Mass (Half Mass; 
  -½), STR Minimum (20; -1)
  1u 
  2)  Shield Bash:  HA +3d6; OAF 
  (-1), HA (-½), Real Weapon (-¼), 
  STR Minimum (20; -1), Side 
  Effects (OCV penalty equal to 
  DCV bonus, always occurs; -½)
  9 
  Fire-Flare:  Sight Group Flash 8d6 
  (40 Active Points); OAF (-1), No 
  Range (-½), 1 Charge (-2)
  Total cost:  16 points.
  ATLANTEAN WARBOW
  Effect:   
  RkA 3d6
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  395”
  Charges:   
  20 Recoverable Charges
  Breakability:   16 DEF
  Description:  With a bowstave made of 
  orichalcum-infused copper enchanted for 
  flexibility and power and a string made 
  from the sinews of a bear, the Atlantean 
  Warbow is the most powerful bow in 
  the world. It requires the strength of an 
  Atlantean soldier just to draw and fire it! 
  Its range is approximately twice that of 
  any other bow used in the Atlantean Age, 
  giving the Atlantean army a major tactical 
  advantage in many situations.
  The Warbow can be used from 
  horseback, but with some difficulty due to 
  its size (OCV -3 penalty). For cavalrymen 
  (sky or ground), the Atlanteans issue a 
  smaller, weaker bow (RKA 2d6, STR Min 
  17) intended for use on horseback.
  Game Information:  RKA 3d6, 20 
  Recoverable Charges (+¾) (79 Active 
  Points); OAF (-1), Concentration (½ 
  DCV; -¼), STR Min (20, STR Min 
  Doesn’t Add Damage; -1½), Two-
  Handed (-½). Total cost:  19 points.
  other equipment
  An Altantean commander can 
  provide his men with additional gear 
  if he thinks it’s necessary. Some pos-
  sibilities include:
  FIRE-THROWER
  Effect:   
  RkA 2d6
  Target:   
  7” Cone
  Duration:   
  Instant
  Range:   
  No Range
  Charges:   
  12 Charges
  Breakability:  12 DEF
  Description:  Sometimes the Atlanteans 
  have to face large numbers of low-
  powered foes, such as conjured beasts 
  or certain Lemurian magiconstructs. In 
  that case it’s simpler to destroy a lot of 
  them at once than for Atlantean soldiers 
  to fight them one at a time. For that task 
  the Atlanteans use Fire-Throwers, which 
  are a sort of magic wand that can emit 
  16 conical blasts of flame per day. The 
  soldiers simply march forward in a line 
  formation, using their Fire-Throwers in 
  unison on command.
  Game Information:  RKA 2d6, 
  Area Of Effect (7” Cone; +1) 
  (60 Active Points); OAF (-1), 
  No Range (-½), 16 Charges (-0). 
  Total cost:  24 points. 
  SANDALS OF LEAPING
  Effect:   
  Leaping +12”
  Target:   
  Self
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   1
  Breakability:   2 DEF
  Description:  These enchanted sandals 
  give Atlantean soldiers greater mobil-
  ity on the battlefield and allow them to 
  bypass obstacles easily.
  Game Information:  Leaping +12” 
  (12 Active Points); OIF (-½). Total 
  cost:  8 points.
  SANDALS OF THE SPIDER
  Effect:   
  Clinging (normal STR)
  Target:   
  Self
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   0
  Breakability:   2 DEF
  Description:  If the Atlantean army is 
  besieging a city or has to scale a cliff 
  quickly, these sandals let the soldiers 
  literally walk up walls.
  Game 
  Information: 
   
  Clinging 
  (normal STR) (10 Active Points); 
  OIF (-½). Total cost:  7 points.
  
  72  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  Ecology:  Atlantean war-dragons are 
  bred by the Atlantean army for military 
  purposes. Millennia ago the line started 
  as captured dragons adapted for military 
  purposes, but over the centuries they’ve 
  essentially become domesticated. In 
  times of peace, war-dragon-mounted 
  soldiers are used as couriers, ferrying 
  important government messages and 
  small cargoes all around the Great Island 
  and beyond. War-dragons are sometimes 
  pressed into service as guard animals as 
  well, particularly when they become too 
  injured or old to serve on the front lines.
  Personality/Motivation:  Normal animal 
  motivations for the most part, though 
  the bond between war-dragon and rider 
  is strong. The army pairs a rider with 
  a war-dragon when the beast is young, 
  and the two train together for years. 
  Thanks to this conditioning, the war-
  dragon finds it difficult to disobey any 
  order its rider gives it, even a suicidal 
  one. Riders often become so attached to 
  and affectionate about their war-dragons 
  that they’ve been known to weep openly 
  when the war-dragon dies.
  Powers/Tactics:  War-dragons mainly 
  serve as mounts to get a sky cavalryman 
  into a position to shoot arrows at the 
  enemy or engage in HTH combat with 
  other flyers, but they can also fight them-
  selves if necessary. Their fangs and rear 
  talons are large and sharp, and the talons 
  on their front legs cannot be ignored. 
  Additionally, the war-dragon is trained to 
  help its rider keep his seat (i.e., to use its 
  Riding roll as a Complementary Skill to 
  the cavalryman’s Riding roll when appro-
  priate). A sky cavalryman may have his 
  war-dragon swoop in on top of a large 
  target to make a Multiple Power Attack 
  with fangs and claws.
  Appearance:  This noble beast looks 
  roughly like a traditional four-legged 
  dragon, though its two front legs are 
  stunted and significantly smaller than 
  its rear legs, making it difficult for the 
  war-dragon to walk (it’s most comfort-
  able flying). It also has a longer tail and 
  slightly larger wings than a traditional 
  dragon of its size. Its scales range in color 
  from dull gold, through various shades of 
  red, to rarer greens, blues, purples, and 
  black. In battle it may be outfitted with 
  golden barding specially made for it.
  RIDInG beASTS  
  AnD VeHICleS
  In addition to the Pegasus (see The HERO System Bestiary, page 106) and the 
  Warhorse (pages 169-71 of the Bestiary), here are some of the riding animals and 
  vehicles the Atlantean military uses.
  Riding beasts
  WAR-DRAGON
   Val Char 
  Cost 
  Roll Notes
   30 STR 
  20 
  15- Lift 1,600 kg; 6d6 HTH damage [3]
   18 DEX 
  24 
  13- OCV:  6/DCV:  6
   22 CON 
  24 
  13-
   18 BODY 16 
  13-
   8 INT 
  -2 
  11- PER Roll 11-
   5 EGO -10 
  10- ECV:  2
   20 PRE 
  10 
  13- PRE Attack:  4d6
   6 COM -2 
  10-
   15 PD 
  9 
   
  Total:  15 PD (15 rPD)
   15 ED 
  11 
   
  Total:  15 ED (15 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   10 REC 
  0
   44 END 
  0
   50 STUN 6 
  Total Characteristics Cost:  118
  Movement: 
  Running: 
  6”/12”
   
  Flight: 
  15”/30”
  Cost Powers 
  enD
  15 
  Fangs:  HKA 1d6 (2d6 with STR) 
  1
  10 
  Front Talons:  HKA ½d6 (1d6+1 with STR) 
  1
  15 
  Rear Talons:  HKA 1d6 (2d6 with STR) 
  1
  15 
  Scales:  Damage Resistance (15 PD/15 ED) 
  0
  25 
  Wings:  Flight 15”, Reduced Endurance (½ END; +¼); Restrainable (-½) 
  1
  6 
  Draconic Senses:  +2 to PER Rolls with all Sense Groups 
  0
   
  Skills
  3 
  Riding 13-
  3 
  Stealth 13-
  Total Powers & Skills Cost:  89
  Total Cost:  207
  75+ Disadvantages
  15 
  Physical Limitation:  Animal Intelligence (Frequently, Greatly Impairing)
  5 
  Physical Limitation:  Large (4m; -2 DCV, +2 to PER Rolls to perceive)  
  (Infrequently, Slightly Impairing)
  15 
  Psychological Limitation:  Loyal To Its Rider; Must Obey Him (Common, 
  Strong)
  97 
  Experience Points
  Total Disadvantage Points:  207
  OPTIONS
  Cost Power
  7 
  Barding:  Armor (6 PD/6 ED) (18 Active Points); OIF (-½),  
  Activation Roll 11- (-1)
  
  Atlantean Age  Chapter Four 
  73
  Description:  This is the standard vehicle 
  of the Atlantean sky-cavalry. It resembles 
  the body of a ground-based chariot, 
  but it has no tow-bar, no wheels, and 
  no animals to pull it — it simply flies as 
  directed to by the will of the user. Typi-
  cally it carries two soldiers, one to fly it 
  and one to fight from it, but some sky 
  cavalrymen are skilled enough to fly and 
  fight at the same time.
  Because the riders aren’t fully 
  enclosed in a Sky-Chariot, the vehicle’s 
  DEF doesn’t ordinarily protect them. 
  However, it the car’s sides do come up to 
  about waist level on the front and sides. 
  Depending on the angle of attack and the 
  Hit Location rolled, the GM may allow 
  the vehicle’s DEF to apply to an attack 
  against a passenger.
  Vehicles
  Atlantean vehicles are faster and more powerful than other vehicles, but that power 
  comes at a price:  they require orichalcum. This sometimes presents logistical problems 
  for the Atlantean military... and a sky cavalryman who doesn’t keep a close eye on his 
  sky-chariot’s “fuel” may find himself plummeting from the clouds to his death.
  ATLANTEAN SKY-CHARIOT
   Val Char 
  Cost Notes
   2 Size 
  10 1.6” x .8”; -2 KB; -1 DCV
   20 STR 
  0 
  Lift 400 kg; 4d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   15 BODY 3
   6 DEF 
  10 Does Not Protect Some Occupants (-¼)
   4 SPD 
  12 Phases:  3, 6, 9, 12
  Total Characteristic Cost:  59
  Movement: 
  Ground: 
  0”/0”
   
  Flight: 
  15”/120”
  Abilities & equipment
  Cost Power 
  END
  27 
  Oricalchum-Powered Flight:  Flight 15”, x8 Noncombat; Costs Endurance  
  (which comes from orichalcum; -½) 
  4
  -12 
  No Ground Movement:  Running -6” (0” total)
  Total Abilities & Equipment Cost:  15
  Total Vehicle Cost:  74
  Value Disadvantages
  None
  Total Disadvantage Points:  0
  Total Cost:  74/5 = 15
  
  74  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  Description:  An Atlantean sky-ship has a 
  bottom part that looks something like a 
  Greek trireme, and then rising up from 
  that is a further hull shaped roughly like 
  that of a galleon. Instead of masts and 
  sails it has three metallic, bronze-colored 
  pillars — a large central one, and smaller 
  ones about halfway fore and aft — inset 
  with arcane runes made of orichalcum 
  and topped with a powerful, sky blue 
  mystic crystal called an aerosin. Mounted 
  along the sides are small enchanted bal-
  listae; on some models, larger ballistae 
  are mounted on a poop deck-like struc-
  ture aft or fore.
  ATLANTEAN SKY-SHIP
   Val Char 
  Cost Notes
   13 Size 
  65 20” x 10”; -13 KB; -8 DCV
   75 STR 
  0 
  Lift 800 tons; 15d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  5
   23 BODY 0
   10 DEF 
  19 Does Not Protect Some Occupants (-¼)
   4 SPD 
  15 Phases:  3, 6, 9, 12
  Total Characteristic Cost:  114
  Movement: 
  Ground: 
  0”/0”
   
  Flight: 
  10”/80”
  Abilities & equipment
  Cost Power 
  END
  Propulsion Systems
  20 
  Oricalchum-Powered Flight:  Flight 10”, x8 Noncombat; Costs Endurance  
  (which comes from orichalcum; -½) 
  3
  -12 
  No Ground Movement:  Running -6” (0” total)
  Tactical Systems
  40 
  Enchanted Ballistae:  RKA 4d6, +1 Increased STUN Multiplier (+¼),  
  30 Charges (+¼); OIF Bulky (-1), Limited Arc Of Fire (360 degrees  
  above ship; -¼) 
  [30]
  10 
  Enchanted Ballistae:  three more ballistae (total of four) 
  [30]
  Total Abilities & Equipment Cost:  58
  Total Vehicle Cost:  172
  Value Disadvantages
  25 
  Distinctive Features:  Atlantean warship (Not Concealable; Causes  
  Extreme Reaction [fear])
  Total Disadvantage Points:  25
  Total Cost:  147/5 = 29
  
   
  Skills
  15 
  +3 Hand-To-Hand
  1 
  Climbing 8-
  2 
  Language:  Atlantean
  2 
  WF:  Common Melee Weapons
  Total Powers & Skills Cost:  368
  Total Cost:  564
  75+ Disadvantages
  20 
  Physical Limitation:  Human Size, 
  Weighs 6,400 kg (All The Time, 
  Greatly Impairing)
  15 
  Physical Limitation:  Machine 
  Intelligence (Frequently, Greatly 
  Impairing)
  454 
  Experience Points
  Total Disadvantage Points:  564
  Description:  While not a “vehicle,” the 
  Atlantean War-Golem is generally stored 
  with vehicles so the Atlanteans sort of 
  think of it as one. If necessary it can 
  carry up to half a dozen soldiers in its 
  arms.
  Campaign Use:  With a minor tweak here 
  and there, you can use this character 
  sheet for a wide variety of Lemurian 
  magiconstructs. The Lemurians employ 
  war-golem-like magiconstructs far more 
  often than the Atlanteans do, and many 
  of theirs come equipped with fire-blasters 
  as well as HTH Combat weapons.
  Appearance:  An Atlantean war-golem 
  is a nine-foot-tall magical construct 
  made of hepatizon (a magical metal) 
  and powered by orichalcum and spells. 
  It looks like a stylized Atlantean war-
  rior in many respects. Spiked bands of 
  metal encircle its arms at shoulder and 
  wrist, its waist as a sort of belt, and its 
  legs at the top of its “boots.” Its weapon 
  is an enormous double-bladed axe, 
  one far too big and unwieldy for any 
  human to use.
  Atlantean Age  Chapter Four 
  75
  ATLANTEAN WAR-GOLEM
   Val Char 
  Cost 
  Roll Notes
   45 STR 
  35 
  18- Lift 12.5 tons; 9d6 HTH damage [4]
   18 DEX 
  24 
  13- OCV:  6/DCV:  6
   10 CON 
  0 
  11-
   25 BODY 30 
  14-
   5 INT 
  -5 
  10- PER Roll 10-
   0 EGO 
  0 
  — 
  ECV:  N/A
   25 PRE 
  15 
  14- PRE Attack:  5d6
   8 COM -1 
  11-
   18 PD 
  45 
   
  Total:  18 PD (18 rPD)
   18 ED 
  51 
   
  Total:  18 ED (18 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   11 REC 
  0
   0 END -10
   — STUN — 
  Total Characteristics Cost:  196
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  9”/18”
  Cost Powers 
  enD
  15 
  War-Golem’s Axe:  HKA 3d6 (4d6+1 with STR); OAF (-1),  
  STR Minimum (25; -1) 
  4
  15 
  Golem’s Body:  Does Not Bleed 
  0
  10 
  Golem’s Body:  No Hit Locations 
  0
  45 
  Golem’s Body:  Takes No STUN 
  0
  22 
  Tireless:  Reduced Endurance (0 END; +½) on STR 
  0
  6 
  Tireless:  Reduced Endurance (0 END; +½) on Running 
  0
  4 
  Tireless:  Reduced Endurance (0 END; +½) on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) on Swimming  
  0
  54 
  Body Of Metal:  Damage Resistance (18 PD/18 ED) 
  0
  90 
  Body Of Metal:  Physical and Energy Damage Reduction, Resistant, 25% 
  0
  36 
  Heavy:  Knockback Resistance -6” 
  0
  50 
  War-Golem’s Body:  Life Support:  Total (including Longevity:  Immortality) 
  0
  
  Value Disadvantages
  25 
  Distinctive Features:  Atlantean 
  warship (Not Concealable;  
  Causes Extreme Reaction [fear])
  Total Disadvantage Points:  25
  Total Cost:  126/5 = 25
  Description:  A typical Atlantean naval 
  vessel is about the same size as a sky-
  ship, and has a similar appearance and 
  equipment. However, it only requires one 
  central pillar, topped with a sea-green 
  mystic crystal called an aquarin, as part 
  of its propulsion system. It also comes 
  equipped with a scrying-stone that 
  allows the captain to “see” underwater 
  and thus detect the approach of Lemu-
  rian pisceremes.
  76  Daily Life In Atlantis 
  Hero System 5th Edition Revised
  ATLANTEAN SHIP
   Val Char 
  Cost notes
   13 Size 
  65 20” x 10”; -13 KB; -8 DCV
   75 STR 
  0 
  Lift 800 tons; 15d6 HTH [0]
   13 DEX 
  9 
  OCV:  4/DCV:  4
   23 BODY 0
   10 DEF 
  19 Does Not Protect Some Occupants (-¼)
   3 SPD 
  7 
  Phases:  4, 8, 12
  Total Characteristic Cost:  100
  Movement: 
  Ground: 
  0”/0”
   
  Swimming: 
  10”/40”
  Abilities & equipment
  Cost Power 
  END
   
  Propulsion Systems
  9 
  Oricalchum-Powered Sailing:  Swimming +8”, x4 Noncombat;  
  Costs Endurance (which comes from orichalcum; -½) 
  1
  -12 
  No Ground Movement:  Running -6” (0” total)
   
  Tactical Systems
  40 
  Enchanted Ballistae:  RKA 4d6, +1 Increased STUN Multiplier (+¼),  
  30 Charges (+¼); OIF Bulky (-1), Limited Arc Of Fire (360 degrees  
  above ship; -¼) 
  [30]
  10 
  Enchanted Ballistae:  three more ballistae (total of four) 
  [30]
   
  Operations Systems  
  4 
  Scrying-Stone:  Active Sonar; OIF Bulky (-1), Affected As Sight Group  
  As Well As Hearing Group (-½), Only Usable Underwater (-1) 
  0
  Total Abilities & Equipment Cost:  51
  Total Vehicle Cost:  151
  
  CHAPTER FIVE
  ATLANTEAN CHARACTER CREATION
  
  78  Atlantean Character Creation 
  Hero System 5th Edition Revised
  F
  or most players in an Atlantean 
  Age campaign, the first step 
  in character creation is to pick 
  the Racial, Background, and 
  Professional Package Deals that define 
  a PC. You can find the Racial Package 
  Deals in Chapter Two. In most cases the 
  PCs in an Atlantean Age campaign will 
  be Atlanteans, and thus take the Atlan-
  tean Package Deal, but other choices 
  are perfectly all right as long as the GM 
  doesn’t object.
  bACKGRoUnD  
  PACKAGe DeAlS
  The following three Background 
  Package Deals are for Atlantean char-
  acters. They don’t apply to characters 
  of other races, not even if those char-
  acters were born and raised on Atlan-
  tis by parents who immigrated to the 
  Great Island.
  DEMIGOD PACKAGE DEALS
  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 occa-
  sion sired or given birth to children 
  conceived with mortal lovers, and those 
  children often possess a bit of the divine 
  spark. Some of Atlantis’s greatest heroes 
  have had the blood of the gods running 
  in their veins.
  This Package Deal (or, more accu-
  rately, ten Package Deals written in one 
  easily-referenced format) represents 
  characters with divine ancestry (typi-
  cally this means having a god as one’s 
  parent, but it could represent divine 
  grandparents, great-great-grandparents, 
  or the like). For gods not listed, the GM 
  can create additional Package Deals if 
  desired. As an optional Disadvantage, 
  the child of a particular god may be 
  Hunted by that god’s divine enemies or 
  rivals, who will try to make his life dif-
  ficult or even kill him.
  DESCENDANT OF THE TEN 
  PACKAGE DEAL
  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 poten-
  tial for great social prestige and wealth. 
  (The last two attributes are not part of 
  the Package Deal, but the special effect of 
  “King So-and-So [or “The Atlan”] is my 
  father/grandfather/whatever” is a good 
  explanation for buying Money and many 
  other Perks.) On the other hand, being 
  associated with one of the Ten may attract 
  unwanted attention from the parent’s/
  ancestor’s rivals and/or enemies of Atlan-
  tis (which the character can represent 
  with a Hunted or other Disadvantages).
  With the GM’s permission, a 
  character can take this Package Deal 
  more than once, indicating that he 
  has two or more ancestors among the 
  Ten. This isn’t common — usually one 
  bloodline predominates — but it has 
  been known to occur.
  NOBLEMAN PACKAGE DEAL
  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 monsters, 
  financing trade and exploration expedi-
  tions, working in the government, or 
  advising the kings and Atlan.
  ZODIAC PACKAGE DEALS
  This Package Deal (or, more accu-
  rately, ten Package Deals written in one 
  easily-referenced format) represents the 
  qualities and attributes an Atlantean 
  obtains from the star-sign under which 
  he’s born. 
  PACKAGE DEALS
  DeMIGoD PACKAGe DeAlS
  Abilities
  Cost 
  Ability
   
   
  General Demigod Abilities
   
  1 
  Semi-Divine Lifespan:  Longevity (+1 point, giving an Atlantean a lifespan of  
  800 years)
   
  3 
  Divine Resistance:  Power Defense (3 points) 
   
  1 
  +1 STR
   
  3 
  +1 DEX
   
  2 
  +1 CON
   
  1 
  +1 INT
   
  2 
  +1 EGO
   
  3 
  +3 PRE
   
  2 
  +4 COM
   
   
  God-Specific Abilities
   20 
  Child Of Ares:  +10 STR, +5 CON
   20 
  Child Of Astranar:  Lightning Aegis (see below), +3 STR, +3 DEX, +1 INT
   20 
  Child Of Eordica:  +5 CON, +5 EGO
   20 
  Child Of Erestaia:  +2 CON, +3 INT, +3 EGO, +2 COM, +3 REC
   20 
  Child Of Helios:  Aura Of Helios (see below), Sight Group Flash Defense (5 points), 
  +3 PRE, +2 COM, +2 ED
   20 
  Child Of Orikailos:  Power Defense (6 points), +1 with all Magic Spells, + 
  5 INT, +3 EGO
   20 
  Child Of Phestos:  +5 STR, +5 CON, +5 ED
   20 
  Child Of Poseidon:  Life Support (Breathe Underwater), Swimming +5”, +5 CON
   20 
  Child Of Selene:  Nightvision, Moon-Magic (see below), +2 PRE
   20 
  Child Of Tikarion:  +5 STR, +5 INT, +10 PRE
   Total Cost Of Package Abilities:  38
   
   
  Lightning Aegis:  Armor (10 ED) (15 Active Points); Only Versus Limited Type Of 
  Attack (lightning/electricity; -1). Total cost:  7 points.
   
   
  Aura Of Helios:  Sight Group Images 1” radius, +4 to PER Rolls (22 Active Points); 
  No Range (-½), Only To Create Light (-1). Total cost:  9 points.
   
   
  Moon-Magic:  Aid Magic 2d6, all Magic spells/powers simultaneously (+2), Delayed 
  Return Rate (points fade at the rate of 5 per Hour; +1) (80 Active Points); Only At 
  Night (-½), Only During The Full Moon (-2), Self Only (-½), 1 Charge (-2). Total 
  cost:  13 points.
  
  Atlantean Age  Chapter Five 
  79
  PRoFeSSIonAl 
  PACKAGe DeAlS
  These Package Deals represent a 
  character’s “profession,” even if it’s not 
  something most people would consider 
  a regular “job.” They’re organized into 
  five categories:  Priest, Rogue, Warrior, 
  Wizard, and Miscellaneous.
  Priest Package Deals
  ATLANTEAN PRIEST  
  PACKAGE DEALS
  The following Package Deals cover 
  the gamut of Atlantean priests. In addi-
  tion to the skills and learning which 
  are common to all priests, a priest has a 
  special ability granted to him by the god 
  he primarily worships:
  Ares:  Priests of Ares are expected to 
  train as soldiers, to learn the use of 
  weapons, and to become skilled in 
  battle. They often accompany the Atlan-
  tean army to war.
  Astranar:  Priests of Astranar have 
  the power to control the weather to 
  a limited degree. It takes 20 minutes 
  of intense concentration to begin the 
  process. Once the spell has been cast, 
  the weather slowly alters to the desired 
  state in 1d6 hours. It remains like that 
  for another 1d6 hours and then returns 
  to what it was like before the priest 
  changed it in 1d6 x 10 minutes.
  Eordica:  Priestesses of Eordica have 
  the power to make a person, animal, 
  or plant more fertile for a short period. 
  This doesn’t guarantee conception 
  or enhanced growth, but it definitely 
  makes it more likely.
  Erestaia:  Priestesses of Erestaia are 
  skilled at the domestic arts. Wealthy 
  families often hire them to look after 
  the children.
  Helios:  Priests of Helios can create light, 
  bringing the god’s power into dark places.
  Orikailos:  Priests of Orikailos are 
  almost always wizards as well, and the 
  god has gifted them with a particular 
  skill for spellcasting.
  Phestos:  Priests of Phestos are skilled 
  craftsmen, particularly at the forge.
  Poseidon:  Priests of Poseidon can 
  hold their breath for an extremely 
  long time, and can even extend 
  this power to other people. They’re 
  also the most highly-regarded of all 
  Atlantean priests and have great sway 
  within society.
  DeSCenDAnT oF THe Ten PACKAGe DeAlS
  Abilities
  Cost 
  Ability
   
   
  General Brethren Abilities
   
  1 
  Semi-Divine Lifespan:  Longevity (+1 point, giving an Atlantean a lifespan of  
  800 years)
   
  2 
  +1 CON
   
  1 
  +1 INT
   
  1 
  +1 PRE
   
  1 
  +2 COM
   
   
  Brother-Specific Abilities
   
  3 
  Line Of Ampheres:  +1 STR, +1 INT, +1 PRE
   
  3 
  Line Of Autocthon:  +1 STR, +1 CON
   
  3 
  Line Of Azaes:  +3 STR
   
  3 
  Line Of Diaprepes:  +1 INT, +1 EGO
   
  3 
  Line Of Elasippus:  +1 DEX
   
  3 
  Line Of Euaemon:  +1 EGO, +1 PRE
   
  5 
  Line Of Gadrius:  +1 DEX, +1 INT, +1 PRE
   
  3 
  Line Of Mestor:  +3 INT
   
  3 
  Line Of Mneseus:  +2 STR, +1 INT
   12 
  Line Of Vondarien:  +1 STR, +1 DEX, +1 CON, +1 INT, +1 EGO, +3 PRE
  Total Cost Of Package Abilities:  9 (11 for Line Of Gadrius, 18 for Line Of Vondarien)
  ATlAnTeAn  
  nobleMAn  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  3 
  +3 INT
   
  5 
  +5 PRE
   
  3 
  Conversation
   
  3 
  High Society
   
  6 
  6 points’ worth of Skills or 
  Perks from the following list
   
   
  Acting, Bureaucratics, Con-
  cealment, Gambling, Oratory, 
  Persuasion, Riding, Seduction, 
  Stealth, Survival, Tracking, 
  Trading, Weapon Familiarity, 
  any Background Skill, Well-
  Connected, Contact
   
  6 
  Fringe Benefit:  Lordship
   
  5 
  Money:  Well Off
   Total Cost Of Package Abilities:  31
  options
   Cost 
  Option
   var 
  Higher Rank:  Increase Lordship 
  Fringe Benefit
   +20 
  Palace:  Add a 100-point Base
   +5 
  Rich Demesne:  Increase Money 
  to 10 points’ worth
   +10 
  Vast, Rich Demesne:  Increase 
  Money to 15 points’ worth
   -5 
  Genteel Poverty:  Remove 
  Money
   var 
  Rivalry or other Disadvantage 
  appropriate to station
  ATlAnTeAn ZoDIAC 
  PACKAGe DeAlS
  Abilities
   Cost 
  Ability
   
   
  Sign-Specific Abilities
   
  3 
  Mikna, The Swan:  +1 EGO,  
  +1 PRE
   
  3 
  Arathos, The Runner:  +1 INT, 
  +2 PRE
   
  3 
  Aiklos, The Eagle:  +1 STR,  
  +1 EGO
   
  3 
  Loso, The Lion:  +2 STR,  
  +1 PRE
   
  3 
  Akontios, The Spear:  +1 CON, 
  +1 PRE
   
  3 
  Kionos, The Pillar:  +1 INT,  
  +1 EGO
   
  3 
  Araxos, The Spider:  +1 PRE, +1 
  with Stealth
   
  3 
  Siklos, The Sickle:  +1 to PER 
  Rolls with all Sense Groups
   
  3 
  Delpha, The Oracle:  +1 INT, 
  one KS at 11-
   
  3 
  Skotari, The Shield:  +1 EGO, +1 
  PRE
   
  3 
  Raikonos, The Dragon:  +1EGO, 
  +1 PRE
   
  3 
  Skathos, The Ship:  +1 CON, +1 
  INT
  Total Cost Of Package Abilities:  3
  
  80  Atlantean Character Creation 
  Hero System 5th Edition Revised
  Selene:  Priestesses of Selene can also 
  create light, though their light is softer 
  and dimmer, and they can create it at 
  range if desired.
  Tikarion:  Priests of Tikarion are known 
  for their impressive demeanor, leader-
  ship skills, and insight.
  ORACLE PACKAGE DEAL
  Some people, most of them priests, 
  are gifted by the gods with the ability 
  to foresee the future. However, this gift 
  comes with restrictions. First, it takes 
  time and effort; the oracle must enter a 
  trance to receive a vision of the future. 
  Second, it requires a triggering mecha-
  nism of some sort. The most famous is 
  the mists from the cleft at the Oracle of 
  Vesaras in Zanthinus; other oracles use 
  pools or bowls of water, cast bones, the 
  smoke from a fire prepared with certain 
  types of fuel, the reflections of light on 
  an orichalcum mirror, or the like. Third, 
  even the most skilled oracle’s visions 
  tend to be vague and subject to multiple 
  interpretations; often their accuracy and 
  wisdom can only be seen in hindsight.
  ATlAnTeAn PRIeST PACKAGe DeAlS
  Abilities
   Cost 
  Ability
   
  3 
  +3 INT
   10 
  +5 EGO
   
  3 
  +3 PRE
   
  3 
  KS: Atlantean Theology And Divine Lore (INT)
   
  1 
  Literacy
   
  3 
  Oratory
   
  3 
  Persuasion
   
  2 
  PS: Atlantean Priest 11-
   
  2 
  PS: Perform Sacrifice 11-
   
  3 
  Fringe Benefit:  Religious Rank
   
  1 
  Fringe Benefit:  Right To Marry
   
  6 
  6 points’ worth of Skills from the following list
   
   
  Acting, Conversation, Deduction, High Society, Paramedics (Healing), Riding, 
  Stealth, Weapon Familiarity, any Background Skill
   10 
  Deity-specific ability (see below)
  Total Cost Of Package Abilities:  50 (51 for Astranar priests)
  Deity-Specific Abilities
  Cost 
  Ability
   10 
  Ares:  +1 with All Combat; 2 points’ worth of WFs
   11 
  Astranar:  Alter Weather:  Change Environment (alter the weather) 2” radius, +/-3 
  Temperature Levels, Multiple Combat Effects, Long-Lasting (see text), Varying 
  Combat Effects, Varying Effect (+1), MegaArea (1” = 1 km broad and wide; +¼) (92 
  Active Points); Concentration (0 DCV throughout casting; -1), Extra Time (20 Min-
  utes; -2½), Gestures (two hands throughout casting; -1), Gradual Effect (see text; -½), 
  Incantations (throughout casting; -½), Increased Endurance Cost (x2 END; -½), No 
  Range (-½), Spell (-½)
   10 
  Eordica:  Increase Fertility:  Minor Transform 6d6 (fertile person, animal, or plant to 
  much more fertile; heals back normally) (60 Active Points); Concentration (0 DCV 
  throughout casting; -1), Extra Time (1 Minutes; -1½), Gestures (throughout casting; 
  -½), Incantations (throughout casting; -½), Increased Endurance Cost (x2 END; -½), 
  Limited Target (fertile living beings as described; -½), No Range (-½)
   10 
  Erestaia:  10 points’ worth of PS pertaining to homemaking and child-rearing
   10 
  Helios:  Brand Of Helios:  Sight Group Images 1” radius, +5 to Sight Group PER Rolls 
  (25 Active Points); No Range (-½), Only To Create Light (-1)
   10 
  Orikailos:  +3 with Magic Spells; +1 to any one Background Skill roll pertaining to 
  magic or theology
   10 
  Phestos:  PS: Blacksmith 11- plus 8 points’ worth of PS pertaining to arts and crafts
   10 
  Poseidon:  At Home In The Water:  Life Support (Extended Breathing:  1 END per 
  Minute), Usable Simultaneously (up to 8 people; +1); Reputation:  Priest Of Poseidon 
  14-, 2/+2d6
   10 
  Selene:  Brand Of Selene:  Sight Group Images, +2 to Sight Group PER Rolls, 
  Increased Size (2” radius; +¼) (20 Active Points); Only To Create Light (-1)
   10 
  Tikarion:  +5 PRE, +1 EGO, +3 INT
  Disadvantages
   Value 
  Disadvantage
   25 
  Psychological Limitation:  Devotion To The God And His Purposes (Very Common, 
  Total)
   20 
  Social Limitation:  Subject To Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  45
  options
   Cost 
  Option
   20 
  God-Given Powers:  20 Character Points’ worth of healing spells (see Chapter Seven)
   +2 
  Skilled Sacrificer:  Increase PS: Perform Sacrifice to INT +1)
  oRACle  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  9 
  Oracular Visions:  Clairsen-
  tience (Sight Group), Precogni-
  tion (40 Active Points); OIF 
  (either a truly Inaccessible 
  Focus like the Vesaran cleft, 
  or any of a particular object of 
  opportunity; -½), Concentra-
  tion (0 DCV throughout; -1), 
  Extra Time (minimum of 1 
  Turn, and often much longer; 
  -1¼), Vague And Unclear (-½)
  Total Cost Of Package Abilities:  9
  
  Atlantean Age  Chapter Five 
  81
  Rogue Package Deals
  “Rogues” are people who survive 
  by their wits, cleverness, and guile... 
  and sometimes dishonesty, wickedness, 
  and cruelty. Here are Package Deals for 
  some of the more common rogues in 
  the Atlantean Age.
  ATLANTEAN BARD
  Atlantean bards are renowned 
  throughout the world for the quality of 
  their composition and playing. Their 
  instruments are the lyre, the aulos 
  (pipes, played singly or doubly), syrinx 
  (or panpipes), and small drum. Typi-
  cally they do not sing while they play; 
  vocal accompaniment, if any, is pro-
  vided by a separate singer or chorus.
  While the greatest of the Atlantean 
  bards are usually attached to some royal 
  court, noble household, or renowned 
  amphitheater, the type of bard repre-
  sented by this Package Deal is more 
  likely to be found in lesser venues. He 
  often wanders Atlantis or even the 
  world in search of adventure and sub-
  jects for his songs. In the process he 
  tends to get into trouble from time to 
  time... but in the end that just makes for 
  even better songs!
  ATLANTEAN SPY
  It is not by magic alone that Atlan-
  tis maintains her power. A wise empire 
  learns all that it can about its enemies 
  (or potential enemies)... and that’s 
  where the Atlantean spy comes in. Sent 
  into the world to ferret out secrets about 
  the Tellats, the Kaphtorans, and most 
  especially the Lemurians, he prefers to 
  rely on his skills and wits rather than 
  wizardry, for casting Atlantean spells 
  would surely give him away.
  GARDARICAN BARD
  Bards from Gardarica play most of 
  the same instruments as Atlantean bards, 
  but unlike Atlantean bards are highly 
  trained in the use of the voice. Not only 
  do they sing beautifully, but they can per-
  form other vocal tricks if necessary.
  KA’LESHI POISONER
  The assassins of Ka’lesh are justly 
  famed for their deadliness and skill. 
  They specialize in the use of poisons, 
  but are capable of dealing death to their 
  targets in many ways. A Ka’leshi killer 
  knows how to brew poisons to put in 
  drink, in food, on blades or needles, or 
  even that can poison the victim on con-
  tact. As part of their training they learn 
  how to disguise themselves so they can 
  get close enough to a victim to poison 
  him. They’re also trained with weapons 
  and in a variety of other skills.
  ATlAnTeAn bARD 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  3 
  +1 DEX
   
  3 
  +3 INT
   
  3 
  +3 PRE
   
  3 
  Conversation
   
  3 
  High Society
   
  2 
  AK: Atlantis 11-
   
  3 
  KS: Atlantean Poetry, Song, 
  And Legend (INT)
   
  3 
  Persuasion
   
  3 
  PS: Play Lyre (DEX)
   
  2 
  PS: Play Aulos 11-
   
  2 
  PS: Singing 11-
   
  2 
  PS: Play Small Drum 11-
   
  2 
  PS: Play Syrinx 11-
   
  3 
  Seduction
   
  6 
  6 points’ worth of Skills from 
  the following list:
   
   
  Acting, Bureaucratics, Combat 
  Skill Levels, Concealment, 
  Cramming, Gambling, Lip-
  reading, Lockpicking, Security 
  Systems, Skill Levels, Sleight 
  Of Hand, Streetwise, Weapon 
  Familiarity, any Background 
  Skill, Contacts
  Total Cost Of Package Abilities:  43
  ATlAnTeAn SPY 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  9 
  +3 DEX
   
  3 
  +3 INT
   
  3 
  +3 PRE
   
  3 
  Bribery
   
  3 
  Conversation
   
  3 
  Cryptography
   
  3 
  Deduction
   
  3 
  Disguise
   
  3 
  Shadowing
   
  3 
  Stealth
   
  9 
  9 points’ worth of Skills from 
  the following list:
   
   
  Acting, Bureaucratics, Climb-
  ing, Combat Skill Levels, Con-
  cealment, Cramming, Forgery, 
  Gambling, High Society, Lip-
  reading, Lockpicking, Martial 
  Arts, Navigation, Persuasion, 
  Security Systems, Seduction, 
  Skill Levels, Sleight Of Hand, 
  Streetwise, Tracking, Weapon 
  Familiarity, any Background 
  Skill, Contacts
  Total Cost Of Package Abilities:  45
  Disadvantages
   Value 
  Disadvantage
   20 
  Hunted:  enemies of Atlantis 
  8- (Mo Pow, NCI, Kill)
  Total Value Of Package Disadvantages:  20
  
  82  Atlantean Character Creation 
  Hero System 5th Edition Revised
  KAPHTORAN ASSASSIN
  The Ka’leshi aren’t the only people 
  with a tradition of assassination. In 
  Kaphtor the art of murder for hire has 
  reached its own heights. Unlike their 
  Ka’leshi brethren, the assassins of Kaph-
  tor tend to rely on stealth, ambush, and 
  the use of weapons, though they’re not 
  ignorant of poisons.
  SHEM THIEF
  The thieves of Karshemish are gen-
  erally acknowledged as the best in the 
  world. Most live in the royal seat Ekba-
  tahn, where they organize themselves 
  into large gangs that compete (and 
  fight) with one another. More than a few 
  of the gangs have existed for centuries, 
  giving them a longevity and body of 
  traditions and lore far in excess of many 
  legitimate merchant companies.
  The oldest and best-established of 
  these gangs have headquarters whose 
  existence is a thinly-veiled secret, 
  though the authorities would never 
  dare to raid them for fear of the traps 
  and other trickery awaiting invad-
  ers. These lairs are where the gang 
  stores its loot, hides members who are 
  wanted by the city guard, and trains 
  new thieves. By Shem underworld 
  custom, all thieves are taught seven 
  arts of stealing:  climbing walls; pick-
  ing locks; defeating traps; uncovering 
  hidden items; pickpocketing; purse-
  slitting; and stealthy movement.
  KA’leSHI PoISoneR 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  6 
  +2 DEX
   
  3 
  +3 INT
   
  3 
  Acting
   
  3 
  Disguise
   
  3 
  Mimicry
   
  6 
  PS: Brew Poison (INT +3) (see 
  Fantasy Hero, pages 173-75)
   
  3 
  Sleight Of Hand
   
  3 
  Stealth
   
  3 
  Streetwise
   
  5 
  WF: Common Melee Weap-
  ons, Blowgun, Garrote, 
  Thrown Daggers
  9  
  9 points’ worth of Skills and 
  Perks from the following list
   
   
  Bureaucratics, Combat Skill 
  Levels, Concealment, Cram-
  ming, Deduction, High Society, 
  Interrogation, Lipreading, 
  Literacy, Lockpicking, Penalty 
  Skill Levels, Security Systems, 
  Shadowing, Weapon Familiar-
  ity, any Background Skill, Well-
  Connected, Contact
  Total Cost Of Package Abilities:  47
  Disadvantages
  Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with 
  other poisoners
  Total Value Of Package Disadvantages:  5
  GARDARICAn bARD 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  3 
  +3 INT
   
  3 
  +3 PRE
   
  3 
  Conversation
   
  3 
  High Society
   
  2 
  AK: Southern Sangobar 11-
   
  3 
  KS: Gardarican Poetry, Song, 
  And Legend (INT)
   
  3 
  Mimicry
   
  3 
  Persuasion
   
  4 
  PS: Singing (INT +1)
   
  2 
  PS: Play Lyre 11-
   
  2 
  PS: Play Aulos 11-
   
  2 
  PS: Play Small Drum 11-
   
  3 
  Seduction
   
  3 
  Ventriloquism
   
  6 
  6 points’ worth of Skills from 
  the following list:
   
   
  Acting, Bureaucratics, Combat 
  Skill Levels, Concealment, 
  Cramming, Forgery, Gambling, 
  Lipreading, Lockpicking, Skill 
  Levels, Sleight Of Hand, Street-
  wise, Weapon Familiarity, any 
  Background Skill, Contacts
  Total Cost Of Package Abilities:  45
  SHeM THIeF  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  1 
  +1 STR
   15 
  +5 DEX
   
  6 
  +3 CON
   
  3 
  +3 INT
   
  3 
  Climbing
   
  3 
  Concealment
   
  3 
  Lockpicking
   
  3 
  Security Systems
   
  3 
  Sleight Of Hand
   
  3 
  Stealth
   
  5 
  Streetwise (PRE +1)
   
  3 
  WF: Common Melee Weapons, 
  Thrown Daggers
   
  9 
  9 points’ worth of Skills and 
  Perks from the following list
   
   
  Acrobatics, Acting, Breakfall, 
  Bribery, Bureaucratics, Combat 
  Skill Levels, Contortionist, 
  Conversation, Cramming, 
  Cryptography, Deduction, 
  Disguise, Eavesdropping, Fast 
  Draw, Forgery, Gambling, High 
  Society, Interrogation, Lipread-
  ing, Literacy, Mimicry, Penalty 
  Skill Levels, Persuasion, PS: 
  Appraising, Seduction, Shad-
  owing, Survival (Urban), Trad-
  ing, Ventriloquism, Weapon 
  Familiarity, any Background 
  Skill, Jack Of All Trades, Well-
  Connected, Contact
  Total Cost Of Package Abilities:  60
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with  
  other thieves
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  25
  KAPHToRAn  
  ASSASSIn  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  9 
  +3 DEX
   
  6 
  +3 CON
   
  3 
  +3 INT
   
  3 
  +3 PRE
   
  3 
  Bribery
   
  3 
  Climbing
   
  3 
  Fast Draw (Common Melee 
  Weapons)
   
  3 
  Lockpicking
   
  3 
  Stealth
   
  3 
  Streetwise
   
  6 
  WF: Common Melee Weapons, 
  Common Missile Weapons, 
  Blowgun, Garrote
   15 
  15 points’ worth of Skills and 
  Perks from the following list
   
   
  Acrobatics, Acting, Breakfall, 
  Bureaucratics, Combat Skill 
  Levels, Concealment, Contor-
  tionist, Cramming, Deduction, 
  Defense Maneuver, Disguise, 
  High Society, Interrogation, 
  Lipreading, Literacy, Mimicry, 
  Penalty Skill Levels, PS: Brew 
  Poison, Rapid Attack, Security 
  Systems, Shadowing, Sleight Of 
  Hand, Two-Weapon Fighting, 
  Weapon Familiarity, any Back-
  ground Skill, Well-Connected, 
  Contact
  Total Cost Of Package Abilities:  60
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with 
  other assassins
  Total Value Of Package Disadvantages:  5
  
  Atlantean Age  Chapter Five 
  83
  Warrior Package Deals
  These Package Deals represent 
  the fighting men of the Atlantean Age 
  — from the matchless Atlantean spear-
  man to Lemurian noble warriors, Tellat 
  beastmasters, and more.
  ATLANTEAN LANCER
  The Atlantean logalos, or lancer, is 
  the strongest, best-trained, and best-
  equipped warrior in the world. See the 
  Atlantis At War section of Chapter Four 
  for details about their training, weap-
  ons, and armor.
  Related to the Lancer are two other 
  types of fighters. The Atlantean Archer 
  uses a similar Package Deal but isn’t as 
  broadly trained. The Sky Cavalryman 
  has some training from both the Spear-
  man and the Archer, but is primar-
  ily known for his ability to use flying 
  mounts and vehicles.
  ATlAnTeAn lAnCeR 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   10 
  +10 STR
   24 
  +8 DEX
   20 
  +10 CON
   10 
  +5 BODY
   
  5 
  +5 PRE
   10 
  +2 HTH
   
  5 
  Defense Maneuver II
   22 
  Martial Arts:  Atlantean 
  Spearfighting
   13 
  Martial Arts:  Wrestling (Hold, 
  Reversal, Slam, Takedown)
   
  3 
  Tactics
   
  1 
  TF: Equines
   
  3 
  WF: Common Melee Weapons, 
  Javelins And Thrown Spears
   
  2 
  Fringe Benefit: Lordship: Lancer
   
  4 
  Battle-Cry:  +10 PRE;  
  Incantations (-¼), Only For 
  Fear-/Intimidation-Based 
  Presence Attacks On The 
  Battlefield (-1½)
  equipment
   Cost 
  Power
   18 
  Atlantean Warriorblade
   20 
  Atlantean Fire-Spear
   43 
  Golden Armor
   16 
  Trident Aegis
   Total Cost Of Package Abilities And 
  Equipment:  229
  Disadvantages
   Value 
  Disadvantage
   10 
  Distinctive Features:  Style (Not 
  Concealable; Noticed And Rec-
  ognizable; Perceivable By Large 
  Group)
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  30
  ATlAnTeAn ARCHeR 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   10 
  +10 STR
   24 
  +8 DEX
   10 
  +5 CON
   10 
  +5 BODY
   
  5 
  +5 PRE
   
  5 
  +1 HTH
   
  9 
  +3 with Bows
   12 
  +6 versus Range Modifier  
  with Bows
   13 
  Martial Arts:  Wrestling (Hold, 
  Reversal, Slam, Takedown)
   
  3 
  Tactics
   
  1 
  TF: Equines
   
  4 
  WF: Common Melee Weapons, 
  Common Missile Weapons
   
  2 
  Fringe Benefit:  Lordship:  
  Lancer
  equipment
   Cost 
  Power
   20 
  Atlantean Fire-Spear
   19 
  Atlantean Warbow
   26 
  Golden Armor (Archer version)
  Total Cost Of Package Abilities And 
  Equipment:  173
  Disadvantages
   Value 
  Disadvantage
   10 
  Distinctive Features:  Style (Not 
  Concealable; Noticed And 
  Recognizable; Perceivable By 
  Large Group)
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  30
  ATlAnTeAn SKY  
  CAVAlRYMAn  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   10 
  +10 STR
   24 
  +8 DEX
   16 
  +8 CON
   10 
  +5 BODY
   
  5 
  +5 PRE
   
  5 
  +1 HTH
   
  3 
  +1 with Bows
   
  5 
  Combat Piloting (DEX +1)
   13 
  Martial Arts:  Wrestling (Hold, 
  Reversal, Slam, Takedown)
   
  5 
  Riding (DEX +1)
   
  3 
  Tactics
   
  2 
  TF: Equines, Atlantean Aerial 
  Animals, Atlantean Aerial 
  Vehicles
   
  4 
  WF: Common Melee Weapons, 
  Common Missile Weapons
   
  2 
  Fringe Benefit:  Lordship:  
  Lancer
  equipment
   Cost 
  Power
   18 
  Atlantean Warriorblade
   19 
  Atlantean Warbow
   22 
  Golden Armor (Navy version)
   16 
  Trident Aegis
  Total Cost Of Package Abilities And 
  Equipment:  182
  Disadvantages
   Value 
  Disadvantage
   10 
  Distinctive Features:  Style (Not 
  Concealable; Noticed And 
  Recognizable; Perceivable By 
  Large Group)
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  30
  
  84  Atlantean Character Creation 
  Hero System 5th Edition Revised
  HAZARIAN KNIGHT
  The “knights” of Hazaria are 
  skilled fighting-men best known for 
  two things. First, they’re the only war-
  riors in the Atlantean Age to wear what 
  a modern scholar would call “full plate 
  armor.” Instead of limiting themselves 
  to just the breastplate and other pieces 
  commonly worn by Atlantean Age war-
  riors, they sheath their entire bodies 
  in cleverly-articulated metal suits. (In 
  game terms this is ordinary equipment 
  that provides DEF 8, though a knight 
  will have his armor enchanted if he can; 
  they also carry large shields [+3 DCV].) 
  Second, instead of horses they ride the 
  enormous Hazarian wolf.
  KHENDAI ARCHER
  The Hill-Men of Khendai are said 
  to be matchless archers. Not only are 
  they lethally accurate with a bow, but 
  they know a special magic spell that 
  transforms their arrows into bolts of 
  even deadlier fire! This is tiring (it costs 
  7 END), so they can’t do it repeatedly 
  or frequently during a battle, but even a 
  few volleys of fire-arrows is enough to 
  drive away most foes.
  LEMURIAN NOBLE WARRIOR
  This Package Deal, intended 
  more for the GM’s use than the play-
  ers’, represents a typical Lemurian 
  nobleman who’s devoted himself to 
  the arts of war. Some of these Noble 
  Warriors, eager to hone their skills in 
  a time when Lemuria’s not fighting 
  too many open wars, go out into the 
  world and become “mercenaries” for a 
  time. See the Lemuria At War section 
  of Chapter Eight for details on their 
  weapons, armor, training, the Bellas-
  cra Martial Art, and more.
  HAZARIAn KnIGHT 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  5 
  +5 STR
   15 
  +5 DEX
   10 
  +5 CON
   10 
  +5 BODY
   
  3 
  +3 PRE
   
  5 
  +1 HTH
   
  2 
  Animal Handler (Canines)
   
  3 
  Riding
   
  3 
  Tactics
   
  1 
  TF: Hazarian Riding Wolf
   
  3 
  WF: Common Melee Weapons, 
  Lance
   
  9 
  9 points’ worth of Skills and 
  Perks from the following list
   
   
  Analyze, Breakfall, Bureau-
  cratics, Combat Skill Levels, 
  Cryptography, Deduction, 
  Fast Draw, Gambling, High 
  Society, Interrogation, Literacy, 
  Martial Arts, Navigation, Ora-
  tory, Paramedics, Penalty Skill 
  Levels, Stealth, Survival, Track-
  ing, Trading, Two-Weapon 
  Fighting, Weapon Familiarity, 
  Weaponsmith, any Background 
  Skill, Contact
  equipment
   Cost 
  Power
   — 
  Plate armor (DEF 8)
   — 
  Large Shield (DCV +3, HA 
  +3d6)
   — 
  Lance (HKA 2d6, STR Min 15)
   — 
  Other HTH weapons of choice 
  (typically sword, axe, mace, 
  and/or warhammer)
  Total Cost Of Package Abilities And 
  Equipment:  69
  Disadvantages
   Value 
  Disadvantage
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  20
  leMURIAn noble 
  WARRIoR PACKAGe 
  DeAl
  Abilities
   Cost 
  Ability
   
  5 
  +5 STR
   18 
  +6 DEX
   10 
  +5 CON
   
  4 
  +2 BODY
   10 
  +10 INT
   10 
  +5 EGO
   10 
  +10 PRE
   
  2 
  +2 PD
   14 
  Raise SPD to 4
   
  5 
  +10 END
   12 
  +12 STUN
   10 
  +2 HTH
   
  3 
  Combat Piloting
   
  3 
  Fast Draw (Lemurian Weapons)
   
  3 
  High Society
   
  3 
  Interrogation
   
  1 
  Literacy
   
  2 
  KS: Bellascra 11-
   26 
  Martial Arts: Bellascra
   
  3 
  Riding
   
  3 
  Sleight Of Hand
   
  3 
  Tactics
   10 
  Two-Weapon Fighting (HTH)
   
  3 
  WF:  Lemurian Weapons,  
  Off Hand
   
  9 
  9 points’ worth of Skills and 
  Perks from the following list
   
   
  Analyze, Breakfall, Bureau-
  cratics, Combat Skill Levels, 
  Cryptography, Deduction, 
  Navigation, Oratory, Paramed-
  ics, Penalty Skill Levels, Stealth, 
  Survival, Weapon Familiarity, 
  Weaponsmith, any Background 
  Skill, Contact
  equipment
   Cost 
  Power
   28 
  Ignaetior
   29 
  Coruscator
   30 
  Caraprix
  Total Cost Of Package Abilities And 
  Equipment:  269
  Disadvantages
   Value 
  Disadvantage
   10 
  Distinctive Features:  Style (Not 
  Concealable; Noticed And 
  Recognizable; Perceivable By 
  Large Group)
   
  5 
  Rivalry:  Professional, with 
  other Lemurian nobles
  Total Value Of Package Disadvantages:  15
  KHenDAI ARCHeR 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  5 
  +5 STR
   30 
  +10 DEX
   10 
  +5 CON
   10 
  +5 BODY
   
  3 
  +3 PRE
   12 
  +4 with Bows (includes Fire-
  Arrows power)
   12 
  +6 versus Range Modifier  
  with Bows (includes Fire-
  Arrows power)
   
  3 
  Stealth
   
  2 
  Survival (Temperate/ 
  Subtropical)
   
  1 
  TF: Equines
   
  4 
  WF: Common Melee Weapons, 
  Common Missile Weapons
   27 
  Fire-Arrows:  RKA 3d6, Armor 
  Piercing (+½) (67 Active 
  Points); OIF (any bow and 
  arrows of opportunity, each 
  use of the power consumes one 
  fired arrow; -½), Concentration 
  (½ DCV throughout loading 
  and firing process; -½), Ges-
  tures (two hand needed to fire 
  bow; -½)
  equipment
   Cost 
  Power
   — 
  Heavy Longbow (RKA 2d6, +1 
  RMod, 30 arrows)
   — 
  HTH weapons of choice (typi-
  cally sword, dagger, and/or axe)
   — 
  Studded leather armor (DEF 3)
  Total Cost Of Package Abilities And 
  Equipment:  119
  Disadvantages
   Value 
  Disadvantage
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  20
  
  Atlantean Age  Chapter Five 
  85
  TELLAT BEASTMASTER
  To balance the power of Atlan-
  tean magic and Lemurian magicon-
  structs, the Tellat army relies on large, 
  ferocious battle-beasts that it captures 
  or breeds for military purposes. 
  Specially-trained soldiers known as 
  “beastmasters” (Belundom in Tellat) 
  control these creatures and see to 
  their care. It’s not the safest of profes-
  sions, since a wounded battle-beast 
  may turn on its master... but as long as 
  he maintains control of his charge(s), 
  the beastmaster is one of the most 
  powerful warriors on the battlefield.
  A Beastmaster’s main weapon is 
  usually his goad, a sort of four foot-long 
  haft with a blunt metal tip ringed by 
  large, sharp hooks and curved blades. 
  He typically uses it to control large, 
  tough battle-beasts like the battledon 
  (see Chapter Eight), but it’s a perfectly 
  functional weapon.
  TRUSCORAN AXEMAN
  Among the Truscoran peoples 
  of northern Pelasgar are certain war-
  riors known for their strength, skill, 
  and ferocity. Known as kapelta’orneksi, 
  which usually translates into Atlantean 
  as “axemen” or “axe berserkers,” these 
  axe-wielding warriors work themselves 
  into a fury and stride across the battle-
  field slaughtering everything in their 
  path... sometimes even allies!
  TellAT  
  beASTMASTeR  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  5 
  +5 STR
   12 
  +4 DEX
   10 
  +5 CON
   
  6 
  +3 BODY
   
  3 
  +3 INT
   10 
  +10 PRE
   
  4 
  +2 OCV with Beastmaster 
  Goad
   15 
  Animal Handler (Bovines, 
  Canines, Dragons, Elephants, 
  Equines, Felines, Raptors, 
  Ursines) (PRE +3)
   
  3 
  Breakfall
   
  5 
  Riding (DEX +1)
   
  3 
  Tracking
   
  9 
  9 points’ worth of Skills and 
  Perks from the following list
   
   
  Analyze, Bureaucratics, 
  Combat Skill Levels, Cryptog-
  raphy, Deduction, Fast Draw, 
  Gambling, Interrogation, Liter-
  acy, Navigation, Oratory, Para-
  medics, Penalty Skill Levels, 
  Stealth, Survival, Trading, Two-
  Weapon Fighting, Weapon 
  Familiarity, Weaponsmith, any 
  Background Skill, Contact
  equipment
   Cost 
  Power
   — 
  Heavy Bow (RKA 1½d6, 30 
  arrows)
   — 
  Beastmaster Goad (HKA 
  1½d6/HA +4d6, STR Min 13, 
  +1 to Disarm)
   — 
  Other HTH weapons of choice 
  (typically sword, dagger, and/or 
  axe)
   — 
  Chain mail armor (DEF 6)
  Total Cost Of Package Abilities And 
  Equipment:  85
  Disadvantages
   Value 
  Disadvantage
   20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  Total Value Of Package Disadvantages:  20
  TRUSCoRAn AXeMAn 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   10 
  +10 STR
   15 
  +5 DEX
   20 
  +10 CON
   20 
  +10 BODY
   10 
  +10 PRE
   16 
  Berserk Fury (see Fantasy Hero, 
  page 104)
  equipment
   Cost 
  Power
   — 
  Truscoran Battle Axe (HKA 
  2d6, STR Min 13)
   — 
  Any other HTH weapons 
  desired (typically sword, 
  dagger, and/or spear)
   — 
  Armor (traditionally cuir bouilli, 
  but chain mail if he can get it)
  Total Cost Of Package Abilities And 
  Equipment:  91
  
  86  Atlantean Character Creation 
  Hero System 5th Edition Revised
  Wizard Package Deals
  Many of the most powerful men 
  and women in the Atlantean Age are 
  wizards who command the awesome 
  powers of magic. Here are some Pack-
  age Deals representing different types of 
  spellcasters found in the world.
  ATLANTEAN WIZARD
  Atlantean wizards are the most 
  skilled and powerful spellcasters in 
  the world. Their lore is deep, their 
  repertoire of spells vast, and their 
  arcane might unparalleled. Beyond 
  that it’s hard to stereotype them; 
  they run the gamut from somber and 
  serious to lighthearted and puckish. 
  They’re a fractious lot, often debating 
  the finer points of arcane and mun-
  dane lore endlessly, even to the point 
  where serious hatreds arise.
  Kaphtoran Sorcerer
  Kaphtoran sorcerers use the same 
  Package Deal as Atlantean wizards, 
  except that they remove both Perks and 
  add one of the following abilities (char-
  acter’s choice at character creation):
  Cost Ability
  30 
  Kaphtoran Sorcerer’s Staff (Basic):  
  Endurance Reserve (300 END, 30 
  REC); OAF (-1)
  40 
  Kaphtoran Sorcerer’s Staff 
  (Advanced):  Endurance Reserve 
  (400 END, 40 REC); OAF (-1)
  50 
  Kaphtoran Sorcerer’s Staff (Mas-
  ter’s):  Endurance Reserve (500 
  END, 50 REC); OAF (-1)
  Eshunan Mage
  Eshunan mages use the same 
  Package Deal as Atlantean wizards, 
  except that they remove both Perks 
  and may buy a Multipower of conjur-
  ing spells (like the ones in the Con-
  juration section of The Fantasy Hero 
  Grimoire) at the same time, and for 
  the same cost, as their Air, Earth, Fire, 
  and Water Multipowers.
  DUSHAANIAN SERPENTDANCER
  Dushaanian wizards practice a 
  type of magic known as serpentdanc-
  ing. Involving shapechanging, illusions, 
  beguilement, and similar trickery, it’s 
  very different from Atlantean magic 
  (and any other type of magic in the 
  Atlantean Age, for that matter). Part 
  of the serpentdancer’s training and art 
  delves into how to conceal his activities 
  and keep his secrets; wizards who try to 
  force a serpentdancer’s lore from him 
  always end up frustrated.
  LEMURIAN SORCERER
  The Lemurian sorcerer is one of the 
  most respected members of his society 
  and the repository for the ancient lore 
  of his people. Sorcerers are divided into 
  two types:  true sorcerers and sorcerer-
  scientists.
  The vast majority of Lemurian 
  sorcerers are “true sorcerers.” They cast 
  spells similar to those of the Atlanteans, 
  but different in some ways (see Chapter 
  Seven). They use amounts of the four 
  elemental substances to “fuel” their 
  spells, rather than orichalcum.
  Lemurian Sorcerer-Scientist
  Sorcerer-scientists possess no 
  personal magical abilities. They are 
  basically scholars who’ve dedicated 
  their lives to the study of the elemen-
  tal substances that are the basis for 
  Lemurian alchemy and mechano-
   ATlAnTeAn WIZARD 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  6 
  +2 DEX
   
  6 
  +3 CON
   10 
  +10 INT
   20 
  +10 EGO
   10 
  +10 PRE
   
  2 
  Cryptography; Translation 
  Only (-½)
   
  3 
  Deduction
   
  3 
  Inventor:  Spell Research
   
  3 
  KS: Arcane And Occult  
  Lore (INT)
   
  1 
  Literacy
   
  7 
  Power: Atlantean Magic  
  (INT +2)
   
  3 
  Trading
   
  6 
  6 points’ worth of Skills and 
  Perks from the following list
   
   
  Acting, Analyze Magic, Animal 
  Handler, Bureaucratics, Con-
  cealment, Conversation, Cram-
  ming, Cryptography, Embalm-
  ing, Forgery, Gambling, High 
  Society, Oratory, Paramedics, 
  Persuasion, Sleight Of Hand, 
  Stealth, Weapon Familiarity, 
  any Background Skill, Contact
   10 
  Perk:  Atlantean Wizard 
  (includes Arkanoi Legoteros 
  VPP for free; see Chapter 
  Seven)
   10 
  Perk:  Orichalcum Supply
   60 
  Arkanoi Segalos (Greater 
  Powers) Multipowers and spells 
  (see Chapter Seven)
  Total Cost Of Package Abilities:  160
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with one 
  or more other Atlantean wizards
  Total Value Of Package Disadvantages:  5
  DUSHAAnIAn  
  SeRPenTDAnCeR 
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   12 
  +4 DEX
   
  6 
  +3 CON
   
  8 
  +8 INT
   
  5 
  +5 PRE
   
  7 
  Concealment (INT +2)
   
  7 
  Power:  Dushaanian Magic 
  (INT +2)
   
  3 
  Sleight Of Hand
   
  7 
  Stealth (DEX +2)
   
  3 
  Trading
   
  5 
  Resistance (5 points)
   
  7 
  +15 PRE; Only To Resist  
  Presence Attacks (-1)
   10 
  Mental Defense (10 points + 
  (EGO/5))
   45 
  Serpentdancing:  Shape Shift 
  (Sight, Hearing, and Touch 
  Groups, any humanoid shape), 
  Imitation, Costs Endurance 
  Only To Activate (+¼)
   50 
  Spells and other magical 
  powers
  Total Cost Of Package Abilities:  175
  leMURIAn TRUe 
  SoRCeReR  
  PACKAGe DeAl
   Cost 
  Ability
   
  9 
  +3 DEX
   
  5 
  +5 INT
   10 
  +5 EGO
   
  5 
  +5 PRE
   
  3 
  +1 with Lemurian Sorcery
   
  3 
  Inventor
   
  3 
  KS: Lemurian History And 
  Culture (INT)
   
  3 
  KS: Lemurian Arcane And 
  Occult Lore (INT)
   
  1 
  Literacy
   
  3 
  Mechanics
   
  7 
  Power: Lemurian Magic (INT 
  +2)
   10 
  Perk:  Lemurian Sorcerer 
  (includes Minor Magics VPP 
  for free; see Chapter Seven)
   
  5 
  Perk:  Corusqua Supply
   
  5 
  Perk:  Crystallos Supply
   
  5 
  Perk:  Fulminor Supply
   
  5 
  Perk:  Ignaetium Supply
   60 
  Lemurian Sorcery:  Arkanoi 
  Segalos (Greater Powers) Mul-
  tipowers and spells (see Chap-
  ter Seven)
  Total Cost Of Package Abilities:  142
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional,  
  with one or more other 
  Lemurian sorcerers
  Total Value Of Package Disadvantages:  5
  
  Atlantean Age  Chapter Five 
  87
  mysticism. Just like their true sorcerer 
  peers, they can create and repair 
  Lemurian equipment — if anything, 
  they’re actually better at it — and 
  because of this, they perform a valu-
  able function in society in general, 
  and military matters in particular. 
  Most Lemurians treat sorcerer-scien-
  tists with respect (some true sorcerers 
  view them with contempt), but fewer 
  of them exist than the true sorcerers 
  simply because it’s frustrating to study 
  magic for a lifetime and never gain the 
  ability to use it fully.
  In game terms, a sorcerer-scientist 
  doesn’t have the Lemurian Sorcerer 
  Perk (and thus no Minor Magics VPP) 
  and doesn’t buy spells. However, he 
  does buy the various Lemurian Magical 
  Substances Perks, using the substances 
  to create potions, enchanted items, and 
  magiconstructs.
  Miscellaneous  
  Package Deals
  ATHLETE
  The Dominion of Atlantis is 
  famous for its athletic competitions, in 
  which not only Atlanteans but peoples 
  from all parts of the world compete for 
  both prizes and fame. Atlantean Age 
  athletes generally do not “specialize”; 
  they’re trained to compete in all of the 
  standard events at the games:  racing 
  on foot and in the water; hurling the 
  discus and javelin; jumping for distance; 
  and wrestling. Boxing competitions are 
  separate, but many Athletes compete in 
  them as well.
  ATLANTEAN EMAEROS
  The emaeroi, or adventuring 
  traders, are some of the most colorful 
  characters in all of Atlantis... though 
  many of them spend little time on the 
  Great Island. They travel the world, 
  typically on their own ships but some-
  times on the ships of others, in search 
  of new products to trade and the 
  best deals. An emaeros is frequently 
  searching for the latest luxury product 
  that he hopes will catch the fancy of 
  Atlantean society and make him, rich, 
  but he never overlooks something 
  he might profit from:  the relics of 
  ancient civilizations; enchanted items 
  and substances; old books; fine art.
  leMURIAn SoRCeReR-SCIenTIST PACKAGe DeAl
   Cost 
  Characteristic
   
  3 
  +1 DEX
   
  3 
  +3 INT
   
  4 
  +2 EGO
   
  7 
  Inventor (INT +2)
   
  3 
  KS: Lemurian History And Culture (INT)
   
  5 
  KS: Lemurian Arcane And Occult Lore (INT+2)
   
  1 
  Literacy
   
  7 
  Mechanics (INT +2)
   
  3 
  PS: Sorcerer-Scientist (INT)
  Total Cost Of Package Abilities:  36
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with one or more other Lemurian sorcerers or sorcerer-
  scientists
  Total Value Of Package Disadvantages:  5
  ATHleTe  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  2 
  PS: Throw Discus 11-
   
  2 
  PS: Throw Javelin 11-
   
  6 
  Running +3”
   
  2 
  Swimming +2”
   
  2 
  Leaping +2”
   21 
  Martial Arts:  Wrestling (all 
  Maneuvers from The Ultimate 
  Martial Artist, page 61)
  Total Cost Of Package Abilities:  35
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with one 
  or more other athletes
  Total Value Of Package Disadvantages:  5
  options
   Cost 
  Ability
   20 
  Atlantean Boxing:  20 points’ 
  worth of Pankration maneu-
  vers (see The Ultimate Martial 
  Artist, page 48)
  
  88  Atlantean Character Creation 
  Hero System 5th Edition Revised
  DARVILAN ACHTHARON
  The achtharons of Darvila are 
  pearldivers and fish-hunters who use 
  secret spells to breathe underwater, 
  swim at great speed, and see deep 
  beneath the surface. They’re also 
  skilled swimmers in their own right, 
  and must have strong willpower to 
  resist the hypnotic powers of the 
  giant clams of the Darvilan Reefs. An 
  achtharon keeps all of his skills and 
  powers secret, only passing them on 
  to the apprentice(s) he trains (usually 
  one or more of his sons).
  ATlAnTeAn  
  eMAeRoS  
  PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  3 
  +1 DEX
   
  3 
  +3 CON
   
  3 
  +3 INT
   
  5 
  +5 PRE
   
  3 
  Bribery
   
  3 
  Bureaucratics
   10 
  10 points’ worth of AKs, CKs, 
  and CuKs
   
  4 
  4 points’ worth of Languages
   
  1 
  Literacy
   
  3 
  Navigation (Land, Sea)
   
  2 
  PS: Trader 11-
   
  7 
  Trading (PRE +2)
   
  3 
  TF: Riding Animals, Atlantean 
  Water Vessels
   
  5 
  Money:  Well Off
   
  6 
  6 points’ worth of Skills from 
  the following list
   
   
  Acting, Animal Handler, 
  Concealment, Combat Sail-
  ing, Conversation, Gambling, 
  High Society, Oratory, Riding, 
  Seduction, Streetwise, Survival, 
  Weapon Familiarity, any Back-
  ground Skill, Contact, Money
  equipment
   Cost 
  Power
   var 
  Vehicle:  his own ship
  Total Cost Of Package Abilities And 
  Equipment:  61 (plus cost of Vehicle)
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with 
  other merchants and traders
  Total Value Of Package Disadvantages:  5
  DARVIlAn ACHTHARon PACKAGe DeAl
  Abilities
   Cost 
  Ability
   
  3 
  +1 DEX
   
  8 
  +4 EGO
   
  2 
  AK: Darvilan Reefs 11-
   
  2 
  PS: Achtharon 11-
   
  3 
  Stealth
   
  1 
  Life Support (Extended Breathing:  1 END per Turn while holding breath)
   
  3 
  Mental Defense (3 points + (EGO/5))
   
  1 
  Swimming +1”
   
  2 
  Breath Of The Fish (see below)
   
  1 
  Feet Of The Fish (see below)
   
  4 
  Eyes Of The Fish (see below)
  equipment
   Cost 
  Power
   — 
  Darvilan Harpoon (HKA 1d6+1, STR Min 8, Can Be Thrown)
  Total Cost Of Package Abilities And Equipment:  30
  Disadvantages
   Value 
  Disadvantage
   
  5 
  Rivalry:  Professional, with other achtharons
  Total Value Of Package Disadvantages:  5
  Spells
   Cost 
  Power
   
  2 
  Breath Of The Fish:  Life Support (Breathe Underwater) (5 Active Points); Extra Time 
  (1 Turn to activate; -¾), Costs Endurance (to activate; -¼), 1 Continuing Charge last-
  ing 1 Hour (-¼)
   
  1 
  Feet Of The Fish:  Swimming +3” (3 Active Points); Extra Time (1 Turn to activate; 
  -¾), 1 Continuing Charge lasting 1 Hour (-¼)
   
  4 
  Eyes Of The Fish:  Infrared Perception (Sight Group) (5 Active Points); Extra Time 
  (1 Turn to activate; -¾), Costs Endurance (to activate; -¼), Only Works Underwater 
  (-½), 1 Continuing Charge lasting 1 Hour (-¼) (total cost:  2 points) plus Ultraviolet 
  Perception (Sight Group) (5 Active Points); same Limitations
  
  Atlantean Age  Chapter Five 
  89
  H
  ere are some notes and 
  ideas about how the stan-
  dard HERO System game 
  elements function in the 
  Atlantean Age setting.
  CHARACTeR  
  CReATIon
  The Atlantean Age is a Superheroic 
  campaign with powerful characters 
  and powerful magic. Atlantean Age 
  characters are built on 350 Character 
  Points:  300 Base Points plus up to 50 
  points from Disadvantages. This allows 
  players to create powerful PCs with 
  an emphasis on “heroics” who aren’t 
  heavily restricted by in-game compli-
  cations. As always, players should feel 
  free to add appropriate Disadvantages 
  to a character even if they don’t receive 
  points for them as a way of defining the 
  character and helping the GM come up 
  with adventure ideas.
  Atlantean Age characters do not 
  have to pay Character Points for ordi-
  nary equipment. They do have to pay 
  Character Points for enchanted items or 
  any “special” equipment, and can start 
  the game with such items if they want 
  to pay for them. If the characters find 
  enchanted items after the game begins, 
  they cannot carry and use them on a 
  regular basis unless they pay Experience 
  Points for them (or the GM permits 
  them to).
  CHARACTeRISTICS
  The Normal Characteristic Maxima 
  rules apply to Atlantean Age campaigns, 
  but the breakpoint for cost doubling of 
  Primary Characteristics is 30, not 20 as 
  usual for most Fantasy Hero campaigns. 
  There’s no limit on how high a character 
  can buy his Characteristics (other than 
  the amount of points he has to spend), 
  but Primary Characteristics above 30 
  (and particularly above 40) are usually 
  a sign of demigodhood, a theoroson (a 
  gift from the gods), a powerful enchant-
  ment, or the like.
  For Figured Characteristics, the 
  cost doubling thresholds are:  PD 20; 
  ED 20; SPD 5; REC 15; END 80; and 
  STUN 80. For movement they’re Run-
  ning 15”, Swimming 8”, and Leaping 10”.
  SKIllS
  Here are some notes and ideas about 
  how the standard HERO System Skills 
  function in the Atlantean Age setting.
  EVERYMAN SKILLS
  The standard Fantasy Everyman 
  Skills listed in the sidebar on page 84 
  of Fantasy Hero apply to Atlantean 
  Age campaigns.
  TECHNOLOGY SKILLS
  Skills related to electrical devices 
  and similar high technology, such as 
  Computer Programming, Electron-
  ics, most aspects of Systems Opera-
  tion, and the like, have no place in 
  the Atlantean Age campaign... even 
  though the setting features some 
  enchanted items that mimic the 
  features of that sort of technology. 
  Mechanics is a viable Skill for Lemu-
  rian sorcerer-scientists and others 
  who build magiconstructs, as well 
  as for mundane uses like repairing 
  broken chariots.
  BUREAUCRATICS
  The courts and administrative sys-
  tems of Atlantis, Tellat, and many other 
  realms are large and complex enough to 
  make this Skill useful. Non-Lemurians 
  attempting to use this Skill to deal with 
  Lemurian officials (assuming they even 
  get the opportunity) suffer a standard -2 
  penalty due to Lemurians’ disdain for 
  other peoples.
  COMBAT DRIVING, COMBAT 
  PILOTING
  Combat Driving is used in its 
  regular form for chariot racing and 
  the like, and in the alternate form 
  Combat Sailing for maneuvering water 
  vehicles in crisis or combat situations. 
  (See The Ultimate Vehicle.) Combat 
  Piloting is used by sky cavalrymen 
  riding in sky-chariots, the captains of 
  sky-ships, and the like.
  HIGH SOCIETY
  Non-Atlanteans attempting to 
  mingle with Atlanteans suffer a -1 
  penalty when using this Skill, due to 
  Atlanteans’ general attitude about their 
  own superiority and upbringing. Non-
  Lemurians attempting to mingle with 
  Lemurians suffer a -2 penalty.
  LANGUAGE
  The accompanying Atlantean 
  Language Familiarity Table shows the 
  relationships of the major langauges in 
  the Atlantean Age setting. Literacy is 
  not standard in the Atlantean Age; char-
  acters who want to be able to read and 
  write must pay for that skill.
  MARTIAL ARTS
  In Atlantis, only three formal 
  fighting styles are known:  Pankra-
  tion (boxing) and Wrestling (both 
  of which you can read about in The 
  Ultimate Martial Artist); and Atlan-
  tean Spearfighting, which is described 
  in the accompanying text box. With 
  the GM’s permission characters can 
  take other “styles” that reflect general 
  weapon skills, like Weapon Combat.
  GAME ELEMENTS
  ATlAnTeAn SPeARFIGHTInG
  Used with Polearms Weapons Group; Polearm Weapon Element is Free
  Maneuver 
  Phs 
  Pts 
  OCV 
  DCV 
  Damage/Effect
  Block 
  ½ 
  4 
  +2 
  +2 
  Block, Abort
  Jab 
  ½ 
  5 
  +1  
  +3 
  Weapon Strike
  Overhand Skewer 
  ½ 
  5 
  -2 
  +1 
  Weapon +4 DC Strike
  Slash 
  ½ 
  4 
  +2 
  +2 
  Weapon +2 DC Strike, Must Follow Block
  Thrust 
  ½ 
  4 
  +0 
  +2 
  Weapon +2 DC Strike
  Skills
  KS: Atlantean Spearfighting
  Optional Rules:  The Jab, Slash, and Thrust all take 3d6 Hit Location rolls.
  Special Abilities:  The Legalostrobilos (“Lancer’s Whirlwind”):  HKA 2d6 (plus STR), Area 
  Of Effect (One Hex Doubled; +¾), Personal Immunity (+¼) (60 Active Points); Extra Time 
  (Full Phase; -½), Side Effects (character gets no DCV bonus from his shield, always occurs; 
  -½). Total cost:  30 points.
  
  90  Atlantean Character Creation 
  Hero System 5th Edition Revised
  TRANSPORT FAMILIARITY
  Atlantean characters can learn any 
  of the following new TFs:  Atlantean 
  Aerial Animals (a 1-point subcategory 
  under Riding Animals which covers 
  pegasi, war-dragons, and the like); 
  Atlantean Aerial Vehicles (a 1-point 
  subcategory under Air Vehicles which 
  covers sky-chariots, sky-ships, and simi-
  lar vessel); and Atlantean Water Vessels 
  (a 1-point subcategory under Water 
  Vehicles covering Atlantis’s orichalcum-
  powered watercraft).
  WEAPON FAMILIARITY
  Lemurian warriors learn WF: 
  Lemurian Weapons, which covers the 
  ignaetior, coruscator, and other Lemu-
  rian personal weapons. Characters lack-
  ing this WF suffer the standard -3 OCV 
  penalty when trying to use the Lemuri-
  ans’ weapons against them.
  PeRKS
  Here are some notes and ideas 
  about how the standard HERO System 
  Perks function in the Atlantean Age 
  setting.
  ATLANTEAN WIZARD
  Atlantean characters who want to 
  cast spells must buy this 10 Character 
  Point Perk. It gives them access to their 
  lesser spells, as described in Chapter 
  Seven.
  CONTACT:  IMPERIAL BLOODLINE
  Imperial Bloodline is a special form 
  of Contact with one of the Ten Brothers 
  based on being the Contact’s descen-
  dant. If a character takes one of the 
  Descendant Of The Ten Package Deals 
  described above, he can buy a Contact 
  with that Brother for a -1 Character 
  Point cost. This represents the fact that 
  the Brother gives the character special 
  consideration based on their blood ties.
  FRINGE BENEFIT:  LORDSHIP
  The accompanying table shows 
  noble titles and ranks for Atlanteans/
  the Dominion, Lemurians, Tellats, and 
  Kaphtorans.
  GRAND LIBRARY ACCESS
  Some wizards are privileged 
  to have access to the grimoires and 
  magical tomes kept on the upper two 
  floors of the Grand Library (page 26). 
  You can represent this with a 5 Charac-
  ter Point Perk, Grand Library Access. For 
  purposes of performing research, think 
  of the Grand Library as having Atlan-
  tean Magic 25- and KS: Arcane And 
  Occult Lore 25-; a character performing 
  research there can make those rolls as 
  Complementary Skills to his own Skills.
  ORICHALCUM SUPPLY
  This Perk represents a wizard’s 
  access to supplies of orichalcum. He 
  might get it by buying it from the Atlan 
  (or as a gift from him), from his own 
  small private orichalcum mine some-
  where in the Atlantean mountains, as 
  tribute from extradimensional spirits he 
  holds in thrall, or the like. Whatever the 
  special effect, the amount of Character 
  Points spent on the Perk defines how 
  much END worth of saroi (consumable 
  spheres of orichalcum) he receives per 
  game month. The GM defines which 
  sizes of sairoi the character receives; by 
  default he receives all his sairoi in golf 
  ball-sized spheres.
  Lemurian Magical Substances
  Lemurian sorcerers have to buy 
  not one Perk to supply them with the 
  material they need to cast spells, but 
  four, one for each of the elemental distil-
  lations they use:  ignaetium; crystallos; 
  corusqua; and fulminor. The costs (and 
  END acquired) are the same as for the 
  Orichalcum Supply Perk, but the Lemu-
  rian sorcerer has to buy it four times. 
  See page 105 for more information.
  TAlenTS
  For the most part the Talents in 
  the main rulebook and Fantasy Hero 
  work fine for Atlantean Age campaigns. 
  (Turn Undead is one notable exception; 
  Atlantean characters don’t have that sort 
  of power over the undead, who are rela-
  tively uncommon during the Atlantean 
  Age as compared to, say, the Turakian 
  Age.) Here’s a setting-specific one:
  VASARAN ORACLE
  This Talent represents a character 
  who’s capable of receiving visions at 
  the Oracle of Vasaras (page 37). The 
  exact nature of the visions he receives 
  whenever he exposes himself to the 
  Vasaran vapors is up to the GM, and 
  often depends on who’s asking him the 
  question, the question itself, and what 
  the gods think of the matter. It costs 
  6 Character Points (Clairsentience, 
  Precognition (40 Active Points); OIF 
  Immobile (Cleft of Vasaras; -1½), Con-
  centration (0 DCV throughout; -1), 
  Extra Time (minimum of 5 minutes, 
  and often longer; -1½), Precognition 
  Only (-1), Time Modifiers (-½), Vague 
  And Unclear (-½)).
  DISADVAnTAGeS
  Most of the Disadvantages in 
  The HERO System 5th Edition, Revised 
  rulebook work fine in Atlantean Age 
  campaigns. Here are setting-specific 
  notes on a few.
  AGE
  Atlantean characters shouldn’t 
  take this Disadvantage due to their long 
  lifespans. The same applies to Lemurian 
  characters. Characters from other races 
  can take Age with the GM’s permis-
  sion, but he’ll have to adjust the Normal 
  Characteristic Maxima threshold for the 
  Disadvantage to reflect the standards of 
  the campaign.
  PHYSICAL LIMITATION
  Physical Limitations are rare 
  among Atlantean characters. Most long-
  term/permanent physical maladies can 
  be cured by priestly magic... or, for the 
  greatest of heroes, by the gods them-
  selves.
  PSYCHOLOGICAL LIMITATION
  Some Psychological Limitations 
  specific to the Atlantean Age include:
  Atlantean Honor
  The Atlanteans have their own 
  conception of “honor” and a code to 
  enforce it, and many Atlantean char-
  ATlAnTeAn AGe loRDSHIP
   Value 
  Atlantean 
  Lemurian 
  Tellat 
  kaphtoran
   
  2 
  Legalos (Lancer) 
  Sieur 
  Vaestor 
  Soval
   
  4 
  Aronos 
  Baron 
  Irandos 
  Kral
   
  6 
  Komos 
  Count 
  Ectar 
  Hesav
   
  8 
  Thokas 
  Duke 
  Torex 
  Duruk 
   10 
  Vasilos 
  Prince 
  Prince 
  Azadi
   15 
  King 
  Priest-King
   20 
  Atlan 
  Emperor 
  Emperor
  oRICHAlCUM SUPPlY
   Value 
  END Worth Of Orichalcum Sairoi 
  Per Month
   
  1 
  125
   
  2 
  250
   
  5 
  500
   10 
  1,000
   15 
  2,000
   20 
  4,000
  
  Atlantean Age  Chapter Five 
  91
  acters take this as a Psychological 
  Limitation. The precepts of Atlantean 
  honor include:
   treat foes with the respect and cour-
  tesy due a fighting man. Declare your 
  intention to fight and give your foe the 
  chance to ready his weapons; ambushes 
  and sneak attacks are beneath a hero.
   the law of hospitality — if you have 
  shelter, food, a campfire, or other com-
  forts, and someone in need asks to share 
  them, share them. If you ask for and 
  receive hospitality, treat your host with 
  courtesy and respect. Neither the host 
  nor the guest may insult or attack the 
  other, even if they are bitter enemies in 
  other circumstances. Obey these pre-
  cepts, and the gods will look favorably 
  upon you.
   cowardice shames you, your family, 
  your commander, and your Atlan. Even 
  if you feel fear, never show it.
   live life to the fullest, but not to excess. 
  Give generously of what you have, not 
  only money and food but your wisdom, 
  bravery, and strength of arm to those 
  who have them not. As an Atlantean 
  you are gifted beyond other mortals, 
  and should not shirk to use these gifts to 
  help other, less fortunate, peoples.
   opportunities to learn, and to have 
  adventures, are gifts from the gods; do 
  not ignore them.
  Hazarian Honor
  The code of honor followed by 
  Hazarian “knights” dictates:
   your actions reflect not just on your-
  self, but on your family, clan, and lead-
  ers; do not shame them by acting in an 
  ignoble, selfish, or cowardly manner.
   never ask for quarter, but give it if an 
  honorable foe requests it.
   seek help if you truly need it, but rely 
  on yourself as much as you can.
   do not show pain or weakness, lest 
  an enemy take advantage of your vul-
  nerability.
   death before dishonor
  SOCIAL LIMITATION
  Some Social Limitations in Atlan-
  tean Age campaigns include:
  Non-Atlantean (Minor, Occasionally; 5 
  points):  On Atlantis, non-Atlanteans 
  can be citizens, but they don’t enjoy 
  the full range of social privileges and 
  access that true Atlanteans do. Even in 
  the lands of the Dominion, an Atlan-
  tean can usually get things done easier, 
  and enjoys more advantages, than the 
  natives of the land he’s visiting.
  Slave (varies):  Slavery in Atlantis is 
  a relatively mild condition (Major, 
  Occasionally; 10 points). In many 
  other societies it’s a far more onerous 
  state of existence (Very Frequently, 
  Major; 20 points).
  
  92  Atlantean Character Creation 
  Hero System 5th Edition Revised
   
  W
  hile equipment isn’t 
  as important a part of 
  Atlantean Age cam-
  paigns as it is in most 
  Fantasy Hero campaigns, due to the 
  power Atlantean characters possess, it’s 
  still crucial in many situations. Equip-
  ment falls into two categories:  ordinary 
  and magical. Characters can have ordi-
  nary equipment (such as the everyday 
  weapons and gear discussed in the 
  Fantasy Hero genre book) for free; they 
  don’t pay Character Points for it.
  Magical equipment is different — 
  if characters want to have enchanted 
  items, they must pay Character Points 
  for them. Atlantean characters can 
  begin the game with enchanted items 
  due to the prevalence of magic in 
  Atlantean society. But for the same 
  reason, enchanted items in the Atlan-
  tean Age setting are not built using 
  the Independent (-2) Limitation, 
  and are usually defined as Universal 
  Foci rather than Personal Foci. If 
  characters find magical items during 
  the course of the campaign (say, by 
  retrieving them from the corpses of 
  their enemies), they cannot use them 
  unless they pay Character Points for 
  them (or the GM permits otherwise).
  You can use the price list on pages 
  144-48 of Fantasy Hero for Atlantean 
  Age campaigns, substituting boullioi 
  for “gold pieces,” drakahms for “silver 
  pieces,” and so forth.
  WEAPONS
  Most weapons listed on pages 
  164-66 are used somewhere in the 
  Atlantean Age world (crossbows and 
  gunpowder weapons being two nota-
  ble exceptions). The most common 
  weapons by far are the spear, long-
  sword, battle axe, and bow. These 
  four weapons are used universally, 
  others (such as maces, warham-
  mers, greatswords, and other types 
  of polearms) are usually confined to 
  one specific area, group, or culture.
  The accompanying table pro-
  vides game information for several 
  Atlantean Age-specific weapons. 
  The Centaur Bow is a type of bow 
  used by Atlantean centaurs. Not only 
  does it have too strong a draw for 
  most humans to use, it’s too large 
  for them; centaurs typically brace 
  the bottom part of the bow on the 
  ground with their right front hoof. 
  The Kaphtoran Dagger is basically 
  a normal dagger with a distinc-
  tive “wavy” blade that makes it a 
  little more difficult than normal to 
  throw (-1 OCV) but which Kaph-
  toran fighters and assassins claim 
  increases bleeding from wounds. 
  The Tellat Beastmaster Goad is 
  described on page 85.
  ARMOR
  Most types of armor described in 
  Fantasy Hero are available somewhere 
  in the Atlantean Age world. Atlantean, 
  Tellat, and Kaphtoran warriors typi-
  cally wear a suit of armor consisting of 
  helmet, solid breastplate, vambraces, 
  and greaves (covers Hit Locations 3-5, 
  7, 9-13, and 15-16), plus a large shield 
  (+3 DCV). Lemurians and some other 
  races favor chainmail. Only the Haz-
  arian knights wear full plate armor; 
  other warriors consider it too uncom-
  fortable, confining, and restrictive.
  EQUIPMENT
  ATlAnTeAn AGe WeAPonS TAble
   
   
   
   
   
  STR 
   
   
   
  A/R
  Weapon 
  OCV 
  RMod 
  Dmg STUNx 
  Min 
  BODY 
  DEF 
  Mass 
  Cost Length 
  Notes
  Centaur Bow 
  +1 
  +1 
  2½d6 
  +0 
  20 
  3 
  3 
  2.2 
  60/14 
  N/A 
  2H, Conc, 20 RC, range 300” 
  Kaphtoran Dagger +0 
  +0 
  1d6 
  +0 
  8 
  3 
  5 
  0.8 
  22/8 
  S 
  Can Be Thrown (-1 OCV)
  Beastmaster Goad
     Club 
  +0 
  +0 
  4d6 N 
  — 
  13 
  4 
  5 
  1.6 
  25/14 
  M 
  +1 to Disarm
     Blades 
  +0 
  +0 
  1½d6 
  +0 
  13
  For explanations of the columns and notaions on this table, see pages 163-66 of Fantasy Hero.
  
  CHAPTER SIX
  THE GODS
  
  94  The Gods 
  Hero System 5th Edition Revised
  T
  he Atlanteans worship a pan-
  theon of ten primary gods, 
  plus dozens of other, lesser 
  gods who are mainly invoked 
  by people in need and are not the sub-
  ject of religious ceremonies.
  The Ten Gods
  The gods of Atlantis, sometimes 
  known as the Oeranians, are:
  ARES
  God of War, Hunting, and Death
  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 a mighty shield. 
  In Atlantean portrayals all his gear is 
  colored red, representing the fact that it’s 
  drenched in the blood of the demons and 
  other foes he slaughters.
  But there are other aspects to Ares 
  than just fighting. As the wielder of 
  spear and bow he’s also the patron of 
  hunters, the god men pray to for success 
  in finding and bringing down game. As 
  the maker of death on the battlefield, 
  he’s also the god of the underworld. (See 
  Cosmology, below.) Besides his glitter-
  ing, martial-themed palace on Mt. Oer-
  anos, he maintains a much darker, more 
  somber residence in Dardaros, where he 
  rules over the hosts of the dead.
  According to Atlantean tales, Ares 
  tends to be temperamental, fickle, and 
  even capricious — much like the for-
  tunes of war itself. He’ll take a fancy 
  to something, a beautiful Atlantean 
  maiden for instance, and pursue it 
  ardently, becoming furious if he cannot 
  obtain it. But once he obtains it, he 
  tends to grow tired of it quickly and 
  move on to something else.
  ASTRANAR
  God of the Sky, Storms, and Air
  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 few 
  stories are told about him; compared 
  to the other gods he’s remote and 
  unlikely to mingle with mortals.
  When he does manifest in vision or 
  in person, Astranar most often appears 
  to his worshippers as a middle-aged 
  Atlantean male of noble appearance and 
  mien. He’s dressed like an Atlantean 
  warrior, but his clothes and armor are 
  the grey of a stormy sky (matching his 
  eyes). Tiny bolts of lightning lick 
  around the armor periodically. His 
  weapon is a “staff” that’s nothing but a 
  pure thunderbolt. On his shoulder sits 
  his bird, the falcon; many of his priests 
  take up falconry to honor him.
  EORDICA
  Goddess of Earth, Agriculture, and 
  Fertility
  While she’s not often thought 
  of often by city-dwellers, Eor-
  dica is one of the most important mem-
  bers of the Atlantean pantheon to farm-
  ers and herders. It is she who quickens 
  the earth so that crops flourish, who 
  makes plants and trees grow strong 
  and tall, who ensures that the herds are 
  fecund. Women who have difficulty 
  conceiving children pray to her as well.
  Atlantean art most often depicts 
  Eordica as a short, plump, but matronly 
  beautiful woman wearing clothes simi-
  lar to those of a prosperous farmer’s 
  wife. She’s often accompanied by small 
  animals and birds, and may hold a sheaf 
  of wheat (or other fruits of the field) 
  in her arms. Many artists portray her 
  together with her sister Erestaia.
  THE GODS  
  OF ATLANTIS
  
  Atlantean Age  Chapter Six 
  95
  ERESTAIA
  Goddess of Home, Hearth, Family, 
  Children, and Women
  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 gen-
  eral. She radiates calm and tranquility; 
  not even the Deathbringer, with his 
  infamous temper, can remain angry in 
  her presence. And it is she who pre-
  pares the food and makes the divine 
  wine for the gods’ feasts, so she is 
  beloved by all the Oeranians.
  Erestaia often appears to mortals 
  in distress to comfort them, though her 
  appearance varies. At times she’s almost 
  the twin of her sister Eordica, though 
  she dresses more like a citydweller. At 
  other times she’s a beautiful maiden, or 
  an attractive young mother. Her symbol, 
  a flame on a hearth, is carved in iconic 
  form into the mantelpiece over almost 
  every Atlantean fireplace.
  HELIOS
  God of the Sun and Light
  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 he steps 
  off the path, bringing darkness to the 
  world and clearing the way for his sister 
  Selene’s own journey.
  Atlantean legends still tell of a time 
  long ago when Astranar, angry with 
  Helios for paying too much “attention” 
  to one of his sky-nymph daughters, 
  refused the sun god permission to walk 
  in the sky. For days the enraged sky-god 
  kept the sun from the sky until mortals, 
  freezing and starving, won through 
  to him with their prayers and he once 
  again allowed Helios to make his travels 
  on the celestial road.
  When Helios appears to mortals 
  he must use magic to “diminish” his 
  appearance, for so handsome is he, 
  and so bright the Sun Crown, that his 
  mere presence would blast a person to 
  ashes in an instant. Instead he assumes 
  the form of an extremely handsome 
  young man wearing a red tunic whose 
  blonde hair shines like the sun. When 
  evil confronts the gods Helios dons his 
  golden armor and wields the Sunstone, 
  a weapon that can emit beams of light 
  so powerful they can cut through any-
  thing, even armor forged by his brother 
  Phestos. He also has a bow that fires 
  deadly beams of sun-fire. His symbol is 
  the Sun Crown itself, from which seven 
  rays of light project.
  ORIKAILOS
  God of Magic, Knowledge, Wisdom, 
  and Learning
  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 wiz-
  ards in particular revere him, frequently 
  using his thousand and one names as 
  part of their incancations.
  Orikailos most often appears to 
  mortals in visions and dreams; unlike 
  most of his brothers he has little inter-
  est in consorting with mortal maidens. 
  The Atlanteans say, “Thrice-heeded 
  is a warning from the All-Knowing,” 
  for no one would dare to ignore one 
  of Orikailos’s messages... but they also 
  say, “Mysterious as a god’s message,” for 
  Orikailos’s sendings are not always as 
  clear as the recipient might like.
  When manifesting to mortal eyes, 
  Orikailos usually chooses the form of 
  a venerable Atlantean sage dressed in 
  sumptuous wizards’ robes of purple 
  and gold adorned with his symbol, 
  the unblinking eye of knowledge. But 
  it’s said he can take on any shape he 
  chooses, and that in various guises he 
  often travels the world, testing men and 
  giving gifts to those who earn his favor 
  by displaying wisdom or insight.
  PHESTOS
  God of Fire, the Forge, Arts, And 
  Crafts
  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 taught 
  them how to work clay, wood, and 
  metal, both to craft things they needed 
  and to create works pleasing to the eye.
  Atlantean legends claim that Phes-
  tos is so skilled he can create metal men 
  who live and breathe, swords and spears 
  that can fight by themselves without a 
  man’s hand to guide them, a palace so 
  intricately put together it can be folded 
  up and carried in one’s pocket, and a 
  thousand other marvels. Heroes (and 
  those who would be heroes) often pray 
  to Phestos for gifts of enchanted weap-
  ons and armor with which to destroy 
  monsters and the enemies of Atlantis. 
  The god’s symbol, a hammer, is carved 
  into the lintel of the doorway of every 
  smithy on the Great Island.
  POSEIDON
  God of the Sea, Rivers, Water, and 
  Horses
  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 sees mariners safely to their 
  destination. If angered — and he seems to 
  be rather touchy at times — he can afflict 
  men with drought, storms, floods, tidal 
  waves, and even a poisoning of the waters.
  Poseidon enjoys the company of 
  mortals, particularly his sons (the Ten 
  Brothers) and their descendants, and 
  often visits them in disguise. Most often 
  he appears as an old mariner eager 
  for the comforts of a fire and a chance 
  to tell tales of days past on the sea. 
  Anyone who receives him courteously 
  and listens his (often long-winded) 
  stories earns his favor and perhaps a 
  gift or blessing; those who shirk their 
  responsibilities under the laws of hospi-
  tality incur his wrath (and had best not 
  undertake a sea voyage anytime soon!). 
  At other times the sea-god prefers to 
  mingle with beautiful mortal women, 
  often siring children on them who go 
  on to become great heroes.
  In Atlantean art Poseidon is most 
  often depicted rising from the sea, 
  either under his own power or in a 
  chariot being pulled by four mighty sea-
  horses. He’s barechested, with shoulder-
  length hair and a thick beard. He carries 
  in his right hand his weapon, the trident 
  Earthbreaker, which is also his symbol 
  (and has likewise become part of the 
  symbol of Atlantis).
  SELENE
  Goddes of the Moon, Night, and Love
  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 per-
  mission starts her own journey through 
  the night sky. Her travels only end when 
  she reaches the other side of the sky and 
  it’s time once more for Helios to illumi-
  nate the world.
  While she’s best known to Atlan-
  teans as the goddess of the night 
  and the moon, Selene oversees other 
  spheres as well. In one aspect she’s the 
  goddess of love, since loving words 
  are so often whispered at night. In 
  
  96  The Gods 
  Hero System 5th Edition Revised
  some respects she’s also a goddess of 
  women, since women seem to have a 
  special link to the moon.
  Selene rarely appears to mortals, 
  but when she does usually resembles a 
  long-haired Atlantean woman of soft 
  beauty wearing a glowing, silvery gown. 
  When enemies threaten the gods she 
  becomes a warrior-maiden dressed in 
  silver armor and wielding a silver spear 
  whose merest touch is death to aught 
  that is evil, foul, or corrupt.
  TIKARION
  God of Rulership, Justice, Law, Truth, 
  Hospitality, and Honor
  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 soci-
  ety. It’s said by some that Tikarion 
  looks on Atlan Vondarien with as 
  much favor as if he were the god’s 
  own son, and often visits the ruler 
  of Atlantis in quiet moments to offer 
  advice or observations.
  Beyond those visits, Tikarion loves 
  to mingle with his mortal worship-
  pers to judge whether they’re living 
  up to his precepts. As accomplished 
  a shapechanger as Orikailos, he usu-
  ally takes on the form of some weak or 
  helpless being:  a feeble old man; a poor 
  child; an injured animal. If the person 
  he’s testing does the right thing, he 
  reveals himself and commends him, 
  perhaps blessing him or giving him 
  some sort of gift. If he does not do 
  the right thing, or tries to exploit the 
  situation for his own gain, the Justice-
  Bringer punishes him, often severely.
  Atlantean artists usually show 
  Tikarion as a handsome middle-aged 
  man with brown hair and beard wearing 
  robes of royal blue and carrying a staff 
  like those traditionally held by Atlan-
  tean judges when hearing cases. When 
  he goes to battle Tikarion wears golden 
  armor whose breastplate is shaped to 
  look like a lion’s head, and he wields the 
  sword Judgment and the impenetrable 
  shield Righteousness.
  lesser Atlantean Gods
  Besides the Ten Gods there are 
  many other gods the Atlanteans wor-
  ship or propitiate in some manner, from 
  deities who dwell with the Ten on Mt. 
  Oeranos all the way down to the river-
  gods who rules the waters of the Great 
  Island. Some of them include:
  Aeraeia, goddess of the winds
  Melicros, god of mischief, trickery, and 
  thieves
  Nomismon, god of trade and merchants
  Oeneiros, god of wine and revelry
  Talor, who guides the spirits of the dead 
  to Dardaros
  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 were disgusted with the nothing-
  ness, so they took hold of the Chaos-
  stuff and formed it into land, and sea, 
  and air. Eordica populated the new 
  world with plants and animals, and 
  she, Phestos, and Tikarion himself 
  made the first men and women out 
  of clay, stones, and sea-water. Phestos 
  gave them fire, that they might make 
  sacrifice to the gods, and crafts, that 
  they might build their civilization.
  But the gods’ work was not perfect. 
  At times they differed with one another, 
  or even quarrelled... and when that 
  happened, imperfections entered into 
  the world, becoming monsters, foul 
  places, and other evils. One of the worst 
  of these disputes, a fight between Ares 
  and Helios, opened rifts in reality that 
  allowed demons and evil creatures from 
  other realities into the world to plague 
  mankind. To this very day men have to 
  deal with the consequences of the gods’ 
  actions, sometimes with the gods’ help, 
  sometimes not.
  MOUNT OERANOS
  The center of the world and of the 
  Universe is Mt. Oeranos, the vast Atlan-
  tean peak whereon the gods have their 
  palaces. Each of the Ten Great Gods, 
  and many of the minor ones, live there 
  in utter luxury, served by sylphs, spirits, 
  godlings, and other beings. Some of the 
  gods have other homes (such as Posei-
  don’s palace under the waves, and the 
  shadowy hall of Ares in Dardaros), but 
  it is to their Oeranian palaces that they 
  eventually return. Every day the gods 
  come forth from their homes and go to 
  the Haegalos, their vast meeting-hall, to 
  discuss what needs to be done that day 
  and respond to the prayers and petitions 
  of mortals.
  DARDAROS
  When Atlanteans die their souls 
  go to Dardaros, the underworld realm 
  ruled by Ares in his aspect as god of 
  death. The god Talor meets the soul as 
  it leaves the dead body and escorts it 
  to the Caverns of Lorr, where the soul 
  must pass through several trials to win 
  through to the underworld or be con-
  demned to roam the world as a restless 
  ghost. If possible, the deceased’s family 
  includes with his funeral pyre items 
  that may help with these tests, since by 
  burning them at that time they allow 
  the soul to use them. For example, one 
  test involves winning past the gigantic 
  fire-breathing spider Phelgarac, and 
  the best way to do that is to bring it 
  a drink of water from the cool river 
  Nevos nearby. However, a soul’s hands 
  can’t carry enough water to the spider, 
  so the deceased’s family includes a 
  wine goblet on his pyre. Another 
  requires the soul to defeat Tenebos, the 
  Hound of Shadows, in combat, so the 
  pyre includes a dagger or sword.
  After making his way through the 
  Caves of Lorr, the soul is then escorted 
  into Dardaros proper and comes before 
  the throne of Ares to be judged. If a 
  good man in life, he gets to spend eter-
  nity in the paradisical Sunlit Fields, 
  and may be called upon to help the 
  gods from time to time. If a sinner, he’s 
  consigned to the flames and tortures of 
  the Fiery Pit, from where the screams 
  of the damned sometimes reach as far 
  as the Fields. Particularly egregious 
  sinners may find that the gods have 
  devised special tortures for them. For 
  example, Atlantean legend tells of the 
  merchant Korreon, a miser so greedy 
  and grasping that he cheated everyone 
  he met if he could obtain so much as an 
  additional aes. To punish him the gods 
  have placed him in a room filled with 
  unimaginable riches... and then made 
  him unable to move. All he can do is 
  stand there, weeping tears of frustra-
  tion and anguish, surrounded by more 
  wealth than he can dream of but unable 
  to possess it.
  GODS AND MEN
  As the Ten Brothers’ parentage 
  indicates, it’s not unknown for the gods 
  to visit mortals, either openly or (more 
  
  Atlantean Age  Chapter Six 
  97
  often) in disguise. Some gods enjoy 
  this more than others, but all of them 
  visit the world from time to time. Some 
  come in search of adventure, some to 
  test mankind, and some to find love. 
  Several gods, such as Ares, Helios, 
  Poseidon, and Tikarion, seem to fall 
  in love with beautiful human women 
  often, then use their powers to seduce 
  them. While this is rather cavalier, and 
  sometimes decried by offended mortals, 
  it’s also responsible for the siring of 
  most of Atlantis’s great heroes and thus 
  is one of the foundations of her power.
  At times mortals get to visit the 
  lands of the divine, though this is rarer. 
  A truly favored hero may be asked to a 
  feast on Mt. Oeranos, while an unfor-
  tunate one might be sent on a quest to 
  enter Dardaros to obtain something. 
  Any journey to the realms of the gods, 
  even by invitation, tends to be perilous 
  for mortal men.
  The gods are just “human” enough 
  that sometimes men can get away with 
  tricking or offending them. They’re vain, 
  so flattery may soothe offense given by 
  accident or win a boon. They’re proud, 
  and so sometimes cannot resist a chal-
  lenge, even from a mortal. And at times 
  they’re even greedy, making it possible 
  to buy their favor with gifts.
  Religion
  Compared to many realms of the 
  Atlantean Age, the Dominion has a rela-
  tively simple, straightforward religion, 
  thanks largely to the fact that the gods 
  so often speak to or interact with the 
  Atlanteans directly.
  TEMPLES
  At locations revealed to them by 
  the gods, the Atlanteans build temples. 
  Most temples are dedicated to a single 
  god, but some serve more than one, and 
  a rare few (like the Temple of the Ten 
  Flames in Argolis) propitiate them all. 
  Atlantean temples are typically large 
  buildings made of marble or whatever 
  other expensive, beautiful materials are 
  available. Walls are usually decorated 
  with mosaics, frescoes, and/or sculpture 
  depicting the god (often in scenes from 
  the best-loved stories told about him, 
  such as how Tikarion slew the Kordar-
  ian Giant).
  In most temples the central struc-
  ture is a large, round domed room that 
  contains the temple’s chief altar in the 
  center. This is where the priests perform 
  sacrifices and ceremonies. Projecting off 
  from this central room are structures 
  containing quarters for the priests, the 
  temple’s library, storerooms, and more. 
  However, some gods occasionally dic-
  tate other shapes for their temples — for 
  example, Ares sometimes likes his tem-
  ples to be long, rectangular structures.
  Some temples encompass more 
  than one building. In this case the 
  main building of the temple complex 
  is for worship and sacrifices, while the 
  other buildings contain living quarters, 
  schools, and other facilities that serve 
  the temple. These complexes sometimes 
  become small towns unto themselves, 
  with nearby communities providing 
  food and services in exchange for the 
  temple’s assistance with various matters.
  PRIESTS
  Serving the gods at their temples 
  are priests (or, in the case of the god-
  desses, priestesses). Priests are called to 
  the priesthood by the gods themselves, 
  and are sometimes granted special 
  powers by the gods (see Chapter Seven).
  A priest’s main function is to per-
  form the sacrifices and worship ceremo-
  nies demanded by the god (see below). 
  At other times he studies, meditates, 
  practices his ceremonies, or does tasks 
  and chores necessary to keep the temple 
  functioning smoothly. Compared to, 
  say, a farmer, a priest has a pretty easy 
  
  98  The Gods 
  Hero System 5th Edition Revised
  life; compared to a nobleman he works 
  rather hard.
  The Atlantean priesthood doesn’t 
  really have formal ranks. Most priests 
  are just typical priests. A temple will 
  have a “high priest” who’s in charge of 
  the place and appoints other priests to 
  serve in special offices (such as keeper 
  of the sacrificial animals, master of 
  instruction, chief scribe, envoy to other 
  temples, and the like). A standard priest 
  has a 3-point Religious Rank Fringe 
  Benefit, a high priest has an 8-point 
  Religious Rank, and the others scale 
  between those two extremes.
  Atlantean priests wear elaborate 
  robes whose basic pattern remains 
  the same regardless of god served, but 
  whose colors vary from deity to deity. 
  The basic robe is a single-piece garment 
  reaching to the ankles with long sleeves; 
  it’s belted at the waist with a cloth belt. 
  Over the robe the priest wears a tabard-
  like garment consisting of a panel of 
  cloth running down each side of his 
  chest and then down his legs; the color 
  and decorations of the “tabard” depend 
  on the god served. In contrast to the 
  Atlantean layman, who usually keeps 
  his head uncovered, a priest at all times 
  wears a headcovering — a short, hood-
  like hat whose point bends gently back-
  ward. As his badge of office, a priest car-
  ries an adamantine rod about two feet 
  long and tipped with a crystal or symbol 
  appropriate to his chosen god (such as a 
  falcon for Astranar, the sky-god).
  CEREMONIES
  The Atlantean religion features a 
  dizzying array of ceremonies and ritu-
  als, most performed on a specific day 
  of the year for a specific purpose (such 
  as to thank the gods for a good harvest, 
  bless a newborn baby, or request the 
  gods’ favor for a military expedition). 
  Learning the different types of ceremo-
  nies, and practicing until he can per-
  form them perfectly, is the priests’ chief 
  preoccupation.
  The central feature of most ceremo-
  nies is the sacrifice. To please the gods, 
  Atlanteans sacrifice to them. The typical 
  sacrifice is a sheep or goat whose throat 
  is cut and body then burned on the altar 
  after its body is drained of blood, but 
  the type of sacrifice can depend on the 
  nature of the ceremony. For example, 
  in the ceremony performed to thank 
  the gods for the harvest, the first fruits 
  harvested are sacrificed. To invoke the 
  gods’ aid with a trading expedition, a 
  merchant sacrifices something valuable 
  that relates to his journey.
  Sacrifices usually involve burn-
  ing the animal or object in question; 
  this mystically transform the sacrifice 
  into an “essence” the gods can absorb 
  and use. The gods are extremely touchy 
  about their sacrifices. If they don’t get 
  one when they’re supposed to, bad 
  things happen. If someone seeking their 
  aid skimps on the required sacrifice, the 
  best that person can hope for is that the 
  gods ignore him. And if a priest makes 
  a mistake while performing a sacrifice 
  (i.e., he fails his PS: Perform Sacrifice 
  roll), the gods may take revenge, regard-
  less of how innocent the mistake was. 
  See the accompanying table for deter-
  mining the results of a sacrifice.
  SACRED WRITINGS
  The Atlantean faith has no one 
  sacred book or scroll that all priests 
  must study. However, it has a large 
  body of theology and lore that mostly 
  revolves around stories about the gods 
  and the moral messages that mortals 
  can derive from them. Collections of 
  these stories are kept in temple librar-
  ies, and priests spend much of their 
  time studying and copying them. It’s not 
  uncommon for a priest to make a pil-
  grimage to a distant temple to study and 
  copy their stories, since no two temples’ 
  collections are identical.
  ATlAnTeAn SACRIFICe TAble
  Often the GM should simply decide what happens when a sacrifice is performed based on the 
  needs of the scenario and story; there are few better ways to motivate the PCs than having to 
  make up for a botched sacrifice! However, if the GM prefers, he can roll on this table to find 
  out what happens when the PCs perform a sacrifice (or, more accurately, take something to a 
  priest to have it sacrificed for them). In the case of ceremonies for the entire community, like the 
  planting and harvest ceremonies, the outcome applies to the community in general, not to any 
  one person.
  Skill Roll Result 
  Outcome
  Succeeds by 10+ 
  The gods are extraordinarily pleased. The character receives Luck 3d6  
  for a month.
  Succeeds by 7-9 
  The gods are extremely pleased. The character receives Luck 2d6  
  for a week.
  Succeeds by 4-6 
  The gods are very pleased. The character receives Luck 1d6 for a day.
  Succeeds by 0-3 
  The gods are pleased.
  Fails by 1-2 
  The gods are angry. The character suffers Unluck 1d6 for one week.
  Fails by 3-4* 
  The gods are very angry. The character suffers Unluck 2d6 for one 
  month, and may receive other punishments appropriate to the situation.
  Fails by 5+† 
  The gods are extremely angry. The character suffers Unluck 3d6 for one 
  year, and may receive other punishments appropriate to the situation.
  Note:  any Luck received immediately stops working if the character does something during 
  that period to anger or annoy the gods. Any Unluck received immediately stops affecting the 
  character if he does something extremely pleasing to the gods. And of course, don’t forget that 
  a character could please one god and anger another somehow, resulting in a situation where he 
  has both Luck and Unluck or becomes a pawn in a divine struggle....
  *:  This result automatically applies, regardless of the priest’s PS: Perform Sacrifice roll, if the 
  gods think the character is skimping on the sacrifice or otherwise shirking his religious respon-
  sibilities.
  †:  This result automatically applies if a character fails to perform a sacrifice he should have per-
  formed, whether that failure is accidental (i.e., he simply forgot) or deliberate (e.g., he’s angry at 
  the gods and refuses to make the sacrifice).
  
  Atlantean Age  Chapter Six 
  99
  T
  he Atlanteans often pay little 
  attention to the gods of lands 
  outside their Dominion, 
  regarding them as false deities, 
  demons, or mere fabrications. But exist 
  they do, and they often help their wor-
  shippers the same way the Atlantean gods 
  help the residents of the Great Island.
  leMURIA
  Relatively little is known to the 
  Atlanteans about the gods of the Lemu-
  rians, since the Lemurians keep much 
  to themselves in their undersea realm 
  (and, unlike the Atlanteans, strangely do 
  not seem to force their subject peoples 
  to follow their faith). According to the 
  Atlanteans’ best understanding, the 
  Lemurians have four gods:
  Rareesha, the Scorched Goddess of Fire 
  and embodiment of the power of ignae-
  tium. She also serves the Lemurians as 
  their goddess of war, the forge, craftwork, 
  and related matters.
  Manteen, Lord of the Shard, god of 
  Earth and embodiment of the power 
  of crystallos. Since crystallos domes 
  protect Lemuria from the crushing 
  weight of the sea, Manteen is also the 
  god of security and protection from 
  all threats, and the god of healing.
  Og-Slyntal, the Voice of Lightning, god 
  of Water and embodiment of the power 
  of corusqua. He’s also the god of storms, 
  lightning, and rain (though the Lemuri-
  ans care little for rain now that they live 
  underwater). As the god of lightning Og-
  Slyntal is also the patron of magic, sorcer-
  ers, and magiconstructs, since corusqua 
  “fuels” them.
  Nolor-khan, the Dweller in Smoke, god 
  of Air and embodiment of the power 
  of fulminor. Nolor-Khan also governs 
  cold, the winds, and the power of flight 
  in general.
  However, dark rumors the Atlan-
  teans have heard hint at the existence 
  of other Lemurian gods — gods of the 
  underworld, who rule over the Lemu-
  rians in death and are the reason the 
  Lemurians are so obsessed with immor-
  tality. But try as they might, the Atlante-
  ans cannot learn more; even their own 
  gods seem to know nothing about this... 
  or are unwilling to reveal the truth.
  The Lemurians have a large, 
  elaborate, and powerful priesthood that 
  begins with the Priest-King himself. 
  Priests and their dicta are a part of daily 
  Lemurian existence, and most Lemu-
  rians spend hours every week at one of 
  the ziggurat-like temples that dominate 
  their undersea city.
  HAZARIA
  The Hazarian religion is a simple 
  one revolving around a large pantheon 
  of deities, of which only about half a 
  dozen are “major” gods worshipped 
  by everyone (the rest are minor deities 
  important only to certain people in cer-
  tain situations). The chief god is Dora-
  nin, god of the sky, valor, justice, and 
  war. His consort is Jorada, the goddess 
  of earth, fertility, and family. The other 
  four major gods — Urald, god of hunt-
  ing; Vokar, god of fire and the forge; 
  Hrunor, god of magic and wisdom; and 
  Eyara, goddess of love and beauty — are 
  their eldest children.
  The Hazarians have no priests. In 
  fact, they have a saying, “Useless as a 
  priest,” and often capture and kill any 
  priests of any gods who enter their 
  lands. Their philosophy is that each 
  man or clan defines his own relation-
  ship with the gods, and that priests are 
  just parasites trying to manipulate men 
  for their own ends. Similarly, Hazaria 
  has no temples. Typically each extended 
  family or clan has a sacred site impor-
  tant to it, often featuring a small stone 
  obelisk carved with a likeness of Dora-
  nin. The family gathers there for what-
  ever religious observances it wants to 
  perform, which usually include planting 
  ceremonies, harvest ceremonies, and 
  a ceremony to welcome the “new sun” 
  after the winter solstice passes.
  KAPHToR
  The Kaphtorans have but one god:  
  a dark deity of shadow whom they pro-
  pitiate with many sacrifices (including 
  human ones...) and from whom they 
  request boons and power in return. 
  They do not name him, referring to him 
  simply as “the Black God.” Only the 
  priests, it is said, know the god’s true 
  name. And that is not all the priests 
  know. In keeping with the dark powers 
  of their god, many of them are skilled 
  Shadow mages whom the god favors 
  with special lore or arcane abilities.
  As discussed on page 51, the priest-
  hood wields enormous influence in 
  society, greater even than the Kaphtoran 
  nobility. The Priest-King himself leads 
  the priesthood, though he pays little 
  attention to the day-to-day functioning 
  of the temples. That responsibility falls 
  to his second-in-command, who holds 
  the title Toreph, which roughly trans-
  lates as “High Priest.” Ranked below 
  him are the Algephs, who oversee all the 
  temples in a district or province, and 
  A’tephs, who control individual temples, 
  monasteries, or schools. Internal church 
  politics is an elaborate, sometimes 
  messy affair that seemingly involves 
  a thousand conspiracies, secret deals, 
  and betrayals. Rivalries between priests 
  are often settled through long-distance 
  magical duels or in the time-honored 
  Kaphtoran way, assassination. The 
  Toreph doesn’t seem to mind any of this 
  as long as the priests’ scheming doesn’t 
  disrupt their control of the populace.
  THe SeRPenT-Men
  The Serpent-Men of Vangkor wor-
  ship but a single god:  Shaa-tæl, creator 
  of the world, Slayer of the Demons of 
  Da-kan, Bane of the Soft Ones, Giver 
  of Victory. He’s depicted as a six-armed 
  Serpent-Man, most prominently in 
  statues mounted on the tops of Ser-
  pent-Men temples. The upper two arms 
  hold a bowl of fire above his head; the 
  middle two hold upright spears, and 
  the lower two reach forth to protect 
  and help his people.
  The typical Serpent-Men temple is 
  a sort of circular pyramid constructed 
  in such a way as to roughly resemble a 
  coiled serpent. Priests ascend the temple 
  by walking up the coils, much like tra-
  versing a twisting path around a moun-
  tain. At the top stands a statue of Shaa-
  tæl, and at the feet of the statue there’s a 
  sacrificial altar. Here the priests perform 
  major rituals, including human sacrifice 
  THE GODS OF 
  OTHER LANDS
  
  100  The Gods 
  Hero System 5th Edition Revised
  during particularly important or power-
  ful ceremonies. The victim’s throat is 
  cut and his blood allowed to run off the 
  altar and back down the pyramid. Cen-
  turies’ worth of sacrifices have stained 
  the “path” the priests walk to the top a 
  dark, evil reddish-brown — not even 
  the sometimes-fierce rains of Saravon 
  can wash the stones clean. Once a sac-
  rifice’s body has been drained of blood, 
  it’s fed to the temple’s gigantic guardian 
  serpents, who dwell in the vaults within 
  to protect the temple’s treasures.
  The Serpent-Men don’t have a 
  formally-organized priesthood as most 
  humans would conceive of it, but as in 
  any other organization certain indi-
  viduals become more powerful due to 
  connections, politics, skill, influence-
  peddling, the respect of their fellows, 
  sneakiness and treachery, or the like. 
  The “high priests” of each province or 
  district answer to the vaash-la, who as 
  priest-king rules the temple as well as 
  the people, but the high priests handle 
  day-to-day temple functions and over-
  see most aspects of the priesthood. 
  Below their ranks, other priests are 
  assigned specific duties based on their 
  abilities, standing within the priesthood, 
  and the needs of the people.
  Serpent-Men priests wear distinc-
  tive black robes (few other Serpent-Men 
  dress in black for that reason). They 
  wear around their necks small amulet-
  statuettes resembling the statues of 
  Shaa-tæl that stand atop the temples. 
  Most amulets are made out of a green-
  ish-hued stone found only in Vangkor, 
  but wealthier or more powerful priests’ 
  amulets are often made of precious 
  metals and gemstones. Many priests’ 
  amulets are enchanted as well.
  TellAT
  The Tellat religion focuses on a 
  single god, Maritra, who to the Atlan-
  tean mind combines aspects of Astra-
  nar, Ares, Tikarion, and Helios. The 
  Tellats don’t deny the existence of other 
  gods, but claim they are mere spirits 
  who serve Maritra in some capacity. 
  However, thanks to the fact that Tellats 
  so love to argue, the Maritran priest-
  hood exerts relatively little influence 
  in society — far too many Tellats want 
  to quarrel about this or that point of 
  doctrine or theological practice for the 
  priests to exert much power over their 
  minds and deeds. Maritra, for the most 
  part, keeps his opinions to himself.
  
  CHAPTER SEVEN
  MAGIC IN THE ATLANTEAN AGE
  
  102  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  T
  he 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 the most 
  ordinary Atlantean housewife knows a 
  cantrip or two to heat water and make 
  her chores easier... and accomplished 
  Atlantean wizards can literally reduce 
  mountains to dust, stop entire armies in 
  their tracks, and defeat the most terrify-
  ing demons.
  THe 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, easily-cast, and relatively 
  low-strength Lesser Powers (Arkanoi 
  Legoteros); and the much more pow-
  erful, complex, and difficult to cast 
  Greater Powers (Arkanoi Segalos).
  Atlantean wizards (arkanistoi, sing. 
  arkanistos) cast and write spells using a 
  special language called Urlogos. Learn-
  ing how to speak and write Urlogos is 
  the foundation of an Atlantean wizard’s 
  studies and occupies most of his time 
  during his apprenticeship (and a not 
  inconsiderable amount of time there-
  after). Most people can’t understand 
  advanced Urlogos when they hear it 
  spoken; its words are obviously words of 
  power, but their very power makes them 
  incomprehensible to someone who’s not 
  equipped to wield that power.
  Over the course of centuries 
  Atlantean wizards have developed a 
  rich body of spells and rituals that 
  are commonly taught by masters to 
  their apprentices. However, Atlantis 
  is so rich in magic, and her wizards 
  so learned, that they devise new spells 
  every day, creating an ever-growing 
  body of arcane lore that not even 
  the most puissant mage can hope to 
  master in full. A particularly skilled 
  wizard can even devise temporary 
  new applications of his magical 
  powers in mid-combat, without the 
  need for detailed study or spell cre-
  ation procedures.
  However, despite its power, Atlan-
  tean magic is not unrestricted. There 
  are some things a wizard simply cannot 
  do. Some wizards believe these limita-
  tions come from the gods, some from 
  the inherent nature of magic, and some 
  from both (or another source), but 
  regardless of the cause they exist. These 
  restrictions include:  very little in the 
  way of travel- or movement-related 
  magics; an inability to heal wounds or 
  cure diseases (only priests may have 
  these powers; see below); and a general 
  lack of mind-affecting magics. Addi-
  tionally, spellcasting tends to be very 
  tiring; wizards typically draw on the 
  power of orichalcum to overcome this 
  problem (see below).
  LEARNING ATLANTEAN MAGIC
  Only Atlanteans can learn how 
  to use Atlantean magic. Wizards are 
  an idiosyncratic group to be sure, but 
  one thing all Atlantean wizards have in 
  common is this:  they recognize that 
  the nature of their world depends on 
  Atlantean magic remaining exclusively 
  Atlantean. If the secrets of Atlantean 
  wizardry were ever revealed to out-
  siders, others would soon be able to 
  match Atlantis’s power. No Atlantean 
  wizard wants that to happen — and so 
  no Atlantean wizard, no matter how 
  malicious or depraved, would ever 
  think of teaching Atlantean magic to a 
  non-Atlantean. (Even Cormar and Dal-
  sith, at the height of their evil power, 
  recoiled from the thought of this.) Any 
  Atlantean wizard who broke this rule, 
  and his student(s), would be hunted 
  down by all other Atlantean wizards 
  and gruesomely killed.
  Most Atlantean wizards learn 
  their craft at the feet of a master 
  wizard through apprenticeship. (A few 
  of the better academies do teach some 
  magic, but only the most basic infor-
  mation; none of them are equipped to 
  turn a student into an actual wizard.) 
  A child who shows the desire, intel-
  ligence, and natural gift for wizardry 
  apprentices to an established wizard 
  at age 8. At first he mostly just does 
  chores, but as his standard education 
  progresses the study of magic becomes 
  part of the curriculum. By his late 
  teens he’s studying nothing but spell-
  craft. When his master believes he’s 
  ready, he goes before a body of three 
  wizards who oversee apprenticeships 
  in that Atlantean kingdom. The tri-
  umvirate sets him a task — research-
  ing a new spell, defeating a particular 
  monster with nothing but spells, 
  recovering a lost artifact, or the like. 
  If he completes the task successfully, 
  he’s released from his apprenticeship 
  and is entitled to refer to himself as 
  “wizard.” If not, he must endure one 
  more year of apprenticeship before the 
  board tests him again.
  ATlAnTeAn MAGIC 
  In GAMe TeRMS
  To learn Atlantean magic, a char-
  acter must first be an Atlantean — that 
  is, he must take the Atlantean Package 
  Deal from Chapter Two. Non-Atlante-
  ans cannot learn Atlantean magic (or at 
  least, not without the GM giving them 
  a way to... which comes with Hunted: 
  Every Atlantean Wizard Everywhere 
  14- for free!).
  Second, he must pay for a 10 Char-
  acter Point Perk, Atlantean Wizard. This 
  provides the character with two things:  
  the Lesser Powers Variable Power Pool; 
  and the ability to spend Character 
  Points to buy Multipower reserves and 
  slots representing their Greater Powers, 
  or individual spells.
  THE LESSER POWERS
  Atlantean wizards divide their 
  magic into two types of spells. The first, 
  and least powerful, are the Arkanoi 
  Legoteros, or “Lesser Powers.” These are 
  a wide variety of spells of minor power 
  — or at least “minor power” as Atlan-
  tean wizards define the term. Many of 
  the Lesser Powers are mighty by the 
  standards of ordinary folk, and non-
  Atlantean spellcasters are quite envious 
  of Atlanteans’ abilities to so effortlessly 
  command magics they (the outsiders) 
  consider powerful.
  In game terms, the Lesser Powers 
  are represented this way:  Variable 
  Power Pool (Atlantean Lesser Powers 
  Pool), 30 base + 15 control cost, No Skill 
  Roll Required (+1). While this would 
  ordinarily cost 60 Character Points, 
  ATLANTEAN 
  MAGIC
  
  Atlantean Age  Chapter Seven 
  103
  Atlantean wizards get this Power Pool 
  “for free” when they buy the Atlantean 
  Wizard Perk.
  Although the Lesser Powers 
  VPP is typically used for fairly trivial 
  magics, there are no restrictions on 
  what a wizard can do with it aside 
  from (a) the rules governing Atlantean 
  wizardry (see below), (b) a require-
  ment to have a Greater Power Mul-
  tipower for any category of spell the 
  character wants to cast with his Lesser 
  Powers VPP (for example, a character 
  without a Light Multipower can’t use 
  his VPP to create a Light-based spell), 
  and (c) standard HERO System rules 
  (e.g., he cannot use a Lesser Power 
  spell to augment a Greater Power spell 
  bought in a Multipower). He could, 
  for example, use it to blast an enemy 
  with an RKA 2d6 lightning bolt.
  Atlantean wizards typically pay 
  the END cost of the Lesser Powers 
  out of their personal END, since it’s 
  relatively slight (even when used for 
  fairly powerful effects, like a lightning 
  bolt). However, they can choose to use 
  orichalcum END (see below) to pay for 
  them instead.
  THE GREATER POWERS
  The second category is the 
  Arkanoi Segalos, or “Greater Powers.” 
  These are spells of much greater 
  power than the Arkanoi Legoteros 
  — often vastly greater power. A suffi-
  ciently accomplished wizard can dev-
  astate the world around him with but 
  a few words and gestures... and then 
  rebuild it as casually.
  Atlantean wizards organize the 
  Arkanoi Segalos into seven categories:
  Air:  spells that involve or manipulate 
  the Element of Air.
  Earth:  spells that involve or manipulate 
  the Element of Earth.
  Fire:  spells that involve or manipulate 
  the Element of Fire.
  Water:  spells that involve or manipulate 
  the Element of Water.
  Light:  spells that involve or manipu-
  late the Element of Light (including 
  the absence of Light, the Element of 
  Shadow, though Shadow magics are 
  considered dangerous and evil).
  Order:  spells that involve or manipulate 
  the Element of Order (including the 
  absence of Order, the Element of Chaos, 
  though Chaos magics are considered 
  dangerous and evil).
  Arcane:  spells that involve or manipu-
  late pure magical force.
  Of these categories, Air, Earth, Fire, 
  and Water are “basic” categories — the 
  easiest ones to learn and use. Light, 
  Order, and especially Arcane are more 
  difficult to master.
  Buying Greater Powers Spells
  In game terms, Atlantean wizards 
  buy these categories of spells as spe-
  cial Multipowers. They must buy one 
  Multipower per category, and put all 
  spells belonging to that category in 
  that Multipower.
  A character cannot buy Multip-
  owers for Light or Order until he has 
  bought Multipowers for Air, Earth, Fire, 
  and Water, and the number of points in 
  the reserve of his Light and Order Mul-
  tipowers cannot exceed the number of 
  points in the smallest of his Air/Earth/
  Fire/Water reserves.
  A character cannot buy a Mul-
  tipower for Arcane until he’s bought 
  Multipowers for both Light and Order, 
  and the number of points in his Arcane 
  reserve cannot exceed the number 
  of points in whichever of those two 
  reserves is smallest. However, while the 
  other Multipowers are governed by the 
  standard rule that the Active Points of 
  a slot may not exceed the reserve size, 
  for the Arcane Multipower only the Real 
  Point cost of the spell must fit within the 
  reserve. The Active Points in an Arcane 
  spell can exceed the reserve size; other-
  wise the high cost of most Arcane spells 
  would prevent characters from ever 
  buying them.
  Example:  Korudon is an Atlantean 
  wizard. Early in his career he has 
  the following four Multipowers:  Air 
  (80 point reserve); Earth (100 point 
  reserve); Fire (120 point reserve); 
  Water (90 point reserve).
  After earning some Experience 
  Points, Korudon decides he’s been 
  studying Light magics long enough 
  to develop proficiency in them, so he 
  buys a Light Multipower. Since the 
  smallest of his four “basic” reserves 
  is 80 points, his Light Multipower 
  cannot be larger than 80 points.
  A few Experience Points later, 
  Korudon expands his magical 
  knowledge to the field of Order. The 
  largest Order Multipower he could 
  have would be an 80-point reserve, 
  but he only has enough points to 
  buy a 60-point reserve.
  A few months later Korudon 
  reaches the pinnacle of wizardly 
  achievement by buying an Arcane 
  Multipower. Since his Light and 
  Order Multipowers have 80 and 60 
  points in their reserves, respectively, 
  his Arcane Multipower can have no 
  more than 60 points.
  Greater Powers Multipowers are 
  not bought exactly like standard Mul-
  tipowers. Air, Earth, Fire, and Water 
  Multipowers cost 1 Character Point 
  per 10 points (or fraction thereof) 
  in the reserve. Light and Order Mul-
  tipowers cost 1 Character Point per 
  5 points (or fraction thereof) in the 
  reserve. Arcane Multipowers cost 1 
  Character Point per 2 points (or frac-
  tion thereof) in the reserve.
  The slot cost for any slot, regard-
  less of the Multipower it’s in and 
  regardless of its Active or Real Point 
  cost, is 1 Character Point. All slots are 
  considered Flexible.
  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 
  standard HERO System rules for 
  Multipowers, unless the GM permits 
  otherwise.
  Example:  Korudon has paid the 
  following for his Greater Powers 
  Multipowers:  his 80-point Air 
  Multipower costs him 8 Character 
  Points; his 100-point Earth Mul-
  tipower costs him 10 Character 
  Points; his 120-point Fire Mul-
  tipower costs him 12 Character 
  Points; his 90-point Water Multip-
  ower costs him 9 Character Points; 
  his 80-point Light Multipower 
  costs him 16 Character Points; his 
  60-point Order Multipower costs 
  him 12 Character Points; and his 
  60-point Arcane Multipower costs 
  him 30 Character Points. Thus, he’s 
  spent a total of 97 points.
  The Atlantean Spells section, below, 
  describes some of the many spells that 
  Atlantean wizards can buy as slots for 
  their Multipowers. However, these are 
  not the only Atlantean spells in exis-
  tence — in fact, they’re a very small 
  sampling of the total body of Atlantean 
  mystical lore. Characters can, with the 
  GM’s permission, create other spells. 
  The GM should make sure that any 
  spells created are properly defined in 
  HERO System terms, and that they have 
  any necessary and appropriate Limita-
  tions — just because the slot cost of a 
  spell is always 1 Character Point doesn’t 
  mean characters should be allowed to 
  design spells without Limitations that 
  those spells ought to have. Among other 
  
  104  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  things, as noted below almost all Atlan-
  tean spells must have the Limitations 
  Gestures and Incantations.
  Greater Powers spells do not 
  require any sort of Skill Roll to cast 
  (though impromptu spells do; see 
  below), nor do they involve the use 
  of materials or appurtenances (i.e., 
  Foci). Atlantean mages are far too 
  powerful and competent to fail at 
  their spellcasting the way other, lesser, 
  spellcasters sometimes do, and they 
  do not require “crutches” to channel 
  their power.
  IMPROMPTU SPELLCASTING
  Furthermore, due to their profound 
  understanding of mystic forces and 
  their consummate skill, Atlantean wiz-
  ards 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 
  as impromptu spellcasting.
  To cast an impromptu spell, a 
  wizard must have an Atlantean Magic 
  Skill (which they get as part of their 
  Package Deal). Determine the Active 
  Point cost of the spell, and then make 
  an Atlantean Magic Skill Roll at a -1 
  penalty per 10 Active Points in the spell. 
  He must also already have a Multipower 
  for the category the spell belongs to 
  (for example, if a wizard doesn’t have 
  an Order Multipower, he can’t create an 
  impromptu Order spell), and the Active 
  Points in the impromptu spell cannot 
  exceed the reserve of that Multipower. 
  Impromptu spellcasting requires a Full 
  Phase Action.
  If the roll succeeds, the charac-
  ter casts the spell, but at a price:  he 
  takes 1 BODY damage (this damage 
  heals normally). He does not perma-
  nently learn the spell (though if he 
  has 1 Character or Experience Point 
  unspent, he could spend it at that time 
  to buy the new spell as a slot in the 
  appropriate Multipower).
  If the roll fails, the character does 
  not cast the spell, but still takes 1 BODY 
  damage (this damage heals normally). 
  If it fails badly (by 4 or more), he takes 
  the BODY damage and is Stunned (he 
  recovers from this normally).
  Gamemasters should monitor the 
  use of these rules carefully to make 
  sure they don’t unbalance the game 
  or cause other problems. In particu-
  lar, characters shouldn’t be allowed 
  to create and cast “on the fly” spells 
  if doing so will slow down the game. 
  An impromptu spell should be pretty 
  quick and easy to write up to keep the 
  process from disrupting the game. 
  Many are just raw Powers with no 
  Power Modifiers at all; if a lot of Mod-
  ifiers (and calculations) are required 
  and thus likely to slow the game 
  down, the GM can forbid the spell.
  ENDURANCE AND THE GREATER 
  POWERS
  Typically, Greater Powers spells 
  cost a lot of END (see below). 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 and spend the rest of the 
  battle unconscious. Thus, Atlantean 
  wizards rely on an outside source 
  of mystical “fuel” to power their 
  spells:  orichalcum. They can draw on 
  orichalcum to provide the END for 
  their spells, though this usually con-
  sumes the orichalcum. See below for 
  more information on orichalcum and 
  how much END it can provide.
  RESTRICTIONS ON ATLANTEAN 
  MAGIC
  Though powerful, Atlantean magic 
  is not without its weaknesses and limita-
  tions. These include:
  Gesturing And Incanting
  Almost all Atlantean spells (and 
  certainly all powerful ones) require the 
  Limitations Gestures and Incantations. 
  Other common Limitations include 
  Concentration, Extra Time, Increased 
  Endurance Cost, and mandatory Side 
  Effects (typically involving the loss of 
  BODY or STUN).
  
  Atlantean Age  Chapter Seven 
  105
  Endurance
  Because it’s so powerful, Atlantean 
  magic is tiring to use. No spell can cost 
  0 END — if it’s based on a Power that 
  inherently doesn’t cost END, it must 
  take the Costs Endurance Limitation. 
  Many spells that cost END have the 
  Increased Endurance Cost Limitation, 
  and a spell can only take the Reduced 
  Endurance Advantage at the +¼ level 
  (half END) with the GM’s permission. 
  Atlantean wizards cannot buy Endur-
  ance Reserves or the like to provide 
  END for their spells; they must either 
  use personal END or the END from 
  orichalcum (see below).
  No Long-Range Travel Magics
  Atlantean wizards cannot teleport 
  vast distances, unrestrictedly fly under 
  their own power, or the like. When 
  the gods brought magic back into the 
  world, they included this restriction to 
  keep their followers humble. Thus, if an 
  Atlantean wizard wants to travel a long 
  distance, he uses a magical vehicle such 
  as a sky-ship.
  Restricted Healing
  Also by the decree of the gods, 
  healing spells can only be learned by 
  their priests. An Atlantean wizard who’s 
  not a priest (i.e., who has not taken 
  the Atlantean Priest Package Deal and 
  subjected himself to the restrictions and 
  requirements that being a priest entails) 
  cannot learn spells that heal wounds, 
  cure diseases, and the like. And not 
  even the most powerful priest can bring 
  someone back from the dead; only the 
  gods themselves can do that.
  (In game terms, healing magics are 
  bought as distinct spell-like abilities by 
  priests; see below. Not all priests have 
  healing powers [in fact, relatively few 
  do], but they’re the only ones who can 
  have them.)
  Defensive Magics Are Uncommon
  Broad-based defensive spells are 
  uncommon in Atlantean magic; the 
  best of them is an Arcane spell, and not 
  every spellcaster reaches that pinnacle 
  of wizardly achievement. Most defen-
  sive spells are of more limited appli-
  cation, such as Shield Of The Winds 
  (which protects the caster from fired 
  or projected physical missiles but not 
  HTH Combat attacks or most spells). 
  Atlantean wizards are more likely to 
  defend themselves from their fellow by 
  countering their spells (e.g., with a Sup-
  press spell) than by simply withstanding 
  the damage.
  Body-Affecting Magics Are Rare
  While Atlantean wizards do occa-
  sionally get involved in shapechanging 
  duels, for the most part shape-shifting 
  spells and magics based on the Body-
  Affecting Powers are rare. Shapechang-
  ing is often viewed with suspicion in 
  Atlantean society, even among wizards, 
  because gods and spirits so often use 
  shape-shifting powers to trick, exploit, 
  or harm men.
  Mental Magics Are Rare
  Similarly, spells based on the 
  Mental Powers are rare among Atlan-
  tean mages (in part because they typi-
  cally belong to the Arcane category, 
  which few mages can cast spells from). 
  Mind-altering magics are more the 
  province of Lemurian, Serpent-Man, 
  and Kaphtoran sorcerers, who have 
  fewer scruples and a greater willing-
  ness to take the easy, corrupting path 
  to power.
  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 mysti-
  cal might. More importantly, at several 
  places around the island concentrated 
  amounts of orichalcum can be mined. 
  Wizards use this orichalcum to fuel 
  their spells and magical chariots, to 
  craft enchanted weapons and armor, 
  and for many similar purposes. Without 
  orichalcum, Atlantean magic would 
  be much weaker, and sustaining the 
  Dominion would become impossible.
  PROPERTIES OF ORICHALCUM
  Orichalcum is often described as 
  “copper-colored,” though it’s actually a 
  somewhat deeper hue than copper. It 
  comes in two forms:  spherical pieces 
  known as sairos (pl. sairoi); and crystalline 
  pieces known as tallos (pl. talloi). Sairoi 
  typically range from about pea-sized to 
  about grapefruit-sized, though some 
  larger (and in rare cases, much larger) 
  sairoi have been found. They’re usually 
  found clustered together like bunches of 
  grapes, which can be broken apart with 
  force or, more commonly, mild heat-
  ing. Talloi range from crystals about half 
  the size of a pencil to ones as large as 
  greatswords (and sometimes larger); they 
  usually occur in small bunches, with the 
  largest one in the center surrounded by 
  several smaller ones at the base. Talloi are 
  much, much rarer than sairoi.
  Orichalcum is as resistant to force 
  and impact as the best steel. It does not 
  transmit temperature; it has its own 
  natural temperature that makes it feel 
  slightly warm to the touch. If put in 
  a fire, when removed it won’t be any 
  hotter and can be safely handled with 
  ungloved hands; if left in a snowbank, 
  when removed it won’t be any colder. 
  These properties make orichalcum 
  extremely difficult to work under ordi-
  nary circumstances. To melt, shape, 
  and temper it requires a special type of 
  enchanted forge known as a kaminoi, 
  plus enchanted blacksmithing tools 
  and an anvil infused with orichalcum 
  dust. When exposed to the power of a 
  kaminoi, orichalcum becomes copper-
  like in consistency and easy to work. It 
  can even be alloyed with other metals, 
  though this is rarely done except with 
  steel; orichalcum-steel objects are even 
  more durable than pure orichalcum 
  ones. Alloyed orichalcum loses its natu-
  ral warmth, its resistance to extremes of 
  temperature, and some (but not all) of 
  its inherent magical power.
  Magical Nature
  Orichalcum is inherently magical, 
  which gives it several unusual properties.
  First, orichalcum generally 
  cannot be directly affected by magic. 
  Magic forces seem to pass through it, 
  flow around it, or be absorbed into it 
  (depending on who you ask, the type 
  of magic involved, and other factors). 
  This is why it has to be mined with 
  hard physical labor; Atlantean wizards 
  can’t simply draw it out of the ground 
  with magic the way they can gold, 
  iron, and other ores.
  Second, despite this resistance 
  to sorcerous effects, orichalcum holds 
  an enchantment better than any other 
  known substance, making it ideal 
  for crafting magical armor, weapons, 
  vehicles, and other devices. Most Atlan-
  tean enchanted items contain some 
  orichalcum, even if it’s just a sprinkling 
  of orichalcum dust.
  Third, spellcasters can use the 
  innate magical “energies” of orichalcum 
  to fuel their spells. In fact, in the case of 
  many powerful Atlantean spells this is 
  virtually a requirement, since using the 
  amount of energy required would knock 
  out or kill the caster who relied on his 
  personal strength!
  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 
  
  106  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  no REC — once it’s used up, it crumbles 
  to inert powder. Talloi (crystalline) 
  orichalcum is more powerful and has 
  both END and REC; for this reason it’s 
  coveted by sorcerers, who have been 
  known to commit murder to obtain a 
  choice piece. The accompanying table 
  lists the typical END (and REC) values 
  for various-sized pieces of orichalcum, 
  but these are only guidelines. Some-
  times a piece is unusually “strong” or 
  “weak,” and thus varies from the listed 
  amounts. There are also recorded 
  instances of orichalcum crystals that 
  can augment a sorcerer’s spells... or twist 
  them in horrific ways.
  Although talloi replenish their 
  magical energy over time, it is possible 
  to use it up by over-using the crystal. 
  Every time a tallos’s END drops to 
  20% or less of its full total, the GM 
  rolls 3d6. If he rolls an 11-, the tallos 
  permanently loses 5 END from its 
  Endurance Reserve. Every Turn that a 
  tallos remains at less than 20%, the GM 
  makes another roll. If a tallos loses half 
  or more of its END this way, for every 
  further 5 END it loses thereafter it also 
  loses 1 REC. If a tallos’s END or REC 
  ever reaches zero, it crumbles to dust 
  just like a used-up sairos.
  OBTAINING ORICHALCUM
  Wizards are powerful people with 
  many resources; more than a few of 
  them are wealthy (and even the poorest 
  wizard tends to be much better off than 
  a typical commoner). Atlan Vondarien 
  controls the orichalcum mines with 
  an iron grasp, but Atlantean wizards 
  usually have the means to obtain 
  orichalcum for themselves... one way or 
  another.
  To represent his general, ongoing 
  access to supplies of orichalcum sairoi, 
  a character can buy the Orichalcum 
  Supply Perk, described on page 90. 
  Characters cannot obtain talloi this way. 
  They must buy talloi individually with 
  Character Points, which requires the 
  GM’s permission.
  Atlantean wizards usually carry 
  their sairoi in small pouches, or even 
  extra-dimensional pockets woven into 
  their robes — having to lug around 
  huge sacks of the stuff would not only 
  be tiring and inconvenient, it would 
  interfere with a wizard’s sense of 
  style. Talloi are typically worked into 
  enchanted items such as staffs, swords, 
  brooches, rings, and the like.
  ATlAnTeAn SPellS
  Here are some example spells 
  from the seven elemental categories, 
  typically representing common and/or 
  popular spells. Many other spells exist; 
  trying to catalog the entire Atlantean 
  grimoire would require a book far 
  longer than this one! And of course 
  many wizards have a few special spells 
  of their own devising, or “customize” 
  existing spells to suit their own per-
  sonal taste. You can easily adapt spells 
  from other sources, such as The Fan-
  tasy Hero Grimoire, The Fantasy Hero 
  Grimoire II, and The Turakian Age to 
  Atlantean Age campaigns simply by 
  increasing their power level and alter-
  ing the Limitations appropriately.
  Each spell’s Game Information 
  includes its real cost, but remember 
  that for Atlantean spellcasters, any spell 
  costs just 1 Character Point as a slot in 
  the appropriate Multipower. This applies 
  even if the spell is built as a Multipower 
  itself, though under the standard HERO 
  System rules characters can’t buy a 
  Power Framework as a slot in another 
  Power Framework.
  Spells of Air
  AIR SPIRIT MATRIX
  Effect:   
  Summon any one 
  Air being built on up 
  to 1,000 Character 
  Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use 
  special “spirit matrices” — arcane pat-
  terns developed over millennia, subtly 
  altered depending on the type of being 
  the wizard wishes to summon and his 
  own spellcasting preferences. To cast the 
  spell, the wizard scribes the pattern on 
  the floor or ground (a process that takes 
  about 20 minutes), then calls forth the 
  being he wishes to conjure, who appears 
  forthright. The wizard has no control 
  over the summoned being; he must 
  obtain what he wants from it by nego-
  tiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Air, including air 
  elementals, the much more powerful 
  Air Demons, and so on. It’s best drawn 
  in blue and white inks on a smooth 
  floor exposed to the open air or in 
  a large, high-ceilinged room. (If the 
  wizard does not satisfy these conditions, 
  the Summoned being may get a +1 to 
  its EGO Rolls to resist his attempts to 
  compel its service.)
  Game Information:  Summon any 
  one Air being built on up to 1,000 
  Character Points, Expanded Class 
  (any Air being; +¼) (250 Active 
  Points); Concentration (½ DCV 
  throughout casting; -½), Extra 
  Time (20 Minutes; -2½), Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½). 
  Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than creat-
  ing spirit matrices, Lemurian conjurors 
  use special magiconstruct engines pow-
  ered by purest fulminor to summon Air 
  beings. Add OAF Immobile (-2). Total 
  cost:  36 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 point 
  beings and remove Concentration (-½). 
  375 Active Points; total cost 83 points.
  oRICHAlCUM TAble
   
  Sairoi (Spherical) Talloi (Crystalline)
  Size 
  END 
  END 
  REC 
  Real Point Cost
  Pea 
  25 
  10 
  2 
  1
  Marble 
  50 
  25 
  5 
  4
  Golf ball 
  100 
  50 
  5 
  5
  Tennis ball 
  200 
  100 
  10 
  10
  Baseball 
  400 
  200 
  20 
  20
  Grapefruit 
  800 
  300 
  30 
  30
  
  Atlantean Age  Chapter Seven 
  107
  BECALMING
  Effect:   
  Suppress Air Magics 
  20d6
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  750”
  END Cost:   
  15
  Description:  This spell allows a wizard to 
  diminish or negate the force of another 
  wizard’s Air spell. It typically manifests 
  as the caster “stealing” the target’s power 
  or creating counter-winds that rob the 
  target’s spells of their strength. This spell 
  can also “cancel” an Air Spirit Matrix, 
  causing a conjured Air being to return 
  to its own plane at once.
  The other elements of Atlantean 
  magic have similar spells, just with 
  different names and a change in the 
  power’s definition and Limitations:
  Earth:  Breaking Of Earth
  Fire:  Extinguishing
  Water:  Stilling The Waves
  Light:  Dimming
  Shadow:  Illuminating
  Order:  Imposition Of Chaos
  Chaos:  Imposition Of Order
  Arcane:  Countermagic (see below)
  Game Information:  Suppress Air 
  Magics 20d6, any two Air Magic 
  spells/powers at once (+½) (150 
  Active Points); Extra Time (Full 
  Phase; -½), Gestures (-¼), Incan-
  tations (-¼), Spell (-½). Total cost:  
  60 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  43 points.
  2)  Master’s Form:  Increase to any four 
  Air Magic spells/powers at once (+1). 
  200 Active Points; total cost 80 points.
  3)  Adept’s Form:  Increase to all Air 
  Magic spells/powers at once (+2). 300 
  Active Points; total cost 120 points.
  CALL THE WINDS
  Effect:   
  Succor Swimming 
  10d6, Suppress 
  Swimming 10d6, 
  both Sail-Based 
  Swimming Only
  Target:   
  One sailing vessel
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  250”
  END Cost:   
  7/5
  Description:  This spell calls forth the 
  wind to fill the sails of a ship and send it 
  speeding over the waves like an arrow, 
  or to blow contrary so the ship becomes 
  becalmed. This has no effect on Atlan-
  tean vessels (which don’t use sails).
  Game Information:
  Cost Power
  21 
  Call The Winds:  Multipower, 
  75-point reserve; all Gestures 
  (throughout; -½), Incantations 
  (throughout; -½), Sail-Based 
  Swimming Only (-1), Spell (-½)
  2u 
  1)  Speed A Ship:  Succor Swim-
  ming 10d6, Ranged (+½); 
  common Limitations
  1u 
  2)  Stall A Ship:  Suppress Swim-
  ming 10d6; common Limitations
  Total cost:  24 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  20 points.
  FLEETNESS OF CLOUD
  Effect:   
  Running +10”, 
  Usable By Other
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  4
  Description:  This spell places the swiftness 
  of clouds moving across a wind-tossed 
  sky on the feet of the caster (or one other 
  person whom he chooses), allowing him 
  to run at tremendous speeds.
  Game Information:  Running +10”, 
  Usable By Other (+¼) (25 Active 
  Points); Gestures (-¼), Incantations 
  (-¼), Increased Endurance Cost (x2 
  END; -½). Total cost:  12 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  8 points.
  FURY OF THE WINDS
  Effect:   
  Energy Blast 12d6
  Target:   
  10 km long, 3 km 
  wide Line
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  1,350”
  END Cost:   
  27
  Description:  With this spell, the wizard 
  unleashes the full, unfettered force of 
  the winds. At his command they come 
  roaring down from the sky to wreak 
  destruction and havoc over an area 
  miles long and wide. They’re so strong 
  they can overturn vehicles, tear down 
  buildings, scour the trees off a moun-
  tainside, or blow armies around as if the 
  soldiers were paper dolls.
  At the GM’s option, if the caster 
  succeeds with an Atlantean Magic roll, 
  he can reduce the length and width of 
  this spell’s Area Of Effect by up to half, 
  for a more precise attack.
  Game Information:  Energy Blast 
  12d6, Area Of Effect (10” long and 
  3” wide Line; +1½), Continuous 
  (+1), Double Knockback (+¾), 
  MegaScale (hexes are 1 km wide 
  and deep and 100 feet [15”] tall; 
  +¼) (270 Active Points); Extra 
  Time (Full Phase; -½), Gestures 
  (throughout; 
  -½), 
  Incantations 
  (throughout; -½), Spell (-½). Total 
  cost:  90 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  67 points.
  
  108  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  IRRESISTIBLE WINDS
  Effect:   
  Telekinesis (60 
  STR), Only To Move 
  Things Away From 
  Caster
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  450”
  END Cost:   
  9
  Description:  This spell, considered by 
  some casters a much more restricted 
  form of Fury Of The Winds, allows the 
  caster to call forth an immensely strong, 
  precisely focused blast of wind to push 
  things away from him. It’s often used 
  for practical purposes, such as moving 
  heavy loads, though this runs the risk 
  of damaging whatever’s being moved; 
  it’s also good for smashing in the gates 
  to a city.
  Game Information:  Telekinesis (60 
  STR) (90 Active Points); Affects 
  Whole 
  Object 
  (-¼), 
  Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½), 
  Only To Move Things Away From 
  Caster (-½), Spell (-½). Total cost:  
  28 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  21 points.
  2)  Master’s Form:  Increase to Teleki-
  nesis (70 STR). 105 Active Points; total 
  cost 32 points.
  3)  Adept’s Form:  Increase to Telekinesis 
  (80 STR). 120 Active Points; total cost 
  37 points. 
  LEASH THE STORM
  Effect:   
  Change Environ-
  ment, +/-10 Tem-
  perature Levels, 
  Multiple Combat 
  Effects, Varying 
  Combat Effects, 
  Varying Effect
  Target:   
  8 km radius
  Casting Time:   
  1 Minute (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  695”
  END Cost:   
  14
  Description:  This spell gives an Atlan-
  tean wizard a potent weapon:  control 
  over the weather. In the space of but 
  a minute he can change the weather 
  from a warm, sunny, clear day to a 
  raging blizzard.
  If two or more wizards try to use 
  this spell to control the weather over 
  the same area (or overlapping areas), 
  they must engage in an Atlantean Magic 
  Versus Atlantean Magic Contest. The 
  winner controls the weather; the loser 
  may try again, though this involves 
  taking another minute to cast the spell 
  all over.
  Game Information:  Change Envi-
  ronment 8” radius, +/-10 Tem-
  perature Levels, Multiple Combat 
  Effects, Varying Combat Effects, 
  Varying Effect (+1), MegaArea 
  (1” = 1 km broad and wide; +¼) 
  (139 Active Points); Extra Time (1 
  Minute to cast; -¾), Gestures (-¼), 
  Incantations (-¼), Spell (-½). Total 
  cost:  50 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  37 points.
  2)  Master’s Form:  Increase to 16” radius. 
  151 Active Points; total cost 55 points.
  3)  Adept’s Form:  Increase to 32” radius. 
  162 Active Points; total cost 59 points.
  LEVITATION
  Effect:   
  Flight 12”,  
  Levitation (-½)
  Target:   
  Self
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  2
  Description:  With this spell an Atlantean 
  wizard can rise straight up into the air. In 
  battlefield situations wizards often use it to 
  get above the action so they can see what’s 
  happening everywhere and affect the 
  entire enemy army with spells.
  Game Information: Flight 12” (24 
  Active Points); Gestures (-¼), Incanta-
  tions (-¼), Levitation (upward Flight 
  only; -½). Total cost:  12 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  8 points.
  LIGHTNING SPEAR
  Effect:   
  RkA 4d6, AP, No 
  Range Modifier
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  600”
  END Cost:   
  12
  Description:  This is one of the Atlantean 
  wizard’s most basic attack spells. It lets 
  him project a bolt of lightning powerful 
  enough to kill a soldier instantly or blast 
  a vehicle into flinders.
  Game Information:  RKA 4d6, 
  Armor Piercing (+½), No Range 
  Modifier (+½) (120 Active Points); 
  Gestures (-¼), Incantations (-¼), 
  Spell (-½). Total cost:  60 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  40 points.
  2)  Master’s Form:  Increase to RKA 5d6. 
  150 Active Points; total cost 75 points.
  3)  Adept’s Form:  Increase to RKA 6d6. 
  180 Active Points; total cost 90 points.
  4)  Calling Forth The Lightning:  A variant 
  of this spell calls the lightning down from 
  the sky. Change to:  RKA 5d6, Armor 
  Piercing (+½), Indirect (always from 
  above; +¼), No Range Modifier (+½) 
  (169 Active Points); Gestures (-¼), Incan-
  tations (-¼), Only Works Outdoors (-½), 
  Spell (-½). Total cost:  68 points.
  
  Atlantean Age  Chapter Seven 
  109
  REAPING THE WHIRLWIND
  Effect:   
  RkA 3d6, Random 
  knockback
  Target:   
  14” radius
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  900”
  END Cost:   
  18
  Description:  This spell conjures a torna-
  do-like whirlwind of air that moves with 
  such speed and force that it can tear a 
  man, house, or tree apart. The caster 
  controls the whirlwind’s movement 
  over the ground, but he cannot control 
  which direction the whirlwind flings 
  something it affects (in other words, 
  Knockback is random; the GM might 
  even allow it to occur straight up as the 
  whirlwind sucks a target into the air).
  Game Information:  RKA 3d6, Area Of 
  Effect (14” Radius; +1), Mobile (+1), 
  Continuous (+1) (180 Active Points); 
  Extra Time (must spend a Half 
  Phase Action each Phase to main-
  tain spell; -¼), Gestures (throughout; 
  -½), Incantations (throughout; -½), 
  Random Knockback (-0), Spell (-½). 
  Total cost:  65 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  48 points.
  2)  Master’s Form:  Increase to RKA 4d6 
  and 18” radius. 240 Active Points; total 
  cost 87 points.
  3)  Adept’s Form:  Increase to RKA 5d6 
  and 23” radius. 300 Active Points; total 
  cost 109 points.
  SHIELD OF THE WINDS
  Effect:   
  Force Wall (20 PD), 
  Self Only, Only 
  Versus Physical 
  Missiles
  Target:   
  Self
  Casting Time:   
  Half Phase
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  7
  Description:  To protect himself against 
  physical missiles — arrows, sling-stones, 
  and so on — an Atlantean wizard casts 
  this spell, which surrounds him with 
  swirling, powerful winds that simply 
  blow most such missiles aside. It offers 
  no protection against HTH Combat 
  attacks, mystical ranged attacks such as 
  Lightning Spear, or the like.
  Game Information:  Force Wall (20 
  PD/0 ED), Transparent (Energy 
  attacks; +½) (75 Active Points); 
  Gestures (-¼), Incantations (-¼), 
  No Range (-½), Only Versus Physi-
  cal Missiles (-1), Self Only (-½). 
  Total cost:  21 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  17 points.
  STORM OF DESTRUCTION
  Effect:   
  RkA 4d6, Indirect 
  (always from 
  above), Personal 
  Immunity
  Target:   
  544” radius
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  28
  Description:  When an Atlantean 
  wizard casts this spell, the sky above 
  him darkens for a kilometer in every 
  direction and thousands of bolts of 
  lightning strike down, obliterating 
  everything they touch... except the 
  caster, who’s immune.
  Game Information:  RKA 4d6, Area 
  Of Effect (544” Radius; +2¼), Con-
  tinuous (+1), Indirect (always from 
  above; +¼), Personal Immunity 
  (+¼) (285 Active Points); Extra 
  Time (Full Phase; -½), Gestures 
  (throughout; 
  -½), 
  Incantations 
  (throughout; -½), No Range (-½), 
  Spell (-½). Total cost:  81 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  63 points.
  
  110  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  Spells of earth
  CLASP OF STONE
  Effect:   
  Entangle 10d6, 10 
  DEF, Only Affects 
  Targets On The 
  Ground
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  500”
  END Cost:   
  10
  Description:  This spell causes the very 
  ground to grow up around a target, 
  imprisoning him in a cocoon of thick, 
  durable stone.
  Game Information:  Entangle 10d6, 
  10 DEF (100 Active Points); Cannot 
  Form Barriers (-¼), Gestures (-¼), 
  Incantations (-¼), Only Affects 
  Targets On The Ground (-¼), Spell 
  (-½). Total cost:  40 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  29 points.
  2)  Master’s Form:  Add No Range Modi-
  fier (+½). 150 Active Points; total cost 
  60 points.
  3)  Adept’s Form:  Add Stops A Given 
  Sense Group (Sight, Hearing Groups) 
  and No Range Modifier (+½). 180 
  Active Points; total cost 72 points.
  DARDARIAN PRISON
  Effect:   
  Extra-Dimensional 
  Movement, Usable 
  As Attack
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  200”
  END Cost:   
  25
  Description:  This terrifying spell 
  imprisons the victim in a tiny, light-
  less, exitless cavern three miles below 
  the surface of the earth. If he has no 
  means of escape — and few victims do 
  — he dies within just a day or two due 
  to lack of food and water.
  By unspoken agreement, Atlan-
  tean wizards almost never use this spell 
  against one another, no matter how 
  deep the hatred might run between 
  two spellcasters. If the community of 
  wizards learns that one of its own has 
  used this spell against another wizard, at 
  the very least the offending wizard will 
  find his actions closely scrutinized. It’s 
  not uncommon for the other wizards to 
  judge him a threat to everyone’s wellbe-
  ing and simply kill him outright, though 
  a few malfeasants have found them-
  selves subjected to this spell as a sort of 
  Mosaic punishment.
  Game Information:  Extra-Di-
  mensional Movement (to the 
  “dimension” of a prison cavern, 
  as described in the text), Usable 
  As Attack (defenses include Deso-
  lidification, Power Defense, and 
  Extra-Dimensional 
  Movement; 
  +1), Ranged (+½) (50 Active 
  Points); Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations 
  (-¼), Increased Endurance Cost 
  (x5 END; -2), Spell (-½). Total 
  cost:  11 points.
  EARTH SPIRIT MATRIX
  Effect:   
  Summon any one 
  Earth being built on 
  up to 1,000 Charac-
  ter Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use 
  special “spirit matrices” — arcane pat-
  terns developed over millennia, subtly 
  altered depending on the type of being 
  the wizard wishes to summon and his 
  own spellcasting preferences. To cast the 
  spell, the wizard scribes the pattern on 
  the floor or ground (a process that takes 
  about 20 minutes), then calls forth the 
  being he wishes to conjure, who appears 
  forthright. The wizard has no control 
  over the summoned being; he must 
  obtain what he wants from it by nego-
  tiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Earth, including 
  earth elementals, the much more pow-
  erful Earth Demons, and so on. It’s best 
  drawn in ochre and brown paints on 
  level earth (either loose soil or packed 
  dirt will do), on a flat stone exposed to 
  the sky, or in a cave. (If the wizard does 
  not satisfy these conditions, the Sum-
  moned being may get a +1 to its EGO 
  Rolls to resist his attempts to compel its 
  service; on the other hand, if the spell is 
  cast in a cave at least 100 feet below the 
  surface, the Summoned being suffers a 
  -1 to its EGO Roll.)
  Game Information:  Summon any 
  one Earth being built on up to 
  1,000 Character Points, Expanded 
  Class (any Earth being; +¼) (250 
  Active Points); Concentration (½ 
  DCV throughout casting; -½), 
  Extra Time (20 Minutes; -2½), 
  Gestures (throughout casting; -½), 
  Incantations (throughout casting; 
  -½). Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than creat-
  ing spirit matrices, Lemurian conjurors 
  use enormous “torches” made of purest 
  crystallos and “lit” with ignaetium 
  to summon Earth beings. Add OAF 
  Immobile (-2). Total cost:  36 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  
  Atlantean Age  Chapter Seven 
  111
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 point 
  beings and remove Concentration (-½). 
  375 Active Points; total cost 83 points.
  EORDICA’S WRATH
  Effect:   
  Telekinesis (40 
  STR), Indirect, Only 
  Affects Targets On 
  The Ground
  Target:   
  12 km radius
  Casting Time:   
  1 Minute (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  900”
  END Cost:   
  18
  Description:  When the goddess Eordica 
  becomes deeply angry with men, she 
  often punishes them by sending dev-
  astating earthquakes. This spell gives 
  an Atlantean wizard the same power 
  (though one much weaker than the god-
  dess’s). In the area affected by it, build-
  ings tumble and fall, people are thrown 
  to the ground (and perhaps crushed by 
  falling debris), and even objects inside 
  of buildings are affected. However, 
  anything up off the ground — like a 
  levitating wizard — is immune to all but 
  incidental effects.
  In game terms, everything in 
  the affected area is shook by 40 STR 
  Telekinesis every Phase as long as the 
  caster maintains the spell, and it’s fully 
  Indirect so it can bypass walls to affect 
  things inside buildings (like load-
  bearing walls and objects on shelves). 
  This sort of sustained shaking should be 
  enough to bring down most structures 
  relatively quickly; they’re not built to 
  withstand this sort of impact.
  Game Information:  Telekinesis (40 
  STR), Area Of Effect (12” Radius; 
  +1), Indirect (see text; +¾), Mega-
  Area (each hex is 1 km wide and 
  broad; +¼) (180 Active Points); 
  Extra Time (1 Minute to cast, and 
  a Half Phase Action to maintain 
  each Phase thereafter; -1¾), Ges-
  tures (throughout; -½), Incanta-
  tions (throughout; -½), Only Affects 
  Targets On The Ground (-¼), Spell 
  (-½). Total cost:  40 points.
  Options:
  1)  kaphtoran Version:  Decrease to 
  Telekinesis (30 STR), 9 km radius, and 
  add OAF (Mage’s Staff; -1). 135 Active 
  Points; total cost 24 points.
  GIANT’S SLING
  Effect:   
  Telekinesis (60 
  STR), Only To Hurl 
  Boulders
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  9
  Description:  With this spell a wizard can 
  hurl enormous boulders as if they were 
  pebbles.
  Game Information:  Telekinesis (60 
  STR) (90 Active Points); Extra 
  Time (Full Phase; -½), Gestures 
  (-¼), Incantations (-¼), Instant 
  (-½), No Range (character must be 
  next to boulder to hurl it; -½), Only 
  To Hurl Boulders (-1), Spell (-½). 
  Total cost:  20 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  16 points.
  2)  Master’s Form:  Increase to Teleki-
  nesis (80 STR). 120 Active Points; total 
  cost 27 points.
  3)  Adept’s Form:  Increase to Telekinesis 
  (100 STR). 150 Active Points; total cost 
  33 points.
  PARTING THE EARTH
  Effect:   
  Tunneling 12” 
  through DEF 12 
  material, Limited 
  Medium (earth/stone)
  Target:   
  Self
  Casting Time:   
  Half Phase
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  6
  Description:  With but a wave of his 
  hand and the speaking of a magic 
  word, an Atlantean wizard can cause 
  the very earth to part before him. 
  Besides being helpful for creating tun-
  nels, this spell also sees use for dig-
  ging canals and the like.
  Game Information:  Tunneling 12” 
  through DEF 12 material (60 Active 
  Points); Gestures (-¼), Incantations 
  (-¼), Limited Medium (earth/
  stone; -½). Total cost:  30 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  20 points.
  2)  Master’s Form:  Also buy a naked 
  Advantage:  MegaScale (1” = 1 km 
  wide and broad, and if desired deep; 
  +¼) for Parting The Earth (15 Active 
  Points); Extra Time (1 Minute; -1½), 
  Gestures (throughout; -½), Incantations 
  (throughout; -½), Increased Endurance 
  Cost (x10 END; -4), Limited Medium 
  (earth/stone; -½). Total cost:  2 points.
  
  112  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  RAISE THE MOUNTAIN
  Effect:   
  Major Transform 
  4d6 (raise/lower 
  mountain) 
  Target:   
  480” radius
  Casting Time:   
  1 Minute (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  25
  Description:  This spell, one of the 
  most feared in the Atlantean arsenal, 
  allows a wizard to raise a mountain up 
  from flat ground, or reduce an exist-
  ing mountain to level ground. The 
  transformation wreaks havoc on the 
  region:  bodies of water are diverted; 
  structures in the affected area are gen-
  erally destroyed; trees and plants are 
  uprooted; and so on. The GM deter-
  mines the exact effects.
  Although it can be highly effec-
  tive for many purposes — destroying 
  an enemy fortification, for example — 
  Raise The Mountain is not without its 
  restrictions. First, it takes a long time 
  to cast, 1 Minute per roll of the dice. 
  Second, even at 5d6 of Major Transform 
  applying to every hex in the affected 
  area, considering that raw earth and 
  soil has roughly 10 BODY per hex, 
  and stone has 19 BODY per hex, the 
  transformation of the landscape isn’t an 
  instantaneous process. Third, even for 
  an Atlantean spell the END cost is high; 
  the caster should have plenty of orichal-
  cum on hand.
  Game Information:  Major Trans-
  form 4d6 (raise/lower mountain, 
  see text), Area Of Effect (480” 
  Radius; +2¼), Continuous (+1) 
  (255 Active Points); Extra Time (1 
  Minute; -1½), Gestures (through-
  out; -½), Incantations (through-
  out; -½), Limited Target (earth/
  stone ground, see text; -½), No 
  Range (-½), Spell (-½). Total cost:  
  51 points.
  STONEWALL
  Effect:   
  Entangle 10d6, 5 
  DEF, Only To Form 
  Barriers (up to 20” 
  long and 4” tall)
  Target:   
  See text
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  555”
  END Cost:   
  11
  Description:  With words of power and a 
  lifting-up mystic gesture, a wizard uses 
  this spell to cause a stone wall to rise up 
  out of the ground. The wall can be up to 
  20” long and 4” tall, and within limits 
  the caster can vary its configuration 
  from casting to casting. (The Varying 
  Dimensions +10 Character Point Adder 
  allows the caster to vary the dimensions 
  of the barrier from use to use. He may 
  exchange 1” of length for 1” of height, 
  or vice-versa, but may not more than 
  double the standard dimensions of the 
  barrier without the GM’s permission.)
  When a character casts Stonewall, 
  he must target the hex where he wants 
  the wall to begin. If his Attack Roll suc-
  ceeds, the wall occupies the space he 
  intended it to, if not he must use the 
  rules for missed area-affecting attacks 
  to determine which hex it begins in. He 
  may shape the wall in a simple fashion 
  — to create a curved, circular, or square 
  barrier, for example — but can only 
  cover up to 20 hexes (60 hex sides) with 
  it. A Stonewall must contact the ground 
  along at least one of its edges. The caster 
  cannot, for example, create one in 
  midair over a foe so that it falls on him, 
  nor create one with the deliberate inten-
  tion that it collapse and crush people.
  At the GM’s option, an Atlantean 
  wizard in need of a quick defense can 
  Abort to this spell, allowing him to 
  cast it instantly to provide himself 
  some cover.
  Game Information:  Entangle 10d6 
  (standard effect:  10 BODY), 5 
  DEF, Larger Wall (can be up to 20” 
  long and 4” tall), Varying Dimen-
  sions (see text) (111 Active Points); 
  Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Only 
  To Form Barriers (-1), Wall Must 
  Contact The Ground On At Least 
  One Edge (-¼), Spell (-½). Total 
  cost:  30 points.
  STRENGTH OF EARTH
  Effect:   
  Healing BODY 6d6, 
  Only Works On 
  Walls; Aid DEF 4d6, 
  Only Works On Walls
  Target:   
  One wall (see text)
  Casting Time:   
  1 Turn (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  12/8
  Description:  This spell gives a wall on 
  which it’s cast the ability to draw on 
  the strength of the earth it rests on for 
  greater resilience and support. After its 
  cast, tendrils of stone grow up the side 
  of the wall like some sort of ultra-high-
  speed calcification. The new stone either 
  repairs damage to the wall (Healing 
  BODY) or temporarily protects the wall 
  before crumbling away (Aid DEF).
  For purposes of this spell, a “wall” 
  is fairly narrowly defined as one single, 
  unbroken, unbent span of wall. If the 
  wall turns a corner, or encounters a 
  tower or similar structure, the part 
  beyond the corner or tower counts as a 
  separate wall for Strength Of Earth.
  Game Information:
  Cost Power
  11 
  Strength Of Earth:  Multipower, 
  60-point reserve; all slots Extra 
  Time (1 Turn; -1¼), Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½), 
  Increased Endurance Cost (x2 
  END; -½), Only Works On Walls 
  (-1), Spell (-½)
  1u 
  1)  Repairing Walls:  Healing 
  BODY 6d6; common Limitations
  1u 
  2)  Increase Toughness:  Aid DEF 
  4d6; common Limitations plus 
  Costs Endurance (-½)
  Total cost:  13 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  12 points.
  
  Atlantean Age  Chapter Seven 
  113
  Spells of Fire
  Because Atlantean custom involves 
  burning the dead, Necromancy spells 
  belong to this category of magic. None 
  are presented here (since they’re rela-
  tively uncommon in Atlantis), but you 
  can use the ones in The Fantasy Hero 
  Grimoire and other Hero Games books.
  FIREBALL
  Effect:   
  RkA 4d6
  Target:   
  2” Radius
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  525”
  END Cost:   
  10
  Description:  This classic Atlantean attack 
  spell looks like a bolt of flame about the 
  width of a human fist as it streaks toward 
  the target. When it reaches the target it 
  blossoms into an exploding ball of deadly 
  flame about 10 feet in radius.
  Game Information:  RKA 4d6, Area 
  Of Effect (One Hex Doubled; +¾) 
  (105 Active Points); Gestures (-¼), 
  Incantations (-¼), Spell (-½). Total 
  cost:  52 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  35 points.
  2)  Master’s Form:  Add No Range 
  Modifier (+½). 135 Active Points; 
  total cost 67 points.
  3)  Adept’s Form:  Add Armor Piercing 
  (+½) and No Range Modifier (+½). 165 
  Active Points; total cost 82 points.
  FIRE DARTS
  Effect:   
  RkA 2d6, Armor 
  Piercing, Autofire (5 
  shots)
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  100”
  END Cost:   
  12
  Description:  A favorite of Atlantean 
  wizards who enjoy showing off their 
  power with flashy effects, this spell cre-
  ates up to five deadly “darts” of fire that 
  he can shoot at from one to five targets, 
  as desired. To a limited extent the caster 
  can shape what the fiery missiles look 
  like; some popular choices include 
  wedge-shaped darts, tiny fireballs, 
  arrows, and fiery little suns.
  Game Information:  RKA 2d6, Armor 
  Piercing (+½), Autofire (5 shots; +½) 
  (60 Active Points); Gestures (-¼), 
  Incantations (-¼), Increased Endur-
  ance Cost (x2 END; -½), Limited 
  Range (100”; -¼), Spell (-½). Total 
  cost:  22 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  16 points.
  2)  Master’s Form:  Remove Limited 
  Range (-¼). Total cost:  24 points.
  3)  Adept’s Form:  Remove Limited 
  Range (-¼) and add No Range Modi-
  fier (+½). 75 Active Points; total cost:  
  30 points.
  FIRE SPIRIT MATRIX
  Effect:   
  Summon any one 
  Fire being built on 
  up to 1,000 Charac-
  ter Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use 
  special “spirit matrices” — arcane pat-
  terns developed over millennia, subtly 
  altered depending on the type of being 
  the wizard wishes to summon and his 
  own spellcasting preferences. To cast the 
  spell, the wizard scribes the pattern on 
  the floor or ground (a process that takes 
  about 20 minutes), then calls forth the 
  being he wishes to conjure, who appears 
  forthright. The wizard has no control 
  over the summoned being; he must 
  obtain what he wants from it by nego-
  tiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Fire, including fire 
  elementals, the much more powerful 
  Fire Demons, and so on. It’s best drawn 
  in red, yellow, and orange inks on a flat 
  stone exposed to the sky, with some-
  thing flammable (typically a piece of 
  parchment inscribed with arcane runes) 
  placed in the center of the matrix for the 
  Fire being to “consume” as it arrives. (If 
  the wizard does not satisfy these condi-
  tions, the Summoned being may get a 
  +1 to its EGO Rolls to resist his attempts 
  to compel its service; conversely, if the 
  wizard offers the summoned Fire being 
  
  114  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  a human sacrifice, the Fire being suffers 
  a -1 penalty to its EGO Rolls.)
  Game Information:  Summon any 
  one Fire being built on up to 1,000 
  Character Points, Expanded Class 
  (any Fire being; +¼) (250 Active 
  Points); Concentration (½ DCV 
  throughout casting; -½), Extra 
  Time (20 Minutes; -2½), Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½). 
  Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than 
  creating spirit matrices, Lemurian 
  conjurors use huge conjuring-bowls 
  made of purest crystallos and filled with 
  the purest ignaetium to summon Fire 
  beings. Add OAF Immobile (-2). Total 
  cost:  36 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 
  point beings and remove Concentration 
  (-½). 375 Active Points; total cost 83 
  points.
  FIRESTORM
  Effect:   
  RkA 4½d6
  Target:   
  15” radius
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  30
  Description:  This deadly and spectacular 
  spell surrounds the caster with writhing, 
  whipping, swirling tendrils of magefire 
  that burn and destroy everything within 
  15” of him.
  Game Information:  RKA 4½d6, 
  Area Of Effect (15” Radius; +1), 
  Mobile (moves with caster as he 
  moves; +1), Continuous (+1), Per-
  sonal Immunity (+¼) (297 Active 
  Points); Extra Time (Full Phase; 
  -½), Gestures (throughout; -½), 
  Incantations 
  (throughout; 
  -½), 
  Spell (-½). Total cost:  99 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  74 points.
  FIST OF FIRE
  Effect:   
  RkA 3d6, Double 
  knockback
  Target:   
  One character
  Casting Time:   
  No time (see text) 
  (Attack Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  10
  Description:  Useful in some combat or 
  crisis situations because it can be instantly 
  cast, this spell projects a short burst of 
  mageflame at the target with both fiery 
  and physical impact. The caster can vary 
  the color of the flame as desired.
  Game Information:  RKA 3d6, 
  Double Knockback (+¾), Trigger 
  (mental command, activating Trig-
  ger takes no time, Trigger requires 
  a Half Phase Action to reset; +½) 
  (101 Active Points); Gestures (-¼), 
  Incantations (-¼), No Range (-½), 
  Spell (-½). Total cost:  40 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  29 points.
  IMMOLATION
  Effect:   
  RkA 2d6, NND, Does 
  BODY
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  LOS
  END Cost:   
  13
  Description:  By casting this spell an 
  Atlantean wizard can cause any target 
  he can see to be consumed in a raging 
  torrent of mageflame. The target simply 
  bursts into flame and keeps burning, 
  regardless of armor or attempts to put 
  out the flames, until he’s dead or the 
  wizard stops concentrating on the spell.
  Game Information:  RKA 2d6, NND 
  (defense is Power Defense; +1), Does 
  BODY (+1), Continuous (+1), Line 
  Of Sight (+½) (135 Active Points); 
  Gestures (-¼), Incantations (-¼), 
  Spell (-½). Total cost:  67 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  45 points.
  2)  Master’s Form:  Increase to RKA 3d6. 
  202 Active Points; total cost 101 points.
  3)  Adept’s Form:  Increase to RKA 4d6. 
  270 Active Points; total cost 135 points.
  RAIN OF FIRE
  Effect:   
  RkA 4d6, Indirect 
  (always from 
  above), Hole In The 
  Middle
  Target:   
  544” radius
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  1,425”
  END Cost:   
  28
  Description:  One of the ultimate expres-
  sions of a wizard’s power over Fire, this 
  spell causes fiery, comet-like missiles 
  to rain down over an area roughly two 
  kilometers in diameter, devastating 
  everything (except anything in the hex 
  the caster occupies). The missiles keep 
  falling until the caster stops paying 
  END for the spell.
  Game Information:  RKA 4d6, Area 
  Of Effect (544” Radius; +2¼), Con-
  tinuous (+1), Hole In The Middle 
  (+¼), Indirect (always from above; 
  +¼) (285 Active Points); Extra 
  Time (Full Phase; -½), Gestures 
  (throughout; 
  -½), 
  Incantations 
  (throughout; -½), Spell (-½). Total 
  cost:  95 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  71 points.
  SHIELD AGAINST FLAME
  Effect:   
  Force Field (40 
  ED/20 Power 
  Defense), Hardened, 
  Only Versus Fire
  Target:   
  Self
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  3
  Description:  This spell provides the 
  caster with nigh-total protection against 
  Fire attacks.
  Game Information:  Force Field (40 
  ED/20 Power Defense), Hardened 
  (+¼), Reduced Endurance (½ END; 
  +¼) (90 Active Points); Gestures 
  (-¼), Incantations (-¼), Only Versus 
  Limited Type Of Attack (fire/heat; 
  -½). Total cost:  45 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  30 points.
  
  Atlantean Age  Chapter Seven 
  115
  Spells of Water
  According to Atlantean mystical 
  theory, the Water sphere also includes 
  spells involving ice, and thus cold (by 
  contrast, the Lemurians consider cold 
  part of Air).
  BLIZZARD
  Effect:   
  Change Environ-
  ment + Energy Blast 
  4d6, NND
  Target:   
  4 km radius
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  14
  Description:  This spell conjures a thick 
  blizzard over a 4 km radius area centered 
  on the wizard. He’s immune to the chilling 
  winds, blinding snow, and deadly cold... 
  but no one else in the area is.
  Game Information:  Change Envi-
  ronment 4” radius, -3 Temperature 
  Levels and -3 Sight Group PER Rolls, 
  Multiple Combat Effects, MegaS-
  cale (1” = 1 km broad and wide; 
  +¼), Personal Immunity (+¼) (52 
  Active Points); Extra Time (Full 
  Phase to cast; -¼), Gestures (-¼), 
  Incantations (-¼), Linked (-½), No 
  Range (-½), Spell (-½) (total cost:  
  16 points) plus Energy Blast 4d6, 
  NND (defense is Life Support [Safe 
  Environment:  Intense Cold]; +1), 
  Continuous (+1), Area Of Effect 
  (4” Radius; +1), MegaScale (1” = 1 
  km broad and wide; +¼), Personal 
  Immunity (+¼) (90 Active Points); 
  Extra Time (Full Phase to cast; 
  -¼), Gestures (-¼), Incantations 
  (-¼), No Range (-½), Spell (-½) 
  (total cost:  33 points). Total cost:  
  49 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  12 + 24 = 36 points.
  FIST OF POSEIDON
  Effect:   
  Energy Blast 12d6
  Target:   
  30 km Line; 1 km 
  Radius
  Casting Time:   
  5 Minutes (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  675”/5235”
  END Cost:   
  13/10
  Description:  Coastal fortifications rarely 
  stand a chance against Atlantean armies 
  thanks to this spell, which calls forth a 
  tidal wave and sends it crashing against 
  the shore, obliterating buildings and 
  washing people and objects out to sea.
  In game terms, the Area Of Effect 
  (Line) strikes parallel to the shore, 
  affecting everything for 1 km inland 
  along a wide area of the coast. Smaller 
  objects (including PCs!) are often swept 
  out to sea as the water recedes, and 
  flooding may result as an aftereffect.
  Game Information:
  Cost Power
  24 
  Fist Of Poseidon:  Multipower, 
  135-point reserve; all slots Extra 
  Time (5 Minutes; -2), Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½), 
  Only Versus Coastal Areas (-1), 
  Spell (-½)
  3u 
  1)  Large Wave:  Energy Blast 
  12d6, Area Of Effect (30” Line; 
  +1), MegaArea (each hex is 1 
  km wide, broad, and deep; +¼); 
  common Limitations
  2u 
  2)  Small Wave:  Energy Blast 
  12d6, Area Of Effect (One Hex; 
  +½), MegaArea (hex is 1 km 
  wide, broad, and deep; +¼); 
  common Limitations
  Total cost:  29 points.
  Options:
  1)  kaphtoran Version:  Add OAF 
  (Mage’s Staff; -1). Total cost:  22 + 2 + 
  2 = 26 points.
  FLOOD
  Effect:   
  Change Environ-
  ment (create or stop 
  a flood)
  Target:   
  4 km radius
  Casting Time:   
  5 Minutes (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  360”
  END Cost:   
  14
  Description:  With this spell, a wizard can 
  cause, or stop, flooding over a 4 km radius 
  area. In game terms, the flooding effect 
  is represented by a reduction in Run-
  ning — creatures that don’t have at least 
  Running 13” (typically due to long legs or 
  large size) can’t move on the ground (they 
  have to swim or fly to move from place 
  to place). Beyond that, it’s possible that 
  buildings and other objects will be dam-
  aged (or ruined by mud and saturation), 
  people will drown, and so forth. The GM 
  determines the exact results, which may 
  depend on topography and other factors. 
  Once the wizard stops concentrating on 
  the spell (i.e., stops paying END), the 
  waters usually recede quickly, but again 
  the results are up to the GM — in a low-
  lying or enclosed area the water could 
  remain a long time.
  Reversing a flood has much 
  the opposite effect — it takes the 
  water away so people can walk freely 
  (though pervasive mud may impose 
  -1” Running, -1 to some DEX Rolls, or 
  other problems for a while), there’s no 
  danger of drowning, and everything 
  can dry out naturally. Unless the GM 
  rules otherwise, the spell removes 
  the floodwaters quickly, and once 
  removed they do not return.
  Since this spell lacks MegaRange or 
  Personal Immunity, it affects the caster 
  unless he has a way to get out of the 
  area (such as a Levitation spell or flying 
  vehicle) before the floodwaters rise.
  Game Information:  Change Envi-
  ronment 4” radius, -12” Run-
  ning, MegaScale (1” = 1 km wide, 
  broad, and deep; +¼), Varying 
  Effect (cause or stem flooding; +¼) 
  (72 Active Points); Concentration 
  (0 DCV throughout casting; -1), 
  Extra Time (5 Minutes to cast; -1), 
  Gestures (throughout; -½), Incan-
  tations (throughout; -½), Increased 
  Endurance Cost (x2 END; -½), 
  Spell (-½). Total cost:  14 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  12 points.
  
  116  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  FRIGID DOOM
  Effect:   
  RkA 6d6, NND, Does 
  BODY
  Target:   
  One character
  Casting Time:   
  Extra Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  20”
  END Cost:   
  27
  Description:  This spell afflicts a living 
  target with cold so bitter it literally 
  freezes him solid. This is enough to 
  instantly kill all but the strongest oppo-
  nents, or those with magical protection 
  against the spell.
  Game Information:  RKA 6d6, NND 
  (defense is Life Support [Safe Envi-
  ronment:  Intense Cold]; +1), Does 
  BODY (+1) (270 Active Points); 
  Extra Time (Extra Phase; -¾), Ges-
  tures (-¼), Incantations (-¼), Lim-
  ited Range (20”; -¼), Spell (-½). 
  Total cost:  90 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  67 points.
  PART THE WATERS
  Effect:   
  Telekinesis (90 
  STR), Only To Part 
  Waters
  Target:   
  Special
  Casting Time:   
  1 Minute (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  5,425”
  END Cost:   
  25
  Description:  This spell gives a wizard 
  great power over bodies of water. He 
  can, for example, part a sea to allow 
  people to pass through, stem the flow 
  of a river (temporarily creating a lake 
  in the process), and possibly even hold 
  back a tidal wave. He can move up to 
  6.4 kilotons of water. 
  Game Information:  Telekinesis (90 
  STR), Affects Porous, Increased 
  Maximum Range (3,625”; +¼), No 
  Range Modifer (+½) (254 Active 
  Points); Extra Time (1 Minute to cast, 
  then a Half Phase Action to maintain 
  each Phase thereafter; -1¾), Gestures 
  (throughout casting; -½), Incanta-
  tions (throughout casting; -½), Only 
  To Part Waters (see text; -2), Spell 
  (-½). Total cost:  41 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  35 points.
  UNLEASH THE WATERS
  Effect:   
  Energy Blast 12d6, 
  Double knockback
  Target:   
  44” Cone
  Casting Time:   
  1 Turn (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  32
  Description:  When an Atlantean wizard 
  casts this spell, he spreads his arms wide 
  and generates a vast torrent of water that 
  spreads forth from where he’s standing as 
  if he were a dam that had just burst. The 
  water flows out from him in a rough cone, 
  striking everything in front of him and 
  often sweeping it along. After the initial 
  impact the water flows along the natural 
  lay of the land and may flood low-lying 
  areas, extinguish fires, or cause other 
  problems at the GM’s discretion.
  Game Information:  Energy Blast 
  12d6, Area Of Effect (44” Cone, 
  Two-Dimensional [is only 1” tall]; 
  +1), Double Knockback (+¾) (165 
  Active Points); Extra Time (1 Turn; 
  -1¼), Gestures (throughout casting; 
  -½), Incantations (throughout cast-
  ing; -½), Increased Endurance Cost 
  (x2 END; -½), No Range (-½), Spell 
  (-½). Total cost:  35 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  29 points.
  
  Atlantean Age  Chapter Seven 
  117
  WATER SPIRIT MATRIX
  Effect:   
  Summon any one 
  Water being built on 
  up to 1,000 Charac-
  ter Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use 
  special “spirit matrices” — arcane pat-
  terns developed over millennia, subtly 
  altered depending on the type of being 
  the wizard wishes to summon and his 
  own spellcasting preferences. To cast the 
  spell, the wizard scribes the pattern on 
  the floor or ground (a process that takes 
  about 20 minutes), then calls forth the 
  being he wishes to conjure, who appears 
  forthright. The wizard has no control 
  over the summoned being; he must 
  obtain what he wants from it by nego-
  tiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Water, including 
  water elementals, the much more pow-
  erful Water Demons, and so on. It’s best 
  drawn in blue, white, and teal inks on 
  a flat stone or wooden surface (such as 
  the floor of a summoning-chamber). (If 
  the wizard does not satisfy these condi-
  tions, the Summoned being may get a 
  +1 to its EGO Rolls to resist his attempts 
  to compel its service.)
  Game Information:  Summon any 
  one Water being built on up to 
  1,000 Character Points, Expanded 
  Class (any Water being; +¼) (250 
  Active Points); Concentration (½ 
  DCV throughout casting; -½), 
  Extra Time (20 Minutes; -2½), 
  Gestures (throughout casting; -½), 
  Incantations (throughout casting; 
  -½). Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than creat-
  ing spirit matrices, Lemurian conjurors 
  use huge conjuring-bowls made of 
  purest crystallos and filled with the purest 
  corusqua to summon Water beings. Add 
  OAF Immobile (-2). Total cost:  36 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 point 
  beings and remove Concentration (-½). 
  375 Active Points; total cost 83 points.
  Spells of light
  Spells in this category cover both 
  Light itself and the absence of Light 
  (Shadow). Kaphtoran mages are spe-
  cialists in Shadow magic; their Shadow 
  spells are sometimes even more power-
  ful than those of the Atlanteans!
  ARMOR OF LIGHT
  Effect:   
  Force Field (30 
  ED/10 Power 
  Defense), Hardened, 
  Only Versus Shadow 
  Attacks
  Target:   
  Self
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures, Incanta-
  tions
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  5
  Description:  This spell surrounds the 
  caster’s body with a field of shimmering 
  light that resembles a suit of Atlantean 
  armor. It protects him against Shadow 
  powers, demonic attacks, and the like.
  Game Information:  Force Field 
  (30 ED/10 Power Defense), Hard-
  ened (+¼) (50 Active Points); 
  Gestures (-¼), Incantations (-¼), 
  Only Versus Limited Type Of 
  Attack (Shadow damage and “evil” 
  damage; -¼). Total cost:  29 points.
  Options:
  1)  kaphtoran Version:  The Kaphtoran 
  version of this spell creates a field of 
  “Shadow armor” that absorbs the power 
  of Shadow damage and offers protection 
  against Light attacks as well. Change to:  
  Force Field (30 ED/10 Power Defense), 
  Hardened (+¼) (50 Active Points); OAF 
  (Mage’s Staff; -1), Gestures (-¼), Incan-
  tations (-¼), Only Versus Limited Type 
  Of Attack (Light and Shadow damage; 
  -¼) (total cost:  18 points) plus Absorp-
  tion 6d6 (Energy, to STUN) (30 Active 
  Points); OAF (Mage’s Staff; -1), Gestures 
  (-¼), Incantations (-¼), Limited Phe-
  nomenon (Shadow damage; -¼) (total 
  cost:  11 points). Total cost:  29 points.
  2)  Master’s Form:  Increase to Force 
  Field (40 ED/20 Power Defense). 75 
  Active Points; total cost 43 points.
  EYES OF HELIOS
  Effect:   
  Force Field (30 
  Sight Group Flash 
  Defense), Hardened
  Target:   
  Self
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  4
  Description:  This spell protects the 
  caster’s eyes from bright light, including 
  the effects of many Light spells.
  Game Information:  Force Field (30 
  Sight Group Flash Defense), Hard-
  ened (+¼) (37 Active Points); Ges-
  tures (-¼), Incantations (-¼). Total 
  cost:  25 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  15 points.
  IRRESISTIBLE FLARE
  Effect:   
  Sight Group Flash 
  20d6; Major Trans-
  form 8d6 (sighted 
  being to blind being)
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  500”/600”
  END Cost:   
  10/12
  Description:  This spell creates a beam of 
  light so intense that it blinds the target. 
  If the caster is merciful, the blindness 
  is only temporary; if not, the target will 
  never see again.
  Game Information:
  Cost Power
  60 
  Irresistible Flare:  Multipower, 
  120-point reserve; all slots Ges-
  tures (-¼), Incantations (-¼), 
  Spell (-½)
  5u 
  1)  Dazzling Flare:  Sight Group 
  Flash 20d6; common Limitations
  5u 
  2)  Blinding Flare:  Major Trans-
  form 8d6 (sighted being to blind 
  being, heals back through Cure 
  Blindness spell); common Limi-
  tations, Limited Target (sighted 
  beings; -¼)
  Total cost:  70 points.
  
  118  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  LEECHING SHADOWS
  Effect:   
  Drain CON, BODY, 
  REC, and STUN 4d6
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  600”
  END Cost:   
  14
  Description:  This spell surrounds the tar-
  get’s body with writhing, twisting tendrils 
  of Shadow that leech his life-force.
  Game Information:  Drain CON, 
  BODY, REC, and STUN 4d6, four 
  Characteristics 
  simultaneously 
  (+1), Continuous (+1), Range 
  (+½) (140 Active Points); Extra 
  Time (Full Phase to cast, and a 
  Half Phase Action to maintain it 
  each Phase thereafter; -¾), Ges-
  tures (-¼), Incantations (-¼), Spell 
  (-½). Total cost:  51 points.
  Options:
  1)  kaphtoran Version:  Increase to Drain 
  5d6 and add OAF (Mage’s Staff; -1). 175 
  Active Points; total cost 47 points.
  LIGHT SPIRIT MATRIX
  Effect:   
  Summon any one 
  Light being built on 
  up to 1,000 Charac-
  ter Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use 
  special “spirit matrices” — arcane pat-
  terns developed over millennia, subtly 
  altered depending on the type of being 
  the wizard wishes to summon and his 
  own spellcasting preferences. To cast the 
  spell, the wizard scribes the pattern on 
  the floor or ground (a process that takes 
  about 20 minutes), then calls forth the 
  being he wishes to conjure, who appears 
  forthright. The wizard has no control 
  over the summoned being; he must 
  obtain what he wants from it by nego-
  tiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Light, such as 
  light elementals. It’s best drawn in white 
  and gold inks on a flat stone or wooden 
  surface (such as the floor of a summon-
  ing-chamber). (If the wizard does not 
  satisfy these conditions, the Summoned 
  being may get a +1 to its EGO Rolls to 
  resist his attempts to compel its service.)
  You can convert this spell to 
  Shadow Spirit Matrix simply by chang-
  ing some of the description and Limita-
  tions. A Shadow Spirit Matrix is typi-
  cally drawn in black and purple inks on 
  a flat stone surface in an enclosed room 
  with virtually no light.
  Game Information:  Summon any 
  one Light being built on up to 1,000 
  Character Points, Expanded Class 
  (any Light being; +¼) (250 Active 
  Points); Concentration (½ DCV 
  throughout casting; -½), Extra 
  Time (20 Minutes; -2½), Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½). 
  Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than creat-
  ing spirit matrices, Lemurian conju-
  rors use ignaetium-lit candles floating 
  in huge bowls of purest crystallos to 
  summon Light beings (and unlit candles 
  for Shadow beings). Add OAF Immo-
  bile (-2). Total cost:  36 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 point 
  beings and remove Concentration (-½). 
  375 Active Points; total cost 83 points.
  SHADOW-BOLT
  Effect:   
  Energy Blast 14d6 + 
  Drain BODY 2d6
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  350”
  END Cost:   
  10
  Description:  This spell projects a writh-
  ing, twisting bolt of multiple tendrils 
  of Shadow that strikes the target with 
  deadly impact and also leeches away 
  some of his soul.
  Game Information:  Energy Blast 
  14d6 (70 Active Points); Gestures 
  (-¼), Incantations (-¼), Spell 
  (-½) (total cost:  35 points) plus 
  Drain BODY 2d6, Ranged (+½) 
  (30 Active Points); Gestures (-¼), 
  Incantations (-¼), Linked (-½), 
  Spell (-½) (total cost:  12 points). 
  Total cost:  47 points.
  Options:
  1)  kaphtoran Version:  Add Line Of Sight 
  (+½) to both powers, and add OAF 
  (Mage’s Staff; -1). 105 + 40 = 145 Active 
  Points; total cost 35 + 11 = 46 points.
  2)  Master’s Form:  Increase to Energy 
  Blast 16d6 + Drain BODY 3d6. 80 + 45 
  = 125 Active Points; total cost 40 + 18 = 
  58 points.
  
  Atlantean Age  Chapter Seven 
  119
  SUNFIRE FIELD
  Effect:   
  Sight Group Flash 
  12d6 + RkA 1d6, AP
  Target:   
  12” radius
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  900”
  END Cost:   
  24
  Description:  This spell creates an area of 
  blinding, burning light. Wizards often 
  use it to block access to an area, since 
  few monsters or enemy soldiers will-
  ingly enter a Sunfire Field.
  Game Information:  Sight Group 
  Flash 12d6, Area Of Effect (12” 
  Radius; +1), Continuous (+1) 
  (180 Active Points); Gestures (-¼), 
  Incantations (-¼), Spell (-½) (total 
  cost:  90 points) plus RKA 1d6, 
  Area Of Effect (6” Radius; +1¼), 
  Armor Piercing (+½), Continuous 
  (+1) (56 Active Points); Gestures 
  (-¼), Incantations (-¼), Linked 
  (-½), Spell (-½) (total cost:  22 
  points). Total cost:  112 points.
  SWORD OF LIGHT
  Effect:   
  RkA 3d6 + RkA 
  3d6, Only Versus 
  Shadow/Evil Beings
  Target:   
  One character
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  225”
  END Cost:   
  8
  Description:  When a wizard casts this 
  spell, a blindingly bright beam of light 
  lances forth from his hands to burn and 
  slay his enemies. It’s particularly effec-
  tive against Shadow beings, evil beings 
  (including all sorts of demons and 
  undead), and the like.
  Game Information:  RKA 3d6 (45 
  Active Points); Gestures (-¼), 
  Incantations (-¼), Spell (-½) (total 
  cost:  22 points) plus RKA 3d6 
  (45 Active Points); Gestures (-¼), 
  Incantations (-¼), Only Versus 
  Shadow/Evil Beings (-1), Spell (-½) 
  (total cost:  15 points). Total cost:  
  37 points.
  Options:
  1)  Master’s Form:  Increase to RKA 4d6 
  + RKA 4d6. 60 + 60 = 120 Active Points; 
  total cost 30 + 20 = 50 points.
  Spells of order
  CHAOS DOOM
  Effect:   
  RkA 4d6, NND, Does 
  BODY, Only Affects 
  Living Flesh
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  25”
  END Cost:   
  18
  Description:  This spell infuses a living 
  being with raw Chaos, causing him 
  to discorporate into his component 
  parts — basically he’s transformed into 
  a cloud of dead molecules. Any worn or 
  carried items are unaffected.
  Game Information:  RKA 4d6, 
  NND (defense is Power Defense; 
  +1), Does BODY (+1) (180 Active 
  Points); Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations 
  (-¼), Limited Range (25”; -¼), 
  No Knockback (-¼), Only Affects 
  Living Flesh (-0), Spell (-½). Total 
  cost:  60 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  45 points.
  2)  Master’s Form:  Increase to RKA 5d6. 
  225 Active Points; total cost 75 points.
  CHAOS MANTLE
  Effect:   
  RkA 3d6, NND, Does 
  BODY, Only Affects 
  Unliving Objects
  Target:   
  One Hex
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  25”
  END Cost:   
  16
  Description:  This spell, sort of the oppo-
  site of Chaos Doom, infuses a small area 
  with raw Chaos, causing all non-living 
  objects (such as a character’s equip-
  ment) to discorporate into their com-
  ponent materials. For example, weapons 
  and armor fall apart into lumps of ore, 
  leather straps become leather dust, and 
  glass becomes sand. Living matter is 
  unaffected.
  Game Information:  RKA 3d6, 
  Area Of Effect (One Hex; +½), 
  NND (defense is Power Defense; 
  +1), Does BODY (+1) (157 Active 
  Points); Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations 
  (-¼), Limited Range (25”; -¼), 
  No Knockback (-¼), Only Affects 
  Unliving Objects (-0), Spell (-½). 
  Total cost:  52 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  39 points.
  2)  Master’s Form:  Increase to RKA 4d6. 
  210 Active Points; total cost 70 points.
  
  120  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  CHAOS SPIRIT MATRIX
  Effect:   
  Summon any one 
  Chaos being built on 
  up to 1,000 Charac-
  ter Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use 
  special “spirit matrices” — arcane pat-
  terns developed over millennia, subtly 
  altered depending on the type of being 
  the wizard wishes to summon and his 
  own spellcasting preferences. To cast the 
  spell, the wizard scribes the pattern on 
  the floor or ground (a process that takes 
  about 20 minutes), then calls forth the 
  being he wishes to conjure, who appears 
  forthright. The wizard has no control 
  over the summoned being; he must 
  obtain what he wants from it by nego-
  tiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Chaos, such as 
  Chaos Demons. No two Chaos Spirit 
  Matrices look alike, and in fact the 
  caster changes the matrix from use to 
  use depending on intuition, insight, and 
  desire. A Chaos Matrix is best drawn 
  with at least a dozen different color inks 
  or paints on a broken, uneven stone 
  surface. (If the wizard does not satisfy 
  these conditions, the Summoned being 
  may get a +1 to its EGO Rolls to resist 
  his attempts to compel its service.)
  You can convert this spell to Order 
  Spirit Matrix simply by changing some 
  of the description and Limitations. An 
  Order Spirit Matrix is typically drawn 
  in white and black inks on a precisely-
  sized flat stone surface in a featureless 
  enclosed room.
  Game Information:  Summon any 
  one Chaos being built on up to 
  1,000 Character Points, Expanded 
  Class (any Chaos being; +¼) (250 
  Active Points); Concentration (½ 
  DCV throughout casting; -½), 
  Extra Time (20 Minutes; -2½), 
  Gestures (throughout casting; -½), 
  Incantations (throughout casting; 
  -½). Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than creat-
  ing spirit matrices, Lemurian conjurors 
  use small amounts of the raw form of all 
  four elemental substances to summon 
  Chaos beings. Add OAF (-1). Total cost:  
  42 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 point 
  beings and remove Concentration (-½). 
  375 Active Points; total cost 83 points.
  SHAPECHANGING
  Effect:   
  VPP for 
  shapechanging
  Target:   
  Self
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Varies
  Range:   
  Self
  END Cost:   
  Varies
  Description:  One of the few uses of 
  Chaos Magic that Atlantean wizards 
  don’t regard as wholly evil (just suspi-
  cious) is shapechanging. With this 
  spell a wizard can take on any form he 
  chooses, ranging from imitating another 
  person to turning into a bird or dragon.
  In game terms, this spell can only 
  fit into an Order Multipower with a 
  reserve of at least 225 points.
  Game Information:  Variable Power 
  Pool (Shapechanging Pool), 150 
  base + 75 control cost, Cosmic 
  (+2); Extra Time (always takes a 
  minimum of a Full Phase to change 
  shape; -½), Only For Multiform, 
  Shape Shift, And Related Powers 
  (-½). Total cost:  262 points.
  SHIELD AGAINST CHAOS 
  Effect:   
  Force Field (20 
  PD/20 ED/20 Power 
  Defense), Hardened, 
  Only Versus Chaos 
  Magics
  Target:   
  Self
  Casting Time:   
  Half Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  7
  Description:  This spell calls on the fun-
  damental power of Order to protect the 
  caster from Chaos magic.
  Game Information:  Force Field (20 
  PD/20 ED/20 Power Defense), 
  Hardened (+¼) (75 Active Points); 
  Gestures (-¼), Incantations (-¼), 
  Only Versus Limited Type Of Attack 
  (Chaos; -½). Total cost:  37 points.
  Options:
  1)  Master’s Form:  Increase to Force 
  Field (30 PD/30 ED/30 Power Defense). 
  112 Active Points; total cost 56 points.
  STABILITY
  Effect:   
  Major Transform 
  8d6 (undo Chaos 
  effects)
  Target:   
  Special
  Casting Time:   
  1 Turn (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  15
  Description:  This spell, perhaps the pin-
  nacle of Order magic, undoes the effect 
  of Chaos magic. It reverses whatever the 
  Chaos magic did, returning the world to 
  what it was like before the Chaos magic 
  took effect. (At the GM’s option this 
  spell can even bring back to life a being 
  killed by Chaos magic, or heal one who’s 
  injured by it.)
  Game Information:  Major Trans-
  form 8d6 (undo effects of Chaos 
  magic, see text; heals back through 
  another application of appropriate 
  Chaos magic), Improved Results 
  Group (+¼) (150 Active Points); 
  Extra Time (1 Turn; -1¼), Ges-
  tures (-¼), Incantations (-¼), No 
  Range (-½), Spell (-½). Total cost:  
  40 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  32 points.
  
  Atlantean Age  Chapter Seven 
  121
  Spells of Arcane
  ARCANE BEAM
  Effect:   
  RkA 4d6
  Target:   
  20” Line, Mobile
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  No Range
  END Cost:   
  22
  Description:  This spell creates a wide, 
  purplish-white beam of pure Arcane 
  force 20” long. It remains in existence 
  after the caster creates it (as long as he 
  pays END), and he can move it in a lim-
  ited fashion:  he can “sweep” it through 
  a 60-degree arc as a Full Phase Action, 
  causing damage to everyone in that 
  area. If he moves it away from a target, 
  that target does not continue to take 
  damage in later Phases.
  Game Information:  RKA 4d6, Area 
  Of Effect (20” Line; +1), Mobile 
  (+1), Continuous (but see text; 
  +¾) (225 Active Points); Extra 
  Time (Full Phase; -½), Gestures 
  (throughout; 
  -½), 
  Incantations 
  (throughout; -½), Spell (-½). Total 
  cost:  75 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  56 points.
  2)  Master’s Form:  Increase to RKA 5d6. 
  281 Active Points; total cost 94 points.
  3)  Adept’s Form:  Increase to RKA 6d6. 
  337 Active Points; total cost 112 points.
  ARCANE DARTS
  Effect:   
  RkA 3d6, Armor 
  Piercing, Autofire (4 
  shots) 
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  450”
  END Cost:   
  9
  Description:  This spell fires four 
  “darts” of pure Arcane force. Typi-
  cally they look like long, purple-
  white streamers with glittering motes 
  around them, but the caster can alter 
  their appearance somewhat to suit his 
  personal preferences. He can fire all 
  four darts at the same target, or at up 
  to four individual targets.
  Game Information:  RKA 3d6, 
  Armor Piercing (+½), Autofire 
  (4 shots; +½) (90 Active Points); 
  Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Spell 
  (-½). Total cost:  36 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  26 points.
  2)  Master’s Form:  Increase to RKA 4d6. 
  120 Active Points; total cost 48 points.
  3)  Adept’s Form:  Increase to RKA 5d6. 
  150 Active Points; total cost 60 points.
  ARCANE SPIRIT MATRIX
  Effect:   
  Summon any one 
  Arcane being built 
  on up to 1,000 Char-
  acter Points
  Target:   
  Special
  Casting Time:   
  20 Minutes
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  25
  Description:  To summon beings from 
  other planes, Atlantean wizards use spe-
  cial “spirit matrices” — arcane patterns 
  developed over millennia, subtly altered 
  depending on the type of being the wizard 
  wishes to summon and his own spell-
  casting preferences. To cast the spell, the 
  wizard scribes the pattern on the floor or 
  ground (a process that takes about 20 min-
  utes), then calls forth the being he wishes 
  to conjure, who appears forthright. The 
  wizard has no control over the summoned 
  being; he must obtain what he wants from 
  it by negotiation, force, or trickery.
  This spirit matrix allows the caster 
  to summon beings of Arcane, includ-
  ing arcane elementals, the much more 
  powerful Arcane Demons, and so on. 
  It’s best drawn in purple and white inks 
  on a flat stone or wooden surface (such 
  as the floor of a summoning-chamber). 
  (If the wizard does not satisfy these con-
  ditions, the Summoned being may get a 
  +1 to its EGO Rolls to resist his attempts 
  to compel its service.)
  Game Information:  Summon any 
  one Arcane being built on up to 
  1,000 Character Points, Expanded 
  Class (any Arcane being; +¼) (250 
  Active Points); Concentration (½ 
  DCV throughout casting; -½), 
  Extra Time (20 Minutes; -2½), 
  Gestures (throughout casting; -½), 
  Incantations (throughout casting; 
  -½). Total cost:  50 points.
  Options:
  1)  Lemurian Version:  Rather than creat-
  ing spirit matrices, Lemurian conjurors 
  use huge conjuring-bowls made of purest 
  crystallos and filled with the purest ignae-
  tium, corusqua, and fulminor to summon 
  Arcane beings. Add OAF Immobile (-2). 
  Total cost:  36 points.
  2)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  42 points.
  3)  Master’s Form:  Increase to 1,200 
  point beings. 300 Active Points; total 
  cost 60 points. 
  4)  Adept’s Form:  Increase to 1,500 point 
  beings and remove Concentration (-½). 
  375 Active Points; total cost 83 points.
  
  122  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  COUNTERMAGIC
  Effect:   
  Suppress Magic 12d6
  Target:   
  One character
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  900”
  END Cost:   
  18
  Description:  This spell, the most power-
  ful of the Atlantean magic-suppressing 
  invocations, diminishes or negates the 
  force of all of another wizard’s spells 
  simultaneously.
  Game Information:  Suppress Magic 
  12d6, any Magic spells/powers simul-
  taneously (+2) (180 Active Points); 
  Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Spell 
  (-½). Total cost:  72 points.
  Options:
  1)  Master’s Form:  Increase Suppress 
  Magic 16d6. 240 Active Points; total 
  cost 96 points.
  2)  Adept’s Form:  Increase to Suppress 
  Magic 20d6. 300 Active Points; total 
  cost 120 points.
  PARALYZE ARMY
  Effect:   
  Entangle 6d6, 6 DEF, 
  Takes No Damage 
  From Attacks
  Target:   
  36” radius
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:  Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  900”
  END Cost:   
  18
  Description:  As but one example of the 
  power of Arcane on the battlefield, this 
  spell can freeze entire armies in mid-clash.
  Game Information:  Entangle 6d6, 
  6 DEF, Takes No Damage From 
  Attacks (+½), Area Of Effect (36” 
  Radius; +1½) (180 Active Points); 
  Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Spell 
  (-½). Total cost:  72 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1). Total cost:  51 points.
  2)  Master’s Form:  Increase to 144” 
  Radius (+2). 210 Active Points; total 
  cost 84 points.
  3)  Adept’s Form:  Increase to 576” 
  Radius (+2½). 240 Active Points; total 
  cost 96 points.
  SHIELD OF ARCANE
  Effect:   
  Force Field (20 
  PD/20 ED/20 Mental 
  Defense/20 Power 
  Defense), Hardened
  Target:   
  Self
  Casting Time:   
  Full Phase (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Constant
  Range:   
  Self
  END Cost:   
  10
  Description:  The most potent personal 
  defense spell in the Atlantean arsenal, 
  Shield Of Arcane protects the caster 
  from both mundane and mystical 
  attacks by surrounding him with a 
  shimmering field of pale purple force.
  Game Information:  Force Field (20 
  PD/20 ED/20 Mental Defense/20 
  Power Defense), Hardened (+¼) 
  (100 Active Points); Extra Time 
  (Full Phase to cast; -¼), Gestures 
  (-¼), Incantations (-¼), Spell (-½). 
  Total cost:  44 points.
  Options:
  1)  kaphtoran Version:  Add OAF (Mage’s 
  Staff; -1) and Increased Endurance Cost 
  (x3 END; -1). Total cost:  23 points.
  2)  Master’s Form:  Increase to Force 
  Field (25 PD/25 ED/25 Mental 
  Defense/25 Power Defense). 125 Active 
  Points; total cost 55 points.
  3)  Adept’s Form:  Increase to Force Field 
  (30 PD/30 ED/30 Mental Defense/30 
  Power Defense). 150 Active Points; total 
  cost 67 points.
  Atlantean Divine Magic
  Here are some examples of the typ-
  ical 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 cases) doesn’t 
  approve of the subject being healed, the 
  spell automatically fails.
  CURE BLINDNESS
  Effect:   
  Major Transform 
  8d6 (blind being into 
  sighted being)
  Target:   
  One character
  Casting Time:   
  5 Minutes (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  24
  Description:  Sometimes the gods give 
  one of their priests the power to cure 
  blindness. But even priests who possess 
  this power rarely use it — in Atlantean 
  society blindness is often regarded as 
  a punishment from the gods for some 
  sin or slight, and absent a clear message 
  that it should be cured many priests are 
  reluctant to tamper with it. To use this 
  power, the priest must first sacrifice a 
  ram to the gods (see Chapter Six for 
  rules for sacrifices).
  Game Information:  Major Trans-
  form 8d6 (blind being into sighted 
  being, heals back through any nat-
  ural means that would cause loss of 
  sight) (120 Active Points); Concen-
  tration (½ DCV throughout cast-
  ing; -½), Extra Time (5 Minutes; 
  -2), Gestures (throughout casting; 
  -½), Incantations (throughout cast-
  ing; -½), Increased Endurance Cost 
  (x2 END; -½), Limited Target (once 
  sighted but now blind beings; -1), 
  No Range (-½), Only When Serv-
  ing The Gods’ Purposes (-½). Total 
  cost:  17 points.
  
  Atlantean Age  Chapter Seven 
  123
  CURE ILLNESS
  Effect:   
  Major Transform 
  4d6 (sick person 
  into well person)
  Target:   
  One character
  Casting Time:   
  5 Minutes (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  24
  Description:  By laying his hands on a 
  sick person, a priest with this power can 
  cure diseases, plagues, fevers, and other 
  maladies. He must first sacrifice a goat 
  to the gods (see Chapter Six for rules 
  for sacrifices) as a way of asking their 
  permission; sometimes the gods send 
  sickness as a punishment and don’t want 
  it cured.
  In game terms, this power is a 
  Major Transform, “sick person to well 
  person,” that stops the course of a dis-
  ease — once the character applies the 
  spell, the disease inflicts no further 
  damage (loss of CON, for example) on 
  the victim. However, the spell does not 
  automatically heal any STUN, BODY, 
  CON, or other Characteristics lost to 
  the disease prior to the spell’s use. To do 
  that (assuming the gods allow it), the 
  priest must add up the cost of the lost 
  abilities he wants to restore and treat 
  them as “powers” being granted to the 
  target by the Transform (see page 239 
  of The HERO System 5th Edition, Revised 
  for more information).
  Game Information:  Major Trans-
  form 4d6 (sick person into well 
  person, heals back through any 
  normal means that would cause 
  character to contract the same dis-
  ease) (60 Active Points); Concentra-
  tion (½ DCV throughout casting; 
  -½), Extra Time (5 Minutes; -2), 
  Gestures (throughout casting; -½), 
  Incantations (throughout casting; 
  -½), Increased Endurance Cost (x4 
  END; -1½), Limited Target (sen-
  tient beings; -¼), No Range (-½), 
  Only When Serving The Gods’ Pur-
  poses (-½). Total cost:  8 points.
  HEAL WOUNDS
  Effect:   
  Simplified Healing 
  8d6
  Target:   
  One character
  Casting Time:   
  1 Turn (Attack 
  Action)
  Casting Procedures:   Gestures,  
  Incantations
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  24
  Description:  The rarest of Atlantean 
  divine healing powers is the ability to 
  literally heal wounds in mere seconds. 
  The gods usually prefer to reserve this 
  power to themselves, but sometimes a 
  particularly devout, worthy, or needful 
  priest is chosen to receive it. To use it he 
  must simply has his hands on the injury 
  and speak a brief prayer to the god... 
  and the wound magically closes.
  Game 
  Information: 
   
  Simpli-
  fied Healing 8d6 (80 Active 
  Points); Concentration (½ DCV 
  throughout casting; -½), Extra 
  Time (1 Turn; -1¼), Gestures 
  (throughout casting; -½), Incan-
  tations (throughout casting; -½), 
  Increased Endurance Cost (x3 
  END; -1), Only When Serving 
  The Gods’ Purposes (-½). Total 
  cost:  15 points.
  
  124  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  A
  tlantean wizards are renowned 
  for the variety and power of 
  the enchanted items they use, 
  and for the creativity dis-
  played in creating them. It’s not uncom-
  mon for everything a wizard carries or 
  wears to hold some sort of enchant-
  ment. The items described below 
  represent just a fraction of the items 
  characters could make or obtain; see 
  the Enchanted Items book for hundreds 
  more (though you may need to increase 
  their power, or otherwise “Atlantean-
  ize” them, so they fit into the Atlantean 
  Age setting better).
  ENCHANTED ITEM COMMERCE
  To some extent, enchanted items 
  are common enough in Atlantis that 
  they’re bought and sold like other 
  goods. Unique items, items with 
  personal significance, or enchanted 
  gifts almost never are, but “ordinary” 
  enchanted items — ranging from mun-
  dane ones like an Ever-Lit Lamp to 
  common weapons like the Atlantean 
  Warriorblade — sometimes are. Usually 
  they’re quite expensive (10-100 gold 
  boullioi, or more, per Active Point), but 
  some quotidian ones are rather cheap.
  Powerful and unique items are most 
  often sold and bought at the Wizards’ Fair, 
  an annual gathering of Atlantean spell-
  casters. See page 26 for more information.
  ATLANTEAN ENCHANTED  
  ITEMS IN GAME TERMS
  In HERO System terms, Atlantean 
  characters create their magic items 
  the same way characters in most Fan-
  tasy Hero campaigns do, by using the 
  appropriate Powers and Power Modi-
  fiers (including the Focus Limitation). 
  However, they do not use the Indepen-
  dent Limitation.
  Regardless of who created them, 
  most Atlantean enchanted items are 
  Universal Foci, not Personal. Even if a 
  character creates an item as a Personal 
  Focus, it’s possible for other Atlantean 
  wizards to learn how to use it. To learn 
  to use a Personal Focus, a wizard must 
  study the item for one day for every 10 
  Active Points (or fraction thereof) used 
  to build its most expensive power, then 
  make an Atlantean Magic roll. If the 
  roll succeeds, the wizard can use the 
  item; if it fails, he can try again after 
  studying the item again for the same 
  amount of time; if it fails badly (by 4 
  or more) he ruins or warps the item, 
  causes a magical backlash, or otherwise 
  makes it impossible for him to ever 
  learn how to use it.
  Atlantean enchanted items rarely 
  have Charges; instead they’re bought to 
  cost no END. To the extent they require 
  “fuel,” it’s supplied by a piece of orichal-
  cum that can be replaced when it runs 
  out of energy.
  WeAPonS
  Atlantean enchanted weapons are 
  famed — and feared — throughout the 
  world. Even the lowliest soldier in the 
  Atlantean army carries a magical blade 
  that’s far superior to the commonplace 
  swords wielded by his opponents. Atlan-
  tean nobles, wizards, and heroes often 
  possess blades of immense power.
  Swords
  ATLAN’S RUNEBLADE
  Effect:   
  HkA 3d6, Penetrat-
  ing (x2)
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  0
  Breakability:   
  Unbreakable
  STR Minimum:   
  13
  Description:  Atlan Vondarien gives these 
  blades to warriors who earn his special 
  favor and recognition. The blade is made 
  of orichalcum alloy and etched with pow-
  erful magic runes; the hilt and guard are 
  made of gold and wrapped with leather 
  taken from the hides of mammoths of the 
  hyperborean wastes and dyed scarlet; the 
  guard has the wielder’s name etched into 
  it. The pommel is a large ruby grasped in a 
  golden eagle’s claw.
  Unlike most Atlantean enchanted 
  items, Runeblades are Personal Foci. 
  In the hands of anyone but its intended 
  wielder a Runeblade is just an ordinary 
  HKA 1d6 sword.
  Game Information:  HKA 3d6 (plus 
  STR), Penetrating (x2; +1), Reduced 
  Endurance (0 END; +½) (112 Active 
  Points); OAF (-1), STR Min (13; -½). 
  Total cost:  45 points.
  ATLANTEAN GEMSWORD
  Effect:   
  HkA 2d6; Sight 
  Group Flash 8d6; 
  Entangle 4d6, 4 
  DEF; Armor (10 
  PD/10 ED); AP and 
  Penetrating for HkA
  Target:   
  Varies
  Duration:   
  Varies
  Range:   
  Varies
  END Cost:   
  0 for blade, 4 
  Charges each for 
  gem powers
  Breakability:   
  Unbreakable
  STR Minimum:   
  10
  Description:  This weapon has a hilt 
  made of orichalcum alloy and a blade 
  of hepatizon. Set into the blade are four 
  gems:  from top to bottom, a ruby, an 
  emerald, a sapphire, and a diamond. Set 
  into the center of the guard is a tallos 
  of orichalcum that’s magically linked to 
  the four gems and provides the arcane 
  “fuel” for their powers.
  Four times a day the wielder of the 
  blade can call on each gem to unleash its 
  power. The ruby creates a blinding flash 
  of light to disorient his foes. The emerald 
  captures his opponent in chains of mysti-
  cal force. The sapphire surrounds him 
  with a protective force for several seconds. 
  And the diamond envelopes the blade in 
  a white mystic flame that gives it greater 
  cutting and impact power.
  Game Information:
  Cost Power
  18 
  Gemsword Blade:  HKA 2d6 
  (up to 4d6 with STR), Reduced 
  Endurance (0 END; +½) (45 
  Active Points); OAF (-1), STR 
  Min (10; -½)
  30 
  Gemsword Gems:  Multipower, 
  60-point reserve; all OAF (-1)
  1u 
  1)  Ruby:  Sight Group Flash 8d6; 
  OAF (-1), 4 Charges (-1)
  2u 
  2)  Emerald:  Entangle 4d6, 4 DEF, 
  Takes No Damage From Attacks 
  (+½); OAF (-1), 4 Charges (-1)
  1u 
  3)  Sapphire:  Armor (10 PD/10 
  ED), Hardened (+¼); OAF (-1), 
  4 Continuing Charges lasting 1 
  Turn each (-½)
  2u 
  4)  Diamond:  Armor Piercing 
  (+½) and Penetrating (+½) for 
  Gemsword Blade, Continuous 
  (+1); OAF (-1), 4 Continuing 
  Charges lasting 1 Turn each (-½)
  Total cost:  54 points.
  ATLANTEAN 
  ENCHANTED ITEMS
  
  Atlantean Age  Chapter Seven 
  125
  STORMBLADE
  Effect:   
  HkA 3d6, AP; RkA 
  3d6, AP
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  No Range/450”
  END Cost:   
  0
  Breakability:   
  18 DEF
  Description:  This blade isn’t made of 
  metal. Instead it’s a hilt of orichalcum 
  alloy from which several blade-length 
  bolts of lightning project. The wielder 
  can either strike his foes with it as if it 
  were an ordinary sword, or by mental 
  command he can make it shoot a blast 
  of lightning at distant foes.
  Game Information:
  Cost Power
  45 
  Stormblade:  Multipower, 
  90-point reserve; all OAF (-1)
  4u 
  1)  Lightning Blade:  HKA 3d6, 
  Armor Piercing (+½), Reduced 
  Endurance (0 END; +½); OAF 
  (-1), No STR Bonus (-½)
  4u 
  2)  Lightning Projector:  RKA  
  3d6, Armor Piercing (+½), 
  Reduced Endurance (0 END; 
  +½); OAF (-1)
  Total cost:  53 points.
  TITAN’S SWORD
  Effect:   
  HkA 3d6/4d6/5d6, AP
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  0
  Breakability:   
  18/24/30 DEF
  STR Minimum:   
  15 
  Description:  According to Atlantean 
  lore, sometimes the gods have children 
  known as titans. Titans are gargantuan, 
  magically-powerful beings who usually 
  serve their parents in some capacity, 
  such as guarding a treasure or fighting 
  demons. In battle titans typically wield 
  enormous swords. A Titan’s Sword is an 
  Atlantean magical blade that mimics 
  those weapons in some respects. Even 
  larger than Atlantean Warriorblades, 
  they come in both one-handed and two-
  handed versions. For the truly heroic 
  there’s the Greater Titan’s Sword, which 
  is too heavy and unwieldy for ordinary 
  men to even pick up!
  Game Information:
  Cost Power
  33 
  One-Handed Titan’s Sword:  HKA 
  3d6 (up to 6d6 with STR), Armor 
  Piercing (+½), Reduced Endur-
  ance (0 END; +½) (90 Active 
  Points); OAF (-1), STR Minimum 
  (15; -¾)
  34 
  Two-Handed Titan’s Sword:  HKA 
  4d6 (up to 8d6 with STR), Armor 
  Piercing (+½), Reduced Endur-
  ance (0 END; +½) (120 Active 
  Points); OAF (-1), STR Minimum 
  (20; -1), Two-Handed (-½)
  43 
  Greater Titan’s Sword:  HKA 5d6 
  (up to 10d6 with STR), Armor 
  Piercing (+½), Reduced Endur-
  ance (0 END; +½) (150 Active 
  Points); OAF (-1), STR Minimum 
  (30; -1), Two-Handed (-½)
  Spears
  ARCANE FIRE SPEAR
  Effect:   
  HkA 2d6
  Target:   
  3” Line
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  0
  Breakability:   
  Unbreakable
  STR Minimum:   
  12
  Description:  The long blade of this 
  spear is surrounded by a swirl of 
  purple arcane energy. When the 
  wielder thrusts the spear, the arcane 
  energy lashes out in a storm of deadly 
  fire, injuring anyone in the three 
  hexes in front of him.
  Game Information:  HKA 2d6 (up to 
  4d6 with STR), Area Of Effect (3” 
  Line; +1), Reduced Endurance (0 
  END; +½) (75 Active Points); OAF 
  (-1), STR Min (12; -½). Total cost:  
  30 points.
  PHESTEAN GIFT
  Effect:   
  HkA 1½d6 + 
  Stretching 1”
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  RBS
  END Cost:   
  0
  Breakability:   
  Unbreakable
  STR Minimum:   
  13
  Description:  Said to be forged by the god 
  Phestos himself, a Phestean Gift cannot 
  be taken from its owner. If he throws 
  it, it returns to his hand right after its 
  strikes the target; if he’s disarmed it 
  returns to him almost immediately. (In 
  game terms, it’s not a Focus.)
  Game Information:  HKA 1½d6 
  (up to 3d6+1 with STR), Range 
  Based On STR (+¼), Reduced 
  Endurance (0 END; +½) (44 
  Active Points); STR Minimum 
  (13; -½) (total cost:  29 points) 
  plus 
  Stretching 
  1”, 
  Reduced 
  Endurance (0 END; +½) (7 Active 
  Points); Always Direct (-¼), No 
  Noncombat Stretching (-¼), Only 
  To Cause Damage (-½), No Veloc-
  ity Damage (-¼) (total cost:  3 
  points). Total cost:  32 points.
  
  126  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  SPEAR OF SWIFT CROSSINGS
  Effect:   
  HkA 2d6 +  
  Stretching 1”; Tele-
  portation 8”
  Target:   
  One character/Self
  Duration:   
  Instant
  Range:   
  No Range/Self
  END Cost:   
  0/4
  Breakability:   
  Unbreakable
  STR Minimum:   
  13
  Description:  This spear has a minor but 
  useful Arcane enchantment that allows 
  the user to instantaneously move up to 
  about 50 feet. To use this power he must 
  perform a special spear flourish that 
  takes one second. However, doing this 
  too often tires him out. 
  Game Information:
  Cost Power
  20 
  Spearblade:  HKA 2d6 (up to 4d6 
  with STR), Reduced Endurance 
  (0 END; +½) (45 Active Points); 
  OAF (-1), STR Minimum (13; 
  -½) (total cost:  18 points) plus 
  Stretching 1”, Reduced Endurance 
  (0 END; +½) (7 Active Points); 
  OAF (-1), Always Direct (-¼), 
  No Noncombat Stretching (-¼), 
  Only To Cause Damage (-½), No 
  Velocity Damage (-¼) (total cost:  
  2 points)
  5 
  Swift Crossings:  Teleportation 
  8” (16 Active Points); OAF (-1), 
  Extra Time (Full Phase no matter 
  how far character moves; -¼), 
  Gestures (-¼), Increased Endur-
  ance Cost (x2 END; -½), No 
  Noncombat Movement (-¼)
  Total cost:  25 points.
  STORMSURGE SPEAR
  Effect:   
  HkA 2d6 + Stretch-
  ing 1”; RkA 3d6, 
  Indirect (always 
  from above)
  Target:   
  One character/ 
  8” Radius
  Duration:   
  Instant
  Range:   
  No Range
  END Cost:   
  0/5
  Breakability:   
  Unbreakable
  STR Minimum:   
  13
  Description:  By raising this spear above 
  his head the wielder can call down a 
  lightning storm all around himself. 
  Since the bolts strike from above, an 
  enemy’s shield offers no protection from 
  them unless he raises it above his head... 
  which leaves him open for a thrust from 
  the spear’s blade!
  Game Information:
  20 
  Spearblade:  HKA 2d6 (up to 4d6 
  with STR), Reduced Endurance 
  (0 END; +½) (45 Active Points); 
  OAF (-1), STR Minimum (13; 
  -½) (total cost:  18 points) plus 
  Stretching 1”, Reduced Endurance 
  (0 END; +½) (7 Active Points); 
  OAF (-1), Always Direct (-¼), 
  No Noncombat Stretching (-¼), 
  Only To Cause Damage (-½), No 
  Velocity Damage (-¼) (total cost:  
  2 points)
  5 
  Stormsurge:  RKA 3d6, Area Of 
  Effect (8” Radius; +1), Indirect 
  (always from above; +¼), Per-
  sonal Immunity (+¼), Reduced 
  Endurance (½ END; +¼) (124 
  Active Points); OAF (-1), Extra 
  Time (Full Phase; -½), Gestures 
  (-¼), No Range (-½), Only Works 
  Outdoors (-¼)
  Total cost:  55 points.
  bows
  The bow is the most popular 
  Atlantean ranged weapon, though 
  it barely edges out the thrown spear 
  and javelin in the minds of some. See 
  pages 166 and 170 of Fantasy Hero 
  for information on creating and using 
  bows. The crossbow does not exist in 
  the world of the Atlantean Age.
  BOW OF ETERNAL ARROWS
  Effect:   
  RkA 2½d6
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  335”
  END Cost:   
  0
  Breakability:   
  12 DEF
  STR Minimum:   
  12
  Description:  This enchanted bow doesn’t 
  require arrows; it creates its own, as 
  many as the shooter needs.
  Game Information:  RKA 2½d6, 
  Reduced Endurance (0 END; +½) (60 
  Active Points); OAF (-1), Beam (-¼), 
  Concentration (½ DCV throughout 
  drawing/firing process; -½), STR 
  Minimum (12; STR Cannot Add 
  Damage; -1), Two-Handed (-½). 
  Total cost:  14 points.
  BRONZEBOW
  Effect:   
  RkA 2d6, AP
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  335”
  Charges:   
  20 Recoverable 
  Charges
  Breakability:   
  13 DEF
  STR Minimum:   
  14
  Description:  This bow is made of solid 
  bronze, enchanted to have the springi-
  ness of a powerful composite bow. The 
  arrows it fires transform into needle-
  sharp missiles made of solid bronze.
  Game Information:  RKA 2d6, 
  Armor Piercing (+½), 20 Recov-
  erable Charges (+¾) (67 Active 
  Points); OAF (-1), Beam (-¼), 
  Concentration (½ DCV throughout 
  drawing/firing process; -½), STR 
  Minimum (14; STR Cannot Add 
  Damage; -1), Two-Handed (-½). 
  Total cost:  16 points.
  
  Atlantean Age  Chapter Seven 
  127
  HELION BOW
  Effect:   
  RkA 3d6, Penetrating
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  450”
  END Cost:   
  0
  Breakability:   
  Unbreakable
  STR Minimum:   
  20 
  Description:  This bow, forged by Phestos 
  himself for some of Atlantis’s greatest 
  heroes, contains a tiny fraction of the 
  power of the bow of the sun-god Helios. 
  Instead of arrows it fires beams of sun-
  fire that burn and destroy. The bow itself 
  is made of gold, amber, and orichalcum, 
  with a strand of Selene’s hair for a string.
  Game Information:  RKA 3d6, Pene-
  trating (+½), Reduced Endurance (0 
  END; +½) (90 Active Points); OAF 
  (-1), Beam (-¼), Concentration (½ 
  DCV throughout drawing/firing pro-
  cess; -½), STR Minimum (20; STR 
  Cannot Add Damage; -1½), Two-
  Handed (-½). Total cost:  19 points.
  ARMoR
  The typical Atlantean soldier’s 
  armor and shield (see Chapter Four) are 
  already enchanted; here are some other 
  types of magical armor that wealthier 
  soldiers might use.
  ORICHALCUM-CHASED ARMOR
  Effect:   
  Armor (14 PD/14 
  ED) on various 
  parts of the body, 
  plus Armor (+4 
  PD/+4 ED) overall if 
  all pieces are worn
  Target:   
  Self
  Duration:   
  Persistent
  Range:   
  Self
  END Cost:   
  0
  Breakability:   
  14 DEF
  Description:  This is the next step up 
  from Golden Armor (page 70), and 
  is largely the same except that it pro-
  vides more protection. Instead of being 
  golden it’s got a more coppery sheen 
  due to the greater amount of orichal-
  cum used in crafting and decorating it. 
  The breastplate is often carved with dec-
  orative or fierce designs, or even scenes 
  of fighting warriors or ferocious beasts.
  Game Information:
  Cost Power
  12 
  Orichalcum-Chased Armor — 
  Helmet:  Armor (14 PD/14 ED) 
  (42 Active Points); OIF (-½), 
  Activation Roll 8- (covers Hit 
  Locations 3-5; -2)
  17 
  Orichalcum-Chased Armor — 
  Breastplate:  (14 PD/14 ED) (42 
  Active Points); OIF (-½), Activa-
  tion Roll 11- (covers Hit Loca-
  tions 9-13; -1)
  12 
  Orichalcum-Chased Armor — 
  Vambraces:  Armor (14 PD/14 
  ED) (42 Active Points); OIF (-½), 
  Activation Roll 8- (covers Hit 
  Locations 7; -2)
  12 
  Orichalcum-Chased Armor — 
  Greaves  Armor (14 PD/14 ED) 
  (42 Active Points); OIF (-½), 
  Activation Roll 8- (covers Hit 
  Locations 15-16; -2)
  8 
  Orichalcum-Chased Armor — Full 
  Suit Enchantment:  Armor (+4 
  PD/+4 ED) (12 Active Points); 
  OIF (character must wear all six 
  pieces of armor; -½)
  Total cost:  61 points.
  PHESTEAN ARMOR
  Effect:   
  Armor (20 PD/20 
  ED) on various 
  parts of the body, 
  plus Armor (+8 
  PD/+8 ED) overall if 
  all pieces are worn
  Target:   
  Self
  Duration:   
  Persistent
  Range:   
  Self
  END Cost:   
  0
  Breakability:   
  20 DEF
  Description:  When the gods favor a mighty 
  warrior, they sometimes demonstrate their 
  favor by having Phestos fashion for him 
  a suit of powerful magic armor. Highly 
  decorated and highly protective, it’s a sure 
  sign of a deadly opponent.
  Game Information:
  Cost Power
  17 
  Phestean Armor — Helmet:  
  Armor (20 PD/20 ED) (60 Active 
  Points); OIF (-½), Activation Roll 
  8- (covers Hit Locations 3-5; -2)
  24 
  Phestean Armor — Breastplate:  
  (20 PD/20 ED) (60 Active Points); 
  OIF (-½), Activation Roll 11- 
  (covers Hit Locations 9-13; -1)
  17 
  Phestean Armor — Vambraces:  
  Armor (20 PD/20 ED) (60 Active 
  Points); OIF (-½), Activation Roll 
  8- (covers Hit Locations 7; -2)
  17 
  Phestean Armor — Greaves  
  Armor (20 PD/20 ED) (60 
  Active Points); OIF (-½), Acti-
  vation Roll 8- (covers Hit Loca-
  tions 15-16; -2)
  16 
  Phestean Armor — Full Suit 
  Enchantment:  Armor (+8 PD/+8 
  ED) (24 Active Points); OIF 
  (character must wear all six pieces 
  of armor; -½)
  Total cost:  91 points.
  ARCANE-INFUSED SHIELD
  Effect:   
  DCV +3; HA +3d6; 
  Force Field (10 
  PD/10 ED/10 Power 
  Defense), Only 
  Versus Magic
  Target:   
  Self/One character/
  Self
  Duration:   
  Constant/Instant/
  Constant
  Range:   
  Self/No Range/Self
  END Cost:   
  0/1/0
  Breakability:   
  9 DEF
  STR Minimum:   
  20
  Description:  This enchanted shield 
  is infused with the power of Arcane, 
  which grants the wielder enhanced pro-
  tection against magic.
  Game Information:
  Cost Power
  5 
  Arcane-Infused Shield:  Multip-
  ower, 15-point reserve; all OAF 
  (-1), STR Minimum (20; -1)
  1u 
  1)  Defense:  +3 DCV; OAF (-1), 
  Real Armor (-¼), Mass (Half Mass; 
  -½), STR Minimum (20; -1)
  1u 
  2)  Shield Bash:  HA +3d6; OAF 
  (-1), HA (-½), Real Weapon (-¼), 
  STR Minimum (20; -1), Side 
  Effects (OCV penalty equal to 
  DCV bonus, always occurs; -½)
  18 
  Arcane Protection:  Force 
  Field (10 PD/10 ED/10 Power 
  Defense), Reduced Endurance 
  (0 END; +½); OAF (-1), Only 
  Versus Limited Type Of Attack 
  (magic; -½)
  Total cost:  25 points.
  VAMBRACES OF STRENGTH
  Effect:   
  +20 STR
  Target:   
  Self
  Duration:   
  Persistent
  Range:   
  Self
  END Cost:   
  2 END when used
  Breakability:   
  See above
  Description:  This is an example of an 
  enchantment that can be placed on 
  part of any Atlantean suit of armor 
  (in this case, the vambraces, or lower 
  arm pieces). It augments the wearer’s 
  strength to immense levels. Many simi-
  lar enchantments are possible for any 
  part of a suit of armor.
  Game Information:  +20 STR (20 
  Active Points); OIF (-½). Total cost:  
  13 points.
  
  128  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  oTHeR enCHAnTeD 
  ITeMS
  Here are a few other magical items 
  from the Atlantean Age. You can find 
  hundreds more appropriate items in 
  Fantasy Hero, Enchanted Items, and 
  other books from Hero Games.
  ATLANTEAN BLASTING-WAND
  Effect:   
  Energy Blast 15d6; 
  RkA 5d6
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  375”
  Charges:   
  10 Charges
  Breakability:   
  15 DEF
  Description:  Often described as “an 
  Atlantean wizard’s badge of office,” 
  a Blasting-Wand is a potent mystic 
  weapon often used by mages who either 
  (a) want to impress and cow their 
  opponents, and/or (b) are running low 
  on orichalcum to power their spells. It 
  emits a potent bolt of mystic force that 
  can kill an unprotected person.
  Unlike most Atlantean enchanted 
  items, Blasting-Wands usually are Per-
  sonal Foci. Usually a wizard crafts his 
  own Blasting-Wand; it’s regarded as 
  somewhat shameful to ask someone else 
  to make one for you.
  Game Information:
  Cost Power
  37 
  Atlantean Blasting-Wand:  Multip-
  ower, 75-point reserve; all OAF (-1)
  3u 
  1)  Lesser Blast:  Energy Blast 
  15d6; OAF (-1), 10 Charges (-¼)
  3u 
  2)  Greater Blast:  RKA 5d6; OAF 
  (-1), 10 Charges (-¼)
  7 
  Mark Of Might:  +20 PRE; OAF 
  (-1), Only For Fear-/Intimida-
  tion-Based Presence Attacks (-1)
  Total cost:  50 points.
  RING OF CHAOS
  Effect:   
  Major Transform 
  4d6 (anything into 
  anything)
  Target:   
  One character
  Duration:   
  Instant
  Range: 
    Touch
  Charges:   
  8 Charges
  Breakability:   
  24 DEF
  Description:  This ring looks like 
  threads or strands of a dozen differ-
  ent metals that constantly move, twist, 
  and twine around the wearer’s finger, 
  never presenting the same appearance 
  twice. It grants the wearer the power 
  to infuse people or objects with Chaos 
  at a touch and transform them into 
  whatever he wants.
  Game Information:  Major Trans-
  form 4d6 (anything into anything, 
  heals back through another use of 
  this item, or various countermag-
  ics), Improved Results Group (any-
  thing; +1) (120 Active Points); OIF 
  (-½), No Range (-½), 8 Charges 
  (-½). Total cost:  48 points.
  SELENIAN WAND
  Effect:   
  Energy Blast 12d6; 
  Sight Group Flash 
  12d6; Energy Blast 
  6d6, NND
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  300”
  Charges:   
  30 Charges for 
  entire Multipower
  Breakability:   
  15 DEF
  Description:  This wand, made of purest 
  silver, is imbued with powers similar to 
  those of the goddess Selene.
  Game Information:
  Cost Power
  37 
  Selenian Wand:  Multipower, 
  60-point reserve, 30 Charges for 
  entire reserve (+¼); all OAF (-1)
  3u 
  1)  Moonbeam:  Energy Blast 
  12d6; OAF (-1)
  3u 
  2)  Moonglitter:  Sight Group 
  Flash 12d6; OAF (-1)
  3u 
  3)  Moontouch:  Energy Blast 6d6, 
  NND (defense is Power Defense; 
  +1); OAF (-1)
  4 
  Night’s Grace:  +2 OCV with Sele-
  nian Wand (10 Active Points); 
  OAF (-1), Only At Night (-½)
  Total cost:  50 points.
  STAFF OF THE SEVEN
  Effect:   
  Seven powers, one 
  for each Atlantean 
  element
  Target:   
  Varies
  Duration:   
  Varies
  Range:   
  Varies
  Charges:   
  30 Charges for 
  entire Multipower
  Breakability:   
  Unbreakable
  Description:  This staff, which like the 
  Blasting-Wand tends to be a Personal 
  Focus, possesses one power for each of 
  the seven Atlantean elements. A Staff Of 
  The Seven is typically a single piece of 
  ivory carved from the tooth of a dragon 
  or other monster and set with seven dif-
  ferent gems, one for each power.
  Game Information:
  56 
  Staff Of The Seven:  Multipower, 
  90-point reserve, 30 Charges for 
  entire reserve (+¼); all OAF (-1)
  4u 
  1)  The Power Of Air:  Energy 
  Blast 10d6, Double Knockback 
  (+¾); OAF (-1)
  4u 
  2)  The Power Of Earth:  Entangle 
  6d6, 6 DEF, Area Of Effect (One 
  Hex; +½); OAF (-1), Only Affects 
  Targets On The Ground (-¼)
  4u 
  3)  The Power Of Fire:  RKA 6d6, 
  Area Of Effect (One Hex; +½); 
  OAF (-1)
  4u 
  4)  The Power Of Water:   
  Energy Blast 9d6, Area Of  
  Effect (10” Cone; +1); OAF (-1), 
  No Range (-½)
  4u 
  5)  The Power Of Light:  Sight 
  Group Flash 9d6, Area Of Effect 
  (10” Cone; +1); OAF (-1), No 
  Range (-½)
  4u 
  6)  The Power Of Order:  Aid 
  Characteristics 6d6, any two 
  Characteristics at once (+½); 
  OAF (-1)
  4u 
  7)  The Power Of Arcane:  RKA 
  3d6, Armor Piercing (+½), Auto-
  fire (5 shots; +½); OAF (-1)
  7 
  Mystic Power:  +3 with Staff Of 
  The Seven (15 Active Points); 
  OAF (-1)
  Total cost:  65 points.
  
  Atlantean Age  Chapter Seven 
  129
  STONE OF COMMAND
  Effect:   
  Mind Control 14d6
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  LOS
  END Cost:   
  0
  Breakability:   
  21 DEF
  Description:  An example of an Atlan-
  tean mental magic, this half fist-sized 
  stone — which usually looks like a 
  large raw gemstone, a carved piece of 
  ordinary granite, or the like — allows 
  the wielder to take control of another 
  person’s mind. It’s usually just held in 
  the hand, but some wizards set it into a 
  staff, crown, or other item.
  Game Information:  Mind Control 
  14d6, Reduced Endurance (0 END; 
  +½) (105 Active Points); OAF (-1). 
  Total cost:  52 points.
  WIZARD’S ARMOR
  Effect:   
  Armor (12 PD/12 
  ED), Hardened 
  Target:   
  Self
  Duration:   
  Persistent
  Range:   
  Self
  END Cost:   
  0
  Breakability:   
  12 DEF
  Description:  This item is a set of the 
  shoulderpieces worn by Atlantean men. 
  Usually made of valuable materials and 
  lavishly decorated with mystic subjects 
  or runes, the shoulderpieces magically 
  protect the wearer from harm.
  Game Information:  Armor (12 
  PD/12 ED), Hardened (+¼) (45 
  Active Points); OIF (-½). Total cost:  
  30 points.
  H
  ere’s some brief informa-
  tion about other types  
  of magic in the Atlan-
  tean Age.
  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 focuses 
  almost entirely on the first four Atlan-
  tean elements:  Air; Earth; Fire; Water. 
  The Multipowers for these spells cost 
  the same as for Atlantean wizards, 
  1 Character Point per 10 points (or 
  fraction thereof) in the reserve. Light 
  and Order Multipowers cost 1 Char-
  acter Point per 2 points (or fraction 
  thereof) in the reserve. Arcane Mul-
  tipowers cost 1 Character Point per 1 
  point in the reserve.
  Second, Lemurians sorcerers refer 
  to their Variable Power Pool of lesser 
  spells as a Minor Magics VPP. They 
  get this for free by taking the 10-point 
  Lemurian Sorcerer Perk.
  Third, Lemurian sorcery depends 
  not on the power of orichalcum but 
  on four mystic substances discovered 
  long ago:  ignaetium (Fire); crystallos 
  (Earth); corusqua (Water, also associ-
  ated with storms and lightning); and 
  fulminor (Air). Lemurian spells and 
  magiconstructs draw power from these 
  substances in much the same way as 
  Atlanteans’ do from orichalcum, though 
  the need for four materials instead of 
  one is less efficient (and generally less 
  powerful). Light, Order, and Arcane 
  spells draw their power (their END) 
  from all four substances equally (thus, 
  if a spell from one of those categories 
  costs 20 END, each of the caster’s four 
  substances loses 5 END worth of power; 
  the GM should apportion fractions as 
  he sees fit). Lemurian sorcerers buy 
  access to these substances as a Perk (see 
  page 90).
  Fourth, Lemurian spells typically 
  take longer to cast. The standard casting 
  time is a Full Phase, not a Half Phase 
  as usual. Spells with Extra Time (Full 
  Phase) take a Lemurian an Extra Phase 
  to cast; other forms of Extra Time are 
  the same.
  The Four elemental 
  Substances
  Lemurian mechano-mysticism is 
  responsible for the wonders Lemurian 
  sorcerers have created over the millen-
  nia. Everything from magiconstructs, to 
  war machines, to the personal weapons 
  of its warriors have their power because 
  of the four elemental substances discov-
  ered long ago.
  Ignaetium:  The first element discovered, 
  it’s also the most important — it pro-
  vides the fuel for the arcane furnaces 
  that power Lemurian devices, and plays 
  a role in the creation of the three other 
  elements. Ignaetium looks like chips of 
  quartz or some other crystal found in 
  coal; it’s usually pale blue, dull orange, 
  or blood red in color. A chip of ignae-
  tium somehow contains the spirit of fire.
  Corusqua:  Sorcerer-scientists create 
  this element by running a copper wire 
  through salt water. The wire serves as 
  a conduit for the energy released from 
  burning ignaetium and sets the water to 
  boil. As it bubbles and steams, the water 
  takes on a pale blue color; suspended in 
  the liquid are crystals of incandescent 
  blue. Corusqua traps the spirit of light-
  ning in its substance and has myriad 
  uses involving electricity, from creating 
  the blasts a coruscator unleashes, to 
  serving as a light source in the palaces. 
  Corusqua is inert until agitated via 
  mystic energy, generally produced by an 
  arcane furnace.
  Crystallos:  This element is a substance 
  similar in many ways to quartz, but it 
  grows like a plant. By constraining it, 
  the Lemurians can force it to grow into 
  various shapes, usually flat panes. By 
  soaking it in pigments, they can dye it 
  various colors. A further property is 
  that two separate pieces of crystallos can 
  be grafted together simply by allow-
  ing them to set side-by-side for several 
  hours. Once the shape is finished, crys-
  OTHER TYPES 
  OF MAGIC
  
  130  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  tallos is then baked in specialized arcane 
  furnaces, similar in shape and function 
  to kilns. The process halts its growth 
  and makes it one of the hardest sub-
  stances known to man. Though the art 
  of making crystallos as hard as the dome 
  of Lemuria is lost, Lemurian sorcerers 
  can still create substances ranging from 
  DEF 10 to 20, depending on the thick-
  ness. Crystallos is transparent unless 
  colored, and much lighter than steel.
  Fulminor:  This element is a bluish-black 
  smoke that lends its lighter-than-air 
  properties to any substance it remains 
  in extended contact with. Its primary 
  use is in ornithopters (which are held 
  aloft by the fulminor trapped in their 
  fuselages) and Bat-Wings. Lemuri-
  ans create fulminor with a specially 
  prepared liquid, two parts quicksilver 
  mixed with one part aqua regia, thrown 
  on smoldering coals of ignaetium.
  The materials typically used for 
  Lemurian metalworking are bronze, 
  brass, and copper. This is partly 
  because of availability, but mainly 
  because those metals interact best 
  with the four mystic elements. Metals 
  such as unalloyed iron and steel either 
  crumple or grow brittle from long 
  exposure to the arcane radiations of 
  burning ignaetium. More alchemically 
  significant substances (such as gold 
  and silver) tend to interfere with the 
  magics of Lemurian mechano-mysti-
  cism when present in large quantities, 
  so Lemurians only make limited use 
  of them for decorative purposes.
  lemurian  
  enchanted Items
  Lemurian enchanted items usu-
  ally have a different appearance and 
  “feel” from Atlantean ones. Many are 
  “magiconstructs,” devices (often large 
  ones) that seem to mingle the prin-
  ciples of magic and engineering. Here 
  are a few examples; you can find more 
  in Chapter Eight.
  ARCANOMANTIC HARNESS
  Effect:   
  Various powers
  Target:   
  Varies
  Duration:   
  Varies
  Range:   
  Varies
  END Cost:   
  Varies
  Breakability:   
  18 DEF
  Description:  An Arcanomantic Har-
  ness is a powerful item designed to be 
  “worn” by a single sorcerer to whom 
  it’s attuned (i.e., it’s a Personal Focus). 
  Looking something like a cross between 
  a suit of armor and a Hepatizon Giant, 
  its metal plates and bands cover about 
  half the wearer’s body, making him 
  about a foot taller and half a foot wider 
  than he is normally. Circulating through 
  various parts of it are reservoirs of the 
  four Lemurian elements; these provide 
  the Harness with its power.
  The Harness has several functions. 
  It has two main offensive powers. First, 
  by bringing his hands together, palms 
  facing, in front of his chest, the wearer 
  can form an Arcane Sphere that he then 
  fires at a target. Second, the wearer can 
  form an Arcane Weapon — typically 
  in the shape of a greatsword or enor-
  mous battle axe — and engage in melee 
  combat. Beyond the offensive, the Har-
  ness protects the wearer with both an 
  Arcanomantic Field and its sheer pres-
  ence. Lastly, the Harness’s mystic fields 
  greatly enhance the wearer’s accuracy 
  with spells.
  Game Information:
  Cost Power
  40 
  Four-Element Power:  Endur-
  ance Reserve (200 END; 40 
  REC); OIF (-½)
  36 
  Arcane Sphere:  RKA 3d6, Area 
  Of Effect (One Hex; +½), Armor 
  Piercing (+½) (90 Active Points); 
  OIF (-½), Extra Time (Full Phase; 
  -½), Gestures (both hands; -½)
  24 
  Arcane Weapon:  HKA 4d6 (60 
  Active Points); OIF (-½), No STR 
  Bonus (-½), Two-Handed (-½)
  27 
  Arcanomantic Field:  Force 
  Field (10 PD/10 ED/10 Mental 
  Defense/10 Power Defense) (40 
  Active Points); OIF (-½)
  6 
  Protective Harness:  Armor (6 
  PD/6 ED) (18 Active Points); OIF 
  (-½), Activation Roll 10- (-1¼)
  13 
  Arcane Power:  +4 with Magic 
  Spells (20 Active Points); OIF (-½)
  13 
  Arcane Power:  +4 OCV with 
  Arcane Sphere and Arcane Weapon 
  (20 Active Points); OIF (-½)
  Total cost:  159 points.
  ASTRAL-SPARK GAUNTLET
  Effect:   
  RkA 4d6; RkA 3d6; 
  RkA 9d6; +20 STR
  Target:   
  One character/10” 
  Cone/One character/
  Self
  Duration:   
  Instant/Instant/
  Instant/Persistent
  Range:   
  LOS/No 
  Range/675”/Self
  Charges:   
  8 Charges/8 
  Charges//1 
  Charge/2 END
  Breakability:   
  27 DEF
  Description:  This oversized gauntlet 
  seems to be made out of crude plates 
  of iron, but in fact it’s a sophisticated 
  magical weapon of great power. Draw-
  ing on the power of ignaetium and 
  corusqua, it grants the wearer the ability 
  to project blasts of lightning and fire, 
  and augments his strength to prodigious 
  levels. Most impressive of all, once per 
  day it can draw an “astral spark” out of 
  the aetherial realms and fire it at a target 
  with devastating force.
  Game Information:
  Cost Power
  60 
  Elemental Blasts:  Multipower, 
  90-point reserve; all OIF (-½)
  4u 
  1)  Corusquating Blast:  RKA 4d6, 
  Line Of Sight (+½); OIF (-½), 8 
  Charges (-½)
  4u 
  2)  Ignaeting Blast:  RKA 3d6, 
  Area Of Effect (10” Cone; +1); 
  OIF (-½), No Range (-½), 8 
  Charges (-½)
  32 
  Astral Spark:  RKA 9d6 (135 Active 
  Points); OIF (-½), Extra Time 
  (Extra Phase; -¾), 1 Charge (-2)
  13 
  Astral-Spark Strength:  +20 STR; 
  OIF (-½)
  Total cost:  113 points.
  
  Atlantean Age  Chapter Seven 
  131
  CORUSQUATING KEY
  Effect:   
  Energy Blast 8d6, 
  Double knockback; 
  RkA 5d6
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  350”/375”
  Charges:   
  12 Charges for 
  entire reserve
  Breakability:   
  15 DEF
  Description:  So named because its 
  shape vaguely suggests an oversize 
  silver key, this device is a wand pow-
  ered by corusqua. It can project either 
  a blast of water or a bolt of lightning, 
  as the user desires.
  Game Information:
  Cost Power
  33 
  Corusquating Key:  Multipower, 
  75-point reserve; all OAF (-1), 12 
  Charges for entire reserve (-¼)
  3u 
  1)  Water Bolt:  Energy Blast 8d6, 
  Double Knockback (+¾); OAF (-1)
  3u 
  2)  Lightning Bolt:  RKA 5d6; 
  OAF (-1)
  Total cost:  39 points.
  MENDOMERING HELM
  Effect:   
  Mind Control 16d6, 
  Telepathic
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  LOS
  END Cost:   
  5
  Breakability:   
  24 DEF
  Description:  A favorite of some cruel 
  Lemurians, the Mendomering Helm 
  allows the wearer to invade another per-
  son’s mind and take control of it. Even 
  Atlantean soldiers fear this magiconstruct.
  Game Information:  Mind Control 
  16d6, Telepathic (+¼), Reduced 
  Endurance (½ END; +¼) (120 
  Active Points); OIF (-½). Total cost:  
  80 points.
  UNVINCITORY PILLAR
  Effect:   
  Various spells
  Target:   
  Varies
  Duration:   
  Varies
  Range:   
  Varies
  Charges:   
  Varies
  Breakability:   
  Unbreakable
  Description:  This enchanted staff is 
  nearly eight feet tall and appears to be 
  made out of plates and rods of some 
  dark metal fused into and onto a bar 
  of pure crystallos. Although heavy and 
  bulky, it possesses vast and varies magi-
  cal powers and is highly desired by most 
  Lemurian sorcerers. Many of them 
  spend years or decades assembling the 
  required components and spells to craft 
  one (it’s a Personal Focus that the caster 
  must make himself).
  Game Information:
  60 
  Unvincitory Pillar:  Multipower, 
  120-point reserve; all OAF (-1)
  8m 
  1)  Ignaetory Sphere:  RKA 3d6, 
  Explosion (-1 DC/3”; +1); OAF 
  (-1), 12 Charges (-¼)
  7m 
  2)  Lightning Bolt:  RKA 4d6, 
  Armor Piercing (+½); OAF (-1), 
  Limited Range (30”; -¼), 12 
  Charges (-¼)
  7m 
  3)  Paralysis:  Entangle 6d6, 6 DEF, 
  Takes No Damage From Attacks 
  (+½); OAF (-1), Cannot Form Bar-
  riers (-¼), 12 Charges (-¼)
  8m 
  4)  Enervation:  Drain STUN 
  6d6, Ranged (+½); OAF (-1), 12 
  Charges (-¼)
  6m 
  5)  Spell Of Protection:  Force Field 
  (8 PD/8 ED/6 Mental Defense/6 
  Power Defense/6 Sight Group Flash 
  Defense/6 Hearing Group Flash 
  Defense), Reduced Endurance (0 
  END; +½); OAF (-1)
  3m 
  6)  Arcane Wall:  Force Wall (8 
  PD/8 ED, 3” long); OAF (-1), Extra 
  Time (Full Phase to create, and a 
  Half Phase to maintain each Phase 
  thereafter; -¾), 12 Charges (-¼)
  27 
  Arcane Augmentation:  Aid 4d6, 
  all Magic spells/powers simulta-
  neously (+2) (120 Active Points); 
  OAF (-1), Self Only (-½), 1 
  Charge (-2)
  10 
  Arcane Power:  +4 with Magic 
  Spells (20 Active Points); OAF (-1)
  Total cost:  138 points.
  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 (e.g., most of the ones listed 
  above that lack a “Kaphtoran Version” 
  option), and they don’t have a “Lesser 
  Powers” VPP. Second, they learn Shadow 
  spells more easily, and often in more 
  powerful versions, than Atlantean wiz-
  ards. They can buy the Light Multipower 
  at the same time as their Air, Earth, Fire, 
  and Water Multipowers, and for the same 
  cost:  1 Character Point per 10 points in 
  the reserve. As part of their Shadow magic 
  they often learn many spells of Black 
  Magic (see The Fantasy Hero Grimoire II).
  Second, Kaphtoran mages don’t rely 
  on orichalcum or other substances to pro-
  vide power for their spells. Instead, during 
  apprenticeship every Kaphtoran mage 
  creates a powerful tool, his Wizard’s Staff. 
  His staff links him to the awesome mystic 
  power of the Noctis Shard (page 51), thus 
  providing the “fuel” for his spells. In game 
  terms a Kaphtoran Wizard’s Staff is an 
  Endurance Reserve, usually with a large 
  amount of END and a significant REC. If 
  a Kaphtoran mage’s Staff is taken away, he 
  can only use personal END for his spells. 
  The same would occur if a Staff’s link to 
  the Noctis Shard were somehow severed 
  or blocked, but there are no recorded 
  instances of this ever happening.
  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 ritual magic that 
  allows a spell to be cast by a single mage 
  (if he’s willing to absorb the entire END 
  cost himself) or a group of two or more 
  mages. In game terms, the spells are 
  built as Multipowers with one slot con-
  taining the regular spell, and one con-
  taining the same spell with the Requires 
  Multiple Users Limitation at the -¼. 
  Unlike the standard rules for that Limi-
  tation, any number of spellcasters may 
  work together to cast a spell, and the 
  END cost is divided between them, to 
  a minimum of one-fourth of the spell’s 
  END cost. Thus, if there are enough 
  casters, the most END any of them pay 
  is 25% of the spell’s regular END cost.
  Second, the Tellats have become 
  
  132  Magic In The Atlantean Age 
  Hero System 5th Edition Revised
  particularly skilled at dispelling 
  and countering enemy magics. 
  This has two effects in game 
  terms. First, their anti-magic 
  spells (which includes most 
  negative Adjustment Power 
  spells that affect “Magic spells/
  powers” and various Dispel 
  Magic spells) cost only half 
  their listed END cost. Second, 
  solely for purposes of buying 
  anti-magic spells (including 
  spells like Illuminating and 
  Countermagic), Tellat wizards 
  can buy their Light, Order, 
  and Arcane Multipowers at the 
  same time as they buy their Air, 
  Earth, Fire, and Water ones. 
  They do so without regard for 
  how the size of the reserves 
  compare, but they still have to 
  pay the standard, higher, costs 
  for their Light, Order, and 
  Arcane Multipowers.
  oTHeR MAGICS
  Here are some brief notes 
  on other types of magic prac-
  ticed around the world.
  DUSHAANIAN  
  SERPENTDANCING
  The basic shapechanging 
  power of Dushaanian serpent-
  dancing is a part of the Package 
  Deal on page yyy. Beyond that, 
  you should use Sorcery spells 
  from The Fantasy Hero Grimoire, 
  with an emphasis on spells of 
  illusion and trickery rather then 
  mental control or attacks, for 
  Dushaanian spellcasters.
  HAZARIAN MAGIC
  Hazarian magic is 
  described briefly on page yyy. 
  Hazarian spells tend to involve 
  enhancing or augmenting 
  the personal attributes of the 
  subject, ranging from mun-
  dane things like strength and 
  quickness to more abstract 
  abilities like “luck.” Outright 
  combat magic, like that prac-
  ticed by Atlantean, Lemurian, 
  and Kaphtoran spellcasters, 
  is uncommon and usually 
  involves some sort of fetish-
  as-thrown-missile procedure.
  In game terms, all Hazar-
  ian spells have an Expend-
  able Focus in the form of the 
  substances the volos (wizard) 
  draws magical energy from 
  to power the spell. You can 
  use spell categories from The 
  Fantasy Hero Grimoire (and 
  Grimoire II) such as Alchemy, 
  Black Magic, Druidry, Rune 
  Magic, Shamanism, and 
  Witchcraft to represent them 
  (or even Voodoo spells from 
  The Ultimate Mystic or Hero 
  Plus Adventure #17, Strange 
  Magics:  Voodoo).
  PARINDAN MAGIC
  In Parinda magic is 
  known as Abnusalaivari, 
  meaning “fruit of the Black 
  Needles,” since Parindan 
  spellcasters’ power derives 
  from the three large, mysti-
  cally powerful obelisks in 
  their land. In game terms, 
  Parindan magic is like Kaph-
  toran magic, with a few 
  important differences. First, 
  the Parindans don’t gain 
  easy access to Light magics; 
  they must buy their spell 
  Multipowers the same way 
  Atlanteans do (but they don’t 
  get a “Lesser Powers” VPP). 
  Second, their staffs only func-
  tion as Endurance Reserves 
  within the bounds of Parinda. 
  Once they leave their native 
  soil, Parindan mages can only 
  rely on their personal END to 
  fuel their spells, greatly weak-
  ening them.
  SERPENT-MAN SORCERY
  The magic of the 
  Serpent-Men is briefly 
  described on page yyy. In 
  game terms they buy spells 
  from The Fantasy Hero Gri-
  moire (and Grimoire II), with 
  the categories of Elemental 
  Magic, Sorcery, Thauma-
  turgy, and Wizardry being 
  the most common. They may 
  buy their spells in Multipow-
  ers by category if desired, but 
  pay the full normal price for 
  all reserves and slots.
  SHAMANISM
  Some peoples of the Atlan-
  tean Age, such as the Skray-
  thans, 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 Black Magic 
  if necessary.
  
  CHAPTER EIGHT
  GAMEMASTERING THE ATLANTEAN AGE
  
  134  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  T
  he history in Chapter One 
  ends in 32098 BC, when 
  Vondarien declares the new 
  calendar and Atlantis is in 
  a golden age. But the Atlantean Age 
  lasts another 1,500 years until the Cata-
  clysm sinks the Great Island beneath 
  the waves. This section includes a brief 
  chronicle of those centuries for GMs 
  who want to set their games during 
  these less settled, more dangerous times.
  THE SECOND LEMURIAN WAR
  During the latter days of the Atlan-
  tean Age, Lemuria remained a constant 
  threat to Atlantis, though one of ever-
  decreasing power and wealth. From 
  31854-31807 BC, five centuries after the 
  last conflict between the two empires, 
  the Second Lemurian War was fought. 
  This one went much less well for the 
  Lemurians, who had never fully recov-
  ered from their loss in the First War 
  (and the loss of the Sangobaran lands to 
  Atlantis so long ago) and their various 
  failed attempts to wrest the secrets of 
  immortality from the Empyreans.
  The Second War began in a daring 
  fashion, with an attack upon Atlantis 
  itself! Anaphlion was burned to the 
  ground, and much of Argolis ravaged, 
  before the Atlanteans mustered enough 
  strength to respond. The fatal mistake 
  the Lemurians made was taking the 
  battle to a place where the Ten Broth-
  ers could still fight. When Vondarien 
  and his kin reached Argolis and saw 
  what the Lemurians had done, so great 
  was their anger that they fell upon the 
  Lemurians without even waiting for 
  most of their army to catch up to them. 
  By themselves they destroyed most 
  of the Lemurian magiconstructs and 
  slaughtered thousands of soldiers.
  Lemuria retreated to Sangobar in 
  an effort to retake some of its long-lost 
  holdings there, but even without the 
  Ten Brothers to help them the forces 
  of Atlantis were more than a match for 
  the weakened Lemurians. Three battles 
  were fought, the last in Dushaan on the 
  continent of Deoghar, and the Lemu-
  rians lost each one (though not always 
  by wide margins). This time they paid 
  a greater price, losing to Atlantis all of 
  Deoghar save Nikar’kar and Dazhvan.
  THE THIRD LEMURIAN WAR
  In 31,000 BC, Lemuria made 
  one last, desperate bid to regain its 
  power in the world, mustering all of its 
  remaining forces to attack the Domin-
  ion. This attempts was even more 
  pitiable than the Second War, and it 
  ended just as quickly. The Lemurians 
  pinned their hope on a terrifying magi-
  construct, the Aetheric Culverin. Not 
  existing wholly within Earth’s dimen-
  sion, this gigantic magical cannon 
  floated in the air above the Lemurian 
  army and could direct fire on the 
  enemy from any direction, making it 
  nearly impossible to defend against.
  The Lemurians revealed the Cul-
  verin in a surprise attack on the city 
  of Johorr. Taking the Atlanteans there 
  unawares, they quickly conquered the 
  city and effectively thrust the Domin-
  ion off of Deoghar. But their triumph 
  was short-lived. The Atlanteans 
  arrived in overwhelming force days 
  later and obliterated the Lemurians, 
  though the assault on the Culverin 
  cost the lives of nearly a thousand sea-
  soned Atlantean warriors.
  As penalty for this last, futile act 
  of aggression, Atlantis imposed harsh 
  penalties on her enemy. First, it stripped 
  Lemuria of all above-sea possessions, 
  leaving the “Empire” nothing but an 
  underwater domed city. Second, it 
  barred Lemurian vessels from all ports 
  of the Dominion. This left Lemuria 
  nowhere to turn for resources but the 
  Hazarians (who produced little that it 
  needed) and the Empire of Tellat (which 
  had fallen into chaos and weakness 
  centuries before and could also offer 
  the Lemurians little). It was the end of 
  Lemuria as a force to be reckoned with 
  in the Atlantean world.
  THE END OF THE GOLDEN AGE
  But Lemuria was not the only 
  power to suffer after the Third War. 
  Atlantis itself began to decline. Her 
  people, long accustomed to lives of 
  luxury and wealth, became dissipated 
  and decadent. Devotion to Poseidon 
  and the other gods was forgotten by all 
  but a few, and instead ten other gods 
  — the Ten Brothers themselves — were 
  elevated in their place. The Atlanteans 
  began worshipping their immortal 
  wizard-kings, offering prayers and 
  sacrifices to them. The gods, disgusted, 
  turned their backs on Atlantis and left 
  her people to fend for themselves.
  Nor was all well among the Ten. 
  Confined to Atlantis itself for centuries 
  lest they lose their powers, they were 
  discovering that the Great Island simply 
  wasn’t large enough for ten people of 
  such power and ambition. Some turned 
  their attention outward, attempting to 
  more closely direct the course of their 
  vassal states from afar, but that only 
  brought them into conflict in other 
  arenas. On top of all that, the adulation 
  and worship of the people went to their 
  heads, and some of them began to think 
  they truly were gods. Atlan Vondarien 
  tried mightily to maintain the peace 
  between his brothers, to promote the 
  bonds of family unity and encourage 
  peaceful relations among them, but 
  despite his best efforts it was a battle he 
  slowly began to lose.
  THE LATER 
  HISTORIES
  
  Atlantean Age  Chapter Eight 
  135
  CORMAR THE MIGHTY
  In the year 30620 BC, after over 
  1,400 years of uninterrupted reign, 
  Vondarien was at last challenged — 
  but the challenger was not one of his 
  nine brothers. Cormar the Mighty was 
  a distant relation of the Atlan’s, one 
  who counted both Mneseus and Azaes 
  among his direct ancestors. Disgusted 
  with a ruler who couldn’t leave Atlantis 
  and personally extend the scope of the 
  Dominion, who couldn’t keep peace 
  among his brothers, and who seemed 
  to him aged, weak, and totally unfit to 
  rule, Cormar disputed the Atlan’s right 
  to hold the throne any longer. Raising 
  an army of similarly disaffected Atlan-
  teans, Cormar marched on Atlan’elos. 
  His forces and Vondarien’s battled 
  ceaselessly for two days until the Atlan 
  and his enemy met on the field of 
  battle. In a titanic struggle, Vondarien 
  slew Cormar. Their leader fallen, the 
  rebels were soon scattered by Vondar-
  ien’s more disciplined troops. He sent 
  his armies to track them down, and 
  many were found and captured while 
  hiding in the Livadian Mountains. But 
  a small group of rebel leaders com-
  manded by Cormar’s son — Dalsith, 
  now called the Orphan — found refuge 
  in a series of caves.
  30,600 BC: THE COMING OF THE 
  DESTROYER
  Dalsith was a man even more arro-
  gant and proud than his father, and the 
  thirst for revenge burned within him. 
  His arcane skills were great, perhaps 
  the greatest of his generation, and in his 
  folly he crafted the most terrible ritual 
  ever cast on Atlantis. Drawing on his 
  own power and the inherent magic of 
  the Great Island, he sacrificed his soul 
  (and those of his followers, several of 
  whom were also mages of no mean 
  talent) to the darkest of the Presences 
  Beyond in exchange for power, and the 
  power transformed him. Dalsith was no 
  more; in his place stood Sharna-Gorak 
  the Destroyer.
  
  136  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  Background/History:  See above.
  Personality/Motivation:  Dalsith got more 
  than he bargained for when he trafficked 
  with the Presences Beyond (certain Qli-
  phothic entities). He wanted the power 
  to destroy Vondarien, his nine Brothers, 
  and perhaps even Atlantis itself. Instead 
  the Presences Beyond made of him a 
  thing to destroy the very world. The lust 
  for destruction, chaos, and evil totally 
  consumes him. He can control it with 
  effort, but ultimately he’s always going 
  to give in and try to destroy whoever or 
  whatever opposes him.
  Sharna-Gorak retains most of his 
  memories and learned skills, but others 
  have simply been washed away by his 
  transformation. For example, Dalsith 
  could be suave and sophisticated when 
  he wanted to be (Conversation, Persua-
  sion, Seduction), and was also a clever, 
  insightful thinker (Deduction); Sharna-
  Gorak has no such abilities.
  quote:  “Let us find out which is sweeter:  
  the sight of your broken, bleeding body... 
  or the taste of your soul as it flees your 
  fragile form.”
  Powers/Tactics:  Sharna-Gorak is perhaps 
  the most powerful being ever to stride 
  the soil of Atlantis. Unlike an Atlantean 
  wizard, Sharna-Gorak has enough vital-
  ity and personal power (i.e., Endurance) 
  to “fuel” his own spells and powers. 
  He doesn’t need to rely on orichalcum, 
  though he’ll gladly use some if it’s avail-
  able. Furthermore, because his powers 
  derive partly from the Presences Beyond 
  and not just straightforward Atlantean 
  magic, he’s not entirely subject to the 
  same restrictions as Atlantis’s wizards. 
  For example, he can Teleport over long 
  distances if the GM needs him to.
  But Sharna-Gorak does not depend 
  just on his magical might! He’s also 
  immensely physically powerful, able to lift 
  thousands of tons and punch hard enough 
  to kill ordinary warriors. The three tenta-
  cle-arms underneath each of his ordinary 
  arms give him the ability to hold onto a foe 
  (Grab and Squeeze), then punch/claw him 
  in later Phases without having to let him 
  go. The claws on his fingertips can disem-
  bowel a Tellat brontodon or tear through 
  the hull of a sky-ship with ease. Just being 
  near him terrifies most people (though 
  some of that is the result of the entropic 
  magics that created him, not just his physi-
  cal presence).
  Whenever Sharna-Gorak kills some-
  one personally, he receives a temporary 
  boost to his STR, CON, PRE, and SPD 
  by feeding on his victim’s soul. At the 
  GM’s option, if he can take his time and 
  kill someone slowly and painfully, he 
  SHARNA-GORAK THE DESTROYER
   Val Char Cost Roll notes
   80 STR 
  120 
  25- Lift 1.6 ktons; 16d6 HTH damage [8]
   25 DEX 
  45 
  14- OCV:  8/DCV:  8
   50 CON 120 
  19-
   30 BODY 40 
  15-
   25 INT 
  15 
  14- PER Roll 14-
   25 EGO 
  30 
  14- ECV:  8
   50 PRE 
  60 
  19- PRE Attack:  10d6
   4 COM -3 
  10-
   30 PD 
  24 
   
  Total:  30 PD (30 rPD)
   30 ED 
  30 
   
  Total:  30 ED (30 rED)
   8 SPD 
  75 
   
  Phases:  2, 4, 6, 8, 10, 12
   40 REC 
  48
   300 END 100
   100 STUN 10 
  Total Characteristics Cost:  710
  Movement: 
  Running: 
  9”/18”
  Cost Powers 
  enD
  660 
  Atlantean/Qliphothic Power:  Variable Power Pool, 300 base +  
  150 control cost, Cosmic (+2), Magic Only (-¼) 
  var
  80 
  Soul Feeding:  Aid STR, CON, PRE, and SPD 4d6, four Characteristics  
  simultaneously (+1), Trigger (when he kills a being with a soul, Trigger takes  
  no time to use and immediately automatically resets; +1); Self Only (-½) 
  0
  30 
  Claws:  HKA 2d6 (4d6 with STR) 
  3
  70 
  Aura Of Fear:  Change Environment 16” radius, -10 to PRE for purposes  
  of resisting Sharna-Gorak’s fear-/intimidation-based Presence Attacks,  
  Reduced Endurance (0 END; +½); No Range (-½) 
  0
  15 
  Toughness:  Hardened (+¼) for 30 PD/30 ED 
  0
  37 
  Toughness:  Damage Resistance (30 PD/30 ED), Hardened (+¼) 
  0
  60 
  Toughness:  Physical and Energy Damage Reduction, 50%, Resistant 
  0
  20 
  Mental Toughness:  Mental Defense (25 points total) 
  0
  20 
  Toughness:  Power Defense (20 points) 
  0
  10 
  Toughness:  Lack Of Weakness (-10) 
  0
  12 
  Heavy:  Knockback Resistance -6” 
  0
  45 
  Toughness:  Life Support (Total) 
  0
  6 
  Long Stride:  Running +3” (9” total) 
  1
  17 
  Power Sense:  Detect Magic 14- (no Sense Group), Discriminatory,  
  Range, Sense 
  0
  27 
  Life Sense:  Detect Human Souls 14- (no Sense Group), Discriminatory,  
  Range, Sense, Targeting 
  0
  5 
  Tentacular Arms:  Extra Limbs (6 tentacle-limbs) 
  0
   
  Skills
  48 
  +6 with All Combat
  10 
  Defense Maneuver IV
  23 
  Power:  Atlantean Magic 25-
  3 
  Scholar
  2 
  1)  KS: Arcane And Occult Lore 14-
  2 
  2)  KS: Elemental Demons 14-
  2 
  3)  KS: Atlantean History 14-
  Total Powers & Skills Cost:  1,204
  Total Cost:  1,914
  300+ Disadvantages
  25 
  Enraged:  Berserk if takes BODY damage (Uncommon), go 11-, recover 11-
  25 
  Hunted:  Vondarien 14- (As Pow, NCI, Kill)
  25 
  Psychological Limitation:  Devoted To Destruction, Chaos, And Evil (Very 
  Common, Total)
  25 
  Psychological Limitation:  Hatred Of Vondarien, His Line, And His Followers 
  (Very Common, Total)
  1,514 Experience Points
  Total Disadvantage Points:  1,914
  
  Atlantean Age  Chapter Eight 
  137
  automatically gets the full 24 points of 
  effect rather than a random roll, since 
  that gives him the time and focus to 
  consume the entire soul.
  Campaign Use:  For campaigns set at the 
  end of the Atlantean Age, Sharna-Gorak 
  is the ultimate villain. He should be 
  capable of taking on your entire group 
  of PCs and giving them a tough fight; 
  if he’s not, increase his abilities until he 
  is (just increasing his SPD, or giving 
  him more Damage Reduction, might be 
  enough to do this). If he’s likely to run 
  roughshod over your PCs, give them 
  some help from the Ten Brothers; Shar-
  na-Gorak is supposed to be immensely 
  powerful and shouldn’t be reduced in 
  power unless you also reduce Vondarien 
  (see page 28).
  While Sharna-Gorak is only likely 
  to appear in a very specific type of 
  Atlantean Age campaign, you can use 
  him elsewhere if you really want to. 
  A magical ritual or time travel disas-
  ter could thrust him forward into the 
  modern day or far future (though if this 
  happens before the Cataclysm and he 
  can’t be sent back, it could — literally 
  — totally change the world). Time-trav-
  eling superheroes might find themselves 
  in Atlantis to help Vondarien battle him.
  Appearance:  Sharna-Gorak is gigantic. He 
  stands ten feet tall and is heavily muscled. 
  He has but one large, red eye in his face, 
  and horns resembling those of a demonic 
  ram sprout from his forehead and curl 
  around each side of his head. Short, sharp 
  fangs fill his mouth, which is usually 
  twisted in an expression of rage, hate, or 
  lust. His hands are clawed, and under each 
  arm several thick, strong tentacles sprout 
  from the sides of his chest. Set into his 
  stomach is another red eye; it resembles 
  the one in his head but is larger. He wears 
  a kilt-like garment around his waist and 
  upper legs; it seems to be sewn from a 
  leather made with human skin. His feet 
  are taloned.
  30,598 BC:  THE CATACLYSM
  Even Atlantean legends are not clear 
  about the war between Sharna-Gorak and 
  Vondarien, but it was perhaps the most 
  destructive conflict the world has ever 
  seen. Sharna-Gorak attacked Atlan’elos 
  with devastating force again and again, 
  and Vondarien withstood the onslaught 
  only after drawing on every reserve of 
  divine and arcane energy he possessed. 
  The resulting battle shook the entire 
  world, shattering mountains and raising 
  seas, and ravaging the civilizations of Man 
  with flood and fire. (Ironically, the one 
  civilization to escape this was Lemuria, 
  safe in its crystalline domes deep beneath 
  the waves.) They fought for months, back 
  and forth across the island, with neither 
  side able to gain an advantage. Eventu-
  ally both sides fell back, Vondarien to the 
  walls of Atlan’elos and Sharna-Gorak to 
  a redoubt in the Livadian Mountains, to 
  gather allies and prepare themselves for a 
  final, devastating blow.
  Vondarien sent emissaries to his 
  nine brothers, calling on them to put 
  aside their petty differences and unite 
  once more in the name of their father. 
  But envy and petty follies had consumed 
  them, and they were slow to respond. 
  Sharna-Gorak raised his own armies of 
  mercenaries:  remnants of the various 
  inhuman races who had long considered 
  humanity their enemy, particularly the 
  Vangkoran serpent-men; monstrous 
  beings of every variety; Lemurians who 
  made common cause with him against 
  the Atlantean Empire. After nearly two 
  years of preparing for the gathering storm, 
  Sharna-Gorak’s forces swept down from 
  the mountains and threw themselves 
  against Vondarien’s battlements.
  At first, it seemed Sharna-Gorak 
  was gaining ground, for Vondarien’s 
  forces were outnumbered; Vondarien’s 
  own spells had already been weakened 
  by his battles with the Destroyer, and 
  even two years was not enough to 
  restore them to their former heights. 
  But at the last, when fire and darkness 
  were poised to sweep over the Earth, 
  Vondarien’s nine brothers joined the 
  battle and contributed their own life-
  forces alongside his to power the spell 
  to overcome the Qliphothic forces that 
  fueled the Destroyer. Although all ten 
  were consumed by the fire, they carried 
  the Destroyer’s physical form with them 
  into destruction.
  The power of their spell saved 
  the world... but at a terrible price. Its 
  release of energy reshaped the planet 
  itself. Continents shifted, seas emp-
  tied and refilled across the globe, and 
  what few men survived soon forgot all 
  about the elder days in a struggle for 
  sheer survival. A mighty earthquake 
  shook the island of Atlantis from root 
  to crown, and it sank beneath the 
  waves into the very depths of the sea 
  at a place that men would one day 
  call the middle of the North Atlantic 
  Ocean. Somehow a tiny fragment of 
  Atlantis survived beneath the waves, 
  even through another reshaping of the 
  world thousands of years later, and in 
  time became what the modern world 
  now knows as “Atlantis.” (See Hidden 
  Lands for more information.)
  
  138  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  G
  iven the size and scope of 
  the Atlantean world, not 
  to mention the power level 
  of the characters involved, 
  there are many potential campaigns you 
  could run. Here are a few suggestions 
  for campaign types, and general guide-
  lines for the setting.
  ATlAnTeAn AGe 
  CAMPAIGnS
  Some of the more common Atlan-
  tean Age campaigns include:
  SONS OF EMPIRE
  The Prophecy of the Thrones (page 
  14) has had a profound effect on Atlan-
  tean expansion and geopolitical maneu-
  vering. Since the Ten Brothers can no 
  longer leave Atlantis without losing their 
  powers, the Dominion must rely on other 
  heroes — such as the PC — to do what 
  must be done to keep Atlantis safe, secure, 
  and prosperous. That could include 
  everything from commanding armies, to 
  leading trade expeditions, to conducting 
  diplomacy, to overseeing the affairs of one 
  of the Dominion’s provinces.
  PLOT SEEDS
  Across The Dardessos:  Things are turn-
  ing ugly in Ras Shamra. The Empire of 
  Tellat seems to be amassing a large army 
  on the southern bank of the Dardes-
  sos River as if preparing to invade the 
  southern part of the Dominion. What 
  makes the Tellats think they have the 
  power to overcome Atlantean arms and 
  magic now — have they discovered or 
  created some super-weapon, or secretly 
  enlisted the help of Lemuria?
  The Sangobaran Lion:  A gigantic, mon-
  strous lion is rampaging across southern 
  Sangobar. Its fangs and claws are power-
  ful enough to penetrate magical armor, 
  its hide can turn enchanted blades, and 
  its roar can topple castles and city walls. 
  In times past Azaes or Elasippus would 
  have tracked and slain it, but now they 
  cannot. The task falls to your PCs, bold 
  heroes who’ve earned a reputation for 
  dealing with impossible situations. And 
  just where did the Sangobaran Lion 
  come from, anyway?
  Pelasgaran Diplomacy:  The situation 
  in eastern Pelasgar is becoming grim 
  ever since some Sakasians offended 
  the Skraythans. It’s not clear whether 
  the offense was given by accident 
  or deliberately, but either way the 
  Skraythans may decide to respond 
  with force. The Atlan sends the PCs 
  to defuse the situation... without using 
  force.
  ATLANTEAN COLD WAR
  Instead of using force to deal 
  with Atlantis’s enemies (such as 
  Lemuria, Tellat, and Kaphtor), the 
  PCs could be spies and troubleshoot-
  ers — covert heroes called upon by 
  the Atlan and his brothers to uncover 
  the enemy’s secrets, undertake mis-
  sions to destroy enemy resources, 
  and perform other espionage-related 
  tasks. Spells and enchanted items take 
  the place of James Bond-style gadgets, 
  but the types of stories told are often 
  just like those in Danger International 
  campaigns.
  From Lemuria With Love:  During an 
  adventure one of the PCs meets a 
  beautiful woman who helps them out 
  of a sticky situation. The attraction 
  between the two of them is obvious, 
  but is it possible she’s a spy working 
  for Atlantis’s enemies?
  The Elasippus Identity:  One of the 
  Atlan’s brothers goes missing! But soon 
  reports surface of a man who looks and 
  acts a lot like Elasippus working for the 
  Lemurians to conquer new lands and 
  thwart Atlantean heroes. The PCs have 
  to find out if it really is Elasippus, and 
  if so (a) how the Lemurians kidnapped 
  and brainwashed him, and (b) how they 
  overcame the Prophecy of the Thrones 
  so Elasippus could use his powers away 
  from Atlantis.
  The Marathon Man:  Rumors reach the 
  Atlan that the Lemurians are planning 
  to use the cover of the Atlantean Games 
  to infiltrate some spies onto the Great 
  Island and steal magical secrets (or even 
  kidnap powerful wizards). He asks the 
  PCs to investigate, and if necessary to 
  stop the plot... but without disrupting 
  the games.
  IN THE SHADOWS OF ATLANTIS
  Not every Atlantean Age campaign 
  has to feature Atlantean PCs. Some 
  gaming groups might find it interesting 
  for the PCs to be underdogs — non-
  Atlanteans coping with life in a world 
  where the inhabitants of the Great 
  Island often dwarf them in power. 
  They’ll have to use cleverness, plan-
  ning, and skill to overcome the might of 
  Atlantean oppressors and tricksters.
  Revolt!:  One of the provinces of the 
  Dominion revolts against the Atlan’s 
  rule. The PCs have to help the rebellion 
  succeed, whether through force of arms, 
  trickery, or diplomacy.
  Trade War:  The PCs plan to go into busi-
  ness as traders (or are assisting someone 
  who is). Unfortunately Atlantean mer-
  chants have a tight grip on the routes, 
  products, and/or markets they want to 
  make money in. Time to find a way to 
  loosen that grip....
  The Contest Of Wonders:  An eccentric 
  old wizard who’s about to die has offered 
  to give his vast collection of grimoires, 
  enchanted items, and mystical artifacts 
  to the wizard who most impresses him 
  with a new spell or wondrous object 
  at a forthcoming competition. Several 
  Atlantean wizards are the clear favor-
  ites... but with the old wizard’s arsenal 
  in their hands, the PCs might be able to 
  match their Atlantean rivals in power. 
  They’ve got to put their heads together 
  and think of something that will win 
  them the Contest.
  LEMURIAN WAR
  By moving the Second Lemurian 
  War up to the present day, you can 
  create a Fantasy Military Action cam-
  paign. The PCs could serve as com-
  manders, front-line soldiers, or a “spe-
  cial forces unit” fighting on behalf of 
  Atlantis against the hated Lemurians.
  Under The Sea:  Atlantis’s main weakness 
  when fighting Lemuria is that it’s not as 
  well-equipped or well-experienced at 
  fighting underwater. The Atlan charges 
  the PCs with the task of obtaining plans 
  and working examples of Lemurian 
  underwater vehicles and weapons so he 
  can “jump-start” an Atlantean “subma-
  rine warfare” project.
  The Lemurian Campaigns:  Using the 
  Mass Combat rules in Fantasy Hero, you 
  could create a campaign that mixes strate-
  gic and tactical action. You run one game 
  session determining the results of battles 
  between Atlantis and Lemuria, then the 
  next game session focus on the PCs and 
  how they have to react to the outcome of 
  those battles. What the PCs accomplish 
  GAMEMASTERING 
  THE ATLANTEAN AGE
  
  Atlantean Age  Chapter Eight 
  139
  sets the stage for the next round of Mass 
  Combat conflicts, and so on.
  A Two-Front War:  The Empire of Tellat 
  joins the war as Lemuria’s ally. The PCs 
  have to find a way to break the alliance 
  or blunt the effectiveness of the Tellats 
  so that Atlantis doesn’t find itself caught 
  between hammer and anvil.
  MEN AND GODS
  As powerful as they are, Atlantean 
  PCs could easily become involved in 
  divine affairs, whether by accidentally 
  offending a god and having to apolo-
  gize somehow, falling in love with a 
  god, being sent on a quest by a god, or 
  helping the gods fight a battle against 
  demons or other horrible enemies.
  The Challenge Of The War-God:  Ares 
  decides the PCs might make acceptable 
  soldiers in an upcoming war between 
  the Atlantean gods and another pan-
  theon. He will grant them certain gifts 
  to make them even more powerful... if 
  they succeed at, and survive, a series of 
  “challenges” he’s devised to test them.
  The Fires Of Jealousy:  The PCs have 
  been shown special favor by one of the 
  gods, and this has made one of that 
  god’s divine rivals upset and angry. He 
  decides to punish the PCs as a way of 
  “balancing the scales.” The heroes have 
  to figure out the source of all their trou-
  bles and find a way to smooth things 
  over with the jealous deity.
  quelling The Catastrophes:  After a 
  botched sacrifice in Argolis angers sev-
  eral gods they beset the kingdom with 
  floods, fires, and a host of other disas-
  ters. The PCs appeal to them to stop the 
  destruction, and they agree... provided 
  the PCs succeed on a difficult quest on 
  the gods’ behalf.
  ATlAnTeAn CoMbAT
  Generally speaking, the standard 
  HERO System combat rules apply in 
  Atlantean Age campaigns, but here are 
  some exceptions and other information:
   Atlantean Age campaigns use Knock-
  back, not Knockdown
   Killing Attacks and Martial Arts 
  attacks do not add 1d6 to Knockback 
  rolls; just roll the standard 2d6 for them
   the standard Superheroic campaign 
  rules for the END cost for STR (1 END 
  per 10 points) apply, as do the Superhe-
  roic rules for Pushing
   treat STR Minima and how STR adds 
  damage to attacks the same was as in 
  Heroic campaigns; similarly, characters 
  pay END (at 1 END per 10 STR) to 
  wield weapons
   characters may wield any weapon they 
  pay Character Points for without need-
  ing a Weapon Familiarity. If a character 
  has a WF with a particular weapon, he 
  can wield ordinary weapons of that type 
  without having to pay Character Points 
  for them.
  Generally speaking, Atlantean Age 
  combat should be powerful, flashy, and 
  fun. There should be a lot of spectacu-
  lar attacks, a lot of Knockback, a lot of 
  impressive stunts, a lot of risk-taking 
  and daring. If necessary, encourage this 
  sort of conduct by the PCs by granting 
  Skill Roll bonuses (or at least not impos-
  ing penalties), providing temporary dice 
  of Luck as a reward for dramatic play, 
  and giving the heroes plenty of oppor-
  tunities to shine.
  
  140  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  T
  his section contains additional 
  or secret information about 
  the Atlantean Age that’s for 
  the GM’s eyes only. If you’re 
  not a GM running an Atlantean Age 
  campaign, don’t read this section!
  If the GM’s Vault doesn’t comment 
  on some part of the main text, it’s usu-
  ally safe to take what’s written there 
  as accurate (or left to the GM’s own 
  interpretation). But of course you’re 
  free (and even encouraged) to change 
  anything in this book to suit your own 
  preferences or campaign.
  CHAPTeR one
  PAGE 6 — THE RETURN OF MAGIC
  The earlier time of greater magic 
  referred to is The Turakian Age, 
  described in the book of the same name; 
  the latter time is, of course, the Atlan-
  tean Age. You can read more about The 
  Valdorian Age in that book. All these 
  settings form part of the continuum of 
  the Hero Universe, which you can read 
  more about in a document available on 
  the “Free Stuff” page at the Hero Games 
  website, www.herogames.com.
  To say that the gods were aware of 
  the rise of magic in the world reflects what 
  the Atlanteans believe, but it’s not accu-
  rate. Magic ebbs and flows throughout the 
  Hero Universe, sometimes rising to levels 
  that permit spellcasting (or even super-
  powers), sometimes sinking to depths that 
  make it impossible for Men to use. The 
  Turakian Age was a time of high magic, 
  and the Atlantean Age a period when the 
  tide of magic has risen even higher. The 
  Valdorian Age between them was one of 
  magic’s ebbs. Magic sunk so low during 
  that time that the gods themselves were 
  largely cut off from men; some fled to 
  places only gods know, some died, and 
  some went into a sort of “hibernation.” 
  When magic once again rose to the level 
  that permitted them to interact with their 
  worshippers, some old gods had died 
  away or forgotten their previous life, and 
  some new gods had arisen. Not even the 
  gods themselves are entirely aware of this; 
  they tend to think they’ve always been 
  around... and always will be.
  CHAPTeR TWo
  PAGE 22 — THE SERPENT-MEN OF 
  VANGKOR
  The Serpent-Men are more for-
  mally known among themselves as 
  the Ssujala, a word they do not use 
  when humans are near. Their original 
  home is deep underground. They first 
  menaced the surface world during the 
  Turakian Age, and survived the cata-
  clysm that ended that age by retreat-
  ing back to their subterranean home-
  lands. Millennia later, near the end of 
  the Valdorian Age, they emerged and 
  took control of the lands now known 
  as Vangkor by killing all their human 
  inhabitants. The rise of Lemuria, and 
  later Atlantis, prevented them from 
  continuing their planned campaign 
  of conquest, but they still plan and 
  scheme, awaiting the day when they 
  can crush humanity under their ser-
  pentine heels. For more information 
  about them see The Turakian Age and 
  Hero Plus Adventure #12, Inner-Earth.
  CHAPTeR THRee
  PAGE 32 — ANAPHLION
  The rumors are true:  the two stat-
  ues guarding Anaphlion’s harbor are, in 
  fact, gigantic stone golems King Gadrius 
  can bring to life. He’s never had to do so, 
  but if necessary they make a potent first 
  line of defense against invaders.
  PAGE 33 — THE LAKE OF SWANS
  A character who kills a swan from 
  the Lake of Swans by accident suffers 
  Unluck 1d6 for the next 1d6+1 weeks. 
  A character who deliberately kills one of 
  the swans suffers Unluck 3d6 for 2d6+2 
  months.
  PAGE 34 — THE AULEAN SERPENT
  The Serpent did, in fact, have three 
  sons, each basically identical to it, and 
  they’re now old and powerful enough 
  to pose a real threat to Laconia. For the 
  Serpents, use the Giant Snake character 
  sheet on pages 116-17 of The HERO 
  System Bestiary, but increase their STR 
  to 45, their PD/ED (and Damage Resis-
  tance) to 25 each, their SPD to 4, and 
  their HKA to 2d6 (4d6 with STR); also 
  give them the “Giant Venomous Snake” 
  optional power.
  PAGE 36 — THE KALADORIAN 
  SHADOW
  The evil in the Kaladorian Forest 
  is a renegade Atlantean wizard named 
  Melecertes. Seeking greater power he 
  began to study the shadow-magic of 
  Kaphtor, and it tainted his soul. That 
  drove him insane, and he began to 
  dream of deposing the Atlan and taking 
  Atlantis for himself. Now he lives in the 
  heart of the Forest, working his dark 
  magics and preparing his scheme to 
  destroy all the sons of Cleito.
  PAGE 39 — GELDON THE FORE-
  SIGHTED
  Prince Geldon is no oracle or 
  seer. He’s simply very smart and very 
  observant, which sometimes gives him 
  the ability to predict what will happen 
  in the near future, or to deduce things 
  other people can’t discern. Intensely 
  loyal to the Dominion, he’s one of 
  King Azaes’s trusted advisors on for-
  eign affairs.
  PAGE 41 — KHIRBET LAMSARA 
  MAGIC
  The Khirbet style of magic has not 
  been totally lost; a few practitioners 
  still exist in secret, using lore handed 
  down unchanged for dozens of genera-
  tions. The lamsara they call upon for 
  their powers are not literally demons, 
  but nature spirits — in effect, Khirbet 
  “wizards” are shamans. You can use the 
  Shamanism spells from The Fantasy 
  Hero Grimoire II for them, but increase 
  the typical spells’ effectiveness by at 
  least 20% and eliminate the need for a 
  Required Skill Roll (and any attendant 
  Side Effects).
  PAGE 41 — MITANIAN SEA-MON-
  STERS
  Prince Kalvahr’s theory about a 
  source for all the sea-monsters plaguing 
  Mitania is incorrect. They’re only drawn 
  there by the “easy pickings”; no one’s 
  conspiring to destroy Mitania (it’s not 
  worth the effort).
  PAGE 42 — MENESSIPUS OF SAKA-
  SIA
  Menessipus got assigned to Sakasia 
  after he had an affair with one of Vond-
  arien’s favorite great-great-great-great-
  great-granddaughters that ended mess-
  ily. The Atlan wasn’t at all happy with 
  the situation and in effect exiled the 
  man. Menessipus would desperately like 
  THE GM’S VAULT
  
  Atlantean Age  Chapter Eight 
  141
  to get back into Atlantean society and 
  would try just about anything to make 
  that dream come true.
  PAGE 44 — THE MONUMENT AT 
  KORAV
  The Koravian Obelisk is an expres-
  sion of Atlantean pride, and as so often 
  happens that pride may come back to 
  humble its possessor. Mestor overlooked 
  two things when creating it. First, fusing 
  all the orichalcum in the Atlantean sol-
  diers’ armor and weapons has effectively 
  created an arcane “lightning rod” that 
  draws ambient mystical energy to it. 
  Second, the ground beneath parts of the 
  Fields of Korav contains a complex of 
  caverns and tunnels.
  An evil Simbrian wizard named 
  Vogar has discovered both these facts 
  and now lives in the caves, siphoning 
  off the Obelisk’s arcane energies for his 
  own use. Growing more powerful by 
  the month, he plans to use his mystical 
  might to destroy Atlantis and take the 
  world for himself. If he’s not uncovered 
  and stopped, he could soon become as 
  powerful as the Atlan....
  PAGE 46 — THE ERIXIAN HILLS
  The monsters and beasts of the 
  Erixian Hills are the work of Kaphtor, at 
  least in part. Kaphtoran sorcerers work 
  their dark magics there to disrupt ties 
  between the Dominion and Tellat, and 
  so they can “experiment” without caus-
  ing any harm in Kaphtor itself.
  PAGE 47 — ZHARGOND’S VORTEX
  Zhargond’s Vortex arose from 
  Zhargond’s attempt to summon a par-
  ticularly powerful arcane demon. When 
  the spell started to go awry, he panicked 
  and attempted a banishment before the 
  summoning was complete. The interac-
  tion between the banishing-spell and 
  the malfunctioning summoning-spell 
  “tore” reality, killing Zhargond and the 
  demon both and consuming his tower.
  At present the Vortex is stable — 
  barely — and poses only a minor threat 
  to anyone who touches it (touching 
  it inflicts an HKA 1d6 per Phase, no 
  defense applies). However, it affects 
  the ambient magic around it, making it 
  harder to cast spells nearby. If a spell has 
  a Required Skill Roll, impose a -1 on the 
  roll if the spell is cast within 10 miles, 
  plus an additional -1 for every mile fur-
  ther in (thus, -2 at 9 miles, -3 at 8 miles, 
  and so on). If a spell fails, the Side Effect 
  is as bad as possible; if the spell doesn’t 
  have Side Effects, the GM should make 
  up a minor one.
  If a spell doesn’t have a Required 
  Skill Roll (like Atlantean magic), then 
  at 10 miles out it automatically acquires 
  one of 18-. Reduce the roll by 1 for each 
  mile in. Making this roll is an action 
  that takes no time, but if the spell fails, 
  the caster suffers a minor Side Effect.
  But casting spells isn’t just difficult 
  near the Vortex... it’s dangerous. Right 
  now the Vortex has 1,000 “points of 
  stability.” For every 10 Active Points’ 
  worth of spell cast within 10 miles of 
  it, reduce that point total by 1. (On the 
  other hand, if a spell is cast specifi-
  cally to learn about or “stabilize” the 
  Vortex, add the corresponding number 
  of points in addition to whatever other 
  effect the spell has.) If the total ever 
  reaches 0, the Vortex destabilizes. It 
  immediately releases an explosion of 
  arcane energy that does 10d6 Killing 
  Damage to everyone and everything 
  within a mile of it; subtract 1d6 for each 
  mile further out, like an Explosion. No 
  defense applies to this damage. After 
  that, the Vortex will start to expand at 
  about the rate of a foot in diameter per 
  month and slowly destroy the world if 
  it’s not stabilized or repaired. If the Vor-
  tex’s total ever reaches 5,000 “points of 
  stability,” it disappears forever.
  To make matters worse, while most 
  responsible wizards give the Vortex a 
  wide berth, the sorcerers of Kaphtor are 
  fascinated by it. They think there’s a way 
  to “tap” the Vortex for magical energy 
  that would make their powers the equal 
  of Atlantean wizards. If they start con-
  ducting “experiments” on the Vortex, 
  the gods alone only know what disasters 
  might result.
  PAGE 47 — THE URGUTS
  The Urguts are a barbaric people 
  who live in tribal settlements of 50-200 
  persons. Different tribes often quarrel 
  with one another, but usually resolve 
  their differences through athletic com-
  petitions between warriors or riddle-
  games between tribal shamans instead 
  of warfare. They regard non-Urguts as 
  not truly human, and therefore can do 
  anything they want to them without 
  feeling any sort of guilt:  slaughter them, 
  rape their women, torture them for fun, 
  sacrifice them to the gods.
  The Urguts worship basically the 
  same gods as the Atlanteans, but recast 
  in Urgut form with Urgut names and 
  attributes. Their holy men are shamans 
  who can cast Shamanism spells (see 
  The Fantasy Hero Grimoire II), and who 
  are also well-versed in the use of herbal 
  medicines and poisons.
  The Urguts enjoy the protection 
  of the gods because of an incident 
  that happened long ago. The god Ares 
  fought a fearsome, demonic giant 
  who lived in the Moradin Mountains, 
  and in the fight his earthly avatar was 
  badly wounded. A group of Urgut 
  warriors found him. Ordinarily they’d 
  have killed a stranger in their lands 
  outright. But they could sense that he 
  was more than a mere mortal, so they 
  took him back to their tribal settle-
  ment and nursed him back to health. 
  To repay them for their hospitality 
  Ares extended his protection to them.
  In game terms, if the Urguts attack 
  someone, that person can fight back 
  against those who attack him without 
  any difficulty. But if he tries to carry the 
  fight further (such as by tracking the 
  warriors back to their tribal settlement 
  to destroy it), or if he takes part in any 
  sort of offensive or expedition against 
  them, he suffers a loss of 2d6+3 points 
  of STR, DEX, CON, BODY, and PRE 
  (that’s points of the Characteristic, not 
  Character Points!). This loss takes the 
  form of a debilitating illness and begins 
  slowly when he comes within 50 miles 
  of the Moradin Mountains, building 
  as he gets closer. The GM might even 
  increase the loss beyond what’s rolled 
  on the dice if the character gets to the 
  heart of Urgut territory deep in the 
  mountains.
  PAGE 48 — THE BLACK NEEDLES
  The Black Needles are immensely 
  ancient relics of the Turakian Age (see 
  The Turakian Age for more information 
  about this period). Created by Kal-
  Turak the Ravager as magical “batteries” 
  to power some of his spells, they have 
  often been used for evil but are not evil 
  in and of themselves (though it would 
  be very easy to twist them to wicked 
  purposes, since they “remember” how 
  they were used so many years ago). See 
  Chapter Seven for information about 
  how they affect Parindan spellcasting.
  PAGE 48 — RHIDASSAN TRADERS
  The rumors are true — there are 
  some Rhidassan merchants who don’t 
  scruple to trade regularly with Lemuria. 
  This is one of the major routes by which 
  Lemuria gets goods from the Dominion 
  it might not otherwise have access to (or 
  at least not easy access).
  PAGE 49 — THE HAZARIAN 
  EMPIRE
  Atlantis has never tried to conquer 
  Hazaria, and Lemuria has never made 
  a serious attempt, thanks to the spells 
  of the volos (Hazarian wizards). The 
  crafty Hazarian emperors realized long 
  ago the threat Atlantis and Lemuria 
  posed to his rule and turned to his 
  
  142  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  wizards for a way to protect his empire. 
  Using their unusual magics, they 
  cast what amounts to a subtle, long-
  distance curse on both Atlantis and 
  Lemuria. The curse doesn’t inflict any 
  harm, it simply makes thoughts of con-
  quering Hazaria distasteful. The mind 
  tends to shy away from them, finding 
  them unpleasant... and thus Hazaria 
  has remained free despite having such 
  powerful potential enemies.
  PAGE 51 — KAPHTOR’S RED 
  FOREST
  There’s more hiding in the Red 
  Forest than cautious deer and fearsome 
  monsters. Centuries ago when Nirblis 
  was conquering the land, some people 
  who feared him and his dark god fled 
  into the forest, abandoning their homes 
  for the safety of the trees. Deep within 
  the woods they built themselves a new 
  home, with towers of stone amid the 
  towering trees. Using powerful magics 
  they hid themselves from the Kaph-
  toran’s own spells.
  Sadly there were too few of these 
  people to hold out forever against the 
  dangers of the forest, and in time their 
  new civilization fell. Today all that 
  remains of it are the ruins of their build-
  ings, where bold adventurers might 
  find many treasures... and also many 
  monsters who’ve established lairs there! 
  As if the monsters weren’t enough, the 
  barbaric, cannibalistic remnants of the 
  forest city’s builders still lurk in the 
  nearby woods, eager to slay anyone who 
  intrudes in their lands....
  PAGE 53 — KAPHTORAN  
  ESPIONAGE
  The rumors are true — Priest-
  King Modaroc does have an enormous 
  number of spies working for him. In 
  fact, virtually every Kaphtoran who 
  travels abroad in the open, and all who 
  do so secretly, gather intelligence for 
  him in some respect. It’s a safe bet that 
  anything said to a Kaphtoran merchant 
  will eventually make its way back to the 
  Priest-King’s ears by way of his spyhan-
  dlers.
  PAGE 56 — LEMURIA
  The information in Chapter 
  Three is a summary of what’s publicly 
  known (or suspected) about Lemuria. 
  For a full description of Lemurian 
  history and other details, see Chap-
  ter Five of Hidden Lands. Some of 
  that information (such as character 
  sheets for some Lemurian vehicles) 
  is reprinted in this book (with any 
  appropriate changes), but much is not 
  for space reasons.
  Falarlem is Faltrah Lem, who dis-
  covered the basics of Lemurian magic 
  and used them to found Lemuria. The 
  “great spell” is Andrith’s attempt to 
  make the Lemurians immortal, which 
  crippled them by removing their 
  shapechanging powers. The “gods” with 
  whom the Lemurians supposedly fought 
  are the Arcadians.
  Fragments of the Mandragalore 
  can be found in the world during 
  the Atlantean Age (and even in the 
  modern-day Champions Universe, 
  and beyond). They’re potent magical 
  items, infused with immense power. 
  Typically they grant the user control 
  over the element of Earth or the ele-
  ment of Arcane; the latter usually 
  manifests itself in the ability to trans-
  form things at will (such as turning 
  lead into gold, or a human into a fish).
  For information about Lemurian 
  military technology, see the next section 
  of this chapter.
  PAGE 60 — GOVERNOR BELIZOR
  Belizor’s auspicious birthmark is 
  a fraud; he paints it on with cosmetics 
  every day. If the Nikarese were to learn 
  about this, they might become angry 
  enough to revolt. They would definitely 
  try to kill him using the traditional 
  method of piercing the criminal’s body 
  with dozens of long wooden needles.
  PAGE 61 — VANGKOR
  The Serpent-Men are the Ssujala, 
  who first appeared on Earth during 
  the Turakian Age (see The Turakian 
  Age). According to their arcane cal-
  culations, the land of Vangkor is what 
  used to be the lands they controlled 
  during the Turakian Age and which 
  they consider their “surface home-
  land.” (Their original homeland is 
  deep underground, which is where 
  they retreated to avoid the cataclysms 
  that ended the Turakian era.) There-
  fore they refuse to leave, preferring 
  instead to use magic to make Vangkor 
  hospitable to them.
  Vangkoran sorcery is roughly the 
  same as Atlantean, with one impor-
  tant difference:  the Serpent-Men 
  have no access to orichalcum. Instead 
  they buy large Endurance Reserves 
  with small RECs to “fuel” their spells. 
  If they do obtain some orichalcum, 
  they can use its END instead the same 
  way an Atlantean sorcerer does. In 
  addition to the standard repertoire of 
  elemental spells, Serpent-Men sorcer-
  ers know a series of spells to summon, 
  control, and alter reptilian creatures 
  and beings.
  PAGE 62 — THE BARBARIAN 
  FRONTIER
  The barbarian frontier is, of course, 
  the lands where Elweir, Valdoria, 
  Abyzinia, and other prominent realms 
  of the Valdorian Age once existed. See 
  The Valdorian Age for more informa-
  tion, including maps of these lands. 
  During the Atlantean Age they’re true 
  backwaters. The only kingdoms are 
  small, petty things nominally ruled by 
  Lemuria but generally ignored by the 
  Priest-King. They might provide oppor-
  tunities for adventurers looking to carve 
  out their own niche in the world, estab-
  lish an empire to compete with Atlantis 
  and Lemuria, or seek out the lost secrets 
  of Valdorian magic.
  Arcadia
  One important realm is not men-
  tioned in Chapter Three, since almost 
  no one knows about it:  Arcadia, the 
  hidden city of the Empyreans.
  MESTOR DISCOVERS ARCADIA
  During the years of Atlantis’s 
  expansion southward, the Dominion 
  warily maneuvered with the Empire 
  of Lemuria for dominance in the 
  world and sought the source of Tel-
  lat’s power. It was Mestor who solved 
  the latter riddle in 33477 BC while 
  traveling Tellat lands in disguise. He 
  had sensed no great magics in most 
  parts of Tellat that he’d visited, and was 
  becoming more and more puzzled by 
  how the Tellats could have resisted the 
  Atlantean armies. But as he traveled the 
  eastern parts of the Empire and neared 
  the Apperian Mountains, the feeling 
  of mighty power began to tickle his 
  perceptions. Thinking he had finally 
  located the secret of Tellat’s power — a 
  mineral like orichalcum, perhaps, or a 
  school of wizardry — he went into the 
  mountains, searching the isolated val-
  leys for the secret.
  He found what he was looking 
  for, though it was nothing like what he 
  expected. After several weeks of search-
  ing he finally stumbled across Arcadia. 
  Only a wizard of his skill could have 
  penetrated the spells and powers that 
  kept Arcadia secret from the rest of the 
  world, and the Empyreans were shocked 
  that anyone on Earth could have found 
  them against their will. They cautiously 
  welcomed Mestor as a visitor and 
  explorer while they sought to determine 
  his intentions. It soon became apparent 
  that Mestor, despite being a leader of 
  the conquering Atlanteans, was not an 
  evil man and could be reasoned with. A 
  
  Atlantean Age  Chapter Eight 
  143
  conflict between Arcadia and Atlantis 
  would benefit no one save Lemuria, and 
  could easily shatter the world.
  Mestor, for his part, was deeply 
  impressed by the Empyreans’ culture, 
  power, and accomplishments. He real-
  ized they’d secretly aided the Tellat 
  army so that the Atlanteans would not 
  come close enough to the Apperians to 
  perceive Arcadia. He recognized they 
  could be a great danger to Atlantis... or 
  a powerful ally. Both civiliza-
  tions had a common enemy 
  in Lemuria, so Mestor tried to 
  convince the Empyreans to join 
  forces with the Dominion. But 
  despite his powers of suasion 
  the Arcadians decided it would 
  be best to remain aloof from 
  the world. They had no desire 
  to be drawn into Atlantis’s 
  web of plans and schemes. In 
  the end the two great powers 
  signed a peace treaty, each 
  agreeing not to go to war with 
  the other or interfere in the 
  other’s aims (which included 
  Atlantis forswearing its desire 
  to conquer Tellat, provided 
  Tellat did not attack it first).
  ARCADIA, THE CITY OF 
  GOLD
  The history and culture 
  of the Empyreans are dis-
  cussed at length in Hidden 
  Lands, where you can also 
  find information about Arca-
  dia itself. While Atlantean 
  Age Arcadia is located in the 
  Apperian Mountains and 
  modern-day Arcadia in Ant-
  arctica in a world very differ-
  ent from that of the Domin-
  ion, the city is roughly the 
  same in both periods in terms 
  of layout, appearance, and 
  function. It’s oval in shape and 
  about 8.5 miles across on the 
  long axis; a protective “cam-
  ouflaging field” hides it from 
  outside observers (though 
  not from highly skilled and 
  powerful mages like Mestor). 
  A watchtower manned by 
  Chard, an Empyrean with 
  ultra-powerful senses, guards 
  the only entrance to the city.
  Once inside the city walls, 
  a visitor is confronted with 
  hundreds of vast, impressive build-
  ings that make even the structures 
  of Atlan’elos seem small and petty in 
  comparison. The most prominent of all 
  is the Royal Palace at the city’s center, 
  where King Amlin, an Empyrean 
  possesed of vast mental and physical 
  powers, rules over his people.
  For more information on Arcadia 
  (including a map) and Empyrean soci-
  ety and history, see Hidden Lands.
  CHAPTeR SIX
  PAGE 96 — COSMOLOGY
  What the gods have told the Atlan-
  teans about the creation and nature 
  of the world isn’t exactly true. The 
  Multiverse already existed when the 
  Atlantean gods “evolved” or “awoke.” 
  Thereafter they could to some extent 
  shape it to suit themselves, but there are 
  limits to what they can do. See 
  other Hero Games products, such 
  as The Mystic World, for details 
  about the Multiverse and various 
  beings’ roles within it.
  PAGE 99 — THE LEMURIAN 
  GODS
  The “underworld gods” of 
  the Lemurians are the Rastrinfahr, 
  or “Bleak Ones” — the original 
  gods of the Lemurians, who gave 
  them life and souls. Under the rule 
  of Faltrah Lem, who discovered 
  ignaetium, the Lemurians turned 
  their backs on the Bleak Ones in 
  favor of their new gods, whom 
  Faltrah Lem had actually created 
  whole-cloth and who don’t really 
  exist. (Which is why Lemurian 
  priests lack the sort of powers 
  Atlantean priests possess.) The 
  Bleak Ones take the Lemurians’ 
  bodies and souls when they die, 
  and no Lemurian likes to even 
  think about what might happen 
  then. See Hidden Lands, pages 
  100-102, for more information on 
  Lemurian religion.
  PAGE 99 — THE BLACK GOD 
  OF KAPHTOR
  The god of Kaphtor’s name 
  is Mor’daki. In the innermost 
  recesses of Kaphtoran temples 
  there are statues which depict 
  him as a huge, muscular, bald 
  man made of darkness and 
  shadow. He has a head, but no 
  facial features at all. He wears 
  robes similar to those of Kaph-
  toran men, but they’re far finer 
  in make/style and are set with a 
  king’s ransom in emeralds.
  
  144  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  The one theater of conflict where 
  Lemuria is unquestionably superior to 
  Atlantis is underwater. As an under-
  sea realm Lemurian has many vehicles 
  equipped for underwater combat, and 
  her soldiers are well-used to fighting in 
  a watery environment. Atlantis has tried 
  to field a competing fleet on several occa-
  sions, but success has always eluded the 
  Dominion due to mishaps, Lemurian 
  spies, or lack of experience.
  W
  hile so far it hasn’t proved able to beat Atlantis, Lemuria is by no means 
  weak, and few Atlanteans are so overconfident as to dismiss the Empire 
  out of hand. If necessary the Lemurians can field an impressive military 
  force of soldiers, vehicles, and magiconstructs that could give the Atlan-
  teans a real challenge... and perhaps even defeat them.
  LEMURIA AT WAR
  
  Atlantean Age  Chapter Eight 
  145
  3 
  Riding 12-
  3 
  Sleight Of Hand 12-
  3 
  Stealth 12-
  3 
  Tactics 13-
  10 
  Two-Weapon Fighting (HTH)
  3 
  WF:  Lemurian Weapons, Off 
  Hand
  Total Powers & Skills Cost:  290
  Total Cost:  394
  300+ Disadvantages
  10 
  Distinctive Features:  Style (Not 
  Concealable; Noticed And Recog-
  nizable;  
  Perceivable By Large Group)
  20 
  Social Limitation:  Subject To 
  Orders (Very Frequently, Major)
  64 
  Experience Points
  Total Disadvantage Points:  394
  Description:  This character sheet repre-
  sents a typical Lemurian soldier, a well-
  equipped scion of one of Lemuria’s noble 
  houses. Armed with ignaetior, coruscator, 
  and ignaerian spar, and protected by his 
  Caraprix armor, he’s a fearsome foe and a 
  match for any warrior in the world.
  BELLASCRA
  Over the years Lemurian warriors 
  have developed Bellascra, a unique fight-
  ing style for use with their ignaetior and 
  coruscator. It’s superficially similar to 
  some forms of Fencing developed mil-
  lennia later, especially since it focuses 
  on the use of two weapons rather than a 
  weapon and shield, but some aspects of 
  it are uniquely Lemurian. For example, 
  while some of the maneuvers like Lunge 
  and Slash are straightforward, others 
  involve specialized blows with the sol-
  dier’s weapons. For instance, the Disarm 
  involves using a coruscator to deliver 
  a shock to the opponent’s hand that 
  paralyzes the muscles long enough for 
  a rapid, riposte-like follow-up strike to 
  knock the weapon away. The Thrust does 
  increased damage by heating the blade of 
  the ignaetior to infernally hot tempera-
  tures. The DCV bonus from Dodge is 
  due as much to the small amount of dark 
  smoke released from the ignaetior, which 
  obscures the wielder’s position, as any 
  evasive movement on the fighter’s part.
  leMURIAn SolDIeRS
  LEMURIAN SOLDIER
   Val Char Cost Roll notes
   15 STR 
  5 
  12- Lift 200 kg; 3d6 HTH damage [1]
   16 DEX 
  18 
  12- OCV:  5/DCV:  5
   15 CON 
  10 
  12-
   12 BODY 4 
  11-
   20 INT 
  10 
  13- PER Roll 13-
   15 EGO 
  10 
  12- ECV:  5
   20 PRE 
  10 
  13- PRE Attack:  4d6
   10 COM 
  0 
  11-
   8 PD 
  5 
   
  Total:  18 PD (10 rPD)
   8 ED 
  5 
   
  Total:  18 ED (10 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   6 REC 
  0
   40 END 
  5
   40 STUN 12 
  Total Characteristics Cost:  104
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  enD
  10 
  Ignaetior Blade:  HKA 1½d6; OAF (-1), STR Minimum (10; -½) 
  2
  15 
  Ignaetior Powers:  Multipower, 30-point reserve; all slots OAF (-1)
  1u 
  1)  Flaming Blade:  RKA 1d6, Armor Piercing (+½), Penetrating (+½);  
  OAF (-1), No Range (-½), Linked (to Blade; -¼), 16 Charges (-0) 
  [16]
  1u 
  2)  Smoke Cloud:  Darkness to Sight Group 3” radius; OAF (-1),  
  Limited Range (2”; -¼), 4 Charges lasting 1 Turn each (removed by  
  wind; -½) 
  [4 x 1 Turn]
  1u 
  3)  Flash Burst:  Sight Group Flash 5d6; OAF (-1), No Range (-½),  
  16 Charges (-0) 
  [16]
  25 
  Coruscator:  Multipower, 40-point reserve, 32 Charges for entire  
  Multipower (+¼); all slots OAF (-1) 
  [32]
  2u 
  1)  Lightning Blast:  Energy Blast 8d6; OAF (-1), Limited Range (15”; -¼)
  2u 
  2)  Electric Strike:  Energy Blast 4d6, NND (defense is ED Force Field or  
  insulated clothing; +1); OAF (-1), No Range (-½)
  32 
  Ignaerian Spar:  RKA 3d6, Armor Piercing (+½), 30 Charges (+¼)  
  (79 Active Points); OAF (-1), Two-Handed (-½) 
  [30]
   
  Martial Arts:  Bellascra
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 25 STR to Disarm roll
  4 
  Dodge 
  — 
  +5 
  Dodge, Affects All Attacks, Abort
  4 
  Thrust 
  +2 
  +0 
  Weapon Strike + 2 DCs
  5 
  Lunge 
  +1 
  +0 
  Weapon Strike + v/5; FMove
  5 
  Slash 
  -2 
  +1 
  Weapon Strike + 4 DCs
  1 
  Use Art with Ignaetior, Coruscator
  15 
  Caraprix Body Armor:  Armor (10 PD/10 ED); OIF (-½), Activation Roll 14- (-½)
  15 
  Caraprix Energy Absorption:  Energy Damage Reduction, Resistant, 50%; OIF 
  (-½), Activation Roll 14- (-½)
   
  Perks
  88 
  Gullop-Steed (see below)
   
  Skills
  10 
  +2 HTH
  3 
  Analyze Style 13-
  3 
  Breakfall 12-
  3 
  Combat Piloting 12-
  3 
  Fast Draw (Lemurian Weapons) 12-
  3 
  High Society 13-
  3 
  Interrogation 13-
  1 
  Literacy
  2 
  KS: Bellascra 11-
  
  146  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  Description:  Mole-Men, who are often 
  used by Lemurians as expendable 
  infantry, are the descendants of the 
  original human population that inhab-
  ited the rocky archipelago the Lemuri-
  ans conquered thousands of years ago. 
  They’ve spent much of much of those 
  millennia underground — first simply 
  as miners, then living entirely under-
  ground when Lemuria sunk below 
  the ocean. After all that time they’ve 
  changed radically, whether because of 
  simple evolution, the incessant arcane 
  energies they are exposed to as they 
  stoke the furnaces of burning ignae-
  tium, or some combination of both. 
  Without scientific study no one would 
  guess a Mole-Man is a close cousin of 
  humanity — far closer, in fact, than the 
  Lemurians who rule over them.
  A Mole-Man is short, standing 
  between three to four feet tall. Hairless 
  pink skin hangs in loose folds from his 
  gawky limbs. Burns, scabs, and oozing 
  blisters from constant exposure to the 
  blazing heat of the arcane furnaces cover 
  his entire body, but are most prominent 
  on his over-sized hands and round face. 
  His lips are blubbery, and his mouth 
  filled with rotting black teeth that grow 
  crookedly with wide gaps between them. 
  His nose is small, almost vestigial, and 
  barely protrudes from his bald head. 
  His eyes are large and round, almost all 
  milky-blue iris, and adapted to darkness.
  The only clothing a Mole-Man 
  typically wears is a loincloth, dusty from 
  coal and stained with soot. Around his 
  neck dangle crude goggles with lenses 
  of smoky glass to protect him from the 
  glare of the furnaces, and he also wears 
  the goggles when outside the caverns 
  where he lives. His only other equipment 
  is a Stoking Staff and his Bat-Wings. A 
  Stoking Staff is three-foot-long tube of 
  bronze with a flat blade for shoveling 
  on one end. The other end can unleash 
  a fiery blast for blazing through rock, 
  increasing the heat of an arcane furnace, 
  or fighting in battle. Mole-Men use Bat-
  Wings to fly up to the tops of arcane fur-
  naces and traverse vertical underground 
  passages. Two two foot-long “wings” 
  unfurl from the back of the harness, pro-
  viding the wearer with limited maneu-
  verability, and the whole apparatus rattles 
  and smokes with fulminor.
  DAILY LIFE
  Mole-Men spend their days work-
  ing impossibly hard, toiling at the behest 
  of their masters or to ensure their con-
  tinued existence in their harsh environ-
  ment. They never complain — not even 
  to themselves.
  MOLE-MAN
   Val Char Cost Roll notes
   15 STR 
  5 
  12- Lift 200 kg; 3d6 HTH damage [1]
   12 DEX 
  6 
  11- OCV:  4/DCV:  4
   15 CON 
  10 
  12-
   12 BODY 4 
  11-
   8 INT 
  -2 
  11- PER Roll 11-
   6 EGO 
  -8 
  10- ECV:  2
   10 PRE 
  0 
  11- PRE Attack:  2d6
   4 COM -3 
  10-
   6 PD 
  3 
   
  Total:  6 PD (0 rPD)
   10 ED 
  7 
   
  Total:  10 ED (0 rED)
   3 SPD 
  8 
   
  Phases:  4, 8, 12
   6 REC 
  0
   50 END 
  10
   30 STUN 2 
  Total Characteristics Cost:  42
  Movement: 
  Running: 
  4”/8”
   
  Swimming: 
  2”/4”
  Cost Powers 
  enD
  30 
  Stoking Staff:  Multipower, 60-point reserve; all slots OAF (-1)
  3u 
  1)  Fiery Blast:  Energy Blast 8d6, 64 Charges (+½); OAF (-1), Limited  
  Range (15”; -¼) 
  [64]
  1u 
  2)  Shovel End:  HA +5d6; OAF (-1), Hand-To-Hand Attack (-½) 
  2
  8 
  Bat-Wings:  Flight 6”; OIF (-½), 1 Continuing Fuel Charge (easily-obtained  
  fuel; 1 Hour; -0) 
  [1cc]
  5 
  Smoky-Lensed Goggles:  Sight Group Flash Defense (10 points); OAF (-1) 
  0
  3 
  Smoky-Lensed Goggles:  +4 to Sight Group PER Rolls; OAF (-1), Only To  
  Counteract Penalties From Bright Light (-½) 
  0
  2 
  Resistant To Heat:  Life Support (Safe Environment:  Intense Heat) 
  0
  5 
  Adapted To Underground:  Nightvision 
  0
  -4 
  Short Legs:  Running -2” (4” total)
   
  Talents
  3 
  Bump Of Direction
   
  Skills
  6 
  +2 with Stoking Staff
  10 
  Small:  +2 DCV
  3 
  Small:  +2 to Concealment; Self Only (-½)
  7 
  AK: The Tunnels Under Lemuria 15-
  7 
  CK: Lemuria 15-
  1 
  Language: Lemurian (basic conversation; Mole-Man Sign Language is Native)
  7 
  Mechanics 13-
  2 
  PS: Lemurian Slave 11-
  7 
  Stealth 13-
  6 
  Survival (Underground) 13-
  Total Powers & Skills Cost:  112
  Total Cost:  154
  75+ Disadvantages
  15 
  Physical Limitation:  Poor Vision In Bright Light, suffers -4 to Sight PER Rolls in 
  bright light (Frequently, Greatly Impairing)
  5 
  Physical Limitation:  Small (about half human size; takes +3” Knockback) (Infre-
  quently, Slightly Impairing)
  25 
  Psychological Limitation:  Slavishly Devoted To Lemurian Nobles (Very 
  Common, Total)
  15 
  Social Limitation:  Treated As A Sub-Species (Frequently, Severe, Only In Lemuria)
  20 
  Vulnerability:  2 x Effect from Light-based Flash Attacks (Common)
  Total Disadvantage Points:  155
  
  Atlantean Age  Chapter Eight 
  147
  Mole-Men are conditioned from 
  the day they’re born to obey each and 
  every command of a Lemurian, and 
  if they can be said to have gods, those 
  deities are the Lemurian nobles. This 
  devotion to the Lemurian nobility is a 
  deep-rooted compulsion, reinforced by 
  a culture that has developed over forty 
  millennia. A Mole-Man finds the idea 
  of disobeying a Lemurian noble impos-
  sible — it’s not an idea that would even 
  occur to him.
  The Mole-Men have developed 
  a culture of their own, although not a 
  sophisticated one. They live in family 
  enclaves, each family occupying one 
  underground warren. Though they’re 
  devoted to their families, life is cheap 
  to a Mole-Man and they consider death 
  a matter-of-fact occurrence, certainly 
  nothing worthy of mourning. They 
  spend what little free time they have 
  painting the walls of their homes and 
  telling the children in the enclaves fan-
  tastic stories. They paint with pigments 
  made from the earth, the ashes of ignae-
  tium, and fungus taken from the Pastur-
  age. The scenes mainly depict daily life 
  and are used to educate the young in 
  their duties. The stories they tell in their 
  unique sign language are of a different 
  sort entirely. These are incredible tales 
  of the surface world, impossibly handed 
  down through the millennia from the 
  days before the Lemurians came and 
  made the Mole-Men slaves.
  What Lemurians would find most 
  surprising is how well the Mole-Men 
  understand the mechano-mystical 
  workings of Lemurian magic — they 
  actually require no supervision to 
  construct ornithopters, pisciremes, 
  magiconstructs, and the like. Their lan-
  guage includes terms to describe such 
  activities, and these terms are so funda-
  mental to the language that Mole-Men 
  frequently employ them in metaphors 
  and similes. This knowledge allows the 
  Mole-Men to keep their Tunnelers and 
  the Atmosphere Evokers in good repair, 
  and to make their Stoking Staves and 
  Bat-Wings. (Lemurians just assume, on 
  the rare occasions when they consider 
  the matter, that their ancestors built 
  these devices so well that they never 
  break down, and that Stoking Staves and 
  Bat-Wings are handed down from one 
  generation to the next.)
  leMURIAn  
  WeAPonS AnD 
  ARMoR
  Personal Weapons  
  And Armor
  IGNAETIOR
  Effect:   
  HkA 1½d6; RkA 
  1d6, Armor Piercing, 
  Penetrating, Linked 
  to HkA; Darkness to 
  Sight Group; Sight 
  Group Flash 5d6
  Target/Area Affected: One character/one 
  character/3” Radius/
  one character
  Duration:   
  Instant/Instant/1 
  Turn/Instant
  Range:   
  Touch/Touch/2”/
  Touch
  Charges END Cost:   2 END/16 Charges/4 
  Continuing 
  Charges/16 Charges
  Breakability:   
  6 DEF
  Description:  This sword-like weapon 
  is a three-foot-long blade of crystallos 
  attached to a long hilt. In the hilt and 
  pommel is a small arcane furnace. The 
  blade, scorched-black in color, is shot 
  through with small holes. When the war-
  rior depresses a stud on the hilt, he can 
  make the furnace emit flames, smoke, or 
  a blinding flash through the holes.
  Game Information:
  Cost Power
  10 
  Ignaetior Blade:  HKA 1½d6; OAF 
  (-1), STR Minimum (10; -½)
  15 
  Ignaetior Powers:  Multipower, 
  30-point reserve; all slots OAF (-1)
  1u 
  1)  Flaming Blade:  RKA 1d6, 
  Armor Piercing (+½), Penetrat-
  ing (+½); OAF (-1), No Range 
  (-½), Linked (to Blade; -¼), 16 
  Charges (-0)
  1u 
  2)  Smoke Cloud:  Darkness to 
  Sight Group 3” radius; OAF 
  (-1), Limited Range (2”; -¼), 
  4 Charges lasting 1 Turn each 
  (removed by wind; -½)
  1u 
  3)  Flash Burst:  Sight Group Flash 
  5d6; OAF (-1), No Range (-½), 16 
  Charges (-0)
  Total cost:  28 points.
  
  148  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  CORUSCATOR
  Effect:   
  Energy Blast 8d6; 
  Energy Blast 4d6, 
  NND
  Target/Area Affected: One character
  Duration:   
  Instant
  Range:   
  15”/Touch
  Charges:   
  32 Charges
  Breakability:   
  10 DEF
  Description:  A coruscator is the same 
  size as a long-bladed dirk, and worn 
  the same, but the “blade” is made of 
  mystically-strengthened copper and 
  shaped like a rod. It has a bell guard, 
  often decorated with black iron or silver 
  filigree, that covers the whole hand, 
  and a hilt shaped like the pistol grip 
  on a fencing foil. A bulbous part of the 
  weapon just above the guard holds a 
  measure of corusqua. A warrior can use 
  the coruscator as a parrying weapon, 
  to fire a blast of lightning, or deliver a 
  stunning strike of electricity.
  Game Information:
  Cost Power
  25 
  Coruscator:  Multipower, 
  40-point reserve, 32 Charges for 
  entire Multipower (+¼); all slots 
  OAF (-1)
  2u 
  1)  Lightning Blast:  Energy Blast 
  8d6; OAF (-1), Limited Range 
  (15”; -¼)
  2u 
  2)  Electric Strike:  Energy Blast 
  4d6, NND (defense is ED Force 
  Field or insulated clothing; +1); 
  OAF (-1), No Range (-½)
  Total cost:  29 points.
  IGNAERIAN SPAR
  Effect:   
  RkA 3d6, AP
  Target:   
  One character
  Duration:   
  Instant
  Range:   
  395”
  Charges:   
  30 Charges
  Breakability:   
  16 DEF
  Description:  Rather than using bows 
  or similar weapons, the Lemurians are 
  more likely to rely on this magicon-
  struct, which looks something like a 
  polearm with a cluster of irregularly-
  shaped crystallos crystals where the 
  blade would be. At the user’s mental 
  command it fires a deadly blast of ignae-
  tium-fueled fire.
  Game Information:  RKA 3d6, 
  Armor Piercing (+½), 30 Charges 
  (+¼) (79 Active Points); OAF (-1), 
  Two-Handed (-½). Total cost:  32 
  points.
  Options:
  1)  Smaller Spar:  This form of Spar is 
  slightly less powerful but can be wielded 
  with just one hand. Change to RKA 
  2d6 and remove Two-Handed (-½). 52 
  Active Points; total cost 26 points.
  2)  Power-Spar:  Much more difficult 
  and expensive to make, and thus only 
  issued to a Lemurian warrior in special 
  circumstances, a Power-Spar is even 
  deadlier than a regular Spar. Change 
  to RKA 3d6, Area Of Effect (One Hex; 
  +½), Armor Piercing (+½), Autofire 
  (5 shots; +1½), 60 Charges (+½) (180 
  Active Points); OAF (-1), Two-Handed 
  (-½). Total cost:  72 points.
  CARAPRIX
  Effect:   
  Armor (10 PD/10 
  ED); Energy Damage 
  Reduction, Resis-
  tant, 50%
  Target/Area Affected: Self
  Duration:   
  Persistent
  Range:   
  No Range
  END Cost:   
  0
  Breakability:   
  10 DEF
  Description:  Caraprix is the armor a 
  warrior wears into battle. It consists of 
  a breastplate, greaves, and helmet made 
  from crystallos.  Usually silvery black or 
  indigo in color, the crystallos is grown 
  around a mesh of mystically-strength-
  ened copper wires, and this mesh leads 
  to three copper fins set vertically on the 
  breastplate’s back. In addition to being 
  extraordinarily hard, the copper mesh 
  also absorbs energy attacks. When it 
  does so, the energy is conducted along 
  the wires to the fins on the back and 
  released harmlessly as heat. Smaller fins 
  on the upper arms and calves perform 
  this same function for other areas the 
  armor covers. The helmet of a suit of 
  caraprix incorporates the demonic crea-
  ture of a wearer’s House into its design.
  Game Information:
  Cost Power
  15 
  Body Armor:  Armor (10 PD/10 
  ED); OIF (-½), Activation Roll 
  14- (-½)
  15 
  Energy Absorption:  Energy 
  Damage Reduction, Resistant, 
  50%; OIF (-½), Activation Roll 
  14- (-½)
  Total cost:  30 points.
  
  Atlantean Age  Chapter Eight 
  149
  battle Magiconstructs
  CHALA-LION
   Val Char Cost Roll notes
   30 STR 
  20 
  15- Lift 1,600 kg; 6d6 HTH damage [3]
   20 DEX 
  30 
  13- OCV:  7/DCV:  7
   10 CON 
  0 
  11-
   20 BODY 20 
  13-
   8 INT 
  -2 
  11- PER Roll 11-
   0 EGO 
  — 
  9- 
  ECV:  0
   25 PRE 
  15 
  14- PRE Attack:  5d6
   8 COM -1 
  11-
   10 PD 
  24 
   
  Total:  10 PD (10 rPD)
   10 ED 
  27 
   
  Total:  10 ED (10 rED)
   4 SPD 
  10 
   
  Phases:  3, 6, 9, 12
   8 REC 
  0
   20 END 
  0
   — STUN — 
  Total Characteristics Cost:  143
  Movement: 
  Running: 
  9”/18”
   
  Leaping: 
  6”/12”
  Cost Powers 
  enD
  22 
  Spiked Body:  HKA 1d6, Continuous (+1), Damage Shield (+½), Inherent  
  (+¼), Persistent (+½), Reduced Endurance (0 END; +½); Always On (-½),  
  Activation Roll 14- (-½), No STR Bonus (-½) 
  0
  37 
  Chala-Fangs:  HKA 1½d6 (3d6+1 with STR), Reduced Endurance  
  (0 END; +½) 
  0
  24 
  Chala-Claws:  HKA 1d6+1 (2½d6 with STR), Reduced Endurance  
  (0 END; +½); Reduced Penetration (-¼) 
  0
  30 
  Steel Skin:  Damage Resistance (10 PD/10 ED) 
  0
  36 
  Heavy:  Knockback Resistance -6” 
  0
  15 
  Construct’s Body:  Does Not Bleed 
  0
  10 
  Construct’s Body:  No Hit Locations 
  0
  45 
  Construct’s Body:  Takes No STUN 
  0
  15 
  Tireless:  Reduced Endurance (0 END; +½) for STR 
  0
  9 
  Tireless:  Reduced Endurance (0 END; +½) on Running 
  0
  3 
  Tireless:  Reduced Endurance (0 END; +½) on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) on Swimming  
  0
  45 
  Construct’s Body:  Life Support:  Total 
  0
  6 
  Construct’s Legs:  Running +3” (9” total) 
  0
  5 
  Construct’s Eyes:  Infrared Perception (Sight Group) 
  0
  5 
  Construct’s Eyes:  Ultraviolet Perception (Sight Group) 
  0
   
  Skills
  10 
  +2 HTH
  3 
  Stealth 13-
  Total Powers & Skills Cost:  321
  Total Cost:  464
  300+ Disadvantages
  10 
  Physical Limitation:  Enormous (8m long; -4 DCV, +4 to PER Rolls to  
  perceive) (Frequently, Slightly Impairing)
  15 
  Physical Limitation:  Machine Intelligence (Frequently, Greatly Impairing)
  25 
  Psychological Limitation:  Must Obey Controller (Very Common, Total)
  15 
  Physical Limitation:  Very Limited Manipulation (Frequently, Greatly Impairing)
  99 
  Experience Points
  Total Disadvantage Points:  464
  Description:  A chala-lion is a magiconstruct built to mimic the nigh-extinct Lemu-
  rian great cat of the same name. A huge construct of silvery metal plates and coils, 
  its head and body are covered with spikes, so that even attempting to block its fero-
  cious attacks can cause its victim injury. The Lemurians use them as shock troops,  
  and sometimes assassins.
  
  150  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  CRYSTALLOCOLOSSUS
   Val Char Cost Roll notes
   60 STR 
  50 
  21- Lift 100 tons; 12d6 HTH damage [6]
   20 DEX 
  30 
  13- OCV:  7/DCV:  7
   10 CON 
  0 
  11-
   30 BODY 40 
  15-
   10 INT 
  0 
  11- PER Roll 11-
   0 EGO 
  0 
  — 
  ECV:  N/A
   40 PRE 
  30 
  17- PRE Attack:  8d6
   10 COM 
  0 
  11-
   18 PD 
  42 
   
  Total:  18 PD (18 rPD)
   18 ED 
  51 
   
  Total:  18 ED (18 rED)
   4 SPD 
  10 
   
  Phases:  3, 6, 9, 12
   14 REC 
  0
   0 END -10
   — STUN — 
  Total Characteristics Cost:  243
  Movement: 
  Running: 
  10”/20”
   
  Leaping: 
  12”/24”
  Cost Powers 
  enD
  45 
  Corusqua-Energized Fists:  RKA 6d6; No Range (-½), 8 Charges (-½) 
  [8]
  30 
  Stomp:  Area Of Effect (One Hex; +½) for 60 STR, Reduced Endurance  
  (0 END; +½); Extra Time (Full Phase to use; -½) 
  0
  15 
  Colossus’s Body:  Does Not Bleed 
  0
  10 
  Colossus’s Body:  No Hit Locations 
  0
  45 
  Colossus’s Body:  Takes No STUN 
  0
  30 
  Tireless:  Reduced Endurance (0 END; +½) on STR 
  0
  6 
  Tireless:  Reduced Endurance (0 END; +½) on Running 
  0
  6 
  Tireless:  Reduced Endurance (0 END; +½) on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) on Swimming  
  0
  54 
  Body Of Crystallos:  Damage Resistance (18 PD/18 ED) 
  0
  90 
  Body Of Crystallos:  Physical and Energy Damage Reduction, Resistant, 25% 0
  36 
  Heavy:  Knockback Resistance -6” 
  0
  45 
  Colossus’s Body:  Life Support:  Total 
  0
  12 
  Long Legs:  Running +4”, Reduced Endurance (0 END; +½) 
  0
  5 
  Colossus’s Eyes:  Infrared Perception (Sight Group) 
  0
   
  Skills
  15 
  +3 HTH
  3 
  Climbing 13-
  2 
  Language:  Lemurian
  2 
  WF: Common Melee Weapons
  Total Powers & Skills Cost:  452
  Total Cost:  695
  300+ Disadvantages
  15 
  Physical Limitation:  Enormous (-4 DCV, +4 to PER Rolls to perceive, weighs 
  6,400 kg) (Frequently, Greatly Impairing)
  15 
  Physical Limitation:  Machine Intelligence (Frequently, Greatly Impairing)
  25 
  Psychological Limitation:  Must Obey Controller (Very Common, Total)
  340 
  Experience Points
  Total Disadvantage Points:  695
  Description:  A Crystallocolossus is a twenty-foot tall golem made primarily of chunks 
  of crystallos fitted together and held in place partly by Lemurian sorcery and partly by 
  armor-like metal plates attached to the thing’s body in strategic places. It makes a sort 
  of grinding noise when it moves that most enemy combatants find terrifying (hence its 
  high PRE). Besides using its vast STR and size to great effect on the battlefield, it can 
  charge its fists with corusqua to deliver lethal punches.
  
  Atlantean Age  Chapter Eight 
  151
  LEMURIAN GOLEM
   Val Char Cost Roll notes
   40 STR 
  30 
  17- Lift 6,400 kg; 8d6 HTH damage [4]
   20 DEX 
  30 
  13- OCV:  7/DCV:  7
   10 CON 
  0 
  11-
   18 BODY 16 
  13-
   5 INT 
  -5 
  10- PER Roll 10-
   0 EGO 
  0 
  — 
  ECV:  N/A
   25 PRE 
  15 
  14- PRE Attack:  5d6
   8 COM -1 
  11-
   9 PD 
  18 
   
  Total:  9 PD (9 rPD)
   9 ED 
  24 
   
  Total:  9 ED (9 rED)
   3 SPD 
  0 
   
  Phases:  4, 8, 12
   10 REC 
  0
   0 END -10
   — STUN — 
  Total Characteristics Cost:  117
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  8”/16”
  Cost Powers 
  enD
  24 
  The Golem’s Embrace:  HKA 1d6, Continuous (+1), Damage Shield (+½),  
  Penetrating (x2; +1), Reduced Endurance (0 END; +½), Persistent (+½);  
  Always On (-½), No STR Bonus (-½), Only Versus Grabbed Foes (-½),  
  No Knockback (-¼) 
  0
  15 
  Golem’s Body:  Does Not Bleed 
  0
  10 
  Golem’s Body:  No Hit Locations 
  0
  45 
  Golem’s Body:  Takes No STUN 
  0
  20 
  Tireless:  Reduced Endurance (0 END; +½) on STR 
  0
  6 
  Tireless:  Reduced Endurance (0 END; +½) on Running 
  0
  4 
  Tireless:  Reduced Endurance (0 END; +½) on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) on Swimming  
  0
  27 
  Body Of Metal:  Damage Resistance (9 PD/9 ED) 
  0
  90 
  Body Of Metal:  Physical and Energy Damage Reduction, Resistant, 25% 
  0
  36 
  Heavy:  Knockback Resistance -6” 
  0
  45 
  Golem’s Body:  Life Support:  Total 
  0
  5 
  Golem’s Eyes:  Infrared Perception (Sight Group) 
  0
   
  Skills
  15 
  +3 HTH
  3 
  Climbing 13-
  2 
  Language:  Lemurian
  2 
  WF: Common Melee Weapons
  Total Powers & Skills Cost:  350
  Total Cost:  467
  300+ Disadvantages
  15 
  Physical Limitation:  weighs 6,400 kg (Frequently, Greatly Impairing)
  15 
  Physical Limitation:  Machine Intelligence (Frequently, Greatly Impairing)
  25 
  Psychological Limitation:  Must Obey Controller (Very Common, Total)
  112 
  Experience Points
  Total Disadvantage Points:  467
  Description:  Lemurian golems are magiconstructs that look like seven foot tall human-
  oids made of thick, dark grey metal plates (almost like plate armor crafted in the Lemu-
  rian aesthetic). The glow from the internal furnace that runs them can be seen leaking 
  through the gaps between the plates as a dull orange glow. The furnace makes their 
  bodies so hot that when they Grab a foe, they inflict terrible, often deadly, burns.
  
  152  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  Description:  Flynq-Sharks serve personal 
  vehicles in underwater engagements 
  — typically they and their riders act as 
  “skirmishers” in naval engagements or as 
  a piscireme’s lifeboats. Similar in appear-
  ance to a Great White Shark but lacking 
  a fin, it has a depression along the top 
  where the rider lays and operates the 
  magiconstruct’s controls. In the shark’s 
  “mouth” is a large Coruscator.
  Though the back of the Flynq-shark 
  is shaped to conform to a rider’s body, 
  the rider is totally exposed and must 
  wear an underwater breathing apparatus, 
  which works on the same principles of 
  a dome’s condensers and provides Life 
  Support (Self-Contained Breathing) so 
  long as the wearer is underwater.
  Like the Gullop-steed, the Flynq-
  shark does not require a rider — it can be 
  dispatched just like a Chala-lion or other 
  magiconstruct, and performs as ordered 
  (given its limited intelligence). Typically 
  the Lemurians send riderless Flynq-
  sharks to retrieve Lemurian survivors of 
  a destroyed piscireme or to attack survi-
  vors of an enemy vessel.
  leMURIAn VeHICleS
  FLYNQ-SHARK
   Val Char Cost Roll notes
   30 STR 
  20 
  15- Lift 1,600 kg; 6d6 HTH damage [0]
   24 DEX 
  42 
  14- OCV:  8/DCV:  8
   10 CON 
  0 
  11-
   15 BODY 10 
  12-
   8 INT 
  -2 
  11- PER Roll 11-
   0 EGO 
  0 
  — 
  ECV:  N/A
   20 PRE 
  10 
  13- PRE Attack:  4d6
   10 COM 
  0 
  11-
   10 PD 
  24 
   
  Total:  10 PD (10 rPD)
   10 ED 
  27 
   
  Total:  10 ED (10 rED)
   5 SPD 
  16 
   
  Phases:  3, 5, 8, 10, 12
   8 REC 
  0
   0 END -10
   — STUN — 
  Total Characteristics Cost:  137
  Movement: 
  Swimming: 
  12”/24”
  Cost Powers 
  enD
  15 
  Flynq-Shark’s Body:  Does Not Bleed 
  0
  10 
  Flynq-Shark’s Body:  No Hit Locations 
  0
  45 
  Flynq-Shark’s Body:  Takes No STUN 
  0
  3 
  Tireless:  Reduced Endurance (0 END; +½) on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) on Swimming  
  0
  15 
  Tireless:  Reduced Endurance (0 END; +½) for STR 
  0
  40 
  Coruscator:  Energy Blast 6d6, NND (defense is ED Force Field or  
  insulated clothing; +1); OIF (-½), 16 Charges (-0) 
  [16]
  15 
  Flynq-Shark’s Body:  Hardened (+¼) for 10 PD/10 ED 
  0
  37 
  Flynq-Shark’s Body:  Damage Resistance (10 PD/10 ED), Hardened (+¼) 
  0
  60 
  Heavy:  Knockback Resistance -10” 
  0
  50 
  Flynq-Shark Vitality:  Life Support (Total, including Longevity:  Immortality) 0
  10 
  Fast Swimmer:  Swimming +10” (12” total) 
  0
  -12 
  Water Only:  Running -6” (0’ total)
   
  Skills
  10 
  +2 HTH
  1 
  Riding 14-; Complementary To Rider’s Skill Only (-1)
  Total Powers & Skills Cost:  300
  Total Cost:  437
  Value Disadvantages
  5 
  Physical Limitation:  Large (4m; -2 DCV, +2 to PER Rolls to perceive)  
  (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Machine Intelligence (Frequently, Greatly Impairing)
  15 
  Physical Limitation:  Very Limited Manipulation (Frequently, Greatly Impairing)
  25 
  Psychological Limitation:  Must Obey Controller (Very Common, Total)
  Total Disadvantage Points:  60
  Total Cost:  377/5 = 75
  
  Atlantean Age  Chapter Eight 
  153
  OPTIONS
  Cost Ability
  16 
  Pegaso-Gullop:  Add Flight 12”; 
  Restrainable (-½)
  Description:  A Gullop-Steed is a magi-
  construct Lemurian warriors ride in 
  battle. Modeled after a creature long 
  extinct, a Gullop-steed is a large as a war-
  horse and has two small horns protrud-
  ing from behind its ears and a long line 
  of horns running down the back of its 
  neck where a horse’s mane would be. The 
  saddle’s built into the steed’s body, and its 
  forehooves are shod with corusqua-filled 
  crystallos horseshoes that can deliver 
  a paralyzing electrical strike when the 
  steed kicks an opponent (typically this 
  attack with used as multiple-power attack 
  with a normal HTH Strike, but that’s not 
  required). Because of its horseshoes, the 
  Gullop-steed kicks up sparks as it runs.
  GULLOP-STEED
   Val Char Cost Roll notes
   40 STR 
  30 
  17- Lift 6,400 kg; 8d6 HTH damage [0]
   24 DEX 
  42 
  14- OCV:  8/DCV:  8
   10 CON 
  0 
  11-
   20 BODY 20 
  13-
   8 INT 
  -2 
  11- PER Roll 11-
   0 EGO 
  0 
  — 
  ECV:  N/A
   20 PRE 
  10 
  13- PRE Attack:  4d6
   10 COM 
  0 
  11-
   12 PD 
  27 
  Total:  12 PD (12 rPD)
   12 ED 
  33 
  Total:  12 ED (12 rED)
   5 SPD 
  16 
  Phases:  3, 5, 8, 10, 12
   10 REC 
  0
   0 END -10
   — STUN — 
  Total Characteristics Cost:  166
  Movement: 
  Running: 
  15”/30”
   
  Leaping: 
  8”/16”
  Cost Powers 
  enD
  15 
  Gullop-Steed’s Body:  Does Not Bleed 
  0
  10 
  Gullop-Steed’s Body:  No Hit Locations 
  0
  45 
  Gullop-Steed’s Body:  Takes No STUN 
  0
  20 
  Corusqua Horseshoes:  Energy Blast 4d6, NND (defense is ED Force Field  
  or insulated clothing; +1); OIF (-½), No Range (-½), 16 Charges (-0) 
  [16]
  18 
  Gullop-Steed’s Legs:  Running +9” (15” total) 
  0
  15 
  Tireless:  Reduced Endurance (0 END; +½) on Running 
  0
  4 
  Tireless:  Reduced Endurance (0 END; +½) on Leaping 
  0
  1 
  Tireless:  Reduced Endurance (0 END; +½) on Swimming  
  0
  20 
  Tireless:  Reduced Endurance (0 END; +½) for STR 
  0
  18 
  Gullop-Steed’s Body:  Hardened (+¼) for 12 PD/12 ED 
  0
  45 
  Gullop-Steed’s Body:  Damage Resistance (12 PD/12 ED), Hardened (+¼) 
  0
  60 
  Heavy:  Knockback Resistance -10” 
  0
  50 
  Gullop-Steed Body:  Life Support:  Total (including Longevity:  Immortality) 0
   
  Skills
  10 
  +2 HTH
  1 
  Riding 14-; Complementary To Rider’s Skill Only (-1)
  Total Powers & Skills Cost:  332
  Total Cost:  498
  Value Disadvantages
  5 
  Physical Limitation:  Large (4m; -2 DCV, +2 to PER Rolls to perceive)  
  (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Machine Intelligence (Frequently, Greatly Impairing)
  15 
  Physical Limitation:  Very Limited Manipulation (Frequently, Greatly Impairing)
  25 
  Psychological Limitation:  Must Obey Controller (Very Common, Total)
  Total Disadvantage Points:  60
  Total Cost:  438/5 = 88
  
  154  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  Description:  A Hepatizon giant is a a 30 
  foot-tall humanoid magiconstruct with a 
  broad, deep chest. One Lemurian soldier 
  sits in a concealed compartment in the 
  chest and “drives” it by mental command 
  (which requires TF: Hepatizon Giant). 
  It can fire devastating beams of magi-
  cal heat from its “eyes” (which are really 
  ignaetian cannons) and carries a “quiver” 
  of enormous metal spears on its back 
  that it can fling at enemies. Additionally, 
  many Giants have “baskets” mounted on 
  their shoulders and other parts of their 
  bodies where Lemurian soldiers can ride 
  and add the fire from their Ignaetian 
  Spars to that of the Giant’s cannons.
  HEPATIZON GIANT
   Val Char 
  Cost notes
   13 Size 
  65 20” x 10”; mass 800 tons; -13 KB; -8 DCV
   75 STR 
  0 
  Lift 800 tons; 15d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   35 BODY 12 
   15 DEF 
  49 Hardened (+¼)
   4 SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  162
  Movement: 
  Ground: 
  32”/64”
  Abilities & equipment
  Cost Power 
  END
   
  Power Systems
  75 
  Elemental Power:  Endurance Reserve (500 END, 100 REC); OIF Bulky (-1)
   
  Propulsion Systems
  4 
  Hepatizon Limbs:  Extra Limbs (4 — two legs, two arms);  
  Limited Manipulation (-¼) 
  0
  45 
  Hepatizon Limbs:  Running +26” (32” total), No Turn Mode (+¼);  
  Costs Endurance (-½) 
  6
   
  Tactical Systems
  116 
  Ignaetian Cannons:  RKA 5d6, Area Of Effect (One Hex; +½), Armor  
  Piercing (+½), Autofire (5 shots; +1½); OIF Bulky (-1), Limited Arc Of  
  Fire (180 Degrees forward; -¼) 
  26
  5 
  Ignaetian Cannons:  One more Cannon (total of two) 
  26
  30 
  Hepatizon Spears:  HKA 4d6 (7d6+1 with STR), Ranged (+½); OAF Bulky  
  (-1½), 8 Charges (-½) 
  [8]
  55 
  Stomp:  Area Of Effect (One Hex; +½) for 75 STR, Reduced Endurance  
  (0 END; +½) 
  0
   
  Skills
  15 
  +3 HTH
  Total Abilities & Equipment Cost:  345
  Total Vehicle Cost:  507
  Value Disadvantages
  25 
  Distinctive Features:  Lemurian war-vehicle (Not Concealable; Causes Extreme 
  Reaction [fear])
  Total Disadvantage Points:  25
  Total Cost:  482/5 = 96
  
  Atlantean Age  Chapter Eight 
  155
  MOLE-MAN TUNNELER
   Val Char 
  Cost notes
   4 Size 
  20 2.5” x 1.5”; mass 1.6 tons; -4 KB; -2 DCV
   50 STR 
  20 Lift 25 tons; 10d6 HTH [0]
   12 DEX 
  6 
  OCV:  4/DCV:  4
   30 BODY 16
   10 DEF 
  16 Does Not Protect Occupant (-½)
   3 SPD 
  8 
  Phases:  4, 8, 12
    
   
   
  Total Characteristic Cost:  86
  Movement: 
  Ground:  6”/12”
   
  Swimming: 
  0”/0”
   
  Tunneling: 
  6”/12”
  Abilities & equipment
  Cost Power 
  END
  4 
  Four Arms And Two Legs:  Extra Limbs (6 — two arms with pincers for  
  picking things up, two arms with drills, two legs); Limited Manipulation (-¼) 
  0
  5 
  Extensors:  Clinging (normal STR); OIF Bulky (-1) 
  0
  45 
  Drills:  Multipower, 45-point reserve
  3u 
  1)  To Break Rocks:  HKA 3d6; No STR Bonus (-½) 
  0
  4u 
  2)  To Tunnel:  Tunneling 6” through 11 DEF material 
  0
  -2 
  Ground Movement Only:  Swimming -2”
  Total Abilities & Equipment Cost:  59
  Total Vehicle Cost:  145
  Value Disadvantages 
  25 
  Distinctive Features:  Lemurian tunneler (Not Concealable; Causes  
  Extreme Reaction [fear])
  15 
  Physical Limitation:  Constant Malfunctions (Frequently, Greatly Impairing)
  Total Disadvantage Points:  40
  Total Cost:  105/5 = 21
  Description:  A Mole-Man Tunneler looks like 13 foot (2”) tall crudely-made golem 
  with no head, four arms, and two legs. Mole-Men use tunnelers to break new tunnels 
  and to mine. Two of the arms end in square pincers with which the driver can pick up 
  large rocks and other objects; the other two end in drills. Rungs lead up the tunneler’s 
  chest and allow a Mole-Man to climb to the shoulders. Atop the shoulders is a seat sur-
  rounded by long levers. A Mole-Man sits in the seat and works the levers to control the 
  tunneler. On the back of the tunneler is an open compartment where the operator can 
  store large chunks of ore. From under the arms extend four sharp-tipped extensors the 
  tunneler uses to climb vertical passages.
  Lemurians generally do not use Mole-Man Tunnelers in their infantry. However, if 
  some hapless Atlantean heroes stumble into a Mole-Man tunnel, the Mole-Men use the 
  tunnelers to attack the “invaders.”
  
  156  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  Value Disadvantages 
  25 
  Distinctive Features:  Lemurian 
  ornithopter (Not Concealable; 
  Causes Extreme Reaction [fear])
  15 
  Physical Limitation:  Constant 
  Malfunctions (Frequently, Greatly 
  Impairing)
  Total Disadvantage Points:  40
  Total Cost:  286/5 = 57
  Description:  Made of bronze and chased 
  with silver, ornithopters look like stylized 
  birds, typically the tallar-falcons of ancient 
  times. Fulminor holds them aloft — the 
  engine creates more to raise the vehicle, or 
  releases the bluish-black smoke to descend. 
  (Since it emits smoke when it descends, 
  some surface worlders have taken this to 
  mean an ornithopter is crashing — much 
  to their surprise when the ornithopter 
  pulls out of its dive and turns on them.) 
  Just below the tail are two arcane furnaces 
  that provide thrust; two moveable wings 
  help guide the craft. The beak is open as if 
  screeching a warning of impending doom, 
  and the inside of the “mouth” sparks with 
  electricity from the Giga-Coruscator, its 
  main weapon.
  The pilot sits in a cockpit shielded 
  with crystallos just behind the ornithopter’s 
  head. An ornithopter can seat two, but only 
  requires one person to pilot it. In major 
  military operations a sorcerer occupies the 
  second seat and uses his Sharnel’s Mechano-
  Mystic Enhancer spell to increase the effec-
  tiveness of the ornithopter. In the event of 
  an impending crash, they can use the Ful-
  minor Aero-Descenders — ejection seat-
  like devices that perform the same function 
  as parachutes. The wearer can control his 
  fall to a limited extent by spreading his 
  arms and legs.
  An ornithopter can perform vertical 
  take-offs and landings, and can hover — 
  in short, it’s as maneuverable the bird it 
  resembles. When it’s not in flight, the wings 
  fold along the ornithopter’s fuselage, and 
  the landing gear resembles stylized talons.
  OPHIDOTHOPTERS
  Lemurian forces sometimes use 
  a similar vehicle, the serpentine Ophi-
  dothopter, in battle. The main differences 
  are (a) the Ophidothopter doesn’t have 
  wings, and (b) in place of the Orni-
  thopter’s weapons an Ophidothopter 
  has several powerful Pyrobombards 
  mounted on the deck and the hull:
  Cost Ability
  40 
  Pyrobombards:  RKA 4d6, Explo-
  sion (+½); OIF Bulky (-1), Limited 
  Arc Of Fire (180 degrees above or 
  below ship, depending on where 
  it’s mounted; -¼)
  15 
  Pyrobombards:  up to eight 
  Pyrobombards
  ORNITHOPTER
   Val Char 
  Cost notes
   6 Size 
  30 4” x 2”; mass 6.4 tons; -6 KB; -4 DCV
   40 STR 
  0 
  Lift 6,400 kg; 8d6 HTH [0]
   21 DEX 
  33 OCV:  7/DCV:  7
   20 BODY 4
   12 DEF 
  30
   5 SPD 
  19 Phases:  3, 5, 8, 10, 12
    
   
   
  Total Characteristic Cost:  116
  Movement: 
  Ground:   
  6”/12”
   
  Swimming: 
  12”/96”
   
  Flight: 
  30”/240”
  Abilities & equipment
  Cost Power 
  END
   
  Propulsion Systems
  70 
  Propulsion Systems:  Multipower, 70-point reserve; 1 Continuing Fuel  
  Charge (difficult to obtain fuel; 4 Hours; -0) for entire reserve 
  [1cc]
  7u 
  1)  Fulminor And Wings:  Flight 30”, x8 Noncombat
  2u 
  2)  Submersible:  Swimming +10” (12” total), x8 Noncombat
   
  Tactical Systems
  64 
  Giga-Coruscator:  Energy Blast 15d6, Area Of Effect (44” Line; +1½),  
  64 Charges (+½); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward;  
  only on same horizontal level; -1), No Range (-½) 
  [64]
  35 
  Ignaetium Bombs:  Energy Blast 12d6, Explosion (1 DC per 2”; +¾); OIF  
  Bulky (-1), Dropped (-½), 8 Charges (-½) 
  [8]
   
  Personnel Systems
  15 
  Sealed Environment:  Life Support (Self-Contained Breathing; Safe  
  Environments:  High Pressure, Intense Cold, Low Pressure/Vacuum) 
  0
  5 
  Communication System:  HRRP (Radio Group); OIF Bulky (-1), Affected As  
  Sight And Hearing Group As Well As Radio Group (-½) 
  0
  2 
  Fulminor Aero-Descender (Pilot):  Gliding 6”; OIF Bulky (-1), Limited  
  Movement (character cannot gain altitude, and must move 12” downward  
  for every 1” forward; -½), 1 Continuing Charge (lasts until character hits the 
  ground; -¾)
  2 
  Fulminor Aero-Descender (Passenger):  Another Fulminor Aero-Descender
   
  Skills
  8 
  Highly Maneuverable:  +4 with Flight
  Total Abilities & Equipment Cost:  210
  Total Vehicle Cost:  326
  
  Atlantean Age  Chapter Eight 
  157
  Total Abilities & Equipment Cost:  257
  Total Vehicle Cost:  446
  Value Disadvantages 
  25 
  Distinctive Features:  Lemurian 
  piscireme (Not Concealable; 
  Causes Extreme Reaction [fear])
  15 
  Physical Limitation:  Constant 
  Malfunctions (Frequently, Greatly 
  Impairing)
  Total Disadvantage Points:  40
  Total Cost:  406/5 = 81
  ADDITIONAL VEHICLES
  Cost Vehicle
  72 
  Ornithopters:  8 Ornithopters (see 
  above) 
  52 
  Quattropede:  4 Quattropedes (see 
  below)
  97 
  Flynq-Sharks:  16 Flynq-sharks (see 
  below)
  103 
  Gullop-Steeds:  8 Gullop-steeds (see 
  below)
  Description:  The piscireme is a sub-
  mersible, similar in size to a sur-
  face world battleship; it resembles a 
  demonic sperm whale made of bronze. 
  A piscireme’s “tail” and “fins” are made 
  from narrow bands of metal that move 
  and serve as a rudders; and two pro-
  pellers sit on either side of the base of 
  the tail. The piscireme is captained by 
  a Lemurian commander and requires 
  a crew of twenty Mole-Men. It has 
  staterooms for twelve other nobles, 
  and it carries Mole-Men infantry in 
  its bowels. The quarters for Mole-Men 
  are cramped and inhumane — a pis-
  cireme can carry a thousand Mole-Men 
  packed in like sardines.
  The “eyes” of a piscireme are 
  sheathed in opaque crystallos, and 
  roll back to reveal the two Ignaetium 
  Bomb Launchers. The launcher itself 
  is a large barrel that extends from the 
  eye socket and leads back into a gun-
  nery compartment where Mole-Men 
  load the bombs. An Ignaetium Bomb 
  is a large cratered rock. When fired, 
  it begins to crack and the cracks glow 
  red from the burning ignaetium inside. 
  When the bomb impacts with the target, 
  it explodes in a fiery destructive burst, 
  and the launchers can fling a bomb for 
  six miles, choosing either to arc their 
  fire over intervening obstacles or shoot 
  in a straight line. Located at the back of 
  the bulbous “head” of the piscireme is 
  a shallowly-arched dome of crystallos; 
  this slides open to reveal a flight deck 
  from which ornithopters can launch and 
  land. When the piscireme beaches, the 
  “mouth” creaks open and a ramp extends 
  from within to allow Mole-Men and land 
  vehicles to emerge.
  PISCIREME
   Val Char 
  Cost notes
   20 Size 
  100 100” x 50”; mass 100 ktons; -20 KB; -13 DCV
   110 STR 
  0 
  Lift 100 ktons; 22d6 HTH [0]
   15 DEX 
  15 OCV:  5/DCV:  5
   35 BODY 5
   16 DEF 
  54 Hardened (+¼)
   4 SPD 
  15 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  189
  Movement: 
  Ground:  0”/0”
   
  Swimming: 
  16”/32”
  Abilities & equipment
  Cost Power 
  END
   
  Propulsion Systems
  8 
  Propeller-Driven Underwater Craft:  Swimming +14” (16” total); Side Effects 
  (propeller does KA 2d6 to anyone coming in contact with bottom stern of  
  vehicle, occurs automatically, only affects environment around vehicle; -¾) 
  0
  -12 
  Water Only:  Running -6” (0” total) 
  0
   
  Tactical Systems
  95 
  Giga-Coruscator:  Energy Blast 15d6, Area Of Effect (64” Cone; +1½),  
  128 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (forward 180  
  Degrees above ship; -¼), No Range (-½) 
  [64]
  10 
  Giga-Coruscators:  3 more Giga-Coruscators (forward 180 Degrees below  
  ship, rear 180 Degrees above ship, rear 180 Degrees below ship) 
  [64]
  100 
  Ignaetium Bomb Launcher:  Energy Blast 20d6, Explosion (1 DC per 2”;  
  +¾), Indirect (arched fire; +¼), Increased Maximum Range (5,000”, or  
  about 6 miles; +¼); OIF Bulky (-1), Limited Arc Of Fire (forward  
  180 Degrees; -¼), 16 Charges (-0) 
  [16]
  5 
  Ignaetium Bomb Launcher:  another Ignaetium Bomb Launcher 
  [16]
   
  Personnel Systems
  15 
  Sealed Environment:  Life Support (Self-Contained Breathing; Safe  
  Environments:  High Pressure, Intense Cold, Low Pressure/Vacuum) 
  0
  5 
  Communication System:  HRRP (Radio Group); OIF Bulky (-1), Affected  
  As Sight And Hearing Group As Well As Radio Group (-½) 
  0
  16 
  Mystic Sensors:  Danger Sense (general area, out of combat)14-; OIF Bulky (-1)
  15 
  Oraculus:  Clairsentience (Sight Group), Reduced Endurance (0 END; +½);  
  OIF Bulky (-1) 
  0
  
  158  Gamemastering The Atlantean Age 
  Hero System 5th Edition Revised
  QUATTROPEDE
   Val Char 
  Cost notes
   7 Size 
  35 5” x 2.5”; mass 12.5 tons; -7 KB; -4 DCV
   60 STR 
  15 Lift 100 kg; 12d6 HTH [0]
   18 DEX 
  24 OCV:  6/DCV:  6
   30 BODY 13
   15 DEF 
  39
   4 SPD 
  12 Phases:  3, 6, 9, 12
    
   
   
  Total Characteristic Cost:  138
  Movement: 
  Ground:  12”/24”
   
  Swimming: 
  0”/0”
  Abilities & equipment
  Cost Power 
  END
   
  Propulsion Systems
  12 
  Legs:  Ground Movement +6” (12” total) 
  0
  -2 
  Cannot Swim:  Swimming -2” (0” total)
   
  Tactical Systems
  82 
  Omnidirectional Giga-Coruscator:  Energy Blast 15d6, Area Of Effect  
  (44” Line; +1½), 64 Charges (+½); OIF Bulky (-1), Limited Arc Of Fire  
  (360 degrees around vehicle, but only at or below the level of the vehicle’s  
  body unless target is at least 40” from vehicle; -¼), No Range (-½) 
  [64]
   
  Personnel Systems
  15 
  Sealed Environment:  Life Support (Self-Contained Breathing; Safe  
  Environments:  High Pressure, Intense Cold, Low Pressure/Vacuum) 
  0
  5 
  Communication System:  HRRP (Radio Group); OIF Bulky (-1), Affected  
  As Sight And Hearing Group As Well As Radio Group (-½) 
  0
  Total Abilities & Equipment Cost:  113
  Total Vehicle Cost:  250
  Value Disadvantages 
  25 
  Distinctive Features:  Lemurian quattropede (Not Concealable; Causes Extreme 
  Reaction [fear])
  15 
  Physical Limitation:  Constant Malfunctions (Frequently, Greatly Impairing)
  Total Disadvantage Points:  40
  Total Cost:  210/5 = 42
  Description:  Quattropedes are four-legged walkers that serve as command centers 
  for Lemurian infantry and fighting platforms for sorcerers. The body of the Quat-
  tropede is a half-sphere:  a 2.5” diameter geodesic dome of crystallos set atop a disc 
  of mystically-hardened bronze. At the front of the body is an open battlement that 
  gives a sorcerer partial cover from attacks so he can provide magical support to the 
  infantry. From the body extend four legs. Each leg is 5” long, has four joints, and 
  ends in a flexible circular pad. From the bottom of the body extends an articulated 
  arm terminating in a Giga-Coruscator.
  
  CHAPTER NINE
  ATLANTEAN ADVERSARIES
  
  160  Atlantean Adversaries 
  Hero System 5th Edition Revised
  Background/History:  Haliris Atal has 
  never been one to do what’s expected of 
  her. Born into one of Lemuria’s oldest 
  and proudest noble houses, she was 
  supposed to grow up living the demure 
  life of a Lemurian noblewoman, marry 
  well, have children, and enjoy the luxu-
  ries of her position. But it turned out 
  that pre-programmed destiny didn’t 
  appeal to her. She was more interested 
  in Gullop-steeds and warriors’ deeds 
  than the pastimes normally associated 
  with Lemurian women... and to her 
  mother’s horror, her father was will-
  ing to indulge his daughter’s interests, 
  teaching her swordplay and other skills 
  suited to a Lemurian fighter.
  Haliris proved to have a natural gift 
  for matters of warfare, and ambition to 
  match. She was married in the tradi-
  tional Lemurian style, to the patriarch 
  of House Atal, who at first tried to make 
  her act more like an ordinary Lemurian 
  noblewoman but soon stopped butting 
  his head against her stubborness and 
  decided to support her instead. Com-
  pared to her birth-house, House Atal 
  was far more accepting of her, and so in 
  another defiance of Lemurian tradition 
  she gave her loyalty fully to it rather than 
  secretly helping her old family.
  When Haliris’s husband died unex-
  pectedly in an accident, it was expected 
  that she’d step down as duchess to allow 
  a House elder to take over... but again 
  she did the unpredictable thing. Calling 
  in countless favors, using her powers of 
  persuasion, blackmailing a few enemies, 
  and quietly disposing of a few more, she 
  kept control of the reins of power. In 
  effect she is now the House elder, which 
  upsets many hidebound Lemurians both 
  inside House Atal and out. Nor has she 
  neglected her military career. Although 
  her beauty and relative shortness makes 
  some of her colleagues doubt her, in 
  truth she’s one of the most skilled, capa-
  ble, and powerful captains Lemuria has.
  Personality/Motivation:  Three things 
  define Haliris Atal’s personality. First, 
  she’s a maverick who can’t be counted 
  on to do what’s expected of her, whether 
  that’s in Lemurian society or on the 
  battlefield. She couldn’t care less about 
  “tradition”; she finds ways to do what she 
  wants to do and pursue the subjects that 
  interest her.
  Second, she’s a devout Lemurian 
  patriot. She loves her homeland and 
  people (particularly compared to the 
  average Lemurian, whose loyalty often 
  lies more with his House than Lemuria 
  as a whole). The long, slow decline that 
  Lemuria’s been on for centuries angers 
  H
  ere are a few villains from the Atlantean Age to get you started creating 
  plots and challenges for your PCs. You can easily adapt villains from other 
  Hero Games books, such as Nobles, Knights, And Necromancers and The 
  Turakian Age, by “Atlanteanizing” them with different names and clothes, 
  more powerful spells, and setting-appropriate enchanted items. For example, Lady 
  Valynda Garaithe and Druathek the Maleficent (NKN, pages 29 and 120) would make a 
  good scheming Atlantean courtier and evil Kaphtoran mage, respectively.
  HALIRIS ATAL
  Lemurian Commander
   Val Char Cost Roll notes
   15 STR 
  5 
  12- Lift 200 kg; 3d6 HTH damage [3]
   20 DEX 
  30 
  13- OCV:  7/DCV:  7
   18 CON 
  16 
  13-
   14 BODY 8 
  12-
   20 INT 
  10 
  13- PER Roll 13-
   15 EGO 
  10 
  12- ECV:  5
   20 PRE 
  10 
  13- PRE Attack:  4d6
   16 COM 
  3 
  12-
   10 PD 
  7 
   
  Total:  20 PD (10 rPD)
   10 ED 
  6 
   
  Total:  20 ED (10 rED)
   4 SPD 
  10 
   
  Phases:  3, 6, 9, 12
   7 REC 
  0
   40 END 
  2
   40 STUN 9 
  Total Characteristics Cost:  126
  Movement: 
  Running: 
  9”/18”
  Cost Powers 
  enD
  45 
  Ataline Gauntlets:  Multipower, 67-point reserve; all OIF (-½)
  3u 
  1)  Power-Blast:  RKA 3d6, +2 Increased STUN Multiplier (+½); OIF (-1),  
  4 Charges (-1) 
  [4]
  1u 
  2)  Power-Punch:  HA +6d6; OIF (-½), Hand-To-Hand Attack (-½) 
  3
  1u 
  3)  Augmented Might:  +30 STR; OIF (-½), 4 Charges lasting 1 Turn each  
  (-½) 
  [4x1 Turn]
  12 
  Ignaetior Blade:  HKA 2d6 (2d6+1 with STR); OAF (-1), STR Minimum  
  (10; -½) 
  3
  15 
  Ignaetior Powers:  Multipower, 30-point reserve; all slots OAF (-1)
  1u 
  1)  Flaming Blade:  RKA 1d6, Armor Piercing (+½), Penetrating (+½); OAF  
  (-1), No Range (-½), Linked (to Blade; -½), 16 Charges (-0) 
  [16]
  1u 
  2)  Smoke Cloud:  Darkness to Sight Group 3” radius; OAF (-1), Limited  
  Range (2”; -¼), 4 Charges lasting 1 Turn each (removed by wind; -½) [4 x 1 Turn]
  1u 
  3)  Flash Burst:  Sight Group Flash 5d6; OAF (-1), No Range (-½),  
  16 Charges (-0)
  25 
  Coruscator:  Multipower, 40-point reserve, 32 Charges for entire  
  Multipower (+¼); all slots OAF (-1) 
  [32]
  2u 
  1)  Lightning Blast:  Energy Blast 8d6; OAF (-1), Limited Range (15”; -¼)
  2u 
  2)  Electric Strike:  Energy Blast 4d6, NND (defense is ED Force Field or  
  insulated clothing; +1); OAF (-1), No Range (-½)
  32 
  Ignaerian Spar:  RKA 3d6, Armor Piercing (+½), 30 Charges (+¼); OAF  
  (-1), Two-Handed (-½) 
  [30]
  VILLAINS
  
  Atlantean Age  Chapter Nine 
  161
  her intensely, and she wants to reverse it. 
  She wants to see lost lands of the Empire 
  reconquered and drive the Atlanteans 
  screaming from the battlefield. Noth-
  ing pleases her more than defeating or 
  humiliating Atlanteans.
  Third, she’s ambitious. She’s 
  already achieved heights of power 
  that are almost unprecedented for 
  a Lemurian woman, and she wants 
  more:  more troops to command; 
  more subjects to obey her. She would 
  never betray her Emperor, but if she 
  should see a clear path to the Lemurian 
  throne, she’d find a way to take it.
  quote:  “Atlantean scum! Lemuria existed 
  long before your pitiful island, and it will 
  still exist after you and your kind have 
  been swept from the world.”
  Powers/Tactics:  Haliris Atal has been 
  trained in the standard Lemurian arts 
  of war, ranging from bellascra to how to 
  operate typical Lemurian vehicles. She 
  carries the standard Lemurian weapons 
  (ignaetior, coruscator, and ignaerian 
  spar), but adds one extra to her arse-
  nal:  the Ataline Gauntlets, a powerful 
  enchanted item belonging to her House. 
  The Gauntlets can fire power-blasts, 
  enhance her strength, and allow her to 
  deliver devastating punches.
  In personal combat, Haliris at first 
  fights defensively, using her Jab and other 
  DCV-enhancing maneuvers, to gauge her 
  opponent’s skill. She’ll also make an Ana-
  lyze Technique roll, if appropriate. After 
  a Phase or two of that, she either shifts 
  to the offensive (if she thinks she has the 
  upper hand), disengages, or tries a tactic 
  to overcome or neutralize her opponent’s 
  strengths. She has no qualms about using 
  “dirty tricks” (like throwing sand in a 
  foe’s eyes) if they can help her.
  Campaign Use:  Haliris Atal is intended to 
  be a solid foe for your PCs — not neces-
  sarily personally (though she should be a 
  match for any one of them), but because 
  of a combination of her power and the 
  resources she can command (troops, 
  vehicles, and more). If she doesn’t do this 
  for your heroes, improve her abilities or 
  give her more enchanted items until she 
  does. Increasing her Martial Arts is one 
  good way to improve her ability to do 
  damage; increasing her DEX and SPD are 
  other quick solutions.
  As a Hunter, Haliris is determined 
  but not fanatical. She knows that some-
  times pursuit of a goal can blind a com-
  mander to danger, so she won’t commit 
  too much of her own personal resources 
  or her troops to chasing a quarry unless 
  she has to or believes the odds are 
  strongly in her favor.
   
  Martial Arts:  Bellascra
   
  Maneuver 
  OCV DCV 
  Notes
  4 
  Block 
  +2 
  +2 
  Block, Abort
  4 
  Disarm 
  -1 
  +1 
  Disarm, 35 STR to Disarm roll
  4 
  Dodge 
  — 
  +5 
  Dodge, Affects All Attacks, Abort
  5 
  Jab 
  +0 
  +3 
  Weapon Strike + 2 DCs
  4 
  Thrust 
  +2 
  +0 
  Weapon Strike + 4 DCs
  5 
  Lunge 
  +1 
  +0 
  Weapon Strike + 2 DCs + v/5; FMove
  5 
  Slash 
  -2 
  +1 
  Weapon Strike + 6 DCs
  8 
  +2 Damage Classes (already added in)
  1 
  Use Art with Ignaetior, Coruscator
  15 
  Caraprix Body Armor:  Armor (10 PD/10 ED); OIF (-½),  
  Activation Roll 14- (-½) 
  0
  15 
  Caraprix Energy Absorption:  Energy Damage Reduction, Resistant, 50%;  
  OIF (-½), Activation Roll 14- (-½) 
  0
  6 
  Fast:  Running +3” (9” total) 
  1 
   
  Perks
  88 
  Gullop-Steed (see below)
   
  Perks
  8  
  Lordship:  Lemurian Duchess
  4 
  Military Rank:  Captain in the Lemurian army
  10 
  Money:  Wealthy
   
  Skills
  10 
  +1 Overall
  15 
  +3 HTH
  3 
  Analyze Technique 13-
  3 
  Combat Piloting 13-
  3 
  Deduction 13-
  10 
  Defense Maneuver IV
  3 
  Fast Draw (Lemurian Weapons) 13-
  3 
  High Society 13-
  3 
  Interrogation 13-
  1 
  Literacy
  2 
  KS: Bellascra 11-
  3 
  Paramedics (Healing) 13-
  3 
  Persuasion 13-
  5 
  Rapid Attack (HTH)
  3 
  Riding 13-
  3 
  Sleight Of Hand 13-
  3 
  Stealth 13-
  5 
  Tactics 14-
  2 
  TF: Lemurian War-Vehicles
  10 
  Two-Weapon Fighting (HTH)
  3 
  WF:  Lemurian Weapons, Off Hand
  Total Powers & Skills Cost:  417
  Total Cost:  549
  300+ Disadvantages
  10 
  Distinctive Features:  Style (Not Concealable; Noticed And Recognizable;  
  Perceivable By Large Group)
  15 
  Hunted:  various traditionalist Lemurians who’d like to see her disgraced  
  or removed from society 8- (As Pow, NCI, Ruin)
  20 
  Psychological Limitation:  Ardent Lemurian Patriot (Very Common, Strong)
  10 
  Psychological Limitation:  Ambitious Noncomformist (Common, Moderate)
  5 
  Rivalry:  Professional, with certain other Lemurian nobles and commanders
  20 
  Social Limitation:  Subject To Orders (Very Frequently, Major)
  169 
  Experience Points
  Total Disadvantage Points:  549
  
  162  Atlantean Adversaries 
  Hero System 5th Edition Revised
  Appearance:  Haliris Atal is righly known 
  as a beauty, even among Lemurian 
  women who tend to be better-looking 
  than most women. She keeps her black 
  hair cut short so that it more easily fits 
  under a helmet; her eyes are dark.
  In the field Atal wears an elaborate 
  caraprix — a suit of Lemurian armor 
  consisting of a breastplate, greaves, and 
  helmet made from crystallos (magical 
  crystal) — thats a distinctive shade of 
  purple. Three copper fins are set verti-
  cally into the breastplate’s back, and 
  there are similar fins on the pieces that 
  protect the upper arms and the calves. 
  Her helmet is shaped like a demon’s 
  head — the demon her noble House 
  has as its patron. At times she also dons 
  the Ataline Gauntlets, powerful magical 
  gloves made of crystallos and hepatizon.
  HAlIRIS ATAl PloT SeeDS
  The classic Haliris Atal plot:  Haliris 
  and her army are tasked with obtain-
  ing something for Lemuria, or 
  accomplishing some military goal. 
  The PCs want the same thing, or 
  have been ordered to stop her.
  Haliris decides its time to marry again, 
  and in her greatest act of noncomfor-
  mity to date decides that one of the 
  PCs would make the perfect husband. 
  All she has to get him to do is betray 
  his homeland... which may require the 
  help of Lemurian sorcery.
  Eager to foment trouble between 
  Lemurian and Atlantis to further her 
  own military career, Haliris goes “off 
  the reservation” and launches a plot 
  designed to start a war. She arranges 
  for a series of grisly murders to take 
  place in Ras Shamra that seem to 
  have been done by Lemurians, while 
  framing the Atlanteans for similar 
  attacks in Dushaan. The PCs have to 
  figure out what’s really going on to 
  prevent the deaths of thousands.
  
  Atlantean Age  Chapter Nine 
  163
  Personality/Motivation:  Gerilah chose 
  sorcery over the sword largely because 
  he’s a snivelling coward. He does his best 
  to hide this fact in public (and in fact 
  has largely succeeded), but in private 
  he’s quick to cower or flee if confronted 
  with force he can’t strike back against. 
  He works hard to arrange his encoun-
  ters with his enemies so that he has the 
  upper hand and can prevent them from 
  hurting them. When he thinks he has 
  an opponent at a disadvantage, or when 
  dealing with someone obviously his 
  inferior (like a Mole-Man), he’s a vicious 
  bully given to mocking comments and 
  playing cat and mouse.
  quote:  “A clever trap, no? Now I shall 
  teach you new definitions of pain in my 
  work-room.”
  Powers/Tactics:  Gerilah Nask is an 
  accomplished Lemurian sorcerer who 
  knows a wide variety of elemental and 
  Chaos magics. In addition to his spells, 
  Gerilah has several powerful enchanted 
  items acquired (by one means or 
  another) over the course of his career. 
  He’s crafted for himself an Unvincitory 
  Pillar and uses it frequently, particularly 
  for its defensive powers. He wears the 
  Ring of Rijn, a potent magical weapon so 
  ancient it predates the Lemurian people. 
  It can summon lions, sharks, or eagles 
  to fight for Gerilah, fire a deadly beam 
  of energy, trap his enemies in bands of 
  arcane force, or even teleport Gerilah 
  to safety. His Shieldrobe thwarts many 
  attacks against him, though it’s of no 
  use against some types of magic (i.e., it 
  doesn’t provide Mental Defense or Power 
  Defense).
  If confronted by an opponent he 
  hasn’t had time to prepare for or doesn’t 
  feel capable of defeating easily, Gerilah 
  has no qualms about fleeing (though he’ll 
  try to avoid looking like a total coward 
  if there are other Lemurians watching). 
  He can use the Teleportation power of 
  his Ring to do this, though he’ll save that 
  for a true emergency if he has another, 
  more reliable, escape route handy. He 
  keeps one of the Floating Fixed Locations 
  on his rings set to his main sanctum in 
  Lemuria, and another to a smaller, secret 
  sanctum not in Lemuria.
  Fortunately for his peace of mind 
  and image, Gerilah usually is prepared to 
  deal with his enemies. His sanctum has a 
  number of traps both mundane and mys-
  tical to alert him to danger and keep his 
  foes off-balance, and he often has a sum-
  moned Earth or Fire being with him to 
  serve as his “bodyguard.” Given enough 
  time he can prepare all sorts of surprises 
  for his adversaries using his mechano-
  GERILAH NASK
  Lemurian Sorcerer
   Val Char Cost Roll notes
   10 STR 
  0 
  11- Lift 100 kg; 2d6 HTH damage [1]
   16 DEX 
  18 
  12- OCV:  5/DCV:  5
   15 CON 
  10 
  12-
   12 BODY 4 
  12-
   20 INT 
  10 
  13- PER Roll 13-
   15 EGO 
  10 
  12- ECV:  5
   20 PRE 
  10 
  13- PRE Attack:  4d6
   12 COM 
  1 
  11-
   6 PD 
  4 
   
  Total:  26 PD (20 rPD)
   8 ED 
  5 
   
  Total:  28 ED (20 rED)
   4 SPD 
  14 
   
  Phases:  3, 6, 9, 12
   5 REC 
  0
   50 END 
  10
   30 STUN 5 
  Total Characteristics Cost:  101
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  enD
  — 
  The Minor Magics:  Variable Power Pool (Lemurian Minor Magics Pool),  
  30 base + 15 control cost, No Skill Roll Required (+1) 
  var
  20 
  Air Spells Multipower:  Multipower, 200-point reserve
  1 
  Becalming
  1 
  Blizzard
  1 
  Call The Winds
  1 
  Irresistible Winds
  1 
  Leash The Storm
  1 
  Levitation
  1 
  Lightning Spear
  1 
  Reaping The Whirlwind
  1 
  Shield Of The Winds
  25 
  Earth Spells Multipower:  Multipower, 250-point reserve
  1 
  Breaking Of Earth
  1 
  Clasp Of Stone
  1 
  Earth Spirit Matrix
  1 
  Eordica’s Wrath
  1 
  Giant’s Sling
  1 
  Parting The Earth
  1 
  Stonewall
  1 
  Strength Of Earth
  25 
  Fire Spells Multipower:  Multipower, 250-point reserve
  1 
  Extinguishing
  1 
  Fireball
  1 
  Fire Darts
  1 
  Fire Spirit Matrix
  1 
  Fist Of Fire
  1 
  Immolation
  1 
  Shield Against Flame
  20 
  Water Spells Multipower:  Multipower, 200-point reserve
  1 
  Fist Of Poseidon
  1 
  Flood
  1 
  Stilling The Waters
  1 
  Unleash The Waters
  90 
  Order Spells Multipower:  Multipower, 180-point reserve
  1 
  Chaos Doom
  1 
  Chaos Mantle
  1 
  Imposition Of Chaos
  1 
  Shield Against Chaos
  60 
  Unvincitory Pillar:  Multipower, 120-point reserve; all OAF (-1)
  8m 
  1)  Ignaetory Sphere:  RKA 3d6, Explosion (-1 DC/3”; +1); OAF (-1),  
  12 Charges (-¼) 
  [12]
  7m 
  2)  Lightning Bolt:  RKA 4d6, Armor Piercing (+½); OAF (-1),  
  Limited Range (30”; -¼), 12 Charges (-¼) 
  [12]
  
  164  Atlantean Adversaries 
  Hero System 5th Edition Revised
  magical skills.
  Campaign Use:  Gerilah Nask is intended 
  as an adversary for a team of PCs based 
  not so much on raw personal power 
  as cleverness, resources, and prepara-
  tion. When fighting him the PCs should 
  always be reacting to his plans and 
  preparations, and thus unable to take the 
  fight directly to him. Otherwise they can 
  probably overwhelm him pretty quickly.
  To make Gerilah more powerful, 
  increase the size of his spell Multipower 
  reserves and beef up his arsenal of spells. 
  Another enchanted item or two, perhaps 
  one that enhances his Primary Char-
  acteristics and SPD, could also help. To 
  weaken him, remove the Ring of Rijn 
  and/or reduce the Armor provided by his 
  Shieldrobes.
  7m 
  3)  Paralysis:  Entangle 6d6, 6 DEF, Takes No Damage From Attacks (+½);  
  OAF (-1), Cannot Form Barriers (-¼), 12 Charges (-¼) 
  [12]
  8m 
  4)  Enervation:  Drain STUN 6d6, Ranged (+½); OAF (-1), 12 Charges (-¼) 
  [12]
  6m 
  5)  Spell Of Protection:  Force Field (8 PD/8 ED/6 Mental Defense/6 Power 
  Defense/6 Sight Group Flash Defense/6 Hearing Group Flash Defense),  
  Reduced Endurance (0 END; +½); OAF (-1) 
  0
  3m 
  6)  Arcane Wall:  Force Wall (8 PD/8 ED, 3” long); OAF (-1), Extra Time  
  (Full Phase to create, and a Half Phase to maintain each Phase  
  thereafter; -¾), 12 Charges (-¼) 
  [12]
  27 
  Arcane Augmentation:  Aid 4d6, all Magic spells/powers simultaneously  
  (+2) (120 Active Points); OAF (Unvincitory Pillar; -1), Self Only (-½),  
  1 Charge (-2) 
  [1]
  105 
  The Ring Of Rijn:  Multipower, 157-point reserve; all OIF (-½)
  5u 
  1)  Summoned Beasts:  Summon up to 16 animals built on up to 250  
  Character Points each, Expanded Class (lions on land, sharks in the water,  
  eagles in the air; +¼), Slavishly Loyal (+1); OIF (-½), 1 Charge (-2) 
  [1]
  6u 
  2)  Negative Energy Beam:  RKA 5d6, Line Of Sight (+½), Penetrating (+½);  
  OIF (-½), 4 Charges (-1) 
  [4]
  7u 
  3)  Arcane Shackles:  Entangle 6d6, 6 DEF, Area Of Effect (8” Radius; +1),  
  Selective (+¼); OIF (-½), 8 Charges (-½) 
  [8]
  1u 
  4)  Teleport To Safety:  Teleportation 10”, MegaScale (1” = 10,000 km, can  
  scale down to 1” = 1 km; +1½); OIF (-½), Can Only Teleport To Fixed  
  Locations (-½), 1 Charge (-2) 
  [1]
  7 
  The Ring Of Rijn:  Two Floating Fixed Locations for Teleportation; OIF (-½) 0
  40 
  Shieldrobes:  Armor (20 PD/20 ED); OIF (-½) 
  0
  2 
  Lemurian Longevity:  Life Support (Longevity:  300-year lifespan) 
  0
   
  Perks
  10 
  Perk:  Lemurian Sorcerer
  10 
  Perk:  Corusqua Supply (1,000 END worth per month)
  15 
  Perk:  Crystallos Supply (2,000 END worth per month)
  10 
  Perk:  Fulminor Supply (1,000 END worth per month)
  20 
  Perk:  Ignaetium Supply (4,000 END worth per month)
   
  Skills
  3 
  +1 with Lemurian Sorcery
  10 
  Arcane Power:  +4 with Magic Spells; OAF (Unvincitory Pillar; -1)
  3 
  Inventor 13-
  3 
  KS: Lemurian History And Culture 13-
  3 
  KS: Lemurian Arcane And Occult Lore 13-
  1 
  Literacy
  3 
  Mechanics 13-
  7 
  Power: Lemurian Magic 15-
  Total Powers & Skills Cost:  611
  Total Cost:  712
  300+ Disadvantages
  15 
  Psychological Limitation:  Sadistic (Common, Strong)
  10 
  Psychological Limitation:  A Coward And A Bully (Common, Moderate)
  5 
  Rivalry:  Professional, with one or more other Lemurian sorcerers
  382 
  Experience Points
  Total Disadvantage Points:  712
  Background/History:  Gerilah Nask is one of the foremost Lemurian sorcerers of his day, 
  and the extent of his various plots, schemes, and machinations to obtain greater power 
  and wealth almost equal the extent of his knowledge of Lemurian arcana. In his younger 
  days, as a grandee of House Nask, he chose wizardry rather than warfare as his chief pur-
  suit, but that made him no less popular with the ladies. Unfortunately he has not aged 
  well. Decades of stooping over his desk reading by the light of Lemurian glow-globes, of 
  trafficking with beings and spirits best left unmentioned, and dealing with secrets man 
  was not meant to know have seemingly aged him... though he’s not really “elderly” thanks 
  to his Lemurian vitality. In truth he remains as clever, scheming, and cruel as ever, as more 
  than one of his enemies and rivals has learned to his regret.
  
  Atlantean Age  Chapter Nine 
  165
  CORMAR THE MIGHTY
   Val Char Cost Roll notes
   40 STR 
  40 
  17- Lift 6,400 kg; 8d6 HTH damage [4]
   25 DEX 
  45 
  14- OCV:  8/DCV:  8
   25 CON 
  30 
  14-
   20 BODY 20 
  13-
   25 INT 
  15 
  14- PER Roll 14-
   20 EGO 
  20 
  13- ECV:  7
   30 PRE 
  20 
  15- PRE Attack:  6d6
   20 COM 
  5 
  13-
   18 PD 
  10 
   
  Total:  38 PD (20 rPD)
   18 ED 
  13 
   
  Total:  38 ED (20 rED)
   5 SPD 
  15 
   
  Phases:  3, 5, 8, 10, 12
   15 REC 
  4
   100 END 
  35
   60 STUN 7 
  Total Characteristics Cost:  279
  Movement: 
  Running: 
  9”/18”
  Cost Powers 
  enD
  — 
  The Lesser Powers:  Variable Power Pool (Atlantean Lesser Powers Pool),  
  30 base + 15 control cost, No Skill Roll Required (+1) 
  var
  25 
  Air Spells Multipower:  Multipower, 250-point reserve
  1 
  Air Spirit Matrix
  1 
  Becalming
  1 
  Call The Winds
  1 
  Fleetness Of Cloud
  1 
  Fury Of The Winds (lesser version:  Energy Blast 10d6)
  1 
  Irresistible Winds
  1 
  Leash The Storm
  1 
  Levitation
  1 
  Lightning Spear
  1 
  Reaping The Whirlwind
  1 
  Shield Of The Winds
  25 
  Earth Spells Multipower:  Multipower, 250-point reserve
  1 
  Breaking Of Earth
  1 
  Clasp Of Stone
  1 
  Dardarian Prison
  1 
  Earth Spirit Matrix
  1 
  Eordica’s Wrath
  1 
  Giant’s Sling
  1 
  Parting The Earth
  1 
  Stonewall
  1 
  Strength Of Earth
  28 
  Fire Spells Multipower:  Multipower, 280-point reserve
  1 
  Extinguishing
  1 
  Fireball
  1 
  Fire Darts
  1 
  Fire Spirit Matrix
  1 
  Fist Of Fire
  1 
  Immolation
  1 
  Shield Against Flame
  22 
  Water Spells Multipower:  Multipower, 220-point reserve
  1 
  Blizzard
  1 
  Fist Of Poseidon
  1 
  Flood
  1 
  Stilling The Waters
  1 
  Unleash The Water
  40 
  Light Spells Multipower:  Multipower, 200-point reserve
  1 
  Armor Of Light
  1 
  Dimming
  1 
  Eyes Of Helios
  1 
  Illuminating
  1 
  Irresistible Flare
  1 
  Leeching Spirit
  Gerilah rarely Hunts anyone; if 
  enemies get away from him he chalks it 
  up to experience and moves on. How-
  ever, some opponents make him angry 
  enough that he looks for ways to strike 
  back. Since he’s not an aggressive or 
  bold man by nature, he approaches the 
  chase cautiously, with lots of study and 
  planning... then he strikes when the best 
  opportunity presents itself.
  Appearance:  Gerilah Nask is an old-
  looking, wizened man with no hair on 
  his head (or face) and a sort of reptilian, 
  malicious look to him. He wears dark 
  robes with wide sleeves, several large 
  necklaces of crystallos (magical crystals) 
  crystals that loop down as far as his 
  chest and stomach, golden bracers on his 
  wrists, and rings on several of his fingers. 
  One hand clutches his Unvincitory Pillar.
  GeRIlAH nASK PloT SeeDS
  Gerilah decides to start studying Light 
  magics. To jump-start his learning he 
  wants to use the grimoire of a long-dead 
  Kaphtoran mage named Evasskarn. It’s 
  said to be buried in Evasskarn’s Tomb, 
  the location of which is hidden in an 
  obscure riddle. Not willing to risk the 
  dangers of finding and exploring the 
  tomb himself, Gerilah hires the PCs to 
  do it for him.
  After the PCs strike a blow against 
  Lemuria and become wanted enemies 
  of the Empire, Gerilah decides to curry 
  favor with the Emperor by capturing 
  them. He prepares an elaborate trap 
  involving a legendary magical sword, 
  a monstrous toad-monster that can 
  swallow a man in one gulp, a beautiful 
  young Tellat sorceress, and a mysteri-
  ous locked chest.
  After one of his experiments goes awry 
  and nearly destroys Lemuria, Gerilah 
  is banished from the domed kingdom. 
  Angry and bitter, he turns against his 
  homeland and offers to show the PCs 
  how to get to Lemuria, sneak inside, 
  and destroy it. If the offer’s legitimate 
  it could be a major turning point in the 
  Atlantis-Lemuria struggle... but if not, 
  a deadly trap!
  
  166  Atlantean Adversaries 
  Hero System 5th Edition Revised
  300+ Disadvantages
  10 
  Distinctive Features:  Style (Not 
  Concealable; Noticed And Rec-
  ognizable; Perceivable By Large 
  Group)
  20 
  Psychological Limitation:  Proud 
  And Arrogant (Very Common, 
  Strong)
  20 
  Psychological Limitation:  Hates 
  The Ten Brothers (Very Common, 
  Strong)
  811 
  Experience Points
  Total Disadvantage Points:  1,161
  Background/History:  Cormar the 
  Mighty is one of the most powerful 
  nobles in Atlantis. The grandson of 
  Azaes and great-grandson of Mne-
  seus, he has a bloodline matched by 
  few in Atlantis (he holds the rank of 
  Vasilos, or Prince, though he’s sev-
  eral steps removed from any throne). 
  Groomed for power from his earliest 
  days, he’s been a part of the Atlantean 
  social and political scene for centuries. 
  He’s fought in wars both on the front 
  lines and as a commander, competed 
  at the highest level in the Atlantean 
  Games, advised the Atlan and other 
  nine Brothers, plays the lyre, composes 
  poetry, and is nearly matchless with a 
  blade. He’s never failed to achieve any-
  thing he’s turned his hand to.
  Personality/Motivation:  Cormar is a proud, 
  and often arrogant, man who secretly 
  nurses a bitter anger and intense hatred. 
  There is one thing he’s never obtained:  
  true power. For centuries he’s been forced 
  to play second fiddle to his grandfathers 
  and grand-uncles, and it gnaws at him like 
  a cancer. He should be a king. He should 
  command armies and direct the fate of the 
  Dominion. He should crush the Lemu-
  rians beneath his gloriously booted heel. 
  The fact that the Ten Brothers hold their 
  thrones eternally, never stepping aside for 
  a younger (and in his mind, more power-
  ful and better qualified) generation of 
  rulers rankles him. The Prophecy of the 
  Thrones makes his frustration even worse; 
  the Ten can’t even lead their own armies 
  abroad, an obvious crippling flaw, and yet 
  still they hold onto the reins of power. For 
  now he dissembles and plays the good 
  friend and wise advisor to all, but the day 
  is coming when he will seize the reins of 
  power for himself....
  quote:  “Power is meant for those whose 
  hands are fit to wield it.”
  Powers/Tactics:  Cormar is one of the most 
  powerful men in Atlantis, trained in both 
  the arts of war and the ways of magic. In 
  addition to his high Characteristics and 
  numerous spells, he wields the legendary 
  1 
  Light Spirit Matrix
  1 
  Shadow-Bolt
  1 
  Sword Of Light
  40 
  Order Spells Multipower:  Multipower, 200-point reserve
  1 
  Chaos Doom
  1 
  Chaos Mantle
  1 
  Imposition Of Chaos
  1 
  Imposition Of Order
  1 
  Shield Against Chaos
  1 
  Stability
  100 
  Arcane Spells Multipower:  Multipower, 200-point reserve
  1 
  Arcane Darts
  1 
  Countermagic
  1 
  Paralyze Army
  1 
  Shield Of Arcane
   
  Martial Arts:  Atlantean Spearfighting
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Block 
  +2 
  +2 
  Block, Abort
  5 
  Jab 
  +1  
  +3 
  Weapon Strike
  5 
  Overhand Skewer 
  -2 
  +1 
  Weapon +4 DC Strike
  4 
  Slash 
  +2 
  +2 
  Weapon +2 DC Strike, Must Follow Block
  4 
  Thrust 
  +0 
  +2 
  Weapon +2 DC Strike
   
  Martial Arts:  Wrestling
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Choke 
  -2 
  +0 
  Grab One Limb; 2d6 NND(2)
  4 
  Escape 
  +0 
  +0 
  55 STR vs. Grabs
  3 
  Hold 
  -1 
  -1 
  Grab Two Limbs, 50 STR for holding on
  4 
  Reversal 
  -1 
  -2 
  55 to Escape; Grab
  3 
  Slam 
  +0 
  +1 
  8d6 +v/5; Target Falls
  3 
  Take Down 
  +2 
  +1 
  8d6 Strike; You Fall, Target Falls 
   
  Martial Arts:  Pankration
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Bend Joint 
  -1 
  +1 
  2d6 NND(7)
  4 
  Break Bone 
  -2 
  +0 
  HKA ½d6 (1d6+1 with STR)
  4 
  Crush 
  +0 
  +0 
  12d6 Crush, Must Follow Grab
  3 
  Kick/Punch 
  +1 
  +0 
  10d6 Strike
  3 
  Legsweep 
  +2 
  -1 
  9d6 Strike; Target Falls
  101 
  Aurumgast:  Multipower, 202-point reserve; all OAF (-1)
  4u 
  1)  The Blade:  HKA 5d6 (6d6+1 with STR), Reduced Endurance  
  (0 END; +½); OAF (-1), STR Minimum (20; -1) 
  0
  5u 
  2)  Cutting At Range:  RKA 5d6, Reduced Endurance (0 END; +½); OAF  
  (-1), Gestures (must slash at target with sword, as if striking him in  
  HTH Combat; -¼) 
  0
  6u 
  3)  Dancing Sword:  HKA 5d6, Continuous (+1), Reduced Endurance  
  (0 END; +½); OAF (-1), Lockout (-½), No STR Bonus (-½) 
  0
  7u 
  4)  Five Twin Swords:  HKA 5d6, Autofire (5 shots; +½), Reduced Endurance  
  (0 END; +1); OAF (-1), No STR Bonus (-½) 
  0
  3u 
  5)  Impenetrable Defense:  Force Wall (12 PD/12 ED), Reduced Endurance  
  (0 END; +½); OAF (-1), No Range (-½), Self Only (-½) 
  0
  45 
  Cormar’s Blasting-Wand:  Multipower, 90-point reserve; all OAF (-1)
  4u 
  1)  Lesser Blast:  Energy Blast 18d6; OAF (-1), 12 Charges (-¼) 
  [12]
  4u 
  2)  Greater Blast:  RKA 6d6; OAF (-1), 12 Charges (-¼) 
  [12]
  8 
  Cormar’s Blasting-Wand — Mark Of Might:  +25 PRE; OAF (-1), Only For  
  Fear-/Intimidation-Based Presence Attacks (-1) 
  0
  60 
  Cormar’s Mighty Armor:  Armor (20 PD/20 ED), Hardened (x2; +½); OIF (-½) 
  0
  30 
  Tallos:  Endurance Reserve (300 END, 30 REC); OAF (-1) 
  0
  15 
  Tallos:  Endurance Reserve (150 END, 15 REC); OAF (-1) 
  0
  5 
  Descendant Of The Ten:  Longevity (Immortality) 
  0
  6 
  Trained Runner:  Running +3” (9” total) 
  1
   
  Perks
  10 
  Atlantean Wizard
  5 
  Grand Library Access
  10 
  Lordship:  Vasilos of Atlantis
  15 
  Money:  Filthy Rich
  
  Atlantean Age  Chapter Nine 
  167
  magical blade Aurumgast, a relic of his 
  house. It looks slender and weak, but is 
  in fact one of the most powerful weapons 
  in Atlantis. In addition to its magically 
  sharp blade, it carries several enchant-
  ments. First, it moves of its own volition 
  to protect Cormar from attacks (the Force 
  Wall slot, which he can use at the same 
  time as the Blade slot). Second, it can slash 
  and cut at range — Cormar doesn’t have 
  to be in HTH Combat range of a target to 
  skewer him. Third, Cormar can turn the 
  sword loose to fight under its own power, 
  freeing him to do other things (like cast 
  spells). Fourth, Aurumgast can create four 
  duplicates of itself that strike as it strikes, 
  inflicting five wounds on the target instead 
  of just one.
  Besides Aurumgast, Cormar possesses 
  several other enchanted items. His suit of 
  armor is extremely tough and protects his 
  entire body with a magical field (between 
  it, and the Force Wall power of his sword, 
  he doesn’t bother to carry a shield, except 
  occasionally just for appearance’s sake). His 
  Blasting-Wand is more powerful than most 
  wizards’. To power his spells he owns sev-
  eral strong talloi in addition to his monthly 
  supply of sairoi.
  In his arrogance and pride Cormar 
  thinks few foes have much chance 
  against him, so he tends to meet chal-
  lenges and confrontations directly. He 
  20 
  Orichalcum Supply (4,000 END worth of sairoi per month)
   
  Skills
  20 
  +2 Overall
  32 
  +4 with All Combat
  16 
  +2 with All Noncombat Skills
  3 
  Breakfall 14-
  3 
  Conversation 15-
  3 
  Deduction 14-
  5 
  Defense Maneuver II
  3 
  Fast Draw (Common Melee Weapons) 14-
  3 
  High Society 15-
  3 
  Interrogation 15-
  3 
  KS: Atlantean Arcane And Occult Lore 14-
  3 
  KS: Atlantean History And Culture 14-
  3 
  Oratory 15-
  3 
  Paramedics (Healing) 14-
  3 
  Persuasion 15-
  2 
  PS: Play Lyre 11-
  2 
  PS: Throw Discus 11-
  2 
  PS: Throw Javelin 11-
  3 
  Stealth 14-
  3 
  Tactics 14-
  4 
  TF: Equines, Atlantean Aerial Animals, Atlantean Aerial Vehicles
  4 
  WF: Common Melee Weapons, Common Missile Weapons
  Total Powers & Skills Cost:  882
  Total Cost:  1,161
  CoRMAR PloT SeeDS
  Cormar wants Atlantis to return to the 
  path of conquest and empire-building. 
  He thinks the best way to get that 
  started would be to have to put down 
  a revolt in part of the Dominion. He 
  hires the PCs to explore a site in Kar-
  talia that is, unknown to them, of great 
  sacred significance. When word leaks 
  out, the Kartalians will revolt... and the 
  heroes will be right in the middle of it.
  Cormar decides it’s time to take another 
  wife, and a female PC strikes him as 
  the perfect bride. An ardent course of 
  wooing begins, and he keeps it up no 
  matter how many denials he receives 
  because he’s not the sort of person to 
  take “No” for an answer. Either the PCs 
  are going to gain a powerful enemy or 
  find themselves embroiled in Atlan-
  tean politics on a high level... or both.
  The Atlan asks Cormar to head a 
  diplomatic delegation to the Empire 
  of Tellat, and “requests” that he take 
  the PCs along. Burdened with these 
  “young pups,” Cormar does his best to 
  make their lives miserable... and then 
  tries to engineer a diplomatic incident 
  he can pin on them.
  
  168  Atlantean Adversaries 
  Hero System 5th Edition Revised
  won’t back down from a fight, though 
  he’ll try to disengage if it becomes 
  apparent he’s overmatched (usually by 
  numbers, not any one person’s skill). He 
  loves making Presence Attacks.
  Campaign Use:  As revealed in the 
  histories, Cormar eventually rebels 
  against Vondarien and is defeated... 
  but there’s no reason you can’t move 
  his attempt to grab power up to the 
  time of your Atlantean Age campaign. 
  Suddenly the world of Atlantis is riven 
  as two mighty men contend for the 
  throne, and your heroes have to help 
  the Atlan hold off the challenge!
  To make Cormar tougher (for exam-
  ple, if you want him to server as a master 
  villain who can fight all your PCs at once), 
  increase all his spell Multipowers to 280-
  point reserves (and give him more spells) 
  and have his enchanted armor provide 
  Physical and Energy Damage Reduction, 
  50%, Resistant. He probably also needs 
  some straightforward Mental Defense 
  and Power Defense. To weaken him, 
  reduce his spell Multipowers to 150-200 
  points each (or less) and his SPD to 4, and 
  remove his Martial Arts packages.
  Cormar makes an interesting 
  Hunter. He’s quick to take offense and 
  seek revenge, but he has to be very, very 
  circumspect about it lest he expose his 
  dark side to Atlantean society. Rarely 
  does he involve himself in any of his 
  schemes directly; he has underlings, 
  hirelings, flunkies, and Summoned 
  beings to do his dirty work for him.
  Appearance:  Cormar is an Atlantean 
  noble, and he looks the part:  he’s 6’4” tall 
  and extremely handsome, with blonde 
  hair and blue eyes, plus a sort of arrogant 
  way of standing and speaking borne of 
  the confidence engendered by decades of 
  having never failed at anything he’s tried. 
  Powerful in both wizardry and war, he 
  wears an enchanted golden breastplate 
  and matching bracers. A scarlet cape 
  hangs from the shoulderpieces he wears 
  to complement the breastplate. He carries 
  on his hip the legendary magical blade 
  Aurumgast, which looks scarcely larger or 
  more durable than a rapier.
  DALSITH
  Dalsith, Cormar’s eldest son, is very 
  much his father’s child. Their attitudes 
  and conduct are virtually identical, and 
  they’re thick as thieves, often more like 
  brothers than parent and sibling. But 
  if anything, Dalsith’s personal traits are 
  even more extreme than Cormar’s. He 
  realizes that even if Cormar succeeds 
  in attaining greater power, he (Dalsith) 
  will still have to wait centuries upon 
  centuries for his own turn. As a result, 
  his beliefs, and his methods of dealing 
  with problems, are even more extreme.
  Dalsith’s character sheet is similar 
  to his father’s, with a few key changes. 
  First, he’s sublimated a lot of his frustra-
  tions and anger into acquiring greater 
  personal power, and as a result is an 
  even mightier wizard than Cormar 
  (though no one besides Dalsith, not 
  even Cormar, realizes this). His Multi-
  power reserves are:  Air 280, Earth 250, 
  Fire 280, Water 250, Light 240, Order 
  240, Arcane 230. (And of course he 
  knows any spells his father can’t buy due 
  to reserve size restrictions.) He’s studied 
  Shadow and Chaos magic, two subjects 
  many Atlanteans regard as suspicious 
  if not taboo, extensively, and has even 
  spent time in disguise among the Eshun-
  ans learning their arts of Conjuration.
  Second, his enchanted items are 
  different. His armor is similar to Cor-
  mar’s, but not quite as powerful (Armor 
  [16 PD/16 ED], Hardened). Instead of 
  Aurumgast he wields the magic spear 
  Icetooth, whose large, distinctively-shaped 
  head is recognized throughout Atlantis 
  and the world. In addition to its thrust 
  (HKA 4d6, Armor Piercing, STR Mini-
  mum 25) it has a variety of ice- and cold-
  based powers:  Icy Blast (Energy Blast 
  16d6); Storm Of Jagged Hail (RKA 3d6, 
  Indirect [from above], Area Of Effect [12” 
  Radius], Continuous); Freezing Slumber 
  (Energy Blast 8d6, NND [defense is LS 
  (Safe Environment:  Intense Cold)]). 
  He rarely carries his spear, since he’s 
  not much of a warrior and it’s large and 
  ungainly, but does sometimes have his 
  Spar of Attunement, a powerful magical 
  crystal about a foot long, with him as he 
  goes here and there in Atlantean society. 
  (It provides +6 with Magic spells/powers 
  and an Aid Magic 6d6, all Magic spells/
  powers simultaneously, that he can use 
  six times per day.) His Blasting-Wand is 
  Atlantean standard. Lastly, he wears an 
  amulet known as the Talisman of Blessed 
  Fortune (Luck 6d6, OAF).
  Dalsith looks very much like his 
  father, but his hair and eyes are dark, 
  and so is his countenance — he always 
  seems to have a look of bitterness or 
  envy about him, despite being one of 
  the best-known and most-accomplished 
  nobles in the Dominion. He wears an 
  Atlantean tunic and pants in his favorite 
  color, sea green, but dispenses with the 
  typical shoulderpieces and simply wears 
  his black cloak wrapped tightly around 
  his shoulders; he clasps it at his throat 
  with a cloak-pin in the shape of a hawk’s 
  head. So that he doesn’t have to have 
  flesh-to-flesh contact with others, he 
  wears flared gloves on his hands most of 
  the time.
  
  Atlantean Age  Chapter Nine 
  169
  75+ Disadvantages
  10 
  Physical Limitation:  Near-Human 
  Intelligence (Frequently, Slightly 
  Impairing)
  5 
  Physical Limitation:  Reduced Leap, 
  cannot leap (Infrequently, Slightly 
  Impairing)
  15 
  Physical Limitation:  Very Limited 
  Manipulation (Frequently, Greatly 
  Impairing)
  10 
  Physical Limitation:  Huge (16m 
  tall; -6 DCV, +6 to PER Rolls to 
  perceive) (Frequently, Slightly 
  Impairing)
  691 
  Experience Points
  Total Disadvantage Points:  826
  Ecology:  The Anthelean Worm is a 
  monster that’s haunted the wild parts of 
  Anthele for decades, if not centuries. It 
  consumes large animals, often cattle and 
  sheep, but enjoys human flesh as well.
  Personality/Motivation:  Normal animal 
  motivations, though it also seem to be 
  motivated by a certain malice.
  Powers/Tactics:  The Anthelean Worm 
  enjoys the favor of Ares for some reason, 
  which makes it extremely difficult to 
  kill. Many a hero has lost his life to the 
  Worm’s incredibly lethal bite and sting... 
  and even those who found a way to 
  wound it before dying discovered the 
  monster heals with great swiftness.
  The Worm is bold and aggressive, 
  but surprisingly stealthy given its size, 
  and clever to boot. If possible it lies in 
  wait for those who hunt it, then turns 
  the tables on them with an ambush. 
  It picks the biggest, toughest-looking 
  target first and goes right after him, often 
  using a multiple-power attack to bite 
  and sting him simultaneously. It flees 
  only if reduced to 25% of its BODY or 
  less, using its Burst Of Speed to escape 
  pursuers and then hiding via Stealth or 
  Tunneling.
  Campaign Use:  The Anthelean Worm is 
  an example of how to take an “ordinary” 
  monster — in this case a giant serpent — 
  and “Atlanteanize” it, making it a unique 
  monster specific to the Atlantean Age 
  setting. Its greater power and the favor of 
  the god Ares make it a more “mythical” 
  and deadly beast than ordinary gigantic 
  reptiles.
  Appearance:  This fearsome monster 
  haunts the forests and swamps of 
  Anthele. It resembles a gigantic serpent, 
  its body twice as big around as that of 
  a large man and dozens of feet long. Its 
  head looks something like that of a tradi-
  tional European dragon, with long, sharp 
  fangs that constantly drip deadly venom. 
  Tipping its tail is an equally deadly sting.
  H
  ere are a few monsters from the Atlantean Age that you can use to 
  threaten your players. Beyond this small sampling there are plenty of 
  creatures in The HERO System Bestiary, Monsters, Minions, And Maraud-
  ers, and other Hero Games books that are appropriate. Some, such as the 
  Harpy, Lamia, Leomachus, Mer-Folk, Sphinx, and Roc, are suitable pretty much just as 
  they are. For others you may need to make them tougher, more powerful, or more mag-
  ical. In some cases, as with the Anthelean Worm described below, you can create a great 
  Atlantean monster by taking a standard monster, making it bigger and mightier, and 
  giving it an Atlantean “hook” like a connection to one of the gods or being the subject 
  of a Vasaran prophecy. For example, a giant from Monsters, Minions, And Marauders 
  might be the son of a god, and thus gifted with even greater strength and some unusual 
  magical powers that make it a real challenge for your heroes.
  The Anthelean Worm
  THE ANTHELEAN WORM
   Val Char Cost Roll notes
   45 STR 
  35 
  18- Lift 12.5 tons; 9d6 HTH damage [4]
   20 DEX 
  30 
  13- OCV:  7/DCV:  7
   35 CON 
  50 
  16-
   30 BODY 40 
  15-
   10 INT 
  0 
  11- PER Roll 11-
   10 EGO 
  0 
  11- ECV:  3
   30 PRE 
  20 
  15- PRE Attack:  6d6
   8 COM -1 
  11-
   20 PD 
  11 
   
  Total:  20 PD (20 rPD)
   20 ED 
  13 
   
  Total:  20 ED (20 rED)
   5 SPD 
  20 
   
  Phases:  3, 5, 8, 10, 12
   16 REC 
  0
   70 END 
  0
   75 STUN 4 
  Total Characteristics Cost:  222
  Movement: 
  Running: 
  15”/30”
   
  Leaping: 
  0”/0”
   
  Swimming: 
  10”/20”
   
  Tunneling: 
  10”/20”
  Cost Powers 
  enD
  22 
  Fangs:  HKA 1d6 (2d6 with STR), Armor Piercing (+½) 
  2
  121 
  Venomous Bite:  Drain CON 5d6, Delayed Return Rate (points return at the  
  rate of 5 per Hour; +1), NND (defense is appropriate LS [Immunity]; +1),  
  Personal Immunity (+¼); 4 Charges (-1), Fangs Must Do BODY (-½), Extra 
  Time (onset time begins 1 Segment after victim is bitten; -½), Gradual  
  Effect (5 Segments; 1d6/1 Segment; -¼), Linked (to RKA; -½) plus RKA  
  6d6, NND (defense is appropriate LS [Immunity]; +1), Does BODY (+1),  
  Personal Immunity (+¼); No Range (-½), 4 Charges (-1), Fangs Must Do  
  BODY (-½), Extra Time (onset time begins 1 Segment after victim is  
  bitten; -½), Gradual Effect (6 Segments; 1d6/1 Segment; -¼) 
  [4]
  22 
  Tail Stinger:  HKA 1d6 (2d6 with STR), Armor Piercing (+½) 
  2
  121 
  Venomous Sting:  same as Venomous Bite 
  [4]
  20 
  Scaly Skin:  Damage Resistance (20 PD/20 ED) 
  0
  60 
  Favor Of Ares:  Physical and Energy Damage Reduction, 50%, Resistant 
  0
  13 
  Favor Of Ares:  Mental Defense (15 points total) 
  0
  15 
  Favor Of Ares:  Power Defense (15 points) 
  0
  18 
  Heavy:  Knockback Resistance -9” 
  0
  ATLANTEAN 
  monsters
  
  170  Atlantean Adversaries 
  Hero System 5th Edition Revised
  22 
  Rapid Healing:  Healing 3d6 (Regeneration; 3 BODY per Turn), Reduced  
  Endurance (0 END; +½), Persistent (+½); Extra Time (1 Turn; -1¼),  
  Self Only (-½) 
  0
  15 
  Very Brave:  +30 PRE; Only To Protect Against Presence Attacks (-1) 
  0
  18 
  Long Body:  Running +9” (15” total) 
  2
  12 
  Burst Of Speed:  Running +15” (30” total); Increased Endurance Cost  
  (x4 END; -1½) 
  12
  8 
  Long Body:  Swimming +8” (10” total) 
  1
  60 
  Fast Digger:  Tunneling 10” through DEF 10 materials, Fill In 
  6
  9 
  Animal Senses:  +3 to PER Rolls with all Sense Groups 
  0
  20 
  Favor Of Ares:  Luck 4d6 
  0
   
  Skills
  20 
  +4 HTH
  5 
  Concealment 13-; Self Only (-½)
  3 
  Stealth 13-
  Total Powers & Skills Cost:  604
  Total Cost:  826
  
  Atlantean Age  Chapter Nine 
  171
   
  Skills
  8 
  +4 OCV with Move Through
  Total Powers & Skills Cost:  174
  Total Cost:  394
  75+ Disadvantages
  25 
  Enraged:  Berserk if takes more 
  than 5 BODY in an attack 
  (Uncommon),  
  go 11-, recover 11-
  25 
  Enraged:  Berserk if loses more 
  half its BODY (Uncommon), go 
  11-, recover 11-
  15 
  Physical Limitation:  Animal 
  Intelligence (Frequently, Greatly 
  Impairing)
  5 
  Physical Limitation:  Reduced Leap, 
  cannot leap (Infrequently, Slightly 
  Impairing)
  15 
  Physical Limitation:  Very Limited 
  Manipulation (Frequently, Greatly 
  Impairing)
  10 
  Physical Limitation:  Enormous 
  (8m; -4 DCV, +4 to PER Rolls to 
  perceive)  
  (Frequently, Slightly Impairing)
  25 
  Psychological Limitation:  Must 
  Obey Controller (Very Common, 
  Total)
  199 
  Experience Points
  Total Disadvantage Points:  394
  Ecology:  The battledon has been bred 
  over millennia from a rhinoceros-like 
  creature native to the Shamran and Shem 
  plains. It now dwarfs its native cousin in 
  size, strength, and ferocity.
  Personality/Motivation:  Normal animal 
  motivations, except that it’s been condi-
  tioned to obey its controller.
  Powers/Tactics:  Under the control of 
  a beastmaster (who may ride it in a 
  specially-crafted saddle), a battledon 
  is a veritable engine of destruction. It 
  charges into a battle, leaving a trail of 
  death behind it as it goes. It usually aims 
  for some large enemy target, like a war-
  machine, magiconstruct, or hero who 
  isn’t paying enough attention to what’s 
  going on around him, and does a Move 
  Through on it. If badly injured by a single 
  blow, or over the course of a battle, it has 
  a tendency to become crazed with pain 
  and fear, causing it to lash out at every-
  one and everything around it.
  Appearance:  A battledon is a strange and 
  fearsome creature. In modern human 
  terms it can best be described as sort of 
  like a rhinoceros, but 50% larger, with 
  three horns, three rows of spines down 
  its back (one jutting directly up from the 
  spine, plus one on each side at about a 45 
  degree angle), no tail, and taloned feet.
  battledon, Tellat
  TELLAT BATTLEDON
   Val Char Cost Roll notes
   50 STR 
  40 
  19- Lift 25 tons; 10d6 HTH damage [5]
   15 DEX 
  15 
  12- OCV:  5/DCV:  5
   35 CON 
  50 
  16-
   35 BODY 50 
  16-
   8 INT 
  -2 
  11- PER Roll 11-
   5 EGO -10 
  10- ECV:  2
   30 PRE 
  20 
  15- PRE Attack:  6d6
   8 COM -1 
  11-
   25 PD 
  15 
   
  Total:  25 PD (20 rPD)
   25 ED 
  18 
   
  Total:  25 ED (20 rED)
   4 SPD 
  15 
   
  Phases:  3, 6, 9, 12
   20 REC 
  6
   70 END 
  0
   80 STUN 4 
  Total Characteristics Cost:  220
  Movement: 
  Running: 
  12”/24”
   
  Leaping: 
  0”/0”
  Cost Powers 
  enD
  30 
  Horn:  HKA 2d6 (4d6 with STR) 
  3
  19 
  Body Spikes:  HKA 1d6, Continuous (+1), Damage Shield (+½), Inherent  
  (+¼), Persistent (+½), Reduced Endurance (0 END; +½); Always On (-½),  
  Activation Roll 11- (-1), No STR Bonus (-½) 
  0
  50 
  Charge And Trample:  Area Of Effect (Trail; +1) for 50 STR 
  5
  20 
  Thick Skin:  Damage Resistance (20 PD/20 ED) 
  0
  24 
  Heavy:  Knockback Resistance -12” 
  0
  10 
  Braced For Impact:  +20 PD; Only To Protect Against Damage Taken When  
  Performing Move Throughs (-1) 
  0
  12 
  Long Legs:  Running +6” 
  1
  -10 
  Can’t Leap:  Leaping -10” (0” total)
  -1 
  Poor Swimmer:  Swimming -1” (1” total
  12 
  Burst Of Speed:  Running +15” (27” total); Increased Endurance Cost  
  (x4 END; -1½) 
  12
  
  172  Atlantean Adversaries 
  Hero System 5th Edition Revised
  Talents
  3 
  Lightsleep
   
  Skills
  20 
  +4 HTH
  Total Powers & Skills Cost:  443
  Total Cost:  686
  75+ Disadvantages
  10 
  Physical Limitation:  Huge (16m 
  tall; -6 DCV, +6 to PER Rolls to 
  perceive) (Frequently, Slightly 
  Impairing)
  5 
  Physical Limitation:  Reduced 
  Leap, can only leap half as far 
  as STR indicates (Infrequently, 
  Slightly Impairing)
  15 
  Physical Limitation:  Very Limited 
  Manipulation (Frequently, Greatly 
  Impairing)
  15 
  Psychological Limitation:  Greedy; 
  Loves Treasure And Shiny Objects 
  (Common, Strong)
  566 
  Experience Points
  Total Disadvantage Points:  686
  Dragon, Atlantean
  ATLANTEAN DRAGON
   Val Char Cost Roll notes
   60 STR 
  50 
  21- Lift 100 tons; 12d6 HTH damage [6]
   18 DEX 
  24 
  13- OCV:  6/DCV:  6
   30 CON 
  40 
  15-
   30 BODY 40 
  15-
   13 INT 
  3 
  12- PER Roll 12-
   15 EGO 
  10 
  12- ECV:  5
   40 PRE 
  30 
  17- PRE Attack:  8d6
   6 COM -2 
  10-
   25 PD 
  13 
   
  Total:  22 PD (16 rPD)
   25 ED 
  19 
   
  Total:  22 ED (16 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   20 REC 
  4
   60 END 
  0
   75 STUN 0 
  Total Characteristics Cost:  243
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  6”/12”
  Cost Powers 
  enD
  108 
  Three Heads:  Duplication (creates three 488-point Duplicates); Cannot  
  Recombine (-0) 
  0
  30 
  Bite:  HKA 2d6 (4d6 with STR) 
  3
  15 
  Claws:  HKA 1d6 (2d6 with STR) 
  1
  168 
  Deadly Breath:  Multipower, 210-point powers; all Limited Range (6”; -¼)
  10u 
  1)  Poisonous Breath:  RKA 4d6, NND (defense is appropriate  
  LS [Immunity]; +1), Does BODY (+1), Area Of Effect (One Hex; +½);  
  Limited Range (6”; -¼), 6 Charges (-¾) 
  [6]
  3u 
  2)  Acidic Breath:  RKA 1d6, Area Of Effect (One Hex; +½), Continuous (+1), 
  Penetrating (x2; +1), Uncontrolled (see text; +½); Limited Range (6”; -¼), 6 
  Charges (see text; -¾) 
  [6]
  16 
  Scaly Skin:  Damage Resistance (16 PD/16 ED) 
  0
  30 
  Tough:  Physical and Energy Damage Reduction, 25%, Resistant 
  0
  18 
  Heavy:  Knockback Resistance -9” 
  0
  5 
  Draconic Senses:  Infrared Perception Perception (Sight Group) 
  0
  5 
  Draconic Senses:  Ultraviolet Perception (Sight Group) 
  0
  6 
  Draconic Senses:  +2 PER with all Sense Groups 
  0
  6 
  Tail:  Extra Limb, Inherent (+¼) 
  0
   
  
  Atlantean Age  Chapter Nine 
  173
  Ecology:  Atlantean dragons typically live in 
  caves, dark forests, wastelands, and similar 
  areas. They venture forth from their lairs 
  to hunt for food (usually humans or large 
  animals such as cattle) and to acquire more 
  treasure for their hoards. 
  Personality/Motivation:  Atlantean dragons 
  aren’t ordinary beasts. Intelligent and 
  clever, they’re almost always cruel and 
  predacious, and enjoy toying with their 
  victims before slaughtering them. A few 
  are more kindly, sometimes even helpful to 
  men. Most of them seem to have an appre-
  ciation for fine art and fine wine, and can 
  sometimes be lured into a trap, or bribed to 
  let a captive go free, with either.
  Powers/Tactics:  An Atlantean dragon 
  fights by attacking with its multiple heads 
  (up to three, though some only have 
  one). Since the heads are bought with 
  Duplication, each one counts as a sepa-
  rate character, giving the dragon three 
  separate attacks in each Phase! Typically 
  some heads Hold their Actions so the 
  dragon can attack its target repeatedly 
  over several consecutive Segments.
  The Continuous and Uncontrolled 
  effect of the Acidic Breath means the 
  substance keeps damaging an affected 
  target for a specific period of time. This 
  lasts until 1d6 Phases pass (the 6 Charges 
  in this case governs how many times per 
  day the dragon can breath acid; it doesn’t 
  dictate how many Phases the damage 
  lasts). A victim can also stop the damage 
  by immersing himself fully in water. This 
  stops the acid damage on the victim’s 
  next Phase (the immersion gets rid of the 
  acid immediately, but the reaction also 
  inflicts an additional immediate attack 
  on the victim).
  Appearance:  There are many types 
  of Atlantean dragons, but the typical 
  one seems to be more like (in modern 
  terms) a hydra than a dragon. It’s got a 
  large central body sort of like that of a 
  lizard — elongated and flatter than that 
  of a traditional dragon. The body may 
  have spines or barbs. From the back end 
  of the body projects a long, flexible tail 
  the creature can wield as a deadly whip. 
  From the front end comes from one to 
  three necks, each reaching upward in a 
  sort of S-curve, with a fanged serpentine 
  head at the end. Each head can breath a 
  cloud of poisonous or acidic vapors.
  ATLANTEAN DRAGON’S HEAD
   Val Char Cost Roll notes
   40 STR 
  30 
  17- Lift 6,400 kg; 8d6 HTH damage [4]
   18 DEX 
  24 
  13- OCV:  6/DCV:  6
   25 CON 
  30 
  14-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- PER Roll 12-
   15 EGO 
  10 
  12- ECV:  5
   40 PRE 
  30 
  17- PRE Attack:  8d6
   6 COM -2 
  10-
   22 PD 
  14 
   
  Total:  22 PD (16 rPD)
   22 ED 
  17 
   
  Total:  22 ED (16 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   15 REC 
  4
   50 END 
  0
   45 STUN 2 
  Total Characteristics Cost:  174
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  6”/12”
  Cost Powers 
  enD
  30 
  Bite:  HKA 2d6 (4d6 with STR) 
  3
  168 
  Deadly Breath:  Multipower, 210-point powers; all Limited Range (6”; -¼)
  10u 
  1)  Poisonous Breath:  RKA 4d6, NND (defense is appropriate  
  LS [Immunity]; +1), Does BODY (+1), Area Of Effect (One Hex; +½);  
  Limited Range (6”; -¼), 6 Charges (-¾) 
  [6]
  210
  3u 
  2)  Acidic Breath:  RKA 1d6, Area Of Effect (One Hex; +½), Continuous (+1), 
  Penetrating (x2; +1), Uncontrolled (see text; +½); Limited Range (6”; -¼), 6 
  Charges (see text; -¾) 
  [6]
  16 
  Scaly Skin:  Damage Resistance (16 PD/16 ED) 
  0
  30 
  Tough:  Physical and Energy Damage Reduction, 25%, Resistant 
  0
  18 
  Heavy:  Knockback Resistance -9” 
  0
  5 
  Draconic Senses:  Infrared Perception Perception (Sight Group) 
  0
  5 
  Draconic Senses:  Ultraviolet Perception (Sight Group) 
  0
  6 
  Draconic Senses:  +2 PER with all Sense Groups 
  0
   
  Talents
  3 
  Lightsleep
   
  Skills
  20 
  +4 Hand-To-Hand
  Total Powers & Skills Cost:  314
  Total Cost:  488
  75+ Disadvantages
  0 
  Physical Limitation:  Human Size
  5 
  Physical Limitation:  Reduced Leap, can only leap half as far as STR indicates 
  (Infrequently, Slightly Impairing)
  15 
  Physical Limitation:  Very Limited Manipulation (Frequently, Greatly Impairing)
  15 
  Psychological Limitation:  Greedy; Loves Treasure And Shiny Objects (Common, 
  Strong)
  378 
  Experience Points
  Total Disadvantage Points:  488
  OPTIONS
  Cost Atlantean Dragon Options
  19 
  Spines Or Spikes:  HKA 1d6, Continuous (+1), Damage Shield (+½), Inherent 
  (+¼), Persistent (+½), Reduced Endurance (0 END; +½); Always On (-½), Acti-
  vation Roll 11- (-1), No STR Bonus (-½)
  -108 One-Headed:  Remove Duplication
  
  174  Atlantean Adversaries 
  Hero System 5th Edition Revised
  elemental Demons
  Elemental Demons are demons 
  whose bodies are formed from one of 
  the seven Atlantean elements — Air, 
  Earth, Fire, Water, Chaos, Shadow, and 
  pure Arcane force. They represent the 
  negative, destructive, evil aspects of 
  those elements. They are immensely 
  powerful, and therefore very danger-
  ous... but their power makes them 
  attractive to wizards as servants and 
  assassins. For example, one of the few 
  ways that an Alantean wizard can travel 
  long distances quickly is to summon 
  an Air Demon and have it transport 
  him swiftly through the air — so even 
  though the Air Demon is hard to con-
  trol and potentially dangerous, they’re 
  so useful wizards call on them from 
  time to time.
  Ecology:  Elemental demons dwell in 
  two places. First, many of them live in 
  parts of their respective planes of exis-
  tence (such as the Elemental Realm of 
  Fire for Fire Demons). Second, some-
  times they come to Dardaros, the Atlan-
  tean underworld, to torment the hapless 
  souls of sinners.
  To the extent they need to “eat,” ele-
  mental demons thrive on the destruc-
  tion they cause. Air Demons consume 
  the air sucked from the lungs of their 
  victims, Fire Demons eat the smoke 
  given off by burning flesh and souls, and 
  so forth.
  Personality/Motivation:  As demons, 
  elemental demons are thoroughly evil, 
  wicked, and depraved. They delight in 
  death, destruction, and causing harm. 
  Left to their own devices they’re usually 
  no cause for concern, since they cannot 
  enter Atlantis’s plane under their own 
  power. But if they’re invited here by a 
  wizard, and that wizard loses control of 
  them, they’re free to work their evil in 
  this world.
  Aside from that, an elemental 
  demon’s personality tends to mirror 
  its element. Earth Demons are pon-
  derous and brutish; they love to 
  intimidate humans with their size and 
  powers. Chaos Demons are quixotic 
  to the extreme, unable to focus on 
  anything for more than a few minutes 
  unless it’s an opportunity to wreak evil 
  or hurt people. Shadow Demons are 
  lurkers and sneaks.
  Powers/Tactics:  Elemental demons use 
  their vast elemental powers (see indi-
  vidual character sheets) to battle their 
  foes. Because of their elemental bodies, 
  they’re highly resistant to injury. Fur-
  thermore, they lack bodily structures 
  and organs as humans know them, and 
  so have the No Hit Locations Automaton 
  Power, though they’re not Automatons.
  Campaign Use:  Player characters typi-
  cally encounter elementals as the ser-
  vants, bodyguards, or soldiers of power-
  ful wizards. Heroic wizards who gain 
  sufficient magical prowess may learn 
  to summon elementals of their own, 
  though as indicated by the summoning 
  spells in Chapter Seven this is a danger-
  ous undertaking even for accomplished 
  spellcasters.
  All seven elemental write-ups 
  assume an elemental who’s roughly 
  human size. You can make them larger 
  or smaller by applying the appropriate 
  Size template from the Appendix of the 
  rulebook.
  
  Atlantean Age  Chapter Nine 
  175
  Description:  An Air Demon looks like 
  a pillar of roiling stormclouds. Two 
  demonic eyes peer out of the mists at 
  the top, but it has no other facial fea-
  tures, nor any limbs. (If necessary it 
  can manifest two limbs of cloud, but 
  it usually just uses its Telekinesis to 
  manipulate objects.)
  Powers/Tactics:  An Air Demon embod-
  ies the evil and dangerous aspects of 
  Air. First and foremost this means the 
  power of air and wind to destroy — to 
  knock people head over heels, to tear the 
  roofs off houses, to create tornadoes, or 
  even the chilling sound of stormwinds 
  outside one’s window at night. But it also 
  means absence of Air, as represented 
  by two of the Air Demon’s powers. The 
  first, Lack Of Air, is a Continuous NND 
  that Knocks an air-breathing target out 
  through lack of oxygen.
  The second, Airtheft, lets the Air 
  Demon create a pocket of total airlesness 
  — the Air Demon not only withdraws 
  the air from around the target (making 
  that area chillingly cold), it literally draws 
  the oxygen out of the target’s lungs and 
  blood. This forces the target to hold his 
  breath, denying him Recoveries and 
  causing him to spend a minimum of 1 
  END per Phase (and, eventually, STUN 
  and BODY instead). Since Airtheft is 
  bought Usable As Attack, the effect 
  moves with the target as he moves. 
  However, the Air Demon cannot use 
  any of its other powers within the 2” 
  radius of the Change Environment, or 
  the power immediately stops function-
  ing. For example, the Air Demon cannot 
  enter the area or hold the victim with 
  its Manipulating Winds — either would 
  involve introducing air back into the 2” 
  radius and negate the power.
  AIR DEMON
   Val Char Cost Roll notes
   0 STR 
  -10 
  9- 
  Lift 25 kg; 0d6 HTH damage [1]
   25 DEX 
  45 
  14- OCV:  8/DCV:  8
   25 CON 
  30 
  14-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- PER Roll 12-
   20 EGO 
  20 
  13- ECV:  7
   30 PRE 
  20 
  15- PRE Attack:  6d6
   8 COM -1 
  11-
   10 PD 
  10 
   
  Total:  10 PD (0 rPD)
   10 ED 
  5 
   
  Total:  10 ED (0 rED)
   6 SPD 
  25 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  30
   100 END 
  25
   50 STUN 17 
  Total Characteristics Cost:  249
  Movement: 
  Running: 
  0”/0”
   
  Leaping: 
  0”/0”
   
  Flight: 
  30”/240”
  Cost Powers 
  enD
  30 
  Air Demon Powers:  Elemental Control, 60-point powers
  30 
  1)  Destructive Winds:  Energy Blast 12d6 
  6
  40 
  2)  Windgust:  Energy Blast 8d6, Double Knockback (+¾) 
  7
  47 
  3)  Whirlwind Of Destruction:  Energy Blast 8d6, Area Of Effect  
  (6” radius; +1), Personal Immunity (+¼), Reduced Endurance  
  (½ END; +¼); No Range (-½) 
  5
  30 
  4)  Lack Of Air:  Energy Blast 4d6, NND (defense is Life Support  
  [Self-Contained Breathing]; +1), Continuous (+1) 
  6
  21 
  5)  Airtheft:  Change Environment 2” radius (see text), -6 Temperature  
  Levels, Usable As Attack (defense is Life Support [Self-Contained  
  Breathing]; +1), Ranged (+½); Lockout (see text; -½) 
  6
  120 
  6)  Stormhowl:  Drain PRE 6d6, Area Of Effect (9” Radius; +1), Personal  
  Immunity (+¼), Reduced Endurance (½ END; +¼) 
  6
  60 
  7)  Manipulating Winds:  Telekinesis (40 STR), Reduced Endurance  
  (0 END; +½)   
  0
  20 
  8)  Body Of Air:  Desolidification (affected by magic), Reduced Endurance  
  (0 END; +½); Cannot Pass Through Solid Objects (-½) 
  0
  110 
  9)  Windspeed:  Flight 30”, x8 noncombat, Rapid Noncombat Movement  
  (+¼), Combat Acceleration/Deceleration (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  75 
  Body Of Air:  Physical Damage Reduction, Resistant, 75% plus Energy  
  Damage Reduction, Resistant, 25% 
  0
  30 
  Body Of Air:  Armor (0 PD/30 ED); Only Versus Air Attacks (-½) 
  0
  45 
  Body Of Air:  Life Support:  Total 
  0
  10 
  Elemental Demon Body:  No Hit Locations 
  0
  -12 
  True Flyer:  Running -6”
  -2 
  True Flyer:  Swimming -2”
   
  Skills
  12 
  +4 with Air Demon Powers attacks
  Total Powers & Skills Cost:  666
  Total Cost:  915
  75+ Disadvantages
  0 
  Physical Limitation:  Human Size
  25 
  Psychological Limitation:  Utterly Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and objects, takes 2d6 damage per Phase elemen-
  tal demon is on holy ground, in a holy place, or within 1” of a holy object 
  (Common)
  10 
  Vulnerability:  2 x STUN from Earth Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Earth Attacks (Uncommon)
  770 
  Experience Points
  Total Disadvantage Points:  915
  
  176  Atlantean Adversaries 
  Hero System 5th Edition Revised
  Total Powers & Skills Cost:  400
  Total Cost:  638
  75+ Disadvantages
  5 
  Physical Limitation:  Reduced Leap, 
  cannot leap (Infrequently, Slightly 
  Impairing)
  5 
  Physical Limitation:  Large (4m; -2 
  DCV, +2 to PER Rolls to perceive) 
  (Infrequently, Slightly Impairing)
  25 
  Psychological Limitation:  Utterly 
  Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and 
  objects, takes 2d6 damage per 
  Phase elemental demon is on holy 
  ground, in a holy place, or within 
  1” of a holy object (Common)
  10 
  Vulnerability:  2 x STUN from Air 
  Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Air 
  Attacks (Uncommon)
  483 
  Experience Points
  Total Disadvantage Points:  638
  Description:  An Earth Demon looks sort 
  of like a pile of small boulders and other 
  stones. However, it can control its own 
  shape to some degree; for example it 
  can rear up, sort of like a snake, to then 
  come smashing down on a foe, and it can 
  extrude short “tentacles” of living rock. 
  It has no eyes, face, or permanent limbs 
  that humans can see.
  Powers/Tactics:  An Earth Demon 
  embodies the evil and dangerous aspects 
  of Earth — the crushing power of the 
  avalanche, the impact of a rock that hits 
  you in the face, the strength of the walls 
  oppressors use to keep people impris-
  oned. Compared to other Elemental 
  Demons wizards rarely summon them, 
  but they are useful for building projects, 
  digging into the earth to locate lost trea-
  sure, and so forth.
  EARTH DEMON
   Val Char Cost Roll notes
   60 STR 
  50 
  21- Lift 100 tons; 12d6 HTH damage [6]
   20 DEX 
  20 
  13- OCV:  7/DCV:  7
   30 CON 
  40 
  15-
   25 BODY 30 
  14-
   13 INT 
  3 
  12- PER Roll 12-
   18 EGO 
  16 
  13- ECV:  6
   25 PRE 
  15 
  14- PRE Attack:  5d6
   6 COM -2 
  10-
   25 PD 
  13 
   
  Total:  25 PD (25 rPD)
   25 ED 
  19 
   
  Total:  25 ED (25 rED)
   4 SPD 
  10 
   
  Phases:  3, 6, 9, 12
   20 REC 
  4
   100 END 
  20
   70 STUN 0 
  Total Characteristics Cost:  238
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  0”/0”
   
  Tunneling: 
  12”/24”
  Cost Powers 
  enD
  30 
  Earth Demon Powers:  Elemental Control, 60-point powers
  70 
  1)  Crush Of The Avalanche:  Energy Blast 10d6, Area Of Effect  
  (5” Radius; +1); Side Effects (fills the affected area with loose rock and  
  earth, always occurs; -0) 
  10
  30 
  2)  Smash Of Stone:  Energy Blast 12d6 
  6
  20 
  3)  Grasp Of The Earth:  Entangle 6d6, 6 DEF; Only Versus Targets  
  Standing On The Ground (-½) 
  6
  75 
  4)  Earthwalking:  Tunneling 12” through 12 DEF material, Fill In,  
  Reduced Endurance (0 END; +½) 
  0
  25 
  Body Of Earth:  Damage Resistance (25 PD/25 ED) 
  0
  60 
  Body Of Earth:  Physical and Energy Damage Reduction, Resistant, 50% 
  0
  30 
  Body Of Earth:  Armor (0 PD/30 ED); Only Versus Earth Attacks (-½) 
  0
  6 
  Heavy:  Knockback Resistance -3” 
  0
  45 
  Body Of Earth:  Life Support:  Total 
  0
  -12 
  Earth Demon Body:  Leaping -12”
  5 
  Earthsight:  N-Ray Perception (Sight Group; cannot perceive through organic 
  matter); Only To See Through Earth And Stone (-1) 
  0
  10 
  Elemental Demon Body:  No Hit Locations 
  0
  4 
  Limbs Of Stone:  Extra Limbs (as many as needed), Limited Manipulation (-¼) 
  0
   
  Skills
  12 
  +4 with Earth Demon Powers attacks
  
  Atlantean Age  Chapter Nine 
  177
  Total Powers & Skills Cost:  595
  Total Cost:  822
  75+ Disadvantages
  0 
  Physical Limitation:  Human Size
  25 
  Psychological Limitation:  Utterly 
  Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and 
  objects, takes 2d6 damage per 
  Phase  
  elemental demon is on holy 
  ground, in a holy place, or within 
  1” of a holy object (Common)
  10 
  Vulnerability:  2 x STUN from 
  Water Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from 
  Water Attacks (Uncommon)
  677 
  Experience Points
  Total Disadvantage Points:  822
  Description:  A Fire Demon looks like a 
  pillar of flame. It can change the color 
  of the flame, though it usually prefers a 
  typical yellow-orange. Two demonic eyes 
  peer out of the fires at the top, but it has 
  no other facial features, nor any limbs.
  Powers/Tactics:  A Fire Demon embodies 
  the evil and dangerous aspects of Fire — 
  the destruction of burning, the agony of 
  flame’s touch upon the skin, desiccating 
  and blistering heat. It’s the deadliest of 
  all the Elemental Demons, and in many 
  ways the most difficult type to control — 
  but it’s so powerful wizards often cannot 
  resist summoning it.
  FIRE DEMON
   Val Char Cost Roll notes
   0 STR 
  -10 
  9- 
  Lift 25 kg; 0d6 HTH damage [1]
   24 DEX 
  42 
  14- OCV:  8/DCV:  8
   25 CON 
  30 
  14-
   18 BODY 16 
  13-
   13 INT 
  3 
  12- PER Roll 12-
   20 EGO 
  20 
  13- ECV:  7
   30 PRE 
  20 
  15- PRE Attack:  6d6
   12 COM 
  1 
  11-
   10 PD 
  10 
   
  Total:  10 PD (0 rPD)
   10 ED 
  5 
   
  Total:  10 ED (0 rED)
   5 SPD 
  16 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  30
   100 END 
  25
   50 STUN 19 
  Total Characteristics Cost:  227
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  0”/0”
   
  Flight: 
  20”/40”
  Cost Powers 
  enD
  30 
  Fire Demon Powers:  Elemental Control, 60-point powers
  30 
  1)  Fire Blast:  RKA 4d6 
  6
  49 
  2)  Fireball:  RKA 3d6, Area Of Effect (One Hex Doubled; +¾) 
  8
  77 
  3)  Maelstrom Of Flame:  RKA 3d6, Area Of Effect (10” Radius; +1),  
  Continuous (+1), Personal Immunity (+¼); No Range (-½) 
  15
  20 
  4)  Withering Dessication:  Energy Blast 3d6, NND (defense is  
  LS [Safe Environment (Intense Heat)]; +1), Area Of Effect (5” Radius; +1),  
  Continuous (+1); No Range (-½) 
  6
  90 
  5)  Soulburn:  RKA 2d6, NND (defense is Power Defense or not having a  
  soul; +1), Does BODY (+1), Continuous (+1) 
  12
  30 
  6)  Flight Of Fire:  Flight 20”, Reduced Endurance (0 END; +½) 
  0
  47 
  7)  Burning Touch:  HKA 1½d6, Continuous (+1), Damage Shield  
  (does damage in HTH combat; +¾), Inherent (+¼), Persistent (+½),  
  Reduced Endurance (0 END; +½); Always On (-½), No STR Bonus (-0) 
  0
  13 
  Ignite:  RKA 1 point, Continuous (+1), Penetrating (+½), Reduced  
  Endurance (0 END; +½), Sticky (only affects flammables; +¼), Uncontrolled 
  (lasts until extinguished or flammables burn themselves out; +½);  
  Only Works On Flammable Objects (-½) 
  0
  90 
   Body Of Fire:  Energy Damage Reduction, Resistant, 75% plus Physical  
  Damage Reduction, Resistant, 50% 
  0
  30 
  Body Of Fire:  Armor (0 PD/30 ED); Only Versus Fire (-½) 
  0
  45 
  Body Of Fire:  Life Support:  Total 
  0
  10 
  Elemental Demon Body:  No Hit Locations 
  0
  5 
  Heat Vision:  Infrared Perception (Sight Group) 
  0
  17 
  Brightness Of Flame:  Sight Group Images, +3 to PER Rolls, Increased Size  
  (4” radius; +½), Inherent (+¼), Persistent (+½), Reduced Endurance  
  (0 END; +½); Always On (-½), No Range (-½), Only To Create Light (-1) 
  0
   
  Skills
  12 
  +4 with Fire Demon Powers attacks
  
  178  Atlantean Adversaries 
  Hero System 5th Edition Revised
  75+ Disadvantages
  0 
  Physical Limitation:  Human Size
  25 
  Psychological Limitation:  Utterly 
  Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and 
  objects, takes 2d6 damage per Phase 
  elemental demon is on holy ground, 
  in a holy place, or within 1” of a holy 
  object (Common)
  20 
  Vulnerability:  2 x STUN from Fire 
  Attacks (Common)
  20 
  Vulnerability:  2 x BODY from 
  Fire Attacks (Common)
  610 
  Experience Points
  Total Disadvantage Points:  775
  Description:  A Water Demon looks sort 
  of like a pillar of storm-tossed waters. 
  Two demonic eyes peer out of the waters 
  at the top, but it has no other facial fea-
  tures, nor any limbs.
  Powers/Tactics:  A Water Demon embod-
  ies the evil and dangerous aspects of 
  Water — floods, drowning, being swept 
  away by the tide, and more. It can attack 
  by projecting blasts of water, by filling the 
  target’s lungs with water, or by surround-
  ing the target in a bubble of icy water 
  that causes him to drown (this works 
  like the Air Demon’s Airtheft power; see 
  above). It prefers to remain in or near 
  large bodies of water so that it can retreat 
  into the depths if the fight goes against it.
  WATER DEMON
   Val Char Cost Roll notes
   40 STR 
  30 
  17- Lift 1,600 kg; 8d6 HTH damage [4]
   25 DEX 
  45 
  14- OCV:  8/DCV:  8
   28 CON 
  36 
  15-
   20 BODY 20 
  13-
   13 INT 
  3 
  12- PER Roll 12-
   20 EGO 
  20 
  13- ECV:  7
   25 PRE 
  15 
  14- PRE Attack:  5d6
   8 COM -1 
  11-
   15 PD 
  7 
   
  Total:  15 PD (15 rPD)
   15 ED 
  9 
   
  Total:  15 ED (15 rED)
   5 SPD 
  15 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  12
   100 END 
  22
   60 STUN 6 
  Total Characteristics Cost:  239
  Movement: 
  Running: 
  6”/12”
   
  Leaping: 
  8”/16”
   
  Swimming: 
  32”/256”
  Cost Powers 
  enD
  30 
  Water Demon Powers:  Elemental Control, 60-point powers
  30 
  1)  Water Blast I:  Energy Blast 12d6 
  6
  53 
  2)  Water Blast II:  Energy Blast 8d6, Area Of Effect (14” Line; +1), Double 
  Knockback (+¾); No Range (-½) 
  11
  40 
  3)  Whirlpool:  Energy Blast 8d6, Area Of Effect (9” Radius; +1), Continuous 
  (+1), Personal Immunity (+¼); No Range(-½), Only Against Targets In The 
  Water (-1) 
  13
  30 
  4)  Drowning:  Energy Blast 4d6, NND (defense is Life Support  
  [Breathe Underwater or Self-Contained Breathing]; +1), Continuous (+1) 
  6
  21 
  5)  Water Bubble:  Change Environment 2” radius (see text), -6 Temperature 
  Levels, Usable As Attack (defense is Life Support [Breathe Underwater or  
  Self-Contained Breathing]; +1), Ranged (+½); Lockout (see text; -½) 
  6
  50 
  6)  Water Manipulation:  Telekinesis (40 STR), Affects Porous,  
  Reduced Endurance (0 END; +½); Only Against Water And Objects  
  On/In The Water (-½) 
  0
  20 
  7)  Engulf:  RKA 1d6, NND (defense is Life Support [Breathe Underwater  
  or Self-Contained Breathing]; +1), Does BODY (+1), Continuous (+1);  
  Only Works On Foes Water Demon Has Grabbed (-½) 
  6
  20 
  8)  Body Of Water:  Desolidification (affected by magic), Reduced  
  Endurance (0 END; +½); Cannot Pass Through Solid Objects (-½) 
  0
  10 
  9)  Wavespeed:  Swimming +30” (32” total), x8 noncombat, Rapid  
  Noncombat Movement (+¼), Combat Acceleration/Deceleration (+¼),  
  Reduced Endurance (0 END; +½) 
  0
  15 
  Body Of Water:  Damage Resistance (15 PD/15 ED) 
  0
  75 
   Body Of Water:  Physical Damage Reduction, Resistant, 75% plus Energy 
  Damage Reduction, Resistant, 25% 
  0
  30 
  Body Of Water:  Armor (0 PD/30 ED); Only Versus Water Attacks (-½) 
  0
  10 
  Elemental Demon Body:  No Hit Locations 
  0
  45 
  Body Of Water:  Life Support:  Total 
  0
  45 
  Body Of Water:  Stretching 6”, Reduced Endurance (0 END; +½) 
  0
   
  Skills
  12 
  +4 with Water Demon Powers attacks
  Total Powers & Skills Cost:  536
  Total Cost:  775
  
  Atlantean Age  Chapter Nine 
  179
   
  Skills
  12 
  +4 with Chaos Demon Powers 
  attacks
  Total Powers & Skills Cost:  593
  Total Cost:  823
  75+ Disadvantages
  0 
  Physical Limitation:  Human Size
  25 
  Psychological Limitation:  Utterly 
  Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and 
  objects, takes 2d6 damage per 
  Phase elemental demon is on holy 
  ground, in a holy place, or within 
  1” of a holy object (Common)
  10 
  Vulnerability:  2 x STUN from 
  Order Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from 
  Order Attacks (Uncommon)
  678 
  Experience Points
  Total Disadvantage Points:  823
  Description:  A Chaos Demon looks like 
  a roiling cloud of multicolored tendrils 
  and pulses of energy; the colors change 
  constantly, giving an impression of inter-
  nal movement. It has no facial features 
  or limbs.
  Powers/Tactics:  A Chaos Demon embod-
  ies the evil or dangerous aspects of 
  change:  breaking, rot, corruption, cessa-
  tion. Its body is made of raw Chaos-stuff, 
  and it can project Chaos at an enemy to 
  harm him. It can simply blast him with it 
  in various ways, or it can “envelope” him, 
  wrapping itself around him and killing 
  him by ongoing exposure to pure, unfet-
  tered Chaos. (In game terms the Chaos 
  Demon has to Grab the target to do this. 
  It may use its ordinary STR, in which 
  case virtually anyone can get away simply 
  by stepping away from it, or it may try to 
  hold the victim in place with its Telekine-
  sis, and then envelope him.)
  CHAOS DEMON
   Val Char Cost Roll notes
   0 STR 
  -10 
  9- 
  Lift 25 kg; 0d6 HTH damage [1]
   25 DEX 
  45 
  14- OCV:  8/DCV:  8
   25 CON 
  30 
  14-
   18 BODY 16 
  13-
   13 INT 
  3 
  12- PER Roll 12-
   20 EGO 
  20 
  13- ECV:  7
   25 PRE 
  15 
  14- PRE Attack:  5d6
   4 COM -3 
  10-
   15 PD 
  15 
   
  Total:  15 PD (15 rPD)
   15 ED 
  10 
   
  Total:  15 ED (15 rED)
   5 SPD 
  15 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  30
   100 END 
  25
   50 STUN 19 
  Total Characteristics Cost:  230
  Movement: 
  Running: 
  0”/0”
   
  Leaping: 
  0”/0”
   
  Flight: 
  20”/40”
  Cost Powers 
  enD
  30 
  Chaos Demon Powers:  Elemental Control, 60-point powers
  30 
  1)  Chaos Blast I:  Energy Blast 12d6 
  6
  90 
  2)  Chaos Blast II:  Energy Blast 8d6, NND (defense is Power Defense; +1),  
  Does BODY (+1) 
  12
  30 
  3)  Chaos Unravelling:  RKA 4d6 
  6
  20 
  4)  Chaos Envelopement:  RKA 1d6, NND (defense is Power Defense; +1),  
  Does BODY (+1), Continuous (+1); Only Works On Foes Chaos Demon  
  Has Grabbed (see text; -½) 
  6
  40 
  5)  Unmaking The Physical:  Major Transform 6d6 (anything into its raw  
  components or materials; heals back by being re-assembled, healed, or  
  the like); No Range (-½) 
  9
  30 
  6)  Unmaking The Magical:  Dispel Magic 20d6, any one Magic spell/power  
  at a time (+¼); No Range (-½) 
  7
  20 
  7)  Body Of Chaos:  Desolidification (affected by magic), Reduced  
  Endurance (0 END; +½) 
  0
  45 
  Object Manipulation:  Telekinesis (20 STR), Reduced Endurance (0 END; +½) 
  0
  15 
  Body Of Chaos:  Damage Resistance (15 PD/15 ED) 
  0
  90 
   Body Of Chaos:  Energy Damage Reduction, Resistant, 75% plus Physical 
  Damage Reduction, Resistant, 50% 
  0
  30 
  Body Of Chaos:  Armor (0 PD/30 ED); Only Versus Chaos Attacks (-½) 
  0
  45 
  Body Of Chaos:  Life Support:  Total 
  0
  10 
  Elemental Demon Body:  No Hit Locations 
  0
  70 
  Levitation:  Flight 20”, Usable As Swimming (+¼), Reduced Endurance  
  (0 END; +½) 
  0
  -12 
  True Flyer:  Running -6”
  -2 
  True Flyer:  Swimming -2”
  
  180  Atlantean Adversaries 
  Hero System 5th Edition Revised
   
  Skills
  12 
  +4 with Shadow Demon Powers 
  attacks
  Total Powers & Skills Cost:  580
  Total Cost:  807
  75+ Disadvantages
  0 
  Physical Limitation:  Human Size
  25 
  Psychological Limitation:  Utterly 
  Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and 
  objects, takes 2d6 damage per Phase 
  elemental demon is on holy ground, 
  in a holy place, or within 1” of a holy 
  object (Common)
  10 
  Vulnerability:  2 x STUN from 
  Light Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from 
  Light Attacks (Uncommon)
  662 
  Experience Points
  Total Disadvantage Points:  807
  Description:  A Shadow Demon looks 
  like a vaguely humanoid blot of shadow, 
  though its legs and arms trail off into 
  nothingness before forming feet and 
  hands. Two demonic eyes peer out of its 
  “head,” but it has no other facial features.
  Powers/Tactics:  A Shadow Demon 
  embodies the evil and dangerous aspects 
  of darkness:  the terror it creates; the 
  vulnerability of being blinded; the soul-
  leeching dark chill. In combat it attacks 
  by blasting its foes with shadow, draining 
  the life-force from them, creating fields 
  of impenetrable blackness, and terrifying 
  them. Just touching it can be dangerous.
  SHADOW DEMON
   Val Char Cost Roll notes
   20 STR 
  10 
  13- Lift 400 kg; 4d6 HTH damage [2]
   24 DEX 
  42 
  14- OCV:  8/DCV:  8
   24 CON 
  28 
  14-
   18 BODY 16 
  13-
   13 INT 
  3 
  12- PER Roll 12-
   18 EGO 
  16 
  13- ECV:  6
   30 PRE 
  20 
  15- PRE Attack:  6d6
   4 COM -3 
  10-
   15 PD 
  11 
   
  Total:  15 PD (15 rPD)
   15 ED 
  10 
   
  Total:  15 ED (15 rED)
   5 SPD 
  16 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  22
   100 END 
  26
   50 STUN 10 
  Total Characteristics Cost:  227
  Movement: 
  Running: 
  30”/60”
   
  Leaping: 
  4”/8”
  Cost Powers 
  enD
  30 
  Shadow Powers:  Elemental Control, 60-point powers
  30 
  1)  Shadow Field:  Darkness to Sight Group 4” radius, Reduced Endurance  
  (0 END; +½) 
  0
  30 
  2)  Shadow Blast:  Energy Blast 12d6 
  6
  30 
  3)  Shadow Touch:  Drain BODY 6d6 
  6
  30 
  4)  Shadow Siphoning:  Drain BODY 4d6, Ranged (+½) 
  6
  120 
  5)  Terror Of The Dark:  Drain PRE 6d6, Area Of Effect (9” Radius; +1),  
  Personal Immunity (+¼), Reduced Endurance (½ END; +¼) 
  6
  15 
  6)  Shadowy Form:  HKA 1d6, Continuous (+1), Damage Shield (does  
  damage in HTH combat; +¾), Inherent (+¼), Persistent (+½), Reduced  
  Endurance (0 END; +½); Always On (-½), No STR Bonus (-½) 
  0
  30   
  7)  Meld Into Shadow:  Desolidification (affected by magic or light-based  
  attacks), Reduced Endurance (0 END; +½) 
  0
  15 
  Body Of Shadow:  Damage Resistance (15 PD/15 ED) 
  0
  90 
   Body Of Shadow:  Energy Damage Reduction, Resistant, 75% plus Physical 
  Damage Reduction, Resistant, 50% 
  0
  30 
  Body Of Shadow:  Armor (0 PD/30 ED); Only Versus Shadow Attacks (-½) 
  0
  15 
  Body Of Shadow:  Power Defense (15 points) 
  0
  45 
  Body Of Shadow:  Life Support:  Total 
  0
  10 
  Elemental Demon Body:  No Hit Locations 
  0
  48 
  Swiftness Of Shadow:  Running +24” (30” total) 
  5
  
  Atlantean Age  Chapter Nine 
  181
   
  Skills
  12 
  +4 with Arcane Attacks Multip-
  ower
  Total Powers & Skills Cost:  358
  Total Cost:  590
  75+ Disadvantages
  5 
  Physical Limitation:  Reduced Leap, 
  cannot leap (Infrequently, Slightly 
  Impairing)
  25 
  Psychological Limitation:  Utterly 
  Evil (Very Common, Total)
  25 
  Susceptibility:  to holy places and 
  objects, takes 2d6 damage per Phase 
  elemental demon is on holy ground, 
  in a holy place, or within 1” of a holy 
  object (Common)
  460 
  Experience Points
  Total Disadvantage Points:  590
  Description:  An Arcane Demon looks 
  like a perfect sphere of pulsating Arcane 
  energy about three feet in radius. It has 
  no limbs, sensory organs, or body parts 
  that anyone can discern. 
  Powers/Tactics:  As beings of pure Arcane 
  energy, Arcane Demons possess great 
  mystic power. They can unleash their 
  energy in a variety of beams and pulses 
  to destroy their foes, and if they desire 
  it’s dangerous even to touch them. Their 
  ability to fly effortlessly lets them avoid 
  many foes, and their powerful defenses 
  protect them from many attacks. Usu-
  ally they fight by simply destroying one 
  opponent at a time and then moving on 
  to another, but they shift to more subtle 
  tactics if faced with foes who can strike 
  back effectively.
  ARCANE DEMON
   Val Char Cost Roll notes
   0 STR 
  -10 
  9- 
  Lift 25 kg; 0d6 HTH damage [1]
   28 DEX 
  54 
  15- OCV:  9/DCV:  9
   25 CON 
  30 
  14-
   15 BODY 10 
  12-
   13 INT 
  3 
  12- PER Roll 12-
   20 EGO 
  20 
  13- ECV:  7
   25 PRE 
  15 
  14- PRE Attack:  5d6
   10 COM 
  0 
  11-
   16 PD 
  16 
   
  Total:  16 PD (16 rPD)
   20 ED 
  15 
   
  Total:  20 ED (20 rED)
   5 SPD 
  12 
   
  Phases:  3, 5, 8, 10, 12
   20 REC 
  30
   100 END 
  25
   40 STUN 12 
  Total Characteristics Cost:  232
  Movement: 
  Running: 
  0”/0”
   
  Leaping: 
  0”/0”
   
  Flight: 
  10”/20”
  Cost Powers 
  enD
  105 
  Arcane Attacks:  Multipower, 105-point reserve
  9u 
  1)  Arcane Blast:  Energy Blast 15d6, Reduced Endurance (0 END; +¼) 
  3
  9u 
  2)  Arcane Darts:  Energy Blast 12d6, Autofire (5 shots; +½) 
  9
  9u 
  3)  Arcane Pulse:  Energy Blast 8d6, Area Of Effect (One Hex Doubled; +¾), 
  Double Knockback (+¾) 
  9
  4u 
  4)  Arcane Spear:  RKA 4d6; Increased Endurance Cost (x2 END; -½) 
  12
  10u 
  5)  Countermagicking:  Suppress Magic 6d6, all Magic spells/powers  
  simultaneously (+2), Reduced Endurance (0 END; +½) 
  0
  33 
  Body Of Arcane:  HKA 1d6, Continuous (+1), Damage Shield (does damage  
  in HTH combat; +¾), Reduced Endurance (0 END; +½); No STR Bonus (-½) 
  0
  18 
  Body Of Arcane:  Damage Resistance (16 PD/20 ED) 
  0
  90 
  Body Of Arcane:  Energy Damage Reduction, Resistant, 75% plus Physical 
  Damage Reduction, Resistant, 50% 
  0
  11 
  Mind Of Arcane:  Mental Defense (15 points total) 
  0
  15 
  Body Of Arcane:  Power Defense (15 points) 
  0
  15 
  Body Of Arcane:  Does Not Bleed 
  0
  10 
  Body Of Arcane:  No Hit Locations 
  0
  20 
  Arcane Levitation:  Flight 10” 
  2
  -12 
  Only Flies:  Running -6” (0” total)
  
  182  Atlantean Adversaries 
  Hero System 5th Edition Revised
  75+ Disadvantages
  0 
  Physical Limitation:  Human size 
  (up to about 2m tall and 300 kg)
  10 
  Physical Limitation:  Near-Human 
  Intelligence (Frequently, Slightly 
  Impairing)
  10 
  Physical Limitation:  Limited 
  Manipulation (Frequently, Slightly 
  Impairing)
  25 
  Psychological Limitation:  Must 
  Obey Controller (Very Common, 
  Total)
  46 
  Experience Points
  Total Disadvantage Points:  166
  Ecology:  The Tellat war-ape is a crea-
  ture originally native to the jungles of 
  Deoghar. Long ago specimens were 
  brought to Tellat and bred for size and 
  strength. The end result of that process 
  has become a potent weapon in the Tellat 
  arsenal.
  Personality/Motivation:  Normal animal 
  motivations, except that it’s been condi-
  tioned to obey its controller.
  Powers/Tactics:  Tellat war-apes are fierce 
  and territorial even in the wild, and after 
  Tellat beastmasters and wizards get done 
  altering, training, and conditioning them 
  they’re pure killing machines. They usu-
  ally open battle with a Roar to intimidate 
  their opponents, then unleash a flurry 
  of Arm Swing and Claw attacks, or Grab 
  the opponent and bite him repeatedly 
  with their Fangs.
  Appearance:  Take a typical gorilla. 
  Make it about nine feet tall, then magi-
  cally fuse plates of armor to its chest 
  and limbs, and magically make its 
  fangs and claws larger and deadlier. 
  That is a Tellat war-ape.
  War-Ape, Tellat
  TELLAT WAR-APE
   Val Char Cost Roll notes
   40 STR 
  30 
  17- Lift 6,400 kg; 8d6 HTH damage [4]
   18 DEX 
  24 
  13- OCV:  6/DCV:  6
   23 CON 
  26 
  14-
   16 BODY 12 
  12-
   8 INT 
  -2 
  11- PER Roll 11-
   5 EGO -10 
  10- ECV:  2
   25 PRE 
  15 
  14- PRE Attack:  5d6
   8 COM -1 
  11-
   10 PD 
  2 
   
  Total:  19 PD (9 rPD)
   10 ED 
  5 
   
  Total:  19 ED (9 rED)
   3 SPD 
  0 
   
  Phases:  4, 8, 12
   13 REC 
  0
   46 END 
  0
   50 STUN 2 
  Total Characteristics Cost:  103 
  Movement: 
  Running: 
  5”/10”
   
  Leaping: 
  5”/10”
   
  Swimming: 
  0”/0”
  Cost Powers 
  enD
  10 
  Arm Swing:  HA +3d6; Hand-To-Hand Attack (-½) 
  1
  12 
  Bite:  HKA 1d6 (2d6 with STR); Reduced Penetration (-¼) 
  1
  15 
  Claws:  HKA 1d6 (2d6 with STR) 
  1
  4 
  Roar:  +10 PRE; Only For Fear-Based Presence Attacks (-1), Incantations  
  (must roar; -¼) 
  0
  1 
  Thick Skin:  Armor (1 PD/1 ED) 
  0
  12 
  Armor Plates:  Armor (8 PD/8 ED); Activation Roll 11- (-1) 
  0
  3 
  Ape Senses:  +1 PER with all Sense Groups 
  0
  -2 
  Slow:  Running -1” (5” total)
  -2 
  Poor Swimmer:  Swimming -2” (0” total)
   
  Skills
  10 
  +2 HTH
  Total Powers & Skills Cost:  63
  Total Cost:  166
  
  The Atlantean Age 
  183
  Ab’dahn .................................................................. 60
  Abnusalaivari ...................................................... 132
  Abzin ...................................................................... 62
  Academos Mnomera ............................................ 31
  Achtharon, Darvilan ...................................... 43, 88
  Adagagio, the......................................................... 26
  Adigon, Prince ...................................................... 42
  Adoration of Helios .............................................. 64
  Adoration of Poseidon ......................................... 64
  Adventurers, in society ........................................ 66
  Æntos ..................................................................... 29
  Aeraeia ................................................................... 96
  Aesk (Atlantean bronze coin) ............................. 68
  Agdorons, the ........................................................ 49
  Age (Disadvantage) .............................................. 90
  Age of Conquest ................................................... 10
  Age of Exploration...................................................6
  Aglæria ................................................................... 32
  Aiklos, The Eagle (month/zodiac sign) .................. 64
  Air Demon .......................................................... 175
  Air force, Atlantean .............................................. 69
  Air spells .............................................................. 106
  Air Spirit Matrix (spell) ..................................... 106
  Akontine River ...................................................... 46
  Akontios, The Spear (month/zodiac sign) ........ 64
  Alarii, the ............................................................... 16
  Alita ...........................................................................6
  Altalai Mountains ................................................. 60
  Alvdars, the ........................................................... 49
  Alweer .................................................................... 62
  Amberstar Talisman ............................................. 59
  Amoria ................................................................... 39
  Amorian Boar ....................................................... 38
  Ampheres........................................................... 6, 38
  Anaphlion ......................................................32, 140
  Andermott ............................................................. 39
  Andra, Princess ..................................................... 40
  Anskar .................................................................... 43
  Antalya Mountains ............................................... 51
  Anthele ................................................................... 31
  Anthelean Worm ..........................................31, 169
  Anzir....................................................................... 47
  Apperians............................................................... 53
  Aranikos Forest ..................................................... 37
  Arapathos .............................................................. 33
  Arathon’s Bed ........................................................ 33
  Arathos, The Runner (month/zodiac sign) ....... 64
  Aratolia .................................................................. 31
  Araxos, The Spider (month/zodiac sign) ............... 64
  Arcadia ................................................................. 142
  Arcane Beam (spell) ........................................... 121
  Arcane Darts (spell) ........................................... 121
  Arcane Demon .................................................... 181
  Arcane Fire Spear (enchanted item) ................ 125
  Arcane spells ....................................................... 121
  Arcane Spirit Matrix (spell) .............................. 121
  Arcane-Infused Shield (enchanted item) ........ 127
  Arcanomantic Harness (enchanted item) ....... 130
  Ardanians .............................................................. 53
  Areld Halfhanded, Emperor................................ 49
  Ares (god of war and hunting) ........................... 94
  Areshken ................................................................ 40
  Argolis .................................................................... 32
  Arhons, Prince ...................................................... 44
  Arkanoi Legoteros and Segalos......................... 102
  Armor..................................................................... 92
  Armor Of Light (spell) ....................................... 117
  Army, Atlantean .................................................... 69
  Arnica..................................................................... 44
  Arnza, Prince ........................................................ 42
  Art, Atlantean........................................................ 67
  Arvand, King ......................................................... 11
  Arvandall, Prince .................................................. 47
  Ashader, Prince ..................................................... 46
  Ashlarn Arexes ...................................................... 31
  Askari ..................................................................... 53
  Astral-Spark Gauntlet (enchanted item) ......... 130
  Astranar (god of sky and storms) ....................... 94
  Athlete Package Deal............................................ 87
  Atlan ..........................................................................6
  Atlan’elos ................................................................ 24
  Atlan’s Hill ............................................................. 13
  Atlan’s Runeblade (enchanted item) ................ 124
  Atlantean Archer Package Deal .......................... 83
  Atlantean Bard Package Deal .........................81-82
  Atlantean Blasting-Wand (enchanted item) ... 128
  Atlantean Cold War  
  (Atlantean Age campaign) ............................. 138
  Atlantean Dragon ............................................... 172
  Atlantean Emaeros  Package Deal ...................... 87
  Atlantean Fire-Spear (enchanted item) ............. 70
  Atlantean Games .................................................. 64
  Atlantean Gemsword (enchanted item) .......... 124
  Atlantean Honor (Psychological Limitation) .. 90-91
  Atlantean Lancer Package Deal .......................... 83
  Atlantean Magic ...........................................102-128
  Atlantean Priest Package Deals ........................... 79
  Atlantean Sky Cavalryman Package Deal.......... 83
  Atlantean Spearfighting (Martial Art) ............... 89
  Atlantean Spy Package Deal ................................ 81
  Atlantean Warbow (enchanted item) ................. 71
  Atlantean Warriorblade (enchanted item) ........ 70
  Atlantean Wizard (Perk) ...................................... 90
  Atlantean Wizard Package Deal ......................... 86
  Atlanteans .............................................................. 16
  Atlantis ..........................................................6, 24-38
  Aulean Serpent...................................................... 34
  Autocthon .......................................................... 6, 36
  Avar ........................................................................ 43
  Avaria ............................................................... 12, 43
  Avarin Guard......................................................... 39
  Avaris ..................................................................... 39
  Azaes .................................................................. 6, 33
  Background Package Deals ................................. 78
  Baldir ...................................................................... 47
  Baltaria ................................................................... 39
  Barbarian lands .............................................62, 142
  Bards ....................................................................... 81
  Baroda .................................................................... 61
  Battle of Mount Akontios .................................... 13
  Battle of Ractoris .................................................. 13
  Battle of Tardanian Pass ................................. 10, 42
  Battle-beasts, Tellat ............................................... 55
  Battledon, Tellat .................................................. 171
  Beastmasters .................................................... 55, 85
  Becalming (spell) ................................................ 107
  Bel’hamasa, Ruined Temple of ............................ 49
  Belizor, Governor ................................................. 60
  Bellascra (Lemurian swordfighting) ................ 145
  Belphides ............................................................... 31
  Berreket .................................................................. 53
  Biltis ........................................................................ 47
  Black God, the ...............................................99, 143
  Black Needles, the .........................................48, 141
  Black Ones, the ................................................... 143
  Blizzard (spell) .................................................... 115
  Bloodless Conquest .............................................. 13
  Bones of Varkolak ................................................. 36
  Boralan Islands ..................................................... 50
  Boralans ................................................................. 20
  Boruhan ................................................................. 45
  Boullios (Atlantean gold coin) ............................ 68
  Bow of Eternal Arrows (enchanted item)........ 126
  Boxing .................................................................... 67
  Breaking Of Earth (spell) .................................. 107
  Bronzebow (enchanted item) ............................ 126
  Bu’lhan ................................................................... 60
  Bureaucratics (Skill) ............................................. 89
  Burial customs ...................................................... 66
  Calendars ..........................................................64-65
  Call The Winds (spell) ....................................... 107
  Caluvar, Prince ...................................................... 43
  Camp Tarases ........................................................ 41
  Campaigns, Atlantean ........................................ 138
  Caraprix (Lemurian armor) .............................. 148
  Carlen, Prince ....................................................... 41
  Castania ................................................................. 37
  Cataclysm, the ..................................................... 137
  Cataracts of Vorond ............................................. 33
  Caverns of Lorr ..................................................... 96
  Centaur Bow ......................................................... 92
  Centaurs ................................................................. 16
  Ceremonies, religious .......................................... 98
  Chadir .................................................................... 59
  Chagaria ................................................................. 46
  Chaghanda ............................................................ 46
  Chala-Lion ........................................................... 149
  Chaos Demon ..................................................... 179
  Chaos Doom (spell) ........................................... 119
  Chaos Mantle (spell) .......................................... 119
  Chaos Spirit Matrix (spell) ................................ 120
  Character creation .......................................... 77, 89
  Characteristic Maxima......................................... 89
  Characteristics ...................................................... 89
  Chored, Governor ................................................ 60
  Choresh, Lord ....................................................... 11
  Choresh XVII, Prince........................................... 48
  City of Bridges....................................................... 54
  City of Doors ......................................................... 48
  City of Palaces ....................................................... 33
  City of the Crown ................................................. 24
  City of the Flyers ................................................... 35
  Clasp Of Stone (spell) ........................................ 110
  Class structure, Atlantean.................................... 66
  Cleito .........................................................................6
  Coins ...................................................................... 68
  Combat, Atlantean ............................................. 139
  Combat Driving/Piloting (Skill) ......................... 89
  Combat, in Atlantean Age games ..................... 139
  Contact:  Imperial Bloodline (Perk) .................. 90
  Cormar the Mighty ....................................134, 165
  Coromen ................................................................ 59
  Corun ..................................................................... 41
  Coruscator (Lemurian weapon) ....................... 148
  Corusqua .......................................................56, 129
  Corusquating Key (enchanted item) ................ 131
  Cosmology, Atlantean .......................................... 96
  Council of Nobles ................................................. 54
  Council of Patriarchs ........................................... 58
  Countermagic (spell) ......................................... 122
  Courtship ............................................................... 65
  Crystallocolossus ................................................ 150
  Crystallos .......................................................56, 129
  Cure Blindness (spell) ........................................ 122
  Cure Illness (spell) .............................................. 123
  Currency ................................................................ 68
  Cyriac, Prince ........................................................ 44
  Daily Life ..........................................................63-76
  Dalasia .................................................................... 39
  Dalsith the Orphan .............................. 134-37, 168
  Danaeos ................................................................. 67
  Daraghan ............................................................... 48
  Dardarian Prison (spell) .................................... 110
  Dardaros ................................................................ 96
  Darvilan Achtharon Package Deal ..................... 88
  Darvilos ........................................................... 13, 43
  Day of Remembrance ........................................... 64
  Dazhvan ................................................................. 59
  Decana Islands ...................................................... 54
  Delpha, The Oracle (month/zodiac sign) .......... 64
  Demigod Package Deals ...................................... 78
  Demons, elemental ........................................174-81
  Deoghar ................................................................. 59
  Deogharans ........................................................... 19
  Dereus .................................................................... 34
  Descendant of the Ten Package Deals ............... 78
  Diapran Pillars ...................................................... 36
  Diaprepes ........................................................... 6, 36
  Dimming (spell) ................................................. 107
  Disadvantages ....................................................... 90
  Divine Magic ....................................................... 122
  Domikos ................................................................ 51
  Dominion Aegis .................................................... 29
  Dominion, lands of .........................................38-48
  Doracantos, Emperor ........................................... 53
  Dragon, Atlantean .............................................. 172
  Drakahm (Atlantean silver coin) ........................ 68
  Drex, House ........................................................... 60
  Drondor, the .......................................................... 49
  Dushaan ................................................................. 59
  Dzangtep ................................................................ 60
  Earth Demon....................................................... 176
  Earth spells .......................................................... 110
  Earth Spirit Matrix (spell) ................................. 110
  Education ............................................................... 66
  Ekbatahn ................................................................ 47
  Elasippus ............................................................ 6, 35
  Elemental Demons ........................................174-81
  Eleukas ................................................................... 31
  Eltaria ..................................................................... 46
  Emaeros (trader)........................................68, 87-88
  Emanngol, Prince ................................................. 42
  Empires .............................................................23-62
  Empyreans .....................................................18, 142
  Enchanted items ................................... 124-28, 130
  Enek, House .......................................................... 59
  Engbur.................................................................... 49
  Entertainment, Atlantean .................................... 67
  Enydeos .................................................................. 35
  Eordica (goddess of agriculture and fertility) ... 94
  Eordica’s Wrath (spell) ....................................... 111
  Eprapontes ............................................................. 35
  Equipment ............................................................. 92
  Eradon .................................................................... 44
  Erestaia (goddess of home and family) ................... 95
  Erixian Mountains/Hills ..............................54, 141
  Erixo ....................................................................... 53
  Ernakus .................................................................. 34
  Esharra ......................................................................6
  Eshuna.............................................................. 11, 46
  Eshunan Mage Package Deal .............................. 86
  Etha......................................................................... 62
  Euaemon ............................................................ 6, 31
  Evenor .......................................................................6
  Everyman Skills .................................................... 89
  Evoia ....................................................................... 33
  Extinguishing (spell) .......................................... 107
  Eyara ....................................................................... 99
  Eyes Of Helios (spell) ......................................... 117
  Faces to the North ................................................ 35
  Falarlem .........................................................56, 142
  Family Life ............................................................. 65
  Feast of the New Year ........................................... 64
  Felv, House ............................................................ 62
  Fields of Korav ...................................................... 44
  Fiery Pit.................................................................. 96
  Filec ........................................................................ 45
  Fire Cliffs ............................................................... 60
  Fire Darts (spell) ................................................. 113
  Fire Demon ......................................................... 177
  Fire spells ............................................................. 113
  Fire Spirit Matrix (spell) .................................... 113
  Fire-Thrower (enchanted item) .......................... 71
  Fireball (spell) ..................................................... 113
  Firemaw Mountain ............................................... 33
  Firestorm (spell) ................................................. 114
  First Lemurian War .............................................. 13
  Fist Of Fire (spell) ............................................... 114
  Fist Of Poseidon (spell) ..................................... 115
  Fleetness Of Cloud (spell) ................................. 107
  Flood (spell) ........................................................ 115
  Flynq-Shark ......................................................... 152
  Forest of the Singing Trees .................................. 34
  Four Truscoran Hinds.......................................... 38
  Frigid Doom (spell) ............................................ 116
  Fringe Benefit:  Lordship (Perk) ......................... 90
  Fulminor ........................................................56, 130
  Funerary customs ................................................. 66
  Fury Of The Winds (spell)................................. 107
  Gadrius............................................................... 6, 33
  Game elements .................................................89-91
  Gamemastering ..............................................133-58
  Games..................................................................... 67
  Gardarica ......................................................... 13, 44
  Gardarican Bard Package Deal ......................81-82
  Gastu Vahno, Tombs of........................................ 48
  Geldon, Prince ..............................................39, 140
  Gelkings, the ......................................................... 49
  Gelladan, Governor .............................................. 62
  Geraxian Hawks.................................................... 33
  Gerenshar, King .................................................... 51
  Gerilah Nask ....................................................... 163
  Gevarus .................................................................. 33
  Giant of Naxonnath .................................................7
  Giant’s Sling (spell) ............................................. 111
  GM’s Vault ........................................................... 140
  Gods ................................................................93-100
  Gods’ Time ............................................................ 64
  Golden Armor (enchanted item) ....................... 70
  Goregon ................................................................. 60
  Government, Atlantean ....................................... 67
  Governor’s Tower.................................................. 62
  Grand Library Access (Perk) ............................... 90
  Grand Library, the ................................................ 26
  Great Fathers ......................................................... 61
  Great Plaza ............................................................. 54
  Great Tower, the .................................................... 46
  Greater Powers .................................................... 102
  Gronar, High Chief ............................................... 42
  Growing Tower, the .............................................. 26
  Gryz, House ........................................................... 59
  Gulf of Eshuna ...................................................... 46
  Gullop-Steed ....................................................... 153
  Guranda ................................................................. 67
  Hagari ..................................................................... 42
  Haliris Tal ............................................................ 160
  Hamurran .............................................................. 40
  Harelga River......................................................... 40
  Harvest Festival ..................................................... 64
  Hasikar ................................................................... 49
  Hazaria ...........................................................49, 141
  Hazaria, Empire of.......................................... 49, 99
  Hazarian Knight Package Deal ........................... 84
  Hazarians ............................................................... 20
  Heal Wounds (spell) ........................................... 123
  Heinara .................................................................. 45
  Helion Bow (enchanted item) ........................... 127
  Helios ..................................................................... 64
  Helios (god of sun and light) .............................. 95
  Helkaen, Governor ............................................... 61
  Hepatizon Giant.................................................. 154
  Hernicia ........................................................... 12, 44
  Herromdeshi ......................................................... 11
  Heshekem, Prince ................................................. 46
  High Society (Skill) .............................................. 89
  Hill-Men of Khendai ...................................... 61, 84
  Hippolous River .................................................... 34
  History ........................................................5-14, 134
  Hogrem, Governor ............................................... 59
  Hound of Shadows ............................................... 96
  Hranos.................................................................... 42
  Hrunor ................................................................... 99
  Hy-Australos ......................................................... 49
  Hylos ...................................................................... 34
  Hyraeus .................................................................. 67
  Ignaerian Spar (Lemurian weapon) ................. 148
  Ignaetior (Lemurian weapon) ........................... 147
  Ignaetium.......................................................56, 129
  Ikarian Mountains ................................................ 34
  Illuminating (spell)............................................. 107
  Immolation (spell) .............................................. 114
  Imperial Bloodline (Perk) ................................... 90
  Imposition Of Chaos (spell).............................. 107
  Imposition Of Order (spell) .............................. 107
  Impromptu spellcasting ..................................... 104
  In The Shadows Of Atlantis  
  (Atlantean Age campaign) ............................. 138
  Inland Sea of Khotar ............................................ 46
  InDeX
  
  184  Index 
  Hero System 5th Edition Revised
  Introduction .............................................................4
  Irresistible Flare (spell) ...................................... 117
  Irresistible Winds (spell) ................................... 108
  Istakhar .................................................................. 46
  Jarahal, Prince ....................................................... 45
  Johorr ..................................................................... 60
  Juret ........................................................................ 39
  Jyln, House ............................................................ 61
  Ka’lesh ...............................................................59-60
  Ka’leshi Poisoner Package Deal .....................81-82
  Kaintro (city center) ............................................. 24
  Kaladorian Forest .........................................36, 140
  Kaladorian Panther .............................................. 36
  Kalagar Lorr, Priest-King .................................... 58
  Kalla’har ........................................................... 12, 51
  Kalomaki................................................................ 26
  Kalvahr, Prince ...................................................... 41
  Kaminoi ............................................................... 105
  Kantro .................................................................... 31
  Kaphtor ............................................................ 12, 51
  Kaphtor, gods/religion ......................................... 99
  Kaphtor, magic .................................................... 131
  Kaphtoran Assassin Package Deal ...................... 82
  Kaphtoran cedar ................................................... 52
  Kaphtoran dagger ................................................. 92
  Kaphtoran Sorcerer Package Deal ...................... 86
  Kaphtorans ............................................................ 20
  Karshemish ...................................................... 11, 47
  Karshemish Horror .............................................. 38
  Kartalia ................................................................... 40
  Kendern, Prince .................................................... 39
  Khat, House of ...................................................... 41
  Khendai .................................................................. 61
  Khendai Archer Package Deal ............................ 84
  Khirbet ................................................................... 40
  Khirbet Stair, the ................................................... 40
  Khotar, Inland Sea of............................................ 46
  Kingdoms .........................................................23-62
  Kingspear ............................................................... 29
  Kionos, The Pillar (month/zodiac sign) ................. 64
  Kispa ....................................................................... 45
  Kivoto ..................................................................... 69
  Knights, Hazarian ................................................. 51
  Knockback ........................................................... 139
  Kolari ...................................................................... 44
  Kopani Mountains ................................................ 33
  Koravian Obelisk ..........................................44, 141
  Kordarian Giant .................................................... 97
  Koros the Scribe .................................................... 67
  Korrag .................................................................... 42
  Korreon .................................................................. 97
  Kosarhd, Governor ............................................... 59
  Krios ................................................................... 6, 31
  Laconia ................................................................... 34
  Lake Apythmynos ................................................. 33
  Lake Girpali ........................................................... 48
  Lake of Swans .......................................... 32-33, 140
  Lamrican, Governor ............................................. 60
  Lamsara ..........................................................41, 140
  Land of Perfumes.................................................. 46
  Lands .................................................................23-62
  Language (Skill) .................................................... 89
  Larasa ..................................................................... 41
  Larinos, Prince ...................................................... 44
  Laws, Atlantean ..................................................... 67
  Leash The Storm (spell) ..................................... 108
  Leeching Shadows (spell) .................................. 118
  Lemuria ................................55-62, 99, 129, 144-58
  Lemurian Golem ................................................ 151
  Lemurian Magical Substances (Perk) ................ 90
  Lemurian Noble Warrior Package Deal............. 84
  Lemurian Soldier ................................................ 145
  Lemurian True Sorcerer and  
  Sorcerer-Scientist Package Deals ................86-87
  Lemurian Wars .............................................13, 134
  Lemurians .............................................................. 18
  Lesser Powers ...................................................... 102
  Leucippe....................................................................6
  Levitating Platform............................................... 43
  Levitation (spell) ................................................. 108
  Light spells ........................................................... 117
  Light Spirit Matrix (spell) .................................. 118
  Lightning Spear (spell)....................................... 108
  Livadian Mountains ............................................. 35
  Locarian Hydra ..................................................... 33
  Logalos (Atlantean spearman) ...................... 69, 83
  Lordship (Perk) ..................................................... 90
  Lort, House ............................................................ 59
  Loso, The Lion (month/zodiac sign) .................. 64
  Lucanians ............................................................... 53
  Lupek stones .......................................................... 52
  Magic .............................................................101-132
  Magic in Atlantean life ......................................... 68
  Magiconstructs ................................................... 149
  Maglorenos ............................................................ 26
  Mandragalore ................................................56, 142
  Manteen ........................................................... 58, 99
  Maradin Mountains ............................................. 47
  Margano, Prince ................................................... 39
  Maritra ................................................................. 100
  Markalena River ............................................. 39, 42
  Marriage ................................................................. 65
  Martial Arts (Skill) .......................................89, 139
  Mekaria .................................................................. 36
  Meleander .............................................................. 67
  Melicros ................................................................. 96
  Men And Gods (Atlantean Age campaign) .... 139
  Mendomering Helm (enchanted item) ................131
  Mendria ................................................................. 54
  Menessipus, Administrator ................... 41-42, 140
  Messania ................................................................ 35
  Mestor ................................................................ 6, 31
  Mestorian Canal ................................................... 47
  Mikna, The Swan (month/zodiac sign) .................. 64
  Military, Atlantean...........................................69-76
  Military, Lemurian ........................................144-58
  Miscellaneous Package Deals .............................. 87
  Mitania ................................................................... 41
  Mitiline Forest ....................................................... 31
  Mneseus ............................................................. 6, 35
  Modaroc III, Priest-King ..................................... 51
  Mole-Man Tunneler ........................................... 155
  Mole-Men ................................................ 57, 146-47
  Money .................................................................... 68
  Monsters .........................................................169-82
  Mor’daki ............................................................... 143
  Mount Akontios, Battle of ................................... 13
  Mount Oeranos ..................................................... 38
  Mursali ................................................................... 46
  Myrt, House........................................................... 60
  Naihat ..................................................................... 59
  Navy, Atlantean ..................................................... 69
  Neibel ..................................................................... 43
  Nevos ...................................................................... 96
  Nikar’kar ................................................................ 60
  Nirblis..................................................................... 51
  Nobleman Package Deal ...................................... 78
  Noctis Shard ..................................................51, 131
  Nolor-Khan ..................................................... 58, 99
  Nomismon ....................................................... 31, 96
  Non-Atlantean (Social Limitation) .................... 91
  Northlanders ......................................................... 21
  Northwest Kingdom ............................................. 36
  Nystria .................................................................... 44
  Oeneiros................................................................. 96
  Oeranos, Mount .............................................. 38, 96
  Og-Slyntal ........................................................ 58, 99
  Ogat Mountains .................................................... 60
  Olegandros Mountains ........................................ 31
  Olican Islands ........................................................ 46
  Onitrios Keep ........................................................ 43
  Ontikoi ................................................................... 35
  Op’tai River ............................................................ 59
  Oracle of Vasaras .................................................. 37
  Oracle Package Deal ............................................. 80
  Oravos .................................................................... 39
  Order spells ......................................................... 119
  Orichalcum ......................................................... 105
  Orichalcum Supply (Perk)................................... 90
  Orichalcum-Chased Armor .............................. 127
  Orikailos (god of magic and wisdom) ............... 95
  Ornithopter ......................................................... 156
  Outer Wall ............................................................. 13
  Package Deals ...................................................78-88
  Pankration ............................................................. 67
  Paralyze Army (spell) ......................................... 122
  Parinda ............................................................. 12, 48
  Paros ....................................................................... 36
  Parsalian Cliffs ...................................................... 35
  Part The Waters (spell) ....................................... 116
  Parting The Earth (spell) ................................... 111
  Pelasgar ............................................................ 10, 39
  Pelasgarans ............................................................ 22
  Pelasgian Kraken .................................................. 38
  Peoples ..............................................................15-22
  Perigone ................................................................. 34
  Perks ....................................................................... 90
  Petanaos, the ......................................................... 37
  Phantom Falls, the ................................................ 26
  Phelgarac................................................................ 96
  Phestean Armor (enchanted item) ................... 127
  Phestean Gift (enchanted item) ........................ 125
  Phestos (god of fire and the forge) ..................... 95
  Physical Limitation (Disadvantage) ................... 90
  Piscireme ............................................................. 157
  Plays........................................................................ 67
  Porphyryan Hills .................................................. 31
  Poseidon (god of sea and water) ...............6, 64, 95
  Poseidon’s Well ...................................................... 13
  Presences Beyond ..........................................135-36
  Priest Package Deals ............................................. 79
  Professional Package Deals ................................. 79
  Prophecy of the Thrones, the ......................14, 138
  Psychological Limitation  
  (Disadvantage) ................................................... 90
  Quattropede ........................................................ 158
  Ractoris, Battle of ................................................. 13
  Raikonos, The Dragon (month/zodiac sign) .... 64
  Rain Of Fire (spell) ............................................. 114
  Raise The Mountain (spell) ............................... 112
  Rakat ...................................................................... 39
  Rareesha ........................................................... 58, 99
  Ras Shamra ...................................................... 11, 48
  Rastado, Prince ..................................................... 43
  Rastrinfahr .......................................................... 143
  Realms ...............................................................23-62
  Reaping The Whirlwind (spell) ........................ 109
  Red Forest ......................................................51, 142
  Regava .............................................................. 39, 41
  Regethon ................................................................ 51
  Regnaria ................................................................. 41
  Rekselon ................................................................. 35
  Religion, Atlantean ............................................... 97
  Reng, House .......................................................... 61
  Reptilian throwbacks, Lemurian ........................ 18
  Rhidassa ................................................................. 48
  Rihardos ................................................................. 13
  Ring of Chaos (enchanted item) ....................... 128
  Rings of Atlan’elos ................................................. 13
  Rogue Package Deals ........................................... 81
  Róka........................................................................ 68
  Roslan ..................................................................... 40
  Rudara .................................................................... 41
  Ruined Temple of Bel’hamasa ............................. 49
  Sacrifices ................................................................ 98
  Sagona .................................................................... 35
  Saka River .............................................................. 39
  Sakasia .................................................................... 41
  Salacar .................................................................... 41
  Sandals of Leaping (enchanted item) ................. 71
  Sandals of the Spider (enchanted item) ............. 71
  Sangobar .......................................................... 12, 43
  Saramra .................................................................. 41
  Saravon................................................................... 60
  Saravonans ............................................................. 22
  Saronno, Prince ..................................................... 40
  Satyrs ...................................................................... 16
  Sea of Allakh ......................................................... 42
  Second Lemurian War ....................................... 134
  Selene (goddess of the moon and night) ........... 96
  Selenian Wand (enchanted item) ..................... 128
  Sephailion, the ...................................................... 36
  Sephailios ............................................................... 36
  Serpent Hills .......................................................... 59
  Serpent-Men of Vangkor ........ 22, 61, 99, 132, 140
  Serpentdancing .......................................59, 86, 132
  Shaa-tæl ................................................................. 99
  Shadow Demon................................................... 180
  Shadow-Bolt (spell) ............................................ 118
  Shamanism .......................................................... 132
  Shangkam River .................................................... 61
  Shapechanging (spell) ........................................ 120
  Sharakkian Mountains ......................................... 42
  Sharakkian Ram, the ...............................................7
  Sharna-Gorak the Destroyer ............................. 136
  Shem Thief Package Deal .................................... 82
  Shertaf stone .......................................................... 52
  Shield Against Chaos (spell) ............................. 120
  Shield Against Flame (spell).............................. 114
  Shield Of Arcane (spell)..................................... 122
  Shield Of The Winds (spell) .............................. 109
  Ship, Atlantean ...................................................... 76
  Shulgar River ......................................................... 43
  Shulgur, King......................................................... 12
  Siahan ..................................................................... 61
  Siklos, The Sickle (month/zodiac sign) ............. 64
  Simbria ................................................................... 44
  Sinessa River .......................................................... 53
  Sivrek River ........................................................... 46
  Skathos, The Ship (month/zodiac sign) ............. 64
  Skills ....................................................................... 89
  Skotari, The Shield (month/zodiac sign) ........... 64
  Skraytha ................................................................. 42
  Sky-Chariot, Atlantean ........................................ 73
  Sky-Ship, Atlantean .............................................. 74
  Slave (Social Limitation)...................................... 91
  Slavery .................................................................... 66
  Social Life .............................................................. 66
  Social Limitation (Disadvantage) ....................... 91
  Sokaki ..................................................................... 67
  Sons Of Empire (Atlantean Age campaign) .... 138
  Spear of Swift Crossings (enchanted item) ..... 126
  Spellcasting ............................................See “Magic”
  Spells..............................................................106-123
  Spirydon’s Chasm ................................................. 44
  Sports ..................................................................... 67
  Spressorian Greatwoods ................................ 39, 41
  Srithshal ................................................................. 61
  Ssujala................................................................... 140
  Stability (spell) .................................................... 120
  Staff of Rule ........................................................... 29
  Staff of the Seven (enchanted item) ................. 128
  Stalden.................................................................... 42
  Stathoi (Rings) ...................................................... 24
  Stilling The Waves (spell) .................................. 107
  Stone of Command (enchanted item) ............. 129
  Stonewall (spell).................................................. 112
  Stonn, House ......................................................... 60
  Storm Of Destruction (spell) ............................ 109
  Stormblade (enchanted item) ........................... 125
  Stormsurge Spear (enchanted item) ................. 126
  Street of the Temples ............................................ 31
  Strength Of Earth (spell) ................................... 112
  Subatar ................................................................... 60
  Sunfire Field (spell) ............................................ 119
  Sunlit Fields ........................................................... 96
  Sword Of Light (spell) ........................................ 119
  Taa’thess, Vaash-la ................................................ 61
  Tagal ....................................................................... 53
  Talents .................................................................... 90
  Talor ....................................................................... 96
  Tamyr ..................................................................... 39
  Taranth, the ........................................................... 10
  Tardania ................................................................. 42
  Tardanian Pass, Battle of ................................ 10, 42
  Tardanum .........................................................53-54
  Tarkailia ................................................................. 36
  Technology in Atlantean life ............................... 68
  Technology Skills .................................................. 89
  Telamon ................................................................. 54
  Telegon of the Silver Tongue ............................... 67
  Tellat .................................................12, 53, 100, 131
  Tellat Battledon ................................................... 171
  Tellat Beastmaster Package Deal ........................ 85
  Tellats ..................................................................... 22
  Tellat War-Ape .................................................... 182
  Temgath, Governor .............................................. 61
  Temple of Poseidon .............................................. 26
  Temple of the Ten Flames .................................... 32
  Ten Brothers, the .........................................6, 24-38
  Tenairum ............................................................... 35
  Tenebos .................................................................. 96
  Tereghar, Governor .............................................. 60
  Thanofer ................................................................. 13
  Therek .................................................................... 42
  Thermiom .............................................................. 31
  Thernos .............................................................. 6, 31
  Third Lemuran War ........................................... 134
  Thrægos ................................................................. 35
  Tikarion (god of rulership and justice) ................... 96
  Tisfa ........................................................................ 68
  Titan’s Sword (enchanted item) ........................ 125
  Tombs of Gastu Vahno ........................................ 48
  Tornat ..................................................................... 41
  Torvo, Prince ......................................................... 39
  Trade....................................................................... 68
  Transport Familiarity (Skill) ............................... 90
  Tregad, Governor ................................................. 59
  Tribute Day ............................................................ 64
  Trident Aegis (enchanted item) .......................... 71
  Trobas River .......................................................... 37
  Truscora ................................................................. 42
  Truscoran Axeman Package Deal ....................... 85
  U’tan River............................................................. 59
  Udongar ................................................................. 61
  Unleash The Waters (spell) ................................ 116
  Unvincitory Pillar (enchanted item) ................ 131
  Urald....................................................................... 99
  Urguts, the .....................................................47, 141
  Urlogos ................................................................. 102
  Uturu-fish .............................................................. 43
  Vahana Guard ....................................................... 48
  Valdoria .....................................................................6
  Vambraces of Strength (enchanted item) ........ 127
  Vandaris, Prince .................................................... 41
  Vangkor .................................................................. 61
  Varinia .............................................................. 12, 44
  Varkolak ................................................................. 36
  Vasaran Oracle (Talent) ....................................... 90
  Vasaras, Oracle of ................................................. 37
  Vastam .................................................................... 62
  Vastrond ................................................................. 49
  Ventana River ........................................................ 54
  Ventani ................................................................... 53
  Ventanium ............................................................. 54
  Villains ............................................................160-68
  Vogar .................................................................... 141
  Vokar ...................................................................... 99
  Volo (Hazarian wizard)..........................49, 51, 132
  Volscarans .............................................................. 53
  Vondarien .......................................................... 6, 28
  Voralus of Lemuria ..................................................9
  Vra’dor .................................................................... 59
  War-Ape, Tellat ................................................... 182
  War-Dragon .......................................................... 72
  War-Golem, Atlantean ......................................... 75
  Warrior Package Deals ......................................... 83
  Water Demon ...................................................... 178
  Water spells.......................................................... 115
  Water Spirit Matrix (spell) ................................. 117
  Weapon Familiarity (Skill) .................................. 90
  Weapons................................................................. 92
  Winged Folk, the .................................................. 16
  Wizard Package Deals .......................................... 86
  Wizard’s Armor (enchanted item).................... 129
  Wizard’s Fair .......................................................... 26
  Wrestling ................................................................ 67
  Xylon (hero) .......................................................... 33
  Xylon (playwrite) .................................................. 67
  Yogen, High Priest ................................................ 53
  Ystria ...................................................................... 45
  Ystria ...................................................................... 13
  Zanthinus............................................................... 37
  Zarmos, Prince...................................................... 44
  Zhargond’s Vortex ........................................47, 141
  Zodiac Package Deals .......................................... 78
  Zosar River ............................................................ 47
  Zren, House ........................................................... 60
  
SOURCE: textdata/thevault/Hero System/Hero System The Atlantean Age.pdf